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	<id>http://wiki.vc-mp.org/index.php?action=history&amp;feed=atom&amp;title=Plugin_Functions</id>
	<title>Plugin Functions - Revision history</title>
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	<updated>2026-04-04T19:35:32Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://wiki.vc-mp.org/index.php?title=Plugin_Functions&amp;diff=17934&amp;oldid=prev</id>
		<title>Ysc3839: Created page with &quot;&lt;source lang=cpp&gt; GetServerVersion(void); GetServerSettings(ServerSettings* pstSettings); ExportFunctions(int nPluginId, void** ppFunctionList, unsigned int uSize); GetNumberO...&quot;</title>
		<link rel="alternate" type="text/html" href="http://wiki.vc-mp.org/index.php?title=Plugin_Functions&amp;diff=17934&amp;oldid=prev"/>
		<updated>2014-11-21T16:43:22Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;source lang=cpp&amp;gt; GetServerVersion(void); GetServerSettings(ServerSettings* pstSettings); ExportFunctions(int nPluginId, void** ppFunctionList, unsigned int uSize); GetNumberO...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;source lang=cpp&amp;gt;&lt;br /&gt;
GetServerVersion(void);&lt;br /&gt;
GetServerSettings(ServerSettings* pstSettings);&lt;br /&gt;
ExportFunctions(int nPluginId, void** ppFunctionList, unsigned int uSize);&lt;br /&gt;
GetNumberOfPlugins(void);&lt;br /&gt;
GetPluginInfo(int nPluginId, PluginInfo* pstPluginInfo);&lt;br /&gt;
FindPlugin(char* pszPluginName);&lt;br /&gt;
GetPluginExports(int nPluginId, unsigned int* puSize);&lt;br /&gt;
GetTime(uint64_t* pullTime);&lt;br /&gt;
&lt;br /&gt;
//MESSAGES&lt;br /&gt;
printf(const char* pszFormat, ...);&lt;br /&gt;
SendCustomCommand(unsigned int uCmdType, const char* pszFormat, ...);&lt;br /&gt;
SendClientMessage(int nPlayerId, unsigned int uColour, const char* pszFormat, ...);&lt;br /&gt;
SendGameMessage(int nPlayerId, int nType, const char* pszFormat, ... );&lt;br /&gt;
&lt;br /&gt;
//SERVER SETTINGS&lt;br /&gt;
SetServerName(const char* pszText);&lt;br /&gt;
GetServerName(char* pszBuffer, int nBufferLen);&lt;br /&gt;
SetMaxPlayers(int nMaxPlayers);&lt;br /&gt;
GetMaxPlayers(void);&lt;br /&gt;
SetServerPassword(char* pszBuffer);&lt;br /&gt;
GetServerPassword(char* pszBuffer, int nBufferLen);&lt;br /&gt;
SetGameModeText(const char* pszText);&lt;br /&gt;
GetGameModeText(char* pszBuffer, int nBufferLen);&lt;br /&gt;
&lt;br /&gt;
//WORLD: settings&lt;br /&gt;
SetWorldBounds(float fMaxX, float fMinX, float fMaxY, float fMinY);&lt;br /&gt;
GetWorldBounds(float* pfMaxX, float* pfMinX, float* pfMaxY, float* pfMinY);&lt;br /&gt;
SetWastedSettings(unsigned int dwDeathTimer, unsigned int dwFadeTimer, float fFadeInSpeed, float fFadeOutSpeed, unsigned int dwFadeColour, unsigned int dwCorpseFadeStart, unsigned int dwCorpseFadeTime);&lt;br /&gt;
