<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.multitheftauto.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jbeta</id>
	<title>Multi Theft Auto: Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.multitheftauto.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jbeta"/>
	<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/wiki/Special:Contributions/Jbeta"/>
	<updated>2026-04-27T19:12:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Animation_Groups&amp;diff=17496</id>
		<title>Animation Groups</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Animation_Groups&amp;diff=17496"/>
		<updated>2008-06-21T10:54:43Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: New page: ==default [ped] (0)== ''0'': Walk_civi&amp;lt;br&amp;gt; ''1'': run_civi&amp;lt;br&amp;gt; ''2'': sprint_panic&amp;lt;br&amp;gt; ''3'': idle_stance&amp;lt;br&amp;gt; ''4'': roadcross&amp;lt;br&amp;gt; ''5'': walk_start&amp;lt;br&amp;gt; ''6'': run_stop&amp;lt;br&amp;gt; ''7'': run_stop...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==default [ped] (0)==&lt;br /&gt;
''0'': Walk_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': run_stop&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': run_stopR&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': idle_hbhb&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': idle_hbhb&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': idle_tired&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': idle_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': idle_chat&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': idle_taxi&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': Swim_Tread&amp;lt;br&amp;gt;&lt;br /&gt;
''15'': KO_shot_front&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': KO_shot_front&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': KO_shot_front&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': KO_shot_front&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': KO_shot_face&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': KO_shot_stom&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': gas_cwr&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': KD_left&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': KD_right&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': KO_skid_front&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': KO_spin_R&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': KO_skid_back&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': KO_spin_L&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': SHOT_partial&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': SHOT_leftP&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': Shot_partial_B&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': SHOT_rightP&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': HIT_front&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': HIT_L&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': HIT_back&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': HIT_R&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': FLOOR_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': HIT_walk&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': HIT_wall&amp;lt;br&amp;gt;&lt;br /&gt;
''39'': FLOOR_hit_f&amp;lt;br&amp;gt;&lt;br /&gt;
''40'': HIT_behind&amp;lt;br&amp;gt;&lt;br /&gt;
''41'': FightSH_FWD&amp;lt;br&amp;gt;&lt;br /&gt;
''42'': FightSH_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''43'': FightSH_BWD&amp;lt;br&amp;gt;&lt;br /&gt;
''44'': FightSH_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''45'': FightShF&amp;lt;br&amp;gt;&lt;br /&gt;
''46'': FightShB&amp;lt;br&amp;gt;&lt;br /&gt;
''47'': FIGHT2IDLE&amp;lt;br&amp;gt;&lt;br /&gt;
''48'': bomber&amp;lt;br&amp;gt;&lt;br /&gt;
''49'': Gun_stand&amp;lt;br&amp;gt;&lt;br /&gt;
''50'': GunMove_FWD&amp;lt;br&amp;gt;&lt;br /&gt;
''51'': GunMove_L&amp;lt;br&amp;gt;&lt;br /&gt;
''52'': GunMove_BWD&amp;lt;br&amp;gt;&lt;br /&gt;
''53'': GunMove_R&amp;lt;br&amp;gt;&lt;br /&gt;
''54'': Gun_2_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
''55'': WEAPON_crouch&amp;lt;br&amp;gt;&lt;br /&gt;
''56'': GunCrouchFwd&amp;lt;br&amp;gt;&lt;br /&gt;
''57'': Crouch_Roll_L&amp;lt;br&amp;gt;&lt;br /&gt;
''58'': GunCrouchBwd&amp;lt;br&amp;gt;&lt;br /&gt;
''59'': Crouch_Roll_R&amp;lt;br&amp;gt;&lt;br /&gt;
''60'': CAR_sit&amp;lt;br&amp;gt;&lt;br /&gt;
''61'': CAR_Lsit&amp;lt;br&amp;gt;&lt;br /&gt;
''62'': CAR_sit_weak&amp;lt;br&amp;gt;&lt;br /&gt;
''63'': CAR_sit_pro&amp;lt;br&amp;gt;&lt;br /&gt;
''64'': CAR_sitp&amp;lt;br&amp;gt;&lt;br /&gt;
''65'': CAR_sitpLO&amp;lt;br&amp;gt;&lt;br /&gt;
''66'': DRIVE_L&amp;lt;br&amp;gt;&lt;br /&gt;
''67'': Drive_R&amp;lt;br&amp;gt;&lt;br /&gt;
''68'': Drive_LO_l&amp;lt;br&amp;gt;&lt;br /&gt;
''69'': Drive_LO_R&amp;lt;br&amp;gt;&lt;br /&gt;
''70'': Drive_L_weak&amp;lt;br&amp;gt;&lt;br /&gt;
''71'': Drive_R_weak&amp;lt;br&amp;gt;&lt;br /&gt;
''72'': Drive_L_pro&amp;lt;br&amp;gt;&lt;br /&gt;
''73'': Drive_R_pro&amp;lt;br&amp;gt;&lt;br /&gt;
''74'': Driveby_L&amp;lt;br&amp;gt;&lt;br /&gt;
''75'': Driveby_R&amp;lt;br&amp;gt;&lt;br /&gt;
''76'': DrivebyL_L&amp;lt;br&amp;gt;&lt;br /&gt;
''77'': DrivebyL_R&amp;lt;br&amp;gt;&lt;br /&gt;
''78'': CAR_LB&amp;lt;br&amp;gt;&lt;br /&gt;
''79'': CAR_LB_weak&amp;lt;br&amp;gt;&lt;br /&gt;
''80'': CAR_LB_pro&amp;lt;br&amp;gt;&lt;br /&gt;
''81'': DRIVE_BOAT&amp;lt;br&amp;gt;&lt;br /&gt;
''82'': DRIVE_BOAT_L&amp;lt;br&amp;gt;&lt;br /&gt;
''83'': DRIVE_BOAT_R&amp;lt;br&amp;gt;&lt;br /&gt;
''84'': DRIVE_BOAT_back&amp;lt;br&amp;gt;&lt;br /&gt;
''85'': Drive_L_slow&amp;lt;br&amp;gt;&lt;br /&gt;
''86'': Drive_R_slow&amp;lt;br&amp;gt;&lt;br /&gt;
''87'': Drive_L_weak_slow&amp;lt;br&amp;gt;&lt;br /&gt;
''88'': Drive_R_weak_slow&amp;lt;br&amp;gt;&lt;br /&gt;
''89'': Drive_L_pro_slow&amp;lt;br&amp;gt;&lt;br /&gt;
''90'': Drive_R_pro_slow&amp;lt;br&amp;gt;&lt;br /&gt;
''91'': Drive_truck&amp;lt;br&amp;gt;&lt;br /&gt;
''92'': Drive_truck_L&amp;lt;br&amp;gt;&lt;br /&gt;
''93'': Drive_truck_R&amp;lt;br&amp;gt;&lt;br /&gt;
''94'': Drive_truck_back&amp;lt;br&amp;gt;&lt;br /&gt;
''95'': Kart_drive&amp;lt;br&amp;gt;&lt;br /&gt;
''96'': Kart_L&amp;lt;br&amp;gt;&lt;br /&gt;
''97'': Kart_R&amp;lt;br&amp;gt;&lt;br /&gt;
''98'': Kart_LB&amp;lt;br&amp;gt;&lt;br /&gt;
''99'': BIKE_pickupR&amp;lt;br&amp;gt;&lt;br /&gt;
''100'': BIKE_pickupL&amp;lt;br&amp;gt;&lt;br /&gt;
''101'': BIKE_pullupR&amp;lt;br&amp;gt;&lt;br /&gt;
''102'': BIKE_pullupL&amp;lt;br&amp;gt;&lt;br /&gt;
''103'': BIKE_elbowL&amp;lt;br&amp;gt;&lt;br /&gt;
''104'': BIKE_elbowR&amp;lt;br&amp;gt;&lt;br /&gt;
''105'': BIKE_fall_off&amp;lt;br&amp;gt;&lt;br /&gt;
''106'': BIKE_fallR&amp;lt;br&amp;gt;&lt;br /&gt;
''107'': car_hookertalk&amp;lt;br&amp;gt;&lt;br /&gt;
''108'': CAR_crawloutRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''109'': CAR_crawloutRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''110'': CAR_rollout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''111'': CAR_rollout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''112'': Getup&amp;lt;br&amp;gt;&lt;br /&gt;
''113'': Getup&amp;lt;br&amp;gt;&lt;br /&gt;
''114'': Getup&amp;lt;br&amp;gt;&lt;br /&gt;
''115'': Getup_front&amp;lt;br&amp;gt;&lt;br /&gt;
''116'': JUMP_launch&amp;lt;br&amp;gt;&lt;br /&gt;
''117'': JUMP_launch_R&amp;lt;br&amp;gt;&lt;br /&gt;
''118'': JUMP_glide&amp;lt;br&amp;gt;&lt;br /&gt;
''119'': JUMP_land&amp;lt;br&amp;gt;&lt;br /&gt;
''120'': FALL_fall&amp;lt;br&amp;gt;&lt;br /&gt;
''121'': FALL_glide&amp;lt;br&amp;gt;&lt;br /&gt;
''122'': FALL_land&amp;lt;br&amp;gt;&lt;br /&gt;
''123'': FALL_collapse&amp;lt;br&amp;gt;&lt;br /&gt;
''124'': FALL_back&amp;lt;br&amp;gt;&lt;br /&gt;
''125'': FALL_front&amp;lt;br&amp;gt;&lt;br /&gt;
''126'': EV_step&amp;lt;br&amp;gt;&lt;br /&gt;
''127'': EV_dive&amp;lt;br&amp;gt;&lt;br /&gt;
''128'': CLIMB_jump&amp;lt;br&amp;gt;&lt;br /&gt;
''129'': CLIMB_idle&amp;lt;br&amp;gt;&lt;br /&gt;
''130'': CLIMB_Pull&amp;lt;br&amp;gt;&lt;br /&gt;
''131'': CLIMB_Stand&amp;lt;br&amp;gt;&lt;br /&gt;
''132'': CLIMB_Stand_finish&amp;lt;br&amp;gt;&lt;br /&gt;
''133'': CLIMB_jump_B&amp;lt;br&amp;gt;&lt;br /&gt;
''134'': CLIMB_jump2fall&amp;lt;br&amp;gt;&lt;br /&gt;
''135'': XPRESSscratch&amp;lt;br&amp;gt;&lt;br /&gt;
''136'': TURN_180&amp;lt;br&amp;gt;&lt;br /&gt;
''137'': Turn_L&amp;lt;br&amp;gt;&lt;br /&gt;
''138'': Turn_R&amp;lt;br&amp;gt;&lt;br /&gt;
''139'': ARRESTgun&amp;lt;br&amp;gt;&lt;br /&gt;
''140'': DROWN&amp;lt;br&amp;gt;&lt;br /&gt;
''141'': DUCK_cower&amp;lt;br&amp;gt;&lt;br /&gt;
''142'': handsup&amp;lt;br&amp;gt;&lt;br /&gt;
''143'': handsCOWER&amp;lt;br&amp;gt;&lt;br /&gt;
''144'': FUCKU&amp;lt;br&amp;gt;&lt;br /&gt;
''145'': PHONE_in&amp;lt;br&amp;gt;&lt;br /&gt;
''146'': PHONE_out&amp;lt;br&amp;gt;&lt;br /&gt;
''147'': PHONE_talk&amp;lt;br&amp;gt;&lt;br /&gt;
''148'': SEAT_down&amp;lt;br&amp;gt;&lt;br /&gt;
''149'': SEAT_up&amp;lt;br&amp;gt;&lt;br /&gt;
''150'': SEAT_idle&amp;lt;br&amp;gt;&lt;br /&gt;
''151'': ATM&amp;lt;br&amp;gt;&lt;br /&gt;
''152'': abseil&amp;lt;br&amp;gt;&lt;br /&gt;
''153'': walk_doorpartial&amp;lt;br&amp;gt;&lt;br /&gt;
''154'': facsurp&amp;lt;br&amp;gt;&lt;br /&gt;
''155'': facsurpm&amp;lt;br&amp;gt;&lt;br /&gt;
''156'': facurios&amp;lt;br&amp;gt;&lt;br /&gt;
''157'': facanger&amp;lt;br&amp;gt;&lt;br /&gt;
''158'': facanger&amp;lt;br&amp;gt;&lt;br /&gt;
''159'': facanger&amp;lt;br&amp;gt;&lt;br /&gt;
''160'': factalk&amp;lt;br&amp;gt;&lt;br /&gt;
''161'': facgum&amp;lt;br&amp;gt;&lt;br /&gt;
''162'': Tap_hand&amp;lt;br&amp;gt;&lt;br /&gt;
''163'': tap_handP&amp;lt;br&amp;gt;&lt;br /&gt;
''164'': Shove_Partial&amp;lt;br&amp;gt;&lt;br /&gt;
''165'': flee_lkaround_01&amp;lt;br&amp;gt;&lt;br /&gt;
''166'': endchat_01&amp;lt;br&amp;gt;&lt;br /&gt;
''167'': endchat_02&amp;lt;br&amp;gt;&lt;br /&gt;
''168'': endchat_03&amp;lt;br&amp;gt;&lt;br /&gt;
''169'': Smoke_in_car&amp;lt;br&amp;gt;&lt;br /&gt;
''170'': pass_Smoke_in_car&amp;lt;br&amp;gt;&lt;br /&gt;
''171'': dam_arml_frmbk&amp;lt;br&amp;gt;&lt;br /&gt;
''172'': dam_arml_frmft&amp;lt;br&amp;gt;&lt;br /&gt;
''173'': dam_arml_frmlt&amp;lt;br&amp;gt;&lt;br /&gt;
''174'': dam_armr_frmbk&amp;lt;br&amp;gt;&lt;br /&gt;
''175'': dam_armr_frmft&amp;lt;br&amp;gt;&lt;br /&gt;
''176'': dam_armr_frmrt&amp;lt;br&amp;gt;&lt;br /&gt;
''177'': dam_legl_frmbk&amp;lt;br&amp;gt;&lt;br /&gt;
''178'': dam_legl_frmft&amp;lt;br&amp;gt;&lt;br /&gt;
''179'': dam_legl_frmlt&amp;lt;br&amp;gt;&lt;br /&gt;
''180'': dam_legr_frmbk&amp;lt;br&amp;gt;&lt;br /&gt;
''181'': dam_legr_frmft&amp;lt;br&amp;gt;&lt;br /&gt;
''182'': dam_legr_frmrt&amp;lt;br&amp;gt;&lt;br /&gt;
''183'': dam_stomach_frmbk&amp;lt;br&amp;gt;&lt;br /&gt;
''184'': dam_stomach_frmft&amp;lt;br&amp;gt;&lt;br /&gt;
''185'': dam_stomach_frmlt&amp;lt;br&amp;gt;&lt;br /&gt;
''186'': dam_stomach_frmrt&amp;lt;br&amp;gt;&lt;br /&gt;
''187'': CAR_Dead_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''188'': CAR_Dead_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''189'': Car_tune_radio&amp;lt;br&amp;gt;&lt;br /&gt;
''190'': gang_gunstand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==door [ped] (1)==&lt;br /&gt;
''0'': DOOR_LHinge_O&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': DOOR_RHinge_O&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bikes [bikes] (2)==&lt;br /&gt;
''0'': BIKEs_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BIKEs_Still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BIKEs_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BIKEs_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BIKEs_Back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BIKEs_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': BIKEs_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': BIKEs_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': BIKEs_drivebyLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BIKEs_drivebyRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BIKEs_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BIKEs_passenger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bikev [bikev] (3)==&lt;br /&gt;
''0'': BIKEv_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BIKEv_Still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BIKEv_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BIKEv_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BIKEv_Back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BIKEv_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': BIKEv_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': BIKEv_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': BIKEv_drivebyLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BIKEv_drivebyRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BIKEv_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BIKEv_passenger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bikeh [bikeh] (4)==&lt;br /&gt;
''0'': BIKEh_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BIKEh_Still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BIKEh_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BIKEh_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BIKEh_Back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BIKEh_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': BIKEh_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': BIKEh_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': BIKEh_drivebyLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BIKEh_drivebyRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BIKEh_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BIKEh_passenger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==biked [biked] (5)==&lt;br /&gt;
''0'': BIKEd_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BIKEd_Still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BIKEd_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BIKEd_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BIKEd_Back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BIKEd_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': BIKEd_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': BIKEd_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': BIKEd_drivebyLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BIKEd_drivebyRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BIKEd_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BIKEd_passenger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==wayfarer [wayfarer] (6)==&lt;br /&gt;
''0'': WF_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': WF_Still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': WF_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': WF_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': WF_Back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': WF_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': WF_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': WF_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': WF_drivebyLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': WF_drivebyRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': WF_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': WF_passenger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bmx [bmx] (7)==&lt;br /&gt;
''0'': BMX_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BMX_still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BMX_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BMX_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BMX_back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BMX_fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': BMX_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': BMX_still&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': BMX_driveby_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BMX_driveby_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BMX_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BMX_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': BMX_bunnyhop&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': BMX_pedal&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': BMX_sprint&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mtb [mtb] (8)==&lt;br /&gt;
''0'': MTB_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': MTB_still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': MTB_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': MTB_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': MTB_back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': MTB_fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': MTB_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': MTB_still&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': MTB_driveby_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': MTB_driveby_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': MTB_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': MTB_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': MTB_bunnyhop&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': MTB_pedal&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': MTB_sprint&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==choppa [choppa] (9)==&lt;br /&gt;
''0'': CHOPPA_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CHOPPA_still&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CHOPPA_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CHOPPA_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CHOPPA_back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CHOPPA_fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CHOPPA_pushes&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CHOPPA_still&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CHOPPA_driveby_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CHOPPA_driveby_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': CHOPPA_drivebyFT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': CHOPPA_Ride&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': CHOPPA_bunnyhop&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': CHOPPA_pedal&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': CHOPPA_sprint&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==quad [quad] (10)==&lt;br /&gt;
''0'': QUAD_ride&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': QUAD_ride&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': QUAD_Left&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': QUAD_Right&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': QUAD_back&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': QUAD_FWD&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': QUAD_reverse&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': QUAD_ride&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': QUAD_driveby_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': QUAD_driveby_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': QUAD_driveby_FT&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': QUAD_passenger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==python [python] (11)==&lt;br /&gt;
''0'': python_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': python_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': python_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': python_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==pythonbad [python] (12)==&lt;br /&gt;
''0'': python_fire_poor&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': python_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': python_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': python_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==colt45 [colt45] (13)==&lt;br /&gt;
''0'': colt45_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': colt45_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': colt45_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': colt45_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==colt_cop [colt45] (14)==&lt;br /&gt;
''0'': colt45_fire_2hands&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': colt45_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': colt45_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': colt45_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==colt45pro [colt45] (15)==&lt;br /&gt;
''0'': colt45_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': 2guns_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': colt45_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': colt45_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sawnoff [colt45] (16)==&lt;br /&gt;
''0'': colt45_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': colt45_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sawnoff_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': colt45_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sawnoffpro [colt45] (17)==&lt;br /&gt;
''0'': colt45_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': 2guns_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sawnoff_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': colt45_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==silenced [silenced] (18)==&lt;br /&gt;
''0'': Silence_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': SilenceCrouchFire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Silence_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CrouchReload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==shotgun [shotgun] (19)==&lt;br /&gt;
''0'': shotgun_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': shotgun_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==shotgunbad [shotgun] (20)==&lt;br /&gt;
''0'': shotgun_fire_poor&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': shotgun_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==buddy [buddy] (21)==&lt;br /&gt;
''0'': buddy_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': buddy_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': buddy_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': buddy_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==buddybad [buddy] (22)==&lt;br /&gt;
''0'': buddy_fire_poor&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': buddy_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': buddy_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': buddy_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==uzi [uzi] (23)==&lt;br /&gt;
''0'': UZI_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': UZI_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': UZI_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': UZI_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==uzibad [uzi] (24)==&lt;br /&gt;
''0'': UZI_fire_poor&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': UZI_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': UZI_reload&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': UZI_crouchreload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==rifle [rifle] (25)==&lt;br /&gt;
''0'': RIFLE_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': RIFLE_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': RIFLE_load&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': RIFLE_crouchload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==riflebad [rifle] (26)==&lt;br /&gt;
''0'': RIFLE_fire_poor&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': RIFLE_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': RIFLE_load&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': RIFLE_crouchload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sniper [rifle] (27)==&lt;br /&gt;
''0'': RIFLE_fire&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': RIFLE_crouchfire&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': RIFLE_load&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': RIFLE_crouchload&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==grenade [grenade] (28)==&lt;br /&gt;
''0'': WEAPON_start_throw&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': WEAPON_throwu&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': WEAPON_throw&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==flame [flame] (29)==&lt;br /&gt;
''0'': FLAME_fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==rocket [rocket] (30)==&lt;br /&gt;
''0'': RocketFire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==spraycan [spraycan] (31)==&lt;br /&gt;
''0'': spraycan_fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==goggles [goggles] (32)==&lt;br /&gt;
''0'': goggles_put_on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==melee_1 [ped] (33)==&lt;br /&gt;
''0'': FightA_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': FightA_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': FightA_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': FightA_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': FightA_M&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': HitA_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': HitA_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': HitA_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': FightA_Block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': FIGHTIDLE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==melee_2 [fight_b] (34)==&lt;br /&gt;
''0'': FightB_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': FightB_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': FightB_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': FightB_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': FightB_M&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': HitB_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': HitB_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': HitB_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': FightB_Block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': FightB_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==melee_3 [fight_c] (35)==&lt;br /&gt;
''0'': FightC_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': FightC_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': FightC_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': FightC_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': FightC_M&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': HitC_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': HitC_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': HitC_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': FightC_Block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': FightC_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==melee_4 [fight_d] (36)==&lt;br /&gt;
''0'': FightD_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': FightD_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': FightD_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': FightD_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': FightD_M&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': HitD_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': HitD_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': HitD_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': FightD_Block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': FightD_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bbbat_1 [baseball] (37)==&lt;br /&gt;
''0'': Bat_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Bat_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Bat_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Bat_4&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BAT_PART&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': Bat_Hit_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Bat_Hit_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': Bat_Hit_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': Bat_Block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': Bat_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==gclub_1 [baseball] (38)==&lt;br /&gt;
''0'': Bat_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Bat_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Bat_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Bat_4&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BAT_PART&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': Bat_Hit_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Bat_Hit_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': Bat_Hit_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': Bat_Block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': Bat_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==knife_1 [knife] (39)==&lt;br /&gt;
''0'': knife_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': knife_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': knife_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': knife_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': knife_part&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': knife_hit_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': knife_hit_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': knife_hit_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': knife_block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': WEAPON_knifeidle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sword_1 [sword] (40)==&lt;br /&gt;
''0'': sword_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': sword_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sword_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': sword_4&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': sword_part&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': sword_Hit_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': sword_Hit_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': sword_Hit_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': sword_block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': sword_idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==dildo_1 [dildo] (41)==&lt;br /&gt;
''0'': Dildo_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Dildo_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Dildo_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Dildo_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': Dildo_1&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': Dildo_Hit_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Dildo_Hit_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': Dildo_Hit_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': Dildo_block&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': Dildo_idle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==flowers_1 [flowers] (42)==&lt;br /&gt;
''0'': Flower_attack&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Flower_attack&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Flower_attack&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Flower_attack&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': Flower_attack&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': Flower_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Flower_hit&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': Flower_hit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==csaw_1 [chainsaw] (43)==&lt;br /&gt;
''0'': CSaw_1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CSaw_2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CSaw_3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CSaw_G&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CSaw_Part&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CSaw_Hit_1&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CSaw_Hit_2&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CSaw_Hit_3&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CSaw_Part&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': Idle_CSaw&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==kick_std [fight_e] (44)==&lt;br /&gt;
''0'': FIGHTkick&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': FIGHTkick_B&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': FIGHTkick&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': FIGHTkick&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': FIGHTkick&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': HIT_FightKick&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Hit_FightKick_B&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==pistlwhp [ped] (45)==&lt;br /&gt;
