#if defined _INC_omp_object
	#endinput
#endif
#define _INC_omp_object

/**
 * <library name="omp_object" summary="open.mp object functions.">
 *   <license>
 *     This Source Code Form is subject to the terms of the Mozilla Public License,
 *     v. 2.0. If a copy of the MPL was not distributed with this file, You can
 *     obtain one at http://mozilla.org/MPL/2.0/.
 *    
 *     The original code is copyright (c) 2023, open.mp team and contributors.
 *   </license>
 *   <summary pawndoc="true">
 *     This library uses the enhanced <em>pawndoc.xsl</em> from
 *     <a href="https://github.com/pawn-lang/pawndoc">pawn-lang/pawndoc</a>.
 *     This XSL has features such as library and markdown support, and will not
 *     render this message when used.
 *   </summary>
 * </library>
 */

/// <p/>

#pragma tabsize 4

/**
 * <library>omp_object</library>
 */
#if defined MAX_OBJECTS
	#if MAX_OBJECTS < 1 || MAX_OBJECTS > 2000
		#error MAX_OBJECTS must be >= 1 and <= 2000
	#endif

	const __MAX_OBJECTS                        = MAX_OBJECTS;
	#define __MAX_OBJECTS
#else
	const MAX_OBJECTS                          = 2000;
	#define MAX_OBJECTS                        2000
#endif

/**
 * <library>omp_object</library>
 */
const INVALID_OBJECT_ID                        = 0xFFFF;
#define INVALID_OBJECT_ID                      65535

/// <p/>
/**
 * <library>omp_object</library>
 */
#define SELECT_OBJECT: __TAG(SELECT_OBJECT):
enum SELECT_OBJECT:__SELECT_OBJECT
{
	UNKNOWN_SELECT_OBJECT                      = -1,
	SELECT_OBJECT_GLOBAL_OBJECT                = 1,
	SELECT_OBJECT_PLAYER_OBJECT
}
static stock SELECT_OBJECT:_@SELECT_OBJECT() { return __SELECT_OBJECT; }

#define UNKNOWN_SELECT_OBJECT                  (SELECT_OBJECT:-1)
#define SELECT_OBJECT_GLOBAL_OBJECT            (SELECT_OBJECT:1)
#define SELECT_OBJECT_PLAYER_OBJECT            (SELECT_OBJECT:2)

/// <p/>
/**
 * <library>omp_object</library>
 */
#define OBJECT_MATERIAL_SIZE: __TAG(OBJECT_MATERIAL_SIZE):
enum OBJECT_MATERIAL_SIZE:__OBJECT_MATERIAL_SIZE (+= 10)
{
	UNKNOWN_OBJECT_MATERIAL_SIZE               = -1,
	OBJECT_MATERIAL_SIZE_32x32                 = 10,
	OBJECT_MATERIAL_SIZE_64x32,
	OBJECT_MATERIAL_SIZE_64x64,
	OBJECT_MATERIAL_SIZE_128x32,
	OBJECT_MATERIAL_SIZE_128x64,
	OBJECT_MATERIAL_SIZE_128x128,
	OBJECT_MATERIAL_SIZE_256x32,
	OBJECT_MATERIAL_SIZE_256x64,
	OBJECT_MATERIAL_SIZE_256x128,
	OBJECT_MATERIAL_SIZE_256x256,
	OBJECT_MATERIAL_SIZE_512x64,
	OBJECT_MATERIAL_SIZE_512x128,
	OBJECT_MATERIAL_SIZE_512x256,
	OBJECT_MATERIAL_SIZE_512x512
}
static stock OBJECT_MATERIAL_SIZE:_@OBJECT_MATERIAL_SIZE() { return __OBJECT_MATERIAL_SIZE; }

#define UNKNOWN_OBJECT_MATERIAL_SIZE           (OBJECT_MATERIAL_SIZE:-1)
#define OBJECT_MATERIAL_SIZE_32x32             (OBJECT_MATERIAL_SIZE:10)
#define OBJECT_MATERIAL_SIZE_64x32             (OBJECT_MATERIAL_SIZE:20)
#define OBJECT_MATERIAL_SIZE_64x64             (OBJECT_MATERIAL_SIZE:30)
#define OBJECT_MATERIAL_SIZE_128x32            (OBJECT_MATERIAL_SIZE:40)
#define OBJECT_MATERIAL_SIZE_128x64            (OBJECT_MATERIAL_SIZE:50)
#define OBJECT_MATERIAL_SIZE_128x128           (OBJECT_MATERIAL_SIZE:60)
#define OBJECT_MATERIAL_SIZE_256x32            (OBJECT_MATERIAL_SIZE:70)
#define OBJECT_MATERIAL_SIZE_256x64            (OBJECT_MATERIAL_SIZE:80)
#define OBJECT_MATERIAL_SIZE_256x128           (OBJECT_MATERIAL_SIZE:90)
#define OBJECT_MATERIAL_SIZE_256x256           (OBJECT_MATERIAL_SIZE:100)
#define OBJECT_MATERIAL_SIZE_512x64            (OBJECT_MATERIAL_SIZE:110)
#define OBJECT_MATERIAL_SIZE_512x128           (OBJECT_MATERIAL_SIZE:120)
#define OBJECT_MATERIAL_SIZE_512x256           (OBJECT_MATERIAL_SIZE:130)
#define OBJECT_MATERIAL_SIZE_512x512           (OBJECT_MATERIAL_SIZE:140)

/// <p/>
/**
 * <library>omp_object</library>
 */
#define OBJECT_MATERIAL_TEXT_ALIGN: __TAG(OBJECT_MATERIAL_TEXT_ALIGN):
enum OBJECT_MATERIAL_TEXT_ALIGN:__OBJECT_MATERIAL_TEXT_ALIGN
{
	// First so we don't have trailing commas.
#if __namemax > 31
	UNKNOWN_OBJECT_MATERIAL_TEXT_ALIGN         = -1,
	OBJECT_MATERIAL_TEXT_ALIGN_CENTRE          = 1,
	OBJECT_MATERIAL_TEXT_ALIGN_CENTER          = 1,
	OBJECT_MATERIAL_TEXT_ALIGN_RIGHT           = 2,
#endif
	OBJECT_MATERIAL_TEXT_ALIGN_LEFT            = 0,
	OBJECT_MATERIAL_TEXT_ALIGN_CENT            = 1,
	OBJECT_MATERIAL_TEXT_ALIGN_RIGT            = 2
}
static stock OBJECT_MATERIAL_TEXT_ALIGN:_@OBJECT_MATERIAL_TEXT_ALIGN() { return __OBJECT_MATERIAL_TEXT_ALIGN; }

#if __namemax > 31
#define UNKNOWN_OBJECT_MATERIAL_TEXT_ALIGN     (OBJECT_MATERIAL_TEXT_ALIGN:-1)
#define OBJECT_MATERIAL_TEXT_ALIGN_CENTRE      (OBJECT_MATERIAL_TEXT_ALIGN:1)
#define OBJECT_MATERIAL_TEXT_ALIGN_CENTER      (OBJECT_MATERIAL_TEXT_ALIGN:1)
#define OBJECT_MATERIAL_TEXT_ALIGN_RIGHT       (OBJECT_MATERIAL_TEXT_ALIGN:2)
#endif
#define OBJECT_MATERIAL_TEXT_ALIGN_LEFT        (OBJECT_MATERIAL_TEXT_ALIGN:0)
#define OBJECT_MATERIAL_TEXT_ALIGN_CENT        (OBJECT_MATERIAL_TEXT_ALIGN:1)
#define OBJECT_MATERIAL_TEXT_ALIGN_RIGT        (OBJECT_MATERIAL_TEXT_ALIGN:2)

/// <p/>
/**
 * <library>omp_object</library>
 */
#define EDIT_RESPONSE: __TAG(EDIT_RESPONSE):
enum EDIT_RESPONSE:__EDIT_RESPONSE
{
	UNKNOWN_EDIT_RESPONSE                      = -1,
	EDIT_RESPONSE_CANCEL,
	EDIT_RESPONSE_FINAL,
	EDIT_RESPONSE_UPDATE
}
static stock EDIT_RESPONSE:_@EDIT_RESPONSE() { return __EDIT_RESPONSE; }

#define UNKNOWN_EDIT_RESPONSE                  (EDIT_RESPONSE:-1)
#define EDIT_RESPONSE_CANCEL                   (EDIT_RESPONSE:0)
#define EDIT_RESPONSE_FINAL                    (EDIT_RESPONSE:1)
#define EDIT_RESPONSE_UPDATE                   (EDIT_RESPONSE:2)

/*
                                                                           
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    8888b     88                ,d     ""                                      
    88 `8b    88                88                                             
    88  `8b   88  ,adPPYYba,  MM88MMM  88  8b       d8   ,adPPYba,  ,adPPYba,  
    88   `8b  88  ""     `Y8    88     88  `8b     d8'  a8P_____88  I8[    ""  
    88    `8b 88  ,adPPPPP88    88     88   `8b   d8'   8PP"""""""   `"Y8ba,   
    88     `8888  88,    ,88    88,    88    `8b,d8'    "8b,   ,aa  aa    ]8I  
    88      `888  `"8bbdP"Y8    "Y888  88      "8"       `"Ybbd8"'  `"YbbdP"'  
                                                                           
                                                                           

