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a_samp.inc
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a_samp.inc
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/* SA-MP Functions
*
* (c) Copyright 2005-2017, SA-MP Team
*
*/
#if defined _INC_a_samp
#endinput
#endif
#if defined _INC_a_npc
#error Include `<a_samp>` or `<a_npc>`, not both.
#endif
#define _INC_a_samp
#define _samp_included
#define SAMP_CONST_CORRECT
#pragma tabsize 4
// Ignores warning 217 for properly indented PAWNO code
// It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
// --------------------------------------------------
// Defines
// --------------------------------------------------
// Limits
#if !defined MAX_PLAYER_NAME
#define MAX_PLAYER_NAME (24)
#endif
#if !defined MAX_PLAYERS
#define MAX_PLAYERS (1000)
#endif
#if !defined MAX_VEHICLES
#define MAX_VEHICLES (2000)
#endif
#if !defined MAX_ACTORS
#define MAX_ACTORS (1000)
#endif
#if !defined MAX_OBJECTS
#define MAX_OBJECTS (2000)
#endif
#if !defined MAX_GANG_ZONES
#define MAX_GANG_ZONES (1024)
#endif
#if !defined MAX_TEXT_DRAWS
#define MAX_TEXT_DRAWS (Text:2048)
#endif
#if !defined MAX_PLAYER_TEXT_DRAWS
#define MAX_PLAYER_TEXT_DRAWS (PlayerText:256)
#endif
#if !defined MAX_MENUS
#define MAX_MENUS (Menu:128)
#endif
#if !defined MAX_3DTEXT_GLOBAL
#define MAX_3DTEXT_GLOBAL (Text3D:1024)
#endif
#if !defined MAX_3DTEXT_PLAYER
#define MAX_3DTEXT_PLAYER (PlayerText3D:1024)
#endif
#if !defined MAX_PICKUPS
#define MAX_PICKUPS (4096)
#endif
// Invalids
#define NO_TEAM (255)
#define INVALID_PLAYER_ID (0xFFFF)
#define INVALID_VEHICLE_ID (0xFFFF)
#define INVALID_ACTOR_ID (0xFFFF)
#define INVALID_OBJECT_ID (0xFFFF)
#define INVALID_MENU (Menu:0xFF)
#define INVALID_TEXT_DRAW (Text:0xFFFF)
#define INVALID_PLAYER_TEXT_DRAW (PlayerText:0xFFFF)
#define INVALID_GANG_ZONE (-1)
#define INVALID_3DTEXT_ID (Text3D:0xFFFF)
#define INVALID_PLAYER_3DTEXT_ID (PlayerText3D:0xFFFF)
// States
#define PLAYER_STATE_NONE (0)
#define PLAYER_STATE_ONFOOT (1)
#define PLAYER_STATE_DRIVER (2)
#define PLAYER_STATE_PASSENGER (3)
#define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally)
#define PLAYER_STATE_WASTED (7)
#define PLAYER_STATE_SPAWNED (8)
#define PLAYER_STATE_SPECTATING (9)
// Marker modes used by ShowPlayerMarkers()
#define PLAYER_MARKERS_MODE_OFF (0)
#define PLAYER_MARKERS_MODE_GLOBAL (1)
#define PLAYER_MARKERS_MODE_STREAMED (2)
// Weapons
#define UNKNOWN_WEAPON (-1)
#define WEAPON_FIST (0)
#define WEAPON_BRASSKNUCKLE (1)
#define WEAPON_GOLFCLUB (2)
#define WEAPON_NITESTICK (3)
#define WEAPON_KNIFE (4)
#define WEAPON_BAT (5)
#define WEAPON_SHOVEL (6)
#define WEAPON_POOLSTICK (7)
#define WEAPON_KATANA (8)
#define WEAPON_CHAINSAW (9)
#define WEAPON_DILDO (10)
#define WEAPON_DILDO2 (11)
#define WEAPON_VIBRATOR (12)
#define WEAPON_VIBRATOR2 (13)
#define WEAPON_FLOWER (14)
#define WEAPON_CANE (15)
#define WEAPON_GRENADE (16)
#define WEAPON_TEARGAS (17)
#define WEAPON_MOLTOV (18)
#define WEAPON_COLT45 (22)
#define WEAPON_SILENCED (23)
#define WEAPON_DEAGLE (24)
#define WEAPON_SHOTGUN (25)
#define WEAPON_SAWEDOFF (26)
#define WEAPON_SHOTGSPA (27)
#define WEAPON_UZI (28)
#define WEAPON_MP5 (29)
#define WEAPON_AK47 (30)
#define WEAPON_M4 (31)
#define WEAPON_TEC9 (32)
#define WEAPON_RIFLE (33)
#define WEAPON_SNIPER (34)
#define WEAPON_ROCKETLAUNCHER (35)
#define WEAPON_HEATSEEKER (36)
#define WEAPON_FLAMETHROWER (37)
#define WEAPON_MINIGUN (38)
#define WEAPON_SATCHEL (39)
#define WEAPON_BOMB (40)
#define WEAPON_SPRAYCAN (41)
#define WEAPON_FIREEXTINGUISHER (42)
#define WEAPON_CAMERA (43)
#define WEAPON_PARACHUTE (46)
#define WEAPON_VEHICLE (49)
#define WEAPON_DROWN (53)
#define WEAPON_COLLISION (54)
// Keys
#define KEY_ACTION (1)
#define KEY_CROUCH (2)
#define KEY_FIRE (4)
#define KEY_SPRINT (8)
#define KEY_SECONDARY_ATTACK (16)
#define KEY_JUMP (32)