''0'': GUN_BUTT&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': GUN_BUTT_crouch&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': GUN_BUTT&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': GUN_BUTT&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': GUN_BUTT&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': HIT_GUN_BUTT&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': HIT_GUN_BUTT&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==medic [medic] (46)==&lt;br /&gt;
''0'': CPR&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==beach [beach] (47)==&lt;br /&gt;
''0'': ParkSit_M_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Lay_Bac_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': ParkSit_W_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': bather&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': SitnWait_loop_W&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sunbathe [sunbathe] (48)==&lt;br /&gt;
''0'': ParkSit_M_in&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Lay_Bac_in&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': ParkSit_W_in&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': batherdown&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': SitnWait_in_W&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': ParkSit_M_out&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Lay_Bac_out&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': ParkSit_W_out&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': batherup&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': SitnWait_out_W&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': ParkSit_M_IdleA&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': ParkSit_M_IdleB&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': ParkSit_M_IdleC&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': ParkSit_W_IdleA&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': ParkSit_W_IdleB&amp;lt;br&amp;gt;&lt;br /&gt;
''15'': ParkSit_W_IdleC&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playidles [playidles] (49)==&lt;br /&gt;
''0'': stretch&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': time&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': shldr&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': strleg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==riot [riot] (50)==&lt;br /&gt;
''0'': riot_angry&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': riot_angry_b&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': riot_chant&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': riot_punches&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': riot_shout&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': riot_challenge&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': riot_fuku&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==strip [strip] (51)==&lt;br /&gt;
''0'': strip_A&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': strip_B&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': strip_C&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': strip_D&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': strip_E&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': strip_F&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': strip_G&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==gangs [gangs] (52)==&lt;br /&gt;
''0'': prtial_gngtlkA&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': prtial_gngtlkB&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': prtial_gngtlkC&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': prtial_gngtlkD&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': prtial_gngtlkE&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': prtial_gngtlkF&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': prtial_gngtlkG&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': prtial_gngtlkH&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': dealer_deal&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': drugs_buy&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': hndshkaa&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': Hndshkba&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': Hndshkca&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': Hndshkcb&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': Hndshkda&amp;lt;br&amp;gt;&lt;br /&gt;
''15'': Hndshkea&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': Hndshkfa&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': shake_cara&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': shake_carSH&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': shake_carK&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': drnkbr_prtl&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': smkcig_prtl&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': drnkbr_prtl_f&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': smkcig_prtl_f&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': leanIN&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': leanIDLE&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': leanOUT&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': Invite_yes&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': Invite_no&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==attractors [attractors] (53)==&lt;br /&gt;
''0'': Stepsit_in&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Stepsit_out&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Stepsit_loop&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==player [ped] (54)==&lt;br /&gt;
''0'': walk_player&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_player&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': SPRINT_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': IDLE_STANCE&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==fat [fat] (55)==&lt;br /&gt;
''0'': fatwalk&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': fatrun&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': fatsprint&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': fatidle&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': fatidle&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': fatwalkstart&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==muscular [muscular] (56)==&lt;br /&gt;
''0'': musclewalk&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': musclerun&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': musclesprint&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': muscleidle&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': muscleidle&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': musclewalkstart&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerrocket [ped] (57)==&lt;br /&gt;
''0'': walk_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': run_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerrocketf [fat] (58)==&lt;br /&gt;
''0'': fatwalk_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': fatrun_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': fatrun_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': fatidle_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': fatidle_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': fatwalkst_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerrocketm [muscular] (59)==&lt;br /&gt;
''0'': musclewalk_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': mscle_rckt_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': mscle_rckt_run&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': muscleidle_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': muscleidle_rocket&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': mscle_rckt_walkst&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==player2armed [ped] (60)==&lt;br /&gt;
''0'': walk_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': run_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start_armed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==player2armedf [fat] (61)==&lt;br /&gt;
''0'': fatwalk_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': fatrun_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': fatrun_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': fatidle_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': fatidle_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': fatwalkst_armed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==player2armedm [muscular] (62)==&lt;br /&gt;
''0'': musclewalk_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': musclerun_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': musclerun_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': muscleidle_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': muscleidle_armed&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': msclewalkst_armed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerBBBat [ped] (63)==&lt;br /&gt;
''0'': walk_player&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_player&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': run_player&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': IDLE_STANCE&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerBBBatf [fat] (64)==&lt;br /&gt;
''0'': fatwalk&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': fatrun&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': fatrun&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': fatidle&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': fatidle&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': fatwalkstart&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerBBBatm [muscular] (65)==&lt;br /&gt;
''0'': musclewalk&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': musclerun&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': musclerun&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': muscleidle&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': muscleidle&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': musclewalkstart&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playercsaw [ped] (66)==&lt;br /&gt;
''0'': walk_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': run_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': IDLE_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playercsawf [fat] (67)==&lt;br /&gt;
''0'': fatwalk_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': fatrun_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': fatrun_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': fatidle_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': fatidle_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': fatwalkstart_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playercsawm [muscular] (68)==&lt;br /&gt;
''0'': musclewalk_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': mscle_run_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': mscle_run_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': muscleidle_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': muscleidle_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': msclewalkst_csaw&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playersneak [ped] (69)==&lt;br /&gt;
''0'': player_sneak&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_player&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': SPRINT_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': IDLE_STANCE&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': player_sneak_walkstart&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==playerjetpack [ped] (70)==&lt;br /&gt;
''0'': walk_player&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_player&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': SPRINT_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Jetpack_Idle&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==swim [swim] (71)==&lt;br /&gt;
''0'': Swim_Breast&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': SWIM_crawl&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Swim_Dive_Under&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Swim_Under&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': Swim_Glide&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': Swim_jumpout&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==drivebys [drivebys] (72)==&lt;br /&gt;
''0'': Gang_DrivebyLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Gang_DrivebyTop_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Gang_DrivebyLHS_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Gang_DrivebyLHS_Bwd&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': Gang_DrivebyRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': Gang_DrivebyTop_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': Gang_DrivebyRHS_Fwd&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': Gang_DrivebyRHS_Bwd&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bike_dbz [bike_dbz] (73)==&lt;br /&gt;
''0'': Pass_Driveby_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Pass_Driveby_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Pass_Driveby_FWD&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Pass_Driveby_BWD&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==cop_dbz [cop_dvbyz] (74)==&lt;br /&gt;
''0'': COP_Dvby_L&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': COP_Dvby_R&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': COP_Dvby_FT&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': COP_Dvby_B&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==quad_dbz [quad_dbz] (75)==&lt;br /&gt;
''0'': Pass_Driveby_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': Pass_Driveby_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': Pass_Driveby_FWD&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Pass_Driveby_BWD&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==fat_tired [fat] (76)==&lt;br /&gt;
''0'': idle_tired&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==handsignal [ghands] (77)==&lt;br /&gt;
''0'': gsign1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': gsign2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': gsign3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': gsign4&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': gsign5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==handsignalL [ghands] (78)==&lt;br /&gt;
''0'': gsign1LH&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': gsign2LH&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': gsign3LH&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': gsign4LH&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': gsign5LH&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==lhand [ghands] (79)==&lt;br /&gt;
''0'': lhgsign1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': lhgsign2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': lhgsign3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': lhgsign4&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': lhgsign5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==rhand [ghands] (80)==&lt;br /&gt;
''0'': rhgsign1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': rhgsign2&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': rhgsign3&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': rhgsign4&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': rhgsign5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==carry [carry] (81)==&lt;br /&gt;
''0'': liftup&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': crry_prtial&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': putdwn&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==carry05 [carry] (82)==&lt;br /&gt;
''0'': liftup05&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': crry_prtial&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': putdwn05&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==carry105 [carry] (83)==&lt;br /&gt;
''0'': liftup105&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': crry_prtial&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': putdwn105&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==int_house [int_house] (84)==&lt;br /&gt;
''0'': BED_In_L&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BED_Loop_L&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BED_Out_L&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BED_In_R&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': BED_Loop_R&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BED_Out_R&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': LOU_In&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': LOU_Out&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': LOU_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': wash_up&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==int_office [int_office] (85)==&lt;br /&gt;
''0'': OFF_Sit_In&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': OFF_Sit_2Idle_180&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': OFF_Sit_Idle_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': OFF_Sit_Type_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': OFF_Sit_Bored_Loop&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': OFF_Sit_Crash&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': OFF_Sit_Drink&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': OFF_Sit_Read&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': OFF_Sit_Watch&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==int_shop [int_shop] (86)==&lt;br /&gt;
''0'': shop_shelf&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': shop_pay&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': shop_cashier&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==stealth_kn [knife] (87)==&lt;br /&gt;
''0'': KILL_Partial&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': KILL_Knife_Player&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': KILL_Knife_Ped_Damage&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': KILL_Knife_Ped_Die&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==stdcaramims [ped] (88)==&lt;br /&gt;
''0'': CAR_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CAR_align_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CAR_alignHI_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CAR_alignHI_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CAR_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': CAR_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': CAR_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': CAR_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': CAR_jackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': CAR_jackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': CAR_rollout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': CAR_rollout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': CAR_rolldoor&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': CAR_fallout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': CAR_fallout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': CAR_doorlocked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''39'': CAR_doorlocked_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==lowcaramims [ped] (89)==&lt;br /&gt;
''0'': CAR_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CAR_align_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CAR_alignHI_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CAR_alignHI_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CAR_getinL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CAR_getinL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': CAR_getinL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': CAR_getinL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': CAR_pulloutL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': CAR_pulloutL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': CAR_closedoorL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': CAR_closedoorL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': CAR_closedoorL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': CAR_closedoorL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': CAR_Lshuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': CAR_Lshuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': CAR_getoutL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': CAR_getoutL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': CAR_getoutL_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': CAR_getoutL_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': CAR_LjackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': CAR_LjackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': CAR_rollout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': CAR_rollout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': CAR_rolldoorLO&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': CAR_fallout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': CAR_fallout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': CAR_doorlocked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''39'': CAR_doorlocked_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==trkcaranims [truck] (90)==&lt;br /&gt;
''0'': TRUCK_ALIGN_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': TRUCK_ALIGN_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': TRUCK_ALIGN_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': TRUCK_ALIGN_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': TRUCK_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': TRUCK_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': TRUCK_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': TRUCK_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': TRUCK_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': TRUCK_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': TRUCK_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': TRUCK_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': TRUCK_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': TRUCK_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': TRUCK_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': TRUCK_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': TRUCK_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': TRUCK_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': TRUCK_Shuffle&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': TRUCK_Shuffle&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': TRUCK_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': TRUCK_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': TRUCK_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': TRUCK_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': TRUCK_jackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': TRUCK_jackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': TRUCK_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': TRUCK_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': TRUCK_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': TRUCK_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==stdbikeanims [ped] (91)==&lt;br /&gt;
''0'': BIKE_pickupR&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': BIKE_pickupL&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': BIKE_pullupR&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': BIKE_pullupL&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': BIKE_elbowL&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': BIKE_elbowR&amp;lt;br&amp;gt;&lt;br /&gt;
''15'': BIKE_elbowL&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': BIKE_fall_off&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': BIKE_fall_off&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sportbikeanims [bikes] (92)==&lt;br /&gt;
''8'': BIKEs_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BIKEs_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BIKEs_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BIKEs_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': BIKEs_kick&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': BIKEs_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': BIKEs_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': BIKEs_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': BIKEs_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': BIKEs_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': BIKEs_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': BIKEs_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==vespabikeanims [bikev] (93)==&lt;br /&gt;
''8'': BIKEv_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BIKEv_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BIKEv_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': BIKEv_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': BIKEv_kick&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': BIKEv_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': BIKEv_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': BIKEv_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': BIKEv_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': BIKEv_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': BIKEv_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': BIKEv_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==harleybikeanims [bikeh] (94)==&lt;br /&gt;
''8'': Bikeh_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': Bikeh_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': Bikeh_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': Bikeh_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': Bikeh_kick&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': Bikeh_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': Bikeh_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': Bikeh_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': Bikeh_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': Bikeh_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': Bikeh_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': Bikeh_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==dirtbikeanims [biked] (95)==&lt;br /&gt;
''8'': Biked_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': Biked_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': Biked_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': Biked_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': Biked_kick&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': Biked_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': Biked_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': Biked_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': Biked_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': Biked_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': Biked_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': Biked_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==wayfbikeanims [wayfarer] (96)==&lt;br /&gt;
''8'': wf_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': wf_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': wf_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': wf_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': wf_kick&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': wf_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': wf_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': wf_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': wf_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': wf_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': wf_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': wf_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bmxbikeanims [bmx] (97)==&lt;br /&gt;
''8'': bmx_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': bmx_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': bmx_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': bmx_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': bmx_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': bmx_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': bmx_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': bmx_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': bmx_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': bmx_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': bmx_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mtbbikeanims [mtb] (98)==&lt;br /&gt;
''8'': mtb_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': mtb_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': mtb_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': mtb_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': mtb_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': mtb_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': mtb_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': mtb_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': mtb_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': mtb_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': mtb_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==choppabikeanims [choppa] (99)==&lt;br /&gt;
''8'': choppa_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': choppa_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': choppa_jumponL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': choppa_jumponR&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': choppa_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': choppa_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': choppa_getoffLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': choppa_getoffRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': choppa_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': choppa_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': choppa_getoffBACK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==quadbikeanims [quad] (100)==&lt;br /&gt;
''8'': quad_geton_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': quad_geton_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': quad_geton_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': quad_geton_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''12'': quad_kick&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': quad_getoff_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': quad_getoff_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': quad_getoff_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': quad_getoff_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''26'': quad_getoff_B&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': quad_getoff_B&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': quad_getoff_B&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==vancaranims [van] (101)==&lt;br /&gt;
''6'': VAN_open_back_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': VAN_open_back_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': VAN_getin_back_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': VAN_getin_back_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': VAN_close_back_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': VAN_close_back_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': VAN_getout_back_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': VAN_getout_back_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==rustplaneanims [rustler] (102)==&lt;br /&gt;
''0'': Plane_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': Plane_open&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': Plane_getin&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': Plane_close&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': Plane_getout&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': Plane_close&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==coachcaranims [coach] (103)==&lt;br /&gt;
