Видео:
- Knife Shoot
- EngineV6
- EngineX
- Missile Launch
- Vehicle Missile Launch (ColAndreas Version)
- GetGroundRotation
- GetPlayerCollisionFlags (ColAndreas)
- Marica Mortar V1
- Heavy Marica Mortar
- Acid Renia (FCNPC)
- Beta Interceptor (FCNPC)
- GoToPlayerOnGroundCol (FCNPC)
- IsElementOnPlayerScreen (ColAndreas)
- Arc Points
- Missile Launcher Aim Player
- GetRandomPointOnSphericalSector
- Vehicle Missile Congreve Rocket
- Magic Wand
- Vehicle Parachute
- Portal Gun #1
- Portal Gun #2
- Marica Mortar V2
- Stingers (Cops and Robbers)
- NPC Driver Eye
- PET SAR v1.0
- Vehicle Speed Control
- Prototype Grenade Detection
3DTryg.inc Copyright © 2021 Abyss Morgan. All rights reserved. Contributors: Crayder, IllidanS4, Nero_3D, RyDeR, Zoutdaxv, hesambia, Neil Lamoureux, Ivan_Ino, Ralfie, Unrea1, Katarina Calzaghe Mr.Reus Website: https://adm.ct8.pl Plugins: ColAndreas, YSF, Streamer, FCNPC, VehicleStreamer Internal Modules: Actor, VehicleCollision, Draw3D, CatchItems File Version: 5.2.0 ColAndreas Version: 1.5.0 YSF Version: R19 (kurta999) Streamer Version: 2.9.5 VehicleStreamer Version: 2.9.4 FCNPC Version: 2.0.0 Foreach Types: 1. FoxForeach 2. StandaloneForeach 3. YSI Foreach 4. GetPlayerPoolSize Compiler Options: DISABLE_3D_TRYG_INIT //Use before 3DTryg.inc for disable ColAndreas Auto Init DISABLE_3D_TRYG_ACTOR //Use before 3DTryg.inc for disable Actors Module DISABLE_3D_TRYG_FOREACH_FOX //Use before 3DTryg.inc for disable FoxForeach Module DISABLE_3D_TRYG_FOREACH_STAND //Use before 3DTryg.inc for disable StandaloneForeach Module DISABLE_3D_TRYG_FOREACH_YSI //Use before 3DTryg.inc for disable YSI Foreach Module DISABLE_3D_TRYG_VEHICLECOL //Use before 3DTryg.inc for disable VehicleCollision Module DISABLE_3D_TRYG_COLANDREAS //Use before 3DTryg.inc for disable ColAndreas Module DISABLE_3D_TRYG_YSF //Use before 3DTryg.inc for disable YSF Module DISABLE_3D_TRYG_STREAMER //Use before 3DTryg.inc for disable Streamer Module DISABLE_3D_TRYG_FCNPC //Use before 3DTryg.inc for disable FCNPC Module DISABLE_3D_TRYG_VEHSTREAMER //Use before 3DTryg.inc for disable VehicleStreamer Module ENABLE_3D_TRYG_YSI_SUPPORT //Use before 3DTryg.inc for enable YSI Support (use only when 3DTryg say error for this) ENABLE_3D_TRYG_DRAW3D //Use before 3DTryg.inc for enable Draw3D internal module ENABLE_3D_TRYG_CATCH_ITEMS //Use before 3DTryg.inc for enable CatchItems internal module ENABLE_3D_TRYG_GRENADEDETECTION //Use before 3DTryg.inc for enable Grenade detection feature Complementary Functions: Float:sqrtN(Float:value,Float:exponent); abs(value); Float:fabs(Float:value); power(value,Float:exponent); IsEven(value); Tryg3D::RandomFloat(Float:min,Float:max,accuracy=4); Internal Functions: single_clock(max,id); //For Random::PointOnClock parameter rz even_clock(max,id); //For Random::PointOnClock parameter rz uneven_clock(max,id); //For Random::PointOnClock parameter rz NLTZ(value); //NotLessThanZero NMTZ(value); //NotMoreThanZero NLTZF(Float:value); //NotLessThanZeroFloat NMTZF(Float:value); //NotMoreThanZeroFloat NLTV(value,min); //NotLessThanValue NMTV(value,max); //NotMoreThanValue NLTVF(Float:value,Float:min); //NotLessThanValueFloat NMTVF(Float:value,Float:max); //NotMoreThanValueFloat Tryg3D::CompressRotation(Float:rotation); Tryg3D::DeCompressRotation(Float:rotation); Tryg3D::IsRotationTest(Float:rotation,Float:r_min,Float:r_max); Tryg3D::GivePlayerDamage(targetid,Float:amount,playerid,weaponid,bodypart); Tryg3D::GetWeaponDamage(weaponid); Tryg3D::SwapInt(variable1,variable2); Tryg3D::IsPlayerSpawned(playerid); Tryg3D::GetActiveTime(); General Functions: CountPlayers(bool:isplayer=true,bool:isnpc=true); CountActors(); CountVisibleActors(playerid); CountVisibleVehicles(playerid); CountVisiblePlayers(playerid,bool:isplayer=true,bool:isnpc=true); RecoilFloat(Float:value,Float:recoil); RecoilVector(&Float:vx,&Float:vy,&Float:vz,Float:sx,Float:sy,Float:sz); Float:ShiftDegreeToRadian(Float:deg); Float:ShiftDegreeToRadianEx(Float:deg); Float:ShiftDegreeToGrades(Float:deg); Float:ShiftRadianToDegree(Float:rad); Float:ShiftRadianToDegreeEx(Float:rad); Float:ShiftRadianToGrades(Float:rad); Float:ShiftGradesToDegree(Float:grad); Float:ShiftGradesToRadian(Float:grad); GetRandomHit(Float:x,Float:y,Float:z,range,&Float:tx,&Float:ty,&Float:tz); Float:GetDistanceBetweenPoints1D(Float:x1,Float:x2); Float:GetDistanceBetweenPoints2D(Float:x1,Float:y1,Float:x2,Float:y2); Float:GetDistanceBetweenPoints3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2); GetPointInFront2D(Float:x,Float:y,Float:rz,Float:radius,&Float:tx,&Float:ty); GetPointInFront3D(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty, &Float:tz); GetPointInFront3DEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,& Float:ty,&Float:tz); Float:GetPointInFrontOfPlayer(playerid,&Float:tx,&Float:ty,Float:radius); Float:GetPointInFrontOfCamera2D(playerid,&Float:tx,&Float:ty,Float:radius); GetPointInFrontOfCamera3D(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float: