├── .gitignore ├── .gitattributes ├── 3DTryg.inc ├── EN_3DTryg.txt ├── README.md ├── 3DTryg.pwn ├── LICENSE └── RU_3DTryg.txt /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | *.amx 3 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | *.inc linguist-language=Pawn -------------------------------------------------------------------------------- /3DTryg.inc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/r4sheed/3DTryg/HEAD/3DTryg.inc -------------------------------------------------------------------------------- /EN_3DTryg.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/r4sheed/3DTryg/HEAD/EN_3DTryg.txt -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## 3DTryg Remastered Version 2 | 3 | 4 | ### Repository developers: 5 | * [Abyss Morgan](https://github.com/AbyssMorgan) (Main Programmer, Wiki) 6 | * Switel12 (Manager) 7 | 8 | 9 | ### Contributors: 10 | * [Nero_3D](https://github.com/Shiska) 11 | * [Crayder](https://github.com/Crayder) 12 | * [IllidanS4](https://github.com/IS4Code) 13 | * RyDeR 14 | * Zoutdaxv 15 | * hesambia 16 | * Neil Lamoureux 17 | * Ivan_Ino 18 | * Ralfie 19 | * Unrea1 20 | * [$continue$](https://github.com/continue98) 21 | * Mr.Reus 22 | * Switel12 23 | -------------------------------------------------------------------------------- /3DTryg.pwn: -------------------------------------------------------------------------------- 1 | #define FILTERSCRIPT 2 | 3 | #include 4 | #include 5 | #include 6 | #include 7 | #include 8 | #include 9 | #include 10 | #include 11 | #include 12 | 13 | #define TRYG3D_ENABLE_PLAYER 14 | #define TRYG3D_ENABLE_VEHICLE 15 | #define TRYG3D_ENABLE_COLANDREAS 16 | #define TRYG3D_ENABLE_STREAMER 17 | #define TRYG3D_ENABLE_FCNPC 18 | //#define TRYG3D_ENABLE_ACTOR 19 | #define TRYG3D_ENABLE_GRENADEDETECTION 20 | #define TRYG3D_ENABLE_VEHICLECOL 21 | //#define TRYG3D_ENABLE_PLAYERCOL 22 | //#define TRYG3D_ENABLE_ACTORCOL 23 | #define TRYG3D_ENABLE_UNIVERSAL 24 | //#define TRYG3D_ENABLE_DRAW3D 25 | //#define TRYG3D_ENABLE_CATCHITEMS 26 | //#define TRYG3D_ENABLE_YSF 27 | #define TRYG3D_ENABLE_CAST3D 28 | 29 | //#include 30 | //#include 31 | //#include 32 | #include <3DTryg/3DTryg> 33 | #include 34 | //#include 35 | //#include 36 | #include 37 | //#include 38 | //#include 39 | //#include 40 | //#include 41 | //#include 42 | //#include 43 | //#include 44 | //#include 45 | //#include 46 | //#include 47 | //#include 48 | //#include 49 | //#include 50 | //#include 51 | //#include 52 | //#include 53 | //#include 54 | //#include 55 | //#include 56 | //#include 57 | //#include 58 | //#include 59 | //#include 60 | 61 | #include 62 | 63 | public OnFilterScriptInit(){ 64 | 65 | Streamer_SetVisibleItems(STREAMER_TYPE_OBJECT,1000,-1); 66 | Streamer_ToggleIdleUpdate(0,1); 67 | 68 | return 1; 69 | } 70 | 71 | /* 72 | new player_view[800]; 73 | 74 | stock make_player_view(Float:x, Float:y, Float:z, Float:rx, Float:rz, Float:vrx, Float:vrz){ 75 | new Float:tx, Float:ty, Float:tz; 76 | for(new i = 0; i < 800; i++){ 77 | if(IsValidDynamicObject(player_view[i])) DestroyDynamicObject(player_view[i]); 78 | Tryg3D::GetPointOnSphericalSector(x,y,z,rx,rz,50.0, vrx, vrz, tx,ty,tz); 79 | player_view[i] = CreateDynamicObject(19789,tx,ty,tz,0.0,0.0,0.0); 80 | } 81 | } 82 | 83 | CMD:view(playerid, params[]){ 84 | new Float:x, Float:y, Float:z, Float:rx, Float:rz, Float:vrx, Float:vrz; 85 | if(sscanf(params,"ff",vrx,vrz)) return SendClientMessage(playerid,0xFFFFFFFF,"Usage /view "); 86 | GetPlayerCameraPos(playerid,x,y,z); 87 | Tryg3D::GetPlayerCameraRotation(playerid,rx,rz); 88 | make_player_view(x,y,z,rx,rz,vrx,vrz); 89 | return 1; 90 | } 91 | */ 92 | 93 | #pragma dynamic 262144 -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /RU_3DTryg.txt: -------------------------------------------------------------------------------- 1 | Включает профессиональные функции для управления (координаты / вращения / векторы / дуги / области / смещение), поддерживаемые (2D / 3D) 2 | 3 | [b]Видео:[/b] 4 | - [url=https://www.youtube.com/watch?v=WJZCn3XXRHY]Knife Shoot[/url] 5 | - [url=https://www.youtube.com/watch?v=fTvbNnZpogY]EngineV6[/url] 6 | - [url=https://www.youtube.com/watch?v=PtJCS-3EGY0]EngineX[/url] 7 | - [url=https://www.youtube.com/watch?v=ZCThAi3FKyU]Missile Launch[/url] 8 | - [url=https://www.youtube.com/watch?v=HTHinI1IGhY]Vehicle Missile Launch (ColAndreas Version)[/url] 9 | - [url=https://www.youtube.com/watch?v=SR0jZ_IxnRc]GetGroundRotation[/url] 10 | - [url=https://www.youtube.com/watch?v=dJUQKrBkeY8]GetPlayerCollisionFlags (ColAndreas)[/url] 11 | - [url=https://www.youtube.com/watch?v=B4pfX39bIwM]Marica Mortar V1[/url] 12 | - [url=https://www.youtube.com/watch?v=0FlZwi34wIA]Heavy Marica Mortar[/url] 13 | - [url=https://www.youtube.com/watch?v=6NvuOozTExE]Acid Renia (FCNPC)[/url] 14 | - [url=https://www.youtube.com/watch?v=snZ-25QuBm0]Beta Interceptor (FCNPC)[/url] 15 | - [url=https://www.youtube.com/watch?v=Y2ZcCaxajrY]GoToPlayerOnGroundCol (FCNPC)[/url] 16 | - [url=https://www.youtube.com/watch?v=ih9P_Cwkz68]IsElementOnPlayerScreen (ColAndreas) [/url] 17 | - [url=https://www.youtube.com/watch?v=Z1xotEcITUs]Arc Points[/url] 18 | - [url=https://www.youtube.com/watch?v=bS6jnEebJR4]Missile Launcher Aim Player[/url] 19 | - [url=https://www.youtube.com/watch?v=hQLvmf0duAM]GetRandomPointOnSphericalSector[/url] 20 | - [url=https://www.youtube.com/watch?v=Fxp-BDCQ94U]Vehicle Missile Congreve Rocket[/url] 21 | - [url=https://www.youtube.com/watch?v=aaHfVz-UxR8]Magic Wand[/url] 22 | - [url=https://www.youtube.com/watch?v=TrxYkMeBtsU]Vehicle Parachute[/url] 23 | - [url=https://www.youtube.com/watch?v=pHGUVNh9y3c]Portal Gun #1[/url] 24 | - [url=https://www.youtube.com/watch?v=wDBgtBY-cPs]Portal Gun #2[/url] 25 | - [url=https://www.youtube.com/watch?v=lYS-ryk7n4E]Marica Mortar V2[/url] 26 | - [url=https://www.youtube.com/watch?v=nslVT5RC3J0]Stingers (Cops and Robbers)[/url] 27 | - [url=https://www.youtube.com/watch?v=rsse_32AcHM]NPC Driver Eye[/url] 28 | - [url=https://www.youtube.com/watch?v=TAAhBfIhZOQ]PET SAR v1.0[/url] 29 | - [url=https://www.youtube.com/watch?v=2YyP9EktcPU]Vehicle Speed Control[/url] 30 | - [url=https://www.youtube.com/watch?v=xjMHYBKYo1g]Prototype Grenade Detection[/url] 31 | 32 | [code] 33 | Library: 3DTryg.inc 34 | Copyright © 2021 Abyss Morgan. All rights reserved. 