''4'': COACH_opnL&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': COACH_opnR&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': COACH_opnL&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': COACH_opnR&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': COACH_inL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': COACH_inR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': COACH_inL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': COACH_inR&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': COACH_outL&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': COACH_outR&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': COACH_outL&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': COACH_outR&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==buscaranims [bus] (104)==&lt;br /&gt;
''4'': BUS_open&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': BUS_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': BUS_open&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': BUS_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BUS_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': BUS_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': BUS_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': BUS_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': BUS_close&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': BUS_close&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': BUS_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': BUS_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': BUS_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': BUS_jacked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': BUS_jacked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': BUS_close&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': BUS_close&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==dozercaranims [dozer] (105)==&lt;br /&gt;
''0'': DOZER_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': DOZER_align_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': DOZER_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': DOZER_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': DOZER_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': DOZER_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': DOZER_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': DOZER_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': DOZER_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': DOZER_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': DOZER_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': DOZER_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': DOZER_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': DOZER_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': DOZER_Jacked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': DOZER_Jacked_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==kartcaranims [kart] (106)==&lt;br /&gt;
''8'': KART_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': KART_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': KART_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': KART_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==convcaranims [ped] (107)==&lt;br /&gt;
''0'': CAR_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CAR_align_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CAR_alignHI_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CAR_alignHI_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CAR_jumpin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': CAR_jumpin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': CAR_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': CAR_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': CAR_jackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': CAR_jackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': CAR_rollout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': CAR_rollout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': CAR_rolldoor&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': CAR_fallout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': CAR_fallout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': CAR_doorlocked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''39'': CAR_doorlocked_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mtrkcaranims [truck] (108)==&lt;br /&gt;
''0'': TRUCK_ALIGN_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': TRUCK_ALIGN_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': TRUCK_ALIGN_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': TRUCK_ALIGN_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': TRUCK_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': TRUCK_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': TRUCK_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': TRUCK_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': TRUCK_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': TRUCK_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': TRUCK_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': TRUCK_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': TRUCK_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': TRUCK_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': TRUCK_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': TRUCK_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': TRUCK_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': TRUCK_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': TRUCK_Shuffle&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': TRUCK_Shuffle&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': TRUCK_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': TRUCK_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': TRUCK_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': TRUCK_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': TRUCK_jackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': TRUCK_jackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': TRUCK_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': TRUCK_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': TRUCK_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': TRUCK_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==traincarranims [coach] (109)==&lt;br /&gt;
''4'': COACH_opnL&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': COACH_opnR&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': COACH_opnL&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': COACH_opnR&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': COACH_inL&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': COACH_inR&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': COACH_inL&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': COACH_inR&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': COACH_outL&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': COACH_outR&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': COACH_outL&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': COACH_outR&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==stdtallcaramims [ped] (110)==&lt;br /&gt;
''0'': CAR_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CAR_align_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CAR_alignHI_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CAR_alignHI_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CAR_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': CAR_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': CAR_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': CAR_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': CAR_jackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': CAR_jackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': CAR_rollout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': CAR_rollout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': CAR_rolldoor&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': CAR_fallout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': CAR_fallout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': CAR_doorlocked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''39'': CAR_doorlocked_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==hovercaranims [vortex] (111)==&lt;br /&gt;
''8'': CAR_jumpin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CAR_jumpin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': vortex_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': vortex_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==tankcaranims [tank] (112)==&lt;br /&gt;
''0'': TANK_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': TANK_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': TANK_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': TANK_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': TANK_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': TANK_doorlocked&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==bfinjcaramims [BF_injection] (113)==&lt;br /&gt;
''8'': BF_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': BF_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': BF_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': BF_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==learplaneanims [shamal] (114)==&lt;br /&gt;
''0'': SHAMAL_align&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': SHAMAL_open&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': SHAMAL_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': SHAMAL_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==harrplaneanims [rustler] (115)==&lt;br /&gt;
''4'': Plane_open&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': Plane_getin&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': Plane_close&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': Plane_getout&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': Plane_close&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==stdcarupright [ped] (116)==&lt;br /&gt;
''0'': CAR_align_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': CAR_align_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': CAR_alignHI_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': CAR_alignHI_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''6'': CAR_open_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''7'': CAR_open_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''8'': CAR_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''9'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''10'': CAR_getin_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''11'': CAR_getin_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''13'': CAR_pullout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''14'': CAR_pullout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''16'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''17'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''18'': CAR_closedoor_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''19'': CAR_closedoor_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''20'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''21'': CAR_shuffle_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''23'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''24'': CAR_getout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''25'': CAR_getout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''27'': CAR_jackedLHS&amp;lt;br&amp;gt;&lt;br /&gt;
''28'': CAR_jackedRHS&amp;lt;br&amp;gt;&lt;br /&gt;
''29'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''30'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''31'': CAR_close_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''32'': CAR_close_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''33'': CAR_rollout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''34'': CAR_rollout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''35'': CAR_rolldoor&amp;lt;br&amp;gt;&lt;br /&gt;
''36'': CAR_fallout_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''37'': CAR_fallout_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
''38'': CAR_doorlocked_LHS&amp;lt;br&amp;gt;&lt;br /&gt;
''39'': CAR_doorlocked_RHS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==nvadaplaneanims [nevada] (117)==&lt;br /&gt;
''8'': NEVADA_getin&amp;lt;br&amp;gt;&lt;br /&gt;
''22'': NEVADA_getout&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==man [ped] (118)==&lt;br /&gt;
''0'': walk_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==shuffle [ped] (119)==&lt;br /&gt;
''0'': WALK_shuffle&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': RUN_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': IDLE_STANCE&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==oldman [ped] (120)==&lt;br /&gt;
''0'': walk_old&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_old&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idlestance_old&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_old&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==gang1 [ped] (121)==&lt;br /&gt;
''0'': walk_gang1&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_gang1&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_gang1&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_gang&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==gang2 [ped] (122)==&lt;br /&gt;
''0'': walk_gang2&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_gang1&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_gang1&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_gang&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==oldfatman [ped] (123)==&lt;br /&gt;
''0'': walk_fatold&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_fatold&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==fatman [ped] (124)==&lt;br /&gt;
''0'': walk_fat&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_fat&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': Idlestance_fat&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==jogger [ped] (125)==&lt;br /&gt;
''0'': JOG_maleA&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==drunkman [ped] (126)==&lt;br /&gt;
''0'': walk_drunk&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==blindman [ped] (127)==&lt;br /&gt;
''0'': Walk_Wuzi&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': run_wuzi&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_wuzi&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==swat [ped] (128)==&lt;br /&gt;
''0'': walk_civi&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': swat_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': sprint_panic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': idle_stance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==woman [ped] (129)==&lt;br /&gt;
''0'': woman_walknorm&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==shopping [ped] (130)==&lt;br /&gt;
''0'': woman_walkshop&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_run&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==busywoman [ped] (131)==&lt;br /&gt;
''0'': woman_walkbusy&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_runbusy&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==sexywoman [ped] (132)==&lt;br /&gt;
''0'': woman_walksexy&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_runsexy&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==pro [ped] (133)==&lt;br /&gt;
''0'': WOMAN_walkpro&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_runsexy&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==oldwoman [ped] (134)==&lt;br /&gt;
''0'': woman_walkold&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==fatwoman [ped] (135)==&lt;br /&gt;
''0'': walk_fat&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==jogwoman [ped] (136)==&lt;br /&gt;
''0'': JOG_femaleA&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_run&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==oldfatwoman [ped] (137)==&lt;br /&gt;
''0'': woman_walkfatold&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': woman_runfatold&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': woman_runpanic&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': woman_idlestance&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': roadcross_female&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': walk_start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==skate [skate] (138)==&lt;br /&gt;
''0'': skate_run&amp;lt;br&amp;gt;&lt;br /&gt;
''1'': skate_sprint&amp;lt;br&amp;gt;&lt;br /&gt;
''2'': skate_sprint&amp;lt;br&amp;gt;&lt;br /&gt;
''3'': skate_idle&amp;lt;br&amp;gt;&lt;br /&gt;
''4'': skate_idle&amp;lt;br&amp;gt;&lt;br /&gt;
''5'': skate_idle&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Animations&amp;diff=17495</id>
		<title>Animations</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Animations&amp;diff=17495"/>
		<updated>2008-06-21T10:54:30Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: New page: ==AIRPORT==  * thrw_barl_thrw  ==Attractors==  * Stepsit_in  * Stepsit_loop  * Stepsit_out  ==BAR==  * Barcustom_get  * Barcustom_loop  * Barcustom_order  * BARman_idle  * Barserve_bottle ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AIRPORT==&lt;br /&gt;
 * thrw_barl_thrw &lt;br /&gt;
==Attractors==&lt;br /&gt;
 * Stepsit_in&lt;br /&gt;
 * Stepsit_loop&lt;br /&gt;
 * Stepsit_out &lt;br /&gt;
==BAR==&lt;br /&gt;
 * Barcustom_get&lt;br /&gt;
 * Barcustom_loop&lt;br /&gt;
 * Barcustom_order&lt;br /&gt;
 * BARman_idle&lt;br /&gt;
 * Barserve_bottle&lt;br /&gt;
 * Barserve_give&lt;br /&gt;
 * Barserve_glass&lt;br /&gt;
 * Barserve_in&lt;br /&gt;
 * Barserve_loop&lt;br /&gt;
 * Barserve_order&lt;br /&gt;
 * dnk_stndF_loop&lt;br /&gt;
 * dnk_stndM_loop &lt;br /&gt;
==BASEBALL==&lt;br /&gt;
 * Bat_1&lt;br /&gt;
 * Bat_2&lt;br /&gt;
 * Bat_3&lt;br /&gt;
 * Bat_4&lt;br /&gt;
 * Bat_block&lt;br /&gt;
 * Bat_Hit_1&lt;br /&gt;
 * Bat_Hit_2&lt;br /&gt;
 * Bat_Hit_3&lt;br /&gt;
 * Bat_IDLE&lt;br /&gt;
 * Bat_M&lt;br /&gt;
 * BAT_PART &lt;br /&gt;
==BD_FIRE==&lt;br /&gt;
 * BD_Fire1&lt;br /&gt;
 * BD_Fire2&lt;br /&gt;
 * BD_Fire3&lt;br /&gt;
 * BD_GF_Wave&lt;br /&gt;
 * BD_Panic_01&lt;br /&gt;
 * BD_Panic_02&lt;br /&gt;
 * BD_Panic_03&lt;br /&gt;
 * BD_Panic_04&lt;br /&gt;
 * BD_Panic_Loop&lt;br /&gt;
 * Grlfrd_Kiss_03&lt;br /&gt;
 * M_smklean_loop&lt;br /&gt;
 * Playa_Kiss_03&lt;br /&gt;
 * wash_up &lt;br /&gt;
==BEACH==&lt;br /&gt;
 * bather&lt;br /&gt;
 * Lay_Bac_Loop&lt;br /&gt;
 * ParkSit_M_loop&lt;br /&gt;
 * ParkSit_W_loop&lt;br /&gt;
 * SitnWait_loop_W &lt;br /&gt;
==benchpress==&lt;br /&gt;
 * gym_bp_celebrate&lt;br /&gt;
 * gym_bp_down&lt;br /&gt;
 * gym_bp_getoff&lt;br /&gt;
 * gym_bp_geton&lt;br /&gt;
 * gym_bp_up_A&lt;br /&gt;
 * gym_bp_up_B&lt;br /&gt;
 * gym_bp_up_smooth &lt;br /&gt;
==BF_injection==&lt;br /&gt;
 * BF_getin_LHS&lt;br /&gt;
 * BF_getin_RHS&lt;br /&gt;
 * BF_getout_LHS&lt;br /&gt;
 * BF_getout_RHS &lt;br /&gt;
==BIKED==&lt;br /&gt;
 * BIKEd_Back&lt;br /&gt;
 * BIKEd_drivebyFT&lt;br /&gt;
 * BIKEd_drivebyLHS&lt;br /&gt;
 * BIKEd_drivebyRHS&lt;br /&gt;
 * BIKEd_Fwd&lt;br /&gt;
 * BIKEd_getoffBACK&lt;br /&gt;
 * BIKEd_getoffLHS&lt;br /&gt;
 * BIKEd_getoffRHS&lt;br /&gt;
 * BIKEd_hit&lt;br /&gt;
 * BIKEd_jumponL&lt;br /&gt;
 * BIKEd_jumponR&lt;br /&gt;
 * BIKEd_kick&lt;br /&gt;
 * BIKEd_Left&lt;br /&gt;
 * BIKEd_passenger&lt;br /&gt;
 * BIKEd_pushes&lt;br /&gt;
 * BIKEd_Ride&lt;br /&gt;
 * BIKEd_Right&lt;br /&gt;
 * BIKEd_shuffle&lt;br /&gt;
 * BIKEd_Still &lt;br /&gt;
==BIKEH==&lt;br /&gt;
 * BIKEh_Back&lt;br /&gt;
 * BIKEh_drivebyFT&lt;br /&gt;
 * BIKEh_drivebyLHS&lt;br /&gt;
 * BIKEh_drivebyRHS&lt;br /&gt;
 * BIKEh_Fwd&lt;br /&gt;
 * BIKEh_getoffBACK&lt;br /&gt;
 * BIKEh_getoffLHS&lt;br /&gt;
 * BIKEh_getoffRHS&lt;br /&gt;
 * BIKEh_hit&lt;br /&gt;
 * BIKEh_jumponL&lt;br /&gt;
 * BIKEh_jumponR&lt;br /&gt;
 * BIKEh_kick&lt;br /&gt;
 * BIKEh_Left&lt;br /&gt;
 * BIKEh_passenger&lt;br /&gt;
 * BIKEh_pushes&lt;br /&gt;
 * BIKEh_Ride&lt;br /&gt;
 * BIKEh_Right&lt;br /&gt;
 * BIKEh_Still &lt;br /&gt;
==BIKELEAP==&lt;br /&gt;
 * bk_blnce_in&lt;br /&gt;
 * bk_blnce_out&lt;br /&gt;
 * bk_jmp&lt;br /&gt;
 * bk_rdy_in&lt;br /&gt;
 * bk_rdy_out&lt;br /&gt;
 * struggle_cesar&lt;br /&gt;
 * struggle_driver&lt;br /&gt;
 * truck_driver&lt;br /&gt;
 * truck_getin &lt;br /&gt;
==BIKES==&lt;br /&gt;
 * BIKEs_Back&lt;br /&gt;
 * BIKEs_drivebyFT&lt;br /&gt;
 * BIKEs_drivebyLHS&lt;br /&gt;
 * BIKEs_drivebyRHS&lt;br /&gt;
 * BIKEs_Fwd&lt;br /&gt;
 * BIKEs_getoffBACK&lt;br /&gt;
 * BIKEs_getoffLHS&lt;br /&gt;
 * BIKEs_getoffRHS&lt;br /&gt;
 * BIKEs_hit&lt;br /&gt;
 * BIKEs_jumponL&lt;br /&gt;
 * BIKEs_jumponR&lt;br /&gt;
 * BIKEs_kick&lt;br /&gt;
 * BIKEs_Left&lt;br /&gt;
 * BIKEs_passenger&lt;br /&gt;
 * BIKEs_pushes&lt;br /&gt;
 * BIKEs_Ride&lt;br /&gt;
 * BIKEs_Right&lt;br /&gt;
 * BIKEs_Snatch_L&lt;br /&gt;
 * BIKEs_Snatch_R&lt;br /&gt;
 * BIKEs_Still &lt;br /&gt;
==BIKEV==&lt;br /&gt;
 * BIKEv_Back&lt;br /&gt;
 * BIKEv_drivebyFT&lt;br /&gt;
 * BIKEv_drivebyLHS&lt;br /&gt;
 * BIKEv_drivebyRHS&lt;br /&gt;
 * BIKEv_Fwd&lt;br /&gt;
 * BIKEv_getoffBACK&lt;br /&gt;
 * BIKEv_getoffLHS&lt;br /&gt;
 * BIKEv_getoffRHS&lt;br /&gt;
 * BIKEv_hit&lt;br /&gt;
 * BIKEv_jumponL&lt;br /&gt;
 * BIKEv_jumponR&lt;br /&gt;
 * BIKEv_kick&lt;br /&gt;
 * BIKEv_Left&lt;br /&gt;
 * BIKEv_passenger&lt;br /&gt;
 * BIKEv_pushes&lt;br /&gt;
 * BIKEv_Ride&lt;br /&gt;
 * BIKEv_Right&lt;br /&gt;
 * BIKEv_Still &lt;br /&gt;
==BIKE_DBZ==&lt;br /&gt;
 * Pass_Driveby_BWD&lt;br /&gt;
 * Pass_Driveby_FWD&lt;br /&gt;
 * Pass_Driveby_LHS&lt;br /&gt;
 * Pass_Driveby_RHS &lt;br /&gt;
==BMX==&lt;br /&gt;
 * BMX_back&lt;br /&gt;
 * BMX_bunnyhop&lt;br /&gt;
 * BMX_drivebyFT&lt;br /&gt;
 * BMX_driveby_LHS&lt;br /&gt;
 * BMX_driveby_RHS&lt;br /&gt;
 * BMX_fwd&lt;br /&gt;
 * BMX_getoffBACK&lt;br /&gt;
 * BMX_getoffLHS&lt;br /&gt;
 * BMX_getoffRHS&lt;br /&gt;
 * BMX_jumponL&lt;br /&gt;
 * BMX_jumponR&lt;br /&gt;
 * BMX_Left&lt;br /&gt;
 * BMX_pedal&lt;br /&gt;
 * BMX_pushes&lt;br /&gt;
 * BMX_Ride&lt;br /&gt;
 * BMX_Right&lt;br /&gt;
 * BMX_sprint&lt;br /&gt;
 * BMX_still &lt;br /&gt;
==BOMBER==&lt;br /&gt;
 * BOM_Plant&lt;br /&gt;
 * BOM_Plant_2Idle&lt;br /&gt;
 * BOM_Plant_Crouch_In&lt;br /&gt;
 * BOM_Plant_Crouch_Out&lt;br /&gt;
 * BOM_Plant_In&lt;br /&gt;
 * BOM_Plant_Loop &lt;br /&gt;
==BOX==&lt;br /&gt;
 * boxhipin&lt;br /&gt;
 * boxhipup&lt;br /&gt;
 * boxshdwn&lt;br /&gt;
 * boxshup&lt;br /&gt;
 * bxhipwlk&lt;br /&gt;
 * bxhwlki&lt;br /&gt;
 * bxshwlk&lt;br /&gt;
 * bxshwlki&lt;br /&gt;
 * bxwlko&lt;br /&gt;
 * catch_box &lt;br /&gt;
==BSKTBALL==&lt;br /&gt;
 * BBALL_def_jump_shot&lt;br /&gt;
 * BBALL_def_loop&lt;br /&gt;
 * BBALL_def_stepL&lt;br /&gt;
 * BBALL_def_stepR&lt;br /&gt;
 * BBALL_Dnk&lt;br /&gt;
 * BBALL_Dnk_Gli&lt;br /&gt;
 * BBALL_Dnk_Gli_O&lt;br /&gt;
 * BBALL_Dnk_Lnch&lt;br /&gt;
 * BBALL_Dnk_Lnch_O&lt;br /&gt;
 * BBALL_Dnk_Lnd&lt;br /&gt;
 * BBALL_Dnk_O&lt;br /&gt;
 * BBALL_idle&lt;br /&gt;
 * BBALL_idle2&lt;br /&gt;
 * BBALL_idle2_O&lt;br /&gt;
 * BBALL_idleloop&lt;br /&gt;
 * BBALL_idleloop_O&lt;br /&gt;
 * BBALL_idle_O&lt;br /&gt;
 * BBALL_Jump_Cancel&lt;br /&gt;
 * BBALL_Jump_Cancel_O&lt;br /&gt;
 * BBALL_Jump_End&lt;br /&gt;
 * BBALL_Jump_Shot&lt;br /&gt;
 * BBALL_Jump_Shot_O&lt;br /&gt;
 * BBALL_Net_Dnk_O&lt;br /&gt;
 * BBALL_pickup&lt;br /&gt;
 * BBALL_pickup_O&lt;br /&gt;
 * BBALL_react_miss&lt;br /&gt;
 * BBALL_react_score&lt;br /&gt;
 * BBALL_run&lt;br /&gt;
 * BBALL_run_O&lt;br /&gt;
 * BBALL_SkidStop_L&lt;br /&gt;
 * BBALL_SkidStop_L_O&lt;br /&gt;
 * BBALL_SkidStop_R&lt;br /&gt;
 * BBALL_SkidStop_R_O&lt;br /&gt;
 * BBALL_walk&lt;br /&gt;
 * BBALL_WalkStop_L&lt;br /&gt;
 * BBALL_WalkStop_L_O&lt;br /&gt;
 * BBALL_WalkStop_R&lt;br /&gt;
 * BBALL_WalkStop_R_O&lt;br /&gt;
 * BBALL_walk_O&lt;br /&gt;
 * BBALL_walk_start&lt;br /&gt;
 * BBALL_walk_start_O &lt;br /&gt;
==BUDDY==&lt;br /&gt;
 * buddy_crouchfire&lt;br /&gt;
 * buddy_crouchreload&lt;br /&gt;
 * buddy_fire&lt;br /&gt;
 * buddy_fire_poor&lt;br /&gt;
 * buddy_reload &lt;br /&gt;
==BUS==&lt;br /&gt;
 * BUS_close&lt;br /&gt;
 * BUS_getin_LHS&lt;br /&gt;
 * BUS_getin_RHS&lt;br /&gt;
 * BUS_getout_LHS&lt;br /&gt;
 * BUS_getout_RHS&lt;br /&gt;
 * BUS_jacked_LHS&lt;br /&gt;
 * BUS_open&lt;br /&gt;
 * BUS_open_RHS&lt;br /&gt;
 * BUS_pullout_LHS &lt;br /&gt;
==CAMERA==&lt;br /&gt;
 * camcrch_cmon&lt;br /&gt;
 * camcrch_idleloop&lt;br /&gt;
 * camcrch_stay&lt;br /&gt;
 * camcrch_to_camstnd&lt;br /&gt;
 * camstnd_cmon&lt;br /&gt;
 * camstnd_idleloop&lt;br /&gt;
 * camstnd_lkabt&lt;br /&gt;
 * camstnd_to_camcrch&lt;br /&gt;
 * piccrch_in&lt;br /&gt;
 * piccrch_out&lt;br /&gt;
 * piccrch_take&lt;br /&gt;
 * picstnd_in&lt;br /&gt;
 * picstnd_out&lt;br /&gt;
 * picstnd_take &lt;br /&gt;
==CAR==&lt;br /&gt;
 * Fixn_Car_Loop&lt;br /&gt;
 * Fixn_Car_Out&lt;br /&gt;
 * flag_drop&lt;br /&gt;
 * Sit_relaxed&lt;br /&gt;
 * Tap_hand&lt;br /&gt;
 * Tyd2car_bump&lt;br /&gt;
 * Tyd2car_high&lt;br /&gt;
 * Tyd2car_low&lt;br /&gt;
 * Tyd2car_med&lt;br /&gt;
 * Tyd2car_TurnL&lt;br /&gt;
 * Tyd2car_TurnR &lt;br /&gt;
==CARRY==&lt;br /&gt;
 * crry_prtial&lt;br /&gt;
 * liftup&lt;br /&gt;
 * liftup05&lt;br /&gt;
 * liftup105&lt;br /&gt;
 * putdwn&lt;br /&gt;
 * putdwn05&lt;br /&gt;
 * putdwn105 &lt;br /&gt;
==CAR_CHAT==&lt;br /&gt;
 * carfone_in&lt;br /&gt;
 * carfone_loopA&lt;br /&gt;
 * carfone_loopA_to_B&lt;br /&gt;
 * carfone_loopB&lt;br /&gt;
 * carfone_loopB_to_A&lt;br /&gt;
 * carfone_out&lt;br /&gt;
 * CAR_Sc1_BL&lt;br /&gt;
 * CAR_Sc1_BR&lt;br /&gt;
 * CAR_Sc1_FL&lt;br /&gt;
 * CAR_Sc1_FR&lt;br /&gt;
 * CAR_Sc2_FL&lt;br /&gt;
 * CAR_Sc3_BR&lt;br /&gt;
 * CAR_Sc3_FL&lt;br /&gt;
 * CAR_Sc3_FR&lt;br /&gt;
 * CAR_Sc4_BL&lt;br /&gt;
 * CAR_Sc4_BR&lt;br /&gt;
 * CAR_Sc4_FL&lt;br /&gt;
 * CAR_Sc4_FR&lt;br /&gt;
 * car_talkm_in&lt;br /&gt;
 * car_talkm_loop&lt;br /&gt;
 * car_talkm_out &lt;br /&gt;
==CASINO==&lt;br /&gt;
 * cards_in&lt;br /&gt;
 * cards_loop&lt;br /&gt;
 * cards_lose&lt;br /&gt;
 * cards_out&lt;br /&gt;
 * cards_pick_01&lt;br /&gt;
 * cards_pick_02&lt;br /&gt;
 * cards_raise&lt;br /&gt;
 * cards_win&lt;br /&gt;
 * dealone&lt;br /&gt;
 * manwinb&lt;br /&gt;
 * manwind&lt;br /&gt;
 * Roulette_bet&lt;br /&gt;
 * Roulette_in&lt;br /&gt;
 * Roulette_loop&lt;br /&gt;
 * Roulette_lose&lt;br /&gt;
 * Roulette_out&lt;br /&gt;
 * Roulette_win&lt;br /&gt;
 * Slot_bet_01&lt;br /&gt;
 * Slot_bet_02&lt;br /&gt;
 * Slot_in&lt;br /&gt;
 * Slot_lose_out&lt;br /&gt;
 * Slot_Plyr&lt;br /&gt;
 * Slot_wait&lt;br /&gt;
 * Slot_win_out&lt;br /&gt;
 * wof &lt;br /&gt;
==CHAINSAW==&lt;br /&gt;
 * CSAW_1&lt;br /&gt;
 * CSAW_2&lt;br /&gt;
 * CSAW_3&lt;br /&gt;
 * CSAW_G&lt;br /&gt;
 * CSAW_Hit_1&lt;br /&gt;
 * CSAW_Hit_2&lt;br /&gt;
 * CSAW_Hit_3&lt;br /&gt;
 * csaw_part&lt;br /&gt;
 * IDLE_csaw&lt;br /&gt;
 * WEAPON_csaw&lt;br /&gt;
 * WEAPON_csawlo &lt;br /&gt;
==CHOPPA==&lt;br /&gt;
 * CHOPPA_back&lt;br /&gt;
 * CHOPPA_bunnyhop&lt;br /&gt;
 * CHOPPA_drivebyFT&lt;br /&gt;
 * CHOPPA_driveby_LHS&lt;br /&gt;
 * CHOPPA_driveby_RHS&lt;br /&gt;
 * CHOPPA_fwd&lt;br /&gt;
 * CHOPPA_getoffBACK&lt;br /&gt;
 * CHOPPA_getoffLHS&lt;br /&gt;
 * CHOPPA_getoffRHS&lt;br /&gt;
 * CHOPPA_jumponL&lt;br /&gt;
 * CHOPPA_jumponR&lt;br /&gt;
 * CHOPPA_Left&lt;br /&gt;
 * CHOPPA_pedal&lt;br /&gt;
 * CHOPPA_Pushes&lt;br /&gt;
 * CHOPPA_ride&lt;br /&gt;
 * CHOPPA_Right&lt;br /&gt;
 * CHOPPA_sprint&lt;br /&gt;
 * CHOPPA_Still &lt;br /&gt;
==CLOTHES==&lt;br /&gt;
 * CLO_Buy&lt;br /&gt;
 * CLO_In&lt;br /&gt;
 * CLO_Out&lt;br /&gt;
 * CLO_Pose_Hat&lt;br /&gt;
 * CLO_Pose_In&lt;br /&gt;
 * CLO_Pose_In_O&lt;br /&gt;
 * CLO_Pose_Legs&lt;br /&gt;
 * CLO_Pose_Loop&lt;br /&gt;
 * CLO_Pose_Out&lt;br /&gt;
 * CLO_Pose_Out_O&lt;br /&gt;
 * CLO_Pose_Shoes&lt;br /&gt;
 * CLO_Pose_Torso&lt;br /&gt;
 * CLO_Pose_Watch &lt;br /&gt;
==COACH==&lt;br /&gt;
 * COACH_inL&lt;br /&gt;
 * COACH_inR&lt;br /&gt;
 * COACH_opnL&lt;br /&gt;
 * COACH_opnR&lt;br /&gt;
 * COACH_outL&lt;br /&gt;
 * COACH_outR &lt;br /&gt;
==COLT45==&lt;br /&gt;
 * 2guns_crouchfire&lt;br /&gt;
 * colt45_crouchfire&lt;br /&gt;
 * colt45_crouchreload&lt;br /&gt;
 * colt45_fire&lt;br /&gt;
 * colt45_fire_2hands&lt;br /&gt;
 * colt45_reload&lt;br /&gt;
 * sawnoff_reload &lt;br /&gt;
==COP_AMBIENT==&lt;br /&gt;
 * Copbrowse_in&lt;br /&gt;
 * Copbrowse_loop&lt;br /&gt;
 * Copbrowse_nod&lt;br /&gt;
 * Copbrowse_out&lt;br /&gt;
 * Copbrowse_shake&lt;br /&gt;
 * Coplook_in&lt;br /&gt;
 * Coplook_loop&lt;br /&gt;
 * Coplook_nod&lt;br /&gt;
 * Coplook_out&lt;br /&gt;
 * Coplook_shake&lt;br /&gt;
 * Coplook_think&lt;br /&gt;
 * Coplook_watch &lt;br /&gt;
==COP_DVBYZ==&lt;br /&gt;
 * COP_Dvby_B&lt;br /&gt;
 * COP_Dvby_FT&lt;br /&gt;
 * COP_Dvby_L&lt;br /&gt;
 * COP_Dvby_R &lt;br /&gt;
==CRACK==&lt;br /&gt;
 * Bbalbat_Idle_01&lt;br /&gt;
 * Bbalbat_Idle_02&lt;br /&gt;
 * crckdeth1&lt;br /&gt;
 * crckdeth2&lt;br /&gt;
 * crckdeth3&lt;br /&gt;
 * crckdeth4&lt;br /&gt;
 * crckidle1&lt;br /&gt;
 * crckidle2&lt;br /&gt;
 * crckidle3&lt;br /&gt;
 * crckidle4 &lt;br /&gt;
==CRIB==&lt;br /&gt;
 * CRIB_Console_Loop&lt;br /&gt;
 * CRIB_Use_Switch&lt;br /&gt;
 * PED_Console_Loop&lt;br /&gt;
 * PED_Console_Loose&lt;br /&gt;
 * PED_Console_Win &lt;br /&gt;
==DAM_JUMP==&lt;br /&gt;
 * DAM_Dive_Loop&lt;br /&gt;
 * DAM_Land&lt;br /&gt;
 * DAM_Launch&lt;br /&gt;
 * Jump_Roll&lt;br /&gt;
 * SF_JumpWall &lt;br /&gt;
==DANCING==&lt;br /&gt;
 * bd_clap&lt;br /&gt;
 * bd_clap1&lt;br /&gt;
 * dance_loop&lt;br /&gt;
 * DAN_Down_A&lt;br /&gt;
 * DAN_Left_A&lt;br /&gt;
 * DAN_Loop_A&lt;br /&gt;
 * DAN_Right_A&lt;br /&gt;
 * DAN_Up_A&lt;br /&gt;
 * dnce_M_a&lt;br /&gt;
 * dnce_M_b&lt;br /&gt;
 * dnce_M_c&lt;br /&gt;
 * dnce_M_d&lt;br /&gt;
 * dnce_M_e &lt;br /&gt;
==DEALER==&lt;br /&gt;
 * DEALER_DEAL&lt;br /&gt;
 * DEALER_IDLE&lt;br /&gt;
 * DEALER_IDLE_01&lt;br /&gt;
 * DEALER_IDLE_02&lt;br /&gt;
 * DEALER_IDLE_03&lt;br /&gt;
 * DRUGS_BUY&lt;br /&gt;
 * shop_pay &lt;br /&gt;
==DILDO==&lt;br /&gt;
 * DILDO_1&lt;br /&gt;
 * DILDO_2&lt;br /&gt;
 * DILDO_3&lt;br /&gt;
 * DILDO_block&lt;br /&gt;
 * DILDO_G&lt;br /&gt;
 * DILDO_Hit_1&lt;br /&gt;
 * DILDO_Hit_2&lt;br /&gt;
 * DILDO_Hit_3&lt;br /&gt;
 * DILDO_IDLE &lt;br /&gt;
==DODGE==&lt;br /&gt;
 * Cover_Dive_01&lt;br /&gt;
 * Cover_Dive_02&lt;br /&gt;
 * Crushed&lt;br /&gt;
 * Crush_Jump &lt;br /&gt;
==DOZER==&lt;br /&gt;
 * DOZER_Align_LHS&lt;br /&gt;
 * DOZER_Align_RHS&lt;br /&gt;
 * DOZER_getin_LHS&lt;br /&gt;
 * DOZER_getin_RHS&lt;br /&gt;
 * DOZER_getout_LHS&lt;br /&gt;
 * DOZER_getout_RHS&lt;br /&gt;
 * DOZER_Jacked_LHS&lt;br /&gt;
 * DOZER_Jacked_RHS&lt;br /&gt;
 * DOZER_pullout_LHS&lt;br /&gt;
 * DOZER_pullout_RHS &lt;br /&gt;
==DRIVEBYS==&lt;br /&gt;
 * Gang_DrivebyLHS&lt;br /&gt;
 * Gang_DrivebyLHS_Bwd&lt;br /&gt;
 * Gang_DrivebyLHS_Fwd&lt;br /&gt;
 * Gang_DrivebyRHS&lt;br /&gt;
 * Gang_DrivebyRHS_Bwd&lt;br /&gt;
 * Gang_DrivebyRHS_Fwd&lt;br /&gt;
 * Gang_DrivebyTop_LHS&lt;br /&gt;
 * Gang_DrivebyTop_RHS &lt;br /&gt;
==FAT==&lt;br /&gt;
 * FatIdle&lt;br /&gt;
 * FatIdle_armed&lt;br /&gt;
 * FatIdle_Csaw&lt;br /&gt;
 * FatIdle_Rocket&lt;br /&gt;
 * FatRun&lt;br /&gt;
 * FatRun_armed&lt;br /&gt;
 * FatRun_Csaw&lt;br /&gt;
 * FatRun_Rocket&lt;br /&gt;
 * FatSprint&lt;br /&gt;
 * FatWalk&lt;br /&gt;
 * FatWalkstart&lt;br /&gt;
 * FatWalkstart_Csaw&lt;br /&gt;
 * FatWalkSt_armed&lt;br /&gt;
 * FatWalkSt_Rocket&lt;br /&gt;
 * FatWalk_armed&lt;br /&gt;
 * FatWalk_Csaw&lt;br /&gt;
 * FatWalk_Rocket&lt;br /&gt;
 * IDLE_tired &lt;br /&gt;
==FIGHT_B==&lt;br /&gt;
 * FightB_1&lt;br /&gt;
 * FightB_2&lt;br /&gt;
 * FightB_3&lt;br /&gt;
 * FightB_block&lt;br /&gt;
 * FightB_G&lt;br /&gt;
 * FightB_IDLE&lt;br /&gt;
 * FightB_M&lt;br /&gt;
 * HitB_1&lt;br /&gt;
 * HitB_2&lt;br /&gt;
 * HitB_3 &lt;br /&gt;
==FIGHT_C==&lt;br /&gt;
 * FightC_1&lt;br /&gt;
 * FightC_2&lt;br /&gt;
 * FightC_3&lt;br /&gt;
 * FightC_block&lt;br /&gt;
 * FightC_blocking&lt;br /&gt;
 * FightC_G&lt;br /&gt;
 * FightC_IDLE&lt;br /&gt;
 * FightC_M&lt;br /&gt;
 * FightC_Spar&lt;br /&gt;
 * HitC_1&lt;br /&gt;
 * HitC_2&lt;br /&gt;
 * HitC_3 &lt;br /&gt;
==FIGHT_D==&lt;br /&gt;
 * FightD_1&lt;br /&gt;
 * FightD_2&lt;br /&gt;
 * FightD_3&lt;br /&gt;
 * FightD_block&lt;br /&gt;
 * FightD_G&lt;br /&gt;
 * FightD_IDLE&lt;br /&gt;
 * FightD_M&lt;br /&gt;
 * HitD_1&lt;br /&gt;
 * HitD_2&lt;br /&gt;
 * HitD_3 &lt;br /&gt;
==FIGHT_E==&lt;br /&gt;
 * FightKick&lt;br /&gt;
 * FightKick_B&lt;br /&gt;
 * Hit_fightkick&lt;br /&gt;
 * Hit_fightkick_B &lt;br /&gt;
==FINALE==&lt;br /&gt;
 * FIN_Climb_In&lt;br /&gt;