*/

/**
 * <library>omp_object</library>
 * <summary>Allows camera collisions with newly created objects to be disabled by default.</summary>
 * <param name="disable"><b><c>1</c></b> to disable camera collisions for newly created objects and
 * <b><c>0</c></b> to enable them (enabled by default)</param>
 * <seealso name="SetObjectNoCameraCol" />
 * <seealso name="SetPlayerObjectNoCameraCol" />
 * <remarks>This function only affects the camera collision of objects created AFTER its use - it does
 * not toggle existing objects' camera collisions.</remarks>
 * <remarks>This only works outside the map boundaries (past <b><c>-3000</c></b>/<b><c>3000</c></b>
 * units on the x and/or y axis).</remarks>
 */
#if __namemax > 31
	native bool:SetObjectsDefaultCameraCollision(bool:disable);
#else
	static stock __SetObjectsDefaultCameraCol()
	{
	}
#endif

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:HideObjectForPlayer(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:ShowObjectForPlayer(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:HideNewObjectsForPlayer(playerid, bool:toggle);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:IsObjectHiddenForPlayer(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:NewObjectsHiddenForPlayer(playerid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native GetObjectType(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:AttachPlayerObjectToObject(playerid, objectid, parentid, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ, bool:syncRotation = true);

/*
                                                                 
      ,ad8888ba,   88               88                       88  
     d8"'    `"8b  88               88                       88  
    d8'            88               88                       88  
    88             88   ,adPPYba,   88,dPPYba,   ,adPPYYba,  88  
    88      88888  88  a8"     "8a  88P'    "8a  ""     `Y8  88  
    Y8,        88  88  8b       d8  88       d8  ,adPPPPP88  88  
     Y8a.    .a88  88  "8a,   ,a8"  88b,   ,a8"  88,    ,88  88  
      `"Y88888P"   88   `"YbbdP"'   8Y"Ybbd8"'   `"8bbdP"Y8  88  
                                                             
                           

*/

/*
native # Global();
native             Global(
native      ====================(
native
*/

/**
 * <library>omp_object</library>
 * <summary>Creates an object at specified coordinates in the game world.</summary>
 * <param name="modelid">The model to create</param>
 * <param name="x">The x coordinate to create the object at</param>
 * <param name="y">The y coordinate to create the object at</param>
 * <param name="z">The z coordinate to create the object at</param>
 * <param name="rotationX">The x rotation of the object</param>
 * <param name="rotationY">The y rotation of the object</param>
 * <param name="rotationZ">The z rotation of the object</param>
 * <param name="drawDistance">The distance that San Andreas renders objects at. <b><c>0.0</c></b> will
 * cause objects to render at their default distances. <b>Usable since 0.3b, limited to <c>300</c> prior
 * to 0.3x</b> (optional=<b><c>0.0</c></b>)</param>
 * <seealso name="DestroyObject" />
 * <seealso name="IsValidObject" />
 * <seealso name="CreatePlayerObject" />
 * <seealso name="MoveObject" />
 * <seealso name="SetObjectPos" />
 * <seealso name="SetObjectRot" />
 * <seealso name="GetObjectPos" />
 * <seealso name="GetObjectRot" />
 * <seealso name="AttachObjectToPlayer" />
 * <seealso name="SetObjectMaterialText" />
 * <seealso name="SetObjectMaterial" />
 * <remarks>
 *   Objects that emit light (lampposts, police lights, bollard lights, neons etc.) that have a greater
 * rotation than <b><c>16.26</c></b> degrees (or <b><c>-16.26</c></b>) on either the x or y axis will
 * stop shining.  This effect also applies to light objects attached to other objects, players and vehicles.
 *   If a light object is attached to a car and the car is rotated over <b><c>16.26</c></b> degrees
 * (like in a rollover), the object will also stop emitting light.  This is a GTA:SA issue and is not
 * caused by a bug in open.mp.
 * </remarks>
 * <remarks>In case the light is attached to another object, one fix for this is to set <b>SyncRotation</b>
 * to false in <a href="#AttachObjectToObject">AttachObjectToObject</a>.  This will ensure the light
 * stays at <b><c>0</c></b> rotation.  This would only really work for objects that consist ONLY of
 * light, so wouldn't work for the police light for example. </remarks>
 * <remarks>There is a limit of <a href="https://open.mp/docs/scripting/resources/limits"><b><c>1000</c></b> objects
 * (<b><c>MAX_OBJECTS</c></b>)</a>.  To circumvent this limit, you can use a
 * <a href="https://github.com/samp-incognito/samp-streamer-plugin/tree/open.mp">streamer</a></remarks>
 * <returns>The ID of the object that was created, or <b><c>INVALID_OBJECT_ID</c></b> if the object
 * limit (<b><c>MAX_OBJECTS</c></b>) was reached.</returns>
 */
native CreateObject(modelid, Float:x, Float:y, Float:z, Float:rotationX, Float:rotationY, Float:rotationZ, Float:drawDistance = 0.0);

/**
 * <library>omp_object</library>
 * <summary>Attach an object to a vehicle.</summary>
 * <param name="objectid">The ID of the object to attach to the vehicle.  Note that this is an object
 * ID, not a model ID.  The object must be CreateObject created first</param>
 * <param name="vehicleid">The ID of the vehicle to attach the object to</param>
 * <param name="offsetX">The x axis offset from the vehicle to attach the object to</param>
 * <param name="offsetY">The y axis offset from the vehicle to attach the object to</param>
 * <param name="offsetZ">The z axis offset from the vehicle to attach the object to</param>
 * <param name="rotationX">The x rotation offset for the object</param>
 * <param name="rotationY">The y rotation offset for the object</param>
 * <param name="rotationZ">The z rotation offset for the object</param>
 * <seealso name="AttachObjectToPlayer" />
 * <seealso name="AttachObjectToObject" />
 * <seealso name="AttachPlayerObjectToVehicle" />
 * <seealso name="CreateObject" />
 * <remarks>The object must be created first.</remarks>
 * <remarks>When the vehicle is destroyed or respawned, the attached objects won't be destroyed with
 * it; they will remain stationary at the position the vehicle disappeared and be reattached to the
 * next vehicle to claim the vehicle ID that the objects were attached to.</remarks>
 */
native bool:AttachObjectToVehicle(objectid, parentid, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>You can use this function to attach objects to other objects.  The objects will folow the
 * main object.</summary>
 * <param name="objectid">The object to attach to another object</param>
 * <param name="attachtoid">The object to attach the object to</param>
 * <param name="offsetX">The distance between the main object and the object in the x direction</param>
 * <param name="offsetY">The distance between the main object and the object in the y direction</param>
 * <param name="offsetZ">The distance between the main object and the object in the z direction</param>
 * <param name="rotationX">The x rotation between the object and the main object</param>
 * <param name="rotationY">The y rotation between the object and the main object</param>
 * <param name="rotationZ">The z rotation between the object and the main object</param>
 * <param name="syncRotation">If set to <b><c>0</c></b>, objectid's rotation will not change with <paramref
 * name="attachtoid" />'s (optional=<b><c>1</c></b>)</param>
 * <seealso name="AttachObjectToPlayer" />
 * <seealso name="AttachObjectToVehicle" />
 * <seealso name="CreateObject" />
 * <remarks>
 *   <ul>
 *     <li>Both objects need to be created before attempting to attach them.</li>
 * it will not be supported by streamers.</li>
 *   </ul>
 * </remarks>
 * <returns>
 * <b><c>1</c></b>: The function executed successfully.<br />
 * <b><c>0</c></b>: The function failed to execute.  This means the first object (<paramref name="objectid"
 * />) does not exist.  There are no internal checks to verify that the second object (<paramref name="attachtoid"
 * />) exists.
 * </returns>
 */
native bool:AttachObjectToObject(objectid, parentid, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ, bool:syncRotation = true);

/**
 * <library>omp_object</library>
 * <summary>Attach an object to a player.</summary>
 * <param name="objectid">The ID of the object to attach to the player</param>
 * <param name="playerid">The ID of the player to attach the object to</param>
 * <param name="offsetX">The distance between the player and the object in the x direction</param>
 * <param name="offsetY">The distance between the player and the object in the y direction</param>
 * <param name="offsetZ">The distance between the player and the object in the z direction</param>
 * <param name="rotationX">The x rotation between the object and the player</param>
 * <param name="rotationY">The y rotation between the object and the player</param>
 * <param name="rotationZ">The z rotation between the object and the player</param>
 * <seealso name="AttachObjectToVehicle" />
 * <seealso name="AttachObjectToObject" />
 * <seealso name="AttachPlayerObjectToPlayer" />
 * <seealso name="SetPlayerAttachedObject" />
 * <seealso name="CreateObject" />
 * <returns>This function always returns <b><c>0</c></b>.</returns>
 */
native bool:AttachObjectToPlayer(objectid, parentid, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Change the position of an object.</summary>
 * <param name="objectid">The ID of the object to set the position of.  Returned by <a href="#CreateObject">CreateObject</a></param>
 * <param name="x">The x coordinate to position the object at</param>
 * <param name="y">The y coordinate to position the object at</param>
 * <param name="z">The z coordinate to position the object at</param>
 * <seealso name="GetObjectPos" />
 * <seealso name="SetObjectRot" />
 * <seealso name="GetPlayerObjectPos" />
 * <seealso name="CreateObject" />
 * <returns>This function always returns <b><c>1</c></b>, even if the object specified does not exist.</returns>
 */
native bool:SetObjectPos(objectid, Float:x, Float:y, Float:z);

/**
 * <library>omp_object</library>
 * <summary>Get the position of an object.</summary>
 * <param name="objectid">The ID of the object to get the position of.</param>
 * <param name="x">A variable in which to store the x coordinate, passed by reference</param>
 * <param name="y">A variable in which to store the y coordinate, passed by reference</param>
 * <param name="z">A variable in which to store the z coordinate, passed by reference</param>
 * <seealso name="SetObjectPos" />
 * <seealso name="GetObjectRot" />
 * <seealso name="SetPlayerObjectPos" />
 * <seealso name="CreateObject" />
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The specified object does not exist.
 * </returns>
 */
native bool:GetObjectPos(objectid, &Float:x, &Float:y, &Float:z);