GetWastedSettings(unsigned int* pdwDeathTimer, unsigned int* pdwFadeTimer, float* pfFadeInSpeed, float* pfFadeOutSpeed, unsigned int* pdwFadeColour, unsigned int* pdwCorpseFadeStart, unsigned int* pdwCorpseFadeTime);&lt;br /&gt;
SetTimeRate(unsigned int uTimeRate);&lt;br /&gt;
GetTimeRate(void);&lt;br /&gt;
SetHour(int nHour);&lt;br /&gt;
GetHour(void);&lt;br /&gt;
SetMinute(int nMinute);&lt;br /&gt;
GetMinute(void);&lt;br /&gt;
SetWeather(int nWeather);&lt;br /&gt;
GetWeather(void);&lt;br /&gt;
SetGravity(float fGravity);&lt;br /&gt;
GetGravity(void);&lt;br /&gt;
SetGamespeed(float fGamespeed);&lt;br /&gt;
GetGamespeed(void);&lt;br /&gt;
SetWaterLevel(float fWaterLevel);&lt;br /&gt;
GetWaterLevel(void);&lt;br /&gt;
SetMaxHeight(float fHeight);&lt;br /&gt;
GetMaxHeight(void);&lt;br /&gt;
SetKillCmdDelay(int nDelay);&lt;br /&gt;
GetKillCmdDelay(void);&lt;br /&gt;
SetVehiclesForcedRespawnHeight(float fHeight);&lt;br /&gt;
GetVehiclesForcedRespawnHeight(void);&lt;br /&gt;
&lt;br /&gt;
//WORLD: toggles&lt;br /&gt;
ToggleSyncFrameLimiter(unsigned int bToggle);&lt;br /&gt;
EnabledSyncFrameLimiter(void);&lt;br /&gt;
ToggleFrameLimiter(unsigned int bToggle);&lt;br /&gt;
EnabledFrameLimiter(void);&lt;br /&gt;
ToggleTaxiBoostJump(unsigned int bToggle);&lt;br /&gt;
EnabledTaxiBoostJump(void);&lt;br /&gt;
ToggleDriveOnWater(unsigned int bToggle);&lt;br /&gt;
EnabledDriveOnWater(void);&lt;br /&gt;
ToggleFastSwitch(unsigned int bToggle);&lt;br /&gt;
EnabledFastSwitch(void);&lt;br /&gt;
ToggleFriendlyFire(unsigned int bToggle);&lt;br /&gt;
EnabledFriendlyFire(void);&lt;br /&gt;
ToggleDisableDriveby(unsigned int bToggle);&lt;br /&gt;
EnabledDisableDriveby(void);&lt;br /&gt;
TogglePerfectHandling(unsigned int bToggle);&lt;br /&gt;
EnabledPerfectHandling(void);&lt;br /&gt;
ToggleFlyingCars(unsigned int bToggle);&lt;br /&gt;
EnabledFlyingCars(void);&lt;br /&gt;
ToggleJumpSwitch(unsigned int bToggle);&lt;br /&gt;
EnabledJumpSwitch(void);&lt;br /&gt;
ToggleShowMarkers(unsigned int bToggle);&lt;br /&gt;
EnabledShowMarkers(void);&lt;br /&gt;
ToggleStuntBike(unsigned int bToggle);&lt;br /&gt;
EnabledStuntBike(void);&lt;br /&gt;
ToggleShootInAir(unsigned int bToggle);&lt;br /&gt;
EnabledShootInAir(void);&lt;br /&gt;
ToggleShowNametags(unsigned int bToggle);&lt;br /&gt;
EnabledShowNametags(void);&lt;br /&gt;
ToggleJoinMessages(unsigned int bToggle);&lt;br /&gt;
EnabledJoinMessages(void);&lt;br /&gt;
ToggleDeathMessages(unsigned int bToggle);&lt;br /&gt;
EnabledDeathMessages(void);&lt;br /&gt;
ToggleChatTagsByDefaultEnabled(unsigned int bToggle);&lt;br /&gt;
EnabledChatTagsByDefault(void);&lt;br /&gt;
&lt;br /&gt;
//MISC&lt;br /&gt;
CreateExplosion(int nWorldId, int nType, float fPosX, float fPosY, float fPosZ, int nSourcePlayerId, unsigned int bGroundLevel);&lt;br /&gt;
PlaySound(int nWorldId, int nSoundId, float fPosX, float fPosY, float fPosZ);&lt;br /&gt;
HideMapObject(int nModelId, int nTenthX, int nTenthY, int nTenthZ);&lt;br /&gt;
ShowMapObject(int nModelId, int nTenthX, int nTenthY, int nTenthZ);&lt;br /&gt;