 * FIN_Cop1_ClimbOut2&lt;br /&gt;
 * FIN_Cop1_Loop&lt;br /&gt;
 * FIN_Cop1_Stomp&lt;br /&gt;
 * FIN_Hang_L&lt;br /&gt;
 * FIN_Hang_Loop&lt;br /&gt;
 * FIN_Hang_R&lt;br /&gt;
 * FIN_Hang_Slip&lt;br /&gt;
 * FIN_Jump_On&lt;br /&gt;
 * FIN_Land_Car&lt;br /&gt;
 * FIN_Land_Die&lt;br /&gt;
 * FIN_LegsUp&lt;br /&gt;
 * FIN_LegsUp_L&lt;br /&gt;
 * FIN_LegsUp_Loop&lt;br /&gt;
 * FIN_LegsUp_R&lt;br /&gt;
 * FIN_Let_Go &lt;br /&gt;
==FINALE2==&lt;br /&gt;
 * FIN_Cop1_ClimbOut&lt;br /&gt;
 * FIN_Cop1_Fall&lt;br /&gt;
 * FIN_Cop1_Loop&lt;br /&gt;
 * FIN_Cop1_Shot&lt;br /&gt;
 * FIN_Cop1_Swing&lt;br /&gt;
 * FIN_Cop2_ClimbOut&lt;br /&gt;
 * FIN_Switch_P&lt;br /&gt;
 * FIN_Switch_S &lt;br /&gt;
==FLAME==&lt;br /&gt;
 * FLAME_fire &lt;br /&gt;
==Flowers==&lt;br /&gt;
 * Flower_attack&lt;br /&gt;
 * Flower_attack_M&lt;br /&gt;
 * Flower_Hit &lt;br /&gt;
==FOOD==&lt;br /&gt;
 * EAT_Burger&lt;br /&gt;
 * EAT_Chicken&lt;br /&gt;
 * EAT_Pizza&lt;br /&gt;
 * EAT_Vomit_P&lt;br /&gt;
 * EAT_Vomit_SK&lt;br /&gt;
 * FF_Dam_Bkw&lt;br /&gt;
 * FF_Dam_Fwd&lt;br /&gt;
 * FF_Dam_Left&lt;br /&gt;
 * FF_Dam_Right&lt;br /&gt;
 * FF_Die_Bkw&lt;br /&gt;
 * FF_Die_Fwd&lt;br /&gt;
 * FF_Die_Left&lt;br /&gt;
 * FF_Die_Right&lt;br /&gt;
 * FF_Sit_Eat1&lt;br /&gt;
 * FF_Sit_Eat2&lt;br /&gt;
 * FF_Sit_Eat3&lt;br /&gt;
 * FF_Sit_In&lt;br /&gt;
 * FF_Sit_In_L&lt;br /&gt;
 * FF_Sit_In_R&lt;br /&gt;
 * FF_Sit_Look&lt;br /&gt;
 * FF_Sit_Loop&lt;br /&gt;
 * FF_Sit_Out_180&lt;br /&gt;
 * FF_Sit_Out_L_180&lt;br /&gt;
 * FF_Sit_Out_R_180&lt;br /&gt;
 * SHP_Thank&lt;br /&gt;
 * SHP_Tray_In&lt;br /&gt;
 * SHP_Tray_Lift&lt;br /&gt;
 * SHP_Tray_Lift_In&lt;br /&gt;
 * SHP_Tray_Lift_Loop&lt;br /&gt;
 * SHP_Tray_Lift_Out&lt;br /&gt;
 * SHP_Tray_Out&lt;br /&gt;
 * SHP_Tray_Pose&lt;br /&gt;
 * SHP_Tray_Return &lt;br /&gt;
==Freeweights==&lt;br /&gt;
 * gym_barbell&lt;br /&gt;
 * gym_free_A&lt;br /&gt;
 * gym_free_B&lt;br /&gt;
 * gym_free_celebrate&lt;br /&gt;
 * gym_free_down&lt;br /&gt;
 * gym_free_loop&lt;br /&gt;
 * gym_free_pickup&lt;br /&gt;
 * gym_free_putdown&lt;br /&gt;
 * gym_free_up_smooth &lt;br /&gt;
==GANGS==&lt;br /&gt;
 * DEALER_DEAL&lt;br /&gt;
 * DEALER_IDLE&lt;br /&gt;
 * drnkbr_prtl&lt;br /&gt;
 * drnkbr_prtl_F&lt;br /&gt;
 * DRUGS_BUY&lt;br /&gt;
 * hndshkaa&lt;br /&gt;
 * hndshkba&lt;br /&gt;
 * hndshkca&lt;br /&gt;
 * hndshkcb&lt;br /&gt;
 * hndshkda&lt;br /&gt;
 * hndshkea&lt;br /&gt;
 * hndshkfa&lt;br /&gt;
 * hndshkfa_swt&lt;br /&gt;
 * Invite_No&lt;br /&gt;
 * Invite_Yes&lt;br /&gt;
 * leanIDLE&lt;br /&gt;
 * leanIN&lt;br /&gt;
 * leanOUT&lt;br /&gt;
 * prtial_gngtlkA&lt;br /&gt;
 * prtial_gngtlkB&lt;br /&gt;
 * prtial_gngtlkC&lt;br /&gt;
 * prtial_gngtlkD&lt;br /&gt;
 * prtial_gngtlkE&lt;br /&gt;
 * prtial_gngtlkF&lt;br /&gt;
 * prtial_gngtlkG&lt;br /&gt;
 * prtial_gngtlkH&lt;br /&gt;
 * prtial_hndshk_01&lt;br /&gt;
 * prtial_hndshk_biz_01&lt;br /&gt;
 * shake_cara&lt;br /&gt;
 * shake_carK&lt;br /&gt;
 * shake_carSH&lt;br /&gt;
 * smkcig_prtl&lt;br /&gt;
 * smkcig_prtl_F &lt;br /&gt;
==GHANDS==&lt;br /&gt;
 * gsign1&lt;br /&gt;
 * gsign1LH&lt;br /&gt;
 * gsign2&lt;br /&gt;
 * gsign2LH&lt;br /&gt;
 * gsign3&lt;br /&gt;
 * gsign3LH&lt;br /&gt;
 * gsign4&lt;br /&gt;
 * gsign4LH&lt;br /&gt;
 * gsign5&lt;br /&gt;
 * gsign5LH&lt;br /&gt;
 * LHGsign1&lt;br /&gt;
 * LHGsign2&lt;br /&gt;
 * LHGsign3&lt;br /&gt;
 * LHGsign4&lt;br /&gt;
 * LHGsign5&lt;br /&gt;
 * RHGsign1&lt;br /&gt;
 * RHGsign2&lt;br /&gt;
 * RHGsign3&lt;br /&gt;
 * RHGsign4&lt;br /&gt;
 * RHGsign5 &lt;br /&gt;
==GHETTO_DB==&lt;br /&gt;
 * GDB_Car2_PLY&lt;br /&gt;
 * GDB_Car2_SMO&lt;br /&gt;
 * GDB_Car2_SWE&lt;br /&gt;
 * GDB_Car_PLY&lt;br /&gt;
 * GDB_Car_RYD&lt;br /&gt;
 * GDB_Car_SMO&lt;br /&gt;
 * GDB_Car_SWE &lt;br /&gt;
==goggles==&lt;br /&gt;
 * goggles_put_on &lt;br /&gt;
==GRAFFITI==&lt;br /&gt;
 * graffiti_Chkout&lt;br /&gt;
 * spraycan_fire &lt;br /&gt;
==GRAVEYARD==&lt;br /&gt;
 * mrnF_loop&lt;br /&gt;
 * mrnM_loop&lt;br /&gt;
 * prst_loopa &lt;br /&gt;
==GRENADE==&lt;br /&gt;
 * WEAPON_start_throw&lt;br /&gt;
 * WEAPON_throw&lt;br /&gt;
 * WEAPON_throwu &lt;br /&gt;
==GYMNASIUM==&lt;br /&gt;
 * GYMshadowbox&lt;br /&gt;
 * gym_bike_celebrate&lt;br /&gt;
 * gym_bike_fast&lt;br /&gt;
 * gym_bike_faster&lt;br /&gt;
 * gym_bike_getoff&lt;br /&gt;
 * gym_bike_geton&lt;br /&gt;
 * gym_bike_pedal&lt;br /&gt;
 * gym_bike_slow&lt;br /&gt;
 * gym_bike_still&lt;br /&gt;
 * gym_jog_falloff&lt;br /&gt;
 * gym_shadowbox&lt;br /&gt;
 * gym_tread_celebrate&lt;br /&gt;
 * gym_tread_falloff&lt;br /&gt;
 * gym_tread_getoff&lt;br /&gt;
 * gym_tread_geton&lt;br /&gt;
 * gym_tread_jog&lt;br /&gt;
 * gym_tread_sprint&lt;br /&gt;
 * gym_tread_tired&lt;br /&gt;
 * gym_tread_walk&lt;br /&gt;
 * gym_walk_falloff&lt;br /&gt;
 * Pedals_fast&lt;br /&gt;
 * Pedals_med&lt;br /&gt;
 * Pedals_slow&lt;br /&gt;
 * Pedals_still &lt;br /&gt;
==HAIRCUTS==&lt;br /&gt;
 * BRB_Beard_01&lt;br /&gt;
 * BRB_Buy&lt;br /&gt;
 * BRB_Cut&lt;br /&gt;
 * BRB_Cut_In&lt;br /&gt;
 * BRB_Cut_Out&lt;br /&gt;
 * BRB_Hair_01&lt;br /&gt;
 * BRB_Hair_02&lt;br /&gt;
 * BRB_In&lt;br /&gt;
 * BRB_Loop&lt;br /&gt;
 * BRB_Out&lt;br /&gt;
 * BRB_Sit_In&lt;br /&gt;
 * BRB_Sit_Loop&lt;br /&gt;
 * BRB_Sit_Out &lt;br /&gt;
==HEIST9==&lt;br /&gt;
 * CAS_G2_GasKO&lt;br /&gt;
 * swt_wllpk_L&lt;br /&gt;
 * swt_wllpk_L_back&lt;br /&gt;
 * swt_wllpk_R&lt;br /&gt;
 * swt_wllpk_R_back&lt;br /&gt;
 * swt_wllshoot_in_L&lt;br /&gt;
 * swt_wllshoot_in_R&lt;br /&gt;
 * swt_wllshoot_out_L&lt;br /&gt;
 * swt_wllshoot_out_R&lt;br /&gt;
 * Use_SwipeCard &lt;br /&gt;
==INT_HOUSE==&lt;br /&gt;
 * BED_In_L&lt;br /&gt;
 * BED_In_R&lt;br /&gt;
 * BED_Loop_L&lt;br /&gt;
 * BED_Loop_R&lt;br /&gt;
 * BED_Out_L&lt;br /&gt;
 * BED_Out_R&lt;br /&gt;
 * LOU_In&lt;br /&gt;
 * LOU_Loop&lt;br /&gt;
 * LOU_Out&lt;br /&gt;
 * wash_up &lt;br /&gt;
==INT_OFFICE==&lt;br /&gt;
 * FF_Dam_Fwd&lt;br /&gt;
 * OFF_Sit_2Idle_180&lt;br /&gt;
 * OFF_Sit_Bored_Loop&lt;br /&gt;
 * OFF_Sit_Crash&lt;br /&gt;
 * OFF_Sit_Drink&lt;br /&gt;
 * OFF_Sit_Idle_Loop&lt;br /&gt;
 * OFF_Sit_In&lt;br /&gt;
 * OFF_Sit_Read&lt;br /&gt;
 * OFF_Sit_Type_Loop&lt;br /&gt;
 * OFF_Sit_Watch &lt;br /&gt;
==INT_SHOP==&lt;br /&gt;
 * shop_cashier&lt;br /&gt;
 * shop_in&lt;br /&gt;
 * shop_lookA&lt;br /&gt;
 * shop_lookB&lt;br /&gt;
 * shop_loop&lt;br /&gt;
 * shop_out&lt;br /&gt;
 * shop_pay&lt;br /&gt;
 * shop_shelf &lt;br /&gt;
==JST_BUISNESS==&lt;br /&gt;
 * girl_01&lt;br /&gt;
 * girl_02&lt;br /&gt;
 * player_01&lt;br /&gt;
 * smoke_01 &lt;br /&gt;
==KART==&lt;br /&gt;
 * KART_getin_LHS&lt;br /&gt;
 * KART_getin_RHS&lt;br /&gt;
 * KART_getout_LHS&lt;br /&gt;
 * KART_getout_RHS &lt;br /&gt;
==KISSING==&lt;br /&gt;
 * BD_GF_Wave&lt;br /&gt;
 * gfwave2&lt;br /&gt;
 * GF_CarArgue_01&lt;br /&gt;
 * GF_CarArgue_02&lt;br /&gt;
 * GF_CarSpot&lt;br /&gt;
 * GF_StreetArgue_01&lt;br /&gt;
 * GF_StreetArgue_02&lt;br /&gt;
 * gift_get&lt;br /&gt;
 * gift_give&lt;br /&gt;
 * Grlfrd_Kiss_01&lt;br /&gt;
 * Grlfrd_Kiss_02&lt;br /&gt;
 * Grlfrd_Kiss_03&lt;br /&gt;
 * Playa_Kiss_01&lt;br /&gt;
 * Playa_Kiss_02&lt;br /&gt;
 * Playa_Kiss_03 &lt;br /&gt;
==KNIFE==&lt;br /&gt;
 * KILL_Knife_Ped_Damage&lt;br /&gt;
 * KILL_Knife_Ped_Die&lt;br /&gt;
 * KILL_Knife_Player&lt;br /&gt;
 * KILL_Partial&lt;br /&gt;
 * knife_1&lt;br /&gt;
 * knife_2&lt;br /&gt;
 * knife_3&lt;br /&gt;
 * Knife_4&lt;br /&gt;
 * knife_block&lt;br /&gt;
 * Knife_G&lt;br /&gt;
 * knife_hit_1&lt;br /&gt;
 * knife_hit_2&lt;br /&gt;
 * knife_hit_3&lt;br /&gt;
 * knife_IDLE&lt;br /&gt;
 * knife_part&lt;br /&gt;
 * WEAPON_knifeidle &lt;br /&gt;
==LAPDAN1==&lt;br /&gt;
 * LAPDAN_D&lt;br /&gt;
 * LAPDAN_P &lt;br /&gt;
==LAPDAN2==&lt;br /&gt;
 * LAPDAN_D&lt;br /&gt;
 * LAPDAN_P &lt;br /&gt;
==LAPDAN3==&lt;br /&gt;
 * LAPDAN_D&lt;br /&gt;
 * LAPDAN_P &lt;br /&gt;
==LOWRIDER==&lt;br /&gt;
 * F_smklean_loop&lt;br /&gt;
 * lrgirl_bdbnce&lt;br /&gt;
 * lrgirl_hair&lt;br /&gt;
 * lrgirl_hurry&lt;br /&gt;
 * lrgirl_idleloop&lt;br /&gt;
 * lrgirl_idle_to_l0&lt;br /&gt;
 * lrgirl_l0_bnce&lt;br /&gt;
 * lrgirl_l0_loop&lt;br /&gt;
 * lrgirl_l0_to_l1&lt;br /&gt;
 * lrgirl_l12_to_l0&lt;br /&gt;
 * lrgirl_l1_bnce&lt;br /&gt;
 * lrgirl_l1_loop&lt;br /&gt;
 * lrgirl_l1_to_l2&lt;br /&gt;
 * lrgirl_l2_bnce&lt;br /&gt;
 * lrgirl_l2_loop&lt;br /&gt;
 * lrgirl_l2_to_l3&lt;br /&gt;
 * lrgirl_l345_to_l1&lt;br /&gt;
 * lrgirl_l3_bnce&lt;br /&gt;
 * lrgirl_l3_loop&lt;br /&gt;
 * lrgirl_l3_to_l4&lt;br /&gt;
 * lrgirl_l4_bnce&lt;br /&gt;
 * lrgirl_l4_loop&lt;br /&gt;
 * lrgirl_l4_to_l5&lt;br /&gt;
 * lrgirl_l5_bnce&lt;br /&gt;
 * lrgirl_l5_loop&lt;br /&gt;
 * M_smklean_loop&lt;br /&gt;
 * M_smkstnd_loop&lt;br /&gt;
 * prtial_gngtlkB&lt;br /&gt;
 * prtial_gngtlkC&lt;br /&gt;
 * prtial_gngtlkD&lt;br /&gt;
 * prtial_gngtlkE&lt;br /&gt;
 * prtial_gngtlkF&lt;br /&gt;
 * prtial_gngtlkG&lt;br /&gt;
 * prtial_gngtlkH&lt;br /&gt;
 * RAP_A_Loop&lt;br /&gt;
 * RAP_B_Loop&lt;br /&gt;
 * RAP_C_Loop&lt;br /&gt;
 * Sit_relaxed&lt;br /&gt;
 * Tap_hand &lt;br /&gt;
==MD_CHASE==&lt;br /&gt;
 * Carhit_Hangon&lt;br /&gt;
 * Carhit_Tumble&lt;br /&gt;
 * donutdrop&lt;br /&gt;
 * Fen_Choppa_L1&lt;br /&gt;
 * Fen_Choppa_L2&lt;br /&gt;
 * Fen_Choppa_L3&lt;br /&gt;
 * Fen_Choppa_R1&lt;br /&gt;
 * Fen_Choppa_R2&lt;br /&gt;
 * Fen_Choppa_R3&lt;br /&gt;
 * Hangon_Stun_loop&lt;br /&gt;
 * Hangon_Stun_Turn&lt;br /&gt;
 * MD_BIKE_2_HANG&lt;br /&gt;
 * MD_BIKE_Jmp_BL&lt;br /&gt;
 * MD_BIKE_Jmp_F&lt;br /&gt;
 * MD_BIKE_Lnd_BL&lt;br /&gt;
 * MD_BIKE_Lnd_Die_BL&lt;br /&gt;
 * MD_BIKE_Lnd_Die_F&lt;br /&gt;
 * MD_BIKE_Lnd_F&lt;br /&gt;
 * MD_BIKE_Lnd_Roll&lt;br /&gt;
 * MD_BIKE_Lnd_Roll_F&lt;br /&gt;
 * MD_BIKE_Punch&lt;br /&gt;
 * MD_BIKE_Punch_F&lt;br /&gt;
 * MD_BIKE_Shot_F&lt;br /&gt;
 * MD_HANG_Lnd_Roll&lt;br /&gt;
 * MD_HANG_Loop &lt;br /&gt;
==MD_END==&lt;br /&gt;
 * END_SC1_PLY&lt;br /&gt;
 * END_SC1_RYD&lt;br /&gt;
 * END_SC1_SMO&lt;br /&gt;
 * END_SC1_SWE&lt;br /&gt;
 * END_SC2_PLY&lt;br /&gt;
 * END_SC2_RYD&lt;br /&gt;
 * END_SC2_SMO&lt;br /&gt;
 * END_SC2_SWE &lt;br /&gt;
==MEDIC==&lt;br /&gt;
 * CPR &lt;br /&gt;
==MISC==&lt;br /&gt;
 * bitchslap&lt;br /&gt;
 * BMX_celebrate&lt;br /&gt;
 * BMX_comeon&lt;br /&gt;
 * bmx_idleloop_01&lt;br /&gt;
 * bmx_idleloop_02&lt;br /&gt;
 * bmx_talkleft_in&lt;br /&gt;
 * bmx_talkleft_loop&lt;br /&gt;
 * bmx_talkleft_out&lt;br /&gt;
 * bmx_talkright_in&lt;br /&gt;
 * bmx_talkright_loop&lt;br /&gt;
 * bmx_talkright_out&lt;br /&gt;
 * bng_wndw&lt;br /&gt;
 * bng_wndw_02&lt;br /&gt;
 * Case_pickup&lt;br /&gt;
 * door_jet&lt;br /&gt;
 * GRAB_L&lt;br /&gt;
 * GRAB_R&lt;br /&gt;
 * Hiker_Pose&lt;br /&gt;
 * Hiker_Pose_L&lt;br /&gt;
 * Idle_Chat_02&lt;br /&gt;
 * KAT_Throw_K&lt;br /&gt;
 * KAT_Throw_O&lt;br /&gt;
 * KAT_Throw_P&lt;br /&gt;
 * PASS_Rifle_O&lt;br /&gt;
 * PASS_Rifle_Ped&lt;br /&gt;
 * PASS_Rifle_Ply&lt;br /&gt;
 * pickup_box&lt;br /&gt;
 * Plane_door&lt;br /&gt;
 * Plane_exit&lt;br /&gt;
 * Plane_hijack&lt;br /&gt;
 * Plunger_01&lt;br /&gt;
 * Plyrlean_loop&lt;br /&gt;
 * plyr_shkhead&lt;br /&gt;
 * Run_Dive&lt;br /&gt;
 * Scratchballs_01&lt;br /&gt;
 * SEAT_LR&lt;br /&gt;
 * Seat_talk_01&lt;br /&gt;
 * Seat_talk_02&lt;br /&gt;
 * SEAT_watch&lt;br /&gt;
 * smalplane_door&lt;br /&gt;
 * smlplane_door &lt;br /&gt;
==MTB==&lt;br /&gt;
 * MTB_back&lt;br /&gt;
 * MTB_bunnyhop&lt;br /&gt;
 * MTB_drivebyFT&lt;br /&gt;
 * MTB_driveby_LHS&lt;br /&gt;
 * MTB_driveby_RHS&lt;br /&gt;
 * MTB_fwd&lt;br /&gt;
 * MTB_getoffBACK&lt;br /&gt;
 * MTB_getoffLHS&lt;br /&gt;
 * MTB_getoffRHS&lt;br /&gt;
 * MTB_jumponL&lt;br /&gt;
 * MTB_jumponR&lt;br /&gt;
 * MTB_Left&lt;br /&gt;
 * MTB_pedal&lt;br /&gt;
 * MTB_pushes&lt;br /&gt;
 * MTB_Ride&lt;br /&gt;
 * MTB_Right&lt;br /&gt;
 * MTB_sprint&lt;br /&gt;
 * MTB_still &lt;br /&gt;
==MUSCULAR==&lt;br /&gt;
 * MscleWalkst_armed&lt;br /&gt;
 * MscleWalkst_Csaw&lt;br /&gt;
 * Mscle_rckt_run&lt;br /&gt;
 * Mscle_rckt_walkst&lt;br /&gt;
 * Mscle_run_Csaw&lt;br /&gt;
 * MuscleIdle&lt;br /&gt;
 * MuscleIdle_armed&lt;br /&gt;
 * MuscleIdle_Csaw&lt;br /&gt;
 * MuscleIdle_rocket&lt;br /&gt;
 * MuscleRun&lt;br /&gt;
 * MuscleRun_armed&lt;br /&gt;
 * MuscleSprint&lt;br /&gt;
 * MuscleWalk&lt;br /&gt;
 * MuscleWalkstart&lt;br /&gt;
 * MuscleWalk_armed&lt;br /&gt;
 * Musclewalk_Csaw&lt;br /&gt;
 * Musclewalk_rocket &lt;br /&gt;
==NEVADA==&lt;br /&gt;
 * NEVADA_getin&lt;br /&gt;
 * NEVADA_getout &lt;br /&gt;
==ON_LOOKERS==&lt;br /&gt;
 * lkaround_in&lt;br /&gt;
 * lkaround_loop&lt;br /&gt;
 * lkaround_out&lt;br /&gt;
 * lkup_in&lt;br /&gt;
 * lkup_loop&lt;br /&gt;
 * lkup_out&lt;br /&gt;
 * lkup_point&lt;br /&gt;
 * panic_cower&lt;br /&gt;
 * panic_hide&lt;br /&gt;
 * panic_in&lt;br /&gt;
 * panic_loop&lt;br /&gt;
 * panic_out&lt;br /&gt;
 * panic_point&lt;br /&gt;
 * panic_shout&lt;br /&gt;
 * Pointup_in&lt;br /&gt;
 * Pointup_loop&lt;br /&gt;
 * Pointup_out&lt;br /&gt;
 * Pointup_shout&lt;br /&gt;
 * point_in&lt;br /&gt;
 * point_loop&lt;br /&gt;
 * point_out&lt;br /&gt;
 * shout_01&lt;br /&gt;
 * shout_02&lt;br /&gt;
 * shout_in&lt;br /&gt;
 * shout_loop&lt;br /&gt;
 * shout_out&lt;br /&gt;
 * wave_in&lt;br /&gt;
 * wave_loop&lt;br /&gt;
 * wave_out &lt;br /&gt;
==OTB==&lt;br /&gt;
 * betslp_in&lt;br /&gt;
 * betslp_lkabt&lt;br /&gt;
 * betslp_loop&lt;br /&gt;
 * betslp_out&lt;br /&gt;
 * betslp_tnk&lt;br /&gt;
 * wtchrace_cmon&lt;br /&gt;
 * wtchrace_in&lt;br /&gt;
 * wtchrace_loop&lt;br /&gt;
 * wtchrace_lose&lt;br /&gt;
 * wtchrace_out&lt;br /&gt;
 * wtchrace_win &lt;br /&gt;
==PARACHUTE==&lt;br /&gt;
 * FALL_skyDive&lt;br /&gt;
 * FALL_SkyDive_Accel&lt;br /&gt;
 * FALL_skyDive_DIE&lt;br /&gt;
 * FALL_SkyDive_L&lt;br /&gt;
 * FALL_SkyDive_R&lt;br /&gt;
 * PARA_decel&lt;br /&gt;
 * PARA_decel_O&lt;br /&gt;
 * PARA_float&lt;br /&gt;
 * PARA_float_O&lt;br /&gt;
 * PARA_Land&lt;br /&gt;
 * PARA_Land_O&lt;br /&gt;
 * PARA_Land_Water&lt;br /&gt;
 * PARA_Land_Water_O&lt;br /&gt;
 * PARA_open&lt;br /&gt;
 * PARA_open_O&lt;br /&gt;
 * PARA_Rip_Land_O&lt;br /&gt;
 * PARA_Rip_Loop_O&lt;br /&gt;
 * PARA_Rip_O&lt;br /&gt;
 * PARA_steerL&lt;br /&gt;
 * PARA_steerL_O&lt;br /&gt;
 * PARA_steerR&lt;br /&gt;
 * PARA_steerR_O &lt;br /&gt;
==PARK==&lt;br /&gt;
 * Tai_Chi_in&lt;br /&gt;
 * Tai_Chi_Loop&lt;br /&gt;
 * Tai_Chi_Out &lt;br /&gt;
==PAULNMAC==&lt;br /&gt;
 * Piss_in&lt;br /&gt;
 * Piss_loop&lt;br /&gt;
 * Piss_out&lt;br /&gt;
 * PnM_Argue1_A&lt;br /&gt;
 * PnM_Argue1_B&lt;br /&gt;
 * PnM_Argue2_A&lt;br /&gt;
 * PnM_Argue2_B&lt;br /&gt;
 * PnM_Loop_A&lt;br /&gt;
 * PnM_Loop_B&lt;br /&gt;
 * wank_in&lt;br /&gt;
 * wank_loop&lt;br /&gt;
 * wank_out &lt;br /&gt;
==ped==&lt;br /&gt;
 * abseil&lt;br /&gt;
 * ARRESTgun&lt;br /&gt;
 * ATM&lt;br /&gt;
 * BIKE_elbowL&lt;br /&gt;
 * BIKE_elbowR&lt;br /&gt;
 * BIKE_fallR&lt;br /&gt;
 * BIKE_fall_off&lt;br /&gt;
 * BIKE_pickupL&lt;br /&gt;
 * BIKE_pickupR&lt;br /&gt;
 * BIKE_pullupL&lt;br /&gt;
 * BIKE_pullupR&lt;br /&gt;
 * bomber&lt;br /&gt;
 * CAR_alignHI_LHS&lt;br /&gt;
 * CAR_alignHI_RHS&lt;br /&gt;
 * CAR_align_LHS&lt;br /&gt;
 * CAR_align_RHS&lt;br /&gt;
 * CAR_closedoorL_LHS&lt;br /&gt;
 * CAR_closedoorL_RHS&lt;br /&gt;
 * CAR_closedoor_LHS&lt;br /&gt;
 * CAR_closedoor_RHS&lt;br /&gt;
 * CAR_close_LHS&lt;br /&gt;
 * CAR_close_RHS&lt;br /&gt;
 * CAR_crawloutRHS&lt;br /&gt;
 * CAR_dead_LHS&lt;br /&gt;
 * CAR_dead_RHS&lt;br /&gt;
 * CAR_doorlocked_LHS&lt;br /&gt;
 * CAR_doorlocked_RHS&lt;br /&gt;
 * CAR_fallout_LHS&lt;br /&gt;
 * CAR_fallout_RHS&lt;br /&gt;
 * CAR_getinL_LHS&lt;br /&gt;
 * CAR_getinL_RHS&lt;br /&gt;
 * CAR_getin_LHS&lt;br /&gt;
 * CAR_getin_RHS&lt;br /&gt;
 * CAR_getoutL_LHS&lt;br /&gt;
 * CAR_getoutL_RHS&lt;br /&gt;
 * CAR_getout_LHS&lt;br /&gt;
 * CAR_getout_RHS&lt;br /&gt;
 * car_hookertalk&lt;br /&gt;
 * CAR_jackedLHS&lt;br /&gt;
 * CAR_jackedRHS&lt;br /&gt;
 * CAR_jumpin_LHS&lt;br /&gt;
 * CAR_LB&lt;br /&gt;
 * CAR_LB_pro&lt;br /&gt;
 * CAR_LB_weak&lt;br /&gt;
 * CAR_LjackedLHS&lt;br /&gt;
 * CAR_LjackedRHS&lt;br /&gt;
 * CAR_Lshuffle_RHS&lt;br /&gt;
 * CAR_Lsit&lt;br /&gt;
 * CAR_open_LHS&lt;br /&gt;
 * CAR_open_RHS&lt;br /&gt;
 * CAR_pulloutL_LHS&lt;br /&gt;
 * CAR_pulloutL_RHS&lt;br /&gt;
 * CAR_pullout_LHS&lt;br /&gt;
 * CAR_pullout_RHS&lt;br /&gt;
 * CAR_Qjacked&lt;br /&gt;
 * CAR_rolldoor&lt;br /&gt;
 * CAR_rolldoorLO&lt;br /&gt;
 * CAR_rollout_LHS&lt;br /&gt;
 * CAR_rollout_RHS&lt;br /&gt;
 * CAR_shuffle_RHS&lt;br /&gt;
 * CAR_sit&lt;br /&gt;
 * CAR_sitp&lt;br /&gt;
 * CAR_sitpLO&lt;br /&gt;
 * CAR_sit_pro&lt;br /&gt;
 * CAR_sit_weak&lt;br /&gt;
 * CAR_tune_radio&lt;br /&gt;
 * CLIMB_idle&lt;br /&gt;
 * CLIMB_jump&lt;br /&gt;
 * CLIMB_jump2fall&lt;br /&gt;
 * CLIMB_jump_B&lt;br /&gt;
 * CLIMB_Pull&lt;br /&gt;
 * CLIMB_Stand&lt;br /&gt;
 * CLIMB_Stand_finish&lt;br /&gt;
 * cower&lt;br /&gt;
 * Crouch_Roll_L&lt;br /&gt;
 * Crouch_Roll_R&lt;br /&gt;
 * DAM_armL_frmBK&lt;br /&gt;
 * DAM_armL_frmFT&lt;br /&gt;
 * DAM_armL_frmLT&lt;br /&gt;
 * DAM_armR_frmBK&lt;br /&gt;
 * DAM_armR_frmFT&lt;br /&gt;
 * DAM_armR_frmRT&lt;br /&gt;
 * DAM_LegL_frmBK&lt;br /&gt;
 * DAM_LegL_frmFT&lt;br /&gt;
 * DAM_LegL_frmLT&lt;br /&gt;
 * DAM_LegR_frmBK&lt;br /&gt;
 * DAM_LegR_frmFT&lt;br /&gt;
 * DAM_LegR_frmRT&lt;br /&gt;
 * DAM_stomach_frmBK&lt;br /&gt;
 * DAM_stomach_frmFT&lt;br /&gt;
 * DAM_stomach_frmLT&lt;br /&gt;
 * DAM_stomach_frmRT&lt;br /&gt;
 * DOOR_LHinge_O&lt;br /&gt;
 * DOOR_RHinge_O&lt;br /&gt;
 * DrivebyL_L&lt;br /&gt;
 * DrivebyL_R&lt;br /&gt;
 * Driveby_L&lt;br /&gt;
 * Driveby_R&lt;br /&gt;
 * DRIVE_BOAT&lt;br /&gt;
 * DRIVE_BOAT_back&lt;br /&gt;
 * DRIVE_BOAT_L&lt;br /&gt;
 * DRIVE_BOAT_R&lt;br /&gt;
 * Drive_L&lt;br /&gt;
 * Drive_LO_l&lt;br /&gt;
 * Drive_LO_R&lt;br /&gt;
 * Drive_L_pro&lt;br /&gt;
 * Drive_L_pro_slow&lt;br /&gt;
 * Drive_L_slow&lt;br /&gt;
 * Drive_L_weak&lt;br /&gt;
 * Drive_L_weak_slow&lt;br /&gt;
 * Drive_R&lt;br /&gt;
 * Drive_R_pro&lt;br /&gt;
 * Drive_R_pro_slow&lt;br /&gt;
 * Drive_R_slow&lt;br /&gt;
 * Drive_R_weak&lt;br /&gt;
 * Drive_R_weak_slow&lt;br /&gt;
 * Drive_truck&lt;br /&gt;
 * DRIVE_truck_back&lt;br /&gt;
 * DRIVE_truck_L&lt;br /&gt;
 * DRIVE_truck_R&lt;br /&gt;
 * Drown&lt;br /&gt;
 * DUCK_cower&lt;br /&gt;
 * endchat_01&lt;br /&gt;
 * endchat_02&lt;br /&gt;
 * endchat_03&lt;br /&gt;
 * EV_dive&lt;br /&gt;
 * EV_step&lt;br /&gt;
 * facanger&lt;br /&gt;
 * facgum&lt;br /&gt;
 * facsurp&lt;br /&gt;
 * facsurpm&lt;br /&gt;
 * factalk&lt;br /&gt;
 * facurios&lt;br /&gt;
 * FALL_back&lt;br /&gt;
 * FALL_collapse&lt;br /&gt;
 * FALL_fall&lt;br /&gt;
 * FALL_front&lt;br /&gt;
 * FALL_glide&lt;br /&gt;
 * FALL_land&lt;br /&gt;
 * FALL_skyDive&lt;br /&gt;
 * Fight2Idle&lt;br /&gt;
 * FightA_1&lt;br /&gt;
 * FightA_2&lt;br /&gt;
 * FightA_3&lt;br /&gt;
 * FightA_block&lt;br /&gt;
 * FightA_G&lt;br /&gt;
 * FightA_M&lt;br /&gt;
 * FIGHTIDLE&lt;br /&gt;
 * FightShB&lt;br /&gt;
 * FightShF&lt;br /&gt;
 * FightSh_BWD&lt;br /&gt;
 * FightSh_FWD&lt;br /&gt;
 * FightSh_Left&lt;br /&gt;
 * FightSh_Right&lt;br /&gt;
 * flee_lkaround_01&lt;br /&gt;
 * FLOOR_hit&lt;br /&gt;
 * FLOOR_hit_f&lt;br /&gt;
 * fucku&lt;br /&gt;
 * gang_gunstand&lt;br /&gt;
 * gas_cwr&lt;br /&gt;
 * getup&lt;br /&gt;
 * getup_front&lt;br /&gt;
 * gum_eat&lt;br /&gt;
 * GunCrouchBwd&lt;br /&gt;
 * GunCrouchFwd&lt;br /&gt;
 * GunMove_BWD&lt;br /&gt;
 * GunMove_FWD&lt;br /&gt;
 * GunMove_L&lt;br /&gt;
 * GunMove_R&lt;br /&gt;
 * Gun_2_IDLE&lt;br /&gt;
 * GUN_BUTT&lt;br /&gt;
 * GUN_BUTT_crouch&lt;br /&gt;
 * Gun_stand&lt;br /&gt;
 * handscower&lt;br /&gt;
 * handsup&lt;br /&gt;
 * HitA_1&lt;br /&gt;
 * HitA_2&lt;br /&gt;
 * HitA_3&lt;br /&gt;
 * HIT_back&lt;br /&gt;
 * HIT_behind&lt;br /&gt;
 * HIT_front&lt;br /&gt;
 * HIT_GUN_BUTT&lt;br /&gt;
 * HIT_L&lt;br /&gt;
 * HIT_R&lt;br /&gt;
 * HIT_walk&lt;br /&gt;
 * HIT_wall&lt;br /&gt;
 * Idlestance_fat&lt;br /&gt;
 * idlestance_old&lt;br /&gt;
 * IDLE_armed&lt;br /&gt;
 * IDLE_chat&lt;br /&gt;
 * IDLE_csaw&lt;br /&gt;
 * Idle_Gang1&lt;br /&gt;
 * IDLE_HBHB&lt;br /&gt;
 * IDLE_ROCKET&lt;br /&gt;
 * IDLE_stance&lt;br /&gt;
 * IDLE_taxi&lt;br /&gt;
 * IDLE_tired&lt;br /&gt;
 * Jetpack_Idle&lt;br /&gt;
 * JOG_femaleA&lt;br /&gt;
 * JOG_maleA&lt;br /&gt;
 * JUMP_glide&lt;br /&gt;
 * JUMP_land&lt;br /&gt;
 * JUMP_launch&lt;br /&gt;
 * JUMP_launch_R&lt;br /&gt;
 * KART_drive&lt;br /&gt;
 * KART_L&lt;br /&gt;
 * KART_LB&lt;br /&gt;
 * KART_R&lt;br /&gt;
 * KD_left&lt;br /&gt;
 * KD_right&lt;br /&gt;
 * KO_shot_face&lt;br /&gt;
 * KO_shot_front&lt;br /&gt;
 * KO_shot_stom&lt;br /&gt;
 * KO_skid_back&lt;br /&gt;
 * KO_skid_front&lt;br /&gt;
 * KO_spin_L&lt;br /&gt;
 * KO_spin_R&lt;br /&gt;
 * pass_Smoke_in_car&lt;br /&gt;
 * phone_in&lt;br /&gt;
 * phone_out&lt;br /&gt;
 * phone_talk&lt;br /&gt;
 * Player_Sneak&lt;br /&gt;
 * Player_Sneak_walkstart&lt;br /&gt;
 * roadcross&lt;br /&gt;
 * roadcross_female&lt;br /&gt;
 * roadcross_gang&lt;br /&gt;
 * roadcross_old&lt;br /&gt;
 * run_1armed&lt;br /&gt;
 * run_armed&lt;br /&gt;
 * run_civi&lt;br /&gt;
 * run_csaw&lt;br /&gt;
 * run_fat&lt;br /&gt;
 * run_fatold&lt;br /&gt;
 * run_gang1&lt;br /&gt;
 * run_left&lt;br /&gt;
 * run_old&lt;br /&gt;
 * run_player&lt;br /&gt;
 * run_right&lt;br /&gt;
 * run_rocket&lt;br /&gt;
 * Run_stop&lt;br /&gt;
 * Run_stopR&lt;br /&gt;
 * Run_Wuzi&lt;br /&gt;
 * SEAT_down&lt;br /&gt;
 * SEAT_idle&lt;br /&gt;
 * SEAT_up&lt;br /&gt;
 * SHOT_leftP&lt;br /&gt;
 * SHOT_partial&lt;br /&gt;
 * SHOT_partial_B&lt;br /&gt;
 * SHOT_rightP&lt;br /&gt;
 * Shove_Partial&lt;br /&gt;
 * Smoke_in_car&lt;br /&gt;
 * sprint_civi&lt;br /&gt;
 * sprint_panic&lt;br /&gt;
 * Sprint_Wuzi&lt;br /&gt;
 * swat_run&lt;br /&gt;
 * Swim_Tread&lt;br /&gt;
 * Tap_hand&lt;br /&gt;
 * Tap_handP&lt;br /&gt;
 * turn_180&lt;br /&gt;
 * Turn_L&lt;br /&gt;
 * Turn_R&lt;br /&gt;
 * WALK_armed&lt;br /&gt;
 * WALK_civi&lt;br /&gt;
 * WALK_csaw&lt;br /&gt;
 * Walk_DoorPartial&lt;br /&gt;
 * WALK_drunk&lt;br /&gt;
 * WALK_fat&lt;br /&gt;
 * WALK_fatold&lt;br /&gt;
 * WALK_gang1&lt;br /&gt;
 * WALK_gang2&lt;br /&gt;
 * WALK_old&lt;br /&gt;
 * WALK_player&lt;br /&gt;
 * WALK_rocket&lt;br /&gt;
 * WALK_shuffle&lt;br /&gt;
 * WALK_start&lt;br /&gt;
 * WALK_start_armed&lt;br /&gt;
 * WALK_start_csaw&lt;br /&gt;
 * WALK_start_rocket&lt;br /&gt;
 * Walk_Wuzi&lt;br /&gt;
 * WEAPON_crouch&lt;br /&gt;
 * woman_idlestance&lt;br /&gt;
 * woman_run&lt;br /&gt;
 * WOMAN_runbusy&lt;br /&gt;
 * WOMAN_runfatold&lt;br /&gt;
 * woman_runpanic&lt;br /&gt;
 * WOMAN_runsexy&lt;br /&gt;
 * WOMAN_walkbusy&lt;br /&gt;
 * WOMAN_walkfatold&lt;br /&gt;
 * WOMAN_walknorm&lt;br /&gt;
 * WOMAN_walkold&lt;br /&gt;
 * WOMAN_walkpro&lt;br /&gt;
 * WOMAN_walksexy&lt;br /&gt;
 * WOMAN_walkshop&lt;br /&gt;
 * XPRESSscratch &lt;br /&gt;
==PLAYER_DVBYS==&lt;br /&gt;
 * Plyr_DrivebyBwd&lt;br /&gt;
 * Plyr_DrivebyFwd&lt;br /&gt;
 * Plyr_DrivebyLHS&lt;br /&gt;
 * Plyr_DrivebyRHS &lt;br /&gt;
==PLAYIDLES==&lt;br /&gt;
 * shift&lt;br /&gt;
 * shldr&lt;br /&gt;
 * stretch&lt;br /&gt;
 * strleg&lt;br /&gt;
 * time &lt;br /&gt;
==POLICE==&lt;br /&gt;
 * CopTraf_Away&lt;br /&gt;
 * CopTraf_Come&lt;br /&gt;
 * CopTraf_Left&lt;br /&gt;
 * CopTraf_Stop&lt;br /&gt;
 * COP_getoutcar_LHS&lt;br /&gt;
 * Cop_move_FWD&lt;br /&gt;
 * crm_drgbst_01&lt;br /&gt;
 * Door_Kick&lt;br /&gt;
 * plc_drgbst_01&lt;br /&gt;
 * plc_drgbst_02 &lt;br /&gt;
==POOL==&lt;br /&gt;
 * POOL_ChalkCue&lt;br /&gt;
 * POOL_Idle_Stance&lt;br /&gt;
 * POOL_Long_Shot&lt;br /&gt;
 * POOL_Long_Shot_O&lt;br /&gt;
 * POOL_Long_Start&lt;br /&gt;
 * POOL_Long_Start_O&lt;br /&gt;
 * POOL_Med_Shot&lt;br /&gt;
 * POOL_Med_Shot_O&lt;br /&gt;
 * POOL_Med_Start&lt;br /&gt;
 * POOL_Med_Start_O&lt;br /&gt;
 * POOL_Place_White&lt;br /&gt;
 * POOL_Short_Shot&lt;br /&gt;
 * POOL_Short_Shot_O&lt;br /&gt;
 * POOL_Short_Start&lt;br /&gt;
 * POOL_Short_Start_O&lt;br /&gt;
 * POOL_Walk&lt;br /&gt;
 * POOL_Walk_Start&lt;br /&gt;
 * POOL_XLong_Shot&lt;br /&gt;
 * POOL_XLong_Shot_O&lt;br /&gt;
 * POOL_XLong_Start&lt;br /&gt;
 * POOL_XLong_Start_O &lt;br /&gt;
==POOR==&lt;br /&gt;
 * WINWASH_Start&lt;br /&gt;
 * WINWASH_Wash2Beg &lt;br /&gt;
==PYTHON==&lt;br /&gt;
 * python_crouchfire&lt;br /&gt;
 * python_crouchreload&lt;br /&gt;
 * python_fire&lt;br /&gt;
 * python_fire_poor&lt;br /&gt;
 * python_reload &lt;br /&gt;
==QUAD==&lt;br /&gt;
 * QUAD_back&lt;br /&gt;
 * QUAD_driveby_FT&lt;br /&gt;
 * QUAD_driveby_LHS&lt;br /&gt;
 * QUAD_driveby_RHS&lt;br /&gt;
 * QUAD_FWD&lt;br /&gt;
 * QUAD_getoff_B&lt;br /&gt;
 * QUAD_getoff_LHS&lt;br /&gt;
 * QUAD_getoff_RHS&lt;br /&gt;
 * QUAD_geton_LHS&lt;br /&gt;
 * QUAD_geton_RHS&lt;br /&gt;
 * QUAD_hit&lt;br /&gt;
 * QUAD_kick&lt;br /&gt;
 * QUAD_Left&lt;br /&gt;
 * QUAD_passenger&lt;br /&gt;
 * QUAD_reverse&lt;br /&gt;
 * QUAD_ride&lt;br /&gt;
 * QUAD_Right &lt;br /&gt;
==QUAD_DBZ==&lt;br /&gt;
 * Pass_Driveby_BWD&lt;br /&gt;
 * Pass_Driveby_FWD&lt;br /&gt;
 * Pass_Driveby_LHS&lt;br /&gt;
 * Pass_Driveby_RHS &lt;br /&gt;
==RAPPING==&lt;br /&gt;
 * Laugh_01&lt;br /&gt;
 * RAP_A_IN&lt;br /&gt;
 * RAP_A_Loop&lt;br /&gt;
 * RAP_A_OUT&lt;br /&gt;
 * RAP_B_IN&lt;br /&gt;
 * RAP_B_Loop&lt;br /&gt;
 * RAP_B_OUT&lt;br /&gt;
 * RAP_C_Loop &lt;br /&gt;
==RIFLE==&lt;br /&gt;
 * RIFLE_crouchfire&lt;br /&gt;
 * RIFLE_crouchload&lt;br /&gt;
 * RIFLE_fire&lt;br /&gt;
 * RIFLE_fire_poor&lt;br /&gt;
 * RIFLE_load &lt;br /&gt;
==RIOT==&lt;br /&gt;
 * RIOT_ANGRY&lt;br /&gt;
 * RIOT_ANGRY_B&lt;br /&gt;
 * RIOT_challenge&lt;br /&gt;
 * RIOT_CHANT&lt;br /&gt;
 * RIOT_FUKU&lt;br /&gt;
 * RIOT_PUNCHES&lt;br /&gt;
 * RIOT_shout &lt;br /&gt;
==ROB_BANK==&lt;br /&gt;
 * CAT_Safe_End&lt;br /&gt;
 * CAT_Safe_Open&lt;br /&gt;
 * CAT_Safe_Open_O&lt;br /&gt;
 * CAT_Safe_Rob&lt;br /&gt;
 * SHP_HandsUp_Scr &lt;br /&gt;
==ROCKET==&lt;br /&gt;
 * idle_rocket&lt;br /&gt;
 * RocketFire&lt;br /&gt;
 * run_rocket&lt;br /&gt;
 * walk_rocket&lt;br /&gt;
 * WALK_start_rocket &lt;br /&gt;
==RUSTLER==&lt;br /&gt;
 * Plane_align_LHS&lt;br /&gt;
 * Plane_close&lt;br /&gt;
 * Plane_getin&lt;br /&gt;
 * Plane_getout&lt;br /&gt;
 * Plane_open &lt;br /&gt;
==RYDER==&lt;br /&gt;
 * RYD_Beckon_01&lt;br /&gt;
 * RYD_Beckon_02&lt;br /&gt;
 * RYD_Beckon_03&lt;br /&gt;
 * RYD_Die_PT1&lt;br /&gt;
 * RYD_Die_PT2&lt;br /&gt;
 * Van_Crate_L&lt;br /&gt;
 * Van_Crate_R&lt;br /&gt;
 * Van_Fall_L&lt;br /&gt;
 * Van_Fall_R&lt;br /&gt;
 * Van_Lean_L&lt;br /&gt;
 * Van_Lean_R&lt;br /&gt;
 * VAN_PickUp_E&lt;br /&gt;
 * VAN_PickUp_S&lt;br /&gt;
 * Van_Stand&lt;br /&gt;
 * Van_Stand_Crate&lt;br /&gt;
 * Van_Throw &lt;br /&gt;
==SCRATCHING==&lt;br /&gt;
 * scdldlp&lt;br /&gt;
 * scdlulp&lt;br /&gt;
 * scdrdlp&lt;br /&gt;
 * scdrulp&lt;br /&gt;
 * sclng_l&lt;br /&gt;
 * sclng_r&lt;br /&gt;
 * scmid_l&lt;br /&gt;
 * scmid_r&lt;br /&gt;
 * scshrtl&lt;br /&gt;
 * scshrtr&lt;br /&gt;
 * sc_ltor&lt;br /&gt;
 * sc_rtol &lt;br /&gt;
==SHAMAL==&lt;br /&gt;
 * SHAMAL_align&lt;br /&gt;
 * SHAMAL_getin_LHS&lt;br /&gt;
 * SHAMAL_getout_LHS&lt;br /&gt;
 * SHAMAL_open &lt;br /&gt;
==SHOP==&lt;br /&gt;
 * ROB_2Idle&lt;br /&gt;
 * ROB_Loop&lt;br /&gt;
 * ROB_Loop_Threat&lt;br /&gt;
 * ROB_Shifty&lt;br /&gt;
 * ROB_StickUp_In&lt;br /&gt;
 * SHP_Duck&lt;br /&gt;
 * SHP_Duck_Aim&lt;br /&gt;
 * SHP_Duck_Fire&lt;br /&gt;
 * SHP_Gun_Aim&lt;br /&gt;
 * SHP_Gun_Duck&lt;br /&gt;
 * SHP_Gun_Fire&lt;br /&gt;
 * SHP_Gun_Grab&lt;br /&gt;
 * SHP_Gun_Threat&lt;br /&gt;
 * SHP_HandsUp_Scr&lt;br /&gt;
 * SHP_Jump_Glide&lt;br /&gt;
 * SHP_Jump_Land&lt;br /&gt;
 * SHP_Jump_Launch&lt;br /&gt;
 * SHP_Rob_GiveCash&lt;br /&gt;
 * SHP_Rob_HandsUp&lt;br /&gt;
 * SHP_Rob_React&lt;br /&gt;
 * SHP_Serve_End&lt;br /&gt;
 * SHP_Serve_Idle&lt;br /&gt;
 * SHP_Serve_Loop&lt;br /&gt;
 * SHP_Serve_Start&lt;br /&gt;
 * Smoke_RYD &lt;br /&gt;
==SHOTGUN==&lt;br /&gt;
 * shotgun_crouchfire&lt;br /&gt;
 * shotgun_fire&lt;br /&gt;
 * shotgun_fire_poor &lt;br /&gt;
==SILENCED==&lt;br /&gt;
 * CrouchReload&lt;br /&gt;
 * SilenceCrouchfire&lt;br /&gt;
 * Silence_fire&lt;br /&gt;
 * Silence_reload &lt;br /&gt;
==SKATE==&lt;br /&gt;
 * skate_idle&lt;br /&gt;
 * skate_run&lt;br /&gt;
 * skate_sprint &lt;br /&gt;
==SMOKING==&lt;br /&gt;
 * F_smklean_loop&lt;br /&gt;
 * M_smklean_loop&lt;br /&gt;
 * M_smkstnd_loop&lt;br /&gt;
 * M_smk_drag&lt;br /&gt;
 * M_smk_in&lt;br /&gt;
 * M_smk_loop&lt;br /&gt;
 * M_smk_out&lt;br /&gt;
 * M_smk_tap &lt;br /&gt;
==SNIPER==&lt;br /&gt;
 * WEAPON_sniper &lt;br /&gt;
==SPRAYCAN==&lt;br /&gt;
 * spraycan_fire&lt;br /&gt;
 * spraycan_full &lt;br /&gt;
==STRIP==&lt;br /&gt;
 * PLY_CASH&lt;br /&gt;
 * PUN_CASH&lt;br /&gt;
 * PUN_HOLLER&lt;br /&gt;
 * PUN_LOOP&lt;br /&gt;
 * strip_A&lt;br /&gt;
 * strip_B&lt;br /&gt;
 * strip_C&lt;br /&gt;
 * strip_D&lt;br /&gt;
 * strip_E&lt;br /&gt;
 * strip_F&lt;br /&gt;
 * strip_G&lt;br /&gt;
 * STR_A2B&lt;br /&gt;
 * STR_B2A&lt;br /&gt;
 * STR_B2C&lt;br /&gt;
 * STR_C1&lt;br /&gt;
 * STR_C2&lt;br /&gt;
 * STR_C2B&lt;br /&gt;
 * STR_Loop_A&lt;br /&gt;
 * STR_Loop_B&lt;br /&gt;
 * STR_Loop_C &lt;br /&gt;
==SUNBATHE==&lt;br /&gt;
 * batherdown&lt;br /&gt;
 * batherup&lt;br /&gt;
 * Lay_Bac_in&lt;br /&gt;
 * Lay_Bac_out&lt;br /&gt;
 * ParkSit_M_IdleA&lt;br /&gt;
 * ParkSit_M_IdleB&lt;br /&gt;
 * ParkSit_M_IdleC&lt;br /&gt;
 * ParkSit_M_in&lt;br /&gt;
 * ParkSit_M_out&lt;br /&gt;
 * ParkSit_W_idleA&lt;br /&gt;
 * ParkSit_W_idleB&lt;br /&gt;
 * ParkSit_W_idleC&lt;br /&gt;
 * ParkSit_W_in&lt;br /&gt;
 * ParkSit_W_out&lt;br /&gt;
 * SBATHE_F_LieB2Sit&lt;br /&gt;
 * SBATHE_F_Out&lt;br /&gt;
 * SitnWait_in_W&lt;br /&gt;
 * SitnWait_out_W &lt;br /&gt;
==SWAT==&lt;br /&gt;
 * gnstwall_injurd&lt;br /&gt;
 * JMP_Wall1m_180&lt;br /&gt;
 * Rail_fall&lt;br /&gt;
 * Rail_fall_crawl&lt;br /&gt;
 * swt_breach_01&lt;br /&gt;
 * swt_breach_02&lt;br /&gt;
 * swt_breach_03&lt;br /&gt;
 * swt_go&lt;br /&gt;
 * swt_lkt&lt;br /&gt;
 * swt_sty&lt;br /&gt;
 * swt_vent_01&lt;br /&gt;
 * swt_vent_02&lt;br /&gt;
 * swt_vnt_sht_die&lt;br /&gt;
 * swt_vnt_sht_in&lt;br /&gt;
 * swt_vnt_sht_loop&lt;br /&gt;
 * swt_wllpk_L&lt;br /&gt;
 * swt_wllpk_L_back&lt;br /&gt;
 * swt_wllpk_R&lt;br /&gt;
 * swt_wllpk_R_back&lt;br /&gt;
 * swt_wllshoot_in_L&lt;br /&gt;
 * swt_wllshoot_in_R&lt;br /&gt;
 * swt_wllshoot_out_L&lt;br /&gt;
 * swt_wllshoot_out_R &lt;br /&gt;
==SWEET==&lt;br /&gt;
 * ho_ass_slapped&lt;br /&gt;
 * LaFin_Player&lt;br /&gt;
 * LaFin_Sweet&lt;br /&gt;
 * plyr_hndshldr_01&lt;br /&gt;
 * sweet_ass_slap&lt;br /&gt;
 * sweet_hndshldr_01&lt;br /&gt;
 * Sweet_injuredloop &lt;br /&gt;
==SWIM==&lt;br /&gt;
 * Swim_Breast&lt;br /&gt;
 * SWIM_crawl&lt;br /&gt;
 * Swim_Dive_Under&lt;br /&gt;
 * Swim_Glide&lt;br /&gt;
 * Swim_jumpout&lt;br /&gt;
 * Swim_Tread&lt;br /&gt;
 * Swim_Under &lt;br /&gt;
==SWORD==&lt;br /&gt;
 * sword_1&lt;br /&gt;
 * sword_2&lt;br /&gt;
 * sword_3&lt;br /&gt;
 * sword_4&lt;br /&gt;
 * sword_block&lt;br /&gt;
 * Sword_Hit_1&lt;br /&gt;
 * Sword_Hit_2&lt;br /&gt;
 * Sword_Hit_3&lt;br /&gt;
 * sword_IDLE&lt;br /&gt;
 * sword_part &lt;br /&gt;
==TANK==&lt;br /&gt;
 * TANK_align_LHS&lt;br /&gt;
 * TANK_close_LHS&lt;br /&gt;
 * TANK_doorlocked&lt;br /&gt;
 * TANK_getin_LHS&lt;br /&gt;
 * TANK_getout_LHS&lt;br /&gt;
 * TANK_open_LHS &lt;br /&gt;
==TATTOOS==&lt;br /&gt;
 * TAT_ArmL_In_O&lt;br /&gt;
 * TAT_ArmL_In_P&lt;br /&gt;
 * TAT_ArmL_In_T&lt;br /&gt;
 * TAT_ArmL_Out_O&lt;br /&gt;
 * TAT_ArmL_Out_P&lt;br /&gt;
 * TAT_ArmL_Out_T&lt;br /&gt;
 * TAT_ArmL_Pose_O&lt;br /&gt;
 * TAT_ArmL_Pose_P&lt;br /&gt;
 * TAT_ArmL_Pose_T&lt;br /&gt;
 * TAT_ArmR_In_O&lt;br /&gt;
 * TAT_ArmR_In_P&lt;br /&gt;
 * TAT_ArmR_In_T&lt;br /&gt;
 * TAT_ArmR_Out_O&lt;br /&gt;
 * TAT_ArmR_Out_P&lt;br /&gt;
 * TAT_ArmR_Out_T&lt;br /&gt;
 * TAT_ArmR_Pose_O&lt;br /&gt;
 * TAT_ArmR_Pose_P&lt;br /&gt;
 * TAT_ArmR_Pose_T&lt;br /&gt;
 * TAT_Back_In_O&lt;br /&gt;
 * TAT_Back_In_P&lt;br /&gt;
 * TAT_Back_In_T&lt;br /&gt;
 * TAT_Back_Out_O&lt;br /&gt;
 * TAT_Back_Out_P&lt;br /&gt;
 * TAT_Back_Out_T&lt;br /&gt;
 * TAT_Back_Pose_O&lt;br /&gt;
 * TAT_Back_Pose_P&lt;br /&gt;
 * TAT_Back_Pose_T&lt;br /&gt;
 * TAT_Back_Sit_In_P&lt;br /&gt;
 * TAT_Back_Sit_Loop_P&lt;br /&gt;
 * TAT_Back_Sit_Out_P&lt;br /&gt;
 * TAT_Bel_In_O&lt;br /&gt;
 * TAT_Bel_In_T&lt;br /&gt;
 * TAT_Bel_Out_O&lt;br /&gt;
 * TAT_Bel_Out_T&lt;br /&gt;
 * TAT_Bel_Pose_O&lt;br /&gt;
 * TAT_Bel_Pose_T&lt;br /&gt;
 * TAT_Che_In_O&lt;br /&gt;
 * TAT_Che_In_P&lt;br /&gt;
 * TAT_Che_In_T&lt;br /&gt;
 * TAT_Che_Out_O&lt;br /&gt;
 * TAT_Che_Out_P&lt;br /&gt;
 * TAT_Che_Out_T&lt;br /&gt;
 * TAT_Che_Pose_O&lt;br /&gt;
 * TAT_Che_Pose_P&lt;br /&gt;
 * TAT_Che_Pose_T&lt;br /&gt;
 * TAT_Drop_O&lt;br /&gt;
 * TAT_Idle_Loop_O&lt;br /&gt;
 * TAT_Idle_Loop_T&lt;br /&gt;
 * TAT_Sit_In_O&lt;br /&gt;
