-
-
- ## تابع های مرتبط
-
- - [ResetPlayerMoney](../callbacks/ResetPlayerMoney) تنظیم کردن پول بازیکن به $0
- - [GetPlayerMoney](../callbacks/GetPlayerMoney) بررسی کردن مقدار پول یک بازیکن
diff --git a/docs/translations/fa/scripting/functions/SendClientMessage.md b/docs/translations/fa/scripting/functions/SendClientMessage.md
deleted file mode 100644
index dbe243d5ee0..00000000000
--- a/docs/translations/fa/scripting/functions/SendClientMessage.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: SendClientMessage
-description: این تابع با یک رنگ انتخاب شده در چت پیامی را به یک بازیکن خاص ارسال می کند.
-tags: []
----
-
-
-
-## ØªÙˆØ¶ÛŒØØ§Øª
-
-این تابع با یک رنگ انتخاب شده در چت پیامی را به یک بازیکن خاص ارسال Ù…ÛŒ کند. Ú©Ù„ خط در جعبه چت به رنگ تعیین شده خواهد بود مگر اینکه جاسازی رنگ Ø§Ø³ØªÙØ§Ø¯Ù‡ شود.
-
-| اسم | ØªÙˆØ¶ÛŒØ |
-| --------------- | ----------------------------------------------------- |
-| playerid | شناسه بازیکن برای نمایش پیام |
-| color | رنگ پیام (0xRRGGBBAA Hex format). |
-| const message[] | متنی Ú©Ù‡ نمایش داده Ù…ÛŒ شود (ØØ¯Ø§Ú©Ø«Ø± 144 کاراکتر). |
-
-## مقادیر برگشتی
-
-1: تابع با موÙقیت اجرا شد. وقتی رشته بیش از 144 کاراکتر باشد ØŒ موÙقیت گزارش داده Ù…ÛŒ شود ØŒ اما پیام ارسال نمی شود.
-
-
-0: تابع اجرا نشد. بازیکن متصل نیست.
-
-## مثال ها
-
-
-
-```c
-#define COLOR_RED 0xFF0000FF
-
-public OnPlayerConnect(playerid)
-{
- SendClientMessage(playerid, COLOR_RED, "In matn ghermez ast");
- SendClientMessage(playerid, 0x00FF00FF, "In matn sabz ast");
- SendClientMessage(playerid, -1, "In matn sefid ast.");
- return 1;
-}
-```
-
-
-
-## نکته ها
-
-:::tip
-
-Ù…ÛŒ توانید از جاسازی رنگ برای چندین رنگ در پیام Ø§Ø³ØªÙØ§Ø¯Ù‡ کنید. با Ø§Ø³ØªÙØ§Ø¯Ù‡ از "-1" به عنوان رنگ ØŒ متن سÙید Ù…ÛŒ شود (به همین دلیل ساده Ú©Ù‡ -1 ØŒ اگر در نماد hexadecimal نشان داده شود ØŒ 0xFFFFFFFF است).
-
-
-:::
-
-:::warning
-
-اگر پیامی بیش از 144 کاراکتر داشته باشد، ارسال نمی شود. برای جلوگیری از این امر Ù…ÛŒ توان از کوتاه کردن Ø§Ø³ØªÙØ§Ø¯Ù‡ کرد. نمایش پیام در چندین خط نیز این مسئله را ØÙ„ Ù…ÛŒ کند. از Ø§Ø³ØªÙØ§Ø¯Ù‡ از علامت درصد (یا مشخص کننده های ÙØ±Ù…ت) در متن پیام واقعی بدون ÙØ±Ø§Ø± صØÛŒØ از آن خودداری کنید (مانند ٪٪). در غیر این صورت منجر به crash(خرابی) Ù…ÛŒ شود.
-
-
-:::
-
-## تابع های مرتبط
-
-- [SendClientMessageToAll](SendClientMessageToAll): ÙØ±Ø³ØªØ§Ø¯Ù† پیام به همه بازیکن ها.
-- [SendPlayerMessageToPlayer](SendPlayerMessageToPlayer)
-- [SendPlayerMessageToAll](SendPlayerMessageToAll)
-
\ No newline at end of file
diff --git a/docs/translations/fa/scripting/functions/SendClientMessageToAll.md b/docs/translations/fa/scripting/functions/SendClientMessageToAll.md
deleted file mode 100644
index c60d70ddb6f..00000000000
--- a/docs/translations/fa/scripting/functions/SendClientMessageToAll.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: SendClientMessageToAll
-description: یک پیام را برای همه بازیکن ها نشان میدهد.
-tags: []
----
-
-
-
-## ØªÙˆØ¶ÛŒØØ§Øª
-
-یک پیام را برای همه بازیکن ها نشان میدهد. این معادل چند Ù†ÙØ±Ù‡ SendClientMessage است.
-
-| Name | Description |
-| --------------- | ------------------------------------------------- |
-| color | رنگ پیام (0xRRGGBBAA Hex format). |
-| const message[] | متنی Ú©Ù‡ نمایش داده Ù…ÛŒ شود (ØØ¯Ø§Ú©Ø«Ø± 144 کاراکتر). |
-
-## مقادیر بازگشتی
-
-این تابع همیشه true را بررمی گرداند. (1).
-
-## مثال ها
-
-
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/helloworld", true) == 0)
- {
- // Ferestadan payam baraye hame
- SendClientMessageToAll(-1, "Hello!");
- return 1;
- }
- return 0;
-}
-```
-
-
-
-## نکته ها
-
-:::warning
-
-بدون ÙØ±Ù…ت رشته ای Ú©Ù‡ ارسال Ù…ÛŒ شود ØŒ از Ø§Ø³ØªÙØ§Ø¯Ù‡ از مشخص کننده های ÙØ±Ù…ت در پیام های خود خودداری کنید. در غیر این صورت منجر به crash(خرابی) Ù…ÛŒ شود.
-
-:::
-
-## تابع های مرتبط
-
-- [SendClientMessage](SendClientMessage): ÙØ±Ø³ØªØ§Ø¯Ù† پیام برای یک بازیکن خاص.
-- [SendPlayerMessageToAll](SendPlayerMessageToAll)
\ No newline at end of file
diff --git a/docs/translations/fa/scripting/functions/SetTimer.md b/docs/translations/fa/scripting/functions/SetTimer.md
deleted file mode 100644
index 8da5931ddbe..00000000000
--- a/docs/translations/fa/scripting/functions/SetTimer.md
+++ /dev/null
@@ -1,80 +0,0 @@
----
-title: SetTimer
-description: یک 'تایمر' تنظیم می‌کند تا یک تابع را پس از مدتی ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ کند.
-tags: ["timer"]
----
-
-## ØªÙˆØ¶ÛŒØØ§Øª
-
-یک 'تایمر' تنظیم می‌کند تا یک تابع را پس از مدتی ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ کند. قابل تنظیم برای تکرار.
-
-| اسم | ØªÙˆØ¶ÛŒØØ§Øª |
-| -------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
-| const functionName[] | نام تابعی Ú©Ù‡ باید به عنوان یک رشته ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ شود. این باید یک تابع عمومی باشد. یک رشته خالی در اینجا باعث کرش سرور خواهد شد. |
-| interval | ÙØ§ØµÙ„Ù‡ زمانی (مدت زمان تایمر) به میلی‌ثانیه. |
-| bool:repeating | مقدار بولین (true/false) برای مشخص کردن اینکه تایمر باید تکرار شود یا خیر. |
-
-## مقادیر بازگشتی
-
-شناسه تایمر شروع شده.
-
-شناسه تایمر ها شروع می‌شوند از **1**.
-
-## مثال ها
-
-```c
-public OnGameModeInit()
-{
- print("Starting timer...");
- SetTimer("OneSecondTimer", 1000, true); // تنظیم یک تایمر تکرار شونده برای هر 1000 میلی‌ثانیه (1 ثانیه)
-}
-
-forward OneSecondTimer();
-public OneSecondTimer()
-{
- print("1 second has passed.");
-}
-```
-
-## نکته ها
-
-:::warning
-
-Ùواصل زمانی تایمرها دقیق نیستند (تقریباً Û²ÛµÙª خطا) در SA-MP. راه ØÙ„ هایی موجود هستند در [اینجا](https://sampforum.blast.hk/showthread.php?tid=289675) Ùˆ [اینجا](https://sampforum.blast.hk/showthread.php?tid=650736).
-
-اما این مشکل در open.mp ØÙ„ شده است.
-
-:::
-
-:::warning
-
-Ø§Ø³ØªÙØ§Ø¯Ù‡ از تایمر های زیاد باعث Ø§ÙØ²Ø§ÛŒØ´ مصر٠رم/سی‌پی‌یو خواهد شد.
-
-:::
-
-:::tip
-
-شناسه‌های تایمر هرگز دوباره Ø§Ø³ØªÙØ§Ø¯Ù‡ نمی‌شوند.
-
-
-شما می‌توانید با Ø§Ø³ØªÙØ§Ø¯Ù‡ از [KillTimer](KillTimer) یک شناسه تایمر را متوق٠کنید Ùˆ مهم نیست Ú©Ù‡ در ØØ§Ù„ اجرا باشد یا نه.
-
-تابعی Ú©Ù‡ باید ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ شود، باید عمومی باشد، به این معنی Ú©Ù‡ باید forwarded باشد.
-
-:::
-
-## تعری٠شده ها
-
-| تعری٠| مقدار |
-|---------------|-------|
-| INVALID_TIMER | 0 |
-
-## تابع های مرتبط
-
-- [SetTimerEx](SetTimerEx): تنظیم تایمر با پارامتر ها.
-- [KillTimer](KillTimer): متوق٠کردن یک تایمر
-- [IsValidTimer](IsValidTimer): بررسی وجود یک تایمر.
-- [IsRepeatingTimer](IsRepeatingTimer): بررسی اینکه آیا تایمر تکراری است یا خیر.
-- [GetTimerInterval](GetTimerInterval): Ú¯Ø±ÙØªÙ† ÙØ§ØµÙ„Ù‡ زمانی یک تایمر.
-- [GetTimerRemaining](GetTimerRemaining): Ú¯Ø±ÙØªÙ† ÙØ§ØµÙ„Ù‡ زمانی باقی مانده یک تایمر.
-- [CountRunningTimers](CountRunningTimers): Ú¯Ø±ÙØªÙ† تایمر های Ø¯Ø±ØØ§Ù„ اجرا.
diff --git a/docs/translations/fa/scripting/functions/SetTimerEx.md b/docs/translations/fa/scripting/functions/SetTimerEx.md
deleted file mode 100644
index a5e25116f5d..00000000000
--- a/docs/translations/fa/scripting/functions/SetTimerEx.md
+++ /dev/null
@@ -1,100 +0,0 @@
----
-title: SetTimerEx
-description: تنظیم یک تایمر برای ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ تابع پس از یک بازه زمانی مشخص. با قابلیت ارسال مقادیر
-tags: ["timer"]
----
-
-## ØªÙˆØ¶ÛŒØØ§Øª
-
-یک تایمر برای ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ تابع پس از یک بازه زمانی مشخص تنظیم می‌کند. این نسخه ('Ex') امکان ارسال پارامترها (مانند شناسه بازیکن) به تابع را ÙØ±Ø§Ù‡Ù… می‌کند.
-
-| نام | ØªÙˆØ¶ÛŒØØ§Øª |
-| -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
-| const functionName[] | نام یک تابع عمومی Ú©Ù‡ پس از انقضای تایمر ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ می‌شود. |
-| interval | بازه زمانی به میلی‌ثانیه (1 ثانیه = 1000 میلی‌ثانیه). |
-| bool:repeating | مقدار بولی (true/false یا 1/0) Ú©Ù‡ مشخص می‌کند آیا تایمر باید به صورت مکرر ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ شود (Ùقط با KillTimer متوق٠می‌شود) یا تنها یک بار اجرا شود. |
-| const specifiers[] | ÙØ±Ù…ت خاصی Ú©Ù‡ نشان‌دهنده نوع مقادیر ارسالی تایمر است. |
-| OPEN_MP_TAGS:... | تعداد Ù†Ø§Ù…ØØ¯ÙˆØ¯ÛŒ از آرگومان‌ها برای ارسال (باید مطابق ÙØ±Ù…ت مشخص شده در پارامتر قبلی باشد). |
-
-## مقادیر بازگشتی
-
-شناسه تایمری Ú©Ù‡ شروع شده است. شناسه تایمرها از 1 شروع شده Ùˆ دوباره Ø§Ø³ØªÙØ§Ø¯Ù‡ نمی‌شوند. هیچ بررسی داخلی برای ØµØØª پارامترهای ارسال‌شده انجام نمی‌شود (مثلاً اگر مدت‌زمان مقدار منÙÛŒ باشد). Ø§ÙØ²ÙˆÙ†Ù‡ 'fixes2' از Y_Less این بررسی‌ها را انجام داده Ùˆ دقت تایمرها را به طور قابل توجهی بهبود می‌بخشد Ùˆ همچنین امکان ارسال آرایه/رشته را اضاÙÙ‡ می‌کند.
-
-## مثال‌ها
-
-```c
-SetTimerEx("EndAntiSpawnKill", 5000, false, "i", playerid);
-// EndAntiSpawnKill - این تابع ÙØ±Ø§ÙˆØ®ÙˆØ§Ù†ÛŒ خواهد شد
-// 5000 - 5000 میلی‌ثانیه (5 ثانیه). این بازه زمانی است. تایمر پس از 5 ثانیه ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ می‌شود.
-// false - بدون تکرار. Ùقط یک بار ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ خواهد شد.
-// "i" - 'i' نشان‌دهنده عدد صØÛŒØ (عدد کامل) است. ما یک عدد صØÛŒØ (شناسه بازیکن) را به تابع ارسال می‌کنیم.
-// playerid - مقداری Ú©Ù‡ باید ارسال شود. این مقدار همان عدد صØÛŒØ مشخص شده در پارامتر قبلی است.
-```
-
-
-
-```c
-// The event callback (OnPlayerSpawn) - Inja ma yek timer shoro mikonim.
-public OnPlayerSpawn(playerid)
-{
- // Anti-Spawnkill (5 saanie) - Jelogiri az koshte shodan dar spawn ta 5 saanie.
-
- // Health(Joon) player ro be meghdar bala set mikonam ta koshte nashavad.
- SetPlayerHealth(playerid, 999999.0);
-
- // Etela midim behesh.
- SendClientMessage(playerid, -1, "You are protected against spawn-killing for 5 seconds.");
-
- // Yek timer timer misazim ta Spawn kill ro ba'ad az 5 saanie gheyr fa'al kone.
- SetTimerEx("EndAntiSpawnKill", 5000, false, "i", playerid);
-}
-
-// Forward (make public) the function so the server can 'see' it
-forward EndAntiSpawnKill(playerid);
-// The timer function - in code vaghti ke zaman timer resid ejra mishe.
-public EndAntiSpawnKill(playerid)
-{
- // 5 saanie gozashte, pas joon player ro be halat normal bar migardonim.
- SetPlayerHealth(playerid, 100.0);
-
- // Bezar behesh etela ham bedim.
- SendClientMessage(playerid, -1, "You are no longer protected against spawn-killing.");
- return 1;
-}
-```
-
-## نکته ها
-
-:::warning
-
-
-Ùواصل زمانی تایمرها دقیق نیستند (تقریباً Û²ÛµÙª خطا) در SA-MP. راه ØÙ„ هایی موجود هستند در [اینجا](https://sampforum.blast.hk/showthread.php?tid=289675) Ùˆ [اینجا](https://sampforum.blast.hk/showthread.php?tid=650736).
-
-اما این مشکل در open.mp ØÙ„ شده است.
-
-:::
-
-:::tip
-
-متغیرهای شناسه تایمر باید زمانی Ú©Ù‡ دیگر مورد Ø§Ø³ØªÙØ§Ø¯Ù‡ نیستند به 0 تنظیم شوند تا Ø§ØØªÙ…ال از کار انداختن اشتباهی تایمرهای جدید به ØØ¯Ø§Ù‚Ù„ برسد. مقدار `-1` معمولاً به اشتباه به عنوان شناسه نامعتبر در نظر Ú¯Ø±ÙØªÙ‡ می‌شود - Ú©Ù‡ نیست.
-
-تابعی Ú©Ù‡ باید ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ شود، باید عمومی باشد، به این معنی Ú©Ù‡ باید forwarded باشد.
-:::
-
-## تعری٠شده ها
-
-| تعری٠| مقدار |
-|---------------|-------|
-| INVALID_TIMER | 0 |
-
-## تابع های مرتبط
-
-- [SetTimer](SetTimer): تنظیم یک تایمر.
-- [KillTimer](KillTimer): متوق٠کردن یک تایمر.
-- [IsValidTimer](IsValidTimer): بررسی می‌کند که آیا یک تایمر معتبر است.
-- [IsRepeatingTimer](IsRepeatingTimer): بررسی می‌کند که آیا یک تایمر به صورت تکراری تنظیم شده است.
-- [GetTimerInterval](GetTimerInterval): Ø¯Ø±ÛŒØ§ÙØª بازه زمانی یک تایمر.
-- [GetTimerRemaining](GetTimerRemaining): Ø¯Ø±ÛŒØ§ÙØª بازه زمانی باقی‌مانده یک تایمر.
-- [CountRunningTimers](CountRunningTimers): Ø¯Ø±ÛŒØ§ÙØª تعداد تایمرهای در ØØ§Ù„ اجرا.
-- [CallLocalFunction](CallLocalFunction): ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ یک تابع در اسکریپت.
-- [CallRemoteFunction](CallRemoteFunction): ÙØ±Ø§Ø®ÙˆØ§Ù†ÛŒ یک تابع در هر اسکریپت بارگذاری شده.
diff --git a/docs/translations/fa/scripting/functions/strcmp.md b/docs/translations/fa/scripting/functions/strcmp.md
deleted file mode 100644
index 76a2558106b..00000000000
--- a/docs/translations/fa/scripting/functions/strcmp.md
+++ /dev/null
@@ -1,74 +0,0 @@
----
-title: strcmp
-description: دو رشته را مقایسه می کند تا ببینید آیا یکسان هستند.
-tags: ["string"]
----
-
-
-
-:::warning
-
-این تابع با یک ØØ±Ù Ú©ÙˆÚ†Ú© شروع Ù…ÛŒ شود.
-
-:::
-## ØªÙˆØ¶ÛŒØØ§Øª
-
-دو رشته را مقایسه می کند تا ببینید آیا یکسان هستند.
-
-| اسم | ØªÙˆØ¶ÛŒØ |
-| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
-| string1 | اولین رشته برای مقایسه |
-| string2 | دومین رشته برای مقایسه |
-| ignorecase (اختیاری) | وقتی روی true تنظیم شد، ØØ§Ù„ت مهم نیست - HeLLo همان Hello است. هنگامی Ú©Ù‡ false است، آنها یکسان نیستد(به صورت Ù¾ÛŒØ´ÙØ±Ø¶ false میباشد). |
-| length (اختیاری) | وقتی این طول تعیین شود ، اولین کاراکترهای x مقایسه می شوند - با انجام "Hello" و "Hell No" با طول 4 ، این همان رشته است. |
-
-## مقادیر برگشتی
-
-اگر رشته ها با طول مشخص شده با هم مطابقت داشته باشند 0 بر Ù…ÛŒ گرداند; اگر برخی از کاراکتر ها با هم مطابقت نداشته باشند: string1 [i] - string2 [i] ('i' شاخص کاراکتر را از 0 نشان Ù…ÛŒ دهد) 1 یا -1 برمی گرداند؛ ØªÙØ§ÙˆØª در تعداد کاراکتر ها اگر یک رشته باشد Ùقط با بخشی از رشته دیگر مطابقت دارد.
-
-## مثال ها
-
-
-
-```c
-new string1[] = "Hello World";
-new string2[] = "Hello World";
-
-// Barresi kardan baraye moshabeh boodan reshte ha
-if (!strcmp(string1, string2))
-
-new string3[] = "Hell";
-
-// Barresi kardan baraye motabeghat dashtane 4 character avval
-if (!strcmp(string2, string3, false, 4))
-
-// Barresi kardane reshte haye khali ba isnull()
-if (!strcmp(string1, string2) && !isnull(string1) && !isnull(string2))
-
-// Tarife isnull():
-#if !defined isnull
- #define isnull(%1) ((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))
-#endif
-```
-
-
-## نکته ها
-
-:::warning
-
-اگر هر رشته خالی باشد ØŒ این تابع 0 را برمی گرداند. رشته های null را با isnull () بررسی کنید. اگر رشته ها را از یک ÙØ§ÛŒÙ„ متنی مقایسه Ù…ÛŒ کنید ØŒ باید هنگام Ø§Ø³ØªÙØ§Ø¯Ù‡ از fread ØŒ کاراکتر های خاص "carriage return" Ùˆ "خط جدید" را در نظر بگیرید (n \r\) ØŒ همانطور Ú©Ù‡ در آنها گنجانده شده است.
-
-:::
-
-## تابع های مرتبط
-
-- [strfind](strfind): جست و جو کردن رشته ای در رشته دیگر
-- [strdel](strdel): بخشی از رشته را ØØ°Ù کردن.
-- [strins](../function/strins): قرارد دادن متن در یک رشته.
-- [strlen](../function/strlen): Ú¯Ø±ÙØªÙ† طول یک رشته.
-- [strmid](strmid): استخراج کردن بخشی از رشته به رشته دیگر.
-- [strpack](strpack): قرار دادن یک رشته به رشته مقصد.
-- [strval](strval): تبدیل کردن یک رشته به عدد صØÛŒØ.
-- [strcat](strcat): پیوند دادن دو رشته در یک مرجع مقصد.
-- http://www.compuphase.com/pawn/String_Manipulation.pdf
-
\ No newline at end of file
diff --git a/docs/translations/fa/scripting/resources/dialogstyles.md b/docs/translations/fa/scripting/resources/dialogstyles.md
deleted file mode 100644
index 508b65176a0..00000000000
--- a/docs/translations/fa/scripting/resources/dialogstyles.md
+++ /dev/null
@@ -1,310 +0,0 @@
----
-title: سبک های دیالوگ
----
-
-
-
-:::note نکته
-
-- در [OnDialogResponse](../callbacks/OnDialogResponse) ÙØ´Ø±Ø¯Ù† **button1** باعث میشود **response** **1** باشد، اگر **button2** ÙØ´Ø±Ø¯Ù‡ شود باعث میشود **response** **0** شود.
-- هر دیالوگ میتواند دو دکمه داشته باشید. برای اینکه دکمه نشان داده نشود آن را خالی بگذارید، مثل مثال اول. پلیر ها قادر نخواهند بود بر روی آن دکمه کلیک کنند اما آن ها قادر خواند بود با ÙØ´Ø±Ø¯Ù† دکمه ESC [OnDialogResponse](../callbacks/OnDialogResponse) را با **response** = **0** ÙØ±Ø§ بخوانند.
-- [ShowPlayerDialog](../functions/ShowPlayerDialog): روش color-embedding میتواند برای هر string Ø§Ø³ØªÙØ§Ø¯Ù‡ شود : **caption**, **info**, **button1** Ùˆ **button2**.
-:::
-
-- این ØµÙØÙ‡ [ShowPlayerDialog](../functions/ShowPlayerDialog) Ùˆ [OnDialogResponse](../callbacks/OnDialogResponse) را ØªÙˆØ¶ÛŒØ Ù…ÛŒØ¯Ù‡Ø¯.
-- برای دیدن Ù…ØØ¯ÙˆØ¯ ها ØµÙØÙ‡ [Limits](../resources/limits) را ببینید.
-- برای مثال واکنش بازیکن به دیالوگ، میتوانید از این کد ها Ø§Ø³ØªÙØ§Ø¯Ù‡ کنید :
-
-
-
-```c
-public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
-{
- printf( "playerid = %d, dialogid = YOUR_DIALOGID, response = %d, listitem = %d, inputtext = '%s' (size: %d)", playerid, response, listitem, inputtext, strlen( inputtext ) );
- return 1;
-}
-```
-
-
-
-## سبک 0: `DIALOG_STYLE_MSGBOX`
-
-
-
-نمایش دادن:
-
-:::note نکته
-
-- **\t** مقداری ÙØ§ØµÙ„Ù‡ ایجاد میکند.
-- **\n** یک خط جدید میسازد.
-- روش Color-Embedding بعد از \n \t ریست نمیشود و رنگ آن عوض نمیشود.
-
-:::
-
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_MSGBOX, "Caption", "Info\n\tInfo", "Button 1", "");
-```
-
-
-
-### پاسخ خروجی
-
-:::note نکته
-
-- **listitem** همیشه **-1** است.
-- **inputtext** همیشه خالی است.
-
-:::
-
-
-
-
-```c
-// Dokme feshorde shod
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = -1, inputtext = '' (size: 0)
-
-// Dokme ESC feshore shod
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = -1, inputtext = '' (size: 0)
-```
-
-
-
-## سبک 1: `DIALOG_STYLE_INPUT`
-
-
-
-نمایش دادن:
-
-:::note نکته
-
-- **\t** مقداری ÙØ§ØµÙ„Ù‡ ایجاد میکند.
-- **\n** یک خط جدید میسازد.
-- روش Color-Embedding بعد از \n \t ریست نمیشود و رنگ آن عوض نمیشود.
-
-:::
-
-
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_INPUT, "Caption", "Enter information below:", "Button 1", "Button 2");
-```
-
-
-
-### پاسخ خروجی
-
-:::note
-
-- **listitem** همیشه **-1** است.
-- **inputtext** توسط کاربر نوشته شده، شامل رنگ هم میشود.
-
-:::
-
-
-
-```c
-// wrote "input" and pressed the left button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = -1, inputtext = 'input' (size: 5)
-
-// wrote "input" and pressed the right button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = -1, inputtext = 'input' (size: 5)
-```
-
-
-
-## سبک 2: `DIALOG_STYLE_LIST`
-
-
-
-نمایش دادن:
-
-:::note
-
-- **\t** مقداری ÙØ§ØµÙ„Ù‡ ایجاد میکند.
-- **\n** یک خط جدید میسازد.
-- روش Color-Embedding بعد از \n \t ریست نمیشود و رنگ آن عوض نمیشود.
-
-:::
-
-
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_LIST, "Caption", "Item 0\n{FFFF00}Item 1\nItem 2", "Button 1", "Button 2");
-```
-
-
-
-### پاسخ خروجی:
-
-:::note
-
-- **listitem**شماره مورد انتخاب شده است. از **0** شروع میشود.
-- **inputtext** متن مورد انتخاب شده، شامل رنگ ها نمیشود.
-
-:::
-
-
-
-```c
-// selected the first list item and pressed the left button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = 0, inputtext = 'Item 0' (size: 6)
-
-// selected the second list item and pressed the right button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = 1, inputtext = 'Item 1' (size: 6)
-```
-
-
-
-## سبک 3: `DIALOG_STYLE_PASSWORD`
-
-:::note نکته
-
-- شبیه **DIALOG_STYLE_INPUT**.
-
-:::
-
-
-
-نمایش دادن:
-
-:::note نکته
-
-- **\t** مقداری ÙØ§ØµÙ„Ù‡ ایجاد میکند.
-- **\n** یک خط جدید میسازد.
-
-:::
-
-
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_PASSWORD, "Caption", "Enter private information below:", "Button 1", "Button 2");
-```
-
-
-
-### پاسخ خروجی
-
-:::note نکته
-
-- **listitem** همیشه **-1** است.
-- **inputtext** متن مورد انتخاب شده، شامل رنگ ها نمیشود.
-
-:::
-
-
-
-```c
-// wrote "input" and pressed the left button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = -1, inputtext = 'input' (size: 5)
-
-// wrote "input" and pressed the right button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = -1, inputtext = 'input' (size: 5)
-```
-
-
-## سبک 4: `DIALOG_STYLE_TABLIST`
-
-:::tip این مورد در نسخه **SA-MP 0.3.7** اضاÙÙ‡ شده Ùˆ در نسخه های قبلی کار نخواهد کرد!
-
-:::
-
-:::note نکته
-
-- شبیه **DIALOG_STYLE_LIST**.
-
-:::
-
-
-
-نمایش دادن:
-
-:::note نکته
-
-- **\t** مقداری ÙØ§ØµÙ„Ù‡ ایجاد میکند.
-- **\n** یک خط جدید میسازد.
-- روش Color-Embedding بعد از \n یا \t ریست میشود. اولین خط **info** شامل سر تیتر میشود.
-
-:::
-
-
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_TABLIST, "Caption",
-"Deagle\t$5000\t100\n\
-{FF0000}Sawnoff\t{33AA33}$5000\t100\n\
-Pistol\t$1000\t50",
-"Button 1", "Button 2");
-```
-
-
-
-:::note نکته
-
-- **inputtext** متن اولین ستون از **listitem** انتخاب شده، بدون رنگ ها.
-
-:::
-
-
-
-```c
-// selected the first list item and pressed the left button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = 0, inputtext = 'Deagle' (size: 6)
-
-// selected the second list item and pressed the right button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = 1, inputtext = 'Sawnoff' (size: 7)
-```
-
-
-
-## سبک 5: `DIALOG_STYLE_TABLIST_HEADERS`
-
-:::tip این مورد در نسخه **SA-MP 0.3.7** اضاÙÙ‡ شده Ùˆ در نسخه های قبلی کار نخواهد کرد!
-
-:::
-
-:::note نکته
-
-- شبیه**DIALOG_STYLE_LIST**.
-
-:::
-
-
-
-نمایش دادن:
-
-:::note نکته
-
-- **\t** مقداری ÙØ§ØµÙ„Ù‡ ایجاد میکند.
-- **\n** یک خط جدید میسازد.
-- روش Color-Embedding بعد از \n یا \t ریست میشود. اولین خط **info** شامل سر تیتر میشود.
-
-:::
-
-
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_TABLIST_HEADERS, "Caption",
-"Header 1\tHeader 2\tHeader 3\n\
-Item 1 Column 1\tItem 1 Column 2\tItem 1 Column 3\n\
-{FF0000}Item 2 Column 1\t{33AA33}Item 2 Column 2\tItem 2 Column 3",
-"Button 1", "Button 2");
-```
-
-
-
-:::note نکته
-
-- **inputtext** متن اولین ستون از **listitem** انتخاب شده، بدون رنگ ها.
-
-:::
-
-
-
-```c
-// selected the first list item and pressed the left button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = 0, inputtext = 'Item 1 Column 1' (size: 15)
-
-// selected the first list item and pressed the right button
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = 1, inputtext = 'Item 2 Column 1' (size: 15)
-```
diff --git a/docs/translations/fa/scripting/resources/keys.md b/docs/translations/fa/scripting/resources/keys.md
deleted file mode 100644
index f5ae4f0f336..00000000000
--- a/docs/translations/fa/scripting/resources/keys.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: "دکمه ها"
----
-
-
-
-:::note نکته
-میتوانید در [GetPlayerKeys](../functions/GetPlayerKeys) Ùˆ [OnPlayerKeyStateChange](../callbacks/OnPlayerKeyStateChange) Ø§Ø³ØªÙØ§Ø¯Ù‡ کنید.
-سمپ از bitmasking برای تعیین کردم کلید ÙØ´Ø±Ø¯Ù‡ شده یا ÙØ´Ø±Ø¯Ù‡ نشده Ø§Ø³ØªÙØ§Ø¯Ù‡ میکند. این یک مقاله درباره bitmasking است: [http://en.wikipedia.org/wiki/Mask\_(computing)]()
-
-:::
-
-| کلان‌دستور (ماکرو) | مقدار | کد جایگذاری (روی زمین) (7) | کد جایگذاری (در ماشین) (7) | کلید Ù¾ÛŒØ´ÙØ±Ø¶ (روی زمین) | کلید Ù¾ÛŒØ´ÙØ±Ø¶ (در ماشین) |
-| ------------------------ | --------- | ---------------------------- | ------------------------------- | -------------------------------------------------------- | ------------------------ |
-| KEY_ACTION | 1 | ~k~~PED_ANSWER_PHONE~ | ~k~~VEHICLE_FIREWEAPON_ALT~ | TAB | ALT GR / LCTRL / NUM0 |
-| KEY_CROUCH | 2 | ~k~~PED_DUCK~ | ~k~~VEHICLE_HORN~ | C | H / CAPSLOCK |
-| KEY_FIRE | 4 | ~k~~PED_FIREWEAPON~ | ~k~~VEHICLE_FIREWEAPON~ | LCTRL / LMB (دکمه چپ ماوس) | LALT |
-| KEY_SPRINT | 8 | ~k~~PED_SPRINT~ | ~k~~VEHICLE_ACCELERATE~ | SPACE | W |
-| KEY_SECONDARY_ATTACK | 16 | ~k~~VEHICLE_ENTER_EXIT~ | ~k~~VEHICLE_ENTER_EXIT~ | ENTER | ENTER |
-| KEY_JUMP | 32 | ~k~~PED_JUMPING~ | ~k~~VEHICLE_BRAKE~ | LSHIFT | S |
-| KEY_LOOK_RIGHT | 64 | - | ~k~~VEHICLE_LOOKRIGHT~ | - | E |
-| KEY_HANDBRAKE/KEY_AIM(1) | 128 | ~k~~PED_LOCK_TARGET~ | ~k~~VEHICLE_HANDBRAKE~ | RMB (دکمه راست ماوس) | SPACE |
-| KEY_LOOK_LEFT | 256 | - | ~k~~VEHICLE_LOOKLEFT~ | - | Q |
-| KEY_LOOK_BEHIND | 512 | ~k~~PED_LOOKBEHIND~ | ~k~~VEHICLE_LOOKBEHIND~ | NUM1 / MMB (دکمه وسط ماوس - ÙØ´Ø±Ø¯Ù† دکمه چرخش ماوس) | 2 |
-| KEY_SUBMISSION | 512 | - | ~k~~TOGGLE_SUBMISSIONS~ | NUM1 / MMB (دکمه وسط ماوس - ÙØ´Ø±Ø¯Ù† دکمه چرخش ماوس) | 2 / NUMPAD + |
-| KEY_WALK | 1024 | ~k~~SNEAK_ABOUT~ | - | LALT | - |
-| KEY_ANALOG_UP | 2048 | - | ~k~~VEHICLE_TURRETUP~ | NUM8(6) | NUM8 |
-| KEY_ANALOG_DOWN | 4096 | - | ~k~~VEHICLE_TURRETDOWN~ | NUM2(6) | NUM2 |
-| KEY_ANALOG_LEFT | 8192 | ~k~~VEHICLE_LOOKLEFT~ | ~k~~VEHICLE_TURRETLEFT~ | NUM4 | NUM4 |
-| KEY_ANALOG_RIGHT | 16384 | ~k~~VEHICLE_LOOKRIGHT~ | ~k~~VEHICLE_TURRETRIGHT~ | NUM6 | NUM6 |
-| KEY_YES(2) | 65536 | ~k~~CONVERSATION_YES~ | ~k~~CONVERSATION_YES~ | Y | Y |
-| KEY_NO(2) | 131072 | ~k~~CONVERSATION_NO~ | ~k~~CONVERSATION_NO~ | N | N |
-| KEY_CTRL_BACK(2) | 262144(4) | ~k~~GROUP_CONTROL_BWD~ | ~k~~GROUP_CONTROL_BWD~ | H | H |
-| UNDEFINED(3) | - | ~k~~GROUP_CONTROL_FWD~ | ~k~~GROUP_CONTROL_FWD~ | G | G |
-| KEY_UP | -128 | ~k~~GO_FORWARD~ | ~k~~VEHICLE_STEERUP~ | UP | UP |
-| KEY_DOWN | 128 | ~k~~GO_BACK~ | ~k~~VEHICLE_STEERDOWN~ | DOWN | DOWN |
-| KEY_LEFT | -128 | ~k~~GO_LEFT~ | ~k~~VEHICLE_STEERLEFT~ | LEFT | LEFT |
-| KEY_RIGHT | 128 | ~k~~GO_RIGHT~ | ~k~~VEHICLE_STEERRIGHT~ | RIGHT | RIGHT |
-
-**(1)** این دکمه در include های سمپ تعری٠نشده. شما باید
-
-
-```c
-#define KEY_AIM KEY_HANDBRAKE
-```
-
-یا از KEY_HANDBRAKE Ø§Ø³ØªÙØ§Ø¯Ù‡ کنید.
-
-**(2)** این کلید وقتی Ú©Ù‡ پلیر در [ØØ§Ù„ت تماشاگر](../functions/TogglePlayerSpectating) تشخیص داده نمیشود.
-
-**(3)** GROUP_CONTROL_FWD را نمیتوان در سمپ تشخیص داد، این کلید برای ورود به ماشین به عنوان Ù…Ø³Ø§ÙØ± به کار میرود. با این ØØ§Ù„ میتوانید از آن در gametext Ø§Ø³ØªÙØ§Ø¯Ù‡ کنید.
-
-**(4)** اگر شماره دکمه "262144" کار نکر از شماره دکمه "2" Ø§Ø³ØªÙØ§Ø¯Ù‡ کنید.
-
-**(6)** Ùقط وقتی تشخیص داده میشود Ú©Ù‡ Ú©Ù‡ پیکربندی "JOYPAD" برای کنترل کننده انتخاب شده باشد.
-
-**(7)** کد های جاگذاری Ùقط برای [پیام های کلاینت](../functions/SendDeathMessage)ØŒ [textdraw ها](../functions/TextDrawCreate) Ùˆ [gametext ها](../functions/GameTextForPlayer) به کار میروند.
-
-
\ No newline at end of file
diff --git a/docs/translations/fil/client/ClientCommands.md b/docs/translations/fil/client/ClientCommands.md
deleted file mode 100644
index 298ce018abd..00000000000
--- a/docs/translations/fil/client/ClientCommands.md
+++ /dev/null
@@ -1,22 +0,0 @@
----
-title: "Client Commands"
-descripion: List of all client commands.
----
-
-| Command | Description |
-| -------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| /quit (/q) | Ang command na ito ay ginagamit sa pag sara ng laro. Maaari mo ring gamitin ang /q, ito ay alias lamang sa /quit, mas maiksi lamang. |
-| /save | Ang /save ay siguro isa sa pinaka madalas gamitin na command, dahil dito ay nakukuha mo ang position ng iyong character. kapag inexecute mo ang command ay masesave ang coordinates ng position ng iyong character sa savedpositions.txt sa iyong user files directory. |
-| /rs | /rs (Raw Save) ay parang /save, pero kinukuha lamang nito ang position at facing angle ng iyong character sa rawpositions.txt sa iyong user files directory. Walang pasobrang impormasyon tulad ng class o weapons. |
-| /interior | Halos kasing importante nito ang /save, ang command na ito ay ipinapakita ang iyong kasalukuyang interior id sa chat. |
-| /fpslimit | Ang command ito ay nag lilimit sa iyong FPS (Frames Per Second) para sa iyong laro. Mas mataas na limit ay mas smooth ang paglalaro. Wala itong epekto kung ang frame limiter mo sa game settings ay nakapatay. Ang limit ay maaaring i-set sa 20 hanggang 90. |
-| /pagesize | Ang /pagesize ay ginagamit upang makapili kung ilang lines sa chat ang ipapakita ng laro. Maaaring i-set ito sa 10 hanggang 20 na lines, ang pagesize ay naka default sa 10. |
-| /headmove | Ang command na ito ay ginagamit upang ma toggle ng head movement animations, ngunit ito ang toggle na ito ay nakikita lamang sa player na gumamit nito, ang ibang players ay makikita padin na gumagalaw ang head mo kahit naka patay ito. |
-| /timestamp | Ang command na ito ay ipapakita o itatago ang time sa tabi ng messages sa loob ng chatbox. Ang time na gagamitin ay ang time sa iyong computer at hindi ang time ng mismong server. |
-| /dl | Ang DL ay nangangahulugang debug labels. Ang command na ito ay ginagamit sa pag toggle ng debug labes sa mga sasakyan, ipinapakita dito sa debug labels ang Vehicle ID, model, health, kung ang vehicle ay pre-loaded, distance mula sa player, trailer, available seats, current position at spawn position. |
-| /nametagstatus | Kapag inenable (default), ang player ay makakakita ng maliit na hourglass katabi ng nametag icon ng isang naka pause na player. kasama dito ang mga minimissing (alt-tab), nasa pause menu (ESC), nawalan ng koneksyon (crash/timeout) at mga nag s-screenshot. |
-| /mem | Ipinapakita dito sa command ang amount ng memory usage. (Ngunit kadalasan ang ipinapakita lamang ay 128 MB.) |
-| /audiomsg | Ang command na to ay ginagamit upang ma toggle kung gusto mong i pakita sa iyong chatbox ang mga messages na naglalaman ng url na inii-stream ng client. |
-| /fontsize | Ang command na ito ay ginagamit upang mapalitan ang laki ng UI font (chat, dialogs etc.). Ang fontsize ay maaaring i-set sa -3 hanggang 5. |
-| /ctd | Ang command na to ay inadd sa 0.3.7 RC2. Eto ay nag eenable sa client debugging ng player camera target. |
-| /rcon | Eto ay mas nauugnay sa server imbes sa client. Ang command na ito ay ginagamit upang makapag execute ng RCON commands. Ang RCON ay built-in na admin system. ang RCON ay nangangahulugang [Remote Control](../server/ControllingServer#using-rcon). |
\ No newline at end of file
diff --git a/docs/translations/fil/client/CommonClientIssues.md b/docs/translations/fil/client/CommonClientIssues.md
deleted file mode 100644
index 75b0f32986d..00000000000
--- a/docs/translations/fil/client/CommonClientIssues.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: Common Issues
----
-
-## Contents
-
-## Client
-
-### Nagka error ako "San Andreas cannot be found"
-
-Ang San Andreas Multiplayer ay **hindi** stand-alone program! Nagdadag-dag lamang ito ng functionality sa GTA San Andreas, bagkus ay kailangan ang GTA San Andreas na laro para sa PC. Kailangan din itong maging **EU/US v1.0**, ang ibang version tulad ng v2.0 o Steam at Direct2Drive versions ay hindi gagana. [pindutin dito upang i-downgrade ang iyong GTA: SA version sa 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-### Wala akong makitang server sa SA:MP client ko!
-
-Una, dapat ay siguraduhing sinusundan ang tamang proseso na nakalapat sa [Quick-start guide](https://team.sa-mp.com/wiki/Getting_Started). Kung sinundan ito, at hindi parin nakikita ang mga servers sa iyong SA:MP client, kaialangan mong i-allow ang SA:MP sa iyong firewall. Sa kasamaang palad, dahil sa dami ng availanle na firewall softwares, hindi namin kayo matutulungan dito - pero suggest namin na maghanap kayo sa website ng manufacturer o maghanap ng solusyon sa Google search. At wag kalimutin na updated ang inyong SA:MP client sa latest na version!
-
-### Singleplayer loads instead of SA:MP
-
-:::warning
-
-Hindi ka dapat makakita ng singleplayer options kapag binuksan ang GTA mula sa SA:MP client (new game, load game, etc.) - Ang SA:MP ay magbubukas mag-isa at hindi ipapakita ang mga options na ito. Kapag nakakita ka ng options na mga to tulad ng "new game", magbubukas ang Single Player at hindi ang San Andreas Multiplayer.
-
-:::
-
-Ang Singleplayer ay maaaring mag lumitaw sa dalawang rason; hindi mo na install ng maayos ang iyong SA:MP at wala ito sa GTA San Andreas game folder o maling version ng GTA San Andreas ang iyong gamit. Kung maling version ng GTA San Andreas ang iyong ginagamit ay maaari mo itong ma downgrade gamit ang GTA San Andreas Downgrader. Pindutin [ito](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) para ma download ito.
-
-Minsan ang single player menu ay lalabas, pero ang SA:MP ay nag bukas naman siguro, subukang pumili sa mga options na ito sa menu at pindutin ang `ESC` key para makaalis dito. Ang SA:MP ay magbubukas na.
-
-### May lumalabas na "Unacceptable Nickname" kapag pumapasok ako sa server!
-
-Siguraduhing ikaw ay hindi gumagamit ng pinagbabawal na mga characters sa iyong pangalan na ilinagay, gamitin ang (0-9, a-z, \[\], (), \$, @, ., \_ at = lamang), at dapat ang pangalan ay hindi lumalagpas sa 20 characters. Maaari din itong mangyari kapag ang pangalan na iyong ginagamit ay nasa loob na ng server na pinapasukan (Na pwedeng mangyari kapag nag rereconnect ka ng madalas pagkatapos mag timeout o mag crash). Ang window na nag rurun ng SA:MP sa humigit na 50 araw ay minsan ang dahilan sa bug na ito.
-
-### Ang screen ko ay nagpapakita lamang ng "Connecting to IP:Port..."
-
-Ang server ay pwedeng offline, o kung hindi maka connect sa server, subukang patayin ang firewall at tignan kung gagana ito. Kung gumana, kailangan mong i reconfigure ang iyong firewall. Maaari din na ikaw ay gumagamit ng outdated na version ng SA:MP - mahahanap mo ang updated na version ng SA:MP [dito](http://sa-mp.com/download.php).
-
-### Meron akong mods sa GTA San Andreas at ang SA:MP ay ayaw bumukas.
-
-Kapag ayaw bumukas, delete mo ang iyong mods na sa tingin mo ay nagbibigay ng problemang ito.
-
-### Kapag binubuksan ko ang GTA gamit ang SA:MP ayaw nitong bumukas.
-
-I delete ang gta_sa.set sa iyong userfiles folder at siguraduhing wala kang cheats o mods.
-
-### Nag c-crash ang aking laro kapag may sumabog na sasakyan.
-
-Kung meron kang dalawang monitor sa PC merong tatlong paraan para maayos ito:
-
-1. I-Disable ang 2dr monitor kapag naglalaro ka ng SA:MP. (Hindi siguro matalinong paraan kapag gusto mong maglaro ng SA:MP sa iyong dalawang monitor.)
-2. I-Set ang Visual FX Quality sa low. (ESC > Options > Display Setup > Advanced)
-3. Rename mo ang iyong GTA San Andreas folder (halimbawa: "GTA San Andreas2" o GTA "San_Andreas") (Madalas itong gumana, ngunit minsan ay hindi gagana kaya kailangan mong i-rename ito muli.)
-
-### Hindi na gumagana ang aking mouse katapos kong umalis sa pause menu.
-
-Kung hindi na gumagana o nag freeze ang iyong mouse katapos umalis sa game menu pero gumagana ito sa game menu, kailangan mong i-disable ang multicore option [sa-mp.cfg](../../../client/ClientCommands#file-sa-mpcfg "Sa-mp.cfg") (set mo ito sa 0). Tuloy-tuloy na pag pindot sa `ESC` button hanggang gumana ang mouse ay maaaring maging solusyon, pero hindi ito malinis na solusyon at matagal itong gawin.
-
-### The file dinput8.dll is missing
-
-Lumalabas ito kapag ang iyong DirectX ay hindi na install ng tama, subukang i re-install ito - Wag kalimutang i-restart ang iyong PC. Kung naroon padin ang problema, punta ka nalang sa `C:\\Windows\\System32` at i copy paste ang dinput.dll na file papunta sa folder ng iyong GTA San Andreas. Maaayos na ito katapos.
-
-### I cannot see other player's nametags! Hindi ko makita ang nametag ng ibang players!
-
-Kailangan mong tandaan na minsan ang server na iyong pinasukan ay dinidisable ang nametags. Kung hindi man, ang problemang ito ay nangyayari sa mga computer na may Intel HD integrated graphics processors (na hindi naman talaga pang gaming). Sa kasamaang palad, walang unibersal na solusyon para dito, ang aayos lang dito ay mag install ng dedicated na graphics card para sa iyong computer, kung kaya naman ito ng iyong bulsa.
diff --git a/docs/translations/fil/client/CrashAddresses.md b/docs/translations/fil/client/CrashAddresses.md
deleted file mode 100644
index f34e9c3699b..00000000000
--- a/docs/translations/fil/client/CrashAddresses.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: Crash Addresses
----
-
-Ang table sa baba ay nililista ang mga common na crash na nangyayari na nagpapakita ng crash address na maaari mong mahanap gamit ang mga address na ito. Kadalasan sa mga client crashes ay nangyayari dahil may problema sa script. Pero, masasabi natin na ang SA:MP ngayon ay stable na.
-
-| KADALASAN | ADDRESS | DAHILAN | SOLUSYON |
-| --------- | ------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Bihira | 0x00000000 | Ang SA:MP ay hindi nag bubukas. | Re-install ang laro, siguraduhing gumagana ang singleplayer at tanggalin ang mga mods |
-| Bihira | 0x006E3D17 | May problema sa skin. Nangyayari kapag nagpapalit ng skin ang player na nasa sasakyan o kapag sumasakay or bumababa ng sasakyan. | Siguraduhin na ang player ay hindi nakasakay sa sasakyan habang nag papalit ng skin. |
-| Bihira | 0x0058370A | Mahirap i-trace. Lumilitaw na vehicle o camera related ang problema. Nangyayari kapag ang script ay nag attempt na isakay ang player sa sasakyan. Ang sasakyan na tineteleport ang player ay hindi available o hindi pa na render sa world. | Maghintay ng ilang millisecond bago i teleport ang player sa isang sasakyan na kakagawa lang. Isa pang solusyon ay gamitin ang SetCameraBehindPlayer katapos i teleport sa sasakyan ang player |
-| Bihira | 0x0040F64C | Issue sa Windows 7 / Vista na may kinalaman sa mga permission. Problema sa installer version na gamit sa SA:MP client. | I-Update ang SA:MP 0.3d. Kung ang problema ay naryaryan palitan ang pangalan ng GTA San Andreas folder. |
-| Bihira | 0x0059F8B4 | Nangyayari kapag ang client ay hindi nag load ng SA:MP objects. Kadalasan ang problema ay problema sa essential file, nawawala ang samp.img | I-Reinstall ang SA:MP Client. Subukan i install as Administrator kung gumagamit ng Windows 7 / Vista. |
-| Bihira | 0x00746929 O 0x0081214A | Pangit na pag ka configure sa settings ng SA:MP client. | Ayusin ang settings. |
-| Madalas | 0x007F0BF7 | May kinalaman sa pag upgrade ng sasakyan. Madalas nangyayari kapag ang server ay nag attempt na maglagay ng invalid na vehicle upgrade (Halimbawa: NOS o Spoilers sa motor). Ang ibang kadahilanan ay ang incompatible na mods ng sasakyan. | Maraming scripts na narelease sa forums na nagbibigay ng ganitong error kapag ginamit. |
-| Madalas | 0x00544BC8 | May kinalaman sa objects. Madalas nangyayari kapag masyadong maraming objects ang nag s-stream sa client. | Isang praktikal na solusyon ay gumamit ng object handler/streamer. Maraming streamer na plugins sa forums na pwedeng i configure ang settings para mabawasan o madagdagan ang mga lumalabas na objects para sa isang player sa anomang oras. |
-| Madalas | 0x00415D47 | May kinalaman sa objects. Madalas nangyayari kapag masyadong maraming objects ang nag s-stream sa client. | Mababang lebel na problema pero mahirap i-trace o hanapin at maayos. Pero parang related ito sa collisions na nangyayari randomly depende sa object. subukang magtanggal ng grupo-grupong mga objects at gumamit ng process of elimination para ma establish kung anong objects ang nag dadahilan dito at tanggalin ito sa iyong gamemode. |
-| Madalas | 0x00536DF4 | May kinalaman sa objects. Madalas nangyayari kapag masyadong maraming objects ang nag s-stream sa client. | Tignan ang mga solusyon sa taas.
-
-| MENSAHE | DAHILAN | SOLUSYON |
-| ------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------ |
-| Exception 0xC0000005 at 0x5E5815 | Mahirap i trace. Ang method na pinpunto ng address na ito ay maraming bagay na ginagawa. Nag pa-process ng animation blending base sa kinakatayuan ng pedestrian at sa audio, at cinacall ito katapos ng function na _nagbibigay_ sayo ng baril... Siguro ang nangyari dito ay may kinalaman sa script-invoked event na nangyayari kapag sumasakay ng sasakyan (halimbawa: nakatanggap ng baril, teleport o similar na mga pangyayari) | - |
-| Exception 0x0000005 at 0x534134 | Isyu sa Windoes 7 / Vista Access Levels | Buksan ang SA:MP client as an Administrator. |
-| Exception 0xC0000005 at 0x544BC8 | Tignan ang 0x00544BC8 | Tignan ang 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | Tignan ang 0x00544BC8 | Tignan ang 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | Maling upgrade ng vehicle ang nai-apply | [Tignan dito](CommonIssues) |
diff --git a/docs/translations/fil/meta/contributing.md b/docs/translations/fil/meta/contributing.md
deleted file mode 100644
index 7a5e4fded30..00000000000
--- a/docs/translations/fil/meta/contributing.md
+++ /dev/null
@@ -1,206 +0,0 @@
----
-title: Contributing
-description: How to contribute to the SA-MP Wiki and open.mp documentation for PH.
----
-
-Kung gusto mong makatulong sa pag gawa ng documents tungkol sa scripting ay kelangan marunong ka magtagalog syempre kelangan mo dito ng konting kaalamaan tungkol sa git kasi kelangan natin ng magandang documentation para dito kasi alam mo naman ang mga pilipino. Eto ang [Github](https://github.com/openmultiplayer/web) ng openmultiplayer kung gusto mo magfork galing sakanila (Hindi updated to mag pupush ako ng mga bagong gawa don sa aking forked version ng github nila) kasi di naman sila aktibong nag aaccept ng pull request naming mga contributors kaya kung gusto mo makatulong dito eto ang [Github](https://github.com/CnRXoMoX/web) na galing saakin **REKOMENDADO KO DITO KAYO TUMULONG PARA UPDATED LAHAT NG FILES PARA SA PH DIRECTORY**
-
-## Maglalagay ng mga bagong Content
-
-Meron tayong dalawang paraan para mag add ng bagong Content
-
-### GitHub Interface
-
-Pag ikaw ay nagbrobrowse ng directory sa Github, meron kang makikitang Add file button sa kaliwang bahagi doon sa taas ng file list.
-
-
-
-Pwede kang mag upload ng Markdown file `.md` na sinulat mo or pwede kang dumirecta sa GitHub text editor.
-
-Yung file ay merong dapat `.md` extension at naglalaman ng Markdown. Addition information para sa Markdown, tignan mo itong [guide](https://guides.github.com/features/mastering-markdown/) na to
-
-Pag tapos na pindutin lang ang "Propose new file" at gumawa ng Pull Request and titignan ko ito para ma merge natin ito sa forked version ng openmp documentation at pag ready na ito pwede na akong mag pull request para makita mo na ito sa website ng Openmp documentation
-
-### Git
-
-Kung gusto mo gumamit ng Git, ang gagawin mo lang ay icloclone ang forked version ng openmp documentation ko
-`git clone https://github.com/CnRXoMoX/web.git`
-
-Buksan ito sa gusto mong editor, Nirerekomenda ko gumamit ng [Visual Studio Code](https://code.visualstudio.com/) kasi pwede mo dito makita ang output ng ineedit mong .md file ginagamit ko din ito sa pag gawa ng mga documentation (Me XomoX)
-
-
-
-Eto ang mga nirerekomenda kong extensions para dito
-
-* [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) by David Anson - Eto ay makakatulong sayo para malaman mo kung tama ang pagkakaformat ng Markdown mo. Nag preprevent ito ng syntactic at sementic na pagkakamali. Hindi lahat ng warnings ay importante, pero yung iba nakakatulong para mabasa natin ng maayos and mga ginagawa nating markdown files. Ask mo lang ako sa discord kung meron kang tanong XomoX#8227
-
-* [Prettier]() by Prettier.js Team - eto ay formatter na automatic na mafoformat ang Markdown files mo para magamit nila ang mga consistent style. Merong settings ang Wiki repository sa `package.json` na ang extension na to ay automatic na magagamit. Siguraduhing naka enable ang "Format On Save" sa editor settings mo para yung mga Markdown files mo ay automatic na mafoformat sa tuwing isasave mo ito.
-
-## Notes, Tips and Conventions
-
-### Internal Links
-
-Wag gumamit ng absolute URLs para sa inter-site links. Gumamit ng relative paths
-
-- âŒ
-
- ```md
- Pwedeng gamitin dito ang [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- Pwedeng gamitin dito ang [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-Meaning ng `../` ay "go up one directory" kung yung file na iniedit mo ay nasa loob ng `functions` directory at gusto mong pumunta sa `callbacks` gumamit ng `../` para pumunta sa `scripting/` at `callbacks/` para mapunta ka sa `callbacks` directory, pagtapos yung filename (Wala ang `.md`) ng nais mong pumunta.
-
-### Images
-
-Lahat ng images ay dapat mapunta sa loob ng `/static/images`. At kung gusto mong mapakita ito sa isang .md file `![]()` gumamit lang ng `/images/` para sa base file (Di na kelangan ng `static` para sa repository lang yon)
-
-Kung gusto mo masigurado, mag basa ka ng ibang page na ginagamit ang image na to at copyahin kung paano ginawa
-
-### Metadata
-
-Ang pinaka una sa *lahat* ng document dito ay dapat merong metadata:
-
-```mdx
----
-title: My Documentation
-description: Ito ay para saaking documentation mula sa samp at open.mp
----
-```
-
-Lahat ng page ay dapat merong title at description.
-
-Para sa lahat ng pwede nating ilagay sa gitna ng `---`, tignang etong [Docusaurus documentation](https://v2.docusaurus.io/docs/markdown-features/#markdown-headers)
-
-## Headings
-
-Wag ka gumawa ng level 1 heading (`
`) na merong `#` eto ay automatic na naggegenerate. yung first heading mo dapat ay palaging `##`
-
-- âŒ
-
- ```md
- # My Title
- Ang documentation na ito ay para sa ...
-
- # Sub-Section
- ```
-
-- ✔
-
- ```md
- Ang documentation na ito ay para sa ...
-
- ## Sub-Section
- ```
-
-## Gumamit ng `Code` snippets para sa Technical References
-
-Pag nagsusulat ng paragraph na naglalaman ng function names, numbers, expressions or kahit ano na hindi standard written language, paligiran sila ng \`backticks\` ganto. Nagpapadalit eto sa pag hiwalay ng language para idescribe ang mga bagay galing sa references to technical elements katulad ng function names at pirapirasong code.
-
-- âŒ
-
- > Yung fopen function ay magbabalik ng values na may tag of type File:, wala namang problema sa linyang to, dapat ang ibabalik na value neto ay naka store sa variable na merong tag na File: (note ang cases are parepareho). Gayunpaman sa kasunod na linya ang value ay 4 ay madadagdag doon sa file handle. ang 4 ay walang tag [...]
-
-- ✔
-
- > Yung `fopen` function ay magbabalik ng values na may tag of type `File:`, wala namang problema sa linyang to, dapat ang ibabalik na value neto ay naka store sa variable na merong tag na `File:` (note ang cases are parepareho). Gayunpaman sa kasunod na linya ang value ay `4` ay madadagdag doon sa file handle. ang `4` ay walang tag [...]
-
-Ang example sa taas, `fopen` ay function name, hindi English word, so palibutan ito ng `code` snippet marker para makatulog makilala eto sa ibang content
-
-At, kung ang paragraph ay nagrerefer sa block of example code, eto ay makakatulong sa nagbabasa na maiugnay ang mga salita galing don sa example.
-
-## Tables
-
-Kung ang table ay walang headings, it ay mapupunta sa taas na parte.
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------ |
- | Health | Engine Status |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (Sasabog mamaya maya) |
- ```
-
-- ✔
-
- ```md
- | Health | Engine Status |
- | ------- | ------------------------------------ |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (Sasabog mamaya maya) |
- ```
-## Migrating from SA-MP Wiki
-
-Halos lahat ng mga nilalaman ay nalipat na, pero kung may nakita kang page sa wiki na walang laman, heto ang gabay para sa pag convert ng mga nilalaman sa Markdown.
-
-### Getting the HTML
-
-1. Pindutin ang button na ito.
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. I tutok sa kaliwang bahagi ng main wiki page, sa kaliwang margin o sa sulok hanggang makita mo ang `#content`
-
- 
-
- Or search for ``
-
- 
-
-3. I-Copy ang inner HTML ng element na iyon.
-
- 
-
- Ngayon ay nasayo na ang HTML code para sa aktwal na _nilalaman_ ng page, mga bagay na importante, at maaari mo itong i-convert sa Markdown.
-
-### Converting HTML to Markdown
-
-Para sa pag convert ng basic HTML (no tables) sa Markdown gamitin ang:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Tignan, nasira ang table dito...
-
-### HTML Tables to Markdown Tables
-
-Dahil ang ginamit na paraan sa taas ay hindi nag susupport ng tables, sa halip, gamitin ang tool na ito:
-
-https://jmalarcon.github.io/markdowntables/
-
-At i-copy lang ang `
` na element sa:
-
-
-
-### Cleaning Up
-
-Ang pag convert ay hindi perpekto. Kaya kailangan mong mag-adjust para luminis ang tingin nito. Ang formatting extensions na naka lista sa taas ay maaaring makatulong sa iyo upang mabawasan ang trabaho.
-
-Kung wala kang oras, wag magalala! I submit mo lang ang hindi mo pa tapos na trabaho bilang draft upang ituloy ng iba!
-
-## License Agreement
-
-All open.mp projects have a [Contributor License Agreement](https://cla-assistant.io/openmultiplayer/homepage). This basically just means you agree to let us use your work, and put it under an open-source license. When you open a Pull Request for the first time, the CLA-Assistant bot will post a link where you can sign the agreement.
-
-
-Dito na magtatapos ang Contributing page
diff --git a/docs/translations/fil/scripting/Language/Operators.md b/docs/translations/fil/scripting/Language/Operators.md
deleted file mode 100644
index bde9274172f..00000000000
--- a/docs/translations/fil/scripting/Language/Operators.md
+++ /dev/null
@@ -1,151 +0,0 @@
----
-title: "Keywords: Operators"
----
-
-## `char`
-
-ibabalik ng char ang bilang ng mga cell na kinakailangan upang hawakan ang ibinigay na bilang ng mga character sa isang naka-pack na string. I.e. ang bilang ng mga 4-byte na cell na kinakailangan upang humawak ng isang naibigay na bilang ng mga byte. Halimbawa:
-
-```c
-4 char
-```
-
-Returns 1.
-
-```c
-3 char
-```
-
-Returns 1 (Hindi pwedeng 3/4 ang variable).
-
-```c
-256 char
-```
-
-Returns 64 (256 divided by 4).
-
-Ito ay karaniwang ginagamit sa mga variable na deklarasyon.
-
-```c
-new
- someVar[40 char];
-```
-
-
-Gagawa ng isang array ng 10 cells na malaki.
-
-
-Para sa karagdagang impormasyon sa naka-pack na mga string basahin ang pawn-lang.pdf.
-
-## `defined`
-
-
-Sinusuri kung mayroong isang simbolo. Karaniwang ginagamit sa #if statements:
-
-```c
-new
- someVar = 5;
-#if defined someVar
- printf("%d", someVar);
-#else
- #error The variable 'someVar' isn't defined
-#endif
-```
-
-Karamihan sa mga karaniwang ginagamit ito upang suriin kung ang isang tumutukoy ay tinukoy at makabuo ng code nang naaayon:
-
-```c
-#define FILTERSCRIPT
-
-#if defined FILTERSCRIPT
-
-public OnFilterScriptInit()
-{
- return 1;
-}
-
-#else
-
-public OnGameModeInit()
-{
- return 1;
-}
-
-#endif
-```
-
-## `sizeof`
-
-
-Ibinabalik ang laki sa ELEMENTS ng isang array:
-
-```c
-new
- someVar[10];
-printf("%d", sizeof (someVar));
-```
-
-Output:
-
-```c
-10
-```
-
-At:
-
-```c
-new
- someVar[2][10];
-printf("%d %d", sizeof (someVar), sizeof (someVar[]));
-```
-
-Gives:
-
-```c
-2 10
-```
-
-## `state`
-
-Muli ito ay nauugnay sa PAWN autonoma code at sa gayon ay hindi saklaw dito.
-
-## `tagof`
-
-
-Nagbabalik ito ng isang numero na kumakatawan sa tag ng isang variable:
-
-```c
-new
- someVar,
- Float:someFloat;
-printf("%d %d", tagof (someVar), tagof (someFloat));
-```
-
-Gives:
-
-```c
--./,),(-*,( -1073741820
-```
-
-Alin ang isang bahagyang bug ngunit karaniwang nangangahulugang:
-
-```c
-0x80000000 0xC0000004
-```
-
-Upang suriin, halimbawa, kung ang isang variable ay isang float (na may tag na 'Float:'):
-
-```c
-new Float: fValue = 6.9;
-
-new tag = tagof (fValue);
-
-if (tag == tagof (Float:))
-{
- print("float");
-}
-else
-{
- print("not a float");
-}
-```
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnActorStreamIn.md b/docs/translations/fil/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index 296846ce398..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamIn
-description: This callback is called when an actor is streamed in by a player's client.
-tags: []
----
-
-
-
-## Deskripsyon
-
-Ang callback na ito ay natatawag kapag ang actor ay na stream na sa client ng player.
-
-| Pangalan | Deskripsyon |
-| ----------- | ------------------------------------------------------------- |
-| actorid | Ang ID ng actor na na stream para sa player. |
-| forplayerid | Ang ID ng player kung kanino na stream ang actor |
-
-## Returns
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Mga Halimbawa
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Ang actor %d ay naka stream na para sa iyo.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-
-
-## Mga Related na Callbacks
diff --git a/docs/translations/fil/scripting/callbacks/OnActorStreamOut.md b/docs/translations/fil/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index 7e91bd276e7..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamOut
-description: This callback is called when an actor is streamed out by a player's client.
-tags: []
----
-
-
-
-## Description
-
-Ang callback na ito ay natatawag kapag ang actor ay na streamed-out na sa player.
-
-| Pangalan | Deskripsyon |
-| ----------- | -------------------------------------------------------------- |
-| actorid | Ang ID ng actor na na-streamed out sa player. |
-| forplayerid | Ang ID ng player na pinag stream-outan ng actor. |
-
-## Returns
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Examples
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Ang actor %d ay hindi na naka stream para sa iyo.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-
-
-## Mga Related na Callbacks
diff --git a/docs/translations/fil/scripting/callbacks/OnClientCheckResponse.md b/docs/translations/fil/scripting/callbacks/OnClientCheckResponse.md
deleted file mode 100644
index 641b415211b..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnClientCheckResponse.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnClientCheckResponse
-description: Tinatawag ang callback na ito kapag nakumpleto ang request sa SendClientCheck
-tags: []
----
-
-## Description
-
-Tinatawag ang callback na ito kapag nakumpleto ang request sa SendClientCheck
-
-| Name | Description |
-| ------------- | --------------------------------- |
-| playerid | Ang ID ng player na i-checheck |
-| actionid | Ang uri ng pag-checheck na ginawa.|
-| memaddr | Ang address requested. |
-| retndata | Ang resulta ng pag check |
-
-## Returns
-
-Palaging una itong tinatawag sa mga filterscript.
-
-## Examples
-
-```c
-public OnPlayerConnect(playerid)
-{
- SendClientCheck(playerid, 0x48, 0, 0, 2);
- return 1;
-}
-
-public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
-{
- if(actionid == 0x48) // or 72
- {
- print("The player is connecting using the PC client.");
- }
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-**SA:MP Server**: Ang callback na ito ay tinatawag lamang kapag ito ay nasa isang filterscript.
-
-**Open Multiplayer Server**: Ang callback na ito ay normal na gumagana sa loob ng isang gamemode / filterscript.
-
-:::
-
-## Related Functions
-
-Maaaring maging kapaki-pakinabang ang sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [SendClientCheck](../functions/SendClientCheck): Magsagawa ng memory check sa client.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnClientMessage.md b/docs/translations/fil/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index ac59dc41181..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnClientMessage
-description: This callback gets called whenever the NPC sees a ClientMessage.
-tags: []
----
-
-## Deskripsyon
-
-Ang callback na ito ay na tatawag kapag ang NPC ay nakakita ng ClientMessage. Eto ay mangyayari lagi kapag nagamitan ng SendClientMessageToAll na function at SendClientMessage na function papunta sa NPC. Ang callback na ito ay hindi matatawag kapag may sinabi ang isang player. Para sa version nito sa OnPlayerText gamitin ang NPC:OnPlayerText.
-
-| Pangalan | Deskripsyon |
-| -------- | ------------------------------- |
-| color | Ang color ng ClientMessage. |
-| text[] | Ang mismong message. |
-
-## Returns
-
-Hindi nag rereturn ang callback na ito.
-
-## Mga Halimbawa
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Bank Balance: $0")Â != -1)
- {
- SendClientMessage(playerid, -1, "I am poor :(");
- }
-}
-```
-
-## Mga Related na Callbacks
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnDialogResponse.md b/docs/translations/fil/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index 248b6f74c04..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,164 +0,0 @@
----
-title: OnDialogResponse
-description: This callback is called when a player responds to a dialog shown using ShowPlayerDialog by either clicking a button, pressing ENTER/ESC or double-clicking a list item (if using a list style dialog).
-tags: []
----
-
-## Deskripsyon
-
-Ang callback na ito ay na cacall kapag ang player ay nag respond sa isang dialog na ipinakita gamit ang ShowPlayerDialog gamit ang pag click sa isang button, pagpindot ng `ENTER/ESC` o pag `Double Click` sa isang laman ng list. (kung ang dialog ay DIALOG_STYLE_LIST).
-
-| Pangala | Deskripsyon |
-| ----------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | Ang ID ng player na nag respond sa dialog. |
-| dialogid | Ang ID ng dialog na pinag respond ng player, naka assign ito sa ShowPlayerDialog. |
-| response | 1 para sa unang button (kaliwa) at 0 para sa pangalawang button (kanan), kung isa lang ang button, ang 1 ang magagamit. |
-| listitem | Ang ID ng nilalaman ng list na pinili ng isang player (nag uumpisa sa 0) (kapag lamang gumagamit ng DIALOG_STYLE_LIST, kung hindi ito ay magiging -1. |
-| inputtext[] | Ang text/sulat na nilagay ng player sa input box o ang piniling nilalaman ng list. |
-
-## Returns
-
-Lagi itong na cacall una sa mga filterscript kaya kapag nag return ng 1 binoblock ang ibang filterscript mula sa pagtingin dito.
-
-## Mga Halimbawa
-
-```c
-// Dito ilalagay ang ID ng isang dialog
-#define DIALOG_RULES 1
-
-// Sa isang command
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Server Rules", "- No Cheating\n- No Spamming\n- Respect Admins\n\nDo you agree to these rules?", "Yes", "No");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // Kung pinili nila ang `YES` o pinindot ang `ENTER`
- {
- SendClientMessage(playerid, COLOR_GREEN, "Thank you for agreeing to the server rules!");
- }
- else // Kapag pinili ang `NO`, pinindot ang `ESC` o hindi sumagot.
- {
- Kick(playerid);
- }
- return 1; // Gumamit tayo ng dialog kaya return 1 parang sa OnPlayerCommandText.
- }
-
- return 0; // Kailangan mag return 0 dito! Kamuka lang ng sa OnPlayerCommandText.
-}
-
-// Panagalawang halimbawa
-#define DIALOG_LOGIN 2
-
-// Sa isang command
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // Kapag pinili ang `Cancel`, pinindot ang `ESC` o hindi sumagot.
- {
- Kick(playerid);
- }
- else // Kung pinili nila ang `LOGIN` o pinindot ang `ENTER`
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "You are now logged in!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "LOGIN FAILED.");
-
- // Ipakita muli ang Dialog.
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
- }
- }
- return 1; // Gumamit tayo ng dialog kaya return 1 parang sa OnPlayerCommandText.
- }
-
- return 0; // Kailangan mag return 0 dito! Kamuka lang ng sa OnPlayerCommandText.
-}
-
-// Pangatlong halimbawa
-#define DIALOG_WEAPONS 3
-
-// Sa isang command
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "Desert Eagle\nAK-47\nCombat Shotgun", "Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Kung pinili ang `Select` o pumili sa isang baril na nakalista
- {
- // Ibibigay ang baril na pinili
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Magbibigay ng ID 24 na baril o (Deagle)
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Magbibigay ng ID 30 na baril o (AK-47)
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Magbibigay ng ID 27 na baril o (Combat Shotgun)
- }
- }
- return 1; // Gumamit tayo ng dialog kaya return 1 parang sa OnPlayerCommandText.
- }
-
- return 0; // Kailangan mag return 0 dito! Kamuka lang ng sa OnPlayerCommandText.
-}
-
-// Pangatlong halimbawa pero ibang paraan at ibang mga baril
-#define DIALOG_WEAPONS 3
-
-// In some command
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Kung pinili ang `Select` o pumili sa isang baril na nakalista
- {
- // Ibibigay ang baril na pinili
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // Magbibigay ng ID 31 na baril o (M4)
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Magbibigay ng ID 29 na baril o (MP5)
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Magbibigay ng ID 30 na baril o (AK-47)
- }
- }
- return 1; // Gumamit tayo ng dialog kaya return 1 parang sa OnPlayerCommandText.
- }
-
- return 0; // Kailangan mag return 0 dito! Kamuka lang ng sa OnPlayerCommandText.
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Ang mga parameters ay maaaring lagyan ng iba't ibang values base sa style ng isang dialog. ([tignan ito](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-Magandang gumamit ng switch para sa iyong mga dialogids kung marami kang dialogs.
-
-:::
-
-:::warning
-
-Ang dialog ng isang player ay hindi mawawala kapag nag restart ang server, nagdadahilan dito ang pag print ng "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" kapag ang player ay nag respond sa dialog katapos ng restart.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): Ipakita ang dialog sa player.
diff --git a/docs/translations/fil/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/fil/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 9cadfaddcc3..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnEnterExitModShop
-description: This callback is called when a player enters or exits a mod shop.
-tags: []
----
-
-## Deskripsyon
-
-Ang callback na ito ay na cacall kapag ang player ay pumasok o umalis mula sa mod shop.
-
-| Pangalan | Deskripsyong |
-| ---------- | ---------------------------------------------------------------------------- |
-| playerid | Ang ID ng player na pumasok o umalis ng mod shop |
-| enterexit | 1 kapag ang player ay pumasok o 0 kapag ang player ay umalis mula sa modshop |
-| interiorid | Ang Interior ID ng modshop na pinasukan ng player (0 kapag umaalis) |
-
-## Returns
-
-Lagi itong na cacall una sa mga filterscript.
-
-## Mga Halimbawa
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // if enterexit == 0 kapag umaalis mula sa mod shop.
- {
- SendClientMessage(playerid, COLOR_WHITE, "Nice car! You have been taxed $100.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::warning
-
-Mga Kadalasang Bugs: Nag bubungguan ang mga players kapag parehas na pumasok sa mod shop.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [AddVehicleComponent](../functions/AddVehicleComponent.md): Maglagay ng component sa sasakyan.
diff --git a/docs/translations/fil/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/fil/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 59b3a537ebc..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptExit
-description: This callback is called when a filterscript is unloaded. It is only called inside the filterscript which is unloaded.
-tags: []
----
-
-## Description
-
-Ang callback na ito ay natatawag kapag ang filterscript ay in-unload sa server.
-
-## Examples
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" My filterscript unloaded");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Mga Kaugnay na Functions
diff --git a/docs/translations/fil/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/fil/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index de608b1d276..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptInit
-description: This callback is called when a filterscript is initialized (loaded).
-tags: []
----
-
-## Deskripsyon
-
-Ang callback na ito ay natatawag kapag ang filterscript ay naload na sa server.
-
-## Mga Halimbawa
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("The filterscript is loaded.");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Mga Kaugnay na Functions
diff --git a/docs/translations/fil/scripting/callbacks/OnGameModeExit.md b/docs/translations/fil/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index b713ef72d04..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnGameModeExit
-description: This callback is called when a gamemode ends, either through 'gmx', the server being shut down, or GameModeExit.
-tags: []
----
-
-## Description
-
-Ang callback na ito ay itinatawag kapag ang isang gamemode ay isinara or itinapos. Itinatawag ito tuwing itinatawag ang rcon command na `gmx`, o kapag and server ay ishinu-shutdown, o GameModeExit.
-
-## Examples
-
-```c
-public OnGameModeExit()
-{
- print("Ang gamemode ay isinara.");
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Ang function na ito ay pwede rin gamitin sa mga filterscript, upang idetect kung ang gamemode ay nabago gamit ang RCON commands katulad ng changemode o gmx, sapagkat ang pagpapalit ng gamemode ay hindi nagrereload ng filterscript. Kapag ginagamit ang OnGameModeExit kasabay ang 'rcon gmx' na command sa console, tandaan na pwede ito magdulot ng client bugs tulad ng sobra sobra na pagtawag ng RemoveBuildingForPlayer tuwing OnGameModeInit na pwede magdulot ng crash sa client. Ang callback na ito ay hindi tatawagin kapag ang server ay nag crash or napatay gamit ang ibang bagay, tulad ng Linux kill command o ang pag pindot ng close-button sa console ng Windows.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [GameModeExit](../functions/GameModeExit.md): Isinasara ang gamemode.
diff --git a/docs/translations/fil/scripting/callbacks/OnGameModeInit.md b/docs/translations/fil/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index 916c59e636b..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnGameModeInit
-description: This callback is triggered when the gamemode starts.
-tags: []
----
-
-## Description
-
-Ang callback na ito ay nag-ti-trigger kapag nagsisimulang mag run ang isang gamemode.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- print("Ang gamemode ay nagsimula.");
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Ang function na ito ay maaari rin gamitin sa mga filterscript upang mai-detect kapag ang gamemode ay nabago gamit ang RCON commands tulad ng changemode o gmx, sapagkat ang pagpalit ng gamemode ay hindi nagrereload ng filterscripts.
-
-:::
-
-## Mga Kaugnay na Functions
diff --git a/docs/translations/fil/scripting/callbacks/OnIncomingConnection.md b/docs/translations/fil/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index c96456fa373..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnIncomingConnection
-description: This callback is called when an IP address attempts a connection to the server.
-tags: []
----
-
-## Description
-
-Ang callback na ito ay itinatawag kapag mayroong IP address na nag-tatangkang kumonek sa server.
-
-| Name | Description |
-| ------------ | -------------------------------------------------- |
-| playerid | Ang ID ng player na nagtatangkang kumonek |
-| ip_address[] | Ang IP address ng player na nagtatangkang kumonek |
-| port | Ang port ng tinangkang koneksyon |
-
-## Returns
-
-1 - Pipigilan ang ibang filterscripts na tanggapin itong callback.
-
-0 - Ipinapahiwatig na ang callback na ito ay ipapasa sa ibang filterscript.
-
-Ito ay palaging tinatawag una sa mga filterscripts.
-
-## Mga Halimbawa
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("Koneksyon mula sa %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Mga Kaugnay na Functions
-
-- [BlockIpAddress](../functions/BlockIpAddress.md): I-Block ang isang IP address na kumonekta sa server sa ibinigay na oras.
-- [UnBlockIpAddress](../functions/UnBlockIpAddress.md): I-unblock ang isang IP address na iblinock.
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCConnect.md b/docs/translations/fil/scripting/callbacks/OnNPCConnect.md
deleted file mode 100644
index c29be4cf4f5..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCConnect.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCConnect
-description: Tinatawag ang callback na ito kapag matagumpay na nakakonekta ang isang NPC sa server.
-tags: ["npc"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag matagumpay na nakakonekta ang isang NPC sa server.
-
-| Name | Description |
-| ------------ | -------------------------------------------------- |
-| myplayerid | Ang playerid na binigay sa NPC |
-
-## Examples
-
-```c
-public OnNPCConnect(myplayerid)
-{
- printf("I successfully connected the server with ID %i!", myplayerid);
-}
-```
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnNPCDisconnect](OnNPCDisconnect): Ang callback na ito ay tinatawag kapag ang NPC ay nadiskonekta sa server.
-- [OnPlayerConnect](OnPlayerConnect): Tinatawag ang callback na ito kapag kumonekta ang isang player sa server.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ang callback na ito ay tinatawag kapag ang isang manlalaro ay umalis sa server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCDisconnect.md b/docs/translations/fil/scripting/callbacks/OnNPCDisconnect.md
deleted file mode 100644
index ddb5952dedb..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCDisconnect.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCDisconnect
-description: Ang callback na ito ay tinatawag kapag ang NPC ay nadiskonekta sa server.
-tags: ["npc"]
----
-
-## Description
-
-Ang callback na ito ay tinatawag kapag ang NPC ay nadiskonekta sa server.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------- |
-| reason[] | Ang dahilan kung bakit nadiskonekta ang bot sa server |
-
-## Examples
-
-```c
-public OnNPCDisconnect(reason[])
-{
- printf("Disconnected from the server. %s", reason);
-}
-```
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnNPCConnect](OnNPCConnect): Tinatawag ang callback na ito kapag matagumpay na nakakonekta ang NPC sa server.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ang callback na ito ay tinatawag kapag ang isang manlalaro ay umalis sa server.
-- [OnPlayerConnect](OnPlayerConnect): Tinatawag ang callback na ito kapag kumonekta ang isang player sa server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCEnterVehicle.md b/docs/translations/fil/scripting/callbacks/OnNPCEnterVehicle.md
deleted file mode 100644
index 7b10ab18179..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCEnterVehicle.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCEnterVehicle
-description: Ang callback na ito ay tinatawag kapag ang isang NPC ay sumakay sa isang sasakyan.
-tags: ["npc"]
----
-
-## Description
-
-Ang callback na ito ay tinatawag kapag ang isang NPC ay sumakay sa isang sasakyan.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------- |
-| vehicleid | Ang vehicle id na sinakyan ng NPC |
-| seatid | Ang seatid na ginamit ng NPC |
-
-## Examples
-
-```c
-public OnNPCEnterVehicle(vehicleid, seatid)
-{
- printf("OnNPCEnterVehicle ID: %d Seat: %d", vehicleid, seatid);
- return 1;
-}
-```
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnNPCExitVehicle](OnNPCExitVehicle): Ang callback na ito ay tinatawag kapag ang isang NPC ay umalis sa isang Sasakyan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCExitVehicle.md b/docs/translations/fil/scripting/callbacks/OnNPCExitVehicle.md
deleted file mode 100644
index ec88a750803..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCExitVehicle.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnNPCExitVehicle
-description: Ang callback na ito ay tinatawag kapag ang isang NPC ay umalis sa isang sasakyan.
-tags: ["npc"]
----
-
-## Description
-
-Ang callback na ito ay tinatawag kapag ang isang NPC ay umalis sa isang sasakyan.
-
-## Examples
-
-```c
-public OnNPCExitVehicle()
-{
- print("The NPC left the vehicle");
- return 1;
-}
-```
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnNPCEnterVehicle](OnNPCEnterVehicle): Ang callback na ito ay tinatawag kapag ang isang NPC ay sumakay sa isang sasakyan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCModeExit.md b/docs/translations/fil/scripting/callbacks/OnNPCModeExit.md
deleted file mode 100644
index ffb3db8d367..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCModeExit.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: OnNPCModeExit
-description: Tinatawag ang callback na ito kapag nag-unload ang isang NPC script.
-tags: ["npc"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag nag-unload ang isang NPC script.
-
-
-## Examples
-
-```c
-public OnNPCModeExit()
-{
- print("NPC script unloaded");
- return 1;
-}
-```
-
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnNPCModeInit](OnNPCModeInit): Tinatawag ang callback na ito kapag nag-load ang isang NPC script.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCModeInit.md b/docs/translations/fil/scripting/callbacks/OnNPCModeInit.md
deleted file mode 100644
index f046c1943f1..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCModeInit.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: OnNPCModeInit.
-description: Tinatawag ang callback na ito kapag na-load ang isang NPC script.
-tags: ["npc"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag na-load ang isang NPC script.
-
-
-## Examples
-
-```c
-public OnNPCModeInit()
-{
- print("NPC script loaded.");
- return 1;
-}
-```
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnNPCModeExit](OnNPCModeExit): Tinatawag ang callback na ito kapag nag-unload ang isang NPC script.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnNPCSpawn.md b/docs/translations/fil/scripting/callbacks/OnNPCSpawn.md
deleted file mode 100644
index 8f1ad53b489..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnNPCSpawn.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: OnNPCSpawn
-description: Tinatawag ang callback na ito kapag nagkaroon ng NPC.
-tags: ["npc"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag nagkaroon ng NPC.
-
-
-## Examples
-
-```c
-public OnNPCSpawn()
-{
- print("NPC spawned");
- SendChat("Hello World. I'm a bot.");
- return 1;
-}
-```
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnObjectMoved.md b/docs/translations/fil/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index 8fb7c3f010f..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnObjectMoved
-description: This callback is called when an object is moved after MoveObject (when it stops moving).
-tags: []
----
-
-## Description
-
-Ang callback na ito ay itinatawag kapag ang object ay iginalaw pagkatapos ang MoveObject (kapag natapos na itong gumalaw).
-
-| Name | Description |
-| -------- | ----------------------------------- |
-| objectid | Ang ID ng object na iginalaw |
-
-## Returns
-
-Palagi itong tinatawag una sa mga filterscripts.
-
-## Examples
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("Ang object id %d ay natapos nang gumalaw.", objectid);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Ang SetObjectPos ay hindi gumagana kapag ginamit sa callback na ito. Upang ito'y maayos, gawin muli o i-recreate ang object.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [MoveObject](../functions/MoveObject.md): Galawin ang isang Object.
-- [MovePlayerObject](../functions/MovePlayerObject.md): Galawin ang isang player Object.
-- [IsObjectMoving](../functions/IsObjectMoving.md): Tignan kapag ang object ay gumagalaw.
-- [StopObject](../functions/StopObject.md): Tigilan ang isang object sa paggalaw.
-- [OnPlayerObjectMoved](../callbacks/OnPlayerObjectMoved.md): Itinatawag kapag ang isang player object ay tumigil sa paggalaw.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/fil/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 708ef0a6f6b..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerClickMap
-description: OnPlayerClickMap is called when a player places a target/waypoint on the pause menu map (by right-clicking).
-tags: ["player"]
----
-
-## Description
-
-Ang OnPlayerClickMap ay itinatawag kapag ang player ay naglagay ng isang target o waypoint sa kanyang pause menu map. (Sa pag right-click)
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------- |
-| playerid | Ang ID ng player na naglagay ng target o waypoint |
-| Float:fX | Ang X float coordinate kung saan pumindot ang player. |
-| Float:fY | Ang Y float coordinate kung saan pumindot ang player. |
-| Float:fZ | Ang Z float coordinate kung saan pumindot ang player. (inaccurate - see note below) |
-
-## Returns
-
-1 - Pinipigilan ang ibang filterscript na tanggapin itong callback.
-
-0 - Ipinapahiwatig na ang callback na ito ay ipapasa sa ibang filterscript.
-
-Ito ay palaging itinatawag una sa mga gamemode.
-
-## Examples
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Sabi nga sa pangalan ng callback, ito ay itinatawag lang kapag ang player ay nag right click upang mag mark sa kanilang mapa, at hindi sa pagpindot ng key. Ang Z value na irereturn ay magiging 0 (invalid) kapag ang area na ipinindot ng player ay malayo sa kanila; gamitin ang MapAndreas o ColAndreas na plugin upang makakuha ng mas tumpak na Z coordinate.
-
-:::
-
-## Mga Kaugnay na Functions
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/fil/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index cead0e39e18..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Called when a player double-clicks on a player on the scoreboard.
-tags: ["player"]
----
-
-## Description
-
-Itinatawag kapag ang player ay nag-double-click sa isang player sa scoreboard. (Tab)
-
-| Name | Description |
-| --------------- | ---------------------------------------------------------------- |
-| playerid | Ang ID ng player na nag-pindot ng isang player sa scoreboard. |
-| clickedplayerid | Ang ID ng player na ipinindot. |
-| source | Ang source na pinagpindutan ng player. |
-
-## Returns
-
-1 - Ay pipigilan ang ibang filterscripts na tanggapin itong callback.
-
-0 - Ipinapahiwatig na ang callback na ito ay ipapasa sa susunod na filterscript.
-
-Ito ay palaging itinatawag una sa mga filterscripts.
-
-## Examples
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "Ipinindot mo si player id: %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Sa kasalukuyan, isa lang ang 'source' (0 - CLICK_SOURCE_SCOREBOARD). Ang existence ng argument na ito ay nagmumungkahi na pwede magkaroon ng iba pang sources na darating.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Itinatawag kapag ang player ay pumindot ng TextDraw.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/fil/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index 960a8b8549a..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: This callback is called when a player clicks on a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## Deskripsyon
-
-Ang callback na ito ay natatawag kapag ang player ay pumindot sa isang player-textdraw. Hindi ito natatawag kapag ang player ay nag cancel gamit ang (ESC)
-
-| Pangalan | Deskripsyon |
-| ------------ | ------------------------------------------------------- |
-| playerid | Ang ID ng player na pumindot sa textdraw |
-| playertextid | Ang ID ng player-textdraw na pinindot ng player |
-
-## Returns
-
-Lagi itong natatawag una sa mga filterscript kaya kapag nag return 1 ay ibloblock nito ang ibang script mula sa pagtingin dito.
-
-## Mga Halimbawa
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Paggawa ng textdraw
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "MyTextDraw");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid],0);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid],0x000000ff);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], 0xffffffff);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // Gawing napipindot
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], 1);
-
- // Ipakita sa player
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if (playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Pinindot mo ang textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Mga dapat tandaan
-
-:::warning
-
-Kapag ang player ay pinindot ang ESC para i cancel ang textdraw, OnPlayerClickTextDraw ay matatawag kasama ang ID na `INVALID_TEXT_DRAW`. OnPlayerClickPlayerTextDraw ay hindi rin matatawag.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable.md): I set depende kung ang player-textdraw ay napipindot tungo sa SelectTextDraw.
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Natatawag kapag ang player ay pumindot sa isang textdraw.
-- [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer.md): Natatawag kapag ang player ay pinindot ang ibang player.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerClickTextDraw.md b/docs/translations/fil/scripting/callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index 4bb6991619c..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: This callback is called when a player clicks on a textdraw or cancels the select mode with the Escape key.
-tags: ["player", "textdraw"]
----
-
-## Description
-
-Ang callback na ito ay natatawag kapag ang player ay pumindot sa isang textdraw o nag cancel sa select mode gamit ang `ESC` key.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------------------------- |
-| playerid | The ID of the player that clicked on the textdraw. |
-| clickedid | The ID of the clicked textdraw. INVALID_TEXT_DRAW if selection was cancelled. |
-
-| Pangalan | Deskripsyon |
-| --------- | ----------------------------------------------------------------------------- |
-| playerid | Ang ID ng player na pumindot sa textdraw. |
-| clickedid | Ang ID ng textdraw na pinindot ng player. INVALID_TEXT_DRAW kapag cinancel. |
-
-## Returns
-
-Lagi itong natatawag una sa mga filterscript kaya kapag nag return 1 ay ibloblock nito ang ibang script mula sa pagtingin dito.
-
-## Mga Halimbawa
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- // Paggawa ng textdraw
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "MyTextDraw");
- TextDrawTextSize(gTextDraw,60.000000, 20.000000);
- TextDrawAlignment(gTextDraw,0);
- TextDrawBackgroundColor(gTextDraw,0x000000ff);
- TextDrawFont(gTextDraw,1);
- TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
- TextDrawColor(gTextDraw,0xffffffff);
- TextDrawSetProportional(gTextDraw,1);
- TextDrawSetShadow(gTextDraw,1);
- TextDrawSetSelectable(gTextDraw, 1);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if (clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Mga Dapat Unawain
-
-:::warning
-
-Ang napipindot na area ay na dedefine sa TextDrawTextSize. Ang x at y na parameter ay napapass sa function na iyon at hindi eto pwedeng maging zero o negative. Wag gamitin ang CancelSelectTextdraw ng hindi alam ang gagawin o walang pasubali sa callback. Magreresulta ito sa infinite na loop.
-
-:::
-
-## Related Functions
-
-- [OnPlayerClickPlayerTextDraw](../callbacks/OnPlayerClickPlayerTextDraw.md): Natatawag kapag ang player ay pumindot sa isang player-textdraw.
-- [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer.md): Natatawag kapag ang player ay pinindot ang ibang player.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerCommandText.md b/docs/translations/fil/scripting/callbacks/OnPlayerCommandText.md
deleted file mode 100644
index c8dbc347027..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerCommandText
-description: This callback is called when a player enters a command into the client chat window.
-tags: ["player"]
----
-
-## Description
-
-Ang callback na ito ay itinatawag kapag ang player ay nag-input ng command sa client chat window. Ang command ay lahat ng mensahe na itinatype sa client chat window na nagsisimula s aforward slash '/', e.g. /help.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------- |
-| playerid | Ang ID ng player na nagtype ng command. |
-| cmdtext[] | Ang command na itinype. (kasama dito ang forward slash '/') |
-
-## Returns
-
-Ito ay palaging itinatawag una sa mga filterscript, kaya ang pag return ng 1 ay ipinagbabawal ang ibang script na makita ito.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/help", true))
- {
- SendClientMessage(playerid, -1, "SERVER: Ito ang /help command.");
- return 1;
- // Ang pag return ng 1 ay nagsasabi na ang command ay na-iprocess na.
- // Ang OnPlayerCommandText ay hindi matatawag sa ibang script.
- }
- return 0;
- // Ang pag return ng 0 ay nagsasabi na ang command ay hindi na-process ng script.
- // Ang OnPlayerCommandText ay tatawagin sa ibang script hanggang mayroong isa na mag return 1.
- // Kung walang script ang mag return 1, may lalabas na mensahe na 'SERVER: Unknown command.'.
-}
-```
-
-## Notes
-
-
-
-## Related Functions
-
-- [SendRconCommand](../functions/SendRconCommand.md): Mag send ng RCON command gamit ang script.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerConnect.md b/docs/translations/fil/scripting/callbacks/OnPlayerConnect.md
deleted file mode 100644
index 04fa0bf23fc..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerConnect
-description: This callback is called when a player connects to the server.
-tags: ["player"]
----
-
-## Description
-
-Ang callback na ito ay itinatawag kapag ang isang player ay kumonek sa server.
-
-| Name | Description |
-| -------- | -------------------------------------- |
-| playerid | Ang ID ng player na kumonek sa server. |
-
-## Returns
-
-0 - Ay papagbawalan ang ibang filterscript na tanggapin itong callback.
-
-1 - Ay nagpapahiwatig na ang callback na ito ay ipapasa sa susunod na filterscript.
-
-Ito ay palaging unang tinatawag sa mga filterscript.
-
-## Examples
-
-```c
-public OnPlayerConnect(playerid)
-{
- new
- string[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- format(string, sizeof string, "%s ay pumasok sa server, mabuhay!", playerName);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## Notes
-
-
-
-## Related Functions
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerDeath.md b/docs/translations/fil/scripting/callbacks/OnPlayerDeath.md
deleted file mode 100644
index 8ab6547e1d7..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: OnPlayerDeath
-description: This callback is called when a player dies, either by suicide or by being killed by another player.
-tags: ["player"]
----
-
-## Description
-
-Ang callback na ito ay itinatawag kapag ang isang player ay namatay. Sa mga dahilan na pwedeng namatay ang player sa kanyang sariling gawa o napatay ng iba pang player.
-
-| Name | Description |
-|---------------|-------------------------------------------------------------------------|
-| playerid | Ang ID ng player na namatay. |
-| killerid | Ang ID ng player na nam-patay sa playerid, INVALID_PLAYER_ID kung wala. |
-| WEAPON:reason | Ang ID ng rason kung bakit namatay ang playerid. |
-
-## Returns
-
-0 - Ay pagbabawalan ang ibang filterscript na tanggapin itong callback.
-
-1 - Ay nagpapahiwatig na itong callback ay ipapasa sa susunod na filterscript.
-
-Ito ay palaging unang tinatawag sa mga filterscripts.
-
-## Examples
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // - Ipinapakita ang impormasyon ng pagpatay sa kill feed.
-
- // - Tignan muna kung valid ang player ID ng pumatay.
- if (killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++; // Dagdagan ang PlayerKills ng pumatay.
- }
-
- // - Dagdagan ang PlayerDeaths ng napatay.
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-- Ang rason na nagrereturn ng 37 (flame thrower) ay nanggagaling sa anumanng fire sources (e.g molotov, 18).
-- Ang rason na regrereturn ng 51 ay nanggagaling sa anumang baril o weapon na gumagawa ng explosion (e.g. RPG, grenade).
-- Hindi mo na kailangan tignan kung ang killerid ay valid bago gamitin ang SendDeathMessage. Ang INVALID_PLAYER_ID ay isang valid na killerid ID parameter sa function na iyon.
-- Ang playerid lamang ang may kapakanan na tawagin itong callback. (Magandang alamin para sa anti-fake death na mga hacks/cleo.)
-
-
-:::warning
-
-Kailangan mong tignan kung ang 'killerid' ay valid (not IVALID_PLAYER_ID) bago gamitin ito sa isang array (o kahit saan), dahil ito ay nagdudulot ng crash sa script ng OnPlayerDeath (hindi ang buong script). Ito ay dahil ang INVALID_PLAYER_ID ay defined as 65535, kapag ang array ay mayroon lamang 'MAX_PLAYERS' elements, e.g. 500, ikaw ay nagtatangkang i-access ang index na mahigit pa sa 499, na out of bounds.
-
-:::
-
-## Related Functions
-
-- [SendDeathMessage](../functions/SendDeathMessage): Dagdagan ng kill sa Death list.
-- [SetPlayerHealth](../functions/SetPlayerHealth): I set ang health ng player.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerDisconnect.md b/docs/translations/fil/scripting/callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index 5c3ba13fb57..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: OnPlayerDisconnect
-description: This callback is called when a player disconnects from the server.
-tags: ["player"]
----
-
-## Deskripsyon
-
-Ang callback na ito ay natatawag kapag ang player ay nag diskonekta mula sa server.
-
-| Pangalan | Deskripsyon |
-| ------------- | ---------------------------------------------------------- |
-| playerid | Ang ID ng player na nag diskonekta |
-| reason | Ang rason ng pag diskonekta. Tignan ang table sa baba |
-
-## Returns
-
-0 - Ay hindi hahayaan ang ibang filterscript na ma gamit ang callback na ito.
-
-1 - Iniindika na ang callback na ito ay pwedeng ma-ipasa o magamit sa susunod the filterscript.
-
-Lagi itong natatawag una sa mga filterscript.
-
-## Mga Halimbawa
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[3][] =
- {
- "Timeout/Crash",
- "Quit",
- "Kick/Ban"
- };
-
- format(szString, sizeof szString, "%s left the server (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-Ang ibang function ay maaaring di gumana ng maayos kapag ginamit sa callback na ito dahil ang player ay naka diskonekta na bago matatawag ang callback na ito. Dahil din dito, hindi mo magagamit ng buo ang mga importanteng functions na pangkuha ng impormasyon tulad ng `GetPlayerIp` at `GetPlayerPos`.
-
-:::
-
-## Mga Kaugnay na Functions
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/fil/scripting/callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index 8f899332716..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: Tinatawag ang callback na ito kapag pumasok ang isang player sa checkpoint set para sa player na iyon.
-tags: ["player", "checkpoint"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag pumasok ang isang player sa checkpoint set para sa player na iyon.
-
-| Name | Description |
-| -------- | -------------------------------------- |
-| playerid | Ang player na pumasok sa checkpoint |
-
-## Returns
-
-Palaging una itong tinatawag sa mga filterscript.
-
-## Examples
-
-```c
-//Sa halimbawang ito, isang checkpoint ang ginawa para sa player kapag nag-spawn,
-//na lumilikha ng sasakyan at hindi pinapagana ang checkpoint.
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## Notes
-
-
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnPlayerLeaveCheckpoint](OnPlayerLeaveCheckpoint): Ang callback na ito ay tinatawag kapag ang isang player ay umalis sa isang checkpoint.
-- [OnPlayerEnterRaceCheckpoint](OnPlayerEnterRaceCheckpoint): Ang callback na ito ay tinatawag kapag ang player manlalaro ay pumasok sa isang race checkpoint.
-- [OnPlayerLeaveRaceCheckpoint](OnPlayerLeaveRaceCheckpoint): Ang callback na ito ay tinatawag kapag ang player manlalaro ay umalis sa isang race checkpoint.
-
-## Related Functions
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Gumawa ng checkpoint para sa isang player.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Huwag paganahin ang kasalukuyang checkpoint ng player.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Suriin kung ang isang player ay nasa isang checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Gumawa ng race checkpoint para sa isang player.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): I-disable ang kasalukuyang race checkpoint ng player.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Suriin kung ang isang player ay nasa isang checkpoint ng karera.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerEnterVehicle.md b/docs/translations/fil/scripting/callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index b9f36afe893..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: This callback is called when a player starts to enter a vehicle, meaning the player is not in vehicle yet at the time this callback is called.
-tags: []
----
-
-
-
-## Paglalarawan
-
-Ang callback na ito ay natatawag kapag ang isang manlalaro ay pumasok sa loob ng sasakyan.
-
-| Pangalan | Deskripsyon |
-| ----------- | -------------------------------------------------------------- |
-| playerid | Ang ID ng manlalaro nag sumasakay sa sasakyan. |
-| vehicleid | Ang ID ng sasakyan na pinasukan ng manlalaro. |
-| ispassenger | 0 kung ang manlalaro ay pumasok bilang driver, 1 kung pasahero.
-
-## Returns
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Halimbawa ng Paggamit
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "Ikaw ay sumasakay bilang %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-- Ang callback na ito ay tinatawag kapag ang isang manlalaro ay NAGSIMULA na pumasok sa isang sasakyan, hindi kapag napasok na nila ito.
-- Ang callback na ito ay tinatawag pa rin kung ang player ay tinanggihan sa pagpasok sa sasakyan (hal. ito ay naka-lock o puno).
-
-:::
-
-## Mga Kaugnay na Callback
-
-Maaaring maging kapaki-pakinabang din ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o sa iba pa.
-
-- [OnPlayerExitVehicle](./OnPlayerExitVehicle.md): Tinatawag kapag ang manlalaro ay umalis sa sasakyan.
-- [OnPlayerStateChange](./OnPlayerStateChange.md): Tinatawag kapag nagbago ang estado ng manlalaro.
-
-## Mga Kaugnay na Functions
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [PutPlayerInVehicle](../functions/PutPlayerInVehicle.md): Maglagay ng manlalaro sa sasakyan.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat.md): Suriin kung saan nakaupo ang isang manlalaro.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerExitVehicle.md b/docs/translations/fil/scripting/callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index 9ee444abc6d..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerExitVehicle
-description: This callback is called when a player starts to exit a vehicle.
-tags: []
----
-
-
-
-## Paglalarawan
-
-Ang callback na ito ay natatawag kapag ang isang manlalaro ay lumabas sa sasakyan.
-
-| Pangalan | Deskripsyon |
-| ----------- | -------------------------------------------------------------- |
-| playerid | Ang ID ng manlalaro ng lumalabas sa sasakyan. |
-| vehicleid | Ang ID ng sasakyan na kung saan ang manlalaro ay lumalabas. |
-
-## Returns
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Halimbawa ng Paggamit
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[35];
- format(string, sizeof(string), "INFO: Ikaw ay lumalabas sa sasakyan %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-:::warning
-
-- Hindi tinawag kung ang manlalaro ay nahulog mula sa isang bisikleta o inalis mula sa isang sasakyan sa pamamagitan ng iba pang paraan tulad ng paggamit ng [SetPlayerPos](../funcions/SetPlayerPos.md).
-- Dapat mong gamitin ang [OnPlayerStateChange](./OnPlayerStateChange) at tingnan kung ang kanilang lumang estado ay PLAYER_STATE_DRIVER o PLAYER_STATE_PASSENGER at ang kanilang bagong estado ay PLAYER_STATE_ONFOOT.
-
-:::
-
-## Mga Kaugnay na Callback
-
-Maaaring maging kapaki-pakinabang din ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o sa iba pa.
-
-- [OnPlayerEnterVehicle:](./OnPlayerEnterVehicle.md): Tinatawag kapag ang manlalaro ay sumakay sa sasakyan.
-- [OnPlayerStateChange](./OnPlayerStateChange.md): Tinatawag kapag nagbago ang estado ng manlalaro.
-
-## Mga Kaugnay na Functions
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [RemovePlayerFromVehicle](../functions/PutPlayerInVehicle.md): Itapon ang isang manlalaro sa labas ng kanilang sasakyan.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat.md): Suriin kung saan nakaupo ang isang manlalaro.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerSpawn.md b/docs/translations/fil/scripting/callbacks/OnPlayerSpawn.md
deleted file mode 100644
index bd663e5c7bb..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: OnPlayerSpawn
-description: Tinatawag ang callback na ito kapag nag-spawn ang isang player.
-tags: ["player"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag nag-spawn ang isang player.(i.e. pagkatapos i-cal ang [SpawnPlayer](../functions/SpawnPlayer) function)
-
-| Name | Description |
-| -------- | ---------------------------------- |
-| playerid | Ang ID ng player na nag-spawn |
-
-## Returns
-
-0 - Pipigilan ang ibang mga filterscript na matanggap ang callback na ito.
-
-1 - Isinasaad na ang callback na ito ay ipapasa sa susunod na filterscript.
-
-Palaging una itong tinatawag sa mga filterscript.
-
-## Examples
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME],
- string[40];
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName));
- format(string, sizeof(string), "%s has spawned successfully.", PlayerName);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang laro ay minsan ay nagbabawas ng \$100 mula sa mga manlalaro pagkatapos ng spawn.
-
-:::
-
-## Related Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnPlayerDeath](OnPlayerDeath): Tinatawag ang callback na ito kapag namatay ang isang player.
-- [OnVehicleSpawn](OnVehicleSpawn): Ang callback na ito ay tinatawag kapag ang isang sasakyan ay respawn.
-
-## Related Functions
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [SpawnPlayer](../functions/SpawnPlayer): Pilitin ang isang manlalaro na mag-spawn.
-- [AddPlayerClass](../functions/AddPlayerClass): Mag add ng class.
-- [SetSpawnInfo](../functions/SetSpawnInfo): I-set ang spawn setting para sa player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerStateChange.md b/docs/translations/fil/scripting/callbacks/OnPlayerStateChange.md
deleted file mode 100644
index 29cd1f40b47..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: OnPlayerStateChange
-description: This callback is called when a player changes state.
-tags: ["player"]
----
-
-## Paglalarawan
-
-Ang callback na ito ay tinatawag kapag ang isang player ay nagbago ng estado. Halimbawa, kapag ang isang manlalaro ay nagbago mula sa pagiging driver ng isang sasakyan patungo sa pagiging on-foot.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | Ang ID ng player na nagbago ng estado. |
-| newstate | Ang bagong estado ng manlalaro. |
-| oldstate | Ang dating estado ng manlalaro. |
-
-Sumangguni sa [Player States](../resources/playerstates) para sa listahan ng lahat ng available na estado ng manlalaro.
-
-## Returns
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Halimbawa ng Paggamit
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Ang manlalaro ay pumasok sa isang sasakyan bilang isang driver
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); // Maglagay ng NOS sa sasakyan
- }
- return 1;
-}
-```
-
-## Mga Dapat Unawain
-
-
-
-## Mga Kaugnay na Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [OnPlayerInteriorChange](./OnPlayerInteriorChange): Tinatawag ang callback na ito kapag nagpalit ng interior ang isang player.
-
-## Mga Kaugnay na Functions
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [GetPlayerState](../functions/GetPlayerState): Kunin ang kasalukuyang estado ng isang manlalaro.
-- [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction): Kumuha ng kasalukuyang espesyal na aksyon ng manlalaro.
-- [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction): Magtakda ng espesyal na aksyon ng manlalaro.
diff --git a/docs/translations/fil/scripting/callbacks/OnPlayerUpdate.md b/docs/translations/fil/scripting/callbacks/OnPlayerUpdate.md
deleted file mode 100644
index 0b5bb93ad0f..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,85 +0,0 @@
----
-title: OnPlayerUpdate
-description: This callback is called every time a client/player updates the server with their status.
-tags: ["player"]
----
-
-## Paglalarawan
-
-Ang callback na ito ay tinatawag sa tuwing ina-update ng isang kliyente/manlalaro ang server sa kanilang katayuan. Madalas itong ginagamit para gumawa ng mga custom na callback para sa mga update ng kliyente na hindi aktibong sinusubaybayan ng server, gaya ng mga update sa kalusugan o armor o mga manlalaro na nagpapalit ng armas.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | ID ng player na nagpapadala ng update packet. |
-
-## Returns
-
-0 - Ang pag-update mula sa player na ito ay hindi mai-replicate sa ibang mga kliyente.
-
-1 - Isinasaad na ang update na ito ay maaaring maproseso nang normal at maipadala sa iba pang mga manlalaro.
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Halimbawa ng Paggamit
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new iCurWeap = GetPlayerWeapon(playerid); // Ibalik ang kasalukuyang sandata ng manlalaro
- if (iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // Kung nagpalit siya ng armas simula noong huling update
- {
- // Tawagan natin ang isang callback na pinangalanang OnPlayerChangeWeapon
- OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
- SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);// I-update ang variable ng armas
- }
- return 1; // Ipadala ang update na ito sa ibang mga manlalaro.
-}
-
-stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
-{
- new s[128],
- oWeapon[24],
- nWeapon[24];
-
- GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
- GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
-
- format(s, sizeof(s), "Iniba mo ang iyong sandata mula sa %s patungong %s!", oWeapon, nWeapon);
-
- SendClientMessage(playerid, 0xFFFFFFFF, s);
-}
-public OnPlayerUpdate(playerid)
-{
- new Float:fHealth;
-
- GetPlayerHealth(playerid, fHealth);
-
- if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // Ang kalusugan ng manlalaro ay nagbago mula noong huling pag-update -> server, kaya malinaw na na-update ang bagay.
- // Suriin natin kung mawawalan o makakakuha ng buhay ang manlalaro, anti-health cheat? ;)
-
- if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* Siya ay nakakuha ng kalusugan! Pandaraya? Sumulat ng iyong sariling mga script dito upang malaman kung paano ang isang manlalaro
- nakakuha ng kalusugan! */
- }
- else
- {
- /* Nawalan siya ng buhay! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-
-## Mga Dapat Unawain
-
-
-
-:::warning
-
-- Ang callback na ito ay tinatawag, sa karaniwan, 30 beses bawat segundo, bawat manlalaro; gamitin lamang ito kapag alam mo kung para saan ito (o mas mahalaga kung ano ang HINDI para sa). Ang dalas ng pagtawag sa callback na ito para sa bawat manlalaro ay nag-iiba, depende sa kung ano ang ginagawa ng manlalaro. Ang pagmamaneho o pagbaril ay magti-trigger ng mas maraming update kaysa sa idling.
-
-:::
diff --git a/docs/translations/fil/scripting/callbacks/OnVehicleSpawn.md b/docs/translations/fil/scripting/callbacks/OnVehicleSpawn.md
deleted file mode 100644
index eac9e33a66f..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnVehicleSpawn.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnVehicleSpawn
-description: This callback is called when a vehicle respawns.
-tags: ["vehicle"]
----
-
-:::warning
-
-Ang callback na ito ay tinatawag **lamang** kapag ang sasakyan ay **muling** umusbong! CreateVehicle at AddStaticVehicle(Ex) ay **hindi** magti-trigger ng callback na ito.
-
-:::
-
-## Paglalarawan
-
-Ang callback na ito ay tinatawag kapag ang isang sasakyan ay nag respawn.
-
-| Name | Description |
-| --------- | ----------------------------------- |
-| vehicleid | Ang ID ng sasakyan na nag respawn. |
-
-## Returns
-
-0 - Pipigilan ang iba pang mga filterscript mula sa pagtanggap ng callback na ito.
-
-1 - Isinasaad na ang callback na ito ay ipapasa sa susunod na filterscript.
-
-Lagi itong na tatawag una sa mga filterscript.
-
-## Halimbawa ng Paggamit
-
-```c
-public OnVehicleSpawn(vehicleid)
-{
- printf("Vehicle %i spawned!",vehicleid);
- return 1;
-}
-```
-
-## Mga Kaugnay na Callbacks
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-
-- [OnVehicleDeath](./OnVehicleDeath): Ang callback na ito ay tinatawag kapag nasira ang isang sasakyan.
-- [OnPlayerSpawn](./OnPlayerSpawn): Tinatawag ang callback na ito kapag nag-spawn ang isang player.
-
-## Mga Kaugnay na Functions
-
-Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa.
-
-- [SetVehicleToRespawn](../functions/SetVehicleToRespawn): Respawn ang sasakyan.
-- [CreateVehicle](../functions/CreateVehicle): Gumawa ng sasakyan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnVehicleStreamIn.md b/docs/translations/fil/scripting/callbacks/OnVehicleStreamIn.md
deleted file mode 100644
index 9550a2f5319..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnVehicleStreamIn.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnVehicleStreamIn
-description: Ang callback na ito ay tinatawag kapag ang isang sasakyan ay na-stream sa client ng isang manlalaro.
-tags: ["vehicle"]
----
-
-## Description
-
-Ang callback na ito ay tinatawag kapag ang isang sasakyan ay na-stream sa client ng isang manlalaro.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| vehicleid | Ang ID ng sasakyan na nag-stream para sa player. |
-| forplayerid | Ang ID ng player kung saan nag-stream ang sasakyan. |
-
-## Returns
-
-Palaging una itong tinatawag sa mga filterscript.
-
-## Examples
-
-```c
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- new string[32];
- format(string, sizeof(string), "You can now see vehicle %d.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notes
-
-
-
-## Related Callbacks
-- [OnVehicleStreamOut](OnVehicleStreamOut): Tinatawag ang callback na ito kapag nag-stream out ang isang sasakyan para sa isang player.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Tinatawag ang callback na ito kapag nag-stream ang isang manlalaro para sa isa pang manlalaro.
-- [OnPlayerStreamOut](OnPlayerStreamOut): Tinatawag ang callback na ito kapag nag-stream out ang isang player para sa isa pang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/callbacks/OnVehicleStreamOut.md b/docs/translations/fil/scripting/callbacks/OnVehicleStreamOut.md
deleted file mode 100644
index fec41c4738f..00000000000
--- a/docs/translations/fil/scripting/callbacks/OnVehicleStreamOut.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnVehicleStreamOut
-description: Tinatawag ang callback na ito kapag na-stream out ang isang sasakyan para sa client ng player (napakalayo nito kaya hindi nila ito nakikita).
-tags: ["vehicle"]
----
-
-## Description
-
-Tinatawag ang callback na ito kapag na-stream out ang isang sasakyan para sa client ng player (napakalayo nito kaya hindi nila ito nakikita).
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------ |
-| vehicleid | Ang ID ng sasakyan na nag-stream out. |
-| forplayerid | Ang ID ng player na hindi na nag i-stream ng sasakyan. |
-
-## Returns
-
-Palaging una itong tinatawag sa mga filterscript.
-
-## Examples
-
-```c
-public OnVehicleStreamOut(vehicleid, forplayerid)
-{
- new string[48];
- format(string, sizeof(string), "Your client is no longer streaming vehicle %d", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notes
-
-
-
-## Related Callbacks
-- [OnVehicleStreamIn](OnVehicleStreamIn): Tinatawag ang callback na ito kapag nag-stream ang sasakyan para sa isang player.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Tinatawag ang callback na ito kapag nag-stream ang isang player para sa isa pang player.
-- [OnPlayerStreamOut](OnPlayerStreamOut): Tinatawag ang callback na ito kapag nag-stream out ang isang player para sa isa pang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddCharModel.md b/docs/translations/fil/scripting/functions/AddCharModel.md
deleted file mode 100644
index 36954ee1ae1..00000000000
--- a/docs/translations/fil/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddCharModel
-description: Nagdaragdag ng bagong custom na modelo ng character para sa pag-download.
-tags: []
----
-
-
-
-## Description
-
-Nagdaragdag ng bagong custom na modelo ng character para sa pag-download. Ang mga file ng modelo ay maiimbak sa Documents\GTA San Andreas User Files\SAMP\cache ng player sa ilalim ng Server IP at Port folder sa isang CRC-form file name.
-
-| Name | Description |
-| ------- | ---------------------------------------------------------------------------------------------------------------------------- |
-| baseid | Ang base skin model ID na gagamitin (gawi ng character at orihinal na character na gagamitin kapag nabigo ang pag-download). |
-| newid | Ang bagong skin model ID ay mula 20000 hanggang 30000 (10000 slots) na gagamitin mamaya sa SetPlayerSkin |
-| dffname | Pangalan ng .dff model collision file na matatagpuan sa folder ng server ng mga modelo bilang default (setting ng artpath). |
-| txdname | Pangalan ng .txd model texture file na matatagpuan sa folder ng server ng mga modelo bilang default (setting ng artpath). |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigong maisagawa ang function.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Notes
-
-:::tip
-
-ang useartwork ay dapat munang paganahin sa mga setting ng server upang ito ay gumana
-
-:::
-
-:::warning
-
-Kasalukuyang walang mga paghihigpit sa kung kailan mo maaaring tawagan ang function na ito, ngunit magkaroon ng kamalayan na kung hindi mo sila tatawagan sa loob ng OnFilterScriptInit/OnGameModeInit, magkakaroon ka ng panganib na ang ilang mga manlalaro, na nasa server na, ay maaaring hindi na-download ang mga modelo.
-
-:::
-
-## Related Functions
-
-- [SetPlayerSkin](SetPlayerSkin): Itakda ang pananamit ng isang manlalaro.
diff --git a/docs/translations/fil/scripting/functions/AddMenuItem.md b/docs/translations/fil/scripting/functions/AddMenuItem.md
deleted file mode 100644
index 6ba9e968de7..00000000000
--- a/docs/translations/fil/scripting/functions/AddMenuItem.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: AddMenuItem
-description: Magdagdag ng item sa isang tinutukoy na menu.
-tags: ["menu"]
----
-
-## Description
-
-Adds an item to a specified menu.
-
-| Name | Description |
-| ------- | ---------------------------------------- |
-| menuid | Ang menu id upang magdagdag ng item. |
-| column | Ang column kung saan idaragdag ang item. |
-| title[] | Ang pamagat para sa bagong item sa menu. |
-
-## Returns
-
-Ang index ng row kung saan idinagdag ang item na ito.
-
-## Examples
-
-```c
-new Menu:gExampleMenu;
-
-public OnGameModeInit()
-{
- gExampleMenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
- AddMenuItem(gExampleMenu, 0, "item 1");
- AddMenuItem(gExampleMenu, 0, "item 2");
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Nag-crash kapag naipasa ang isang di-wastong ID ng menu. Maaari ka lang magkaroon ng 12 item sa bawat menu (ang ika-13 ay mapupunta sa kanang bahagi ng header ng pangalan ng column (kulay), ika-14 at mas mataas na hindi ipinapakita). Maaari ka lamang gumamit ng 2 column (0 at 1). Maaari ka lamang magdagdag ng 8 color code sa bawat isang item (~r~, ~g~ atbp.). Ang maximum na haba ng item sa menu ay 31 simbolo.
-
-:::
-
-## Related Functions
-
-- [CreateMenu](CreateMenu): Gumawa ng menu.
-- [SetMenuColumnHeader](SetMenuColumnHeader): Itakda ang header para sa isa sa mga column sa isang menu.
-- [DestroyMenu](DestroyMenu): Sirain ang menu.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow): Tinatawag kapag ang manlalaro ay pumili ng isang row sa menu.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu): Tinatawag kapag umalis ang manlalaro sa menu.
diff --git a/docs/translations/fil/scripting/functions/AddPlayerClass.md b/docs/translations/fil/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index dbce6a3b0c0..00000000000
--- a/docs/translations/fil/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description: Nagdaragdag ng klase sa pagpili ng klase.
-tags: ["player"]
----
-
-## Description
-
-Nagdaragdag ng klase sa pagpili ng klase. Ginagamit ang mga klase upang ang mga manlalaro ay maaaring mag-spawn ng balat na kanilang pinili.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------------------- |
-| modelid | Ang balat na kung saan ang player ay pangingitlog sa. |
-| Float:spawn_x | Ang X coordinate ng spawnpoint ng klase na ito. |
-| Float:spawn_y | Ang Y coordinate ng spawnpoint ng klase na ito. |
-| Float:spawn_z | Ang Z coordinate ng spawnpoint ng klase na ito. |
-| Float:z_angle | Ang direksyon kung saan dapat harapin ang manlalaro pagkatapos ng pangingitlog. |
-| weapon1 | Ang unang spawn-weapon para sa player. |
-| weapon1_ammo | Ang dami ng bala para sa pangunahing spawn weapon. |
-| weapon2 | Ang pangalawang spawn-weapon para sa player. |
-| weapon2_ammo | Ang dami ng bala para sa pangalawang spawn weapon. |
-| weapon3 | Ang ikatlong spawn-weapon para sa player. |
-| weapon3_ammo | Ang dami ng bala para sa ikatlong spawn weapon. |
-
-## Returns
-
-Ang ID ng klase na kakadagdag lang.
-
-319 kung naabot ang limitasyon ng klase (320). Ang pinakamataas na posibleng class ID ay 319.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Maaaring mag-spawn ang mga manlalaro gamit ang CJ skin (0) o The Truth skin (1).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang maximum class ID ay 319 (simula sa 0, kaya ang kabuuang 320 na klase). Kapag naabot na ang limitasyong ito, papalitan ng anumang klase na idaragdag ang ID 319.
-
-:::
-
-## Related Functions
-
-- [AddPlayerClassEx](AddPlayerClassEx): Magdagdag ng klase na may default na team.
-- [SetSpawnInfo](SetSpawnInfo): Itakda ang setting ng spawn para sa isang player.
-- [SetPlayerSkin](SetPlayerSkin): Itakda ang balat ng isang manlalaro.
diff --git a/docs/translations/fil/scripting/functions/AddPlayerClassEx.md b/docs/translations/fil/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index 946bd834d22..00000000000
--- a/docs/translations/fil/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddPlayerClassEx
-description: Ang function na ito ay eksaktong kapareho ng AddPlayerClass function, kasama ang pagdaragdag ng isang parameter ng koponan.
-tags: ["player"]
----
-
-## Description
-
-Ang function na ito ay eksaktong kapareho ng AddPlayerClass function, kasama ang pagdaragdag ng isang parameter ng koponan.
-
-| Name | Description |
-| ------------- | --------------------------------------------------------------------------- |
-| teamid | Ang koponan na gusto mong ipanganak ng manlalaro. |
-| modelid | Ang koponan na gusto mong ipanganak ng manlalaro. |
-| Float:spawn_x | Ang X coordinate ng posisyon ng spawn ng klase. |
-| Float:spawn_y | Ang Y coordinate ng posisyon ng spawn ng klase. |
-| Float:spawn_z | Ang Z coordinate ng posisyon ng spawn ng klase. |
-| Float:z_angle | Ang direksyon kung saan haharapin ang manlalaro pagkatapos ng pangingitlog. |
-| weapon1 | Ang unang spawn-weapon para sa player. |
-| weapon1_ammo | Ang dami ng bala para sa unang spawn weapon. |
-| weapon2 | Ang pangalawang spawn-weapon para sa player. |
-| weapon2_ammo | Ang dami ng bala para sa pangalawang spawn weapon. |
-| weapon3 | Ang ikatlong spawn-weapon para sa player. |
-| weapon3_ammo | Ang dami ng bala para sa ikatlong spawn weapon. |
-
-## Returns
-
-Ang ID ng klase na kakadagdag lang.
-
-319 kung naabot ang limitasyon ng klase (320). Ang pinakamataas na posibleng class ID ay 319.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Ang mga manlalaro ay maaaring mag-spawn bilang alinman sa:
- // CJ Skin (ID 0) sa team 1.
- // The Truth skin (ID 1) sa team 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang maximum class ID ay 319 (simula sa 0, kaya ang kabuuang 320 na klase). Kapag naabot na ang limitasyong ito, papalitan ng anumang klase na idaragdag ang ID 319.
-
-:::
-
-## Related Functions
-
-- [AddPlayerClass](AddPlayerClass): Magdagdag ng klase.
-- [SetSpawnInfo](SetSpawnInfo): Itakda ang setting ng spawn para sa isang player.
-- [SetPlayerTeam](SetPlayerTeam): Magtakda ng koponan ng manlalaro.
-- [SetPlayerSkin](SetPlayerSkin): Itakda ang balat ng isang manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddSimpleModel.md b/docs/translations/fil/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index b819fec9160..00000000000
--- a/docs/translations/fil/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: AddSimpleModel
-description: Nagdaragdag ng bagong custom na simpleng object model para sa pag-download.
-tags: []
----
-
-
-
-## Description
-
-Nagdaragdag ng bagong custom na simpleng object model para sa pag-download. Ang mga file ng modelo ay maiimbak sa Documents\GTA San Andreas User Files\SAMP\cache ng player sa ilalim ng Server IP at Port folder sa isang CRC-form file name.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | Ang virtual world ID para gawing available ang modelo sa. Gamitin ang -1 para sa lahat ng mundo. |
-| baseid | Ang batayang object model ID na gagamitin (orihinal na object na gagamitin kapag nabigo ang pag-download). |
-| newid | Ang bagong object model ID ay mula -1000 hanggang -30000 (29000 slots) na gagamitin sa ibang pagkakataon kasama ang CreateObject o CreatePlayerObject.|
-| dffname | Pangalan ng .dff model collision file na matatagpuan sa folder ng server ng mga modelo bilang default (setting ng artpath) |
-| txdname | Pangalan ng .txd model texture file na matatagpuan sa folder ng server ng mga modelo bilang default (setting ng artpath). |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```c
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## Notes
-
-:::tip
-
-Ang `useartwork` ay dapat munang paganahin sa mga setting ng server upang ito ay gumana Kapag ang virtualworld ay nakatakda, ang mga modelo ay mada-download kapag ang manlalaro ay pumasok sa partikular na mundo
-
-:::
-
-:::warning
-
-Kasalukuyang walang mga paghihigpit sa kung kailan mo maaaring tawagan ang function na ito, ngunit magkaroon ng kamalayan na kung hindi mo sila tatawagan sa loob ng OnFilterScriptInit/OnGameModeInit, magkakaroon ka ng panganib na ang ilang mga manlalaro, na nasa server na, ay maaaring hindi na-download ang mga modelo.
-
-:::
-
-## Related Functions
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Tinatawag kapag natapos na ng player ang pag-download ng mga custom na modelo.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddSimpleModelTimed.md b/docs/translations/fil/scripting/functions/AddSimpleModelTimed.md
deleted file mode 100644
index 6fa467eaf99..00000000000
--- a/docs/translations/fil/scripting/functions/AddSimpleModelTimed.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddSimpleModelTimed
-description: Nagdaragdag ng bagong custom na simpleng object model para sa pag-download.
-tags: []
----
-
-
-
-## Description
-
-Nagdaragdag ng bagong custom na simpleng object model para sa pag-download. Ang mga file ng modelo ay maiimbak sa Documents\GTA San Andreas User Files\SAMP\cache ng player sa ilalim ng Server IP at Port folder sa isang CRC-form file name.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | Ang virtual world ID para gawing available ang modelo sa. Gamitin ang -1 para sa lahat ng mundo. |
-| baseid | Ang batayang object model ID na gagamitin (orihinal na object na gagamitin kapag nabigo ang pag-download). |
-| newid | Ang bagong object model ID ay mula -1000 hanggang -30000 (29000 slots) na gagamitin sa ibang pagkakataon kasama ang CreateObject o CreatePlayerObject.|
-| dffname | Pangalan ng .dff model collision file na matatagpuan sa folder ng server ng mga modelo bilang default (setting ng artpath) |
-| txdname | Pangalan ng .txd model texture file na matatagpuan sa folder ng server ng mga modelo bilang default (setting ng artpath). |
-| timeon | Ang oras ng laro sa mundo (oras) ang bagay na ito ay lilitaw |
-| timeoff | Ang oras ng laro sa mundo (oras) ang bagay na ito ay mawawala |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModelTimed(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd", 9, 18); // Nagre-render lang ang pader na ito mula 9:00 am hanggang 6:00 pm
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-ang useartwork ay dapat munang paganahin sa mga setting ng server upang ito ay gumana Kapag ang virtualworld ay nakatakda, ang mga modelo ay mada-download kapag ang player ay pumasok sa partikular na mundo
-
-:::
-
-:::warning
-
-Kasalukuyang walang mga paghihigpit sa kung kailan mo maaaring tawagan ang function na ito, ngunit magkaroon ng kamalayan na kung hindi mo sila tatawagan sa loob ng OnFilterScriptInit/OnGameModeInit, magkakaroon ka ng panganib na ang ilang mga manlalaro, na nasa server na, ay maaaring hindi na-download ang mga modelo.
-
-:::
-
-## Related Functions
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Tinatawag kapag natapos na ng player ang pag-download ng mga custom na modelo.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddStaticPickup.md b/docs/translations/fil/scripting/functions/AddStaticPickup.md
deleted file mode 100644
index 5f212378562..00000000000
--- a/docs/translations/fil/scripting/functions/AddStaticPickup.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: AddStaticPickup
-description: Ang function na ito ay nagdaragdag ng 'static' pickup sa laro.
-tags: []
----
-
-## Description
-
-Ang function na ito ay nagdaragdag ng 'static' pickup sa laro. Sinusuportahan ng mga pickup na ito ang mga sandata, kalusugan, armor atbp., na may kakayahang gumana nang walang script ng mga ito (awtomatikong ibibigay ang mga armas/kalusugan/armor).
-
-| Name | Description |
-| ----------------------------------- | ----------------------------------------------------------------------------------- |
-| [model](../resources/pickupids) | Ang modelo ng pickup. |
-| [type](../resources/pickuptypes) | Ang uri ng pickup. Tinutukoy kung paano tumugon ang pickup kapag kinuha. |
-| Float:X | Ang X coordinate para gawin ang pickup sa. |
-| Float:Y | Ang Y coordinate para gawin ang pickup sa. |
-| Float:Z | Ang Z coordinate para gawin ang pickup sa. |
-| virtualworld | Ang virtual world ID para ilagay ang pickup na iyon. Gamitin ang -1 para ipakita ang pickup sa lahat ng mundo. |
-
-## Returns
-
-1 kung matagumpay na nagawa ang pickup.
-
-0 kung nabigong gumawa.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Gumawa ng pickup para sa armor
- AddStaticPickup(1242, 2, 1503.3359, 1432.3585, 10.1191, 0);
-
- // Gumawa ng pickup para sa ilang kalusugan, sa tabi mismo ng armor
- AddStaticPickup(1240, 2, 1506.3359, 1432.3585, 10.1191, 0);
-
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang function na ito ay hindi nagbabalik ng pickup ID na magagamit mo, halimbawa, OnPlayerPickUpPickup. Gamitin ang CreatePickup kung gusto mong magtalaga ng mga ID.
-
-:::
-
-## Related Functions
-
-- [CreatePickup](CreatePickup): Gumawa ng pickup.
-- [DestroyPickup](DestroyPickup): Sirain ang pickup.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup): Tinatawag kapag kinuha ng manlalaro ang isang pickup.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddStaticVehicle.md b/docs/translations/fil/scripting/functions/AddStaticVehicle.md
deleted file mode 100644
index e7d41c3a57a..00000000000
--- a/docs/translations/fil/scripting/functions/AddStaticVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: AddStaticVehicle
-description: Nagdaragdag ng 'static' na sasakyan (na-pre-load ang mga modelo para sa mga manlalaro) sa gamemode.
-tags: ["vehicle"]
----
-
-## Description
-
-Nagdaragdag ng 'static' na sasakyan (na-pre-load ang mga modelo para sa mga manlalaro) sa gamemode.
-
-| Name | Description |
-| ---------------------------------------- | -------------------------------------- |
-| modelid | Ang Model ID para sa sasakyan. |
-| Float:spawn_X | Ang X-coordinate para sa sasakyan. |
-| Float:spawn_Y | Ang Y-coordinate para sa sasakyan. |
-| Float:spawn_Z | Ang Z-coordinate para sa sasakyan. |
-| Float:z_angle | Direksyon ng sasakyan - anggulo. |
-| [color1](../resources/vehiclecolorid) | Ang pangunahing ID ng kulay. -1 para sa random. |
-| [color2](../resources/vehiclecolorid) | Ang pangalawang kulay ID. -1 para sa random. |
-
-## Returns
-
-Ang ID ng sasakyan ng sasakyang ginawa (sa pagitan ng 1 at MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) kung hindi ginawa ang sasakyan (naabot na ang limitasyon ng sasakyan o naipasa ang di-wastong ID ng modelo ng sasakyan).
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Mag lagay ng Hydra sa laro
- AddStaticVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, 0, 1);
-
- return 1;
-}
-```
-
-## Related Functions
-
-- [AddStaticVehicleEx](AddStaticVehicleEx): Magdagdag ng static na sasakyan na may custom na respawn time.
-- [CreateVehicle](CreateVehicle): Gumawa ng sasakyan.
-- [DestroyVehicle](DestroyVehicle): Sirain ang sasakyan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddStaticVehicleEx.md b/docs/translations/fil/scripting/functions/AddStaticVehicleEx.md
deleted file mode 100644
index 1f4b688ae92..00000000000
--- a/docs/translations/fil/scripting/functions/AddStaticVehicleEx.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: AddStaticVehicleEx
-description: Nagdaragdag ng 'static' na sasakyan (mga modelo ay paunang na-load para sa mga manlalaro) sa gamemode.
-tags: ["vehicle"]
----
-
-## Description
-
-Nagdaragdag ng 'static' na sasakyan (mga modelo ay paunang na-load para sa mga manlalaro) sa gamemode. Naiiba sa AddStaticVehicle sa isang paraan lamang: nagbibigay-daan sa isang respawn time na itakda kapag ang sasakyan ay naiwang walang tao ng driver.
-
-| Name | Description |
-| ---------------------------------------- | -------------------------------------- |
-| modelid | Ang Model ID para sa sasakyan. |
-| Float:spawn_X | Ang X-coordinate para sa sasakyan. |
-| Float:spawn_Y | Ang Y-coordinate para sa sasakyan. |
-| Float:spawn_Z | Ang Z-coordinate para sa sasakyan. |
-| Float:z_angle | Direksyon ng sasakyan - anggulo. |
-| [color1](../resources/vehiclecolorid) | Ang pangunahing ID ng kulay. -1 para sa random. |
-| [color2](../resources/vehiclecolorid) | Ang pangalawang kulay ID. -1 para sa random. |
-| respawn_delay | Tantalahin niya hanggang sa ang kotse ay respawned nang walang driver, sa ilang segundo. |
-| addsiren | Idinagdag sa 0.3.7; hindi gagana sa mga naunang bersyon. May default na value na 0. Nagbibigay-daan sa sasakyan na magkaroon ng sirena, kung ang sasakyan ay may busina. |
-
-## Returns
-
-Ang ID ng sasakyan ng sasakyang ginawa (1 - MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) kung hindi ginawa ang sasakyan (naabot na ang limitasyon ng sasakyan o naipasa ang di-wastong ID ng modelo ng sasakyan).
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Mag lagay ng Hydra (520) sa laro na respawn 15 segundo pagkatapos maiwan
- AddStaticVehicleEx (520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 15);
-
- return 1;
-}
-```
-
-## Related Functions
-
-- [AddStaticVehicle](AddStaticVehicle): Magdagdag ng static na sasakyan.
-- [CreateVehicle](CreateVehicle): Gumawa ng sasakyan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AddVehicleComponent.md b/docs/translations/fil/scripting/functions/AddVehicleComponent.md
deleted file mode 100644
index 7ac46203e55..00000000000
--- a/docs/translations/fil/scripting/functions/AddVehicleComponent.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: AddVehicleComponent
-description: Nagdaragdag ng 'bahagi' (madalas na tinutukoy bilang 'mod' (pagbabago)) sa isang sasakyan.
-tags: ["vehicle"]
----
-
-## Description
-
-Nagdaragdag ng 'bahagi' (madalas na tinutukoy bilang 'mod' (pagbabago)) sa isang sasakyan. Ang mga wastong bahagi ay matatagpuan dito.
-
-| Name | Description |
-| --------------------------------------------- | --------------------------------------------------------------------------------- |
-| vehicleid | Ang ID ng sasakyan kung saan idaragdag ang bahagi. Hindi dapat malito sa modelid. |
-| [componentid](../resources/carcomponentid) | Ang ID ng component na idaragdag sa sasakyan. |
-
-## Returns
-
-0 - Hindi naidagdag ang component dahil wala ang sasakyan.
-
-1 - Ang bahagi ay matagumpay na naidagdag sa sasakyan.
-
-## Examples
-
-```c
-new gTaxi;
-
-public OnGameModeInit()
-{
- gTaxi = AddStaticVehicle(420, -2482.4937, 2242.3936, 4.6225, 179.3656, 6, 1); // Taxi
- return 1;
-}
-
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && oldstate == PLAYER_STATE_ONFOOT)
- {
- if (GetPlayerVehicleID(playerid) == gTaxi)
- {
- AddVehicleComponent(gTaxi, 1010); // Nitro
- SendClientMessage(playerid, 0xFFFFFFAA, "Nitro added to the Taxi.");
- }
- }
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Ang paggamit ng di-wastong component ID ay nag-crash sa laro ng player. Walang mga panloob na pagsusuri para dito.
-
-:::
-
-## Related Functions
-
-- [RemoveVehicleComponent](RemoveVehicleComponent): Alisin ang isang bahagi mula sa isang sasakyan.
-- [GetVehicleComponentInSlot](GetVehicleComponentInSlot): Suriin kung anong mga bahagi mayroon ang sasakyan.
-- [GetVehicleComponentType](GetVehicleComponentType): Suriin ang uri ng bahagi sa pamamagitan ng ID.
-- [OnVehicleMod](../callbacks/OnVehicleMod): Tinatawag kapag ang isang sasakyan ay modded.
-- [OnEnterExitModShop](../callbacks/OnEnterExitModShop): Tinatawag kapag pumasok o lumabas ang sasakyan sa isang mod shop.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AllowAdminTeleport.md b/docs/translations/fil/scripting/functions/AllowAdminTeleport.md
deleted file mode 100644
index 4b8363953cb..00000000000
--- a/docs/translations/fil/scripting/functions/AllowAdminTeleport.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: AllowAdminTeleport
-description: Tutukuyin ng function na ito kung ang mga admin ng RCON ay mai-teleport sa kanilang waypoint kapag nagtakda sila ng isa.
-tags: []
----
-
-:::warning
-
-Ang function na ito, mula sa 0.3d, ay hindi na ginagamit. Mangyaring tingnan [OnPlayerClickMap](../callbacks/OnPlayerClickMap).
-
-:::
-
-## Description
-
-Tutukuyin ng function na ito kung ang mga admin ng RCON ay mai-teleport sa kanilang waypoint kapag nagtakda sila ng isa.
-
-| Name | Description |
-| ----- | --------------------------------------------- |
-| allow | 0 upang huwag paganahin at 1 upang paganahin. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- AllowAdminTeleport(1);
- // Iba pa
- return 1;
-}
-```
-
-## Related Functions
-
-- [IsPlayerAdmin](IsPlayerAdmin): Sinusuri kung ang isang manlalaro ay naka-log in sa RCON.
-- [AllowPlayerTeleport](AllowPlayerTeleport): I-toggle ang waypoint teleporting para sa mga manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AllowInteriorWeapons.md b/docs/translations/fil/scripting/functions/AllowInteriorWeapons.md
deleted file mode 100644
index 46be23297a5..00000000000
--- a/docs/translations/fil/scripting/functions/AllowInteriorWeapons.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: AllowInteriorWeapons
-description: I-toggle kung pinapayagan o hindi ang paggamit ng mga armas sa interior.
-tags: []
----
-
-## Description
-
-I-toggle kung pinapayagan o hindi ang paggamit ng mga armas sa interior.
-
-| Name | Description |
-| ----- | ------------------------------------------------------------------------------------------------------------------------------ |
-| allow | 1 upang paganahin ang mga armas sa mga interior (naka-enable bilang default), 0 upang i-disable ang mga armas sa mga interior. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Papayagan nito ang mga armas sa loob ng interior.
- AllowInteriorWeapons(1);
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Hindi gumagana ang function na ito sa kasalukuyang bersyon ng SA:MP!
-
-:::
-
-## Related Functions
-
-- [SetPlayerInterior](SetPlayerInterior): Magtakda ng interior ng player.
-- [GetPlayerInterior](GetPlayerInterior): Kunin ang kasalukuyang interior ng isang player.
-- [OnPlayerInteriorChange](../callbacks/OnPlayerInteriorChange): Tinatawag kapag nagpalit ng interior ang isang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AllowPlayerTeleport.md b/docs/translations/fil/scripting/functions/AllowPlayerTeleport.md
deleted file mode 100644
index ccadae64bde..00000000000
--- a/docs/translations/fil/scripting/functions/AllowPlayerTeleport.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: AllowPlayerTeleport
-description: Paganahin/Huwag paganahin ang kakayahang mag-teleport para sa isang manlalaro sa pamamagitan ng pag-right-click sa mapa.
-tags: ["player"]
----
-
-:::warning
-
-Ang function na ito, mula sa 0.3d, ay hindi na ginagamit. Tignan ang [OnPlayerClickMap](../callbacks/OnPlayerClickMap).
-
-:::
-
-## Description
-
-Paganahin/Huwag paganahin ang kakayahang mag-teleport para sa isang manlalaro sa pamamagitan ng pag-right-click sa mapa
-
-| Name | Description |
-| -------- | -------------------------------------------- |
-| playerid | Ang ID ng player upang payagan ang teleport. |
-| allow | 1-payagan, 0-hindi payagan |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnPlayerConnect( playerid )
-{
- // Pinapayagan ang Manlalaro na mag-teleport sa pamamagitan ng pag-right-click sa mapa
- // dahil nasa OnPlayerConnect ito, gagawin ito para sa BAWAT manlalaro
- AllowPlayerTeleport( playerid, 1 );
-}
-```
-
-## Notes
-
-:::warning
-
-Ang function na ito ay gagana lamang kung [AllowAdminTeleport](AllowAdminTeleport) ay pinagana, at kailangan mong maging isang admin.
-
-:::
-
-## Related Functions
-
-- [AllowAdminTeleport](AllowAdminTeleport): I-toggle ang waypoint teleporting para sa mga admin ng RCON.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ApplyActorAnimation.md b/docs/translations/fil/scripting/functions/ApplyActorAnimation.md
deleted file mode 100644
index 10c87786a80..00000000000
--- a/docs/translations/fil/scripting/functions/ApplyActorAnimation.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: ApplyActorAnimation
-description: Mag-apply ng animation sa isang artista.
-tags: []
----
-
-
-
-## Description
-
-Mag-apply ng animation sa isang artista.
-
-| Name | Description |
-| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| actorid | Ang ID ng aktor kung saan ilalapat ang animation. |
-| animlib[] | Ang library ng animation kung saan maglalapat ng animation. |
-| animname[] | Ang pangalan ng animation na ilalapat, sa loob ng tinukoy na library. |
-| fDelta | Ang bilis ng paglalaro ng animation (gamitin ang 4.1). |
-| loop | Kung itatakda sa 1, mag-loop ang animation. Kung nakatakda sa 0, magpe-play ang animation nang isang beses. |
-| lockx | Kung itatakda sa 0, ibabalik ang aktor sa kanilang lumang X coordinate kapag kumpleto na ang animation (para sa mga animation na gumagalaw sa aktor gaya ng paglalakad). 1 hindi na sila ibabalik sa dati nilang posisyon. |
-| locky | Pareho sa itaas ngunit para sa Y axis. Dapat panatilihing pareho sa nakaraang parameter. |
-| freeze | Ang pagtatakda nito sa 1 ay mag-freeze ng isang aktor sa dulo ng animation. 0 ay hindi. |
-| time | Timer sa millisecond. Para sa isang walang katapusang loop dapat itong 0. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Ang aktor na tinukoy ay wala.
-
-## Examples
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor bilang salesperson sa Ammunation
- ApplyActorAnimation(gMyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // Pay anim
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Dapat mong paunang i-load ang animation library para sa player na pag-aaplayan ng aktor ng animation, at hindi para sa aktor. Kung hindi, hindi mailalapat ang animation sa aktor hanggang sa muling maipatupad ang function.
-
-:::
-
-## Related Functions
-
-- [ClearActorAnimations](ClearActorAnimations): I-clear ang anumang mga animation na inilapat sa isang aktor.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ApplyAnimation.md b/docs/translations/fil/scripting/functions/ApplyAnimation.md
deleted file mode 100644
index 0c8fa2b50c2..00000000000
--- a/docs/translations/fil/scripting/functions/ApplyAnimation.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: ApplyAnimation
-description: Mag-apply ng animation sa isang player.
-tags: []
----
-
-## Description
-
-Mag-apply ng animation sa isang player.
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | Ang ID ng player kung saan ilalapat ang animation. |
-| animlib[] | Ang library ng animation kung saan maglalapat ng animation. |
-| animname[] | Ang pangalan ng animation na ilalapat, sa loob ng tinukoy na library. |
-| fDelta | Ang bilis ng paglalaro ng animation (gamitin ang 4.1). |
-| loop | Kung itatakda sa 1, mag-loop ang animation. Kung nakatakda sa 0, magpe-play ang animation nang isang beses. |
-| lockx | Kung nakatakda sa 0, ibabalik ang player sa kanilang lumang X coordinate kapag kumpleto na ang animation (para sa mga animation na gumagalaw sa player tulad ng paglalakad). 1 hindi na sila ibabalik sa dati nilang posisyon. |
-| locky | Pareho sa itaas ngunit para sa Y axis. Dapat panatilihing pareho sa nakaraang parameter. |
-| freeze | Ang pagtatakda nito sa 1 ay mag-freeze sa player sa dulo ng animation. 0 ay hindi. |
-| time | Timer sa millisecond. Para sa isang walang katapusang loop dapat itong 0. |
-| forcesync | Itakda sa 1 upang gawing i-sync ng server ang animation sa lahat ng iba pang manlalaro sa streaming radius (opsyonal). Gumagana ang 2 tulad ng 1, ngunit ilalapat LAMANG ang animation sa mga naka-stream na manlalaro, ngunit HINDI ang aktwal na player na ini-animate (kapaki-pakinabang para sa mga npc animation at paulit-ulit na animation kapag ang mga manlalaro ay ini-stream) |
-
-## Returns
-
-Ang function na ito ay palaging nagbabalik ng 1, kahit na ang tinukoy na player ay hindi umiiral, o alinman sa mga parameter ay hindi wasto (hal. di-wastong library).
-
-## Examples
-
-```c
-ApplyAnimation(playerid, "PED", "WALK_DRUNK", 4.1, 1, 1, 1, 1, 1, 1);
-```
-
-## Notes
-
-:::tip
-
-Ang 'forcesync' na opsyonal na parameter, na nagde-default sa 0, sa karamihan ng mga kaso ay hindi kailangan dahil ang mga manlalaro ay nagsi-sync ng mga animation mismo. Ang parameter na 'forcesync' ay maaaring pilitin ang lahat ng mga manlalaro na nakakakita ng 'playerid' na i-play ang animation kahit na ang player ay gumaganap ng animation na iyon. Ito ay kapaki-pakinabang sa mga pagkakataon kung saan ang player ay hindi maaaring i-sync ang animation sa kanilang sarili. Halimbawa, maaaring ma-pause ang mga ito.
-
-:::
-
-:::warning
-
-Ang isang di-wastong library ng animation ay mag-crash sa laro ng manlalaro.
-
-:::
-
-## Related Functions
-
-- [ClearAnimations](ClearAnimations): I-clear ang anumang mga animation na ginagawa ng isang player.
-- [SetPlayerSpecialAction](SetPlayerSpecialAction): Magtakda ng espesyal na aksyon ng manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/Attach3DTextLabelToPlayer.md b/docs/translations/fil/scripting/functions/Attach3DTextLabelToPlayer.md
deleted file mode 100644
index 16f5c2812d4..00000000000
--- a/docs/translations/fil/scripting/functions/Attach3DTextLabelToPlayer.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: Attach3DTextLabelToPlayer
-description: Mag-attach ng 3D text label sa isang player.
-tags: ["player", "3dtextlabel"]
----
-
-## Description
-
-Mag-attach ng 3D text label sa isang player.
-
-| Name | Description |
-| --------- | --------------------------------------------------------------------- |
-| Text3D:textid | Ang ID ng 3D text label na isasama. Ibinalik ng Create3DTextLabel. |
-| playerid | Ang ID ng player kung saan kalakip ang label. |
-| OffsetX | Ang X offset mula sa player. |
-| OffsetY | Ang Y offset mula sa player. |
-| OffsetZ | Ang Z offset mula sa player. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Nangangahulugan ito na ang player at/o label ay wala.
-
-## Examples
-
-```c
-public OnPlayerConnect(playerid)
-{
- new Text3D:textLabel = Create3DTextLabel("Hello, I am new here!", 0x008080FF, 30.0, 40.0, 50.0, 40.0, 0);
- Attach3DTextLabelToPlayer(textLabel, playerid, 0.0, 0.0, 0.7);
- return 1;
-}
-```
-
-## Related Functions
-
-- [Create3DTextLabel](Create3DTextLabel): Gumawa ng 3D text label.
-- [Delete3DTextLabel](Delete3DTextLabel): Magtanggal ng 3D text label.
-- [Attach3DTextLabelToVehicle](Attach3DTextLabelToVehicle): Maglakip ng 3D text label sa isang sasakyan.
-- [Update3DTextLabelText](Update3DTextLabelText): Baguhin ang text ng isang 3D text label.
-- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel): Gumawa ng 3D text label para sa isang player.
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel): Tanggalin ang 3D text label ng player.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Baguhin ang text ng 3D text label ng player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/Attach3DTextLabelToVehicle.md b/docs/translations/fil/scripting/functions/Attach3DTextLabelToVehicle.md
deleted file mode 100644
index b094ef1d205..00000000000
--- a/docs/translations/fil/scripting/functions/Attach3DTextLabelToVehicle.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: Attach3DTextLabelToVehicle
-description: Naglalagay ng 3D Text Label sa isang partikular na sasakyan.
-tags: ["vehicle", "3dtextlabel"]
----
-
-## Description
-
-Naglalagay ng 3D Text Label sa isang partikular na sasakyan.
-
-| Name | Description |
-| --------- | ---------------------------------------------------------------------------- |
-| Text3D:textid | Ang 3D Text Label na gusto mong ilagay. |
-| vehicleid | Ang sasakyan kung saan mo gustong ilagay ang 3D Text Label. |
-| OffsetX | Ang Offset-X coordinate ng player na sasakyan (ang sasakyan ay 0.0,0.0,0.0)..|
-| OffsetY | Ang Offset-Y coordinate ng player na sasakyan (ang sasakyan ay 0.0,0.0,0.0)..|
-| OffsetZ | Ang Offset-Z coordinate ng player na sasakyan (ang sasakyan ay 0.0,0.0,0.0)..|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-new
- Text3D:gVehicle3dText[MAX_VEHICLES], // Pag gawa ng para sa paggamit mamaya
- gVehicleId;
-
-public OnGameModeInit ( )
-{
- gVehicleId = CreateVehicle(510, 0.0, 0.0, 15.0, 5, 0, 120); // Paggawa ng Sasakyan.
- gVehicle3dText[gVehicleId] = Create3DTextLabel("Example Text", 0xFF0000AA, 0.0, 0.0, 0.0, 50.0, 0, 1);
- Attach3DTextLabelToVehicle(gVehicle3dText[gVehicleId], vehicle_id, 0.0, 0.0, 2.0); // Paglalagay ng Text Label sa Sasakyan.
-}
-
-public OnGameModeExit ( )
-{
- Delete3DTextLabel(gVehicle3dText[gVehicleId]);
- return true;
-}
-```
-
-## Related Functions
-
-- [Create3DTextLabel](Create3DTextLabel): Gumawa ng 3D text label.
-- [Delete3DTextLabel](Delete3DTextLabel): Magtanggal ng 3D text label.
-- [Attach3DTextLabelToPlayer](Attach3DTextLabelToPlayer): Mag-attach ng 3D text label sa isang player.
-- [Update3DTextLabelText](Update3DTextLabelText): Baguhin ang text ng isang 3D text label.
-- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel): Gumawa ng 3D text label para sa isang player.
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel): Tanggalin ang 3D text label ng player.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Baguhin ang text ng 3D text label ng player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AttachCameraToObject.md b/docs/translations/fil/scripting/functions/AttachCameraToObject.md
deleted file mode 100644
index b57e146a0d4..00000000000
--- a/docs/translations/fil/scripting/functions/AttachCameraToObject.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: AttachCameraToObject
-description: Maaari mong gamitin ang function na ito upang ikabit ang player camera sa mga bagay.
-tags: []
----
-
-## Description
-
-Maaari mong gamitin ang function na ito upang ikabit ang player camera sa mga bagay.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------- |
-| playerid | Ang ID ng player kung saan ikakabit ang iyong camera sa bagay. |
-| objectid | Ang object id na gusto mong ilakip ang player camera. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new objectId = CreateObject(1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToObject(playerid, objectId);
- SendClientMessage(playerid, 0xFFFFFFAA, "Your camera is attached on object now.");
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::tip
-
-Kailangan mo munang gumawa ng object, bago subukang mag-attach ng player camera.
-
-:::
-
-## Related Functions
-
-- [AttachCameraToPlayerObject](AttachCameraToPlayerObject): Ilagay ang camera ng player sa isang object ng player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AttachCameraToPlayerObject.md b/docs/translations/fil/scripting/functions/AttachCameraToPlayerObject.md
deleted file mode 100644
index 85855ca95f6..00000000000
--- a/docs/translations/fil/scripting/functions/AttachCameraToPlayerObject.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: AttachCameraToPlayerObject
-description: Nag-attach ng camera ng player sa isang player-object.
-tags: ["player", "camera"]
----
-
-## Description
-
-Nag-attach ng camera ng player sa isang player-object. Nagagawa ng player na ilipat ang kanyang camera habang nakakabit ito sa isang bagay. Maaaring gamitin sa MovePlayerObject at AttachPlayerObjectToVehicle.
-
-| Name | Description |
-| -------------- | ------------------------------------------------------------------------------ |
-| playerid | Ang ID ng player kung saan ikakabit ang kanilang camera sa isang player-object.|
-| playerobjectid | Ang ID ng player-object kung saan ikakabit ang camera ng player. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new playerobject = CreatePlayerObject(playerid, 1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToPlayerObject(playerid, playerobject);
- SendClientMessage(playerid, 0xFFFFFFAA, "Your camera is now attached to an object.");
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang player-object ay dapat gawin bago subukang ilagay ang camera ng player dito.
-
-:::
-
-## Related Functions
-
-- [AttachCameraToObject](AttachCameraToObject): Kinakabit ang camera ng player sa isang pandaigdigang bagay.
-- [SetPlayerCameraPos](SetPlayerCameraPos): I-set ang posisyon ng camera ng player.
-- [SetPlayerCameraLookAt](SetPlayerCameraLookAt): I-set kung saan dapat humarap ang camera ng player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/AttachObjectToObject.md b/docs/translations/fil/scripting/functions/AttachObjectToObject.md
deleted file mode 100644
index 0a6e62804cb..00000000000
--- a/docs/translations/fil/scripting/functions/AttachObjectToObject.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: AttachObjectToObject
-description: Maaari mong gamitin ang function na ito upang ilagay ang mga object sa iba pang mga object.
-tags: []
----
-
-## Description
-
-Maaari mong gamitin ang function na ito upang ilagay ang mga object sa iba pang mga object.
-
-| Name | Description |
-| ------------- | ----------------------------------------------------------------------- |
-| objectid | Ang object na ikakabit sa isa pang object. |
-| attachtoid | Ang object na ikakabit sa object. |
-| Float:OffsetX | Ang distansya sa pagitan ng pangunahing object at object sa direksyon ng X.|
-| Float:OffsetY | Ang distansya sa pagitan ng pangunahing object at object sa direksyon ng Y.|
-| Float:OffsetZ | Ang distansya sa pagitan ng pangunahing object at object sa direksyon ng Z.|
-| Float:RotX | Ang pag-ikot ng X sa pagitan ng object at ng pangunahing object |
-| Float:RotY | Ang pag-ikot ng Y sa pagitan ng object at ng pangunahing object. |
-| Float:RotZ | Ang pag-ikot ng Z sa pagitan ng object at ng pangunahing object. |
-| SyncRotation | Kung nakatakda sa 0, ang pag-ikot ng objectid ay hindi magbabago sa attachtoid's.|
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Nangangahulugan ito na ang unang object (objectid) ay wala. Walang mga panloob na pagsusuri upang i-verify na ang pangalawang object (attachtoid) ay umiiral.
-
-## Examples
-
-```c
-new gObjectId = CreateObject(...);
-new gAttachToId = CreateObject(...);
-
-AttachObjectToObject(gObjectId, gAttachToId, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1);
-```
-
-## Notes
-
-:::tip
-
-Ang parehong object ay kailangang gawin bago subukang ilakip ang mga ito. Walang player-object na bersyon ng function na ito (AttachPlayerObjectToObject), ibig sabihin ay hindi ito susuportahan ng mga streamer.
-
-:::
-
-## Related Functions
-
-- [AttachObjectToPlayer](AttachObjectToPlayer): Maglagay ng isang object sa isang manlalaro.
-- [AttachObjectToVehicle](AttachObjectToVehicle): Ikabit ang isang object sa isang sasakyan.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Maglagay ng object ng player sa isang player.
-- [CreateObject](CreateObject): Gumawa ng object.
-- [DestroyObject](DestroyObject): Sirain ang object.
-- [IsValidObject](IsValidObject): Sinusuri kung wasto ang object.
-- [MoveObject](MoveObject): Ilipat ang object.
-- [StopObject](StopObject): Itigil ang paglipat ng object.
-- [SetObjectPos](SetObjectPos): I-set ang posisyon ng object.
-- [SetObjectRot](SetObjectRot): I-set ang rotasyon ng object.
-- [GetObjectPos](GetObjectPos): Hanpin ang object.
-- [GetObjectRot](GetObjectRot): Tignan ang rotasyon ng object.
-- [CreatePlayerObject](CreatePlayerObject): Gumawa ng object para lamang sa isang manlalaro.
-- [DestroyPlayerObject](DestroyPlayerObject): Sirain ang player object.
-- [IsValidPlayerObject](IsValidPlayerObject): Tignan kung valid ang isang object ng player.
-- [MovePlayerObject](MovePlayerObject): Ilipat ang player object.
-- [StopPlayerObject](StopPlayerObject): Itigil ang paglipat ng player object.
-- [SetPlayerObjectPos](SetPlayerObjectPos): I-set ang posisyon ng player object.
-- [SetPlayerObjectRot](SetPlayerObjectRot): I-set ang rotasyon ng player object.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Hanapin ang player object.
-- [GetPlayerObjectRot](GetPlayerObjectRot): Tignan ang rotasyon ng player object.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/Ban.md b/docs/translations/fil/scripting/functions/Ban.md
deleted file mode 100644
index c52b3db68b5..00000000000
--- a/docs/translations/fil/scripting/functions/Ban.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: Ban
-description: I-ban ang isang manlalaro na kasalukuyang nasa server.
-tags: ["administration"]
----
-
-## Description
-
-I-ban ang isang manlalaro na kasalukuyang nasa server. Hindi na sila makakasali muli sa server. Ang pagbabawal ay magiging IP-based, at mase-save sa samp.ban file sa root directory ng server. Maaaring gamitin ang BanEx upang magbigay ng dahilan para sa pagbabawal. Maaaring idagdag/alisin ang mga IP ban gamit ang RCON banip at unbanip command (SendRconCommand).
-
-| Name | Description |
-| -------- | ---------------------------- |
-| playerid | Ang ID ng player na ipagbawal.|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // I-ban ang player kung sino ang nagsulat ng command na ito
- Ban(playerid);
- return 1;
- }
-}
-// Upang magpakita ng mensahe (hal. dahilan) para sa player bago isara ang koneksyon
-// kailangan mong gumamit ng timer para gumawa ng pagkaantala. Ang pagkaantala na ito ay kailangan lang ng ilang millisecond ang haba,
-// ngunit ang halimbawang ito ay gumagamit ng isang buong segundo para lamang maging ligtas.
-
-forward DelayedBan(playerid);
-public DelayedBan(playerid)
-{
- Ban(playerid);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // I-ban ang manlalaro kung sino ang gumamit ng command na ito.
-
- // Una, bigyan mo sila ng mensahe.
- SendClientMessage(playerid, 0xFF0000FF, "You have been banned!");
-
- // I-ban na ang manlalaro sa susunod na segundo.
- SetTimerEx("DelayedBan", 1000, false, "d", playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::warning
-
-Ang anumang aksyon na direktang ginawa bago ang Ban() (tulad ng pagpapadala ng mensahe gamit ang SendClientMessage) ay hindi makakarating sa player. Dapat gumamit ng timer para maantala ang pagbabawal.
-
-:::
-
-## Related Functions
-
-- [BanEx](BanEx): I-ban ang isang manlalaro na may dahilan.
-- [Kick](Kick): I-kick ang isang manlalaro mula sa server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/BanEx.md b/docs/translations/fil/scripting/functions/BanEx.md
deleted file mode 100644
index 525e623266c..00000000000
--- a/docs/translations/fil/scripting/functions/BanEx.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: BanEx
-description: Ipagbawal ang isang manlalaro na may dahilan.
-tags: ["administration"]
----
-
-## Description
-
-Ipagbawal ang isang manlalaro na may dahilan.
-
-| Name | Description |
-| -------- | ---------------------------- |
-| playerid | Ang ID ng player na pagbabawalan.|
-| reason | Ang dahilan ng pagbabawal. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang partikular na halaga.
-
-## Examples
-
-```c
-public OnPlayerCommandText( playerid, cmdtext[] )
-{
- if (!strcmp(cmdtext, "/banme", true))
- {
- // I-ban ang manlalaro kung sino ang gumamit ng command na ito na may kasamang dahilan na ("Request")
- BanEx(playerid, "Request");
- return 1;
- }
-}
-/*Upang magpakita ng mensahe (hal. dahilan) para sa player bago isara ang koneksyon
-kailangan mong gumamit ng timer para gumawa ng pagkaantala. Ang pagkaantala na ito ay kailangan lang ng ilang millisecond ang haba,
-ngunit ang halimbawang ito ay gumagamit ng isang buong segundo para lamang maging ligtas.*/
-
-forward BanExPublic(playerid, reason[]);
-
-public BanExPublic(playerid, reason[])
-{
- BanEx(playerid, reason);
-}
-
-stock BanExWithMessage(playerid, color, message[], reason[])
-{
- // dahilan - dahilan na magagamit para sa BanEx
- SendClientMessage(playerid, color, message);
- SetTimerEx("BanExPublic", 1000, false, "ds", playerid, reason);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // I-ban ang manlalaro kung sino man ang gumamit ng command na ito.
- BanExWithMessage(playerid, 0xFF0000FF, "You have been banned!", "Request");
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::warning
-
-Ang anumang aksyon na direktang ginawa bago ang BanEx() (tulad ng pagpapadala ng mensahe gamit ang SendClientMessage) ay hindi makakarating sa player. Dapat gumamit ng timer para maantala ang pagbabawal.
-
-:::
-
-## Related Functions
-
-- [Ban](Ban): I-ban ang manlalaro mula sa paglalaro sa server.
-- [Kick](Kick): I-kick ang manlalaro mula sa server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/BlockIpAddress.md b/docs/translations/fil/scripting/functions/BlockIpAddress.md
deleted file mode 100644
index 4d4163cc276..00000000000
--- a/docs/translations/fil/scripting/functions/BlockIpAddress.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: BlockIpAddress
-description: Bina-block ang isang IP address mula sa karagdagang komunikasyon sa server para sa isang nakatakdang tagal ng oras (na may pinapayagang mga wildcard).
-tags: []
----
-
-## Description
-
-Bina-block ang isang IP address mula sa karagdagang komunikasyon sa server para sa isang nakatakdang tagal ng oras (na may pinapayagang mga wildcard). Ang mga manlalarong sumusubok na kumonekta sa server na may naka-block na IP address ay makakatanggap ng generic na "Ikaw ay pinagbawalan mula sa server na ito." mensahe. Ang mga manlalaro na online sa tinukoy na IP bago ang block ay mag-timeout pagkatapos ng ilang segundo at, kapag muling kumonekta, ay makakatanggap ng parehong mensahe.
-
-| Name | Description |
-| ---------- | ---------------------------------------------------------------------------------------------------------- |
-| ip_address | Ang IP na i-bloblock |
-| timems | Ang oras (sa millisecond) kung saan iba-block ang koneksyon. 0 ay maaaring gamitin para sa indefinite block|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) // kung nagbigay sila ng masamang password
- {
- BlockIpAddress(ip, 60 * 1000); // I-block ang mga koneksyon mula sa ip na ito sa loob ng isang minuto
- }
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Maaaring gamitin ang mga wildcard sa function na ito, halimbawa, ang pagharang sa IP '6.9._._' ay haharangan ang lahat ng IP kung saan ang unang dalawang octet ay 6 at 9 ayon sa pagkakabanggit. Anumang numero ay maaaring maging kapalit ng isang asterisk.
-
-:::
-
-## Related Functions
-
-- [UnBlockIpAddress](UnBlockIpAddress): I-unblock ang isang IP na dati nang na-block.
-- [OnIncomingConnection](../callbacks/OnIncomingConnection): Tinatawag kapag sinusubukan ng isang manlalaro na kumonekta sa server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/CancelEdit.md b/docs/translations/fil/scripting/functions/CancelEdit.md
deleted file mode 100644
index e4a680af656..00000000000
--- a/docs/translations/fil/scripting/functions/CancelEdit.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: CancelEdit
-description: Cancel object edition mode for a player.
-tags: []
----
-
-## Description
-
-Kanselahin ang object edition mode para sa isang player.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | Ang ID ng player na kakanselahin ang edition|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/stopedit", true))
- {
- CancelEdit(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You stopped editing the object!");
- return 1;
- }
- return 0;
-}
-```
-
-## Related Functions
-
-- [SelectObject](SelectObject): Pumili ng object.
-- [EditObject](EditObject): I-edit ang object.
-- [EditPlayerObject](EditPlayerObject): I-edit ang player object.
-- [EditAttachedObject](EditAttachedObject): I-edit ang naka kabit na object.
-- [CreateObject](CreateObject): Gumawa ng object.
-- [DestroyObject](DestroyObject): Sirain ang object.
-- [MoveObject](MoveObject): Ilipat ang object.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/CancelSelectTextDraw.md b/docs/translations/fil/scripting/functions/CancelSelectTextDraw.md
deleted file mode 100644
index 22c88c276f1..00000000000
--- a/docs/translations/fil/scripting/functions/CancelSelectTextDraw.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: CancelSelectTextDraw
-description: Kanselahin ang pagpili ng textdraw gamit ang mouse.
-tags: ["textdraw"]
----
-
-## Description
-
-Kanselahin ang pagpili ng textdraw gamit ang mouse.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------- |
-| playerid | Ang id ng player na dapat ma-disable ang textdraw selection |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/cancelselect", true))
- {
- CancelSelectTextDraw(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: TextDraw selection disabled!");
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::warning
-
-\*Ang function na ito ay tumatawag sa OnPlayerClickTextDraw na may INVALID_TEXT_DRAW (65535). Ang paggamit ng function na ito sa loob ng OnPlayerClickTextDraw nang hindi nahuhuli ang kasong ito ay magiging sanhi ng mga client na pumunta sa isang walang katapusang loop.
-
-:::
-
-## Related Functions
-
-- [SelectTextDraw](SelectTextDraw): Pinapagana ang mouse, para makapili ang player ng textdraw
-- [TextDrawSetSelectable](TextDrawSetSelectable): Itinatakda kung ang isang textdraw ay maaaring piliin sa pamamagitan ng SelectTextDraw
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw): Tinatawag kapag nag-click ang isang player sa isang textdraw.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ChangeVehiclePaintjob.md b/docs/translations/fil/scripting/functions/ChangeVehiclePaintjob.md
deleted file mode 100644
index 9a8b78be591..00000000000
--- a/docs/translations/fil/scripting/functions/ChangeVehiclePaintjob.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: ChangeVehiclePaintjob
-description: Baguhin ang paintjob ng sasakyan (para sa mga payak na kulay tingnan ang ChangeVehicleColor).
-tags: ["vehicle"]
----
-
-## Description
-
-Change a vehicle's paintjob (for plain colors see ChangeVehicleColor).
-
-| Name | Description |
-| ---------- | -------------------------------------------------------------------------------------- |
-| vehicleid | Ang ID ng sasakyan na babaguhin ang paintjob |
-| paintjobid | Ang ID ng [Paintjob](../resources/paintjobs) na gagamitin. Gamitin ang 3 para matanggal ang paintjob. |
-
-## Returns
-
-Ang function na ito ay palaging nagbabalik ng 1 (tagumpay), kahit na ang sasakyang dumaan ay hindi nilikha.
-
-:::warning
-
-Kung itim ang kulay ng sasakyan , maaaring hindi makita ang paintjob. Mas mainam na gawing puti ang sasakyan bago ilapat ang painjob sa pamamagitan ng paggamit ng ChangeVehicleColor(vehicleid,1,1);
-
-:::
-
-## Examples
-
-```c
-new rand = random(3); // Magiging 0 1 o 2 (lahat ay valid)
-ChangeVehicleColor(GetPlayerVehicleID(playerid),1,1); // siguraduhing puti ito para sa mas magandang resulta
-ChangeVehiclePaintjob(GetPlayerVehicleID(playerid), rand); // binabago ang paintjob ng kasalukuyang sasakyan ng player sa isang random
-```
-
-## Related Functions
-
-- [ChangeVehicleColor](ChangeVehicleColor): I-set ang kulay ng isang sasakyan.
-- [OnVehiclePaintjob](../callbacks/OnVehiclePaintjob): Tinatawag kapag binago ang paintjob ng sasakyan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ClearActorAnimations.md b/docs/translations/fil/scripting/functions/ClearActorAnimations.md
deleted file mode 100644
index ce290780e6f..00000000000
--- a/docs/translations/fil/scripting/functions/ClearActorAnimations.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: ClearActorAnimations
-description: I-clear ang anumang mga animation na inilapat sa isang aktor.
-tags: []
----
-
-
-
-## Description
-
-I-clear ang anumang mga animation na inilapat sa isang aktor.
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------------- |
-| actorid | Ang ID ng aktor (ni-return ni CreateActor) para i-clear ang mga animation. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Ang aktor na tinukoy ay wala.
-
-## Examples
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(...);
-}
-
-// Sa ibang lugar
-ApplyActorAnimation(gMyActor, ...);
-
-// Sa ibang lugar
-ClearActorAnimations(gMyActor);
-```
-
-## Related Functions
-
-- [ApplyActorAnimation](ApplyActorAnimation): Mag-apply ng animation sa isang actor.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ConnectNPC.md b/docs/translations/fil/scripting/functions/ConnectNPC.md
deleted file mode 100644
index 170229800c3..00000000000
--- a/docs/translations/fil/scripting/functions/ConnectNPC.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: ConnectNPC
-description: Ikonekta ang isang NPC sa server.
-tags: ["npc"]
----
-
-## Description
-
-Ikonekta ang isang NPC sa server.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------------------------- |
-| name[] | Ang pangalan na dapat ikonekta ng NPC bilang. Dapat sundin ang parehong mga patakaran tulad ng mga karaniwang pangalan ng player.|
-| script[] | Ang pangalan ng script ng NPC na matatagpuan sa folder ng npcmodes (nang walang extension na .amx).|
-
-## Returns
-
-Ang function na ito ay palaging nag rereturn ng 1.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- ConnectNPC("[BOT]Pilot", "pilot");
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang mga NPC ay walang mga nametag. Maaaring i-script ang mga ito gamit ang Attach3DTextLabelToPlayer.
-
-:::
-
-## Related Functions
-
-- [IsPlayerNPC](IsPlayerNPC): Suriin kung ang isang player ay isang NPC o isang aktwal na player.
-- [OnPlayerConnect](../callbacks/OnPlayerConnect): Tinatawag kapag kumonekta ang isang player sa server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/DestroyMenu.md b/docs/translations/fil/scripting/functions/DestroyMenu.md
deleted file mode 100644
index 92b875cc1c0..00000000000
--- a/docs/translations/fil/scripting/functions/DestroyMenu.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: DestroyMenu
-description: Sinisira ang tinukoy na menu.
-tags: ["menu"]
----
-
-## Description
-
-Sinisira ang tinukoy na menu.
-
-| Name | Description |
-| ------ | ---------------------- |
-| menuid | Ang menu ID ng sisirain|
-
-## Returns
-
-True kung matagumpay ang pagsira, kung hindi man ay False
-
-## Examples
-
-```c
-new Menu:examplemenu;
-examplemenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
-
-// ...
-DestroyMenu(examplemenu);
-```
-
-## Related Functions
-
-- [CreateMenu](CreateMenu): Gumawa ng menu.
-- [SetMenuColumnHeader](SetMenuColumnHeader): Itakda ang header para sa isa sa mga column sa isang menu.
-- [AddMenuItem](AddMenuItem): Magdagdag ng item sa isang menu.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow): Tinatawag kapag pumili ang isang manlalaro ng row sa isang menu.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu): Tinatawag kapag lumabas ang isang player sa isang menu.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/DestroyPickup.md b/docs/translations/fil/scripting/functions/DestroyPickup.md
deleted file mode 100644
index eeef5425413..00000000000
--- a/docs/translations/fil/scripting/functions/DestroyPickup.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: DestroyPickup
-description: Sinisira ang isang pickup na ginawa gamit ang CreatePickup.
-tags: []
----
-
-## Description
-
-Sinisira ang isang pickup na ginawa gamit ang CreatePickup.
-
-| Name | Description |
-| ------ | ----------------------------------------------------------- |
-| pickup | Ang ID ng pickup na sisirain (nirereturn ng CreatePickup). |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-// Gumawa ng pickup para sa armor.
-pickup_armour = CreatePickup ( 1242, 2, 1503.3359, 1432.3585, 10.1191 );
-
-// mamaya
-DestroyPickup(pickup_armour);
-```
-
-## Related Functions
-
-- [CreatePickup](CreatePickup): Gumawa ng pickup.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup): Tinatawag kapag may player na kumuha ng pickup.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/EnablePlayerCameraTarget.md b/docs/translations/fil/scripting/functions/EnablePlayerCameraTarget.md
deleted file mode 100644
index 3688dd3e49e..00000000000
--- a/docs/translations/fil/scripting/functions/EnablePlayerCameraTarget.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: EnablePlayerCameraTarget
-description: I-toggle ang mga function sa pag-target ng camera para sa isang player.
-tags: ["player"]
----
-
-
-
-## Description
-
-I-toggle ang mga function sa pag-target ng camera para sa isang player. Naka-disable bilang default para makatipid ng bandwidth.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------- |
-| playerid | Ang ID ng player upang i-toggle ang mga function ng pag-target sa camera.|
-| enable | 1 upang paganahin ang mga function ng pag-target sa camera at 0 upang i-disable ang mga ito.|
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Hindi konektado ang player.
-
-## Examples
-
-```c
-public OnPlayerConnect(playerid)
-{
- EnablePlayerCameraTarget(playerid, 1);
- return 1;
-}
-```
-
-## Related Functions
-
-- [GetPlayerCameraTargetVehicle](GetPlayerCameraTargetVehicle): Kunin ang ID ng sasakyang tinitingnan ng player.
-- [GetPlayerCameraTargetPlayer](GetPlayerCameraTargetPlayer): Kunin ang ID ng player na tinitingnan ng player.
-- [GetPlayerCameraFrontVector](GetPlayerCameraFrontVector): Kunin ang camera front vector ng player
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/EnableStuntBonusForAll.md b/docs/translations/fil/scripting/functions/EnableStuntBonusForAll.md
deleted file mode 100644
index 00c56230440..00000000000
--- a/docs/translations/fil/scripting/functions/EnableStuntBonusForAll.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: EnableStuntBonusForAll
-description: Pinapagana o hindi pinapagana ang mga stunt bonus para sa lahat ng manlalaro.
-tags: []
----
-
-## Description
-
-Pinapagana o hindi pinapagana ang mga stunt bonus para sa lahat ng manlalaro. Kung naka-enable, makakatanggap ang mga manlalaro ng monetary reward kapag nagsasagawa ng stunt sa isang sasakyan (hal. wheelie).
-
-| Name | Description |
-| ------ | ----------------------------------------------- |
-| enable | 1 para paganahin ang mga stunt bonus o 0 para i-disable ang mga ito. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- EnableStuntBonusForAll(0);
- return 1;
-}
-```
-
-## Related Functions
-
-- [EnableStuntBonusForPlayer](EnableStuntBonusForPlayer): I-toggle ang mga stunt bonus para sa isang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/EnableStuntBonusForPlayer.md b/docs/translations/fil/scripting/functions/EnableStuntBonusForPlayer.md
deleted file mode 100644
index 2453c98bf84..00000000000
--- a/docs/translations/fil/scripting/functions/EnableStuntBonusForPlayer.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: EnableStuntBonusForPlayer
-description: I-toggle ang mga stunt bonus para sa isang player.
-tags: ["player"]
----
-
-## Description
-
-I-toggle ang mga stunt bonus para sa isang player. Pinagana bilang default.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | Ang ID ng player para i-toggle ang mga stunt bonus. |
-| enable | 1 para paganahin ang mga stunt bonus at 0 para i-disable ang mga ito. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Hindi konektado ang player.
-
-## Examples
-
-```c
-public OnPlayerConnect(playerid)
-{
- EnableStuntBonusForPlayer(playerid, 0); // I-disable ang mga stunt bonus kapag kumonekta ang player sa server.
-}
-```
-
-## Related Functions
-
-- [EnableStuntBonusForAll](EnableStuntBonusForAll): I-toggle ang mga stunt bonus para sa lahat ng manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/EnableVehicleFriendlyFire.md b/docs/translations/fil/scripting/functions/EnableVehicleFriendlyFire.md
deleted file mode 100644
index b2456c954e3..00000000000
--- a/docs/translations/fil/scripting/functions/EnableVehicleFriendlyFire.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: EnableVehicleFriendlyFire
-description: Paganahin ang friendly fire para sa mga sasakyan ng team.
-tags: ["vehicle"]
----
-
-## Description
-
-Paganahin ang friendly fire para sa mga sasakyan ng team. Hindi masisira ng mga manlalaro ang mga sasakyan ng mga kasamahan sa koponan (Dapat gamitin ang SetPlayerTeam!).
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- EnableVehicleFriendlyFire();
- return 1;
-}
-```
-
-## Related Functions
-
-- [SetPlayerTeam](SetPlayerTeam): Magtakda ng koponan ng manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/EnableZoneNames.md b/docs/translations/fil/scripting/functions/EnableZoneNames.md
deleted file mode 100644
index cb5f5e7d65a..00000000000
--- a/docs/translations/fil/scripting/functions/EnableZoneNames.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: EnableZoneNames
-description: Binibigyang-daan ng function na ito na i-on ang mga pangalan ng zone / area gaya ng text na "Vinewood" o "Doherty" sa kanang ibaba ng screen habang papasok ang mga ito sa lugar.
-tags: []
----
-
-## Description
-
-Binibigyang-daan ng function na ito na i-on ang mga pangalan ng zone / area gaya ng text na "Vinewood" o "Doherty" sa kanang ibaba ng screen habang papasok ang mga ito sa lugar. Isa itong opsyon sa gamemode at dapat itakda sa callback na OnGameModeInit.
-
-| Name | Description |
-| ------ | ----------------------------------------------------------------------------------------- |
-| enable | Isang toggle na opsyon para sa kung gusto mo o hindi ang mga pangalan ng zone na i-on o i-off. Naka-off ang 0 at naka-on ang 1. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- EnableZoneNames(1);
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Inalis ang function na ito sa SA-MP 0.3. Ito ay dahil sa mga pag-crash na dulot nito.
-
-:::
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/FindModelFileNameFromCRC.md b/docs/translations/fil/scripting/functions/FindModelFileNameFromCRC.md
deleted file mode 100644
index ba1f68e95ca..00000000000
--- a/docs/translations/fil/scripting/functions/FindModelFileNameFromCRC.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: FindModelFileNameFromCRC
-description: Maghanap ng umiiral nang custom skin o simple object model file.
-tags: []
----
-
-
-
-## Description
-
-Maghanap ng umiiral nang custom skin o simple object model file. Ang mga file ng model ay matatagpuan sa folder ng server ng mga models bilang default (setting ng artpath).
-
-| Name | Description |
-| ----------- | --------------------------------------------------------------------- |
-| crc | Ang checksum ng CRC ng custom na file ng model. |
-| retstr[] | Isang array kung saan iimbak ang .dff file name, na ipinasa sa pamamagitan ng reference. |
-| retstr_size | Ang haba ng string na dapat itabi. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa.
-
-## Related Functions
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Tinatawag kapag natapos ng player ang pag-download ng mga custom model.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/FindTextureFileNameFromCRC.md b/docs/translations/fil/scripting/functions/FindTextureFileNameFromCRC.md
deleted file mode 100644
index 9a0d97a55f8..00000000000
--- a/docs/translations/fil/scripting/functions/FindTextureFileNameFromCRC.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: FindTextureFileNameFromCRC
-description: Maghanap ng umiiral nang custom skin o simple object texture file.
-tags: []
----
-
-
-
-## Description
-
-Maghanap ng umiiral nang custom skin o simple object texture file. Ang mga file ng model ay matatagpuan sa folder ng server ng mga models bilang default (setting ng artpath).
-
-| Name | Description |
-| ----------- | --------------------------------------------------------------------- |
-| crc | Ang checksum ng CRC ng custom na file ng model. |
-| retstr[] | Isang array kung saan iimbak ang .dff file name, na ipinasa sa pamamagitan ng reference. |
-| retstr_size | Ang haba ng string na dapat itabi. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa.
-
-## Related Functions
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Tinatawag kapag natapos ng player ang pag-download ng mga custom model.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ForceClassSelection.md b/docs/translations/fil/scripting/functions/ForceClassSelection.md
deleted file mode 100644
index 8613c88a2d3..00000000000
--- a/docs/translations/fil/scripting/functions/ForceClassSelection.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: ForceClassSelection
-description: Pinipilit ang isang manlalaro na bumalik sa class selection.
-tags: []
----
-
-## Description
-
-Pinipilit ang isang manlalaro na bumalik sa class selection.
-
-| Name | Description |
-| -------- | ------------------------------------------- |
-| playerid | Ang player na ibabalik sa class selection. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-if (!strcmp(cmdtext, "/class", true))
-{
- ForceClassSelection(playerid);
- TogglePlayerSpectating(playerid, true);
- TogglePlayerSpectating(playerid, false);
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Ang function na ito ay hindi nagsasagawa ng pagbabago ng estado sa PLAYER_STATE_WASTED kapag pinagsama sa TogglePlayerSpectating (tingnan ang halimbawa sa ibaba), tulad ng nakalista dito.
-
-:::
-
-## Related Functions
-
-- [AddPlayerClass](AddPlayerClass): Magdagdag ng class.
-- [SetPlayerSkin](SetPlayerSkin): Magtakda ng skin ng manlalaro.
-- [GetPlayerSkin](GetPlayerSkin): Kunin ang kasalukuyang skin ng manlalaro.
-- [OnPlayerRequestClass](../callbacks/OnPlayerRequestClass): Tinatawag kapag nagpalit ng class ang manlalaro sa class selection.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GameModeExit.md b/docs/translations/fil/scripting/functions/GameModeExit.md
deleted file mode 100644
index fa8c9905535..00000000000
--- a/docs/translations/fil/scripting/functions/GameModeExit.md
+++ /dev/null
@@ -1,18 +0,0 @@
----
-title: GameModeExit
-description: Tinatapos ang kasalukuyang gamemode.
-tags: []
----
-
-## Description
-
-Tinatapos ang kasalukuyang gamemode.
-
-## Examples
-
-```c
-if (OneTeamHasWon)
-{
- GameModeExit();
-}
-```
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GangZoneHideForAll.md b/docs/translations/fil/scripting/functions/GangZoneHideForAll.md
deleted file mode 100644
index 3566cc9cb6f..00000000000
--- a/docs/translations/fil/scripting/functions/GangZoneHideForAll.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GangZoneHideForAll
-description: Ang GangZoneHideForAll ay nagtatago ng gangzone mula sa lahat ng mga manlalaro.
-tags: ["gangzone"]
----
-
-## Description
-
-Ang GangZoneHideForAll ay nagtatago ng gangzone mula sa lahat ng mga manlalaro.
-
-| Name | Description |
-| ---- | ----------------- |
-| zone | Ang zone na itatago. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-new gGangZoneId;
-gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-GangZoneHideForAll(gGangZoneId);
-```
-
-## Related Functions
-
-- [GangZoneCreate](GangZoneCreate): Gumawa ng gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Wasakin ang isang gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Magpakita ng gangzone para sa isang manlalaro.
-- [GangZoneShowForAll](GangZoneShowForAll): Magpakita ng gangzone para sa lahat ng manlalaro.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Magtago ng gangzone para sa isang player.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Gumawa ng gangzone flash para sa isang player.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Gumawa ng gangzone flash para sa lahat ng manlalaro.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Ihinto ang pag-flash ng gangzone para sa isang player.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Ihinto ang pag-flash ng gangzone para sa lahat ng manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetGravity.md b/docs/translations/fil/scripting/functions/GetGravity.md
deleted file mode 100644
index f2e09a6f477..00000000000
--- a/docs/translations/fil/scripting/functions/GetGravity.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: GetGravity
-description: Kunin ang kasalukuyang naka set na gravity.
-tags: []
----
-
-## Description
-
-Kunin ang kasalukuyang naka set na gravity.
-
-## Examples
-
-```c
-#if !defined GetGravity
- native Float:GetGravity();
-#endif
-
-printf("Current gravity: %f", GetGravity());
-```
-
-## Notes
-
-:::warning
-
-Ang function na ito ay hindi tinukoy bilang default. Magdagdag ng 'native Float:GetGravity();' sa ilalim ng inclusion ng a_samp.inc para gamitin ito.
-
-:::
-
-## Related Functions
-
-- [SetGravity](SetGravity): I-set ang global gravity.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetObjectModel.md b/docs/translations/fil/scripting/functions/GetObjectModel.md
deleted file mode 100644
index 7e57b9c2ec2..00000000000
--- a/docs/translations/fil/scripting/functions/GetObjectModel.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: GetObjectModel
-description: Kunin ang model ID ng isang object (CreateObject).
-tags: []
----
-
-
-
-## Description
-
-Kunin ang model ID ng isang object (CreateObject).
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| objectid | Ang ID ng object na kukunin ang model |
-
-## Returns
-
-Ang model ID ng object.
-
--1 kung walang object.
-
-## Examples
-
-```c
-new objectid = CreateObject(1234, 0, 0, 0, 0, 0, 0);
-new modelid = GetObjectModel(objectid);
-```
-
-## Related Functions
-
-- [GetPlayerObjectModel](GetPlayerObjectModel): Kunin ang model ID ng isang player-object.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetPlayerObjectModel.md b/docs/translations/fil/scripting/functions/GetPlayerObjectModel.md
deleted file mode 100644
index f4f62620202..00000000000
--- a/docs/translations/fil/scripting/functions/GetPlayerObjectModel.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: GetPlayerObjectModel
-description: Kunin ang model ID ng isang player-object.
-tags: ["player"]
----
-
-
-
-## Description
-
-Kunin ang model ID ng isang player-object.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------- |
-| playerid | Ang ID ng player na player-object para makuha ang model |
-| objectid | Ang ID ng player-object kung saan kukunin ang model ID |
-
-## Returns
-
-Ang model ID ng object ng player.
-
-Kung wala ang player o object, mag rereturn ito -1 o 0 kung wala ang player o object.
-
-## Examples
-
-```c
-new objectId = CreatePlayerObject(playerid, 1234, 0, 0, 0, 0, 0, 0);
-new modelId = GetPlayerObjectModel(playerid, objectId);
-```
-
-## Related Functions
-
-- [GetObjectModel](GetObjectModel): Kunin ang model ID ng isang object.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetPlayerScore.md b/docs/translations/fil/scripting/functions/GetPlayerScore.md
deleted file mode 100644
index bfed6405e6a..00000000000
--- a/docs/translations/fil/scripting/functions/GetPlayerScore.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GetPlayerScore
-description: Ni-rereturn ng function na ito ang score ng isang player gaya ng pagkakatakda nito gamit ang SetPlayerScore.
-tags: ["player"]
----
-
-## Description
-
-Ni-rereturn ng function na ito ang score ng isang player gaya ng pagkakatakda nito gamit ang SetPlayerScore.
-
-| Name | Description |
-| -------- | ------------------------------- |
-| playerid | Ang player na kukunin ang score |
-
-## Returns
-
-Ang score ng player.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid,text[])
-{
- if (!strcmp(cmdtext,"/score",true))
- {
- new string[128];
- format(string, sizeof(string), "Score: %i", GetPlayerScore(playerid));
- SendClientMessage(playerid, COLOR_ORANGE, string);
- return 1;
- }
- return 0;
-}
-```
-
-## Related Functions
-
-- [SetPlayerScore](SetPlayerScore): I-set ang score ng isang player.
-- [GetPlayerPing](GetPlayerPing): Kunin ang ping ng isang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetPlayerState.md b/docs/translations/fil/scripting/functions/GetPlayerState.md
deleted file mode 100644
index e95806c6454..00000000000
--- a/docs/translations/fil/scripting/functions/GetPlayerState.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: GetPlayerState
-description: Kunin ang kasalukuyang estado ng isang manlalaro.
-tags: ["player"]
----
-
-## Description
-
-Kunin ang kasalukuyang estado ng isang manlalaro.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | Ang ID ng player para makuha ang kasalukuyang estado. |
-
-## Returns
-
-Ang kasalukuyang estado ng manlalaro bilang isang integer (tingnan ang: [Player States](../resources/playerstates)).
-
-## Examples
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- new playerState = GetPlayerState(killerid); // Kunin ang estado ng pumatay
-
- if (playerState == PLAYER_STATE_DRIVER) // Kung ang pumatay ay nasa sasakyan
- {
- // Ito ay isang driver drive-by, kumuha ng pera
- GivePlayerMoney(killerid, -10000);
- }
- return 1;
-}
-```
-
-## Related Functions
-
-- [GetPlayerSpecialAction](GetPlayerSpecialAction): Kunin ang kasalukuyang special action ng manlalaro.
-- [SetPlayerSpecialAction](SetPlayerSpecialAction): Magtakda ng special action ng manlalaro.
-- [OnPlayerStateChange](../callbacks/OnPlayerStateChange): Tinatawag kapag binago ng player ang estado.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetPlayerTeam.md b/docs/translations/fil/scripting/functions/GetPlayerTeam.md
deleted file mode 100644
index cbaa4cf643f..00000000000
--- a/docs/translations/fil/scripting/functions/GetPlayerTeam.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: GetPlayerTeam
-description: Kunin ang ID ng koponan kung nasaan ang manlalaro.
-tags: ["player"]
----
-
-## Description
-
-Kunin ang ID ng koponan kung nasaan ang manlalaro.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | Ang ID ng manlalaro para makuha ang koponan ng. |
-
-## Returns
-
-0-254: Ang koponan ng manlalaro. (0 ay isang wastong koponan)
-
-255: Tinukoy bilang NO_TEAM. Ang manlalaro ay wala sa alinmang koponan.
-
--1: Nabigo ang function na isagawa. Hindi konektado ang player.
-
-## Examples
-
-```c
-enum
-{
- TEAM_ONE = 1,
- TEAM_TWO
-};
-
-public OnPlayerSpawn(playerid)
-{
- // Ang mga manlalaro na nasa team 1 ay dapat mag-spawn sa Las Venturas airport.
-
- if (GetPlayerTeam(playerid) == TEAM_ONE)
- {
- SetPlayerPos(playerid, 1667.8909, 1405.5618, 10.7801);
- }
- return 1;
-}
-```
-
-## Related Functions
-
-- [SetPlayerTeam](SetPlayerTeam): Magtakda ng koponan ng manlalaro.
-- [SetTeamCount](SetTeamCount): Itakda ang bilang ng mga team na available.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/GetPlayerVehicleSeat.md b/docs/translations/fil/scripting/functions/GetPlayerVehicleSeat.md
deleted file mode 100644
index 5bbd494350c..00000000000
--- a/docs/translations/fil/scripting/functions/GetPlayerVehicleSeat.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: GetPlayerVehicleSeat
-description: Find out which seat a player is in.
-tags: ["player", "vehicle"]
----
-
-## Paglalarawan
-
-Alamin kung nasaang upuan nakaupo ang manlalaro.
-
-| Name | Description |
-| -------- | --------------------------------------------------- |
-| playerid | Ang ID ng manlalaro na gusto mong makuha ang upuan. |
-
-## Returns
-
-- Ang ID ng upuan na kinaroroonan ng manlalaro. -1 ay wala sa sasakyan, 0 ang driver, 1 ang pasahero sa harap, at 2 & 3 ang mga pasahero sa likuran.
-
-## Halimbawa ng Paggamit
-
-```c
-if (strcmp(cmdtext, "/myseat", true) == 0)
-{
- new
- playerSeat = GetPlayerVehicleSeat(playerid);
-
- // Paano mo maitatanggal ang iyong impormasyon.
- if (playerSeat == 128)
- {
- return SendClientMessage(playerid, 0xFFFFFFFF, "Isang error ang pumigil sa amin na ireturn ang ID ng upuan.");
- }
-
- new
- message[14];
-
- format(message, sizeof(message), "Ang iyong upuan: %i", playerSeat);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Mga Kaugnay na Functions
-
-Maaaring makatulong ang mga sumusunod na function habang nauugnay ang mga ito sa function na ito sa isang paraan o sa iba pa.
-
-- [GetPlayerVehicleID](./GetPlayerVehicleID): Kunin ang ID ng sasakyan kung saan nakasakay ang manlalaro.
-- [PutPlayerInVehicle](./PutPlayerInVehicle): Maglagay ng manlalaro sa isang sasakyan.
diff --git a/docs/translations/fil/scripting/functions/IsPlayerAdmin.md b/docs/translations/fil/scripting/functions/IsPlayerAdmin.md
deleted file mode 100644
index 9b1326a7833..00000000000
--- a/docs/translations/fil/scripting/functions/IsPlayerAdmin.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: IsPlayerAdmin
-description: Suriin kung ang isang manlalaro ay naka-log in bilang isang RCON admin.
-tags: ["administration"]
----
-
-## Description
-
-Suriin kung ang isang manlalaro ay naka-log in bilang isang RCON admin.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | Ang ID ng player na susuriin |
-
-## Returns
-
-1: Ang player ay isang RCON admin.
-
-0: Ang manlalaro ay HINDI isang RCON admin.
-
-## Examples
-
-```c
-public OnPlayerSpawn(playerid)
-{
- if (IsPlayerAdmin(playerid))
- {
- SendClientMessageToAll(0xDEEE20FF, "An admin spawned.");
- }
- return 1;
-}
-```
-
-## Related Functions
-
-- [SendRconCommand](SendRconCommand): Nagpapadala ng RCON command sa pamamagitan ng script.
-
-## Related Callbacks
-
-- [OnRconLoginAttempt](../callbacks/OnRconLoginAttempt): Tinatawag kapag may ginawang pagtatangkang mag-log in sa RCON.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/IsPlayerNPC.md b/docs/translations/fil/scripting/functions/IsPlayerNPC.md
deleted file mode 100644
index cd7253ad6ef..00000000000
--- a/docs/translations/fil/scripting/functions/IsPlayerNPC.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: IsPlayerNPC
-description: Suriin kung ang isang player ay isang aktwal na player o isang NPC.
-tags: ["player", "npc"]
----
-
-## Description
-
-Suriin kung ang isang player ay isang aktwal na player o isang NPC.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | Ang ID ng player na susuriin. |
-
-## Returns
-
-1: Ang player ay isang NPC.
-
-0: Ang player ay hindi isang NPC.
-
-## Examples
-
-```c
-public OnPlayerConnect(playerid)
-{
- if (IsPlayerNPC(playerid))
- {
- SendClientMessageToAll(-1, "An NPC connected!");
- return 1;
- }
-
- // Ang ibang code dito ay hindi ma e-execute maliban kung ito ay isang player
-}
-```
-
-## Related Functions
-
-- [ConnectNPC](ConnectNPC): Ikonekta ang isang NPC.
-- [IsPlayerAdmin](IsPlayerAdmin): Sinusuri kung ang isang manlalaro ay naka-log in sa RCON.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/Kick.md b/docs/translations/fil/scripting/functions/Kick.md
deleted file mode 100644
index 1163fb3051f..00000000000
--- a/docs/translations/fil/scripting/functions/Kick.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: Kick
-description: I-kick ang isang manlalaro mula sa server. Kakailanganin nilang umalis sa laro at muling kumonekta kung nais nilang magpatuloy sa paglalaro.
-tags: ["administration"]
----
-
-## Description
-
-I-kick ang isang manlalaro mula sa server. Kakailanganin nilang umalis sa laro at muling kumonekta kung nais nilang magpatuloy sa paglalaro.
-
-| Name | Description |
-| -------- | ----------------------------- |
-| playerid | Ang ID ng player na I-kick. |
-
-## Returns
-
-Ang function na ito ay palaging nagbabalik ng 1, kahit na ang function ay nabigong isagawa (ang tinukoy ng player ay hindi umiiral).
-
-## Notes
-
-:::warning
-
-Ang anumang aksyon na direktang ginawa bago ang Kick() (tulad ng pagpapadala ng mensahe gamit ang SendClientMessage) ay hindi makakarating sa player. Dapat gumamit ng timer para maantala ang pag-kick.
-
-:::
-
-## Examples
-
-```c
-// Upang magpakita ng mensahe (hal. dahilan) para sa player bago isara ang koneksyon
-// kailangan mong gumamit ng timer para gumawa ng pagkaantala. Ang pagkaantala na ito ay kailangan lang ng ilang millisecond ang haba,
-// ngunit ang halimbawang ito ay gumagamit ng isang buong segundo para lamang maging ligtas.
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/kickme", true) == 0)
- {
- // I-kick ang manlalaro kung sino man ang gumamit ng command na ito.
-
- // Una, bigyan sila ng mensahe.
- SendClientMessage(playerid, 0xFF0000FF, "You have been kicked!");
-
- // I-kick na ang manlalaro sa susunod na segundo.
- SetTimerEx("DelayedKick", 1000, false, "i", playerid);
- return 1;
- }
- return 0;
-}
-
-forward DelayedKick(playerid);
-public DelayedKick(playerid)
-{
- Kick(playerid);
- return 1;
-}
-```
-
-## Related Functions
-
-- [Ban](Ban): I-ban ang manlalaro mula sa paglalaro sa server.
-- [BanEx](BanEx): I-ban ang manlalaro mula sa paglalaro sa server na may kasamang dahilan.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/PauseRecordingPlayback.md b/docs/translations/fil/scripting/functions/PauseRecordingPlayback.md
deleted file mode 100644
index 48d136a94c7..00000000000
--- a/docs/translations/fil/scripting/functions/PauseRecordingPlayback.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-title: PauseRecordingPlayback
-description: Ipo-pause nito ang pag-play muli ng recording.
-tags: []
----
-
-## Description
-
-Ipo-pause nito ang pag-play muli ng recording.
