https://wiki.multitheftauto.com/api.php?action=feedcontributions&user=Lexr128&feedformat=atom
Multi Theft Auto: Wiki - User contributions [en]
2024-03-29T08:52:57Z
User contributions
MediaWiki 1.39.3
https://wiki.multitheftauto.com/index.php?title=SetPedLookAt&diff=71185
SetPedLookAt
2021-06-09T02:19:09Z
<p>Lexr128: Fix meaning of position arguments when defining a target</p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
{{Note|Avoid calling setPedLookAt every frame as this can cause bugs like being invincible to burning.}}<br />
{{Important Note|For remote players, you have to use [https://wiki.multitheftauto.com/wiki/SetPedAimTarget setPedAimTarget] before setPedLookAt.}}<br />
Makes a ped turn his head and look at a specific world position or element.<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool setPedLookAt ( ped thePed, float x, float y, float z [, int time = 3000 [, int blend = 1000 ], element target = nil ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the ped to change the lookat of.<br />
*'''x:''' the x coordinate of the world position to look at.<br />
*'''y:''' the y coordinate of the world position to look at.<br />
*'''z:''' the z coordinate of the world position to look at.<br />
<br />
===Optional Arguments===<br />
*'''time:''' the time, in milliseconds, during which the ped will look at the target. Once this time has elapsed, he will look ahead again like before the function was applied. A time of 0 will immediately stop any lookat. A negative time will make the ped look at the target indefinitely.<br />
*'''blend:''' the time, in milliseconds, during which the look will blend.<br />
*'''target:''' if this argument is specified, the position arguments will be mean offsets relative to the target and the ped's gaze will follow the specified element instead. Can be a player, a vehicle, another ped etc.<br />
<br />
==Example==<br />
This example makes the local player look at where the camera points at. If you want to sync this effect with other players you can use [[triggerLatentServerEvent]] and [[triggerLatentClientEvent]] functions.<br />
<syntaxhighlight lang="lua"><br />
local screenSize_X, screenSize_Y = guiGetScreenSize()<br />
<br />
function pedLookAt()<br />
local x, y, z = getWorldFromScreenPosition(screenSize_X / 2, screenSize_Y / 2, 15)<br />
setPedLookAt(localPlayer, x, y, z, -1, 0)<br />
end<br />
setTimer(pedLookAt, 120, 0)<br />
</syntaxhighlight><br />
<br />
== Issues ==<br />
{{Issues|<br />
{{Issue|4325|setPedLookAt does not work for remote players}}<br />
}}<br />
==See Also==<br />
{{Client ped functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetElementAngularVelocity&diff=58596
SetElementAngularVelocity
2018-08-28T14:15:26Z
<p>Lexr128: fix revision 14165</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
{{New feature/item|3.0156|1.5.5|14165|Sets the angular velocity of a specified, supported element (Applies a spin to it).}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool setElementAngularVelocity ( element theElement, float rx, float ry, float rz ) <br />
</syntaxhighlight> <br />
{{OOP||[[element]]:setAngularVelocity|angularVelocity|getElementAngularVelocity}}<br />
===Required Arguments=== <br />
*'''theElement:''' The [[element]] to apply the spin to. Can be either a [[player]], [[ped]], [[object]], [[vehicle]] or a [[Element/Weapon|custom weapon]].<br />
*'''rx:''' velocity around the X axis<br />
*'''ry:''' velocity around the Y axis<br />
*'''rz:''' velocity around the Z axis<br />
<br />
===Returns===<br />
Returns ''true'' if it was succesful, ''false'' otherwise.<br />
<br />
==Example==<br />
<syntaxhighlight lang="lua"><br />
function onColShapeHit ( thePlayer, matchingDimension )<br />
-- When a player hits the collision shape, give him a spin<br />
setElementAngularVelocity ( thePlayer, 0, 0, 20 )<br />
end<br />
addEventHandler ( "onColShapeHit", root, onColShapeHit )<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Element functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetElementAngularVelocity&diff=58595
GetElementAngularVelocity
2018-08-28T14:15:07Z
<p>Lexr128: fix revision 14165</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
{{New feature/item|3.0156|1.5.5|14165|Gets the current angular velocity of a specified, supported element.}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool getElementAngularVelocity ( element theElement ) <br />
</syntaxhighlight> <br />
{{OOP||[[element]]:getAngularVelocity|angularVelocity|setElementAngularVelocity}}<br />
===Required Arguments=== <br />
*'''theElement:''' The [[element]] to retrieve the angular velocity from. Can be either a [[player]], [[ped]], [[object]], [[vehicle]] or a [[Element/Weapon|custom weapon]]. '''Server side supports only vehicles currently.'''<br />
<br />
===Returns===<br />
Returns ''true'' if it was succesful, ''false'' otherwise.<br />
<br />
==Example==<br />
<syntaxhighlight lang="lua"><br />
addCommandHandler("getangularvelocity", function(player)<br />
--retrieve angular velocity of the player<br />
local avx, avy, avz = getElementAngularVelocity(player)<br />
outputChatBox("Your current angular velocity is: X: "..avx.." Y: "..avy.." Z: "..avz, player, 0, 255, 0, false)<br />
end)<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Element functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Template:Element_functions&diff=58594
Template:Element functions
2018-08-28T14:14:02Z
<p>Lexr128: </p>
<hr />
<div>*[[attachElements]]<br />
*[[clearElementVisibleTo]]<br />
*[[cloneElement]]<br />
*[[createElement]]<br />
*[[destroyElement]]<br />
*[[detachElements]]<br />
*[[getAllElementData]]<br />
*[[getAttachedElements]]<br />
*[[getElementAlpha]]<br />
*[[getElementAttachedOffsets]]<br />
*[[getElementAttachedTo]]<br />
*[[getElementCollisionsEnabled]]<br />
*[[getElementByID]]<br />
*[[getElementByIndex]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementColShape]]<br />
*[[getElementData]]<br />
*[[getElementDimension]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementInterior]]<br />
*[[getElementMatrix]]<br />
*[[getElementModel]]<br />
*[[getElementParent]]<br />
*[[getElementPosition]]<br />
*[[getElementRotation]]<br />
*[[getElementSyncer]]<br />
*[[getElementType]]<br />
*[[getElementVelocity]]<br />
*[[getElementZoneName]]<br />
*[[getElementsByType]]<br />
*[[getElementsWithinColShape]]<br />
*[[getLowLODElement]]<br />
*[[getRootElement]]<br />
*[[isElement]]<br />
*[[isElementAttached]]<br />
*[[isElementCallPropagationEnabled]]<br />
*[[isElementDoubleSided]]<br />
*[[isElementFrozen]]<br />
*[[isElementInWater]]<br />
*[[isElementLowLOD]]<br />
*[[isElementVisibleTo]]<br />
*[[isElementWithinColShape]]<br />
*[[removeElementData]]<br />
*[[setElementAlpha]]<br />
*[[setElementAttachedOffsets]]<br />
*[[setElementCallPropagationEnabled]]<br />
*[[setElementCollisionsEnabled]]<br />
*[[setElementData]]<br />
*[[setElementDimension]]<br />
*[[setElementDoubleSided]]<br />
*[[setElementFrozen]]<br />
*[[setElementHealth]]<br />
*[[setElementID]]<br />
*[[setElementInterior]]<br />
*[[setElementModel]]<br />
*[[setElementParent]]<br />
*[[setElementPosition]]<br />
*[[setElementRotation]]<br />
*[[setElementSyncer]]<br />
*[[setElementVelocity]]<br />
{{New items|3.0156|1.5.5|<br />
* [[setElementAngularVelocity]]<br />
* [[getElementAngularVelocity]]<br />
|14165}}<br />
*[[setElementVisibleTo]]<br />
*[[setLowLODElement]]<br />
<noinclude>[[Category:Functions templates]]</noinclude></div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetCommandsBoundToKey&diff=56295
GetCommandsBoundToKey
2018-07-20T15:12:55Z
<p>Lexr128: Loss 'both' state</p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
Gets the commands bound to a key.<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
table getCommandsBoundToKey ( string theKey, string keyState )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''theKey:''' See [[key names]] for a list of possible keys<br />
*'''keyState:''' A string that has one of the following values:<br />
**'''"up":''' If the bound key should trigger the function when the key is released<br />
**'''"down":''' If the bound key should trigger the function when the key is pressed<br />
**'''"both":''' If the bound key should trigger the function when the key is pressed or released<br />
<br />
===Returns===<br />
Returns a table of the commands bound on that key.<br />
<br />
==Example==<br />
<section name="Client" class="client" show="true"><br />
This example adds the command /keycommands <theKey> <keyState><br />
<syntaxhighlight lang="lua"><br />
addCommandHandler ( "keycommands",<br />
function ( commandName, theKey, keyState )<br />
if ( theKey and keyState ) then -- We check if theKey and keyState is valid.<br />
local commands = getCommandsBoundToKey ( theKey, keyState )<br />
if ( commands and type ( commands ) == "table" ) then<br />
for command, state in pairs ( commands ) do<br />
outputChatBox ( command )<br />
end<br />
end<br />
else<br />
outputChatBox ( commandName ..": Correct syntax: [ theKey ] [ keyState ]" )<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Client_input_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetFunctionsBoundToKey&diff=56294
GetFunctionsBoundToKey
2018-07-20T15:10:54Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Gets the functions bound to a key. To bind a function to a key use the [[bindKey]] function<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true" ><br />
<syntaxhighlight lang="lua"><br />
table getFunctionsBoundToKey ( player thePlayer, string key, string keyState )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''thePlayer:''' The player to get the functions from a key.<br />
*'''theKey:''' The key you wish to check the functions from.<br />
*'''keyState:''' A string that has one of the following values:<br />
**'''"up":''' If the bound key should trigger the function when the key is released<br />
**'''"down":''' If the bound key should trigger the function when the key is pressed<br />
**'''"both":''' If the bound key should trigger the function when the key is pressed or released<br />
</section><br />
<section name="Client" class="client" show="true" ><br />
<syntaxhighlight lang="lua"><br />
table getFunctionsBoundToKey ( string key, string keyState )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''theKey:''' The key you wish to check the functions from.<br />
*'''keyState:''' A string that has one of the following values:<br />
**'''"up":''' If the bound key should trigger the function when the key is released<br />
**'''"down":''' If the bound key should trigger the function when the key is pressed<br />
**'''"both":''' If the bound key should trigger the function when the key is pressed or released<br />
</section><br />
<br />
===Returns===<br />
Returns a table of the key function(s).<br />
<br />
==Example== <br />
<section name="Client" class="client" show="true" ><br />
This loops through all the keys and outputs the keyname and the function bound to that key.<br />
<syntaxhighlight lang="lua"><br />
<br />
local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",<br />
"arrow_r", "arrow_d", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k",<br />
"l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "num_0", "num_1", "num_2", "num_3", "num_4", "num_5",<br />
"num_6", "num_7", "num_8", "num_9", "num_mul", "num_add", "num_sep", "num_sub", "num_div", "num_dec", "F1", "F2", "F3", "F4", "F5",<br />
"F6", "F7", "F8", "F9", "F10", "F11", "F12", "backspace", "tab", "lalt", "ralt", "enter", "space", "pgup", "pgdn", "end", "home",<br />
"insert", "delete", "lshift", "rshift", "lctrl", "rctrl", "[", "]", "pause", "capslock", "scroll", ";", ",", "-", ".", "/", "#", "\\", "=" }<br />
<br />
addCommandHandler("gakf",function()<br />
for _,i in ipairs(keyTable)do --loop through keyTable<br />
for _,v in ipairs(getFunctionsBoundToKey(i))do --loop through the key bounded functions<br />
outputChatBox(i..":"..tostring(v)) --output the keyname and the function bound to it<br />
end<br />
end<br />
end)<br />
</syntaxhighlight><br />
</section><br />
<section name="Server" class="server" ><br />
This loops through all the keys and outputs the keyname and the function bound to that key.<br />
<syntaxhighlight lang="lua"><br />
function output()<br />
outputChatBox("Hi")<br />
end<br />
bindKey(root,"f2","down",output)<br />
local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",<br />
"arrow_r", "arrow_d", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k",<br />
"l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "num_0", "num_1", "num_2", "num_3", "num_4", "num_5",<br />
"num_6", "num_7", "num_8", "num_9", "num_mul", "num_add", "num_sep", "num_sub", "num_div", "num_dec", "F1", "F2", "F3", "F4", "F5",<br />
"F6", "F7", "F8", "F9", "F10", "F11", "F12", "backspace", "tab", "lalt", "ralt", "enter", "space", "pgup", "pgdn", "end", "home",<br />
"insert", "delete", "lshift", "rshift", "lctrl", "rctrl", "[", "]", "pause", "capslock", "scroll", ";", ",", "-", ".", "/", "#", "\\", "=" }<br />
<br />
addCommandHandler("gakf",function(source) --source is the player<br />
for _,i in ipairs(keyTable)do --loop through keyTable<br />
for _,v in ipairs(getFunctionsBoundToKey(source,i))do --loop through the key bounded functions<br />
outputChatBox(i..":"..v,source) --output the keyname and the function bound to it<br />
end<br />
end<br />
end)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Input_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetFunctionsBoundToKey&diff=56293
GetFunctionsBoundToKey
2018-07-20T15:07:15Z
<p>Lexr128: Loss keyState</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Gets the functions bound to a key. To bind a function to a key use the [[bindKey]] function<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true" ><br />
<syntaxhighlight lang="lua"><br />
table getFunctionsBoundToKey ( player thePlayer, string key, string keyState )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''thePlayer:''' The player to get the functions from a key.<br />
*'''theKey:''' The key you wish to check the functions from.<br />
</section><br />
<section name="Client" class="client" show="true" ><br />
<syntaxhighlight lang="lua"><br />
table getFunctionsBoundToKey ( string key, string keyState )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''theKey:''' The key you wish to check the functions from.<br />
</section><br />
<br />
===Returns===<br />
Returns a table of the key function(s).<br />
<br />
==Example== <br />
<section name="Client" class="client" show="true" ><br />
This loops through all the keys and outputs the keyname and the function bound to that key.<br />
<syntaxhighlight lang="lua"><br />
<br />
local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",<br />
"arrow_r", "arrow_d", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k",<br />
"l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "num_0", "num_1", "num_2", "num_3", "num_4", "num_5",<br />
"num_6", "num_7", "num_8", "num_9", "num_mul", "num_add", "num_sep", "num_sub", "num_div", "num_dec", "F1", "F2", "F3", "F4", "F5",<br />
"F6", "F7", "F8", "F9", "F10", "F11", "F12", "backspace", "tab", "lalt", "ralt", "enter", "space", "pgup", "pgdn", "end", "home",<br />
"insert", "delete", "lshift", "rshift", "lctrl", "rctrl", "[", "]", "pause", "capslock", "scroll", ";", ",", "-", ".", "/", "#", "\\", "=" }<br />
<br />
addCommandHandler("gakf",function()<br />
for _,i in ipairs(keyTable)do --loop through keyTable<br />
for _,v in ipairs(getFunctionsBoundToKey(i))do --loop through the key bounded functions<br />
outputChatBox(i..":"..tostring(v)) --output the keyname and the function bound to it<br />
end<br />
end<br />
end)<br />
</syntaxhighlight><br />
</section><br />
<section name="Server" class="server" ><br />
This loops through all the keys and outputs the keyname and the function bound to that key.<br />
<syntaxhighlight lang="lua"><br />
function output()<br />
outputChatBox("Hi")<br />
end<br />
bindKey(root,"f2","down",output)<br />
local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",<br />
"arrow_r", "arrow_d", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k",<br />
"l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "num_0", "num_1", "num_2", "num_3", "num_4", "num_5",<br />
"num_6", "num_7", "num_8", "num_9", "num_mul", "num_add", "num_sep", "num_sub", "num_div", "num_dec", "F1", "F2", "F3", "F4", "F5",<br />
"F6", "F7", "F8", "F9", "F10", "F11", "F12", "backspace", "tab", "lalt", "ralt", "enter", "space", "pgup", "pgdn", "end", "home",<br />
"insert", "delete", "lshift", "rshift", "lctrl", "rctrl", "[", "]", "pause", "capslock", "scroll", ";", ",", "-", ".", "/", "#", "\\", "=" }<br />
<br />
addCommandHandler("gakf",function(source) --source is the player<br />
for _,i in ipairs(keyTable)do --loop through keyTable<br />
for _,v in ipairs(getFunctionsBoundToKey(source,i))do --loop through the key bounded functions<br />
outputChatBox(i..":"..v,source) --output the keyname and the function bound to it<br />
end<br />
end<br />
end)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Input_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=DxGetTexturePixels&diff=54733
DxGetTexturePixels
2018-04-14T10:58:18Z
<p>Lexr128: </p>
<hr />
<div>{{Client function}}<br />
__NOTOC__<br />
This function fetches the [[Texture_pixels|pixels]] from a [[texture]] element. It can be used with a standard texture, render target or screen source.<br />
{{Important Note|dxGetTexturePixels will not work on a screen source or render target if the player has disabled screen upload.}}<br />
{{Note|<br />
*This function is slow and not something you want to be doing once a frame.<br />
*It is slower when reading pixels from a render target or screen source.<br />
*And is very slow indeed if the texture format is not ''' 'argb' '''.<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
string dxGetTexturePixels ( [ int surfaceIndex = 0, ] element texture [, int x = 0, int y = 0, int width = 0, int height = 0 ] )<br />
</syntaxhighlight> <br />
{{OOP||[[texture]]:getPixels}}<br />
===Required Arguments===<br />
*'''texture :''' The texture element to get the pixels from<br />
<br />
===Optional Arguments===<br />
*'''surfaceIndex:''' Desired slice to get if the texture is a volume texture, or desired face to get if the texture is a cube map. <nowiki>(Cube map faces: 0=+X 1=-X 2=+Y 3=-Y 4=+Z 5=-Z)</nowiki><br />
By default the pixels from the whole texture is returned. To get only a portion of the texture, define a rectangular area using all four of these optional arguments:<br />
*'''x:''' Rectangle left position<br />
*'''y:''' Rectangle top position<br />
*'''width:''' Rectangle width<br />
*'''height :''' Rectangle height<br />
<br />
==Returns==<br />
Returns a ''''plain'''' format pixels string if successful, ''false'' if invalid arguments were passed to the function.<br />
<br />
==Example== <br />
<syntaxhighlight lang="lua"><br />
local mtaLogo = dxCreateTexture("mta-logo.png")<br />
outputChatBox("MTA logo pixels is: "..dxGetTexturePixels(mtaLogo))<br />
</syntaxhighlight><br />
<br />
==Requirements==<br />
{{Requirements|n/a|1.3|}}<br />
<br />
==Changelog==<br />
{{ChangelogHeader}}<br />
{{ChangelogItem|1.3.0-9.04021|Added surfaceIndex argument}}<br />
<br />
==See Also==<br />
{{Drawing_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetElementHealth&diff=51659
GetElementHealth
2017-07-15T06:04:44Z
<p>Lexr128: </p>
<hr />
<div>{{Server client function}}<br />
__NOTOC__<br />
This function returns the current health for the specified [[element]]. This can be a [[player]], a [[ped]], a [[vehicle]], or an [[object]].<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
float getElementHealth ( element theElement )<br />
</syntaxhighlight><br />
{{OOP||[[element]]:getHealth|health|setElementHealth}}<br />
<br />
===Required Arguments===<br />
*'''theElement:''' The [[player]] or [[vehicle]] whose health you want to check.<br />
<br />
===Returns===<br />
Returns a float indicating the element's health, or ''false'' if invalid arguments were passed.<br />
<br />
==Example==<br />
<section name="Clientside example" class="client" show="true"><br />
This example outputs the health of the player who enters the command 'showhealth', and their vehicle's health.<br />
<syntaxhighlight lang="lua"><br />
function showLocalHealth()<br />
-- get the player's health and output it<br />
local playerHealth = getElementHealth ( localPlayer )<br />
outputChatBox ( "Your health: " .. playerHealth )<br />
<br />
-- get the player's vehicle: if he is in one, output its health as well<br />
local playerVehicle = getPedOccupiedVehicle ( localPlayer )<br />
if playerVehicle then<br />
local vehicleHealth = getElementHealth ( playerVehicle ) / 10 -- Divide this by 10, as default the denominator is 1000<br />
outputChatBox ( "Your vehicle's health: " .. vehicleHealth )<br />
end<br />
end<br />
addCommandHandler ( "showhealth", showLocalHealth )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Element functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetElementHealth&diff=51658
GetElementHealth
2017-07-15T06:04:27Z
<p>Lexr128: </p>
<hr />
<div>{{Server client function}}<br />
__NOTOC__<br />
This function returns the current health for the specified [[element]]. This can be a [[player]], a [[ped]], a [[vehicle]], or a [[object]].<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
float getElementHealth ( element theElement )<br />
</syntaxhighlight><br />
{{OOP||[[element]]:getHealth|health|setElementHealth}}<br />
<br />
===Required Arguments===<br />
*'''theElement:''' The [[player]] or [[vehicle]] whose health you want to check.<br />
<br />
===Returns===<br />
Returns a float indicating the element's health, or ''false'' if invalid arguments were passed.<br />
<br />
==Example==<br />
<section name="Clientside example" class="client" show="true"><br />
This example outputs the health of the player who enters the command 'showhealth', and their vehicle's health.<br />
<syntaxhighlight lang="lua"><br />
function showLocalHealth()<br />
-- get the player's health and output it<br />
local playerHealth = getElementHealth ( localPlayer )<br />
outputChatBox ( "Your health: " .. playerHealth )<br />
<br />
-- get the player's vehicle: if he is in one, output its health as well<br />
local playerVehicle = getPedOccupiedVehicle ( localPlayer )<br />
if playerVehicle then<br />
local vehicleHealth = getElementHealth ( playerVehicle ) / 10 -- Divide this by 10, as default the denominator is 1000<br />
outputChatBox ( "Your vehicle's health: " .. vehicleHealth )<br />
end<br />
end<br />
addCommandHandler ( "showhealth", showLocalHealth )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Element functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=OnClientVehicleCollision&diff=51455
OnClientVehicleCollision
2017-07-01T14:15:21Z
<p>Lexr128: Added VehicleParts Template</p>
<hr />
<div>{{Client event}}<br />
__NOTOC__ <br />
This event is triggered when a vehicle collides with an [[element]] or a world object.<br />
<br />
Note that the collision reported by this event doesn't always damage the vehicle by default (this event triggers when hitting lamp posts, but the vehicle isn't damaged by them automatically, for example). If you want to deal with real damage, please refer to [[onClientVehicleDamage]].<br />
{{Note|This event is only triggered for vehicles that are streamed in}}<br />
==Parameters== <br />
<syntaxhighlight lang="lua"><br />
element theHitElement, float force, int bodypart, float collisionX, float collisionY, float collisionZ, float normalX, float normalY, float normalZ, float hitElementForce, int model<br />
</syntaxhighlight><br />
'''Note:''' ''theHitElement'' will be nil or false if it's a default SA object and it will trigger twice for vehicles because one vehicle hit another and one got hit by another.<br />
*'''theHitElement:''' the other entity, or nil if the vehicle collided with the world<br />
*'''force:''' the impact magnitude (Note: this is NOT the damage it is a force value which is then multiplied by the vehicles collision damage multiplier. for an example of this see below) <br />
*'''bodyPart:''' the bodypart that hit the other element<br />
{{VehicleParts}}<br />
*'''collisionX/Y/Z:''' the position the collision took place<br />
*'''normalX/Y/Z:''' the surface normal of the hit object<br />
*'''hitElementforce:''' 0 for non vehicles or the force of the other vehicle<br />
*'''model:''' model of the hit element (useful to detect building collisions as hitElement will be nil)<br />
<br />
==Type==<br />
This event is a pre reaction event meaning it occurs before any game level reaction to the collision which include:<br />
* Bike knock off effect<br />
* Collision particles<br />
* All types of damage reaction such as broken wings, wind shields, engine damage, broken lights and so on<br />
* Audio of the impact<br />
<br />
==Source==<br />
The source of this event is the vehicle that collided with something.<br />
<br />
==Issues==<br />
{{Issues|<br />
{{Issue|7422|onClientVehicleCollision doesnt trigger when hitting some frozen objects}}<br />
{{Issue|8265|onClientVehicleCollision doesn't trigger for planes, trains and boats}}<br />
}}<br />
<br />
==Example== <br />
<syntaxhighlight lang="lua"><br />
addEventHandler("onClientVehicleCollision", root,<br />
function(collider,force, bodyPart, x, y, z, nx, ny, nz)<br />
if ( source == getPedOccupiedVehicle(localPlayer) ) then<br />
-- force does not take into account the collision damage multiplier (this is what makes heavy vehicles take less damage than banshees for instance) so take that into account to get the damage dealt<br />
local fDamageMultiplier = getVehicleHandling(source).collisionDamageMultiplier<br />
-- Create a marker (Scaled down to 1% of the actual damage otherwise we will get huge markers)<br />
local m = createMarker(x, y, z, "corona", force * fDamageMultiplier * 0.01, 0, 9, 231)<br />
-- Destroy the marker in 2 seconds<br />
setTimer(destroyElement, 2000, 1, m)<br />
end<br />
end<br />
)<br />
<br />
</syntaxhighlight><br />
<br />
<syntaxhighlight lang="lua"><br />
-- This code works because onClientVehicleCollision is triggered before any SA reaction to the collision, therefore we can update the knocked off bike status just before the collision and stop the falling off effect happening :)<br />
addEventHandler("onClientVehicleCollision", root,<br />
function ( hit ) <br />
-- firstly did we trigger this event<br />
if ( source == getPedOccupiedVehicle(localPlayer) ) then<br />
-- knock off defaults to false<br />
local knockOff = false <br />
-- if our hit element is nil (we just hit an SA map object)<br />
if ( hit == nil ) then <br />
-- set knockOff to true <br />
knockOff = true <br />
end <br />
<br />
-- update our can be knocked off bike status accordingly<br />
setPedCanBeKnockedOffBike(localPlayer, knockOff) <br />
end<br />
end<br />
)<br />
<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
===Client vehicle events===<br />
{{Client_vehicle_events}}<br />
===Client event functions===<br />
{{Client_event_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=DxSetTexturePixels&diff=50971
DxSetTexturePixels
2017-05-14T08:37:06Z
<p>Lexr128: </p>
<hr />
<div>{{Client function}}<br />
{{Needs_Example}}<br />
__NOTOC__<br />
This function sets the [[Texture_pixels|pixels]] of a [[texture]] element. It can be used with a standard texture, render target or screen source. Only ''''plain'''' format pixels please.<br />
<br />
{{Note|<br />
* This function is slow and not something you want to be doing once a frame.<br />
* It is very slow when setting pixels to a render target or screen source.<br />
* And is very slow indeed if the texture format is not '''"argb"'''.<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool dxSetTexturePixels ( [ int surfaceIndex = 0, ] element texture, string pixels [, int x = 0, int y = 0, int width = 0, int height = 0 ] )<br />
</syntaxhighlight> <br />
{{OOP||[[texture]]:setPixels}}<br />
===Required Arguments===<br />
*'''texture :''' The texture element to set the pixels of<br />
*'''pixels :''' The ''''plain'''' format pixels to use<br />
<br />
===Optional Arguments===<br />
*'''surfaceIndex:''' Desired slice to set if the texture is a volume texture, or desired face to set if the texture is a cube map. <nowiki>(Cube map faces: 0=+X 1=-X 2=+Y 3=-Y 4=+Z 5=-Z)</nowiki><br />
By default the pixels are set starting at the top left corner of the texture. To set a different region, define a rectangular area using all four of these optional arguments:<br />
*'''x:''' Rectangle left position<br />
*'''y:''' Rectangle top position<br />
*'''width:''' Rectangle width<br />
*'''height :''' Rectangle height<br />
<br />
==Returns==<br />
Returns a string if successful, ''false'' if invalid arguments were passed to the function.<br />
<br />
==Example== <br />
<syntaxhighlight lang="lua"><br />
TODO<br />
</syntaxhighlight><br />
<br />
==Requirements==<br />
{{Requirements|n/a|1.3|}}<br />
<br />
==Changelog==<br />
{{ChangelogHeader}}<br />
{{ChangelogItem|1.3.0-9.04021|Added surfaceIndex argument}}<br />
<br />
==See Also==<br />
{{Drawing_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetDevelopmentMode&diff=50799
SetDevelopmentMode
2017-04-30T09:50:24Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