rx=0.0,&Float:rz=0.0); GetRotationFor2Point2D(Float:x,Float:y,Float:tx,Float:ty,&Float:rz); GetRotationFor2Point3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:rx,&Float:rz); GetMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:speed,&rtime=0); GetSpeedForMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:speed,rtime); GetVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz); Float:GetPointInFrontOfVehicle2D(vehicleid,&Float:tx,&Float:ty,Float:radius); GetPointInFrontOfVehicle3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float: rx=0.0,&Float:rz=0.0); GetPlayerCameraRotation(playerid,&Float:rx,&Float:rz); Float:GetPlayerCameraZAngle(playerid,&Float:rz=0.0); GetPointFor2Point2D(Float:x1,Float:y1,Float:x2,Float:y2,Float:percent_size,&Float:tx,&Float:ty); GetPointFor2Point3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:percent_size,&Float: tx,&Float:ty,&Float:tz); GetPointFor2Point2DEx(Float:x1,Float:y1,Float:x2,Float:y2,Float:distance,&Float:tx,&Float:ty); GetPointFor2Point3DEx(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:distance,&Float: tx,&Float:ty,&Float:tz); ShiftVectorToRotation(Float:vx,Float:vy,Float:vz,&Float:rx,&Float:rz); ShiftRotationToVector(Float:rx,Float:rz,&Float:vx,&Float:vy,&Float:vz); GetPointToPointVector(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy, &Float:vz); IsPointBetween2Points2D(Float:px,Float:py,Float:xA,Float:yA,Float:xB,Float:yB); IsPointBetween2Points3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float: zB); Area::PointInCircle(Float:px,Float:py,Float:x,Float:y,Float:radius); Area::PointInCylinder2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius); Area::PointInCylinder3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float: zB,Float:radius); Area::PointInSphere(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:radius); Area::PointInRectangle(Float:x,Float:y,Float:minx,Float:miny,Float:maxx,Float:maxy); Area::PointInCube(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float: maxz); Area::PointInPolygon(Float:x,Float:y,Float:points[],maxpoints=sizeof(points)); Area::PointInCircularSector(Float:px,Float:py,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle); Area::PointInSphericalSector(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float: radius,Float:vrx,Float:vrz); Area::PointInCone2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float: radius_b); Area::PointInCone3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB, Float:radius_a,Float:radius_b); Area::PointInCube3D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float: size_x,Float:size_y,Float:size_z); Area::PointInEllipse(Float:px,Float:py,Float:cx,Float:cy,Float:size_x,Float:size_y); Area::PointInEllipticalCylinder(Float:px,Float:py,Float:pz,Float:cx,Float:cy,Float:minz,Float:maxz,Float: size_x,Float:size_y); Area::PointInSphericalSectorEx(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float: radius,Float:vrx,Float:vrz,bool:testLOS=true,bool:veh_col=false); Random::PointInCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty); Random::PointInCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float: ty,&Float:tz); Random::PointInCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float: tx,&Float:ty,&Float:tz); Random::PointInSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz); Random::PointInRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty); Random::PointInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,& Float:ty,&Float:tz); Random::PointInPolygon(Float:points[],&Float:tx,&Float:ty,maxpoints=sizeof(points)); Random::PointInCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,& Float:ty); Random::PointInSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float: vrz,&Float:tx,&Float:ty,&Float:tz); Random::PointInCone2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b,&Float: tx,&Float:ty,&Float:tz) Random::PointInCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b, &Float:tx,&Float:ty,&Float:tz); Random::PointInCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float: size_z,&Float:tx,&Float:ty,&Float:tz); Random::PointInEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty); Random::PointInEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,& Float:tx,&Float:ty,&Float:tz); Random::PointOnCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty); Random::PointOnCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float: ty,&Float:tz); Random::PointOnCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float: tx,&Float:ty,&Float:tz); Random::PointOnSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz); Random::PointOnRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty); Random::PointOnCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,& Float:ty,&Float:tz); Random::PointOnCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,& Float:ty); Random::PointOnSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float: vrz,&Float:tx,&Float:ty,&Float:tz); Random::PointOnCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b, &Float:tx,&Float:ty,&Float:tz); Random::PointOnCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float: size_z,&Float:tx,&Float:ty,&Float:tz); Random::PointOnEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty); Random::PointOnEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,& Float:tx,&Float:ty,&Float:tz); Random::PointOnClock(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty,&Float:trz,Float:rz=INVALID_ROTATION); IsProbable(chance); IsProbableEx(chance,poolsize); //by default IsProbable using 100 Float:CalculatePercent(Float:value,Float:maxvalue); Float:GetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0); Float:SetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0); Float:GetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0); Float:SetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0); Float:GetVehicleSpeed(vehicleid); SetVehicleSpeed(vehicleid,Float:speed); Float:GetPlayerSpeed(playerid); CreateDynamicExplosion(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1, Float:distance=200.0); CreateDynamicExplosionDMG(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=- 1,Float:distance=200.0,Float:damage=82.5,Float:vehicle_damage=82.5,byplayerid=INVALID_PLAYER_ID); SendFakeDamageInRadius(weaponid,bodypart,Float:damage,Float:vehicle_damage,Float:x,Float:y,Float:z,Float: radius,worldid=-1,interiorid=-1,playerid=-1,byplayerid=INVALID_PLAYER_ID); SendGravityInRadius(Float:x,Float:y,Float:z,Float:radius,Float:power = 1.0,worldid = -1,interiorid = -1,playerid = -1,byplayerid = INVALID_PLAYER_ID); GetVehicleFlags(vehicleid); GetVehicleDefaultFlagsByModel(modelid); GetVehicleFlagsByModel(modelid); SetVehicleFlagsByModel(modelid,value); ToggleVehicleModelFlag(modelid,flag,bool:toggle); IsVehicleFlag(value,flag); GetWeaponShotPos(playerid,hittype,&Float:fx,&Float:fy,&Float:fz); GetPlayerCameraLookAt(playerid,&Float:x,&Float:y,&Float:z); IsPlayerLookAtSky(playerid); GetQuatUpVector(Float:qw,Float:qx,Float:qy,Float:qz,&Float:vx,&Float:vy,&Float:vz); Float:GetLineSize2D(Float:points[][2],maxpoints=sizeof(points)); Float:GetLineSize3D(Float:points[][3],maxpoints=sizeof(points)); IsVehicleInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z); IsActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z); IsObjectInRangeOfPoint(objectid,Float:range,Float:x,Float:y,Float:z); ShiftLineRotation(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,& Float:nX,&Float:nY,&Float:nZ); ShiftLineRotationVector(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float: rz,&Float:nX,&Float:nY,&Float:nZ); Float:GetEllipseRadius(Float:x,Float:y,Float:angle); GetArcPoints3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:ry,Float:height,Float:points[ ][3],max_points=sizeof(points)); GetArcPointsFloor3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[ ][3],max_points=sizeof(points)); GetArcPointsCellar3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[ ][3],max_points=sizeof(points)); GetArcPointsLarboard3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[ ][3],max_points=sizeof(points)); GetArcPointsStarboard3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[ ][3],max_points=sizeof(points)); Float:GetDistanceFromPointToLine(Float:px,Float:py,Float:pz,Float:sX,Float:sY,Float:sZ,Float:eX,Float: eY,Float:eZ,&Float:iX=0.0,&Float:iY=0.0,&Float:iZ=0.0); ShiftOffsetToPosition(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:offset_x,Float:offset_y, Float:offset_z,&Float:tx,&Float:ty,&Float:tz); ShiftPositionToOffset(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:offset_x,&Float: offset_y,&Float:offset_z,Float:tx,Float:ty,Float:tz); Tryg3D::EulerToQuat(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz); Tryg3D::QuatToEuler(&Float:rx,&Float:ry,&Float:rz,Float:qw,Float:qx,Float:qy,Float:qz); ShiftVectorRotation(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:tx,&Float:ty,& Float:tz); GetCube3DPoint(OrientationCube3D:orientation,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float: size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz); IsPlayerFakeSpectating(playerid,bool:force_disable=true); GenerateGangZone(Float:x,Float:y,Float:radius,&Float:minx,&Float:miny,&Float:maxx,&Float: maxy); Float:GetCameraTargetDistance(Float:CamX,Float:CamY,Float:CamZ,Float:ObjX,Float:ObjY,Float:ObjZ,Float: FrX,Float:FrY,Float:FrZ); IsPlayerAimingAt(playerid,Float:x,Float:y,Float:z,Float:radius); IPL_CreateObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,Float:drawdistance=0. 