-
-
-## Related Functions
-
-- [ResumeRecordingPlayback](../functions/ResumeRecordingPlayback): Ipagpapatuloy ang pagre-record kung naka-pause ito.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/PutPlayerInVehicle.md b/docs/translations/fil/scripting/functions/PutPlayerInVehicle.md
deleted file mode 100644
index cb0a6151498..00000000000
--- a/docs/translations/fil/scripting/functions/PutPlayerInVehicle.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: PutPlayerInVehicle
-description: Puts a player in a vehicle.
-tags: ["player", "vehicle"]
----
-
-## Paglalarawan
-
-Inilalagay ang isang manlalaro sa isang sasakyan.
-
-| Name | Description |
-| --------- | ------------------------------------------------- |
-| playerid | Ang ID ng player na ilalagay sa isang sasakyan. |
-| vehicleid | Ang ID ng sasakyan kung saan ilalagay ang player. |
-| seatid | Ang ID ng upuan kung saan ilalagay ang player. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigong maisagawa ang function. Ang manlalaro o sasakyan ay wala.
-
-## Halimbawa ng Paggamit
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassanger)
-{
- PutPlayerInVehicle(playerid, vehicleid, 0);
- return 1;
-}
-```
-
-```
-0 - Driver
-1 - Front passenger
-2 - Back-left passenger
-3 - Back-right passenger
-4+ - Passenger seats (coach etc.)
-```
-
-## Mga Dapat Unawain
-
-:::tip
-
-- Maaari mong gamitin ang GetPlayerVehicleSeat sa isang loop upang tingnan kung ang isang upuan ay inookupahan ng sinumang manlalaro.
-
-:::
-
-:::warning
-
-- Kung ang upuan ay hindi wasto o kinuha, ay magdudulot ng pag-crash kapag LUMABAS sila sa sasakyan.
-
-:::
-
-## Mga Kaugnay na Functions
-
-- [RemovePlayerFromVehicle](./RemovePlayerFromVehicle): Itapon ang isang manlalaro sa labas ng kanilang sasakyan.
-- [GetPlayerVehicleID](./GetPlayerVehicleID): Kunin ang ID ng sasakyan kung saan nakasakay ang player.
-- [GetPlayerVehicleSeat](./GetPlayerVehicleSeat): Suriin kung saan nakaupo ang isang manlalaro.
-- [OnPlayerEnterVehicle](../callbacks/OnPlayerEnterVehicle): Tinatawag kapag nagsimulang pumasok ang isang manlalaro sa isang sasakyan.
diff --git a/docs/translations/fil/scripting/functions/ResumeRecordingPlayback.md b/docs/translations/fil/scripting/functions/ResumeRecordingPlayback.md
deleted file mode 100644
index ae47fe5a8b9..00000000000
--- a/docs/translations/fil/scripting/functions/ResumeRecordingPlayback.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-title: ResumeRecordingPlayback
-description: Ipagpapatuloy nito ang naka-pause na pag-record.
-tags: []
----
-
-## Description
-
-Ipagpapatuloy nito ang naka-pause na pag-record.
-
-
-## Related Functions
-
-- [PauseRecordingPlayback](../functions/PauseRecordingPlayback): Ipagpapatuloy ang pagre-record kung naka-pause ito.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SendRconCommand.md b/docs/translations/fil/scripting/functions/SendRconCommand.md
deleted file mode 100644
index 987901fc6bc..00000000000
--- a/docs/translations/fil/scripting/functions/SendRconCommand.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: SendRconCommand
-description: Nagpapadala ng command na RCON (Remote Console).
-tags: ["administration"]
----
-
-## Description
-
-Nagpapadala ng command na RCON (Remote Console).
-
-| Name | Description |
-| --------- | -------------------------------- |
-| command[] | Ang RCON command na ma e-execute |
-
-## Returns
-
-Ang function na ito ay palaging rereturn ng 1.
-
-## Notes
-
-:::warning
-
-- Hindi sinusuportahan ang pag-login, dahil sa kakulangan ng parameter na 'playerid'.
-- Tatanggalin ng 'password 0' ang password ng server kung nakatakda ang isa.
-- Ang function na ito ay magreresulta sa OnRconCommand na tinatawag.
-
-:::
-
-## Examples
-
-```c
-SendRconCommand("gmx");
-// Ito ay isang scripted na bersyon ng pag-type ng "/rcon gmx" in-game.
-// Ni-restart ng GMX ang mode ng laro.
-
-// Halimbawa gamit ang format()
-new szMapName[] = "Los Santos";
-new szCmd[64];
-format(szCmd, sizeof(szCmd), "mapname %s", szMapName);
-SendRconCommand(szCmd);
-```
-
-## Related Functions
-
-- [IsPlayerAdmin](IsPlayerAdmin): Sinusuri kung ang isang manlalaro ay naka-log in sa RCON.
-
-## Related Callbacks
-
-- [OnRconCommand](../callbacks/OnRconCommand): Tinatawag kapag ipinadala ang isang utos ng RCON.
-- [OnRconLoginAttempt](../callbacks/OnRconLoginAttempt): Tinatawag kapag may ginawang pagtatangkang mag-log in sa RCON.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetActorHealth.md b/docs/translations/fil/scripting/functions/SetActorHealth.md
deleted file mode 100644
index cb93bbea9e4..00000000000
--- a/docs/translations/fil/scripting/functions/SetActorHealth.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: SetActorHealth
-description: I-set ang health ng isang actor.
-tags: []
----
-
-
-
-## Description
-
-I-set ang health ng isang actor.
-
-| Name | Description |
-| ------------ | ----------------------------------------- |
-| actorid | Ang ID ng aktor na i-seset ang health |
-| Float:health | Ang value na i-seset ang health ng aktor. |
-
-## Returns
-
-1 - tagumpay
-
-0 - pagkabigo (ibig sabihin, hindi nilikha ang aktor).
-
-## Examples
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor bilang salesperson sa Ammunation
- SetActorHealth(gMyActor, 100);
- return 1;
-}
-```
-
-## Related Functions
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetGravity.md b/docs/translations/fil/scripting/functions/SetGravity.md
deleted file mode 100644
index a22b52fc740..00000000000
--- a/docs/translations/fil/scripting/functions/SetGravity.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetGravity
-description: I-set ang gravity para sa lahat ng player.
-tags: []
----
-
-## Description
-
-I-set ang gravity para sa lahat ng player.
-
-| Name | Description |
-| ------------- | ----------------------------------------------------------------- |
-| Float:gravity | Ang value ng gravity na i-seset (pagitan ng -50 and 50). |
-
-## Returns
-
-Ang function na ito ay palaging rereturn ng 1, kahit na nabigo itong isagawa kung ang gravity ay wala sa mga limitasyon (mas mababa sa -50 o mataas sa +50).
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // I-set ang gravity na parang buwan
- SetGravity(0.001);
-
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Ang default na gravity ay 0.008.
-
-:::
-
-## Related Functions
-
-- [GetGravity](GetGravity): Kunin ang kasalukuyang naka set na gravity.
-- [SetWeather](SetWeather): I-set ang pandaigdigang panahon.
-- [SetWorldTime](SetWorldTime): I-set ang pandaigdigang oras ng server.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetMyPos.md b/docs/translations/fil/scripting/functions/SetMyPos.md
deleted file mode 100644
index d43cd7eb7b6..00000000000
--- a/docs/translations/fil/scripting/functions/SetMyPos.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: SetMyPos
-description: I-set ang posisyon ng NPC
-tags: ["npc"]
----
-
-## Description
-
-I-set ang posisyon ng NPC
-
-| Name | Description |
-| -------- | ------------------------------------|
-| Float:x | Ang X coordinate kung saan ilalagay ang NPC |
-| Float:y | Ang Y coordinate kung saan ilalagay ang NPC |
-| Float:z | Ang Z coordinate kung saan ilalagay ang NPC |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Example
-
-```c
-SetMyPos(0.0, 0.0, 3.0);
-```
-
-## Related Functions
-
-- [GetMyPos](GetMyPos): Kunin ang kasalukuyang posisyon ng NPC.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetPlayerScore.md b/docs/translations/fil/scripting/functions/SetPlayerScore.md
deleted file mode 100644
index 33ecc68ec00..00000000000
--- a/docs/translations/fil/scripting/functions/SetPlayerScore.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: SetPlayerScore
-description: I-set ang score ng player
-tags: ["player"]
----
-
-## Description
-
-I-set ang score ng player. Ang mga player scores ay ipinapakita sa scoreboard (ipinapakita sa pamamagitan ng pagpindot sa TAB key).
-
-| Name | Description |
-| -------- | ----------------------------------------- |
-| playerid | Ang ID ng player na i-seset ang score. |
-| score | Ang value ng score na i-seset sa player |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Nangangahulugan ito na ang tinukoy na manlalaro ay hindi umiiral.
-
-## Examples
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- // Magdagdag ng 1 sa score ng killer na ito. Kailangan muna nating suriin kung valid ito.
- if (killerid != INVALID_PLAYER_ID)
- {
- SetPlayerScore(killerid, GetPlayerScore(killerid) + 1);
- }
- return 1;
-}
-```
-
-## Related Functions
-
-- [GetPlayerScore](GetPlayerScore): Kunin ang score ng isang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetPlayerSpecialAction.md b/docs/translations/fil/scripting/functions/SetPlayerSpecialAction.md
deleted file mode 100644
index 1890f50ca3c..00000000000
--- a/docs/translations/fil/scripting/functions/SetPlayerSpecialAction.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetPlayerSpecialAction
-description: Ang function na ito ay nagbibigay-daan upang i-set ang mga player ng special action.
-tags: ["player"]
----
-
-## Description
-
-Ang function na ito ay nagbibigay-daan upang i-set ang mga player ng special action.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------- |
-| playerid | Ang player na magsasagawa ng action. |
-| actionid | Ang [action](../resources/specialactions) na dapat maisagawa. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Nangangahulugan ito na ang manlalaro ay hindi konektado.
-
-## Examples
-
-```c
-if (strcmp(cmd, "/handsup", true) == 0)
-{
- SetPlayerSpecialAction(playerid, SPECIAL_ACTION_HANDSUP);
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang pag-alis ng mga jetpack mula sa mga player sa pamamagitan ng pagtatakda ng kanilang special action sa 0 ay nagiging sanhi ng tunog na mananatili hanggang kamatayan.
-
-:::
-
-## Related Functions
-
-- [GetPlayerSpecialAction](GetPlayerSpecialAction): Kunin ang kasalukuyang special action ng player.
-- [ApplyAnimation](ApplyAnimation): Maglapat ng animation sa isang player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetPlayerTeam.md b/docs/translations/fil/scripting/functions/SetPlayerTeam.md
deleted file mode 100644
index 124b71e31bb..00000000000
--- a/docs/translations/fil/scripting/functions/SetPlayerTeam.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetPlayerTeam
-description: Itakda ang koponan ng isang manlalaro.
-tags: ["player"]
----
-
-## Description
-
-Itakda ang koponan ng isang manlalaro.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------------ |
-| playerid | Ang ID ng player na gusto mong itakda ang koponan. |
-| teamid | Ang koponan na ilalagay ang manlalaro. Gamitin ang NO_TEAM upang alisin ang manlalaro mula sa anumang koponan. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnPlayerSpawn(playerid)
-{
- // Itakda ang koponan ng isang manlalaro sa 4 kapag sila ay nangitlog
- SetPlayerTeam(playerid, 4);
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Ang mga manlalaro ay hindi maaaring makapinsala/makapatay ng mga manlalaro sa parehong koponan maliban kung gagamit sila ng kutsilyo upang laslasin ang kanilang lalamunan. Sa SA-MP 0.3x, ang mga manlalaro ay hindi rin makakasira ng mga sasakyang minamaneho ng isang manlalaro mula sa parehong koponan. Maaari itong paganahin sa EnableVehicleFriendlyFire. Ang 255 (o NO_TEAM) ay ang default na koponan na makakapag-shoot ng iba pang mga manlalaro, hindi 0.
-
-:::
-
-## Related Functions
-
-- [GetPlayerTeam](GetPlayerTeam): Suriin kung nasaang koponan ang isang manlalaro.
-- [SetTeamCount](SetTeamCount): Itakda ang bilang ng mga team na available.
-- [EnableVehicleFriendlyFire](EnableVehicleFriendlyFire): I-enable ang friendly fire para sa mga sasakyan ng team.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetPlayerWeather.md b/docs/translations/fil/scripting/functions/SetPlayerWeather.md
deleted file mode 100644
index f7d6f7d8d3e..00000000000
--- a/docs/translations/fil/scripting/functions/SetPlayerWeather.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: SetPlayerWeather
-description: Magtakda ng panahon ng manlalaro.
-tags: ["player"]
----
-
-## Description
-
-Magtakda ng panahon ng manlalaro.
-
-| Name | Description |
-| -------- | ---------------------------------------------- |
-| playerid | Ang ID ng player na ang panahon ay itatakda. |
-| weather | Ang [weather](../resources/weatherid) na itatakda.|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/storm", true))
- {
- SetPlayerWeather(playerid, 8);
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::tip
-
-Kung pinagana ang TogglePlayerClock, dahan-dahang magbabago ang panahon sa paglipas ng panahon, sa halip na agad na magbago. Mayroon lamang valid na 21 weather ID sa laro (0 - 20), gayunpaman ang laro ay walang anumang anyo ng range check.
-
-:::
-
-## Related Functions
-
-- [SetWeather](SetWeather): Itakda ang pandaigdigang panahon.
-- [SetGravity](SetGravity): Itakda ang global gravity.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetSVarFloat.md b/docs/translations/fil/scripting/functions/SetSVarFloat.md
deleted file mode 100644
index 1312a6d54ac..00000000000
--- a/docs/translations/fil/scripting/functions/SetSVarFloat.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: SetSVarFloat
-description: Magtakda ng server variable na float.
-tags: []
----
-
-
-
-## Description
-
-Magtakda ng server variable na float.
-
-| Name | Description |
-| ----------- | -------------------------------- |
-| varname[] | Ang pangalan ng server variable. |
-| float_value | Ang float na itatakda. |
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Ang variable na pangalan ay null o higit sa 40 character.
-
-## Examples
-
-```c
-// itakda ang "Version"
-SetSVarFloat("Version", 0.37);
-// magpi-print ng version na mayroon ang server
-printf("Version: %f", GetSVarFloat("Version"));
-```
-
-## Related Functions
-
-- [SetSVarInt](SetSVarInt): Magtakda ng integer para sa server variable.
-- [GetSVarInt](GetSVarInt): Kumuha ng player server bilang integer.
-- [SetSVarString](SetSVarString): Magtakda ng string para sa server variable.
-- [GetSVarString](GetSVarString): Kunin ang dating itinakda na string mula sa isang server variable.
-- [GetSVarFloat](GetSVarFloat): Kunin ang dating itinakda na float mula sa isang server variable.
-- [DeleteSVar](DeleteSVar): Magtanggal ng server variable.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetTeamCount.md b/docs/translations/fil/scripting/functions/SetTeamCount.md
deleted file mode 100644
index 268e88ac006..00000000000
--- a/docs/translations/fil/scripting/functions/SetTeamCount.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: SetTeamCount
-description: Ginagamit ang function na ito upang baguhin ang dami ng mga team na ginamit sa gamemode.
-tags: []
----
-
-## Description
-
-Ginagamit ang function na ito upang baguhin ang dami ng mga team na ginamit sa gamemode. Wala itong malinaw na paraan ng paggamit, ngunit makakatulong upang ipahiwatig ang bilang ng mga koponan na ginamit para sa mas mahusay (mas epektibo) panloob na paghawak. Ang function na ito ay dapat lamang gamitin sa OnGameModeInit callback. Mahalaga: Maaari kang pumasa ng 2 bilyon dito kung gusto mo, walang epekto ang function na ito.
-
-| Name | Description |
-| ----- | ----------------------------------- |
-| teams | Bilang ng mga koponan na alam ng gamemode.|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnGameModeInit( )
-{
- // Gumagamit kami ng 18 team sa paggamit na ito ng Team-Deathmatch mode, tukuyin ito;
- SetTeamCount(18);
- return 1;
-}
-```
-
-## Related Functions
-
-- [GetPlayerTeam](GetPlayerTeam): Suriin kung nasaang koponan ang isang manlalaro.
-- [SetPlayerTeam](SetPlayerTeam): Magtakda ng koponan ng manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetVehicleParamsCarDoors.md b/docs/translations/fil/scripting/functions/SetVehicleParamsCarDoors.md
deleted file mode 100644
index 734cef2832c..00000000000
--- a/docs/translations/fil/scripting/functions/SetVehicleParamsCarDoors.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: SetVehicleParamsCarDoors
-description: Binibigyang-daan kang buksan at isara ang mga pinto ng isang sasakyan.
-tags: ["vehicle"]
----
-
-
-
-## Description
-
-Binibigyang-daan kang buksan at isara ang mga pinto ng isang sasakyan.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------------------- |
-| vehicleid | Ang ID ng sasakyan upang itakda ang state ng pinto. |
-| driver | Ang state ng pinto ng driver. 1 para buksan, 0 para isara |
-| passenger | Ang state ng pintuan ng pasahero. 1 para buksan, 0 para isara. |
-| backleft | Ang state ng likurang kaliwang pinto (kung magagamit). 1 para buksan, 0 para isara.|
-| backright | Ang state ng likurang kanang pinto (kung magagamit). 1 para buksan, 0 para isara.|
-
-## Returns
-
-[edit]
-
-## Related Functions
-
-- [GetVehicleParamsCarDoors](GetVehicleParamsCarDoors): Kunin ang kasalukuyang state ng mga pinto ng sasakyan.
-- [SetVehicleParamsCarWindows](SetVehicleParamsCarWindows): Buksan at isara ang mga bintana ng sasakyan.
-- [GetVehicleParamsCarWindows](GetVehicleParamsCarWindows): Kunin ang kasalukuyang state ng mga bintana ng sasakyan
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SetWeather.md b/docs/translations/fil/scripting/functions/SetWeather.md
deleted file mode 100644
index ef7e0b27b89..00000000000
--- a/docs/translations/fil/scripting/functions/SetWeather.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: SetWeather
-description: Itakda ang lagay ng panahon sa mundo para sa lahat ng manlalaro.
-tags: []
----
-
-## Description
-
-Itakda ang lagay ng panahon sa mundo para sa lahat ng manlalaro.
-
-| Name | Description |
-| --------- | ------------------------------------------------ |
-| weatherid | Ang [weather](../resources/weatherid) na itatakda.|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-if (!strcmp(cmdtext, "/sandstorm", true))
-{
- SetWeather(19);
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Kung pinagana ang TogglePlayerClock, dahan-dahang magbabago ang panahon sa paglipas ng panahon, sa halip na agad na magbago. Mayroon lamang valid na 21 weather ID sa laro (0 - 20), gayunpaman ang laro ay walang anumang anyo ng range check.
-
-:::
-
-## Related Functions
-
-- [SetPlayerWeather](SetPlayerWeather): Magtakda ng panahon ng manlalaro.
-- [SetGravity](SetGravity): Itakda ang global gravity.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/ShowNameTags.md b/docs/translations/fil/scripting/functions/ShowNameTags.md
deleted file mode 100644
index 315ef13c210..00000000000
--- a/docs/translations/fil/scripting/functions/ShowNameTags.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: ShowNameTags
-description: I-toggle ang drawing ng mga nametag, health bar at armor bar sa itaas ng mga manlalaro.
-tags: []
----
-
-## Description
-
-I-toggle ang drawing ng mga nametag, health bar at armor bar sa itaas ng mga manlalaro.
-
-| Name | Description |
-| ------- | ----------------------------------------------- |
-| enabled | 0 upang huwag paganahin, 1 upang paganahin (pinagana bilang default).|
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- // Ito ay ganap na hindi paganahin ang lahat ng mga nametag ng manlalaro
- // (kabilang ang mga health at armor bar)
- ShowNameTags(0);
-}
-```
-
-## Notes
-
-:::warning
-
-Magagamit lang ang function na ito sa OnGameModeInit. Para sa ibang pagkakataon, tingnan ang ShowPlayerNameTagForPlayer.
-
-:::
-
-## Related Functions
-
-- [DisableNameTagLOS](DisableNameTagLOS): I-disable ang nametag na Line-Of-Sight checking.
-- [ShowPlayerNameTagForPlayer](ShowPlayerNameTagForPlayer): Magpakita o magtago ng nametag para sa isang partikular na manlalaro.
-- [ShowPlayerMarkers](ShowPlayerMarkers): Magpasya kung dapat magpakita ang server ng mga marker sa radar.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/SpawnPlayer.md b/docs/translations/fil/scripting/functions/SpawnPlayer.md
deleted file mode 100644
index e8e24b1f555..00000000000
--- a/docs/translations/fil/scripting/functions/SpawnPlayer.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SpawnPlayer
-description: (Re)Spawns ng isang manlalaro.
-tags: ["player"]
----
-
-## Description
-
-(Re)Spawns ng isang manlalaro.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | Ang ID ng player na mag i-spawn.|
-
-## Returns
-
-1: Matagumpay na naisakatuparan ang function.
-
-0: Nabigo ang function na isagawa. Nangangahulugan ito na ang manlalaro ay hindi konektado.
-
-## Examples
-
-```c
-if (strcmp(cmdtext, "/spawn", true) == 0)
-{
- SpawnPlayer(playerid);
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Pinapatay ang manlalaro kung sila ay nasa sasakyan at mag i-spawn ng may hawak na bote.
-
-:::
-
-## Related Functions
-
-- [SetSpawnInfo](SetSpawnInfo): I-set ang setting ng spawn para sa isang manlalaro.
-- [AddPlayerClass](AddPlayerClass): Maglagay ng class.
-- [OnPlayerSpawn](../callbacks/OnPlayerSpawn): Tinatawag kapag nag-spawn ang isang manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/StartRecordingPlayback.md b/docs/translations/fil/scripting/functions/StartRecordingPlayback.md
deleted file mode 100644
index 454551b1bb3..00000000000
--- a/docs/translations/fil/scripting/functions/StartRecordingPlayback.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: StartRecordingPlayback
-description: Ito ay mag ru-run ng .rec file na kailangang i-save sa npcmodes/recordings folder. Ang mga file na ito ay nagpapahintulot sa NPC na sundin ang ilang mga aksyon. Ang kanilang mga aksyon ay maaaring maitala nang manu-mano. Para sa karagdagang impormasyon, tingnan ang mga kaugnay na function.
-tags: []
----
-
-## Description
-
-Ito ay mag ru-run ng .rec file na kailangang i-save sa npcmodes/recordings folder. Ang mga file na ito ay nagpapahintulot sa NPC na sundin ang ilang mga aksyon. Ang kanilang mga aksyon ay maaaring maitala nang manu-mano. Para sa karagdagang impormasyon, tingnan ang mga kaugnay na function.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------- |
-| playbacktype | Ang [type](../resources/recordtypes) ng recording na i-loload. |
-| recordname[] | Ang filename na i-loload, nang walang .rec extension. |
-
-## Examples
-
-```c
-public OnNPCEnterVehicle(vehicleid, seatid)
-{
- StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "at400_lv_to_sf_x1");
-}
-```
-
-## Related Functions
-
-- [StopRecordingPlayerData](StopRecordingPlayerData): Humihinto sa pagre-record ng data ng player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/StartRecordingPlayerData.md b/docs/translations/fil/scripting/functions/StartRecordingPlayerData.md
deleted file mode 100644
index 07e8b33c5bf..00000000000
--- a/docs/translations/fil/scripting/functions/StartRecordingPlayerData.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: StartRecordingPlayerData
-description: Nagsisimulang i-record ang mga galaw ng isang player sa isang file, na pagkatapos ay maaaring kopyahin ng isang NPC.
-tags: ["player"]
----
-
-## Description
-
-Nagsisimulang i-record ang mga galaw ng isang player sa isang file, na pagkatapos ay maaaring kopyahin ng isang NPC.
-
-| Name | Description |
-| ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | Ang id ng player na i-rerecord. |
-| recordtype | Ang [type](../resources/recordtypes) ng recording. |
-| recordname[] | Ang pangalan ng file na maghahawak ng naitala na data. Ise-save ito sa direktoryo ng scriptfiles, na may awtomatikong idinagdag na .rec extension, kakailanganin mong ilipat ang file sa npcmodes/recording upang magamit para sa pag-playback. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-if (!strcmp("/recordme", cmdtext))
-{
- if (GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
- {
- StartRecordingPlayerData(playerid, PLAYER_RECORDING_TYPE_ONFOOT, "MyFile");
- }
- else if (GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
- {
- StartRecordingPlayerData(playerid, PLAYER_RECORDING_TYPE_DRIVER, "MyFile");
- }
- SendClientMessage(playerid, 0xFFFFFFFF, "All your movements are now being recorded!");
- return 1;
-}
-```
-
-## Related Functions
-
-- [StopRecordingPlayerData](StopRecordingPlayerData): Humihinto sa pagre-record ng data ng player.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/StopAudioStreamForPlayer.md b/docs/translations/fil/scripting/functions/StopAudioStreamForPlayer.md
deleted file mode 100644
index fca41df140a..00000000000
--- a/docs/translations/fil/scripting/functions/StopAudioStreamForPlayer.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: StopAudioStreamForPlayer
-description: Ihihinto ang kasalukuyang audio stream para sa isang player.
-tags: ["player"]
----
-
-## Description
-
-Ihihinto ang kasalukuyang audio stream para sa isang player.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | Ang player na gusto mong ihinto ang audio stream. |
-
-## Returns
-
-Ang function na ito ay hindi nagbabalik ng anumang value.
-
-## Examples
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- // Kung ang manlalaro ay lumabas ng sasakyan
- if (oldstate == PLAYER_STATE_DRIVER || oldstate == PLAYER_STATE_PASSENGER)
- {
- StopAudioStreamForPlayer(playerid); // Itigil ang audio stream
- }
- return 1;
-}
-```
-
-## Related Functions
-
-- [PlayAudioStreamForPlayer](PlayAudioStreamForPlayer): Nagpe-play ng audio stream para sa isang player.
-- [PlayerPlaySound](PlayerPlaySound): Magpatugtog ng tunog para sa isang manlalaro.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/acos.md b/docs/translations/fil/scripting/functions/acos.md
deleted file mode 100644
index c23e59ca44c..00000000000
--- a/docs/translations/fil/scripting/functions/acos.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: acos
-description: Kunin ang inverse value ng isang cosine sa degrees.
-tags: ["math"]
----
-
-
-
-## Description
-
-Kunin ang inverse value ng isang cosine sa degrees. Sa trigonometriko, ang arc cosine ay ang kabaligtaran na operasyon ng cosine.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------ |
-| Float:value | halaga na ang arc cosine ay nakalkula, sa pagitan [-1, +1]. |
-
-## Returns
-
-Ang anggulo sa degrees, sa pagitan [0.0,180.0].
-
-## Examples
-
-```c
-//Ang arc cosine ng 0.500000 ay 60.000000 degrees.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = acos(param);
- printf("The arc cosine of %f is %f degrees.", param, result);
- return 1;
-}
-```
-
-## Related Functions
-
-- [floatsin](floatsin): Kunin ang sine mula sa isang tiyak na anggulo.
-- [floatcos](floatcos): Kunin ang cosine mula sa isang tiyak na anggulo.
-- [floattan](floattan): Kunin ang tangent mula sa isang tiyak na anggulo.
-- [asin](asin): Kunin ang kabaligtaran na halaga ng isang sine sa mga degree.
-- [atan](atan): Kunin ang kabaligtaran na halaga ng isang tangent sa mga degree.
-- [atan2](atan2): Kunin ang multi-valued inversed value ng isang tangent sa degrees.
diff --git a/docs/translations/fil/scripting/functions/float.md b/docs/translations/fil/scripting/functions/float.md
deleted file mode 100644
index 9173761fe76..00000000000
--- a/docs/translations/fil/scripting/functions/float.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: float
-description: Kino-convert ang isang integer sa isang float.
-tags: ["floating-point"]
----
-
-
-
-## Description
-
-Kino-convert ang isang integer sa isang float.
-
-| Name | Description |
-| ----- | ----------------------------------- |
-| value | Integer value na i-convert sa isang float|
-
-## Returns
-
-Ang ibinigay na integer bilang isang float
-
-## Examples
-
-```c
-new Float:FloatValue;
-new Value = 52;
-FloatValue = float(Value); // Kino-convert ang Value(52) sa isang float at iniimbak ito sa 'FloatValue' (52.0)
-```
-
-## Related Functions
-
-- [floatround](floatround): I-convert ang isang float sa isang integer (rounding).
-- [floatstr](floatstr): I-convert ang isang string sa isang float.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatabs.md b/docs/translations/fil/scripting/functions/floatabs.md
deleted file mode 100644
index 77077b7f96c..00000000000
--- a/docs/translations/fil/scripting/functions/floatabs.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: floatabs
-description: Ibinabalik ng function na ito ang absolute value ng float.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Ibinabalik ng function na ito ang absolute value ng float.
-
-| Name | Description |
-| ----------- | --------------------------------------------- |
-| Float:value | Ang float value para makuha ang absolute value ng.|
-
-## Returns
-
-Ang ganap na halaga ng float (bilang isang float value).
-
-## Examples
-
-```c
-floatabs(47.0); // Magbabalik ito ng 47.0.
-floatabs(-47.0); // Magbabalik ito ng pareho sa una.
-```
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatadd.md b/docs/translations/fil/scripting/functions/floatadd.md
deleted file mode 100644
index 21f2f75f82b..00000000000
--- a/docs/translations/fil/scripting/functions/floatadd.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: floatadd
-description: Nagdaragdag ng dalawang float nang magkasama.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Nagdaragdag ng dalawang float nang magkasama. Ang function na ito ay kalabisan dahil ang karaniwang operator (+) ay gumagawa ng parehong bagay.
-
-| Name | Description |
-| ------------- | ------------- |
-| Float:Number1 | Unang float. |
-| Float:Number2 | Pangalawang float. |
-
-## Returns
-
-Ang kabuuan ng dalawang binigay na float.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- new Float:Number1 = 2, Float:Number2 = 3; //Nagdedeklara ng dalawang float, Number1 (2) at Number2 (3)
- new Float:Sum;
- Sum = floatadd(Number1, Number2); //Sine-save ang Sum(=2+3 = 5) ng Number1 at Number2 sa float na "Sum"
- return 1;
-}
-```
-
-## Related Functions
-
-- [Floatsub](Floatsub): Nag su-subtract ng dalawang floats.
-- [Floatmul](Floatmul): Nag mu-multiply ng dalawang floats.
-- [Floatdiv](Floatdiv): Nag di-dive ng isang float sa isa pa.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatcmp.md b/docs/translations/fil/scripting/functions/floatcmp.md
deleted file mode 100644
index 99c88d21ead..00000000000
--- a/docs/translations/fil/scripting/functions/floatcmp.md
+++ /dev/null
@@ -1,28 +0,0 @@
----
-title: floatcmp
-description: Ang floatcmp ay maaaring gamitin upang ihambing ang mga halaga ng float sa bawat isa, upang mapatunayan ang paghahambing.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Ang floatcmp ay maaaring gamitin upang ihambing ang mga halaga ng float sa bawat isa, upang mapatunayan ang paghahambing.
-
-| Name | Description |
-| ----- | ---------------------------------- |
-| oper1 | Ang unang float value na ikukumpara |
-| oper2 | Ang pangalawang float value na ikukumpara. |
-
-## Returns
-
-0 kung tumutugma ang value, 1 kung mas malaki ang unang value at -1 kung mas malaki ang 2nd value.
-
-## Examples
-
-```c
-floatcmp(2.0, 2.0); // Nagbabalik ng 0 dahil tugma ang mga ito.
-floatcmp(1.0, 2.0) // Nagbabalik -1 dahil mas malaki ang pangalawang value.
-floatcmp(2.0, 1.0) // Nagbabalik ng 1 dahil mas malaki ang unang value.
-```
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatcos.md b/docs/translations/fil/scripting/functions/floatcos.md
deleted file mode 100644
index be75ffda83a..00000000000
--- a/docs/translations/fil/scripting/functions/floatcos.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: floatcos
-description: Kunin ang cosine mula sa isang naibigay na anggulo.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Kunin ang cosine mula sa isang naibigay na anggulo. Ang input angle ay maaaring nasa radians, degrees o grades.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| Float:value | Ang anggulo kung saan makukuha ang cosine. |
-| anglemode | Ang [angle mode](../resources/anglemodes) na gagamitin, depende sa value na ipinasok. |
-
-## Returns
-
-Ang cosine ng value na ipinasok.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- printf("The cosine from 90° is %f", floatcos(90.0, degrees));
- // Output: 0
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Gumagamit ang GTA/SA-MP ng mga degree para sa mga anggulo sa karamihan ng mga pangyayari, halimbawa [GetPlayerFacingAngle](GetPlayerFacingAngle). Samakatuwid, malamang na gugustuhin mong gamitin ang 'degrees' angle mode, hindi radians. Tandaan din na ang mga anggulo sa GTA ay counterclockwise; 270° ay Silangan at 90° ay Kanluran. Ang timog ay 180° pa rin at ang Hilaga ay 0°/360° pa rin.
-
-:::
-
-## Related Functions
-
-- [floatsin](floatsin): Kunin ang sine mula sa isang tiyak na anggulo.
-- [floattan](floattan): Kunin ang tangent mula sa isang tiyak na anggulo.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatdiv.md b/docs/translations/fil/scripting/functions/floatdiv.md
deleted file mode 100644
index 2d1008a948b..00000000000
--- a/docs/translations/fil/scripting/functions/floatdiv.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: floatdiv
-description: Hatiin ang isang float sa isa pa.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Hatiin ang isang float sa isa pa. Redundant bilang ang operator ng dibisyon (/) ay gumagawa ng parehong bagay.
-
-| Name | Description |
-| -------------- | ----------------------------------------- |
-| Float:dividend | Unang float. |
-| Float:divisor | Pangalawang float (hinahati ang unang float.) |
-
-## Returns
-
-Ang quotient ng dalawang binigay na floats.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- new Float:Number1 = 8.05, Float:Number2 = 3.5; //Nagdedeklara ng dalawang float, Number1 (8.05) at Number2 (3.5)
- new Float:Quotient;
- Quotient = floatdiv(Number1, Number2); //Sine-save ang quotient(=8.05/3.5 = 2.3) ng Number1 at Number2 sa float na "Quotient"
- return 1;
-}
-```
-
-## Related Functions
-
-- [floatadd](floatadd): Mag add ng dalawang float nang magkasama.
-- [floatsub](floatsub): Mag subtract ng float mula sa isa pang float.
-- [floatmul](floatmul): Mag multiply ang dalawang float.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatfract.md b/docs/translations/fil/scripting/functions/floatfract.md
deleted file mode 100644
index 03d867d8fbd..00000000000
--- a/docs/translations/fil/scripting/functions/floatfract.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: floatfract
-description: Kunin ang fractional na bahagi ng float.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Kunin ang fractional na bahagi ng float. Nangangahulugan ito ng halaga ng mga numero pagkatapos ng decimal point.
-
-| Name | Description |
-| ----- | ---------------------------------------- |
-| value | Ang float para makuha ang fractional na bahagi ng. |
-
-## Returns
-
-Ang fractional na bahagi ng float, bilang float value.
-
-## Examples
-
-```c
-new Float:fFract = floatfract(3.14159); // Magbabalik nang 0.14159
-```
-
-## Related Functions
-
-- [floatround](floatround): I-convert ang isang float sa isang integer (rounding).
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatlog.md b/docs/translations/fil/scripting/functions/floatlog.md
deleted file mode 100644
index 7739b222fd3..00000000000
--- a/docs/translations/fil/scripting/functions/floatlog.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: floatlog
-description: Binibigyang-daan ka ng function na ito na makuha ang logarithm ng isang float value.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Binibigyang-daan ka ng function na ito na makuha ang logarithm ng isang float value.
-
-| Name | Description |
-| ----------- | ---------------------------------------- |
-| Float:value | Ang value kung saan makukuha ang logarithm. |
-| Float:base | Ang logarithm base. |
-
-## Returns
-
-Ang logarithm bilang isang float value.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- printf("The logarithm of 15.0 with the base 10.0 is %f", floatlog( 15.0, 10.0 ));
- return 1;
-}
-```
-
-## Related Functions
-
-- [floatsqroot](floatsqroot): Kalkulahin ang square root ng isang floating point value.
-- [floatpower](floatpower): Nagtataas ng ibinigay na halaga sa isang kapangyarihan ng exponent.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatpower.md b/docs/translations/fil/scripting/functions/floatpower.md
deleted file mode 100644
index 3d823860f12..00000000000
--- a/docs/translations/fil/scripting/functions/floatpower.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: floatpower
-description: Itinataas ang ibinigay na halaga sa kapangyarihan ng exponent.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-Itinataas ang ibinigay na halaga sa kapangyarihan ng exponent.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------- |
-| value | Ang halaga na itataas sa isang power, bilang isang floating-point na numero. |
-| exponent | Ang exponent ay isa ring floating-point na numero. Maaaring ito ay zero o negatibo. |
-
-## Returns
-
-Ang resulta ng 'value' sa power ng 'exponent'.
-
-## Examples
-
-```c
-printf("2 to the power of 8 is %f", floatpower(2.0, 8.0));
-// Result: 256.0
-```
-
-## Related Functions
-
-- [floatsqroot](floatsqroot): Kalkulahin ang square root ng isang floating point value.
-- [floatlog](floatlog): Kunin ang logarithm ng float value.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatround.md b/docs/translations/fil/scripting/functions/floatround.md
deleted file mode 100644
index 3d7167d88f8..00000000000
--- a/docs/translations/fil/scripting/functions/floatround.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: floatround
-description: I-round ang isang floating point number sa isang integer value.
-tags: ["math", "floating-point"]
----
-
-
-
-## Description
-
-I-round ang isang floating point number sa isang integer value.
-
-| Name | Description |
-| --------------------------------------- | ---------------------------- |
-| value | Ang value na i-round |
-| [mode](../resources/floatroundmodes) | Ang mga floatround mode na gagamitin. |
-
-## Returns
-
-Ang bilugan na halaga bilang isang integer.
-
-## Examples
-
-```c
-floatround(3.3, floatround_ceil);
-```
-
-## Related Functions
-
-- [float](float): I-convert ang isang integer sa isang float.
-- [floatstr](floatstr): I-convert ang isang string sa isang float.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/floatstr.md b/docs/translations/fil/scripting/functions/floatstr.md
deleted file mode 100644
index a38ae83e73d..00000000000
--- a/docs/translations/fil/scripting/functions/floatstr.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: floatstr
-description: Kino-convert ang isang string sa isang float.
-tags: ["string", "floating-point"]
----
-
-
-
-## Description
-
-Converts a string to a float.
-
-| Name | Description |
-| ------ | ----------------------------------- |
-| string | Ang string na i-convert sa isang float. |
-
-## Returns
-
-Ang hiniling na value ng float.
-
-## Examples
-
-```c
-new before[4] = "6.9"; // ISANG STRING na may hawak na FLOAT.
-SetPlayerPos(playerid, 0, 0, floatstr(before));
-```
-
-## Related Functions
-
-- [floatround](floatround): I-convert ang float sa isang integer (rounding).
-- [float](float): I-convert ang isang integer sa isang float.
\ No newline at end of file
diff --git a/docs/translations/fil/scripting/functions/setarg.md b/docs/translations/fil/scripting/functions/setarg.md
deleted file mode 100644
index da5c99be9b8..00000000000
--- a/docs/translations/fil/scripting/functions/setarg.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: setarg
-description: Magtakda ng argument na naipasa sa isang function.
-tags: []
----
-
-
-
-## Description
-
-Magtakda ng argument na naipasa sa isang function.
-
-| Name | Description |
-| ----- | ----------------------------------------------------------- |
-| arg | Ang numero ng pagkakasunud-sunod ng argument. Gamitin ang 0 para sa unang argument. |
-| index | Ang index (kung ang argument ay isang array). |
-| value | Ang halaga kung saan itatakda ang argument. |
-
-## Returns
-
-[edit]
-
-## Related Functions
-
-- [getarg](getarg): Kumuha ng argument mula sa isang variable na listahan ng argument.
-- [numargs](numargs): Ibalik ang bilang ng mga argument.
\ No newline at end of file
diff --git a/docs/translations/fr/client/ClientCommands.md b/docs/translations/fr/client/ClientCommands.md
deleted file mode 100644
index 1375b67ec31..00000000000
--- a/docs/translations/fr/client/ClientCommands.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: "Commandes client"
-descripion: Liste de toutes les commandes côté client.
----
-
-| Commande | Description |
-| -------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| /quit (/q) | Cette commande permet de fermer le jeu. |
-| /save | Lorsque vous tapez cette commande, votre position actuelle est enregistrée dans le fichier **savedpositions.txt** _(GTA San Andreas User Files\SAMP)_. |
-| /rs | /rs (Raw Save) est similaire à /save, à ceci près que cela n'enregistre que la position et l'angle de face du joueur dans le fichier **rawpositions.txt**. Aucune information supplémentaire, telle que la classe et les armes, n'est enregistrée. |
-| /interior | Cette commande vous indique, dans le chat, l'ID de l'intérieur dans lequel vous vous trouvez. |
-| /fpslimit | Cette commande permet de définir la limite de FPS en jeu _(entre 20 et 90)_. Plus la limite est élevée, plus le jeu sera fluide. **ATTENTION**: cela n'a aucun effet si le limiteur d'images est désactivé dans les options graphiques. |
-| /pagesize | /pagesize permet de choisir le nombre de lignes affichées dans le chat _(entre 10 et 20)_. Valeur par défaut : 10. |
-| /headmove | Cette commande active/désactive les mouvements de tête des autres joueurs pour soi. |
-| /timestamp | /timestamp affiche l'heure d'envoi du message à côté du message lui-même. L'heure qui s'affiche est celle de votre ordinateur, pas celle du serveur. |
-| /dl | Cette commande permet de voir / cacher le _debug label_ sur les véhicules qui indique : vehicleID, model, health, si le véhicule est pré-chargé, sa distance du joueur, s'il a une remorque, le nombre de siège(s) disponible, ses cordonnées actuelles et sa position de spawn. |
-| /nametagstatus | Quand le _nametagstatus_ est activé _(il l'est par défaut)_, vous verrez une icône sablier à côté du _nametag_ des autres joueurs quand : ils ont la fenêtre de jeu minimisée, ils ont mis le jeu en pause, leur jeu crash _(timeout)_ ou quand ils prennent un screen _(cela freeze le joueur 3 secondes)_. |
-| /mem | Affiche la quantité actuelle d'utilisation de la mémoire _(bien qu'il n'affiche généralement que 128 Mo)_. |
-| /audiomsg | Active / désactive le message envoyé lorsqu'une URL est diffusée en _audiostream_. |
-| /fontsize | Modifie la taille de la police de l'interface _(valeur entre -4 et 5)_. |
-| /ctd | Cette commande a été ajoutée en 0.3.7 RC2. Cela permet au client de déboguer la cible de la caméra du lecteur. |
-| /rcon | Cette commande est utilisée pour l'exécution de commandes RCON, qui est le système d'administration intégré _(v. [Remote Control](../server/ControllingServer#using-rcon)_). |
-| /hudscalefix | Corrige la taille du HUD selon la résolution d'écran. |
diff --git a/docs/translations/fr/client/CommonClientIssues.md b/docs/translations/fr/client/CommonClientIssues.md
deleted file mode 100644
index c14e256a5b4..00000000000
--- a/docs/translations/fr/client/CommonClientIssues.md
+++ /dev/null
@@ -1,89 +0,0 @@
----
-title: Erreurs récentes du client SA:MP
-description: Liste de toutes les erreurs possibles avec SA:MP / GTA:SA ainsi que leurs solutions.
----
-
-## Erreurs récentes du client SA:MP
-
-Le client SA:MP réserve parfois quelques surprises à ses utilisateurs, tantôt à raison d'un dysfonctionnement avec GTA:SA, tantôt à raison d'un problème avec le multijoueur lui-même.
-
-## Côté client
-
-### J'ai l'erreur "San Andreas cannot be found"
-
-San Andreas Multiplayer n'est **pas** un programme indépendant du solo de GTA San Andreas. C'est un multijoueur qui ajoute plusieurs fonctionnalités à GTA San Andreas, il faut donc que vous ayez GTA:SA sur votre ordinateur.
-
-Il faut également que votre jeu soit en version **EU/US v1.0**, les autres versions comme la v2.0 ou celle de Steam et Direct2Drive ne sont pas compatibles.
-[Cliquez ici pour télécharger le patch du _downgrade_ de GTA:SA en version 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-
-### Je ne vois aucun serveur sur le launcher
-
-Tout d'abord, assurez-vous de suivre le [guide prescrit](https://team.sa-mp.com/wiki/Getting_Started) par SA:MP. Si, en dépit du fait d'avoir suivi ce guide à la lettre, vous ne voyez toujours aucun serveur, vous devez autoriser SA:MP sur votre pare-feu.
-
-Aucun support ne peut être fourni relativement à votre pare-feu tant il y en a.
-
-Enfin, assurez-vous d'avoir la version la plus récente de SA:MP !
-
-### Le solo se charge au lieu du multijoueur
-
-:::warning
-
-Vous n'êtes pas censé voir les options solo _(nouveau jeu, sauvegardes, etc.)_ -.
-SA: MP devrait se charger tout seul et ne pas présenter ces options. Si vous voyez "nouveau jeu", c'est que le mode solo a été chargé, pas le mode multijoueur San Andreas.
-
-:::
-
-Le solo peut charger pour deux raisons :
-
-1. Vous avez installer SA:MP dans le mauvais fichier ou vous avez une mauvaise version de jeu. Cliquez [ici](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) pour télécharger le patch.
-
-2. Parfois, le menu du solo peut apparaître, alors même que SA:MP a été chargé correctement. Il suffit de sélectionner une option du menu et cliquez sur la touche echap pour revenir en arrière. Le problème devrait être réglé.
-
-
-### J'ai un "Unacceptable Nickname" en me connectant sur un serveur
-
-Assurez-vous de ne pas utiliser un caractère bloqué par SA:MP *(seulement les caractères 0-9, a-z, \[\], (), \$, @, ., \_ sont autorisés)* et que votre pseudo ne dépasse pas les 20 caractères.
-
-Cela peut également arriver lorsqu'un joueur avec le même pseudo que vous est déjà connecté sur le serveur _(cela peut arriver si vous vous reconnectez rapidement après un crash ou timeout)_.
-
-
-### J'ai "Connecting to IP:Port..." en boucle
-
-Le serveur est sans doute hors ligne, mais tentez quand même de désactiver votre pare-feu Windows. Si cette solution fonctionne, vous devriez reconfigurer votre pare-feu.
-
-Vérifiez également que vous avez SA:MP en 0.3DL ([télécharger la version 0.3DL](https://archive.org/download/sa-mp-0.3.dl)).
-
-### J'ai un jeu moddé et SA:MP ne charge plus
-
-À problème simple, solution simple : retirez vos mods.
-
-### GTA ne veut pas se lancer avec SA:MP
-
-Supprimez le fichier gta_sa.set _(Documents\GTA San Andreas User Files)_ et, si tel est le cas, retirez vos cheats/mods.
-
-### Mon jeu crash quand un véhicule explose
-
-Si vous avez deux écrans, 3 solutions s'offrent à vous :
-
-1. Désactivez votre second écran quand vous jouez à SA:MP.
-2. Mettez la qualité visuelle de votre jeu en low. (Esc > Options > Display Setup > Advanced)
-3. Renommez vitre fichier GTA San Andreas _(par exemple, en "GTA San Andreas2"). Cette solution fonctionne, si le problème revient il faudra renommer à nouveau votre fichier.
-
-### Ma souris ne marche plus après avoir quitté le menu echap
-
-Si votre souris semble être, totalement ou partiellement, figée alors qu'elle fonctionne dans le menu pause, vous devriez désactiver l'option _multicore_ [sa-mp.cfg](/web/20190421141207/https://wiki.sa-mp.com/wiki/Sa-mp.cfg "Sa-mp.cfg") (valeur à mettre : 0). Ou alors spammmez la touche ECHAP jusqu'à ce que votre souris refonctionne.
-
-### Le fichier dinput8.dll est manquant
-
-Il est possible que ce problème survienne quand DirectX n'est pas correctement installé ; il faut alors le réinstaller _(sans oublier de redémarrer son PC)_.
-
-Si le problème subsiste, rendez vous dans C:\\Windows\\System32 et copier/coller le fichier dinput.dll dans le dossier de votre GTA San Andreas. Cela devrait fonctionner.
-
-### Je ne peux pas voir le nametag des autres joueurs !
-
-D'abord, sachez que certains serveurs désactivent par défaut le nametag.
-
-Ensuite, ce problème arrive parfois sur des ordinateurs avec une carte graphique Intel HD intégrée _(pas très gaming tout ça ...)_.
-
-Ce problème n'appelle pas à une solution universelle et totalement fonctionnelle, de telle sorte qu'il conviendrait plutôt de changer d'ordinateur.
diff --git a/docs/translations/fr/client/CrashAddresses.md b/docs/translations/fr/client/CrashAddresses.md
deleted file mode 100644
index a30fb298f2d..00000000000
--- a/docs/translations/fr/client/CrashAddresses.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: Codes d'erreur
----
-
-Les tableaux ci-dessous recensent les erreurs du client SA:MP les plus récentes selon leur fréquence, leur code d'erreur et leur cause.
-
-| FRÉQUENCE | CODE D'ERREUR | CAUSE | SOLUTION |
-| --------- | ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Rare | 0x00000000 | SA:MP ne s'initialise pas. | Réinstallez le jeu et assurez-vous que le solo fonctionne. Si vous avez des mods, supprimez-les. |
-| Rare | 0x006E3D17 | Survient lorsqu'un joueur change de skin en étant dans un véhicule, ou en entrant/sortant d'un véhicule. | Assurez-vous que le joueur est à pied quand il change de skin. |
-| Rare | 0x0058370A | Difficile à retracer. Semble être lié au véhicule / caméra. Se produit lorsque le script téléporte un joueuur dans un véhicule qui n'est pas encore disponible et/ou spawn. | Attendez quelques centaines de ms avant de téléporter un joueur dans un véhicule nouvellement créé. Une autre solution serait potentiellement d'utiliser SetCameraBehindPlayer avant de le téléporter vers le véhicule. |
-| Rare | 0x0040F64C | Concerne Windows 7 / Vista. Problème avec la version de l'installation de SA:MP. | Fixé en 0.3d. Si cela arrive quand même, renommez votre dossier racine de GTA San Andreas. |
-| Rare | 0x0059F8B4 | Survient lorsque les objets SA:MP ne chargent pas. Arrive lorsque le fichier samp.ig est manquant. | Re-install the client. Try running the installer as Administrator if using Windows Vista / 7. |
-| Rare | 0x00746929 OR 0x0081214A | Mauvaise configuration des paramètres côté client. | Clic souris |
-| Fréquent | 0x007F0BF7 | Concerne les véhicules. Surivent quand un serveur met des _upgrades_ maladroitement sur un véhicule. Ou alors, il s'agit de véhicules moddés. | Regardez les sujets postés sur le forum open.MP relatifs à ce problème, résolution au cas par cas. |
-| Fréquent | 0x00544BC8 | Survient lorsqu'il y a trop d'objets chargés pour le client SA:MP _(ex: quand la limite d'objets est dépassée)_. | La solution la plus pragmatique est, pour le serveur, d'utiliser un streamer _(voir sur le forum les streamers postés)_. |
-| Fréquent | 0x00415D47 | Survient lorsqu'il y a trop d'objets texturés chargés pour le client SA:MP. | Ce type de problème est dur à régler. Il semblerait que ce soit lié à la collision de l'object. Essayez de retirer le groupe d'objets concerné, et faites les objets uns à uns jusqu'à trouver celui qui bug. |
-| Fréquent | 0x00536DF4 | Survient lorsqu'il y a trop d'objets texturés chargés pour le client SA:MP. | V. _supra_. |
-
-| MESSAGE | CAUSE | SOLUTION |
-| -------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------ |
-| Exception 0xC0000005 at 0x5E5815 | Cela concerne plusieurs hypothèses : animation en fonction de la surface sur laquelle se trouve le PED, juste après une fonction qui donne des armes, ... Peut-être aussi que ce qui s'est passé, c'est qu'un événement invoqué par le script s'est produit juste au moment où vous étiez en train d'entrer dans un véhicule. | - |
-| Exception 0x0000005 at 0x534134 | Problème avec les niveaux d'accès Windows | Démarrer SA:MP en mode administrateur. |
-| Exception 0xC0000005 at 0x544BC8 | Voir 0x00544BC8 | Voir 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | Voir 0x00544BC8 | Voir 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | Upgrade de véhicule invalide | [Voir ici](CommonIssues) |
diff --git a/docs/translations/fr/client/_.md b/docs/translations/fr/client/_.md
deleted file mode 100644
index 9d8bbfb764e..00000000000
--- a/docs/translations/fr/client/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Client
-description: Cette catégorie contient des informations sur les fonctionnalités et le support du client SA-MP.
----
-
-Cette catégorie contient des informations sur les fonctionnalités et le support du client SA-MP.
diff --git a/docs/translations/fr/client/sa-mp.cfg.md b/docs/translations/fr/client/sa-mp.cfg.md
deleted file mode 100644
index 20b29904320..00000000000
--- a/docs/translations/fr/client/sa-mp.cfg.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: sa-mp.cfg
-description: fichier de configuration du client SA-MP.
----
-
-## Description
-
-`sa-mp.cfg` est un fichier de configuration du client qui vous permet de modifier les paramètres liés à SA-MP. Ce fichier se trouve dans le dossier 'Mes documents\\Fichiers utilisateur de GTA San Andreas\\SAMP', sous votre compte utilisateur Windows. Ce fichier peut être édité avec un éditeur de texte tel que le bloc-notes.
-
-## Options
-
-| Option | Description |
-|---------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| **pagesize** | Permet aux joueurs de définir le nombre de lignes affichées dans la fenêtre de discussion. Il peut être réglé entre 10 et 20 lignes. La valeur par défaut est de 10 lignes. Cette option peut être définie en jeu en utilisant la commande /pagesize côté client. |
-| **fpslimit** | Permet aux joueurs de définir une limite spécifique de [FPS](http://en.wikipedia.org/wiki/Frame_rate "http://en.wikipedia.org/wiki/Frame_rate"), lorsque l'option de limitation des images par seconde est activée dans le menu GTA:SA. Les valeurs acceptées vont de 20 à 90. La valeur par défaut définie par SA-MP est de 50. Cette option peut être modifiée en jeu avec la commande /fpslimit côté client. |
-| **disableheadmove** | Cette option contrôle si les têtes des joueurs bougent dans la direction où ils regardent. 1 désactive les mouvements de tête, 0 les active. Cette option peut être basculée en jeu avec la commande /headmove côté client. |
-| **timestamp** | Permet aux joueurs d'afficher un horodatage local à côté des messages de discussion. 1 active les horodatages et 0 les désactive. Cela peut être basculé en jeu en utilisant la commande /timestamp côté client. |
-| **ime** | Contrôle si l'entrée de la fenêtre de discussion prend en charge l'édition de texte de la méthode de saisie et le changement de langue. 1 active IME, 0 le désactive. |
-| **multicore** | Basculez si le client SA-MP utilise plusieurs cœurs CPU lors de l'exécution. Par défaut, c'est 1 (UTILISE plusieurs cœurs CPU). Mettez à 0 si vous rencontrez des problèmes de souris. |
-| **directmode** | Permet aux joueurs rencontrant des problèmes d'affichage du texte de discussion d'utiliser le mode de rendu de texte direct-à -l'écran plus lent. 0 pour désactiver, 1 pour activer. |
-| **audiomsgoff** | Si cette option est définie sur 1, aucun message 'Audio Stream: \[URL\]' ne sera affiché dans la fenêtre de discussion lorsque le serveur diffuse un flux audio. Cette option peut être basculée en jeu en utilisant la commande /audiomsg côté client. |
-| **audioproxyoff** | Si cette option est définie sur 1, et qu'un serveur proxy est défini dans les options Internet de Windows, le proxy ne sera pas utilisé lors de la lecture de flux audio dans SA-MP. |
-| **nonametagstatus** | Si cette option est définie sur 0, les joueurs verront une icône de sablier à côté des étiquettes de nom des autres joueurs lorsqu'ils sont en pause. C'est activé (0) par défaut. Cette option peut être modifiée en jeu en utilisant la commande /nametagstatus côté client. |
-| **fontface** | Vous permet de changer la police de discussion, des boîtes de dialogue et du tableau des scores. _par exemple, fontface="Comic Sans MS"_. Non officiellement pris en charge et peut causer des problèmes. |
-| **fontweight** | Cette option permet de basculer si votre police de discussion est en gras ou non. **0 = GRAS (par défaut) et 1 = NORMAL.** |
diff --git a/docs/translations/fr/meta/Contributing.md b/docs/translations/fr/meta/Contributing.md
deleted file mode 100644
index 2ebe2809777..00000000000
--- a/docs/translations/fr/meta/Contributing.md
+++ /dev/null
@@ -1,151 +0,0 @@
----
-title: Contribuer au rayonnement de open.MP
-description: Contribuez, vous aussi, à améliorer la documentation fournie par open.MP et sa communauté.
----
-
-Cette documentation s'adresse à tous ceux qui veulent contribuer au wiki de [open.mp](https://open.mp). Il vous suffit d'avoir du temps et libr et un [GitHub](https://github.com), peu importe si vous maîtrisez cet outil ou non.
-
-Dans le cas où vous souhaitez vous voulez participer à la traduction du wiki, ouvrez un PR sur le fichier [`CODEOWNERS`](https://github.com/openmultiplayer/wiki/tree/master/CODEOWNERS) en ajoutant une ligne de la même façon que celles déjà écrites.
-
-## Modifier, ajouter du contenu
-### Ajouter du contenu via le navigateur
-
-En parcourant le [Github « docs »](https://github.com/openmultiplayer/web/tree/master/docs) de open.MP, vous aurez un bouton "Add file"
-
-
-
-Vous pourrez ainsi ajouter un fichier en Markdown.
-
-Le fichier créer _doit_ avoir l'extension `.md` et contenir du Markdown.
-
-Pour plus d'informations sur l'utilisation de Markdown, référez vous à [ce guide](https://guides.github.com/features/mastering-markdown/).
-
-Dès que vous avez terminé votre rédaction, cliquez sur _"Propose new file"_ et un _Pull Request_ s'enverra pour un review.
-
-### Git
-
-Si vous voulez utiliser git, il faut que vous cloniez le wiki :
-
-```sh
-git clone https://github.com/openmultiplayer/web/tree/master/docs.git
-```
-
-Ouvrez-le dans votre éditeur de texte. D'aucuns recommanderaient Visual Studio, qui semble être l'outil le plus apprécié des développeurs tant il est pratique :
-
-
-
-Cette extension peut être utile :
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) par David Anson - cette extension s'assure du bon format de votre Markdown. Elle prévient également les quelques erreurs sémantiques ou de forme. Tous les warnings ne sont pas utiles, mais ils sont des indices importants à ne pas négliger pour régler quelques difficultés.
-
-## Notes, astuces et convetions
-
-### Liens internes
-
-Il convient d'utiliser les chemins d'accès plutôt qu'un lien direct.
-
-- âŒ
-
- ```md
- [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` permet de remonter d'un répertoire. Si le fichier que vous modifiez est dans le dossier `functions` et que vous renvoyez à un lien dans le dossier `callbacks`, utilisez `../` pour retourner au dossier `scripting/` et vous pourrez alors regagner le dossier `callbacks/` et donc viser le fichier _(sans indiquer l'extension `.md`).
-
-### Images
-
-Les images vont dans un sous-répertoire à l'intérieur de `/static /images`. Quand vous insérez une image avec un `! [] ()`, utilisez simplement `/images/` comme chemin de base _(pas besoin de `static`)_.
-
-En cas de doute, lisez une autre page qui utilise des images et copiez la méthode.
-
-### Metadonnées
-
-La première chose à faire dans _chaque_ document, c'est d'insérer les métadonnées :
-
-```mdx
----
-title: Ma documentation
-description: Documentation sur les burgers !
----
-```
-
-Chaque page doit contenir un titre et une description.
-
-[Liste entière des métadonnées](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### Titres
-
-Ne créez pas de titres type `` avec un `#` comme cela se fait automatiquement. Le premier titre doit _toujours_ être : `##`.
-
-- âŒ
-
- ```md
- # Mon titre
-
- Nous traiterons aujourd'hui de ...
-
- # Ma section
- ```
-
-- ✔
-
- ```md
- Nous traiterons aujourd'hui de ...
-
- ## Ma section
- ```
-
-### Utilisez les balises `Code` pour les référenecs techniques.
-
-Quand vous écrivez un paragraphe contenant des noms de fonction, des numéros, des expressions ou une notion de programmation, entourez la notion de \`guillemets obliques\`.
-
-- âŒ
-
- > La fonction fopen [...] un tag type File: [...]
-
-- ✔
-
- > La fonction `fopen` [...] un tag type `File:` [...]
-
-Dans l'exemple ci-dessus, `fopen` est un nom de fonction, donc il convient de l'entourer avec des guillemets obliques pour la distinguer des autres mots du langage courant.
-
-### Tables
-
-La structure de la table répond à des règles précises lorsque vous lui mettez des entêtes :
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------ |
- | HP | État du véhicule |
- | 650 | Bon état |
- | 650-550 | Fumée blanche |
- | 550-390 | Fumée grise |
- | 390-250 | Fumée noire |
- | < 250 | En feu (explosion imminente) |
- ```
-
-- ✔
-
- ```md
- | HP | État du véhicule |
- | ------- | ------------------------------------ |
- | 650 | Bon état |
- | 650-550 | Fumée blanche |
- | 550-390 | Fumée grise |
- | 390-250 | Fumée noire |
- | < 250 | En feu (explosion imminente) |
- ```
-
-## Licence d'agrément
-
-Le projet open.MP dispose, pour ses collaborateurs, d'une [licence d'agrément](https://cla-assistant.io/openmultiplayer/homepage).
-
-Cela signifie simplement que vous acceptez de nous laisser utiliser votre travail et de le placer sous une licence open source. Lorsque vous ouvrez une Pull Request pour la première fois, le bot CLA-Assistant publiera un lien où vous pourrez signer l'accord.
diff --git a/docs/translations/fr/scripting/AddCharModel.md b/docs/translations/fr/scripting/AddCharModel.md
deleted file mode 100644
index 35a65d228e8..00000000000
--- a/docs/translations/fr/scripting/AddCharModel.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddCharModel
-description: Ajoute un nouveau skin de joueur à télécharger
-tags: []
----
-
-
-
-## Description
-
-Ajoute un nouveau skin de joueur à télécharger. The fichier modèle va être sauvegardé dans le dossier Documents\GTA San Andreas User Files\SAMP\cache du joueur, dans un dossier contenant l'IP et le port du serveur, et avec un nom de fichier correspondant au CRC du fichier.
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------------------------------------------------- |
-| baseid | L'ID de base du skin à utiliser (Utilisé pour récupérer le skin et le comportement du personnage si le téléchargement vient à echouer). |
-| newid | Le nouvel ID de skin, de 20000 Ã 30000 (10000 slots) Ã utiliser dans SetPlayerSkin |
-| dffname | Nom du fichier .dff de collision, situé dans le dossier models par défaut (peut être modifié avec le paramètre artpath de server.cfg). |
-| txdname | Nom du fichier .tdx de texture, situé dans le dossier models par défaut (peut être modifié avec le paramètre artpath de server.cfg). |
-
-## Retourne
-
-1: La fonction s'est correctement exécutée.
-
-0: L'exécution ne s'est pas correctement déroulé.
-
-## Exemples
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Notes
-
-:::tip
-
-Le paramètre useartwork doit être activé dans les paramètres du serveur pour que cette fonction soit utilisable
-
-:::
-
-:::warning
-
-Il n'y a actuellement aucune restriction sur le moment où cette fonction est appelée, prenez donc en compte qu'il est possible, si vous appelez cette fonction en dehors de OnFilterScriptInit/OnGameModeInit, les modèles de personnages ne soit pas téléchargés chez le joueur.
-
-:::
-
-## Fonction connexes
-
-- [SetPlayerSkin](SetPlayerSkin): Applique un skin au joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnActorStreamIn.md b/docs/translations/fr/scripting/Callbacks/OnActorStreamIn.md
deleted file mode 100644
index 0edc0ce3484..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamIn
-description: Cette fonction est appelée quand un actor est chargé (devient visible) pour un joueur.
-tags: [actors, actorstream, forplayerid, actorid]
----
-
-
-
-## Paramètres
-
-Cette fonction est appelée quand un actor est chargé _(devient visible)_ pour un joueur.
-
-| Nom | Description |
-| ----------- | ------------------------------------------- |
-| `int` actorid | ID de l'actor chargé par le joueur |
-| `int` forplayerid | ID du joueur qui charge l'actor (`actorid`) |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "L'acteur %d est maintenant stream par vous.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnActorStreamOut.md b/docs/translations/fr/scripting/Callbacks/OnActorStreamOut.md
deleted file mode 100644
index d30d8d4a838..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamOut
-description: Cette fonction est appelée quand un actor est déchargé (n'est plus visible) pour un joueur.
-tags: [actors, actorstream, forplayerid, actorid]
----
-
-
-
-## Description
-
-Cette fonction est appelée quand un actor est déchargé _(n'est plus visible)_ pour un joueur.
-
-| Nom | Description |
-| ----------- | -------------------------------------------- |
-| `int` actorid | ID de l'actor déchargé par le joueur |
-| `int` forplayerid | ID du joueur a déchargé l'actor (`actorid`) |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "L'acteur %d n'est plus stream par vous.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnClientCheckResponse.md b/docs/translations/fr/scripting/Callbacks/OnClientCheckResponse.md
deleted file mode 100644
index 9075033b06c..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnClientCheckResponse.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnClientCheckResponse
-description: Ce rappel est appelé lorsque la demande SendClientCheck est terminée
-tags: []
----
-
-## Description
-
-Ce rappel est appelé lorsque la demande SendClientCheck est terminée.
-
-| Nom | Description |
-| -------------| --------------------------------- |
-| playerid | L'ID du joueur vérifié. |
-| actionid | Le type de vérification effectuée.|
-| memaddr | L'adresse demandée. |
-| retndata | Le résultat de la vérification. |
-
-## Retours
-
-Il est toujours appelé en premier dans les filtrescripts.
-
-## Exemples
-
-```c
-public OnPlayerConnect(playerid)
-{
- SendClientCheck(playerid, 0x48, 0, 0, 2);
- return 1;
-}
-
-public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
-{
- if(actionid == 0x48) // ou 72
- {
- print("AVERTISSEMENT : Le joueur ne semble pas utiliser un ordinateur régulier !");
- Kick(playerid);
- }
- return 1;
-}
-```
-## Remarques
-
-:::warning
-
-**Serveur SA:MP**: Ce rappel est uniquement appelé lorsqu'il est dans un filterscript..
-
-**Serveur Open Multiplayer**: Ce rappel fonctionne normalement dans un gamemode / filterscript.
-
-:::
-
-## Fonctions Relatives
-
-La fonction suivante peut être utile, car elle est liée à ce rappel d'une manière ou d'une autre.
-
-- [SendClientCheck](../functions/SendClientCheck): Effectue une vérification de mémoire sur le client.
diff --git a/docs/translations/fr/scripting/Callbacks/OnClientMessage.md b/docs/translations/fr/scripting/Callbacks/OnClientMessage.md
deleted file mode 100644
index 9040efb1916..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnClientMessage
-description: Cette callback est appelée chaque fois qu'un NPC voit un ClientMessage.
-tags: [NPC, ClientMessage, SendClientMessageToAll, ]
----
-
-## Paramètres
-
-Cette callback est appelée chaque fois qu'un NPC voit un ClientMessage. Ce sera le cas à chaque fois qu’une fonction SendClientMessageToAll est utilisée et à chaque fois qu’une fonction SendClientMessage est envoyée vers le NPC. Cette callback ne sera pas appelée quand un joueur dit quelque chose (voir NPC:OnPlayerText pour une version avec les joueurs).
-
-| Nom | Description |
-| ------ | ------------------------------- |
-| `int` color | Couleur du ClientMessage. |
-| `string` text[] | Le message. |
-
-## Valeur de retour
-
-Aucun return.
-
-## Exemple
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Solde bancaire : $0")Â != -1)
- {
- SendClientMessage(playerid, -1, "Je suis pauvre :(");
- }
-}
-```
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnDialogResponse.md b/docs/translations/fr/scripting/Callbacks/OnDialogResponse.md
deleted file mode 100644
index 88269389bf1..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,74 +0,0 @@
----
-title: OnDialogResponse
-description: Cette callback est appelée lorsqu'un joueur lorsqu'un joueur répond à une boîte de dialogue affichée à l'aide de ShowPlayerDialog en cliquant sur un bouton, en appuyant sur ENTRÉE / ÉCHAP ou en double-cliquant sur un élément de liste (si vous utilisez un `DIALOG_STYLE_LIST`).
-tags: [Dialog, DIALOG_STYLE_LIST, OnDialogReponse, listitem, dialogid]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur lorsqu'un joueur répond à une boîte de dialogue affichée à l'aide de ShowPlayerDialog en cliquant sur un bouton, en appuyant sur ENTRÉE / ÉCHAP ou en double-cliquant sur un élément de liste (si vous utilisez un `DIALOG_STYLE_LIST`).
-
-| Nom | Description |
-| -------------------- | ----------------------------------------------------------------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui a répondu au dialog |
-| `int` dialogid | ID du dialog auquel le joueur répond, assigné dans ShowPlayerDialog |
-| `int` response | 1 pour le bouton de gauche, 0 pour celui de droite (s'il n'y a qu'un bouton apparent = toujours 1) |
-| `int` listitem | ID de l'item sélectionné par le joueur _(commence à 0, seulement dans les `DIALOG_STYLE_LIST`, pour le reste c'est -1) |
-| `string` inputtext[] | Texte inséré dans la boîte de saisie par le joueur, ou le texte de l'élément de l'item sélectionné |
-
-## Valeur de retour
-
-Return 1 à la fin de chaque boîte de dialogue manipulée.
-En revanche, return 0 Ã la fin de la callback.
-
-## Exemple
-
-```c
-// Dans un premier temps, définir l'ID du dialog concerné.
-#define DIALOG_REGLES 1
-
-// À mettre à la suite d'une commande, par exemple. Dans notre cas, il s'agit d'un style de dialog MSGBOX (n'affiche qu'un message).
-ShowPlayerDialog(playerid, DIALOG_REGLES, DIALOG_STYLE_MSGBOX, "Serveur / Règlement", "- Pas de cheat\n- Pas de spam\n- Respect d'autrui\n\nAcceptez-vous ces règles ?", "Oui", "Non !");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_REGLES)
- {
- if (response) // Si le joueur a cliqué sur "Oui"
- {
- SendClientMessage(playerid, COLOR_GREEN, "Merci d'avoir accepté les règles du serveur ! :)");
- }
- else // Si le joueur a fait ECHAP ou a cliqué sur "Non !"
- {
- Kick(playerid);
- }
- return 1; // Nous avons manipulé un dialog, donc return 1. Tout comme dans OnPlayerCommandText.
- }
-
- return 0; // Vous DEVEZ faire un return 0! Comme dans OnPlayerCommandText.
-}
-```
-
-## Notes
-
-:::tip
-
-Les paramètres peuvent changer selon le style de dialog ([voir plus de styles de dialog](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-Il est important d'avoir plusieurs dialogids, surtout si vous en faites plusieurs.
-
-:::
-
-:::warning
-
-Le dialog ouvert par un joueur ne se cache pas quand le serveur redémarre, le serveur va afficher "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" si un joueur répond à ce dialog après le redémarrage.
-
-:::
-
-## Fonctions connexes
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): affiche le Dialog à un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnEnterExitModShop.md b/docs/translations/fr/scripting/Callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 9d5e02d9336..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnEnterExitModShop
-description: Cette callback est appelée quand un joueur entre / sort d'un modshop.
-tags: [modshop, vehicle, véhicule, enterexit, interiorid, interior, intérieur]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur entre / sort d'un modshop.
-
-| Nom | Description |
-| ---------------- | ----------------------------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui entre / sort du modshop |
-| `int` enterexit | 1 si le joueur entre, 0 si le joueur sort |
-| `int` interiorid | ID de l'intérieur du modshop dans lequel le joueur est entré _(0 si le joueur sort) |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // Si enterexit = 0, cela veut dire que les joueurs sortent
- {
- SendClientMessage(playerid, COLOR_WHITE, "Superbe voiture! Vous payez une redevance de 100$.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Bug(s) connus : Les joueurs entrent en collision lorsqu'ils entrent dans le même magasin de mods
-
-:::
-
-## Fonctions connexes
-
-- [AddVehicleComponent](../functions/AddVehicleComponent.md): Ajoute un composant à un véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnFilterScriptExit.md b/docs/translations/fr/scripting/Callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 7924555cfa0..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnFilterScriptExit
-description: Cette callback est appelée lorsqu'un filterscript a été déchargé.
-tags: [filterscripts, déchargé, unloaded, unload]
----
-
-## Description
-
-Cette callback est appelée lorsqu'un filterscript a été déchargé. Elle n'est appelée que dans le filterscript qui est déchargé.
-
-## Exemple
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" Filterscript déchargé ");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Callback connnexe
-
-- [OnFilterScriptInit](OnFilterScriptInit) : chargement d'un filterscript
diff --git a/docs/translations/fr/scripting/Callbacks/OnFilterScriptInit.md b/docs/translations/fr/scripting/Callbacks/OnFilterScriptInit.md
deleted file mode 100644
index fdbc62393fc..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnFilterScriptInit
-description: Cette callback est appelée quand un filterscript est chargé.
-tags: [filterscript, load, chargé, loaded]
----
-
-## Description
-
-Cette callback est appelée quand un filterscript est chargé. Elle n'est appelée que dans le filterscript qui a été chargé.
-
-## Exemple
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("Filterscript chargé. ");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Callback connexe
-- [OnFilterScriptExit](OnFilterScriptExit) : déchargement d'un filterscript
-
diff --git a/docs/translations/fr/scripting/Callbacks/OnGameModeExit.md b/docs/translations/fr/scripting/Callbacks/OnGameModeExit.md
deleted file mode 100644
index 2b4b17fa90f..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnGameModeExit
-description: Cette callback est appelée quand le gamemode s'éteint.
-tags: [gamemode, éteint, exit, ended]
----
-
-## Description
-
-Cette callback est appelée quand le gamemode s'éteint.
-
-## Exemple
-
-```c
-public OnGameModeExit()
-{
- print("Gamemode éteint.");
- return 1;
-}
-```
-
-## Astuce
-
-:::tip
-
-Cette fonction peut également être utilisée dans un filterscript pour détecter si le gamemode change avec les commandes RCON comme changemode ou gmx, car le changement de gamemode ne recharge pas un filterscript. Lorsque vous utilisez OnGameModeExit en conjonction avec la commande de console 'rcon gmx', gardez à l'esprit qu'il y a un risque que des bugs se produisent, par exemple avec les callbacks RemoveBuildingForPlayer excessifs pendant OnGameModeInit qui pourraient faire crash le joueur. Cette callback ne sera PAS appelée si le serveur crash ou si le processus est fermé par d'autres moyens, par exemple en appuyant sur le bouton de fermeture de la console Windows.
-
-:::
-
-## Callback connexe
-
-- [OnGameModeInit](OnGameModeInit) : callback appelée quand le gamemode démarre
diff --git a/docs/translations/fr/scripting/Callbacks/OnGameModeInit.md b/docs/translations/fr/scripting/Callbacks/OnGameModeInit.md
deleted file mode 100644
index 8ae7d527fc1..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnGameModeInit
-description: Cette callback est appelée quand le gamemode démarre.
-tags: [gamemode, démarré, loaded, started, chargé]
----
-
-## Paramètres
-
-Cette callback est appelée quand le gamemode démarre.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- print("Gamemode démarré !");
- return 1;
-}
-```
-
-## Astuce
-
-:::tip
-
-Cette fonction peut aussi être utilisée dans un filterscript pour détecter si le gamemode a changé avec des commandes RCON comme changemode ou gmx, puisque changer de gamemode ne recharge pas les filterscripts.
-
-:::
-
-## Callback connexe
-
-- [OnGameModeExit](OnGameModeExit) : callback appelée quand le gamemode s'éteint
diff --git a/docs/translations/fr/scripting/Callbacks/OnIncomingConnection.md b/docs/translations/fr/scripting/Callbacks/OnIncomingConnection.md
deleted file mode 100644
index 0b1182f56a3..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: OnIncomingConnection
-description: Cette callback est appelée quand une adresse IP tente de se connecter au serveur.
-tags: [IP, connexion, joueur]
----
-
-## Paramètres
-
-Cette callback est appelée quand une adresse IP tente de se connecter au serveur. Pour bloquer une connexion, utilisez BlockIpAddress
-
-| Nom | Description |
-| --------------------- | -------------------------------------------------- |
-| `int` playerid | ID du joueur qui tente de se connecter |
-| `string` ip_address[] | Adresse IP qui tente de se connecter |
-| `int` port | Port de la connexion tentée |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("Tentative de connexion du joueur ID %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Fonctions connexes
-
-- [BlockIpAddress](../functions/BlockIpAddress): bloque les tentatives de connexion d'une adresse IP pour un temps déterminé
-- [UnBlockIpAddress](../functions/UnBlockIpAddress): débloque une adresse IP préalablement bloquée
diff --git a/docs/translations/fr/scripting/Callbacks/OnNPCConnect.md b/docs/translations/fr/scripting/Callbacks/OnNPCConnect.md
deleted file mode 100644
index c767e969352..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnNPCConnect.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnNPCConnect
-description: Ce rappel est appelé lorsqu'un PNJ se connecte avec succès au serveur.
-tags: ["npc"]
----
-
-## Description
-
-Ce rappel est appelé lorsqu'un PNJ se connecte avec succès au serveur.
-
-| Nom | Description |
-| ------------ | --------------------------------------------------- |
-| myplayerid | L'ID du joueur attribué au PNJ |
-
-## Exemples
-
-```c
-public OnNPCConnect(myplayerid)
-{
- printf("J'ai réussi à me connecter au serveur avec l'ID %i !", myplayerid);
-}
-
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnNPCDisconnect](OnNPCDisconnect): Ce rappel est appelé lorsque le PNJ est déconnecté du serveur.
-- [OnPlayerConnect](OnPlayerConnect): Ce rappel est appelé lorsqu'un joueur se connecte au serveur.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ce rappel est appelé lorsqu'un joueur quitte le serveur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnNPCDisconnect.md b/docs/translations/fr/scripting/Callbacks/OnNPCDisconnect.md
deleted file mode 100644
index 3ddad684347..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnNPCDisconnect.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCDisconnect
-description: Ce rappel est appelé lorsque le PNJ est déconnecté du serveur.
-tags: ["npc"]
----
-
-## Description
-
-Ce rappel est appelé lorsque le PNJ est déconnecté du serveur.
-
-| Nom | Description |
-| ------------ | -------------------------------------------------------- |
-| reason[] | La raison pour laquelle le bot s'est déconnecté du serveur |
-
-## Exemples
-
-```c
-public OnNPCDisconnect(reason[])
-{
- printf("Déconnecté du serveur. %s", reason);
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnNPCConnect](OnNPCConnect): Ce rappel est appelé lorsque le PNJ se connecte avec succès au serveur.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ce rappel est appelé lorsqu'un joueur quitte le serveur.
-- [OnPlayerConnect](OnPlayerConnect): Ce rappel est appelé lorsqu'un joueur se connecte au serveur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnNPCEnterVehicle.md b/docs/translations/fr/scripting/Callbacks/OnNPCEnterVehicle.md
deleted file mode 100644
index 2f373bf3537..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnNPCEnterVehicle.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCEnterVehicle
-description: Ce rappel est appelé lorsqu'un PNJ entre dans un véhicule.
-tags: ["npc"]
----
-
-## Description
-
-Ce rappel est appelé lorsqu'un PNJ entre dans un véhicule.
-
-| Nom | Description |
-| ------------ | ------------------------------------------------------- |
-| vehicleid | L'ID du véhicule dans lequel le PNJ entre |
-| seatid | L'ID de siège que le PNJ utilise |
-
-## Exemples
-
-```c
-public OnNPCEnterVehicle(vehicleid, seatid)
-{
- printf("OnNPCEnterVehicle ID: %d Siège: %d", vehicleid, seatid);
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnNPCExitVehicle](OnNPCExitVehicle): Ce rappel est appelé lorsqu'un PNJ quitte un véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnNPCExitVehicle.md b/docs/translations/fr/scripting/Callbacks/OnNPCExitVehicle.md
deleted file mode 100644
index 7eb39498ae0..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnNPCExitVehicle.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnNPCExitVehicle
-description: Ce rappel est appelé lorsqu'un PNJ quitte un véhicule.
-tags: ["npc"]
----
-
-## Description
-
-Ce rappel est appelé lorsqu'un PNJ quitte un véhicule.
-
-## Exemples
-
-```c
-public OnNPCExitVehicle()
-{
- print("Le PNJ a quitté le véhicule");
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnNPCEnterVehicle](OnNPCEnterVehicle): Ce rappel est appelé lorsqu'un PNJ entre dans un véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnNPCModeInit.md b/docs/translations/fr/scripting/Callbacks/OnNPCModeInit.md
deleted file mode 100644
index 2f4f3b5dbf8..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnNPCModeInit.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnNPCModeInit
-description: Ce rappel est appelé lorsque le script d'un PNJ est chargé.
-tags: ["npc"]
----
-
-## Description
-
-Ce rappel est appelé lorsque le script d'un PNJ est chargé.
-
-## Exemples
-
-```c
-public OnNPCModeInit()
-{
- print("Le script du PNJ a été chargé.");
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnNPCModeExit](OnNPCModeExit): Ce rappel est appelé lorsque le script d'un PNJ est déchargé.
diff --git a/docs/translations/fr/scripting/Callbacks/OnNPCSpawn.md b/docs/translations/fr/scripting/Callbacks/OnNPCSpawn.md
deleted file mode 100644
index 5d8dca151f4..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnNPCSpawn.md
+++ /dev/null
@@ -1,20 +0,0 @@
----
-title: OnNPCSpawn
-description: Ce rappel est appelé lorsqu'un PNJ apparaît.
-tags: ["npc"]
----
-
-## Description
-
-Ce rappel est appelé lorsqu'un PNJ apparaît.
-
-## Exemples
-
-```c
-public OnNPCSpawn()
-{
- print("PNJ apparu");
- SendChat("Bonjour tout le monde. Je suis un bot.");
- return 1;
-}
-```
diff --git a/docs/translations/fr/scripting/Callbacks/OnObjectMoved.md b/docs/translations/fr/scripting/Callbacks/OnObjectMoved.md
deleted file mode 100644
index 69de8fa1d8c..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnObjectMoved
-description: Cette callback est appelée quand un objet s'est arrêté de bouger après un MoveObject
-tags: [OnObjectMoved, SetObjectPos, objectid, object, objet, mouvement, moved, IsObjectMoving, MoveObject]
----
-
-## Paramètres
-
-Cette callback est appelée quand un objet s'est arrêté de bouger après un MoveObject.
-
-| Nom | Description |
-| -------------- | ------------------------------------------ |
-| `int` objectid | ID de l'objet qui était en mouvement |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("L'objet %d a fini son mouvement.", objectid);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-SetObjectPos ne fonctionne pas dans cette callback. Il faut recréer l'objet pour éviter ce problème.
-
-:::
-
-## Fonctions connexes
-
-- [MoveObject](../functions/MoveObject): Déplace un objet.
-- [MovePlayerObject](../functions/MovePlayerObject): Déplace l'objet d'un joueur.
-- [IsObjectMoving](../functions/IsObjectMoving): Vérifie si l'objet se déplace.
-- [StopObject](../functions/StopObject): Arrête le mouvement d'un objet.
-
-## Callback connexe
-
-- [OnPlayerObjectMoved](OnPlayerObjectMoved): Callback appelée lorsque l'objet d'un joueur arrête de bouger.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPickupStreamIn.md b/docs/translations/fr/scripting/Callbacks/OnPickupStreamIn.md
deleted file mode 100644
index 8c8bac5d476..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPickupStreamIn.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnPickupStreamIn
-description: Ce rappel est appelé lorsqu'un objet à récupérer entre dans la portée visuelle d'un joueur.
-tags: ["player"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsqu'un objet à récupérer entre dans la portée visuelle d'un joueur.
-
-| Nom | Description |
-|-----------|-----------------------------------------------------------------------------|
-| pickupid | L'ID de l'objet à récupérer, retourné par [CreatePickup](../functions/CreatePickup) |
-| playerid | L'ID du joueur pour lequel l'objet à récupérer entre dans la portée visuelle. |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-new g_PickupHealth;
-
-public OnGameModeInit()
-{
- g_PickupHealth = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPickupStreamIn(pickupid, playerid)
-{
- if (pickupid == g_PickupHealth)
- {
- printf("g_PickupHealth est diffusé en continu pour l'ID du joueur %d", playerid);
- }
- return 1;
-}
-
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerPickUpPickup](OnPlayerPickUpPickup): Appelé lorsqu'un joueur ramasse un objet à récupérer.
-- [OnPickupStreamOut](OnPickupStreamOut): Appelé lorsqu'un objet à récupérer quitte la portée visuelle d'un joueur.
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [CreatePickup](../functions/CreatePickup): Crée un objet à récupérer.
-- [DestroyPickup](../functions/DestroyPickup): Détruit un objet à récupérer.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPickupStreamOut.md b/docs/translations/fr/scripting/Callbacks/OnPickupStreamOut.md
deleted file mode 100644
index ce3baaa0772..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPickupStreamOut.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPickupStreamOut
-description: Ce rappel est appelé lorsqu'un objet à récupérer quitte la portée visuelle d'un joueur.
-tags: ["player"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsqu'un objet à récupérer quitte la portée visuelle d'un joueur.
-
-| Nom | Description |
-|-----------|-----------------------------------------------------------------------------|
-| pickupid | L'ID de l'objet à récupérer, retourné par [CreatePickup](../functions/CreatePickup) |
-| playerid | L'ID du joueur pour lequel l'objet à récupérer quitte la portée visuelle. |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-new g_PickupHealth;
-
-public OnGameModeInit()
-{
- g_PickupHealth = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPickupStreamOut(pickupid, playerid)
-{
- if (pickupid == g_PickupHealth)
- {
- printf("g_PickupHealth est diffusé hors pour l'ID du joueur %d", playerid);
- }
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerPickUpPickup](OnPlayerPickUpPickup): Appelé lorsqu'un joueur ramasse un objet à récupérer.
-- [OnPickupStreamIn](OnPickupStreamIn): Appelé lorsqu'un objet à récupérer entre dans la portée visuelle d'un joueur.
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [CreatePickup](../functions/CreatePickup): Crée un objet à récupérer.
-- [DestroyPickup](../functions/DestroyPickup): Détruit un objet à récupérer.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerClickGangZone.md b/docs/translations/fr/scripting/Callbacks/OnPlayerClickGangZone.md
deleted file mode 100644
index 38a1b98cd86..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerClickGangZone.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerClickGangZone
-description: Ce rappel est appelé lorsqu'un joueur clique sur une zone de gang sur la carte du menu de pause (en cliquant avec le bouton droit).
-tags: ["player", "gangzone"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsqu'un joueur clique sur une zone de gang sur la carte du menu de pause (en cliquant avec le bouton droit).
-
-| Nom | Description |
-| --------- | ----------------------------------------------------------------------------- |
-| playerid | L'ID du joueur qui a cliqué sur une zone de gang |
-| zoneid | L'ID de la zone de gang sur laquelle le joueur a cliqué |
-
-## Retours
-
-Ce rappel ne gère pas les retours.
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-public OnPlayerClickGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Vous avez cliqué sur la zone de gang %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [GangZoneCreate](../functions/GangZoneCreate): Créer une zone de gang (zone radar colorée).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Détruire une zone de gang.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerClickMap.md b/docs/translations/fr/scripting/Callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 041f7192828..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerClickMap
-description: OnPlayerClickMap est appelé quand un joueur place un point (clic droit) sur la map dans le menu pause.
-tags: [player, ClickMap, Map, target, waypoint]
----
-
-## Paramètres
-
-OnPlayerClickMap est appelé quand un joueur place un point (clic droit) sur la map dans le menu pause.
-
-| Nom | Description |
-| ---------------- | ----------------------------------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui place le point sur la carte |
-| `float` Float:fX | Cordonnées X du point placé sur la carte par `playerid` |
-| `float` Float:fY | Coordonnées Y du point placé sur la carte par `playerid` |
-| `float` Float:fZ | Coordonnées Z du point placé sur la carte par `playerid` (imprécis - v. infra, "Astuces") |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- SendClientMessage(playerid, -1, "Vous avez été téléporté (Risque d'imprécision).");
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Cette callback n'est appelée que quand le joueur place un point sur la carte, pas nécessairement quand il a fait un clic droit.
-
-Le `float` Z retournera une valeur de 0 (invalide) si le point du joueur est trop loin sur la carte du joueur lui-même. Utilisez le plugin MapAndreas ou ColAndreas pour résorber cette difficulté.
-
-:::
-
-## Callbacks connexes
-
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Quand un joueur double-clique sur le pseudo d'un autre dans la tablist.
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Quand un joueur clique sur un textdraw.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerClickPlayer.md b/docs/translations/fr/scripting/Callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index f20ec657c6e..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Callback appelée quand un joueur double-clique sur le pseudo d'un joueur dans la tablist.
-tags: [player, clickplayer, clickedplayerid, source]
----
-
-## Paramètres
-
-Callback appelée quand un joueur double-clique sur le pseudo d'un joueur dans la tablist.
-
-| Nom | Description |
-| --------------------- | ---------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui double-clique sur un pseudo dans la tablist |
-| `int` clickedplayerid | ID du joueur sélectionn |
-| `int` source | Source du clic du joueur |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "Vous avez sélectionné le joueur %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Il n'y a qu'une seule 'source' de clic (0 - CLICK_SOURCE_SCOREBOARD).
-
-:::
-
-## Callbacks connexes
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Quand un joueur clique sur un textdraw.
-- [OnPlayerClickMap](OnPlayerClickMap): Quand un joueur place un point sur la map avec le clic droit.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/fr/scripting/Callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index 978f457330e..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,84 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: Cette callback est appelée quand un joueur clique sur un player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur clique sur un player-textdraw. Mais elle ne l'est pas quand le joueur quitte le textdraw sélectionné (ECHAP) - mais [OnPlayerClickTextDraw](OnPlayerClickTextDraw) l'est.
-
-| Nom | Description |
-| ------------------ | ---------------------------------------------------------- |
-| `int` playerid | ID du joueur qui a sélectionné le textdraw |
-| `int` playertextid | ID du player-textdraw qui a été sélectionné par `playerid` |
-
-## Valeur de retour
-
-La callback est toujours appelée en premier dans les filterscripts, donc return 1, faute de quoi les autres scripts ne pourront pas communiquer avec cette callback.
-
-## Exemple
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Création du TextDraw
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "TextDraw");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid],0);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid],0x000000ff);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], 0xffffffff);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // Le rendre sélectionnable
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], 1);
-
- // Le montrer au joueur
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if (playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Vous avez cliqué sur un textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Astuces
-
-:::warning
-
-Quand un joueur quitte le textdraw sélectionné avec ECHAP, OnPlayerClickTextDraw est appelé avec le textdraw ID `INVALID_TEXT_DRAW`. OnPlayerClickPlayerTextDraw ne sera pas appelé.
-
-:::
-
-## Fonctions connexes
-
-- [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable): Rend un player-textdraw sélectionnable par un joueur.
-
-## Callbacks connexes
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Quand un joueur clique sur un textdraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Quand un joueur clique sur un autre.
-- [OnPlayerClickMap](OnPlayerClickMap): Quand un joueur place un point sur la map avec le clic droit.
-
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerClickTextDraw.md b/docs/translations/fr/scripting/Callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index 64b712f54e2..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: Cette callback est appelée quand un joueur clique sur un textdraw ou le quitte avec la touche ECHAP.
-tags: ["player", "textdraw"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur clique sur un textdraw ou le quitte avec la touche ECHAP.
-
-| Nom | Description |
-| --------------- | ---------------------------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui clique sur le textdraw. |
-| `int`clickedid | ID du textdraw cliqué. INVALID_TEXT_DRAW si le textdraw est quitté. |
-
-## Valeur de retour
-
-La callback est toujours appelée en premier dans les filterscripts, donc return 1, faute de quoi les autres scripts ne pourront pas communiquer avec cette callback.
-
-## Exemple
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "TextDraw");
- TextDrawTextSize(gTextDraw,60.000000, 20.000000);
- TextDrawAlignment(gTextDraw,0);
- TextDrawBackgroundColor(gTextDraw,0x000000ff);
- TextDrawFont(gTextDraw,1);
- TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
- TextDrawColor(gTextDraw,0xffffffff);
- TextDrawSetProportional(gTextDraw,1);
- TextDrawSetShadow(gTextDraw,1);
- TextDrawSetSelectable(gTextDraw, 1);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if (clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Vous avez cliqué sur le textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Astuces
-
-:::warning
-
-La zone cliquable est définie par TextDrawTextSize. Les paramètres x et y ne doivent pas retourner une valeur de 0 ou une valeur négative.
-
-N'utilisez pas CancelSelectTextDraw sans condition dans cette callback. Il en résulterait une loop infinie.
-
-:::
-
-## Callbacks connexes
-
-- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw): Quand un joueur clique sur un player-textdraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Quand un joueur clique sur un autre joueur dans la tablist.
-- [OnPlayerClickMap](OnPlayerClickMap): Quand un joueur place un point sur la map avec le clic droit.
-
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerCommandText.md b/docs/translations/fr/scripting/Callbacks/OnPlayerCommandText.md
deleted file mode 100644
index 71cb803fcce..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerCommandText
-description: Cette callback est appelée quand un joueur tape une commande.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur tape une commande. Les commandes débutent avec un slash _(/aide, ...)_.
-
-| Nom | Description |
-| ------------------ | ----------------------------------------------------------- |
-| `id` playerid | ID du joueur qui envoie la commande |
-| `string` cmdtext[] | Commande envoyée (nécessite un slash devant) |
-
-## Valeur de retour
-
-La callback est toujours appelée en premier dans les filterscripts, donc return 1, faute de quoi les autres scripts ne pourront pas communiquer avec cette callback.
-
-## Exemple
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/aide", true))
- {
- SendClientMessage(playerid, -1, "SERVER: Ceci est la commande d'aide !");
- return 1;
- // Return 1 = informe le serveur que la commande a bien été exécutée.
- // OnPlayerCommandText ne sera donc plus appelé dans les autres scripts.
- }
- return 0;
- // Return 0 = informe le serveur que la commande n'a pas été exécutée.
- // OnPlayerCommandText sera appelé dans les autres scripts jusqu'à se heurter à un return 1.
- // Si aucun autre script ne return 1, le message "SERVER: Uknown Command" sera envoyé dans le chat.
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [SendRconCommand](../functions/SendRconCommand): Envoie un commande RCON via le script en jeu.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerConnect.md b/docs/translations/fr/scripting/Callbacks/OnPlayerConnect.md
deleted file mode 100644
index 8225dcf26dc..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerConnect
-description: This callback is called when a player connects to the server.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur se connecte au serveur.
-
-| Nom | Description |
-| --------------- | --------------------- |
-| `int` playerid | ID du joueur connecté |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerConnect(playerid)
-{
- new
- string[64],
- playerName[MAX_PLAYER_NAME];
-
- /* Message de bienvenue */
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- format(string, sizeof string, "[+] %s a rejoint le serveur. Bienvenue à lui !", playerName);
- SendClientMessageToAll(0xFFFFFFAA, string);
-
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Callback connexe
-
-- [OnPlayerDisconnect](OnPlayerDisonnect) : Quand un joueur se déconnecte du serveur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerDeath.md b/docs/translations/fr/scripting/Callbacks/OnPlayerDeath.md
deleted file mode 100644
index ae15e8c2421..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,67 +0,0 @@
----
-title: OnPlayerDeath
-description: Cette callback est appelée quand le joueur est mort. Il peut s'agir aussi bien d'une mort par kill qu'une mort par suicide.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand le joueur est mort. Il peut s'agir aussi bien d'une mort par kill qu'une mort par suicide.
-
-| Nom | Description |
-|---------------------|--------------------------------------------------------------------|
-| `int` playerid | ID du joueur mort |
-| `int` killerid | ID du joueur qui kill le `playerid`, ou INVALID_PLAYER_ID à défaut |
-| `int` WEAPON:reason | ID de la raison de la mort |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // Notification dans le killfeed
-
- // Vérifie si le killerid est valide
- if (killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++;
- }
-
- // Ajoute une mort au playerid
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Les morts à raison d'une source de feu seront caractérisées par l'ID 37 (lance-flammes) ;
-La raison pour les explosions avec une arme (RPG, grenade, ...) seront caractérisées par l'ID.
-
-Il faut toujours vérifier que le `killerid` est valide avant d'utiliser SendDeathMessage. `INVALID_PLAYER_ID` est un `playerid` valide.
-
-`playerid` est le seul à pouvoir appeler cette callback _(bon à savoir pour un anti fake death par exemple)_.
-
-:::
-
-:::warning
-
-Vous DEVEZ vérifier que `killerid` est valide (pas INVALID_PLAYER_ID) avant de l'utiliser dans un array _(n'importe où en réalité)_, sinon le script OnPlayerDeath est susceptible de crash.
-
-C'est parce que INVALID_PLAYER_ID est défini comme ayant la valeur '65535' que si un array a seulement MAX_PLAYERS comme élément le script OnPlayerDeath va crash _(vous tentez d'indexer au-delà de la limite MAX_PLAYERS)_.
-
-:::
-
-## Fonctions connexes
-
-- [SendDeathMessage](../functions/SendDeathMessage): Ajoute un kill dans le killfeed.
-- [SetPlayerHealth](../functions/SetPlayerHealth): Heal un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerDisconnect.md b/docs/translations/fr/scripting/Callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index 5405484a6d0..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerDisconnect
-description: Cette callback est appelée quand un joueur se déconnecte du serveur.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur se déconnecte du serveur.
-
-| Nom | Description |
-| -------------- | -------------------------------------------------- |
-| `int` playerid | ID du joueur qui se déconnecte |
-| `int` reason | Raison de la déconnexion _(v. tableau, infra) |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[3][] =
- {
- "Timeout/Crash",
- "(/q)uitter",
- "Kick/Ban"
- };
-
- format(szString, sizeof szString, "[-] %s a quitté le serveur (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Certaines fonctions peuvent ne pas fonctionner correctement quand cette callback est utilisée et que le joueur est déjà déconnecté. Cela signifie que vous ne pouvez pas avoir des informations sur celui-ci, par exemple avec GetPlayerIp et GetPlayerPos.
-
-:::
-
-## Callback connexe
-
-- [OnPlayerConnect](OnPlayerConnect) : Quand le joueur se connecte au serveur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEditAttachedObject.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEditAttachedObject.md
deleted file mode 100644
index 2b96d3f03c8..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEditAttachedObject.md
+++ /dev/null
@@ -1,92 +0,0 @@
----
-title: OnPlayerEditAttachedObject
-description: Cette callback est appelée quand un joueur en a fini avec le mode édition des attach objects.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur en a fini avec le mode édition des attach objects.
-
-| Name | Description |
-|------------------------------|-----------------------------------------------------------------------------------|
-| `int` playerid | ID du joueur en mode édition |
-| `int` EDIT_RESPONSE:response | **0** si annulé (ECHAP) ou **1** si le joueur a cliqué sur l'icône de sauvegarde. |
-| `int` index | The index of the attached object (0-9) |
-| `int` modelid | Model de l'attach object qui a été édité |
-| `int` boneid | Bone de l'attach object qui a été édité |
-| `float` Float:fOffsetX | Offset X de l'attach object qui a été édité |
-| `float` Float:fOffsetY | Offset Y de l'attach object qui a été édité |
-| `float` Float:fOffsetZ | Offset Z de l'attach object qui a été édité |
-| `float` Float:fRotX | Rotation X de l'attach object qui a été édité |
-| `float` Float:fRotY | Rotation Y de l'attach object qui a été édité |
-| `float` Float:fRotZ | Rotation Z de l'attach object qui a été édité |
-| `float` Float:fScaleX | Scale _(taille)_ X de l'attach object qui a été édité |
-| `float` Float:fScaleY | Scale _(taille)_ X de l'attach object qui a été édité |
-| `float` Float:fScaleZ | Scale _(taille)_ X de l'attach object qui a été édité |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être appelée par un autre script.
-
-**0** - Refuser que la callback soit appelée ailleurs.
-
-## Exemple
-
-```c
-enum attached_object_data
-{
- Float:ao_x,
- Float:ao_y,
- Float:ao_z,
- Float:ao_rx,
- Float:ao_ry,
- Float:ao_rz,
- Float:ao_sx,
- Float:ao_sy,
- Float:ao_sz
-}
-
-new ao[MAX_PLAYERS][MAX_PLAYER_ATTACHED_OBJECTS][attached_object_data];
-
-// Les données doivent être stockées dans les array ci-dessus quand les attach objects sont ... attachés.
-
-public 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)
-{
- if (response)
- {
- SendClientMessage(playerid, COLOR_GREEN, "Édition sauvegardée.");
-
- ao[playerid][index][ao_x] = fOffsetX;
- ao[playerid][index][ao_y] = fOffsetY;
- ao[playerid][index][ao_z] = fOffsetZ;
- ao[playerid][index][ao_rx] = fRotX;
- ao[playerid][index][ao_ry] = fRotY;
- ao[playerid][index][ao_rz] = fRotZ;
- ao[playerid][index][ao_sx] = fScaleX;
- ao[playerid][index][ao_sy] = fScaleY;
- ao[playerid][index][ao_sz] = fScaleZ;
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "Édition abandonnée.");
-
- new i = index;
- SetPlayerAttachedObject(playerid, index, modelid, boneid, ao[playerid][i][ao_x], ao[playerid][i][ao_y], ao[playerid][i][ao_z], ao[playerid][i][ao_rx], ao[playerid][i][ao_ry], ao[playerid][i][ao_rz], ao[playerid][i][ao_sx], ao[playerid][i][ao_sy], ao[playerid][i][ao_sz]);
- }
- return 1;
-}
-```
-
-## Astuces
-
-:::warning
-
-L'édition doit être abandonnée si la réponse est '0' (cancelled). Cela doit être fait par le stockage des offsets au préalable dans un array.
-
-:::
-
-## Fonctions connexes
-
-- [EditAttachedObject](../functions/EditAttachedObject): Édition d'un attach object.
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Attache un objet à un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEditObject.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEditObject.md
deleted file mode 100644
index 6db0ab45341..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEditObject.md
+++ /dev/null
@@ -1,95 +0,0 @@
----
-title: OnPlayerEditObject
-description: Cette callback est appelée quand un joueur a fini d'éditer un objet (EditObject/EditPlayerObject).
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur a fini d'éditer un objet (EditObject/EditPlayerObject).
-
-| Nom | Description |
-|--------------------------------|-----------------------------------------------------------------|
-| `int` playerid | ID du joueur qui a édité l'objet |
-| `int` playerobject | **0** si c'est un global object, **1** si c'est un playerobject |
-| `int` objectid | ID de l'objet édité |
-| `int` EDIT_RESPONSE:response | Le [type de réponse](../resources/objecteditionresponsetypes) |
-| `float` Float:fX | Offset X de l'objet qui a été édité |
-| `float` Float:fY | Offset Y de l'objet qui a été édité |
-| `float` Float:fZ | Offset Z de l'objet qui a été édité |
-| `float` Float:fRotX | Rotation X de l'objet qui a été édité |
-| `float` Float:fRotY | Rotation Y de l'objet qui a été édité |
-| `float` Float:fRotZ | Rotation Z de l'objet qui a été édité |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être appelée par un autre script.
-
-**0** - Refuser que la callback soit appelée ailleurs.
-
-## Exemple
-
-```c
-public OnPlayerEditObject(playerid, playerobject, objectid, EDIT_RESPONSE:response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ)
-{
- new
- Float: oldX,
- Float: oldY,
- Float: oldZ,
- Float: oldRotX,
- Float: oldRotY,
- Float: oldRotZ;
-
- GetObjectPos(objectid, oldX, oldY, oldZ);
- GetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- if (!playerobject) // Si c'est un global object = synchronise la position pour les autres joueurs
- {
- if (!IsValidObject(objectid))
- {
- return 1;
- }
- SetObjectPos(objectid, fX, fY, fZ);
- SetObjectRot(objectid, fRotX, fRotY, fRotZ);
- }
-
- switch (response)
- {
- case EDIT_RESPONSE_FINAL:
- {
- // Le joueur clique sur l'icône de sauvegarde
- // C'est ici que vous sauvegardez, par exemple, la nouvelle Rotation, etc.
- }
-
- case EDIT_RESPONSE_CANCEL:
- {
- // Le joueur a abandonné, donc l'objet regagne sa position d'avant l'édition.
- if (!playerobject) //Object is not a playerobject
- {
- SetObjectPos(objectid, oldX, oldY, oldZ);
- SetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- }
- else
- {
- SetPlayerObjectPos(playerid, objectid, oldX, oldY, oldZ);
- SetPlayerObjectRot(playerid, objectid, oldRotX, oldRotY, oldRotZ);
- }
- }
- }
- return 1;
-}
-```
-
-## Astuces
-
-:::warning
-
-Lorsque vous utilisez 'EDIT_RESPONSE_UPDATE', sachez que la callback ne sera pas appelée lors de la publication d'une édition en cours entraînant une désynchronisation de la dernière édition de 'EDIT_RESPONSE_UPDATE' par rapport à la position actuelle des objets.
-
-:::
-
-## Fonctions connexes
-
-- [EditObject](../functions/EditObject): Édite un objet.
-- [CreateObject](../functions/CreateObject): Créer un objet.
-- [DestroyObject](../functions/DestroyObject): Détruit un objet.
-- [MoveObject](../functions/MoveObject): Déplace un objet.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index d70ecb98bc0..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: Cette callback est appelée quand un joueur est entré dans un checkpoint.
-tags: ["player", "checkpoint"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur est entré dans un checkpoint.
-
-| Nom | Description |
-| -------------- | ------------------------------------------ |
-| `int` playerid | Le joueur qui est entré dans le checkpoint |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-// Dans cet exemple, un checkpoint est créé pour un joueur lorsqu'il spawn,
-// lequel va faire spawn un véhicule et ensuite disparaître.
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Créer un checkpoint pour un joueur.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Désactive le checkpoint du joueur.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Vérifie si un joueur est dans un checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Créer un race checkpoint pour le joueur.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Désactive le race checkpoint du joueur.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Vérifie si un joueur est dans un race checkpoint.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterGangZone.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEnterGangZone.md
deleted file mode 100644
index 4a301069d68..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterGangZone
-description: Ce rappel est appelé lorsqu'un joueur entre dans une zone de gang
-tags: ["player", "gangzone"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsqu'un joueur entre dans une zone de gang
-
-| Nom | Description |
-| --------- | ----------------------------------------------- |
-| playerid | L'ID du joueur qui est entré dans la zone de gang. |
-| zoneid | L'ID de la zone de gang dans laquelle le joueur est entré. |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-public OnPlayerEnterGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Vous entrez dans la zone de gang %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerLeaveGangZone](OnPlayerLeaveGangZone): Ce rappel est appelé lorsqu'un joueur quitte une zone de gang.
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [GangZoneCreate](../functions/GangZoneCreate): Crée une zone de gang (zone radar colorée).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Détruit une zone de gang.
-- [UseGangZoneCheck](../functions/UseGangZoneCheck): Active le rappel lorsque qu'un joueur entre dans cette zone.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterPlayerGangZone.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEnterPlayerGangZone.md
deleted file mode 100644
index 950a178f1e5..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterPlayerGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterPlayerGangZone
-description: Ce rappel est appelé lorsqu'un joueur entre dans une zone de gang de joueur.
-tags: ["player", "gangzone"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsqu'un joueur entre dans une zone de gang de joueur.
-
-| Nom | Description |
-| --------- | ------------------------------------------------------ |
-| playerid | L'ID du joueur qui est entré dans la zone de gang de joueur. |
-| zoneid | L'ID de la zone de gang de joueur dans laquelle le joueur est entré. |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-public OnPlayerEnterPlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Vous entrez dans la zone de gang de joueur %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerLeavePlayerGangZone](OnPlayerLeavePlayerGangZone): Ce rappel est appelé lorsqu'un joueur quitte une zone de gang de joueur.
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Crée une zone de gang de joueur.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy): Détruit une zone de gang de joueur.
-- [UsePlayerGangZoneCheck](../functions/UsePlayerGangZoneCheck): Active le rappel lorsque qu'un joueur entre dans cette zone.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterRaceCheckpoint.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEnterRaceCheckpoint.md
deleted file mode 100644
index d51441022fc..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerEnterRaceCheckpoint
-description: Cette callback est appelée quand un joueur est entré dans un race checkpoint.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur est entré dans un race checkpoint.
-
-| Nom | Description |
-| -------------- | ----------------------------------------------- |
-| `int` playerid | Le joueur qui est entré dans le race checkpoint |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerEnterRaceCheckpoint(playerid)
-{
- printf("Le joueur %d entre dans la course !", playerid);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Créer un checkpoint pour un joueur.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Désactive le checkpoint du joueur.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Vérifie si un joueur est dans un checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Créer un race checkpoint pour le joueur.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Désactive le race checkpoint du joueur.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Vérifie si un joueur est dans un race checkpoint.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterVehicle.md b/docs/translations/fr/scripting/Callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index 0fc1f1a9089..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: Cette callback est appelée quand un joueur commence à entrer dans un véhicule, c'est-à -dire que le joueur n'est pas encore dans le véhicule quand la callback est appelée.
-tags: ["player", "vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur commence à entrer dans un véhicule, c'est-à -dire que le joueur n'est pas encore dans le véhicule quand la callback est appelée.
-
-| Nom | Description |
-| ----------------- | ------------------------------------------------------------ |
-| `int` playerid | ID du joueur qui tente d'entrer dans le véhicule |
-| `int` vehicleid | ID du véhicule dans lequel le joueur tente d'entrer |
-| `int` ispassenger | **0** s'il entre en conducteur. **1** s'il entre en passager |
-
-## Valeur
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "Vous entrez dans le véhicule ID : %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback est appelée quand le joueur **COMMENCE** à entrer dans un véhicule, pas quand il effectivement dedans _(v. [OnPlayerStateChange](OnPlayerStateChange))_.
-
-OnPlayerEnterVehicle est quand même appelé si le joueur est interdit d'entrer dans le véhicule _(par exemple si celui-ci est verrouillé)_.
-
-:::
-
-## Fonctions connexes
-
-- [PutPlayerInVehicle](../functions/PutPlayerInVehicle): Met un joueur dans le véhicule.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Vérifie la place du joueur dans le véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerExitVehicle.md b/docs/translations/fr/scripting/Callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index 40d65107883..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: Cette callback est appelée quand un joueur commence à sortir d'un véhicule.
-tags: ["player", "vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur commence à sortir d'un véhicule.
-
-| Nom | Description |
-| ----------------- | ------------------------------------ |
-| `int` playerid | ID du joueur qui sort du véhicule |
-| `int` vehicleid | ID du véhicule duquel le joueur sort |
-
-## Valeur
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-
-## Exemple
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[128];
- format(string, sizeof(string), "Vous sortez du véhicule ID : %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback n'est pas appelée en cas de chute d'une moto ou si le joueur est sorti du véhicule par un autre moyen que la touche F, par exemple avec SetPlayerPos.
-
-Il faudra utiliser [OnPlayerStateChange](OnPlayerStateChange) et vérifier si l'ancien état du joueur est `PLAYER_STATE_DRIVER` ou `PLAYER_STATE_PASSENGER` et que son nouvel état est `PLAYER_STATE_ONFOOT`.
-:::
-
-## Fonctions connexes
-
-- [RemovePlayerFromVehicle](../functions/RemovePlayerFromVehicle): Sort de force un joueur du véhicule.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Vérifie la place du joueur dans le véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerExitedMenu.md b/docs/translations/fr/scripting/Callbacks/OnPlayerExitedMenu.md
deleted file mode 100644
index be5472f54c0..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerExitedMenu.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnPlayerExitedMenu
-description: Callback appelée un joueur quitte un menu.
-tags: ["player", "menu"]
----
-
-## Paramètres
-
-Callback appelée un joueur quitte un menu.
-
-| Nom | Description |
-| -------------- | ----------------------------------------- |
-| `int` playerid | ID du joueur qui quitte le menu |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerExitedMenu(playerid)
-{
- TogglePlayerControllable(playerid,1); // unfreeze le joueur quand il quitte le menu
- return 1;
-}
-```
-
-## Fonctions connexes
-
-- [CreateMenu](../functions/CreateMenu): Créer un menu.
-- [DestroyMenu](../functions/DestroyMenu): Détruit un menu.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerFinishedDownloading.md b/docs/translations/fr/scripting/Callbacks/OnPlayerFinishedDownloading.md
deleted file mode 100644
index 9d83c3447e9..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerFinishedDownloading.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnPlayerFinishedDownloading
-description: Callback appelée quand un joueur fini de télécharger les models custom du serveur.
-tags: ["player"]
----
-
-
-
-## Paramètres
-
-Callback appelée quand un joueur fini de télécharger les models custom du serveur.
-
-Pour plus d'informations sur comment ajouter des custom models sur son serveur, référez-vous aux tutoriels sur [Burgershot.gg](https://forum.open.mp/).
-
-| Nom | Description |
-| ------------------ | ------------------------------------------------------------------------------ |
-| `int` playerid | ID du joueur qui a fini le téléchargement des models custom. |
-| `int` virtualworld | ID du virtual world pour lequel le joueur a fini le téléchargement des models |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerFinishedDownloading(playerid, virtualworld)
-{
- SendClientMessage(playerid, 0xffffffff, "Téléchargement fini.");
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback est appelée chaque fois qu'un joueur change de virtual word, même s'il n'y a aucun custom model dans le world concerné.
-
-:::
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerGiveDamage.md b/docs/translations/fr/scripting/Callbacks/OnPlayerGiveDamage.md
deleted file mode 100644
index 197fb560a85..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerGiveDamage.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: OnPlayerGiveDamage
-description: Cette callback est appelée quand un joueur inflige des dégâts à un autre joueur.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur inflige des dégâts à un autre joueur.
-
-| Nom | Description |
-|-----------------------|--------------------------------------------------------------------------|
-| `int` playerid | ID du joueur qui inflige le dégât |
-| `int` damagedid | ID du joueur qui reçoit le dégât |
-| `float` Float:amount | Montant de la perte en armure/vie (combinés) |
-| `int` WEAPON:weaponid | Cause du dommage |
-| `int` bodypart | Partie du corps qui a été touchée |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être appelée par un autre script.
-
-**0** - Refuser que la callback soit appelée ailleurs.
-
-## Exemple
-
-```c
-public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new
- string[128],
- victim[MAX_PLAYER_NAME],
- attacker[MAX_PLAYER_NAME],
- weaponname[24];
-
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetPlayerName(damagedid, victim, sizeof (victim));
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
-
- format(string, sizeof(string), "%s a infligé %.0f de dégâts à %s, arme: %s, bodypart: %d", attacker, amount, victim, weaponname, bodypart);
-
- SendClientMessageToAll(0xFFFFFFFF, string);
-
- return 1;
-}
-```
-
-## Astuce
-
-:::tip
-
-Gardez à l'esprit que cette fonction peut être inexacte dans certains cas.
-
-Si vous voulez empêcher certains joueurs de s'endommager, utilisez SetPlayerTeam.
-
-Le weaponid retournera la raison 37 _(lance-flammes)_ de n'importe quelle source de feu _(par exemple molotov, 18)_.
-
-Le weaponid retournera la raison 51 de n'importe quelle arme qui crée une explosion _(par exemple RPG, grenade)_.
-
-`playerid` est le seul à pouvoir appeler le callback.
-
-Le montant est toujours le maximum de dégâts que l'arme peut faire, même si la santé restante est inférieure à ce maximum de dégâts. Ainsi, lorsqu'un joueur a 100,0 points de vie et se fait tirer dessus avec un Desert Eagle qui a une valeur de dégâts de 46,2, il faut 3 coups pour tuer ce joueur. Les 3 tirs montreront au final un montant de 46,2, même si lorsque le dernier coup frappe, le joueur n'a plus que 7,6 points de vie.
-
-:::
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerGiveDamageActor.md b/docs/translations/fr/scripting/Callbacks/OnPlayerGiveDamageActor.md
deleted file mode 100644
index 52082a38bbf..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerGiveDamageActor.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: OnPlayerGiveDamageActor
-description: Cette callback est appelée quand un joueur inflige des dégâts à un actor.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur inflige des dégâts à un actor.
-
-| Nom | Description |
-|-----------------------|----------------------------------------------|
-| `int` playerid | ID du joueur qui inflige le dégât |
-| `int` damaged_actorid | ID de l'actor qui reçoit le dégât |
-| `float` Float:amount | Montant de la perte en armure/vie (combinés) |
-| `int` WEAPON:weaponid | Cause du dommage |
-| `int` bodypart | Partie du corps qui a été touchée |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être appelée par un autre script.
-
-**0** - Refuser que la callback soit appelée ailleurs.
-
-## Exemple
-
-```c
-public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new
- string[128],
- attacker[MAX_PLAYER_NAME];
- weaponname[24];
-
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
-
- format(string, sizeof(string), "%s a infligé %.0f à l'actor id %d, arme: %s", attacker, amount, damaged_actorid, weaponname);
-
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Astuce
-
-:::tip
-
-Cette callback ne peut pas être appelée si l'actor est invulnérable _(il l'est par défaut)_. Voir [SetActorInvulnerable](../functions/SetActorInvulnerable).
-
-:::
-
-## Fonctions connexes
-
-- [CreateActor](../functions/CreateActor): Créer un actor (NPC statique).
-- [SetActorInvulnerable](../functions/SetActorInvulnerable): Met un actor invulnérable.
-- [SetActorHealth](../functions/SetActorHealth): Permet de heal l'actor.
-- [GetActorHealth](../functions/GetActorHealth): Permet d'obtenir le heal de l'actor.
-- [IsActorInvulnerable](../functions/IsActorInvulnerable): Permet de vérifier si un actor est invulnérable.
-- [IsValidActor](../functions/IsValidActor): Vérifie si un actore st valide.
-
-## Callbacks connexes
-
-- [OnActorStreamOut](OnActorStreamOut): Appelé quand un actor n'est plus stream par un joueur.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Appelé quand un actor est stream par un joueur.
-
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerInteriorChange.md b/docs/translations/fr/scripting/Callbacks/OnPlayerInteriorChange.md
deleted file mode 100644
index 3fc249a3dcf..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerInteriorChange.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerInteriorChange
-description: Appelé lorsqu'un joueur change d'intérieur.
-tags: ["player"]
----
-
-## Paramètres
-
-Appelé lorsqu'un joueur change d'intérieur. Peut être déclenché par [SetPlayerInterior](../functions/SetPlayerInterior), ou bien quand un joueur entre / sort d'un bâtiment.
-
-| Name | Description |
-| ------------------- | ------------------------------------------- |
-| `int` playerid | Joueur qui change d'intérieur |
-| `int` newinteriorid | Nouvel intérieur dans lequel le joueur est |
-| `int` oldinteriorid | Intérieur précédent du joueur |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemples
-
-```c
-public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
-{
- new string[128];
-
- format(string, sizeof(string), "INFO: Vous étiez dans l'intérieur %d, vous êtes maintenant dans l'intérieur %d!", oldinteriorid, newinteriorid);
- SendClientMessage(playerid, -1, string);
-
- return 1;
-}
-```
-
-## Fonctions connexes
-
-- [SetPlayerInterior](../functions/SetPlayerInterior): Met un intérieur à un joueur.
-- [GetPlayerInterior](../functions/GetPlayerInterior): Permet d'obtenir l'intérieur actuel du joueur.
-- [LinkVehicleToInterior](../functions/LinkVehicleToInterior): Change l'intérieur dans lequel un véhicule est vu.
-
-## Callback connexe
-
-- [OnPlayerStateChange](OnPlayerStateChange): Appelé quand un joueur change d'état.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerKeyStateChange.md b/docs/translations/fr/scripting/Callbacks/OnPlayerKeyStateChange.md
deleted file mode 100644
index 30ac39ebe09..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerKeyStateChange.md
+++ /dev/null
@@ -1,228 +0,0 @@
----
-title: OnPlayerKeyStateChange
-description: Cette callback est appelée lorsqu'un joueur appuie / lâche une touche de son clavier (uniquement les touches supportées par SA:MP)
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur appuie / lâche une touche de son clavier (uniquement les touches supportées par SA:MP).
-
-
-| Nom | Description |
-| -------------- | ----------------------------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui appuie/relâche la touche |
-| `int` newkeys | Un [tableau des touches](../resources/keys) est disponible après l'action |
-| `int` oldkeys | Un [tableau des touches](../resources/keys) est également disponible avant l'action |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être appelée par un autre script.
-
-**0** - Refuser que la callback soit appelée ailleurs.
-
-Elle est toujours appelée **1**, il faut donc la remplacer par **0** pour que les filterscripts ne s'en occupent pas.
-
-## Astuces
-
-:::info
-
-Cette callback peut aussi être appelée par un NPC.
-
-:::
-
-:::tip
-
-Les touches directionnelles ne fonctionnent pas avec OnPlayerKeyStateChange. Elles ne peuvent être détectées qu'avec [GetPlayerKeys](../functions/GetPlayerKeys) (dans [OnPlayerUpdate](../callbacks/OnPlayerUpdate) ou un timer)
-
-:::
-
-## Fonctions connexes
-
-- [GetPlayerKeys](../functions/GetPlayerKeys): Vérifie quelle touche presse un joueur
-
-## Informations suppleméntaires
-
-### Introduction
-
-Cette callback est appelée indifféremment selon que le joueur presse une touche ou la relâche _(v. [Keys](../resources/keys))_.
-
-Les touches qui sont prises en charge ne sont pas les touches réelles du clavier, mais des touches de fonction attribuées à San Andreas. Cela signifie que, par exemple, vous ne pouvez pas détecter quand quelqu'un appuie sur la barre d'espace, mais ils peuvent détecter le moment où ils pressent leur touche sprint (qui peut, ou pas, être affectée à la barre d'espacement).
-
-### Paramètres
-
-Les paramètres de cette fonction sont une liste de toutes les touches actuellement maintenue enfoncée et toutes les touches enfoncées il y a un instant. La callback est appelée quand l'état d'une touche change _(quand une touche est relâchée ou enfoncée)_ et regarde les états de toutes les touches avant et après ce changement. Cette information peut être utilisée pour voir exactement ce qu'il se passe avec le clavier du joueur, mais les variables ne peuvent pas être utilisées de la même manière que les paramètres d'une autre fonction.
-
-Pour réduire le nombre de variables, un seul BIT est utilisé pour représenter une clé, cela signifie qu'une variable peut contenir plusieurs clés à la fois et la simple comparaison des valeurs ne fonctionnera pas toujours.
-
-### Comment NE PAS vérifier une touche
-
-Présumons que vous voulez détecter quand le joueur presse la touche `KEY_FIRE`, le code devrait être :
-
-```c
-if (newkeys == KEY_FIRE)
-```
-
-Ce code peut même fonctionner dans vos tests, mais il est incorrect et vos tests sont insuffisants. Essayez de vous accroupir et d'appuyer sur le feu et votre code cessera instantanément de fonctionner. **Pourquoi?** Parce que `newkeys` n'est plus le même que `KEY_FIRE`, c'est le même que `KEY_FIRE` COMBINÉ AVEC `KEY_CROUCH`.
-
-### Comment vérifier une touche
-
-Donc, si la variable peut contenir plusieurs clés à la fois, comment en vérifier une seule ? La réponse est le masquage de bits. Chaque touche a son propre bit dans la variable _(certaines touches ont le même bit, mais ce sont des touches onfoot / incar, donc ne peuvent jamais être pressées en même temps de toute façon)_ et vous devez vérifier juste ce seul bit :
-
-```c
-if (newkeys & KEY_FIRE)
-```
-
-Notez que le simple **&** est correct - il s'agit d'un ET au niveau du bit, pas d'un ET logique, c'est ainsi que les deux esperluettes sont appelées.
-
-Maintenant, si vous testez ce code, cela fonctionnera que vous soyez accroupi ou debout lorsque vous appuyez sur `KEY_FIRE`. Cependant, il reste un léger problème : il se déclenchera tant que vous maintiendrez la clé. `OnPlayerKeyStateChange` est appelé chaque fois qu'une clé change et ce code est vrai chaque fois que `KEY_FIRE` est maintenue enfoncée. Si vous appuyez `KEY_FIRE`, le code se déclenchera, si cette touche est maintenue et que vous appuyez sur `KEY_CROUCH`, ce code se déclenchera à nouveau parce qu'une touche _(CROUCH)_ a changé et que `KEY_FIRE` est toujours maintenu.
-
-### Comment vérifier une touche qui a été enfoncée
-
-C'est là qu'intervient `oldkeys`. Pour vérifier si une touche vient d'être enfoncée, vous devez d'abord vérifier si elle est définie dans `newkeys` - ce qui signifie qu'elle est maintenue enfoncée, puis vérifier qu'elle n'est PAS dans `oldkeys` - ce qui signifie que c'est juste juste été maintenu. Le code suivant fait cela :
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
-```
-
-Cela ne sera vrai que lorsque `KEY_FIRE` est enfoncée pour la première fois, pas lorsqu'elle est maintenue et qu'une autre touche change.
-
-### Comment vérifier une touche qui a été relâchée
-
-C'est exactement le même principe que ci-dessus, mais inversé :
-
-```c
-if ((oldkeys & KEY_FIRE) && !(newkeys & KEY_FIRE))
-```
-
-### Comment vérifier plusieurs touches
-
-Si vous voulez vérifier qu'un joueur MAINTIEN `KEY_CROUCH` **et** `KEY_FIRE`, voici le code :
-
-```c
-if ((newkeys & KEY_FIRE) && (newkeys & KEY_CROUCH))
-```
-
-Cependant, si vous voulez détecter lorsqu'ils appuient pour la première fois sur `KEY_FIRE` et s'accroupissent, le code suivant NE FONCTIONNERA PAS. Cela fonctionnera s'ils parviennent à appuyer sur les deux touches exactement en même temps, mais si les appuis sont partiellement espacés _(bien moins d'une demi-seconde)_, ce ne sera pas le cas:
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE) && (newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
-```
-
-**Pourquoi pas?** Parce que `OnPlayerKeyStateChange` est appelé à chaque fois qu'une seule clé change. Alors ils appuient sur `KEY_FIRE` - `OnPlayerKeyStateChange` est appelé avec `KEY_FIRE` dans `newkeys` et pas dans `oldkeys`, puis ils appuient sur `KEY_CROUCH` - `OnPlayerKeyStateChange` est appelé avec `KEY_CROUCH` et `KEY_FIRE` dans `newkeys`, mais `KEY_FIRE` est maintenant aussi dans `oldkeys` car il a déjà été pressé, donc `! (Oldkeys & KEY_FIRE)` échouera. Heureusement la solution est très simple _(en fait plus simple que le code d'origine)_ :
-
-```c
-if ((newkeys & (KEY_FIRE | KEY_CROUCH)) == (KEY_FIRE | KEY_CROUCH) && (oldkeys & (KEY_FIRE | KEY_CROUCH)) != (KEY_FIRE | KEY_CROUCH))
-```
-
-Cela peut paraître compliqué, mais cela vérifie que les deux touches sont définies dans `newkeys` et que les deux clés ne sont pas définies dans `oldkeys`, si l'une d'elles était définie dans `oldkeys` cela n'a pas d'importance. Toutes ces choses peuvent être grandement simplifiées avec des définitions.
-
-## Simplifications
-
-### Détecter un maintien de touche
-
-Le define :
-
-```c
-// HOLDING(keys)
-#define HOLDING(%0) \
- ((newkeys & (%0)) == (%0))
-```
-
-Maintien d'une seule touche :
-
-```c
-if (HOLDING( KEY_FIRE ))
-```
-
-Maintien de plusieurs touches :
-
-```c
-if (HOLDING( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Détecter la première pression sur une touche
-
-Le define :
-
-```c
-// PRESSED(keys)
-#define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
-```
-
-Pression d'une seule touche :
-
-```c
-if (PRESSED( KEY_FIRE ))
-```
-
-Pression de plusieurs touches :
-
-```c
-if (PRESSED( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Détecter si un joueur enfonce actuellement une touche
-
-Le define :
-
-```c
-// PRESSING(keyVariable, keys)
-#define PRESSING(%0,%1) \
- (%0 & (%1))
-```
-
-Enfoncement d'une seule touche :
-
-```c
-if (PRESSING( newkeys, KEY_FIRE ))
-```
-
-Enfoncement de plusieurs touches :
-
-```c
-if (PRESSING( newkeys, KEY_FIRE | KEY_CROUCH ))
-```
-
-### Détecter le relâchement d'une touche
-
-Le define :
-
-```c
-// RELEASED(keys)
-#define RELEASED(%0) \
- (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
-```
-
-Relâchement d'une seule touche :
-
-```c
-if (RELEASED( KEY_FIRE ))
-```
-
-Relâchement de plusieurs touches :
-
-```c
-if (RELEASED( KEY_FIRE | KEY_CROUCH ))
-```
-
-## Exemple
-
-### Super jump
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_JUMP))
- {
- new
- Float:x,
- Float:y,
- Float:z;
- GetPlayerPos(playerid, x, y, z);
- SetPlayerPos(playerid, x, y, z + 10.0);
- }
- return 1;
-}
-```
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerLeaveCheckpoint.md b/docs/translations/fr/scripting/Callbacks/OnPlayerLeaveCheckpoint.md
deleted file mode 100644
index fb81d3f2a0e..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerLeaveCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerLeaveCheckpoint
-description: Cette callback est appelée quand un joueur quitte un checkpoint configuré pour lui avec SetPlayerCheckpoint.
-tags: ["player", "checkpoint"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur quitte un checkpoint configuré pour lui avec [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint). Seulement 1 checkpoint peut être mis.
-
-| Nom | Description |
-| -------------- | ------------------------------------------------ |
-| `int` playerid | ID du joueur qui a quitté son checkpoint |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerLeaveCheckpoint(playerid)
-{
- printf("Le joueur %i a quitté le checkpoint!", playerid);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Créer un checkpoint pour un joueur.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Désactive le checkpoint actuel du joueur.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Vérifie si un joueur est un dans race checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Créer un race checkpoint pour un joueur.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Désactive le race checkpoint actuel du joueur.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Vérifie si un joueur est dans un race checkpoint.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerLeaveRaceCheckpoint.md b/docs/translations/fr/scripting/Callbacks/OnPlayerLeaveRaceCheckpoint.md
deleted file mode 100644
index 85972fa5b93..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerLeaveRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerLeaveRaceCheckpoint
-description: Cette callback est appelée quand un joueur quitte un race checkpoint.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Paramètres
-
-Cette callback est appelée quand un joueur quitte un race checkpoint.
-
-| Nom | Description |
-| -------------- | ------------------------------------------------ |
-| `int` playerid | ID du joueur qui a quitté le race checkpoint |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerLeaveRaceCheckpoint(playerid)
-{
- printf("Le joueur %i a quitté le race checkpoint!", playerid);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Créer un checkpoint pour un joueur.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Désactive le checkpoint actuel du joueur.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Vérifie si un joueur est un dans race checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Créer un race checkpoint pour un joueur.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Désactive le race checkpoint actuel du joueur.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Vérifie si un joueur est dans un race checkpoint.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerObjectMoved.md b/docs/translations/fr/scripting/Callbacks/OnPlayerObjectMoved.md
deleted file mode 100644
index 54314f3cc74..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerObjectMoved.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerObjectMoved
-description: Cette callback est appelée quand l'objet d'un joueur a été déplacé après un MovePlayerObject (quand l'objet s'arrête de bouger).
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée quand l'objet d'un joueur a été déplacé après un MovePlayerObject _(quand l'objet s'arrête de bouger)_.
-
-| Nom | Description |
-| -------------- | -------------------------------------------- |
-| `int` playerid | L'ID du joueur auquel l'objet est assigné |
-| `int` objectid | L'ID de l'objet du joueur qui a été déplacé |
-
-## Valeur de retour
-
-Cette callback ne retourne pas de valeur spécifique, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- printf("Objet d'un joueur déplacé : objectid: %d playerid: %d", objectid, playerid);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback peut aussi être utilisée pour les NPC.
-
-:::
-
-## Fonctions connexes
-
-- [MovePlayerObject](../functions/MovePlayerObject): Déplace l'objet d'un joueur.
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Vérfiie si l'objet d'un joueur se déplace.
-- [StopPlayerObject](../functions/StopPlayerObject): Arrête le mouvement de l'objet d'un joueur.
-- [CreatePlayerObject](../functions/CreatePlayerObject): Créer un objet seulement pour un joueur.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Détruit l'objet d'un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerPickUpPickup.md b/docs/translations/fr/scripting/Callbacks/OnPlayerPickUpPickup.md
deleted file mode 100644
index e3fa8e85e0b..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerPickUpPickup.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerPickUpPickup
-description: Appelée lorsqu'un joueur prend un pickup crée via CreatePickup.
-tags: ["player"]
----
-
-## Paramètres
-
-Appelée lorsqu'un joueur prend un pickup crée via CreatePickup.
-
-| Nom | Description |
-| -------- | ------------------------------------------ |
-| `int` playerid | L'ID du joueur qui a prit le pickup. |
-| `int` pickupid | L'ID du pickup que le joueur a prit. |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-new pickup_Cash;
-new pickup_Health;
-
-public OnGameModeInit()
-{
- pickup_Cash = CreatePickup(1274, 2, 0.0, 0.0, 9.0);
- pickup_Health = CreatePickup(1240, 2, 0.0, 0.0, 9.0);
- return 1;
-}
-
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- if (pickupid == pickup_Cash)
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == pickup_Health)
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Fonctions connexes
-
-- [CreatePickup](../functions/CreatePickup): Créer un pickup.
-- [DestroyPickup](../functions/DestroyPickup): Détruit un pickup.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerPickUpPlayerPickup.md b/docs/translations/fr/scripting/Callbacks/OnPlayerPickUpPlayerPickup.md
deleted file mode 100644
index 05a9ad994a1..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerPickUpPlayerPickup.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: OnPlayerPickUpPlayerPickup
-description: Ce rappel est appelé lorsqu'un joueur ramasse un objet joueur-pickup créé avec CreatePlayerPickup.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsqu'un joueur ramasse un objet joueur-pickup créé avec [CreatePlayerPickup](../functions/CreatePlayerPickup).
-
-| Nom | Description |
-|----------|------------------------------------------------------------------------------------------------|
-| playerid | L'ID du joueur qui a ramassé l'objet joueur-pickup. |
-| pickupid | L'ID de l'objet joueur-pickup, retourné par [CreatePlayerPickup](../functions/CreatePlayerPickup) |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-new player_pickup_Cash[MAX_PLAYERS];
-new player_pickup_Health[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- player_pickup_Cash[playerid] = CreatePlayerPickup(playerid, 1274, 2, 2009.8658, 1220.0293, 10.8206, -1);
- player_pickup_Health[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175, -1);
- return 1;
-}
-
-public OnPlayerPickUpPlayerPickup(playerid, pickupid)
-{
- if (pickupid == player_pickup_Cash[playerid])
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == player_pickup_Health[playerid])
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerPickupStreamIn](OnPlayerPickupStreamIn): Appelé lorsque qu'un objet joueur-pickup entre dans la portée visuelle du joueur.
-- [OnPlayerPickupStreamOut](OnPlayerPickupStreamOut): Appelé lorsque qu'un objet joueur-pickup quitte la portée visuelle du joueur.
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Crée un objet joueur-pickup qui sera visible pour un seul joueur.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Destroy a player-pickup.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerPickupStreamIn.md b/docs/translations/fr/scripting/Callbacks/OnPlayerPickupStreamIn.md
deleted file mode 100644
index e0df6141b05..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerPickupStreamIn.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerPickupStreamIn
-description: Ce rappel est appelé lorsque qu'un objet joueur-pickup entre dans la portée visuelle du joueur.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsque qu'un objet joueur-pickup entre dans la portée visuelle du joueur.
-
-| Nom | Description |
-|----------|------------------------------------------------------------------------------------------------|
-| pickupid | L'ID de l'objet joueur-pickup, retourné par [CreatePlayerPickup](../functions/CreatePlayerPickup) |
-| playerid | L'ID du joueur dans la portée visuelle duquel l'objet joueur-pickup entre. |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-new g_PlayerPickupHealth[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- g_PlayerPickupHealth[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPlayerPickupStreamIn(pickupid, playerid)
-{
- if (pickupid == g_PlayerPickupHealth[playerid])
- {
- printf("g_PlayerPickupHealth est diffusé pour l'ID du joueur %d", playerid);
- }
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerPickUpPlayerPickup](OnPlayerPickUpPlayerPickup): Appelé lorsque qu'un joueur ramasse un objet joueur-pickup.
-- [OnPlayerPickupStreamOut](OnPlayerPickupStreamOut): Appelé lorsque qu'un objet joueur-pickup quitte la portée visuelle du joueur.
-
-## Fonctions Relatives
-
-Les fonctions suivantes peuvent être utiles, car elles sont liées à ce rappel d'une manière ou d'une autre.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Crée un objet joueur-pickup qui sera visible pour un seul joueur.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Détruit un objet joueur-pickup.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerPickupStreamOut.md b/docs/translations/fr/scripting/Callbacks/OnPlayerPickupStreamOut.md
deleted file mode 100644
index dcbd5fdaaa5..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerPickupStreamOut.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerPickupStreamOut
-description: Ce rappel est appelé lorsque qu'un objet joueur-pickup quitte la portée visuelle du joueur.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## Description
-
-Ce rappel est appelé lorsque qu'un objet joueur-pickup quitte la portée visuelle du joueur.
-
-| Nom | Description |
-|----------|------------------------------------------------------------------------------------------------|
-| pickupid | L'ID de l'objet joueur-pickup, retourné par [CreatePlayerPickup](../functions/CreatePlayerPickup) |
-| playerid | L'ID du joueur dont l'objet joueur-pickup quitte la portée visuelle. |
-
-## Retours
-
-Il est toujours appelé en premier dans le gamemode.
-
-## Exemples
-
-```c
-new g_PlayerPickupHealth[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- g_PlayerPickupHealth[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPlayerPickupStreamOut(pickupid, playerid)
-{
- if (pickupid == g_PlayerPickupHealth[playerid])
- {
- printf("g_PlayerPickupHealth est diffusé pour l'ID du joueur %d", playerid);
- }
- return 1;
-}
-```
-
-## Rappels Relatives
-
-Les rappels suivants peuvent être utiles, car ils sont liés à ce rappel d'une manière ou d'une autre.
-
-- [OnPlayerPickUpPlayerPickup](OnPlayerPickUpPlayerPickup): Appelé lorsque qu'un joueur ramasse un objet joueur-pickup.
-- [OnPlayerPickupStreamIn](OnPlayerPickupStreamIn): Appelé lorsque qu'un objet joueur-pickup entre dans la portée visuelle du joueur.
-
-## Fonctions Relatives
-
-Appelé lorsque qu'un objet joueur-pickup entre dans la portée visuelle du joueur.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Crée un objet joueur-pickup qui sera visible pour un seul joueur.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Détruit un objet joueur-pickup.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerRequestClass.md b/docs/translations/fr/scripting/Callbacks/OnPlayerRequestClass.md
deleted file mode 100644
index ce1bb71d545..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerRequestClass.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerRequestClass
-description: Appelée lorsqu'un joueur change de classe dans la sélection de classe.
-tags: ["player"]
----
-
-## Paramètres
-
-Appelée lorsqu'un joueur change de classe dans la sélection de classe.
-
-| Nom | Description |
-| -------------- | ----------------------------------------------------------------------------------------------------------- |
-| `int` playerid | L'ID du joueur qui change de classe |
-| `int` classid | La classe que visionne actuellement le joueur (retournée par [AddPlayerClass](../functions/AddPlayerClass). |
-
-## Valeur de retour
-
-Retourner **0** va empêcher le joueur de changer de classe.
-
-## Exemple
-
-```c
-public OnPlayerRequestClass(playerid,classid)
-{
- if (classid == 3 &&Â !IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, COLOR_RED, "Ce skin est seulement pour les admins !");
- return 0;
- }
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback est aussi appelée quand un joueur presse F4.
-
-:::
-
-## Fonctions connexes
-
-- [AddPlayerClass](../functions/AddPlayerClass): Ajoute une classe.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerRequestDownload.md b/docs/translations/fr/scripting/Callbacks/OnPlayerRequestDownload.md
deleted file mode 100644
index 8ee18f8d75b..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerRequestDownload.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: OnPlayerRequestDownload
-description: Cette callback est appelée quand un joueur sollicite le téléchargement des custom models.
-tags: ["player"]
----
-
-
-
-## Paramètres
-
-Cette callback est appelée quand un joueur sollicite le téléchargement des custom models.
-
-| Nom | Description |
-| -------------- | ----------------------------------------------------------------------------------------------------------------- |
-| `int` playerid | ID du joueur qui sollicite le téléchargement de custom models ID of the player that request custom model download |
-| `int` type | Type de requête (voir _infra_) |
-| `int` crc | Numéro CRC du fichier custom |
-
-## Valeur de retour
-
-**1** - Accepte la requête de téléchargement
-
-**0** - Refuse la requête de téléchargement
-
-## Exemple
-
-```c
-#define DOWNLOAD_REQUEST_EMPTY (0)
-#define DOWNLOAD_REQUEST_MODEL_FILE (1)
-#define DOWNLOAD_REQUEST_TEXTURE_FILE (2)
-
-new baseurl[] = "https://files.open-mp.com/server";
-
-public OnPlayerRequestDownload(playerid, type, crc)
-{
- new fullurl[256+1];
- new dlfilename[64+1];
- new foundfilename=0;
-
- if (!IsPlayerConnected(playerid)) return 0;
-
- if (type == DOWNLOAD_REQUEST_TEXTURE_FILE) {
- foundfilename = FindTextureFileNameFromCRC(crc,dlfilename,64);
- }
- else if (type == DOWNLOAD_REQUEST_MODEL_FILE) {
- foundfilename = FindModelFileNameFromCRC(crc,dlfilename,64);
- }
-
- if (foundfilename) {
- format(fullurl,256,"%s/%s",baseurl,dlfilename);
- RedirectDownload(playerid,fullurl);
- }
-
- return 0;
-}
-```
-
-## Callback connexe
-
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Appelée lorsqu'un joueur fini le téléchargement.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerRequestSpawn.md b/docs/translations/fr/scripting/Callbacks/OnPlayerRequestSpawn.md
deleted file mode 100644
index 3b38e723d91..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerRequestSpawn.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerRequestSpawn
-description: Appelée lorsqu'un joueur clique sur le bouton "spawn" lors de la sélection de classe.
-tags: ["player"]
----
-
-## Paramètres
-
-Appelée lorsqu'un joueur clique sur le bouton "spawn" lors de la sélection de classe.
-
-| Nom | Description |
-| -------------- | --------------------------------- |
-| `int` playerid | ID du joueur qui demande le spawn |
-
-## Valeur de retour
-
-Retourner **0** dans cette callback empêchera le joueur d'apparaître.
-
-## Exemple
-
-```c
-public OnPlayerRequestSpawn(playerid)
-{
- if (!IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, -1, "Vous ne pouvez pas spawn.");
- return 0;
- }
- return 1;
-}
-```
-
-## Astuces
-
-
-
-:::tip
-
-Pour éviter que les joueurs spawn avec une certaine classe, la classe dernièrement vue doit être sauvegardée dans une variable dans OnPlayerRequestClass.
-
-:::
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerSelectObject.md b/docs/translations/fr/scripting/Callbacks/OnPlayerSelectObject.md
deleted file mode 100644
index 2b61f908cd4..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerSelectObject.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnPlayerSelectObject
-description: Cette callback est appelée quand un joueur sélectionne un objet après que SelectObject a été utilisé.
-tags: ["player"]
----
-
-## Description
-
-Cette callback est appelée quand un joueur sélectionne un objet après que SelectObject a été utilisé.
-
-| Nom | Description |
-| ---------------- | ---------------------------------------------------- |
-| `int` playerid | ID du joueur qui sélectionne l'objet |
-| `int` type | [Type](../resources/selectobjecttypes) de sélection |
-| `int` objectid | ID de l'objet sélectionné |
-| `int` modelid | Model de l'objet sélectionné |
-| `float` Float:fX | Position X de l'objet sélectionné |
-| `float` Float:fY | Position Y de l'objet sélectionné |
-| `float` Float:fZ | Position Z de l'objet sélectionné |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être appelée par un autre script.
-
-**0** - Refuser que la callback soit appelée ailleurs.
-
-## Exemple
-
-```c
-public OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
-{
- printf("Joueur %d sélectionne l'objet %d", playerid, objectid);
- if (type == SELECT_OBJECT_GLOBAL_OBJECT)
- {
- EditObject(playerid, objectid);
- }
- else
- {
- EditPlayerObject(playerid, objectid);
- }
- SendClientMessage(playerid, 0xFFFFFFFF, "Vous pouvez maintenant éditer la position de l'objet !");
- return 1;
-}
-```
-
-## Fonctions connexes
-
-- [SelectObject](../functions/SelectObject): Sélectionne un objet.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerSelectedMenuRow.md b/docs/translations/fr/scripting/Callbacks/OnPlayerSelectedMenuRow.md
deleted file mode 100644
index 34c76744c29..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerSelectedMenuRow.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: OnPlayerSelectedMenuRow
-description: Cette callback est appelée lorsqu'un joueur sélectionne un article depuis un menu (ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur sélectionne un article depuis un menu [(ShowMenuForPlayer)](../functions/ShowMenuForPlayer).
-
-| Nom | Description |
-| -------------- | -------------------------------------------------------------------- |
-| `int` playerid | L'ID du joueur qui a sélectionné le menu. |
-| `int` row | L'ID de la ligne qui a été sélectionnée. La première ligne = **0**. |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-new Menu:MyMenu;
-
-public OnGameModeInit()
-{
- MyMenu = CreateMenu("Menu 1", 1, 50.0, 180.0, 200.0, 200.0);
- AddMenuItem(MyMenu, 0, "Item 1");
- AddMenuItem(MyMenu, 0, "Item 2");
- return 1;
-}
-
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- if (GetPlayerMenu(playerid) == MyMenu)
- {
- switch(row)
- {
- case 0: print("Item 1 sélectionné");
- case 1: print("Item 2 sélectionné");
- }
- }
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-
-L'ID du menu choisi n'est pas un paramètre de cette callback. GetPlayerMenu doit être utilisé pour déterminer quel menu le joueur a-t-il sélectionné.
-
-:::
-
-## Fonctions connexes
-
-- [CreateMenu](../functions/CreateMenu): Créer un menu.
-- [DestroyMenu](../functions/DestroyMenu): Détruit un menu.
-- [AddMenuItem](../functions/AddMenuItem): Ajoute un item dans un menu spécifique.
-- [ShowMenuForPlayer](../functions/ShowMenuForPlayer): Montre un menu pour un joueur.
-- [HideMenuForPlayer](../functions/HideMenuForPlayer): Cache un menu pour un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerSpawn.md b/docs/translations/fr/scripting/Callbacks/OnPlayerSpawn.md
deleted file mode 100644
index bc68320ae49..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnPlayerSpawn
-description: Cette callback est appelée lorsqu'un joueur spawn (apparaît).
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur spawn (apparaît).
-
-| Nom | Description |
-| -------------- | ---------------------------------- |
-| `int` playerid | L'ID du joueur qui spawn. |
-
-## Valeur de retour
-
-Retournez **0** pour forcer le joueur à retourner à la sélection de classe au prochain spawn.
-
-## Exemple
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME],
- string[40];
-
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName
-
- format(string, sizeof(string), "[ ! ] %s a spawn.", PlayerName);
- SendClientMessageToAll(0xFFFFFFFF, string);
-
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Le jeu déduit parfois \$100 à un joueur après son apparition.
-
-:::
-
-## Fonctions connexes
-
-- [SpawnPlayer](../functions/SpawnPlayer): Force un joueur a spawn.
-- [AddPlayerClass](../functions/AddPlayerClass): Ajoute une class.
-- [SetSpawnInfo](../functions/SetSpawnInfo): Permet de déterminer les paramètres de spawn d'un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerStateChange.md b/docs/translations/fr/scripting/Callbacks/OnPlayerStateChange.md
deleted file mode 100644
index 9dc41727492..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerStateChange
-description: Cette callback est appelée lorsqu'un joueur change d'état (à pied, dans un véhicule, en mode spectateur, etc...).
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur change d'état _(à pied, dans un véhicule, en mode spectateur, etc...)_.
-
-| Nom | Description |
-| -------------- | ---------------------------------- |
-| `int` playerid | L'ID du joueur qui a changé d'état |
-| `int` newstate | Le nouvel état du joueur |
-| `int` oldstate | L'ancien état du joueur. |
-
-Voir ["Player States"](../resources/playerstates) pour une liste complète de tous les états d'un joueur.
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Le joueur entre dans un véhicule en tant que conducteur (driver).
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); // Ajoute de la nitro (NOS) au véhicule
- }
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [GetPlayerState](../functions/GetPlayerState): Permet de connaître l'actuel état du joueur.
-- [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction): Permet de connaître la "special action" actuelle du joueur.
-- [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction): Mettre une "special action" Ã un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerStreamIn.md b/docs/translations/fr/scripting/Callbacks/OnPlayerStreamIn.md
deleted file mode 100644
index 3b6925ab592..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerStreamIn.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerStreamIn
-description: Cette fonction est appelée quand un joueur est chargé (devient visible) pour un joueur.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette fonction est appelée quand un joueur est chargé (devient visible) pour un joueur.
-
-| Nom | Description |
-| ----------------- | -------------------------------------- |
-| `int` playerid | L'ID du joueur chargé par le joueur. |
-| `int` forplayerid | L'ID du joueur qui a chargé le joueur. |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-
-## Exemmple
-
-```c
-public OnPlayerStreamIn(playerid, forplayerid)
-{
- new
- string[40];
-
- format(string, sizeof(string), "Le joueur ID %d vient de charger dans votre client.", playerid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
-
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerStreamOut.md b/docs/translations/fr/scripting/Callbacks/OnPlayerStreamOut.md
deleted file mode 100644
index 91cc592b09b..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerStreamOut.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnPlayerStreamOut
-description: Cette fonction est appelée quand un joueur est déchargé (n'est plus visible) pour un joueur.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette fonction est appelée quand un joueur est déchargé (n'est plus visible) pour un joueur.
-
-| Nom | Description |
-| ----------------- | --------------------------------------- |
-| `int` playerid | L'ID de joueur déchargé par le joueur |
-| `int` forplayerid | L'ID du joueur qui a déchargé le joueur |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnPlayerStreamOut(playerid, forplayerid)
-{
- new
- string[80];
-
- format(string, sizeof(string), "Le joueur ID %d vient d'être déchargé de votre client.", playerid);
- SendClientMessage(forplayerid, 0xFF0000FF, string);
-
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerTakeDamage.md b/docs/translations/fr/scripting/Callbacks/OnPlayerTakeDamage.md
deleted file mode 100644
index de8a161529b..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerTakeDamage.md
+++ /dev/null
@@ -1,82 +0,0 @@
----
-title: OnPlayerTakeDamage
-description: Cette callback est appelée lorsqu'un joueur prends des degats.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur prends des degats..
-
-| Nom | Description |
-|-----------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
-| `int` playerid | L'ID du joueur qui prends les dégats. |
-| `int` issuerid | L'ID du joueur qui cause les dégats. Si il vaut INVALID_PLAYER_ID, le joueur les a infligés lui même. |
-| `float` Float:amount | Le montant des dégats reçus _(vie et armure combinés)_. |
-| `int` WEAPON:weaponid | L'ID de l'arme/la raison qui a causé les dégats. |
-| `int` bodypart | La partie du corps qui s'est faite touchée. |
-
-## Valeur de retour
-
-**1** - Autorise la callback à être utilisée dans un autre script
-
-**0** - La callback ne sera pas appelée dans les autres scripts
-
-Elle est toujours appelée en premier dans le gamemode donc retourner **0** dans le gamemode bloquera la callback dans les filterscripts.
-
-## Exemples
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if(issuerid != INVALID_PLAYER_ID) // Si il ne se les inflige pas lui même
- {
- new
- infoString[128],
- weaponName[24],
- victimName[MAX_PLAYER_NAME],
- attackerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, victimName, sizeof (victimName));
- GetPlayerName(issuerid, attackerName, sizeof (attackerName));
-
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(infoString, sizeof(infoString), "%s a proféré %.0f dégats à %s, arme: %s", attackerName, amount, victimName, weaponName);
- SendClientMessageToAll(-1, infoString);
- }
- return 1;
-}
-```
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if(issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
- {
- //Tirez une fois dans la tête au sniper tue instantanément
- SetPlayerHealth(playerid, 0.0);
- }
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Le weaponid retournera la raison 37 _(lance-flammes)_ de n'importe quelle source de feu _(par exemple molotov, 18)_.
-
-Le weaponid retournera la raison 51 de n'importe quelle arme qui crée une explosion _(par exemple RPG, grenade)_.
-
-Le montant est toujours le maximum de dégâts que l'arme peut faire, même si la santé restante est inférieure à ce maximum de dégâts. Ainsi, lorsqu'un joueur a 100,0 points de vie et se fait tirer dessus avec un Desert Eagle qui a une valeur de dégâts de 46,2, il faut 3 coups pour tuer ce joueur. Les 3 tirs montreront au final un montant de 46,2, même si lorsque le dernier coup frappe, le joueur n'a plus que 7,6 points de vie.
-
-:::
-
-:::warning
-
-GetPlayerHealth et GetPlayerArmour renverront les anciens montants du joueur avant cette callback.
-
-Vérifiez toujours si `issuerid` est valide avant de l'utiliser comme index de tableau.
-
-:::
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerText.md b/docs/translations/fr/scripting/Callbacks/OnPlayerText.md
deleted file mode 100644
index def3b4cce56..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerText.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerText
-description: Appelée lorsqu'un joueur envoie un message dans le chat.
-tags: ["player"]
----
-
-## Description
-
-Appelée lorsqu'un joueur envoie un message dans le chat.
-
-| Nom | Description |
-| --------------- | ---------------------------------------- |
-| `int` playerid | L'ID du joueur qui envoie le message |
-| `string` text[] | Le texte du message envoyé |
-
-## Valeur de retour
-
-Retourner **0** dans cette callback empêchera l'affichage du message.
-
-## Exemple
-
-```c
-public OnPlayerText(playerid, text[])
-{
- new
- textv2[145],
- name[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, name, sizeof (name));
-
- format(textv2, sizeof (textv2), "%d >> %s: %s", playerid, name, text);
-
- SendPlayerMessageToAll(playerid, textv2);
- return 0;
- //Retourner 0 empêche l'envoi du message par défaut
-}
-
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
-
-- [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer): Force un joueur à envoyer un message à un joueur.
-- [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll): Force un joueur à envoyer un message à tous les joueurs.
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerUpdate.md b/docs/translations/fr/scripting/Callbacks/OnPlayerUpdate.md
deleted file mode 100644
index 824fd268c84..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,89 +0,0 @@
----
-title: OnPlayerUpdate
-description: Cette callback est appelée à chaque fois qu'un client/joueur modifie son status auprès du serveur.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette callback est appelée à chaque fois qu'un client/joueur modifie son status auprès du serveur. Elle est souvent utilisée pour créer des callbacks personnalisées qui ne sont pas présentes nativement, telle que le changement de vie, d'armure ou le changement d'arme.
-
-| Nom | Description |
-| -------------- | --------------------------------------------- |
-| `int` playerid |ID du joueur ayant envoyé un paquet au serveur |
-
-## Valeur de retour
-
-**0** - La mise à jour du joueur ne sera pas appliquée aux autres joueurs.
-
-**1** - Indique que la mise à jour peut être traité de façon normale et envoyé aux autres joueurs.
-
-## Exemples
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new iCurWeap = GetPlayerWeapon(playerid); // Retourne l'arme actuelle du joueur
- if(iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // S'il l'arme à changer depuis la dernière mise à jour
- {
- // Appelons une callback nommée OnPlayerChangeWeapon
- OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
- SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);//Met à jour la variable arme du joueur
- }
- return 1; // Envoi de la mise à jour à tous les joueurs.
-}
-
-stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
-{
- new s[128],
- oWeapon[24],
- nWeapon[24];
-
- GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
- GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
-
- format(s, sizeof(s), "Vous avez changé votre arme de %s à %s!", oWeapon, nWeapon);
-
- SendClientMessage(playerid, 0xFFFFFFFF, s);
-}
-```
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new Float:fHealth;
-
- GetPlayerHealth(playerid, fHealth);
-
- if(fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // La vie du joueur a changé depuis la dernière mise à jour, c'est donc bien la mise à jour qui a été envoyée.
- // Vérifions s'il a perdu ou gagné de la vie (anti-cheat vie ? ;))
-
- if(fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* Il a gagné de la vie! Triche? */
-
- }
- else
- {
- /* Il a perdu de la vie! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-## Astuces
-
-
-
-:::warning
-
-Cette callback est appelée environ 30 fois par secondes, par joueur; à utiliser seulement quand vous savez exactement pourquoi.
-
-La fréquence à laquelle est appelée cette callback varie en fonction des joueurs, dépendant de ce que fait le joueur. La fréquence d'appel sera plus élevé quand le joueur conduira, tirera alors qu'elle sera plus basse quand le joueur sera statique.
-
-:::
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnPlayerWeaponShot.md b/docs/translations/fr/scripting/Callbacks/OnPlayerWeaponShot.md
deleted file mode 100644
index 0d65df51975..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnPlayerWeaponShot.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: OnPlayerWeaponShot
-description: Cette fonction est appelée lorsqu'un joueur tire avec une arme à feu.
-tags: ["player"]
----
-
-## Paramètres
-
-Cette fonction est appelée lorsqu'un joueur tire avec une arme à feu. Si un conducteur tire depuis son véhicule, la callback ne sera pas appelée. En revanche, si un passager tire depuis son véhicule, la callback sera bel et bien appelée.
-
-| Nom | Description |
-|-------------------------------|---------------------------------------------------------------------------------------------------------|
-| `int` playerid | L'ID du joueur qui tire |
-| `int` WEAPON:weaponid | L'ID de l'[arme](../resources/weaponids) qui tire |
-| `int` BULLET_HIT_TYPE:hittype | Le [type](../resources/bullethittypes) de cible touchée _(rien, joueur, véhicule, ou objet(de joueur))_ |
-| `int` hitid | L'ID du joueur, véhicule ou objet touché |
-| `float` Float:fX | Les coordonnées X touchée par le tir |
-| `float` Float:fY | Les coordonnées Y touchée par le tir |
-| `float` Float:fZ | Les coordonnées Z touchée par le tir |
-
-## Valeur de retour
-
-**0** - Empêche le tir de causer des dégâts.
-
-**1** - Autorise le tir à causer des dégâts.
-
-
-## Exemple
-
-```c
-public OnPlayerWeaponShot(playerid, WEAPON:weaponid, BULLET_HIT_TYPE:hittype, hitid, Float:fX, Float:fY, Float:fZ)
-{
- new szString[144];
-
- format(szString, sizeof(szString), "L'arme %i vient de faire feu. hittype: %i hitid: %i position: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
- SendClientMessage(playerid, -1, szString);
-
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Si la cible est :
-
-* `BULLET_HIT_TYPE_NONE` : les variables `fX`, `fY` et `fZ` seront égales à des coordonnées normales ;
-* Autre : Les variables `fX`, `fY` et `fZ` seront généralement décalés du centre de hitid.
-
-:::
-
-:::tip
-
-[GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors) peut être utilisé dans cette callback pour plus de détails sur les vecteurs de la balle.
-
-:::
-
-:::warning
-
-Bugs connus :
-
-- N'est pas appelé si vous avez tiré dans le véhicule en tant que conducteur ou si vous regardez derrière avec la visée activée (tir en l'air).
-- Il est appelé `BULLET_HIT_TYPE_VEHICLE` avec le `hitid` correct _(le véhicule du joueur touché)_ si vous tirez sur un joueur qui se trouve dans un véhicule. Il ne s'appellera pas du tout `BULLET_HIT_TYPE_PLAYER`.
-- Partiellement corrigé en 0.3.7 : Si de fausses données d'armes sont envoyées par un utilisateur malveillant, d'autres clients joueurs peuvent se bloquer ou planter. Pour lutter contre cela, vérifiez si l'arme signalée peut réellement tirer des balles.
-
-:::
-
-## Fonctions connexes
-
-- [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors): Récupère le vecteur du dernier coup tiré par un joueur.
diff --git a/docs/translations/fr/scripting/Callbacks/OnRconCommand.md b/docs/translations/fr/scripting/Callbacks/OnRconCommand.md
deleted file mode 100644
index 031a159ddf4..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnRconCommand.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: OnRconCommand
-description: Cette callback est appelée lorsqu'une commande est exécutée dans la console, ou via le jeu avec les commandes RCON.
-tags: []
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'une commande est exécutée dans la console, ou via le jeu avec les commandes RCON
-
-| Nom | Description |
-| -------------- | -----------------------------------------|
-| `string` cmd[] | Une chaîne contenant la commande écrite. |
-
-## Valeur de retour
-
-- **0** si la commande n'a pas été exécutée, le script sera aussi exécuté sur les filterscripts.
-
-- **1** si la commande a été exécutée, elle ne sera pas envoyée aux autres scripts.
-
-## Exemples
-
-```c
-public OnRconCommand(cmd[])
-{
- printf("[RCON]: Vous avez écrit '/rcon %s'!", cmd);
- return 0;
-}
-```
-
-```c
-public OnRconCommand(cmd[])
-{
- if(!strcmp(cmd, "bonjour", true))
- {
- SendClientMessageToAll(0xFFFFFFAA, "Bonjour tous le monde!!");
- print("Vous avez envoyé un message de bonjour à tous les joueurs!");
- return 1;
- }
- return 0;
-}
-```
-
-## Astuces
-
-:::tip
-
-/rcon n'est pas inclut dans `cmd` lorsqu'un joueur tape la commande.
-
-Si vous utilisez la fonction `printf` dans cette callback, un message sera envoyé au joueur qui a tapé la commande dans le jeu, et dans les logs.
-
-:::
-
-:::warning
-
-Vous devez inclure cette callback dans un filterscript chargé pour qu'elle marche dans le gamemode!
-
-:::
-
-## Fonction connexe
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Vérifie si un joueur est loggé en RCON.
-
-## Callback connexe
-
-- [OnRconLoginAttempt](OnRconLoginAttempt): Appelée lorsqu'un joueur essaie de se connecter en RCON.
diff --git a/docs/translations/fr/scripting/Callbacks/OnRconLoginAttempt.md b/docs/translations/fr/scripting/Callbacks/OnRconLoginAttempt.md
deleted file mode 100644
index be9bb04b551..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnRconLoginAttempt.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnRconLoginAttempt
-description: Cette callback est appelée lorsque quelqu'un tente de se connecte en RCON, avec succès ou pas.
-tags: []
----
-
-## Paramètres
-
-Cette callback est appelée lorsque quelqu'un tente de se connecte en RCON, avec succès ou pas.
-
-| Nom | Description |
-| ------------------- | -------------------------------------------------------------------- |
-| `string` ip[] | L'IP du joueur qui a tenté de se connecter |
-| `string` password[] | Le mot de passe utilisé pour se connecter |
-| `int` success | **0** si le mot de passe est incorrect, ou **1** si il est correct |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if(!success) //Si le mot de passe est incorrect
- {
- printf("CONNEXION RCON ECHOUÉE PAR L'IP %s EN UTILISANT LE MOT DE PASSE %s",ip, password);
- new pip[16];
- for(new i=0; i 50.0)
- {
- // Rejette l'update
- return 0;
- }
-
- return 1;
-}
-```
-
-## Astuces
-
-:::warning
-
-Cette callback est appelée très fréquemment par seconde et par véhicule. Vous devez vous abstenir d'implémenter des calculs intensifs ou des opérations d'écriture / lecture de fichiers intensives dans cette callback.
-
-
-:::
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleDamageStatusUpdate.md b/docs/translations/fr/scripting/Callbacks/OnVehicleDamageStatusUpdate.md
deleted file mode 100644
index 9486dc54382..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleDamageStatusUpdate.md
+++ /dev/null
@@ -1,74 +0,0 @@
----
-title: OnVehicleDamageStatusUpdate
-description: Cette callback est appelée lorsqu'un élément de véhicule - tel que les portes ou les phares - sont endommagés.
-tags: ["vehicle"]
----
-
-:::tip
-
-Voir ["damagestatus"](../resources/damagestatus).
-
-:::
-
-## Description
-
-Cette callback est appelée lorsqu'un élément de véhicule - tel que les portes ou les phares - sont endommagés.
-
-| Nom | Description |
-| --------------- | --------------------------------------- |
-| `int` vehicleid | L'ID du véhicule qui a été endommagé |
-| `int` playerid | L'ID du joueur qui a infligé les dégâts |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemples
-
-```c
-// example code: protect vehicle tires from being popped
-// uses encode_tires function from: http://forum.sa-mp.com/index.php?topic=161491.msg960040#msg960040
-
-public OnVehicleDamageStatusUpdate(vehicleid, playerid)
-{
- #pragma unused playerid
-
- new panels, doors, lights, tires;
- GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
- tires = encode_tires(0, 0, 0, 0); // fix all tires
- panels = encode_panels(0, 0, 0, 0, 0, 0, 0); // fix all panels //fell off - (3, 3, 3, 3, 3, 3, 3)
- doors = encode_doors(0, 0, 0, 0, 0, 0); // fix all doors //fell off - (4, 4, 4, 4, 0, 0)
- lights = encode_lights(0, 0, 0, 0); // fix all lights
- UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
- return 1;
-}
-
-encode_tires(tire1, tire2, tire3, tire4) return tire1 | (tire2 << 1) | (tire3 << 2) | (tire4 << 3);
-encode_panels(flp, frp, rlp, rrp, windshield, front_bumper, rear_bumper)
-{
- return flp | (frp << 4) | (rlp << 8) | (rrp << 12) | (windshield << 16) | (front_bumper << 20) | (rear_bumper << 24);
-}
-encode_doors(bonnet, boot, driver_door, passenger_door, behind_driver_door, behind_passenger_door)
-{
- #pragma unused behind_driver_door
- #pragma unused behind_passenger_door
- return bonnet | (boot << 8) | (driver_door << 16) | (passenger_door << 24);
-}
-encode_lights(light1, light2, light3, light4)
-{
- return light1 | (light2 << 1) | (light3 << 2) | (light4 << 3);
-}
-```
-
-## Astuces
-
-:::tip
-
-Cela n'inclut pas les changements de heal du véhicule.
-
-:::
-
-## Fonctions connexes
-
-- [GetVehicleDamageStatus](../functions/GetVehicleDamageStatus): Récupère les dégâts de chaque partie d'un véhicule.
-- [UpdateVehicleDamageStatus](../functions/UpdateVehicleDamageStatus): Met à jour les dégâts d'un véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleDeath.md b/docs/translations/fr/scripting/Callbacks/OnVehicleDeath.md
deleted file mode 100644
index b5dfbaa12eb..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleDeath.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnVehicleDeath
-description: Cette callback est appelée lorsqu'un véhicule est détruit - en explosant ou en tombant dans l'eau.
-tags: ["vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un véhicule est détruit - en explosant ou en tombant dans l'eau.
-
-| Nom | Description |
-| --------------- | ---------------------------------------------------------------------------------------------------------------------------- |
-| `int` vehicleid | L'ID du véhicule détruit. |
-| `int` killerid | L'ID du joueur qui a causé les dégâts. Généralement le conducteur ou un passager (si il y en a) ou le joueur le plus proche. |
-
-## Valeur de retour
-
-Aucune.
-
-## Exemples
-
-```c
-public OnVehicleDeath(vehicleid, killerid)
-{
- new string[40];
-
- format(string, sizeof(string), "Le véhicule %i a été détruit par le joueur id %i.", vehicleid, killerid);
- SendClientMessageToAll(0xFFFFFFFF, string);
-
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback est appelée lorsqu'un véhicule entre dans l'eau mais il peut être sauvé de la destruction si il est submergé en partie ou si il est téléporté. Cette callback ne sera pas appelée une seconde fois et le véhicule disparaîtra après la sortie du conducteur, ou peu de temps après.
-
-:::
-
-## Fonctions connexes
-
-- [SetVehicleHealth](../functions/SetVehicleHealth): Modifie la vie d'un véhicule.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleMod.md b/docs/translations/fr/scripting/Callbacks/OnVehicleMod.md
deleted file mode 100644
index fe134abdb4f..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleMod.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnVehicleMod
-description: Cette callback est appelée lorsqu'un véhicule est modifié.
-tags: ["vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un véhicule est modifié.
-
-| Nom | Description |
-| ----------------- | ----------------------------------------------------------- |
-| `int` playerid | L'ID du conducteur du véhicule. |
-| `int` vehicleid | L'ID du véhicule modifié. |
-| `int` componentid | L'ID de la partie de la voiture qui a été ajoutée/modifiée. |
-
-## Valeur de retour
-
-Retournez **0** pour empêcher la modification d'être visible pour les autres joueurs.
-
-## Exemple
-
-```c
-public OnVehicleMod(playerid, vehicleid, componentid)
-{
- printf("Le véhicule %d a été modifié par le joueur ID %d. L'ID de la partie de la voiture modifiée est %d",vehicleid,playerid,componentid);
- if(GetPlayerInterior(playerid) == 0)
- {
- BanEx(playerid, "Hack Tuning"); // Anti-tuning hacks script
- //Testé et approuvé sur les serveurs où il est impossible de modifier un véhicule hors d'un transfender/wheel arch angel
- }
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback ne sera pas appelée avec [AddVehicleComponent](../functions/AddVehicleComponent).
-
-:::
-
-## Fonctions connexes
-
-- [AddVehicleComponent](../functions/AddVehicleComponent): Ajoute un composant sur un véhicule.
-
-## Callbacks connexes
-
-- [OnEnterExitModShop](OnEnterExitModShop): Appelée lorsqu'un joueur dans un véhicule entre ou sort d'un garage de modification.
-- [OnVehiclePaintjob](OnVehiclePaintjob): Appelée lorsque la peinture d'un véhicule est changée.
-- [OnVehicleRespray](OnVehicleRespray): Appelée lorsqu'un véhicule est repeint.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehiclePaintjob.md b/docs/translations/fr/scripting/Callbacks/OnVehiclePaintjob.md
deleted file mode 100644
index 5c3b45cbf49..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehiclePaintjob.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnVehiclePaintjob
-description: Appelée lorsqu'un joueur change la peinture de son véhicule (dans un transfender/dans le wheel arch angel).
-tags: ["vehicle"]
----
-
-## Paramètres
-
-Appelée lorsqu'un joueur change la peinture de son véhicule _(dans un transfender/dans le wheel arch angel)_.
-
-| Nom | Description |
-| ------------------ | -------------------------------------------------------- |
-| `int` playerid | L'ID du joueur qui a changé la peinture de son véhicule. |
-| `int` vehicleid | L'ID du véhicule dont la peinture a été changée. |
-| `int` paintjobid | L'ID du nouveau paintjob. |
-
-## Valeur de retour
-
-Cette fonction ne retourne pas de valeur spécifique.
-
-## Exemple
-
-```c
-public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
-{
- new string[128];
-
- format(string, sizeof(string), "Tu as changé la peinture de ton véhicule en : %d!", paintjobid);
- SendClientMessage(playerid, 0x33AA33AA, string);
-
- return 1;
-}
-
-```
-
-## Astuces
-
-:::tip
-
-La callback est appelée lorsque le joueur modifie la peinture DANS le transfender/wheel arch angel !
-
-:::
-
-## Fonctions connexes
-
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Change the paintjob on a vehicle.
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Set the color of a vehicle.
-
-## Callbacks connexes
-
-- [OnVehicleRespray](OnVehicleRespray): Called when a vehicle is resprayed.
-- [OnVehicleMod](OnVehicleMod): Called when a vehicle is modded.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleRespray.md b/docs/translations/fr/scripting/Callbacks/OnVehicleRespray.md
deleted file mode 100644
index b89c97ff7b0..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleRespray.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnVehicleRespray
-description: Cette callback est appelée lorsqu'un joueur sort d'un garage de modification, indépendamment du fait que les couleurs aient été changées ou non.
-tags: ["vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un joueur sort d'un garage de modification, indépendamment du fait que les couleurs aient été changées ou non. Cette callback n'est JAMAIS appelée lors d'une sortie de pay 'n' spray.
-
-| Nom | Description |
-| --------------- | ------------------------------------------------------------- |
-| `int` playerid | L'ID du joueur qui conduit le véhicule. |
-| `int` vehicleid | L'ID du véhicule dont la/les couleur(s) a/ont été changée(s). |
-| `int` color1 | La couleur primaire du véhicule qui a été changée. |
-| `int` color2 | La couleur secondaire du véhicule qui a été changée. |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnVehicleRespray(playerid, vehicleid, color1, color2)
-{
- new string[48];
- format(string, sizeof(string), "Vous avez changé la/les couleur(s) du véhicule %d. Nouvelles couleurs! %d et %d!", vehicleid, color1, color2);
- SendClientMessage(playerid, COLOR_GREEN, string);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Étrangement, cette callback n'est pas appelée dans les pay'N'spray (uniquement les garages de modification).
-
-Solution ici: http://pastebin.com/zX96D4dA
-
-:::
-
-:::warning
-
-Bug connu : la prévisualisation d'un composant dans une boutique de mods peut appeler la callback.
-
-:::
-
-## Fonctions connexes
-
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Modifie la couleur d'un véhicule.
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Change la peinture d'un véhicule.
-
-## Callbacks connexes
-
-- [OnVehiclePaintjob](OnVehiclePaintjob): Appelée lorsque la peinture d'un véhicule est changée.
-- [OnVehicleMod](OnVehicleMod): Appelée lorsqu'un véhicule est modifié.
-- [OnEnterExitModShop](OnEnterExitModShop): Appelée lorsqu'un joueur dans un véhicule entre ou sort d'un garage de modification.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleSirenStateChange.md b/docs/translations/fr/scripting/Callbacks/OnVehicleSirenStateChange.md
deleted file mode 100644
index f6635e630cb..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleSirenStateChange.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnVehicleSirenStateChange
-description: Cette callback est appelée lorsque l'état de la sirène d'un véhicule change.
-tags: ["vehicle"]
----
-
-
-
-## Paramètres
-
-Cette callback est appelée lorsque l'état de la sirène d'un véhicule change.
-
-| Nom | Description |
-| --------------- | ----------------------------------------------------------------------- |
-| `int` playerid | L'ID du joueur qui a déclenché la sirène (conducteur) |
-| `int` vehicleid | L'ID du véhicule dont l'état de la sirène a changé. |
-| `int` newstate | **0** si la sirène a été désactivée, **1** si la sirène a été activée. |
-
-## Valeur de retour
-
-Cette callback ne retourne aucune valeur particulière.
-
-## Exemple
-
-```c
-public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
-{
- if(newstate) GameTextForPlayer(playerid, "~W~Sirene ~G~on", 1000, 3);
- GameTextForPlayer(playerid, "~W~Sirene ~r~off", 1000, 3);
- return 1;
-}
-```
-
-## Astuces
-
-:::tip
-
-Cette callback est appelée seulement lorsque l'état de la sirène change, PAS quand la sirène alternative est utilisée (maintenir klaxon).
-
-:::
-
-## Fonctions connexes
-
-- [GetVehicleParamsSirenState](../functions/GetVehicleParamsSirenState): Vérifie si la sirène du véhicule est ON ou OFF.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleSpawn.md b/docs/translations/fr/scripting/Callbacks/OnVehicleSpawn.md
deleted file mode 100644
index 59f222ef7e4..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleSpawn.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnVehicleSpawn
-description: Cette callback est appelée lorsqu'un véhicule respawn (réapparaît).
-tags: ["vehicle"]
----
-
-:::warning
-
-Cette callback est appelée **seulement** quand un véhicule **re**spawn ! [CreateVehicle](../functions/CreateVehicle) et AddStaticVehicle(Ex) n'appelleront PAS cette callback.
-
-:::
-
-## Paramètres
-
-description: Cette callback est appelée lorsqu'un véhicule respawn _(réapparaît)_.
-
-| Nom | Description |
-| --------------- | ----------------------------------- |
-| `int` vehicleid | L'ID du véhicule qui a spawné. |
-
-## Valeur de retour
-
-Cette fonction ne retourne pas de valeur spécifique.
-
-## Exemple
-
-```c
-public OnVehicleSpawn(vehicleid)
-{
- printf("Vehicle %i spawn!",vehicleid);
- return 1;
-}
-```
-
-## Fonctions connexes
-
-- [SetVehicleToRespawn](../functions/SetVehicleToRespawn): Respawn un véhicule.
-- [CreateVehicle](../functions/CreateVehicle): Créer un vehicle.
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleStreamIn.md b/docs/translations/fr/scripting/Callbacks/OnVehicleStreamIn.md
deleted file mode 100644
index f3245c9b505..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleStreamIn.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: OnVehicleStreamIn
-description: Cette callback est appelée lorsqu'un véhicule est chargé (devient visible) pour un joueur.
-tags: ["vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelée lorsqu'un véhicule est chargé (devient visible) pour un joueur.
-
-| Nom | Description |
-| ----------------- | ----------------------------------------- |
-| `int` vehicleid | L'ID du véhicule chargé par le joueur. |
-| `int` forplayerid | L'ID du joueur qui a chargé le véhicule. |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- new string[32];
- format(string, sizeof(string), "Vous pouvez désormais voir le véhicule ID: %d.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/Callbacks/OnVehicleStreamOut.md b/docs/translations/fr/scripting/Callbacks/OnVehicleStreamOut.md
deleted file mode 100644
index c916e5cadc2..00000000000
--- a/docs/translations/fr/scripting/Callbacks/OnVehicleStreamOut.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: OnVehicleStreamOut
-description: Cette callback est appelé quand un véhicule disparait du champs de stream du joueur (le véhicule est tellement loin qu'il ne peut plus le voir).
-tags: ["vehicle"]
----
-
-## Paramètres
-
-Cette callback est appelé quand un véhicule disparait du champs de stream du joueur (le véhicule est tellement loin qu'il ne peut plus le voir).
-
-| Nom | Description |
-| ----------------- | --------------------------------------------------------------- |
-| `int` vehicleid | L'ID du véhicule qui n'est plus stream pour le joueur concerné. |
-| `int` forplayerid | Le joueur dont le véhicule n'est plus stream. |
-
-## Valeur de retour
-
-Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback.
-
-## Exemple
-
-```c
-public OnVehicleStreamOut(vehicleid, forplayerid)
-{
- new string[48];
- format(string, sizeof(string), "Vous ne voyez plus le véhicule %d car celui-ci est trop loin.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Astuces
-
-
-
-## Fonctions connexes
diff --git a/docs/translations/fr/scripting/functions/AddCharModel.md b/docs/translations/fr/scripting/functions/AddCharModel.md
deleted file mode 100644
index d18219731e2..00000000000
--- a/docs/translations/fr/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddCharModel
-description : Ajoute un nouveau modèle de personnage personnalisé à télécharger.
-tags: []
----
-
-
-
-## Description
-
-Ajoute un nouveau modèle de personnage personnalisé à télécharger. Les fichiers modèles seront stockés dans le dossier Documents\GTA San Andreas User Files\SAMP\cache du lecteur sous le dossier IP et port du serveur dans un nom de fichier au format CRC.
-
-| Nom | Description |
-| ------- | -------------------------------------------------- -----------------------------------------------------------------------------------------|
-| baseid | L'ID du modèle de skin de base à utiliser (comportement du personnage et personnage d'origine à utiliser lorsque le téléchargement échoue). |
-| newid | Le nouvel ID de modèle de skin allait de 20 000 à 30 000 (10 000 emplacements) à utiliser ultérieurement avec SetPlayerSkin |
-| dffname | Nom du fichier de collision de modèles .dff situé dans le dossier du serveur de modèles par défaut (paramètre artpath). |
-| txdname | Nom du fichier de texture de modèle .txd situé dans le dossier du serveur de modèles par défaut (paramètre artpath). |
-
-## Retour
-
-1 : La fonction s'est exécutée avec succès.
-
-0 : La fonction n'a pas pu s'exécuter.
-
-## Exemples
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Remarques
-
-:::tip
-
-useartwork doit d'abord être activé dans les paramètres du serveur pour que cela fonctionne
-
-:::
-
-:::warning
-
-Il n'y a actuellement aucune restriction sur le moment où vous pouvez appeler cette fonction, mais sachez que si vous ne les appelez pas dans OnFilterScriptInit/OnGameModeInit, vous courez le risque que certains joueurs, qui sont déjà sur le serveur, n'aient pas téléchargé les modèles.
-
-:::
-
-## Fonctions associées
-
-- [SetPlayerSkin](SetPlayerSkin): Définissez le skin d'un joueur.
-- [GetPlayerSkin](GetPlayerSkin): Obtenez le skin d'un joueur.
diff --git a/docs/translations/fr/scripting/functions/AddPlayerClass.md b/docs/translations/fr/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index 860f2017384..00000000000
--- a/docs/translations/fr/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description : Ajoute une classe à la sélection de classes.
-tags: ["player"]
----
-
-## Description
-
-Ajoute une classe à la sélection de classe. Les classes sont utilisées pour que les joueurs puissent apparaître avec un skin de leur choix.
-
-| Nom | Description |
-| -------------- | ------------------------------------------------------------------- |
-| modelid | Le skin avec lequel le joueur apparaîtra. |
-| Float:spawn_x | La coordonnée X du spawnpoint de cette classe. |
-| Float:spawn_y | La coordonnée Y du spawnpoint de cette classe. |
-| Float:spawn_z | La coordonnée Z du spawnpoint de cette classe. |
-| Float:z_angle | La direction dans laquelle le joueur doit faire face après le frai. |
-| weapon1 | La première arme d'apparition pour le joueur. |
-| weapon1_ammo | La quantité de munitions pour l'arme d'apparition principale. |
-| weapon2 | La deuxième arme d'apparition pour le joueur. |
-| weapon2_ammo | La quantité de munitions pour la deuxième arme d'apparition. |
-| weapon3 | La troisième arme d'apparition pour le joueur. |
-| weapon3_ammo | La quantité de munitions pour la troisième arme d'apparition. |
-
-## Retour
-
-L'ID de la classe qui vient d'être ajoutée.
-
-319 si la limite de classe (320) a été atteinte. L'ID de classe le plus élevé possible est 319.
-
-## Exemples
-
-```c
-public OnGameModeInit()
-{
- // Les joueurs peuvent apparaître avec le skin "CJ" (0) ou le skin "The Truth" (1).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Trush
- return 1;
-}
-```
-
-## Remarques
-
-:::tip
-
-L'ID de classe maximum est de 319 (à partir de 0, donc un total de 320 classes). Lorsque cette limite est atteinte, toute autre classe ajoutée remplacera l'ID 319.
-
-:::
-
-## Fonctions associées
-
-- [AddPlayerClassEx](AddPlayerClassEx): Ajoutez une classe avec une équipe par défaut.
-- [SetSpawnInfo](SetSpawnInfo): définissez le paramètre d'apparition d'un joueur.
-- [SetPlayerSkin](SetPlayerSkin): Définissez le skin d'un joueur.
diff --git a/docs/translations/fr/scripting/functions/AddPlayerClassEx.md b/docs/translations/fr/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index b5aaa4bb116..00000000000
--- a/docs/translations/fr/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddPlayerClassEx
-description: Cette fonction est exactement la même que la fonction AddPlayerClass, avec l'ajout d'un paramètre d'équipe.
-tags: ["player"]
----
-
-## Description
-
-Cette fonction est exactement la même que la fonction AddPlayerClass, avec l'ajout d'un paramètre d'équipe.
-
-| Nom | Description |
-| -------------- | ------------------------------------------------------------- |
-| teamid | L'équipe dans laquelle vous voulez que le joueur apparaisse. |
-| modelid | Le skin avec lequel le joueur apparaîtra. |
-| Float:spawn_x | La coordonnée X de la position d'apparition de la classe. |
-| Float:spawn_y | La coordonnée Y de la position d'apparition de la classe. |
-| Float:spawn_z | La coordonnée Z de la position d'apparition de la classe. |
-| Float:z_angle | La direction dans laquelle le joueur fera face après le frai. |
-| weapon1 | La première arme d'apparition pour le joueur. |
-| weapon1_ammo | La quantité de munitions pour la première arme d'apparition. |
-| weapon2 | La deuxième arme d'apparition pour le joueur. |
-| weapon2_ammo | La quantité de munitions pour la deuxième arme d'apparition. |
-| weapon3 | La troisième arme d'apparition pour le joueur. |
-| weapon3_ammo | La quantité de munitions pour la troisième arme d'apparition. |
-
-## Retour
-
-L'ID de la classe qui vient d'être ajoutée.
-
-319 si la limite de classe (320) a été atteinte. L'ID de classe le plus élevé possible est 319.
-
-## Exemples
-
-```c
-public OnGameModeInit()
-{
- // Les joueurs peuvent apparaître soit :
- // CJ Skin (ID 0) dans l'équipe 1.
- // "The Truth" skin (ID 1) dans l'équipe 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Remarques
-
-:::tip
-
-L'ID de classe maximum est de 319 (à partir de 0, donc un total de 320 classes). Lorsque cette limite est atteinte, toute autre classe ajoutée remplacera l'ID 319.
-
-:::
-
-## Fonctions associées
-
-- [AddPlayerClass](AddPlayerClass)Â : ajoutez une classe.
-- [SetSpawnInfo](SetSpawnInfo) : définissez le paramètre d'apparition d'un joueur.
-- [SetPlayerTeam](SetPlayerTeam) : définissez l'équipe d'un joueur.
-- [SetPlayerSkin](SetPlayerSkin) : Définissez le skin d'un joueur.
diff --git a/docs/translations/hu/awesome.md b/docs/translations/hu/awesome.md
deleted file mode 100644
index 11386d620cd..00000000000
--- a/docs/translations/hu/awesome.md
+++ /dev/null
@@ -1,156 +0,0 @@
----
-title: Források
-description: Az SA-MP fejlesztéséhez hasznos eszközök, könyvtárak és bÅ‘vÃtmények listája.
----
-
-## Eszközök
-
-- **[Community Compiler](https://github.com/pawn-lang/compiler/)** - A fordÃtó nagymértékben frissÃtett változata, számos javÃtással és fejlesztéssel.
-- **[sampctl](https://github.com/Southclaws/sampctl)** - CsomagkezelÅ‘, könyvtárak telepÃtéséhez és a szerver futtatásához.
-- **[Plugin Runner](https://github.com/Zeex/samp-plugin-runner/)** - Eszköz a kiszolgáló könnyű verziójának futtatásához közvetlenül a parancssorból (nincs szükség server.cfg fájlra) a beépülő modulok teszteléséhez.
-- **[Plugin Boilerplate](https://github.com/Southclaws/samp-plugin-boilerplate)** - A plugin készÃtése könnyebben a boilerplate segÃtségével.
-- **[SA:MP Plugin Template Library](https://github.com/katursis/samp-ptl)** - KészÃtsd el a saját beépülÅ‘ moduljaid nagyon egyszerűen és gyorsan ezzel a sablonkönyvtárral.
-- **[SA-MP Fiddle](https://fiddle.sa-mp.dev)** - Egy hely, ahol tesztelheti a szkripteket (részletek, PoC, hibakeresés stb.), és megoszthatja azokat másokkal.
-- **[Pawn Syntax - Sublime](https://packagecontrol.io/packages/Pawn%20syntax/)** - Pawn automatikus kiegészÃtés a Sublime szöveghez.
-- **[Pawn Syntax - Visual Marketplace](https://marketplace.visualstudio.com/items?itemName=southclaws.vscode-pawn/)** - Pawn autocomplet a Visual Studio Code-hoz.
-- **[SA-MP Zone Editor](https://bitbucket.org/Grimrandomer/samp-zone-editor/downloads/)** - Zóna szerkesztÅ‘ a terület és egyéb dolgok készÃtéséhez.
-- **[SA-MP Map Editor](https://github.com/openmultiplayer/archive/raw/master/tools/Map%20Editor.zip)** - Népszerű térkép szerkesztő SA:MP-hoz.
-- **[open.mp Server Browser](https://github.com/adib-yg/openmp-server-browser)** - open.mp szerverkereső grafikus felhasználói felülete.
-
-## Könyvtárak
-
-- **[samp-stdlib](https://github.com/pawn-lang/samp-stdlib)** - Az alapértelmezett include frissÃtett verziója. `const`-korrekció, dokumentált és teljes.
-- **[fixes.inc](https://github.com/pawn-lang/sa-mp-fixes)** - RendkÃvül kitűnÅ‘ javÃtások az SA:MP szerver hibák nagy számához. Plug and Play.
-- **[YSI-Includes](https://github.com/pawn-lang/YSI-Includes)** - A legrégebbi, legnagyobb, legtöbbet tesztelt és jól támogatott könyvtár az SA:MP/pawn számára, amely rengeteg új játék- és nyelvi funkciót kÃnál.
-- **[foreach](https://github.com/Open-GTO/foreach)** - foreach önálló könyvtár (nem y_iterate verzió).
-- **[amx_assembly](https://github.com/Zeex/amx_assembly)** - Alacsony szintű hozzáférés magához a pawn fájlokhoz.
-- **[md-sort](https://github.com/oscar-broman/md-sort)** - Többdimenziós tömbök rendezése a Pawnban. MódosÃtja a tömb belsÅ‘ mutatóit az adatok másolása helyett.
-- **[indirection](https://github.com/Y-Less/indirection)** - Rendszer mutatók átadására és a funkciók közvetett hÃvására, absztrakt módszerekkel a hÃvások testreszabására.
-- **[code-parse.inc](https://github.com/Y-Less/code-parse.inc)** - A pawn kód elemzése és testreszabása fordÃtási idÅ‘ben.
-- **[Extended Vehicle Information](https://github.com/Vince0789/sa-mp-extended-vehicle-information)** - Nagy mennyiségű járműjelző egyetlen játékostól egy SQLite adatbázisba.
-- **[sqlitei](https://github.com/oscar-broman/sqlitei)** - Magas szintű API az SA-MP SQLite funkciókhoz.
-- **[weapon-config](https://github.com/oscar-broman/samp-weapon-config)** - Következetesebb és reaktÃvabb sebzési rendszer sok új funkcióval.
-- **[samp-geoip](https://github.com/Southclaws/SAMP-geoip)** - Földrajzi információk IP-cÃm alapján.
-- **[progress2](https://github.com/Southclaws/progress2)** - IdÅ‘, egészség, jármű üzemanyag és más dolgok megjelenÃtése folyamatjelzÅ‘ sávként.
-- **[weapon-data](https://github.com/Southclaws/samp-weapon-data)** - Finomra hangolt, testreszabható fegyveradatok.
-- **[MV_Youtube](https://github.com/MichaelBelgium/MV_Youtube)** - Youtube Converter API Audio Streamhez.
-- **[MySQL Prepared Statements](https://github.com/PatrickGTR/MySQL-Prepared-Statements)** - ElÅ‘készÃtett utasÃtások emulációja PAWN MySQL pluginhoz.
-- **[samp-server-weapons](https://github.com/Brunoo16/samp-server-weapons)** - Fegyverek teljes mértékben szerver által vezérelve.
-- **[actor_robbery](https://github.com/PatrickGTR/actor_robbery)** - GTA V bolti rablás inspirálta. Az actor_robbery.inc utánozza ezt!
-- **[samp-aviation](https://github.com/Southclaws/samp-aviation)** - Alapszintű magasság-alapú és gördülési irány alapú robotpilóta SA-MP-hez.
-- **[samp-logger](https://github.com/Southclaws/samp-logger)** - Egyszerű strukturált naplózó, amely egyszerű funkciókat kÃnál a naplózás és hibakeresés terén.
-- **[TDW Recursion Scanner](https://github.com/tdworg/samp-include-rscan)** - Könyvtár, amely az ismétlődéseket keresi a kódban.
-- **[easyDialog](https://github.com/Awsomedude/easyDialog)** - Az egyszerűbb használatért általánosabbá teszi a párbeszédeket.
-- **[mdialog](https://github.com/Open-GTO/mdialog)** - Modern párbeszédrendszer, hasonlóan az easyDialoghoz.
-- **[Model Sizes Plus](https://github.com/Crayder/Model-Sizes-Plus)** - FrissÃtett, fejlettebb, precÃzebb verziója az régi modelsizes include-nak.
-- **[physics.inc](https://github.com/uPeppe/physics.inc)** - 2D és 3D fizika szimulálása (valósághű mozgások, ütközések és még sok más).
-- **[samp-async-dialogs](https://github.com/AGraber/samp-async-dialogs)** - Aszinkron párbeszédkezelés a PawnPlus feladatokkal.
-- **[speedcap.inc](https://github.com/openmultiplayer/archive/blob/master/includes/speedcap.inc)** - Könyvtárak a járművek sebességének irányÃtásához.
-- **[SA:MP Command Guess](https://github.com/Kirima2nd/samp-command-guess)** - Egy kitaláló parancs az SA:MP-hez, a Levenshtein Distance funkciót használva.
-- **[vending](https://github.com/wuzi/vending)** - Szerveroldali automata az SA-MP-hez.
-- **[strlib](https://github.com/oscar-broman/strlib)** - Egy lista hasznos szövegfunkciókkal.
-- **[mathutil](https://github.com/ScavengeSurvive/mathutil)** - Hasznos matematikai funkciók listája.
-- **[rotations.inc](https://github.com/sampctl/rotations.inc)** - Hasznos forgatási funkciók listája Nero_3D's rotations.inc segÃtségével.
-- **[SA-MP Distance Functions](https://github.com/Y-Less/samp-distance)** - Hasznos távolságmérést ellenőrző funkciók listája.
-- **[New SA-MP callbacks](https://github.com/emmet-jones/New-SA-MP-callbacks)** - Hasznos új callback funkciók listája.
-- **[Alternative Dialogs](https://github.com/NexiusTailer/Alternative-Dialogs)** - Textdraw párbeszédek új designnal.
-- **[eSelection](https://github.com/TommyB123/eSelection)** - Lehetőség a dinamikus modellek kiválasztási menük létrehozására az SA-MP játékban.
-- **[mSelection](https://github.com/alextwothousand/mSelection)** - Ugyanaz, mint az eSelection, de más stÃlusban.
-- **[RGB-Textdraw](https://github.com/adib-yg/SAMP-RGB-Textdraw)** - RGB hozzáadása a textdraw-hoz.
-
-## Parancsfeldolgozók
-
-- **[I-ZCMD](https://github.com/YashasSamaga/I-ZCMD)** - A ZCMD továbbfejlesztett verziója.
-- **[Pawn.CMD](https://github.com/katursis/Pawn.CMD)** -Gyorsabb, mint bármely más parancs.
-- **[y_commands](https://github.com/pawn-lang/YSI-Includes/blob/5.x/YSI_Visual/y_commands.md)** - Parancsfeldolgozó YSI könyvtárból
-
-## BÅ‘vÃtmények
-
-- **[JIT](https://github.com/Zeex/samp-plugin-jit)** - Ha a kód stabil, használja ezt a jelentÅ‘s gyorsÃtáshoz.
-- **[CrashDetect](https://github.com/Zeex/samp-plugin-crashdetect)** - Fejlesztői eszköz hibakeresésre tesztelés közben.
-- **[Profiler](https://github.com/Zeex/samp-plugin-profiler)** - Performance profiler plugin for SA-MP server.
-- **[sscanf](https://github.com/Y-Less/sscanf)** - Szöveg konvertálása több féle értékre, int, float, player, stb.
-- **[MySQL Plugin](https://github.com/pBlueG/SA-MP-MySQL)** - Csatlakoztassa szerverét egy MySQL szerverhez.
-- **[Streamer Plugin](https://github.com/samp-incognito/samp-streamer-plugin)** - Sok SA:MP korlát megkerülése, például objektumok és pickupok.
-- **[nativechecker](https://github.com/openmultiplayer/archive/raw/master/plugins/nativechecker.zip)** - A nativok ellenÅ‘rzése a szerver indÃtásakor.
-- **[FCNPC](https://github.com/ziggi/FCNPC)** - Egy SA:MP szerverekhez készült bÅ‘vÃtmény, amely sok képességet ad a meglévÅ‘ standard NPC-khoz. Jelenleg nem működik az open.mp-ben, 2023. januárjáig.
-- **[FileManager](https://github.com/JaTochNietDan/SA-MP-FileManager)** - LehetÅ‘vé teszi a fájlok és mappák kezelését a gyökérkönyvtárból (nem korlátozódik a scriptfiles szerverkönyvtárára ezzel a bÅ‘vÃtménnyel).
-- **[Pawn.Raknet](https://github.com/katursis/Pawn.RakNet)** - Lehetővé teszi a RakNet forgalom elemzését.
-- **[samp-precise-timers](https://github.com/bmisiak/samp-precise-timers)** - Egy SA-MP bÅ‘vÃtmény, amely precÃz idÅ‘zÃtÅ‘ket biztosÃt, Rust nyelven Ãrva. Nem szükséges az open.mp-ben, mivel az open.mp precÃz idÅ‘zÃtÅ‘kkel rendelkezik.
-- **[PawnPlus](https://github.com/IllidanS4/PawnPlus)** - KibÅ‘vÃti a Pawn szkriptnyelv lehetÅ‘ségeit új szerkezetekkel, adattÃpusokkal és programozási technikákkal.
-- **[PAWN memory access](https://github.com/BigETI/pawn-memory)** - LehetÅ‘vé teszi a memória kiosztását és felszabadÃtását a heap-ben PAWN nyelven.
-- **[Native Fallback](https://github.com/IllidanS4/NativeFallback)** - SA-MP bÅ‘vÃtmény, amely alternatÃv megvalósÃtást biztosÃt nem regisztrált natÃvokhoz.
-- **[YSF](https://github.com/IllidanS4/YSF)** - Egy bÅ‘vÃtmény, amelynek célja a szerverbÅ‘l kihozni a maximális lehetÅ‘ségeket, fÅ‘leg a memória szerkesztés és horgok terén. Sok funkciója már megtalálható az open.mp-ben. Lásd [ezen a github problémán](https://github.com/openmultiplayer/open.mp/issues/189) a funkciók listájáért.
-- **[SKY](https://github.com/oscar-broman/SKY)** - Ez a bÅ‘vÃtmény alacsony szintű funkciókat biztosÃt a Pawn szkripteknek erÅ‘teljes feladatok elvégzéséhez.
-- **[Pawn.Regex](https://github.com/katursis/Pawn.Regex)** - Támogatást nyújt a reguláris kifejezésekhez a Pawn szkriptekben.
-- **[pawn-scraper](https://github.com/Sreyas-Sreelal/pawn-scraper)** - Egy erÅ‘teljes scraper bÅ‘vÃtmény, amely felületet biztosÃt az html_parsers és css szelektorok használatához pawn-ban.
-- **[TOTP](https://github.com/philip1337/samp-plugin-totp)** - LehetÅ‘vé teszi a TOTP hitelesÃtés használatát egy sa-mp játékmódban.
