rendered paste body#if !defined _sinc_
#define _sinc_
// ------------------
// Sacky's Mod
// v0.1a INC
// ------------------
// ^ Symbolises complete
// ------------------
// Includes
// ------------------
#include <amxdll>
#include <args>
#include <console>
#include <core>
#include <datagram>
#include <file>
#include <fixed>
#include <float>
#include <process>
#include <rational>
#include <string>
#include <time>
// ------------------
// Defines
// ------------------
#define MOTION_IDLE 1
#define MOTION_MOVE_MOUTH 2
#define MOTION_FALL_DOWN 3
#define MOTION_JUMP 4
#define MOTION_TIRED 5
#define MOTION_DIES 6
#define MOTION_FINGER 7
#define MOTION_HANDS_UP 8
#define MOTION_COWER 9
#define MOTION_ATM 10
#define MOTION_LOOK_AROUND 11
#define MOTION_ONGUARD 12
#define MOTION_ROLL_SIDEWAYS 13
#define TYPE_PLAYER 1
#define TYPE_ACTOR 2
#define TYPE_VEHICLE 3
#define TYPE_OBJECT 4
#define TYPE_FIRE 5
#define TYPE_PICKUP 6
#define TYPE_MARKER 7
#define TYPE_LIGHT 8
#define TYPE_MENU 9
#define TYPE_FS 10
#define GARAGE_STATE_CLOSED 0
#define GARAGE_STATE_OPEN 1
#define GARAGE_STATE_OPENING 2
#define GARAGE_STATE_CLOSING 3
#define STATE_STILL 1
#define STATE_STARTING 2
#define STATE_RUNNING 3
#define STATE_SPRINTING 4
#define STATE_LEAVING_VEHICLE 5
#define STATE_ENTERING_VEHICLE 6
#define STATE_BUSTED 7
#define STATE_TARGETING 8
#define STATE_CROUCHING 9
#define STATE_AIRBOURNE 10
#define STATE_LANDING 11
#define STATE_LANDED 12
#define STATE_MELEE 13
#define STATE_WHEELIE 14
#define STATE_STOPPIE 15
#define STATE_DRIVEBY_DRIVER 16
#define STATE_DRIVEBY_PASS 17
#define STATE_WASTED 18
#define STATE_FALLING 19
#define STATE_DRIVING 20
#define STATE_SWIMMING 21
#define STATE_DIVING_WATER 22
#define STATE_DIVING_AIR 23
#define STATE_ABSAIL 24
#define SLOT_NOWEAPON 0
#define SLOT_MELEE 1
#define SLOT_HANDGUNS 2
#define SLOT_SHOTGUNS 3
#define SLOT_SUBMACHINEGUNS 4
#define SLOT_MACHINEGUNS 5
#define SLOT_RIFLES 6
#define SLOT_HEAVYWEAPONS 7
#define SLOT_PROJECTILES 8
#define SLOT_SPECIAL1 9
#define SLOT_GIFTS 10
#define SLOT_SPECIAL2 11
#define SLOT_DETONATORS 12
#define CONTROL_MOUSE 1
#define CONTROL_JOYSTICK 2
#define REASON_LEAVING 1
#define REASON_TIMEOUT 2
#define REASON_KICKED 3
#define REASON_BANNED 4
#define IMMUNITY_BULLET 1
#define IMMUNITY_FIRE 2
#define IMMUNITY_COLLISION 3
#define IMMUNITY_EXPLOSION 4
#define SKILL_DRIVING 1
#define SKILL_FLYING 2
#define SKILL_BIKE 3
#define SKILL_BICYCLE 4
#define CHEAT_MEGA_JUMP 1
#define CHEAT_MEGA_PUNCH 2
#define CHEAT_FLYING_CAR 3
#define CHEAT_INFINITE_RUN 4
#define CHEAT_INFINITE_AIR 5
// ------------------
// Callbacks
// ------------------
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playerid,reason);
forward OnPlayerText(playerid,text[]);
forward OnStateChange(type,id,newstate,oldstate);
forward OnDeath(type,id,type2,id2,reason);
forward OnTarget(type,id,typ2,id2);
forward OnRconCommand(cmd[],ip[]);
forward OnAdminLoginAttempt(ip[],success);
forward OnEnterInterior(type,id,interiorid);
forward OnLeaveInterior(type,id,interiorid);
forward OnEnterCheckpoint(type,id);
forward OnLeaveCheckpoint(type,id);
forward OnWeaponUse(type,id);
forward OnGetShot(type,id);
forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit(fsid);
forward OnFilterScriptExit(fsid);
forward OnCollision(type,id,type2,id2);
forward OnEnterEnex(type,id,enexid);
forward OnSpawn(type,id);
forward OnPlayerRequestClass(playerid,classid);
forward OnPlayerSelectMenu(playerid,itemid);
forward OnTrailerAttach(trailerid,vehicleid);
forward OnTrailerDetach(trailerid,vehicleid);
forward OnVehicleNitro(vehicleid);
forward OnPickup(type,id,pickupid);
forward OnPlayerKey(playerid,key,keystate);
forward recievepacket(const packet[], size, const source[]);
forward receivestring(const message[], const source[]);
forward timer();
forward OnSpot(type,id,type,id);
