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2 changes: 1 addition & 1 deletion SDK
14 changes: 14 additions & 0 deletions Server/Components/CAPI/Impl/NPCs/APIs.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -193,6 +193,20 @@ OMP_CAPI(NPC_IsAnyStreamedIn, bool(objectPtr npc))
return streamedIn.size() > 1;
}

OMP_CAPI(NPC_ShowInTabListForPlayer, bool(objectPtr npc, objectPtr player))
{
POOL_ENTITY_RET(players, IPlayer, player, player_, false);
POOL_ENTITY_RET(npcs, INPC, npc, npc_, false);
return npc_->showInTabListForPlayer(*player_);
}

OMP_CAPI(NPC_HideInTabListForPlayer, bool(objectPtr npc, objectPtr player))
{
POOL_ENTITY_RET(players, IPlayer, player, player_, false);
POOL_ENTITY_RET(npcs, INPC, npc, npc_, false);
return npc_->hideInTabListForPlayer(*player_);
}

OMP_CAPI(NPC_GetAll, int(int* npcsArr, int maxNPCs))
{
COMPONENT_CHECK_RET(npcs, 0);
Expand Down
36 changes: 36 additions & 0 deletions Server/Components/CAPI/Impl/NPCs/Events.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,21 @@ struct NPCEvents : public NPCEventHandler, public Singleton<NPCEvents<PRIORITY>>
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCRespawn", EventReturnHandler::None, &npc);
}

void onNPCUpdate(INPC& npc) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCUpdate", EventReturnHandler::None, &npc);
}

void onNPCStreamIn(INPC& npc, IPlayer& forPlayer) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCStreamIn", EventReturnHandler::None, &npc, &forPlayer);
}

void onNPCStreamOut(INPC& npc, IPlayer& forPlayer) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCStreamOut", EventReturnHandler::None, &npc, &forPlayer);
}

void onNPCPlaybackStart(INPC& npc, int recordId) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCPlaybackStart", EventReturnHandler::None, &npc, recordId);
Expand All @@ -68,6 +83,27 @@ struct NPCEvents : public NPCEventHandler, public Singleton<NPCEvents<PRIORITY>>
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCPlaybackEnd", EventReturnHandler::None, &npc, recordId);
}

void onNPCVehicleEntryComplete(INPC& npc, IVehicle& vehicle, int seatId) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCVehicleEntryComplete", EventReturnHandler::None, &npc, &vehicle, seatId);
}

void onNPCVehicleExitComplete(INPC& npc, IVehicle& vehicle) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCVehicleExitComplete", EventReturnHandler::None, &npc, &vehicle);
}

bool onNPCVehicleTakeDamage(INPC& npc, IPlayer& issuer, IVehicle& vehicle, float damage, uint8_t weapon, const Vector3& hitPos) override
{
return ComponentManager::Get()->CallEvent<PRIORITY>("onNPCVehicleTakeDamage", EventReturnHandler::StopAtFalse, &npc, &issuer, &vehicle,
damage, int(weapon), hitPos.x, hitPos.y, hitPos.z);
}

void onNPCChangeHeightPos(INPC& npc, float newZ, float oldZ) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onNPCChangeHeightPos", EventReturnHandler::None, &npc, newZ, oldZ);
}

bool onNPCShotMissed(INPC& npc, const PlayerBulletData& bulletData) override
{
return ComponentManager::Get()->CallEvent<PRIORITY>("onNPCShotMissed", EventReturnHandler::StopAtFalse, &npc,
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