 * TAT_Sit_In_P&lt;br /&gt;
 * TAT_Sit_In_T&lt;br /&gt;
 * TAT_Sit_Loop_O&lt;br /&gt;
 * TAT_Sit_Loop_P&lt;br /&gt;
 * TAT_Sit_Loop_T&lt;br /&gt;
 * TAT_Sit_Out_O&lt;br /&gt;
 * TAT_Sit_Out_P&lt;br /&gt;
 * TAT_Sit_Out_T &lt;br /&gt;
==TEC==&lt;br /&gt;
 * TEC_crouchfire&lt;br /&gt;
 * TEC_crouchreload&lt;br /&gt;
 * TEC_fire&lt;br /&gt;
 * TEC_reload &lt;br /&gt;
==TRAIN==&lt;br /&gt;
 * tran_gtup&lt;br /&gt;
 * tran_hng&lt;br /&gt;
 * tran_ouch&lt;br /&gt;
 * tran_stmb &lt;br /&gt;
==TRUCK==&lt;br /&gt;
 * TRUCK_ALIGN_LHS&lt;br /&gt;
 * TRUCK_ALIGN_RHS&lt;br /&gt;
 * TRUCK_closedoor_LHS&lt;br /&gt;
 * TRUCK_closedoor_RHS&lt;br /&gt;
 * TRUCK_close_LHS&lt;br /&gt;
 * TRUCK_close_RHS&lt;br /&gt;
 * TRUCK_getin_LHS&lt;br /&gt;
 * TRUCK_getin_RHS&lt;br /&gt;
 * TRUCK_getout_LHS&lt;br /&gt;
 * TRUCK_getout_RHS&lt;br /&gt;
 * TRUCK_jackedLHS&lt;br /&gt;
 * TRUCK_jackedRHS&lt;br /&gt;
 * TRUCK_open_LHS&lt;br /&gt;
 * TRUCK_open_RHS&lt;br /&gt;
 * TRUCK_pullout_LHS&lt;br /&gt;
 * TRUCK_pullout_RHS&lt;br /&gt;
 * TRUCK_Shuffle &lt;br /&gt;
==UZI==&lt;br /&gt;
 * UZI_crouchfire&lt;br /&gt;
 * UZI_crouchreload&lt;br /&gt;
 * UZI_fire&lt;br /&gt;
 * UZI_fire_poor&lt;br /&gt;
 * UZI_reload &lt;br /&gt;
==VAN==&lt;br /&gt;
 * VAN_close_back_LHS&lt;br /&gt;
 * VAN_close_back_RHS&lt;br /&gt;
 * VAN_getin_Back_LHS&lt;br /&gt;
 * VAN_getin_Back_RHS&lt;br /&gt;
 * VAN_getout_back_LHS&lt;br /&gt;
 * VAN_getout_back_RHS&lt;br /&gt;
 * VAN_open_back_LHS&lt;br /&gt;
 * VAN_open_back_RHS &lt;br /&gt;
==VENDING==&lt;br /&gt;
 * VEND_Drink2_P&lt;br /&gt;
 * VEND_Drink_P&lt;br /&gt;
 * vend_eat1_P&lt;br /&gt;
 * VEND_Eat_P&lt;br /&gt;
 * VEND_Use&lt;br /&gt;
 * VEND_Use_pt2 &lt;br /&gt;
==VORTEX==&lt;br /&gt;
 * CAR_jumpin_LHS&lt;br /&gt;
 * CAR_jumpin_RHS&lt;br /&gt;
 * vortex_getout_LHS&lt;br /&gt;
 * vortex_getout_RHS &lt;br /&gt;
==WAYFARER==&lt;br /&gt;
 * WF_Back&lt;br /&gt;
 * WF_drivebyFT&lt;br /&gt;
 * WF_drivebyLHS&lt;br /&gt;
 * WF_drivebyRHS&lt;br /&gt;
 * WF_Fwd&lt;br /&gt;
 * WF_getoffBACK&lt;br /&gt;
 * WF_getoffLHS&lt;br /&gt;
 * WF_getoffRHS&lt;br /&gt;
 * WF_hit&lt;br /&gt;
 * WF_jumponL&lt;br /&gt;
 * WF_jumponR&lt;br /&gt;
 * WF_kick&lt;br /&gt;
 * WF_Left&lt;br /&gt;
 * WF_passenger&lt;br /&gt;
 * WF_pushes&lt;br /&gt;
 * WF_Ride&lt;br /&gt;
 * WF_Right&lt;br /&gt;
 * WF_Still &lt;br /&gt;
==WEAPONS==&lt;br /&gt;
 * SHP_1H_Lift&lt;br /&gt;
 * SHP_1H_Lift_End&lt;br /&gt;
 * SHP_1H_Ret&lt;br /&gt;
 * SHP_1H_Ret_S&lt;br /&gt;
 * SHP_2H_Lift&lt;br /&gt;
 * SHP_2H_Lift_End&lt;br /&gt;
 * SHP_2H_Ret&lt;br /&gt;
 * SHP_2H_Ret_S&lt;br /&gt;
 * SHP_Ar_Lift&lt;br /&gt;
 * SHP_Ar_Lift_End&lt;br /&gt;
 * SHP_Ar_Ret&lt;br /&gt;
 * SHP_Ar_Ret_S&lt;br /&gt;
 * SHP_G_Lift_In&lt;br /&gt;
 * SHP_G_Lift_Out&lt;br /&gt;
 * SHP_Tray_In&lt;br /&gt;
 * SHP_Tray_Out&lt;br /&gt;
 * SHP_Tray_Pose &lt;br /&gt;
==WUZI==&lt;br /&gt;
 * CS_Dead_Guy&lt;br /&gt;
 * CS_Plyr_pt1&lt;br /&gt;
 * CS_Plyr_pt2&lt;br /&gt;
 * CS_Wuzi_pt1&lt;br /&gt;
 * CS_Wuzi_pt2&lt;br /&gt;
 * Walkstart_Idle_01&lt;br /&gt;
 * Wuzi_follow&lt;br /&gt;
 * Wuzi_Greet_Plyr&lt;br /&gt;
 * Wuzi_Greet_Wuzi&lt;br /&gt;
 * Wuzi_grnd_chk&lt;br /&gt;
 * Wuzi_stand_loop&lt;br /&gt;
 * Wuzi_Walk&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=OnPlayerClick&amp;diff=14445</id>
		<title>OnPlayerClick</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=OnPlayerClick&amp;diff=14445"/>
		<updated>2008-01-04T23:41:43Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Server event}}&lt;br /&gt;
This event is triggered when a player clicks using the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string mouseButton, string buttonState, element clickedElement, float worldPosX, float worldPosY, float worldPosZ, float screenPosX, float screenPosY&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''mouseButton''': A string representing the mousebutton that was pressed. Value can be ''left'', ''middle'' or ''right''.&lt;br /&gt;
*'''buttonState''': A string representing the button state. Value can be ''up'' or ''down''.&lt;br /&gt;
*'''clickedElement''': The element the player clicked on. This value is ''nil'' if none.&lt;br /&gt;
*'''worldPosX''': The X position in the world the player clicked on&lt;br /&gt;
*'''worldPosY''': The Y position in the world the player clicked on&lt;br /&gt;
*'''worldPosZ''': The Z position in the world the player clicked on&lt;br /&gt;
*'''screenPosX''': The X position on the screen the player clicked on&lt;br /&gt;
*'''screenPosY''': The Y position on the screen the player clicked on&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
The [[event system#Event source|source]] of this event is the [[player]] that clicked.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;!-- Explain what the example is in a single sentance --&amp;gt;&lt;br /&gt;
This example does...&lt;br /&gt;
&amp;lt;!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized --&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--This line does...&lt;br /&gt;
blah()&lt;br /&gt;
--This line does this...&lt;br /&gt;
mooo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Event_functions}}&lt;br /&gt;
[[Category:Needs Example]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Mapcycler&amp;diff=14443</id>
		<title>Resource:Mapcycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Mapcycler&amp;diff=14443"/>
		<updated>2008-01-04T23:21:59Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The map cycler automatically rotates gamemodes and maps based on a serverside XML listing, end-round map votes, or at random.&lt;br /&gt;
&lt;br /&gt;
==Adding gamemode round code==&lt;br /&gt;
Wherever your gamemode finishes (e.g one team wins, time runs out), add this line:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
triggerEvent(&amp;quot;onRoundFinished&amp;quot;, getResourceRootElement(getThisResource()))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This will notify the cycler that the round has ended.&lt;br /&gt;
&lt;br /&gt;
==List mode==&lt;br /&gt;
===Cycler configuration XML===&lt;br /&gt;
The cycler configuration XML will be placed somewhere in the server directory. For now, this is:&lt;br /&gt;
  mods/deathmatch/resources/mapcycler/mapcycle.xml&lt;br /&gt;
&lt;br /&gt;
A gamemode cycle is defined as follows:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;cycle type=&amp;quot;shuffle&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;ctf-canals&amp;quot; mode=&amp;quot;ctf&amp;quot; rounds=&amp;quot;3&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;as-heist&amp;quot; mode=&amp;quot;assault&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;i69-laputa&amp;quot; mode=&amp;quot;Interstate69&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;sewers&amp;quot; mode=&amp;quot;stealth&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;as-sharks&amp;quot; mode=&amp;quot;assault&amp;quot; rounds=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/cycle&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supported list types are '''sequential''' (the default type, will loop the game list sequentially) and '''shuffle''' (will loop the list in a random order, without repeating items).&lt;br /&gt;
&lt;br /&gt;
Each game ''must'' specify a '''mode'''. '''map''' is optional (since a gamemode may run without maps), '''rounds''' defaults to an infinite number of rounds.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''nextmap''' (outputs the next mode/map)&lt;br /&gt;
&lt;br /&gt;
'''nextmode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==Vote mode==&lt;br /&gt;
The vote mode starts a poll to chose between a set of randomly picked modes with a compatible map (or none, for map-less gamemodes) each.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==Random mode==&lt;br /&gt;
The vote mode picks a new mode at random when the rounds finishes.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Client_functions&amp;diff=14437</id>
		<title>Template:Client functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Client_functions&amp;diff=14437"/>
		<updated>2008-01-04T16:27:20Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Removed obsolete level functions, use Template:ACL_functions instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[getClientName]]&lt;br /&gt;
*[[getClientIP]]&lt;br /&gt;
*[[getClientAccount]]&lt;br /&gt;
&lt;br /&gt;
*[[setClientName]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Writing_Gamemodes&amp;diff=14433</id>
		<title>Writing Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Writing_Gamemodes&amp;diff=14433"/>
		<updated>2008-01-04T04:42:45Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide tries to outline the process of how to write a proper gamemode. If you just started with scripting for MTA, you may want to check the other scripting tutorials at the [[Main Page]] first.&lt;br /&gt;
==Introduction==&lt;br /&gt;
A gamemode is a resource that, once started, controls all of the gameplay. This may include telling the players what to do, spawning players, creating teams, defining what the players have to do to win or to get points and much more. Examples are Race and Deathmatch. &lt;br /&gt;
&lt;br /&gt;
==What does &amp;quot;proper gamemode&amp;quot; mean?==&lt;br /&gt;
To put it simply, a proper gamemode is one that makes full use of MTA's .map file system. This means that the gamemode code does not have any map-specific data hardcoded in it, like positions of players or cars. Instead, the gamemode should be able to load .map files which define these data. This way the gamemode can have multiple maps; also, people can create .map files for the gamemode with MTA's map editor, which is much more convenient than writing code.&lt;br /&gt;
&lt;br /&gt;
An obvious example of a &amp;quot;proper gamemode&amp;quot; is MTA:Race. It allows usermade maps with lots of possibilities within the .map file. To alter spawnpoints, objects etc., the user doesn't need to edit the gamemode itself.&lt;br /&gt;
&lt;br /&gt;
===Map Files===&lt;br /&gt;
Map files are basically XML documents with a .map extension. They define an environment to play one or more specific gamemodes in. They are however not supposed to change the rules of the game - those are defined by the gamemode.&lt;br /&gt;
&lt;br /&gt;
Each element in a map corresponds to a node in the .map file. There is standard syntax for common things like spawnpoints, objects and vehicles; however, for &amp;quot;special&amp;quot;, gamemode specific information, you need to invent your own syntax.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
Let's take a Capture the Flag gamemode as an example. A map for this gamemode needs to mainly define spawnpoints and flag locations, and eventually objects and vehicles. A simplified map file could look like this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;map&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;spawnpoint1&amp;quot; posX=&amp;quot;1959.5487060547&amp;quot; posY=&amp;quot;-1714.4613037109&amp;quot; posZ=&amp;quot;877.25219726563&amp;quot; rot=&amp;quot;63.350006103516&amp;quot; model=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;pickup id=&amp;quot;Armor 1&amp;quot; posX=&amp;quot;1911.083984375&amp;quot; posY=&amp;quot;-1658.8798828125&amp;quot; posZ=&amp;quot;885.40216064453&amp;quot; type=&amp;quot;armor&amp;quot; health=&amp;quot;50&amp;quot; respawn=&amp;quot;60000&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;flag posX=&amp;quot;1959.5487060547&amp;quot; posY=&amp;quot;-1714.4613037109&amp;quot; posZ=&amp;quot;877.25219726563&amp;quot; team=&amp;quot;blue&amp;quot; /&amp;gt;&lt;br /&gt;
    ...&lt;br /&gt;
&amp;lt;/map&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can see two MTA elements - a spawnpoint and a pickup. More importantly, this .map has a custom &amp;quot;flag&amp;quot; node which defines the position and color of the flag. The spawnpoint and pickup can be handled by existing external resources, custom elements have to be processed by the gamemode.&lt;br /&gt;
&lt;br /&gt;
To summarize - we want mass mapper input as we saw in MTA:Race. Users should NOT have to touch the gamemode script itself at all.&lt;br /&gt;
&lt;br /&gt;
====Example of getting the .map information====&lt;br /&gt;
As mentioned above, your gamemode needs de retrieve custom elements that are defined in a map file and process them. This is quite easy as demonstrated below.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- retrieve a table with all flag elements&lt;br /&gt;
local flagElements = getElementsByType ( &amp;quot;flag&amp;quot; )&lt;br /&gt;
-- loop through them&lt;br /&gt;
for key, value in pairs(flagElements) do&lt;br /&gt;
	-- get our info&lt;br /&gt;
	local posX = getElementData ( value, &amp;quot;posX&amp;quot; )&lt;br /&gt;
	local posY = getElementData ( value, &amp;quot;posY&amp;quot; )&lt;br /&gt;
	local posZ = getElementData ( value, &amp;quot;posZ&amp;quot; )&lt;br /&gt;
	local team = getElementData ( value, &amp;quot;team&amp;quot; )&lt;br /&gt;
	-- create an object according to the flag position&lt;br /&gt;
	createObject ( 1337, posX, posY, posZ )&lt;br /&gt;
	-- output the team that we created a base for&lt;br /&gt;
	outputChatBox ( &amp;quot;Base for team &amp;quot; .. team .. &amp;quot; created&amp;quot; )&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The [[getElementsByType]] function retrieves a table of all the elements of a certain type (the type corresponds to the node name in the .map file). This works for both custom types and built-in MTA types (like &amp;quot;vehicle&amp;quot; or &amp;quot;player&amp;quot;).&lt;br /&gt;
[[getElementData]] can be used to retrieve the xml attributes set in the .map file.&lt;br /&gt;
In this simple example, an object is created at the flag's location and a message is outputted in the chatbox. In reality, you will of course need to do more during map loading, like in this case setting up collision shapes to detect players taking the flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map manager==&lt;br /&gt;
Having read the section above it should be clear that a gamemode should always consist of two parts:&lt;br /&gt;
* The gamemode resource that always stays the same&lt;br /&gt;
* Many different maps resources that give the gamemode map-specific information&lt;br /&gt;
&lt;br /&gt;
Now instead of writing a map-loader for every single gamemode, the [[Map manager]] provides functions to load gamemodes and maps. Simply put, when you enter the correct command (for example 'gamemode ctf ctf-italy') it will start both resources 'ctf' and 'ctf-italy' while triggering an event ([[onGamemodeMapStart]]) to tell the 'ctf' resource that a map was loaded. The 'ctf' resource can then access the information 'ctf-italy' contains and start spawning players etc.&lt;br /&gt;
&lt;br /&gt;
===How to use the mapmanager===&lt;br /&gt;
To use the mapmanager service, your gamemode resource has to be tagged as such first. More specifically you'll be setting the &amp;quot;type&amp;quot; attribute of its &amp;lt;info&amp;gt; tag to &amp;quot;gamemode&amp;quot; inside meta.xml. Also, you can set the &amp;quot;name&amp;quot; attribute to a friendly name (like &amp;quot;Capture the flag&amp;quot;) that will be shown on ASE instead of the resource name.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- meta.xml in &amp;quot;cowcatapult&amp;quot; gamemode --&amp;gt;&lt;br /&gt;
&amp;lt;meta&amp;gt;&lt;br /&gt;
    &amp;lt;info type=&amp;quot;gamemode&amp;quot; name=&amp;quot;Cow catapulting 2.0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/meta&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your gamemode is going to load custom maps, you should add handlers for&lt;br /&gt;
* onGamemodeMapStart&lt;br /&gt;
* onGamemodeMapStop (if any unloading is necessary)&lt;br /&gt;
These are fired when a map for your gamemode is started or stopped, and pass the map resource as a parameter.&lt;br /&gt;
Within the handler function for these events you can extract all info you need from the resource's map files and configuration files.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function startCtfMap( startedMap ) -- startedMap contains a reference to the resource of the map&lt;br /&gt;
    local mapRoot = getResourceRootElement( startedMap )        -- get the root node of the started map&lt;br /&gt;
    local flagElements = getElementsByType ( &amp;quot;flag&amp;quot; , mapRoot ) -- get all flags in the map and store them in a table&lt;br /&gt;
    -- go on loading information like in the example above&lt;br /&gt;
&lt;br /&gt;
    -- spawn players etc.&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
addEventHandler(&amp;quot;onGamemodeMapStart&amp;quot;, getRootElement(), startCtfMap)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Making maps compatible===&lt;br /&gt;
Maps are separate resources. This is done so no editing of the gamemode resource is ever necessary in order to create a custom map, and also allows you to pack map-specific scripts/config files with them.&lt;br /&gt;
&lt;br /&gt;
To make a map compatible with your gamemode, open its resource's meta.xml and tag it as well: the &amp;quot;type&amp;quot; attribute must be set to &amp;quot;map&amp;quot;, and the &amp;quot;gamemodes&amp;quot; attribute must be a comma-separated list (no spaces) of gamemode resource names that the map works with.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--map's meta.xml--&amp;gt;&lt;br /&gt;
&amp;lt;meta&amp;gt;&lt;br /&gt;
    &amp;lt;info type=&amp;quot;map&amp;quot; gamemodes=&amp;quot;cowcatapult,assault,tdm&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/meta&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have everything set up, admins will use these two commands to start/stop gamemodes:&lt;br /&gt;
/gamemode gamemodeName [mapName] (optional parameter allows picking an initial map, defaults to none)&lt;br /&gt;
/changemap mapName [gamemodeName] (optional parameter specifies the gamemode to start the map with, defaults to the current one)&lt;br /&gt;
&lt;br /&gt;
[[Map manager]] exports a few more access functions which you don't have to use, but may be useful.&lt;br /&gt;
&lt;br /&gt;
==What else should you do==&lt;br /&gt;
There are several other resources that gamemodes should use/be compliant with.&lt;br /&gt;
&lt;br /&gt;
===Helpmanager===&lt;br /&gt;
The helpmanager is ought to be the standard interface for players when they need help. If you use the helpmanager to display your gamemode's help, every player that used helpmanager before (e.g. in other gamemodes) will immediately know how to get there. It also displays help for different resources running resources in one window, if necessary.&lt;br /&gt;
&lt;br /&gt;
There are basicially two ways to use the helpmanager:&lt;br /&gt;
* Provide a simple text that explains how to use your gamemode&lt;br /&gt;
* Request a GUI element from the helpmanager that will be displayed in its own tab in the helpmanager window and lets you add any GUI elements to it. This is the recommended way for gamemodes that need to display more complex information that needs its own GUI.&lt;br /&gt;
&lt;br /&gt;
Read the helpmanager page for details on how to do it.&lt;br /&gt;
&lt;br /&gt;
===Scoreboard===&lt;br /&gt;
Scoreboard displays players and teams currently ingame. You add custom columns to it to provide map specific information. For example the column 'points' in the 'ctf' gamemode could represent the player's points gained through kills or captures. As usual, see the scoreboard help page for more information.&lt;br /&gt;
&lt;br /&gt;
===Map cycler===&lt;br /&gt;
The map cycler controls what gamemodes and maps are played on a server. You can specifiy for example how many times in a row a map will be played until it switches to the next. To achieve this, you need to tell the map cycler when your gamemode finished (e.g. when a round ends).&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Runcode&amp;diff=14169</id>
		<title>Resource:Runcode</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Runcode&amp;diff=14169"/>
		<updated>2008-01-01T02:54:43Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
'''runcode''' is a resource that allows dynamic execution of Lua code input from the in-game console, server console or the web interface. This should, in principle, be restricted to server admins.&lt;br /&gt;
&lt;br /&gt;
==Console commands==&lt;br /&gt;
There are three runcode commands that can be used:&lt;br /&gt;
&lt;br /&gt;
'''/run &amp;lt;lua code&amp;gt;''': executes a chunk of server-side code and notifies all players.&lt;br /&gt;
&lt;br /&gt;
'''/srun &amp;lt;lua code&amp;gt;''': executes a chunk of server-side code silently (only outputs the command's results to the player who input it).&lt;br /&gt;
&lt;br /&gt;
'''/crun &amp;lt;lua code&amp;gt;''': executes a chunk of client-side code for the player who input the command.&lt;br /&gt;
&lt;br /&gt;
Please note that, more often that not, we want to get the value returned by our code, and due to this, the value of the input expression is automatically returned by runcode for all of these commands (this is, &amp;quot;return &amp;quot; is appended to the beginning of the code). While this saves constant typing of the &amp;quot;return&amp;quot; expression, it will produce an error when the code consists in a language construct that does not yield a value (e.g an assignment or a for statement). For these cases, you can input the following statement:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
loadstring(&amp;quot;your code here as a string&amp;quot;)()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will load your code chunk as a new function and calls it, so returning its value is possible.&lt;br /&gt;
&lt;br /&gt;
==Web interface==&lt;br /&gt;
A http interface page is also provided where admins can run server side snippets in a more convenient way. It uses [http://codepress.org CodePress] for syntax highlighting, including all available Lua and MTA functions.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Runcode&amp;diff=14168</id>
		<title>Resource:Runcode</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Runcode&amp;diff=14168"/>
		<updated>2008-01-01T02:51:00Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: New page: {{Resource page}} '''runcode''' is a resource that allows dynamic execution of Lua code input from the in-game console, server console or the web interface.  ===Console commands=== There a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
'''runcode''' is a resource that allows dynamic execution of Lua code input from the in-game console, server console or the web interface.&lt;br /&gt;
&lt;br /&gt;
===Console commands===&lt;br /&gt;
There are three runcode commands that can be used:&lt;br /&gt;
&lt;br /&gt;
'''/run &amp;lt;lua code&amp;gt;''': executes a chunk of server-side code and notifies all players.&lt;br /&gt;
'''/srun &amp;lt;lua code&amp;gt;''': executes a chunk of server-side code silently (only outputs the command's results to the player who input it).&lt;br /&gt;
'''/crun &amp;lt;lua code&amp;gt;''': executes a chunk of client-side code for the player who input the command.&lt;br /&gt;
&lt;br /&gt;
Please note that, more often that not, we want to get the value returned by our code, and due to this, the value of the input expression is automatically returned by runcode for all of these commands (this is, &amp;quot;return &amp;quot; is appended to the beginning of the code). While this saves constant typing of the &amp;quot;return&amp;quot; expression, it will produce an error when the code consists in a language construct that does not yield a value (e.g an assignment or a for statement). For these cases, you can input the following statement:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
loadstring('your code here as a string')()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will load your code chunk as a new function and calls it, so returning its value is possible.&lt;br /&gt;
&lt;br /&gt;
===Web interface===&lt;br /&gt;
A page is also provided where you can run server side snippets in a more convenient way. It uses [http://codepress.org CodePress] for syntax highlighting, which includes all available Lua and MTA functions.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Mapcycler&amp;diff=14163</id>
		<title>Resource:Mapcycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Mapcycler&amp;diff=14163"/>
		<updated>2008-01-01T02:26:21Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The map cycler automatically rotates gamemodes and maps based on a serverside XML listing, end-round map votes, or at random.&lt;br /&gt;
&lt;br /&gt;
==Adding gamemode round code==&lt;br /&gt;
Wherever your gamemode finishes (e.g one team wins, time runs out), add this line:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
triggerEvent(&amp;quot;onRoundFinished&amp;quot;, getResourceRootElement(getThisResource()))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List mode==&lt;br /&gt;
===Cycler configuration XML===&lt;br /&gt;
The cycler configuration XML will be placed somewhere in the server directory. For now, this is:&lt;br /&gt;
  mods/deathmatch/resources/mapcycler/mapcycle.xml&lt;br /&gt;
&lt;br /&gt;
A gamemode cycle is defined as follows:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;cycle type=&amp;quot;shuffle&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;ctf-canals&amp;quot; mode=&amp;quot;ctf&amp;quot; rounds=&amp;quot;3&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;as-heist&amp;quot; mode=&amp;quot;assault&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;i69-laputa&amp;quot; mode=&amp;quot;Interstate69&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;sewers&amp;quot; mode=&amp;quot;stealth&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;as-sharks&amp;quot; mode=&amp;quot;assault&amp;quot; rounds=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/cycle&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supported list types are '''sequential''' (the default type, will loop the game list sequentially) and '''shuffle''' (will loop the list in a random order, without repeating items).&lt;br /&gt;
&lt;br /&gt;
Each game ''must'' specify a '''mode'''. '''map''' is optional (since a gamemode may run without maps), '''rounds''' defaults to an infinite number of rounds.&lt;br /&gt;
&lt;br /&gt;
This will notify the cycler that the round has ended.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''nextmap''' (outputs the next mode/map)&lt;br /&gt;
&lt;br /&gt;
'''nextmode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==Vote mode==&lt;br /&gt;
The vote mode starts a poll to chose between a set of randomly picked modes with a compatible map (or none, for map-less gamemodes) each.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==Random mode==&lt;br /&gt;
The vote mode picks a new mode at random when the rounds finishes.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Map_cycler&amp;diff=14162</id>
		<title>Resource:Map cycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Map_cycler&amp;diff=14162"/>
		<updated>2008-01-01T02:25:13Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Resource:Map cycler moved to Resource:Mapcycler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Mapcycler]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Mapcycler&amp;diff=14161</id>
		<title>Resource:Mapcycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Mapcycler&amp;diff=14161"/>
		<updated>2008-01-01T02:25:13Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Resource:Map cycler moved to Resource:Mapcycler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The map cycler is still a WIP, so some of this info may get outdated'''&lt;br /&gt;
&lt;br /&gt;
The map cycler automatically rotates gamemodes and maps based on a serverside XML listing, end-round map votes, or at random.&lt;br /&gt;
&lt;br /&gt;
==Adding gamemode round code==&lt;br /&gt;
Wherever your gamemode finishes (e.g one team wins, time runs out), add this line:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
triggerEvent(&amp;quot;onRoundFinished&amp;quot;, getResourceRootElement(getThisResource()))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List mode==&lt;br /&gt;
===Cycler configuration XML===&lt;br /&gt;
The cycler configuration XML will be placed somewhere in the server directory. For now, this is:&lt;br /&gt;
  mods/deathmatch/resources/mapcycler/mapcycle.xml&lt;br /&gt;
&lt;br /&gt;
A gamemode cycle is defined as follows:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;cycle type=&amp;quot;shuffle&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;ctf-canals&amp;quot; mode=&amp;quot;ctf&amp;quot; rounds=&amp;quot;3&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;as-heist&amp;quot; mode=&amp;quot;assault&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;i69-laputa&amp;quot; mode=&amp;quot;Interstate69&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;sewers&amp;quot; mode=&amp;quot;stealth&amp;quot; rounds=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;game map=&amp;quot;as-sharks&amp;quot; mode=&amp;quot;assault&amp;quot; rounds=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/cycle&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supported list types are '''sequential''' (the default type, will loop the game list sequentially) and '''shuffle''' (will loop the list in a random order, without repeating items).&lt;br /&gt;
&lt;br /&gt;
Each game ''must'' specify a '''mode'''. '''map''' is optional (since a gamemode may run without maps), '''rounds''' defaults to an infinite number of rounds.&lt;br /&gt;
&lt;br /&gt;
This will notify the cycler that the round has ended.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''nextmap''' (outputs the next mode/map)&lt;br /&gt;
&lt;br /&gt;
'''nextmode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==Vote mode==&lt;br /&gt;
The vote mode starts a poll to chose between a set of randomly picked modes with a compatible map (or none, for map-less gamemodes) each.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==Random mode==&lt;br /&gt;
The vote mode picks a new mode at random when the rounds finishes.&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
'''skipmap''' (admin only; cycles to the next mode/map)&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
*Add a way to wish for a next map in vote/random modes&lt;br /&gt;
*Add a timelimit to deal with gamemodes without rounds?&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Mapmanager&amp;diff=14160</id>
		<title>Resource:Mapmanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Mapmanager&amp;diff=14160"/>
		<updated>2008-01-01T02:24:38Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The map manager lists gamemodes/maps and manages gamemode/map loading. It applies certain map settings affecting the game world and sets ASE game type and map name rule values as well. It includes a web listing which autoupdates and highglights the current mode/map combination.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
You have to tag the '''gamemode resource''' with the correct type in its info tag:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;info description=&amp;quot;A gamemode&amp;quot; type=&amp;quot;gamemode&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map resources''' also need the ''type=&amp;quot;map&amp;quot;'' tag, plus a ''gamemodes'' tag listing the gamemode resources they're compatible with in a comma-separated list ''without spaces''.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;info description=&amp;quot;A gamemode map&amp;quot; type=&amp;quot;map&amp;quot; gamemodes=&amp;quot;ctv,koth&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There can be only one gamemode and one gamemode map loaded at once.&lt;br /&gt;
&lt;br /&gt;
==Optional resource attributes==&lt;br /&gt;
These attributes all go in the corresponding resource's info tag.&lt;br /&gt;
&lt;br /&gt;
'''name:''' A friendly name for your gamemode or map, to be displayed in the start messages or map listings instead of the filename.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