This function is used to set the development mode. Setting development mode allows access to special commands which can assist with script debugging.<br />
<br />
Development mode commands:<br />
* '''[[Client_Commands#showcol|showcol]]''': Enables colshapes to be viewed as a wireframe object.<br />
* '''[[Client_Commands#showsound|showsound]]''': Enables world sound ids to be printed in the debug output window.<br />
<br />
Development mode functions:<br />
* '''[[debugSleep]]''': Sets the freeze time for the client/server.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool setDevelopmentMode ( bool enable, [ bool enableWeb = false ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''enable ''': A boolean to indicate whether development mode is on (''true'') or off (''false'') <br />
{{New feature/item|3.0150|1.5||<br />
*'''enableWeb ''': A boolean to indicate whether browser debug messages will be filtered (''false'') or not (''true'')<br />
}}<br />
<br />
===Returns===<br />
Returns ''true'' if the mode was set correctly, ''false'' otherwise.<br />
<br />
==Requirements==<br />
{{Requirements|1.5.4-9.11305|1.1.1-9.03355|}}<br />
<br />
==Example== <br />
'''Example 1:''' This example would set the development mode of the client. Use /showcol [<0-1>] and /showsound [<0-1>] later to enable/disable respective funtions. <br />
<syntaxhighlight lang="lua"><br />
addCommandHandler( "devmode",<br />
function ()<br />
setDevelopmentMode ( true )<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Client_utility_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Template:Client_utility_functions&diff=50798
Template:Client utility functions
2017-04-30T09:50:17Z
<p>Lexr128: </p>
<hr />
<div>* [[base64Encode]]<br />
* [[base64Decode]]<br />
* [[createTrayNotification]]<br />
* [[isTrayNotificationEnabled]]<br />
{{Bit_functions}}<br />
<!--<br />
* [[downloadFile]]<br />
--><br />
* [[fromJSON]]<br />
* [[getDistanceBetweenPoints2D]]<br />
* [[getDistanceBetweenPoints3D]]<br />
* [[getEasingValue]]<br />
* [[getColorFromString]]<br />
* [[getDevelopmentMode]]<br />
* [[getFPSLimit]]<br />
{{New items|3.0140|1.4|<br />
* [[getLocalization]]<br />
}}<br />
* [[getNetworkStats]]<br />
* [[getNetworkUsageData]]<br />
* [[getPerformanceStats]]<br />
* [[getRealTime]]<br />
* [[getTickCount]]<br />
* [[getTimers]]<br />
* [[getTimerDetails]]<br />
* [[gettok]]<br />
{{New items|3.0153|1.5.3|<br />
*[[getUserdataType]]<br />
|9768}}<br />
* [[getVersion]]<br />
{{New items|3.0141|1.4.1 r6791|<br />
* [[hash]]<br />
}}<br />
* [[interpolateBetween]]<br />
* [[isTimer]]<br />
* [[killTimer]]<br />
* [[md5]]<br />
{{New items|3.0154|1.5.4 r11277|<br />
* [[passwordHash]]<br />
* [[passwordVerify]]<br />
}}<br />
{{New items|3.0135|1.3.5 r6056|<br />
* [[pregFind]]<br />
* [[pregReplace]]<br />
* [[pregMatch]]<br />
}}<br />
* [[resetTimer]]<br />
* [[setClipboard]]<br />
* [[setDevelopmentMode]]<br />
{{New items|3.0154|1.5.4 r11306|<br />
* [[debugSleep]]<br />
}}<br />
* [[setFPSLimit]]<br />
* [[setTimer]]<br />
{{New items|3.0141|1.4.1 r7653|<br />
* [[setWindowFlashing]]<br />
}}<br />
* [[sha256]]<br />
* [[split]]<br />
* [[teaEncode]]<br />
* [[teaDecode]]<br />
* [[tocolor]]<br />
* [[toJSON]]<br />
* [[utfChar]]<br />
* [[utfCode]]<br />
* [[utfLen]]<br />
* [[utfSeek]]<br />
* [[utfSub]]<br />
* [[addDebugHook]]<br />
* [[removeDebugHook]]<br />
<noinclude>[[Category:Functions templates]]</noinclude></div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=DebugSleep&diff=50797
DebugSleep
2017-04-30T09:50:10Z
<p>Lexr128: Created page with "__NOTOC__ {{Server client function}} This function is used to set the freeze time for the client/server. This means that all synchronization, frame updating and script's execu..."</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
This function is used to set the freeze time for the client/server. This means that all synchronization, frame updating and script's execution will stop.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool debugSleep ( int sleep )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''sleep ''': An integer value in milliseconds.<br />
<br />
===Returns===<br />
Returns ''true'' if the development mode is enabled and arguments are correct, ''false'' otherwise.<br />
<br />
==Requirements==<br />
{{Requirements|1.5.4-9.11306|1.5.4-9.11306|}}<br />
<br />
==Example== <br />
'''Example 1:''' This example would add the command to set the client's freeze time.<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua" side="client"><br />
addCommandHandler ( "zzz",<br />
function ( command, sleep )<br />
debugSleep ( sleep )<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Client_utility_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetDevelopmentMode&diff=50796
SetDevelopmentMode
2017-04-30T09:05:39Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
This function is used to set the development mode. Setting development mode allows access to special commands which can assist with script debugging.<br />
<br />
Development mode commands:<br />
* '''[[Client_Commands#showcol|showcol]]''': Enables colshapes to be viewed as a wireframe object.<br />
* '''[[Client_Commands#showsound|showsound]]''': Enables world sound ids to be printed in the debug output window.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool setDevelopmentMode ( bool enable, [ bool enableWeb = false ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''enable ''': A boolean to indicate whether development mode is on (''true'') or off (''false'') <br />
{{New feature/item|3.0150|1.5||<br />
*'''enableWeb ''': A boolean to indicate whether browser debug messages will be filtered (''false'') or not (''true'')<br />
}}<br />
<br />
===Returns===<br />
Returns ''true'' if the mode was set correctly, ''false'' otherwise.<br />
<br />
==Requirements==<br />
{{Requirements|1.5.4-9.11305|1.1.1-9.03355|}}<br />
<br />
==Example== <br />
'''Example 1:''' This example would set the development mode of the client. Use /showcol [<0-1>] and /showsound [<0-1>] later to enable/disable respective funtions. <br />
<syntaxhighlight lang="lua"><br />
addCommandHandler( "devmode",<br />
function ()<br />
setDevelopmentMode ( true )<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Client_utility_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetDevelopmentMode&diff=50795
GetDevelopmentMode
2017-04-30T09:01:44Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
This function is used to get the development mode of the client. For more information see [[setDevelopmentMode]]<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool getDevelopmentMode ()<br />
</syntaxhighlight><br />
<br />
===Returns===<br />
Returns ''true'' if the development mode is on, ''false'' if off.<br />
<br />
==Requirements==<br />
{{Requirements|1.5.4-9.11305|1.1.1-9.03355|}}<br />
<br />
==See Also==<br />
{{Client_utility_functions}}<br />
<br />
[[pl:GetDevelopmentMode]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetPedAnimation&diff=50790
SetPedAnimation
2017-04-25T09:19:41Z
<p>Lexr128: blendTime</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed [, string block=nil, string anim=nil, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true, bool freezeLastFrame=true, int blendTime=250] )<br />
</syntaxhighlight><br />
{{OOP||[[ped]]:setAnimation||getPedAnimation}}<br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''time:''' how long the animation will run for in milliseconds.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interruptable:''' if set to ''false'' other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated.<br />
*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return.<br />
*'''blendTime:''' how long the animation will mixed with the previous one in milliseconds.<br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example1== <br />
<br />
<section name="Server" class="server" show="true"><br />
This example creates a ped, rotates him, and makes him walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed()<br />
ped1 = createPed(56, 1, 1, 4)<br />
setPedRotation(ped1, 315)<br />
setPedAnimation( ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addCommandHandler("makemyped", makePed)<br />
</syntaxhighlight><br />
</section><br />
<br />
<br />
==Example2==<br />
This example makes the player dance when he uses command /dance and stop when he uses the same command:<br />
<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
<br />
addEventHandler("onClientPreRender",root,<br />
function ()<br />
daBlock, daAnim = getPedAnimation(getLocalPlayer())<br />
setElementData(root,"blockz",daBlock)<br />
setElementData(root,"animz",daAnim)<br />
end )<br />
<br />
<br />
</syntaxhighlight><br />
</section><br />
<br />
<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
function dance (source)<br />
daBlockz = getElementData(root,"blockz")<br />
daAnimz = getElementData(root,"animz")<br />
if daBlockz == "dancing" and daAnimz == "dnce_m_b" then<br />
setPedAnimation(source,false)<br />
else<br />
setPedAnimation ( source, "DANCING", "dnce_m_b")<br />
end<br />
end<br />
addCommandHandler("dance",dance)<br />
</syntaxhighlight><br />
</section><br />
<br />
<br />
==Example3== <br />
<br />
<section name="Server" class="server" show="true"><br />
This example makes the player sit down and remain seated.<br />
<syntaxhighlight lang="lua"><br />
function sitDown (source)<br />
setPedAnimation (source, "ped", "seat_down", -1, false, false, false, true)<br />
end<br />
addCommandHandler ("sit", sitDown)<br />
</syntaxhighlight><br />
</section><br />
<br />
<br />
==See Also==<br />
{{Ped_functions}}<br />
[[ru:setPedAnimation]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetVehicleComponentVisible&diff=50671
GetVehicleComponentVisible
2017-04-15T05:07:03Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
<br />
{{New feature/item|4.0140|1.3.1|4715|<br />
This function get component visibility for [[vehicle]].<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool getVehicleComponentVisible ( vehicle theVehicle, string theComponent )<br />
</syntaxhighlight><br />
{{OOP||[[vehicle]]:getComponentVisible||setVehicleComponentVisible}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to get component visibility of.<br />
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)<br />
<br />
===Returns=== <br />
Returns a ''bool'' indicating the visible state of the component.<br />
<br />
==Example== <br />
'''Example 1:''' This example would get the name and tells if the component is visible or not.<br />
<syntaxhighlight lang="lua"><br />
addCommandHandler("icv", -- short for 'is component visible'<br />
function()<br />
local theVeh = getPedOccupiedVehicle(localPlayer)<br />
local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle<br />
if (theVeh) then<br />
for k in pairs (getComponent) do<br />
local isVisible = getVehicleComponentVisible(theVeh, k) -- gets if it is visible or not<br />
if (isVisible == true) then<br />
outputChatBox(k.." is visible")<br />
else<br />
outputChatBox(k.." is not visible")<br />
end <br />
end<br />
end<br />
end<br />
)<br />
<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetVehicleComponentPosition&diff=50670
SetVehicleComponentPosition
2017-04-15T05:06:44Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
<br />
{{New feature/item|3.0131|1.3.1|4715|<br />
This function set component position for [[vehicle]].<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool setVehicleComponentPosition ( vehicle theVehicle, string theComponent, float posX, float posY, float posZ [, string base = "root"] )<br />
</syntaxhighlight><br />
{{OOP||[[vehicle]]:setComponentPosition||getVehicleComponentPosition}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to set component position.<br />
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)<br />
*'''posX:''' The x position of this component from the center of the vehicle.<br />
*'''posY:''' The y position of this component from the center of the vehicle.<br />
*'''posZ:''' The z position of this component from the center of the vehicle.<br />
<br />
===Optional Arguments=== <br />
{{New feature/item|3.0141|1.4.0|7013|<br />
*'''base:''' A string representing what the supplied position is relative to. It can be one of the following values:<br />
**'''parent:''' The position is relative to the parent component.<br />
**'''root:''' The position is relative to the root component.<br />
**'''world:''' The position is a world position.<br />
}}<br />
<br />
===Returns=== <br />
Return ''true'' if component position was set successfully, ''false'' otherwise.<br />
<br />
==Example== <br />
'''Example 1:''' This example would set the position of the component. <br />
<syntaxhighlight lang="lua"><br />
addCommandHandler("scp", -- short for 'set component position'<br />
function()<br />
local theVeh = getPedOccupiedVehicle(localPlayer)<br />
local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle<br />
if (theVeh) then<br />
for k in pairs (getComponent) do<br />
local x, y, z = getVehicleComponentPosition(theVeh, k) --get the position of the component<br />
setVehicleComponentPosition(theVeh, k, x+1, y+1, z+1) -- increases by 1 unit<br />
end<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==Changelog==<br />
{{ChangelogHeader}}<br />
{{ChangelogItem|1.4.0-9.07013|Added '''base''' argument}}<br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetVehicleComponentRotation&diff=50669
SetVehicleComponentRotation
2017-04-15T05:06:31Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
This function set component rotation for [[vehicle]].<br />
{{Note|Before r6974 the component rotations went the wrong way (i.e. opposite to the vehicle rotations). This has been corrected, so you'll have to modify any scripts written before r6974 that use this function.}}<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool setVehicleComponentRotation ( vehicle theVehicle, string theComponent, float rotX, float rotY, float rotZ [, string base = "parent"] )<br />
</syntaxhighlight><br />
{{OOP||[[vehicle]]:setComponentRotation||getVehicleComponentRotation}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to set component rotation.<br />
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify) <br />
*'''rotX:''' The component's rotation around the x axis in degrees.<br />
*'''rotY:''' The component's rotation around the y axis in degrees.<br />
*'''rotZ:''' The component's rotation around the z axis in degrees.<br />
<br />
===Optional Arguments=== <br />
{{New feature/item|3.0141|1.4.0|7013|<br />
*'''base:''' A string representing what the supplied rotation is relative to. It can be one of the following values:<br />
**'''parent:''' The rotation is relative to the parent component.<br />
**'''root:''' The rotation is relative to the root component.<br />
**'''world:''' The rotation is a world rotation.<br />
}}<br />
<br />
===Returns=== <br />
Return ''true'' if component rotation was set successfully, ''false'' otherwise.<br />
<br />
==Example== <br />
'''Example 1:''' This example would change the roatation of the component when the player enters a vehicle. <br />
<syntaxhighlight lang="lua"><br />
addEventHandler("onClientVehicleEnter", getRootElement(),<br />
function()<br />
local theVeh = getPedOccupiedVehicle(localPlayer)<br />
local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle<br />
if (theVeh) then<br />
for k in pairs (getComponent) do<br />
local rx, ry, rz = getVehicleComponentRotation(theVeh, k) --get the rotation of the component<br />
setVehicleComponentRotation(theVeh, k, rx+10, ry+10, rz+10) -- increases by 10 unit<br />
end<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==Changelog==<br />
{{ChangelogHeader}}<br />
{{ChangelogItem|1.4.0-9.07013|Added '''base''' argument}}<br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetVehicleComponentVisible&diff=50668
SetVehicleComponentVisible
2017-04-15T05:06:16Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
<br />
{{New feature/item|3.0131|1.3.1|4715|<br />
This function sets component visibility for [[vehicle]].<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool setVehicleComponentVisible ( vehicle theVehicle, string theComponent, bool visible )<br />
</syntaxhighlight><br />
{{OOP||[[vehicle]]:setComponentVisible||getVehicleComponentVisible}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to set component visibility of.<br />
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)<br />
*'''visible:''' a ''bool'' which determines if the component should be visible<br />
<br />
===Returns=== <br />
Returns a ''bool'' indicating the visible state of the component.<br />
<br />
==Example== <br />
'''Example 1:''' This example hide all components when you enter a vehicle.<br />
<syntaxhighlight lang="lua"><br />
addEventHandler("onClientVehicleEnter", getRootElement(),<br />
function()<br />
local getComponent = getVehicleComponents(source) -- get a table with all the components of the vehicle<br />
for k in pairs (getComponent) do<br />
setVehicleComponentVisible(source, k, false) -- hides the component<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetVehicleComponentPosition&diff=50667
GetVehicleComponentPosition
2017-04-15T05:05:55Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
This function get component position for [[vehicle]].<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
float, float, float getVehicleComponentPosition ( vehicle theVehicle, string theComponent [, string base = "root"] )<br />
</syntaxhighlight><br />
{{OOP||[[vehicle]]:getComponentPosition||setVehicleComponentPosition}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to get component position.<br />
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)<br />
<br />
===Optional Arguments=== <br />
{{New feature/item|3.0141|1.4.0|7013|<br />
*'''base:''' A string representing what the returned position is relative to. It can be one of the following values:<br />
**'''parent:''' The position is relative to the parent component.<br />
**'''root:''' The position is relative to the root component.<br />
**'''world:''' The position is a world position.<br />
}}<br />
<br />
===Returns=== <br />
Returns three ''floats'' indicating the position of the component, ''x'', ''y'' and ''z'' respectively.<br />
<br />
==Example==<br />
This example gets the name and the position of the components and outputs it in the chat.<br />
<syntaxhighlight lang="lua"><br />
addCommandHandler("vcp", -- short for 'vehicle component position'<br />
function()<br />
local theVeh = getPedOccupiedVehicle(localPlayer)<br />
local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle<br />
if (theVeh) then<br />
for k in pairs (getComponent) do<br />
local x, y, z = getVehicleComponentPosition(theVeh, k)<br />
outputChatBox("Position of "..k.." is"..x.." "..y.." "..z)<br />
end<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==Changelog==<br />
{{ChangelogHeader}}<br />
{{ChangelogItem|1.4.0-9.07013|Added '''base''' argument}}<br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetVehicleComponentRotation&diff=50666
GetVehicleComponentRotation
2017-04-15T05:05:36Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
This function get component rotation for [[vehicle]].<br />
{{Note|Before r6974 the component rotations went the wrong way (i.e. opposite to the vehicle rotations). This has been corrected, so you'll have to modify any scripts written before r6974 that use this function.}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
float, float, float getVehicleComponentRotation ( vehicle theVehicle, string theComponent [, string base = "parent"] )<br />
</syntaxhighlight><br />
{{OOP||[[vehicle]]:getComponentRotation||setVehicleComponentRotation}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to get component rotation.<br />
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)<br />
<br />
===Optional Arguments=== <br />
{{New feature/item|3.0141|1.4.0|7013|<br />
*'''base:''' A string representing what the returned rotation is relative to. It can be one of the following values:<br />
**'''parent:''' The rotation is relative to the parent component.<br />
**'''root:''' The rotation is relative to the root component.<br />
**'''world:''' The rotation is a world rotation.<br />
}}<br />
<br />
===Returns=== <br />
Returns three ''floats'' indicating the rotation of the component, ''x'', ''y'' and ''z'' respectively.<br />
<br />
==Example== <br />
'''Example 1:''' This example would get the name and the position of the components and output it in the chat.<br />
<syntaxhighlight lang="lua"><br />
addCommandHandler("vcr", -- short for 'vehicle component rotation'<br />
function()<br />
local theVeh = getPedOccupiedVehicle(localPlayer)<br />
if (theVeh) then<br />
local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle<br />
for k in pairs (getComponent) do<br />
local rx, ry, rz = getVehicleComponentRotation(theVeh, k)<br />
outputChatBox("Rotation of "..k.." is "..rx.." "..ry.." "..rz)<br />
end<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
<br />
==Changelog==<br />
{{ChangelogHeader}}<br />
{{ChangelogItem|1.4.0-9.07013|Added '''base''' argument}}<br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetVehicleComponents&diff=50665
GetVehicleComponents
2017-04-15T05:04:39Z
<p>Lexr128: mistake</p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
{{New feature/item|3.0131|1.3.1|4748|<br />
This function gets a table of the components currently on a [[vehicle]].<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua">table getVehicleComponents ( vehicle theVehicle )</syntaxhighlight><br />
{{OOP||[[vehicle]]:getComponents|components}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to get the [[Vehicle_Components|components]] of.<br />
<br />
===Returns=== <br />
Returns a ''table'' containing the name of the component as the key and visibility flag of that component as the value<br />
<br />
==Example==<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
addCommandHandler ( "gvc",<br />
function ( )<br />
local theVehicle = getPedOccupiedVehicle ( localPlayer )<br />
if ( theVehicle ) then<br />
for k in pairs ( getVehicleComponents ( theVehicle ) ) do<br />
outputChatBox ( k )<br />
end<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
<br />
<section name="Client" class="client" show="true"><br />
This example draw all components names on the player screen.<br />
<syntaxhighlight lang="lua"><br />
addEventHandler ( "onClientRender", root,<br />
function()<br />
if isPedInVehicle ( localPlayer ) and getPedOccupiedVehicle ( localPlayer ) then<br />
local veh = getPedOccupiedVehicle ( localPlayer )<br />
for v in pairs ( getVehicleComponents(veh) ) do<br />
local x,y,z = getVehicleComponentPosition ( veh, v, "world" )<br />
local wx,wy,wz = getScreenFromWorldPosition ( x, y, z )<br />
if wx and wy then<br />
dxDrawText ( v, wx -1, wy -1, 0 -1, 0 -1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx +1, wy -1, 0 +1, 0 -1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx -1, wy +1, 0 -1, 0 +1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx +1, wy +1, 0 +1, 0 +1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx, wy, 0, 0, tocolor(0,255,255), 1, "default-bold" )<br />
end<br />
end<br />
end<br />
end)<br />
</syntaxhighlight><br />
by '''FusioN'''.<br />
</section><br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetVehicleComponents&diff=50664
GetVehicleComponents
2017-04-15T04:58:49Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
{{New feature/item|3.0131|1.3.1|4748|<br />
This function gets a table of the components currently on a [[vehicle]].<br />
}}<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua">table getVehicleComponents ( vehicle theVehicle )</syntaxhighlight><br />
{{OOP||[[vehicle]]:getComponents|components}}<br />
<br />
===Required Arguments=== <br />
*'''theVehicle:''' The [[vehicle]] you wish to get the [[components]] of.<br />
<br />
===Returns=== <br />
Returns a ''table'' containing the name of the component as the key and visibility flag of that component as the value<br />
<br />
==Example==<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
addCommandHandler ( "gvc",<br />
function ( )<br />
local theVehicle = getPedOccupiedVehicle ( localPlayer )<br />
if ( theVehicle ) then<br />
for k in pairs ( getVehicleComponents ( theVehicle ) ) do<br />
outputChatBox ( k )<br />
end<br />
end<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
<br />
<section name="Client" class="client" show="true"><br />
This example draw all components names on the player screen.<br />
<syntaxhighlight lang="lua"><br />
addEventHandler ( "onClientRender", root,<br />
function()<br />
if isPedInVehicle ( localPlayer ) and getPedOccupiedVehicle ( localPlayer ) then<br />
local veh = getPedOccupiedVehicle ( localPlayer )<br />
for v in pairs ( getVehicleComponents(veh) ) do<br />
local x,y,z = getVehicleComponentPosition ( veh, v, "world" )<br />
local wx,wy,wz = getScreenFromWorldPosition ( x, y, z )<br />
if wx and wy then<br />
dxDrawText ( v, wx -1, wy -1, 0 -1, 0 -1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx +1, wy -1, 0 +1, 0 -1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx -1, wy +1, 0 -1, 0 +1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx +1, wy +1, 0 +1, 0 +1, tocolor(0,0,0), 1, "default-bold" )<br />
dxDrawText ( v, wx, wy, 0, 0, tocolor(0,255,255), 1, "default-bold" )<br />
end<br />
end<br />
end<br />
end)<br />
</syntaxhighlight><br />
by '''FusioN'''.<br />
</section><br />
<br />
==See Also==<br />
{{Client_vehicle_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Animations&diff=50662
Animations
2017-04-14T08:26:57Z
<p>Lexr128: Improved links</p>
<hr />
<div>__NOTOC__{{Animations}}<br />
==airport==<br />
* thrw_barl_thrw [https://www2.pic-upload.de/img/32724039/airport_-_thrw_barl_thrw.gif GIF]<br />
<br />
==attractors==<br />
* stepsit_in [https://www2.pic-upload.de/img/32724038/attractors_-_stepsit_in.gif GIF]<br />
* stepsit_loop [https://www2.pic-upload.de/img/32724036/attractors_-_stepsit_loop.gif GIF]<br />
* stepsit_out [https://www2.pic-upload.de/img/32724037/attractors_-_stepsit_out.gif GIF]<br />
<br />
==bar==<br />
* barcustom_get [https://www2.pic-upload.de/img/32724132/bar_-_barcustom_get.gif GIF]<br />
* barcustom_loop [https://www2.pic-upload.de/img/32724131/bar_-_barcustom_loop.gif GIF]<br />
* barcustom_order [https://www2.pic-upload.de/img/32724133/bar_-_barman_idle.gif GIF]<br />
* barman_idle [https://www2.pic-upload.de/img/32724130/bar_-_barcustom_order.gif GIF]<br />
* barserve_bottle [https://www2.pic-upload.de/img/32724129/bar_-_barserve_bottle.gif GIF]<br />
* barserve_give [https://www2.pic-upload.de/img/32724128/bar_-_barserve_give.gif GIF]<br />
* barserve_glass [https://www2.pic-upload.de/img/32724127/bar_-_barserve_glass.gif GIF]<br />
* barserve_in [https://www2.pic-upload.de/img/32724126/bar_-_barserve_in.gif GIF]<br />
* barserve_loop [https://www2.pic-upload.de/img/32724125/bar_-_barserve_loop.gif GIF]<br />
* barserve_order [https://www2.pic-upload.de/img/32724124/bar_-_barserve_order.gif GIF]<br />
* dnk_stndf_loop [https://www2.pic-upload.de/img/32724123/bar_-_dnk_stndf_loop.gif GIF]<br />
* dnk_stndm_loop [https://www2.pic-upload.de/img/32724122/bar_-_dnk_stndm_loop.gif GIF]<br />
<br />
==baseball==<br />
* bat_1 [https://www2.pic-upload.de/img/32724479/baseball_-_bat_1.gif GIF]<br />
* bat_2 [https://www2.pic-upload.de/img/32724478/baseball_-_bat_2.gif GIF]<br />
* bat_3 [https://www2.pic-upload.de/img/32724477/baseball_-_bat_3.gif GIF]<br />
* bat_4 [https://www2.pic-upload.de/img/32724476/baseball_-_bat_4.gif GIF]<br />
* bat_block [https://www2.pic-upload.de/img/32724475/baseball_-_bat_block.gif GIF]<br />
* bat_hit_1 [https://www2.pic-upload.de/img/32724474/baseball_-_bat_hit_1.gif GIF]<br />
* bat_hit_2 [https://www2.pic-upload.de/img/32724473/baseball_-_bat_hit_2.gif GIF]<br />
* bat_hit_3 [https://www2.pic-upload.de/img/32724472/baseball_-_bat_hit_3.gif GIF]<br />
* bat_idle [https://www2.pic-upload.de/img/32724471/baseball_-_bat_idle.gif GIF]<br />
* bat_m [https://www2.pic-upload.de/img/32724470/baseball_-_bat_m.gif GIF]<br />
* bat_part [https://www2.pic-upload.de/img/32724469/baseball_-_bat_part.gif GIF]<br />
<br />
==bd_fire==<br />
* bd_fire1 [https://www2.pic-upload.de/img/32724509/bd_fire_-_bd_fire1.gif GIF]<br />
* bd_fire2 [https://www2.pic-upload.de/img/32724507/bd_fire_-_bd_fire2.gif GIF]<br />
* bd_fire3 [https://www2.pic-upload.de/img/32724506/bd_fire_-_bd_fire3.gif GIF]<br />
* bd_gf_wave [https://www2.pic-upload.de/img/32724508/bd_fire_-_bd_gf_wave.gif GIF]<br />
* bd_panic_01 [https://www2.pic-upload.de/img/32724504/bd_fire_-_bd_panic_01.gif GIF]<br />
* bd_panic_02 [https://www2.pic-upload.de/img/32724505/bd_fire_-_bd_panic_02.gif GIF]<br />
* bd_panic_03 [https://www2.pic-upload.de/img/32724503/bd_fire_-_bd_panic_03.gif GIF]<br />
* bd_panic_04 [https://www2.pic-upload.de/img/32724501/bd_fire_-_bd_panic_04.gif GIF]<br />
* bd_panic_loop [https://www2.pic-upload.de/img/32724500/bd_fire_-_bd_panic_loop.gif GIF]<br />
* grlfrd_kiss_03 [https://www2.pic-upload.de/img/32724502/bd_fire_-_grlfrd_kiss_03.gif GIF]<br />
* m_smklean_loop [https://www2.pic-upload.de/img/32724497/bd_fire_-_m_smklean_loop.gif GIF]<br />
* playa_kiss_03 [https://www2.pic-upload.de/img/32724499/bd_fire_-_playa_kiss_03.gif GIF]<br />