-- **[DNS Plugin](https://github.com/samp-incognito/samp-dns-plugin)** - Ez a bÅ‘vÃtmény funkcionalitást nyújt DNS lekérdezésekhez és inverz DNS lekérdezésekhez.
-- **[MapAndreas](https://github.com/Southclaws/samp-plugin-mapandreas)** - Lehetővé teszi különböző magasság-térképek betöltését és az x,y koordináták min. magasságának ellenőrzését.
-- **[ColAndreas](https://github.com/Pottus/ColAndreas)** - Létrehoz egy szimulációt a San Andreas világáról a Bullet Physics könyvtár felhasználásával.
-- **[PathFinder](https://bitbucket.org/Pamdex/pathfinder/src/master)** - LehetÅ‘vé teszi az útvonal kiszámÃtását A és B pont között a San Andreas térképen.
-- **[Custom Query Flood Check](https://github.com/spmn/samp-custom-query-flood-check)** - Egyedi védelmek Ãrása a query flood ellen.
-- **[sampml](https://github.com/YashasSamaga/sampml)** - EgyszerűsÃtett gépi tanulási eszközkészlet és kapcsolódó SAMP projektek (Aimbot Detection).
-- **[TgConnector](https://github.com/Sreyas-Sreelal/tgconnector)** - Egy telegram csatlakozó bÅ‘vÃtmény, amely lehetÅ‘vé teszi a közvetlen interakciót a telegram botokkal SA-MP-n keresztül.
-- **[Discord connector](https://github.com/maddinat0r/samp-discord-connector)** - Lehetővé teszi egy Discord bot vezérlését a PAWN szkriptedből.
-- **[TSConnector](https://github.com/maddinat0r/samp-tsconnector)** - Lehetővé teszi egy Teamspeak3 szerver vezérlését a PAWN szkriptedből.
-- **[IRC Plugin](https://github.com/samp-incognito/samp-irc-plugin)** - Lehetővé teszi IRC botok létrehozását és kezelését az SA-MP szerveren keresztül.
-- **[pawn-requests](https://github.com/Southclaws/pawn-requests)** - Egy API-t biztosÃt az HTTP(S) API-val való interakcióhoz, szöveges és JSON adattÃpusok támogatásával.
-- **[pawn-redis](https://github.com/Southclaws/pawn-redis)** - Hozzáférést biztosÃt egy gyors memóriadatbázishoz és aszinkron üzenetcsatornákhoz más programok között.
-- **[Chrono](https://github.com/Southclaws/pawn-chrono)** - Egy modern Pawn könyvtár a dátumok és idők kezeléséhez.
-- **[rustext](https://github.com/ziggi/rustext)** - Orosz szöveg javÃtó bÅ‘vÃtmény a SA-MP-hez: GameText, TextDraw és Menük.
-- **[Advanced SA NickName](https://github.com/KrYpToDeN/Advanced-SA-NickName)** - Támogatás bármilyen szimbólum használatához a becenevekben.
-- **[SAMPSON](https://github.com/Hual/SAMPSON)** - Egy JSON bÅ‘vÃtmény az SA-MP-hez.
-
-## Kliens-Szerver bÅ‘vÃtmények
-
-- **[SA-MP+](https://github.com/Hual/SA-MP-Plus)** - Egy kliens módosÃtás, amely az SA-MP plugin SDK-t használja a szerverrel való interakcióhoz és új funkciók hozzáadásához.
-- **[CHandling](https://github.com/dotSILENT/chandling)** - LehetÅ‘séget biztosÃt járműkezelések hozzárendeléséhez egyedi járművekhez a játék alapértelmezett viselkedésének módosÃtásával.
-- **[SAMPVOICE](https://github.com/CyberMor/sampvoice)** - Hangkommunikációs rendszerek implementálása a Pawn nyelven az SA:MP szerverekhez.
-- **[KeyListener](https://github.com/CyberMor/keylistener)** - Kliens-szerver plugin a bármilyen billentyű lenyomásának követésére.
-- **[SAMP CEF](https://github.com/ZOTTCE/samp-cef)** - Kliens- és szerverbÅ‘vÃtmények az SA:MP-hez, amelyek beágyazzák a CEF-et.
-- **[SAMP_AC_v2](https://github.com/Whitetigerswt/SAMP_AC_v2)** - SA:MP kliens oldali anti-cheat rendszer.
-
-## Crypto bÅ‘vÃtmények
-
-- **[whirlpool](https://github.com/Southclaws/samp-whirlpool)** - Whirlpool Kriptográfiai bÅ‘vÃtmény a SA:MP számára.
-- **[bcrypt](https://github.com/LassiR/bcrypt-samp)** - Bcrypt Kriptográfiai bÅ‘vÃtmény a SA:MP számára.
-- **[samp-crypto](https://github.com/alextwothousand/samp-crypto)** - A titkosÃtási funkciók listája, például az Argon2, a Scrypt és a Bcrypt SA:MP számára.
-- **[SHA512](https://github.com/openmultiplayer/archive/raw/master/plugins/SHA512.zip)** - SHA512 Kriptográfiai bÅ‘vÃtmény a SA:MP számára.
-
-## GDK/SDKs
-
-Most már készÃtheted szkriptjeidet a pawn nyelven kÃvül más nyelveken is az open.mp segÃtségével. Lásd [ezt a blogbejegyzést](https://www.open.mp/blog/release-candidate-1)
-
-- **[sampsdk](https://github.com/Zeex/samp-plugin-sdk)** - Ez az abszolút minimum, amire szükséged van a bÅ‘vÃtmények fejlesztéséhez.
-- **[sampgdk](https://github.com/Zeex/sampgdk)** - C/C++ nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[SampSharp](https://github.com/ikkentim/SampSharp)** - C# nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[.NET Plugin](https://github.com/Seregamil/.NET-plugin)** - C# nyelvi támogatás a SA:MP bÅ‘vÃtmény Ãrásához.
-- **[sampgo](https://github.com/sampgo/sampgo)** - Go nyelvi támogatás a SA:MP játékmód/bÅ‘vÃtmény Ãrásához.
-- **[samp-node](https://github.com/AmyrAhmady/samp-node)** - Javascript/Typescript nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[Shoebill Project](https://github.com/Shoebill/ShoebillPlugin)** - Java nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[pySAMP](https://github.com/habecker/PySAMP)** - Python nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[samp-rs](https://github.com/ZOTTCE/samp-rs)** - Rust nyelvi támogatás a SA:MP bÅ‘vÃtmény Ãrásához.
-- **[Yet Another Lua Plugin](https://github.com/IllidanS4/YALP)** - Lua nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[SAMPHP](https://github.com/Lapayo/SAMPHP)** - PHP nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[SA-MP S[D]K](https://github.com/Hual/SA-MP-S-D-K)** - D nyelvi támogatás a SA:MP játékmód Ãrásához.
-- **[Kamp](https://github.com/Double-O-Seven/kamp)** - Kotlin nyelvi támogatás a SA:MP játékmód Ãrásához.
-
-## Játék módok
-
-- **[Example Gamemode](https://github.com/openmultiplayer/example-gamemodes)** - Az open.mp-vel kompatibilis játékmódok listája.
-- **[ScavengeSurvive](https://github.com/Southclaws/ScavengeSurvive)** - PvP bázisú túlélő játékmód.
-- **[gta-open](https://github.com/PatrickGTR/gta-open)** - Egy Cops and robbers mód Los Santosban.
-- **[SF-CnR](https://github.com/zeelorenc/sf-cnr)** - San Fierro Cops And Robbers játékmód SA:MP-hoz.
-- **[Next Generation Roleplay](https://github.com/NextGenerationGamingLLC/SA-MP-Development)** - The Next Generation Gaming, LLC SA:MP játékmód.
-- **[SC-RP](https://github.com/seanny/SC-RP)** - Egy Roleplay játékmód MySQL támogatással.
-
-## Filterscripts
-
-- **[MapFix](https://github.com/NexiusTailer/MapFix)** - A GTA San Andreas térképének textúra hibajavÃtásai.
-- **[SA:MP Animbrowse](https://github.com/Southclaws/samp-animbrowse)** - Egy animáció böngésző eszköz az SA:MP-hez.
-- **[IsPlayerUsingAndroid](https://github.com/Fairuz-Afdhal/IsPlayerUsingAndroid)** - Ellenőrzi, hogy egy játékos Android felhasználó-e.
-- **[TextDraw-Editor](https://github.com/Nickk888SAMP/TextDraw-Editor)** - Egy TextDraw szerkesztÅ‘, amely számos gazdag funkciót kÃnál.
-- **[Ultimate Creator](https://github.com/NexiusTailer/Ultimate-Creator)** - Fejlett térképszerkesztő sok funkcióval.
-- **[Fusez's Map Editor](https://github.com/fusez/Map-Editor-V3)** - Egy In-Game térképszerkesztő az SA:MP-hez.
-- **[Texture Studio](https://github.com/Pottus/Texture-Studio)** - Ez egy In-Game térképszerkesztÅ‘, amely lehetÅ‘vé teszi, hogy textúrázza az anyag index 15-ig (16 anyag), valamint beállÃtsa a szÃnét az adott anyag indexre az objektumokon.
diff --git a/docs/translations/hu/client/ClientCommands.md b/docs/translations/hu/client/ClientCommands.md
deleted file mode 100644
index 013575d75a4..00000000000
--- a/docs/translations/hu/client/ClientCommands.md
+++ /dev/null
@@ -1,22 +0,0 @@
----
-title: "Kliens parancsok"
-descripion: Az összes kliens parancs listája.
----
-
-| Parancs | LeÃrás |
-| -------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| /quit (/q) | Ez a parancs önmagáért beszél, kilép a játékból. Használhatod a /q parancsot is, mivel pontosan ugyanaz a parancs, csak rövidebb. |
-| /save | /save valószÃnűleg a leggyakrabban használt alapértelmezett parancs, és valószÃnűleg a leghasznosabb. Amikor beÃrod /save parancsot, az aktuális pozÃciód menti el a felhasználói fájlok könyvtárába, a savepositions.txt fájlba, ahonnan azt használhatod szkriptekhez.(Dokumentumok/GTA San Andreas User Files) |
-| /rs | /rs (Nyers Mentés) olyan mint a /save parancs, de ez csak az aktuális poziciódat, és a nézőszöget menti el a felhasználói fájlok könyvtárába, rawpositions.txt fájlba. Nem ment további információkat, például osztályt és fegyvereket.(Dokumentumok/GTA San Andreas User Files) |
-| /interior | Részben ugyanolyan fontos, mint a /save parancs, ez egyszerűen megjelenÃti az aktuális interiort a chaten. |
-| /fpslimit | Ez a parancs meghatározza a játék FPS (Frames Per Second) korlátját. Minél magasabb a határ, annál simább a játékod. Nincs hatása, ha ki van kapcsolva a grafikus opciókban. A határ 20 és 90 között állÃtható be. |
-| /pagesize | /pagesize a megjelenÃtendÅ‘ csevegÅ‘sorok mennyiségének kiválasztására szolgál. Ez 10 és 20 sor közötti lehet. A Pagesize alapértelmezés szerint 10. |
-| /headmove | Ez a parancs engedélyezi/letiltja a játékosok fejmozdulatait, azonban helyileg kezelik, Ãgy a többi játékos továbbra is látni fogja a fejed mozgását. |
-| /timestamp | Ez a parancs megjelenÃti/elrejti az idÅ‘t a chatbox összes üzenete mellett. A megjelenÃtett idÅ‘ a számÃtógéped, és nem pedig a szerver idejét jelzi. |
-| /dl | A DL a hibakeresÅ‘ cÃmkéket jelenti. Ez a parancs váltja a járművek hibakeresési cÃmkéit, amelyek megmutatják a jármű azonosÃtóját, modelljét, állapotát, azt, hogy a jármű elÅ‘re van-e töltve, a játékostól való távolság, az utánfutó, a rendelkezésre álló ülések, az aktuális és az spawn pozÃciót. |
-| /nametagstatus | Ezt a parancsot 0,3x-ben adták hozzá. Ha engedélyezve van (alapértelmezés szerint engedélyezve), a játékosok egy kis homokóra ikont fognak látni a szünetelt játékosok névjegye mellett. Ide tartozik a minimalizálás (alt-tab), a szünet menü (ESC), a megszakadt kapcsolat (összeomlás/idÅ‘korlát túllépés), valamint olyan képernyÅ‘képek készÃtése, amelyek több mint 3 másodpercig lefagyasztják a játékot. |
-| /mem | MegjelenÃti a memória jelenlegi használatát. (Bár általában csak 128 MB-ot nyomtat.) |
-| /audiomsg | Engedélyezi/letiltja azt az üzenetet, amelyet akkor Ãr ki, amikor egy URL-t az ügyfélhez továbbÃtanak. |
-| /fontsize | Megváltoztatja a felhasználói felület betűméretét (csevegés, párbeszédpanelek stb.). Az érvényes betűméret -3 és 5 között van. |
-| /ctd | Ezt a parancsot az SA-MP 0.3.7 RC2-ben adták hozzá. Lehetővé teszi a játékos kamera céljának kliens hibakeresését. |
-| /rcon | Inkább a kiszolgálóhoz kapcsolódik, mint az ügyfélhez. Ez a parancs RCON parancsok végrehajtására szolgál. Az RCON a beépÃtett adminisztrációs rendszer. Az RCON a [TÃVIRÃNYÃTÃST](../server/ControllingServer#using-rcon) jelenti. |
\ No newline at end of file
diff --git a/docs/translations/hu/meta/Contributing.md b/docs/translations/hu/meta/Contributing.md
deleted file mode 100644
index b5cb736a3e4..00000000000
--- a/docs/translations/hu/meta/Contributing.md
+++ /dev/null
@@ -1,219 +0,0 @@
----
-title: Hozzájárulás
-description: Hogyan járulhatok hozzá az SA-MP Wiki és az open.mp dokumentációhoz.
----
-
-Ez a dokumentációs forrás bárki számára elérhető, azért hogy hozzá tudjon járulni a változtatásokhoz! Amire szükséged van az egy [GitHub](https://github.com) fiók és egy kevés szabadidő. Valamint ajánlott egy [Notepad++](https://notepad-plus-plus.org/downloads/)-t is beszerezni, de nem kötelező. Nem kell ismerned hozzá a Git-et, mindezt megteheted a webes felületről!
-
-## Tartalom szerkesztése
-
-Minden oldalon található egy gomb, amely a GitHub szerkesztés oldalára vezet:
-
-
-
-Például, ezen az oldalon [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) erre az [oldal](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md)ra juttat el, ahol egy szövegszerkesztÅ‘vel módosÃthatod a fájlokat (feltéve, hogy be vagy jelentkezve a GitHub-ba).
-
-Végezzd el a szerkesztést, és küldj be egy "Pull Request" ("Húzási kérelem")-et, ez azt jelenti, hogy a Wiki fenntartói és a közösség többi tagja áttekintheti a változtatást, megbeszélheti, hogy szükség van-e további változtatásokra, majd egyesÃtheti.
-
-## Új tartalom hozzáadása
-
-Új tartalom hozzáadása kissé jobban érintett. Kétféleképpen teheted meg:
-
-### GitHub Felület
-
-Ha egy könyvtárat tallózol a GitHubon, a fájllista jobb felső sarkában található egy Add file ("Fájl hozzáadása") gomb:
-
-
-
-Vagy feltölthetsz egy már Ãrt Markdown fájlt, vagy közvetlenül a GitHub szövegszerkesztÅ‘be Ãrhatod.
-
-A fájlnak `.md` kiterjesztéssel _kell_ rendelkeznie és tartalmaznia kell a Markdown-t. Ha többet szeretnél tudni a Markdownról, olvasd el [ezt az útmutatót](https://guides.github.com/features/mastering-markdown/).
-
-Miután ez megtörtént, nyomd meg a "Propose new file" ("Új fájl javaslata") gombot, és a húzási kérelem megnyÃlik áttekintésre.
-
-### Git
-
-Ha használni szeretnéd a Git programot, akkor csak annyit kell tenned, hogy klónozod a Wiki-tárat:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Nyisd meg a kedvenc szerkesztÅ‘dben. Én ajánlom a Visual Studio Code-t, mivel remek eszközökkel rendelkezik a Markdown fájlok szerkesztésére és formázására. Amint láthatod, ezt a Visual Studio Code segÃtségével Ãrom!
-
-
-
-Két bÅ‘vÃtményt ajánlok az élmény javÃtása érdekében:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) David Anson által - ez egy olyan kiterjesztés, amely biztosÃtja, hogy a Markdown formázása megfelelÅ‘ legyen. Megakadályozza egyes szintaktikai és szemantikai hibákat. Nem minden figyelmeztetés fontos, de néhány segÃthet az olvashatóság javÃtásában. Használd a legjobb megÃtélésed szerint, és ha kétséged vannak, kérdezz meg egy ebben jártas személyt!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) Prettier.js Csapat által - ez egy formázó, amely automatikusan formázza a Markdown fájlokat, Ãgy azok használata következetes stÃlusban történik. A Wiki adattárban vannak olyan beállÃtások, `package.json` amelyeket a bÅ‘vÃtménynek automatikusan használnia kell. Ügyeljen arra, hogy engedélyezze a "Format On Save" elemet a szerkesztÅ‘ beállÃtásaiban, Ãgy a Markdown fájlok minden formázáskor automatikusan formázódnak!
-
-## Jegyzetek, tippek és egyezmények
-
-### Belső linkek
-
-Ne használj abszolút URL-eket a webhelyek közötti hivatkozásokhoz. Használj relatÃv utakat.
-
-- âŒ
-
- ```md
- Az abszolút út [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- A relatÃv út [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` eszköz "fel megy egy könyvtárat", Ãgy ha a fájl amit szerkesztessz benne van a `functions` könyvtárban és a `callbacks`-et akarod linkelni akkor használd a `../` eszközt hogy fel menj a `scripting/` könyvtárba, hogy utána belemenj a `callbacks/` könyvtárba, azután a visszahÃvás fájlneve (`.md` nélkül) amit linkelni szeretnél.
-
-### Képek
-
-A képek egy alkönyvtárba kerülnek `/static/images`. Amikor összekapcsolod a képet egy `![]()` csak használd ezt `/images/` mint alap útvonal (nincs szükség erre `static`, ez csak az adattárolás miatt kell).
-
-Ha kétségeid vannak, csak olvass el egy másik oldalt, amely képeket használ, és másold át, hogy hogyan működik ott.
-
-### Metaadatok
-
-Az első dolog _bármilyen_ dokumentumról legyen szó, itt kell lennie a metaadatoknak:
-
-```mdx
----
-title: A dokumentációm cÃme
-description: A dokumentációm leÃrása.
----
-```
-
-Minden oldalnak tartalmaznia kell cÃmet és leÃrást.
-
-A teljes listához hogy mi lehet a `---` között, látogass el erre az oldalra [Docusaurus dokumentáció](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).]
-
-### CÃmsorok
-
-Ne hozd létre a 1. szintű fejlécet (``) a `#` használatával, azért mert ez automatikusan létrejön. Az elsÅ‘ cÃmed _mindig_ ezzel kezdÅ‘djön `##`
-
-- âŒ
-
- ```md
- # A cÃmem
-
- Ez a dokumentáció a ...
-
- # Alszakasz
- ```
-
-- ✔
-
- ```md
- Ez a dokumentáció a ...
-
- ## Alszakasz
- ```
-
-### Használd a `kód` eszközt a tehnikai hivatkozásokhoz
-
-Ha olyan bekezdést Ãrsz, amely függvényneveket, számokat, kifejezéseket vagy bármit, ami nem szabványos Ãrott nyelv, tartalmaz ilyet, használj ilyen \`fordÃtott idézÅ‘jelet\` mint ez. Ez megkönnyÃti a nyelvek elkülönÃtését a dolgok leÃrásához a hivatkozásoktól a technikai elemekig, például a függvénynevekig és a kódrészletekig.
-
-- âŒ
-
- > A fopen függvény egy File: tÃpusú cÃmkével ad vissza egy értéket, nincs probléma azzal a sorral, mivel a visszatérési érték el van tárolva egy File: tÃpusú cÃmkével ellátott változóba((vegye figyelembe, hogy az esetek is megegyeznek). A következÅ‘ sorban azonban a 4 érték hozzáadódik a fájlkezelÅ‘höz. A 4-nek nincs cÃmkéje [...]
-
-- ✔
-
- > A `fopen` függvény egy `File:` tÃpusú cÃmkével ad vissza egy értéket, nincs probléma azzal a sorral, mivel a visszatérési érték el van tárolva egy `File:` tÃpusú cÃmkével ellátott változóba((vegye figyelembe, hogy az esetek is megegyeznek). A következÅ‘ sorban azonban a `4` érték hozzáadódik a fájlkezelÅ‘höz. A `4`-nek nincs cÃmkéje [...]
-
-A fenti példában az `fopen` függvény neve, nem egy angol szó, ezért a `kód` részlet jelzÅ‘kkel körbevéve segÃt megkülönböztetni más tartalomtól.
-
-Továbbá, ha a bekezdés egy példakód blokkjára utal, ez segÃt az olvasónak a szavakat társÃtani a példához.
-
-### Táblázatok
-
-Ha egy táblázat fejléceket tartalmaz, akkor a felső részre kerülnek:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------ |
- | Health | Engine Status |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (will explode seconds later) |
- ```
-
-- ✔
-
- ```md
- | Health | Engine Status |
- | ------- | ------------------------------------ |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (will explode seconds later) |
- ```
-
-## Ãttérés a SA-MP WikibÅ‘l
-
-A tartalom nagy része áthelyezésre került, de ha hiányzó oldalt találsz, Ãme egy rövid útmutató a tartalom Markdown-fé konvertálásához.
-
-### A HTML megszerzése
-
-Először nyisd meg a fejlesztői eszközt a Ctrl + Shift + I billentyűkombinációval.
-
-1. Kattintson erre a gombra
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Húzd az egérmutatót a wiki fÅ‘oldalának bal felsÅ‘ sarkába, a bal margóba vagy a sarokba, amÃg meg nem jelenik a `#content`
-
- 
-
- Vagy keress rá (Ctrl + F)``
-
- 
-
-3. Másold ki az Inner HTML-t (Copy -> Inner HTML)
-
- 
-
- Most már _csak_ az oldal tényleges _tartalmának_ HTML kódja van ami minket érdekel, és át konvertálhatod Markdownra.
-
-### HTML konvertálása Markdownra
-
-Az alapvető HTML-ek (táblázatok nélküli) Markdown-ba történő konvertálásához használd:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Figyelem most teljesen elcseszte a táblázotot...
-
-### HTML táblázatok a Markdown táblázatokhoz
-
-Mivel a fenti eszköz nem támogatja a táblázatokat, használja ezt az eszközt:
-
-https://jmalarcon.github.io/markdowntables/
-
-És csak a `
` elemet másolja be:
-
-
-
-### TakarÃtás
-
-Az átalakÃtás valószÃnűleg nem lesz tökéletes. Tehát egy kis kézi tisztÃtást kell végezni. A fent felsorolt ​​formázó kiterjesztések segÃtenek ebben, de elÅ‘fordulhat, hogy csak egy kis idÅ‘t kell töltenie a kézi munkával.
-
-Ha nincs időd, ne aggódj! Küld be a befejezetlen vázlatot, és valaki más folytathatja, ahol abbahagytad!
-
-## Licencszerződés
-
-Minden open.mp projekt rendelkezik [KözreműködÅ‘i licencszerzÅ‘déssel](https://cla-assistant.io/openmultiplayer/homepage). Ez alapvetÅ‘en csak azt jelenti, hogy beleegyezik abba, hogy felhasználja munkáját, és nyÃlt forráskódú licenc alá helyezi. A "Pull Request" elsÅ‘ megnyitásakor a CLA-Assistant bot egy linket tesz közzé, ahol aláÃrhatja a megállapodást.
diff --git a/docs/translations/hu/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/hu/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 1f5adc27615..00000000000
--- a/docs/translations/hu/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnFilterScriptExit
-description: Ez a visszahÃvás egy filterszkript leállása során kerül meghÃvásra.
-tags: []
----
-
-## LeÃrás
-
-Ez a visszahÃvás egy filterszkript leállása során kerül meghÃvásra. Csak abban a filterszkriptben lesz meghÃvva amelyik éppen leáll.
-
-## Példák
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print("A filterszkript leállt!");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Kapcsolodó visszahÃvások
-
-Ezek a visszahÃvások hasznosak lehetnek mivel valamilyen módon kapcsolódik ehhez a visszahÃváshoz.
-
-- [OnFilterSciptInit](OnFilterScriptInit): Ezt a visszahÃvást akkor hÃvja meg amikor egy filterszkript elindul.
-- [OnGameModeInit](OnGameModeInit): Ezt a visszahÃvást akkor hÃvja meg amikor egy játékmód elindul.
-- [OnGameModeExit](OnGameModeExit): Ezt a visszahÃvást akkor hÃvja meg amikor egy játékmód leáll.
diff --git a/docs/translations/hu/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/hu/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index 74f8c22a009..00000000000
--- a/docs/translations/hu/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnFilterScriptInit
-description: Ez a visszahÃvás egy filterszkript betöltése során kerül meghÃvásra.
-tags: []
----
-
-## LeÃrás
-
-Ez a visszahÃvás egy filterszkript betöltése során kerül meghÃvásra. Csak abban a filterszkriptben lesz meghÃvva amelyik éppen betölt.
-
-## Példák
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("A filterszkript betöltött!");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Kapcsolodó visszahÃvások
-
-Ezek a visszahÃvások hasznosak lehetnek mivel valamilyen módon kapcsolódik ehhez a visszahÃváshoz.
-
-- [OnFilterSciptExit](OnFilterScriptExit): Ezt a visszahÃvást akkor hÃvja meg amikor egy filterszkript leáll.
-- [OnGameModeInit](OnGameModeInit): Ezt a visszahÃvást akkor hÃvja meg amikor egy játékmód elindul.
-- [OnGameModeExit](OnGameModeExit): Ezt a visszahÃvást akkor hÃvja meg amikor egy játékmód leáll.
diff --git a/docs/translations/hu/scripting/callbacks/OnGameModeExit.md b/docs/translations/hu/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index 503878dbc8a..00000000000
--- a/docs/translations/hu/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnGameModeExit
-description: Ez a visszahÃvás akkor hÃvódik meg, amikor egy játékmód véget ér, akár a 'gmx' parancs használatával, a szerver leállásakor, vagy akár a GameModeExit-en keresztül.
-tags: []
----
-
-## LeÃrás
-
-Ez a visszahÃvás akkor hÃvódik meg, amikor egy játékmód véget ér, akár a 'gmx' parancs használatával, a szerver leállásakor, vagy akár a GameModeExit-en keresztül.
-
-## Példák
-
-```c
-public OnGameModeExit()
-{
- print("Játékmód véget ért.");
- return 1;
-}
-```
-
-## Megjegyzések
-
-:::tip
-
-Ezt a funckiót filterszkriptben arra is lehet használni, hogy érzékelje a ``changemode`` vagy ``gmx``RCON parancsot, mivel a játékmód megváltoztatása nem tölti újra a filterszkriptet.
-
-:::
-
-:::figyelmeztetés
-
-Ha az OnGameModeExit parancsot az 'rcon gmx' konzolparanccsal együtt van használva, ne feledd, hogy előfordulhatnak hibák.
-
-Példa erre a túlzott RemoveBuildingForPlayer hÃvása az OnGameModeInit alatt, ami az kliens összeomlásához vezethet. Ezt a visszahÃvást NEM hÃvja meg, ha a kliens összeomlik, vagy a folyamatot más módon leállÃtják, például a Linux kill parancsával vagy a Windows konzol bezárás gombjának megnyomásával.
-
-:::
-
-## Kapcsolodó visszhÃvások
-
-Ezek a visszahÃvások hasznosak lehetnek mivel valamilyen módon kapcsolódik ehhez a visszahÃváshoz.
-
-[OnGameModeInit](OnGameModeInit): Ezt a visszahÃvást akkor hÃvja meg amikor egy játékmód elindul.
-[OnFilterScriptInit](OnFilterScriptInit): Ezt a visszahÃvást akkor hÃvja meg amikor egy filterszkript elindul.
-[OnFilterSciptExit](OnFilterScriptExit): Ezt a visszahÃvást akkor hÃvja meg amikor egy filterszkript leáll.
-
-## Kapcsolodó funkciók
-
-Ezek a funkciók hasznosak lehetnek mivel valamilyen módon kapcsolódik ehhez a visszahÃváshoz.
-
-- [GameModeExit](../functions/GameModeExit): Kilépés a jelenlegi játékmódból.
diff --git a/docs/translations/hu/scripting/callbacks/OnGameModeInit.md b/docs/translations/hu/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index 689b1cd457f..00000000000
--- a/docs/translations/hu/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: OnGameModeInit
-description: Ez a visszahÃvás akkor indul el, amikor a játékmód elindul.
-tags: []
----
-
-## LeÃrás
-
-Ez a visszahÃvás akkor indul el, amikor a játékmód elindul.
-
-## Példák
-
-```c
-public OnGameModeInit()
-{
- print("Játékmód elindÃtva!");
- return 1;
-}
-```
-
-## Megjegyzések
-
-:::tip
-
-Ezt a funkciót egy filterszkriptben is fel lehet használni, hogy érzékelje, ha a gamemode változik az RCON parancsokkal, például a changemode vagy a gmx, mivel a gamemode megváltoztatása nem tölti be újra a filtercriptet.
-
-:::
-
-## Kapcsolodó visszhÃvások
-
-Ezek a visszahÃvások hasznosak lehetnek mivel valamilyen módon kapcsolódik ehhez a visszahÃváshoz.
-
-- [OnGameModeExit](OnGameModeExit): Ezt a visszahÃvást akkor hÃvja meg amikor egy játékmód leáll.
-- [OnFilterScriptInit](OnFilterScriptInit): Ezt a visszahÃvást akkor hÃvja meg amikor egy filterszkript elindul.
-- [OnFilterSciptExit](OnFilterScriptExit): Ezt a visszahÃvást akkor hÃvja meg amikor egy filterszkript leáll.
diff --git a/docs/translations/hu/scripting/funcitons/CancelEdit.md b/docs/translations/hu/scripting/funcitons/CancelEdit.md
deleted file mode 100644
index 4b97c84440d..00000000000
--- a/docs/translations/hu/scripting/funcitons/CancelEdit.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: CancelEdit
-description: Visszavonja a szerkesztési módot a játékos számára.
-tags: []
----
-
-## LeÃrás
-
-Visszavonja a szerkesztési módot a játékos számára.
-
-| Név | LeÃrás |
-| -------- | ------------------------------------------------------ |
-| playerid | Annak a játékosnak az ID-je akinek vissza akarod vonni |
-
-## Visszatérések
-
-Ez a függvény nem ad vissza konkrét értékeket.
-
-## Példák
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/stopedit", true))
- {
- CancelEdit(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "SZERVER: Abbahagytad az objektum szerkesztését!");
- return 1;
- }
- return 0;
-}
-```
-
-## Kapcsolódó funkciók
-
-- [SelectObject](SelectObject): Egy objektumot kiválasztása.
-- [EditObject](EditObject): Egy objektum szerkesztése.
-- [EditPlayerObject](EditPlayerObject): Egy objektum szerkesztése.
-- [EditAttachedObject](EditAttachedObject): Egy csatolt objektum szerkesztése.
-- [CreateObject](CreateObject): Egy objektum létrehozása.
-- [DestroyObject](DestroyObject): Egy objektum eltávolÃtása.
-- [MoveObject](MoveObject): Egy objektum mozgatása.
\ No newline at end of file
diff --git a/docs/translations/hu/scripting/funcitons/GameModeExit.md b/docs/translations/hu/scripting/funcitons/GameModeExit.md
deleted file mode 100644
index a1fe867e45b..00000000000
--- a/docs/translations/hu/scripting/funcitons/GameModeExit.md
+++ /dev/null
@@ -1,18 +0,0 @@
----
-title: GameModeExit
-description: LeállÃtja a jelenlegi játékmódot
-tags: []
----
-
-## LeÃrás
-
-LeállÃtja a jelenlegi játékmódot
-
-## Példák
-
-```c
-if (OneTeamHasWon)
-{
- GameModeExit();
-}
-```
diff --git a/docs/translations/hu/scripting/functions/SetVehicleAngularVelocity.md b/docs/translations/hu/scripting/functions/SetVehicleAngularVelocity.md
deleted file mode 100644
index 46dc23c1815..00000000000
--- a/docs/translations/hu/scripting/functions/SetVehicleAngularVelocity.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: SetVehicleAngularVelocity
-description: BeállÃtja a jármű X, Y és Z szögsebességét.
-tags: ["vehicle"]
----
-
-:::info
-
-Ez a függvény a _world_ térben van, nem a _local_ térben. Ha a helyi tér szögsebességét szeretné módosÃtani, akkor a [jármű rotációs quat](GetVehicleRotationQuat) alapján elforgatási mátrixot kell alkalmaznia.
-
-:::
-
-## LeÃrás
-
-BeállÃtja a jármű X, Y és Z szögsebességét
-
-| Név | LeÃrás |
-| --------- | --------------------------------------------------- |
-| vehicleid | A jármű azonosÃtója a sebesség beállÃtásához. |
-| Float:X | A sebesség mértéke az X szögirányban. |
-| Float:Y | A sebesség mértéke az Y szögirányban. |
-| Float:Z | A sebesség mértéke az Z szögirányban. |
-
-## Visszatérés
-
-1: A funkció sikeresen végrehajtva.
-
-0: A funkció végrehajtása nem sikerült. A jármű nem létezik.
-
-## Példák
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/spin", cmdtext))
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- SetVehicleAngularVelocity(GetPlayerVehicleID(playerid), 0.0, 0.0, 2.0);
- }
- return 1;
- }
-}
-```
-
-## Megjegyzések
-
-:::warning
-
-Ez a funkció nincs hatással az üres járművekre, és nincs hatással a vonatokra.
-
-:::
-
-## Related Functions
-
-- [SetVehicleVelocity](SetVehicleVelocity): A jármű sebességének a beállÃtása
-- [GetVehicleVelocity](GetVehicleVelocity): A jármű sebességének a lekérdezése.
diff --git a/docs/translations/hu/scripting/resources/paintjobs.md b/docs/translations/hu/scripting/resources/paintjobs.md
deleted file mode 100644
index adb4fd3a2a1..00000000000
--- a/docs/translations/hu/scripting/resources/paintjobs.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: Festőmunkák
-description: Festési munkák alkalmazhatók meghatározott járműveken
----
-
-Használható még vele [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob)
-
-Ez az oldal az elérhetÅ‘ összes festÅ‘munkát tartalmazza. Minden festÅ‘munka tartalmaz információt a jármű azonosÃtójáról és nevérÅ‘l.
-
-## Festőmunka táblázat
-
-| Kép | Festőmunka ID | Jármű ID | Jármű neve |
-| ------------------------------------------------------ | ------------- | -------- | ------------ |
-|  | 0 | 483 | Camper |
-|  | 0 | 534 | Remington |
-|  | 1 | 534 | Remington |
-|  | 2 | 534 | Remington |
-|  | 0 | 535 | Slamvan |
-|  | 1 | 535 | Slamvan |
-|  | 2 | 535 | Slamvan |
-|  | 0 | 536 | Blade |
-|  | 1 | 536 | Blade |
-|  | 2 | 536 | Blade |
-|  | 0 | 558 | Uranus |
-|  | 1 | 558 | Uranus |
-|  | 2 | 558 | Uranus |
-|  | 0 | 559 | Jester |
-|  | 1 | 559 | Jester |
-|  | 2 | 559 | Jester |
-|  | 0 | 560 | Sultan |
-|  | 1 | 560 | Sultan |
-|  | 2 | 560 | Sultan |
-|  | 0 | 561 | Stratum |
-|  | 1 | 561 | Stratum |
-|  | 2 | 561 | Stratum |
-|  | 0 | 562 | Elegy |
-|  | 1 | 562 | Elegy |
-|  | 2 | 562 | Elegy |
-|  | 0 | 565 | Flash |
-|  | 1 | 565 | Flash |
-|  | 2 | 565 | Flash |
-|  | 0 | 567 | Savanna |
-|  | 1 | 567 | Savanna |
-|  | 2 | 567 | Savanna |
-|  | 0 | 575 | Broadway |
-|  | 1 | 575 | Broadway |
-|  | 0 | 576 | Tornado |
-|  | 1 | 576 | Tornado |
-|  | 2 | 576 | Tornado |
-
-## Kapcsolódó funkciók
-
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Megváltoztatja a jármű festőmunkáját.
-- [ChangeVehicleColor](ChangeVehicleColor): BeállÃtja a jármű szÃnét.
-
-- [OnVehiclePaintjob](../callbacks/OnVehiclePaintjob): VisszahÃvja, ha a jármű festÅ‘munkája megváltozik.
\ No newline at end of file
diff --git a/docs/translations/id/client/ClientOnLinux.md b/docs/translations/id/client/ClientOnLinux.md
deleted file mode 100644
index f44d09e54e0..00000000000
--- a/docs/translations/id/client/ClientOnLinux.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: "Open.MP Klien di linux"
-description: "Bagaimana cara menjalankan klien Open.MP di linux"
----
-
-# Bagaimana cara menjalankan klien Open.MP di linux
-
-:::warning
-
-You DO NOT get a working GUI, this must be executed in a Wine prefix via command line arguments.
-
-:::
-
-### Diuji pada:
-
-- Lutris: wine-ge 8-26 32-bit prefix
-- Bottles: soda-9.0-1
-
-### Bagaimana caranya:
-
-1. Pastikan kamu punya Wine yang dibuat dengan menginstall GTA San Andreas Multiplayer
-2. Download [Open.MP Launcher](https://github.com/openmultiplayer/launcher/releases/latest) dan diinstall di Wine
-3. Download [SA-MP client](https://github.com/KrustyKoyle/files.sa-mp.com-Archive) dan diinstall di Wine
-4. Downloadd [omp-client.dll](https://assets.open.mp/omp-client.dll) lalu copy file tersebut ke folder `AppData\Local\mp.open.launcher\omp\`
-
-Finally, you can execute the open.mp launcher through the Wine prefixes CLI or write it to a .bat script for easy launching.
-
-
-### Contoh
-```
-Z:\path\to\omp-launcher.exe -h server.ip -p port -n user.name -g Z:\home\yourname\path\to\gta-san-andreas\install\
-```
-
-:::tip
-
-Kamu bisa menjalankan omp-launcher.exe dengan flag --help untuk mendapatkan informasi lebih lanjut
-
-:::
-
-### Mengatasi masalah
-
-| Masalah | Seharusnya diperbaiki |
-|---------|-----------------------|
-| Game ngecrash ketika dijeda | Ada font yang hilang, install semua font melalui winetricks untuk mengatasi masalah ini |
-| Tidak menampilkan prompt login di server | Coba aktifkan/nonaktifkan pengaturan "Prefer system libraries" di lutris |
-| Munculnya kotak hitam sehingga game tidak bisa memuat | Kamu mungkin melewatkan parameter pada CLI. Silahkan diperiksa lagi |
diff --git a/docs/translations/id/client/CommonClientIssues.md b/docs/translations/id/client/CommonClientIssues.md
deleted file mode 100644
index a01f1b96380..00000000000
--- a/docs/translations/id/client/CommonClientIssues.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: Masalah Umum
----
-
-## Konten
-
-## Klien
-
-### Saya mendapatkan error "San Andreas cannot be found"
-
-San Andreas Multi-player **bukan** program stand-alone! Program ini menambahkan fungsi multi-player ke San Andreas, dan maka dari itu Anda membutuhkan GTA San Andreas untuk PC - membutuhkan versi **EU/US v1.0**, versi lain, seperti v2.0 atau Steam dan Direct2Drive tidak akan bekerja [Klik di sini untuk mengunduh sebuah patch untuk downgrade GTA:SA Anda ke versi 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-### Saya tidak bisa lihat server apapun di penjelajah SA-MP
-
-Pertama, pastikan Anda telah mengikuti prosedur di [Panduan cepat](https://team.sa-mp.com/wiki/Getting_Started). Jika Anda telah mengikut instruksinya dan tidak bisa melihat server apapun, Anda harus mengijinkan akses SA-MP melalui firewall Anda. Sayangnya, dikarenakan besarnya jumlah aplikasi firewall yang tersedia, kami tidak bisa menawarkan bantuan lebih lanjut - kami sarankan untuk mengunjungi situs jaringan manufaktur atau coba melakukan pencarian di Google. Dan juga pastikan Anda telah menggunakan versi SA:MP terbaru.
-
-### Hanya memuat Single Player, bukan memuat SA-MP
-
-:::warning
-
-Anda seharusnya tidak melihat opsi single player (new game, load game, dll.) - SA-MP seharusnya memuat program ini dan tidak menampilkan opsi ini. Jika Anda melihat "new game" single player termuat, bukan San Andreas Multiplayer.
-
-:::
-
-Single player bisa dimuat dengan 2 alasan - Anda memasang SA:MP ke folder yang salah atau Anda memiliki versi San Andreas yang salah. Jika Anda memiliki versi yang salah, ini mudah untuk diperbaiki. Klik [di sini](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) untuk mengunduh downgrade patch.
-
-Terkadang menu single-player akan muncul, namun SA:MP akan dimuat dengan baik. Untuk memperbaiki ini, Anda cukup memilih item di menu, lalu tekan ESC hingga keluar, kemudian SA:MP akan termuat.
-
-### Saya mendapatkan pesan "Unacceptable NickName" ketika sedang menghubungi server
-
-Pastikan Anda tidak menggunakan karakter yang tidak diperboleh di nama Anda (hanya gunakan 0-9, a-z, \[\], (), \$, @, ., \_, dan =), dan nama Anda panjangnya tidak lebih dari 20 karakter. Ini juga bisa terjadi ketika pemain berada di server dengan nama yang sama dengan Anda (yang di mana dapat terjadi jika Anda masuk kembali ke server lebih awal setelah timeout atau crash). Dan juga server Windows menjalankan SA-MP dengan uptime lebih dari 50 hari bug ini dapat terjadi.
-
-### Menyangkut di "Connecting to ip:port..."
-
-Server bisa jadi sedang offline, atau Anda tidak dapat terhubung ke server, matikan firewall Anda dan periksa kembali. Jika tetap tidak bisa, Anda harus mengatur firewall Anda dengan baik - jelajahi situr jaringannya dan cari tau caranya. Hal ini dapat terjadi di versi lawas SA-MP, unduh versi terbaru dari [halaman unduh SA-MP](http://sa-mp.com/download.php).
-
-### Saya memiliki GTA San Andreas yang telah dimodifikasi dan SA:MP tidak mau termuat
-
-Jika tidak termuat, maka hapus modifikasi Anda.
-
-### Ketika menjalankan GTA dengan SA:MP, tidak termuat dengan baik
-
-Hapus file gta_sa.set dari folder userfiles dan pastikan Anda tidak memiliki cheat atau modifikasi.
-
-### Game crash ketika sebuah kendaraan meledak
-
-Jika Anda memiliki 2 monitor, maka ada 3 cara untuk menyelesaikan permasalahan ini:
-
-1. Matikan 2dr monitor Anda ketika memainkan SA-MP. (Mungkin Anda tidak terlalu cerdas jika Anda ingin monitornya menyala.)
-2. Atur kualitas Visual FX Anda ke low (ESC > Options > Display Setup > Advanced)
-3. Ubah folder GTA San Andreas Anda (contoh: menjadi "GTA San Andreas2") (Cara ini selalu bekerja, bagaimanapun kadang cara ini tidak bekerja lagi, jadi Anda harus mengubahnya menjadi nama yang lain.)
-
-### Mouse saya tidak bekerja setelah keluar dari menu pause
-
-Jika mouse Anda tidak bisa bergerak di dalam game dan bekerja sebagian di menu pause, maka Anda seharusnya mematikan opsi multicore [sa-mp.cfg](../../../client/ClientCommands#file-sa-mpcfg "Sa-mp.cfg") (atur menjadi 0). Menekan Escape secara terus-menerus hingga mouse bergerak mungkin bisa dengan cara ini, namun ini bukan solusi yang cerdik.
-
-### File dinput8.dll menghilang
-
-Ini kemungkinan terjadi ketika DirectX tidak terpasang dengan baik, cobalah pasang ulang kembali - jangan lupa untuk menyalakan ulang PC Anda. Jika masalah masih terjadi, buka folder C:\\Windows\\System32 dan salin file dinput.dll ke direktori utama GTA San Andreas Anda. Cara ini akan menyelesaikan masalah Anda.
-
-### Saya tidak bisa melihat nametag pemain
-
-Mohon lebih hati-hati karena beberapa server mungkin mematikan nametag secara keseluruhan. Selain itu, masalah ini sering terjadi di komputer dengan prosesor Intel HD integrated graphics (yang di mana tidak ditujukan untuk gaming). Sayangnya, hingga saat ini, permasalahan utamanya masih belum diketahui dan tidak ada perbaikan secara universal yang tersedia. Perbaikan jangka panjangnya adalah pasang kartu grafis dedikasi di komputer Anda, jika hal ini memungkinkan dan bujet Anda menginjinkannya.
diff --git a/docs/translations/id/client/CrashAddresses.md b/docs/translations/id/client/CrashAddresses.md
deleted file mode 100644
index d68ac1a9180..00000000000
--- a/docs/translations/id/client/CrashAddresses.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: Alamat Crash
----
-
-Berikut adalah daftar tabel beberapa alamat crash yang umum terjadi di klien yang di mana dapat membantu Anda menelusuri masalah tersebut dan mencegahnya agar tidak terjadi lagi. Kasus yang sering terjadi, klien crash terjadi karena ada masalah di skrip, meskipun SA-MP sudah cukup stabil hingga saat ini.
-
-| KEJADIAN | ALAMAT | PENYEBAB | SOLUSI |
-| -------- | ------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Langka | 0x00000000 | SA-MP tidak jalan. | Pasang ulang game-nya, pastikan singleplayer bekerja. Jika Anda punya mod, hapus terlebih dahulu. |
-| Langka | 0x006E3D17 | Berhubungan dengan skin. Sering terjadi ketika mengganti skin pemain yang ada di dalam kendaraan, atau sedang keluar/masuk ke kendaraan. | Pastikan pemain sedang berjalan kaki untuk mengubah skin-nya. |
-| Langka | 0x0058370A | Sulit untuk ditelusuri. Kemungkinan permasalahannya di kendaraan / kamera. Terjadi ketika skrip mencoba memasukkan pemain ke kendaraan. Kendaraan yang ingin dimasukkan oleh pemain belum tersedia atau belum ter-render. | Tunggu beberapa ratusan milisekon sebelum memindahkan pemain ke kendaraan yang baru aja dibuat. Solusi lainnya adalah dengan menggunakan SetCameraBehindPlayer untuk memindahkannya ke kendaraan. |
-| Langka | 0x0040F64C | Masalah di Windows 7 / Vista terkait dari perijinan. Permasalah di pemasangan klien SA-MP yang terpasang. | Perbarui ke SA-MP 0.3d. Jika masih terjadi, ubah direktori GTASA Anda. |
-| Langka | 0x0059F8B4 | Terjadi ketika klien gagal memuat object SA-MP. Biasanya terjadi dengan hilangnya satu file, yaitu samp.img. | Pasang ulang SA-MP. Coba jalankan pemasangan sebagai Administrator jika Anda menggunakan Windows Vista / 7. |
-| Langka | 0x00746929 OR 0x0081214A | Konfigurasi yang buruh di sisi klien. | Klik |
-| Sering | 0x007F0BF7 | Terkait pada upgrade kendaraan. Sering terjadi ketika server berusaha memasukkan upgrade yang salah ke kendaraan (contoh: nos atau spoiler ke motor). Penyebab lainnya bisa jadi mod kendaraan yang buruk di sisi klien. | Ada beberapa skrip yang telah dirilis di forum ini yang di mana ada fitur untuk memeriksa kesalahan ini. |
-| Sering | 0x00544BC8 | Terkait objek. Biasanya terjadi ketika terlalu banyak objek yang muncul untuk klien, dengan kata lain terlalu banyak dari yang bisa ditangani. | Satu solusi praktis mungkin bisa menggunakan penanganan objek/streamer. Banyak streamer di forum ini terdapat pengaturan untuk mengurangi jumlah maksimum yang dapat ditampilkan untuk pemain. |
-| Sering | 0x00415D47 | Terkait objek. Sering terjadi ketika banyak tekstur objek yang dimuat untuk klien. | Permasalahan tingkat-rendah ini sulit ditelusuri. Saya pikir terkadang ini terkait dengan tabrakan yang terjadi secara acak tergantung objeknya. Coba hapus sekelompok objeknya dan gunakan proses eliminasi untuk menetapkan objek yang menyebabkan crash dan hapus mereka dari mod Anda. |
-| Sering | 0x00536DF4 | Terkait objek. Sering terjadi ketika banyak tekstur objek yang dimuat untuk klien. | Lihat di atas |
-
-| PESAN | PENYEBAB | SOLUSI |
-| -------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------- |
-| Exception 0xC0000005 at 0x5E5815 | Sulit untuk ditelusuri. Metode yang ditujukan pada alamat ini untuk memuat banyak hal. Metode ini memproses pencampuran animasi berdasarkan permukaan pemain sedang berdisi dan kemudian berurusan dengan audio, dan dipanggil setelah sebuah fungsi yang _memberikan_ Anda senjata... Mungkin yang terjadi di sini adalah kejadian skrip yang terlibat terjadi tepat ketika Anda sedang naik ke kendaraan (contoh: menerima kendaraan, berpindah, atau kejadian serupa). | - |
-| Exception 0x0000005 at 0x534134 | Permasalahan dengan level akses di Windows 7 / Vista | Jalankan SA-MP sebagai administrator untuk memperbaikinya. |
-| Exception 0xC0000005 at 0x544BC8 | Lihat 0x00544BC8 | Lihat 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | Lihat 0x00544BC8 | Lihat 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | Salah penetapan upgrade kendaraan | [Lihat di sini](CommonIssues) |
diff --git a/docs/translations/id/client/_.md b/docs/translations/id/client/_.md
deleted file mode 100644
index 9fbec9ae812..00000000000
--- a/docs/translations/id/client/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Client
-description: Kategori ini berisi informasi mengenai fitur client SA-MP beserta dukungannya.
----
-
-Kategori ini berisi informasi mengenai fitur client SA-MP beserta dukungannya.
diff --git a/docs/translations/id/meta/Contributing.md b/docs/translations/id/meta/Contributing.md
deleted file mode 100644
index 0637c07e6b4..00000000000
--- a/docs/translations/id/meta/Contributing.md
+++ /dev/null
@@ -1,219 +0,0 @@
----
-title: Berkontribusi
-description: Cara berkontribusi untuk wiki SA-MP dan dokumentasi open.mp.
----
-
-Sumber dokumentasi ini terbuka bagi siapa saja untuk memberi kontribusi perubahan! Yang Anda butuhkan adalah sebuah akun [GitHub](https://github.com) dan waktu luang. Anda tidak diharuskan mengerti Git, Anda dapat melakukan semuanya dari _Web UI_ (antarmuka web).
-
-Jika Anda ingin membantu mempertahankan wiki ini dalam Bahasa Indonesia, buka sebuah _pull request_ (PR) terhadap file [`CODEOWNERS`](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) dan tambahkan direktori untuk bahasa Anda dengan _username_ GitHub Anda.
-
-## Menyunting Konten
-
-Di setiap halaman, ada sebuah tombol yang mengarahkan Anda ke halaman GitHub untuk penyuntingan:
-
-
-
-Sebagai contoh, klik di [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) akan mengarahkan Anda ke [halaman ini](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md) yang di mana akan memunculkan sebuah _text editor_ untuk membuat perubahan ke file tersebut (asumsikan Anda sudah _login_ ke GitHub).
-
-Lakukan penyuntingan Anda and kirimkan sebuah "Pull Request" yang artinya pengelola Wiki ini dan anggota komunitas lainnya dapat mengulas (me-_review_) perubahan Anda, diskusikas apakah perlu ada perubahan dan kemudian gabungkan.
-
-## Menambah Konten Baru
-
-Menambah konten baru sedikit lebih rumit. Anda dapat melakukannya dengan dua cara:
-
-### Antarmuka GitHub
-
-Ketika menjelajahi sebuah direktori di GitHub, ada sebuah tombol Add file terletak di sudut kanan atas daftar file (_file list_):
-
-
-
-Anda bisa meng-_upload_ file Markdown yang sudah Anda tulis atau menulisnya langsung ke _text editor_ GitHub.
-
-_File_ harus memiliki ekstensi `.md` dan mengandung Markdown. Untuk informasi lebih lanjut tentang Markdown silakan lihat [panduan ini](https://guides.github.com/features/mastering-markdown/).
-
-Setelah selesai, tekan "Propose new file" dan sebuah Pull Request akan terbuka untuk diulas.
-
-### Git
-
-Jika Anda ingin menggunakan Git, yang Anda harus lakukan adalah _clone_ _repository_ Wiki dengan:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Buka dengan editor favorit Anda. Saya merekomendasikan Visual Studio Code karena memiliki peralatan yang bagus untuk menyunting dan _formatting_ _file_ Markdown. Yang Anda lihat, saya sedang menulis ini menggunakan Visual Studio Code!
-
-
-
-Saya merekomendasikan dua ekstension untuk membuat pengalaman Anda menjadi lebih baik:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) oleh David Anson - ini adalah sebuah ekstensi yang memastikan Markdown Anda telah di-_format_ dengan benar. Hal ini untuk mencegah beberapa kesalahan secara sintaks dan semantik. Tidak semua peringatan itu penting, tapi beberapa dapat membantu meningkatkan dalam pembacaan. Gunakan penilai terbaik Anda dan jika ragu, tanyakan saja kepada pengulas!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) oleh Tim Prettier.js - ini adalah sebuah _formatter_ yang akan mem-_format_ Markdown Anda secara otomatis, sehingga Markdown Anda menggunakan gaya yang konsisten. _Repository_ _Wiki_ memiliki beberapa pengaturan di dalam file `package.json` yang harus digunakan secara otomatis. Pastikan Anda menyalakan pengaturan "Format On Save" di pengaturan _editor_ Anda, sehingga _file_ Markdown Anda akan menjadi ter-_format_ secara otomatis setiap kali Anda menyimpan!
-
-## Catatan, Tips, dan Konvensi
-
-### Tautan Internal
-
-Jangan gunakan URL absolut untuk tautan antarsitus. Gunakan _relative paths_.
-
-- âŒ
-
- ```md
- Untuk digunakan dengan [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- Untuk digunakan dengan [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` artinya "naik satu direktori", sehingga ketika _file_ yang Anda sunting di dalam direktori `functions` dan Anda menghubungkan ke `callbacks`, Anda menggunakan `../` untuk ke `scripting/`, kemudian `callbacks` untuk masuk ke direktori `callbacks`, kemudian nama _file_ _callback_ (tanpa `.md`) yang ingin Anda hubungkan.
-
-### Gambar
-
-Gambar-gambar ada di dalam subdirektori `/static/images`. Lalu, ketika Anda ingin menghubungkan gambar dengan `![]()`, Anda cukup menggunakan `/images/` sebagai jalur dasarnya (tidak perlu menambahkan `static`).
-
-Jika ragu, bacalah halaman lain yang menggunakan gambar dan salin bagian memuat gambar.
-
-### Metadata
-
-Hal pertama di dokumen _apapun_ di sini adalah metadata:
-
-```mdx
----
-title: Dokumentasi
-description: Ini adalah sebuah halaman tentang apapun yang berhubungan dengan burger. Nyam nyam~
----
-```
-
-Setiap halaman harus disertakan sebuah judul dan deskripsi.
-
-Untuk daftar lengkap yang bisa disertakan di antara `---`, lihat [dokumentasi Docusaurus](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### Judul
-
-Jangan membuat heading level 1 (``) dengan `#` yang akan di-_generate_ secara otomatis. Judul pertama Anda harus selalu menggunakan `##`
-
-- âŒ
-
- ```md
- # Ini Judul
-
- Dokumentasi ini untuk ...
-
- # Perincian
- ```
-
-- ✔
-
- ```md
- Dokumentasi ini untuk ...
-
- ## Perincian
- ```
-
-### Gunakan `Code` Snippets untuk Referensi Teknis
-
-Ketika menulis sebuah paragraf yang mengandung nama-nama fungsi, angka, ekspresi, atau apapun yang bukan standar penulisan bahasa, apitkan dengan \`backtick\` (letaknya di bawah tombol ESC pada _keyboard_). Hal ini mempermudah untuk memisahkan bahasa untuk deskripsi dengan elemen teknis, seperti nama fungsi dan potongan kode.
-
-- âŒ
-
- > Fungsi fopen akan mengembalikan sebuah nilai dengan sebuah tag dengan tipe File:, tidak ada masalah pada baris tersebut, selama baris tersebut nilai baliknya disimpan ke variabel dengan tag File: (perhatikan bahwa kasusnya juga sama). Namun, pada baris selanjutnya, nilai 4 ditambahkan ke handle file. 4 tidak memiliki tag [...]
-
-- ✔
-
- > Fungsi `fopen` akan mengembalikan sebuah nilai dengan sebuah tag dengan tipe `File:`, tidak ada masalah pada baris tersebut, selama baris tersebut nilai baliknya disimpan ke variabel dengan tag `File:` (perhatikan bahwa kasusnya juga sama). Namun, pada baris selanjutnya, nilai `4` ditambahkan ke handle file. `4` tidak memiliki tag [...]
-
-Seperti contoh di atas, `fopen` adalah sebuah nama fungsi, bukan kata bahasa Inggris, jadi apitkan dengan penanda `code` snippet untuk membantu membedakan dengan konten lainnya.
-
-Selain itu, jika paragraf merujuk ke sekumpulan kode, ini membantu pembaca mengaitkan kata dengan contoh tersebut.
-
-### Tabel
-
-Jika tabel memiliki judul, letakkan di bagian atas:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------------ |
- | Darah | Status Mesin |
- | 650 | Tidak Rusak |
- | 650-550 | Berasap Putih |
- | 550-390 | Berasap Abu-abu |
- | 390-250 | Berasap Hitam |
- | < 250 | Terbakar (akan meledak beberapa saat lagi) |
- ```
-
-- ✔
-
- ```md
- | Darah | Status Mesin |
- | ------- | ------------------------------------------ |
- | 650 | Tidak Rusak |
- | 650-550 | Berasap Putih |
- | 550-390 | Berasap Abu-abu |
- | 390-250 | Berasap Hitam |
- | < 250 | Terbakar (akan meledak beberapa saat lagi) |
- ```
-
-## Migrasi dari Wiki SA-MP
-
-Hampir seluruh konten dari Wiki SA-MP telah dipindahkan, namun jika Anda menemukan sebuah halaman yang hilang, ini pandungan singkat untuk konversi kontennya menjadi Markdown.
-
-### Getting the HTML
-
-1. Klik tombol ini
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Arahkan ke sudut kiri atas dari halaman utama wiki, di margin kiri atau sudut hingga Anda menemukan `#content`
-
- 
-
- Atau cari ``
-
- 
-
-3. Salin kode HTML pada elemen tersebut
-
- 
-
- Sekarang Anda **hanya** memiliki memiliki kode HTML yang berisi **konten** aktual pada halaman tersebut, hal-hal yang kami minati, dan Anda bisa konversikan menjadi Markdown.
-
-### Mengkonversi HTML menjadi Markdown
-
-Untuk mengkonversi HTML dasar (tanpa tabel), ke Markdown, gunakan:
-
-[https://mixmark-io.github.io/turndown/](https://mixmark-io.github.io/turndown/)
-
-
-
-^^ Perhatikan sekarang. Hasil konversi mengacaukan tabel seluruhnya...
-
-### Tabel HTML ke Tabel Markdown
-
-Karena _tool_ di atas tidak mendukung tabel, gunakan _tool_ ini:
-
-[https://jmalarcon.github.io/markdowntables/](https://jmalarcon.github.io/markdowntables/)
-
-Dan salin hanya elemen `
` di:
-
-
-
-### Merapikan
-
-Hasil konversi tidak selalu sempurna, Jadi, Anda diharuskan merapikan beberapa bagian secara manual. Daftar ektensi untuk _formatting_ yang telah disebutkan di atas seharusnya dapat membantu, tapi mungkin Anda tetap membutuhkan meluangkan waktu untuk melakukannya secara manual.
-
-Jika Anda tidak ada waktu, jangan khawatir. Kirim draf yang belum diselesaikan dan orang lain dapat melanjutkan yang telah Anda kerjakan!
-
-## Perjanjian Lisensi
-
-Seluruh proyek open.mp memiliki sebuah [Contributor License Agreement](https://cla-assistant.io/openmultiplayer/homepage). Ini pada dasarnya berarti Anda menyetujui kami menggunakan karya Anda, dan meletakannya di bawah lisensi sumber terbuka (_open-source_). Ketika Anda membuka sebuah Pull Request untuk pertama kalinya, bot CLA-Assistant akan mem-posting sebuah tautan tempat Anda bisa menandatangani perjanjian.
diff --git a/docs/translations/id/scripting/callbacks/OnActorStreamIn.md b/docs/translations/id/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index 298e406323b..00000000000
--- a/docs/translations/id/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamIn
-description: Callback ini akan terpanggil ketika sebuah aktor berada di jangkauan stream dari klien pemain.
-tags: []
----
-
-:::warning
-
-Fungsi ini telah ditambahkan dalam SA-MP 0.3.7 dan tidak bekerja pada versi dibawahnya!
-
-:::
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika sebuah aktor berada di jangkauan stream dari klien pemain.
-
-| Nama | Deskripsi |
-| ----------- | --------------------------------------------------------------- |
-| actorid | ID dari aktor yang berada dalam jangakauan stream klien pemain. |
-| forplayerid | ID dari pemain yang berada di jangkauan stream aktor. |
-
-## Returns
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new sring[40];
- format(string, sizeof(string), "Actor %d berada disekitar anda.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnActorStreamOut.md b/docs/translations/id/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index de96ca34fb7..00000000000
--- a/docs/translations/id/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamOut
-description: Callback ini akan terpanggil ketika sebuah aktor keluar di jangkauan stream dari klien pemain.
-tags: []
----
-
-:::warning
-
-Fungsi ini telah ditambahkan dalam SA-MP 0.3.7 dan tidak bekerja pada versi dibawahnya!
-
-:::
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika sebuah aktor keluar di jangkauan stream dari klien pemain.
-
-| Nama | Deskripsi |
-| ----------- | ----------------------------------------------------------------- |
-| actorid | ID dari aktor yang berada di luar jangakauan stream klien pemain. |
-| forplayerid | ID dari pemain yang berada di luar jangkauan stream aktor. |
-
-## Returns
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actor %d telah berada diluar jangkauan anda.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnClientCheckResponse.md b/docs/translations/id/scripting/callbacks/OnClientCheckResponse.md
deleted file mode 100644
index 223ce34c4ab..00000000000
--- a/docs/translations/id/scripting/callbacks/OnClientCheckResponse.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: OnClientCheckResponse
-description: This callback is called when a SendClientCheck request completes
-tags: []
----
-
-## Description
-
-This callback is called when a SendClientCheck request completes.
-
-| Name | Description |
-| ------------- | --------------------------------- |
-| playerid | ID player yang dicek. |
-| actionid | Tipe cek yang dilakukan. |
-| memaddr | 'address' yang diminta. |
-| retndata | Hasil dari cek tersebut. |
-
-## Returns
-
-Selalu terpanggil pertama kali di filterscripts.
-
-## Contoh
-
-```c
-public OnPlayerConnect(playerid)
-{
- SendClientCheck(playerid, 0x48, 0, 0, 2);
- return 1;
-}
-
-public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
-{
- if(actionid == 0x48) // or 72
- {
- print("The player is connecting using the PC client.");
- }
- return 1;
-}
-```
-
-## Catatan
-
-:::warning
-
-Callback ini hanya terpanggil di filterscripts.
-
-:::
-
-## Fungsi Terkait
-
-- [SendClientCheck](../functions/SendClientCheck): Melakukan memory check kepada client.
diff --git a/docs/translations/id/scripting/callbacks/OnClientMessage.md b/docs/translations/id/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index 1cda74494b5..00000000000
--- a/docs/translations/id/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnClientMessage
-description: Callback ini akan terpanggil ketika NPC melihat sebuah ClientMessage.
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika NPC melihat sebuah ClientMessage. Ini akan terjadi setiap fungsi SendClientMessageToAll digunakan dan setiap fungsi SendClientMessage di kirimkan kepada NPC. Callback ini tidak akan terpanggil ketika seseorang berkata sesuatu. Untuk versi seperti ini dengan player text, lihat NPC:OnPlayerText.
-
-| Nama | Deskripsi |
-| ------ | -------------------------- |
-| color | Warna dari pesan tersebut. |
-| text[] | Pesan yang sebenarnya. |
-
-## Returns
-
-Callback ini tidak mengelola pengembalian nilai.
-
-## Contoh
-
-```c
-public OnClientMessage(color, text[])
-{
- if(strfind(text,"Saldo Bank: $0") != -1) SendChat("Aku kok miskin? :(");
-}
-```
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnDialogResponse.md b/docs/translations/id/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index bb9ca9ce5d9..00000000000
--- a/docs/translations/id/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,156 +0,0 @@
----
-title: OnDialogResponse
-description: Callback ini akan terpanggil ketika pemain merespon kepada dialog yang muncul menggunakan ShowPlayerDialog entah itu dengan cara mengklik tombol, menekan ENTER/ESC atau mengklik dua kali list item (jika menggunakan list style dialog).
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain merespon kepada dialog yang muncul menggunakan ShowPlayerDialog entah itu dengan cara mengklik tombol, menekan ENTER/ESC atau mengklik dua kali list item (jika menggunakan list style dialog).
-
-| Nama | Deskripsi |
-| ----------- | ------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID dari pemain yang merespon dialog. |
-| dialogid | ID dari dialog yang pemain respond sebagaimana ditetapkan di ShowPlayerDialog. |
-| response | 1 Untuk tombol kiri dan 0 untuk tombol kanan (Jika hanya satu tombol yang ada, maka hanya 1) |
-| listitem | ID dari list item yang dipilih oleh player (dimulai dari 0) (hanya ketika menggunakan list style dialog, sebaliknya akan menjadi -1). |
-| inputtext[] | Sebuah text yang dimasukkan kedalam input box dari player atau text dari list item yang terpilih. |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya.
-
-## Contoh
-
-```c
-// Define dialog ID agar nantinya kita bisa mengelola responses
-#define DIALOG_RULES 1
-
-// Di sebuah perintah
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Server Rules", "- Gaboleh Curang\n- Gaboleh Spamming\n- Respect sesama admin\n\nApakah anda setuju dengan peraturan diatas?", "Ya", "Tidak");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if(dialogid == DIALOG_RULES)
- {
- if(response) // Jika mereka mengklik tombol 'Ya' atau menekan enter
- {
- SendClientMessage(playerid, COLOR_GREEN, "Terimakasih telah menyetujui persyaratannya!");
- }
- else // Menekan ESC atau mengklik tombol 'Tidak'
- {
- Kick(playerid);
- }
- return 1; // Kita berhasil mengelola dialog, jadi return 1. Sama seperti OnPlayerCommandText.
- }
-
- return 0; // Anda WAJIB return 0 disini! sama seperti OnPlayerCommandText.
-}
-#define DIALOG_LOGIN 2
-
-// Di sebuah perintah
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Masukkan passwordnya say:", "Login", "Quit");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if(dialogid == DIALOG_LOGIN)
- {
- if(!response) // Jika dia mengklik tombol 'Quit' atau menekan ESC
- {
- Kick(playerid);
- }
- else // Menekan ENTER atau mengklik tombol 'Login'
- {
- if(CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "You are now logged in!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "LOGIN GAGAL.");
-
- // Menampilkan ulang dialog loginnya
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Masukkan passwordnya say:", "Login", "Quit");
- }
- }
- return 1; // Kita berhasil mengelola dialog, jadi return 1. Sama seperti OnPlayerCommandText.
- }
-
- return 0; // Anda WAJIB return 0 disini! sama seperti OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// In some command
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "Desert Eagle\nAK-47\nCombat Shotgun", "Pilih", "Tutup");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if(dialogid == DIALOG_WEAPONS)
- {
- if(response) // Jika mereka mengklik 'Pilih' atau mengklik dua kali senjata yang dipilih
- {
- // Berikan mereka senjata yang mereka mau
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Berikan mereka sebuah desert eagle
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Berikan mereka sebuah AK-47
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Berikan mereka sebuah Combat Shotgun
- }
- }
- return 1; // Kita berhasil mengelola dialog, jadi return 1. Sama seperti OnPlayerCommandText.
- }
-
- return 0; // Anda WAJIB return 0 disini! sama seperti OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// In some command
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Pilih", "Tutup");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if(dialogid == DIALOG_WEAPONS)
- {
- if(response) // Jika mereka mengklik 'Pilih' atau mengklik dua kali senjata yang dipilih
- {
- // Berikan mereka senjata yang mereka mau
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // Berikan mereka sebuah M4
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Berikan mereka sebuah MP5
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Berikan mereka sebuah AK-47
- }
- }
- return 1; // Kita berhasil mengelola dialog, jadi return 1. Sama seperti OnPlayerCommandText.
- }
-
- return 0; // Anda WAJIB return 0 disini! sama seperti OnPlayerCommandText.
-}
-```
-
-## Notes
-
-:::tip
-
-Parameters dapat memuat nilai yang berbeda berdasarkan style dialog ([klik disini untuk info lebih lanjut](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-Menggunakan switch untuk mensortir dialogid sangatlah dianjurkan, jika anda memiliki banyak dialogid.
-
-:::
-
-:::warning
-
-Dialog pemain tidak akan disembunyikan ketika gamemode dimuat ulang, membuat server untuk mencetak "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last send dialog ID" jika pemain merespon kepada dialog tersebut setelah dimuat ulang.
-
-:::
-
-## Fungsi Terkait
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): Menampilkan dialog kepada pemain.
diff --git a/docs/translations/id/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/id/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 256ea0e7a85..00000000000
--- a/docs/translations/id/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnEnterExitModShop
-description: Callback ini akan terpanggil ketika pemain memasuki atau keluar dari mod shop.
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain memasuki atau keluar dari mod shop.
-
-| Nama | Deskripsi |
-| ---------- | ---------------------------------------------------------------- |
-| playerid | ID dari pemain yang masuk atau keluar dari modshop |
-| enterexit | 1 jika pemain masuk 0 jika player keluar |
-| interiorid | ID Interior dari modshop yang pemain masuki (atau 0 jika keluar) |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts
-
-## Contoh
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if(enterexit == 0) // Jika enterexit bernilai 0, tandanya mereka sudah keluar
- {
- SendClientMessage(playerid, COLOR_WHITE, "Keren abiez kendaraannya! tapi kena pajak $100 jiahahaha.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Catatan
-
-:::warning
-
-Bug yang dikenal: Pemain akan menyatu ketika berada di dalam mod shop yang sama.
-
-:::
-
-## Fungsi Terkait
-
-- [AddVehicleComponent](../functions/AddVehicleComponent.md): Menambahkan komponen ke kendaraan.
diff --git a/docs/translations/id/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/id/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 315bc3df989..00000000000
--- a/docs/translations/id/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptExit
-description: Callback ini akan terpanggil ketika filterscript dibongkar.
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika filterscript tidak dimuat lagi. Ini hanya terpanggil di dalam filterscript yang akan dibongkar.
-
-## Contoh
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" Filterscript telah dibongkar");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/id/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index 2a39d452317..00000000000
--- a/docs/translations/id/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptInit
-description: Callback ini akan terpanggil ketika gamemode sedang diinialisasi (dimuat).
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika filterscript sedang diinialisasi (dimuat). Ini hanya terpanggil di dalam filterscript yang akan dimuat.
-
-## Contoh
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print(" Filterscript berhasil dimuat.");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnGameModeExit.md b/docs/translations/id/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index d0fd042225b..00000000000
--- a/docs/translations/id/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnGameModeExit
-description: Callback ini akan terpanggil ketika gamemode berakhir, entah itu lewat 'gmx', server yang dimatikan, atau GameModeExit.
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika gamemode berakhir, entah itu lewat 'gmx' server yang dimatikan, atau GameModeExit.
-
-## Contoh
-
-```c
-public OnGameModeExit()
-{
- print("Mode Game berakhir.");
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Fungsi ini juga dapat digunakan dalam sebuah filterscript untuk mendeteksi apakah sebuah gamemode berubah dengan perintah RCON seperti changemode atau gmx, sebagaimana gamemode tidak dapat memuat ulang filterscript. Ketika menggunakan OnGameModeExit sehubungan dengan perintah konsol 'rcon gmx' perlu diingat akan ada potensi client bugs terjadi seperti contoh panggilan RemoveBuildingForPlayer yang berlebihan selama OnGameModeInit yang dapat mengakibatkan crash pada client. Callback ini TIDAK akan dipanggil apabila server crash atau prosesnya dimatikan dengan cara lain, seperti menggunakan perintah kill di linux atau menekan tombol close pada konsol windows.
-
-:::
-
-## Related Functions
-
-- [GameModeExit](../functions/GameModeExit.md): Keluar dari gamemode saat ini.
diff --git a/docs/translations/id/scripting/callbacks/OnGameModeInit.md b/docs/translations/id/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index 583c5eb7bf1..00000000000
--- a/docs/translations/id/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnGameModeInit
-description: Callback ini terpanggil ketika memuat gamemode.
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika sebuah gamemode dimuat.
-
-## Contoh
-
-```c
-public OnGameModeInit()
-{
- print("Mode Game berhasil dimuat");
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Fungsi ini dapat digunakan dalam sebuah filterscript untuk mendeteksi apakah sebuah gamemode berubah dengan perintah RCON seperti changemode atau gmx, sebagaimana gamemode tidak dapat memuat ulang filterscript.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnIncomingConnection.md b/docs/translations/id/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index 09dd1181353..00000000000
--- a/docs/translations/id/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnIncomingConnection
-description: Callback ini akan terpanggil ketika sebuah IP address mencoba untuk koneksi kedalam server.
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika sebuah IP address mencoba untuk koneksi kedalam server. Untuk memblokir koneksi yang ingin masuk, gunakan BlockIpAddress.
-
-| Nama | Deskripsi |
-| ------------ | ------------------------------------------------- |
-| playerid | ID dari pemain yang mencoba untuk koneksi |
-| ip_address[] | IP address dari pemain yang mencoba untuk koneksi |
-| port | Port dari pembuat koneksi |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("Pemain ID %d mencoba untuk koneksikan kedalam server [IP/Port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [BlockIpAddress](../functions/BlockIpAddress.md): Blokir sebuah IP Address untuk mengkoneksi kedalam server dalam waktu yang ditentukan.
-- [UnBlockIpAddress](../functions/UnBlockIpAddress.md): Membuka Blokir sebuah IP Address yang sebelumnya di blokir.
diff --git a/docs/translations/id/scripting/callbacks/OnObjectMoved.md b/docs/translations/id/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index ecb2dcf6586..00000000000
--- a/docs/translations/id/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnObjectMoved
-description: Callback ini akan terpanggil ketika sebuah object berpindah setelah MoveObject (ketika selesai bergerak).
-tags: []
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika sebuah object berpindah setelah MoveObject (ketika selesai bergerak).
-
-| Nama | Deskripsi |
-| -------- | -------------------------------------- |
-| objectid | ID dari sebuah object yang dipindahkan |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("Object %d telah selesai bergerak", objectid);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-SetObjectPos tidak akan bekerja ketika menggunakan callback ini. Untuk memperbaiki, buatlah ulang objectnya.
-
-:::
-
-## Fungsi Terkait
-
-- [MoveObject](../functions/MoveObject.md): Memindahkan Object.
-- [MovePlayerObject](../functions/MovePlayerObject.md): Memindahkan player object.
-- [IsObjectMoving](../functions/IsObjectMoving.md): Mengecek apakah object sedang bergerak.
-- [StopObject](../functions/StopObject.md): Menghentikan object yang bergerak.
-- [OnPlayerObjectMoved](OnPlayerObjectMoved.md): Terpanggil ketika player object berhenti bergerak.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/id/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 0e20cf1ef2c..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerClickMap
-description: OnPlayerClickMap akan terpanggil ketika pemain menaruh target/waypoint saat jeda map menu (dengan cara klik kanan).
-tags: ["player"]
----
-
-## Deskripsi
-
-OnPlayerClickMap akan terpanggil ketika pemain menaruh target/waypoint saat jeda map menu (dengan cara klik kanan).
-
-| Nama | Deskripsi |
-| -------- | -------------------------------------------------------------------------------- |
-| playerid | ID dari pemain yang menaruh target/waypoint |
-| Float:fX | Koordinasi float X dimana pemain mengklik |
-| Float:fY | Koordinasi float Y dimana pemain mengklik |
-| Float:fZ | Koordinasi float Z dimana pemain mengklik (tidak akurat - lihat catatan dibawah) |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPostFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Nilai Z akan berubah menjadi 0 (invalid) jika sangat jauh dari pemain, gunakan MapAndreas plugin untuk mendapatkan koordinat Z yang akurat.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/id/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index 2a1495b3af1..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Terpanggil ketika pemain mengklik dua kali pemain yang berada di scoreboard.
-tags: ["player"]
----
-
-## Deskripsi
-
-Terpanggil ketika pemain mengklik dua kali pemain yang berada di scoreboard.
-
-| Name | Description |
-| --------------- | -------------------------------------------------------------- |
-| playerid | ID dari pemain yang mengklik pemain yang berada di scoreboard. |
-| clickedplayerid | ID dari pemain yang di klik oleh playerid. |
-| source | Sumber yang player klik. |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "Anda mengklik pada pemain ID: %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Saat ini hanya ada satu 'source' (0 - CLICK_SOURCE_SCOREBOARD). Keberadaan argumen ini menunjukkan akan adanya sumber lain yang akan didukung di masa depan nanti.
-
-:::
-
-## Fungsi Terkait
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw.md): Terpanggil ketika player mengklik pada textdraw.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/id/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index f97c83c321f..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: Callback ini terpanggil ketika pemain mengklik sebuah player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## Deskripsi
-
-Callback ini terpanggil ketika pemain mengklik sebuah player-textdraw. Ini tidak akan terpanggil ketika player membatalkan mode 'select' (ESC) - tetapi pengecualian untuk OnPlayerClickTextDraw.
-
-| Nama | Deskripsi |
-| ------------ | ---------------------------------------- |
-| playerid | ID dari pemain yang mengklik textdraw. |
-| playertextid | ID dari player-textraw yang pemain klik. |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya.
-
-## Contoh
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Buat TexDraw nya disini
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "TextDrawKu");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid],0);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid],0x000000ff);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], 0xffffffff);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // Buat ini bisa dipencet
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], 1);
-
- // Lalu tunjukkan ke player
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if(newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if(playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Anda mengklik sebuah TextDraw, wow!.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::warning
-
-Ketika player menekan ESC untuk membatalkan pemilihan textdraw, OnPlayerClickTextDraw akan dipanggil dengan ID textraw yang menjadi 'INVALID_TEXT_DRAW'. OnPlayerClickPlayerTextDraw tentu tidak akan terpanggil.
-
-:::
-
-## Fungsi Terkait
-
-- [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable.md): Mengatur apakah player-textdraw dapat dipilih menggunakan SelectTextDraw
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw.md): Terpanggil ketika player mengklik sebuah textdraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer.md): Terpanggil ketika player mengklik yang lain.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerClickTextDraw.md b/docs/translations/id/scripting/callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index 74abc1e2193..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: Callback ini akan terpanggil ketika pemain mengklik sebuah textraw atau membatalkan 'select' mode dengan tombol ESC.
-tags: ["player", "textdraw"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain mengklik sebuah textraw atau membatalkan 'select' mode dengan tombol ESC.
-
-| Nama | Deskripsi |
-| --------- | ----------------------------------------------------------------------- |
-| playerid | ID dari pemain yang mengklik textdraw. |
-| clickedid | ID dari textraw yang diklik. INVALID_TEXT_DRAW jika seleksi dibatalkan. |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya.
-
-## Contoh
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "TextDrawKu");
- TextDrawTextSize(gTextDraw,60.000000, 20.000000);
- TextDrawAlignment(gTextDraw,0);
- TextDrawBackgroundColor(gTextDraw,0x000000ff);
- TextDrawFont(gTextDraw,1);
- TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
- TextDrawColor(gTextDraw,0xffffffff);
- TextDrawSetProportional(gTextDraw,1);
- TextDrawSetShadow(gTextDraw,1);
- TextDrawSetSelectable(gTextDraw, 1);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if(newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if(clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Anda mengklik sebuah TextDraw, wow!.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Catatan
-
-:::warning
-
-Area yang dapat diklik ditentukan oleh TextDrawTextSize. parameter x dan y yang diteruskan ke fungsi tersbut tidak boleh nol atau negatif. Jangan pernah gunakan CancelSelectextDraw tanpa pengecekan dalam callback ini. Kemungkinan pengulangan tak terbatas bisa terjadi.
-
-:::
-
-## Fungsi Terkait
-
-- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw.md): Terpanggil ketika player mengklik sebuah player-textdraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer.md): Terpanggil ketika player mengklik yang lain.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerCommandText.md b/docs/translations/id/scripting/callbacks/OnPlayerCommandText.md
deleted file mode 100644
index 31369d23622..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerCommandText
-description: Callback ini akan terpanggil ketika pemain memasukkan perintah kedalam chat window klien.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain memasukkan perintah kedalam chat window klien. Perintah adalah apapun yang dimulai dengan garis miring, misalnya /help.
-
-| Nama | Deskripsi |
-| --------- | -------------------------------------------------------- |
-| playerid | ID dari pemain yang memasukkan perintah. |
-| cmdtext[] | Perintah yang dimasukkan (termasuk dengan garis miring). |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya.
-
-## Contoh
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if(!strcmp(cmdtext, "/help", true))
- {
- SendClientMessage(playerid, -1, "SERVER: Ini adalah perintah /help");
- return 1;
- // Mengembalikan nilai 1 akan memberitahukan kepada server bahwa perintah berhasil diproses.
- // OnPlayerCommandText tidak akan dipanggil lagi di skrip lain.
- }
- return 0;
- // Mengembalikan nilai 0 akan memberitahukan kepada server bahwa perintah belum diproses oleh skrip ini.
- // OnPlayerCommandText akan terpanggil di skrip lain sampai salah satunya mengembalikan nilai 1.
- // Jika tidak ada skrip yang mengembalikan nilai 1, pesan 'SERVER: Unknown Command' akan muncuk kepada player.
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-## Related Functions
-
-- [SendRconCommand](../functions/SendRconCommand.md): Mengirimkan perintah RCON melalui skrip.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerConnect.md b/docs/translations/id/scripting/callbacks/OnPlayerConnect.md
deleted file mode 100644
index 503ad7818de..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerConnect
-description: Callback ini akan terpangil ketika pemain terhubung kedalam server.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain terhubung kedalam server.
-
-| Nama | Deskripsi |
-| -------- | ------------------------------- |
-| playerid | ID dari pemain yang terkoneksi. |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnPlayerConnect(playerid)
-{
- new string[64], pName[MAX_PLAYER_NAME];
- GetPlayerName(playerid, pName, MAX_PLAYER_NAME);
- format(string, sizeof string, "%s telah terkoneksi kedalam server, selamat datang!", pName);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerDeath.md b/docs/translations/id/scripting/callbacks/OnPlayerDeath.md
deleted file mode 100644
index 8290e38a6de..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: OnPlayerDeath
-description: Callback ini akan terpanggil ketika pemain mati, entah itu dengan bunuh diri atau terbunuh oleh pemain lain.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain mati, entah itu dengan bunuh diri atau terbunuh oleh pemain lain.
-
-| Nama | Deskripsi |
-|---------------|---------------------------------------------------------------------------------------|
-| playerid | ID dari pemain yang mati. |
-| killerid | ID dari pemain yang membunuh pemain yang mati, atau INVALID_PLAYER_ID jika tidak ada. |
-| WEAPON:reason | ID dari alasan untuk kematian pemain. |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // Menunjukkan metode bunuh di killfeed
-
- // Cek apakah killerid valid sebelum melakukan apapun dengan itu
- if(killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++;
- }
-
- // Diluar dari cek, handle sesuatu untuk playerid (ini akan selalu valid)
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Alasan akan mengembalikan nilai 37 (flame thrower) dari jenis api apapun (seperti molotov, 18) Alasan akan mengembalikan nilai 51 dari senjata apapun yang membuat ledakan (seperti RPG, grenade) Anda tidak perlu mengecek apakah killerid valid sebelum menggunakannya di SendDeathMessage. INVALID_PLAYER_ID adalah parameter killer ID yang valid didalam fungsi itu. playerid hanyalah satu-satunya yang dapat memanggil callback. (baik untuk anti fake death)
-
-:::
-
-:::warning
-
-Anda HARUS cek apakah 'killerid' valid (bukan INVALID_PLAYER_ID) sebelum menggunakannya didalam array (atau dimana saja), yang bisa menyebabkan skrip OnPlayerDeath menjadi crash (tidak semua skrip). Ini karena INVALID_PLAYER_ID bernilai 65535, dan ketika sebuah array hanya mempunyai elemen 'MAX_PLAYERS', misalkan 500, Anda akan mencoba mengakses index diatas 499, yang dimana itu luar batas.
-
-:::
-
-## Fungsi Terkait
-
-- [SendDeathMessage](../functions/SendDeathMessage): Menambahkan kematian didalam death list.
-- [SetPlayerHealth](../functions/SetPlayerHealth): Mengatur darah pemain.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerDisconnect.md b/docs/translations/id/scripting/callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index 7700a4f7c19..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: OnPlayerDisconnect
-description: Callback ini akan terpanggil ketika pemain keluar dari server.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain terputus dari server.
-
-| Nama | Deskripsi |
-| -------- | ------------------------------------------------------ |
-| playerid | ID dari pemain yang terputus. |
-| reason | ID dari alasan pemutusan koneksi. Lihat tabel dibawah. |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[3][] =
- {
- "Timeout/Crash",
- "Quit",
- "Kick/Ban"
- };
-
- format(szString, sizeof szString, "%s keluar dari server (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Beberapa fungsi mungkin tidak dapat bekerja dengan benar ketika digunakan di dalam callback ini karena pemain sudah terputus ketika callback ini terpanggil. Ini artinya anda tidak bisa mendapatkan informasi yang tidak ambigu dari fungsi seperti GetPlayerIp dan GetPlayerPos.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerEditAttachedObject.md b/docs/translations/id/scripting/callbacks/OnPlayerEditAttachedObject.md
deleted file mode 100644
index 40d12f0ee7b..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerEditAttachedObject.md
+++ /dev/null
@@ -1,94 +0,0 @@
----
-title: OnPlayerEditAttachedObject
-description: Callback ini terpanggil ketika player sudah selesai mengedit attached object dengan edit mode.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini terpanggil ketika player sudah selesai mengedit attached object dengan edit mode.
-
-| Name | Description |
-|------------------------|------------------------------------------------------------------|
-| playerid | ID player yang telah selesai mengedit attached object |
-| EDIT_RESPONSE:response | 0 jika mereka membatalkan (ESC) atau 1 jika mereka mengklik save |
-| index | The index of the attached object (0-9) |
-| modelid | Model/object yang diedit oleh player tersebut |
-| boneid | 'bone' yang sedang diedit di attached object |
-| Float:fOffsetX | Offset X untuk objek yang telah diedit |
-| Float:fOffsetY | Offset Y untuk objek yang telah diedit |
-| Float:fOffsetZ | Offset Z untuk objek yang telah diedit |
-| Float:fRotX | Rotasi X untuk objek yang telah diedit |
-| Float:fRotY | Rotasi Y untuk objek yang telah diedit |
-| Float:fRotZ | Rotasi Z untuk objek yang telah diedit |
-| Float:fScaleX | Skala X untuk objek yang telah diedit |
-| Float:fScaleY | Skala Y untuk objek yang telah diedit |
-| Float:fScaleZ | Skala Z untuk objek yang telah diedit |
-
-## Returns
-
-1 - Akan mencegah skrip lain untuk memanggil callback ini.
-
-0 - Mengindikasi bahwa callback ini akan terpanggil di script lain.
-
-Selalu terpanggil pertama kali di filterscripts.
-
-## Contoh
-
-```c
-enum attached_object_data
-{
- Float:ao_x,
- Float:ao_y,
- Float:ao_z,
- Float:ao_rx,
- Float:ao_ry,
- Float:ao_rz,
- Float:ao_sx,
- Float:ao_sy,
- Float:ao_sz
-}
-
-new ao[MAX_PLAYERS][MAX_PLAYER_ATTACHED_OBJECTS][attached_object_data];
-
-// Semua data akan tersimpan pada array diatas.
-
-public 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)
-{
- if (response)
- {
- SendClientMessage(playerid, COLOR_GREEN, "Attached object edition saved.");
-
- ao[playerid][index][ao_x] = fOffsetX;
- ao[playerid][index][ao_y] = fOffsetY;
- ao[playerid][index][ao_z] = fOffsetZ;
- ao[playerid][index][ao_rx] = fRotX;
- ao[playerid][index][ao_ry] = fRotY;
- ao[playerid][index][ao_rz] = fRotZ;
- ao[playerid][index][ao_sx] = fScaleX;
- ao[playerid][index][ao_sy] = fScaleY;
- ao[playerid][index][ao_sz] = fScaleZ;
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "Attached object edition not saved.");
-
- new i = index;
- SetPlayerAttachedObject(playerid, index, modelid, boneid, ao[playerid][i][ao_x], ao[playerid][i][ao_y], ao[playerid][i][ao_z], ao[playerid][i][ao_rx], ao[playerid][i][ao_ry], ao[playerid][i][ao_rz], ao[playerid][i][ao_sx], ao[playerid][i][ao_sy], ao[playerid][i][ao_sz]);
- }
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Edit harus dibatalkan jika responsenya 0. Ini harus dilakukan dengan menyimpan offset dll. dalam array SEBELUM menggunakan EditAttachedObject.
-
-:::
-
-## Related Functions
-
-- [EditAttachedObject](../functions/EditAttachedObject): Mengedit object yang sudah diattach.
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Attach sebuah objek ke player.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/id/scripting/callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index 2f481e43ca6..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: Callback ini terpanggil ketika seorang pemain memasuki checkpoint untuk pemain itu.
-tags: ["player", "checkpoint"]
----
-
-## Deskripsi
-
-Callback ini terpanggil ketika seorang pemain memasuki checkpoint untuk pemain itu.
-
-| Nama | Deskripsi |
-| -------- | ---------------------------------- |
-| playerid | ID pemain yang memasuki checkpoint |
-
-## Returns
-
-Selalu terpanggil pertama di filterscript.
-
-## Contoh
-
-```c
-// Dalam contoh ini, sebuah checkpoint dibuat untuk pemain saat spawn,
-// yang membuat kendaraan dan menonaktifkan checkpoint.
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## Catatan
-
-
-
-## Fungsi Terkait
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Membuat sebuah checkpoint untuk pemain.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Menonaktifkan checkpoint pemain saat ini.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Memeriksa apakah pemain berada di dalam checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Membuat sebuah checkpoint balapan untuk pemain.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Menonaktifkan checkpoint balapan pemain saat ini.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Memeriksa apakah pemain berada di dalam checkpoint balapan.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerEnterVehicle.md b/docs/translations/id/scripting/callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index 80a1167c6ec..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: Callback Ini di panggil ketika pemain mulai memasuki kendaraan, artinya pemain belum berada di kendaraan pada saat callback ini dipanggil.
-tags: ["player", "vehicle"]
----
-
-## Deskripsi
-
-Callback Ini di panggil ketika pemain mulai memasuki kendaraan, artinya pemain belum berada di kendaraan pada saat callback ini dipanggil.
-
-| Nama | Deskripsi |
-| ----------- | ---------------------------------------------------- |
-| playerid | ID pemain yang mencoba memasuki kendaraan. |
-| vehicleid | ID kendaraan yang coba di masuki oleh pemain. |
-| ispassenger | 0 jika masuk sebagai pengemudi. 1 jika masuk sebagai penumpang. |
-
-## Returns
-
-Ini selalu di panggil pertama dalam filtersciprt.
-
-## Contoh
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "Kamu memasuki kendaraan %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini di panggil ketika PEMAIN mulai memasuki kendaraan, bukan ketika pemain TELAH memasukinya. Lihat OnPlayerStateChange. Callback ini tetap dipanggil jika pemain di tolak masuk ke kendaraan (misalnya terkunci atau penuh).
-
-:::
-
-## Fungsi Terkait
-
-- [PutPlayerInVehicle](../functions/PutPlayerInVehicle):
-Masukkan pemain ke dalam kendaraan.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Memeriksa di kursi mana seorang pemain berada.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerExitVehicle.md b/docs/translations/id/scripting/callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index 06cd92df336..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerExitVehicle
-description: Callback ini di panggil ketika pemain mulai keluar dari kendaraan.
-tags: ["player", "vehicle"]
----
-
-## Deskripsi
-
-Callback ini di panggil ketika pemain mulai keluar dari kendaraan.
-
-| Nama | Deskripsi |
-| --------- | ----------------------------------------------- |
-| playerid |
-ID pemain yang keluar dari kendaraan. |
-| vehicleid |
-ID kendaraan pemain yang keluar. |
-
-## Returns
-
-Ini selalu di panggil pertama dalam filtersciprt.
-
-## Contoh
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[35];
- format(string, sizeof(string), "INFO: Kamu keluar dari kendaraan %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::warning
-
-Tidak di panggil jika pemain jatuh dari sepeda atau dikeluarkan dari kendaraan dengan cara lain seperti menggunakan SetPlayerPos. Anda harus menggunakan OnPlayerStateChange dan memeriksa apakah status lama mereka adalah PLAYER_STATE_DRIVER atau PLAYER_STATE_PASSENGER dan status baru mereka adalah PLAYER_STATE_ONFOOT.
-
-:::
-
-## Fungsi Terkait
-
-- [RemovePlayerFromVehicle](../functions/RemovePlayerFromVehicle): Mengeluarkan pemain dari kendaraan mereka.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Memeriksa di kursi mana seorang pemain berada.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerObjectMoved.md b/docs/translations/id/scripting/callbacks/OnPlayerObjectMoved.md
deleted file mode 100644
index 1dce407f6f5..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerObjectMoved.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerObjectMoved
-description: Callback ini dipanggil ketika objek pemain dipindahkan setelah MovePlayerObject (ketika berhenti bergerak).
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini dipanggil ketika objek pemain dipindahkan setelah MovePlayerObject (ketika berhenti bergerak).
-
-| Nama | Deskripsi |
-| -------- | -------------------------------- |
-| playerid | ID pemain yang ditugaskan |
-| objectid | ID objek pemain yang dipindahkan |
-
-## Returns
-
-Selalu terpanggil pertama di filterscript.
-
-## Contoh
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- printf("Player object moved: objectid: %d playerid: %d", objectid, playerid);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini juga bisa dipanggil untuk NPC.
-
-:::
-
-## Fungsi Terkait
-
-- [MovePlayerObject](../functions/MovePlayerObject): Memindahkan objek pemain
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Memeriksa apakah objek pemain bergerak
-- [StopPlayerObject](../functions/StopPlayerObject): Menghentikan objek pemain agar tidak bergerak
-- [CreatePlayerObject](../functions/CreatePlayerObject): Membuat sebuah objek untuk satu pemain
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Menghancurkan objek pemain
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerPickUpPickup.md b/docs/translations/id/scripting/callbacks/OnPlayerPickUpPickup.md
deleted file mode 100644
index ae5fbf65b7a..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerPickUpPickup.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerPickUpPickup
-description: Callback ini dipanggil ketika pemain mengambil pickup yang dibuat dengan CreatePickup.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini dipanggil ketika pemain mengambil pickup yang dibuat dengan CreatePickup.
-
-| Nama | Deskripsi |
-| -------- | ------------------------------------------ |
-| playerid | ID pemain yang mengambil pickup. |
-| pickupid | ID pickup, dikembalikan oleh CreatePickup. |
-
-## Returns
-
-Selalu terpanggil pertama di gamemode.
-
-## Contoh
-
-```c
-new pickup_Cash;
-new pickup_Health;
-
-public OnGameModeInit()
-{
- pickup_Cash = CreatePickup(1274, 2, 0.0, 0.0, 9.0);
- pickup_Health = CreatePickup(1240, 2, 0.0, 0.0, 9.0);
- return 1;
-}
-
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- if (pickupid == pickup_Cash)
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == pickup_Health)
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [CreatePickup](../functions/CreatePickup): Membuat sebuah pickup.
-- [DestroyPickup](../functions/DestroyPickup): Menghancurkan sebuah pickup.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerRequestClass.md b/docs/translations/id/scripting/callbacks/OnPlayerRequestClass.md
deleted file mode 100644
index e69a9132695..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerRequestClass.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerRequestClass
-description: Callback ini akan terpanggil ketika seorang pemain mengubah kelas pada pemilihan kelas (dan saat pemilihan kelas pertama kali muncul).
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika seorang pemain mengubah kelas pada pemilihan kelas (dan saat pemilihan kelas pertama kali muncul).
-
-| Nama | Deskripsi |
-| -------- | ------------------------------------------------------------------ |
-| playerid | ID pemain yang mengubah kelas |
-| classid | ID kelas yang saat ini dilihat (dikembalikan oleh AddPlayerClass). |
-
-## Returns
-
-Selalu terpanggil pertama di filterscript.
-
-## Contoh
-
-```c
-public OnPlayerRequestClass(playerid,classid)
-{
- if (classid == 3 &&Â !IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, COLOR_RED, "This skin is only for admins!");
- return 0;
- }
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini juga dipanggil ketika pemain menekan tombol F4.
-
-:::
-
-## Fungsi Terkait
-
-- [AddPlayerClass](../functions/AddPlayerClass): Menambahkan kelas
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerSpawn.md b/docs/translations/id/scripting/callbacks/OnPlayerSpawn.md
deleted file mode 100644
index 3d43af968e0..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerSpawn
-description: Callback ini akan terpanggil ketika pemain spawn.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain spawn. (misalnya saat sudah memanggil fungsi SpawnPlayer)
-
-| Nama | Deskripsi |
-| -------- | ----------------------------- |
-| playerid | ID dari pemain yang di spawn. |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME],
- string[40];
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName));
- format(string, sizeof(string), "%s telah sukses terspawn.", PlayerName);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Terkadang game akan mengurangi \$100 dari pemain setelah spawn.
-
-:::
-
-## Fungsi Terkait
-
-- [SpawnPlayer](../functions/SpawnPlayer.md): Memaksa pemain untuk spawn.
-- [AddPlayerClass](../functions/AddPlayerClass.md): Menambahkan kelas.
-- [SetSpawnInfo](../functions/SetSpawnInfo.md): Menambahkan pengaturan spawn untuk pemain.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerStateChange.md b/docs/translations/id/scripting/callbacks/OnPlayerStateChange.md
deleted file mode 100644
index 87fbc15e7e1..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerStateChange
-description: Callback ini akan terpanggil ketika pemain melakukan perubahan status.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain melakukan perubahan status. (misalnya saat player yang sedang mengendarai)
-
-| Nama | Deskripsi |
-| -------- | ---------------------------------------- |
-| playerid | ID dari pemain yang melakukan perubahan status. |
-| newstate | Status baru dari player. |
-| oldstate | Status lama dari player. |
-
-Pergi ke [Player States](../resources/playerstates) untuk list semua variable player state.
-
-## Returns
-
-Selalu terpanggil pertama di filterscripts.
-
-## Contoh
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Pemain menaiki kendaraan (Wajib Mobil) dan menjadi supir
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); // Menambahkan NOS ke Kendaraan Anda
- }
- return 1;
-}
-```
-## Catatan
-
-:::tip
-
-Callback ini juga dipanggil oleh NPC
-
-:::
-
-## Fungsi Terkait
-
-- [GetPlayerState](../functions/GetPlayerState): Mendapatkan status pemain saat ini
-- [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction): Mendapatkan animasi spesial pemain saat ini.
-- [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction): Mengatur animasi spesial pemain.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerStreamIn.md b/docs/translations/id/scripting/callbacks/OnPlayerStreamIn.md
deleted file mode 100644
index ae11057914a..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerStreamIn.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: OnPlayerStreamIn
-description: Callback ini akan terpanggil ketika pemain lain berada di jangkauan stream dari klien pemain.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain lain berada di jangkauan stream dari klien pemain.
-
-
-| Nama | Deskripsi |
-| ----------- | ------------------------------------------------------ |
-| playerid | ID dari pemain lain yang berada dalam jangakauan stream klien pemain. |
-| forplayerid | ID dari pemain yang berada di jangkauan stream pemain lain. |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts
-
-## Contoh
-```c
-public OnPlayerStreamIn(playerid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Player %d berada di sekitarmu.", playerid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerStreamOut.md b/docs/translations/id/scripting/callbacks/OnPlayerStreamOut.md
deleted file mode 100644
index 6d4d62c471e..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerStreamOut.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnPlayerStreamOut
-description: Callback ini akan terpanggil ketika pemain lain keluar dari jangkauan stream dari klien pemain.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain lain keluar dari jangkauan stream dari klien pemain.
-
-| Nama | Deskripsi |
-| ----------- | ------------------------------------------------------ |
-| playerid | ID dari pemain lain yang keluar jangakauan stream klien pemain. |
-| forplayerid | ID dari pemain yang berada di luar jangkauan stream pemain lain.|
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts
-
-## Contoh
-```c
-public OnPlayerStreamOut(playerid, forplayerid)
-{
- new string[80];
- format(string, sizeof(string), "Pemain ID %d telah menjauhimu.", playerid);
- SendClientMessage(forplayerid, 0xFF0000FF, string);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerTakeDamage.md b/docs/translations/id/scripting/callbacks/OnPlayerTakeDamage.md
deleted file mode 100644
index 2764fdd3909..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerTakeDamage.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: OnPlayerTakeDamage
-description: Callback ini terpanggil ketika pemain menerima damage.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini terpanggil ketika pemain menerima damage.
-
-| Nama | Deskripsi |
-|-----------------|-----------------------------------------------------------------------------------------------------------------------------------|
-| playerid | ID dari pemain yang mendapatkan damage. |
-| issuerid | ID dari pemain yang memberikan damage. INVALID_PLAYER_ID jika bunuh diri. |
-| Float:amount | Jumlah damage yang diterima (darah and armour dikombinasikan). |
-| WEAPON:weaponid | ID dari senjata atau alasan yang digunakan untuk memberi damage. |
-| bodypart | Bagian tubuh yang terkena. |
-
-## Returns
-
-0 - Akan melarang filterscript lain untuk menerima callback ini.
-
-1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain.
-
-Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya.
-
-## Contoh
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID) // Jika bukan bunuh diri
- {
- new
- infoString[128],
- weaponName[24],
- victimName[MAX_PLAYER_NAME],
- attackerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, victimName, sizeof (victimName));
- GetPlayerName(issuerid, attackerName, sizeof (attackerName));
-
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(infoString, sizeof(infoString), "%s telah membuat %.0f damage kepada %s, senjata: %s, bodypart: %d", attackerName, amount, victimName, weaponName, bodypart);
- SendClientMessageToAll(-1, infoString);
- }
- return 1;
-}
-```
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
- {
- // 1 kali hit mati ketika headshot dengan sniper
- SetPlayerHealth(playerid, 0.0);
- }
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-ID senjata akan mengembalikan nilai 37 (flame thrower) dari semua senjata yang menghasilkan api (Seperti molotov, 18). ID senjata akan mengembalikan nilai 51 dari semua senjata yang menghasilkan ledakan(Seperti RPG, grenade) playerid adalah satu-satunya yang dapat memanggil callback tersebut. Amount akan selalu memberikan damage maksimal yang bisa dilakukan oleh senjata, meskipun ketika darah yang tersisa kurang dari damage maksimal. Jadi ketika player mempunya 100.0 darah dan mendapatkan tembakan dari Desert Eagle sebagaimana memiliki damage 46.2, Ini hanya memerlukan 3 tembakan untuk membunuh pemain. 3 tembakan tersebut akan memberikan amout sebesar 46.2, meskipun saat tembakan terakhir mengenai, pemain hanya memiliki 7.6 darah tersisa.
-
-:::
-
-:::warning
-
-GetPlayerHealth dan GetPlayerArmour akan memberikan amount lama dari pemain sebelum memanggil callback ini. Selalu cek jika issuerid valid sebelum melakukan array index.
-
-:::
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerText.md b/docs/translations/id/scripting/callbacks/OnPlayerText.md
deleted file mode 100644
index 01b0a96815e..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerText.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerText
-description: Callback ini akan terpanggil ketika pemain mengirimkan pesan chat.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini akan terpanggil ketika pemain mengirimkan pesan chat.
-
-| Nama | Deskripsi |
-| -------- | -------------------------------------- |
-| playerid | ID dari pemain yang mengetik teks nya. |
-| text[] | Teks yang pemain ketikkan. |
-
-## Returns
-
-Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya.
-
-## Contoh
-
-```c
-public OnPlayerText(playerid, text[])
-{
- new pText[144];
- format(pText, sizeof (pText), "(%d) %s", playerid, text);
- SendPlayerMessageToAll(playerid, pText);
- return 0; // Mengabaikan teks default dan mengirimkan teks kustom
-}
-```
-
-## Catatan
-
-:::tip
-
-Callback ini akan terpanggil juga oleh NPC.
-
-:::
-
-## Fungsi Terkait
-
-- [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer.md): Memaksa pemain mengirimkan text untuk satu pemain saja.
-- [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll.md): Memaksa pemain mengirimkan pesan untuk semua pemain.
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerUpdate.md b/docs/translations/id/scripting/callbacks/OnPlayerUpdate.md
deleted file mode 100644
index eb43c96d319..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,88 +0,0 @@
----
-title: OnPlayerUpdate
-description: Callback ini akan terpanggil ketika klien/pemain memperbarui server dengan statusnya.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini di panggil ketika klien/pemain memperbarui server dengan statusnya. Ini sering digunakan untuk membuat memanggil balik khusus untuk pembaruan klien yang tidak dilacak secara aktif oleh server, seperti pembaruan kesehatan atau baju besi atau pemain yang mengganti senjata.
-
-| Nama | Deskripsi |
-| -------- | ------------------------------------------ |
-| playerid | ID dari pemain yang mengirim paket pembaruan. |
-
-## Returns
-
-0 - Pembaruan dari pemain ini tidak akan di duplikat ke klien lain.
-
-1 - Menunjukkan bahwa pembaruan ini dapat diproses secara normal dan dikirim ke pemain lain.
-
-
-Ini selalu di panggil pertama dalam filtersciprt.
-
-## Contoh
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new iCurWeap = GetPlayerWeapon(playerid); // Mengembalikan senjata kepada pemain saat ini
- if (iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // Jika dia mengganti senjata sejak pembaruan terakhir
- {
- // Mari kita memanggil balik panggilan bernama OnPlayerChangeWeapon
- OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
- SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);//Memperbarui variabel senjata
- }
- return 1; // Kirim pembaruan ini ke pemain lain.
-}
-
-stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
-{
- new s[128],
- oWeapon[24],
- nWeapon[24];
-
- GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
- GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
-
- format(s, sizeof(s), "Kamu telah mengganti senjata dari %s ke %s!", oWeapon, nWeapon);
-
- SendClientMessage(playerid, 0xFFFFFFFF, s);
-}
-public OnPlayerUpdate(playerid)
-{
- new Float:fHealth;
-
- GetPlayerHealth(playerid, fHealth);
-
- if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // Darah pemain telah berubah sejak pembaruan terakhir -> server, jadi jelas itu yang diperbarui.
- // Mari kita lakukan pemeriksaan lanjutan untuk melihat apakah dia kehilangan atau memperoleh Darah, cheat anti-health? ;)
-
- if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* Dia telah mendapatkan Darah! Cheat? Tulis skrip Anda sendiri di sini untuk mengetahui bagaimana seorang pemain
- memperoleh darah! */
- }
- else
- {
- /* Dia telah kehilangan darah! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-
-## Catatan
-
-
-
-:::warning
-
-Callback ini di panggil, rata-rata, 30 kali per detik, per pemain; hanya di gunakan ketika Anda tahu untuk apa itu (atau lebih penting lagi untuk TIDAK di masukkan). Frekuensi panggilan balik ini untuk setiap pemain bervariasi, tergantung pada apa yang dilakukan pemain. Mengemudi atau menembak akan memicu lebih banyak pembaruan daripada diam.
-
-:::
-
-## Fungsi Terkait
diff --git a/docs/translations/id/scripting/callbacks/OnPlayerWeaponShot.md b/docs/translations/id/scripting/callbacks/OnPlayerWeaponShot.md
deleted file mode 100644
index 771c7b3d36b..00000000000
--- a/docs/translations/id/scripting/callbacks/OnPlayerWeaponShot.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: OnPlayerWeaponShot
-description: Callback ini di panggil ketika seorang pemain melepaskan tembakan dari senjata.
-tags: ["player"]
----
-
-## Deskripsi
-
-Callback ini dipanggil ketika pemain melepaskan tembakan dari senjata. Hanya senjata yang di dukung. Hanya drive-by penumpang yang di dukung (bukan drive-by pengemudi, dan bukan tembakan burung / pemburu).
-
-| Nama | Deskripsi |
-| -------- | --------------------------------------------------------------------------------------------------------- |
-| playerid | ID pemain yang menembakkan senjata. |
-| WEAPON:weaponid | ID dari [weapon](../resources/weaponids) yang di tembak oleh pemain. |
-| BULLET_HIT_TYPE:hittype | [type](../resources/bullethittypes) Tersebut dari benda yang di tembakkan (tidak ada, pemain, kendaraan, atau (pemain) objek). |
-| hitid | ID pemain, kendaraan atau objek yang tertabrak. |
-| Float:fX | Koordinat X yang di tembak. |
-| Float:fY | Koordinat Y yang di tembak. |
-| Float:fZ | Koordinat Z yang di tembak. |
-
-## Returns
-
-0 - Mencegah peluru menyebabkan kerusakan.
-
-1 - Membiarkan peluru menyebabkan kerusakan.
-
-Itu selalu disebut pertama dalam filterscript sehingga mengembalikan 0 di sana juga memblokir skrip lain agar tidak melihatnya.
-
-## Contoh
-
-```c
-public OnPlayerWeaponShot(playerid, WEAPON:weaponid, BULLET_HIT_TYPE:hittype, hitid, Float:fX, Float:fY, Float:fZ)
-{
- new szString[144];
- format(szString, sizeof(szString), "Senjata %i telah di tembakkan. hittype: %i hitid: %i pos: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
- SendClientMessage(playerid, -1, szString);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-
-Callback ini hanya di panggil ketika kompensasi lag diaktifkan. Jika tipe hit adalah:
-
-- `BULLET_HIT_TYPE_NONE`: parameter fX, fY dan fZ adalah koordinat normal, akan memberikan 0,0 untuk koordinat jika tidak ada yang terkena (misalnya objek jauh yang tidak dapat dijangkau oleh peluru);
-- Others: fX, fY dan fZ adalah offset relatif kepada hitid.
-
-:::
-
-:::tip
-
-[GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors) dapat digunakan dalam callback ini untuk informasi vektor peluru yang lebih detail.
-
-:::
-
-:::warning
-
-Bug yang Diketahui:
-
-- callback tidak dipanggil jika Anda menembak di kendaraan sebagai pengemudi atau jika Anda melihat ke belakang dengan bidikan di aktifkan (menembak di udara).
-- Disebut sebagai `BULLET_HIT_TYPE_VEHICLE` dengan hitid yang benar (id kendaraan pemain yang dipukul) jika Anda menembak pemain yang berada di dalam kendaraan. Itu tidak akan disebut sebagai `BULLET_HIT_TYPE_PLAYER` sama sekali.
-- Perbaikan sebagian di SA-MP 0.3.7: Jika data senjata palsu dikirim oleh pengguna jahat(chiter), klien pemain lain dapat membeku atau crash. Untuk mengatasi ini, periksa apakah weaponid yang di laporkan benar-benar dapat menembakkan peluru.
-
-:::
-
-## Fungsi Terkait
-
-- [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors): Mengambil vektor tembakan terakhir yang di tembakkan oleh pemain.
diff --git a/docs/translations/id/scripting/functions/AddCharModel.md b/docs/translations/id/scripting/functions/AddCharModel.md
deleted file mode 100644
index 7648980683d..00000000000
--- a/docs/translations/id/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddCharModel
-description: Menambah sebuah custom character model untuk didownload.
-tags: []
----
-
-
-
-## Deskripsi
-
-Menambah sebuah custom character model untuk didownload. Model file biasanya terletak di Player Documents\GTA San Andreas User Files\SAMP\cache didalam folder Server IP dan Port dalam bentuk nama CRC.
-
-| Nama | Deskripsi |
-| ------- | -------------------------------------------------------------------------------------------------------------- |
-| baseid | Model ID skin dasar yang ingin digunakan (sifat dari karakter & original karakter untuk dipakai setelah download gagal). |
-| newid | Model ID skin baru dari jangkauan 20000 sampai 30000 (10000 slot) untuk digunakan nanti bersamaan dengan SetPlayerSkin |
-| dffname | Nama file model collision file .dff didalam folder models server secara default (setting artpath). |
-| txdname | Nama file model texture file .txd didalam folder models server secara default (setting artpath). |
-
-## Returns
-
-1: Function berhasil dijalankan.
-
-0: Function gagal dijalankan.
-
-## Contoh
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Catatan
-
-:::tip
-
-useartwork harus diaktifkan terlebih dahulu di server settings agar fungsi ini berfungsi.
-
-:::
-
-:::warning
-
-Saat ini tidak ada batasan kapan Anda dapat memanggil fungsi ini, tetapi perhatikan bahwa jika Anda tidak memanggilnya di dalam OnFilterScriptInit/OnGameModeInit, anda bisa membuat player lain beresiko, dimana sudah didalam server, tidak bisa mendownload models.
-
-:::
-
-## Fungsi Terkait
-
-- [SetPlayerSkin](SetPlayerSkin): Mengatur skin player.
diff --git a/docs/translations/id/scripting/functions/AddSimpleModel.md b/docs/translations/id/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index 1990a5d718c..00000000000
--- a/docs/translations/id/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: AddSimpleModel
-description: Menambahkan sebuah simpel objek model untuk diunggah.
-tags: []
----
-
-
-
-## Description
-
-Menambahkan model simpel kustom objek diunggah. Model file bawaanya terletak pada folder Documents\GTA San Andreas User Files\SAMP\cache milik player bernama IP dan PORT dalam bentuk nama CRC.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | Virtual world ID untuk membuat model tersedia. Gunakan -1 untuk semua world. |
-| baseid | Basis object model ID untuk digunakan (object original akan digunakan jika download gagal). |
-| newid | Object model ID baru berkisar dari -1000 ke -30000 (29000 slots) digunakan nanti dengan CreateObject atau Create PlayerObject|
-| dffname | Nama dari .dff model file collision berlokasi di models server folder secara bawaan (artpath setting). |
-| txdname | Nama dari .txd model tekstur file berlokasi di models server secara bawaan (artpath setting. |
-
-## Returns
-
-1: Function berhasil dijalankan.
-
-0: Function gagal dijalankan
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```c
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## Notes
-
-:::tip
-
-`useartwork` harus diaktifkan terlebih dahulu dalam pengaturan server agar dapat berfungsi ketika virtualworld diatur, model akan didownload setelah player memasuki world tertentu
-
-:::
-
-:::warning
-
-Saat ini tidak ada batasan kapan Anda dapat memanggil fungsi ini, tetapi perhatikan bahwa jika Anda tidak memanggilnya di dalam OnFilterScriptInit/OnGameModeInit, Anda berisiko bahwa beberapa player, yang sudah ada di server, mungkin belum mendownload modelnya.
-
-:::
-
-## Related Functions
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Dipanggil jika player sudah mendownload custom models.
diff --git a/docs/translations/id/scripting/functions/ApplyAnimation.md b/docs/translations/id/scripting/functions/ApplyAnimation.md
deleted file mode 100644
index 5528a4e39a5..00000000000
--- a/docs/translations/id/scripting/functions/ApplyAnimation.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: ApplyAnimation
-description: Digunakan untuk mengaplikasikan animasi ke pemain.
-tags: []
----
-
-## Deskripsi
-
-Mengaplikasikan animasi ke pemain.
-
-| Nama | Deskripsi |
-| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID dari pemain yang akan di aplikasikan animasi |
-| animlib[] | library animasi yang akan digunakan untuk mengaplikasikan animasi |
-| animname[] | Nama animasi yang akan diterapkan, dengan library yang sudah ditentukan. |
-| fDelta | Kecepatan untuk memainkan animasi (gunakan 4.1). |
-| loop | Jika di atur menjadi 1, animasi akan melakukan perulangan. Jika di atur menjadi 0, animasi akan mengulang hanya sekali. |
-| lockx | Jika di atur menjadi 0, pemain dikembalikan ke kordinat x lama mereka setelah animasi selesai (untuk animasi yang menggerakkan pemain seperti berjalan). 1 tidak akan mengembalikan ke yang lama. position. |
-| locky | Sama seperti di atas tetapi untuk sumbu Y. Harus tetap sama dengan parameter sebelumnya. |
-| freeze | Mengatur ke 1 akan membuat pemain membeku di akhir animasi. 0 tidak akan membeku. |
-| time | Waktu dalam millidetik. Untuk pengulangan yang tidak pernah berakhir harus menggunakan 0. |
-| forcesync | Mengaturnya menjadi 1 membuat server menyinkronkan animasi kepada semua pemain lain dalam radius streaming (opsional). 2 berfungsi sama dengan 1, tetapi hanya akan menerapkan animasi ke pemain yang di-streaming, tetapi bukan pemain yang sebenarnya sedang dianimasikan (berguna untuk animasi NPC dan animasi yang terus-menerus saat pemain sedang streaming) |
-
-## Returns
-
-Fungsi ini selalu mengembalikan 1, bahkan jika pemain yang ditentukan tidak ada, atau salah satu parameter tidak valid (misalkan library tidak valid).
-
-## Contoh
-
-```c
-ApplyAnimation(playerid, "PED", "WALK_DRUNK", 4.1, 1, 1, 1, 1, 1, 1);
-```
-
-## Catatan
-
-:::tip
-
-parameter opsional 'forcesync' bawaannya adalah 0, dalam banyak kasus tidak diperlukan karena pemain menyinkronkan animasi itu sendiri. Parameter 'forcesync' dapat memaksa semua pemain yang dapat melihat 'playerid' untuk memutar animasi terlepas dari apakah pemain melakukan animasi itu atau tidak. Ini berguna dalam keadaan di mana pemain tidak dapat menyinkronkan animasi itu sendiri. Misalnya, mereka mungkin dijeda.
-
-:::
-
-:::Peringatan
-
-Animasi yang invalid dapat menyebabkan game pemain menjadi crash/tidak berjalan.
-
-:::
-
-## Fungsi Terkait
-
-- [ClearAnimations](ClearAnimations): membersihkan animasi pada pemain yang sedang berlangsung.
-- [SetPlayerSpecialAction](SetPlayerSpecialAction): Mengatur tindakan khusus pemain.
diff --git a/docs/translations/id/scripting/functions/Ban.md b/docs/translations/id/scripting/functions/Ban.md
deleted file mode 100644
index 0d2f718b664..00000000000
--- a/docs/translations/id/scripting/functions/Ban.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: Ban
-description: Melarang player yang sedang berada di dalam server.
-tags: ["administration"]
----
-
-## Deskripsi
-
-Melarang player yang sedang berada di dalam server. Player tersebut tidak bisa bergabung lagi selamanya. Pelarangan pemain berbasis IP ini akan disimpan di dalam format file samp.ban di dalam direktori root server. BanEx dapat digunakan untuk memberi alasan mengapa player tersebut di ban. IP ban dapat di tambah/di hapus menggunakan command RCON banip dan unbanip (SendRconCommand).
-
-| Nama | Deskripsi |
-| -------- | -------------------------------------- |
-| playerid | ID player yang ingin dilarang bermain. |
-
-## Returns
-
-Fungsi ini tidak me-return value yang spesifik.
-
-## Contoh
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Ban player yang menggunakan command ini.
- Ban(playerid);
- return 1;
- }
-}
-// Untuk memunculkan pesan (contoh: alasan) untuk player sebelum koneksi terputus
-// Anda harus menggunakan timer untuk membuat sebuah delay. Delay ini hanya membutuhkan beberapa milisekon saja,
-// akan tetapi contoh ini menggunakan satu detik penuh hanya untuk berjaga-jaga.
-
-forward DelayedBan(playerid);
-public DelayedBan(playerid)
-{
- Ban(playerid);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Ban player yang menggunakan command ini.
-
- // Pertama, kirim player nya sebuah pesan.
- SendClientMessage(playerid, 0xFF0000FF, "Anda telah di banned!");
-
- // Mem-ban player nya sedetik kemudian menggunakan timer.
- SetTimerEx("DelayedBan", 1000, false, "d", playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Notes
-
-:::warning
-
-Tindakan apa pun yang diambil langsung sebelum Ban() (seperti mengirim pesan dengan SendClientMessage) tidak akan sampai ke player. Timer harus digunakan untuk menunda ban.
-:::
-
-## Fungsi Terkait
-
-- [BanEx](BanEx): Melarang player dengan alasan.
-- [Kick](Kick): Kick player dari server.
diff --git a/docs/translations/id/scripting/functions/BanEx.md b/docs/translations/id/scripting/functions/BanEx.md
deleted file mode 100644
index ab9a3256ba1..00000000000
--- a/docs/translations/id/scripting/functions/BanEx.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: BanEx
-description: Melarang player dengan alasan.
-tags: ["administration"]
----
-
-## Deskripsi
-
-Melarang player dengan alasan.
-
-| Name | Description |
-| -------- | -------------------------------------- |
-| playerid | ID player yang ingin dilarang bermain. |
-| reason | Alasan dilarang bermain. |
-
-## Returns
-
-Fungsi ini tidak me-return value yang spesifik.
-
-## Contoh
-
-```c
-public OnPlayerCommandText( playerid, cmdtext[] )
-{
- if (!strcmp(cmdtext, "/banme", true))
- {
- // Melarang player yang mengeksekusi perintah ini dengan mencantumkan alasan ("Request")
- BanEx(playerid, "Request");
- return 1;
- }
-}
-/*Untuk memunculkan pesan (contoh: alasan) untuk player sebelum koneksi terputus
-Anda harus menggunakan timer untuk membuat sebuah delay. Delay ini hanya membutuhkan beberapa milisekon saja,
-akan tetapi contoh ini menggunakan satu detik penuh hanya untuk berjaga-jaga.*/
-
-forward BanExPublic(playerid, reason[]);
-
-public BanExPublic(playerid, reason[])
-{
- BanEx(playerid, reason);
-}
-
-stock BanExWithMessage(playerid, color, message[], reason[])
-{
- //reason - Alasan larangan yang telah digunakan BanEx.
- SendClientMessage(playerid, color, message);
- SetTimerEx("BanExPublic", 1000, false, "ds", playerid, reason);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- //Larang player yang menggunakan perintah ini.
- BanExWithMessage(playerid, 0xFF0000FF, "Anda telah di Banned!", "Request");
- return 1;
- }
- return 0;
-}
-```
-
-## Catatan
-
-:::warning
-
-Tindakan apa pun yang diambil langsung sebelum Ban() (seperti mengirim pesan dengan SendClientMessage) tidak akan sampai ke player, oleh karena itu timer harus digunakan untuk menunda pelarangan
-
-:::
-
-## Fungsi Terkait
-
-- [Ban](Ban): Melarang player yang sedang berada di dalam server.
-- [Kick](Kick): Kick player dari server.
diff --git a/docs/translations/id/scripting/functions/CancelEdit.md b/docs/translations/id/scripting/functions/CancelEdit.md
deleted file mode 100644
index e24fc96177f..00000000000
--- a/docs/translations/id/scripting/functions/CancelEdit.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: CancelEdit
-description: Membatalkan mode mengedit objek untuk pemain.
-tags: []
----
-
-## Deskripsi
-
-Membatalkan mode mengedit objek untuk pemain.
-
-| Nama | Deskripsi |
-| -------- | ------------------------------------------ |
-| playerid | ID pemain untuk membatalkan edit. |
-
-## Returns
-
-Fungsi ini tidak mengembalikan nilai spesifik apapun.
-
-## Contoh
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/stopedit", true))
- {
- CancelEdit(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: Anda telah selesai mengedit objek!");
- return 1;
- }
- return 0;
-}
-```
-
-## Fungsi Terkait
-
-- [SelectObject](SelectObject): Untuk memilih objek.
-- [EditObject](EditObject): Untuk mengedit objek.
-- [EditPlayerObject](EditPlayerObject): Untuk mengedit objek
-- [EditAttachedObject](EditAttachedObject): Untuk menempelkan objek.
-- [CreateObject](CreateObject): Untuk membuat object.
-- [DestroyObject](DestroyObject): Untuk menghapus objek.
-- [MoveObject](MoveObject): Untuk memindahkan objek.
diff --git a/docs/translations/id/scripting/functions/CreateObject.md b/docs/translations/id/scripting/functions/CreateObject.md
deleted file mode 100644
index 8cf55bc1954..00000000000
--- a/docs/translations/id/scripting/functions/CreateObject.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: CreateObject
-description: Membuat Object pada koordinat tertentu di dalam game.
-tags: []
----
-
-## Deskripsi
-
-Membuat Object pada koordinat tertentu di dalam game.
-
-| Name | Description |
-| ------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| modelid | Model Object yang ingin di buat. |
-| Float:X | Cordinat X untuk membuat suatu Object. |
-| Float:Y | Cordinat Y untuk membuat suatu Object. |
-| Float:Z | Cordinat Z untuk membuat suatu Object. |
-| Float:rX | Rotasi X untuk membuat suatu Object. |
-| Float:rY | Rotasi Y untuk membuat suatu Object. |
-| Float:rZ | Rotasi Z untuk membuat suatu Object. |
-| Float:DrawDistance | (optional) Jarak yang San Andreas untuk Object di. 0.0 akan menyebabkan objek dirender pada jarak defaultnya. |
-
-## Contoh
-
-```c
-public OnGameModeInit()
-{
- CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0); // Object akan dirender pada jarak defaultnya.
- CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0, 300.0); // Object akan dirender pada 300,0 unit.
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Ada batas 1000 Object (MAX_OBJECTS). Untuk menghindari batasan ini, Anda dapat menggunakan streamer.
-:::
-
-## Fungsi Terkait
-
-- [DestroyObject](DestroyObject): Menghapus suatu Object.
-- [IsValidObject](IsValidObject): Memeriksa apakah Object tertentu valid.
-- [MoveObject](MoveObject): Memindahkan suatu Object.
-- [StopObject](StopObject): Menghentikan suatu Object agar tidak bergerak.
-- [SetObjectPos](SetObjectPos): Mengatur posisi suatu Object.
-- [SetObjectRot](SetObjectRot): Mengatur rotasi suatu Object.
-- [GetObjectPos](GetObjectPos): Mencari Object.
-- [GetObjectRot](GetObjectRot): Memeriksa rotasi suatu Object.
-- [AttachObjectToPlayer](AttachObjectToPlayer): Menambahkan Object ke Player.
-- [SetObjectMaterialText](SetObjectMaterialText): Mengganti tekstur Object dengan teks.
-- [SetObjectMaterial](SetObjectMaterial): Mengganti tekstur suatu Object dengan tekstur dari model lain di dalam game.
-- [CreatePlayerObject](CreatePlayerObject): Membuat Object hanya untuk satu pemain.
-- [DestroyPlayerObject](DestroyPlayerObject): Menghapus suatu Object dari Player.
-- [IsValidPlayerObject](IsValidPlayerObject): Memeriksa apakah Object Player tertentu valid.
-- [MovePlayerObject](MovePlayerObject): Memindahkan Object Player.
-- [StopPlayerObject](StopPlayerObject): Menghentikan Object Player agar tidak bergerak.
-- [SetPlayerObjectPos](SetPlayerObjectPos): Mengatur posisi Object Player.
-- [SetPlayerObjectRot](SetPlayerObjectRot): Mengatur rotasi Object Player.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Mencari Object Player.
-- [GetPlayerObjectRot](GetPlayerObjectRot): Memeriksa rotasi Object Player.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Menambahkan Object pemain ke Player.
-- [SetPlayerObjectMaterialText](SetPlayerObjectMaterialText): Replace tekstur Object Player dengan teks.
-- [SetPlayerObjectMaterial](SetPlayerObjectMaterial): Mengganti tekstur Object Player dengan tekstur dari model lain dalam game.
diff --git a/docs/translations/id/scripting/functions/CreatePickup.md b/docs/translations/id/scripting/functions/CreatePickup.md
deleted file mode 100644
index ed8d3547d8f..00000000000
--- a/docs/translations/id/scripting/functions/CreatePickup.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: CreatePickup
-description: Fungsi ini melakukan hal yang sama persis seperti AddStaticPickup, kecuali ia mengembalikan ID pengambilan yang dapat digunakan untuk menghancurkannya setelah itu dan dilacak menggunakan OnPlayerPickUpPickup.
-tags: []
----
-
-## Deskripsi
-
-Fungsi ini melakukan sama persis dengan AddStaticPickup, kecuali ia mengembalikan ID pengembalian yang dapat digunakan untuk menghancurkannya setelah itu dilacak menggunakan OnPlayerPickUpPickup.
-
-| Nama | Deskripsi |
-| ----------------------------------- | --------------------------------------------------------------------------------- |
-| [model](../resources/pickupids) | Model dari pickup |
-| [type](../resources/pickuptypes) | Tipe pickup. Menentukan bagaimana pickup merespon saat diambil. |
-| Float:X | Membuat pickup di kordinat X. |
-| Float:Y | Membuat pickup di kordinat Y. |
-| Float:Z | Membuat pickup di kordinat Y |
-| virtualworld | Virtual World dari pickup. Gunakan -1 untuk membuat pickup di seluruh Virtual World |
-
-## Returns
-
-ID pickup yang dibuat, -1 saat gagal (batas maksimum pengambilan).
-
-## Contoh
-
-```c
-new pickup; // Membuat variable untuk menyimpan pickup ID
-
-public OnGameModeInit()
-{
- pickup = CreatePickup(1242, 2, 1503.3359, 1432.3585, 10.1191, -1);
- // Membuat pickup armor dan menyimpan di ID 'pickup'
- return 1;
-}
-
-// Later..
-DestroyPickup(pickup); // Contoh penggunaan dari pickup ID.
-pickup = 0; // Variable pickup perlu diatur ulang untuk menghindari konflik kedepannya.
-```
-
-## Catatan
-
-:::tip
-
-Satu-satunya pickup yang dapat diambil dari dalam kendaraan adalah 14 (kecuali pickup khusus seperti suap). Pickups ditunjukan, dan dapat diambil oleh semua pemain. Ada kemungkinan jika DestroyPickup() digunakan saat pickup diambil, lebih dari satu pemain dapat mengambil pickup, karena lag. Ini dapat dielakan melalui penggunaan variabel. Jenis pickup tertentu datang dengan 'respons otomatis', misalnya menggunakan model M4 di pickup akan secara otomatis memberikan pemain senjata dan beberapa amunisi. Untuk pickup yang sepenuhnya scripted, tipe 1 harus digunakan.
-
-:::
-
-:::peringatan
-
-Bug yang diketahui: Pickups yang mempunyai X atau Y kurang dari -4096.0 atau lebih besar dari 4096.0 tidak akan muncul dan tidak akan memicu OnPlayerPickUpPickup salah satu.
-
-:::
-
-## Fungsi Terkait
-
-- [AddStaticPickup](AddStaticPickup): Menambahkan Static Pickup.
-- [DestroyPickup](DestroyPickup): Menghancurkan Pickup.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup): Memanggil ketika pemain mengambil pickup.
\ No newline at end of file
diff --git a/docs/translations/id/scripting/functions/CreateVehicle.md b/docs/translations/id/scripting/functions/CreateVehicle.md
deleted file mode 100644
index 75783a31d73..00000000000
--- a/docs/translations/id/scripting/functions/CreateVehicle.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: CreateVehicle
-description: Membuat kendaraan di dunia.
-tags: ["vehicle"]
----
-
-## Deskripsi
-
-Membuat kendaraan di dunia. Dapat digunakan sebagai pengganti AddStaticVehicleEx kapan saja dalam skrip.
-
-| Nama | Deskripsi |
-| ---------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Tipe Kendaraan | Model dari Kendaraan |
-| Float:X | Kordinat x dari kendaraan |
-| Float:Y | Kordinat y dari kendaraan |
-| Float:Z | Kordinat z dari kendaraan |
-| Float:rotation | Sudut menghadap dari kendaraan |
-| [color1](../resources/vehiclecolorid) |ID warna primer kendaraan |
-| [color2](../resources/vehiclecolorid) | ID warna sekunder |
-| respawn_delay | Penundaan hingga mobil respawn tanpa pengemudi dalam hitungan detik. Menggunakan -1 akan mencegah kendaraan dari respawning. |
-| bool:addsiren | Ditambahkan di 0.3.7; Tidak akan berfungsi di versi sebelumnya. Memiliki nilai bawaan 'false'. Memungkinkan kendaraan memiliki sirine, asalkan kendaraan memiliki klakson. |
-
-## Returns
-
-ID kendaraan dari kendaraan yang dibuat (1 hingga MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) jika kendaraan tidak dibuat (batas kendaraan terlewati atau ID model kendaraan tidak valid).
-
-0 jika kendaraan tidak dibuat (IDs 538 or 537 berhasil, yaitu kereta api).
-
-## Contoh
-
-```c
-public OnGameModeInit()
-{
- // Menambahkan Hydra (520) ke game dengan waktu respon 60 detik
- CreateVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 60);
- return 1;
-}
-```
-
-## Catatan
-
-:::peringatan
-
-Kereta api hanya bisa ditambahkan dengan AddStaticVehicle dan AddStaticVehicleEx.
-
-:::
-
-## Fungsi Terkait
-
-- [DestroyVehicle](DestroyVehicle): Menghancurkan kendaraan.
-- [AddStaticVehicle](AddStaticVehicle): Menambahkan kendaraan statis.
-- [AddStaticVehicleEx](AddStaticVehicleEx): Menambahkan kendaraan statis dengan custom waktu respawn.
-- [GetVehicleParamsSirenState](GetVehicleParamsSirenState): Mengecek apakah sirine kendaraan hidup atau mati.
-- [OnVehicleSpawn](../callbacks/OnVehicleSpawn): Memanggil ketika kendaraan respawn.
-- [OnVehicleSirenStateChange](../callbacks/OnVehicleSirenStateChange): Memanggil ketika sirine kendaraan beralih hidup/mati.
\ No newline at end of file
diff --git a/docs/translations/id/scripting/functions/DestroyObject.md b/docs/translations/id/scripting/functions/DestroyObject.md
deleted file mode 100644
index 840e651cb91..00000000000
--- a/docs/translations/id/scripting/functions/DestroyObject.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: DestroyObject
-description: Menghancurkan (menghapus) Object yang dibuat menggunakan CreateObject.
-tags: []
----
-
-## Deskripsi
-
-Menghancurkan (menghapus) Object yang dibuat menggunakan CreateObject..
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------- |
-| objectid | ID Object yang akan dihancurkan. Dikembalikan oleh CreateObject. |
-
-## Returns
-
-Function ini tidak mengembalikan nilai tertentu.
-
-## Contoh
-
-```c
-public OnObjectMoved(objectid)
-{
- DestroyObject(objectid);
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [CreateObject](CreateObject): Membuat suatu Object.
-- [IsValidObject](IsValidObject): Memeriksa apakah Object tertentu valid.
-- [MoveObject](MoveObject): Memindahkan suatu Object.
-- [StopObject](StopObject): Menghentikan suatu Object agar tidak bergerak.
-- [SetObjectPos](SetObjectPos): Mengatur posisi suatu Object.
-- [SetObjectRot](SetObjectRot): Mengatur rotasi suatu Object.
-- [GetObjectPos](GetObjectPos): Mencari Object.
-- [GetObjectRot](GetObjectRot): Memeriksa rotasi suatu Object.
-- [AttachObjectToPlayer](AttachObjectToPlayer): Menambahkan Object ke Player.
-- [CreatePlayerObject](CreatePlayerObject): Membuat Object hanya untuk satu Player.
-- [DestroyPlayerObject](DestroyPlayerObject): Menghapus suatu Object dari Player.
-- [IsValidPlayerObject](IsValidPlayerObject): Memeriksa apakah Object Player tertentu valid.
-- [MovePlayerObject](MovePlayerObject): Memindahkan Object Player.
-- [StopPlayerObject](StopPlayerObject): Menghentikan Object Player agar tidak bergerak.
-- [SetPlayerObjectPos](SetPlayerObjectPos): Mengatur posisi Object Player.
-- [SetPlayerObjectRot](SetPlayerObjectRot): Mengatur rotasi Object Player.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Mencari Object Player.
-- [GetPlayerObjectRot](GetPlayerObjectRot): Memeriksa rotasi Object Player.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Menambahkan Object pemain ke Player.
diff --git a/docs/translations/id/scripting/functions/DestroyPickup.md b/docs/translations/id/scripting/functions/DestroyPickup.md
deleted file mode 100644
index e2105883c75..00000000000
--- a/docs/translations/id/scripting/functions/DestroyPickup.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: DestroyObject
-description: Menghancurkan (menghapus) objek yang sudah di buat dengan CreateObject.
-tags: []
----
-
-## Deskripsi
-
-Menghancurkan (menghapus) objek yang sudah di buat dengan CreateObject.
-
-| Nama | Deskripsi |
-| -------- | ---------------------------------------------------------- |
-| objectid | ID dari objek yang akan di hancurkan. |
-
-## Returns
-
-Fungsi ini tidak mengembalikan nilai spesifik apapun.
-
-## Contoh
-
-```c
-public OnObjectMoved(objectid)
-{
- DestroyObject(objectid);
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [CreateObject](CreateObject): Membuat Objek.
-- [IsValidObject](IsValidObject): Mengecek apakah objek tertentu valid.
-- [MoveObject](MoveObject): Memindahkan objek.
-- [StopObject](StopObject): Menghentikan suatu objek agar tidak bergerak.
-- [SetObjectPos](SetObjectPos): Mengatur posisi objek.
-- [SetObjectRot](SetObjectRot): Mengatur rotasi objek.
-- [GetObjectPos](GetObjectPos): Mencari lokasi objek.
-- [GetObjectRot](GetObjectRot): Mengecek rotasi dari objek.
-- [AttachObjectToPlayer](AttachObjectToPlayer): Menempelkan objek ke pemain.
-- [CreatePlayerObject](CreatePlayerObject): Membuat satu objek hanya untuk satu pemain.
-- [DestroyPlayerObject](DestroyPlayerObject): Menghancurkan objek pemain.
-- [IsValidPlayerObject](IsValidPlayerObject): Mengecek apakah objek pemain tersebut valid.
-- [MovePlayerObject](MovePlayerObject): Memindahkan objek pemain.
-- [StopPlayerObject](StopPlayerObject): Memberhentikan objek pemain.
-- [SetPlayerObjectPos](SetPlayerObjectPos): Mengatur posisi objek pemain.
-- [SetPlayerObjectRot](SetPlayerObjectRot): Mengatur rotasi objek pemain.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Mencari lokasi objek pemain
-- [GetPlayerObjectRot](GetPlayerObjectRot): Mengecek rotasi objek pemain.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Menempelkan objek pemain ke pemain.
\ No newline at end of file
diff --git a/docs/translations/id/scripting/functions/EditObject.md b/docs/translations/id/scripting/functions/EditObject.md
deleted file mode 100644
index cbb352a08e3..00000000000
--- a/docs/translations/id/scripting/functions/EditObject.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: EditObject
-description: Memungkinkan Player untuk mengedit object (posisi dan rotasi) menggunakan mouse mereka pada GUI (Graphical User Interface).
-tags: []
----
-
-## Deskripsi
-
-Memungkinkan Player untuk mengedit object (posisi dan rotasi) menggunakan mouse mereka pada GUI (Graphical User Interface).
-
-| Name | Description |
-| -------- | ----------------------------------- |
-| playerid | ID Player yang mengedit Object. |
-| objectid | ID Object yang di edit oleh Player. |
-
-## Returns
-
-1: Function berhasil dijalankan. Sukses akan di laporkan ketika Object tidak di tentukan, Tetapi tidak akan terjadi apa-apa.
-
-0: Function gagal di jalankan. Karena pemain tidak terhubung.
-
-## Contoh
-
-```c
-new object;
-public OnGameModeInit()
-{
- object = CreateObject(1337, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/oedit", true))
- {
- EditObject(playerid, object);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: Sekarang anda bisa mengedit Object!");
- return 1;
- }
- return 0;
-}
-```
-
-## Catatan
-
-:::tip
-
-Anda dapat menggerakkan kamera saat mengedit dengan menekan dan menahan spasi (atau W di kendaraan) dan menggerakkan mouse Anda.
-:::
-
-## Fungsi Terkait
-
-- [CreateObject](CreateObject): Membuat suatu Object.
-- [DestroyObject](DestroyObject): Menghapus suatu Object.
-- [MoveObject](MoveObject): Memindahkan suatu Object.
-- [EditPlayerObject](EditPlayerObject): Mengedit suatu Object.
-- [EditAttachedObject](EditAttachedObject): Mengedit suatu Attached Object.
-- [SelectObject](SelectObject): Memilih suatu Object.
-- [CancelEdit](CancelEdit): Membatalkan mengedit suatu Object.
diff --git a/docs/translations/id/scripting/functions/GetPlayerLastSyncedVehicleID.md b/docs/translations/id/scripting/functions/GetPlayerLastSyncedVehicleID.md
deleted file mode 100644
index 939094b7cbb..00000000000
--- a/docs/translations/id/scripting/functions/GetPlayerLastSyncedVehicleID.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: GetPlayerLastSyncedVehicleID
-description: Gets the player's last synced vehicle ID.
-tags: ["player", "vehicle"]
----
-
-
-
-:::warning
-
-Function ini belum di implentasikan
-
-:::
-
-## Deskripsi
-
-Mendapatkan ID kendaraan terakhir yang singkron dengan player
-
-## Parameter
-| Parameter | Deskripsi |
-|-----------|-----------------|
-| playerid | ID dari player |
-
-## Return
-Mengembalikan ID Kendaraan yang digunakan player
-
-## Contoh
-```c
-new lastVehicleID = GetPlayerLastSyncedVehicleID(playerid);
-```
-
-## Function yang terkait
-
-- [GetPlayerLastSyncedTrailerID](GetPlayerLastSyncedTrailerID): Mendapatkan Trailer ID yang singkron dengan player
diff --git a/docs/translations/id/scripting/functions/GetPlayerMoney.md b/docs/translations/id/scripting/functions/GetPlayerMoney.md
deleted file mode 100644
index 67c29f305db..00000000000
--- a/docs/translations/id/scripting/functions/GetPlayerMoney.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: GetPlayerMoney
-description: Mengambil jumlah uang yang dimiliki oleh pemain
-tags: ["player"]
----
-
-## Deskripsi
-
-Mengambil jumlah uang yang dimiliki oleh pemain.
-
-| Nama | Deskripsi |
-| -------- | ----------------------------------------- |
-| playerid | ID dari pemain yang ingin dilihat uangnya |
-
-## Returns
-
-Jumlah uang yang dimiliki oleh pemain.
-
-## Contoh
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new string[32];
- format(string, sizeof(string), "Uang anda senilai: $%i.", GetPlayerMoney(playerid));
- SendClientMessage(playerid, 0xFFFFFFAA, string);
-}
-```
-
-## Fungsi Terkait
-
-- [GivePlayerMoney](GivePlayerMoney): Memberikan uang ke pemain.
-- [ResetPlayerMoney](ResetPlayerMoney): Mengatur uang pemain menjadi \$0.
diff --git a/docs/translations/id/scripting/functions/IsPlayerInRangeOfPoint.md b/docs/translations/id/scripting/functions/IsPlayerInRangeOfPoint.md
deleted file mode 100644
index 1d089abb56d..00000000000
--- a/docs/translations/id/scripting/functions/IsPlayerInRangeOfPoint.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: IsPlayerInRangeOfPoint
-description: Memeriksa apakah pemain berada dalam jangkauan suatu titik.
-tags: ["player"]
----
-
-## Deskripsi
-
-Memeriksa apakah pemain berada dalam jangkauan suatu titik. Fungsi asalnya lebih cepat dari pada implementasi PAWN menggunakan rumus jarak.
-
-| Nama | Deskripsi |
-| ----------- | ---------------------------------------------------------------------- |
-| playerid | ID dari pemain |
-| Float:range | Jarak terjauh pemain dapat berada di titik dalam jangkauan |
-| Float:x | Kordinat x dari titik untuk mengecek jangkauan |
-| Float:y | Kordinat y dari titik untuk mengecek jangkauan |
-| Float:z | Kordinat z dari titik untuk mengecek jangkauan |
-
-## Returns
-
-true - Pemain berada didalam titik jangkauan.
-
-false - Pemain tidak berada didalam titik jangkauan.
-
-## Contoh
-
-```c
-if (!strcmp("/stadium", cmdtext))
-{
- if (IsPlayerInRangeOfPoint(playerid, 7.0, 2695.6880, -1704.6300, 11.8438))
- {
- SendClientMessage(playerid,0xFFFFFFFF,"Anda tidak berada di pintu masuk stadium!");
- }
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [GetPlayerDistanceFromPoint](GetPlayerDistanceFromPoint): Mendapatkan jarak antara pemain dan titik jangkauan.
-- [GetVehicleDistanceFromPoint](GetVehicleDistanceFromPoint): Mendapatkan jarak antara kendaraan dan titik jangkauan.
-- [GetPlayerPos](GetPlayerPos): Mendapatkan posisi pemain.
\ No newline at end of file
diff --git a/docs/translations/id/scripting/functions/Kick.md b/docs/translations/id/scripting/functions/Kick.md
deleted file mode 100644
index 3348784ba6f..00000000000
--- a/docs/translations/id/scripting/functions/Kick.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: Kick
-description: Tendang player dari server. Player harus keluar dari game dan re-connect jika mereka masih ingin lanjut bermain.
-tags: ["administration"]
----
-
-## Deskripsi
-
-Tendang player dari server. Player harus keluar dari game dan re-connect jika mereka masih ingin lanjut bermain.
-
-| Nama | Deskripsi |
-| -------- | ----------------------------- |
-| playerid | ID player yang ingin ditendang. |
-
-## Returns
-
-Fungsi ini selalu me-return 1, walaupun fungsi gagal di eksekusi (tidak ada player tersebut didalam server).
-
-## Catatan
-
-:::warning
-
-Tindakan apa pun yang diambil langsung sebelum Kick() (seperti mengirim pesan dengan SendClientMessage) tidak akan sampai ke player. Timer harus digunakan untuk menunda kick.
-
-:::
-
-## Contoh
-
-```c
-// Untuk memunculkan pesan (contoh: alasan) untuk player sebelum koneksi terputus
-// Anda harus menggunakan timer untuk membuat sebuah delay. Delay ini hanya membutuhkan beberapa milisekon saja,
-// akan tetapi contoh ini menggunakan satu detik penuh hanya untuk berjaga-jaga.
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/kickme", true) == 0)
- {
- // Tendang player yang menggunakan command ini.
-
- // Pertama, kirim player nya sebuah pesan.
- SendClientMessage(playerid, 0xFF0000FF, "You have been Tendanged!");
-
- // Kemudian, buat sebuah timer untuk menunda fungsi Kick selama sedetik
- SetTimerEx("DelayedKick", 1000, false, "i", playerid);
- return 1;
- }
- return 0;
-}
-
-forward DelayedKick(playerid);
-public DelayedKick(playerid)
-{
- Kick(playerid);
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [Ban](Ban): Ban player yang sedang berada di dalam server.
-- [BanEx](BanEx): Ban player dengan alasan.
\ No newline at end of file
diff --git a/docs/translations/id/scripting/functions/MoveObject.md b/docs/translations/id/scripting/functions/MoveObject.md
deleted file mode 100644
index 8743c03e71c..00000000000
--- a/docs/translations/id/scripting/functions/MoveObject.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: MoveObject
-description: Memindahkan Object ke posisi baru dengan kecepatan yang ditentukan.
-tags: []
----
-
-## Deskripsi
-
-Memindahkan Object ke posisi baru dengan kecepatan yang ditentukan. Pemain/kendaraan akan 'menjelajah' Object saat bergerak.
-
-| Name | Description |
-| ----------- | ------------------------------------------ |
-| objectid | ID Object yang akan di pindahkan. |
-| Float:X | Koordinat X untuk memindahkan Object ke. |
-| Float:Y | Koordinat Y untuk memindahkan Object ke. |
-| Float:Z | Koordinat Z untuk memindahkan Object ke. |
-| Float:Speed | Kecepatan gerak Object (satuan per detik). |
-| Float:RotX | Rotasi FINAL X (opsional). |
-| Float:RotY | Rotasi FINAL Y (opsional). |
-| Float:RotZ | Rotasi FINAL Z (opsional). |
-
-## Returns
-
-Waktu yang diperlukan benda untuk bergerak dalam milidetik.
-
-## Contoh
-
-```c
-new gAirportGate; //Di suatu tempat di bagian atas skrip Anda
-
-public OnGameModeInit()
-{
- gAirportGate = CreateObject(980, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/moveobject", true) == 0)
- {
- new
- string[50],
- moveTime = MoveObject(gAirportGate, 0, 0, 10, 2.00);
-
- format(string, sizeof(string), "0bject akan selesai bergerak dalam %d milidetik", moveTime);
- SendClientMessage(playerid, 0xFF000000, string);
- return 1;
- }
- return 0;
-}
-```
-
-## Catatan
-
-:::warning
-
-Function ini dapat digunakan untuk membuat Object berputar dengan lancar. Namun untuk mencapai ini, Object juga harus dipindahkan. Rotasi yang ditentukan adalah rotasi yang akan dimiliki Object setelah gerakan. Oleh karena itu Object tidak akan berputar ketika tidak ada gerakan yang diterapkan. Untuk contoh skrip, lihat skrip filter ferriswheel.pwn yang dibuat oleh Kye yang disertakan dalam paket server (SA-MP 0.3d ke atas). Untuk memahami sepenuhnya catatan di atas, Anda dapat (tetapi tidak terbatas pada) menaikkan posisi z sebesar (+0,001) dan kemudian (-0,001) setelah memindahkannya lagi, karena tidak mengubah X,Y atau Z tidak akan memutar Object.
-
-:::
-
-## Fungsi Terkait
-
-- [CreateObject](CreateObject): Membuat suatu Object.
-- [DestroyObject](DestroyObject): Menghapus suatu Object.
-- [IsValidObject](IsValidObject): Memeriksa apakah Object tertentu valid.
-- [IsObjectMoving](IsObjectMoving): Memeriksa apakah Object tersebut bergerak.
-- [StopObject](StopObject): Menghentikan suatu Object agar tidak bergerak.
-- [SetObjectPos](SetObjectPos): Mengatur posisi suatu Object.
-- [SetObjectRot](SetObjectRot): Mengatur rotasi suatu Object.
-- [GetObjectPos](GetObjectPos): Mencari Object.
-- [GetObjectRot](GetObjectRot): Memeriksa rotasi suatu Object.
-- [AttachObjectToPlayer](AttachObjectToPlayer): Menambahkan Object ke Player.
-- [CreatePlayerObject](CreatePlayerObject): Membuat Object hanya untuk satu Player.
-- [DestroyPlayerObject](DestroyPlayerObject): Menghapus suatu Object dari Player.
-- [IsValidPlayerObject](IsValidPlayerObject): Memeriksa apakah Object Player tertentu valid.
-- [MovePlayerObject](MovePlayerObject): Memindahkan Object Player.
-- [StopPlayerObject](StopPlayerObject): Menghentikan Object Player agar tidak bergerak.
-- [IsPlayerObjectMoving](IsPlayerObjectMoving): Memeriksa apakah Object Player bergerak.
-- [SetPlayerObjectPos](SetPlayerObjectPos): Mengatur posisi Object Player.
-- [SetPlayerObjectRot](SetPlayerObjectRot): Mengatur rotasi Object Player.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Mencari Object Player.
-- [GetPlayerObjectRot](GetPlayerObjectRot): Memeriksa rotasi Object Player.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Menambahkan Object pemain ke Player.
diff --git a/docs/translations/id/scripting/functions/SetVehicleHealth.md b/docs/translations/id/scripting/functions/SetVehicleHealth.md
deleted file mode 100644
index c2547dbac59..00000000000
--- a/docs/translations/id/scripting/functions/SetVehicleHealth.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: SetVehicleHealth
-description: Set health kendaraan.
-tags: ["vehicle"]
----
-
-## Deskripsi
-
-Mengatur Health kendaraan. Ketika kendaraan menurun, mesin kendaraan akan mengeluarkan asap, dan akhirnya api ketika menurun health kendaraan berkurang menjadi 250 (%25)
-
-| Nama | Deskripsi |
-| ------------ | ------------------------------------------- |
-| vehicleid | ID Kendaraan untuk set health kendaran |
-| Float:health | Health, diberikan sebagai nilai Float |
-
-## Returns
-
-1: Fungsi berhasil dijalankan.
-
-0: Fungsi gagal dijalankan. Ini berarti kendaraan tidak ada.
-
-## Contoh
-
-```c
-if (strcmp("/fixengine", cmdtext, true) == 0)
-{
- new
- vehicleid = GetPlayerVehicleID(playerid);
-
- SetVehicleHealth(vehicleid, 1000);
- SendClientMessage(playerid, COLOUR_WHITE, "Mesin kendaraan berhasil di benarkan");
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Full health kendaraan adalah 1000. Nilai yang lebih tinggi dimungkinkan. Untuk informasi lebih lanjut tentang health values, lihat [ini.](../resources/vehiclehealth)
-
-:::
-
-## Fungsi terkait
-
-- [GetVehicleHealth](GetVehicleHealth): Cek health kendaraan.
-- [RepairVehicle](RepairVehicle): Memperbaiki sebuah kendaraan.
-- [SetPlayerHealth](SetPlayerHealth): Mengset health player.
-- [OnVehicleDeath](../callbacks/OnVehicleDeath): Dipanggil ketika kendaraan hancur / meledak.
diff --git a/docs/translations/id/scripting/functions/SetVehicleNumberPlate.md b/docs/translations/id/scripting/functions/SetVehicleNumberPlate.md
deleted file mode 100644
index 156156ecd70..00000000000
--- a/docs/translations/id/scripting/functions/SetVehicleNumberPlate.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: SetVehicleNumberPlate
-description: Set plat nomor kendaraan.
-tags: ["vehicle"]
----
-
-## Deskripsi
-
-Set plat nomor kendaraan.
-
-| Nama | Deskripsi |
-| ----------- | ------------------------------------------------------ |
-| vehicleid | ID kendaraan yang ingin di ubah plat nomornya |
-| numberplate | Teks yang harus ditampilkan pada plat nomor. |
-
-## Returns
-
-1: Fungsi berhasil dijalankan.
-
-0: Fungsi gagal dijalankan. Ini berarti kendaraan tidak ada.
-
-## Contoh
-
-```c
-new
- vehicleid = CreateVehicle(542, 2074.73, 1089.89, 10.51, 0.0, -1, -1, -1);
-SetVehicleNumberPlate(vehicleid, "ABCD 123");
-```
-
-## Catatan
-
-:::tip
-
-Fungsi ini tidak memiliki pemeriksaan kesalahan internal. Jangan menetapkan plat nomor khusus untuk kendaraan tanpa plat (kapal, pesawat, dll) karena ini akan menghasilkan beberapa waktu pemrosesan yang tidak perlu pada client. Kendaraan harus spawn kembali atau stream ulang agar perubahan berlaku. Ada batas 32 karakter pada setiap plat nomor (termasuk warna tertanam). Panjang teks yang dapat dilihat pada plat nomor adalah sekitar 9 hingga 10 karakter, lebih banyak karakter akan menyebabkan teks terpotong. Beberapa model kendaraan memiliki plat nomor mundur, misalnya Boxville (498) (sebagai alternatif untuk kendaraan ini Anda dapat menggunakan model kendaraan ID 609, yang merupakan Boxville duplikat (alias Boxburg), tetapi dengan plat nomor biasa).
-
-:::
-
-:::tip
-
-kamu dapat memberikan warna pada plat nomor.
-
-:::
-
-## Fungsi terkait
-
-- [SetVehicleToRespawn](SetVehicleToRespawn): Respawn kendaraan.
-- [ChangeVehicleColor](ChangeVehicleColor): Set warna pada kendaraan.
-- [ChangeVehiclePaintjob](ChangeVehiclePaintjob): Merubah paintjob pada kendaraan.
diff --git a/docs/translations/id/scripting/functions/SetVehiclePos.md b/docs/translations/id/scripting/functions/SetVehiclePos.md
deleted file mode 100644
index 5dc399a4456..00000000000
--- a/docs/translations/id/scripting/functions/SetVehiclePos.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: SetVehiclePos
-description: Set posisi pada kendaraaan.
-tags: ["vehicle"]
----
-
-## Deskripsi
-
-Set posisi pada kendaraan.
-
-| Nama | Deskripsi |
-| --------- | -------------------------------------------- |
-| vehicleid | ID Kendaraan yang ingin di set posisi |
-| Float:x | Koordinat X untuk set posisi pada kendaraan. |
-| Float:y | Koordinat Y untuk set posisi pada kendaraan. |
-| Float:z | Koordinat Z untuk set posisi pada kendaraan. |
-
-## Returns
-
-1: Fungsi berhasil dijalankan.
-
-0: Fungsi gagal dijalankan. Ini berarti kendaraan tidak ada.
-
-## Contoh
-
-```c
-// Letakkan kendaraan player pada koordinat 0, 0, 3 (Tengah Map SA)
-new vehicleid = GetPlayerVehicleID(playerid);
-SetVehiclePos(vehicleid, 0, 0, 3);
-```
-
-## Catatan
-
-:::warning
-
-Kendaraan kosong tidak akan jatuh setelah diteleportasi ke udara.
-
-:::
-
-## Fungsi Terkait
-
-- [SetPlayerPos](SetPlayerPos): Set player posisi.
-- [GetVehiclePos](GetVehiclePos): Mendapatkan posisi kendaraan.
-- [SetVehicleZAngle](SetVehicleZAngle): Atur arah kendaraan.
diff --git a/docs/translations/id/scripting/functions/SetWeather.md b/docs/translations/id/scripting/functions/SetWeather.md
deleted file mode 100644
index b90cf04cd20..00000000000
--- a/docs/translations/id/scripting/functions/SetWeather.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: SetWeather
-description: Mengatur cuaca untuk semua player.
-tags: []
----
-
-## Deskripsi
-
-Mengatur cuaca untuk semua player.
-
-| Nama | Deskripsi |
-| --------- | ------------------------------------------------ |
-| weatherid | ID [cuaca](../resources/weatherid)|
-
-## Returns
-
-Fungsi ini tidak mengembalikan nilai tertentu.
-
-## Contoh
-
-```c
-if (!strcmp(cmdtext, "/sandstorm", true))
-{
- SetWeather(19);
- return 1;
-}
-```
-
-## Catatan
-
-:::tip
-
-Jika TogglePlayerClock menyala, Cuaca perlahan-lahan akan berubah dari waktu ke waktu, alih alih berubah secara instant. Hanya ada 21 ID cuaca yang valid dalam game (0 - 20), Namun game tidak memiliki bentuk cek jangkauan.
-
-:::
-
-## Fungsi Terkait
-
-- [SetPlayerWeather](SetPlayerWeather): Set cuaca untuk player.
-- [SetGravity](SetGravity): Set global gravitasi.
diff --git a/docs/translations/id/scripting/functions/Tickcount.md b/docs/translations/id/scripting/functions/Tickcount.md
deleted file mode 100644
index f6c15161b2b..00000000000
--- a/docs/translations/id/scripting/functions/Tickcount.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: tickcount
-description: Fungsi ini dapat digunakan untuk mengganti GetTickCount, pada saat mengembalikan angka milisekon saat dari server menyala.
-tags: []
----
-
-
-
-## Deskripsi
-
-Fungsi ini dapat digunakan untuk mengganti GetTickCount, pada saat mengembalikan angka milisekon dari saat server menyala.
-
-| Nama | Deskripsi |
-| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| &granularity=0 | Saat return, nilai ini berisi jumlah tik yang akan dicentang oleh waktu internal sistem per detik. Oleh karena itu, nilai ini menunjukkan keakuratan nilai return dari fungsi ini. |
-
-## Returns
-
-Jumlah milidetik sejak server menyala. Untuk sel 32-bit, hitungan ini akan melebihi setelah kira-kira 24 hari operasi berkelanjutan.
-
-## Fungsi Terkait
-
-- [GetTickCount](GetTickCount): Mendapatkan waktu uptime server.
diff --git a/docs/translations/id/scripting/functions/acos.md b/docs/translations/id/scripting/functions/acos.md
deleted file mode 100644
index 48e4bab7eca..00000000000
--- a/docs/translations/id/scripting/functions/acos.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: acos
-description: Mengambil nilai kebalikan dari kosinus dalam derajat.
-tags: ["math"]
----
-
-
-
-## Deskripsi
-
-Mengambil nilai kebalikan dari kosinus dalam derajat. Dalam trigonometri, arc cosinus adalah operasi kebalikan dari cosinus.
-
-| Nama | Deskripsi |
-| ----------- | ------------------------------------------------------------ |
-| Float:value | nilai yang arc cosinusnya dihitung, dalam interval [-1,+1]. |
-
-## Returns
-
-Sudut dalam derajat, dalam interval [0.0,180.0].
-
-## Contoh
-
-```c
-//The arc cosine of 0.500000 is 60.000000 degrees.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = acos(param);
- printf("The arc cosine of %f is %f degrees.", param, result);
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [floatsin](floatsin): Dapatkan sinus dari sudut tertentu.
-- [floatcos](floatcos): Dapatkan cosinus dari sudut tertentu.
-- [floattan](floattan): Dapatkan garis singgung dari sudut tertentu.
-- [asin](asin): Dapatkan value kebalikan dari sinus dalam derajat.
-- [atan](atan): Dapatkan value kebalikan dari garis singgung dalam derajat.
-- [atan2](atan2): Dapatkan value kebalikan multi-value dari sebuah garis singgung dalam derajat.
diff --git a/docs/translations/id/scripting/functions/strcat.md b/docs/translations/id/scripting/functions/strcat.md
deleted file mode 100644
index b6b70c58fa2..00000000000
--- a/docs/translations/id/scripting/functions/strcat.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: strcat
-description: Fungsi ini menggabungkan dua buah string menjadi sebuah string.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Fungsi ini menggabungkan dua buah string menjadi sebuah string.
-
-| Nama | Deskripsi |
-| --------------------- | ----------------------------------------- |
-| dest[] | Hasil dari string yang akan digabungkan. |
-| const source[] | String awal. |
-| maxlength=sizeof dest | Panjang maksimum dari hasil penggabungan. |
-
-## Returns
-
-Panjang dari Hasil string yang telah digabungkan.
-
-## Contoh
-
-```c
-new string[40] = "Hello";
-strcat(string, " World!");
-
-// string nya menjadi 'Hello World!'
-```
-
-## Fungsi Terkait
-
-- [strcmp](strcmp): Membanding dua string untuk mengecek apakah mereka sama.
-- [strfind](strfind): Mencari sebuah string di string lainnya.
-- [strdel](strdel): Menghapus bagian dari sebuah string.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strlen](strlen): Mendapatkan panjang dari sebuah string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke string lainnya.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strval](strval): Mengkonversi sebuah string menjadi integer.
diff --git a/docs/translations/id/scripting/functions/strcmp.md b/docs/translations/id/scripting/functions/strcmp.md
deleted file mode 100644
index 4b7dc6774e9..00000000000
--- a/docs/translations/id/scripting/functions/strcmp.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: strcmp
-description: Fungsi ini membandingkan kedua string untuk mengecek apakah mereka sama.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Fungsi ini membandingkan kedua string untuk mengecek apakah mereka sama.
-
-| Nama | Deskripsi |
-| --------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
-| string1 | String pertama yang akan di bandingkan. |
-| string2 | String kedua yang akan di bandingkan. |
-| ignorecase (opsional) | Saat di set true, besar/kecil huruf tidak mempengaruhi - HeLLo sama dengan Hello. Saat di set false, mereka berbeda. |
-| length (opsional) | Saat panjang nya di set, karakter pertama x akan di bandingkan - "Hello" dan "Hell No" dengan panjang nya 4 akan melaporkan string nya sama. |
-
-## Returns
-
-0 jika stringnya sama dengan lainnya pada panjang tertentu;1 atau -1 jika sebuah karakter tidak sama: string1[i] - string2[i] ('i' mewakili indeks karakter dimulai dari 0);perbedaan jumlah karakter jika satu string cocok dengan bagian dari string lain.
-
-## Contoh
-
-```c
-new string1[] = "Hello World";
-new string2[] = "Hello World";
-
-// Cek apakah string nya sama
-if (!strcmp(string1, string2))
-
-new string3[] = "Hell";
-
-// Cek apakah 4 karakter string awal sama
-if (!strcmp(string2, string3, false, 4))
-
-// Cek string kosong dengan isnull()
-if (!strcmp(string1, string2) &&Â !isnull(string1) &&Â !isnull(string2))
-
-// Definisi dari isnull():
-#if !defined isnull
- #define isnull(%1) ((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))
-#endif
-```
-
-## Catatan
-
-:::warning
-
-Fungsi ini me-return 0 jika stringnya kosong. Cek string kosong dengan isnull(). Jika anda bandingkan strings dari sebuah file teks, anda harus mempertimbangkan karakter khusus seperti 'carriage return' dan 'new line' (\r \n), seperti yang telah disertakan, saat menggunakan fread.
-
-:::
-
-## Fungsi Terkait
-
-- [strfind](strfind): Mencari sebuah string di string lainnya.
-- [strdel](strdel): Menghapus bagian dari sebuah string.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strlen](strlen): Mendapatkan panjang dari sebuah string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke string lainnya.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strval](strval): Mengkonversi sebuah string menjadi integer.
-- [strcat](strcat): Menggabungkan dua buah string menjadi sebuah string.
-- http://www.compuphase.com/pawn/String_Manipulation.pdf
diff --git a/docs/translations/id/scripting/functions/strdel.md b/docs/translations/id/scripting/functions/strdel.md
deleted file mode 100644
index 207ede52a9e..00000000000
--- a/docs/translations/id/scripting/functions/strdel.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: strdel
-description: Menghapus bagian dari sebuah string.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Menghapus bagian dari sebuah string.
-
-| Nama | Deskripsi |
-| -------- | ---------------------------------------- |
-| string[] | Bagian string yang akan dihapus. |
-| start | Posisi karakter awal yang akan dihapus. |
-| end | Posisi karakter akhir yang akan dihapus. |
-
-## Returns
-
-Fungsi ini tidak me-return value yang spesifik.
-
-## Contoh
-
-```c
-new string[42] = "We will delete everything apart from this";
-strdel(string, 0, 37); // string menjadi "this"
-```
-
-## Fungsi Terkait
-
-- [strcmp](strcmp): Membanding dua string untuk mengecek apakah mereka sama.
-- [strfind](strfind): Mencari sebuah string di string lainnya.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strlen](strlen): Mendapatkan panjang dari sebuah string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke string lainnya.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strval](strval): Mengkonversi sebuah string menjadi integer.
-- [strcat](strcat): Menggabungkan dua buah string menjadi sebuah string.
diff --git a/docs/translations/id/scripting/functions/strfind.md b/docs/translations/id/scripting/functions/strfind.md
deleted file mode 100644
index 02d62e40b34..00000000000
--- a/docs/translations/id/scripting/functions/strfind.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: strfind
-description: Mencari sebuah sub-string di dalam sebuah string.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Mencari sebuah sub-string di dalam sebuah string.
-
-| Nama | Deskripsi |
-| --------------------- | -------------------------------------------------------------------------------------------------------------------- |
-| const string[] | String yang ingin anda telusuri (haystack). |
-| const sub[] | String yang ingin anda cari (needle). |
-| ignorecase (opsional) | Saat di set true, besar/kecil huruf tidak mempengaruhi - HeLLo sama dengan Hello. Saat di set false, mereka berbeda. |
-| Position (opsional) | Posisi untuk memulai pencarian |
-
-## Returns
-
-Jumlah karakter sebelum sub-string (posisi awal sub-string) atau -1 jika tidak ditemukan.
-
-## Contoh
-
-```c
-if (strfind("Are you in here?", "you", true)Â != -1) //me-return 4, karena awalan 'you' (y) ada di indeks 4 dalam string
-{
- SendClientMessageToAll(0xFFFFFFFF, "I found you!");
-}
-```
-
-## Fungsi Terkait
-
-- [strcmp](strcmp): Membanding dua string untuk mengecek apakah mereka sama.
-- [strdel](strdel): Menghapus bagian dari sebuah string.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strlen](strlen): Mendapatkan panjang dari sebuah string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke string lainnya.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strval](strval): Mengkonversi sebuah string menjadi integer.
-- [strcat](strcat): Menggabungkan dua buah string menjadi sebuah string.
diff --git a/docs/translations/id/scripting/functions/strlen.md b/docs/translations/id/scripting/functions/strlen.md
deleted file mode 100644
index 7f9a78f1531..00000000000
--- a/docs/translations/id/scripting/functions/strlen.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: strlen
-description: Mendapatkan panjang dari sebuah string.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Mendapatkan panjang dari sebuah string.
-
-| Nama | Deskripsi |
-| -------------- | ------------------------------------- |
-| const string[] | String yang akan dihitung panjangnya. |
-
-## Returns
-
-Panjang string dalam bentuk integer.
-
-## Contoh
-
-```c
-new stringLength = strlen("This is an example string."); // stringLength menjadi 26
-```
-
-## Related Functions
-
-- [strcmp](strcmp): Membanding dua string untuk mengecek apakah mereka sama.
-- [strfind](strfind): Mencari sebuah string di string lainnya.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke string lainnya.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strval](strval): Mengkonversi sebuah string menjadi integer.
-- [strcat](strcat): Menggabungkan dua buah string menjadi sebuah string.
-- [strdel](strdel): Menghapus bagian dari sebuah string.
diff --git a/docs/translations/id/scripting/functions/strmid.md b/docs/translations/id/scripting/functions/strmid.md
deleted file mode 100644
index 1e667698855..00000000000
--- a/docs/translations/id/scripting/functions/strmid.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: strmid
-description: Mengekstrak bagian dari sebuah string ke string lainnya.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Mengekstrak bagian dari sebuah string ke string lainnya.
-
-| Name | Deskripsi |
-| --------------------- | ----------------------------------------------------------- |
-| dest[] | Tempat string untuk menyimpan hasil ekstrak karakter. |
-| const source[] | String untuk mengekstrak karakter. |
-| start | Posisi karakter awal. |
-| end | Posisi karakter akhir. |
-| maxlength=sizeof dest | Panjang karakter. (Akan menjadi ukuran dest secara default) |
-
-## Returns
-
-Jumlah karakter yang diekstrak ke dest[]
-
-## Contoh
-
-```c
-strmid(string, "Extract 'HELLO' without the !!!!: HELLO!!!!", 34, 39); //string berisi "HELLO"
-```
-
-## Fungsi Terkait
-
-- [strcmp](strcmp): Membanding dua string untuk mengecek apakah mereka sama.
-- [strfind](strfind): Mencari sebuah string di string lainnya.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strlen](strlen): Mendapatkan panjang dari sebuah string.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strval](strval): Mengkonversi sebuah string menjadi integer.
-- [strcat](strcat): Menggabungkan dua buah string menjadi sebuah string.
-- [strdel](strdel): Menghapus bagian dari sebuah string.
diff --git a/docs/translations/id/scripting/functions/strpack.md b/docs/translations/id/scripting/functions/strpack.md
deleted file mode 100644
index 07e88d789bb..00000000000
--- a/docs/translations/id/scripting/functions/strpack.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: strpack
-description: Membungkus sebuah string
-tags: ["string"]
----
-
-## Deskripsi
-String yang telah dibungkus menggunakan 75% memory lebih sedikit
-
-| Name | Description |
-| --------------------------- | ------------------------------------------------------------------------- |
-| dest[] | Tempat untuk menyimpan hasil string yang sudah dibungkus |
-| const source[] | Sumber dari string yang akan diambil |
-| maxlength = sizeof (string) | Jumlah maksimal yang bisa dimasukan |
-
-## Returns
-
-Jumlah karakter dari string yang sudah dikemas
-
-## Contoh
-
-```c
-new str[32 char];
-strpack(str, "Salam kenal semua");
-```
-
-## Fungsi yang terkait
-
-- [strcmp](strcmp): Membandingkan dua string untuk mengecek apakah mereka sama
-- [strfind](strfind): Mencari string didalam string.
-- [strins](strins): Memasukan teks kedalam suatu string.
-- [strlen](strlen): Mendapatkan panjang dari suatu string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke dalam string lainnya.
-- [strval](strval): Mengubah sebuah string menjadi bilangan bulat
-- [strcat](strcat): Menggabungkan dua string string menjadi refrensi tujuan.
-- [strdel](strdel): Menghapus bagian dari suatu string.
diff --git a/docs/translations/id/scripting/functions/strval.md b/docs/translations/id/scripting/functions/strval.md
deleted file mode 100644
index da5bdd60778..00000000000
--- a/docs/translations/id/scripting/functions/strval.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: strval
-description: Mengkonversi sebuah string menjadi integer.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Mengkonversi sebuah string menjadi integer.
-
-| Nama | Deskripsi |
-| -------------- | -------------------------------------------- |
-| const string[] | String yang akan dikonversi menjadi integer. |
-
-## Returns
-
-Nilai integer dari sebuah string. 0 jika string bukan numerik.
-
-## Contoh
-
-```c
-new string[4] = "250";
-new iValue = strval(string); // iValue menjadi '250'
-```
-
-## Fungsi Terkait
-
-- [strcmp](strcmp): Membanding dua string untuk mengecek apakah mereka sama.
-- [strfind](strfind): Mencari sebuah string di string lainnya.
-- [strdel](strdel): Menghapus bagian dari sebuah string.
-- [strins](strins): Memasukkan teks kedalam sebuah string.
-- [strlen](strlen): Mendapatkan panjang dari sebuah string.
-- [strmid](strmid): Mengekstrak bagian dari sebuah string ke string lainnya.
-- [strpack](strpack): Membungkus sebuah string menjadi string baru.
-- [strcat](strcat): Menggabungkan dua buah string menjadi sebuah string.
diff --git a/docs/translations/id/scripting/functions/tolower.md b/docs/translations/id/scripting/functions/tolower.md
deleted file mode 100644
index 2394d0bd656..00000000000
--- a/docs/translations/id/scripting/functions/tolower.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: tolower
-description: Fungsi ini mengubah sebuah huruf menjadi huruf kecil.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Fungsi ini mengubah sebuah huruf menjadi huruf kecil.
-
-| Nama | Deskripsi |
-| ---- | ------------------------------------------ |
-| c | Karakter yang akan diganti ke huruf kecil. |
-
-## Returns
-
-Nilai ASCII dari karakter yang telah disediakan menjadi bentuk huruf kecil.
-
-## Contoh
-
-```c
-public OnPlayerText(playerid, text[])
-{
- text[0] = tolower(text[0]);
- //Ini mengubah karakter utama menjadi huruf kecil.
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [toupper](toupper): Fungsi ini mengubah sebuah huruf menjadi huruf besar.
diff --git a/docs/translations/id/scripting/functions/toupper.md b/docs/translations/id/scripting/functions/toupper.md
deleted file mode 100644
index ee61e3ed03b..00000000000
--- a/docs/translations/id/scripting/functions/toupper.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: tolower
-description: Fungsi ini mengubah sebuah huruf menjadi huruf besar.
-tags: ["string"]
----
-
-
-
-## Deskripsi
-
-Fungsi ini mengubah sebuah huruf menjadi huruf besar.
-
-| Nama | Deskripsi |
-| ---- | ------------------------------------------ |
-| c | Karakter yang akan diganti ke huruf besar. |
-
-## Returns
-
-Nilai ASCII dari karakter yang telah disediakan menjadi bentuk huruf besar.
-
-## Contoh
-
-```c
-public OnPlayerText(playerid, text[])
-{
- text[0] = toupper(text[0]);
- //Ini mengubah karakter utama menjadi huruf besar.
- return 1;
-}
-```
-
-## Fungsi Terkait
-
-- [tolower](tolower): Fungsi ini mengubah sebuah huruf menjadi huruf kecil.
diff --git a/docs/translations/id/scripting/resources/dialogstyles.md b/docs/translations/id/scripting/resources/dialogstyles.md
deleted file mode 100644
index 57314224900..00000000000
--- a/docs/translations/id/scripting/resources/dialogstyles.md
+++ /dev/null
@@ -1,266 +0,0 @@
----
-id: dialogstyles
-title: Dialog Styles
-description: Informasi mengenai Gaya Dialog
----
-
-:::note
-
-- Pada [OnDialogResponse](../callbacks/OnDialogResponse), menekan **button1** menetapkan nilai **response** menjadi 1, sedangkan menekan **button2** menetapkan nilai **response** menjadi **0**.
-- Setiap dialog bisa memiliki tombol ke-dua karena sifatnya opsional. Untuk menghilangkannya, cukup dikosongkan saja, seperti pada contoh pertama. Player tidak dapat menekan tombol tersebut, tapi player dapat menekan tombol ESC dan memicu [OnDialogResponse](../callbacks/OnDialogResponse) dengan **response** bernilai **0**.
-- [ShowPlayerDialog](../functions/ShowPlayerDialog): Pewarnaan dapan digunakan di setiap string: **caption**, **info**, **button1**, dan **button2**.
-
-:::
-
-- Halaman ini mendeskripsikan perilaku dari [ShowPlayerDialog](../functions/ShowPlayerDialog) dan [OnDialogResponse](../callbacks/OnDialogResponse).
-- Untuk melihat batasannya, kunjungi halaman [Batasan](../resources/limits).
-- Untuk contoh responnya, berikut ini adalah kodenya:
-
-```c
-public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
-{
- printf( "playerid = %d, dialogid = ID_DIALOG_KAMU, response = %d, listitem = %d, inputtext = '%s' (size: %d)", playerid, response, listitem, inputtext, strlen( inputtext ) );
- return 1;
-}
-```
-
-## Gaya 0: `DIALOG_STYLE_MSGBOX`
-
-Menampilkan:
-
-
-
-:::note
-
-- **\t** menambah sebuah TAB (lebih banyak spasi).
-- **\n** membuat sebuah baris baru.
-- Pewarnaan tidak akan diatur ulang (_reset_) setelah \n \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, ID_DIALOG_KAMU, DIALOG_STYLE_MSGBOX, "Judul", "Info\n\tInfo", "Tombol 1", "");
-```
-
-### Keluaran Respon
-
-:::note
-
-- **listitem** selalu bernilai **-1**.
-- **inputtext** selalu kosong.
-
-:::
-
-```c
-// Menekan tombol
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 1, listitem = -1, inputtext = '' (size: 0)
-
-// Menekan ESC (karena tombol ke-dua tidak tampil)
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 0, listitem = -1, inputtext = '' (size: 0)
-```
-
-## Gaya 1: `DIALOG_STYLE_INPUT`
-
-Menampilkan:
-
-
-
-:::note
-
-- **\t** menambah sebuah TAB (lebih banyak spasi).
-- **\n** membuat sebuah baris baru.
-- Pewarnaan tidak akan diatur ulang (_reset_) setelah \n \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, ID_DIALOG_KAMU, DIALOG_STYLE_INPUT, "Judul", "Masukkan informasi berikut:", "Tombol 1", "Tombol 2");
-```
-
-### Keluaran respon
-
-:::note
-
-- **listitem** selalu bernilai **-1**.
-- **inputtext** adalah teks yang ditulis oleh pengguna, termasuk warna-warnanya.
-
-:::
-
-```c
-// menulis "input" and dan menekan tombol kiri
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 1, listitem = -1, inputtext = 'input' (size: 5)
-
-// menulis "input" and dan menekan tombol kanan
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 0, listitem = -1, inputtext = 'input' (size: 5)
-```
-
-## Gaya 2: `DIALOG_STYLE_LIST`
-
-Showing:
-
-
-
-:::note
-
-- **\t** menambah sebuah TAB (lebih banyak spasi).
-- **\n** membuat sebuah baris baru.
-- Pewarnaan tidak akan diatur ulang (_reset_) setelah \n \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, ID_DIALOG_KAMU, DIALOG_STYLE_LIST, "Judul", "Item 0\n{FFFF00}Item 1\nItem 2", "Tombol 1", "Tombol 2");
-```
-
-### Keluaran Respon
-
-:::note
-
-- **listitem** adalah nomor dari nilai yang dipilih, dimulai dari **0**.
-- **inputtext** adalah nilai yang terdapat pada listitem yang dipilih, tanpa warnanya.
-
-:::
-
-```c
-// memilih item pada urutan pertama dan menekan tombol kiri
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 1, listitem = 0, inputtext = 'Item 0' (size: 6)
-
-// memilih item pada urutan pertama dan menekan tombol kanan
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 0, listitem = 1, inputtext = 'Item 1' (size: 6)
-```
-
-## Gaya 3: `DIALOG_STYLE_PASSWORD`
-
-:::note
-
-- Serupa dengan **DIALOG_STYLE_INPUT**.
-
-:::
-
-Menampilkan:
-
-
-
-:::note
-
-- **\t** menambah sebuah TAB (lebih banyak spasi).
-- **\n** membuat sebuah baris baru.
-
-:::
-
-```c
-ShowPlayerDialog(playerid, ID_DIALOG_KAMU, DIALOG_STYLE_PASSWORD, "Caption", "Enter private information below:", "Button 1", "Button 2");
-```
-
-### Keluaran Respon
-
-:::note
-
-- **listitem** nilainya selalu **-1**.
-- **inputtext** adalah teks yang ditulis oleh pengguna, termasuk warna-warnanya.
-
-:::
-
-```c
-// menulis "input" dan menekan tombol kiri
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 1, listitem = -1, inputtext = 'input' (size: 5)
-
-// menulis "input" dan menekan tombol kanan
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 0, listitem = -1, inputtext = 'input' (size: 5)
-```
-
-## Gaya 4: `DIALOG_STYLE_TABLIST`
-
-:::tip
-
-Gaya ini telah ditambahkan di **SA-MP 0.3.7** and tidak akan bekerja di versi sebelumnya!
-
-:::
-
-:::note
-
-- Serupa dengan **DIALOG_STYLE_LIST**.
-
-:::
-
-Menampilkan:
-
-
-
-:::note
-
-- **\t** menambah sebuah TAB (lebih banyak spasi).
-- **\n** membuat sebuah baris baru.
-- Pewarnaan akan diatur ulang (_reset_) setelah \n \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, ID_DIALOG_KAMU, DIALOG_STYLE_TABLIST, "Caption",
-"Deagle\t$5000\t100\n\
-{FF0000}Sawnoff\t{33AA33}$5000\t100\n\
-Pistol\t$1000\t50",
-"Button 1", "Button 2");
-```
-
-:::note
-
-- **inputtext** teks yang berisi nilai dari **listitem** yang dipilih pada kolom pertama, tanpa warna-warnanya.
-
-:::
-
-```c
-// memilih item pertama pada daftar dan menekan tombol kiri
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 1, listitem = 0, inputtext = 'Deagle' (size: 6)
-
-// memilih item ke-dua pada daftar dan menekan tombol kanan
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 0, listitem = 1, inputtext = 'Sawnoff' (size: 7)
-```
-
-## Gaya 5: `DIALOG_STYLE_TABLIST_HEADERS`
-
-:::tip
-
-Gaya ini telah ditambahkan di **SA-MP 0.3.7** and tidak akan bekerja di versi sebelumnya!
-
-:::
-
-:::note
-
-- Serupa dengan **DIALOG_STYLE_LIST**.
-
-:::
-
-Menampilkan:
-
-
-
-:::note
-
-- **\t** menambah sebuah TAB (lebih banyak spasi).
-- **\n** membuat sebuah baris baru.
-- Pewarnaan akan diatur ulang setelah \n and \t. **info** pada baris pertama berisi header.
-
-:::
-
-```c
-ShowPlayerDialog(playerid, ID_DIALOG_KAMU, DIALOG_STYLE_TABLIST_HEADERS, "Caption",
-"Header 1\tHeader 2\tHeader 3\n\
-Item 1 Column 1\tItem 1 Column 2\tItem 1 Column 3\n\
-{FF0000}Item 2 Column 1\t{33AA33}Item 2 Column 2\tItem 2 Column 3",
-"Button 1", "Button 2");
-```
-
-:::note
-
-- **inputtext** berisi teks dari **listitem** yang dipilih pada kolom pertama, tanpa warna-warnanya.
-
-:::
-
-```c
-// memilih item pertama dari daftar dan menekan tombol kiri
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 1, listitem = 0, inputtext = 'Item 1 Column 1' (size: 15)
-
-// memilih item ke-dua dari daftar dan menekan tombol kanan
-playerid = 0, dialogid = ID_DIALOG_KAMU, response = 0, listitem = 1, inputtext = 'Item 2 Column 1' (size: 15)
-```
diff --git a/docs/translations/id/scripting/resources/mapicons.md b/docs/translations/id/scripting/resources/mapicons.md
deleted file mode 100644
index 8f95855f282..00000000000
--- a/docs/translations/id/scripting/resources/mapicons.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-id: mapicons
-title: Ikon Peta
-description: Daftar Ikon Peta
----
-
-| ID | Ikon | Nama |
-| --- | -------------------------------- | --------------------------------- |
-| 0 |  | Kotak/Segitiga Berwarna (Dinamis) |
-| 1 |  | Kotak Putih |
-| 2 |  | Posisi Pemain |
-| 3 |  | Player (Menu Map) |
-| 4 |  | Utara (North) |
-| 5 |  | Air Yard |
-| 6 |  | Ammunation |
-| 7 |  | Tempat cukur (Barber) |
-| 8 |  | Big Smoke |
-| 9 |  | Boat Yard |
-| 10 |  | Burger Shot |
-| 11 |  | Penambangan (Quarry) |
-| 12 |  | Catalina |
-| 13 |  | Cesar |
-| 14 |  | Cluckin' Bell |
-| 15 |  | Carl Johnson |
-| 16 |  | C.R.A.S.H |
-| 17 |  | Tempat Makan |
-| 18 |  | Emmet |
-| 19 |  | Serangan Musuh |
-| 20 |  | Pemadam Kebakaran |
-| 21 |  | Pacar |
-| 22 |  | Rumah Sakit |
-| 23 |  | Loco |
-| 24 |  | Madd Dogg |
-| 25 |  | Caligula's |
-| 26 |  | MCs |
-| 27 |  | Mod garage |
-| 28 |  | OG Loc |
-| 29 |  | Well Stacked Pizza Co |
-| 30 |  | Polisi |
-| 31 |  | Properti (Hijau) |
-| 32 |  | Properti (Merah) |
-| 33 |  | Balapan |
-| 34 |  | Ryder |
-| 35 |  | Save Game |
-| 36 |  | Sekolah Mengemudi |
-| 37 |  | Tidak diketahui |
-| 38 |  | Sweet |
-| 39 |  | Tattoo |
-| 40 |  | The Truth |
-| 41 |  | Titik Jalan |
-| 42 |  | Toreno |
-| 43 |  | Triads |
-| 44 |  | Kasino Triads |
-| 45 |  | Pakaian |
-| 46 |  | Woozie |
-| 47 |  | Zero |
-| 48 |  | Club |
-| 49 |  | Bar |
-| 50 |  | Restoran |
-| 51 |  | Truk |
-| 52 |  | Perampokan |
-| 53 |  | Balapan |
-| 54 |  | Gym |
-| 55 |  | Mobil |
-| 56 |  | Lampu |
-| 57 |  | Bandara terdekat |
-| 58 |  | Varrios Los Aztecas |
-| 59 |  | Ballas |
-| 60 |  | Los Santos Vagos |
-| 61 |  | San Fierro Rifa |
-| 62 |  | Grove Street Families |
-| 63 |  | Pay 'n' Spray |
-
-## Fungsi Terkait
-
-- [SetPlayerMapIcon](/docs/scripting/functions/SetPlayerMapIcon): Membuat sebuah mapicon untuk player.
diff --git a/docs/translations/id/scripting/resources/pickupids.md b/docs/translations/id/scripting/resources/pickupids.md
deleted file mode 100644
index 53935ae7289..00000000000
--- a/docs/translations/id/scripting/resources/pickupids.md
+++ /dev/null
@@ -1,126 +0,0 @@
----
-id: pickupids
-title: ID Pickup
-description: Informasi tentang ID Pickup
----
-
-:::note
-
-Semua model objek yang valid dapat digunakan sebagai [pickup](../functions/CreatePickup). Halaman ini hanya berisi daftar model objek umum yang ukurannya sesuai untuk digunakan sebagai pickup
-
-:::
-
-## ID model pickup
-
-| ID | Ikon | Deskripsi |
-| ----- | --------------------------------- | --------------------------------- |
-| 954 |  | Tapal kuda |
-| 1210 |  | Koper |
-| 1212 |  | Uang |
-| 1213 |  | Ranjau darat |
-| 1239 |  | Informasi |
-| 1240 |  | Hati |
-| 1241 |  | Pil (Obat) |
-| 1242 |  | Rompi Pelindung Badan |
-| 1247 |  | Bintang |
-| 1248 |  | Logo GTA III |
-| 1252 |  | Tong ledak |
-| 1254 |  | Tengkorak |
-| 1272 |  | Rumah (biru) |
-| 1273 |  | Rumah (hijau) |
-| 1274 |  | Dollar |
-| 1275 |  | Baju |
-| 1276 |  | Tiki |
-| 1277 |  | Disket penyimpanan |
-| 1279 |  | Craig package |
-| 1310 |  | Parasut |
-| 1313 |  | Tengkorak ganda (rampage) |
-| 1314 |  | Dua-pemain |
-| 1318 |  | Panah |
-| 1550 |  | Tas uang |
-| 1575 |  | Paket obat (putih) |
-| 1576 |  | Paket obat (jingga) |
-| 1577 |  | Paket obat (kuning) |
-| 1578 |  | Paket obat (hijau) |
-| 1579 |  | Paket obat (biru) |
-| 1580 |  | Paket obat (merah) |
-| 1581 |  | Kartu akses |
-| 1582 |  | Kotak pizza |
-| 1636 |  | Bom Remote Control (RC) |
-| 1650 |  | Kaleng bensin |
-| 1654 |  | Dinamit |
-| 2057 |  | Kaleng api |
-| 2060 |  | Karung pasir |
-| 2061 |  | Cangkang kerang |
-| 2690 |  | Pemadam api |
-| 2710 |  | Jam tangan |
-| 11736 |  | Tas medis |
-| 11738 |  | Koper medis |
-| 19130 |  | Panah (tipe 1) |
-| 19131 |  | Panah (tipe 2) |
-| 19132 |  | Panah (tipe 3) |
-| 19133 |  | Panah (tipe 4) |
-| 19134 |  | Panah (tipe 5) |
-| 19135 |  | Penanda eksterior (bergerak) |
-| 19197 |  | Penanda eksterior (kuning, besar) |
-| 19198 |  | Penanda eksterior (kuning, kecil) |
-| 19320 |  | Labu |
-| 19522 |  | Rumah (merah) |
-| 19523 |  | Rumah (jingga) |
-| 19524 |  | Rumah (kuning) |
-| 19602 |  | Ranjau darat (tipe 2) |
-| 19605 |  | Penanda eksterior (merah) |
-| 19606 |  | Penanda eksterior (hijau) |
-| 19607 |  | Penanda eksterior (biru) |
-| 19832 |  | Kotak Ammunation |
-
-## Pickup senjata
-
-| ID | Deskripsi |
-| --- | ------------------------------- |
-| 321 | Dildo Reguler |
-| 322 | Dildo Putih |
-| 323 | Vibrator |
-| 324 | Vibrator Lainnya |
-| 325 | Bunga |
-| 326 | Tongkat |
-| 330 | Teleponnya CJ |
-| 331 | Brass Knuckles |
-| 333 | Tongkat Golf |
-| 334 | Night Stick |
-| 335 | Pisau |
-| 336 | Tongkat Baseball |
-| 337 | Sekop |
-| 338 | Tongkat Billiard |
-| 339 | Katana |
-| 341 | Gergaji Mesin |
-| 342 | Granat Ledak |
-| 343 | Granat Gas Air Mata |
-| 344 | Molotov Cocktail |
-| 346 | Pistol Colt 45 |
-| 347 | Pistol Colt 45 (silenced) |
-| 348 | Desert Eagle |
-| 349 | Shotgun Reguler |
-| 350 | Sawn-Off Shotgun |
-| 351 | SPAZ-12 Shotgun |
-| 352 | Mac-10 (atau Micro-UZI) |
-| 353 | MP5 |
-| 354 | Suar Hydra |
-| 355 | AK47 Assault Rifle |
-| 356 | M4 Assault Rifle |
-| 357 | Country Rifle |
-| 358 | Sniper Rifle |
-| 359 | Rocket Launcher |
-| 360 | Heat Seeking Rocket Launcher |
-| 361 | Flamethrower |
-| 362 | Minigun |
-| 363 | Granat Tempel (Satchel Charges) |
-| 364 | Peledak |
-| 365 | Kaleng Semprot Cat |
-| 366 | Pemadam Api |
-| 367 | Kamera |
-| 368 | Kacamata Night Vision |
-| 369 | Kacamata Infra-red |
-| 370 | Jetpack |
-| 371 | Parasut |
-| 372 | Tec-9 |
diff --git a/docs/translations/id/scripting/resources/startingids.md b/docs/translations/id/scripting/resources/startingids.md
deleted file mode 100644
index 188261c5723..00000000000
--- a/docs/translations/id/scripting/resources/startingids.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-id: startingids
-title: ID Permulaan
-description: Semuanya, seperti objek, pemain, atau ID kendaraan menggunakan ID. Beberapa ID dimulai dari 0, ada juga yang dimulai dari 1.
-sidebar_label: ID Permulaan
----
-
-Semuanya, seperti objek, pemain, atau ID kendaraan menggunakan ID. Beberapa ID dimulai dari 0, ada juga yang dimulai dari 1.
-
-| Tipe | ID Permulaan |
-| ------------------------- | ------------ |
-| Label Teks 3D | 0 |
-| Aktor | 0 |
-| File | 0 |
-| GangZone | 0 |
-| Objek | 1 |
-| Pickup | 0 |
-| Pemain | 0 |
-| Kelas Pemain | 0 |
-| TextDraw / PlayerTextDraw | 0 |
-| Timer | 1 |
-| Kendaraan | 1 |
-
-Yang bisa Anda lihat, kendaraan dan objek dimulai dari 1, bukan 0! Sehingga ketika Anda berencana menggunakan sebuah array untuk menyimpan semua ID, Anda harus menggunakan ID dari CreateObject/CreateVehicle/... dan kurangi 1 untuk mendapatkan ID elemen dari array.
diff --git a/docs/translations/id/scripting/resources/vehiclecolorid.md b/docs/translations/id/scripting/resources/vehiclecolorid.md
deleted file mode 100644
index 4af63d41cd5..00000000000
--- a/docs/translations/id/scripting/resources/vehiclecolorid.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-id: vehiclecolorid
-title: Vehicle Color IDs
-description: Informasi tentang ID warna kendaraan.
----
-
-:::danger
-
-Mulai dari SA-MP 0.3x, informasi ini sudah usang. ID warna kendaraan dari 128 hingga 255 diganti dengan warna baru secara sengaja. Periksa gambar ke-dua untuk warna terbaru di 0.3x.