/**
 * <library>omp_object</library>
 * <summary>Set the rotation of an object on the three axes (x, y and z).</summary>
 * <param name="objectid">The ID of the object to set the rotation of</param>
 * <param name="rotationX">The x rotation</param>
 * <param name="rotationY">The y rotation</param>
 * <param name="rotationZ">The z rotation</param>
 * <seealso name="GetObjectRot" />
 * <seealso name="GetObjectPos" />
 * <seealso name="CreateObject" />
 * <seealso name="SetPlayerObjectRot" />
 * <returns>This function always returns <b><c>1</c></b>, even if the object doesn't exist.</returns>
 */
native bool:SetObjectRot(objectid, Float:rotationX, Float:rotationY, Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Use this function to get the objects current rotation.  The rotation is saved by reference
 * in three rotationX/rotationY/rotationZ variables.</summary>
 * <param name="objectid">The objectid of the object you want to get the rotation from</param>
 * <param name="rotationX">The variable to store the x rotation, passed by reference</param>
 * <param name="rotationY">The variable to store the y rotation, passed by reference</param>
 * <param name="rotationZ">The variable to store the z rotation, passed by reference</param>
 * <seealso name="SetObjectRot" />
 * <seealso name="SetObjectPos" />
 * <seealso name="SetPlayerObjectRot" />
 * <seealso name="CreateObject" />
 * <returns>The object's rotation is stored in the referenced variables, not in the return value.</returns>
 */
native bool:GetObjectRot(objectid, &Float:rotationX, &Float:rotationY, &Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Get the model ID of an object.</summary>
 * <param name="objectid">The ID of the object to get the model of</param>
 * <seealso name="GetPlayerObjectModel" />
 * <seealso name="CreateObject" />
 * <returns>The model ID of the object. <b><c>-1</c></b> if <paramref name="objectid" /> does not exist.</returns>
 */
native GetObjectModel(objectid);

/**
 * <library>omp_object</library>
 * <summary>Disable collisions between players' cameras and the specified object.</summary>
 * <param name="objectid">The ID of the object to disable camera collisions on</param>
 * <seealso name="SetObjectsDefaultCameraCol" />
 * <seealso name="SetPlayerObjectNoCameraCol" />
 * <remarks>This only works outside the map boundaries (past <b><c>-3000</c></b>/<b><c>3000</c></b>
 * units on the x and/or y axis).</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The object specified does not exist.
 * </returns>
 */
native bool:SetObjectNoCameraCollision(objectid) = SetObjectNoCameraCol;

/**
 * <library>omp_object</library>
 * <summary>Checks if an object with the ID provided exists.</summary>
 * <param name="objectid">The ID of the object to check the existence of</param>
 * <seealso name="IsValidPlayerObject" />
 * <seealso name="CreateObject" />
 * <seealso name="DestroyObject" />
 * <remarks>This is to check if an object exists, not if a model is valid.</remarks>
 * <returns><b><c>1</c></b> if the object exists, <b><c>0</c></b> if not.</returns>
 */
native bool:IsValidObject(objectid);

/**
 * <library>omp_object</library>
 * <summary>Destroys (removes) an object that was created using <a href="#CreateObject">CreateObject</a>.</summary>
 * <param name="objectid">The ID of the object to destroy.  Returned by <a href="#CreateObject">CreateObject</a></param>
 * <seealso name="CreateObject" />
 * <seealso name="IsValidObject" />
 * <seealso name="DestroyPlayerObject" />
 */
native bool:DestroyObject(objectid);

/**
 * <library>omp_object</library>
 * <summary>Move an object to a new position with a set speed.  Players/vehicles will 'surf' the object
 * as it moves.</summary>
 * <param name="objectid">The ID of the object to move</param>
 * <param name="targetX">The x coordinate to move the object to</param>
 * <param name="targetY">The y coordinate to move the object to</param>
 * <param name="targetZ">The z coordinate to move the object to</param>
 * <param name="speed">The speed at which to move the object (units per second)</param>
 * <param name="rotationX">The FINAL x rotation (optional=<b><c>-1000.0</c></b>)</param>
 * <param name="rotationY">The FINAL y rotation (optional=<b><c>-1000.0</c></b>)</param>
 * <param name="rotationZ">The FINAL z rotation (optional=<b><c>-1000.0</c></b>)</param>
 * <seealso name="OnObjectMoved" />
 * <seealso name="IsObjectMoving" />
 * <seealso name="StopObject" />
 * <seealso name="MovePlayerObject" />
 * <seealso name="SetObjectPos" />
 * <seealso name="SetObjectRot" />
 * <seealso name="CreateObject" />
 * <remarks>This function can be used to make objects rotate smoothly.  In order to achieve this however,
 * the object must also be <b>moved</b>.  The specified rotation is the rotation the object will have
 * after the movement.  Hence the object will not rotate when no movement is applied.</remarks>
 * <remarks>To fully understand the above note, you can (but not limited to) increase the z position
 * by <b><c>(+0.001</c></b>) and then (<b><c>-0.001</c></b>) after moving it again, as not changing
 * the x, y or z will not rotate the object. </remarks>
 * <returns>The time it will take for the object to move in milliseconds.</returns>
 */
native bool:MoveObject(objectid, Float:targetX, Float:targetY, Float:targetZ, Float:speed, Float:rotationX = -1000.0, Float:rotationY = -1000.0, Float:rotationZ = -1000.0);

/**
 * <library>omp_object</library>
 * <summary>Replace the texture of an object with the texture from another model in the game.</summary>
 * <param name="objectid">The ID of the object to change the texture of</param>
 * <param name="materialIndex">The material index on the object to change (<b><c>0</c></b> to <b><c>15</c></b>)</param>
 * <param name="modelid">The modelid on which the replacement texture is located.  Use <b><c>0</c></b>
 * for alpha.  Use <b><c>-1</c></b> to change the material colour without altering the texture</param>
 * <param name="textureLibrary">The name of the txd file which contains the replacement texture (use
 * <b><c>"none"</c></b> if not required)</param>
 * <param name="textureName">The name of the texture to use as the replacement (use <b><c>"none"</c></b>
 * if not required)</param>
 * <param name="materialColour">The object colour to set, as an integer or hex in <b>ARGB</b> colour
 * format.  Using <b><c>0</c></b> keeps the existing material colour (optional=<b><c>0</c></b>)</param>
 * <seealso name="SetPlayerObjectMaterial" />
 * <seealso name="SetObjectMaterialText" />
 * <remarks>Vertex lightning of the object will disappear if material colour is changed.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.
 * </returns>
 */
native bool:SetObjectMaterial(objectid, materialIndex, modelid, const textureLibrary[], const textureName[], materialColour = 0);

/**
 * <library>omp_object</library>
 * <summary>Replace the texture of an object with text.</summary>
 * <param name="objectid">The ID of the object to replace the texture of with text</param>
 * <param name="text">The text to show on the object. (MAX <b>2048</b> characters).  May be optionally formatted</param>
 * <param name="materialIndex">The object's material index to replace with text (optional=<b><c>0</c></b>)</param>
 * <param name="materialSize">The size of the material (optional=<b><c>OBJECT_MATERIAL_SIZE_256x128</c></b>)</param>
 * <param name="fontFace">The font to use (optional=<b><c>"Arial"</c></b>)</param>
 * <param name="fontSize">The size of the text (MAX <b>255</b>) (optional=<b><c>24</c></b>)</param>
 * <param name="bold">Bold text.  Set to <b><c>1</c></b> for bold, <b><c>0</c></b> for not (optional=<b><c>1</c></b>)</param>
 * <param name="fontColour">The colour of the text, in <b>ARGB</b> format (optional=<b><c>-1</c></b>)</param>
 * <param name="backgroundColour">The background colour, in <b>ARGB</b> format (optional=<b><c>0</c></b>)</param>
 * <param name="textAlignment">The alignment of the text (optional=<b><c>OBJECT_MATERIAL_TEXT_ALIGN_LEFT</c></b>)</param>
 * <seealso name="SetPlayerObjectMaterialText" />
 * <seealso name="SetObjectMaterial" />
 * <remarks>Color embedding can be used for multiple colours in the text.</remarks>
 * <remarks>
 *   <b>Alignment:</b><br />
 *   <ul>
 *     <li><b><c>OBJECT_MATERIAL_TEXT_ALIGN_LEFT</c></b> 0</li>
 *     <li><b><c>OBJECT_MATERIAL_TEXT_ALIGN_CENTER</c></b> 1</li>
 *     <li><b><c>OBJECT_MATERIAL_TEXT_ALIGN_RIGHT</c></b> 2</li>
 *   </ul>
 * </remarks>
 * <remarks>
 *   <b>Sizes:</b><br />
 *   <ul>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_32x32</c></b> 10</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_64x32</c></b> 20</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_64x64</c></b> 30</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_128x32</c></b> 40</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_128x64</c></b> 50</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_128x128</c></b> 60</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x32</c></b> 70</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x64</c></b> 80</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x128</c></b> 90</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x256</c></b> 100</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x64</c></b> 110</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x128</c></b> 120</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x256</c></b> 130</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x512</c></b> 140</li>
 *   </ul>
 * </remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.
 * </returns>
 */
native bool:SetObjectMaterialText(objectid, const text[], materialIndex = 0, OBJECT_MATERIAL_SIZE:materialSize = OBJECT_MATERIAL_SIZE_256x128, const fontFace[] = "Arial", fontSize = 24, bool:bold = true, fontColour = 0xFFFFFFFF, backgroundColour = 0, OBJECT_MATERIAL_TEXT_ALIGN:textAlignment = OBJECT_MATERIAL_TEXT_ALIGN_LEFT, OPEN_MP_TAGS:...);