* wash_up [https://www2.pic-upload.de/img/32724498/bd_fire_-_wash_up.gif GIF]<br />
<br />
==beach==<br />
* bather<br />
* lay_bac_loop<br />
* parksit_m_loop<br />
* parksit_w_loop<br />
* sitnwait_loop_w <br />
==benchpress==<br />
* gym_bp_celebrate<br />
* gym_bp_down<br />
* gym_bp_getoff<br />
* gym_bp_geton<br />
* gym_bp_up_a<br />
* gym_bp_up_b<br />
* gym_bp_up_smooth <br />
==bf_injection==<br />
* bf_getin_lhs<br />
* bf_getin_rhs<br />
* bf_getout_lhs<br />
* bf_getout_rhs <br />
==biked==<br />
* biked_back<br />
* biked_drivebyft<br />
* biked_drivebylhs<br />
* biked_drivebyrhs<br />
* biked_fwd<br />
* biked_getoffback<br />
* biked_getofflhs<br />
* biked_getoffrhs<br />
* biked_hit<br />
* biked_jumponl<br />
* biked_jumponr<br />
* biked_kick<br />
* biked_left<br />
* biked_passenger<br />
* biked_pushes<br />
* biked_ride<br />
* biked_right<br />
* biked_shuffle<br />
* biked_still <br />
==bikeh==<br />
* bikeh_back<br />
* bikeh_drivebyft<br />
* bikeh_drivebylhs<br />
* bikeh_drivebyrhs<br />
* bikeh_fwd<br />
* bikeh_getoffback<br />
* bikeh_getofflhs<br />
* bikeh_getoffrhs<br />
* bikeh_hit<br />
* bikeh_jumponl<br />
* bikeh_jumponr<br />
* bikeh_kick<br />
* bikeh_left<br />
* bikeh_passenger<br />
* bikeh_pushes<br />
* bikeh_ride<br />
* bikeh_right<br />
* bikeh_still <br />
==bikeleap==<br />
* bk_blnce_in<br />
* bk_blnce_out<br />
* bk_jmp<br />
* bk_rdy_in<br />
* bk_rdy_out<br />
* struggle_cesar<br />
* struggle_driver<br />
* truck_driver<br />
* truck_getin <br />
==bikes==<br />
* bikes_back<br />
* bikes_drivebyft<br />
* bikes_drivebylhs<br />
* bikes_drivebyrhs<br />
* bikes_fwd<br />
* bikes_getoffback<br />
* bikes_getofflhs<br />
* bikes_getoffrhs<br />
* bikes_hit<br />
* bikes_jumponl<br />
* bikes_jumponr<br />
* bikes_kick<br />
* bikes_left<br />
* bikes_passenger<br />
* bikes_pushes<br />
* bikes_ride<br />
* bikes_right<br />
* bikes_snatch_l<br />
* bikes_snatch_r<br />
* bikes_still <br />
==bikev==<br />
* bikev_back<br />
* bikev_drivebyft<br />
* bikev_drivebylhs<br />
* bikev_drivebyrhs<br />
* bikev_fwd<br />
* bikev_getoffback<br />
* bikev_getofflhs<br />
* bikev_getoffrhs<br />
* bikev_hit<br />
* bikev_jumponl<br />
* bikev_jumponr<br />
* bikev_kick<br />
* bikev_left<br />
* bikev_passenger<br />
* bikev_pushes<br />
* bikev_ride<br />
* bikev_right<br />
* bikev_still <br />
==bike_dbz==<br />
* pass_driveby_bwd<br />
* pass_driveby_fwd<br />
* pass_driveby_lhs<br />
* pass_driveby_rhs <br />
==bmx==<br />
* bmx_back<br />
* bmx_bunnyhop<br />
* bmx_drivebyft<br />
* bmx_driveby_lhs<br />
* bmx_driveby_rhs<br />
* bmx_fwd<br />
* bmx_getoffback<br />
* bmx_getofflhs<br />
* bmx_getoffrhs<br />
* bmx_jumponl<br />
* bmx_jumponr<br />
* bmx_left<br />
* bmx_pedal<br />
* bmx_pushes<br />
* bmx_ride<br />
* bmx_right<br />
* bmx_sprint<br />
* bmx_still <br />
==bomber==<br />
* bom_plant<br />
* bom_plant_2idle<br />
* bom_plant_crouch_in<br />
* bom_plant_crouch_out<br />
* bom_plant_in<br />
* bom_plant_loop <br />
==box==<br />
* boxhipin<br />
* boxhipup<br />
* boxshdwn<br />
* boxshup<br />
* bxhipwlk<br />
* bxhwlki<br />
* bxshwlk<br />
* bxshwlki<br />
* bxwlko<br />
* catch_box <br />
==bsktball==<br />
* bball_def_jump_shot<br />
* bball_def_loop<br />
* bball_def_stepl<br />
* bball_def_stepr<br />
* bball_dnk<br />
* bball_dnk_gli<br />
* bball_dnk_gli_o<br />
* bball_dnk_lnch<br />
* bball_dnk_lnch_o<br />
* bball_dnk_lnd<br />
* bball_dnk_o<br />
* bball_idle<br />
* bball_idle2<br />
* bball_idle2_o<br />
* bball_idleloop<br />
* bball_idleloop_o<br />
* bball_idle_o<br />
* bball_jump_cancel<br />
* bball_jump_cancel_o<br />
* bball_jump_end<br />
* bball_jump_shot<br />
* bball_jump_shot_o<br />
* bball_net_dnk_o<br />
* bball_pickup<br />
* bball_pickup_o<br />
* bball_react_miss<br />
* bball_react_score<br />
* bball_run<br />
* bball_run_o<br />
* bball_skidstop_l<br />
* bball_skidstop_l_o<br />
* bball_skidstop_r<br />
* bball_skidstop_r_o<br />
* bball_walk<br />
* bball_walkstop_l<br />
* bball_walkstop_l_o<br />
* bball_walkstop_r<br />
* bball_walkstop_r_o<br />
* bball_walk_o<br />
* bball_walk_start<br />
* bball_walk_start_o <br />
==buddy==<br />
* buddy_crouchfire<br />
* buddy_crouchreload<br />
* buddy_fire<br />
* buddy_fire_poor<br />
* buddy_reload <br />
==bus==<br />
* bus_close<br />
* bus_getin_lhs<br />
* bus_getin_rhs<br />
* bus_getout_lhs<br />
* bus_getout_rhs<br />
* bus_jacked_lhs<br />
* bus_open<br />
* bus_open_rhs<br />
* bus_pullout_lhs <br />
==camera==<br />
* camcrch_cmon<br />
* camcrch_idleloop<br />
* camcrch_stay<br />
* camcrch_to_camstnd<br />
* camstnd_cmon<br />
* camstnd_idleloop<br />
* camstnd_lkabt<br />
* camstnd_to_camcrch<br />
* piccrch_in<br />
* piccrch_out<br />
* piccrch_take<br />
* picstnd_in<br />
* picstnd_out<br />
* picstnd_take <br />
==car==<br />
* fixn_car_loop<br />
* fixn_car_out<br />
* flag_drop<br />
* sit_relaxed<br />
* tap_hand<br />
* tyd2car_bump<br />
* tyd2car_high<br />
* tyd2car_low<br />
* tyd2car_med<br />
* tyd2car_turnl<br />
* tyd2car_turnr <br />
==carry==<br />
* crry_prtial<br />
* liftup<br />
* liftup05<br />
* liftup105<br />
* putdwn<br />
* putdwn05<br />
* putdwn105 <br />
==car_chat==<br />
* carfone_in<br />
* carfone_loopa<br />
* carfone_loopa_to_b<br />
* carfone_loopb<br />
* carfone_loopb_to_a<br />
* carfone_out<br />
* car_sc1_bl<br />
* car_sc1_br<br />
* car_sc1_fl<br />
* car_sc1_fr<br />
* car_sc2_fl<br />
* car_sc3_br<br />
* car_sc3_fl<br />
* car_sc3_fr<br />
* car_sc4_bl<br />
* car_sc4_br<br />
* car_sc4_fl<br />
* car_sc4_fr<br />
* car_talkm_in<br />
* car_talkm_loop<br />
* car_talkm_out <br />
==casino==<br />
* cards_in<br />
* cards_loop<br />
* cards_lose<br />
* cards_out<br />
* cards_pick_01<br />
* cards_pick_02<br />
* cards_raise<br />
* cards_win<br />
* dealone<br />
* manwinb<br />
* manwind<br />
* roulette_bet<br />
* roulette_in<br />
* roulette_loop<br />
* roulette_lose<br />
* roulette_out<br />
* roulette_win<br />
* slot_bet_01<br />
* slot_bet_02<br />
* slot_in<br />
* slot_lose_out<br />
* slot_plyr<br />
* slot_wait<br />
* slot_win_out<br />
* wof <br />
==chainsaw==<br />
* csaw_1<br />
* csaw_2<br />
* csaw_3<br />
* csaw_g<br />
* csaw_hit_1<br />
* csaw_hit_2<br />
* csaw_hit_3<br />
* csaw_part<br />
* idle_csaw<br />
* weapon_csaw<br />
* weapon_csawlo <br />
==choppa==<br />
* choppa_back<br />
* choppa_bunnyhop<br />
* choppa_drivebyft<br />
* choppa_driveby_lhs<br />
* choppa_driveby_rhs<br />
* choppa_fwd<br />
* choppa_getoffback<br />
* choppa_getofflhs<br />
* choppa_getoffrhs<br />
* choppa_jumponl<br />
* choppa_jumponr<br />
* choppa_left<br />
* choppa_pedal<br />
* choppa_pushes<br />
* choppa_ride<br />
* choppa_right<br />
* choppa_sprint<br />
* choppa_still <br />
==clothes==<br />
* clo_buy<br />
* clo_in<br />
* clo_out<br />
* clo_pose_hat<br />
* clo_pose_in<br />
* clo_pose_in_o<br />
* clo_pose_legs<br />
* clo_pose_loop<br />
* clo_pose_out<br />
* clo_pose_out_o<br />
* clo_pose_shoes<br />
* clo_pose_torso<br />
* clo_pose_watch <br />
==coach==<br />
* coach_inl<br />
* coach_inr<br />
* coach_opnl<br />
* coach_opnr<br />
* coach_outl<br />
* coach_outr <br />
==colt45==<br />
* 2guns_crouchfire<br />
* colt45_crouchfire<br />
* colt45_crouchreload<br />
* colt45_fire<br />
* colt45_fire_2hands<br />
* colt45_reload<br />
* sawnoff_reload <br />
==cop_ambient==<br />
* copbrowse_in<br />
* copbrowse_loop<br />
* copbrowse_nod<br />
* copbrowse_out<br />
* copbrowse_shake<br />
* coplook_in<br />
* coplook_loop<br />
* coplook_nod<br />
* coplook_out<br />
* coplook_shake<br />
* coplook_think<br />
* coplook_watch <br />
==cop_dvbyz==<br />
* cop_dvby_b<br />
* cop_dvby_ft<br />
* cop_dvby_l<br />
* cop_dvby_r <br />
==crack==<br />
* bbalbat_idle_01<br />
* bbalbat_idle_02<br />
* crckdeth1<br />
* crckdeth2<br />
* crckdeth3<br />
* crckdeth4<br />
* crckidle1<br />
* crckidle2<br />
* crckidle3<br />
* crckidle4 <br />
==crib==<br />
* crib_console_loop<br />
* crib_use_switch<br />
* ped_console_loop<br />
* ped_console_loose<br />
* ped_console_win <br />
==dam_jump==<br />
* dam_dive_loop<br />
* dam_land<br />
* dam_launch<br />
* jump_roll<br />
* sf_jumpwall <br />
==dancing==<br />
* bd_clap<br />
* bd_clap1<br />
* dance_loop<br />
* dan_down_a<br />
* dan_left_a<br />
* dan_loop_a<br />
* dan_right_a<br />
* dan_up_a<br />
* dnce_m_a<br />
* dnce_m_b<br />
* dnce_m_c<br />
* dnce_m_d<br />
* dnce_m_e <br />
==dealer==<br />
* dealer_deal<br />
* dealer_idle<br />
* dealer_idle_01<br />
* dealer_idle_02<br />
* dealer_idle_03<br />
* drugs_buy<br />
* shop_pay <br />
==dildo==<br />
* dildo_1<br />
* dildo_2<br />
* dildo_3<br />
* dildo_block<br />
* dildo_g<br />
* dildo_hit_1<br />
* dildo_hit_2<br />
* dildo_hit_3<br />
* dildo_idle <br />
==dodge==<br />
* cover_dive_01<br />
* cover_dive_02<br />
* crushed<br />
* crush_jump <br />
==dozer==<br />
* dozer_align_lhs<br />
* dozer_align_rhs<br />
* dozer_getin_lhs<br />
* dozer_getin_rhs<br />
* dozer_getout_lhs<br />
* dozer_getout_rhs<br />
* dozer_jacked_lhs<br />
* dozer_jacked_rhs<br />
* dozer_pullout_lhs<br />
* dozer_pullout_rhs <br />
==drivebys==<br />
* gang_drivebylhs<br />
* gang_drivebylhs_bwd<br />
* gang_drivebylhs_fwd<br />
* gang_drivebyrhs<br />
* gang_drivebyrhs_bwd<br />
* gang_drivebyrhs_fwd<br />
* gang_drivebytop_lhs<br />
* gang_drivebytop_rhs <br />
==fat==<br />
* fatidle<br />
* fatidle_armed<br />
* fatidle_csaw<br />
* fatidle_rocket<br />
* fatrun<br />
* fatrun_armed<br />
* fatrun_csaw<br />
* fatrun_rocket<br />
* fatsprint<br />
* fatwalk<br />
* fatwalkstart<br />
* fatwalkstart_csaw<br />
* fatwalkst_armed<br />
* fatwalkst_rocket<br />
* fatwalk_armed<br />
* fatwalk_csaw<br />
* fatwalk_rocket<br />
* idle_tired <br />
==fight_b==<br />
* fightb_1<br />
* fightb_2<br />
* fightb_3<br />
* fightb_block<br />
* fightb_g<br />
* fightb_idle<br />
* fightb_m<br />
* hitb_1<br />
* hitb_2<br />
* hitb_3 <br />
==fight_c==<br />
* fightc_1<br />
* fightc_2<br />
* fightc_3<br />
* fightc_block<br />
* fightc_blocking<br />
* fightc_g<br />
* fightc_idle<br />
* fightc_m<br />
* fightc_spar<br />
* hitc_1<br />
* hitc_2<br />
* hitc_3 <br />
==fight_d==<br />
* fightd_1<br />
* fightd_2<br />
* fightd_3<br />
* fightd_block<br />
* fightd_g<br />
* fightd_idle<br />
* fightd_m<br />
* hitd_1<br />
* hitd_2<br />
* hitd_3 <br />
==fight_e==<br />
* fightkick<br />
* fightkick_b<br />
* hit_fightkick<br />
* hit_fightkick_b <br />
==finale==<br />
* fin_climb_in<br />
* fin_cop1_climbout2<br />
* fin_cop1_loop<br />
* fin_cop1_stomp<br />
* fin_hang_l<br />
* fin_hang_loop<br />
* fin_hang_r<br />
* fin_hang_slip<br />
* fin_jump_on<br />
* fin_land_car<br />
* fin_land_die<br />
* fin_legsup<br />
* fin_legsup_l<br />
* fin_legsup_loop<br />
* fin_legsup_r<br />
* fin_let_go <br />
==finale2==<br />
* fin_cop1_climbout<br />
* fin_cop1_fall<br />
* fin_cop1_loop<br />
* fin_cop1_shot<br />
* fin_cop1_swing<br />
* fin_cop2_climbout<br />
* fin_switch_p<br />
* fin_switch_s <br />
==flame==<br />
* flame_fire <br />
==flowers==<br />
* flower_attack<br />
* flower_attack_m<br />
* flower_hit <br />
==food==<br />
* eat_burger<br />
* eat_chicken<br />
* eat_pizza<br />
* eat_vomit_p<br />
* eat_vomit_sk<br />
* ff_dam_bkw<br />
* ff_dam_fwd<br />
* ff_dam_left<br />
* ff_dam_right<br />
* ff_die_bkw<br />
* ff_die_fwd<br />
* ff_die_left<br />
* ff_die_right<br />
* ff_sit_eat1<br />
* ff_sit_eat2<br />
* ff_sit_eat3<br />
* ff_sit_in<br />
* ff_sit_in_l<br />
* ff_sit_in_r<br />
* ff_sit_look<br />
* ff_sit_loop<br />
* ff_sit_out_180<br />
* ff_sit_out_l_180<br />
* ff_sit_out_r_180<br />
* shp_thank<br />
* shp_tray_in<br />
* shp_tray_lift<br />
* shp_tray_lift_in<br />
* shp_tray_lift_loop<br />
* shp_tray_lift_out<br />
* shp_tray_out<br />
* shp_tray_pose<br />
* shp_tray_return <br />
==freeweights==<br />
* gym_barbell<br />
* gym_free_a<br />
* gym_free_b<br />
* gym_free_celebrate<br />
* gym_free_down<br />
* gym_free_loop<br />
* gym_free_pickup<br />
* gym_free_putdown<br />
* gym_free_up_smooth <br />
==gangs==<br />
* dealer_deal<br />
* dealer_idle<br />
* drnkbr_prtl<br />
* drnkbr_prtl_f<br />
* drugs_buy<br />
* hndshkaa<br />
* hndshkba<br />
* hndshkca<br />
* hndshkcb<br />
* hndshkda<br />
* hndshkea<br />
* hndshkfa<br />
* hndshkfa_swt<br />
* invite_no<br />
* invite_yes<br />
* leanidle<br />
* leanin<br />
* leanout<br />
* prtial_gngtlka<br />
* prtial_gngtlkb<br />
* prtial_gngtlkc<br />
* prtial_gngtlkd<br />
* prtial_gngtlke<br />
* prtial_gngtlkf<br />
* prtial_gngtlkg<br />
* prtial_gngtlkh<br />
* prtial_hndshk_01<br />
* prtial_hndshk_biz_01<br />
* shake_cara<br />
* shake_cark<br />
* shake_carsh<br />
* smkcig_prtl<br />
* smkcig_prtl_f <br />
==ghands==<br />
* gsign1<br />
* gsign1lh<br />
* gsign2<br />
* gsign2lh<br />
* gsign3<br />
* gsign3lh<br />
* gsign4<br />
* gsign4lh<br />
* gsign5<br />
* gsign5lh<br />
* lhgsign1<br />
* lhgsign2<br />
* lhgsign3<br />
* lhgsign4<br />
* lhgsign5<br />
* rhgsign1<br />
* rhgsign2<br />
* rhgsign3<br />
* rhgsign4<br />
* rhgsign5 <br />
==ghetto_db==<br />
* gdb_car2_ply<br />
* gdb_car2_smo<br />
* gdb_car2_swe<br />
* gdb_car_ply<br />
* gdb_car_ryd<br />
* gdb_car_smo<br />
* gdb_car_swe <br />
==goggles==<br />
* goggles_put_on <br />
==graffiti==<br />
* graffiti_chkout<br />
* spraycan_fire <br />
==graveyard==<br />
* mrnf_loop<br />
* mrnm_loop<br />
* prst_loopa <br />
==grenade==<br />
* weapon_start_throw<br />
* weapon_throw<br />
* weapon_throwu <br />
==gymnasium==<br />
* gymshadowbox<br />
* gym_bike_celebrate<br />
* gym_bike_fast<br />
* gym_bike_faster<br />
* gym_bike_getoff<br />
* gym_bike_geton<br />
* gym_bike_pedal<br />
* gym_bike_slow<br />
* gym_bike_still<br />
* gym_jog_falloff<br />
* gym_shadowbox<br />
* gym_tread_celebrate<br />
* gym_tread_falloff<br />
* gym_tread_getoff<br />
* gym_tread_geton<br />
* gym_tread_jog<br />
* gym_tread_sprint<br />
* gym_tread_tired<br />
* gym_tread_walk<br />
* gym_walk_falloff<br />
* pedals_fast<br />
* pedals_med<br />
* pedals_slow<br />
* pedals_still <br />
==haircuts==<br />
* brb_beard_01<br />
* brb_buy<br />
* brb_cut<br />
* brb_cut_in<br />
* brb_cut_out<br />
* brb_hair_01<br />
* brb_hair_02<br />
* brb_in<br />
* brb_loop<br />
* brb_out<br />
* brb_sit_in<br />
* brb_sit_loop<br />
* brb_sit_out <br />
==heist9==<br />
* cas_g2_gasko<br />
* swt_wllpk_l<br />
* swt_wllpk_l_back<br />
* swt_wllpk_r<br />
* swt_wllpk_r_back<br />
* swt_wllshoot_in_l<br />
* swt_wllshoot_in_r<br />
* swt_wllshoot_out_l<br />
* swt_wllshoot_out_r<br />
* use_swipecard <br />
==int_house==<br />
* bed_in_l<br />
* bed_in_r<br />
* bed_loop_l<br />
* bed_loop_r<br />
* bed_out_l<br />
* bed_out_r<br />
* lou_in<br />
* lou_loop<br />
* lou_out<br />
* wash_up <br />
==int_office==<br />
* ff_dam_fwd<br />
* off_sit_2idle_180<br />
* off_sit_bored_loop<br />
* off_sit_crash<br />
* off_sit_drink<br />
* off_sit_idle_loop<br />
* off_sit_in<br />
* off_sit_read<br />
* off_sit_type_loop<br />
* off_sit_watch <br />
==int_shop==<br />
* shop_cashier<br />
* shop_in<br />
* shop_looka<br />
* shop_lookb<br />
* shop_loop<br />
* shop_out<br />
* shop_pay<br />
* shop_shelf <br />
==jst_buisness==<br />
* girl_01<br />
* girl_02<br />
* player_01<br />
* smoke_01 <br />
==kart==<br />
* kart_getin_lhs<br />
* kart_getin_rhs<br />
* kart_getout_lhs<br />
* kart_getout_rhs <br />
==kissing==<br />
* bd_gf_wave<br />
* gfwave2<br />
* gf_carargue_01<br />
* gf_carargue_02<br />
* gf_carspot<br />
* gf_streetargue_01<br />
* gf_streetargue_02<br />
* gift_get<br />
* gift_give<br />
* grlfrd_kiss_01<br />
* grlfrd_kiss_02<br />
* grlfrd_kiss_03<br />
* playa_kiss_01<br />
* playa_kiss_02<br />
* playa_kiss_03 <br />
==knife==<br />
* kill_knife_ped_damage<br />
* kill_knife_ped_die<br />
* kill_knife_player<br />
* kill_partial<br />
* knife_1<br />
* knife_2<br />
* knife_3<br />
* knife_4<br />
* knife_block<br />
* knife_g<br />
* knife_hit_1<br />
* knife_hit_2<br />
* knife_hit_3<br />
* knife_idle<br />
* knife_part<br />
* weapon_knifeidle <br />
==lapdan1==<br />
* lapdan_d<br />
* lapdan_p <br />
==lapdan2==<br />
* lapdan_d<br />
* lapdan_p <br />
==lapdan3==<br />
* lapdan_d<br />
* lapdan_p <br />
==lowrider==<br />
* f_smklean_loop<br />
* lrgirl_bdbnce<br />
* lrgirl_hair<br />
* lrgirl_hurry<br />
* lrgirl_idleloop<br />
* lrgirl_idle_to_l0<br />
* lrgirl_l0_bnce<br />
* lrgirl_l0_loop<br />
* lrgirl_l0_to_l1<br />
* lrgirl_l12_to_l0<br />
* lrgirl_l1_bnce<br />
* lrgirl_l1_loop<br />
* lrgirl_l1_to_l2<br />
* lrgirl_l2_bnce<br />
* lrgirl_l2_loop<br />
* lrgirl_l2_to_l3<br />
* lrgirl_l345_to_l1<br />
* lrgirl_l3_bnce<br />
* lrgirl_l3_loop<br />
* lrgirl_l3_to_l4<br />
* lrgirl_l4_bnce<br />
* lrgirl_l4_loop<br />
* lrgirl_l4_to_l5<br />
* lrgirl_l5_bnce<br />
* lrgirl_l5_loop<br />
* m_smklean_loop<br />
* m_smkstnd_loop<br />
* prtial_gngtlkb<br />
* prtial_gngtlkc<br />
* prtial_gngtlkd<br />
* prtial_gngtlke<br />
* prtial_gngtlkf<br />
* prtial_gngtlkg<br />
* prtial_gngtlkh<br />
* rap_a_loop<br />
* rap_b_loop<br />
* rap_c_loop<br />
* sit_relaxed<br />
* tap_hand <br />
==md_chase==<br />
* carhit_hangon<br />
* carhit_tumble<br />
* donutdrop<br />
* fen_choppa_l1<br />
* fen_choppa_l2<br />
* fen_choppa_l3<br />
* fen_choppa_r1<br />
* fen_choppa_r2<br />
* fen_choppa_r3<br />
* hangon_stun_loop<br />
* hangon_stun_turn<br />
* md_bike_2_hang<br />
* md_bike_jmp_bl<br />
* md_bike_jmp_f<br />
* md_bike_lnd_bl<br />
* md_bike_lnd_die_bl<br />
* md_bike_lnd_die_f<br />
* md_bike_lnd_f<br />
* md_bike_lnd_roll<br />
* md_bike_lnd_roll_f<br />
* md_bike_punch<br />
* md_bike_punch_f<br />
* md_bike_shot_f<br />
* md_hang_lnd_roll<br />
* md_hang_loop <br />
==md_end==<br />
* end_sc1_ply<br />
* end_sc1_ryd<br />
* end_sc1_smo<br />
* end_sc1_swe<br />
* end_sc2_ply<br />
* end_sc2_ryd<br />
* end_sc2_smo<br />
* end_sc2_swe <br />
==medic==<br />
* cpr <br />
==misc==<br />
* bitchslap<br />
* bmx_celebrate<br />
* bmx_comeon<br />
* bmx_idleloop_01<br />
* bmx_idleloop_02<br />
* bmx_talkleft_in<br />
* bmx_talkleft_loop<br />
* bmx_talkleft_out<br />
* bmx_talkright_in<br />
* bmx_talkright_loop<br />
* bmx_talkright_out<br />
* bng_wndw<br />
* bng_wndw_02<br />
* case_pickup<br />
* door_jet<br />
* grab_l<br />
* grab_r<br />
* hiker_pose<br />
* hiker_pose_l<br />
* idle_chat_02<br />
* kat_throw_k<br />
* kat_throw_o<br />
* kat_throw_p<br />
* pass_rifle_o<br />
* pass_rifle_ped<br />
* pass_rifle_ply<br />
* pickup_box<br />
* plane_door<br />
* plane_exit<br />
* plane_hijack<br />
* plunger_01<br />
* plyrlean_loop<br />
* plyr_shkhead<br />
* run_dive<br />
* scratchballs_01<br />
* seat_lr<br />
* seat_talk_01<br />
* seat_talk_02<br />
* seat_watch<br />
* smalplane_door<br />
* smlplane_door <br />
==mtb==<br />
* mtb_back<br />
* mtb_bunnyhop<br />
* mtb_drivebyft<br />
* mtb_driveby_lhs<br />
* mtb_driveby_rhs<br />
* mtb_fwd<br />
* mtb_getoffback<br />
* mtb_getofflhs<br />
* mtb_getoffrhs<br />
* mtb_jumponl<br />
* mtb_jumponr<br />
* mtb_left<br />
* mtb_pedal<br />
* mtb_pushes<br />
* mtb_ride<br />
* mtb_right<br />
* mtb_sprint<br />
* mtb_still <br />
==muscular==<br />
* msclewalkst_armed<br />
* msclewalkst_csaw<br />
* mscle_rckt_run<br />
* mscle_rckt_walkst<br />
* mscle_run_csaw<br />
* muscleidle<br />
* muscleidle_armed<br />
* muscleidle_csaw<br />
* muscleidle_rocket<br />
* musclerun<br />
* musclerun_armed<br />
* musclesprint<br />
* musclewalk<br />
* musclewalkstart<br />
* musclewalk_armed<br />
* musclewalk_csaw<br />
* musclewalk_rocket <br />
==nevada==<br />
* nevada_getin<br />
* nevada_getout <br />
==on_lookers==<br />
* lkaround_in<br />
* lkaround_loop<br />
* lkaround_out<br />
* lkup_in<br />
* lkup_loop<br />
* lkup_out<br />
* lkup_point<br />
* panic_cower<br />
* panic_hide<br />
* panic_in<br />
* panic_loop<br />
* panic_out<br />
* panic_point<br />
* panic_shout<br />
* pointup_in<br />
* pointup_loop<br />
* pointup_out<br />
* pointup_shout<br />
* point_in<br />
* point_loop<br />
* point_out<br />
* shout_01<br />
* shout_02<br />
* shout_in<br />
* shout_loop<br />
* shout_out<br />
* wave_in<br />
* wave_loop<br />
* wave_out <br />
==otb==<br />
* betslp_in<br />
* betslp_lkabt<br />
* betslp_loop<br />
* betslp_out<br />
* betslp_tnk<br />
* wtchrace_cmon<br />
* wtchrace_in<br />
* wtchrace_loop<br />
* wtchrace_lose<br />
* wtchrace_out<br />
* wtchrace_win <br />
==parachute==<br />
* fall_skydive<br />
* fall_skydive_accel<br />
* fall_skydive_die<br />
* fall_skydive_l<br />
* fall_skydive_r<br />
* para_decel<br />
* para_decel_o<br />
* para_float<br />
* para_float_o<br />
* para_land<br />
* para_land_o<br />
* para_land_water<br />
* para_land_water_o<br />
* para_open<br />
* para_open_o<br />
* para_rip_land_o<br />
* para_rip_loop_o<br />
* para_rip_o<br />
* para_steerl<br />
* para_steerl_o<br />
* para_steerr<br />
* para_steerr_o <br />
==park==<br />
* tai_chi_in<br />
* tai_chi_loop<br />
* tai_chi_out <br />
==paulnmac==<br />
* piss_in<br />
* piss_loop<br />
* piss_out<br />
* pnm_argue1_a<br />
* pnm_argue1_b<br />
* pnm_argue2_a<br />
* pnm_argue2_b<br />
* pnm_loop_a<br />
* pnm_loop_b<br />
* wank_in<br />
* wank_loop<br />
* wank_out <br />
==ped==<br />
* abseil<br />
* arrestgun<br />
* atm<br />
* bike_elbowl<br />
* bike_elbowr<br />
* bike_fallr<br />
* bike_fall_off<br />
* bike_pickupl<br />
* bike_pickupr<br />
* bike_pullupl<br />
* bike_pullupr<br />
* bomber<br />
* car_alignhi_lhs<br />
* car_alignhi_rhs<br />
* car_align_lhs<br />
* car_align_rhs<br />
* car_closedoorl_lhs<br />
* car_closedoorl_rhs<br />
* car_closedoor_lhs<br />
* car_closedoor_rhs<br />
* car_close_lhs<br />
* car_close_rhs<br />
* car_crawloutrhs<br />
* car_dead_lhs<br />
* car_dead_rhs<br />
* car_doorlocked_lhs<br />
* car_doorlocked_rhs<br />
* car_fallout_lhs<br />
* car_fallout_rhs<br />
* car_getinl_lhs<br />
* car_getinl_rhs<br />
* car_getin_lhs<br />
* car_getin_rhs<br />
* car_getoutl_lhs<br />
* car_getoutl_rhs<br />
* car_getout_lhs<br />
* car_getout_rhs<br />
* car_hookertalk<br />
* car_jackedlhs<br />
* car_jackedrhs<br />
* car_jumpin_lhs<br />
* car_lb<br />
* car_lb_pro<br />
* car_lb_weak<br />
* car_ljackedlhs<br />
* car_ljackedrhs<br />
* car_lshuffle_rhs<br />
* car_lsit<br />
* car_open_lhs<br />
* car_open_rhs<br />
* car_pulloutl_lhs<br />
* car_pulloutl_rhs<br />
* car_pullout_lhs<br />
* car_pullout_rhs<br />
* car_qjacked<br />
* car_rolldoor<br />
* car_rolldoorlo<br />
* car_rollout_lhs<br />
* car_rollout_rhs<br />
* car_shuffle_rhs<br />
* car_sit<br />
* car_sitp<br />
* car_sitplo<br />
* car_sit_pro<br />
* car_sit_weak<br />
* car_tune_radio<br />
* climb_idle<br />
* climb_jump<br />
* climb_jump2fall<br />
* climb_jump_b<br />
* climb_pull<br />
* climb_stand<br />
* climb_stand_finish<br />
* cower<br />
* crouch_roll_l<br />
* crouch_roll_r<br />
* dam_arml_frmbk<br />
* dam_arml_frmft<br />
* dam_arml_frmlt<br />
* dam_armr_frmbk<br />
* dam_armr_frmft<br />
* dam_armr_frmrt<br />
* dam_legl_frmbk<br />
* dam_legl_frmft<br />
* dam_legl_frmlt<br />
* dam_legr_frmbk<br />
* dam_legr_frmft<br />
* dam_legr_frmrt<br />
* dam_stomach_frmbk<br />
* dam_stomach_frmft<br />
* dam_stomach_frmlt<br />
* dam_stomach_frmrt<br />
* door_lhinge_o<br />
* door_rhinge_o<br />
* drivebyl_l<br />
* drivebyl_r<br />
* driveby_l<br />
* driveby_r<br />
* drive_boat<br />
* drive_boat_back<br />
* drive_boat_l<br />
* drive_boat_r<br />
* drive_l<br />
* drive_lo_l<br />
* drive_lo_r<br />
* drive_l_pro<br />
* drive_l_pro_slow<br />
* drive_l_slow<br />
* drive_l_weak<br />
* drive_l_weak_slow<br />
* drive_r<br />
* drive_r_pro<br />
* drive_r_pro_slow<br />
* drive_r_slow<br />
* drive_r_weak<br />
* drive_r_weak_slow<br />
* drive_truck<br />
* drive_truck_back<br />
* drive_truck_l<br />
* drive_truck_r<br />
* drown<br />
* duck_cower<br />
* endchat_01<br />
* endchat_02<br />
* endchat_03<br />
* ev_dive<br />
* ev_step<br />
* facanger<br />
* facgum<br />
* facsurp<br />
* facsurpm<br />
* factalk<br />
* facurios<br />
* fall_back<br />
* fall_collapse<br />
* fall_fall<br />
* fall_front<br />
* fall_glide<br />
* fall_land<br />
* fall_skydive<br />
* fight2idle<br />
* fighta_1<br />
* fighta_2<br />
* fighta_3<br />
* fighta_block<br />
* fighta_g<br />
* fighta_m<br />
* fightidle<br />
* fightshb<br />
* fightshf<br />
* fightsh_bwd<br />
* fightsh_fwd<br />
* fightsh_left<br />
* fightsh_right<br />
* flee_lkaround_01<br />
* floor_hit<br />
* floor_hit_f<br />
* fucku<br />
* gang_gunstand<br />
* gas_cwr<br />
* getup<br />
* getup_front<br />
* gum_eat<br />
* guncrouchbwd<br />
* guncrouchfwd<br />
* gunmove_bwd<br />
* gunmove_fwd<br />
* gunmove_l<br />
* gunmove_r<br />
* gun_2_idle<br />
* gun_butt<br />
* gun_butt_crouch<br />
* gun_stand<br />
* handscower<br />
* handsup<br />
* hita_1<br />
* hita_2<br />
* hita_3<br />
* hit_back<br />
* hit_behind<br />
* hit_front<br />
* hit_gun_butt<br />
* hit_l<br />
* hit_r<br />
* hit_walk<br />
* hit_wall<br />
* idlestance_fat<br />
* idlestance_old<br />
* idle_armed<br />
* idle_chat<br />
* idle_csaw<br />
* idle_gang1<br />
* idle_hbhb<br />
* idle_rocket<br />
* idle_stance<br />
* idle_taxi<br />
* idle_tired<br />
* jetpack_idle<br />
* jog_femalea<br />
* jog_malea<br />
* jump_glide<br />
* jump_land<br />
* jump_launch<br />
* jump_launch_r<br />
* kart_drive<br />
* kart_l<br />
* kart_lb<br />
* kart_r<br />
* kd_left<br />
* kd_right<br />
* ko_shot_face<br />
* ko_shot_front<br />
* ko_shot_stom<br />
* ko_skid_back<br />
* ko_skid_front<br />
* ko_spin_l<br />
* ko_spin_r<br />
* pass_smoke_in_car<br />
* phone_in<br />
* phone_out<br />
* phone_talk<br />
* player_sneak<br />
* player_sneak_walkstart<br />
* roadcross<br />
* roadcross_female<br />
* roadcross_gang<br />
* roadcross_old<br />
* run_1armed<br />
* run_armed<br />
* run_civi<br />
* run_csaw<br />
* run_fat<br />
* run_fatold<br />
* run_gang1<br />
* run_left<br />
* run_old<br />
* run_player<br />
* run_right<br />
* run_rocket<br />
* run_stop<br />
* run_stopr<br />
* run_wuzi<br />
* seat_down<br />
* seat_idle<br />
* seat_up<br />
* shot_leftp<br />
* shot_partial<br />
* shot_partial_b<br />
* shot_rightp<br />
* shove_partial<br />
* smoke_in_car<br />
* sprint_civi<br />
* sprint_panic<br />
* sprint_wuzi<br />
* swat_run<br />
* swim_tread<br />
* tap_hand<br />
* tap_handp<br />
* turn_180<br />
* turn_l<br />
* turn_r<br />
* walk_armed<br />
* walk_civi<br />
* walk_csaw<br />
* walk_doorpartial<br />
* walk_drunk<br />
* walk_fat<br />
* walk_fatold<br />
* walk_gang1<br />
* walk_gang2<br />
* walk_old<br />
* walk_player<br />
* walk_rocket<br />
* walk_shuffle<br />
* walk_start<br />
* walk_start_armed<br />
* walk_start_csaw<br />
* walk_start_rocket<br />
* walk_wuzi<br />
* weapon_crouch<br />
* woman_idlestance<br />
* woman_run<br />
* woman_runbusy<br />
* woman_runfatold<br />
* woman_runpanic<br />
* woman_runsexy<br />
* woman_walkbusy<br />
* woman_walkfatold<br />
* woman_walknorm<br />
* woman_walkold<br />
* woman_walkpro<br />
* woman_walksexy<br />
* woman_walkshop<br />
* xpressscratch <br />
==player_dvbys==<br />
* plyr_drivebybwd<br />
* plyr_drivebyfwd<br />
* plyr_drivebylhs<br />
* plyr_drivebyrhs <br />
==playidles==<br />
* shift<br />
* shldr<br />
* stretch<br />
* strleg<br />
* time <br />
==police==<br />
* coptraf_away<br />
* coptraf_come<br />
* coptraf_left<br />
* coptraf_stop<br />
* cop_getoutcar_lhs<br />
* cop_move_fwd<br />
* crm_drgbst_01<br />
* door_kick<br />
* plc_drgbst_01<br />
* plc_drgbst_02 <br />
==pool==<br />
* pool_chalkcue<br />
* pool_idle_stance<br />
* pool_long_shot<br />
* pool_long_shot_o<br />
* pool_long_start<br />
* pool_long_start_o<br />
* pool_med_shot<br />
* pool_med_shot_o<br />
* pool_med_start<br />
* pool_med_start_o<br />
* pool_place_white<br />
* pool_short_shot<br />
* pool_short_shot_o<br />
* pool_short_start<br />
* pool_short_start_o<br />
* pool_walk<br />
* pool_walk_start<br />
* pool_xlong_shot<br />
* pool_xlong_shot_o<br />
* pool_xlong_start<br />
* pool_xlong_start_o <br />
==poor==<br />
* winwash_start<br />
* winwash_wash2beg <br />
==python==<br />
* python_crouchfire<br />
* python_crouchreload<br />
* python_fire<br />
* python_fire_poor<br />
* python_reload <br />
==quad==<br />
* quad_back<br />
* quad_driveby_ft<br />
* quad_driveby_lhs<br />
* quad_driveby_rhs<br />
* quad_fwd<br />
* quad_getoff_b<br />
* quad_getoff_lhs<br />
* quad_getoff_rhs<br />
* quad_geton_lhs<br />
* quad_geton_rhs<br />
* quad_hit<br />
* quad_kick<br />
* quad_left<br />
* quad_passenger<br />
* quad_reverse<br />
* quad_ride<br />
* quad_right <br />
==quad_dbz==<br />
* pass_driveby_bwd<br />
* pass_driveby_fwd<br />
* pass_driveby_lhs<br />
* pass_driveby_rhs <br />
==rapping==<br />
* laugh_01<br />
* rap_a_in<br />
* rap_a_loop<br />
* rap_a_out<br />
* rap_b_in<br />
* rap_b_loop<br />
* rap_b_out<br />
* rap_c_loop <br />
==rifle==<br />
* rifle_crouchfire<br />
* rifle_crouchload<br />
* rifle_fire<br />
* rifle_fire_poor<br />
* rifle_load <br />
==riot==<br />
* riot_angry<br />
* riot_angry_b<br />
* riot_challenge<br />
* riot_chant<br />
* riot_fuku<br />
* riot_punches<br />
* riot_shout <br />
==rob_bank==<br />
* cat_safe_end<br />
* cat_safe_open<br />
* cat_safe_open_o<br />
* cat_safe_rob<br />
* shp_handsup_scr <br />