-
-:::
-
-
-
-## Warna yang ditambahkan di 0.3x
-
-
-
-```c
-new VehicleColoursTableRGBA[256] = {
- // Warna yang tersedia di SA-MP
- 0x000000FF, 0xF5F5F5FF, 0x2A77A1FF, 0x840410FF, 0x263739FF, 0x86446EFF, 0xD78E10FF, 0x4C75B7FF, 0xBDBEC6FF, 0x5E7072FF,
- 0x46597AFF, 0x656A79FF, 0x5D7E8DFF, 0x58595AFF, 0xD6DAD6FF, 0x9CA1A3FF, 0x335F3FFF, 0x730E1AFF, 0x7B0A2AFF, 0x9F9D94FF,
- 0x3B4E78FF, 0x732E3EFF, 0x691E3BFF, 0x96918CFF, 0x515459FF, 0x3F3E45FF, 0xA5A9A7FF, 0x635C5AFF, 0x3D4A68FF, 0x979592FF,
- 0x421F21FF, 0x5F272BFF, 0x8494ABFF, 0x767B7CFF, 0x646464FF, 0x5A5752FF, 0x252527FF, 0x2D3A35FF, 0x93A396FF, 0x6D7A88FF,
- 0x221918FF, 0x6F675FFF, 0x7C1C2AFF, 0x5F0A15FF, 0x193826FF, 0x5D1B20FF, 0x9D9872FF, 0x7A7560FF, 0x989586FF, 0xADB0B0FF,
- 0x848988FF, 0x304F45FF, 0x4D6268FF, 0x162248FF, 0x272F4BFF, 0x7D6256FF, 0x9EA4ABFF, 0x9C8D71FF, 0x6D1822FF, 0x4E6881FF,
- 0x9C9C98FF, 0x917347FF, 0x661C26FF, 0x949D9FFF, 0xA4A7A5FF, 0x8E8C46FF, 0x341A1EFF, 0x6A7A8CFF, 0xAAAD8EFF, 0xAB988FFF,
- 0x851F2EFF, 0x6F8297FF, 0x585853FF, 0x9AA790FF, 0x601A23FF, 0x20202CFF, 0xA4A096FF, 0xAA9D84FF, 0x78222BFF, 0x0E316DFF,
- 0x722A3FFF, 0x7B715EFF, 0x741D28FF, 0x1E2E32FF, 0x4D322FFF, 0x7C1B44FF, 0x2E5B20FF, 0x395A83FF, 0x6D2837FF, 0xA7A28FFF,
- 0xAFB1B1FF, 0x364155FF, 0x6D6C6EFF, 0x0F6A89FF, 0x204B6BFF, 0x2B3E57FF, 0x9B9F9DFF, 0x6C8495FF, 0x4D8495FF, 0xAE9B7FFF,
- 0x406C8FFF, 0x1F253BFF, 0xAB9276FF, 0x134573FF, 0x96816CFF, 0x64686AFF, 0x105082FF, 0xA19983FF, 0x385694FF, 0x525661FF,
- 0x7F6956FF, 0x8C929AFF, 0x596E87FF, 0x473532FF, 0x44624FFF, 0x730A27FF, 0x223457FF, 0x640D1BFF, 0xA3ADC6FF, 0x695853FF,
- 0x9B8B80FF, 0x620B1CFF, 0x5B5D5EFF, 0x624428FF, 0x731827FF, 0x1B376DFF, 0xEC6AAEFF, 0x000000FF,
- // Perluasan warna SA-MP (0.3x)
- 0x177517FF, 0x210606FF, 0x125478FF, 0x452A0DFF, 0x571E1EFF, 0x010701FF, 0x25225AFF, 0x2C89AAFF, 0x8A4DBDFF, 0x35963AFF,
- 0xB7B7B7FF, 0x464C8DFF, 0x84888CFF, 0x817867FF, 0x817A26FF, 0x6A506FFF, 0x583E6FFF, 0x8CB972FF, 0x824F78FF, 0x6D276AFF,
- 0x1E1D13FF, 0x1E1306FF, 0x1F2518FF, 0x2C4531FF, 0x1E4C99FF, 0x2E5F43FF, 0x1E9948FF, 0x1E9999FF, 0x999976FF, 0x7C8499FF,
- 0x992E1EFF, 0x2C1E08FF, 0x142407FF, 0x993E4DFF, 0x1E4C99FF, 0x198181FF, 0x1A292AFF, 0x16616FFF, 0x1B6687FF, 0x6C3F99FF,
- 0x481A0EFF, 0x7A7399FF, 0x746D99FF, 0x53387EFF, 0x222407FF, 0x3E190CFF, 0x46210EFF, 0x991E1EFF, 0x8D4C8DFF, 0x805B80FF,
- 0x7B3E7EFF, 0x3C1737FF, 0x733517FF, 0x781818FF, 0x83341AFF, 0x8E2F1CFF, 0x7E3E53FF, 0x7C6D7CFF, 0x020C02FF, 0x072407FF,
- 0x163012FF, 0x16301BFF, 0x642B4FFF, 0x368452FF, 0x999590FF, 0x818D96FF, 0x99991EFF, 0x7F994CFF, 0x839292FF, 0x788222FF,
- 0x2B3C99FF, 0x3A3A0BFF, 0x8A794EFF, 0x0E1F49FF, 0x15371CFF, 0x15273AFF, 0x375775FF, 0x060820FF, 0x071326FF, 0x20394BFF,
- 0x2C5089FF, 0x15426CFF, 0x103250FF, 0x241663FF, 0x692015FF, 0x8C8D94FF, 0x516013FF, 0x090F02FF, 0x8C573AFF, 0x52888EFF,
- 0x995C52FF, 0x99581EFF, 0x993A63FF, 0x998F4EFF, 0x99311EFF, 0x0D1842FF, 0x521E1EFF, 0x42420DFF, 0x4C991EFF, 0x082A1DFF,
- 0x96821DFF, 0x197F19FF, 0x3B141FFF, 0x745217FF, 0x893F8DFF, 0x7E1A6CFF, 0x0B370BFF, 0x27450DFF, 0x071F24FF, 0x784573FF,
- 0x8A653AFF, 0x732617FF, 0x319490FF, 0x56941DFF, 0x59163DFF, 0x1B8A2FFF, 0x38160BFF, 0x041804FF, 0x355D8EFF, 0x2E3F5BFF,
- 0x561A28FF, 0x4E0E27FF, 0x706C67FF, 0x3B3E42FF, 0x2E2D33FF, 0x7B7E7DFF, 0x4A4442FF, 0x28344EFF
-};
-```
diff --git a/docs/translations/id/scripting/resources/vehicleid.md b/docs/translations/id/scripting/resources/vehicleid.md
deleted file mode 100644
index 9024fcddf7e..00000000000
--- a/docs/translations/id/scripting/resources/vehicleid.md
+++ /dev/null
@@ -1,220 +0,0 @@
----
-id: vehicleid
-title: ID Kendaraan
-description: Sebuah daftar lengkap dari ID kendaraan
----
-
-| ID | Deskripsi |
-| -------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
-|  | ID Model Kendaraan: 400
Nama Kendaraan: Landstalker
Kategori: Off Road
Modifikasi: Transfender
Nama Model: landstal
|
-|  | ID Model Kendaraan: 401
Nama Kendaraan: Bravura
Kategori: Sedan
Modifikasi: Transfender
Nama Model: bravura
|
-|  | ID Model Kendaraan: 402
Nama Kendaraan: Buffalo
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: buffalo
|
-|  | ID Model Kendaraan: 403
Nama Kendaraan: Linerunner
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: linerun
|
-|  | ID Model Kendaraan: 404
Nama Kendaraan: Perrenial
Kategori: Station Wagons
Modifikasi: Transfender
Nama Model: peren
|
-|  | ID Model Kendaraan: 405
Nama Kendaraan: Sentinel
Kategori: Sedan
Modifikasi: Transfender
Nama Model: sentinel
|
-|  | ID Model Kendaraan: 406
Nama Kendaraan: Dumper
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: dumper
|
-|  | ID Model Kendaraan: 407
Nama Kendaraan: Firetruck
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: firetruk
|
-|  | ID Model Kendaraan: 408
Nama Kendaraan: Trashmaster
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: trash
|
-|  | ID Model Kendaraan: 409
Nama Kendaraan: Stretch
Kategori: Kendaraan Unik
Modifikasi: Transfender
Nama Model: stretch
|
-|  | ID Model Kendaraan: 410
Nama Kendaraan: Manana
Kategori: Sedan
Modifikasi: Transfender
Nama Model: manana
|
-|  | ID Model Kendaraan: 411
Nama Kendaraan: Infernus
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: infernus
|
-|  | ID Model Kendaraan: 412
Nama Kendaraan: Voodoo
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: voodoo
|
-|  | ID Model Kendaraan: 413
Nama Kendaraan: Pony
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: pony
|
-|  | ID Model Kendaraan: 414
Nama Kendaraan: Mule
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: mule
|
-|  | ID Model Kendaraan: 415
Nama Kendaraan: Cheetah
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: cheetah
|
-|  | ID Model Kendaraan: 416
Nama Kendaraan: Ambulance
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: ambulan
|
-|  | ID Model Kendaraan: 417
Nama Kendaraan: Levianthan
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: leviathn
|
-|  | ID Model Kendaraan: 418
Nama Kendaraan: Moonbeam
Kategori: Station Wagons
Modifikasi: Transfender
Nama Model: moonbeam
|
-|  | ID Model Kendaraan: 419
Nama Kendaraan: Esperanto
Kategori: Sedan
Modifikasi: Transfender
Nama Model: esperant
|
-|  | ID Model Kendaraan: 420
Nama Kendaraan: Taxi
Kategori: Layanan Umum
Modifikasi: Transfender
Nama Model: taxi
|
-|  | ID Model Kendaraan: 421
Nama Kendaraan: Washington
Kategori: Sedan
Modifikasi: Transfender
Nama Model: washing
|
-|  | ID Model Kendaraan: 422
Nama Kendaraan: Bobcat
Kategori: Industrial
Modifikasi: Transfender
Nama Model: bobcat
|
-|  | ID Model Kendaraan: 423
Nama Kendaraan: Mr.Whoopee
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: mrwhoop
|
-|  | ID Model Kendaraan: 424
Nama Kendaraan: BF Injection
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: bfinject
|
-|  | ID Model Kendaraan: 425
Nama Kendaraan: Hunter
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: hunter
|
-|  | ID Model Kendaraan: 426
Nama Kendaraan: Premier
Kategori: Sedan
Modifikasi: Transfender
Nama Model: premier
|
-|  | ID Model Kendaraan: 427
Nama Kendaraan: Enforcer
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: enforcer
|
-|  | ID Model Kendaraan: 428
Nama Kendaraan: Security car
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: securica
|
-|  | ID Model Kendaraan: 429
Nama Kendaraan: Banshee
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: banshee
|
-|  | ID Model Kendaraan: 430
Nama Kendaraan: Predator
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: predator
|
-|  | ID Model Kendaraan: 431
Nama Kendaraan: Bus
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: bus
|
-|  | ID Model Kendaraan: 432
Nama Kendaraan: Rhino
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: rhino
|
-|  | ID Model Kendaraan: 433
Nama Kendaraan: Barracks
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: barracks
|
-|  | ID Model Kendaraan: 434
Nama Kendaraan: Hotknife
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: hotknife
|
-|  | ID Model Kendaraan: 435
Nama Kendaraan: Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: artict1
|
-|  | ID Model Kendaraan: 436
Nama Kendaraan: Previon
Kategori: Sedan
Modifikasi: Transfender
Nama Model: previon
|
-|  | ID Model Kendaraan: 437
Nama Kendaraan: Coach
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: coach
|
-|  | ID Model Kendaraan: 438
Nama Kendaraan: Cabbie
Kategori: Layanan Umum
Modifikasi: Transfender
Nama Model: cabbie
|
-|  | ID Model Kendaraan: 439
Nama Kendaraan: Stallion
Kategori: Mobil Terbuka
Modifikasi: Transfender
Nama Model: stallion
|
-|  | ID Model Kendaraan: 440
Nama Kendaraan: Rumpo
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: rumpo
|
-|  | ID Model Kendaraan: 441
Nama Kendaraan: RC Bandit
Kategori: Kendaraan RC
Modifikasi: (Tidak ada)
Nama Model: rcbandit
|
-|  | ID Model Kendaraan: 442
Nama Kendaraan: Romero
Kategori: Kendaraan Unik
Modifikasi: Transfender
Nama Model: romero
|
-|  | ID Model Kendaraan: 443
Nama Kendaraan: Packer
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: packer
|
-|  | ID Model Kendaraan: 444
Nama Kendaraan: Monster
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: monster
|
-|  | ID Model Kendaraan: 445
Nama Kendaraan: Admiral
Kategori: Sedan
Modifikasi: Transfender
Nama Model: admiral
|
-|  | ID Model Kendaraan: 446
Nama Kendaraan: Squalo
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: squalo
|
-|  | ID Model Kendaraan: 447
Nama Kendaraan: Seasparrow
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: seaspar
|
-|  | ID Model Kendaraan: 448
Nama Kendaraan: PizzaBoy
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: pizzaboy
|
-|  | ID Model Kendaraan: 449
Nama Kendaraan: Tram
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: tram
|
-|  | ID Model Kendaraan: 450
Nama Kendaraan: Trailer 2
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: artict2
|
-|  | ID Model Kendaraan: 451
Nama Kendaraan: Turismo
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: turismo
|
-|  | ID Model Kendaraan: 452
Nama Kendaraan: Speeder
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: speeder
|
-|  | ID Model Kendaraan: 453
Nama Kendaraan: Reefer
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: reefer
|
-|  | ID Model Kendaraan: 454
Nama Kendaraan: Tropic
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: tropic
|
-|  | ID Model Kendaraan: 455
Nama Kendaraan: Flatbed
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: flatbed
|
-|  | ID Model Kendaraan: 456
Nama Kendaraan: Yankee
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: yankee
|
-|  | ID Model Kendaraan: 457
Nama Kendaraan: Caddy
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: caddy
|
-|  | ID Model Kendaraan: 458
Nama Kendaraan: Solair
Kategori: Station Wagons
Modifikasi: Transfender
Nama Model: solair
|
-|  | ID Model Kendaraan: 459
Nama Kendaraan: RC Van
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: topfun
|
-|  | ID Model Kendaraan: 460
Nama Kendaraan: Skimmer
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: skimmer
|
-|  | ID Model Kendaraan: 461
Nama Kendaraan: PCJ-600
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: pcj600
|
-|  | ID Model Kendaraan: 462
Nama Kendaraan: Faggio
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: faggio
|
-|  | ID Model Kendaraan: 463
Nama Kendaraan: Freeway
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: freeway
|
-|  | ID Model Kendaraan: 464
Nama Kendaraan: RC Barron
Kategori: Kendaraan RC
Modifikasi: (Tidak ada)
Nama Model: rcbaron
|
-|  | ID Model Kendaraan: 465
Nama Kendaraan: RC Raider
Kategori: Kendaraan RC
Modifikasi: (Tidak ada)
Nama Model: rcraider
|
-|  | ID Model Kendaraan: 466
Nama Kendaraan: Glendale
Kategori: Sedan
Modifikasi: Transfender
Nama Model: glendale
|
-|  | ID Model Kendaraan: 467
Nama Kendaraan: Oceanic
Kategori: Sedan
Modifikasi: Transfender
Nama Model: oceanic
|
-|  | ID Model Kendaraan: 468
Nama Kendaraan: Sanchez
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: sanchez
|
-|  | ID Model Kendaraan: 469
Nama Kendaraan: Sparrow
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: sparrow
|
-|  | ID Model Kendaraan: 470
Nama Kendaraan: Patriot
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: patriot
|
-|  | ID Model Kendaraan: 471
Nama Kendaraan: Quad
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: quad
|
-|  | ID Model Kendaraan: 472
Nama Kendaraan: Coastguard
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: coastg
|
-|  | ID Model Kendaraan: 473
Nama Kendaraan: Dinghy
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: dinghy
|
-|  | ID Model Kendaraan: 474
Nama Kendaraan: Hermes
Kategori: Sedan
Modifikasi: Transfender
Nama Model: hermes
|
-|  | ID Model Kendaraan: 475
Nama Kendaraan: Sabre
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: sabre
|
-|  | ID Model Kendaraan: 476
Nama Kendaraan: Rustler
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: rustler
|
-|  | ID Model Kendaraan: 477
Nama Kendaraan: ZR-350
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: zr350
|
-|  | ID Model Kendaraan: 478
Nama Kendaraan: Walton
Kategori: Industrial
Modifikasi: Transfender
Nama Model: walton
|
-|  | ID Model Kendaraan: 479
Nama Kendaraan: Regina
Kategori: Station Wagons
Modifikasi: Transfender
Nama Model: regina
|
-|  | ID Model Kendaraan: 480
Nama Kendaraan: Comet
Kategori: Mobil Terbuka
Modifikasi: Transfender
Nama Model: comet
|
-|  | ID Model Kendaraan: 481
Nama Kendaraan: BMX
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: bmx
|
-|  | ID Model Kendaraan: 482
Nama Kendaraan: Burrito
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: burrito
|
-|  | ID Model Kendaraan: 483
Nama Kendaraan: Camper
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: camper
|
-|  | ID Model Kendaraan: 484
Nama Kendaraan: Marquis
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: marquis
|
-|  | ID Model Kendaraan: 485
Nama Kendaraan: Baggage
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: baggage
|
-|  | ID Model Kendaraan: 486
Nama Kendaraan: Dozer
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: dozer
|
-|  | ID Model Kendaraan: 487
Nama Kendaraan: Maverick
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: maverick
|
-|  | ID Model Kendaraan: 488
Nama Kendaraan: N. Maverick
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: vcnmav
|
-|  | ID Model Kendaraan: 489
Nama Kendaraan: Rancher
Kategori: Off Road
Modifikasi: Transfender
Nama Model: rancher
|
-|  | ID Model Kendaraan: 490
Nama Kendaraan: FBI Rancher
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: fbiranch
|
-|  | ID Model Kendaraan: 491
Nama Kendaraan: Virgo
Kategori: Sedan
Modifikasi: Transfender
Nama Model: virgo
|
-|  | ID Model Kendaraan: 492
Nama Kendaraan: Greenwood
Kategori: Sedan
Modifikasi: Transfender
Nama Model: greenwoo
|
-|  | ID Model Kendaraan: 493
Nama Kendaraan: Jetmax
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: jetmax
|
-|  | ID Model Kendaraan: 494
Nama Kendaraan: Hotring C
Kategori: Kendaraan Olahraga
Modifikasi: (Tidak ada)
Nama Model: hotring
|
-|  | ID Model Kendaraan: 495
Nama Kendaraan: Sandking
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: sandking
|
-|  | ID Model Kendaraan: 496
Nama Kendaraan: Blista Compact
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: blistac
|
-|  | ID Model Kendaraan: 497
Nama Kendaraan: Police Maverick
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: polmav
|
-|  | ID Model Kendaraan: 498
Nama Kendaraan: Boxville
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: boxville
|
-|  | ID Model Kendaraan: 499
Nama Kendaraan: Benson
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: benson
|
-|  | ID Model Kendaraan: 500
Nama Kendaraan: Mesa
Kategori: Off Road
Modifikasi: Transfender
Nama Model: mesa
|
-|  | ID Model Kendaraan: 501
Nama Kendaraan: RC Goblin
Kategori: Kendaraan RC
Modifikasi: (Tidak ada)
Nama Model: rcgoblin
|
-|  | ID Model Kendaraan: 502
Nama Kendaraan: Hotring A
Kategori: Kendaraan Olahraga
Modifikasi: (Tidak ada)
Nama Model: hotrina
|
-|  | ID Model Kendaraan: 503
Nama Kendaraan: Hotring B
Kategori: Kendaraan Olahraga
Modifikasi: (Tidak ada)
Nama Model: hotrinb
|
-|  | ID Model Kendaraan: 504
Nama Kendaraan: Bloodring Banger
Kategori: Sedan
Modifikasi: (Tidak ada)
Nama Model: bloodra / bloodrb
|
-|  | ID Model Kendaraan: 505
Nama Kendaraan: Rancher Lure
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: rnchlure
|
-|  | ID Model Kendaraan: 506
Nama Kendaraan: Super GT
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: supergt
|
-|  | ID Model Kendaraan: 507
Nama Kendaraan: Elegant
Kategori: Sedan
Modifikasi: Transfender
Nama Model: elegant
|
-|  | ID Model Kendaraan: 508
Nama Kendaraan: Journey
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: journey
|
-|  | ID Model Kendaraan: 509
Nama Kendaraan: Bike
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: bike
|
-|  | ID Model Kendaraan: 510
Nama Kendaraan: Mountain Bike
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: mtbike
|
-|  | ID Model Kendaraan: 511
Nama Kendaraan: Beagle
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: beagle
|
-|  | ID Model Kendaraan: 512
Nama Kendaraan: Cropduster
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: cropdust
|
-|  | ID Model Kendaraan: 513
Nama Kendaraan: Stuntplane
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: stunt
|
-|  | ID Model Kendaraan: 514
Nama Kendaraan: Tanker
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: petro
|
-|  | ID Model Kendaraan: 515
Nama Kendaraan: RoadTrain
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: rdtrain
|
-|  | ID Model Kendaraan: 516
Nama Kendaraan: Nebula
Kategori: Sedan
Modifikasi: Transfender
Nama Model: nebula
|
-|  | ID Model Kendaraan: 517
Nama Kendaraan: Majestic
Kategori: Sedan
Modifikasi: Transfender
Nama Model: majestic
|
-|  | ID Model Kendaraan: 518
Nama Kendaraan: Buccaneer
Kategori: Sedan
Modifikasi: Transfender
Nama Model: buccanee
|
-|  | ID Model Kendaraan: 519
Nama Kendaraan: Shamal
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: shamal
|
-|  | ID Model Kendaraan: 520
Nama Kendaraan: Hydra
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: hydra
|
-|  | ID Model Kendaraan: 521
Nama Kendaraan: FCR-900
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: fcr900
|
-|  | ID Model Kendaraan: 522
Nama Kendaraan: NRG-500
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: nrg500
|
-|  | ID Model Kendaraan: 523
Nama Kendaraan: HPV1000
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: copbike
|
-|  | ID Model Kendaraan: 524
Nama Kendaraan: Cement Truck
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: cement
|
-|  | ID Model Kendaraan: 525
Nama Kendaraan: Towtruck
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: towtruck
|
-|  | ID Model Kendaraan: 526
Nama Kendaraan: Fortune
Kategori: Sedan
Modifikasi: Transfender
Nama Model: fortune
|
-|  | ID Model Kendaraan: 527
Nama Kendaraan: Cardona
Kategori: Sedan
Modifikasi: Transfender
Nama Model: cadrona
|
-|  | ID Model Kendaraan: 528
Nama Kendaraan: FBI Truck
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: fbitruck
|
-|  | ID Model Kendaraan: 529
Nama Kendaraan: Willard
Kategori: Sedan
Modifikasi: Transfender
Nama Model: willard
|
-|  | ID Model Kendaraan: 530
Nama Kendaraan: Forklift
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: forklift
|
-|  | ID Model Kendaraan: 531
Nama Kendaraan: Tractor
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: tractor
|
-|  | ID Model Kendaraan: 532
Nama Kendaraan: Combine Harvester
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: combine
|
-|  | ID Model Kendaraan: 533
Nama Kendaraan: Feltzer
Kategori: Mobil Terbuka
Modifikasi: Transfender
Nama Model: feltzer
|
-|  | ID Model Kendaraan: 534
Nama Kendaraan: Remington
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: remingtn
|
-|  | ID Model Kendaraan: 535
Nama Kendaraan: Slamvan
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: slamvan
|
-|  | ID Model Kendaraan: 536
Nama Kendaraan: Blade
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: blade
|
-|  | ID Model Kendaraan: 537
Nama Kendaraan: Freight
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: freight
|
-|  | ID Model Kendaraan: 538
Nama Kendaraan: Brownstreak
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: streak
|
-|  | ID Model Kendaraan: 539
Nama Kendaraan: Vortex
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: vortex
|
-|  | ID Model Kendaraan: 540
Nama Kendaraan: Vincent
Kategori: Sedan
Modifikasi: Transfender
Nama Model: vincent
|
-|  | ID Model Kendaraan: 541
Nama Kendaraan: Bullet
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: bullet
|
-|  | ID Model Kendaraan: 542
Nama Kendaraan: Clover
Kategori: Sedan
Modifikasi: Transfender
Nama Model: clover
|
-|  | ID Model Kendaraan: 543
Nama Kendaraan: Sandler
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: sadler
|
-|  | ID Model Kendaraan: 544
Nama Kendaraan: FiretruckLA
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: firela
|
-|  | ID Model Kendaraan: 545
Nama Kendaraan: Hustler
Kategori: Kendaraan Unik
Modifikasi: Transfender
Nama Model: hustler
|
-|  | ID Model Kendaraan: 546
Nama Kendaraan: Intruder
Kategori: Sedan
Modifikasi: Transfender
Nama Model: intruder
|
-|  | ID Model Kendaraan: 547
Nama Kendaraan: Primo
Kategori: Sedan
Modifikasi: Transfender
Nama Model: primo
|
-|  | ID Model Kendaraan: 548
Nama Kendaraan: Cargobob
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: cargobob
|
-|  | ID Model Kendaraan: 549
Nama Kendaraan: Tampa
Kategori: Sedan
Modifikasi: Transfender
Nama Model: tampa
|
-|  | ID Model Kendaraan: 550
Nama Kendaraan: Sunrise
Kategori: Sedan
Modifikasi: Transfender
Nama Model: sunrise
|
-|  | ID Model Kendaraan: 551
Nama Kendaraan: Merit
Kategori: Sedan
Modifikasi: Transfender
Nama Model: merit
|
-|  | ID Model Kendaraan: 552
Nama Kendaraan: Utility Van
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: utility
|
-|  | ID Model Kendaraan: 553
Nama Kendaraan: Nevada
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: nevada
|
-|  | ID Model Kendaraan: 554
Nama Kendaraan: Yosemite
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: yosemite
|
-|  | ID Model Kendaraan: 555
Nama Kendaraan: Windsor
Kategori: Mobil Terbuka
Modifikasi: Transfender
Nama Model: windsor
|
-|  | ID Model Kendaraan: 556
Nama Kendaraan: Monster A
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: monstera
|
-|  | ID Model Kendaraan: 557
Nama Kendaraan: Monster B
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: monsterb
|
-|  | ID Model Kendaraan: 558
Nama Kendaraan: Uranus
Kategori: Kendaraan Olahraga
Modifikasi: WheelArch A Nama Model/>Model name: uranus
|
-|  | ID Model Kendaraan: 559
Nama Kendaraan: Jester
Kategori: Kendaraan Olahraga
Modifikasi: WheelArch A Nama Model/>Model name: jester
|
-|  | ID Model Kendaraan: 560
Nama Kendaraan: Sultan
Kategori: Sedan
Modifikasi: WheelArch A Nama Model/>Model name: sultan
|
-|  | ID Model Kendaraan: 561
Nama Kendaraan: Stratum
Kategori: Station Wagons
Modifikasi: WheelArch A Nama Model/>Model name: stratum
|
-|  | ID Model Kendaraan: 562
Nama Kendaraan: Elegy
Kategori: Sedan
Modifikasi: WheelArch A Nama Model/>Model name: elegy
|
-|  | ID Model Kendaraan: 563
Nama Kendaraan: Raindance
Kategori: Helikopter
Modifikasi: (Tidak ada)
Nama Model: raindanc
|
-|  | ID Model Kendaraan: 564
Nama Kendaraan: RC Tiger
Kategori: Kendaraan RC
Modifikasi: (Tidak ada)
Nama Model: rctiger
|
-|  | ID Model Kendaraan: 565
Nama Kendaraan: Flash
Kategori: Kendaraan Olahraga
Modifikasi: WheelArch A Nama Model/>Model name: flash
|
-|  | ID Model Kendaraan: 566
Nama Kendaraan: Tahoma
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: tahoma
|
-|  | ID Model Kendaraan: 567
Nama Kendaraan: Savanna
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: savanna
|
-|  | ID Model Kendaraan: 568
Nama Kendaraan: Bandito
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: bandito
|
-|  | ID Model Kendaraan: 569
Nama Kendaraan: Freight Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: freiflat
|
-|  | ID Model Kendaraan: 570
Nama Kendaraan: Streak Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: streakc
|
-|  | ID Model Kendaraan: 571
Nama Kendaraan: Kart
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: kart
|
-|  | ID Model Kendaraan: 572
Nama Kendaraan: Mower
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: mower
|
-|  | ID Model Kendaraan: 573
Nama Kendaraan: Dune
Kategori: Off Road
Modifikasi: (Tidak ada)
Nama Model: duneride
|
-|  | ID Model Kendaraan: 574
Nama Kendaraan: Sweeper
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: sweeper
|
-|  | ID Model Kendaraan: 575
Nama Kendaraan: Broadway
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: broadway
|
-|  | ID Model Kendaraan: 576
Nama Kendaraan: Tornado
Kategori: Lowriders
Modifikasi: LocoLow C Nama Model/>Model name: tornado
|
-|  | ID Model Kendaraan: 577
Nama Kendaraan: AT400
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: at400
|
-|  | ID Model Kendaraan: 578
Nama Kendaraan: DFT-30
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: dft30
|
-|  | ID Model Kendaraan: 579
Nama Kendaraan: Huntley
Kategori: Off Road
Modifikasi: Transfender
Nama Model: huntley
|
-|  | ID Model Kendaraan: 580
Nama Kendaraan: Stafford
Kategori: Sedan
Modifikasi: Transfender
Nama Model: stafford
|
-|  | ID Model Kendaraan: 581
Nama Kendaraan: BF-400
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: bf400
|
-|  | ID Model Kendaraan: 582
Nama Kendaraan: Newsvan
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: newsvan
|
-|  | ID Model Kendaraan: 583
Nama Kendaraan: Tug
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: tug
|
-|  | ID Model Kendaraan: 584
Nama Kendaraan: Petrol Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: petrotr
|
-|  | ID Model Kendaraan: 585
Nama Kendaraan: Emperor
Kategori: Sedan
Modifikasi: Transfender
Nama Model: emperor
|
-|  | ID Model Kendaraan: 586
Nama Kendaraan: Wayfarer
Kategori: Sepeda
Modifikasi: (Tidak ada)
Nama Model: wayfarer
|
-|  | ID Model Kendaraan: 587
Nama Kendaraan: Euros
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: euros
|
-|  | ID Model Kendaraan: 588
Nama Kendaraan: Hotdog
Kategori: Kendaraan Unik
Modifikasi: (Tidak ada)
Nama Model: hotdog
|
-|  | ID Model Kendaraan: 589
Nama Kendaraan: Club
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: club
|
-|  | ID Model Kendaraan: 590
Nama Kendaraan: Freight Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: freibox
|
-|  | ID Model Kendaraan: 591
Nama Kendaraan: Trailer 3
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: artict3
|
-|  | ID Model Kendaraan: 592
Nama Kendaraan: Andromada
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: androm
|
-|  | ID Model Kendaraan: 593
Nama Kendaraan: Dodo
Kategori: Pesawat
Modifikasi: (Tidak ada)
Nama Model: dodo
|
-|  | ID Model Kendaraan: 594
Nama Kendaraan: RC Cam
Kategori: Kendaraan RC
Modifikasi: (Tidak ada)
Nama Model: rccam
|
-|  | ID Model Kendaraan: 595
Nama Kendaraan: Launch
Kategori: Perahu
Modifikasi: (Tidak ada)
Nama Model: launch
|
-|  | ID Model Kendaraan: 596
Nama Kendaraan: LSPD car
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: copcarla
|
-|  | ID Model Kendaraan: 597
Nama Kendaraan: SFPD car
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: copcarsf
|
-|  | ID Model Kendaraan: 598
Nama Kendaraan: LVPD car
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: copcarvg
|
-|  | ID Model Kendaraan: 599
Nama Kendaraan: PD Rancher
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: copcarru
|
-|  | ID Model Kendaraan: 600
Nama Kendaraan: Picador
Kategori: Industrial
Modifikasi: Transfender
Nama Model: picador
|
-|  | ID Model Kendaraan: 601
Nama Kendaraan: SWAT
Kategori: Layanan Umum
Modifikasi: (Tidak ada)
Nama Model: swatvan
|
-|  | ID Model Kendaraan: 602
Nama Kendaraan: Alpha
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: alpha
|
-|  | ID Model Kendaraan: 603
Nama Kendaraan: Phoenix
Kategori: Kendaraan Olahraga
Modifikasi: Transfender
Nama Model: phoenix
|
-|  | ID Model Kendaraan: 604
Nama Kendaraan: Glendale damaged
Kategori: Sedan
Modifikasi: (Tidak ada)
Nama Model: glenshit
|
-|  | ID Model Kendaraan: 605
Nama Kendaraan: Sadler damaged
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: sadlshit
|
-|  | ID Model Kendaraan: 606
Nama Kendaraan: Baggage Trailer A
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: bagboxa
|
-|  | ID Model Kendaraan: 607
Nama Kendaraan: Baggage Trailer B
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: bagboxb
|
-|  | ID Model Kendaraan: 608
Nama Kendaraan: Stairs Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: tugstair
|
-|  | ID Model Kendaraan: 609
Nama Kendaraan: Boxville
Kategori: Industrial
Modifikasi: (Tidak ada)
Nama Model: boxburg
|
-|  | ID Model Kendaraan: 610
Nama Kendaraan: Farm Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: farmtr1
|
-|  | ID Model Kendaraan: 611
Nama Kendaraan: Utility Trailer
Kategori: Kereta Gandengan
Modifikasi: (Tidak ada)
Nama Model: utiltr1
|
diff --git a/docs/translations/id/scripting/resources/weaponids.md b/docs/translations/id/scripting/resources/weaponids.md
deleted file mode 100644
index 36eddcfa74f..00000000000
--- a/docs/translations/id/scripting/resources/weaponids.md
+++ /dev/null
@@ -1,74 +0,0 @@
----
-id: weaponids
-title: ID Senjata
-description: Informasi tentang ID senjata yang tersedia
----
-
-:::info
-
-Informasi ini untuk digunakan dengan [OnPlayerDeath](../callbacks/OnPlayerDeath), [GivePlayerWeapon](../functions/GivePlayerWeapon), dan [SendDeathMessage](../functions/SendDeathMessage).
-
-:::
-
----
-
-| Ikon Hud | Penyebab Kematian | Definisi | ID | Slot | Model | Catatan |
-| --------------------------------------------------------------------- | -------------------------------------------------- | ----------------------- | --- | ---- | ----- | ------------------------------------------------------------------------------------------------------------------------ |
-| 
Fist |  | - | 0 | 0 | - | - |
-| 
Brass Knuckles |  | WEAPON_BRASSKNUCKLE | 1 | 0 | 331 | - |
-| 
Golf Club |  | WEAPON_GOLFCLUB | 2 | 1 | 333 | - |
-| 
Nightstick |  | WEAPON_NITESTICK | 3 | 1 | 334 | - |
-| 
Knife |  | WEAPON_KNIFE | 4 | 1 | 335 | Menyebabkan de-sync pemain ketika tenggorokannya dipoting (pemain terlihat mati dari pemain lain) |
-| 
Baseball Bat |  | WEAPON_BAT | 5 | 1 | 336 | - |
-| 
Shovel |  | WEAPON_SHOVEL | 6 | 1 | 337 | - |
-| 
Pool Cue |  | WEAPON_POOLSTICK | 7 | 1 | 338 | - |
-| 
Katana |  | WEAPON_KATANA | 8 | 1 | 339 | Tidak bisa memenggal pemain (seperti di single-player) |
-| 
Chainsaw |  | WEAPON_CHAINSAW | 9 | 1 | 341 | - |
-| 
Purple Dildo |  | WEAPON_DILDO | 10 | 10 | 321 | - |
-| 
Dildo |  | WEAPON_DILDO2 | 11 | 10 | 322 | - |
-| 
Vibrator |  | WEAPON_VIBRATOR | 12 | 10 | 323 | - |
-| 
Silver Vibrator |  | WEAPON_VIBRATOR2 | 13 | 10 | 324 | - |
-| 
Flowers |  | WEAPON_FLOWER | 14 | 10 | 325 | - |
-| 
Cane |  | WEAPON_CANE | 15 | 10 | 326 | - |
-| 
Grenade |  | WEAPON_GRENADE | 16 | 8 | 342 | Tidak menghasilkan api |
-| 
Tear Gas |  | WEAPON_TEARGAS | 17 | 8 | 343 | Efek batuk dimatikan di SA-MP |
-| 
Molotov Cocktail |  | WEAPON_MOLTOV | 18 | 8 | 344 | Menghasilkan api |
-| 
9mm |  | WEAPON_COLT45 | 22 | 2 | 346 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Silenced 9mm |  | WEAPON_SILENCED | 23 | 2 | 347 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Desert Eagle |  | WEAPON_DEAGLE | 24 | 2 | 348 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Shotgun |  | WEAPON_SHOTGUN | 25 | 3 | 349 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Sawnoff Shotgun |  | WEAPON_SAWEDOFF | 26 | 3 | 350 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Combat Shotgun |  | WEAPON_SHOTGSPA | 27 | 3 | 351 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Micro SMG/UZI |  | WEAPON_UZI | 28 | 4 | 352 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
MP5 |  | WEAPON_MP5 | 29 | 4 | 353 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
AK-47 |  | WEAPON_AK47 | 30 | 4 | 355 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
M4 |  | WEAPON_M4 | 31 | 5 | 356 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Tec-9 |  | WEAPON_TEC9 | 32 | 4 | 372 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Country Rifle |  | WEAPON_RIFLE | 33 | 6 | 357 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
Sniper Rifle |  | WEAPON_SNIPER | 34 | 6 | 358 | Kemampuan dapat diatur dengan [SetPlayerSkillLevel](../functions/SetplayerSkillLevel) |
-| 
RPG |  | WEAPON_ROCKETLAUNCHER | 35 | 7 | 359 | - |
-| 
HS Rocket |  | WEAPON_HEATSEEKER | 36 | 7 | 360 | Penguncian tidak tersingkron dengan baik. |
-| 
Flamethrower |  | WEAPON_FLAMETHROWER | 37 | 7 | 361 | - |
-| 
Minigun |  | WEAPON_MINIGUN | 38 | 7 | 362 | - |
-| 
Satchel Charge |  | WEAPON_SATCHEL | 39 | 8 | 363 | Hanya singkron untuk player yang sudah di-_stream_ ketika satchel dilempar |
-| 
Detonator |  | WEAPON_BOMB | 40 | 12 | 364 | Diberikan secara otomatis ketika pemain melempar sebuah satchel charge (abaikan dari pemeriksaan anti-cheat) |
-| 
Spraycan |  | WEAPON_SPRAYCAN | 41 | 9 | 365 | Pemain akan tersedak karena disemprot |
-| 
Fire Extinguisher |  | WEAPON_FIREEXTINGUISHER | 42 | 9 | 366 | Pemain akan tersedak karena disemprot |
-| 
Camera |  | WEAPON_CAMERA | 43 | 9 | 367 | Menyimpan foto ke galeri player jika sudah aktif melalui menu pause (My Documents\GTA San Andreas User Files\Gallery) |
-| 
Night Vision Goggles |  | - | 44 | 11 | 368 | Efek visual muncul ke semua player (sudah tersedia perbaikannya) |
-| 
Thermal Goggles |  | - | 45 | 11 | 369 | Efek visual muncul ke semua player (sudah tersedia perbaikannya) |
-| 
Parachute |  | WEAPON_PARACHUTE | 46 | 11 | 371 | Pemain akan mati jika dipindah ketika dengan terjun dengan parasut; Parasut diberikan ketika lompat keluar dari pesawat. |
-| 
Cellphone | - | - | - | - | - | Dihiangkan dari _game_. |
-| 
Jetpack | - | - | - | - | 370 | Tidak bekerja sebagai senjata. Lihat [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction). |
-| 
Skateboard | - | - | - | - | - | Dihiangkan dari _game_. |
-| Pistol Palsu |  | - | 47 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-| Kendaraan |  | WEAPON_VEHICLE | 49 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-| Baling-baling Helikopter |  | - | 50 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-| Ledakan |  | - | 51 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-| Tenggelam |  | WEAPON_DROWN | 53 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-| Terlindas |  | WEAPON_COLLISION | 54 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-| Terhubung |  | - | 200 | N/A | N/A | Hanya bisa digunakan dengan [SendDeathMessage](../functions/SendDeathMessage) |
-| Terputus |  | - | 200 | N/A | N/A | Hanya bisa digunakan dengan [SendDeathMessage](../functions/SendDeathMessage) |
-| Bunuh Diri |  | - | 255 | N/A | N/A | Hanya sebuah ikon mati, tidak bisa digunakan di [GivePlayerWeapon](../functions/GivePlayerWeapon), dll. |
-
----
diff --git a/docs/translations/id/scripting/resources/weatherid.md b/docs/translations/id/scripting/resources/weatherid.md
deleted file mode 100644
index 1a570b2156b..00000000000
--- a/docs/translations/id/scripting/resources/weatherid.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: ID Cuaca
-description: Informasi tentang ID cuaca
----
-
-Informasi ini untuk digunakan dengan [SetWeather](../functions/SetWeather) dan [SetPlayerWeather](../functions/SetPlayerWeather).
-
-```c
-0 = EXTRASUNNY_LA
-1 = SUNNY_LA
-2 = EXTRASUNNY_SMOG_LA
-3 = SUNNY_SMOG_LA
-4 = CLOUDY_LA
-5 = SUNNY_SF
-6 = EXTRASUNNY_SF
-7 = CLOUDY_SF
-8 = RAINY_SF
-9 = FOGGY_SF
-10 = SUNNY_VEGAS
-11 = EXTRASUNNY_VEGAS (gelombang panas)
-12 = CLOUDY_VEGAS
-13 = EXTRASUNNY_COUNTRYSIDE
-14 = SUNNY_COUNTRYSIDE
-15 = CLOUDY_COUNTRYSIDE
-16 = RAINY_COUNTRYSIDE
-17 = EXTRASUNNY_DESERT
-18 = SUNNY_DESERT
-19 = SANDSTORM_DESERT
-20 = UNDERWATER (kehijauan, berkabut)
-```
-
-Ada 21 jenis ID cuaca (0-20), bagaimanapun _game_ tidak ada pemeriksaan rentang ID cuaca dan demikian Anda bisa menggunakan ID cuaca hingga 255. Nilai lebih tinggi dari 255 atau di bawah 0 akan berubah menjadi sisa hasil pembagian dari 256 (sebagai contoh, ID cuaca 300 sama dengan ID 44, jareba 300 % 256 = 44). ID cuaca 0-22 bekerja dengan baik, tapi ID lainnya menghasilkan efek yang aneh, seperti langit merah muda dan tekstur berkilat di waktu tertentu.
-
-:::note
-
-- Beberapa cuaca muncul sangat berbeda di waktu tertentu. Anda bisa melihatnya di [sini](http://hotmist.ddo.jp/id/weather.html) seperti apa perbedaan jenis cuaca di waktu yang berbeda.
-- [Galeri cuaca GTA San Andreas](https://dev.prineside.com/en/gtasa_weather_id/) menjelaskan siatuasinya dengan ID cuaca lebih baik daripada apapun. Anda bisa menggunakannya jika Anda ingin melihat cuaca di waktu-waktu tertentu dan lihat juga permasalah cuaca yang menyebabkan efek aneh.
-
-:::
diff --git a/docs/translations/id/tutorials/MenuGuide.md b/docs/translations/id/tutorials/MenuGuide.md
deleted file mode 100644
index df599bb3d96..00000000000
--- a/docs/translations/id/tutorials/MenuGuide.md
+++ /dev/null
@@ -1,156 +0,0 @@
----
-title: Menu Guide
----
-
-Sebuah tutorial pendek yang menjelaskan bagaimana cara menggunakan sistem menu pada game. Sistem menu ini sangat berbeda dengan SA-MP dialog dan lebih mencerminkan UI tradisional dari gim aslinya.
-
-## Menu di dalam SA-MP
-
-Menu kelihatannya sangat rumit dan susah dibuat scriptnya untuk kebanyakan pengguna, namun sebenarnya tidak. Disini saya akan menunjukkan bagaimana cara membuat menu simpel. Dan nantinya kita akan membuat sebuah teleport menu.
-
-## Langkah pertama menu
-
-Pertama kita harus membuat sebuah menu. Prefix sebelumnya adalah `Menu:` ini adalah variable [tag](../scripting/language/tags) yang benar. Terdapat beberapa tipe dari beberapa penggunaan seperti `Float:` `bool:` `Text3D:` dan lain-lain. Buatlah kodenya diposisi paling atas di kode kalian:
-
-```c
-new Menu:teleportmenu;
-```
-
-Oke, kita sudah membuat variable untuk menaruh menu. Sekarang kita membuat menu dan menetapkan variable yang sudah dibuat ke menu. Ketik ini pada `OnGameModeInit`:
-
-```c
-teleportmenu = CreateMenu("Teleportmenu", 2, 200.0, 100.0, 150.0, 150.0);
-```
-
-Sedikit penjelasan tentang argumen [CreateMenu](../scripting/functions/CreateMenu).
-
-**Parameters:**
-
-| Parameter | Menentukan |
-| --------------- | --------------------------------------------------------------------- |
-| title | Judul menu |
-| columns | Angka yang menentukan berapa banyak kolom yang digunakan (maksimal 2) |
-| Float:x | Untuk menentukan posisi tinggi dari menu pada layar (kiri ke kanan) |
-| Float:y | Untuk menentukan lebar dari menu pada layar (atas dan bawah) |
-| Float:col1width | Lebar dari kolom pertama |
-| Float:col2width | Lebar dari kolom kedua |
-
-## Menambahkan beberapa menu item
-
-Ok, sekarang kita sudah dapat Menu nya, tapi sekarang kita butuh beberapa item, yang dimana dapat dipilih di dalam menu. Kalian dapat menambahkannya di bawah `CreateMenu` yang sebelumnya kita buat.
-
-```c
-AddMenuItem(teleportmenu, 0, "LS");
-AddMenuItem(teleportmenu, 0, "LS");
-AddMenuItem(teleportmenu, 0, "SF");
-AddMenuItem(teleportmenu, 0, "SF");
-AddMenuItem(teleportmenu, 0, "LV");
-AddMenuItem(teleportmenu, 0, "LV");
-
-AddMenuItem(teleportmenu, 1, "Grove Street");
-AddMenuItem(teleportmenu, 1, "Starfish Tower");
-AddMenuItem(teleportmenu, 1, "Wheel Arch Angels");
-AddMenuItem(teleportmenu, 1, "Jizzys");
-AddMenuItem(teleportmenu, 1, "4 Dragons");
-AddMenuItem(teleportmenu, 1, "Come-a-Lot");
-```
-
-Penjelasan mengenai [AddMenuItem](../scripting/functions/AddMenuItem):
-
-| menuid | menuid dari menu yang dimana item akan ditampilkan |
-| ------ | -------------------------------------------------- |
-| column | Kolom tempat item akan ditampilkan |
-| text | Teks dari item |
-
-## Membuat efek pada item
-
-Oke, sekarang kita sudah membuat menu lengkap dengan terdapat item, apa yang harus terjadi jika kalian memilih item? Dalam contoh kami, kami ingin membuat teleportmenu, jadi seharusnya kita bisa teleport ke posisi yang kita pilih. Ketika player memilih sebuah item pada menu, script akan memanggil callback [OnPlayerSelectedMenuRow](../scripting/callbacks/OnPlayerSelectedMenuRow). Cara yang paling bagus untuk dilakukan adalah menggunakan switch, ini seperti beberapa statement if untuk memastikan jika sebuah variable sangat bernilai untuk value tertentu. Tapi pertama kita hanya ingin membuat efek untuk menu yang kita ingin, jadi kita harus membuat variable yang menampung menu ketika menu dilihat oleh player, ini dilakukan dengan `GetPlayerMenu`:
-
-```c
-new Menu:CurrentMenu = GetPlayerMenu(playerid);
-```
-
-Sekarang, ketika seseorang memilih sesuatu di dalam menu, menuid mereka akan disimpan pada `CurrentMenu`.
-
-Sekarang kita harus memeriksa apakah menu yang mereka pilih adalah menu yang kita inginkan:
-
-```c
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- new Menu:CurrentMenu = GetPlayerMenu(playerid);
- if (CurrentMenu == teleportmenu)
- {
- //stuff
- }
- return 1;
-}
-```
-
-Sekarang diantara braket ini adalah tempat `switch` berada, ini memastikan item apa yang pemain pilih atau `row` bisa digunakan dengan statement `if` untuk memeriksa apa benar itu `row`, tapi `switch` adalah cara yang jauh lebih sederhana untuk menulisnya.
-
-```c
-if(CurrentMenu == teleportmenu)
-{
- switch(row)
- {
- case 0: //Grove Street
- {
- SetPlayerPos(playerid, 2493.9133, -1682.3986, 13.3382);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Selamat datang di Grove Street");
- }
- case 1: //Starfish Tower
- {
- SetPlayerPos(playerid, 1541.2833, -1362.4741, 329.6457);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Selamat datang di atas Starfish Tower");
- }
- case 2: //Wheel Arch Angels
- {
- SetPlayerPos(playerid, -2705.5503, 206.1621, 4.1797);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Selamat datang di Wheel Arch Angels tuning-shop");
- }
- case 3: //Jizzys
- {
- SetPlayerPos(playerid, -2617.5156, 1390.6353, 7.1105);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Selamat datang di Jizzy's Nightclub!");
- }
- case 4: //4Dragons
- {
- SetPlayerPos(playerid, 2028.5538, 1008.3543, 10.8203);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Selamat datang di Four Dragons Casino");
- }
- case 5: //Come-a-Lot
- {
- SetPlayerPos(playerid, 2169.1838, 1122.5426, 12.6107);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Selamat datang di Come-a-Lot casino!");
- }
- }
-}
-```
-
-## Langkah terakhir
-
-Sekarang kita membutuhkan perintah untuk menampilkan menu. Ini adalah cara yang paling mudah. Dibandingkan dengan `strcmp` dan `ShowMenuForPlayer`. Ini bisa dilakukan dengan `OnPlayerCommandText`. Atau, jika kalian sudah memiliki command processor, gunakanlah itu sebagai ganti dari `ShowMenuForPlayer`.
-
-```c
-if(strcmp(cmdtext, "/teleport", true) == 0)
-{
- ShowMenuForPlayer(teleportmenu,playerid);
- return 1;
-}
-```
-
-Sangat mudah, bukan?
-
-## Kata terakhir
-
-Oke, setelah kalian membaca ini dan memahaminya, cobalah untuk membuat menu kalian sendiri. Seperti yang kalian lihat, ini tidaklah sulit, tapi ini akan membuat pemain di dalam server kamu sangat terkesan. Dan kalian dapat membuatnya lebih keren daripada ini. Ini sangatlah berguna bagi general store dan supermarket untuk membeli sesuatu. Lalu kalian dapat mengurangi uang sebagai efek dan harga yang ditampilkan di kolom lain pada menu. Tapi sekarang, buatlah sesuai kebutuhan kalian.
-
-Kalian dapat menambahkan [TogglePlayerControllable](../scripting/functions/TogglePlayerControllable) dengan `false` setelah `ShowPlayerMenu` dan [TogglePlayerControllable](../scripting/functions/TogglePlayerControllable) dengan `true` pada akhir `OnPlayerSelectedMenuRow`, jadi pemain tidak dapat berpindah ketika memilih sesuatu di dalam menu.
-
-Saya harap kalian dapat mempelajari sesuatu dari tutorial ini. Jika kamu memiliki pertanyaan, silahkan bertanya di forum/discord.
diff --git a/docs/translations/id/tutorials/PickupGuide.md b/docs/translations/id/tutorials/PickupGuide.md
deleted file mode 100644
index 35a65315c23..00000000000
--- a/docs/translations/id/tutorials/PickupGuide.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: Pickup Guide
----
-
-Tutorial singkat yang menjelaskan cara menggunakan pickups.
-
-## Pengdeklarasian pickupid
-
-Hal pertama kali yang harus dikerjakan saat membuat pickups adalah membuat sebuah tempat untuk menyimpan ID nya. Hal ini dapat dibuat didalam sebuah variabel global supaya nilainya dapat di tetapkan pada saat anda membuat pickup dan membaca nilai pickup, memanggil callback dengan nilai ID pickup tersebut. Untuk contohnya kita akan menggunakan contoh dengan nama "gMyPickup".
-
-```c
-new gMyPickup;
-```
-
-## Membuat pickup
-
-Ada dua cara untuk membuat pickup. [CreatePickup](../scripting/functions/CreatePickup) dan [AddStaticPickup](../scripting/functions/AddStaticPickup). AddStaticPickup tidak me-return nilai ID nya saat nilainya dibuat, tidak dapat dihancurkan dan dapat digunakan dibawah OnGameModeInit, jadi untuk contoh kali ini kita akan menggunakan [CreatePickup](../scripting/functions/CreatePickup).
-
-**Syntax untuk [CreatePickup](../scripting/functions/CreatePickup) adalah:**
-
-**Parameters:**
-
-| model | Model yang anda suka gunakan untuk pickup. |
-| ------------ | ------------------------------------------------------------------------------------------------------ |
-| type | Tipe pickup spawn, lihat lebih lanjut dibawah halaman ini. |
-| Float:X | Koordinat titik X munculnya pickup. |
-| Float:Y | Koordinat titik Y munculnya pickup. |
-| Float:Z | Koordinat titik Z munculnya pickup. |
-| Virtualworld | Virtual world ID pickupnya. Jika nilainya -1 maka akan menampilkan pickupnya di seluruh virtual world. |
-
-Untuk contohnya kita akan membuat cash pickup di Grove Street.
-
-Sekarang kita perlu untuk memilih model apa yang akan muncul di world, ada banyak model yang bisa dipilih, beberapa dilist di dalam external website [ini](https://dev.prineside.com/en/gtasa_samp_model_id), disini kita memilih model number 1274 dimana model tersebut adalah tanda dollar.
-
-Pada akhirnya kita perlu sebuah [Type](../scripting/resources/pickuptypes) untuk pickupnya, pada halaman yang sama dengan pickup models ada list pickup types yang menggambarkan apa yang dilakukan oleh berbagai model. Kita mau supaya pickup ini menghilang saat di ambil pickupnya, jadi anda tidak bisa mengambilnya berkali-kali, tapi untuk memunculkannya setelah beberapa menit supaya bisa anda ambil kembali, type 2 bisa melakukan ini.
-
-Pickups pada umumnya dibuat saat skrip berjalan, di [OnGameModeInit](../scripting/callbacks/OnGameModeInit) atau [OnFilterScriptInit](../scripting/callbacks/OnFilterScriptInit) tergantung pada tipe skripnya, namun semuanya dapat berjalan di function apa saja (untuk contohnya anda bisa membuat skrip weapon drop pada saat OnPlayerDeath untuk membuat weapon pickups).
-
-jadi ini adalah code untuk membuat pickup kita, dan menyimpan ID nya di 'gMyPickup':
-
-```c
-gMyPickup = CreatePickup(1274, 2, 2491.7900, -1668.1653, 13.3438, -1);
-```
-
-### Memilih apa yang dilakukannya
-
-Saat anda mengambil pickup, [OnPlayerPickUpPickup](../scripting/callbacks/OnPlayerPickUpPickup) dipanggil, memberikan playerid (player yang mengambil pickup) dan pickupid (ID pickup yang diambil).
-
-Beberapa tipe pickup bekerja secara otomatis, jadi tidak perlu untuk melakukan apa apa didalam OnPlayerPickUpPickup. Cek laman [Pickup Types](../scripting/resources/pickuptypes) untuk info lebih lanjut.
-
-Saat player mengambil pickup yang baru, kita mau memberi mereka $100, hal pertama untuk melakukannya adalah kita harus cek apakah dia pernah mengambil pickup dollar kita dan bukan pickup yang lain. Setelah kita selesai dengan hal tersebut, kita bisa berikan mereka $100:
-
-```c
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- // Cek apakah pickup ID yang di diambil adalah gMyPickup
- if(pickupid == gMyPickup)
- {
- // Kirim Pesan kepada player
- SendClientMessage(playerid, 0xFFFFFFFF, "You received $100!");
- // Berikan player uangnya
- GivePlayerMoney(playerid, 100);
- }
- // jika anda ingin menambah pickup lainnya, lakukan saja ini:
- else if (pickupid == (some other pickup))
- {
- // Pickup lainnya, lakukan hal lainnya
- }
- return 1;
-}
-```
-
-Selamat, anda sekarang sudah mengerti cara membuat dan menghandle pickups!
-
-## Baca lebih lanjut
-
-Anda dapat menggunakan plugin [Streamer](https://github.com/samp-incognito/samp-streamer-plugin) untuk membuat unlimited pickups dengan [CreateDynamicPickup]()
diff --git a/docs/translations/id/tutorials/_.md b/docs/translations/id/tutorials/_.md
deleted file mode 100644
index cd461038021..00000000000
--- a/docs/translations/id/tutorials/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Tutorial
-description: Sebuah koleksi tutorial untuk membantu kalian dalam menulis gamemode dan mengatur server kalian.
----
-
-Pada sesi ini, kalian akan menemukan koleksi tutorial untuk membantu kalian dalam menulis gamemode dan mengatur server kalian. Tutorial ini tidak dalam urutan tertentu.
diff --git a/docs/translations/id/tutorials/colorfix.md b/docs/translations/id/tutorials/colorfix.md
deleted file mode 100644
index 50142a06a89..00000000000
--- a/docs/translations/id/tutorials/colorfix.md
+++ /dev/null
@@ -1,111 +0,0 @@
----
-title: "Color Fix"
-descripion: Sebuah script dasar untuk menambahkan warna pemain.
----
-
-Tutorial ini menggunakan [GetPlayerColor](../scripting/functions/GetPlayerColor), jika kalian tidak menggunakan [SetPlayerColor](../scripting/functions/SetPlayerColor) ketika pemain terhubung di dalam script kalian.
-
-```c
-new PlayerColors[] = {
- 0xFF8C13FF,0xC715FFFF,0x20B2AAFF,0xDC143CFF,0x6495EDFF,0xf0e68cFF,0x778899FF,0xFF1493FF,0xF4A460FF,0xEE82EEFF,
- 0xFFD720FF,0x8b4513FF,0x4949A0FF,0x148b8bFF,0x14ff7fFF,0x556b2fFF,0x0FD9FAFF,0x10DC29FF,0x534081FF,0x0495CDFF,
- 0xEF6CE8FF,0xBD34DAFF,0x247C1BFF,0x0C8E5DFF,0x635B03FF,0xCB7ED3FF,0x65ADEBFF,0x5C1ACCFF,0xF2F853FF,0x11F891FF,
- 0x7B39AAFF,0x53EB10FF,0x54137DFF,0x275222FF,0xF09F5BFF,0x3D0A4FFF,0x22F767FF,0xD63034FF,0x9A6980FF,0xDFB935FF,
- 0x3793FAFF,0x90239DFF,0xE9AB2FFF,0xAF2FF3FF,0x057F94FF,0xB98519FF,0x388EEAFF,0x028151FF,0xA55043FF,0x0DE018FF,
- 0x93AB1CFF,0x95BAF0FF,0x369976FF,0x18F71FFF,0x4B8987FF,0x491B9EFF,0x829DC7FF,0xBCE635FF,0xCEA6DFFF,0x20D4ADFF,
- 0x2D74FDFF,0x3C1C0DFF,0x12D6D4FF,0x48C000FF,0x2A51E2FF,0xE3AC12FF,0xFC42A8FF,0x2FC827FF,0x1A30BFFF,0xB740C2FF,
- 0x42ACF5FF,0x2FD9DEFF,0xFAFB71FF,0x05D1CDFF,0xC471BDFF,0x94436EFF,0xC1F7ECFF,0xCE79EEFF,0xBD1EF2FF,0x93B7E4FF,
- 0x3214AAFF,0x184D3BFF,0xAE4B99FF,0x7E49D7FF,0x4C436EFF,0xFA24CCFF,0xCE76BEFF,0xA04E0AFF,0x9F945CFF,0xDCDE3DFF,
- 0x10C9C5FF,0x70524DFF,0x0BE472FF,0x8A2CD7FF,0x6152C2FF,0xCF72A9FF,0xE59338FF,0xEEDC2DFF,0xD8C762FF,0x3FE65CFF
-};
-```
-
-Tempat pertama paling atas di script kalian.
-
-Tempat selanjutnya di bawah callback OnPlayerConnect:
-
-```c
-SetPlayerColor(playerid, PlayerColors[playerid % sizeof PlayerColors]);
-```
-
-Sekarang [GetPlayerColor](../scripting/functions/GetPlayerColor) akan bekerja!
-
-Untuk versi terbaru dari SA-MP, kalian dapat menambahkan array ini:
-
-```c
-new PlayerRainbowColors[511] = {
- /*OKStyle*/ 0x000022FF, 0x000044FF, 0x000066FF, 0x000088FF, 0x0000AAFF, 0x0000CCFF, 0x0000EEFF,
- 0x002200FF, 0x002222FF, 0x002244FF, 0x002266FF, 0x002288FF, 0x0022AAFF, 0x0022CCFF, 0x0022EEFF,
- 0x004400FF, 0x004422FF, 0x004444FF, 0x004466FF, 0x004488FF, 0x0044AAFF, 0x0044CCFF, 0x0044EEFF,
- 0x006600FF, 0x006622FF, 0x006644FF, 0x006666FF, 0x006688FF, 0x0066AAFF, 0x0066CCFF, 0x0066EEFF,
- 0x008800FF, 0x008822FF, 0x008844FF, 0x008866FF, 0x008888FF, 0x0088AAFF, 0x0088CCFF, 0x0088EEFF,
- 0x00AA00FF, 0x00AA22FF, 0x00AA44FF, 0x00AA66FF, 0x00AA88FF, 0x00AAAAFF, 0x00AACCFF, 0x00AAEEFF,
- 0x00CC00FF, 0x00CC22FF, 0x00CC44FF, 0x00CC66FF, 0x00CC88FF, 0x00CCAAFF, 0x00CCCCFF, 0x00CCEEFF,
- 0x00EE00FF, 0x00EE22FF, 0x00EE44FF, 0x00EE66FF, 0x00EE88FF, 0x00EEAAFF, 0x00EECCFF, 0x00EEEEFF,
-
- 0x220000FF, 0x220022FF, 0x220044FF, 0x220066FF, 0x220088FF, 0x2200AAFF, 0x2200CCFF, 0x2200FFFF,
- 0x222200FF, 0x222222FF, 0x222244FF, 0x222266FF, 0x222288FF, 0x2222AAFF, 0x2222CCFF, 0x2222EEFF,
- 0x224400FF, 0x224422FF, 0x224444FF, 0x224466FF, 0x224488FF, 0x2244AAFF, 0x2244CCFF, 0x2244EEFF,
- 0x226600FF, 0x226622FF, 0x226644FF, 0x226666FF, 0x226688FF, 0x2266AAFF, 0x2266CCFF, 0x2266EEFF,
- 0x228800FF, 0x228822FF, 0x228844FF, 0x228866FF, 0x228888FF, 0x2288AAFF, 0x2288CCFF, 0x2288EEFF,
- 0x22AA00FF, 0x22AA22FF, 0x22AA44FF, 0x22AA66FF, 0x22AA88FF, 0x22AAAAFF, 0x22AACCFF, 0x22AAEEFF,
- 0x22CC00FF, 0x22CC22FF, 0x22CC44FF, 0x22CC66FF, 0x22CC88FF, 0x22CCAAFF, 0x22CCCCFF, 0x22CCEEFF,
- 0x22EE00FF, 0x22EE22FF, 0x22EE44FF, 0x22EE66FF, 0x22EE88FF, 0x22EEAAFF, 0x22EECCFF, 0x22EEEEFF,
-
- 0x440000FF, 0x440022FF, 0x440044FF, 0x440066FF, 0x440088FF, 0x4400AAFF, 0x4400CCFF, 0x4400FFFF,
- 0x442200FF, 0x442222FF, 0x442244FF, 0x442266FF, 0x442288FF, 0x4422AAFF, 0x4422CCFF, 0x4422EEFF,
- 0x444400FF, 0x444422FF, 0x444444FF, 0x444466FF, 0x444488FF, 0x4444AAFF, 0x4444CCFF, 0x4444EEFF,
- 0x446600FF, 0x446622FF, 0x446644FF, 0x446666FF, 0x446688FF, 0x4466AAFF, 0x4466CCFF, 0x4466EEFF,
- 0x448800FF, 0x448822FF, 0x448844FF, 0x448866FF, 0x448888FF, 0x4488AAFF, 0x4488CCFF, 0x4488EEFF,
- 0x44AA00FF, 0x44AA22FF, 0x44AA44FF, 0x44AA66FF, 0x44AA88FF, 0x44AAAAFF, 0x44AACCFF, 0x44AAEEFF,
- 0x44CC00FF, 0x44CC22FF, 0x44CC44FF, 0x44CC66FF, 0x44CC88FF, 0x44CCAAFF, 0x44CCCCFF, 0x44CCEEFF,
- 0x44EE00FF, 0x44EE22FF, 0x44EE44FF, 0x44EE66FF, 0x44EE88FF, 0x44EEAAFF, 0x44EECCFF, 0x44EEEEFF,
-
- 0x660000FF, 0x660022FF, 0x660044FF, 0x660066FF, 0x660088FF, 0x6600AAFF, 0x6600CCFF, 0x6600FFFF,
- 0x662200FF, 0x662222FF, 0x662244FF, 0x662266FF, 0x662288FF, 0x6622AAFF, 0x6622CCFF, 0x6622EEFF,
- 0x664400FF, 0x664422FF, 0x664444FF, 0x664466FF, 0x664488FF, 0x6644AAFF, 0x6644CCFF, 0x6644EEFF,
- 0x666600FF, 0x666622FF, 0x666644FF, 0x666666FF, 0x666688FF, 0x6666AAFF, 0x6666CCFF, 0x6666EEFF,
- 0x668800FF, 0x668822FF, 0x668844FF, 0x668866FF, 0x668888FF, 0x6688AAFF, 0x6688CCFF, 0x6688EEFF,
- 0x66AA00FF, 0x66AA22FF, 0x66AA44FF, 0x66AA66FF, 0x66AA88FF, 0x66AAAAFF, 0x66AACCFF, 0x66AAEEFF,
- 0x66CC00FF, 0x66CC22FF, 0x66CC44FF, 0x66CC66FF, 0x66CC88FF, 0x66CCAAFF, 0x66CCCCFF, 0x66CCEEFF,
- 0x66EE00FF, 0x66EE22FF, 0x66EE44FF, 0x66EE66FF, 0x66EE88FF, 0x66EEAAFF, 0x66EECCFF, 0x66EEEEFF,
-
- 0x880000FF, 0x880022FF, 0x880044FF, 0x880066FF, 0x880088FF, 0x8800AAFF, 0x8800CCFF, 0x8800FFFF,
- 0x882200FF, 0x882222FF, 0x882244FF, 0x882266FF, 0x882288FF, 0x8822AAFF, 0x8822CCFF, 0x8822EEFF,
- 0x884400FF, 0x884422FF, 0x884444FF, 0x884466FF, 0x884488FF, 0x8844AAFF, 0x8844CCFF, 0x8844EEFF,
- 0x886600FF, 0x886622FF, 0x886644FF, 0x886666FF, 0x886688FF, 0x8866AAFF, 0x8866CCFF, 0x8866EEFF,
- 0x888800FF, 0x888822FF, 0x888844FF, 0x888866FF, 0x888888FF, 0x8888AAFF, 0x8888CCFF, 0x8888EEFF,
- 0x88AA00FF, 0x88AA22FF, 0x88AA44FF, 0x88AA66FF, 0x88AA88FF, 0x88AAAAFF, 0x88AACCFF, 0x88AAEEFF,
- 0x88CC00FF, 0x88CC22FF, 0x88CC44FF, 0x88CC66FF, 0x88CC88FF, 0x88CCAAFF, 0x88CCCCFF, 0x88CCEEFF,
- 0x88EE00FF, 0x88EE22FF, 0x88EE44FF, 0x88EE66FF, 0x88EE88FF, 0x88EEAAFF, 0x88EECCFF, 0x88EEEEFF,
-
- 0xAA0000FF, 0xAA0022FF, 0xAA0044FF, 0xAA0066FF, 0xAA0088FF, 0xAA00AAFF, 0xAA00CCFF, 0xAA00FFFF,
- 0xAA2200FF, 0xAA2222FF, 0xAA2244FF, 0xAA2266FF, 0xAA2288FF, 0xAA22AAFF, 0xAA22CCFF, 0xAA22EEFF,
- 0xAA4400FF, 0xAA4422FF, 0xAA4444FF, 0xAA4466FF, 0xAA4488FF, 0xAA44AAFF, 0xAA44CCFF, 0xAA44EEFF,
- 0xAA6600FF, 0xAA6622FF, 0xAA6644FF, 0xAA6666FF, 0xAA6688FF, 0xAA66AAFF, 0xAA66CCFF, 0xAA66EEFF,
- 0xAA8800FF, 0xAA8822FF, 0xAA8844FF, 0xAA8866FF, 0xAA8888FF, 0xAA88AAFF, 0xAA88CCFF, 0xAA88EEFF,
- 0xAAAA00FF, 0xAAAA22FF, 0xAAAA44FF, 0xAAAA66FF, 0xAAAA88FF, 0xAAAAAAFF, 0xAAAACCFF, 0xAAAAEEFF,
- 0xAACC00FF, 0xAACC22FF, 0xAACC44FF, 0xAACC66FF, 0xAACC88FF, 0xAACCAAFF, 0xAACCCCFF, 0xAACCEEFF,
- 0xAAEE00FF, 0xAAEE22FF, 0xAAEE44FF, 0xAAEE66FF, 0xAAEE88FF, 0xAAEEAAFF, 0xAAEECCFF, 0xAAEEEEFF,
-
- 0xCC0000FF, 0xCC0022FF, 0xCC0044FF, 0xCC0066FF, 0xCC0088FF, 0xCC00AAFF, 0xCC00CCFF, 0xCC00FFFF,
- 0xCC2200FF, 0xCC2222FF, 0xCC2244FF, 0xCC2266FF, 0xCC2288FF, 0xCC22AAFF, 0xCC22CCFF, 0xCC22EEFF,
- 0xCC4400FF, 0xCC4422FF, 0xCC4444FF, 0xCC4466FF, 0xCC4488FF, 0xCC44AAFF, 0xCC44CCFF, 0xCC44EEFF,
- 0xCC6600FF, 0xCC6622FF, 0xCC6644FF, 0xCC6666FF, 0xCC6688FF, 0xCC66AAFF, 0xCC66CCFF, 0xCC66EEFF,
- 0xCC8800FF, 0xCC8822FF, 0xCC8844FF, 0xCC8866FF, 0xCC8888FF, 0xCC88AAFF, 0xCC88CCFF, 0xCC88EEFF,
- 0xCCAA00FF, 0xCCAA22FF, 0xCCAA44FF, 0xCCAA66FF, 0xCCAA88FF, 0xCCAAAAFF, 0xCCAACCFF, 0xCCAAEEFF,
- 0xCCCC00FF, 0xCCCC22FF, 0xCCCC44FF, 0xCCCC66FF, 0xCCCC88FF, 0xCCCCAAFF, 0xCCCCCCFF, 0xCCCCEEFF,
- 0xCCEE00FF, 0xCCEE22FF, 0xCCEE44FF, 0xCCEE66FF, 0xCCEE88FF, 0xCCEEAAFF, 0xCCEECCFF, 0xCCEEEEFF,
-
- 0xEE0000FF, 0xEE0022FF, 0xEE0044FF, 0xEE0066FF, 0xEE0088FF, 0xEE00AAFF, 0xEE00CCFF, 0xEE00FFFF,
- 0xEE2200FF, 0xEE2222FF, 0xEE2244FF, 0xEE2266FF, 0xEE2288FF, 0xEE22AAFF, 0xEE22CCFF, 0xEE22EEFF,
- 0xEE4400FF, 0xEE4422FF, 0xEE4444FF, 0xEE4466FF, 0xEE4488FF, 0xEE44AAFF, 0xEE44CCFF, 0xEE44EEFF,
- 0xEE6600FF, 0xEE6622FF, 0xEE6644FF, 0xEE6666FF, 0xEE6688FF, 0xEE66AAFF, 0xEE66CCFF, 0xEE66EEFF,
- 0xEE8800FF, 0xEE8822FF, 0xEE8844FF, 0xEE8866FF, 0xEE8888FF, 0xEE88AAFF, 0xEE88CCFF, 0xEE88EEFF,
- 0xEEAA00FF, 0xEEAA22FF, 0xEEAA44FF, 0xEEAA66FF, 0xEEAA88FF, 0xEEAAAAFF, 0xEEAACCFF, 0xEEAAEEFF,
- 0xEECC00FF, 0xEECC22FF, 0xEECC44FF, 0xEECC66FF, 0xEECC88FF, 0xEECCAAFF, 0xEECCCCFF, 0xEECCEEFF,
- 0xEEEE00FF, 0xEEEE22FF, 0xEEEE44FF, 0xEEEE66FF, 0xEEEE88FF, 0xEEEEAAFF, 0xEEEECCFF, 0xEEEEEEFF
-};
-```
-
-Sekarang tidak ada lagi duplikat warna, warna tersebut akan didistribusikan ke angka maksimum pada slot, langkah dari warna - 34, dan TAB semua server seperti pelangi!
diff --git a/docs/translations/id/tutorials/perplayervariablesystem.md b/docs/translations/id/tutorials/perplayervariablesystem.md
deleted file mode 100644
index 083f27e3111..00000000000
--- a/docs/translations/id/tutorials/perplayervariablesystem.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: Per-player variable system
-description: Sistem per-player variable (atau pendeknya, PVar) adalah cara baru untuk membuat variabel player dalam bentuk yang efisien membuat method secara global, artinya mereka dapan menggunakan gamemode server dan filterscripts secara bersamaan.
----
-
-Sistem per-player variable (atau pendeknya, PVar) adalah cara baru untuk membuat variabel player dalam bentuk yang efisien membuat method secara global, artinya mereka dapan menggunakan gamemode server dan filterscripts secara bersamaan.
-
-Hal ini mirip dengan [SVars](servervariablesystem), namun dalam basis per-player. Lihat 2 post terakhir di dalam thread ini untuk mempelajari lebih lanjut perbedaan antara pawn properties dan PVars.
-
-## Keuntungan
-
-Sistem baru diperkenalkan di SA-MP 0.3a R5 server di update dengan beberapa keuntungan besar dalam membuat array sized MAX_PLAYERS.
-
-- PVars dapat di bagi/akses keseluruh skrip gamemode dan filterscripts, memudahkan anda untuk memodularisasikan kodingan anda.
-
-- PVars akan otomatis terhapus setelah player logout dari server (setelah OnPlayerDisconnect), berarti anda tidak perlu mereset secara manual variable untuk player selanjutnya bergabung.
-
-- Tidak perlu struktur info enums/player yang kompleks.
-
-- Menghemat memori dengan tidak mengalokasi elemen array pawn untuk playerids dimana tidak akan pernah digunakan.
-
-- Anda dapat dengan mudah menghitung dan mencetak/menyimpan PVar list. Ini membuat debugging dan penyimpanan info player lebih mudah.
-
-- Bahkan jika PVar belum dibuat, tetap akan mengembalikan nilai default 0.
-
-- PVar dapat menyimpan string yang sangat besar menggunakan memori yang dialokasikan secara dinamis.
-
-- Anda dapat Set, Get, Create PVar didalam ingame.
-
-## Kelemahan
-
-- PVars beberapa kali lebih lambat dari variabel biasa. Secara umum lebih menguntungkan untuk mengakali memori speed, daripada sebaliknya.
-
-## Functions
-
-Berikut adalah Functions untuk mengatur dan menerima player variable:
-
-- [SetPVarInt](../scripting/functions/SetPVarInt) Mengatur sebuah integer dari sebuah player variable.
-- [GetPVarInt](../scripting/functions/GetPVarInt) Mengambil nilai integer sebelumnya dari sebuah player variable.
-- [SetPVarString](../scripting/functions/SetPVarString) Mengatur sebuah string dari sebuah player variable.
-- [GetPVarString](../scripting/functions/GetPVarString) Mengambil nilai string sebelumnya dari sebuah player variable.
-- [SetPVarFloat](../scripting/functions/SetPVarFloat) Mengatur sebuah float dari sebuah player variable.
-- [GetPVarFloat](../scripting/functions/GetPVarFloat) Mengambil nilai float sebelumnya dari sebuah player variable.
-- [DeletePVar](../scripting/functions/DeletePVar) Menghapus sebuah player variable.
-
-```c
-#define PLAYER_VARTYPE_NONE (0)
-#define PLAYER_VARTYPE_INT (1)
-#define PLAYER_VARTYPE_STRING (2)
-#define PLAYER_VARTYPE_FLOAT (3)
-```
diff --git a/docs/translations/id/tutorials/servervariablesystem.md b/docs/translations/id/tutorials/servervariablesystem.md
deleted file mode 100644
index f599515b018..00000000000
--- a/docs/translations/id/tutorials/servervariablesystem.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: Server variable system
-
-description: Server variable system (disingkat, SVar) adalah cara baru untung membuat server variabel dalam cara mudah membuat method yang efisien, dengan begitu cara ini bisa dipakai di gamemode server dan filterscripts dalam waktu bersamaan.
----
-
-**Server variable system** (disingkat, **SVar**) adalah cara baru untung membuat server variabel dalam cara mudah membuat method yang efisien, dengan begitu cara ini bisa dipakai di gamemode server dan filterscripts dalam waktu bersamaan.
-
-Sistem ini mirip seperti [PVars](perplayervariablesystem), tetapi tidak terikat player ID.
-
-:::warning
-
-Sistem ini dikenalkan pada SA-MP 0.3.7 R2-1 dan tidak akan bisa berjalan pada versi dibawahnya!
-
-:::
-
-:::note
-
-Sistem SVar ini mirip seperti PVars, tetapi variabel dibuat secara keseluruhan server, tidak terikat pada semua player ID, dan akan tetap sampai gamemode berganti.
-
-:::
-
-## Keuntungan
-
-- SVars dapat di bagi/akses seluruh skrip gamemode dan filterscripts.
-
-- Anda bisa dengan mudahnya menghitung dan menyimpan daftar SVar. Dengan ini memudahkan proses debugging.
-
-- Walaupun SVar belum dibuat sama sekali, nilainya akan kembali ke nilai default yaitu 0.
-
-- SVars dapat menampung string yang sangat besar menggunakan memori yang dialokasikan secara dinamis.
-
-- Anda dapat Set, Get, dan Create SVars ingame.
-
-## Kekurangan
-
-- SVars lebih lambat dari variabel regular. Secara umum lebih menguntungkan untuk mengoptimalisasi memori untuk kecepatan, daripada sebaliknya.
-
-## Fungsi yang Berelasi
-
-- [SetSVarInt](../scripting/functions/SetSVarInt): mengatur sebuah nilai integer didalam variabel server.
-- [GetSVarInt](../scripting/functions/GetSVarInt): mengambil nilai pemain yang sedang bermain dala bentuk integer.
-- [SetSVarString](../scripting/functions/SetSVarString): mengatur sebuah nilai string didalam variabel server.
-- [GetSVarString](../scripting/functions/GetSVarString): mengambil nilai yang sebelumnya telah diatur stringnya di dalam variabel server.
-- [SetSVarFloat](../scripting/functions/SetSVarFloat): mengatur sebuah nilai float didalam server variabel.
-- [GetSVarFloat](../scripting/functions/GetSVarFloat): mengambil nilai yang sebelumnya telah diatur floatnya di dalam variabel server.
-- [DeleteSVar](../scripting/functions/DeleteSVar): hapus sebuah variabel server.
diff --git a/docs/translations/it/meta/Contributing.md b/docs/translations/it/meta/Contributing.md
deleted file mode 100644
index 752bde05dec..00000000000
--- a/docs/translations/it/meta/Contributing.md
+++ /dev/null
@@ -1,219 +0,0 @@
----
-titolo: contribuire
-descrizione: Come contribuire alla documentazione della Wiki di SA-MP e open.mp
----
-
-Questa documentazione è open-source per chiunque voglia contribuire! Basta solamente un account [GitHub](https://github.com) e del tempo libero. Non hai nemmeno bisogno di conoscere il linguaggio Git, puoi direttamente contribuire dall'interfaccia web!
-
-Se vuoi mantenere una specifica lingua apri una pull request ai [`CODEOWNERS`](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) del file e aggiungi una linea con la directory della lingua accompagnato al tuo username.
-
-## Modifica dei contenuti
-
-Su ogni pagina, vi è un bottone che porta alla pagina di GitHub per poterne modificare il contenuto:
-
-
-
-Per esempio, cliccando questo sulla funzione [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) ti porterà a [questa pagina](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md) che presenta un text editor per poter effettuare modifiche ad un file (assumendo il fatto che tu sia loggato su GitHub).
-
-Fai la tua modifica e invia una "Pull request" ciò significa che i mantenitori della wiki e gli altri membri della community potranno revisionare le tue modifiche, discutere qualora vi sia il bisogno di ulteriori modifiche ed effettuare il merge.
-
-## Aggiungere nuovi contenuti
-
-Aggiungere nuovi contenuti è un po' più complicato. Puoi farlo in due maniere:
-
-### Interfaccia GitHub
-
-Quando navighi su una directory su Github, troverai un pulsante "Add file" nell'angolo in alto a destra della lista file:
-
-
-
-Vi è anche la possibilità di poter uploddare un file Markdown che hai già scritto oppure scriverlo direttamente nel text editor di GitHub.
-
-Il file deve avere l'estensione `.md` e contenere Markdown. Per ulteriori informazioni sul Markdown dai un'occhiata a [questa guida](https://guides.github.com/features/mastering-markdown/).
-
-Dopo aver concluso, clicca su "Propose new file" e una Pull Request verrà aperta per effettuare la revisione del codice.
-
-### Git
-
-Se vuoi usare Git, tutto quello che devi fare è clonare la repository della Wiki con la bash:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Ora potrai aprire la repository nel tuo editor di testo preferito. Raccomando personalmente Visual Studio Code dato che ha degli ottimi tools per editare e formattare i file Markdown. Come puoi vedere, sto scrivendo questa documentazione usando Visual Studio Code!
-
-
-
-Raccomando due estensioni per un'esperienza migliore:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) di David Anson - Questa estensione si assicura del fatto che il tuo Markdown sia formattato in maniera corretta. Previene errori di sintassi e semantica. Non tutti i warnings sono importanti ma alcuni possono aiutare a migliorare la leggibilità del codice. Usa il miglior strumento di valutazione e se hai un dubbio chiedi ad un reviewer!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) creata dal team Prettier.js - Prettier.js formatterà automaticamente i tuoi file Markdown automaticamente cosicché tutto il testo usi uno stile coerente. La repository della wiki ha alcune impostazioni nel suo file `package.json` che l'estensione dovrebbe usare in modo autonomo. Assicurati di abilitare "Format On Save" nelle impostazioni dell'editor così i tuoi file Markdown verranno automaticamente formattati ogni volta che salvi il file!
-
-## Note, consigli e convenzioni
-
-### Link Interni
-
-Non usare URL assoluti per i link. Usa solo percorsi relativi.
-
-- âŒ
-
- ```md
- Da utilizzare con [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- Da utilizzare con [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` significa "salire di una directory" dunque se il file che stai editando è dentro la directory `functions` e lo stai collegando a `callbacks` si utilizza `../` per salire alla directory `scripting/` seguita da `callbacks/` per poter entrare nella directory dei callbacks, infine inserire il nome del file (senza `.md`) del callback che vuoi collegare.
-
-### Immagini
-
-Le immagini vanno in una sub-directory dentro `/static/images`. Successivamente quando linki un immagine in un `![]()`basta usare `/images/` come path base (non c'è nessun bisogno di usare `static`è solo per la repository).
-
-Se hai dei dubbi, leggi un'altra pagina che usa delle immagini e imita il procedimento.
-
-### Metadata
-
-La prima cosa in _ogni_ documento dovrebbe essere il metadata:
-
-```mdx
----
-titolo: Il mio documento
-descrizione: Questa pagina parla di roba, cose e hamburgers, evvai!
----
-```
-
-Ogni pagina dovrebbe includere un titolo e una descrizione.
-
-Per una lista completa di cosa può andare in mezzo alle `---` dai un'occhiata qui [Documentazione di Docusaurus](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### Headings
-
-Non creare un header di livello 1 (``) con `#` dato che viene generato automaticamente. Il tuo primo header dovrebbe _sempre_ essere `##`
-
-- âŒ
-
- ```md
- # Il mio titolo
-
- Questa è una documentazione per ...
-
- # Sottosezione
- ```
-
-- ✔
-
- ```md
- Questa è una documentazione per ...
-
- ## Sottosezione
- ```
-
-### Usa gli Snippets di `Code` per referenze tecniche
-
-Quando stai scrivendo un paragrafo che contiene nomi di funzioni, numeri, espressioni o qualsiasi cosa che non sia un linguaggio non-standard, avvolgili in questo modo \`backticks\`. Questo facilita la separazione del linguaggio e la descrizione delle cose da riferimenti a elementi tecnici come nomi di funzioni o pezzi di codice.
-
-- âŒ
-
-> La funzione fopen ritornerà un valore che contiene il tag del tipo di file:, non c'è nessun problema su quella linea di codice poiché il valore ritornato è storato in una variabile che inoltre contiene anche il tag del file: (notare che anche i casi sono gli stessi). In ogni caso nella linea successiva il valore 4 è aggiunto al handle file. 4 non ha nessun tag [...]
-
-- ✔
-
-> La funzione `fopen` ritornerà un valore che contiene il tag del tipo di `file:`, non c'è nessun problema su quella linea di codice poiché il valore ritornato è storato in una variabile che inoltre contiene anche il tag del `file:` (notare che anche i casi sono gli stessi). In ogni caso nella linea successiva il valore `4` è aggiunto al handle file. `4` non ha nessun tag.
-
-Nel precedente esempio, `fopen` è il nome di una funzione, non una parola inglese, dunque avvolgila usando `codice` evidenziare usando gli snippets aiuta a distinguerli da altri contenuti.
-
-Inoltre, se il paragrafo si riferisce ad un esempio di blocco di codice, esso aiuta il lettore ad associare le parole con degli esempi.
-
-### Tabelle
-
-Se una tabella ha un header, va nella parte superiore:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------- |
- | Vita | Stato del motore |
- | 650 | Non danneggiato |
- | 650-550 | Fumo bianco |
- | 550-390 | Fumo grigio |
- | 390-250 | Fumo nero |
- | < 250 | In fiamme (esploderà successivamente) |
- ```
-
-- ✔
-
- ```md
- | Vita | Stato del motore |
- | ------- | ------------------------------------- |
- | 650 | Non danneggiato |
- | 650-550 | Fumo bianco |
- | 550-390 | Fumo grigio |
- | 390-250 | Fumo nero |
- | < 250 | In fiamme (esploderà successivamente) |
- ```
-
-## Migrare dalla Wiki di SA-MP
-
-La maggior parte dei contenuti sono stati spostati, però se trovi una pagina mancante, qui vi è una piccola guida per convertire il contenuto in Markdown
-
-### Prendere l'HTML
-
-1. Clicca questo bottone
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Posiziona il mouse in alto a sinistra della pagina wiki principale, nel margine sinistro o nell'angolo finché non vedi `#content`
-
- 
-
- Oppure cerca ``
-
- 
-
-3. Copia l'HTML interno di quell'elemento
-
- 
-
- Ora hai _solamente_ il codice HTML per il _contenuto_ concreto della pagina, il materiale che ci importa e che puoi convertire in Markdown.
-
-### Convertire l'HTML in Markdown
-
-Per convertire l'HTML di base (niente tabelle) in Markdown usa:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Nota come tutta la tabella si sia sballata completamente...
-
-### Tabelle HTML a Tabelle in Markdown
-
-Il tool soprastante non supporta le tabelle, usa questo tool:
-
-https://jmalarcon.github.io/markdowntables/
-
-E copia solo l'elemento della tabella `
` dentro:
-
-
-
-### Pulire
-
-La conversione molto probabilmente non sarà pervetta. Pertanto avrai da fare un po' di pulizia manuale. L'estensioni di formattazione citate sopra dovrebbero aiutare ma potresti tuttavia avere ancora bisogno di spendere del tempo per sistemarlo manualmente.
-
-Se non hai tempo, non ti preoccupare! Inoltra una bozza non finita e qualcun altro può riprendere da dove hai lasciato!
-
-## Contratto di licenza
-
-Tutti i progetti open.mp hanno un [Contratto di licenza per collaboratori](https://cla-assistant.io/openmultiplayer/homepage). Questo in pratica significa solamente che accetti di lasciarci usare il tuo lavoro, e metterlo sotto licenza open-source. Quando si apre una Pull Request per la prima volta, il bot assistente CLA posterà un link dove puoi firmare il contratto.
diff --git a/docs/translations/pl/client/ClientCommands.md b/docs/translations/pl/client/ClientCommands.md
deleted file mode 100644
index e3c1a0bec59..00000000000
--- a/docs/translations/pl/client/ClientCommands.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: "Komendy klienta"
-description: Lista wszystkich komend klienta.
----
-
-## Komendy
-
-| Komenda | Opis |
-|----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| /quit (/q) | Komenda mówi sama za siebie, opuszczasz grę. Możesz również użyć /q gdyż to ta sama koemnda, ale skrócona. |
-| /save | /save to najczęściej używana standardowa komenda i prawdopodobnie najbardziej użyteczna. Kiedy wpiszesz /save Twoja aktualna pozycja zostanie zapisana w pliku savedpositions.txt który znajduje się w Twoim folderze użytkownika, a następnie możesz go użyć w swoim skrypcie. |
-| /rs | /rs (Raw Save) jest jak /save, ale zapisuje tylko Twoją aktualną pozycję oraz kierunek w którym patrzysz w pliku rawpositions.txt w Twoim folderze użytkownika. Dane z tej komendy nie posiadają dodatkowych informacji takich jak klasa oraz broń.|
-| /interior | Prawie tak ważne jak /save, ta komenda pozwala wyświetlić na chacie aktualny interior w którym się znajdujesz. |
-| /vw | Prawie tak ważne jak /save, ta komenda pozwala wyświetlić na chacie aktualny identyfikator świata wirtualnego(VW) na chacie.|
-| /fpslimit | Ta komenda ustawia limit FPS (Frames Per Second / Klatek na sekundę) dla Twojej gry. Im wyższy limit tym Twoja gra jest płynniejsza. Nie działa gdy ogranicznik FPS w ustawieniach graficznych jest włączony. Limit może być ustawiony pomiędzy 20 a 90, a 50 to wartość domyślna. Ustawia opcję 'fpslimit' w pliku sa-mp.cfg.|
-| /pagesize | /pagesize używamy gdy chcemy zmienić ilość wyświetlanych libnijek czatu. Możemy wyświetlić od 10 do 20 lini, gdzie 10 to wartość domyślna. Ustawia opcję 'pagesize' w sa-mp.cfg.|
-| /headmove | Ta komenda kontroluje czy głowa postaci gracza obraca się w stronę w którą gracz się patrzy, jednakże ta wartość jest lokalna co oznacza iż inni gracze dalej będą widzieć ruch Twojej głowy. Ustawia wartość 'disableheadmove' w pliku sa-mp.cfg. |
-| /timestamp | Ta komenda pozwala na pokazanie/schowanie czasu przy wiadomości na czacie. Wyświetlony czas jest czasem który masz ustawiony na komputerze, a nie czasem serwerowym. Ustawia wartość 'timestamp' w pliku sa-mp.cfg. |
-| /dl | DL to skrót od debug labels. Ta komenda pozwala na włączenie lub wyłączenie etykiet na pojazdach, które pokazują ID pojazdu, model, hp, czy pojazd jest pojazdem pre-loaded, dystans od gracza, naczepę, dostępną ilość siedzeń, aktualną pozycję oraz pozycję respawnu pojazdu. |
-| /nametagstatus | Gdy włączone (Jest domyślnie włączone), gracze będą widzieć klepsydrę przy nazwie gracza który zapauzował grę. W przypadku zminimalizowania gry(alt-tab), wejścia do menu(ESC), stracenia połączenia (crash/timeout) i podczas robienia zrzutów ekranu które zawieszają grę na dłużej niż 3 sekundy. Ustawia wartość 'nonametagstatus' w sa-mp.cfg. |
-| /mem | Pokazuje aktualne użycie pamięci (Zazwyczaj pokazuje tylko 128 MB) |
-| /audiomsg | Włącza/wyłącza wiadomość która wyświetla się gdy url zacznie być streamowany dla klienta. Ustawia wartość 'audiomsgoff' w pliku sa-mp.cfg. |
-| /fontsize | Zmienia wielkość czcionki interfejsu użytkownika(czat, dialogi itp.) Wartości 'fontsize' to -3 do 5. |
-| /ctd | Ta komenda została dodana w wersji SA-MP 0.3.7 RC2. Włącza debugowanie kamery gracza w kliencie. |
-| /rcon | Bardziej odnosi się do serwera niż klienta. Ta komenda pozwala wykonywać komendy RCON. RCON to wbudowany system administracji. RCON oznacza [Remote Control](../server/ControllingServer#using-rcon). |
-| /hudscalefix | Ta komenda została dodana w wersji SA-MP 0.3.7 R3. Włączała lub wyłączała poprawkę dla skali radaru. Dzięki niej radar skalował się lepiej w szerszych rozdzielczościach(zmieniał kształt z 'jajka' na koło). Ustawia wartość 'nohudscale' w sa-mp.cfg. |
-
-## Plik sa-mp.cfg
-
-| Opcja | Opis |
-|-----------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| pagesize | Zobacz /pagesize.|
-| fpslimit | Zobacz /fpslimit.|
-| disableheadmove | Zobacz /headmove.|
-| timestamp | Zobacz /timestamp.|
-| ime | Kontroluje czy okno czatu wspiera edytowanie tekstu oraz zmianę języka. wartość 1 włącza opcję, a 0 wyłącza.|
-| audiomsgoff | Zobacz /audiomsg.|
-| multicore | Opcja ta pozwala przełączyć klienta SA-MP tak aby używał on wielu rdzeni procesora podczas gdy działa. Stadardowo ustawione jest na 1 co oznacza iż klient używa wielu rdzeni. Ustawić na 0 jeśli doświadczasz problemów z myszką. |
-| directmode | Pozwala graczom którzy mają problem z rysowaniem tekstu użyć wolniejszej metody renderowania. 0 aby wyłączyć a 1 żeby włączyć. |
-| audioproxyoff | Jeśli ta opcja jest ustawonia na 1 i posiadasz serwer proxy w opcjach interentu w Windowsie to proxy nie zostanie użyte do streamowania audio w SA-MP.|
-| nonametagstatus | Zobacz /nametagstatus.|
-| fontface | Pozwala zmienić czcionkę czatu, dialogów i tablicy wyników. np. fontface="Comic Sans MS". Ta opcja nie jest oficjalnie wspierana i może powodować problemy|
-| fontweight | Opcja pozwala przełączyć czy czcionka czatu jest pogrubiona czy nie. 0 = Pogrubiona (Standardowe ustawienie) i 1 = Normalna.|
-| nohudscale | Zobacz /hudscalefix.|
diff --git a/docs/translations/pl/meta/Contributing.md b/docs/translations/pl/meta/Contributing.md
deleted file mode 100644
index a1ade671d01..00000000000
--- a/docs/translations/pl/meta/Contributing.md
+++ /dev/null
@@ -1,219 +0,0 @@
----
-title: Przyczyń się do rozwoju
-description: Jak wnieść swój wkład do SA-MP Wiki i dokumentacji open.mp.
----
-
-Kod źródłowy tej dokumentacji jest dostępny dla każdego, kto chce wnieść jakiekolwiek zmiany! Wszystko czego potrzebujesz to konto na [GitHubie](https://github.com) i trochę wolnego czasu. Nie musisz znać obsługi systemu Git, wszystko możesz zrobić przez wersję przeglądarkową!
-
-Jeżeli chcesz zaopiekować się konkretnym językiem, otwórz PR do pliku [`CODEOWNERS`](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) i dodaj linię dla katalogu Twojego języka wraz ze swoją nazwą użytkownika.
-
-## Edycja treści
-
-Na każdej stronie widoczny jest przycisk, który przenosi Cię do jej edycji na GitHubie:
-
-
-
-Na przykład, kliknięcie go na [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) przeniesie Cię do [tej strony](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md), na której dostępny jest edytor tekstowy umożliwiający wprowadzenie zmian do pliku (zakładając, że jesteś zalogowany do GitHuba).
-
-Wprowadź swoje zmiany i wyÅ›lij „Pull Requestâ€, który umożliwi opiekunom Wiki oraz innym czÅ‚onkom spoÅ‚ecznoÅ›ci na przeglÄ…d Twoich zmian, dyskusjÄ™ na temat ewentualnych dodatkowych zmian, a ostatecznie ich wdrożenie.
-
-## Dodawanie nowej zawartości
-
-Dodawanie nowej zawartości jest nieco bardziej zawiłe. Możesz to zrobić na dwa sposoby:
-
-### Interfejs GitHub
-
-Gdy przeglÄ…dasz katalog na GitHubie, w prawym górnym rogu listy plików widoczny jest przycisk „Add fileâ€:
-
-
-
-Możesz wgrać wcześniej napisany plik języka Markdown lub napisać go bezpośrednio w edytorze tekstowym GitHuba.
-
-Plik _musi_ mieć rozszerzenie `.md` i zawierać Markdown. Po więcej informacji na temat języka Markdown, sprawdź [ten poradnik](https://guides.github.com/features/mastering-markdown/)
-
-Kiedy skończysz, kliknij „Propose new file†– Pull Request zostanie otwarty do przeglądu.
-
-### Git
-
-Jeżeli chcesz użyć systemu Git, wystarczy sklonować repozytorium Wiki komendą:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Otwórz je w swoim ulubionym edytorze. Polecamy Visual Studio Code, ponieważ posiada on świetne narzędzia do edycji i formatowania plików Markdown. Jak możesz zobaczyć, ten plik został napisany przy użyciu Visual Studio Code!
-
-
-
-Polecamy także dwie wtyczki, aby uprzyjemnić pracę:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) autorstwa Davida Ansona - ta wtyczka upewnia się, że Twój Markdown jest sformatowany prawidłowo, poprzez zapobieganie składniowym i semantycznym pomyłkom. Nie wszystkie ostrzeżenia są ważne, ale część z nich może pomóc w poprawieniu czytelności. Jeżeli masz jakieś wątpliwości, po prostu zapytaj opiekunów!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) autorstwa zespołu Prettier.js - ta wtyczka będzie automatycznie formatować Twoje pliki Markdown, aby wszystkie utrzymywały jednolitego stylu. Repozytorium Wiki ma kilka ustawień w `package.json`, z których wtyczka powinna skorzystać automatycznie. Upewnij się, że w ustawieniach swojego edytora masz włączoną opcję „Format On Save†– dzięki temu Twoje pliki Markdown będą automatycznie formatowane przy każdym zapisie!
-
-## Uwagi, wskazówki i konwencje
-
-### Linki wewnętrzne
-
-Nie używaj absolutnych URL-ów do wewnętrznych linków. Używaj relatywnych ścieżek.
-
-- âŒ
-
- ```md
- Do użycia z [OnPlayerClickPlayer](https://www.open.mp/docs/translations/pl/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- Do użycia z [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` oznacza „przejdź katalog wyżejâ€, wiÄ™c jeżeli plik, który edytujesz, znajduje siÄ™ w katalogu `functions` i linkujesz do `callbacks`, użyj `../`, aby przejść do `scripting/`, a nastÄ™pnie `callbacks/`, aby dostać siÄ™ do katalogu callbacks. Na koÅ„cu podaj nazwÄ™ pliku (bez `.md`) callbacka, do którego linkujesz.
-
-### Obrazy
-
-Obrazy trafiają do podkatalogu wewnątrz `/static/images`. Gdy chcesz go wstawić na stronę w `![]()`, używaj po prostu `/images/` jako podstawową ścieżkę (`static` jest tu zbędne, gdyż jest używane tylko w repozytorium).
-
-Jeżeli masz wątpliwości, zajrzyj na inną stronę korzystającą z obrazów i skopiuj kod dowolnego obrazu.
-
-### Metadane
-
-Pierwszą rzeczą w _każdym_ dokumencie tutaj powinny być metadane:
-
-```mdx
----
-title: Moja dokumentacja
-description: To jest strona o różnych rzeczach oraz burgerach, hura!
----
-```
-
-Każda strona powinna posiadać tytuł i opis.
-
-Po pełną listę rzeczy, które mogą trafić pomiędzy `---`, sprawdź [dokumentację Docusaurusa](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### Nagłówki
-
-Nie twórz nagłówka poziomu 1 (``) używając `#`, ponieważ jest on generowany automatycznie. Twoim pierwszym nagłówkiem _zawsze_ powinien być `##`.
-
-- âŒ
-
- ```md
- # Mój tytuł
-
- To jest dokumentacja dla...
-
- # Podrozdział
- ```
-
-- ✔
-
- ```md
- To jest dokumentacja dla...
-
- ## Podrozdział
- ```
-
-### Używaj fragmentów `kodu` dla odniesień technicznych
-
-Gdy piszesz tekst zawierający nazwy funkcji, liczby, wyrażenia czy cokolwiek co nie zalicza się do standardowego, pisanego języka, otocz je \`grawisami\`. Ułatwia to rozdzielenie języka opisowego od odniesień do elementów technicznych takich jak nazwy funkcji czy fragmenty kodu.
-
-- âŒ
-
- > Funkcja fopen zawsze zwraca wartość z tagiem File:, nie ma żadnego problemu w tej linii, ponieważ zwracana wartość jest przechowywana w zmiennej również z tagiem File: (należy pamiętać o takiej samej wielkości znaków). Natomiast w następnej linii wartość 4 jest dodana do tej samej zmiennej, a wartość 4 nie posiada żadnego tagu.
-
-- ✔
-
- > Funkcja `fopen` zawsze zwraca wartość z tagiem `File:`, nie ma żadnego problemu w tej linii, ponieważ zwracana wartość jest przechowywana w zmiennej również z tagiem `File:` (należy pamiętać o takiej samej wielkości znaków). Natomiast w następnej linii wartość `4` jest dodana do tej samej zmiennej, a wartość `4` nie posiada żadnego tagu.
-
-W powyższym przykładzie, `fopen` to nazwa funkcji, a nie polskie słowo, dlatego otoczenie go tagiem `kodu` ułatwia rozróżnienie go od pozostałej zawartości.
-
-Dodatkowo, jeżeli tekst odnosi się do dłuższego fragmentu przykładowego kodu, ułatwia to powiązanie wyrazów z przykładem.
-
-### Tabele
-
-Jeżeli tabela ma nagłówki, trafiają one do jej górnej części:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ---------------------------------------- |
- | Życie | Status silnika |
- | 650 | Niezniszczony |
- | 650-550 | Biały dym |
- | 550-390 | Szary dym |
- | 390-250 | Czarny dym |
- | < 250 | Płonie (eksploduje kilka sekund później) |
- ```
-
-- ✔
-
- ```md
- | Życie | Status silnika |
- | ------- | ---------------------------------------- |
- | 650 | Niezniszczony |
- | 650-550 | Biały dym |
- | 550-390 | Szary dym |
- | 390-250 | Czarny dym |
- | < 250 | Płonie (eksploduje kilka sekund później) |
- ```
-
-## Migracja z SA-MP Wiki
-
-Większość zawartości została przeniesiona, ale jeśli znajdziesz brakującą stronę, skorzystaj z prostego poradnika konwersji zawartości na Markdown.
-
-### Zdobycie kodu HTML
-
-1. Kliknij ten przycisk
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Najeżdżaj na górną lewą część podstrony, na lewy margines lub na róg, aż zobaczysz `#content`
-
- 
-
- Lub wyszukaj ``
-
- 
-
-3. Skopiuj cały kod HTML znajdujący się wewnątrz tego elementu
-
- 
-
- Teraz masz _tylko_ kod HTML konkretnej _zawartości_ strony, czyli to co nas interesuje i co możesz przekonwertować na Markdown.
-
-### Konwersja HTML na Markdown
-
-Do konwersji podstawowego kodu HTML (bez tabel) na Markdown, użyj:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Zwróć uwagę, że tabela całkowicie się zepsuła...
-
-### Konwersja tabel HTML na tabele Markdown
-
-Ponieważ powyższe narzędzie nie wspiera tabel, skorzystaj z tego narzędzia:
-
-https://jmalarcon.github.io/markdowntables/
-
-I skopiuj sam element `
` do:
-
-
-
-### PorzÄ…dkowanie
-
-Konwersja prawdopodobnie nie będzie perfekcyjna, więc musisz częściowo uporządkować to samemu. Wtyczki formatujące wypisane wyżej powinny w tym pomóc, ale wciąż będzie trzeba spędzić trochę czasu poprawiając pozostałości ręcznie.
-
-Jeżeli nie masz czasu, nie przejmuj się! Wyślij nieskończoną wersję roboczą, a ktoś inny ją dokończy.
-
-## Umowa licencyjna
-
-Wszystkie projekty open.mp posiadają [umowę licencyjną współtwórcy](https://cla-assistant.io/openmultiplayer/homepage). To w zasadzie oznacza, że zgadzasz się na wykorzystanie przez nas Twojej pracy i umieszczenie jej pod licencją open-source. Gdy stworzysz swój pierwszy Pull Request, bot CLA-Assistant zamieści link, w którym możesz potwierdzić swoją zgodę.
diff --git a/docs/translations/pl/scripting/functions/AddCharModel.md b/docs/translations/pl/scripting/functions/AddCharModel.md
deleted file mode 100644
index 101a9268a89..00000000000
--- a/docs/translations/pl/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddCharModel
-description: Dodaje nowy model postaci do pobrania.
-tags: []
----
-
-
-
-## Opis
-
-Dodaje niestandardowy model postaci do pobrania. Pliki modelu będą przechowywane w ścieżce Dokumenty\GTA San Andreas User Files\SAMP\cache w katalogu nazwanym adresem IP oraz portem serwera, z nazwami w formie sum kontrolnych CRC.
-
-| Nazwa | Opis |
-| ------- | ------------------------------------------------------------------------------------------------------------------- |
-| baseid | Bazowe ID skina (nowy skin oddziedziczy po nim zachowanie, a jeżeli pobieranie się nie uda, to także wygląd). |
-| newid | Nowe ID skina z zakresu od 20000 do 30000 (10000 slotów), używane później w SetPlayerSkin. |
-| dffname | Nazwa pliku .dff z kolizjami modelu, znajdującego się domyślnie w serwerowym katalogu models (ustawienie artpath). |
-| txdname | Nazwa pliku .txd z teksturami modelu, znajdującego się domyślnie w serwerowym katalogu models (ustawienie artpath). |
-
-## Zwracane wartości
-
-1: Funkcja wykonała się prawidłowo.
-
-0: Funkcja nie wykonała się prawidłowo.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Uwagi
-
-:::tip
-
-useartwork musi być włączone w ustawieniach serwera, aby ta funkcja działała.
-
-:::
-
-:::warning
-
-Aktualnie nie ma żadnych restrykcji co do wywoływania tej funkcji, ale miej na uwadze, że jeżeli nie wywołasz jej w OnFilterScriptInit/OnGameModeInit, to gracze, którzy są już na serwerze, mogą nie mieć pobranych modeli.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [SetPlayerSkin](SetPlayerSkin.md): Ustawia skin gracza.
diff --git a/docs/translations/pl/scripting/functions/AddMenuItem.md b/docs/translations/pl/scripting/functions/AddMenuItem.md
deleted file mode 100644
index fe1ab5b7786..00000000000
--- a/docs/translations/pl/scripting/functions/AddMenuItem.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: AddMenuItem
-description: Dodaje element do konkretnego menu.
-Tags: ["menu"]
----
-
-## Opis
-
-Dodaje element do konkretnego menu.
-
-| Nazwa | Opis |
-| ------- | ------------------------------------------------- |
-| menuid | ID menu, do którego element ma zostać dodany. |
-| column | Kolumna, do której dana pozycja ma zostać dodana. |
-| title[] | Tytuł nowego elementu w menu. |
-
-## Zwracane wartości
-
-Indeks rzędu, do którego element został dodany.
-
-## Przykłady
-
-```c
-new Menu:examplemenu;
-
-public OnGameModeInit()
-{
- examplemenu = CreateMenu("Twoje menu", 2, 200.0, 100.0, 150.0, 150.0);
- AddMenuItem(examplemenu, 0, "element 1");
- AddMenuItem(examplemenu, 0, "element 2");
- return 1;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Podanie nieprawidłowego ID menu powoduje crash. Możesz mieć tylko 12 elementów w każdym menu (13 przechodzi na prawą stronę nagłówka nazwy kolumny (pokolorowany), 14 i większe nie są wyświetlane wcale. Możesz używać tylko 2 kolumn (0 i 1). Możesz dodać tylko 8 kolorów do jednego elementu (~r~, ~g~, itd.). Maksymalna długość elementu menu to 31 znaków.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [CreateMenu](CreateMenu.md): Tworzy menu.
-- [SetMenuColumnHeader](SetMenuColumnHeader.md): Ustawia nagłówek dla jednej z kolumn w menu.
-- [DestroyMenu](DestroyMenu.md): Kasuje menu.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow.md): Wywoływane, gdy gracz wybrał rząd w menu.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu.md): Wywoływane, gdy gracz zamknie menu.
diff --git a/docs/translations/pl/scripting/functions/AddPlayerClass.md b/docs/translations/pl/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index 0334e7a68f5..00000000000
--- a/docs/translations/pl/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description: Dodaje klasÄ™ do wyboru klasy.
-tags: ["player"]
----
-
-## Opis
-
-Dodaje klasę do wyboru klas. Klasy umożliwiają graczom spawnowanie się z wybranym przez nich skinem.
-
-| Nazwa | Opis |
-| ------------- | ----------------------------------------------------------- |
-| modelid | Skin, z którym gracze będą się spawnować. |
-| Float:spawn_x | Koordynat X miejsca spawnu tej klasy. |
-| Float:spawn_y | Koordynat Y miejsca spawnu tej klasy. |
-| Float:spawn_z | Koordynat Z miejsca spawnu tej klasy. |
-| Float:z_angle | Kierunek, w który skierowany będzie gracz po zespawnowaniu. |
-| weapon1 | Pierwsza broń, którą gracz otrzyma po zespawnowaniu. |
-| weapon1_ammo | Liczba sztuk amunicji dla pierwszej broni. |
-| weapon2 | Druga broń, którą gracz otrzyma po zespawnowaniu. |
-| weapon2_ammo | Liczba sztuk amunicji dla drugiej broni. |
-| weapon3 | Trzecia broń, którą gracz otrzyma po zespawnowaniu. |
-| weapon3_ammo | Liczba sztuk amunicji dla trzeciej broni. |
-
-## Zwracane wartości
-
-ID klasy, która właśnie została dodana.
-
-319, jeżeli limit klas (320) został osiągnięty. Najwyższe możliwe ID klasy to 319.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- // Gracze mogą się zespawnować skinem CJ (0) lub skinem The Trutha (1).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Maksymalne ID klasy to 319 (zaczynając od 0, czyli łącznie 320 klas). Po osiągnięciu tego limitu, każda następna dodana klasa będzie zastępować ID 319.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [AddPlayerClassEx](AddPlayerClassEx.md): Dodaje klasę z domyślną drużyną.
-- [SetSpawnInfo](SetSpawnInfo.md): Konfiguruje ustawienia spawnu dla gracza.
-- [SetPlayerSkin](SetPlayerSkin.md): Ustawia skin gracza.
diff --git a/docs/translations/pl/scripting/functions/AddPlayerClassEx.md b/docs/translations/pl/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index 5484a653b55..00000000000
--- a/docs/translations/pl/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddPlayerClassEx
-description: Ta funkcja jest dokładnie taka sama, jak funkcja AddPlayerClass, z wyjątkiem dodatkowego parametru na drużynę.
-tags: ["player"]
----
-
-## Opis
-
-Ta funkcja jest dokładnie taka sama, jak funkcja AddPlayerClass, z wyjątkiem dodatkowego parametru na drużynę.
-
-| Nazwa | Opis |
-| ------------- | ----------------------------------------------------------- |
-| teamid | Drużyna, w której gracz ma się spawnować. |
-| modelid | Skin, z którym gracze będą się spawnować. |
-| Float:spawn_x | Koordynat X miejsca spawnu tej klasy. |
-| Float:spawn_y | Koordynat Y miejsca spawnu tej klasy. |
-| Float:spawn_z | Koordynat Z miejsca spawnu tej klasy. |
-| Float:z_angle | Kierunek, w który skierowany będzie gracz po zespawnowaniu. |
-| weapon1 | Pierwsza broń, którą gracz otrzyma po zespawnowaniu. |
-| weapon1_ammo | Liczba sztuk amunicji dla pierwszej broni. |
-| weapon2 | Druga broń, którą gracz otrzyma po zespawnowaniu. |
-| weapon2_ammo | Liczba sztuk amunicji dla drugiej broni. |
-| weapon3 | Trzecia broń, którą gracz otrzyma po zespawnowaniu. |
-| weapon3_ammo | Liczba sztuk amunicji dla trzeciej broni. |
-
-## Zwracane wartości
-
-ID klasy, która właśnie została dodana.
-
-319, jeżeli limit klas (320) został osiągnięty. Najwyższe możliwe ID klasy to 319.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- // Gracze mogą się zespawnować:
- // Skinem CJ (ID 0) w drużynie 1.
- // Skinem The Trutha (ID 1) w drużynie 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Maksymalne ID klasy to 319 (zaczynając od 0, czyli łącznie 320 klas). Po osiągnięciu tego limitu, każda następna dodana klasa będzie zastępować ID 319.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [AddPlayerClass](AddPlayerClass.md): Dodaje klasÄ™.
-- [SetSpawnInfo](SetSpawnInfo.md): Konfiguruje ustawienia spawnu dla gracza.
-- [SetPlayerTeam](SetPlayerTeam.md): Ustawia drużynę gracza.
-- [SetPlayerSkin](SetPlayerSkin.md): Ustawia skin gracza.
diff --git a/docs/translations/pl/scripting/functions/AddSimpleModel.md b/docs/translations/pl/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index f92af9fc5a5..00000000000
--- a/docs/translations/pl/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: AddSimpleModel
-description: Dodaje do pobrania nowy obiekt.
-tags: []
----
-
-
-
-## Opis
-
-Dodaje nowy niestandardowy obiekt do pobrania. Pliki modelu będą przechowywane w ścieżce Dokumenty\GTA San Andreas User Files\SAMP\cache w katalogu nazwanym adresem IP oraz portem serwera, z nazwami w formie sum kontrolnych CRC.
-
-| Nazwa | Opis |
-| ------------ | ------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | ID wirtualnego świata, w którym obiekt będzie dostępny. Użyj -1, aby był dostępny we wszystkich światach. |
-| baseid | Bazowe ID obiektu do użycia (oryginalny obiekt, który zostanie wykorzystany, gdy pobieranie się nie uda). |
-| newid | Nowe ID obiektu z zakresu od -1000 do -30000 (29000 slotów), używane później w CreateObject lub CreatePlayerObject. |
-| dffname | Nazwa pliku .dff z kolizjami modelu, znajdującego się domyślnie w serwerowym katalogu models (ustawienie artpath). |
-| txdname | Nazwa pliku .txd z teksturami modelu, znajdującego się domyślnie w serwerowym katalogu models (ustawienie artpath). |
-
-## Zwracane wartości
-
-1: Funkcja wykonała się prawidłowo.
-
-0: Funkcja nie wykonała się prawidłowo.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```c
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## Uwagi
-
-:::tip
-
-`useartwork` musi być włączone w ustawieniach serwera, aby ta funkcja działała. Jeżeli ustawiony jest konkretny wirtualny świat, to gracz pobierze obiekty w momencie wejścia do niego.
-
-:::
-
-:::warning
-
-Aktualnie nie ma żadnych restrykcji co do wywoływania tej funkcji, ale miej na uwadze, że jeżeli nie wywołasz jej w OnFilterScriptInit/OnGameModeInit, to gracze, którzy są już na serwerze, mogą nie mieć pobranych obiektów.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): Wywoływane, kiedy gracz skończy pobierać niestandardowe modele.
diff --git a/docs/translations/pl/scripting/functions/AddSimpleModelTimed.md b/docs/translations/pl/scripting/functions/AddSimpleModelTimed.md
deleted file mode 100644
index 7019c90e0cc..00000000000
--- a/docs/translations/pl/scripting/functions/AddSimpleModelTimed.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddSimpleModelTimed
-description: Dodaje do pobrania nowy obiekt.
-tags: []
----
-
-
-
-## Opis
-
-Dodaje nowy niestandardowy obiekt do pobrania. Pliki modelu będą przechowywane w ścieżce Dokumenty\GTA San Andreas User Files\SAMP\cache w katalogu nazwanym adresem IP oraz portem serwera, z nazwami w formie sum kontrolnych CRC.
-
-| Nazwa | Opis |
-| ------------ | ------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | ID wirtualnego świata, w którym obiekt będzie dostępny. Użyj -1, aby był dostępny we wszystkich światach. |
-| baseid | Bazowe ID obiektu do użycia (oryginalny obiekt, który zostanie wykorzystany, gdy pobieranie się nie uda). |
-| newid | Nowe ID obiektu z zakresu od -1000 do -30000 (29000 slotów), używane później w CreateObject lub CreatePlayerObject. |
-| dffname | Nazwa pliku .dff z kolizjami modelu, znajdującego się domyślnie w serwerowym katalogu models (ustawienie artpath). |
-| txdname | Nazwa pliku .txd z teksturami modelu, znajdującego się domyślnie w serwerowym katalogu models (ustawienie artpath). |
-| timeon | Godzina w świecie gry, o której obiekt się pojawi. |
-| timeoff | Godzina w świecie gry, o której obiekt zniknie. |
-
-## Zwracane wartości
-
-1: Funkcja wykonała się prawidłowo.
-
-0: Funkcja nie wykonała się prawidłowo.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModelTimed(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd", 9, 18); // Ta ściana będzie renderowana tylko pomiędzy 09:00, a 18:00
- return 1;
-}
-```
-
-## Uwagi
-
-:::tip
-
-useartwork musi być włączone w ustawieniach serwera, aby ta funkcja działała. Jeżeli ustawiony jest konkretny wirtualny świat, to gracz pobierze obiekty w momencie wejścia do niego.
-
-:::
-
-:::warning
-
-Aktualnie nie ma żadnych restrykcji co do wywoływania tej funkcji, ale miej na uwadze, że jeżeli nie wywołasz jej w OnFilterScriptInit/OnGameModeInit, to gracze, którzy są już na serwerze, mogą nie mieć pobranych obiektów.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): Wywoływane, kiedy gracz skończy pobierać niestandardowe modele.
diff --git a/docs/translations/pl/scripting/functions/AddStaticPickup.md b/docs/translations/pl/scripting/functions/AddStaticPickup.md
deleted file mode 100644
index 52549112487..00000000000
--- a/docs/translations/pl/scripting/functions/AddStaticPickup.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: AddStaticPickup
-description: Ta funkcja dodaje „statyczny†pickup do gry.
-tags: []
----
-
-## Opis
-
-Ta funkcja dodaje „statyczny†pickup do gry. Pickupy wspierają bronie, zdrowie, kamizelkę itd. i mogą działać bez konieczności ich dodatkowego kodowania (bronie/życie/kamizelka będą dawane automatycznie).
-
-| Nazwa | Opis |
-| ----------------------------------- | ----------------------------------------------------------------------------------------------------------------- |
-| [model](../resources/pickupids.md) | Model pickupu. |
-| [type](../resources/pickuptypes.md) | Typ pickupu. Decyduje o reakcji pickupu na jego podniesienie. |
-| Float:X | Koordynat X, na którym pickup zostanie utworzony. |
-| Float:Y | Koordynat Y, na którym pickup zostanie utworzony. |
-| Float:Z | Koordynat Z, na którym pickup zostanie utworzony. |
-| virtualworld | ID wirtualnego świata, w którym pickup ma zostać umieszczony. Użyj -1, aby pokazać pickup we wszystkich światach. |
-
-## Zwracane wartości
-
-1: Pickup został utworzony pomyślnie.
-
-0: Pickup nie został utworzony.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- // Tworzy pickup z kamizelkÄ…
- AddStaticPickup(1242, 2, 1503.3359, 1432.3585, 10.1191, 0);
-
- // Tworzy pickup od życia, tuż obok kamizelki
- AddStaticPickup(1240, 2, 1506.3359, 1432.3585, 10.1191, 0);
-
- return 1;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Ta funkcja nie zwraca ID pickupu, którego możesz użyć na przykład w OnPlayerPickUpPickup. Użyj CreatePickup, jeżeli chcesz przypisać ID.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [CreatePickup](CreatePickup.md): Tworzy pickup.
-- [DestroyPickup](DestroyPickup.md): Kasuje pickup.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup.md): Wywoływane, gdy gracz podnosi pickup.
diff --git a/docs/translations/pl/scripting/functions/AddStaticVehicle.md b/docs/translations/pl/scripting/functions/AddStaticVehicle.md
deleted file mode 100644
index 5eaf9ebdd77..00000000000
--- a/docs/translations/pl/scripting/functions/AddStaticVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: AddStaticVehicle
-description: Dodaje „statyczny†pojazd (pojazdy są wstępnie ładowane dla graczy) do gamemodu.
-tags: ["vehicle"]
----
-
-## Opis
-
-Dodaje „statyczny†pojazd (pojazdy są wstępnie ładowane dla graczy) do gamemodu.
-
-| Nazwa | Opis |
-| ---------------------------------------- | ----------------------------------- |
-| modelid | ID modelu pojazdu. |
-| Float:spawn_X | Koordynat X pojazdu. |
-| Float:spawn_Y | Koordynat Y pojazdu. |
-| Float:spawn_Z | Koordynat Z pojazdu. |
-| Float:z_angle | Kierunek pojazdu (kÄ…t). |
-| [color1](../resources/vehiclecolorid.md) | ID pierwszego koloru. -1 to losowy. |
-| [color2](../resources/vehiclecolorid.md) | ID drugiego koloru. -1 to losowy. |
-
-## Zwracane wartości
-
-ID stworzonego pojazdu (pomiędzy 1, a MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) jeżeli pojazd nie został utworzony (osiągnięto limit pojazdów lub podano nieprawidłowe ID modelu).
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- // Dodaje HydrÄ™ do gry
- AddStaticVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, 0, 1);
-
- return 1;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [AddStaticVehicleEx](AddStaticVehicleEx.md): Dodaje statyczny pojazd z niestandardowym czasem respawnu.
-- [CreateVehicle](CreateVehicle.md): Tworzy pojazd.
-- [DestroyVehicle](DestroyVehicle.md): Kasuje pojazd.
diff --git a/docs/translations/pl/scripting/functions/AddStaticVehicleEx.md b/docs/translations/pl/scripting/functions/AddStaticVehicleEx.md
deleted file mode 100644
index 1e6e2f4d70b..00000000000
--- a/docs/translations/pl/scripting/functions/AddStaticVehicleEx.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: AddStaticVehicleEx
-description: Dodaje „statyczny†pojazd (pojazdy są wstępnie ładowane dla graczy) do gamemodu.
-tags: ["vehicle"]
----
-
-## Opis
-
-Dodaje „statyczny†pojazd (pojazdy są wstępnie ładowane dla graczy) do gamemodu. Różnica pomiędzy AddStaticVehicle polega na tym, że ta funkcja umożliwia ustawienie czasu respawnu pojazdu, gdy kierowca go porzuci.
-
-| Nazwa | Opis |
-| ---------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
-| modelid | ID modelu pojazdu. |
-| Float:spawn_X | Koordynat X pojazdu. |
-| Float:spawn_Y | Koordynat Y pojazdu. |
-| Float:spawn_Z | Koordynat Z pojazdu. |
-| Float:z_angle | Kierunek pojazdu (kÄ…t). |
-| [color1](../resources/vehiclecolorid.md) | ID pierwszego koloru. -1 to losowy. |
-| [color2](../resources/vehiclecolorid.md) | ID drugiego koloru. -1 to losowy. |
-| respawn_delay | Czas, po którym pojazd bez kierowcy zostanie zrespawnowany (w sekundach). |
-| addsiren | Dodane w 0.3.7; nie będzie działać w starszych wersjach. Domyślna wartość to 0. Umożliwia włączenie syren w każdym pojeździe, który posiada klakson. |
-
-## Zwracane wartości
-
-ID stworzonego pojazdu (pomiędzy 1, a MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) jeżeli pojazd nie został utworzony (osiągnięto limit pojazdów lub podano nieprawidłowe ID modelu).
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- // Dodaje Hydrę (520) do gry, która będzie respawnowana po 15 sekundach od porzucenia
- AddStaticVehicleEx (520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 15);
-
- return 1;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [AddStaticVehicle](AddStaticVehicle.md): Dodaje statyczny pojazd.
-- [CreateVehicle](CreateVehicle.md): Tworzy pojazd.
diff --git a/docs/translations/pl/scripting/functions/AddVehicleComponent.md b/docs/translations/pl/scripting/functions/AddVehicleComponent.md
deleted file mode 100644
index 21d0d58e504..00000000000
--- a/docs/translations/pl/scripting/functions/AddVehicleComponent.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: AddVehicleComponent
-description: Dodaje „komponent†(część tuningową) do pojazdu.
-tags: ["vehicle"]
----
-
-## Opis
-
-Dodaje „komponent†(część tuningową) do pojazdu. Listę komponentów znajdziesz poniżej.
-
-| Nazwa | Opis |
-| --------------------------------------------- | ---------------------------------------------------------------------------- |
-| vehicleid | ID pojazdu, w którym komponent ma zostać zamontowany. Nie mylić z ID modelu. |
-| [componentid](../resources/carcomponentid.md) | ID komponentu, który ma zostać zamontowany w pojeździe. |
-
-## Zwracane wartości
-
-0 - Komponent nie został zamontowany, ponieważ pojazd nie istnieje.
-
-1 - Komponent został pomyślnie zamontowany w pojeździe.
-
-## Przykłady
-
-```c
-new gTaxi;
-
-public OnGameModeInit()
-{
- gTaxi = AddStaticVehicle(420, -2482.4937, 2242.3936, 4.6225, 179.3656, 6, 1); // Taxi
- return 1;
-}
-
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && oldstate == PLAYER_STATE_ONFOOT)
- {
- if (GetPlayerVehicleID(playerid) == gTaxi)
- {
- AddVehicleComponent(gTaxi, 1010); // Nitro
- SendClientMessage(playerid, 0xFFFFFFAA, "Nitro zostało zamontowane w taksówce.");
- }
- }
- return 1;
-}
-```
-
-## Uwagi
-
-:::warning
-
-Użycie nieprawidłwego ID komponentu powoduje zcrashowanie klienta. Nie ma żadnych dodatkowych zabezpieczeń na to.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [RemoveVehicleComponent](RemoveVehicleComponent.md): Usuwa komponent z pojazdu.
-- [GetVehicleComponentInSlot](GetVehicleComponentInSlot.md): Sprawdza, jakie komponenty pojazd posiada.
-- [GetVehicleComponentType](GetVehicleComponentType.md): Sprawdza typ komponentu po ID.
-- [OnVehicleMod](../callbacks/OnVehicleMod.md): Wywoływane, kiedy pojazd jest tuningowany.
-- [OnEnterExitModShop](../callbacks/OnEnterExitModShop.md): Wywoływane, gdy pojazd wjedzie lub wyjedzie z warsztatu tuningowego.
diff --git a/docs/translations/pl/scripting/functions/AllowAdminTeleport.md b/docs/translations/pl/scripting/functions/AllowAdminTeleport.md
deleted file mode 100644
index 647f3a18265..00000000000
--- a/docs/translations/pl/scripting/functions/AllowAdminTeleport.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: AllowAdminTeleport
-description: Ta funkcja określa, czy administratorzy RCON będą teleportowani do punktu docelowego, kiedy tylko go zaznaczą na mapie.
-tags: []
----
-
-:::warning
-
-Ta funkcja od wersji 0.3d jest przestarzała. Sprawdź OnPlayerClickMap.
-
-:::
-
-## Opis
-
-Ta funkcja określa, czy administratorzy RCON będą teleportowani do punktu docelowego, kiedy tylko go zaznaczą na mapie.
-
-| Nazwa | Opis |
-| ----- | ---------------------------- |
-| allow | 0 - wyłączone, 1 - włączone. |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- AllowAdminTeleport(1);
- // Pozostałe rzeczy
- return 1;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [IsPlayerAdmin](IsPlayerAdmin.md): Sprawdza, czy gracz jest zalogowany jako RCON.
-- [AllowPlayerTeleport](AllowPlayerTeleport.md): Włącza graczom teleportowanie do punktów docelowych.
diff --git a/docs/translations/pl/scripting/functions/AllowInteriorWeapons.md b/docs/translations/pl/scripting/functions/AllowInteriorWeapons.md
deleted file mode 100644
index 2c5e765ebe4..00000000000
--- a/docs/translations/pl/scripting/functions/AllowInteriorWeapons.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: AllowInteriorWeapons
-description: Przełącza możliwość używania broni we wnętrzach.
-tags: []
----
-
-## Opis
-
-Przełącza możliwość używania broni we wnętrzach.
-
-| Nazwa | Opis |
-| ----- | ---------------------------------------------------------------------------- |
-| allow | 1 - włącza bronie we wnętrzach (domyślnie), 0 - wyłącza bronie we wnętrzach. |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-public OnGameModeInit()
-{
- // To zezwoli na bronie we wnętrzach.
- AllowInteriorWeapons(1);
- return 1;
-}
-```
-
-## Uwagi
-
-:::warning
-
-Ta funkcja nie działa w aktualnej wersji SA:MP!
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [SetPlayerInterior](SetPlayerInterior.md): Ustawia graczowi wnętrze.
-- [GetPlayerInterior](GetPlayerInterior.md): Pobiera aktualne wnętrze gracza.
-- [OnPlayerInteriorChange](../callbacks/OnPlayerInteriorChange.md): Wywoływane, gdy gracz zmienia wnętrze.
diff --git a/docs/translations/pl/scripting/functions/AllowPlayerTeleport.md b/docs/translations/pl/scripting/functions/AllowPlayerTeleport.md
deleted file mode 100644
index 09bc5b7ccd8..00000000000
--- a/docs/translations/pl/scripting/functions/AllowPlayerTeleport.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: AllowPlayerTeleport
-description: Włącza/wyłącza graczom możliwość teleportacji przez klikanie prawym przyciskiem myszy na mapie.
-tags: ["player"]
----
-
-:::warning
-
-Ta funkcja od wersji 0.3d jest przestarzała. Sprawdź OnPlayerClickMap.
-
-:::
-
-## Opis
-
-Włącza/wyłącza graczom możliwość teleportacji przez klikanie prawym przyciskiem myszy na mapie.
-
-| Nazwa | Opis |
-| -------- | ------------------------------------------------------------ |
-| playerid | ID gracza, który ma mieć przełączoną możliwość teleportacji. |
-| allow | 1 - włącza, 0 - wyłącza. |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-public OnPlayerConnect( playerid )
-{
- // Pozwala graczowi na teleportację przez kliknięcie prawym przyciskiem myszy na mapie,
- // ponieważ jest to w OnPlayerConnect, wykona się to dla KAŻDEGO gracza
- AllowPlayerTeleport( playerid, 1 );
-}
-```
-
-## Uwagi
-
-:::warning
-
-Ta funkcja będzie działać tylko jeżeli AllowAdminTeleport jest włączone, musisz być również administratorem.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [AllowAdminTeleport](AllowAdminTeleport.md): Przełącza teleportowanie do punktu docelowego dla administratorów RCON.
diff --git a/docs/translations/pl/scripting/functions/ApplyActorAnimation.md b/docs/translations/pl/scripting/functions/ApplyActorAnimation.md
deleted file mode 100644
index 3d5dc29da61..00000000000
--- a/docs/translations/pl/scripting/functions/ApplyActorAnimation.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: ApplyActorAnimation
-description: Włącza animację aktorowi.
-tags: []
----
-
-
-
-## Opis
-
-Włącza animację aktorowi.
-
-| Nazwa | Opis |
-| ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| actorid | ID aktora, któremu chcesz włączyć animację. |
-| animlib[] | Biblioteka, z której ma być zastosowana animacja. |
-| animname[] | Nazwa animacji, która ma zostać zastosowana (z powyższej biblioteki). |
-| fDelta | Prędkość odtwarzania animacji (używaj 4.1). |
-| loop | Jeżeli jest ustawione na 1, animacja będzie zapętlona. Jeżeli jest ustawione na 0, animacja zostanie odtworzona tylko raz. |
-| lockx | Jeżeli jest ustawione na 0, aktor wróci do swojego starego koordynatu X po skończeniu animacji (w przypadku animacji, które poruszają aktorem, np. chodzenie). 1 nie przywróci go do starej pozycji. |
-| locky | Tak samo jak powyżej, tyle że dla osi Y. Wartość powinna być taka sama, jak przy poprzednim parametrze. |
-| freeze | Ustawienie tego na 1 zamrozi aktora po ukończeniu animacji. 0 tego nie zrobi. |
-| time | Timer w milisekundach. Dla nieskończonej pętli powinien być ustawiony na 0. |
-
-## Zwracane wartości
-
-1: Funkcja wykonała się prawidłowo.
-
-0: Funkcja nie wykonała się prawidłowo. Podany aktor nie istnieje.
-
-## Przykłady
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Aktor jako sprzedawca w Ammu-Nation
- ApplyActorAnimation(gMyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // Animacja płacenia
- return 1;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Musisz wstępnie załadować bibliotekę animacji graczowi, u którego animacja będzie wyświetlana, a nie samemu aktorowi. W przeciwnym wypadku, animacja aktora nie zostanie włączona do momentu ponownego uruchomienia funkcji.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [ClearActorAnimations](ClearActorAnimations.md): Wyłącza wszystkie animacje, które aktor ma włączone.
diff --git a/docs/translations/pl/scripting/functions/ApplyAnimation.md b/docs/translations/pl/scripting/functions/ApplyAnimation.md
deleted file mode 100644
index 8a49da3c93a..00000000000
--- a/docs/translations/pl/scripting/functions/ApplyAnimation.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: ApplyAnimation
-description: Włącza animację graczowi.
-tags: []
----
-
-## Opis
-
-Włącza animację graczowi.
-
-| Nazwa | Opis |
-| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| playerid | ID gracza, któremu chcesz włączyć animację. |
-| animlib[] | Biblioteka, z której ma być zastosowana animacja. |
-| animname[] | Nazwa animacji, która ma zostać zastosowana (z powyższej biblioteki). |
-| fDelta | Prędkość odtwarzania animacji (używaj 4.1). |
-| loop | Jeżeli jest ustawione na 1, animacja będzie zapętlona. Jeżeli jest ustawione na 0, animacja zostanie odtworzona tylko raz. |
-| lockx | Jeżeli jest ustawione na 0, gracz wróci do swojego starego koordynatu X po skończeniu animacji (w przypadku animacji, które poruszają graczem, np. chodzenie). 1 nie przywróci go do starej pozycji. |
-| locky | Tak samo jak powyżej, tyle że dla osi Y. Wartość powinna być taka sama, jak przy poprzednim parametrze. |
-| freeze | Ustawienie tego na 1 zamrozi gracza po ukończeniu animacji. 0 tego nie zrobi. |
-| time | Timer w milisekundach. Dla nieskończonej pętli powinien być ustawiony na 0. |
-| forcesync | Ustawienie tego na 1 powoduje synchronizację animacji ze wszystkimi graczami w zasięgu widzenia (opcjonalne). 2 działa tak samo jak 1, tyle że animację będą widzieć TYLKO gracze w zasięgu widzenia, a gracz, któremu została włączona, NIE BĘDZIE jej widział (przydatne m.in. przy animacjach NPC). |
-
-## Zwracane wartości
-
-Ta funkcja zawsze zwraca 1, nawet jeśli podany gracz nie istnieje lub którykolwiek z parametrów jest nieprawidłowy (np. nieprawidłowa biblioteka).
-
-## Przykłady
-
-```c
-ApplyAnimation(playerid, "PED", "WALK_DRUNK", 4.1, 1, 1, 1, 1, 1, 1);
-```
-
-## Uwagi
-
-:::tip
-
-Opcjonalny parametr `forcesync`, domyślnie ustawiony na 0, w większości przypadków nie jest potrzebny, ponieważ gracze sami synchronizują animacje. Ten parametr może zmusić wszystkich graczy, którzy mogą zobaczyć `playerid` do włączenia animacji niezależnie od tego, czy konkretny gracz wykonuje tę animację. Jest to przydatne w sytuacji, kiedy gracze nie mogą sami zsynchronizować animacji. Na przykład, gdy są AFK.
-
-:::
-
-:::warning
-
-Nieprawidłowa biblioteka animacji zcrashuje klient gracza.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [ClearAnimations](ClearAnimations.md): Wyłącza dowolną wykonywaną przez gracza animację.
-- [SetPlayerSpecialAction](SetPlayerSpecialAction.md): Ustawia graczowi specjalnÄ… akcjÄ™.
diff --git a/docs/translations/pl/scripting/functions/Attach3DTextLabelToPlayer.md b/docs/translations/pl/scripting/functions/Attach3DTextLabelToPlayer.md
deleted file mode 100644
index 4409779c538..00000000000
--- a/docs/translations/pl/scripting/functions/Attach3DTextLabelToPlayer.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: Attach3DTextLabelToPlayer
-description: Przyczepia tekst 3D do gracza.
-tags: ["player", "3dtextlabel"]
----
-
-## Opis
-
-Przyczepia tekst 3D do gracza.
-
-| Nazwa | Opis |
-| --------- | ---------------------------------------------------------------- |
-| Text3D:textid | ID tekstu 3D do przyczepienia. Zwracane przez Create3DTextLabel. |
-| playerid | ID gracza, do którego tekst 3D ma zostać przyczepiony. |
-| OffsetX | Offset X gracza. |
-| OffsetY | Offset Y gracza. |
-| OffsetZ | Offset Z gracza. |
-
-## Zwracane wartości
-
-1: Funkcja wykonała się prawidłowo.
-
-0: Funkcja nie wykonała się prawidłowo. Oznacza to, że gracz i/lub tekst 3D nie istnieją.
-
-## Przykłady
-
-```c
-public OnPlayerConnect(playerid)
-{
- new Text3D:textLabel = Create3DTextLabel("Hej, jestem tu nowy!", 0x008080FF, 30.0, 40.0, 50.0, 40.0, 0);
- Attach3DTextLabelToPlayer(textLabel, playerid, 0.0, 0.0, 0.7);
- return 1;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [Create3DTextLabel](Create3DTextLabel.md): Tworzy tekst 3D.
-- [Delete3DTextLabel](Delete3DTextLabel.md): Kasuje tekst 3D.
-- [Attach3DTextLabelToVehicle](Attach3DTextLabelToVehicle.md): Przyczepia tekst 3D do pojazdu.
-- [Update3DTextLabelText](Update3DTextLabelText.md): Zmienia treść tekstu 3D.
-- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel.md): Tworzy tekst 3D dla konkretnego gracza.
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel.md): Kasuje tekst 3D danego gracza.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabel.md): Zmienia treść tekstu 3D danego gracza.
diff --git a/docs/translations/pl/scripting/functions/Attach3DTextLabelToVehicle.md b/docs/translations/pl/scripting/functions/Attach3DTextLabelToVehicle.md
deleted file mode 100644
index 11207f7b80f..00000000000
--- a/docs/translations/pl/scripting/functions/Attach3DTextLabelToVehicle.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: Attach3DTextLabelToVehicle
-description: Przyczepia tekst 3D do konkretnego pojazdu.
-tags: ["vehicle", "3dtextlabel"]
----
-
-## Opis
-
-Przyczepia tekst 3D do konkretnego pojazdu.
-
-| Nazwa | Opis |
-| --------- | ----------------------------------------------------------------- |
-| Text3D:textid | Tekst 3D, który chcesz przyczepić. |
-| vehicleid | Pojazd, do którego chcesz przyczepić tekst 3D. |
-| OffsetX | Offset X od koordynatów pojazdu gracza (pojazd to 0.0, 0.0, 0.0). |
-| OffsetY | Offset Y od koordynatów pojazdu gracza (pojazd to 0.0, 0.0, 0.0). |
-| OffsetZ | Offset Z od koordynatów pojazdu gracza (pojazd to 0.0, 0.0, 0.0). |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-new
- Text3D:gVehicle3dText[MAX_VEHICLES], // Tworzymy tekst 3D do późniejszego użytku
- gVehicleId;
-
-public OnGameModeInit ( )
-{
- gVehicleId = CreateVehicle(510, 0.0. 0.0, 15.0, 5, 0, 120); // Tworzymy pojazd.
- gVehicle3dText[gVehicleId] = Create3DTextLabel("Przykładowy tekst", 0xFF0000AA, 0.0, 0.0, 0.0, 50.0, 0, 1);
- Attach3DTextLabelToVehicle(gVehicle3dText[gVehicleId], vehicle_id, 0.0, 0.0, 2.0); // Przyczepiamy tekst 3D do pojazdu.
-}
-
-public OnGameModeExit ( )
-{
- Delete3DTextLabel(gVehicle3dText[gVehicleId]);
- return true;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [Create3DTextLabel](Create3DTextLabel.md): Tworzy tekst 3D.
-- [Delete3DTextLabel](Delete3DTextLabel.md): Kasuje tekst 3D.
-- [Attach3DTextLabelToPlayer](Attach3DTextLabelToPlayer.md): Przyczepia tekst 3D do gracza.
-- [Update3DTextLabelText](Update3DTextLabelText.md): Zmienia treść tekstu 3D.
-- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel.md): Tworzy tekst 3D dla jednego gracza.
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel.md): Kasuje tekst 3D danego gracza.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabel.md): Zmienia treść tekstu 3D danego gracza.
diff --git a/docs/translations/pl/scripting/functions/AttachCameraToObject.md b/docs/translations/pl/scripting/functions/AttachCameraToObject.md
deleted file mode 100644
index b4675a72f15..00000000000
--- a/docs/translations/pl/scripting/functions/AttachCameraToObject.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: AttachCameraToObject
-description: Możesz używać tej funkcji, aby przyczepiać kamerę gracza do obiektów.
-tags: []
----
-
-## Opis
-
-Możesz używać tej funkcji, aby przyczepiać kamerę gracza do obiektów.
-
-| Nazwa | Opis |
-| -------- | --------------------------------------------------------- |
-| playerid | ID gracza, którego kamera będzie przyczepiona do obiektu. |
-| objectid | ID obiektu, do którego chcesz przyczepić kamerę gracza. |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new objectId = CreateObject(1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToObject(playerid, objectId);
- SendClientMessage(playerid, 0xFFFFFFAA, "Twoja kamera została przyczepiona do obiektu.");
- return 1;
- }
- return 0;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Musisz najpierw utworzyć obiekt, zanim spróbujesz przyczepić do niego kamerę gracza.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [AttachCameraToPlayerObject](AttachCameraToPlayerObject): Przyczepia kamerÄ™ gracza do
diff --git a/docs/translations/pl/scripting/functions/AttachCameraToPlayerObject.md b/docs/translations/pl/scripting/functions/AttachCameraToPlayerObject.md
deleted file mode 100644
index 04f72046d93..00000000000
--- a/docs/translations/pl/scripting/functions/AttachCameraToPlayerObject.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: AttachCameraToPlayerObject
-description: Przyczepia kamerÄ™ gracza do obiektu stworzonego tylko dla niego.
-tags: ["player"]
----
-
-## Opis
-
-Przyczepia kamerę gracza do obiektu stworzonego tylko dla niego. Gracz może poruszać swoją kamerą, gdy jest przyczepiona do obiektu. Można z tego korzystać razem z MovePlayerObject i AttachPlayerObjectToVehicle.
-
-| Nazwa | Opis |
-| -------------- | -------------------------------------------------------------------- |
-| playerid | ID gracza, który będzie miał przyczepioną kamerę do swojego obiektu. |
-| playerobjectid | ID obiektu gracza, do którego będzie przyczepiona kamera. |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new playerobject = CreatePlayerObject(playerid, 1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToPlayerObject(playerid, playerobject);
- SendClientMessage(playerid, 0xFFFFFFAA, "Twoja kamera jest teraz przyczepiona do obiektu.");
- return 1;
- }
- return 0;
-}
-```
-
-## Uwagi
-
-:::tip
-
-Obiekt musi zostać utworzony, zanim spróbujemy przyczepić do niego inny obiekt.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [AttachCameraToObject](AttachCameraToObject.md): Przyczepia kamerÄ™ gracza do globalnego obiektu.
-- [SetPlayerCameraPos](SetPlayerCameraPos.md): Ustawia pozycjÄ™ kamery gracza.
-- [SetPlayerCameraLookAt](SetPlayerCameraLookAt.md): Ustawia, gdzie ma być skierowana kamera gracza.
diff --git a/docs/translations/pl/scripting/functions/AttachObjectToObject.md b/docs/translations/pl/scripting/functions/AttachObjectToObject.md
deleted file mode 100644
index b87d808b7e5..00000000000
--- a/docs/translations/pl/scripting/functions/AttachObjectToObject.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: AttachObjectToObject
-description: Możesz używać tej funkcji, aby przyczepiać obiekty do innych obiektów. Obiekty będą podążać za głównym obiektem.
-tags: []
----
-
-## Opis
-
-Możesz używać tej funkcji, aby przyczepiać obiekty do innych obiektów. Obiekty będą podążać za głównym obiektem.
-
-| Nazwa | Opis |
-| ------------- | -------------------------------------------------------------------------------------- |
-| objectid | Obiekt, który ma zostać przyczepiony do innego obiektu. |
-| attachtoid | Obiekt, do którego inny obiekt ma zostać przyczepiony. |
-| Float:OffsetX | Dystans pomiędzy głównym obiektem, a przyczepianym obiektem (koordynat X). |
-| Float:OffsetY | Dystans pomiędzy głównym obiektem, a przyczepianym obiektem (koordynat Y). |
-| Float:OffsetZ | Dystans pomiędzy głównym obiektem, a przyczepianym obiektem (koordynat Z). |
-| Float:RotX | Rotacja X pomiędzy przyczepianym obiektem, a głównym obiektem. |
-| Float:RotY | Rotacja Y pomiędzy przyczepianym obiektem, a głównym obiektem. |
-| Float:RotZ | Rotacja Z pomiędzy przyczepianym obiektem, a głównym obiektem. |
-| SyncRotation | Jeżeli ustawione na 0, rotacja objectid nie będzie się zmieniała razem z `attachtoid`. |
-
-## Zwracane wartości
-
-1: Funkcja wykonała się prawidłowo.
-
-0: Funkcja nie wykonała się prawidłowo. To oznacza, że pierwszy obiekt (objectid) nie istnieje. Nie ma żadnej wbudowanej weryfikacji tego, czy drugi obiekt (attachtoid) istnieje.
-
-## Przykłady
-
-```c
-new gObjectId = CreateObject(...);
-new gAttachToId = CreateObject(...);
-
-AttachObjectToObject(gObjectId, gAttachToId, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1);
-```
-
-## Uwagi
-
-:::tip
-
-Oba obiekty muszą być utworzone przed próbą ich połączenia. Nie ma odpowiednika tej funkcji dla obiektów gracza (AttachPlayerObjectToObject), dlatego nie jest ona wspierana przez streamery.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [AttachObjectToPlayer](AttachObjectToPlayer.md): Przyczepia obiekt do gracza.
-- [AttachObjectToVehicle](AttachObjectToVehicle.md): Przyczepia obiekt do pojazdu.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer.md): Przyczepia do gracza obiekt, który jest widoczny tylko dla niego.
-- [CreateObject](CreateObject.md): Tworzy obiekt.
-- [DestroyObject](DestroyObject.md): Kasuje obiekt.
-- [IsValidObject](IsValidObject.md): Sprawdza, czy podany obiekt istnieje.
-- [MoveObject](MoveObject.md): Przesuwa obiekt.
-- [StopObject](StopObject.md): Zatrzymuje obiekt.
-- [SetObjectPos](SetObjectPos.md): Ustawia pozycjÄ™ obiektu.
-- [SetObjectRot](SetObjectRot.md): Ustawia rotacjÄ™ obiektu.
-- [GetObjectPos](GetObjectPos.md): Podaje pozycjÄ™ obiektu.
-- [GetObjectRot](GetObjectRot.md): Podaje rotacjÄ™ obiektu.
-- [CreatePlayerObject](CreatePlayerObject.md): Tworzy obiekt dla konkretnego gracza.
-- [DestroyPlayerObject](DestroyPlayerObject.md): Kasuje obiekt gracza.
-- [IsValidPlayerObject](IsValidPlayerObject.md): Sprawdza, czy podany obiekt gracza istnieje.
-- [MovePlayerObject](MovePlayerObject.md): Przesuwa obiekt gracza.
-- [StopPlayerObject](StopPlayerObject.md): Zatrzymuje obiekt gracza.
-- [SetPlayerObjectPos](SetPlayerObjectPos.md): Ustawia pozycjÄ™ obiektu gracza.
-- [SetPlayerObjectRot](SetPlayerObjectRot.md): Ustawia rotacjÄ™ obiektu gracza.
-- [GetPlayerObjectPos](GetPlayerObjectPos.md): Podaje pozycjÄ™ obiektu gracza.
-- [GetPlayerObjectRot](GetPlayerObjectRot.md): Podaje rotacjÄ™ obiektu gracza.
diff --git a/docs/translations/pl/scripting/functions/AttachObjectToPlayer.md b/docs/translations/pl/scripting/functions/AttachObjectToPlayer.md
deleted file mode 100644
index 07b2c74b3cb..00000000000
--- a/docs/translations/pl/scripting/functions/AttachObjectToPlayer.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: AttachObjectToPlayer
-description: Przyczepia obiekt do gracza.
-tags: ["player"]
----
-
-## Opis
-
-Przyczepia obiekt do gracza.
-
-| Nazwa | Opis |
-| ------------- | ---------------------------------------------------- |
-| objectid | ID obiektu, który ma zostać przyczepiony do gracza. |
-| playerid | ID gracza, do którego obiekt ma zostać przyczepiony. |
-| Float:OffsetX | Dystans pomiędzy graczem, a obiektem (koordynat X). |
-| Float:OffsetY | Dystans pomiędzy graczem, a obiektem (koordynat Y). |
-| Float:OffsetZ | Dystans pomiędzy graczem, a obiektem (koordynat Z). |
-| Float:RotX | Rotacja X pomiędzy obiektem, a graczem. |
-| Float:RotY | Rotacja Y pomiędzy obiektem, a graczem. |
-| Float:RotZ | Rotacja Z pomiędzy obiektem, a graczem. |
-
-## Zwracane wartości
-
-Ta funkcja zawsze zwraca 0.
-
-## Przykłady
-
-```c
-new gMyObject;
-gMyObject = CreateObject(19341, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
-AttachObjectToPlayer(gMyObject, playerid, 1.5, 0.5, 0.0, 0.0, 1.5, 2);
-```
-
-## PowiÄ…zane funkcje
-
-- [AttachObjectToObject](AttachObjectToObject.md): Przyczepia obiekt do obiektu.
-- [AttachObjectToVehicle](AttachObjectToVehicle.md): Przyczepia obiekt do pojazdu.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer.md): Przyczepia do gracza obiekt, który jest widoczny tylko dla niego.
-- [CreateObject](CreateObject.md): Tworzy obiekt.
-- [DestroyObject](DestroyObject.md): Kasuje obiekt.
-- [IsValidObject](IsValidObject.md): Sprawdza, czy podany obiekt istnieje.
-- [MoveObject](MoveObject.md): Przesuwa obiekt.
-- [StopObject](StopObject.md): Zatrzymuje obiekt.
-- [SetObjectPos](SetObjectPos.md): Ustawia pozycjÄ™ obiektu.
-- [SetObjectRot](SetObjectRot.md): Ustawia rotacjÄ™ obiektu.
-- [GetObjectPos](GetObjectPos.md): Podaje pozycjÄ™ obiektu.
-- [GetObjectRot](GetObjectRot.md): Podaje rotacjÄ™ obiektu.
-- [CreatePlayerObject](CreatePlayerObject.md): Tworzy obiekt dla konkretnego gracza.
-- [DestroyPlayerObject](DestroyPlayerObject.md): Kasuje obiekt gracza.
-- [IsValidPlayerObject](IsValidPlayerObject.md): Sprawdza, czy podany obiekt gracza istnieje.
-- [MovePlayerObject](MovePlayerObject.md): Przesuwa obiekt gracza.
-- [StopPlayerObject](StopPlayerObject.md): Zatrzymuje obiekt gracza.
-- [SetPlayerObjectPos](SetPlayerObjectPos.md): Ustawia pozycjÄ™ obiektu gracza.
-- [SetPlayerObjectRot](SetPlayerObjectRot.md): Ustawia rotacjÄ™ obiektu gracza.
-- [GetPlayerObjectPos](GetPlayerObjectPos.md): Podaje pozycjÄ™ obiektu gracza.
-- [GetPlayerObjectRot](GetPlayerObjectRot.md): Podaje rotacjÄ™ obiektu gracza.
diff --git a/docs/translations/pl/scripting/functions/AttachPlayerObjectToPlayer.md b/docs/translations/pl/scripting/functions/AttachPlayerObjectToPlayer.md
deleted file mode 100644
index 8b4d64c22cb..00000000000
--- a/docs/translations/pl/scripting/functions/AttachPlayerObjectToPlayer.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: AttachPlayerObjectToPlayer
-description: Odpowiednik AttachObjectToPlayer, tylko dla obiektów stworzonych dla danego gracza.
-tags: ["player"]
----
-
-## Opis
-
-Odpowiednik AttachObjectToPlayer, tylko dla obiektów stworzonych dla danego gracza.
-
-| Nazwa | Opis |
-| ------------- | ---------------------------------------------------- |
-| objectplayer | ID gracza, do którego obiekt jest przypisany. |
-| objectid | ID obiektu, który ma zostać przyczepiony do gracza. |
-| attachid | ID gracza, do którego obiekt ma zostać przyczepiony. |
-| Float:OffsetX | Dystans pomiędzy graczem, a obiektem (koordynat X). |
-| Float:OffsetY | Dystans pomiędzy graczem, a obiektem (koordynat Y). |
-| Float:OffsetZ | Dystans pomiędzy graczem, a obiektem (koordynat Z). |
-| Float:RotX | Rotacja X. |
-| Float:RotY | Rotacja Y. |
-| Float:RotZ | Rotacja Z. |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, 1.5, 0.5, 0, 0, 1.5, 2 );
-```
-
-## Uwagi
-
-:::warning
-
-Ta funkcja została usunięta w SA-MP 0.3.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [CreatePlayerObject](CreatePlayerObject.md): Tworzy obiekt dla konkretnego gracza.
-- [DestroyPlayerObject](DestroyPlayerObject.md): Kasuje obiekt gracza.
-- [IsValidPlayerObject](IsValidPlayerObject.md): Sprawdza, czy podany obiekt gracza istnieje.
-- [MovePlayerObject](MovePlayerObject.md): Przesuwa obiekt gracza.
-- [StopPlayerObject](StopPlayerObject.md): Zatrzymuje obiekt gracza.
-- [SetPlayerObjectRot](SetPlayerObjectRot.md): Ustawia rotacjÄ™ obiektu gracza.
-- [GetPlayerObjectPos](GetPlayerObjectPos.md): Podaje pozycjÄ™ obiektu gracza.
-- [SetPlayerObjectPos](SetPlayerObjectPos.md): Ustawia pozycjÄ™ obiektu gracza.
-- [GetPlayerObjectRot](GetPlayerObjectRot.md): Podaje rotacjÄ™ obiektu gracza.
-- [SetPlayerAttachedObject](SetPlayerAttachedObject.md): Przyczepia obiekt do gracza.
-- [RemovePlayerAttachedObject](RemovePlayerAttachedObject.md): Usuwa przyczepiony do gracza obiekt.
-- [IsPlayerAttachedObjectSlotUsed](IsPlayerAttachedObjectSlotUsed.md): Sprawdza, czy w danym slocie jest przyczepiony do gracza jakiÅ› obiekt.
-- [CreateObject](CreateObject.md): Tworzy obiekt.
-- [DestroyObject](DestroyObject.md): Kasuje obiekt.
-- [IsValidObject](IsValidObject.md): Sprawdza, czy podany obiekt istnieje.
-- [MoveObject](MoveObject.md): Przesuwa obiekt.
-- [StopObject](StopObject.md): Zatrzymuje obiekt.
-- [SetObjectPos](SetObjectPos.md): Ustawia pozycjÄ™ obiektu.
-- [SetObjectRot](SetObjectRot.md): Ustawia rotacjÄ™ obiektu.
-- [GetObjectPos](GetObjectPos.md): Podaje pozycjÄ™ obiektu.
-- [GetObjectRot](GetObjectRot.md): Podaje rotacjÄ™ obiektu.
-- [AttachObjectToPlayer](AttachObjectToPlayer.md): Przyczepia obiekt do gracza.
diff --git a/docs/translations/pl/scripting/functions/AttachPlayerObjectToVehicle.md b/docs/translations/pl/scripting/functions/AttachPlayerObjectToVehicle.md
deleted file mode 100644
index e408ea979a4..00000000000
--- a/docs/translations/pl/scripting/functions/AttachPlayerObjectToVehicle.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: AttachPlayerObjectToVehicle
-description: Przyczepia obiekt gracza do pojazdu.
-tags: ["player", "vehicle"]
----
-
-## Opis
-
-Przyczepia obiekt gracza do pojazdu.
-
-| Nazwa | Opis |
-| ------------- | ----------------------------------------------------- |
-| playerid | ID gracza, dla którego obiekt został stworzony. |
-| objectid | ID obiektu, który ma zostać przyczepiony do pojazdu. |
-| vehicleid | ID pojazdu, do którego obiekt ma zostać przyczepiony. |
-| Float:OffsetX | Pozycja przyczepianego obiektu (koordynat X). |
-| Float:OffsetY | Pozycja przyczepianego obiektu (koordynat Y). |
-| Float:OffsetZ | Pozycja przyczepianego obiektu (koordynat Z). |
-| Float:RotX | Rotacja przyczepianego obiektu (koordynat X). |
-| Float:RotY | Rotacja przyczepianego obiektu (koordynat Y). |
-| Float:RotZ | Rotacja przyczepianego obiektu (koordynat Z). |
-
-## Zwracane wartości
-
-Ta funkcja nie zwraca żadnych konkretnych wartości.
-
-## Przykłady
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER) // Jeżeli gracz wsiadł do pojazdu
- {
- // Przyczepmy potężną krowę.
- new cow_object = CreatePlayerObject(playerid, 16442, 0, 0, 0, 0, 0, 0);
-
- AttachPlayerObjectToVehicle(playerid, cow_object, GetPlayerVehicleID(playerid), 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
- }
-}
-```
-
-## Uwagi
-
-:::tip
-
-Obiekt musi zostać utworzony, zanim spróbujemy przyczepić go do pojazdu.
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [CreatePlayerObject](CreatePlayerObject.md): Tworzy obiekt dla konkretnego gracza.
-- [DestroyPlayerObject](DestroyPlayerObject.md): Kasuje obiekt gracza.
-- [IsValidPlayerObject](IsValidPlayerObject.md): Sprawdza, czy podany obiekt gracza istnieje.
-- [MovePlayerObject](MovePlayerObject.md): Przesuwa obiekt gracza.
-- [StopPlayerObject](StopPlayerObject.md): Zatrzymuje obiekt gracza.
-- [SetPlayerObjectRot](SetPlayerObjectRot.md): Ustawia rotacjÄ™ obiektu gracza.
-- [GetPlayerObjectPos](GetPlayerObjectPos.md): Podaje pozycjÄ™ obiektu gracza.
-- [SetPlayerObjectPos](SetPlayerObjectPos.md): Ustawia pozycjÄ™ obiektu gracza.
-- [GetPlayerObjectRot](GetPlayerObjectRot.md): Podaje rotacjÄ™ obiektu gracza.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer.md): Przyczepia obiekt gracza do gracza.
-- [CreateObject](CreateObject.md): Tworzy obiekt.
-- [DestroyObject](DestroyObject.md): Kasuje obiekt.
-- [IsValidObject](IsValidObject.md): Sprawdza, czy podany obiekt istnieje.
-- [MoveObject](MoveObject.md): Przesuwa obiekt.
-- [StopObject](StopObject.md): Zatrzymuje obiekt.
-- [SetObjectPos](SetObjectPos.md): Ustawia pozycjÄ™ obiektu.
-- [SetObjectRot](SetObjectRot.md): Ustawia rotacjÄ™ obiektu.
-- [GetObjectPos](GetObjectPos.md): Podaje pozycjÄ™ obiektu.
-- [GetObjectRot](GetObjectRot.md): Podaje rotacjÄ™ obiektu.
-- [AttachObjectToPlayer](AttachObjectToPlayer.md): Przyczepia obiekt do gracza.
diff --git a/docs/translations/pl/scripting/functions/AttachTrailerToVehicle.md b/docs/translations/pl/scripting/functions/AttachTrailerToVehicle.md
deleted file mode 100644
index 7dff0f38975..00000000000
--- a/docs/translations/pl/scripting/functions/AttachTrailerToVehicle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: AttachTrailerToVehicle
-description: Przyczepia jeden pojazd do drugiego jako przyczepa.
-tags: ["vehicle"]
----
-
-## Opis
-
-Przyczepia jeden pojazd do drugiego jako przyczepa.
-
-| Nazwa | Opis |
-| --------- | ------------------------------------------- |
-| trailerid | ID pojazdu, który będzie ciągnięty. |
-| vehicleid | ID pojazdu, który będzie ciągnąć przyczepę. |
-
-## Zwracane wartości
-
-Ta funkcja zawsze zwraca 1, nawet jeśli żadne z podanych ID pojazdów nie jest prawidłowe.
-
-## Przykłady
-
-```c
-new vehicleId = CreateVehicle(...);
-new trailerId = CreateVehicle(...);
-
-AttachTrailerToVehicle(trailerId, vehicleId);
-```
-
-## Uwagi
-
-:::warning
-
-Ta funkcja zadziała tylko wtedy, gdy obydwa pojazdy są widoczne dla gracza (zobacz [IsVehicleStreamedIn](IsVehicleStreamedIn)).
-
-:::
-
-## PowiÄ…zane funkcje
-
-- [DetachTrailerFromVehicle](DetachTrailerFromVehicle.md): Odczepia przyczepÄ™ od pojazdu.
-- [IsTrailerAttachedToVehicle](IsTrailerAttachedToVehicle.md): Sprawdza, czy przyczepa jest przyczepiona do pojazdu.
-- [GetVehicleTrailer](GetVehicleTrailer.md): Podaje przyczepę ciągniętą aktualnie przez pojazd.
diff --git a/docs/translations/pl/scripting/functions/GetVehicleSeats.md b/docs/translations/pl/scripting/functions/GetVehicleSeats.md
deleted file mode 100644
index 886a76e1f65..00000000000
--- a/docs/translations/pl/scripting/functions/GetVehicleSeats.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetVehicleSeats
-description: Pobiera liczbę miejsc w pojeździe.
-tags: ["vehicle"]
----
-
-
-
-## Opis
-
-Pobiera najwyższe seatid w pojeździe.
-
-| Name | Description |
-| --------- | ------------------ |
-| modelid | ID modelu pojazdu. |
-
-## Wartości zwrotne
-
-Najwyższe seatid pojazdu.
-
-**255** gdy model jest niepoprawny.
-
-## Przykład
-
-```c
-new vehicleid = GetPlayerVehicleID(playerid);
-new modelid = GetVehicleModel(vehicleid);
-new seats = GetVehicleSeats(modelid);
-
-new string[64];
-format(string, sizeof(string), "Najwyzsze seatid w tym pojezdzie: %d", seats);
-SendClientMessage(playerid, -1, string);
-```
-
-## PowiÄ…zane funkcje
-
-- [PutPlayerInVehicle](PutPlayerInVehicle): Puts a player in a vehicle.
diff --git a/docs/translations/pl/scripting/functions/acos.md b/docs/translations/pl/scripting/functions/acos.md
deleted file mode 100644
index fc26a02ca78..00000000000
--- a/docs/translations/pl/scripting/functions/acos.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: acos
-description: .
-tags: []
----
-
-
-
-## Opis
-
-Podaje odwróconą wartość arcus cosinusa w radianach.
-
-| Nazwa | Opis |
-| ----------- | ------------- |
-| Float:value | Arcus cosinus |
-
-## Zwracane wartości
-
-Główny arcus cosinus z x w przedziale [0, π] radianów. Jeden radian jest równy 180/π stopni.
-
-## Przykłady
-
-```c
-//Arcus cosinus dla 0.500000 wynosi 60.000000 stopni.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = acos(param);
- printf("Arcus cosinus dla %f wynosi %f stopni.", param, result);
- return 1;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [floatsin](floatsin.md): Podaje sinus dla określonego kąta.
-- [floatcos](floatcos.md): Podaje cosinus dla określonego kąta.
-- [floattan](floattan.md): Podaje tangens dla określonego kąta.
diff --git a/docs/translations/pl/scripting/functions/asin.md b/docs/translations/pl/scripting/functions/asin.md
deleted file mode 100644
index d78f72058fd..00000000000
--- a/docs/translations/pl/scripting/functions/asin.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: asin
-description: .
-tags: []
----
-
-
-
-## Opis
-
-Podaje odwróconą wartość arcus sinusa w radianach.
-
-| Nazwa | Opis |
-| ----------- | ----------- |
-| Float:value | Arcus sinus |
-
-## Zwracane wartości
-
-Wartość, której arcus sinus został obliczony, w przedziale [-1,+1]. Jeżeli argument jest spoza tego przedziału, występuje błąd.
-
-## Przykłady
-
-```c
-//Arcus sinus dla 0.500000 wynosi 30.000000 stopni.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = asin(param);
- printf("Arcus sinus dla %f wynosi %f stopni.", param, result);
- return 1;
-}
-```
-
-## Related Functions
-
-- [floatsin](floatsin.md): Podaje sinus dla określonego kąta.
-- [floatcos](floatcos.md): Podaje cosinus dla określonego kąta.
-- [floattan](floattan.md): Podaje tangens dla określonego kąta.
diff --git a/docs/translations/pl/scripting/functions/atan.md b/docs/translations/pl/scripting/functions/atan.md
deleted file mode 100644
index 5541249b3cc..00000000000
--- a/docs/translations/pl/scripting/functions/atan.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: atan
-description: Podaje odwróconą wartość arcus tangensa w radianach.
-tags: []
----
-
-
-
-## Opis
-
-Podaje odwróconą wartość arcus tangensa w radianach.
-
-| Nazwa | Opis |
-| ----------- | ------------- |
-| Float:value | Arcus tangens |
-
-## Zwracane wartości
-
-Odwrócona wartość arcus tangensa w radianach.
-
-## Examples
-
-```c
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 1.0;
- result = atan(param);
- printf("Arcus tangens dla %f wynosi %f stopni.", param, result);
- return 1;
-}
-```
-
-## Related Functions
-
-- [floatsin](floatsin.md): Podaje sinus dla konkretnego kÄ…ta.
-- [floatcos](floatcos.md): Podaje cosinus dla konkretnego kÄ…ta.
-- [floattan](floattan.md): Podaje tangens dla konkretnego kÄ…ta.
diff --git a/docs/translations/pl/scripting/functions/atan2.md b/docs/translations/pl/scripting/functions/atan2.md
deleted file mode 100644
index b9153beec4b..00000000000
--- a/docs/translations/pl/scripting/functions/atan2.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: atan2
-description: .
-tags: []
----
-
-
-
-:::warning
-
-Zwróć uwagę, że wartość y jest pierwszym parametrem, a x drugim.
-
-:::
-
-## Opis
-
-Podaje odwróconą wartość arcus tangensa z y/x w radianach.
-
-| Nazwa | Opis |
-| ------- | ---------------------------------------------- |
-| Float:y | Wartość reprezentująca proporcję koordynatu Y. |
-| Float:x | Wartość reprezentująca proporcję koordynatu X. |
-
-## Zwracane wartości
-
-Zwraca główną wartość arcus tangensa z y/x, wyrażoną w radianach.
-
-Aby obliczyć tę wartość, funkcja bierze pod uwagę znak obu argumentów, aby określić kwadrant.
-
-## Przykłady
-
-```c
-//Arcus tangens dla (x=-10.000000, y=10.000000) wynosi 135.000000 stopni.
-
-public OnGameModeInit()
-{
- new Float:x, Float:y, Float:result;
- x = -10.0;
- y = 10.0;
- result = atan2(y,x);
- printf("Arcus tangens dlar (x=%f, y=%f) wynosi %f stopni.", x, y, result);
- return 1;
-}
-```
-
-## PowiÄ…zane funkcje
-
-- [floatsin](floatsin.md): Podaje sinus dla określonego kąta.
-- [floatcos](floatcos.md): Podaje cosinus dla określonego kąta.
-- [floattan](floattan.md): Podaje tangens dla określonego kąta.
diff --git a/docs/translations/pt-BR/awesome.md b/docs/translations/pt-BR/awesome.md
deleted file mode 100644
index 71d62371479..00000000000
--- a/docs/translations/pt-BR/awesome.md
+++ /dev/null
@@ -1,153 +0,0 @@
----
-title: Espetacular
-description: Lista oficial com ferramentas úteis, libs, gamemodes, filterscripts e plugins para o desenvolvimento de servidores SA-MP!
----
-
-## Ferramentas
-
-- **[Compilador da Comunidade](https://github.com/pawn-lang/compiler)** - A versão do compilador Pawn feita pela comunidade, incluindo uma vasta correção de bugs e adicionais.
-- **[sampctl](https://github.com/Southclaws/sampctl)** - Gerenciador de pacotes para instalação de Libs e servidores.
-- **[Plugin Runner](https://github.com/Zeex/samp-plugin-runner)** - Essa ferramenta roda uma versão "light" do servidor do SA-MP direto pela linha de comando (não é necessário o server.cfg) para testar plugins.
-- **[Plugin Boilerplate](https://github.com/Southclaws/samp-plugin-boilerplate)** - Boilerplate para criação de plugins.
-- **[SA:MP Plugin Template Library](https://github.com/katursis/samp-ptl)** - Crie seus próprios plugins com facilidade e simplicidade utilizando essa Template Lib.
-- **[SA-MP Fiddle](https://fiddle.sa-mp.dev)** - Um lugar para testar seus scripts (mini-scripts, PoC, debugging, etc) e compartilhar com os outros.
-- **[Pawn Syntax - Sublime](https://packagecontrol.io/packages/Pawn%20syntax)** - Pawn auto-complete para o Sublime Text.
-- **[Pawn Syntax - Visual Marketplace](https://marketplace.visualstudio.com/items?itemName=southclaws.vscode-pawn)** - Pawn auto-complete para o Visual Studio Code.
-- **[SA-MP Zone Editor](https://bitbucket.org/Grimrandomer/samp-zone-editor/downloads)** - Editor de Zonas, para fazer áreas etc.
-- **[SA-MP Map Editor](https://github.com/openmultiplayer/archive/raw/master/tools/Map%20Editor.zip)** - Popular editor de mapas para o SA-MP.
-
-## Libs
-
-- **[samp-stdlib](https://github.com/pawn-lang/samp-stdlib)** - Update mais recente para as includes padrões do SA-MP. `const`-correct, documentadas e completas.
-- **[fixes.inc](https://github.com/pawn-lang/sa-mp-fixes)** - Extremely optmised fixes for a huge number of SA:MP server bugs. Plug-and-play.
-- **[YSI-Includes](https://github.com/pawn-lang/YSI-Includes)** - A mais antiga, grande, e bem estruturada lib para o SA-MP/pawn, provendo uma gama de recursos para o jogo e para a linguagem.
-- **[foreach](https://github.com/Open-GTO/foreach)** - Include Foreach (somente ela, sem a versão y_iterate).
-- **[amx_assembly](https://github.com/Zeex/amx_assembly)** - Acesso Low-level para a linguagem pawn em sÃ.
-- **[md-sort](https://github.com/oscar-broman/md-sort)** - Organiza arrays multi-dimensionais em pawn. Modifica os pointers internos dos arrays ao invés de transcrever a informação.
-- **[indirection](https://github.com/Y-Less/indirection)** - Sistema para passar pointers e chamar funções indiretamente utilizando métodos abstratos para customização.
-- **[code-parse.inc](https://github.com/Y-Less/code-parse.inc)** - Analisa e customiza o código pawn na compilação.
-- **[Extended Vehicle Information](https://github.com/Vince0789/sa-mp-extended-vehicle-information)** - Diversas informações de muitos veÃculos singe-player em formato banco de dados SQLite.
-- **[sqlitei](https://github.com/oscar-broman/sqlitei)** - High-level API para funções SA-MP SQLite.
-- **[weapon-config](https://github.com/oscar-broman/samp-weapon-config)** - Sistema mais consistente e responsivo de dano, inclui muitos recursos novos.
-- **[samp-geoip](https://github.com/Southclaws/SAMP-geoip)** - Informações geográficas baseado no endereço de IP.
-- **[progress2](https://github.com/Southclaws/progress2)** - Mostre tempo, vida, gasolina e outras coisas com a progressive bar.
-- **[weapon-data](https://github.com/Southclaws/samp-weapon-data)** - Dados de armas personalizáveis e ajustados com precisão.
-- **[MV_Youtube](https://github.com/MichaelBelgium/MV_Youtube)** - Youtube Converter API para Audio Stream.
-- **[MySQL Prepared Statements](https://github.com/PatrickGTR/MySQL-Prepared-Statements)** - Emula Statements já preparados para o plugin PAWN MySQL.
-- **[samp-server-weapons](https://github.com/Brunoo16/samp-server-weapons)** - Armas totalmente controladas pelo servidor.
-- **[actor_robbery](https://github.com/PatrickGTR/actor_robbery)** - Inspirado no GTA V roubo de lojas. actor_robbery.inc imita isso!
-- **[samp-aviation](https://github.com/Southclaws/samp-aviation)** - A basic pitch-based altitude and roll-based heading autopilot for SA-MP.
-- **[samp-logger](https://github.com/Southclaws/samp-logger)** - Logger estruturado, provê uma simples gama de funções para realizar o Log e Debug.
-Simple structured logger which provides a simple set of functions for logging and debugging.
-- **[TDW Recursion Scanner](https://github.com/tdworg/samp-include-rscan)** - Lib para encontrar recursões no código.
-- **[easyDialog](https://github.com/Awsomedude/easyDialog)** - Faça os dialogs serem mais fáceis de usar em modo geral.
-- **[mdialog](https://github.com/Open-GTO/mdialog)** - Sistema de Dialog moderno, similar ao easyDialog.
-- **[Model Sizes Plus](https://github.com/Crayder/Model-Sizes-Plus)** - Atualizado, avançado, uma versão mais precisa a antiga include modelsizes.
-- **[physics.inc](https://github.com/uPeppe/physics.inc)** - Simule fÃsicas 2D e 3D (movimento realista, colisão, e muito mais).
-- **[samp-async-dialogs](https://github.com/AGraber/samp-async-dialogs)** - Dialogs AssÃncronos utilizando tasks do PawnPlus.
-- **[speedcap.inc](https://github.com/openmultiplayer/archive/blob/master/includes/speedcap.inc)** - Uma lib para controlar a velocidade dos veÃculos.
-- **[SA:MP Command Guess](https://github.com/Kirima2nd/samp-command-guess)** - A command guesser for SA:MP using Levenshtein Distance function.
-- **[vending](https://github.com/wuzi/vending)** - Máquinas de guloseimas/sprunk server-side para o SA-MP.
-- **[strlib](https://github.com/oscar-broman/strlib)** - Uma lista com funções de string úteis.
-- **[mathutil](https://github.com/ScavengeSurvive/mathutil)** - Uma lista com funções matemáticas úteis.
-- **[rotations.inc](https://github.com/sampctl/rotations.inc)** - Uma lista com funções de rotação úteis, feita pelo Nero_3D's, rotations.inc.
-- **[SA-MP Distance Functions](https://github.com/Y-Less/samp-distance)** - Uma lista com funções úteis para checar distâncias.
-- **[New SA-MP callbacks](https://github.com/emmet-jones/New-SA-MP-callbacks)** - Uma lista com novas callbacks úteis.
-- **[Alternative Dialogs](https://github.com/NexiusTailer/Alternative-Dialogs)** - Textdraw dialogs como um novo design.
-- **[eSelection](https://github.com/TommyB123/eSelection)** - Adiciona a habilidade de criar menus dinâmicos de seleção de models em seu gamemode SA-MP.
-- **[mSelection](https://github.com/alextwothousand/mSelection)** - Mesma coisa que o eSelection, mas com o estilo diferente.
-
-## Processadores de Comandos
-
-- **[I-ZCMD](https://github.com/YashasSamaga/I-ZCMD)** - Versão melhorada do ZCMD.
-- **[Pawn.CMD](https://github.com/katursis/Pawn.CMD)** - O executor de comandos mais rápido de todos.
-- **[y_commands](https://github.com/pawn-lang/YSI-Includes/blob/5.x/YSI_Visual/y_commands.md)** - Processador de comandos das Includes do YSI.
-
-## Plugins
-
-- **[JIT](https://github.com/Zeex/samp-plugin-jit)** - Quando seu código estiver estável, utilize esse plugin para aumentar a velocidade significativamente!
-- **[CrashDetect](https://github.com/Zeex/samp-plugin-crashdetect)** - Ferramenta de desenvolvedor para encontrar bugs durante testes.
-- **[Profiler](https://github.com/Zeex/samp-plugin-profiler)** - Plugin de Performance profiler para o SA-MP Server.
-- **[sscanf](https://github.com/Y-Less/sscanf)** - Converte strings para múltiplos valores, ints, floats, players, etc.
-- **[MySQL Plugin](https://github.com/pBlueG/SA-MP-MySQL)** - Conecta o seu servidor SA-MP ao servidor de banco de dados MySQL Server.
-- **[Streamer Plugin](https://github.com/samp-incognito/samp-streamer-plugin)** - Permite contornar vários limites do SA-MP, como objetos e pickups.
-- **[nativechecker](https://github.com/openmultiplayer/archive/raw/master/plugins/nativechecker.zip)** - Verifica as Natives no inicio do servidor.
-- **[FCNPC](https://github.com/ziggi/FCNPC)** - Plugin para o servidor SA-MP, adiciona diversas possibilidades para os NPCs padrões.
-- **[FileManager](https://github.com/JaTochNietDan/SA-MP-FileManager)** - Permite gerenciar arquivos e pastas a partir da pasta root (não se limitando a pasta scriptfiles no diretório do servidor).
-- **[Pawn.Raknet](https://github.com/katursis/Pawn.RakNet)** - Permite analizar o tráfego RakNet.
-- **[samp-precise-timers](https://github.com/bmisiak/samp-precise-timers)** - Plugin para o SA-MP que permite adicionar timers precisos, escrito em Rust.
-- **[PawnPlus](https://github.com/IllidanS4/PawnPlus)** - Extende a capacidade da linguagem pawn com novas constructs, data types, e técnicas de programação.
-- **[PAWN memory access](https://github.com/BigETI/pawn-memory)** - Permite alocar e liberar memória em Pawn.
-- **[Native Fallback](https://github.com/IllidanS4/NativeFallback)** - Plugin SA-MP que providência implementações de fallbacks para natives sem registro.
-- **[YSF](https://github.com/IllidanS4/YSF)** - Plugin que possibilita obter ao máximo recursos e possibilidades do servidor, feito a partir de edição de memória e hooking.
-- **[SKY](https://github.com/oscar-broman/SKY)** - Esse plugin providencia funções low-level para abrir novas possibilidades à scripts pawn, levando os mesmos a realizarem feitos incrÃveis.
-- **[Pawn.Regex](https://github.com/katursis/Pawn.Regex)** - Adiciona suporte para expressões regulares no Pawn.
-- **[pawn-scraper](https://github.com/Sreyas-Sreelal/pawn-scraper)** - Poderoso plugin de scraper que dá acesso a uma interface para utilização de html_parsers e css selectors utilizando Pawn.
-- **[TOTP](https://github.com/philip1337/samp-plugin-totp)** - Permite utilizar autenticação TOTP no gamemode SA-MP.
-- **[DNS Plugin](https://github.com/samp-incognito/samp-dns-plugin)** - Esse plugin permite buscas de DNS, e buscas de DNS reversas.
-- **[MapAndreas](https://github.com/Southclaws/samp-plugin-mapandreas)** - Permite carregar diferentes alturas e realizar verificações para as coordenadas x,y.
-- **[ColAndreas](https://github.com/Pottus/ColAndreas)** - Cria uma simulação geral do mundo de San Andreas. Utilizando a Lib de Bullet Physics.
-- **[PathFinder](https://bitbucket.org/Pamdex/pathfinder/src/master)** - Permite calcular uma rota de A até B no mapa de San Andreas.
-- **[Custom Query Flood Check](https://github.com/spmn/samp-custom-query-flood-check)** - Proteção customizada para Anti-query Flood.
-- **[sampml](https://github.com/YashasSamaga/sampml)** - Kit de machine learning simplificado associado com projetos do SA-MP. (Detecção de Aimbot)
-- **[TgConnector](https://github.com/Sreyas-Sreelal/tgconnector)** - Plugin de conexão com o Telegram que ajuda na interação com bots a partir do SA-MP.
-- **[Discord connector](https://github.com/maddinat0r/samp-discord-connector)** - Permite controlar um bot de discord juntamente com o seu script Pawn.
-- **[TSConnector](https://github.com/maddinat0r/samp-tsconnector)** - Permite controlar um servidor Teamspeak3 através do servidor SA-MP utilizando Pawn scripts.
-- **[IRC Plugin](https://github.com/samp-incognito/samp-irc-plugin)** - Permite a criação e gerenciamento de bots IRC através do servidor SA-MP.
-- **[pawn-requests](https://github.com/Southclaws/pawn-requests)** - Providencia uma API para interagir com requisições HTTP(s), com suporte para texto e JSON.
-- **[pawn-redis](https://github.com/Southclaws/pawn-redis)** - Garate acesso a um banco de dados assÃncrono, rápido e integrado na memória para troca de informações com outros programas.
-- **[Chrono](https://github.com/Southclaws/pawn-chrono)** - Moderna Lib em Pawn para trabalhar com data, horas, minutos e segundos.
-- **[rustext](https://github.com/ziggi/rustext)** - Arruma as textos em russo no SA-MP: GameTexts, TextDraws e Menus.
-- **[Advanced SA NickName](https://github.com/KrYpToDeN/Advanced-SA-NickName)** - Suporte para diversos sÃmbolos em usuários.
-- **[SAMPSON](https://github.com/Hual/SAMPSON)** - Plugin JSON para o SA-MP.
-
-## Plugins Client-Server
-
-- **[SA-MP+](https://github.com/Hual/SA-MP-Plus)** - A client modification that uses SA-MP's plugin SDK to interact with the server and add new features.
-- **[CHandling](https://github.com/dotSILENT/chandling)** - Adds the ability to assign vehicle handlings to individual vehicles by modifying the default behaviour of the game.
-- **[SAMPVOICE](https://github.com/CyberMor/sampvoice)** - Implementing voice communication systems in the Pawn language for SA:MP servers.
-- **[KeyListener](https://github.com/CyberMor/keylistener)** - Client-server plugin to track the pressing of any key.
-- **[SAMP CEF](https://github.com/ZOTTCE/samp-cef)** - Client and server plugins for SA:MP to embed CEF.
-- **[SAMP_AC_v2](https://github.com/Whitetigerswt/SAMP_AC_v2)** - SA:MP Client Side Anti-Cheat.
-
-## Plugins de Criptografia
-
-- **[whirlpool](https://github.com/Southclaws/samp-whirlpool)** - Plugin de criptografia Whirlpool para o SA:MP.
-- **[bcrypt](https://github.com/LassiR/bcrypt-samp)** - Plugin de criptografia Bcrypt para o SA:MP.
-- **[samp-crypto](https://github.com/alextwothousand/samp-crypto)** - Lista com diversas criptografias, tais como: Argon2, Scrypt, and Bcrypt para o SA-MP.
-- **[SHA512](https://github.com/openmultiplayer/archive/raw/master/plugins/SHA512.zip)** - Plugin de criptografia SHA512 para o SA:MP.
-
-## GDK/SDKs
-
-- **[sampsdk](https://github.com/Zeex/samp-plugin-sdk)** - Isso é o minimo que você precisa para desenvolver plugins.
-- **[sampgdk](https://github.com/Zeex/sampgdk)** - Implementação C/C++ para desenvolvimento de gamemodes para SA-MP.
-- **[SampSharp](https://github.com/ikkentim/SampSharp)** - Implementação C# para desenvolvimento de gamemodes SA-MP.
-- **[.NET Plugin](https://github.com/Seregamil/.NET-plugin)** - Implementação C# para o desenvolvimento de plugins SA-MP.
-- **[sampgo](https://github.com/sampgo/sampgo)** - Implementação Go Language para o desenvolvimento de gamemodes/plugins SA-MP.
-- **[samp-node](https://github.com/AmyrAhmady/samp-node)** - Implementação Javascript/Typescript para desenvolvimento de gamemodes SA-MP.
-- **[Shoebill Project](https://github.com/Shoebill/ShoebillPlugin)** - Implementação Java para desenvolvimento de gamemodes SA-MP.
-- **[pySAMP](https://github.com/habecker/PySAMP)** - Implementação Python para o desenvolvimento de gamemodes SA-MP.
-- **[samp-rs](https://github.com/ZOTTCE/samp-rs)** - Implementação Rust para o desenvolvimento de plugins SA-MP.
-- **[Yet Another Lua Plugin](https://github.com/IllidanS4/YALP)** - Implementação Lua para o desenvolvimento de gamemodes SA-MP.
-- **[SAMPHP](https://github.com/Lapayo/SAMPHP)** - Implementação PHP para o desenvolvimento de gamemodes SA-MP.
-- **[SA-MP S[D]K](https://github.com/Hual/SA-MP-S-D-K)** - Implementação D Language para o desenvolvimento de gamemodes SA-MP.
-- **[Kamp](https://github.com/Double-O-Seven/kamp)** - Implementação Kotlin para o desenvolvimento de gamemodes SA-MP.
-
-## Game Modes
-
-- **[Example Gamemode](https://github.com/openmultiplayer/example-gamemodes)** - Lista de gamemodes compatÃveis com o open.mp.
-- **[ScavengeSurvive](https://github.com/Southclaws/ScavengeSurvive)** - Gamode de PvP Survival.
-- **[gta-open](https://github.com/PatrickGTR/gta-open)** - Gamemode de Cops and Robbers em Los Santos.
-- **[SF-CnR](https://github.com/zeelorenc/sf-cnr)** - Gamemode de Cops And Robbers em San Fierro para o SA-MP.
-- **[Next Generation Roleplay](https://github.com/NextGenerationGamingLLC/SA-MP-Development)** - The Next Generation Gaming, LLC SA-MP Gamemode.
-- **[SC-RP](https://github.com/seanny/SC-RP)** - Gamemode Roleplay com suporte a MySQL.
-
-## Filterscripts
-
-- **[MapFix](https://github.com/NexiusTailer/MapFix)** - Arruma o bug de texturas no mapa do GTA San Andreas.
-- **[SA:MP Animbrowse](https://github.com/Southclaws/samp-animbrowse)** - Ferramenta para buscar animações para o SA-MP.
-- **[IsPlayerUsingAndroid](https://github.com/Fairuz-Afdhal/IsPlayerUsingAndroid)** - Verifica se o jogador está em dispositivo Android.
-- **[TextDraw-Editor](https://github.com/Nickk888SAMP/TextDraw-Editor)** - Editor de TextDraw rico em possibilidades.
-- **[Ultimate Creator](https://github.com/NexiusTailer/Ultimate-Creator)** - Editor de mapas avançado com muitos recursos.
-- **[Fusez's Map Editor](https://github.com/fusez/Map-Editor-V3)** - Editor de mapas in-game para o SA-MP.
-- **[Texture Studio](https://github.com/Pottus/Texture-Studio)** - Editor de mapas in-game que permite a texturização até 15 partes (16 materiais), como também definição de cores para determinado material nas partes do objeto.
diff --git a/docs/translations/pt-BR/client/ClientCommands.md b/docs/translations/pt-BR/client/ClientCommands.md
deleted file mode 100644
index 611683934d4..00000000000
--- a/docs/translations/pt-BR/client/ClientCommands.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: "Comandos de Cliente"
-description: Lista de todos os comandos de cliente.
----
-
-## Comandos
-
-| Comandos | Descrição |
-|----------|-----------|
-| /quit (/q) | Como o próprio nome diz, ele fecha o jogo. Você também pode usar o comando /q, que é exatamente o mesmo comando porém apenas mais curto. |
-| /save | /save é provavelmente o comando padrão mais utilizado, e provavelmente o mais útil. Quando você digita /save, sua posição atual é salva no arquivo savedpositions.txt que fica no seu diretório de arquivos de usuário, podendo utilizá-lo em scripts. |
-| /rs | /rs (Salvamento Bruto) é como o /save, mas ele apenas salva sua posição atual e ângulo de visão no arquivo rawpositions.txt no diretório de arquivos de usuário. Informações extras como classe e armas não são salvas. |
-| /interior | Quase tão importante quanto o /save, esse comando simplesmente mostra seu interior atual no chat. |
-| /vw | Quase tão importante quanto o /save, esse comando simplesmente mostra seu mundo virtual atual no chat. |
-| /fpslimit | Esse comando determina o valor limite de FPS (Frames Por Segundo) do seu jogo. Quanto maior o limite, mais suave ficará seu jogo. Não surtirá efeito se o limitador de quadros estiver desabilitado nas opções gráficas. O limite pode ser ajustado entre 20 a 90 e o padrão é 50. Isso configura a opção 'fpslimit' no sa-mp.cfg. |
-| /pagesize | /pagesize é usado para escolher a quantidade de linhas visÃveis no chat. Podendo ser qualquer valor entre 10 a 20 linhas. O valor padrão é 10. Isso configura a opção 'pagesize' no sa-mp.cfg. |
-| /headmove | Esse comando controla se as cabeças dos jogadores se movem na direção em que estão olhando, no entanto ele só se aplica localmente, então outros jogadores ainda poderão ver sua cabeça se movendo. Isso configura a opção 'disableheadmove' no sa-mp.cfg. |
-| /timestamp | Esse comando mostra/esconde o tempo para todas as mensagens no chat. O tempo que é mostrado é o de seu computador, não sendo o tempo do servidor. Isso configura a opção 'timestamp' no sa-mp.cfg. |
-| /dl | DL significa Rótulos de Debug (Debug Labels). Esse comando alterna a visibilidade dos rótulos de debug nos veÃculos, que mostram o ID do veÃculo, modelo, vida, se o veÃculo está pré-carregado, distância do jogador, reboque, assentos disponÃveis, posição atual e posição de criação. |
-| /nametagstatus | Quando habilitado (que é o padrão), os jogadores verão um pequeno Ãcone de ampulheta próximo à tag de nome dos jogadores pausados. Isso incluà jogos minimizados (alt-tab), no menu de pausa (ESC), conexões perdidas (falha/tempo esgotado) e quando são tiradas fotos da tela que congelam o jogo por mais de 3 segundos. Isso configura a opção 'nonametagstatus' no sa-mp.cfg. |
-| /mem | Mostra a quantidade atual de uso de memória. (Entretanto, geralmente é mostrado apenas 128 MB.) |
-| /audiomsg | Habilita/desabilita a mensagem que aparece quando uma URL é transmitida para o cliente. Isso configura a opção 'audiomsgoff' no sa-mp.cfg. |
-| /fontsize | Altera o tamanho da fonte da Interface Gráfica (chat, diálogos, etc...). São tamanhos válidos valores entre -3 a 5. |
-| /ctd | Esse comando foi adicionado na versão 0.3.7 RC2. Habilita o debugging no cliente do alvo da câmera do jogador. |
-| /rcon | Mais relacionado com o servidor do que com o cliente. Esse comando é utilizado para executar comandos RCON. RCON é o sistema interno de administração. RCON significa [Controle Remoto (Remote Control)](../server/ControllingServer#using-rcon). |
-| /hudscalefix | Esse comando foi adicionado na versão 0.3.7 R3. Habilita/desabilita a correção de escala do radar, para que o radar do jogo se ajuste melhor em resoluções widescreen (corrigindo a distorção que faz o radar aparecer em formato oval). Isso configura a opção 'nohudscale' no sa-mp.cfg. |
-
-## Arquivo sa-mp.cfg
-
-| Opção | Descrição |
-|-------|-----------|
-| pagesize | Ver /pagesize. |
-| fpslimit | Ver /fpslimit. |
-| disableheadmove | Ver /headmove. |
-| timestamp | Ver /timestamp. |
-| ime | Controla se a janela de entrada do chat suporta edição de texto por Método de Entrada (IME) e troca de idiomas. 1 habilita o IME, 0 desabilita. |
-| audiomsgoff | Ver /audiomsg. |
-| multicore | Alterna se o cliente SA-MP usa múltiplos núcleos da CPU durante a execução. O padrão é 1 (USA múltiplos núcleos). Configure para 0 se você tiver problemas com o mouse. |
-| directmode | Permite que jogadores com problemas na exibição do texto do chat usem o modo mais lento de renderização direta na tela. 0 para desabilitar, 1 para habilitar. |
-| audioproxyoff | Se esta opção estiver configurada como 1, e houver um servidor proxy configurado nas Opções de Internet do Windows, o proxy não será usado ao reproduzir streams de áudio no SA-MP. |
-| nonametagstatus | Ver /nametagstatus. |
-| fontface | Permite alterar a fonte do chat, diálogos e placar. Ex: fontface="Comic Sans MS". Não é oficialmente suportado e pode causar problemas. |
-| fontweight | Esta opção alterna se a fonte do seu chat é negrito ou não. 0 = NEGRITO (padrão) e 1 = NORMAL. |
-| nohudscale | Esta opção foi adicionada na versão 0.3.7 R3. Ver /hudscalefix. |
\ No newline at end of file
diff --git a/docs/translations/pt-BR/client/ClientOnLinux.md b/docs/translations/pt-BR/client/ClientOnLinux.md
deleted file mode 100644
index a43d21e5a17..00000000000
--- a/docs/translations/pt-BR/client/ClientOnLinux.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: "open.mp client no linux"
-description: Guia de como executar o cliente open.mp no Linux.
----
-
-# Guia de como executar o cliente open.mp no Linux
-
-:::warning
-
-Você NÃO obterá uma interface gráfica funcional, isso deve ser executado em um prefixo do Wine via argumentos de linha de comando.
-
-:::
-### Testado em:
-
- - Lutris: wine-ge 8-26 com prefixo 32 bits
- - Bottles: soda-9.0-1
-
-### How to:
-
-1. Certifique-se de ter um prefixo do Wine criado com o GTA San Andreas instalado.
-2. Baixe o [launcher do open.mp](https://github.com/openmultiplayer/launcher/releases/latest) e instale dentro do prefixo do Wine.
-3. Baixe o [cliente SA-MP](https://github.com/KrustyKoyle/files.sa-mp.com-Archive) e instale no mesmo prefixo do Wine.
-4. Baixe o [omp-client.dll](https://assets.open.mp/omp-client.dll) e copie para a pasta `AppData\Local\mp.open.launcher\omp\` do usuário principal no seu prefixo.
-
-Por fim, você pode executar o launcher do open.mp através da CLI do prefixo do Wine ou criar um script .bat para facilitar.
-
-### Exemplo de comando para executar:
-```
-Z:\caminho\para\omp-launcher.exe -h servidor.ip -p porta -n user.name -g Z:\home\usuário\caminho\para\gta-san-andreas\install\
-```
-
-:::tip
-
-Você pode executar omp-launcher.exe com a flag --help para obter mais informações sobre as opções disponÃveis, caso o exemplo acima não seja suficiente.
-
-:::
-
-## Troubleshooting
-
-| Problema | Suposta solução |
-| --------------------------------------------- |:--------------------------------------------------------------------------------------:|
-| O jogo trava ao pausar | Falta alguma fonte, resolva instalando todas as fontes através do winetricks. |
-| Não exibe o prompt de login em um servidor | Tente alternar a opção "Preferir bibliotecas do sistema" no Lutris. |
-| Aparece uma caixa preta e o jogo não carrega | Podem estar faltando parâmetros de lançamento na linha de comando. Revise o comando. |
\ No newline at end of file
diff --git a/docs/translations/pt-BR/client/CommonClientIssues.md b/docs/translations/pt-BR/client/CommonClientIssues.md
deleted file mode 100644
index 5361b9a373f..00000000000
--- a/docs/translations/pt-BR/client/CommonClientIssues.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: Problemas Comuns de Cliente
-description: Guia de como resolver problemas no cliente SA-MP.
----
-
-## Problemas Comuns de Cliente
-
-### Eu tenho o erro "San Andreas cannot be found"
-
-San Andreas Multiplayer **NÃO** é um programa autônomo (que funciona sozinho). Ele adiciona a funcionalidade de multijogador ao San Andreas e, portanto, você precisa do GTA San Andreas no seu computador. Também precisa ser **EU/US v1.0**, outras versões como 2.0, Steam ou Direct2Drive não irão funcionar. [Clique aqui para baixar um patch para desatualizar seu GTA: SA para a versão 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661).
-
-### Não consigo ver nenhum servidor no aplicativo do SA-MP
-
-Primeiro, certifique-se de que está seguindo os procedimentos prescritos no [Quick-start guide](https://team.sa-mp.com/wiki/Getting_Started). Se você seguiu como descrito e ainda não pode ver nenhum servidor, você precisa permitir que o SA-MP tenha acesso através do seu firewall. Infelizmente, devido ao grande número de firewalls disponÃveis, não podemos oferecer suporte para esta ocasião, sugerimos procurar no site dos desenvolvedores ou pesquisar no Google. Também certifique-se de que está usando a última versão do SA-MP!
-
-### O modo singleplayer abre ao invés do multiplayer
-
-:::warning
-
-Você, provavelmente, não deverá ver as opções do singleplayer (novo jogo, carregar jogo, etc). O SA-MP deve carregar por si mesmo e não apresentar estas opções. Caso ocorra, saiba que o modo singleplayer carregou e não o multiplayer.
-
-:::
-
-O modo singleplayer pode carregar por dois motivos: caso tenha instalado o SA-MP no diretório errado, ou você tem a versão errada do San Andreas. Caso tenha a versão errada é fácil de consertar, clique [aqui](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) para baixar o patch de desatualização.
-
-Algumas vezes o menu do singleplayer irá carregar, mas o SA-MP terá carregado corretamente. Para consertar isso, você precisa selecionar um item no menu e pressionar ESC até que esteja fora, então o SA-MP irá proceder e carregar.
-
-### Eu tenho "Unacceptable NickName" ao conectar no servidor
-
-Certifique-se de que você não está usando nenhum caractere não permitido no jogo (use 0-9, a-z, \[\], (), \$, @, ., \_ e = apenas) e que seu nome não seja maior que 20 caracteres. Isso também pode ser causado quando há um jogador no servidor com o mesmo nome que o seu. Um servidor Windows executando o SA-MP com um tempo maior que 50 dias também pode causar este bug.
-
-### Tela trava no "Connecting to ip:port..."
-
-O servidor pode estar offline, ou se você não pode conectar a nenhum servidor, desative seu firewall e veja se funciona. Caso funcione, você precisa configurar seu firewall corretamente. Também pode ser que você tenha uma versão antiga do SA-MP, baixe a última versão: [Página de download do SA-MP](http://sa-mp.com/download.php).
-
-### Eu tenho um GTA modificado: GTA San Andreas e SA-MP não carregam
-
-Caso nenhum dos dois execute, remova seus mods.
-
-### Ao iniciar o GTA com SA-MP não funciona
-
-Delete o arquivo gta_sa.set da pasta GTA San Andreas User Files e certifique-se de que você não tem nenhum mod/cheat.
-
-### O jogo crasha quando um veÃculo explode
-
-Se você usa 2 monitores, então há 3 maneiras de resolver isso:
-
-1. Desligue o 2º monitor ao jogar SA-MP (Talvez não muito útil caso queira utilizá-lo).
-2. Defina seus efeitos visuais para "Low" (baixo) em Esc > Options > Display Setup > Advanced.
-3. Renomeie a pasta do seu GTA San Andreas (ex: "GTA San Andreas2"). Isso funciona frequentemente, porém pode ser que volte a crashar, então será necessário trocar o nome para outro novamente.
-
-### Meu mouse não funciona após sair do menu de pausa
-
-Você deve desativar a opção multicore do [sa-mp.cfg](../../../client/ClientCommands#file-sa-mpcfg "Sa-mp.cfg") (coloque em 0).
-
-### O arquivo dinput8.dll está faltando
-
-Isso possivelmente surge quando o DirectX não está propriamente instalado, tente instalá-lo novamente, não esqueça de reiniciar seu computador. Se o problema persistir, apenas vá até C:\\Windows\\System32, então copie e cole o arquivo para a pasta raiz do seu GTA San Andreas, isso deve resolver o problema.
-
-### Não consigo ver a nametag de outros jogadores!
-
-Esteja ciente de que alguns servidores podem desativar as nametags. Por outro lado, este problema ocorre frequentemente com computadores com processadores gráficos integrados da Intel. Infelizmente, a causa do problema não aparenta ter solução no presente momento. Uma forma de consertar seria, talvez, instalando uma placa de vÃdeo dedicada em seu computador, caso seja possÃvel e seu computador permitir. Laptops (notebooks) não podem ser melhorados (geralmente).
\ No newline at end of file
diff --git a/docs/translations/pt-BR/client/CrashAddresses.md b/docs/translations/pt-BR/client/CrashAddresses.md
deleted file mode 100644
index 252b9acbfda..00000000000
--- a/docs/translations/pt-BR/client/CrashAddresses.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: "Endereços de Crash"
-description: Guia de endereços comuns de crash.
----
-
-A lista abaixo contém alguns endereços comuns de crash que você pode usar para ajudar a rastrear o problema e evitar que ele ocorra no futuro. Na maioria dos casos, crashes do cliente ocorrem devido a um problema no script. Entretanto, vale mencionar que o SA-MP está bastante estável atualmente.