/**
 * <library>omp_object</library>
 * <summary>Stop a moving object after <a href="#MoveObject">MoveObject</a> has been used.</summary>
 * <param name="objectid">The ID of the object to stop moving</param>
 * <seealso name="MoveObject" />
 * <seealso name="IsObjectMoving" />
 * <seealso name="OnObjectMoved" />
 * <seealso name="StopPlayerObject" />
 */
native bool:StopObject(objectid);

/**
 * <library>omp_object</library>
 * <summary>Checks if the given objectid is moving.</summary>
 * <param name="objectid">The objectid you want to check if is moving</param>
 * <seealso name="MoveObject" />
 * <seealso name="StopObject" />
 * <seealso name="OnObjectMoved" />
 * <seealso name="IsPlayerObjectMoving" />
 * <returns><b><c>1</c></b> if the object is moving, <b><c>0</c></b> if not.</returns>
 */
native bool:IsObjectMoving(objectid);

/**
 * <library>omp_object</library>
 * <summary>Allows a player to edit an object (position and rotation) using their mouse on a GUI (Graphical
 * User Interface).</summary>
 * <param name="playerid">The ID of the player that should edit the object</param>
 * <param name="objectid">The ID of the object to be edited by the player</param>
 * <seealso name="EditPlayerObject" />
 * <seealso name="EditAttachedObject" />
 * <seealso name="SelectObject" />
 * <seealso name="CancelEdit" />
 * <remarks>You can move the camera while editing by pressing and holding the <b>spacebar</b> (or <b>W</b>
 * in vehicle) and moving your mouse.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.  Success is reported when a non-existent object
 * is specified, but nothing will happen.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The player is not connected.
 * </returns>
 */
native bool:BeginObjectEditing(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary>Display the cursor and allow the player to select an object. <a href="#OnPlayerSelectObject">OnPlayerSelectObject</a>
 * is called when the player selects an object.</summary>
 * <param name="playerid">The ID of the player that should be able to select the object</param>
 * <seealso name="EditObject" />
 * <seealso name="EditPlayerObject" />
 * <seealso name="EditAttachedObject" />
 * <seealso name="CancelEdit" />
 * <seealso name="OnPlayerSelectObject" />
 */
native bool:BeginObjectSelecting(playerid);

/**
 * <library>omp_object</library>
 * <summary>Cancel object edition mode for a player.</summary>
 * <param name="playerid">The ID of the player to cancel edition for</param>
 * <seealso name="SelectObject" />
 * <seealso name="EditObject" />
 * <seealso name="EditPlayerObject" />
 * <seealso name="EditAttachedObject" />
 */
native bool:EndObjectEditing(playerid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native Float:GetObjectDrawDistance(objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:SetObjectMoveSpeed(objectid, Float:speed);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native Float:GetObjectMoveSpeed(objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectMovingTargetPos(objectid, &Float:targetX, &Float:targetY, &Float:targetZ);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectMovingTargetRot(objectid, &Float:rotationX, &Float:rotationY, &Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectAttachedData(objectid, &parentVehicle = 0, &parentObject = 0, &parentPlayer = 0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectAttachedOffset(objectid, &Float:offsetX = 0.0, &Float:offsetY = 0.0, &Float:offsetZ = 0.0, &Float:rotationX = 0.0, &Float:rotationY = 0.0, &Float:rotationZ = 0.0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectSyncRotation(objectid);

/**
 * <library>omp_object</library>
 * <remarks>This is NOT a boolean return.</remarks>
 * <summary>Get the type of material slot usage.  0 - None, 1 - Material, 2 - Text.</summary>
 */
native _:IsObjectMaterialSlotUsed(objectid, materialIndex);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectMaterial(objectid, materialIndex, &modelid, textureLibrary[], textureLibrarySize = sizeof (textureLibrary), textureName[], textureNameSize = sizeof (textureName), &materialColour = 0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetObjectMaterialText(objectid, materialIndex, text[], textSize = sizeof (text), &OBJECT_MATERIAL_SIZE:materialSize, fontFace[], fontFaceSize = sizeof (fontFace), &fontSize = 0, &bool:bold = true, &fontColour = 0xFFFFFFFF, &backgroundColour = 0, &OBJECT_MATERIAL_TEXT_ALIGN:textAlignment = OBJECT_MATERIAL_TEXT_ALIGN_LEFT);

/**/ native bool:__IsObjectNoCameraCol(objectid) = IsObjectNoCameraCol;

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
//native bool:HasObjectCameraCollision(objectid);
stock bool:HasObjectCameraCollision(objectid)
{
	return !__IsObjectNoCameraCol(objectid);
}

/*
                                                                                                                
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    88      "8b                                   88      "8b  88                                                   
    88      ,8P                                   88      ,8P  88                                                   
    88aaaaaa8P'  ,adPPYba,  8b,dPPYba,            88aaaaaa8P'  88  ,adPPYYba,  8b       d8   ,adPPYba,  8b,dPPYba,  
    88""""""'   a8P_____88  88P'   "Y8  aaaaaaaa  88""""""'    88  ""     `Y8  `8b     d8'  a8P_____88  88P'   "Y8  
    88          8PP"""""""  88          """"""""  88           88  ,adPPPPP88   `8b   d8'   8PP"""""""  88          
    88          "8b,   ,aa  88                    88           88  88,    ,88    `8b,d8'    "8b,   ,aa  88          
    88           `"Ybbd8"'  88                    88           88  `"8bbdP"Y8      Y88'      `"Ybbd8"'  88          
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*/                                  

/*
native # Per-Player();
native           Per-Player(
native      ====================(
native
*/

/**
 * <library>omp_object</library>
 * <summary>Creates an object which will be visible to only one player.</summary>
 * <param name="playerid">The ID of the player to create the object for</param>
 * <param name="modelid">The model to create</param>
 * <param name="x">The x coordinate to create the object at</param>
 * <param name="y">The y coordinate to create the object at</param>
 * <param name="z">The z coordinate to create the object at</param>
 * <param name="rotationX">The x rotation of the object</param>
 * <param name="rotationY">The y rotation of the object</param>
 * <param name="rotationZ">The z rotation of the object</param>
 * <param name="drawDistance">The distance from which objects will appear to players. <b><c>0.0</c></b>
 * will cause an object to render at its default distance.  Leaving this parameter out will cause objects
 * to be rendered at their default distance.</param>
 * <seealso name="CreateObject" />
 * <seealso name="IsValidPlayerObject" />
 * <seealso name="DestroyPlayerObject" />
 * <seealso name="MovePlayerObject" />
 * <seealso name="StopPlayerObject" />
 * <seealso name="SetPlayerObjectPos" />
 * <seealso name="SetPlayerObjectRot" />
 * <seealso name="GetPlayerObjectPos" />
 * <seealso name="GetPlayerObjectRot" />
 * <seealso name="AttachPlayerObjectToPlayer" />
 * <seealso name="AttachObjectToPlayer" />
 * <returns>The ID of the object that was created, or <b><c>INVALID_OBJECT_ID</c></b> if the object
 * limit (<b><c>MAX_OBJECTS</c></b>) was reached.</returns>
 */
native CreatePlayerObject(playerid, modelid, Float:x, Float:y, Float:z, Float:rotationX, Float:rotationY, Float:rotationZ, Float:drawDistance = 0.0);

/**
 * <library>omp_object</library>
 * <summary>Attach a player object to a vehicle.</summary>
 * <param name="playerid">The ID of the player the object was created for</param>
 * <param name="objectid">The ID of the object to attach to the vehicle</param>
 * <param name="vehicleid">The ID of the vehicle to attach the object to</param>
 * <param name="offsetX">The x position offset for attachment</param>
 * <param name="offsetY">The y position offset for attachment</param>
 * <param name="offsetZ">The z position offset for attachment</param>
 * <param name="rotationX">The x rotation offset for attachment</param>
 * <param name="rotationY">The y rotation offset for attachment</param>
 * <param name="rotationZ">The z rotation offset for attachment</param>
 * <seealso name="CreatePlayerObject" />
 * <seealso name="AttachPlayerObjectToPlayer" />
 * <seealso name="AttachObjectToVehicle" />
 * <remarks>You need to create the object before attempting to attach it to a vehicle.</remarks>
 */
native bool:AttachPlayerObjectToVehicle(playerid, objectid, parentid, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Sets the position of a player-object to the specified coordinates.</summary>
 * <param name="playerid">The ID of the player whose player-object to set the position of</param>
 * <param name="objectid">The ID of the player-object to set the position of.  Returned by
 * <a href="#CreatePlayerObject">CreatePlayerObject</a></param>
 * <param name="x">The x coordinate to put the object at</param>
 * <param name="y">The y coordinate to put the object at</param>
 * <param name="z">The z coordinate to put the object at</param>
 * <seealso name="GetPlayerObjectPos" />
 * <seealso name="SetPlayerObjectRot" />
 * <seealso name="SetObjectPos" />
 * <seealso name="CreatePlayerObject" />
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  Player and/or object do not exist.
 * </returns>
 */
native bool:SetPlayerObjectPos(playerid, objectid, Float:x, Float:y, Float:z);

/**
 * <library>omp_object</library>
 * <summary>Get the position of a player object (<a href="#CreatePlayerObject">CreatePlayerObject</a>).</summary>
 * <param name="playerid">The ID of the player whose player object to get the position of</param>
 * <param name="objectid">The object's ID of which you want the current location</param>
 * <param name="x">A float variable in which to store the x coordinate, passed by reference</param>
 * <param name="y">A float variable in which to store the y coordinate, passed by reference</param>
 * <param name="z">A float variable in which to store the z coordinate, passed by reference</param>
 * <seealso name="" />
 * <seealso name="SetPlayerObjectPos" />
 * <seealso name="GetPlayerObjectRot" />
 * <seealso name="GetObjectPos" />
 * <seealso name="CreatePlayerObject" />
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The player and/or the object don't exist.<br
 * />
 *   The object's position is stored in the specified variables.
 * </returns>
 */
native bool:GetPlayerObjectPos(playerid, objectid, &Float:x, &Float:y, &Float:z);

