All pastes #1284814 Raw Edit

Y_Objects

public cpp v1 · immutable
#1284814 ·published 2008-12-14 07:19 UTC
rendered paste body
/*----------------------------------------------------------------------------*-					===============================					Y Sever Includes - Objects Core					===============================Description:	Handles object streaming for >150 objects per player.  Also provides VW	support and improved object attachment (i.e. it works).  New versions	combines mine and Peter's streaming systems to narrow down objects by	approximation by a grid system then check all objects visible in near	by sections.Legal:	Copyright (C) 2007 Alex "Y_Less" Cole	This program is free software; you can redistribute it and/or	modify it under the terms of the GNU General Public License	as published by the Free Software Foundation; either version 2	of the License, or (at your option) any later version.	This program is distributed in the hope that it will be useful,	but WITHOUT ANY WARRANTY; without even the implied warranty of	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the	GNU General Public License for more details.	You should have received a copy of the GNU General Public License	along with this program; if not, write to the Free Software	Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,	MA 02110-1301, USA.Version:	0.2.6Changelog:	26/11/07:		Finished up master system.		Fixed DestroyDynamicObject not removing client objects.	16/11/07:		Removed global flag as it wasn't doing anything.	27/10/07:		Fixed moving objects so they actually move	26/10/07:		Added object children to attach objects to each other.	09/10/07:		FINALLY found compile hang bug.		Repaired removed code.		Put object co-ordinate code in Object_ParseSet	23/09/07:		Updated FindSector, AddToSector and RemoveFromSector to use new system.	22/09/07:		Started work on new sector system, minor macro changes, lots of maths.		Wrote squareroot macro.		Updated constructor.	21/09/07:		Overhauled sector code, skips columns and interiors plus more efficient.	20/09/07:		Made some core functions static so they don't get called by accident.		Changed auto-adjust code so it rounds to nearest whole log number.		Moved zone-find code around to skip whole columns at once.		Added zone sorting so they're done in order of distance.		Added breakout code so once all objects are found processing is exited.	19/09/07:		Added auto-adjusting zone sizes based on object limits.		Altered zone find code to return only possible visible zones.		Fixed rare hanging bug in close list code.	18/09/07:		My birthday - yes I'm that sad to code on it and put it in a changelog.		Rewrote sectors code to use known sectors instead of position.	17/09/07:		Rewrote find code to find closest objects instead of random close ones.	03/08/07:		Updated timer system.	07/05/07:		Added groups support via default settings.		Corrected (unused) flag - bit pointless but meh.	02/05/07:		Added YSI_ prefix to all globals.		Added dynamic object API calls.	30/04/07:		Fixed bug in DestroyDynamicObject with OOB objects not 1st in list.		Exported sector removal code to Object_RemoveFromSector.		Added SECTOR parameter to E_OBJECT for ease of modification.	25/04/07:		Added 3d checking.		Added DestroyDynamicObject API function.		Fixed location checking on attached objects.		Fixed loop itteration for cyclic list structure.	24/04/07:		Fixed range leave checking.		Added moving objects list.	18/04/07:		Second version - completely rewritten after a chat with Peter.	16/04/07:		First version - adapted from my earlier e_objects.inc include.Functions:	Public:		Object_Loop - Main loop for checking.		Object_CoOrdRemote - Does object location manipulation remotely.		Object_Remote - Does normal functions remotely.		Object_UpdateUnused - Adds an object to the remote unused list.		Object_Broadcast - Saves an object remotely.		Object_GetLimit - Gets the number of objects the remove master can hold.		YSIM_Objects - Processes master system instructions.		Object_AddRem - Remote wrapper for Object_Add.	Core:		Object_Object - Constructor.		Object_OnPlayerDisconnect - Disconnects objects.	Stock:		Object_AddToWorld - Make visible in world.		Object_RemoveFromWorld - Make invisible in world.		Object_AddToPlayer - Make visible to player.		Object_RemoveFromPlayer - Make invisible to player.		Object_AddToAllWorlds - Make visible in all worlds.		Object_RemoveFromAllWorlds - Make invisible in all worlds.		Object_AddToAllPlayers - Make visible to all players.		Object_RemoveFromAllPlayers - Make invisible to all players.		Object_IsValidModel - Checks if an object is good to be displayed.		Object_IsGlobal - Checks if an object is visible by default.		Object_SetViewDistance - Sets an object's view distance.		Object_IsDescendant - Checks if an object is related to another object.	Static:		Object_Add - Internal add function.		Object_FindSector - Find a location's sector.		Object_AddToOOB - Add an object to the OOB list.		Object_AddToSector - Add an object to the specified list.		Object_RemoveFromSector - Remove an object from the given sector.		Object_FindSectors - Get near sectors.		Object_ParseSet - Check objects in list.		Object_Update - Updates the position of a moving object.		Object_UpdateChildSectors - Updates the sectors of moved object children.		Object_SetPos - Moves an object to the given position.		Object_UpdateAttach - Updates children after dynamic stop.		Object_Move - Reursive MoveDynamicObject for children.		Object_RemoveFromParent - Removes an object from it's parent.		Object_AddToParent - Adds an object to another object.		Object_AttachToPlayer - Attaches objects to a player recursively.		Object_CheckDescendant - Recursive call for Object_IsDescendant.		Object_Destroy - Delete an object with no checks.	Inline:		Object_IsValid - Internal validity check.		Object_GetAttach - Get player an object's attached to.		Object_SetAttach - Set player an object's attached to.		Object_HasPlayer - Checks if a player can see an object.	API:		MoveDynamicObject - Wrapper for MoveObject.		StopDynamicObject - Wrapper for StopObject.		IsValidDynamicObject - Wrapper for IsValidObject.		CreateDynamicObject - Wrapper for CreateObject.		CreatePlayerDynamicObject - Wrapper for CreatePlayerObject.		CreateVWDynamicObject - Creates an object in only one world.		CreatePlayerVWDynamicObject - Creates an object for one player in one world.		DestroyDynamicObject - Wrapper for DestroyObject.		GetDynamicObjectPos - Wrapper for GetObjectPos.		GetDynamicObjectRot - Wrapper for GetObjectRot.		SetDynamicObjectPos = Wrapper for SetObjectPos.		SetDynamicObjectRot - Wrapper for SetObjectRot.		AttachDynamicObjectToPlayer - Wrapper for AttachObjectToPlayer.		DetachDynamicObjectFromPlayer - Removes an object from a player.		AttachObjectToObject - Attaches an object to another object.		RemoveObjectFromParent - Removes an object from another object.Callbacks:	OnDynamicObjectMovedDefinitions:	OBJECT_SECTOR_SIZE - Size of edge of a grid square for approximations.	MAX_DYN_OBJECTS - Maximum number of objects.	OBJECT_VIEW_DISTANCE - Range to stream objects for.	NO_OBJECT - No object pointer.	NO_SECTOR - No sector pointer.	OBJECT_NO_SECTOR - OOB object marker.	OBJECT_LOOP_GRANULARITY - Number of itterations per second for the loop.	NO_ATTACH_PLAYER - Marker for object not attached to anyone.	OBJECT_WORLDS - Maximum number of worlds objects show up in.	OBJECT_WORLD_COUNT - Size of bit array of worlds.	OBJECT_PLAYER_COUNT - Size of bit array of players.Enums:	E_OBJECT - Structure of the dynamic object data.	e_OBJ_FLAG - Flags for the object.Macros:	OBJECT_SECTOR_EDGE - Number of sectors on one edge of the world.	OBJECT_SECTOR_ARRAY - Number of grid squares.	OBJECT_SIGHT - OBJECT_VIEW_DISTANCE squared for speed.	OBJECT_VIEW_RATIO - Number of sectors per view radius.	OBJECT_VIEW_EDGES - Max width of view range in sectors.	OBJECT_VIEW_SECTORS - Max sectors visible at once.	NO_OBJECT_CHECK - Invalid model.	OBJECT_BITS - Number of bits to hold all dynamic objects.	e_OBJ_FLAG_MOVED - Extension of e_OBJ_FLAG, both move flags together.	NEW_SECTOR - Sector based on origin sector and current offset.Tags:	e_OBJ_FLAG - Flags for objects.Variables:	Global:		-	Static:		YSI_g_sObjectSectors - Array of pointers to sector object lists.		YSI_g_sObjects - Array of objects.		YSI_g_sOtherSector - Pointer to OOB object list.		YSI_g_sMovingObjects - Pointer to moving object list.		YSI_g_sNoObjects - Pointer to unused object list.Commands:	-Compile options:	NO_PERSONAL_OBJECTS - All players see all objects.	NO_OBJECT_ATTACH - Objects can't be attached to each other.	NO_OBJECTS_MOVE - No processing is done for moving objects.	OBJECT_WORLDS 0 - All objects are visible in all worlds.Operators:	--*----------------------------------------------------------------------------*/#if !defined OBJECT_BOUNDS_MINX	#if defined OBJECT_BOUNDS		#define OBJECT_BOUNDS_MINX (-OBJECT_BOUNDS)	#else		#define OBJECT_BOUNDS_MINX (-5000)	#endif#endif#if !defined OBJECT_BOUNDS_MINY	#if defined OBJECT_BOUNDS		#define OBJECT_BOUNDS_MINY (-OBJECT_BOUNDS)	#else		#define OBJECT_BOUNDS_MINY (-5000)	#endif#endif#if !defined OBJECT_BOUNDS_MAXX	#if defined OBJECT_BOUNDS		#define OBJECT_BOUNDS_MAXX (OBJECT_BOUNDS)	#else		#define OBJECT_BOUNDS_MAXX (5000)	#endif#endif#if !defined OBJECT_BOUNDS_MAXY	#if defined OBJECT_BOUNDS		#define OBJECT_BOUNDS_MAXY (OBJECT_BOUNDS)	#else		#define OBJECT_BOUNDS_MAXY (5000)	#endif#endif#define OBJECT_BOUNDS_X_SIZE (OBJECT_BOUNDS_MAXX - OBJECT_BOUNDS_MINX)#define OBJECT_BOUNDS_Y_SIZE (OBJECT_BOUNDS_MAXY - OBJECT_BOUNDS_MINY)#if !defined MAX_DYN_OBJECTS	#define MAX_DYN_OBJECTS (10000)#endif#define AVERAGE_OBJECTS_PER_SECTOR (500)#define OBJECT_DISTRIBUTION (((OBJECT_BOUNDS_X_SIZE * OBJECT_BOUNDS_Y_SIZE) / MAX_DYN_OBJECTS) * AVERAGE_OBJECTS_PER_SECTOR)#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 10		#define OBJECT_SECTOR_SIZE (1)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 100		#define OBJECT_SECTOR_SIZE (5)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 1000		#define OBJECT_SECTOR_SIZE (10)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 10000		#define OBJECT_SECTOR_SIZE (50)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 100000		#define OBJECT_SECTOR_SIZE (100)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 1000000		#define OBJECT_SECTOR_SIZE (500)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 10000000		#define OBJECT_SECTOR_SIZE (1000)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 100000000		#define OBJECT_SECTOR_SIZE (5000)	#endif#endif#if !defined OBJECT_SECTOR_SIZE	#if OBJECT_DISTRIBUTION <= 1000000000		#define OBJECT_SECTOR_SIZE (10000)	#endif#endif#define OBJECT_SECTOR_X_EDGE (ceildiv(OBJECT_BOUNDS_X_SIZE, OBJECT_SECTOR_SIZE))#define OBJECT_SECTOR_Y_EDGE (ceildiv(OBJECT_BOUNDS_Y_SIZE, OBJECT_SECTOR_SIZE))#define OBJECT_SECTOR_ARRAY (OBJECT_SECTOR_X_EDGE * OBJECT_SECTOR_Y_EDGE)#define OBJECT_REAL_X_SECTOR_SIZE (float(OBJECT_BOUNDS_X_SIZE) / float(OBJECT_SECTOR_X_EDGE))#define OBJECT_REAL_Y_SECTOR_SIZE (float(OBJECT_BOUNDS_Y_SIZE) / float(OBJECT_SECTOR_Y_EDGE))#if !defined OBJECT_MAX_VIEW_DISTANCE	#define OBJECT_MAX_VIEW_DISTANCE 500#endif#if !defined DEFAULT_OBJECT_VIEW	#if defined OBJECT_VIEW_DISTANCE		#define DEFAULT_OBJECT_VIEW (OBJECT_VIEW_DISTANCE)	#else		#define DEFAULT_OBJECT_VIEW (200)	#endif#endif#define OBJECT_SIGHT (DEFAULT_OBJECT_VIEW * DEFAULT_OBJECT_VIEW)#define OBJECT_VIEW_RATIO (ceildiv(OBJECT_MAX_VIEW_DISTANCE, OBJECT_SECTOR_SIZE))#define OBJECT_VIEW_EDGES ((OBJECT_VIEW_RATIO * 2) + 1)#define OBJECT_VIEW_SECTORS (OBJECT_VIEW_EDGES * OBJECT_VIEW_EDGES)#define NO_OBJECT -1#define NO_OBJECT_CHECK (NO_OBJECT & _:e_OBJ_FLAG_MODEL)#define NO_SECTOR -1#define OBJECT_NO_SECTOR 0x7FFFFFFF#define OBJECT_LOD_SECTOR 0x6FFFFFFF#define OBJECT_INT_SECTOR 0x5FFFFFFF#define OBJECT_BITS Bit_Bits(MAX_DYN_OBJECTS)#if !defined OBJECT_LOOP_GRANULARITY	#define OBJECT_LOOP_GRANULARITY 2#endif#define NO_ATTACH_PLAYER 0xFF#define NO_GATE (-1)#define SECTOR_CHECK_TIME (1000)#define SECTOR_CHECK_FREQUENCY ceildiv(SECTOR_CHECK_TIME, (1000 / OBJECT_LOOP_GRANULARITY))#define MAY_OBJECTS (150)#if !defined OBJECT_WORLDS	#define OBJECT_WORLDS MAX_WORLDS#endif#if OBJECT_WORLDS > 32	#define OBJECT_WORLD_COUNT Bit_Bits(OBJECT_WORLDS)#else	#define OBJECT_WORLD_COUNT 2#endif#define GATE_AREA_TRIGGER (0x80000000)#define GATE_OPENING (0x40000000)#define ONE_OVER_ROOT_TWO (0.70710678118654752440084436210485)enum e_OBJ_FLAG (<<= 1){	e_OBJ_FLAG_MODEL = 0x00007FFF,	e_OBJ_FLAG_ATTACH = 0x007F8000,	e_OBJ_FLAG_ATTACHED = 0x00800000,	e_OBJ_FLAG_JUMPED,	e_OBJ_FLAG_MOVED1,	e_OBJ_FLAG_MOVED2,	e_OBJ_FLAG_ROTATED,	e_OBJ_FLAG_ACTIVE,	e_OBJ_FLAG_RECREATED,	e_OBJ_FLAG_GATE}#define e_OBJ_FLAG_MOVED (e_OBJ_FLAG_MOVED1 | e_OBJ_FLAG_MOVED2)enum E_OBJECT{	e_OBJ_FLAG:E_OBJECT_MODEL,	#if defined _YSI_SETUP_MASTER		E_OBJECT_SCRIPT,	#endif	Float:E_OBJECT_X,	Float:E_OBJECT_Y,	Float:E_OBJECT_Z,	Float:E_OBJECT_RX,	Float:E_OBJECT_RY,	Float:E_OBJECT_RZ,	Float:E_OBJECT_VIEW,	#if OBJECT_WORLDS > 0		Bit:E_OBJECT_WORLDS[OBJECT_WORLD_COUNT],	#endif	#if !defined NO_PERSONAL_OBJECTS		Bit:E_OBJECT_PLAYERS[PLAYER_BIT_ARRAY],	#endif	#if !defined NO_OBJECTS_MOVE		Float:E_OBJECT_MX,		Float:E_OBJECT_MY,		Float:E_OBJECT_MZ,		Float:E_OBJECT_MS,	#endif	E_OBJECT_UPDATES,	#if !defined NO_OBJECT_ATTACH		E_OBJECT_PARENT,		E_OBJECT_SIBLINGS,		E_OBJECT_CHILDREN,	#endif	E_OBJECT_NEXT,	E_OBJECT_SECTOR}enum E_OBJECT_ITTER{	Float:E_OBJECT_ITTER_DISTANCE,	E_OBJECT_ITTER_NEXT,	E_OBJECT_ITTER_LAST,	E_OBJECT_ITTER_OBJ,	Float:E_OBJECT_ITTER_X,	Float:E_OBJECT_ITTER_Y,	Float:E_OBJECT_ITTER_Z}enum E_OBJ_SECTOR{	E_OBJ_SECTOR_POINTER,	Float:E_OBJ_SECTOR_MAX_VIEW}enum E_OSEC_ITTER{	E_OSEC_ITTER_SECTOR,	E_OSEC_ITTER_NEXT,	Float:E_OSEC_ITTER_DIFF}enum{	E_OBJECT_REMOTE_ISG,	E_OBJECT_REMOTE_VIEW,	E_OBJECT_REMOTE_DESTROY,	E_OBJECT_REMOTE_SETPOS,	E_OBJECT_REMOTE_SETROT,	E_OBJECT_REMOTE_ADDW,	E_OBJECT_REMOTE_REMW,	E_OBJECT_REMOTE_ADDP,	E_OBJECT_REMOTE_REMP,	E_OBJECT_REMOTE_ALLWA,	E_OBJECT_REMOTE_ALLWR,	E_OBJECT_REMOTE_ALLPA,	E_OBJECT_REMOTE_ALLPR,	E_OBJECT_REMOTE_ISVALID,	E_OBJECT_REMOTE_DETATCH,	E_OBJECT_REMOTE_ATTACHOO,	E_OBJECT_REMOTE_REMOO,	E_OBJECT_REMOTE_STOP,	E_OBJECT_REMOTE_GETROT,	E_OBJECT_REMOTE_GETPOS,	E_OBJECT_REMOTE_MOVETO,	E_OBJECT_REMOTE_CHECKDESC,	E_OBJECT_REMOTE_GET_AREA,	E_OBJECT_REMOTE_GATE = 0x40000000}enum E_GATE_INFO{	E_GATE_INFO_OBJECT,	E_GATE_INFO_TIME,	E_GATE_INFO_TRIGGER,	E_GATE_INFO_XY,	E_GATE_INFO_ZA}#if !defined MAX_GATE_OBJECTS	#define MAX_GATE_OBJECTS 32#endif#if MAX_GATE_OBJECTS > 256	#if !defined EXTENDED_GATE_CODE		#define EXTENDED_GATE_CODE	#endif#endif#if MAX_GATE_OBJECTS > 65536	#if !defined NO_GATE_AREA_LOOKUP		#error Only 65536 gates supported in lookup mode	#endif#endifforward Object_Loop();#if defined _YSI_SETUP_MASTER	forward Object_GetLimit();	forward Object_AddRem(master, model, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz);	forward Object_Remote(ident, info, instruction);	forward Object_CoOrdRemote(ident, instruction, Float:f1, Float:f2, Float:f3, Float:f4);	forward Object_OnPlayerEnterArea(playerid, areaid);	forward Object_Broadcast(id, e_OBJ_FLAG:model, master, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:view,				Float:mx, Float:my, Float:mz, Float:ms, parent, siblings, children, Bit:worlds[], wCount, Bit:players[], pCount);	forward YSIM_Objects(command);	forward Object_UpdateUnused(obj);	#if !defined NO_OBJECTS_MOVE		forward Object_AttachRemote(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ);	#endif#endif#if defined _YSI_VISUAL_AREAS	forward Object_GateClose(gate);#endifstatic	Float:YSI_g_sXSectorLocations[OBJECT_SECTOR_X_EDGE + 1],	Float:YSI_g_sYSectorLocations[OBJECT_SECTOR_Y_EDGE + 1],	Float:YSI_g_sXSectorSize,	Float:YSI_g_sYSectorSize,	YSI_g_sObjectSectors[OBJECT_SECTOR_ARRAY][E_OBJ_SECTOR],	YSI_g_sObjects[MAX_DYN_OBJECTS][E_OBJECT],	YSI_g_sOtherSector = NO_OBJECT,	YSI_g_sMovingObjects = NO_OBJECT,	YSI_g_sLODObjects = NO_OBJECT,	YSI_g_sInteriorObjects = NO_OBJECT,	YSI_g_sPlayerObjects[MAX_PLAYERS][MAY_OBJECTS],	YSI_g_sSomethingMoved = NO_OBJECT,	#if defined _YSI_SETUP_MASTER		YSI_g_sIsMaster,	#endif	#if defined _YSI_VISUAL_AREAS		YSI_g_sGateInfo[MAX_GATE_OBJECTS][E_GATE_INFO],		#if !defined NO_GATE_AREA_LOOKUP			YSI_g_sGateAreas[ceildiv(MAX_AREAS, 2)],		#endif	#endif	YSI_g_sNoObjects;/*----------------------------------------------------------------------------*-Function:	Object_IsValidParams:	objectid - Object to checkReturn:	-Notes:	Checks if a passed id is a valid object.