0); Universal Functions: Item::GetInvalidID(Item3D_Type:item_type); Item::GetPos(elementid,Item3D_Type:element_type,&Float:x,&Float:y,&Float:z); Item::GetVirtualWorld(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type); Item::GetInterior(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type); Item::GetRotationQuat(elementid,Item3D_Type:element_type,&Float:qw,&Float:qx,&Float:qy,& Float:qz); Item::GetUpVector(elementid,Item3D_Type:element_type,&Float:vx,&Float:vy,&Float:vz); Item::GetUpPos(elementid,Item3D_Type:element_type,Float:radius,&Float:x,&Float:y,&Float:z, bool:reverse=false); Item::GetDistance(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type); Item::GetDistanceFromPoint(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z); Item::GetToPointVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,& Float:vy,&Float:vz); Item::GetRotatedVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,& Float:vy,&Float:vz,bool:return_vector=true,Float:rx=0.0,Float:ry=0.0,Float:rz=0.0); Item::GetOrientationPos(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance, &Float:tx,&Float:ty,&Float:tz); Item::OnPlayerScreen(playerid,targetid,Item3D_Type:target_type=item_player,element_orientation:orientation=o_front, Float:rx=INVALID_ROTATION,Float:rz=INVALID_ROTATION,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS, bool:testLOS=true,bool:testVW=true,bool:veh_col=false); Item::OnFakeScreen(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type,Float:rx,Float:rz,Float:vrx=VERTICAL_CAMERA_RADIUS, Float:vrz=HORIZONTAL_CAMERA_RADIUS,bool:testLOS=true,bool:veh_col=false); Item::InCircle(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:radius); Item::InCylinder3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float: zB,Float:radius); Item::InCylinder2D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:minz,Float:maxz,Float:radius); Item::InSphere(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:radius); Item::InRectangle(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:maxx,Float:maxy); Item::InCube(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy, Float:maxz); Item::InPolygon(elementid,Item3D_Type:element_type,Float:points[],maxpoints=sizeof(points)); Item::InCircularSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:rz,Float:radius,Float: view_angle); Item::InSphericalSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:rz, Float:radius,Float:vrx,Float:vrz); Item::InCone2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float: radius_b); Item::InCone3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float: zB,Float:radius_a,Float:radius_b); Item::InCube3D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz, Float:size_x,Float:size_y,Float:size_z); Item::InEllipse(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:size_x,Float:size_y); Item::InEllipticalCylinder2D(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:minz,Float:maxz, Float:size_x,Float:size_y); Draw3D Module functions: Draw3D::Circle3D(Float:x,Float:y,Float:z,Float:radius,Float:points[][3],max_sector = 36,Float:rx = 90.0,Float:ry = 0.0,max_points = sizeof(points)); Draw3D::Cylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Float:points[ ][3],max_sector = 36,max_circles = 5,max_points = sizeof(points)); Draw3D::Sphere(Float:x,Float:y,Float:z,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points)); Draw3D::Cone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Float:points[] [3],max_sector = 36,max_circles = 5,max_points = sizeof(points)); Draw3D::Rectangle2D(Float:minx,Float:miny,Float:maxx,Float:maxy,Float:points[][2],points_per_wall = 36,max_points = sizeof(points)); Draw3D::Cube2D(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,Float:points[] [3],points_per_wall = 36,max_points = sizeof(points)); Draw3D::Polygon2D(const Float:polygon_points[],Float:points[][2],points_per_line = 36,max_polygon_points = sizeof(polygon_points),max_points = sizeof(points)); Catch Module functions: CatchItems::Circle(Float:x,Float:y,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Cylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,Item3D_Type:element_type,element_list[ ],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Cylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Item3D_Type: element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Sphere(Float:x,Float:y,Float:z,Float:radius,Item3D_Type:element_type,element_list[] ,worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Rectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,Item3D_Type:element_type,element_list[ ],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::StreamCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,Item3D_Type: element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Polygon(const Float:points[],Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list),maxpoints = sizeof(points)); CatchItems::CircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,Item3D_Type:element_type, element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::SphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz, Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Cone2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b,Item3D_Type:element_type, element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Cone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius, Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Cube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float: size_z,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::Ellipse(Float:cx,Float:cy,Float:size_x,Float:size_y,Item3D_Type:element_type,element_list[ ],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::EllipticalCylinder2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,Item3D_Type: element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::SphericalSectorEx(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float: vrz,bool:testLOS,bool:veh_col,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::PointInStream(Float:x,Float:y,Float:z,const Stream:AreaData[Stream3D]); CatchItems::InStream(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,const Stream:AreaData[Stream3D],worldid = -1,interiorid = -1); CatchItems::GetInStream(const Stream:AreaData[Stream3D],Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list)); CatchItems::GetStreamType(Stream:data); CatchItems::IsValidStream(Stream:data); Universal Functions (ColAndreas): Item::ToItemIsWall(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type); Item::ToPointIsWall(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type); Item::GetCollisionFlags(elementid,Item3D_Type:element_type); Item::IsPlayerInRange(playerid,Float:range,targetid,Item3D_Type:target_type=item_player,bool:testLOS=true, bool:veh_col=false); Item::InRangeOfPoint(Float:x,Float:y,Float:z,Float:range,targetid,Item3D_Type:target_type=item_player, bool:testLOS=true,bool:veh_col=false); Item::InRangeOfItem(elementid,Item3D_Type:element_type,Float:range,targetid,Item3D_Type:target_type=item_player, bool:testLOS=true,bool:veh_col=false); Item::GetOrientationPosCol(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance, &Float:tx,&Float:ty,&Float:tz); Item::IsPointInWaterOrient(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,Float:radius,element_orientation: orientation=o_front); Universal Functions (Streamer): Item::InDynamicArea(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,STREAMER_TAG_AREA:areaid); Item::GetInDynamicArea(STREAMER_TAG_AREA:areaid,Item3D_Type:element_type,element_list[],max_element=sizeof(element_list)); ScreenToWorld Functions: ScreenToWorld(playerid,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ); WorldToScreen(playerid,Float:x,Float:y,Float:z,&Float:screenX,&Float:screenY); ScreenToWorldCol(playerid,Float:distance,Float:screenX,Float:screenY,&Float:vX,&Float:vY,& Float:vZ); Tryg3D::NormCrossProduct(&Float:x,&Float:y,&Float:z,Float:v1x,Float:v1y,Float:v1z,Float:v2x, Float:v2y,Float:v2z); Nero_3D Rotations Functions: Tryg3D::GetRotationMatrixEuler(Float:matrix[][],Float:rx,Float:ry,Float:rz); Tryg3D::GetRotationMatrixEulerEx(Float:matrix[][],Float:rx,Float:ry,Float:rz,T3D:eulermode: mode=T3D:euler_default); Tryg3D::MatrixRotate(Float:matrix[][],Float:oX,Float:oY,Float:oZ,&Float:x,&Float: y,&Float:z); Tryg3D::QuatRotate(Float:qw,Float:qx,Float:qy,Float:qz,Float:oX,Float:oY,Float:oZ,&Float:tx,& Float:ty,&Float:tz); Tryg3D::GetQuatFromEuler(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float: qz,T3D:eulermode:mode=T3D:euler_default); Tryg3D::EulerRotate(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty, &Float:tz); Tryg3D::EulerRotateEx(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float: ty,&Float:tz,T3D:eulermode:mode=T3D:euler_default); VehiclePartPosition Functions: GetVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float: offset_y=0.0,Float:offset_z=0.0); GetDynamicVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0. 