/**
 * <library>omp_object</library>
 * <summary>Set the rotation of an object on the x, y and z axis.</summary>
 * <param name="playerid">The ID of the player whose player-object to rotate</param>
 * <param name="objectid">The ID of the player-object to rotate</param>
 * <param name="rotationX">The x rotation to set</param>
 * <param name="rotationY">The y rotation to set</param>
 * <param name="rotationZ">The z rotation to set</param>
 * <seealso name="GetPlayerObjectRot" />
 * <seealso name="SetPlayerObjectPos" />
 * <seealso name="SetObjectRot" />
 * <seealso name="CreatePlayerObject" />
 * <remarks>To smoothly rotate an object, see <a href="#MovePlayerObject">MovePlayerObject</a>.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.
 * </returns>
 */
native bool:SetPlayerObjectRot(playerid, objectid, Float:rotationX, Float:rotationY, Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Use this function to get the object's current rotation.  The rotation is saved by reference
 * in three rotationX/rotationY/rotationZ variables.</summary>
 * <param name="playerid">The player you associated this object to</param>
 * <param name="objectid">The objectid of the object you want to get the rotation from</param>
 * <param name="rotationX">The variable to store the x rotation, passed by reference</param>
 * <param name="rotationY">The variable to store the y rotation, passed by reference</param>
 * <param name="rotationZ">The variable to store the z rotation, passed by reference</param>
 * <seealso name="SetPlayerObjectRot" />
 * <seealso name="GetPlayerObjectPos" />
 * <seealso name="GetObjectRot" />
 * <seealso name="CreatePlayerObject" />
 * <returns>The object's rotation is stored in the specified variables.</returns>
 */
native bool:GetPlayerObjectRot(playerid, objectid, &Float:rotationX, &Float:rotationY, &Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Retrieve the model ID of a player-object.</summary>
 * <param name="playerid">The ID of the player whose player-object to get the model of</param>
 * <param name="objectid">The ID of the player-object of which to retrieve the model ID</param>
 * <seealso name="GetObjectModel" />
 * <seealso name="CreatePlayerObject" />
 * <returns>The model ID of the player object.  If the player or object don't exist, it will return
 * <b><c>-1</c></b> or <b><c>0</c></b> if the player or object does not exist.</returns>
 */
native GetPlayerObjectModel(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary>Toggles a player object camera collision.</summary>
 * <param name="playerid">The playerid the object belongs to</param>
 * <param name="objectid">The ID of the object you want to toggle</param>
 * <seealso name="SetObjectNoCameraCol" />
 * <seealso name="SetObjectsDefaultCameraCol" />
 * <remarks>This only works outside the map boundaries (past <b><c>-3000</c></b>/<b><c>3000</c></b>
 * units on the x and/or y axis).</remarks>
 * <returns><b><c>1</c></b> regardless of if the object exists or not.</returns>
 */
#if __namemax > 31
	native bool:SetPlayerObjectNoCameraCollision(playerid, objectid);
#else
	static stock __SetPlayerObjectNoCameraCol()
	{
	}
#endif

/**
 * <library>omp_object</library>
 * <summary>Checks if the given object ID is valid for the given player.</summary>
 * <param name="playerid">The ID of the player whose player-object to validate</param>
 * <param name="objectid">The ID of the object to validate</param>
 * <seealso name="IsValidObject" />
 * <seealso name="CreatePlayerObject" />
 * <seealso name="DestroyPlayerObject" />
 * <returns><b><c>1</c></b> if the object exists, <b><c>0</c></b> if not.</returns>
 */
native bool:IsValidPlayerObject(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary>Destroy a player-object created using <a href="#CreatePlayerObject">CreatePlayerObject</a>.</summary>
 * <param name="playerid">The ID of the player whose player-object to destroy</param>
 * <param name="objectid">The ID of the player-object to destroy.  Returned by <a href="#CreatePlayerObject">CreatePlayerObject</a></param>
 * <seealso name="CreatePlayerObject" />
 * <seealso name="IsValidPlayerObject" />
 * <seealso name="DestroyObject" />
 */
native bool:DestroyPlayerObject(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary>Move a player object with a set speed.  Also supports rotation.  Players/vehicles will surf
 * moving objects.</summary>
 * <param name="playerid">The ID of the player whose player-object to move</param>
 * <param name="objectid">The ID of the object to move</param>
 * <param name="targetX">The x coordinate to move the object to</param>
 * <param name="targetY">The y coordinate to move the object to</param>
 * <param name="targetZ">The z coordinate to move the object to</param>
 * <param name="speed">The speed at which to move the object</param>
 * <param name="rotationX">The final x rotation (optional=<b><c>-1000.0</c></b>)</param>
 * <param name="rotationY">The final y rotation (optional=<b><c>-1000.0</c></b>)</param>
 * <param name="rotationZ">The final z rotation (optional=<b><c>-1000.0</c></b>)</param>
 * <seealso name="OnPlayerObjectMoved" />
 * <seealso name="IsPlayerObjectMoving" />
 * <seealso name="StopPlayerObject" />
 * <seealso name="MoveObject" />
 * <seealso name="SetPlayerObjectPos" />
 * <seealso name="SetPlayerObjectRot" />
 * <seealso name="CreatePlayerObject" />
 * <returns>The time it will take for the object to move in milliseconds.</returns>
 */
native bool:MovePlayerObject(playerid, objectid, Float:targetX, Float:targetY, Float:targetZ, Float:speed, Float:rotationX = -1000.0, Float:rotationY = -1000.0, Float:rotationZ = -1000.0);

/**
 * <library>omp_object</library>
 * <summary>Stop a moving player-object after <a href="#MovePlayerObject">MovePlayerObject</a> has been
 * used.</summary>
 * <param name="playerid">The ID of the player whose player-object to stop</param>
 * <param name="objectid">The ID of the player-object to stop</param>
 * <seealso name="MovePlayerObject" />
 * <seealso name="IsPlayerObjectMoving" />
 * <seealso name="OnPlayerObjectMoved" />
 * <seealso name="StopObject" />
 */
native bool:StopPlayerObject(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary>Checks if the given player objectid is moving.</summary>
 * <param name="playerid">The ID of the player whose player-object is checked</param>
 * <param name="objectid">The player objectid you want to check if is moving</param>
 * <seealso name="MovePlayerObject" />
 * <seealso name="StopPlayerObject" />
 * <seealso name="OnPlayerObjectMoved" />
 * <seealso name="IsObjectMoving" />
 * <returns><b><c>1</c></b> if the player object is moving, <b><c>0</c></b> if not.</returns>
 */
native bool:IsPlayerObjectMoving(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary>The same as AttachObjectToPlayer but for objects which were created for player.</summary>
 * <param name="playerid">The ID of the player which is linked with the object</param>
 * <param name="objectid">The objectid you want to attach to the player</param>
 * <param name="parentid">The ID of the player you want to attach to the object</param>
 * <param name="offsetX">The distance between the player and the object in the x direction</param>
 * <param name="offsetY">The distance between the player and the object in the y direction</param>
 * <param name="offsetZ">The distance between the player and the object in the z direction</param>
 * <param name="rotationX">The x rotation</param>
 * <param name="rotationY">The y rotation</param>
 * <param name="rotationZ">The z rotation</param>
 * <seealso name="SetPlayerAttachedObject" />
 * <seealso name="AttachPlayerObjectToVehicle" />
 * <seealso name="AttachObjectToPlayer" />
 * <seealso name="CreatePlayerObject" />
 */
native bool:AttachPlayerObjectToPlayer(playerid, objectid, parentid, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary>Replace the texture of a player-object with the texture from another model in the game.</summary>
 * <param name="playerid">The ID of the player the object is associated to</param>
 * <param name="objectid">The ID of the object to replace the texture of</param>
 * <param name="materialIndex">The material index on the object to change (<b><c>0</c></b> to <b><c>15</c></b>)</param>
 * <param name="modelid">The modelid on which replacement texture is located.  Use <b><c>0</c></b> for
 * alpha.  Use <b><c>-1</c></b> to change the material colour without altering the existing texture</param>
 * <param name="textureLibrary">The name of the txd file which contains the replacement texture (use
 * <b><c>"none"</c></b> if not required)</param>
 * <param name="textureName">The name of the texture to use as the replacement (use <b><c>"none"</c></b>
 * if not required)</param>
 * <param name="materialColour">The object colour to set (<b>ARGB</b>).  Using <b><c>0</c></b> keeps
 * the existing material colour (optional=<b><c>0</c></b>)</param>
 * <seealso name="SetObjectMaterial" />
 * <seealso name="SetPlayerObjectMaterialText" />
 * <remarks>Vertex lightning of the object will disappear if material colour is changed.</remarks>
 */
native bool:SetPlayerObjectMaterial(playerid, objectid, materialIndex, modelid, const textureLibrary[], const textureName[], materialColour = 0);