#define KEY_LOOK_RIGHT (64)
#define KEY_HANDBRAKE (128)
#define KEY_LOOK_LEFT (256)
#define KEY_SUBMISSION (512)
#define KEY_LOOK_BEHIND (512)
#define KEY_WALK (1024)
#define KEY_ANALOG_UP (2048)
#define KEY_ANALOG_DOWN (4096)
#define KEY_ANALOG_LEFT (8192)
#define KEY_ANALOG_RIGHT (16384)
#define KEY_YES (65536)
#define KEY_NO (131072)
#define KEY_CTRL_BACK (262144)
#define KEY_UP (-128)
#define KEY_DOWN (128)
#define KEY_LEFT (-128)
#define KEY_RIGHT (128)
// Player GUI Dialog
#define DIALOG_STYLE_MSGBOX (0)
#define DIALOG_STYLE_INPUT (1)
#define DIALOG_STYLE_LIST (2)
#define DIALOG_STYLE_PASSWORD (3)
#define DIALOG_STYLE_TABLIST (4)
#define DIALOG_STYLE_TABLIST_HEADERS (5)
// Text Draw
#define TEXT_DRAW_FONT_SPRITE_DRAW (4)
#define TEXT_DRAW_FONT_MODEL_PREVIEW (5)
// SVar enumeration
#define SERVER_VARTYPE_NONE (0)
#define SERVER_VARTYPE_INT (1)
#define SERVER_VARTYPE_STRING (2)
#define SERVER_VARTYPE_FLOAT (3)
// Artwork/NetModels
#define DOWNLOAD_REQUEST_EMPTY (0)
#define DOWNLOAD_REQUEST_MODEL_FILE (1)
#define DOWNLOAD_REQUEST_TEXTURE_FILE (2)
#define CLICK_SOURCE_SCOREBOARD (0)
#define EDIT_RESPONSE_CANCEL (0)
#define EDIT_RESPONSE_FINAL (1)
#define EDIT_RESPONSE_UPDATE (2)
#define SELECT_OBJECT_GLOBAL_OBJECT (1)
#define SELECT_OBJECT_PLAYER_OBJECT (2)
#define BULLET_HIT_TYPE_NONE (0)
#define BULLET_HIT_TYPE_PLAYER (1)
#define BULLET_HIT_TYPE_VEHICLE (2)
#define BULLET_HIT_TYPE_OBJECT (3)
#define BULLET_HIT_TYPE_PLAYER_OBJECT (4)
// Limits
#if MAX_PLAYER_NAME < 3 || MAX_PLAYER_NAME > 24
#error MAX_PLAYER_NAME must be >= 3 and <= 24
#endif
#if MAX_PLAYERS < 1 || MAX_PLAYERS > 1000
#error MAX_PLAYERS must be >= 1 and <= 1000
#endif
#if MAX_VEHICLES < 1 || MAX_VEHICLES > 2000
#error MAX_VEHICLES must be >= 1 and <= 2000
#endif
#if MAX_ACTORS < 1 || MAX_ACTORS > 1000
#error MAX_ACTORS must be >= 1 and <= 1000
#endif
#if MAX_OBJECTS < 1 || MAX_OBJECTS > 2000
#error MAX_OBJECTS must be >= 1 and <= 2000
#endif
#if MAX_GANG_ZONES < 1 || MAX_GANG_ZONES > 1024
#error MAX_GANG_ZONES must be >= 1 and <= 1024
#endif
#if MAX_TEXT_DRAWS < Text:1 || MAX_TEXT_DRAWS > Text:2048
#error MAX_TEXT_DRAWS must be >= 1 and <= 2048
#endif
#if MAX_PLAYER_TEXT_DRAWS < PlayerText:1 || MAX_PLAYER_TEXT_DRAWS > PlayerText:256
#error MAX_PLAYER_TEXT_DRAWS must be >= 1 and <= 256
#endif
#if MAX_MENUS < Menu:1 || MAX_MENUS > Menu:128
#error MAX_MENUS must be >= 1 and <= 128
#endif
#if MAX_3DTEXT_GLOBAL < Text3D:1 || MAX_3DTEXT_GLOBAL > Text3D:1024
#error MAX_3DTEXT_GLOBAL must be >= 1 and <= 1024
#endif
#if MAX_3DTEXT_PLAYER < PlayerText3D:1 || MAX_3DTEXT_PLAYER > PlayerText3D:1024
#error MAX_3DTEXT_PLAYER must be >= 1 and <= 1024
#endif
#if MAX_PICKUPS < 1 || MAX_PICKUPS > 4096
#error MAX_PICKUPS must be >= 1 and <= 4096
#endif
public const SAMP_INCLUDES_VERSION = 0x037030;
#pragma unused SAMP_INCLUDES_VERSION
#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
#tryinclude <console>
#include <a_players>
#include <a_vehicles>
#include <a_objects>
#include <a_actor>
#include <a_sampdb>
#include <a_http>
/*
Version examples:
0.3.DL R1 - 03D010
0.3.7 R3 - 037030
0.3.7 R2-2 - 037022
0.3.7 R1-2 - 037012
0.3.7 - 037000
0.3z R4 - 030700
0.3z R3 - 030700
0.3z R2-1 - 030700
0.3z R1-2 - 030700
0.3z - 030700
0.3x R2 patch 1 - 030621
0.3x R2 - 030620
0.3x R1-2 - 030612
0.3x - 030600
0.3e - 030500
0.3d - 030400
0.3c - 030300
0.3b - 030200
0.3a - 030100
0.2X - 02A000
0.2.2 R3 - 022300
Rough rules:
Uses (roughtly) BCD. Special versions are denoted outside 0-9.
0.1.2c R4-5
| | || | |
0 1 23 4 5
=
0x012345
(assuming c is the third revision)
0.2X becomes 02A000 because it is basically 0.2.3, but not, while higher than
0.2.2 so can't be 020400 (for example). Also, its a capital letter, so doesn't
use the revision method.
P.S. Making a consistent scheme for SA:MP versions is REALLY hard.
open.mp releases can use `A` as the first digit.