-*----------------------------------------------------------------------------*/#define Object_IsValid(%1) \	((%1) >= 0 && (%1) < MAX_DYN_OBJECTS && YSI_g_sObjects[(%1)][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE)/*----------------------------------------------------------------------------*-Function:	Object_GetAttachParams:	flags - Flags to check.Return:	Player the object is attached to.Notes:	Actually checks a set of passed flags, not a passed object.-*----------------------------------------------------------------------------*/#define Object_GetAttach(%1) \	((_:(%1) >> 15) & NO_ATTACH_PLAYER)/*----------------------------------------------------------------------------*-Function:	Object_IsAttachedParams:	flags - Flags to check.Return:	If the object is attached to a player.Notes:	Actually checks a set of passed flags, not a passed object.-*----------------------------------------------------------------------------*/#define Object_IsAttached(%1) \	(Object_GetAttach(%1) != NO_ATTACH_PLAYER)/*----------------------------------------------------------------------------*-Function:	Object_SetAttachParams:	flags - Flags to check.Return:	-Notes:	Actually checks a set of passed flags, not a passed object.-*----------------------------------------------------------------------------*/#define Object_SetAttach(%1) \	e_OBJ_FLAG:(((%1) & NO_ATTACH_PLAYER) << 15)#if defined _YSI_SETUP_MASTER	/*----------------------------------------------------------------------------*-	Function:		Object_Remote	Params:		ident - Object to do code on.		info - Extra data for function.		instruction - Function to perform.	Return:		-	Notes:		Performs operations on objects remotely.	-*----------------------------------------------------------------------------*/	public Object_Remote(ident, info, instruction)	{		setproperty(0, "YSIReq", 0);		if (!YSI_g_sIsMaster) return 0;		switch (instruction)		{			case E_OBJECT_REMOTE_VIEW:			{				Object_SetViewDistance(ident, Float:info);			}			case E_OBJECT_REMOTE_DESTROY:			{				if (Object_IsValid(ident)) Object_Destroy(ident);			}			case E_OBJECT_REMOTE_ADDW:			{				if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_WORLDS], info, 1, OBJECT_WORLD_COUNT);			}			case E_OBJECT_REMOTE_REMW:			{				if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_WORLDS], info, 0, OBJECT_WORLD_COUNT);			}			case E_OBJECT_REMOTE_ADDP:			{				if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], info, 1, PLAYER_BIT_ARRAY);			}			case E_OBJECT_REMOTE_REMP:			{				if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], info, 0, PLAYER_BIT_ARRAY);			}			case E_OBJECT_REMOTE_ALLWA:			{				if (Object_IsValid(ident)) Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_WORLDS], 1, OBJECT_WORLD_COUNT);			}			case E_OBJECT_REMOTE_ALLWR:			{				if (Object_IsValid(ident)) Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_WORLDS], 0, OBJECT_WORLD_COUNT);			}			case E_OBJECT_REMOTE_ALLPA:			{				if (Object_IsValid(ident))				{					Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], 1, PLAYER_BIT_ARRAY);				}			}			case E_OBJECT_REMOTE_ALLPR:			{				if (Object_IsValid(ident))				{					Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], 0, PLAYER_BIT_ARRAY);				}			}			case E_OBJECT_REMOTE_ISVALID:			{				if (Object_IsValid(ident)) setproperty(0, "YSIReq", 1);			}			case E_OBJECT_REMOTE_DETATCH:			{				DetachDynamicObjectFromPlayer(ident);			}			case E_OBJECT_REMOTE_ATTACHOO:			{				AttachObjectToObject(ident, info);			}			case E_OBJECT_REMOTE_REMOO:			{				RemoveObjectFromParent(ident);			}			case E_OBJECT_REMOTE_STOP:			{				StopDynamicObject(ident);			}			case E_OBJECT_REMOTE_GETROT:			{				if (!Object_IsValid(ident) || Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL]))				{					setproperty(0, "YSIReq", 0);					setproperty(0, "YSIReq2", 0);					setproperty(0, "YSIReq3", 0);				}				else				{					setproperty(0, "YSIReq", _:YSI_g_sObjects[ident][E_OBJECT_RX]);					setproperty(0, "YSIReq2", _:YSI_g_sObjects[ident][E_OBJECT_RY]);					setproperty(0, "YSIReq3", _:YSI_g_sObjects[ident][E_OBJECT_RZ]);				}			}			case E_OBJECT_REMOTE_GETPOS:			{				if (!Object_IsValid(ident))				{					setproperty(0, "YSIReq", 0);					setproperty(0, "YSIReq2", 0);					setproperty(0, "YSIReq3", 0);				}				else				{					new						Float:x,						Float:y,						Float:z;					Object_GetPos(ident, x, y, z);					setproperty(0, "YSIReq", _:x);					setproperty(0, "YSIReq2", _:y);					setproperty(0, "YSIReq3", _:z);				}			}			case E_OBJECT_REMOTE_CHECKDESC:			{				if (Object_CheckDescendant(ident, info)) setproperty(0, "YSIReq", 1);			}			case E_OBJECT_REMOTE_GET_AREA:			{				if (ident >= 0 && ident < MAX_GATE_OBJECTS)				{					setproperty(0, "YSIReq", YSI_g_sGateInfo[ident][E_GATE_INFO_TRIGGER]);				}			}		}		return 1;	}		/*----------------------------------------------------------------------------*-	Function:		YSIM_Objects	Params:		command - Instruction from the master system.	Return:		-	Notes:		Performs instructions on script start/end.	-*----------------------------------------------------------------------------*/	public YSIM_Objects(command)	{		#if OBJECT_WORLDS <= 0 || defined NO_PERSONAL_OBJECTS			static				sFake[2] = {-1, -1};		#endif		switch (command & 0xFF000000)		{			case E_MASTER_SET_MASTER:			{				YSI_g_sIsMaster = 1;			}			case E_MASTER_RELINQUISH:			{				new					master = (command & 0x00FFFFFF);				if (master == YSI_gMasterID)				{					CallRemoteFunction("Object_GetLimit", "");					new						parent = NO_OBJECT,						siblings = NO_OBJECT,						children = NO_OBJECT,						Float:mx,						Float:my,						Float:mz,						Float:ms,						maxObjs = getproperty(0, "YSIReq"),						i;					for ( ; i < MAX_DYN_OBJECTS && i < maxObjs; i++)					{						if (YSI_g_sObjects[i][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE)						{							if (YSI_g_sObjects[i][E_OBJECT_SCRIPT] == master)							{								Object_Destroy(i, 0);							}							else							{								#if !defined NO_OBJECT_ATTACH									parent = YSI_g_sObjects[i][E_OBJECT_PARENT];									while (parent != NO_OBJECT && (YSI_g_sObjects[parent][E_OBJECT_SCRIPT] == master || parent > maxObjs))									{										Object_Destroy(parent, 0);										parent = YSI_g_sObjects[i][E_OBJECT_PARENT];									}									siblings = YSI_g_sObjects[i][E_OBJECT_SIBLINGS];									while (siblings != NO_OBJECT && (YSI_g_sObjects[siblings][E_OBJECT_SCRIPT] == master || siblings > maxObjs))									{										Object_Destroy(siblings, 0);										siblings = YSI_g_sObjects[i][E_OBJECT_SIBLINGS];									}									children = YSI_g_sObjects[i][E_OBJECT_CHILDREN];									while (children != NO_OBJECT && (YSI_g_sObjects[children][E_OBJECT_SCRIPT] == master || children > maxObjs))									{										Object_Destroy(children, 0);										children = YSI_g_sObjects[i][E_OBJECT_CHILDREN];									}								#endif								#if !defined NO_OBJECTS_MOVE									mx = YSI_g_sObjects[i][E_OBJECT_MX];									my = YSI_g_sObjects[i][E_OBJECT_MY];									mz = YSI_g_sObjects[i][E_OBJECT_MZ];									ms = YSI_g_sObjects[i][E_OBJECT_MS];								#endif								#if OBJECT_WORLDS > 0									#if !defined NO_PERSONAL_OBJECTS										CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i,											_:YSI_g_sObjects[i][E_OBJECT_MODEL],											YSI_g_sObjects[i][E_OBJECT_SCRIPT],											YSI_g_sObjects[i][E_OBJECT_X],											YSI_g_sObjects[i][E_OBJECT_Y],											YSI_g_sObjects[i][E_OBJECT_Z],											YSI_g_sObjects[i][E_OBJECT_RX],											YSI_g_sObjects[i][E_OBJECT_RY],											YSI_g_sObjects[i][E_OBJECT_RZ],											YSI_g_sObjects[i][E_OBJECT_VIEW],											mx, my, mz, ms,											parent, siblings, children,											_:YSI_g_sObjects[i][E_OBJECT_WORLDS], OBJECT_WORLD_COUNT,											_:YSI_g_sObjects[i][E_OBJECT_PLAYERS], PLAYER_BIT_ARRAY										);									#else										CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i,											_:YSI_g_sObjects[i][E_OBJECT_MODEL],											YSI_g_sObjects[i][E_OBJECT_SCRIPT],											YSI_g_sObjects[i][E_OBJECT_X],											YSI_g_sObjects[i][E_OBJECT_Y],											YSI_g_sObjects[i][E_OBJECT_Z],											YSI_g_sObjects[i][E_OBJECT_RX],											YSI_g_sObjects[i][E_OBJECT_RY],											YSI_g_sObjects[i][E_OBJECT_RZ],											YSI_g_sObjects[i][E_OBJECT_VIEW],											mx, my, mz, ms,											parent, siblings, children,											_:YSI_g_sObjects[i][E_OBJECT_WORLDS], OBJECT_WORLD_COUNT,											sFake, 2										);									#endif								#else									#if !defined NO_PERSONAL_OBJECTS										CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i,											_:YSI_g_sObjects[i][E_OBJECT_MODEL],											YSI_g_sObjects[i][E_OBJECT_SCRIPT],											YSI_g_sObjects[i][E_OBJECT_X],											YSI_g_sObjects[i][E_OBJECT_Y],											YSI_g_sObjects[i][E_OBJECT_Z],											YSI_g_sObjects[i][E_OBJECT_RX],											YSI_g_sObjects[i][E_OBJECT_RY],											YSI_g_sObjects[i][E_OBJECT_RZ],											YSI_g_sObjects[i][E_OBJECT_VIEW],											mx, my, mz, ms,											parent, siblings, children,											sFake, 2,											_:YSI_g_sObjects[i][E_OBJECT_PLAYERS], PLAYER_BIT_ARRAY										);									#else										CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i,											_:YSI_g_sObjects[i][E_OBJECT_MODEL],											YSI_g_sObjects[i][E_OBJECT_SCRIPT],											YSI_g_sObjects[i][E_OBJECT_X],											YSI_g_sObjects[i][E_OBJECT_Y],											YSI_g_sObjects[i][E_OBJECT_Z],											YSI_g_sObjects[i][E_OBJECT_RX],											YSI_g_sObjects[i][E_OBJECT_RY],											YSI_g_sObjects[i][E_OBJECT_RZ],											YSI_g_sObjects[i][E_OBJECT_VIEW],											mx, my, mz, ms,											parent, siblings, children,											sFake, 2,											sFake, 2										);									#endif								#endif								continue;							}						}						CallRemoteFunction("Object_UpdateUnused", "i", i);					}					while (i < maxObjs)					{						CallRemoteFunction("Object_UpdateUnused", "i", i);						i++;					}					foreach (Player, playerid)					{						for (new obj = 1; obj <= MAY_OBJECTS; obj++)						{							if (IsValidPlayerObject(playerid, obj))							{								DestroyPlayerObject(playerid, obj);								break;							}						}					}				}				else				{					for (new i = 0; i < MAX_DYN_OBJECTS; i++)					{						if (YSI_g_sObjects[i][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE && YSI_g_sObjects[i][E_OBJECT_SCRIPT] == master)						{							Object_Destroy(i);						}					}				}			}			case E_MASTER_NOT_MASTER:			{				YSI_g_sIsMaster = 0;			}		}	}		/*----------------------------------------------------------------------------*-	Function:		Object_GetLimit	Params:		-	Return:		-	Notes:		Sets up the new master for streaming and gets the number of objects it		can handle.	-*----------------------------------------------------------------------------*/	public Object_GetLimit()	{		if (!YSI_g_sIsMaster) return;		setproperty(0, "YSIReq", MAX_DYN_OBJECTS);		YSI_g_sNoObjects = NO_OBJECT;	}		/*----------------------------------------------------------------------------*-	Function:		Object_Broadcast	Params:		id - Slot of the object.		e_OBJ_FLAG:model - Object model data and flags.		master - Script which owns the object.		Float:x - X position.		Float:y - Y position.		Float:z - Z position.		Float:rx - X rotation.		Float:ry - Y rotation.		Float:rz - Z rotation.		Float:view - Object view distance.		Float:mx - Movement x target.		Float:my - Movement y target.		Float:mz - Movement z target.		Float:ms - Movement speed.		parent - Object attachment parent.		siblings - Object attachment sibling list.		children - Object attachment children list.		Bit:worlds[] - Worlds the object is in.		wCount - Size of the world array.		Bit:players[] - Players who can see the object.		pCount - Size of the players array.	Return:		-	Notes:		Recieves data sent from the old master to the new master and stores it in		the object data array.	-*----------------------------------------------------------------------------*/	public Object_Broadcast(id, e_OBJ_FLAG:model, master, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:view,				Float:mx, Float:my, Float:mz, Float:ms, parent, siblings, children, Bit:worlds[], wCount, Bit:players[], pCount)	{		if (!YSI_g_sIsMaster) return 0;		#if !defined NO_OBJECT_ATTACH			YSI_g_sObjects[id][E_OBJECT_PARENT] = parent;			YSI_g_sObjects[id][E_OBJECT_SIBLINGS] = siblings;			YSI_g_sObjects[id][E_OBJECT_CHILDREN] = children;		#else			#pragma unused parent, siblings, children		#endif		#if !defined NO_OBJECTS_MOVE			YSI_g_sObjects[id][E_OBJECT_MX] = mx;			YSI_g_sObjects[id][E_OBJECT_MY] = my;			YSI_g_sObjects[id][E_OBJECT_MZ] = mz;			YSI_g_sObjects[id][E_OBJECT_MS] = ms;		#else			#pragma unused mx, my, mz, ms		#endif		YSI_g_sObjects[id][E_OBJECT_MODEL] = model | e_OBJ_FLAG_RECREATED;		YSI_g_sObjects[id][E_OBJECT_SCRIPT] = master;		YSI_g_sObjects[id][E_OBJECT_X] = x;		YSI_g_sObjects[id][E_OBJECT_Y] = y;		YSI_g_sObjects[id][E_OBJECT_Z] = z;		YSI_g_sObjects[id][E_OBJECT_RX] = rx;		YSI_g_sObjects[id][E_OBJECT_RY] = ry;		YSI_g_sObjects[id][E_OBJECT_RZ] = rz;		YSI_g_sObjects[id][E_OBJECT_VIEW] = view;		#if OBJECT_WORLDS > 0			for (new i = 0; i < wCount && i < Bit_Bits(OBJECT_WORLDS); i++)			{				YSI_g_sObjects[id][E_OBJECT_WORLDS][i] = worlds[i];			}		#else			#pragma unused worlds, wCount		#endif		#if !defined NO_PERSONAL_OBJECTS			for (new i = 0; i < pCount && i < PLAYER_BIT_ARRAY; i++)			{				YSI_g_sObjects[id][E_OBJECT_PLAYERS][i] = players[i];			}		#else			#pragma unused players, pCount		#endif		YSI_g_sObjects[id][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;		YSI_g_sSomethingMoved = id;		Object_AddToSector(Object_FindSector(x, y, z), id, view);		return 1;	}		/*----------------------------------------------------------------------------*-	Function:		Object_UpdateUnused	Params:		obj - Object to add to the remote unused list.	