/**
 * <library>omp_object</library>
 * <summary>Replace the texture of a player object with text.</summary>
 * <param name="playerid">The ID of the player whose player object to set the text of</param>
 * <param name="objectid">The ID of the object on which to place the text</param>
 * <param name="text">The text to set.  May be optionally formatted</param>
 * <param name="materialIndex">The material index to replace with text (optional=<b><c>0</c></b>)</param>
 * <param name="materialSize">The size of the material (optional=<b><c>OBJECT_MATERIAL_SIZE_256x128</c></b>)</param>
 * <param name="fontFace">The font to use (optional=<b><c>"Arial"</c></b>)</param>
 * <param name="fontSize">The size of the text (MAX 255) (optional=<b><c>24</c></b>)</param>
 * <param name="bold">Bold text.  Set to <b><c>1</c></b> for bold, <b><c>0</c></b> for not (optional=<b><c>1</c></b>)</param>
 * <param name="fontColour">The colour of the text (optional=<b><c>-1</c></b>)</param>
 * <param name="backgroundColour">The background colour (optional=<b><c>0</c></b>)</param>
 * <param name="textAlignment">The alignment of the text (optional=<b><c>OBJECT_MATERIAL_TEXT_ALIGN_LEFT</c></b>)</param>
 * <seealso name="SetObjectMaterialText" />
 * <seealso name="SetPlayerObjectMaterial" />
 * <remarks>Color embedding can be used for multiple colours in the text.</remarks>
 * <remarks>
 *   <b>Alignment:</b><br />
 *   <ul>
 *     <li><b><c>OBJECT_MATERIAL_TEXT_ALIGN_LEFT</c></b> 0</li>
 *     <li><b><c>OBJECT_MATERIAL_TEXT_ALIGN_CENTER</c></b> 1</li>
 *     <li><b><c>OBJECT_MATERIAL_TEXT_ALIGN_RIGHT</c></b> 2</li>
 *   </ul>
 * </remarks>
 * <remarks>
 *   <b>Sizes:</b><br />
 *   <ul>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_32x32</c></b> 10</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_64x32</c></b> 20</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_64x64</c></b> 30</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_128x32</c></b> 40</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_128x64</c></b> 50</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_128x128</c></b> 60</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x32</c></b> 70</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x64</c></b> 80</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x128</c></b> 90</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_256x256</c></b> 100</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x64</c></b> 110</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x128</c></b> 120</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x256</c></b> 130</li>
 *     <li><b><c>OBJECT_MATERIAL_SIZE_512x512</c></b> 140</li>
 *   </ul>
 * </remarks>
 */
native bool:SetPlayerObjectMaterialText(playerid, objectid, const text[], materialIndex = 0, OBJECT_MATERIAL_SIZE:materialSize = OBJECT_MATERIAL_SIZE_256x128, const fontFace[] = "Arial", fontSize = 24, bool:bold = true, fontColour = 0xFFFFFFFF, backgroundColour = 0, OBJECT_MATERIAL_TEXT_ALIGN:textAlignment = OBJECT_MATERIAL_TEXT_ALIGN_LEFT, OPEN_MP_TAGS:...);

/**
 * <library>omp_object</library>
 * <summary>Allows players to edit a player-object (position and rotation) with a GUI and their mouse.</summary>
 * <param name="playerid">The ID of the player that should edit the object</param>
 * <param name="objectid">The object to be edited by the player</param>
 * <seealso name="EditObject" />
 * <seealso name="EditAttachedObject" />
 * <seealso name="SelectObject" />
 * <seealso name="CancelEdit" />
 * <remarks>You can move the camera while editing by pressing and holding the <b>spacebar</b> (or <b>W</b>
 * in vehicle) and moving your mouse.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  Player or object not valid.
 * </returns>
 */
native bool:BeginPlayerObjectEditing(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native Float:GetPlayerObjectDrawDistance(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:SetPlayerObjectMoveSpeed(playerid, objectid, Float:speed);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native Float:GetPlayerObjectMoveSpeed(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native Float:GetPlayerObjectTarget(playerid, objectid, &Float:targetX = 0.0, &Float:targetY = 0.0, &Float:targetZ = 0.0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerObjectAttachedData(playerid, objectid, &parentVehicle, &parentObject = 0, &parentPlayer = 0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerObjectAttachedOffset(playerid, objectid, &Float:offsetX = 0.0, &Float:offsetY = 0.0, &Float:offsetZ = 0.0, &Float:rotationX = 0.0, &Float:rotationY = 0.0, &Float:rotationZ = 0.0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native GetPlayerObjectSyncRotation(playerid, objectid);

/**
 * <library>omp_object</library>
 * <remarks>This is NOT a boolean return.</remarks>
 * <summary>Get the type of material slot usage.  0 - None, 1 - Material, 2 - Text.</summary>
 */
native _:IsPlayerObjectMaterialSlotUsed(playerid, objectid, materialIndex);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerObjectMaterial(playerid, objectid, materialIndex, &modelid, textureLibrary[], textureLibrarySize = sizeof (textureLibrary), textureName[], textureNameSize = sizeof (textureName), &materialColour = 0);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerObjectMaterialText(playerid, objectid, materialIndex, text[], textSize = sizeof (text), &OBJECT_MATERIAL_SIZE:materialSize, fontFace[], fontFaceSize = sizeof (fontFace), &fontSize = 0, &bool:bold = true, &fontColour = 0xFFFFFFFF, &backgroundColour = 0, &OBJECT_MATERIAL_TEXT_ALIGN:textAlignment = OBJECT_MATERIAL_TEXT_ALIGN_LEFT);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */

/**/ native bool:__IsPlayerObjectNoCameraCol(playerid, objectid) = IsPlayerObjectNoCameraCol;

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
//native bool:HasPlayerObjectCameraCollision(playerid, objectid);
stock bool:HasPlayerObjectCameraCollision(playerid, objectid)
{
	return !__IsObjectNoCameraCol(playerid, objectid);
}

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native GetPlayerSurfingPlayerObjectID(playerid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerObjectMovingTargetPos(playerid, objectid, &Float:targetX, &Float:targetY, &Float:targetZ);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerObjectMovingTargetRot(playerid, objectid, &Float:rotationX, &Float:rotationY, &Float:rotationZ);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
#if __namemax > 31
	native GetPlayerCameraTargetPlayerObject(playerid);
#else
	static stock __GetPlayerCameraTargetPlayerOb()
	{
	}
#endif

/*
                                                                                                                                       
           db                                                 88                                                                           
          d88b        ,d       ,d                             88                                                         ,d                
         d8'`8b       88       88                             88                                                         88                
        d8'  `8b    MM88MMM  MM88MMM  ,adPPYYba,   ,adPPYba,  88,dPPYba,   88,dPYba,,adPYba,    ,adPPYba,  8b,dPPYba,  MM88MMM  ,adPPYba,  
       d8YaaaaY8b     88       88     ""     `Y8  a8"     ""  88P'    "8a  88P'   "88"    "8a  a8P_____88  88P'   `"8a   88     I8[    ""  
      d8""""""""8b    88       88     ,adPPPPP88  8b          88       88  88      88      88  8PP"""""""  88       88   88      `"Y8ba,   
     d8'        `8b   88,      88,    88,    ,88  "8a,   ,aa  88       88  88      88      88  "8b,   ,aa  88       88   88,    aa    ]8I  
    d8'          `8b  "Y888    "Y888  `"8bbdP"Y8   `"Ybbd8"'  88       88  88      88      88   `"Ybbd8"'  88       88   "Y888  `"YbbdP"'  
                                                                                                                                       
                                                                                                                                       

*/

/*
native # Attachments();
native          Attachments(
native      ====================(
native
*/

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
native bool:GetPlayerAttachedObject(playerid, index, &modelid, &bone = 0, &Float:offsetX = 0.0, &Float:offsetY = 0.0, &Float:offsetZ = 0.0, &Float:rotationX = 0.0, &Float:rotationY = 0.0, &Float:rotationZ = 0.0, &Float:scaleX = 0.0, &Float:scaleY = 0.0, &Float:scaleZ = 0.0, &materialColour1 = 0, &materialColour2 = 0);

/**
 * <library>omp_object</library>
 * <summary>Attach an object to a specific bone on a player.</summary>
 * <param name="playerid">The ID of the player to attach the object to</param>
 * <param name="index">The index (slot) to assign the object to (0-9)</param>
 * <param name="modelid">The <a href="https://dev.prineside.com/en/gtasa_samp_model_id/">model</a> to attach</param>
 * <param name="bone">The bone to attach the object to</param>
 * <param name="offsetX">x axis offset for the object position (optional=<b><c>0.0</c></b>)</param>
 * <param name="offsetY">y axis offset for the object position (optional=<b><c>0.0</c></b>)</param>
 * <param name="offsetZ">z axis offset for the object position (optional=<b><c>0.0</c></b>)</param>
 * <param name="rotationX">x axis rotation of the object (optional=<b><c>0.0</c></b>)</param>
 * <param name="rotationY">y axis rotation of the object (optional=<b><c>0.0</c></b>)</param>
 * <param name="rotationZ">z axis rotation of the object (optional=<b><c>0.0</c></b>)</param>
 * <param name="scaleX">x axis scale of the object (optional=<b><c>1.0</c></b>)</param>
 * <param name="scaleY">y axis scale of the object (optional=<b><c>1.0</c></b>)</param>
 * <param name="scaleZ">z axis scale of the object (optional=<b><c>1.0</c></b>)</param>
 * <param name="materialColour1">The first object colour to set <b>ARGB</b> (optional=<b><c>0</c></b>)</param>
 * <param name="materialColour2">The second object colour to set <b>ARGB</b> (optional=<b><c>0</c></b>)</param>
 * <seealso name="RemovePlayerAttachedObject" />
 * <seealso name="IsPlayerAttachedObjectSlotUsed" />
 * <seealso name="EditAttachedObject" />
 * <remarks>This function is separate from the <a href="#CreateObject">CreateObject</a>/
 * <a href="#CreatePlayerObject">CreatePlayerObject</a>
 * pools.</remarks>
 * <remarks>
 *   <b>Bone IDs:</b><br />
 *   <ul>
 *     <li><b><c>1</c></b> - spine</li>
 *     <li><b><c>2</c></b> - head</li>
 *     <li><b><c>3</c></b> - left upper arm</li>
 *     <li><b><c>4</c></b> - right upper arm</li>
 *     <li><b><c>5</c></b> - left hand</li>
 *     <li><b><c>6</c></b> - right hand</li>
 *     <li><b><c>7</c></b> - left thigh</li>
 *     <li><b><c>8</c></b> - right thigh</li>
 *     <li><b><c>9</c></b> - left foot</li>
 *     <li><b><c>10</c></b> - right foot</li>
 *     <li><b><c>11</c></b> - right calf</li>
 *     <li><b><c>12</c></b> - left calf</li>
 *     <li><b><c>13</c></b> - left forearm</li>
 *     <li><b><c>14</c></b> - right forearm</li>
 *     <li><b><c>15</c></b> - left clavicle (shoulder)</li>
 *     <li><b><c>16</c></b> - right clavicle (shoulder)</li>
 *     <li><b><c>17</c></b> - neck</li>
 *     <li><b><c>18</c></b> - jaw </li>
 *   </ul>
 * </remarks>
 * <returns><b><c>1</c></b> on success, <b><c>0</c></b> on failure.</returns>
 */
native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:offsetX = 0.0, Float:offsetY = 0.0, Float:offsetZ = 0.0, Float:rotationX = 0.0, Float:rotationY = 0.0, Float:rotationZ = 0.0, Float:scaleX = 1.0, Float:scaleY = 1.0, Float:scaleZ = 1.0, materialColour1 = 0, materialColour2 = 0);