-
-## Endereços de Crash do Cliente
-
-| FREQUÊNCIA | ENDEREÇO | CAUSA | SOLUÇÃO |
-|------------|----------|-------|----------|
-| Raro | 0x00000000 | SA-MP não está inicializando. | Reinstale o jogo, certifique-se que o modo singleplayer funciona. Se você tiver mods instalados, remova-os |
-| Raro | 0x006E3D17 | Relacionado à skin. Frequentemente ocorre quando se muda a skin de um jogador que está em um veÃculo, ou que está entrando ou saindo de um. | Certifique-se que o jogador está a pé antes de mudar sua skin. |
-| Raro | 0x0058370A | DifÃcil de rastrear. Parece estar relacionado ao veÃculo/câmera. Ocorre quando o script tenta colocar o jogador em um veÃculo. O veÃculo para o qual o jogador está sendo teleportado ainda não está disponÃvel e/ou renderizado no mundo. | Espere alguns milissegundos antes de teleportar um jogador para um veÃculo recém-criado. Outra solução possÃvel seria usar SetCameraBehindPlayer antes de teleportá-los para o veÃculo. |
-| Raro | 0x0040F64C | Problema no Windows 7/Vista relacionado a permissões. Problema na versão do instalador que o cliente SA-MP usa. | Atualize para SA-MP 0.3.7. Se ainda ocorrer, renomeie seu diretório do GTASA. |
-| Raro | 0x0059F8B4 | Ocorre quando o cliente falha ao carregar objetos do SA-MP. Geralmente é um problema com um arquivo essencial, o samp.img está faltando. | Reinstale o cliente. Tente executar o instalador como Administrador se estiver usando Windows Vista/7. |
-| Raro | 0x00746929 OU 0x0081214A | Configuração do lado do cliente mal configurada. | Encerre seu "gta_sa.exe" usando o Gerenciador de Tarefas |
-| Frequente | 0x007F0BF7 | Relacionado a modificações de veÃculos. Frequentemente causado quando o servidor tenta colocar uma modificação inválida em um veÃculo (por exemplo, NOS ou aerofólios em uma moto). Outras causas podem ser mods ruins de veÃculos do lado do cliente. | Existem vários scripts lançados nesses fóruns que possuem verificação de erros para isso. |
-| Frequente | 0x00544BC8 | Relacionado a objetos. Geralmente ocorre quando muitos objetos estão sendo exibidos para o cliente, ou seja, mais do que ele pode lidar. | Uma solução prática pode ser usar um streamer de objetos. Muitos streamers nesses fóruns vêm com configurações para diminuir a quantidade máxima de objetos visÃveis exibidos para um jogador em qualquer momento |
-| Frequente | 0x00415D47 OU 0x00536DF4 | Relacionado a objetos. Geralmente ocorre quando muitas texturas de objetos são carregadas para o cliente. | Problema de baixo nÃvel que é difÃcil de rastrear e corrigir. Acredita-se que esteja relacionado a colisões. Ocorre aleatoriamente dependendo do objeto. Tente remover grupos de objetos e use o processo de eliminação para estabelecer quais objetos estão causando o problema e removê-los do seu modo. |
-| Raro | 0x593C6F | Quando o número de objetos de roubo (que você pega ao roubar uma casa) é muito alto. | Reduza o número de objetos de roubo |
-
-## Códigos de Aviso do Chat
-
-| MENSAGEM | CAUSA | SOLUÇÃO |
-|----------|-------|----------|
-| Exception 0xC0000005 at 0x5E5815 | DifÃcil de rastrear. O método para o qual este endereço aponta faz várias coisas. Ele processa a mistura de animações com base na superfÃcie em que o ped está e lida com áudio, e é chamado logo após uma função que te _dá_ armas... Talvez o que aconteceu aqui é que algum evento invocado por script ocorreu exatamente no momento em que você estava entrando em um veÃculo (por exemplo, recebendo uma arma, teleportando ou algo similar). | - |
-| Exception 0x0000005 at 0x534134 | Problema com nÃveis de acesso do Windows 7/Vista | Executar o SA-MP como administrador parece resolver o problema. |
-| Exception 0xC0000005 at 0x544BC8 | Ver 0x00544BC8 | Ver 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | Ver 0x00544BC8 | Ver 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | Modificação inválida de veÃculo aplicada | Você instalou modificações no Handling.cfg e Vehicles.ide porque o SAMP não carrega estes arquivos, pois se você ajustar as configurações, poderia andar mais rápido que outros. Em resumo, o SAMP não carregará suas configurações modificadas de veÃculo. |
-| Exception At Address: 0x0040FB80 | Crash comum em computadores Windows 7 x64. Acontece quando você executa em modo de compatibilidade do Windows 2000, Windows XP ou Windows Vista (qualquer service pack). | Corrija desabilitando a compatibilidade e executando gta_sa.exe como administrador. |
-| Exception At Address:0x0071A708 | Desconhecido | Desabilite Legend em Options > Display Options. |
-| Exception at Address: 0x004DFE92 | Configurações corrompidas | Delete seu arquivo gta_sa.set na pasta Meus Documentos. |
\ No newline at end of file
diff --git a/docs/translations/pt-BR/client/_.md b/docs/translations/pt-BR/client/_.md
deleted file mode 100644
index fdda30be6da..00000000000
--- a/docs/translations/pt-BR/client/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Cliente
-description: Essa categoria contém informações sobre o cliente do SA-MP, incluindo funções e suporte.
----
-
-Essa categoria contém informações sobre o cliente do SA-MP, incluindo funções e suporte.
diff --git a/docs/translations/pt-BR/meta/Contributing.md b/docs/translations/pt-BR/meta/Contributing.md
deleted file mode 100644
index 10a8aa756ed..00000000000
--- a/docs/translations/pt-BR/meta/Contributing.md
+++ /dev/null
@@ -1,217 +0,0 @@
----
-title: Contribuição
-description: Como contribuir com SA-MP Wiki e a documentação open.mp.
----
-
-Esta documentação está aberta para qualquer um contribuir para seu desenvolvimento e aperfeiçoamento! Tudo que você precisa é uma conta no [GitHub](https://github.com) e algum tempo livre. Você inclusive não necessita ter conhecimentos de Git, podendo fazer tudo pela interface da web.
-
-## Editando Conteúdo
-
-Em cada página há um botão que o(a) leverá para uma página no GitHub para editar:
-
-
-
-Por exemplo, clicando em [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) o(a) levará para [esta página](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md) a qual contém um editor de texto para fazer algumas mudanças no arquivo(assumindo que você esteja logado(a) no GitHub).
-
-Faça suas edições e envie um "Pull Request", isso significa que os organizadores da Wiki e outros membros da comunidade irão revisar suas mudanças, discutir se são necessárias então incorporá-las ou não.
-
-## Adicionando um Conteúdo Novo
-
-Adicionar um novo conteúdo pode ser um pouco mais complicado, poderá fazer de duas maneiras:
-
-### Interface do GitHub
-
-Quando pesquisar um diretório no GitHub, haverá um botão Add file no canto direito superior do arquivo:
-
-
-
-Você pode tanto enviar um arquivo 'Markdown' que você já escreveu, ou escrever diretamento no editor de texto do GitHub.
-
-Este arquivo _PRECISA_ conter a extensão `.md` e conter 'Markdown'. Para mais informações sobre 'Markdown, acesse [este guia](https://guides.github.com/features/mastering-markdown/).
-
-Uma vez feito isso, clique em "Propose new file" (Propor novo arquivo) e um "Pull Request" será aberto para revisão.
-
-### Git
-
-Se você deseja usar Git, tudo que precisa é clonar o repositório da WIki com:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Abre o repositório em seu editor favorito. Eu recomendo Visual Studio Code, pois contém ótimas ferramentas de edição e formatação de arquivos "Markdown". Como pode ver, estou escrevendo usando Visual Studio Code!
-
-
-
-Eu recomendo duas extensões que irão aperfeiçoar sua experiência:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) por David Anson - Essa extensão faz com que o arquivo seja formatado corretamente, prevenindo alguns erros semânticos e sintáticos. Nem todos avisos são importantes, mas alguns podem ajudar a melhorar e leitura. Use ao seu julgamento, em caso de dúvida, consulte um revisor.
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) Pelo time Prettier.js - Este formatará automaticamente seus arquivos "Markdown" para que todos usem um estilo consistente. O repositório da Wiki contém algumas configurações em `package.json` que a extensão deverá usar automaticamente. Tenha certeza de habilitar "Format On Save" nas configurações do seu editor, para que os arquivos sejam formatados automaticamente a cada save.
-
-## Notas, Dicas e Convenções
-
-### Links Internos
-
-Não utilize URL's absolutas para links dentro do site. Use caminhos relativos.
-
-- âŒ
-
- ```md
- Para ser usado com [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- Para ser usado com [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` significa "vá até o diretório", então se o arquivo que está editando estiver dentro do diretório `functions` e estiver 'linkando' com `callbacks` você usará `../` para ir até `scripting/` e então `callbacks/` para entrar no diretório, e então o nome do arquivo (sem `.md`) da callback que gostaria de 'linkar'.
-
-### Imagens
-
-Imagens vão dentro de um sub-diretório em `/static/images`. Então quando você 'linkar' uma imagem em `![]()` você utiliza `/images/` como o caminho base (sem necessidade de `static`, é apenas para o repositório).
-
-Em caso de dúvida, leia uma página que contenha imagens e copie como está feito nela.
-
-### Metadata
-
-A primeira coisa em _qualquer_ documento aqui deve ser a "metadata":
-
-```mdx
----
-title: Minha Documentação
-description: Esta é uma página sobre coisas, comidas e X-Burguer!
----
-```
-
-Toda página deve conter um tÃtulo e uma descrição.
-
-Para uma lista completa do que pode ir entre `---`, verifique [a documentação do Docusaurus](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### TÃtulos
-
-Não crie um TÃtulo "level 1" (``) com `#`, pois este é gerado automaticamente. Seu primeiro tÃtulo deverá _sempre_ ser `##`
-
-- âŒ
-
- ```md
- # Meu TÃtulo
-
- Esta documentação é para...
-
- # Sub-seção
- ```
-
-- ✔
-
- ```md
- Esta documentação é para...
-
- ## Sub-seção
- ```
-
-### Utilize `Code Snippets` para Referências Técnicas
-
-Quando escrever um parágrafo que contém nomes de funções, números, expressões ou qualquer outra coisa que não seja linguagem básica (comunicação), cerque-os com \`sinal de crase\`. Isso facilita separar a linguagem ao descrever coisas de referência técnica, elementos como nome de funções ou partes de códigos.
-
-- âŒ
-
- > A função fopen retornará um valor com uma tag do tipo File:, não há problema nesta linha pois o valor de retorno é armazenado em um variável que também tem a tag File:. Entretanto, na próxima linha o valor 4 é adicionado ao arquivo. 5 não tem tag [...]
-
-- ✔
-
- > A função `fopen` retornará um valor com uma tag do tipo `File:`', não há problema nesta linha pois o valor de retorno é armazenado em um variável que também tem a tag `File:`. Entretanto, na próxima linha o valor `4` é adicionado ao arquivo. `4` não tem tag [...]
-
-No exemplo acima, `fopen` é o nome de uma função e não uma palavra em português, então cerca-la com `code` "snippet" (crase) ajuda a distinguir um do outro.
-
-Também, se o parágrafo estiver relizando uma referência a um bloco de código, isso ajudaria o leitor a associar as palavras com o exemplo.
-
-### Tabelas
-
-Se a tabela tem tÃtulos, eles vão na parte de cima:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------ |
- | Vida | Estado do Motor |
- | 650 | Sem dano |
- | 650-550 | Fumaça Branca |
- | 550-390 | Fumaça Cinza |
- | 390-250 | Fumaça Preta |
- | < 250 | Em chamas (irá explodir) |
- ```
-
-- ✔
-
- ```md
- | Vida | Estado do Motor |
- | ------- | ------------------------ |
- | 650 | Sem dano |
- | 650-550 | Fumaça Branca |
- | 550-390 | Fumaça Cinza |
- | 390-250 | Fumaça Preta |
- | < 250 | Em chamas (irá explodir) |
- ```
-
-## Migrar do SA-MP Wiki
-
-Maior parte do conteúdo já foi movido, mas se encontrar uma página faltando, aqui está um pequeno guia de como converter o conteúdo para "Markdown".
-
-### Pegando o HTML
-
-1. Clique neste botão
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Passe o mouse sobre o canto esquerdo superior da página, na margem da esquerda ou no canto até você ver `#content`
-
- 
-
- Ou pesquise por ``
-
- 
-
-3. Copie o HTML interno daquele elemento
-
- 
-
- Agora você tem _apenas_ o código HTML do _conteúdo_ da página, então poderá converter para "Markdown".
-
-### Convertendo HTML para Markdown
-
-Para converter HTML básico (sem tabelas) para "Markdown" use:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Veja como bagunçou completamente a tabela...
-
-### Tabelas HTML Para Tabelas Markdown
-
-Devido a ferramenta superior não suportar tabelas, utilize esta:
-
-https://jmalarcon.github.io/markdowntables/
-
-Então copie apenas o elemento `
`:
-
-
-
-### Toques Finais
-
-A conversão não será perfeita, então uma limpeza manual será necessária. As ferramentas de formatação listadas acima devem ajuda-lo, mas ainda poderá gastar um tempo realizando trabalho manual.
-
-Se você não tem tempo, não se preocupe! Envie um rascunho não finalizado, então alguém poderá continuar de onde você parou!
-
-## Acordo de Licença
-
-Todo projeto open.mp contém um [Acordo de Licença do Contribuidor](https://cla-assistant.io/openmultiplayer/homepage). Isso, basicamente, significa que você concorda em usarmos o seu trabalho e coloca-lo sob a licença de código aberto. Quando abrir um Pull Request pela primeira vez, o bot CLA-Assistant irá colocar um link onde você pode assinar o acordo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnActorStreamIn.md b/docs/translations/pt-BR/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index 501c85aa8f3..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamIn
-description: Esta callback é chamada quando um ator é carregado (torna-se visÃvel) para um jogador.
-tags: []
----
-
-
-
-## Descrição
-
-Esta callback é chamada quando um ator é carregado (torna-se visÃvel) para um jogador.
-
-| Nome | Descrição |
-| ----------- | ------------------------------------------- |
-| actorid | O ID do ator que foi carregado pelo jogador |
-| forplayerid | O ID do jogador que carregou o ator. |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Ator %d carrgou para você.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnActorStreamOut.md b/docs/translations/pt-BR/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index 20875b48af2..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamOut
-description: Esta callback é chamada quando um ator é descarregado (torna-se invisÃvel) para um jogador.
-tags: []
----
-
-
-
-## Descrição
-
-Esta callback é chamada quando um ator é descarregado (torna-se invisÃvel) para um jogador.
-
-| Name | Description |
-| ----------- | ---------------------------------------------- |
-| actorid | O ID do ator que foi descarregado pelo jogador |
-| forplayerid | O ID do jogador que descarregou o ator. |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Ator %d descarregou para você.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnClientCheckResponse.md b/docs/translations/pt-BR/scripting/callbacks/OnClientCheckResponse.md
deleted file mode 100644
index bcec8479fb6..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnClientCheckResponse.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnClientCheckResponse
-description: Essa callback é executada quando a requisição enviada pela função SendClientCheck é completa.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando a requisição enviada pela função SendClientCheck é completa.
-
-| Nome | Descrição |
-| ------------- | --------------------------------- |
-| playerid | ID do jogador checado. |
-| actionid | Tipo da checagem feita. |
-| memaddr | Endereço requisitado. |
-| retndata | Resultado da checagem. |
-
-## Retorno
-
-Sempre a primeira a ser declarada em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerConnect(playerid)
-{
- SendClientCheck(playerid, 0x48, 0, 0, 2);
- return 1;
-}
-
-public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
-{
- if(actionid == 0x48) // ou 72
- {
- print("AVISO: O jogador não parece estar usando um computador!");
- Kick(playerid);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Esse callback é usado somente em filterscripts.
-
-:::
-
-## Funções Relacionadas
-
-- [SendClientCheck](../functions/SendClientCheck): Realiza uma checagem de memória no cliente.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnClientMessage.md b/docs/translations/pt-BR/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index 1a5d3e27b7f..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnClientMessage
-description: Esta callback é chamada toda vez que um NPC ver uma ClientMessage.
-tags: []
----
-
-## Descrição
-
-Essa callback é chamada sempre que um NPC ver uma ClientMessage. Isso acontecerá sempre que uma função SendClientMessageToAll for usada e sempre que uma função SendClientMessage é enviada para um NPC. Esta callback não será chamada quando alguém falar algo. Para este tipo de texto, veja: NPC:OnPlayerText.
-
-| Nome | Descrição |
-| ------ | ---------------------------- |
-| color | A cor que o ClientMessage é. |
-| text[] | A mensagem em sÃ. |
-
-## Retornos
-
-Esta callback não suporta retornos.
-
-## Exemplos
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Balanço Bancário: $0") != -1)
- {
- SendClientMessage(playerid, -1, "Eu sou pobre :(");
- }
-}
-```
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnDialogResponse.md b/docs/translations/pt-BR/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index ebd12f949b4..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,158 +0,0 @@
----
-title: OnDialogResponse
-description: Esta callback é chamada quando um jogador responde a um dialog mostrado usando ShowPlayerDialog ao clicar em um botão, pressionar ENTER/ESC ou dar clique duplo em um item da lista. (se estiver usando o formato lista).
-tags: []
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador responde a um dialog mostrado usando ShowPlayerDialog ao clicar em um botão, pressionar ENTER/ESC ou dar clique duplo em um item da lista. (se estiver usando o formato lista).
-
-| Parâmetro | Descrição |
-| ----------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador que respondeu ao dialog. |
-| dialogid | O ID do dialog que foi respondido, conforme definido no ShowPlayerDialog. |
-| response | 1 para o botão esquerdo e 0 para o botão direito (se for apenas um botão, sempre será 1) |
-| listitem | O ID do item da lista selecionado pelo jogador (inicia 0) (apenas se estiver usando dialog no estilo de lista, caso contrário, será -1). |
-| inputtext[] | O texto inserido no campo pelo jogador ou texto do item da lista que foi selecionado. |
-
-## Retorno
-
-É sempre chamado primeiro nas filterscripts, por isso, retornar 1 impede que as outras filterscripts o vejam.
-
-## Exemplos
-
-```c
-// Define the dialog ID so we can handle responses
-#define DIALOG_RULES 1
-
-// In some command
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Server Rules", "- No Cheating\n- No Spamming\n- Respect Admins\n\nDo you agree to these rules?", "Yes", "No");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // Se clicarem em 'Yes' ou pressionarem ENTER
- {
- SendClientMessage(playerid, COLOR_GREEN, "Thank you for agreeing to the server rules!");
- }
- else // ESC pressionado ou Cancel clicado
- {
- Kick(playerid);
- }
- return 1; // Encontrando o dialog, retorna-se 1 para que os outros não sejam processados, Assim como OnPlayerCommandText.
- }
-
- return 0; // DEVE-SE retornar 0 aqui! Como em OnPlayerCommandText.
-}
-#define DIALOG_LOGIN 2
-
-// Em algum comando
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // ESC pressionado ou Cancel clicado
- {
- Kick(playerid);
- }
- else // Pressionando ENTER ou clicando no botão 'Login'
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "You are now logged in!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "LOGIN FAILED.");
-
- // Reapresenta o dialog de Login
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
- }
- }
- return 1; // Encontrando o dialog, retorna-se 1 para que os outros não sejam processados, Assim como OnPlayerCommandText.
- }
-
- return 0; // DEVE-SE retornar 0 aqui! Como em OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// Em um comando
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "Desert Eagle\nAK-47\nCombat Shotgun", "Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Se clicar em 'Select' ou dar clique duplo na arma
- {
- // Give them the weapon
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Entrega uma Deagle
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Entra uma AK-47
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Entrega uma Combat Shotgun
- }
- }
- return 1; // Encontrando o dialog, retorna-se 1 para que os outros não sejam processados, Assim como OnPlayerCommandText.
- }
-
- return 0; // DEVE-SE retornar 0 aqui! Como em OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// Em um comando
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Se clicar em 'Select' ou usar clique duplo na arma
- {
- // Devolve uma arma
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // Entrega uma M4
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Entrega uma MP5
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Entrega uma AK-47
- }
- }
- return 1; // Encontrando o dialog, retorna-se 1 para que os outros não sejam processados, Assim como OnPlayerCommandText.
- }
-
- return 0; // DEVE-SE retornar 0 aqui! Como em OnPlayerCommandText.
-}
-```
-
-## Notes
-
-:::dica
-
-Parâmetros podem conter diferentes valores, baseados no estilo do dialog ([clique para mais exemplos](../resources/dialogstyles.md)).
-
-:::
-
-:::dica
-
-É apropriado usar diferentes dialogids, se você tiver muitos.
-
-:::
-
-:::warning
-
-Um dialog de jogador não é escondido ao reiniciar o gamemode, ocasionando em uma mensagem "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" se um jogador responder ao dialog após o reinÃcio.
-
-:::
-
-## Funções Relacionadas
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): Show a dialog to a player.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/pt-BR/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 890524f7c2e..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnEnterExitModShop
-description: Esta callback é chamada quando o jogador entra ou sai de um modshop.
-tags: []
----
-## Descrição
-
-Esta callback é chamada quando o jogador entra ou sai de um shop mod.
-
-| Nome | Descrição |
-| ---------- | ----------------------------------------------------------------- |
-| playerid | O ID do jogador que entrou/saiu do modshop |
-| enterexit | 1 se o jogador entrou ou 0 se ele saiu |
-| interiorid | O ID do interior do modshop que o jogador entrou (ou 0 caso saia) |
-
-## Retornos
-
-É sempre chamado primeiro nas filterscripts.
-
-## Exemplos
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // Se enterexit é 0, isso significa que ele está saindo
- {
- SendClientMessage(playerid, COLOR_WHITE, "Ótimo carro! Você foi taxado em R$100.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Bugs Conhecidos: Jogadores colidem quando entram no mesmo modshop.
-
-:::
-
-## Funções Relacionadas
-
-- [AddVehicleComponent](../functions/AddVehicleComponent.md): Adiciona um componente a um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/pt-BR/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 134b37fab76..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptExit
-description: Esta callback é chamada quando um filterscript é descarregado.
-tags: []
----
-
-## Descrição
-
-Esta callback é chamada quando um filterscript é descarregado. É apenas chamado dentro do filterscript que descarregou.
-
-## Exemplos
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print("Meu Filterscript descarregou");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/pt-BR/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index 343e9ee90f5..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptInit
-description: Esta callback é chamada quando um filterscript é inicializado.
-tags: []
----
-
-## Descrição
-
-Esta callback é chamada quando um filterscript é inicializado. É apenas chamado dentro do filterscript que carregou.
-
-## Exemplos
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("O Filterscript carregou.");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnGameModeExit.md b/docs/translations/pt-BR/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index 1dc1e71e32b..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnGameModeExit
-description: Esta callback é chamada quando uma gamemode finaliza, também através do 'gmx', do servidor ser desligado ou GameModeExit.
-tags: []
----
-
-## Descrição
-
-Esta callback é chamada quando uma gamemode finaliza, também através do 'gmx', do servidor ser desligado ou GameModeExit.
-
-## Exemplos
-
-```c
-public OnGameModeExit()
-{
- print("Gamemode Finalizada.");
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta função também pode ser usada em um filterscript para detectar se a gamemode mudou através de comandos do RCON como o "changemode" ou "gmx", pois mudar o gamemode não recarrega um filterscript. Quando usar OnGameModeExit em conjunto com o comando "rcon gmx" do console, mantenha em mente que há um potencial problema que pode acarretar em bugs para os clientes, um exemplo disso é as excessivas chamadas de "RemoveBuildingForPlayer" durante o OnGameModeInit que poderia resultar no crash do cliente. Esta callback não será chamada se o servidor crashar ou o processor ser finalizado por outros meios, como usando o comandos do Linux ou pressionando o botão de fechar no console do Windows.
-
-:::
-
-## Funções Relacionadas
-
-- [GameModeExit](../functions/GameModeExit.md): Sair da atual gamemode.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnGameModeInit.md b/docs/translations/pt-BR/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index 4bd476beb94..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnGameModeInit
-description: Esta callback é acionada quando uma gamemode inicia.
-tags: []
----
-
-## Descrição
-
-Esta callback é acionada quando uma gamemode inicia.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- print("A Gamemode Iniciou!");
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta função também pode ser usada em um filterscript para detectar se a gamemode mudou através de comandos do RCON como o "changemode" ou "gmx", pois mudar o gamemode não recarrega um filterscript.
-
-:::
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnIncomingConnection.md b/docs/translations/pt-BR/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index 443d3481e83..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnIncomingConnection
-description: Esta callback é chamada quando um endereço de IP tenta conectar no servidor.
-tags: []
----
-
-## Descrição
-
-Esta callback é chamada quando um endereço de IP tenta conectar no servidor. Para bloquear tentativas de conexão, use BlockIpAddress.
-
-| Nome | Descrição |
-| ------------ | ------------------------------------- |
-| playerid | O ID do jogador que tentou conectar |
-| ip_address[] | O IP do jogador que tentou conectar |
-| port | A porta de conexão usada na tentativa |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("Há uma tentativa de conexão do jogador de ID %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [BlockIpAddress](../functions/BlockIpAddress.md): Bloqueia um IP de entrar no servidor por determinado tempo.
-- [UnBlockIpAddress](../functions/UnBlockIpAddress.md): Desbloqueia um IP previamente bloqueado.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCConnect.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCConnect.md
deleted file mode 100644
index 59332ed8d7a..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCConnect.md
+++ /dev/null
@@ -1,28 +0,0 @@
----
-title: OnNPCConnect
-description: Essa callback é executada quando um NPC conecta com sucesso no servidor.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando um NPC conecta com sucesso no servidor.
-
-| Nome | Descrição |
-| ------------ | -------------------------------------------------- |
-| myplayerid | O ID de jogador que o NPC recebeu. |
-
-## Exemplos
-
-```c
-public OnNPCConnect(myplayerid)
-{
- printf("O NPC conectou com sucesso no servidor com o ID %i!", myplayerid);
-}
-```
-
-## Callbacks Relacionadas
-
-- [OnNPCDisconnect](../callbacks/OnNPCDisconnect): Executada quando o NPC desconecta do servidor.
-- [OnPlayerConnect](../callbacks/OnPlayerConnect): Executada quando o jogador conecta no servidor.
-- [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect): Executada quando o jogador desconecta do servidor.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCDisconnect.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCDisconnect.md
deleted file mode 100644
index ada9e63cac5..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCDisconnect.md
+++ /dev/null
@@ -1,28 +0,0 @@
----
-title: OnNPCDisconnect
-description: Essa callback é executada quando um NPC é desconectado do servidor.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando um NPC é desconectado do servidor.
-
-| Nome | Descrição |
-| ------------ | ------------------------------------------------------- |
-| reason[] | The reason why the bot has disconnected from the server |
-
-## Exemplos
-
-```c
-public OnNPCDisconnect(reason[])
-{
- printf("Desconectado do servidor. Motivo: %s", reason);
-}
-```
-
-## Callbacks Relacionadas
-
-- [OnNPCConnect](../callbacks/OnNPCConnect): Executada quando um NPC conecta no servidor.
-- [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect): Executada quando o jogador desconecta do servidor.
-- [OnPlayerConnect](../callbacks/OnPlayerConnect): Executada quando o jogador conecta no servidor.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCEnterVehicle.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCEnterVehicle.md
deleted file mode 100644
index bd59e3a03cf..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCEnterVehicle.md
+++ /dev/null
@@ -1,28 +0,0 @@
----
-title: OnNPCEnterVehicle
-description: Essa callback é executada quando o NPC entra em um veÃculo.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando o NPC entra em um veÃculo.
-
-| Nome | Descrição |
-| ------------ | ------------------------------------------------------- |
-| vehicleid | ID do veÃculo que o NPC entrou. |
-| seatid | O assento que o NPC está usando. |
-
-## Exemplos
-
-```c
-public OnNPCEnterVehicle(vehicleid, seatid)
-{
- printf("Um NPC entrou no veÃculo de ID: %d, no Assento: %d", vehicleid, seatid);
- return 1;
-}
-```
-
-## Callbacks Relacionadas
-
-- [OnNPCExitVehicle](../callbacks/OnNPCExitVehicle): Executada quando um NPC sai de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCExitVehicle.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCExitVehicle.md
deleted file mode 100644
index ce1a6fa360a..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCExitVehicle.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-title: OnNPCExitVehicle
-description: Essa callback é executada quando um NPC sai de um veÃculo.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando um NPC sai de um veÃculo.
-
-
-## Exemplos
-
-```c
-public OnNPCExitVehicle()
-{
- print("O NPC saiu do veÃculo.");
- return 1;
-}
-```
-
-## Callbacks Relacionadas
-
-- [OnNPCEnterVehicle](../callbacks/OnNPCEnterVehicle): Executada quando um NPC entra em um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCModeExit.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCModeExit.md
deleted file mode 100644
index 68ebabfce86..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCModeExit.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-title: OnNPCModeExit
-description: Essa callback é executada quando o script de um NPC é descarregado.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando o script de um NPC é descarregado.
-
-
-## Exemplos
-
-```c
-public OnNPCModeExit()
-{
- print("O script do NPC foi descarregado!");
- return 1;
-}
-```
-
-## Callbacks Relacionadas
-
-- [OnNPCModeInit](../callbacks/OnNPCModeInit): Executada quando o script do NPC é carregado.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCModeInit.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCModeInit.md
deleted file mode 100644
index 6060448aa3b..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCModeInit.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-title: OnNPCModeInit.
-description: Essa callback é executada quando um script de NPC é carregado.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando um script de NPC é carregado.
-
-
-## Exemplos
-
-```c
-public OnNPCModeInit()
-{
- print("O script do NPC foi carregado.");
- return 1;
-}
-```
-
-## Callbacks Relacionadas
-
-- [OnNPCModeExit](../callbacks/OnNPCModeExit): Executada quando o script do NPC é descarregado.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnNPCSpawn.md b/docs/translations/pt-BR/scripting/callbacks/OnNPCSpawn.md
deleted file mode 100644
index 02188f8e8a9..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnNPCSpawn.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: OnNPCSpawn
-description: Essa callback é executada quando o NPC é spawnado.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando o NPC é spawnado.
-
-
-## Exemplos
-
-```c
-public OnNPCSpawn()
-{
- print("NPC foi spawnado!");
- SendChat("Olá mundo! Eu sou um BOT.");
- return 1;
-}
-```
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnObjectMoved.md b/docs/translations/pt-BR/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index d5f792e6ea1..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnObjectMoved
-description: Esta callback é chamada quando um objeto é movido após o MoveObject (quando para de se mover).
-tags: []
----
-
-## Descrição
-
-Esta callback é chamada quando um objeto é movido após o MoveObject (quando para de se mover).
-
-| Nome | Descrição |
-| -------- | ----------------------------- |
-| objectid | O ID do objeto que foi movido |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("Objeto %d terminou de se mover.", objectid);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-SetObjectPos não funciona quando usado nesta callback. Para consertar isso, recrie o objeto.
-
-:::
-
-## Funções Relacionadas
-
-- [MoveObject](../functions/MoveObject.md): Move um objeto.
-- [MovePlayerObject](../functions/MovePlayerObject.md): Move o objeto de um jogador.
-- [IsObjectMoving](../functions/IsObjectMoving.md): Verifica se um objeto está se movendo.
-- [StopObject](../functions/StopObject.md): Para um objeto de se mover.
-- [OnPlayerObjectMoved](OnPlayerObjectMoved.md): Chamado quando um objeto de jogador para de se mover.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPickupStreamIn.md b/docs/translations/pt-BR/scripting/callbacks/OnPickupStreamIn.md
deleted file mode 100644
index 9aec307d098..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPickupStreamIn.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPickupStreamIn
-description: Este callback é chamado quando um pickup entra no campo visual de um jogador.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um pickup entra no campo visual de um jogador.
-
-| Nome | Descrição |
-|----------|--------------------------------------------------------------------------|
-| pickupid | O ID do pickup, retornado por [CreatePickup](../functions/CreatePickup). |
-| playerid | O ID do jogador cujo pickup entrou no campo visual. |
-
-## Retornos
-
-Este callback é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-new g_PickupHealth;
-
-public OnGameModeInit()
-{
- g_PickupHealth = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPickupStreamIn(pickupid, playerid)
-{
- if (pickupid == g_PickupHealth)
- {
- printf("g_PickupHealth entrou no campo visual do jogador id %d", playerid);
- }
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerPickUpPickup](OnPlayerPickUpPickup): Chamado quando um jogador pega um pickup.
-- [OnPickupStreamOut](OnPickupStreamOut): Chamado quando um pickup sai do campo visual de um jogador.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma.
-
-- [CreatePickup](../functions/CreatePickup): Criar um pickup.
-- [DestroyPickup](../functions/DestroyPickup): Destruir um pickup.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPickupStreamOut.md b/docs/translations/pt-BR/scripting/callbacks/OnPickupStreamOut.md
deleted file mode 100644
index cd1162db94b..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPickupStreamOut.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPickupStreamOut
-description: Este callback é chamado quando um pickup sai do campo visual de um jogador.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um pickup sai do campo visual de um jogador.
-
-| Nome | Descrição |
-|----------|--------------------------------------------------------------------------|
-| pickupid | O ID do pickup, retornado por [CreatePickup](../functions/CreatePickup). |
-| playerid | O ID do jogador cujo pickup saiu do campo visual. |
-
-## Retornos
-
-Este callback é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-new g_PickupHealth;
-
-public OnGameModeInit()
-{
- g_PickupHealth = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPickupStreamOut(pickupid, playerid)
-{
- if (pickupid == g_PickupHealth)
- {
- printf("g_PickupHealth saiu do campo visual do jogador id %d", playerid);
- }
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerPickUpPickup](OnPlayerPickUpPickup): Chamado quando um jogador pega um pickup.
-- [OnPickupStreamIn](OnPickupStreamIn): Chamado quando um pickup entra no campo visual de um jogador.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma.
-
-- [CreatePickup](../functions/CreatePickup): Criar um pickup.
-- [DestroyPickup](../functions/DestroyPickup): Destruir um pickup.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickGangZone.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickGangZone.md
deleted file mode 100644
index f1c37358daf..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickGangZone.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: OnPlayerClickGangZone
-description: Este callback é chamado quando um jogador clica em uma gangzone no mapa do menu de pausa (clicando com o botão direito).
-tags: ["player", "gangzone"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador clica em uma gangzone no mapa do menu de pausa (clicando com o botão direito).
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------- |
-| playerid | O ID do jogador que clicou em uma gangzone. |
-| zoneid | O ID da gangzone que o jogador clicou. |
-
-## Retornos
-
-Este callback não lida com retornos.
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-public OnPlayerClickGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Você clicou na gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma:
-
-- [GangZoneCreate](../functions/GangZoneCreate): Cria uma gangzone (área colorida no radar).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroi uma gangzone.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 9b77b249f0f..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerClickMap
-description: OnPlayerClickMap é chamado quando um jogador pocisiona um ponto no mapa do menu de pausa (clicando com botão direito).
-tags: ["player"]
----
-
-## Descrição
-
-OnPlayerClickMap é chamado quando um jogador pocisiona um ponto no mapa do menu de pausa (clicando com botão direito).
-
-| Nome | Descrição |
-| -------- | ----------------------------------------------------------------- |
-| playerid | O ID do jogador que posicionou o ponto |
-| Float:fX | A coordenada X de onde o jogador clicou |
-| Float:fY | A coordenada y de onde o jogador clicou |
-| Float:fZ | A coordenada z de onde o jogador clicou (impreciso - veja abaixo) |
-
-## Retornos
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Como o nome da callback diz, é apenas chamada quando o jogador marca o alvo no mapa, e não quandoa tecla é pressionada. O valor Z retornada será 0 (invalido) se a área clicada no mapa estiver muito distante do jogador. Use os plugins MapAndreas ou ColAndreas para receber uma coordenada Z mais precisa.
-
-:::
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index fd0cb7a84a3..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Chamado quando um jogador realiza um clique duplo em um jogador no placar.
-tags: ["player"]
----
-
-## Descrição
-
-Chamado quando um jogador realiza um clique duplo em um jogador no placar.
-
-| Nome | Descrição |
-| --------------- | ---------------------------------------------- |
-| playerid | O ID do jogador que clicou em outro no placar. |
-| clickedplayerid | O ID do jogador que foi clicado. |
-| source | A fonte do clique do jogador. |
-
-## Retornos
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "Você clicou no jogador %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Há atualmente apenas um 'source' (0 - CLICK_SOURCE_SCOREBOARD). A existência deste argumento sugere que mais 'sources' podem ser adicionadas no futuro.
-
-:::
-
-## Funções Relacionadas
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw.md): Chamado quando um jogador clica em uma TextDraw.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayerGangZone.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayerGangZone.md
deleted file mode 100644
index f6724ff82a7..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayerGangZone.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: OnPlayerClickPlayerGangZone
-description: Este callback é chamado quando um jogador clica em uma gangzone de jogador no mapa do menu de pausa (clicando com o botão direito).
-tags: ["player", "gangzone"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador clica em uma gangzone de jogador no mapa do menu de pausa (clicando com o botão direito).
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------- |
-| playerid | O ID do jogador que clicou em uma gangzone de jogador.|
-| zoneid | O ID da gangzone de jogador que o jogador clicou. |
-
-## Retornos
-
-Este callback não lida com retornos.
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-public OnPlayerClickPlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Você clicou na gangzone de jogador %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma:
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Cria uma gangzone de jogador.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy): Destroi uma gangzone de jogador.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index d56e163f793..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: Esta callback é chamada quando um jogador clica em uma player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador clica em uma player-textdraw. Não é chamada quando um jogador cancela o modo de seleção (pressionando ESC), entretanto, OnPlayerClickTextDraw é.
-
-| Nome | Descrição |
-| ------------ | ----------------------------------------------- |
-| playerid | O ID do jogador que selecionou a textdraw |
-| playertextid | O ID da playerTextDraw que o jogador selecionou |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Cria a TextDraw
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "MinhaTXD");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid],0);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid],0x000000ff);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], 0xffffffff);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // Torna-a selecionável
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], 1);
-
- // Mostra para o jogador
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if (playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Você clicou em uma TextDraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::warning
-
-Quando um jogador pressiona ESC para cancelar o modo de seleção, OnPlayerClickTextDraw será chamada com um ID de TextDraw de: 'INVALID_TEXT_DRAW' (para TextDraw's inválidas). Porém, OnPlayerClickPlayerTextDraw não será chamado neste mesmo caso.
-
-:::
-
-## Funções Relacionadas
-
-- [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable.md): Define se uma TextDraw é selecionável ou não.
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw.md): Chamado quando um jogador clica em uma TextDraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer.md): Chamado quando um jogador clica em outro.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickTextDraw.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index cf0ab74ce00..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: Esta callback é chamada quando um jogador clica em uma textdraw ou cancela a seleção pressionando ESC.
-tags: ["player", "textdraw"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador clica em uma textdraw ou cancela a seleção pressionando ESC.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------------------------------------------------ |
-| playerid | O ID do jogador que clicou na TextDraw |
-| clickedid | O ID da TextDraw que recebeu o clique. INVALID_TEXT_DRAW Se a seleção for cancelada. |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "MinhaTXD");
- TextDrawTextSize(gTextDraw,60.000000, 20.000000);
- TextDrawAlignment(gTextDraw,0);
- TextDrawBackgroundColor(gTextDraw,0x000000ff);
- TextDrawFont(gTextDraw,1);
- TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
- TextDrawColor(gTextDraw,0xffffffff);
- TextDrawSetProportional(gTextDraw,1);
- TextDrawSetShadow(gTextDraw,1);
- TextDrawSetSelectable(gTextDraw, 1);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if (clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Você clicou em uma textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::warning
-
-A área 'clicável' é definida pelo TextDrawTextSize. Os parâmetros de X e Y passados pela função não devem ser "0" ou negativo. Não utilize CancelSelectTextDraw incondicionalmente dentro desta callback. Isso resultaria em um loop infinito.
-
-:::
-
-## Funções Relacionadas
-
-- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw.md): Chamado quando o jogador clica em uma player-textdraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer.md): Chamado quando um jogador clica em outro.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerCommandText.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerCommandText.md
deleted file mode 100644
index 0d4a89ae97d..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerCommandText
-description: Esta callback é chamada quando o jogador entra com um comando na janela de chat do cliente.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando o jogador entra com um comando na janela de chat do cliente. Comandos são qualquer coisa que iniciam com uma barra, EX: /help.
-
-| Nome | Descrição |
-| --------- | ----------------------------------------------- |
-| playerid | O ID do jogador que entrou com um comando. |
-| cmdtext[] | O comando que foi digitado (incluindo a barra). |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/help", true))
- {
- SendClientMessage(playerid, -1, "SERVER: Este é o comando /help!");
- return 1;
- // Returnar 1 informa que o comando foi processado.
- // OnPlayerCommandText não será chamado em outro script.
- }
- return 0;
- // Retornar 0 informa que o comando não foi precessado pelo script.
- // OnPlayerCommandText será chamado em outros scripts até que seja retornado 1.
- // Se nenhum script retornar 1, uma mensagem irá aprecer: 'SERVER: Unknown Command'
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
-
-- [SendRconCommand](../functions/SendRconCommand.md): Envia um comando via RCON.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerConnect.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerConnect.md
deleted file mode 100644
index 87f406afab3..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerConnect
-description: Esta callback é chamda quando um jogador conecta no servidor.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamda quando um jogador conecta no servidor.
-
-| Nome | Descrição |
-| -------- | ----------------------------- |
-| playerid | O ID do jogador que conectou. |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerConnect(playerid)
-{
- new
- string[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- format(string, sizeof string, "%s entrou no servidor!", playerName);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerDeath.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerDeath.md
deleted file mode 100644
index cf23a7bc77b..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: OnPlayerDeath
-description: Esta callback é chamada quando um jogador morre, tanto por suicÃdio ou por ser morto por outros jogadores.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador morre, tanto por suicÃdio ou por ser morto por outros jogadores.
-
-| Nome | Descrição |
-|---------------|---------------------------------------------------------------------------------------|
-| playerid | O ID do jogador que morreu |
-| killerid | O ID do jogador que matou o jogador que morreu, ou INVALID_PLAYER_ID se não houve um. |
-| WEAPON:reason | O ID do motivo da morte do jogador. |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // Mostra o kill no killfeed
-
- // Verifica se o ID do jogador que matou é valido antes de fazer qualquer coisa
- if (killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++;
- }
-
- // Fora da verificação, faça os códigos desejados para o jogador que morreu.
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-O motivo da morte retornará 37 (Lança Chamas) para qualquer fonte que utilize fogo (EX: Molotov). O motivo da morte retornará 51 para qualquer fonte que utilize explosões (EX: RPG, granada). Você não precisa verificar se o killerid é valido antes de usa-lo no SendDeathMessage. INVALID_PLAYER_ID é um parâmetro valido nesta função. playerid é o único que pode chamar esta callback.
-
-:::
-
-:::warning
-
-Você PRECISA verificar se 'killerid' é valido (não INVALID_PLAYER_ID) antes de usa-lo em uma array (ou qualquer outro lugar), pois isso irá ocasionar no crash do OnPlayerDeath (não o script todo). Isto é devido ao INVALID_PLAYER_ID ser definido como 65535, e se uma array tem apenas 'MAX_PLAYERS' como definição do número de elementos, você estaria tentando acessar um index inválido.
-
-:::
-
-## Related Functions
-
-- [SendDeathMessage](../functions/SendDeathMessage): Adiciona a kill para a lista de mortes.
-- [SetPlayerHealth](../functions/SetPlayerHealth): Define a vida de um jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerDisconnect.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index 6c38ff59df1..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: OnPlayerDisconnect
-description: Esta callback é chamada quando um jogador disconecta do servidor.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador disconecta do servidor.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------------------- |
-| playerid | O ID do jogador que disconectou |
-| reason | O motivo pela qual o jogador desconectou (veja a tabela abaixo). |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[3][] =
- {
- "Timeout/Crash",
- "Quit",
- "Kick/Ban"
- };
-
- format(szString, sizeof szString, "%s desconectou do servidor (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Algumas funções podem não funcionar corretamente quando usadas nesta callback pois o jogador já está desconectado quando a callback é chamada. Isso significa que você não pode ter informações inequÃvocas de funções como GetPlayerIp e GetPlayerPos.
-
-:::
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEditAttachedObject.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEditAttachedObject.md
deleted file mode 100644
index bc215855192..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEditAttachedObject.md
+++ /dev/null
@@ -1,94 +0,0 @@
----
-title: OnPlayerEditAttachedObject
-description: Esta callback é chamada quando um jogador termina o modo de edição de objetos anexados.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador termina o modo de edição de objetos anexados.
-
-| Name | Descrição |
-|------------------------|------------------------------------------------------------------|
-| playerid | O ID do jogador que terminou a edição |
-| EDIT_RESPONSE:response | 0 se foi cancelado (ESC), ou 1 se o botão de salvar foi clicado. |
-| index | The index of the attached object (0-9) |
-| modelid | O modelo do objeto que foi anexado |
-| boneid | O ID da parte em que o modelo foi anexado |
-| Float:fOffsetX | O desclocamento de X para o objeto editado. |
-| Float:fOffsetY | O desclocamento de Y para o objeto editado. |
-| Float:fOffsetZ | O desclocamento de Z para o objeto editado. |
-| Float:fRotX | A rotação de X para o objeto editado. |
-| Float:fRotY | A rotação de Y para o objeto editado. |
-| Float:fRotZ | A rotação de Z para o objeto editado. |
-| Float:fScaleX | A escala de X para o objeto editado. |
-| Float:fScaleY | A escala de Y para o objeto editado. |
-| Float:fScaleZ | A escala de Z para o objeto editado. |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-enum attached_object_data
-{
- Float:ao_x,
- Float:ao_y,
- Float:ao_z,
- Float:ao_rx,
- Float:ao_ry,
- Float:ao_rz,
- Float:ao_sx,
- Float:ao_sy,
- Float:ao_sz
-}
-
-new ao[MAX_PLAYERS][MAX_PLAYER_ATTACHED_OBJECTS][attached_object_data];
-
-// Os dados devem ser armazenados na array acima.
-
-public 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)
-{
- if (response)
- {
- SendClientMessage(playerid, COLOR_GREEN, "Anexo de objeto salvo.");
-
- ao[playerid][index][ao_x] = fOffsetX;
- ao[playerid][index][ao_y] = fOffsetY;
- ao[playerid][index][ao_z] = fOffsetZ;
- ao[playerid][index][ao_rx] = fRotX;
- ao[playerid][index][ao_ry] = fRotY;
- ao[playerid][index][ao_rz] = fRotZ;
- ao[playerid][index][ao_sx] = fScaleX;
- ao[playerid][index][ao_sy] = fScaleY;
- ao[playerid][index][ao_sz] = fScaleZ;
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "Anexo de objeto não salvo.");
-
- new i = index;
- SetPlayerAttachedObject(playerid, index, modelid, boneid, ao[playerid][i][ao_x], ao[playerid][i][ao_y], ao[playerid][i][ao_z], ao[playerid][i][ao_rx], ao[playerid][i][ao_ry], ao[playerid][i][ao_rz], ao[playerid][i][ao_sx], ao[playerid][i][ao_sy], ao[playerid][i][ao_sz]);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Edições devem ser discartadas se a resposta for '0' (cancelado). Isso deve ser feito armazenando os valores em uma arrat ANTES de usar EditAttachedObject.
-
-:::
-
-## Funções Relacionadas
-
-- [EditAttachedObject](../functions/EditAttachedObject): Edita um objeto anexado.
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Anexa um objeto a um jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEditObject.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEditObject.md
deleted file mode 100644
index 3fb4b181670..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEditObject.md
+++ /dev/null
@@ -1,97 +0,0 @@
----
-title: OnPlayerEditObject
-description: Esta callback é chamada quando um jogador termina de editar um objeto (EditObject/EditPlayerObject).
-tags: ["player"]
----
-
-## Descição
-
-Esta callback é chamada quando um jogador termina de editar um objeto (EditObject/EditPlayerObject).
-
-| Name | Descrição |
-|------------------------|---------------------------------------------------------------|
-| playerid | O ID do jogador que edtiou um objeto |
-| playerobject | 0 se for global, ou 1 se for um playerobject. |
-| objectid | O ID do objeto que foi editado. |
-| EDIT_RESPONSE:response | O [tipo de resposta](../resources/objecteditionresponsetypes) |
-| Float:fX | O desclocamento de X para o objeto editado. |
-| Float:fY | O desclocamento de Y para o objeto editado. |
-| Float:fZ | O desclocamento de Z para o objeto editado. |
-| Float:fRotX | A rotação de X para o objeto editado. |
-| Float:fRotY | A rotação de Y para o objeto editado. |
-| Float:fRotZ | A rotação de Z para o objeto editado. |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerEditObject(playerid, playerobject, objectid, EDIT_RESPONSE:response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ)
-{
- new
- Float: oldX,
- Float: oldY,
- Float: oldZ,
- Float: oldRotX,
- Float: oldRotY,
- Float: oldRotZ;
-
- GetObjectPos(objectid, oldX, oldY, oldZ);
- GetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- if (!playerobject) // Se for um objeto global, sincronize a posição para os outros jogadores
- {
- if (!IsValidObject(objectid))
- {
- return 1;
- }
- SetObjectPos(objectid, fX, fY, fZ);
- SetObjectRot(objectid, fRotX, fRotY, fRotZ);
- }
-
- switch (response)
- {
- case EDIT_RESPONSE_FINAL:
- {
- // O jogador clicou no botão de salvar
- // Faça qualquer coisa aqui para salvar o objeto (posição, rotação etc.)
- }
-
- case EDIT_RESPONSE_CANCEL:
- {
- //O jogador canceloun então coloque o objeto de volta na velha posição
- if (!playerobject) //Object is not a playerobject
- {
- SetObjectPos(objectid, oldX, oldY, oldZ);
- SetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- }
- else
- {
- SetPlayerObjectPos(playerid, objectid, oldX, oldY, oldZ);
- SetPlayerObjectRot(playerid, objectid, oldRotX, oldRotY, oldRotZ);
- }
- }
- }
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Ao usar 'EDIT_RESPONSE_UPDATE' fique ciente que esta callback não será chamada quando sair de uma edição em progresso resultando na última atualização do 'EDIT_RESPONSE_UPDATE' ficando fora de sincronia com os objetos.
-
-:::
-
-## Funções Relacionadas
-
-- [EditObject](../functions/EditObject.md): Edita um objeto.
-- [CreateObject](../functions/CreateObject.md): Cria um objeto.
-- [DestroyObject](../functions/DestroyObject.md): Destroi um objeto.
-- [MoveObject](../functions/MoveObject.md): Move um objeto.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index 868286f5fd0..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: Esta callback é chamada quando um jogador entre em um checkpoint colocado para aquele jogador.
-tags: ["player", "checkpoint"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador entre em um checkpoint colocado para aquele jogador.
-
-| Nome | Descrição |
-| -------- | ----------------------------------- |
-| playerid | O jogador que entrou no checkpoint. |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-//Neste exemplo o checkpoint é criado para o jogador quando spawna,
-//o qual cria um veÃculo e desativa o checkpoint.
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint.md): Cria o checkpoint para um jogador.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint.md): Desativa o atual checkpoint do jogador.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint.md): Verifica se o jogador está em checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint.md): Cria um checkpoint de corrida.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint.md): Desativa o atual checkpoint de corrida do jogador.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint.md): Verifica se o jogador está em um checkpoint de corrida.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterGangZone.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterGangZone.md
deleted file mode 100644
index 874dfe5b315..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterGangZone
-description: Este callback é chamado quando um jogador entra em uma gangzone.
-tags: ["player", "gangzone"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador entra em uma gangzone.
-
-| Nome | Descrição |
-| -------- | --------------------------------------------- |
-| playerid | O ID do jogador que entrou na gangzone. |
-| zoneid | O ID da gangzone em que o jogador entrou. |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-public OnPlayerEnterGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Você está entrando na gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerLeaveGangZone](OnPlayerLeaveGangZone): Este callback é chamado quando um jogador sai de uma gangzone.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma:
-
-- [GangZoneCreate](../functions/GangZoneCreate): Cria uma gangzone (área colorida no radar).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroi uma gangzone.
-- [UseGangZoneCheck](../functions/UseGangZoneCheck): Ativa o callback quando um jogador entra nesta zona.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterPlayerGangZone.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterPlayerGangZone.md
deleted file mode 100644
index 73d1015274e..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterPlayerGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterPlayerGangZone
-description: Este callback é chamado quando um jogador entra em uma player gangzone.
-tags: ["player", "gangzone"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador entra em uma player gangzone.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------- |
-| playerid | O ID do jogador que entrou na player gangzone. |
-| zoneid | O ID da player gangzone em que o jogador entrou. |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-public OnPlayerEnterPlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Você está entrando na player gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerLeavePlayerGangZone](OnPlayerLeavePlayerGangZone): Este callback é chamado quando um jogador sai de uma player gangzone.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma:
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Cria uma player gangzone.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy): Destroi uma player gangzone.
-- [UsePlayerGangZoneCheck](../functions/UsePlayerGangZoneCheck): Ativa o callback quando um jogador entra nesta zona.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
deleted file mode 100644
index af2d3feeebd..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerEnterRaceCheckpoint
-description: Esta callback é chamada quando um jogador entra em um checkpoint de corrida.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador entra em um checkpoint de corrida.
-
-| Nome | Descrição |
-| -------- | -------------------------------------------------- |
-| playerid | O ID do jogador que entrou no chekpoint de corrida |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerEnterRaceCheckpoint(playerid)
-{
- printf("Jogador %d entrou em um checkpoint de corrida!", playerid);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint.md): Cria o checkpoint para um jogador.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint.md): Desativa o atual checkpoint do jogador.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint.md): Verifica se o jogador está em checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint.md): Cria um checkpoint de corrida.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint.md): Desativa o atual checkpoint de corrida do jogador.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint.md): Verifica se o jogador está em um checkpoint de corrida.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterVehicle.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index 2230ff29dbf..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: Esta callback é chamada quando um jogador começa a entrar em um veÃculo, isso significa que o jogador não está no veÃculo ainda quando esta callback é chamada.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador começa a entrar em um veÃculo, isso significa que o jogador não está no veÃculo ainda quando esta callback é chamada.
-
-| Nome | Descrição |
-| ----------- | ----------------------------------------------------- |
-| playerid | O ID do jogador que está tentando entra no veÃculo. |
-| vehicleid | O ID do veÃculo que o jogador está tentando entrar. |
-| ispassenger | 0 se entrar como piloto. 1 se entrar como passageiro. |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplo
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "Você está entrando no veÃculo de id %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta callback é chamada quando um jogador começa a entrar em um veÃculo, não quando ele entram nele. Veja OnPlayerStateChange. Esta callback ainda é chamada se o jogador for impedido de entrar no veÃculo.
-
-:::
-
-## Funções Relacionadas
-
-- [PutPlayerInVehicle](../functions/PutPlayerInVehicle.md): Coloca um jogador em um veÃculo.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat.md): Verifica qual assento o jogador está.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerExitVehicle.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index f41897e8c1d..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerExitVehicle
-description: Esta callback é chamada quando um jogador sai do veÃculo.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador sai do veÃculo.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------- |
-| playerid | O ID do jogador que esta saindo do veÃculo. |
-| vehicleid | O ID do veÃculo que o jogador está saindo. |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[35];
- format(string, sizeof(string), "INFO: Você está saindo do veÃculo %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Não é chamada quando o jogador cai de uma bicicleta ou é removido do veÃculo por outros meios como o uso do SetPlayerPos. Você deve usar OnPlayerStateChange e checar se o antigo estado é PLAYER_STATE_DRIVER ou PLAYER_STATE_PASSENGER e se o novo estado é PLAYER_STATE_ONFOOT.
-
-:::
-
-## Funções Relacionadas
-
-- [RemovePlayerFromVehicle](../functions/RemovePlayerFromVehicle.md): Tira o jogador do veÃculo.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat.md): Verifica que assento o jogador está.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerExitedMenu.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerExitedMenu.md
deleted file mode 100644
index b69ac9b4a09..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerExitedMenu.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnPlayerExitedMenu
-description: Chamado quando um jogador sai se um menu.
-tags: ["player", "menu"]
----
-
-## Descrição
-
-Chamado quando um jogador sai se um menu.
-
-| Nome | Descrição |
-| -------- | -------------------------------- |
-| playerid | O ID do jogador que saiu do menu |
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerExitedMenu(playerid)
-{
- TogglePlayerControllable(playerid,1); // Descongela o jogador quando ele sai do menu
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [CreateMenu](../functions/CreateMenu.md): Cria um Menu.
-- [DestroyMenu](../functions/DestroyMenu.md): Destroi um Menu.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerFinishedDownloading.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerFinishedDownloading.md
deleted file mode 100644
index 44cc8569a0e..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerFinishedDownloading.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerFinishedDownloading
-description: Esta callback é chamada quando um jogador termina de baixar os modelos customizados.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Esta callback é chamada quando um jogador termina de baixar os modelos customizados. Para mais informações de como adicionar modelos customizados no servidor, veja a thread de lançamento e este tutorial.
-
-| Nome | Descrição |
-| ------------ | ---------------------------------------------------------------- |
-| playerid | O ID do jogador que terminou de baixar os modelos. |
-| virtualworld | O ID do mundo virtual a qual o jogador está baixando os modelos. |
-
-## Retornos
-
-Esta função não suporta retornos.
-
-## Exemplos
-
-```c
-public OnPlayerFinishedDownloading(playerid, virtualworld)
-{
- SendClientMessage(playerid, 0xffffffff, "Download ConcluÃdo.");
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta callback é chamada toda vez que um jogador muda de munda virtual, mesmo que não contenha modelos customizados no mesmo.
-
-:::
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerGiveDamage.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerGiveDamage.md
deleted file mode 100644
index fec077b142e..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerGiveDamage.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnPlayerGiveDamage
-description: Esta callback é chamada quando um jogador causa danos a algum jogador.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Esta callback é chamada quando um jogador causa danos a algum jogador.
-
-| Nome | Descrição |
-|------------------------------------|-------------------------------------|
-| playerid | O ID do jogador que causou o dano. |
-| damagedid | O ID do jogador que recebeu o dano. |
-| Float:amount | A quantidade de dano causado. |
-| WEAPON:weaponid | O motivo que causou o dano. |
-| [bodypart](../resources/bodyparts) | A parte do corpo que foi atingida. |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], victim[MAX_PLAYER_NAME], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetPlayerName(damagedid, victim, sizeof (victim));
-
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
- format(string, sizeof(string), "%s causou %.0f de dano em %s, arma: %s, corpo: %d", attacker, amount, victim, weaponname, bodypart);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Mantenha em mente que esta função pode ser imprecisa em alguns casos, Se deseja impedir que um determinado player cause dano a outro use SetPlayerTeam. O weaponid irá retornar 37 (flame thrower) para qualquer fonte que utilize fogo (EX: Molotov). Irá retornar 51 para qualquer fonte que utilize explosões (EX: RPG, granada). A arma sempre irá causar o máximo dano que ele suporta, por exemplo uma Desert Eagle que causa 46.2 de dano, em um pessoa com 100 de vida bastaria 3 tiros para mata-la, porém apesar de após de 2 tiros faltarem apenas 7.6 para mata-lo, a arma ainda causará 46.2 de dano.
-
-:::
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerGiveDamageActor.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerGiveDamageActor.md
deleted file mode 100644
index ad231e027dc..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerGiveDamageActor.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: OnPlayerGiveDamageActor
-description: Esta callback é chamada quando o jogador causa dano a um ator.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Esta callback é chamada quando o jogador causa dano a um ator.
-
-| Nome | Descrição |
-|-----------------|-----------------------------------------------------------|
-| playerid | ID do jogador que realizou o dano. |
-| damaged_actorid | ID do ator que recebeu o dano. |
-| Float:amount | A quantidade de vida/colete que o damaged_actorid perdeu. |
-| WEAPON:weaponid | O motivo que causou o dano. |
-| bodypart | A parte do corpo que foi acertada |
-
-## Retorno
-
-1 - Callback não será chamada em outros fillterscripts.
-
-0 - Permite que essa callback seja chamada em outros filterscripts.
-
-É sempre chamada primeiro em filterscripts então ao retornar 1 bloqueia outros filterscripts de vê-la.
-
-## Exemplos
-
-```c
-public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
-
- format(string, sizeof(string), "%s realizou %.0f de dano no ator de id %d, arma: %s", attacker, amount, damaged_actorid, weaponname);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta função não é chamada se o ator é posto como vulnerável (QUE É O PADRÃO). Veja a função [SetActorInvulnerable](../functions/SetActorInvulnerable).
-
-:::
-
-## Funções relacionadas
-
-- [CreateActor](../functions/CreateActor): Cria um ator (NPC estático).
-- [SetActorInvulnerable](../functions/SetActorInvulnerable): Coloca o actor como invulnerável.
-- [SetActorHealth](../functions/SetActorHealth): Informa a vida de um ator.
-- [GetActorHealth](../functions/GetActorHealth): Obtém a vida de um ator.
-- [IsActorInvulnerable](../functions/IsActorInvulnerable): Verifica se um ator é invulnerável.
-- [IsValidActor](../functions/IsValidActor): Verifica se o ID de um ator é válido.
-
-## Callbacks relacionadas
-
-- [OnActorStreamOut](OnActorStreamOut): Chamada quando um ator é removido da área visÃvel por um jogador.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Chamada quando um jogador aparece na área visÃvel de outro jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerInteriorChange.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerInteriorChange.md
deleted file mode 100644
index 8d078d01783..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerInteriorChange.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnPlayerInteriorChange
-description: Chamada quando um jogador muda de interior.
-tags: ["player"]
----
-
-## Descrição
-
-Chamada quando um jogador muda de interior. Pode ser chamada pela função SetPlayerInterior ou quando um jogador entre/sai de uma construção.
-
-| Nome | Descrição |
-| ------------- | ------------------------------------- |
-| playerid | O ID do jogador que mudou de interior |
-| newinteriorid | O ID do atual interior do jogador |
-| oldinteriorid | O ID do antigo interior do jogador |
-
-## Retorno
-
-É sempre chamado primeiro no gamemode.
-
-## Exemplos
-
-```c
-public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
-{
- new string[42];
- format(string, sizeof(string), "Você foi do interior %d para o interior %d!", oldinteriorid, newinteriorid);
- SendClientMessage(playerid, COLOR_ORANGE, string);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [SetPlayerInterior](../functions/SetPlayerInterior.md): Define o interior do jogador.
-- [GetPlayerInterior](../functions/GetPlayerInterior.md): Obtém o atual interior do jogador.
-- [LinkVehicleToInterior](../functions/LinkVehicleToInterior.md): Muda o interior do qual um veÃculo é visto.
-- [OnPlayerStateChange](OnPlayerStateChange.md): Chamado quando um jogador muda de estado.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerKeyStateChange.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerKeyStateChange.md
deleted file mode 100644
index e86c860e3d1..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerKeyStateChange.md
+++ /dev/null
@@ -1,319 +0,0 @@
----
-title: OnPlayerKeyStateChange
-description: Esta callback é chamada quando o estado de qualquer tecla suportada muda (pressionado/solto)
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando o estado de qualquer tecla [suportada](../resources/keys.md) muda. (pressionado/solto). Teclas direcionais não ativam o OnPlayerKeyStateChange (Para cima, baixo, direita, esquerda).
-
-| Nome | Descrição |
-| -------- | --------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador que pressionou ou soltou uma tecla. |
-| newkeys | Um mapa (bitmask) das teclas atualmente pressionadas - [veja aqui](../resources/keys.md) |
-| oldkeys | Um mapa (bitmask) das teclas pressionadas antes da atual - [veja aqui](../resources/keys.md). |
-
-## Retornos
-
-- Esta callback não suporta retornos.
-- Sempre é chamado primeiro na gamemode.
-
-## Notas
-
-
-
-:::tip
-
-Teclas direcionais não ativam o OnPlayerKeyStateChange (Para cima, baixo, direita, esquerda). Estas podem apenas ser identificadas pelo [GetPlayerKeys](../functions/GetPlayerKeys.md) no [OnPlayerUpdate](../callbacks/OnPlayerUpdate.md) ou em um teporizador.
-
-:::
-
-## Funções Relaciondas
-
-- [GetPlayerKeys](../functions/GetPlayerKeys.md): Verifica qual tecla o jogador está pressionando.
-
-## Informação Adicional
-
-### Introdução
-
-Esta callback é chamada sempre que um jogador pressionar ou soltar uma das teclas suportadas como dito acima. As teclas suportadas não são exatamente teclas do teclado, mas sim, teclas mapeadas do San Andreas, isso significa que, por exemplo, você não pode detectar quando alguém pressiona a tecla espaço, mas pode detecar quando alguém pressiona a "sprint key" (botão de correr, que pode ou não estar definido para o espaço, pois é o padrão).
-
-### Parâmetros
-
-Os parâmetros desta função é uma lista de todoas as teclas que estão sendo pressionadas e de todas as teclas que foram pressionadas até o momento. Esta callback é chamada quando o estado da tecla muda (pressionada/solta) e passa os estados de todas a teclas. Isso pode ser usado para ver o que exatamente acontece, pois as variáveis não podem ser usadas diretamente como ocorre com os parâmetros de outras funções, para reduzir o número de variávies um único BIT é utilizado para representar a tecla, isso significa que uma variável pode conter múltiplas teclas, então comparar os valores nem sempre irá funcionar.
-
-### Como não verificar uma tecla
-
-Vamos presumir que você deseja detectar quando um jogador pressiona o botão FIRE (de atirar), o código óbbio seria:
-
-```c
-if (newkeys == KEY_FIRE)
-```
-
-Este código pode funcionar no seu teste, mas está errado e seu teste é insuficiente. Tente agaixar e atirar, o seu código irá para de funcionar instantaneamente. Por que? pois "newkeys" não é mais "KEY_FIRE", agora é o mesmo que "KEY_FIRE" junto de "KEY_CROUCH" (tecla para abaixar).
-
-### Como verificar uma tecla corretamente
-
-Então, se a variável pode conter múltiplas teclas, de uma vez, como você verifica por uma única tecla? Cada tecla contém seu única bit na variável (algumas teclas contém o mesmo bit, mas são teclas a pé/veÃculo, então não podem ser pressionadas ao mesmo tempo de qualquer maneira) e você precisa verificar por aquele determinado e único bit:
-
-```c
-if (newkeys & KEY_FIRE)
-```
-
-Note that the single & is correct - this is a bitwise AND, not a logical AND, which is what the two ampersands are called.
-
-Note que o & sozinho está correto, este é um AND bitwise e não um AND lógico.
-
-Agora se testar o código irá funcionar, mesmo se agaixar ou levantar e pressionar a tecla de atirar. Entretanto, ainda há um pequeno problema, irá atirar desde que você esteja pressionando a tecla. OnPlayerKeyStateChange é chamado sempre que uma tecla muda, e aquele código é verdadeire sempre que a botão de atirar e pressionado. Se você pressionar "fire" o código será chamado, porém se essa tecla estiver pressionada e você pressionar a tecla para agaixar o código será chamda de novo, pois pressinou a tecla para agaixar. Como detectar quando uma tecla é PRIMEIRAMENTE pressionada mas não chamada novamente quando pressionada e segurada e outra tecla é pressionada?
-
-### Como verificar uma tecla que foi pressionada
-
-Aqui é onde o "oldkeys" entra. Para verificar se uma tecla acabou de ser pressionada você precisa primeiramente verificar se ela está no "newkeys", isso quer dizer que está pressionada, e verificar se não está no "oldkeys", isso quer dizer que apenas foi pressionada e segurada, o código a seguir exemplifica isso:
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
-```
-
-Será verdadeiro quando a tecla "fire" for primeiramente pressionada, não quando é pressionada e segurada e outra tecla muda.
-
-### Como verificar por uma tecla que está sendo pressionada
-
-O mesmo princÃpio que o visto acima, porém invertido:
-
-```c
-if ((oldkeys & KEY_FIRE) && !(newkeys & KEY_FIRE))
-```
-
-### Como verificar por múltiplas teclas
-
-Se quer verificar se o jogador está pressionando "crouch" e "fire" então o código a seguir funcionará:
-
-```c
-if ((newkeys & KEY_FIRE) && (newkeys & KEY_CROUCH))
-```
-
-Não funcionará se quiser detectar quando primeiramente pressionarem "fire" e então o "crouch".
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE) && (newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
-```
-
-Why not? Because OnPlayerKeyStateChange is called every time a single key changes. So they press "KEY_FIRE" - OnPlayerKeyStateChange is called with "KEY_FIRE" in "newkeys" and not in "oldkeys", then they press "KEY_CROUCH" - OnPlayerKeyStateChange is called with "KEY_CROUCH" and "KEY_FIRE" in "newkeys", but "KEY_FIRE" is now also in "oldkeys" as it's already been pressed, so "!(oldkeys & KEY_FIRE)" will fail. Fortunately the solution is very simple (in fact simpler than the original code):
-
-Por que não? Pois OnPlayerKeyStateChange é chamada sempre que uma única tecla muda. Então ao pressionar "KEY_FIRE" OnPlayerKeyStateChange será chamado com "KEY_FIRE" no "newkeys" e não no "oldkeys", então ao pressionar "KEY_CROUCH" OnPlayerKeyStateChange será chamado com "KEY_CROUCH" e "KEY_FIRE" no "newkeys", mas "KEY_FIRE" agora também está no "oldkeys" pois já foi pressionado, então "!(oldkeys & KEY_FIRE)" irá falhar. Felizmente, a solução é bem simples:
-
-```c
-if ((newkeys & (KEY_FIRE | KEY_CROUCH)) == (KEY_FIRE | KEY_CROUCH) && (oldkeys & (KEY_FIRE | KEY_CROUCH)) != (KEY_FIRE | KEY_CROUCH))
-```
-
-Parece complicado, mas ele verifica ambas as teclas que estão no "newkeys" e ambas as teclas que não estão no "oldkeys", se uma delas estiver no "oldkeys" não irá importar pois não é ambas que estão lá. Tudo isso pode ser simplificado com bonitos e ótimos "defines".
-
-## Simplificação
-
-### Detectando uma tecla sendo pressionada
-
-A definição:
-
-```c
-// HOLDING(keys)
-#define HOLDING(%0) \
- ((newkeys & (%0)) == (%0))
-```
-
-Pressionando uma tecla:
-
-```c
-if (HOLDING( KEY_FIRE ))
-```
-
-Pressionando múltiplas teclas:
-
-```c
-if (HOLDING( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Detectando a primeira tecla que foi pressionada
-
-A definição:
-
-```c
-// PRESSED(keys)
-#define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
-```
-
-Uma tecla que foi pressionada:
-
-```c
-if (PRESSED( KEY_FIRE ))
-```
-
-Múltiplas teclas que foram pressionadas:
-
-```c
-if (PRESSED( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Detectando se o jogador, atualmente, está pressionando uma tecla
-
-A definição:
-
-```c
-// PRESSING(keyVariable, keys)
-#define PRESSING(%0,%1) \
- (%0 & (%1))
-```
-
-Pressionando uma tecla:
-
-```c
-if (PRESSING( newkeys, KEY_FIRE ))
-```
-
-Pressionando múltiplas teclas:
-
-```c
-if (PRESSING( newkeys, KEY_FIRE | KEY_CROUCH ))
-```
-
-### Detectando uma tecla que foi solta
-
-A definição:
-
-```c
-// RELEASED(keys)
-#define RELEASED(%0) \
- (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
-```
-
-Uma tecla solta:
-
-```c
-if (RELEASED( KEY_FIRE ))
-```
-
-Múltiplas teclas soltas:
-
-```c
-if (RELEASED( KEY_FIRE | KEY_CROUCH ))
-```
-
-## Exemplos
-
-### Anexar NOS quando o jogador pressionar 'fire' (atirar)
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_FIRE))
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- AddVehicleComponent(GetPlayerVehicleID(playerid), 1010);
- }
- }
- return 1;
-}
-```
-
-### Super pulo
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_JUMP))
- {
- new
- Float:x,
- Float:y,
- Float:z;
- GetPlayerPos(playerid, x, y, z);
- SetPlayerPos(playerid, x, y, z + 10.0);
- }
- return 1;
-}
-```
-
-### Modo Deus ativado enquanto estiver pressionando uma tecla
-
-```c
-new
- Float:gPlayerHealth[MAX_PLAYERS];
-
-#if !defined INFINITY
- #define INFINITY (Float:0x7F800000)
-#endif
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_ACTION))
- {
- // Pressionaram a tecla, salve a vida antiga e ativa o modo Deus
- GetPlayerHealth(playerid, gPlayerHealth[playerid]);
- SetPlayerHealth(playerid, INFINITY);
- }
- else if (RELEASED(KEY_ACTION))
- {
- // Soltaram a tecla, restaura a vida antiga e desative o modo Deus
- SetPlayerHealth(playerid, gPlayerHealth[playerid]);
- }
- return 1;
-}
-```
-
-### Explicação
-
-Você não precisa saber como é feito, apenas que é assim. HOLDING detecta se o jogador está PRESSIONANDO uma tecla ou teclas, PRESSED detecta a tecla(s) que já foram PRESSIONADAS, RELEASED detecta se uma tecla(s) foi SOLTA.
-
-O motivo de precisar fazer assim, e não apenas usando & ou ==, é para exatamente detectar as teclas que deseja e ignorar as outra, as quais podem ou não terem sido pressionadas, em binário KEY_SPRINT é:
-
-```
-0b00001000
-```
-
-e KEY_JUMP é:
-
-```
-0b00100000
-```
-
-Se apenas estivessemos usando & e OnPlayerKeyStateChange for chamado por um jogador pressiondo o "jump" poderiamos obter o código a seguir:
-
-```
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-```
-
-O AND dos dois números não é 0, portanto o resultado é verdadeiro, o que não é o que queremos.
-
-Se apenas usarmos == os dois números claramente não são os mesmos, portanto a verificação iria falhar, é o que queremos.
-
-Se o jogador estivesse pressionando "jump" (pulo), "sprint" (correr) e crouch (agaixar), nós teriamos o seguinte código:
-
-```
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-A versão ANDed é o mesmo que as teclas necessárias e também não é 0, portante irá dar a resposta correta, entretanto, os dois números originais não são o mesmo, então == irá falhar. Em ambos os exemplos um dos dois resultaram na resposta correta, e outra na errada. Se compararmos o primeiro usando & e == teremos:
-
-```
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-```
-
-Obviamente "wanted" e ANDed não são o mesmo, então a verificação falha, o que é correto, para o segundo exemplo:
-
-```
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-"wanted" e ANDed são o mesmo, então comparando-os irá retornar verdadeiro, o que novamente é correto.
-
-Então usando este método, podemos precisamente verificar se determinadas teclas foram ou não pressionadas e ignorar todas as outras teclas. O "oldkeys" usa em sua verificação != ao invés de == para garantir que as teclas não foram previamente pressionadas, então sabemos que uma delas foi pressionada.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveCheckpoint.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveCheckpoint.md
deleted file mode 100644
index 79790d30fe8..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerLeaveCheckpoint
-description: Esta callback é chamada quando um jogador sai de um checkpoint definido para eles por SetPlayerCheckpoint.
-tags: ["player", "checkpoint"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador sai de um checkpoint definido para eles por SetPlayerCheckpoint. Apenas um checkpoint pode ser definido por vez.
-
-| Nome | Descrição |
-| -------- | -------------------------------------------------- |
-| playerid | O ID do jogador que saiu do respectivo checkpoint. |
-
-## Retorno
-
-Sempre é chamada primeiro em Filterscripts..
-
-## Exemplos
-
-```c
-public OnPlayerLeaveCheckpoint(playerid)
-{
- printf("Jogador %i saiu do checkpoint!", playerid);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Cria o checkpoint para um jogador.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Desativa o atual checkpoint de um jogador.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Verifica se o jogador está em um checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Cria um checkpoint de corrida para o jogador.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Desativa o atual checkpoint de corrida para o jogador.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verifica se o jogador está em um checkpoint de corrida.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveGangZone.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveGangZone.md
deleted file mode 100644
index 8eb3e4ee577..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveGangZone.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerLeaveGangZone
-description: Este callback é chamado quando um jogador sai de uma gangzone.
-tags: ["player", "gangzone"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador sai de uma gangzone.
-
-| Nome | Descrição |
-| -------- | -------------------------------------------- |
-| playerid | O ID do jogador que saiu da gangzone. |
-| zoneid | O ID da gangzone que o jogador saiu. |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-public OnPlayerLeaveGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Você está saindo da gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerEnterGangZone](OnPlayerEnterGangZone): Este callback é chamado quando um jogador entra em uma gangzone.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma:
-
-- [GangZoneCreate](../functions/GangZoneCreate): Cria uma gangzone (área colorida no radar).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroi uma gangzone.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeavePlayerGangZone.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeavePlayerGangZone.md
deleted file mode 100644
index 25a803b7a7e..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeavePlayerGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerLeavePlayerGangZone
-description: Este callback é chamado quando um jogador sai de uma player gangzone.
-tags: ["player", "gangzone"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador sai de uma player gangzone.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------------- |
-| playerid | O ID do jogador que saiu da player gangzone. |
-| zoneid | O ID da player gangzone que o jogador saiu. |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-public OnPlayerLeavePlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "Você está saindo da player gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerEnterPlayerGangZone](OnPlayerEnterPlayerGangZone): Este callback é chamado quando um jogador entra em uma player gangzone.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma:
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Cria uma player gangzone.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy): Destroi uma player gangzone.
-- [UsePlayerGangZoneCheck](../functions/UsePlayerGangZoneCheck): Ativa o callback quando um jogador sai desta zona.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
deleted file mode 100644
index 207fb9ea595..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerLeaveRaceCheckpoint
-description: Esta callback é chamada quando um jogador sai de um checkpoint de corrida.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador sai de um checkpoint de corrida
-
-| Nome | Descrição |
-| -------- | --------------------------------------- |
-| playerid | O ID do jogador que saiu do checkpoint. |
-
-## Retorno
-
-É sempre chamado primeiro nos filterscripts.
-
-## Examples
-
-```c
-public OnPlayerLeaveRaceCheckpoint(playerid)
-{
- printf("Player %d left a race checkpoint!", playerid);
- return 1;
-}
-```
-
-## Notes
-
-
-
-## Related Functions
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Check if a player is in a race checkpoint.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerObjectMoved.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerObjectMoved.md
deleted file mode 100644
index 3ff721eb812..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerObjectMoved.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerObjectMoved
-description: Esta callback é chamada quando o objeto de um jogador é movido após o MovePlayerObject (quando para de se mover).
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando o objeto de um jogador é movido após o MovePlayerObject (quando para de se mover).
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------- |
-| playerid | O ID do jogador a qual o objeto está associado |
-| objectid | O ID do objeto do jogador que foi movido |
-
-## Retorno
-
-É sempre chamado primeiro nos filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- printf("Objeto de ogador movido: objectid: %d playerid: %d", objectid, playerid);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-
-
-:::
-
-## Funções Relacionadas
-
-- [MovePlayerObject](../functions/MovePlayerObject): Move o objeto de um jogador.
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Verifica se um objeto de jogador está se movendo.
-- [StopPlayerObject](../functions/StopPlayerObject): Faz um objeto de jogador parar de se mover.
-- [CreatePlayerObject](../functions/CreatePlayerObject): Cria um objeto apenas para um jogador.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Destrói o objeto de um jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickUpPickup.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickUpPickup.md
deleted file mode 100644
index 416878f087c..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickUpPickup.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerPickUpPickup
-description: Esta callback é chamada quando um jogador coleta um pickup criado com CreatePickup.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador coleta um pickup criado com CreatePickup.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------------- |
-| playerid | O ID do jogador que coletou o pickup. |
-| pickupid | O ID do pickup retornado através do CreatePickup. |
-
-## Retorno
-
-Sempre é chamado primeiro na gamemode.
-
-## Exemplos
-
-```c
-new pickup_Dinheiro;
-new pickup_Vida;
-
-public OnGameModeInit()
-{
- pickup_Dinheiro = CreatePickup(1274, 2, 0.0, 0.0, 9.0);
- pickup_Vida = CreatePickup(1240, 2, 0.0, 0.0, 9.0);
- return 1;
-}
-
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- if (pickupid == pickup_Dinheiro)
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == pickup_Vida)
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [CreatePickup](../functions/CreatePickup): Cria um Pickup.
-- [DestroyPickup](../functions/DestroyPickup): Destrói um Pickup.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickUpPlayerPickup.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickUpPlayerPickup.md
deleted file mode 100644
index 43cc748ba2b..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickUpPlayerPickup.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: OnPlayerPickUpPlayerPickup
-description: Este callback é chamado quando um jogador coleta um player-pickup criado com CreatePlayerPickup.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um jogador coleta um player-pickup criado com [CreatePlayerPickup](../functions/CreatePlayerPickup).
-
-| Nome | Descrição |
-|----------|---------------------------------------------------------------------------------------------|
-| playerid | O ID do jogador que coletou o player-pickup. |
-| pickupid | O ID do player-pickup, retornado por [CreatePlayerPickup](../functions/CreatePlayerPickup). |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-new player_pickup_Cash[MAX_PLAYERS];
-new player_pickup_Health[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- player_pickup_Cash[playerid] = CreatePlayerPickup(playerid, 1274, 2, 2009.8658, 1220.0293, 10.8206, -1);
- player_pickup_Health[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175, -1);
- return 1;
-}
-
-public OnPlayerPickUpPlayerPickup(playerid, pickupid)
-{
- if (pickupid == player_pickup_Cash[playerid])
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == player_pickup_Health[playerid])
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerPickupStreamIn](OnPlayerPickupStreamIn): Chamado quando um player-pickup entra no campo de visão do jogador.
-- [OnPlayerPickupStreamOut](OnPlayerPickupStreamOut): Chamado quando um player-pickup sai do campo de visão do jogador.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Cria um pickup que será visÃvel apenas para um jogador.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Destroi um player-pickup.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickupStreamIn.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickupStreamIn.md
deleted file mode 100644
index 2ea23636706..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickupStreamIn.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerPickupStreamIn
-description: Este callback é chamado quando um player-pickup entra no campo de visão do jogador.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um player-pickup entra no campo de visão do jogador.
-
-| Nome | Descrição |
-|----------|-----------------------------------------------------------------------------------------------|
-| pickupid | O ID do player-pickup, retornado por [CreatePlayerPickup](../functions/CreatePlayerPickup). |
-| playerid | O ID do jogador que o player-pickup entrou no campo de visão. |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-new g_PlayerPickupHealth[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- g_PlayerPickupHealth[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPlayerPickupStreamIn(pickupid, playerid)
-{
- if (pickupid == g_PlayerPickupHealth[playerid])
- {
- printf("g_PlayerPickupHealth está sendo recebido pelo ID do jogador %d.", playerid);
- }
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerPickUpPlayerPickup](OnPlayerPickUpPlayerPickup): Chamado quando um jogador coleta um player-pickup.
-- [OnPlayerPickupStreamOut](OnPlayerPickupStreamOut): Chamado quando um player-pickup sai do campo de visão do jogador.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Cria um pickup que será visÃvel apenas para um jogador.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Destroi um player-pickup.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickupStreamOut.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickupStreamOut.md
deleted file mode 100644
index 9f01f8bb4ff..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerPickupStreamOut.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerPickupStreamOut
-description: Este callback é chamado quando um player-pickup sai do campo de visão do jogador.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## Descrição
-
-Este callback é chamado quando um player-pickup sai do campo de visão do jogador.
-
-| Nome | Descrição |
-|----------|------------------------------------------------------------------------------------------------|
-| pickupid | O ID do player-pickup, retornado por [CreatePlayerPickup](../functions/CreatePlayerPickup). |
-| playerid | O ID do jogador que o player-pickup deixou o campo de visão. |
-
-## Retornos
-
-Ele é sempre chamado primeiro no modo de jogo.
-
-## Exemplos
-
-```c
-new g_PlayerPickupHealth[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- g_PlayerPickupHealth[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPlayerPickupStreamOut(pickupid, playerid)
-{
- if (pickupid == g_PlayerPickupHealth[playerid])
- {
- printf("g_PlayerPickupHealth está sendo removido do stream do ID do jogador %d.", playerid);
- }
- return 1;
-}
-```
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerPickUpPlayerPickup](OnPlayerPickUpPlayerPickup): Chamado quando um jogador coleta um player-pickup.
-- [OnPlayerPickupStreamIn](OnPlayerPickupStreamIn): Chamado quando um player-pickup entra no campo de visão do jogador.
-
-## Funções Relacionadas
-
-As seguintes funções podem ser úteis, pois estão relacionadas a este callback de alguma forma.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Cria um pickup que será visÃvel apenas para um jogador.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Destroi um player-pickup.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestClass.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestClass.md
deleted file mode 100644
index eb1f13d1618..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestClass.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerRequestClass
-description: Chamado quando um jogador muda de classe na seleção de classe (e quando a seleção de classe aparece pela primeira vez).
-tags: ["player"]
----
-
-## Descrição
-
-Chamado quando um jogador muda de classe na seleção de classe (e quando a seleção de classe aparece pela primeira vez).
-
-| Nome | Descrição |
-| -------- | --------------------------------------------------------------------------- |
-| playerid | O ID do jogador que mudou de classe |
-| classid | O ID da classe atual que está sendo vista (retornardo pelo AddPlayerClass). |
-
-## Retorno
-
-Sempre é chamada primeiro em Filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerRequestClass(playerid,classid)
-{
- if (classid == 3 &&Â !IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, COLOR_RED, "Esta skin é apenas para ADMINS!");
- return 0;
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta callback também é chamada quando um jogador pressiona F4.
-
-:::
-
-## Funções Relacionadas
-
-- [AddPlayerClass](../functions/AddPlayerClass): Adiciona uma classe.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestDownload.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestDownload.md
deleted file mode 100644
index ffa88f2cc0f..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestDownload.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnPlayerRequestDownload
-description: Esta callback é chamada quando um jogador solicita o download de modelos personalizados.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Esta callback é chamada quando um jogador solicita o download de modelos personalizados.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------------------ |
-| playerid | O ID do jogador que solicitou o download de um modelo. |
-| type | O tipo de solicitação (veja abaixo). |
-| crc | O CRC de soma de verificação dos modelos. |
-
-## Retornos
-
-0 - Nega o download do modelo
-
-1 - Aceita o download requisitado
-
-## Exemplos
-
-```c
-#define DOWNLOAD_REQUEST_EMPTY (0)
-#define DOWNLOAD_REQUEST_MODEL_FILE (1)
-#define DOWNLOAD_REQUEST_TEXTURE_FILE (2)
-new baseurl[] = "https://files.sa-mp.com/server";
-
-public OnPlayerRequestDownload(playerid, type, crc)
-{
- new fullurl[256+1];
- new dlfilename[64+1];
- new foundfilename=0;
-
- if (!IsPlayerConnected(playerid)) return 0;
-
- if (type == DOWNLOAD_REQUEST_TEXTURE_FILE) {
- foundfilename = FindTextureFileNameFromCRC(crc,dlfilename,64);
- }
- else if (type == DOWNLOAD_REQUEST_MODEL_FILE) {
- foundfilename = FindModelFileNameFromCRC(crc,dlfilename,64);
- }
-
- if (foundfilename) {
- format(fullurl,256,"%s/%s",baseurl,dlfilename);
- RedirectDownload(playerid,fullurl);
- }
-
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Chamada quando um jogador termina de baixar os modelos personalizados.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestSpawn.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestSpawn.md
deleted file mode 100644
index 1c074bbbfba..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerRequestSpawn.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerRequestSpawn
-description: Chamada quando um jogador tenta spawnar através da seleção de classe pressionando SHIFT ou clicando no botão 'Spawn'.
-tags: ["player"]
----
-
-## Descrição
-
-Chamada quando um jogador tenta spawnar através da seleção de classe pressionando SHIFT ou clicando no botão 'Spawn'.
-
-| Nome | Descrição |
-| -------- | -------------------------------------- |
-| playerid | O ID do jogador que solicitou o spawn. |
-
-## Retorno
-
-Sempre é chamada primeiro em Filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerRequestSpawn(playerid)
-{
- if (!IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, -1, "Talvez você não spawne.");
- return 0;
- }
- return 1;
-}
-```
-
-## Notas
-
-
-
-:::tip
-
-Para previnir jogadores de spawnar em determinadas classes, a última classe vista deve ser salva em uma variavel em OnPlayerRequestClass.
-
-:::
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerSelectObject.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerSelectObject.md
deleted file mode 100644
index 8339446d63c..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerSelectObject.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerSelectObject
-description: Esta callback é chamada quando um jogador seleciona um objeto após SelectObject ser usado.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando um jogador seleciona um objeto após SelectObject ser usado.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------------- |
-| playerid | O ID do jogador que selecionou o objeto |
-| type | O [tipo](../resources/selectobjecttypes) de seleção |
-| objectid | O ID do objeto selecionado |
-| modelid | O MODELO do objeto selecionado |
-| Float:fX | A posição X do objeto selecionado |
-| Float:fY | A posição Y do objeto selecionado |
-| Float:fZ | A posição Z do objeto selecionado |
-
-## Retorno
-
-1 - Irá previnir que outro filterscript receba esta callback.
-
-0 - Indica que esta callback será passada para o próximo filterscript.
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
-{
- printf("Jogador %d selecionou o objeto %d", playerid, objectid);
- if (type == SELECT_OBJECT_GLOBAL_OBJECT)
- {
- EditObject(playerid, objectid);
- }
- else
- {
- EditPlayerObject(playerid, objectid);
- }
- SendClientMessage(playerid, 0xFFFFFFFF, "Agora você pode editar seu objeto"");
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [SelectObject](../functions/SelectObject): Seleciona um objeto.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerSelectedMenuRow.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerSelectedMenuRow.md
deleted file mode 100644
index 9291633721f..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerSelectedMenuRow.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: OnPlayerSelectedMenuRow
-description: Esta callback é chamada quano um jogador seleciona um item de um menu (ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## Descrição
-
-Esta callback é chamada quano um jogador seleciona um item de um menu (ShowMenuForPlayer).
-
-| Nome | Descrição |
-| -------- | ----------------------------------------------------------- |
-| playerid | O ID do jogador que selecionou um item de um menu |
-| row | O ID da linha que o jogador selecionou, sendo a primeira o ID 0. |
-
-## Retorno
-
-Sempre é chamada primeiro na Gamemode.
-
-## Exemplo
-
-```c
-new Menu:MeuMenu;
-
-public OnGameModeInit()
-{
- MeuMenu = CreateMenu("Menu Exemplo", 1, 50.0, 180.0, 200.0, 200.0);
- AddMenuItem(MeuMenu, 0, "Item 1");
- AddMenuItem(MeuMenu, 0, "Item 2");
- return 1;
-}
-
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- if (GetPlayerMenu(playerid) == MeuMenu)
- {
- switch(row)
- {
- case 0: print("Item 1 Selecionado");
- case 1: print("Item 2 Selecionado");
- }
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-O ID do menu não é passado através da callback, portanto, GetPlayerMenu deve ser utilizado para determinar em qual menu o jogador selecionou o item.
-
-:::
-
-## Funções Relacionadas
-
-- [CreateMenu](../functions/CreateMenu): Cria um menu.
-- [DestroyMenu](../functions/DestroyMenu): Destrói um menu.
-- [AddMenuItem](../functions/AddMenuItem): Adiciona um item a um menu em especÃfico.
-- [ShowMenuForPlayer](../functions/ShowMenuForPlayer): Mostra o menu para algum jogador.
-- [HideMenuForPlayer](../functions/HideMenuForPlayer): Esconde o menu para algum jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerSpawn.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerSpawn.md
deleted file mode 100644
index d2fc36da41a..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerSpawn
-description: Este evento é chamado quando um jogador spawna.
-tags: ["player"]
----
-
-## Descrição
-
-Este evento é chamado quando um spawna. (Após chamada da função SpawnPlayer)
-
-| Nome | Descrição |
-| -------- | ---------------------------------- |
-| playerid | ID do jogador que spawnou. |
-
-## Retorno
-
-0 - Impedirá que outros filterscripts recebam este retorno de chamada.
-
-1 - Indica que este retorno de chamada será passado para o próximo filterscript.
-
-É sempre chamado primeiro nos filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME],
- string[40];
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName));
- format(string, sizeof(string), "%s foi spawnado com sucesso.", PlayerName);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-:::dica
-
-O jogo às vezes deduz $100 dos jogadores após o spawn.
-
-:::
-
-## Funções Relacionadas
-
-- [SpawnPlayer](../functions/SpawnPlayer): Forçar um jogador a spawnar.
-- [AddPlayerClass](../functions/AddPlayerClass): Adiciona uma Classe.
-- [SetSpawnInfo](../functions/SetSpawnInfo): Define a configuração de spawn para um jogador.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerStateChange.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerStateChange.md
deleted file mode 100644
index c9a32a97dcd..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerStateChange
-description: Esta callback é chamada quando o estado de um jogador muda.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chamada quando o estado de um jogador muda. Por exemplo, quando um jogador deixa de ser o piloto de um veÃculo e fica a pé.
-
-| Nome | Desrição |
-| -------- | ---------------------------------------- |
-| playerid | O ID do jogador que teve o estado alterado. |
-| newstate | O novo estado do jogador. |
-| oldstate | O antigo estado do jogador. |
-
-Verifique em [Player States](../resources/playerstates) a lista de todos os estados disponÃveis.
-
-## Retorno
-
-Sempre é chamada primeiro em filterscripts.
-
-## Exemplo
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Jogador entrou no veÃculo como piloto
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); // Adiciona nitro ao veÃculo
- }
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
-
-- [GetPlayerState](../functions/GetPlayerState): Obtém o estado atual do jogador.
-- [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction): Obtém a ação especial atual do jogador.
-- [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction): Define uma ação especial a um jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerStreamIn.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerStreamIn.md
deleted file mode 100644
index a6996a9a1e2..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerStreamIn.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnPlayerStreamIn
-description: Este callback é chamado quando um jogador é transmitido pelo cliente de outro jogador.
-tags: ["player"]
----
-
-## Descrição
-
-Este callback é chamado quando um jogador é transmitido pelo cliente de outro jogador.
-
-| Nome | Descrição |
-| ----------- | --------------------------------------------------------- |
-| playerid | O ID do jogador que foi transmitido. |
-| forplayerid | O ID do jogador que transmitiu o outro jogador. |
-
-## Retornos
-
-Ele é sempre chamado primeiro em filtroscripts.
-
-## Exemplos
-
-```c
-public OnPlayerStreamIn(playerid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Jogador %d agora está sendo transmitido para você.", playerid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerStreamOut](OnPlayerStreamOut): Este callback é chamado quando um jogador deixa de ser transmitido para outro jogador.
-- [OnActorStreamIn](OnActorStreamIn): Este callback é chamado quando um ator é transmitido para um jogador.
-- [OnVehicleStreamIn](OnVehicleStreamIn): Este callback é chamado quando um veÃculo é transmitido para um jogador.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerStreamOut.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerStreamOut.md
deleted file mode 100644
index b8d90381612..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerStreamOut.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnPlayerStreamOut
-description: Este callback é chamado quando um jogador é destreado pelo cliente de outro jogador.
-tags: ["player"]
----
-
-## Descrição
-
-Este callback é chamado quando um jogador é destreado pelo cliente de outro jogador.
-
-| Nome | Descrição |
-| ----------- | --------------------------------------------- |
-| playerid | O jogador que foi destreado. |
-| forplayerid | O jogador que destreou o outro jogador. |
-
-## Retornos
-
-Ele é sempre chamado primeiro em filtroscripts.
-
-## Exemplos
-
-```c
-public OnPlayerStreamOut(playerid, forplayerid)
-{
- new string[80];
- format(string, sizeof(string), "Seu computador acaba de descarregar o jogador ID %d", playerid);
- SendClientMessage(forplayerid, 0xFF0000FF, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnPlayerStreamIn](OnPlayerStreamIn): Este callback é chamado quando um jogador é transmitido para outro jogador.
-- [OnActorStreamIn](OnActorStreamIn): Este callback é chamado quando um ator é transmitido para um jogador.
-- [OnVehicleStreamIn](OnVehicleStreamIn): Este callback é chamado quando um veÃculo é transmitido para um jogador.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerTakeDamage.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerTakeDamage.md
deleted file mode 100644
index 8bbed204083..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerTakeDamage.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: OnPlayerTakeDamage
-description: Esta callback é chama quando algum jogador recebe dano.
-tags: ["player"]
----
-
-## Descrição
-
-Esta callback é chama quando algum jogador recebe dano.
-
-| Nome | Descreição |
-|-----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| playerid | O ID do jogador que recebeu determinado dano. |
-| issuerid | O ID do jogador que causou o dano. INVALID_PLAYER_ID se o dano for auto-infligido. |
-| Float:amount | A quantidade de dano total que o jogador recebey (vida e colete combinados). |
-| WEAPON:weaponid | O ID da arma/razão do determinado dano. |
-| bodypart | A [Parte do Corpo](../resources/bodyparts) que foi atingida. |
-
-## Retornos
-
-1 - A Callback não será chamada em outros filterscripts.
-
-0 - Permite que esta Callback seja chamada em outro filterscript.
-
-Sempre é chamada primeiro em filterscripts, portanto retornar 1 bloqueará que outro filterscript a veja.
-
-
-## Exemplos
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID) // Caso não seja auto-infligido
- {
- new
- infoString[128],
- weaponName[24],
- victimName[MAX_PLAYER_NAME],
- attackerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, victimName, sizeof (victimName));
- GetPlayerName(issuerid, attackerName, sizeof (attackerName));
-
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(infoString, sizeof(infoString), "%s causou %.0f de dano ao jogador %s, arma: %s, parte do corpo: %d", attackerName, amount, victimName, weaponName, bodypart);
- SendClientMessageToAll(-1, infoString);
- }
- return 1;
-}
-```
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
- {
- // Um tiro na cabeça para eliminar o jogador
- SetPlayerHealth(playerid, 0.0);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-O ID da arma retornará 37 (Lança Chamas) para qualquer fonte que utilize fogo (EX: Molotov). O ID da arma retornará 51 para qualquer fonte que utilize explosões (EX: RPG, granada). 'playerid' é o único que pode chamar esta callback. A quantidade (amount) sempre será o valor máximo do dano que tal arma (weaponid) pode causar, mesmo quando a vida restante é menor do que o dano máximo. Então quando alguém tem 100.0 de vida e é atingido por uma Desert Eagle, que possui um dano total de 46.2, será necessário 3 tiros para matar o jogador. Todos os 3 tiros causarão 46.2 de dano, mesmo que a vida restante do jogador seja apenas de 7.6 após dois tiros.
-
-:::
-
-:::warning
-
-GetPlayerHealth e GetPlayerArmour retornarão as quantidades especÃficas anteriores a chamada desta callback. Sempre verifique se o ID do jogador que causou o dano (issuerid) é válido antes de usá-lo como index de uma array.
-
-:::
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerText.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerText.md
deleted file mode 100644
index ba5ca6a3459..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerText.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnPlayerText
-description: Executada quando o Player envia uma mensagem no chat.
-tags: ["player"]
----
-
-## Descrição
-
-Executada quando o Player envia uma mensagem no chat.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------- |
-| playerid | ID do jogador que enviou o texto. |
-| text[] | Texto que o jogador enviou. |
-
-## Retornos
-
-Sempre executada primeiro nos filterscripts, ao retornar 0 bloqueia outros scripts de visualizarem a mesma.
-
-## Exemplos
-
-```c
-public OnPlayerText(playerid, text[])
-{
- new pText[144];
- format(pText, sizeof (pText), "(%d) %s", playerid, text);
- SendPlayerMessageToAll(playerid, pText);
- return 0; // Ignora o texto padrão e envia um personalizado.
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
-
-- [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer): Força um jogador enviar uma mensagem para outro jogador.
-- [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll): Força um jogador a mandar uma mensagem visÃvel para todos.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerUpdate.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerUpdate.md
deleted file mode 100644
index 68a8dde570c..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,84 +0,0 @@
----
-title: OnPlayerUpdate
-description: Essa callback é executada quando o cliente/player faz o update do seu status para o servidor.
-tags: ["player"]
----
-
-## Descrição
-
-Essa callback é executada quando o cliente/player faz o update do seu status para o servidor. É geralmente utilizada para criar callbacks customizadas para o cliente, das quais não são ativas no lado do servidor, tais como vida, colete, ou até mesmo troca de armas.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------ |
-| playerid | ID do jogador que está enviando o pacote. |
-
-## Retornos
-
-0 - Update do jogador não será replicado para os outros.
-
-1 - Indica que o update do jogador deve ser processado e eviado para os outros jogadores.
-
-É sempre executada primeiro nos filterscripts.
-
-## Exemplos
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new iCurWeap = GetPlayerWeapon(playerid); // Retorna a arma atual do jogador
- if (iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // Caso o mesmo tenha trocado de arma após o último update
- {
- // Vamos chamar a callback OnPlayerChangeWeapon
- OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
- SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);//Atualiza a váriavel da arma
- }
- return 1; // Envia o update para os outros jogadores.
-}
-
-stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
-{
- new s[128],
- oWeapon[24],
- nWeapon[24];
-
- GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
- GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
-
- format(s, sizeof(s), "Você trocou sua arma de %s para %s!", oWeapon, nWeapon);
-
- SendClientMessage(playerid, 0xFFFFFFFF, s);
-}
-public OnPlayerUpdate(playerid)
-{
- new Float:fHealth;
-
- GetPlayerHealth(playerid, fHealth);
-
- if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // A vida do jogador mudou desde o último update -> server, então obviamente foi atualizada.
- // Vamos fazer uma checagem mais profunda para ver se o mesmo esta ganhando ou perdendo vida, anti-health cheat? ;)
-
- if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* Ele ganhou vida! Xitando? Escreva seu próprio script para saber como o player esta ganhando vida... */
- }
- else
- {
- /* Ele perdeu vida! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-
-## Notas
-
-
-
-:::warning
-
-Essa callback é executada, aproximadamente, 30 vezes por segundo, por jogador; Use a mesma somente caso saiba o que está fazendo (ou talvez seja mais importante saber para que ela NÃO DEVE SER USADA). A frequência que essa callback é executada varia dependendo da situação e do que o player está fazendo. Dirigir ou participar de um tiroteio vai fazer com que os updates aumentem drasticamente, diferente se o jogador estiver parado...
-
-:::
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnPlayerWeaponShot.md b/docs/translations/pt-BR/scripting/callbacks/OnPlayerWeaponShot.md
deleted file mode 100644
index ccd575d8541..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnPlayerWeaponShot.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: OnPlayerWeaponShot
-description: Essa callback é executada todas as vezes que o player realiza um disparo com uma arma.
-tags: ["player"]
----
-
-## Descrição
-
-Essa callback é executada todas as vezes que o player realiza um disparo com uma arma. Somente armas com balas são suportadas. Somente o drive-by do passageiro é registrado (drive-by feitos pelo motorista, disparos de helicópteros como o sea sparrow / hunter também não são suportados).
-
-| Nome | Descrição |
-|-------------------------|--------------------------------------------------------------------------------------------------------------|
-| playerid | ID do jogador que disparou a arma. |
-| WEAPON:weaponid | ID da [arma](../resources/weaponids) que foi disparada. |
-| BULLET_HIT_TYPE:hittype | O [tipo](../resources/bullethittypes) de onde a bala acertou (Nada, Jogador, VeÃculo, ou Objeto do jogador). |
-| hitid | ID do jogador, veÃculo ou objeto que a bala acertou. |
-| Float:fX | Coordenada X de onde a bala acertou. |
-| Float:fY | Coordenada Y de onde a bala acertou. |
-| Float:fZ | Coordenada Z de onde a bala acertou. |
-
-## Retornos
-
-0 - Previne a bala de causar danos ao acertar.
-
-1 - Permite a bala causar danos ao acertar.
-
-Sempre executada primeiro em filterscripts, retorne 0 para bloquear que outros filterscripts a vejam.
-
-## Exemplos
-
-```c
-public OnPlayerWeaponShot(playerid, WEAPON:weaponid, BULLET_HIT_TYPE:hittype, hitid, Float:fX, Float:fY, Float:fZ)
-{
- new szString[144];
- format(szString, sizeof(szString), "A Arma %i foi disparada. Tipo: %i ID: %i Posição: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
- SendClientMessage(playerid, -1, szString);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback é executada somente quando o "lag compensation" está ativado. Caso o tipo de acerto seja:
-- `BULLET_HIT_TYPE_NONE`: Os parâmetros fX, fY e fZ irão retornar 0.0 nas coordenadas, caso não haja acerto em nenhuma superficÃe (ex. Objeto distante no qual a bala não consegue chegar);
-- Outros: Os parâmetros fX, fY e fZ são offsets relativos ao hitid.
-
-:::
-
-:::tip
-
-A função [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors) pode ser usada nessa callback para mais detalhes sobre os vetores da bala.
-
-:::
-
-:::warning
-
-Bug(s) Conhecidos:
-
-- Não é executada quando você atira sendo motorista de um veÃculo ou caso você esteja olhando para trás com a mira ativa (atirando para o alto). Caso você esteja disparando em um veÃculo o tipo a ser retornado será `BULLET_HIT_TYPE_VEHICLE` e não `BULLET_HIT_TYPE_PLAYER`, o valor retornado no hitid será o ID do veÃculo, mesmo que você mire e atire diretamente no jogador que está no veÃculo o parâmetro `BULLET_HIT_TYPE_VEHICLE` persiste!
-- Parcialmente arrumado na versão 0.3.7: Caso 'Fake Weapon Data' seja enviada por um jogador malicioso, outros jogadores podem crashar ou congelar. Para impedir isso de acontecer verifique se o weaponid (arma) pode realmente disparar balas.
-
-:::
-
-## Funções Relacionadas
-
-- [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors): Retorna o vetor do último disparo realizado pelo jogador.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnRconCommand.md b/docs/translations/pt-BR/scripting/callbacks/OnRconCommand.md
deleted file mode 100644
index 3e82c697be4..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnRconCommand.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: OnRconCommand
-description: Essa callback é executada quando um comando é enviado ao servidor, seja digitando no console, pela RCON, ou in-game utilizando "/rcon comando".
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando um comando é enviado ao servidor, seja digitando no console, pela RCON, ou in-game utilizando "/rcon comando".
-
-| Nome | Descrição |
-| ----- | --------------------------------------------------------------------------------- |
-| cmd[] | String contendo o comando que foi digitado, também os parâmetros (caso tenham). |
-
-## Retornos
-
-É sempre executada primeiro em filterscripts, retorne 1 para bloquear o gamemode de visualizar.
-
-## Exemplos
-
-```c
-public OnRconCommand(cmd[])
-{
- printf("[RCON]: Você digitou '/rcon %s'!", cmd);
- return 0;
-}
-
-public OnRconCommand(cmd[])
-{
- if (!strcmp(cmd, "hello", true))
- {
- SendClientMessageToAll(0xFFFFFFAA, "Olá Mundo!");
- print("Você disse Olá para o Mundo!"); // Irá aparecer na cor branca para o jogador que digitou o comando RCON no chat.
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::tip
-
-"/rcon " não está inclusa no "cmd" quando um player utiliza um comando. Caso você utilize a função "print", uma mensagem será enviada para o jogador que digitou o comando in-game e também no log do servidor. Essa callback não é executada caso o jogador não esteja logado na RCON. Quando o jogador não está logado na RCON como admin ele deve usar o comando /rcon login, a callback OnRconLoginAttempt será executada ao invés da OnRconCommand. Apesar disso, quando o jogador fizer login na RCON como admin, o uso do comando /rcon fará com que o mesmo execute a callback OnRconCommand.
-
-:::
-
-:::warning
-
-Você precisa incluir essa callback em um filterscript ja carregado para que a mesma funcione no gamemode!
-
-:::
-
-## Funções Relacionadas
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Verifica se o jogador está logado na RCON.
-
-## Callbacks Relacionadas
-
-- [OnRconLoginAttempt](OnRconLoginAttempt): Executada quando o jogador tenta fazer login na RCON.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnRconLoginAttempt.md b/docs/translations/pt-BR/scripting/callbacks/OnRconLoginAttempt.md
deleted file mode 100644
index 1dbcca0c376..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnRconLoginAttempt.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnRconLoginAttempt
-description: Essa callback é executada quando algum jogador tenta login na RCON; seja ele bem sucedido ou não.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando algum jogador tenta login na RCON; seja ele bem sucedido ou não.
-
-| Nome | Descrição |
-| ---------- | ------------------------------------------------------- |
-| ip[] | IP do jogador que tentou fazer login na RCON. |
-| password[] | A senha utilizada no login. |
-| success | 0 caso a senha esteja incorreta, 1 caso esteja correta. |
-
-## Retornos
-
-Sempre executada primeiro nos filterscripts.
-
-## Exemplos
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) //Caso a senha esteja incorreta
- {
- printf("FAILED RCON LOGIN BY IP %s USING PASSWORD %s",ip, password);
- new pip[16];
- for(new i = GetPlayerPoolSize(); i != -1; --i) //Faz um loop por todos os jogadores.
- {
- GetPlayerIp(i, pip, sizeof(pip));
- if (!strcmp(ip, pip, true)) //Caso o IP do jogador seja o mesmo que falhou ao realizar o login.
- {
- SendClientMessage(i, 0xFFFFFFFF, "Senha Incorreta! Grande abraço parça!"); //Envia uma mensagem de despedida :)
- Kick(i); //Kicka o jogador.
- }
- }
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback é executada somente quando o comando /rcon login é utilizado in-game. É executada somente quando o jogador não está logado na RCON. Quando o jogador já está logado na RCON a callback OnRconCommand é executada ao invés dessa.
-
-:::
-
-## Funções Relacionadas
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Verifica se o jogador está logado na RCON.
-- [SendRconCommand](../functions/SendRconCommand): Envia um comando RCON pelo script.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnRecordingPlaybackEnd.md b/docs/translations/pt-BR/scripting/callbacks/OnRecordingPlaybackEnd.md
deleted file mode 100644
index 9e561bfe52a..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnRecordingPlaybackEnd.md
+++ /dev/null
@@ -1,18 +0,0 @@
----
-title: OnRecordingPlaybackEnd
-description: Essa callback é executada quando uma gravação de NPC reproduzida com a função NPCStartRecordingPlayback finaliza sua reprodução.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando uma gravação de NPC reproduzida com a função NPCStartRecordingPlayback finaliza sua reprodução.
-
-## Exemplos
-
-```c
-public OnRecordingPlaybackEnd()
-{
- StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "all_around_lv_bus"); //Isso fará com que o record seja iniciado novamente ao finalizar sua reprodução.
-}
-```
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnScriptLoadPlayer.md b/docs/translations/pt-BR/scripting/callbacks/OnScriptLoadPlayer.md
deleted file mode 100644
index a917e7e1ebe..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnScriptLoadPlayer.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnScriptLoadPlayer
-description: Este callback é chamado para cada jogador conectado quando um script é carregado.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Este callback é chamado para cada jogador conectado quando um script é carregado.
-
-| Nome | Descrição |
-|---------------|---------------------------------------------------------------------------|
-| playerid | O ID do jogador para o qual o script foi carregado. |
-| bool:isEntryScript | Determina se é um script de entrada (script principal) ou um script secundário. |
-
-## Retornos
-
-Este callback não lida com retornos.
-
-## Exemplos
-
-```c
-public OnScriptLoadPlayer(playerid, bool:isEntryScript)
-{
- printf("Script carregado para o jogador ID %d (isEntryScript: %s)", playerid, isEntryScript ? "Sim" : "Não");
-}
-```
-
-## Notas
-
-:::tip
-
-Este callback é chamado quando você está **carregando** um script secundário (filterscript) em tempo de execução.
-
-:::
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnScriptUnloadPlayer](OnScriptUnloadPlayer): Este callback é chamado para cada jogador conectado quando um script é descarregado.
-- [OnPlayerConnect](OnPlayerConnect): Este callback é chamado quando um jogador se conecta ao servidor.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Este callback é chamado quando um jogador sai do servidor.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnScriptUnloadPlayer.md b/docs/translations/pt-BR/scripting/callbacks/OnScriptUnloadPlayer.md
deleted file mode 100644
index d4302574606..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnScriptUnloadPlayer.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnScriptUnloadPlayer
-description: Este callback é chamado para cada jogador conectado quando um script é descarregado.
-tags: ["player"]
----
-
-
-
-## Descrição
-
-Este callback é chamado para cada jogador conectado quando um script é descarregado.
-
-| Nome | Descrição |
-|---------------|---------------------------------------------------------------------------|
-| playerid | O ID do jogador para o qual o script foi descarregado. |
-| bool:isEntryScript | Determina se é um script de entrada (script principal) ou um script secundário. |
-
-## Retornos
-
-Este callback não lida com retornos.
-
-## Exemplos
-
-```c
-public OnScriptUnloadPlayer(playerid, bool:isEntryScript)
-{
- printf("Script descarregado para o jogador ID %d (isEntryScript: %s).", playerid, isEntryScript ? "Sim" : "Não");
-}
-```
-
-## Notas
-
-:::tip
-
-Este callback é chamado quando você está **descarregando** um script secundário (filterscript) em tempo de execução.
-
-:::
-
-## Callbacks Relacionados
-
-Os seguintes callbacks podem ser úteis, pois estão relacionados a este callback de alguma forma.
-
-- [OnScriptLoadPlayer](OnScriptLoadPlayer): Este callback é chamado para cada jogador conectado quando um script é carregado.
-- [OnPlayerConnect](OnPlayerConnect): Este callback é chamado quando um jogador se conecta ao servidor.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Este callback é chamado quando um jogador sai do servidor.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnTrailerUpdate.md b/docs/translations/pt-BR/scripting/callbacks/OnTrailerUpdate.md
deleted file mode 100644
index 5ae678866e8..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnTrailerUpdate.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnTrailerUpdate
-description: Essa callback é executada quando o jogador envia um update para um trailer.
-tags: []
----
-
-## Descrição
-
-Essa callback é executada quando o jogador envia um update para um trailer.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------------- |
-| playerid | ID do jogador que enviou o update para o trailer. |
-| vehicleid | ID do trailer que sofreu o update. |
-
-## Retornos
-
-0 - Cancela o update ser transmitido para outros jogadores. O update continua a ser processado pelo jogador que enviou.
-
-1 - Processa o update do trailer normalmente e sincroniza com todos os jogadores.
-
-Sempre executada primeiro em filterscripts.
-
-## Exemplos
-
-```c
-public OnTrailerUpdate(playerid, vehicleid)
-{
- DetachTrailerFromVehicle(GetPlayerVehicleID(playerid));
- return 0;
-}
-```
-
-## Notas
-
-:::warning
-
-Essa callback é executada com frequência por segundo e por trailer. Você deve evitar realizar grandes operações de gravação e leitura de arquivos.
-
-:::
-
-## Funções Relacionadas
-
-- [GetVehicleTrailer](../functions/GetVehicleTrailer): Verifica qual trailer está engatado no veÃculo.
-- [IsTrailerAttachedToVehicle](../functions/IsTrailerAttachedToVehicle): Verifica se há um trailer engatado ao veÃculo.
-- [AttachTrailerToVehicle](../functions/AttachTrailerToVehicle): Engata o trailer ao veÃculo.
-- [DetachTrailerFromVehicle](../functions/DetachTrailerFromVehicle): Desengata o trailer do veÃculo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnUnoccupiedVehicleUpdate.md b/docs/translations/pt-BR/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
deleted file mode 100644
index 3e147650a91..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnUnoccupiedVehicleUpdate
-description: Essa callback é executada quando o cliente do jogador faz o update/sincroniza a posição de um veÃculo no qual o mesmo não está dirigindo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Essa callback é executada quando o cliente do jogador faz o update/sincroniza a posição de um veÃculo no qual o mesmo não está dirigindo.
-
-| Nome | Descrição |
-| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | ID do veÃculo que teve sua posição atualizada/sincronizada. |
-| playerid | ID do jogador que fez o pedido para atualizar/sincronizar o veÃculo. |
-| passenger_seat | ID dos assentos, caso o jogador seja um passageiro. 0=não está no veÃculo, 1=passageiro frontal, 2=traseiro esquerda, 3=traseiro direita, 4+ caso o veÃculo seja um ônibus etc. com a quantidade de assentos. |
-| new_x | Nova coordenada X do veÃculo. |
-| new_y | Nova coordenada Y do veÃculo. |
-| new_z | Nova coordenada Z do veÃculo. |
-| vel_x | Nova velocidade X do veÃculo. |
-| vel_y | Nova velocidade Y do veÃculo. |
-| vel_z | Nova velocidade Z do veÃculo. |
-
-## Retornos
-
-Sempre execurada primeiro nos filterscripts, retorne 0 para impedir que outros scripts a vejam.
-
-## Exemplos
-
-```c
-public OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z)
-{
- // Verifica se o veÃculo está se movendo para longe
- if (GetVehicleDistanceFromPoint(vehicleid, new_x, new_y, new_z) > 50.0)
- {
- // Rejeita o update
- return 0;
- }
-
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Essa callback é executada com frequência a cada segundo, por veÃculo não ocupado. Você deve evitar realizar grandes operações de gravação e leitura de arquivos. A função GetVehiclePos irá retornar coordenadas antigas da posição do veÃculo (antes do update).
-
-:::
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleDamageStatusUpdate.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleDamageStatusUpdate.md
deleted file mode 100644
index 02a23cf2882..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleDamageStatusUpdate.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnVehicleDamageStatusUpdate
-description: Essa callback é executada quando elementos do veÃclo como portas, rodas, painéis, ou luzes mudam seu status de dano.
-tags: ["vehicle"]
----
-
-:::tip
-
-Funções úteis para trabalhar com danos em veÃculos podem ser encontradas [aqui](../resources/damagestatus).
-
-:::
-
-## Descrição
-
-Essa callback é executada quando elementos do veÃclo como portas, rodas, painéis, ou luzes mudam seu status de dano.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------------------------------------------------------------------ |
-| vehicleid | ID do veÃculo que teve seu status de dano modificado. |
-| playerid | ID do jogador que foi sincronizado com o dano no veÃculo (aquele que danificou ou reparou o veÃculo). |
-
-## Retornos
-
-1 - Irá previnir que outros filterscripts recebam essa callback.
-
-0 - Indica que essa callback pode ser passada para o próximo filterscript.
-
-Sempre executada primeiro nos filterscripts.
-
-## Exemplos
-
-```c
-public OnVehicleDamageStatusUpdate(vehicleid, playerid)
-{
- // Pega o status de dano nos componentes.
- new panels, doors, lights, tires;
- GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
-
- // Define a roda como 0, o que significa que a mesma não está estourada.
- tires = 0;
-
- // Faz o update no dano do veÃculo informando que a roda não está estourada.
- UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa função não incluà parâmetros do dano(vida) do veÃculo.
-
-:::
-
-## Funções Relacionadas
-
-- [GetVehicleDamageStatus](../functions/GetVehicleDamageStatus): Pega o status de dano do veÃculo por parte selecionada.
-- [UpdateVehicleDamageStatus](../functions/UpdateVehicleDamageStatus): Faz o update no status de dano do veÃculo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleDeath.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleDeath.md
deleted file mode 100644
index e67a0effe18..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleDeath.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnVehicleDeath
-description: Essa callback é executada quando o veÃculo é destruÃdo - seja explodindo ou submergindo na água.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Essa callback é executada quando o veÃculo é destruÃdo - seja explodindo ou submergindo na água.
-
-| Nome | Descrição |
-| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | ID do veÃculo que foi destruÃdo. |
-| killerid | ID do jogador que causou (sincronizadamente) a destruição do veÃculo (não é 100% preciso). Geralmente o motorista, passageiro (caso tenha) ou o jogador mais próximo. |
-
-## Retornos
-
-Sempre executada primeiro nos filterscripts.
-
-## Exemplos
-
-```c
-public OnVehicleDeath(vehicleid, killerid)
-{
- new string[64];
- format(string, sizeof(string), "O veÃculo %i foi destruÃdo. Possivelmente por %i.", vehicleid, killerid);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback também será executada quando o veÃculo entrar na água, mesmo podendo ser "recuperado" (salvo) utilizando teleporte ou dirigindo (aciona quando o veÃculo está pacialmenmte submergido). A callback não será executada novamente, nesse caso o veÃculo pode acabar desaparecendo quando o motorista sair do mesmo, ou após um curto perÃodo de tempo.
-
-:::
-
-## Funções Relacionadas
-
-- [SetVehicleHealth](../functions/SetVehicleHealth): Define a vida do veÃculo.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleMod.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleMod.md
deleted file mode 100644
index 976d3e10fce..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleMod.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: OnVehicleMod
-description: Essa callback é executada quando um veÃculo é modificado.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Essa callback é executada quando um veÃculo é modificado.
-
-| Nome | Descrição |
-| ----------- | ------------------------------------------------------- |
-| playerid | ID do motorista do veÃculo. |
-| vehicleid | ID do veÃculo modificado. |
-| componentid | ID do componente que foi adicionado ao veÃculo. |
-
-## Retornos
-
-Sempre executada primeiro no gamemode, retornar 0 irá impedir outros filterscripts de acessar a mesma.
-
-## Exemplos
-
-```c
-public OnVehicleMod(playerid, vehicleid, componentid)
-{
- printf("O veÃculo %d foi modificado pelo ID %d com o componente %d",vehicleid, playerid,componentid);
- if (GetPlayerInterior(playerid) == 0)
- {
- BanEx(playerid, "Tuning Hacks"); // Anti-tuning hacks script
- return 0; // Previne modificação maliciosa ser carregada para outros jogadores...
- //(Testada! Funciona até em servidores que permitem a modificação de veÃculos usando comandos, menus, dialogs, etc..
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback NÃO É EXECUTADA ao utilizar a função AddVehicleComponent.
-
-:::
-
-## Funções Relacionadas
-
-- [AddVehicleComponent](../functions/AddVehicleComponent): Adiciona um componente ao veÃculo.
-
-
-## Callbacks Relacionadas
-
-- [OnEnterExitModShop](OnEnterExitModShop): Executada quando um veÃculo entra/sai de um modshop.
-- [OnVehiclePaintjob](OnVehiclePaintjob): Executada quando a paintjob de um veÃculo é alterada.
-- [OnVehicleRespray](OnVehicleRespray): Executada quando um veÃculo é pintado/repintado.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehiclePaintjob.md b/docs/translations/pt-BR/scripting/callbacks/OnVehiclePaintjob.md
deleted file mode 100644
index fc46c49396b..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehiclePaintjob.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnVehiclePaintjob
-description: Executada quando um jogador pré-visualiza um paintjob na garagem (modshop).
-tags: ["vehicle"]
----
-
-:::tip
-
-[Paintjob](../resources/paintjobs) são as pinturas personalizadas, igual aquelas das garagens low-rider.
-
-:::
-
-
-## Descrição
-
-Executada quando um jogador pré-visualiza um paintjob na garagem (modshop). Cuidado, essa callback não é executada quando o jogador compra o paintjob!
-
-| Nome | Descrição |
-| ---------- | ---------------------------------------------------------------- |
-| playerid | ID do jogador que está mudando o paintjob do veÃculo. |
-| vehicleid | ID do veÃculo que está mudando o paintjob. |
-| paintjobid | ID do novo paintjob. |
-
-## Retornos
-
-Sempre executada primeiro no gamemode, retornar 0 irá impedir outros scripts de acessar a mesma.
-
-## Exemplos
-
-```c
-public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
-{
- new string[128];
- format(string, sizeof(string), "Você mudou o paintjob do seu veÃculo para %d!", paintjobid);
- SendClientMessage(playerid, 0x33AA33AA, string);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback não é executada pela função ChangeVehiclePaintjob. Você deve utilizar o OnVehicleChangePaintjob juntamente com o vSync para saber exatamente quando o player fez a compra.
-
-:::
-
-## Funções Relacionadas
-
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Troca o paintjob de um veÃculo.
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Define uma cor para o veÃculo.
-
-## Callbacks Relacionadas
-
-- [OnVehicleRespray](OnVehicleRespray): Executada quando um veÃculo é pintado/repintado.
-- [OnVehicleMod](OnVehicleMod): Executada quando um veÃculo é modificado.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleRespray.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleRespray.md
deleted file mode 100644
index d939109f0a6..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleRespray.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnVehicleRespray
-description: Essa callback é chamada quando um jogador sai de uma Garagem de Personalização, mesmo sem trocar cores.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Essa callback é chamada quando um jogador sai de uma Garagem de Personalização, mesmo sem trocar cores. Cuidado, Oficinas de Pintura não chamam essa callback nativamente.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------------------------ |
-| playerid | ID do jogador que está dirigindo o veÃculo. |
-| vehicleid | ID do veÃculo que foi repintado. |
-| color1 | Nova cor primária pintada no veÃculo. |
-| color2 | Nova cor secundária pintada no veÃculo. |
-
-## Retornos
-
-Sempre é chamada primeiro no Gamemode então retornar 0 lá bloqueia Filterscripts de chamarem ela.
-
-## Exemplos
-
-```c
-public OnVehicleRespray(playerid, vehicleid, color1, color2)
-{
- new string[48];
- format(string, sizeof(string), "Você repintou seu veÃculo ID %d para as cores %d e %d!", vehicleid, color1, color2);
- SendClientMessage(playerid, COLOR_GREEN, string);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback não é chamada ao usar ChangeVehicleColor. Estranhamente, não é chamada também ao ir em uma Oficina de Pintura (só Garagens de Personalização).
-
-Código para conserto: http://pastebin.com/G81da7N1
-
-:::
-
-:::warning
-
-Bug(s) Notados: Visualizar certos componentes dentro da Garagem de Personalização podem chamar essa callback sem querer.
-
-:::
-
-## Funções Relacionadas
-
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Mudar a cor de um veÃculo.
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Mudar o trabalho de pintura de um veÃculo.
-- [OnVehiclePaintjob](OnVehiclePaintjob): Chamada quando o trabalho de pintura de veÃculo muda.
-- [OnVehicleMod](OnVehicleMod): Chamada quando o componente de um veÃculo é modificado.
-- [OnEnterExitModShop](OnEnterExitModShop): Chamada quando um veÃculo entra ou sai de uma Garagem de Modificação.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleSirenStateChange.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleSirenStateChange.md
deleted file mode 100644
index 9bd741fc207..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleSirenStateChange.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: OnVehicleSirenStateChange
-description: Essa callback é chamada quando a sirene de um carro é ligada/desligada.
-tags: ["vehicle"]
----
-
-
-
-## Descrição
-
-Essa callback é chamada quando a sirene de um carro é ligada/desligada.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------------------------------------------ |
-| playerid | ID do jogador que ligou/desligou a sirene (motorista). |
-| vehicleid | ID do veÃculo que teve a sirene ligada/desligada. |
-| newstate | Retorna o novo estado da sirene após a troca. 0 para desligada, 1 para ligada. |
-
-## Retornos
-
-0 - Vai prevenir que outros Filterscripts chamem essa callback.
-
-1 - Indica que essa callback vai ser passada para o Gamemode em seguida.
-
-Sempre é chamada primeiro em Filterscripts.
-
-## Exemplos
-
-```c
-public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
-{
- if (newstate)
- {
- GameTextForPlayer(playerid, "~W~Sirene ~G~ligada", 1000, 3);
- }
- else
- {
- GameTextForPlayer(playerid, "~W~Sirene ~r~desligada", 1000, 3);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Essa callback **só é chamada** quando a sirene é ligada/desligada, **NÃO** quando a sirene alternativa está sendo usada (segurando a buzina).
-
-:::
-
-## Funções Relacionadas
-
-- [GetVehicleParamsSirenState](../functions/GetVehicleParamsSirenState): Verifica se a sirene de um veÃculo está ou não ligada.
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleSpawn.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleSpawn.md
deleted file mode 100644
index adec0113a33..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleSpawn.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnVehicleSpawn
-description: Essa callback é chamada quando um veÃculo renasce.
-tags: ["vehicle"]
----
-
-:::warning
-
-Essa callback **só é chamada** quando um veÃculo **re**nasce. CreateVehicle e AddStaticVehicleEx **não chamarão** essa callback.
-
-:::
-
-## Descrição
-
-Essa callback é chamada quando um veÃculo renasce.
-
-| Nome | Descrição |
-| --------- | ------------------------------------- |
-| vehicleid | ID do veÃculo que acabou de renascer. |
-
-## Retornos
-
-0 - Vai prevenir que outros Filterscripts chamem essa callback.
-
-1 - Indica que essa callback vai ser passada para outros Filterscripts em seguida.
-
-Sempre é chamada primeiro em Filterscripts.
-
-## Exemplos
-
-```c
-public OnVehicleSpawn(vehicleid)
-{
- printf("VeÃculo ID %d renasceu!",vehicleid);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [SetVehicleToRespawn](../functions/SetVehicleToRespawn): Faz um veÃculo renascer.
-- [CreateVehicle](../functions/CreateVehicle): Cria um veÃculo.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamIn.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamIn.md
deleted file mode 100644
index cf2053adb66..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamIn.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnVehicleStreamIn
-description: Essa callback é chamada quando um veÃculo entra na área visÃvel de um jogador.
-tags: ["vehicle"]
----
-
-
-
-## Descrição
-
-Essa callback é chamada quando um veÃculo entra na área visÃvel de um jogador.
-
-| Nome | Descrição |
-| ----------- | --------------------------------------------------------------- |
-| vehicleid | ID do veÃculo que acabara de entrar na área visÃvel do jogador. |
-| forplayerid | ID do jogador cujo o carro entrou na área visÃvel do jogador. |
-
-## Retornos
-
-Sempre é chamada primeiro em Filterscripts.
-
-## Exemplos
-
-```c
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- new string[32];
- format(string, sizeof(string), " Você agora pode ver o veÃculo de ID %d.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamOut.md b/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamOut.md
deleted file mode 100644
index 563d44cf1dd..00000000000
--- a/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamOut.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: OnVehicleStreamOut
-description: Essa callback é chamada quando um veÃculo sai da área visÃvel de um jogador.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Essa callback é chamada quando um veÃculo sai da área visÃvel de um jogador.
-
-| Nome | Descrição |
-| ----------- | -------------------------------------------------------------- |
-| vehicleid | ID do carro que saiu da área visÃvel do jogador. |
-| forplayerid | ID do jogador cujo o carro saiu da área visÃvel de um jogador. |
-
-## Retornos
-
-Sempre é chamada primeiro em Filterscripts.
-
-## Exemplos
-
-```c
-public OnVehicleStreamOut(vehicleid, forplayerid)
-{
- new string[48];
- format(string, sizeof(string), "O carro de ID %d não está mais na sua área visÃvel.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notas
-
-
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/functions/AddCharModel.md b/docs/translations/pt-BR/scripting/functions/AddCharModel.md
deleted file mode 100644
index 9ce09c03e75..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: AddCharModel
-description: Adiciona um novo modelo de personagem personalizado para download. Os arquivos do modelo são armazenados em Documentos\GTA San Andreas User Files\SAMP\cache do jogador sob a pasta IP e Porta do Servidor em um arquivo no formato CRC.
-tags: []
----
-
-## Descrição
-
-:::warning
-
-Esta função foi implementada no SA-MP 0.3.DL-R1 e não funcionará em versões anteriores.
-
-:::
-
-Adiciona um novo modelo de personagem personalizado para download. Os arquivos do modelo serão armazenados em Documentos\GTA San Andreas User Files\SAMP\cache do jogador sob a pasta IP e Porta do Servidor em um arquivo no formato CRC.
-
-| Nome | Descrição |
-| ------- | -------------------------------------------------------------------------------------------------------------------------- |
-| baseid | O ID do modelo da skin original a ser usado como base (personagens originais são usados caso o download falhar). |
-| newid | O ID do modelo da nova skin. Varia entre 20001 a 30000 (10000 slots) para serem usados posteriormente com SetPlayerSkin. |
-| dffname | Nome do arquivo de extensão .dff localizado na pasta do servidor de modelos por padrão (configuração artpath). |
-| txdname | Nome do arquivo de textura de extensão .txd localizado na pasta do servidor de modelos por padrão (configuração artpath). |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: Falha ao executar a função.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Notas
-
-:::tip
-
-"useartwork" deve ser habilitado primeiro nas configurações do servidor para que essa função funcione.
-
-:::
-
-:::warning
-
-Atualmente não há restrições sobre quando você pode chamar esta função, mas esteja ciente de que se você não chamá-los dentro de OnFilterScriptInit ou OnGameModeInit, você corre o risco de que alguns jogadores, que já estão no servidor, não tenham baixado os modelos.
-
-:::
-
-## Funções Relacionadas
-
-- [SetPlayerSkin](../functions/SetPlayerSkin.md): Define a skin (personagem) de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/AddMenuItem.md b/docs/translations/pt-BR/scripting/functions/AddMenuItem.md
deleted file mode 100644
index c590d8c98ce..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddMenuItem.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: AddMenuItem
-description: Adiciona um item a um menu especificado.
-tags: ["menu"]
----
-
-## Descrição
-
-Esta função adiciona um item a um menu especificado.
-
-| Nome | Descrição |
-| ------- | -------------------------------------------- |
-| menuid | O ID do menu ao qual o item será adicionado. |
-| column | A coluna em que o item será adicionado. |
-| title[] | O tÃtulo do novo item de menu. |
-
-## Retornos
-
-O Ãndice da linha onde este item foi adicionado.
-
-## Exemplos
-
-```c
-new Menu:gExampleMenu;
-public OnGameModeInit()
-{
- gExampleMenu = CreateMenu("Seu menu", 2, 200.0, 100.0, 150.0, 150.0);
- AddMenuItem(gExampleMenu, 0, "item 1");
- AddMenuItem(gExampleMenu, 0, "item 2");
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Gera um crash quando é passado um ID de menu inválido. Cada menu só pode ter até 12 itens (o 13º vai para o lado direito do cabeçalho do nome da coluna (colorido), o 14º e posteriores não são exibidos). É possÃvel usar apenas 2 colunas (0 e 1). Cada item só pode ter até 8 códigos de cor (r, g etc.). O tamanho máximo do tÃtulo do item de menu é de 31 sÃmbolos.
-
-:::
-
-## Funções Relacionadas
-- [CreateMenu](CreateMenu): Cria um menu.
-- [SetMenuColumnHeader](SetMenuColumnHeader): Define o cabeçalho de uma das colunas de um menu.
-- [DestroyMenu](DestroyMenu): Destrói um menu.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow): Chamado quando um jogador seleciona uma linha em um menu.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu): Chamado quando um jogador sai de um menu.
diff --git a/docs/translations/pt-BR/scripting/functions/AddPlayerClass.md b/docs/translations/pt-BR/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index 0cfbc279f97..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description: Adiciona uma classe à seleção de classes. As classes são usadas para que os jogadores possam aparecer com uma skin (personagem) de sua escolha.
-tags: []
----
-
-## Descrição
-
-Adiciona uma classe à seleção de classes. As classes são usadas para que os jogadores possam aparecer com uma skin (personagem) de sua escolha.
-
-| Nome | Descrição |
-| -------------- | --------------------------------------------------------- |
-| modelid | A skin com a qual o jogador irá dar spawn. |
-| Float: spawn_x | A coordenada X do ponto de spawn desta classe. |
-| Float: spawn_y | A coordenada Y do ponto de spawn desta classe. |
-| Float: spawn_z | A coordenada Z do ponto de desova desta classe. |
-| Float: z_angle | O ângulo Z que o jogador deverá ser voltado após o spawn. |
-| weapon1 | A primeira arma com que o jogador irá dar spawn. |
-| weapon1_ammo | A quantidade de munição para a arma primária. |
-| weapon2 | A segunda arma com que o jogador irá dar spawn. |
-| weapon2_ammo | A quantidade de munição para a arma secundária. |
-| weapon3 | A terceira arma com que o jogador irá dar spawn. |
-| weapon3_ammo | A quantidade de munição para a arma terciária. |
-
-## Retorno
-
-O ID da classe que acabou de ser adicionada.
-
-319 se o limite da classe (320) foi atingido. O maior ID de classe possÃvel é 319.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Os jogadores podem escolher entre dar spawn com a skin do CJ (0) ou a skin do The Truth (1).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-A identificação máxima da classe é 319 (começando em 0, portanto, um total de 320 classes). Quando esse limite for atingido, quaisquer outras classes adicionadas substituirão a ID 319.
-
-:::
-
-## Funções Relacionadas
-
-- [AddPlayerClassEx](../functions/AddPlayerClassEx.md): Adiciona uma classe com uma equipe padrão.
-- [SetSpawnInfo](../functions/SetSpawnInfo.md): Define a configuração de spawn para um jogador.
-- [SetPlayerSkin](../functions/SetPlayerSkin.md): Define a skin (personagem) de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/AddPlayerClassEx.md b/docs/translations/pt-BR/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index 0f2ff839417..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddPlayerClassEx
-description: Esta função é exatamente igual à função AddPlayerClass, com a adição de um parâmetro de equipe.
-tags: []
----
-
-## Descrição
-
-Esta função é exatamente igual à função AddPlayerClass, com a adição de um parâmetro de equipe.
-
-| Nome | Descrição |
-| -------------- | --------------------------------------------------------- |
-| teamid | A equipe em que o jogador deverá dar spawn. |
-| modelid | A skin com a qual o jogador irá dar spawn. |
-| Float: spawn_x | A coordenada X do ponto de spawn desta classe. |
-| Float: spawn_y | A coordenada Y do ponto de spawn desta classe. |
-| Float: spawn_z | A coordenada Z do ponto de desova desta classe. |
-| Float: z_angle | O ângulo Z que o jogador deverá ser voltado após o spawn. |
-| weapon1 | A primeira arma com que o jogador irá dar spawn. |
-| weapon1_ammo | A quantidade de munição para a arma primária. |
-| weapon2 | A segunda arma com que o jogador irá dar spawn. |
-| weapon2_ammo | A quantidade de munição para a arma secundária. |
-| weapon3 | A terceira arma com que o jogador irá dar spawn. |
-| weapon3_ammo | A quantidade de munição para a arma terciária. |
-
-## Retorno
-
-O ID da classe que acabou de ser adicionada.
-
-319 se o limite da classe (320) foi atingido. O maior ID de classe possÃvel é 319.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Os jogadores podem dar spawn com:
- // Personagem do CJ (ID 0) no time 1.
- // Personagem do The Truth (ID 1) no time 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-A identificação máxima da classe é 319 (começando em 0, portanto, um total de 320 classes). Quando esse limite for atingido, quaisquer outras classes adicionadas substituirão a ID 319.
-
-:::
-
-## Funções Relacionadas
-
-- [AddPlayerClass](../functions/AddPlayerClass.md): Adiciona uma classe à seleção de classes.
-- [SetSpawnInfo](../functions/SetSpawnInfo.md): Define a configuração de spawn para um jogador.
-- [SetPlayerTeam](../functions/SetPlayerTeam.md): Define o time de um jogador.
-- [SetPlayerSkin](../functions/SetPlayerSkin.md): Define a skin (personagem) de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/AddSimpleModel.md b/docs/translations/pt-BR/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index 48b96b5ddf1..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: AddSimpleModel
-description: Adiciona um novo modelo de objeto simples personalizado para download.
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.DL-R1 e não funcionará em versões anteriores.
-
-## Descrição
-
-Adiciona um novo modelo de objeto simples personalizado para download. Os arquivos do modelo são armazenados em Documentos\GTA San Andreas User Files\SAMP\cache do jogador sob a pasta IP e Porta do Servidor em um arquivo no formato CRC.
-
-| Nome | Descrição |
-| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ |
-| virtualworld | O ID do mundo virtual ao qual pretende colocar o modelo. Use -1 para todos os mundos. |
-| baseid | O ID do modelo do objeto original a ser usado como base (objeto original é usado se o download falhar). |
-| newid | O ID do modelo do novo objeto. Varia entre -1000 a -30000 (29000 slots) para serem usados posteriormente com CreateObject ou CreatePlayerObject. |
-| dffname | Nome do arquivo de extensão .dff localizado na pasta do servidor de modelos por padrão (configuração artpath). |
-| txdname | Nome do arquivo de textura de extensão .txd localizado na pasta do servidor de modelos por padrão (configuração artpath). |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: Falha ao executar a função.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```c
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## Notas
-
-:::tip
-
-"useartwork" deve ser habilitado primeiro nas configurações do servidor para que essa função funcione.
-
-:::
-
-:::warning
-
-Atualmente não há restrições sobre quando você pode chamar esta função, mas esteja ciente de que se você não chamá-los dentro de OnFilterScriptInit ou OnGameModeInit, você corre o risco de que alguns jogadores, que já estão no servidor, não tenham baixado os modelos.
-
-:::
-
-## Funções Relacionadas
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): É chamada quando um jogador termina o download dos modelos personalizados.
diff --git a/docs/translations/pt-BR/scripting/functions/AddSimpleModelTimed.md b/docs/translations/pt-BR/scripting/functions/AddSimpleModelTimed.md
deleted file mode 100644
index 27f38a4ab9d..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddSimpleModelTimed.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddSimpleModelTimed
-description: Adiciona um novo modelo de objeto simples personalizado para download.
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.DL-R1 e não funcionará em versões anteriores.
-
-## Descrição
-
-Adiciona um novo modelo de objeto simples personalizado para download. Os arquivos do modelo são armazenados em Documentos\GTA San Andreas User Files\SAMP\cache do jogador sob a pasta IP e Porta do Servidor em um arquivo no formato CRC.
-
-| Nome | Descrição |
-| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ |
-| virtualworld | O ID do mundo virtual ao qual pretende colocar o modelo. Use -1 para todos os mundos. |
-| baseid | O ID do modelo do objeto original a ser usado como base (objeto original é usado se o download falhar). |
-| newid | O ID do modelo do novo objeto. Varia entre -1000 a -30000 (29000 slots) para serem usados posteriormente com CreateObject ou CreatePlayerObject. |
-| dffname | Nome do arquivo de extensão .dff localizado na pasta do servidor de modelos por padrão (configuração artpath). |
-| txdname | Nome do arquivo de textura de extensão .txd localizado na pasta do servidor de modelos por padrão (configuração artpath). |
-| timeon | O horário do jogo (em horas) em que este objeto irá aparecer. |
-| timeoff | O horário do jogo (em horas) em que este objecto irá desaparecer. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: Falha ao executar a função.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModelTimed(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd", 9, 18); // Esta parede só renderiza das 9h às 18h
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-"useartwork" deve ser habilitado primeiro nas configurações do servidor para que essa função funcione.
-
-:::
-
-:::warning
-
-Atualmente não há restrições sobre quando você pode chamar esta função, mas esteja ciente de que se você não chamá-los dentro de OnFilterScriptInit ou OnGameModeInit, você corre o risco de que alguns jogadores, que já estão no servidor, não tenham baixado os modelos.
-
-:::
-
-## Funções Relacionadas
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): É chamada quando um jogador termina o download dos modelos personalizados.
diff --git a/docs/translations/pt-BR/scripting/functions/AddStaticPickup.md b/docs/translations/pt-BR/scripting/functions/AddStaticPickup.md
deleted file mode 100644
index c524d866a16..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddStaticPickup.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: AddStaticPickup
-description: Esta função adiciona um pickup 'fixo' no jogo.
-tags: []
----
-
-## Descrição
-
-Esta função adiciona um pickup 'fixo' no jogo. Esses pickups suportam armas, vida, colete, etc, com a capacidade de funcionar sem scripts (armas/vida/colete são definidos automaticamente).
-
-| Nome | Descrição |
-| ----------------------------------- | --------------------------------------------------------------------------------------------- |
-| [model](../resources/pickupids.md) | O modelo do pickup. |
-| [type](../resources/pickuptypes.md) | O tipo de pickup. Determina como o pickup reage quando é coletado. |
-| Float:X | A coordenada-X para colocar o pickup. |
-| Float:Y | A coordenada-Y para colocar o pickup. |
-| Float:Z | A coordenada-Z para colocar o pickup. |
-| virtualworld | O ID do mundo virtual para colocar o pickup. Use -1 para mostrar o pickup em todos os mundos. |
-
-## Retorno
-
-1 se o pickup é criado com sucesso.
-
-0 se falhar ao criar.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Cria um pickup para colete.
- AddStaticPickup(1242, 2, 1503.3359, 1432.3585, 10.1191, 0);
-
- // Cria um pickup para alguma vida, bem ao lado do colete.
- AddStaticPickup(1240, 2, 1506.3359, 1432.3585, 10.1191, 0);
-
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Esta função não retorna um pickup ID que você pode usar, por exemplo, em OnPlayerPickUpPickup. Use CreatePickup se desejar atribuir IDs.
-
-:::
-
-## Funções Relacionadas
-
-- [CreatePickup](CreatePickup.md): Cria um pickup.
-- [DestroyPickup](DestroyPickup.md): Destrói um pickup.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup.md): É chamado quando um jogador pega num pickup.
diff --git a/docs/translations/pt-BR/scripting/functions/AddStaticVehicle.md b/docs/translations/pt-BR/scripting/functions/AddStaticVehicle.md
deleted file mode 100644
index e1bd24428f7..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddStaticVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: AddStaticVehicle
-description: Adiciona um veÃculo 'fixo' (modelos são pré-carregados para os jogadores) ao gamemode.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Adiciona um veÃculo 'fixo' (modelos são pré-carregados para os jogadores) ao gamemode.
-
-| Name | Descrição |
-| ---------------------------------------- | ------------------------------------------ |
-| modelid | O modelo ID para o veÃculo. |
-| Float:spawn_X | A coordenada-X para o veÃculo. |
-| Float:spawn_Y | A coordenada-Y para o veÃculo. |
-| Float:spawn_Z | A coordenada-Z para o veÃculo. |
-| Float:z_angle | Direção do veÃculo - Ângulo. |
-| [color1](../resources/vehiclecolorid.md) | O ID da cor primária. -1 para aleatório. |
-| [color2](../resources/vehiclecolorid.md) | O ID da cor secundária. -1 para aleatório. |
-
-## Retorno
-
-O ID do veÃculo criado (entre 1 e MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) caso o veÃculo não tenha sido criado (limite de veÃculos alcançado ou modelo inválido).
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Adiciona um Hydra ao jogo
- AddStaticVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, 0, 1);
-
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [AddStaticVehicleEx](AddStaticVehicleEx.md): Adiciona um veÃculo fixo com tempo de respawn especÃfico.
-- [CreateVehicle](CreateVehicle.md): Cria um veÃculo.
-- [DestroyVehicle](DestroyVehicle.md): Destrói um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/AddStaticVehicleEx.md b/docs/translations/pt-BR/scripting/functions/AddStaticVehicleEx.md
deleted file mode 100644
index 973a5b282ab..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddStaticVehicleEx.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: AddStaticVehicleEx
-description: Adiciona um veÃculo 'fixo' (modelos são pré-carregados para os jogadores) ao gamemode.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Adiciona um veÃculo 'fixo' (modelos são pré-carregados para os jogadores) ao gamemode. Diferente do AddStaticVehicle numa única maneira: permite re-spawnar após um tempo, quando o veÃculo estiver sem condutor.
-
-| Nome | Descrição |
-| ---------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| modelid | O modelo ID para o veÃculo. |
-| Float:spawn_X | A coordenada-X para o veÃculo. |
-| Float:spawn_Y | A coordenada-Y para o veÃculo. |
-| Float:spawn_Z | A coordenada-Z para o veÃculo. |
-| Float:z_angle | Direção do veÃculo - Ângulo. |
-| [color1](../resources/vehiclecolorid.md) | O ID da cor primária. |
-| [color2](../resources/vehiclecolorid.md) | O ID da cor secundária. |
-| respawn_delay | O delay em segundos, em que o carro pode permanecer sem condutor antes de re-spawnar. |
-| addsiren | Adicionado na 0.3.7; Não irá funcionar em versões anteriores. Tem um valor padrão de 0. Permite que o veÃculo tenha uma sirene, desde que o veÃculo tenha buzina. |
-
-## Retorno
-
-O ID do veÃculo criado (1 - MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) caso o veÃculo não tenha sido criado (limite de veÃculos alcançado ou modelo inválido).
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Adiciona um Hydra (520) ao jogo, que irá re-spawnar 15 segundos após ser deixado.
- AddStaticVehicleEx (520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 15);
-
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [AddStaticVehicle](AddStaticVehicle.md): Adiciona um veÃculo fixo.
-- [CreateVehicle](CreateVehicle.md): Cria um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/AddVehicleComponent.md b/docs/translations/pt-BR/scripting/functions/AddVehicleComponent.md
deleted file mode 100644
index 48da9c2fb03..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AddVehicleComponent.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: AddVehicleComponent
-description: Adiciona um 'componente' (frequentemente chamado de 'mod' (modificação)) a um veÃculo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Adiciona um 'componente' (frequentemente chamado de 'mod' (modificação)) a um veÃculo. Componentes válidos podem ser encontrados aqui.
-
-| Name | Descrição |
-| --------------------------------------------- | ----------------------------------------------------------------------- |
-| vehicleid | O ID do veÃculo a adicionar um componente. Não confundir com o modelid. |
-| [componentid](../resources/carcomponentid.md) | O ID do componente a adicionar ao veÃculo. |
-
-## Retorno
-
-0 - O componente não foi adicionar porque o veÃculo não existe.
-
-1 - O componente foi adicionar com sucesso ao veÃculo.
-
-## Exemplos
-
-```c
-new gTaxi;
-
-public OnGameModeInit()
-{
- gTaxi = AddStaticVehicle(420, -2482.4937, 2242.3936, 4.6225, 179.3656, 6, 1); // Taxi
- return 1;
-}
-
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && oldstate == PLAYER_STATE_ONFOOT)
- {
- if (GetPlayerVehicleID(playerid) == gTaxi)
- {
- AddVehicleComponent(gTaxi, 1010); // Nitro
- SendClientMessage(playerid, 0xFFFFFFAA, "Nitro foi adicionado ao Taxi.");
- }
- }
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Usar um ID de componente inválido causa um crash no jogador. Não existe verificação interna para isso.
-
-:::
-
-## Funções Relacionadas
-
-- [RemoveVehicleComponent](RemoveVehicleComponent.md): Remove um componente de um veÃculo.
-- [GetVehicleComponentInSlot](GetVehicleComponentInSlot.md): Verifica quais componentes o veÃculo tem.
-- [GetVehicleComponentType](GetVehicleComponentType.md): Verifica o tipo de componente pelo ID.
-- [OnVehicleMod](../callbacks/OnVehicleMod.md): É chamado quando o veÃculo é modificado/tem componentes.
-- [OnEnterExitModShop](../callbacks/OnEnterExitModShop.md): É chamado quando um veÃculo entra ou sai de uma loja de tunning.
diff --git a/docs/translations/pt-BR/scripting/functions/AllowInteriorWeapons.md b/docs/translations/pt-BR/scripting/functions/AllowInteriorWeapons.md
deleted file mode 100644
index 657ff452bf1..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AllowInteriorWeapons.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: AllowInteriorWeapons
-description: Define se o uso de armas no interior é permitido ou não.
-tags: []
----
-
-## Descrição
-
-Define se o uso de armas no interior é permitido ou não.
-
-| Name | Descrição |
-| ----- | ----------------------------------------------------------------------------------------------------- |
-| allow | 1 para habilitar armas em interiores (habilitado por padrão), 0 para desabilitar armas em interiores. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Isto permitirá armas dentro de interiores.
- AllowInteriorWeapons(1);
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Esta função não funciona na atual versão do SA:MP!
-
-:::
-
-## Funções Relacionadas
-
-- [SetPlayerInterior](SetPlayerInterior.md): Define o interior de um jogador.
-- [GetPlayerInterior](GetPlayerInterior.md): Obtém o atual interior de um jogador.
-- [OnPlayerInteriorChange](../callbacks/OnPlayerInteriorChange.md): É chamado quando um jogador muda de interior.
diff --git a/docs/translations/pt-BR/scripting/functions/ApplyActorAnimation.md b/docs/translations/pt-BR/scripting/functions/ApplyActorAnimation.md
deleted file mode 100644
index 53452be1065..00000000000
--- a/docs/translations/pt-BR/scripting/functions/ApplyActorAnimation.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: ApplyActorAnimation
-description: Aplica uma animação a um ator.
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Aplica uma animação a um ator.
-
-| Nome | Descrição |
-| ---------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| actorid | O ID do ator a aplicar a animação. |
-| animlib[] | A biblioteca de animação da qual aplicar a animação. |
-| animname[] | O nome da animação a aplicar, dentro da biblioteca especificada. |
-| fDelta | A velocidade para reproduzir a animação (use 4.1). |
-| loop | Se definido 1, a animação irá repetir. Se definido 0, a animação vai reproduzir uma vez. |
-| lockx | Se definido 0, o ator vai retornar à sua coordenada X antiga, assim que a animação concluir (para animações que o ator move, como caminhar). 1 não irá retornar à posição antiga. |
-| locky | O mesmo que acima, mas para o eixo Y. Same as above but for the Y axis. Deve ser mantido igual ao parâmetro anterior. |
-| freeze | Definir para 1 vai congelar o ator no fim da animação. 0 não irá congelar. |
-| time | Tempo em milisegundos. Para um ciclo infinito o valor deve ser 0. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou a ser executada. O ator especÃfico não existe.
-
-## Exemplos
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Ator como vendedor na Ammunation
- ApplyActorAnimation(gMyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // Anim de pagamento
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Você deve pré-carregar a biblioteca de animações para o jogador ao qual o ator irá aplicar a animação, e não para o ator. Caso contrário a animação não será aplicada ao ator até que a função seja executada novamente.
-
-:::
-
-## Funções Relacionadas
-
-- [ClearActorAnimations](ClearActorAnimations.md): Limpe qualquer animação aplicada a um ator.
diff --git a/docs/translations/pt-BR/scripting/functions/ApplyAnimation.md b/docs/translations/pt-BR/scripting/functions/ApplyAnimation.md
deleted file mode 100644
index e03257132c8..00000000000
--- a/docs/translations/pt-BR/scripting/functions/ApplyAnimation.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: ApplyAnimation
-description: Aplica uma animação a um jogador.
----
-
-## Descrição
-
-Aplica uma animação a um jogador.
-
-| Nome | Descrição |
-| ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador a aplicar a animação. |
-| animlib[] | A biblioteca de animação da qual aplicar a animação. |
-| animname[] | O nome da animação a aplicar, dentro da biblioteca especificada. |
-| fDelta | A velocidade para reproduzir a animação (use 4.1). |
-| loop | Se 1, a animação irá repetir. Se definido 0, a animação vai reproduzir uma vez. |
-| lockx | Se 0, o ator irá retornar à sua coordenada X antiga assim que a animação concluir(para animações que o ator se mova, como caminhar). 1 não irá retornar à posição antiga. |
-| locky | O mesmo que acima, mas para o eixo Y. Same as above but for the Y axis. Deve ser mantido igual ao parâmetro anterior. |
-| freeze | Definir para 1 vai congelar o ator no fim da animação. 0 não irá congelar. |
-| time | Tempo em milisegundos. Para um ciclo infinito o valor deve ser 0. |
-| forcesync | Defina como 1 para fazer o servidor sincronizar a animação com todos os outros jogadores num raio de streaming (opcional). 2 funciona da mesma forma que 1, mas APENAS aplicará a animação a jogadores em stream, mas NÃO o jogador a ser animado (útil para animações com NPC e animações persistentes quando os jogadores estão a ser streamados). |
-
-## Retorno
-
-Esta função sempre retorna 1, mesmo que o player especificado não exista, ou qualquer um dos parâmetros seja inválido (por exemplo, biblioteca inválida).
-
-## Exemplos
-
-```c
-ApplyAnimation(playerid, "PED", "WALK_DRUNK", 4.1, 1, 1, 1, 1, 1, 1);
-```
-
-## Notas
-
-:::tip
-
-O parâmetro opcional 'forcesync', cujo padrão é 0, na maioria dos casos não é necessário pois os jogadores sincronizam as animações. O parâmetro 'forcesync' pode forçar todos os jogadores que consigam ver o 'playerid' a reproduzir a animação, independentemente do jogador estar executando a animação. Isso é útil em circunstâncias em que o jogador não consiga sincronizar a animação sozinho. Por exemplo, eles podem estar em pausa.
-
-:::
-
-:::warning
-
-Uma biblioteca de animação inválida irá crashar o jogo do jogador.
-
-:::
-
-## Funções Relacionadas
-
-- [ClearAnimations](ClearAnimations.md): Limpe qualquer animação aplicada a um ator.
-- [SetPlayerSpecialAction](SetPlayerSpecialAction.md): Define uma ação especial a um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToPlayer.md b/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToPlayer.md
deleted file mode 100644
index 60b79b6a6cc..00000000000
--- a/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToPlayer.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: Attach3DTextLabelToPlayer
-description: Anexa uma text label 3D a um jogador.
-tags: ["player", "3dtextlabel"]
----
-
-## Descrição
-
-Anexa uma text label 3D a um jogador.
-
-| Nome | Descrição |
-| --------- | --------------------------------------------------------------------- |
-| Text3D:textid | O ID da text label 3D a ser anexada. Retornado por Create3DTextLabel. |
-| playerid | O ID do jogador ao qual deseja anexar a text label 3D. |
-| OffsetX | O deslocamento (offset) X da text label 3D até ao jogador. |
-| OffsetY | O deslocamento (offset) Y da text label 3D até ao jogador. |
-| OffsetZ | O deslocamento (offset) Z da text label 3D até ao jogador. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. Isso significa que o jogador e/ou TextLabel 3D não existe.
-
-## Exemplos
-
-```c
-public OnPlayerConnect(playerid)
-{
- new Text3D:textLabel = Create3DTextLabel("Olá, eu sou novo aqui!", 0x008080FF, 30.0, 40.0, 50.0, 40.0, 0);
- Attach3DTextLabelToPlayer(textLabel, playerid, 0.0, 0.0, 0.7);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [Create3DTextLabel](Create3DTextLabel.md): Cria uma text label 3D.
-- [Delete3DTextLabel](Delete3DTextLabel.md): Apaga uma text label 3D.
-- [Attach3DTextLabelToVehicle](Attach3DTextLabelToVehicle.md): Anexa uma text label 3D a um veÃculo.
-- [Update3DTextLabelText](Update3DTextLabelText.md): Muda o texto de uma text label 3D.
-- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel.md): Cria uma text label 3D para um jogador.
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel.md): Apaga uma text label 3D de um jogador.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText.md): Muda o texto de uma text label 3D de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToVehicle.md b/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToVehicle.md
deleted file mode 100644
index 4b4d3efe00a..00000000000
--- a/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToVehicle.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: Attach3DTextLabelToVehicle
-description: Anexa uma Text Label 3D a um veÃculo especÃfico.
-tags: ["vehicle", "3dtextlabel"]
----
-
-## Descrição
-
-Anexa uma Text Label 3D a um veÃculo especÃfico.
-
-| Nome | Descrição |
-| --------- | ---------------------------------------------------------------------------- |
-| Text3D:textid | O ID da 3D text label a ser anexada. |
-| vehicleid | O ID do veÃculo ao qual deseja anexar a 3D text label. |
-| OffsetX | O deslocamento (offset) da coordenada X do veÃculo (O veÃculo é 0.0,0.0,0.0) |
-| OffsetY | O deslocamento (offset) da coordenada Y do veÃculo (O veÃculo é 0.0,0.0,0.0) |
-| OffsetZ | O deslocamento (offset) da coordenada Z do veÃculo (O veÃculo é 0.0,0.0,0.0) |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new
- Text3D:gVehicle3dText[MAX_VEHICLES], // Criando a TextLabel para usar depois
- gVehicleId;
-
-public OnGameModeInit ( )
-{
- gVehicleId = CreateVehicle(510, 0.0. 0.0, 15.0, 5, 0, 120); // Criando o veÃculo.
- gVehicle3dText[gVehicleId] = Create3DTextLabel("Exemplo Texto", 0xFF0000AA, 0.0, 0.0, 0.0, 50.0, 0, 1);
- Attach3DTextLabelToVehicle(gVehicle3dText[gVehicleId], vehicle_id, 0.0, 0.0, 2.0); // Anexando a TextLabel ao veÃculo.
-}
-
-public OnGameModeExit ( )
-{
- Delete3DTextLabel(gVehicle3dText[gVehicleId]);
- return true;
-}
-```
-
-## Funções Relacionadas
-
-- [Create3DTextLabel](Create3DTextLabel.md): Cria uma text label 3D.
-- [Delete3DTextLabel](Delete3DTextLabel.md): Apaga uma text label 3D.
-- [Attach3DTextLabelToPlayer](Attach3DTextLabelToPlayer.md): Anexa uma text label 3D a um jogador.
-- [Update3DTextLabelText](Update3DTextLabelText.md): Muda o texto de uma 3D text label 3D.
-- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel.md): Cria uma text label 3D para um jogador.
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel.md): Apaga uma text label 3D de um jogador.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText.md): Muda o texto de uma text label 3D de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/AttachCameraToObject.md b/docs/translations/pt-BR/scripting/functions/AttachCameraToObject.md
deleted file mode 100644
index d579b56dd41..00000000000
--- a/docs/translations/pt-BR/scripting/functions/AttachCameraToObject.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: AttachCameraToObject
-description: Você pode usar esta função para anexar a câmera do jogador a objetos.
-tags: []
----
-
-## Descrição
-
-Você pode usar esta função para anexar a câmera do jogador a objetos.
-
-| Nome | Descrição |
-| -------- | -------------------------------------------------------- |
-| playerid | O ID do jogador que terá a sua câmera anexada ao objeto. |
-| objectid | O ID do objeto que deseja anexar à câmera do jogador. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new objectId = CreateObject(1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToObject(playerid, objectId);
- SendClientMessage(playerid, 0xFFFFFFAA, "Sua câmera está agora anexada ao objeto.");
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::tip
-
-Você precisa criar o objeto primeiro, antes de tentar conectar uma câmera do jogador.
-
-:::
-
-## Funções Relacionadas
-
-- [AttachCameraToPlayerObject](AttachCameraToPlayerObject.md): Anexa a câmera do jogador a um objeto de jogador (player-object).
diff --git a/docs/translations/pt-BR/scripting/functions/Ban.md b/docs/translations/pt-BR/scripting/functions/Ban.md
deleted file mode 100644
index 083a979aee9..00000000000
--- a/docs/translations/pt-BR/scripting/functions/Ban.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: Ban
-description: Bane um jogador que está atualmente online no servidor. Ele não poderá mais entrar no servidor. A proibição será baseada em IP e será salva no arquivo samp.ban no diretório raiz do servidor. O BanEx pode ser usado para justificar o banimento. Os banimentos de IP podem ser adicionados ou removidos usando os comandos RCON banip e unbanip (SendRconCommand).
-tags: []
----
-
-## Descrição
-
-Bane um jogador que está atualmente online no servidor. Ele não poderá mais entrar no servidor. A proibição será baseada em IP e será salva no arquivo samp.ban no diretório raiz do servidor. O BanEx pode ser usado para justificar o banimento. Os banimentos de IP podem ser adicionados ou removidos usando os comandos RCON banip e unbanip (SendRconCommand).
-
-| Nome | Descrição |
-| -------- | ----------------------------- |
-| playerid | O ID do jogador a ser banido. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if(strcmp(cmdtext, "/banme", true) == 0)
- {
- // Bane o jogador que executar este comando.
- Ban(playerid);
- return 1;
- }
-}
-// Para exibir uma mensagem (por exemplo, motivo) para o jogador antes que a conexão seja fechada
-// você tem que usar um cronômetro (timer) para criar um atraso. Esse atraso precisa ser de apenas alguns milissegundos,
-// mas este exemplo usa um segundo inteiro apenas por garantia.
-
-forward DelayedBan(playerid);
-public DelayedBan(playerid)
-{
- Ban(playerid);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if(strcmp(cmdtext, "/banme", true) == 0)
- {
- // Bane o jogador que executar este comando.
-
- // Primeiro, manda a ele uma mensagem.
- SendClientMessage(playerid, 0xFF0000FF, "Você foi banido!");
-
- // Bane-os um segundo depois da execução do comando por um cronômetro (timer).
- SetTimerEx("DelayedBan", 1000, false, "d", playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::warning
-
-Qualquer ação realizada diretamente antes do Ban() (como enviar uma mensagem com SendClientMessage) não chegará ao jogador. Um cronômetro (timer) deve ser usado para atrasar o banimento.
-
-:::
-
-## Funções Relacionadas
-
-- [BanEx](../functions/BanEx.md): Bane um jogador com uma razão especÃfica.
-- [Kick](../functions/Kick.md): Expulsa um jogador do servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/BanEx.md b/docs/translations/pt-BR/scripting/functions/BanEx.md
deleted file mode 100644
index 3bb8aa9f329..00000000000
--- a/docs/translations/pt-BR/scripting/functions/BanEx.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: BanEx
-description: Bane um jogador com um motivo especÃfico.
-tags: []
----
-
-## Descrição
-
-Bane um jogador com um motivo especÃfico.
-
-| Nome | Descrição |
-| -------- | ----------------------------- |
-| playerid | O ID do jogador a ser banido. |
-| reason | O motivo do banimento. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText( playerid, cmdtext[] )
-{
- if (!strcmp(cmdtext, "/banme", true))
- {
- // Bane o jogador que executar este comando e inclui o motivo "Solicitado".
- BanEx(playerid, "Solicitado");
- return 1;
- }
-}
-// Para exibir uma mensagem (por exemplo, motivo) para o jogador antes que a conexão seja fechada
-// você tem que usar um cronômetro (timer) para criar um atraso. Esse atraso precisa ser de apenas alguns milissegundos,
-// mas este exemplo usa um segundo inteiro apenas por garantia.
-
-forward BanExPublic(playerid, reason[]);
-
-public BanExPublic(playerid, reason[])
-{
- BanEx(playerid, reason);
-}
-
-stock BanExWithMessage(playerid, color, message[], reason[])
-{
- //motivo - O motivo do banimento para ser usado no BanEx.
- SendClientMessage(playerid, color, message);
- SetTimerEx("BanExPublic", 1000, false, "ds", playerid, reason);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Bane o jogador que executar este comando.
- BanExWithMessage(playerid, 0xFF0000FF, "Você foi banido!", "Solicitado");
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::warning
-
-Qualquer ação realizada diretamente antes do Ban() (como enviar uma mensagem com SendClientMessage) não chegará ao jogador. Um cronômetro (timer) deve ser usado para atrasar o banimento.
-
-:::
-
-## Funções Relacionadas
-
-- [BanEx](../functions/Ban.md): Bane um jogador do servidor.
-- [Kick](../functions/Kick.md): Expulsa um jogador do servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/BlockIpAddress.md b/docs/translations/pt-BR/scripting/functions/BlockIpAddress.md
deleted file mode 100644
index f48f6b232fd..00000000000
--- a/docs/translations/pt-BR/scripting/functions/BlockIpAddress.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: BlockIpAddress
-description: Bloqueia um endereço de IP de comunicar com o servidor por um determinado perÃodo de tempo (globs são permitidos).
-tags: []
----
-
-## Descrição
-
-Bloqueia um endereço de IP de comunicar com o servidor por um determinado perÃodo de tempo (globs são permitidos). Jogadores tentando se conectar ao servidor com um endereço de IP bloqueado receberão a mensagem "Your are banned from this server". Jogadores que estão online no IP especificado, antes do bloqueio, irão perder a conexão após alguns segundos, e ao se conectar, irão receber a mesma mensagem.
-
-| Nome | Descrição |
-| ---------- | ----------------------------------------------------------------------------------------------------- |
-| ip_address | O IP a bloquear. |
-| timems | O tempo (em milisegundos) que a conexão será bloqueada. 0 pode ser usado para um bloqueio indefinido. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) // Se eles fornecerem uma senha errada
- {
- BlockIpAddress(ip, 60 * 1000); // Bloquear as conexões deste IP por um minuto.
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Globs podem ser usados nesta função, por exemplo bloquear o IP '6.9._._' bloqueará todos os IPs onde os primeiros dois octetos são 6 e 9 respectivamente. Qualquer número pode estar no lugar do underscore.
-
-:::
-
-## Funções Relacionadas
-
-- [UnBlockIpAddress](UnBlockIpAddress): Desbloqueie um IP que foi bloqueado anteriormente.
-- [OnIncomingConnection](../callbacks/OnIncomingConnection): É chamado quando um jogador está tentando se conectar ao servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/ChangeVehicleColor.md b/docs/translations/pt-BR/scripting/functions/ChangeVehicleColor.md
deleted file mode 100644
index 7f2b5292f12..00000000000
--- a/docs/translations/pt-BR/scripting/functions/ChangeVehicleColor.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: ChangeVehicleColor
-description: Altere a cor primária e secundária de um veÃculo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Altere a cor primária e secundária de um veÃculo.
-
-| Nome | Descrição |
-| --------- | -------------------------------------------- |
-| vehicleid | O ID do veÃculo cujas cores serão alteradas. |
-| color1 | O ID da nova cor primária do veÃculo. |
-| color2 | O ID da nova cor secundária do veÃculo. |
-
-## Retorno
-
-1: A função foi executada com sucesso. A cor do veÃculo foi alterada com sucesso.
-
-0: A função falhou ao ser executada. O veÃculo não existe.
-
-## Exemplos
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- // Muda a cor primária para preto e a cor secundária para branco.
- ChangeVehicleColor(vehicleid, 0, 1);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Alguns veÃculos apenas possuem uma cor primária e outros não podem ter a cor alterada. Alguns (Cement, Squalo) têm 4 cores, das quais 2 não podem ser alteradas no SA:MP.
-
-:::
-
-## Funções Relacionadas
-
-- [ChangeVehiclePaintjob](ChangeVehiclePaintjob.md): Mude o paintjob de um veÃculo.
-- [OnVehicleRespray](../callbacks/OnVehicleRespray.md): É chamado quando um veÃculo é pintado (Pay'n'Spray).
diff --git a/docs/translations/pt-BR/scripting/functions/ChangeVehiclePaintjob.md b/docs/translations/pt-BR/scripting/functions/ChangeVehiclePaintjob.md
deleted file mode 100644
index 3d692e90066..00000000000
--- a/docs/translations/pt-BR/scripting/functions/ChangeVehiclePaintjob.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: ChangeVehiclePaintjob
-description: Altere o paintjob de um veÃculo (para cores normais, consulte ChangeVehicleColor).
-tags: ["vehicle"]
----
-
-## Descrição
-
-Altere o paintjob de um veÃculo (para cores normais, consulte ChangeVehicleColor).
-
-| Nome | Descrição |
-| ---------- | ----------------------------------------------------------- |
-| vehicleid | O ID do veÃculo para alterar o paintjob. |
-| paintjobid | O ID do paintjob a aplicar. Use 3 para remover um paintjob. |
-
-## Retorno
-
-Esta função sempre retorna 1 (sucesso), mesmo que o veÃculo não exista.
-
-:::warning
-
-Se a cor do veÃculo for preta, o paintjob pode não ser visÃvel. É melhor deixar o veÃculo branco antes de aplicar o paintjob, usando ChangeVehicleColor(vehicleid,1,1);
-
-:::
-
-## Exemplos
-
-```c
-new rand = random(3); // Será 0, 1 ou 2 (todos válidos)
-ChangeVehicleColor(GetPlayerVehicleID(playerid),1,1); // Certifique-se que é branco para um resultado melhor.
-ChangeVehiclePaintjob(GetPlayerVehicleID(playerid), rand); // Altera o paintjob para um aleatório, do atual veÃculo do jogador.
-```
-
-## Funções Relacionadas
-
-- [ChangeVehicleColor](ChangeVehicleColor.md): Define a cor de um veÃculo.
-- [OnVehiclePaintjob](../callbacks/OnVehiclePaintjob.md): É chamado quando o paintjob de um veÃculo é alterado.
diff --git a/docs/translations/pt-BR/scripting/functions/CreateObject.md b/docs/translations/pt-BR/scripting/functions/CreateObject.md
deleted file mode 100644
index 5b560140df0..00000000000
--- a/docs/translations/pt-BR/scripting/functions/CreateObject.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: CreateObject
-description: Cria um objeto em coordenadas especificadas no mundo do jogo.
-tags: []
----
-
-## Descrição
-
-Cria um objeto em coordenadas especificadas no mundo do jogo.
-
-| Nome | Descrição |
-| ------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| modelid | O modelo do objeto. |
-| Float:X | A coordenada X para criar o objeto. |
-| Float:Y | A coordenada Y para criar o objeto. |
-| Float:Z | A coordenada Z para criar o objeto. |
-| Float:rX | A rotação X para criar o objeto. |
-| Float:rY | A rotação Y para criar o objeto. |
-| Float:rZ | A rotação Z para criar o objeto. |
-| Float:DrawDistance | (Opcional) A distância de renderização do objeto no mapa. 0.0 fará com que os objetos sejam renderizados em suas distâncias padrão. Utilizável desde 0.3b. Limitado a 300 antes de 0,3x. |
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0); // O objeto será renderizado em sua distância padrão.
- CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0, 300.0); // O objeto será renderizado em 300.0 metros de distância.
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Há um limite de 1000 objetos (MAX_OBJECTS). Para contornar esse limite, você pode usar um streamer.
-
-:::
-
-## Funções relacionadas
-
-- [DestroyObject](DestroyObject): Destrua um objeto.
-- [IsValidObject](IsValidObject): Verifica se um determinado objeto é válido.
-- [MoveObject](MoveObject): Move um objeto.
-- [StopObject](StopObject): Pare a movimentação de um objeto.
-- [SetObjectPos](SetObjectPos): Define a posição de um objeto.
-- [SetObjectRot](SetObjectRot): Define a rotação de um objeto.
-- [GetObjectPos](GetObjectPos): Localize a posição de um objeto.
-- [GetObjectRot](GetObjectRot): Localize a rotação de um objeto.
-- [AttachObjectToPlayer](AttachObjectToPlayer): Anexa um objeto a um jogador.
-- [SetObjectMaterialText](SetObjectMaterialText): Substitua a textura de um objeto por texto.
-- [SetObjectMaterial](SetObjectMaterial): Substitua a textura de um objeto pela textura de outro modelo no jogo.
-- [CreatePlayerObject](CreatePlayerObject): Cria um objeto para apenas um jogador.
-- [DestroyPlayerObject](DestroyPlayerObject): Destrua um objeto do jogador.
-- [IsValidPlayerObject](IsValidPlayerObject): Verifica se um determinado objeto player é válido.
-- [MovePlayerObject](MovePlayerObject): Move um objeto do jogador.
-- [StopPlayerObject](StopPlayerObject): Pare a movimentação de um objeto do jogador.
-- [SetPlayerObjectPos](SetPlayerObjectPos): Define a posição de um objeto do jogador.
-- [SetPlayerObjectRot](SetPlayerObjectRot): Defina a rotação de um objeto do jogador.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Localize a posição de um objeto do jogador.
-- [GetPlayerObjectRot](GetPlayerObjectRot): Localize a rotação de um objeto do jogador.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Anexa um objeto de jogador a um jogador
-- [SetPlayerObjectMaterialText](SetPlayerObjectMaterialText): Substitua a textura de um objeto de jogador por texto.
-- [SetPlayerObjectMaterial](SetPlayerObjectMaterial): Substitua a textura de um objeto do jogador pela textura de outro modelo no jogo.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/functions/CreateVehicle.md b/docs/translations/pt-BR/scripting/functions/CreateVehicle.md
deleted file mode 100644
index 32bf7dfe52d..00000000000
--- a/docs/translations/pt-BR/scripting/functions/CreateVehicle.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: CreateVehicle
-description: Cria um veÃculo no mundo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Cria um veÃculo no mundo. Pode ser usado no lugar de AddStaticVehicleEx a qualquer momento no script.
-
-| Nome | Descrição |
-| -------------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
-| [modelid](../resources/vehicleid) | O modelo do veÃculo. |
-| Float:spawnX | A coordenada X do veÃculo. |
-| Float:spawnY | A coordenada Y do veÃculo. |
-| Float:spawnZ | A coordenada Z do veÃculo. |
-| Float:angle | O ângulo de direção do veÃculo. |
-| [colour1](../resources/vehiclecolorid) | O ID da cor primária. |
-| [colour2](../resources/vehiclecolorid) | O ID da cor secundária. |
-| respawnDelay | O tempo de espera até que o veÃculo reapareça sem um motorista, em segundos. Usar -1 impedirá que o veÃculo reapareça. |
-| bool:addSiren | Possui um valor padrão 'falso'. Permite que o veÃculo tenha uma sirene, desde que o veÃculo possua uma buzina. |
-
-## Retornos
-
-O ID do veÃculo criado (1 até MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) se o veÃculo não for criado (limite de veÃculos atingido ou modelo de veÃculo inválido).
-
-0 se o veÃculo não for criado (IDs 538 ou 537 passado, que são trens).
-
-## Exemplos
-
-```c
-public OnGameModeInit()
-{
- // Adiciona um Hydra (520) ao jogo com um tempo de reaparecimento de 60 segundos
- CreateVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 60);
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Trens só podem ser adicionados com [AddStaticVehicle](AddStaticVehicle) e [AddStaticVehicleEx](AddStaticVehicleEx).
-
-:::
-
-## Funções Relacionadas
-
-- [DestroyVehicle](DestroyVehicle): Destroi o veÃculo.
-- [AddStaticVehicle](AddStaticVehicle): Adiciona um veÃculo estático.
-- [AddStaticVehicleEx](AddStaticVehicleEx): Adiciona um veÃculo estático com tempo de reaparecimento customizado.
-- [GetVehicleParamsSirenState](GetVehicleParamsSirenState): Verifique se a sirene de um veÃculo está ligada ou desligada.
-- [SetVehicleSpawnInfo](SetVehicleSpawnInfo): Ajusta o modelo, local de aparecimento, cores, tempo de reaparecimento e interior de um veÃculo.
-- [GetVehicleSpawnInfo](GetVehicleSpawnInfo): Obtém local de aparecimento e cores de um veÃculo.
-- [ChangeVehicleColours](ChangeVehicleColours): Altera as cores primária e secundária de um veÃculo.
-- [GetVehicleColours](GetVehicleColours): Obtém as cores de um veÃculo.
-- [SetVehicleRespawnDelay](SetVehicleRespawnDelay): Define o tempo de reaparecimento de um veÃculo.
-- [GetVehicleRespawnDelay](GetVehicleRespawnDelay): Obtém o tempo de reaparecimento de um veÃculo.
-
-## Callbacks Relacionadas
-
-- [OnVehicleSpawn](../callbacks/OnVehicleSpawn): Chamada quando um veÃculo reaparece.
-- [OnVehicleSirenStateChange](../callbacks/OnVehicleSirenStateChange): Chamando quando um veÃculo alterna a sirene ligada/desligada.
-
-## Recursos Relacionados
-
-- [Vehicle Models](../resources/vehicleid): Lista abrangente de todos os modelos de veÃculos disponÃveis no jogo.
-- [Vehicle Colour IDs](../resources/vehiclecolorid): Lista de todos os IDs de cores de veÃculos.
diff --git a/docs/translations/pt-BR/scripting/functions/DeleteSVar.md b/docs/translations/pt-BR/scripting/functions/DeleteSVar.md
deleted file mode 100644
index a0850370848..00000000000
--- a/docs/translations/pt-BR/scripting/functions/DeleteSVar.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: DeleteSVar
-description: Exclui uma variável do servidor definida anteriormente.
-tags: []
----
-
-## Descrição
-
-Exclui uma variável do servidor definida anteriormente.
-
-| Nome | Descrição |
-| ------- | ---------------------------------------------- |
-| varname | O nome da variável do servidor a ser excluÃda. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. Não existe variável definida com o nome fornecido.
-
-## Exemplos
-
-```c
-SetSVarInt("SomeVarName", 69);
-
-// Depois, quando a varÃavel não for necessária...
-
-DeleteSVar("SomeVarName");
-```
-
-## Notas
-
-:::tip
-
-Quando a variável é excluÃda, tentativas de recuperar o valor irão retornar 0 (para integers/floats e NULL para strings).
-
-:::
-
-## Funções Relacionadas
-
-- [SetSVarInt](SetSVarInt.md): Define um integer para uma variável do servidor.
-- [GetSVarInt](GetSVarInt.md): Obtém o servidor do jogador como um integer. Get a player server as an integer.
-- [SetSVarString](SetSVarString.md): Define uma string para uma variável do servidor.
-- [GetSVarString](GetSVarString.md): Obtém a string definida anteriormente de uma variável do servidor.
-- [SetSVarFloat](SetSVarFloat.md): Define um float para uma variável do servidor.
-- [GetSVarFloat](GetSVarFloat.md): Obtém o float definido anteriormente de uma variável do servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/DestroyActor.md b/docs/translations/pt-BR/scripting/functions/DestroyActor.md
deleted file mode 100644
index bdf14569acf..00000000000
--- a/docs/translations/pt-BR/scripting/functions/DestroyActor.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: DestroyActor
-description: Destrói um ator que foi criado com CreateActor.
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Destrói um ator que foi criado com CreateActor.
-
-| Nome | Descrição |
-| ------- | -------------------------------------------------------- |
-| actorid | O ID do ator a ser destruÃdo. Retornado por CreateActor. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. o Ator com o ID especificado não existe.
-
-## Exemplos
-
-```c
-new MyActor;
-
-public OnFilterScriptInit()
-{
- MyActor = CreateActor(...);
- return 1;
-}
-
-public OnFilterScriptExit()
-{
- DestroyActor(MyActor);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [CreateActor](CreateActor.md): Cria um ator (NPC fixo).
diff --git a/docs/translations/pt-BR/scripting/functions/DestroyObject.md b/docs/translations/pt-BR/scripting/functions/DestroyObject.md
deleted file mode 100644
index 0c61bfb8909..00000000000
--- a/docs/translations/pt-BR/scripting/functions/DestroyObject.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: DestroyObject
-description: Destrói (remove) um objeto que foi criado usando CreateObject.
-tags: []
----
-
-## Descrição
-
-Destrói (remove) um objeto que foi criado usando CreateObject.
-
-| Nome | Descrição |
-| -------- | ----------------------------------------------------------- |
-| objectid | O ID do objeto a ser destruÃdo. Retornado por CreateObject. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnObjectMoved(objectid)
-{
- DestroyObject(objectid);
- return 1;
-}
-```
-
-## Funções relacionadas
-
-- [CreateObject](CreateObject): Cria um objeto.
-- [IsValidObject](IsValidObject): Verifica se um determinado objeto é válido.
-- [MoveObject](MoveObject): Move um objeto.
-- [StopObject](StopObject): Pare a movimentação de um objeto.
-- [SetObjectPos](SetObjectPos): Define a posição de um objeto.
-- [SetObjectRot](SetObjectRot): Define a rotação de um objeto.
-- [GetObjectPos](GetObjectPos): Localize a posição de um objeto.
-- [GetObjectRot](GetObjectRot): Localize a rotação de um objeto.
-- [AttachObjectToPlayer](AttachObjectToPlayer): Anexa um objeto a um jogador.
-- [CreatePlayerObject](CreatePlayerObject): Cria um objeto para apenas um jogador.
-- [DestroyPlayerObject](DestroyPlayerObject): Destrua um objeto do jogador.
-- [IsValidPlayerObject](IsValidPlayerObject): Verifica se um determinado objeto player é válido.
-- [MovePlayerObject](MovePlayerObject): Move um objeto do jogador.
-- [StopPlayerObject](StopPlayerObject): Pare a movimentação de um objeto do jogador.
-- [SetPlayerObjectPos](SetPlayerObjectPos): Define a posição de um objeto do jogador.
-- [SetPlayerObjectRot](SetPlayerObjectRot): Defina a rotação de um objeto do jogador.
-- [GetPlayerObjectPos](GetPlayerObjectPos): Localize a posição de um objeto do jogador.
-- [GetPlayerObjectRot](GetPlayerObjectRot): Localize a rotação de um objeto do jogador.
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Anexa um objeto de jogador a um jogador.
\ No newline at end of file
diff --git a/docs/translations/pt-BR/scripting/functions/DestroyPlayerObject.md b/docs/translations/pt-BR/scripting/functions/DestroyPlayerObject.md
deleted file mode 100644
index 23d681b9dc5..00000000000
--- a/docs/translations/pt-BR/scripting/functions/DestroyPlayerObject.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: DestroyPlayerObject
-description: Destrói um objeto de jogador (player-object) criado usando CreatePlayerObject.
-tags: ["player"]
----
-
-## Descrição
-
-Destrói um objeto de jogador (player-object) criado usando CreatePlayerObject.
-
-| Nome | Descrição |
-| -------- | ----------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-object to destroy. |
-| objectid | The ID of the player-object to destroy. Returned by CreatePlayerObject. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- DestroyPlayerObject(playerid, objectid);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [CreatePlayerObject](CreatePlayerObject.md): Cria um objeto para apenas um jogador.
-- [IsValidPlayerObject](IsValidPlayerObject.md): Verifica se determinado objeto de jogador (player-object) é válido.
-- [MovePlayerObject](MovePlayerObject.md): Move um objeto de jogador (player-object).
-- [StopPlayerObject](StopPlayerObject.md): Impede um objeto de jogador (player-object) de se mover.
-- [SetPlayerObjectPos](SetPlayerObjectPos.md): Define a posição de um objeto de jogador (player-object).
-- [SetPlayerObjectRot](SetPlayerObjectRot.md): Define a rotação de um objeto de jogador (player-object).
-- [GetPlayerObjectPos](GetPlayerObjectPos.md): Localiza um objeto de jogador (player-object).
-- [GetPlayerObjectRot](GetPlayerObjectRot.md): Verifica a rotação de um objeto de jogador (player-object).
-- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer.md): Anexa um objeto de jogador (player-object) a um jogador.
-- [CreateObject](CreateObject.md): Cria um objeto.
-- [DestroyObject](DestroyObject.md): Destrói um objeto.
-- [IsValidObject](IsValidObject.md): Verifica se um determinado objeto é válido.
-- [MoveObject](MoveObject.md): Move um objeto.
-- [StopObject](StopObject.md): Impede um objeto de se mover.
-- [SetObjectPos](SetObjectPos.md): Define a posição de um objeto.
-- [SetObjectRot](SetObjectRot.md): Define a rotação de um objeto.
-- [GetObjectPos](GetObjectPos.md): Localiza um objeto.
-- [GetObjectRot](GetObjectRot.md): Verifica a rotação de um objeto.
-- [AttachObjectToPlayer](AttachObjectToPlayer.md): Anexa um objeto a um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/DestroyVehicle.md b/docs/translations/pt-BR/scripting/functions/DestroyVehicle.md
deleted file mode 100644
index c61015ea418..00000000000
--- a/docs/translations/pt-BR/scripting/functions/DestroyVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: DestroyVehicle
-description: Destroi um veÃculo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Destroi um veÃculo. Ele desaparecerá instantaneamente.
-
-| Nome | Descrição |
-| --------- | -------------------------------- |
-| vehicleid | O ID do veÃculo a ser destruÃdo. |
-
-## Retornos
-
-**true** - A função foi executada com sucesso.
-
-**false** - A função falhou ao ser executada. O veÃculo não existe.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/destroyveh", true) == 0)
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- DestroyVehicle(vehicleid);
- }
- return 1;
- }
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [CreateVehicle](CreateVehicle): Cria um veÃculo.
-- [RemovePlayerFromVehicle](RemovePlayerFromVehicle): Expulsa um jogador de seu veÃculo.
-- [SetVehicleToRespawn](SetVehicleToRespawn): Faz um veÃculo reaparecer.
diff --git a/docs/translations/pt-BR/scripting/functions/GameModeExit.md b/docs/translations/pt-BR/scripting/functions/GameModeExit.md
deleted file mode 100644
index 1163f12df70..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GameModeExit.md
+++ /dev/null
@@ -1,20 +0,0 @@
----
-title: GameModeExit
-description: Encerra o atual gamemode.
-tags: []
----
-
-## Descrição
-
-Encerra o atual gamemode.
-
-## Exemplos
-
-```c
-if (OneTeamHasWon)
-{
- GameModeExit();
-}
-```
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneCreate.md b/docs/translations/pt-BR/scripting/functions/GangZoneCreate.md
deleted file mode 100644
index d39fa3d9908..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneCreate.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: GangZoneCreate
-description: Cria uma gangzone (zona colorida no radar).
-tags: ["gangzone"]
----
-
-## Descrição
-
-Cria uma gangzone (zona colorida no radar).
-
-| Nome | Descrição |
-| ---- | --------------------------------------------- |
-| minx | A coordenada X para o lado oeste da gangzone. |
-| miny | A coordenada Y para o lado sul da gangzone. |
-| maxx | A coordenada X para o lado este da gangzone. |
-| maxy | A coordenada Y para o lado norte da gangzone. |
-
-## Retorno
-
-O ID da zona criada, retorna -1 se não for criada.
-
-## Exemplos
-
-```c
-new gangzone;
-gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-```
-
-```
- MinY
- v
- MinX > *-------------
- | |
- | centro |
- | gangzone |
- | |
- -------------* < MaxX
- ^
- MaxY
-```
-
-## Notas
-
-:::tip
-
-Esta função apenas CRIA a gangzone, você deve usar GangZoneShowForPlayer ou GangZoneShowForAll para mostrá-la.
-
-:::
-
-:::warning
-
-Existe um limite de 1024 gangzones. Colocar parâmetros na ordem errada resulta em glitches.
-
-:::
-
-## Funções Relacionadas
-
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneDestroy.md b/docs/translations/pt-BR/scripting/functions/GangZoneDestroy.md
deleted file mode 100644
index 875371a41ea..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneDestroy.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GangZoneDestroy
-description: Destrói uma gangzone.
-tags: ["gangzone"]
----
-
-## Descrição
-
-Destrói uma gangzone.
-
-| Nome | Descrição |
-| ---- | ---------------------------- |
-| zone | O ID da gangzone a destruir. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new gangZoneId;
-gangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-
-GangZoneDestroy(gangZoneId);
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneFlashForAll.md b/docs/translations/pt-BR/scripting/functions/GangZoneFlashForAll.md
deleted file mode 100644
index 36b459692aa..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneFlashForAll.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: GangZoneFlashForAll
-description: Faz a gangzone piscar para todos os jogadores.
-tags: ["gangzone"]
----
-
-## Descrição
-
-Faz a gangzone piscar para todos os jogadores.
-
-| Nome | Descrição |
-| ---------- | ------------------------------------------------------------------------------------------------------------- |
-| zone | O ID da gangzone a piscar. |
-| flashcolor | A cor que irá piscar na gangzone, pode ser integer ou hex no formato de cor RGBA. Transparência Alpha suportada. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GangZoneFlashForAll(gGangZoneId, COLOR_RED);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneFlashForPlayer.md b/docs/translations/pt-BR/scripting/functions/GangZoneFlashForPlayer.md
deleted file mode 100644
index ab616013d9d..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneFlashForPlayer.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GangZoneFlashForPlayer
-description: Faz a gangzone piscar para um jogador.
-tags: ["player", "gangzone"]
----
-
-## Descrição
-
-Faz a gangzone piscar para um jogador.
-
-| Nome | Descrição |
-| ---------- | ------------------------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador para o qual piscar a gangzone. |
-| zone | O ID da gangzone a piscar. |
-| flashcolor | A cor para piscar na gangzone, pode ser integer ou hex no formato de cor RGBA. Transparência Alpha suportada. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneFlashForPlayer(playerid, gGangZoneId, COLOR_RED);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneHideForAll.md b/docs/translations/pt-BR/scripting/functions/GangZoneHideForAll.md
deleted file mode 100644
index c09a3ca2070..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneHideForAll.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GangZoneHideForAll
-description: Esconde uma gangzone de todos os jogadores.
-tags: ["gangzone"]
----
-
-## Descrição
-
-Esconde uma gangzone de todos os jogadores.
-
-| Nome | Descrição |
-| ---- | --------------------------- |
-| zone | A gangzone a ser escondida. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-GangZoneHideForAll(gGangZoneId);
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneHideForPlayer.md b/docs/translations/pt-BR/scripting/functions/GangZoneHideForPlayer.md
deleted file mode 100644
index f50e45a9b54..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneHideForPlayer.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GangZoneHideForPlayer
-description: Esconde a gangzone para um jogador.
-tags: ["player", "gangzone"]
----
-
-## Descrição
-
-Esconde a gangzone para um jogador.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------------ |
-| playerid | O ID do jogador para o qual esconder a gangzone. |
-| zone | O ID da gangzone a esconder. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneShowForPlayer(playerid, gGangZoneId, 0xFF0000FF);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GangZoneHideForPlayer(playerid, gGangZoneId);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneShowForAll.md b/docs/translations/pt-BR/scripting/functions/GangZoneShowForAll.md
deleted file mode 100644
index d30e5f3cb62..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneShowForAll.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: GangZoneShowForAll
-description: Mostra uma gangzone com a cor desejada para todos os jogadores.
-tags: ["gangzone"]
----
-
-## Descrição
-
-Mostra uma gangzone com a cor desejada para todos os jogadores.
-
-| Nome | Descrição |
-| ----- | ---------------------------------------------------------------------------------------------------------------- |
-| zone | O ID da gangzone a ser mostrada (retornada por GangZoneCreate). |
-| color | A cor a ser mostrada na gangzone, pode ser integer ou hex no formato de cor RGBA. Transparência Alpha suportada. |
-
-## Retorno
-
-1: A função foi executada com sucesso. A gangzone foi mostrada para todos os jogadores.
-
-0: A função falhou ao ser executada. A gangzone não existe.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- if (IsPlayerAdmin(playerid))
- {
- GangZoneShowForAll(gGangZoneId, COLOR_RED);
- }
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneShowForPlayer.md b/docs/translations/pt-BR/scripting/functions/GangZoneShowForPlayer.md
deleted file mode 100644
index cef5597990e..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneShowForPlayer.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GangZoneShowForPlayer
-description: Mostra a gangzone para um jogador.
-tags: ["player", "gangzone"]
----
-
-## Descrição
-
-Mostra a gangzone para um jogador. Deve ser criado com GangZoneCreate primeiro.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador para o qual mostrar a gangzone. |
-| zone | O ID da gangzone a esconder para o jogador. Retornado por GangZoneCreate |
-| color | A cor a ser mostrada na gangzone, pode ser integer ou hex no formato de cor RGBA. Transparência Alpha suportada. |
-
-## Retorno
-
-1 se a gangzone for mostrada, caso contrário 0 (não-existente).
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1082.962, -2787.229, 2942.549, -1859.51);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneShowForPlayer(playerid, gGangZoneId, 0xFFFF0096);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzzone a um jogador.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneStopFlashForAll.md b/docs/translations/pt-BR/scripting/functions/GangZoneStopFlashForAll.md
deleted file mode 100644
index 01d13b49866..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneStopFlashForAll.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: GangZoneStopFlashForAll
-description: Pare uma Gangzone de piscar para todos os jogadores.
-tags: ["gangzone"]
----
-
-## Descrição
-
-Pare uma Gangzone de piscar para todos os jogadores.
-
-| Nome | Descrição |
-| ---- | ------------------------------------------------------------------------ |
-| zone | O ID da gangzone que quer parar de piscar. Retornado por GangZoneCreate. |
-
-## Retorno
-
-1: A função foi executada com sucesso. Sucesso é relatado mesmo que a gangzone não começe a piscar.
-
-0: A função falhou ao ser executada. A gangzone especificada não existe.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GangZoneFlashForAll(gGangZoneId, COLOR_RED);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneStopFlashForAll(gGangZoneId);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/GangZoneStopFlashForPlayer.md b/docs/translations/pt-BR/scripting/functions/GangZoneStopFlashForPlayer.md
deleted file mode 100644
index 44aada6d9aa..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GangZoneStopFlashForPlayer.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GangZoneStopFlashForPlayer
-description: Pare uma Gangzone de piscar para um jogador.
-tags: ["player", "gangzone"]
----
-
-## Descrição
-
-Pare uma Gangzone de piscar para um jogador.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------------------- |
-| playerid | O ID do jogador para o qual parar de piscar a gangzone. |
-| zone | O ID da gangzone que quer parar de piscar. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-new gGangZoneId;
-
-public OnGameModeInit()
-{
- gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneFlashForPlayer(playerid, gGangZoneId, COLOR_RED);
- return 1;
-}
-
-public OnPlayerEnterVehicle(playerid, vehicleid)
-{
- GangZoneStopFlashForPlayer(playerid, gGangZoneId);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GangZoneCreate](GangZoneCreate): Cria uma gangzone.
-- [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone.
-- [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador.
-- [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores.
-- [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador.
-- [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores.
-- [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador.
-- [GangZoneFlashForAll](GangZoneFlashForAll): Faz uma gangzone piscar para todos os jogadores.
-- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/GetGravity.md b/docs/translations/pt-BR/scripting/functions/GetGravity.md
deleted file mode 100644
index be78dbf1f33..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetGravity.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: GetGravity
-description: Obtém a gravidade atualmente definida.
-tags: []
----
-
-## Descrição
-
-Obtém a gravidade atualmente definida.
-
-## Exemplos
-
-```c
-#if !defined GetGravity
- native Float:GetGravity();
-#endif
-
-printf("Gravidade atual: %f", GetGravity());
-```
-
-## Notas
-
-:::warning
-
-Esta função não está definida por padrão. Adicione 'native Float:GetGravity();' na inclusão a_samp.inc para usá-la.
-
-:::
-
-## Funções Relacionadas
-
-- [SetGravity](SetGravity): Define a gravidade global.
diff --git a/docs/translations/pt-BR/scripting/functions/GetMaxPlayers.md b/docs/translations/pt-BR/scripting/functions/GetMaxPlayers.md
deleted file mode 100644
index d9df9f41156..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetMaxPlayers.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: GetMaxPlayers
-description: Retorna o número máximo de jogadores que podem entrar no servidor, conforme definido pela variável 'maxplayer' no servidor.
-tags: ["player"]
----
-
-## Descrição
-
-Retorna o número máximo de jogadores que podem entrar no servidor, conforme definido pela variável 'maxplayer' no server.cfg.
-
-## Exemplos
-
-```c
-new str[128];
-format(str, sizeof(str), "Existem %i slots neste servidor!", GetMaxPlayers());
-SendClientMessage(playerid, 0xFFFFFFFF, str);
-```
-
-## Notas
-
-:::warning
-
-Esta função não pode ser usada no lugar de MAX_PLAYERS. Não pode ser usado durante a compilação (por exemplo, para tamanhos de arrays). MAX_PLAYERS deve ser sempre redefinido ao valor que a variável 'maxplayer' será ou superior. Veja MAX_PLAYERS para mais informações.
-
-:::
-
-## Funções Relacionadas
-
-- [GetPlayerPoolSize](GetPlayerPoolSize): Obtém o playerid mais alto conectado ao servidor.
-- [IsPlayerConnected](IsPlayerConnected): Verifica se um jogador está conectado ao servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/GetNetworkStats.md b/docs/translations/pt-BR/scripting/functions/GetNetworkStats.md
deleted file mode 100644
index 8690e5d28ba..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetNetworkStats.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: GetNetworkStats
-description: Obtém as estatÃsticas da rede do servidor e as armazena em uma string.
-tags: []
----
-
-## Descrição
-
-Obtém as estatÃsticas da rede do servidor e as armazena em uma string.
-
-| Nome | Descrição |
-| ----------- | ------------------------------------------------------------------------ |
-| retstr[] | A string para armazenar as estatÃsticas da rede, passado por referência. |
-| retstr_size | O comprimento da string a ser armazenada. |
-
-## Retorno
-
-Esta função sempre retorna 1.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/netstats"))
- {
- new stats[400+1];
- GetNetworkStats(stats, sizeof(stats)); // Obtém as estatÃsticas da rede do servidor.