0,Float:offset_y=0.0,Float:offset_z=0.0); VehicleCollision Functions: IsVehicleCollisionEnabled(); Tryg3D::InitVehicleCollision(); //OnGameModeInit / OnFilterScriptInit Tryg3D::ExitVehicleCollision(); Tryg3D::SyncVehicleCollision(vehicleid); //EVF -> OnVehicleCreated IsToggledVehicleCollision(vehicleid); ToggleVehicleCollision(vehicleid,bool:toggle); MovePointColWithVehicle(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,& Float:x,&Float:y,&Float:z); MovePointColWithVehicleCut(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,& Float:x,&Float:y,&Float:z,Float:cut_size=0.0); Item::ToPointIsVeh(Float:x,Float:y,Float:z,TRYG3D_ELEMENT_TAG:targetid,Item3D_Type:target_type); Item::ToItemIsVeh(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,TRYG3D_ELEMENT_TAG:targetid,Item3D_Type: target_type); Extended Functions: Tryg3D::GetErrorCount(); Tryg3D::ResetErrorCount(); Tryg3D::SetStreamDistance(Float:streamdistance); //default 300.0 Tryg3D::GetStreamDistance(); Tryg3D::GetActiveCount(); Tryg3D::GetVersion(value); randomex(min,max); Tryg3D::KeyPressed(key); Tryg3D::KeyReleased(key); Tryg3D::KeyHolding(key); Tryg3D::SecToTimeDay(second); //Use: %d:%02d:%02d:%02d Tryg3D::MSToTimeDay(millisecond); //Use: %d:%02d:%02d:%02d Tryg3D::SecToTime(second); //Use: %02d:%02d:%02d Tryg3D::MSToTime(millisecond); //Use: %02d:%02d:%02d Tryg3D::SecToTimeMini(second); //Use: %02d:%02d Tryg3D::MSToTimeMini(millisecond); //Use: %02d:%02d Animation Functions: Animation::IsPlayerSkydiving(playerid); Animation::IsPlayerUsingParachute(playerid); Animation::IsPlayerAiming(playerid); Animation::IsPlayerStay(playerid); Animation::IsPlayerRunning(playerid); Animation::IsPlayerSwim(playerid); Animation::IsPlayerJump(playerid); Animation::IsPlayerParaFall(playerid); Animation::IsPlayerParaGlide(playerid); Animation::IsPlayerFall(playerid); Streamer Functions: IsDynamicObjectInRangeOfPoint(objectid,Float:range,Float:x,Float:y,Float:z); SetPlayerAbsolutePosition(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=- 1,freezeplayer=1); SetPlayerAbsolutePositionVeh(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=- 1,freezeplayer=1); IsDynamicActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z); IsVehicleFullyInDynamicArea(vehicleid,areaid); Random::PointInDynamicArea(STREAMER_TAG_AREA:areaid,&Float:tx,&Float:ty,&Float:tz); IPL_CreateDynamicObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,worldid=- 1,interiorid=-1,playerid=-1,Float:streamdistance=STREAMER_OBJECT_SD,Float:drawdistance=STREAMER_OBJECT_DD, STREAMER_TAG_AREA:areaid=STREAMER_TAG_AREA:-1,priority=0); ColAndreas Functions: MovePointCol(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,& Float:y,&Float:z); MovePointColCutLine(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,& Float:z,Float:cut_size=0.0); MovePointColCutLineEx(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y, &Float:z,Float:cut_size=0.0); GetPointInFront3DCol(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float: ty,&Float:tz); GetPointInFront3DColEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx, &Float:ty,&Float:tz); Float:GetPointInFrontOfPlayerCol(playerid,&Float:tx,&Float:ty,Float:radius); Float:GetPointInFrontOfCamera2DCol(playerid,&Float:tx,&Float:ty,Float:radius); GetPointInFrontOfCamera3DCol(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float: rx=0.0,&Float:rz=0.0); Float:GetPointInFrontOfVehicle2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius); GetPointInFrontOfVehicle3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float: rx=0.0,&Float:rz=0.0); GetGroundRotation(Float:x,Float:y,Float:size,&Float:rx,&Float:ry); GetPointCollisionFlags(Float:x,Float:y,Float:z,interiorid=0); IsCollisionFlag(value,flag); Float:UndergroundFindZ(Float:x,Float:y,&Float:z=0.0); Float:InteriorFindZ(Float:px,Float:py,Float:pz=1000.0,Float:size=2.0,&Float:z=0.0); IsPointInWater(Float:x,Float:y,Float:z=0.0); IsPointInUnderwater(Float:x,Float:y,Float:z); IsPointInUnderground(Float:x,Float:y,Float:z); IsPointInAir(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2); IsPointInGround(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2); IsBetweenPlayersIsWall(playerid,targetid); IsBetweenPlayerToPointIsWall(playerid,Float:x,Float:y,Float:z); GetPointInWallForPoint(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz, Float:sector=90.0); SetPlayerCameraDirectionLookAt(playerid,Float:x,Float:y,Float:z,Float:distance = 5.0,Float:rx=20.0,Float:sector=90.0); GetWallRotation(Float:sx,Float:sy,Float:sz,Float:ex,Float:ey,Float:ez,&Float:rx,&Float:rz,& Float:px=0.0,&Float:py=0.0,&Float:pz=0.0,Float:size=1.0,Float:cut_size=0.0); ColAndreas::FindGroundZ(Float:x,Float:y,Float:z,&Float:gZ); ColAndreas