Return:		-	Notes:		-	-*----------------------------------------------------------------------------*/		public Object_UpdateUnused(obj)	{		YSI_g_sObjects[obj][E_OBJECT_NEXT] = YSI_g_sNoObjects;		YSI_g_sNoObjects = obj;	}	/*----------------------------------------------------------------------------*-	Function:		Object_CoOrdRemote	Params:		ident - Object to do code on.		instruction - Function to perform.		Float:f1 - First float data.		Float:f2 - Second float data.		Float:f3 - Third float data.		Float:f4 - Fourth float data.	Return:		-	Notes:		Performs operations with locations on objects remotely.	-*----------------------------------------------------------------------------*/	public Object_CoOrdRemote(ident, instruction, Float:f1, Float:f2, Float:f3, Float:f4)	{		setproperty(0, "YSIReq", 0);		if (!YSI_g_sIsMaster) return 0;		switch (instruction)		{			case E_OBJECT_REMOTE_SETROT:			{				if (!Object_IsValid(ident) || Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL])) return 0;				YSI_g_sObjects[ident][E_OBJECT_RX] = f1;				YSI_g_sObjects[ident][E_OBJECT_RY] = f2;				YSI_g_sObjects[ident][E_OBJECT_RZ] = f3;				YSI_g_sObjects[ident][E_OBJECT_MODEL] |= e_OBJ_FLAG_ROTATED;				YSI_g_sObjects[ident][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;				YSI_g_sSomethingMoved = ident;				setproperty(0, "YSIReq", 1);				return 1;			}			case E_OBJECT_REMOTE_SETPOS:			{				if (!Object_IsValid(ident) || Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL])) return 0;				#if !defined NO_OBJECT_ATTACH					Object_UpdateChildSectors(YSI_g_sObjects[ident][E_OBJECT_CHILDREN], f1, f2, f3);				#endif				setproperty(0, "YSIReq", Object_SetPos(ident, f1, f2, f3));			}			case E_OBJECT_REMOTE_MOVETO:			{				if (Object_IsValid(ident))				{					Object_Move(ident, f1, f2, f3, f4);					YSI_g_sObjects[ident][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;					YSI_g_sSomethingMoved = ident;					setproperty(0, "YSIReq", 1);					return 1;				}			}		}		return 0;	}#endif/*----------------------------------------------------------------------------*-Function:	Object_SetViewDistanceParams:	objectid - Object to set custom view distance for.	Float:view - Distance the object can be seen from.Return:	-Notes:	Sets how far away an object can be seen from.-*----------------------------------------------------------------------------*/stock Object_SetViewDistance(objectid, Float:view){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			if (Object_IsValid(objectid))			{				view *= view;				YSI_g_sObjects[objectid][E_OBJECT_VIEW] = view;				new					sector = YSI_g_sObjects[objectid][E_OBJECT_SECTOR];				if (view > OBJECT_MAX_VIEW_DISTANCE)				{					if (sector != OBJECT_LOD_SECTOR)					{						Object_RemoveFromSector(sector, objectid);						Object_AddToLOD(objectid);					}				}				else if (sector == OBJECT_LOD_SECTOR)				{					Object_RemoveFromSector(sector, objectid);					Object_AddToSector(Object_FindSector(YSI_g_sObjects[objectid][E_OBJECT_X], YSI_g_sObjects[objectid][E_OBJECT_Y], YSI_g_sObjects[objectid][E_OBJECT_Z]), objectid, view);				}				else if (sector < sizeof (YSI_g_sObjectSectors))				{					if (YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] < view) YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = view;				}				return 1;			}			return 0;	#if defined _YSI_SETUP_MASTER		}		else		{			return CallRemoteFunction("Object_Remote", "iii", objectid, _:view, E_OBJECT_REMOTE_VIEW);		}	#endif}/*----------------------------------------------------------------------------*-Function:	Object_ObjectParams:	-Return:	-Notes:	Sets up variables for initial use.-*----------------------------------------------------------------------------*/Object_Object(){	static		timer;	if (!timer)	{		#if defined _YSI_SETUP_MASTER			YSI_g_sIsMaster = Master_Add("YSIM_Objects");		#endif		YSI_g_sNoObjects = 0;		new			i;				while (i < MAX_DYN_OBJECTS) YSI_g_sObjects[i++][E_OBJECT_NEXT] = i;		YSI_g_sObjects[MAX_DYN_OBJECTS - 1][E_OBJECT_NEXT] = NO_OBJECT;				for (i = 0; i < OBJECT_SECTOR_ARRAY; i++)		{			YSI_g_sObjectSectors[i][E_OBJ_SECTOR_POINTER] = NO_OBJECT;			YSI_g_sObjectSectors[i][E_OBJ_SECTOR_MAX_VIEW] = OBJECT_SIGHT;		}				YSI_g_sXSectorLocations[0] = OBJECT_BOUNDS_MINX;		for (i = 1; i < OBJECT_SECTOR_X_EDGE; i++)		{			YSI_g_sXSectorLocations[i] = (float(OBJECT_BOUNDS_X_SIZE * i) / OBJECT_SECTOR_X_EDGE) + OBJECT_BOUNDS_MINX;		}		YSI_g_sXSectorLocations[OBJECT_SECTOR_X_EDGE] = OBJECT_BOUNDS_MAXX;		YSI_g_sXSectorSize = (YSI_g_sXSectorLocations[1] - YSI_g_sXSectorLocations[0]);				YSI_g_sYSectorLocations[0] = OBJECT_BOUNDS_MINY;		for (i = 1; i < OBJECT_SECTOR_Y_EDGE; i++)		{			YSI_g_sYSectorLocations[i] = (float(OBJECT_BOUNDS_Y_SIZE * i) / OBJECT_SECTOR_Y_EDGE) + OBJECT_BOUNDS_MINY;		}		YSI_g_sYSectorLocations[OBJECT_SECTOR_Y_EDGE] = OBJECT_BOUNDS_MAXY;		YSI_g_sYSectorSize = (YSI_g_sYSectorLocations[1] - YSI_g_sYSectorLocations[0]);		#if defined _YSI_VISUAL_AREAS			#if defined NO_GATE_AREA_LOOKUP				for (i = 0; i < MAX_GATE_OBJECTS; i++)				{					YSI_g_sGateInfo[i][E_GATE_INFO_TRIGGER] = NO_GATE;				}			#else				for (i = 0; i < sizeof (YSI_g_sGateAreas); i++)				{					YSI_g_sGateAreas[i] = NO_GATE;				}			#endif		#endif		for (i = 0; i < MAX_PLAYERS; i++)		{			for (new j = 0; j < MAY_OBJECTS; j++)			{				YSI_g_sPlayerObjects[i][j] = NO_OBJECT;			}		}		timer = Timer_Add("Object_Loop", OBJECT_LOOP_GRANULARITY);	}	return 1;}/*----------------------------------------------------------------------------*-Function:	CreateDynamicObjectParams:	model - Model of object.	Float:X - x position.	Float:Y - y position.	Float:Z - z position.	Float:RX - x rotation.	Float:RY - y rotation.	Float:RZ - z rotation.Return:	-Notes:	Dynamic wrapper for CreateObject.-*----------------------------------------------------------------------------*/stock CreateDynamicObject(model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0){	new		object = Object_Add(model, X, Y, Z, RX, RY, RZ);	if (object != NO_OBJECT)	{		Object_AddToAllWorlds(object);		Object_AddToAllPlayers(object);	}	return object;}/*----------------------------------------------------------------------------*-Function:	CreatePlayerDynamicObjectParams:	playerid - Player to create it for.	model - Model of object.	Float:X - x position.	Float:Y - y position.	Float:Z - z position.	Float:RX - x rotation.	Float:RY - y rotation.	Float:RZ - z rotation.Return:	-Notes:	Dynamic wrapper for CreatePlayerObject.-*----------------------------------------------------------------------------*/stock CreatePlayerDynamicObject(playerid, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0){	new		object;	#if !defined NO_PLAYER_ONLY		object = Object_Add(model, X, Y, Z, RX, RY, RZ);		if (object != NO_OBJECT)		{			Object_RemoveFromAllPlayers(object);			Object_AddToPlayer(object, playerid);			Object_AddToAllWorlds(object);		}	#else		#pragma unused playerid		object = CreateDynamicObject(model, X, Y, Z, RX, RY, RZ);	#endif	return object;}/*----------------------------------------------------------------------------*-Function:	CreateVWDynamicObjectParams:	virtualworld - World to create it in.	model - Model of object.	Float:X - x position.	Float:Y - y position.	Float:Z - z position.	Float:RX - x rotation.	Float:RY - y rotation.	Float:RZ - z rotation.Return:	-Notes:	Dynamic wrapper for CreateObject with VW support.-*----------------------------------------------------------------------------*/stock CreateVWDynamicObject(virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0){	new		object;	#if OBJECT_WORLDS > 0		object = Object_Add(model, X, Y, Z, RX, RY, RZ);		if (object != NO_OBJECT)		{			Object_RemoveFromAllWorlds(object);			Object_AddToWorld(object, virtualworld);			Object_AddToAllPlayers(object);		}	#else		#pragma unused virtualworld		object = CreateDynamicObject(model, X, Y, Z, RX, RY, RZ);	#endif	return object;}/*----------------------------------------------------------------------------*-Function:	CreatePlayerVWDynamicObjectParams:	playerid 0 Player to create it for.	virtualworld - World to create it in.	model - Model of object.	Float:X - x position.	Float:Y - y position.	Float:Z - z position.	Float:RX - x rotation.	Float:RY - y rotation.	Float:RZ - z rotation.Return:	-Notes:	Dynamic wrapper for CreatePlayerObject with VW support.-*----------------------------------------------------------------------------*/stock CreatePlayerVWDynamicObject(playerid, virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0){	new		object;	#if !defined NO_PLAYER_ONLY		#if OBJECT_WORLDS > 0			object = Object_Add(model, X, Y, Z, RX, RY, RZ);			if (object != NO_OBJECT)			{				Object_AddToWorld(object, virtualworld);				Object_AddToPlayer(object, playerid);			}		#else			object = CreatePlayerDynamicObject(playerid, model, X, Y, Z, RX, RY, RZ);			#pragma unused virtualworld		#endif	#else		#if OBJECT_WORLDS > 0			object = CreateVWDynamicObject(virtualworld, model, X, Y, Z, RX, RY, RZ);			#pragma unused playerid		#else			object = CreateDynamicObject(model, X, Y, Z, RX, RY, RZ);			#pragma unused playerid, virtualworld		#endif	#endif	return object;}/*----------------------------------------------------------------------------*-Function:	Object_AddParams:	model - The object model.	Float:x - X position.	Float:y - Y position.	Float:z - Z position.	Float:rx - X rotation.	Float:ry - Y rotation.	Float:rz - Z rotation.Return:	-Notes:	Internal object addition function.  Checks if there are any slots open	and adds the object to the list if there are.  Sets up initial flags and	stores the position.-*----------------------------------------------------------------------------*/static stock Object_Add(model, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz){#if defined _YSI_SETUP_MASTER		if (!Object_IsValidModel(model)) return NO_OBJECT;		if (!YSI_g_sIsMaster)		{			CallRemoteFunction("Object_AddRem", "iiffffff", YSI_gMasterID, model, x, y, z, rx, ry, rz);			return getproperty(0, "YSIReq");		}		else		{			return Object_AddRem(YSI_gMasterID, model, x, y, z, rx, ry, rz);		}	}	/*----------------------------------------------------------------------------*-Function:	Object_AddRemParams:	master - The script which owns the object being made.	model - The object model.	Float:x - X position.	Float:y - Y position.	Float:z - Z position.	Float:rx - X rotation.	Float:ry - Y rotation.	Float:rz - Z rotation.Return:	-Notes:	Remote wrapper for Object_Add.-*----------------------------------------------------------------------------*/	public Object_AddRem(master, model, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)	{		if (!YSI_g_sIsMaster) return NO_OBJECT;		setproperty(0, "YSIReq", NO_OBJECT);#endif	model &= _:e_OBJ_FLAG_MODEL;	if (YSI_g_sNoObjects == NO_OBJECT) return NO_OBJECT;#if !defined _YSI_SETUP_MASTER		if (!Object_IsValidModel(model)) return NO_OBJECT;#endif	new		pointer = YSI_g_sNoObjects;	YSI_g_sNoObjects = YSI_g_sObjects[pointer][E_OBJECT_NEXT];	#if defined _YSI_SETUP_MASTER		YSI_g_sObjects[pointer][E_OBJECT_SCRIPT] = master;	#endif	YSI_g_sObjects[pointer][E_OBJECT_MODEL] = e_OBJ_FLAG:model | e_OBJ_FLAG_ACTIVE | e_OBJ_FLAG_RECREATED | Object_SetAttach(NO_ATTACH_PLAYER);	YSI_g_sObjects[pointer][E_OBJECT_X] = x;	YSI_g_sObjects[pointer][E_OBJECT_Y] = y;	YSI_g_sObjects[pointer][E_OBJECT_Z] = z;	YSI_g_sObjects[pointer][E_OBJECT_RX] = rx;	YSI_g_sObjects[pointer][E_OBJECT_RY] = ry;	YSI_g_sObjects[pointer][E_OBJECT_RZ] = rz;	YSI_g_sObjects[pointer][E_OBJECT_VIEW] = OBJECT_SIGHT;	#if !defined NO_OBJECT_ATTACH		YSI_g_sObjects[pointer][E_OBJECT_PARENT] = NO_OBJECT;		YSI_g_sObjects[pointer][E_OBJECT_SIBLINGS] = NO_OBJECT;		YSI_g_sObjects[pointer][E_OBJECT_CHILDREN] = NO_OBJECT;	#endif	YSI_g_sObjects[pointer][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;	YSI_g_sSomethingMoved = pointer;	Object_AddToSector(Object_FindSector(x, y, z), pointer, OBJECT_SIGHT);#if defined _YSI_SETUP_MASTER		setproperty(0, "YSIReq", pointer);#endif	return pointer;}/*----------------------------------------------------------------------------*-Function:	Object_FindSectorParams:	Float:x - X point.	Float:y - Y point.	Float:z - Z point.Return:	Point's sector.Notes:	Finds the sector of a point.-*----------------------------------------------------------------------------*/static stock Object_FindSector(Float:x, Float:y, Float:z){	if (z > 800.0) return OBJECT_INT_SECTOR;	if (x < OBJECT_BOUNDS_MINX || x >= OBJECT_BOUNDS_MAXX || y < OBJECT_BOUNDS_MINY || y >= OBJECT_BOUNDS_MAXY) return OBJECT_NO_SECTOR;	x = floatsub(x, float(OBJECT_BOUNDS_MINX)) / OBJECT_REAL_X_SECTOR_SIZE;	y = floatsub(y, float(OBJECT_BOUNDS_MINY)) / OBJECT_REAL_Y_SECTOR_SIZE;	new		val;	val = (floatround(x, floatround_floor) * OBJECT_SECTOR_X_EDGE) + floatround(y, floatround_floor);	return val;}/*----------------------------------------------------------------------------*-Function:	Object_AddToOOBParams:	pointer - Index of the object to add.Return:	-Notes:	Adds an object to the linked list for objects out of bounds of the grid	system (i.e. stores objects out the +/-OBJECT_BOUNDS world limit).-*----------------------------------------------------------------------------*/static stock Object_AddToOOB(pointer){	if (YSI_g_sOtherSector == NO_OBJECT)	{		YSI_g_sOtherSector = pointer;		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer;	}	else	{		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sOtherSector][E_OBJECT_NEXT];		YSI_g_sObjects[YSI_g_sOtherSector][E_OBJECT_NEXT] = pointer;	}	YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_NO_SECTOR;}/*----------------------------------------------------------------------------*-Function:	Object_AddToLODParams:	pointer - Index of the object to add.Return:	-Notes:	Adds an object to the linked list for objects with views > OBJECT_MAX_VIEW-*----------------------------------------------------------------------------*/static stock Object_AddToLOD(pointer){	if (YSI_g_sLODObjects == NO_OBJECT)	{		YSI_g_sLODObjects = pointer;		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer;	}	else	{		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sLODObjects][E_OBJECT_NEXT];		YSI_g_sObjects[YSI_g_sLODObjects][E_OBJECT_NEXT] = pointer;	}	YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_LOD_SECTOR;}/*----------------------------------------------------------------------------*-Function:	Object_AddToINTParams:	pointer - Index of the object to add.Return:	-Notes:	Adds an object to the linked list for objects in interiors.