ShowAllMapObjects(void);&lt;br /&gt;
&lt;br /&gt;
//WEAPONDATA&lt;br /&gt;
SetWeaponDataValue(int nWeaponId, int nFieldId, double fValue);&lt;br /&gt;
GetWeaponDataValue(int nWeaponId, int nFieldId);&lt;br /&gt;
ResetWeaponDataValue(int nWeaponId, int nFieldId);&lt;br /&gt;
IsWeaponDataValueModified(int nWeaponId, int nFieldId);&lt;br /&gt;
ResetWeaponData(int nWeaponId);&lt;br /&gt;
ResetAllWeaponData(void);&lt;br /&gt;
&lt;br /&gt;
//KEYBINDS&lt;br /&gt;
GetKeyBindUnusedSlot(void);&lt;br /&gt;
GetKeyBindData(int nBindId, unsigned int* pbOnRelease, int* nKeyOne, int* pnKeyTwo, int* pnKeyThree);&lt;br /&gt;
RegisterKeyBind(int nBindId, unsigned int bOnRelease, int nKeyOne, int nKeyTwo, int nKeyThree);&lt;br /&gt;
RemoveKeyBind(int nBindId);&lt;br /&gt;
RemoveAllKeyBinds(void);&lt;br /&gt;
&lt;br /&gt;
//BLIPS&lt;br /&gt;
CreateCoordBlip(int nIndex, int nWorld, float fX, float fY, float fZ, int nScale, unsigned int uColour, int nSprite);&lt;br /&gt;
DestroyCoordBlip(int nIndex);&lt;br /&gt;
GetCoordBlipInfo(int nIndex, int* pnWorld, float* pfX, float* pfY, float* pfZ, int* pnScale, unsigned int* puColour, int* pnSprite);&lt;br /&gt;
&lt;br /&gt;
//SPRITES&lt;br /&gt;
CreateSprite(int nIndex, const char * pszFilename, int fX, int fY, int fRotX, int fRotY, float fRotation, unsigned char byAlpha);&lt;br /&gt;
DestroySprite(int nIndex);&lt;br /&gt;
ShowSprite(int nIndex, int nPlayerId);&lt;br /&gt;
HideSprite(int nIndex, int nPlayerId);&lt;br /&gt;
MoveSprite(int nIndex, int nPlayerId, unsigned int fX, unsigned int fY);&lt;br /&gt;
SetSpriteCenter(int nIndex, int nPlayerId, unsigned int fX, unsigned int fY);&lt;br /&gt;
RotateSprite(int nIndex, int nPlayerId, float fRotation);&lt;br /&gt;
SetSpriteAlpha(int nIndex, int nPlayerId, unsigned char byAlpha);&lt;br /&gt;
&lt;br /&gt;
//TEXTDRAWS&lt;br /&gt;
CreateTextdraw(int nIndex, const char * pszText, int lX, int lY, unsigned int dwColour);&lt;br /&gt;
DestroyTextdraw(int nIndex);&lt;br /&gt;
ShowTextdraw(int nIndex, int nPlayerId);&lt;br /&gt;
HideTextdraw(int nIndex, int nPlayerId);&lt;br /&gt;
MoveTextdraw(int nIndex, int nPlayerId, int lX, int lY);&lt;br /&gt;
SetTextdrawColour(int nIndex, int nPlayerId, unsigned int dwColour);&lt;br /&gt;
&lt;br /&gt;
//RADIOS&lt;br /&gt;
AddRadioStream(int nRadioId, const char* pszRadioName, const char* pszRadioURL, unsigned int bIsListed);&lt;br /&gt;
RemoveRadioStream(int nRadioId);&lt;br /&gt;
&lt;br /&gt;
//CLASSES&lt;br /&gt;
SetUseClasses(unsigned int bToggle);&lt;br /&gt;
GetUseClasses(void);&lt;br /&gt;
GetPlayerClass(int nPlayerId);&lt;br /&gt;
AddPlayerClass(int nTeamId, unsigned int uColour, int nModelId, float fSpawnX, float fSpawnY, float fSpawnZ, float fAngleZ, int nWep1, int nWep1Ammo, int nWep2, int nWep2Ammo, int nWep3, int nWep3Ammo);&lt;br /&gt;
SetSpawnPlayerPos(float fPosX, float fPosY, float fPosZ);&lt;br /&gt;