==rocket==<br />
* idle_rocket<br />
* rocketfire<br />
* run_rocket<br />
* walk_rocket<br />
* walk_start_rocket <br />
==rustler==<br />
* plane_align_lhs<br />
* plane_close<br />
* plane_getin<br />
* plane_getout<br />
* plane_open <br />
==ryder==<br />
* ryd_beckon_01<br />
* ryd_beckon_02<br />
* ryd_beckon_03<br />
* ryd_die_pt1<br />
* ryd_die_pt2<br />
* van_crate_l<br />
* van_crate_r<br />
* van_fall_l<br />
* van_fall_r<br />
* van_lean_l<br />
* van_lean_r<br />
* van_pickup_e<br />
* van_pickup_s<br />
* van_stand<br />
* van_stand_crate<br />
* van_throw <br />
==scratching==<br />
* scdldlp<br />
* scdlulp<br />
* scdrdlp<br />
* scdrulp<br />
* sclng_l<br />
* sclng_r<br />
* scmid_l<br />
* scmid_r<br />
* scshrtl<br />
* scshrtr<br />
* sc_ltor<br />
* sc_rtol <br />
==shamal==<br />
* shamal_align<br />
* shamal_getin_lhs<br />
* shamal_getout_lhs<br />
* shamal_open <br />
==shop==<br />
* rob_2idle<br />
* rob_loop<br />
* rob_loop_threat<br />
* rob_shifty<br />
* rob_stickup_in<br />
* shp_duck<br />
* shp_duck_aim<br />
* shp_duck_fire<br />
* shp_gun_aim<br />
* shp_gun_duck<br />
* shp_gun_fire<br />
* shp_gun_grab<br />
* shp_gun_threat<br />
* shp_handsup_scr<br />
* shp_jump_glide<br />
* shp_jump_land<br />
* shp_jump_launch<br />
* shp_rob_givecash<br />
* shp_rob_handsup<br />
* shp_rob_react<br />
* shp_serve_end<br />
* shp_serve_idle<br />
* shp_serve_loop<br />
* shp_serve_start<br />
* smoke_ryd <br />
==shotgun==<br />
* shotgun_crouchfire<br />
* shotgun_fire<br />
* shotgun_fire_poor <br />
==silenced==<br />
* crouchreload<br />
* silencecrouchfire<br />
* silence_fire<br />
* silence_reload <br />
==skate==<br />
* skate_idle<br />
* skate_run<br />
* skate_sprint <br />
==smoking==<br />
* f_smklean_loop<br />
* m_smklean_loop<br />
* m_smkstnd_loop<br />
* m_smk_drag<br />
* m_smk_in<br />
* m_smk_loop<br />
* m_smk_out<br />
* m_smk_tap <br />
==sniper==<br />
* weapon_sniper <br />
==spraycan==<br />
* spraycan_fire<br />
* spraycan_full <br />
==strip==<br />
* ply_cash<br />
* pun_cash<br />
* pun_holler<br />
* pun_loop<br />
* strip_a<br />
* strip_b<br />
* strip_c<br />
* strip_d<br />
* strip_e<br />
* strip_f<br />
* strip_g<br />
* str_a2b<br />
* str_b2a<br />
* str_b2c<br />
* str_c1<br />
* str_c2<br />
* str_c2b<br />
* str_loop_a<br />
* str_loop_b<br />
* str_loop_c <br />
==sunbathe==<br />
* batherdown<br />
* batherup<br />
* lay_bac_in<br />
* lay_bac_out<br />
* parksit_m_idlea<br />
* parksit_m_idleb<br />
* parksit_m_idlec<br />
* parksit_m_in<br />
* parksit_m_out<br />
* parksit_w_idlea<br />
* parksit_w_idleb<br />
* parksit_w_idlec<br />
* parksit_w_in<br />
* parksit_w_out<br />
* sbathe_f_lieb2sit<br />
* sbathe_f_out<br />
* sitnwait_in_w<br />
* sitnwait_out_w <br />
==swat==<br />
* gnstwall_injurd<br />
* jmp_wall1m_180<br />
* rail_fall<br />
* rail_fall_crawl<br />
* swt_breach_01<br />
* swt_breach_02<br />
* swt_breach_03<br />
* swt_go<br />
* swt_lkt<br />
* swt_sty<br />
* swt_vent_01<br />
* swt_vent_02<br />
* swt_vnt_sht_die<br />
* swt_vnt_sht_in<br />
* swt_vnt_sht_loop<br />
* swt_wllpk_l<br />
* swt_wllpk_l_back<br />
* swt_wllpk_r<br />
* swt_wllpk_r_back<br />
* swt_wllshoot_in_l<br />
* swt_wllshoot_in_r<br />
* swt_wllshoot_out_l<br />
* swt_wllshoot_out_r <br />
==sweet==<br />
* ho_ass_slapped<br />
* lafin_player<br />
* lafin_sweet<br />
* plyr_hndshldr_01<br />
* sweet_ass_slap<br />
* sweet_hndshldr_01<br />
* sweet_injuredloop <br />
==swim==<br />
* swim_breast<br />
* swim_crawl<br />
* swim_dive_under<br />
* swim_glide<br />
* swim_jumpout<br />
* swim_tread<br />
* swim_under <br />
==sword==<br />
* sword_1<br />
* sword_2<br />
* sword_3<br />
* sword_4<br />
* sword_block<br />
* sword_hit_1<br />
* sword_hit_2<br />
* sword_hit_3<br />
* sword_idle<br />
* sword_part <br />
==tank==<br />
* tank_align_lhs<br />
* tank_close_lhs<br />
* tank_doorlocked<br />
* tank_getin_lhs<br />
* tank_getout_lhs<br />
* tank_open_lhs <br />
==tattoos==<br />
* tat_arml_in_o<br />
* tat_arml_in_p<br />
* tat_arml_in_t<br />
* tat_arml_out_o<br />
* tat_arml_out_p<br />
* tat_arml_out_t<br />
* tat_arml_pose_o<br />
* tat_arml_pose_p<br />
* tat_arml_pose_t<br />
* tat_armr_in_o<br />
* tat_armr_in_p<br />
* tat_armr_in_t<br />
* tat_armr_out_o<br />
* tat_armr_out_p<br />
* tat_armr_out_t<br />
* tat_armr_pose_o<br />
* tat_armr_pose_p<br />
* tat_armr_pose_t<br />
* tat_back_in_o<br />
* tat_back_in_p<br />
* tat_back_in_t<br />
* tat_back_out_o<br />
* tat_back_out_p<br />
* tat_back_out_t<br />
* tat_back_pose_o<br />
* tat_back_pose_p<br />
* tat_back_pose_t<br />
* tat_back_sit_in_p<br />
* tat_back_sit_loop_p<br />
* tat_back_sit_out_p<br />
* tat_bel_in_o<br />
* tat_bel_in_t<br />
* tat_bel_out_o<br />
* tat_bel_out_t<br />
* tat_bel_pose_o<br />
* tat_bel_pose_t<br />
* tat_che_in_o<br />
* tat_che_in_p<br />
* tat_che_in_t<br />
* tat_che_out_o<br />
* tat_che_out_p<br />
* tat_che_out_t<br />
* tat_che_pose_o<br />
* tat_che_pose_p<br />
* tat_che_pose_t<br />
* tat_drop_o<br />
* tat_idle_loop_o<br />
* tat_idle_loop_t<br />
* tat_sit_in_o<br />
* tat_sit_in_p<br />
* tat_sit_in_t<br />
* tat_sit_loop_o<br />
* tat_sit_loop_p<br />
* tat_sit_loop_t<br />
* tat_sit_out_o<br />
* tat_sit_out_p<br />
* tat_sit_out_t <br />
==tec==<br />
* tec_crouchfire<br />
* tec_crouchreload<br />
* tec_fire<br />
* tec_reload <br />
==train==<br />
* tran_gtup<br />
* tran_hng<br />
* tran_ouch<br />
* tran_stmb <br />
==truck==<br />
* truck_align_lhs<br />
* truck_align_rhs<br />
* truck_closedoor_lhs<br />
* truck_closedoor_rhs<br />
* truck_close_lhs<br />
* truck_close_rhs<br />
* truck_getin_lhs<br />
* truck_getin_rhs<br />
* truck_getout_lhs<br />
* truck_getout_rhs<br />
* truck_jackedlhs<br />
* truck_jackedrhs<br />
* truck_open_lhs<br />
* truck_open_rhs<br />
* truck_pullout_lhs<br />
* truck_pullout_rhs<br />
* truck_shuffle <br />
==uzi==<br />
* uzi_crouchfire<br />
* uzi_crouchreload<br />
* uzi_fire<br />
* uzi_fire_poor<br />
* uzi_reload <br />
==van==<br />
* van_close_back_lhs<br />
* van_close_back_rhs<br />
* van_getin_back_lhs<br />
* van_getin_back_rhs<br />
* van_getout_back_lhs<br />
* van_getout_back_rhs<br />
* van_open_back_lhs<br />
* van_open_back_rhs <br />
==vending==<br />
* vend_drink2_p<br />
* vend_drink_p<br />
* vend_eat1_p<br />
* vend_eat_p<br />
* vend_use<br />
* vend_use_pt2 <br />
==vortex==<br />
* car_jumpin_lhs<br />
* car_jumpin_rhs<br />
* vortex_getout_lhs<br />
* vortex_getout_rhs <br />
==wayfarer==<br />
* wf_back<br />
* wf_drivebyft<br />
* wf_drivebylhs<br />
* wf_drivebyrhs<br />
* wf_fwd<br />
* wf_getoffback<br />
* wf_getofflhs<br />
* wf_getoffrhs<br />
* wf_hit<br />
* wf_jumponl<br />
* wf_jumponr<br />
* wf_kick<br />
* wf_left<br />
* wf_passenger<br />
* wf_pushes<br />
* wf_ride<br />
* wf_right<br />
* wf_still <br />
==weapons==<br />
* shp_1h_lift<br />
* shp_1h_lift_end<br />
* shp_1h_ret<br />
* shp_1h_ret_s<br />
* shp_2h_lift<br />
* shp_2h_lift_end<br />
* shp_2h_ret<br />
* shp_2h_ret_s<br />
* shp_ar_lift<br />
* shp_ar_lift_end<br />
* shp_ar_ret<br />
* shp_ar_ret_s<br />
* shp_g_lift_in<br />
* shp_g_lift_out<br />
* shp_tray_in<br />
* shp_tray_out<br />
* shp_tray_pose <br />
==wuzi==<br />
* cs_dead_guy<br />
* cs_plyr_pt1<br />
* cs_plyr_pt2<br />
* cs_wuzi_pt1<br />
* cs_wuzi_pt2<br />
* walkstart_idle_01<br />
* wuzi_follow<br />
* wuzi_greet_plyr<br />
* wuzi_greet_wuzi<br />
* wuzi_grnd_chk<br />
* wuzi_stand_loop<br />
* wuzi_walk<br />
<br><br />
==Animation Functions==<br />
{{Animation_functions}}<br />
==See Also==<br />
[[id|ID Lists]]<br />
<br />
[[Category:ID Lists]]<br />
<br />
[[de:Animationen]]<br />
[[zh-cn:动画]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=SetElementHealth&diff=50551
SetElementHealth
2017-03-13T16:53:19Z
<p>Lexr128: </p>
<hr />
<div>{{Server client function}}<br />
__NOTOC__<br />
This function sets the health for the specified [[element]]. This can be a [[ped]], [[object]] or a [[vehicle]].<br />
{{Note|In the case of the [[vehicle]] element, the following effects appear, depending on the health value:<br />
*'''650:''' white steam 0%, black smoke 0%<br />
*'''450:''' white steam 100%, black smoke 50%<br />
*'''250:''' white steam 0%, black smoke 100%<br />
*'''249:''' fire with big black smoke<br />
}}<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool setElementHealth ( element theElement, float newHealth )<br />
</syntaxhighlight><br />
{{OOP||[[element]]:setHealth|health|getElementHealth}}<br />
<br />
===Required Arguments===<br />
*'''theElement:''' The [[ped]], [[vehicle]] or [[object]] whose health you want to set.<br />
*'''newHealth:''' A float indicating the new health to set for the element.<br />
<br />
===Returns===<br />
Returns ''true'' if the new health was set successfully, or ''false'' if invalid arguments were passed.<br />
<br />
==Example==<br />
<section name="Server" class="server" show="true"><br />
This example adds a 'hpslap' console command that lets players "slap" others (doing 20 damage).<br />
<syntaxhighlight lang="lua"><br />
function hpSlap ( sourcePlayer, command, targetPlayerName )<br />
-- check if the user has access to it first<br />
if not hasObjectPermissionTo(sourcePlayer, "command.slap", false) then<br />
outputChatBox ( "You cannot use this command.", sourcePlayer )<br />
return false<br />
end<br />
-- look up the player to be slapped<br />
local targetPlayer = getPlayerFromName ( targetPlayerName )<br />
-- if there's a player with such name,<br />
if targetPlayer then<br />
-- subtract 20 from his health<br />
setElementHealth ( targetPlayer, getElementHealth(targetPlayer) - 20 )<br />
else<br />
-- otherwise, output an error message<br />
outputChatBox ( "There is no player named " .. targetPlayerName .. "!", sourcePlayer )<br />
end<br />
end<br />
-- add our function as a handler for "hpslap"<br />
addCommandHandler ( "hpslap", hpSlap )<br />
</syntaxhighlight><br />
</section><br />
<section name="Example 1" class="server" show="true"><br />
This example setting health by a command.<br />
<syntaxhighlight lang="lua"><br />
function Health(player, command, amount)<br />
setElementHealth(player, tonumber(amount))<br />
end<br />
addCommandHandler("set", Health)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Element functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=FileDelete&diff=50361
FileDelete
2017-01-23T14:19:36Z
<p>Lexr128: mistake</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
Deletes the specified file.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool fileDelete ( string filePath )<br />
</syntaxhighlight><br />
{{OOP|This function is a static function underneath the File class.|[[File]].delete}}<br />
<br />
===Required Arguments===<br />
*'''filePath:''' The [[filepath]] of the file to delete in the following format: '''":resourceName/path"'''. 'resourceName' is the name of the resource the file is in, and 'path' is the path from the root directory of the resource to the file.<br />
:For example, if you want to delete a file name "myFile.txt" in the resource 'fileres', it can be deleted from another resource this way: ''fileDelete(":fileres/myFile.txt")''.<br />
:If the file is in the current resource, only the file path is necessary, e.g. ''fileDelete("myFile.txt")''.<br />
<br />
===Returns===<br />
Returns ''true'' if successful, ''false'' otherwise (for example if there exists no file with the given name, or it does exist but is in use).<br />
<br />
==Example==<br />
This example will show us how to create a file "text.txt" spell it "This is a test file!", Close the file and delete it:<br />
<syntaxhighlight lang="lua"><br />
local newFile = fileCreate("test.txt") -- attempt to create a new file<br />
if (newFile) then -- check if the creation succeeded<br />
fileWrite(newFile, "This is a test file!") -- write a text line<br />
fileClose(newFile) -- close the file once you're done with it<br />
fileDelete("test.txt") -- delete file<br />
end<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{File_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=OnClientPlayerDamage&diff=50346
OnClientPlayerDamage
2017-01-17T15:35:02Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__<br />
{{Client event}}<br />
This event is triggered whenever a player is damaged.<br />
{{Note|This event is only triggered for players that are streamed in}}<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
element attacker, int weapon, int bodypart [, float loss ]<br />
</syntaxhighlight> <br />
<br />
*'''attacker''': A [[player]] [[element]] representing the attacker or [[vehicle]] [[element]] (when being run over or falling off a bike).<br />
*'''weapon''': An integer representing the [[Weapons|attacker weapon]] or the [[Damage Types|damage type]].<br />
*'''bodypart''': An integer representing the bodypart the player was damaged.<br />
{{BodyParts}}<br />
{{New feature/item|3|1.0||<br />
*'''loss''': A float representing the percentage of health the player lost.<br />
}}<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[player]] that got damaged. (Streamed in players only)<br />
<br />
==Cancel effect==<br />
If this event is [[Event system#Canceling|canceled]], then any damaging effects to the local player will cease.<br />
<br />
==Example== <br />
This example prevents any damage from the minigun.<br />
<syntaxhighlight lang="lua"><br />
function stopMinigunDamage ( attacker, weapon, bodypart )<br />
if ( weapon == 38 ) then --if the weapon used was the minigun<br />
cancelEvent() --cancel the event<br />
end<br />
end<br />
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), stopMinigunDamage )<br />
</syntaxhighlight><br />
<br />
==Issues==<br />
{{Issues|<br />
{{Issue|8082|Custom weapons don't fully work with onClientPlayerDamage}}<br />
}}<br />
<br />
==See Also==<br />
===Client player events===<br />
{{Client_player_events}}<br />
===Client event functions===<br />
{{Client_event_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=OnPlayerDamage&diff=50345
OnPlayerDamage
2017-01-17T15:29:31Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{Server event}}<br />
This event is triggered when a player is damaged, in any way.<br />
<br />
*This event is not triggered when attacked by a team member if friendly fire is enabled.<br />
*Canceling this event has no effect. Cancel the client-side event [[onClientPlayerDamage]] instead.<br />
*onPlayerDamage doesn't trigger if the damage kills the player, [[onPlayerWasted]] is called instead. <br />
<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
player attacker, int attackerweapon, int bodypart, float loss<br />
</syntaxhighlight> <br />
<br />
*'''attacker''': A player element representing the player who was the attacker. If there was no attacker this returns false.<br />
*'''attackerweapon''': An integer representing the [[Weapons|attacker weapon]] or the [[Damage Types|damage type]].<br />
*'''bodypart''': An integer representing the bodypart ID the player was hit on when he got damaged.<br />
{{BodyParts}}<br />
*'''loss''': A float representing the percentage of health the player lost.<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[player]] who was damaged.<br />
<br />
==Example== <br />
This example causes an instant kill when a player is shot in the head, and announces it in the chatbox.<br />
<syntaxhighlight lang="lua"><br />
--add an event handler for the onPlayerDamage event<br />
function playerDamage_text ( attacker, weapon, bodypart, loss ) --when a player is damaged<br />
if ( bodypart == 9 ) then -- if the body part is 9, i.e. the head<br />
outputChatBox ( "Headshot!", getRootElement (), 255, 170, 0 ) --output "Headshot" into the chatbox<br />
killPed ( source, attacker, weapon, bodypart ) -- and kill the player<br />
end<br />
end<br />
addEventHandler ( "onPlayerDamage", getRootElement (), playerDamage_text )<br />
</syntaxhighlight><br />
<br />
==Issues==<br />
{{Issues|<br />
{{Issue|6495|[Fixed in 1.3.3-5411] onPlayerDamage has wrong parameters if source on vehicle}}<br />
{{Issue|8082|Custom weapons & objects don't fully work with ped damage events}}<br />
}}<br />
<br />
{{See also/Server event|Player events}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=OnPlayerWasted&diff=50336
OnPlayerWasted
2017-01-17T15:14:55Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{Server event}}<br />
This event is triggered when a player is killed or dies.<br />
<br />
==Parameters==<br />
{{New feature/item|3|1.0||<syntaxhighlight lang="lua"><br />
int totalAmmo, element killer, int killerWeapon, int bodypart, bool stealth<br />
</syntaxhighlight>}}<br />
<br />
{{Deprecated_feature|3|1.0|<syntaxhighlight lang="lua"><br />
int totalAmmo, element killer, int killerWeapon, int bodypart<br />
</syntaxhighlight>}}<br />
<br />
*'''totalAmmo''': an integer representing the total ammo the victim had when he died.<br />
*'''killer''': an [[element]] representing the player or vehicle who was the killer. If there was no killer this is ''false''.<br />
*'''killerWeapon''': an integer representing the [[Weapons|killer weapon]] or the [[Damage Types|damage type]].<br />
*'''bodypart''': an integer representing the bodypart ID the victim was hit on when he died.<br />
{{BodyParts}}<br />
*{{New feature/item|3|1.0||'''stealth''': boolean value representing whether or not this was a stealth kill}}<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[player]] that died or got killed.<br />
<br />
==Example== <br />
This example prints the killer and bodypart to the chat when a player dies.<br />
<syntaxhighlight lang="lua"><br />
-- register player_Wasted as a handler for onPlayerWasted<br />
function player_Wasted ( ammo, attacker, weapon, bodypart )<br />
-- if there was an attacker<br />
if ( attacker ) then<br />
-- we declare our variable outside the following checks<br />
local tempString<br />
-- if the element that killed him was a player,<br />
if ( getElementType ( attacker ) == "player" ) then<br />
-- put the attacker, victim and weapon info in the string<br />
tempString = getPlayerName ( attacker ).." killed "..getPlayerName ( source ).." ("..getWeaponNameFromID ( weapon )..")"<br />
-- else, if it was a vehicle,<br />
elseif ( getElementType ( attacker ) == "vehicle" ) then<br />
-- we'll get the name from the attacker vehicle's driver<br />
tempString = getPlayerName ( getVehicleController ( attacker ) ).." killed "..getPlayerName ( source ).." ("..getWeaponNameFromID ( weapon )..")"<br />
end<br />
-- if the victim was shot in the head, append a special message<br />
if ( bodypart == 9 ) then<br />
tempString = tempString.." (HEADSHOT!)"<br />
-- else, just append the bodypart name<br />
else<br />
tempString = tempString.." ("..getBodyPartName ( bodypart )..")"<br />
end<br />
-- display the message<br />
outputChatBox ( tempString )<br />
-- if there was no attacker,<br />
else<br />
-- output a death message without attacker info<br />
outputChatBox ( getPlayerName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" )<br />
end<br />
end<br />
addEventHandler ( "onPlayerWasted", getRootElement(), player_Wasted )<br />
</syntaxhighlight><br />
<br />
<br />
And another example, this will spawn you in the middle of GTA SA world (x=0, y=0, z=3) after 2 seconds of your death<br />
<syntaxhighlight lang="lua"><br />
addEventHandler( "onPlayerWasted", getRootElement( ),<br />
function()<br />
setTimer( spawnPlayer, 2000, 1, source, 0, 0, 3 )<br />
end<br />
)<br />
</syntaxhighlight><br />
<section name="Example 1" class="server" show="true"><br />
This Example is a script for Tactics Servers , the script giving the killer health as a reward for killing.<br />
<syntaxhighlight lang="lua"><br />
function GiveHealth(ammo, killer, killerweapon, bodypart)<br />
if ( killer ) and ( killer ~= source ) and ( (getElementHealth(killer)) ~= 100 ) --Here we have selcted that who will be gave a health is the killer<br />
setElementHealth(killer, (getElementHealth(killer)) + 20) --He will get +20 health, if you want to reward him by sitting him health 100 you can just type 100 after (killer,<br />
outputChatBox("#ff0000[ Server ] : #ffff00You Have Got Health +20",killer,255,0,0,true) --out put chat box for the killer<br />
end --End if<br />
end --End function<br />
addEventHandler("onPlayerWasted", getRootElement(), GiveHealth)<br />
</syntaxhighlight><br />
</section><br />
<br />
{{See also/Server event|Player events}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Damage_Types&diff=50335
Damage Types
2017-01-17T15:12:04Z
<p>Lexr128: </p>
<hr />
<div>The following damage types are used by events like [[onPlayerDamage]] or [[onPlayerWasted]] for the '''weapon''' argument to describe the reason, why a [[ped]] has been damaged or died.<br><br />
When a player was shot by a weapon, the respective weapon ID is the damage type ID. The weapon IDs can be found [[Weapons|here]].<br />
<br><br />
<br><br />
:{|class="wikitable sortable" style="width: auto; table-layout: fixed;"<br />
|-<br />
!ID<br />
! class="unsortable" |Damage type<br />
! class="unsortable" |Additional info<br />
|-<br />
!19<br />
|Rocket<br />
|Actual damage type when damaged from a rocket launcher<br />
|-<br />
!37<br />
|Burnt<br />
|This is used by a damage by fire, even when the fire is created by a rocket explosion or a molotov<br />
|-<br />
!49<br />
|Rammed<br />
|<br />
|-<br />
!50<br />
|Ranover<br />
|This is also called when damaged because of helicopter blades<br />
|-<br />
!51<br />
|Explosion<br />
|This may sometimes also be used at an indirect damage through an exploding rocket<br />
|-<br />
!52<br />
|Driveby<br />
|This is NOT used for a driveby kill with e.g. the 'realdriveby' resource<br />
|-<br />
!53<br />
|Drowned<br />
|<br />
|-<br />
!54<br />
|Fall<br />
|<br />
|-<br />
!55<br />
|Unknown<br />
|No known information about this damage type<br />
|-<br />
!56<br />
|Melee<br />
|Seems to be never called (?); for an actual melee damage, the fist weapon ID (0) is used (see [[Weapons|here]])<br />
|-<br />
!57<br />
|Weapon<br />
|Seems to be never called (?)<br />
|-<br />
!59<br />
|Tank Grenade<br />
|<br />
|-<br />
!63<br />
|Blown<br />
|Actual damage type when dying in a vehicle explosion<br />
|-<br />
|}<br />
<br />
Damage Types in lua table<br />
<syntaxhighlight lang="lua"><br />
local damageTypes = {<br />
[19] = "Rocket",<br />
[37] = "Burnt",<br />
[49] = "Rammed",<br />
[50] = "Ranover/Helicopter Blades",<br />
[51] = "Explosion",<br />
[52] = "Driveby",<br />
[53] = "Drowned",<br />
[54] = "Fall",<br />
[55] = "Unknown",<br />
[56] = "Melee",<br />
[57] = "Weapon",<br />
[59] = "Tank Grenade",<br />
[63] = "Blown"<br />
}<br />
</syntaxhighlight><br />
<br />
[[ru:Death Reasons]]<br />
[[de:Todesgründe]]<br />
<br />
[[Category:ID Lists]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Death_Reasons&diff=50334
Death Reasons
2017-01-17T14:35:31Z
<p>Lexr128: Lexr128 moved page Death Reasons to Damage Types: More correct</p>
<hr />
<div>#REDIRECT [[Damage Types]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Damage_Types&diff=50333
Damage Types
2017-01-17T14:35:31Z
<p>Lexr128: Lexr128 moved page Death Reasons to Damage Types: More correct</p>
<hr />
<div>The following death reasons are used by event like onPlayerWasted for the killerWeapon argument to describe the reason, why a ped died.<br><br />
When a player was shot by a weapon, the respective weapon ID is the death reason ID. The weapon IDs can be found [[Weapons|here]].<br />
<br><br />
<br><br />
:{|class="wikitable sortable" style="width: auto; table-layout: fixed;"<br />
|-<br />
!ID<br />
! class="unsortable" |Death reason<br />
! class="unsortable" |Additional info<br />
|-<br />
!19<br />
|Rocket<br />
|Actual death reason / weapon ID when dying from a rocket launcher<br />
|-<br />
!37<br />
|Burnt<br />
|This is used by a death by fire, even when the fire is created by a rocket explosion or a molotov<br />
|-<br />
!49<br />
|Rammed<br />
|<br />
|-<br />
!50<br />
|Ranover<br />
|This is also called when dying because of helicopter blades<br />
|-<br />
!51<br />
|Explosion<br />
|This may sometimes also be used at an indirect death through an exploding rocket<br />
|-<br />
!52<br />
|Driveby<br />
|This is NOT used for a driveby kill with e.g. the 'realdriveby' resource<br />
|-<br />
!53<br />
|Drowned<br />
|<br />
|-<br />
!54<br />
|Fall<br />
|<br />
|-<br />
!55<br />
|Unknown<br />
|No known information about this death reason<br />
|-<br />
!56<br />
|Melee<br />
|Seems to be never called (?); for an actual melee death, the fist weapon ID (0) is used (see [[Weapons|here]])<br />
|-<br />
!57<br />
|Weapon<br />
|Seems to be never called (?)<br />
|-<br />
!59<br />
|Tank Grenade<br />
|<br />
|-<br />
!63<br />
|Blown<br />
|Actual death reason when dying in a vehicle explosion<br />
|-<br />
|}<br />
<br />
Death Reasons in lua table<br />
<syntaxhighlight lang="lua"><br />
local deathReasons = {<br />
[19] = "Rocket",<br />
[37] = "Burnt",<br />
[49] = "Rammed",<br />
[50] = "Ranover/Helicopter Blades",<br />
[51] = "Explosion",<br />
[52] = "Driveby",<br />
[53] = "Drowned",<br />
[54] = "Fall",<br />
[55] = "Unknown",<br />
[56] = "Melee",<br />
[57] = "Weapon",<br />
[59] = "Tank Grenade",<br />
[63] = "Blown"<br />
}<br />
</syntaxhighlight><br />
<br />
[[ru:Death Reasons]]<br />
[[de:Todesgründe]]<br />
<br />
[[Category:ID Lists]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=RU/Server_mtaserver.conf&diff=49879
RU/Server mtaserver.conf
2016-11-27T06:19:26Z
<p>Lexr128: </p>
<hr />
<div>На этой странице описаны все настройки в алфавитном порядке, которые можно установить в файле конфигурации. ''Курсивом выделены настройки из файла конфигурации '''mtaserver.conf''' по умолчанию''<br />
<br />
====acl====<br />
:''<acl>acl.xml</acl> <br />
:Этот параметр указывает местоположение и название файла настроек Access Control List (Списка Контроля Доступа). Если оставить<br />
:пустым, сервер будет использовать файл acl.xml, расположенный в той же папке, что и этот конфигурационный файл (mtaserver.conf).<br />
<br />
====allow_gta3_img_mods====<br />
:''<allow_gta3_img_mods>none</allow_gta3_img_mods><br />
:Значения: none или peds; значение по умолчанию: none.<br />
:По умолчанию, сервер будет блокировать использование локально заменённых скинов в gta3.img. Эта установка может быть использована для разрешения таких модов. Не рекомендуется для соревновательных серверов.<br />
<br />
====alt_veh_parts_state_sync====<br />
:''<alt_veh_parts_state_sync>0</alt_veh_parts_state_sync><br />
:Значения: 0 - отключено, 1 - включено; значение по умолчанию: 0.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====ase====<br />
:''<ase>1</ase><br />
:Этот параметр может использоваться для разрешения серверу сообщаться с главными серверами Game-Monitor, позволяя ему быть видимым во внутриигровом браузере серверов. Для функционирования потребуется дополнительный доступный UDP порт (он получается как <serverport> + 123 , так что при значении <serverport> по умолчанию (22003) правильным портом будет 22126 ).<br />
:Доступные значения: 0 - отключено, 1 - включено. Опциональный параметр, по умолчанию 0.<br />
<br />
====authfile====<br />
:''<authfile>logs/server_auth.log</authfile><br />
:Так же как и в основной лог, успешные и провальные попытки залогиниться записываются и сюда для легкости рассмотрения вопросов, связанных с безопасностью. Если оставить пустым, файл не будет использоваться<br />
<br />
====backup_copies====<br />
:''<backup_copies>5</backup_copies><br />
:Этот параметр указывает максимальное количество хранимых резервных копий. Установка backup_copies на 0 отключит резервные копии<br />
:Диапазон доступных значений: 0 на 100. По умолчанию - 5<br />
<br />
====backup_interval====<br />
:''<backup_interval>3</backup_interval><br />
:Этот параметр указывает количество дней между каждой из базовых резервных копий. Резервные копии делаются только во время запуска сервера, так что фактический интервал может быть намного больше. Установка backup_interval на 0 отключит резервные копии<br />
:Диапазон доступных значений: 0 - 30. По умолчанию - 3<br />
<br />
====backup_path====<br />
:''<backup_path>backups</backup_path><br />
:Этот параметр указывает путь, используемый для хранения базовых резервных копий некоторых файлов сервера. Заметьте, что базовые резервные копии делаются только во время запуска сервера. Значение по умолчанию: backups<br />
<br />
====bandwidth_reduction====<br />
:''<bandwidth_reduction>medium</bandwidth_reduction> <br />
:Этот параметр снижает использование сервером канала благодаря использованию различных оптимизаций.<br />
:Значения: none, medium или maximum ; значение по умолчанию: medium<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====bullet_sync====<br />
:''<bullet_sync>0</bullet_sync><br />
:Этот параметр может улучшить достоверность выстрелов при использования определенных видов оружия. Как бы то ни было, "синхронизация пуль" повлечет больший расход канала.<br />
:'''Для работы параметра обязательно требуется билд сервера 4247 и выше, подключающиеся клиенты будут также при необходимости автообновлены, если параметр включен.'''<br />
:Заметьте, что синхронизация пуль будет включена независимо от этой настройки, если включены определенные [[setGlitchEnabled|баги]].<br />
:Значения: 0 - отключено , 1 - включено ; значение по умолчанию: 0.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====camera_sync_interval====<br />