*/
// --------------------------------------------------
// Natives
// --------------------------------------------------
// Util
#if !defined _console_included
#define _console_included
/// <summary>Prints a string to the server console (not in-game chat) and logs (server_log.txt).</summary>
/// <param name="string">The string to print</param>
/// <seealso name="printf"/>
native print(const string[]);
/// <summary>Outputs a formatted string on the console (the server window, not the in-game chat).</summary>
/// <param name="format">The format string</param>
/// <param name="">Indefinite number of arguments of any tag</param>
/// <seealso name="print"/>
/// <seealso name="format"/>
/// <remarks>The format string or its output should not exceed 1024 characters. Anything beyond that length can lead to a server to crash.</remarks>
/// <remarks>This function doesn't support <a href="#strpack">packed</a> strings.</remarks>
/// <remarks>
/// <b>Format Specifiers:</b><p/>
/// <ul>
/// <li><b><c>%i</c></b> - integer (whole number)</li>
/// <li><b><c>%d</c></b> - integer (whole number).</li>
/// <li><b><c>%s</c></b> - string</li>
/// <li><b><c>%f</c></b> - floating-point number (Float: tag)</li>
/// <li><b><c>%c</c></b> - ASCII character</li>
/// <li><b><c>%x</c></b> - hexadecimal number</li>
/// <li><b><c>%b</c></b> - binary number</li>
/// <li><b><c>%%</c></b> - literal <b><c>%</c></b></li>
/// <li><b><c>%q</c></b> - escape a text for SQLite. (Added in <b>0.3.7 R2</b>)</li>
/// </ul>
/// </remarks>
/// <remarks>The values for the placeholders follow in the exact same order as parameters in the call. For example, <b><c>"I am %i years old"</c></b> - the <b><c>%i</c></b> will be replaced with an Integer variable, which is the person's age.</remarks>
/// <remarks>You may optionally put a number between the <b><c>%</c></b> and the letter of the placeholder code. This number indicates the field width; if the size of the parameter to print at the position of the placeholder is smaller than the field width, the field is expanded with spaces. To cut the number of decimal places beeing shown of a float, you can add <b><c>.<max number></c></b> between the <b><c>%</c></b> and the <b><c>f</c></b>. (example: <b><c>%.2f</c></b>)</remarks>
native printf(const format[], {Float,_}:...);
#endif
/// <summary>Formats a string to include variables and other strings inside it.</summary>
/// <param name="output">The string to output the result to</param>
/// <param name="len">The maximum length output can contain</param>
/// <param name="format">The format string</param>
/// <param name="">Indefinite number of arguments of any tag</param>
/// <seealso name="print"/>
/// <seealso name="printf"/>
/// <remarks>This function doesn't support <a href="#strpack">packed strings</a>.</remarks>
/// <remarks>
/// <b>Format Specifiers:</b><p/>
/// <ul>
/// <li><b><c>%i</c></b> - integer (whole number)</li>
/// <li><b><c>%d</c></b> - integer (whole number).</li>
/// <li><b><c>%s</c></b> - string</li>
/// <li><b><c>%f</c></b> - floating-point number (Float: tag)</li>
/// <li><b><c>%c</c></b> - ASCII character</li>
/// <li><b><c>%x</c></b> - hexadecimal number</li>
/// <li><b><c>%b</c></b> - binary number</li>
/// <li><b><c>%%</c></b> - literal <b><c>%</c></b></li>
/// <li><b><c>%q</c></b> - escape a text for SQLite. (Added in <b>0.3.7 R2</b>)</li>
/// </ul>
/// </remarks>
/// <remarks>The values for the placeholders follow in the exact same order as parameters in the call. For example, <b><c>"I am %i years old"</c></b> - the <b><c>%i</c></b> will be replaced with an Integer variable, which is the person's age.</remarks>
/// <remarks>You may optionally put a number between the <b><c>%</c></b> and the letter of the placeholder code. This number indicates the field width; if the size of the parameter to print at the position of the placeholder is smaller than the field width, the field is expanded with spaces. To cut the number of decimal places beeing shown of a float, you can add <b><c>.<max number></c></b> between the <b><c>%</c></b> and the <b><c>f</c></b>. (example: <b><c>%.2f</c></b>)</remarks>
native format(output[], len = sizeof output, const format[], {Float,_}:...);
/// <summary>This function sends a message to a specific player with a chosen color in the chat. The whole line in the chatbox will be in the set color unless color embedding is used (since <b><c>0.3c</c></b>).</summary>
/// <param name="playerid">The ID of the player to display the message to</param>
/// <param name="color">The color of the message (<b>RGBA</b>)</param>
/// <param name="message">The text that will be displayed <b>(max 144 characters)</b></param>
/// <seealso name="SendClientMessageToAll"/>
/// <seealso name="SendPlayerMessageToPlayer"/>
/// <seealso name="SendPlayerMessageToAll"/>
/// <remarks>If a message is longer than 144 characters, it will not be sent. Truncation can be used to prevent this. Displaying a message on multiple lines will also solve this issue. </remarks>
/// <remarks>Avoid using the percent sign (or format specifiers) in the actual message text without properly escaping it (like <b><c>%%</c></b>). It will result in crashes otherwise. </remarks>
/// <remarks>You can use color embedding for multiple colors in the message. </remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully. Success is reported when the string is over 144 characters, but the message won't be sent.<p/>
/// <b><c>0</c></b>: The function failed to execute. The player is not connected.