SetSpawnCameraPos(float fPosX, float fPosY, float fPosZ);&lt;br /&gt;
SetSpawnCameraLookAt(float fPosX, float fPosY, float fPosZ);&lt;br /&gt;
&lt;br /&gt;
//ADMIN&lt;br /&gt;
IsPlayerAdmin(int nPlayerId);&lt;br /&gt;
SetPlayerAdmin(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
GetPlayerIP(int nPlayerId, char* pszBuffer, int nBufferLen);&lt;br /&gt;
KickPlayer(int nPlayerId);&lt;br /&gt;
BanPlayer(int nPlayerId);&lt;br /&gt;
BanIP(char* pszIPAddress);&lt;br /&gt;
UnbanIP(char* pszIPAddress);&lt;br /&gt;
IsIPBanned(char* pszIPAddress);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: basic&lt;br /&gt;
GetPlayerIDFromName(char* pszName);&lt;br /&gt;
IsPlayerConnected(int nPlayerId);&lt;br /&gt;
IsPlayerSpawned(int nPlayerId);&lt;br /&gt;
IsPlayerStreamedForPlayer(int nCheckPlayer, int nPlayerId);&lt;br /&gt;
GetPlayerKey(int nPlayerId);&lt;br /&gt;
SetPlayerWorld(int nPlayerId, int nWorld);&lt;br /&gt;
GetPlayerWorld(int nPlayerId);&lt;br /&gt;
SetPlayerSecWorld(int nPlayerId, int nSecWorld);&lt;br /&gt;
GetPlayerSecWorld(int nPlayerId);&lt;br /&gt;
GetPlayerUniqueWorld(int nPlayerId);&lt;br /&gt;
IsPlayerWorldCompatible(int nPlayerId, int nWorld);&lt;br /&gt;
GetPlayerState(int nPlayerId);&lt;br /&gt;
GetPlayerName(int nPlayerId, char* szBuffer, int nBufferLen);&lt;br /&gt;
SetPlayerName(int nPlayerId, const char* pszName);&lt;br /&gt;
SetPlayerTeam(int nPlayerId, int nTeamId);&lt;br /&gt;
GetPlayerTeam(int nPlayerId);&lt;br /&gt;
SetPlayerSkin(int nPlayerId, int nSkinId);&lt;br /&gt;
GetPlayerSkin(int nPlayerId);&lt;br /&gt;
SetPlayerColour(int nPlayerId, unsigned int uColour);&lt;br /&gt;
GetPlayerColour(int nPlayerId);&lt;br /&gt;
ForcePlayerSpawn(int nPlayerId);&lt;br /&gt;
ForcePlayerSelect(int nPlayerId);&lt;br /&gt;
ForceAllSelect(void);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: score, ping, money, typing&lt;br /&gt;
GivePlayerMoney(int nPlayerId, int nAmount);&lt;br /&gt;
SetPlayerMoney(int nPlayerId, int nAmount);&lt;br /&gt;
GetPlayerMoney(int nPlayerId);&lt;br /&gt;
SetPlayerScore(int nPlayerId, int nScore);&lt;br /&gt;
GetPlayerScore(int nPlayerId);&lt;br /&gt;
GetPlayerPing(int nPlayerId);&lt;br /&gt;
IsPlayerTyping(int nPlayerId);&lt;br /&gt;
GetPlayerFPS(int nPlayerId);&lt;br /&gt;
GetPlayerUID(int nPlayerId, char* szBuffer, int nBufferLen);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: health and location&lt;br /&gt;
SetPlayerHealth(int nPlayerId, float fHealth);&lt;br /&gt;
GetPlayerHealth(int nPlayerId);&lt;br /&gt;
SetPlayerArmour(int nPlayerId, float fArmour);&lt;br /&gt;
GetPlayerArmour(int nPlayerId);&lt;br /&gt;
SetPlayerImmunityFlags(int nPlayerId, int nFlags);&lt;br /&gt;
GetPlayerImmunityFlags(int nPlayerId);&lt;br /&gt;
SetPlayerPos(int nPlayerId, float fPosX, float fPosY, float fPosZ);&lt;br /&gt;
GetPlayerPos(int nPlayerId, float* pfPosX, float* pfPosY, float* pfPosZ);&lt;br /&gt;