35 | Contributors: Nero_3D (Shisk), Crayder, IllidanS4, RyDeR, Zoutdaxv, hesambia, Neil Lamoureux, Ivan_Ino, Ralfie, Unrea1, $continue$, Switel12, Mr.Reus 36 | 37 | Website: N/A 38 | 39 | Plugins: ColAndreas, Streamer, FCNPC, YSF 40 | Internal Modules: Player, Vehicle, Actor, VehicleCollision, PlayerCollision, ActorCollision, GrenadeDetection, Universal, Draw3D, Cast3D, CatchItems 41 | 42 | Platforms: 43 | - SA:MP 0.3.7 44 | - SA:MP 0.3 DL 45 | 46 | File Version: 47 | - Gen. 2 v1.0.0 48 | 49 | Plugin Versions: 50 | - ColAndreas Version: 1.5.0 51 | - YSF Version: R19 (kurta999) 52 | - Streamer Version: 2.9.5 53 | - FCNPC Version: 2.0.0 54 | 55 | Foreach Types: 56 | - FoxForeach 57 | - StandaloneForeach 58 | - YSI Foreach 59 | - GetPlayerPoolSize 60 | 61 | Compiler Options: 62 | - TRYG3D_DISABLE_INIT //Use before 3DTryg.inc for disable ColAndreas Auto Init 63 | - TRYG3D_ENABLE_PLAYER //Use before 3DTryg.inc for enable Player Module 64 | - TRYG3D_ENABLE_VEHICLE //Use before 3DTryg.inc for enable Module 65 | - TRYG3D_ENABLE_ACTOR //Use before 3DTryg.inc for enable Module 66 | - TRYG3D_ENABLE_GRENADEDETECTION //Use before 3DTryg.inc for enable Module 67 | - TRYG3D_ENABLE_VEHICLECOL //Use before 3DTryg.inc for enable Module 68 | - TRYG3D_ENABLE_PLAYERCOL //Use before 3DTryg.inc for enable Module 69 | - TRYG3D_ENABLE_ACTORCOL //Use before 3DTryg.inc for enable Module 70 | - TRYG3D_ENABLE_UNIVERSAL //Use before 3DTryg.inc for enable Module 71 | - TRYG3D_ENABLE_DRAW3D //Use before 3DTryg.inc for enable Draw3D Module 72 | - TRYG3D_ENABLE_CAST3D //Use before 3DTryg.inc for enable Cast3D Module 73 | - TRYG3D_ENABLE_CATCHITEMS //Use before 3DTryg.inc for enable CatchItems Module 74 | - TRYG3D_ENABLE_COLANDREAS //Use before 3DTryg.inc for enable ColAndreas Plugin Module 75 | - TRYG3D_ENABLE_STREAMER //Use before 3DTryg.inc for enable Streamer Plugin Module 76 | - TRYG3D_ENABLE_FCNPC //Use before 3DTryg.inc for enable FCNPC Plugin Module 77 | - TRYG3D_ENABLE_YSF //Use before 3DTryg.inc for enable YSF Plugin Module 78 | 79 | # Complementary Functions 80 | Float: sqrtN(Float:value, Float:exponent); 81 | abs(value); 82 | Float: fabs(Float:value); 83 | power(value, Float:exponent); 84 | bool: IsEven(value); 85 | 86 | # Internal Functions 87 | Float: Tryg3D::RandomFloat(const Float:min, const Float:max, accuracy = TRYG3D_DEFAULT_RANDOM_ACCURACY); 88 | Float: Tryg3D::RandomFloatEx(const Float:min, const Float:max, accuracy = TRYG3D_DEFAULT_RANDOM_ACCURACY); 89 | Tryg3D::RandomInteger(const min, const max); 90 | Float: Tryg3D::CalculatePercent(const Float:value, const Float:maxvalue); 91 | Float: Tryg3D::CompressRotation(const Float:rotation); 92 | Float: Tryg3D::DeCompressRotation(Float:rotation); 93 | Tryg3D::SwapInt(&variable1, &variable2); 94 | Tryg3D::SwapFloat(&Float:variable1, &Float:variable2); 95 | Tryg3D::RecoilVector(&Float:vx, &Float:vy, &Float:vz, const Float:sx, const Float:sy, const Float:sz); 96 | Float: Tryg3D::NormalizeVector(&Float:x, &Float:y, &Float:z = 0.0); 97 | Float: Tryg3D::SingleClock(max_items,index); 98 | Float: Tryg3D::EvenClock(max_items,index); 99 | Float: Tryg3D::UnevenClock(max_items,index); 100 | Tryg3D::NLTZ(value); 101 | Tryg3D::NMTZ(value); 102 | Float: Tryg3D::NLTZF(Float:value); 103 | Float: Tryg3D::NMTZF(Float:value); 104 | Tryg3D::NLTV(value, min); 105 | Tryg3D::NMTV(value, max); 106 | Float: Tryg3D::NLTVF(Float:value, Float:min); 107 | Float: Tryg3D::NMTVF(Float:value, Float:max); 108 | Tryg3D::GetWeaponDamage(weaponid); 109 | bool: Tryg3D::RotationInRange(const Float:rotation, Float:min, Float:max); 110 | Float: Tryg3D::RoundAccuracy(Float:value); 111 | Tryg3D::AppendLineArguments2D(Float:line[2], Float:x, Float:y); 112 | Tryg3D::AppendLineArguments3D(Float:line[3], Float:x, Float:y, Float:z); 113 | Tryg3D::DivideValues(denominator, &Float:x, &Float:y, &Float:z); 114 | Float: Tryg3D::RecoilFloat(Float:value, Float:recoil); 115 | Tryg3D::SetStreamDistance(const Float:streamdistance); 116 | Float: Tryg3D::GetStreamDistance(); 117 | Tryg3D::KeyPressed(key); 118 | Tryg3D::KeyReleased(key); 119 | Tryg3D::KeyHolding(key); 120 | Tryg3D::SecToTimeDay(seconds); //%d:%02d:%02d:%02d 121 | Tryg3D::MSToTimeDay(milliseconds); //%d:%02d:%02d:%02d 122 | Tryg3D::SecToTime(seconds); //%02d:%02d:%02d 123 | Tryg3D::MSToTime(milliseconds); //%02d:%02d:%02d 124 | Tryg3D::SecToTimeMini(seconds); //%02d:%02d 125 | Tryg3D::MSToTimeMini(milliseconds); //%02d:%02d 126 | 127 | # Quaternion Functions 128 | Tryg3D::EulerToQuat(Float:rx, Float:ry, Float:rz, &Float:qw, &Float:qx, &Float:qy, &Float:qz); 129 | Tryg3D::QuatToEuler(&Float:rx, &Float:ry, &Float:rz, Float:qw, Float:qx, Float:qy, Float:qz); 130 | Tryg3D::GetRotationMatrixEuler(Float:matrix[][], const Float:rx, const Float:ry, const Float:rz); 131 | Tryg3D::GetRotationMatrixEulerEx(Float:matrix[][], const Float:rx, const Float:ry, const Float:rz, const EulerModes: mode = T3D:euler_default); 132 | Tryg3D::MatrixRotate(const Float:matrix[][], const Float:oX, const Float:oY, const Float:oZ, &Float:x, &Float:y, &Float:z); 133 | Tryg3D::MatrixRotateReverse(const Float:matrix[][], const Float:oX, const Float:oY, const Float:oZ, &Float:x, &Float:y, &Float:z); 134 | Tryg3D::GetQuatFromEuler(Float:rx, Float:ry, Float:rz, &Float:qw, &Float:qx, &Float:qy, &Float:qz, EulerModes: mode = T3D:euler_default); 135 | Tryg3D::QuatRotate(const Float:qw, const Float:qx, const Float:qy, const Float:qz, const Float:oX, const Float:oY, const Float:oZ, &Float:tx, &Float:ty, &Float:tz); 136 | Tryg3D::EulerRotate(Float:rx, Float:ry, Float:rz, Float:oX, Float:oY, Float:oZ, &Float:tx,&Float:ty,&Float:tz); 137 | Tryg3D::EulerRotateEx(Float:rx, Float:ry, Float:rz, Float:oX, Float:oY, Float:oZ, &Float:tx, &Float:ty, &Float:tz, EulerModes: mode = T3D:euler_default); 138 | Tryg3D::GetQuatUpVector(const Float:qw, const Float:qx, const Float:qy, const Float:qz, &Float:vx, &Float:vy, &Float:vz); 139 | 140 | # Screen Functions 141 | Tryg3D::NormCrossProduct(&Float:x, &Float:y, &Float:z, Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z); 142 | Tryg3D::ScreenToWorld(const playerid, const Float:screenX, const Float:screenY, &Float:vX, &Float:vY, &Float:vZ); 143 | Tryg3D::WorldToScreen(const playerid, Float:x, Float:y, Float:z, &Float:screenX, &Float:screenY); 144 | Tryg3D::ScreenToWorldCol(const playerid, const Float:distance, const Float:screenX, const Float:screenY, &Float:wX, &Float:wY, &Float:wZ); 145 | 146 | # General Functions 147 | Float: Tryg3D::GetDistance1D(const Float:x1, const Float:x2); 148 | Float: Tryg3D::GetDistance2D(const Float:x1, const Float:y1, const Float:x2, const Float:y2); 149 | Float: Tryg3D::GetDistance3D(const Float:x1, const Float:y1, const Float:z1, const Float:x2, const Float:y2, const Float:z2); 150 | bool: Tryg3D::IsPolygonClosed(const Float:points[], const max_points = sizeof(points)); 151 | bool: Tryg3D::IsValidPolygon(const Float:points[], const max_points = sizeof(points)); 152 | ElementOrientation: Tryg3D::GetOrientation(Float:angle); 153 | bool: Tryg3D::GetOrientationName(orientation_name[], const Float:angle, bool:as_compass = false, const maxdest = sizeof(orientation_name)); 154 | Float: Tryg3D::GetEllipseRadius(const Float:x, const Float:y, const Float:angle); 155 | Float: Tryg3D::GetLineSize2D(const Float:points[][2], const max_points = sizeof(points)); 156 | Float: Tryg3D::GetLineSize3D(const Float:points[][3], const max_points = sizeof(points)); 157 | Tryg3D::GetRotationFor2Point2D(const Float:x, const Float:y, const Float:tx, const Float:ty, &Float:rz); 158 | Tryg3D::GetPointInFront2D(const Float:x, const Float:y, const Float:rz, const Float:radius, &Float:tx, &Float:ty); 159 | Tryg3D::GetPointInFront3D(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 160 | Tryg3D::GetRotationFor2Point3D(const Float:x, const Float:y, const Float:z, const Float:tx, const Float:ty, const Float:tz, &Float:rx, &Float:rz); 161 | Tryg3D::GetPointInFront3DEx(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 162 | Tryg3D::GetPointFor2Point2D(const Float:x1, const Float:y1, const Float:x2, const Float:y2, const Float:percent_size, &Float:tx, &Float:ty); 163 | Tryg3D::GetPointFor2Point3D(const Float:x1, const Float:y1, const Float:z1, const Float:x2, const Float:y2, const Float:z2, const Float:percent_size, &Float:tx, &Float:ty, &Float:tz); 164 | Tryg3D::GetPointFor2Point2DEx(const Float:x1, const Float:y1, const Float:x2, const Float:y2, const Float:distance, &Float:tx, &Float:ty); 165 | Tryg3D::GetPointFor2Point3DEx(const Float:x1, const Float:y1, const Float:z1, const Float:x2, const Float:y2, const Float:z2, const Float:distance, &Float:tx, &Float:ty, &Float:tz); 166 | Float: Tryg3D::GetDistancePointToLine(const Float:px, const Float:py, const Float:pz, const Float:sX, const Float:sY, const Float:sZ, const Float:eX, const Float:eY, const Float:eZ, &Float:iX = 0.0, &Float:iY = 0.0, &Float:iZ = 0.0); 167 | Float: Tryg3D::GetDistancePointToLineEx(const Float:px, const Float:py, const Float:pz, const Float:sX, const Float:sY, const Float:sZ, const Float:eX, const Float:eY, const Float:eZ, &Float:iX = 0.0, &Float:iY = 0.0, &Float:iZ = 0.0); 168 | Tryg3D::GetNearest2DPointOnPolygon(const Float:polygon_points[], const Float:x, const Float:y, &Float:tx, &Float:ty, const max_points = sizeof(polygon_points)); 169 | Float: Tryg3D::GetLineCosTheta2D(const Float:StartLine1[2], const Float:EndLine1[2], const Float:StartLine2[2], const Float:EndLine2[2]); 170 | Float: Tryg3D::GetLineCosTheta3D(const Float:StartLine1[3], const Float:EndLine1[3], const Float:StartLine2[3], const Float:EndLine2[3]); 171 | bool: Tryg3D::IsLinesParallel2D(const Float:StartLine1[2], const Float:EndLine1[2], const Float:StartLine2[2], const Float:EndLine2[2]); 172 | bool: Tryg3D::IsLinesParallel3D(const Float:StartLine1[3], const Float:EndLine1[3], const Float:StartLine2[3], const Float:EndLine2[3]); 173 | bool: Tryg3D::IsLinesPerpendicular2D(const Float:StartLine1[2], const Float:EndLine1[2], const Float:StartLine2[2], const Float:EndLine2[2]); 174 | bool: Tryg3D::IsLinesPerpendicular3D(const Float:StartLine1[3], const Float:EndLine1[3], const Float:StartLine2[3], const Float:EndLine2[3]); 175 | bool: Tryg3D::IsPointBetween2Points2D(const Float:px, const Float:py, const Float:x1, const Float:y1, const Float:x2, const Float:y2); 176 | bool: Tryg3D::IsPointBetween2Points3D(const Float:px, const Float:py, const Float:pz, const Float:x1, const Float:y1, const Float:z1, const Float:x2, const Float:y2, const Float:z2); 177 | Tryg3D::GetGangZone(const Float:x, const Float:y, const Float:radius, &Float:minx, &Float:miny, &Float:maxx, &Float:maxy); 178 | bool: Tryg3D::IsProbable(const Float:chance, const accuracy = TRYG3D_DEFAULT_RANDOM_ACCURACY); 179 | Tryg3D::RandomItemFromArray(const items[][LootArray], const max_items = sizeof(items), const accuracy = TRYG3D_DEFAULT_RANDOM_ACCURACY); 180 | Tryg3D::GetWeaponShotPos(playerid, hittype, &Float:fx, &Float:fy, &Float:fz); 181 | 182 | # Converter Functions 183 | Float: Tryg3D::ShiftDegreeToRadian(const Float:value); 184 | Float: Tryg3D::ShiftDegreeToRadianEx(const Float:value); 185 | Float: Tryg3D::ShiftDegreeToGrades(const Float:value); 186 | Float: Tryg3D::ShiftRadianToDegree(const Float:value); 187 | Float: Tryg3D::ShiftRadianToDegreeEx(const Float:value); 188 | Float: Tryg3D::ShiftRadianToGrades(const Float:value); 189 | Float: Tryg3D::ShiftGradesToDegree(const Float:value); 190 | Float: Tryg3D::ShiftGradesToRadian(const Float:value); 191 | Tryg3D::ShiftRotationToVector(const Float:rx, const Float:rz, &Float:vx, &Float:vy, &Float:vz); 192 | Tryg3D::ShiftVectorToRotation(const Float:vx, const Float:vy, const Float:vz, &Float:rx, &Float:rz); 193 | bool: Tryg3D::ShiftVectorRotation(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, &Float:tx, &Float:ty, &Float:tz); 194 | Tryg3D::ShiftOffsetToPosition(const Float:x, const Float:y, const Float:z, Float:rx, Float:ry, Float:rz, const Float:offset_x, const Float:offset_y, const Float:offset_z, &Float:tx, &Float:ty, &Float:tz); 195 | Tryg3D::ShiftPositionToOffset(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, &Float:offset_x, &Float:offset_y, &Float:offset_z, const Float:tx, const Float:ty, const Float:tz); 196 | Tryg3D::ShiftLineRotation(const Float:sX, const Float:sY, const Float:sZ, Float:eX, Float:eY, Float:eZ, const Float:rx, const Float:ry, const Float:rz, &Float:nX, &Float:nY, &Float:nZ); 197 | bool: Tryg3D::ShiftLineRotationVector(const Float:sX, const Float:sY, const Float:sZ, Float:eX, Float:eY, Float:eZ, const Float:rx, const Float:ry, const Float:rz, &Float:nX, &Float:nY, &Float:nZ); 198 | Tryg3D::ShiftSpeedToMoveTime(const Float:x, const Float:y, const Float:z, const Float:tx, const Float:ty, const Float:tz, const Float:speed); 199 | Float: Tryg3D::ShiftMoveTimeToSpeed(const Float:x, const Float:y, const Float:z, const Float:tx, const Float:ty, const Float:tz, const movement_time); 200 | 201 | # Extended Functions 202 | bool: Tryg3D::IsPointToPointVector(const Float:x, const Float:y, const Float:z, const Float:tx, const Float:ty, const Float:tz, &Float:vx, &Float:vy, &Float:vz); 203 | Tryg3D::GetArcPoints3D(const Float:x, const Float:y, const Float:z, const Float:tx, const Float:ty, const Float:tz, Float:ry, const Float:height, Float:points[][3], const max_points = sizeof(points)); 204 | Tryg3D::GetCube3DPoint(const OrientationCube3D:orientation, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, const Float:size_x, const Float:size_y, const Float:size_z, &Float:tx, &Float:ty, &Float:tz); 205 | 206 | # ColAndreas Functions 207 | Tryg3D::IsColAndreasInit(); 208 | Tryg3D::SafeColAndreasInit(); 209 | Tryg3D::IsCollisionFlag(const value, const flag); 210 | Tryg3D::IsPointInUnderwater(const Float:x, const Float:y, const Float:z); 211 | Tryg3D::FindGroundZ(const Float:x, const Float:y, const Float:z, &Float:gZ); 212 | Tryg3D::MovePointCol(const Float:StartX, const Float:StartY, const Float:StartZ, const Float:EndX, const Float:EndY, const Float:EndZ, &Float:x, &Float:y, &Float:z); 213 | Tryg3D::MovePointColCutLine(const Float:sX, const Float:sY, const Float:sZ, const Float:eX, const Float:eY, const Float:eZ, &Float:x, &Float:y, &Float:z, const Float:cut_size = 0.0); 214 | Tryg3D::GetPointInFront3DCol(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 215 | Tryg3D::GetPointInFront3DColEx(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 216 | Float: Tryg3D::GetPointInFrontOfPlayerCol(const playerid, &Float:tx, &Float:ty, const Float:radius); 217 | Float: Tryg3D::GetPointInFrontOfCamera2DCol(const playerid, &Float:tx, &Float:ty, const Float:radius); 218 | Tryg3D::GetPointInFrontOfCamera3DCol(const playerid, &Float:tx, &Float:ty, &Float:tz, const Float:radius, &Float:rx = 0.0, &Float:rz = 0.0); 219 | Tryg3D::GetPointInFrontOfVehicleCol(const vehicleid, &Float:tx, &Float:ty, &Float:tz, const Float:radius, &Float:rx = 0.0, &Float:rz = 0.0); 220 | Tryg3D::UndergroundFindZ(const Float:x, const Float:y, &Float:z); 221 | Tryg3D::InteriorFindZ(const Float:px, const Float:py, const Float:pz, const Float:size = 2.0, &Float:z = 0.0); 222 | bool: Tryg3D::IsPointInWater(const Float:x, const Float:y, const Float:z = 0.0); 223 | bool: Tryg3D::IsPointInUnderground(const Float:x, const Float:y, const Float:z); 224 | bool: Tryg3D::IsPointInAir(const Float:x, const Float:y, const Float:z, const bool:interior = false, const