:''<camera_sync_interval>500</camera_sync_interval> <br />
:Этот параметр определяет время между пакетами синхронизации камеры в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 500<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====client_file====<br />
:''<nowiki><!-- <client_file name="data/carmods.dat" verify="0" /> --></nowiki><br />
:По умолчанию, сервер будет блокировать использование измененных data-файлов GTA:SA.<br />
:Для разрешения определенных клиентских файлов, добавьте одну или более строк по типу выше.<br />
:Больше информации: [[RU/Anti-cheat_guide|Руководство по античиту]]<br />
<br />
====compact_internal_databases====<br />
:''<compact_internal_databases>1</compact_internal_databases><br />
:Значения: 0 - Никогда, 1 - При запуске сервера и только после создания резервной копии, 2 - Всегда при запуске сервера; значение по умолчанию - 1.<br />
:Этот параметр определяет, когда внутренняя SQLite база данных должна дефрагментироваться. Больше информации: [[http://www.sqlite.org/lang_vacuum.html]]<br />
<br />
====dbfile====<br />
:''<dbfile>logs/db.log</dbfile><br />
:Указывает местонахождение и название файла, используемого для ведения записей запросов баз данных. Серверная команда [[RU/Server_Commands#debugdb|debugdb]] устанаваливает размах ведения записей.<br />
<br />
====disableac====<br />
:''<disableac></disableac><br />
:Список отключенных античитов, разделенный запятыми.<br />
:напр. Чтобы отключить античиты #2 и #3, используйте: 2,3<br />
:Больше информации: [[RU/Anti-cheat_guide|Руководство по античиту]]<br />
<br />
====donkey_work_interval====<br />
:''<donkey_work_interval>100</donkey_work_interval><br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 100<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====donotbroadcastlan====<br />
:''<donotbroadcastlan>0</donotbroadcastlan><br />
:Этот параметр позволяет вам отключить вещание по LAN (локальной сети). <br />
<br />
====enablesd====<br />
:''<enablesd></enablesd><br />
:Список включенных спецпроверок, разделенный запятыми. Специальная проверка - тип проверки античита на наличие (как правило) безвредных модификаций игры. Возможно, соревновательные сервера будут заинтересованы в использовании спецпроверок, но большинству серверов все же следует оставить это поле настроек пустым.<br />
:напр. Для включения спецпроверки #12 (запрет на собственный D3D9.DLL) используйте: 12<br />
<br />
====fpslimit====<br />
:''<fpslimit>36</fpslimit><br />
:Указывает ограничение частоты кадров, которое будет применено к подсоединяющимся клиентам.<br />
:Диапазон доступных значений: 25 - 100. По умолчанию: 36.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====http_dos_exclude====<br />
:''<http_dos_exclude></http_dos_exclude><br />
:Этот параметр содержит список IP-адресов, которые должны быть исключены при пороговых значениях HTTP DoS-атаки. Например: 88.11.22.33,101.2.3.4<br />
<br />
====httpautoclientfiles====<br />
:''<httpautoclientfiles>1</httpautoclientfiles><br />
:Этот параметр указывает, следует ли клиентским файлам для хостинга на внешнем веб-сервере быть автоматически скопированными в mods/deathmatch/resource-cache/http-client-files/ Уместно только при установленном <httpdownloadurl>.<br />
:Значения: 0 - отключено , 1 - включено ; значение по умолчанию: 1. Опциональный параметр.<br />
:Больше информации: [[RU/Server_Manual#Configuring_an_external_web_server|Настройка внешнего веб-сервера]]<br />
<br />
====httpdosthreshold====<br />
:''<httpdosthreshold>20</httpdosthreshold><br />
:Этот параметр ограничивает количество http-соединений, которое IP может инициировать за короткий промежуток времени.<br />
:Диапазон доступных значений: 1 - 100. значение по умолчанию: 20<br />
<br />
====httpdownloadurl====<br />
:''<httpdownloadurl></httpdownloadurl><br />
:Если установлен, то этот параметр указывает внешний URL, с которого клиенты смогут скачивать нужные ресурсы, находясь в игре. Иначе они будут их скачивать напрямую с сервера.<br />
:Больше информации: [[RU/Server_Manual#Configuring_an_external_web_server|Настройка внешнего веб-сервера]]<br />
<br />
====httpmaxconnectionsperclient====<br />
:''<httpmaxconnectionsperclient>5</httpmaxconnectionsperclient><br />
:Этот параметр ограничивает количество http-соединений, доступных каждому из клиентов. В зависимости от типа используемого http-сервера, меньшее число может снизить ожидание при закачке.<br />
:Диапазон доступных значений: 1 - 8.<br />
<br />
====httpport====<br />
:''<httpport>22005</httpport><br />
:Этот параметр указывает TCP порт сервера, на который будут поступать http-соединения. Он может быть установлен на то же значение, что и <serverport>. Этот параметр является обязательным, если <httpserver> установлен на 1.<br />
:Больше информации: [[RU/Server_Manual#Использование веб-интерфейса|Использование веб-интерфейса]]<br />
<br />
====httpserver====<br />
:''<httpserver>1</httpserver><br />
:Этот параметр указывает, будет ли использоваться встроенный http-сервер.<br />
:Значения: 0 - отключено , 1 - включено ; значение по умолчанию: 1. Опциональный параметр.<br />
:Больше информации: [[RU/Server_Manual#Использование веб-интерфейса|Использование веб-интерфейса]]<br />
<br />
====idfile====<br />
:''<idfile>server-id.keys</idfile> <br />
:Указывает местонахождение и название файла, являющегося уникальным личным ключом данного сервера. Это используется для предотвращения чтения личных файлов, сохраненных на клиенте, другими серверами. <br />
:Храните резервную копию этого файла в безопасном месте. Значение по умолчанию: server-id.keys<br />
:Больше информации о личных файлах клиентов: [[Filepath]]<br />
<br />
====keysync_analog_sync_interval====<br />
:''<keysync_analog_sync_interval>100</keysync_analog_sync_interval><br />
:Этот параметр определяет минимальное время между пакетами синхронизации клавиш из-за движения джойстиком в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 100<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====keysync_mouse_sync_interval====<br />
:''<keysync_mouse_sync_interval>100</keysync_mouse_sync_interval> <br />
:Этот параметр определяет минимальное время между пакетами синхронизации клавиш из-за движения мышью в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 100<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====latency_reduction====<br />
:''<latency_reduction>0</latency_reduction><br />
:Значения: 0 - отключено , 1 - включено ; значение по умолчанию: 0.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====lightweight_sync_interval====<br />
:''<lightweight_sync_interval>1500</lightweight_sync_interval> <br />
:Этот параметр определяет время между легкими пакетами синхронизации (игрока) в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 1500<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====loadstringfile====<br />
:Задает местоположение и имя файла, используемого для регистрации вызовов функций loadstring. Если оставить пустым или вовсе не указывать, никакая регистрация не производится.<br />
<br />
====logfile====<br />
:''<logfile>logs/server.log</logfile><br />
:Указывает местонахождение и название файла, являющегося основным логом сервера. Если оставить пустым, сервер не будет вести этот лог.<br />
<br />
====maxplayers====<br />
:''<maxplayers>32</maxplayers><br />
:Этот параметр указывает максимальное количество игровых слотов, доступных на сервере;<br />
:значение по умолчанию: 32. Этот параметр является обязательным.<br />
<br />
====minclientversion====<br />
:''<minclientversion></minclientversion><br />
:Минимальная версия клиента. Клиентам ниже этой версии будет отказано в соединении. После отсоединения клиентам будет дана возможность закачать обновление. Если оставить пустым, эта настройка отключена и ограничения на возможность подключаться нет. Номера версий описаны на [[getPlayerVersion]] и выглядят примерно так: 1.1.0-9.03100.0<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:'''Заметьте, что эта настройка отвечает только за то, следует ли предложить клиенту обновиться. Фактический номер билда, который он получит, будет [[http://nightly.mtasa.com/ver наибольшим среди доступных]].'''<br />
<br />
{{New feature/item|3.0136|1.3.4|6023|<br />
====minclientversion_auto_update====<br />
:''<minclientversion_auto_update></minclientversion_auto_update><br />
:Значения: 0 - отключено, 1 - включено (с задержкой на несколько дней), 2 - включено (без задержек); значение по умолчанию: 1.<br />
:Этот параметр определяет, обновлять ли параметр <minclientversion> автоматически и когда.<br />
:Поддержка обновления <minclientversion> может помочь улучшить безопасность.<br />
:Примечание: Установка без задержек (2) рекомендуется только для соревновательных серверов.<br />
}}<br />
<br />
====module====<br />
:''<nowiki><!-- <module src="sample_win32.dll"/> --></nowiki><br />
:''<nowiki><!-- <module src="sample_linux.so"/> --></nowiki><br />
:Указывает модули, которые загружаются с сервером. Чтобы загрузить несколько модулей, добавьте больше строк (параметров) <module>. Опциональный параметр.<br />
<br />
====networkencryption====<br />
:''<networkencryption>1</networkencryption><br />
:Этот параметр указывает, будет ли обмен информацией между сервером и клиентом шифроваться. Шифрование может помочь в предотвращении просмотра и изменения сетевых данных.<br />
:Значения: 0 - отключено , 1 - включено ; значение по умолчанию: 1. Опциональный параметр.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====password====<br />
:''<password></password> <br />
:Если установлен, игрокам перед подключением к серверу понадобится вводить пароль, указанный выше. Если оставить пустым, пароль им не потребуется.<br />
::Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerPassword]] или [[setServerConfigSetting]]<br />
<br />
====ped_sync_interval====<br />
:''<ped_sync_interval>400</ped_sync_interval> <br />
:Этот параметр определяет время между пакетами синхронизации пешеходов в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 400<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====ped_syncer_distance====<br />
:''<ped_syncer_distance>100</ped_syncer_distance><br />
:Этот параметр определяет расстояние, на котором игрок сможет синхронизировать пешехода.<br />
:Диапазон доступных значений: 50 - 400; значение по умолчанию: 100<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====player_sync_interval====<br />
:''<player_sync_interval>100</player_sync_interval> <br />
:Этот параметр определяет время между пакетами синхронизации игрока в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 100<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====recommendedclientversion====<br />
:''<recommendedclientversion></recommendedclientversion><br />
:Рекомендуемая версия клиента. Если у клиента версия ниже, то при подсоединении ему будет предложено закачать обновление. Если оставить пустым, эта настройка отключена.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:'''Заметьте, что эта настройка отвечает только за то, следует ли предложить клиенту обновиться. Фактический номер билда, который он получит, будет [[http://nightly.mtasa.com/ver наибольшим среди доступных]].'''<br />
<br />
====resource====<br />
:''<resource src="admin" startup="1" protected="0"/><br />
:''<resource src="defaultstats" startup="1" protected="0"/><br />
:''<resource src="helpmanager" startup="1" protected="0"/><br />
:''<resource src="joinquit" startup="1" protected="0"/><br />
:''<resource src="mapcycler" startup="1" protected="0"/><br />
:''<resource src="mapmanager" startup="1" protected="0"/><br />
:''<resource src="parachute" startup="1" protected="0"/><br />
:''<resource src="resourcebrowser" startup="1" protected="1" default="true"/><br />
:''<resource src="resourcemanager" startup="1" protected="1"/><br />
:''<resource src="scoreboard" startup="1" protected="0"/><br />
:''<resource src="spawnmanager" startup="1" protected="0"/><br />
:''<resource src="voice" startup="1" protected="0" /><br />
:''<resource src="votemanager" startup="1" protected="0"/><br />
:''<resource src="webadmin" startup="1" protected="0"/><br />
:Указывает ресурсы, которые загружаются при запуске сервера и/или являются защищенными от возможности быть остановленными, при этом единственный способ остановить их будет только с помощью команды сервера ''stop'' или функции [[stopResource]]. Чтобы указать несколько ресурсов, добавьте больше строк (параметров) <resource>.<br />
<br />
:Кроме того, есть несколько атрибутов, которые контролируют как сервер поступает с каждым ресурсом:<br />
:* '''src''': имя ресурса. Единственный обязательный атрибут.<br />
:* '''startup''': контролирует, будет ли запущен ресурс при старте сервера или нет. Если "1", "true" или "yes", то ресурс будет запущен. Если не указано, то по умолчанию ресурс не запускается.<br />
:* '''protected''': если "1", "true" или "yes", ресурс не сможет быть остановлен после запуска.<br />
:* '''default''': если установлено значение "1", "true" или "yes", этот ресурс будет показан на главной странице встроенного HTTP-сервера, когда ни один другой ресурс не приводится в веб-адресе. Не возможно иметь более одного ресурса по умолчанию.<br />
<br />
====scriptdebuglogfile====<br />
:''<scriptdebuglogfile>logs/scripts.log</scriptdebuglogfile> <br />
:Указывает местоположение и название лог-файла debugscript. Если оставить пустым, сервер не будет вести этот лог.<br />
<br />
====scriptdebugloglevel====<br />
:''<scriptdebugloglevel>0</scriptdebugloglevel><br />
:Указывает уровень лог-файла debugscript. Доступные значения: 0, 1, 2, 3. Если не установлен, то по умолчанию 0.<br />
<br />
====serverip====<br />
:''<serverip></serverip><br />
:'''ИСПОЛЬЗУЙТЕ ЭТОТ ПАРАМЕТР ТОЛЬКО ЕСЛИ ВЫ УВЕРЕНЫ В ТОМ, ЧТО ДЕЛАЕТЕ'''<br />
:В основном он требуется только профессиональным серверам и в других случаях его следует оставлять пустым. Этот параметр указывает используемый IP для серверов, у которых имеется множество IP-адресов. Если оставить пустым, по умолчанию будет использоваться стандартный локальный IP-адрес сервера.<br />
:SERVERIP СЛЕДУЕТ ОСТАВИТЬ ПУСТЫМ ЗА ИСКЛЮЧЕНИЕМ СЛУЧАЕВ, КОГДА ВЫ УВЕРЕНЫ В ТОМ, ЧТО ДЕЛАЕТЕ<br />
:Люди, которые все же решатся, а потом будут просить о помощи, будут первыми поставлены к стенке после революции<br />
<br />
====servername====<br />
:''<servername>Default MTA Server</servername>''<br />
:Этот параметр указывает название, под которым сервер будет видимым во внутриигровом браузере серверов и Game-Monitor'е. Этот параметр является обязательным.<br />
<br />
====serverport====<br />
:''<serverport>22003</serverport> <br />
:Этот параметр указывает UDP порт сервера, на который будут поступать соединения игроков;<br />
:значение по умолчанию: 22003. Этот параметр является обязательным.<br />
<br />
====threadnet====<br />
:''<threadnet>1</threadnet> <br />
:Этот параметр указывает, запускать ли сетевую синхронизацию отдельным потоком или нет.<br />
:Включение сделает синхронизацию глаже, но может также слегка увеличить использование ЦП.<br />
:Значения: 0 - отключено , 1 - включено ; значение по умолчанию: 1.<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====unoccupied_vehicle_sync_interval====<br />
:''<unoccupied_vehicle_sync_interval>400</unoccupied_vehicle_sync_interval> <br />
:Этот параметр определяет время между пакетами синхронизации пустого транспортного средства в миллисекундах.<br />
:Диапазон доступных значений: 50 - 4000; значение по умолчанию: 400<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
:Предлагаемые для этого значения и другие настройки sync_interval можно найти здесь: [[Sync_interval_settings|Sync interval settings]]<br />
<br />
====unoccupied_vehicle_syncer_distance====<br />
:''<unoccupied_vehicle_syncer_distance>130</unoccupied_vehicle_syncer_distance><br />
:Этот параметр определяет расстояние, на котором игрок сможет синхронизировать никем не занятый транспорт.<br />
:Диапазон доступных значений: 50 - 400; значение по умолчанию: 130<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====vehext_percent====<br />
:''<vehext_percent>0</vehext_percent><br />
:Этот параметр позволит добиться лучшей синхронизации транспорта, движущегося с большой скоростью, за счёт компенсации задержки перемещения транспорта, сдвигая его дальше в зависимости от пинга игрока в процентах.<br />
:Диапазон доступных значений: 0 - 120; значение по умолчанию: 0<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====vehext_ping_limit====<br />
:''<vehext_ping_limit>150</vehext_ping_limit><br />
:Этот параметр отвечает за максимальный предел пинга игрока, по которому рассчитывается упреждение перемещения транспорта, в миллисекундах.<br />
:Диапазон доступных значений: 0 - 500; значение по умолчанию: 150<br />
:Этот параметр может быть изменен и сохранен во время работы сервера через [[setServerConfigSetting]]<br />
<br />
====voice====<br />
:''<voice>0</voice><br />
:Этот параметр указывает, включать ли для игроков внутриигровой голосовой чат или нет<br />
:Значения: 0 - отключено , 1 - включено<br />
<br />
====voice_bitrate====<br />
:''<nowiki><!-- <voice_bitrate>24600</voice_bitrate> --></nowiki><br />
:Указывает битрейт голоса в bps. Этот опциональный параметр перекрывает две последующие настройки. Если не установлен, MTA сама контролирует это. Будьте осторожны в использовании.<br />
<br />
====voice_quality====<br />
:''<voice_quality>4</voice_quality><br />
:Этот параметр указывает качество голоса для голосового чата. Чтобы это действовало, параметр 'voice' должен быть установлен на 1. Большие значения используют больше пропускной способности канала и поднимают качество голосового чата в целом<br />
:Диапазон доступных значений: 0 - 10. По умолчанию - 4<br />
<br />
====voice_samplerate====<br />
:''<voice_samplerate>1</voice_samplerate><br />
:Этот параметр указывает частоту дискретизации голосового чата. Чтобы это действовало, параметр 'voice' должен быть установлен на 1. Большие значения используют больше пропускной способности канала и поднимают дискретизационное качество голосового чата<br />
:Значения: 0 - Узкополосный (8kHz), 1 - Широкополосный (16kHz), 2 - Ультраширокополосный (32kHz). По умолчанию - 1<br />
<br />
[[Category:Поддержка]]<br />
[[en:Server mtaserver.conf]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=AttachElements&diff=49756
AttachElements
2016-11-04T03:58:24Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{Server client function}}<br />
This function attaches one element to another, so that the first one follows the second whenever it moves. <br />
<br />
If an attempt is made to attach two elements that are already attached the opposite way (eg theElement becomes theAttachToElement and vice versa), the 1st attachment order is automatically detached in favor of the 2nd attachment order. For example, if carA was attached to carB, now carB is attached to carA. Also, an element cannot be attached to two separate elements at one time. For example, two cars can be attached to one single car, but one single car cannot be attached to two separate cars. If you attempt to do this, the existing attachment will automatically be dropped in favor of the new attachment. For example, if carA is asked to attached to carB then carC, it is only attached to carC.<br />
<br />
This is not compatible with all elements. The following elements are compatible:<br />
* [[Marker]]s<br />
* [[Blip]]s<br />
* [[Object]]s<br />
* [[Player]]s<br />
* [[Vehicle]]s<br />
* [[Sound]]s<br />
* [[Colshape]]s<br />
* [[Camera]]s<br />
* [[createWeapon|Weapons]]<br />
<br />
'''Note:''' The offset coodinates reflect the object space, not the world space. This means that you cannot calculate the exact offsets between two objects by pre-positioning them in the map editor as a reference. Please see [[attachElementsOffsets]] for more details.<br />
<br />
'''Note #2:''' Due to a limitation in GTA, unexpected attach rotations may occur if all rotation offsets are non-zero. (i.e. Try to ensure at least one of 'xRotOffset', 'yRotOffset' or 'zRotOffset' is zero)<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool attachElements ( element theElement, element theAttachToElement, [ float xPosOffset = 0, float yPosOffset = 0, float zPosOffset = 0, float xRotOffset = 0, float yRotOffset = 0, float zRotOffset = 0 ] )<br />
</syntaxhighlight> <br />
{{OOP||[[element]]:attach||detachElements}}<br />
<br />
===Required Arguments=== <br />
*'''theElement:''' The element to be attached.<br />
*'''theAttachToElement:''' The element to attach the first to.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''xPosOffset:''' The x offset, if you want the elements to be a certain distance from one another (default 0).<br />
*'''yPosOffset:''' The y offset (default 0).<br />
*'''zPosOffset:''' The z offset (default 0).<br />
*'''xRotOffset:''' The x rotation offset (default 0).<br />
*'''yRotOffset:''' The y rotation offset (default 0).<br />
*'''zRotOffset:''' The z rotation offset (default 0).<br />
<br />
===Returns===<br />
Returns ''true'' if the attaching process was successful, ''false'' otherwise.<br />
<br />
==Example== <br />
<section name="Server" class="server" show="true"><br />
'''Example 1:''' This example attaches a marker to the player who steals the Mr. Whoopee:<br />
<syntaxhighlight lang="lua"><br />
-- create the vehicle<br />
local vehicleMrWhoopee = createVehicle ( 423, 237.472, -54.225, 1.518, 0, 354.488, 0 )<br />
<br />
function onMrWhoopeeEnter ( thePlayer, seat, jackedPlayer )<br />
outputChatBox ( getPlayerName ( thePlayer ) .. " stole the Whoopee!", root, 255, 0, 0 )<br />
-- create the marker to attach<br />
local arrowMarker = createMarker ( 0, 0, 0, "arrow", .75, 255, 0, 0, 170 )<br />
-- attach the marker to the player with a vertical offset of 2 units<br />
attachElements ( arrowMarker, thePlayer, 0, 0, 2 )<br />
end<br />
<br />
-- attach it to an event<br />
addEventHandler ( "onVehicleEnter", vehicleMrWhoopee, onMrWhoopeeEnter )<br />
</syntaxhighlight><br />
'''Example 2:''' This function adds a tank on top of a player (for extra defense):<br />
<syntaxhighlight lang="lua"><br />
function tankHat ( source, commandName )<br />
local x, y, z = getElementPosition ( source ) --Get the players position<br />
local tank = createVehicle ( 432, x, y, z + 5 ) --Create a tank<br />
attachElements ( tank, source, 0, 0, 5 ) --Attach the tank to the player.<br />
end<br />
addCommandHandler ( "hat", tankHat )<br />
</syntaxhighlight><br />
</section><br />
<section name="Client" class="client" show="true"><br />
'''Example 3:''' This function adds a tank on top of a player (for extra defense), clientside. This means it will be invisible to other players.<br />
<syntaxhighlight lang="lua"><br />
function tankHat (commandName)<br />
local position = Vector3(getElementPosition (localPlayer)) -- Get the players position<br />
local tank = createVehicle ( 432, position.x, position.y, position.z + 5 ) -- Create a tank<br />
attachElements (tank,localPlayer, 0, 0, 5 ) -- Attach the tank to the player.<br />
end<br />
addCommandHandler( "hat", tankHat )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Element functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=GetKeyState&diff=49467
GetKeyState
2016-10-10T05:35:43Z
<p>Lexr128: Undo revision 49434 by AkaBlue (talk)</p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
This function determines if a certain key is pressed or not.<br />
<br />
'''Note:''' 'ralt' may trigger both 'ralt' and 'lctrl', this is due to AltGr<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool getKeyState ( string keyName )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''keyName:''' The name of the key you're checking state of. See [[Key names]].<br />
<br />
===Returns===<br />
Returns ''true'' if the specified key is pressed, ''false'' if it isn't or if an invalid key name is passed.<br />
<br />
==Example== <br />
This clientside example prints a message when "p" is pressed, and a different one for the "control+p" combination.<br />
<syntaxhighlight lang="lua"><br />
-- define a function that outputs a message if control is pressed, and a different one if it isn't<br />
function printMessageFunction()<br />
-- if the left or right control keys are pressed, the user has pressed the "control+p" combo<br />
if getKeyState( "lctrl" ) == true or getKeyState( "rctrl" ) == true then<br />
outputChatBox ( "You have pressed 'control+p'." )<br />
-- if none of those were pressed, he just pressed the "p" key<br />
else<br />
outputChatBox ( "You have pressed 'p'." )<br />
end<br />
end<br />
-- bind the "p" key to our function<br />
bindKey( "p", "down", "Print message", printMessageFunction )<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Client_input_functions}}</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Template:Animations&diff=49109
Template:Animations
2016-09-12T06:52:01Z
<p>Lexr128: All to lower case, cuz GTA:SA animation names are case insensitive. In order to avoid problems like Issue #9346</p>
<hr />
<div><div style="overflow: auto;"><br />
{| style="width: 100%; background: #f9f9f9; border: 1px solid #ddd; font-size: 95%;"<br />
| style="width: 10%;" |<br />
* [[Animations#airport|airport]]<br />
* [[Animations#attractors|attractors]]<br />
* [[Animations#bar|bar]]<br />
* [[Animations#baseball|baseball]]<br />
* [[Animations#bd_fire|bd_fire]]<br />
* [[Animations#beach|beach]]<br />
* [[Animations#benchpress|benchpress]]<br />
* [[Animations#bf_injection|bf_injection]]<br />
* [[Animations#biked|biked]]<br />
* [[Animations#bikeh|bikeh]]<br />
* [[Animations#bikeleap|bikeleap]]<br />
* [[Animations#bikes|bikes]]<br />
* [[Animations#bikev|bikev]]<br />
* [[Animations#bike_dbz|bike_dbz]]<br />
* [[Animations#bmx|bmx]]<br />
* [[Animations#bomber|bomber]]<br />
| style="width: 10%;" |<br />
* [[Animations#box|box]]<br />
* [[Animations#bsktball|bsktball]]<br />
* [[Animations#buddy|buddy]]<br />
* [[Animations#bus|bus]]<br />
* [[Animations#camera|camera]]<br />
* [[Animations#car|car]]<br />
* [[Animations#carry|carry]]<br />
* [[Animations#car_chat|car_chat]]<br />
* [[Animations#casino|casino]]<br />
* [[Animations#chainsaw|chainsaw]]<br />
* [[Animations#choppa|choppa]]<br />
* [[Animations#clothes|clothes]]<br />
* [[Animations#coach|coach]]<br />
* [[Animations#colt45|colt45]]<br />
* [[Animations#cop_ambient|cop_ambient]]<br />
* [[Animations#cop_dvbyz|cop_dvbyz]]<br />
| style="width: 10%;" |<br />
* [[Animations#crack|crack]]<br />
* [[Animations#crib|crib]]<br />
* [[Animations#dam_jump|dam_jump]]<br />
* [[Animations#dancing|dancing]]<br />
* [[Animations#dealer|dealer]]<br />
* [[Animations#dildo|dildo]]<br />
* [[Animations#dodge|dodge]]<br />
* [[Animations#dozer|dozer]]<br />
* [[Animations#drivebys|drivebys]]<br />
* [[Animations#fat|fat]]<br />
* [[Animations#fight_b|fight_b]]<br />
* [[Animations#fight_c|fight_c]]<br />
* [[Animations#fight_d|fight_d]]<br />
* [[Animations#fight_e|fight_e]]<br />
* [[Animations#finale|finale]]<br />
* [[Animations#finale2|finale2]]<br />
| style="width: 10%;" |<br />
* [[Animations#flame|flame]]<br />
* [[Animations#flowers|flowers]]<br />
* [[Animations#food|food]]<br />
* [[Animations#freeweights|freeweights]]<br />
* [[Animations#gangs|gangs]]<br />
* [[Animations#ghands|ghands]]<br />
* [[Animations#ghetto_db|ghetto_db]]<br />
* [[Animations#goggles|goggles]]<br />
* [[Animations#graffiti|graffiti]]<br />
* [[Animations#graveyard|graveyard]]<br />
* [[Animations#grenade|grenade]]<br />
* [[Animations#gymnasium|gymnasium]]<br />
* [[Animations#haircuts|haircuts]]<br />
* [[Animations#heist9|heist9]]<br />
* [[Animations#int_house|int_house]]<br />
* [[Animations#int_office|int_office]]<br />
| style="width: 10%;" |<br />
* [[Animations#int_shop|int_shop]]<br />
* [[Animations#jst_buisness|jst_buisness]]<br />
* [[Animations#kart|kart]]<br />
* [[Animations#kissing|kissing]]<br />
* [[Animations#knife|knife]]<br />
* [[Animations#lapdan1|lapdan1]]<br />
* [[Animations#lapdan2|lapdan2]]<br />
* [[Animations#lapdan3|lapdan3]]<br />
* [[Animations#lowrider|lowrider]]<br />
* [[Animations#md_chase|md_chase]]<br />
* [[Animations#md_end|md_end]]<br />
* [[Animations#medic|medic]]<br />
* [[Animations#misc|misc]]<br />
* [[Animations#mtb|mtb]]<br />
* [[Animations#muscular|muscular]]<br />
* [[Animations#nevada|nevada]]<br />
| style="width: 10%;" |<br />
* [[Animations#on_lookers|on_lookers]]<br />
* [[Animations#otb|otb]]<br />
* [[Animations#parachute|parachute]]<br />
* [[Animations#park|park]]<br />
* [[Animations#paulnmac|paulnmac]]<br />
* [[Animations#ped|ped]]<br />
* [[Animations#player_dvbys|player_dvbys]]<br />
* [[Animations#playidles|playidles]]<br />
* [[Animations#police|police]]<br />
* [[Animations#pool|pool]]<br />
* [[Animations#poor|poor]]<br />
* [[Animations#python|python]]<br />
* [[Animations#quad|quad]]<br />
* [[Animations#quad_dbz|quad_dbz]]<br />
* [[Animations#rapping|rapping]]<br />
* [[Animations#rifle|rifle]]<br />
| style="width: 10%;" |<br />
* [[Animations#riot|riot]]<br />
* [[Animations#rob_bank|rob_bank]]<br />
* [[Animations#rocket|rocket]]<br />
* [[Animations#rustler|rustler]]<br />
* [[Animations#ryder|ryder]]<br />
* [[Animations#scratching|scratching]]<br />
* [[Animations#shamal|shamal]]<br />
* [[Animations#shop|shop]]<br />
* [[Animations#shotgun|shotgun]]<br />
* [[Animations#silenced|silenced]]<br />
* [[Animations#skate|skate]]<br />
* [[Animations#smoking|smoking]]<br />
* [[Animations#sniper|sniper]]<br />
* [[Animations#spraycan|spraycan]]<br />