/// </returns>
native SendClientMessage(playerid, color, const message[]);
/// <summary>Displays a message in chat to all players. This is a multi-player equivalent of <a href="#SendClientMessage">SendClientMessage</a>.</summary>
/// <param name="color">The color of the message (<b>RGBA</b>)</param>
/// <param name="message">The message to show (<b>max 144 characters</b>)</param>
/// <seealso name="SendClientMessage"/>
/// <seealso name="SendPlayerMessageToAll"/>
/// <remarks>Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.</remarks>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
native SendClientMessageToAll(color, const message[]);
/// <summary>Sends a message in the name of a player to another player on the server. The message will appear in the chat box but can only be seen by the user specified with <paramref name="playerid"/>. The line will start with the sender's name in their color, followed by the message in white.</summary>
/// <param name="playerid">The ID of the player who will receive the message</param>
/// <param name="senderid">The sender's ID. If invalid, the message will not be sent</param>
/// <param name="message">The message that will be sent</param>
/// <seealso name="SendPlayerMessageToAll"/>
/// <seealso name="SendClientMessage"/>
/// <seealso name="SendClientMessageToAll"/>
/// <seealso name="OnPlayerText"/>
/// <remarks>Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.</remarks>
native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
/// <summary>Sends a message in the name of a player to all other players on the server. The line will start with the sender's name in their color, followed by the message in white.</summary>
/// <param name="senderid">The ID of the sender. If invalid, the message will not be sent</param>
/// <param name="message">The message that will be sent</param>
/// <seealso name="SendPlayerMessageToPlayer"/>
/// <seealso name="SendClientMessageToAll"/>
/// <seealso name="OnPlayerText"/>
/// <remarks>Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.</remarks>
native SendPlayerMessageToAll(senderid, const message[]);
/// <summary>Adds a death to the 'killfeed' on the right-hand side of the screen for all players.</summary>
/// <param name="killer">The ID of the killer (can be <b><c>INVALID_PLAYER_ID</c></b>)</param>
/// <param name="killee">The ID of the player that died</param>
/// <param name="weapon">The <a href="http://wiki.sa-mp.com/wiki/Weapons">reason</a> (not always a weapon) for the victim's death. Special icons can also be used (<b><c>ICON_CONNECT</c></b> and <b><c>ICON_DISCONNECT</c></b>)</param>
/// <seealso name="SendDeathMessageToPlayer"/>
/// <seealso name="OnPlayerDeath"/>
/// <remarks>Death messages can be cleared by using a valid player ID for <paramref name="killee"/> that is not connected.</remarks>
/// <remarks>To show a death message for just a single player, use <a href="#SendDeathMessageToPlayer">SendDeathMessageToPlayer</a>. </remarks>
/// <remarks>You can use NPCs to create your own custom death reasons. </remarks>
/// <returns>This function always returns <b><c>1</c></b>, even if the function fails to execute. The function fails to execute (no death message shown) if <paramref name="killee"/> is invalid. If <paramref name="reason"/> is invalid, a generic skull-and-crossbones icon is shown. <paramref name="killer"/> being invalid (<b><c>INVALID_PLAYER_ID</c></b>) is valid.</returns>
native SendDeathMessage(killer, killee, weapon);
/// <summary>Adds a death to the 'killfeed' on the right-hand side of the screen for a single player.</summary>
/// <param name="playerid">The ID of the player to send the death message to</param>
/// <param name="killer">The ID of the killer (can be <b><c>INVALID_PLAYER_ID</c></b>)</param>
/// <param name="killee">The ID of the player that died</param>
/// <param name="weapon">The <a href="http://wiki.sa-mp.com/wiki/Weapons">reason</a> (not always a weapon) for the victim's death. Special icons can also be used (<b><c>ICON_CONNECT</c></b> and <b><c>ICON_DISCONNECT</c></b>)</param>
/// <seealso name="SendDeathMessage"/>
/// <seealso name="OnPlayerDeath"/>
/// <remarks>This Function was added in <b>SA-MP 0.3z R2-2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute.
/// </returns>
native SendDeathMessageToPlayer(playerid, killer, killee, weapon);
/// <summary>Shows 'game text' (on-screen text) for a certain length of time for all players.</summary>
/// <param name="string">The text to be displayed</param>
/// <param name="time">The duration of the text being shown in milliseconds</param>
/// <param name="style">The style of text to be displayed</param>
/// <seealso name="GameTextForPlayer"/>
/// <seealso name="TextDrawShowForAll"/>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
native GameTextForAll(const string[], time, style);
/// <summary>Shows 'game text' (on-screen text) for a certain length of time for a specific player.</summary>
/// <param name="playerid">The ID of the player to show the gametext for</param>
/// <param name="string">The text to be displayed</param>
/// <param name="time">The duration of the text being shown in milliseconds</param>
/// <param name="style">The style of text to be displayed</param>
/// <seealso name="GameTextForAll"/>
/// <seealso name="TextDrawShowForPlayer"/>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully. Success is reported when the style and/or time is invalid. Nothing will happen though (no text displayed). May also cause game crashes.<p/>
/// <b><c>0</c></b>: The function failed to execute. This means either the string is null or the player is not connected.
/// </returns>
native GameTextForPlayer(playerid, const string[], time, style);
/// <summary>Sets a 'timer' to call a function after some time. Can be set to repeat.</summary>
/// <param name="funcname">Name of the function to call as a string. This must be a public function (forwarded). A null string here will crash the server</param>
/// <param name="interval">Interval in milliseconds</param>
/// <param name="repeating">Whether the timer should repeat or not</param>
/// <seealso name="SetTimerEx"/>
/// <seealso name="KillTimer"/>
/// <remarks>Timer intervals are not accurate (roughly 25% off). There's a fix available <a href="http://forum.sa-mp.com/showthread.php?t=289675">here</a>. </remarks>
/// <remarks>Timer IDs are never used twice. You can use <a href="#KillTimer">KillTimer</a> on a timer ID and it won't matter if it's running or not. </remarks>
/// <remarks>The function that should be called must be public. </remarks>
/// <remarks>The use of many timers will result in increased memory/cpu usage. </remarks>
/// <returns>The ID of the timer that was started. Timer IDs start at <b><c>1</c></b>.</returns>
native SetTimer(const funcname[], interval, repeating);
/// <summary>Sets a timer to call a function after the specified interval. This variant ('Ex') can pass parameters (such as a player ID) to the function.</summary>
/// <param name="funcname">The name of a public function to call when the timer expires</param>
/// <param name="interval">Interval in milliseconds</param>
/// <param name="repeating">Whether the timer should be called repeatedly (can only be stopped with <a href="#KillTimer">KillTimer</a>) or only once</param>
/// <param name="format">Special format indicating the types of values the timer will pass</param>
/// <param name="">Indefinite number of arguments to pass (must follow format specified in previous parameter)</param>
/// <seealso name="SetTimer"/>
/// <seealso name="KillTimer"/>
/// <seealso name="CallLocalFunction"/>
/// <seealso name="CallRemoteFunction"/>
/// <remarks>Timer intervals are not accurate (roughly 25% off). There's a fix available <a href="http://forum.sa-mp.com/showthread.php?t=289675">here</a>. </remarks>
/// <remarks>Timer IDs are never used twice. You can use KillTimer() on a timer ID and it won't matter if it's running or not. </remarks>
/// <remarks>The function that should be called must be public. </remarks>
/// <remarks>The use of many timers will result in increased memory/cpu usage. </remarks>
/// <remarks>
/// <b>Format syntax:</b><p/>
/// <ul>
/// <li><b><c>i</c></b> - integer</li>
/// <li><b><c>d</c></b> - integer</li>
/// <li><b><c>a</c></b> - array The next parameter must be an integer (<b><c>"i"</c></b>) with the array's size <b>[CURRENTLY UNUSABLE]</b></li>