-*----------------------------------------------------------------------------*/static stock Object_AddToINT(pointer){	if (YSI_g_sInteriorObjects == NO_OBJECT)	{		YSI_g_sInteriorObjects = pointer;		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer;	}	else	{		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sInteriorObjects][E_OBJECT_NEXT];		YSI_g_sObjects[YSI_g_sInteriorObjects][E_OBJECT_NEXT] = pointer;	}	YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_LOD_SECTOR;}/*----------------------------------------------------------------------------*-Function:	Object_AddToMovingListParams:	pointer - Index of the object to add.Return:	-Notes:	Adds an object to the linked list for dynamic objects.-*----------------------------------------------------------------------------*/static stock Object_AddToMovingList(pointer){	if (YSI_g_sMovingObjects == NO_OBJECT)	{		YSI_g_sMovingObjects = pointer;		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer;	}	else	{		YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sMovingObjects][E_OBJECT_NEXT];		YSI_g_sObjects[YSI_g_sMovingObjects][E_OBJECT_NEXT] = pointer;	}	YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_NO_SECTOR;} /*----------------------------------------------------------------------------*-Function:	Object_AddToSectorParams:	sector - Sector of object.	pointer - Index of object.	Float:view - Distance the object can be seen from.Return:	-Notes:	Saves an object as being in a sector.-*----------------------------------------------------------------------------*/static stock Object_AddToSector(sector, pointer, Float:view){	if (sector == OBJECT_NO_SECTOR) Object_AddToOOB(pointer);	else if (sector == OBJECT_INT_SECTOR) Object_AddToINT(pointer);	else if (view > (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE)) Object_AddToLOD(pointer);	else	{		new			data = YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER];		if (data == NO_OBJECT)		{			YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] = pointer;			YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer;		}		else		{			YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[data][E_OBJECT_NEXT];			YSI_g_sObjects[data][E_OBJECT_NEXT] = pointer;		}		YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = sector;		if (view > YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW]) YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = view;	}}/*----------------------------------------------------------------------------*-Function:	DestroyDynamicObjectParams:	objectid - Object to destroy.Return:	-Notes:	Dynamic wrapper for DestroyObject.  Removes the object from it's list by	using the cyclic property to find the previous object and repointing it to	the object after the removed one.  This ay make it point to itself but	this is a good thing.  The object is then added to the unassigned list in	the same way as it's added to a normal list and finally the object flags	are reset to destroy the data.-*----------------------------------------------------------------------------*/stock DestroyDynamicObject(objectid){#if defined _YSI_SETUP_MASTER	if (YSI_g_sIsMaster)	{#endif		if (Object_IsValid(objectid))		{			return Object_Destroy(objectid);		}		return 0;#if defined _YSI_SETUP_MASTER	}	else	{		CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_DESTROY);		return getproperty(0, "YSIReq");	}#endif}/*----------------------------------------------------------------------------*-Function:	Object_DestroyParams:	objectid - Object to destroy.	remove - Wether to update client side objects.Return:	-Notes:	Does the hard work for DestroyDynamicObject.-*----------------------------------------------------------------------------*/static stock Object_Destroy(objectid, remove = 1){	Object_RemoveFromSector(YSI_g_sObjects[objectid][E_OBJECT_SECTOR], objectid);	if (YSI_g_sNoObjects == NO_OBJECT)	{		YSI_g_sNoObjects = objectid;		YSI_g_sObjects[objectid][E_OBJECT_NEXT] = objectid;	}	else	{		YSI_g_sObjects[objectid][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sNoObjects][E_OBJECT_NEXT];		YSI_g_sObjects[YSI_g_sNoObjects][E_OBJECT_NEXT] = objectid;	}	#if !defined NO_OBJECT_ATTACH		new			children = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN],			parent = YSI_g_sObjects[objectid][E_OBJECT_PARENT],			old = NO_OBJECT,			last = NO_OBJECT;		while (children != NO_OBJECT)		{			last = children;			YSI_g_sObjects[children][E_OBJECT_PARENT] = parent;			children = YSI_g_sObjects[children][E_OBJECT_SIBLINGS];		}		if (parent != NO_OBJECT)		{			old = YSI_g_sObjects[parent][E_OBJECT_CHILDREN];			if (old == objectid)			{				old = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS];			}			else			{				children = old;				new					obj;				do				{					obj = children;					children = YSI_g_sObjects[children][E_OBJECT_SIBLINGS];				}				while (children != objectid);				YSI_g_sObjects[obj][E_OBJECT_SIBLINGS] = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS];			}			if (last != NO_OBJECT)			{				YSI_g_sObjects[last][E_OBJECT_SIBLINGS] = old;			}			YSI_g_sObjects[parent][E_OBJECT_CHILDREN] = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN];		}	#endif	YSI_g_sObjects[objectid][E_OBJECT_MODEL] = e_OBJ_FLAG:0;	if (remove)	{		foreach (Player, playerid)		{			for (new i = 0; i < MAY_OBJECTS; i++)			{				if (YSI_g_sPlayerObjects[playerid][i] == objectid)				{					DestroyPlayerObject(playerid, i + 1);					break;				}			}		}	}	return 1;}/*----------------------------------------------------------------------------*-Function:	Object_RemoveFromSectorParams:	sector - Sector list to modify.	objectid - Object to remove.Return:	-Notes:	Used to be part of DestroyDynamicObject but is needed by other API	functions.-*----------------------------------------------------------------------------*/static stock Object_RemoveFromSector(sector, objectid){	new		pointer = objectid,		last,		Float:newview = OBJECT_SIGHT;	do	{		last = pointer;		pointer = YSI_g_sObjects[last][E_OBJECT_NEXT];		if (last != objectid && YSI_g_sObjects[last][E_OBJECT_VIEW] > newview) newview = YSI_g_sObjects[last][E_OBJECT_VIEW];	}	while (pointer != objectid);	if (last == objectid)	{		if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED) YSI_g_sMovingObjects = NO_OBJECT;		else if (sector == OBJECT_NO_SECTOR) YSI_g_sOtherSector = NO_OBJECT;		else if (sector == OBJECT_LOD_SECTOR) YSI_g_sLODObjects = NO_OBJECT;		else if (sector == OBJECT_INT_SECTOR) YSI_g_sInteriorObjects = NO_OBJECT;		else		{			YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] = NO_OBJECT;			YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = OBJECT_SIGHT;		}	}	else	{		if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)		{			if (YSI_g_sMovingObjects == objectid) YSI_g_sMovingObjects = last;		}		else if (sector == OBJECT_NO_SECTOR)		{			if (YSI_g_sOtherSector == objectid) YSI_g_sOtherSector = last;		}		else if (sector == OBJECT_LOD_SECTOR)		{			if (YSI_g_sLODObjects == objectid) YSI_g_sLODObjects = last;		}		else if (sector == OBJECT_INT_SECTOR)		{			if (YSI_g_sInteriorObjects == objectid) YSI_g_sInteriorObjects = last;		}		else if (YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] == objectid)		{			YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] = last;			YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = newview;		}		YSI_g_sObjects[last][E_OBJECT_NEXT] = YSI_g_sObjects[objectid][E_OBJECT_NEXT];	}}/*----------------------------------------------------------------------------*-Function:	SetDynamicObjectPosParams:	objectid - Object to set new position of.	Float:x - X co-ordinate.	Float:y - Y co-ordintae.	Float:z - Z co-ordinate.Return:	-Notes:	Updated to update child positions to (but NOT parent).-*----------------------------------------------------------------------------*/stock SetDynamicObjectPos(objectid, Float:x, Float:y, Float:z){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			if (!Object_IsValid(objectid) || Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) return 0;			#if !defined NO_OBJECT_ATTACH				Object_UpdateChildSectors(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], x, y, z);			#endif			return Object_SetPos(objectid, x, y, z);	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_CoOrdRemote", "iiffff", objectid, E_OBJECT_REMOTE_SETPOS, x, y, z, 0.0);			return getproperty(0, "YSIReq");		}	#endif}/*----------------------------------------------------------------------------*-Function:	Object_SetPosParams:	objectid - Object to set new position of.	Float:x - X co-ordinate.	Float:y - Y co-ordintae.	Float:z - Z co-ordinate.Return:	-Notes:	Does the actual relocation of an object.-*----------------------------------------------------------------------------*/static stock Object_SetPos(objectid, Float:x, Float:y, Float:z){	new		newsec = Object_FindSector(x, y, z),		oldsec;	if (newsec != (oldsec = YSI_g_sObjects[objectid][E_OBJECT_SECTOR]))	{		Object_RemoveFromSector(oldsec, objectid);		Object_AddToSector(newsec, objectid, YSI_g_sObjects[objectid][E_OBJECT_VIEW]);	}	#if !defined NO_OBJECT_ATTACH		new			parent = YSI_g_sObjects[objectid][E_OBJECT_PARENT];		if (parent != NO_OBJECT)		{			new				Float:nx,				Float:ny,				Float:nz;			Object_GetPos(parent, nx, ny, nz);			YSI_g_sObjects[objectid][E_OBJECT_X] = x - nx;			YSI_g_sObjects[objectid][E_OBJECT_Y] = y - ny;			YSI_g_sObjects[objectid][E_OBJECT_Z] = z - nz;		}		else		{	#endif			YSI_g_sObjects[objectid][E_OBJECT_X] = x;			YSI_g_sObjects[objectid][E_OBJECT_Y] = y;			YSI_g_sObjects[objectid][E_OBJECT_Z] = z;	#if !defined NO_OBJECT_ATTACH		}	#endif	YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_JUMPED;	YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;	YSI_g_sSomethingMoved = objectid;	return 1;}/*----------------------------------------------------------------------------*-Function:	Object_UpdateChildSectorsParams:	objectid - Object to update children of.	Float:x - X co-ordinate of parent.	Float:y - Y co-ordintae of parent.	Float:z - Z co-ordinate of parent.Return:	-Notes:	Doesn't update the position parameter as that's relative to the parent for	child objects.  Recursive function to update sectors of children of	children.-*----------------------------------------------------------------------------*/#if !defined NO_OBJECT_ATTACHstatic stock Object_UpdateChildSectors(objectid, Float:x, Float:y, Float:z){	new		Float:nx,		Float:ny,		Float:nz,		newsec,		oldsec;	while (objectid != NO_OBJECT)	{		if (Object_IsAttached(objectid))		{			nx = x + YSI_g_sObjects[objectid][E_OBJECT_X];			ny = y + YSI_g_sObjects[objectid][E_OBJECT_Y];			nz = z + YSI_g_sObjects[objectid][E_OBJECT_Z];			newsec = Object_FindSector(nx, ny, nz);			if (newsec != (oldsec = YSI_g_sObjects[objectid][E_OBJECT_SECTOR]))			{				Object_RemoveFromSector(oldsec, objectid);				Object_AddToSector(newsec, objectid, YSI_g_sObjects[objectid][E_OBJECT_VIEW]);			}			Object_UpdateChildSectors(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], nx, ny, nz);			YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_JUMPED;		}		objectid = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS];	}}#endif/*----------------------------------------------------------------------------*-Function:	SetDynamicObjectRotParams:	objectid - Object to set new rotation of.	Float:x - X rotation.	Float:y - Y rotation.	Float:z - Z rotation.Return:	-Notes:	--*----------------------------------------------------------------------------*/stock SetDynamicObjectRot(objectid, Float:x, Float:y, Float:z){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			if (!Object_IsValid(objectid) || Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) return 0;			YSI_g_sObjects[objectid][E_OBJECT_RX] = x;			YSI_g_sObjects[objectid][E_OBJECT_RY] = y;			YSI_g_sObjects[objectid][E_OBJECT_RZ] = z;			YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_ROTATED;			YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;			YSI_g_sSomethingMoved = objectid;			return 1;	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_CoOrdRemote", "iiffff", objectid, E_OBJECT_REMOTE_SETROT, x, y, z, 0.0);			return getproperty(0, "YSIReq");		}	#endif}/*----------------------------------------------------------------------------*-Function:	GetDynamicObjectRotParams:	objectid - Object to set new rotation of.	&Float:x - X rotation store.	&Float:y - Y rotation store.	&Float:z - Z rotation store.Return:	-Notes:	--*----------------------------------------------------------------------------*/stock GetDynamicObjectRot(objectid, &Float:x, &Float:y, &Float:z){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			if (!Object_IsValid(objectid) || Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) return 0;			x = YSI_g_sObjects[objectid][E_OBJECT_RX];			y = YSI_g_sObjects[objectid][E_OBJECT_RY];			z = YSI_g_sObjects[objectid][E_OBJECT_RZ];			return 1;	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_GETROT);			x = Float:getproperty(0, "YSIReq");			y = Float:getproperty(0, "YSIReq2");			z = Float:getproperty(0, "YSIReq3");			deleteproperty(0, "YSIReq2");			deleteproperty(0, "YSIReq3");		}	#endif}/*----------------------------------------------------------------------------*-Function:	Object_AddToWorldParams:	object - Object to add.	world - World to add to.Return:	-Notes:	Makes an object visible in a world.-*----------------------------------------------------------------------------*/stock Object_AddToWorld(object, world){	#if OBJECT_WORLDS > 0		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_WORLDS], world, 1, OBJECT_WORLD_COUNT);		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, world, E_OBJECT_REMOTE_ADDW);			}		#endif	#else		#pragma unused object, world	#endif}/*----------------------------------------------------------------------------*-Function:	Object_RemoveFromWorldParams:	object - Object to remove.	world - World to remove from.Return:	-Notes:	Makes an object invisible in a world.-*----------------------------------------------------------------------------*/stock Object_RemoveFromWorld(object, world){	#if OBJECT_WORLDS > 0		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_WORLDS], world, 0, OBJECT_WORLD_COUNT);		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, world, E_OBJECT_REMOTE_REMW);			}		#endif	#else		#pragma unused object, world	#endif}/*----------------------------------------------------------------------------*-Function:	Object_AddToPlayerParams:	object - Object to add.	playerid - Player to add to.Return:	-Notes:	Makes an object visible to a player.-*----------------------------------------------------------------------------*/stock Object_AddToPlayer(object, playerid){	#if !defined NO_PERSONAL_OBJECTS		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_PLAYERS], playerid, 1, PLAYER_BIT_ARRAY);		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, playerid, E_OBJECT_REMOTE_ADDP);			}		#endif	#else		#pragma unused object, playerid	#endif}/*----------------------------------------------------------------------------*-Function:	Object_RemoveFromWorldParams:	object - Object to remove.	