* [[Animations#strip|strip]]<br />
* [[Animations#sunbathe|sunbathe]]<br />
| style="width: 10%;" |<br />
* [[Animations#swat|swat]]<br />
* [[Animations#sweet|sweet]]<br />
* [[Animations#swim|swim]]<br />
* [[Animations#sword|sword]]<br />
* [[Animations#tank|tank]]<br />
* [[Animations#tattoos|tattoos]]<br />
* [[Animations#tec|tec]]<br />
* [[Animations#train|train]]<br />
* [[Animations#truck|truck]]<br />
* [[Animations#uzi|uzi]]<br />
* [[Animations#van|van]]<br />
* [[Animations#vending|vending]]<br />
* [[Animations#vortex|vortex]]<br />
* [[Animations#wayfarer|wayfarer]]<br />
* [[Animations#weapons|weapons]]<br />
* [[Animations#wuzi|wuzi]]<br />
|}<br />
</div></div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Animations&diff=49108
Animations
2016-09-12T06:50:04Z
<p>Lexr128: All to lower case, cuz GTA:SA animation names are case insensitive. In order to avoid problems like Issue #9346</p>
<hr />
<div>__NOTOC__{{Animations}}<br />
==airport==<br />
* thrw_barl_thrw <br />
==attractors==<br />
* stepsit_in<br />
* stepsit_loop<br />
* stepsit_out <br />
==bar==<br />
* barcustom_get<br />
* barcustom_loop<br />
* barcustom_order<br />
* barman_idle<br />
* barserve_bottle<br />
* barserve_give<br />
* barserve_glass<br />
* barserve_in<br />
* barserve_loop<br />
* barserve_order<br />
* dnk_stndf_loop<br />
* dnk_stndm_loop <br />
==baseball==<br />
* bat_1<br />
* bat_2<br />
* bat_3<br />
* bat_4<br />
* bat_block<br />
* bat_hit_1<br />
* bat_hit_2<br />
* bat_hit_3<br />
* bat_idle<br />
* bat_m<br />
* bat_part <br />
==bd_fire==<br />
* bd_fire1<br />
* bd_fire2<br />
* bd_fire3<br />
* bd_gf_wave<br />
* bd_panic_01<br />
* bd_panic_02<br />
* bd_panic_03<br />
* bd_panic_04<br />
* bd_panic_loop<br />
* grlfrd_kiss_03<br />
* m_smklean_loop<br />
* playa_kiss_03<br />
* wash_up <br />
==beach==<br />
* bather<br />
* lay_bac_loop<br />
* parksit_m_loop<br />
* parksit_w_loop<br />
* sitnwait_loop_w <br />
==benchpress==<br />
* gym_bp_celebrate<br />
* gym_bp_down<br />
* gym_bp_getoff<br />
* gym_bp_geton<br />
* gym_bp_up_a<br />
* gym_bp_up_b<br />
* gym_bp_up_smooth <br />
==bf_injection==<br />
* bf_getin_lhs<br />
* bf_getin_rhs<br />
* bf_getout_lhs<br />
* bf_getout_rhs <br />
==biked==<br />
* biked_back<br />
* biked_drivebyft<br />
* biked_drivebylhs<br />
* biked_drivebyrhs<br />
* biked_fwd<br />
* biked_getoffback<br />
* biked_getofflhs<br />
* biked_getoffrhs<br />
* biked_hit<br />
* biked_jumponl<br />
* biked_jumponr<br />
* biked_kick<br />
* biked_left<br />
* biked_passenger<br />
* biked_pushes<br />
* biked_ride<br />
* biked_right<br />
* biked_shuffle<br />
* biked_still <br />
==bikeh==<br />
* bikeh_back<br />
* bikeh_drivebyft<br />
* bikeh_drivebylhs<br />
* bikeh_drivebyrhs<br />
* bikeh_fwd<br />
* bikeh_getoffback<br />
* bikeh_getofflhs<br />
* bikeh_getoffrhs<br />
* bikeh_hit<br />
* bikeh_jumponl<br />
* bikeh_jumponr<br />
* bikeh_kick<br />
* bikeh_left<br />
* bikeh_passenger<br />
* bikeh_pushes<br />
* bikeh_ride<br />
* bikeh_right<br />
* bikeh_still <br />
==bikeleap==<br />
* bk_blnce_in<br />
* bk_blnce_out<br />
* bk_jmp<br />
* bk_rdy_in<br />
* bk_rdy_out<br />
* struggle_cesar<br />
* struggle_driver<br />
* truck_driver<br />
* truck_getin <br />
==bikes==<br />
* bikes_back<br />
* bikes_drivebyft<br />
* bikes_drivebylhs<br />
* bikes_drivebyrhs<br />
* bikes_fwd<br />
* bikes_getoffback<br />
* bikes_getofflhs<br />
* bikes_getoffrhs<br />
* bikes_hit<br />
* bikes_jumponl<br />
* bikes_jumponr<br />
* bikes_kick<br />
* bikes_left<br />
* bikes_passenger<br />
* bikes_pushes<br />
* bikes_ride<br />
* bikes_right<br />
* bikes_snatch_l<br />
* bikes_snatch_r<br />
* bikes_still <br />
==bikev==<br />
* bikev_back<br />
* bikev_drivebyft<br />
* bikev_drivebylhs<br />
* bikev_drivebyrhs<br />
* bikev_fwd<br />
* bikev_getoffback<br />
* bikev_getofflhs<br />
* bikev_getoffrhs<br />
* bikev_hit<br />
* bikev_jumponl<br />
* bikev_jumponr<br />
* bikev_kick<br />
* bikev_left<br />
* bikev_passenger<br />
* bikev_pushes<br />
* bikev_ride<br />
* bikev_right<br />
* bikev_still <br />
==bike_dbz==<br />
* pass_driveby_bwd<br />
* pass_driveby_fwd<br />
* pass_driveby_lhs<br />
* pass_driveby_rhs <br />
==bmx==<br />
* bmx_back<br />
* bmx_bunnyhop<br />
* bmx_drivebyft<br />
* bmx_driveby_lhs<br />
* bmx_driveby_rhs<br />
* bmx_fwd<br />
* bmx_getoffback<br />
* bmx_getofflhs<br />
* bmx_getoffrhs<br />
* bmx_jumponl<br />
* bmx_jumponr<br />
* bmx_left<br />
* bmx_pedal<br />
* bmx_pushes<br />
* bmx_ride<br />
* bmx_right<br />
* bmx_sprint<br />
* bmx_still <br />
==bomber==<br />
* bom_plant<br />
* bom_plant_2idle<br />
* bom_plant_crouch_in<br />
* bom_plant_crouch_out<br />
* bom_plant_in<br />
* bom_plant_loop <br />
==box==<br />
* boxhipin<br />
* boxhipup<br />
* boxshdwn<br />
* boxshup<br />
* bxhipwlk<br />
* bxhwlki<br />
* bxshwlk<br />
* bxshwlki<br />
* bxwlko<br />
* catch_box <br />
==bsktball==<br />
* bball_def_jump_shot<br />
* bball_def_loop<br />
* bball_def_stepl<br />
* bball_def_stepr<br />
* bball_dnk<br />
* bball_dnk_gli<br />
* bball_dnk_gli_o<br />
* bball_dnk_lnch<br />
* bball_dnk_lnch_o<br />
* bball_dnk_lnd<br />
* bball_dnk_o<br />
* bball_idle<br />
* bball_idle2<br />
* bball_idle2_o<br />
* bball_idleloop<br />
* bball_idleloop_o<br />
* bball_idle_o<br />
* bball_jump_cancel<br />
* bball_jump_cancel_o<br />
* bball_jump_end<br />
* bball_jump_shot<br />
* bball_jump_shot_o<br />
* bball_net_dnk_o<br />
* bball_pickup<br />
* bball_pickup_o<br />
* bball_react_miss<br />
* bball_react_score<br />
* bball_run<br />
* bball_run_o<br />
* bball_skidstop_l<br />
* bball_skidstop_l_o<br />
* bball_skidstop_r<br />
* bball_skidstop_r_o<br />
* bball_walk<br />
* bball_walkstop_l<br />
* bball_walkstop_l_o<br />
* bball_walkstop_r<br />
* bball_walkstop_r_o<br />
* bball_walk_o<br />
* bball_walk_start<br />
* bball_walk_start_o <br />
==buddy==<br />
* buddy_crouchfire<br />
* buddy_crouchreload<br />
* buddy_fire<br />
* buddy_fire_poor<br />
* buddy_reload <br />
==bus==<br />
* bus_close<br />
* bus_getin_lhs<br />
* bus_getin_rhs<br />
* bus_getout_lhs<br />
* bus_getout_rhs<br />
* bus_jacked_lhs<br />
* bus_open<br />
* bus_open_rhs<br />
* bus_pullout_lhs <br />
==camera==<br />
* camcrch_cmon<br />
* camcrch_idleloop<br />
* camcrch_stay<br />
* camcrch_to_camstnd<br />
* camstnd_cmon<br />
* camstnd_idleloop<br />
* camstnd_lkabt<br />
* camstnd_to_camcrch<br />
* piccrch_in<br />
* piccrch_out<br />
* piccrch_take<br />
* picstnd_in<br />
* picstnd_out<br />
* picstnd_take <br />
==car==<br />
* fixn_car_loop<br />
* fixn_car_out<br />
* flag_drop<br />
* sit_relaxed<br />
* tap_hand<br />
* tyd2car_bump<br />
* tyd2car_high<br />
* tyd2car_low<br />
* tyd2car_med<br />
* tyd2car_turnl<br />
* tyd2car_turnr <br />
==carry==<br />
* crry_prtial<br />
* liftup<br />
* liftup05<br />
* liftup105<br />
* putdwn<br />
* putdwn05<br />
* putdwn105 <br />
==car_chat==<br />
* carfone_in<br />
* carfone_loopa<br />
* carfone_loopa_to_b<br />
* carfone_loopb<br />
* carfone_loopb_to_a<br />
* carfone_out<br />
* car_sc1_bl<br />
* car_sc1_br<br />
* car_sc1_fl<br />
* car_sc1_fr<br />
* car_sc2_fl<br />
* car_sc3_br<br />
* car_sc3_fl<br />
* car_sc3_fr<br />
* car_sc4_bl<br />
* car_sc4_br<br />
* car_sc4_fl<br />
* car_sc4_fr<br />
* car_talkm_in<br />
* car_talkm_loop<br />
* car_talkm_out <br />
==casino==<br />
* cards_in<br />
* cards_loop<br />
* cards_lose<br />
* cards_out<br />
* cards_pick_01<br />
* cards_pick_02<br />
* cards_raise<br />
* cards_win<br />
* dealone<br />
* manwinb<br />
* manwind<br />
* roulette_bet<br />
* roulette_in<br />
* roulette_loop<br />
* roulette_lose<br />
* roulette_out<br />
* roulette_win<br />
* slot_bet_01<br />
* slot_bet_02<br />
* slot_in<br />
* slot_lose_out<br />
* slot_plyr<br />
* slot_wait<br />
* slot_win_out<br />
* wof <br />
==chainsaw==<br />
* csaw_1<br />
* csaw_2<br />
* csaw_3<br />
* csaw_g<br />
* csaw_hit_1<br />
* csaw_hit_2<br />
* csaw_hit_3<br />
* csaw_part<br />
* idle_csaw<br />
* weapon_csaw<br />
* weapon_csawlo <br />
==choppa==<br />
* choppa_back<br />
* choppa_bunnyhop<br />
* choppa_drivebyft<br />
* choppa_driveby_lhs<br />
* choppa_driveby_rhs<br />
* choppa_fwd<br />
* choppa_getoffback<br />
* choppa_getofflhs<br />
* choppa_getoffrhs<br />
* choppa_jumponl<br />
* choppa_jumponr<br />
* choppa_left<br />
* choppa_pedal<br />
* choppa_pushes<br />
* choppa_ride<br />
* choppa_right<br />
* choppa_sprint<br />
* choppa_still <br />
==clothes==<br />
* clo_buy<br />
* clo_in<br />
* clo_out<br />
* clo_pose_hat<br />
* clo_pose_in<br />
* clo_pose_in_o<br />
* clo_pose_legs<br />
* clo_pose_loop<br />
* clo_pose_out<br />
* clo_pose_out_o<br />
* clo_pose_shoes<br />
* clo_pose_torso<br />
* clo_pose_watch <br />
==coach==<br />
* coach_inl<br />
* coach_inr<br />
* coach_opnl<br />
* coach_opnr<br />
* coach_outl<br />
* coach_outr <br />
==colt45==<br />
* 2guns_crouchfire<br />
* colt45_crouchfire<br />
* colt45_crouchreload<br />
* colt45_fire<br />
* colt45_fire_2hands<br />
* colt45_reload<br />
* sawnoff_reload <br />
==cop_ambient==<br />
* copbrowse_in<br />
* copbrowse_loop<br />
* copbrowse_nod<br />
* copbrowse_out<br />
* copbrowse_shake<br />
* coplook_in<br />
* coplook_loop<br />
* coplook_nod<br />
* coplook_out<br />
* coplook_shake<br />
* coplook_think<br />
* coplook_watch <br />
==cop_dvbyz==<br />
* cop_dvby_b<br />
* cop_dvby_ft<br />
* cop_dvby_l<br />
* cop_dvby_r <br />
==crack==<br />
* bbalbat_idle_01<br />
* bbalbat_idle_02<br />
* crckdeth1<br />
* crckdeth2<br />
* crckdeth3<br />
* crckdeth4<br />
* crckidle1<br />
* crckidle2<br />
* crckidle3<br />
* crckidle4 <br />
==crib==<br />
* crib_console_loop<br />
* crib_use_switch<br />
* ped_console_loop<br />
* ped_console_loose<br />
* ped_console_win <br />
==dam_jump==<br />
* dam_dive_loop<br />
* dam_land<br />
* dam_launch<br />
* jump_roll<br />
* sf_jumpwall <br />
==dancing==<br />
* bd_clap<br />
* bd_clap1<br />
* dance_loop<br />
* dan_down_a<br />
* dan_left_a<br />
* dan_loop_a<br />
* dan_right_a<br />
* dan_up_a<br />
* dnce_m_a<br />
* dnce_m_b<br />
* dnce_m_c<br />
* dnce_m_d<br />
* dnce_m_e <br />
==dealer==<br />
* dealer_deal<br />
* dealer_idle<br />
* dealer_idle_01<br />
* dealer_idle_02<br />
* dealer_idle_03<br />
* drugs_buy<br />
* shop_pay <br />
==dildo==<br />
* dildo_1<br />
* dildo_2<br />
* dildo_3<br />
* dildo_block<br />
* dildo_g<br />
* dildo_hit_1<br />
* dildo_hit_2<br />
* dildo_hit_3<br />
* dildo_idle <br />
==dodge==<br />
* cover_dive_01<br />
* cover_dive_02<br />
* crushed<br />
* crush_jump <br />
==dozer==<br />
* dozer_align_lhs<br />
* dozer_align_rhs<br />
* dozer_getin_lhs<br />
* dozer_getin_rhs<br />
* dozer_getout_lhs<br />
* dozer_getout_rhs<br />
* dozer_jacked_lhs<br />
* dozer_jacked_rhs<br />
* dozer_pullout_lhs<br />
* dozer_pullout_rhs <br />
==drivebys==<br />
* gang_drivebylhs<br />
* gang_drivebylhs_bwd<br />
* gang_drivebylhs_fwd<br />
* gang_drivebyrhs<br />
* gang_drivebyrhs_bwd<br />
* gang_drivebyrhs_fwd<br />
* gang_drivebytop_lhs<br />
* gang_drivebytop_rhs <br />
==fat==<br />
* fatidle<br />
* fatidle_armed<br />
* fatidle_csaw<br />
* fatidle_rocket<br />
* fatrun<br />
* fatrun_armed<br />
* fatrun_csaw<br />
* fatrun_rocket<br />
* fatsprint<br />
* fatwalk<br />
* fatwalkstart<br />
* fatwalkstart_csaw<br />
* fatwalkst_armed<br />
* fatwalkst_rocket<br />
* fatwalk_armed<br />
* fatwalk_csaw<br />
* fatwalk_rocket<br />
* idle_tired <br />
==fight_b==<br />
* fightb_1<br />
* fightb_2<br />
* fightb_3<br />
* fightb_block<br />
* fightb_g<br />
* fightb_idle<br />
* fightb_m<br />
* hitb_1<br />
* hitb_2<br />
* hitb_3 <br />
==fight_c==<br />
* fightc_1<br />
* fightc_2<br />
* fightc_3<br />
* fightc_block<br />
* fightc_blocking<br />
* fightc_g<br />
* fightc_idle<br />
* fightc_m<br />
* fightc_spar<br />
* hitc_1<br />
* hitc_2<br />
* hitc_3 <br />
==fight_d==<br />
* fightd_1<br />
* fightd_2<br />
* fightd_3<br />
* fightd_block<br />
* fightd_g<br />
* fightd_idle<br />
* fightd_m<br />
* hitd_1<br />
* hitd_2<br />
* hitd_3 <br />
==fight_e==<br />
* fightkick<br />
* fightkick_b<br />
* hit_fightkick<br />
* hit_fightkick_b <br />
==finale==<br />
* fin_climb_in<br />
* fin_cop1_climbout2<br />
* fin_cop1_loop<br />
* fin_cop1_stomp<br />
* fin_hang_l<br />
* fin_hang_loop<br />
* fin_hang_r<br />
* fin_hang_slip<br />
* fin_jump_on<br />
* fin_land_car<br />
* fin_land_die<br />
* fin_legsup<br />
* fin_legsup_l<br />
* fin_legsup_loop<br />
* fin_legsup_r<br />
* fin_let_go <br />
==finale2==<br />
* fin_cop1_climbout<br />
* fin_cop1_fall<br />
* fin_cop1_loop<br />
* fin_cop1_shot<br />
* fin_cop1_swing<br />
* fin_cop2_climbout<br />
* fin_switch_p<br />
* fin_switch_s <br />
==flame==<br />
* flame_fire <br />
==flowers==<br />
* flower_attack<br />
* flower_attack_m<br />
* flower_hit <br />
==food==<br />
* eat_burger<br />
* eat_chicken<br />
* eat_pizza<br />
* eat_vomit_p<br />
* eat_vomit_sk<br />
* ff_dam_bkw<br />
* ff_dam_fwd<br />
* ff_dam_left<br />
* ff_dam_right<br />
* ff_die_bkw<br />
* ff_die_fwd<br />
* ff_die_left<br />
* ff_die_right<br />
* ff_sit_eat1<br />
* ff_sit_eat2<br />
* ff_sit_eat3<br />
* ff_sit_in<br />
* ff_sit_in_l<br />
* ff_sit_in_r<br />
* ff_sit_look<br />
* ff_sit_loop<br />
* ff_sit_out_180<br />
* ff_sit_out_l_180<br />
* ff_sit_out_r_180<br />
* shp_thank<br />
* shp_tray_in<br />
* shp_tray_lift<br />
* shp_tray_lift_in<br />
* shp_tray_lift_loop<br />
* shp_tray_lift_out<br />
* shp_tray_out<br />
* shp_tray_pose<br />
* shp_tray_return <br />
==freeweights==<br />
* gym_barbell<br />
* gym_free_a<br />
* gym_free_b<br />
* gym_free_celebrate<br />
* gym_free_down<br />
* gym_free_loop<br />
* gym_free_pickup<br />
* gym_free_putdown<br />
* gym_free_up_smooth <br />
==gangs==<br />
* dealer_deal<br />
* dealer_idle<br />
* drnkbr_prtl<br />
* drnkbr_prtl_f<br />
* drugs_buy<br />
* hndshkaa<br />
* hndshkba<br />
* hndshkca<br />
* hndshkcb<br />
* hndshkda<br />
* hndshkea<br />
* hndshkfa<br />
* hndshkfa_swt<br />
* invite_no<br />
* invite_yes<br />
* leanidle<br />
* leanin<br />
* leanout<br />
* prtial_gngtlka<br />
* prtial_gngtlkb<br />
* prtial_gngtlkc<br />
* prtial_gngtlkd<br />
* prtial_gngtlke<br />
* prtial_gngtlkf<br />
* prtial_gngtlkg<br />
* prtial_gngtlkh<br />
* prtial_hndshk_01<br />
* prtial_hndshk_biz_01<br />
* shake_cara<br />
* shake_cark<br />
* shake_carsh<br />
* smkcig_prtl<br />
* smkcig_prtl_f <br />
==ghands==<br />
* gsign1<br />
* gsign1lh<br />
* gsign2<br />
* gsign2lh<br />
* gsign3<br />
* gsign3lh<br />
* gsign4<br />
* gsign4lh<br />
* gsign5<br />
* gsign5lh<br />
* lhgsign1<br />
* lhgsign2<br />
* lhgsign3<br />
* lhgsign4<br />
* lhgsign5<br />
* rhgsign1<br />
* rhgsign2<br />
* rhgsign3<br />
* rhgsign4<br />
* rhgsign5 <br />
==ghetto_db==<br />
* gdb_car2_ply<br />
* gdb_car2_smo<br />
* gdb_car2_swe<br />
* gdb_car_ply<br />
* gdb_car_ryd<br />
* gdb_car_smo<br />
* gdb_car_swe <br />
==goggles==<br />
* goggles_put_on <br />
==graffiti==<br />
* graffiti_chkout<br />
* spraycan_fire <br />
==graveyard==<br />
* mrnf_loop<br />
* mrnm_loop<br />
* prst_loopa <br />
==grenade==<br />
* weapon_start_throw<br />
* weapon_throw<br />
* weapon_throwu <br />
==gymnasium==<br />
* gymshadowbox<br />
* gym_bike_celebrate<br />
* gym_bike_fast<br />
* gym_bike_faster<br />
* gym_bike_getoff<br />
* gym_bike_geton<br />
* gym_bike_pedal<br />
* gym_bike_slow<br />
* gym_bike_still<br />
* gym_jog_falloff<br />
* gym_shadowbox<br />
* gym_tread_celebrate<br />
* gym_tread_falloff<br />
* gym_tread_getoff<br />
* gym_tread_geton<br />
* gym_tread_jog<br />
* gym_tread_sprint<br />
* gym_tread_tired<br />
* gym_tread_walk<br />
* gym_walk_falloff<br />
* pedals_fast<br />
* pedals_med<br />
* pedals_slow<br />
* pedals_still <br />
==haircuts==<br />
* brb_beard_01<br />
* brb_buy<br />
* brb_cut<br />
* brb_cut_in<br />
* brb_cut_out<br />
* brb_hair_01<br />
* brb_hair_02<br />
* brb_in<br />
* brb_loop<br />
* brb_out<br />
* brb_sit_in<br />
* brb_sit_loop<br />
* brb_sit_out <br />
==heist9==<br />
* cas_g2_gasko<br />
* swt_wllpk_l<br />
* swt_wllpk_l_back<br />
* swt_wllpk_r<br />
* swt_wllpk_r_back<br />
* swt_wllshoot_in_l<br />
* swt_wllshoot_in_r<br />
* swt_wllshoot_out_l<br />
* swt_wllshoot_out_r<br />
* use_swipecard <br />
==int_house==<br />
* bed_in_l<br />
* bed_in_r<br />
* bed_loop_l<br />
* bed_loop_r<br />
* bed_out_l<br />
* bed_out_r<br />
* lou_in<br />
* lou_loop<br />
* lou_out<br />
* wash_up <br />
==int_office==<br />
* ff_dam_fwd<br />
* off_sit_2idle_180<br />
* off_sit_bored_loop<br />
* off_sit_crash<br />
* off_sit_drink<br />
* off_sit_idle_loop<br />
* off_sit_in<br />
* off_sit_read<br />
* off_sit_type_loop<br />
* off_sit_watch <br />
==int_shop==<br />
* shop_cashier<br />
* shop_in<br />
* shop_looka<br />
* shop_lookb<br />
* shop_loop<br />
* shop_out<br />
* shop_pay<br />
* shop_shelf <br />
==jst_buisness==<br />
* girl_01<br />
* girl_02<br />
* player_01<br />
* smoke_01 <br />
==kart==<br />
* kart_getin_lhs<br />
* kart_getin_rhs<br />
* kart_getout_lhs<br />
* kart_getout_rhs <br />
==kissing==<br />
* bd_gf_wave<br />
* gfwave2<br />
* gf_carargue_01<br />
* gf_carargue_02<br />
* gf_carspot<br />
* gf_streetargue_01<br />
* gf_streetargue_02<br />
* gift_get<br />
* gift_give<br />
* grlfrd_kiss_01<br />
* grlfrd_kiss_02<br />
* grlfrd_kiss_03<br />
* playa_kiss_01<br />
* playa_kiss_02<br />
* playa_kiss_03 <br />
==knife==<br />
* kill_knife_ped_damage<br />
* kill_knife_ped_die<br />
* kill_knife_player<br />
* kill_partial<br />
* knife_1<br />
* knife_2<br />
* knife_3<br />
* knife_4<br />
* knife_block<br />
* knife_g<br />
* knife_hit_1<br />
* knife_hit_2<br />
* knife_hit_3<br />
* knife_idle<br />
* knife_part<br />
* weapon_knifeidle <br />
==lapdan1==<br />
* lapdan_d<br />
* lapdan_p <br />
==lapdan2==<br />
* lapdan_d<br />
* lapdan_p <br />
==lapdan3==<br />
* lapdan_d<br />
* lapdan_p <br />
==lowrider==<br />
* f_smklean_loop<br />
* lrgirl_bdbnce<br />
* lrgirl_hair<br />
* lrgirl_hurry<br />
* lrgirl_idleloop<br />
* lrgirl_idle_to_l0<br />
* lrgirl_l0_bnce<br />
* lrgirl_l0_loop<br />
* lrgirl_l0_to_l1<br />
* lrgirl_l12_to_l0<br />
* lrgirl_l1_bnce<br />
* lrgirl_l1_loop<br />
* lrgirl_l1_to_l2<br />
* lrgirl_l2_bnce<br />
* lrgirl_l2_loop<br />
* lrgirl_l2_to_l3<br />
* lrgirl_l345_to_l1<br />
* lrgirl_l3_bnce<br />
* lrgirl_l3_loop<br />
* lrgirl_l3_to_l4<br />
* lrgirl_l4_bnce<br />
* lrgirl_l4_loop<br />
* lrgirl_l4_to_l5<br />
* lrgirl_l5_bnce<br />
* lrgirl_l5_loop<br />
* m_smklean_loop<br />
* m_smkstnd_loop<br />
* prtial_gngtlkb<br />
* prtial_gngtlkc<br />
* prtial_gngtlkd<br />
* prtial_gngtlke<br />
* prtial_gngtlkf<br />
* prtial_gngtlkg<br />
* prtial_gngtlkh<br />
* rap_a_loop<br />
* rap_b_loop<br />
* rap_c_loop<br />
* sit_relaxed<br />
* tap_hand <br />
==md_chase==<br />
* carhit_hangon<br />
* carhit_tumble<br />
* donutdrop<br />
* fen_choppa_l1<br />
* fen_choppa_l2<br />
* fen_choppa_l3<br />
* fen_choppa_r1<br />
* fen_choppa_r2<br />
* fen_choppa_r3<br />
* hangon_stun_loop<br />
* hangon_stun_turn<br />
* md_bike_2_hang<br />
* md_bike_jmp_bl<br />
* md_bike_jmp_f<br />
* md_bike_lnd_bl<br />
* md_bike_lnd_die_bl<br />
* md_bike_lnd_die_f<br />
* md_bike_lnd_f<br />
* md_bike_lnd_roll<br />
* md_bike_lnd_roll_f<br />
* md_bike_punch<br />
* md_bike_punch_f<br />
* md_bike_shot_f<br />
* md_hang_lnd_roll<br />
* md_hang_loop <br />
==md_end==<br />
* end_sc1_ply<br />
* end_sc1_ryd<br />
* end_sc1_smo<br />
* end_sc1_swe<br />
* end_sc2_ply<br />
* end_sc2_ryd<br />
* end_sc2_smo<br />
* end_sc2_swe <br />
==medic==<br />
* cpr <br />
==misc==<br />
* bitchslap<br />
* bmx_celebrate<br />
* bmx_comeon<br />
* bmx_idleloop_01<br />
* bmx_idleloop_02<br />
* bmx_talkleft_in<br />
* bmx_talkleft_loop<br />
* bmx_talkleft_out<br />
* bmx_talkright_in<br />
* bmx_talkright_loop<br />
* bmx_talkright_out<br />
* bng_wndw<br />
* bng_wndw_02<br />
* case_pickup<br />
* door_jet<br />
* grab_l<br />
* grab_r<br />
* hiker_pose<br />
* hiker_pose_l<br />
* idle_chat_02<br />
* kat_throw_k<br />
* kat_throw_o<br />
* kat_throw_p<br />
* pass_rifle_o<br />
* pass_rifle_ped<br />
* pass_rifle_ply<br />
* pickup_box<br />
* plane_door<br />
* plane_exit<br />
* plane_hijack<br />
* plunger_01<br />
* plyrlean_loop<br />
* plyr_shkhead<br />
* run_dive<br />
* scratchballs_01<br />
* seat_lr<br />
* seat_talk_01<br />
* seat_talk_02<br />
* seat_watch<br />
* smalplane_door<br />
* smlplane_door <br />
==mtb==<br />
* mtb_back<br />
* mtb_bunnyhop<br />
* mtb_drivebyft<br />
* mtb_driveby_lhs<br />
* mtb_driveby_rhs<br />
* mtb_fwd<br />
* mtb_getoffback<br />
* mtb_getofflhs<br />
* mtb_getoffrhs<br />
* mtb_jumponl<br />
* mtb_jumponr<br />
* mtb_left<br />
* mtb_pedal<br />
* mtb_pushes<br />
* mtb_ride<br />
* mtb_right<br />
* mtb_sprint<br />
* mtb_still <br />
==muscular==<br />
* msclewalkst_armed<br />
* msclewalkst_csaw<br />
* mscle_rckt_run<br />
* mscle_rckt_walkst<br />
* mscle_run_csaw<br />
* muscleidle<br />
* muscleidle_armed<br />
* muscleidle_csaw<br />
* muscleidle_rocket<br />
* musclerun<br />
* musclerun_armed<br />
* musclesprint<br />
* musclewalk<br />
* musclewalkstart<br />
* musclewalk_armed<br />
* musclewalk_csaw<br />
* musclewalk_rocket <br />
==nevada==<br />
* nevada_getin<br />
* nevada_getout <br />
==on_lookers==<br />
* lkaround_in<br />
* lkaround_loop<br />
* lkaround_out<br />
* lkup_in<br />
* lkup_loop<br />
* lkup_out<br />
* lkup_point<br />
* panic_cower<br />
* panic_hide<br />
* panic_in<br />
* panic_loop<br />
* panic_out<br />
* panic_point<br />
* panic_shout<br />
* pointup_in<br />
* pointup_loop<br />
* pointup_out<br />
* pointup_shout<br />
* point_in<br />
* point_loop<br />
* point_out<br />
* shout_01<br />
* shout_02<br />
* shout_in<br />
* shout_loop<br />
* shout_out<br />
* wave_in<br />
* wave_loop<br />
* wave_out <br />
==otb==<br />
* betslp_in<br />
* betslp_lkabt<br />
* betslp_loop<br />
* betslp_out<br />
* betslp_tnk<br />
* wtchrace_cmon<br />
* wtchrace_in<br />
* wtchrace_loop<br />
* wtchrace_lose<br />
* wtchrace_out<br />
* wtchrace_win <br />
==parachute==<br />
* fall_skydive<br />
* fall_skydive_accel<br />
* fall_skydive_die<br />
* fall_skydive_l<br />
* fall_skydive_r<br />
* para_decel<br />
* para_decel_o<br />
* para_float<br />
* para_float_o<br />
* para_land<br />
* para_land_o<br />
* para_land_water<br />
* para_land_water_o<br />
* para_open<br />
* para_open_o<br />
* para_rip_land_o<br />
* para_rip_loop_o<br />
* para_rip_o<br />
* para_steerl<br />
* para_steerl_o<br />
* para_steerr<br />
* para_steerr_o <br />
==park==<br />
* tai_chi_in<br />
* tai_chi_loop<br />
* tai_chi_out <br />
==paulnmac==<br />
* piss_in<br />
* piss_loop<br />
* piss_out<br />
* pnm_argue1_a<br />
* pnm_argue1_b<br />
* pnm_argue2_a<br />
* pnm_argue2_b<br />
* pnm_loop_a<br />
* pnm_loop_b<br />
* wank_in<br />
* wank_loop<br />
* wank_out <br />
==ped==<br />
* abseil<br />
* arrestgun<br />
* atm<br />
* bike_elbowl<br />
* bike_elbowr<br />
* bike_fallr<br />
* bike_fall_off<br />
* bike_pickupl<br />
* bike_pickupr<br />
* bike_pullupl<br />
* bike_pullupr<br />
* bomber<br />
* car_alignhi_lhs<br />
* car_alignhi_rhs<br />
* car_align_lhs<br />
* car_align_rhs<br />
* car_closedoorl_lhs<br />
* car_closedoorl_rhs<br />
* car_closedoor_lhs<br />
* car_closedoor_rhs<br />
* car_close_lhs<br />
* car_close_rhs<br />
* car_crawloutrhs<br />
* car_dead_lhs<br />
* car_dead_rhs<br />
* car_doorlocked_lhs<br />
* car_doorlocked_rhs<br />
* car_fallout_lhs<br />
* car_fallout_rhs<br />
* car_getinl_lhs<br />
* car_getinl_rhs<br />
* car_getin_lhs<br />
* car_getin_rhs<br />
* car_getoutl_lhs<br />
* car_getoutl_rhs<br />
* car_getout_lhs<br />
* car_getout_rhs<br />
* car_hookertalk<br />
* car_jackedlhs<br />
* car_jackedrhs<br />
* car_jumpin_lhs<br />
* car_lb<br />
* car_lb_pro<br />
* car_lb_weak<br />
* car_ljackedlhs<br />
* car_ljackedrhs<br />
* car_lshuffle_rhs<br />
* car_lsit<br />
* car_open_lhs<br />
* car_open_rhs<br />
* car_pulloutl_lhs<br />
* car_pulloutl_rhs<br />
* car_pullout_lhs<br />
* car_pullout_rhs<br />
* car_qjacked<br />
* car_rolldoor<br />
* car_rolldoorlo<br />
* car_rollout_lhs<br />
* car_rollout_rhs<br />
* car_shuffle_rhs<br />
* car_sit<br />
* car_sitp<br />
* car_sitplo<br />
* car_sit_pro<br />
* car_sit_weak<br />
* car_tune_radio<br />
* climb_idle<br />
* climb_jump<br />
* climb_jump2fall<br />
* climb_jump_b<br />
* climb_pull<br />
* climb_stand<br />
* climb_stand_finish<br />
* cower<br />
* crouch_roll_l<br />
* crouch_roll_r<br />
* dam_arml_frmbk<br />
* dam_arml_frmft<br />
* dam_arml_frmlt<br />
* dam_armr_frmbk<br />
* dam_armr_frmft<br />
* dam_armr_frmrt<br />
* dam_legl_frmbk<br />
* dam_legl_frmft<br />
* dam_legl_frmlt<br />
* dam_legr_frmbk<br />
* dam_legr_frmft<br />
* dam_legr_frmrt<br />
* dam_stomach_frmbk<br />
* dam_stomach_frmft<br />
* dam_stomach_frmlt<br />
* dam_stomach_frmrt<br />
* door_lhinge_o<br />
* door_rhinge_o<br />
* drivebyl_l<br />
* drivebyl_r<br />
* driveby_l<br />
* driveby_r<br />
* drive_boat<br />
* drive_boat_back<br />
* drive_boat_l<br />
* drive_boat_r<br />
* drive_l<br />
* drive_lo_l<br />
* drive_lo_r<br />
* drive_l_pro<br />
* drive_l_pro_slow<br />
* drive_l_slow<br />
* drive_l_weak<br />
* drive_l_weak_slow<br />
* drive_r<br />
* drive_r_pro<br />
* drive_r_pro_slow<br />
* drive_r_slow<br />
* drive_r_weak<br />
* drive_r_weak_slow<br />
* drive_truck<br />
* drive_truck_back<br />
* drive_truck_l<br />
* drive_truck_r<br />
* drown<br />
* duck_cower<br />
* endchat_01<br />
* endchat_02<br />
* endchat_03<br />
* ev_dive<br />
* ev_step<br />
* facanger<br />
* facgum<br />
* facsurp<br />
* facsurpm<br />
* factalk<br />
* facurios<br />
* fall_back<br />
* fall_collapse<br />
* fall_fall<br />
* fall_front<br />
* fall_glide<br />
* fall_land<br />
* fall_skydive<br />
* fight2idle<br />
* fighta_1<br />
* fighta_2<br />
* fighta_3<br />
* fighta_block<br />
* fighta_g<br />
* fighta_m<br />
* fightidle<br />
* fightshb<br />
* fightshf<br />
* fightsh_bwd<br />
* fightsh_fwd<br />
* fightsh_left<br />
* fightsh_right<br />
* flee_lkaround_01<br />
* floor_hit<br />
* floor_hit_f<br />
* fucku<br />
* gang_gunstand<br />
* gas_cwr<br />
* getup<br />
* getup_front<br />
* gum_eat<br />
* guncrouchbwd<br />
* guncrouchfwd<br />
* gunmove_bwd<br />
* gunmove_fwd<br />
* gunmove_l<br />
* gunmove_r<br />
* gun_2_idle<br />
* gun_butt<br />
* gun_butt_crouch<br />
* gun_stand<br />
* handscower<br />
* handsup<br />
* hita_1<br />
* hita_2<br />
* hita_3<br />
* hit_back<br />
* hit_behind<br />
* hit_front<br />
* hit_gun_butt<br />
* hit_l<br />
* hit_r<br />
* hit_walk<br />
* hit_wall<br />
* idlestance_fat<br />
* idlestance_old<br />
* idle_armed<br />
* idle_chat<br />
* idle_csaw<br />
* idle_gang1<br />
* idle_hbhb<br />
* idle_rocket<br />
* idle_stance<br />
* idle_taxi<br />
* idle_tired<br />
* jetpack_idle<br />
* jog_femalea<br />
* jog_malea<br />
* jump_glide<br />
* jump_land<br />
* jump_launch<br />
* jump_launch_r<br />
* kart_drive<br />
* kart_l<br />
* kart_lb<br />
* kart_r<br />
* kd_left<br />
* kd_right<br />
* ko_shot_face<br />
* ko_shot_front<br />
* ko_shot_stom<br />
* ko_skid_back<br />
* ko_skid_front<br />
* ko_spin_l<br />
* ko_spin_r<br />
* pass_smoke_in_car<br />
* phone_in<br />
* phone_out<br />
* phone_talk<br />
* player_sneak<br />
* player_sneak_walkstart<br />
* roadcross<br />
* roadcross_female<br />
* roadcross_gang<br />
* roadcross_old<br />
* run_1armed<br />
* run_armed<br />
* run_civi<br />
* run_csaw<br />
* run_fat<br />
* run_fatold<br />
* run_gang1<br />
* run_left<br />
* run_old<br />
* run_player<br />
* run_right<br />
* run_rocket<br />
* run_stop<br />
* run_stopr<br />
* run_wuzi<br />
* seat_down<br />
* seat_idle<br />
* seat_up<br />
* shot_leftp<br />
* shot_partial<br />
* shot_partial_b<br />
* shot_rightp<br />
* shove_partial<br />
* smoke_in_car<br />
* sprint_civi<br />
* sprint_panic<br />
* sprint_wuzi<br />
* swat_run<br />
* swim_tread<br />
* tap_hand<br />
* tap_handp<br />
* turn_180<br />
* turn_l<br />
* turn_r<br />
* walk_armed<br />
* walk_civi<br />
* walk_csaw<br />
* walk_doorpartial<br />
* walk_drunk<br />
* walk_fat<br />
* walk_fatold<br />
* walk_gang1<br />
* walk_gang2<br />
* walk_old<br />
* walk_player<br />
* walk_rocket<br />
* walk_shuffle<br />
* walk_start<br />
* walk_start_armed<br />
* walk_start_csaw<br />
* walk_start_rocket<br />
* walk_wuzi<br />
* weapon_crouch<br />
* woman_idlestance<br />
* woman_run<br />
* woman_runbusy<br />
* woman_runfatold<br />
* woman_runpanic<br />
* woman_runsexy<br />
* woman_walkbusy<br />
* woman_walkfatold<br />
* woman_walknorm<br />
* woman_walkold<br />
* woman_walkpro<br />
* woman_walksexy<br />
* woman_walkshop<br />
* xpressscratch <br />
==player_dvbys==<br />
* plyr_drivebybwd<br />
* plyr_drivebyfwd<br />
* plyr_drivebylhs<br />
* plyr_drivebyrhs <br />
==playidles==<br />
* shift<br />
* shldr<br />
* stretch<br />
* strleg<br />
* time <br />
==police==<br />
* coptraf_away<br />
* coptraf_come<br />
* coptraf_left<br />
* coptraf_stop<br />
* cop_getoutcar_lhs<br />
* cop_move_fwd<br />
* crm_drgbst_01<br />
* door_kick<br />
* plc_drgbst_01<br />
* plc_drgbst_02 <br />
==pool==<br />
* pool_chalkcue<br />