/// <li><b><c>s</c></b> - string <b>[CURRENTLY UNUSABLE]</b></li>
/// <li><b><c>f</c></b> - float</li>
/// <li><b><c>b</c></b> - boolean</li>
/// </ul>
/// </remarks>
/// <returns>The ID of the timer that was started. Timer IDs start at <b><c>1</c></b> and are never reused. There are no internal checks to verify that the parameters passed are valid (e.g. duration not a minus value).</returns>
native SetTimerEx(const funcname[], interval, repeating, const format[], {Float,_}:...);
/// <summary>Kills (stops) a running timer.</summary>
/// <param name="timerid">The ID of the timer to kill (returned by <a href="#SetTimer">SetTimer</a> or <a href="#SetTimerEx">SetTimerEx</a>)</param>
/// <seealso name="SetTimer"/>
/// <seealso name="SetTimerEx"/>
/// <returns>This function always returns <b><c>0</c></b>.</returns>
native KillTimer(timerid);
/// <summary>Returns the uptime of the actual server (not the SA-MP server) in milliseconds.</summary>
/// <seealso name="tickcount"/>
/// <remarks>GetTickCount will cause problems on servers with uptime of over 24 days as GetTickCount will eventually warp past the integer size constraints. However using <a href="https://gist.github.com/ziggi/5d7d8dc42f54531feba7ae924c608e73">this</a> function fixes the problem.</remarks>
/// <remarks>One common use for GetTickCount is for benchmarking. It can be used to calculate how much time some code takes to execute.</remarks>
/// <returns>Uptime of the actual server (not the SA-MP server).</returns>
native GetTickCount();
/// <summary>Returns the maximum number of players that can join the server, as set by the server variable 'maxplayers' in server.cfg.</summary>
/// <seealso name="GetPlayerPoolSize"/>
/// <seealso name="IsPlayerConnected"/>
/// <remarks>This function can not be used in place of <b><c>MAX_PLAYERS</c></b>. It can not be used at compile time (e.g. for array sizes). <b><c>MAX_PLAYERS</c></b> should always be re-defined to what the 'maxplayers' var will be, or higher.</remarks>
/// <returns>The maximum number of players that can join the server.</returns>
native GetMaxPlayers();
/// <summary>Calls a public function in any script that is loaded.</summary>
/// <param name="function">Public function's name</param>
/// <param name="format">Tag/format of each variable</param>
/// <param name="">'Indefinite' number of arguments of any tag</param>
/// <seealso name="CallLocalFunction"/>
/// <returns>The value that the last public function returned.</returns>
/// <remarks>CallRemoteFunction crashes the server if it's passing an empty string.</remarks>
/// <remarks>
/// Format string placeholders:<p/>
/// <ul>
/// <li><b><c>c</c></b> - a single character</li>
/// <li><b><c>d</c></b> - an integer (whole) number</li>
/// <li><b><c>i</c></b> - an integer (whole) number</li>
/// <li><b><c>x</c></b> - a number in hexadecimal notation</li>
/// <li><b><c>f</c></b> - a floating point number</li>
/// <li><b><c>s</c></b> - a string</li>
/// </ul>
/// </remarks>
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
/// <summary>Calls a public function from the script in which it is used.</summary>
/// <param name="function">Public function's name</param>
/// <param name="format">Tag/format of each variable</param>
/// <param name="">'Indefinite' number of arguments of any tag</param>
/// <seealso name="CallRemoteFunction"/>
/// <returns>The value that the <b>only</b> public function returned.</returns>
/// <remarks>CallLocalFunction crashes the server if it's passing an empty string.</remarks>
/// <remarks>
/// Format string placeholders:<p/>
/// <ul>
/// <li><b><c>c</c></b> - a single character</li>
/// <li><b><c>d</c></b> - an integer (whole) number</li>
/// <li><b><c>i</c></b> - an integer (whole) number</li>
/// <li><b><c>x</c></b> - a number in hexadecimal notation</li>
/// <li><b><c>f</c></b> - a floating point number</li>
/// <li><b><c>s</c></b> - a string</li>
/// </ul>
/// </remarks>
native CallLocalFunction(const function[], const format[], {Float,_}:...);
/// <summary>Returns the norm (length) of the provided vector.</summary>
/// <param name="x">The vector's magnitude on the X axis</param>
/// <param name="y">The vector's magnitude on the Y axis</param>
/// <param name="z">The vector's magnitude on the Z axis</param>
/// <seealso name="GetPlayerDistanceFromPoint"/>
/// <seealso name="GetVehicleDistanceFromPoint"/>
/// <seealso name="floatsqroot"/>
/// <remarks>This function was added in <b>SA-MP 0.3z</b> and will not work in earlier versions!</remarks>
/// <returns>The norm (length) of the provided vector as a float.</returns>
native Float:VectorSize(Float:x, Float:y, Float:z);
/// <summary>Get the inversed value of a sine in degrees.</summary>
/// <param name="value">The sine for which to find the angle for</param>
/// <seealso name="floatsin"/>
/// <returns>The angle in degrees.</returns>
native Float:asin(Float:value);
/// <summary>Get the inversed value of a cosine in degrees.</summary>
/// <param name="value">The cosine for which to find the angle for</param>
/// <seealso name="floatcos"/>
/// <returns>The angle in degrees.</returns>
native Float:acos(Float:value);
/// <summary>Get the inversed value of a tangent in degrees.</summary>
/// <param name="value">The tangent for which to find the angle for</param>
/// <seealso name="atan2"/>
/// <seealso name="floattan"/>
/// <returns>The angle in degrees.</returns>
native Float:atan(Float:value);
/// <summary>Get the multi-valued inversed value of a tangent in degrees.</summary>
/// <param name="y">y size</param>
/// <param name="x">x size</param>
/// <seealso name="atan"/>
/// <seealso name="floattan"/>
/// <returns>The angle in degrees.</returns>
native Float:atan2(Float:y, Float:x);
/// <summary>Gets the highest playerid currently in use on the server.</summary>
/// <seealso name="GetVehiclePoolSize"/>
/// <seealso name="GetMaxPlayers"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7</b> and will not work in earlier versions!</remarks>
/// <returns>The highest playerid currently in use on the server or <b><c>0</c></b> if there are no connected players.</returns>
native GetPlayerPoolSize();
/// <summary>Gets the highest vehicleid currently in use on the server.</summary>
/// <seealso name="GetPlayerPoolSize"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7</b> and will not work in earlier versions!</remarks>
/// <returns>The highest vehicleid currently in use on the server or <b><c>0</c></b> if there are no created vehicles.</returns>
native GetVehiclePoolSize();
/// <summary>Gets the highest actorid created on the server.</summary>
/// <seealso name="CreateActor"/>
/// <seealso name="IsValidActor"/>
/// <seealso name="SetActorHealth"/>
/// <remarks>This function was added in <b><b>SA-MP 0.3.7</b></b> and will not work in earlier versions!</remarks>
/// <returns>The highest actorid created on the server or <b><c>0</c></b> if there are no created actors.</returns>
native GetActorPoolSize();
// Hash
/// <summary>Hashes a password using the SHA-256 hashing algorithm. Includes a salt. The output is always 256 bytes in length, or the equivalent of 64 Pawn cells.</summary>
/// <param name="password">The password to hash</param>
/// <param name="salt">The salt to use in the hash</param>
/// <param name="ret_hash">The returned hash</param>
/// <param name="ret_hash_len">The returned hash maximum length</param>
/// <remarks>This function was added in <b>SA-MP 0.3.7-R1</b> and will not work in earlier versions!</remarks>
/// <remarks>The salt is appended to the end of the password, meaning password 'foo' and salt 'bar' would form 'foobar'. </remarks>
/// <remarks>The salt should be random, unique for each player and at least as long as the hashed password. It is to be stored alongside the actual hash in the player's account. </remarks>
native SHA256_PassHash(const password[], const salt[], ret_hash[], ret_hash_len = sizeof ret_hash); // SHA256 for password hashing
// Server wide persistent variable system (SVars)
/// <summary>Set an integer server variable.</summary>
/// <param name="varname">The name of the server variable</param>
/// <param name="int_value">The integer to be set</param>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The variable name is null or over 40 characters.