forward OnPlayerClick(playerid,button,clickstate);
// ------------------
// Functions
// ------------------
// Players
native bool: Wait(playerid,ms); // ^
native bool: TogglePlayerControllable(playerid,bool:toggle); // ^
native bool: IsPlayerControllable(playerid); // ^
native bool: CreateClass(skin,Float:x,Float:y,Float:z,Float:rotation,...); // ^
native bool: DestroyClass(classid); // ^
native bool: GetClassInfo(classid,&skin,&Float:x,&Float:y,&Float:z,&Float:rotation); // ^
native bool: SetClassInfo(classid,skin,Float:x,Float:y,Float:z,Float:rotation,...); // ^
native GetClassWeaponAmmo(classid,weaponid,ammo); // ^
native bool: SetClassWeaponAmmo(classid,weaponid,ammo); // ^
native bool: GetSpawnInfo(playerid,&skin,&Float:x,&Float:y,&Float:z,&Float:rotation); // ^
native bool: SetSpawnInfo(playerid,skin,Float:x,Float:y,Float:z,Float:rotation,...); // ^
native GetSpawnWeaponAmmo(playerid,weaponid); // ^
native bool: SetSpawnWeaponAmmo(playerid,weaponid,ammo); // ^
native GetPlayerClass(playerid); // ^
native bool: SetPlayerClass(playerid,classid); // ^
native GetPlayerSkin(playerid); // ^
native bool: SetPlayerSkin(playerid,skinid); // ^
native bool: IsPlayerSpawned(playerid); // ^
native bool: IsPlayerHeadless(playerid); // ^
native bool: SpawnPlayer(playerid); // ^
native Float: GetPlayerSize(playerid); // ^
native bool: SetPlayerSize(playerid,Float:size); // ^
native bool: SetPlayerVisibility(playerid,playerid2,bool:on); // ^
native bool: GetActorVisibility(playerid,playerid2); // ^
native bool: IsClassValid(classid); // ^
native bool: ShakeCamera(playerid,ms);
native bool: GetPlayerCameraFollow(playerid,&type,&id,&cameramode);
native bool: SetPlayerCameraFollow(playerid,type,id,cameramode);
native bool: ResetPlayerCamera(playerid);
native bool: GetPlayerCameraPos(playerid,&Float:x,&Float:y,&Float:z);
native bool: SetPlayerCameraPos(playerid,Float:x,Float:y,Float:z);
native bool: GetPlayerCameraRot(playerid,&Float:rX,&Float:rY,&Float:rZ);
native bool: SetPlayerCameraRot(playerid,Float:rX,Float:rY,Float:rZ);
native bool: GetPlayerCameraPoint(playerid,&Float:x,&Float:y,&Float:z);
native bool: SetPlayerCameraPoint(playerid,Float:x,Float:y,Float:z);
native bool: Drunk(playerid,ms);
native bool: Jiggle(playerid,time,intensity);
native bool: GetPlayerTime(playerid,&hours,&minutes);
native bool: SetPlayerTime(playerid,hours,minutes);
native GetPlayerDay(playerid);
native bool: SetPlayerDay(playerid,day);
native GetPlayerWeather(playerid);
native bool: SetPlayerWeather(playerid,weatherid);
native Float: GetPlayerWaterHeight(playerid);
native bool: SetPlayerWaterHeight(playerid,Float:height);
native Float: GetPlayerWaveHeight(playerid);
native bool: SetPlayerWaveHeight(playerid,Float:height);
native bool: GetPlayerSolidWater(playerid);
native bool: SetPlayerSolidWater(playerid,bool:solid);
native bool: IsPlayerTouchingWater(playerid);
native Float: GetPlayerCloudDensity(playerid);
native bool: SetPlayerCloudDensity(playerid,Float:density);
native Float: GetPlayerMaxFlyingHeight(playerid);
native bool: SetPlayerMaxFlyingHeight(playerid,Float:height);
native bool: GetPlayerWorldBounds(playerid,&Float:minx,&Float:maxx,&Float:miny,&Float:maxy,&Float:minz,&Float:maxz);
native bool: SetPlayerWorldBounds(playerid,Float:minx,Float:maxx,Float:miny,Float:maxy,Float:minz,Float:maxz);
native GetPlayerVehicleID(playerid);
native bool: IsPlayerInAnyVehicle(playerid);
native bool: IsPlayerInVehicle(playerid,vehicleid);
native bool: IsPlayerHonking(playerid);
native bool: TogglePlayerTrapped(playerid,bool:trapped);
native bool: GetPlayerTrapped(playerid);
native bool: PutPlayerInVehicle(playerid,vehicleid,seatid);
native bool: RemovePlayerFromVehicle(playerid);
native GetPlayerRC(playerid);
native bool: SetPlayerRC(playerid,vehicleid,bool:rc);