/**
 * <library>omp_object</library>
 * <summary>Remove an attached object from a player.</summary>
 * <param name="playerid">The ID of the player to remove the object from</param>
 * <param name="index">The index of the object to remove (set with <a href="#SetPlayerAttachedObject">SetPlayerAttachedObject</a>)</param>
 * <seealso name="SetPlayerAttachedObject" />
 * <seealso name="IsPlayerAttachedObjectSlotUsed" />
 * <returns><b><c>1</c></b> on success, <b><c>0</c></b> on failure.</returns>
 */
native RemovePlayerAttachedObject(playerid, index);

/**
 * <library>omp_object</library>
 * <summary>Check if a player has an object attached in the specified index (slot).</summary>
 * <param name="playerid">The ID of the player to check</param>
 * <param name="index">The index (slot) to check</param>
 * <seealso name="SetPlayerAttachedObject" />
 * <seealso name="RemovePlayerAttachedObject" />
 * <returns><b><c>1</c></b> if used, <b><c>0</c></b> if not.</returns>
 */
native bool:IsPlayerAttachedObjectSlotUsed(playerid, index);

/**
 * <library>omp_object</library>
 * <summary>Enter edition mode for an attached object.</summary>
 * <param name="playerid">The ID of the player to enter in to edition mode</param>
 * <param name="index">The index (slot) of the attached object to edit</param>
 * <seealso name="SetPlayerAttachedObject" />
 * <seealso name="RemovePlayerAttachedObject" />
 * <seealso name="IsPlayerAttachedObjectSlotUsed" />
 * <seealso name="EditObject" />
 * <seealso name="EditPlayerObject" />
 * <seealso name="SelectObject" />
 * <seealso name="CancelEdit" />
 * <seealso name="OnPlayerEditAttachedObject" />
 * <remarks>You can move the camera while editing by pressing and holding the <b>spacebar</b> (or <b>W</b>
 * in vehicle) and moving your mouse.</remarks>
 * <remarks>
 *   There are 7 clickable buttons in edition mode.<br />
 *   The three single icons that have x/y/z on them can be dragged to edit position/rotation/scale.<br
 * />
 *   The four buttons in a row are to select the edition mode and save edition: [Move] [Rotate] [Scale]
 * [Save].<br />
 *   Clicking save will call <a href="#OnPlayerEditAttachedObject">OnPlayerEditAttachedObject</a>.
 * </remarks>
 * <remarks>Players will be able to scale objects up to a very large or negative value size.  Limits
 * should be put in place using <a href="#OnPlayerEditAttachedObject">OnPlayerEditAttachedObject</a>
 * to abort the edit.</remarks>
 * <returns><b><c>1</c></b> on success and <b><c>0</c></b> on failure.</returns>
 */
native EditAttachedObject(playerid, index);

/*
                            
    88888888ba,    88           
    88      `"8b   88           
    88        `8b  88           
    88         88  88           
    88         88  88           
    88         8P  88           
    88      .a8P   88           
    88888888Y"'    88888888888  
                            
                            

*/

/*
native # DL();
native               DL(
native      ====================(
native
*/

/**
 * <library>omp_object</library>
 */
native AddCharModel(baseid, newid, const dff[], const textureLibrary[]);

/**
 * <library>omp_object</library>
 */
native AddSimpleModel(virtualWorld, baseid, newid, const dff[], const textureLibrary[]);

/**
 * <library>omp_object</library>
 */
native AddSimpleModelTimed(virtualWorld, baseid, newid, const dff[], const textureLibrary[], timeOn, timeOff);

/**
 * <library>omp_object</library>
 */
native FindModelFileNameFromCRC(crc, output[], size = sizeof (output));

/**
 * <library>omp_object</library>
 */
native FindTextureFileNameFromCRC(crc, output[], size = sizeof (output));

/**
 * <library>omp_object</library>
 */
native RedirectDownload(playerid, const url[]);

/**
 * <library>omp_object</library>
 */
native GetCustomModelPath(modelid, dffPath[], dffSize = sizeof (dffPath), txdPath[], txdSize = sizeof (txdPath));

/**
 * <library>omp_object</library>
 */
native bool:IsValidCustomModel(modelid);

/*
                                                                                                                             
    88888888ba,                                                                                                          88  
    88      `"8b                                                                              ,d                         88  
    88        `8b                                                                             88                         88  
    88         88   ,adPPYba,  8b,dPPYba,   8b,dPPYba,   ,adPPYba,   ,adPPYba,  ,adPPYYba,  MM88MMM  ,adPPYba,   ,adPPYb,88  
    88         88  a8P_____88  88P'    "8a  88P'   "Y8  a8P_____88  a8"     ""  ""     `Y8    88    a8P_____88  a8"    `Y88  
    88         8P  8PP"""""""  88       d8  88          8PP"""""""  8b          ,adPPPPP88    88    8PP"""""""  8b       88  
    88      .a8P   "8b,   ,aa  88b,   ,a8"  88          "8b,   ,aa  "8a,   ,aa  88,    ,88    88,   "8b,   ,aa  "8a,   ,d88  
    88888888Y"'     `"Ybbd8"'  88`YbbdP"'   88           `"Ybbd8"'   `"Ybbd8"'  `"8bbdP"Y8    "Y888  `"Ybbd8"'   `"8bbdP"Y8  
                               88                                                                                            
                               88                                                                                            

*/

/*
native # Deprecated();
native           Deprecated(
native      ====================(
native
*/

/**
 * <library>omp_object</library>
 * <summary>Display the cursor and allow the player to select an object. <a href="#OnPlayerSelectObject">OnPlayerSelectObject</a>
 * is called when the player selects an object.</summary>
 * <param name="playerid">The ID of the player that should be able to select the object</param>
 * <seealso name="EditObject" />
 * <seealso name="EditPlayerObject" />
 * <seealso name="EditAttachedObject" />
 * <seealso name="CancelEdit" />
 * <seealso name="OnPlayerSelectObject" />
 */
#pragma deprecated Use `BeginObjectSelecting`
native bool:SelectObject(playerid) = BeginObjectSelecting;

/**
 * <library>omp_object</library>
 * <summary>Allows a player to edit an object (position and rotation) using their mouse on a GUI (Graphical
 * User Interface).</summary>
 * <param name="playerid">The ID of the player that should edit the object</param>
 * <param name="objectid">The ID of the object to be edited by the player</param>
 * <seealso name="EditPlayerObject" />
 * <seealso name="EditAttachedObject" />
 * <seealso name="SelectObject" />
 * <seealso name="CancelEdit" />
 * <remarks>You can move the camera while editing by pressing and holding the <b>spacebar</b> (or <b>W</b>
 * in vehicle) and moving your mouse.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.  Success is reported when a non-existent object
 * is specified, but nothing will happen.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The player is not connected.
 * </returns>
 */
#pragma deprecated Use `BeginObjectEditing`
native bool:EditObject(playerid, objectid) = BeginObjectEditing;

/**
 * <library>omp_object</library>
 * <summary>Allows players to edit a player-object (position and rotation) with a GUI and their mouse.</summary>
 * <param name="playerid">The ID of the player that should edit the object</param>
 * <param name="objectid">The object to be edited by the player</param>
 * <seealso name="EditObject" />
 * <seealso name="EditAttachedObject" />
 * <seealso name="SelectObject" />
 * <seealso name="CancelEdit" />
 * <remarks>You can move the camera while editing by pressing and holding the <b>spacebar</b> (or <b>W</b>
 * in vehicle) and moving your mouse.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  Player or object not valid.
 * </returns>
 */
#pragma deprecated Use `BeginPlayerObjectEditing`
native bool:EditPlayerObject(playerid, objectid) = BeginPlayerObjectEditing;

/**
 * <library>omp_object</library>
 * <summary>Cancel object edition mode for a player.</summary>
 * <param name="playerid">The ID of the player to cancel edition for</param>
 * <seealso name="SelectObject" />
 * <seealso name="EditObject" />
 * <seealso name="EditPlayerObject" />
 * <seealso name="EditAttachedObject" />
 */
#pragma deprecated Use `EndObjectEditing`
native bool:CancelEdit(playerid) = EndObjectEditing;

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
#pragma deprecated Use `GetObjectMovingTargetPos`
native bool:GetObjectTarget(objectid, &Float:targetX = 0.0, &Float:targetY = 0.0, &Float:targetZ = 0.0) = GetObjectMovingTargetPos;