/// </returns>
native SetSVarInt(const varname[], int_value);
/// <summary>Gets an integer server variable's value.</summary>
/// <param name="varname">The name of the server variable (case-insensitive). Assigned in SetSVarInt</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>The integer value of the specified server variable. It will still return <b><c>0</c></b> if the variable is not set.</returns>
native GetSVarInt(const varname[]);
/// <summary>Set a string server variable.</summary>
/// <param name="varname">The name of the server variable</param>
/// <param name="string_value">The string to be set</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The variable name is null or over 40 characters.
/// </returns>
native SetSVarString(const varname[], const string_value[]);
/// <summary>Gets a string server variable's value.</summary>
/// <param name="varname">The name of the server variable (case-insensitive). Assigned in <a href="#SetSVarString">SetSVarString</a></param>
/// <param name="string_return">The array in which to store the string value in, passed by reference</param>
/// <param name="len">The maximum length of the returned string</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>The length of the string.</returns>
native GetSVarString(const varname[], string_return[], len = sizeof string_return);
/// <summary>Set a float server variable.</summary>
/// <param name="varname">The name of the server variable</param>
/// <param name="float_value">The float to be set</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The variable name is null or over 40 characters.
/// </returns>
native SetSVarFloat(const varname[], Float:float_value);
/// <summary>Gets a float server variable's value.</summary>
/// <param name="varname">The name of the server variable (case-insensitive). Assigned in <a href="#SetSVarFloat">SetSVarFloat</a></param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>The float value of the specified server variable. It will still return <b><c>0</c></b> if the variable is not set.</returns>
native Float:GetSVarFloat(const varname[]);
/// <summary>Deletes a previously set server variable.</summary>
/// <param name="varname">The name of the server variable to delete</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <remarks>Once a variable is deleted, attempts to retrieve the value will return <b><c>0</c></b> (for integers and floats and <b><c>NULL</c></b> for strings.</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. There is no variable set with the given name.
/// </returns>
native DeleteSVar(const varname[]);
/// <summary>Each SVar (server-variable) has its own unique identification number for lookup, this function returns the highest ID.</summary>
/// <seealso name="GetSVarNameAtIndex"/>
/// <seealso name="GetSVarType"/>
/// <returns>The highest set SVar ID.</returns>
native GetSVarsUpperIndex();
/// <summary>Retrieve the name of a sVar via the index.</summary>
/// <param name="index">The index of the sVar</param>
/// <param name="ret_varname">A string to store the sVar's name in, passed by reference</param>
/// <param name="ret_len">The max length of the returned string</param>
/// <seealso name="GetSVarType"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="GetSVarString"/>
native GetSVarNameAtIndex(index, ret_varname[], ret_len = sizeof ret_varname);
/// <summary>Gets the type (integer, float or string) of a server variable.</summary>
/// <param name="varname">The name of the server variable to get the type of</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>
/// <b>Variable types:</b><p/>
/// <ul>
/// <li><b><c>SERVER_VARTYPE_NONE</c></b> (sVar with name given does not exist)</li>
/// <li><b><c>SERVER_VARTYPE_INT</c></b></li>
/// <li><b><c>SERVER_VARTYPE_STRING</c></b></li>
/// <li><b><c>SERVER_VARTYPE_FLOAT</c></b></li>
/// </ul>
/// </remarks>
/// <returns>Returns the type of the SVar. See table below.</returns>
native GetSVarType(const varname[]);
// Game
/// <summary>Set the name of the game mode, which appears in the server browser.</summary>
/// <param name="string">The gamemode name to display</param>
native SetGameModeText(const string[]);
/// <summary>This function is used to change the amount of teams used in the gamemode. It has no obvious way of being used, but can help to indicate the number of teams used for better (more effective) internal handling. This function should only be used in the <a href="#OnGameModeInit">OnGameModeInit</a> callback. Important: You can pass 2 billion here if you like, this function has no effect at all.</summary>
/// <param name="count">Number of teams the gamemode knows</param>
/// <seealso name="GetPlayerTeam"/>
/// <seealso name="SetPlayerTeam"/>
native SetTeamCount(count);
/// <summary>Adds a class to class selection. Classes are used so players may spawn with a skin of their choice.</summary>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Skins">skin</a> which the player will spawn with</param>
/// <param name="spawn_x">The X coordinate of the spawnpoint of this class</param>
/// <param name="spawn_y">The Y coordinate of the spawnpoint of this class</param>
/// <param name="spawn_z">The Z coordinate of the spawnpoint of this class</param>
/// <param name="z_angle">The direction in which the player should face after spawning</param>
/// <param name="weapon1">The first spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon1_ammo">The amount of ammunition for the primary spawn weapon</param>
/// <param name="weapon2">The second spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon2_ammo">The amount of ammunition for the second spawn weapon</param>
/// <param name="weapon3">The third spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon3_ammo">The amount of ammunition for the third spawn weapon</param>
/// <returns>
/// <ul>
/// <li>The <b>ID of the class</b> which was just added.</li>
/// <li><b><c>319</c></b> if the class limit (<b><c>320</c></b>) was reached. The highest possible class ID is <b><c>319</c></b>.</li>
/// </ul>
/// </returns>
/// <remarks>
/// The maximum class ID is <b><c>319</c></b> (starting from <b><c>0</c></b>, so a total of <b><c>320</c></b> classes).