native GetPlayerSkill(playerid,skillid);
native bool: SetPlayerSkill(playerid,skillid,skill);
native bool: GetPayNSpray(playerid);
native bool: ToggleFreePayNSpray(playerid,bool:free);
native GetPlayerSeat(playerid);
native bool: GetPlayerPos(playerid,&Float:x,&Float:y,&Float:z);
native bool: SetPlayerPos(playerid,Float:x,Float:y,Float:z);
native bool: GetPlayerRot(playerid,&Float:rX,&Float:rY,&Float:rZ);
native bool: SetPlayerRot(playerid,Float:rX,Float:rY,Float:rZ);
native bool: GetPlayerTargetPos(playerid,&Float:x,&Float:y,&Float:z);
native bool: SetPlayerTargetPos(playerid,Float:x,Float:y,Float:z);
native GetPlayerState(playerid);
native bool: SetPlayerState(playerid,stateid);
native bool: PlayerSpotted(playerid,type,id);
native GetPlayerAnim(playerid);
native bool: SetPlayerAnim(playerid,anim);
native GetPlayerMoney(playerid);
native bool: GivePlayerMoney(playerid,money);
native bool: ResetPlayerMoney(playerid);
native GetPlayerWanted(playerid);
native bool: SetPlayerWanted(playerid,wanted);
native bool: ResetPlayerWanted(playerid);
native bool: PlayPoliceReport(playerid,Float:x,Float:y,Float:z);
native GetPlayerAmmo(playerid);
native bool: GivePlayerAmmo(playerid,ammo);
native GetPlayerWeapon(playerid);
native bool: GivePlayerWeapon(playerid,weaponid,ammo);
native bool: GetPlayerWeaponData(playerid,slot,&weapon,&ammo);
native bool: SetPlayerWeaponData(playerid,slot,weapon,ammo);
native GetPlayerMeleeStyle(playerid);
native bool: SetPlayerMeleeStyle(playerid,style);
native bool: GetPlayerWeaponParams(playerid,&bool:shootable,&bool:scrollable);
native bool: SetPlayerWeaponParams(playerid,bool:shootalbe,bool:scrollable);
native bool: IsPlayerOnJetpacket(playerid);
native bool: GivePlayerJetpack(playerid);
native GetPlayerWeaponSlot(playerid);
native bool: SetPlayerWeaponSlot(playerid,slot);
native bool: GetPlayerCheat(playerid,cheatid);
native bool: SetPlayerCheat(playerid,cheatid,bool:on);
native bool: IsPlayerImmune(playerid,immunityid);
native bool: SetPlayerImmunity(playerid,immunityid,bool:on);
native bool: IsPlayerConstantlyBleeding(playerid);
native bool: ToggleConstantBleeding(playerid,bool:on);
native bool: ResetPlayerWeapons(playerid);
native bool: GetPlayerTargetable(playerid,type,id);
native bool: SetPlayerTargetable(playerid,type,id,bool:targetable);
native bool: GetPlayerWeaponSync(playerid,weaponid);
native bool: SetPlayerWeaponSync(playerid,weaponid,bool:synced);
native Float: GetPlayerWeaponDamage(playerid,weaponid);
native bool: SetPlayerWeaponDamage(playerid,weaponid,Float:damage);
native bool: GetPlayerInvincible(playerid,type,id);
native bool: SetPlayerInvincible(playerid,type,id,bool:invincible);
native bool: IsPlayerOnFire(playerid);
native Float: GetPlayerGravity(playerid);
native bool: SetPlayerGravity(playerid,Float:gravity);
native Float: GetPlayerSpeed(playerid);
native bool: GetPlayerFade(playerid);
native bool: SetPlayerFade(playerid,colour,bool:out,ms);
native bool: GetPlayerArrow(playerid,&type,&id);
native bool: SetPlayerArrow(playerid,type,id,bool:on);
native bool: GetPlayerCheckpoint(playerid,&Float:x,&Float:y,&Float:z,&Float:radius,&colour);
native bool: SetPlayerCheckpoint(playerid,Float:x,Float:y,Float:z,Float:radius,colour);
native bool: GetPlayerRacingCheckpoint(playerid,&Float:x,&Float:y,&Float:z,&Float:radius,&Float:x2,&Float:y2,&Float:z2,&colour);
native bool: SetPlayerRacingCheckpoint(playerid,Float:x,Float:y,Float:z,Float:radius,Float:x2,Float:y2,Float:z2,colour);
native bool: DisablePlayerCheckpoint(playerid);
native bool: PlaySoundForPlayer(playerid,soundid,Float:x,Float:y,Float:z);
native bool: StopSoundForPlayer(playerid);
native bool: GetPlayerRaderGrey(playerid);
native bool: SetPlayerRadarGrey(playerid,bool:grey);
native bool: IsPlayerRadioOn(playerid);
native bool: SetPlayerRadio(playerid,bool:on);
