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frontend/docs/changelog.md

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@@ -6,7 +6,6 @@ description: open.mp development progress and changelog.
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## **[v1.5.8.3079](https://github.com/openmultiplayer/open.mp/releases/tag/v1.5.8.3079) (Latest)**
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We're excited to announce the release of our latest server version!
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This update brings several important fixes and introduces a long awaited new feature: **Fully controllable NPCs**!
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- Join the community and get support on [Discord](https://discord.gg/samp)
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- Support development via [OpenCollective](https://opencollective.com/openmultiplayer)
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This release sets the direction for the remainder of this year and lays the foundation for a new chapter in 2026.
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We are entering a phase focused on deeper tooling, stronger native integrations, and more ambitious releases.
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This release sets the direction for the remainder of this year and lays the foundation for a new chapter in 2026.
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We are entering a phase focused on deeper tooling, stronger native integrations, and more ambitious releases.
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We’re excited to build what comes next together with the community.
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<br />
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<hr />

frontend/docs/scripting/callbacks/OnNPCFinishMovePathPoint.md

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This callback is called when an NPC finishes moving to a specific point in a path.
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| Name | Description |
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| ------- | ------------------------------------------------ |
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| npcid | The ID of the NPC that finished the path point |
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| pathid | The ID of the path being followed |
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| pointid | The index of the point that was reached |
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| Name | Description |
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| ------- | ---------------------------------------------- |
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| npcid | The ID of the NPC that finished the path point |
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| pathid | The ID of the path being followed |
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| pointid | The index of the point that was reached |
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## Examples
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frontend/docs/scripting/callbacks/OnPlayerDisconnect.md

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## Reasons
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| ID | Reason | Details |
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| --- | ------------- | ----------------------------------------------------------------------------------------------- |
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| 0 | Timeout/Crash | The player's connection was lost. Either their game crashed or their network had a fault. |
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| 1 | Quit | The player purposefully quit, either using the /quit (/q) command or via the pause menu. |
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| 2 | Kick/Ban | The player was kicked or banned by the server. |
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| ID | Reason | Details |
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| --- | ------------- | ----------------------------------------------------------------------------------------- |
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| 0 | Timeout/Crash | The player's connection was lost. Either their game crashed or their network had a fault. |
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| 1 | Quit | The player purposefully quit, either using the /quit (/q) command or via the pause menu. |
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| 2 | Kick/Ban | The player was kicked or banned by the server. |
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## Examples
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frontend/docs/scripting/functions/GetActorPoolSize.md

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## Description
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Gets the highest actorid created on the server. Note that in SA:MP this function is broken and will return `0` even when there are no actors. open.mp correct this to return `-1`, but also deprecate the function in favour of `MAX_ACTORS` or `foreach`.
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Gets the highest actorid created on the server. Note that in SA:MP this function is broken and will return `0` even when there are no actors. open.mp correct this to return `-1`, but also deprecate the function in favour of `MAX_ACTORS` or `foreach`.
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## Examples
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frontend/docs/scripting/functions/GetVehicleDamageStatus.md

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Retrieve the damage statuses of a vehicle.
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| Name | Description |
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| --------------------------- | ------------------------------------------------------------------ |
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| vehicleid | The ID of the vehicle to get the damage statuses of. |
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| Name | Description |
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| --------------------------- | ---------------------------------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle to get the damage statuses of. |
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| VEHICLE_PANEL_STATUS:panels | A set of bits containing the panel damage status. See [Panel States](../resources/panelstates) |
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| VEHICLE_DOOR_STATUS:doors | A set of bits containing the door damage status. See [Door States](../resources/doorstates) |
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| VEHICLE_DOOR_STATUS:doors | A set of bits containing the door damage status. See [Door States](../resources/doorstates) |
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| VEHICLE_LIGHT_STATUS:lights | A set of bits containing the light damage status. See [Light States](../resources/lightstates) |
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| VEHICLE_TIRE_STATUS:tires | A set of bits containing the tire damage status. See [Tire States](../resources/tirestates) |
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| VEHICLE_TIRE_STATUS:tires | A set of bits containing the tire damage status. See [Tire States](../resources/tirestates) |
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## Returns
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frontend/docs/scripting/functions/GetVehicleParamsCarDoors.md