'''changemap newmap [newgamemode]''' (changes the gamemode map to a new one, optionally changing the gamemode as well)&lt;br /&gt;
&lt;br /&gt;
'''changemode newgamemode [newmap]''' (changes to a new gamemode, optionally starting a map with it)&lt;br /&gt;
&lt;br /&gt;
'''gamemode newgamemode [newmap]''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''stopmode''' (stops the current mode and mode map)&lt;br /&gt;
&lt;br /&gt;
'''stopmap''' (stops the current mode map)&lt;br /&gt;
&lt;br /&gt;
'''maps [gamemode]''' (lists all maps in the server, optionally all maps compatible with a gamemode)&lt;br /&gt;
&lt;br /&gt;
'''gamemodes''' (lists all gamemodes)&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
'''*mapmanager.color''' [hex color string] (changes the mapmanager's output messages' color) (default: #E1AA5A)&lt;br /&gt;
&lt;br /&gt;
'''*mapmanager.messages''' [boolean] (whether map/gm changes are enabled) (default: true)&lt;br /&gt;
&lt;br /&gt;
'''*mapmanager.ASE''' [boolean] (whether the manager will set ASE gametype / mapname) (default: true)&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool changeGamemode ( resource newGamemode, [ resource mapToLoadWith ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the gamemode to a new one, optionally specifying an initial map for it (will load without a map by default).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool changeGamemodeMap ( resource newMap, [ resource gamemodeToChangeTo ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the GM map to a new one, optionally specifying a gamemode to change to before loading it (will load with the current gamemode by default).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getGamemodes ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of all gamemode resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getGamemodesCompatibleWithMap ( resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of compatible gamemode resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getMaps ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of all map resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getMapsCompatibleWithGamemode ( [ resource theGamemode ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of compatible map resource pointers. If the gamemode is left blank, it returns all maps which aren't compatible with any gamemode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;resource getRunningGamemode ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns the currently running gamemode's resource pointer.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;resource getRunningGamemodeMap ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns the currently running GM map's resource pointer.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isGamemode ( resource theGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a resource is a gamemode or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isGamemodeCompatibleWithMap ( resource theGamemode, resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a gamemode is compatible with a map or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isMap ( resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a resource is a map or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isMapCompatibleWithGamemode ( resource theMap, resource theGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a map is compatible with a gamemode or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool stopGamemode ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the current gamemode and its map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool stopGamemodeMap ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stop the current GM map.&lt;br /&gt;
Determines if a map is compatible with a gamemode or not.&lt;br /&gt;
&lt;br /&gt;
==Fired events==&lt;br /&gt;
''(For all these events, &amp;quot;source&amp;quot; is the resource's root element.)''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeStart ( resource startedGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a gamemode starts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeStop ( resource startedGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a gamemode is stopped.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeMapStart ( resource startedMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a GM map starts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeMapStop ( resource startedMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a GM map is stopped.&lt;br /&gt;
&lt;br /&gt;
==Supported map settings==&lt;br /&gt;
The following settings from the [[settings system|registry]] are applied by the map manager when a map is started:&lt;br /&gt;
&amp;lt;br&amp;gt;'''gamespeed''' [number]: The map's game speed.&lt;br /&gt;
&amp;lt;br&amp;gt;'''gravity''' [number]: The map's gravity.&lt;br /&gt;
&amp;lt;br&amp;gt;'''time''' [string of the form '''hh:mm''']: The map's time.&lt;br /&gt;
&amp;lt;br&amp;gt;'''weather''' [number]: The map's weather ID.&lt;br /&gt;
&amp;lt;br&amp;gt;'''waveheight''' [number]: The map's wave height.&lt;br /&gt;
&amp;lt;br&amp;gt;'''locked_time''' [boolean]: Whether the set time will be frozen by the manager or not.&lt;br /&gt;
&amp;lt;br&amp;gt;'''minplayers''' [number]: The required minimum number of players to start the map.&lt;br /&gt;
&amp;lt;br&amp;gt;'''maxplayers''' [number]: The allowed maximum number of players to start the map.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Map_manager&amp;diff=14159</id>
		<title>Resource:Map manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Map_manager&amp;diff=14159"/>
		<updated>2008-01-01T02:24:23Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Resource:Map manager moved to Resource:Mapmanager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Mapmanager]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Mapmanager&amp;diff=14158</id>
		<title>Resource:Mapmanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Mapmanager&amp;diff=14158"/>
		<updated>2008-01-01T02:24:23Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Resource:Map manager moved to Resource:Mapmanager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map manager lists gamemodes/maps and manages gamemode/map loading. It applies certain map settings affecting the game world and sets ASE game type and map name rule values as well. It includes a web listing which autoupdates and highglights the current mode/map combination.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
You have to tag the '''gamemode resource''' with the correct type in its info tag:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;info description=&amp;quot;A gamemode&amp;quot; type=&amp;quot;gamemode&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map resources''' also need the ''type=&amp;quot;map&amp;quot;'' tag, plus a ''gamemodes'' tag listing the gamemode resources they're compatible with in a comma-separated list ''without spaces''.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;info description=&amp;quot;A gamemode map&amp;quot; type=&amp;quot;map&amp;quot; gamemodes=&amp;quot;ctv,koth&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There can be only one gamemode and one gamemode map loaded at once.&lt;br /&gt;
&lt;br /&gt;
==Optional resource attributes==&lt;br /&gt;
These attributes all go in the corresponding resource's info tag.&lt;br /&gt;
&lt;br /&gt;
'''name:''' A friendly name for your gamemode or map, to be displayed in the start messages or map listings instead of the filename.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
'''changemap newmap [newgamemode]''' (changes the gamemode map to a new one, optionally changing the gamemode as well)&lt;br /&gt;
&lt;br /&gt;
'''changemode newgamemode [newmap]''' (changes to a new gamemode, optionally starting a map with it)&lt;br /&gt;
&lt;br /&gt;
'''gamemode newgamemode [newmap]''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''stopmode''' (stops the current mode and mode map)&lt;br /&gt;
&lt;br /&gt;
'''stopmap''' (stops the current mode map)&lt;br /&gt;
&lt;br /&gt;
'''maps [gamemode]''' (lists all maps in the server, optionally all maps compatible with a gamemode)&lt;br /&gt;
&lt;br /&gt;
'''gamemodes''' (lists all gamemodes)&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
'''*mapmanager.color''' [hex color string] (changes the mapmanager's output messages' color) (default: #E1AA5A)&lt;br /&gt;
&lt;br /&gt;
'''*mapmanager.messages''' [boolean] (whether map/gm changes are enabled) (default: true)&lt;br /&gt;
&lt;br /&gt;
'''*mapmanager.ASE''' [boolean] (whether the manager will set ASE gametype / mapname) (default: true)&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool changeGamemode ( resource newGamemode, [ resource mapToLoadWith ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the gamemode to a new one, optionally specifying an initial map for it (will load without a map by default).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool changeGamemodeMap ( resource newMap, [ resource gamemodeToChangeTo ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the GM map to a new one, optionally specifying a gamemode to change to before loading it (will load with the current gamemode by default).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getGamemodes ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of all gamemode resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getGamemodesCompatibleWithMap ( resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of compatible gamemode resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getMaps ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of all map resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getMapsCompatibleWithGamemode ( [ resource theGamemode ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of compatible map resource pointers. If the gamemode is left blank, it returns all maps which aren't compatible with any gamemode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;resource getRunningGamemode ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns the currently running gamemode's resource pointer.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;resource getRunningGamemodeMap ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns the currently running GM map's resource pointer.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isGamemode ( resource theGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a resource is a gamemode or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isGamemodeCompatibleWithMap ( resource theGamemode, resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a gamemode is compatible with a map or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isMap ( resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a resource is a map or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isMapCompatibleWithGamemode ( resource theMap, resource theGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a map is compatible with a gamemode or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool stopGamemode ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the current gamemode and its map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool stopGamemodeMap ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stop the current GM map.&lt;br /&gt;
Determines if a map is compatible with a gamemode or not.&lt;br /&gt;
&lt;br /&gt;
==Fired events==&lt;br /&gt;
''(For all these events, &amp;quot;source&amp;quot; is the resource's root element.)''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeStart ( resource startedGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a gamemode starts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeStop ( resource startedGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a gamemode is stopped.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeMapStart ( resource startedMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a GM map starts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeMapStop ( resource startedMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a GM map is stopped.&lt;br /&gt;
&lt;br /&gt;
==Supported map settings==&lt;br /&gt;
The following settings from the [[settings system|registry]] are applied by the map manager when a map is started:&lt;br /&gt;
&amp;lt;br&amp;gt;'''gamespeed''' [number]: The map's game speed.&lt;br /&gt;
&amp;lt;br&amp;gt;'''gravity''' [number]: The map's gravity.&lt;br /&gt;
&amp;lt;br&amp;gt;'''time''' [string of the form '''hh:mm''']: The map's time.&lt;br /&gt;
&amp;lt;br&amp;gt;'''weather''' [number]: The map's weather ID.&lt;br /&gt;
&amp;lt;br&amp;gt;'''waveheight''' [number]: The map's wave height.&lt;br /&gt;
&amp;lt;br&amp;gt;'''locked_time''' [boolean]: Whether the set time will be frozen by the manager or not.&lt;br /&gt;
&amp;lt;br&amp;gt;'''minplayers''' [number]: The required minimum number of players to start the map.&lt;br /&gt;
&amp;lt;br&amp;gt;'''maxplayers''' [number]: The allowed maximum number of players to start the map.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Gamemode_Stealth&amp;diff=14156</id>
		<title>Gamemode Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Gamemode_Stealth&amp;diff=14156"/>
		<updated>2008-01-01T02:21:31Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Gamemode Stealth moved to Resource:Stealth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Stealth]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14155</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14155"/>
		<updated>2008-01-01T02:21:31Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Gamemode Stealth moved to Resource:Stealth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is a team elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy and teamwork to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a mercenary along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left if there is a limit.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player nearly invisible for a short period of time, allowing them to bypass proximity mines and sneak by players.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players exact locations at the time of the gadgets activation.&lt;br /&gt;
*'''PROX MINE''' A player can crouch to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision while holding the goggles in your hand. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared mode.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a bulletproof riot shield.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy player's location. In order to move about undetected players should operate as stealthily and methodically as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. The skins will be ignored when spawning in stealth, as they are specific. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team2&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;camera posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;br /&gt;
&lt;br /&gt;
====RESTRICTED OBJECT====&lt;br /&gt;
Stealth uses a custom object for the riot shield that replaces model# 1631 (formerly a boat ramp) So using that particular model ingame will result in a shield in its place.&lt;br /&gt;
&lt;br /&gt;
=CREDITS=&lt;br /&gt;
Concept and design by Slothman, Scripting by Slothman and Talidan, Shield model by Johnline, LOTS of help from the whole QA team and the MTA team.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=CTF&amp;diff=14154</id>
		<title>CTF</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=CTF&amp;diff=14154"/>
		<updated>2008-01-01T02:16:41Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: CTF moved to Resource:CTF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:CTF]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:CTF&amp;diff=14153</id>
		<title>Resource:CTF</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:CTF&amp;diff=14153"/>
		<updated>2008-01-01T02:16:41Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: CTF moved to Resource:CTF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Capture the Flag is a team based gamemode. Players capture enemy teams flags and return them to their own to gain points. The team with the most points by the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
==Ingame keys==&lt;br /&gt;
Left/Right - used to scroll through teams while in spawnscreen. &amp;lt;br&amp;gt;&lt;br /&gt;
Enter - used to confirm a team selection from the spawnscreen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: spawnscreen might be disabled on some maps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team name=&amp;quot;&amp;quot; colorR=&amp;quot;&amp;quot; colorG=&amp;quot;&amp;quot; colorB=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;flag name=&amp;quot;&amp;quot; posX=&amp;quot;&amp;quot; posY=&amp;quot;&amp;quot; posZ=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;spawnpoint posX=&amp;quot;&amp;quot; posY=&amp;quot;&amp;quot; posZ=&amp;quot;&amp;quot; rot=&amp;quot;&amp;quot; model=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/team&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When making a CTF map, one must define at least two teams.&amp;lt;br&amp;gt;&lt;br /&gt;
Inside each team there are a few definable things-&lt;br /&gt;
* Flags - used to define a flag. Name refers to the flags name, and posX/Y/Z refers to the flags position. Each team must have at least one flag.&lt;br /&gt;
* * Spawnpoints - this is to determinate where the players would spawn. The spawnpoint the player would spawn at is randomly picked from the list of spawnpoints in the current team. posX/Y/Z refers to the spawnpoints position, rot refers to the spawning rotation. You must specify at least one spawnpoint per team.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&amp;lt;settings respawnTime=&amp;quot;&amp;quot; roundTime=&amp;quot;&amp;quot; spawnScreen=&amp;quot;&amp;quot; blips=&amp;quot;&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* respawnTime refers to the amount of milliseconds a player has to wait before spawning after being killed. Default is 4500.&lt;br /&gt;
* roundTime refers to the amount of milliseconds a round lasts. Default is 600000.&lt;br /&gt;
* spawnScreen - if the value is &amp;quot;on&amp;quot;, spawnscreen is on. Otherwise, not spawnscreen would appear.&lt;br /&gt;
* blips - if the value is &amp;quot;all&amp;quot;, all player blips and flag blips would be shown; if it's &amp;quot;team&amp;quot;, only the players teams player blips and flag blips would be shown; otherwise, CTF won't show blips.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Maplimits&amp;diff=14152</id>
		<title>Maplimits</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Maplimits&amp;diff=14152"/>
		<updated>2008-01-01T02:16:36Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Maplimits moved to Resource:Maplimits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Maplimits]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Maplimits&amp;diff=14151</id>
		<title>Resource:Maplimits</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Maplimits&amp;diff=14151"/>
		<updated>2008-01-01T02:16:36Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Maplimits moved to Resource:Maplimits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Map Limits is a resource that allows defining points in a .map file to border a map. A player outside the border area will lose health until he dies or returns to the game area.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;maplimit&amp;gt;&lt;br /&gt;
	&amp;lt;point x=&amp;quot;&amp;quot; y=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;point x=&amp;quot;&amp;quot; y=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;point x=&amp;quot;&amp;quot; y=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/maplimit&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When using maplimits in ones map, at least three points must be made.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the sequence of points &amp;lt;b&amp;gt;matters&amp;lt;/b&amp;gt;. For example, this would create a square shaped border:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While this would create two triangles:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Maplimits&amp;diff=14150</id>
		<title>Resource:Maplimits</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Maplimits&amp;diff=14150"/>
		<updated>2008-01-01T02:16:27Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Map Limits is a resource that allows defining points in a .map file to border a map. A player outside the border area will lose health until he dies or returns to the game area.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;maplimit&amp;gt;&lt;br /&gt;
	&amp;lt;point x=&amp;quot;&amp;quot; y=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;point x=&amp;quot;&amp;quot; y=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;point x=&amp;quot;&amp;quot; y=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/maplimit&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When using maplimits in ones map, at least three points must be made.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the sequence of points &amp;lt;b&amp;gt;matters&amp;lt;/b&amp;gt;. For example, this would create a square shaped border:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While this would create two triangles:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;0&amp;quot; y=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;point x=&amp;quot;1&amp;quot; y=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=CDM&amp;diff=14149</id>
		<title>CDM</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=CDM&amp;diff=14149"/>
		<updated>2008-01-01T02:15:00Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: CDM moved to Resource:CDM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:CDM]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:CDM&amp;diff=14148</id>
		<title>Resource:CDM</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:CDM&amp;diff=14148"/>
		<updated>2008-01-01T02:15:00Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: CDM moved to Resource:CDM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Classic DeathMatch is a gamemode that imitates the gameplay of MTA:VC. Before spawning the player is given the choice to select a class/team, and after spawning he's allowed to do whatever he wants, unless the map loaded limits him or instructs him otherwise.&lt;br /&gt;
&lt;br /&gt;
==Ingame keys==&lt;br /&gt;
Left/Right - used to scroll through teams/classes while in spawnscreen. &amp;lt;br&amp;gt;&lt;br /&gt;
Enter - used to confirm a team/class selection from the spawnscreen. &amp;lt;br&amp;gt;&lt;br /&gt;
I - used to show vehicles that are close to the player. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team name=&amp;quot;&amp;quot; red=&amp;quot;&amp;quot; green=&amp;quot;&amp;quot; blue=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;camera lookX=&amp;quot;&amp;quot; lookY=&amp;quot;&amp;quot; lookZ=&amp;quot;&amp;quot; posX=&amp;quot;&amp;quot; posY=&amp;quot;&amp;quot; posZ=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;weapon model=&amp;quot;&amp;quot; ammo=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;skin model=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;spawnpoint posX=&amp;quot;&amp;quot; posY=&amp;quot;&amp;quot; posZ=&amp;quot;&amp;quot; rot=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When making a CDM map, one must define at least two teams, and each team must have a name, and it is optional to also give the teams colors (if none specified, defaults to white).&amp;lt;br&amp;gt;&lt;br /&gt;
Inside each team there are a few definable things-&lt;br /&gt;
* Camera - this is used for the camera on the spawnscreen when the team is selected. lookX/Y/Z refer to the position the camera would 'look' at, posX/Y/Z refers to the cameras position. Not specifying a camera or specifying it wrong would result in defaulting the camera to 0, 0, 0, 0, 0, 0. Note: only the first &amp;lt;camera&amp;gt; data in each team would be read.&lt;br /&gt;
* Weapons - this is used as to give players weapons that their team/class receives on spawn. model refers to the weapon ID, ammo refers to how much ammo of the weapon will the player spawn with. While not specifying weapons is alright, specifying them wrong would result in an error and the map would not load. You can specify as many weapons as you wish.&lt;br /&gt;
* Skins - this is used for players spawning skins. The skin they will spawn with is picked randomly from the list of skins in the current team. model refers to the skin ID. While not specifying skins would result in all players of this teams spawning with the CJ skin, specifying them wrong would result in an error and the map would not load. You can specify as many skins as you wish.&lt;br /&gt;
* Spawnpoints - this is to determinate where the players would spawn. The spawnpoint the player would spawn at is randomly picked from the list of spawnpoints in the current team. posX/Y/Z refers to the spawnpoints position, rot refers to the spawning rotation. You must specify at least one spawnpoint per team, as if you specify less than one or specify a spawnpoint wrong will result in an error and the map would not load.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Debug_info&amp;diff=14147</id>
		<title>Template:Debug info</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Debug_info&amp;diff=14147"/>
		<updated>2008-01-01T02:11:14Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#009900;padding:2px;&amp;quot;&amp;gt;INFO: {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Votemanager&amp;diff=14146</id>
		<title>Votemanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Votemanager&amp;diff=14146"/>
		<updated>2008-01-01T02:10:25Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Votemanager moved to Resource:Votemanager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Votemanager]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=14145</id>
		<title>Resource:Votemanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=14145"/>
		<updated>2008-01-01T02:10:25Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Votemanager moved to Resource:Votemanager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This script manages any kind of poll with multiple options. '''votemap''', '''votekick''', '''votekill''' and '''voteban''' are built in.&lt;br /&gt;
==Built-in polls==&lt;br /&gt;
&lt;br /&gt;
'''votemap''' (starts a vote between a random list of up to 9 maps compatible with the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode''' (starts a vote between a random list of up to 9 maps compatible with the specified gamemode)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode map''' (starts a vote to launch the specified gamemode with the specified map)&lt;br /&gt;
&lt;br /&gt;
'''votemap map gamemode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''votemap map''' (starts a vote to change to another map for the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemode''' (starts a vote between a random list of up to 9 gamemodes. once the vote is done and a new gamemode is picked, automatically starts 'votemap gamemode')&lt;br /&gt;
&lt;br /&gt;
'''votekick player''' (starts a vote to kick the specified player)&lt;br /&gt;
&lt;br /&gt;
'''votekill player''' (starts a vote to kill the specified player)&lt;br /&gt;
&lt;br /&gt;
'''voteban player''' (starts a vote to ban the specified player)&lt;br /&gt;
&lt;br /&gt;
==Serverside functions==&lt;br /&gt;
===startPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int startPoll ( table pollData )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Creates a poll. Returns ''true'' if the poll was created successfully, ''false'' and an error code otherwise (see the source for error codes).&lt;br /&gt;
&lt;br /&gt;
* '''pollData''' is a table containing poll settings and an array of ''at least two'' options. Each option comes in the form:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
string optionName,&lt;br /&gt;
string eventToTrigger,&lt;br /&gt;
[element triggerFrom = getRootElement()],&lt;br /&gt;
default = [bool isDefaultOption = false],&lt;br /&gt;
var argument1,&lt;br /&gt;
var argument2,&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The chosen option will trigger eventToTrigger from the triggerFrom element with ''arguments...'' as parameters when the poll ends.&lt;br /&gt;
&lt;br /&gt;
If there's not enough votes, the default option will be executed if there's one.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local playerToKill = getRandomPlayer()&lt;br /&gt;
local notEnoughVotesMessage = &amp;quot;Not enough votes to kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;.&amp;quot;&lt;br /&gt;
startPoll {&lt;br /&gt;
   --start settings (dictionary part)&lt;br /&gt;
   title=&amp;quot;Kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;?&amp;quot;,&lt;br /&gt;
   percentage=75,&lt;br /&gt;
   timeout=30,&lt;br /&gt;
   allowchange=false,&lt;br /&gt;
   maxnominations=3,&lt;br /&gt;
   visibleTo=getRootElement(),&lt;br /&gt;
   --start options (array part)&lt;br /&gt;
   [1]={&amp;quot;Yes&amp;quot;, &amp;quot;doKillPlayer&amp;quot;, playerToKill},&lt;br /&gt;
   [2]={&amp;quot;No&amp;quot;, &amp;quot;doOutputChatBox&amp;quot;, notEnoughVotesMessage, getRootElement(), vR, vG, vB; default=true},&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''title''' (required): the poll title which will be seen by clients on the manager GUI&lt;br /&gt;
*'''percentage''' (optional, defaults to default.percentage): percentage needed for an option to pass&lt;br /&gt;
*'''timeout''' (optional, defaults to default.timeout): poll timeout in seconds&lt;br /&gt;
*'''allowchange''' (optional, defaults to default.allowchange): specifies if changing your vote is allowed&lt;br /&gt;
*'''maxnominations''' (optional, defaults to default.maxnominations): specifies the max number of nominations in case there's a draw&lt;br /&gt;
*'''visibleTo''' (optional, defaults to [[getRootElement]]()): a table or players that will be able to see the poll, OR an element that contains the players.&lt;br /&gt;
If it is root, new players joining the server will be able to vote.&lt;br /&gt;
&lt;br /&gt;
''voteconfig.xml'' defaults will be used for missing optional settings.&lt;br /&gt;
&lt;br /&gt;
===stopPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int stopPoll ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the running poll. Returns ''true'' if the current poll was stopped successfully, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteMap===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteMap ( string mapName )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votemap. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBetweenMaps===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBetweenMaps ( resource map1, resource map2, [ resource map3, ... ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a poll to choose a map. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKick===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKick ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekick. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKill===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKill ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekill. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBan===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBan ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a voteban. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
==Serverside events==&lt;br /&gt;
===onPollStart===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStart (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll starts. Cancelling it aborts the poll.&lt;br /&gt;
&lt;br /&gt;
===onPollStop===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStop (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll is halted. Cancelling it prevents the poll from being halted.&lt;br /&gt;