native bool: IsPlayerHudVisible(playerid);
native bool: SetPlayerHudVisible(playerid,bool:on);
native bool: GetPlayerResolution(playerid,&Float:x,&Float:y);
native bool: GameText(playerid,const string[],time,style);
native bool: ClearGameText(playerid);
native bool: GetPlayerHudColour(playerid,hudid);
native bool: SetPlayerHudColour(playerid,hudid,colour);
native GetPlayerInterior(playerid);
native bool: SetPlayerInterior(playerid,interiorid);
native GetPlayerControl(playerid);
native bool: SetPlayerControl(playerid,controlid);
native bool: BindKey(playerid,key,keystate);
native bool: UnbindKey(playerid,key,keystate);
native bool: IsKeyBound(playerid,key,keystate);
native bool: BindClick(playerid,button,clickstate);
native bool: UnbindClick(playerid,button,clickstate);
native bool: IsClickBound(playerid,button,clickstate);
native Float: GetPlayerAir(playerid);
native bool: SetPlayerAir(playerid,Float:air);
native Float: GetPlayerHealth(playerid);
native bool: SetPlayerHealth(playerid,Float:health);
native Float: GetPlayerArmour(playerid);
native bool: SetPlayerArmour(playerid,Float:armour);
native bool: KillPlayer(playerid);
native bool: IsPlayerAdmin(playerid);
native bool: SetPlayerAdmin(playerid,bool:admin);
native bool: Kick(playerid);
native bool: Ban(playerid);
native String: GetPlayerIP(playerid);
native GetPlayerPing(playerid);
native GetPlayerScore(playerid);
native bool: SetPlayerScore(playerid,score);
native String: GetPlayerName(playerid);
native bool: SetPlayerName(playerid,const name[]);
native GetPlayerColourForPlayer(playerid,playerid2);
native bool: SetPlayerColourForPlayer(playerid,playerid2,colour);
native bool: Say(playerid,const text[]);
native bool: ClearChat(playerid);
native bool: IsChatVisible(playerid);
native bool: ToggleChatVisible(playerid,bool:visible);
native bool: SendPlayerMessage(playerid,colour,const msg[]);
native GetPlayerHWID(playerid);
native bool: IsPlayerMarkerVisible(playerid);
native bool: ShowPlayerMarker(playerid,bool:show);
native bool: IsPlayerTagVisible(playerid);
native bool: ShowPlayerTag(playerid,bool:show);
native bool: IsPlayerConnected(playerid);
native bool: Disconnect(playerid,reason);
native bool: Detour(playerid,const hostip[],port,const name[],const pass[] = "");
native bool: IsPlayerInMenu(playerid);
native bool: GetPlayerMenuInfo(playerid,name[],op1[],op2[],op3[],op4[],op5[],op6[]);
native bool: SetupPlayerMenu(playerid,const name[],const op1[] = "",const op2[] = "",const op3[] = "",const op4[] = "",const op5[] = "",const op6[] = "");
native bool: DestroyMenu(menuid);
// Actors
native CreateActor(model,Float:x,Float:y,Float:z,Float:rotation);
native bool: DestroyActor(actorid);
native GetActorSkin(actorid);
native bool: SetActorSkin(actorid,skin);
native bool: GetActorVisibility(actorid,playerid);
native bool: SetActorVisibility(actorid,playerid,bool:visible);
native bool: GetActorSpawnInfo(actorid,&skin,&Float:x,&Float:y,&Float:z,&Float:rotation);
native bool: SetActorSpawnInfo(actorid,skin,Float:x,Float:y,Float:z,Float:rotation);
native GetActorSpawnWeaponAmmo(actorid,weaponid);
native bool: SetActorSpawnWeaponAmmo(actorid,weaponid,ammo);
native GetActorClass(actorid);
native bool: SetActorClass(actorid,classid);
native bool: IsActorSpawned(actorid);
native bool: IsActorHeadless(actorid);
native bool: SpawnActor(actorid);
native Float: GetActorSize(actorid);
native bool: SetActorSize(actorid,Float:size);
native bool: IsActorValid(actorid);
native GetActorHost(actorid);
native bool: SetActorHost(actorid,playerid);
native bool: GetActorSolidWater(actorid);
native bool: SetActorSolidWater(actorid);
native bool: IsActorTouchingWater(actorid);
native bool: GetActorWorldBounds(actorid,&Float:minx,&Float:maxx,&Float:miny,&Float:maxy,&Float:minz,&Float:maxz);