* pool_idle_stance<br />
* pool_long_shot<br />
* pool_long_shot_o<br />
* pool_long_start<br />
* pool_long_start_o<br />
* pool_med_shot<br />
* pool_med_shot_o<br />
* pool_med_start<br />
* pool_med_start_o<br />
* pool_place_white<br />
* pool_short_shot<br />
* pool_short_shot_o<br />
* pool_short_start<br />
* pool_short_start_o<br />
* pool_walk<br />
* pool_walk_start<br />
* pool_xlong_shot<br />
* pool_xlong_shot_o<br />
* pool_xlong_start<br />
* pool_xlong_start_o <br />
==poor==<br />
* winwash_start<br />
* winwash_wash2beg <br />
==python==<br />
* python_crouchfire<br />
* python_crouchreload<br />
* python_fire<br />
* python_fire_poor<br />
* python_reload <br />
==quad==<br />
* quad_back<br />
* quad_driveby_ft<br />
* quad_driveby_lhs<br />
* quad_driveby_rhs<br />
* quad_fwd<br />
* quad_getoff_b<br />
* quad_getoff_lhs<br />
* quad_getoff_rhs<br />
* quad_geton_lhs<br />
* quad_geton_rhs<br />
* quad_hit<br />
* quad_kick<br />
* quad_left<br />
* quad_passenger<br />
* quad_reverse<br />
* quad_ride<br />
* quad_right <br />
==quad_dbz==<br />
* pass_driveby_bwd<br />
* pass_driveby_fwd<br />
* pass_driveby_lhs<br />
* pass_driveby_rhs <br />
==rapping==<br />
* laugh_01<br />
* rap_a_in<br />
* rap_a_loop<br />
* rap_a_out<br />
* rap_b_in<br />
* rap_b_loop<br />
* rap_b_out<br />
* rap_c_loop <br />
==rifle==<br />
* rifle_crouchfire<br />
* rifle_crouchload<br />
* rifle_fire<br />
* rifle_fire_poor<br />
* rifle_load <br />
==riot==<br />
* riot_angry<br />
* riot_angry_b<br />
* riot_challenge<br />
* riot_chant<br />
* riot_fuku<br />
* riot_punches<br />
* riot_shout <br />
==rob_bank==<br />
* cat_safe_end<br />
* cat_safe_open<br />
* cat_safe_open_o<br />
* cat_safe_rob<br />
* shp_handsup_scr <br />
==rocket==<br />
* idle_rocket<br />
* rocketfire<br />
* run_rocket<br />
* walk_rocket<br />
* walk_start_rocket <br />
==rustler==<br />
* plane_align_lhs<br />
* plane_close<br />
* plane_getin<br />
* plane_getout<br />
* plane_open <br />
==ryder==<br />
* ryd_beckon_01<br />
* ryd_beckon_02<br />
* ryd_beckon_03<br />
* ryd_die_pt1<br />
* ryd_die_pt2<br />
* van_crate_l<br />
* van_crate_r<br />
* van_fall_l<br />
* van_fall_r<br />
* van_lean_l<br />
* van_lean_r<br />
* van_pickup_e<br />
* van_pickup_s<br />
* van_stand<br />
* van_stand_crate<br />
* van_throw <br />
==scratching==<br />
* scdldlp<br />
* scdlulp<br />
* scdrdlp<br />
* scdrulp<br />
* sclng_l<br />
* sclng_r<br />
* scmid_l<br />
* scmid_r<br />
* scshrtl<br />
* scshrtr<br />
* sc_ltor<br />
* sc_rtol <br />
==shamal==<br />
* shamal_align<br />
* shamal_getin_lhs<br />
* shamal_getout_lhs<br />
* shamal_open <br />
==shop==<br />
* rob_2idle<br />
* rob_loop<br />
* rob_loop_threat<br />
* rob_shifty<br />
* rob_stickup_in<br />
* shp_duck<br />
* shp_duck_aim<br />
* shp_duck_fire<br />
* shp_gun_aim<br />
* shp_gun_duck<br />
* shp_gun_fire<br />
* shp_gun_grab<br />
* shp_gun_threat<br />
* shp_handsup_scr<br />
* shp_jump_glide<br />
* shp_jump_land<br />
* shp_jump_launch<br />
* shp_rob_givecash<br />
* shp_rob_handsup<br />
* shp_rob_react<br />
* shp_serve_end<br />
* shp_serve_idle<br />
* shp_serve_loop<br />
* shp_serve_start<br />
* smoke_ryd <br />
==shotgun==<br />
* shotgun_crouchfire<br />
* shotgun_fire<br />
* shotgun_fire_poor <br />
==silenced==<br />
* crouchreload<br />
* silencecrouchfire<br />
* silence_fire<br />
* silence_reload <br />
==skate==<br />
* skate_idle<br />
* skate_run<br />
* skate_sprint <br />
==smoking==<br />
* f_smklean_loop<br />
* m_smklean_loop<br />
* m_smkstnd_loop<br />
* m_smk_drag<br />
* m_smk_in<br />
* m_smk_loop<br />
* m_smk_out<br />
* m_smk_tap <br />
==sniper==<br />
* weapon_sniper <br />
==spraycan==<br />
* spraycan_fire<br />
* spraycan_full <br />
==strip==<br />
* ply_cash<br />
* pun_cash<br />
* pun_holler<br />
* pun_loop<br />
* strip_a<br />
* strip_b<br />
* strip_c<br />
* strip_d<br />
* strip_e<br />
* strip_f<br />
* strip_g<br />
* str_a2b<br />
* str_b2a<br />
* str_b2c<br />
* str_c1<br />
* str_c2<br />
* str_c2b<br />
* str_loop_a<br />
* str_loop_b<br />
* str_loop_c <br />
==sunbathe==<br />
* batherdown<br />
* batherup<br />
* lay_bac_in<br />
* lay_bac_out<br />
* parksit_m_idlea<br />
* parksit_m_idleb<br />
* parksit_m_idlec<br />
* parksit_m_in<br />
* parksit_m_out<br />
* parksit_w_idlea<br />
* parksit_w_idleb<br />
* parksit_w_idlec<br />
* parksit_w_in<br />
* parksit_w_out<br />
* sbathe_f_lieb2sit<br />
* sbathe_f_out<br />
* sitnwait_in_w<br />
* sitnwait_out_w <br />
==swat==<br />
* gnstwall_injurd<br />
* jmp_wall1m_180<br />
* rail_fall<br />
* rail_fall_crawl<br />
* swt_breach_01<br />
* swt_breach_02<br />
* swt_breach_03<br />
* swt_go<br />
* swt_lkt<br />
* swt_sty<br />
* swt_vent_01<br />
* swt_vent_02<br />
* swt_vnt_sht_die<br />
* swt_vnt_sht_in<br />
* swt_vnt_sht_loop<br />
* swt_wllpk_l<br />
* swt_wllpk_l_back<br />
* swt_wllpk_r<br />
* swt_wllpk_r_back<br />
* swt_wllshoot_in_l<br />
* swt_wllshoot_in_r<br />
* swt_wllshoot_out_l<br />
* swt_wllshoot_out_r <br />
==sweet==<br />
* ho_ass_slapped<br />
* lafin_player<br />
* lafin_sweet<br />
* plyr_hndshldr_01<br />
* sweet_ass_slap<br />
* sweet_hndshldr_01<br />
* sweet_injuredloop <br />
==swim==<br />
* swim_breast<br />
* swim_crawl<br />
* swim_dive_under<br />
* swim_glide<br />
* swim_jumpout<br />
* swim_tread<br />
* swim_under <br />
==sword==<br />
* sword_1<br />
* sword_2<br />
* sword_3<br />
* sword_4<br />
* sword_block<br />
* sword_hit_1<br />
* sword_hit_2<br />
* sword_hit_3<br />
* sword_idle<br />
* sword_part <br />
==tank==<br />
* tank_align_lhs<br />
* tank_close_lhs<br />
* tank_doorlocked<br />
* tank_getin_lhs<br />
* tank_getout_lhs<br />
* tank_open_lhs <br />
==tattoos==<br />
* tat_arml_in_o<br />
* tat_arml_in_p<br />
* tat_arml_in_t<br />
* tat_arml_out_o<br />
* tat_arml_out_p<br />
* tat_arml_out_t<br />
* tat_arml_pose_o<br />
* tat_arml_pose_p<br />
* tat_arml_pose_t<br />
* tat_armr_in_o<br />
* tat_armr_in_p<br />
* tat_armr_in_t<br />
* tat_armr_out_o<br />
* tat_armr_out_p<br />
* tat_armr_out_t<br />
* tat_armr_pose_o<br />
* tat_armr_pose_p<br />
* tat_armr_pose_t<br />
* tat_back_in_o<br />
* tat_back_in_p<br />
* tat_back_in_t<br />
* tat_back_out_o<br />
* tat_back_out_p<br />
* tat_back_out_t<br />
* tat_back_pose_o<br />
* tat_back_pose_p<br />
* tat_back_pose_t<br />
* tat_back_sit_in_p<br />
* tat_back_sit_loop_p<br />
* tat_back_sit_out_p<br />
* tat_bel_in_o<br />
* tat_bel_in_t<br />
* tat_bel_out_o<br />
* tat_bel_out_t<br />
* tat_bel_pose_o<br />
* tat_bel_pose_t<br />
* tat_che_in_o<br />
* tat_che_in_p<br />
* tat_che_in_t<br />
* tat_che_out_o<br />
* tat_che_out_p<br />
* tat_che_out_t<br />
* tat_che_pose_o<br />
* tat_che_pose_p<br />
* tat_che_pose_t<br />
* tat_drop_o<br />
* tat_idle_loop_o<br />
* tat_idle_loop_t<br />
* tat_sit_in_o<br />
* tat_sit_in_p<br />
* tat_sit_in_t<br />
* tat_sit_loop_o<br />
* tat_sit_loop_p<br />
* tat_sit_loop_t<br />
* tat_sit_out_o<br />
* tat_sit_out_p<br />
* tat_sit_out_t <br />
==tec==<br />
* tec_crouchfire<br />
* tec_crouchreload<br />
* tec_fire<br />
* tec_reload <br />
==train==<br />
* tran_gtup<br />
* tran_hng<br />
* tran_ouch<br />
* tran_stmb <br />
==truck==<br />
* truck_align_lhs<br />
* truck_align_rhs<br />
* truck_closedoor_lhs<br />
* truck_closedoor_rhs<br />
* truck_close_lhs<br />
* truck_close_rhs<br />
* truck_getin_lhs<br />
* truck_getin_rhs<br />
* truck_getout_lhs<br />
* truck_getout_rhs<br />
* truck_jackedlhs<br />
* truck_jackedrhs<br />
* truck_open_lhs<br />
* truck_open_rhs<br />
* truck_pullout_lhs<br />
* truck_pullout_rhs<br />
* truck_shuffle <br />
==uzi==<br />
* uzi_crouchfire<br />
* uzi_crouchreload<br />
* uzi_fire<br />
* uzi_fire_poor<br />
* uzi_reload <br />
==van==<br />
* van_close_back_lhs<br />
* van_close_back_rhs<br />
* van_getin_back_lhs<br />
* van_getin_back_rhs<br />
* van_getout_back_lhs<br />
* van_getout_back_rhs<br />
* van_open_back_lhs<br />
* van_open_back_rhs <br />
==vending==<br />
* vend_drink2_p<br />
* vend_drink_p<br />
* vend_eat1_p<br />
* vend_eat_p<br />
* vend_use<br />
* vend_use_pt2 <br />
==vortex==<br />
* car_jumpin_lhs<br />
* car_jumpin_rhs<br />
* vortex_getout_lhs<br />
* vortex_getout_rhs <br />
==wayfarer==<br />
* wf_back<br />
* wf_drivebyft<br />
* wf_drivebylhs<br />
* wf_drivebyrhs<br />
* wf_fwd<br />
* wf_getoffback<br />
* wf_getofflhs<br />
* wf_getoffrhs<br />
* wf_hit<br />
* wf_jumponl<br />
* wf_jumponr<br />
* wf_kick<br />
* wf_left<br />
* wf_passenger<br />
* wf_pushes<br />
* wf_ride<br />
* wf_right<br />
* wf_still <br />
==weapons==<br />
* shp_1h_lift<br />
* shp_1h_lift_end<br />
* shp_1h_ret<br />
* shp_1h_ret_s<br />
* shp_2h_lift<br />
* shp_2h_lift_end<br />
* shp_2h_ret<br />
* shp_2h_ret_s<br />
* shp_ar_lift<br />
* shp_ar_lift_end<br />
* shp_ar_ret<br />
* shp_ar_ret_s<br />
* shp_g_lift_in<br />
* shp_g_lift_out<br />
* shp_tray_in<br />
* shp_tray_out<br />
* shp_tray_pose <br />
==wuzi==<br />
* cs_dead_guy<br />
* cs_plyr_pt1<br />
* cs_plyr_pt2<br />
* cs_wuzi_pt1<br />
* cs_wuzi_pt2<br />
* walkstart_idle_01<br />
* wuzi_follow<br />
* wuzi_greet_plyr<br />
* wuzi_greet_wuzi<br />
* wuzi_grnd_chk<br />
* wuzi_stand_loop<br />
* wuzi_walk<br />
<br><br />
==Animation Functions==<br />
{{Animation_functions}}<br />
==See Also==<br />
[[id|ID Lists]]<br />
<br />
[[Category:ID Lists]]<br />
<br />
[[de:Animationen]]<br />
[[zh-cn:动画]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Talk:All_Skins_Page&diff=49107
Talk:All Skins Page
2016-09-12T06:33:25Z
<p>Lexr128: /* CJ model */ new section</p>
<hr />
<div>gimp suit???<br />
<br />
maybe some stuff missing? may need to go over again<br />
--[[User:Ransom|Ransom]] 07:59, 24 April 2007 (CDT)<br />
<br />
*That's a suit for the CJ model. --[[User:Jbeta|jbeta]] 09:17, 24 April 2007 (CDT)<br />
<br />
oops i answered my question, brain fart =/<br />
<br />
== CJ model ==<br />
<br />
What does it mean '''Model: cj''' ?<br />
CJ skin has not a general model and texture, it is combined from several parts<br />
--[[User:Lexr128|Lexr128]] ([[User talk:Lexr128|talk]]) 06:33, 12 September 2016 (UTC)</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=All_Skins_Page&diff=49089
All Skins Page
2016-09-11T07:26:25Z
<p>Lexr128: New structure and Model names</p>
<hr />
<div>Go back to [[Character_Skins|Character skins]]<br />
<br />
<div><ul><br />
<li style="display:inline-block;">[[File:Skinid0.jpg|x270px|frame|'''ID''': 0<br>'''Dynamic model''']]</li><br />
<li style="display:inline-block;">[[File:Skin1.jpg|x270px|frame|'''ID''': 1<br>'''Model''': truth]]</li><br />
<li style="display:inline-block;">[[File:Skin2.jpg|x270px|frame|'''ID''': 2<br>'''Model''': maccer]]</li><br />
<li style="display:inline-block;">[[File:Skinid7.jpg|x270px|frame|'''ID''': 7<br>'''Model''': male01]]</li><br />
<li style="display:inline-block;">[[File:Skinid9.jpg|x270px|frame|'''ID''': 9<br>'''Model''': bfori]]</li><br />
<li style="display:inline-block;">[[File:Skinid10.jpg|x270px|frame|'''ID''': 10<br>'''Model''': bfost]]</li><br />
<li style="display:inline-block;">[[File:Skinid11.jpg|x270px|frame|'''ID''': 11<br>'''Model''': vbfycrp]]</li><br />
<li style="display:inline-block;">[[File:Skinid12.jpg|x270px|frame|'''ID''': 12<br>'''Model''': bfyri]]</li><br />
<li style="display:inline-block;">[[File:Skinid13.jpg|x270px|frame|'''ID''': 13<br>'''Model''': bfyst]]</li><br />
<li style="display:inline-block;">[[File:Skinid14.jpg|x270px|frame|'''ID''': 14<br>'''Model''': bmori]]</li><br />
<li style="display:inline-block;">[[File:Skinid15.jpg|x270px|frame|'''ID''': 15<br>'''Model''': bmost]]</li><br />
<li style="display:inline-block;">[[File:Skinid16.jpg|x270px|frame|'''ID''': 16<br>'''Model''': bmyap]]</li><br />
<li style="display:inline-block;">[[File:Skinid17.jpg|x270px|frame|'''ID''': 17<br>'''Model''': bmybu]]</li><br />
<li style="display:inline-block;">[[File:Skinid18.jpg|x270px|frame|'''ID''': 18<br>'''Model''': bmybe]]</li><br />
<li style="display:inline-block;">[[File:Skinid19.jpg|x270px|frame|'''ID''': 19<br>'''Model''': bmydj]]</li><br />
<li style="display:inline-block;">[[File:Skinid20.jpg|x270px|frame|'''ID''': 20<br>'''Model''': bmyri]]</li><br />
<li style="display:inline-block;">[[File:Skinid21.jpg|x270px|frame|'''ID''': 21<br>'''Model''': bmycr]]</li><br />
<li style="display:inline-block;">[[File:Skinid22.jpg|x270px|frame|'''ID''': 22<br>'''Model''': bmyst]]</li><br />
<li style="display:inline-block;">[[File:Skinid23.jpg|x270px|frame|'''ID''': 23<br>'''Model''': wmybmx]]</li><br />
<li style="display:inline-block;">[[File:Skinid24.jpg|x270px|frame|'''ID''': 24<br>'''Model''': wbdyg1]]</li><br />
<li style="display:inline-block;">[[File:Skinid25.jpg|x270px|frame|'''ID''': 25<br>'''Model''': wbdyg2]]</li><br />
<li style="display:inline-block;">[[File:Skinid26.jpg|x270px|frame|'''ID''': 26<br>'''Model''': wmybp]]</li><br />
<li style="display:inline-block;">[[File:Skinid27.jpg|x270px|frame|'''ID''': 27<br>'''Model''': wmycon]]</li><br />
<li style="display:inline-block;">[[File:Skinid28.jpg|x270px|frame|'''ID''': 28<br>'''Model''': bmydrug]]</li><br />
<li style="display:inline-block;">[[File:Skinid29.jpg|x270px|frame|'''ID''': 29<br>'''Model''': wmydrug]]</li><br />
<li style="display:inline-block;">[[File:Skinid30.jpg|x270px|frame|'''ID''': 30<br>'''Model''': hmydrug]]</li><br />
<li style="display:inline-block;">[[File:Skinid31.jpg|x270px|frame|'''ID''': 31<br>'''Model''': dwfolc]]</li><br />
<li style="display:inline-block;">[[File:Skinid32.jpg|x270px|frame|'''ID''': 32<br>'''Model''': dwmolc1]]</li><br />
<li style="display:inline-block;">[[File:Skinid33.jpg|x270px|frame|'''ID''': 33<br>'''Model''': dwmolc2]]</li><br />
<li style="display:inline-block;">[[File:Skinid34.jpg|x270px|frame|'''ID''': 34<br>'''Model''': dwmylc1]]</li><br />
<li style="display:inline-block;">[[File:Skinid35.jpg|x270px|frame|'''ID''': 35<br>'''Model''': hmogar]]</li><br />
<li style="display:inline-block;">[[File:Skinid36.jpg|x270px|frame|'''ID''': 36<br>'''Model''': wmygol1]]</li><br />
<li style="display:inline-block;">[[File:Skinid37.jpg|x270px|frame|'''ID''': 37<br>'''Model''': wmygol2]]</li><br />
<li style="display:inline-block;">[[File:Skinid38.jpg|x270px|frame|'''ID''': 38<br>'''Model''': hfori]]</li><br />
<li style="display:inline-block;">[[File:Skinid39.jpg|x270px|frame|'''ID''': 39<br>'''Model''': hfost]]</li><br />
<li style="display:inline-block;">[[File:Skinid40.jpg|x270px|frame|'''ID''': 40<br>'''Model''': hfyri]]</li><br />
<li style="display:inline-block;">[[File:Skinid41.jpg|x270px|frame|'''ID''': 41<br>'''Model''': hfyst]]</li><br />
<li style="display:inline-block;">[[File:Skinid43.jpg|x270px|frame|'''ID''': 43<br>'''Model''': hmori]]</li><br />
<li style="display:inline-block;">[[File:Skinid44.jpg|x270px|frame|'''ID''': 44<br>'''Model''': hmost]]</li><br />
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<li style="display:inline-block;">[[File:Skinid214.jpg|x270px|frame|'''ID''': 214<br>'''Model''': vwfywai]]</li><br />
<li style="display:inline-block;">[[File:Skinid215.jpg|x270px|frame|'''ID''': 215<br>'''Model''': sbfori]]</li><br />
<li style="display:inline-block;">[[File:Skinid216.jpg|x270px|frame|'''ID''': 216<br>'''Model''': swfyri]]</li><br />
<li style="display:inline-block;">[[File:Skinid217.jpg|x270px|frame|'''ID''': 217<br>'''Model''': wmyclot]]</li><br />
<li style="display:inline-block;">[[File:Skinid218.jpg|x270px|frame|'''ID''': 218<br>'''Model''': sbfost]]</li><br />
<li style="display:inline-block;">[[File:Skinid219.jpg|x270px|frame|'''ID''': 219<br>'''Model''': sbfyri]]</li><br />
<li style="display:inline-block;">[[File:Skinid220.jpg|x270px|frame|'''ID''': 220<br>'''Model''': sbmocd]]</li><br />
<li style="display:inline-block;">[[File:Skinid221.jpg|x270px|frame|'''ID''': 221<br>'''Model''': sbmori]]</li><br />
<li style="display:inline-block;">[[File:Skinid222.jpg|x270px|frame|'''ID''': 222<br>'''Model''': sbmost]]</li><br />
<li style="display:inline-block;">[[File:Skinid223.jpg|x270px|frame|'''ID''': 223<br>'''Model''': shmycr]]</li><br />
<li style="display:inline-block;">[[File:Skinid224.jpg|x270px|frame|'''ID''': 224<br>'''Model''': sofori]]</li><br />
<li style="display:inline-block;">[[File:Skinid225.jpg|x270px|frame|'''ID''': 225<br>'''Model''': sofost]]</li><br />
<li style="display:inline-block;">[[File:Skinid226.jpg|x270px|frame|'''ID''': 226<br>'''Model''': sofyst]]</li><br />
<li style="display:inline-block;">[[File:Skinid227.jpg|x270px|frame|'''ID''': 227<br>'''Model''': somobu]]</li><br />
<li style="display:inline-block;">[[File:Skinid228.jpg|x270px|frame|'''ID''': 228<br>'''Model''': somori]]</li><br />
<li style="display:inline-block;">[[File:Skinid229.jpg|x270px|frame|'''ID''': 229<br>'''Model''': somost]]</li><br />
<li style="display:inline-block;">[[File:Skinid230.jpg|x270px|frame|'''ID''': 230<br>'''Model''': swmotr5]]</li><br />
<li style="display:inline-block;">[[File:Skinid231.jpg|x270px|frame|'''ID''': 231<br>'''Model''': swfori]]</li><br />
<li style="display:inline-block;">[[File:Skinid232.jpg|x270px|frame|'''ID''': 232<br>'''Model''': swfost]]</li><br />
<li style="display:inline-block;">[[File:Skinid233.jpg|x270px|frame|'''ID''': 233<br>'''Model''': swfyst]]</li><br />
<li style="display:inline-block;">[[File:Skinid234.jpg|x270px|frame|'''ID''': 234<br>'''Model''': swmocd]]</li><br />
<li style="display:inline-block;">[[File:Skinid235.jpg|x270px|frame|'''ID''': 235<br>'''Model''': swmori]]</li><br />
<li style="display:inline-block;">[[File:Skinid236.jpg|x270px|frame|'''ID''': 236<br>'''Model''': swmost]]</li><br />
<li style="display:inline-block;">[[File:Skinid237.jpg|x270px|frame|'''ID''': 237<br>'''Model''': shfypro]]</li><br />
<li style="display:inline-block;">[[File:Skinid238.jpg|x270px|frame|'''ID''': 238<br>'''Model''': sbfypro]]</li><br />
<li style="display:inline-block;">[[File:Skinid239.jpg|x270px|frame|'''ID''': 239<br>'''Model''': swmotr4]]</li><br />
<li style="display:inline-block;">[[File:Skinid240.jpg|x270px|frame|'''ID''': 240<br>'''Model''': swmyri]]</li><br />
<li style="display:inline-block;">[[File:Skinid241.jpg|x270px|frame|'''ID''': 241<br>'''Model''': smyst]]</li><br />
<li style="display:inline-block;">[[File:Skinid242.jpg|x270px|frame|'''ID''': 242<br>'''Model''': smyst2]]</li><br />
<li style="display:inline-block;">[[File:Skinid243.jpg|x270px|frame|'''ID''': 243<br>'''Model''': sfypro]]</li><br />
<li style="display:inline-block;">[[File:Skinid244.jpg|x270px|frame|'''ID''': 244<br>'''Model''': vbfyst2]]</li><br />
<li style="display:inline-block;">[[File:Skinid245.jpg|x270px|frame|'''ID''': 245<br>'''Model''': vbfypro]]</li><br />
<li style="display:inline-block;">[[File:Skinid246.jpg|x270px|frame|'''ID''': 246<br>'''Model''': vhfyst3]]</li><br />
<li style="display:inline-block;">[[File:Skinid247.jpg|x270px|frame|'''ID''': 247<br>'''Model''': bikera]]</li><br />
<li style="display:inline-block;">[[File:Skinid248.jpg|x270px|frame|'''ID''': 248<br>'''Model''': bikerb]]</li><br />
<li style="display:inline-block;">[[File:Skinid249.jpg|x270px|frame|'''ID''': 249<br>'''Model''': bmypimp]]</li><br />
<li style="display:inline-block;">[[File:Skinid250.jpg|x270px|frame|'''ID''': 250<br>'''Model''': swmycr]]</li><br />
<li style="display:inline-block;">[[File:Skinid251.jpg|x270px|frame|'''ID''': 251<br>'''Model''': wfylg]]</li><br />
<li style="display:inline-block;">[[File:Skinid252.jpg|x270px|frame|'''ID''': 252<br>'''Model''': wmyva2]]</li><br />
<li style="display:inline-block;">[[File:Skinid253.jpg|x270px|frame|'''ID''': 253<br>'''Model''': bmosec]]</li><br />
<li style="display:inline-block;">[[File:Skinid254.jpg|x270px|frame|'''ID''': 254<br>'''Model''': bikdrug]]</li><br />
<li style="display:inline-block;">[[File:Skinid255.jpg|x270px|frame|'''ID''': 255<br>'''Model''': wmych]]</li><br />
<li style="display:inline-block;">[[File:Skinid256.jpg|x270px|frame|'''ID''': 256<br>'''Model''': sbfystr]]</li><br />
<li style="display:inline-block;">[[File:Skinid257.jpg|x270px|frame|'''ID''': 257<br>'''Model''': swfystr]]</li><br />
<li style="display:inline-block;">[[File:Skinid258.jpg|x270px|frame|'''ID''': 258<br>'''Model''': heck1]]</li><br />
<li style="display:inline-block;">[[File:Skinid259.jpg|x270px|frame|'''ID''': 259<br>'''Model''': heck2]]</li><br />
<li style="display:inline-block;">[[File:Skinid260.jpg|x270px|frame|'''ID''': 260<br>'''Model''': bmycon]]</li><br />
<li style="display:inline-block;">[[File:Skinid261.jpg|x270px|frame|'''ID''': 261<br>'''Model''': wmycd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid262.jpg|x270px|frame|'''ID''': 262<br>'''Model''': bmocd]]</li><br />
<li style="display:inline-block;">[[File:Skinid263.jpg|x270px|frame|'''ID''': 263<br>'''Model''': vwfywa2]]</li><br />
<li style="display:inline-block;">[[File:Skinid264.jpg|x270px|frame|'''ID''': 264<br>'''Model''': wmoice]]</li><br />
<li style="display:inline-block;">[[File:Skin265.jpg|x270px|frame|'''ID''': 265<br>'''Model''': tenpen]]</li><br />
<li style="display:inline-block;">[[File:Skin266.jpg|x270px|frame|'''ID''': 266<br>'''Model''': pulaski]]</li><br />
<li style="display:inline-block;">[[File:Skin267.jpg|x270px|frame|'''ID''': 267<br>'''Model''': hern]]</li><br />
<li style="display:inline-block;">[[File:Skin268.jpg|x270px|frame|'''ID''': 268<br>'''Model''': dwayne]]</li><br />
<li style="display:inline-block;">[[File:Skin269.jpg|x270px|frame|'''ID''': 269<br>'''Model''': smoke]]</li><br />
<li style="display:inline-block;">[[File:Skin270.jpg|x270px|frame|'''ID''': 270<br>'''Model''': sweet]]</li><br />
<li style="display:inline-block;">[[File:Skin271.jpg|x270px|frame|'''ID''': 271<br>'''Model''': ryder]]</li><br />
<li style="display:inline-block;">[[File:Skin272.jpg|x270px|frame|'''ID''': 272<br>'''Model''': forelli]]</li><br />
<li style="display:inline-block;">[[File:Skinid274.jpg|x270px|frame|'''ID''': 274<br>'''Model''': laemt1]]</li><br />
<li style="display:inline-block;">[[File:Skinid275.jpg|x270px|frame|'''ID''': 275<br>'''Model''': lvemt1]]</li><br />
<li style="display:inline-block;">[[File:Skinid276.jpg|x270px|frame|'''ID''': 276<br>'''Model''': sfemt1]]</li><br />
<li style="display:inline-block;">[[File:Skinid277.jpg|x270px|frame|'''ID''': 277<br>'''Model''': lafd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid278.jpg|x270px|frame|'''ID''': 278<br>'''Model''': lvfd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid279.jpg|x270px|frame|'''ID''': 279<br>'''Model''': sffd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid280.jpg|x270px|frame|'''ID''': 280<br>'''Model''': lapd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid281.jpg|x270px|frame|'''ID''': 281<br>'''Model''': sfpd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid282.jpg|x270px|frame|'''ID''': 282<br>'''Model''': lvpd1]]</li><br />
<li style="display:inline-block;">[[File:Skinid283.jpg|x270px|frame|'''ID''': 283<br>'''Model''': csher]]</li><br />
<li style="display:inline-block;">[[File:Skinid284.jpg|x270px|frame|'''ID''': 284<br>'''Model''': lapdm1]]</li><br />
<li style="display:inline-block;">[[File:Skinid285.jpg|x270px|frame|'''ID''': 285<br>'''Model''': swat]]</li><br />
<li style="display:inline-block;">[[File:Skinid286.jpg|x270px|frame|'''ID''': 286<br>'''Model''': fbi]]</li><br />
<li style="display:inline-block;">[[File:Skinid287.jpg|x270px|frame|'''ID''': 287<br>'''Model''': army]]</li><br />
<li style="display:inline-block;">[[File:Skinid288.jpg|x270px|frame|'''ID''': 288<br>'''Model''': dsher]]</li><br />
<li style="display:inline-block;">[[File:Skin290.jpg|x270px|frame|'''ID''': 290<br>'''Model''': rose]]</li><br />
<li style="display:inline-block;">[[File:Skin291.jpg|x270px|frame|'''ID''': 291<br>'''Model''': paul]]</li><br />
<li style="display:inline-block;">[[File:Skin292.jpg|x270px|frame|'''ID''': 292<br>'''Model''': cesar]]</li><br />
<li style="display:inline-block;">[[File:Skin293.jpg|x270px|frame|'''ID''': 293<br>'''Model''': ogloc]]</li><br />
<li style="display:inline-block;">[[File:Skin294.jpg|x270px|frame|'''ID''': 294<br>'''Model''': wuzimu]]</li><br />
<li style="display:inline-block;">[[File:Skin295.jpg|x270px|frame|'''ID''': 295<br>'''Model''': torino]]</li><br />
<li style="display:inline-block;">[[File:Skin296.jpg|x270px|frame|'''ID''': 296<br>'''Model''': jizzy]]</li><br />
<li style="display:inline-block;">[[File:Skin297.jpg|x270px|frame|'''ID''': 297<br>'''Model''': maddogg]]</li><br />
<li style="display:inline-block;">[[File:Skin298.jpg|x270px|frame|'''ID''': 298<br>'''Model''': cat]]</li><br />
<li style="display:inline-block;">[[File:Skin299.jpg|x270px|frame|'''ID''': 299<br>'''Model''': claude]]</li><br />
<li style="display:inline-block;">[[File:Skin271.jpg|x270px|frame|'''ID''': 300<br>'''Model''': ryder2]]</li><br />
<li style="display:inline-block;">[[File:Skin301.jpg|x270px|frame|'''ID''': 301<br>'''Model''': ryder3]]</li><br />
<li style="display:inline-block;">[[File:Skin302.jpg|x270px|frame|'''ID''': 302<br>'''Model''': emmet]]</li><br />
<li style="display:inline-block;">[[File:Skin303.jpg|x270px|frame|'''ID''': 303<br>'''Model''': andre]]</li><br />
<li style="display:inline-block;">[[File:Skin304.jpg|x270px|frame|'''ID''': 304<br>'''Model''': kendl]]</li><br />
<li style="display:inline-block;">[[File:Skin305.jpg|x270px|frame|'''ID''': 305<br>'''Model''': jethro]]</li><br />
<li style="display:inline-block;">[[File:Skin306.jpg|x270px|frame|'''ID''': 306<br>'''Model''': zero]]</li><br />
<li style="display:inline-block;">[[File:Skin307.jpg|x270px|frame|'''ID''': 307<br>'''Model''': tbone]]</li><br />
<li style="display:inline-block;">[[File:Skin308.jpg|x270px|frame|'''ID''': 308<br>'''Model''': sindaco]]</li><br />
<li style="display:inline-block;">[[File:Skin309.jpg|x270px|frame|'''ID''': 309<br>'''Model''': janitor]]</li><br />
<li style="display:inline-block;">[[File:Skin310.jpg|x270px|frame|'''ID''': 310<br>'''Model''': bbthin]]</li><br />
<li style="display:inline-block;">[[File:Skin311.jpg|x270px|frame|'''ID''': 311<br>'''Model''': smokev]]</li><br />
<li style="display:inline-block;">[[File:Skin312.jpg|x270px|frame|'''ID''': 312<br>'''Model''': psycho]]</li><br />
</ul></div><br />
<br />
[[it:Tutte Le Skin]]<br />
[[zh-cn:全部皮肤]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=File:Skinid7.jpg&diff=49088
File:Skinid7.jpg
2016-09-11T07:22:39Z
<p>Lexr128: Lexr128 uploaded a new version of &quot;File:Skinid7.jpg&quot;</p>
<hr />
<div></div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=PlaySound3D&diff=48617
PlaySound3D
2016-07-26T14:23:11Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{Client function}}<br />
Creates a [[sound]] [[element]] in the GTA world and plays it immediately after creation for the local player. [[setElementPosition]] can be used to move the [[sound]] element around after it has been created. Remember to use [[setElementDimension]] after creating the sound to play it outside of dimension 0.<br /><br />
<br /><br />
{{Note|<br />
*The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT and S3M.<br />
*For performance reasons, when using playSound3D for effects that will be played lots (i.e. weapon fire), it is recommend that you convert your audio file to a one channel (mono) WAV with sample rate of 22050 Hz or less. Also consider adding a limit on how often the effect can be played e.g. once every 50ms.}}<br />
==Syntax== <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundPath, float x, float y, float z, [ bool looped = false ] )</syntaxhighlight> <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )</syntaxhighlight> <br />
{{OOP||[[Sound|Sound3D]]}}<br />
===Required Arguments===<br />
*'''soundPath:''' the [[filepath]] to the sound file you want to play. (Sound file has to be predefined in the [[meta.xml]] file with <file /> tag. And also can use url instead of [[filepath]] )<br />
*'''soundURL:''' the URL. (In this version the file does not has to be predefined in the [[meta.xml]] )<br />
*'''x:''' a [[float]]ing point number representing the X coordinate on the map.<br />
*'''y:''' a [[float]]ing point number representing the Y coordinate on the map.<br />
*'''z:''' a [[float]]ing point number representing the Z coordinate on the map.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''looped:''' A [[boolean]] representing whether the sound will be looped. To loop the sound, use ''true''.<br />
{{New feature/item|3.0150|1.5||<br />
*'''throttled:''' a [[boolean]] representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use ''true''.<br />
}}<br />
<br />
===Returns===<br />
Returns a [[sound]] [[element]] if the sound was successfully created, ''false'' otherwise.<br />
<br />
==Example== <br />
This example creates a looping sound within a pizza shop. The pizza shop is in san fierro near pier 69<br />
<section name="Example" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
function onResourceStart()<br />
local sound = playSound3D("sounds/song.mp3", 373.14, -125.21, 1001, true) <br />
end<br />
addEventHandler("onClientResourceStart", resourceRoot, onResourceStart)<br />
</syntaxhighlight><br />
</section><br />
This example play internet radio in groove street.<br />
<section name="Example 2" class="client" show="true" ><br />
<syntaxhighlight lang="lua"><br />
addEventHandler( 'onClientResourceStart', resourceRoot,<br />
function( )<br />
local uSound = playSound3D( 'http://193.34.51.25:80', 2498, -1659, 12 ) <br />