/**
 * <library>omp_object</library>
 * <summary>Allows camera collisions with newly created objects to be disabled by default.</summary>
 * <param name="disable"><b><c>1</c></b> to disable camera collisions for newly created objects and
 * <b><c>0</c></b> to enable them (enabled by default)</param>
 * <seealso name="SetObjectNoCameraCol" />
 * <seealso name="SetPlayerObjectNoCameraCol" />
 * <remarks>This function only affects the camera collision of objects created AFTER its use - it does
 * not toggle existing objects' camera collisions.</remarks>
 * <remarks>This only works outside the map boundaries (past <b><c>-3000</c></b>/<b><c>3000</c></b>
 * units on the x and/or y axis).</remarks>
 */
#pragma deprecated Use `SetObjectsDefaultCameraCollision`
native bool:SetObjectsDefaultCameraCol(bool:disable);

/**
 * <library>omp_object</library>
 * <summary>Disable collisions between players' cameras and the specified object.</summary>
 * <param name="objectid">The ID of the object to disable camera collisions on</param>
 * <seealso name="SetObjectsDefaultCameraCol" />
 * <seealso name="SetPlayerObjectNoCameraCol" />
 * <remarks>This only works outside the map boundaries (past <b><c>-3000</c></b>/<b><c>3000</c></b>
 * units on the x and/or y axis).</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The object specified does not exist.
 * </returns>
 */
#pragma deprecated Use `SetObjectNoCameraCollision`
native bool:SetObjectNoCameraCol(objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
#pragma deprecated Use `!HasObjectCameraCollision`
native bool:IsObjectNoCameraCol(objectid);

/**
 * <library>omp_object</library>
 * <summary>Toggles a player object camera collision.</summary>
 * <param name="playerid">The playerid the object belongs to</param>
 * <param name="objectid">The ID of the object you want to toggle</param>
 * <seealso name="SetObjectNoCameraCol" />
 * <seealso name="SetObjectsDefaultCameraCol" />
 * <remarks>This only works outside the map boundaries (past <b><c>-3000</c></b>/<b><c>3000</c></b>
 * units on the x and/or y axis).</remarks>
 * <returns><b><c>1</c></b> regardless of if the object exists or not.</returns>
 */
#pragma deprecated Use `SetPlayerObjectNoCameraCollision`
native bool:SetPlayerObjectNoCameraCol(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
#pragma deprecated Use `!HasPlayerObjectCameraCollision`
native bool:IsPlayerObjectNoCameraCol(playerid, objectid);

/**
 * <library>omp_object</library>
 * <summary></summary>
 */
#pragma deprecated Use `GetPlayerCameraTargetPlayerObject`
native GetPlayerCameraTargetPlayerObj(playerid);

/*
                                                                                                  
      ,ad8888ba,               88  88  88                                   88                    
     d8"'    `"8b              88  88  88                                   88                    
    d8'                        88  88  88                                   88                    
    88             ,adPPYYba,  88  88  88,dPPYba,   ,adPPYYba,   ,adPPYba,  88   ,d8   ,adPPYba,  
    88             ""     `Y8  88  88  88P'    "8a  ""     `Y8  a8"     ""  88 ,a8"    I8[    ""  
    Y8,            ,adPPPPP88  88  88  88       d8  ,adPPPPP88  8b          8888[       `"Y8ba,   
     Y8a.    .a8P  88,    ,88  88  88  88b,   ,a8"  88,    ,88  "8a,   ,aa  88`"Yba,   aa    ]8I  
      `"Y8888Y"'   `"8bbdP"Y8  88  88  8Y"Ybbd8"'   `"8bbdP"Y8   `"Ybbd8"'  88   `Y8a  `"YbbdP"'  
                                                                                                  
                                                                                                  

*/

/**
 * <summary>This callback is called when a player selects an object after <a href="#SelectObject">SelectObject</a>
 * has been used.</summary>
 * <param name="playerid">The ID of the player that selected an object</param>
 * <param name="type">The type of selection</param>
 * <param name="objectid">The ID of the selected object</param>
 * <param name="modelid">The model ID of the selected object</param>
 * <param name="fX">The X position of the selected object</param>
 * <param name="fY">The Y position of the selected object</param>
 * <param name="fZ">The Z position of the selected object</param>
 * <seealso name="SelectObject" />
 * <returns>
 *   <b><c>1</c></b> - Will prevent other scripts from receiving this callback.<br />
 *   <b><c>0</c></b> - Indicates that this callback will be passed to the next script.<br />
 *   It is always called first in filterscripts.
 * </returns>
 */
#if !defined SELECT_OBJECT
	#define SELECT_OBJECT: _:
#endif
forward OnPlayerSelectObject(playerid, SELECT_OBJECT:type, objectid, modelid, Float:fX, Float:fY, Float:fZ);

/**
 * <summary>This callback is called when a player finishes editing an object (<a href="#EditObject">EditObject</a>/<a
 * href="#EditPlayerObject">EditPlayerObject</a>).</summary>
 * <param name="playerid">The ID of the player that edited an object</param>
 * <param name="playerobject"><b><c>0</c></b> if it is a global object or <b><c>1</c></b> if it is a
 * playerobject</param>
 * <param name="objectid">The ID of the edited object</param>
 * <param name="response">The type of response</param>
 * <param name="fX">The X offset for the object that was edited</param>
 * <param name="fY">The Y offset for the object that was edited</param>
 * <param name="fZ">The Z offset for the object that was edited</param>
 * <param name="rotationX">The X rotation for the object that was edited</param>
 * <param name="rotationY">The Y rotation for the object that was edited</param>
 * <param name="rotationZ">The Z rotation for the object that was edited</param>
 * <seealso name="EditObject" />
 * <seealso name="CreateObject" />
 * <seealso name="DestroyObject" />
 * <seealso name="MoveObject" />
 * <remarks>When using <b><c>EDIT_RESPONSE_UPDATE</c></b> be aware that this callback will not be called
 * when releasing an edit in progress resulting in the last update of <b><c>EDIT_RESPONSE_UPDATE</c></b>
 * being out of sync of the objects current position.</remarks>
 * <returns>
 *   <b><c>1</c></b> - Will prevent other scripts from receiving this callback.<br />
 *   <b><c>0</c></b> - Indicates that this callback will be passed to the next script.<br />
 *   It is always called first in filterscripts.
 * </returns>
 */
forward OnPlayerEditObject(playerid, playerobject, objectid, EDIT_RESPONSE:response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ);

/**
 * <summary>This callback is called when a player ends attached object edition mode.</summary>
 * <param name="playerid">The ID of the player that ended edition mode</param>
 * <param name="response"><b><c>0</c></b> if they cancelled (ESC) or <b><c>1</c></b> if they clicked
 * the save icon</param>
 * <param name="index">The index of the attached object</param>
 * <param name="modelid">The model of the attached object that was edited</param>
 * <param name="boneid">The bone of the attached object that was edited</param>
 * <param name="fOffsetX">The X offset for the attached object that was edited</param>
 * <param name="fOffsetY">The Y offset for the attached object that was edited</param>
 * <param name="fOffsetZ">The Z offset for the attached object that was edited</param>
 * <param name="rotationX">The X rotation for the attached object that was edited</param>
 * <param name="rotationY">The Y rotation for the attached object that was edited</param>
 * <param name="rotationZ">The Z rotation for the attached object that was edited</param>
 * <param name="scaleX">The X scale for the attached object that was edited</param>
 * <param name="scaleY">The Y scale for the attached object that was edited</param>
 * <param name="scaleZ">The Z scale for the attached object that was edited</param>
 * <seealso name="EditAttachedObject" />
 * <seealso name="SetPlayerAttachedObject" />
 * <remarks>Editions should be discarded if response was <b><c>0</c></b> (cancelled).  This must be
 * done by storing the offsets etc.  in an array BEFORE using <a href="#EditAttachedObject">EditAttachedObject</a>.</remarks>
 * <returns>
 *   <b><c>1</c></b> - Will prevent other scripts from receiving this callback.<br />
 *   <b><c>0</c></b> - Indicates that this callback will be passed to the next script.<br />
 *   It is always called first in filterscripts.
 * </returns>
 */
forward OnPlayerEditAttachedObject(playerid, EDIT_RESPONSE:response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ);

/**
 * <summary>This callback is called when an object is moved after <a href="#MoveObject">MoveObject</a>
 * (when it stops moving).</summary>
 * <param name="objectid">The ID of the object that was moved</param>
 * <seealso name="MoveObject" />
 * <seealso name="IsObjectMoving" />
 * <seealso name="StopObject" />
 * <seealso name="OnPlayerObjectMoved" />
 * <remarks><a href="#SetObjectPos">SetObjectPos</a> does not work when used in this callback.  To fix
 * it, recreate the object.</remarks>
 * <returns>
 *   This callback does not handle returns.<br />
 *   It is always called first in filterscripts.
 * </returns>
 */
forward OnObjectMoved(objectid);

/**
 * <summary>This callback is called when a player object is moved after <a href="#MovePlayerObject">MovePlayerObject</a>
 * (when it stops moving).</summary>
 * <param name="playerid">The playerid the object is assigned to</param>
 * <param name="objectid">The ID of the player object that was moved</param>
 * <seealso name="OnObjectMoved" />
 * <seealso name="MovePlayerObject" />
 * <seealso name="IsPlayerObjectMoving" />
 * <seealso name="StopPlayerObject" />
 * <remarks>This callback can also be called for NPC.</remarks>
 * <returns>
 *   This callback does not handle returns.<br />
 *   It is always called first in filterscripts.
 * </returns>
 */
forward OnPlayerObjectMoved(playerid, objectid);