Float:max_distance = 2.2); 225 | bool: Tryg3D::IsPointInGround(const Float:x, const Float:y, const Float:z, const bool:interior = false, const Float:max_distance = 2.2); 226 | Tryg3D::GetPointCollisionFlags(const Float:x, const Float:y, const Float:z, const interiorid = 0); 227 | Tryg3D::IsBetweenPlayersIsWall(const playerid, const targetid); 228 | Tryg3D::IsBetweenPlayerToPointIsWall(const playerid, const Float:x, const Float:y, const Float:z); 229 | bool: Tryg3D::GetPointInWallForPoint(const Float:x, const Float:y, const Float:z, const Float:radius, &Float:tx, &Float:ty, &Float:tz, const Float:sector = 90.0); 230 | Tryg3D::SetCameraDirectionLookAt(const playerid, const Float:x, const Float:y, const Float:z, const Float:distance = 5.0, const Float:rx = 20.0, const Float:sector = 90.0); 231 | bool: Tryg3D::CollisionCheck(const Float:StartX, const Float:StartY, const Float:StartZ, const Float:EndX, const Float:EndY, const Float:EndZ, &Float:x, &Float:y, &Float:z, &Item3D:item_type = Item3D:0, &element_id = 0, const Float:cut_size = 0.0, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_ALL); 232 | bool: Tryg3D::GetWallRotation(const Float:sx, const Float:sy, const Float:sz, const Float:ex, const Float:ey, const Float:ez, &Float:rx, &Float:rz, &Float:px = 0.0, &Float:py = 0.0, &Float:pz = 0.0, const Float:size = 1.0, const Float:cut_size = 0.0); 233 | Tryg3D::GetGroundRotation(const Float:x, const Float:y, const Float:size, &Float:rx, &Float:ry); 234 | bool: Tryg3D::IsPointInWaterFrontOfPlayer(const playerid, const Float:radius); 235 | bool: Tryg3D::IsPointInSphericalSectorEx(const Float:px, const Float:py, const Float:pz, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, const Float:vrx, const Float:vrz, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_OBJECT); 236 | 237 | # ColAndreas Callbacks 238 | OnColAndreasRemoveBuilding(); 239 | OnColAndreasInitSuccess(); 240 | OnColAndreasInitFail(); 241 | 242 | # Area Functions 243 | bool: Tryg3D::IsPointInCylinder3D(const Float:px, const Float:py, const Float:pz, const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius); 244 | bool: Tryg3D::IsPointInCube(const Float:px, const Float:py, const Float:pz, const Float:minx, const Float:miny, const Float:minz, const Float:maxx, const Float:maxy, const Float:maxz); 245 | bool: Tryg3D::IsPointInCube3D(const Float:px, const Float:py, const Float:pz, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, Float:size_x, Float:size_y, Float:size_z); 246 | bool: Tryg3D::IsPointInCone3D(const Float:px, const Float:py, const Float:pz, const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius_a, const Float:radius_b); 247 | bool: Tryg3D::IsPointInCircularSector(const Float:px, const Float:py, const Float:x, const Float:y, Float:rz, const Float:radius, Float:view_angle); 248 | bool: Tryg3D::IsPointInSphericalSector(const Float:px, const Float:py, const Float:pz, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, const Float:vrx, const Float:vrz); 249 | bool: Tryg3D::IsPointInEllipse(const Float:px, const Float:py, const Float:cx, const Float:cy, const Float:size_x, const Float:size_y); 250 | bool: Tryg3D::IsPointInEllipticalCylinder(const Float:px, const Float:py, const Float:pz, const Float:cx, const Float:cy, const Float:minz, const Float:maxz, const Float:size_x, const Float:size_y); 251 | bool: Tryg3D::IsPointInPolygon(const Float:x, const Float:y, const Float:points[], const max_points = sizeof(points)); 252 | bool: Tryg3D::IsPointInCylinder2D(const Float:px, const Float:py, const Float:pz, const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius); 253 | bool: Tryg3D::IsPointInCone2D(const Float:px, const Float:py, const Float:pz, const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius_a, const Float:radius_b); 254 | bool: Tryg3D::IsPointInCircle(const Float:px, const Float:py, const Float:x, const Float:y, const Float:radius); 255 | bool: Tryg3D::IsPointInSphere(const Float:px, const Float:py, const Float:pz, const Float:x, const Float:y, const Float:z, const Float:radius); 256 | bool: Tryg3D::IsPointInRectangle(const Float:px, const Float:py, const Float:minx, const Float:miny, const Float:maxx, const Float:maxy); 257 | 258 | # Random Functions 259 | Tryg3D::GetRandomHit(const Float:x, const Float:y, const Float:z, const range, &Float:tx, &Float:ty, &Float:tz); 260 | Tryg3D::GetPointInCircle(const Float:x, const Float:y, const Float:radius, &Float:tx, &Float:ty); 261 | Tryg3D::GetPointInCylinder2D(const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 262 | bool: Tryg3D::GetPointInCylinder3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 263 | Tryg3D::GetPointInSphere(const Float:x, const Float:y, const Float:z, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 264 | Tryg3D::GetPointInRectangle(const Float:minx, const Float:miny, const Float:maxx, const Float:maxy, &Float:tx, &Float:ty); 265 | Tryg3D::GetPointInCube(const Float:minx, const Float:miny, const Float:minz, const Float:maxx, const Float:maxy, const Float:maxz, &Float:tx, &Float:ty, &Float:tz); 266 | Tryg3D::GetPointInCube3D(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, Float:size_x, Float:size_y, Float:size_z, &Float:tx, &Float:ty, &Float:tz); 267 | Tryg3D::GetPointInCone2D(const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius_a, const Float:radius_b, &Float:tx, &Float:ty, &Float:tz); 268 | Tryg3D::GetPointInCone3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius_a, const Float:radius_b, &Float:tx, &Float:ty, &Float:tz); 269 | Tryg3D::GetPointInCircularSector(const Float:x, const Float:y, const Float:rz, const Float:radius, Float:view_angle, &Float:tx, &Float:ty); 270 | Tryg3D::GetPointInSphericalSector(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, Float:vrx, Float:vrz, &Float:tx, &Float:ty, &Float:tz); 271 | Tryg3D::GetPointInEllipse(const Float:cx, const Float:cy, const Float:size_x, const Float:size_y, &Float:tx, &Float:ty); 272 | Tryg3D::GetPointInEllipticalCylinder(const Float:cx, const Float:cy, const Float:minz, const Float:maxz, const Float:size_x, Float:size_y, &Float:tx, &Float:ty, &Float:tz); 273 | Tryg3D::GetPointInPolygon(const Float:points[], &Float:tx, &Float:ty, const max_points = sizeof(points), max_iterations = 10000); 274 | Float: Tryg3D::GetPointOnClock(const Float:x, const Float:y, const Float:radius, &Float:tx, &Float:ty, &Float:trz, Float:rz = TRYG3D_INVALID_ROTATION); 275 | Tryg3D::GetPointOnCircle(const Float:x, const Float:y, const Float:radius, &Float:tx, &Float:ty); 276 | Tryg3D::GetPointOnCylinder2D(const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 277 | Tryg3D::GetPointOnCylinder3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 278 | Tryg3D::GetPointOnSphere(const Float:x, const Float:y, const Float:z, const Float:radius, &Float:tx, &Float:ty, &Float:tz); 279 | Tryg3D::GetPointOnRectangle(const Float:minx, const Float:miny, const Float:maxx, const Float:maxy, &Float:tx, &Float:ty); 280 | Tryg3D::GetPointOnCube(const Float:minx, const Float:miny, const Float:minz, const Float:maxx, const Float:maxy, const Float:maxz, &Float:tx, &Float:ty, &Float:tz); 281 | Tryg3D::GetPointOnCube3D(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, Float:size_x, Float:size_y, Float:size_z, &Float:tx, &Float:ty, &Float:tz); 