- ShowPlayerDialog(playerid, 0, DIALOG_STYLE_MSGBOX, "Server Network Stats", stats, "Close", "");
- }
- return 1;
-}
-```
-
-```
-Server Ticks: 200
-Messages in Send buffer: 0
-Messages sent: 142
-Bytes sent: 8203
-Acks sent: 11
-Acks in send buffer: 0
-Messages waiting for ack: 0
-Messages resent: 0
-Bytes resent: 0
-Packetloss: 0.0%
-Messages received: 54
-Bytes received: 2204
-Acks received: 0
-Duplicate acks received: 0
-Inst. KBits per second: 28.8
-KBits per second sent: 10.0
-KBits per second received: 2.7
-```
-
-## Funções Relacionadas
-
-- [GetPlayerNetworkStats](GetPlayerNetworkStats): Obtém as estatÃsticas de rede de um jogador e as salva em uma string.
-- [NetStats_GetConnectedTime](NetStats_GetConnectedTime): Obtém o tempo que um jogador es Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](NetStats_MessagesReceived): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](NetStats_BytesReceived): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](NetStats_MessagesSent): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](NetStats_BytesSent): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](NetStats_MessagesRecvPerSecond): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](NetStats_PacketLossPercent): Obtém a percentagem de perda de pacotes (packet loss) de um jogador.
-- [NetStats_ConnectionStatus](NetStats_ConnectionStatus): Obtém o status de conexão de um jogador.
-- [NetStats_GetIpPort](NetStats_GetIpPort): Obtém o IP e porta de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/GetObjectModel.md b/docs/translations/pt-BR/scripting/functions/GetObjectModel.md
deleted file mode 100644
index 26ede018948..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetObjectModel.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: GetObjectModel
-description: Obtém o ID do modelo de um objeto (CreateObject).
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Obtém o ID do modelo de um objeto (CreateObject).
-
-| Nome | Descrição |
-| -------- | --------------------------------------------- |
-| objectid | O ID do objeto do qual deseja obter o modelo. |
-
-## Retorno
-
-O modelo ID do objeto. -1 se o objeto não existir.
-
-## Exemplos
-
-```c
-new objectid = CreateObject(1234, 0, 0, 0, 0, 0, 0);
-new modelid = GetObjectModel(objectid);
-```
-
-## Funções Relacionadas
-
-- [GetPlayerObjectModel](GetPlayerObjectModel): Obtém o modelo ID de um objeto de jogador (player-object).
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerFacingAngle.md b/docs/translations/pt-BR/scripting/functions/GetPlayerFacingAngle.md
deleted file mode 100644
index 0b3e391fdc4..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerFacingAngle.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: GetPlayerFacingAngle
-description: Obtém o ângulo que um jogador está voltado (rotação Z).
-tags: []
----
-
-## Descrição
-
-Obtém o ângulo que um jogador está voltado (rotação Z).
-
-| Nome | Descrição |
-| ------------ | ---------------------------------------------------------- |
-| playerid | O jogador do qual você deseja obter o ângulo Z. |
-| & Float: ang | O Float para armazenar o ângulo Z, passado por referência. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: Falha ao executar a função. Isso significa que o jogador não existe.
-
-O ângulo do jogador é armazenado na variável especificada.
-
-## Exemplos
-
-```c
-new Float:Angle, string[26];
-GetPlayerFacingAngle(playerid, Angle);
-format(string, sizeof(string), "O ângulo para qual você está voltado é: %0.2f", Angle);
-SendClientMessage(playerid, 0xFFFFFFFF, string);
-```
-
-## Notas
-
-:::tip
-
-Os ângulos retornados quando dentro de um veÃculo raramente são corretos. Para obter o ângulo de visão correto dentro de um veÃculo, use GetVehicleZAngle.
-
-:::
-
-:::warning
-
-Os ângulos são invertidos em GTA: SA; 90 graus seria o leste no mundo real, mas em GTA: SA 90 graus seria na verdade o oeste. Norte e Sul ainda são 0/360 e 180. Para converter isso, basta fazer 360 - ângulo.
-
-:::
-
-## Funções Relacionadas
-
-- [GetVehicleZAngle](../functions/GetVehicleZAngle.md): Obtém o ângulo Z atual de um veÃculo.
-- [SetPlayerFacingAngle](../functions/SetPlayerFacingAngle.md): Define o ângulo para qual um jogador está voltado (olhando).
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerHealth.md b/docs/translations/pt-BR/scripting/functions/GetPlayerHealth.md
deleted file mode 100644
index 00216cd7133..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerHealth.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GetPlayerHealth
-description: A função GetPlayerHealth permite obter a vida de um jogador.
-tags: ["player"]
----
-
-## Descrição
-
-A função GetPlayerHealth permite obter a vida de um jogador. Útil para detetar cheats, entre outras coisas.
-
-| Nome | Descrição |
-| ------------- | -------------------------------------------------- |
-| playerid | O ID do jogador. |
-| &Float:health | Float para armazenar vida, passado por referência. |
-
-## Retorno
-
-1 - Sucesso
-
-0 - Falha (por exemplo, jogador não está conectado).
-
-A vida de um jogador é armazenada na variável especificada.
-
-## Exemplos
-
-```c
-// Define a vida do jogador para 50 se for menor que
-// 50 assim que ele digitar /doctor.
-
-if (strcmp(cmdtext, "/doctor", true) == 0)
-{
- new Float:health;
- GetPlayerHealth(playerid,health);
- if (health < 50.0)
- {
- SetPlayerHealth(playerid, 50.0);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Mesmo que a vida possa ser definida para valores quase infinitos no lado do servidor, os usuários vão reportar valores até 255. Qualquer valor superior não funcionará; 256 passa a 0, 257 passa a 1, etc. A vida é obtida arredondando os integers: se definir 50.15, o jogador obtém 50.0.
-
-:::
-
-## Funções Relacionadas
-
-- [SetPlayerHealth](SetPlayerHealth): Define a vida de um jogador.
-- [GetVehicleHealth](GetVehicleHealth): Verifica a vida de um veÃculo.
-- [GetPlayerArmour](GetPlayerArmour): Verifica o colete/armadura de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerInterior.md b/docs/translations/pt-BR/scripting/functions/GetPlayerInterior.md
deleted file mode 100644
index 8249ec533da..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerInterior.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: GetPlayerInterior
-description: Obtém o interior atual de um jogador.
-tags: ["player"]
----
-
-## Descrição
-
-Obtém o interior atual de um jogador. Uma lista com os interiores atualmente conhecidos, com as suas posições, podem ser encontrados nesta página.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------------ |
-| playerid | O ID do jogador do qual deseja obter o interior. |
-
-## Retorno
-
-O ID do interior onde o jogador está atualmente.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid,text[])
-{
- if (strcmp(cmdtext,"/int",true) == 0)
- {
- new string[128];
- format(string, sizeof(string), "Você está no interior: %i",GetPlayerInterior(playerid));
- SendClientMessage(playerid, 0xFF8000FF, string);
- return 1;
- }
- return 0;
-}
-```
-
-## Notas
-
-:::tip
-
-Sempre retorna 0 para NPCs.
-
-:::
-
-## Funções Relacionadas
-
-- [SetPlayerInterior](SetPlayerInterior): Define o interior de um jogador.
-- [GetPlayerVirtualWorld](GetPlayerVirtualWorld): Verifica qual mundo virtual o jogador está.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerIp.md b/docs/translations/pt-BR/scripting/functions/GetPlayerIp.md
deleted file mode 100644
index f9d43dece7d..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerIp.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: GetPlayerIp
-description: Obtém o endereço IP de um jogador especÃfico e armazena-o em uma string.
-tags: ["player", "ip address"]
----
-
-## Descrição
-
-Obtém o endereço IP de um jogador especÃfico e armazena-o em uma string.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------------------------------- |
-| playerid | O ID do jogador do qual deseja obter o endereço de IP. |
-| ip[] | A string para armazenar o endereço de IP do jogador, passado por referência. |
-| len | O comprimento máximo do endereço IP (recomendado 16). |
-
-## Retorno
-
-O endereço IP do jogador que está armazenado na array especificada.
-
-## Exemplos
-
-```c
-public OnPlayerConnect(playerid)
-{
- new plrIP[16];
- GetPlayerIp(playerid, plrIP, sizeof(plrIP));
- if (!strcmp(plrIP, "127.0.0.1"))
- {
- SendClientMessage(playerid, 0xFFFFFFFF, "Bem-vindo ao seu servidor, mestre :)");
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-PAWN é case-sensitive (sensÃvel a maiúsculas e minúsculas). GetPlayerIP não irá funcionar.
-
-:::
-
-:::warning
-
-**SA-MP server**: Esta função não funciona quando usada em [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect) porque o jogador já está desconectado. Irá retornar um IP inválido (255.255.255.255). Salve os IPs dos jogador em [OnPlayerConnect](../callbacks/OnPlayerConnect) se eles precisarem ser usados no [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect).
-
-**open.mp server**: This function **work** when used in [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect).
-
-:::
-
-## Funções Relacionadas
-
-- [NetStats_GetIpPort](NetStats_GetIpPort): Obtém o IP e porta de um jogador.
-- [GetPlayerName](GetPlayerName): Obtém o nome de um jogador.
-- [GetPlayerPing](GetPlayerPing): Obtém o ping de um jogador.
-- [GetPlayerVersion](GetPlayerVerion): Obtém a versão-client do jogador.
-- [OnIncomingConnection](../callbacks/OnIncomingConnection): É chamado quando um jogador está tentando se conectar ao servidor.
-- [OnPlayerConnect](../callbacks/OnPlayerConnect): É chamado quando um jogador se conecta ao servidor.
-- [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect): É chamado quando um jogador sai do servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerKeys.md b/docs/translations/pt-BR/scripting/functions/GetPlayerKeys.md
deleted file mode 100644
index 9b87be2e6fb..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerKeys.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: GetPlayerKeys
-description: Verifica quais teclas um jogador está pressionando.
-tags: ["player"]
----
-
-## Descrição
-
-Verifica quais teclas um jogador está pressionando.
-
-| Nome | Descrição |
-| --------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador do qual deseja obter as teclas. |
-| keys | Um conjunto de bits contendo o estado das teclas do jogador. Este valor é chamado de máscara de bits (bit mask). Clique aqui para ver a lista de teclas. |
-| updown | Up/down state. |
-| leftright | Left/right state. |
-
-## Retorno
-
-AS teclas são armazenadas nas variáveis especificadas.
-
-## Exemplos
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new
- KEY:keys, updown, leftright;
-
- GetPlayerKeys(playerid, keys, updown, leftright);
-
- if (updown == KEY_UP)
- {
- SendClientMessage(playerid, -1, "UP");
- }
- else if (updown == KEY_DOWN)
- {
- SendClientMessage(playerid, -1, "DOWN");
- }
-
- if (leftright == KEY_LEFT)
- {
- SendClientMessage(playerid, -1, "LEFT");
- }
- else if (leftright == KEY_RIGHT)
- {
- SendClientMessage(playerid, -1, "RIGHT");
- }
-
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Apenas a FUNÇÃO das teclas pode ser detectada; não as teclas reais. Por exemplo, não é possivel detectar se um jogador pressiona ESPAÇO, mas você pode detectar se ele pressiona SPRINT (que pode ser mapeado(atribuÃdo/vinculado) a QUALQUER tecla (mas é espaço por padrão)). A partir da atualização 0.3.7, as teclas "A" e "D" não são reconhecidas quando está em um veÃculo. No entanto, as teclas "W" e "S" podem ser detectadas com o parâmetro "keys".
-
-:::
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerMenu.md b/docs/translations/pt-BR/scripting/functions/GetPlayerMenu.md
deleted file mode 100644
index 2c7fd8e3e85..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerMenu.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetPlayerMenu
-description: Obtém o ID do menu que o player está a visualizar no momento (mostrado por ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## Descrição
-
-Obtém o ID do menu que o player está a visualizar no momento (mostrado por ShowMenuForPlayer).
-
-| Nome | Descrição |
-| -------- | -------------------------------------------------- |
-| playerid | O ID do jogador do qual deseja obter o menu atual. |
-
-## Retorno
-
-O ID do menu visualizado no momento pelo jogador, ou INVALID_MENU (255) se nenhum menu for mostrado. O valor retornado é marcado com Menu:.
-
-## Exemplos
-
-```c
-new Menu:currentMenu = GetPlayerMenu(playerid); // Armazena o menu atual do jogador em 'CurrentMenu'
-```
-
-## Notas
-
-:::tip
-
-Retorna o menu anterior quando nenhum é mostrado.
-
-:::
-
-## Funções Relacionadas
-
-- [ShowMenuForPlayer](ShowMenuForPlayer.md): Mostra um menu a um jogador.
-- [HideMenuForPlayer](HideMenuForPlayer.md): Esconde um menu para um jogador.
-- [CreateMenu](CreateMenu.md): Cria um menu.
-- [DestroyMenu](DestroyMenu.md): Destrói um menu.
-- [AddMenuItem](AddMenuItem.md): Adiciona um item a um menu.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow.md): É chamado quando o jogador seleciona uma linha de um menu.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu.md): É chamado quando um jogador sai de um menu.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerMoney.md b/docs/translations/pt-BR/scripting/functions/GetPlayerMoney.md
deleted file mode 100644
index c49c529defb..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerMoney.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: GetPlayerMoney
-description: Retorna a quantidade de dinheiro que um jogador possui.
-tags: ["player"]
----
-
-## Descrição
-
-Retorna a quantidade de dinheiro que um jogador possui.
-
-| Nome | Descrição |
-| -------- | --------------------------------------------------- |
-| playerid | O ID do jogador que se deseja verificar o dinheiro. |
-
-## Retorno
-
-A quantidade de dinheiro que o jogador possui.
-
-## Exemplos
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new string[32];
- format(string, sizeof(string), "Seu dinheiro: $%i.", GetPlayerMoney(playerid));
- SendClientMessage(playerid, 0xFFFFFFAA, string);
-}
-```
-
-## Funções Relacionadas
-
-- [GivePlayerMoney](GivePlayerMoney.md): Dá dinheiro a um jogador.
-- [ResetPlayerMoney](ResetPlayerMoney.md): Define o dinheiro de um jogador para \$0.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerName.md b/docs/translations/pt-BR/scripting/functions/GetPlayerName.md
deleted file mode 100644
index 01813dcfa4c..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerName.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: GetPlayerName
-description: Obtém o nome de um jogador.
-tags: ["player"]
----
-
-## Descrição
-
-Obtém o nome de um jogador.
-
-| Nome | Descrição |
-| -------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador do qual deseja obter o nome. |
-| name[] | A array para armazenar o nome, passado por referência. |
-| len | O comprimento da string que deve ser armazenada. Recomendado que seja MAX_PLAYER_NAME + 1. O + 1 é necessário parar levar em conta o caractere nulo (null terminator). |
-
-## Retorno
-
-O nome do jogador é armazenado na array especificada.
-
-## Exemplos
-
-```c
-public OnPlayerConnect(playerid)
-{
- // Obtém o nome do jogador que se conectou e exibe uma mensagem de entrada para outros jogadores.
-
- new name[MAX_PLAYER_NAME + 1];
- GetPlayerName(playerid, name, sizeof(name));
-
- new string[MAX_PLAYER_NAME + 23 + 1];
- format(string, sizeof(string), "%s entrou no servidor.", name);
- SendClientMessageToAll(0xC4C4C4FF, string);
-
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-O nome do jogador pode ter até 24 caracteres (a partir da 0.3d R2) usando SetPlayerName. Isso é definido na a_samp.inc em MAX_PLAYER_NAME. Porém, no client só pode entrar com um nickname entre 3 e 20 caracteres, caso contrário a conexão será rejeitada e o jogador terá que sair e escolher um nome válido.
-
-:::
-
-## Funções Relacionadas
-
-- [SetPlayerName](SetPlayerName.md): Define o nome de um jogador.
-- [GetPlayerIp](GetPlayerIp.md): Obtém o IP de um jogador.
-- [GetPlayerPing](GetPlayerPing.md): Obtém o ping de um jogador.
-- [GetPlayerScore](GetPlayerScore.md): Obtém a pontuação/nÃvel de um jogador.
-- [GetPlayerVersion](GetPlayerVersion.md): Obtém a versão-client de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerVehicleID.md b/docs/translations/pt-BR/scripting/functions/GetPlayerVehicleID.md
deleted file mode 100644
index 0be0a7782fd..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerVehicleID.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetPlayerVehicleID
-description: Esta função obtém o ID do veÃculo em que o jogador está atualmente.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Esta função obtém o ID do veÃculo em que o jogador está atualmente.
-
-**Nota:** NÃO é o ID do modelo do veÃculo. Veja [GetVehicleModel](GetVehicleModel) para isso.
-
-| Nome | Descrição |
-| --------- | ---------------------------------------------------------------- |
-| playerid | O ID do jogador no veÃculo do qual você deseja obter o ID |
-
-## Retornos
-
-ID do veÃculo ou **0** se não estiver em um veÃculo
-
-## Exemplos
-
-```c
-// Adiciona 10x Nitro se o jogador estiver em um carro. Pode ser chamado em um comando.
-new vehicleId = GetPlayerVehicleID(playerid);
-if (vehicleId != 0)
-{
- AddVehicleComponent(vehicleId, 1010);
-}
-```
-
-## Funções Relacionadas
-
-- [IsPlayerInVehicle](IsPlayerInVehicle): Verifica se um jogador está em um determinado veÃculo.
-- [IsPlayerInAnyVehicle](IsPlayerInAnyVehicle): Verifica se um jogador está em qualquer veÃculo.
-- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Verifica em qual assento o jogador está.
-- [GetVehicleModel](GetVehicleModel): Obtém o ID do modelo de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/GetPlayerVehicleSeat.md b/docs/translations/pt-BR/scripting/functions/GetPlayerVehicleSeat.md
deleted file mode 100644
index c45fdb0c74e..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetPlayerVehicleSeat.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: GetPlayerVehicleSeat
-description: Descobre em qual assento um jogador está.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Descobre em qual assento um jogador está.
-
-| Nome | Descrição |
-| --------- | ----------------------------------------------- |
-| playerid | O ID do jogador do qual você quer saber o assento. |
-
-## Retornos
-
-O ID do assento em que o jogador está.
-
-**-1** indica que não está em um veÃculo, **0** é o motorista, **1** é o passageiro da frente, e **2** e **3** são os passageiros traseiros.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/myseat", true) == 0)
- {
- new
- playerSeat = GetPlayerVehicleSeat(playerid);
-
- // Como você pode descartar suas informações.
- if (playerSeat == 128)
- {
- return SendClientMessage(playerid, 0xFFFFFFFF, "Um erro impediu que retornássemos o ID do assento.");
- }
-
- new
- string[24];
-
- format(string, sizeof(string), "Seu assento: %i", playerSeat);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
- }
- return 0;
-}
-```
-
-| ID | Assento |
-| --- | ------------------------------ |
-| 0 | Motorista |
-| 1 | Passageiro da frente |
-| 2 | Passageiro traseiro esquerdo |
-| 3 | Passageiro traseiro direito |
-| 4+ | Assentos de passageiros (coaches etc.) |
-
-## Funções Relacionadas
-
-- [GetPlayerVehicleID](GetPlayerVehicleID): Obtém o ID do veÃculo em que o jogador está.
-- [PutPlayerInVehicle](PutPlayerInVehicle): Coloca um jogador em um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/GetVehicleDistanceFromPoint.md b/docs/translations/pt-BR/scripting/functions/GetVehicleDistanceFromPoint.md
deleted file mode 100644
index 5969edfaf52..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetVehicleDistanceFromPoint.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: GetVehicleDistanceFromPoint
-description: Esta função pode ser usada para calcular a distância (como um float) entre um veÃculo e outra coordenada do mapa.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Esta função pode ser usada para calcular a distância (como um float) entre um veÃculo e outra coordenada do mapa. Isso pode ser útil para detectar quão longe um veÃculo está de um local.
-
-| Nome | Descrição |
-| --------- | -------------------------------------------------- |
-| vehicleid | O ID do veÃculo para calcular a distância. |
-| Float:x | A coordenada X do mapa. |
-| Float:y | A coordenada Y do mapa. |
-| Float:z | A coordenada Z do mapa. |
-
-## Retornos
-
-Um float contendo a distância do ponto especificado nas coordenadas.
-
-## Exemplos
-
-```c
-/* quando o jogador digitar 'vendingmachine' na caixa de chat, ele verá isso.*/
-public OnPlayerText(playerid, text[])
-{
- if (strcmp(text, "vendingmachine", true) == 0)
- {
- new
- string[64],
- vehicleid = GetPlayerVehicleID(playerid);
-
- new
- Float:distance = GetVehicleDistanceFromPoint(vehicleid, 237.9, 115.6, 1010.2);
-
- format(string, sizeof(string), "Você está a %.2f de nossa máquina de vendas.", distance);
- SendClientMessage(playerid, 0xA9C4E4FF, string);
- }
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [GetPlayerDistanceFromPoint](GetPlayerDistanceFromPoint): Obtém a distância entre um jogador e um ponto.
-- [GetVehiclePos](GetVehiclePos): Obtém a posição de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/GetVehicleModel.md b/docs/translations/pt-BR/scripting/functions/GetVehicleModel.md
deleted file mode 100644
index b43c70cca8c..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetVehicleModel.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetVehicleModel
-description: Obtém o ID do modelo de um veÃculo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Obtém o ID do modelo de um veÃculo.
-
-| Nome | Descrição |
-| --------- | ---------------------------------------- |
-| vehicleid | O ID do veÃculo para obter o modelo. |
-
-## Retornos
-
-O [ID do modelo do veÃculo](../resources/vehicleid), ou **0** se o veÃculo não existir.
-
-## Exemplos
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- if (GetVehicleModel(vehicleid) == 411) // 411 é o modelo do Infernus
- {
- SendClientMessage(playerid, 0xFFFFFFFF, "Nice Infernus!");
- }
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GetPlayerVehicleID](GetPlayerVehicleID): Obtém o ID do veÃculo em que o jogador está.
-- [GetVehiclePos](GetVehiclePos): Obtém a posição de um veÃculo.
-- [GetVehicleZAngle](GetVehicleZAngle): Verifica o ângulo atual de um veÃculo.
-- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Verifica em qual assento o jogador está.
-
-## Recursos Relacionados
-
-- [IDs de VeÃculos](../resources/vehicleid)
diff --git a/docs/translations/pt-BR/scripting/functions/GetVehiclePos.md b/docs/translations/pt-BR/scripting/functions/GetVehiclePos.md
deleted file mode 100644
index 26817f3a8a8..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetVehiclePos.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: GetVehiclePos
-description: Obtém a posição de um veÃculo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Obtém a posição de um veÃculo.
-
-| Nome | Descrição |
-| ---------- | ----------------------------------------------------------------------- |
-| vehicleid | O ID do veÃculo para obter a posição. |
-| &Float:x | Uma variável float para armazenar a coordenada X, passada por referência. |
-| &Float:y | Uma variável float para armazenar a coordenada Y, passada por referência. |
-| &Float:z | Uma variável float para armazenar a coordenada Z, passada por referência. |
-
-## Retornos
-
-**true** - A função foi executada com sucesso.
-
-**false** - A função falhou ao ser executada. O veÃculo especificado não existe.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/vehpos", true) == 0)
- {
- new vehicleid = GetPlayerVehicleID(playerid);
-
- // se vehicleid for igual a 0
- if (vehicleid == 0)
- {
- return SendClientMessage(playerid, -1, "Você não está em nenhum veÃculo!");
- }
-
- new
- Float:vehX, Float:vehY, Float:vehZ,
- string[128];
-
- GetVehiclePos(vehicleid, vehX, vehY, vehZ);
- format(string, sizeof(string), "As posições atuais do veÃculo são: %f, %f, %f", vehX, vehY, vehZ);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
- }
-
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [GetVehicleDistanceFromPoint](GetVehicleDistanceFromPoint): Obtém a distância entre um veÃculo e um ponto.
-- [SetVehiclePos](SetVehiclePos): Define a posição de um veÃculo.
-- [GetVehicleZAngle](GetVehicleZAngle): Verifica o ângulo atual de um veÃculo.
-- [GetVehicleRotationQuat](GetVehicleRotationQuat): Obtém o quaternário de rotação de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/GetVehicleSeats.md b/docs/translations/pt-BR/scripting/functions/GetVehicleSeats.md
deleted file mode 100644
index 6de174f0224..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GetVehicleSeats.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetVehicleSeats
-description: Gets the number of seats in the vehicle.
-tags: ["vehicle"]
----
-
-
-
-## Description
-
-Gets the number of seats in the vehicle.
-
-| Name | Description |
-| --------- | ------------------ |
-| modelid | ID of the vehicle model. |
-
-## Return Values
-
-Returns the number of seats.
-
-**255** if the model is invalid.
-
-## Examples
-
-```c
-new vehicleid = GetPlayerVehicleID(playerid);
-new modelid = GetVehicleModel(vehicleid);
-new seats = GetVehicleSeats(modelid);
-
-new string[64];
-format(string, sizeof(string), "Number of seats in this vehicle: %d", seats);
-SendClientMessage(playerid, -1, string);
-```
-
-## Related Functions
-
-- [PutPlayerInVehicle](PutPlayerInVehicle): Puts a player in a vehicle.
diff --git a/docs/translations/pt-BR/scripting/functions/GivePlayerMoney.md b/docs/translations/pt-BR/scripting/functions/GivePlayerMoney.md
deleted file mode 100644
index b35d40f4d27..00000000000
--- a/docs/translations/pt-BR/scripting/functions/GivePlayerMoney.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: GivePlayerMoney
-description: Dá ou retira dinheiro para/de um jogador.
-tags: ["player"]
----
-
-## Descrição
-
-Dá ou tira dinheiro para/de um jogador.
-
-| Nome | Descrição |
-| -------- | -------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador ao qual dá ou retira dinheiro. |
-| money | Quantidade de dinheiro a dar ao jogador. Use um valor negativo(-) para tirar dinheiro. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. Isso significa que o jogador não está conectado.
-
-## Exemplos
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- if (killerid != INVALID_PLAYER_ID)
- {
- // Dê $1000 para o assassino
- GivePlayerMoney(killerid, 1000);
- SendClientMessage(killerid, -1, "Você recebeu $1000 pelo assassinato.");
- }
-
- // Retira $500 do jogador que morreu.
- GivePlayerMoney(playerid, -500);
-}
-```
-
-## Funções Relacionadas
-
-- [ResetPlayerMoney](ResetPlayerMoney.md): Define o dinheiro de um jogador para \$0.
-- [GetPlayerMoney](GetPlayerMoney.md): Verifique quanto dinheiro um jogador tem.
diff --git a/docs/translations/pt-BR/scripting/functions/HideGameTextForAll.md b/docs/translations/pt-BR/scripting/functions/HideGameTextForAll.md
deleted file mode 100644
index dcffc6f8d9b..00000000000
--- a/docs/translations/pt-BR/scripting/functions/HideGameTextForAll.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: HideGameTextForAll
-description: Esconder um estilo de gametext para todos os jogadores.
-tags: ["player", "gametext"]
----
-
-
-
-## Descrição
-
-Interrompe a exibição de um estilo de gametext para todos os jogadores.
-
-| Nome | Descrição |
-| -------------- | ----------------------------------------------------------------- |
-| style | O [estilo](../resources/gametextstyles) de texto a esconder. |
-
-## Retornos
-
-Essa função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/hidegametext3", true))
- {
- if (!IsPlayerAdmin(playerid))
- {
- return 1;
- }
-
- HideGameTextForAll(3);
- return 1;
- }
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [HideGameTextForPlayer](HideGameTextForPlayer): Esconder um estilo de gametext para um jogador.
-- [GameTextForPlayer](GameTextForPlayer): Exibir um gametext para um jogador.
-- [GameTextForAll](GameTextForAll): Exibir um gametext para todos os jogadores.
-- [TextDrawHideForAll](TextDrawHideForAll): Esconder um textdraw para todos os jogadores.
diff --git a/docs/translations/pt-BR/scripting/functions/IsPlayerInAnyVehicle.md b/docs/translations/pt-BR/scripting/functions/IsPlayerInAnyVehicle.md
deleted file mode 100644
index 28b407fed11..00000000000
--- a/docs/translations/pt-BR/scripting/functions/IsPlayerInAnyVehicle.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: IsPlayerInAnyVehicle
-description: Verifica se um jogador está dentro de qualquer veÃculo (como motorista ou passageiro).
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Verifica se um jogador está dentro de qualquer veÃculo (como motorista ou passageiro).
-
-| Nome | Descrição |
-| --------- | ----------------------------- |
-| playerid | O ID do jogador a ser verificado. |
-
-## Retornos
-
-**true** - O jogador está em um veÃculo.
-
-**false** - O jogador não está em um veÃculo.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/invehicle", true) == 0)
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- SendClientMessage(playerid, 0x00FF00FF, "Você está em um veÃculo.");
- }
- else
- {
- SendClientMessage(playerid, 0xFF0000FF, "Você não está em nenhum veÃculo.");
- }
- return 1;
- }
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [IsPlayerInVehicle](IsPlayerInVehicle): Verifica se um jogador está em um determinado veÃculo.
-- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Verifica em qual assento o jogador está.
-
diff --git a/docs/translations/pt-BR/scripting/functions/IsPlayerInVehicle.md b/docs/translations/pt-BR/scripting/functions/IsPlayerInVehicle.md
deleted file mode 100644
index 527f2dc0459..00000000000
--- a/docs/translations/pt-BR/scripting/functions/IsPlayerInVehicle.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: IsPlayerInVehicle
-description: Verifica se um jogador está em um veÃculo especÃfico.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Verifica se um jogador está em um veÃculo especÃfico.
-
-| Nome | Descrição |
-| --------- | --------------------------------------- |
-| playerid | ID do jogador. |
-| vehicleid | ID do veÃculo. Nota: NÃO é o modelid! |
-
-## Retornos
-
-**true** - O jogador ESTÃ no veÃculo.
-
-**false** - O jogador NÃO está no veÃculo.
-
-## Exemplos
-
-```c
-new gSpecialCar;
-
-public OnGameModeInit()
-{
- gSpecialCar = AddStaticVehicle(411, 0.0, 0.0, 5.0, 0.0, -1, -1);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/gSpecialCar", true) == 0)
- {
- if (IsPlayerInVehicle(playerid, gSpecialCar))
- {
- SendClientMessage(playerid, -1, "Você está no carro especial!");
- }
- return 1;
- }
- return 0;
-}
-```
-
-## Funções Relacionadas
-
-- [IsPlayerInAnyVehicle](IsPlayerInAnyVehicle): Verifica se um jogador está em qualquer veÃculo.
-- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Verifica em qual assento o jogador está.
diff --git a/docs/translations/pt-BR/scripting/functions/Kick.md b/docs/translations/pt-BR/scripting/functions/Kick.md
deleted file mode 100644
index 5a94f9ea389..00000000000
--- a/docs/translations/pt-BR/scripting/functions/Kick.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: Kick
-description: Expulsa um jogador do servidor. Ele terá que sair do jogo e re-conectar caso queira continuar jogando.
-tags: ["administration"]
----
-
-## Descrição
-
-Expulsa um jogador do servidor. Ele terá que sair do jogo e re-conectar caso queira continuar jogando.
-
-| Nome | Descrição |
-| -------- | ------------------------------ |
-| playerid | O ID do jogador a ser expulso. |
-
-## Retorno
-
-Esta função sempre retorna 1, mesmo que a função falhe a ser executada (Jogador especÃfico não existe).
-
-## Notas
-
-:::warning
-
-Qualquer ação realizada antes de Kick() (como enviar mensagem com SendClientMessage) não irá funcionar. Um temporizador deve ser usado para atrasar a expulsão.
-
-:::
-
-## Exemplos
-
-```c
-// Para exibir uma mensagem (por exemplo, motivo) para o jogador antes que a conexão seja fechada
-// você tem que usar um cronômetro (timer) para criar um atraso. Esse atraso precisa ser de apenas alguns milissegundos,
-// mas este exemplo usa um segundo inteiro apenas por garantia.
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/kickme", true) == 0)
- {
- // Expulsa o jogador que executar este comando.
-
- // Primeiro, envia a ele uma mensagem.
- SendClientMessage(playerid, 0xFF0000FF, "Você foi expulso!");
-
- // Bane-o um segundo depois da execução do comando por um cronômetro (timer).
- SetTimerEx("DelayedKick", 1000, false, "i", playerid);
- return 1;
- }
- return 0;
-}
-
-forward DelayedKick(playerid);
-public DelayedKick(playerid)
-{
- Kick(playerid);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [Ban](Ban.md): Bane um jogador do servidor.
-- [BanEx](BanEx.md): Bane um jogador com uma razão especÃfica.
diff --git a/docs/translations/pt-BR/scripting/functions/PutPlayerInVehicle.md b/docs/translations/pt-BR/scripting/functions/PutPlayerInVehicle.md
deleted file mode 100644
index ededb9b1ed4..00000000000
--- a/docs/translations/pt-BR/scripting/functions/PutPlayerInVehicle.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: PutPlayerInVehicle
-description: Coloca um jogador em um veÃculo.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Coloca um jogador em um veÃculo.
-
-| Nome | Descrição |
-| ---------- | ----------------------------------------- |
-| playerid | O ID do jogador a ser colocado no veÃculo. |
-| vehicleid | O ID do veÃculo onde o jogador será colocado. |
-| seatid | O ID do assento onde o jogador será colocado. |
-
-## Retornos
-
-**true** - A função foi executada com sucesso.
-
-**false** - A função falhou ao ser executada. O jogador ou o veÃculo não existem.
-
-## Exemplos
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassanger)
-{
- PutPlayerInVehicle(playerid, vehicleid, 0);
- return 1;
-}
-```
-
-| ID | Assento |
-| --- | ---------------------------- |
-| 0 | Motorista |
-| 1 | Passageiro da frente |
-| 2 | Passageiro de trás à esquerda |
-| 3 | Passageiro de trás à direita |
-| 4+ | Assentos de passageiros (ônibus, etc.) |
-
-## Notas
-
-:::tip
-
-Você pode usar [GetPlayerVehicleSeat](GetPlayerVehicleSeat) em um loop para verificar se um assento está ocupado por algum jogador.
-
-:::
-
-:::warning
-
-Se o assento for inválido ou estiver ocupado, causará um crash quando o jogador SAIR do veÃculo.
-
-:::
-
-## Funções Relacionadas
-
-- [RemovePlayerFromVehicle](RemovePlayerFromVehicle): Expulsa um jogador de seu veÃculo.
-- [GetPlayerVehicleID](GetPlayerVehicleID): Obtém o ID do veÃculo em que o jogador está.
-- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Verifica em qual assento o jogador está.
-- [GetVehicleSeats](GetVehicleSeats): Obtém o número de assentos no veÃculo.
-
-## Callbacks Relacionados
-
-- [OnPlayerEnterVehicle](../callbacks/OnPlayerEnterVehicle): Chamado quando um jogador começa a entrar em um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/RemoveBuildingForPlayer.md b/docs/translations/pt-BR/scripting/functions/RemoveBuildingForPlayer.md
deleted file mode 100644
index aefabac7235..00000000000
--- a/docs/translations/pt-BR/scripting/functions/RemoveBuildingForPlayer.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: RemoveBuildingForPlayer
-description: Remove um modelo de San Andreas para um único jogador em um raio especÃfico.
-tags: ["player"]
----
-
-## Descrição
-
-Remove um modelo de San Andreas para um único jogador em um raio especÃfico.
-
-| Nome | Descrição |
-| ------------- | ------------------------------------------------------------------------------------- |
-| playerid | O ID do jogador para o qual remover os objetos. |
-| modelid | O modelo a ser removido. |
-| Float:fX | A coordenada X em torno da qual os objetos serão removidos. |
-| Float:fY | A coordenada Y em torno da qual os objetos serão removidos. |
-| Float:fZ | A coordenada Z em torno da qual os objetos serão removidos. |
-| Float:fRadius | O raio ao redor do ponto especificado para remover objetos com o modelo especificado. |
-
-## Retorno
-
-Essa função não retorna um valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerConnect(playerid)
-{
- // Quando o jogador se conectar, os objetos com o modelo 615 serão removidos dentro de um
- // raio de 200.0 metros do ponto 0.0, 0.0, 0.0, que é o centro de San Andreas(mapa).
- RemoveBuildingForPlayer(playerid, 615, 0.0, 0.0, 0.0, 200.0);
- return 1;
-}
-
-public OnPlayerConnect(playerid)
-{
- // Quando o jogador se conectar, todos os objetos do mapa serão removidos.
- RemoveBuildingForPlayer(playerid, -1, 0.0, 0.0, 0.0, 6000.0);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-No SA-MP 0.3.7 você pode usar -1 no modelid para remover todos os objetos dentro do raio especificado.
-
-:::
-
-:::warning
-
-Há um limite de cerca de 1000 linhas/objetos. Não há solução alternativa. Ao remover o mesmo objeto para um jogador, eles travarão. Comummente, os jogadores travam ao se reconectar ao servidor porque o servidor remove o objeto no OnPlayerConnect.
-
-:::
-
-## Funções relacionadas
-
-- [DestroyObject](DestroyObject): Destrua um objeto.
-- [DestroyPlayerObject](DestroyPlayerObject): Destrua um objeto para um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/RemovePlayerFromVehicle.md b/docs/translations/pt-BR/scripting/functions/RemovePlayerFromVehicle.md
deleted file mode 100644
index 5b936b54540..00000000000
--- a/docs/translations/pt-BR/scripting/functions/RemovePlayerFromVehicle.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: RemovePlayerFromVehicle
-description: Remove/ejeta um jogador do seu veÃculo.
-tags: ["player", "vehicle"]
----
-
-## Descrição
-
-Remove/ejeta um jogador do seu veÃculo.
-
-| Nome | Descrição |
-| ----------- | --------------------------------------------------------- |
-| playerid | O ID do jogador a ser removido de seu veÃculo. |
-| bool:force | Remover do veÃculo instantaneamente. (padrão: `false`) |
-
-## Retornos
-
-**true** - A função foi executada com sucesso.
-
-**false** - A função falhou ao ser executada. Isso significa que o jogador não está conectado.
-
-## Exemplos
-
-```c
-// Exemplo - Jogadores só podem dirigir veÃculos se tiverem 10 pontos.
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && GetPlayerScore(playerid) < 10) // PLAYER_STATE_DRIVER = 2
- {
- RemovePlayerFromVehicle(playerid);
- }
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-- A animação de saÃda não é sincronizada para outros jogadores.
-- Esta função não funcionará quando usada em [OnPlayerEnterVehicle](../callbacks/OnPlayerEnterVehicle), porque o jogador ainda não está no veÃculo quando o callback é chamado. Use [OnPlayerStateChange](../callbacks/OnPlayerStateChange) em vez disso (veja o exemplo acima).
-- Se o jogador estiver em um veÃculo RC, ele não será removido. (Use o parâmetro `.force = true` ou a função [ClearAnimations](ClearAnimations))
-
-:::
-
-## Funções Relacionadas
-
-- [PutPlayerInVehicle](PutPlayerInVehicle): Coloca um jogador em um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/ResetPlayerMoney.md b/docs/translations/pt-BR/scripting/functions/ResetPlayerMoney.md
deleted file mode 100644
index b8f8de6b898..00000000000
--- a/docs/translations/pt-BR/scripting/functions/ResetPlayerMoney.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: ResetPlayerMoney
-description: Resetar o dinheiro de um jogador para $0.
-tags: ["player"]
----
-
-## Descrição
-
-Resetar o dinheiro de um jogador para \$0.
-
-| Nome | Descrição |
-| -------- | ------------------------------------------- |
-| playerid | O ID do jogador do qual resetar o dinheiro. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. Isso significa que o jogador não está conectado.
-
-## Exemplos
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendClientMessage(playerid, 0xFFFFFFAA, "Você morreu e perdeu todo o seu dinheiro!");
- ResetPlayerMoney(playerid);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [GetPlayerMoney](GetPlayerMoney.md): Retorna quanto dinheiro um jogador tem.
-- [GivePlayerMoney](GivePlayerMoney.md): Dê dinheiro a um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/SetActorHealth.md b/docs/translations/pt-BR/scripting/functions/SetActorHealth.md
deleted file mode 100644
index 6a69cc7b1be..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetActorHealth.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: SetActorHealth
-description: Define a vida de um ator.
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Define a vida de um ator.
-
-| Nome | Descrição |
-| ------------ | -------------------------------------- |
-| actorid | O ID do ator a definir a vida. |
-| Float:health | O valor a definir para a vida do ator. |
-
-## Retorno
-
-1 - Sucesso
-
-0 - Falha (por exemplo, o ator não está criado).
-
-## Exemplos
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Ator como vendedor na Ammunation
- SetActorHealth(gMyActor, 100);
- return 1;
-}
-```
-
-## Funções Relacionadas
diff --git a/docs/translations/pt-BR/scripting/functions/SetActorPos.md b/docs/translations/pt-BR/scripting/functions/SetActorPos.md
deleted file mode 100644
index 9a8187d722f..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetActorPos.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: SetActorPos
-description: Define a posição de um ator.
-tags: []
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Define a posição de um ator.
-
-| Nome | Descrição |
-| ------- | ------------------------------------------------------------- |
-| actorid | O ID do ator a definir a posição. Retornado pelo CreateActor. |
-| X | A coordenada X na qual posicionar o ator. |
-| Y | A coordenada Y na qual posicionar o ator. |
-| Z | A coordenada Z na qual posicionar o ator. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. O ator especificado não existe.
-
-## Exemplos
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(...);
- return 1;
-}
-
-// Outro local
-SetActorPos(gMyActor, 1.0, 2.0, 3.0);
-```
-
-## Notas
-
-:::tip
-
-Ao criar um ator com CreateActor, você especÃfica a sua posição. Você não precisa usar esta função, a menos que queira alterar a posição depois.
-
-:::
-
-## Funções Relacionadas
-
-- [GetActorPos](GetActorPos.md): Obtém a posição de um ator.
-- [CreateActor](CreateActor.md): Cria um ator (NPC fixo).
diff --git a/docs/translations/pt-BR/scripting/functions/SetPlayerFacingAngle.md b/docs/translations/pt-BR/scripting/functions/SetPlayerFacingAngle.md
deleted file mode 100644
index d6b384ea19d..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetPlayerFacingAngle.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetPlayerFacingAngle
-description: Define o ângulo para qual o jogador está voltado (olhando) (rotação Z).
-tags: []
----
-
-## Descrição
-
-Define o ângulo para qual o jogador está voltado (olhando) (rotação Z).
-
-| Nome | Descrição |
-| ---------- | ------------------------------------------ |
-| playerid | O ID do jogador para definir o ângulo. |
-| Float: ang | O ângulo que o jogador deve estar voltado. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: Falha ao executar a função. O jogador especificado não existe.
-
-## Exemplos
-
-```c
-SetPlayerFacingAngle(playerid, 0); // Posiciona o jogador para o norte.
-```
-
-```c
- norte (0)
- |
-(90) oeste- -east (270) (Boa maneira de lembrar: Never Eat Shredded Wheat)
- |
- sul (180)
-```
-
-## Notas
-
-:::warning
-
-Os ângulos são invertidos no GTA: SA; 90 graus seria o leste no mundo real, mas no GTA: SA 90 graus seria na verdade o oeste. Norte e Sul ainda são 0/360 e 180. Para converter isso, basta fazer 360 - ângulo.
-
-:::
-
-## Funções Relacionadas
-
-- [GetPlayerFacingAngle](GetPlayerFacingAngle.md): Verifica para onde o jogador está voltado.
-- [SetPlayerPos](SetPlayerPos.md): Define a posição de um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/SetSpawnInfo.md b/docs/translations/pt-BR/scripting/functions/SetSpawnInfo.md
deleted file mode 100644
index 871746dfc1f..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetSpawnInfo.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetSpawnInfo
-description: Esta função pode ser usada para mudar as informações de spawn de um jogador especÃfico.
-tags: []
----
-
-## Descrição
-
-Esta função pode ser usada para mudar as informações de spawn de um jogador especÃfico. Permite definir automaticamente no spawn, as armas, time, skin, e posição de um jogador, é normalmente usado em minijogos ou sistemas automáticos de spawn. Esta função é mais segura contra crashes do que usar SetPlayerSkin em OnPlayerSpawn e/ou OnPlayerRequestClass, embora isso tenha sido corrigido na versão 0.2.
-
-| Nome | Descrição |
-| -------------- | ------------------------------------------------------------------ |
-| playerid | O ID do jogador de quem você quer definir as informações de spawn. |
-| team | O ID do time do jogador escolhido. |
-| skin | A skin com o qual o jogador irá spawnar. |
-| Float:X | A coordenada-X da posição de spawn do jogador. |
-| Float:Y | A coordenada-Y da posição de spawn do jogador. |
-| Float:Z | A coordenada-Z da posição de spawn do jogador. |
-| Float:rotation | A direção na qual o jogador precisa estar olhando depois do spawn. |
-| weapon1 | A primeira arma de spawn para o jogador. |
-| weapon1_ammo | A quantidade de munição para a primeira arma de spawn. |
-| weapon2 | A segunda arma de spawn para o jogador. |
-| weapon2_ammo | A quantidade de munição para a segunda arma de spawn. |
-| weapon3 | A terceira arma de spawn para o jogador. |
-| weapon3_ammo | A quantidade de munição para a terceira arma de spawn. |
-
-## Retorno
-
-Esta função não retorna nenhum valor especÃfico.
-
-## Exemplos
-
-```c
-public OnPlayerRequestClass(playerid, classid)
-{
- // Este exemplo simples demonstra como spawnar cada jogador automaticamente com
- // a skin do CJ, que é o número 0. O jogador irá spawnar em Las Venturas, com
- // 36 munições de Sawnoff-Shotgun e 150 munições de Tec9.
- SetSpawnInfo( playerid, 0, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0 );
-}
-```
-
-## Funções Relacionadas
-
-- [SetPlayerSkin](SetPlayerSkin.md): Define a skin de um jogador.
-- [SetPlayerTeam](SetPlayerTeam.md): Define o time de um jogador.
-- [SpawnPlayer](SpawnPlayer.md): Força o spawn a um jogador.
diff --git a/docs/translations/pt-BR/scripting/functions/SetVehicleAngularVelocity.md b/docs/translations/pt-BR/scripting/functions/SetVehicleAngularVelocity.md
deleted file mode 100644
index b2a41f5c90f..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetVehicleAngularVelocity.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: SetVehicleAngularVelocity
-description: Define a velocidade angular X, Y e Z de um veÃculo.
-tags: ["vehicle"]
----
-
-:::info
-
-Esta função está no _world_ space e não no _local_ space. Se você quiser fazer ajustes locais à velocidade angular, deve aplicar uma matriz baseada em [vehicle rotation quat](GetVehicleRotationQuat).
-
-:::
-
-## Descrição
-
-Define a velocidade angular X, Y e Z de um veÃculo.
-
-| Nome | Descrição |
-| --------- | ------------------------------------------------ |
-| vehicleid | O ID do veÃculo a definir a velocidade. |
-| Float:X | A quantidade de velocidade na direção angular X. |
-| Float:Y | A quantidade de velocidade na direção angular Y. |
-| Float:Z | A quantidade de velocidade na direção angular Z. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. O veÃculo não existe.
-
-## Exemplos
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/spin", cmdtext))
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- SetVehicleAngularVelocity(GetPlayerVehicleID(playerid), 0.0, 0.0, 2.0);
- }
- return 1;
- }
-}
-```
-
-## Notas
-
-:::warning
-
-Esta função não tem efeito em veÃculos vazios e não afeta trens.
-
-:::
-
-## Funções Relacionadas
-
-- [SetVehicleVelocity](SetVehicleVelocity.md): Define a velocidade de um veÃculo.
-- [GetVehicleVelocity](GetVehicleVelocity.md): Obtém a velocidade de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/SetVehicleHealth.md b/docs/translations/pt-BR/scripting/functions/SetVehicleHealth.md
deleted file mode 100644
index 11c948ccc57..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetVehicleHealth.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: SetVehicleHealth
-description: Define a vida de um veÃculo.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Define a vida de um veÃculo. Quando a vida do veÃculo diminui, o motor irá fazer fumaça, até que arde quando diminuir para menos de 250 (25%).
-
-| Nome | Descrição |
-| ------------ | --------------------------------- |
-| vehicleid | O ID do veÃculo a definir a vida. |
-| Float:health | A vida, em valor float. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. Isso significa que o veÃculo não existe.
-
-## Exemplos
-
-```c
-if (strcmp("/fixengine", cmdtext, true) == 0)
-{
- new
- vehicleid = GetPlayerVehicleID(playerid);
-
- SetVehicleHealth(vehicleid, 1000);
- SendClientMessage(playerid, COLOUR_WHITE, "O motor do veÃculo foi reparado.");
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-A vida máxima do veÃculo é 1000. Valores maiores são possÃveis. Para mais informações sobre os valores de vida dos veÃculos , veja [esta](../resources/vehiclehealth.md) página.
-
-:::
-
-## Funções Relacionadas
-
-- [GetVehicleHealth](GetVehicleHealth.md): Verifica a vida de um veÃculo.
-- [RepairVehicle](RepairVehicle.md): Repara totalmente um veÃculo.
-- [SetPlayerHealth](SetPlayerHealth.md): Define a vida de um jogador.
-- [OnVehicleDeath](../callbacks/OnVehicleDeath.md): É chamado quando um veÃculo é destruÃdo.
diff --git a/docs/translations/pt-BR/scripting/functions/SetVehicleParamsCarDoors.md b/docs/translations/pt-BR/scripting/functions/SetVehicleParamsCarDoors.md
deleted file mode 100644
index 43cb1a42122..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetVehicleParamsCarDoors.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: SetVehicleParamsCarDoors
-description: Permite abrir e fechar as portas de um veÃculo.
-tags: ["vehicle"]
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Permite abrir e fechar as portas de um veÃculo.
-
-| Nome | Descrição |
-| --------- | --------------------------------------------------------------------------------- |
-| vehicleid | O ID do veÃculo a definir o estado da porta. |
-| driver | O estado da porta do motorista. 1 para abrir, 0 para fechar. |
-| passenger | O estado da porta do passageiro. 1 para abrir, 0 para fechar. |
-| backleft | O estado da porta traseira esquerda (se disponÃvel). 1 para abrir, 0 para fechar. |
-| backright | O estado da porta traseira direita (se disponÃvel). 1 para abrir, 0 para fechar. |
-
-## Retorno
-
-[edit]
-
-## Funções Relacionadas
-
-- [GetVehicleParamsCarDoors](GetVehicleParamsCarDoors.md): Retorna o estado atual das portas de um veÃculo.
-- [SetVehicleParamsCarWindows](SetVehicleParamsCarWindows.md): Permite abrir e fechar as janelas de um veÃculo.
-- [GetVehicleParamsCarWindows](GetVehicleParamsCarWindows.md): Retorna o estado atual das janelas de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/SetVehicleParamsCarWindows.md b/docs/translations/pt-BR/scripting/functions/SetVehicleParamsCarWindows.md
deleted file mode 100644
index 6aeb3b12612..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetVehicleParamsCarWindows.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: SetVehicleParamsCarWindows
-description: Permite abrir e fechar as janelas de um veÃculo.
-tags: ["vehicle"]
----
-
-Esta função foi implementada no SA-MP 0.3.7 e não funcionará em versões anteriores.
-
-## Descrição
-
-Permite abrir e fechar as janelas de um veÃculo.
-
-| Nome | Descrição |
-| --------- | ---------------------------------------------------------------------------------- |
-| vehicleid | O ID do veÃculo a definir o estado da janela. |
-| driver | O estado da janela do motorista. 1 para abrir, 0 para fechar. |
-| passenger | O estado da janela do passageiro. 1 para abrir, 0 para fechar. |
-| backleft | O estado da janela traseira esquerda (se disponÃvel). 1 para abrir, 0 para fechar. |
-| backright | O estado da janela traseira direita (se disponÃvel). 1 para abrir, 0 para fechar. |
-
-## Retorno
-
-[edit]
-
-## Funções Relacionadas
-
-- [SetVehicleParamsCarDoors](SetVehicleParamsCarDoors.md): Permite abrir e fechar as portas de um veÃculo.
-- [GetVehicleParamsCarDoors](GetVehicleParamsCarDoors.md): Retorna o estado atual das portas de um veÃculo.
-- [GetVehicleParamsCarWindows](GetVehicleParamsCarWindows.md): Retorna o estado atual das janelas de um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/SetVehicleToRespawn.md b/docs/translations/pt-BR/scripting/functions/SetVehicleToRespawn.md
deleted file mode 100644
index e7856dac6fc..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SetVehicleToRespawn.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: SetVehicleToRespawn
-description: Coloca um veÃculo de volta para a posição onde foi criado.
-tags: ["vehicle"]
----
-
-## Descrição
-
-Coloca um veÃculo de volta para a posição onde foi criado.
-
-| Nome | Descrição |
-| --------- | ---------------------------- |
-| vehicleid | O ID do veÃculo a respawnar. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. O veÃculo não existe.
-
-## Exemplos
-
-```c
-// Respawna o primeiro veÃculo.
-SetVehicleToRespawn(1);
-for(new i = GetVehiclePoolSize(); i > 0; i--)
-{
- SetVehicleToRespawn(i);
-}
-```
-
-## Funções Relacionadas
-
-- [CreateVehicle](CreateVehicle.md): Cria um veÃculo.
-- [DestroyVehicle](DestroyVehicle.md): Destrói um veÃculo.
diff --git a/docs/translations/pt-BR/scripting/functions/ShowPlayerDialog.md b/docs/translations/pt-BR/scripting/functions/ShowPlayerDialog.md
deleted file mode 100644
index 3bb0318f4c7..00000000000
--- a/docs/translations/pt-BR/scripting/functions/ShowPlayerDialog.md
+++ /dev/null
@@ -1,81 +0,0 @@
----
-title: ShowPlayerDialog
-description: Mostra um dialog (janela) asÃncrono (um único por vez).
-tags: ["player"]
----
-
-## Descrição
-
-Mostra um dialog (janela) asÃncrono (um único por vez).
-
-| Parâmetro | Descrição |
-| --------- | ------------------------------------------------------------------------------------------------------------------------------ |
-| playerid | ID do jogador que irá ver o dialog |
-| dialogid | ID do dialog (será usado para processar as respostas). ID máximo 32767. Usar valores negativos fechará qualquer dialog aberto. |
-| style | The [style](../resources/dialogstyles.md) of the dialog. |
-| caption[] | TÃtulo mostrado no topo do dialog. O tamanho do caption não deve ultrapassar 64 caracteres, ou será cortado. |
-| info[] | Texto que será mostrado no corpo do dialog. Use \n para iniciar uma nova linha e \t para espaço (TAB). |
-| button1[] | Texto do botão esquerdo. |
-| button2[] | Texto do botão direito. Manter vazio, caso queira ocultar o button2. |
-
-## Retorno
-
-1: A função foi executada corretamente.
-
-0: A função falhou ao executar. Isto significa que o jogador não está conectado.
-
-## Exemplos
-
-```c
-// Define os dialogid dentro de uma enum
-enum
-{
- DIALOG_LOGIN,
- DIALOG_WELCOME,
- DIALOG_WEAPONS
-}
-
-// Alternativamente, por meio de macros:
-#define DIALOG_LOGIN 1
-#define DIALOG_WELCOME 2
-#define DIALOG_WEAPONS 3
-
-// Enums são recommendadas, já que você não pode reutilizar IDs. No entanto, enums usam memória para armazenar as definições, enquanto as define são pré-processadas na compilação.
-
-// Exemplo para DIALOG_STYLE_MSGBOX:
-ShowPlayerDialog(playerid, DIALOG_WELCOME, DIALOG_STYLE_MSGBOX, "Notice", "You are connected to the server", "Close", "");
-
-// Exemplo para DIALOG_STYLE_INPUT:
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Enter your password below:", "Login", "Cancel");
-
-// Exemplo para DIALOG_STYLE_LIST:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "AK47\nM4\nSniper Rifle", "Option 1", "Option 2");
-
-// Exemplo para DIALOG_STYLE_PASSWORD:
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_PASSWORD, "Login", "Enter your password below:", "Login", "Cancel");
-
-// Exemplo para DIALOG_STYLE_TABLIST:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST, "Buy Weapon", "Deagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
-
-// Exemplo para DIALOG_STYLE_TABLIST_HEADERS:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST_HEADERS, "Buy Weapon", "Weapon\tPrice\tAmmo\nDeagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
-```
-
-## Notas
-
-:::tip
-
-É recomendado usar enumerações (enums - veja abaixo) ou constantes (#define) para determinar quais dialogid's estão sendo usados, para evitar confusões no futuro. Você nunca deve usar números direto, porque isso gera confusões.
-
-:::
-
-:::tip
-
-Use cores embutidas para múltiplas cores no texto. Usando -1 como dialogid fecha todos os dialogs abertos na tela do cliente (jogador).
-
-:::
-
-## Funções relacionadas
-
-- [TextDrawShowForPlayer](TextDrawShowForPlayer.md): Apresenta um textdraw para certo jogador.
-- [OnDialogResponse](../callbacks/OnDialogResponse.md): É chamada quando um jogador responde a um dialog.
diff --git a/docs/translations/pt-BR/scripting/functions/SpawnPlayer.md b/docs/translations/pt-BR/scripting/functions/SpawnPlayer.md
deleted file mode 100644
index a80ecb880f1..00000000000
--- a/docs/translations/pt-BR/scripting/functions/SpawnPlayer.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SpawnPlayer
-description: (Re)Spawna um jogador.
-tags: ["player"]
----
-
-## Descrição
-
-(Re)Spawna um jogador.
-
-| Nome | Descrição |
-| -------- | -------------------------- |
-| playerid | O ID do jogador a spawnar. |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao ser executada. Isso significa que o jogador não está conectado.
-
-## Exemplos
-
-```c
-if (strcmp(cmdtext, "/spawn", true) == 0)
-{
- SpawnPlayer(playerid);
- return 1;
-}
-```
-
-## Notas
-
-:::tip
-
-Mata o jogador se ele tiver no veÃculo e depois ele spawna com uma garrafa na mão.
-
-:::
-
-## Funções Relacionadas
-
-- [SetSpawnInfo](SetSpawnInfo.md): Define a configuração de spawn de um jogador.
-- [AddPlayerClass](AddPlayerClass.md): Adiciona uma classe.
-- [OnPlayerSpawn](../callbacks/OnPlayerSpawn.md): É chamado quando um jogador spawna.
diff --git a/docs/translations/pt-BR/scripting/functions/acos.md b/docs/translations/pt-BR/scripting/functions/acos.md
deleted file mode 100644
index 0ca9a6738d2..00000000000
--- a/docs/translations/pt-BR/scripting/functions/acos.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: acos
-description: Obter o valor invertido de um cosseno em graus.
-tags: ["math"]
----
-
-
-
-## Descrição
-
-Obter o valor invertido de um cosseno em graus. Na trigonometria, o arco cosseno é a operação inversa do cosseno.
-
-| Nome | Descrição |
-| ----------- | ------------------------------------------------------------ |
-| Float:value | valor cujo arco cosseno é calculado, no intervalo [-1,+1]. |
-
-## Retorno
-
-O ângulo em graus, no intervalo [0.0,180.0].
-
-## Exemplos
-
-```c
-//O arco cosseno de 0,500000 é de 60,000000 graus.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = acos(param);
- printf("O arco cosseno de %f é %f graus.", param, result);
- return 1;
-}
-```
-
-## Funções Relacionadas
-
-- [floatsin](floatsin): Obter o seno de um ângulo especÃfico.
-- [floatcos](floatcos): Obter o cosseno de um ângulo especÃfico.
-- [floattan](floattan): Obter a tangente de um ângulo especÃfico.
-- [asin](asin): Obter o valor invertido de um seno em graus.
-- [atan](atan): Obter o valor invertido de uma tangente em graus.
-- [atan2](atan2): Obter o valor invertido múltiplo de uma tangente em graus.
diff --git a/docs/translations/pt-BR/scripting/functions/db_close.md b/docs/translations/pt-BR/scripting/functions/db_close.md
deleted file mode 100644
index f5a61053d27..00000000000
--- a/docs/translations/pt-BR/scripting/functions/db_close.md
+++ /dev/null
@@ -1,90 +0,0 @@
----
-title: db_close
-description: Fecha uma conexão de banco de dados SQLite que foi aberta com `db_open`.
-keywords:
- - sqlite
----
-
-
-
-## Descrição
-
-Fecha uma conexão de banco de dados SQLite que foi aberta com [db_open](db_open).
-
-| Nome | Descrição |
-| ----- | ---------------------------------------------------------------------------------------------- |
-| DB:db | O identificador da conexão de banco de dados a ser fechada (retornada por [db_open](db_open)). |
-
-## Retorno
-
-1: A função foi executada com sucesso.
-
-0: A função falhou ao executar. Isso pode significar que o identificador de conexão do banco de dados é inválido.
-
-## Exemplos
-
-```c
-static DB:gDBConnectionHandle;
-
-// ...
-
-public OnGameModeInit()
-{
- // Criar uma conexão com um banco de dados
- gDBConnectionHandle = db_open("exemplo.db");
-
- // Se a conexão com o banco de dados existir
- if(gDBConnectionHandle)
- {
- // Uma conexão com o banco de dados foi criada com sucesso
- print("Conexão com o banco de dados \"exemplo.db\" criada com sucesso.");
- }
- else
- {
- // Falha ao criar uma conexão com o banco de dados
- print("Falha ao abrir uma conexão com o banco de dados \"exemplo.db\".");
- }
- return 1;
-}
-
-public OnGameModeExit()
-{
- // Feche a conexão com o banco de dados se a conexão estiver aberta
- if(db_close(gDBConnectionHandle))
- {
- // Limpeza extra
- gDBConnectionHandle = DB:0;
- }
-
- // ...
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Usar um identificador inválido diferente de zero irá travar seu servidor! Obtenha um identificador de conexão de banco de dados válido usando [db_open](db_open).
-
-:::
-
-## Funções relacionadas
-
-- [db_open](db_open): Abre uma conexão com um banco de dados SQLite.
-- [db_query](db_query): Consulta um banco de dados SQLite.
-- [db_free_result](db_free_result): Liberar memória de resultado de uma db_query.
-- [db_num_rows](db_num_rows): Obtenha o número de linhas em um resultado.
-- [db_next_row](db_next_row): Mover para a próxima linha.
-- [db_num_fields](db_num_fields): Obtenha o número de campos em um resultado.
-- [db_field_name](db_field_name): Retorna o nome de um campo em um determinado Ãndice.
-- [db_get_field](db_get_field): Obtém o conteúdo do campo com o ID especificado da linha de resultado atual.
-- [db_get_field_assoc](db_get_field_assoc): Obtém o conteúdo do campo com o nome especificado da linha de resultado atual.
-- [db_get_field_int](db_get_field_int): Obtém o conteúdo do campo como um número inteiro com ID especificado da linha de resultado atual.
-- [db_get_field_assoc_int](db_get_field_assoc_int): Obtém o conteúdo do campo como um número inteiro com o nome especificado da linha de resultado atual.
-- [db_get_field_float](db_get_field_float): Obtém o conteúdo do campo como um float com ID especificado da linha de resultado atual.
-- [db_get_field_assoc_float](db_get_field_assoc_float): Obtém o conteúdo do campo como um float com o nome especificado da linha de resultado atual.
-- [db_get_mem_handle](db_get_mem_handle): Obtenha o identificador de memória para um banco de dados SQLite que foi aberto com db_open.
-- [db_get_result_mem_handle](db_get_result_mem_handle): Obtenha o identificador de memória para uma consulta SQLite que foi executada com db_query.
-- [db_debug_openfiles](db_debug_openfiles): A função obtém o número de conexões de banco de dados abertas para fins de depuração.
-- [db_debug_openresults](db_debug_openresults): A função obtém o número de resultados do banco de dados aberto.
diff --git a/docs/translations/pt-BR/scripting/functions/db_open.md b/docs/translations/pt-BR/scripting/functions/db_open.md
deleted file mode 100644
index 82a689068c1..00000000000
--- a/docs/translations/pt-BR/scripting/functions/db_open.md
+++ /dev/null
@@ -1,88 +0,0 @@
----
-title: db_open
-description: A função é usada para abrir uma conexão com um arquivo de banco de dados SQLite, que está dentro da pasta `../scriptfiles`.
-keywords:
- - sqlite
----
-
-
-
-## Descrição
-
-A função é usada para abrir uma conexão com um arquivo de banco de dados SQLite, que está dentro da pasta `../scriptfiles`.
-
-| Nome | Descrição |
-| ------ | ------------------------------------ |
-| name[] | O nome do arquivo do banco de dados. |
-
-## Retorno
-
-Retorna o Ãndice (começando em 1) da conexão com o banco de dados.
-
-## Exemplos
-
-```c
-static DB:gDBConnectionHandle;
-
-// ...
-
-public OnGameModeInit()
-{
- // Criar uma conexão com um banco de dados
- gDBConnectionHandle = db_open("exemplo.db");
-
- // Se a conexão com o banco de dados existir
- if(gDBConnectionHandle)
- {
- // Envia uma mensagem no console dizendo que uma conexão com o banco de dados foi criada com sucesso
- print("Conexão com o banco de dados \"exemplo.db\" criada com sucesso.");
- }
- else
- {
- // Se não, retorna uma mensagem no console dizendo que falhou ao criar uma conexão com o banco de dados
- print("Falha ao abrir uma conexão com o banco de dados \"exemplo.db\".");
- }
- return 1;
-}
-
-public OnGameModeExit()
-{
- // Feche a conexão com o banco de dados se a conexão estiver aberta
- if(db_close(gDBConnectionHandle))
- {
- // Limpeza extra
- gDBConnectionHandle = DB:0;
- }
-
- // ...
- return 1;
-}
-```
-
-## Notas
-
-:::warning
-
-Ele criará um novo arquivo de banco de dados SQLite, se não houver nenhum arquivo de banco de dados SQLite com o mesmo nome de arquivo disponÃvel. Feche sua conexão com o banco de dados SQLite com [db_close](db_close)!
-
-:::
-
-## Funções relacionadas
-
-- [db_close](db_close): Feche a conexão com um banco de dados SQLite.
-- [db_query](db_query): Consulta um banco de dados SQLite.
-- [db_free_result](db_free_result): Liberar memória de resultado de uma db_query.
-- [db_num_rows](db_num_rows): Obtenha o número de linhas em um resultado.
-- [db_next_row](db_next_row): Mover para a próxima linha.
-- [db_num_fields](db_num_fields): Obtenha o número de campos em um resultado.
-- [db_field_name](db_field_name): Retorna o nome de um campo em um determinado Ãndice.
-- [db_get_field](db_get_field): Obtém o conteúdo do campo com o ID especificado da linha de resultado atual.
-- [db_get_field_assoc](db_get_field_assoc): Obtém o conteúdo do campo com o nome especificado da linha de resultado atual.
-- [db_get_field_int](db_get_field_int): Obtém o conteúdo do campo como um número inteiro com ID especificado da linha de resultado atual.
-- [db_get_field_assoc_int](db_get_field_assoc_int): Obtém o conteúdo do campo como um número inteiro com o nome especificado da linha de resultado atual.
-- [db_get_field_float](db_get_field_float): Obtém o conteúdo do campo como um float com ID especificado da linha de resultado atual.
-- [db_get_field_assoc_float](db_get_field_assoc_float): Obtém o conteúdo do campo como um float com o nome especificado da linha de resultado atual.
-- [db_get_mem_handle](db_get_mem_handle): Obtenha o identificador de memória para um banco de dados SQLite que foi aberto com db_open.
-- [db_get_result_mem_handle](db_get_result_mem_handle): Obtenha o identificador de memória para uma consulta SQLite que foi executada com db_query.
-- [db_debug_openfiles](db_debug_openfiles): A função obtém o número de conexões de banco de dados abertas para fins de depuração.
-- [db_debug_openresults](db_debug_openresults): A função obtém o número de resultados do banco de dados aberto.
diff --git a/docs/translations/pt-BR/scripting/functions/getdate.md b/docs/translations/pt-BR/scripting/functions/getdate.md
deleted file mode 100644
index b17cdcb04cd..00000000000
--- a/docs/translations/pt-BR/scripting/functions/getdate.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: getdate
-description: Retorna a data atual do servidor, que será armazenada nas variáveis &ano, &mes e &dia
-tags: []
----
-
-
-
-## Descrição
-
-Retorna a data atual do servidor, que será armazenada nas variáveis &ano, &mes e &dia
-
-| Nome | Descrição |
-| ---------- | -------------------------------------------------------------- |
-| &ano=0 | A variável para armazenar a hora, passada por referência. |
-| &mes=0 | A variável para armazenar o minuto, passada por referência. |
-| &dia=0 | A variável para armazenar os segundos, passada por referência. |
-
-## Retorno
-
-O número de dias desde o inÃcio do ano.
-
-## Exemplos
-
-```
-new ano, mes, dia, dias;
-
-dias = getdate(ano, mes, dia);
-printf("%02d/%02d/%d", dia, mes, ano);
-printf("Dias desde o inÃcio do ano: %d", dias);
-```
-
-## Funções Relacionadas
-
-- [gettime](gettime): Obtenha a hora atual do servidor como um registro de data e hora unix.
diff --git a/docs/translations/pt-BR/scripting/functions/gettime.md b/docs/translations/pt-BR/scripting/functions/gettime.md
deleted file mode 100644
index 8c54b8bb759..00000000000
--- a/docs/translations/pt-BR/scripting/functions/gettime.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: gettime
-description: Retorna o horário atual do servidor, aonde será guardado nas variáveis &hora, &minuto e &segundo.
-tags: []
----
-
-
-
-## Descrição
-
-Retorna o horário atual do servidor, aonde será guardado nas variáveis &hora, &minuto e &segundo.
-
-| Name | Descrição |
-| ---------- | -------------------------------------------------------------- |
-| &hora=0 | A variável para armazenar a hora, passada por referência. |
-| &minuto=0 | A variável para armazenar o minuto, passada por referência. |
-| &segundo=0 | A variável para armazenar os segundos, passada por referência. |
-
-## Retorno
-
-A própria função se retorna em Unix Timestamp.
-
-## Exemplos
-
-```c
-new
- horas,
- minutos,
- segundos,
- timestamp;
-
-timestamp = gettime(horas, minutos, segundos);
-printf("%02d:%02d:%02d", horas, minutos, segundos);
-printf("Segundos desde meia noite de 1º de Janeiro de 1970: %d", timestamp);
-```
-
-## Notas
-
-:::tip
-
-Esta função é útil para medir intervalos de tempo usando suas caracterÃsticas de timestamp. Isso pode ser particularmente útil se você quiser restringir algumas funcionalidades com base em um tempo (por exemplo, um comando que só pode ser executado a cada 30 segundos). Usando esse método, você não precisa depender de timers.
-
-:::
-
-## Funções Relacionadas
-
-- [getdate](getdate): Retorna a data atual do servidor.
diff --git a/docs/translations/pt-BR/scripting/functions/strcmp.md b/docs/translations/pt-BR/scripting/functions/strcmp.md
deleted file mode 100644
index 8c8172fa7cd..00000000000
--- a/docs/translations/pt-BR/scripting/functions/strcmp.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: strcmp
-description: Compara duas strings para ver se são iguais.
-tags: ["string"]
----
-
-
-
-## Descrição
-
-Compara duas strings para ver se são iguais.
-
-| Name | Description |
-| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| string1 | A primeira string a ser comparada. |
-| string2 | A segunda string a ser comparada. |
-| ignorecase (opcional) | Quando definido como true, o caso não importa - oLà é o mesmo que Olá. Quando "false", eles não são os mesmos. |
-| length (optional) | Quando esse comprimento é definido, os primeiros x caracteres serão comparados - fazendo "Olá Mundo" e "Olá" com um comprimento de 3 dirá que é a mesma string. |
-
-## Retorno
-
-0 se as strings combinam entre si em determinado comprimento;
-1 ou -1 se algum caractere não combina: string1[i] - string2[i] ('i' representa o Ãndice de caracteres começando em 0); Diferença no número de caracteres se uma string corresponde apenas a parte de outra string.
-
-## Exemplos
-
-```c
-new string1[] = "Olá Mundo";
-new string2[] = "Olá Mundo";
-
-// Verifica se as strings são iguais
-if (!strcmp(string1, string2))
-
-new string3[] = "Olá";
-
-// Verifica se os primeiros 3 caracteres correspondem
-if (!strcmp(string2, string3, false, 3))
-
-// Verifique se há strings nulas com isnull ()
-if (!strcmp(string1, string2) && !isnull(string1) && !isnull(string2))
-
-// Definição para isnull():
-#if !defined isnull
- #define isnull(%1) ((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))
-#endif
-```
-
-## Notas
-
-:::warning
-
-Esta função retorna 0 se uma das strings estiver vazia. Verifique se há strings nulas com isnull(). Se você comparar strings de um arquivo de texto, você deve levar em consideração os caracteres especiais 'carriage return' e 'new line' (\r \n), conforme eles são incluÃdos, ao usar fread().
-
-:::
-
-## Funções Relacionadas
-
-- [strfind](strfind): Procure uma string em outra string.
-- [strdel](strdel): Excluir parte de uma string.
-- [strins](../function/strins): Inserir texto em uma string.
-- [strlen](../function/strlen): Obter o comprimento de uma string.
-- [strmid](strmid): Extraia parte de uma string em outra string.
-- [strpack](strpack): Empacote uma string em uma string de destino.
-- [strval](strval): Converter uma string em um número inteiro.
-- [strcat](strcat): Concatene duas strings em uma referência de destino.
-- https://www.facom.ufu.br/~madriana/PP/TP6.pdf
diff --git a/docs/translations/pt-BR/scripting/language/ControlStructures.md b/docs/translations/pt-BR/scripting/language/ControlStructures.md
deleted file mode 100644
index 51f2ebc7cd6..00000000000
--- a/docs/translations/pt-BR/scripting/language/ControlStructures.md
+++ /dev/null
@@ -1,711 +0,0 @@
----
-title: "Estruturas de Controle"
----
-
-## Condicionais
-
-### if
-
-O uso de "if" (se) verifica se algo é verdadeiro e caso seja, realiza alguma coisa.
-
-```c
-new
- a = 5;
-if (a == 5)
-{
- print("a é 5");
-}
-```
-
-O código entre os parênteses após o "if" é chamado de condição, há inúmeras formas diferentes que você pode usar e testar este condicional (veja os operadores).
-
-No exemplo acima, ambos "a" e "5" são sÃmbolos, funções também podem ser sÃmbolos:
-
-```c
-if (AlgumaFunção() == 5)
-{
- print("AlgumaFunção() é 5");
-}
-```
-
-Isso retornará o valor de AlgumaFunção (veja abaixo) e irá comparar com "5".
-
-Você também podem combinar verificações, para checar múltiplas coisas:
-
-```c
-new
- a = 5,
- b = 3;
-if (a == 5 && b != 3)
-{
- print("Não será impresso no log");
-}
-```
-
-Esse exemplo verifica se "a" é igual a "5" E se "b" não é igual a "3", porém, "b" é igual a "3", então a verificação falha.
-
-```c
-new
- a = 5,
- b = 3;
-if (a == 5 || b != 3)
-{
- print("Será impresso no log");
-}
-```
-
-Esse exemplo verifica se "a" é igual a "5" OU se "b" não é igual a "3", "b" é igual a "3" então a segunda parte falha, entretanto "a" é "5", então essa parte é verdadeira, nós estamos usando || (OU) então apenas uma das partes precisa ser verdadeira (se ambas as partes são verdadeiras, a condição continua sendo verdadeira, isso é levemente diferente do significado linguÃstico de "ou", significando apenas um, ou outro), então a condição é verdadeira.
-
-Do mesmo modo, também é possÃvel encadear duas comparações sem a necessidade, explicitamente falando, de usar AND de duas comparações diferentes.
-
-```c
-new
- idx = 3;
-
-if (0 < idx < 5)
-{
- print("idx é maior que 0 e menor que 5!");
-}
-```
-
-### Operadores
-
-Os sÃmbolos a seguir são os que você pode utilizar em comparações, ao lado suas explicações. Alguns já foram utilizados em exemplos. Atente-se pois utilizamos "Esquerda" para indicar o valor que está ao lado esquerdo do operador, e "Direita" para indicar o valor que está ao lado direito do operador.
-
-| Operador | Significado | Uso |
-| ------------ | ------------------------------------------------------------------------- | ------------------------------------------------------------------------ |
-| == | Esquerda é igual a Direita | if (Esquerda == Direita) |
-| != | Esquerda não é igual a Direita | if (Esquerda != Direita) |
-| > | Esquerda é maior que a Direita | if (Esquerda > Direita) |
-| >= | Esquerda é maior que ou igual a Direita | if (Esquerda >= Direita) |
-| < | Esquerda é menor que a Direita | if (Esquerda < Direita) |
-| <= | Esquerda é menor ou igual a Direita | if (Esquerda <= Direita) |
-| && | e | if (Esquerda && Direita) |
-| || | ou | if (Esquerda || Direita) |
-| ! | não | if (!Variável) |
-| | nem | if (!(Esquerda || Direita)) |
-| | e não | if (!(Esquerda && Direita)) |
-| | exclusivamente ou (xor, eor) - apenas um ou outro é verdadeiro, ambos não | if (!(Esquerda && Direita) && (Esquerda ||Direita)) |
-| | não exclusivamente ou (nxor, neor) - ambos ou nenhum são verdadeiros | if ((Esquerda && Direita) || !(Esquerda || Direita)) |
-
-### Parênteses
-
-Outro aspecto principal sobre condições de "if" é os parênteses, esses controlam a ordem de como tudo é feito em:
-
-```c
-new
- a = 3,
- b = 3,
- c = 1;
-if (a == 5 && b == 3 || c == 1)
-{
- print("Isso será chamado?");
-}
-```
-
-Há duas maneiras de olhar para a condição acima:
-
-```c
-if ((a == 5 && b == 3) || c == 1)
-```
-
-E:
-
-```c
-if (a == 5 && (b == 3 || c == 1))
-```
-
-A primeira versão irá verificar se "a" é igual a "5" e se "b" é igual a "3", se isso for falso (ou seja, um ou ambos não são seus respectivos valores) irá verificar se "c" é igual a "1". (a == 5 && b == 3) é falso como você pôde ver acima, então você "substitui" esse grupo por FALSE:
-
-```c
-if (FALSE || c == 1)
-```
-
-Sabemos que FALSE não pode ser verdadeiro (assim sendo por definição), todavia "c" é igual a "1", então esta parte é verdadeira e como estamos utilizando "OR" toda condição torna-se verdadeira.
-
-A segunda versão verifica se "a" é igual a "5", caso seja o código verificará se "b" é igual a "3" ou se "c" é igual a "1". O jogo irá fazer a parte 'a == 5' primeiro, mas para deixar claro iremos fazer de trás para frente. (b == 3 || c == 1) é verdadeiro pois ambas as metades são verdadeiras, apesar de que apenas uma delas precisa ser, então indo para nossa condição temos:
-
-```c
-if (a == 5 && TRUE)
-```
-
-(a == 5) é falso, pois "a" é igual a 3, então teremos:
-
-```c
-if (FALSE && TRUE)
-```
-
-Claramente FALSE é falso, consequentemente a condição não pode ser verdadeira, então a verificação irá falhar.
-
-Estes pequenos exemplos mostram como o uso de parênteses pode mudar a forma como a verificação funciona, sem parênteses o compilador será o primeiro das duas versões demonstradas mas isso não é sempre garantido, então deve sempre usar parênteses, até mesmo para esclarecer o que está acontecendo para outras pessoas.
-
-- (b != 3) no exemplo de "OR" não falha realmente sendo que nunca é chamado, o compilador orgraniza o código usando um método chamado "short-circuiting" (curto-circuito), como a primeira parte já é verdadeira, não há necessidade de verificar a segunda parte, sendo que isso não afetará no resultado, mas se fizesse, a verificação iria falhar.
-
-### else
-
-"else" (senão) basicamente faz alguma coisa, caso um "if" falhe:
-
-```c
-new
- a = 5;
-if (a == 3) // Falso
-{
- print("Não será chamado");
-}
-else
-{
- print("Como a verificação falhou, será chamado.");
-}
-```
-
-### else if
-
-Um "else if" (senão se) é uma verificação que ocorre caso a primeira falhe para checar algo:
-
-```c
-new
- a = 5;
-if (a == 1)
-{
- print("Será chamado caso a seja 1");
-}
-else if (a == 5)
-{
- print("Será chamado caso a seja 5");
-}
-else
-{
- print("Todos os outros números");
-}
-```
-
-Você pode ter quantos desses quiser (você apenas pode ter um "if" e um "else" em um grupo de verificação):
-
-```c
-new
- a = 4;
-if (a == 1)
-{
- // Falso
-}
-else if (a == 2)
-{
- // Falso
-}
-else if (a == 3)
-{
- // Falso
-}
-else if (a == 4)
-{
- // Verdadeiro
-}
-else
-{
- // Falso
-}
-```
-
-Os "else if" irão verificar o valor como era quando a sequência começou, então você não pode fazer:
-
-```c
-new
- a = 5;
-if (a == 5)
-{
- // Será chamado
- a = 4;
-}
-else if (a == 4)
-{
- // Não será chamado, pois a primeira verificação não falhou, mesmo "a" sendo "4" agora
-}
-```
-
-Para contornar isso, você apenas faria um "else" caso um "if".
-
-### ?:
-
-'?' e ':' juntos são chamados de um operador triádico, eles basicamente agem como um "if" dentro de outra declaração:
-
-```c
-new
- a,
- b = 3;
-if (b == 3)
-{
- a = 5;
-}
-else
-{
- a = 7;
-}
-```
-
-Esse foi um exemplos simples para atribuir a uma variável um valor baseado em outra variável, porém pode ser simplificado:
-
-```c
-new
- a,
- b = 3;
-a = (b == 3) ? (5) : (7);
-```
-
-A parte antes do '?' é a condição, é exatamente o mesmo que uma condição normal. A parte entre o '?' e o ':' é o valor que irá retornar se a condição for verdadeira, a outro parte é o valor que irá retornar se a condição for falsa.
-
-```c
-new
- a,
- b = 3;
-if (b == 1)
-{
- a = 2;
-}
-else if (b == 2)
-{
- a = 3;
-}
-else if (b == 3)
-{
- a = 4;
-}
-else
-{
- a = 5;
-}
-```
-
-Pode ser escrito como:
-
-```c
-new
- a,
- b = 3;
-a = (b == 1) ? (2) : ((b == 2) ? (3) : ((b == 3) ? (4) : (5)));
-```
-
-Isso é próximo com fazer:
-
-```c
-new
- a,
- b = 3;
-if (b == 1)
-{
- a = 2;
-}
-else
-{
- if (b == 2)
- {
- a = 3;
- }
- else
- {
- if (b == 3)
- {
- a = 4;
- }
- else
- {
- a = 5;
- }
- }
-}
-```
-
-Mas eles são equivalentes (neste exemplo tanto faz)
-
-## Loops
-
-### While
-
-"while" (enquanto) loops fazem algo enquanto uma condição especÃfica for verdadeira. A condição é exatamente no mesmo formato do que uma condição em uma declaração de "if", ela é apenas verificada repetidamente e o código é feito todo vez que for verdadeiro quando verificado:
-
-```c
-new
- a = 9;
-while (a < 10)
-{
- // Código no loop
- a++;
-}
-// Código após o loop
-```
-
-O código irá verificar se "a" é menor que "10". Caso seja, o código dentro das chaves (a++;) será executado, portanto incrementando "a". Quando as chaves são alcaçadas o código pula de volta para a verificação e faz a mesmo coisa novamente, dessa vez a verificação irá falhar, pois "a" é igual a "10" e a execução irá pular para depois do loop. Se "a" fosse igual a "8" o código seria executado duas vezes, assim por diante.
-
-### for()
-
-Um "for" (para) loop é essencialmente um "while" comprimido. Um "for" contém três seções: "Inicialização, Condição e Finalização". Para escrever o exemplo de "while" acima como um loop "for":
-
-```c
-for (new a = 9; a < 10; a++)
-{
- // Código no loop
-}
-// Código após o loop
-```
-
-Este é um simples código para realizar um loop através de todos os players:
-
-```c
-for(new i,a = GetMaxPlayers(); i < a; i++)
-{
- if(IsPlayerConnected(i))
- {
- //Faça algo
- }
-}
-```
-
-Ambas as condições podem ser omitidas simplesmente não colocando código nelas:
-
-```c
-new
- a = 9;
-for ( ; a < 10; )
-{
- // Código no loop
- a++;
-}
-// Código após o loop
-```
-
-Esse exemplo torna fácil demonstrar como que um "for" encaixa-se com um "while". Há duas simples diferenças entre os dois "for" loops dados. O primeiro é que o segundo exemplo declara "a" fora do loop "for", isso significa que também pode ser usado fora do loop, no primeiro exemplo o escopo de "a" (seção do código para qual a variável existe) está apenas dentro do loop. A segunda diferença é que o "a++" no segundo exemplo é na verdade feito após o "a++" do primeiro exemplo, 99% dos casos isso não faz diferença alguma, isso importa apenas quando você estiver usando "continue" (veja abaixo), "continue" irá chamar o "a++" no primeiro exemplo, mas irá pular no segundo exemplo.
-
-### do-while
-
-Um "do-while" (faça enquanto) loop é um loop onde a condição vem após o código dentre do loop, ao invés de antes. Isso significa que o código dentro sempre será executado ao menos uma vez, pois a verificação ocorre após o código dentro do loop.
-
-```c
-new
- a = 10;
-do
-{
- // Código no loop
- a++;
-}
-while (a < 10); // Note o ponto e vÃrgula
-// Código após o loop
-```
-
-Se esse fosse um "while" básico "a" não seria incrementado, pois (a < 10) é falso, mas aqui é incrementado antes da verificação. Caso fosse "9" o loop seria executado apenas uma vez, "8" duas vezses, assim em diante.
-
-### if-goto
-
-Esse é essencialmente o que os loops acima fazem, o seu uso não é geralmente aconselhado, entretanto é interessante ver como exatamente o loop funciona:
-
-```c
-new
- a = 9;
-
-loop_start:
-if (a < 10)
-{
- // Código no loop
- a++;
- goto loop_start;
-}
-// Código após o loop
-```
-
-### OBOE
-
-OBOE significa "Off By One Error" (Desligado por um erro). Esse é um erro muito comum onde o loop é executado muitas vezes ou poucas vezes, por exemplo:
-
-```c
-new
- a = 0,
- b[10];
-while (a <= sizeof (b))
-{
- b[a] = 0;
-}
-```
-
-Este exemplo simples demonstra um dos mais comuns OBOE's, de primeiro relance as possoes podem pensar que isso irá realizar um loop através de todo conteúdo de "b" e coloca-los como "0", entretanto, este loop irá rodar 11 vezes e tentará acessar "b[10], que não existe (pois seria o 11º slot em "b" começando em 0), entretando pode causar todos os tipos de problemas. Esse é conhecido como um erro "Out Of Bounds" (Fora dos Limites).
-
-Você deve ser muito cuidadose com OBOEs quando estiver usando um "do-while" loop, pois eles SEMPRE rodam pelo menos uma vez.
-
-## Switch
-
-### switch
-
-Um "switch" (troca) é basicamente uma forma estruturada de if/else (assim como "for" é uma forma estruturada de "while"). A forma mais fácil de explicar é com um exemplo:
-
-```c
-new
- a = 5;
-switch (a)
-{
- case 1:
- {
- // Não será chamado
- }
- case 2:
- {
- // Não será chamado
- }
- case 5:
- {
- // Será chamado
- }
- default:
- {
- // Não será chamado
- }
-}
-```
-
-Isso é, funcionalmente falando, equivalente a:
-
-```c
-new
- a = 5;
-if (a == 1)
-{
- // Não será chamado
-}
-else if (a == 2)
-{
- // Não será chamado
-}
-else if (a == 5)
-{
- // Será chamado
-}
-else
-{
- // Não será chamado
-}
-```
-
-Entretanto, é levemente mais claro de ver o que está acontecendo.
-
-Um ponto importante para notar aqui, é as diferentes formas em que um "if" e um "switch" são processados.
-
-```c
-switch (AlgumaFunção())
-{
- case 1: {}
- case 2: {}
- case 3: {}
-}
-```
-
-Isso irá chamar AlgumaFunção() UMA VEZ e irá comparar seu resultado 3 vezes.
-
-```c
-if (AlgumaFunção() == 1) {}
-else if (AlgumaFunção() == 2) {}
-else if (AlgumaFunção() == 3) {}
-```
-
-Isso irá chamar AlgumaFunção() 3 vezes, que é muito ineficiente, um "switch" é como fazer:
-
-```c
-new
- result = AlgumaFunção();
-if (result == 1) {}
-else if (result == 2) {}
-else if (result == 3) {}
-```
-
-Para aqueles que conhecem C, o "switch" do PAWN é levemente diferente, as condições individuais NÃO SÃO "fall-through" e são limitadas por chaves, então não há necessidade de colocar um "break".
-
-### case
-
-Um "case" (caso) (as partes individuais do "switch") pode conter outras opções além de um único número. Você pode comparar um valor a uma lista de números (substituindo "fall-through" em C) ou até mesmo um alcance de determinados valores.
-
-```c
-case 1, 2, 3, 4:
-```
-
-Esse caso irá ativar se o sÃmbolo sendo testado for "1","2","3" ou "4", é o mesmo que fazer:
-
-```c
-if (bla == 1 || bla == 2 || bla == 3 || bla == 4)
-```
-
-mas para ser mais conciso. Números em listas não necessitam ser consecutivos, de fato se eles forem é melhor fazer:
-
-```c
-case 1 .. 4:
-```
-
-Esse caso irá fazer exatamente o mesmo que o acima, porém checando em um determinado alcance da lista, é o mesmo que fazer:
-
-```c
-if (bla >= 1 && bla <= 4)
-```
-
-```c
-new
- a = 4;
-switch (a)
-{
- case 1 .. 3:
- {
- }
- case 5, 8, 11:
- {
- }
- case 4:
- {
- }
- default:
- {
- }
-}
-```
-
-### default
-
-Um "default" (padrão) é equivalente a um "else", ele realiza algo caso todos os outros falharem.
-
-## Declarações de linhas únicas
-
-### goto
-
-goto is essentially a jump, it goes to a label without question (i.e. there's no condition to need to be true). You can see an example above in the if-goto loop.
-
-Um "goto" (vá até) é essencialmente um pulo, ele vai até determinada "label" sem a necessidade de uma condição. Você pode ver em um exemplo acima um if-goto loop.
-
-```c
-goto my_label;
-
-// Esta seção será pulada
-
-my_label: // "Labels" terminam com dois pontos em sua própria linha
-
-// Esta seção será processada como normal
-```
-
-O uso de "gotos" é severamente desaconselhado devido aos seus efeitos no seguimento (flow) do programa.
-
-### break
-
-Um "break" (quebra) para e coloca o fim em um loop prematuramente (antes de seu fim padrão):
-
-```c
-for (new a = 0; a < 10; a++)
-{
- if (a == 5) break;
-}
-```
-
-Esse loop irá executar 6 vezes, até que atinja o break, colocando fim ao loop antes mesmo de acabar.
-
-### continue
-
-Um "continue" (continue) pula parte do loop em uma determinada iteração:
-
-```c
-for (new a = 0; a < 3; a++)
-{
- if (a == 1) continue;
- printf("a = %d", a);
-}
-```
-
-Isso irá resultar em um 'output' de:
-
-```c
-a = 0 a = 2
-```
-
-O "continue" basicamente pula uma parte fechada de chaves dentro do loop, como dito acima, você precisa ser cuidadoso ao utilizar "continue" em determinados loops:
-
-```c
-new
- a = 0;
-while (a < 3)
-{
- if (a == 1) continue;
- printf("a = %d", a);
- a++;
-}
-```
-
-Esse é muito similar ao outro exemplo, entretanto desta vez o "continue" irá pular a linha do "a++", então o loop ficará preso e repetirá infinitamente, pois sempre será "1".
-
-### return
-
-Um "return" (retorno) irá parar uma função e voltar ao ponto em que a mesma foi chamada:
-
-```c
-main()
-{
- print("1");
- MinhaFunção(1);
- print("3");
-}
-
-MinhaFunção(num)
-{
- if (num == 1)
- {
- return;
- }
- print("2");
-}
-```
-
-Esse código irá gerar um resultado de:
-
-1 3
-
-Pois a linha de "print("2");" nunca será alcançada.
-
-Você também pode usar um "return" para retornar um valor:
-
-```c
-main()
-{
- print("1");
- if (MinhaFunção(1) == 27)
- {
- print("3");
- }
-}
-
-MinhaFunção(num)
-{
- if (num == 1)
- {
- return 27;
- }
- print("2");
- return 0;
-}
-```
-
-Esse código irá gerar o mesmo resultado que o visto acima, entretanto, note que um "return" adicional foi adicionado ao fim da função. O fim de uma função tem um "return" implÃcito nela, porém este retorno não tem valor, você não pode retornar um valor e não retornar um valor na mesma função, então precisamos explicitamente retornar um valor.
-
-O sÃmbolo que você retorna pode ser um número, uma variável ou até mesmo outra função, no caso de outra função ser chamada, irá retornar um valor (ela PRECISA retornar um valor se você usa-la como um valor de retorno) e esse valor será retornado para a primeira função.
-
-Você também pode guardar o valor de um "return" para usar depois:
-
-```c
-main()
-{
- print("1");
- new
- ret = MinhaFunção(1);
- if (ret == 27)
- {
- print("3");
- }
-}
-
-MinhaFunção(num)
-{
- if (num == 1)
- {
- return 27;
- }
- print("2");
- return 0;
-}
-```
diff --git a/docs/translations/pt-BR/scripting/language/Directives.md b/docs/translations/pt-BR/scripting/language/Directives.md
deleted file mode 100644
index 4b163199adf..00000000000
--- a/docs/translations/pt-BR/scripting/language/Directives.md
+++ /dev/null
@@ -1,316 +0,0 @@
----
-title: "Diretivas"
----
-
-As diretivas são instruções passadas ao compilador para controlar como ele interpreta seu código fonte.
-## `#assert`
-
-Isto verifica se a expressão constante é verdadeira e se não aborta a compilação.
-```c
-#define MOO 10
-#assert MOO > 5
-```
-
-Isso irá compilar corretamente.
-```c
-#define MOO 1
-#assert MOO > 5
-```
-
-Isso não vai dar e dará um erro fatal. Isto é semelhante a:
-```c
-#define MOO 1
-#if MOO <= 5
- #error MOO check failed
-#endif
-```
-
-No entanto, a afirmação dará um erro:
-```
-Assertation failed: 1 > 5
-```
-
-Onde o segundo dará um erro:
-```
-User error: Moo check failed
-```
-
-O que pode ou não ser útil.
-## `#define`
-
-`#define` é uma diretiva de substituição de texto, onde quer que o primeiro sÃmbolo da definição seja encontrado, o resto será colocado.
-
-```c
-#define MOO 7
-printf("%d", MOO);
-```
-
-Será mudado para:
-
-```c
-printf("%d", 7);
-```
-
-É por isso que todas as definições se perdem na descompilação, pois não existem quando o código é compilado (todas as diretivas são pré-processadas). As definições não têm que conter números:
-```c
-#define PL new i = 0; i < MAX_PLAYERS; i++) if (IsPlayerConnected(i)
-
-for(PL) printf("%d connected", i);
-```
-
-Compilará para o loop de 1000, mais conhecido como Player Loop que todos nós conhecemos e amamos(e desprezamos). Observe como os parênteses são usados aqui, alguns do loop 'for' e outros do macro definido (o substituto).
-
-Outro fato pouco conhecido sobre as definições é que elas podem ser multi-linhas se você pular da nova linha. Geralmente uma nova linha termina a definição, no entanto, o seguinte é válido:
-```c
-#define PL \
- new i = 0; i < MAX_PLAYERS; i++) \
- if (IsPlayerConnected(i)
-
-printf("%d", MOO(6));
-```
-
-Isso resultará em 42 (não, não é escolhido aleatoriamente). Notou os parênteses excessivos na definição? Isto porque as definições são substituições de texto reto, de modo que serão compiladas como:
-```c
-printf("%d", ((6) * 7));
-```
-
-Está bem assim, mas olhe este exemplo:
-```c
-printf("%d", MOO(5 + 6));
-```
-
-Você esperaria que compilasse para produzir 77 ((5 + 6) \* 7) e com os parênteses, porém sem os parênteses que você tem:
-
-```c
-#define MOO(%0) \
- %0 * 7
-
-printf("%d", MOO(5 + 6));
-```
-
-O que converte para:
-
-```c
-printf("%d", MOO(5 + 6 * 7));
-```
-
-Que, devido à ordem de operações, compila como (5 + (6 \* 7)), o que se for 47 e é muito errado.
-
-Um fato interessante sobre os parâmetros é que, se você tem muitos, o último será todos os parâmetros extras. Assim formando:
-```c
-#define PP(%0,%1) \
- printf(%0, %1)
-
-PP(%s %s %s, "hi", "hello", "hi");
-```
-
-Irá imprimir de fato:
-
-```
-hi hello hi
-```
-
-Como `%1` contém "hi", "hello", "hi". Você também deve ter notado o uso de `#` para converter um literal em uma string. Esta é uma caracterÃstica apenas do SA-MP e pode ser útil. Foi apenas adicionado aqui para dar uma distinta distinção entre os parâmetros.
-
-## `#else`
-
-`#else` É igual ao `else` comum, só que na diretiva #else.
-
-## `#elseif`
-
-`#elseif` É igual elseif comum, só que na diretiva #if.
-
-```c
-#define MOO 10
-
-#if MOO == 9
- printf("if");
-#elseif MOO == 8
- printf("else if");
-#else
- printf("else");
-#endif
-```
-
-## `#emit`
-Esta diretiva não está listada na tabela pawn-lang.pdf, entretanto, ela existe. Ela é basicamente um compilador em linha. Se você conhece AMX, você pode usar isto para colocar os opcodes AMX diretamente em seu código. A única limitação é que isso permite apenas um argumento. Sintaxe: `#emita >argumento>`. ``` pode ser um número racional, inteiro ou sÃmbolo (local ou global) (variáveis, funções e rótulos). A lista de opcodes e seu significado pode ser encontrada em Pawn Toolkit ver. 3664.
-## `#endif`
-
-`#endif` É como se um aparelho para-se. #if não usar aparelho, tudo é somado condicionalmente até o correspondente #endif.
-
-## `#endinput, #endscript`
-
-Isto impede a inclusão de um único arquivo.
-
-## `#error`
-
-Isto serve para o compilador instantaneamente imprimir mensagem de erro personalizada. Veja #assert para um exemplo.
-
-## `#if`
-
-`#if` Indica para o pré-processador e se é para compilar aquele trecho de código. Pode escolher exatamente o que compilar e o que não compilar a partir daqui. Por exemplo, considere o seguinte código:
-
-```c
-#define LIMITE 10
-
-if (LIMITE < 10)
-{
- printf("Limite muito baixo");
-}
-```
-
-That will compile as:
-
-```c
-if (10 < 10)
-{
- printf("Limite muito baixo");
-}
-```
-
-O que claramente nunca retornará verdadeiro e o compilador sabe disso - portanto retornará um aviso de "expressão constante". A questão é, se nunca será verdade, de que vale a pena incluÃ-lo de todo? Poderá simplesmente remover o código, mas depois não haverá verificações se alguém alterar o macro LIMITE e recompilar. É para isto que serve a diretiva #if. Ao contrário do normal, que dá um aviso se a expressão for constante, as expressões #if devem ser constantes. Portanto:
-```c
-#define LIMITE 10
-
-#if LIMITE < 10
- #error Limite muito baixo
-#endif
-```
-
-Isso irá verificar que o limite não é demasiado pequeno quando se compila e se é, dará um erro de tempo de compilação, em vez de se ter de testar o modo para ver se há algo de errado. Isto também significa que não é gerado um excesso de código. Note também a falta de parênteses, pode utilizá-los, e pode precisar deles em expressões mais complexas, mas não são necessários.
-
-Aqui está outro exemplo:
-
-```c
-#define LIMITE 10
-
-if (LIMITE < 10)
-{
- printf("Limite menor que 10");
-}
-else
-{
- printf("Limite igual ou menor do que 10");
-}
-```
-
-Mais uma vez, esta é uma verificação constante, que dará um aviso, mas ambas as impressões serão compiladas quando sabermos que apenas uma será executada. Usando #if isto se tornar:
-```c
-#define LIMITE 10
-
-#if LIMITE < 10
- printf("Limite menor que 10");
-#else
- printf("Limite igual ou menor que 10");
-#endif
-```
-
-Dessa forma, apenas a impressão que é necessária será compilada e a outra ainda estará no seu código-fonte, caso alterem o valor do macro LIMITE e recompilem, mas não será incluÃda no código, uma vez que não é necessária. Esta forma também significa o inútil se não for executado sempre que o seu código for executado, o que é sempre bom.
-
-## `#include`
-
-Isto retira todo o código de um arquivo especificado e insere-o no seu código no ponto em que a linha include se encontra. Há dois tipos de include: relativo e sistema (termos inventados pelo autor para simplificar o que está sendo feito). Relativo inclui usar aspas duplas em torno do nome do arquivo e estão localizados em relação ao arquivo atual, portanto:
-
-```c
-#include "include.pwn"
-```
-
-incluiria o arquivo "include.pwn" do mesmo diretório que o arquivo incluindo esse arquivo. O outro tipo, sistema, inclui o arquivo do diretório "include" que está localizado ou no mesmo diretório que o compilador Pawn ou diretório pai (caminhos: "include",".../include"):
-```c
-#include ""
-```
-
-Incluiria o arquivo "include.inc" (note a falta de extensão, pode especificar se um arquivo não for .p (não .pwn ou .inc) do diretório pawno/include (supondo que você esteja utilizando Pawno).
-
-Ambos os tipos podem conter diretórios:
-
-```#include
-```
-
-Ambos incluirão um arquivo de um diretório abaixo dos respectivos directórios por defeito. Se o arquivo não existir, a compilação falhará.
-
-## `#pragma`
-
-Esta é uma das diretivas mais complexas. Ela tem uma série de opções para controlar como seu roteiro funciona. Um exemplo de configuração pareceria:
-```c
-#pragma ctrlchar '$'
-```
-
-Mais uma vez, esta é uma verificação constante, que dará um aviso, mas ambas as impressões serão compiladas quando sabermos que apenas uma será executada. Usando #if isto se tornar:
-| Nome | Valores | Descrição |
-| ---------- | ----------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| codepage | nome/valor | Define a página de codificação Unicode a utilizar para cordas. |
-| comprimir | 1/0 | Sem suporte no SA-MP - não tente usá-lo. |
-| depreciado | sÃmbolo | gerou um aviso se o sÃmbolo dado for utilizado para dizer à s pessoas que há uma versão melhor disponÃvel. |
-| dinâmico | valor (geralmente uma potência de 2) | Define o tamanho da memória (em células) atribuÃda à pilha e à pilha. Necessário se receber um aviso de utilização de memória em excesso após a compilação. (Uma tabela estranha após a linha de copyright do compilador) |
-| biblioteca | nome dll | Widley incorrectamente utilizado no SA-MP. Isto especifica a dll para obter as funções nativas definidas no ficheiro de onde é proveniente. Não define um ficheiro **como** uma biblioteca. |
-| pack | 1/0 | Troque os significados de !"" e """. Ver penhor-lang.pdf para mais informações sobre cordas embaladas. |
-| tamanho do separador | valor | Outra configuração largamente mal utilizada. Isto deve ser utilizado para definir o tamanho de um separador para evitar avisos de compilação que estejam errados devido a espaços e separadores serem utilizados alternadamente. Isto é definido para 4 em SA:MP, pois é o tamanho de uma tabulação em pawno. Definindo este valor como 0 irá suprimir todos os seus avisos de indentação, mas é altamente desaconselhável uma vez que permite um código totalmente ilegÃvel. |
-| não utilizado | sÃmbolo | como depreciado isto aparece após o sÃmbolo para o qual se deseja suprimir o aviso "sÃmbolo nunca é utilizado". Geralmente, o método preferido para o fazer é a utilização de stock, no entanto, isto nem sempre é aplicável (por exemplo, os parâmetros da função não podem ser compilados).
-
-### Descontinuado
-
-```c
-new
- gOldVariable = 5;
-
-#pragma deprecated gOldVariable
-
-main() {printf("%d", gOldVariable);}
-```
-
-Isso dará um aviso de que a gOldVariable não deve mais ser usada. Isto é útil principalmente para funções que preservam a compatibilidade com o passado enquanto atualizam o API.
-### `#tryinclude`
-
-Isso é semelhante a #include, mas se o arquivo não existir, a compilação não falhará. Isso é útil apenas para incluir recursos em seu script se uma pessoa tiver o plugin correto instalado(Ou pelo menos o plugin incluÃdo)
-
-**myinc.inc**
-
-```c
-#if defined _MY_INC_INC
- #endinput
-#endif
-#define _MY_INC_INC
-
-stock MinhaIncludeFunc() {printf("Olá!");}
-```
-
-**Gamemode:**
-
-```c
-#tryinclude
-
-main()
-{
- #if defined _MINHA_INC_INC
- MinhaIncludeFunc();
- #endif
-}
-```
-
-Isso só chamará a função MinhaIncludeFunc se o arquivo com ele for encontrado na pasta includes e compilado com sucesso. Isso, como afirmado anteriormente, é bom para plugins padrões (Por exemplo a_samp.inc ou a_actors.inc) para verificar se o desenvolvedor realmente tem o plugin instalado.
-### `#undef`
-
-Remove um macro ou simbolo constante anteriormente definido.
-
-```c
-#define MOO 10
-printf("%d", MOO);
-#undef MOO
-printf("%d", MOO);
-```
-
-Irá falhar ao compilar, pois o macro MOO não existe.
-```c
-enum {
- e_example = 300
-};
-
-printf("%d", e_example);
-#undef e_example
-printf("%d", e_example); // fatal error
-```
diff --git a/docs/translations/pt-BR/scripting/resources/Componentslots.md b/docs/translations/pt-BR/scripting/resources/Componentslots.md
deleted file mode 100644
index 9dc2724e1ad..00000000000
--- a/docs/translations/pt-BR/scripting/resources/Componentslots.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: Slots de Componentes
----
-
-:::info
-
-Para ser usado com a função [GetVehicleComponentInSlot](../functions/GetVehicleComponentInSlot)
-
-:::
-
----
-
-| Slot | Nome |
-| ---- | ----------------------- |
-| 0 | CARMODTYPE_SPOILER |
-| 1 | CARMODTYPE_HOOD |
-| 2 | CARMODTYPE_ROOF |
-| 3 | CARMODTYPE_SIDESKIRT |
-| 4 | CARMODTYPE_LAMPS |
-| 5 | CARMODTYPE_NITRO |
-| 6 | CARMODTYPE_EXHAUST |
-| 7 | CARMODTYPE_WHEELS |
-| 8 | CARMODTYPE_STEREO |
-| 9 | CARMODTYPE_HYDRAULICS |
-| 10 | CARMODTYPE_FRONT_BUMPER |
-| 11 | CARMODTYPE_REAR_BUMPER |
-| 12 | CARMODTYPE_VENT_RIGHT |
-| 13 | CARMODTYPE_VENT_LEFT |
-
----
diff --git a/docs/translations/pt-BR/scripting/resources/anglemodes.md b/docs/translations/pt-BR/scripting/resources/anglemodes.md
deleted file mode 100644
index 9163ed59a0c..00000000000
--- a/docs/translations/pt-BR/scripting/resources/anglemodes.md
+++ /dev/null
@@ -1,16 +0,0 @@
----
-title: Modos de ângulos
-description: Constantes unitárias no sistema internacional de medição de ângulos.
----
-
-:::note
-
-Para ser usado com [floatsin](../functions/Floatsin), [floatcos](../functions/Floatcos), ou [floattan](../functions/Floattan).
-
-:::
-
-| Modos |
-| ------- |
-| radian |
-| degrees |
-| grades |
diff --git a/docs/translations/pt-BR/scripting/resources/animations.md b/docs/translations/pt-BR/scripting/resources/animations.md
deleted file mode 100644
index cda09028aee..00000000000
--- a/docs/translations/pt-BR/scripting/resources/animations.md
+++ /dev/null
@@ -1,1790 +0,0 @@
----
-title: Animações
-description: Uma lista de todas as animações.
-tags: []
----
-
-:::note
-
-Observe que algumas das animações podem não ser utilizáveis no SA-MP.
-
-:::
-
-| Index | Biblioteca | Animação | Frames | Duração (sec) | Categoria | Comentário (Ação) |
-| ----- | ------------ | ---------------------- | ------ | ------------- | ------------------------- | ----------------- |
-| 1 | AIRPORT | THRW_BARL_THRW | 120 | 2.00 | | |
-| 2 | ATTRACTORS | STEPSIT_IN | | | | |
-| 3 | ATTRACTORS | STEPSIT_LOOP | | | | |
-| 4 | ATTRACTORS | STEPSIT_OUT | | | | |
-| 5 | BAR | BARCUSTOM_GET | | | | |
-| 6 | BAR | BARCUSTOM_LOOP | | | | |
-| 7 | BAR | BARCUSTOM_ORDER | | | | |
-| 8 | BAR | BARMAN_IDLE | | | | |
-| 9 | BAR | BARSERVE_BOTTLE | | | | |
-| 10 | BAR | BARSERVE_GIVE | | | | |
-| 11 | BAR | BARSERVE_GLASS | | | | |
-| 12 | BAR | BARSERVE_IN | | | | |
-| 13 | BAR | BARSERVE_LOOP | | | | |
-| 14 | BAR | BARSERVE_ORDER | | | | |
-| 15 | BAR | DNK_STNDF_LOOP | | | | |
-| 16 | BAR | DNK_STNDM_LOOP | | | | |
-| 17 | BASEBALL | BAT_1 | | | | |
-| 18 | BASEBALL | BAT_2 | | | | |
-| 19 | BASEBALL | BAT_3 | | | | |
-| 20 | BASEBALL | BAT_4 | | | | |
-| 21 | BASEBALL | BAT_BLOCK | | | | |
-| 22 | BASEBALL | BAT_HIT_1 | | | | |
-| 23 | BASEBALL | BAT_HIT_2 | | | | |
-| 24 | BASEBALL | BAT_HIT_3 | | | | |
-| 25 | BASEBALL | BAT_IDLE | | | | |
-| 26 | BASEBALL | BAT_M | | | | |
-| 27 | BASEBALL | BAT_PART | | | | |
-| 28 | BD_FIRE | BD_FIRE1 | | | | |
-| 29 | BD_FIRE | BD_FIRE2 | | | | |
-| 30 | BD_FIRE | BD_FIRE3 | | | | |
-| 31 | BD_FIRE | BD_GF_WAVE | | | | |
-| 32 | BD_FIRE | BD_PANIC_01 | | | | |
-| 33 | BD_FIRE | BD_PANIC_02 | | | | |
-| 34 | BD_FIRE | BD_PANIC_03 | | | | |
-| 35 | BD_FIRE | BD_PANIC_04 | | | | |
-| 36 | BD_FIRE | BD_PANIC_LOOP | | | | |
-| 37 | BD_FIRE | GRLFRD_KISS_03 | | | | |
-| 38 | BD_FIRE | M_SMKLEAN_LOOP | | | | |
-| 39 | BD_FIRE | PLAYA_KISS_03 | | | | |
-| 40 | BD_FIRE | WASH_UP | | | | |
-| 41 | BEACH | BATHER | | | | |
-| 42 | BEACH | LAY_BAC_LOOP | | | | |
-| 43 | BEACH | PARKSIT_M_LOOP | | | | |
-| 44 | BEACH | PARKSIT_W_LOOP | | | | |
-| 45 | BEACH | SITNWAIT_LOOP_W | | | | |
-| 46 | BENCHPRESS | GYM_BP_CELEBRATE | | | | |
-| 47 | BENCHPRESS | GYM_BP_DOWN | | | | |
-| 48 | BENCHPRESS | GYM_BP_GETOFF | | | | |
-| 49 | BENCHPRESS | GYM_BP_GETON | | | | |
-| 50 | BENCHPRESS | GYM_BP_UP_A | | | | |
-| 51 | BENCHPRESS | GYM_BP_UP_B | | | | |
-| 52 | BENCHPRESS | GYM_BP_UP_SMOOTH | | | | |
-| 53 | BF_INJECTION | BF_GETIN_LHS | | | | |
-| 54 | BF_INJECTION | BF_GETIN_RHS | | | | |
-| 55 | BF_INJECTION | BF_GETOUT_LHS | | | | |
-| 56 | BF_INJECTION | BF_GETOUT_RHS | | | | |
-| 58 | BIKED | BIKED_DRIVEBYFT | | | | |
-| 59 | BIKED | BIKED_DRIVEBYLHS | | | | |
-| 60 | BIKED | BIKED_DRIVEBYRHS | | | | |
-| 61 | BIKED | BIKED_FWD | | | | |
-| 62 | BIKED | BIKED_GETOFFBACK | | | | |
-| 63 | BIKED | BIKED_GETOFFLHS | | | | |
-| 64 | BIKED | BIKED_GETOFFRHS | | | | |
-| 66 | BIKED | BIKED_JUMPONL | | | | |
-| 67 | BIKED | BIKED_JUMPONR | | | | |
-| 68 | BIKED | BIKED_KICK | | | | |
-| 71 | BIKED | BIKED_PUSHES | | | | |
-| 74 | BIKED | BIKED_SHUFFLE | | | | |
-| 77 | BIKEH | BIKEH_DRIVEBYFT | | | | |
-| 78 | BIKEH | BIKEH_DRIVEBYLHS | | | | |
-| 79 | BIKEH | BIKEH_DRIVEBYRHS | | | | |
-| 80 | BIKEH | BIKEH_FWD | | | | |
-| 81 | BIKEH | BIKEH_GETOFFBACK | | | | |
-| 82 | BIKEH | BIKEH_GETOFFLHS | | | | |
-| 83 | BIKEH | BIKEH_GETOFFRHS | | | | |
-| 85 | BIKEH | BIKEH_JUMPONL | | | | |
-| 86 | BIKEH | BIKEH_JUMPONR | | | | |
-| 87 | BIKEH | BIKEH_KICK | | | | |
-| 90 | BIKEH | BIKEH_PUSHES | | | | |
-| 92 | BIKEH | BIKEH_RIGHT | | | | |
-| 94 | BIKELEAP | BK_BLNCE_IN | | | | |
-| 95 | BIKELEAP | BK_BLNCE_OUT | | | | |
-| 96 | BIKELEAP | BK_JMP | | | | |
-| 97 | BIKELEAP | BK_RDY_IN | | | | |
-| 98 | BIKELEAP | BK_RDY_OUT | | | | |
-| 99 | BIKELEAP | STRUGGLE_CESAR | | | | |
-| 100 | BIKELEAP | STRUGGLE_DRIVER | | | | |
-| 101 | BIKELEAP | TRUCK_DRIVER | | | | |
-| 102 | BIKELEAP | TRUCK_GETIN | | | | |
-| 104 | BIKES | BIKES_DRIVEBYFT | | | | |
-| 105 | BIKES | BIKES_DRIVEBYLHS | | | | |
-| 106 | BIKES | BIKES_DRIVEBYRHS | | | | |
-| 107 | BIKES | BIKES_FWD | | | | |
-| 108 | BIKES | BIKES_GETOFFBACK | | | | |
-| 109 | BIKES | BIKES_GETOFFLHS | | | | |
-| 110 | BIKES | BIKES_GETOFFRHS | | | | |
-| 112 | BIKES | BIKES_JUMPONL | | | | |
-| 113 | BIKES | BIKES_JUMPONR | | | | |
-| 114 | BIKES | BIKES_KICK | | | | |
-| 115 | BIKES | BIKES_LEFT | | | | |
-| 117 | BIKES | BIKES_PUSHES | | | | |
-| 119 | BIKES | BIKES_RIGHT | | | | |
-| 120 | BIKES | BIKES_SNATCH_L | | | | |
-| 121 | BIKES | BIKES_SNATCH_R | | | | |
-| 123 | BIKEV | BIKEV_BACK | | | | |
-| 124 | BIKEV | BIKEV_DRIVEBYFT | | | | |
-| 125 | BIKEV | BIKEV_DRIVEBYLHS | | | | |
-| 126 | BIKEV | BIKEV_DRIVEBYRHS | | | | |
-| 127 | BIKEV | BIKEV_FWD | | | | |
-| 128 | BIKEV | BIKEV_GETOFFBACK | | | | |
-| 129 | BIKEV | BIKEV_GETOFFLHS | | | | |
-| 130 | BIKEV | BIKEV_GETOFFRHS | | | | |
-| 132 | BIKEV | BIKEV_JUMPONL | | | | |
-| 133 | BIKEV | BIKEV_JUMPONR | | | | |
-| 134 | BIKEV | BIKEV_KICK | | | | |
-| 137 | BIKEV | BIKEV_PUSHES | | | | |
-| 141 | BIKE_DBZ | PASS_DRIVEBY_BWD | | | | |
-| 142 | BIKE_DBZ | PASS_DRIVEBY_FWD | | | | |
-| 143 | BIKE_DBZ | PASS_DRIVEBY_LHS | | | | |
-| 144 | BIKE_DBZ | PASS_DRIVEBY_RHS | | | | |
-| 146 | BMX | BMX_BUNNYHOP | | | | |
-| 147 | BMX | BMX_DRIVEBYFT | | | | |
-| 148 | BMX | BMX_DRIVEBY_LHS | | | | |
-| 149 | BMX | BMX_DRIVEBY_RHS | | | | |
-| 151 | BMX | BMX_GETOFFBACK | | | | |
-| 152 | BMX | BMX_GETOFFLHS | | | | |
-| 153 | BMX | BMX_GETOFFRHS | | | | |
-| 154 | BMX | BMX_JUMPONL | | | | |
-| 155 | BMX | BMX_JUMPONR | | | | |
-| 157 | BMX | BMX_PEDAL | | | | |
-| 158 | BMX | BMX_PUSHES | | | | |
-| 160 | BMX | BMX_RIGHT | | | | |
-| 161 | BMX | BMX_SPRINT | | | | |
-| 163 | BOMBER | BOM_PLANT | | | | |
-| 164 | BOMBER | BOM_PLANT_2IDLE | | | | |
-| 165 | BOMBER | BOM_PLANT_CROUCH_IN | | | | |
-| 166 | BOMBER | BOM_PLANT_CROUCH_OUT | | | | |
-| 167 | BOMBER | BOM_PLANT_IN | | | | |
-| 168 | BOMBER | BOM_PLANT_LOOP | | | | |
-| 169 | BOX | BOXHIPIN | | | | |
-| 170 | BOX | BOXHIPUP | | | | |
-| 171 | BOX | BOXSHDWN | | | | |
-| 172 | BOX | BOXSHUP | | | | |
-| 173 | BOX | BXHIPWLK | | | | |
-| 174 | BOX | BXHWLKI | | | | |
-| 175 | BOX | BXSHWLK | | | | |
-| 176 | BOX | BXSHWLKI | | | | |
-| 177 | BOX | BXWLKO | | | | |
-| 178 | BOX | CATCH_BOX | | | | |
-| 179 | BSKTBALL | BBALL_DEF_JUMP_SHOT | | | | |
-| 180 | BSKTBALL | BBALL_DEF_LOOP | | | | |
-| 181 | BSKTBALL | BBALL_DEF_STEPL | | | | |
-| 182 | BSKTBALL | BBALL_DEF_STEPR | | | | |
-| 183 | BSKTBALL | BBALL_DNK | | | | |
-| 184 | BSKTBALL | BBALL_DNK_GLI | | | | |
-| 185 | BSKTBALL | BBALL_DNK_GLI_O | | | | |
-| 186 | BSKTBALL | BBALL_DNK_LNCH | | | | |
-| 187 | BSKTBALL | BBALL_DNK_LNCH_O | | | | |
-| 188 | BSKTBALL | BBALL_DNK_LND | | | | |
-| 190 | BSKTBALL | BBALL_IDLE | | | | |
-| 191 | BSKTBALL | BBALL_IDLE2 | | | | |
-| 192 | BSKTBALL | BBALL_IDLE2_O | | | | |
-| 193 | BSKTBALL | BBALL_IDLELOOP | | | | |
-| 194 | BSKTBALL | BBALL_IDLELOOP_O | | | | |
-| 195 | BSKTBALL | BBALL_IDLE_O | | | | |
-| 196 | BSKTBALL | BBALL_JUMP_CANCEL | | | | |
-| 197 | BSKTBALL | BBALL_JUMP_CANCEL_O | | | | |
-| 198 | BSKTBALL | BBALL_JUMP_END | | | | |
-| 199 | BSKTBALL | BBALL_JUMP_SHOT | | | | |
-| 200 | BSKTBALL | BBALL_JUMP_SHOT_O | | | | |
-| 201 | BSKTBALL | BBALL_NET_DNK_O | | | | |
-| 202 | BSKTBALL | BBALL_PICKUP | | | | |
-| 203 | BSKTBALL | BBALL_PICKUP_O | | | | |
-| 204 | BSKTBALL | BBALL_REACT_MISS | | | | |
-| 205 | BSKTBALL | BBALL_REACT_SCORE | | | | |
-| 206 | BSKTBALL | BBALL_RUN | | | | |
-| 207 | BSKTBALL | BBALL_RUN_O | | | | |
-| 208 | BSKTBALL | BBALL_SKIDSTOP_L | | | | |
-| 209 | BSKTBALL | BBALL_SKIDSTOP_L_O | | | | |
-| 210 | BSKTBALL | BBALL_SKIDSTOP_R | | | | |
-| 211 | BSKTBALL | BBALL_SKIDSTOP_R_O | | | | |
-| 212 | BSKTBALL | BBALL_WALK | | | | |
-| 213 | BSKTBALL | BBALL_WALKSTOP_L | | | | |
-| 214 | BSKTBALL | BBALL_WALKSTOP_L_O | | | | |
-| 215 | BSKTBALL | BBALL_WALKSTOP_R | | | | |
-| 216 | BSKTBALL | BBALL_WALKSTOP_R_O | | | | |
-| 217 | BSKTBALL | BBALL_WALK_O | | | | |
-| 218 | BSKTBALL | BBALL_WALK_START | | | | |
-| 219 | BSKTBALL | BBALL_WALK_START_O | | | | |
-| 220 | BUDDY | BUDDY_CROUCHFIRE | | | | |
-| 221 | BUDDY | BUDDY_CROUCHRELOAD | | | | |
-| 222 | BUDDY | BUDDY_FIRE | | | | |
-| 223 | BUDDY | BUDDY_FIRE_POOR | | | | |
-| 224 | BUDDY | BUDDY_RELOAD | | | | |
-| 225 | BUS | BUS_CLOSE | | | | |
-| 226 | BUS | BUS_GETIN_LHS | | | | |
-| 227 | BUS | BUS_GETIN_RHS | | | | |
-| 228 | BUS | BUS_GETOUT_LHS | | | | |
-| 229 | BUS | BUS_GETOUT_RHS | | | | |
-| 230 | BUS | BUS_JACKED_LHS | | | | |
-| 231 | BUS | BUS_OPEN | | | | |
-| 232 | BUS | BUS_OPEN_RHS | | | | |
-| 233 | BUS | BUS_PULLOUT_LHS | | | | |
-| 234 | CAMERA | CAMCRCH_CMON | | | | |
-| 235 | CAMERA | CAMCRCH_IDLELOOP | | | | |
-| 236 | CAMERA | CAMCRCH_STAY | | | | |
-| 237 | CAMERA | CAMCRCH_TO_CAMSTND | | | | |
-| 238 | CAMERA | CAMSTND_CMON | | | | |
-| 239 | CAMERA | CAMSTND_IDLELOOP | | | | |
-| 240 | CAMERA | CAMSTND_LKABT | | | | |
-| 241 | CAMERA | CAMSTND_TO_CAMCRCH | | | | |
-| 242 | CAMERA | PICCRCH_IN | | | | |
-| 243 | CAMERA | PICCRCH_OUT | | | | |
-| 244 | CAMERA | PICCRCH_TAKE | | | | |
-| 245 | CAMERA | PICSTND_IN | | | | |
-| 246 | CAMERA | PICSTND_OUT | | | | |
-| 247 | CAMERA | PICSTND_TAKE | | | | |
-| 248 | CAR | FIXN_CAR_LOOP | | | | |
-| 249 | CAR | FIXN_CAR_OUT | | | | |
-| 250 | CAR | FLAG_DROP | | | | |
-| 252 | CAR | TAP_HAND | | | | |
-| 253 | CAR | TYD2CAR_BUMP | | | | |
-| 254 | CAR | TYD2CAR_HIGH | | | | |
-| 255 | CAR | TYD2CAR_LOW | | | | |
-| 256 | CAR | TYD2CAR_MED | | | | |
-| 257 | CAR | TYD2CAR_TURNL | | | | |
-| 258 | CAR | TYD2CAR_TURNR | | | | |
-| 260 | CARRY | LIFTUP | | | | |
-| 261 | CARRY | LIFTUP05 | | | | |
-| 262 | CARRY | LIFTUP105 | | | | |
-| 263 | CARRY | PUTDWN | | | | |
-| 264 | CARRY | PUTDWN05 | | | | |
-| 265 | CARRY | PUTDWN105 | | | | |
-| 266 | CAR_CHAT | CARFONE_IN | | | | |
-| 267 | CAR_CHAT | CARFONE_LOOPA | | | | |
-| 268 | CAR_CHAT | CARFONE_LOOPA_TO_B | | | | |
-| 269 | CAR_CHAT | CARFONE_LOOPB | | | | |
-| 270 | CAR_CHAT | CARFONE_LOOPB_TO_A | | | | |
-| 271 | CAR_CHAT | CARFONE_OUT | | | | |
-| 272 | CAR_CHAT | CAR_SC1_BL | | | | |
-| 273 | CAR_CHAT | CAR_SC1_BR | | | | |
-| 274 | CAR_CHAT | CAR_SC1_FL | | | | |
-| 275 | CAR_CHAT | CAR_SC1_FR | | | | |
-| 276 | CAR_CHAT | CAR_SC2_FL | | | | |
-| 277 | CAR_CHAT | CAR_SC3_BR | | | | |
-| 278 | CAR_CHAT | CAR_SC3_FL | | | | |
-| 279 | CAR_CHAT | CAR_SC3_FR | | | | |
-| 280 | CAR_CHAT | CAR_SC4_BL | | | | |
-| 281 | CAR_CHAT | CAR_SC4_BR | | | | |
-| 282 | CAR_CHAT | CAR_SC4_FL | | | | |
-| 283 | CAR_CHAT | CAR_SC4_FR | | | | |
-| 284 | CAR_CHAT | CAR_TALKM_IN | | | | |
-| 285 | CAR_CHAT | CAR_TALKM_LOOP | | | | |
-| 286 | CAR_CHAT | CAR_TALKM_OUT | | | | |
-| 287 | CASINO | CARDS_IN | | | | |
-| 288 | CASINO | CARDS_LOOP | | | | |
-| 289 | CASINO | CARDS_LOSE | | | | |
-| 290 | CASINO | CARDS_OUT | | | | |
-| 291 | CASINO | CARDS_PICK_01 | | | | |
-| 292 | CASINO | CARDS_PICK_02 | | | | |
-| 293 | CASINO | CARDS_RAISE | | | | |
-| 294 | CASINO | CARDS_WIN | | | | |
-| 295 | CASINO | DEALONE | | | | |
-| 296 | CASINO | MANWINB | | | | |
-| 297 | CASINO | MANWIND | | | | |
-| 298 | CASINO | ROULETTE_BET | | | | |
-| 299 | CASINO | ROULETTE_IN | | | | |
-| 300 | CASINO | ROULETTE_LOOP | | | | |
-| 301 | CASINO | ROULETTE_LOSE | | | | |
-| 302 | CASINO | ROULETTE_OUT | | | | |
-| 303 | CASINO | ROULETTE_WIN | | | | |
-| 304 | CASINO | SLOT_BET_01 | | | | |
-| 305 | CASINO | SLOT_BET_02 | | | | |
-| 306 | CASINO | SLOT_IN | | | | |
-| 307 | CASINO | SLOT_LOSE_OUT | | | | |
-| 308 | CASINO | SLOT_PLYR | | | | |
-| 309 | CASINO | SLOT_WAIT | | | | |
-| 310 | CASINO | SLOT_WIN_OUT | | | | |
-| 311 | CASINO | WOF | | | | |
-| 312 | CHAINSAW | CSAW_1 | | | | |
-| 313 | CHAINSAW | CSAW_2 | | | | |
-| 314 | CHAINSAW | CSAW_3 | | | | |
-| 315 | CHAINSAW | CSAW_G | | | | |
-| 316 | CHAINSAW | CSAW_HIT_1 | | | | |
-| 317 | CHAINSAW | CSAW_HIT_2 | | | | |
-| 318 | CHAINSAW | CSAW_HIT_3 | | | | |
-| 320 | CHAINSAW | IDLE_CSAW | | | | |
-| 321 | CHAINSAW | WEAPON_CSAW | | | | |
-| 322 | CHAINSAW | WEAPON_CSAWLO | | | | |
-| 323 | CHOPPA | CHOPPA_BACK | | | | |
-| 324 | CHOPPA | CHOPPA_BUNNYHOP | | | | |
-| 325 | CHOPPA | CHOPPA_DRIVEBYFT | | | | |
-| 326 | CHOPPA | CHOPPA_DRIVEBY_LHS | | | | |
-| 327 | CHOPPA | CHOPPA_DRIVEBY_RHS | | | | |
-| 328 | CHOPPA | CHOPPA_FWD | | | | |
-| 329 | CHOPPA | CHOPPA_GETOFFBACK | | | | |
-| 330 | CHOPPA | CHOPPA_GETOFFLHS | | | | |
-| 331 | CHOPPA | CHOPPA_GETOFFRHS | | | | |
-| 332 | CHOPPA | CHOPPA_JUMPONL | | | | |
-| 333 | CHOPPA | CHOPPA_JUMPONR | | | | |
-| 335 | CHOPPA | CHOPPA_PEDAL | | | | |
-| 336 | CHOPPA | CHOPPA_PUSHES | | | | |
-| 339 | CHOPPA | CHOPPA_SPRINT | | | | |
-| 341 | CLOTHES | CLO_BUY | | | | |
-| 342 | CLOTHES | CLO_IN | | | | |
-| 343 | CLOTHES | CLO_OUT | | | | |
-| 344 | CLOTHES | CLO_POSE_HAT | | | | |
-| 345 | CLOTHES | CLO_POSE_IN | | | | |
-| 346 | CLOTHES | CLO_POSE_IN_O | | | | |
-| 347 | CLOTHES | CLO_POSE_LEGS | | | | |
-| 348 | CLOTHES | CLO_POSE_LOOP | | | | |
-| 349 | CLOTHES | CLO_POSE_OUT | | | | |
-| 350 | CLOTHES | CLO_POSE_OUT_O | | | | |
-| 351 | CLOTHES | CLO_POSE_SHOES | | | | |
-| 352 | CLOTHES | CLO_POSE_TORSO | | | | |
-| 353 | CLOTHES | CLO_POSE_WATCH | | | | |
-| 354 | COACH | COACH_INL | | | | |
-| 355 | COACH | COACH_INR | | | | |
-| 356 | COACH | COACH_OPNL | | | | |
-| 357 | COACH | COACH_OPNR | | | | |
-| 358 | COACH | COACH_OUTL | | | | |
-| 359 | COACH | COACH_OUTR | | | | |
-| 360 | COLT45 | 2GUNS_CROUCHFIRE | | | | |
-| 361 | COLT45 | COLT45_CROUCHFIRE | | | | |
-| 362 | COLT45 | COLT45_CROUCHRELOAD | | | | |
-| 363 | COLT45 | COLT45_FIRE | | | | |
-| 364 | COLT45 | COLT45_FIRE_2HANDS | | | | |
-| 365 | COLT45 | COLT45_RELOAD | | | | |
-| 366 | COLT45 | SAWNOFF_RELOAD | | | | |
-| 367 | COP_AMBIENT | COPBROWSE_IN | | | | |
-| 368 | COP_AMBIENT | COPBROWSE_LOOP | | | | |
-| 369 | COP_AMBIENT | COPBROWSE_NOD | | | | |
-| 370 | COP_AMBIENT | COPBROWSE_OUT | | | | |
-| 371 | COP_AMBIENT | COPBROWSE_SHAKE | | | | |
-| 372 | COP_AMBIENT | COPLOOK_IN | | | | |
-| 373 | COP_AMBIENT | COPLOOK_LOOP | | | | |
-| 374 | COP_AMBIENT | COPLOOK_NOD | | | | |
-| 375 | COP_AMBIENT | COPLOOK_OUT | | | | |
-| 376 | COP_AMBIENT | COPLOOK_SHAKE | | | | |
-| 377 | COP_AMBIENT | COPLOOK_THINK | | | | |
-| 378 | COP_AMBIENT | COPLOOK_WATCH | | | | |
-| 379 | COP_DVBYZ | COP_DVBY_B | | | | |
-| 380 | COP_DVBYZ | COP_DVBY_FT | | | | |
-| 381 | COP_DVBYZ | COP_DVBY_L | | | | |
-| 382 | COP_DVBYZ | COP_DVBY_R | | | | |
-| 383 | CRACK | BBALBAT_IDLE_01 | | | | |
-| 384 | CRACK | BBALBAT_IDLE_02 | | | | |
-| 385 | CRACK | CRCKDETH1 | | | | |
-| 386 | CRACK | CRCKDETH2 | | | | |
-| 387 | CRACK | CRCKDETH3 | | | | |
-| 388 | CRACK | CRCKDETH4 | | | | |
-| 389 | CRACK | CRCKIDLE1 | | | | |
-| 390 | CRACK | CRCKIDLE2 | | | | |
-| 391 | CRACK | CRCKIDLE3 | | | | |
-| 392 | CRACK | CRCKIDLE4 | | | | |
-| 393 | CRIB | CRIB_CONSOLE_LOOP | | | | |
-| 394 | CRIB | CRIB_USE_SWITCH | | | | |
-| 395 | CRIB | PED_CONSOLE_LOOP | | | | |
-| 396 | CRIB | PED_CONSOLE_LOOSE | | | | |
-| 397 | CRIB | PED_CONSOLE_WIN | | | | |
-| 398 | DAM_JUMP | DAM_DIVE_LOOP | | | | |
-| 399 | DAM_JUMP | DAM_LAND | | | | |
-| 400 | DAM_JUMP | DAM_LAUNCH | | | | |
-| 401 | DAM_JUMP | JUMP_ROLL | | | | |
-| 402 | DAM_JUMP | SF_JUMPWALL | | | | |
-| 403 | DANCING | BD_CLAP | | | | |
-| 404 | DANCING | BD_CLAP1 | | | | |
-| 405 | DANCING | DANCE_LOOP | | | | |
-| 406 | DANCING | DAN_DOWN_A | | | | |
-| 407 | DANCING | DAN_LEFT_A | | | | |
-| 408 | DANCING | DAN_LOOP_A | | | | |
-| 409 | DANCING | DAN_RIGHT_A | | | | |
-| 410 | DANCING | DAN_UP_A | | | | |
-| 411 | DANCING | DNCE_M_A | | | | |
-| 412 | DANCING | DNCE_M_B | | | | |
-| 413 | DANCING | DNCE_M_C | | | | |
-| 414 | DANCING | DNCE_M_D | | | | |
-| 415 | DANCING | DNCE_M_E | | | | |
-| 416 | DEALER | DEALER_DEAL | | | | |
-| 417 | DEALER | DEALER_IDLE | | | | |
-| 418 | DEALER | DEALER_IDLE_01 | | | | |
-| 419 | DEALER | DEALER_IDLE_02 | | | | |
-| 420 | DEALER | DEALER_IDLE_03 | | | | |
-| 421 | DEALER | DRUGS_BUY | | | | |
-| 422 | DEALER | SHOP_PAY | | | | |
-| 423 | DILDO | DILDO_1 | | | | |
-| 424 | DILDO | DILDO_2 | | | | |
-| 425 | DILDO | DILDO_3 | | | | |
-| 426 | DILDO | DILDO_BLOCK | | | | |
-| 427 | DILDO | DILDO_G | | | | |
-| 428 | DILDO | DILDO_HIT_1 | | | | |
-| 429 | DILDO | DILDO_HIT_2 | | | | |
-| 430 | DILDO | DILDO_HIT_3 | | | | |
-| 431 | DILDO | DILDO_IDLE | | | | |
-| 432 | DODGE | COVER_DIVE_01 | | | | |
-| 433 | DODGE | COVER_DIVE_02 | | | | |
-| 434 | DODGE | CRUSHED | | | | |
-| 435 | DODGE | CRUSH_JUMP | | | | |
-| 436 | DOZER | DOZER_ALIGN_LHS | | | | |
-| 437 | DOZER | DOZER_ALIGN_RHS | | | | |
-| 438 | DOZER | DOZER_GETIN_LHS | | | | |
-| 439 | DOZER | DOZER_GETIN_RHS | | | | |
-| 440 | DOZER | DOZER_GETOUT_LHS | | | | |
-| 441 | DOZER | DOZER_GETOUT_RHS | | | | |
-| 442 | DOZER | DOZER_JACKED_LHS | | | | |
-| 443 | DOZER | DOZER_JACKED_RHS | | | | |
-| 444 | DOZER | DOZER_PULLOUT_LHS | | | | |
-| 445 | DOZER | DOZER_PULLOUT_RHS | | | | |
-| 446 | DRIVEBYS | GANG_DRIVEBYLHS | | | | |
-| 447 | DRIVEBYS | GANG_DRIVEBYLHS_BWD | | | | |
-| 448 | DRIVEBYS | GANG_DRIVEBYLHS_FWD | | | | |
-| 449 | DRIVEBYS | GANG_DRIVEBYRHS | | | | |
-| 450 | DRIVEBYS | GANG_DRIVEBYRHS_BWD | | | | |
-| 451 | DRIVEBYS | GANG_DRIVEBYRHS_FWD | | | | |
-| 452 | DRIVEBYS | GANG_DRIVEBYTOP_LHS | | | | |
-| 453 | DRIVEBYS | GANG_DRIVEBYTOP_RHS | | | | |
-| 454 | FAT | FATIDLE | | | | |
-| 455 | FAT | FATIDLE_ARMED | | | | |
-| 456 | FAT | FATIDLE_CSAW | | | | |
-| 457 | FAT | FATIDLE_ROCKET | | | | |
-| 458 | FAT | FATRUN | | | | |
-| 459 | FAT | FATRUN_ARMED | | | | |
-| 460 | FAT | FATRUN_CSAW | | | | |
-| 461 | FAT | FATRUN_ROCKET | | | | |
-| 462 | FAT | FATSPRINT | | | | |
-| 463 | FAT | FATWALK | | | | |
-| 464 | FAT | FATWALKSTART | | | | |
-| 465 | FAT | FATWALKSTART_CSAW | | | | |
-| 466 | FAT | FATWALKST_ARMED | | | | |
-| 467 | FAT | FATWALKST_ROCKET | | | | |
-| 468 | FAT | FATWALK_ARMED | | | | |
-| 469 | FAT | FATWALK_CSAW | | | | |
-| 470 | FAT | FATWALK_ROCKET | | | | |
-| 471 | FAT | IDLE_TIRED | | | | |
-| 472 | FIGHT_B | FIGHTB_1 | | | | |
-| 473 | FIGHT_B | FIGHTB_2 | | | | |
-| 474 | FIGHT_B | FIGHTB_3 | | | | |
-| 475 | FIGHT_B | FIGHTB_BLOCK | | | | |
-| 476 | FIGHT_B | FIGHTB_G | | | | |
-| 477 | FIGHT_B | FIGHTB_IDLE | | | | |
-| 478 | FIGHT_B | FIGHTB_M | | | | |
-| 479 | FIGHT_B | HITB_1 | | | | |
-| 480 | FIGHT_B | HITB_2 | | | | |
-| 481 | FIGHT_B | HITB_3 | | | | |
-| 482 | FIGHT_C | FIGHTC_1 | | | | |
-| 483 | FIGHT_C | FIGHTC_2 | | | | |
-| 484 | FIGHT_C | FIGHTC_3 | | | | |
-| 485 | FIGHT_C | FIGHTC_BLOCK | | | | |
-| 486 | FIGHT_C | FIGHTC_BLOCKING | | | | |
-| 487 | FIGHT_C | FIGHTC_G | | | | |
-| 488 | FIGHT_C | FIGHTC_IDLE | | | | |
-| 489 | FIGHT_C | FIGHTC_M | | | | |
-| 490 | FIGHT_C | FIGHTC_SPAR | | | | |
-| 491 | FIGHT_C | HITC_1 | | | | |
-| 492 | FIGHT_C | HITC_2 | | | | |
-| 493 | FIGHT_C | HITC_3 | | | | |
-| 494 | FIGHT_D | FIGHTD_1 | | | | |
-| 495 | FIGHT_D | FIGHTD_2 | | | | |
-| 496 | FIGHT_D | FIGHTD_3 | | | | |
-| 497 | FIGHT_D | FIGHTD_BLOCK | | | | |
-| 498 | FIGHT_D | FIGHTD_G | | | | |
-| 499 | FIGHT_D | FIGHTD_IDLE | | | | |
-| 500 | FIGHT_D | FIGHTD_M | | | | |
-| 501 | FIGHT_D | HITD_1 | | | | |
-| 502 | FIGHT_D | HITD_2 | | | | |
-| 503 | FIGHT_D | HITD_3 | | | | |
-| 504 | FIGHT_E | FIGHTKICK | | | | |
-| 505 | FIGHT_E | FIGHTKICK_B | | | | |
-| 506 | FIGHT_E | HIT_FIGHTKICK | | | | |
-| 507 | FIGHT_E | HIT_FIGHTKICK_B | | | | |
-| 508 | FINALE | FIN_CLIMB_IN | | | | |
-| 509 | FINALE | FIN_COP1_CLIMBOUT2 | | | | |
-| 510 | FINALE | FIN_COP1_LOOP | | | | |
-| 511 | FINALE | FIN_COP1_STOMP | | | | |
-| 512 | FINALE | FIN_HANG_L | | | | |
-| 513 | FINALE | FIN_HANG_LOOP | | | | |
-| 514 | FINALE | FIN_HANG_R | | | | |
-| 515 | FINALE | FIN_HANG_SLIP | | | | |
-| 516 | FINALE | FIN_JUMP_ON | | | | |
-| 517 | FINALE | FIN_LAND_CAR | | | | |
-| 518 | FINALE | FIN_LAND_DIE | | | | |
-| 519 | FINALE | FIN_LEGSUP | | | | |
-| 520 | FINALE | FIN_LEGSUP_L | | | | |
-| 521 | FINALE | FIN_LEGSUP_LOOP | | | | |
-| 522 | FINALE | FIN_LEGSUP_R | | | | |
-| 523 | FINALE | FIN_LET_GO | | | | |
-| 524 | FINALE2 | FIN_COP1_CLIMBOUT | | | | |
-| 525 | FINALE2 | FIN_COP1_FALL | | | | |
-| 526 | FINALE2 | FIN_COP1_LOOP | | | | |
-| 527 | FINALE2 | FIN_COP1_SHOT | | | | |
-| 528 | FINALE2 | FIN_COP1_SWING | | | | |
-| 529 | FINALE2 | FIN_COP2_CLIMBOUT | | | | |
-| 530 | FINALE2 | FIN_SWITCH_P | | | | |
-| 531 | FINALE2 | FIN_SWITCH_S | | | | |
-| 532 | FLAME | FLAME_FIRE | | | | |
-| 533 | FLOWERS | FLOWER_ATTACK | | | | |
-| 534 | FLOWERS | FLOWER_ATTACK_M | | | | |
-| 535 | FLOWERS | FLOWER_HIT | | | | |
-| 536 | FOOD | EAT_BURGER | | | | |
-| 537 | FOOD | EAT_CHICKEN | | | | |
-| 538 | FOOD | EAT_PIZZA | | | | |
-| 539 | FOOD | EAT_VOMIT_P | | | | |
-| 540 | FOOD | EAT_VOMIT_SK | | | | |
-| 541 | FOOD | FF_DAM_BKW | | | | |
-| 542 | FOOD | FF_DAM_FWD | | | | |
-| 543 | FOOD | FF_DAM_LEFT | | | | |
-| 544 | FOOD | FF_DAM_RIGHT | | | | |
-| 545 | FOOD | FF_DIE_BKW | | | | |
-| 546 | FOOD | FF_DIE_FWD | | | | |
-| 547 | FOOD | FF_DIE_LEFT | | | | |
-| 548 | FOOD | FF_DIE_RIGHT | | | | |
-| 549 | FOOD | FF_SIT_EAT1 | | | | |
-| 550 | FOOD | FF_SIT_EAT2 | | | | |
-| 551 | FOOD | FF_SIT_EAT3 | | | | |
-| 552 | FOOD | FF_SIT_IN | | | | |
-| 553 | FOOD | FF_SIT_IN_L | | | | |
-| 554 | FOOD | FF_SIT_IN_R | | | | |
-| 555 | FOOD | FF_SIT_LOOK | | | | |
-| 556 | FOOD | FF_SIT_LOOP | | | | |
-| 557 | FOOD | FF_SIT_OUT_180 | | | | |
-| 558 | FOOD | FF_SIT_OUT_L_180 | | | | |
-| 559 | FOOD | FF_SIT_OUT_R_180 | | | | |
-| 560 | FOOD | SHP_THANK | | | | |
-| 561 | FOOD | SHP_TRAY_IN | | | | |
-| 562 | FOOD | SHP_TRAY_LIFT | | | | |
-| 563 | FOOD | SHP_TRAY_LIFT_IN | | | | |
-| 564 | FOOD | SHP_TRAY_LIFT_LOOP | | | | |
-| 565 | FOOD | SHP_TRAY_LIFT_OUT | | | | |
-| 566 | FOOD | SHP_TRAY_OUT | | | | |
-| 567 | FOOD | SHP_TRAY_POSE | | | | |
-| 568 | FOOD | SHP_TRAY_RETURN | | | | |
-| 569 | FREEWEIGHTS | GYM_BARBELL | | | | |
-| 570 | FREEWEIGHTS | GYM_FREE_A | | | | |
-| 571 | FREEWEIGHTS | GYM_FREE_B | | | | |
-| 572 | FREEWEIGHTS | GYM_FREE_CELEBRATE | | | | |
-| 573 | FREEWEIGHTS | GYM_FREE_DOWN | | | | |
-| 574 | FREEWEIGHTS | GYM_FREE_LOOP | | | | |
-| 575 | FREEWEIGHTS | GYM_FREE_PICKUP | | | | |
-| 576 | FREEWEIGHTS | GYM_FREE_PUTDOWN | | | | |
-| 577 | FREEWEIGHTS | GYM_FREE_UP_SMOOTH | | | | |
-| 578 | GANGS | DEALER_DEAL | | | | |
-| 579 | GANGS | DEALER_IDLE | | | | |
-| 580 | GANGS | DRNKBR_PRTL | | | | |
-| 581 | GANGS | DRNKBR_PRTL_F | | | | |
-| 582 | GANGS | DRUGS_BUY | | | | |
-| 583 | GANGS | HNDSHKAA | | | | |
-| 584 | GANGS | HNDSHKBA | | | | |
-| 585 | GANGS | HNDSHKCA | | | | |
-| 586 | GANGS | HNDSHKCB | | | | |
-| 587 | GANGS | HNDSHKDA | | | | |
-| 588 | GANGS | HNDSHKEA | | | | |
-| 589 | GANGS | HNDSHKFA | | | | |
-| 590 | GANGS | HNDSHKFA_SWT | | | | |
-| 591 | GANGS | INVITE_NO | | | | |
-| 592 | GANGS | INVITE_YES | | | | |
-| 593 | GANGS | LEANIDLE | | | | |
-| 594 | GANGS | LEANIN | | | | |
-| 595 | GANGS | LEANOUT | | | | |
-| 596 | GANGS | PRTIAL_GNGTLKA | | | | |
-| 597 | GANGS | PRTIAL_GNGTLKB | | | | |
-| 598 | GANGS | PRTIAL_GNGTLKC | | | | |
-| 599 | GANGS | PRTIAL_GNGTLKD | | | | |
-| 600 | GANGS | PRTIAL_GNGTLKE | | | | |
-| 601 | GANGS | PRTIAL_GNGTLKF | | | | |
-| 602 | GANGS | PRTIAL_GNGTLKG | | | | |
-| 603 | GANGS | PRTIAL_GNGTLKH | | | | |
-| 604 | GANGS | PRTIAL_HNDSHK_01 | | | | |
-| 605 | GANGS | PRTIAL_HNDSHK_BIZ_01 | | | | |
-| 606 | GANGS | SHAKE_CARA | | | | |
-| 607 | GANGS | SHAKE_CARK | | | | |
-| 608 | GANGS | SHAKE_CARSH | | | | |
-| 609 | GANGS | SMKCIG_PRTL | | | | |
-| 610 | GANGS | SMKCIG_PRTL_F | | | | |
-| 611 | GHANDS | GSIGN1 | | | | |
-| 612 | GHANDS | GSIGN1LH | | | | |
-| 613 | GHANDS | GSIGN2 | | | | |
-| 614 | GHANDS | GSIGN2LH | | | | |
-| 615 | GHANDS | GSIGN3 | | | | |
-| 616 | GHANDS | GSIGN3LH | | | | |
-| 617 | GHANDS | GSIGN4 | | | | |
-| 618 | GHANDS | GSIGN4LH | | | | |
-| 619 | GHANDS | GSIGN5 | | | | |
-| 620 | GHANDS | GSIGN5LH | | | | |
-| 621 | GHANDS | LHGSIGN1 | | | | |
-| 622 | GHANDS | LHGSIGN2 | | | | |
-| 623 | GHANDS | LHGSIGN3 | | | | |
-| 624 | GHANDS | LHGSIGN4 | | | | |
-| 625 | GHANDS | LHGSIGN5 | | | | |
-| 626 | GHANDS | RHGSIGN1 | | | | |
-| 627 | GHANDS | RHGSIGN2 | | | | |
-| 628 | GHANDS | RHGSIGN3 | | | | |
-| 629 | GHANDS | RHGSIGN4 | | | | |
-| 630 | GHANDS | RHGSIGN5 | | | | |
-| 631 | GHETTO_DB | GDB_CAR2_PLY | | | | |
-| 632 | GHETTO_DB | GDB_CAR2_SMO | | | | |
-| 633 | GHETTO_DB | GDB_CAR2_SWE | | | | |
-| 634 | GHETTO_DB | GDB_CAR_PLY | | | | |
-| 635 | GHETTO_DB | GDB_CAR_RYD | | | | |
-| 636 | GHETTO_DB | GDB_CAR_SMO | | | | |
-| 637 | GHETTO_DB | GDB_CAR_SWE | | | | |
-| 638 | GOGGLES | GOGGLES_PUT_ON | | | | |
-| 639 | GRAFFITI | GRAFFITI_CHKOUT | | | | |
-| 640 | GRAFFITI | SPRAYCAN_FIRE | | | | |
-| 641 | GRAVEYARD | MRNF_LOOP | | | | |
-| 642 | GRAVEYARD | MRNM_LOOP | | | | |
-| 643 | GRAVEYARD | PRST_LOOPA | | | | |
-| 644 | GRENADE | WEAPON_START_THROW | | | | |
-| 645 | GRENADE | WEAPON_THROW | | | | |
-| 646 | GRENADE | WEAPON_THROWU | | | | |
-| 647 | GYMNASIUM | GYMSHADOWBOX | | | | |
-| 648 | GYMNASIUM | GYM_BIKE_CELEBRATE | | | | |
-| 649 | GYMNASIUM | GYM_BIKE_FAST | | | | |
-| 650 | GYMNASIUM | GYM_BIKE_FASTER | | | | |
-| 651 | GYMNASIUM | GYM_BIKE_GETOFF | | | | |
-| 652 | GYMNASIUM | GYM_BIKE_GETON | | | | |
-| 653 | GYMNASIUM | GYM_BIKE_PEDAL | | | | |
-| 654 | GYMNASIUM | GYM_BIKE_SLOW | | | | |
-| 655 | GYMNASIUM | GYM_BIKE_STILL | | | | |
-| 656 | GYMNASIUM | GYM_JOG_FALLOFF | | | | |
-| 657 | GYMNASIUM | GYM_SHADOWBOX | | | | |
-| 658 | GYMNASIUM | GYM_TREAD_CELEBRATE | | | | |
-| 659 | GYMNASIUM | GYM_TREAD_FALLOFF | | | | |
-| 660 | GYMNASIUM | GYM_TREAD_GETOFF | | | | |
-| 661 | GYMNASIUM | GYM_TREAD_GETON | | | | |
-| 662 | GYMNASIUM | GYM_TREAD_JOG | | | | |
-| 663 | GYMNASIUM | GYM_TREAD_SPRINT | | | | |
-| 664 | GYMNASIUM | GYM_TREAD_TIRED | | | | |
-| 665 | GYMNASIUM | GYM_TREAD_WALK | | | | |
-| 666 | GYMNASIUM | GYM_WALK_FALLOFF | | | | |
-| 667 | GYMNASIUM | PEDALS_FAST | | | | |
-| 668 | GYMNASIUM | PEDALS_MED | | | | |
-| 669 | GYMNASIUM | PEDALS_SLOW | | | | |
-| 670 | GYMNASIUM | PEDALS_STILL | | | | |
-| 671 | HAIRCUTS | BRB_BEARD_01 | | | | |
-| 672 | HAIRCUTS | BRB_BUY | | | | |
-| 673 | HAIRCUTS | BRB_CUT | | | | |
-| 674 | HAIRCUTS | BRB_CUT_IN | | | | |
-| 675 | HAIRCUTS | BRB_CUT_OUT | | | | |
-| 676 | HAIRCUTS | BRB_HAIR_01 | | | | |
-| 677 | HAIRCUTS | BRB_HAIR_02 | | | | |
-| 678 | HAIRCUTS | BRB_IN | | | | |
-| 679 | HAIRCUTS | BRB_LOOP | | | | |
-| 680 | HAIRCUTS | BRB_OUT | | | | |
-| 681 | HAIRCUTS | BRB_SIT_IN | | | | |
-| 682 | HAIRCUTS | BRB_SIT_LOOP | | | | |
-| 683 | HAIRCUTS | BRB_SIT_OUT | | | | |
-| 684 | HEIST9 | CAS_G2_GASKO | | | | |
-| 685 | HEIST9 | SWT_WLLPK_L | | | | |
-| 686 | HEIST9 | SWT_WLLPK_L_BACK | | | | |
-| 687 | HEIST9 | SWT_WLLPK_R | | | | |
-| 688 | HEIST9 | SWT_WLLPK_R_BACK | | | | |
-| 689 | HEIST9 | SWT_WLLSHOOT_IN_L | | | | |
-| 690 | HEIST9 | SWT_WLLSHOOT_IN_R | | | | |
-| 691 | HEIST9 | SWT_WLLSHOOT_OUT_L | | | | |
-| 692 | HEIST9 | SWT_WLLSHOOT_OUT_R | | | | |
-| 693 | HEIST9 | USE_SWIPECARD | | | | |
-| 694 | INT_HOUSE | BED_IN_L | | | | |
-| 695 | INT_HOUSE | BED_IN_R | | | | |
-| 696 | INT_HOUSE | BED_LOOP_L | | | | |
-| 697 | INT_HOUSE | BED_LOOP_R | | | | |
-| 698 | INT_HOUSE | BED_OUT_L | | | | |
-| 699 | INT_HOUSE | BED_OUT_R | | | | |
-| 700 | INT_HOUSE | LOU_IN | | | | |
-| 701 | INT_HOUSE | LOU_LOOP | | | | |
-| 702 | INT_HOUSE | LOU_OUT | | | | |
-| 703 | INT_HOUSE | WASH_UP | | | | |
-| 704 | INT_OFFICE | FF_DAM_FWD | | | | |
-| 705 | INT_OFFICE | OFF_SIT_2IDLE_180 | | | | |
-| 706 | INT_OFFICE | OFF_SIT_BORED_LOOP | | | | |
-| 707 | INT_OFFICE | OFF_SIT_CRASH | | | | |
-| 708 | INT_OFFICE | OFF_SIT_DRINK | | | | |
-| 709 | INT_OFFICE | OFF_SIT_IDLE_LOOP | | | | |
-| 710 | INT_OFFICE | OFF_SIT_IN | | | | |
-| 711 | INT_OFFICE | OFF_SIT_READ | | | | |
-| 712 | INT_OFFICE | OFF_SIT_TYPE_LOOP | | | | |
-| 713 | INT_OFFICE | OFF_SIT_WATCH | | | | |
-| 714 | INT_SHOP | SHOP_CASHIER | | | | |
-| 715 | INT_SHOP | SHOP_IN | | | | |
-| 716 | INT_SHOP | SHOP_LOOKA | | | | |
-| 717 | INT_SHOP | SHOP_LOOKB | | | | |
-| 718 | INT_SHOP | SHOP_LOOP | | | | |
-| 719 | INT_SHOP | SHOP_OUT | | | | |
-| 720 | INT_SHOP | SHOP_PAY | | | | |
-| 721 | INT_SHOP | SHOP_SHELF | | | | |
-| 722 | JST_BUISNESS | GIRL_01 | | | | |
-| 723 | JST_BUISNESS | GIRL_02 | | | | |
-| 724 | JST_BUISNESS | PLAYER_01 | | | | |
-| 725 | JST_BUISNESS | SMOKE_01 | | | | |
-| 726 | KART | KART_GETIN_LHS | | | | |
-| 727 | KART | KART_GETIN_RHS | | | | |
-| 728 | KART | KART_GETOUT_LHS | | | | |
-| 729 | KART | KART_GETOUT_RHS | | | | |
-| 730 | KISSING | BD_GF_WAVE | | | | |
-| 731 | KISSING | GFWAVE2 | | | | |
-| 732 | KISSING | GF_CARARGUE_01 | | | | |
-| 733 | KISSING | GF_CARARGUE_02 | | | | |
-| 734 | KISSING | GF_CARSPOT | | | | |
-| 735 | KISSING | GF_STREETARGUE_01 | | | | |
-| 736 | KISSING | GF_STREETARGUE_02 | | | | |
-| 737 | KISSING | GIFT_GET | | | | |
-| 738 | KISSING | GIFT_GIVE | | | | |
-| 739 | KISSING | GRLFRD_KISS_01 | | | | |
-| 740 | KISSING | GRLFRD_KISS_02 | | | | |
-| 741 | KISSING | GRLFRD_KISS_03 | | | | |
-| 742 | KISSING | PLAYA_KISS_01 | | | | |
-| 743 | KISSING | PLAYA_KISS_02 | | | | |
-| 744 | KISSING | PLAYA_KISS_03 | | | | |
-| 745 | KNIFE | KILL_KNIFE_PED_DAMAGE | | | | |
-| 746 | KNIFE | KILL_KNIFE_PED_DIE | | | | |
-| 747 | KNIFE | KILL_KNIFE_PLAYER | | | | |
-| 749 | KNIFE | KNIFE_1 | | | | |
-| 750 | KNIFE | KNIFE_2 | | | | |
-| 751 | KNIFE | KNIFE_3 | | | | |
-| 752 | KNIFE | KNIFE_4 | | | | |
-| 753 | KNIFE | KNIFE_BLOCK | | | | |
-| 754 | KNIFE | KNIFE_G | | | | |
-| 755 | KNIFE | KNIFE_HIT_1 | | | | |
-| 756 | KNIFE | KNIFE_HIT_2 | | | | |
-| 757 | KNIFE | KNIFE_HIT_3 | | | | |
-| 758 | KNIFE | KNIFE_IDLE | | | | |
-| 759 | KNIFE | KNIFE_PART | | | | |
-| 760 | KNIFE | WEAPON_KNIFEIDLE | | | | |
-| 761 | LAPDAN1 | LAPDAN_D | | | | |
-| 762 | LAPDAN1 | LAPDAN_P | | | | |
-| 763 | LAPDAN2 | LAPDAN_D | | | | |
-| 764 | LAPDAN2 | LAPDAN_P | | | | |
-| 765 | LAPDAN3 | LAPDAN_D | | | | |
-| 766 | LAPDAN3 | LAPDAN_P | | | | |
-| 767 | LOWRIDER | F_SMKLEAN_LOOP | | | | |
-| 768 | LOWRIDER | LRGIRL_BDBNCE | | | | |
-| 769 | LOWRIDER | LRGIRL_HAIR | | | | |
-| 770 | LOWRIDER | LRGIRL_HURRY | | | | |
-| 771 | LOWRIDER | LRGIRL_IDLELOOP | | | | |
-| 772 | LOWRIDER | LRGIRL_IDLE_TO_L0 | | | | |
-| 773 | LOWRIDER | LRGIRL_L0_BNCE | | | | |
-| 774 | LOWRIDER | LRGIRL_L0_LOOP | | | | |
-| 775 | LOWRIDER | LRGIRL_L0_TO_L1 | | | | |
-| 776 | LOWRIDER | LRGIRL_L12_TO_L0 | | | | |
-| 777 | LOWRIDER | LRGIRL_L1_BNCE | | | | |
-| 778 | LOWRIDER | LRGIRL_L1_LOOP | | | | |
-| 779 | LOWRIDER | LRGIRL_L1_TO_L2 | | | | |
-| 780 | LOWRIDER | LRGIRL_L2_BNCE | | | | |
-| 781 | LOWRIDER | LRGIRL_L2_LOOP | | | | |
-| 782 | LOWRIDER | LRGIRL_L2_TO_L3 | | | | |
-| 783 | LOWRIDER | LRGIRL_L345_TO_L1 | | | | |
-| 784 | LOWRIDER | LRGIRL_L3_BNCE | | | | |
-| 785 | LOWRIDER | LRGIRL_L3_LOOP | | | | |
-| 786 | LOWRIDER | LRGIRL_L3_TO_L4 | | | | |
-| 787 | LOWRIDER | LRGIRL_L4_BNCE | | | | |
-| 788 | LOWRIDER | LRGIRL_L4_LOOP | | | | |
-| 789 | LOWRIDER | LRGIRL_L4_TO_L5 | | | | |
-| 790 | LOWRIDER | LRGIRL_L5_BNCE | | | | |
-| 791 | LOWRIDER | LRGIRL_L5_LOOP | | | | |
-| 792 | LOWRIDER | M_SMKLEAN_LOOP | | | | |
-| 793 | LOWRIDER | M_SMKSTND_LOOP | | | | |
-| 794 | LOWRIDER | PRTIAL_GNGTLKB | | | | |
-| 795 | LOWRIDER | PRTIAL_GNGTLKC | | | | |
-| 796 | LOWRIDER | PRTIAL_GNGTLKD | | | | |
-| 797 | LOWRIDER | PRTIAL_GNGTLKE | | | | |
-| 798 | LOWRIDER | PRTIAL_GNGTLKF | | | | |
-| 799 | LOWRIDER | PRTIAL_GNGTLKG | | | | |
-| 800 | LOWRIDER | PRTIAL_GNGTLKH | | | | |
-| 801 | LOWRIDER | RAP_A_LOOP | | | | |
-| 802 | LOWRIDER | RAP_B_LOOP | | | | |
-| 803 | LOWRIDER | RAP_C_LOOP | | | | |
-| 805 | LOWRIDER | TAP_HAND | | | | |
-| 806 | MD_CHASE | CARHIT_HANGON | | | | |
-| 807 | MD_CHASE | CARHIT_TUMBLE | | | | |
-| 808 | MD_CHASE | DONUTDROP | | | | |
-| 809 | MD_CHASE | FEN_CHOPPA_L1 | | | | |
-| 810 | MD_CHASE | FEN_CHOPPA_L2 | | | | |
-| 811 | MD_CHASE | FEN_CHOPPA_L3 | | | | |
-| 812 | MD_CHASE | FEN_CHOPPA_R1 | | | | |
-| 813 | MD_CHASE | FEN_CHOPPA_R2 | | | | |
-| 814 | MD_CHASE | FEN_CHOPPA_R3 | | | | |
-| 815 | MD_CHASE | HANGON_STUN_LOOP | | | | |
-| 816 | MD_CHASE | HANGON_STUN_TURN | | | | |
-| 817 | MD_CHASE | MD_BIKE_2_HANG | | | | |
-| 818 | MD_CHASE | MD_BIKE_JMP_BL | | | | |
-| 819 | MD_CHASE | MD_BIKE_JMP_F | | | | |
-| 820 | MD_CHASE | MD_BIKE_LND_BL | | | | |
-| 821 | MD_CHASE | MD_BIKE_LND_DIE_BL | | | | |
-| 822 | MD_CHASE | MD_BIKE_LND_DIE_F | | | | |
-| 823 | MD_CHASE | MD_BIKE_LND_F | | | | |
-| 824 | MD_CHASE | MD_BIKE_LND_ROLL | | | | |
-| 825 | MD_CHASE | MD_BIKE_LND_ROLL_F | | | | |
-| 826 | MD_CHASE | MD_BIKE_PUNCH | | | | |
-| 827 | MD_CHASE | MD_BIKE_PUNCH_F | | | | |
-| 828 | MD_CHASE | MD_BIKE_SHOT_F | | | | |
-| 829 | MD_CHASE | MD_HANG_LND_ROLL | | | | |
-| 830 | MD_CHASE | MD_HANG_LOOP | | | | |
-| 831 | MD_END | END_SC1_PLY | | | | |
-| 832 | MD_END | END_SC1_RYD | | | | |
-| 833 | MD_END | END_SC1_SMO | | | | |
-| 834 | MD_END | END_SC1_SWE | | | | |
-| 835 | MD_END | END_SC2_PLY | | | | |
-| 836 | MD_END | END_SC2_RYD | | | | |
-| 837 | MD_END | END_SC2_SMO | | | | |
-| 838 | MD_END | END_SC2_SWE | | | | |
-| 839 | MEDIC | CPR | | | | |
-| 840 | MISC | BITCHSLAP | | | | |
-| 841 | MISC | BMX_CELEBRATE | | | | |
-| 842 | MISC | BMX_COMEON | | | | |
-| 843 | MISC | BMX_IDLELOOP_01 | | | | |
-| 844 | MISC | BMX_IDLELOOP_02 | | | | |
-| 845 | MISC | BMX_TALKLEFT_IN | | | | |
-| 846 | MISC | BMX_TALKLEFT_LOOP | | | | |
-| 847 | MISC | BMX_TALKLEFT_OUT | | | | |
-| 848 | MISC | BMX_TALKRIGHT_IN | | | | |
-| 849 | MISC | BMX_TALKRIGHT_LOOP | | | | |
-| 850 | MISC | BMX_TALKRIGHT_OUT | | | | |
-| 851 | MISC | BNG_WNDW | | | | |
-| 852 | MISC | BNG_WNDW_02 | | | | |
-| 853 | MISC | CASE_PICKUP | | | | |
-| 854 | MISC | DOOR_JET | | | | |
-| 855 | MISC | GRAB_L | | | | |
-| 856 | MISC | GRAB_R | | | | |
-| 857 | MISC | HIKER_POSE | | | | |
-| 858 | MISC | HIKER_POSE_L | | | | |
-| 859 | MISC | IDLE_CHAT_02 | | | | |
-| 860 | MISC | KAT_THROW_K | | | | |
-| 861 | MISC | KAT_THROW_O | | | | |
-| 862 | MISC | KAT_THROW_P | | | | |
-| 863 | MISC | PASS_RIFLE_O | | | | |
-| 864 | MISC | PASS_RIFLE_PED | | | | |
-| 865 | MISC | PASS_RIFLE_PLY | | | | |
-| 866 | MISC | PICKUP_BOX | | | | |
-| 867 | MISC | PLANE_DOOR | | | | |
-| 868 | MISC | PLANE_EXIT | | | | |
-| 869 | MISC | PLANE_HIJACK | | | | |
-| 870 | MISC | PLUNGER_01 | | | | |
-| 871 | MISC | PLYRLEAN_LOOP | | | | |
-| 872 | MISC | PLYR_SHKHEAD | | | | |
-| 873 | MISC | RUN_DIVE | | | | |
-| 874 | MISC | SCRATCHBALLS_01 | | | | |
-| 875 | MISC | SEAT_LR | | | | |
-| 876 | MISC | SEAT_TALK_01 | | | | |
-| 877 | MISC | SEAT_TALK_02 | | | | |
-| 878 | MISC | SEAT_WATCH | | | | |
-| 879 | MISC | SMALPLANE_DOOR | | | | |
-| 880 | MISC | SMLPLANE_DOOR | | | | |
-| 881 | MTB | MTB_BACK | | | | |
-| 882 | MTB | MTB_BUNNYHOP | | | | |
-| 883 | MTB | MTB_DRIVEBYFT | | | | |
-| 884 | MTB | MTB_DRIVEBY_LHS | | | | |
-| 885 | MTB | MTB_DRIVEBY_RHS | | | | |
-| 886 | MTB | MTB_FWD | | | | |
-| 887 | MTB | MTB_GETOFFBACK | | | | |
-| 888 | MTB | MTB_GETOFFLHS | | | | |
-| 889 | MTB | MTB_GETOFFRHS | | | | |
-| 890 | MTB | MTB_JUMPONL | | | | |
-| 891 | MTB | MTB_JUMPONR | | | | |
-| 893 | MTB | MTB_PEDAL | | | | |
-| 894 | MTB | MTB_PUSHES | | | | |
-| 897 | MTB | MTB_SPRINT | | | | |
-| 899 | MUSCULAR | MSCLEWALKST_ARMED | | | | |
-| 900 | MUSCULAR | MSCLEWALKST_CSAW | | | | |
-| 901 | MUSCULAR | MSCLE_RCKT_RUN | | | | |
-| 902 | MUSCULAR | MSCLE_RCKT_WALKST | | | | |
-| 903 | MUSCULAR | MSCLE_RUN_CSAW | | | | |
-| 904 | MUSCULAR | MUSCLEIDLE | | | | |
-| 905 | MUSCULAR | MUSCLEIDLE_ARMED | | | | |
-| 906 | MUSCULAR | MUSCLEIDLE_CSAW | | | | |
-| 907 | MUSCULAR | MUSCLEIDLE_ROCKET | | | | |
-| 908 | MUSCULAR | MUSCLERUN | | | | |
-| 909 | MUSCULAR | MUSCLERUN_ARMED | | | | |
-| 910 | MUSCULAR | MUSCLESPRINT | | | | |
-| 911 | MUSCULAR | MUSCLEWALK | | | | |
-| 912 | MUSCULAR | MUSCLEWALKSTART | | | | |
-| 913 | MUSCULAR | MUSCLEWALK_ARMED | | | | |
-| 914 | MUSCULAR | MUSCLEWALK_CSAW | | | | |
-| 915 | MUSCULAR | MUSCLEWALK_ROCKET | | | | |
-| 916 | NEVADA | NEVADA_GETIN | | | | |
-| 917 | NEVADA | NEVADA_GETOUT | | | | |
-| 918 | ON_LOOKERS | LKAROUND_IN | | | | |
-| 919 | ON_LOOKERS | LKAROUND_LOOP | | | | |
-| 920 | ON_LOOKERS | LKAROUND_OUT | | | | |
-| 921 | ON_LOOKERS | LKUP_IN | | | | |
-| 922 | ON_LOOKERS | LKUP_LOOP | | | | |
-| 923 | ON_LOOKERS | LKUP_OUT | | | | |
-| 924 | ON_LOOKERS | LKUP_POINT | | | | |
-| 925 | ON_LOOKERS | PANIC_COWER | | | | |
-| 926 | ON_LOOKERS | PANIC_HIDE | | | | |
-| 927 | ON_LOOKERS | PANIC_IN | | | | |
-| 928 | ON_LOOKERS | PANIC_LOOP | | | | |
-| 929 | ON_LOOKERS | PANIC_OUT | | | | |
-| 930 | ON_LOOKERS | PANIC_POINT | | | | |
-| 931 | ON_LOOKERS | PANIC_SHOUT | | | | |
-| 932 | ON_LOOKERS | POINTUP_IN | | | | |
-| 933 | ON_LOOKERS | POINTUP_LOOP | | | | |
-| 934 | ON_LOOKERS | POINTUP_OUT | | | | |
-| 935 | ON_LOOKERS | POINTUP_SHOUT | | | | |
-| 936 | ON_LOOKERS | POINT_IN | | | | |
-| 937 | ON_LOOKERS | POINT_LOOP | | | | |
-| 938 | ON_LOOKERS | POINT_OUT | | | | |
-| 939 | ON_LOOKERS | SHOUT_01 | | | | |
-| 940 | ON_LOOKERS | SHOUT_02 | | | | |
-| 941 | ON_LOOKERS | SHOUT_IN | | | | |
-| 942 | ON_LOOKERS | SHOUT_LOOP | | | | |
-| 943 | ON_LOOKERS | SHOUT_OUT | | | | |
-| 944 | ON_LOOKERS | WAVE_IN | | | | |
-| 945 | ON_LOOKERS | WAVE_LOOP | | | | |
-| 946 | ON_LOOKERS | WAVE_OUT | | | | |
-| 947 | OTB | BETSLP_IN | | | | |
-| 948 | OTB | BETSLP_LKABT | | | | |
-| 949 | OTB | BETSLP_LOOP | | | | |
-| 950 | OTB | BETSLP_OUT | | | | |
-| 951 | OTB | BETSLP_TNK | | | | |
-| 952 | OTB | WTCHRACE_CMON | | | | |
-| 953 | OTB | WTCHRACE_IN | | | | |
-| 954 | OTB | WTCHRACE_LOOP | | | | |
-| 955 | OTB | WTCHRACE_LOSE | | | | |
-| 956 | OTB | WTCHRACE_OUT | | | | |
-| 957 | OTB | WTCHRACE_WIN | | | | |
-| 958 | PARACHUTE | FALL_SKYDIVE | | | | |
-| 959 | PARACHUTE | FALL_SKYDIVE_ACCEL | | | | |
-| 960 | PARACHUTE | FALL_SKYDIVE_DIE | | | | |
-| 961 | PARACHUTE | FALL_SKYDIVE_L | | | | |
-| 962 | PARACHUTE | FALL_SKYDIVE_R | | | | |
-| 963 | PARACHUTE | PARA_DECEL | | | | |
-| 964 | PARACHUTE | PARA_DECEL_O | | | | |
-| 965 | PARACHUTE | PARA_FLOAT | | | | |
-| 966 | PARACHUTE | PARA_FLOAT_O | | | | |
-| 967 | PARACHUTE | PARA_LAND | | | | |
-| 968 | PARACHUTE | PARA_LAND_O | | | | |
-| 969 | PARACHUTE | PARA_LAND_WATER | | | | |
-| 970 | PARACHUTE | PARA_LAND_WATER_O | | | | |
-| 971 | PARACHUTE | PARA_OPEN | | | | |
-| 972 | PARACHUTE | PARA_OPEN_O | | | | |
-| 973 | PARACHUTE | PARA_RIP_LAND_O | | | | |
-| 974 | PARACHUTE | PARA_RIP_LOOP_O | | | | |
-| 975 | PARACHUTE | PARA_RIP_O | | | | |
-| 976 | PARACHUTE | PARA_STEERL | | | | |
-| 977 | PARACHUTE | PARA_STEERL_O | | | | |
-| 978 | PARACHUTE | PARA_STEERR | | | | |
-| 979 | PARACHUTE | PARA_STEERR_O | | | | |
-| 980 | PARK | TAI_CHI_IN | | | | |
-| 981 | PARK | TAI_CHI_LOOP | | | | |
-| 982 | PARK | TAI_CHI_OUT | | | | |
-| 983 | PAULNMAC | PISS_IN | | | | |
-| 984 | PAULNMAC | PISS_LOOP | | | | |
-| 985 | PAULNMAC | PISS_OUT | | | | |
-| 986 | PAULNMAC | PNM_ARGUE1_A | | | | |
-| 987 | PAULNMAC | PNM_ARGUE1_B | | | | |
-| 988 | PAULNMAC | PNM_ARGUE2_A | | | | |
-| 989 | PAULNMAC | PNM_ARGUE2_B | | | | |
-| 990 | PAULNMAC | PNM_LOOP_A | | | | |
-| 991 | PAULNMAC | PNM_LOOP_B | | | | |
-| 992 | PAULNMAC | WANK_IN | | | | |
-| 993 | PAULNMAC | WANK_LOOP | | | | |
-| 994 | PAULNMAC | WANK_OUT | | | | |
-| 996 | PED | ARRESTGUN | | | | |
-| 997 | PED | ATM | | | | |
-| 998 | PED | BIKE_ELBOWL | | | | |
-| 999 | PED | BIKE_ELBOWR | | | | |
-| 1000 | PED | BIKE_FALLR | | | | |
-| 1001 | PED | BIKE_FALL_OFF | | | | |
-| 1002 | PED | BIKE_PICKUPL | | | | |
-| 1003 | PED | BIKE_PICKUPR | | | | |
-| 1004 | PED | BIKE_PULLUPL | | | | |
-| 1005 | PED | BIKE_PULLUPR | | | | |
-| 1006 | PED | BOMBER | | | | |
-| 1007 | PED | CAR_ALIGNHI_LHS | | | | |
-| 1008 | PED | CAR_ALIGNHI_RHS | | | | |
-| 1009 | PED | CAR_ALIGN_LHS | | | | |
-| 1011 | PED | CAR_CLOSEDOORL_LHS | | | | |
-| 1012 | PED | CAR_CLOSEDOORL_RHS | | | | |
-| 1013 | PED | CAR_CLOSEDOOR_LHS | | | | |
-| 1014 | PED | CAR_CLOSEDOOR_RHS | | | | |
-| 1015 | PED | CAR_CLOSE_LHS | | | | |
-| 1016 | PED | CAR_CLOSE_RHS | | | | |
-| 1017 | PED | CAR_CRAWLOUTRHS | | | | |
-| 1020 | PED | CAR_DOORLOCKED_LHS | | | | |
-| 1021 | PED | CAR_DOORLOCKED_RHS | | | | |
-| 1022 | PED | CAR_FALLOUT_LHS | | | | |
-| 1023 | PED | CAR_FALLOUT_RHS | | | | |
-| 1024 | PED | CAR_GETINL_LHS | | | | |
-| 1025 | PED | CAR_GETINL_RHS | | | | |
-| 1026 | PED | CAR_GETIN_LHS | | | | |
-| 1027 | PED | CAR_GETIN_RHS | | | | |
-| 1028 | PED | CAR_GETOUTL_LHS | | | | |
-| 1029 | PED | CAR_GETOUTL_RHS | | | | |
-| 1030 | PED | CAR_GETOUT_LHS | | | | |
-| 1031 | PED | CAR_GETOUT_RHS | | | | |
-| 1032 | PED | CAR_HOOKERTALK | | | | |
-| 1033 | PED | CAR_JACKEDLHS | | | | |
-| 1034 | PED | CAR_JACKEDRHS | | | | |
-| 1035 | PED | CAR_JUMPIN_LHS | | | | |
-| 1036 | PED | CAR_LB | | | | |
-| 1037 | PED | CAR_LB_PRO | | | | |
-| 1038 | PED | CAR_LB_WEAK | | | | |
-| 1039 | PED | CAR_LJACKEDLHS | | | | |
-| 1040 | PED | CAR_LJACKEDRHS | | | | |
-| 1041 | PED | CAR_LSHUFFLE_RHS | | | | |
-| 1043 | PED | CAR_OPEN_LHS | | | | |
-| 1044 | PED | CAR_OPEN_RHS | | | | |
-| 1045 | PED | CAR_PULLOUTL_LHS | | | | |
-| 1046 | PED | CAR_PULLOUTL_RHS | | | | |
-| 1047 | PED | CAR_PULLOUT_LHS | | | | |
-| 1048 | PED | CAR_PULLOUT_RHS | | | | |
-| 1049 | PED | CAR_QJACKED | | | | |
-| 1050 | PED | CAR_ROLLDOOR | | | | |
-| 1051 | PED | CAR_ROLLDOORLO | | | | |
-| 1052 | PED | CAR_ROLLOUT_LHS | | | | |
-| 1053 | PED | CAR_ROLLOUT_RHS | | | | |
-| 1054 | PED | CAR_SHUFFLE_RHS | | | | |
-| 1060 | PED | CAR_TUNE_RADIO | | | | |
-| 1061 | PED | CLIMB_IDLE | | | | |
-| 1062 | PED | CLIMB_JUMP | | | | |
-| 1064 | PED | CLIMB_JUMP_B | | | | |
-| 1065 | PED | CLIMB_PULL | | | | |
-| 1066 | PED | CLIMB_STAND | | | | |
-| 1067 | PED | CLIMB_STAND_FINISH | | | | |
-| 1068 | PED | COWER | | | | |
-| 1069 | PED | CROUCH_ROLL_L | | | | |
-| 1070 | PED | CROUCH_ROLL_R | | | | |
-| 1071 | PED | DAM_ARML_FRMBK | | | | |
-| 1072 | PED | DAM_ARML_FRMFT | | | | |
-| 1073 | PED | DAM_ARML_FRMLT | | | | |
-| 1074 | PED | DAM_ARMR_FRMBK | | | | |
-| 1075 | PED | DAM_ARMR_FRMFT | | | | |
-| 1076 | PED | DAM_ARMR_FRMRT | | | | |
-| 1077 | PED | DAM_LEGL_FRMBK | | | | |
-| 1078 | PED | DAM_LEGL_FRMFT | | | | |
-| 1079 | PED | DAM_LEGL_FRMLT | | | | |
-| 1080 | PED | DAM_LEGR_FRMBK | | | | |
-| 1081 | PED | DAM_LEGR_FRMFT | | | | |
-| 1082 | PED | DAM_LEGR_FRMRT | | | | |
-| 1083 | PED | DAM_STOMACH_FRMBK | | | | |
-| 1084 | PED | DAM_STOMACH_FRMFT | | | | |
-| 1085 | PED | DAM_STOMACH_FRMLT | | | | |
-| 1086 | PED | DAM_STOMACH_FRMRT | | | | |
-| 1087 | PED | DOOR_LHINGE_O | | | | |
-| 1088 | PED | DOOR_RHINGE_O | | | | |
-| 1089 | PED | DRIVEBYL_L | | | | |
-| 1090 | PED | DRIVEBYL_R | | | | |
-| 1091 | PED | DRIVEBY_L | | | | |
-| 1092 | PED | DRIVEBY_R | | | | |
-| 1101 | PED | DRIVE_L_PRO_SLOW | | | | |
-| 1104 | PED | DRIVE_L_WEAK_SLOW | | | | |
-| 1108 | PED | DRIVE_R_SLOW | | | | |
-| 1109 | PED | DRIVE_R_WEAK | | | | |
-| 1115 | PED | DROWN | | | | |
-| 1116 | PED | DUCK_COWER | | | | |
-| 1117 | PED | ENDCHAT_01 | | | | |
-| 1118 | PED | ENDCHAT_02 | | | | |
-| 1119 | PED | ENDCHAT_03 | | | | |
-| 1120 | PED | EV_DIVE | | | | |
-| 1121 | PED | EV_STEP | | | | |
-| 1123 | PED | FACGUM | | | | |
-| 1126 | PED | FACTALK | | | | |
-| 1128 | PED | FALL_BACK | | | | |
-| 1129 | PED | FALL_COLLAPSE | | | | |
-| 1130 | PED | FALL_FALL | | | | |
-| 1131 | PED | FALL_FRONT | | | | |
-| 1132 | PED | FALL_GLIDE | | | | |
-| 1133 | PED | FALL_LAND | | | | |
-| 1134 | PED | FALL_SKYDIVE | | | | |
-| 1135 | PED | FIGHT2IDLE | | | | |
-| 1136 | PED | FIGHTA_1 | | | | |
-| 1137 | PED | FIGHTA_2 | | | | |
-| 1138 | PED | FIGHTA_3 | | | | |
-| 1139 | PED | FIGHTA_BLOCK | | | | |
-| 1140 | PED | FIGHTA_G | | | | |
-| 1141 | PED | FIGHTA_M | | | | |
-| 1142 | PED | FIGHTIDLE | | | | |
-| 1143 | PED | FIGHTSHB | | | | |
-| 1144 | PED | FIGHTSHF | | | | |
-| 1145 | PED | FIGHTSH_BWD | | | | |
-| 1146 | PED | FIGHTSH_FWD | | | | |
-| 1147 | PED | FIGHTSH_LEFT | | | | |
-| 1148 | PED | FIGHTSH_RIGHT | | | | |
-| 1149 | PED | FLEE_LKAROUND_01 | | | | |
-| 1150 | PED | FLOOR_HIT | | | | |
-| 1151 | PED | FLOOR_HIT_F | | | | |
-| 1152 | PED | FUCKU | | | | |
-| 1154 | PED | GAS_CWR | | | | |
-| 1155 | PED | GETUP | | | | |
-| 1156 | PED | GETUP_FRONT | | | | |
-| 1157 | PED | GUM_EAT | | | | |
-| 1158 | PED | GUNCROUCHBWD | | | | |
-| 1159 | PED | GUNCROUCHFWD | | | | |
-| 1160 | PED | GUNMOVE_BWD | | | | |
-| 1161 | PED | GUNMOVE_FWD | | | | |
-| 1162 | PED | GUNMOVE_L | | | | |
-| 1163 | PED | GUNMOVE_R | | | | |
-| 1164 | PED | GUN_2_IDLE | | | | |
-| 1165 | PED | GUN_BUTT | | | | |
-| 1166 | PED | GUN_BUTT_CROUCH | | | | |
-| 1168 | PED | HANDSCOWER | | | | |
-| 1169 | PED | HANDSUP | | | | |
-| 1170 | PED | HITA_1 | | | | |
-| 1171 | PED | HITA_2 | | | | |
-| 1172 | PED | HITA_3 | | | | |
-| 1173 | PED | HIT_BACK | | | | |
-| 1174 | PED | HIT_BEHIND | | | | |
-| 1175 | PED | HIT_FRONT | | | | |
-| 1176 | PED | HIT_GUN_BUTT | | | | |
-| 1177 | PED | HIT_L | | | | |
-| 1178 | PED | HIT_R | | | | |
-| 1179 | PED | HIT_WALK | | | | |
-| 1180 | PED | HIT_WALL | | | | |
-| 1181 | PED | IDLESTANCE_FAT | | | | |
-| 1182 | PED | IDLESTANCE_OLD | | | | |
-| 1183 | PED | IDLE_ARMED | | | | |
-| 1184 | PED | IDLE_CHAT | | | | |
-| 1185 | PED | IDLE_CSAW | | | | |
-| 1186 | PED | IDLE_GANG1 | | | | |
-| 1187 | PED | IDLE_HBHB | | | | |
-| 1188 | PED | IDLE_ROCKET | | | | |
-| 1189 | PED | IDLE_STANCE | | | | |
-| 1190 | PED | IDLE_TAXI | | | | |
-| 1191 | PED | IDLE_TIRED | | | | |
-| 1193 | PED | JOG_FEMALEA | | | | |
-| 1194 | PED | JOG_MALEA | | | | |
-| 1195 | PED | JUMP_GLIDE | | | | |
-| 1196 | PED | JUMP_LAND | | | | |
-| 1197 | PED | JUMP_LAUNCH | | | | |
-| 1198 | PED | JUMP_LAUNCH_R | | | | |
-| 1200 | PED | KART_L | | | | |
-| 1203 | PED | KD_LEFT | | | | |
-| 1204 | PED | KD_RIGHT | | | | |
-| 1205 | PED | KO_SHOT_FACE | | | | |
-| 1206 | PED | KO_SHOT_FRONT | | | | |
-| 1207 | PED | KO_SHOT_STOM | | | | |
-| 1208 | PED | KO_SKID_BACK | | | | |
-| 1209 | PED | KO_SKID_FRONT | | | | |
-| 1210 | PED | KO_SPIN_L | | | | |
-| 1211 | PED | KO_SPIN_R | | | | |
-| 1212 | PED | PASS_SMOKE_IN_CAR | | | | |
-| 1213 | PED | PHONE_IN | | | | |
-| 1214 | PED | PHONE_OUT | | | | |
-| 1215 | PED | PHONE_TALK | | | | |
-| 1216 | PED | PLAYER_SNEAK | | | | |
-| 1217 | PED | PLAYER_SNEAK_WALKSTART | | | | |
-| 1218 | PED | ROADCROSS | | | | |
-| 1219 | PED | ROADCROSS_FEMALE | | | | |
-| 1220 | PED | ROADCROSS_GANG | | | | |
-| 1221 | PED | ROADCROSS_OLD | | | | |
-| 1222 | PED | RUN_1ARMED | | | | |
-| 1223 | PED | RUN_ARMED | | | | |
-| 1224 | PED | RUN_CIVI | | | | |
-| 1225 | PED | RUN_CSAW | | | | |
-| 1226 | PED | RUN_FAT | | | | |
-| 1227 | PED | RUN_FATOLD | | | | |
-| 1228 | PED | RUN_GANG1 | | | | |
-| 1229 | PED | RUN_LEFT | | | | |
-| 1230 | PED | RUN_OLD | | | | |
-| 1231 | PED | RUN_PLAYER | | | | |
-| 1232 | PED | RUN_RIGHT | | | | |
-| 1233 | PED | RUN_ROCKET | | | | |
-| 1234 | PED | RUN_STOP | | | | |
-| 1235 | PED | RUN_STOPR | | | | |
-| 1236 | PED | RUN_WUZI | | | | |
-| 1237 | PED | SEAT_DOWN | | | | |
-| 1238 | PED | SEAT_IDLE | | | | |
-| 1239 | PED | SEAT_UP | | | | |
-| 1240 | PED | SHOT_LEFTP | | | | |
-| 1241 | PED | SHOT_PARTIAL | | | | |
-| 1242 | PED | SHOT_PARTIAL_B | | | | |
-| 1243 | PED | SHOT_RIGHTP | | | | |
-| 1244 | PED | SHOVE_PARTIAL | | | | |
-| 1245 | PED | SMOKE_IN_CAR | | | | |
-| 1246 | PED | SPRINT_CIVI | | | | |
-| 1247 | PED | SPRINT_PANIC | | | | |
-| 1248 | PED | SPRINT_WUZI | | | | |
-| 1249 | PED | SWAT_RUN | | | | |
-| 1250 | PED | SWIM_TREAD | | | | |
-| 1253 | PED | TURN_180 | | | | |
-| 1254 | PED | TURN_L | | | | |
-| 1255 | PED | TURN_R | | | | |
-| 1256 | PED | WALK_ARMED | | | | |
-| 1257 | PED | WALK_CIVI | | | | |
-| 1258 | PED | WALK_CSAW | | | | |
-| 1259 | PED | WALK_DOORPARTIAL | | | | |
-| 1260 | PED | WALK_DRUNK | | | | |
-| 1261 | PED | WALK_FAT | | | | |
-| 1262 | PED | WALK_FATOLD | | | | |
-| 1263 | PED | WALK_GANG1 | | | | |
-| 1264 | PED | WALK_GANG2 | | | | |
-| 1265 | PED | WALK_OLD | | | | |
-| 1266 | PED | WALK_PLAYER | | | | |
-| 1267 | PED | WALK_ROCKET | | | | |
-| 1268 | PED | WALK_SHUFFLE | | | | |
-| 1269 | PED | WALK_START | | | | |
-| 1270 | PED | WALK_START_ARMED | | | | |
-| 1271 | PED | WALK_START_CSAW | | | | |
-| 1272 | PED | WALK_START_ROCKET | | | | |
-| 1273 | PED | WALK_WUZI | | | | |
-| 1274 | PED | WEAPON_CROUCH | | | | |
-| 1275 | PED | WOMAN_IDLESTANCE | | | | |
-| 1276 | PED | WOMAN_RUN | | | | |
-| 1277 | PED | WOMAN_RUNBUSY | | | | |
-| 1278 | PED | WOMAN_RUNFATOLD | | | | |
-| 1279 | PED | WOMAN_RUNPANIC | | | | |
-| 1280 | PED | WOMAN_RUNSEXY | | | | |
-| 1281 | PED | WOMAN_WALKBUSY | | | | |
-| 1282 | PED | WOMAN_WALKFATOLD | | | | |
-| 1283 | PED | WOMAN_WALKNORM | | | | |
-| 1284 | PED | WOMAN_WALKOLD | | | | |
-| 1285 | PED | WOMAN_WALKPRO | | | | |
-| 1286 | PED | WOMAN_WALKSEXY | | | | |
-| 1287 | PED | WOMAN_WALKSHOP | | | | |
-| 1288 | PED | XPRESSSCRATCH | | | | |
-| 1289 | PLAYER_DVBYS | PLYR_DRIVEBYBWD | | | | |
-| 1290 | PLAYER_DVBYS | PLYR_DRIVEBYFWD | | | | |
-| 1291 | PLAYER_DVBYS | PLYR_DRIVEBYLHS | | | | |
-| 1292 | PLAYER_DVBYS | PLYR_DRIVEBYRHS | | | | |
-| 1293 | PLAYIDLES | SHIFT | | | | |
-| 1294 | PLAYIDLES | SHLDR | | | | |
-| 1295 | PLAYIDLES | STRETCH | | | | |
-| 1296 | PLAYIDLES | STRLEG | | | | |
-| 1297 | PLAYIDLES | TIME | | | | |
-| 1298 | POLICE | COPTRAF_AWAY | | | | |
-| 1299 | POLICE | COPTRAF_COME | | | | |
-| 1300 | POLICE | COPTRAF_LEFT | | | | |
-| 1301 | POLICE | COPTRAF_STOP | | | | |
-| 1302 | POLICE | COP_GETOUTCAR_LHS | | | | |
-| 1303 | POLICE | COP_MOVE_FWD | | | | |
-| 1304 | POLICE | CRM_DRGBST_01 | | | | |
-| 1305 | POLICE | DOOR_KICK | | | | |
-| 1306 | POLICE | PLC_DRGBST_01 | | | | |
-| 1307 | POLICE | PLC_DRGBST_02 | | | | |
-| 1308 | POOL | POOL_CHALKCUE | | | | |
-| 1309 | POOL | POOL_IDLE_STANCE | | | | |
-| 1310 | POOL | POOL_LONG_SHOT | | | | |
-| 1311 | POOL | POOL_LONG_SHOT_O | | | | |
-| 1312 | POOL | POOL_LONG_START | | | | |
-| 1313 | POOL | POOL_LONG_START_O | | | | |
-| 1314 | POOL | POOL_MED_SHOT | | | | |
-| 1315 | POOL | POOL_MED_SHOT_O | | | | |
-| 1316 | POOL | POOL_MED_START | | | | |
-| 1317 | POOL | POOL_MED_START_O | | | | |
-| 1318 | POOL | POOL_PLACE_WHITE | | | | |
-| 1319 | POOL | POOL_SHORT_SHOT | | | | |
-| 1320 | POOL | POOL_SHORT_SHOT_O | | | | |
-| 1321 | POOL | POOL_SHORT_START | | | | |
-| 1322 | POOL | POOL_SHORT_START_O | | | | |
-| 1323 | POOL | POOL_WALK | | | | |
-| 1324 | POOL | POOL_WALK_START | | | | |
-| 1325 | POOL | POOL_XLONG_SHOT | | | | |
-| 1326 | POOL | POOL_XLONG_SHOT_O | | | | |
-| 1327 | POOL | POOL_XLONG_START | | | | |
-| 1328 | POOL | POOL_XLONG_START_O | | | | |
-| 1329 | POOR | WINWASH_START | | | | |
-| 1330 | POOR | WINWASH_WASH2BEG | | | | |
-| 1331 | PYTHON | PYTHON_CROUCHFIRE | | | | |
-| 1332 | PYTHON | PYTHON_CROUCHRELOAD | | | | |
-| 1333 | PYTHON | PYTHON_FIRE | | | | |
-| 1334 | PYTHON | PYTHON_FIRE_POOR | | | | |
-| 1335 | PYTHON | PYTHON_RELOAD | | | | |
-| 1337 | QUAD | QUAD_DRIVEBY_FT | | | | |
-| 1338 | QUAD | QUAD_DRIVEBY_LHS | | | | |
-| 1339 | QUAD | QUAD_DRIVEBY_RHS | | | | |
-| 1340 | QUAD | QUAD_FWD | | | | |
-| 1341 | QUAD | QUAD_GETOFF_B | | | | |
-| 1342 | QUAD | QUAD_GETOFF_LHS | | | | |
-| 1343 | QUAD | QUAD_GETOFF_RHS | | | | |
-| 1344 | QUAD | QUAD_GETON_LHS | | | | |
-| 1345 | QUAD | QUAD_GETON_RHS | | | | |
-| 1347 | QUAD | QUAD_KICK | | | | |
-| 1350 | QUAD | QUAD_REVERSE | | | | |
-| 1353 | QUAD_DBZ | PASS_DRIVEBY_BWD | | | | |
-| 1354 | QUAD_DBZ | PASS_DRIVEBY_FWD | | | | |
-| 1355 | QUAD_DBZ | PASS_DRIVEBY_LHS | | | | |
-| 1356 | QUAD_DBZ | PASS_DRIVEBY_RHS | | | | |
-| 1357 | RAPPING | LAUGH_01 | | | | |
-| 1358 | RAPPING | RAP_A_IN | | | | |
-| 1359 | RAPPING | RAP_A_LOOP | | | | |
-| 1360 | RAPPING | RAP_A_OUT | | | | |
-| 1361 | RAPPING | RAP_B_IN | | | | |
-| 1362 | RAPPING | RAP_B_LOOP | | | | |
-| 1363 | RAPPING | RAP_B_OUT | | | | |
-| 1364 | RAPPING | RAP_C_LOOP | | | | |
-| 1365 | RIFLE | RIFLE_CROUCHFIRE | | | | |
-| 1366 | RIFLE | RIFLE_CROUCHLOAD | | | | |
-| 1367 | RIFLE | RIFLE_FIRE | | | | |
-| 1368 | RIFLE | RIFLE_FIRE_POOR | | | | |
-| 1369 | RIFLE | RIFLE_LOAD | | | | |
-| 1370 | RIOT | RIOT_ANGRY | | | | |
-| 1371 | RIOT | RIOT_ANGRY_B | | | | |
-| 1372 | RIOT | RIOT_CHALLENGE | | | | |
-| 1373 | RIOT | RIOT_CHANT | | | | |
-| 1374 | RIOT | RIOT_FUKU | | | | |
-| 1375 | RIOT | RIOT_PUNCHES | | | | |
-| 1376 | RIOT | RIOT_SHOUT | | | | |
-| 1377 | ROB_BANK | CAT_SAFE_END | | | | |
-| 1378 | ROB_BANK | CAT_SAFE_OPEN | | | | |
-| 1379 | ROB_BANK | CAT_SAFE_OPEN_O | | | | |
-| 1380 | ROB_BANK | CAT_SAFE_ROB | | | | |
-| 1381 | ROB_BANK | SHP_HANDSUP_SCR | | | | |
-| 1382 | ROCKET | IDLE_ROCKET | | | | |
-| 1383 | ROCKET | ROCKETFIRE | | | | |
-| 1384 | ROCKET | RUN_ROCKET | | | | |
-| 1385 | ROCKET | WALK_ROCKET | | | | |
-| 1386 | ROCKET | WALK_START_ROCKET | | | | |
-| 1387 | RUSTLER | PLANE_ALIGN_LHS | | | | |
-| 1388 | RUSTLER | PLANE_CLOSE | | | | |
-| 1389 | RUSTLER | PLANE_GETIN | | | | |
-| 1390 | RUSTLER | PLANE_GETOUT | | | | |
-| 1391 | RUSTLER | PLANE_OPEN | | | | |
-| 1392 | RYDER | RYD_BECKON_01 | | | | |
-| 1393 | RYDER | RYD_BECKON_02 | | | | |
-| 1394 | RYDER | RYD_BECKON_03 | | | | |
-| 1395 | RYDER | RYD_DIE_PT1 | | | | |
-| 1396 | RYDER | RYD_DIE_PT2 | | | | |
-| 1397 | RYDER | VAN_CRATE_L | | | | |
-| 1398 | RYDER | VAN_CRATE_R | | | | |
-| 1399 | RYDER | VAN_FALL_L | | | | |
-| 1400 | RYDER | VAN_FALL_R | | | | |
-| 1401 | RYDER | VAN_LEAN_L | | | | |
-| 1402 | RYDER | VAN_LEAN_R | | | | |
-| 1403 | RYDER | VAN_PICKUP_E | | | | |
-| 1404 | RYDER | VAN_PICKUP_S | | | | |
-| 1405 | RYDER | VAN_STAND | | | | |
-| 1406 | RYDER | VAN_STAND_CRATE | | | | |
-| 1407 | RYDER | VAN_THROW | | | | |
-| 1408 | SCRATCHING | SCDLDLP | | | | |
-| 1409 | SCRATCHING | SCDLULP | | | | |
-| 1410 | SCRATCHING | SCDRDLP | | | | |
-| 1411 | SCRATCHING | SCDRULP | | | | |
-| 1412 | SCRATCHING | SCLNG_L | | | | |
-| 1413 | SCRATCHING | SCLNG_R | | | | |
-| 1414 | SCRATCHING | SCMID_L | | | | |
-| 1415 | SCRATCHING | SCMID_R | | | | |
-| 1416 | SCRATCHING | SCSHRTL | | | | |
-| 1417 | SCRATCHING | SCSHRTR | | | | |
-| 1418 | SCRATCHING | SC_LTOR | | | | |
-| 1419 | SCRATCHING | SC_RTOL | | | | |
-| 1420 | SHAMAL | SHAMAL_ALIGN | | | | |
-| 1421 | SHAMAL | SHAMAL_GETIN_LHS | | | | |
-| 1422 | SHAMAL | SHAMAL_GETOUT_LHS | | | | |
-| 1423 | SHAMAL | SHAMAL_OPEN | | | | |
-| 1424 | SHOP | ROB_2IDLE | | | | |
-| 1425 | SHOP | ROB_LOOP | | | | |
-| 1426 | SHOP | ROB_LOOP_THREAT | | | | |
-| 1427 | SHOP | ROB_SHIFTY | | | | |
-| 1428 | SHOP | ROB_STICKUP_IN | | | | |
-| 1429 | SHOP | SHP_DUCK | | | | |
-| 1430 | SHOP | SHP_DUCK_AIM | | | | |
-| 1431 | SHOP | SHP_DUCK_FIRE | | | | |
-| 1432 | SHOP | SHP_GUN_AIM | | | | |
-| 1433 | SHOP | SHP_GUN_DUCK | | | | |
-| 1434 | SHOP | SHP_GUN_FIRE | | | | |
-| 1435 | SHOP | SHP_GUN_GRAB | | | | |
-| 1436 | SHOP | SHP_GUN_THREAT | | | | |
-| 1437 | SHOP | SHP_HANDSUP_SCR | | | | |
-| 1438 | SHOP | SHP_JUMP_GLIDE | | | | |
-| 1439 | SHOP | SHP_JUMP_LAND | | | | |
-| 1440 | SHOP | SHP_JUMP_LAUNCH | | | | |
-| 1441 | SHOP | SHP_ROB_GIVECASH | | | | |
-| 1442 | SHOP | SHP_ROB_HANDSUP | | | | |
-| 1443 | SHOP | SHP_ROB_REACT | | | | |
-| 1444 | SHOP | SHP_SERVE_END | | | | |
-| 1445 | SHOP | SHP_SERVE_IDLE | | | | |
-| 1446 | SHOP | SHP_SERVE_LOOP | | | | |
-| 1447 | SHOP | SHP_SERVE_START | | | | |
-| 1448 | SHOP | SMOKE_RYD | | | | |
-| 1449 | SHOTGUN | SHOTGUN_CROUCHFIRE | | | | |
-| 1450 | SHOTGUN | SHOTGUN_FIRE | | | | |
-| 1451 | SHOTGUN | SHOTGUN_FIRE_POOR | | | | |
-| 1452 | SILENCED | CROUCHRELOAD | | | | |
-| 1453 | SILENCED | SILENCECROUCHFIRE | | | | |
-| 1454 | SILENCED | SILENCE_FIRE | | | | |
-| 1455 | SILENCED | SILENCE_RELOAD | | | | |
-| 1456 | SKATE | SKATE_IDLE | | | | |
-| 1457 | SKATE | SKATE_RUN | | | | |
-| 1458 | SKATE | SKATE_SPRINT | | | | |
-| 1459 | SMOKING | F_SMKLEAN_LOOP | | | | |
-| 1460 | SMOKING | M_SMKLEAN_LOOP | | | | |
-| 1461 | SMOKING | M_SMKSTND_LOOP | | | | |
-| 1462 | SMOKING | M_SMK_DRAG | | | | |
-| 1463 | SMOKING | M_SMK_IN | | | | |
-| 1464 | SMOKING | M_SMK_LOOP | | | | |
-| 1465 | SMOKING | M_SMK_OUT | | | | |
-| 1466 | SMOKING | M_SMK_TAP | | | | |
-| 1467 | SNIPER | WEAPON_SNIPER | | | | |
-| 1468 | SPRAYCAN | SPRAYCAN_FIRE | | | | |
-| 1469 | SPRAYCAN | SPRAYCAN_FULL | | | | |
-| 1470 | STRIP | PLY_CASH | | | | |
-| 1471 | STRIP | PUN_CASH | | | | |
-| 1472 | STRIP | PUN_HOLLER | | | | |
-| 1473 | STRIP | PUN_LOOP | | | | |
-| 1474 | STRIP | STRIP_A | | | | |
-| 1475 | STRIP | STRIP_B | | | | |
-| 1476 | STRIP | STRIP_C | | | | |
-| 1477 | STRIP | STRIP_D | | | | |
-| 1478 | STRIP | STRIP_E | | | | |
-| 1479 | STRIP | STRIP_F | | | | |
-| 1480 | STRIP | STRIP_G | | | | |
-| 1481 | STRIP | STR_A2B | | | | |
-| 1482 | STRIP | STR_B2A | | | | |
-| 1483 | STRIP | STR_B2C | | | | |
-| 1484 | STRIP | STR_C1 | | | | |
-| 1485 | STRIP | STR_C2 | | | | |
-| 1486 | STRIP | STR_C2B | | | | |
-| 1487 | STRIP | STR_LOOP_A | | | | |
-| 1488 | STRIP | STR_LOOP_B | | | | |
-| 1489 | STRIP | STR_LOOP_C | | | | |
-| 1490 | SUNBATHE | BATHERDOWN | | | | |
-| 1491 | SUNBATHE | BATHERUP | | | | |
-| 1492 | SUNBATHE | LAY_BAC_IN | | | | |
-| 1493 | SUNBATHE | LAY_BAC_OUT | | | | |
-| 1494 | SUNBATHE | PARKSIT_M_IDLEA | | | | |
-| 1495 | SUNBATHE | PARKSIT_M_IDLEB | | | | |
-| 1496 | SUNBATHE | PARKSIT_M_IDLEC | | | | |
-| 1497 | SUNBATHE | PARKSIT_M_IN | | | | |
-| 1498 | SUNBATHE | PARKSIT_M_OUT | | | | |
-| 1499 | SUNBATHE | PARKSIT_W_IDLEA | | | | |
-| 1500 | SUNBATHE | PARKSIT_W_IDLEB | | | | |
-| 1501 | SUNBATHE | PARKSIT_W_IDLEC | | | | |
-| 1502 | SUNBATHE | PARKSIT_W_IN | | | | |
-| 1503 | SUNBATHE | PARKSIT_W_OUT | | | | |
-| 1504 | SUNBATHE | SBATHE_F_LIEB2SIT | | | | |
-| 1505 | SUNBATHE | SBATHE_F_OUT | | | | |
-| 1506 | SUNBATHE | SITNWAIT_IN_W | | | | |
-| 1507 | SUNBATHE | SITNWAIT_OUT_W | | | | |
-| 1508 | SWAT | GNSTWALL_INJURD | | | | |
-| 1509 | SWAT | JMP_WALL1M_180 | | | | |
-| 1510 | SWAT | RAIL_FALL | | | | |
-| 1511 | SWAT | RAIL_FALL_CRAWL | | | | |
-| 1512 | SWAT | SWT_BREACH_01 | | | | |
-| 1513 | SWAT | SWT_BREACH_02 | | | | |
-| 1514 | SWAT | SWT_BREACH_03 | | | | |
-| 1515 | SWAT | SWT_GO | | | | |
-| 1516 | SWAT | SWT_LKT | | | | |
-| 1517 | SWAT | SWT_STY | | | | |
-| 1518 | SWAT | SWT_VENT_01 | | | | |
-| 1519 | SWAT | SWT_VENT_02 | | | | |
-| 1520 | SWAT | SWT_VNT_SHT_DIE | | | | |
-| 1521 | SWAT | SWT_VNT_SHT_IN | | | | |
-| 1522 | SWAT | SWT_VNT_SHT_LOOP | | | | |
-| 1523 | SWAT | SWT_WLLPK_L | | | | |
-| 1524 | SWAT | SWT_WLLPK_L_BACK | | | | |
-| 1525 | SWAT | SWT_WLLPK_R | | | | |
-| 1526 | SWAT | SWT_WLLPK_R_BACK | | | | |
-| 1527 | SWAT | SWT_WLLSHOOT_IN_L | | | | |
-| 1528 | SWAT | SWT_WLLSHOOT_IN_R | | | | |
-| 1529 | SWAT | SWT_WLLSHOOT_OUT_L | | | | |
-| 1530 | SWAT | SWT_WLLSHOOT_OUT_R | | | | |
-| 1531 | SWEET | HO_ASS_SLAPPED | | | | |
-| 1532 | SWEET | LAFIN_PLAYER | | | | |
-| 1533 | SWEET | LAFIN_SWEET | | | | |
-| 1534 | SWEET | PLYR_HNDSHLDR_01 | | | | |
-| 1535 | SWEET | SWEET_ASS_SLAP | | | | |
-| 1536 | SWEET | SWEET_HNDSHLDR_01 | | | | |
-| 1537 | SWEET | SWEET_INJUREDLOOP | | | | |
-| 1538 | SWIM | SWIM_BREAST | | | | |
-| 1539 | SWIM | SWIM_CRAWL | | | | |
-| 1540 | SWIM | SWIM_DIVE_UNDER | | | | |
-| 1541 | SWIM | SWIM_GLIDE | | | | |
-| 1542 | SWIM | SWIM_JUMPOUT | | | | |
-| 1543 | SWIM | SWIM_TREAD | | | | |
-| 1544 | SWIM | SWIM_UNDER | | | | |
-| 1545 | SWORD | SWORD_1 | | | | |
-| 1546 | SWORD | SWORD_2 | | | | |
-| 1547 | SWORD | SWORD_3 | | | | |
-| 1548 | SWORD | SWORD_4 | | | | |
-| 1549 | SWORD | SWORD_BLOCK | | | | |
-| 1550 | SWORD | SWORD_HIT_1 | | | | |
-| 1551 | SWORD | SWORD_HIT_2 | | | | |
-| 1552 | SWORD | SWORD_HIT_3 | | | | |
-| 1553 | SWORD | SWORD_IDLE | | | | |
-| 1554 | SWORD | SWORD_PART | | | | |
-| 1555 | TANK | TANK_ALIGN_LHS | | | | |
-| 1556 | TANK | TANK_CLOSE_LHS | | | | |
-| 1557 | TANK | TANK_DOORLOCKED | | | | |
-| 1558 | TANK | TANK_GETIN_LHS | | | | |
-| 1559 | TANK | TANK_GETOUT_LHS | | | | |
-| 1560 | TANK | TANK_OPEN_LHS | | | | |
-| 1561 | TATTOOS | TAT_ARML_IN_O | | | | |
-| 1562 | TATTOOS | TAT_ARML_IN_P | | | | |
-| 1563 | TATTOOS | TAT_ARML_IN_T | | | | |
-| 1564 | TATTOOS | TAT_ARML_OUT_O | | | | |
-| 1565 | TATTOOS | TAT_ARML_OUT_P | | | | |
-| 1566 | TATTOOS | TAT_ARML_OUT_T | | | | |
-| 1567 | TATTOOS | TAT_ARML_POSE_O | | | | |
-| 1568 | TATTOOS | TAT_ARML_POSE_P | | | | |
-| 1569 | TATTOOS | TAT_ARML_POSE_T | | | | |
-| 1570 | TATTOOS | TAT_ARMR_IN_O | | | | |
-| 1571 | TATTOOS | TAT_ARMR_IN_P | | | | |
-| 1572 | TATTOOS | TAT_ARMR_IN_T | | | | |
-| 1573 | TATTOOS | TAT_ARMR_OUT_O | | | | |
-| 1574 | TATTOOS | TAT_ARMR_OUT_P | | | | |
-| 1575 | TATTOOS | TAT_ARMR_OUT_T | | | | |
-| 1576 | TATTOOS | TAT_ARMR_POSE_O | | | | |
-| 1577 | TATTOOS | TAT_ARMR_POSE_P | | | | |
-| 1578 | TATTOOS | TAT_ARMR_POSE_T | | | | |
-| 1579 | TATTOOS | TAT_BACK_IN_O | | | | |
-| 1580 | TATTOOS | TAT_BACK_IN_P | | | | |
-| 1581 | TATTOOS | TAT_BACK_IN_T | | | | |
-| 1582 | TATTOOS | TAT_BACK_OUT_O | | | | |
-| 1583 | TATTOOS | TAT_BACK_OUT_P | | | | |
-| 1584 | TATTOOS | TAT_BACK_OUT_T | | | | |
-| 1585 | TATTOOS | TAT_BACK_POSE_O | | | | |
-| 1586 | TATTOOS | TAT_BACK_POSE_P | | | | |
-| 1587 | TATTOOS | TAT_BACK_POSE_T | | | | |
-| 1588 | TATTOOS | TAT_BACK_SIT_IN_P | | | | |
-| 1589 | TATTOOS | TAT_BACK_SIT_LOOP_P | | | | |
-| 1590 | TATTOOS | TAT_BACK_SIT_OUT_P | | | | |
-| 1591 | TATTOOS | TAT_BEL_IN_O | | | | |
-| 1592 | TATTOOS | TAT_BEL_IN_T | | | | |
-| 1593 | TATTOOS | TAT_BEL_OUT_O | | | | |
-| 1594 | TATTOOS | TAT_BEL_OUT_T | | | | |
-| 1595 | TATTOOS | TAT_BEL_POSE_O | | | | |
-| 1596 | TATTOOS | TAT_BEL_POSE_T | | | | |
-| 1597 | TATTOOS | TAT_CHE_IN_O | | | | |
-| 1598 | TATTOOS | TAT_CHE_IN_P | | | | |
-| 1599 | TATTOOS | TAT_CHE_IN_T | | | | |
-| 1600 | TATTOOS | TAT_CHE_OUT_O | | | | |
-| 1601 | TATTOOS | TAT_CHE_OUT_P | | | | |
-| 1602 | TATTOOS | TAT_CHE_OUT_T | | | | |
-| 1603 | TATTOOS | TAT_CHE_POSE_O | | | | |
-| 1604 | TATTOOS | TAT_CHE_POSE_P | | | | |
-| 1605 | TATTOOS | TAT_CHE_POSE_T | | | | |
-| 1606 | TATTOOS | TAT_DROP_O | | | | |
-| 1607 | TATTOOS | TAT_IDLE_LOOP_O | | | | |
-| 1608 | TATTOOS | TAT_IDLE_LOOP_T | | | | |
-| 1609 | TATTOOS | TAT_SIT_IN_O | | | | |
-| 1610 | TATTOOS | TAT_SIT_IN_P | | | | |
-| 1611 | TATTOOS | TAT_SIT_IN_T | | | | |
-| 1612 | TATTOOS | TAT_SIT_LOOP_O | | | | |
-| 1613 | TATTOOS | TAT_SIT_LOOP_P | | | | |
-| 1614 | TATTOOS | TAT_SIT_LOOP_T | | | | |
-| 1615 | TATTOOS | TAT_SIT_OUT_O | | | | |
-| 1616 | TATTOOS | TAT_SIT_OUT_P | | | | |
-| 1617 | TATTOOS | TAT_SIT_OUT_T | | | | |
-| 1618 | TEC | TEC_CROUCHFIRE | | | | |
-| 1619 | TEC | TEC_CROUCHRELOAD | | | | |
-| 1620 | TEC | TEC_FIRE | | | | |
-| 1621 | TEC | TEC_RELOAD | | | | |
-| 1622 | TRAIN | TRAN_GTUP | | | | |
-| 1623 | TRAIN | TRAN_HNG | | | | |
-| 1624 | TRAIN | TRAN_OUCH | | | | |
-| 1625 | TRAIN | TRAN_STMB | | | | |
-| 1626 | TRUCK | TRUCK_ALIGN_LHS | | | | |
-| 1627 | TRUCK | TRUCK_ALIGN_RHS | | | | |
-| 1628 | TRUCK | TRUCK_CLOSEDOOR_LHS | | | | |
-| 1629 | TRUCK | TRUCK_CLOSEDOOR_RHS | | | | |
-| 1630 | TRUCK | TRUCK_CLOSE_LHS | | | | |
-| 1631 | TRUCK | TRUCK_CLOSE_RHS | | | | |
-| 1632 | TRUCK | TRUCK_GETIN_LHS | | | | |
-| 1633 | TRUCK | TRUCK_GETIN_RHS | | | | |
-| 1634 | TRUCK | TRUCK_GETOUT_LHS | | | | |
-| 1635 | TRUCK | TRUCK_GETOUT_RHS | | | | |
-| 1636 | TRUCK | TRUCK_JACKEDLHS | | | | |
-| 1637 | TRUCK | TRUCK_JACKEDRHS | | | | |
-| 1638 | TRUCK | TRUCK_OPEN_LHS | | | | |
-| 1639 | TRUCK | TRUCK_OPEN_RHS | | | | |
-| 1640 | TRUCK | TRUCK_PULLOUT_LHS | | | | |
-| 1641 | TRUCK | TRUCK_PULLOUT_RHS | | | | |
-| 1642 | TRUCK | TRUCK_SHUFFLE | | | | |
-| 1643 | UZI | UZI_CROUCHFIRE | | | | |
-| 1644 | UZI | UZI_CROUCHRELOAD | | | | |
-| 1645 | UZI | UZI_FIRE | | | | |
-| 1646 | UZI | UZI_FIRE_POOR | | | | |
-| 1647 | UZI | UZI_RELOAD | | | | |
-| 1648 | VAN | VAN_CLOSE_BACK_LHS | | | | |
-| 1649 | VAN | VAN_CLOSE_BACK_RHS | | | | |
-| 1650 | VAN | VAN_GETIN_BACK_LHS | | | | |
-| 1651 | VAN | VAN_GETIN_BACK_RHS | | | | |
-| 1652 | VAN | VAN_GETOUT_BACK_LHS | | | | |
-| 1653 | VAN | VAN_GETOUT_BACK_RHS | | | | |
-| 1654 | VAN | VAN_OPEN_BACK_LHS | | | | |
-| 1655 | VAN | VAN_OPEN_BACK_RHS | | | | |
-| 1656 | VENDING | VEND_DRINK2_P | | | | |
-| 1657 | VENDING | VEND_DRINK_P | | | | |
-| 1658 | VENDING | VEND_EAT1_P | | | | |
-| 1659 | VENDING | VEND_EAT_P | | | | |
-| 1660 | VENDING | VEND_USE | | | | |
-| 1661 | VENDING | VEND_USE_PT2 | | | | |
-| 1662 | VORTEX | CAR_JUMPIN_LHS | | | | |
-| 1663 | VORTEX | CAR_JUMPIN_RHS | | | | |
-| 1664 | VORTEX | VORTEX_GETOUT_LHS | | | | |
-| 1665 | VORTEX | VORTEX_GETOUT_RHS | | | | |
-| 1667 | WAYFARER | WF_DRIVEBYFT | | | | |
-| 1668 | WAYFARER | WF_DRIVEBYLHS | | | | |
-| 1669 | WAYFARER | WF_DRIVEBYRHS | | | | |
-| 1670 | WAYFARER | WF_FWD | | | | |
-| 1671 | WAYFARER | WF_GETOFFBACK | | | | |
-| 1672 | WAYFARER | WF_GETOFFLHS | | | | |
-| 1673 | WAYFARER | WF_GETOFFRHS | | | | |
-| 1675 | WAYFARER | WF_JUMPONL | | | | |
-| 1676 | WAYFARER | WF_JUMPONR | | | | |
-| 1677 | WAYFARER | WF_KICK | | | | |
-| 1678 | WAYFARER | WF_LEFT | | | | |
-| 1680 | WAYFARER | WF_PUSHES | | | | |
-| 1684 | WEAPONS | SHP_1H_LIFT | 60 | 1.00 | | |
-| 1685 | WEAPONS | SHP_1H_LIFT_END | 20 | 0.33 | | |
-| 1686 | WEAPONS | SHP_1H_RET | 50 | 0.83 | | |
-| 1687 | WEAPONS | SHP_1H_RET_S | 20 | 0.33 | | |
-| 1688 | WEAPONS | SHP_2H_LIFT | 56 | 0.93 | | |
-| 1689 | WEAPONS | SHP_2H_LIFT_END | 20 | 0.33 | | |
-| 1690 | WEAPONS | SHP_2H_RET | 54 | 0.90 | | |
-| 1691 | WEAPONS | SHP_2H_RET_S | 20 | 0.33 | | |
-| 1692 | WEAPONS | SHP_AR_LIFT | 60 | 1.00 | | |
-| 1693 | WEAPONS | SHP_AR_LIFT_END | 20 | 0.33 | | |
-| 1694 | WEAPONS | SHP_AR_RET | 70 | 1.17 | | |
-| 1695 | WEAPONS | SHP_AR_RET_S | 20 | 0.33 | | |
-| 1696 | WEAPONS | SHP_G_LIFT_IN | 40 | 0.67 | | |
-| 1697 | WEAPONS | SHP_G_LIFT_OUT | 40 | 0.67 | | |
-| 1698 | WEAPONS | SHP_TRAY_IN | 40 | 0.67 | | |
-| 1699 | WEAPONS | SHP_TRAY_OUT | 40 | 0.67 | | |
-| 1700 | WEAPONS | SHP_TRAY_POSE | 100 | 2.67 | | |
-| 1701 | WUZI | CS_DEAD_GUY | 304 | 5.07 | | |
-| 1702 | WUZI | CS_PLYR_PT1 | 226 | 3.77 | | |
-| 1703 | WUZI | CS_PLYR_PT2 | 580 | 9.67 | | |
-| 1704 | WUZI | CS_WUZI_PT1 | 226 | 3.77 | | |
-| 1705 | WUZI | CS_WUZI_PT2 | 580 | 9.67 | | |
-| 1706 | WUZI | WALKSTART_IDLE_01 | 190 | 3.17 | | |
-| 1707 | WUZI | WUZI_FOLLOW | 180 | 3.00 | | |
-| 1708 | WUZI | WUZI_GREET_PLYR | 240 | 4.00 | | |
-| 1709 | WUZI | WUZI_GREET_WUZI | 240 | 4.00 | | |
-| 1710 | WUZI | WUZI_GRND_CHK | 240 | 4.00 | | |
-| 1711 | WUZI | WUZI_STAND_LOOP | 160 | 2.67 | | |
-| 1712 | WUZI | WUZI_WALK | 70 | 1.17 | | |
-| 1713 | WOP | DANCE_G1 | 68 | 1.13 | | |
-| 1714 | WOP | DANCE_G2 | 70 | 1.17 | | |
-| 1715 | WOP | DANCE_G3 | 68 | 1.13 | | |
-| 1716 | WOP | DANCE_G4 | 70 | 1.17 | | |
-| 1717 | WOP | DANCE_G5 | 68 | 1.13 | | |
-| 1718 | WOP | DANCE_G6 | 70 | 1.17 | | |
-| 1719 | WOP | DANCE_G7 | 68 | 1.13 | | |
-| 1720 | WOP | DANCE_G8 | 70 | 1.17 | | |
-| 1721 | WOP | DANCE_G9 | 68 | 1.13 | | |
-| 1722 | WOP | DANCE_G10 | 70 | 1.17 | | |
-| 1723 | WOP | DANCE_G11 | 68 | 1.13 | | |
-| 1724 | WOP | DANCE_G12 | 70 | 1.17 | | |
-| 1725 | WOP | DANCE_G13 | 68 | 1.13 | | |
-| 1726 | WOP | DANCE_G14 | 70 | 1.17 | | |
-| 1727 | WOP | DANCE_G15 | 68 | 1.13 | | |
-| 1728 | WOP | DANCE_G16 | 70 | 1.17 | | |
-| 1729 | WOP | DANCE_B1 | 68 | 1.13 | | |
-| 1730 | WOP | DANCE_B2 | 70 | 1.17 | | |
-| 1731 | WOP | DANCE_B3 | 70 | 1.13 | | |
-| 1732 | WOP | DANCE_B4 | 70 | 1.17 | | |
-| 1733 | WOP | DANCE_B5 | 68 | 1.13 | | |
-| 1734 | WOP | DANCE_B6 | 70 | 1.17 | | |
-| 1735 | WOP | DANCE_B7 | 68 | 1.13 | | |
-| 1736 | WOP | DANCE_B8 | 70 | 1.17 | | |
-| 1737 | WOP | DANCE_B9 | 68 | 1.13 | | |
-| 1738 | WOP | DANCE_B10 | 70 | 1.17 | | |
-| 1739 | WOP | DANCE_B11 | 68 | 1.13 | | |
-| 1740 | WOP | DANCE_B12 | 70 | 1.17 | | |
-| 1741 | WOP | DANCE_B13 | 68 | 1.13 | | |
-| 1742 | WOP | DANCE_B14 | 70 | 1.17 | | |
-| 1743 | WOP | DANCE_B15 | 68 | 1.13 | | |
-| 1744 | WOP | DANCE_B16 | 70 | 1.17 | | |
-| 1745 | WOP | DANCE_LOOP | 70 | 1.17 | | |
-| 1746 | GFUNK | DANCE_G1 | 76 | 1.27 | | |
-| 1747 | GFUNK | DANCE_G2 | 76 | 1.27 | | |
-| 1748 | GFUNK | DANCE_G3 | 76 | 1.27 | | |
-| 1749 | GFUNK | DANCE_G4 | 76 | 1.27 | | |
-| 1750 | GFUNK | DANCE_G5 | 76 | 1.27 | | |
-| 1751 | GFUNK | DANCE_G6 | 76 | 1.27 | | |
-| 1752 | GFUNK | DANCE_G7 | 76 | 1.27 | | |
-| 1753 | GFUNK | DANCE_G8 | 76 | 1.27 | | |
-| 1754 | GFUNK | DANCE_G9 | 76 | 1.27 | | |
-| 1755 | GFUNK | DANCE_G10 | 76 | 1.27 | | |
-| 1756 | GFUNK | DANCE_G11 | 76 | 1.27 | | |
-| 1757 | GFUNK | DANCE_G12 | 76 | 1.27 | | |
-| 1758 | GFUNK | DANCE_G13 | 76 | 1.27 | | |
-| 1759 | GFUNK | DANCE_G14 | 76 | 1.27 | | |
-| 1760 | GFUNK | DANCE_G15 | 76 | 1.27 | | |
-| 1761 | GFUNK | DANCE_G16 | 76 | 1.27 | | |
-| 1762 | GFUNK | DANCE_B1 | 76 | 1.27 | | |
-| 1763 | GFUNK | DANCE_B2 | 76 | 1.27 | | |
-| 1764 | GFUNK | DANCE_B3 | 76 | 1.27 | | |
-| 1765 | GFUNK | DANCE_B4 | 76 | 1.27 | | |
-| 1766 | GFUNK | DANCE_B5 | 76 | 1.27 | | |
-| 1767 | GFUNK | DANCE_B6 | 76 | 1.27 | | |
-| 1768 | GFUNK | DANCE_B7 | 76 | 1.27 | | |
-| 1769 | GFUNK | DANCE_B8 | 76 | 1.27 | | |
-| 1770 | GFUNK | DANCE_B9 | 76 | 1.27 | | |
-| 1771 | GFUNK | DANCE_B10 | 76 | 1.27 | | |
-| 1772 | GFUNK | DANCE_B11 | 76 | 1.27 | | |
-| 1773 | GFUNK | DANCE_B12 | 76 | 1.27 | | |
-| 1774 | GFUNK | DANCE_B13 | 76 | 1.27 | | |
-| 1775 | GFUNK | DANCE_B14 | 76 | 1.27 | | |
-| 1776 | GFUNK | DANCE_B15 | 76 | 1.27 | | |
-| 1777 | GFUNK | DANCE_B16 | 76 | 1.27 | | |
-| 1778 | GFUNK | DANCE_LOOP | 70 | 1.17 | | |
-| 1779 | RUNNINGMAN | DANCE_G1 | 32 | 0.53 | | |
-| 1780 | RUNNINGMAN | DANCE_G2 | 34 | 0.57 | | |
-| 1781 | RUNNINGMAN | DANCE_G3 | 32 | 0.53 | | |
-| 1782 | RUNNINGMAN | DANCE_G4 | 34 | 0.57 | | |
-| 1783 | RUNNINGMAN | DANCE_G5 | 32 | 0.53 | | |
-| 1784 | RUNNINGMAN | DANCE_G6 | 34 | 0.57 | | |
-| 1785 | RUNNINGMAN | DANCE_G7 | 32 | 0.53 | | |
-| 1786 | RUNNINGMAN | DANCE_G8 | 34 | 0.57 | | |
-| 1787 | RUNNINGMAN | DANCE_G9 | 32 | 0.53 | | |
-| 1788 | RUNNINGMAN | DANCE_G10 | 34 | 0.57 | | |
-| 1789 | RUNNINGMAN | DANCE_G11 | 32 | 0.53 | | |
-| 1790 | RUNNINGMAN | DANCE_G12 | 34 | 0.57 | | |
-| 1791 | RUNNINGMAN | DANCE_G13 | 32 | 0.53 | | |
-| 1792 | RUNNINGMAN | DANCE_G14 | 34 | 0.57 | | |
-| 1793 | RUNNINGMAN | DANCE_G15 | 32 | 0.53 | | |
-| 1794 | RUNNINGMAN | DANCE_G16 | 34 | 0.57 | | |
-| 1795 | RUNNINGMAN | DANCE_B1 | 32 | 0.53 | | |
-| 1796 | RUNNINGMAN | DANCE_B2 | 34 | 0.57 | | |
-| 1797 | RUNNINGMAN | DANCE_B3 | 32 | 0.53 | | |
-| 1798 | RUNNINGMAN | DANCE_B4 | 34 | 0.57 | | |
-| 1799 | RUNNINGMAN | DANCE_B5 | 32 | 0.53 | | |
-| 1800 | RUNNINGMAN | DANCE_B6 | 34 | 0.57 | | |
-| 1801 | RUNNINGMAN | DANCE_B7 | 32 | 0.53 | | |
-| 1802 | RUNNINGMAN | DANCE_B8 | 34 | 0.57 | | |
-| 1803 | RUNNINGMAN | DANCE_B9 | 32 | 0.53 | | |
-| 1804 | RUNNINGMAN | DANCE_B10 | 34 | 0.57 | | |
-| 1805 | RUNNINGMAN | DANCE_B11 | 32 | 0.53 | | |
-| 1806 | RUNNINGMAN | DANCE_B12 | 34 | 0.57 | | |
-| 1807 | RUNNINGMAN | DANCE_B13 | 32 | 0.53 | | |
-| 1808 | RUNNINGMAN | DANCE_B14 | 34 | 0.57 | | |
-| 1809 | RUNNINGMAN | DANCE_B15 | 32 | 0.53 | | |
-| 1810 | RUNNINGMAN | DANCE_B16 | 34 | 0.57 | | |
-| 1811 | RUNNINGMAN | DANCE_LOOP | 70 | 1.17 | | |
-| 1812 | SAMP | FishingIdle | 2 | 0.03 | Adicionado na SA-MP 0.3.7 | \_ |
-| no | BLOWJOBZ | BJ_Car_End_P | 248 | 4.13 | | |
-| no | BLOWJOBZ | BJ_Car_End_W | 220 | 3.67 | | |
-| no | BLOWJOBZ | BJ_Car_Loop_P | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Car_Loop_W | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Car_Start_P | 140 | 2.33 | | |
-| no | BLOWJOBZ | BJ_Car_Start_W | 140 | 2.33 | | |
-| no | BLOWJOBZ | BJ_Couch_End_P | 460 | 7.67 | | |
-| no | BLOWJOBZ | BJ_Couch_End_W | 460 | 7.67 | | |
-| no | BLOWJOBZ | BJ_Couch_Loop_P | 120 | 2.0 | | |
-| no | BLOWJOBZ | BJ_Couch_Loop_W | 120 | 2.0 | | |
-| no | BLOWJOBZ | BJ_Couch_Start_P | 320 | 5.33 | | |
-| no | BLOWJOBZ | BJ_Couch_Start_W | 320 | 5.33 | | |
-| no | BLOWJOBZ | BJ_Stand_End_P | 292 | 4.87 | | |
-| no | BLOWJOBZ | BJ_Stand_End_W | 320 | 5.33 | | |
-| no | BLOWJOBZ | BJ_Stand_Loop_P | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Stand_Loop_W | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Stand_Start_P | 120 | 2.00 | | |
-| no | BLOWJOBZ | BJ_Stand_Start_W | 120 | 2.00 | | |
-| no | SEX | SEX_1to2_P | 60 | 1.00 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1to2_W | 60 | 1.00 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1_Cum_P | 400 | 6.67 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1_Cum_W | 400 | 6.67 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1_Fail_P | 320 | 5.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1_Fail_W | 320 | 5.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1_P | 20 | 0.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_1_W | 20 | 0.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_2to3_P | 90 | 1.50 | Bloqueado no SA-MP | |
-| no | SEX | SEX_2to3_W | 90 | 1.50 | Bloqueado no SA-MP | |
-| no | SEX | SEX_2_Fail_P | 380 | 6.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_2_Fail_W | 380 | 6.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_2_P | 20 | 0.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_2_W | 20 | 0.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_3to1_P | 60 | 1.00 | Bloqueado no SA-MP | |
-| no | SEX | SEX_3to1_W | 60 | 1.00 | Bloqueado no SA-MP | |
-| no | SEX | SEX_3_Fail_P | 260 | 4.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_3_Fail_W | 260 | 4.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_3_P | 20 | 0.33 | Bloqueado no SA-MP | |
-| no | SEX | SEX_3_W | 20 | 0.33 | Bloqueado no SA-MP | |
-| no | SnM | SnM_Caned_Idle_P | 120 | 2.00 | | |
-| no | SnM | SnM_Caned_Idle_W | 120 | 2.00 | | |
-| no | SnM | SnM_Caned_P | 80 | 1.33 | | |
-| no | SnM | SnM_Caned_W | 80 | 1.33 | | |
-| no | SnM | SnM_Cane_Idle_P | 120 | 2.00 | | |
-| no | SnM | SnM_Cane_Idle_W | 120 | 2.00 | | |
-| no | SnM | SnM_Cane_P | 80 | 1.33 | | |
-| no | SnM | SnM_Cane_W | 80 | 1.33 | | |
-| no | SnM | SpankedP | 80 | 1.33 | | |
-| no | SnM | SpankedW | 80 | 1.33 | | |
-| no | SnM | Spanked_IdleP | 80 | 1.33 | | |
-| no | SnM | Spanked_IdleW | 80 | 1.33 | | |
-| no | SnM | SpankingP | 80 | 1.33 | | |
-| no | SnM | SpankingW | 80 | 1.33 | | |
-| no | SnM | Spanking_endP | 400 | 6.67 | | |
-| no | SnM | Spanking_endW | 400 | 6.67 | | |
-| no | SnM | Spanking_IdleP | 80 | 1.33 | | |
-| no | SnM | Spanking_IdleW | 80 | 1.33 | | |
-| no | SnM | Spanking_SittingIdleP | 80 | 1.33 | | |
-| no | SnM | Spanking_SittingIdleW | 80 | 1.33 | | |
-| no | SnM | Spanking_SittingP | 60 | 1.00 | | |
-| no | SnM | Spanking_SittingW | 60 | 1.00 | | |
diff --git a/docs/translations/pt-BR/scripting/resources/bodyparts.md b/docs/translations/pt-BR/scripting/resources/bodyparts.md
deleted file mode 100644
index 7354e59e5bc..00000000000
--- a/docs/translations/pt-BR/scripting/resources/bodyparts.md
+++ /dev/null
@@ -1,19 +0,0 @@
----
-title: Partes do Corpo
----
-
-Para ser usado com [OnPlayerGiveDamage](../callbacks/OnPlayerGiveDamags), [OnPlayerTakeDamage](../callbacks/OnPlayerTakeDamage) e [OnPlayerGiveDamageActor](../callbacks/OnPlayerGiveDamageActor).
