#if defined _pubg_mod_included #endinput #endif #define _pubg_mod_included /** * Pass the winner(s) ID * @iWinners all avaliable winners' ID * @How many winners how many players won */ forward pubg_winner(iWinners[], iWinnersNum) /** * Called when a player is knocked out * @iAttacker Knocker ID * @iVictim Victim ID * @iWeaponID Weapon used to knock the victim */ forward pubg_knockedOut(iAttacker, iVictim, iWeaponID) /** * Called when a player is unknocked out * @iHelper The ID of the player that unknocked a player * @iVictim The unknocked player's ID */ forward pubg_unknockedOut(iHelper, iVictim) /** * Checks if the user is outside the safe zone *@id the id of the user to check if he's in the redzone */ native pubg_is_in_redzone(id) /** * Checks if the user is knocked out *@id the id of the user to check if he's knocked out. */ native pubg_is_knockedout(id) /* * gets the redzone compression level */ native pubg_get_redzone_level() /** * Checks if the attacker and the victim are teammates * @iAttacker the id of the attacker * @iVictim the id of the victim */ native pubg_is_teammate(iAttacker, iVictim) /** * Gets the win ammount of the player * @id the id of the player to check */ native pubg_get_user_wins(id) /** * Set/Take victories from a player *@id the id of the user to take/give. *@iWins the value to take/give */ native pubg_set_user_wins(id, iWins) /** * Checks if the user is in a team and return it's ID *@id the id of the user to check if he's in a team */ native pubg_get_user_team(id) /** * Set a new team to target(s) *@id the id of the user to change the team *@iNewTeam new team id *@bSetTeammatesToo if you want the teammates of the @id follow the same teamid as well. */ native pubg_set_user_team(id, iNewTeam, bool:bSetTeammatesToo) /** * Checks if is in the countdown. */ native pubg_is_in_countdown() /** * Get player knocker's ID */ native pubg_get_knockerid(id) /** * Return how many players a team has. * @iTeam TeamID to check */ native pubg_get_players_left_in_team(iTeam, bool:bCheckAlive) /** * Checks if an origin is inside safe zone * @fOriginX fOrigin[0] * @fOriginY fOrigin[1] */ native pubg_origin_inside_redzone(Float:fOriginX, Float:fOriginY)