&lt;br /&gt;
===onPollEnd===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollEnd (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired after a poll finished. Cancelling it has no effect.&lt;br /&gt;
&lt;br /&gt;
===onPollDraw===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollDraw (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a poll ends in a draw. Cancelling it aborts renominations.&lt;br /&gt;
&lt;br /&gt;
===onClientSendVote===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onClientSendVote ( int vote )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a vote is sent to the server. ''client'' is the client who sent the vote. Cancelling it makes the manager ignore the client's choice.&lt;br /&gt;
&lt;br /&gt;
==Default settings==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;settings&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*color&amp;quot; value=&amp;quot;#DF6464&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*log_votes&amp;quot; value=&amp;quot;[true]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.allowchange&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.maxnominations&amp;quot; value=&amp;quot;[3]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.locktime&amp;quot; value=&amp;quot;[60]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.percentage&amp;quot; value=&amp;quot;[70]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.enabled&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.percentage&amp;quot; value=&amp;quot;[85]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/settings&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Helpmanager&amp;diff=14144</id>
		<title>Helpmanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Helpmanager&amp;diff=14144"/>
		<updated>2008-01-01T02:10:13Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Helpmanager moved to Resource:Helpmanager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Helpmanager]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Helpmanager&amp;diff=14143</id>
		<title>Resource:Helpmanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Helpmanager&amp;diff=14143"/>
		<updated>2008-01-01T02:10:13Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Helpmanager moved to Resource:Helpmanager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The help manager centralizes script help GUIs and provides a simple way to add instructions. Users can be notified with a popup the first time a resource's help page is loaded.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Simple GUI===&lt;br /&gt;
If you just want to add a text, adding this '''exact''' (don't change src nor type) line to your meta.xml will be enough:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;config src=&amp;quot;help.xml&amp;quot; type=&amp;quot;client&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The contents below the root node of your '''help.xml''' file will be shown under the resource's help tab. Also, an optional popup=&amp;quot;no&amp;quot; can be added to the root node to specify that you don't want the user to be notified with a popup when the page is available.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;help popup=&amp;quot;no&amp;quot;&amp;gt;&lt;br /&gt;
Help text here&lt;br /&gt;
&amp;lt;/help&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Help text should explain how to play the gamemode, bound keys and console commands. The help is intended for the end user, not the developer so keep it simple.&lt;br /&gt;
&lt;br /&gt;
===Custom GUI===&lt;br /&gt;
You can add your custom help GUI by adding the tab manually in a client script:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
myHelpTab = call(getResourceFromName(&amp;quot;helpmanager&amp;quot;), &amp;quot;addHelpTab&amp;quot;, getThisResource(), true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
You can add contents by using the returned GUI element as GUI parent for your widgets. It is not necessary to destroy them on page remove / resource stop, as the manager does cleanup.&lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
'''F9''': toggles the help window.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
'''gamehelp''': toggles the help window.&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
===Server===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool showHelp ( element showTo )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Shows the help window for the showTo element, propagating down the tree.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool hideHelp ( element hideTo )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Hides the help window for the hideTo element, propagating down the tree.&lt;br /&gt;
&lt;br /&gt;
===Client===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool showHelp ()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Shows the help window for the local player.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool hideHelp ()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Hides the help window for the local player.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;gui-tab addHelpTab ( resource forResource, [bool showPopup = true] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Adds a gui-tab with the name of the passed resource to the local player's help GUI. If showPopup is false, the &amp;quot;page available&amp;quot; popup is not shown.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool removeHelpTab ( resource forResource )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Adds a gui-tab with the name of the passed resource to the local player's help GUI.&lt;br /&gt;
&lt;br /&gt;
==Fired events==&lt;br /&gt;
===Client===&lt;br /&gt;
''(For all events, &amp;quot;source&amp;quot; is the local player.)''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onHelpShown ()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onHelpHidden ()&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Scoreboard&amp;diff=14142</id>
		<title>Scoreboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Scoreboard&amp;diff=14142"/>
		<updated>2008-01-01T02:09:59Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Scoreboard moved to Resource:Scoreboard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Scoreboard]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Scoreboard&amp;diff=14141</id>
		<title>Resource:Scoreboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Scoreboard&amp;diff=14141"/>
		<updated>2008-01-01T02:09:59Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Scoreboard moved to Resource:Scoreboard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The scoreboard displays connected players, teams, pings and other data in a gridlist for players ingame. It also has a javascript-enabled web interface, so it can be viewed from a browser.&lt;br /&gt;
&lt;br /&gt;
When you add a column to the scoreboard, it's linked to the element data field of the same name, so if you add the &amp;quot;score&amp;quot; column, element data in the field &amp;quot;score&amp;quot; will be shown for all players and teams.&lt;br /&gt;
&lt;br /&gt;
==Exported serverside functions==&lt;br /&gt;
You can call them from another resource using call():&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;call(getResourceFromName(&amp;quot;scoreboard&amp;quot;), &amp;quot;addScoreboardColumn&amp;quot;, &amp;quot;wanted level&amp;quot;)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool addScoreboardColumn( string columnName, [ element visibleToElement = getRootElement(), int columnPosition = #columns - 1, float columnSize = 0.1 ] )&lt;br /&gt;
bool removeScoreboardColumn( string columnName )&lt;br /&gt;
bool setScoreboardForced( player thePlayer, bool forced )&lt;br /&gt;
table getScoreboardColumns( ) --returns an ordered array of {name=columnName,size=columnSize} entries&lt;br /&gt;
bool resetScoreboardColumns( ) --leaves only &amp;quot;name, ping&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Issues/TODO==&lt;br /&gt;
*Columns name must be unique, you can't add a column with the same name to different elements yet&lt;br /&gt;
*Scoreboard data for web listing is being sent all at once, should allow sending of separate chunks&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Scores&amp;diff=14139</id>
		<title>Scores</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Scores&amp;diff=14139"/>
		<updated>2008-01-01T02:09:30Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Scores moved to Resource:Scores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resource:Scores]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Scores&amp;diff=14138</id>
		<title>Resource:Scores</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Scores&amp;diff=14138"/>
		<updated>2008-01-01T02:09:30Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Scores moved to Resource:Scores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
This resource provides kills, deaths, suicides, kill/death ratio and alive/dead status columns.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Include &amp;quot;scores&amp;quot; in your resource (this also includes the scoreboard, so you don't need to do it).&lt;br /&gt;
From your script, select the columns that you want enabled through the settings system, and then force an update (this is necessary since we don't have settings registry events yet).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
set(&amp;quot;scores.kills&amp;quot;, true) --enable kills column&lt;br /&gt;
set(&amp;quot;scores.deaths&amp;quot;, true) --enable deaths column&lt;br /&gt;
set(&amp;quot;scores.self&amp;quot;, false) --disable self-kills column&lt;br /&gt;
--...&lt;br /&gt;
call(getResourceFromName(&amp;quot;scores&amp;quot;), &amp;quot;updateActiveColumns&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in consideration that the columns do not have set defaults, so you should explicitly enable or disable all of them.&lt;br /&gt;
&lt;br /&gt;
==Columns==&lt;br /&gt;
'''kills'''&lt;br /&gt;
&lt;br /&gt;
'''deaths'''&lt;br /&gt;
&lt;br /&gt;
'''self'''&lt;br /&gt;
&lt;br /&gt;
'''ratio'''&lt;br /&gt;
&lt;br /&gt;
'''status'''&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
===Server===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool updateActiveColumns ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the active scoreboard columns according to the resource's current settings.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=14136</id>
		<title>Resource:Votemanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=14136"/>
		<updated>2008-01-01T02:08:32Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This script manages any kind of poll with multiple options. '''votemap''', '''votekick''', '''votekill''' and '''voteban''' are built in.&lt;br /&gt;
==Built-in polls==&lt;br /&gt;
&lt;br /&gt;
'''votemap''' (starts a vote between a random list of up to 9 maps compatible with the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode''' (starts a vote between a random list of up to 9 maps compatible with the specified gamemode)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode map''' (starts a vote to launch the specified gamemode with the specified map)&lt;br /&gt;
&lt;br /&gt;
'''votemap map gamemode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''votemap map''' (starts a vote to change to another map for the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemode''' (starts a vote between a random list of up to 9 gamemodes. once the vote is done and a new gamemode is picked, automatically starts 'votemap gamemode')&lt;br /&gt;
&lt;br /&gt;
'''votekick player''' (starts a vote to kick the specified player)&lt;br /&gt;
&lt;br /&gt;
'''votekill player''' (starts a vote to kill the specified player)&lt;br /&gt;
&lt;br /&gt;
'''voteban player''' (starts a vote to ban the specified player)&lt;br /&gt;
&lt;br /&gt;
==Serverside functions==&lt;br /&gt;
===startPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int startPoll ( table pollData )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Creates a poll. Returns ''true'' if the poll was created successfully, ''false'' and an error code otherwise (see the source for error codes).&lt;br /&gt;
&lt;br /&gt;
* '''pollData''' is a table containing poll settings and an array of ''at least two'' options. Each option comes in the form:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
string optionName,&lt;br /&gt;
string eventToTrigger,&lt;br /&gt;
[element triggerFrom = getRootElement()],&lt;br /&gt;
default = [bool isDefaultOption = false],&lt;br /&gt;
var argument1,&lt;br /&gt;
var argument2,&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The chosen option will trigger eventToTrigger from the triggerFrom element with ''arguments...'' as parameters when the poll ends.&lt;br /&gt;
&lt;br /&gt;
If there's not enough votes, the default option will be executed if there's one.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local playerToKill = getRandomPlayer()&lt;br /&gt;
local notEnoughVotesMessage = &amp;quot;Not enough votes to kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;.&amp;quot;&lt;br /&gt;
startPoll {&lt;br /&gt;
   --start settings (dictionary part)&lt;br /&gt;
   title=&amp;quot;Kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;?&amp;quot;,&lt;br /&gt;
   percentage=75,&lt;br /&gt;
   timeout=30,&lt;br /&gt;
   allowchange=false,&lt;br /&gt;
   maxnominations=3,&lt;br /&gt;
   visibleTo=getRootElement(),&lt;br /&gt;
   --start options (array part)&lt;br /&gt;
   [1]={&amp;quot;Yes&amp;quot;, &amp;quot;doKillPlayer&amp;quot;, playerToKill},&lt;br /&gt;
   [2]={&amp;quot;No&amp;quot;, &amp;quot;doOutputChatBox&amp;quot;, notEnoughVotesMessage, getRootElement(), vR, vG, vB; default=true},&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''title''' (required): the poll title which will be seen by clients on the manager GUI&lt;br /&gt;
*'''percentage''' (optional, defaults to default.percentage): percentage needed for an option to pass&lt;br /&gt;
*'''timeout''' (optional, defaults to default.timeout): poll timeout in seconds&lt;br /&gt;
*'''allowchange''' (optional, defaults to default.allowchange): specifies if changing your vote is allowed&lt;br /&gt;
*'''maxnominations''' (optional, defaults to default.maxnominations): specifies the max number of nominations in case there's a draw&lt;br /&gt;
*'''visibleTo''' (optional, defaults to [[getRootElement]]()): a table or players that will be able to see the poll, OR an element that contains the players.&lt;br /&gt;
If it is root, new players joining the server will be able to vote.&lt;br /&gt;
&lt;br /&gt;
''voteconfig.xml'' defaults will be used for missing optional settings.&lt;br /&gt;
&lt;br /&gt;
===stopPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int stopPoll ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the running poll. Returns ''true'' if the current poll was stopped successfully, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteMap===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteMap ( string mapName )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votemap. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBetweenMaps===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBetweenMaps ( resource map1, resource map2, [ resource map3, ... ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a poll to choose a map. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKick===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKick ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekick. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKill===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKill ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekill. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBan===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBan ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a voteban. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
==Serverside events==&lt;br /&gt;
===onPollStart===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStart (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll starts. Cancelling it aborts the poll.&lt;br /&gt;
&lt;br /&gt;
===onPollStop===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStop (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll is halted. Cancelling it prevents the poll from being halted.&lt;br /&gt;
&lt;br /&gt;
===onPollEnd===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollEnd (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired after a poll finished. Cancelling it has no effect.&lt;br /&gt;
&lt;br /&gt;
===onPollDraw===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollDraw (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a poll ends in a draw. Cancelling it aborts renominations.&lt;br /&gt;
&lt;br /&gt;
===onClientSendVote===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onClientSendVote ( int vote )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a vote is sent to the server. ''client'' is the client who sent the vote. Cancelling it makes the manager ignore the client's choice.&lt;br /&gt;
&lt;br /&gt;
==Default settings==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;settings&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*color&amp;quot; value=&amp;quot;#DF6464&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*log_votes&amp;quot; value=&amp;quot;[true]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.allowchange&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.maxnominations&amp;quot; value=&amp;quot;[3]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.locktime&amp;quot; value=&amp;quot;[60]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.percentage&amp;quot; value=&amp;quot;[70]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.enabled&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.percentage&amp;quot; value=&amp;quot;[85]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/settings&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Helpmanager&amp;diff=14135</id>
		<title>Resource:Helpmanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Helpmanager&amp;diff=14135"/>
		<updated>2008-01-01T02:08:20Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The help manager centralizes script help GUIs and provides a simple way to add instructions. Users can be notified with a popup the first time a resource's help page is loaded.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Simple GUI===&lt;br /&gt;
If you just want to add a text, adding this '''exact''' (don't change src nor type) line to your meta.xml will be enough:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;config src=&amp;quot;help.xml&amp;quot; type=&amp;quot;client&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The contents below the root node of your '''help.xml''' file will be shown under the resource's help tab. Also, an optional popup=&amp;quot;no&amp;quot; can be added to the root node to specify that you don't want the user to be notified with a popup when the page is available.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;help popup=&amp;quot;no&amp;quot;&amp;gt;&lt;br /&gt;
Help text here&lt;br /&gt;
&amp;lt;/help&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Help text should explain how to play the gamemode, bound keys and console commands. The help is intended for the end user, not the developer so keep it simple.&lt;br /&gt;
&lt;br /&gt;
===Custom GUI===&lt;br /&gt;
You can add your custom help GUI by adding the tab manually in a client script:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
myHelpTab = call(getResourceFromName(&amp;quot;helpmanager&amp;quot;), &amp;quot;addHelpTab&amp;quot;, getThisResource(), true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
You can add contents by using the returned GUI element as GUI parent for your widgets. It is not necessary to destroy them on page remove / resource stop, as the manager does cleanup.&lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
'''F9''': toggles the help window.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
'''gamehelp''': toggles the help window.&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
===Server===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool showHelp ( element showTo )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Shows the help window for the showTo element, propagating down the tree.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool hideHelp ( element hideTo )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Hides the help window for the hideTo element, propagating down the tree.&lt;br /&gt;
&lt;br /&gt;
===Client===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool showHelp ()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Shows the help window for the local player.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool hideHelp ()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Hides the help window for the local player.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;gui-tab addHelpTab ( resource forResource, [bool showPopup = true] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Adds a gui-tab with the name of the passed resource to the local player's help GUI. If showPopup is false, the &amp;quot;page available&amp;quot; popup is not shown.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool removeHelpTab ( resource forResource )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Adds a gui-tab with the name of the passed resource to the local player's help GUI.&lt;br /&gt;
&lt;br /&gt;
==Fired events==&lt;br /&gt;
===Client===&lt;br /&gt;
''(For all events, &amp;quot;source&amp;quot; is the local player.)''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onHelpShown ()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onHelpHidden ()&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Scoreboard&amp;diff=14134</id>
		<title>Resource:Scoreboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Scoreboard&amp;diff=14134"/>
		<updated>2008-01-01T02:08:12Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The scoreboard displays connected players, teams, pings and other data in a gridlist for players ingame. It also has a javascript-enabled web interface, so it can be viewed from a browser.&lt;br /&gt;
&lt;br /&gt;
When you add a column to the scoreboard, it's linked to the element data field of the same name, so if you add the &amp;quot;score&amp;quot; column, element data in the field &amp;quot;score&amp;quot; will be shown for all players and teams.&lt;br /&gt;
&lt;br /&gt;
==Exported serverside functions==&lt;br /&gt;
You can call them from another resource using call():&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;call(getResourceFromName(&amp;quot;scoreboard&amp;quot;), &amp;quot;addScoreboardColumn&amp;quot;, &amp;quot;wanted level&amp;quot;)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool addScoreboardColumn( string columnName, [ element visibleToElement = getRootElement(), int columnPosition = #columns - 1, float columnSize = 0.1 ] )&lt;br /&gt;
bool removeScoreboardColumn( string columnName )&lt;br /&gt;
bool setScoreboardForced( player thePlayer, bool forced )&lt;br /&gt;
table getScoreboardColumns( ) --returns an ordered array of {name=columnName,size=columnSize} entries&lt;br /&gt;
bool resetScoreboardColumns( ) --leaves only &amp;quot;name, ping&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Issues/TODO==&lt;br /&gt;
*Columns name must be unique, you can't add a column with the same name to different elements yet&lt;br /&gt;
*Scoreboard data for web listing is being sent all at once, should allow sending of separate chunks&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Scores&amp;diff=14133</id>
		<title>Resource:Scores</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Scores&amp;diff=14133"/>
		<updated>2008-01-01T02:07:56Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
This resource provides kills, deaths, suicides, kill/death ratio and alive/dead status columns.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Include &amp;quot;scores&amp;quot; in your resource (this also includes the scoreboard, so you don't need to do it).&lt;br /&gt;
From your script, select the columns that you want enabled through the settings system, and then force an update (this is necessary since we don't have settings registry events yet).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
set(&amp;quot;scores.kills&amp;quot;, true) --enable kills column&lt;br /&gt;
set(&amp;quot;scores.deaths&amp;quot;, true) --enable deaths column&lt;br /&gt;
set(&amp;quot;scores.self&amp;quot;, false) --disable self-kills column&lt;br /&gt;
--...&lt;br /&gt;
call(getResourceFromName(&amp;quot;scores&amp;quot;), &amp;quot;updateActiveColumns&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in consideration that the columns do not have set defaults, so you should explicitly enable or disable all of them.&lt;br /&gt;
&lt;br /&gt;
==Columns==&lt;br /&gt;
'''kills'''&lt;br /&gt;
&lt;br /&gt;
'''deaths'''&lt;br /&gt;
&lt;br /&gt;
'''self'''&lt;br /&gt;
&lt;br /&gt;
'''ratio'''&lt;br /&gt;
&lt;br /&gt;
'''status'''&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
===Server===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool updateActiveColumns ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the active scoreboard columns according to the resource's current settings.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Access_Control_List&amp;diff=13980</id>
		<title>Access Control List</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Access_Control_List&amp;diff=13980"/>
		<updated>2007-12-30T14:10:34Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: /* XML file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MTA includes a complete Access Control List (ACL) that allows you to secure and limit access to the server, it's functions and resources in any number of ways.&lt;br /&gt;
&lt;br /&gt;
The key concept of MTA's ACL (and ACLs in general) is that you're giving a specific object a set of rights. In MTA's case objects are one of two things - resources or users. There are numerous ''rights'' available in MTA - these mainly focus on server-side scripting functions. &lt;br /&gt;
&lt;br /&gt;
What this essentially means is that the ACL allows you to choose exactly what functions a resource or user can perform. This can obviously be invaluable - for example preventing all your server's players from being able to ban each other, or preventing your new untested resources from doing the same. &lt;br /&gt;
&lt;br /&gt;
Of course, ''with great power comes great responsibility'' and it is very easily possible to completely break resources - for example, disabling [[spawnPlayer]] for all resources would be a Bad Thing. Of course, there are situations when you might want to do this - if you want to force all your resources to use a spawn manager resource for example, but even this is somewhat draconian.&lt;br /&gt;
&lt;br /&gt;
==How it works==&lt;br /&gt;
There are three ways you can modify the ACL - how you do it depends who you are.&lt;br /&gt;
&lt;br /&gt;
===HTTP Interface===&lt;br /&gt;
You can use the [[Resource/webadmin|webadmin]] http interface to modify the ACL in your web browser. This is by far the easiest way to do so. Just make sure the ''webadmin'' resource is started on your server and visit ''&amp;lt;nowiki&amp;gt;http://ServerIP:HttpPort/&amp;lt;/nowiki&amp;gt;''. You can then use the two sections - ACLs and Groups. ACLs allows you to create your Access Control Lists - lists of rights. Groups allow you to group together collections of users and assign ACLs to them. For example, the ACLs section allows you to specify that the Admin ACL has access to the ''start'' console command. You can the go to the Groups section and create an Admin ''group'' that has access to your Admin ''acl''. You can then add users to your Admin ''group''.&lt;br /&gt;
&lt;br /&gt;
===XML file===&lt;br /&gt;
You can modify the ACL.xml file manually. This has a fairly straightforward syntax, but it can get a bit confusing at times. If you do it while the server is running, don't forget to call [[aclReload]] so the new ACL is loaded. This also prevents your changes from being accidentally overwritten by the server.&lt;br /&gt;
&lt;br /&gt;
===Scripting functions===&lt;br /&gt;
You can use a large number of ACL scripting functions to modify the ACL on the fly. Of course, you can (and really should!) limit access to the ACL functions with the ACL.&lt;br /&gt;
&lt;br /&gt;
{{ACL functions}}&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Mapmanager&amp;diff=13840</id>
		<title>Resource:Mapmanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Mapmanager&amp;diff=13840"/>
		<updated>2007-12-25T16:26:30Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Added stopmode, stopmap commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map manager lists gamemodes/maps and manages gamemode/map loading. It applies certain map settings affecting the game world and sets ASE game type and map name rule values as well. It includes a web listing which autoupdates and highglights the current mode/map combination.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
You have to tag the '''gamemode resource''' with the correct type in its info tag:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;info description=&amp;quot;A gamemode&amp;quot; type=&amp;quot;gamemode&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map resources''' also need the ''type=&amp;quot;map&amp;quot;'' tag, plus a ''gamemodes'' tag listing the gamemode resources they're compatible with in a comma-separated list ''without spaces''.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;info description=&amp;quot;A gamemode map&amp;quot; type=&amp;quot;map&amp;quot; gamemodes=&amp;quot;ctv,koth&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There can be only one gamemode and one gamemode map loaded at once.&lt;br /&gt;
&lt;br /&gt;
==Optional resource attributes==&lt;br /&gt;
These attributes all go in the corresponding resource's info tag.&lt;br /&gt;
&lt;br /&gt;
'''name:''' A friendly name for your gamemode or map, to be displayed in the start messages or map listings instead of the filename.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
'''changemap newmap [newgamemode]''' (changes the gamemode map to a new one, optionally changing the gamemode as well)&lt;br /&gt;
&lt;br /&gt;
'''changemode newgamemode [newmap]''' (changes to a new gamemode, optionally starting a map with it)&lt;br /&gt;
&lt;br /&gt;
'''gamemode newgamemode [newmap]''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''stopmode''' (stops the current mode and mode map)&lt;br /&gt;
&lt;br /&gt;
'''stopmap''' (stops the current mode map)&lt;br /&gt;
&lt;br /&gt;
'''maps [gamemode]''' (lists all maps in the server, optionally all maps compatible with a gamemode)&lt;br /&gt;
&lt;br /&gt;
'''gamemodes''' (lists all gamemodes)&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
'''*mapmanager.color''' [hex color string] (changes the mapmanager's output messages' color) (default: #E1AA5A)&lt;br /&gt;
&lt;br /&gt;
'''*mapmanager.messages''' [boolean] (whether map/gm changes are enabled) (default: true)&lt;br /&gt;
&lt;br /&gt;