native bool: SetPlayerWorldBounds(actorid,Float:minx,Float:maxx,Float:miny,Float:maxy,Float:minz,Float:maxz);
native GetActorVehicleID(actorid);
native bool: IsActorInAnyVehicle(actorid);
native bool: IsActorInVehicle(actorid,vehicleid);
native bool: IsActorHonking(actorid);
native bool: ToggleActorTrapped(actorid,bool:trapped);
native bool: GetActorTrapped(actorid);
native bool: PutActorInVehicle(actorid,vehicleid,seatid);
native bool: RemoveActorFromVehicle(actorid);
native GetActorSeat(actorid);
native bool: GetActorPos(actorid,&Float:x,&Float:y,&Float:z);
native bool: SetActorPos(actorid,Float:x,Float:y,Float:z);
native bool: GetActorRot(actorid,&Float:rX,&Float:rY,&Float:rZ);
native bool: SetActorRot(actorid,Float:rX,Float:rY,Float:rZ);
native bool: GetActorTargetPos(actorid,&Float:x,&Float:y,&Float:z);
native bool: SetActorTargetPos(actorid,Float:x,Float:y,Float:z);
native GetActorState(actorid);
native bool: SetActorState(actorid,stateid);
native bool: ActorSpotted(actorid,type,id);
native GetActorAnim(actorid);
native bool: SetActorAnim(actorid,anim);
native bool: SetActorLookAt(actorid,Float:x,Float:y,Float:z);
native bool: SetActorRotateToPos(actorid,Float:x,Float:y,Float:z,time);
native bool: SetActorHoldObject(actorid,playerid,objectid);
native bool: SetActorMotion(actorid,motionid);
native bool: GetActorObjectivePos(actorid,&Float:x,&Float:y,&Float:z);
native bool: SetActorObjectivePos(actorid,Float:x,Float:y,Float:z);
native GetActorDriveBehaviour(actorid);
native bool: SetActorDriveBehaviour(actorid,behaviourid);
native Float: GetActorMaxSpeed(actorid);
native bool: SetActorMaxSpeed(actorid,Float:speed);
native GetActorAccuracy(actorid);
native bool: SetActorAccuracy(actorid,accuracy);
native GetActorDefence(actorid);
native bool: SetActorDefence(actorid,defenceid);
native bool: ActorSpotted(actorid,type,id);
native bool: IsActorIgnoring(actorid,type,id);
native bool: SetActorIgnore(actorid,type,id);'
native bool: GetActorFleeing(actorid,&Float:x,&Float:y,&Float:z);
native bool: SetActorFlee(actorid,Float:x,Float:y,Float:z,time);
native bool: IsActorWandering(actorid);
native bool: SetActorWandering(actorid,bool:wandering);
native bool: GetActorObjective(actorid,&type,&id,&objectiveid);
native bool: SetActorObjective(actorid,type,id,objectiveid);
native bool: ClearActorObjective(actorid);
native bool: SetActorJumpAway(actorid,Float:x,Float:y);
native GetActorTemper(actorid);
native bool: SetActorTemper(actorid,temper);
native GetActorPedType(actorid);
native bool: SetActorPedType(actorid,pedtype);
native GetActorMoney(actorid);
native bool: GiveActorMoney(actorid,money);
native bool: ResetActorMoney(actorid);
native GetActorWanted(actorid);
native bool: SetActorWanted(actorid,wanted);
native bool: ResetActorWanted(actorid);
native GetActorAmmo(actorid);
native bool: GiveActorAmmo(actorid,ammo);
native GetActorWeapon(actorid);
native bool: GiveActorWeapon(actorid,weaponid,ammo);
native bool: GetActorWeaponData(actorid,slot,&weapon,&ammo);
native bool: SetActorWeaponData(actorid,slot,weapon,ammo);
native GetActorMeleeStyle(actorid);
native bool: SetActorMeleeStyle(actorid,style);
native bool: IsActorOnJetpack(actorid);
native bool: GiveActorJetpack(actorid);
native GetActorWeaponSlot(actorid);
native bool: SetActorWeaponSlot(actorid,slot);
native bool: IsActorImmune(actorid,immunityid);
native bool: SetActorImmunity(actorid,immunityid,bool:immune);
native bool: IsActorConstantlyBleeding(actorid);
native bool: ToggleActorConstantlyBleeding(actorid,bool:on);
native bool: ResetActorWeapons(actorid);
native bool: GetActorTargetable(actorid,type,id);
native bool: SetActorTargetable(actorid,type,id,bool:targetable);
native bool: GetActorWeaponSync(actorid,weaponid);
native bool: SetActorWeaponSync(actorid,weaponid,bool:synced);
native bool: GetActorInvincible(actorid,type,id);