/// When this limit is reached, any more classes that are added will replace ID <b><c>319</c></b>.
/// </remarks>
/// <seealso name="AddPlayerClassEx"/>
/// <seealso name="SetSpawnInfo"/>
/// <seealso name="SetPlayerSkin"/>
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
/// <summary>This function is exactly the same as the <a href="#AddPlayerClass">AddPlayerClass</a> function, with the addition of a team parameter.</summary>
/// <param name="teamid">The team you want the player to spawn in</param>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Skins">skin</a> which the player will spawn with</param>
/// <param name="spawn_x">The X coordinate of the class' spawn position</param>
/// <param name="spawn_y">The Y coordinate of the class' spawn position</param>
/// <param name="spawn_z">The Z coordinate of the class' spawn position</param>
/// <param name="z_angle">The direction in which the player will face after spawning</param>
/// <param name="weapon1">The first spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon1_ammo">The amount of ammunition for the first spawn weapon</param>
/// <param name="weapon2">The second spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon2_ammo">The amount of ammunition for the second spawn weapon</param>
/// <param name="weapon3">The third spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon3_ammo">The amount of ammunition for the third spawn weapon</param>
/// <returns>
/// <ul>
/// <li>The <b>ID of the class</b> which was just added.</li>
/// <li><b><c>319</c></b> if the class limit (<b><c>320</c></b>) was reached. The highest possible class ID is <b><c>319</c></b>.</li>
/// </ul>
/// </returns>
/// <remarks>The maximum class ID is <b><c>319</c></b> (starting from <b><c>0</c></b>, so a total of <b><c>320</c></b> classes). When this limit is reached, any more classes that are added will replace ID <b><c>319</c></b>.</remarks>
/// <seealso name="AddPlayerClass"/>
/// <seealso name="SetSpawnInfo"/>
/// <seealso name="SetPlayerTeam"/>
/// <seealso name="SetPlayerSkin"/>
native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
/// <summary>Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.</summary>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Vehicle_Models">Model ID</a> for the vehicle</param>
/// <param name="spawn_x">The X-coordinate for the vehicle</param>
/// <param name="spawn_y">The Y-coordinate for the vehicle</param>
/// <param name="spawn_z">The Z-coordinate for the vehicle</param>
/// <param name="z_angle">Direction of vehicle - angle</param>
/// <param name="color1">The primary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <param name="color2">The secondary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <returns>
/// <ul>
/// <li>The vehicle ID of the vehicle created (between <b><c>1</c></b> and <b><c>MAX_VEHICLES</c></b>).</li>
/// <li><b><c>INVALID_VEHICLE_ID</c></b> (<b><c>65535</c></b>) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).</li>
/// </ul>
/// </returns>
/// <remarks>Can only be used when the server first starts (under <a href="#OnGameModeInit">OnGameModeInit</a>).</remarks>
/// <seealso name="AddStaticVehicleEx"/>
/// <seealso name="CreateVehicle"/>
/// <seealso name="DestroyVehicle"/>
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
/// <summary>Adds a 'static' vehicle (models are pre-loaded for players)to the gamemode. Differs from <a href="#AddStaticVehicle">AddStaticVehicle</a> in only one way: allows a respawn time to be set for when the vehicle is left unoccupied by the driver.</summary>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Vehicle_Models">Model ID</a> for the vehicle</param>
/// <param name="spawn_x">The X-coordinate for the vehicle</param>
/// <param name="spawn_y">The Y-coordinate for the vehicle</param>
/// <param name="spawn_z">The Z-coordinate for the vehicle</param>
/// <param name="z_angle">The facing - angle for the vehicle</param>
/// <param name="color1">The primary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <param name="color2">The secondary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <param name="respawn_delay">The delay until the car is respawned without a driver, in seconds</param>
/// <param name="addsiren"><b>Added in 0.3.7; will not work in earlier versions.</b> Enables the vehicle to have a siren, providing the vehicle has a horn (optional=<b><c>0</c></b>)</param>
/// <returns>
/// <ul>
/// <li>The vehicle ID of the vehicle created (between <b><c>1</c></b> and <b><c>MAX_VEHICLES</c></b>).</li>
/// <li><b><c>INVALID_VEHICLE_ID</c></b> (<b><c>65535</c></b>) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).</li>
/// </ul>
/// </returns>
/// <remarks>Can only be used when the server first starts (under <a href="#OnGameModeInit">OnGameModeInit</a>).</remarks>
/// <seealso name="AddStaticVehicle"/>
/// <seealso name="CreateVehicle"/>
/// <seealso name="DestroyVehicle"/>
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay, addsiren=0);
/// <summary>This function adds a 'static' pickup to the game. These pickups support weapons, health, armor etc., with the ability to function without scripting them (weapons/health/armor will be given automatically).</summary>
/// <param name="model">The model of the pickup</param>
/// <param name="type">The pickup type. Determines how the pickup responds when picked up</param>
/// <param name="X">The X coordinate to create the pickup at</param>
/// <param name="Y">The Y coordinate to create the pickup at</param>
/// <param name="Z">The Z coordinate to create the pickup at</param>
/// <param name="virtualworld">The virtual world ID to put the pickup in. Use -1 to show the pickup in all worlds</param>
/// <returns>
/// <b><c>1</c></b> if the pickup is successfully created.
/// <p/>
/// <b><c>0</c></b> if failed to create.