playerid - Player to remove from.Return:	-Notes:	Makes an object invisible to a player.-*----------------------------------------------------------------------------*/stock Object_RemoveFromPlayer(object, playerid){	#if !defined NO_PERSONAL_OBJECTS		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_PLAYERS], playerid, 0, PLAYER_BIT_ARRAY);		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, playerid, E_OBJECT_REMOTE_REMP);			}		#endif	#else		#pragma unused object, playerid	#endif}/*----------------------------------------------------------------------------*-Function:	Object_AddToAllWorldsParams:	object - Object to add.Return:	-Notes:	Makes an object visible in all worlds.-*----------------------------------------------------------------------------*/stock Object_AddToAllWorlds(object){	#if OBJECT_WORLDS > 0		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object)) Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_WORLDS], 1, OBJECT_WORLD_COUNT);		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLWA);			}		#endif	#else		#pragma unused object	#endif}/*----------------------------------------------------------------------------*-Function:	Object_RemoveFromAllWorldsParams:	object - Object to remove.Return:	-Notes:	Makes an object invisible in all worlds.-*----------------------------------------------------------------------------*/stock Object_RemoveFromAllWorlds(object){	#if OBJECT_WORLDS > 0		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object)) Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_WORLDS], 0, OBJECT_WORLD_COUNT);		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLWR);			}		#endif	#else		#pragma unused object	#endif}/*----------------------------------------------------------------------------*-Function:	Object_AddToAllPlayersParams:	object - Object to add.Return:	-Notes:	Makes an object visible to all players.-*----------------------------------------------------------------------------*/stock Object_AddToAllPlayers(object){	#if !defined NO_PERSONAL_OBJECTS		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object))				{					Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_PLAYERS], 1, PLAYER_BIT_ARRAY);				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLPA);			}		#endif	#else		#pragma unused object	#endif}/*----------------------------------------------------------------------------*-Function:	Object_RemoveFromAllPlayersParams:	object - Object to remove.Return:	-Notes:	Makes an object invisible to all players.-*----------------------------------------------------------------------------*/stock Object_RemoveFromAllPlayers(object){	#if !defined NO_PERSONAL_OBJECTS		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(object))				{					Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_PLAYERS], 0, PLAYER_BIT_ARRAY);				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLPR);			}		#endif	#else		#pragma unused object	#endif}/*----------------------------------------------------------------------------*-Function:	Object_GetPosParams:	objectid - Object to get position of.	&Float:x - X return.	&Float:y - Y return.	&Float:z - Z return.Return:	-Notes:	--*----------------------------------------------------------------------------*/static stock Object_GetPos(objectid, &Float:x, &Float:y, &Float:z){	new		playerid = Object_GetAttach(YSI_g_sObjects[objectid][E_OBJECT_MODEL]);	if (playerid != NO_ATTACH_PLAYER && IsPlayerConnected(playerid))	{		GetPlayerPos(playerid, x, y, z);	}	#if !defined NO_OBJECT_ATTACH		else if ((playerid = YSI_g_sObjects[objectid][E_OBJECT_PARENT]) != NO_OBJECT)		{			Object_GetPos(playerid, x, y, z);		}	#endif	#pragma tabsize 0	else	#pragma tabsize 4	{		x = YSI_g_sObjects[objectid][E_OBJECT_X];		y = YSI_g_sObjects[objectid][E_OBJECT_Y];		z = YSI_g_sObjects[objectid][E_OBJECT_Z];		return;	}	x += YSI_g_sObjects[objectid][E_OBJECT_X];	y += YSI_g_sObjects[objectid][E_OBJECT_Y];	z += YSI_g_sObjects[objectid][E_OBJECT_Z];}/*----------------------------------------------------------------------------*-Function:	GetDynamicObjectPosParams:	objectid - Object to get position of.	&Float:x - X return.	&Float:y - Y return.	&Float:z - Z return.Return:	-Notes:	API wrapper for Object_GetPos.-*----------------------------------------------------------------------------*/stock GetDynamicObjectPos(objectid, &Float:x, &Float:y, &Float:z){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			if (!Object_IsValid(objectid)) return 0;			Object_GetPos(objectid, x, y, z);	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_GETPOS);			x = Float:getproperty(0, "YSIReq");			y = Float:getproperty(0, "YSIReq2");			z = Float:getproperty(0, "YSIReq3");			deleteproperty(0, "YSIReq2");			deleteproperty(0, "YSIReq3");		}	#endif	return 1;}/*----------------------------------------------------------------------------*-Function:	Object_HasPlayerParams:	objectid - Object to check.	playerid - Player to check.	worldid - World to check.Return:	Whether the object is visible to that player in that world.Notes:	This is a variable function.  Depending on the compile time settings it may	or may not use all the parameters (it may use none).-*----------------------------------------------------------------------------*/#if !defined NO_PERSONAL_OBJECTS	#if OBJECT_WORLDS > 0		#define Object_HasPlayer(%1,%2,%3) \			(Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_WORLDS], (%3)) && Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_PLAYERS], (%2)))	#else		#define Object_HasPlayer(%1,%2,%3) \			(Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_PLAYERS], (%2)))	#endif#else	#if OBJECT_WORLDS > 0		#define Object_HasPlayer(%1,%2,%3) \			(Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_WORLDS], (%3)))	#else		#define Object_HasPlayer(%1,%2,%3) \			(TRUE)	#endif#endif/*----------------------------------------------------------------------------*-Function:	IsValidDynamicObjectParams:	objectid - Object to check.Return:	Object_IsValid.Notes:	--*----------------------------------------------------------------------------*/stock IsValidDynamicObject(objectid){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			return Object_IsValid(objectid);	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_ISVALID);			return getproperty(0, "YSIReq");		}	#endif}/*----------------------------------------------------------------------------*-Function:	AttachDynamicObjectToPlayerParams:	objectid - Object to attach.	playerid - Player to attach to.	Float:X - X offset.	Float:Y - Y offset.	Float:Z - Z offset.	Float:RX - X rotation.	Float:RY - Y rotation.	Float:RZ - Z rotation.	Float:S - Speed.Return:	-Notes:	Updated for children.-*----------------------------------------------------------------------------*/stock AttachDynamicObjectToPlayer(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ){	#if !defined NO_OBJECTS_MOVE		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(objectid) && Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL]))				{					return Object_AttachToPlayer(objectid, playerid, X, Y, Z, RX, RY, RZ);				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_AttachRemote", "iiffffff", objectid, playerid, X, Y, Z, RX, RY, RZ);				return getproperty(0, "YSIReq");			}		#endif	#else		#pragma unused objectid, X, Y, Z, S	#endif	return 0;}#if !defined NO_OBJECTS_MOVE	#if defined _YSI_SETUP_MASTER		/*----------------------------------------------------------------------------*-		Function:			Object_AttachRemote		Params:			objectid - Object to attach.			playerid - Player to attach to.			Float:X - X offset.			Float:Y - Y offset.			Float:Z - Z offset.			Float:RX - X rotation.			Float:RY - Y rotation.			Float:RZ - Z rotation.			Float:S - Speed.		Return:			-		Notes:			Remote call for AttachDynamicObjectToPlayer.		-*----------------------------------------------------------------------------*/				public Object_AttachRemote(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ)		{			if (!YSI_g_sIsMaster) return 0;			setproperty(0, "YSIReq", 0);			if (Object_IsValid(objectid) && Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL]))			{				setproperty(0, "YSIReq", Object_AttachToPlayer(objectid, playerid, X, Y, Z, RX, RY, RZ));				return 1;			}			return 0;		}	#endif	/*----------------------------------------------------------------------------*-	Function:		Object_AttachToPlayer	Params:		objectid - Object to attach.		playerid - Player to attach to.		Float:X - X offset.		Float:Y - Y offset.		Float:Z - Z offset.		Float:RX - X rotation.		Float:RY - Y rotation.		Float:RZ - Z rotation.		Float:S - Speed.	Return:		-	Notes:		Recursive call for AttachDynamicObjectToPlayer.	-*----------------------------------------------------------------------------*/	static stock Object_AttachToPlayer(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ)	{		YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_ATTACHED;		YSI_g_sObjects[objectid][E_OBJECT_X] = X;		YSI_g_sObjects[objectid][E_OBJECT_Y] = Y;		YSI_g_sObjects[objectid][E_OBJECT_Z] = Z;		YSI_g_sObjects[objectid][E_OBJECT_RX] = RX;		YSI_g_sObjects[objectid][E_OBJECT_RY] = RY;		YSI_g_sObjects[objectid][E_OBJECT_RZ] = RZ;		Object_RemoveFromSector(YSI_g_sObjects[objectid][E_OBJECT_SECTOR], objectid);		Object_AddToMovingList(objectid);		YSI_g_sObjects[objectid][E_OBJECT_MODEL] = (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & ~e_OBJ_FLAG_ATTACH) | Object_SetAttach(playerid);		YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;		YSI_g_sSomethingMoved = objectid;		#if !defined NO_OBJECT_ATTACH			new				child = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN];			while (child != NO_OBJECT)			{				Object_AttachToPlayer(child, playerid, X + YSI_g_sObjects[child][E_OBJECT_X], Y + YSI_g_sObjects[child][E_OBJECT_Y], Z + YSI_g_sObjects[child][E_OBJECT_Z], RX, RY, RZ);				child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS];			}		#endif		return 1;	}#endif/*----------------------------------------------------------------------------*-Function:	DetachDynamicObjectFromPlayerParams:	objectid - Object to detach.Return:	-Notes:	Detaches an object from a player.-*----------------------------------------------------------------------------*/stock DetachDynamicObjectFromPlayer(objectid){	#if !defined NO_OBJECTS_MOVE		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (!Object_IsValid(objectid)) return;				new					playerid = Object_GetAttach(YSI_g_sObjects[objectid][E_OBJECT_MODEL]);				if (playerid != NO_ATTACH_PLAYER)				{					Object_RemoveFromSector(OBJECT_NO_SECTOR, objectid);					new						Float:x,						Float:y,						Float:z;					GetPlayerPos(playerid, x, y, z);					new						Float:nx = YSI_g_sObjects[objectid][E_OBJECT_X],						Float:ny = YSI_g_sObjects[objectid][E_OBJECT_Y],						Float:nz = YSI_g_sObjects[objectid][E_OBJECT_Z];					Object_SetPos(objectid, x + nx, y + ny, z + nz);					#if !defined NO_OBJECT_ATTACH						Object_UpdateAttach(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], nx, ny, nz, x + nx, y + ny, z + nz, false);					#endif					YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_ATTACH | e_OBJ_FLAG_RECREATED;					YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;					YSI_g_sSomethingMoved = objectid;				}				return;		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_DETATCH);			}		#endif	#else		#pragma unused objectid	#endif}/*----------------------------------------------------------------------------*-Function:	Object_UpdateAttachParams:	child - Start of children list to positionally update.	Float:x - x offset of parent.	Float:y - y offset of parent.	Float:z - z offset of parent.	Float:rx - Real x location.	Float:ry - Real y location.	Float:rz - Real z location.	moved - Wether the object was previously moving or attached.Return:	-Notes:	Restores the object sectors and offsets from parents based on positions	relative to other items (origin or a player).-*----------------------------------------------------------------------------*/#if !defined NO_OBJECT_ATTACHstatic stock Object_UpdateAttach(child, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, moving = true){	while (child != NO_OBJECT)	{		new			Float:nx = YSI_g_sObjects[child][E_OBJECT_X],			Float:ny = YSI_g_sObjects[child][E_OBJECT_Y],			Float:nz = YSI_g_sObjects[child][E_OBJECT_Z],			Float:mx = nx - x,			Float:my = ny - y,			Float:mz = nz - z;		Object_UpdateAttach(YSI_g_sObjects[child][E_OBJECT_CHILDREN], nx, ny, nz, rx + mx, ry + my, rz + mz);		YSI_g_sObjects[child][E_OBJECT_X] = mx;		YSI_g_sObjects[child][E_OBJECT_Y] = my;		YSI_g_sObjects[child][E_OBJECT_Z] = mz;		Object_RemoveFromSector(OBJECT_NO_SECTOR, child);		Object_AddToSector(Object_FindSector(rx + mx, ry + my, rz + mz), child, YSI_g_sObjects[child][E_OBJECT_VIEW]);		child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS];		if (moving)		{			YSI_g_sObjects[child][E_OBJECT_MODEL] = (YSI_g_sObjects[child][E_OBJECT_MODEL] & ~(e_OBJ_FLAG_MOVED)) | e_OBJ_FLAG_RECREATED;		}		else		{			YSI_g_sObjects[child][E_OBJECT_MODEL] |= e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_ATTACH | e_OBJ_FLAG_RECREATED;		}	}}#endif/*----------------------------------------------------------------------------*-Function:	MoveDynamicObjectParams:	objectid - Object to move.	Float:X - X position of target.	Float:Y - Y position of target.	Float:Z - Z position of target.	Float:S - Speed.Return:	-Notes:	--*----------------------------------------------------------------------------*/stock MoveDynamicObject(objectid, Float:X, Float:Y, Float:Z, Float:S){	#if !defined NO_OBJECTS_MOVE		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(objectid))				{					Object_Move(objectid, X, Y, Z, S);					YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;					YSI_g_sSomethingMoved = objectid;					return 1;				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_CoOrdRemote", "iiffff", objectid, E_OBJECT_REMOTE_MOVETO, X, Y, Z, S);				return getproperty(0, "YSIReq");			}		#endif	#else		#pragma unused objectid, X, Y, Z, S	#endif	return 0;}#if !defined NO_OBJECTS_MOVE/*----------------------------------------------------------------------------*-Function:	Object_MoveParams:	objectid - Object to move.	Float:X - X position of target.	Float:Y - Y position of target.	Float:Z - Z position of target.	Float:S - Speed.Return:	-Notes:	Recursive function for MoveDynamicObject to move children.