native bool: SetActorInvincible(actorid,type,id,bool:invincible);
native bool: IsActorOnFire(actorid);
native Float: GetActorSpeed(actorid);
native GetActorInterior(actorid);
native bool: SetActorInterior(actorid,interiorid);
native Float: GetActorAir(actorid);
native bool: SetActorAir(actorid,Float:air);
native Float: GetActorHealth(actorid);
native bool: SetActorHealth(actorid,Float:health);
native Float: GetActorArmour(actorid);
native bool: SetActorArmour(actorid,Float:armour);
native bool: KillActor(actorid);
native bool: IsActorTagVisible(actorid);
native bool: ShowActorTag(actorid,bool:show);
// Vehicles
native bool: IsGarageActiveForVehicle(vehicleid,garageid);
native bool: ToggleGarageActiveForVehicle(vehicleid,garageid,bool:active);
native CreateVehicle(model,Float:x,Float:y,Float:z,Float:a,col1,col2,respawn_time);
native bool: DestroyVehicle(vehicleid);
native bool: GetVehicleSpawnInfo(vehicleid,&model,&Float:x,&Float:y,&Float:z,&Float:a,&col1,&col2,&respawn_time);
native bool: SetVehicleSpawnInfo(vehicleid,model,Float:x,Float:y,Float:z,Float:a,col1,col2,respawn_time);
native bool: GetVehicleColour(vehicleid,&col1,&col2);
native bool: SetVehicleColour(vehicleid,col1,col2);
native GetVehicleModel(vehicleid);
native bool: SetVehicleModel(vehicleid,model);
native bool: IsVehicleVisible(vehicleid,playerid);
native bool: SetVehicleVisibility(vehicleid,playerid,bool:visible);
native bool: GiveVehicleMod(vehicleid,modid);
native bool: DoesVehicleHaveMod(vehicleid,modid);
native bool: StripVehicleMod(vehicleid,modid);
native bool: ToggleVehicleVisibleDamage(vehicleid,bool:toggle);
native String: GetVehicleLicensePlate(vehicleid);
native bool: SetVehicleLicensePlate(vehicleid,const plate[]);
native bool: GetVehiclePos(vehicleid,&Float:x,&Float:y,&Float:z);
native bool: SetVehiclePos(vehicleid,Float:x,Float:y,Float:z);
native bool: GetVehicleRot(vehicleid,&Float:rX,&Float:rY,&Float:rZ);
native bool: SetVehicleRot(vehicleid,Float:rX,Float:rY,Float:rZ);
native Float: GetVehicleWeight(vehicleid);
native bool: SetVehicleWeight(vehicleid,Float:weight);
native Float: GetVehicleTurnMass(vehicleid);
native bool: SetVehicleTurnMass(vehicleid,Float:mass);
native Float: GetVehicleHealth(vehicleid);
native bool: SetVehicleHealth(vehicleid,Float:health);
native Float: GetVehicleHandling(vehicleid);
native bool: SetVehicleHandling(vehicleid,Float:handling);
native GetVehiclePassengers(vehicleid);
native bool: IsAirbourne(vehicleid);
native bool: IsFlipped(vehicleid);
native bool: IsVehicleOnFire(vehicleid);
native bool: IsVehicleLocked(vehicleid,playerid);
native bool: LockVehicle(vehicleid,playerid,bool:locked);
native bool: ExplodeVehicle(vehicleid);
native bool: IsVehicleImmune(vehicleid,immunityid);
native bool: SetVehicleImmunities(vehicleid,immunityid,bool:immune);
native bool: StopVehicle(vehicleid);
native bool: IsSirenOn(vehicleid);
native bool: ToggleVehicleSiren(vehicleid,bool:on);
native bool: SetVehicleAction(vehicleid,action);
native bool: FireVehicleGuns(vehicleid);
native bool: AreHeadlightsOn(vehicleid);
native bool: ToggleHeadlights(vehicleid,bool:on);
native bool: GetLandingGearStatus(vehicleid);
native bool: ToggleLandingGear(vehicleid,bool:up);
native Float: GetVehicleSpeed(vehicleid);
native bool: SetVehicleInstantSpeed(vehicleid,Float:speed);
native Float: GetTrainAcceleration(vehicleid);
native bool: SetTrainAcceleration(vehicleid,Float:acceleration);
native Float: GetTrainSpeed(vehicleid);
native bool: SetTrainSpeed(vehicleid,Float:speed);
native bool: GetVehicleTires(vehicleid,&tire1,&tire2,&tire3,&tire4);
native bool: SetVehicleTires(vehicleid,tire1,tire2,tire3,tire4);
native bool: GetVehicelDoors(vehicleid,&door1,&door2,&door3,&door4);
native bool: SetVehicleDoors(vehicleid,door1,door2,door3,door4);
native GetTrailerAttached(vehicleid);