282 | Tryg3D::GetPointOnCone3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius_a, const Float:radius_b, &Float:tx, &Float:ty, &Float:tz); 283 | Tryg3D::GetPointOnCircularSector(const Float:x, const Float:y, const Float:rz, const Float:radius, Float:view_angle, &Float:tx, &Float:ty); 284 | Tryg3D::GetPointOnSphericalSector(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, Float:vrx, Float:vrz, &Float:tx, &Float:ty, &Float:tz); 285 | Tryg3D::GetPointOnEllipse(const Float:cx, const Float:cy, const Float:size_x, const Float:size_y, &Float:tx, &Float:ty); 286 | Tryg3D::GetPointOnEllipticalCyl2D(const Float:cx, const Float:cy, const Float:minz, const Float:maxz, const Float:size_x, const Float:size_y, &Float:tx, &Float:ty, &Float:tz); 287 | 288 | # Draw3D Functions 289 | Tryg3D::DrawCircle3D(const Float:x, const Float:y, const Float:z, const Float:radius, Float:points[][3], const max_sector = 36, const Float:rx = 90.0, const Float:ry = 0.0, const max_points = sizeof(points)); 290 | Tryg3D::DrawCylinder3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius, Float:points[][3], const max_sector = 36, const max_circles = 5, const max_points = sizeof(points)); 291 | Tryg3D::DrawSphere(const Float:x, const Float:y, const Float:z, const Float:radius, Float:points[][3], const max_sector = 36, const max_circles = 5, const max_points = sizeof(points)); 292 | Tryg3D::DrawCone3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius, Float:points[][3], const max_sector = 36, const max_circles = 5, const max_points = sizeof(points)); 293 | Tryg3D::DrawRectangle2D(const Float:minx, const Float:miny, const Float:maxx, const Float:maxy, Float:points[][2], const points_per_wall = 36, const max_points = sizeof(points)); 294 | Tryg3D::DrawPolygon2D(const Float:polygon_points[], Float:points[][2], const points_per_line = 36, const max_polygon_points = sizeof(polygon_points), const max_points = sizeof(points)); 295 | Tryg3D::DrawCube2D(const Float:minx, const Float:miny, const Float:minz, const Float:maxx, const Float:maxy, const Float:maxz, Float:points[][3], const points_per_wall = 36, const max_points = sizeof(points)); 296 | 297 | # Cast3D Functions 298 | Tryg3D::CastExplosion(const Float:x, const Float:y, const Float:z, const type, const Float:radius, const worldid = -1, const interiorid = -1, const playerid = -1, const Float:distance = 200.0); 299 | Tryg3D::CastExplosionDMG(const Float:x, const Float:y, const Float:z, const type, const Float:radius, const worldid = -1, const interiorid = -1, const playerid = -1, const Float:distance = 200.0, const Float:damage = 82.5, const Float:vehicle_damage = 82.5, const byplayerid = INVALID_PLAYER_ID, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_NONE); 300 | Tryg3D::CastExplosionRangeDMG(const Float:x, const Float:y, const Float:z, const type, const Float:radius, const worldid = -1, const interiorid = -1, const playerid = -1, const Float:distance = 200.0, const Float:min_damage = 10.0, const Float:max_damage = 82.5, const Float:min_vehicle_damage = 50.0, const Float:max_vehicle_damage = 250.0, const byplayerid = INVALID_PLAYER_ID, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_NONE); 301 | Tryg3D::CastDamage(const weaponid, const bodypart, const Float:damage, const Float:vehicle_damage, const Float:x, const Float:y, const Float:z, const Float:radius, const worldid = -1, const interiorid = -1, const playerid = -1, const byplayerid = INVALID_PLAYER_ID); 302 | Tryg3D::CastGravity(const Float:x, const Float:y, const Float:z, const Float:radius, Float:power = 1.0, const worldid = -1, const interiorid = -1, const playerid = -1, const byplayerid = INVALID_PLAYER_ID); 303 | 304 | # Vehicle Functions 305 | Tryg3D::GetVehicleFlags(vehicleid) 306 | Tryg3D::IsVehicleFlag(vehicleid, flag) 307 | Tryg3D::GetVehicleRotation(const vehicleid, &Float:rx, &Float:ry, &Float:rz); 308 | Tryg3D::GetPartPos(const modelid, const partid, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, &Float:tx, &Float:ty, &Float:tz, Float:offset_x = 0.0, Float:offset_y = 0.0, Float:offset_z = 0.0); 309 | Tryg3D::GetVehiclePartPos(const vehicleid, const partid, &Float:tx, &Float:ty, &Float:tz, Float:offset_x = 0.0, Float:offset_y = 0.0, Float:offset_z = 0.0); 310 | Tryg3D::GenerateVehicleFlags(const modelid); 311 | Tryg3D::GetVehicleModelDefaultFlags(const modelid); 312 | Tryg3D::GetVehicleModelFlags(const modelid); 313 | Tryg3D::SetVehicleModelFlags(const modelid, const value); 314 | Tryg3D::ToggleVehicleModelFlag(const modelid, const flag, const bool:toggle); 315 | Tryg3D::IsVehicleInRangeOfPoint(const vehicleid, const Float:range, const Float:x, const Float:y, const Float:z); 316 | Tryg3D::CountVisibleVehicles(const playerid); 317 | Float: Tryg3D::GetVehicleSpeed(const vehicleid); 318 | Tryg3D::SetVehicleSpeed(const vehicleid, const Float:speed); 319 | Float: Tryg3D::GetPointInFrontOfVehicle2D(const vehicleid, &Float:tx, &Float:ty, const Float:radius); 320 | Tryg3D::GetPointInFrontOfVehicle3D(const vehicleid, &Float:tx, &Float:ty, &Float:tz, const Float:radius, &Float:rx = 0.0, &Float:rz = 0.0); 321 | 322 | # Actor Functions 323 | Tryg3D::CountActors(); 324 | Tryg3D::CountVisibleActors(playerid); 325 | 326 | # Player Functions 327 | bool: Tryg3D::IsPlayerSpawned(const playerid); 328 | bool: Tryg3D::IsPlayerSkydiving(playerid); 329 | bool: Tryg3D::IsPlayerUsingParachute(playerid); 330 | bool: Tryg3D::IsPlayerFall(playerid); 331 | bool: Tryg3D::IsPlayerAiming(playerid); 332 | bool: Tryg3D::IsPlayerStay(playerid); 333 | bool: Tryg3D::IsPlayerSwim(playerid); 334 | bool: Tryg3D::IsPlayerJump(playerid); 335 | bool: Tryg3D::IsPlayerParaFall(playerid); 336 | bool: Tryg3D::IsPlayerParaGlide(playerid); 337 | bool: Tryg3D::IsPlayerRunning(playerid); 338 | Tryg3D::GivePlayerDamage(const targetid, Float:amount, const playerid, const weaponid, const bodypart); 339 | Tryg3D::CountPlayers(const bool:isplayer = true, const bool:isnpc = true); 340 | Tryg3D::CountVisiblePlayers(const playerid, const bool:isplayer = true, const bool:isnpc = true); 341 | Float: Tryg3D::GetPointInFrontOfPlayer(const playerid, &Float:tx, &Float:ty, const Float:radius); 342 | Tryg3D::GetPlayerCameraRotation(const playerid, &Float:rx, &Float:rz); 343 | Tryg3D::GetPlayerCameraZAngle(const playerid, &Float:z_angle); 344 | Float: Tryg3D::GetPointInFrontOfCamera2D(const playerid, &Float:tx, &Float:ty, const Float:radius); 345 | Float: Tryg3D::GetPlayerSpeed(const playerid); 346 | Tryg3D::GetPlayerTargetAngle(const playerid, const Float:x, const Float:y, &Float:rz); 347 | Tryg3D::SetPlayerTargetAngle(const playerid, const Float:x, const Float:y, &Float:rz = 0.0); 348 | Tryg3D::GetPlayerTargetPlayerAngle(const playerid, const targetid, &Float:rz); 349 | Tryg3D::SetPlayerTargetPlayerAngle(const playerid, const targetid, &Float:rz = 0.0); 350 | Tryg3D::GetPointInFrontOfCamera3D(const playerid, &Float:tx, &Float:ty, &Float:tz, const Float:radius, &Float:rx = 0.0, &Float:rz = 0.0); 351 | Tryg3D::IsPlayerLookAtSky(const playerid); 352 | Tryg3D::IsPlayerFakeSpectating(const playerid, const bool:force_disable = true); 353 | Float: Tryg3D::GetCameraTargetDistance(const Float:CamX, const Float:CamY, const