-*----------------------------------------------------------------------------*/static stock Object_Move(objectid, Float:X, Float:Y, Float:Z, Float:S){	if (xor:(YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED1) == xor:(YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED2))	{		YSI_g_sObjects[objectid][E_OBJECT_MODEL] ^= e_OBJ_FLAG_MOVED;	}	else	{		YSI_g_sObjects[objectid][E_OBJECT_MODEL] = (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & ~e_OBJ_FLAG_MOVED) | e_OBJ_FLAG_MOVED1;	}	YSI_g_sObjects[objectid][E_OBJECT_MX] = X;	YSI_g_sObjects[objectid][E_OBJECT_MY] = Y;	YSI_g_sObjects[objectid][E_OBJECT_MZ] = Z;	YSI_g_sObjects[objectid][E_OBJECT_MS] = S;	Object_RemoveFromSector(YSI_g_sObjects[objectid][E_OBJECT_SECTOR], objectid);	Object_AddToMovingList(objectid);	#if !defined NO_OBJECT_ATTACH		new			child = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN];		while (child != NO_OBJECT)		{			Object_Move(child, X + YSI_g_sObjects[child][E_OBJECT_X], Y + YSI_g_sObjects[child][E_OBJECT_Y], Z + YSI_g_sObjects[child][E_OBJECT_Z], S);			child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS];		}	#endif}#endif/*----------------------------------------------------------------------------*-Function:	AttachObjectToObjectParams:	attachobject - Object to attach.	toobject - Object to attach to.Return:	-Notes:	Variables named to hopefully avoid confusion.  Now checks the parent is not	a descendent of the child to avoid infinate loops.-*----------------------------------------------------------------------------*/stock AttachObjectToObject(attachobject, toobject){	#if !defined NO_OBJECT_ATTACH		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(attachobject) && Object_IsValid(toobject))				{					if (Object_CheckDescendant(toobject, attachobject)) return 0;					new						Float:px,						Float:py,						Float:pz,						Float:cx,						Float:cy,						Float:cz;					Object_GetPos(toobject, px, py, pz);					Object_GetPos(attachobject, cx, cy, cz);					new						parent = YSI_g_sObjects[attachobject][E_OBJECT_PARENT];					if (parent != NO_OBJECT) Object_RemoveFromParent(attachobject, parent);					Object_AddToParent(attachobject, toobject);					YSI_g_sObjects[attachobject][E_OBJECT_X] = cx - px;					YSI_g_sObjects[attachobject][E_OBJECT_Y] = cy - py;					YSI_g_sObjects[attachobject][E_OBJECT_Z] = cz - pz;					return 1;				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", attachobject, toobject, E_OBJECT_REMOTE_ATTACHOO);				return getproperty(0, "YSIReq");			}		#endif	#else		#pragma unused attachobject, toobject	#endif	return 0;}/*----------------------------------------------------------------------------*-Function:	Object_IsDesendantParams:	objectid - Object to check.	ancestor - Object to check family tree of for objectid.Return:	-Notes:	Checks if objectid is a descendant of the ancestor object.-*----------------------------------------------------------------------------*/stock Object_IsDescendant(objectid, ancestor){	#if !defined NO_OBJECT_ATTACH		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(objectid) && Object_IsValid(ancestor))				{					return Object_CheckDescendant(objectid, ancestor);				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", objectid, ancestor, E_OBJECT_REMOTE_CHECKDESC);				return getproperty(0, "YSIReq");			}		#endif	#else		#pragma unused objectid, ancestor	#endif	return 0;}/*----------------------------------------------------------------------------*-Function:	Object_CheckDesendantParams:	objectid - Object to check.	ancestor - Object to check family tree of for objectid.Return:	-Notes:	Recursive call for Object_IsDescendant.-*----------------------------------------------------------------------------*/static stock Object_CheckDescendant(objectid, ancestor){	if (objectid == ancestor) return 1;	new		child = YSI_g_sObjects[ancestor][E_OBJECT_CHILDREN];	while (child != NO_OBJECT)	{		if (Object_CheckDescendant(objectid, child)) return 1;		child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS];	}	return 0;}/*----------------------------------------------------------------------------*-Function:	RemoveObjectFromParentParams:	objectid - Object to remove from it's parent.Return:	-Notes:	--*----------------------------------------------------------------------------*/stock RemoveObjectFromParent(objectid){	#if !defined NO_OBJECT_ATTACH		#if defined _YSI_SETUP_MASTER			if (YSI_g_sIsMaster)			{		#endif				if (Object_IsValid(objectid))				{					new						parent = YSI_g_sObjects[objectid][E_OBJECT_PARENT];					if (parent != NO_OBJECT)					{						new							Float:x,							Float:y,							Float:z;						Object_GetPos(objectid, x, y, z);						Object_RemoveFromParent(objectid, parent);						YSI_g_sObjects[objectid][E_OBJECT_X] = x;						YSI_g_sObjects[objectid][E_OBJECT_Y] = y;						YSI_g_sObjects[objectid][E_OBJECT_Z] = z;					}				}		#if defined _YSI_SETUP_MASTER			}			else			{				CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_REMOO);			}		#endif	#else		#pragma unused objectid	#endif}#if !defined NO_OBJECT_ATTACH/*----------------------------------------------------------------------------*-Function:	Object_RemoveFromParentParams:	objectid - Object to remove from an object.	parent - Object to remove from.Return:	-Notes:	Removes an object from another object's children list.  Has parent passed	as existance is checked in calling function so is already retrieved.-*----------------------------------------------------------------------------*/static stock Object_RemoveFromParent(objectid, parent){	new		children = YSI_g_sObjects[parent][E_OBJECT_CHILDREN],		next;	if (children == objectid)	{		YSI_g_sObjects[parent][E_OBJECT_CHILDREN] = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS];	}	else	{		while ((next = YSI_g_sObjects[children][E_OBJECT_SIBLINGS]) != objectid) children = next;		YSI_g_sObjects[children][E_OBJECT_SIBLINGS] = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS];	}	YSI_g_sObjects[objectid][E_OBJECT_PARENT] = NO_OBJECT;	YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS] = NO_OBJECT;}/*----------------------------------------------------------------------------*-Function:	Object_AddToParentParams:	objectid - Object to attach.	parentid - Object to attach to.Return:	-Notes:	Adds an object to another objects child list.-*----------------------------------------------------------------------------*/static stock Object_AddToParent(objectid, parentid){	if (YSI_g_sObjects[objectid][E_OBJECT_PARENT] == NO_OBJECT)	{		YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS] = YSI_g_sObjects[parentid][E_OBJECT_CHILDREN];		YSI_g_sObjects[objectid][E_OBJECT_PARENT] = parentid;		YSI_g_sObjects[parentid][E_OBJECT_CHILDREN] = objectid;	}}#endif/*----------------------------------------------------------------------------*-Function:	StopDynamicObjectParams:	objectid - Object to stop.Return:	-Notes:	Stops an object and reassigns it's sector.-*----------------------------------------------------------------------------*/stock StopDynamicObject(objectid){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			if (Object_IsValid(objectid))			{				Object_RemoveFromSector(OBJECT_NO_SECTOR, objectid);				new					Float:x,					Float:y,					Float:z;				Object_GetPos(objectid, x, y, z);				Object_AddToSector(Object_FindSector(x, y, z), objectid, YSI_g_sObjects[objectid][E_OBJECT_VIEW]);				YSI_g_sObjects[objectid][E_OBJECT_MODEL] = (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & ~(e_OBJ_FLAG_MOVED)) | e_OBJ_FLAG_RECREATED;				YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;				YSI_g_sSomethingMoved = objectid;				#if !defined NO_OBJECT_ATTACH					Object_UpdateAttach(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], x, y, z, x, y, z);				#endif			}	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_STOP);		}	#endif}#if !defined NO_OBJECTS_MOVE/*----------------------------------------------------------------------------*-Function:	Object_UpdateParams:	objectid - Object to process.	Float:elapsedTime - Time since last update in seconds.Return:	-Notes:	Updates a moving object's position in our internal memory based on speed	and time (d = s * t)-*----------------------------------------------------------------------------*/static Object_Update(objectid, Float:elapsedTime){	new		Float:x = YSI_g_sObjects[objectid][E_OBJECT_X],		Float:y = YSI_g_sObjects[objectid][E_OBJECT_Y],		Float:z = YSI_g_sObjects[objectid][E_OBJECT_Z],		Float:mx = YSI_g_sObjects[objectid][E_OBJECT_MX],		Float:my = YSI_g_sObjects[objectid][E_OBJECT_MY],		Float:mz = YSI_g_sObjects[objectid][E_OBJECT_MZ],		Float:distance = elapsedTime * YSI_g_sObjects[objectid][E_OBJECT_MS],		Float:remaining = floatsqroot(((x - mx) * (x - mx)) + ((y - my) * (y - my)) + ((z - mz) * (z - mz)));	if (distance >= remaining)	{		YSI_g_sObjects[objectid][E_OBJECT_X] = mx;		YSI_g_sObjects[objectid][E_OBJECT_Y] = my;		YSI_g_sObjects[objectid][E_OBJECT_Z] = mz;		new			e_OBJ_FLAG:oldmove = YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED;		if (!Object_GateMoved(objectid)) CallRemoteFunction("OnDynamicObjectMoved", "i", objectid);		if (oldmove == YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)		{			StopDynamicObject(objectid);		}		return 1;	}	else	{		remaining /= distance;		YSI_g_sObjects[objectid][E_OBJECT_X] += (mx - x) / remaining;		YSI_g_sObjects[objectid][E_OBJECT_Y] += (my - y) / remaining;		YSI_g_sObjects[objectid][E_OBJECT_Z] += (mz - z) / remaining;	}	return 0;}#endif/*----------------------------------------------------------------------------*-Function:	Object_LoopParams:	-Return:	-Notes:	Checks what objects are in the player's range repeatedly to stream them	as required.  Only checks objects near the player, based on sectors, and	moving objects which are handled as their own 'sector'.  If the player is	near the edge of the grid (+/-OBJECT_BOUNDS x/y) OOB objects are also checked, only	one sector is used for all those regardless of location.  Moving objects	and already visible objects are assumed higher priority.		Now orders objects so only the closest are displayed.		Fixed moving objects.-*----------------------------------------------------------------------------*/public Object_Loop(){	#if defined _YSI_SETUP_MASTER		if (!YSI_g_sIsMaster) return;	#endif	#if !defined NO_OBJECTS_MOVE		static			Float:s_fTime;		new			Float:tick = float(GetTickCount()) / 1000.0;		if (YSI_g_sMovingObjects != NO_OBJECT)		{			new				Float:fTime = tick - s_fTime,				objectid = YSI_g_sMovingObjects;			do			{				new					next = YSI_g_sObjects[objectid][E_OBJECT_NEXT];				if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED) Object_Update(objectid, fTime);				if (objectid == next) break;				objectid = next;			}			while (objectid != NO_OBJECT);		}		s_fTime = tick;	#endif	foreach (Player, playerid)	{		static			sectors[MAX_PLAYERS][OBJECT_VIEW_SECTORS][E_OSEC_ITTER],			secStart[MAX_PLAYERS] = {-1, ...},			Bit:objects[OBJECT_BITS],			sObjList[MAY_OBJECTS][E_OBJECT_ITTER];		new			Float:x,			Float:y,			Float:z,			world = GetPlayerVirtualWorld(playerid),			i,			j,			objStart = -1,			objEnd = -1,			objCount;		GetPlayerPos(playerid, x, y, z);		if (z < 800.0)		{			Object_FindSectors(playerid, x, y, sectors[playerid], secStart[playerid]);			i = secStart[playerid];			while (i != -1)			{				if (objCount >= MAY_OBJECTS && sectors[playerid][i][E_OSEC_ITTER_DIFF] >= sObjList[objEnd][E_OBJECT_ITTER_DISTANCE]) break;				else				{					if ((j = sectors[playerid][i][E_OSEC_ITTER_SECTOR]) == OBJECT_NO_SECTOR) Object_ParseSet(playerid, YSI_g_sOtherSector, x, y, z, world, sObjList, objStart, objEnd, objCount, false);					else Object_ParseSet(playerid, YSI_g_sObjectSectors[j][E_OBJ_SECTOR_POINTER], x, y, z, world, sObjList, objStart, objEnd, objCount, false);				}				i = sectors[playerid][i][E_OSEC_ITTER_NEXT];			}		}		else Object_ParseSet(playerid, YSI_g_sInteriorObjects, x, y, z, world, sObjList, objStart, objEnd, objCount, false);		#if !defined NO_OBJECTS_MOVE			Object_ParseSet(playerid, YSI_g_sMovingObjects, x, y, z, world, sObjList, objStart, objEnd, objCount, true);		#endif		Object_ParseSet(playerid, YSI_g_sLODObjects, x, y, z, world, sObjList, objStart, objEnd, objCount, false);		for (j = objStart; j != -1; j = sObjList[j][E_OBJECT_ITTER_NEXT])		{			Bit_Let(objects, sObjList[j][E_OBJECT_ITTER_OBJ]);		}		new			object;		for (i = 0; i < MAY_OBJECTS; i++)		{			new				objectid = i + 1;			if ((object = YSI_g_sPlayerObjects[playerid][i] & 0xFFFFFF) != (NO_OBJECT & 0xFFFFFF) && IsValidPlayerObject(playerid, objectid))			{				if (YSI_g_sSomethingMoved != NO_OBJECT)				{					new						e_OBJ_FLAG:flag = YSI_g_sObjects[object][E_OBJECT_MODEL];					if (Bit_Get(objects, object) && !(flag & e_OBJ_FLAG_RECREATED))					{						#if !defined NO_OBJECTS_MOVE							if  (flag & e_OBJ_FLAG_ATTACHED)							{								AttachPlayerObjectToPlayer(playerid, objectid, Object_GetAttach(object), YSI_g_sObjects[object][E_OBJECT_X], YSI_g_sObjects[object][E_OBJECT_Y], YSI_g_sObjects[object][E_OBJECT_Z], YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]);							}							if (flag & e_OBJ_FLAG_MOVED != e_OBJ_FLAG:YSI_g_sPlayerObjects[playerid][i] & e_OBJ_FLAG_MOVED)							{								YSI_g_sPlayerObjects[playerid][i] = (YSI_g_sPlayerObjects[playerid][i] & 0xFFFFFF) | _:(flag & e_OBJ_FLAG_MOVED);								MovePlayerObject(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_MX], YSI_g_sObjects[object][E_OBJECT_MY], YSI_g_sObjects[object][E_OBJECT_MZ], YSI_g_sObjects[object][E_OBJECT_MS]);								flag |= e_OBJ_FLAG_JUMPED;							}						#endif						if (flag & e_OBJ_FLAG_JUMPED)						{							Object_GetPos(object, x, y, z);							SetPlayerObjectPos(playerid, objectid, x, y, z);						}						if (flag & e_OBJ_FLAG_ROTATED)						{							SetPlayerObjectRot(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]);						}						Bit_Set(objects, object, 0, OBJECT_BITS);					}					else					{						DestroyPlayerObject(playerid, objectid);						YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;					}				}				else				{					if (Bit_Get(objects, object))					{						Bit_Set(objects, object, 0, OBJECT_BITS);					}					else					{						DestroyPlayerObject(playerid, objectid);						YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;					}				}			}		}		for (i = objStart; i != -1; i = sObjList[i][E_OBJECT_ITTER_NEXT])		{			new				set = sObjList[i][E_OBJECT_ITTER_OBJ];			if (Bit_Get(objects, set))			{				new					obj = CreatePlayerObject(playerid, YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MODEL, sObjList[i][E_OBJECT_ITTER_X], sObjList[i][E_OBJECT_ITTER_Y], sObjList[i][E_OBJECT_ITTER_Z], YSI_g_sObjects[set][E_OBJECT_RX], YSI_g_sObjects[set][E_OBJECT_RY], YSI_g_sObjects[set][E_OBJECT_RZ]);				if (obj != 0xFF)				{					YSI_g_sPlayerObjects[playerid][obj - 1] = set;					Bit_Set(objects, set, 0, OBJECT_BITS);					#if !defined NO_OBJECTS_MOVE						if  (YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)						{							MovePlayerObject(playerid, obj, YSI_g_sObjects[set][E_OBJECT_MX], YSI_g_sObjects[set][E_OBJECT_MY], YSI_g_sObjects[set][E_OBJECT_MZ], YSI_g_sObjects[set][E_OBJECT_MS]);							YSI_g_sPlayerObjects[playerid][obj - 1] |= _:(YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED);						}					#endif				}			}		}	}	if (YSI_g_sSomethingMoved != NO_OBJECT)	{		for (new objectid = YSI_g_sSomethingMoved; objectid != NO_OBJECT; objectid = YSI_g_sObjects[objectid][E_OBJECT_UPDATES]) YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~(e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_JUMPED | e_OBJ_FLAG_ROTATED | e_OBJ_FLAG_RECREATED);		YSI_g_sSomethingMoved = NO_OBJECT;	}}/*----------------------------------------------------------------------------*-Function:	Object_ParseSetParams:	playerid - Player to check for.	set - Pointer to first object in the list.	