-
-| ID | Partes do Corpo |
-| --- | --------------- |
-| 3 | Tronco |
-| 4 | Virilha |
-| 5 | Braço esquerdo |
-| 6 | Braço direito |
-| 7 | Perna esquerda |
-| 8 | Pena direita |
-| 9 | Cabeça |
-
-:::note Esses ID's não são 100% confirmados, e não estão definidos em nenhuma include do SA:MP - eles devem ser definidos pelo scripter. Não se sabe se o ID 0, 1 e 2 têm algumas utilidade. :::
-
-
diff --git a/docs/translations/pt-BR/scripting/resources/boneid.md b/docs/translations/pt-BR/scripting/resources/boneid.md
deleted file mode 100644
index e937e06622a..00000000000
--- a/docs/translations/pt-BR/scripting/resources/boneid.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: IDs Ossos
----
-
-:::note
-
-Para ser usado com [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject).
-
-:::
-
-| ID | Osso |
-| --- | -------------------------- |
-| 1 | Coluna |
-| 2 | Cabeça |
-| 3 | Braço esquerdo |
-| 4 | Braço direito |
-| 5 | Mão esquerda |
-| 6 | Mão direita |
-| 7 | Coxa esquerda |
-| 8 | Coxa direita |
-| 9 | Pé esquerdo |
-| 10 | Pé direito |
-| 11 | Panturrilha direita |
-| 12 | Panturrilha esquerda |
-| 13 | Antebraço esquerdo |
-| 14 | Antebraço direito |
-| 15 | ClavÃcula esquerda (ombro) |
-| 16 | ClavÃcula direita (ombro) |
-| 17 | Pescoço |
-| 18 | Maxilar |
diff --git a/docs/translations/pt-BR/scripting/resources/bullethittypes.md b/docs/translations/pt-BR/scripting/resources/bullethittypes.md
deleted file mode 100644
index 1e6dcc82a72..00000000000
--- a/docs/translations/pt-BR/scripting/resources/bullethittypes.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: Tipos de Hit
----
-
-:::info
-
-Para ser usado com [OnPlayerWeaponShot](../callbacks/OnPlayerWeaponShot).
-
-:::
-
----
-
-| Nome | Valor |
-| ----------------------------- | ----- |
-| BULLET_HIT_TYPE_NONE | 0 |
-| BULLET_HIT_TYPE_PLAYER | 1 |
-| BULLET_HIT_TYPE_VEHICLE | 2 |
-| BULLET_HIT_TYPE_OBJECT | 3 |
-| BULLET_HIT_TYPE_PLAYER_OBJECT | 4 |
-
----
-
-:::caution
-
-BULLET_HIT_TYPE_PLAYER também é chamado para NPCs. Atores são ignorados por esta callback e detetados como BULLET_HIT_TYPE_NONE.
-
-:::
diff --git a/docs/translations/pt-BR/scripting/resources/cameracutstyles.md b/docs/translations/pt-BR/scripting/resources/cameracutstyles.md
deleted file mode 100644
index f4233b7031a..00000000000
--- a/docs/translations/pt-BR/scripting/resources/cameracutstyles.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-title: Estilos de corte de câmera
----
-
-## Descrição
-
-Para ser usado com [SetPlayerCameraLookAt](../functions/SetPlayerCameraLookAt), [InterpolateCameraPos](../functions/InterpolateCameraPos.md) e [InterpolateCameraLookAt](../functions/InterpolateCameraLookAt.md).
-
-## Estilos de corte
-
-```c
-1 - CAMERA_MOVE
-2 - CAMERA_CUT
-```
diff --git a/docs/translations/pt-BR/scripting/resources/cameramodes.md b/docs/translations/pt-BR/scripting/resources/cameramodes.md
deleted file mode 100644
index 66fdfd4cd26..00000000000
--- a/docs/translations/pt-BR/scripting/resources/cameramodes.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: Modos de câmera
----
-
-## Descrição
-
-Lista de modos de câmeras que podem ser utilizados com [GetPlayerCameraMode](../functions/GetPlayerCameraMode.md).
-
-:::note
-
-Podem haver mais IDs utilizáveis escondidos no jogo e alguns IDs são usados para mais que uma situação.
-
-:::
-
-## Lista
-
-| ID | Modo |
-| --- | ------------------------------------------------------------------------------------------------------------------------------- |
-| 3 | Train/tram camera. |
-| 4 | Camera normal que segue o jogador. |
-| 7 | Mira de Sniper. |
-| 8 | Mira de uma Rocket Launcher. |
-| 15 | Câmera Fixa (Não se move) - usada para Pay 'n' Spray, câmera de perseguição, shops de tunagem, entrando em construções, comprando comida, etc. |
-| 16 | Câmera frontal do veÃculo, câmera lateral da bicicleta. |
-| 18 | Carro normal (+skimmer+helicopter+airplane), diversas variações de distância. |
-| 22 | Câmera normal do bote. |
-| 46 | Câmera da mira de uma arma normal. |
-| 51 | Mira de Heat-seeking Rocket Launcher. |
-| 53 | Mirando qualquer outra ara. |
-| 55 | Câmera drive-by de passageiros no veÃculo. |
-| 56 | Câmera de perseguição: visão de helicoptero. |
-| 57 | Câmera de perseguição: câmera no chão, zoom rápido. (Assim como o 56, mas no chão.) |
-| 58 | Câmera de perseguição: Voo vertical que passa pelo veÃculo. |
-| 59 | Câmera de perseguição (apenas para veÃculo aéreos): câmera no chão olhando para o veÃculo. |
-| 62 | Câmera de perseguição (apenas para veÃculo aéreos): Voo vertical que passa pelo veÃculo. |
-| 63 | Câmera de perseguição (apenas para veÃculo aéreos): Voo horizontal que passa pelo veÃculo. (similar com 58 e 62). |
-| 64 | Câmera de perseguição (apenas para veÃculo aéreos): câmera focada no piloto, similar ao pressionar LOOK_BEHIND (olhar para trás) ao estar apé, mas em um veÃculo aéreo. |
diff --git a/docs/translations/pt-BR/scripting/resources/carcomponentid.md b/docs/translations/pt-BR/scripting/resources/carcomponentid.md
deleted file mode 100644
index d5c8bb481d5..00000000000
--- a/docs/translations/pt-BR/scripting/resources/carcomponentid.md
+++ /dev/null
@@ -1,422 +0,0 @@
----
-title: IDs dos Componentes do Carro
-description: Informações sobre os IDs dos componentes do carro, nome dos modelos, peças, tipos, veÃculos suportados e custos.
----
-
-| ID | Nome do Modelo | Peça | Tipo | Carros | Custo |
-| ---- | -------------- | -------------------- | ------------------------------- | ------------------------------------------- | ------ |
-| 1000 | spl_b_mar_m | Spoiler | Pro | Certain Transfender cars | \$400 |
-| 1001 | spl_b_bab_m | Spoiler | Win | Certain Transfender cars | \$550 |
-| 1002 | spl_b_bar_m | Spoiler | Drag | Certain Transfender cars | \$200 |
-| 1003 | spl_b_mab_m | Spoiler | Alpha | Certain Transfender cars | \$250 |
-| 1004 | bnt_b_sc_m | Hood | Champ Scoop | Certain Transfender cars | \$100 |
-| 1005 | bnt_b_sc_l | Hood | Fury Scoop | Certain Transfender cars | \$150 |
-| 1006 | rf_b_sc_r | Roof | Roof Scoop | Certain Transfender cars | \$80 |
-| 1007 | wg_l_b_ssk | Sideskirt | Right Sideskirt | Certain Transfender cars | \$500 |
-| 1008 | nto_b_l | Nitro | 5 times | Most cars, Most planes and Most Helicopters | \$500 |
-| 1009 | nto_b_s | Nitro | 2 times | Most cars, Most planes and Most Helicopters | \$200 |
-| 1010 | nto_b_tw | Nitro | 10 times | Most cars, Most planes and Most Helicopters | \$1000 |
-| 1011 | bnt_b_sc_p_m | Hood | Race Scoop | Certain Transfender cars | \$220 |
-| 1012 | bnt_b_sc_p_l | Hood | Worx Scoop | Certain Transfender cars | \$250 |
-| 1013 | lgt_b_rspt | Lamps | Round Fog | Certain Transfender cars | \$100 |
-| 1014 | spl_b_bar_l | Spoiler | Champ | Certain Transfender cars | \$400 |
-| 1015 | spl_b_bbr_l | Spoiler | Race | Certain Transfender cars | \$500 |
-| 1016 | spl_b_bbr_m | Spoiler | Worx | Certain Transfender cars | \$200 |
-| 1017 | wg_r_b_ssk | Sideskirt | Left Sideskirt | Certain Transfender cars | \$500 |
-| 1018 | exh_b_ts | Exhaust | Upswept | Most cars | \$350 |
-| 1019 | exh_b_t | Exhaust | Twin | Most cars | \$300 |
-| 1020 | exh_b_l | Exhaust | Large | Most cars | \$250 |
-| 1021 | exh_b_m | Exhaust | Medium | Most cars | \$200 |
-| 1022 | exh_b_s | Exhaust | Small | Most cars | \$150 |
-| 1023 | spl_b_bbb_m | Spoiler | Fury | Certain Transfender cars | \$350 |
-| 1024 | lgt_b_sspt | Lamps | Square Fog | Certain Transfender cars | \$50 |
-| 1025 | wheel_or1 | Rodas | Offroad | Certain Transfender cars | \$1000 |
-| 1026 | wg_l_a_s | Sideskirt | Right Alien Sideskirt | Sultan | \$480 |
-| 1027 | wg_r_a_s | Sideskirt | Left Alien Sideskirt | Sultan | \$480 |
-| 1028 | exh_a_s | Exhaust | Alien | Sultan | \$770 |
-| 1029 | exh_c_s | Exhaust | X-Flow | Sultan | \$680 |
-| 1030 | wg_r_c_s | Sideskirt | Left X-Flow Sideskirt | Sultan | \$370 |
-| 1031 | wg_l_c_s | Sideskirt | Right X-Flow Sideskirt | Sultan | \$370 |
-| 1032 | rf_a_s | Roof | Alien Roof Vent | Sultan | \$170 |
-| 1033 | rf_c_s | Roof | X-Flow Roof Vent | Sultan | \$120 |
-| 1034 | exh_a_l | Exhaust | Alien | Elegy | \$790 |
-| 1035 | rf_c_l | Roof | X-Flow Roof Vent | Elegy | \$150 |
-| 1036 | wg_l_a_l | SideSkirt | Right Alien Sideskirt | Elegy | \$500 |
-| 1037 | exh_c_l | Exhaust | X-Flow | Elegy | \$690 |
-| 1038 | rf_a_l | Roof | Alien Roof Vent | Elegy | \$190 |
-| 1039 | wg_l_c_l | SideSkirt | Left X-Flow Sideskirt | Elegy | \$390 |
-| 1040 | wg_r_a_l | SideSkirt | Left Alien Sideskirt | Elegy | \$500 |
-| 1041 | wg_r_c_l | SideSkirt | Right X-Flow Sideskirt | Elegy | \$390 |
-| 1042 | wg_l_lr_br1 | SideSkirt | Right Chrome Sideskirt | Broadway | \$1000 |
-| 1043 | exh_lr_br2 | Exhaust | Slamin | Broadway | \$500 |
-| 1044 | exh_lr_br1 | Exhaust | Chrome | Broadway | \$500 |
-| 1045 | exh_c_f | Exhaust | X-Flow | Flash | \$510 |
-| 1046 | exh_a_f | Exhaust | Alien | Flash | \$710 |
-| 1047 | wg_l_a_f | SideSkirt | Right Alien Sideskirt | Flash | \$670 |
-| 1048 | wg_l_c_f | SideSkirt | Right X-Flow Sideskirt | Flash | \$530 |
-| 1049 | spl_a_f_r | Spoiler | Alien | Flash | \$810 |
-| 1050 | spl_c_f_r | Spoiler | X-Flow | Flash | \$620 |
-| 1051 | wg_r_a_f | SideSkirt | Left Alien Sideskirt | Flash | \$670 |
-| 1052 | wg_r_c_f | SideSkirt | Left X-Flow Sideskirt | Flash | \$530 |
-| 1053 | rf_c_f | Roof | X-Flow | Flash | \$130 |
-| 1054 | rf_a_f | Roof | Alien | Flash | \$210 |
-| 1055 | rf_a_st | Roof | Alien | Stratum | \$230 |
-| 1056 | wg_l_a_st | Sideskirt | Right Alien Sideskirt | Stratum | \$520 |
-| 1057 | wg_l_c_st | Sideskirt | Right X-Flow Sideskirt | Stratum | \$430 |
-| 1058 | spl_a_st_r | Spoiler | Alien | Stratum | \$620 |
-| 1059 | exh_c_st | Exhaust | X-Flow | Stratum | \$720 |
-| 1060 | spl_c_st_r | Spoiler | X-Flow | Stratum | \$530 |
-| 1061 | rf_c_st | Roof | X-Flow | Stratum | \$180 |
-| 1062 | wg_r_a_st | Sideskirt | Left Alien Sideskirt | Stratum | \$550 |
-| 1063 | wg_r_c_st | Sideskirt | Left X-Flow Sideskirt | Stratum | \$430 |
-| 1064 | exh_a_st | Exhaust | Alien | Stratum | \$830 |
-| 1065 | exh_a_j | Exhaust | Alien | Jester | \$850 |
-| 1066 | exh_c_j | Exhaust | X-Flow | Jester | \$750 |
-| 1067 | rf_a_j | Roof | Alien | Jester | \$250 |
-| 1068 | rf_c_j | Roof | X-Flow | Jester | \$200 |
-| 1069 | wg_l_a_j | Sideskirt | Right Alien Sideskirt | Jester | \$550 |
-| 1070 | wg_l_c_j | Sideskirt | Right X-Flow Sideskirt | Jester | \$450 |
-| 1071 | wg_r_a_j | Sideskirt | Left Alien Sideskirt | Jester | \$550 |
-| 1072 | wg_r_c_j | Sideskirt | Left X-Flow Sideskirt | Jester | \$450 |
-| 1073 | wheel_sr6 | Rodas | Shadow | Most cars | \$1100 |
-| 1074 | wheel_sr3 | Rodas | Mega | Most cars | \$1030 |
-| 1075 | wheel_sr2 | Rodas | Rimshine | Most cars | \$980 |
-| 1076 | wheel_lr4 | Rodas | Wires | Most cars | \$1560 |
-| 1077 | wheel_lr1 | Rodas | Classic | Most cars | \$1620 |
-| 1078 | wheel_lr3 | Rodas | Twist | Most cars | \$1200 |
-| 1079 | wheel_sr1 | Rodas | Cutter | Most cars | \$1030 |
-| 1080 | wheel_sr5 | Rodas | Switch | Most cars | \$900 |
-| 1081 | wheel_sr4 | Rodas | Grove | Most cars | \$1230 |
-| 1082 | wheel_gn1 | Rodas | Import | Most cars | \$820 |
-| 1083 | wheel_lr2 | Rodas | Dollar | Most cars | \$1560 |
-| 1084 | wheel_lr5 | Rodas | Trance | Most cars | \$1350 |
-| 1085 | wheel_gn2 | Rodas | Atomic | Most cars | \$770 |
-| 1086 | stereo | Stereo | Stereo | Most cars | \$100 |
-| 1087 | hydralics | Hidráulica | Hydraulics | Most cars | \$1500 |
-| 1088 | rf_a_u | Roof | Alien | Uranus | \$150 |
-| 1089 | exh_c_u | Exhaust | X-Flow | Uranus | \$650 |
-| 1090 | wg_l_a_u | Sideskirt | Right Alien Sideskirt | Uranus | \$450 |
-| 1091 | rf_c_u | Roof | X-Flow | Uranus | \$100 |
-| 1092 | exh_a_u | Exhaust | Alien | Uranus | \$750 |
-| 1093 | wg_l_c_u | Sideskirt | Right X-Flow Sideskirt | Uranus | \$350 |
-| 1094 | wg_r_a_u | Sideskirt | Left Alien Sideskirt | Uranus | \$450 |
-| 1095 | wg_r_c_u | Sideskirt | Right X-Flow Sideskirt | Uranus | \$350 |
-| 1096 | wheel_gn3 | Rodas | Ahab | Most cars | \$1000 |
-| 1097 | wheel_gn4 | Rodas | Virtual | Most cars | \$620 |
-| 1098 | wheel_gn5 | Rodas | Access | Most cars | \$1140 |
-| 1099 | wg_r_lr_br1 | Sideskirt | Left Chrome Sideskirt | Broadway | \$1000 |
-| 1100 | misc_c_lr_rem1 | Bullbar | Chrome Grill | Remington | \$940 |
-| 1101 | wg_r_lr_rem1 | Sideskirt | Left `Chrome Flames` Sideskirt | Remington | \$780 |
-| 1102 | wg_r_lr_sv | Sideskirt | Left `Chrome Strip` Sideskirt | Savanna | \$830 |
-| 1103 | rf_lr_bl2 | Roof | Covertible | Blade | \$3250 |
-| 1104 | exh_lr_bl1 | Exhaust | Chrome | Blade | \$1610 |
-| 1105 | exh_lr_bl2 | Exhaust | Slamin | Blade | \$1540 |
-| 1106 | wg_l_lr_rem2 | Sideskirt | Right `Chrome Arches` Sideskirt | Remington | \$780 |
-| 1107 | wg_r_lr_bl1 | Sideskirt | Left `Chrome Strip` Sideskirt | Blade | \$780 |
-| 1108 | wg_l_lr_bl1 | Sideskirt | Right `Chrome Strip` Sideskirt | Blade | \$780 |
-| 1109 | bbb_lr_slv1 | Rear Bullbars | Chrome | Slamvan | \$1610 |
-| 1110 | bbb_lr_slv2 | Rear Bullbars | Slamin | Slamvan | \$1540 |
-| 1111 | bnt_lr_slv1 | Front Sign? | Little Sign? | Slamvan | \$0 |
-| 1112 | bnt_lr_slv2 | Front Sign? | Little Sign? | Slamvan | \$0 |
-| 1113 | exh_lr_slv1 | Exhaust | Chrome | Slamvan | \$3340 |
-| 1114 | exh_lr_slv2 | Exhaust | Slamin | Slamvan | \$3250 |
-| 1115 | fbb_lr_slv1 | Front Bullbars | Chrome | Slamvan | \$2130 |
-| 1116 | fbb_lr_slv2 | Front Bullbars | Slamin | Slamvan | \$2050 |
-| 1117 | fbmp_lr_slv1 | Front Bumper | Chrome | Slamvan | \$2040 |
-| 1118 | wg_l_lr_slv1 | Sideskirt | Right `Chrome Trim` Sideskirt | Slamvan | \$780 |
-| 1119 | wg_l_lr_slv2 | Sideskirt | Right `Wheelcovers` Sideskirt | Slamvan | \$940 |
-| 1120 | wg_r_lr_slv1 | Sideskirt | Left `Chrome Trim` Sideskirt | Slamvan | \$780 |
-| 1121 | wg_r_lr_slv2 | Sideskirt | Left `Wheelcovers` Sideskirt | Slamvan | \$940 |
-| 1122 | wg_l_lr_rem1 | Sideskirt | Right `Chrome Flames` Sideskirt | Remington | \$780 |
-| 1123 | misc_c_lr_rem2 | Bullbars | Bullbar Chrome Bars | Remington | \$860 |
-| 1124 | wg_r_lr_rem2 | Sideskirt | Left `Chrome Arches` Sideskirt | Remington | \$780 |
-| 1125 | misc_c_lr_rem3 | Bullbars | Bullbar Chrome Lights | Remington | \$1120 |
-| 1126 | exh_lr_rem1 | Exhaust | Chrome Exhaust | Remington | \$3340 |
-| 1127 | exh_lr_rem2 | Exhaust | Slamin Exhaust | Remington | \$3250 |
-| 1128 | rf_lr_bl1 | Roof | Vinyl Hardtop | Blade | \$3340 |
-| 1129 | exh_lr_sv1 | Exhaust | Chrome | Savanna | \$1650 |
-| 1130 | rf_lr_sv1 | Roof | Hardtop | Savanna | \$3380 |
-| 1131 | rf_lr_sv2 | Roof | Softtop | Savanna | \$3290 |
-| 1132 | exh_lr_sv2 | Exhaust | Slamin | Savanna | \$1590 |
-| 1133 | wg_l_lr_sv | Sideskirt | Right `Chrome Strip` Sideskirt | Savanna | \$830 |
-| 1134 | wg_l_lr_t1 | SideSkirt | Right `Chrome Strip` Sideskirt | Tornado | \$800 |
-| 1135 | exh_lr_t2 | Exhaust | Slamin | Tornado | \$1500 |
-| 1136 | exh_lr_t1 | Exhaust | Chrome | Tornado | \$1000 |
-| 1137 | wg_r_lr_t1 | Sideskirt | Left `Chrome Strip` Sideskirt | Tornado | \$800 |
-| 1138 | spl_a_s_b | Spoiler | Alien | Sultan | \$580 |
-| 1139 | spl_c_s_b | Spoiler | X-Flow | Sultan | \$470 |
-| 1140 | rbmp_c_s | Pára-choque traseiro | X-Flow | Sultan | \$870 |
-| 1141 | rbmp_a_s | Pára-choque traseiro | Alien | Sultan | \$980 |
-| 1142 | bntr_b_ov | Vents | Left Oval Vents | Certain Transfender Cars | \$150 |
-| 1143 | bntl_b_ov | Vents | Right Oval Vents | Certain Transfender Cars | \$150 |
-| 1144 | bntr_b_sq | Vents | Left Square Vents | Certain Transfender Cars | \$100 |
-| 1145 | bntl_b_sq | Vents | Right Square Vents | Certain Transfender Cars | \$100 |
-| 1146 | spl_c_l_b | Spoiler | X-Flow | Elegy | \$490 |
-| 1147 | spl_a_l_b | Spoiler | Alien | Elegy | \$600 |
-| 1148 | rbmp_c_l | Pára-choque traseiro | X-Flow | Elegy | \$890 |
-| 1149 | rbmp_a_l | Pára-choque traseiro | Alien | Elegy | \$1000 |
-| 1150 | rbmp_a_f | Pára-choque traseiro | Alien | Flash | \$1090 |
-| 1151 | rbmp_c_f | Pára-choque traseiro | X-Flow | Flash | \$840 |
-| 1152 | fbmp_c_f | Front Bumper | X-Flow | Flash | \$910 |
-| 1153 | fbmp_a_f | Front Bumper | Alien | Flash | \$1200 |
-| 1154 | rbmp_a_s | Pára-choque traseiro | Alien | Stratum | \$1030 |
-| 1155 | fbmp_a_st | Front Bumper | Alien | Stratum | \$1030 |
-| 1156 | rbmp_c_st | Pára-choque traseiro | X-Flow | Stratum | \$920 |
-| 1157 | fbmp_c_st | Front Bumper | X-Flow | Stratum | \$930 |
-| 1158 | spl_c_j_b | Spoiler | X-Flow | Jester | \$550 |
-| 1159 | rbmp_a_j | Pára-choque traseiro | Alien | Jester | \$1050 |
-| 1160 | fbmp_a_j | Front Bumper | Alien | Jester | \$1050 |
-| 1161 | rbmp_c_j | Pára-choque traseiro | X-Flow | Jester | \$950 |
-| 1162 | spl_a_j_b | Spoiler | Alien | Jester | \$650 |
-| 1163 | spl_c_u_b | Spoiler | X-Flow | Uranus | \$450 |
-| 1164 | spl_a_u_b | Spoiler | Alien | Uranus | \$550 |
-| 1165 | fbmp_c_u | Front Bumper | X-Flow | Uranus | \$850 |
-| 1166 | fbmp_a_u | Front Bumper | Alien | Uranus | \$950 |
-| 1167 | rbmp_c_u | Pára-choque traseiro | X-Flow | Uranus | \$850 |
-| 1168 | rbmp_a_u | Pára-choque traseiro | Alien | Uranus | \$950 |
-| 1169 | fbmp_a_s | Front Bumper | Alien | Sultan | \$970 |
-| 1170 | fbmp_c_s | Front Bumper | X-Flow | Sultan | \$880 |
-| 1171 | fbmp_a_l | Front Bumper | Alien | Elegy | \$990 |
-| 1172 | fbmp_c_l | Front Bumper | X-Flow | Elegy | \$900 |
-| 1173 | fbmp_c_j | Front Bumper | X-Flow | Jester | \$950 |
-| 1174 | fbmp_lr_br1 | Front Bumper | Chrome | Broadway | \$1000 |
-| 1175 | fbmp_lr_br2 | Front Bumper | Slamin | Broadway | \$900 |
-| 1176 | rbmp_lr_br1 | Pára-choque traseiro | Chrome | Broadway | \$1000 |
-| 1177 | rbmp_lr_br2 | Pára-choque traseiro | Slamin | Broadway | \$900 |
-| 1178 | rbmp_lr_rem2 | Pára-choque traseiro | Slamin | Remington | \$2050 |
-| 1179 | fbmp_lr_rem1 | Front Bumper | Chrome | Remington | \$2150 |
-| 1180 | rbmp_lr_rem1 | Pára-choque traseiro | Chrome | Remington | \$2130 |
-| 1181 | fbmp_lr_bl2 | Front Bumper | Slamin | Blade | \$2050 |
-| 1182 | fbmp_lr_bl1 | Front Bumper | Chrome | Blade | \$2130 |
-| 1183 | rbmp_lr_bl2 | Pára-choque traseiro | Slamin | Blade | \$2040 |
-| 1184 | rbmp_lr_bl1 | Pára-choque traseiro | Chrome | Blade | \$2150 |
-| 1185 | fbmp_lr_rem2 | Front Bumper | Slamin | Remington | \$2040 |
-| 1186 | rbmp_lr_sv2 | Pára-choque traseiro | Slamin | Savanna | \$2095 |
-| 1187 | rbmp_lr_sv1 | Pára-choque traseiro | Chrome | Savanna | \$2175 |
-| 1188 | fbmp_lr_sv2 | Front Bumper | Slamin | Savanna | \$2080 |
-| 1189 | fbmp_lr_sv1 | Front Bumper | Chrome | Savanna | \$2200 |
-| 1190 | fbmp_lr_t2 | Front Bumper | Slamin | Tornado | \$1200 |
-| 1191 | fbmp_lr_t1 | Front Bumper | Chrome | Tornado | \$1040 |
-| 1192 | rbmp_lr_t1 | Pára-choque traseiro | Chrome | Tornado | \$940 |
-| 1193 | rbmp_lr_t2 | Pára-choque traseiro | Slamin | Tornado | \$1100 |
-
-## All valid components per vehicle
-
-| Vehicle Name | Vehicle ID | Supported Component IDs |
-| ----------------- | ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| Landstalker | 400 | 1008, 1009, 1010, 1013, 1018, 1019, 1020, 1021, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bravura | 401 | 1001, 1003, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Buffalo | 402 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Linerunner | 403 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Perrenial | 404 | 1000, 1002, 1007, 1008, 1009, 1010, 1013, 1016, 1017, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sentinel | 405 | 1000, 1001, 1008, 1009, 1010, 1014, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Dumper | 406 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Firetruck | 407 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Trashmaster | 408 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stretch | 409 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Manana | 410 | 1001, 1003, 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1021, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Infernus | 411 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Voodoo | 412 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Pony | 413 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mule | 414 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cheetah | 415 | 1001, 1003, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Ambulance | 416 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Leviathan | 417 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Moonbeam | 418 | 1002, 1006, 1008, 1009, 1010, 1016, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Esperanto | 419 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Taxi | 420 | 1001, 1003, 1004, 1005, 1008, 1009, 1010, 1019, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Washington | 421 | 1000, 1008, 1009, 1010, 1014, 1016, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bobcat | 422 | 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mr Whoopee | 423 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| BF Injection | 424 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hunter | 425 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Premier | 426 | 1001, 1003, 1004, 1005, 1006, 1008, 1009, 1010, 1019, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Enforcer | 427 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Securicar | 428 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Banshee | 429 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Predator | 430 | None |
-| Bus | 431 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rhino | 432 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Barracks | 433 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotknife | 434 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Trailer 1 | 435 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Previon | 436 | 1001, 1003, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1021, 1022, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Coach | 437 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cabbie | 438 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stallion | 439 | 1001, 1003, 1007, 1008, 1009, 1010, 1013, 1017, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Rumpo | 440 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Bandit | 441 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Romero | 442 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Packer | 443 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Monster | 444 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Admiral | 445 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Squalo | 446 | None |
-| Seasparrow | 447 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Pizzaboy | 448 | None |
-| Tram | 449 | None |
-| Trailer 2 | 450 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Turismo | 451 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Speeder | 452 | None |
-| Reefer | 453 | None |
-| Tropic | 454 | None |
-| Flatbed | 455 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Yankee | 456 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Caddy | 457 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Solair | 458 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Berkley's RC Van | 459 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Skimmer | 460 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| PCJ-600 | 461 | None |
-| Faggio | 462 | None |
-| Freeway | 463 | None |
-| RC Baron | 464 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Raider | 465 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Glendale | 466 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Oceanic | 467 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sanchez | 468 | None |
-| Sparrow | 469 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Patriot | 470 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Quad | 471 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Coastguard | 472 | None |
-| Dinghy | 473 | None |
-| Hermes | 474 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sabre | 475 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rustler | 476 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| ZR-350 | 477 | 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Walton | 478 | 1004, 1005, 1008, 1009, 1010, 1012, 1013, 1020, 1021, 1022, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Regina | 479 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Comet | 480 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| BMX | 481 | None |
-| Burrito | 482 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Camper | 483 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Marquis | 484 | None |
-| Baggage | 485 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Dozer | 486 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Maverick | 487 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| News Chopper | 488 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rancher | 489 | 1000, 1002, 1004, 1005, 1006, 1008, 1009, 1010, 1013, 1016, 1018, 1019, 1020, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| FBI Rancher | 490 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Virgo | 491 | 1003, 1007, 1008, 1009, 1010, 1014, 1017, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Greenwood | 492 | 1000, 1004, 1005, 1006, 1008, 1009, 1010, 1016, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Jetmax | 493 | None |
-| Hotring | 494 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sandking | 495 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Blista Compact | 496 | 1001, 1002, 1003, 1006, 1007, 1008, 1009, 1010, 1011, 1017, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143 |
-| Police Maverick | 497 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Boxville | 498 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Benson | 499 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mesa | 500 | 1008, 1009, 1010, 1013, 1019, 1020, 1021, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Goblin | 501 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotring Racer A | 502 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotring Racer B | 503 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bloodring Banger | 504 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rancher | 505 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Super GT | 506 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Elegant | 507 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Journey | 508 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bike | 509 | None |
-| Mountain Bike | 510 | None |
-| Beagle | 511 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cropdust | 512 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stunt | 513 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tanker | 514 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Roadtrain | 515 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Nebula | 516 | 1000, 1002, 1004, 1007, 1008, 1009, 1010, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Majestic | 517 | 1002, 1003, 1007, 1008, 1009, 1010, 1016, 1017, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Buccaneer | 518 | 1001, 1003, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1018, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Shamal | 519 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hydra | 520 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| FCR-900 | 521 | None |
-| NRG-500 | 522 | None |
-| HPV1000 | 523 | None |
-| Cement Truck | 524 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tow Truck | 525 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Fortune | 526 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cadrona | 527 | 1001, 1007, 1008, 1009, 1010, 1014, 1015, 1017, 1018, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| FBI Truck | 528 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Willard | 529 | 1001, 1003, 1006, 1007, 1008, 1009, 1010, 1011, 1012, 1017, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Forklift | 530 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tractor | 531 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Combine | 532 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Feltzer | 533 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Remington | 534 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1100, 1101, 1106, 1122, 1123, 1124, 1125, 1126, 1127, 1178, 1179, 1180, 1185 |
-| Slamvan | 535 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1109, 1110, 1113, 1114, 1115, 1116, 1117, 1118, 1119, 1120, 1121 |
-| Blade | 536 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1103, 1104, 1105, 1107, 1108, 1128, 1181, 1182, 1183, 1184 |
-| Freight | 537 | None |
-| Streak | 538 | None |
-| Vortex | 539 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Vincent | 540 | 1001, 1004, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1020, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Bullet | 541 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Clover | 542 | 1008, 1009, 1010, 1014, 1015, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1144, 1145 |
-| Sadler | 543 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Firetruck LA | 544 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hustler | 545 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Intruder | 546 | 1001, 1002, 1004, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Primo | 547 | 1000, 1003, 1008, 1009, 1010, 1016, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143 |
-| Cargobob | 548 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tampa | 549 | 1001, 1003, 1007, 1008, 1009, 1010, 1011, 1012, 1017, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Sunrise | 550 | 1001, 1003, 1004, 1005, 1006, 1008, 1009, 1010, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Merit | 551 | 1002, 1003, 1005, 1006, 1008, 1009, 1010, 1016, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Utility | 552 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Nevada | 553 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Yosemite | 554 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Windsor | 555 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Monster A | 556 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Monster B | 557 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Uranus | 558 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1088, 1089, 1090, 1091, 1092, 1093, 1094, 1095, 1096, 1097, 1098, 1163, 1164, 1165, 1166, 1167, 1168 |
-| Jester | 559 | 1008, 1009, 1010, 1025, 1065, 1066, 1067, 1068, 1069, 1070, 1071, 1072, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1158, 1159, 1160, 1161, 1162, 1173 |
-| Sultan | 560 | 1008, 1009, 1010, 1025, 1026, 1027, 1028, 1029, 1030, 1031, 1032, 1033, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1138, 1139, 1140, 1141, 1169, 1170 |
-| Stratum | 561 | 1008, 1009, 1010, 1025, 1026, 1027, 1030, 1031, 1055, 1056, 1057, 1058, 1059, 1060, 1061, 1062, 1063, 1064, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1154, 1155, 1156, 1157 |
-| Elegy | 562 | 1008, 1009, 1010, 1025, 1034, 1035, 1036, 1037, 1038, 1039, 1040, 1041, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1146, 1147, 1148, 1149, 1171, 1172 |
-| Raindance | 563 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Tiger | 564 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Flash | 565 | 1008, 1009, 1010, 1025, 1045, 1046, 1047, 1048, 1049, 1050, 1051, 1052, 1053, 1054, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1150, 1151, 1152, 1153 |
-| Tahoma | 566 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Savanna | 567 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1102, 1129, 1130, 1131, 1132, 1133, 1186, 1187, 1188, 1189 |
-| Bandito | 568 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Freight Flat | 569 | None |
-| Streak Carriage | 570 | None |
-| Kart | 571 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mower | 572 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Duneride | 573 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sweeper | 574 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Broadway | 575 | 1008, 1009, 1010, 1025, 1042, 1043, 1044, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1099, 1174, 1175, 1176, 1177 |
-| Tornado | 576 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1134, 1135, 1136, 1137, 1190, 1191, 1192, 1193 |
-| AT-400 | 577 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| DFT-30 | 578 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Huntley | 579 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stafford | 580 | 1001, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| BF-400 | 581 | None |
-| Newsvan | 582 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tug | 583 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Trailer 3 | 584 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Emperor | 585 | 1000, 1001, 1002, 1003, 1006, 1007, 1008, 1009, 1010, 1013, 1014, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Wayfarer | 586 | None |
-| Euros | 587 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotdog | 588 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Club | 589 | 1000, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1016, 1017, 1018, 1020, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1144, 1145 |
-| Freight Carriage | 590 | None |
-| Trailer 3 | 591 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Andromada | 592 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Dodo | 593 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Cam | 594 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Launch | 595 | None |
-| Police Car (LSPD) | 596 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Police Car (SFPD) | | 597 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Police Car (LVPD) | | 598 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Police Ranger | 599 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Picador | 600 | 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1018, 1020, 1022, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| S.W.A.T. Van | 601 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Alpha | 602 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Phoenix | 603 | 1001, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1020, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Glendale | 604 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sadler | 605 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Luggage Trailer A | 606 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Luggage Trailer B | 607 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stair Trailer | 608 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Boxville | 609 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Farm Plow | 610 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Utility Trailer | 611 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-
-## All vehicle costs separated by comma
-
-`400, 550, 200, 250, 100, 150, 80, 500, 500, 200, 1000, 220, 250, 100, 400, 500, 200, 500, 350, 300, 250, 200, 150, 350, 50, 1000, 480, 480, 770, 680, 370, 370, 170, 120, 790, 150, 500, 690, 190, 390, 500, 390, 1000, 500, 500, 510, 710, 670, 530, 810, 620, 670, 530, 130, 210, 230, 520, 430, 620, 720, 530, 180, 550, 430, 830, 850, 750, 250, 200, 550, 450, 550, 450, 1100, 1030, 980, 1560, 1620, 1200, 1030, 900, 1230, 820, 1560, 1350, 770, 100, 1500, 150, 650, 450, 100, 750, 350, 450, 350, 1000, 620, 1140, 1000, 940, 780, 830, 3250, 1610, 1540, 780, 780, 780, 1610, 1540, 0, 0, 3340, 3250, 2130, 2050, 2040, 780, 940, 780, 940, 780, 860, 780, 1120, 3340, 3250, 3340, 1650, 3380, 3290, 1590, 830, 800, 1500, 1000, 800, 580, 470, 870, 980, 150, 150, 100, 100, 490, 600, 890, 1000, 1090, 840, 910, 1200, 1030, 1030, 920, 930, 550, 1050, 1050, 950, 650, 450, 550, 850, 950, 850, 950, 970, 880, 990, 900, 950, 1000, 900, 1000, 900, 2050, 2150, 2130, 2050, 2130, 2040, 2150, 2040, 2095, 2175, 2080, 2200, 1200, 1040, 940, 1100`
diff --git a/docs/translations/pt-BR/scripting/resources/clicksources.md b/docs/translations/pt-BR/scripting/resources/clicksources.md
deleted file mode 100644
index e7549f55782..00000000000
--- a/docs/translations/pt-BR/scripting/resources/clicksources.md
+++ /dev/null
@@ -1,12 +0,0 @@
----
-title: Click Sources
-
-description: Click Sources
----
-
-Para ser usado com [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
-
-| Valor | SÃmbolo constante |
-| ----- | ----------------------- |
-| 0 | CLICK_SOURCE_SCOREBOARD |
-| - | - |
diff --git a/docs/translations/pt-BR/scripting/resources/colorslist.md b/docs/translations/pt-BR/scripting/resources/colorslist.md
deleted file mode 100644
index 7781581a026..00000000000
--- a/docs/translations/pt-BR/scripting/resources/colorslist.md
+++ /dev/null
@@ -1,187 +0,0 @@
----
-title: Lista de Cores
-description: Cores estão em toda parte no SA-MP - veÃculos, nomes de jogadores e blips, textdraws, gametext, chat, textos 3D e dialogs (as color embedding)! Abaixo você pode encontrar informações sobre essas coisas.
-sidebar_label: Color List
----
-
-## Texto do chat e cor do jogador
-
-Cores no SA-MP são normalmente representados em código hexadecimal (embora integers possam ser usados também). Um texto de chat ou cor do jogador é semelhante a: 0xRRGGBBAA.
-
-_RR_ é a parte vermelha da cor, _GG_ o verde e _BB_ o azul. _AA_ é o valor alpha. Se FF for usado aqui, a cor será exibida sem transparência e se 00 for usado, ficará invisÃvel.
-
-Para obter o código Hex para essas cores, vá para a página [Cores Hex](../resources/hex-colors.md).
-
-### Valores Alpha (transparência)
-
-As seguintes imagens mostram o efeito dos valores de transparência usados com um quadrado branco debaixo do jogador e à esquerda do Ãcone de save. Incrementos de 0x11 (17 decimal) são usados para demonstração, mas é claro que você pode usar qualquer valor.
-
-The following images display the effect of transparency values used with a white quare under the player marker and left to the saving floppy icon. Increments of 0x11 (decimal 17) are used for demonstration, but of course you can use any value.
-
-
-
-### Fazendo contas
-
-Como as cores são apenas números, é possivel calcular com elas, embora nem sempre faça sentido. Por exemplo, é possivel ajustar a visibilidade do radar do jogador (veja acima) mantendo a mesma cor atual, independemente da cor que seja.
-
-```c
-SetPlayerMarkerVisibility(playerid, alpha = 0xFF)
-{
- new oldcolor, newcolor;
-
- alpha = clamp(alpha, 0x00, 0xFF); // if an out-of-range value is supplied we'll fix it here first
- oldcolor = GetPlayerColor(playerid); // get their color - Note: SetPlayerColor must have been used beforehand
-
- newcolor = (oldcolor & ~0xFF) | alpha; // first we strip of all alpha data (& ~0xFF) and then we replace it with our desired value (| alpha)
- return SetPlayerColor(playerid, newcolor); // returns 1 if it succeeded, 0 otherwise
-}
-```
-
-### Convert string to value with pawn
-
-Since the colors are just numbers you have to convert them sometimes from an input string "RRGGBBAA" to its number. This can be done using sscanf or the following function:
-
-```c
-stock HexToInt(string[])
-{
- if (!string[0])
- {
- return 0;
- }
-
- new
- cur = 1,
- res = 0;
-
- for (new i = strlen(string); i > 0; i--)
- {
- res += cur * (string[i - 1] - ((string[i - 1] < 58) ? (48) : (55)));
- cur = cur * 16;
- }
- return res;
-}
-```
-
-Use HexToInt("RRGGBBAA") and you'll get a usable number as result for [SetPlayerColor](../functions/SetPlayerColor.md).
-
-### Color embedding
-
-It is possible to use colors within text in [client messages](../functions/SendClientMessage.md"), [dialogs](../functions/ShowPlayerDialog.md), [3D text labels](../functions/Create3DTextLabel.md), [object material texts](../functions/SetObjectMaterialText.md) and [vehicle numberplates](../functions/SetVehicleNumberPlate.md").
-
-It is very similar to [gametext colors](../resources/gametextstyles.md), but allows any color to be used.
-
-:::caution
-
-This type of color embedding does not work in textdraws. See [GameTextStyle](../resources/gametextstyles.md).
-
-:::
-
-#### Example
-
-```c
-{FFFFFF}Hello this is {00FF00}green {FFFFFF}and this is {FF0000}red
-```
-
-Hello this is green and this is red
-
-
-
-#### Another example
-
-
-The code for the above chat line looks like this:
-
-```c
-SendClientMessage(playerid, COLOR_WHITE, "Welcome to {00FF00}M{FFFFFF}a{FF0000}r{FFFFFF}c{00FF00}o{FFFFFF}'{FF0000}s {FFFFFF}B{00FF00}i{FFFFFF}s{FF0000}t{FFFFFF}r{00FF00}o{FFFFFF}!");
-```
-
-You can define colors to use like so:
-
-```c
-#define COLOR_RED_EMBED "{FF0000}"
-
-SendClientMessage(playerid, -1, "This is white and "COLOR_RED_EMBED"this is red.");
-```
-
-Or
-
-```c
-#define COLOR_RED_EMBED "FF0000"
-
-SendClientMessage(playerid, -1, "This is white and {"COLOR_RED_EMBED"}this is red.");
-```
-
-The second example would be better as is it clearer that embedding is used.
-
-#### Using GetPlayerColor
-
-To use a player's color as an embedded color, you must first remove the alpha value. To do this, perform a logical right shift.
-
-```c
-new msg[128];
-format(msg, sizeof(msg), "{ffffff}This is white and {%06x}this is the player's color!", GetPlayerColor(playerid) >>> 8);
-SendClientMessage(playerid, 0xffffffff, msg);
-```
-
-The %x is the placeholder for hexadecimal values, the 6 ensures that the output string will always be six characters long and the 0 will pad it with zeros if it's not. Note that [GetPlayerColor](../resources/GetPlayerColor.md) only works properly if [SetPlayerColor](../resources/SetPlayerColor.md) has been used beforehand.
-
-The colors used in color embedding are not like normal hex colors in Pawn. There is no '0x' prefix and no alpha value (last 2 digits).
-
-### Color Pickers
-
-- [SA-MP Colorpicker v1.1.0](http://www.gtavision.com/index.php?section=downloads&site=download&id=1974)
-- [December.com](http://www.december.com/html/spec/color.html)
-- [RGB Picker](http://psyclops.com/tools/rgb)
-- [Adobe Kuler](https://kuler.adobe.com/create/color-wheel/)
-- [Color Scheme Designer](http://colorschemedesigner.com/)
-
-## GameText
-
-For GameText colors you can use special tags to set the following text to a specific color.
-
-```c
-~r~ red
-~g~ green
-~b~ blue
-~w~ white
-~y~ yellow
-~p~ purple
-~l~ black
-~h~ lighter color
-```
-
-Game text colour tags can be used to form different colours easily. The below colours are not exactly the same colour as above tags.
-
-```c
-~y~ yellow
-~r~~h~ light red
-~r~~h~~h~ red pink
-~r~~h~~h~~h~ dark pink
-~r~~h~~h~~h~~h~ light red pink
-~r~~h~~h~~h~~h~~h~ pink
-~g~~h~ light green
-~g~~h~~h~ more light green
-~g~~h~~h~~h~ sea green
-~g~~h~~h~~h~~h~ offwhite
-~b~~h~ blue
-~b~~h~~h~ purplish blue
-~b~~h~~h~~h~ light blue
-~y~~h~~h~ offwhite
-~p~~h~ medium pink
-```
-
-### Example
-
-```c
-~w~Hello this is ~b~blue ~w~and this is ~r~red
-```
-
-[
-
-Now these colors are pretty dark. You can make them brighter by using **~h~** after the color code:
-
-```c
-~w~Hello this is ~b~~h~blue ~w~and this is ~r~~h~red
-```
-
-[
diff --git a/docs/translations/pt-BR/scripting/resources/dialogstyles.md b/docs/translations/pt-BR/scripting/resources/dialogstyles.md
deleted file mode 100644
index e74f4a01ba1..00000000000
--- a/docs/translations/pt-BR/scripting/resources/dialogstyles.md
+++ /dev/null
@@ -1,260 +0,0 @@
----
-title: Dialog Styles
----
-
-:::note
-
-- Em [OnDialogResponse](../callbacks/OnDialogResponse), pressionar **button1** define **response** para **1**, enquanto pressionar **button2** define **response** para **0**.
-- Todo dialog tem um button2 opcional. Para que ele não seja mostrado, mantenha o parâmetro vazio, como no primeiro exemplo. Os jogadores não poderão clicá-lo, mas eles ainda poderão apertar ESC e chamar [OnDialogResponse](../callbacks/OnDialogResponse) com **response** = **0**.
-- [ShowPlayerDialog](../functions/ShowPlayerDialog): As cores embutidas podem ser utilizadas nos parâmetros: **caption**, **info**, **button1** e **button2**.
-
-:::
-
-- Esta página descreve o comportamento de [ShowPlayerDialog](../functions/ShowPlayerDialog) e [OnDialogResponse](../callbacks/OnDialogResponse).
-- Por várias limitações, visite a página de [Limites](../resources/limits).
-- Para exemplos de resposta, o seguinte código será usado:
-
-```c
-public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
-{
- printf( "playerid = %d, dialogid = YOUR_DIALOGID, response = %d, listitem = %d, inputtext = '%s' (size: %d)", playerid, response, listitem, inputtext, strlen( inputtext ) );
- return 1;
-}
-```
-
-## Estilo 0: `DIALOG_STYLE_MSGBOX`
-
-
-
-Visualização:
-
-:::note
-
-- **\t** adiciona um TAB (mais espaço).
-- **\n** cria uma nova linha.
-- Cores embutidas não resetarão após \n ou \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_MSGBOX, "Caption", "Info\n\tInfo", "Button 1", "");
-```
-
-### SaÃda de Resposta
-
-:::note
-
-- **listitem** é sempre **-1**.
-- **inputtext** é sempre vazio.
-
-:::
-
-```c
-// Botão pressionado
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = -1, inputtext = '' (size: 0)
-
-// ESC pressionado (já que o segundo botão não está visÃvel)
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = -1, inputtext = '' (size: 0)
-```
-
-## Estilo 1: `DIALOG_STYLE_INPUT`
-
-
-
-Visualização:
-
-:::note
-
-- **\t** adiciona um TAB (mais espaço).
-- **\n** cria uma nova linha.
-- Cores embutidas não resetarão após \n ou \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_INPUT, "Caption", "Enter information below:", "Button 1", "Button 2");
-```
-
-### SaÃda de Resposta
-
-:::note
-
-- **listitem** é sempre **-1**.
-- **inputtext** é o texto escrito pelo usuário, incluindo possÃveis cores.
-
-:::
-
-```c
-// Escreveu "input" e apertou o botão esquerdo
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = -1, inputtext = 'input' (size: 5)
-
-// Escreveu "input" e apertou o botão direito
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = -1, inputtext = 'input' (size: 5)
-```
-
-## Estilo 2: `DIALOG_STYLE_LIST`
-
-
-
-Visualização:
-
-:::note
-
-- **\t** adiciona um TAB (mais espaço).
-- **\n** cria uma nova linha.
-- Cores embutidas não resetarão após \n ou \t
-
-:::
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_LIST, "Caption", "Item 0\n{FFFF00}Item 1\nItem 2", "Button 1", "Button 2");
-```
-
-### SaÃda da Resposta:
-
-:::note
-
-- **listitem** é o número da linha selecionado, iniciando em **0**.
-- **inputtext** é o texto contido no item, incluindo as cores.
-
-:::
-
-```c
-// Selecionou o primeiro item e apertou o botão esquerdo
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = 0, inputtext = 'Item 0' (size: 6)
-
-// Selecionou o segundo item e apertou o botão direito
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = 1, inputtext = 'Item 1' (size: 6)
-```
-
-## Estilo 3: `DIALOG_STYLE_PASSWORD`
-
-:::note
-
-- Similar ao **DIALOG_STYLE_INPUT**.
-
-:::
-
-
-
-Visualização:
-
-:::note
-
-- **\t** adiciona um TAB (mais espaço).
-- **\n** cria uma nova linha.
-
-:::
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_PASSWORD, "Caption", "Enter private information below:", "Button 1", "Button 2");
-```
-
-### SaÃda da Resposta:
-
-:::note
-
-- **listitem** é sempre **-1**.
-- **inputtext** é o texto digitado pelo jogador, sem possÃveis cores.
-
-:::
-
-```c
-// Escreveu "input" e apertou o botão esquerdo
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = -1, inputtext = 'input' (size: 5)
-
-// Escreveu "input" e apertou o botão direito
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = -1, inputtext = 'input' (size: 5)
-```
-
-## Estilo 4: `DIALOG_STYLE_TABLIST`
-
-:::tip Este estilo foi adicionado na versão **SA-MP 0.3.7** e não funcionará em versões anteriores!
-
-:::
-
-:::note
-
-- Similar ao **DIALOG_STYLE_LIST**.
-
-:::
-
-
-
-Visualização:
-
-:::note
-
-- **\t** adiciona um TAB (mais espaço).
-- **\n** cria uma nova linha.
-- Cores embutidas não resetarão após \n ou \t.
-
-:::
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_TABLIST, "Caption",
-"Deagle\t$5000\t100\n\
-{FF0000}Sawnoff\t{33AA33}$5000\t100\n\
-Pistol\t$1000\t50",
-"Button 1", "Button 2");
-```
-
-:::note
-
-- **inputtext** é o texto existente na _primeira coluna_ do item **listitem** selecionado, sem as cores.
-
-:::
-
-```c
-// Selecionou o primeiro item e apertou o botão esquerdo
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = 0, inputtext = 'Deagle' (size: 6)
-
-// Selecionou o segundo item e apertou o botão direito
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = 1, inputtext = 'Sawnoff' (size: 7)
-```
-
-## Estilo 5: `DIALOG_STYLE_TABLIST_HEADERS`
-
-:::tip Este estilo foi adicionado na versão **SA-MP 0.3.7** e não funcionará em versões anteriores!
-
-:::
-
-:::note
-
-- Similar ao **DIALOG_STYLE_LIST**.
-
-:::
-
-
-
-Showing:
-
-:::note
-
-- **\t** cria uma nova coluna.
-- **\n** cria um novo item na lista.
-- Cores embutidas reiniciarão após \n e \t. A primeira linha **info** define o cabeçalho.
-
-:::
-
-```c
-ShowPlayerDialog(playerid, YOUR_DIALOGID, DIALOG_STYLE_TABLIST_HEADERS, "Caption",
-"Header 1\tHeader 2\tHeader 3\n\
-Item 1 Column 1\tItem 1 Column 2\tItem 1 Column 3\n\
-{FF0000}Item 2 Column 1\t{33AA33}Item 2 Column 2\tItem 2 Column 3",
-"Button 1", "Button 2");
-```
-
-:::note
-
-- **inputtext** é o texto contido na _primeira coluna_ do item **listitem** selecionado, sem as possÃveis cores.
-
-:::
-
-```c
-// Selecionou o primeiro item da lista e clicou com o botão esquerdo
-playerid = 0, dialogid = YOUR_DIALOGID, response = 1, listitem = 0, inputtext = 'Item 1 Column 1' (size: 15)
-
-// Selecionou o primeiro item da lista e clicou com o botão direito
-playerid = 0, dialogid = YOUR_DIALOGID, response = 0, listitem = 1, inputtext = 'Item 2 Column 1' (size: 15)
-```
diff --git a/docs/translations/pt-BR/scripting/resources/gametextstyles.md b/docs/translations/pt-BR/scripting/resources/gametextstyles.md
deleted file mode 100644
index 55303525350..00000000000
--- a/docs/translations/pt-BR/scripting/resources/gametextstyles.md
+++ /dev/null
@@ -1,93 +0,0 @@
----
-title: Estilos de GameText
-description: Estilos de GameText usados em textdraws e gametext.
----
-
-Esta página aborda tudo o que você precisa saber sobre estilos de gametext e como eles podem ser usados em textdraw e em texto renderizado para um (único) jogador.
-Usado principalmente por [GameText](../functions/GameTextForPlayer) e [GameTextForAll](../functions/GameTextForAll).
-
----
-
-## Cores do texto
-É possÃvel desenhar certas partes do seu texto em cores diferentes. Para fazer isso, você simplesmente precisa usar os slugs de cores listados abaixo e encapsular a parte do texto que deseja desenhar em uma cor especÃfica (ex: \~y\~Eu sou desenhado em amarelo!\~y\~).
-
-| Codigo | Cor | Descrição |
-| -------------------- | -------------------------------------- | ------------------------------------------------ |
-| N/A |  | Cor padrão, não possui código. |
-| `~h~` |  | Versão mais clara da cor padrão |
-| `~h~~h~` |  | Versão mais clara da cor padrão. |
-| `~r~` |  | Possui cinco nÃveis de clareamento. |
-| `~r~~h~` |  | |
-| `~r~~h~~h~` |  | |
-| `~r~~h~~h~~h~` |  | |
-| `~r~~h~~h~~h~~h~` |  | |
-| `~r~~h~~h~~h~~h~~h~` |  | |
-| `~g~` |  | Possui quatro nÃveis de clareamento. |
-| `~g~~h~` |  | |
-| `~g~~h~~h~` |  | |
-| `~g~~h~~h~~h~` |  | |
-| `~g~~h~~h~~h~~h~` |  | O mesmo que `~y~~h~~h~`. |
-| `~b~` |  | Possui três nÃveis de clareamento. |
-| `~b~~h~` |  | |
-| `~b~~h~~h~` |  | |
-| `~b~~h~~h~~h~` |  | |
-| `~p~` |  | Possui dois nÃveis de clareamento. |
-| `~p~~h~` |  | |
-| `~p~~h~~h~` |  | |
-| `~y~` |  | Possui dois nÃveis de clareamento. |
-| `~y~~h~` |  | |
-| `~y~~h~~h~` |  | O mesmo que `~g~~h~~h~~h~~h~`. |
-| `~l~` |  | "L" minúsculo. Não pode ser clareado. |
-| `~w~ (or ~s~)` |  | Tem um nÃvel de clareamento. |
-| `~w~~h~ (or ~s~~h~)` |  | Todas as cores se tornam assim quando muito iluminadas. |
-
----
-
-## Carácteres especiais
-Diferentemente das cores de texto, esses slugs (código de texto) não exigem encapsulamento. Eles podem ser usados como estão.
-
-| Código | Descrição |
-| ------ | ---------------------------------------------------------------------------------------------------------------------------------- |
-| `~n~` | Nova linha |
-| `~h~` | Clareie as cores selecionadas. O texto pode aparecer entre a cor principal e o clareamento, por exemplo `~r~Olá ~h~mundo` tornará "Olá" vermelho e "mundo" um vermelho ligeiramente mais claro. |
-| `~u~` | Seta para cima (cinza) |
-| `~d~` | Seta para baixo (cinza) |
-| `~<~` | Seta para a esquerda (cinza) |
-| `~>~` | Seta para a direita (cinza) |
-| `~]~` | Exibe um `*` sÃmbolo (somente nos estilos de texto 3, 4 e 5) |
-| `~k~` | Mapeamento de teclas do teclado (ex: `~k~~VEHICLE_TURRETLEFT~` e `~k~~PED_FIREWEAPON~`). Veja [aqui](../resources/keys) uma lista de chaves. |
-
-:::caution
-
-Tenha cuidado, usar muitas cores de texto ou caracteres especiais em um gametext pode travar todos os jogadores para os quais o gametext é exibido. Além disso, evite usar o caractere `~` de forma desigual. Exemplo: `~~r~Olá, ~g~como vai ~y~você?`
-
-:::
-
-## Estilos de texto
-Você pode usar os seguintes estilos de texto em gametext.
-
-| Estilo | Pré-visualização | Descrição |
-| ------- | -------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
-| Estilo 0 |  | Aparece por 9 segundos, independentemente da configuração de tempo. Oculta textdraws e qualquer outro gametext na tela (corrigido em fixes.inc) |
-| Estilo 1 |  | Desaparece após 8 segundos, independentemente do tempo definido. Se você tiver uma configuração de tempo maior que isso, ele reaparecerá após desaparecer e repetirá até que o tempo acabe (corrigido em fixes.inc) |
-| Estilo 2 |  | N/A |
-| Estilo 3 |  | N/A |
-| Estilo 4 |  | N/A |
-| Estilo 5 |  | Exibe por 3 segundos, independentemente do horário que você definir. Recusará ser exibido se for "spam" (corrigido em fixes.inc) |
-| Estilo 6 |  | N/A |
-
----
-
-## Estilos de texto adicionados por [fixes.inc](https://github.com/pawn-lang/sa-mp-fixes)
-
-| Estilo | Pré-visualização | Descrição |
-| -------- | --------------------------------------- | -------------------------------------------------- |
-| Estilo 7 |  | Baseado em nomes de veÃculos. |
-| Estilo 8 |  | Baseado em nomes de locais. |
-| Estilo 9 |  | Baseado em nomes de estações de rádio (uma vez selecionado). |
-| Estilo 10 |  | Baseado em nomes de estações de rádio (durante a troca). |
-| Estilo 11 |  | Baseado em dinheiro positivo. |
-| Estilo 12 |  | Baseado em dinheiro negativo. |
-| Estilo 13 |  | Baseado nos bônus de acrobacias. |
-| Estilo 14 |  | Baseado no relógio do jogo. |
-| Estilo 15 |  | Com base no pop-up de notificação. |
diff --git a/docs/translations/pt-BR/scripting/resources/keys.md b/docs/translations/pt-BR/scripting/resources/keys.md
deleted file mode 100644
index 25321f6b93a..00000000000
--- a/docs/translations/pt-BR/scripting/resources/keys.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: "Chaves"
----
-
-:::note
-
-Aqui você pode encontrar informações sobre constantes de entrada de teclas usadas por [GetPlayerKeys](../functions/GetPlayerKeys) e [OnPlayerKeyStateChange](../callbacks/OnPlayerKeyStateChange).
-
-SA-MP usa bitmasking para determinar quais teclas estão pressionadas e quais não estão. Aqui está um artigo sobre bitmasking: [http://en.wikipedia.org/wiki/Mask\_(computing)]()
-
-:::
-
----
-
-| Macro | Valor | Código Embedding (A pé) (6) | Código Embedding (No VeÃculo) (6) | Tecla Padrão (A pé) | Tecla Padrão (No VeÃculo) |
-| ------------------------ | --------- | ---------------------------- | ------------------------------- | -------------------------------------------------------- | ------------------------ |
-| KEY_ACTION | 1 | \~k~\~PED_ANSWER_PHONE~ | \~k~\~VEHICLE_FIREWEAPON_ALT~ | TAB | ALT GR / LCTRL / NUM0 |
-| KEY_CROUCH | 2 | \~k~\~PED_DUCK~ | \~k~\~VEHICLE_HORN~ | C | H / CAPSLOCK |
-| KEY_FIRE | 4 | \~k~\~PED_FIREWEAPON~ | \~k~\~VEHICLE_FIREWEAPON~ | LCTRL / LMB (Botão Esquerdo do Mouse) | LALT |
-| KEY_SPRINT | 8 | \~k~\~PED_SPRINT~ | \~k~\~VEHICLE_ACCELERATE~ | ESPAÇO | W |
-| KEY_SECONDARY_ATTACK | 16 | \~k~\~VEHICLE_ENTER_EXIT~ | \~k~\~VEHICLE_ENTER_EXIT~ | ENTER | ENTER |
-| KEY_JUMP | 32 | \~k~\~PED_JUMPING~ | \~k~\~VEHICLE_BRAKE~ | LSHIFT | S |
-| KEY_LOOK_RIGHT | 64 | - | \~k~\~VEHICLE_LOOKRIGHT~ | - | E |
-| KEY_HANDBRAKE/KEY_AIM(1) | 128 | \~k~\~PED_LOCK_TARGET~ | \~k~\~VEHICLE_HANDBRAKE~ | RMB (Botão Direito do Mouse) | ESPAÇO |
-| KEY_LOOK_LEFT | 256 | - | \~k~\~VEHICLE_LOOKLEFT~ | - | Q |
-| KEY_LOOK_BEHIND | 512 | \~k~\~PED_LOOKBEHIND~ | \~k~\~VEHICLE_LOOKBEHIND~ | NUM1 / MMB (Botão do Meio do Mouse - Clique na roda do mouse) | 2 |
-| KEY_SUBMISSION | 512 | - | \~k~\~TOGGLE_SUBMISSIONS~ | NUM1 / MMB (Botão do Meio do Mouse - Clique na roda do mouse) | 2 / NUMPAD + |
-| KEY_WALK | 1024 | \~k~\~SNEAK_ABOUT~ | - | LALT | - |
-| KEY_ANALOG_UP | 2048 | - | \~k~\~VEHICLE_TURRETUP~ | NUM8(5) | NUM8 |
-| KEY_ANALOG_DOWN | 4096 | - | \~k~\~VEHICLE_TURRETDOWN~ | NUM2(5) | NUM2 |
-| KEY_ANALOG_LEFT | 8192 | \~k~\~VEHICLE_LOOKLEFT~ | \~k~\~VEHICLE_TURRETLEFT~ | NUM4 | NUM4 |
-| KEY_ANALOG_RIGHT | 16384 | \~k~\~VEHICLE_LOOKRIGHT~ | \~k~\~VEHICLE_TURRETRIGHT~ | NUM6 | NUM6 |
-| KEY_YES(2) | 65536 | \~k~\~CONVERSATION_YES~ | \~k~\~CONVERSATION_YES~ | Y | Y |
-| KEY_NO(2) | 131072 | \~k~\~CONVERSATION_NO~ | \~k~\~CONVERSATION_NO~ | N | N |
-| KEY_CTRL_BACK(2) | 262144(4) | \~k~\~GROUP_CONTROL_BWD~ | \~k~\~GROUP_CONTROL_BWD~ | H | H |
-| UNDEFINED(3) | - | \~k~\~GROUP_CONTROL_FWD~ | \~k~\~GROUP_CONTROL_FWD~ | G | G |
-| KEY_UP | -128 | \~k~\~GO_FORWARD~ | \~k~\~VEHICLE_STEERUP~ | CIMA | CIMA |
-| KEY_DOWN | 128 | \~k~\~GO_BACK~ | \~k~\~VEHICLE_STEERDOWN~ | BAIXO | BAIXO |
-| KEY_LEFT | -128 | \~k~\~GO_LEFT~ | \~k~\~VEHICLE_STEERLEFT~ | ESQUERDA | ESQUERDA |
-| KEY_RIGHT | 128 | \~k~\~GO_RIGHT~ | \~k~\~VEHICLE_STEERRIGHT~ | DIREITA | DIREITA |
-
----
-
-**(1):** Tecla não definida nos includes do SA:MP. Você deve definir
-
-```c
-#define KEY_AIM KEY_HANDBRAKE
-```
-
-ou usar KEY_HANDBRAKE.
-
-**(2):** Essa tecla não pode ser detectada quando o jogador está no [modo espectador](../functions/TogglePlayerSpectating).
-
-**(3):** GROUP_CONTROL_FWD não pode ser detectado no SA-MP, pois é usado internamente para entrar em veÃculos como passageiro. No entanto, a definição de gametext ainda existe.
-
-**(4):** Se o número da tecla "262144" não funcionar, apenas use o número "2".
-
-**(5):** Só é detectado quando a configuração "JOYPAD" está selecionada para o controle.
-
-**(6)** Códigos de embedding só funcionam para [mensagens do cliente](../functions/SendDeathMessage), [textdraws](../functions/TextDrawCreate) e [gametexts](../functions/GameTextForPlayer).
\ No newline at end of file
diff --git a/docs/translations/pt-BR/server/ControllingServer.md b/docs/translations/pt-BR/server/ControllingServer.md
deleted file mode 100644
index d77a0901db5..00000000000
--- a/docs/translations/pt-BR/server/ControllingServer.md
+++ /dev/null
@@ -1,197 +0,0 @@
----
-title: "Controlando um Servidor"
-description: Comandos úteis para gerenciar um servidor.
----
-
-## Mudando o Gamemode
-
-### Rodando um gamemode customizado/baixado
-
-- Abra o diretório em que você instalou o servidor (ex: /Rockstar Games/GTA San Andreas/server)
-- Pegue o arquivo .amx baixado/compilado e coloque-o na pasta gamemodes onde você instalou o servidor.
-- Use RCON para mudar de modo como descrito acima (2.1)
-- Como alternativa você pode adicionar um novo modo para a rotação, também descrito acima (2.3)
-
-### Usando Filterscripts
-
-O mesmo que rodar um gamemode customizado, exceto:
-
-- Coloque o .amx em uma pasta chamada `filterscripts`
-- Adicione o seguinte no server.cfg `filterscripts `
-
-## Colocando senha no seu servidor
-
-- Se você desejar, poderá adicionar uma senha para que apenas seus amigos possam entrar, adicione isso ao seu server.cfg
-
-```
-password qualquercoisa
-```
-
-- Isso irá fazer com que seu servidor contenha uma senha para acessar, que colocamos como 'qualquercoisa', mude-a como desejar.
-- Você também pode mudar a senha enquanto estiver no jogo usando `/rcon password novasenhaaqui`
-- Você pode remover a senha usando `/rcon password 0`, ou reiniciando o servidor.
-
-## Usando RCON
-
-### Logando
-
-Você pode logar quando estiver no jogo, basta escrever `/rcon login senha`, ou quando estiver fora do jogo usando a RCON no Console Remoto.
-
-A senha é a mesma que você colocou no server.cfg
-
-### Colocando Banimentos
-
-##### samp.ban
-
-samp.ban é o arquivo usado para organizar banimentos, incluindo as seguintes informações sobre o mesmo:
-
-- IP
-- Data
-- Tempo
-- Nome (Nome da pessoa ou motivo, veja [BanEx](../functions/BanEx))
-- Tipo de ban
-
-Para adicionar um banido, basta colocar uma linha como esta:
-
-```
-IP_AQUI [28/05/09 | 13:37:00] JOGADOR - INGAME BAN
-```
-
-Onde `IP_AQUI` é onde você coloca o IP que gostaria de banir.
-
-##### Função Ban()
-
-A função de [Ban](../functions/Ban) pode ser usada para banir um jogador de um script. O [BanEx](../functions/BanEx) irá adicionar uma opção como esta:
-
-```
-13.37.13.37 [28/05/09 | 13:37:00] Cheater - BANIMENTO NO JOGO
-```
-
-##### RCON Comando de Banimento
-
-O comando de banimento do RCON, executado escrevendo /rcon ban in-game ou "ban" no console, é usado para banir um jogador especÃfico que está no seu servidor, para banir um IP veja a próxima seção.
-
-Simplesmente escreva:
-
-```
-# No Jogo:
-/rcon ban PLAYERID
-
-# Console:
-ban PLAYERID
-```
-
-##### Banimento por IP
-
-O comando de banir por IP do RCON, executado escrevendo /rcon banip in-game ou "banip" no console, é usado para banir um endereço de IP especÃfico, para banir um jogador do servidor por IP veja a seção anterior.
-
-Simplesmente escreva:
-
-```
-# No Jogo:
-/rcon banip IP
-
-# Console:
-banip IP
-```
-
-### Removendo Banimentos
-
-Uma vez que alguém é banido, há duas maneiras de desabnir o mesmo.
-
-- Remover do samp.ban
-- O comando `unbanip` do RCON
-
-#### samp.ban
-
-samp.ban pode ser encontrado no diretório do seu servidor, ele contém linhas com as seguintes informações sobre cada banimento
-
-- IP
-- Data
-- Tempo
-- Nome (Nome do jogador ou motivo (veja [BanEx](../../functions/BanEx)))
-- Tipo do banimento (INGAME, IP BAN etc,)
-
-Exemplos:
-
-```
-127.8.57.32 [13/06/09 | 69:69:69] NONE - IP BAN
-13.37.13.37 [28/05/09 | 13:37:00] Kyeman - INGAME BAN
-```
-
-Para desbanir alguém, simplesmente remova a linha, então execute o comando do RCON "reloadbans" para fazer com que o servidor faça a leitura novamente do arquivo.
-
-#### unbanip
-
-O comando de "unbanip" do RCON pode ser usado no jogo ou no console do servidor. Para desbanir um IP, siplesmente digite `/rcon unbanip IP_AQUI` caso esteja no jogo, ou `unbanip IP_AQUI` no console.
-
-Exemplo:
-
-```
-13.37.13.37 [28/05/09 | 13:37:00] Kyeman - INGAME BAN
-```
-
-```
-# No jogo:
-/rcon unbanip 13.37.13.37
-
-# Console:
-unbanip 13.37.13.37
-```
-
-Para desbanir alguém, simplesmente use `unbanip`, então execute o comando do RCON "reloadbans" para fazer com que o servidor faça a leitura novamente do arquivo.
-
-#### reloadbans
-
-`samp.ban` é um arquivo que contém informações dos IP's que já foram banidos do servidor. Este arquivo é lido quando o servidor é iniciado. então caso desbane um IP/Jogador você PRECISA digitar no RCON `reloadbans` para fazer com que o servidor leia novamente o arquivo, permitindo com que os jogadores desbanidos entrem no servidor.
-
-### Comandos do RCON
-
-Digite cmdlist para comandos (ou, varlist para variáveis) dando assim uso ao RCON no jogo (`/rcon cmdlist`).
-
-Estas são as funções que você como admin pode usar:
-
-| Comando | Descrição |
-| --------------------------------- | --------------------------------------------------------------------------------------------------- |
-| `/rcon cmdlist` | Mostra a lista de comandos. |
-| `/rcon varlist` | Mostra a lista com as variáveis atuais. |
-| `/rcon exit` | Fecha o servidor. |
-| `/rcon echo [text]` | Mostra o `[text]` no console do servidor (NÃO no console do jogador). |
-| `/rcon hostname [name]` | Muda o nome da host (_exemplo: /rcon hostname meu servidor_). |
-| `/rcon gamemodetext [name]` | Muda o texto do gamemode (_exemplo: /rcon gamemodetext minha GM_). |
-| `/rcon mapname [name]` | Muda o nome do mapa (_exemplo: /rcon mapname San Andreas_). |
-| `/rcon exec [filename]` | Executa o arquivo que contém o server.cfg (_exemplo: /rcon exec blah.cfg_). |
-| `/rcon kick [ID]` | Kick o jogador de determinado ID (_exemplo: /rcon kick 2_). |
-| `/rcon ban [ID]` | Bane o jogador de determinado ID (_exemplo: /rcon ban 2_). |
-| `/rcon changemode [mode]` | Este comando irá alternar entre as gamemode's (_exemplo: /rcon changemode sftdm_). |
-| `/rcon gmx` | Irá carregar a próxima gamemode no server.cfg. |
-| `/rcon reloadbans` | Carrega e reliza uma nova leitura do samp.ban |
-| `/rcon reloadlog` | Carrega novamente o server_log.txt. |
-| `/rcon say` | Mostra uma mensagem no console dos jogadores (\_exemplo: `/rcon say olá` irá mostrar `Admin: olá`). |
-| `/rcon players` | Mostra os jogadores que estão no servidor (Com nome, IP e ping). |
-| `/rcon banip [IP]` | Bane determinado IP (_exemplo: /rcon banip 127.0.0.1_). |
-| `/rcon unbanip [IP]` | Desbane determinado IP (_exemplo: /rcon unbanip 127.0.0.1_). |
-| `/rcon gravity` | Muda a gravidade (_exemplo: /rcon gravity 0.008_). |
-| `/rcon weather [ID]` | Muda o clima (_exemplo: /rcon weather 1_). |
-| `/rcon loadfs` | Carrega o determinado filterscript (_exemplo: /rcon loadfs adminfs_). |
-| `/rcon weburl [server url]` | Muda o URL do servidor no cliente |
-| `/rcon unloadfs` | Descarrega o determinado filterscript (_exemplo: /rcon unloadfs adminfs_). |
-| `/rcon reloadfs` | Recarrega o determinado filterscript (_exemplo: /rcon reloadfs adminfs_). |
-| `/rcon rcon\_password [PASSWORD]` | Muda a senha do RCON |
-| `/rcon password [password]` | Coloca/Reseta a senha do servidor |
-| `/rcon messageslimit [count]` | Muda o número e mensagens por segundo que um jogador pode enviar. (padrão: 500) |
-| `/rcon ackslimit [count]` | Muda o limite de acks (padrão: 3000) |
-| `/rcon messageholelimit [count]` | Muda o limite dos "buracos" na mensagem: (padrão: 3000) |
-| `/rcon playertimeout [limit m/s]` | Muda o tempo em milisegundos quando um jogador cai. (padrão: 1000) |
-| `/rcon language [language]` | Muda a lÃngua do servidor (_example: /rcon language English_). |
-
-### Funções e Callbacks relacionadas
-
-#### Callbacks
-
-- [OnRconLoginAttempt](../../callbacks/OnRconLoginAttempt): Chamado quando há uma tentativa de logar no RCON.
-
-#### Functions
-
-- [IsPlayerAdmin](../../functions/IsPlayerAdmin): Verifica se um jogador está logado no RCON.
-- [SendRconCommand](../../functions/SendRconCommand): Envia um comando para o RCON via código.
diff --git a/docs/translations/pt-BR/server/LagCompensation.md b/docs/translations/pt-BR/server/LagCompensation.md
deleted file mode 100644
index 636bc9989ae..00000000000
--- a/docs/translations/pt-BR/server/LagCompensation.md
+++ /dev/null
@@ -1,10 +0,0 @@
----
-title: "Compensação de lag"
-description: Explicando a compensação de lag.
----
-
-A compensação de atraso para balas disparadas é habilitada por padrão em servidores SA-MP desde 0.3z. Isso pode ser alterado usando a variável de servidor `lagcompmode` no [server.cfg](server.cfg). Definindo para 0 vai desativar completamente a compensação de lag e os players vão ter que controlar os seus disparos (disparando à frente dos alvos).
-
-Desativando a compensação de lag vai impedir [OnPlayerWeaponShot](../scripting/callbacks/OnPlayerWeaponShot) de ser chamado.
-
-Essa variável pode apenas ser definida no [server.cfg](server.cfg).
diff --git a/docs/translations/pt-BR/server/RemoteConsole.md b/docs/translations/pt-BR/server/RemoteConsole.md
deleted file mode 100644
index 6dd8bb02022..00000000000
--- a/docs/translations/pt-BR/server/RemoteConsole.md
+++ /dev/null
@@ -1,16 +0,0 @@
----
-title: "Console Remoto (RCON)"
----
-
-O Console Remoto é um prompt de comando onde você pode usar comandos RCON sem precisar estar no jogo e no seu servidor. Desde 0.3b, o Console Remoto foi removido do Navegador de Servidores. A partir de agora você terá que utilizar outra forma de acessar o RCON Remoto conforme explicado abaixo.
-
-1. Abra um editor de texto.
-2. Escreva a seguinte linha: rcon.exe IP PORT RCON-PASS (Substitua IP/PORT/PASS pelas informações do seu servidor)
-3. Salve o arquivo como rcon.bat
-4. Coloque o arquivo no diretório do seu GTA, onde o rcon.exe está localizado.
-5. Execute rcon.bat
-6. Digite o comando que você deseja.
-
-
-
-Nota: Não há necessidade de digitar /rcon antes do comando no console, os comandos não funcionarão se você fizer isso. Por exemplo, se você desejar resetar o servidor, basta digitar gmx e pressionar Enter. Isso é tudo o que você precisa fazer. Aproveite
diff --git a/docs/translations/pt-BR/tutorials/PluginDevelopmentGuide.md b/docs/translations/pt-BR/tutorials/PluginDevelopmentGuide.md
deleted file mode 100644
index 5a2617fa9db..00000000000
--- a/docs/translations/pt-BR/tutorials/PluginDevelopmentGuide.md
+++ /dev/null
@@ -1,1295 +0,0 @@
----
-title: Guia de desenvolvimento de Plugins
-description: Um guia simples para desenvolvolver plugins ( Tradução de um post do sampforum )
----
-
-## Introdução
-Eu decidi criar esse topico para direcionar problemas e questões frequentes em relação ao desenvolvimento de Plugins.
-Eu de longe sou um especialista de C/C++ ou sobre a SDK de plugins, apenas estou compartilhando o que aprendi nesse tempo desenvolvendo plugins.
-
-Tenho esperança de que este topico pode se tornar um projeto em grupo quando vir a tona e outras pessoas poderão compartilhar informações que eu possa não saber agora.
-
-> Nota do tradutor: Eu conhecido como Louzindev na comunidade, estou tentando reviver este topico para reforçar o conhecimento na comunidade local.
-
-## Este **Não** é um forum de ajuda de C/++
-Algumas pessoas parecem estar bem confusas quando vêem este post.
-
-Eu vejo muitas pessoas perguntarem questões completamente validas e terminarem com multiplas respostas como: "Este não é um forum de ajuda para C/++". Apenas porque é esperado que alguem conheça a linguagem, não significa que eles não podem fazer perguntas sobre a atual SDK. Existe uma grande diferença entre perguntar o que um ponteiro é, para algo como: "Como criar callbacks"
-
-Dito isso, separei alguns sites ótimos para perguntas frequentes e tutorias além da documentação oficial do C/++.
-
-cprogramming.com
-
-cplusplus.com
-
-learncpp.com
-
-Se você precisar de assistencia com C/++, você pode perguntar nesses foruns:
-
-dreamincode.net
-
-stackoverflow.com
-
-## FAQ
-
-### Duvidas rapidas
-
-**Duvida:** Como os plugins são feitos?
-
-- **Resposta:** Plugins são feitos usando a plugin SDK do AMX, este topico presume que você já sabe C/++, e vai providenciar informação sobre a SDK neste artigo.
-
-**Duvida:** Eu Posso criar um plugin em outra linguagem sem ser C/++?
-
-- **Resposta:** É possivel na teoria. Existem varias tentativas de portar a Plugin SDK do SA-MP para a linguagem D, que suporta a interface de programação C. Por enquanto, eu nunca vi nenhum plugin funcionando em linguagem D, mas é possivel na teoria.
-
-> Nota do tradutor: é possivel 'bindar' a Plugin SDK para outras linguagens. Como no repositorio de exemplo: https://github.com/AmyrAhmady/samp-node
-
-
-**Pergunta:** Como posso fazer meu plugin ser multiplataforma (disponÃvel no Linux e Windows)?
-
-- **Resposta:** Linux e Windows são dois sistemas operacionais diferentes, cada um com suas próprias APIs e implementações distintas. Fazer seu código funcionar em ambas as plataformas significa que você deve usar código independente de plataforma ou algum tipo de framework que lide com as diferenças de plataforma para você. Depois de garantir que seu código não depende de uma API especÃfica, basta compilá-lo no ambiente desejado (novamente, este guia assume que você sabe como fazer isso).
-
-**Resposta:** Meu plugin pode usar memory hacking?
-
-**Resposta:** Para ser honesto, isso é uma área meio cinzenta. Usar hacking de memória para fazer *hook* em callbacks ou chamar funções parece ser totalmente aceitável. Qualquer coisa que modifique a memória do servidor parece ser proibida (veja isso). Se você planeja criar um plugin que precise usar hacking de memória para qualquer coisa além de fazer *hook* de callbacks ou chamadas de funções, peça permissão antes e obtenha aprovação antes de postar; essa é, honestamente, a melhor forma de descobrir!
-
-**Pergunta:** É possÃvel fazer um plugin que **\_\_\_\_\_\_**?
-
-- **Resposta:** Na maioria dos casos, qualquer ideia é completamente possÃvel de implementar. Pode ser necessário um aplicativo independente que se comunique com o plugin, mas provavelmente é viável. Perguntas como essa **não** devem ser postadas. Você ouviu a resposta, então siga em frente! Esta não é uma seção para pedidos de plugins. Espero que um dia haja criadores de plugins suficientes para uma seção ou um tópico fixo para solicitações (este guia foi criado para apresentar e ajudar novos desenvolvedores de plugins, então vamos torcer).
-
-**Pergunta:** Qual IDE/Compilador devo usar para **\_\_\_\_\_\_**?
-
-- **Resposta:** Isso é completamente com você! Eu pessoalmente usarei o VC++ 2010 Express como minha IDE e compilador para Windows, e planejo usar o g++ como meu compilador para Linux. Experimente diferentes opções e veja qual você gosta mais!
-
-**Pergunta:** O que é um arquivo de definição de módulo (.def)?
-
-- **Resposta:** Um arquivo de definição de módulo é um arquivo especial no IDE Visual Studio que fornece ao *linker* informações sobre o programa que está sendo vinculado. Quando se trata de escrever plugins para SA-MP, geralmente usamos apenas a declaração "EXPORTS", que fornece informações sobre as funções exportadas. Vamos abordar essa declaração mais adiante no artigo.
-
-**Pergunta:** Quando eu lançar um plugin, ele precisa ter o código-fonte junto?
-
-- **Resposta:** Se você está lançando algo neste fórum, **sempre** deve incluir o código-fonte. Plugins não são exceção (a menos que o plugin seja aprovado por um desenvolvedor para ser postado sem o código-fonte — talvez um anti-cheat?).
-
-## Introdução
-
-Você ficaria surpreso com a frequência que me perguntam: "Como eu começo com o desenvolvimento de plugins?". Decidi adicionar esta seção inteira para responder a essa pergunta! Só porque você conhece a linguagem não significa que sabe lidar com a IDE, afinal de contas; acho que isso é especialmente verdadeiro para o VC++ 2010. O Visual Studio pode ser um lugar muito intimidador para novos usuários. Acho que não é justo simplesmente entregar o SDK do plugin sem antes orientá-lo! Mexer com as páginas de propriedades/o linker pode facilmente assustar as pessoas, então vou guiá-lo por isso.
-
-**Nota:** Se você escolheu usar uma IDE/compilador diferente que tenha como alvo o Windows, você pode ter dificuldades! Parece que a única maneira de exportar funções com sucesso é usar um arquivo de definição de módulo (.DEF). Tentei incluir um método alternativo neste artigo usando \_\_declspec(dllexport), mas isso simplesmente não funcionou devido à convenção de chamada \_\_stdcall modificar os nomes das funções exportadas (Veja: [Aqui](https://pastebin.com/y3xkVY70)).
-
-Aqui estão os downloads necessários para esta seção:
-
-**Visual Studio Atualizado:** [Download](https://visualstudio.microsoft.com/pt-br/downloads/)
-
-**Visual C++ 2010 Express:** [Download grátis](https://visualstudio.microsoft.com/vs/express/)
-
-**Plugin SDK (Versão Simples):** [Download](https://github.com/Zeex/samp-plugin-sdk)
-
-**SDK Atualizado:** [Download](https://github.com/maddinat0r/samp-plugin-sdk)
-
-- A primeira coisa que queremos fazer é criar um novo projeto. Selecione *File -> New -> Project* para fazer isso.
-
-- Depois de criar um novo projeto, será solicitado o tipo de projeto que você está criando. Selecione *Win32 Project*, insira um nome para o projeto e pressione *OK* para continuar.
-
-- Depois de definir as configurações do seu projeto, este diálogo deve aparecer. Pressione *Next* para continuar.
-- Após clicar em continuar, deve aparecer uma caixa de diálogo solicitando o tipo e as configurações da aplicação. Para o tipo, selecione *DLL (Dynamic-link library)* e para as configurações, selecione *Empty project*. Depois disso, pressione o botão *Finish* na parte inferior.
-
-- O próximo passo é ir ao *Solution Explorer*. O *Solution Explorer* normalmente está no lado esquerdo da IDE. Se você o desativou acidentalmente, pode ativá-lo novamente pressionando *CTRL+ALT+L* ou selecionando *View -> Other Windows -> Solution Explorer*. No *Solution Explorer*, clique com o botão direito no nome do projeto (neste exemplo, é "Test") e selecione *Properties*.
-
-- Na janela de propriedades, navegue até *Configuration Properties -> Linker -> Input* no lado esquerdo. Quando estiver lá, adicione um arquivo de definição de módulo. Você pode nomear esse arquivo como preferir, desde que tenha a extensão ".def" no final; normalmente os arquivos *.def* são nomeados como o projeto. Depois de nomear seu arquivo de definição, pressione *OK*.
-
-- Agora, só precisamos adicionar nossos arquivos (incluindo o arquivo de definição!). Para adicionar um arquivo ao projeto, vá ao *Solution Explorer* novamente, clique com o botão direito no nome do projeto, clique em *Add* e selecione *New Item*. Neste exemplo, vamos adicionar nosso arquivo de definição. Como não há uma opção especÃfica para arquivos de definição, escolha um arquivo-fonte (.cpp) e digite o nome do arquivo de definição do módulo que você escolheu (Nota: certifique-se de incluir a extensão ".def", caso contrário uma extensão ".cpp" será adicionada!). Depois disso, adicione um arquivo de origem para o projeto da mesma forma (exceto sem adicionar uma extensão). A maioria das pessoas usa o nome "Main" para seu arquivo principal de origem.
-
-- Antes de começar a adicionar qualquer coisa aos nossos dois arquivos atualmente vazios, precisamos realmente adicionar o SDK ao projeto. Se ainda não fez isso, baixe o SDK no link fornecido no inÃcio desta seção. Depois de baixá-lo, extraia a pasta do SDK para o diretório do projeto atual. Nota: esta parte é opcional: pessoalmente, gosto de criar filtros para organizar todos os nossos arquivos e códigos. Um filtro é uma ferramenta organizacional no Visual Studio que cria pastas no projeto, mas não cria pastas correspondentes no Windows (recomenda-se criar pastas correspondentes no Windows). Para criar um filtro, clique com o botão direito no projeto no *Solution Explorer* -> *Add* -> *New Filter* e selecione um nome para o filtro (neste caso, nomeie-o como SDK).
-
-- O próximo passo é adicionar todos os arquivos do SDK ao projeto atual. Para adicionar arquivos existentes ao projeto, clique com o botão direito na pasta ou no projeto onde deseja adicioná-los e selecione *Add -> Existing Item*. Você vai querer adicionar tudo o que está dentro da pasta do SDK no diretório do projeto (Nota: você pode selecionar vários arquivos segurando Ctrl enquanto clica nos arquivos para adicionar). Para manter a consistência das pastas, criaremos outro filtro dentro do filtro SDK e nomeá-lo-emos como *amx*. Claro, você vai querer adicionar todo o conteúdo da pasta SDK\amx\ dentro do filtro amx.
-
-Agora é hora de compilar o plugin! Se você seguiu as instruções corretamente, deve ter um arquivo de definição de módulo e um arquivo de origem abertos; se não, volte alguns passos e siga as instruções com atenção. Agora, copie e cole as informações a seguir em seus respectivos arquivos. Não se preocupe se não entender tudo, abordaremos isso na próxima seção.
-
-### Arquivo de origem (\*.cpp)
-
-```cpp
-#include "SDK\amx\amx.h"
-#include "SDK\plugincommon.h"
-
-
-typedef void (*logprintf_t)(const char* format, ...);
-logprintf_t logprintf;
-extern void *pAMXFunctions;
-
-
-cell AMX_NATIVE_CALL HelloWorld(AMX* amx, cell* params)
-{
- logprintf("This was printed from the Test plugin! Yay!");
- return 1;
-}
-
-PLUGIN_EXPORT unsigned int PLUGIN_CALL Supports()
-{
- return SUPPORTS_VERSION | SUPPORTS_AMX_NATIVES;
-}
-
-PLUGIN_EXPORT bool PLUGIN_CALL Load(void **ppData)
-{
- pAMXFunctions = ppData[PLUGIN_DATA_AMX_EXPORTS];
- logprintf = (logprintf_t) ppData[PLUGIN_DATA_LOGPRINTF];
-
- logprintf(" * Test plugin was loaded.");
- return true;
-}
-
-PLUGIN_EXPORT void PLUGIN_CALL Unload()
-{
- logprintf(" * Test plugin was unloaded.");
-}
-
-AMX_NATIVE_INFO PluginNatives[] =
-{
- {"HelloWorld", HelloWorld},
- {0, 0}
-};
-
-PLUGIN_EXPORT int PLUGIN_CALL AmxLoad( AMX *amx )
-{
- return amx_Register(amx, PluginNatives, -1);
-}
-
-
-PLUGIN_EXPORT int PLUGIN_CALL AmxUnload( AMX *amx )
-{
- return AMX_ERR_NONE;
-}
-```
-
-### Arquivo de definição de módulo (\*.def)
-
-```cpp
-EXPORTS
- Supports
- Load
- Unload
- AmxLoad
- AmxUnload
-```
-## Examinando o código
-
-Nesta seção, vamos dar uma olhada em algumas das definições, estruturas e funções que o SDK de plugins do SA-MP oferece. Você deve ter uma compreensão confortável de C/C++ antes de prosseguir, pois a partir daqui **só** explicarei informações relacionadas ao SDK nos segmentos de código. A partir deste ponto, não haverá mais “mão na massaâ€!
-
-### O arquivo de definição de módulo
-
-Antes de analisarmos o código, vamos verificar o arquivo de definição de módulo que criamos na seção anterior. Mas, antes de tudo, o que exatamente é um arquivo de definição de módulo? Sabemos que é um recurso exclusivo do Visual Studio, mas o que ele realmente faz? É simples! Um arquivo de definição de módulo fornece informações para o linker sobre o código que está sendo vinculado. Existem muitas regras e declarações que podem ser usadas nesses arquivos, mas vamos falar apenas de uma: a declaração EXPORTS.
-
-#### O que é "**EXPORTS**"
-
-Exports é uma declaração que nos permite… bem, exportar itens para a nossa aplicação! Por que fazemos isso? Porque é necessário, tão simples quanto isso. As funções que exportamos são pontos de entrada em nosso arquivo DLL. Aplicativos podem acessar apenas as funções em nossa DLL que exportamos; se não as exportarmos, elas permanecem privadas no arquivo DLL. E não queremos isso, certo? Então, exportamos tudo o que a aplicação irá acessar diretamente.
-
-#### Funções exportadas
-
-Atualmente, há 6 funções que precisam ser exportadas. Usamos 5 delas no projeto que estamos configurando. Não se preocupe com as definições `PLUGIN_EXPORT` e `PLUGIN_CALL` que você vê nas declarações de funções. Vamos abordá-las juntamente com outras definições importantes (marcadas em verde) mais adiante no artigo.
-
-| Funções | Descrição |
-| ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **Supports()** | Esta função informa ao servidor quais recursos nosso plugin terá com base no valor retornado. Geralmente, usamos apenas 3 flags de suporte em plugins: **SUPPORTS_VERSION**, **SUPPORTS_AMX_NATIVES** e **SUPPORTS_PROCESS_TICK**. |
-| **Load(void\*\*)** | A função Load é bem simples. Ela é chamada quando o plugin é carregado e recebe um array de endereços que o plugin usará para funcionar. Os dois Ãndices que normalmente usamos são **PLUGIN_DATA_AMX_EXPORTS** e **PLUGIN_DATA_LOGPRINTF**. |
-| **Unload()** | Unload é chamada quando o plugin é descarregado (quando o servidor é encerrado). |
-| **AmxLoad(AMX\*)** | Esta função é chamada sempre que uma nova instância AMX é carregada no servidor. Isso acontece para cada filterscript/modo de jogo! Por isso, não é uma boa ideia armazenar uma única instância AMX para todo o plugin; em vez disso, use uma fila/lista/vetor. Nesta função, também registramos as funções nativas que queremos disponibilizar para o PAWN. |
-| **AmxUnload(AMX\*)** | Esta função é chamada sempre que uma instância AMX é descarregada. Se você armazena instâncias AMX, certifique-se de removê-las. Caso contrário, terá instâncias para modos de jogo/filterscripts inexistentes. |
-| **ProcessTick()** | ProcessTick é uma função chamada a cada iteração do loop do servidor. As pessoas geralmente a usam para controlar o tempo, monitorando a quantidade de ticks que passaram. Dizem que o servidor SA-MP possui um tempo de espera de 5ms, então se passarem 50 ticks, você terá uma ideia do tempo decorrido (5 * 50 = 250ms). **Nota:** Quem usa threads em seus plugins e precisa interagir com o PAWN deve usar esta função para garantir que o PAWN não está ocupado com outra tarefa! |
-
-### Definições e estruturas
-
-Agora vem a parte divertida, onde analisamos o código! Você provavelmente notará desde o inÃcio que estamos usando uma série de definições e estruturas em nosso pequeno exemplo da seção anterior. Se você nunca desenvolveu um plugin SA-MP antes, isso pode parecer muito confuso e até intimidante. Vamos esclarecer essas definições e estruturas nesta seção.
-
-| Definições/Estruturas | Descrição |
-| --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **cell** | Um "cell" é um typedef utilizado para portabilidade. O PAWN oferece suporte para inteiros de 16, 32 e 64 bits. O typedef "cell" sempre terá o tamanho correto, enquanto "int" pode não ter. Geralmente, com plugins SA-MP, este typedef será sempre um inteiro de 32 bits. **Nota:** Existe também um typedef "ucell" para inteiros sem sinal, mas ele é pouco usado. |
-| **AMX_NATIVE_CALL** | Define a convenção de chamada que nossas funções nativas irão usar. Atualmente, está definida como nada, então o padrão será utilizado. |
-| **AMX** | O nome desta estrutura é autoexplicativo, é uma instância AMX. Esta estrutura contém diversas informações relacionadas aos segmentos de dados, juntamente com outras informações relevantes do amx. Esta estrutura deve estar presente em todas as declarações de funções nativas, juntamente com um ponteiro cell para os parâmetros passados; sem essas informações, não sabemos qual script está chamando nossa função nativa, nem o que foi passado. |
-| **PLUGIN_EXPORT** | Este é definido como "PLUGIN_EXTERN_C". |
-| **PLUGIN_EXTERN_C** | Se estiver usando um compilador C++, isto é definido como "extern "C"". Isso garante compatibilidade com C. O C++ oferece recursos como sobrecarga de funções, então informações adicionais como o número/tamanho dos argumentos são armazenadas no nome da função, o que é chamado de "name mangling". Este define informa ao C++ para usar a ligação no estilo C, evitando o name mangling do C++. |
-| **PLUGIN_CALL** | Esta definição informa ao C/C++ qual convenção de chamada usar para nossas funções exportadas. Se você usa um compilador para Windows, isto é definido como \_\_stdcall. Caso contrário, é definido como nada, e a convenção padrão é usada. |
-| **SUPPORTS_VERSION** | Esta definição deve ser usada em uma máscara de bits que é retornada pela função "Supports()". Este flag é usado para verificar a compatibilidade com o servidor. |
-| **SUPPORTS_AMX_NATIVES** | Esta é outra definição que deve ser usada pela função "Supports()". Qualquer plugin que use funções AMX deve usar este flag! Sem ele, você terá um erro de execução 19 devido às suas nativas não se registrarem com o servidor (amx_Register). |
-| **SUPPORTS_PROCESS_TICK** | Nosso último flag para a função "Supports()". Se você for usar a função "ProcessTick()", é preciso adicioná-lo à máscara de bits retornada pela função "Supports()". |
-| **PLUGIN_DATA_AMX_EXPORTS** | Este é usado como um Ãndice para o array multidimensional que é passado no Load. Este Ãndice especÃfico contém a tabela de funções AMX. Todos os plugins devem usar este Ãndice para atribuir o endereço da tabela de funções a pAMXFunctions. |
-| **PLUGIN_DATA_LOGPRINTF** | Outro Ãndice a ser usado com o array multidimensional passado no Load. Este Ãndice contém o endereço da função logprintf, que imprime informações e as salva no arquivo de log do servidor. Se o seu plugin usar essa função, você deve usar esse Ãndice para atribuir o endereço ao ponteiro de função logprintf. |
-| **AMX_NATIVE_INFO** | Esta struct é usada junto com amx_Register. Contém uma string com o nome da nova função nativa e um ponteiro para seu endereço. |
-
-Existem algumas outras definições importantes que estão relacionadas a erros de funções AMX, mas elas já estão documentadas no cabeçalho amx. Portanto, em vez de reinventar a roda, vou apenas postar o enum com todos os códigos de erro e seus comentários correspondentes. **Nota:** Todas as funções amx, com exceção de amx_NativeInfo, retornam um desses códigos de erro se um problema for encontrado.
-
-## Funções Amx
-
-As funções `amx` estão muito bem documentadas no guia do implementador PAWN, que pode ser encontrado aqui. Em vez de reinventar a roda e explicar todas as funções com minhas próprias palavras, vou simplesmente copiá-las do guia do implementador e torná-las um pouco mais apresentáveis; acredito que isso tornará o conteúdo muito mais acessÃvel. Com isso dito, esta seção será principalmente uma referência para a próxima seção, que foca em algo que o guia do implementador não abrange: exemplos de código. Nota: vou cobrir apenas as funções que considero vitais para plugins (por enquanto). Qualquer outra informação pode ser encontrada no guia do implementador; basta garantir que você use a versão que eu referenciei nesta seção!
-
-### Legenda
-
-\+ => Não disponÃvel
-
-## amx_Allot
-
-\- Reserva espaço no heap da máquina abstrata
-
-### Sintaxe
-
-```cpp
-int amx_Allot(AMX *amx, int cells, cell *amx_addr, cell **phys_addr);
-```
-
-| Parâmetro | Descrição |
-| ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| **amx** | A máquina abstrata. |
-| **cells** | O número de células a serem reservadas. |
-| **amx_addr** | O endereço da célula alocada para que o programa pawn (que executa na máquina abstrata) possa acessá-lo. `phys_addr` é o endereço da célula para acesso em C/C++. |
-
-**Notas:** Em versões anteriores do PAWN, matrizes e strings tinham que ser passadas para um script após a alocação explÃcita de memória na pilha `amx`. Na versão atual, essa funcionalidade foi amplamente substituÃda pelas funções `amx_PushArray` e `amx_PushString`. Uma função PAWN pode acessar a memória apenas dentro de sua máquina abstrata. Se um parâmetro deve ser passado "por referência" para uma função PAWN, é necessário passar o endereço desse parâmetro para `amx_Exec`. Além disso, o próprio endereço deve estar dentro do intervalo de endereços da máquina abstrata. A `amx_Allot` aloca células de memória na máquina abstrata e retorna dois endereços: `amx_addr` é o endereço da variável relativo à “seção de dados†da máquina abstrata; este é o valor que você deve passar para `amx_Exec` (via `amx_Push`). O parâmetro `phys_addr` mantém o endereço relativo ao espaço de endereço do programa anfitrião, permitindo que um programa C/C++ use esse endereço e escreva na memória alocada. Após `amx_Exec` retornar, você pode inspecionar o bloco de memória (a função PAWN chamada por `amx_Exec` pode ter escrito nele) e finalmente liberá-lo chamando `amx_Release`.
-
-**Veja também:** [amx_Exec](#amx_Exec), [amx_PushArray](#amx_PushArray), [amx_PushString](#amx_PushString), [amx_Release](#amx_Release)
-
-## amx_ctof
-
-\- Converte “cell†para “floatâ€
-
-### Sintaxe
-
-```cpp
-[float] amx_ctof([cell] c);
-```
-
-| Parâmetro | Descrição |
-| --------- | ------------------------------------------------ |
-| **c** | Valor a ser convertido do tipo “cell†para “floatâ€. |
-
-**Retorna:** O mesmo padrão de bits, agora como um tipo de ponto flutuante.
-
-**Notas:** Esta macro converte um tipo “cell†para um tipo “float†sem alterar o padrão de bits. Um cast normal em C/C++ altera a representação de memória da expressão para que seu valor numérico em formato IEEE 754 seja o mais próximo possÃvel do valor inteiro original. O parser e a máquina abstrata PAWN armazenam valores de ponto flutuante em uma célula — ao recuperar um valor de ponto flutuante de uma célula, o padrão de bits não deve ser alterado.
-
-**Veja também:** [amx_ftoc](#amx_ftoc)
-
-## amx_Exec
-
-\- Executa o código
-
-### Sintaxe
-
-```cpp
- int amx_Exec(AMX *amx, long *retval, int index);
-```
-
-| Parâmetro | Descrição |
-| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **amx** | A máquina abstrata na qual chamar uma função. |
-| **retval** | Armazena o valor de retorno da função chamada ao retornar. Este parâmetro pode ser `NULL` se você não estiver interessado no valor de retorno. |
-| **index** | Ãndice na “tabela de funções públicas†que indica a função a ser executada. Use `AMX_EXEC_MAIN` para iniciar a execução da função principal e `AMX_EXEC_CONT` para continuar a partir de um “estado de esperaâ€. |
-
-**Notas:** Esta função executa o script, começando na função indicada. Ela chama a função de retorno de chamada para qualquer chamada de função nativa que o código em `amx` faz. `amx_Exec` assume que todas as funções nativas foram corretamente inicializadas com `amx_Register`.
-
-**Veja também:** [amx_FindPublic](#amx_FindPublic), [amx_Register](#amx_Register)
-
-## amx_FindPublic
-
-\- Retorna o Ãndice de uma função pública
-
-### Sintaxe
-
-```cpp
-int amx_FindPublic(AMX *amx, char *funcname, int *index);
-```
-
-| Parâmetro | Descrição |
-| ------------- | ------------------------------------------------------------------------------------------- |
-| **amx** | A máquina abstrata. |
-| **funcname** | O nome da função pública a ser encontrada. |
-| **index** | Ao retornar, esse parâmetro mantém o Ãndice da função pública solicitada. |
-
-**Veja também:** [amx_Exec](#amx_Exec), amx_FindNative+, amx_FindPubVar+, amx_GetPublic+, amx_NumPublics+
-
-## amx_ftoc
-
-\- Converte “float†para “cellâ€
-
-### Sintaxe
-
-```cpp
-[cell] amx_ftoc([float] f);
-```
-
-| Parâmetro | Descrição |
-| --------- | ------------------------------------------------ |
-| **f** | O valor a ser convertido do tipo “float†para “cellâ€. |
-
-**Retorna:** O mesmo padrão de bits, agora como um tipo “cellâ€.
-
-**Notas:** Esta macro converte um tipo “float†para um tipo “cell†sem alterar o padrão de bits. Um cast normal em C/C++ altera a representação de memória da expressão para que seu valor numérico em formato inteiro seja o valor truncado do valor racional original. O parser e a máquina abstrata PAWN armazenam valores de ponto flutuante em uma célula — ao armazenar um valor de ponto flutuante em uma célula, o padrão de bits não deve ser alterado.
-
-**Veja também:** [amx_ctof](#amx_ctof)
-
-## amx_GetAddr
-
-\- Resolve um endereço AMX
-
-### Sintaxe
-
-```cpp
-int amx_GetAddr(AMX *amx, cell amx_addr, cell **phys_addr);
-```
-
-| Parâmetro | Descrição |
-| ------------- | --------------------------------------------------------------------------------------------------------------------------------- |
-| **amx** | A máquina abstrata. |
-| **amx_addr** | O endereço relativo à máquina abstrata. |
-| **phys_addr** | Ponteiro para a variável que conterá o endereço de memória da célula indicada. Se `amx_addr` não for válido, `phys_addr` será `NULL`. |
-
-**Notas:** Esta função retorna o endereço de memória de um endereço na máquina abstrata. Tipicamente, usa-se essa função em um módulo de extensão, pois permite acessar variáveis dentro da máquina abstrata.
-
-## amx_GetString
-
-\- Recupera uma string da máquina abstrata
-
-### Sintaxe
-
-```cpp
-int amx_GetString(char *dest, cell *source, int use_wchar, size_t size);
-```
-
-| Parâmetro | Descrição |
-| ------------- | --------------------------------------------------------------------------------------------------------------- |
-| **dest** | Ponteiro para um array de caracteres com tamanho suficiente para armazenar a string convertida de `source`. |
-| **source** | Ponteiro para a string de origem. Use `amx_GetAddr` para converter um endereço de string `amx` para um endereço fÃsico. |
-| **use_wchar** | Um valor não-zero interpreta `dest` como um ponteiro para “caracteres largos†(`wchar_t`), permitindo Unicode. |
-| **size** | Número máximo de caracteres a serem armazenados em `dest`, incluindo o byte `NULL`. |
-
-**Notas:** Esta função converte strings compactadas e não compactadas do formato PAWN para o formato C. Ao recuperar uma string não compactada com o parâmetro `use_wchar` definido como zero, a função pode truncar caracteres de 16 bits para ASCII/ANSI.
-
-**Veja também:** [amx_SetString](#amx_SetString)
-
-## amx_Push
-
-\- Passa um argumento numérico “por valorâ€
-
-### Sintaxe
-
-```cpp
-int amx_Push(AMX *amx, cell value);
-```
-
-| Parâmetro | Descrição |
-| --------- | --------------------------------------- |
-| **amx** | A máquina abstrata.
-
-## amx_PushString
-
-\- Passa uma string.
-
-### Sintaxe
-
-```cpp
-int amx_PushString(AMX *amx, cell *amx_addr, cell **phys_addr, const char *string, int pack, int use_wchar);
-```
-
-| Parâmetro | Descrição |
-| --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **amx** | A máquina abstrata. |
-| **amx_addr** | O endereço da célula alocada que o programa Pawn (que roda na máquina abstrata) pode acessar; necessário para liberar o bloco de memória. Esse parâmetro pode ser NULL. |
-| **phys_addr** | O endereço da célula para que programas em C/C++ possam acessá-la. Esse parâmetro pode ser NULL. |
-| **string** | A string a ser passada para a função pública. |
-| **pack** | Valor não-zero para converter a string de origem em uma string compactada na máquina abstrata, ou zero para converter a string de origem em uma string de células. |
-| **use_wchar** | Um valor não-zero interpreta o argumento da string como um ponteiro para “caracteres largosâ€, ou seja, `wchar_t`, independente de seu tipo `char`. Isso permite strings Unicode.|
-
-**Notas:** Quaisquer parâmetros para uma função pública devem ser empilhados na função antes de chamar `amx_Exec`. Se uma função pública possui múltiplos argumentos, estes devem ser empilhados na ordem inversa. A função aloca memória para o array dentro do "heap" da máquina abstrata. Esta memória deve ser liberada com `amx_Release`. Veja a função `amx_Allot` para mais detalhes sobre os parâmetros `amx_addr` e `phys_addr`. Ao passar uma string Unicode e solicitar um formato compactado na máquina abstrata (ou seja, `pack` e `use_wchar` são verdadeiros), os caracteres são truncados para 8 bits.
-
-**Veja também:** [amx_Exec](#amx_Exec), [amx_Push](#amx_Push), [amx_PushArray](#amx_PushArray), [amx_Release](#amx_Release), [amx_SetString](#amx_SetString)
-
-## amx_Register
-
-\- Torna as funções nativas conhecidas
-
-### Sintaxe
-
-```cpp
-int amx_Register(AMX *amx, AMX_NATIVE_INFO *list, int number);
-```
-
-| Parâmetro | Descrição |
-| ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **amx** | A máquina abstrata. |
-| **list** | Um array de estruturas onde cada estrutura mantém um ponteiro para o nome de uma função nativa e um ponteiro para a função. O array é opcionalmente finalizado com uma estrutura de ponteiros NULL. |
-| **number** | O número de estruturas no array `list`, ou -1 se o array termina com uma estrutura contendo dois ponteiros NULL. |
-
-**Notas:** Em caso de sucesso, essa função retorna 0 (`AMX_ERR_NONE`). Se a função retornar o código de erro `AMX_ERR_NOTFOUND`, uma ou mais funções nativas usadas pelo programa Pawn não foram encontradas na lista fornecida. É possÃvel chamar `amx_Register` novamente para registrar listas adicionais de funções.
-
-Para verificar se todas as funções nativas usadas no script compilado foram registradas, chame `amx_Register` com o parâmetro `list` definido como NULL. Esta chamada não registrará novas funções nativas, mas ainda retornará `AMX_ERR_NOTFOUND` se alguma função nativa estiver desregistrada.
-
-**Veja também:** amx_NativeInfo+
-
-## amx_Release
-
-\- Libera espaço do heap na máquina abstrata
-
-### Sintaxe
-
-```cpp
-int amx_Release(AMX *amx, cell amx_addr);
-```
-
-| Parâmetro | Descrição |
-| ------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **amx** | A máquina abstrata. |
-| **amx_addr** | O endereço da célula alocada que o programa Pawn (que roda na máquina abstrata) vê. Esse valor é retornado por `amx_Allot`, `amx_PushArray` e `amx_PushString`. |
-
-**Notas:** `amx_Allot` aloca memória no heap em ordem ascendente (o heap cresce para cima). `amx_Release` libera toda a memória acima do valor do parâmetro de entrada `amx_addr`. Assim, uma única chamada para `amx_Release` pode liberar múltiplas chamadas para `amx_Allot` se você passar o valor `amx_addr` da primeira alocação. `amx_PushArray` e `amx_PushString` usam `amx_Allot` internamente, então o mesmo procedimento se aplica a essas funções também.
-
-**Veja também:** [amx_Allot](#amx_Allot), [amx_PushArray](#amx_PushArray), [amx_PushString](#amx_PushString)
-
-## amx_SetString
-
-\- Armazena uma string na máquina abstrata
-
-### Sintaxe
-
-```cpp
-int amx_SetString(cell *dest, char *source, int pack, int use_wchar, size_t size);
-```
-
-| Parâmetro | Descrição |
-| ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| **dest** | Um ponteiro para um array de caracteres no `amx` onde a string convertida é armazenada. Use `amx_GetAddr` para converter um endereço de string no `amx` para o endereço fÃsico. |
-| **source** | Um ponteiro para a string de origem. |
-| **pack** | Valor não-zero para converter a string de origem em uma string compactada na máquina abstrata, zero para converter a string de origem em uma string de células. |
-| **string** | A string a ser passada para a função pública. |
-| **use_wchar** | Um valor não-zero interpreta o argumento da string como um ponteiro para “caracteres largosâ€, ou seja, `wchar_t`, independente de seu tipo `char`. Isso permite strings Unicode. |
-| **size** | O número máximo de células a serem armazenadas em `dest`, incluindo o caractere ou célula zero de terminação. Se a string em `source` for maior, ela será truncada. |
-
-**Notas:** Ao passar uma string Unicode e solicitar um formato compactado na máquina abstrata (ou seja, `pack` e `use_wchar` são verdadeiros), os caracteres são truncados para 8 bits.
-
-**Veja também:** [amx_GetString](#amx_GetString)
-
-## Exemplos de Funções AMX
-
-Para evitar longos blocos de texto, adicionei comentários no código para explicar o que estou fazendo em vez de escrever na seção do tópico. É provavelmente uma boa ideia manter o artigo da wiki aberto como referência enquanto lê os exemplos.
-
-### Registrando Nativas
-
-Cada função que fornecemos para PAWN deve ser registrada para que a máquina abstrata esteja ciente de sua existência. Vou reutilizar um exemplo de seção anterior, acrescentando comentários.
-
-```cpp
-// Um array das funções que queremos registrar na máquina abstrata.
-AMX_NATIVE_INFO PluginNatives[] =
-{
- // Especificamos informações da função nativa e terminamos o array com dois valores NULL.
- {"HelloWorld", HelloWorld},
- {0, 0}
-};
-
-PLUGIN_EXPORT int PLUGIN_CALL AmxLoad( AMX *amx )
-{
- // Registramos nossas nativas na máquina abstrata. Usamos -1 para especificar o número
- // de funções, pois terminamos o array com dois valores NULL.
- return amx_Register(amx, PluginNatives, -1);
-}
-```
-
-- ### Obtendo uma String e Seu Tamanho
-
-```cpp
-// Esta função demonstra como obter uma string (e seu tamanho) do PAWN.
-// PAWN native: native PrintPawnString(const str[]);
-cell AMX_NATIVE_CALL PrintPawnString(AMX* amx, cell* params)
-{
- int len = NULL, ret = NULL;
- cell *addr = NULL;
-
- // Obtemos o endereço do parâmetro string (str) e seu tamanho.
- amx_GetAddr(amx, params[1], &addr);
- amx_StrLen(addr, &len);
-
- if(len)
- {
- // Incrementamos len para acomodar o caractere nulo ao alocar memória.
- len++;
- char* text = new char[ len ];
- amx_GetString(text, addr, 0, len);
- logprintf(text);
- delete[] text;
- }
- return 1;
-}
-```
-
-### Método Alternativo para Obter uma String
-
-```cpp
-// Demonstra uma forma alternativa de obter strings do Pawn, com os possÃveis riscos.
-// PAWN native: native PrintPawnString2(const str[]);
-cell AMX_NATIVE_CALL PrintPawnString2(AMX* amx, cell* params)
-{
- char* text = NULL;
- amx_StrParam(amx, params[1], text);
-
- if(text != NULL)
- {
- logprintf(text);
- }
- return 1;
-}
-```
-
-### Como Definir uma String
-
-```cpp
-// Demonstra como modificar uma string no PAWN.
-// PAWN native: native SetPawnString(str[], len = sizeof(str));
-cell AMX_NATIVE_CALL SetPawnString(AMX* amx, cell* params)
-{
- const string
-
- str = "Texto do plugin";
- cell* dest = NULL;
-
- amx_GetAddr(amx, params[1], &dest);
- amx_SetString(dest, str.c_str(), 0, 0, params[2]);
- return 1;
-}
-```
-
-Esses exemplos cobrem o básico sobre strings
-
-### Passando parâmetros por referência
-
-```cpp
-//Esta função demonstra como passar parâmetros por referência.
-//PAWN nativo: native SetPawnReferenceVars(&value1, &Float:value2);
-cell AMX_NATIVE_CALL SetPawnReferenceVars(AMX* amx, cell* params)
-{
- const int val = 65;
- const float val2 = 84.54f;
-
- cell* addr[2] = {NULL, NULL};
-
- //Obtém os endereços de "value1" e "value2"
- amx_GetAddr(amx, params[1], &addr[0]);
- amx_GetAddr(amx, params[2], &addr[1]);
-
- //Desreferencia os ponteiros e atribui valores. Lembre-se de SEMPRE usar a macro "amx_ftoc" para converter floats em
- //cells (o formato float adequado para PAWN)!
- *addr[0] = val;
- *addr[1] = amx_ftoc(val2);
-
- return 1;
-}
-```
-
-### Obtendo e modificando valores de array
-
-```cpp
-//Esta função demonstra como obter e modificar valores de um array.
-//PAWN nativo: native PrintPawnArray(arr[], size = sizeof(arr));
-cell AMX_NATIVE_CALL PrintPawnArray(AMX* amx, cell* params)
-{
- //Certifique-se de que há algo para imprimir...
- if(params[2] > 0)
- {
- cell* addr = NULL;
-
- //Obtém o endereço do primeiro valor no array PAWN.
- amx_GetAddr(amx, params[1], &addr);
-
- for(int i = 0, l = params[2]; i < l; i++)
- {
- //É simples: Desreferenciamos o ponteiro addr para obter o valor a ser impresso.
- //Arrays e ponteiros são quase iguais, então podemos usar aritmética de ponteiros para adicionar um deslocamento
- //ou simplesmente o operador de Ãndice (no final *(addr+1) e addr[1] são o mesmo).
- logprintf("arr[%d] = %d", i, *(addr + i));
-
- //Se você quisesse modificar o array, basta mudar o valor desreferenciando addr e atribuindo um novo valor.
- //Aqui mudamos o primeiro valor do array para 5 (Nota: Como é o primeiro valor, sem deslocamento).
-
- // *(addr) = 5;
- }
- }
- return 1;
-}
-```
-
-### Chamando um callback
-
-```cpp
-//Esta função demonstra como chamar um callback que está em um script PAWN.
-//PAWN nativo: native EmitPawnCallback();
-cell AMX_NATIVE_CALL EmitPawnCallback(AMX* amx, cell* params)
-{
- int idx;
-
- const cell var = 3;
- const cell arr[] = {100, 4, 33};
- const string str = "Uma mensagem aleatória do C++.";
-
- //Callback PAWN: forward OnPawnCallbackEmitted(var, arr[], str[]);
- //Encontra nosso callback e armazena sua posição na tabela de funções públicas (Ãndice) na variável idx.
- if(!amx_FindPublic(amx, "OnPawnCallbackEmitted", &idx))
- {
- cell ret, addr;
-
- //Aqui empurramos os argumentos para nossa função. Note que, se a função tiver vários argumentos, você deve empurrá-los em ordem reversa! Por isso, primeiro a string, depois o array e, por último, o inteiro.
-
- amx_PushString(amx, &addr, NULL, str.c_str(), NULL, NULL);
- //amx_PushArray(amx, NULL, NULL, arr, sizeof(arr) / sizeof(cell));
-
- cell amx_addr, *phys_addr;
-
- //Por algum motivo, amx_PushArray está travando o servidor, e não faço ideia do porquê. A solução é alocar memória usando amx_Allot, copiar para phys_addr e empurrar manualmente.
- amx_Allot(amx, sizeof(arr) / sizeof(cell), &amx_addr, &phys_addr);
- memcpy(phys_addr, arr, sizeof(arr));
- amx_Push(amx, amx_addr);
-
- //Empurra nosso valor inteiro
- amx_Push(amx, var);
-
- //Executa a função usando o Ãndice previamente obtido.
- //Nota: O segundo parâmetro é o valor de retorno do callback (pode ser NULL se não precisar de retorno).
- amx_Exec(amx, &ret, idx);
-
- //Libera a memória alocada. Tanto amx_PushString quanto amx_PushArray usam amx_Allot, então devemos liberar a memória com amx_Release.
- amx_Release(amx, addr);
-
- //Imprime o valor de retorno (por completude).
- logprintf("EmitPawnCallback: O callback OnPawnCallbackEmitted retornou %d!", ret);
- }
- return 1;
-}
-```
-
-## Chamando nativos e interceptando callbacks
-
-Antes de entrarmos na interceptação de callbacks ou chamadas de nativos SA-MP, é importante lembrar que plugins foram projetados para fornecer funcionalidades ao PAWN, não para substituÃ-lo. A decisão de criar um plugin em vez de um script PAWN deve ser cuidadosamente avaliada.
-
-### Invoke
-
-Invoke é um método para chamar funções nativas do SA-MP criado por Incognito. [Encontre aqui](https://github.com/Dystans/SA-MP_Invoke_2.0). Para o Invoke funcionar, você deve ter uma função pública PAWN que use todas as nativas que seu plugin requer.
-
-#### Começando
-
-1. Inclua o cabeçalho do invoke.
-2. Aloque memória para a instância do invoke em `Load`.
-3. Adicione o membro `amx_list` toda vez que uma nova instância AMX é carregada em `AmxLoad`.
-4. Remova a instância AMX ao descarregar o script em `AmxUnload`.
-5. Crie uma nativa que chame a função `getAddresses` do invoke para PAWN quando um filterscript ou gamemode que usa o plugin for carregado.
-
-#### Adicionando nativos SA-MP
-
-No cabeçalho do invoke, adicione o nome do nativo ao array de nomes e declare uma estrutura `Native` com as especificações de parâmetros, por exemplo:
-
-```cpp
-i = inteiro
-f = valor float
-s = string
-v = variável de referência (GetPlayerPos, GetPlayerKeys, etc.)
-p = variável string (GetPlayerName etc.)
-```
-
-**Atualize a função pública PAWN para chamar os novos nativos sempre que adicioná-los.**
-
-#### Chamando nativos
-
-A função `callNative` do invoke usa como parâmetros um ponteiro para uma estrutura `Native` e os parâmetros para o nativo. Abaixo um exemplo:
-
-```cpp
-//Esta função demonstra como usar o invoke para chamar nativos SA-MP.
-//PAWN nativo: native WhereIsPlayer(playerid);
-cell AMX_NATIVE_CALL WhereIsPlayer(AMX* amx, cell* params)
-{
- float x = NULL, y = NULL, z = NULL;
-
- //Obtém a posição do jogador (verifica se ele está conectado).
- if(g_Invoke->callNative(&PAWN::GetPlayerPos, params[1], &x, &y, &z))
- {
- char name[24];
-
- //Obtém o nome, interior e mundo virtual do jogador e imprime.
- g_Invoke->callNative(&PAWN::GetPlayerName, params[1], name);
- int interior = g_Invoke->callNative(&PAWN::GetPlayerInterior, params[1]);
- int virtualworld = g_Invoke->callNative(&PAWN::GetPlayerVirtualWorld, params[1]);
-
- logprintf("%s está em X: %.2f, Y: %.2f, Z: %.2f (Mundo virtual: %d, Interior %d).", name, x, y, z, virtualworld, interior);
- return 1;
- }
- return 0;
-}
-```
-
-### Hooking de Callbacks
-
-Usando o método `invoke`, não existe um método de hooking 100% transparente quando se trata de callbacks. Plugins que desejam hookear callbacks que usam `invoke` precisam passar pelo PAWN para fazê-lo. Você pode criar uma função nativa que pode ser chamada dentro do callback PAWN que deseja hookear, e usar essa nativa como uma espécie de pseudo callback. Você pode fazer isso de uma maneira que não exige trabalho do usuário final, usando o método de hooking ALS.
-
-O primeiro passo é, obviamente, criar a nativa (lembre-se de adicioná-la à nossa lista de nativas a serem registradas e também adicioná-la em seu include posteriormente). O callback que decidi hookear é `OnPlayerConnect`, então vou escrever uma função nativa que tenha os mesmos argumentos que o callback, e então adicionar o código que requer o callback (neste caso, uma pequena piada).
-
-```cpp
-// Esta função demonstra: como escrever uma nativa para agir como um callback.
-// Nativa PAWN: native TEST_Hook_OnPlayerConnnect(playerid);
-cell AMX_NATIVE_CALL TEST_Hook_OnPlayerConnnect(AMX* amx, cell* params)
-{
- // Obter o nome do jogador
- char name[24];
- g_Invoke->callNative(&PAWN::GetPlayerName, params[1], name);
-
- // Verificar se o nome dele é "Mario".
- if(string("Mario") == name)
- {
- // Se for, envie nossa mensagem engraçada e o expulse.
- g_Invoke->callNative(&PAWN::SendClientMessage, params[1], 0xFFFFFFFF, "Desculpe {FF0000}Mario, {FFFFFF}mas sua princesa está em outro servidor.");
- g_Invoke->callNative(&PAWN::Kick, params[1]);
- }
- return 1;
-}
-```
-
-`TEST_Hook_OnPlayerConnnect` agora agirá como o callback `OnPlayerConnect` do nosso plugin. Como o nome do nosso plugin é "Test" e é bastante curto, decidi deixá-lo agir como nosso prefixo para hooking. Você geralmente quer algo único para seus prefixes para não colidir com outros plugins/includes. **Nota:** Ainda temos que chamar essa função do PAWN usando o método ALS que falamos anteriormente para conveniência do usuário. Como Y_Less faz um ótimo trabalho explicando o método ALS, não há necessidade de eu entrar em detalhes sobre isso, eu simplesmente fornecerei um exemplo de hooking para nosso callback `TEST_Hook_OnPlayerConnect`. Isso deve ser colocado no arquivo include do seu plugin.
-
-```cpp
-public OnPlayerConnect(playerid)
-{
- TEST_Hook_OnPlayerConnnect(playerid);
- //..
-
- if(funcidx("TEST_OnPlayerConnect") != -1)
- {
- return CallLocalFunction("TEST_OnPlayerConnect", "d", playerid);
- }
- return 1;
-}
-
-#if defined _ALS_OnPlayerConnect
- #undef OnPlayerConnect
-#else
- #define _ALS_OnPlayerConnect
-#endif
-#define OnPlayerConnect TEST_OnPlayerConnect
-
-forward TEST_OnPlayerConnect(playerid);
-```
-
-## Fechamento
-
-Alguns de vocês, desenvolvedores de plugins experientes, podem estar se perguntando por que não incluà o GDK na seção "Chamando nativas e hookeando callbacks". Decidi deixá-lo de fora por duas razões. A primeira é que simplesmente não tenho tanto tempo disponÃvel mais, e não pude me dedicar a me familiarizar com esse novo sistema. A segunda razão é que o GDK é muito experimental e atualmente está enfrentando problemas como crashes, entre outros. Estou bem ciente das diferenças de velocidade entre `Invoke` e GDK, e definitivamente vou adicionar isso algum dia no futuro, se ninguém mais fizer (lembre-se, isso deve ser uma iniciativa comunitária). Acho que é melhor esperar que mais alguns problemas sejam resolvidos por enquanto (zeex é um codificador incrÃvel e tenho certeza de que ele resolverá tudo).
-
-Além disso, como prometi, aqui está o arquivo de include/atualização com comentários sobre tudo que esperamos ter aprendido:
-
-### Include do Plugin
-
-```cpp
-// Qualquer coisa com o prefixo "TEST" deve ser alterada se você chamou seu plugin de forma diferente.
-// Isso também se aplica ao código do plugin (TEST_Hook_OnPlayerConnect especificamente).
-#if defined _TEST_INCLUDED
- #endinput
-#endif
-#define _TEST_INCLUDED
-#pragma library Test
-
-#include
-
-// Nativas de exemplo
-native PrintPawnString(const str[]);
-native PrintPawnString2(const str[]);
-native SetPawnString(str[], len = sizeof(str));
-native Float:ReturnPawnFloatVal();
-native SetPawnReferenceVars(&value1, &Float:value2);
-native PrintPawnArray(arr[], size = sizeof(arr));
-native EmitPawnCallback();
-native WhereIsPlayer(playerid);
-native TEST_Hook_OnPlayerConnnect(playerid);
-
-// Nativa Invoke
-native Invoke_GetAddresses();
-
-// Hooks de callback
-public OnPlayerConnect(playerid)
-{
- TEST_Hook_OnPlayerConnnect(playerid);
- //..
-
- if(funcidx("TEST_OnPlayerConnect") != -1)
- {
- return CallLocalFunction("TEST_OnPlayerConnect", "d", playerid);
- }
- return 1;
-}
-
-#if defined _ALS_OnPlayerConnect
- #undef OnPlayerConnect
-#else
- #define _ALS_OnPlayerConnect
-#endif
-#define OnPlayerConnect TEST_OnPlayerConnect
-
-forward TEST_OnPlayerConnect(playerid);
-
-public OnGameModeInit()
-{
- Invoke_GetAddresses();
- //..
-
- if(funcidx("TEST_OnGameModeInit") != -1)
- {
- return CallLocalFunction("TEST_OnGameModeInit", "");
- }
- return 1;
-}
-
-#if defined _ALS_OnGameModeInit
- #undef OnGameModeInit
-#else
- #define _ALS_OnGameModeInit
-#endif
-#define OnGameModeInit TEST_OnGameModeInit
-
-forward TEST_OnGameModeInit();
-
-public OnFilterScriptInit()
-{
- Invoke_GetAddresses();
- //..
-
- if(funcidx("TEST_OnFilterScriptInit") != -1)
- {
- return CallLocalFunction("TEST_OnFilterScriptInit", "");
- }
- return 1;
-}
-
-#if defined _ALS_OnFilterScriptInit
- #undef OnFilterScriptInit
-#else
- #define _ALS_OnFilterScriptInit
-#endif
-#define OnFilterScriptInit TEST_OnFilterScriptInit
-
-forward TEST_OnFilterScriptInit();
-
-
-//Public function for invoke
-forward InvokeFunction();
-public InvokeFunction()
-{
- new Float:fVar;
- new Var[ 256 ];
- new iVar;
-
- // a_samp.inc
- SendClientMessage(0, 0, "");
- SendClientMessageToAll(0, "");
- SendDeathMessage(0, 0, 0);
- GameTextForAll("", 0, 0);
- GameTextForPlayer(0, "", 0, 0);
- GetTickCount();
- GetMaxPlayers();
- SetGameModeText("");
- SetTeamCount(0);
- AddPlayerClass(0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
- AddPlayerClassEx(0, 0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
- AddStaticVehicle(0, 0.0, 0.0, 0.0, 0.0, 0, 0);
- AddStaticVehicleEx(0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0);
- AddStaticPickup(0, 0, 0.0, 0.0, 0.0);
- ShowNameTags(0);
- ShowPlayerMarkers(0);
- GameModeExit();
- SetWorldTime(0);
- GetWeaponName(0, Var, sizeof( Var ) );
- EnableTirePopping(0);
- AllowInteriorWeapons(0);
- SetWeather(0);
- SetGravity(0.0);
- AllowAdminTeleport(0);
- SetDeathDropAmount(0);
- CreateExplosion(0.0, 0.0, 0.0, 0, 0.0);
- //SetDisabledWeapons();
- EnableZoneNames(0);
- IsPlayerAdmin(0);
- Kick(0);
- Ban(0);
- SendRconCommand("");
- ShowPlayerDialog(0,0,0,"lol","lol","lol","lol");
-
- // a_players.inc
- SetSpawnInfo(0, 0, 0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0,0);
- SpawnPlayer(0);
- SetPlayerPos(0, 0.0, 0.0, 0.0);
-// SetPlayerPosFindZ(0, 0.0, 0.0, 0.0);
- GetPlayerPos(0, fVar, fVar, fVar);
- SetPlayerFacingAngle(0,0.0);
- GetPlayerFacingAngle(0,fVar);
- SetPlayerInterior(0,0);
- GetPlayerInterior(0);
- SetPlayerHealth(0, 0.0);
- GetPlayerHealth(0, fVar);
- SetPlayerArmour(0, 0.0);
- GetPlayerArmour(0, fVar);
- SetPlayerAmmo(0, 0,0);
- GetPlayerAmmo(0);
- SetPlayerTeam(0,0);
- GetPlayerTeam(0);
- SetPlayerScore(0,0);
- GetPlayerScore(0);
- SetPlayerColor(0,0);
- GetPlayerColor(0);
- SetPlayerSkin(0,0);
- GivePlayerWeapon(0, 0,0);
- ResetPlayerWeapons(0);
- GetPlayerWeaponData(0, 0, iVar, iVar );
- GivePlayerMoney(0,0);
- ResetPlayerMoney(0);
- SetPlayerName(0, "");
- GetPlayerMoney(0);
- GetPlayerState(0);
- GetPlayerIp(0, Var, sizeof( Var ));
- GetPlayerPing(0);
- GetPlayerWeapon(0);
- GetPlayerKeys(0,iVar,iVar,iVar);
- GetPlayerName(0, Var, sizeof( Var ));
- PutPlayerInVehicle(0, 0,0);
- GetPlayerVehicleID(0);
- RemovePlayerFromVehicle(0);
- TogglePlayerControllable(0,0);
- PlayerPlaySound(0, 0, 0.0, 0.0,0.0);
- SetPlayerCheckpoint(0, 0.0, 0.0, 0.0,0.0);
- DisablePlayerCheckpoint(0);
- SetPlayerRaceCheckpoint(0, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,0.0);
- DisablePlayerRaceCheckpoint(0);
- SetPlayerWorldBounds(0,0.0,0.0,0.0,0.0);
- SetPlayerMarkerForPlayer(0, 0,0);
- ShowPlayerNameTagForPlayer(0, 0,0);
- SetPlayerMapIcon(0, 0, 0.0, 0.0, 0.0, 0,0);
- RemovePlayerMapIcon(0,0);
- SetPlayerCameraPos(0,0.0, 0.0, 0.0);
- SetPlayerCameraLookAt(0, 0.0, 0.0, 0.0);
- SetCameraBehindPlayer(0);
- AllowPlayerTeleport(0,0);
- IsPlayerConnected(0);
- IsPlayerInVehicle(0,0);
- IsPlayerInAnyVehicle(0);
- IsPlayerInCheckpoint(0);
- IsPlayerInRaceCheckpoint(0);
- SetPlayerTime(0, 0,0);
- TogglePlayerClock(0,0);
- SetPlayerWeather(0,0);
- GetPlayerTime(0,iVar,iVar);
- SetPlayerVirtualWorld(0,0);
- GetPlayerVirtualWorld(0);
-
- // a_vehicle.inc
- CreateVehicle(0,0.0,0.0,0.0,0.0,0,0,0);
- DestroyVehicle(0);
- GetVehiclePos(0,fVar,fVar,fVar);
- SetVehiclePos(0,0.0,0.0,0.0);
- GetVehicleZAngle(0,fVar);
- SetVehicleZAngle(0,0.0);
- SetVehicleParamsForPlayer(0,0,0,0);
- SetVehicleToRespawn(0);
- LinkVehicleToInterior(0,0);
- AddVehicleComponent(0,0);
- ChangeVehicleColor(0,0,0);
- ChangeVehiclePaintjob(0,0);
- SetVehicleHealth(0,0.0);
- GetVehicleHealth(0,fVar);
- AttachTrailerToVehicle(0, 0);
- DetachTrailerFromVehicle(0);
- IsTrailerAttachedToVehicle(0);
- GetVehicleModel(0);
- SetVehicleNumberPlate(0,"");
- SetVehicleVirtualWorld(0,0);
- GetVehicleVirtualWorld(0);
-
- ApplyAnimation(0,"","",1.0,0,0,0,0,0);
-
- // a_objects.inc
- CreateObject(0,0.0,0.0,0.0,0.0,0.0,0.0);
- SetObjectPos(0,0.0,0.0,0.0);
- GetObjectPos(0,fVar,fVar,fVar);
- SetObjectRot(0,0.0,0.0,0.0);
- GetObjectRot(0,fVar,fVar,fVar);
- IsValidObject(0);
- DestroyObject(0);
- MoveObject(0,0.0,0.0,0.0,0.0);
- StopObject(0);
- CreatePlayerObject(0,0,0.0,0.0,0.0,0.0,0.0,0.0);
- SetPlayerObjectPos(0,0,0.0,0.0,0.0);
- GetPlayerObjectPos(0,0,fVar,fVar,fVar);
- GetPlayerObjectRot(0,0,fVar,fVar,fVar);
- SetPlayerObjectRot(0,0,0.0,0.0,0.0);
- IsValidPlayerObject(0,0);
- DestroyPlayerObject(0,0);
- MovePlayerObject(0,0,0.0,0.0,0.0,0.0);
- StopPlayerObject(0,0);
-
- // Menu's
- CreateMenu("", 0, 0.0, 0.0, 0.0, 0.0);
- DestroyMenu(Menu:0);
- AddMenuItem(Menu:0, 0, "");
- SetMenuColumnHeader(Menu:0, 0, "");
- ShowMenuForPlayer(Menu:0, 0);
- HideMenuForPlayer(Menu:0, 0);
- IsValidMenu(Menu:0);
- DisableMenu(Menu:0);
- DisableMenuRow(Menu:0,0);
-
- // Textdraw
- TextDrawCreate(0.0,0.0,"");
- TextDrawDestroy(Text:0);
- TextDrawLetterSize(Text:0, 0.0,0.0);
- TextDrawTextSize(Text:0, 0.0,0.0);
- TextDrawAlignment(Text:0, 0);
- TextDrawColor(Text:0,0);
- TextDrawUseBox(Text:0, 0);
- TextDrawBoxColor(Text:0, 0);
- TextDrawSetShadow(Text:0, 0);
- TextDrawSetOutline(Text:0, 0);
- TextDrawBackgroundColor(Text:0,0);
- TextDrawFont(Text:0, 0);
- TextDrawSetProportional(Text:0, 0);
- TextDrawShowForPlayer(0, Text:0);
- TextDrawHideForPlayer(0, Text:0);
- TextDrawShowForAll(Text:0);
- TextDrawHideForAll(Text:0);
-
- // Others
- funcidx("");
- gettime(iVar,iVar,iVar);
- getdate(iVar,iVar,iVar);
- tickcount(iVar);
-
- return 1;
-}
-```
-
-Aqui está a tradução do seu código de plugin e dos agradecimentos especiais:
-
----
-
-### Código-fonte do plugin
-
-```cpp
-#include "SDK\amx\amx.h"
-#include "SDK\plugincommon.h"
-
-#include "Invoke.h"
-
-#include
-#include
-
-#include
-#include
-
-
-typedef void (*logprintf_t)(char* format, ...);
-
-logprintf_t logprintf;
-extern void *pAMXFunctions;
-
-
-using namespace std;
-
-
-// Esta função demonstra: como obter uma string (e seu comprimento) do PAWN.
-// Nativo do PAWN: native PrintPawnString(const str[]);
-cell AMX_NATIVE_CALL PrintPawnString(AMX* amx, cell* params)
-{
- int
- len = NULL,
- ret = NULL;
-
- cell *addr = NULL;
-
- // Obtém o endereço do nosso parâmetro de string (str) e, em seguida, obtém seu comprimento
- amx_GetAddr(amx, params[1], &addr);
- amx_StrLen(addr, &len);
-
- // Se o comprimento da entrada não for 0
- if(len)
- {
- // Aumentamos o len porque queremos fazer espaço para o caractere nulo terminador quando alocamos memória.
- // Além disso, como o parâmetro de tamanho do GetString conta o caractere nulo, precisamos especificar o comprimento
- // da string + 1; caso contrário, nossa string será truncada para dar espaço ao caractere nulo (perderÃamos 1 caractere).
- len++;
-
- // Aloca memória para segurar nossa string que estamos passando (str) e então "obtemos" a string usando nossa memória alocada para armazená-la.
- char* text = new char[ len ];
- amx_GetString(text, addr, 0, len);
-
- // Usa logprintf para imprimir a string (text). Não usamos std::cout porque não escreve no log do servidor (apenas na janela).
- logprintf(text);
-
- // Desaloca nossa memória...
- delete[] text;
- }
- return 1;
-}
-
-// Esta função demonstra: como chamar um callback que está em um script PAWN.
-// Nativo do PAWN: native EmitPawnCallback();
-cell AMX_NATIVE_CALL EmitPawnCallback(AMX* amx, cell* params)
-{
- int idx;
-
- const cell var = 3;
- const cell arr[] = {100, 4, 33};
- const string str = "Alguma mensagem aleatória de C++.";
-
-
- // Callback do Pawn: forward OnPawnCallbackEmitted(var, arr[], str[]);
- // Encontra nosso callback e armazena seu lugar na tabela de funções públicas (é o Ãndice) em nossa variável idx.
- if(!amx_FindPublic(amx, "OnPawnCallbackEmitted", &idx))
- {
- cell
- ret,
- addr;
-
- // Aqui empurramos nossos argumentos para nossa função. Note que se a função tem múltiplos argumentos, você tem que empurrar seus
- // valores na ordem inversa! Por isso estamos empurrando a string primeiro, depois o array, e finalmente nosso inteiro.
-
- amx_PushString(amx, &addr, NULL, str.c_str(), NULL, NULL);
- //amx_PushArray(amx, NULL, NULL, arr, sizeof(arr) / sizeof(cell));
-
- cell
- amx_addr,
- *phys_addr;
-
- // Por alguma razão amx_PushArray parece estar travando o servidor, e não tenho ideia do porquê. Meu uso deve ser completamente
- // válido segundo o guia dos implementadores, e o código em si. Como a função não está funcionando, teremos que
- // usar o método antigo e alocar a memória, configurá-la e empurrá-la todos nós mesmos. Isso é bem direto. Nós
- // alocamos memória no heap usando amx_Allot (isso retorna 2 endereços - um da localização na máquina abstrata
- // (amx_addr), e um relativo ao espaço de endereçamento real do servidor (phsy_addr - que podemos usar em C++)). Depois de alocar
- // memória, usamos memcpy para copiar a memória do nosso array para a localização de endereço fÃsico (phys_addr).
- amx_Allot(amx, sizeof(arr) / sizeof(cell), &amx_addr, &phys_addr);
- memcpy(phys_addr, arr, sizeof(arr));
- amx_Push(amx, amx_addr);
-
- // Empurre nosso valor inteiro
- amx_Push(amx, var);
-
- // Execute nossa função usando nosso Ãndice obtido anteriormente.
- // Nota: O segundo parâmetro desta função é o que o callback retornou (pode ser NULL se você não estiver interessado em valores de retorno).
- amx_Exec(amx, &ret, idx);
-
- // Libere a memória que alocamos. A função amx_Alloc aloca memória no heap na máquina abstrata.
- // As funções amx_PushString e amx_PushArray usam essa função internamente, então você precisa liberar a memória toda vez que
- // usar uma dessas funções. NOTA: Usamos tanto amx_PushString quanto amx_PushArray, e ainda assim só temos UMA chamada de liberação.
- // Isso porque a memória no heap é alocada em ordem ascendente! amx_Release libera toda a memória acima de um determinado ponto
- // (o segundo parâmetro, amx_addr - que é nossa variável addr). Desde que fazemos isso, só armazenamos o endereço da chamada
- // amx_PushString, pois ele deletará tudo a partir desse ponto.
- amx_Release(amx, addr);
-
- // Imprime o valor de retorno (para completude).
- logprintf("EmitPawnCallback NOTA: O callback OnPawnCallbackEmitted retornou %d!", ret);
-
- }
- return 1;
-}
-
-
-// Esta função demonstra: um método alternativo para obter strings do PAWN - e os riscos possÃveis que vêm com isso.
-// Nativo do PAWN: native PrintPawnString2(const str[]);
-cell AMX_NATIVE_CALL PrintPawnString2(AMX* amx, cell* params)
-{
- // Este método NÃO é recomendado, pois o macro amx_StrParam usa a função alloca que NÃO é um padrão em C ou C++.
- // Usar este método traz riscos de sobrecarregar a pilha (se você alocar grandes quantidades de memória) e também
- // traz o risco de bugs (esta função é dependente da máquina e do compilador - algumas implementações são ditas
- // ser bugadas).
-
- char* text = NULL;
- amx_StrParam(amx, params[1], text);
-
- // Verifica se o texto é nulo
- if(text != NULL)
- {
- // Usa logprintf para imprimir a string (text). Não usamos std::cout porque não escreve no log do servidor (apenas na janela).
- logprintf(text);
- }
- return 1;
-}
-
-// Esta função demonstra: como modificar uma string do PAWN.
-// Nativo do PAWN: native SetPawnString(str[], len = sizeof(str));
-cell AMX_NATIVE_CALL SetPawnString(AMX* amx, cell* params)
-{
- const string message = "Esta é uma string de C/++!!";
- cell* addr = NULL;
-
- // Obtém o endereço do nosso parâmetro de string (str) e armazena nossa mensagem
- amx_GetAddr(amx, params[1], &addr);
- amx_SetString(addr, message.c_str(), 0, 0, params[2]);
- return 1;
-}
-
-// Esta função demonstra: como converter um float para um float do PAWN.
-// Nativo do PAWN: native Float:ReturnPawnFloatVal();
-cell AMX_NATIVE_CALL ReturnPawnFloatVal(AMX* amx, cell* params)
-{
- // Como o PAWN é uma linguagem sem tipo, ele armazena tudo como um inteiro de 32 bits e depende de tags para lidar com dados especiais.
- // Um número de ponto flutuante não é exceção a isso; ainda é um inteiro de 32 bits, mas possui uma tag de float para mostrar que não deve
- // ser tratado como um inteiro comum! Então, como fazemos a conversão de um float para um inteiro de 32 bits (para PAWN) sem perder dados?
- // A resposta é o macro amx_ftoc!
-
- // O macro amx_ftoc converte um float em uma célula preservando seu padrão de bits (amx_ctof faz o inverso).
- const float f = 22.624f;
- return amx_ftoc(f);
-}
-
-// Esta função demonstra: como passar parâmetros por referência.
-// Nativo do PAWN: native SetPawnReferenceVars(&value1, &Float:value2);
-cell AMX_NATIVE_CALL SetPawnReferenceVars(AMX* amx, cell* params)
-{
- const int val = 65;
- const float val2 = 84.54f;
-
- cell* addr[2] = {NULL, NULL};
-
- // Obtém os endereços de "value1" e "value2"
- amx_GetAddr(amx, params[1], &addr[0]);
- amx_GetAddr(amx, params[2], &addr[1]);
-
- // Desreferencia nossos ponteiros e atribui nossos valores. Lembre-se de SEMPRE usar o macro "amx_ftoc" para converter floats em
- // células (o formato apropriado de float para PAWN)!
- *addr[0] = val;
- *addr[1] = amx_ftoc(val2
-
-);
-
- return 1;
-}
-
-// Defina nossas funções nativas aqui, incluindo todas as funções que definimos acima.
-AMX_NATIVE_INFO Natives[] =
-{
- {"PrintPawnString", PrintPawnString},
- {"PrintPawnString2", PrintPawnString2},
- {"EmitPawnCallback", EmitPawnCallback},
- {"SetPawnString", SetPawnString},
- {"ReturnPawnFloatVal", ReturnPawnFloatVal},
- {"SetPawnReferenceVars", SetPawnReferenceVars},
- {NULL, NULL}
-};
-
-// A função de inicialização que define nosso logprintf e a estrutura nativa.
-extern "C" int AMXAPI
-AMX_Load(AMX *amx)
-{
- // Define a função logprintf da SDK
- pAMXFunctions = amx->GetNative;
- logprintf = (logprintf_t)pAMXFunctions->GetFunction("logprintf");
- // Registre nossas funções nativas
- return amx_Register(amx, Natives, -1);
-}
-```
-
-### Agradecimentos Especiais
-- Agradeço à comunidade de desenvolvedores que contribuÃram para o desenvolvimento deste plugin e forneceram feedback valioso.
-- Um agradecimento especial à [SAMP Forums](https://forum.sa-mp.com/) e à equipe de desenvolvimento da SA-MP por suas contribuições e suporte contÃnuo.
-- Agradeço aos meus colegas desenvolvedores e amigos que sempre me apoiaram e incentivaram a continuar aprendendo e melhorando.
-
-## Special thanks
-
-**RyDeR** - For contributing the pictures from his plugin tutorial.
-
-**Incognito** - For Invoke, information about ProcessTick, and for all the help over my time learning C++.
-
-**Zeex/0x5A656578** - For GDK (will be included some time), and for volunteering to answer questions about GDK.
-
-**Y_Less** - For being generally awesome and constantly helping me when ever im completely baffled.
-
-**Techboy123** - For a ton of productive chats, help, and for listening to my complaints.
\ No newline at end of file
diff --git a/docs/translations/ro/client/ClientCommands.md b/docs/translations/ro/client/ClientCommands.md
deleted file mode 100644
index 2416ba55e9d..00000000000
--- a/docs/translations/ro/client/ClientCommands.md
+++ /dev/null
@@ -1,22 +0,0 @@
----
-title: "Comenzile clientului"
-descripion: Lista tuturor comenzilor pentru client.
----
-
-| Comanda | Descriere |
-| -------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| /quit (/q) | Această comandă vorbește de la sine, se închide din joc. Puteți utiliza, de asemenea, /q, deoarece exact aceeași comandă, doar mai scurta. |
-| /save | /save este cel mai probabil cea mai frecvent utilizată comandă implicită, și, probabil, cea mai utilă. Când tastați /save, poziția curentă este salvată în savedpositions.txt în directorul de fișiere de utilizator, de unde îl puteți utiliza în scripturi. |
-| /rs | /rs (Raw Save) este ca /save, dar salvează doar poziția curentă și cu care se confruntă unghiul în rawpositions.txt în directorul de fișiere de utilizator. Nu sunt salvate informații suplimentare, ar fi clasa și armele. |
-| /interior | Parțial la fel de importantă ca /save, această comandă afișează pur și simplu interiorul curent în chat. |
-| /fpslimit | Această comandă stabilește limita fpsului (cadre pe secundă) pentru jocul dvs. Cu cât limita este mai mare, cu atât jocul este mai lin. Nu are efect dacă limitatorul de cadre este dezactivat în opțiunile grafice. Limita poate fi stabilită între 20 și 90. |
-| /pagesize | /pagesize este folosit pentru a alege cantitatea de linii de chat pentru a arăta. Acest lucru poate fi orice de la 10 la 20 de linii. Pagesize este 10 în mod implicit. |
-| /headmove | Această comandă va activa/dezactiva mișcările capului jucătorilor, cu toate acestea este manipulat la nivel local, astfel încât alți jucători vor vedea în continuare mișcarea capului. |
-| /timestamp | Această comandă va afișa/ascunde o oră lângă toate mesajele din chatbox. Ora afișată este timpul computerului, nu timpul serverului. |
-| /dl | DL vine de la etichete de depanare. Această comandă comută etichetele de depanare de pe vehicule, care arată ID-ul vehiculului, modelul, starea de sănătate, dacă vehiculul este pre-încărcat, distanța față de jucător, remorcă, locuri disponibile, poziția curentă și poziția icrei. |
-| /nametagstatus | Când este activată (ceea ce este în mod implicit), jucătorii vor vedea o pictogramă clepsidră mică lângă ecusonul jucătorilor în pauză. Aceasta include minimizarea (alt-tab), meniul de pauză (ESC), conexiunea pierdută (cădere/expirare) și atunci când se iau capturi de ecran care blochează jocul timp de peste 3 secunde. |
-| /mem | Afișează cantitatea curentă de utilizare a memoriei. (Deși, de obicei, imprimă doar 128 MB.) |
-| /audiomsg | Activează/dezactivează mesajul care se imprimă atunci când un URL este transmis în flux către un client. |
-| /fontsize | Modifică dimensiunea fontului (chat, dialoguri etc.). Fontsizeurile valide sunt de la -3 la 5. |
-| /ctd | Această comandă a fost adăugată în SA-MP 0.3.7 RC2. Acesta permite depanarea camerei jucatorului |
-| /rcon | Mai multe legate de server, mai degrabă decât clientul. Această comandă este utilizată pentru a executa comenzi RCON. RCON este sistemul de administrare încorporat. RCON este folosit pentru [control la distanta](../server/ControllingServer#using-rcon). |
diff --git a/docs/translations/ro/client/CommonClientIssues.md b/docs/translations/ro/client/CommonClientIssues.md
deleted file mode 100644
index d8ce1a09f51..00000000000
--- a/docs/translations/ro/client/CommonClientIssues.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: Probleme comune
----
-
-## Cuprins
-
-## Client
-
-### Am primit eroarea "GTA San Andreas nu poate fi găsit"
-
-San Andreas Multiplayer (SA:MP) **nu poate** sa funcționeze de unul singur și, prin urmare, trebuie să instalați GTA San Andreas pentru PC. De asemenea, versiunea jocului trebuie să fie **EU / US v1.0**, alte versiuni precum v2.0 sau versiunile de pe Steam/Direct2Drive nu vor funcționa. [Faceți clic aici pentru a descărca un patch care o să vă facă downgrade la versiunea GTA:SA 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-### Nu pot vedea niciun server în browserul SA:MP
-
-În primul rând, asigurați-vă că ați urmat procedurile stabilite în [ghidul de inceput](https://team.sa-mp.com/wiki/Getting_Started). Dacă ați urmat ceea ce scrie acolo și încă nu puteți vedea niciun server, trebuie să permiteți accesul SA:MP-ului prin firewall-ul dumneavoastră. Din păcate, datorită numărului mare de programe firewall care există, nu putem oferi asistență suplimentară în acest sens - vă sugerăm să consultați site-ul web al producătorilor sau să încercați să căutați pe Google. De asemenea, asigurați-vă că ați instalat cea mai recentă versiune de SA:MP!
-
-### Se deschide jocul singleplayer în loc de SA:MP
-
-:::warning
-
-Nu ar trebui să vedeți opțiunile pentru singleplayer (new game, load game, etc.) când intrați pe un server - SA-MP ar trebui să se încarce singur și să nu afișeze aceste opțiuni. Dacă vedeți "new game" inseamna ca s-a incarcat modul singleplayer, nu San Andreas Multiplayer.
-
-:::
-
-Modul singleplayer se poate încărca din 2 motive - ați instalat SA: MP în folderul greșit sau aveți versiunea greșită de GTA San Andreas. Dacă aveți o versiune greșită, acest lucru se poate remedia ușor. Click [aici](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) pentru a descărca patch-ul de downgrade.
-
-Uneori este posibil sa vedeți meniul din singleplayer, chiar dacă SA:MP s-a încărcat corect. Pentru a remedia acest lucru, trebuie pur și simplu să selectați un element din meniu, apoi să apăsați ESC până când ieșiți cu totul din meniu. După ce faceți asta, SA:MP va rula corespunzător.
-
-### Primesc "Unacceptable Nickname" când mă conectez la un server
-
-Asigurați-vă că numele dvs. nu conține caractere interzise (utilizați numai 0-9, a-z, \[\], (), \ \$, @,., \ \_ și =) și că nu depășește 20 de caractere. Totuși, acest lucru se poate întâmpla și atunci când un alt jucător care are numele dvs. este conectat pe server în acel moment (sau atunci când încercați să vă reconectați pe un server imediat după ce ați luat crash). De asemenea, un server care a rulat pentru mai mult de 50 de zile încontinuu, poate uneori să cauzeze această problemă.
-
-### Ecranul se blochează la "Connecting to IP:Port..."
-
-Serverul pe care încercați să vă conectați ar putea fi offline, dar dacă nu vă puteți conecta la niciun server, încercați să vă dezactivați firewall-ul. Dacă nu merge nici așa, trebuie să vă reconfigurați programul firewall pe care îl folosiți - accesați site-ul web al acestuia pentru a afla cum. De asemenea, s-ar putea să aveți o versiune veche de SA:MP, descărcați cea mai recentă versiune din [pagina de descarcare SA-MP](http://sa-mp.com/download.php).
-
-### Mi-am instalt moduri în GTA San Andreas și acum SA:MP nu se mai deschide
-
-Dacă nu se deschide, eliminați modurile și încercați din nou.
-
-### GTA San Andreas nu mai pornește după ce am instalat SA:MP
-
-Ștergeți gta_sa.set din GTA San Andreas User Files și asigurați-vă că nu aveți niciun cheat / mod în fișierele jocului.
-
-### Jocul se blochează când explodează un vehicul
-
-Dacă aveți 2 monitoare, atunci există 3 moduri de a rezolva acest lucru:
-
-1. Dezactivați al doilea monitor când jucați SA:MP. (poate nu este cea mai bună opțiune când aveți nevoie de celălalt monitor)
-2. Setați Visual FX la low. (ESC > Options > Display Setup > Advanced)
-3. Redenumiți folderul GTA San Andreas (de exemplu, în "GTA San Andreas2", acest lucru funcționează de obicei, însă poate să nu mai funcționeze a doua oară, așa că va trebui să îl redenumiți în altceva.)
-
-### Mouse-ul meu nu mai funcționează după ce ies din meniul de pauză
-
-Dacă mouse-ul pare să nu mai functioneze în joc în timp ce funcționează (parțial) în meniul de pauză, atunci ar trebui să dezactivați opțiunea multicore [sa-mp.cfg](../../../client/ClientCommands#file-sa-mpcfg "Sa-mp.cfg") (setați la 0). O altă metodă care ar putea să funcționeze este să spamați tasta ESC până când mouse-ul începe să funcționeze din nou.
-
-### Fișierul dinput8.dll lipsește
-
-Această eroare este posibil să apară atunci când DirectX nu este instalat corect, încercați să îl reinstalați și și să reporniți computerul. Dacă problema nu dispare, mergeți la C:\\Windows\\System32 și dați copy-paste fișierului dinput.dll în folderul unde aveți instalat GTA San Andreas, acest lucru ar trebui să rezolve problema.
-
-### Nu pot vedea nametag-urile celorlalți jucători!
-
-Vă rugăm să rețineți că unele servere pot avea nametag-urile dezactivate de tot. Totuși, această problemă apare adesea pe computerele cu procesoare grafice integrate Intel HD (care oricum nu sunt destinate jocurilor). Din păcate, cauza exactă este necunoscută și nu pare să existe nicio soluție universală disponibilă în prezent. O soluție pe termen lung ar fi cumpărarea unei plăci grafice dedicate, dacă acest lucru este posibil și dacă bugetul dvs. o permite. Laptopurile, desigur, nu pot fi actualizate.
diff --git a/docs/translations/ro/client/CrashAddresses.md b/docs/translations/ro/client/CrashAddresses.md
deleted file mode 100644
index d78463cf42a..00000000000
--- a/docs/translations/ro/client/CrashAddresses.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: Rezolvarea Crash-urilor
----
-
-Tabelul de mai jos enumeră câteva adrese de blocare obișnuite ale clienților pe care le puteți utiliza pentru a ajuta la urmărirea problemei și prevenirea apariției acesteia în viitor. În majoritatea cazurilor, blocările clientului apar din cauza unei probleme în script. Deși, merită menționat faptul că SA-MP este destul de stabil în zilele noastre.
-
-| FRECVENTA | ADRESA | CAUZA | SOLUTIE |
-| --------- | ------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| Rara | 0x00000000 | SA-MP nu se inițializează. | Reinstalați jocul, asigurați-vă că un singur jucător funcționează. Dacă aveți instalate moduri, eliminați-le |
-| Rara | 0x006E3D17 | Legat de skin. Adesea apare atunci când schimbă skinul unui jucător care se află într-un vehicul sau care doar intră sau iese din unul. | Asigurați-vă că jucătorul este pe jos înainte de a-și schimba skinul. |
-| Rara | 0x0058370A | Greu de urmărit. Se pare că este legat de vehicul / cameră. A apărut atunci când scenariul a încercat să pună jucătorul într-un vehicul. Vehiculul în care jucătorul este teleportat nu este încă disponibil și / sau redat în lume | Așteptați câteva sute de ms înainte de a teleporta un jucător într-un vehicul nou creat. O altă soluție ar putea fi utilizarea SetCameraBehindPlayer înainte de a le teleporta la vehicul. |
-| Rara | 0x0040F64C | Problemă în Windows 7 / Vista referitoare la permisiuni. Problemă în versiunea de instalare utilizată de clientul SA-MP | Actualizare la SA-MP 0.3d. Dacă tot apare, redenumiți directorul GTASA. |
-| Rara | 0x0059F8B4 | Apare atunci când clientul nu reușește să încarce obiecte SA-MP. De obicei o problemă cu un fișier esențial, lipsind samp.img. | Reinstalați clientul. Încercați să rulați programul de instalare ca administrator dacă utilizați Windows Vista / 7. |
-| Rara | 0x00746929 SAU 0x0081214A | Setare greșită din partea clientului. | Click |
-| Frecventa | 0x007F0BF7 | Legat de actualizările vehiculului. Adesea cauzată atunci când serverul încearcă să introducă un upgrade nevalid pe un vehicul (Ex: nos sau spoilere pe o motocicletă). Alte cauze ar putea fi modificările negative ale vehiculului în partea clientului. | Au existat diferite scripturi lansate pe aceste forumuri care prezintă verificarea erorilor pentru acest lucru. |
-| Frecventa | 0x00544BC8 | Obiect legat. De obicei, apare atunci când sunt afișate prea multe obiecte pentru client, adică mai mult decât ceea ce poate gestiona. | O soluție practică poate fi utilizarea unui handler / streamer de obiecte. Multe streamere de pe aceste forumuri vin cu setări de configurare pentru a reduce cantitatea maximă de obiecte vizibile afișate pentru un jucător la un moment dat |
-| Frecventa | 0x00415D47 | Obiect legat. De obicei apare atunci când sunt încărcate prea multe texturi de obiecte pentru client. | Problemă la nivel scăzut, greu de depistat și de remediat. Cred că este cumva legat de coliziuni. Are loc la întâmplare în funcție de obiect. Încercați să eliminați grupuri de obiecte și utilizați procesul de eliminare pentru a stabili care sunt obiectele care o cauzează și pentru a le elimina din modul dvs. |
-| Frecventa | 0x00536DF4 | Legat de obiecte. De obicei apare atunci când sunt încărcate prea multe texturi de obiecte pentru client. | Vezi deasupra. |
-
-| MESAJ | CAUZA | SOLUTIE |
-| -------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------- |
-| Exception 0xC0000005 at 0x5E5815 | Greu de urmărit. Metoda către care se adresează această adresă face o mulțime de lucruri. Procesează amestecul de animație pe baza suprafeței pe care stă pedul și apoi se ocupă de sunet și este numit imediat după o funcție care îți dă arme ... Poate ce s-a întâmplat aici este că un eveniment invocat de script a avut loc chiar în momentul în care intrați într-un vehicul (de exemplu, primiți o armă, teleportați sau ceva similar). | - |
-| Exception 0x0000005 at 0x534134 | Problemă cu nivelurile de acces Windows 7 / Vista | Rularea SA-MP ca administrator pare să o remedieze. |
-| Exception 0xC0000005 at 0x544BC8 | Vezi 0x00544BC8 | Vezi 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | Vezi 0x00544BC8 | Vezi 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | A fost aplicat un upgrade invalid pentru vehicul | [Vezi aici](CommonIssues) |
diff --git a/docs/translations/ro/meta/contributing.md b/docs/translations/ro/meta/contributing.md
deleted file mode 100644
index 373f32a3e2f..00000000000
--- a/docs/translations/ro/meta/contributing.md
+++ /dev/null
@@ -1,220 +0,0 @@
----
-title: Contribuire
-description: Cum să contribui la SA-MP Wiki și la documentația open.mp
----
-
-Această sursă de documentare este deschisă pentru oricine vrea să contribuie cu modificări! Tot ce aveți nevoie este de un cont [GitHub](https://github.com) și ceva timp liber. Nici nu trebuie să cunoașteți Git, puteți face totul din interfața web!
