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Server Scripting: Difference between revisions

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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);