Extended Functions: Tryg3D::IsColAndreasInit(); Tryg3D::SafeColAndreasInit(); ColAndreas Callbacks: OnColAndreasRemoveBuilding(); Grenade Detection Callbacks (ColAndreas): OnPlayerDroppingGrenade(playerid,weaponid,Float:x,Float:y,Float:z); YSF Functions: Float:GetPlayerHydraReactorRX(playerid); IsPlayerHydraReactorBoost(playerid); GetPlayerRotation(playerid,&Float:rx,&Float:ry,&Float:rz); CountTextDraw(); CountPlayerTextDraw(playerid); CountVisibleTextDraw(playerid); CountVisiblePlayerTextDraw(playerid); CountGangZone(); CountVisibleGangZone(playerid); CountPlayerGangZone(playerid); CountVisiblePlayerGangZone(playerid); IsVehicleOnSpawn(vehicleid,Float:check_radius=1.0); IsPlayerOnSpawn(playerid,Float:check_radius=1.0); Random::PointInGangZone(zoneid,&Float:tx,&Float:ty); Random::PointInPlayerGangZone(playerid,zoneid,&Float:tx,&Float:ty); FCNPC Functions: FCNPC::GetPointInFront(npcid,&Float:tx,&Float:ty,Float:radius); FCNPC::InRangeOfPoint(npcid,Float:range,Float:x,Float:y,Float:z); FCNPC::GetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0); FCNPC::SetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0); FCNPC::SetVehicleRotation(npcid,Float:rx,Float:ry,Float:rz); FCNPC::SetVehicleTargetRotation(npcid,Float:tx,Float:ty,Float:tz,Float:ry=0.0); FCNPC::GoToAir(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO, Float:min_distance=0.0,stopdelay=250); FCNPC Functions (ColAndreas): FCNPC::GetPointInFrontCol(npcid,&Float:tx,&Float:ty,Float:radius); FCNPC::GoToCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO, mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250); FCNPC::GoToPlayerCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250); FCNPC::GoToPlayerOnGroundCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO, mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0, stopdelay=250); FCNPC::GoToPlayerOnGroundColVeh(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO, mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0, stopdelay=250); FCNPC::GoToAirCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO, Float:cut_size=0.0,Float:min_distance=0.0,stopdelay=250); FCNPC::RandomMoveInDynamicArea(npcid,STREAMER_TAG_AREA:areaid,Float:climbing=2.0,type=FCNPC_MOVE_TYPE_AUTO, Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250); FCNPC::SetAbsolutePosition(npcid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=- 1,freezeplayer=1); FCNPC::SetFloorPos(npcid); VehicleStreamer Functions: GetDynamicVehicleFlags(vehicleid); Float:GetDynamicVehicleSpeed(vehicleid); Float:GetPointInFrontOfDynVeh2D(vehicleid,&Float:tx,&Float:ty,Float:radius); GetPointInFrontOfDynVeh3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float: rx=0.0,&Float:rz=0.0); IsDynVehInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z); IsDynVehFullyInDynamicArea(vehicleid,areaid); Float:GetPointInFrontOfDynVeh2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius); GetPointInFrontOfDynVeh3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float: rx=0.0,&Float:rz=0.0); IsDynamicVehicleOnSpawn(vehicleid,Float:check_radius=1.0); GetDynamicVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz); Deprecated Functions: GetDistanceBetweenPoints -> GetDistanceBetweenPoints3D GetPlayersDistance -> Item::GetDistance GetVehiclesDistance -> Item::GetDistance GetObjectsDistance -> Item::GetDistance GetActorDistanceFromPoint -> Item::GetDistanceFromPoint GetObjectDistanceFromPoint -> Item::GetDistanceFromPoint GetDistanceBetweenPlayers -> Item::GetDistance GetDistanceBetweenVehicles -> Item::GetDistance GetDistanceBetweenObjects -> Item::GetDistance GetPlayerActorDistance -> Item::GetDistance GetPlayerVehicleDistance -> Item::GetDistance GetPlayerObjectDistance -> Item::GetDistance IsPlayerInCircle -> Item::In... IsPlayerInCylinder3D -> Item::In... IsPlayerInCylinder2D -> Item::In... IsPlayerInSphere -> Item::In... IsPlayerInRectangle -> Item::In... IsPlayerInCube -> Item::In... IsPlayerInPolygon -> Item::In... IsPlayerInCircularSector -> Item::In... IsPlayerInSphericalSector -> Item::In... IsPlayerInCone -> Item::In... IsPlayerInCube3D -> Item::In... IsPlayerInEllipse -> Item::In... IsPlayerInEllipticalCylinder2D -> Item::InEllipticalCylinder2D GetPlayerCollisionFlags -> Item::GetCollisionFlags GetVehicleCollisionFlags -> Item::GetCollisionFlags IsPointInWaterFrontOfPlayer -> Item::IsPointInWaterOrient Symbols: FLOAT_PI - pi constant value FLOAT_EULER - Euler number FLOAT_NAN - Float NaN FLOAT_DEFECT - Float defect (Arc Test) FLOAT_INFINITY - Float Infinity VBTP - Value Bigger Than Possible VLTP - Value Lower Than Possible Definitions: VERTICAL_CAMERA_RADIUS - (modifiable) HORIZONTAL_CAMERA_RADIUS - (modifiable) INVALID_ROTATION - (modifiable) MAX_POLYGON_POINTS - (modifiable) VEHICLE_SPEED_MULTIPLIER - (modifiable) PLAYER_SPEED_MULTIPLIER - (modifiable) INVALID_MOVE_TIME - (modifiable) INVALID_MOVE_SPEED - (modifiable) INVALID_VIRTUAL_WORLD - (modifiable) CHARACTER_GROUND_Z_DIFF - (modifiable) TRYG3D_RANDOM_MAX_ANGLE Position Flags: POSITION_FLAG_WORLD POSITION_FLAG_INTERIOR POSITION_FLAG_AIR POSITION_FLAG_GROUND POSITION_FLAG_WATER POSITION_FLAG_UNDERWATER POSITION_FLAG_UNDERGROUND Vehicle Flags: VF_STREET VF_AIRBORNE VF_NATATORIAL VF_MILITARY VF_TRAIN VF_RC VF_CARRIAGE VF_AIRPLANE VF_HELICOPTER VF_BIKES VF_TRAILER VF_TOWABLE VF_POLICE Vehicle Parts: VEHICLE_PART_RFTIRE - Right Front tire VEHICLE_PART_LFTIRE - Left Front tire VEHICLE_PART_RRTIRE - Right Rear tire VEHICLE_PART_LRTIRE - Left Rear tire VEHICLE_PART_HOOD - In Front VEHICLE_PART_TRUNK - Behind VEHICLE_PART_ROOF - Roof VEHICLE_PART_CHASSIS - Chassis VEHICLE_PART_PETROLCAP - Petrolcap enum 'element_orientation' # o_left - Orientation Left # o_right - Orientation Right # o_up - Orientation UP # o_down - Orientation Down # o_front - Orientation Front # o_back - Orientation Back # o_front_left - Orientation Front left (diagonal) # o_front_right - Orientation Front right (diagonal) # o_back_left - Orientation Back left (diagonal) # o_back_right - Orientation Back right (diagonal) enum 'Item3D_Type' # item_player # item_npc # item_actor # item_object # item_vehicle # item_dynamic_object # item_dynamic_pickup # item_dynamic_cp # item_dynamic_racecp # item_dynamic_mapicon # item_dynamic_3dtext # item_dynamic_actor # item_dynamic_vehicle # item_fcnpc enum 'StreamType' # s_invalid # s_circle # s_cylinder2d # s_cylinder3d # s_sphere # s_rectangle # s_cube2d # s_cube3d # s_polygon # s_circularsector # s_sphericalsector # s_cone2d # s_cone3d # s_ellipse # s_ellipticalcyl2d # a_sphericalsectorex enum 'Vectors3D' # Float: T3D:X - Position X # Float: T3D:Y - Position Y # Float: T3D:Z - Position Z # Float: T3D:A - Angle enum 'Float3D' # Float: T3D:X - Position X # Float: T3D:Y - Position Y # Float: T3D:Z - Position Z # Float: T3D:rX - Rotation X # Float: T3D:rY - Rotation Y # Float: T3D:rZ - Rotation Z # Float: T3D:tX - Target Position X # Float: T3D:tY - Target Position Y # Float: T3D:tZ - Target Position Z # T3D:VW - Virtual World ID # T3D:INT - Interior ID # Float: T3D:SPEED - Speed enum 'LongFloat3D' # Float: T3D:X - Position X # Float: T3D:Y - Position Y # Float: T3D:Z - Position Z # Float: T3D:rX - Rotation X # Float: T3D:rY - Rotation Y # Float: T3D:rZ - Rotation Z # Float: T3D:tX - Target Position X # Float: T3D:tY - Target Position Y # Float: T3D:tZ - Target Position Z # Float: T3D:trX - Target Rotation X # Float: T3D:trY - Target Rotation Y # Float: T3D:trZ - Target Rotation Z # Float: T3D:VecX - Vector Position X # Float: T3D:VecY - Vector Position Y # Float: T3D:VecZ - Vector Position Z # T3D:VW - Virtual World ID # T3D:INT - Interior ID # Float: T3D:SPEED - Speed enum 'OrientationCube3D' # o_left_back_down # o_right_back_down # o_right_front_down # o_left_front_down # o_left_back_up # o_right_back_up # o_right_front_up # o_left_front_up enum 'T3D:eulermode' # T3D:euler_xzx - Proper / Classic Euler angles # T3D:euler_xyx - Proper / Classic Euler angles # T3D:euler_yxy - Proper / Classic Euler angles # T3D:euler_yzy - Proper / Classic Euler angles # T3D:euler_zyz - Proper / Classic Euler angles # T3D:euler_zxz - Proper / Classic Euler angles # T3D:euler_xzy - Tait-Bryan angles # T3D:euler_xyz - Tait-Bryan angles # T3D:euler_yxz - Tait-Bryan angles # T3D:euler_yzx - Tait-Bryan angles # T3D:euler_zyx - pitch roll yaw # T3D:euler_zxy - sa-mp
Скачать:
3DTryg.inc
Дополнительные функции доступны с плагинами:
ColAndreas (Рекомендуется 1 ГБ ОЗУ для сервера при использовании этого плагина)
YSF
Streamer
FCNPC
VehicleStreamer
Совместимость включает:
rotation.inc по Nero_3D
i_quat.inc по IllidanS4
YSI Libraries (с #define ENABLE_3D_TRYG_YSI_SUPPORT, если у вас есть ошибка)
Поддерживаемые элементы:
1. Персонаж Элементы:
- Player's
- NPC's
- Actor's
- FCNPC's
2. Статический Элементы:
- Object's
- Vehicle's
- GangZone's
3. Динамический Элементы:
- DynamicObject's
- DynamicPickup's
- DynamicCP's
- DynamicRaceCP's
- DynamicMapIcon's
- Dynamic3DText's
- DynamicActor's
- DynamicVehicles's
4. Области 2D / 3D:
a) Геометрические фигуры:
- Круг
- прямоугольник
- многоугольник
- Круговой сектор
- Эллипс
- Конус 2D
b) Чанк:
- Цилиндр 2D
- Сфера
- Куб
- Эллиптический цилиндр 2D
c) Повернутый кусок:
- Цилиндр 3D
- Сферический сектор
- Куб 3D
- Конус 3D
Эта тема переведена, автор не может полностью помочь на русском языке.
Сообщение отредактировал AbyssMorgan: 18 августа 2021 - 12:59