Float:x - Player's x position.	Float:y - Player's y position.	Float:z - Player's z position.	world - Player's world.	objList[][E_OBJECT_ITTER] - List of closest objects.	&objStart - Entrypoint to list.	&objEnd - Last object in list.	&objCount - Number of objects in list.	bool:dynam - Is this the dynamic set.Return:	-Notes:	Itterates through the linked list for one sector of objects and checks	their real location relative to the player, if in range displays them.-*----------------------------------------------------------------------------*/static Object_ParseSet(playerid, set, Float:x, Float:y, Float:z, world, objList[][E_OBJECT_ITTER], &objStart, &objEnd, &objCount, bool:dynam){	if (set == NO_OBJECT) return;	new		#if !defined NO_OBJECTS_MOVE && defined NO_OBJECT_ATTACH			attach,		#endif		start = set,		Float:px,		Float:py,		Float:pz,		Float:diff;	do	{		new			e_OBJ_FLAG:flag = YSI_g_sObjects[set][E_OBJECT_MODEL];		if (flag & e_OBJ_FLAG_ACTIVE)		{			if (Object_HasPlayer(set, playerid, world))			{				#if !defined NO_OBJECT_ATTACH					Object_GetPos(set, px, py, pz);					#pragma unused dynam				#else					#if !defined NO_OBJECTS_MOVE						if (!dynam || (attach = Object_GetAttach(YSI_g_sObjects[set][E_OBJECT_MODEL])) == NO_ATTACH_PLAYER || !IsPlayerConnected(attach))						{					#endif							px = YSI_g_sObjects[set][E_OBJECT_X];							py = YSI_g_sObjects[set][E_OBJECT_Y];							pz = YSI_g_sObjects[set][E_OBJECT_Z];					#if !defined NO_OBJECTS_MOVE						}						else						{							GetPlayerPos(attach, px, py, pz);							px += YSI_g_sObjects[set][E_OBJECT_X];							py += YSI_g_sObjects[set][E_OBJECT_Y];							pz += YSI_g_sObjects[set][E_OBJECT_Z];						}					#else						#pragma unused dynam					#endif				#endif				new					Float:ox = px - x,					Float:oy = py - y,					Float:oz = pz - z;				diff = ((ox * ox) + (oy * oy) + (oz * oz)) / YSI_g_sObjects[set][E_OBJECT_VIEW];				if (diff < 1.0)				{					if (objStart == -1)					{						objList[0][E_OBJECT_ITTER_NEXT] = -1;						objList[0][E_OBJECT_ITTER_LAST] = -1;						objList[0][E_OBJECT_ITTER_OBJ] = set;						objList[0][E_OBJECT_ITTER_DISTANCE] = diff;						objList[0][E_OBJECT_ITTER_X] = px;						objList[0][E_OBJECT_ITTER_Y] = py;						objList[0][E_OBJECT_ITTER_Z] = pz;						objStart = 0;						objEnd = 0;						objCount = 1;					}					else if (objCount < MAY_OBJECTS)					{						objList[objCount][E_OBJECT_ITTER_OBJ] = set;						objList[objCount][E_OBJECT_ITTER_DISTANCE] = diff;						objList[objCount][E_OBJECT_ITTER_X] = px;						objList[objCount][E_OBJECT_ITTER_Y] = py;						objList[objCount][E_OBJECT_ITTER_Z] = pz;						if (objList[objEnd][E_OBJECT_ITTER_DISTANCE] < diff)						{							objList[objCount][E_OBJECT_ITTER_LAST] = objEnd;							objList[objCount][E_OBJECT_ITTER_NEXT] = -1;							objList[objEnd][E_OBJECT_ITTER_NEXT] = objCount;							objEnd = objCount++;						}						else						{							new								i = objStart,								j = -1;							while (objList[i][E_OBJECT_ITTER_DISTANCE] < diff) i = objList[(j = i)][E_OBJECT_ITTER_NEXT];							objList[objCount][E_OBJECT_ITTER_NEXT] = i;							objList[objCount][E_OBJECT_ITTER_LAST] = j;							objList[i][E_OBJECT_ITTER_LAST] = objCount;							if (j == -1) objStart = objCount++;							else objList[j][E_OBJECT_ITTER_NEXT] = objCount++;						}					}					else if (objList[objEnd][E_OBJECT_ITTER_DISTANCE] > diff)					{						new							i = objStart,							j = -1,							newend = objList[objEnd][E_OBJECT_ITTER_LAST];						while (objList[i][E_OBJECT_ITTER_DISTANCE] < diff) i = objList[(j = i)][E_OBJECT_ITTER_NEXT];						objList[objEnd][E_OBJECT_ITTER_OBJ] = set;						objList[objEnd][E_OBJECT_ITTER_DISTANCE] = diff;						objList[objEnd][E_OBJECT_ITTER_X] = px;						objList[objEnd][E_OBJECT_ITTER_Y] = py;						objList[objEnd][E_OBJECT_ITTER_Z] = pz;						if (i != objEnd)						{							objList[objEnd][E_OBJECT_ITTER_NEXT] = i;							objList[objEnd][E_OBJECT_ITTER_LAST] = j;							objList[i][E_OBJECT_ITTER_LAST] = objEnd;							if (j == -1) objStart = objEnd;							else objList[j][E_OBJECT_ITTER_NEXT] = objEnd;							objEnd = newend;							objList[newend][E_OBJECT_ITTER_NEXT] = -1;						}					}				}			}		}		set = YSI_g_sObjects[set][E_OBJECT_NEXT];	}	while (set != start);}/*----------------------------------------------------------------------------*-Function:	Object_FindSectorsParams:	playerid - Player we're finding the sectors for.	Float:x - X location to check.	Float:y - Y location to check.	sectors[OBJECT_VIEW_SECTORS][E_OSEC_ITTER] - Array to store all visible sectors.	&secStart - Start point to itteratorReturn:	-Notes:	Finds all the sectors which encompas points within the sight range of the	player.  Initial checks are done as a square so some returned sectors may	not have points within a circular range of the player.		The original version tested if the edges of each sector were visible and	if not excluded them from the list.  This would have been faster in terms	of objects checked but slower if there were no objects, which is likely to	be more frequently the case.  The code also didn't actually work but that's	a minor point as the theory was there.  This is also alot neater.		Rewritten to not use Object_FindSector on a new area, just calculate the	area from known initial area.		Now also only returns the zones visible, not the zones theoretically	visible (still assumes square vision though which the code doesn't use).-*----------------------------------------------------------------------------*/static Object_FindSectors(playerid, Float:x, Float:y, sectors[][E_OSEC_ITTER], &secStart){	static		sLastCheck[MAX_PLAYERS],		sLX[MAX_PLAYERS] = {cellmin, ...},		sLY[MAX_PLAYERS] = {cellmax, ...};	new		xsector = floatround(((x - OBJECT_BOUNDS_MINX) / YSI_g_sXSectorSize), floatround_floor),		ysector = floatround(((y - OBJECT_BOUNDS_MINY) / YSI_g_sYSectorSize), floatround_floor);	if (!sLastCheck[playerid] || sLX[playerid] != xsector || sLY[playerid] != ysector)	{		secStart = -1;		new			go = 0,			Float:diff = 10.0,			xstart = -OBJECT_VIEW_RATIO,			xend = OBJECT_VIEW_RATIO,			ystart = -OBJECT_VIEW_RATIO,			yend = OBJECT_VIEW_RATIO,			k;		if (xsector < -OBJECT_VIEW_RATIO)		{			xstart = cellmax;			go = 1;			diff = 0.0;		}		else if (xsector < OBJECT_VIEW_RATIO)		{			xstart = 0 - xsector;			go = 1;			new				Float:nd = ((x - OBJECT_BOUNDS_MINX) * (x - OBJECT_BOUNDS_MINX)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE);			if (nd < diff) diff = nd;		}		if (ysector < -OBJECT_VIEW_RATIO)		{			ystart = cellmax;			go = 1;			diff = 0.0;		}		else if (ysector < OBJECT_VIEW_RATIO)		{			ystart = 0 - ysector;			go = 1;			new				Float:nd = ((y - OBJECT_BOUNDS_MINY) * (y - OBJECT_BOUNDS_MINY)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE);			if (nd < diff) diff = nd;		}		if (xsector >= OBJECT_SECTOR_X_EDGE + OBJECT_VIEW_RATIO)		{			xend = cellmin;			go = 1;			diff = 0.0;		}		else if (xsector >= OBJECT_SECTOR_X_EDGE - OBJECT_VIEW_RATIO)		{			xend = OBJECT_SECTOR_X_EDGE - (xsector + 1);			if (xsector >= OBJECT_SECTOR_X_EDGE)			{				go = 1;				diff = 0.0;			}			else if (go == -1 || go > xend + 1)			{				go = 1;				new					Float:nd = ((x - OBJECT_BOUNDS_MAXX) * (x - OBJECT_BOUNDS_MAXX)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE);				if (nd < diff) diff = nd;			}		}		if (ysector >= OBJECT_SECTOR_Y_EDGE + OBJECT_VIEW_RATIO)		{			yend = cellmin;			go = 1;			diff = 0.0;		}		else if (ysector >= OBJECT_SECTOR_Y_EDGE - OBJECT_VIEW_RATIO)		{			yend = OBJECT_SECTOR_Y_EDGE - (ysector + 1);			if (ysector >= OBJECT_SECTOR_Y_EDGE)			{				go = 1;				diff = 0.0;			}			else if (go == -1 || go > yend + 1)			{				go = 1;				new					Float:nd = ((y - OBJECT_BOUNDS_MAXY) * (y - OBJECT_BOUNDS_MAXY)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE);				if (nd < diff) diff = nd;			}		}		if (go)		{			go = 0;			sectors[0][E_OSEC_ITTER_SECTOR] = OBJECT_NO_SECTOR;			sectors[0][E_OSEC_ITTER_DIFF] = diff;			sectors[0][E_OSEC_ITTER_NEXT] = -1;			secStart = 0;			k = 1;		}		else secStart = -1;		for (new i = xstart; i <= xend; i++)		{			new				xsec = xsector + i;			new				Float:xsmin = x - YSI_g_sXSectorLocations[xsec + 1],				Float:xsmax = YSI_g_sXSectorLocations[xsec] - x;			if (i > 0)			{				if (xsmax < OBJECT_MAX_VIEW_DISTANCE) go = 1;				else break;			}			else if (i < 0)			{				if (xsmin < OBJECT_MAX_VIEW_DISTANCE) go = 1;			}			else go = 1;			if (go)			{				go = 0;				for (new j = ystart; j <= yend; j++)				{					new						ysec = ysector + j,						cursec = (xsec * OBJECT_SECTOR_X_EDGE) + ysec;					diff = 10.0;					if (i || j)					{						new							Float:ysmin = y - YSI_g_sYSectorLocations[ysec + 1],							Float:ysmax = YSI_g_sYSectorLocations[ysec] - y;						if (j > 0)						{							if (ysmax < OBJECT_MAX_VIEW_DISTANCE) go = 1;							else							{								yend--;								break;							}						}						else if (j < 0)						{							if (ysmin < OBJECT_MAX_VIEW_DISTANCE) go = 1;							else ystart++;						}						else go = 1;						if (go)						{							go = 0;							if (!i) diff = (j < 0) ? (ysmin * ysmin) : (ysmax * ysmax);							else if (!j) diff = (i < 0) ? (xsmin * xsmin) : (xsmax * xsmax);							else if (i < 0) diff = (j < 0) ? ((ysmin * ysmin) + (xsmin * xsmin)) : ((ysmax * ysmax) + (xsmin * xsmin));							else if (i > 0) diff = (j < 0) ? ((ysmin * ysmin) + (xsmax * xsmax)) : ((ysmax * ysmax) + (xsmax * xsmax));							diff /= YSI_g_sObjectSectors[cursec][E_OBJ_SECTOR_MAX_VIEW];						}					}					else diff = 0.0;					if (diff < 1.0)					{						new							itterCur = secStart,							itterLast = -1;						while (itterCur != -1 && sectors[itterCur][E_OSEC_ITTER_DIFF] < diff) itterCur = sectors[(itterLast = itterCur)][E_OSEC_ITTER_NEXT];						if (itterLast == -1) secStart = k;						else sectors[itterLast][E_OSEC_ITTER_NEXT] = k;						sectors[k][E_OSEC_ITTER_NEXT] = itterCur;						sectors[k][E_OSEC_ITTER_SECTOR] = cursec;						sectors[k][E_OSEC_ITTER_DIFF] = diff;						k++;					}				}			}		}		sLastCheck[playerid] = SECTOR_CHECK_FREQUENCY;		sLX[playerid] = xsector;		sLY[playerid] = ysector;	}	sLastCheck[playerid]--;	return 1;}/*----------------------------------------------------------------------------*-Function:	Object_IsValidModelParams:	modelid - Model to check won't crash SA.Return:	-Notes:	I wrote this function a long time ago and have barely updated it at all.	The only changes are the formatting and the use of the Bit class now,	despite the fact this was the first large bit array I did and is thus	the founding array of the whole idea behind the bit class.-*----------------------------------------------------------------------------*/stock Object_IsValidModel(modelid){	static		modeldat[] =		{			0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -128,			-515899393, -134217729, -1, -1, 33554431, -1, -1, -1, -14337, -1, -33,			127, 0, 0, 0, 0, 0, -8388608, -1, -1, -1, -16385, -1, -1, -1, -1, -1,			-1, -1, -33, -1, -771751937, -1, -9, -1, -1, -1, -1, -1, -1, -1, -1, -1,			-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,			-1, -1, -1, -1, -1, -1, -1, -1, 33554431, -25, -1, -1, -1, -1, -1, -1,			-1073676289, -2147483648, 34079999, 2113536, -4825600, -5, -1, -3145729,			-1, -16777217, -63, -1, -1, -1, -1, -201326593, -1, -1, -1, -1, -1,			-257, -1, 1073741823, -133122, -1, -1, -65, -1, -1, -1, -1, -1, -1,			-2146435073, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1073741823, -64, -1,			-1, -1, -1, -2635777, 134086663, 0, -64, -1, -1, -1, -1, -1, -1, -1,			-536870927, -131069, -1, -1, -1, -1, -1, -1, -1, -1, -16384, -1,			-33554433, -1, -1, -1, -1, -1, -1610612737, 524285, -128, -1,			2080309247, -1, -1, -1114113, -1, -1, -1, 66977343, -524288, -1, -1, -1,			-1, -2031617, -1, 114687, -256, -1, -4097, -1, -4097, -1, -1,			1010827263, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -32768, -1, -1, -1, -1, -1,			2147483647, -33554434, -1, -1, -49153, -1148191169, 2147483647,			-100781080, -262145, -57, 134217727, -8388608, -1, -1, -1, -1, -1, -1,			-1, -1, -1, -1, -1, -1, -1, -1, -1048577, -1, -449, -1017, -1, -1, -1,			-1, -1, -1, -1, -1, -1, -1, -1, -1835009, -2049, -1, -1, -1, -1, -1, -1,			-8193, -1, -536870913, -1, -1, -1, -1, -1, -87041, -1, -1, -1, -1, -1,			-1, -209860, -1023, -8388609, -2096897, -1, -1048577, -1, -1, -1, -1,			-1, -1, -897, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1610612737,			-3073, -28673, -1, -1, -1, -1537, -1, -1, -13, -1, -1, -1, -1, -1985,			-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1056964609, -1, -1, -1,			-1, -1, -1, -1, -2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,			-236716037, -1, -1, -1, -1, -1, -1, -1, -536870913, 3, 0, 0, 0, 0, 0, 0,			0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,			0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,			-1, -1, -1, -1, -1, -2097153, -2109441, -1, 201326591, -4194304, -1, -1,			-241, -1, -1, -1, -1, -1, -1, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,			0, -32768, -1, -1, -1, -2, -671096835, -1, -8388609, -66323585, -13,			-1793, -32257, -247809, -1, -1, -513, 16252911, 0, 0, 0, -131072,			33554383, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,			0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,			-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 8356095, 0, 0, 0, 0, 0,			0, -256, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,			-268435449, -1, -1, -2049, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,			92274627, -65536, -2097153, -268435457, 591191935, 1, 0, -16777216, -1,			-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 127		};	return Bit_Get(Bit:modeldat, modelid);}/*----------------------------------------------------------------------------*-Function:	Object_OnPlayerDisconnectParams:	playerid - Player who left.	reason - Why they left.Return:	-Notes:	Just to automatically disconnect attached objects from players.-*----------------------------------------------------------------------------*/Object_OnPlayerDisconnect(playerid, reason){	#if defined _YSI_SETUP_MASTER		if (!YSI_g_sIsMaster) return 0;	#endif	for (new objectid = 0; objectid < MAY_OBJECTS; objectid++)	{		YSI_g_sPlayerObjects[playerid][objectid] = NO_OBJECT;	}	#if !defined NO_OBJECTS_MOVE		new			sets = YSI_g_sMovingObjects;		if (sets == NO_OBJECT) return 0;		new			start = sets;		do		{			new				e_OBJ_FLAG:flag = YSI_g_sObjects[sets][E_OBJECT_MODEL];			if (flag & e_OBJ_FLAG_ACTIVE)			{				if (Object_GetAttach(flag) == playerid) DetachDynamicObjectFromPlayer(sets);			}			sets = YSI_g_sObjects[sets][E_OBJECT_NEXT];		}		while (sets != start);	#endif	return 1;	#pragma unused reason}/*----------------------------------------------------------------------------*-Function:	Object_SetGateTargetParams:	gate - Gate to set target for.	