SetPlayerSpeed(int nPlayerId, float fSpeedX, float fSpeedY, float fSpeedZ);&lt;br /&gt;
GetPlayerSpeed(int nPlayerId, float* pfSpeedX, float* pfSpeedY, float* pfSpeedZ);&lt;br /&gt;
AddPlayerSpeed(int nPlayerId, float fSpeedX, float fSpeedY, float fSpeedZ);&lt;br /&gt;
SetPlayerHeading(int nPlayerId, float fAngleZ);&lt;br /&gt;
GetPlayerHeading(int nPlayerId);&lt;br /&gt;
SetPlayerAlpha(int nPlayerId, int nAlpha, int nFadeTime);&lt;br /&gt;
GetPlayerAlpha(int nPlayerId);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: vehicle&lt;br /&gt;
PutPlayerInVehicle(int nPlayerId, int nVehicleId, int nSlot, unsigned int bMakeRoom, unsigned int bWarp);&lt;br /&gt;
RemovePlayerFromVehicle(int nPlayerId);&lt;br /&gt;
GetPlayerInVehicleStatus(int nPlayerId);&lt;br /&gt;
GetPlayerInVehicleSlot(int nPlayerId);&lt;br /&gt;
GetPlayerVehicleID(int nPlayerId);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: toggles&lt;br /&gt;
TogglePlayerControllable(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerControllable(int nPlayerId);&lt;br /&gt;
TogglePlayerDriveby(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerDriveby(int nPlayerId);&lt;br /&gt;
TogglePlayerWhiteScanlines(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerWhiteScanlines(int nPlayerId);&lt;br /&gt;
TogglePlayerGreenScanlines(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerGreenScanlines(int nPlayerId);&lt;br /&gt;
TogglePlayerWidescreen(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerWidescreen(int nPlayerId);&lt;br /&gt;
TogglePlayerShowMarkers(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerShowMarkers(int nPlayerId);&lt;br /&gt;
TogglePlayerAttackPriv(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerAttackPriv(int nPlayerId);&lt;br /&gt;
TogglePlayerHasMarker(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerHasMarker(int nPlayerId);&lt;br /&gt;
TogglePlayerChatTagsEnabled(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerChatTags(int nPlayerId);&lt;br /&gt;
TogglePlayerDrunkEffects(int nPlayerId, unsigned int bToggle);&lt;br /&gt;
EnabledPlayerDrunkEffects(int nPlayerId);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: weapons&lt;br /&gt;
GivePlayerWeapon(int nPlayerId, int nWeaponId, int nAmmo);&lt;br /&gt;
SetPlayerWeapon(int nPlayerId, int nWeaponId, int nAmmo);&lt;br /&gt;
GetPlayerWeapon(int nPlayerId);&lt;br /&gt;
GetPlayerWeaponAmmo(int nPlayerId);&lt;br /&gt;
SetPlayerWeaponSlot(int nPlayerId, int nSlot);&lt;br /&gt;
GetPlayerWeaponSlot(int nPlayerId);&lt;br /&gt;
GetPlayerWeaponAtSlot(int nPlayerId, int nSlot);&lt;br /&gt;
GetPlayerAmmoAtSlot(int nPlayerId, int nSlot);&lt;br /&gt;
RemovePlayerWeapon(int nPlayerId, int nWeaponId);&lt;br /&gt;
RemoveAllWeapons(int nPlayerId);&lt;br /&gt;
//PLAYERS: camera&lt;br /&gt;
SetCameraPosition(int nPlayerId, float fPosX, float fPosY, float fPosZ, float fLookX, float fLookY, float fLookZ);&lt;br /&gt;
RestoreCamera(int nPlayerId);&lt;br /&gt;