/// </returns>
/// <remarks>This function doesn't return a pickup ID that you can use in, for example, <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>. Use <a href="#CreatePickup">CreatePickup</a> if you'd like to assign IDs.</remarks>
/// <seealso name="CreatePickup"/>
/// <seealso name="DestroyPickup"/>
/// <seealso name="OnPlayerPickUpPickup"/>
native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
/// <summary>This function does exactly the same as AddStaticPickup, except it returns a pickup ID which can be used to destroy it afterwards and be tracked using <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</summary>
/// <param name="model">The <a href="http://wiki.sa-mp.com/wiki/Pickup_IDs">model</a> of the pickup</param>
/// <param name="type">The pickup spawn type (see table under remarks)</param>
/// <param name="X">The X coordinate to create the pickup at</param>
/// <param name="Y">The Y coordinate to create the pickup at</param>
/// <param name="Z">The Z coordinate to create the pickup at</param>
/// <param name="virtualworld">The virtual world ID of the pickup. Use <b><c>-1</c></b> to make the pickup show in all worlds (optional=<b><c>0</c></b>)</param>
/// <seealso name="AddStaticPickup"/>
/// <seealso name="DestroyPickup"/>
/// <seealso name="OnPlayerPickUpPickup"/>
/// <remarks>
/// <b>Known Bugs:</b><p/>
/// Pickups that have a X or Y lower than <b><c>-4096.0</c></b> or bigger than <b><c>4096.0</c></b> won't show up and won't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a> either.
/// </remarks>
/// <remarks>
/// The only type of pickup that can be picked up from inside a vehicle is <b><c>14</c></b> (except for special pickups such as bribes).<p/>
/// Pickups are shown to, and can be picked up by all players.<p/>
/// It is possible that if <a href="#DestroyPickup">DestroyPickup</a> is used when a pickup is picked up, more than one player can pick up the pickup, due to lag. This can be circumvented through the use of variables.<p/>
/// Certain pickup types come with 'automatic responses', for example using an M4 model in the pickup will automatically give the player the weapon and some ammo. For fully scripted pickups, type <b><c>1</c></b> should be used. <p/>
/// </remarks>
/// <remarks>
/// <b>Available Pickup Types</b><p/>
/// Most other IDs are either undocumented or are similar to type <b><c>1</c></b> (but do not use them just because they seem similar to ID <b><c>1</c></b>, they might have side-effects like ID <b><c>18</c></b> and <b><c>20</c></b>).
/// <ul>
/// <li><b><c>0</c></b> - The pickup does not always display. If displayed, it can't be picked up and does not trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a> and it will stay after server shutdown.</li>
/// <li><b><c>1</c></b> - Exists always. Disables pickup scripts such as horseshoes and oysters to allow for scripted actions ONLY. Will trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a> every few seconds.</li>
/// <li><b><c>2</c></b> - Disappears after pickup, respawns after 30 seconds if the player is at a distance of at least 15 meters.</li>
/// <li><b><c>3</c></b> - Disappears after pickup, respawns after death.</li>
/// <li><b><c>4</c></b> - Disappears after 15 to 20 seconds. Respawns after death.</li>
/// <li><b><c>8</c></b> - Disappears after pickup, but has no effect.</li>
/// <li><b><c>11</c></b> - Blows up a few seconds after being created (bombs?)</li>
/// <li><b><c>12</c></b> - Blows up a few seconds after being created.</li>
/// <li><b><c>13</c></b> - Invisible. Triggers checkpoint sound when picked up with a vehicle, but doesn't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</li>
/// <li><b><c>14</c></b> - Disappears after pickup, can only be picked up with a vehicle. Triggers checkpoint sound.</li>
/// <li><b><c>15</c></b> - Same as type <b><c>2</c></b>.</li>
/// <li><b><c>18</c></b> - Similar to type <b><c>1</c></b>. Pressing Tab (<b><c>KEY_ACTION</c></b>) makes it disappear but the key press doesn't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</li>
/// <li><b><c>19</c></b> - Disappears after pickup, but doesn't respawn. Makes "cash pickup" sound if picked up.</li>
/// <li><b><c>20</c></b> - Similar to type <b><c>1</c></b>. Disappears when you take a picture of it with the Camera weapon, which triggers "Snapshot # out of 0" message. Taking a picture doesn't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</li>
/// <li><b><c>22</c></b> - Same as type <b><c>3</c></b>.</li>
/// </ul>
/// </remarks>
/// <returns>The ID of the created pickup, <b><c>-1</c></b> on failure (<a href="http://wiki.sa-mp.com/wiki/Limits">pickup max limit</a>).</returns>
native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
/// <summary>Destroys a pickup created with <a href="#CreatePickup">CreatePickup</a>.</summary>
/// <param name="pickup">The ID of the pickup to destroy (returned by <a href="#CreatePickup">CreatePickup</a>)</param>
/// <seealso name="CreatePickup"/>
/// <seealso name="OnPlayerPickUpPickup"/>
native DestroyPickup(pickup);
/// <summary>Toggle the drawing of nametags, health bars and armor bars above players.</summary>
/// <param name="show"><b><c>0</c></b> to disable, <b><c>1</c></b> to enable (enabled by default)</param>
/// <seealso name="DisableNameTagLOS"/>
/// <seealso name="ShowPlayerNameTagForPlayer"/>
/// <seealso name="ShowPlayerMarkers"/>
/// <remarks>This function can only be used in <a href="#OnGameModeInit">OnGameModeInit</a>. For other times, see <a href="#ShowPlayerNameTagForPlayer">ShowPlayerNameTagForPlayer</a>.</remarks>
native ShowNameTags(show);
/// <summary>Toggles player markers (blips on the radar). Must be used when the server starts (<a href="#OnGameModeInit">OnGameModeInit</a>). For other times, see <a href="#SetPlayerMarkerForPlayer">SetPlayerMarkerForPlayer</a>.</summary>
/// <param name="mode">The mode to use for markers. They can be streamed, meaning they are only visible to nearby players. See table below</param>
/// <seealso name="SetPlayerMarkerForPlayer"/>
/// <seealso name="LimitPlayerMarkerRadius"/>
/// <seealso name="ShowNameTags"/>
/// <seealso name="SetPlayerColor"/>
/// <remarks>
/// <b>Marker modes:</b><p/>