Float:tx - X point to open to.	Float:ty - Y point to open to.	Float:tz - Z point to open to.	Float:ts - Speed to open at.Return:	-Notes:	Stores a location into the two variables provided for targets.  Uses	complex bit shifting to fit the floats nicely into 2 cells.  Assumes a max	of +/-13107.2 for x, y and z and a max of 102.4 for the speed to compress.-*----------------------------------------------------------------------------*/#define Object_SetGateTarget(%1,%2,%3,%4,%5) \	new \		_o_sgt_y = floatround((%3) * 10); \	YSI_g_sGateInfo[(%1)][E_GATE_INFO_XY] = ((floatround((%2) * 10) & 0x3FFFF) << 14) | (_o_sgt_y & 0x3FFF); \	YSI_g_sGateInfo[(%1)][E_GATE_INFO_ZA] = ((_o_sgt_y & 0x3C000) << 14) | ((floatround((%4) * 10) & 0x3FFFF) << 10) | (floatround((%5) * 10) & 0x3FF)/*----------------------------------------------------------------------------*-Function:	Object_SetAreaGateParams:	objectid - Object to make into a gate.	areaid - Area to trigger gate in.	Float:tx - X point to open to.	Float:ty - Y point to open to.	Float:tz - Z point to open to.	Float:ts - Speed to open at.Return:	-Notes:	Just to automatically disconnect attached objects from players.-*----------------------------------------------------------------------------*/stock Object_SetAreaGate(objectid, areaid, Float:tx, Float:ty, Float:tz, Float:ts, time = 10000){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			#if !defined NO_OBJECTS_MOVE				#if defined _YSI_VISUAL_AREAS					if (Object_IsValid(objectid) && !Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL]) && Area_IsValid(areaid))					{						new							gate;						while (gate < MAX_GATE_OBJECTS)						{							if (!YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT]) break;							gate++;						}						if (gate == MAX_GATE_OBJECTS) return NO_GATE;												YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] = objectid | GATE_AREA_TRIGGER;						YSI_g_sGateInfo[gate][E_GATE_INFO_TIME] = time;						YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = areaid;						YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_GATE;						Object_SetGateTarget(gate, tx, ty, tz, ts);						#if !defined NO_GATE_AREA_LOOKUP							new								slot = areaid / 2,								shift = (areaid % 2) * 16;							YSI_g_sGateAreas[slot] = (YSI_g_sGateAreas[slot] & (0xFFFF0000 >> shift)) | (gate << shift);						#endif						return gate;					}				#endif			#endif			return NO_GATE;	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_GATE | areaid);			return getproperty(0, "YSIReq");		}	#endif}#if defined _YSI_VISUAL_AREAS/*----------------------------------------------------------------------------*-Function:	Object_OnPlayerEnterAreaParams:	playerid - Player who entered an area.	areaid - Area they entered.Return:	-Notes:	Internal callback from YSI_areas.-*----------------------------------------------------------------------------*/#if defined _YSI_SETUP_MASTER	public Object_OnPlayerEnterArea(playerid, areaid)	if (!YSI_g_sIsMaster) return 0;	else#else	Object_OnPlayerEnterArea(playerid, areaid)#endif{	#if defined _YSI_SETUP_MASTER		setproperty(0, "YSIReq", 0);	#endif	#if defined NO_OBJECTS_MOVE		return 0;	#else		new			gate;		#if defined NO_GATE_AREA_LOOKUP			while (gate < MAX_GATE_OBJECTS)			{				if (YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & GATE_AREA_TRIGGER && YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] == areaid) break;			}			if (gate == MAX_GATE_OBJECTS) return 0;		#else			gate = (YSI_g_sGateAreas[areaid / 2] >> ((areaid % 2) * 16)) & 0xFFFF;			if (gate == 0xFFFF) return 0;		#endif		#if defined _YSI_SETUP_MASTER			setproperty(0, "YSIReq", 1);		#endif		new			objectid = YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & (~(GATE_AREA_TRIGGER | GATE_OPENING));		if (Object_IsValid(objectid))		{			if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED || YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & GATE_OPENING) return 1;			new				Float:x,				Float:y,				Float:z,				Float:tx = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] >> 14) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x80000000) ? (-1.0) : (1.0)) / 10.0),				Float:ty = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x03FFF) | ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 14) & 0x1C000)) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x80000000) ? (-1.0) : (1.0)) / 10.0),				Float:tz = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 10) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x08000000) ? (-1.0) : (1.0)) / 10.0),				Float:s = (float(YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x3FF) / 10.0);			Object_GetPos(objectid, x, y, z);			YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] |= GATE_OPENING;			Object_SetGateTarget(gate, x, y, z, s);			Object_Move(objectid, tx, ty, tz, s);			YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;			YSI_g_sSomethingMoved = objectid;		}		else		{			YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = NO_GATE;			#if !defined NO_GATE_AREA_LOOKUP				YSI_g_sGateAreas[areaid / 2] |= 0xFFFF << ((areaid % 2) * 16);			#endif			Area_Delete(areaid);		}		return 1;	#endif}#endif#if !defined NO_OBJECTS_MOVE/*----------------------------------------------------------------------------*-Function:	Object_GateMovedParams:	objectid - Object that moved.Return:	-Notes:	Checks if the object which moved is a gate.-*----------------------------------------------------------------------------*/static stock Object_GateMoved(objectid){	#if defined _YSI_VISUAL_AREAS		if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_GATE)		{			new				gate = 0;			while (gate < MAX_GATE_OBJECTS)			{				if (objectid == (YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & (~(GATE_AREA_TRIGGER | GATE_OPENING)))) break;				gate++;			}			if (gate == MAX_GATE_OBJECTS)			{				YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~e_OBJ_FLAG_GATE;				return 0;			}			if (YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & (GATE_AREA_TRIGGER | GATE_OPENING) == (GATE_AREA_TRIGGER | GATE_OPENING))			{				SetTimerEx("Object_GateClose", 5000, 0, "i", gate);			}			return 1;		}	#else		#pragma unused objectid	#endif	return 0;}#endif#if defined _YSI_VISUAL_AREAS/*----------------------------------------------------------------------------*-Function:	Object_GateCloseParams:	gate - Gate to close.Return:	-Notes:	Closes an area triggered gate after a delay.-*----------------------------------------------------------------------------*/public Object_GateClose(gate){	if (Area_IsEmpty(YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER]))	{		new			objectid = YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & ~(GATE_AREA_TRIGGER | GATE_OPENING);		if (Object_IsValid(objectid))		{			new				Float:x,				Float:y,				Float:z,				Float:tx = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] >> 14) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x80000000) ? (-0.1) : (0.1))),				Float:ty = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x03FFF) | ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 14) & 0x1C000)) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x80000000) ? (-0.1) : (0.1))),				Float:tz = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 10) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x08000000) ? (-0.1) : (0.1))),				Float:s = (float(YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x3FF) / 10.0);			Object_GetPos(objectid, x, y, z);			Object_SetGateTarget(gate, x, y, z, s);			Object_Move(objectid, tx, ty, tz, s);			YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved;			YSI_g_sSomethingMoved = objectid;		}		else		{			new				areaid = YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER];			YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = NO_GATE;			#if !defined NO_GATE_AREA_LOOKUP				YSI_g_sGateAreas[areaid / 2] |= 0xFFFF << ((areaid % 2) * 16);			#endif			Area_Delete(areaid);		}	}	else	{		SetTimerEx("Object_GateClose", 1000, 0, "i", gate);	}}#endif/*----------------------------------------------------------------------------*-Function:	CreateGateParams:	modelid - Model of the gate.	Float:x - X start location.	Float:y - Y start location.	Float:z - Z start location.	Float:tx - X target location.	Float:ty - Y target location.	Float:tz - Z target location.	Float:rx - X rotation.	Float:ry - Y rotation.	Float:rz - Z rotation.	Float:speed - Speed the gate will move at.Return:	-Notes:	Creates a gate.-*----------------------------------------------------------------------------*/stock CreateGate(modelid, Float:x, Float:y, Float:z, Float:tx, Float:ty, Float:tz, Float:rx = 0.0, Float:ry = 0.0, Float:rz = 0.0, Float:speed = 2.0){	#if defined _YSI_VISUAL_AREAS		new			obj = CreateDynamicObject(modelid, x, y, z, rx, ry, rz);		if (obj == NO_OBJECT) return NO_GATE;		new			Float:xx = floatabs(x - tx),			Float:yy = floatabs(y - ty),			area = Area_AddCircle(x, y, (yy > xx) ? (yy) : (xx), z + 20.0);		if (area == NO_AREA)		{			DestroyDynamicObject(obj);			return NO_GATE;		}		return Object_SetAreaGate(obj, area, tx, ty, tz, speed, 10000);	#else		#pragma unused modelid, x, y, z, tx, ty, tz, rx, ry, rz, speed		return NO_GATE;	#endif}/*----------------------------------------------------------------------------*-Function:	Object_GetGateAreaParams:	gate - Gate to get the area of for permissions.Return:	-Notes:	Returns the areaid used by the gate for detection.-*----------------------------------------------------------------------------*/stock Object_GetGateArea(gate){	#if defined _YSI_SETUP_MASTER		if (YSI_g_sIsMaster)		{	#endif			#if defined _YSI_VISUAL_AREAS				if (gate >= 0 && gate < MAX_GATE_OBJECTS)				{					return YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER];				}			#else				#pragma unused gate			#endif			return -1;	#if defined _YSI_SETUP_MASTER		}		else		{			CallRemoteFunction("Object_Remote", "iii", gate, 0, E_OBJECT_REMOTE_GET_AREA);			return getproperty(0, "YSIReq");		}	#endif}/*----------------------------------------------------------------------------*-					==================================					Y Sever Includes - Objects Include					==================================Description:	Stand alone wrapper for YSI_objects.own.  Provides wrappers for required	functions.Legal:	Copyright (C) 2007 Alex "Y_Less" Cole	This program is free software; you can redistribute it and/or	modify it under the terms of the GNU General Public License	as published by the Free Software Foundation; either version 2	of the License, or (at your option) any later version.	This program is distributed in the hope that it will be useful,	but WITHOUT ANY WARRANTY; without even the implied warranty of	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the	GNU General Public License for more details.	You should have received a copy of the GNU General Public License	along with this program; if not, write to the Free Software	Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,	MA 02110-1301, USA.Version:	0.1Changelog:	20/11/07:		First version - adapted from my earlier e_objects.inc include.Functions:	Public:		-	Core:		-	Stock:		Bit_Set - Sets a specified bit to a given value.		Bit_SetAll - Sets all of a bit array to a single value.	Static:		-	Inline:		Timer_Add - Wrapper for SetTimer.		ceildiv - Divides an interger and rounds up.		foreach - Wrapper for for() and IsPlayerConnected().		Bit_Bits - Number of cells required for the given number of bits.		Bit_GetBit - Gets a specified bit.		Bit_Get - Wrapper for Bit_GetBit.		Bit_Let - Sets a specified bit to 1.		Bit_Vet - Sets a specified bit to 0.	API:		-Callbacks:	-Definitions:	MAX_WORLDS - Maximum number of worlds objects can be in.Enums:	-Macros:	 PLAYER_BIT_ARRAY - Number of cells required for MAX_PLAYER bits.Tags:	-Variables:	Global:		-	Static:		-Commands:	-Compile options:	-Operators:	--*----------------------------------------------------------------------------*//*native Object_Object();native Object_AddToPlayer(objectid, playerid);native Object_AddToWorld(objectid, virtualworld);native Object_AddToAllPlayers(objectid);native Object_AddToAllWorlds(objectid);native Object_RemoveFromPlayer(objectid, playerid);native Object_RemoveFromWorld(objectid, virtualworld);native Object_RemoveFromAllPlayers(objectid);native Object_RemoveFromAllWorlds(objectid);native Object_OnPlayerDisconnect(playerid, reason);native Object_IsGlobal(objectid);native Object_SetViewDistance(objectid, Float:view);native Object_IsDescendant(objectid, ancestor);native Object_GetGateArea(gate);native Object_SetAreaGate(objectid, areaid, Float:tx, Float:ty, Float:tz, Float:ts, time = 10000)	nativenative MoveDynamicObject(objectid, Float:X, Float:Y, Float:Z, Float:S);native StopDynamicObject(objectid);native IsValidDynamicObject(objectid);native CreateDynamicObject(model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);native CreatePlayerDynamicObject(playerid, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);native CreateVWDynamicObject(virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);native CreatePlayerVWDynamicObject(playerid, virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);native DestroyDynamicObject(objectid);native GetDynamicObjectPos(objectid, &Float:X, &Float:Y, &Float:Z);native GetDynamicObjectRot(objectid, &Float:RX, &Float:RY, &Float:RZ);native SetDynamicObjectPos(objectid, Float:X, Float:Y, Float:Z);native SetDynamicObjectRot(objectid, Float:RX, Float:RY, Float:RZ);native AttachDynamicObjectToPlayer(objectid, playerid, Float:offX, Float:offY, Float:offZ, Float:rX, Float:rY, Float:rZ);native DetachDynamicObjectFromPlayer(objectid);native IsValidModel(modelid);native RemoveObjectFromParent(objectid);native AttachObjectToObject(attachobject, toobject);native CreateGate(modelid, Float:x, Float:y, Float:z, Float:tx, Float:ty, Float:tz, Float:rx = 0.0, Float:ry = 0.0, Float:rz = 0.0, Float:speed = 2.0);	native*/#define Timer_Add(%1,%2) \	SetTimer(%1, 1000 / (%2), 1)#if !defined ceildiv	#define ceildiv(%1,%2) \		(((%1) + (%2) - 1) / (%2))#endif#define PLAYER_BIT_ARRAY Bit_Bits(MAX_PLAYERS)#define foreach(%1,%2) \	for (new %2 = 0; %2 < MAX_PLAYERS; %2++) if (IsPlayerConnected(%2))#if !defined MAX_WORLDS	#define MAX_WORLDS (256)#endif#define Bit_Bits(%1) \	ceildiv((%1), cellbits)#define Bit_GetBit(%1,%2) \	((%1[(%2) / cellbits]) & Bit:(1 << ((%2) % cellbits)))#define Bit_Get(%1,%2) \	_:Bit_GetBit(Bit:%1, _:%2)#define Bit_Let(%1,%2) \	%1[(%2) / cellbits] |= Bit:(1 << ((%2) % cellbits))#define Bit_Vet(%1,%2) \	%1[(%2) / cellbits] &= Bit:~(1 << ((%2) % cellbits))stock Bit_Set(Bit:array[], slot, set, size){	if (slot / cellbits >= size) return;	if (set) Bit_Let(array, slot);	else Bit_Vet(array, slot);}stock Bit_SetAll(Bit:array[], set, size){	new		Bit:val = (set) ? (Bit:0xFFFFFFFF) : (Bit:0);	for (new i = 0; i < size; i++) array[i] = val;}