IsCameraLocked(int nPlayerId);&lt;br /&gt;
&lt;br /&gt;
//PLAYERS: misc&lt;br /&gt;
SetPlayerAnimation(int nPlayerId, int nGroupId, int nAnimationId);&lt;br /&gt;
SetPlayerWantedLevel(int nPlayerId, int nLevel);&lt;br /&gt;
GetPlayerStandingOnVehicle(int nPlayerId);&lt;br /&gt;
GetPlayerStandingOnObject(int nPlayerId);&lt;br /&gt;
IsPlayerAway(int nPlayerId);&lt;br /&gt;
GetPlayerSpectateTarget(int nPlayerId);&lt;br /&gt;
SetPlayerSpectateTarget(int nPlayerId, int nTargetId);&lt;br /&gt;
&lt;br /&gt;
//VEHICLES&lt;br /&gt;
CreateVehicle(int nModelId, int nWorld, float fPosX, float fPosY, float fPosZ, float fAngleZ, int nColour1, int nColour2);&lt;br /&gt;
DeleteVehicle(int nVehicleId);&lt;br /&gt;
GetVehicleSyncSource(int nVehicleId);&lt;br /&gt;
GetVehicleSyncType(int nVehicleId);&lt;br /&gt;
IsVehicleStreamedForPlayer(int nVehicleId, int nPlayerId);&lt;br /&gt;
SetVehicleWorld(int nVehicleId, int nWorld);&lt;br /&gt;
GetVehicleWorld(int nVehicleId);&lt;br /&gt;
GetVehicleModel(int nVehicleId);&lt;br /&gt;
GetVehicleOccupant(int nVehicleId, int nSlotIndex);&lt;br /&gt;
RespawnVehicle(int nVehicleId);&lt;br /&gt;
SetVehicleImmunityFlags(int nVehicleId, int nImmuFlags);&lt;br /&gt;
GetVehicleImmunityFlags(int nVehicleId);&lt;br /&gt;
KillVehicle(int nVehicleId);&lt;br /&gt;
IsVehicleWrecked(int nVehicleId);&lt;br /&gt;
SetVehiclePos(int nVehicleId, float fPosX, float fPosY, float fPosZ, unsigned int bRemoveOccupants);&lt;br /&gt;
GetVehiclePos(int nVehicleId, float* pfPosX, float* pfPosY, float* pfPosZ);&lt;br /&gt;
SetVehicleRot(int nVehicleId, float fX, float fY, float fZ, float fW);&lt;br /&gt;
SetVehicleRotEuler(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
GetVehicleRot(int nVehicleId, float* pfX, float* pfY, float *pfZ, float *pfW);&lt;br /&gt;
GetVehicleRotEuler(int nVehicleId, float* pfX, float* pfY, float *pfZ);&lt;br /&gt;
SetVehicleSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
GetVehicleSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
AddVehicleSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
SetVehicleRelSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
GetVehicleRelSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
AddVehicleRelSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
SetVehicleTurnSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
GetVehicleTurnSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
AddVehicleTurnSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
SetVehicleRelTurnSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
GetVehicleRelTurnSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
AddVehicleRelTurnSpeed(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
SetVehicleSpawnPos(int nVehicleId, float fPosX, float fPosY, float fPosZ, float fAngleZ);&lt;br /&gt;
GetVehicleSpawnPos(int nVehicleId, float* pfPosX, float* pfPosY, float* pfPosZ, float* pfAngleZ);&lt;br /&gt;
