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streamer.hpp
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#ifndef STREAMER_HPP
#define STREAMER_HPP
#pragma once
#include "config.hpp"
#include "actors.hpp"
#include "areas.hpp"
#include "checkpoints.hpp"
#include "deprecated.hpp"
#include "extended.hpp"
#include "manipulation.hpp"
#include "map-icons.hpp"
#include "miscellaneous.hpp"
#include "objects.hpp"
#include "pickups.hpp"
#include "race-checkpoints.hpp"
#include "settings.hpp"
#include "settings.hpp"
#include "text-labels.hpp"
#include "updates.hpp"
STREAMER_BEGIN_NS
namespace AmxEvent {
unsigned int Supports();
bool Load(void **ppData);
void Unload();
int AmxLoad(AMX *amx);
int AmxUnload(AMX *amx);
void ProcessTick();
};
namespace event {
// SampGDK
bool OnPlayerConnect(int playerid);
bool OnPlayerDisconnect(int playerid, int reason);
bool OnPlayerSpawn(int playerid);
bool OnPlayerRequestClass(int playerid, int classid);
bool OnPlayerEnterCheckpoint(int playerid);
bool OnPlayerLeaveCheckpoint(int playerid);
bool OnPlayerEnterRaceCheckpoint(int playerid);
bool OnPlayerLeaveRaceCheckpoint(int playerid);
bool OnPlayerPickUpPickup(int playerid, int pickupid);
bool OnPlayerEditObject(int playerid, bool playerobject, int objectid, int response, float fX, float fY, float fZ, float fRotX, float fRotY, float fRotZ);
bool OnPlayerSelectObject(int playerid, int type, int objectid, int modelid, float x, float y, float z);
bool OnPlayerWeaponShot(int playerid, int weaponid, int hittype, int hitid, float x, float y, float z);
bool OnPlayerGiveDamageActor(int playerid, int actorid, float amount, int weaponid, int bodypart);
bool OnActorStreamIn(int actorid, int forplayerid);
bool OnActorStreamOut(int actorid, int forplayerid);
};
STREAMER_END_NS
#endif