'''*mapmanager.ASE''' [boolean] (whether the manager will set ASE gametype / mapname) (default: true)&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool changeGamemode ( resource newGamemode, [ resource mapToLoadWith ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the gamemode to a new one, optionally specifying an initial map for it (will load without a map by default).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool changeGamemodeMap ( resource newMap, [ resource gamemodeToChangeTo ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the GM map to a new one, optionally specifying a gamemode to change to before loading it (will load with the current gamemode by default).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getGamemodes ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of all gamemode resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getGamemodesCompatibleWithMap ( resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of compatible gamemode resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getMaps ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of all map resource pointers.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;table getMapsCompatibleWithGamemode ( [ resource theGamemode ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns a table of compatible map resource pointers. If the gamemode is left blank, it returns all maps which aren't compatible with any gamemode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;resource getRunningGamemode ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns the currently running gamemode's resource pointer.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;resource getRunningGamemodeMap ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Returns the currently running GM map's resource pointer.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isGamemode ( resource theGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a resource is a gamemode or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isGamemodeCompatibleWithMap ( resource theGamemode, resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a gamemode is compatible with a map or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isMap ( resource theMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a resource is a map or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool isMapCompatibleWithGamemode ( resource theMap, resource theGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Determines if a map is compatible with a gamemode or not.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool stopGamemode ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the current gamemode and its map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool stopGamemodeMap ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stop the current GM map.&lt;br /&gt;
Determines if a map is compatible with a gamemode or not.&lt;br /&gt;
&lt;br /&gt;
==Fired events==&lt;br /&gt;
''(For all these events, &amp;quot;source&amp;quot; is the resource's root element.)''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeStart ( resource startedGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a gamemode starts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeStop ( resource startedGamemode )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a gamemode is stopped.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeMapStart ( resource startedMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a GM map starts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;onGamemodeMapStop ( resource startedMap )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a GM map is stopped.&lt;br /&gt;
&lt;br /&gt;
==Supported map settings==&lt;br /&gt;
The following settings from the [[settings system|registry]] are applied by the map manager when a map is started:&lt;br /&gt;
&amp;lt;br&amp;gt;'''gamespeed''' [number]: The map's game speed.&lt;br /&gt;
&amp;lt;br&amp;gt;'''gravity''' [number]: The map's gravity.&lt;br /&gt;
&amp;lt;br&amp;gt;'''time''' [string of the form '''hh:mm''']: The map's time.&lt;br /&gt;
&amp;lt;br&amp;gt;'''weather''' [number]: The map's weather ID.&lt;br /&gt;
&amp;lt;br&amp;gt;'''waveheight''' [number]: The map's wave height.&lt;br /&gt;
&amp;lt;br&amp;gt;'''locked_time''' [boolean]: Whether the set time will be frozen by the manager or not.&lt;br /&gt;
&amp;lt;br&amp;gt;'''minplayers''' [number]: The required minimum number of players to start the map.&lt;br /&gt;
&amp;lt;br&amp;gt;'''maxplayers''' [number]: The allowed maximum number of players to start the map.&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=13765</id>
		<title>Resource:Votemanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=13765"/>
		<updated>2007-12-17T03:44:11Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This script manages any kind of poll with multiple options. '''votemap''', '''votekick''', '''votekill''' and '''voteban''' are built in.&lt;br /&gt;
==Built-in polls==&lt;br /&gt;
&lt;br /&gt;
'''votemap''' (starts a vote between a random list of up to 9 maps compatible with the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode''' (starts a vote between a random list of up to 9 maps compatible with the specified gamemode)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode map''' (starts a vote to launch the specified gamemode with the specified map)&lt;br /&gt;
&lt;br /&gt;
'''votemap map gamemode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''votemap map''' (starts a vote to change to another map for the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemode''' (starts a vote between a random list of up to 9 gamemodes. once the vote is done and a new gamemode is picked, automatically starts 'votemap gamemode')&lt;br /&gt;
&lt;br /&gt;
'''votekick player''' (starts a vote to kick the specified player)&lt;br /&gt;
&lt;br /&gt;
'''votekill player''' (starts a vote to kill the specified player)&lt;br /&gt;
&lt;br /&gt;
'''voteban player''' (starts a vote to ban the specified player)&lt;br /&gt;
&lt;br /&gt;
==Serverside functions==&lt;br /&gt;
===startPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int startPoll ( table pollData )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Creates a poll. Returns ''true'' if the poll was created successfully, ''false'' and an error code otherwise (see the source for error codes).&lt;br /&gt;
&lt;br /&gt;
* '''pollData''' is a table containing poll settings and an array of ''at least two'' options. Each option comes in the form:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
string optionName,&lt;br /&gt;
string eventToTrigger,&lt;br /&gt;
[element triggerFrom = getRootElement()],&lt;br /&gt;
default = [bool isDefaultOption = false],&lt;br /&gt;
var argument1,&lt;br /&gt;
var argument2,&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The chosen option will trigger eventToTrigger from the triggerFrom element with ''arguments...'' as parameters when the poll ends.&lt;br /&gt;
&lt;br /&gt;
If there's not enough votes, the default option will be executed if there's one.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local playerToKill = getRandomPlayer()&lt;br /&gt;
local notEnoughVotesMessage = &amp;quot;Not enough votes to kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;.&amp;quot;&lt;br /&gt;
startPoll {&lt;br /&gt;
   --start settings (dictionary part)&lt;br /&gt;
   title=&amp;quot;Kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;?&amp;quot;,&lt;br /&gt;
   percentage=75,&lt;br /&gt;
   timeout=30,&lt;br /&gt;
   allowchange=false,&lt;br /&gt;
   maxnominations=3,&lt;br /&gt;
   visibleTo=getRootElement(),&lt;br /&gt;
   --start options (array part)&lt;br /&gt;
   [1]={&amp;quot;Yes&amp;quot;, &amp;quot;doKillPlayer&amp;quot;, playerToKill},&lt;br /&gt;
   [2]={&amp;quot;No&amp;quot;, &amp;quot;doOutputChatBox&amp;quot;, notEnoughVotesMessage, getRootElement(), vR, vG, vB; default=true},&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''title''' (required): the poll title which will be seen by clients on the manager GUI&lt;br /&gt;
*'''percentage''' (optional, defaults to default.percentage): percentage needed for an option to pass&lt;br /&gt;
*'''timeout''' (optional, defaults to default.timeout): poll timeout in seconds&lt;br /&gt;
*'''allowchange''' (optional, defaults to default.allowchange): specifies if changing your vote is allowed&lt;br /&gt;
*'''maxnominations''' (optional, defaults to default.maxnominations): specifies the max number of nominations in case there's a draw&lt;br /&gt;
*'''visibleTo''' (optional, defaults to [[getRootElement]]()): a table or players that will be able to see the poll, OR an element that contains the players.&lt;br /&gt;
If it is root, new players joining the server will be able to vote.&lt;br /&gt;
&lt;br /&gt;
''voteconfig.xml'' defaults will be used for missing optional settings.&lt;br /&gt;
&lt;br /&gt;
===stopPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int stopPoll ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the running poll. Returns ''true'' if the current poll was stopped successfully, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteMap===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteMap ( string mapName )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votemap. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBetweenMaps===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBetweenMaps ( resource map1, resource map2, [ resource map3, ... ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a poll to choose a map. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKick===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKick ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekick. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKill===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKill ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekill. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBan===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBan ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a voteban. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
==Serverside events==&lt;br /&gt;
===onPollStart===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStart (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll starts. Cancelling it aborts the poll.&lt;br /&gt;
&lt;br /&gt;
===onPollStop===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStop (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll is halted. Cancelling it prevents the poll from being halted.&lt;br /&gt;
&lt;br /&gt;
===onPollEnd===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollEnd (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired after a poll finished. Cancelling it has no effect.&lt;br /&gt;
&lt;br /&gt;
===onPollDraw===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollDraw (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a poll ends in a draw. Cancelling it aborts renominations.&lt;br /&gt;
&lt;br /&gt;
===onClientSendVote===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onClientSendVote ( int vote )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a vote is sent to the server. ''client'' is the client who sent the vote. Cancelling it makes the manager ignore the client's choice.&lt;br /&gt;
&lt;br /&gt;
==Default settings==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;settings&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*color&amp;quot; value=&amp;quot;#DF6464&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*log_votes&amp;quot; value=&amp;quot;[true]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.allowchange&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.maxnominations&amp;quot; value=&amp;quot;[3]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.locktime&amp;quot; value=&amp;quot;[60]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.percentage&amp;quot; value=&amp;quot;[70]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.enabled&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.percentage&amp;quot; value=&amp;quot;[85]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/settings&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=13764</id>
		<title>Resource:Votemanager</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Votemanager&amp;diff=13764"/>
		<updated>2007-12-17T03:00:05Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This script manages any kind of poll with multiple options. '''votemap''', '''votekick''', '''votekill''' and '''voteban''' are built in.&lt;br /&gt;
==Built-in polls==&lt;br /&gt;
&lt;br /&gt;
'''votemap''' (starts a vote between a random list of up to 9 maps compatible with the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode''' (starts a vote between a random list of up to 9 maps compatible with the specified gamemode)&lt;br /&gt;
&lt;br /&gt;
'''votemap gamemode map''' (starts a vote to launch the specified gamemode with the specified map)&lt;br /&gt;
&lt;br /&gt;
'''votemap map gamemode''' (same as previous one)&lt;br /&gt;
&lt;br /&gt;
'''votemap map''' (starts a vote to change to another map for the current gamemode, if one is running)&lt;br /&gt;
&lt;br /&gt;
'''votemode''' (starts a vote between a random list of up to 9 gamemodes. once the vote is done and a new gamemode is picked, automatically starts 'votemap gamemode')&lt;br /&gt;
&lt;br /&gt;
'''votekick player''' (starts a vote to kick the specified player)&lt;br /&gt;
&lt;br /&gt;
'''votekill player''' (starts a vote to kill the specified player)&lt;br /&gt;
&lt;br /&gt;
'''voteban player''' (starts a vote to ban the specified player)&lt;br /&gt;
&lt;br /&gt;
==Serverside functions==&lt;br /&gt;
===startPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int startPoll ( table pollData )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Creates a poll. Returns ''true'' if the poll was created successfully, ''false'' and an error code otherwise (see the source for error codes).&lt;br /&gt;
&lt;br /&gt;
* '''pollData''' is a table containing poll settings and an array of ''at least two'' options. Each option comes in the form:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
string optionName,&lt;br /&gt;
string eventToTrigger,&lt;br /&gt;
[element triggerFrom = getRootElement()],&lt;br /&gt;
default = [bool isDefaultOption = false],&lt;br /&gt;
var argument1,&lt;br /&gt;
var argument2,&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The chosen option will trigger eventToTrigger from the triggerFrom element with ''arguments...'' as parameters when the poll ends.&lt;br /&gt;
&lt;br /&gt;
If there's not enough votes, the default option will be executed if there's one.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local playerToKill = getRandomPlayer()&lt;br /&gt;
local notEnoughVotesMessage = &amp;quot;Not enough votes to kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;.&amp;quot;&lt;br /&gt;
startPoll {&lt;br /&gt;
   --start settings (dictionary part)&lt;br /&gt;
   title=&amp;quot;Kill &amp;quot;..getPlayerName(playerToKill)..&amp;quot;?&amp;quot;,&lt;br /&gt;
   percentage=75,&lt;br /&gt;
   timeout=30,&lt;br /&gt;
   allowchange=false,&lt;br /&gt;
   maxnominations=3,&lt;br /&gt;
   visibleTo=getRootElement(),&lt;br /&gt;
   --start options (array part)&lt;br /&gt;
   [1]={&amp;quot;Yes&amp;quot;, &amp;quot;doKillPlayer&amp;quot;, playerToKill},&lt;br /&gt;
   [2]={&amp;quot;No&amp;quot;, &amp;quot;doOutputChatBox&amp;quot;, notEnoughVotesMessage, getRootElement(), vR, vG, vB; default=true},&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''title''' (required): the poll title which will be seen by clients on the manager GUI&lt;br /&gt;
*'''percentage''' (optional, defaults to 75%): percentage needed for an option to pass&lt;br /&gt;
*'''timeout''' (optional, defaults to 30s): poll timeout in seconds&lt;br /&gt;
*'''allowchange''' (optional, defaults to false): specifies if changing your vote is allowed&lt;br /&gt;
*'''maxnominations''' (optional, defaults to 3): specifies the max number of nominations in case there's a draw&lt;br /&gt;
*'''visibleTo''' (optional, defaults to [[getRootElement]]()): a table or players that will be able to see the poll, OR an element that contains the players.&lt;br /&gt;
If it is root, new players joining the server will be able to vote.&lt;br /&gt;
&lt;br /&gt;
''voteconfig.xml'' defaults will be used for missing optional settings.&lt;br /&gt;
&lt;br /&gt;
===stopPoll===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int stopPoll ( )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the running poll. Returns ''true'' if the current poll was stopped successfully, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteMap===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteMap ( string mapName )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votemap. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBetweenMaps===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBetweenMaps ( resource map1, resource map2, [ resource map3, ... ] )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a poll to choose a map. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKick===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKick ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekick. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteKill===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteKill ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a votekill. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
===voteBan===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool, int voteBan ( player thePlayer )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a voteban. Returns ''true'' if it was successfully started, ''false'' and an error code otherwise.&lt;br /&gt;
&lt;br /&gt;
==Serverside events==&lt;br /&gt;
===onPollStart===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStart (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll starts. Cancelling it aborts the poll.&lt;br /&gt;
&lt;br /&gt;
===onPollStop===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollStop (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired before a poll is halted. Cancelling it prevents the poll from being halted.&lt;br /&gt;
&lt;br /&gt;
===onPollEnd===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollEnd (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired after a poll finished. Cancelling it has no effect.&lt;br /&gt;
&lt;br /&gt;
===onPollDraw===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onPollDraw (  )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a poll ends in a draw. Cancelling it aborts renominations.&lt;br /&gt;
&lt;br /&gt;
===onClientSendVote===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;void onClientSendVote ( int vote )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fired when a vote is sent to the server. ''client'' is the client who sent the vote. Cancelling it makes the manager ignore the client's choice.&lt;br /&gt;
&lt;br /&gt;
==Default settings==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;settings&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*color&amp;quot; value=&amp;quot;#DF6464&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*log_votes&amp;quot; value=&amp;quot;[true]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.allowchange&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*default.maxnominations&amp;quot; value=&amp;quot;[3]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.locktime&amp;quot; value=&amp;quot;[60]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.percentage&amp;quot; value=&amp;quot;[70]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votemap.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekick.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.enabled&amp;quot; value=&amp;quot;[false]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.percentage&amp;quot; value=&amp;quot;[85]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*voteban.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.enabled&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.timeout&amp;quot; value=&amp;quot;[30]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.locktime&amp;quot; value=&amp;quot;[120]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.percentage&amp;quot; value=&amp;quot;[75]&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;setting name=&amp;quot;*votekill.allowchange&amp;quot; value=&amp;quot;[true]&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/settings&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Resource_functions&amp;diff=13722</id>
		<title>Template:Resource functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Resource_functions&amp;diff=13722"/>
		<updated>2007-12-13T19:48:45Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Added getResourceMapRootElement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[addResourceConfig]]&lt;br /&gt;
*[[addResourceMap]]&lt;br /&gt;
*[[call]]&lt;br /&gt;
*[[callRemote]]&lt;br /&gt;
*[[createResource]]&lt;br /&gt;
*[[getResources]]&lt;br /&gt;
*[[getResourceInfo]]&lt;br /&gt;
*[[getResourceState]]&lt;br /&gt;
*[[startResource]]&lt;br /&gt;
*[[stopResource]]&lt;br /&gt;
*[[restartResource]]&lt;br /&gt;
*[[getThisResource]]&lt;br /&gt;
*[[getResourceConfig]]&lt;br /&gt;
*[[getResourceDynamicElementRoot]]&lt;br /&gt;
*[[getResourceExportedFunctions]]&lt;br /&gt;
*[[getResourceLoadFailureReason]]&lt;br /&gt;
*[[getResourceLoadTime]]&lt;br /&gt;
*[[getResourceMapRootElement]]&lt;br /&gt;
*[[getResourceName]]&lt;br /&gt;
*[[getResourceFromName]]&lt;br /&gt;
*[[getResourceRootElement]]&lt;br /&gt;
*[[getResourceDirectoryPath]]&lt;br /&gt;
*[[setResourceDefaultSetting]]&lt;br /&gt;
*[[removeResourceDefaultSetting]]&lt;br /&gt;
*[[removeResourceFile]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Input_functions&amp;diff=13720</id>
		<title>Template:Input functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Input_functions&amp;diff=13720"/>
		<updated>2007-12-13T19:39:55Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Added getKeyBoundToFunction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[bindKey]]&lt;br /&gt;
*[[unbindKey]]&lt;br /&gt;
*[[getControlState]]&lt;br /&gt;
*[[getKeyBoundToFunction]]&lt;br /&gt;
*[[getFunctionsBoundToKey]]&lt;br /&gt;
*[[isControlEnabled]]&lt;br /&gt;
*[[isKeyBound]]&lt;br /&gt;
*[[setControlState]]&lt;br /&gt;
*[[toggleControl]]&lt;br /&gt;
*[[toggleAllControls]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Input_functions&amp;diff=13719</id>
		<title>Template:Input functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Input_functions&amp;diff=13719"/>
		<updated>2007-12-13T19:39:31Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Added getFunctionsBoundToKey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[bindKey]]&lt;br /&gt;
*[[unbindKey]]&lt;br /&gt;
*[[getControlState]]&lt;br /&gt;
*[[getFunctionsBoundToKey]]&lt;br /&gt;
*[[isControlEnabled]]&lt;br /&gt;
*[[isKeyBound]]&lt;br /&gt;
*[[setControlState]]&lt;br /&gt;
*[[toggleControl]]&lt;br /&gt;
*[[toggleAllControls]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Admin_functions&amp;diff=13717</id>
		<title>Template:Admin functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Admin_functions&amp;diff=13717"/>
		<updated>2007-12-13T19:26:42Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Added getBansXML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[banIP]]&lt;br /&gt;
*[[banPlayer]]&lt;br /&gt;
*[[banSerial]]&lt;br /&gt;
*[[getBansXML]]&lt;br /&gt;
*[[kickPlayer]]&lt;br /&gt;
*[[unbanIP]]&lt;br /&gt;
*[[unbanSerial]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Player_functions&amp;diff=13716</id>
		<title>Template:Player functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Player_functions&amp;diff=13716"/>
		<updated>2007-12-13T19:24:07Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Removed link to deprecated func&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[addPlayerClothes]]&lt;br /&gt;
&lt;br /&gt;
* [[canPlayerUseFunction]]&lt;br /&gt;
&lt;br /&gt;
* [[doesPlayerHaveJetPack]]&lt;br /&gt;
&lt;br /&gt;
* [[forcePlayerMap]]&lt;br /&gt;
&lt;br /&gt;
* [[getAlivePlayers]]&lt;br /&gt;
* [[getDeadPlayers]]&lt;br /&gt;
&lt;br /&gt;
* [[getPlayerAccount]]&lt;br /&gt;
* [[getPlayerAmmoInClip]]&lt;br /&gt;
* [[getPlayerArmor]]&lt;br /&gt;
* [[getPlayerClothes]]&lt;br /&gt;
* [[getPlayerCount]]&lt;br /&gt;
* [[getPlayerFromNick]]&lt;br /&gt;
* [[getPlayerMoney]]&lt;br /&gt;
* [[getPlayerNametagText]]&lt;br /&gt;
* [[getPlayerNametagColor]]&lt;br /&gt;
* [[getPlayerOccupiedVehicle]]&lt;br /&gt;
* [[getPlayerOccupiedVehicleSeat]]&lt;br /&gt;
* [[getPlayerPing]]&lt;br /&gt;
* [[getPlayerRotation]]&lt;br /&gt;
* [[getPlayerSkin]]&lt;br /&gt;
* [[getPlayerStat]]&lt;br /&gt;
* [[getPlayerTarget]]&lt;br /&gt;
* [[getPlayerTeam]]&lt;br /&gt;
* [[getPlayerTotalAmmo]]&lt;br /&gt;
* [[getPlayerWantedLevel]]&lt;br /&gt;
* [[getPlayerWeapon]]&lt;br /&gt;
* [[getPlayerWeaponSlot]]&lt;br /&gt;
* [[getRandomPlayer]]&lt;br /&gt;
&lt;br /&gt;
* [[givePlayerJetPack]]&lt;br /&gt;
* [[givePlayerMoney]]&lt;br /&gt;
&lt;br /&gt;
* [[isPlayerChoking]]&lt;br /&gt;
* [[isPlayerDead]]&lt;br /&gt;
* [[isPlayerDucked]]&lt;br /&gt;
* [[isPlayerInVehicle]]&lt;br /&gt;
* [[isPlayerInWater]]&lt;br /&gt;
* [[isPlayerMapForced]]&lt;br /&gt;
* [[isPlayerMuted]]&lt;br /&gt;
* [[isPlayerOnGround]]&lt;br /&gt;
* [[isPlayerNametagShowing]]&lt;br /&gt;
&lt;br /&gt;
* [[getPlayerFightingStyle]]&lt;br /&gt;
* [[getPlayerGravity]]&lt;br /&gt;
* [[getPlayerBlurLevel]]&lt;br /&gt;
* [[getPlayerContactElement]]&lt;br /&gt;
&lt;br /&gt;
* [[killPlayer]]&lt;br /&gt;
&lt;br /&gt;
* [[removePlayerClothes]]&lt;br /&gt;
* [[removePlayerFromVehicle]]&lt;br /&gt;
* [[removePlayerJetPack]]&lt;br /&gt;
&lt;br /&gt;
* [[setPlayerArmor]]&lt;br /&gt;
* [[setPlayerBlurLevel]]&lt;br /&gt;
* [[setPlayerChoking]]&lt;br /&gt;
* [[setPlayerFightingStyle]]&lt;br /&gt;
* [[setPlayerGravity]]&lt;br /&gt;
* [[setPlayerMoney]]&lt;br /&gt;
* [[setPlayerMuted]]&lt;br /&gt;
* [[setPlayerNametagText]]&lt;br /&gt;
* [[setPlayerNametagColor]]&lt;br /&gt;
* [[setPlayerNametagShowing]]&lt;br /&gt;
* [[setPlayerRotation]]&lt;br /&gt;
* [[setPlayerSkin]]&lt;br /&gt;
* [[setPlayerStat]]&lt;br /&gt;
* [[setPlayerWantedLevel]]&lt;br /&gt;
* [[setPlayerWeaponSlot]]&lt;br /&gt;
* [[setPlayerTeam]]&lt;br /&gt;
* [[setPlayerChoking]]&lt;br /&gt;
&lt;br /&gt;
* [[showPlayerHudComponent]]&lt;br /&gt;
* [[spawnPlayer]]&lt;br /&gt;
* [[takePlayerMoney]]&lt;br /&gt;
* [[warpPlayerIntoVehicle]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Account_functions&amp;diff=13715</id>
		<title>Template:Account functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Account_functions&amp;diff=13715"/>
		<updated>2007-12-13T19:11:34Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Removed links to deprecated funcs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[getAccount]]&lt;br /&gt;
*[[getAccountClient]]&lt;br /&gt;
*[[getAccountData]]&lt;br /&gt;
*[[getAccountName]]&lt;br /&gt;
*[[isGuestAccount]]&lt;br /&gt;
&lt;br /&gt;
*[[logIn]]&lt;br /&gt;
*[[logOut]]&lt;br /&gt;
&lt;br /&gt;
*[[addAccount]]&lt;br /&gt;
*[[removeAccount]]&lt;br /&gt;
*[[setAccountPassword]]&lt;br /&gt;
*[[setAccountData]]&lt;br /&gt;
*[[copyAccountData]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Admin_functions&amp;diff=13714</id>
		<title>Template:Admin functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Admin_functions&amp;diff=13714"/>
		<updated>2007-12-13T19:11:15Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Added missing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[banIP]]&lt;br /&gt;
*[[banPlayer]]&lt;br /&gt;
*[[banSerial]]&lt;br /&gt;
*[[kickPlayer]]&lt;br /&gt;
*[[unbanIP]]&lt;br /&gt;
*[[unbanSerial]]&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Vehicle_default_colors&amp;diff=13667</id>
		<title>Vehicle default colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Vehicle_default_colors&amp;diff=13667"/>
		<updated>2007-12-09T18:12:48Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Checking| err? --[[User:Jbeta|jbeta]] 12:12, 9 December 2007 (CST)}}&lt;br /&gt;
This is meant to explain how many coloring slots each vehicle has, where there is a max of 4 and a min of 1&lt;br /&gt;
&lt;br /&gt;
--[[User:Ransom|Ransom]] 18:08, 27 October 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Elements&amp;diff=13611</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Elements&amp;diff=13611"/>
		<updated>2007-12-09T17:37:46Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=TriggerClientEvent&amp;diff=13610</id>
		<title>TriggerClientEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=TriggerClientEvent&amp;diff=13610"/>
		<updated>2007-12-09T17:37:40Z</updated>

		<summary type="html">&lt;p&gt;Jbeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Server function}}&lt;br /&gt;
This function triggers an event previously registered on a client. This is the primary means of passing information between the server and the client. Clients have a similar [[triggerServerEvent]] function that can do the reverse. You can treat this function as if it was an asynchronous function call, using [[triggerServerEvent]] to pass back any returned information if necessary.&lt;br /&gt;
&lt;br /&gt;
Almost any data types can be passed as expected, including [[element]]s and complex nested [[table]]s. Non-element MTA data types like xmlNodes or resource pointers will not be able to be passed as they do not necessarily have a valid representation on the client.&lt;br /&gt;
&lt;br /&gt;
Events are sent reliably, so clients will receive them, but there may be (but shouldn't be) a significant delay before they are received. You should take this into account when using them.&lt;br /&gt;
&lt;br /&gt;
Keep in mind the bandwidth issues when using events - don't pass a large list of arguments unless you really need to. It is marginally more efficient to pass one large event than two smaller ones.&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool triggerClientEvent ( [element triggerFor=getRootElement()], string name, element theElement, [arguments...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''name:''' The name of the event to trigger client side. You should register this event with [[addEvent]] and add at least one event handler using [[addEventHandler]].&lt;br /&gt;
*'''theElement:''' The element that is the ''source'' of the event. This could be another player, or if this isn't relevant, use the root element.&lt;br /&gt;
&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''triggerFor:''' The event will be triggered on all [[players]] that are children of the specified element. By default this is the root element, and hence the event is triggered on all elements. If you specify a single player it will just be triggered for that player.&lt;br /&gt;
*'''arguments...:''' A list of arguments to trigger with the event. You can pass any lua data type (except functions). You can also pass [[element]]s.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the event trigger has been sent, ''false'' if invalid arguments were specified.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example shows how you can pass a simple &amp;quot;Hello World&amp;quot; message from the server to the client using an event.&lt;br /&gt;
&lt;br /&gt;
'''Client:'''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function greetingHandler ( message )&lt;br /&gt;
    outputChatBox ( &amp;quot;The server says: &amp;quot; .. message )&lt;br /&gt;
end&lt;br /&gt;
addEvent(&amp;quot;onGreeting&amp;quot;)&lt;br /&gt;
addEventHandler(&amp;quot;onGreeting&amp;quot;, getRootElement(), greetingHandler)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Server:'''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function greetingCommand ( source, commandName )&lt;br /&gt;
    triggerClientEvent ( &amp;quot;onGreeting&amp;quot;, getRootElement(), &amp;quot;Hello World!&amp;quot; )&lt;br /&gt;
end&lt;br /&gt;
addCommandHandler ( &amp;quot;greet&amp;quot;, greetingCommand )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the command &amp;quot;greet&amp;quot; is executed (by typing it in the server console or the player's console), the server's ''greetingCommand'' function is called. This triggers the client side event ''onGreeting'' with the string ''&amp;quot;Hello World!&amp;quot;''. This event is then handled by the ''greetingHandler'' function client side which then displays the message.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Event functions}}&lt;/div&gt;</summary>
		<author><name>Jbeta</name></author>
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