SetVehicleSpawnRot(int nVehicleId, float fX, float fY, float fZ, float fW);&lt;br /&gt;
SetVehicleSpawnRotEuler(int nVehicleId, float fX, float fY, float fZ);&lt;br /&gt;
GetVehicleSpawnRot(int nVehicleId, float* pfX, float* pfY, float* pfZ, float* pfW);&lt;br /&gt;
GetVehicleSpawnRotEuler(int nVehicleId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
SetVehicleIdleRespawnTimer(int nVehicleId, unsigned int uTimer);&lt;br /&gt;
GetVehicleIdleRespawnTimer(int nVehicleId);&lt;br /&gt;
SetVehicleHealth(int nVehicleId, float fHealth);&lt;br /&gt;
GetVehicleHealth(int nVehicleId);&lt;br /&gt;
SetVehicleColour(int nVehicleId, int nColour1, int nColour2);&lt;br /&gt;
GetVehicleColour(int nVehicleId, int* pnColour1, int* pnColour2);&lt;br /&gt;
SetVehicleDoorsLocked(int nVehicleId, unsigned int bToggle);&lt;br /&gt;
GetVehicleDoorsLocked(int nVehicleId);&lt;br /&gt;
SetVehiclePartStatus(int nVehicleId, int nPartId, int nStatus);&lt;br /&gt;
GetVehiclePartStatus(int nVehicleId, int nPartId);&lt;br /&gt;
SetVehicleTyreStatus(int nVehicleId, int nTyreId, int nStatus);&lt;br /&gt;
GetVehicleTyreStatus(int nVehicleId, int nTyreId);&lt;br /&gt;
SetVehicleDamageData(int nVehicleId, unsigned int uDamageData);&lt;br /&gt;
GetVehicleDamageData(int nVehicleId);&lt;br /&gt;
SetVehicleAlarm(int nVehicleId, unsigned int bToggle);&lt;br /&gt;
GetVehicleAlarm(int nVehicleId);&lt;br /&gt;
SetVehicleLights(int nVehicleId, unsigned int bToggle);&lt;br /&gt;
GetVehicleLights(int nVehicleId);&lt;br /&gt;
SetVehicleRadio(int nVehicleId, int nRadioId);&lt;br /&gt;
GetVehicleRadio(int nVehicleId);&lt;br /&gt;
SetVehicleRadioLocked(int nVehicleId, unsigned int bToggle);&lt;br /&gt;
IsVehicleRadioLocked(int nVehicleId);&lt;br /&gt;
GetVehicleGhostState(int nVehicleId);&lt;br /&gt;
SetVehicleGhostState(int nVehicleId, unsigned int bToggle);&lt;br /&gt;
&lt;br /&gt;
//VEHICLES: handling&lt;br /&gt;
ResetAllVehicleHandlings(void);&lt;br /&gt;
ExistsHandlingRule(int nModelIndex, int nRuleIndex);&lt;br /&gt;
SetHandlingRule(int nModelIndex, int nRuleIndex, double fValue);&lt;br /&gt;
GetHandlingRule(int nModelIndex, int nRuleIndex);&lt;br /&gt;
ResetHandlingRule(int nModelIndex, int nRuleIndex);&lt;br /&gt;
ResetHandling(int nModelIndex);&lt;br /&gt;
ExistsInstHandlingRule(int nVehicleId, int nRuleIndex);&lt;br /&gt;
SetInstHandlingRule(int nVehicleId, int nRuleIndex, double fValue);&lt;br /&gt;
GetInstHandlingRule(int nVehicleId, int nRuleIndex);&lt;br /&gt;
ResetInstHandlingRule(int nVehicleId, int nRuleIndex);&lt;br /&gt;
ResetInstHandling(int nVehicleId);&lt;br /&gt;
&lt;br /&gt;
//PICKUPS&lt;br /&gt;
CreatePickup(int nModel, int nWorld, int nQuantity, float fPosX, float fPosY, float fPosZ, int nAlpha, unsigned int bAutomatic);&lt;br /&gt;
DeletePickup(int nPickupId);&lt;br /&gt;
IsPickupStreamedForPlayer(int nPickupId, int nPlayerId);&lt;br /&gt;
SetPickupWorld(int nPickupId, int nWorld);&lt;br /&gt;