Float:CamZ, const Float:ObjX, const Float:ObjY, const Float:ObjZ, const Float:FrX, const Float:FrY, const Float:FrZ); 354 | Tryg3D::IsPlayerAimingAt(const playerid, const Float:x, const Float:y, const Float:z, const Float:radius); 355 | Tryg3D::GetPlayerCameraLookAt(const playerid, &Float:x, &Float:y, &Float:z); 356 | 357 | # Universal Functions 358 | Tryg3D::ItemGetInvalidID(const Item3D:item_type); 359 | bool: Tryg3D::ItemGetPos(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, &Float:x, &Float:y, &Float:z); 360 | Tryg3D::ItemGetVirtualWorld(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type); 361 | Tryg3D::ItemGetInterior(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type); 362 | bool: Tryg3D::ItemGetRotationQuat(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, &Float:qw, &Float:qx, &Float:qy, &Float:qz); 363 | bool: Tryg3D::ItemGetUpVector(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, &Float:vx, &Float:vy, &Float:vz); 364 | bool: Tryg3D::ItemGetUpPos(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:radius, &Float:x, &Float:y, &Float:z, const bool:reverse = false); 365 | bool: Tryg3D::ItemOnPlayerScreen(const playerid, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type = item_player, const ElementOrientation:orientation = o_front, const Float:rx = TRYG3D_INVALID_ROTATION, const Float:rz = TRYG3D_INVALID_ROTATION, const Float:vrx = VERTICAL_CAMERA_RADIUS, const Float:vrz = HORIZONTAL_CAMERA_RADIUS, const bool:testVW = true, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_OBJECT); 366 | bool: Tryg3D::ItemOnFakeScreen(const Float:x, const Float:y, const Float:z, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type, const Float:rx, const Float:rz, const Float:vrx = VERTICAL_CAMERA_RADIUS, const Float:vrz = HORIZONTAL_CAMERA_RADIUS, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_OBJECT); 367 | Float: Tryg3D::ItemGetDistance(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type); 368 | Float: Tryg3D::ItemGetDistanceFromPoint(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:z); 369 | bool: Tryg3D::ItemInCircle(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:radius); 370 | bool: Tryg3D::ItemInCylinder3D(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius); 371 | bool: Tryg3D::ItemInCylinder2D(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius); 372 | bool: Tryg3D::ItemInSphere(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:z, const Float:radius); 373 | bool: Tryg3D::ItemInRectangle(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:minx, const Float:miny, const Float:maxx, const Float:maxy); 374 | bool: Tryg3D::ItemInCube(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:minx, const Float:miny, const Float:minz,Float:maxx, const Float:maxy, const Float:maxz); 375 | bool: Tryg3D::ItemInPolygon(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:points[], const maxpoints = sizeof(points)); 376 | bool: Tryg3D::ItemInCircularSector(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:rz, const Float:radius, const Float:view_angle); 377 | bool: Tryg3D::ItemInSphericalSector(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, const Float:vrx, const Float:vrz); 378 | bool: Tryg3D::ItemInCone2D(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius_a, const Float:radius_b); 379 | bool: Tryg3D::ItemInCone3D(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius_a, const Float:radius_b); 380 | bool: Tryg3D::ItemInCube3D(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, const Float:size_x, const Float:size_y, const Float:size_z); 381 | bool: Tryg3D::ItemInEllipse(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:cx, const Float:cy, const Float:size_x, const Float:size_y); 382 | bool: Tryg3D::ItemInEllipticalCylinder2D(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:cx, const Float:cy, const Float:minz, const Float:maxz, const Float:size_x, const Float:size_y); 383 | bool: Tryg3D::ItemGetToPointVector(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:tx, const Float:ty, const Float:tz, &Float:vx, &Float:vy, &Float:vz); 384 | bool: Tryg3D::ItemGetRotatedVector(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:tx, const Float:ty, const Float:tz, &Float:vx, &Float:vy, &Float:vz, const bool:return_vector = true, const Float:rx = 0.0, const Float:ry = 0.0, const Float:rz = 0.0); 385 | bool: Tryg3D::ItemGetOrientationPos(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const ElementOrientation:orientation, const Float:distance, &Float:tx, &Float:ty, &Float:tz); 386 | bool: Tryg3D::ItemInRangeOfPoint(const Float:x, const Float:y, const Float:z, const Float:range, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type = item_player, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_NONE); 387 | bool: Tryg3D::ItemInRangeOfItem(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:range, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type = item_player, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_NONE); 388 | bool: Tryg3D::ItemIsPlayerInRange(const playerid, const Float:range, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type = item_player, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_NONE); 389 | 390 | # Universal Functions (Streamer) 391 | bool: Tryg3D::ItemInDynamicArea(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const STREAMER_TAG_AREA:areaid); 392 | Tryg3D::ItemGetInDynamicArea(const STREAMER_TAG_AREA:areaid, const Item3D:element_type, element_list[], const max_element = sizeof(element_list)); 393 | 394 | # Universal Functions (ColAndreas) 395 | bool: Tryg3D::ItemCollisionToPoint(const Float:x, const Float:y, const Float:z, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_ALL); 396 | bool: Tryg3D::ItemCollisionToItem(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type, const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_ALL); 397 | Tryg3D::ItemToItemIsWall(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type); 398 | Tryg3D::ItemToPointIsWall(const Float:x, const Float:y, const Float:z, const TRYG3D_ELEMENT_TAG:targetid, const Item3D:target_type); 399 | Tryg3D::ItemGetCollisionFlags(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type); 400 | Tryg3D::ItemGetOrientationPosCol(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const ElementOrientation:orientation, const Float:distance, &Float:tx, &Float:ty, &Float:tz); 401 | bool: Tryg3D::ItemIsPointInWaterOrient(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Float:radius, const ElementOrientation:orientation = o_front); 402 | 403 | # Streamer Functions 404 | Tryg3D::SetPlayerAbsolutePosition(const playerid, const Float:x, const Float:y, const Float:z, const Float:angle, const worldid = -1, const interiorid = -1, const compensatedtime = -1, const freezeplayer = 1); 405 | Tryg3D::SetPlayerAbsolutePositionVeh(const playerid, const Float:x, const Float:y, const Float:z, const Float:angle, const worldid = -1, const interiorid = -1, const compensatedtime = -1, const freezeplayer = 1); 406 | bool: Tryg3D::IsVehicleFullyInArea(const vehicleid, const STREAMER_TAG_AREA:areaid); 407 | Tryg3D::GetPointInDynamicArea(const STREAMER_TAG_AREA:areaid, &Float:tx, &Float:ty, &Float:tz); 408 | 409 | # FCNPC Functions 410 | bool: FCNPC::InRangeOfPoint(const npcid, const Float:range, const Float:x, const Float:y, const Float:z); 411 | Float: FCNPC::GetPointInFront(const npcid, &Float:tx, &Float:ty, const Float:radius); 412 | FCNPC::GetTargetAngle(const npcid, const Float:x, const Float:y, &Float:rz); 413 | FCNPC::SetTargetAngle(const npcid, const Float:x, const Float:y, &Float:rz = 0.0); 414 | FCNPC::SetVehicleRotation(const npcid, const Float:rx, const Float:ry, const Float:rz); 415 | bool: FCNPC::SetVehicleTargetRotation(const npcid, const Float:tx, const Float:ty, const Float:tz, const Float:ry = 0.0); 416 | FCNPC::GoToAir(const npcid, const Float:x, const Float:y, const Float:z, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const Float:min_distance = 0.0, const stopdelay = 250); 417 | Float: FCNPC::GetPointInFrontCol(const npcid, &Float:tx, &Float:ty, const Float:radius); 418 | FCNPC::GoToCol(const npcid, const Float:x, const Float:y, const Float:z, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const mode = FCNPC_MOVE_MODE_AUTO, const Float:cut_size = 0.0, const bool:set_angle = true, const Float:min_distance = 0.0, const stopdelay = 250); 419 | FCNPC::GoToPlayerCol(const npcid, const playerid, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const mode = FCNPC_MOVE_MODE_AUTO, const Float:cut_size = 0.0, const bool:set_angle = true, const Float:min_distance = 0.0, const stopdelay = 250); 420 | FCNPC::GoToPlayerOnGroundCol(const npcid, const playerid, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const mode = FCNPC_MOVE_MODE_AUTO, const Float:cut_size = 1.0, const Float:climbing = 2.0, const bool:set_angle = true, const Float:min_distance = 0.0, const stopdelay = 250); 421 | FCNPC::GoToAirCol(const npcid, const Float:x, const Float:y, const Float:z, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const Float:cut_size = 0.0, const Float:min_distance = 0.0, const stopdelay = 250); 422 | FCNPC::SetFloorPos(const npcid); 423 | FCNPC::GoToPlayerOnGroundColVeh(const npcid, const playerid, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const mode = FCNPC_MOVE_MODE_AUTO, const Float:cut_size = 1.0, const Float:climbing = 2.0, const bool:set_angle = true, const Float:min_distance = 0.0, const stopdelay = 250); 424 | FCNPC::RandomMoveInDynamicArea(const npcid, const STREAMER_TAG_AREA:areaid, const Float:climbing = 2.0, const type = FCNPC_MOVE_TYPE_AUTO, const Float:speed = FCNPC_MOVE_SPEED_AUTO, const mode = FCNPC_MOVE_MODE_AUTO, const bool:set_angle = true, const Float:min_distance = 0.0, const stopdelay = 250); 425 | FCNPC::SetAbsolutePosition(const npcid, const Float:x, const Float:y, const Float:z, const Float:angle, const worldid = -1, const interiorid = -1, const compensatedtime = -1, const freezeplayer = 1); 426 | 427 | # YSF Functions 428 | Tryg3D::GetPlayerHydraReactorRX(const playerid); 429 | Tryg3D::IsPlayerHydraReactorBoost(const playerid); 430 | Tryg3D::CountTextDraw(); 431 | Tryg3D::CountVisibleTextDraw(const playerid); 432 | Tryg3D::CountPlayerTextDraw(const playerid); 433 | Tryg3D::CountVisiblePlayerTextDraw(const playerid); 434 | Tryg3D::CountGangZone(); 435 | Tryg3D::CountVisibleGangZone(const playerid); 436 | Tryg3D::CountPlayerGangZone(const playerid); 437 | Tryg3D::CountVisiblePlayerGangZone(const playerid); 438 | bool: Tryg3D::IsVehicleOnSpawn(const vehicleid, const Float:check_radius = 1.0); 439 | bool: Tryg3D::IsPlayerOnSpawn(const playerid, Float:check_radius = 1.0); 440 | Tryg3D::GetPlayerRotation(const playerid, &Float:rx, &Float:ry, &Float:rz); 441 | Tryg3D::GetPointInGangZone(const zoneid, &Float:tx, &Float:ty); 442 | Tryg3D::GetPointInPlayerGangZone(const playerid,zoneid, &Float:tx, &Float:ty); 443 | 444 | # CatchItems Functions 445 | Tryg3D::GetStreamType(Stream:data); 446 | Tryg3D::IsValidStream(Stream:data); 447 | bool: Tryg3D::IsPointInStream(const Float:x, const Float:y, const Float:z, const Stream:AreaData[Stream3D]); 448 | bool: Tryg3D::ItemInStream(const TRYG3D_ELEMENT_TAG:elementid, const Item3D:element_type, const Stream:AreaData[Stream3D], const worldid = -1, const interiorid = -1); 449 | Tryg3D::GetInStream(const Stream:AreaData[Stream3D], const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 450 | Tryg3D::CatchCircle(const Float:x, const Float:y, const Float:radius, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 451 | Tryg3D::CatchCylinder2D(const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 452 | Tryg3D::CatchCylinder3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:radius, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 453 | Tryg3D::CatchSphere(const Float:x, const Float:y, const Float:z, const Float:radius, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 454 | Tryg3D::CatchRectangle(const Float:minx, const Float:miny, const Float:maxx, const Float:maxy, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 455 | Tryg3D::CatchStreamCube(const Float:minx, const Float:miny, const Float:minz, const Float:maxx, const Float:maxy, const Float:maxz, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 456 | Tryg3D::CatchPolygon(const Float:points[], const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list), const maxpoints = sizeof(points)); 457 | Tryg3D::CatchCircularSector(const Float:x, const Float:y, const Float:rz, const Float:radius, const Float:view_angle, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 458 | Tryg3D::CatchSphericalSector(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, const Float:vrx, const Float:vrz, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 459 | Tryg3D::CatchCone2D(const Float:x, const Float:y, const Float:minz, const Float:maxz, const Float:radius_a, const Float:radius_b, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 460 | Tryg3D::CatchCone3D(const Float:xA, const Float:yA, const Float:zA, const Float:xB, const Float:yB, const Float:zB, const Float:pointA_radius, const Float:pointB_radius, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 461 | Tryg3D::CatchCube3D(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:ry, const Float:rz, const Float:size_x, const Float:size_y, const Float:size_z, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 462 | Tryg3D::CatchEllipse(const Float:cx,Float:cy, const Float:size_x, const Float:size_y, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 463 | Tryg3D::CatchEllipticalCylinder2D(const Float:cx, const Float:cy, const Float:minz, const Float:maxz, const Float:size_x, const Float:size_y, const Item3D:element_type, element_list[], const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 464 | Tryg3D::CatchSphericalSectorEx(const Float:x, const Float:y, const Float:z, const Float:rx, const Float:rz, const Float:radius, const Float:vrx, const Float:vrz, const Item3D:element_type, element_list[], const ignore_vehicle = INVALID_VEHICLE_ID, const ignore_player = INVALID_PLAYER_ID, const ignore_actor = INVALID_ACTOR_ID, const collision_flags = TRYG3D_COLLISION_FLAG_OBJECT, const worldid = -1, const interiorid = -1, const max_element = sizeof(element_list)); 465 | 466 | # Grenade Detection Callbacks 467 | OnPlayerDroppingGrenade(playerid, weaponid, Float:x, Float:y, Float:z); 468 | OnPlayerGrenadeExplode(playerid, weaponid, Float:x, Float:y, Float:z); 469 | 470 | # VehicleCollision Functions 471 | Tryg3D::IsVehicleCollisionEnabled(); 472 | Tryg3D::InitVehicleCollision(); //OnGameModeInit / OnFilterScriptInit 473 | Tryg3D::ExitVehicleCollision(); 474 | Tryg3D::SyncVehicleCollision(vehicleid); //EVF -> OnVehicleCreated 475 | bool: Tryg3D::IsToggledVehicleCollision(vehicleid); 476 | Tryg3D::ToggleVehicleCollision(vehicleid, bool:toggle); 477 | 478 | # PlayerCollision Functions 479 | Tryg3D::IsPlayerCollisionEnabled(); 480 | Tryg3D::InitPlayerCollision(); //OnGameModeInit / OnFilterScriptInit 481 | Tryg3D::ExitPlayerCollision(); 482 | Tryg3D::SyncPlayerCollision(playerid); //auto called after player spawn 483 | bool: Tryg3D::IsToggledPlayerCollision(playerid); 484 | Tryg3D::TogglePlayerCollision(playerid, bool:toggle); 485 | 486 | # ActorCollision Functions 487 | Tryg3D::IsActorCollisionEnabled(); 488 | Tryg3D::InitActorCollision(); //OnGameModeInit / OnFilterScriptInit 489 | Tryg3D::ExitActorCollision(); 490 | Tryg3D::SyncActorCollision(actorid); //After create/change actor position 491 | bool: Tryg3D::IsToggledActorCollision(actorid); 492 | Tryg3D::ToggleActorCollision(actorid, bool:toggle); 493 | 494 | # Definitions 495 | TRYG3D_ELEMENT_TAG 496 | FLOAT_PI 497 | FLOAT_EULER 498 | FLOAT_NAN 499 | FLOAT_DEFECT 500 | FLOAT_INFINITY 501 | VERTICAL_CAMERA_RADIUS 502 | HORIZONTAL_CAMERA_RADIUS 503 | 504 | C_IN_GAME_X 505 | C_IN_GAME_Y 506 | C_IN_GAME_YW 507 | C_ON_SCREEN_X 508 | C_ON_SCREEN_Y 509 | 510 | TRYG3D_MAX_POLYGON_POINTS 511 | TRYG3D_VEHICLE_SPEED_MULTIPLIER 512 | TRYG3D_PLAYER_SPEED_MULTIPLIER 513 | TRYG3D_DEFAULT_RANDOM_ACCURACY 514 | TRYG3D_CHARACTER_GROUND_Z_DIFF 515 | TRYG3D_MAX_AREA_CHECK 516 | TRYG3D_INVALID_ROTATION 517 | TRYG3D_INVALID_VIRTUAL_WORLD 518 | TRYG3D_INVALID_MOVE_TIME 519 | TRYG3D_INVALID_MOVE_SPEED 520 | TRYG3D_INVALID_ORIENTATION 521 | TRYG3D_MAX_MODULES_STRING 522 | TRYG3D_RANDOM_MAX_ANGLE 523 | TRYG3D_VBTP 524 | TRYG3D_VLTP 525 | 526 | TRYG3D_EXTRA_DATA_FLAG_VEHICLE 527 | TRYG3D_EXTRA_DATA_FLAG_PLAYER 528 | TRYG3D_EXTRA_DATA_FLAG_ACTOR 529 | 530 | WEAPON_DYNAMIC_EXPLOSION_DMG 531 | WEAPON_DYNAMIC_EXPLOSION_RANGE 532 | 533 | //ColAndreas collision flags 534 | TRYG3D_COLLISION_FLAG_NONE, TRYG3D_COLLISION_FLAG_OBJECT, TRYG3D_COLLISION_FLAG_VEHICLE, TRYG3D_COLLISION_FLAG_PLAYER, TRYG3D_COLLISION_FLAG_ACTOR, TRYG3D_COLLISION_FLAG_ALL 535 | 536 | //Player position flags 537 | POSITION_FLAG_WORLD, POSITION_FLAG_INTERIOR, POSITION_FLAG_AIR, POSITION_FLAG_GROUND, POSITION_FLAG_WATER, POSITION_FLAG_UNDERWATER, POSITION_FLAG_UNDERGROUND 538 | 539 | //Vehicle flags 540 | 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 541 | 542 | // Vehicle parts 543 | VEHICLE_PART_RFTIRE // Right Front tire 544 | VEHICLE_PART_LFTIRE // Left Front tire 545 | VEHICLE_PART_RRTIRE // Right Rear tire 546 | VEHICLE_PART_LRTIRE // Left Rear tire 547 | VEHICLE_PART_HOOD // In Front 548 | VEHICLE_PART_TRUNK // Behind 549 | VEHICLE_PART_ROOF // Roof 550 | VEHICLE_PART_CHASSIS // Chassis 551 | VEHICLE_PART_PETROLCAP // Petrolcap 552 | 553 | # Enums 554 | 555 | enum 'EulerModes' 556 | - T3D:euler_xzx 557 | - T3D:euler_xyx 558 | - T3D:euler_yxy 559 | - T3D:euler_yzy 560 | - T3D:euler_zyz 561 | - T3D:euler_zxz 562 | - T3D:euler_xzy 563 | - T3D:euler_xyz 564 | - T3D:euler_yxz 565 | - T3D:euler_yzx 566 | - T3D:euler_zyx 567 | - T3D:euler_zxy 568 | 569 | enum 'OrientationCube3D' 570 | - o_left_back_down 571 | - o_right_back_down 572 | - o_right_front_down 573 | - o_left_front_down 574 | - o_left_back_up 575 | - o_right_back_up 576 | - o_right_front_up 577 | - o_left_front_up 578 | 579 | enum 'ElementOrientation' 580 | - o_left 581 | - o_right 582 | - o_up 583 | - o_down 584 | - o_front 585 | - o_back 586 | - o_front_left 587 | - o_front_right 588 | - o_back_left 589 | - o_back_right 590 | 591 | enum 'Vectors3D' 592 | - Float: T3D:X - Position X 593 | - Float: T3D:Y - Position Y 594 | - Float: T3D:Z - Position Z 595 | - Float: T3D:A - Angle 596 | 597 | enum 'Float3D' 598 | - Float: T3D:X - Position X 599 | - Float: T3D:Y - Position Y 600 | - Float: T3D:Z - Position Z 601 | - Float: T3D:rX - Rotation X 602 | - Float: T3D:rY - Rotation Y 603 | - Float: T3D:rZ - Rotation Z 604 | - Float: T3D:tX - Target Position X 605 | - Float: T3D:tY - Target Position Y 606 | - Float: T3D:tZ - Target Position Z 607 | - T3D:VW - Virtual World ID 608 | - T3D:INT - Interior ID 609 | - Float: T3D:SPEED - Speed 610 | 611 | enum 'LongFloat3D' 612 | - Float: T3D:X - Position X 613 | - Float: T3D:Y - Position Y 614 | - Float: T3D:Z - Position Z 615 | - Float: T3D:rX - Rotation X 616 | - Float: T3D:rY - Rotation Y 617 | - Float: T3D:rZ - Rotation Z 618 | - Float: T3D:tX - Target Position X 619 | - Float: T3D:tY - Target Position Y 620 | - Float: T3D:tZ - Target Position Z 621 | - Float: T3D:trX - Target Rotation X 622 | - Float: T3D:trY - Target Rotation Y 623 | - Float: T3D:trZ - Target Rotation Z 624 | - Float: T3D:VecX - Vector Position X 625 | - Float: T3D:VecY - Vector Position Y 626 | - Float: T3D:VecZ - Vector Position Z 627 | - T3D:VW - Virtual World ID 628 | - T3D:INT - Interior ID 629 | - Float: T3D:SPEED - Speed 630 | 631 | enum 'LootArray' 632 | - ItemID 633 | - Float: ItemChance 634 | 635 | enum 'Item3D' 636 | - item_player 637 | - item_npc 638 | - item_actor 639 | - item_object 640 | - item_vehicle 641 | - item_dynamic_object 642 | - item_dynamic_pickup 643 | - item_dynamic_cp 644 | - item_dynamic_racecp 645 | - item_dynamic_mapicon 646 | - item_dynamic_3dtext 647 | - item_dynamic_actor 648 | - item_dynamic_vehicle 649 | - item_fcnpc 650 | 651 | enum 'StreamType' 652 | - s_invalid 653 | - s_circle 654 | - s_cylinder2d 655 | - s_cylinder3d 656 | - s_sphere 657 | - s_rectangle 658 | - s_cube2d 659 | - s_cube3d 660 | - s_polygon 661 | - s_circularsector 662 | - s_sphericalsector 663 | - s_cone2d 664 | - s_cone3d 665 | - s_ellipse 666 | - s_ellipticalcyl2d 667 | - a_sphericalsectorex 668 | [/code] 669 | 670 | [b]Скачать:[/b] 671 | [url=https://adm.ct8.pl/cloud/Libs/3DTryg/3DTryg.inc]3DTryg.inc[/url] 672 | 673 | [b]Дополнительные функции доступны с плагинами:[/b] 674 | ColAndreas (Рекомендуется 1 ГБ ОЗУ для сервера при использовании этого плагина) 675 | YSF 676 | Streamer 677 | FCNPC 678 | 679 | [b]Поддерживаемые элементы:[/b] 680 | 1. Персонаж Элементы: 681 | - Player's 682 | - NPC's 683 | - Actor's 684 | - FCNPC's 685 | 686 | 2. Статический Элементы: 687 | - Object's 688 | - Vehicle's 689 | - GangZone's 690 | 691 | 3. Динамический Элементы: 692 | - DynamicObject's 693 | - DynamicPickup's 694 | - DynamicCP's 695 | - DynamicRaceCP's 696 | - DynamicMapIcon's 697 | - Dynamic3DText's 698 | - DynamicActor's 699 | 700 | 4. Области 2D / 3D: 701 | a) Геометрические фигуры: 702 | - Круг 703 | - прямоугольник 704 | - многоугольник 705 | - Круговой сектор 706 | - Эллипс 707 | - Конус 2D 708 | 709 | b) Чанк: 710 | - Цилиндр 2D 711 | - Сфера 712 | - Куб 713 | - Эллиптический цилиндр 2D 714 | 715 | c) Повернутый кусок: 716 | - Цилиндр 3D 717 | - Сферический сектор 718 | - Куб 3D 719 | - Конус 3D 720 | 721 | [b]Эта тема переведена, автор не может полностью помочь на русском языке.[/b] --------------------------------------------------------------------------------