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Allows you to retrieve the current state of a vehicle's doors
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| Name | Description |
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| ---------------- | ----------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle |
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| &frontLeft | The integer to save the state of the driver's door to. |
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| &frontRight | The integer to save the state of the passenger's door to. |
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| &rearLeft | The integer to save the state of the rear left door to (if available). |
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| &rearRight | The integer to save the state of the rear right door to (if available). |
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| Name | Description |
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| ----------- | ----------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle |
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| &frontLeft | The integer to save the state of the driver's door to. |
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| &frontRight | The integer to save the state of the passenger's door to. |
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| &rearLeft | The integer to save the state of the rear left door to (if available). |
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| &rearRight | The integer to save the state of the rear right door to (if available). |
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## Returns
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frontend/docs/scripting/functions/GetVehicleParamsCarWindows.md

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Allows you to retrieve the current state of a vehicle's windows
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| Name | Description |
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| ---------------- | ------------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle |
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| &frontLeft | The integer to save the state of the drivers window to. |
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| &frontRight | The integer to save the state of the passengers window to. |
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| &rearLeft | The integer to save the state of the rear left window to (if available). |
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| &rearRight | The integer to save the state of the rear right window to (if available). |
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| Name | Description |
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| ----------- | ------------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle |
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| &frontLeft | The integer to save the state of the drivers window to. |
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| &frontRight | The integer to save the state of the passengers window to. |
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| &rearLeft | The integer to save the state of the rear left window to (if available). |
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| &rearRight | The integer to save the state of the rear right window to (if available). |
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## Returns
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frontend/docs/scripting/functions/GetVehicleParamsEx.md

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Gets a vehicle's parameters.
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| Name | Description |
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| --------------- | ------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle to get the parameters from. |
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| &engine | Get the engine status. If 1, the engine is running.. |
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| &lights | Get the vehicle's lights' state. If 1 the lights are on. |
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| &alarm | Get the vehicle's alarm state. If 1 the alarm is (or was) sounding. |
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| &doors | Get the lock status of the doors. If 1 the doors are locked. |
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| &bonnet | Get the bonnet/hood status. If 1, it's open. |
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| &boot | Get the boot/trunk status. 1 means it is open. |
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| &objective | Get the objective status. 1 means the objective is on. |
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| Name | Description |
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| ---------- | ------------------------------------------------------------------- |
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| vehicleid | The ID of the vehicle to get the parameters from. |
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| &engine | Get the engine status. If 1, the engine is running.. |
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| &lights | Get the vehicle's lights' state. If 1 the lights are on. |
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| &alarm | Get the vehicle's alarm state. If 1 the alarm is (or was) sounding. |
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| &doors | Get the lock status of the doors. If 1 the doors are locked. |
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| &bonnet | Get the bonnet/hood status. If 1, it's open. |
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| &boot | Get the boot/trunk status. 1 means it is open. |
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| &objective | Get the objective status. 1 means the objective is on. |
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frontend/docs/scripting/functions/NPC_AimAtPlayer.md

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```c
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public OnPlayerCommandText(playerid, cmdtext[])
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{
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{
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if (!strcmp(cmdtext, "/hostile", true))
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{
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new npcid = PlayerNPC[playerid];

frontend/docs/scripting/functions/NPC_ApplyAnimation.md

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NPC_ApplyAnimation(npcid, "DANCING", "dance_loop", 4.1, true, false, false, false, 0);
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SendClientMessage(playerid, 0x00FF00FF, "NPC %d has been applied animation.", npcid);
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return 1;
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}
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return 0;

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