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Server Natives | |||
a_actor.inc | |||
CreateActor(modelid, Float:X, Float:Y, Float:Z, Float:Rotation); | |||
DestroyActor(actorid); | |||
IsActorStreamedIn(actorid, forplayerid); | |||
SetActorVirtualWorld(actorid, vworld); | |||
GetActorVirtualWorld(actorid); | |||
ApplyActorAnimation(actorid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time); | |||
ClearActorAnimations(actorid); | |||
SetActorPos(actorid, Float:X, Float:Y, Float:Z); | |||
GetActorPos(actorid, &Float:X, &Float:Y, &Float:Z); | |||
SetActorFacingAngle(actorid, Float:ang); | |||
GetActorFacingAngle(actorid, &Float:ang); | |||
SetActorHealth(actorid, Float:health); | |||
GetActorHealth(actorid, &Float:health); | |||
SetActorInvulnerable(actorid, invulnerable = true); | |||
IsActorInvulnerable(actorid); | |||
IsValidActor(actorid); |
Latest revision as of 13:09, 20 December 2024
Server Natives
a_actor.inc CreateActor(modelid, Float:X, Float:Y, Float:Z, Float:Rotation); DestroyActor(actorid);
IsActorStreamedIn(actorid, forplayerid);
SetActorVirtualWorld(actorid, vworld); GetActorVirtualWorld(actorid);
ApplyActorAnimation(actorid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time); ClearActorAnimations(actorid);
SetActorPos(actorid, Float:X, Float:Y, Float:Z); GetActorPos(actorid, &Float:X, &Float:Y, &Float:Z); SetActorFacingAngle(actorid, Float:ang); GetActorFacingAngle(actorid, &Float:ang);
SetActorHealth(actorid, Float:health); GetActorHealth(actorid, &Float:health); SetActorInvulnerable(actorid, invulnerable = true); IsActorInvulnerable(actorid);
IsValidActor(actorid);