native bool: AttachTrailerToVehicle(trailerid,vehicleid);
native bool: DetachTrailerFromVehicle(vehicleid);
native bool: IsMagnetAttached(vehicleid);
native bool: ToggleMagnetAttached(vehicleid,bool:attached);
native bool: MagnetRelease(vehicleid);
native GetMagnetVehicle(vehicleid);
native GetVehicleInterior(vehicleid);
native bool: SetVehicleInterior(vehicleid,interior);
// Objects
native CreateObject(playerid,model,Float:x,Float:y,Float:z,Float:rX,Float:rY,Float:rZ);
native bool: DestroyObject(playerid,objectid);
native bool: IsObjectVisible(playerid,objectid);
native bool: SetObjectVisibility(playerid,objectid,bool:toggle);
native bool: IsObjectMovable(playerid,objectid);
native bool: ToggleObjectMovable(playerid,objectid,bool:toggle);
native bool: IsObjectIndestructible(playerid,objectid);
native bool: SetObjectIndestructible(playerid,objectid,bool:toggle);
native bool: IsObjectLiftable(playerid,objectid);
native bool: SetObjectLiftable(playerid,objectid,bool:liftable);
native bool: GetObjectPos(playerid,objectid,&Float:x,&Float:y,&Float:z);
native bool: SetObjectPos(playerid,objectid,Float:x,Float:y,Float:z);
native bool: GetObjectRot(playerid,objectid,&Float:rX,&Float:rY,&Float:rZ);
native bool: SetObjectRot(playerid,objectid,Float:rX,Float:rY,Float:rZ);
native bool: GetObjectMotion(playerid,objectid,&Float:x,&Float:y,&Float:z,&Float:speed);
native bool: SetObjectMotion(playerid,objectid,Float:x,Float:y,Float:z,Float:speed);
native bool: StopObjectMotion(playerid,objectid);
native bool: GetObjectMotionEx(playerid,objectid,&Float:rX,&Float:rY,&Float:rZ,&Float:speed);
native bool: SetObjectMotionEx(playerid,objectid,Float:rX,Float:rY,Float:rZ,Float:speed);
native bool: ThrowObject(playerid,objectid,Float:x,Float:y,Float:z);
native GetObjectAnimation(playerid,objectid);
native bool: SetObjectAnimation(playerid,objectid,animation);
native bool: IsObjectInWater(playerid,objectid);
native GetObjectInterior(playerid,objectid);
native bool: SetObjectInterior(playerid,objectid,interiorid);
// Markers
native CreateMarker(playerid,Float:x,Float:y,colour);
native CreateMarkerEx(playerid,type,id,colour);
native bool: DestroyMarker(playerid,markerid);
native bool: IsMarkerVisible(playerid,markerid);
native bool: SetMarkerVisibility(playerid,markerid,bool:invisible = true);
native GetMarkerColour(playerid,markerid);
native bool: SetMarkerColour(playerid,markerid,colour);
native bool: IsMarkerAttached(playerid,markerid);
native bool: GetMarkerAttached(playerid,markerid,&type,&id);
native bool: SetMarkerAttached(playerid,markerid,type,id);
native bool: GetMarkerPos(playerid,markerid,&Float:x,&Float:y);
native bool: SetMarkerPos(playerid,markerid,Float:x,Float:y);
// Icons
native CreateIcon(playerid,icon,Float:x,Float:y);
native CreateIconEx(playerid,icon,type,id);
native bool: DestroyIcon(playerid,iconid);
native GetIcon(playerid,iconid);
native bool: SetIcon(playerid,iconid,icon);
native bool: IsIconAttached(playerid,iconid);
native bool: GetIconAttached(playerid,iconid,&type,&id);
native bool: SetIconAttached(playerid,iconid,type,id);
native bool: GetIconPos(playerid,icon,&Float:x,&Float:y);
native bool: SetIconPos(playerid,icon,Float:x,Float:y);
// Pickups
native CreatePickup(model,type,Float:x,Float:y,Float:z);
native bool: DestroyPickup(pickupid);
native bool: GetPickupInfo(pickupid,&model,&type,&Float:x,&Float:y,&Float:z);
native bool: SetPickupInfo(pickupid,model,type,Float:x,Float:y,Float:z);
native bool: IsPickupUsed(pickupid);
native bool: GetPickupPos(pickupid,&Float:x,&Float:y,&Float:z);
native bool: SetPickupPos(pickupid,Float:x,Float:y,Float:z);
// Fires
native CreateFire(Float:x,Float:y,Float:z,Float:size,Float:propagation);
native CreateFireEx(type,id);
native bool: DestroyFire(fireid);
native bool: RemoveAllFires();
native bool: IsFireExtinguished(fireid);