GetPickupWorld(int nPickupId);&lt;br /&gt;
PickupGetAlpha(int nPickupId);&lt;br /&gt;
PickupSetAlpha(int nPickupId, int nAlpha);&lt;br /&gt;
PickupIsAutomatic(int nPickupId);&lt;br /&gt;
PickupSetAutomatic(int nPickupId, unsigned int bToggle);&lt;br /&gt;
SetPickupAutoTimer(int nPickupId, int nTimer);&lt;br /&gt;
GetPickupAutoTimer(int nPickupId);&lt;br /&gt;
PickupRefresh(int nPickupId);&lt;br /&gt;
PickupGetPos(int nPickupId, float* pfPosX, float* pfPosY, float* pfPosZ);&lt;br /&gt;
PickupSetPos(int nPickupId, float fPosX, float fPosY, float fPosZ);&lt;br /&gt;
PickupGetModel(int nPickupId);&lt;br /&gt;
PickupGetQuantity(int nPickupId);&lt;br /&gt;
&lt;br /&gt;
//OBJECTS&lt;br /&gt;
CreateObject(int nModelId, int nWorld, float fPosX, float fPosY, float fPosZ, int nAlpha);&lt;br /&gt;
DeleteObject(int nObjectId);&lt;br /&gt;
IsObjectStreamedForPlayer(int nObjectId, int nPlayerId);&lt;br /&gt;
GetObjectModel(int nObjectId);&lt;br /&gt;
SetObjectWorld(int nObjectId, int nWorld);&lt;br /&gt;
GetObjectWorld(int nObjectId);&lt;br /&gt;
SetObjectAlpha(int nObjectId, int nAlpha, int nTime);&lt;br /&gt;
GetObjectAlpha(int nObjectId);&lt;br /&gt;
MoveObjectTo(int nObjectId, float fX, float fY, float fZ, int nTime);&lt;br /&gt;
MoveObjectBy(int nObjectId, float fX, float fY, float fZ, int nTime);&lt;br /&gt;
SetObjectPos(int nObjectId, float fX, float fY, float fZ);&lt;br /&gt;
GetObjectPos(int nObjectId, float* pfPosX, float* pfPosY, float* pfPosZ);&lt;br /&gt;
RotObjectTo(int nObjectId, float fX, float fY, float fZ, float fW, int nTime);&lt;br /&gt;
RotObjectToEuler(int nObjectId, float fX, float fY, float fZ, int nTime);&lt;br /&gt;
RotObjectBy(int nObjectId, float fX, float fY, float fZ, float fW, int nTime);&lt;br /&gt;
RotObjectByEuler(int nObjectId, float fX, float fY, float fZ, int nTime);&lt;br /&gt;
GetObjectRot(int nObjectId, float* pfX, float* pfY, float *pfZ, float *pfW);&lt;br /&gt;
GetObjectRotEuler(int nObjectId, float* pfX, float* pfY, float *pfZ);&lt;br /&gt;
SetObjectShotReport(int nObjectId, unsigned int bToggle);&lt;br /&gt;
IsObjectShotReport(int nObjectId);&lt;br /&gt;
SetObjectBumpReport(int nObjectId, unsigned int bToggle);&lt;br /&gt;
IsObjectBumpReport(int nObjectId);&lt;br /&gt;
&lt;br /&gt;
//FIXME: move on major update, currently keeping compatibility&lt;br /&gt;
RedirectPlayerToServer(int nPlayerId, const char* szIP, unsigned int usPort, const char* szNickname, const char* szServerPass, const char* szUserPass);&lt;br /&gt;
GetPlayerOnFireStatus(int nPlayerId);&lt;br /&gt;
GetPlayerCrouchStatus(int nPlayerId);&lt;br /&gt;
GetPlayerAction(int nPlayerId);&lt;br /&gt;
GetPlayerGameKeys(int nPlayerId);&lt;br /&gt;
GetPlayerAimPos(int nPlayerId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
GetPlayerAimDir(int nPlayerId, float* pfX, float* pfY, float* pfZ);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ysc3839</name></author>
	</entry>
</feed>