setSoundMaxDistance( uSound, 100 )<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Client_audio_functions}}<br />
[[AR:playSound3D]]<br />
[[DE:playSound3D]]<br />
[[RU:playSound3D]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=RU/playSound3D&diff=48616
RU/playSound3D
2016-07-26T14:22:25Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{RU/Client function}}<br />
Создаёт [[sound]] елемент в мире GTA и воспроизводит его сразу после создания для локального игрока. [[setElementPosition]] можно использовать для установки позиции [[sound]] елемента после его создания. Помните о [[setElementDimension]] после создания если вам нужно воспроизвести в другом dimension (по-умолчанию 0).<br /><br />
<br /><br />
{{Примечание|<br />
*Эта функция подерживает только форматы MP3, WAV, OGG, RIFF, MOD, XM, IT и S3M.<br />
*Для повышения производительности при использовании playSound3D для эффектов, которые будут воспроизведены много раз (например, выстрелы оружия), рекомендуется, конвертировать аудио файл в одноканальный (моно) WAV с частотой дискретизации 22050 Гц или менее. Кроме того, рекомендуется добавлять ограничение на частоту проигрывания эффекта, например один раз каждые 50 мс.}}<br />
==Синтаксис== <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundPath, float x, float y, float z, [ bool looped = false ] )</syntaxhighlight> <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )</syntaxhighlight> <br />
<br />
===Обезательные Аргументы===<br />
*'''soundPath:''' [[filepath]] к файлу который нужно воспроизвести. (Файл должен быть указан в [[meta.xml]] в теге <file />.<br />
*'''soundURL:''' URL адрес, в этом варианте файл не нужно указывать в [[meta.xml]].<br />
*'''x:''' Кордината X в 3D пространстве мира GTA.<br />
*'''y:''' Кордината Y в 3D пространстве мира GTA.<br />
*'''z:''' Кордината Z в 3D пространстве мира GTA.<br />
<br />
===Дополнительные Аргументы===<br />
{{RU/OptionalArg}} <br />
*'''looped:''' Значения типа [[boolean]] указывает повторять ли воспроизведения полсле его окончания. Для повторения используйте ''true'' (по-умолчанию ''false'').<br />
*'''throttled:''' Значение типа [[boolean]] устанавливает будет ли качество звука урезаться (тем самым давать более быструю загрузку). Чтобы включить урезание качества звука нужно использовать значение true.<br />
<br />
===Возвращает===<br />
Возвращает [[sound]] елемент если он был создан, ''false'' если произошла ошыбка.<br />
<br />
==Пример== <br />
В этом примере создается повторяющейся звук внутри магазина пиццы. Магазин пиццы находится в San Fierro около пирса 69.<br />
<section name="Example" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
function onResourceStart()<br />
local sound = playSound3D("sounds/song.mp3", 373.14, -125.21, 1001, true) <br />
end<br />
addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart)<br />
</syntaxhighlight><br />
</section><br />
В этом примере создается поток интернет радио на groove street.<br />
<section name="Example 2" class="client" show="true" ><br />
<syntaxhighlight lang="lua"><br />
addEventHandler( 'onClientResourceStart', resourceRoot,<br />
function( )<br />
local uSound = playSound3D( 'http://193.34.51.25:80', 2498, -1659, 12 ) <br />
setSoundMaxDistance( uSound, 100 )<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
==См. Также==<br />
{{Client_audio_functions}}<br />
[[AR:playSound3D]]<br />
[[DE:playSound3D]]<br />
[[EN:playSound3D]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=PlaySound3D&diff=48615
PlaySound3D
2016-07-26T14:21:19Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{Client function}}<br />
Creates a [[sound]] [[element]] in the GTA world and plays it immediately after creation for the local player. [[setElementPosition]] can be used to move the [[sound]] element around after it has been created. Remember to use [[setElementDimension]] after creating the sound to play it outside of dimension 0.<br /><br />
<br /><br />
'''Note:''' The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT and S3M.<br />
{{Note|For performance reasons, when using playSound3D for effects that will be played lots (i.e. weapon fire), it is recommend that you convert your audio file to a one channel (mono) WAV with sample rate of 22050 Hz or less. Also consider adding a limit on how often the effect can be played e.g. once every 50ms.}}<br />
==Syntax== <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundPath, float x, float y, float z, [ bool looped = false ] )</syntaxhighlight> <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )</syntaxhighlight> <br />
{{OOP||[[Sound|Sound3D]]}}<br />
===Required Arguments===<br />
*'''soundPath:''' the [[filepath]] to the sound file you want to play. (Sound file has to be predefined in the [[meta.xml]] file with <file /> tag. And also can use url instead of [[filepath]] )<br />
*'''soundURL:''' the URL. (In this version the file does not has to be predefined in the [[meta.xml]] )<br />
*'''x:''' a [[float]]ing point number representing the X coordinate on the map.<br />
*'''y:''' a [[float]]ing point number representing the Y coordinate on the map.<br />
*'''z:''' a [[float]]ing point number representing the Z coordinate on the map.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''looped:''' A [[boolean]] representing whether the sound will be looped. To loop the sound, use ''true''.<br />
{{New feature/item|3.0150|1.5||<br />
*'''throttled:''' a [[boolean]] representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use ''true''.<br />
}}<br />
<br />
===Returns===<br />
Returns a [[sound]] [[element]] if the sound was successfully created, ''false'' otherwise.<br />
<br />
==Example== <br />
This example creates a looping sound within a pizza shop. The pizza shop is in san fierro near pier 69<br />
<section name="Example" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
function onResourceStart()<br />
local sound = playSound3D("sounds/song.mp3", 373.14, -125.21, 1001, true) <br />
end<br />
addEventHandler("onClientResourceStart", resourceRoot, onResourceStart)<br />
</syntaxhighlight><br />
</section><br />
This example play internet radio in groove street.<br />
<section name="Example 2" class="client" show="true" ><br />
<syntaxhighlight lang="lua"><br />
addEventHandler( 'onClientResourceStart', resourceRoot,<br />
function( )<br />
local uSound = playSound3D( 'http://193.34.51.25:80', 2498, -1659, 12 ) <br />
setSoundMaxDistance( uSound, 100 )<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Client_audio_functions}}<br />
[[AR:playSound3D]]<br />
[[DE:playSound3D]]<br />
[[RU:playSound3D]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=RU/playSound3D&diff=48614
RU/playSound3D
2016-07-26T14:16:05Z
<p>Lexr128: </p>
<hr />
<div>__NOTOC__ <br />
{{RU/Client function}}<br />
Создаёт [[sound]] елемент в мире GTA и воспроизводит его сразу после создания для локального игрока. [[setElementPosition]] можно использовать для установки позиции [[sound]] елемента после его создания. Помните о [[setElementDimension]] после создания если вам нужно воспроизвести в другом dimension (по-умолчанию 0).<br /><br />
<br /><br />
{{Примечание|Эта функция подерживает только форматы MP3, WAV, OGG, RIFF, MOD, XM, IT и S3M.}}<br />
{{Примечание|Для повышения производительности при использовании playSound3D для эффектов, которые будут воспроизведены много раз (например, выстрелы оружия), рекомендуется, конвертировать аудио файл в одноканальный (моно) WAV с частотой дискретизации 22050 Гц или менее. Кроме того, рекомендуется добавлять ограничение на частоту проигрывания эффекта, например один раз каждые 50 мс.}}<br />
==Синтаксис== <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundPath, float x, float y, float z, [ bool looped = false ] )</syntaxhighlight> <br />
<syntaxhighlight lang="lua">element playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )</syntaxhighlight> <br />
<br />
===Обезательные Аргументы===<br />
*'''soundPath:''' [[filepath]] к файлу который нужно воспроизвести. (Файл должен быть указан в [[meta.xml]] в теге <file />.<br />
*'''soundURL:''' URL адрес, в этом варианте файл не нужно указывать в [[meta.xml]].<br />
*'''x:''' Кордината X в 3D пространстве мира GTA.<br />
*'''y:''' Кордината Y в 3D пространстве мира GTA.<br />
*'''z:''' Кордината Z в 3D пространстве мира GTA.<br />
<br />
===Дополнительные Аргументы===<br />
{{RU/OptionalArg}} <br />
*'''looped:''' Значения типа [[boolean]] указывает повторять ли воспроизведения полсле его окончания. Для повторения используйте ''true'' (по-умолчанию ''false'').<br />
*'''throttled:''' Значение типа [[boolean]] устанавливает будет ли качество звука урезаться (тем самым давать более быструю загрузку). Чтобы включить урезание качества звука нужно использовать значение true.<br />
<br />
===Возвращает===<br />
Возвращает [[sound]] елемент если он был создан, ''false'' если произошла ошыбка.<br />
<br />
==Пример== <br />
В этом примере создается повторяющейся звук внутри магазина пиццы. Магазин пиццы находится в San Fierro около пирса 69.<br />
<section name="Example" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
function onResourceStart()<br />
local sound = playSound3D("sounds/song.mp3", 373.14, -125.21, 1001, true) <br />
end<br />
addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart)<br />
</syntaxhighlight><br />
</section><br />
В этом примере создается поток интернет радио на groove street.<br />
<section name="Example 2" class="client" show="true" ><br />
<syntaxhighlight lang="lua"><br />
addEventHandler( 'onClientResourceStart', resourceRoot,<br />
function( )<br />
local uSound = playSound3D( 'http://193.34.51.25:80', 2498, -1659, 12 ) <br />
setSoundMaxDistance( uSound, 100 )<br />
end<br />
)<br />
</syntaxhighlight><br />
</section><br />
<br />
==См. Также==<br />
{{Client_audio_functions}}<br />
[[AR:playSound3D]]<br />
[[DE:playSound3D]]<br />
[[EN:playSound3D]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=%D0%9E%D1%80%D1%83%D0%B6%D0%B8%D0%B5&diff=48613
Оружие
2016-07-26T14:05:28Z
<p>Lexr128: </p>
<hr />
<div>Функциям скриптинга, которые запрашивают ID оружия, требуется целое число, взятое из списка ID оружий GTASA. Они перечислены ниже.<br />
{{Примечание|<br />
*Вместимость обоймы, указанная внутри (), указывает общую вместимость обойм, когда оружие находится в двух руках. Оружие без этой характеристики - не двуручное оружие.<br />
*[[Weapon_skill_levels|Навыки владения оружием]] GTASA влияют на передвижение, точность, урон и возможность брать оружие в две руки. Смотрите [[RU/setPedStat|setPedStat]], чтобы узнать как их изменять. Сервер MTA поставляется вместе с ресурсом "defaultStats", который устанавливает все навыки владения оружием GTASA на 999.<br />
*Для получения информации по причинам смерти, в особенности при использовании обработчиков события [[onPlayerWasted]] и ему подобных, также взгляните на [[Причины смерти]].<br />
*'''Название''' совместимо с функциями [[RU/getWeaponNameFromID|getWeaponNameFromID]], [[RU/getWeaponIDFromName|getWeaponIDFromName]].<br />
}}<br />
{|class="wikitable sortable" style="text-align:center; margin: 1em auto 1em auto; border:1px solid black"<br />
|-<br />
! Слот || class="unsortable" | Тип || class="unsortable" | Изображение || Название || ID || class="unsortable" | ID модели || class="unsortable" | Боезапас || class="unsortable" | Общий боеприпас в слоте<br />
|-<br />
! rowspan="2" | 0<br />
! rowspan="2" | Рука<br />
| [[Image:Fist.png]] || align="left" | Fist || 0 || - || -<br />
| rowspan="2" | -<br />
|-<br />
| [[Image:Knuckle.png]] || align="left" | Brassknuckle || 1 || 331 || -<br />
|-<br />
! rowspan="8" | 1<br />
! rowspan="8" | Ближний бой<br />
| [[Image:Golfclub.png]] || align="left" | Golfclub || 2 || 333 || -<br />
| rowspan="8" | -<br />
|-<br />
| [[Image:Nitestik.png]] || align="left" | Nightstick || 3 || 334 || -<br />
|-<br />
| [[Image:Knife.png]] || align="left" | Knife || 4 || 335 || -<br />
|-<br />
| [[Image:Bat.png]] || align="left" | Bat || 5 || 336 || -<br />
|-<br />
| [[Image:Shovel.png]] || align="left" | Shovel || 6 || 337 || -<br />
|-<br />
| [[Image:Poolcue.png]] || align="left" | Poolstick || 7 || 338 || -<br />
|-<br />
| [[Image:Katana.png]] || align="left" | Katana || 8 || 339 || -<br />
|-<br />
| [[Image:Saw.png]] || align="left" | Chainsaw || 9 || 341 || -<br />
|-<br />
! rowspan="3" | 2<br />
! rowspan="3" | Пистолеты<br />
| [[Image:Colt45.png]] || align="left" | Colt 45 || 22 || 346 || 17 (34)<br />
| rowspan="3" | '''Нет'''<br/>''Замена пистолета сбрасывает боезапас слота 2''<br />
|-<br />
| [[Image:Silenced.png]] || align="left" | Silenced || 23 || 347 || 17<br />
|-<br />
| [[Image:Deagle.png]] || align="left" | Deagle || 24 || 348 || 7<br />
|-<br />
! rowspan="3" | 3<br />
! rowspan="3" | Дробовики<br />
| [[Image:Shotgun.png]] || align="left" | Shotgun || 25 || 349 || 1<br />
| rowspan="3" | Да<br />
|-<br />
| [[Image:Sawnoff.png]] || align="left" | Sawed-off || 26 || 350 || 2 (4)<br />
|-<br />
| [[Image:Spas12.png]] || align="left" | Combat Shotgun || 27 || 351 || 7<br />
|-<br />
! rowspan="3" | 4<br />
! rowspan="3" | Пистолеты-пулемёты<br />
| [[Image:Mac10.png]] || align="left" | Uzi || 28 || 352 || 50 (100)<br />
| rowspan="3" | Да<br />
|-<br />
| [[Image:Mp5.png]] || align="left" | MP5 || 29 || 353 || 30<br />
|-<br />
| [[Image:Tec9.png]] || align="left" | Tec-9 || 32 || 372 || 50 (100)<br />
|-<br />
! rowspan="2" | 5<br />
! rowspan="2" | Штурмовые винтовки<br />
| [[Image:Ak47.png]] || align="left" | AK-47 || 30 || 355 || 30<br />
| rowspan="2" | Да<br />
|-<br />
| [[Image:M4.png]] || align="left" | M4 || 31 || 356 || 50<br />
|-<br />
! rowspan="2" | 6<br />
! rowspan="2" | Винтовки<br />
| [[Image:Rifle.png]] || align="left" | Rifle || 33 || 357 || 1<br />
| rowspan="2" | '''Нет'''<br/>''Замена винтовки сбрасывает боезапас слота 6''<br />
|-<br />
| [[Image:Sniper.png]] || align="left" | Sniper || 34 || 358 || 1<br />
|-<br />
! rowspan="4" | 7<br />
! rowspan="4" | Тяжёлое оружие<br />
| [[Image:Rocketla.png]] || align="left" | Rocket Launcher || 35 || 359 || 1<br />
| rowspan="4" | '''Нет'''<br/>''Замена тяжёлого оружия сбрасывает боезапас слота 7''<br />
|-<br />
| [[Image:Heatseek.png]] || align="left" | Rocket Launcher HS || 36 || 360 || 1<br />
|-<br />
| [[Image:Flame.png]] || align="left" | Flamethrower || 37 || 361 || 50<br />
|-<br />
| [[Image:Minigun.png]] || align="left" | Minigun || 38 || 362 || 500<br />
|-<br />
! rowspan="4" | 8<br />
! rowspan="4" | Снаряды<br />
| [[Image:Grenade.png]] || align="left" | Grenade || 16 || 342 || 1<br />
| rowspan="4" | '''Нет'''<br/>''Замена снаряда сбрасывает боезапас слота 8''<br />
|-<br />
| [[Image:Teargas.png]] || align="left" | Teargas || 17 || 343 || 1<br />
|-<br />
| [[Image:Molotov.png]] || align="left" | Molotov || 18 || 344 || 1<br />
|-<br />
| [[Image:Satchel.png]] || align="left" | Satchel || 39 || 363 || 1<br />
|-<br />
! rowspan="3" | 9<br />
! rowspan="3" | Специальное 1<br />
| [[Image:Spraycan.png]] || align="left" | Spraycan || 41 || 365 || 500<br />
| rowspan="3" | '''Нет'''<br/>''Замена специального 1 сбрасывает боезапас слота 9''<br />
|-<br />
| [[Image:Fire_ex.png]] || align="left" | Fire Extinguisher || 42 || 366 || 500<br />
|-<br />
| [[Image:Camera.png]] || align="left" | Camera || 43 || 367 || 36<br />
|-<br />
! rowspan="5" | 10<br />
! rowspan="5" | Подарки<br />
| [[Image:Dildo1.png]] || align="left" | Dildo || 10 || 321 || -<br />
| rowspan="5" | -<br />
|-<br />
| [[Image:Dildo2.png]] || align="left" | Dildo || 11 || 322 || -<br />
|-<br />
| [[Image:Vibe1.png]] || align="left" | Vibrator || 12 || 323 || -<br />
|-<br />
| [[Image:Flowers.png]] || align="left" | Flower || 14 || 325 || -<br />
|-<br />
| [[Image:Cane.png]] || align="left" | Cane || 15 || 326 || -<br />
|-<br />
! rowspan="3" | 11<br />
! rowspan="3" | Специальное 2<br />
| [[Image:Irgoggle.png]] || align="left" | Nightvision || 44 || 368 || -<br />
| rowspan="3" | -<br />
|-<br />
| [[Image:Irgoggle.png]] || align="left" | Infrared || 45 || 369 || -<br />
|-<br />
| [[Image:Paracute.png]] || align="left" | Parachute || 46 || 371 || -<br />
|-<br />
! rowspan="1" | 12<br />
! rowspan="1" | Satchel детонатор<br />
| [[Image:Bomb.png]] || align="left" | Bomb || 40 || 364 || -<br />
| rowspan="1" | -<br />
|}<br />
<br />
==Функции клиента==<br />
{{RU/Client_weapon_functions}}<br />
==Функции сервера==<br />
{{RU/Weapon functions}}<br />
<br />
[[Category:Списки ID]]<br />
[[en:Weapons]]<br />
[[it:Armi]]<br />
[[de:Waffen]]<br />
[[pl:Weapons]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=%D0%9E%D1%80%D1%83%D0%B6%D0%B8%D0%B5&diff=48574
Оружие
2016-07-23T16:12:59Z
<p>Lexr128: </p>
<hr />
<div>Функциям скриптинга, которые запрашивают ID оружия, требуется целое число, взятое из списка ID оружий GTASA. Они перечислены ниже.<br />
{{Note|<br />
*Вместимость обоймы, указанная внутри (), указывает общую вместимость обойм, когда оружие находится в двух руках. Оружие без этой характеристики - не двуручное оружие.<br />
*[[Weapon_skill_levels|Навыки владения оружием]] GTASA влияют на передвижение, точность, урон и возможность брать оружие в две руки. Смотрите [[RU/setPedStat|setPedStat]], чтобы узнать как их изменять. Сервер MTA поставляется вместе с ресурсом "defaultStats", который устанавливает все навыки владения оружием GTASA на 999.<br />
*Для получения информации по причинам смерти, в особенности при использовании обработчиков события [[onPlayerWasted]] и ему подобных, также взгляните на [[Причины смерти]].<br />
*'''Название''' совместимо с функциями [[RU/getWeaponNameFromID|getWeaponNameFromID]], [[RU/getWeaponIDFromName|getWeaponIDFromName]].<br />
}}<br />
{|class="wikitable sortable" style="text-align:center; margin: 1em auto 1em auto; border:1px solid black"<br />
|-<br />
! Слот || class="unsortable" | Тип || class="unsortable" | Изображение || Название || ID || class="unsortable" | ID модели || class="unsortable" | Боезапас || class="unsortable" | Общий боеприпас в слоте<br />
|-<br />
! rowspan="2" | 0<br />
! rowspan="2" | Рука<br />
| [[Image:Fist.png]] || align="left" | Fist || 0 || - || -<br />
| rowspan="2" | -<br />
|-<br />
| [[Image:Knuckle.png]] || align="left" | Brassknuckle || 1 || 331 || -<br />
|-<br />
! rowspan="8" | 1<br />
! rowspan="8" | Ближний бой<br />
| [[Image:Golfclub.png]] || align="left" | Golfclub || 2 || 333 || -<br />
| rowspan="8" | -<br />
|-<br />
| [[Image:Nitestik.png]] || align="left" | Nightstick || 3 || 334 || -<br />
|-<br />
| [[Image:Knife.png]] || align="left" | Knife || 4 || 335 || -<br />
|-<br />
| [[Image:Bat.png]] || align="left" | Bat || 5 || 336 || -<br />
|-<br />
| [[Image:Shovel.png]] || align="left" | Shovel || 6 || 337 || -<br />
|-<br />
| [[Image:Poolcue.png]] || align="left" | Poolstick || 7 || 338 || -<br />
|-<br />
| [[Image:Katana.png]] || align="left" | Katana || 8 || 339 || -<br />
|-<br />
| [[Image:Saw.png]] || align="left" | Chainsaw || 9 || 341 || -<br />
|-<br />
! rowspan="3" | 2<br />
! rowspan="3" | Пистолеты<br />
| [[Image:Colt45.png]] || align="left" | Colt 45 || 22 || 346 || 17 (34)<br />
| rowspan="3" | '''Нет'''<br/>''Замена пистолета сбрасывает боезапас слота 2''<br />
|-<br />
| [[Image:Silenced.png]] || align="left" | Silenced || 23 || 347 || 17<br />
|-<br />
| [[Image:Deagle.png]] || align="left" | Deagle || 24 || 348 || 7<br />
|-<br />
! rowspan="3" | 3<br />
! rowspan="3" | Дробовики<br />
| [[Image:Shotgun.png]] || align="left" | Shotgun || 25 || 349 || 1<br />
| rowspan="3" | Да<br />
|-<br />
| [[Image:Sawnoff.png]] || align="left" | Sawed-off || 26 || 350 || 2 (4)<br />
|-<br />
| [[Image:Spas12.png]] || align="left" | Combat Shotgun || 27 || 351 || 7<br />
|-<br />
! rowspan="3" | 4<br />
! rowspan="3" | Пистолеты-пулемёты<br />
| [[Image:Mac10.png]] || align="left" | Uzi || 28 || 352 || 50 (100)<br />
| rowspan="3" | Да<br />
|-<br />
| [[Image:Mp5.png]] || align="left" | MP5 || 29 || 353 || 30<br />
|-<br />
| [[Image:Tec9.png]] || align="left" | Tec-9 || 32 || 372 || 50 (100)<br />
|-<br />
! rowspan="2" | 5<br />
! rowspan="2" | Штурмовые винтовки<br />
| [[Image:Ak47.png]] || align="left" | AK-47 || 30 || 355 || 30<br />
| rowspan="2" | Да<br />
|-<br />
| [[Image:M4.png]] || align="left" | M4 || 31 || 356 || 50<br />
|-<br />
! rowspan="2" | 6<br />
! rowspan="2" | Винтовки<br />
| [[Image:Rifle.png]] || align="left" | Rifle || 33 || 357 || 1<br />
| rowspan="2" | '''Нет'''<br/>''Замена винтовки сбрасывает боезапас слота 6''<br />
|-<br />
| [[Image:Sniper.png]] || align="left" | Sniper || 34 || 358 || 1<br />
|-<br />
! rowspan="4" | 7<br />
! rowspan="4" | Тяжёлое оружие<br />
| [[Image:Rocketla.png]] || align="left" | Rocket Launcher || 35 || 359 || 1<br />
| rowspan="4" | '''Нет'''<br/>''Замена тяжёлого оружия сбрасывает боезапас слота 7''<br />
|-<br />
| [[Image:Heatseek.png]] || align="left" | Rocket Launcher HS || 36 || 360 || 1<br />
|-<br />
| [[Image:Flame.png]] || align="left" | Flamethrower || 37 || 361 || 50<br />
|-<br />
| [[Image:Minigun.png]] || align="left" | Minigun || 38 || 362 || 500<br />
|-<br />
! rowspan="4" | 8<br />
! rowspan="4" | Снаряды<br />
| [[Image:Grenade.png]] || align="left" | Grenade || 16 || 342 || 1<br />
| rowspan="4" | '''Нет'''<br/>''Замена снаряда сбрасывает боезапас слота 8''<br />
|-<br />
| [[Image:Teargas.png]] || align="left" | Teargas || 17 || 343 || 1<br />
|-<br />
| [[Image:Molotov.png]] || align="left" | Molotov || 18 || 344 || 1<br />
|-<br />
| [[Image:Satchel.png]] || align="left" | Satchel || 39 || 363 || 1<br />
|-<br />
! rowspan="3" | 9<br />
! rowspan="3" | Специальное 1<br />
| [[Image:Spraycan.png]] || align="left" | Spraycan || 41 || 365 || 500<br />
| rowspan="3" | '''Нет'''<br/>''Замена специального 1 сбрасывает боезапас слота 9''<br />
|-<br />
| [[Image:Fire_ex.png]] || align="left" | Fire Extinguisher || 42 || 366 || 500<br />
|-<br />
| [[Image:Camera.png]] || align="left" | Camera || 43 || 367 || 36<br />
|-<br />
! rowspan="5" | 10<br />
! rowspan="5" | Подарки<br />
| [[Image:Dildo1.png]] || align="left" | Dildo || 10 || 321 || -<br />
| rowspan="5" | -<br />
|-<br />
| [[Image:Dildo2.png]] || align="left" | Dildo || 11 || 322 || -<br />
|-<br />
| [[Image:Vibe1.png]] || align="left" | Vibrator || 12 || 323 || -<br />
|-<br />
| [[Image:Flowers.png]] || align="left" | Flower || 14 || 325 || -<br />
|-<br />
| [[Image:Cane.png]] || align="left" | Cane || 15 || 326 || -<br />
|-<br />
! rowspan="3" | 11<br />
! rowspan="3" | Специальное 2<br />
| [[Image:Irgoggle.png]] || align="left" | Nightvision || 44 || 368 || -<br />
| rowspan="3" | -<br />
|-<br />
| [[Image:Irgoggle.png]] || align="left" | Infrared || 45 || 369 || -<br />
|-<br />
| [[Image:Paracute.png]] || align="left" | Parachute || 46 || 371 || -<br />
|-<br />
! rowspan="1" | 12<br />
! rowspan="1" | Satchel детонатор<br />
| [[Image:Bomb.png]] || align="left" | Bomb || 40 || 364 || -<br />
| rowspan="1" | -<br />
|}<br />
<br />
==Функции клиента==<br />
{{RU/Client_weapon_functions}}<br />
==Функции сервера==<br />
{{RU/Weapon functions}}<br />
<br />
[[Category:Списки ID]]<br />
[[en:Weapons]]<br />
[[it:Armi]]<br />
[[de:Waffen]]<br />
[[pl:Weapons]]</div>
Lexr128
https://wiki.multitheftauto.com/index.php?title=Weapons&diff=48559
Weapons
2016-07-23T10:00:19Z
<p>Lexr128: Wiki restyling, addition images</p>
<hr />
<div>Scripting functions that ask for a weapon ID need an integer that refers to the GTASA weapon ID list. They are listed below.<br />
{{Note|<br />
*Clip size () denotes clip size when the weapon is dual wielded. Weapons without this specification are not dual wield weapons.<br />
*GTASA [[Weapon_skill_levels|weapon stats]] will affect movement, accuracy, damage, and dual wield capability. See [[setPedStat]] to change these stats. The default MTA server package comes with a resource called "defaultStats" that sets GTASA weapon stats to 999. See the weapon stats link for more info.<br />
*For death reasons, especially in event handlers for onPlayerWasted or similar, also have a look at the [[Death_Reasons]].<br />
*'''Name''' is compatible with functions [[getWeaponNameFromID]], [[getWeaponIDFromName]].<br />
}}<br />
{|class="wikitable sortable" style="text-align:center; margin: 1em auto 1em auto; border:1px solid black"<br />
|-<br />
! Slot || class="unsortable" | Type || class="unsortable" | Image || Name || ID || class="unsortable" | Model ID || class="unsortable" | Clip || class="unsortable" | Sharing slot ammo<br />
|-<br />
! rowspan="2" | 0<br />
! rowspan="2" | Hand<br />
| || align="left" | Fist || 0 || ||<br />
| rowspan="2" |<br />
|-<br />
| [[Image:Knuckle.png]] || align="left" | Brassknuckle || 1 || 331 ||<br />
|-<br />
! rowspan="8" | 1<br />
! rowspan="8" | Melee<br />
| [[Image:Golfclub.png]] || align="left" | Golfclub || 2 || 333 ||<br />
| rowspan="8" |<br />
|-<br />
| [[Image:Nitestik.png]] || align="left" | Nightstick || 3 || 334 ||<br />
|-<br />
| [[Image:Knife.png]] || align="left" | Knife || 4 || 335 ||<br />
|-<br />
| [[Image:Bat.png]] || align="left" | Bat || 5 || 336 ||<br />
|-<br />
| [[Image:Shovel.png]] || align="left" | Shovel || 6 || 337 ||<br />
|-<br />
| [[Image:Poolcue.png]] || align="left" | Poolstick || 7 || 338 ||<br />
|-<br />
| [[Image:Katana.png]] || align="left" | Katana || 8 || 339 ||<br />
|-<br />
| [[Image:Saw.png]] || align="left" | Chainsaw || 9 || 341 ||<br />
|-<br />
! rowspan="3" | 2<br />
! rowspan="3" | Handguns<br />
| [[Image:Colt45.png]] || align="left" | Colt 45 || 22 || 346 || 17 (34)<br />
| rowspan="3" | '''No'''<br/>''Replacing handgun resets slot 2 ammo''<br />
|-<br />
| [[Image:Silenced.png]] || align="left" | Silenced || 23 || 347 || 17<br />
|-<br />
| [[Image:Deagle.png]] || align="left" | Deagle || 24 || 348 || 7<br />
|-<br />
! rowspan="3" | 3<br />
! rowspan="3" | Shotguns<br />
| [[Image:Shotgun.png]] || align="left" | Shotgun || 25 || 349 || 1<br />
| rowspan="3" | Yes<br />
|-<br />
| [[Image:Sawnoff.png]] || align="left" | Sawed-off || 26 || 350 || 2 (4)<br />
|-<br />
| [[Image:Spas12.png]] || align="left" | Combat Shotgun || 27 || 351 || 7<br />
|-<br />
! rowspan="3" | 4<br />
! rowspan="3" | Sub-Machine Guns<br />
| [[Image:Mac10.png]] || align="left" | Uzi || 28 || 352 || 50 (100)<br />
| rowspan="3" | Yes<br />
|-<br />
| [[Image:Mp5.png]] || align="left" | MP5 || 29 || 353 || 30<br />
|-<br />
| [[Image:Tec9.png]] || align="left" | Tec-9 || 32 || 372 || 50 (100)<br />
|-<br />
! rowspan="2" | 5<br />
! rowspan="2" | Assault Rifles<br />
| [[Image:Ak47.png]] || align="left" | AK-47 || 30 || 355 || 30<br />
| rowspan="2" | Yes<br />
|-<br />
| [[Image:M4.png]] || align="left" | M4 || 31 || 356 || 50<br />
|-<br />
! rowspan="2" | 6<br />
! rowspan="2" | Rifles<br />
| [[Image:Rifle.png]] || align="left" | Rifle || 33 || 357 || 1<br />
| rowspan="2" | '''No'''<br/>''Replacing rifle resets slot 6 ammo''<br />
|-<br />
| [[Image:Sniper.png]] || align="left" | Sniper || 34 || 358 || 1<br />
|-<br />
! rowspan="4" | 7<br />
! rowspan="4" | Heavy Weapons<br />
| [[Image:Rocketla.png]] || align="left" | Rocket Launcher || 35 || 359 || 1<br />
| rowspan="4" | '''No'''<br/>''Replacing heavy weapon resets slot 7 ammo''<br />
|-<br />
| [[Image:Heatseek.png]] || align="left" | Rocket Launcher HS || 36 || 360 || 1<br />
|-<br />
| [[Image:Flame.png]] || align="left" | Flamethrower || 37 || 361 || 50<br />
|-<br />
| [[Image:Minigun.png]] || align="left" | Minigun || 38 || 362 || 500<br />
|-<br />
! rowspan="4" | 8<br />
! rowspan="4" | Projectiles<br />
| [[Image:Grenade.png]] || align="left" | Grenade || 16 || 342 || 1<br />
| rowspan="4" | '''No'''<br/>''Replacing projectile resets slot 8 ammo''<br />
|-<br />
| [[Image:Teargas.png]] || align="left" | Teargas || 17 || 343 || 1<br />
|-<br />
| [[Image:Molotov.png]] || align="left" | Molotov || 18 || 344 || 1<br />
|-<br />
| [[Image:Satchel.png]] || align="left" | Satchel || 39 || 363 || 1<br />
|-<br />
! rowspan="3" | 9<br />
! rowspan="3" | Special 1<br />
| [[Image:Spraycan.png]] || align="left" | Spraycan || 41 || 365 || 500<br />
| rowspan="3" | '''No'''<br/>''Replacing slot 9 weapon resets slot 9 ammo''<br />
|-<br />
| [[Image:Fire_ex.png]] || align="left" | Fire Extinguisher || 42 || 366 || 500<br />
|-<br />
| [[Image:Camera.png]] || align="left" | Camera || 43 || 367 || 36<br />
|-<br />
! rowspan="5" | 10<br />
! rowspan="5" | Gifts<br />
| [[Image:Dildo1.png]] || align="left" | Dildo || 10 || 321 ||<br />
| rowspan="5" |<br />
|-<br />
| [[Image:Dildo2.png]] || align="left" | Dildo || 11 || 322 ||<br />
|-<br />
| [[Image:Vibe1.png]] || align="left" | Vibrator || 12 || 323 ||<br />
|-<br />
| [[Image:Flowers.png]] || align="left" | Flower || 14 || 325 ||<br />
|-<br />
| [[Image:Cane.png]] || align="left" | Cane || 15 || 326 ||<br />
|-<br />
! rowspan="3" | 11<br />
! rowspan="3" | Special 2<br />
| [[Image:Irgoggle.png]] || align="left" | Nightvision || 44 || 368 ||<br />
| rowspan="3" |<br />
|-<br />
| [[Image:Irgoggle.png]] || align="left" | Infrared || 45 || 369 ||<br />
|-<br />
| [[Image:Paracute.png]] || align="left" | Parachute || 46 || 371 ||<br />
|-<br />
! rowspan="1" | 12<br />
! rowspan="1" | Satchel Detonator<br />
| [[Image:Bomb.png]] || align="left" | Bomb || 40 || 364 ||<br />
| rowspan="1" |<br />
|}<br />
<br />
==Client Functions==<br />
{{Client_weapon_functions}}<br />
==Server Function==<br />
{{Weapon functions}}<br />
<br />
[[Category:ID Lists]]<br />
[[it:Armi]]<br />
[[ru:Weapons]]<br />
[[de:Waffen]]<br />
[[pl:Weapons]]</div>
Lexr128