native bool: GetFirePos(fireid,&Float:x,&Float:y,&Float:z);
native bool: SetFirePos(fireid,Float:x,Float:y,Float:z);
// Lights
native CreateSearchlight(Float:x,Float:y,Float:z,Float:x2,Float:y2,Float:z2,Float:r1,Float:r2);
native CreateSearchlightEx(type,id,Float:r1,Float:r2);
native bool: DestroySearchlight(lightid);
native bool: IsSearchlightActive(lightid);
native bool: GetSearchlightSearch(lightid,&Float:x,&Float:y,&Float:z,&Float:speed);
native bool: SetSearchlightSearch(lightid,Float:x,Float:y,Float:z,Float:speed);
native bool: IsSearchlightFollowing(lightid);
native bool: GetSearchlightFollow(lightid,&type,&id);
native bool: SetSearchlightFollow(lightid,type,id);
native bool: CanSearchlightSeeThroughSolids(lightid);
native bool: ToggleSearchlightThroughSolids(lightid,bool:toggle);
// Enex's
native CreateEnex(Float:x,Float:y,Float:z,colour);
native bool: DestroyEnex(enexid);
// Server
native bool: print(const string[]);
native bool: printf(const format[],{Float,_}:...);
native bool: SendDeathMessage(killer,killee,weapon);
native SetTimer(const funcname[],interval,bool:repeating,{Float,_}:...);
native bool: KillTimer(const timerid);
native bool: CallLocalFunction(const funcname[],{Float,_}:...);
native bool: CallRemoteFunction(const funcname[],{Float,_}:...);
native GetFunctionParams(const funcname[]);
native GetFunctionParamType(const funcname[],param);
native GetPlayers();
native GetMaxPlayers();
native SetMaxPlayers(players);
native SetGameModeText(const string[]);
native String: GetGameModeText();
native bool: GameModeExit();
native bool: SendRconCommand(const command[]);
native bool: Echo(const text[]);
native bool: IsFilterScriptActive(fsid);
native bool: UnloadFilterScript(fsid);
native bool: IsFilterScriptActiveEx(const fsname[]);
native bool: UnloadFilterScriptEx(const fsname[]);
native bool: LoadFilterScript(const fsname[]);
native String: sprintf(const format[],{Float,_}:..);
native String: GetMap();
native bool: SetMap(const mapname[]);
native String: GetName();
native bool: SetName(const name[]);
native String: GetPass();
native bool: SetPass(const pass[]);
native GetPort();
native bool: SetPort(port);
native bool: Reset();
// Maths
native Float: asin(Float:value); // ^
native Float: acos(Float:value); // ^
native Float: atan(Float:value); // ^
native Float: atan2(Float:value,Float:value2); // ^
// Other
native bool: CreateExplosion(type,Float:x,Float:y,Float:z,Float:radius);
native GetGarageType(garageid);
native bool: SetGarageType(garageid,type);
native GetGarageState(garageid);
native bool: SetGarageState(garageid,state);
native bool: IsRubbishOn();
native bool: ToggleRubbish(bool:toggle);
native bool: IsDecapitationOn();
native bool: ToggleDecapitation(bool:toggle);
native bool: AreTrainsOn();
native bool: ToggleTrains(bool:toggle);
native bool: CreateFlash(Float:x,Float:y,Float:z,colour,Float:radius);
native bool: IsMotionBlueEnabled();
native bool: EnableMotionBlur(bool:enable);
native bool: AreCarsBubble();
native bool: ToggleBubbleCars(bool:toggle);
native bool: AreZoneNamesActive();
native bool: EnableZoneNames(bool:enable);
native bool: IsVertigoEnabled();
native bool: EnableVertigo(bool:enable);
native bool: IsHazeEnabled();
native bool: EnableHaze(bool:enable);
native bool: CreateSmoke(Float:x,Float:y,Float:z,Float:x2,Float:y2,Float:z2,colour,size,time);
native Float: GetCraneLength();
native bool: SetCraneLength(Float:length);
native GetCranePlayer();
native bool: SetCranePlayer(playerid);
native bool: IsCraneHoldingVehicle(vehicleid);
native bool: CraneRelease();
native bool: GetStuck(type,id,&type2,&id2);
native bool: Glue(type,id,type2,id2);
native bool: Unstick(type,id);
native bool: DoWeaponsDrop();
native bool: ToggleDroppableWeapons(bool:toggle);
native bool: DoTiresPop();
native bool: ToggleTiresPoppable(bool:toggle);
#endif