-
-Dacă doriți să ajutați la menținerea unei limbi specifice, deschideți un PR împotriva fișierului [CODEOWNERS](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) și adăugați o linie pentru directorul dvs. de limbă cu numele dvs. de utilizator.
-
-## Editarea conținutului
-
-În fiecare pagină, există un buton care vă duce la pagina GitHub pentru editare:
-
-
-
-De exemplu, făcând clic pe aceasta pe [SetVehicleAngularVelocity](https://www.open.mp/docs/scripting/functions/SetVehicleAngularVelocity) vă duce la [această pagină](https://github.com/openmultiplayer/web/blob/master/docs/scripting/functions/SetVehicleAngularVelocity.md) care vă prezintă un editor de text pentru a face modificări la fișier (presupunând că sunteți conectat la GitHub).
-
-EfectuaÈ›i modificarea È™i trimiteÈ›i un „Pull Requestâ€, aceasta înseamnă că gestionarii Wiki È™i alÈ›i membri ai comunității vă pot examina modificarea, discuta dacă are nevoie de modificări suplimentare È™i apoi o pot combina.
-
-## Adaugarea unui continut nou:
-
-Adăugarea de conținut nou este puțin mai implicată. Puteți face acest lucru în două moduri:
-
-### Interfata GitHub
-
-Când răsfoiți un director pe GitHub, există un buton „Add File†în colțul din dreapta sus al listei de fișiere:
-
-
-
-Puteți încărca fie un fișier Markdown pe care l-ați scris deja, fie îl puteți scrie direct în editorul de text GitHub.
-
-Fișierul _trebuie_ să aibă o extensie `.md` și să conțină Markdown. Pentru mai multe informații despre Markdown, consultați [acest ghid](https://guides.github.com/features/mastering-markdown/).
-
-Odată ce ați terminat, apăsați „Propose new file†și un Pull Request va fi deschisă pentru examinare.
-
-### Git
-
-Dacă doriți să utilizați Git, tot ce trebuie să faceți este să clonați depozitul Wiki cu:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Deschide-l în editorul tău preferat. Recomand Visual Studio Code, deoarece are unele instrumente excelente pentru editarea și formatarea fișierelor Markdown. După cum puteți vedea, scriu acest lucru folosind Visual Studio Code!
-
-
-
-Vă recomandăm două extensii pentru a vă îmbunătăți experiența:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) de David Anson - aceasta este o extensie care vă asigură că Markdown-ul dvs. este formatat corect. Previne unele greșeli sintactice și semantice. Nu toate avertismentele sunt importante, dar unele pot ajuta la îmbunătățirea lizibilității. Folosiți cea mai bună judecată și, dacă aveți dubii, întrebați un recenzor!
-
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) de echipa Prettier.js - acesta este un formatator care vă va forma automat fișierele Markdown, astfel încât toate să folosească un stil consistent. Depozitul Wiki are câteva setări în „package.json†pe care extensia ar trebui să le utilizeze automat. Asigurați-vă că activați „Format On Save†în setările editorului, astfel încât fișierele dvs. Markdown să fie formatate automat de fiecare dată când salvați!
-
-## Notite, Trucuri si conventii
-
-### Link-uri interne
-
-Nu utilizați adrese URL absolute pentru link-uri inter-site. Folosiți căi relative.
-
-- âŒ
-
- ```md
- Pentru a fi folosit cu [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- Pentru a fi folosit cu [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
- `../` înseamnă „mergeÈ›i într-un directorâ€, deci dacă fiÈ™ierul pe care îl editaÈ›i se află în directorul `functions` È™i vă conectaÈ›i la „ callbacks â€, utilizaÈ›i`../`pentru a merge la`scripting /`apoi`callbacks /`pentru a intra în directorul callbacks, apoi numele fiÈ™ierului (fără`.md`) al callback-ului pe care doriÈ›i să-l legaÈ›i.
-
- ### Imagini
-
- Imaginile intră într-un subdirector din interiorul `/ static / images`. Apoi, atunci când conectați o imagine într-un `! [] ()` Pur și simplu utilizați `/ images /` ca cale de bază (nu este nevoie de `static`, care este doar pentru depozit).
-
- Dacă aveți dubii, citiți o altă pagină care folosește imagini și copiați cum se face acolo.
-
- ### Metadata
-
- Primul lucru din _orice_ document ar trebui să fie metadatele:
-
- ```mdx
- ---
- title: My Documentation
- description: This is a page about stuff and things and burgers, yay!
- ---
- ```
-
- Orice pagina ar trebui să includă un titlu și o descriere.
-
- Pentru o listă completă a ceea ce poate merge între `---`, consultați [documentația Docusaurus](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
- ### Titluri
-
- Nu creați un titlu de nivel 1 (``) cu `#` deoarece acesta este generat automat. Primul dvs. titlu ar trebui să fie întotdeauna `##`
-
- - âŒ
-
- ```md
- # My Title
-
- This is documentation for ...
-
- # Sub-Section
- ```
-
-- ✔
-
- ```md
- This is documentation for ...
-
- ## Sub-Section
- ```
-
- ### Utilizați fragmentele `Code` pentru referințe tehnice
-
- Când scrieți un paragraf care conține nume de funcții, numere, expresii sau orice altceva care nu este un limbaj scris standard, înconjurați-le cu astfel de \`backticks\`. Acest lucru face mai ușoară separarea limbajului pentru descrierea lucrurilor de referințe la elemente tehnice, cum ar fi numele funcțiilor și piesele de cod.
-
- - âŒ
-
- > The fopen function will return a value with a tag of type File:, there is no problem on that line as the return value is being stored to a variable also with a tag of File: (note the cases are the same too). However on the next line the value 4 is added to the file handle. 4 has no tag [...]
-
-- ✔
-
- > The `fopen` function will return a value with a tag of type `File:`, there is no problem on that line as the return value is being stored to a variable also with a tag of `File:` (note the cases are the same too). However on the next line the value `4` is added to the file handle. `4` has no tag
-
- În exemplul de mai sus, `fopen` este un nume de funcție, nu un cuvânt în limba engleză, așa că înconjurarea acestuia cu marcatori de fragment `code` ajută la deosebirea acestuia de celălalt conținut.
-
- De asemenea, dacă paragraful se referă la un bloc de cod de exemplu, acest lucru îl ajută pe cititor să asocieze cuvintele cu exemplul.
-
- ### Tabele
-
- Dacă un tabel are titluri, acestea trec în partea de sus:
-
- - âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------ |
- | Health | Engine Status |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (will explode seconds later) |
- ```
-
-- ✔
-
- ```md
- | Health | Engine Status |
- | ------- | ------------------------------------ |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (will explode seconds later) |
- ```
-
-## Migrarea de pe SA-MP Wiki
-
-Majoritatea conținutului a fost mutat, dar dacă găsiți o pagină care lipsește, iată un scurt ghid pentru conversia conținutului în Markdown.
-
-### Obținerea codului HTML
-
-1. Click pe acest buton:
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Plasați cursorul în partea stângă sus a paginii principale wiki, în marginea stângă sau în colț până când vedeți `#content`
-
- 
-
- Sau cautati pentru ``
-
- 
-
-3. Copiați HTML-ul interior al acelui element
-
- 
-
- Acum aveți _numai_ codul HTML pentru _contenutul_ real al paginii, lucrurile care ne interesează și îl puteți converti în Markdown.
-
-### Conversia HTML in Markdown
-
-Pentru conversia HTML de bază (fără tabele) la Markdown utilizați:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Observă acum că se distrug tabelele ...
-
-### Tabelele HTML către tabelele de reducere
-
-Deoarece instrumentul de mai sus nu acceptă tabele, utilizați acest instrument:
-
-https://jmalarcon.github.io/markdowntables/
-
-Și copiați doar elementul `
` în:
-
-
-
-### Curatare
-
-Conversia probabil că nu va fi perfectă. Deci va trebui să faceți un pic de curățare manuală. Extensiile de formatare enumerate mai sus ar trebui să vă ajute, dar este posibil să fiți nevoit să petreceți doar timp făcând lucrări manuale.
-
-Dacă nu ai timp, nu-ți face griji! Trimiteți o schiță neterminată și altcineva poate ridica locul unde ați rămas!
-
-## Acord de licențiere
-
-Toate proiectele open.mp au un [Acord de licență pentru colaboratori](https://cla-assistant.io/openmultiplayer/homepage). Acest lucru înseamnă doar că sunteți de acord să ne permiteți să vă folosim lucrarea și să o puneți sub o licență open-source. Când deschideți o cerere de extragere pentru prima dată, botul CLA-Assistant va posta un link unde puteți semna acordul.
diff --git a/docs/translations/ro/scripting/callbacks/OnActorStreamIn.md b/docs/translations/ro/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index b58c15b45a9..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnActorStreamIn
-description: Acest callback este apelat atunci când un actor este transmis în flux (streamed in) de către clientul unui jucător.
----
-
-:::warning
-
-Această funcție a fost adăugată în SA-MP 0.3.7 și nu va funcționa în versiunile anterioare!
-
-:::
-
-## Descriere
-
-Acest callback este apelat atunci când un actor este transmis în flux (streamed in) de către clientul unui jucător.
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------------ |
-| actorid | ID-ul actorului care a fost transmis în flux pentru jucător. |
-| forplayerid | ID-ul jucătorului în care s-a transmis actorul. |
-
-## Returnări
-
-Mereu este apelat primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actorul %d este acum transmis în flux pentru dvs.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers poate fi apelat și de NPC.
-
-:::
-
-## Funcții asociate
diff --git a/docs/translations/ro/scripting/callbacks/OnActorStreamOut.md b/docs/translations/ro/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index f77cacbc8dd..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamOut
-description: Acest callback este apelat atunci când un actor iese din flux (streamed out) de către clientul unui jucător.
-tags: []
----
-
-:::warning
-
-Această funcție a fost adăugată în SA-MP 0.3.7 și nu va funcționa în versiunile anterioare!
-
-:::
-
-## Descriere
-
-Acest callback este apelat atunci când un actor iese din flux (streamed out) de către clientul unui jucător.
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------------ |
-| actorid | ID-ul actorului care a fost transmis în flux pentru jucător. |
-| forplayerid | ID-ul jucătorului care a transmis actorul în flux. |
-
-## Returnări
-
-Mereu este apelat primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actorul %d este acum ieșit din flux.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest callback poate fi apelat și de NPC.
-
-:::
-
-## Funcții asociate
diff --git a/docs/translations/ro/scripting/callbacks/OnClientCheckResponse.md b/docs/translations/ro/scripting/callbacks/OnClientCheckResponse.md
deleted file mode 100644
index cce220e37f0..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnClientCheckResponse.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: OnClientCheckResponse
-description: Acest callback este apelat când se finalizează o solicitare SendClientCheck
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat când se finalizează o solicitare SendClientCheck.
-
-| Name | Description |
-| ------------- | --------------------------------- |
-| playerid | ID-ul jucătorului verificat. |
-| actionid | Tipul de verificare efectuată. |
-| memaddr | Adresa solicitată. |
-| retndata | Rezultatul verificării. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscripts.
-
-## Exemple
-
-```c
-public OnPlayerConnect(playerid)
-{
- SendClientCheck(playerid, 0x48, 0, 0, 2);
- return 1;
-}
-
-public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
-{
- if(actionid == 0x48) // sau 72
- {
- print("WARNING: Jucătorul nu pare să folosească un computer obișnuit!");
- Kick(playerid);
- }
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Acest callback este apelat numai atunci când este într-un filterscript.
-
-:::
-
-## Funcții asociate
-
diff --git a/docs/translations/ro/scripting/callbacks/OnClientMessage.md b/docs/translations/ro/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index 49565f27e46..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-titlu: OnClientMessage
-descriere: Acest callback este apelat oricand NPC-ul vede un ClientMessage
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat oricand NPC-ul vede un ClientMessage. Acesta va fi de fiecare data cand se utilizeaza functia SendClientMessageToAll si de fiecare data functia SendClientMessage este trimisa spre NPC. Acest callback nu o sa fie folosit cand cineva spune ceva. Pentru o versiune ca asta cu player text, vedem NPC:OnPlayerText.
-
-| Nume | Descriere |
-| ------ | ---------------------------- |
-| color | Culoarea ClientMessage este. |
-| text[] | Mesajul actual |
-
-## Returns
-
-Acest callback nu accepta returns.
-
-## Exemplu
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Bank Balance: $0") != -1)
- {
- SendClientMessage(playerid, -1, "I am poor :(");
- }
-}
-```
-
-## Related Functions
diff --git a/docs/translations/ro/scripting/callbacks/OnDialogResponse.md b/docs/translations/ro/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index b572ca96abd..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,158 +0,0 @@
----
-title: OnDialogResponse
-description: Acest callback este apelat atunci când un jucător răspunde unui dialog afișat prin ShowPlayerDialog, după apăsarea unui buton, apăsarea de ENTER/ESC sau dublu-click pe un element al unei liste (dacă s-a folosit un dialog de tip listă).
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat când un jucător răspunde unui dialog afișat prin ShowPlayerDialog, după apăsarea unui buton, apăsarea de ENTER/ESC sau dublu-click pe un element al unei liste (dacă s-a folosit un dialog de tip listă).
-
-| Nume | Descriere |
-| ----------- | ---------------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a răspuns dialogului. |
-| dialogid | ID-ul dialogului căruia jucătorul i-a răspuns, atribuit în ShowPlayerDialog. |
-| response | 1 pentru butonul din stânga, 0 pentru butonul din dreapta (dacă numai un buton este afișat atunci mereu 1) |
-| listitem | ID-ul elementului din listă selectat (începe de la 0) (doar dacă s-a folosit un dialog de tip listă, altfel va fi mereu -1). |
-| inputtext[] | Textul inserat de către jucător în căsuța de intrare, sau textul elementului din listă selectat. |
-
-## Returnări
-
-Mereu este apelat primul în filterscript-uri deci returnează 1 și blochează alte filterscript-uri din a vedea răspunsul.
-
-## Exemple
-
-```c
-// Definim ID-ul dialogului pentru a putea prelucra răspunsurile
-#define DIALOG_RULES 1
-
-// În ceva comandă
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Regulile server-ului", "- Fără coduri\n- Fără spam\n- Respectați Adminii\n\nEști de acord cu aces te reguli?", "Da", "Nu");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // Dacă au apăsat pe 'Da' sau au apăsat ENTER
- {
- SendClientMessage(playerid, COLOR_GREEN, "Mulțumim pentru că ai acceptat regulile!");
- }
- else // Au apăsat ESC sau 'Nu'
- {
- Kick(playerid);
- }
- return 1; // Am folosit un dialog, deci returnăm 1. La fel ca OnPlayerCommandText.
- }
-
- return 0; // TREBUIE să returnezi 0 aici! La fel ca OnPlayerCommandText.
-}
-#define DIALOG_LOGIN 2
-
-// În ceva comandă
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Introdu parola:", "Login", "Cancel");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // Dacă au apăsat pe butonul de 'Cancel' sau ESC
- {
- Kick(playerid);
- }
- else // Dacă au apăsat ENTER sau pe butonul de 'Login'
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "Ai fost autentificat cu success!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "LOGIN FAILED.");
-
- // Arată din nou dialogul de login
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Introdu parola:", "Login", "Cancel");
- }
- }
- return 1; // Am folosit un dialog, deci returnăm 1. La fel ca OnPlayerCommandText.
- }
-
- return 0; // TREBUIE să returnezi 0 aici! La fel ca OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// În ceva comandă
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "Desert Eagle\nAK-47\nCombat Shotgun", "Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Dacă au apăsat pe butonul de 'Select' or sau au dat dublu-click pe o armă
- {
- // Give them the weapon
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Le dăm desert eagle
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Le dăm un AK-47
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Le dăm un Combat Shotgun
- }
- }
- return 1; // Am folosit un dialog, deci returnăm 1. La fel ca OnPlayerCommandText.
- }
-
- return 0; // TREBUIE să returnezi 0 aici! La fel ca OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// În ceva comandă
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Dacă au apăsat pe butonul de 'Select' or sau au dat dublu-click pe o armă
- {
- // Give them the weapon
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // Give them an M4
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Give them an MP5
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Give them an AK-47
- }
- }
- return 1; // We handled a dialog, so return 1. Just like OnPlayerCommandText.
- }
-
- return 0; // You MUST return 0 here! Just like OnPlayerCommandText.
-}
-```
-
-## Note
-
-:::tip
-
-Parametrii pot conține diferite valori, pe baza stilului dialogului ([click pentru mai multe exemple](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-Ar fi frumos să folosești switch prin dialogids, dacă ai o grămadă.
-
-:::
-
-:::warning
-
-Un dialog al unui jucător nu se ascunde când gamemode-ul se restartează, cauzând serverul să printeze "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" dacă un jucător a răspuns acestui dialog după restart.
-
-:::
-
-## Funcții asociate
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): Afișează un dialog unui jucător.
diff --git a/docs/translations/ro/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/ro/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 13e53306c0a..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnEnterExitModShop
-description: Acest callback este apelat atunci când un jucâtor intră sau iese dintr-un mod shop.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat când un jucâtor intră sau iese dintr-un mod shop.
-
-| Nume | Descriere |
-| ---------- | --------------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a intrat sau a ieșit din modshop |
-| enterexit | 1 dacă jucătorul a intrat sau 0 dacă a ieșit |
-| interiorid | ID-ul interiorului modshop-ului dacă playerul intră (sau 0 dacă iese) |
-
-## Returnări
-
-Mereu este apelat primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // Dacă enterexit e 0, atunci înseamnă că jucătorul iese
- {
- SendClientMessage(playerid, COLOR_WHITE, "Frumoasă tigaie! Ai fost taxat cu $100.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Bug-uri cunoscute: Jucătorii se lovesc înte ei când intră în același mod shop.
-
-:::
-
-## Funcții asociate
-
-- [AddVehicleComponent](../functions/AddVehicleComponent.md): Adaugă o componentă unei mașini.
diff --git a/docs/translations/ro/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/ro/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 33ebd549ff7..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-title: OnFilterScriptExit
-description: Acest callback este apelat atunci când un script de filtru este descărcat.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când un script de filtru este descărcat. Este apelat doar în interiorul filterscript-ului care este descărcat.
-
-## Exemple
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" FilterScript-ul meu s-a descărcat");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Related Callbacks
-
diff --git a/docs/translations/ro/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/ro/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index 8dfc291574e..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptInit
-description: Acest callback este apelat atunci când un filterscript este inițializat (încărcat).
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când un filterscript este inițializat (încărcat). Este apelat doar în interiorul filterscript-ului care începe.
-
-## Exemple
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("Filterscript-ul s-a incarcat !.");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Related Functions
diff --git a/docs/translations/ro/scripting/callbacks/OnGameModeExit.md b/docs/translations/ro/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index aca4ec79fce..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnGameModeExit
-description: Acest callback este apelat atunci când un mod de joc se termină, fie prin „gmxâ€, serverul fiind oprit, fie GameModeExit.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când un mod de joc se termină, fie prin „gmxâ€, serverul fiind oprit, fie GameModeExit.
-
-## Exemple
-
-```c
-public OnGameModeExit()
-{
- print("Modul de joc s-a încheiat.");
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Această funcÈ›ie poate fi, de asemenea, utilizată într-un filterscript pentru a detecta dacă modul de joc se schimbă cu comenzi RCON precum changemode sau gmx, deoarece schimbarea modului de joc nu reîncarcă un filterscript. Când utilizaÈ›i OnGameModeExit împreună cu comanda consolei „rcon gmxâ€, reÈ›ineÈ›i că există potenÈ›ialul de apariÈ›ie a erorilor clientului, un exemplu în acest sens este apelurile excesive la RemoveBuildingForPlayer în timpul OnGameModeInit, care ar putea duce la o blocare a clientului. Acest callback NU va fi apelat dacă serverul se blochează sau procesul este oprit prin alte mijloace, cum ar fi utilizarea comenzii Linux kill sau apăsarea butonului de închidere de pe consola Windows.
-
-:::
-
-
-## Funcții similare
-
-- [GameModeExit](../functions/GameModeExit): Ieși din modul de joc curent.
-
-## Callback-uri similare
-
-- [OnGameModeInit](OnGameModeInit): Apelat când pornește un mod de joc.
-- [OnFilterScriptInit](OnFilterScriptInit): Apelat când este încărcat un filterscript.
-- [OnFilterSciptExit](OnFilterScriptExit): Apelat când un filterscript este descărcat.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnGameModeInit.md b/docs/translations/ro/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index 438b498794b..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-titlu: OnGameModeInit
-descriere: Acest callback este apelat atunci când gamemode-ul a pornit.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când gamemode-ul a pornit.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- print("Gamemode pornit!");
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Această funcție poate fi utilizată și într-un filterscript pentru a detecta dacă gamemode-ul se modifică cu comenzi RCON precum changemode sau gmx, deoarece schimbarea de gamemode nu reîncarcă filterscript-ul.
-
-:::
-
-## Funcții relatate
diff --git a/docs/translations/ro/scripting/callbacks/OnIncomingConnection.md b/docs/translations/ro/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index ee65c9c18ed..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnIncomingConnection
-description: Acest callback este apelat atunci când o adresă IP încearcă să se conecteze la server.
-tags: []
----
-
-## Descriere
-
-This callback is called when an IP address attempts a connection to the server. To block incoming connections, use BlockIpAddress.
-
-| Name | Description |
-| ------------ | -------------------------------------------------- |
-| playerid | The ID of the player attempting to connect |
-| ip_address[] | The IP address of the player attempting to connect |
-| port | The port of the attempted connection |
-
-## Returnări
-
-1 - Va împiedica alte filterscript-uri să primească acest apel invers.
-
-0 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("Incoming connection for player ID %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Funcții similare
-
-- [BlockIpAddress](../functions/BlockIpAddress): Blocați conectarea unei adrese IP la server pentru o anumită perioadă de timp.
-- [UnBlockIpAddress](../functions/UnBlockIpAddress): Deblocați un IP care a fost blocat anterior.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnObjectMoved.md b/docs/translations/ro/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index 19f6fe32350..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnObjectMoved
-description: Acest callback este apelat atunci când un obiect este mutat după MoveObject (când se oprește din mișcare).
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când un obiect este mutat după MoveObject (când se oprește din mișcare).
-
-| Nume | Descriere |
-| -------- | ----------------------------------- |
-| objectid | ID-ul obiectului care a fost mutat |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("Obiectul %d s-a terminat de mutat.", objectid);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-SetObjectPos nu funcționează atunci când este utilizat în acest callback. Pentru a o repara, recreați obiectul.
-
-:::
-
-## Funcții similare
-
-- [MoveObject](../functions/MoveObject): Mișcă un obiect.
-- [MovePlayerObject](../functions/MovePlayerObject): Mutați un obiect de jucător.
-- [IsObjectMoving](../functions/IsObjectMoving): Verificați dacă obiectul se mișcă.
-- [StopObject](../functions/StopObject): Opriți mișcarea unui obiect.
-- [OnPlayerObjectMoved](OnPlayerObjectMoved): Apelat atunci când un obiect de jucător se oprește în mișcare.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/ro/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 51c65c13be3..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerClickMap
-description: OnPlayerClickMap este apelat atunci când un jucător plasează o țintă/un punct de referință pe harta meniului de pauză (făcând clic dreapta).
-tags: ["player"]
----
-
-## Descriere
-
-OnPlayerClickMap este apelat atunci când un jucător plasează o țintă/un punct de referință pe harta meniului de pauză (făcând clic dreapta).
-
-| Nume | Descriere |
-| -------- | ----------------------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a plasat o țintă/un punct de referință |
-| Float:fX | Coordonata X unde a făcut clic jucătorul |
-| Float:fY | Coordonata Y unde a făcut clic jucătorul |
-| Float:fZ | Coordonata Z în care jucătorul a făcut clic (inexacte - vezi nota de mai jos) |
-
-## Returnări
-
-1 - Va împiedica alte filterscript-uri să primească acest callback.
-
-0 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în modul de joc.
-
-## Exemple
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-După cum spune și numele callback-ului, este apelat numai atunci când jucătorul face clic pentru a marca ținta și nu atunci când este apăsat tasta. Valoarea Z returnată va fi 0 (invalidă) dacă zona pe care se face clic pe hartă este departe de jucător; utilizați pluginul MapAndreas sau ColAndreas pentru a obține o coordonată Z mai precisă.
-
-:::
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/ro/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index a02da48d9e5..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Apelat atunci când un jucător dă dublu clic pe un jucător de pe scoreboard.
-tags: ["player"]
----
-
-## Descriere
-
-Apelat atunci când un jucător dă dublu clic pe un jucător de pe scoreboard.
-
-| Nume | Descriere |
-| --------------- | ---------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a apăsat pe un jucător de pe scoreboard. |
-| clickedplayerid | ID-ul jucătorului pe care a apăsat . |
-| source | [source](../resources/clicksources) clicului jucătorului. |
-
-## Returnări
-
-1 - Va împiedica alte filterscript-uri să primească acest callback.
-
-0 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript.
-
-## Exemple
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "Ai apăsat pe jucătorul %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-În prezent, există o singură „sursă†(0 - CLICK_SOURCE_SCOREBOARD). Existența acestui argument sugerează că mai multe surse pot fi susținute în viitor.
-
-:::
-
-## Funcții similare
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Apelat atunci când un jucător dă clic pe un textdraw.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/ro/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index 03a5c1f5201..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: Acest callback este apelat atunci când un jucător dă clic pe un player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător dă clic pe un player-textdraw. Nu este apelat atunci când jucătorul anulează modul de selectare (ESC) - cu toate acestea, OnPlayerClickTextDraw este.
-
-| Nume | Descriere |
-| ------------ | ------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a selectat un textdraw |
-| playertextid | ID-ul textdraw-ului jucătorului pe care l-a selectat. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscripts, așa că returnarea 1 acolo blochează și alte scripturi să-l vadă.
-
-## Exemple
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Creați textdraw-ul
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "TextDraw-ul meu");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid],0);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid],0x000000ff);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], 0xffffffff);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // Faceți-l selectabil
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], 1);
-
- // Arată-l jucătorului
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if (playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Ați apasat pe un textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Note
-
-:::warning
-
-Când un jucător apasă ESC pentru a anula selectarea unui textdraw, OnPlayerClickTextDraw este apelat cu un ID textdraw „INVALID_TEXT_DRAWâ€. De asemenea, OnPlayerClickPlayerTextDraw nu va fi numit.
-
-:::
-
-## Funcții similare
-
-- [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable): Stabilește dacă un textdraw de jucator poate fi selectat prin SelectTextDraw
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Apelat atunci când un jucător dă clic pe un textdraw.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Apelat când un jucător face clic pe altul.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerClickTextDraw.md b/docs/translations/ro/scripting/callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index 01623f9e3d8..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: Acest callback este apelat atunci când un jucător face clic pe un textdraw sau anulează modul de selectare cu tasta ESC.
-tags: ["player", "textdraw"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător face clic pe un textdraw sau anulează modul de selectare cu tasta ESC.
-
-| Nume | Descriere |
-| --------- | ----------------------------------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a făcut clic pe textdraw. |
-| clickedid | ID-ul textdraw-ului care a fost apasat. INVALID_TEXT_DRAW dacă selecția a fost anulată. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscripts, așa că returnarea 1 acolo blochează și alte scripturi să-l vadă.
-
-## Exemple
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "TextDraw-ul Meu");
- TextDrawTextSize(gTextDraw,60.000000, 20.000000);
- TextDrawAlignment(gTextDraw,0);
- TextDrawBackgroundColor(gTextDraw,0x000000ff);
- TextDrawFont(gTextDraw,1);
- TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
- TextDrawColor(gTextDraw,0xffffffff);
- TextDrawSetProportional(gTextDraw,1);
- TextDrawSetShadow(gTextDraw,1);
- TextDrawSetSelectable(gTextDraw, 1);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if (clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "Ați făcut clic pe un textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Note
-
-:::warning
-
-Zona pe care se poate face clic este definită de TextDrawTextSize. Parametrii x și y trecuți acelei funcție nu trebuie să fie zero sau negativi. Nu utilizați CancelSelectTextDraw necondiționat în acest callback. Aceasta are ca rezultat o buclă infinită.
-
-:::
-
-## Funcții similare
-
-- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw): Apelat atunci când un jucător dă clic pe un textdraw de jucător.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Apelat când un jucător face clic pe altul.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerCommandText.md b/docs/translations/ro/scripting/callbacks/OnPlayerCommandText.md
deleted file mode 100644
index 7737d13f907..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerCommandText
-description: Acest callback este apelat atunci când un jucător introduce o comandă în chat.
-tags: ["player"]
----
-
-## Description
-
-Acest callback este apelat atunci când un jucător introduce o comandă în chat. Comenzile sunt orice încep cu o bară oblică înainte, de ex. /ajutor.
-
-| Nume | Descriere |
-| --------- | ----------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a introdus o comandă. |
-| cmdtext[] | Comanda care a fost introdusă (inclusiv bara oblică). |
-
-## Returns
-
-Este întotdeauna numit primul în filterscript-uri, astfel încât returnarea 1 blochează alte scripturi să-l vadă.
-
-## Examples
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/ajutor", true))
- {
- SendClientMessage(playerid, -1, "SERVER: Aceasta este comanda /ajutor !");
- return 1;
- // Returnarea 1 informează serverul că comanda a fost procesată.
- // OnPlayerCommandText nu va fi apelat în alte scripturi.
- }
- return 0;
- // Returnarea 0 informează serverul că comanda nu a fost procesată de acest script.
- // OnPlayerCommandText va fi apelat în alte scripturi până când unul returnează 1.
- // Dacă niciun script nu returnează 1, mesajul „SERVER: Comandă necunoscută†va fi afișat jucătorului.
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [SendRconCommand](../functions/SendRconCommand): Trimite o comandă RCON prin script.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerConnect.md b/docs/translations/ro/scripting/callbacks/OnPlayerConnect.md
deleted file mode 100644
index 8e8d78fad76..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerConnect
-description: Acest callback este apelat atunci când un jucător se conectează la server.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător se conectează la server.
-
-| Nume | Descriere |
-| -------- | ------------------------------------ |
-| playerid | ID-ul jucătorului care s-a conectat. |
-
-## Returnări
-
-0 - Va împiedica alte filterscript-uri să primească acest callback.
-
-1 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Example
-
-```c
-public OnPlayerConnect(playerid)
-{
- new
- string[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- format(string, sizeof string, "%s a intrat pe server. Bine ai venit!", playerName);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [OnPlayerDisconnect](OnPlayerDisconnect): Apelat când un jucător părăsește serverul.
-- [OnIncomingConnection](OnIncomingConnection): Apelat atunci când un jucător încearcă să se conecteze la server.
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Apelat când un jucător termină descărcarea modelelor personalizate.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerDeath.md b/docs/translations/ro/scripting/callbacks/OnPlayerDeath.md
deleted file mode 100644
index 2ce7354f47b..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: OnPlayerDeath
-description: Acest callback este apelat atunci când un jucător moare, fie prin sinucidere, fie ucis de un alt jucător.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător moare, fie prin sinucidere, fie ucis de un alt jucător.
-
-| Nume | Descriere |
-|---------------|-------------------------------------------------------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a murit. |
-| killerid | ID-ul jucătorului care l-a ucis pe jucătorul care a murit sau INVALID_PLAYER_ID dacă nu a existat niciunul. |
-| WEAPON:reason | ID-ul motivului ([weaponid](../resources/weaponids)) pentru moartea jucătorului. |
-
-## Returnări
-
-0 - Va împiedica alte filterscript-uri să primească acest callback.
-
-1 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Example
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // Afișează uciderea în killfeed
-
- // Verificați dacă killerid-ul este valid înainte de a face ceva cu el
- if (killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++;
- }
-
- // În afara verificării, gestionați chestii pentru playerid (este întotdeauna valabil)
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Motivul va returna 37 (aruncător de flăcări) din orice sursă de foc (de ex. molotov, 18) Motivul va returna 51 de la orice armă care creează o explozie (de ex. RPG, grenadă) Nu trebuie să verificați dacă Killerid este valid înainte de ao folosi în [SendDeathMessage](../functions/SendDeathMessage). INVALID_PLAYER_ID este un parametru valid ID killerid în acea funcție. playerid este singurul care poate apela înapoi. (Bine de știut pentru anti moartea falsă)
-
-:::
-
-:::warning
-
-TREBUIE să verificaÈ›i dacă „killerid†este valid (nu INVALID_PLAYER_ID) înainte de a-l folosi într-o matrice (sau chiar oriunde), deoarece va cauza blocarea scriptului OnPlayerDeath (nu a întregului script). Acest lucru se datorează faptului că INVALID_PLAYER_ID este definit ca 65535, iar dacă o matrice are doar elemente „MAX_PLAYERSâ€, de ex. 500, încercaÈ›i să accesaÈ›i un index care este peste 499, care este în afara limitelor.
-
-:::
-
-## Funcții similare
-
-- [SendDeathMessage](../functions/SendDeathMessage): Adăugați o ucidere pe lista morților.
-- [SetPlayerHealth](../functions/SetPlayerHealth): Setați viata unui jucător.
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerDisconnect.md b/docs/translations/ro/scripting/callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index f611cf6a80c..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: OnPlayerDisconnect
-description: Acest callback este apelat atunci când un jucător se deconectează de la server.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător se deconectează de la server.
-
-| Nume | Descriere |
-| -------- | -------------------------------------------------- |
-| playerid | ID-ul jucătorului care s-a deconectat. |
-| reason | Motivul deconectarii. Vezi tabelul de mai jos. |
-
-## Returnări
-
-0 - Va împiedica alte filterscript-uri să primească acest callback.
-
-1 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Motive
-
-| ID | Motiv | Detalii |
-| -- | ------------- | -------------------------------------------------------------------------------------------------------- |
-| 0 | Timeout/Crash | Conexiunea jucătorului a fost pierdută. Fie jocul lor s-a prăbușit, fie rețeaua lor a avut o defecțiune. |
-| 1 | Quit | Jucătorul a renunțat intenționat, fie folosind comanda /quit (/q), fie prin meniul de pauză. |
-| 2 | Kick/Ban | Jucătorul a fost dat afara sau interzis de server. |
-
-## Example
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[3][] =
- {
- "Timeout/Crash",
- "Quit",
- "Kick/Ban"
- };
-
- format(szString, sizeof szString, "%s a iesit de pe server, (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Este posibil ca unele funcții să nu funcționeze corect atunci când sunt utilizate în acest apel invers, deoarece playerul este deja deconectat atunci când este apelat. Aceasta înseamnă că nu puteți obține informații clare din funcții precum GetPlayerIp și GetPlayerPos.
-
-:::
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerEditAttachedObject.md b/docs/translations/ro/scripting/callbacks/OnPlayerEditAttachedObject.md
deleted file mode 100644
index 7b91ea5ca80..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerEditAttachedObject.md
+++ /dev/null
@@ -1,94 +0,0 @@
----
-title: OnPlayerEditAttachedObject
-description: Acest callback este apelat atunci când un jucător încheie modul de ediție a obiectelor atașate.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător încheie modul de ediție a obiectelor atașate.
-
-| Nume | Descriere |
-|------------------------|--------------------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a încheiat modul ediție |
-| EDIT_RESPONSE:response | 0 dacă au anulat (ESC) sau 1 dacă au făcut clic pe pictograma de salvare |
-| index | Indexul obiectului atașat (0-9) |
-| modelid | Modelul obiectului atașat care a fost editat |
-| boneid | Osul obiectului atașat care a fost editat |
-| Float:fOffsetX | Decalajul X pentru obiectul atașat care a fost editat |
-| Float:fOffsetY | Decalajul Y pentru obiectul atașat care a fost editat |
-| Float:fOffsetZ | Decalajul Z pentru obiectul atașat care a fost editat |
-| Float:fRotX | Rotația X pentru obiectul atașat care a fost editat |
-| Float:fRotY | Rotația Y pentru obiectul atașat care a fost editat |
-| Float:fRotZ | Rotația Z pentru obiectul atașat care a fost editat |
-| Float:fScaleX | Scara X pentru obiectul atașat care a fost editat |
-| Float:fScaleY | Scara Y pentru obiectul atașat care a fost editat |
-| Float:fScaleZ | Scara Z pentru obiectul atașat care a fost editat |
-
-## Returnări
-
-1 - Va împiedica alte scripturi să primească acest callback.
-
-0 - Indică faptul că acest callback va fi transmis următorului script.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Example
-
-```c
-enum attached_object_data
-{
- Float:ao_x,
- Float:ao_y,
- Float:ao_z,
- Float:ao_rx,
- Float:ao_ry,
- Float:ao_rz,
- Float:ao_sx,
- Float:ao_sy,
- Float:ao_sz
-}
-
-new ao[MAX_PLAYERS][MAX_PLAYER_ATTACHED_OBJECTS][attached_object_data];
-
-// Datele ar trebui să fie stocate în matricea de mai sus atunci când obiectele atașate sunt atașate.
-
-public 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)
-{
- if (response)
- {
- SendClientMessage(playerid, COLOR_GREEN, "Ediția obiectului atașat a fost salvată.");
-
- ao[playerid][index][ao_x] = fOffsetX;
- ao[playerid][index][ao_y] = fOffsetY;
- ao[playerid][index][ao_z] = fOffsetZ;
- ao[playerid][index][ao_rx] = fRotX;
- ao[playerid][index][ao_ry] = fRotY;
- ao[playerid][index][ao_rz] = fRotZ;
- ao[playerid][index][ao_sx] = fScaleX;
- ao[playerid][index][ao_sy] = fScaleY;
- ao[playerid][index][ao_sz] = fScaleZ;
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "Ediția obiectului atașat nu a fost salvată.");
-
- new i = index;
- SetPlayerAttachedObject(playerid, index, modelid, boneid, ao[playerid][i][ao_x], ao[playerid][i][ao_y], ao[playerid][i][ao_z], ao[playerid][i][ao_rx], ao[playerid][i][ao_ry], ao[playerid][i][ao_rz], ao[playerid][i][ao_sx], ao[playerid][i][ao_sy], ao[playerid][i][ao_sz]);
- }
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Edițiile ar trebui eliminate dacă răspunsul a fost „0†(anulat). Acest lucru trebuie făcut prin stocarea offset-urilor etc. într-o matrice ÎNAINTE de a utiliza EditAttachedObject.
-
-:::
-
-## Funcții similare
-
-- [EditAttachedObject](../functions/EditAttachedObject): Editați un obiect atașat.
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Atașați un obiect unui jucător.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerEditObject.md b/docs/translations/ro/scripting/callbacks/OnPlayerEditObject.md
deleted file mode 100644
index a99bd62637f..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerEditObject.md
+++ /dev/null
@@ -1,97 +0,0 @@
----
-title: OnPlayerEditObject
-description: Acest callback este apelat atunci când un jucător termină editarea unui obiect (EditObject/EditPlayerObject).
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător termină editarea unui obiect (EditObject/EditPlayerObject).
-
-| Nume | Descriere |
-|------------------------|----------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a editat un obiect |
-| playerobject | 0 dacă este un obiect global sau 1 dacă este un obiect player. |
-| objectid | ID-ul obiectului editat |
-| EDIT_RESPONSE:response | [type of response](../resources/objecteditionresponsetypes) |
-| Float:fX | Decalajul X pentru obiectul care a fost editat |
-| Float:fY | Decalajul Y pentru obiectul care a fost editat |
-| Float:fZ | Decalajul Z pentru obiectul care a fost editat |
-| Float:fRotX | Rotația X pentru obiectul care a fost editat |
-| Float:fRotY | Rotația Y pentru obiectul care a fost editat |
-| Float:fRotZ | Rotația Z pentru obiectul care a fost editat |
-
-## Returnări
-
-1 - Va împiedica alte scripturi să primească acest callback.
-
-0 - Indică faptul că acest callback va fi transmis următorului script.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerEditObject(playerid, playerobject, objectid, EDIT_RESPONSE:response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ)
-{
- new
- Float: oldX,
- Float: oldY,
- Float: oldZ,
- Float: oldRotX,
- Float: oldRotY,
- Float: oldRotZ;
-
- GetObjectPos(objectid, oldX, oldY, oldZ);
- GetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- if (!playerobject) // Dacă acesta este un obiect global, sincronizați poziția pentru alți jucători
- {
- if (!IsValidObject(objectid))
- {
- return 1;
- }
- SetObjectPos(objectid, fX, fY, fZ);
- SetObjectRot(objectid, fRotX, fRotY, fRotZ);
- }
-
- switch (response)
- {
- case EDIT_RESPONSE_FINAL:
- {
- // Jucătorul a făcut clic pe pictograma de salvare
- // Faceți orice aici pentru a salva poziția actualizată a obiectului (și rotația)
- }
-
- case EDIT_RESPONSE_CANCEL:
- {
- //Jucătorul a anulat, așa că puneți obiectul înapoi în vechea poziție
- if (!playerobject) //Obiectul nu este un obiect player
- {
- SetObjectPos(objectid, oldX, oldY, oldZ);
- SetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- }
- else
- {
- SetPlayerObjectPos(playerid, objectid, oldX, oldY, oldZ);
- SetPlayerObjectRot(playerid, objectid, oldRotX, oldRotY, oldRotZ);
- }
- }
- }
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Când utilizaÈ›i „EDIT_RESPONSE_UPDATEâ€, reÈ›ineÈ›i că acest callback nu va fi apelat la eliberarea unei editări în curs, ceea ce duce la desincronizarea ultimei actualizări a „EDIT_RESPONSE_UPDATE†cu poziÈ›ia curentă a obiectelor.
-
-:::
-
-## Related Functions
-
-- [EditObject](../functions/EditObject): Editați un obiect.
-- [CreateObject](../functions/CreateObject): Creați un obiect.
-- [DestroyObject](../functions/DestroyObject): Distruge un obiect.
-- [MoveObject](../functions/MoveObject): Mutați un obiect.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/ro/scripting/callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index efcfeb7139f..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: Acest callback este apelat atunci când un jucător intră în punctul de control setat pentru acel jucător.
-tags: ["player", "checkpoint"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător intră în punctul de control setat pentru acel jucător.
-
-| Name | Descriere |
-| -------- | -------------------------------------- |
-| playerid | Jucătorul care a intrat în checkpoint. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-//În acest exemplu, un checkpoint este creat pentru jucător când apare,
-//care creează un vehicul și dezactivează checkpoint-ul.
-
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Creați un checkpoint pentru un jucător.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Dezactivează checkpoint-ul curent al jucătorului.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verificați dacă un jucător se află într-un checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Creați un checkpoint al cursei pentru un jucător.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Dezactivează checkpoint-ul cursei curente al jucătorului.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verificați dacă un jucător se află într-un checkpoint al unei cursei.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md b/docs/translations/ro/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
deleted file mode 100644
index add750bce7e..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerEnterRaceCheckpoint
-description: Acest callback este apelat atunci când un jucător intră într-un checkpoint al unei curse.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător intră într-un checkpoint al unei curse.
-
-| Name | Descriere |
-| -------- | -------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a intrat în checkpoint-ul cursei. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerEnterRaceCheckpoint(playerid)
-{
- printf("Jucatorul %d a intrat intr-un checkpoint de cursa!", playerid);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Creați un checkpoint pentru un jucător.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Dezactivează checkpoint-ul curent al jucătorului.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verificați dacă un jucător se află într-un checkpoint.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Creați un checkpoint de cursei pentru un jucător.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Dezactivează checkpoint-ul cursei curente a jucătorului.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verificați dacă un jucător se află într-un checkpoint al unei curse.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerEnterVehicle.md b/docs/translations/ro/scripting/callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index c456d21de07..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: Acest callback este apelat atunci când un jucător începe să intre într-un vehicul, ceea ce înseamnă că jucătorul nu se află încă în vehicul în momentul în care este apelat.
-tags: ["player", "vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător începe să intre într-un vehicul, ceea ce înseamnă că jucătorul nu se află încă în vehicul în momentul în care este apelat.
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------------ |
-| playerid | ID-ul jucătorului care încearcă să intre într-un vehicul. |
-| vehicleid | ID-ul vehiculului în care jucătorul încearcă să intre. |
-| ispassenger | 0 dacă introduceți ca șofer. 1 dacă intri ca pasager. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "Intri in vehicul %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers este apelat atunci când un jucător ÎNCEPE să intre într-un vehicul, nu când a intrat în el. Consultați OnPlayerStateChange. Acest apel invers este în continuare apelat dacă jucătorului i se interzice intrarea în vehicul (de exemplu, acesta este blocat sau plin).
-
-:::
-
-## Funcții similare
-
-- [PutPlayerInVehicle](../functions/PutPlayerInVehicle): Pune un jucător într-un vehicul.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Verificați pe ce loc se află un jucător.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerExitVehicle.md b/docs/translations/ro/scripting/callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index 64ff63683f7..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerExitVehicle
-description: Acest callback este apelat atunci când un jucător începe să părăsească un vehicul.
-tags: ["player", "vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător începe să părăsească un vehicul.
-
-| Nume | Descriere |
-| --------- | ----------------------------------------------- |
-| playerid | ID-ul jucătorului care iese dintr-un vehicul. |
-| vehicleid | ID-ul vehiculului din care iese jucătorul. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[35];
- format(string, sizeof(string), "INFO: Ieși din vehiculul %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Nu este apelat dacă jucătorul cade de pe bicicletă sau este scos dintr-un vehicul prin alte mijloace, cum ar fi utilizarea SetPlayerPos. Trebuie să utilizați OnPlayerStateChange și să verificați dacă starea lor veche este PLAYER_STATE_DRIVER sau PLAYER_STATE_PASSENGER și dacă noua lor stare este PLAYER_STATE_ONFOOT.
-
-:::
-
-## Funcții similare
-
-- [RemovePlayerFromVehicle](../functions/RemovePlayerFromVehicle): Aruncă un jucător din vehiculul lor.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Verificați pe ce loc se află un jucător.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerExitedMenu.md b/docs/translations/ro/scripting/callbacks/OnPlayerExitedMenu.md
deleted file mode 100644
index 1d88c7be352..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerExitedMenu.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnPlayerExitedMenu
-description: Apelat când un jucător iese dintr-un meniu.
-tags: ["player", "menu"]
----
-
-## Descriere
-
-Apelat când un jucător iese dintr-un meniu.
-
-| Nume | Descriere |
-| -------- | ----------------------------------------- |
-| playerid | ID-ul jucătorului care a ieșit din meniu |
-
-## Returns
-
-Este întotdeauna numit primul în modul de joc.
-
-## Exemple
-
-```c
-public OnPlayerExitedMenu(playerid)
-{
- TogglePlayerControllable(playerid,1); // dezgheață playerul când iese dintr-un meniu
- return 1;
-}
-```
-
-## Funcții similare
-
-- [CreateMenu](../functions/CreateMenu): Creați un meniu.
-- [DestroyMenu](../functions/DestroyMenu): Distrugeți un meniu.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerFinishedDownloading.md b/docs/translations/ro/scripting/callbacks/OnPlayerFinishedDownloading.md
deleted file mode 100644
index a9fabf6ca34..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerFinishedDownloading.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerFinishedDownloading
-description: Acest callback este apelat atunci când un jucător termină descărcarea modelelor personalizate.
-tags: ["player"]
----
-
-
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător termină descărcarea modelelor personalizate. Pentru mai multe informații despre cum să adăugați modele personalizate la serverul dvs., consultați firul de lansare și acest tutorial.
-
-| Nume | Descriere |
-| ------------ | ---------------------------------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a terminat descărcarea modelelor personalizate. |
-| virtualworld | ID-ul lumii virtuale pentru care jucătorul a terminat de descărcat modele personalizate. |
-
-## Returnări
-
-Acest callback nu se ocupă de returnări.
-
-## Exemple
-
-```c
-public OnPlayerFinishedDownloading(playerid, virtualworld)
-{
- SendClientMessage(playerid, 0xffffffff, "Descărcări finalizate.");
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest callback este apelat de fiecare dată când un jucător schimbă lumi virtuale, chiar dacă nu există modele personalizate prezente în acea lume.
-
-:::
-
-## Related Functions
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerGiveDamage.md b/docs/translations/ro/scripting/callbacks/OnPlayerGiveDamage.md
deleted file mode 100644
index f12b0a4145b..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerGiveDamage.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerGiveDamage
-description: Acest callback este apelat atunci când un jucător dă daune altui jucător.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător dă daune altui jucător.
-
-| Nume | Descriere |
-|-----------------|-------------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a provocat daune. |
-| damagedid | ID-ul jucătorului care a primit daune. |
-| Float:amount | Cantitatea de sănătate/armură deteriorată s-a pierdut (combinat). |
-| WEAPON:weaponid | Motivul care a cauzat dauna. |
-| bodypart | [partea corpului](../resources/bodyparts) care a fost lovită. |
-
-## Returnări
-
-1 - Callback-ul nu va fi apelat în alte filterscript-uri.
-
-0 - Permite apelarea acestui callback în alte filterscript-uri.
-
-Este întotdeauna numit primul în filterscript-uri, astfel încât returnarea 1 acolo blochează alte filterscript-uri să-l vadă.
-
-## Exemple
-
-```c
-public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], victim[MAX_PLAYER_NAME], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetPlayerName(damagedid, victim, sizeof (victim));
-
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
- format(string, sizeof(string), "%s a provocat %.0f daune lui %s, armă: %s, partea corpului: %d", attacker, amount, victim, weaponname, bodypart);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Rețineți că această funcție poate fi inexactă în unele cazuri. Dacă doriți să împiedicați anumiți jucători să-și deterioreze unii pe alții, utilizați SetPlayerTeam. Armă va returna 37 (aruncător de flăcări) din orice sursă de foc (de exemplu, molotov, 18) Armă va returna 51 de la orice armă care creează o explozie (de exemplu, RPG, grenadă) playerid este singurul care poate apela înapoi. Suma este întotdeauna dauna maximă pe care o poate face armele, chiar și atunci când sănătatea rămasă este mai mică decât dauna maximă. Deci, atunci când un jucător are 100,0 de sănătate și este împușcat cu un Vultur deșert care are o valoare a daunelor de 46,2, este nevoie de 3 lovituri pentru a ucide acel jucător. Toate cele 3 lovituri vor arăta o sumă de 46,2, chiar dacă atunci când lovește ultima lovitură, jucătorului mai are doar 7,6 de sănătate.
-
-:::
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerGiveDamageActor.md b/docs/translations/ro/scripting/callbacks/OnPlayerGiveDamageActor.md
deleted file mode 100644
index e12e2630d66..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerGiveDamageActor.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: OnPlayerGiveDamageActor
-description: Acest callback este apelat atunci când un jucător dă daune unui actor.
-tags: ["player"]
----
-
-
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător dă daune unui actor.
-
-| Nume | Descriere |
-|-----------------|--------------------------------------------------------|
-| playerid | ID-ul jucătorului care a provocat daune. |
-| damaged_actorid | ID-ul actorului care a primit daune. |
-| Float:amount | Cantitatea de HP/armură pierduta de actor. |
-| WEAPON:weaponid | Motivul care a cauzat dauna. |
-| bodypart | [body part](../resources/bodyparts) care a fost lovită |
-
-## Returnări
-
-1 - Callback-ul nu va fi apelat în alte filterscript-uri.
-
-0 - Permite apelarea acestui callback în alte filterscript-uri.
-
-Este întotdeauna numit primul în filterscript-uri, astfel încât returnarea 1 acolo blochează alte filterscript-uri să-l vadă.
-
-## Exemple
-
-```c
-public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
-
- format(string, sizeof(string), "%s a facut %.0f daune actorului cu ID %d, arma: %s", attacker, amount, damaged_actorid, weaponname);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Această funcție nu este apelată dacă actorul este setat invulnerabil (CARE ESTE IMPLICIT). Vezi [SetActorInvulnerable](../functions/SetActorInvulnerable).
-
-:::
-
-## Funcții similare
-
-- [CreateActor](../functions/CreateActor): Creați un actor (NPC static).
-- [SetActorInvulnerable](../functions/SetActorInvulnerable): Set actor invulnerabil.
-- [SetActorHealth](../functions/SetActorHealth): Stabiliți HP-ul a unui actor.
-- [GetActorHealth](../functions/GetActorHealth): Obține HP-ul unui actor.
-- [IsActorInvulnerable](../functions/IsActorInvulnerable): Verificați dacă actorul este invulnerabil.
-- [IsValidActor](../functions/IsValidActor): Verificați dacă ID-ul actorului este valid.
-
-## Callbacks similare
-
-- [OnActorStreamOut](OnActorStreamOut): Apelat atunci când un actor este transmis în flux de către un jucător.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Apelat atunci când un jucător transmite în flux pentru alt jucător.
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerInteriorChange.md b/docs/translations/ro/scripting/callbacks/OnPlayerInteriorChange.md
deleted file mode 100644
index ff90d4019bc..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerInteriorChange.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnPlayerInteriorChange
-description: Apelat când un jucător schimbă interiorul.
-tags: ["player"]
----
-
-## Descriere
-
-Apelat când un jucător schimbă interiorul. Poate fi declanșat de SetPlayerInterior sau atunci când un jucător intră/iese dintr-o clădire.
-
-| Nume | Descriere |
-| ------------- | ----------------------------------------- |
-| playerid | Jucatorul care a schimbat interiorul. |
-| newinteriorid | Interiorul în care se află acum jucătorul.|
-| oldinteriorid | Interiorul în care era jucătorul înainte. |
-
-## Returnări
-
-Este întotdeauna numit primul în modul de joc.
-
-## Exemple
-
-```c
-public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
-{
- new string[42];
- format(string, sizeof(string), "Ai trecut de la interiorul %d la interiorul %d!", oldinteriorid, newinteriorid);
- SendClientMessage(playerid, COLOR_ORANGE, string);
- return 1;
-}
-```
-
-## Funcții similare
-
-- [SetPlayerInterior](../functions/SetPlayerInterior): Setați interiorul unui jucător.
-- [GetPlayerInterior](../functions/GetPlayerInterior): Obțineți interiorul actual al unui jucător.
-- [LinkVehicleToInterior](../functions/LinkVehicleToInterior): Schimbați interiorul în care este văzut un vehicul.
-- [OnPlayerStateChange](OnPlayerStateChange): Apelat când un jucător își schimbă starea.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerKeyStateChange.md b/docs/translations/ro/scripting/callbacks/OnPlayerKeyStateChange.md
deleted file mode 100644
index cceff2ba2b1..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerKeyStateChange.md
+++ /dev/null
@@ -1,329 +0,0 @@
----
-title: OnPlayerKeyStateChange
-description: Acest callback este apelat atunci când starea oricărei taste acceptate este schimbată (apăsată/eliberată).
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când starea oricărei taste [acceptate](../resources/keys) este schimbată (apăsată/eliberată).
Tastele direcționale nu declanșează OnPlayerKeyStateChange (sus/jos/stânga/dreapta).
-
-| Name | Descriere |
-| -------- | ------------------------------------------------------------------------------------------------ |
-| playerid | ID-ul jucătorului care a apăsat sau a eliberat o tastă. |
-| newkeys | O hartă (mască de biți) a cheilor deținute în prezent - [vezi aici](../resources/keys) |
-| oldkeys | O hartă (mască de biți) a cheilor deținute înainte de modificarea curentă - [vezi aici](../resources/keys). |
-
-## Returnări
-
-- This callback does not handle returns.
-- It is always called first in gamemode.
-
-## Note
-
-:::info
-
-This callback can also be called by NPC.
-
-:::
-
-:::tip
-
-Directional keys do not trigger OnPlayerKeyStateChange (up/down/left/right).
They can only be detected with [GetPlayerKeys](../functions/GetPlayerKeys) (in [OnPlayerUpdate](../callbacks/OnPlayerUpdate) or a timer).
-
-:::
-
-## Funcții similare
-
- #test
-
-- [GetPlayerKeys](../functions/GetPlayerKeys): Verificați ce taste ține un jucător.
-
-## Informații suplimentare
-
-### Introducere
-
-Acest callback este apelat ori de câte ori un jucător apasă sau eliberează una dintre tastele acceptate (consultați [Taste](../resources/keys)).
Tastele care sunt acceptate nu sunt taste reale de la tastatură, ci funcția mapată in San Andreas, aceasta înseamnă că, de exemplu, nu puteți detecta când cineva apasă pe bara de spațiu, dar puteți detecta când apăsă tasta de sprint (care poate fi sau nu atribuită barei de spațiu ( este implicit)).
-
-### Parametrii
-
-The parameters to this function are a list of all keys currently being held down and all the keys held down a moment ago. The callback is called when a key state changes (that is, when a key is either pressed or released) and passes the states or all keys before and after this change. This information can be used to see exactly what happened but the variables can not be used directly in the same way as parameters to other functions. To reduce the number of variables only a single BIT is used to represent a key, this means that one variable may contain multiple keys at once and simply comparing values will not always work.
-
-### Cum să NU să verifici o cheie
-
-Să presupunem că doriți să detectați când un jucător apasă butonul FIRE, codul evident ar fi:
-
-```c
-if (newkeys == KEY_FIRE)
-```
-
-Acest cod poate funcÈ›iona chiar È™i în testarea dvs., dar este greÈ™it È™i testarea dvs. este insuficientă. ÃŽncercaÈ›i să vă ghemuiÈ›i È™i să apăsaÈ›i focul - codul dvs. nu va mai funcÈ›iona instantaneu. De ce? Deoarece „newkeys†nu mai este acelaÈ™i lucru cu „KEY_FIREâ€, este acelaÈ™i cu „KEY_FIRE†COMBINAT CU „KEY_CROUCHâ€.
-
-### Cum se verifică o cheie
-
-Deci, dacă variabila poate conține mai multe chei simultan, cum verifici doar una singură? Răspunsul este un pic de mascare. Fiecare tastă are propriul bit în variabilă (unele taste au același bit, dar sunt taste onfoot/incar, deci nu pot fi apăsate niciodată în același timp) și trebuie să verificați doar acel singur bit:
-
-```c
-if (newkeys & KEY_FIRE)
-```
-
-Rețineți că singurul & este corect - acesta este un ȘI pe biți, nu un ȘI logic, așa cum se numesc cele două ampersand.
-
-Acum, dacă testați acest cod, va funcționa indiferent dacă sunteți ghemuit sau în picioare când apăsați tasta de declanșare. Cu toate acestea, există încă o mică problemă - se va declanșa atâta timp cât țineți cheia. OnPlayerKeyStateChange este apelat de fiecare dată când o tastă se schimbă și acel cod este adevărat ori de câte ori tasta de declanșare este apăsată. Dacă apăsați foc, codul se va declanșa, dacă acea tastă este apăsată și apăsați ghemuit - acel cod se va declanșa din nou deoarece o tastă (ghemuit) s-a schimbat și focul este încă ținut apăsat Cum detectăm când o tastă este apăsată pentru prima dată, dar nu se declanșează din nou când este încă apăsată și se schimbă o altă cheie?
-
-### Cum să verificați dacă o tastă a fost apăsată
-
-Aici intervine "oldkeys". Pentru a verifica dacă o tastă tocmai a fost apăsată, trebuie să verificați mai întâi dacă este setată în „tastele noi†- adică este ținută apăsată, apoi verificați că NU este în „tastele vechi†- adică este tocmai a fost ținut apăsat. Următorul cod face acest lucru:
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
-```
-
-Acest lucru va fi adevărat NUMAI atunci când tasta FIRE este apăsată pentru prima dată, nu când este apăsată și se schimbă o altă tastă.
-
-### Cum să verificați dacă o cheie este eliberată
-
-Exact același principiu ca mai sus, dar invers:
-
-```c
-if ((oldkeys & KEY_FIRE) && !(newkeys & KEY_FIRE))
-```
-
-### Cum se verifică mai multe chei
-
-Dacă doriți să verificați dacă jucătorii ȚINȚI se ghemuiesc și trag, atunci următorul cod va funcționa bine:
-
-```c
-if ((newkeys & KEY_FIRE) && (newkeys & KEY_CROUCH))
-```
-
-Cu toate acestea, dacă doriți să detectați când aceștia apăsați ÎNTÂI PRIME și vă ghemuiți, următorul cod NU VA funcționa. Va funcționa dacă reușesc să apese cele două taste exact în același timp, dar dacă sunt fracționat (cu mult mai puțin de jumătate de secundă), nu va:
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE) && (newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
-```
-
-De ce nu? Deoarece OnPlayerKeyStateChange este apelat de fiecare dată când se schimbă o singură cheie. AÈ™a că ei apasă „KEY_FIRE†- OnPlayerKeyStateChange este apelat cu „KEY_FIRE†în „newkeys†și nu în „oldkeysâ€, apoi apăsă „KEY_CROUCH†- OnPlayerKeyStateChange este apelat cu „KEY_CROUCH†și „KEY_FIRE†în „newkeysâ€, dar „ KEY_FIRE" este acum È™i în „oldkeysâ€, deoarece a fost deja apăsat, aÈ™a că „!(oldkeys & KEY_FIRE)†va eÈ™ua. Din fericire, soluÈ›ia este foarte simplă (de fapt, mai simplă decât codul original):
-
-```c
-if ((newkeys & (KEY_FIRE | KEY_CROUCH)) == (KEY_FIRE | KEY_CROUCH) && (oldkeys & (KEY_FIRE | KEY_CROUCH)) != (KEY_FIRE | KEY_CROUCH))
-```
-
-Acest lucru poate părea complicat, dar verifică dacă ambele chei sunt setate în „newkeys†și că ambele chei nu au fost setate în „oldkeysâ€, dacă una dintre ele a fost setată în „oldkeysâ€, asta nu contează, deoarece nu ambele. au fost. Toate aceste lucruri pot fi simplificate foarte mult cu definiÈ›ii.
-
-## Simplificare
-
-### Detectarea menținerii unei chei
-
-Definiți:
-
-```c
-// HOLDING(keys)
-#define HOLDING(%0) \
- ((newkeys & (%0)) == (%0))
-```
-
-Ținând apăsată o cheie:
-
-```c
-if (HOLDING( KEY_FIRE ))
-```
-
-Ținând apăsată mai multe chei:
-
-```c
-if (HOLDING( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Detectare prima apăsare a unei taste
-
-Definiți:
-
-```c
-// PRESSED(keys)
-#define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
-```
-
-Apăsată o tastă:
-
-```c
-if (PRESSED( KEY_FIRE ))
-```
-
-Apăsate mai multe taste:
-
-```c
-if (PRESSED( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Detectează dacă un jucător apasă o tastă în prezent
-
-Definiți:
-
-```c
-// PRESSING(keyVariable, keys)
-#define PRESSING(%0,%1) \
- (%0 & (%1))
-```
-
-Ținând apăsată o cheie:
-
-```c
-if (PRESSING( newkeys, KEY_FIRE ))
-```
-
-Ținând apăsată mai multe chei:
-
-```c
-if (PRESSING( newkeys, KEY_FIRE | KEY_CROUCH ))
-```
-
-### Detectarea eliberării unei chei
-
-Definiți:
-
-```c
-// RELEASED(keys)
-#define RELEASED(%0) \
- (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
-```
-
-S-a eliberat o cheie:
-
-```c
-if (RELEASED( KEY_FIRE ))
-```
-
-S-au eliberat mai multe chei:
-
-```c
-if (RELEASED( KEY_FIRE | KEY_CROUCH ))
-```
-
-## Exemple
-
-### Atașați NOS când jucătorul apasă clic
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_FIRE))
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- AddVehicleComponent(GetPlayerVehicleID(playerid), 1010);
- }
- }
- return 1;
-}
-```
-
-### Super saritura
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_JUMP))
- {
- new
- Float:x,
- Float:y,
- Float:z;
- GetPlayerPos(playerid, x, y, z);
- SetPlayerPos(playerid, x, y, z + 10.0);
- }
- return 1;
-}
-```
-
-### Modul God în timp ce țineți apăsat
-
-```c
-new
- Float:gPlayerHealth[MAX_PLAYERS];
-
-#if !defined INFINITY
- #define INFINITY (Float:0x7F800000)
-#endif
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_ACTION))
- {
- // Tocmai au apăsat tasta de acțiune, salvează-le
- // sănătate veche pentru refacere
- GetPlayerHealth(playerid, gPlayerHealth[playerid]);
- SetPlayerHealth(playerid, INFINITY);
- }
- else if (RELEASED(KEY_ACTION))
- {
- // Au lăsat doar acțiunea - restaurați
- // vechea lor sănătate din nou.
- SetPlayerHealth(playerid, gPlayerHealth[playerid]);
- }
- return 1;
-}
-```
-
-### Explicație
-
-Nu trebuie să vă faceți griji despre CUM se face, doar că este. HOLDING detectează dacă aceștia apasă o tastă (sau taste), indiferent dacă au apăsat-o înainte, PRESSED detectează dacă doar au apăsat tastele și RELEASED detectează dacă tocmai au eliberat o tastă(e). Cu toate acestea, dacă doriți să aflați mai multe - citiți mai departe.
-
-Motivul pentru care trebuie să faceți acest lucru, nu doar folosind & sau ==, este să detectați exact tastele pe care le doriți, ignorând altele care pot fi sau nu apăsate. În binar KEY_SPRINT este:
-
-```
-0b00001000
-```
-
-și KEY_JUMP este:
-
-```
-0b00100000
-```
-
-astfel, OR-ul în cheile dorite (le-am putea adăuga și în acest exemplu, dar nu este întotdeauna cazul) dă:
-
-```
-0b00101000
-```
-
-Dacă am folosit doar & și s-a apelat OnPlayerKeyStateChange pentru un jucător care apasă pe salt, am găsit următorul cod:
-
-```
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-```
-
-AND-ul celor două numere nu este 0, deci rezultatul verificării este adevărat, ceea ce nu este ceea ce ne dorim.
-
-Dacă am folosi doar == cele două numere nu sunt în mod clar aceleași, astfel verificarea ar eșua, ceea ce ne dorim.
-
-Dacă jucătorul apăsa salt, sprint și ghemuit, am obține următorul cod:
-
-```
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-Versiunea AND este aceeași cu cheile necesare și, de asemenea, nu 0, astfel încât va da răspunsul corect, totuși cele două numere originale nu sunt aceleași, așa că == va eșua. În ambele exemple, unul dintre cei doi a dat răspunsul corect și unul a dat răspunsul greșit. Dacă îl comparăm pe primul folosind & și == obținem:
-
-```
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-```
-
-Evident, dorit și AND nu sunt aceleași, așa că verificarea eșuează, ceea ce este corect. Pentru al doilea exemplu:
-
-```
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-Wanted și AND sunt aceleași, așa că compararea lor ca fiind egală va avea ca rezultat un rezultat adevărat, care din nou este corect.
-
-Deci, folosind această metodă, putem verifica cu exactitate dacă anumite taste sunt apăsate ignorând toate celelalte taste care pot fi sau nu apăsate. verificarea tastelor vechi folosește doar != în loc de == pentru a se asigura că tastele necesare nu au fost apăsate anterior, așa că știm că una dintre ele tocmai a fost apăsată.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerLeaveCheckpoint.md b/docs/translations/ro/scripting/callbacks/OnPlayerLeaveCheckpoint.md
deleted file mode 100644
index b38200b3847..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerLeaveCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerLeaveCheckpoint
-description: Acest callback este apelat atunci când un jucător părăsește punctul de control setat pentru el de SetPlayerCheckpoint.
-tags: ["player", "checkpoint"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător părăsește punctul de control setat pentru el de SetPlayerCheckpoint. Numai un singur punct de control poate fi setat la un moment dat.
-
-| Nume | Descriere |
-| -------- | ---------------------------------------------------- |
-| playerid | ID-ul jucătorului care a părăsit punctul de control. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerLeaveCheckpoint(playerid)
-{
- printf("Jucătorul %i a părăsit un punct de control!", playerid);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Creați un punct de control pentru un jucător.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Dezactivează punctul de control curent al jucătorului.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Verificați dacă un jucător se află într-un punct de control.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Creați un punct de control al cursei pentru un jucător.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Dezactivează punctul de control al cursei curent al jucătorului.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verificați dacă un jucător se află într-un punct de control al cursei.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md b/docs/translations/ro/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
deleted file mode 100644
index d1bbdd3c003..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerLeaveRaceCheckpoint
-description: Acest callback este apelat atunci când un jucător părăsește punctul de control al cursei.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător părăsește punctul de control al cursei.
-
-| Nume | Descriere |
-| -------- | -------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a părăsit punctul de control al cursei. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerLeaveRaceCheckpoint(playerid)
-{
- printf("Jucătorul %d a părăsit un punct de control al cursei!", playerid);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Creați un punct de control pentru un jucător.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Dezactivează punctul de control curent al jucătorului.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Verificați dacă un jucător se află într-un punct de control.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Creați un punct de control al cursei pentru un jucător.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Dezactivează punctul de control al cursei curent al jucătorului.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Verificați dacă un jucător se află într-un punct de control al cursei.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerObjectMoved.md b/docs/translations/ro/scripting/callbacks/OnPlayerObjectMoved.md
deleted file mode 100644
index 0b7f4dace6c..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerObjectMoved.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerObjectMoved
-description: Acest callback este apelat atunci când un obiect player este mutat după MovePlayerObject (când se oprește din mișcare).
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un obiect player este mutat după MovePlayerObject (când se oprește din mișcare).
-
-| Name | Descriere |
-| -------- | ------------------------------------------ |
-| playerid | Playerul căruia i este alocat obiectul |
-| objectid | ID-ul obiectului jucător care a fost mutat |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- printf("Obiect de jucător mutat: id obiect: %d id jucator: %d", objectid, playerid);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest callback poate fi apelat și pentru NPC.
-
-:::
-
-## Funcții similare
-
-- [MovePlayerObject](../functions/MovePlayerObject): Move a player object.
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Check if the player object is moving.
-- [StopPlayerObject](../functions/StopPlayerObject): Stop a player object from moving.
-- [CreatePlayerObject](../functions/CreatePlayerObject): Create an object for only one player.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Destroy a player object.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerPickUpPickup.md b/docs/translations/ro/scripting/callbacks/OnPlayerPickUpPickup.md
deleted file mode 100644
index 930f3cdced6..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerPickUpPickup.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerPickUpPickup
-description: Apelat atunci când un jucător preia un pick-up creat cu CreatePickup.
-tags: ["player"]
----
-
-## Descriere
-
-Apelat atunci când un jucător preia un pick-up creat cu CreatePickup.
-
-| Nume | Descriere |
-| -------- | ----------------------------------------------- |
-| playerid | ID-ul jucătorului care a ridicat pickup-ul. |
-| pickupid | ID-ul ridicării, returnat de CreatePickup. |
-
-## Returnări
-
-Este întotdeauna numit primul în modul de joc.
-
-## Exemple
-
-```c
-new pickup_Cash;
-new pickup_Health;
-
-public OnGameModeInit()
-{
- pickup_Cash = CreatePickup(1274, 2, 0.0, 0.0, 9.0);
- pickup_Health = CreatePickup(1240, 2, 0.0, 0.0, 9.0);
- return 1;
-}
-
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- if (pickupid == pickup_Cash)
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == pickup_Health)
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Funcții similare
-
-- [CreatePickup](../functions/CreatePickup): Creați o ridicare.
-- [DestroyPickup](../functions/DestroyPickup): Distrugeți un pickup.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerRequestClass.md b/docs/translations/ro/scripting/callbacks/OnPlayerRequestClass.md
deleted file mode 100644
index d7728bc5730..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerRequestClass.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerRequestClass
-description: Apelat atunci când un jucător schimbă clasa la selecția clasei (și când apare prima dată selecția clasei).
-tags: ["player"]
----
-
-## Descriere
-
-Apelat atunci când un jucător schimbă clasa la selecția clasei (și când apare prima dată selecția clasei).
-
-| Nume | Descriere |
-| -------- | ------------------------------------------------------------------------ |
-| playerid | ID-ul jucătorului care a schimbat clasa. |
-| classid | ID-ul clasei curente care este vizualizată (returnat de AddPlayerClass). |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerRequestClass(playerid,classid)
-{
- if (classid == 3 && !IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, COLOR_RED, "Acest skin este doar pentru administratori!");
- return 0;
- }
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest callback este apelat și atunci când un jucător apasă F4.
-
-:::
-
-## Funcții similare
-
-- [AddPlayerClass](../functions/AddPlayerClass): Adăugați o clasă.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerRequestDownload.md b/docs/translations/ro/scripting/callbacks/OnPlayerRequestDownload.md
deleted file mode 100644
index 409c784fe18..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerRequestDownload.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnPlayerRequestDownload
-description: Acest callback este apelat atunci când un jucător solicită descărcarea unui model personalizat.
-tags: ["player"]
----
-
-
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător solicită descărcarea unui model personalizat.
-
-| Nume | Descriere |
-| -------- | ------------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care solicită descărcarea modelului personalizat. |
-| type | Tipul cererii (vezi mai jos). |
-| crc | Suma de control CRC a fișierului model personalizat. |
-
-## Returnări
-
-0 - Respinge solicitarea de descărcare
-
-1 - Acceptați cererea de descărcare
-
-## Exemple
-
-```c
-#define DOWNLOAD_REQUEST_EMPTY (0)
-#define DOWNLOAD_REQUEST_MODEL_FILE (1)
-#define DOWNLOAD_REQUEST_TEXTURE_FILE (2)
-new baseurl[] = "https://files.sa-mp.com/server";
-
-public OnPlayerRequestDownload(playerid, type, crc)
-{
- new fullurl[256+1];
- new dlfilename[64+1];
- new foundfilename=0;
-
- if (!IsPlayerConnected(playerid)) return 0;
-
- if (type == DOWNLOAD_REQUEST_TEXTURE_FILE) {
- foundfilename = FindTextureFileNameFromCRC(crc,dlfilename,64);
- }
- else if (type == DOWNLOAD_REQUEST_MODEL_FILE) {
- foundfilename = FindModelFileNameFromCRC(crc,dlfilename,64);
- }
-
- if (foundfilename) {
- format(fullurl,256,"%s/%s",baseurl,dlfilename);
- RedirectDownload(playerid,fullurl);
- }
-
- return 0;
-}
-```
-
-## Funcții similare
-
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Apelat când un jucător termină descărcarea modelelor personalizate.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerRequestSpawn.md b/docs/translations/ro/scripting/callbacks/OnPlayerRequestSpawn.md
deleted file mode 100644
index 7dafd270dcd..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerRequestSpawn.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerRequestSpawn
-description: Apelat atunci când un jucător încearcă să apară prin selecÈ›ia clasei, fie apăsând SHIFT, fie făcând clic pe butonul „ApariÈ›ieâ€.
-tags: ["player"]
----
-
-## Descriere
-
-Apelat atunci când un jucător încearcă să apară prin selecÈ›ia clasei, fie apăsând SHIFT, fie făcând clic pe butonul „ApariÈ›ieâ€.
-
-| Name | Descriere |
-| -------- | --------------------------------------------- |
-| playerid | ID-ul jucătorului care a solicitat să apară. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri, așa că returnarea 0 acolo blochează și alte scripturi să-l vadă.
-
-## Exemple
-
-```c
-public OnPlayerRequestSpawn(playerid)
-{
- if (!IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, -1, "Nu te poti spawna.");
- return 0;
- }
- return 1;
-}
-```
-
-## Note
-
-
-
-:::tip
-
-Pentru a împiedica jucătorii să apară cu anumite clase, ultima clasă vizualizată trebuie salvată într-o variabilă în OnPlayerRequestClass.
-
-:::
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerSelectObject.md b/docs/translations/ro/scripting/callbacks/OnPlayerSelectObject.md
deleted file mode 100644
index 13993f3c112..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerSelectObject.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerSelectObject
-description: Acest callback este apelat atunci când un jucător selectează un obiect după ce SelectObject a fost folosit.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător selectează un obiect după ce SelectObject a fost folosit.
-
-| Nume | Descriere |
-| -------- | ---------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a selectat un obiect |
-| type | [Tipul](../resources/selectobjecttypes) de selecție |
-| objectid | ID-ul obiectului selectat |
-| modelid | Modelul obiectului selectat |
-| Float:fX | Poziția X a obiectului selectat |
-| Float:fY | Poziția Y a obiectului selectat |
-| Float:fZ | Poziția Z a obiectului selectat |
-
-## Returnări
-
-1 - Will prevent other scripts from receiving this callback.
-
-0 - Indicates that this callback will be passed to the next script.
-
-It is always called first in filterscripts.
-
-## Exemple
-
-```c
-public OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
-{
- printf("Jucătorul %d a selectat obiectul %d", playerid, objectid);
- if (type == SELECT_OBJECT_GLOBAL_OBJECT)
- {
- EditObject(playerid, objectid);
- }
- else
- {
- EditPlayerObject(playerid, objectid);
- }
- SendClientMessage(playerid, 0xFFFFFFFF, "Acum puteți edita obiectul dvs.!");
- return 1;
-}
-```
-
-## Funcții similare
-
-- [SelectObject](../functions/SelectObject): Selectați un obiect.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerSelectedMenuRow.md b/docs/translations/ro/scripting/callbacks/OnPlayerSelectedMenuRow.md
deleted file mode 100644
index 37c9ccb3faf..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerSelectedMenuRow.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: OnPlayerSelectedMenuRow
-description: Acest callback este apelat atunci când un jucător selectează un articol dintr-un meniu (ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător selectează un articol dintr-un meniu (ShowMenuForPlayer).
-
-| Nume | Descriere |
-| -------- | ----------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a selectat un element de meniu. |
-| row | ID-ul rândului care a fost selectat. Primul rând este ID 0. |
-
-## Returnări
-
-Este întotdeauna numit primul în modul de joc.
-
-## Exemple
-
-```c
-new Menu:MyMenu;
-
-public OnGameModeInit()
-{
- MyMenu = CreateMenu("Exemplu de meniu", 1, 50.0, 180.0, 200.0, 200.0);
- AddMenuItem(MyMenu, 0, "Element 1");
- AddMenuItem(MyMenu, 0, "Element 2");
- return 1;
-}
-
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- if (GetPlayerMenu(playerid) == MyMenu)
- {
- switch(row)
- {
- case 0: print("Elementul 1 selectat");
- case 1: print("Elementul 2 selectat");
- }
- }
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-ID-ul meniului nu este transmis acestui callback. GetPlayerMenu trebuie utilizat pentru a determina în ce meniu jucătorul a selectat un element.
-
-:::
-
-## Funcții similare
-
-- [CreateMenu](../functions/CreateMenu): Creați un meniu.
-- [DestroyMenu](../functions/DestroyMenu): Distrugeți un meniu.
-- [AddMenuItem](../functions/AddMenuItem): Adaugă un element la un meniu specificat.
-- [ShowMenuForPlayer](../functions/ShowMenuForPlayer): Afișează un meniu pentru un jucător.
-- [HideMenuForPlayer](../functions/HideMenuForPlayer): Ascunde un meniu pentru un jucător.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerSpawn.md b/docs/translations/ro/scripting/callbacks/OnPlayerSpawn.md
deleted file mode 100644
index ae9056a4e99..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerSpawn
-description: Acest callback este apelat atunci când apare un jucător.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când apare un jucător.
-
-| Name | Descriere |
-| -------- | ---------------------------------- |
-| playerid | ID-ul jucătorului care a apărut. |
-
-## Returnări
-
-0 - Va împiedica alte filterscript-uri să primească acest callback.
-
-1 - Indică faptul că acest apel invers va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME],
- string[40];
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName));
- format(string, sizeof(string), "%s a apărut cu succes.", PlayerName);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Jocul scade uneori \$100 de la jucători după apariție.
-
-:::
-
-## Funcții similare
-
-- [SpawnPlayer](../functions/SpawnPlayer): Forțați un jucător să apară.
-- [AddPlayerClass](../functions/AddPlayerClass): Adăugați o clasă.
-- [SetSpawnInfo](../functions/SetSpawnInfo): Setați setarea de apariție pentru un jucător.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerStateChange.md b/docs/translations/ro/scripting/callbacks/OnPlayerStateChange.md
deleted file mode 100644
index 37d0ab0b8f6..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerStateChange
-description: Acest callback este apelat atunci când un jucător își schimbă starea.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător își schimbă starea.
-
-| Nume | Descriere |
-| -------- | ---------------------------------------- |
-| playerid | ID-ul jucătorului care și-a schimbat starea. |
-| newstate | Noua stare a jucătorului. |
-| oldstate | Starea anterioară a jucătorului. |
-
-Consultați [Starile jucătorului](../resources/playerstates) pentru o listă a tuturor stărilor de jucător disponibile.
-
-## Returnări
-
-It is always called first in filterscripts.
-
-## Exemple
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Jucătorul a intrat într-un vehicul ca șofer
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); // Adăugați NOS la vehicul
- }
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [GetPlayerState](../functions/GetPlayerState): Obțineți starea actuală a unui jucător.
-- [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction): Obțineți acțiunea specială curentă a unui jucător.
-- [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction): Setează acțiunea specială a unui jucător.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerStreamIn.md b/docs/translations/ro/scripting/callbacks/OnPlayerStreamIn.md
deleted file mode 100644
index 806ba1983cd..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerStreamIn.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: OnPlayerStreamIn
-description: Acest callback este apelat atunci când un jucător este transmis în flux de către clientul altui jucător.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător este transmis în flux de către clientul altui jucător.
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a fost transmis în flux. |
-| forplayerid | ID-ul jucătorului care a transmis în flux celălalt jucător. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerStreamIn(playerid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Jucătorul %d este acum transmis în flux pentru tine.", playerid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerStreamOut.md b/docs/translations/ro/scripting/callbacks/OnPlayerStreamOut.md
deleted file mode 100644
index bd5741fbb89..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerStreamOut.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: OnPlayerStreamOut
-description: Acest callback este apelat atunci când un jucător este transmis în flux de la clientul altui jucător.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător este transmis în flux de la clientul altui jucător.
-
-| Nume | Descriere |
-| ----------- | ----------------------------------------------- |
-| playerid | Jucătorul care a fost destreamat. |
-| forplayerid | Jucătorul care a eliminat celălalt jucător. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Examples
-
-```c
-public OnPlayerStreamOut(playerid, forplayerid)
-{
- new string[80];
- format(string, sizeof(string), "Computerul dvs. tocmai a descărcat ID-ul jucătorului %d", playerid);
- SendClientMessage(forplayerid, 0xFF0000FF, string);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerTakeDamage.md b/docs/translations/ro/scripting/callbacks/OnPlayerTakeDamage.md
deleted file mode 100644
index bb814d710b3..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerTakeDamage.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: OnPlayerTakeDamage
-description: Acest callback este apelat atunci când un jucător primește daune.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător primește daune.
-
-| Nume | Descriere |
-|-----------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a suferit daune. |
-| issuerid | ID-ul jucătorului care a cauzat prejudiciul. INVALID_PLAYER_ID dacă este autoprovocat. |
-| Float:amount | Cantitatea de daune suferite de jucător (sănătate și armură combinate). |
-| WEAPON:weaponid | ID-ul armei/motivul pagubei. |
-| bodypart | [partea corpului](../resources/bodyparts) care a fost lovită. |
-
-## Returnări
-
-1 - Callback-ul nu va fi apelat în alte filterscript-uri.
-
-0 - Permite apelarea acestui apel invers în alte filterscript-uri.
-
-Este întotdeauna numit primul în filterscript-uri, astfel încât returnarea 1 acolo blochează alte filterscript-uri să-l vadă.
-
-## Exemple
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID) // Dacă nu se autoprovoca
- {
- new
- infoString[128],
- weaponName[24],
- victimName[MAX_PLAYER_NAME],
- attackerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, victimName, sizeof (victimName));
- GetPlayerName(issuerid, attackerName, sizeof (attackerName));
-
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(infoString, sizeof(infoString), "%s a provocat %.0f daune lui %s, armă: %s, partea corpului: %d", attackerName, amount, victimName, weaponName, bodypart);
- SendClientMessageToAll(-1, infoString);
- }
- return 1;
-}
-```
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
- {
- // O lovitură în cap pentru a ucide cu pușca de lunetist
- SetPlayerHealth(playerid, 0.0);
- }
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Armă va returna 37 (aruncător de flăcări) din orice sursă de foc (de exemplu, molotov, 18). Armă va returna 51 de la orice armă care creează o explozie (de exemplu, RPG, grenadă) playerid este singurul care poate apela înapoi. Suma este întotdeauna dauna maximă pe care o poate face armele, chiar și atunci când sănătatea rămasă este mai mică decât dauna maximă. Deci, atunci când un jucător are 100,0 de sănătate și este împușcat cu un Vultur deșert care are o valoare a daunelor de 46,2, este nevoie de 3 lovituri pentru a ucide acel jucător. Toate cele 3 lovituri vor arăta o sumă de 46,2, chiar dacă atunci când lovește ultima lovitură, jucătorului mai are doar 7,6 de sănătate.
-
-:::
-
-:::warning
-
-GetPlayerHealth și GetPlayerArmour vor returna vechile sume ale jucătorului înainte de acest apel invers. Verificați întotdeauna dacă issuerid este valid înainte de a-l folosi ca index de matrice.
-
-:::
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerText.md b/docs/translations/ro/scripting/callbacks/OnPlayerText.md
deleted file mode 100644
index 1728830b376..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerText.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnPlayerText
-description: Apelat atunci când un jucător trimite un mesaj de chat.
-tags: ["player"]
----
-
-## Descriere
-
-Apelat atunci când un jucător trimite un mesaj de chat.
-
-| Name | Descriere |
-| -------- | ---------------------------------------- |
-| playerid | ID-ul jucătorului care a tastat textul. |
-| text[] | Textul pe care l-a tastat jucătorul. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri, astfel încât returnarea 0 acolo blochează alte scripturi să-l vadă.
-
-## Exemple
-
-```c
-public OnPlayerText(playerid, text[])
-{
- new pText[144];
- format(pText, sizeof (pText), "(%d) %s", playerid, text);
- SendPlayerMessageToAll(playerid, pText);
- return 0; // ignoră textul implicit și trimite-l pe cel personalizat
-}
-```
-
-## Note
-
-
-
-## Funcții similare
-
-- [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer): Forțați un jucător să trimită text pentru un jucător.
-- [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll): Forțați un jucător să trimită text pentru toți jucătorii.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerUpdate.md b/docs/translations/ro/scripting/callbacks/OnPlayerUpdate.md
deleted file mode 100644
index 89659a319ed..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,87 +0,0 @@
----
-title: OnPlayerUpdate
-description: Acest callback este apelat de fiecare dată când un client/jucător actualizează serverul cu starea lor.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat de fiecare dată când un client/jucător actualizează serverul cu starea lor. Este adesea folosit pentru a crea apeluri personalizate pentru actualizările clientului care nu sunt urmărite activ de server, cum ar fi actualizările de sănătate sau armuri sau jucătorii care schimbă arme.
-
-| Name | Descriere |
-| -------- | ------------------------------------------ |
-| playerid | ID-ul jucătorului care trimite un pachet de actualizare. |
-
-## Returnări
-
-0 - Actualizarea de la acest player nu va fi replicată altor clienți.
-
-1 - Indică faptul că această actualizare poate fi procesată normal și trimisă altor jucători.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnPlayerUpdate(playerid)
-{
- nou iCurWeap = GetPlayerWeapon(playerid); // Returnează arma curentă a jucătorului
- if (iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // Dacă a schimbat armele de la ultima actualizare
- {
- // Să apelăm un apel invers numit OnPlayerChangeWeapon
- OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
- SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);//Actualizează variabila armă
- }
- return 1; // Trimite această actualizare altor jucători.
-}
-
-stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
-{
- new s[128],
- oWeapon[24],
- nWeapon[24];
-
- GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
- GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
-
- format(s, sizeof(s), "Ai schimbat arma din %s în %s!", oWeapon, nWeapon);
-
- SendClientMessage(playerid, 0xFFFFFFFF, s);
-}
-public OnPlayerUpdate(playerid)
-{
- nou Float:fHealth;
-
- GetPlayerHealth(playerid, fHealth);
-
- if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // Sănătatea jucătorului s-a schimbat de la ultima actualizare -> server, așa că, evident, acesta este lucrul actualizat.
- // Să facem verificări suplimentare să vedem dacă și-a pierdut sau a câștigat sănătatea, trișare anti-sănătate? ;)
-
- if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* A căpătat sănătate! Înșelăciune? Scrie-ți propriile scripturi aici pentru a-ți da seama cum este un jucător
- a castigat sanatate! */
- }
- else
- {
- /* A pierdut sănătatea! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-
-## Note
-
-
-
-:::warning
-
-Acest callback este apelat, în medie, de 30 de ori pe secundă, per jucător; folosește-l doar atunci când știi la ce este destinat (sau mai important pentru ce NU este destinat). Frecvența cu care acest apel invers este apelat pentru fiecare jucător variază, în funcție de ceea ce face jucătorul. Conducerea sau fotografierea va declanșa mult mai multe actualizări decât la ralanti.
-
-:::
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnPlayerWeaponShot.md b/docs/translations/ro/scripting/callbacks/OnPlayerWeaponShot.md
deleted file mode 100644
index 6c3c506d7b1..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnPlayerWeaponShot.md
+++ /dev/null
@@ -1,70 +0,0 @@
----
-title: OnPlayerWeaponShot
-description: Acest callback este apelat atunci când un jucător trage o lovitură dintr-o armă.
-tags: ["player"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător trage o lovitură dintr-o armă. Sunt acceptate doar armele cu gloanțe. Este acceptată doar trecerea pasagerilor (nu șoferul și nu loviturile de vrăbii de mare/vânători).
-
-| Nume | Descriere |
-|-------------------------|----------------------------------------------------------------------------------------------------------------------|
-| playerid | ID-ul jucătorului care a împușcat o armă. |
-| WEAPON:weaponid | ID-ul [armei](../resources/weaponids) împușcat de jucător. |
-| BULLET_HIT_TYPE:hittype | [Tipul](../resources/bullethittypes) a obiectului lovit (niciunul, jucătorul, vehiculul sau obiectul (jucătorului)). |
-| hitid | ID-ul jucătorului, vehiculului sau obiectului care a fost lovit. |
-| Float:fX | Coordonata X pe care a lovit împușcătura. |
-| Float:fY | Coordonata Y pe care a lovit împușcătura. |
-| Float:fZ | Coordonata Z pe care a lovit împușcătura. |
-
-## Returnări
-
-0 - Preveniți glonțul să provoace daune.
-
-1 - Lăsați glonțul să provoace daune.
-
-Este întotdeauna numit primul în filterscript-uri, așa că returnarea 0 acolo blochează și alte scripturi să-l vadă.
-
-## Exemple
-
-```c
-public OnPlayerWeaponShot(playerid, WEAPON:weaponid, BULLET_HIT_TYPE:hittype, hitid, Float:fX, Float:fY, Float:fZ)
-{
- new szString[144];
- format(szString, sizeof(szString), "Arma %i trasă. hittype: %i hitid: %i poziție: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
- SendClientMessage(playerid, -1, szString);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers este apelat numai când este activată compensarea întârzierii. Dacă hittype este:
-
-- `BULLET_HIT_TYPE_NONE`: parametrii fX, fY și fZ sunt coordonate normale, vor da 0,0 pentru coordonate dacă nu a fost lovit nimic (de exemplu, obiect îndepărtat pe care glonțul nu poate ajunge);
-- Altele: fX, fY și fZ sunt decalaje relativ la hitid.
-
-:::
-
-:::tip
-
-[GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors) poate fi folosit în acest apel invers pentru informații mai detaliate despre vectorul glonț.
-
-:::
-
-:::warning
-
-Bug(e) cunoscut(e):
-
-- nu este apelat dacă ați tras în vehicul ca șofer sau dacă vă uitați în spate cu scopul activat (trageți în aer).
-- Se numește `BULLET_HIT_TYPE_VEHICLE` cu hitidul corect (vehiculul jucătorului lovit) dacă împușci un jucător care se află într-un vehicul. Nu va fi numit deloc `BULLET_HIT_TYPE_PLAYER`.
-- Remediat parțial în SA-MP 0.3.7: Dacă date false ale armelor sunt trimise de un utilizator rău intenționat, alți clienți jucători se pot bloca sau se pot bloca. Pentru a combate acest lucru, verificați dacă arma raportată poate de fapt să tragă gloanțe.
-
-:::
-
-## Funcții similare
-
-- [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors): Preia vectorului ultimei lovituri trase de un jucator.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnRconCommand.md b/docs/translations/ro/scripting/callbacks/OnRconCommand.md
deleted file mode 100644
index e4f2b0c504b..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnRconCommand.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: OnRconCommand
-description: Acest callback este apelat atunci când o comandă este trimisă prin consola serverului, RCON la distanță sau prin comanda „/rcon†din joc.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când o comandă este trimisă prin consola serverului, RCON la distanță sau prin comanda „/rcon†din joc.
-
-| Nume | Descriere |
-| ----- | ------------------------------------------------------------------------------------- |
-| cmd[] | Un șir care conține comanda care a fost introdusă, precum și orice parametri trecuți. |
-
-## Returnări
-
-It is always called first in filterscripts so returning 1 there blocks gamemode from seeing it.
-
-## Exemple
-
-```c
-public OnRconCommand(cmd[])
-{
- printf("[RCON]: aÈ›i tastat „/rcon %sâ€!", cmd);
- return 0;
-}
-
-public OnRconCommand(cmd[])
-{
- if (!strcmp(cmd, "hello", true))
- {
- SendClientMessageToAll(0xFFFFFFAA, "Salut Lume!");
- print("Ai salutat lumea."); // Acesta va apărea jucătorului care a tastat comanda rcon în chat în alb
- return 1;
- }
- return 0;
-}
-```
-
-## Note
-
-:::tip
-
-„/rcon†nu este inclus în „cmd†atunci când un jucător introduce o comandă. Dacă utilizați funcția „printare†aici, aceasta va trimite un mesaj jucătorului care a tastat comanda în joc, precum și jurnalul. Acest apel invers nu este apelat atunci când jucătorul nu este conectat ca administrator RCON. Când jucătorul nu este conectat ca administrator RCON și folosește /rcon login, acest apel invers nu va fi apelat și OnRconLoginAttempt este apelat în schimb. Cu toate acestea, atunci când jucătorul este conectat ca administrator RCON, utilizarea acestei comenzi va apela acest apel invers.
-
-:::
-
-:::warning
-
-Va trebui să includeți acest apel invers într-un script de filtru încărcat pentru ca acesta să funcționeze în modul de joc!
-
-:::
-
-## Funcții similare
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Verifică dacă un jucător este conectat la RCON.
-- [OnRconLoginAttempt](OnRconLoginAttempt): Apelat atunci când se încearcă autentificare la RCON.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnRconLoginAttempt.md b/docs/translations/ro/scripting/callbacks/OnRconLoginAttempt.md
deleted file mode 100644
index 7afad18ce70..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnRconLoginAttempt.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnRconLoginAttempt
-description: Acest callback este apelat atunci când cineva încearcă să se conecteze la RCON în joc; succes sau nu.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când cineva încearcă să se conecteze la RCON în joc; succes sau nu.
-
-| Nume | Descriere |
-| ---------- | ---------------------------------------------------------- |
-| ip[] | IP-ul jucătorului care a încercat să se conecteze la RCON. |
-| password[] | Parola folosită pentru a vă autentifica. |
-| success | 0 dacă parola a fost incorectă sau 1 dacă a fost corectă. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) //Dacă parola a fost incorectă
- {
- printf("CONECTARE RCON ESUATA PRIN IP %s FOLOSIND PAROLA %s",ip, password);
- new pip[16];
- for(new i = GetPlayerPoolSize(); i != -1; --i) //Buclă prin toți jucătorii
- {
- GetPlayerIp(i, pip, sizeof(pip));
- if (!strcmp(ip, pip, true)) //Dacă IP-ul unui jucător este IP-ul care a eșuat autentificarea
- {
- SendClientMessage(i, 0xFFFFFFFF, "Parola gresita. Pa!"); //Trimite un mesaj
- Kick(i); //Acum dati afara jucatorul.
- }
- }
- }
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest callback este apelat numai când autentificarea /rcon este folosită în joc. Acest callback este apelat numai atunci când jucătorul nu este încă conectat. Când jucătorul este conectat, este apelat OnRconCommand.
-
-:::
-
-## Funcții similare
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Verifică dacă un jucător este conectat la RCON.
-- [SendRconCommand](../functions/SendRconCommand): Trimite o comandă RCON prin script.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnRecordingPlaybackEnd.md b/docs/translations/ro/scripting/callbacks/OnRecordingPlaybackEnd.md
deleted file mode 100644
index 595f0e06bb1..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnRecordingPlaybackEnd.md
+++ /dev/null
@@ -1,18 +0,0 @@
----
-title: OnRecordingPlaybackEnd
-description: Acest callback este apelat atunci când un fișier înregistrat care este reprodus cu NPCStartRecordingPlayback a ajuns la final.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când un fișier înregistrat care este reprodus cu NPCStartRecordingPlayback a ajuns la final.
-
-## Exemple
-
-```c
-public OnRecordingPlaybackEnd()
-{
- StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "all_around_lv_bus"); //Acest lucru ar porni din nou fișierul înregistrat odată ce se termină reproducerea.
-}
-```
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnTrailerUpdate.md b/docs/translations/ro/scripting/callbacks/OnTrailerUpdate.md
deleted file mode 100644
index e5c49fb15c0..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnTrailerUpdate.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnTrailerUpdate
-description: Acest callback este apelat atunci când un jucător a trimis o actualizare a trailerului.
-tags: []
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător a trimis o actualizare a trailerului.
-
-| Nume | Descriere |
-| --------- | ---------------------------------------------- |
-| playerid | ID-ul jucătorului care a trimis o actualizare a trailerului |
-| vehicleid | Trailerul în curs de actualizare |
-
-## Returnări
-
-0 - Anulează orice actualizări ale trailerului pentru a fi trimise altor jucători. Actualizarea este încă trimisă jucătorului de actualizare.
-
-1 - Procesează actualizarea trailerului ca de obicei și o sincronizează între toți jucătorii.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Examples
-
-```c
-public OnTrailerUpdate(playerid, vehicleid)
-{
- DetachTrailerFromVehicle(GetPlayerVehicleID(playerid));
- return 0;
-}
-```
-
-## Note
-
-:::warning
-
-Acest apel invers este apelat foarte frecvent pe secundă pe remorcă. Ar trebui să vă abțineți de la implementarea unor calcule intensive sau operațiuni intensive de scriere/citire a fișierelor în acest apel invers.
-
-:::
-
-## Funcții similare
-
-- [GetVehicleTrailer](../functions/GetVehicleTrailer): Verificați ce remorcă trage un vehicul.
-- [IsTrailerAttachedToVehicle](../functions/IsTrailerAttachedToVehicle): Verificați dacă o remorcă este atașată la un vehicul.
-- [AttachTrailerToVehicle](../functions/AttachTrailerToVehicle): Atașați o remorcă la un vehicul.
-- [DetachTrailerFromVehicle](../functions/DetachTrailerFromVehicle): Detașați o remorcă de pe un vehicul.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnUnoccupiedVehicleUpdate.md b/docs/translations/ro/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
deleted file mode 100644
index bfb28af2ada..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: OnUnoccupiedVehicleUpdate
-description: Acest callback este apelat atunci când clientul unui jucător actualizează/sincronizează poziția unui vehicul pe care nu îl conduce.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când clientul unui jucător actualizează/sincronizează poziția unui vehicul pe care nu îl conduce. Acest lucru se poate întâmpla în afara vehiculului sau când jucătorul este pasagerul unui vehicul care nu are șofer.
-
-| Name | Descriere |
-| -------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | ID-ul jucătorului care a trimis o actualizare de sincronizare a poziției vehiculului. |
-| playerid | ID-ul jucătorului care a trimis o sincronizare a poziției vehiculului |
-| passenger_seat | ID-ul scaunului dacă jucătorul este pasager. 0=nu în vehicul, 1=pasager din față, 2=spate stânga 3=spate dreapta 4+ este pentru autocar/autobuz etc. cu multe locuri pentru pasageri. |
-| new_x | Noua coordonată X a vehiculului. Acest parametru a fost adăugat în 0,3z. Lasă-l afară dacă folosești o versiune anterioară. |
-| new_y | Noua coordonată Y a vehiculului. Acest parametru a fost adăugat în 0,3z. Lasă-l afară dacă folosești o versiune anterioară. |
-| new_z | Noua coordonată Z a vehiculului. Acest parametru a fost adăugat în 0,3z. Lasă-l afară dacă folosești o versiune anterioară. |
-| vel_x | Noua viteză X a vehiculului. Acest parametru a fost adăugat în 0,3z R4. Lasă-l afară dacă folosești o versiune anterioară. |
-| vel_y | Noua viteză X a vehiculului. Acest parametru a fost adăugat în 0,3z R4. Lasă-l afară dacă folosești o versiune anterioară. |
-| vel_z | Noua viteză X a vehiculului. Acest parametru a fost adăugat în 0,3z R4. Lasă-l afară dacă folosești o versiune anterioară. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri, așa că returnarea 0 acolo blochează și alte scripturi să-l vadă.
-
-## Exemple
-
-```c
-public OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z)
-{
- // Verificați dacă s-a mutat departe
- if (GetVehicleDistanceFromPoint(vehicleid, new_x, new_y, new_z) > 50.0)
- {
- // Respinge actualizarea
- return 0;
- }
-
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Acest apel invers este apelat foarte frecvent pe secundă per vehicul neocupat. Ar trebui să vă abțineți de la implementarea unor calcule intensive sau operațiuni intensive de scriere/citire a fișierelor în acest apel invers. GetVehiclePos va returna coordonatele vechi ale vehiculului înainte de această actualizare.
-
-:::
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleDamageStatusUpdate.md b/docs/translations/ro/scripting/callbacks/OnVehicleDamageStatusUpdate.md
deleted file mode 100644
index 313d4b9453d..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleDamageStatusUpdate.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnVehicleDamageStatusUpdate
-description: Acest callback este apelat atunci când un element al vehiculului, cum ar fi ușile, anvelopele, panourile sau luminile își schimbă starea de deteriorare.
-tags: ["vehicle"]
----
-
-:::tip
-
-Pentru câteva funcții utile pentru lucrul cu valorile daunelor vehiculului, consultați [aici](../resources/damagestatus).
-
-:::
-
-## Descriere
-
-This callback is called when a vehicle element such as doors, tires, panels, or lights change their damage status.
-
-| Nume | Descriere |
-| --------- | ------------------------------------------------------------------------------------------------------ |
-| vehicleid | ID-ul vehiculului căruia i-a fost schimbat starea de deteriorare. |
-| playerid | ID-ul jucătorului care a sincronizat modificarea stării deteriorării (care a avut mașina avariată sau reparată). |
-
-## Returnări
-
-1 - Va împiedica alte filterscript-uri să primească acest apel invers.
-
-0 - Indică faptul că acest apel invers va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnVehicleDamageStatusUpdate(vehicleid, playerid)
-{
- // Obține starea de deteriorare a tuturor componentelor
- new panels, doors, lights, tires;
- GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
-
- // Setați anvelopele la 0, ceea ce înseamnă că niciunul nu este spart
- tires = 0;
-
- // Actualizați starea de deteriorare a vehiculului cu anvelope nescăpate
- UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Aceasta nu include modificările de sănătate a vehiculului.
-
-:::
-
-## Funcții similare
-
-- [GetVehicleDamageStatus](../functions/GetVehicleDamageStatus): Obțineți starea de deteriorare a vehiculului pentru fiecare parte individual.
-- [UpdateVehicleDamageStatus](../functions/UpdateVehicleDamageStatus): Actualizați daunele vehiculului.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleDeath.md b/docs/translations/ro/scripting/callbacks/OnVehicleDeath.md
deleted file mode 100644
index e6ac6739bcc..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleDeath.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnVehicleDeath
-description: Acest callback este apelat atunci când un vehicul este distrus - fie prin explozie, fie prin scufundare în apă.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un vehicul este distrus - fie prin explozie, fie prin scufundare în apă.
-
-| Nume | Descriere |
-| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | ID-ul vehiculului care a fost distrus. |
-| killerid | ID-ul jucătorului care a raportat (sincronizat) distrugerea vehiculului (numele este înșelător). În general, șoferul sau un pasager (dacă există) sau cel mai apropiat jucător. |
-
-## Returnări
-
-It is always called first in filterscripts.
-
-## Exemple
-
-```c
-public OnVehicleDeath(vehicleid, killerid)
-{
- new string[64];
- format(string, sizeof(string), "Vehicle %i was destroyed. Reported by player %i.", vehicleid, killerid);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers va fi apelat și atunci când un vehicul intră în apă, dar vehiculul poate fi salvat de la distrugere prin teleportare sau alungare (dacă este doar parțial scufundat). Reapelarea nu va fi apelată a doua oară, iar vehiculul poate dispărea când șoferul iese sau după o scurtă perioadă de timp.
-
-:::
-
-## Funcții similare
-
-- [SetVehicleHealth](../functions/SetVehicleHealth): Setați starea de sănătate a unui vehicul.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleMod.md b/docs/translations/ro/scripting/callbacks/OnVehicleMod.md
deleted file mode 100644
index 22eac13358e..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleMod.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnVehicleMod
-description: Acest callback este apelat atunci când un vehicul este modificat.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un vehicul este modificat.
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------- |
-| playerid | Actul de identitate al șoferului vehiculului. |
-| vehicleid | ID-ul vehiculului care este modificat. |
-| componentid | ID-ul componentei care a fost adăugată vehiculului. |
-
-## Returnări
-
-Este întotdeauna numit primul în modul de joc, așa că întoarcerea 0 blochează și alte filterscript-uri să-l vadă.
-
-## Exemple
-
-```c
-public OnVehicleMod(playerid, vehicleid, componentid)
-{
- printf("Vehiculul %d a fost modificat de ID %d cu componentul %d",vehicleid, playerid,componentid);
- if (GetPlayerInterior(playerid) == 0)
- {
- BanEx(playerid, "Trucuri de reglare"); // Script anti-tuning hacks
- return 0; // Împiedică modificarea proastă să fie sincronizată cu alți jucători
- //(Testat și funcționează chiar și pe servere care vă permit să vă modificați vehiculul folosind comenzi, meniuri, dialoguri etc.
- }
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers NU este apelat de AddVehicleComponent.
-
-:::
-
-## Funcții similare
-
-- [AddVehicleComponent](../functions/AddVehicleComponent): Adăugați o componentă la un vehicul.
-- [OnEnterExitModShop](OnEnterExitModShop): apelat atunci când un vehicul intră sau iese dintr-un magazin de mod.
-- [OnVehiclePaintjob](OnVehiclePaintjob): apelat atunci când se modifică vopsirea unui vehicul.
-- [OnVehicleRespray](OnVehicleRespray): apelat atunci când un vehicul este recolorat.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehiclePaintjob.md b/docs/translations/ro/scripting/callbacks/OnVehiclePaintjob.md
deleted file mode 100644
index ba2cf3b623e..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehiclePaintjob.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnVehiclePaintjob
-description: Apelat atunci când un jucător previzualizează o vopsire a unui vehicul într-un magazin de mod.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Apelat atunci când un jucător previzualizează o vopsire a unui vehicul într-un magazin de mod.
-
-| Nume | Descriere |
-| ---------- | ---------------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a schimbat vopsirea vehiculului său. |
-| vehicleid | ID-ul vehiculului căruia i s-a schimbat lucrările de vopsire. |
-| paintjobid | ID-ul noii lucrări de vopsire. |
-
-## Returnări
-
-Este întotdeauna numit primul în modul de joc, astfel încât returnarea 0 acolo blochează alte filterscript-uri să-l vadă.
-
-## Exemple
-
-```c
-public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
-{
- new string[128];
- format(string, sizeof(string), "Ați modificat vopsirea vehiculului dvs. la %d!", paintjobid);
- SendClientMessage(playerid, 0x33AA33AA, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers nu este apelat de ChangeVehiclePaintjob. Puteți utiliza OnVehicleChangePaintjob de la vSync pentru a ști când jucătorul cumpără lucrarea.
-
-:::
-
-## Funcții similare
-
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Schimbați vopsirea unui vehicul.
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Setați culoarea unui vehicul.
-- [OnVehicleRespray](OnVehicleRespray): apelat atunci când un vehicul este pulverizat.
-- [OnVehicleMod](OnVehicleMod): Apelat atunci când un vehicul este modificat.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleRespray.md b/docs/translations/ro/scripting/callbacks/OnVehicleRespray.md
deleted file mode 100644
index bdb5ecc63da..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleRespray.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnVehicleRespray
-description: Acest callback este apelat atunci când un jucător iese dintr-un magazin de mod, chiar dacă culorile nu au fost schimbate.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un jucător iese dintr-un magazin de mod, chiar dacă culorile nu au fost schimbate. Atenție, numele este ambiguu, magazinele Pay 'n' Spray nu apelează la acest apel.
-
-| Nume | Descriere |
-| --------- | ------------------------------------------------------------ |
-| playerid | ID-ul jucătorului care conduce vehiculul. |
-| vehicleid | ID-ul vehiculului care a fost pulverizat. |
-| color1 | Culoarea în care a fost schimbată culoarea principală a vehiculului. |
-| color2 | Culoarea în care a fost schimbată culoarea secundară a vehiculului. |
-
-## Returnări
-
-It is always called first in gamemode so returning 0 there also blocks other filterscripts from seeing it.
-
-## Exemple
-
-```c
-public OnVehicleRespray(playerid, vehicleid, color1, color2)
-{
- new string[48];
- format(string, sizeof(string), "Ați modificat vehiculul %d în culorile %d și %d!", vehicleid, color1, color2);
- SendClientMessage(playerid, COLOR_GREEN, string);
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest apel invers nu este apelat de ChangeVehicleColor. În mod înșelător, acest apel invers nu este apelat pentru pay 'n' spray (doar modshop-uri).
-
-Remediați aici: http://pastebin.com/G81da7N1
-
-:::
-
-:::warning
-
-Erori cunoscute: previzualizarea unei componente într-un magazin de mod ar putea apela acest apel invers.
-
-:::
-
-## Funcții similare
-
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Setați culoarea unui vehicul.
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Schimbați vopsirea unui vehicul.
-- [OnVehiclePaintjob](OnVehiclePaintjob): apelat atunci când se modifică vopsirea unui vehicul.
-- [OnVehicleMod](OnVehicleMod): Apelat atunci când un vehicul este modificat.
-- [OnEnterExitModShop](OnEnterExitModShop): apelat atunci când un vehicul intră sau iese dintr-un magazin de mod.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleSirenStateChange.md b/docs/translations/ro/scripting/callbacks/OnVehicleSirenStateChange.md
deleted file mode 100644
index ba680e44aea..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleSirenStateChange.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: OnVehicleSirenStateChange
-description: Acest callback este apelat atunci când sirena unui vehicul este declansata.
-tags: ["vehicle"]
----
-
-
-
-## Descriere
-
-Acest callback este apelat atunci când sirena unui vehicul este declansata.
-
-| Nume | Descriere |
-| --------- | --------------------------------------------------------- |
-| playerid | ID-ul jucătorului care a activat sirena (șofer). |
-| vehicleid | ID-ul vehiculului pentru care a fost activată sirena. |
-| newstate | 0 dacă sirena a fost oprită, 1 dacă sirena a fost pornită. |
-
-## Returnări
-
-1 - Va împiedica modul de joc să primească acest apel invers.
-
-0 - Indică faptul că acest apel invers va fi trecut în modul de joc.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
-{
- if (newstate)
- {
- GameTextForPlayer(playerid, "~W~Sirenă ~G~pornita", 1000, 3);
- }
- else
- {
- GameTextForPlayer(playerid, "~W~Sirenă ~r~oprita", 1000, 3);
- }
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Acest callback este apelat numai atunci când sirena unui vehicul este activată sau dezactivată, NU atunci când este utilizată sirena alternativă (claxon de menținere).
-
-:::
-
-## Funcții similare
-
-- [GetVehicleParamsSirenState](../functions/GetVehicleParamsSirenState): verificați dacă sirena unui vehicul este activată sau oprită.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleSpawn.md b/docs/translations/ro/scripting/callbacks/OnVehicleSpawn.md
deleted file mode 100644
index 3c5c3b04de3..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleSpawn.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnVehicleSpawn
-description: Acest callback este apelat atunci când un vehicul reapare.
-tags: ["vehicle"]
----
-
-:::warning
-
-Acest callback se numește **doar** când vehiculul **re**apare! CreateVehicle și AddStaticVehicle(Ex) **nu** vor declanșa acest apel invers.
-
-:::
-
-## Descriere
-
-Acest callback este apelat atunci când un vehicul reapare.
-
-| Nume | Descriere |
-| --------- | ----------------------------------- |
-| vehicleid | ID-ul vehiculului care a apărut. |
-
-## Returnări
-
-0 - Va împiedica alte filterscript-uri să primească acest apel invers.
-
-1 - Indică faptul că acest callback va fi transmis următorului filterscript.
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnVehicleSpawn(vehicleid)
-{
- printf("Vehiculul %i a apărut!",vehicleid);
- return 1;
-}
-```
-
-## Funcții similare
-
-- [SetVehicleToRespawn](../functions/SetVehicleToRespawn): Readuceți un vehicul.
-- [CreateVehicle](../functions/CreateVehicle): creează un vehicul.
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleStreamIn.md b/docs/translations/ro/scripting/callbacks/OnVehicleStreamIn.md
deleted file mode 100644
index c937a04468a..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleStreamIn.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: OnVehicleStreamIn
-description: Apelat atunci când un vehicul este transmis în flux la clientul unui jucător.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Numit atunci când un vehicul este transmis în flux la clientul unui jucător.
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------ |
-| vehicleid | ID-ul vehiculului care a transmis în flux pentru jucător. |
-| forplayerid | ID-ul jucătorului pentru care vehiculul a fost transmis în flux. |
-
-## Returnari
-
-Acesta este întotdeauna numit primul în filterscripts.
-
-## Exemple
-
-```c
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- new string[32];
- format(string, sizeof(string), "Acum poti sa vezi vehiculul %d.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Notite
-
-
-
-## Functii Relatate
diff --git a/docs/translations/ro/scripting/callbacks/OnVehicleStreamOut.md b/docs/translations/ro/scripting/callbacks/OnVehicleStreamOut.md
deleted file mode 100644
index cc5afcc5774..00000000000
--- a/docs/translations/ro/scripting/callbacks/OnVehicleStreamOut.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: OnVehicleStreamOut
-description: Acest callback este apelat atunci când un vehicul este transmis în flux pentru clientul unui jucător (este atât de departe încât acesta nu îl poate vedea).
-tags: ["vehicle"]
----
-
-## Descriere
-
-Acest callback este apelat atunci când un vehicul este transmis în flux pentru clientul unui jucător (este atât de departe încât acesta nu îl poate vedea).
-
-| Nume | Descriere |
-| ----------- | ------------------------------------------------------------ |
-| vehicleid | ID-ul vehiculului care a ieșit. |
-| forplayerid | ID-ul jucătorului care nu mai transmite vehiculul. |
-
-## Returnări
-
-Este întotdeauna numit primul în filterscript-uri.
-
-## Exemple
-
-```c
-public OnVehicleStreamOut(vehicleid, forplayerid)
-{
- new string[48];
- format(string, sizeof(string), "Clientul dvs. nu mai transmite vehiculul %d", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Note
-
-
-
-## Funcții similare
\ No newline at end of file
diff --git a/docs/translations/ro/scripting/functions/AddCharModel.md b/docs/translations/ro/scripting/functions/AddCharModel.md
deleted file mode 100644
index 7e5374dfecc..00000000000
--- a/docs/translations/ro/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddCharModel
-description: Adaugă un nou model de caractere personalizat pentru descărcare.
-tags: []
----
-
-
-
-## Descriere
-
-Adaugă un nou model de caractere personalizat pentru descărcare. Fișierele model vor fi stocate în documentele playerului \ GTA San Andreas User Files \ SAMP \ cache sub folderul Server IP și Port într-un nume de fișier CRC.
-
-| Nume | Descriere |
-| ------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
-| baseid | ID-ul modelului de bază de bază de utilizat (comportamentul caracterului și caracterul original de utilizat atunci când descărcarea eșuează) |
-| newid | Noul ID al modelului skin a variat între 20000 și 30000 (10000 sloturi) pentru a fi utilizat ulterior cu SetPlayerSkin |
-| dffname | Numele fișierului de coliziune a modelului .dff situat în dosarul serverului de modele în mod implicit (setare artpath). |
-| txdname | Numele fișierului de textură model .txd situat în dosarul serverului modele în mod implicit (setare artpath). |
-
-## Se intoarce
-
-1: Funcția executată cu succes.
-
-0: Funcția nu a putut fi executată.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## Note
-
-:::tip
-
-useartwork trebuie activat mai întâi în setările serverului pentru ca acest lucru să funcționeze
-
-:::
-
-:::warning
-
-În prezent, nu există restricții cu privire la momentul în care puteți apela această funcție, dar rețineți că, dacă nu le apelați în OnFilterScriptInit / OnGameModeInit, aveți riscul ca unii jucători, care sunt deja pe server, să nu fi descărcat modelele.
-
-:::
-
-## Funcții relative
-
-- [SetPlayerSkin](SetPlayerSkin.md): Setează skinul unui jucător.
diff --git a/docs/translations/ro/scripting/functions/AddMenuItem.md b/docs/translations/ro/scripting/functions/AddMenuItem.md
deleted file mode 100644
index ade8eb7c783..00000000000
--- a/docs/translations/ro/scripting/functions/AddMenuItem.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: AddMenuItem
-description: Adaugă un element la un meniu specificat.
-tags: ["menu"]
----
-
-## Descriere
-
-Adaugă un element la un meniu specificat.
-
-| Nume | Descriere |
-| ------- | ------------------------------------------ |
-| menuid | ID-ul meniului pentru a adăuga un element. |
-| column | Coloana la care se adaugă elementul. |
-| title[] | Titlul pentru noul element de meniu. |
-
-## Se intoarce
-
-Indexul rândului la care a fost adăugat acest element.
-
-## Exemple
-
-```c
-new Menu:gExampleMenu;
-
-public OnGameModeInit()
-{
- gExampleMenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
- AddMenuItem(gExampleMenu, 0, "item 1");
- AddMenuItem(gExampleMenu, 0, "item 2");
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Se blochează la trecerea unui ID de meniu nevalid. Puteți avea doar 12 elemente pe meniu (al 13-lea merge în partea dreaptă a antetului numelui coloanei (colorat), al 14-lea și superior nu este afișat deloc). Puteți utiliza doar 2 coloane (0 și 1). Puteți adăuga doar 8 coduri de culoare pentru un singur articol (~ r ~, ~ g ~ etc.). Lungimea maximă a elementului de meniu este de 31 de simboluri.
-
-:::
-
-## Funcții conexe
-
-- [CreateMenu](CreateMenu.md): Creați un meniu.
-- [SetMenuColumnHeader](SetMenuColumnHeader.md): Setați antetul pentru una dintre coloanele dintr-un meniu.
-- [DestroyMenu](DestroyMenu.md): Distrugeți un meniu.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow.md): Apelat atunci când un jucător a selectat un rând dintr-un meniu.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu.md): Apelat când un jucător iese din meniu.
diff --git a/docs/translations/ro/scripting/functions/AddPlayerClass.md b/docs/translations/ro/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index e67d7442ad8..00000000000
--- a/docs/translations/ro/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description: Adaugă o clasă la selecția clasei.
-tags: ["player"]
----
-
-## Descriere
-
-Adaugă o clasă la selecția clasei. Clasele sunt folosite, astfel încât jucătorii să poată genera un skin la alegere.
-
-| Nume | Descriere |
-| ------------- | -------------------------------------------------------------------- |
-| modelid | Skinul cu care jucătorul va fi generat. |
-| Float:spawn_x | Coordonata X a punctului de reproducere al acestei clase. |
-| Float:spawn_y | Coordonata Y a punctului de reproducere al acestei clase. |
-| Float:spawn_z | Coordonata Z a punctului de reproducere al acestei clase. |
-| Float:z_angle | Direcția în care jucătorul trebuie să se confrunte după reproducere. |
-| weapon1 | Prima armă de reproducere pentru jucător. |
-| weapon1_ammo | Cantitatea de muniție pentru arma primară de reproducere. |
-| weapon2 | A doua armă de reproducere pentru jucător. |
-| weapon2_ammo | Cantitatea de muniție pentru a doua armă de reproducere. |
-| weapon3 | A treia armă de reproducere pentru jucător. |
-| weapon3_ammo | Cantitatea de muniție pentru a treia armă de reproducere. |
-
-## Se intoarce
-
-ID-ul clasei care tocmai a fost adăugat.
-
-319 dacă limita de clasă (320) a fost atinsă. Cel mai mare ID de clasă posibil este 319.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- // Players can spawn with either the CJ skin (0) or The Truth skin (1).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Notite
-
-:::tip
-
-ID-ul maxim de clasă este 319 (începând de la 0, deci un total de 320 de clase). Când se atinge această limită, orice alte clase adăugate vor înlocui ID 319.
-
-:::
-
-## Funcții conexe
-
-- [AddPlayerClassEx](AddPlayerClassEx.md): Adăugați o clasă cu o echipă implicită.
-- [SetSpawnInfo](SetSpawnInfo.md): Setați setarile pentru spawn unui jucător.
-- [SetPlayerSkin](SetPlayerSkin.md): Setează kinul unui jucător.
diff --git a/docs/translations/ro/scripting/functions/AddPlayerClassEx.md b/docs/translations/ro/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index a8f1507f1df..00000000000
--- a/docs/translations/ro/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: AddPlayerClassEx
-description: Această funcție este exact aceeași cu funcția AddPlayerClass, cu adăugarea unui parametru de echipă.
-tags: ["player"]
----
-
-## Descriere
-
-Această funcție este exact aceeași cu funcția AddPlayerClass, cu adăugarea unui parametru de echipă. | Nume | Descriere | | ------------- | ----------------------------------------------------------- | | teamid | Echipa în care doriți să apară jucătorul. | | modelid | Pielea cu care jucătorul va genera. | | Float:spawn_x | Coordonata X a poziției de reproducere a clasei. | | Float:spawn_y | Coordonata Y a poziției de reproducere a clasei. | | Float:spawn_z | Coordonata Z a poziției de reproducere a clasei. | | Float:z_angle | Direcția în care se va confrunta jucătorul după reproducere. | | weapon1 | Prima armă de reproducere pentru jucător. | | weapon1_ammo | Cantitatea de muniție pentru prima armă de reproducere. | | weapon2 | A doua armă de reproducere pentru jucător. | | weapon2_ammo | Cantitatea de muniție pentru a doua armă de reproducere. | | weapon3 | A treia armă de reproducere pentru jucător. | | weapon3_ammo | Cantitatea de muniție pentru a treia armă de reproducere. |
-
-## Se intoarce
-
-ID-ul clasei care tocmai a fost adăugat.
-
-319 dacă limita de clasă (320) a fost atinsă. Cel mai mare ID de clasă posibil este 319.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- // Players can spawn as either:
- // CJ Skin (ID 0) in team 1.
- // The Truth skin (ID 1) in team 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-ID-ul maxim de clasă este 319 (începând de la 0, deci un total de 320 de clase). Când se atinge această limită, orice alte clase adăugate vor înlocui ID 319.
-
-:::
-
-## Funcții conexe
-
-- [AddPlayerClass](AddPlayerClass.md): Adăugați o clasă.
-- [SetSpawnInfo](SetSpawnInfo.md): Setați setarea spawn pentru un jucător.
-- [SetPlayerTeam](SetPlayerTeam.md): Stabiliți echipa unui jucător.
-- [SetPlayerSkin](SetPlayerSkin.md): Setează pielea unui jucător.
diff --git a/docs/translations/ro/scripting/functions/AddSimpleModel.md b/docs/translations/ro/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index 173356898bb..00000000000
--- a/docs/translations/ro/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: AddSimpleModel
-description: Adaugă un nou model de obiect simplu personalizat pentru descărcare.
-tags: []
----
-
-
-
-## Descriere
-
-Adaugă un nou model de obiect simplu personalizat pentru descărcare. Fișierele model vor fi stocate în documentele playerului \ GTA San Andreas User Files \ SAMP \ cache sub folderul Server IP și Port într-un nume de fișier CRC.
-
-| Nume | Descriere |
-| ------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | ID-ul lumii virtuale pentru a face modelul disponibil la. Folosiți -1 pentru toate lumile. |
-| baseid | ID-ul modelului de obiect de bază de utilizat (obiectul original de utilizat atunci când descărcarea eșuează). |
-| newid | ID-ul noului model de obiect a variat de la -1000 la -30000 (29000 de sloturi) pentru a fi utilizat ulterior cu CreateObject sau CreatePlayerObject. |
-| dffname | Numele fișierului de coliziune a modelului .dff situat în dosarul serverului de modele în mod implicit (setare artpath) |
-| txdname | Numele fișierului de textură model .txd situat în dosarul serverului modele în mod implicit (setare artpath). |
-
-## Se intoarce
-
-1: Funcția executată cu succes.
-
-0: Funcția nu a putut fi executată.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```c
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## Note
-
-:::tip
-
-`Useartwork` trebuie să fie activat mai întâi în setările serverului pentru ca acesta să funcționeze Când virtualworld este setat, modelele vor fi descărcate odată ce jucătorul intră în lumea specifică
-
-:::
-
-:::warning
-
-În prezent, nu există restricții cu privire la momentul în care puteți apela această funcție, dar rețineți că, dacă nu le apelați în OnFilterScriptInit / OnGameModeInit, aveți riscul ca unii jucători, care sunt deja pe server, să nu fi descărcat modelele.
-
-:::
-
-## Funcții conexe
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): Apelat când un jucător termină de descărcat modele personalizate.
diff --git a/docs/translations/ro/scripting/functions/AddSimpleModelTimed.md b/docs/translations/ro/scripting/functions/AddSimpleModelTimed.md
deleted file mode 100644
index 5266dc7298d..00000000000
--- a/docs/translations/ro/scripting/functions/AddSimpleModelTimed.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddSimpleModelTimed
-description: Adaugă un nou model de obiect simplu personalizat pentru descărcare.
-tags: []
----
-
-
-
-## Descriere
-
-Adaugă un nou model de obiect simplu personalizat pentru descărcare. Fișierele model vor fi stocate în documentele playerului \ GTA San Andreas User Files \ SAMP \ cache sub folderul Server IP și Port într-un nume de fișier CRC.
-
-| Nume | Descriere |
-| ------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | ID-ul lumii virtuale pentru a face modelul disponibil la. Folosiți -1 pentru toate lumile. |
-| baseid | ID-ul modelului de obiect de bază de utilizat (obiectul original de utilizat atunci când descărcarea eșuează). |
-| newid | ID-ul noului model de obiect a variat de la -1000 la -30000 (29000 de sloturi) pentru a fi utilizat ulterior cu CreateObject sau CreatePlayerObject. |
-| dffname | Numele fișierului de coliziune a modelului .dff situat în dosarul serverului de modele în mod implicit (setare artpath). |
-| txdname | Numele fișierului de textură model .txd situat în dosarul serverului modele în mod implicit (setare artpath). |
-| timeon | Ora jocului mondial (ora) va apărea acest obiect |
-| timeoff | Timpul de joc mondial (ora) acestui obiect va dispărea |
-
-## Se intoarce
-
-1: Funcția executată cu succes.
-
-0: Funcția nu a putut fi executată.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModelTimed(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd", 9, 18); // This wall only renders from 9:00 am to 6:00 pm
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Useartwork trebuie să fie activat mai întâi în setările serverului pentru ca acest lucru să funcționeze Când virtualworld este setat, modelele vor fi descărcate odată ce jucătorul intră în lumea specifică
-
-:::
-
-:::warning
-
-În prezent, nu există restricții cu privire la momentul în care puteți apela această funcție, dar rețineți că, dacă nu le apelați în OnFilterScriptInit / OnGameModeInit, aveți riscul ca unii jucători, care sunt deja pe server, să nu fi descărcat modelele.
-
-:::
-
-## Funcții conexe
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): Apelat când un jucător termină de descărcat modele personalizate.
diff --git a/docs/translations/ro/scripting/functions/AddStaticPickup.md b/docs/translations/ro/scripting/functions/AddStaticPickup.md
deleted file mode 100644
index 1e3970f4f59..00000000000
--- a/docs/translations/ro/scripting/functions/AddStaticPickup.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: AddStaticPickup
-description: Această funcție adaugă o preluare „statică†la joc.
-tags: []
----
-
-## Descriere
-
-Această funcție adaugă o preluare „statică†la joc. Aceste pickup-uri acceptă arme, sănătate, armuri etc., cu capacitatea de a funcționa fără a le scripta (armele / sănătatea / armura vor fi date automat).
-
-| Nume | Descriere |
-| ----------------------------------- | ------------------------------------------------------------------------------------------------------ |
-| [model](../resources/pickupids.md) | Modelul pick-up-ului. |
-| [type](../resources/pickuptypes.md) | Tipul de preluare. Determină modul în care răspunde pickup-ul atunci când este ridicat. |
-| Float:X | Coordonata X pentru a crea preluarea la. |
-| Float:Y | Coordonata Y pentru a crea preluarea la. |
-| Float:Z | Coordonata Z pentru a crea preluarea la. |
-| virtualworld | ID-ul lumii virtuale pentru a pune acest pickup. Folosiți -1 pentru a afișa pickup-ul în toate lumile. |
-
-## Se intoarce
-
-1 dacă pickup-ul este creat cu succes.
-
-0 dacă nu s-a putut crea.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- // Create a pickup for armor
- AddStaticPickup(1242, 2, 1503.3359, 1432.3585, 10.1191, 0);
-
- // Create a pickup for some health, right next to the armour
- AddStaticPickup(1240, 2, 1506.3359, 1432.3585, 10.1191, 0);
-
- return 1;
-}
-```
-
-## Note
-
-:::tip
-
-Această funcție nu returnează un ID de preluare pe care îl puteți utiliza, de exemplu, OnPlayerPickUpPickup. Utilizați CreatePickup dacă doriți să atribuiți ID-uri.
-
-:::
-
-## Funcții conexe
-
-- [CreatePickup](CreatePickup.md): Creați un pick-up.
-- [DestroyPickup](DestroyPickup.md): Distruge un pick-up.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup.md): Apelat când un jucător ridică un pickup.
diff --git a/docs/translations/ro/scripting/functions/AddStaticVehicle.md b/docs/translations/ro/scripting/functions/AddStaticVehicle.md
deleted file mode 100644
index 3d06c72e96a..00000000000
--- a/docs/translations/ro/scripting/functions/AddStaticVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: AddStaticVehicle
-description: Adaugă un vehicul 'static' (modelele sunt preîncărcate pentru jucători) la modul de joc.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Adaugă un vehicul 'static' (modelele sunt preîncărcate pentru jucători) la modul de joc.
-
-| Nume | Descriere |
-| ---------------------------------------- | ----------------------------------------------- |
-| modelid | ID-ul modelului vehiculului. |
-| Float:spawn_X | Coordonata X pentru vehicul. |
-| Float:spawn_Y | Coordonata Y pentru vehicul. |
-| Float:spawn_Z | Coordonata Z pentru vehicul. |
-| Float:z_angle | Direcția vehiculului - unghiul. |
-| [color1](../resources/vehiclecolorid.md) | ID-ul culorii primare. -1 pentru aleatoriu. |
-| [color2](../resources/vehiclecolorid.md) | Codul secundar de culoare. -1 pentru aleatoare. |
-
-## Se intoarce
-
-Codul vehiculului vehiculului creat (între 1 și MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) dacă vehiculul nu a fost creat (limita vehiculului a fost atinsă sau ID-ul modelului vehiculului nevalid a fost trecut).
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- // Add a Hydra to the game
- AddStaticVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, 0, 1);
-
- return 1;
-}
-```
-
-## Funcții conexe
-
-- [AddStaticVehicleEx](AddStaticVehicleEx.md): Adăugați un vehicul static cu timp de respawn personalizat.
-- [CreateVehicle](CreateVehicle.md): Creați un vehicul.
-- [DestroyVehicle](DestroyVehicle.md): Distrugeți un vehicul.
diff --git a/docs/translations/ro/scripting/functions/AddStaticVehicleEx.md b/docs/translations/ro/scripting/functions/AddStaticVehicleEx.md
deleted file mode 100644
index db3017d0866..00000000000
--- a/docs/translations/ro/scripting/functions/AddStaticVehicleEx.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: AddStaticVehicleEx
-description: Adaugă un vehicul 'static' (modelele sunt preîncărcate pentru jucători) la modul de joc.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Adaugă un vehicul 'static' (modelele sunt preîncărcate pentru jucători) la modul de joc. Diferă de la AddStaticVehicle într-un singur mod: permite setarea unui timp de respawn pentru când vehiculul este lăsat neocupat de șofer.
-
-| Nume | Descriere |
-| ---------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| modelid | ID-ul modelului vehiculului. |
-| Float:spawn_X | Coordonata X pentru vehicul. |
-| Float:spawn_Y | Coordonata Y pentru vehicul. |
-| Float:spawn_Z | Coordonata Z pentru vehicul. |
-| Float:z_angle | Unghiul de orientare pentru vehicul. |
-| [color1](../resources/vehiclecolorid.md) | ID-ul culorii primare. |
-| [color2](../resources/vehiclecolorid.md) | Codul secundar de culoare. |
-| respawn_delay | Întârzierea până la respingerea mașinii fără șofer în câteva secunde. |
-| addsiren | Adăugat în 0.3.7; nu va funcționa în versiunile anterioare. Are o valoare implicită 0. Permite vehiculului să aibă o sirenă, cu condiția ca vehiculul să aibă un claxon. |
-
-## Se intoarce
-
-Codul vehiculului vehiculului creat (1 - MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) dacă vehiculul nu a fost creat (limita vehiculului a fost atinsă sau ID-ul modelului vehiculului nevalid a fost trecut).
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- // Add a Hydra (520) to the game that will respawn 15 seconds after being left
- AddStaticVehicleEx (520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 15);
-
- return 1;
-}
-```
-
-## Funcții conexe
-
-- [AddStaticVehicle](AddStaticVehicle.md): Adăugați un vehicul static.
-- [CreateVehicle](CreateVehicle.md): Creați un vehicul.
diff --git a/docs/translations/ro/scripting/functions/AddVehicleComponent.md b/docs/translations/ro/scripting/functions/AddVehicleComponent.md
deleted file mode 100644
index aebc3d7e019..00000000000
--- a/docs/translations/ro/scripting/functions/AddVehicleComponent.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: AddVehicleComponent
-description: Adaugă o 'componentă' (adesea denumită 'mod' (modificare)) unui vehicul.
-tags: ["vehicle"]
----
-
-## Descriere
-
-Adaugă o 'componentă' (adesea denumită 'mod' (modificare)) unui vehicul. Componentele valide pot fi găsite aici.
-
-| Nume | Descriere |
-| --------------------------------------------- | -------------------------------------------------------------------------------- |
-| vehicleid | ID-ul vehiculului la care se adaugă componenta. Nu trebuie confundat cu modelid. |
-| [componentid](../resources/carcomponentid.md) | ID-ul componentei de adăugat la vehicul. |
-
-## Se intoarce
-
-0 - Componenta nu a fost adăugată deoarece vehiculul nu există.
-
-1 - Componenta a fost adăugată cu succes la vehicul.
-
-## Exemple
-
-```c
-new gTaxi;
-
-public OnGameModeInit()
-{
- gTaxi = AddStaticVehicle(420, -2482.4937, 2242.3936, 4.6225, 179.3656, 6, 1); // Taxi
- return 1;
-}
-
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && oldstate == PLAYER_STATE_ONFOOT)
- {
- if (GetPlayerVehicleID(playerid) == gTaxi)
- {
- AddVehicleComponent(gTaxi, 1010); // Nitro
- SendClientMessage(playerid, 0xFFFFFFAA, "Nitro added to the Taxi.");
- }
- }
- return 1;
-}
-```
-
-## Note
-
-:::warning
-
-Utilizarea unui ID de componentă nevalid blochează jocul jucătorului. Nu există verificări interne pentru acest lucru.
-
-:::
-
-## Funcții conexe
-
-- [RemoveVehicleComponent](RemoveVehicleComponent.md): Scoateți o componentă dintr-un vehicul.
-- [GetVehicleComponentInSlot](GetVehicleComponentInSlot.md): Verificați ce componente are un vehicul.
-- [GetVehicleComponentType](GetVehicleComponentType.md): Verificați tipul de componentă prin ID.
-- [OnVehicleMod](../callbacks/OnVehicleMod.md): Apelat când un vehicul este modificat.
-- [OnEnterExitModShop](../callbacks/OnEnterExitModShop.md): Apelat când un vehicul intră sau iese dintr-un magazin de moduri.
diff --git a/docs/translations/ro/scripting/functions/AllowAdminTeleport.md b/docs/translations/ro/scripting/functions/AllowAdminTeleport.md
deleted file mode 100644
index 954819acaec..00000000000
--- a/docs/translations/ro/scripting/functions/AllowAdminTeleport.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: AllowAdminTeleport
-description: Această funcție va determina dacă administratorii RCON vor fi teleportați la punctul lor de cale atunci când vor seta unul.
-tags: []
----
-
-:::warning
-
-Această funcție, începând cu 0.3d, este depreciată. Vă rugăm să consultați [OnPlayerClickMap](../callbacks/OnPlayerClickMap.md).
-
-:::
-
-## Descriere
-
-Această funcție va determina dacă administratorii RCON vor fi teleportați la punctul lor de cale atunci când vor seta unul.
-
-| Nume | Descriere |
-| ----- | ------------------------------------------ |
-| allow | 0 pentru a dezactiva și 1 pentru a activa. |
-
-## Se intoarce
-
-Această funcție nu returnează valori specifice.
-
-## Exemple
-
-```c
-public OnGameModeInit()
-{
- AllowAdminTeleport(1);
- // Other stuff
- return 1;
-}
-```
-
-## Funcții conexe
-
-- [IsPlayerAdmin](IsPlayerAdmin.md): Verifică dacă un jucător este conectat la RCON.
-- [AllowPlayerTeleport](AllowPlayerTeleport.md): Comutați teleportarea punctelor de parcurs pentru jucători.
diff --git a/docs/translations/ro/scripting/functions/ShowPlayerDialog.md b/docs/translations/ro/scripting/functions/ShowPlayerDialog.md
deleted file mode 100644
index db699f3dbf7..00000000000
--- a/docs/translations/ro/scripting/functions/ShowPlayerDialog.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: ShowPlayerDialog
-description: Afișează jucătorlui un dialog sincron (doar unul o dată).
-tags: ["player"]
----
-
-## Description
-
-Afișează jucătorlui un dialog sincron (doar unul o dată).
-
-| Nume | Descriere |
-| --------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID-ul jucătorului căruia i se arată dialogul. |
-| dialogid | ID-ul dialogului, pentru ca răspunsurile să poată fi prelucrate. Maximul pentru dialogid e 32767. Dacă se folosesc valori negative atunci se va închide orice dialog deschis. |
-| style | [Stilul](../resources/dialogstyles.md) dialogului. |
-| caption[] | Titlul de sus al dialogului. Lungimea lui nu poate depăși 64 de caractere, altfel începe să se taie. |
-| info[] | Textul afișat în partea principală a dialogului. Folosiți \n pentru a începe o nouă linie și \t pentru tabulatură. |
-| button1[] | Textul butonului din stânga. |
-| button2[] | Textul butonului din dreapta. Lăsați-l gol ( "" ) pentru a-l ascunde. |
-
-## Returnări
-
-1: Funcția a fost executată cu succes.
-
-0: Executarea funcției a eșuat. Asta înseamnă că jucătorului nu e conectat.
-
-## Exemple
-
-```c
-// Definim ID-urile dialogurilor folosind un enum:
-enum
-{
- DIALOG_NULL,
- DIALOG_LOGIN,
- DIALOG_WELCOME,
- DIALOG_WEAPONS
-}
-
-// Sau macro-uri:
-#define DIALOG_NULL 0
-#define DIALOG_LOGIN 1
-#define DIALOG_WELCOME 2
-#define DIALOG_WEAPONS 3
-
-// Enum-urile sunt recomandate, fiindcă nu trebuie să ținem coint de ID-urile folosite. Totuși, enum-urile folosesc memorie pentru a stoca, pe când define-urile sunt procesate în stadiul de compilare.
-
-// Exemplu pentru DIALOG_STYLE_MSGBOX:
-ShowPlayerDialog(playerid, DIALOG_WELCOME, DIALOG_STYLE_MSGBOX, "Notice", "Ai fost conectat la server!", "Close", "");
-
-// Exemplu pentru DIALOG_STYLE_INPUT:
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Introdu parola mai jos:", "Login", "Cancel");
-
-// Exemplu pentru DIALOG_STYLE_LIST:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "AK47\nM4\nSniper Rifle", "Option 1", "Option 2");
-
-// Exemplu pentru DIALOG_STYLE_PASSWORD:
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_PASSWORD, "Login", "Introdu parola mai jos:", "Login", "Cancel");
-
-// Exemplu pentru DIALOG_STYLE_TABLIST:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST, "Buy Weapon", "Deagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
-
-// Exemplu pentru DIALOG_STYLE_TABLIST_HEADERS:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST_HEADERS, "Buy Weapon", "Weapon\tPrice\tAmmo\nDeagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
-```
-
-## Note
-
-:::tip
-
-Este recomandat să se folosească enumerații (vezi mai sus) sau definiții (#define) pentru a determina care ID-uri sunt ale căror dialoguri, pentru ca pe viitor să se evite confuzia.
-
-:::
-
-:::tip
-
-Folosește color embedding pentru mai multe culori în text. Folosind -1 ca și dialogid închide toate dialog-urile deschise pe ecranul clientului.
-
-:::
-
-## Funcții Asociate
-
-- [TextDrawShowForPlayer](TextDrawShowForPlayer.md): Arată un textdraw unui jucător.
-- [OnDialogResponse](../callbacks/OnDialogResponse.md): Apelat atunci când un jucător răspunde unui dialog.
diff --git a/docs/translations/ro/scripting/functions/acos.md b/docs/translations/ro/scripting/functions/acos.md
deleted file mode 100644
index 60b9d0a8769..00000000000
--- a/docs/translations/ro/scripting/functions/acos.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: acos
-description: .
-tags: []
----
-
-
-
-## Descriere
-
-Obțineți valoarea inversată a unui cosinus arc în radiani.
-
-| Nume | Descriere |
-| ------------ | ------------------------------ |
-| Float: value | intrarea în cosinusul arcului. |
-
-## Se intoarce
-
-Cosinusul arcului principal al lui x, în intervalul [0, pi] radiani. Un radian este echivalent cu 180 / PI grade.
-
-## Exemple
-
-```c
-//The arc cosine of 0.500000 is 60.000000 degrees.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = acos(param);
- printf("The arc cosine of %f is %f degrees.", param, result);
- return 1;
-}
-```
-
-## Functii relatate
-
-- [floatsin](floatsin.md): Obțineți sinusul dintr-un unghi specific.
-- [floatcos](floatcos.md): Obțineți cosinusul dintr-un unghi specific.
-- [floattan](floattan.md): Obțineți tangenta dintr-un unghi specific.
diff --git a/docs/translations/ro/scripting/language/Initialisers.md b/docs/translations/ro/scripting/language/Initialisers.md
deleted file mode 100644
index 3616d3b9cfd..00000000000
--- a/docs/translations/ro/scripting/language/Initialisers.md
+++ /dev/null
@@ -1,875 +0,0 @@
----
-title: "Cuvant: Initializare"
----
-
-## `const`
-
-```c
-new const
- MY_CONSTANT[] = {1, 2, 3};
-```
-
-const nu este utilizat pe scară largă, însă declară o variabilă care nu poate fi modificată prin cod. Există câteva utilizări pentru aceasta - funcțiile cu parametrii matricei const pot fi uneori compilate mai eficient sau este posibil să doriți ceva de genul a defini, dar care este o matrice. const este un modificator, trebuie să meargă cu un declarator de variabile nou sau altul. Dacă încercați să modificați o variabilă const, compilatorul se va plânge.
-
-## `enum`
-
-Enumerările sunt un sistem foarte util pentru reprezentarea unor grupuri mari de date și modificarea rapidă a constantelor. Există câteva utilizări principale - înlocuirea seturilor mari de instrucțiuni de definire, reprezentarea simbolică a sloturilor matrice (acestea sunt de fapt același lucru, dar arată diferit) și crearea de noi etichete.
-
-De departe cea mai obișnuită utilizare este definirea matricei:
-
-```c
-enum E_MY_ARRAY
-{
- E_MY_ARRAY_MONEY,
- E_MY_ARRAY_GUN
-}
-
-new
- gPlayerData[MAX_PLAYERS][E_MY_ARRAY];
-
-public OnPlayerConnect(playerid)
-{
- gPlayerData[playerid][E_MY_ARRAY_MONEY] = 0;
- gPlayerData[playerid][E_MY_ARRAY_GUN] = 5;
-}
-```
-
-Aceasta va crea o matrice cu două sloturi pentru fiecare jucător. În cel la care face referire E_MY_ARRAY_MONEY va pune 0 atunci când un jucător se conectează și 5 în E_MY_ARRAY_GUN. Fără o enumere ar arăta astfel:
-
-```c
-new
- gPlayerData[MAX_PLAYERS][2];
-
-public OnPlayerConnect(playerid)
-{
- gPlayerData[playerid][0] = 0;
- gPlayerData[playerid][1] = 5;
-}
-```
-
-Și așa compilează primul. Acest lucru este OK, cu toate acestea este mai puțin lizibil - pentru ce este slotul 0 și pentru ce este slotul 1? Și este mai puțin flexibil, ce se întâmplă dacă doriți să adăugați un alt spațiu între 0 și 1, trebuie să redenumiți toate 1s-urile în 2s, adăugați-l pe cel nou și să sperați că nu ați pierdut nimic, atunci când veți face doar un enum:
-
-```c
-enum E_MY_ARRAY
-{
- E_MY_ARRAY_MONEY,
- E_MY_ARRAY_AMMO,
- E_MY_ARRAY_GUN
-}
-
-new
- gPlayerData[MAX_PLAYERS][E_MY_ARRAY];
-
-public OnPlayerConnect(playerid)
-{
- gPlayerData[playerid][E_MY_ARRAY_MONEY] = 0;
- gPlayerData[playerid][E_MY_ARRAY_AMMO] = 100;
- gPlayerData[playerid][E_MY_ARRAY_GUN] = 5;
-}
-```
-
-Recompilați și totul va fi actualizat pentru dvs.
-
-Deci, de unde știe o enumere ce valori să dea lucrurilor? Formatul complet al unei enum este:
-
-```c
-enum NAME (modifier)
-{
- NAME_ENTRY_1 = value,
- NAME_ENTRY_2 = value,
- ...
- NAME_ENTRY_N = value
-}
-```
-
-Oricât de mult este implicat acest lucru. În mod implicit, dacă nu specificați un modificator, acesta devine (+ = 1), aceasta înseamnă că fiecare valoare din enum este ultima valoare din enum + 1, deci pentru:
-
-```c
-enum E_EXAMPLE
-{
- E_EXAMPLE_0,
- E_EXAMPLE_1,
- E_EXAMPLE_2
-}
-```
-
-Prima valoare (E_EXAMPLE_0) este 0 (implicit dacă nu este specificată nicio altă valoare), deci a doua valoare (E_EXAMPLE_1) este 1 (0 + 1) și a treia valoare (E_EXAMPLE_2) este 2 (1 + 1). Aceasta face ca valoarea E_EXAMPLE 3 (2 + 1), numele enumului să fie și ultima valoare din enum. Dacă schimbăm modificatorul obținem valori diferite:
-
-```c
-enum E_EXAMPLE (+= 5)
-{
- E_EXAMPLE_0,
- E_EXAMPLE_1,
- E_EXAMPLE_2
-}
-```
-
-In that example every value is the last value + 5 so, starting from 0 again, we get: E_EXAMPLE_0 = 0, E_EXAMPLE_1 = 5, E_EXAMPLE_2 = 10, E_EXAMPLE = 15. If you were to declare an array of:
-
-```c
-new
- gEnumArray[E_EXAMPLE];
-```
-
-You would get an array 15 cells big however you would only be able to access cells 0, 5 and 10 using the enum values (you could however still use normal numbers). Lets look at another example:
-
-```c
-enum E_EXAMPLE (*= 2)
-{
- E_EXAMPLE_0,
- E_EXAMPLE_1,
- E_EXAMPLE_2
-}
-```
-
-În aceasta toate valorile sunt 0. De ce? Ei bine, prima valoare implicită este 0, apoi 0 _ 2 = 0, apoi 0 _ 2 = 0 și 0 \ \* 2 = 0. Deci, cum putem corecta acest lucru? Pentru aceasta sunt utilizate valorile personalizate:
-
-```c
-enum E_EXAMPLE (*= 2)
-{
- E_EXAMPLE_0 = 1,
- E_EXAMPLE_1,
- E_EXAMPLE_2
-}
-```
-
-Aceasta setează prima valoare la 1, deci ajungeți la 1, 2, 4 și 8. Crearea unui tablou cu care vă va oferi un tablou de 8 celule cu acces numit la celulele 1, 2 și 4. Puteți seta oricare dintre valorile dvs. și cât de multe valori doriți:
-
-```c
-enum E_EXAMPLE (*= 2)
-{
- E_EXAMPLE_0,
- E_EXAMPLE_1 = 1,
- E_EXAMPLE_2
-}
-```
-
-Rezultand:
-
-```c
-0, 1, 2, 4
-```
-
-Cat timp:
-
-```c
-enum E_EXAMPLE (*= 2)
-{
- E_EXAMPLE_0 = 1,
- E_EXAMPLE_1 = 1,
- E_EXAMPLE_2 = 1
-}
-```
-
-Rezulta:
-
-```c
-1, 1, 1, 2
-```
-
-Nu este recomandat să folosiți altceva decât + = 1 pentru tablouri.
-
-De asemenea, puteți utiliza tablouri în enumerări:
-
-```c
-enum E_EXAMPLE
-{
- E_EXAMPLE_0[10],
- E_EXAMPLE_1,
- E_EXAMPLE_2
-}
-```
-
-Acest lucru ar face E_EXAMPLE_0 = 0, E_EXAMPLE_1 = 10, E_EXAMPLE_2 = 11 și E_EXAMPLE = 12, contrar credinței populare de 0, 1, 2 și 3.
-
-articolele enumere pot avea, de asemenea, etichete, deci pentru un exemplu original:
-
-```c
-enum E_MY_ARRAY
-{
- E_MY_ARRAY_MONEY,
- E_MY_ARRAY_AMMO,
- Float:E_MY_ARRAY_HEALTH,
- E_MY_ARRAY_GUN
-}
-
-new
- gPlayerData[MAX_PLAYERS][E_MY_ARRAY];
-
-public OnPlayerConnect(playerid)
-{
- gPlayerData[playerid][E_MY_ARRAY_MONEY] = 0;
- gPlayerData[playerid][E_MY_ARRAY_AMMO] = 100;
- gPlayerData[playerid][E_MY_ARRAY_GUN] = 5;
- gPlayerData[playerid][E_MY_ARRAY_HEALTH] = 50.0;
-}
-```
-
-Acest lucru nu va da o nepotrivire a etichetei.
-
-Enumurile pot fi folosite și ca etichete:
-
-```c
-enum E_MY_TAG (<<= 1)
-{
- E_MY_TAG_NONE,
- E_MY_TAG_VAL_1 = 1,
- E_MY_TAG_VAL_2,
- E_MY_TAG_VAL_3,
- E_MY_TAG_VAL_4
-}
-
-new
- E_MY_TAG:gMyTagVar = E_MY_TAG_VAL_2 | E_MY_TAG_VAL_3;
-```
-
-Aceasta va crea o nouă variabilă și îi va atribui valoarea 6 (4 | 2) și va avea o etichetă personalizată astfel:
-
-```c
-gMyTagVar = 7;
-```
-
-Va genera un avertisment de nepotrivire a etichetelor, deși puteți utiliza suprascrierea etichetelor pentru a o ocoli:
-
-```c
-gMyTagVar = E_MY_TAG:7;
-```
-
-Acest lucru poate fi foarte util pentru datele de semnalizare (adică un bit pentru unele date) sau chiar pentru date combinate:
-
-```c
-enum E_MY_TAG (<<= 1)
-{
- E_MY_TAG_NONE,
- E_MY_TAG_MASK = 0xFF,
- E_MY_TAG_VAL_1 = 0x100,
- E_MY_TAG_VAL_2,
- E_MY_TAG_VAL_3,
- E_MY_TAG_VAL_4
-}
-
-new
- E_MY_TAG:gMyTagVar = E_MY_TAG_VAL_2 | E_MY_TAG_VAL_3 | (E_MY_TAG:7 & E_MY_TAG_MASK);
-```
-
-Care va produce o valoare de 1543 (0x0607).
-
-În cele din urmă, după cum sa menționat inițial, enumurile pot fi folosite pentru a înlocui definițiile prin angajarea numelui:
-
-```c
-#define TEAM_NONE 0
-#define TEAM_COP 1
-#define TEAM_ROBBER 2
-#define TEAM_CIV 3
-#define TEAM_CLERK 4
-#define TEAM_DRIVER 5
-```
-
-Sunt sigur că mulți dintre voi au văzut o mulțime de lucruri de genul acesta pentru a defini echipe. Totul este bine, dar este foarte static. Acest lucru poate fi ușor înlocuit cu un enum pentru a gestiona automat alocările numerice:
-
-```c
-enum
-{
- TEAM_NONE,
- TEAM_COP,
- TEAM_ROBBER,
- TEAM_CIV,
- TEAM_CLERK,
- TEAM_DRIVER
-}
-```
-
-Toate au aceleași valori ca și înainte și pot fi utilizate exact în același mod:
-
-```c
-new
- gPlayerTeam[MAX_PLAYERS] = {TEAM_NONE, ...};
-
-public OnPlayerConnect(playerid)
-{
- gPlayerTeam[playerid] = TEAM_NONE;
-}
-
-public OnPlayerRequestSpawn(playerid)
-{
- if (gPlayerSkin[playerid] == gCopSkin)
- {
- gPlayerTeam[playerid] = TEAM_COP;
- }
-}
-```
-
-În timp ce ne referim la subiect, există o modalitate mult mai bună de a defini echipele pe baza acestei metode:
-
-```c
-enum (<<= 1)
-{
- TEAM_NONE,
- TEAM_COP = 1,
- TEAM_ROBBER,
- TEAM_CIV,
- TEAM_CLERK,
- TEAM_DRIVER
-}
-```
-
-Acum TEAM_COP este 1, TEAM_ROBBER este 2, TEAM_CIV este 4 etc, care în binar este 0b00000001, 0b00000010 și 0b00000100. Aceasta înseamnă că, dacă echipa unui jucător este de 3, atunci se află atât în ​​echipa de polițiști, cât și în echipa de tâlhari. Poate suna inutil, dar deschide posibilități:
-
-```c
-enum (<<= 1)
-{
- TEAM_NONE,
- TEAM_COP = 1,
- TEAM_ROBBER,
- TEAM_CIV,
- TEAM_CLERK,
- TEAM_DRIVER,
- TEAM_ADMIN
-}
-```
-
-Folosind acest lucru, puteți fi atât într-o echipă normală, cât și în echipa de administratori, utilizând doar o singură variabilă. Evident, este necesară o mică modificare a codului, dar este ușor:
-
-Pentru a adăuga un jucător la o echipă:
-
-```c
-gPlayerTeam[playerid] |= TEAM_COP;
-```
-
-Pentru a elimina un jucător dintr-o echipă:
-
-```c
-gPlayerTeam[playerid] &= ~TEAM_COP;
-```
-
-Pentru a verifica dacă un jucător face parte dintr-o echipă:
-
-```c
-if (gPlayerTeam[playerid] & TEAM_COP)
-```
-
-Foarte simplu și foarte util.
-
-## `forward`
-
-forward îi spune compilatorului că o funcție vine mai târziu. Este necesar pentru toate funcțiile publice, totuși poate fi utilizat în alte locuri. Utilizarea sa este „forward†urmată de numele complet și parametrii funcției pe care doriți să o redirecționați, urmată de un punct și virgulă:
-
-```c
-forward MyPublicFunction(playerid, const string[]);
-
-public MyPublicFunction(playerid, const string[])
-{
-}
-```
-
-Pe lângă faptul că este necesar pentru toate publicurile înainte, poate fi folosit pentru a remedia un avertisment rar atunci când o funcție care returnează un rezultat de etichetă (de exemplu, un float) este utilizată înainte de a fi declarată.
-
-```c
-main()
-{
- new
- Float:myVar = MyFloatFunction();
-}
-
-Float:MyFloatFunction()
-{
- return 5.0;
-}
-```
-
-Acest lucru va da un avertisment de reparare deoarece compilatorul nu știe cum să convertească returnarea funcției într-un float, deoarece nu știe dacă funcția returnează un număr normal sau un float. În mod clar, în acest exemplu, returnează un float. Acest lucru poate fi rezolvat fie prin plasarea funcției într-un punct din cod înainte de a fi utilizată:
-
-```c
-Float:MyFloatFunction()
-{
- return 5.0;
-}
-
-main()
-{
- new
- Float:myVar = MyFloatFunction();
-}
-```
-
-Sau prin redirecționarea funcției, astfel încât compilatorul să știe ce să facă:
-
-```c
-forward Float:MyFloatFunction();
-
-main()
-{
- new
- Float:myVar = MyFloatFunction();
-}
-
-Float:MyFloatFunction()
-{
- return 5.0;
-}
-```
-
-Nota ca forward include si tagul pentru returnare.
-
-## `native`
-
-O funcție nativă este una definită în mașina virtuală (adică lucrul care rulează scriptul), nu în scriptul în sine. Puteți defini funcții native numai dacă sunt codificate în SA: MP sau într-un plugin, totuși puteți crea nativi falși. Deoarece funcțiile native din fișierele .inc sunt detectate de pawno și listate în caseta din partea dreaptă a pawno, poate fi util să folosiți native pentru a obține propriile funcții personalizate listate acolo. O declarație nativă normală ar putea arăta astfel:
-
-```c
-native printf(const format[], {Float,_}:...);
-```
-
-Dacă doriți ca propriile funcții să apară fără a fi declarate native, puteți face:
-
-```c
-/*
-native MyFunction(playerid);
-*/
-```
-
-PAWNO nu recunoaște astfel de comentarii, așa că va adăuga funcția la listă, dar compilatorul recunoaște astfel de comentarii, așa că va ignora declarația.
-
-Celălalt lucru interesant pe care îl poți face cu nativ este funcțiile de redenumire / suprasarcină:
-
-```c
-native my_print(const string[]) = print;
-```
-
-Acum funcția de tipărire nu există de fapt. Se află încă în SA: MP, iar compilatorul știe că este numele real datorită părții "= print", dar dacă încercați să o apelați în PAWN, veți primi o eroare, deoarece ați redenumit printul intern la my_print. Deoarece imprimarea nu există acum, o puteți defini la fel ca orice altă funcție:
-
-```c
-print(const string[])
-{
- my_print("Someone called print()");
- my_print(string);
-}
-```
-
-Acum, de fiecare dată când print () este utilizat într-un script, funcția dvs. va fi apelată în locul originalului și puteți face ceea ce doriți. În acest caz este imprimat mai întâi un alt mesaj, apoi mesajul original.
-
-## `new`
-
-Acesta este nucleul variabilelor, unul dintre cele mai importante cuvinte cheie despre. new declară o nouă variabilă:
-
-```c
-new
- myVar = 5;
-```
-
-Aceasta va crea o variabilă, o va numi myVar și îi va atribui valoarea 5. În mod implicit, toate variabilele sunt 0 dacă nu este specificat nimic:
-
-```c
-new
- myVar;
-
-printf("%d", myVar);
-```
-
-Va da „0â€.
-
-Domeniul de aplicare al unei variabile este locul în care poate fi utilizată. Domeniul de aplicare este restricționat de paranteze (parantezele curlate - {}), orice variabilă declarată în interiorul unui set de paranteze poate fi utilizată numai în acele paranteze.
-
-```c
-if (a == 1)
-{
- // Braces start the line above this one
- new
- myVar = 5;
-
- // This printf is in the same braces so can use myVar.
- printf("%d", myVar);
-
- // This if statement is also within the braces, so it and everything in it can use myVar
- if (myVar == 1)
- {
- printf("%d", myVar);
- }
- // The braces end the line below this
-}
-// This is outside the braces so will give an error
-printf("%d", myVar);
-```
-
-Exemplul de mai sus arată, de asemenea, de ce este atât de importantă indentarea corectă.
-
-Dacă o variabilă globală (adică una declarată în afara unei funcții) este declarată nouă, ea poate fi utilizată peste tot după declarație:
-
-File1.pwn:
-
-```c
-MyFunc1()
-{
- // Error, gMyVar doesn't exist yet
- printf("%d", gMyVar);
-}
-
-// gMyVar is declared here
-new
- gMyVar = 10;
-
-MuFunc2()
-{
- // Fine as gMyVar now exists
- printf("%d", gMyVar);
-}
-
-// Include another file here
-#include "file2.pwn"
-```
-
-file2.pwn:
-
-```c
-MyFunc3()
-{
- // This is also fine as this file is included in the first file after the declaration and new is not file restricted
- printf("%d", gMyVar);
-}
-```
-
-## `operator`
-
-Acest lucru vă permite să supraîncărcați operatorii pentru etichete personalizate. De exemplu:
-
-```c
-stock BigEndian:operator=(b)
-{
- return BigEndian:(((b >>> 24) & 0x000000FF) | ((b >>> 8) & 0x0000FF00) | ((b << 8) & 0x00FF0000) | ((b << 24) & 0xFF000000));
-}
-
-main()
-{
- new
- BigEndian:a = 7;
- printf("%d", _:a);
-}
-```
-
-Numerele normale de amanet sunt stocate în ceea ce se numește mic endian. Acest operator vă permite să definiți o sarcină pentru a converti un număr normal într-un număr mare endian. Diferența dintre endianul mare și endianul mic este ordinea de octeți. 7 în endian mic este stocat ca:
-
-```c
-07 00 00 00
-```
-
-7 este bigendian si este stocat ca:
-
-```c
-00 00 00 07
-```
-
-Prin urmare, dacă tipăriți conținutul unui număr mare endian stocat, acesta va încerca să-l citească ca un mic număr endian și să îl obțină înapoi, imprimând astfel numărul 0x07000000, aka 117440512, ceea ce veți obține dacă rulați acest cod.
-
-Puteți supraîncărca următorii operatori:
-
-```c
-+, -, *, /, %, ++, --, ==, !=, <, >, <=, >=, ! and =
-```
-
-Rețineți, de asemenea, că îi puteți face să facă orice doriți:
-
-```c
-stock BigEndian:operator+(BigEndian:a, BigEndian:b)
-{
- return BigEndian:42;
-}
-
-main()
-{
- new
- BigEndian:a = 7,
- BigEndian:b = 199;
- printf("%d", _:(a + b));
-```
-
-Va da pur și simplu 42, nimic de-a face cu adăugarea.
-
-## `public`
-
-public este utilizat pentru a face o funcție vizibilă mașinii virtuale, adică permite serverului SA: MP să apeleze direct funcția, în loc să permită apelarea funcției numai din interiorul scriptului PAWN. De asemenea, puteți face variabile publice pentru a le citi și scrie valorile de pe server, totuși acest lucru nu este folosit niciodată în SA: MP (deși s-ar putea să îl puteți utiliza dintr-un plugin, nu am încercat niciodată) (puteți combina și acest lucru cu const pentru a crea o variabilă care poate fi modificată DOAR de pe server).
-
-O funcție publică are numele său text stocat în fișierul amx, spre deosebire de funcțiile normale care își au adresa stocată doar pentru salturi, ceea ce reprezintă un alt dezavantaj al decompilării. Aceasta este astfel încât să puteți apela funcția după nume din afara scriptului, vă permite, de asemenea, să apelați funcțiile după nume din interiorul scriptului, ieșind și reintroducându-l. Un apel de funcție nativă este aproape opusul unui apel de funcție publică, apelează o funcție din afara scriptului din interiorul scriptului, spre deosebire de apelarea unei funcții din interiorul scriptului din afara scriptului. Dacă combinați cele două, veți obține funcții precum SetTimer, SetTimerEx, CallRemoteFunction și CallLocalFunction care apelează funcții după nume, nu adresă.
-
-Apelarea unei funcții după nume:
-
-```c
-forward MyPublicFunc();
-
-main()
-{
- CallLocalFunction("MyPublicFunc", "");
-}
-
-public MyPublicFunc()
-{
- printf("Hello");
-}
-```
-
-FuncÈ›iile public prefixate fie cu „publicâ€, fie cu „@†și, aÈ™a cum se menÈ›ionează în secÈ›iunea forward, toate necesită redirecÈ›ionare:
-
-```c
-forward MyPublicFunc();
-forward @MyOtherPublicFunc(var);
-
-main()
-{
- CallLocalFunction("MyPublicFunc", "");
- SetTimerEx("@MyOtherPublicFunc", 5000, 0, "i", 7);
-}
-
-public MyPublicFunc()
-{
- printf("Hello");
-}
-
-@MyOtherPublicFunc(var)
-{
- printf("%d", var);
-}
-```
-
-Evident, acest exemplu a introdus SetTimerEx pentru a apela „MyOtherPublicFunc†după 5 secunde și a-i da valoarea întreagă 7 pentru a imprima.
-
-main, utilizat în majoritatea acestor exemple, este similar cu o funcție publică prin aceea că poate fi apelată din afara scriptului, totuși nu este o funcție publică - are doar o adresă cunoscută specială, astfel încât serverul să știe unde să treacă la rulați-l.
-
-Toate apelurile de apelare SA: MP sunt publice și sunt apelate automat din afara scriptului:
-
-```c
-public OnPlayerConnect(playerid)
-{
- printf("%d connected", playerid);
-}
-```
-
-Când cineva se alătură serverului, acesta va căuta automat această funcție publică în toate scripturile (mai întâi modul de joc, apoi filtrează scripturile) și, dacă îl găsește, îl apelează.
-
-Dacă doriți să apelați o funcție publică din interiorul scriptului, totuși nu trebuie să o apelați după nume, funcțiile publice se comportă și ca funcții normale:
-
-```c
-forward MyPublicFunc();
-
-main()
-{
- MyPublicFunc();
-}
-
-public MyPublicFunc()
-{
- printf("Hello");
-}
-```
-
-Acest lucru este, evident, mult mai rapid decât utilizarea CallLocalFunction sau a altui nativ.
-
-## `static`
-
-O variabilă statică este ca o nouă variabilă globală, dar cu un domeniu de aplicare mai limitat. Când statica este utilizată global, variabilele create rezultate sunt limitate doar la secțiunea în care au fost create (a se vedea # secțiune). Așadar, luând exemplul „nou†anterior:
-
-file1.pwn
-
-```c
-MyFunc1()
-{
- // Error, gMyVar doesn't exist yet
- printf("%d", gMyVar);
-}
-
-// gMyVar is declared here
-new
- gMyVar = 10;
-
-MuFunc2()
-{
- // Fine as gMyVar now exists
- printf("%d", gMyVar);
-}
-
-// Include another file here
-#include "file2.pwn"
-```
-
-file2.pwn
-
-```c
-MyFunc3()
-{
- // This is also fine as this file is included in the first file after the declaration and new is not file restricted
- printf("%d", gMyVar);
-}
-```
-
-Și modificarea acestuia pentru statică ar da:
-
-file1.pwn
-
-```c
-MyFunc1()
-{
- // Error, g_sMyVar doesn't exist yet
- printf("%d", g_sMyVar);
-}
-
-// g_sMyVar is declared here
-static
- g_sMyVar = 10;
-
-MuFunc2()
-{
- // Fine as _sgMyVar now exists
- printf("%d", g_sMyVar);
-}
-
-// Include another file here
-#include "file2.pwn"
-```
-
-file2.pwn
-
-```c
-MyFunc3()
-{
- // Error, g_sMyVar is limited to only the file (or section) in which it was declared, this is a different file
- printf("%d", g_sMyVar);
-}
-```
-
-Aceasta înseamnă că puteți avea doi globali cu același nume în fișiere diferite.
-
-Dacă utilizaÈ›i static local (adică într-o funcÈ›ie), atunci variabila, ca È™i variabilele locale create cu nou, poate fi utilizată numai în cadrul domeniului (bazat pe paranteze - consultaÈ›i secÈ›iunea despre „nouâ€) în care a fost declarată. Cu toate acestea, spre deosebire de variabilele „noiâ€, variabilele „statice†nu își pierd valoarea între apeluri.
-
-```c
-main()
-{
- for (new loopVar = 0; loopVar < 4; loopVar++)
- {
- MyFunc();
- }
-}
-
-MyFunc()
-{
- new
- i = 0;
- printf("%d", i);
- i++;
- printf("%d", i);
-}
-```
-
-De fiecare dată când funcția este numită i este resetată la 0, astfel încât ieșirea rezultată va fi:
-
-```c
-0
-1
-0
-1
-0
-1
-0
-1
-```
-
-Dacă înlocuim „noul†cu „static†obținem:
-
-```c
-main()
-{
- for (new loopVar = 0; loopVar < 4; loopVar++)
- {
- MyFunc();
- }
-}
-
-MyFunc()
-{
- static
- i = 0;
- printf("%d", i);
- i++;
- printf("%d", i);
-}
-```
-
-Și, deoarece localnicii statici își păstrează valoarea între apeluri, rezultatul rezultat este:
-
-```c
-0
-1
-1
-2
-2
-3
-3
-4
-```
-
-Valoarea dată în declarație (dacă este dată una, ca și variabilele statice noi, implicite la 0) este valoarea atribuită variabilei la prima apelare a funcției. Deci, dacă „static i = 5;†au fost folosite în schimb, rezultatul ar fi:
-
-```c
-5
-6
-6
-7
-7
-8
-8
-9
-```
-
-Datorită modului în care sunt stocate variabilele statice, ele sunt de fapt variabile globale, compilatorul verifică dacă sunt utilizate în locul corect. Ca urmare, scripturile decompilate nu pot face distincție între globale normale, statici globale și statici locale și toate sunt date ca globale normale.
-
-De asemenea, puteți avea funcții statice care pot fi apelate numai din fișierul în care sunt declarate. Acest lucru este util pentru funcțiile de stil privat.
-
-## `stock`
-
-stock este folosit pentru a declara variabile și funcții care nu pot fi utilizate, dar pentru care nu doriți să generați avertismente neutilizate. Cu variabilele stocul este ca const prin faptul că este un modificator, nu o declarație completă, deci ați putea avea:
-
-```c
-new stock
- gMayBeUsedVar;
-
-static stock
- g_sMayBeUsedVar;
-```
-
-Dacă se utilizează variabila sau funcția, compilatorul o va include, dacă nu este utilizată, o va exclude. Acest lucru este diferit de utilizarea #pragma unused (simbol), deoarece aceasta va suprima (adică ascunde) avertismentul și va include oricum informațiile, stocul va ignora în totalitate datele neutilizate.
-
-stockul este cel mai frecvent utilizat pentru bibliotecile personalizate. Dacă scrieți o bibliotecă, furnizați o mulțime de funcții pe care alte persoane le pot folosi, dar nu aveți nicio idee dacă le vor folosi sau nu. Dacă codul dvs. oferă o mulțime de avertismente pentru fiecare funcție pe care o persoană nu o folosește, oamenii se vor plânge (cu excepția cazului în care este intenționat, deoarece TREBUIE să folosească acea funcție (de exemplu, pentru inițializarea variabilelor). Acestea fiind spuse însă, trecând din experiența personală cu oamenii YSI se va plânge oricum.
-
-```c
-main()
-{
- Func1();
-}
-
-Func1()
-{
- printf("Hello");
-}
-
-Func2()
-{
- printf("Hi");
-}
-```
-
-Aici Func2 nu este apelat niciodată, astfel încât compilatorul va da un avertisment. Acest lucru poate fi util deoarece ați uitat să-l numiți, așa cum se întâmplă în general într-un script direct, cu toate acestea, dacă Func1 și Func2 se află într-o bibliotecă, este posibil ca utilizatorul să nu aibă nevoie de Func2, deci faceți:
-
-```c
-main()
-{
- Func1();
-}
-
-stock Func1()
-{
- printf("Hello");
-}
-
-stock Func2()
-{
- printf("Hi");
-}
-```
-
-Iar funcția nu va fi compilată și avertismentul eliminat.
diff --git a/docs/translations/ro/scripting/language/Operators.md b/docs/translations/ro/scripting/language/Operators.md
deleted file mode 100644
index 6c4faf9bac0..00000000000
--- a/docs/translations/ro/scripting/language/Operators.md
+++ /dev/null
@@ -1,146 +0,0 @@
----
-title: "Cuvant: Operatori"
----
-
-## `char`
-
-char returnează numărul de celule necesare pentru a deține numărul dat de caractere dintr-un șir împachetat. Adică numărul de celule de 4 octeți necesare pentru a deține un număr dat de octeți. De exemplu:
-
-```c
-4 char
-```
-
-Returnează 1.
-
-```c
-3 char
-```
-
-Returnează 1 (nu poti avea 3/4 dintr-o variabila).
-
-```c
-256 char
-```
-
-Returnează 64 (256 impartit la 4).
-
-Acest lucru este utilizat în general în declarațiile variabile.
-
-```c
-new
- someVar[40 char];
-```
-
-Va face o matrice de 10 celule mari.
-
-Pentru mai multe informații despre șirurile împachetate, citiți pawn-lang.pdf.
-
-## `defined`
-
-Verifică dacă există un simbol. Utilizat în general în declarațiile #if:
-
-```c
-new
- someVar = 5;
-#if defined someVar
- printf("%d", someVar);
-#else
- #error The variable 'someVar' isn't defined
-#endif
-```
-
-Cel mai frecvent este folosit pentru a verifica dacă este definită o definire și pentru a genera cod în consecință:
-
-```c
-#define FILTERSCRIPT
-
-#if defined FILTERSCRIPT
-
-public OnFilterScriptInit()
-{
- return 1;
-}
-
-#else
-
-public OnGameModeInit()
-{
- return 1;
-}
-
-#endif
-```
-
-## `sizeof`
-
-Returnează dimensiunea în ELEMENTE a unui tablou:
-
-```c
-new
- someVar[10];
-printf("%d", sizeof (someVar));
-```
-
-Ieșire:
-
-```c
-10
-```
-
-și:
-
-```c
-new
- someVar[2][10];
-printf("%d %d", sizeof (someVar), sizeof (someVar[]));
-```
-
-Dă:
-
-```c
-2 10
-```
-
-## `state`
-
-Acest lucru este din nou legat de codul autonom PAWN și, prin urmare, nu este acoperit aici.
-
-## `tagof`
-
-Aceasta returnează un număr care reprezintă eticheta unei variabile:
-
-```c
-new
- someVar,
- Float:someFloat;
-printf("%d %d", tagof (someVar), tagof (someFloat));
-```
-
-Dă:
-
-```c
--./,),(-*,( -1073741820
-```
-
-Ceea ce este o mică eroare, dar practic înseamnă:
-
-```c
-0x80000000 0xC0000004
-```
-
-Pentru a verifica, de exemplu, dacă o variabilă este float (cu eticheta „Float:â€):
-
-```c
-new Float: fValue = 6.9;
-
-new tag = tagof (fValue);
-
-if (tag == tagof (Float:))
-{
- print("float");
-}
-else
-{
- print("not a float");
-}
-```
diff --git a/docs/translations/ro/scripting/language/Style.md b/docs/translations/ro/scripting/language/Style.md
deleted file mode 100644
index ee4110170b3..00000000000
--- a/docs/translations/ro/scripting/language/Style.md
+++ /dev/null
@@ -1,249 +0,0 @@
----
-title: "Ghid de aranjare Pawn"
-description: A short guide on the generally accepted naming conventions and other aspects of Pawn source code to aid easier communication of intent and streamline debugging and sharing of code.
----
-
-Acest document este un scurt ghid privind convențiile de denumire general acceptate și alte aspecte ale codului sursă Pawn pentru a facilita comunicarea intenției și a simplifica depanarea și partajarea codului.
-
-Vezi si:
-
-- [Modern Pawn](https://github.com/Southclaws/sampctl/wiki/Modern-Pawn)
-- [Pawn Package](https://github.com/Southclaws/sampctl/wiki/Packages)
-
-## Terminologie
-
-### Declarari
-
-O declarație este o bucată de cod care spune imperativ programului gazdă să facă ceva. O declarație este o bucată de cod validă care dă rezultate.
-
-```c
-a = b + c;
-```
-
-Aceasta este o declarație compusă dintr-o variabilă căreia i se atribuie rezultatul unei [#Expression].
-
-```c
-SetPlayerColor(playerid, 0xFF4700FF);
-```
-
-Aceasta este o declarație care spune programului să apeleze o funcție cu câteva argumente.
-
-```c
-x + 8
-```
-
-Aceasta _nu_ este o declarație, deoarece rezultatul nu este folosit nicăieri, acesta este doar un [#Expression].
-
-### Declarație compusă
-
-O declarație compusă este o colecție de declarații înconjurate de paranteze.
-
-```c
-{
- new message[] = "hi!";
- print(message);
-}
-```
-
-Aceasta este o afirmație compusă compusă din două afirmații.
-
-```c
-if (a == b)
-{
- print("hello!");
-}
-```
-
-Aceasta este o declarație compusă cu o condiție `if`, aceasta este denumită de obicei `o instrucțiune if`.
-
-```c
-return Function1(), Function2(), Function3();
-```
-
-Aceasta _nu_ este o afirmație compusă, este un lanț de afirmații separate prin virgule. Această formă de declarații înlănțuite este considerată o practică proastă.
-
-### Expresie
-
-O expresie este o bucată de sintaxă care produce o valoare, nu este o declarație validă decât dacă valoarea obținută este utilizată într-un fel.
-
-Expresiile sunt adesea compuse pentru a forma enunțuri.
-
-```c
-a + b
-```
-
-Aceasta este o expresie simplă de adăugare care ia două valori și le aplică operatorul de adăugare.
-
-## Instrucțiuni
-
-### Acoladele
-
-Acoladele Allman sunt preferate:
-
-```pawn
-function()
-{
- //
-}
-```
-
-Cu toate acestea, dacă nu puteți scutura memoria musculară, acoladele K&R sunt valabile și pe pawno:
-
-```pawn
-function() {
- //
-}
-```
-
-### Comutatoare
-
-Comutatoarele trebuie să utilizeze două niveluri de indentare, unul pentru blocul `switch` și altul pentru fiecare instrucțiune `case` sau instrucțiune compusă.
-
-```pawn
-switch (variable)
-{
- case 0:
- return 0;
- case 1:
- return 1;
- case 2:
- return 2;
- default:
- return -1;
-}
-```
-
-```pawn
-switch (variable)
-{
- case 0:
- {
- // code...
- return 0;
- }
- case 1:
- {
- // code...
- return 1;
- }
- case 2:
- {
- // code...
- return 2;
- }
- default:
- {
- // code...
- return -1;
- }
-}
-```
-
-### Declarații compuse (blocuri)
-
-Blocurile trebuie să utilizeze întotdeauna paranteze, chiar dacă există doar o singură linie de cod într-un bloc. Acest lucru se aplică tuturor nivelurilor, inclusiv funcțiilor.
-
-```pawn
-func()
-{
- singleLineExpr();
-}
-```
-
-```pawn
-func()
-{
- if ()
- {
- singleLineExpr();
- }
-}
-```
-
-```pawn
-func()
-{
- if ()
- {
- singleLineExpr();
- }
- else if ()
- {
- //
- }
- else
- {
- //
- }
-}
-```
-
-### Denumirea
-
-#### Funcții
-
-Funcțiile trebuie denumite cu `PascalCase`.
-
-#### Variabile globale
-
-Variabilele globale trebuie să utilizeze întotdeauna PascalCase cu prefixul `g`, deci `gVariableName` și, în general, trebuie să fie întotdeauna `static`.
-
-Globele constante trebuie să utilizeze `SCREAMING_SNAKE_CASE`.
-
-#### Variabile locale
-
-Variabilele locale trebuie să utilizeze întotdeauna `camelCase` și nu trebuie să utilizeze niciodată nume de litere, cu excepția:
-
-- `i`,`j`, `k`, etc în buclele `for`
-- `x`,`y`, `z`, etc în contexte matematice
-
-#### Enumeratori
-
-Enumeratorii, dacă sunt numiți, trebuie să fie prefixați cu `E_` și să utilizeze `SCREAMING_SNAKE_CASE`. Singura excepție este atunci când se evită avertismentul `Indisponibilitate a etichetei`, caz în care se poate utiliza un prefix `e_`. `SCREAMING_SNAKE_CASE` trebuie să fie folosit în continuare chiar și cu prefixul minuscul `e_`.
-
-Câmpurile Enumerator trebuie să fie, de asemenea, `SCREAMING_SNAKE_CASE` și să utilizeze numele Enumeratorului ca prefix.
-
-```pawn
-static enum E_PLAYER {
- E_PLAYER_CASH,
- Float:E_PLAYER_HEALTH,
-}
-```
-
-To avoid index tag warnings in some cases:
-
-```pawn
-static enum e_PLAYER {
- e_PLAYER_CASH,
- Float:e_PLAYER_HEALTH,
-}
-```
-
-#### Macro și definiții pre-procesor
-
-Macrocomenzile trebuie să utilizeze întotdeauna `SCREAMING_SNAKE_CASE`, indiferent de utilizarea lor.
-
-Definițiile pre-procesorului (definiții constante) trebuie să utilizeze, de asemenea, `SCREAMING_SNAKE_CASE`.
-
-Acest lucru ajută la diferențierea între variabile și constante, precum și funcții și macrocomenzi.
-
-În general, este recomandat să evitați inventarea de noi elemente sintactice pentru a preveni confuzia între noii veniți cu privire la ce cuvinte fac parte din limbaj și care cuvinte provin din biblioteci.
-
-Cu toate acestea, unele biblioteci mai vechi fac acest lucru și nu se pot schimba din cauza compatibilității înapoi.
-
-### Documentație
-
-Documentați întotdeauna funcțiile exportate cu un comentariu de linie simplu în formatul `// FunctionName face X, Y și Z și returnează A` unde primul cuvânt este numele funcției în sine urmat de o scurtă descriere a ceea ce face. Nu este nevoie să pierdeți timpul descriind fiecare parametru individual. De exemplu:
-
-```pawn
-// LoadPlayerAccount is called to initiate the account load process. This
-// function will trigger HTTP calls to get player data, it will display dialogs
-// to the player and eventually, once the process has completed, the event
-// `OnPlayerLogin` is emitted on success. On failure, the player is kicked.
-stock Error:LoadPlayerAccount(playerid)
-{
- // code...
-}
-```
-
-Fiecare pachet ar trebui să aibă un `README.md` și, dacă este necesar, fiecare modul ar trebui să aibă un comentariu pe prima linie care să descrie ce oferă acel modul.
diff --git a/docs/translations/ro/scripting/language/Tags.md b/docs/translations/ro/scripting/language/Tags.md
deleted file mode 100644
index 6499b1b34e6..00000000000
--- a/docs/translations/ro/scripting/language/Tags.md
+++ /dev/null
@@ -1,180 +0,0 @@
----
-title: "Scripting: Taguri"
-description: Un ghid pentru taguri
----
-
-## Introducere
-
-O etichetă este un prefix la o variabilă care îi spune compilatorului să trateze variabila special în anumite circumstanțe. De exemplu, puteți utiliza etichete pentru a defini unde o variabilă poate și nu poate fi utilizată, sau un mod special de a adăuga două variabile împreună.
-
-Există două tipuri de etichete - etichete puternice (începând cu o literă majusculă) și etichete slabe (începând cu o literă mică), în cea mai mare parte sunt aceleași, însă în anumite circumstanțe etichetele slabe pot fi transformate în etichete fără compilatorul, adică nu veți primi un avertisment, de cele mai multe ori cu etichete slabe și tot timpul cu etichete puternice, schimbarea implicită a etichetei va avea ca rezultat un avertisment pentru a vă spune că datele sunt probabil utilizate greșit.
-
-Un exemplu foarte simplu este următorul:
-
-```c
-new
- File:myfile = fopen("file.txt", io_read);
-myFile += 4;
-```
-
-Funcția `fopen` va returna o valoare cu o etichetă de tip`Fișier:`, nu există nicio problemă pe acea linie, deoarece valoarea returnată este stocată într-o variabilă, de asemenea, cu o etichetă `Fișier:`(rețineți că la fel și). Cu toate acestea, pe următoarea linie, valoarea `4` este adăugată la mânerul fișierului. "4" nu are etichetă (este de fapt tipul de etichetă `_:` dar variabilele, valorile și funcțiile fără etichetă sunt setate automat la asta și nu trebuie să vă faceți griji în mod normal) și fișierul meu are o etichetă `Fișier :`, evident, nimic și ceva nu pot fi la fel, așa că compilatorul va emite un avertisment, acest lucru este bun, deoarece un handle pentru un fișier nu are sens din punctul de vedere al valorii sale reale și, prin urmare, modificarea acestuia va distruge doar handle-ul și înseamnă fișierul nu poate fi închis deoarece nu mai există un handle valid cu care să treceți și să închideți fișierul.
-
-### Tag-uri puternice
-
-După cum sa menționat mai sus, o etichetă puternică este orice etichetă care începe cu o literă mare. Exemple de acestea în SA: MP includ:
-
-```c
-Float:
-File:
-Text:
-```
-
-Acestea nu pot fi amestecate cu alte tipuri de variabile și vor emite întotdeauna un avertisment atunci când încercați să faceți acest lucru:
-
-```c
-new
- Float:myFloat,
- File:myFile,
- myBlank;
-
-myFile = fopen("file.txt", io_read); // File: = File:, no warning
-
-myFloat = myFile; // Float: = File:, "tag mismatch" warning
-
-myFloat = 4; // Float: = _: (none), "tag mismatch" warning
-
-myBlank = myFloat; // _: (none) = Float:, "tag mismatch" warning
-```
-
-### Tag-uri slabe
-
-O etichetă slabă se comportă în mare parte la fel ca o etichetă puternică, totuși compilatorul nu va emite un avertisment atunci când destinația este lipsită de etichete și sursa este o etichetă slabă. De exemplu, comparați următoarele coduri de etichete puternice și slabe, primul cu eticheta puternică va da un avertisment, al doilea cu eticheta slabă nu:
-
-```c
-new
- Strong:myStrong,
- weak:myWeak,
- myNone;
-
-myNone = myStrong; // Warning
-myNone = myWeak; // No warning
-```
-
-Cu toate acestea, inversul nu este adevărat:
-
-```c
-myWeak = myNone; // Warning
-```
-
-Acest lucru este valabil și în cazul funcțiilor, apelarea unei funcții cu un parametru fără etichetă, trecerea unei variabile slabe etichetate nu va da un avertisment:
-
-```c
-new
- weak:myWeak;
-MyFunction(myWeak);
-
-
-
-MyFunction(myVar)
-{
- ...
-}
-```
-
-Dar apelarea unei funcții cu un parametru marcat (slab sau puternic), trecerea unui parametru neetichetat va da un avertisment. Exemple de etichete slabe în SA: MP sunt mai puțin cunoscute ca atare, deși sunt adesea utilizate și includ:
-
-```c
-bool:
-filemode:
-floatround_method:
-```
-
-## Folosire
-
-### Declarare
-
-Declararea unei variabile cu o etichetă este foarte simplă, trebuie doar să scrieți eticheta, nu este necesar să definiți în prealabil o etichetă în orice mod, totuși acest lucru este posibil și are utilizările sale, așa cum va deveni evident mai târziu:
-
-```c
-new
- Mytag:myVariable;
-```
-
-Declararea unei variabile cu una dintre etichetele existente vă va permite să utilizați acea variabilă cu funcțiile și operatorii deja scrise pentru acel tip de etichetă.
-
-### Funcții
-
-Crearea unei funcții pentru preluarea sau returnarea unei etichete este foarte simplă, trebuie doar să prefixați partea relevantă cu tipul de etichetă dorit, de exemplu:
-
-```c
-Float:GetValue(File:fHnd, const name[])
-{
- ...
-}
-```
-
-Această funcție duce mânerul la un fișier și returnează o valoare float (probabil o valoare citită din fișier și care corespunde numelui valorii trecute în `nume []`). Această funcție ar folosi cel mai probabil funcția `floatstr`, care returnează și un Float: (așa cum vă puteți da seama uitându-vă la bara de stare a pawno când faceți clic pe funcția din lista de funcții din dreapta), după ce ați luat un șir. Implementarea acestei funcții nu este importantă, dar va converti șirul într-o valoare flotantă IEEE, care este apoi stocată ca o celulă (este de fapt strict stocată ca un număr întreg care are doar un model de biți identic cu numărul IEEE relevant ca PAWN este fără tip, dar asta este ceea ce etichetele sunt parțial acolo pentru a combate).
-
-### Operatori
-
-Operatorii precum `+`, `==`, `>` etc pot fi supraîncărcați pentru diferite etichete, adică a face `+` pe două `Float: s` face ceva diferit de a o face pe două variabile neetichetate. Acest lucru este util în special în cazul variabilelor flotante, deoarece, așa cum am menționat, nu sunt într-adevăr flotante, sunt numere întregi cu un model de biți foarte specific, dacă operatorii nu ar fi supraîncărcați, operațiunile ar fi efectuate pur și simplu pe numerele întregi, care ar da un blestem au fost interpretate din nou ca un plutitor. Din acest motiv, eticheta Float: are supraîncărcate versiuni ale majorității operatorilor pentru a apela funcții speciale pentru a face calculele în server în loc de pion.
-
-Un operator este exact ca o funcție normală, dar în locul unui nume de funcție folosiți "operator(**simbol**)" unde (**simbol**) este operatorul pe care doriți să îl suprascrieți. Operatorii valabili sunt:
-
-```c
-+
--
-=
-++
---
-==
-*
-/
-!=
->
-<
->=
-<=
-!
-%
-```
-
-Lucruri precum `\`, `*`, `=` etc se fac automat. Lucruri precum `&` etc nu pot fi supraîncărcate. De asemenea, puteți supraîncărca un operator de mai multe ori cu diferite combinații de etichete. De exemplu:
-
-```c
-stock Float:operator=(Mytag:oper)
-{
- return float(_:oper);
-}
-```
-
-Dacă adăugați acest lucru la cod și faceți:
-
-```c
-new
- Float:myFloat,
- Mytag:myTag;
-
-myFloat = myTag;
-```
-
-Nu veți mai primi un avertisment de compilator așa cum ați avea înainte, deoarece operatorul `=` pentru cazul `Float: = Mytag:` este acum gestionat, astfel încât compilatorul să știe exact ce să facă.
-
-### Suprascriere
-
-În exemplul de supraîncărcare de mai sus linia funcțională a fost:
-
-```c
-return float(_:oper);
-```
-
-Acesta este un exemplu de suprascriere a etichetelor, `_:` din fața oper înseamnă că compilatorul ignoră practic faptul că oper are un tip de etichetă Mytag: și îl tratează ca tip de etichetă `_:` (adică fără tip de etichetă). Funcția `float ()` etichetează un număr normal, așa că trebuie trecut unul. În acest exemplu, se presupune că `Mytag` stochează un număr întreg obișnuit, dar suprascrierea trebuie tratată foarte atent, de exemplu, următoarele vor da rezultate foarte ciudate:
-
-```c
-new
- Float:f1,
- Float:f2 = 4.0;
-f1 = float(_:f2);
-```
-
-Sensul ar dicta că `f1` va ajunge ca `4.0`, cu toate acestea nu va fi. După cum s-a menționat, f2 stochează o reprezentare a lui `4.0`, nu doar `4` așa cum ar face un întreg, aceasta înseamnă că valoarea reală a variabilei întrucât un număr întreg este un număr foarte impar. Astfel, dacă îi spuneți compilatorului să trateze variabila ca un întreg, va lua pur și simplu modelul de biți din variabilă ca valoare, nu va converti floatul într-un număr întreg, deci veți obține un număr aproape aleatoriu (de fapt nu este aleatoriu, deoarece există un model la punctele flotante IEEE, dar nu va fi nimic ca `4.0`).
diff --git a/docs/translations/ro/scripting/language/Variables.md b/docs/translations/ro/scripting/language/Variables.md
deleted file mode 100644
index 2115aa3ccc2..00000000000
--- a/docs/translations/ro/scripting/language/Variables.md
+++ /dev/null
@@ -1,217 +0,0 @@
----
-title: "Noțiuni de bază: Variabile"
-description: Un ghid pentru începători pentru variabilele din Pawn
----
-
-## Variabile
-
-Unul dintre cele mai importante concepte din programare este conceptul de 'variabile'. În programare, o variabilă este o entitate care poate fi schimbată, dar în ceea ce privește ce? În limba Pawn, o variabilă deține o 'valoare' în orice moment și acea valoare - așa cum sugerează și numele - este 'variabilă' sau 'schimbabilă'.
-
-Motivul pentru care variabilele sunt atât de importante se datorează faptului că sunt în esență unități mici de memorie de calculator care pot păstra sau 'aminti' diferite valori în timp ce programul este în curs de execuție (rulează), iar această proprietate se dovedește a fi foarte utilă în programare. De exemplu, doriți să țineți evidența scorurilor a 100 de jucători într-un joc, o puteți face cu ușurință programând computerul pentru a stoca (amintiți-vă) și a actualiza acele valori. Mai târziu, dacă doriți să găsiți scorul mediu al acelor jucători sau doriți să creați un clasament, acele valori din variabile pot fi ușor accesate și utilizate în acest scop.
-
-### Declararea variabilelor
-
-Urmează sintaxa pentru declarația variabilă:
-
-```c
-// Creating (more appropriately, 'declaring') a variable named 'myVariable
-
-new myVariable;
-
-// The 'new' keyword is used for declaring a variable
-// In the above line a variable is declared with the name 'myVariable'
-// Semi-colon is used in the end to close the declaration statement.
-```
-
-Sintaxa declarației poate fi mai bine înțeleasă examinând câteva exemple:
-
-```c
-new var;
-new ammo;
-new score;
-new vehicles;
-new topScore;
-```
-
-Fiecare dintre variabilele definite mai sus are o valoare implicită, care este zero. Există diferite moduri de atribuire a valorilor unei variabile. O metodă este atribuirea directă a unei variabile în timp ce este declarată:
-
-```c
-new letters = 25;
-```
-
-În exemplul de mai sus, este declarată o variabilă numită 'litere', cu o valoare de 25. Veți observa un semn egal care este un simplu Operator de atribuire care poate fi utilizat pentru atribuirea de valori variabilelor. Evaluează expresia din dreapta și atribuie valoarea rezultată variabilei la care se face referire în partea stângă. În afară de atribuirea valorilor direct la declarație, o puteți face și în părțile ulterioare ale codului:
-
-```c
-new letters;
-
-letters = 25;
-```
-
-### Domenii de aplicare
-
-Modificarea valorii unei variabile este posibilă numai dacă partea codului în care faceți referire la variabilă se află în sfera acelei variabile. Domeniul de aplicare al unei variabile depinde de blocul de cod sau poziția în care a fost declarată variabila respectivă. De exemplu, o variabilă declarată în afara oricărui bloc de cod, de obicei la începutul scriptului, are un domeniu 'Global' și poate fi accesată de oriunde din script:
-
-```c
-#include
-
-new g_var = 5;
-
-public OnFilterScriptInit ()
-{
- g_var = 10;
-
- printf ("The value is %i", g_var);
-
- return 1;
-}
-
-public OnPlayerConnect (playerid)
-{
- g_var = 100;
-
- printf ("The value is %i", g_var);
-
- return 1;
-}
-
-// Output :
-// The value is 10
-// The value is 100
-
-// Note: The second output line is shown only when a player connects.
-```
-
-În afară de variabilele 'globale' (cu scop), există variabile 'locale' sau 'private' care pot fi accesate numai din interiorul blocului de cod unde au fost declarate.
-
-```c
-#include
-
-public OnFilterScriptInit ()
-{
- new localVar;
-
- localVar = 5;
-
- return 1;
-}
-
-public OnPlayerConnect (playerid)
-{
- localVar = 10; // This line will show an error upon compilation
-
- return 1;
-}
-```
-
-Dacă încercați să compilați codul de mai sus, compilatorul va afișa o eroare care este rezonabilă, deoarece o variabilă locală face referințe într-un bloc complet diferit de cod. Notă: Dacă este un bloc de cod imbricat, atunci variabila poate fi accesată de acolo.
-
-Un lucru important de remarcat este că nu puteți declara variabile cu aceleași nume dacă scopurile lor intercedează. De exemplu, dacă aveți deja o variabilă numită 'scor' pe un domeniu global, nu puteți crea o altă variabilă numită 'punctaj' pe domeniul global, precum și una locală, iar acest lucru este valabil și pentru invers (dacă au deja o variabilă locală, evitați declararea unei variabile globale cu același nume).
-
-```c
-#include
-
-new g_score;
-
-public OnFilterScriptInit ()
-{
- new g_score = 5; // This line will show an error.
- return 1;
-}
-```
-
-### Reguli de denumire
-
-Acum că știți cum să declarați variabile, trebuie să cunoașteți regulile de denumire pentru declararea variabilei care sunt enumerate mai jos:
-
-- Toate numele variabilelor trebuie să înceapă cu o literă sau o subliniere (`_`)
-- După prima literă inițială, numele variabilelor pot conține litere și cifre, dar nu spații sau caractere speciale.
-- Numele variabilelor sunt sensibile la majuscule, adică literele majuscule sunt distincte de literele mici.
-- Utilizarea unui cuvânt rezervat (cuvânt cheie) ca nume de variabilă va afișa o eroare.
-
-#### Exemple:
-
-```c
-new new; // Incorrect : Using a reserved word
-new _new; // Correct
-
-new 10letters; // Incorrect : Name starting with a number
-new letters10; // Correct
-new letters_10; // Correct
-
-new my name; // Incorrect : Space in the name
-new my_name; // Correct
-
-new !nternet; // Incorrect
-new Internet; // Correct
-```
-
-### Stocarea diferitelor tipuri de date
-
-După aceea, acum să analizăm câteva exemple despre ce tipuri de date pot fi stocate în variabilă și cum:
-
-```c
-new letter = 'M';
-
-
-new value = 100;
-
-
-new decimalValue = 1.0;
-// Works, but will show a compiler warning
-// warning 213: tag mismatch
-
-
-new engineOn = true;
-// Works, and will not show a compiler warning but using a Tag is suggested
-
-
-new sentence = "This is a sentence";
-// Will show an error.
-// error 006: must be assigned to an array
-```
-
-O variabilă este capabilă să dețină un caracter, valoare întreagă, booleană (adevărată sau falsă) și o valoare float (valoare zecimală). Comentariile din codul de mai sus arată că stocarea unui șir într-o variabilă duce la o eroare (deoarece șirurile pot fi stocate numai în _Arrays_). În afară de aceasta, atribuirea unei valori float unei variabile va duce la un avertisment al compilatorului, care poate fi evitat prin adăugarea de 'etichete'. Fără etichete adecvate, scriptul va afișa avertismente la compilare, dar va fi executabil. Etichetele spun compilatorului despre tipul de date care este destinat să fie stocat în variabilă, care la rândul nostru ne informează sub formă de erori sau avertisment dacă facem o greșeală de rupere a programului în cod. Exemplu de etichete:
-
-```c
-new decimalValue = 1.0; // Incorrect
-new bool: decimalValue = 1.0 // Incorrect
-new Float: decimalValue = 1.0; // Correct
-
-new switchOn = 1.0; // Incorrect
-new switchOn = true; // Incorrect, doesn't show a warning
-new bool: switchOn = true; // Correct
-```
-
-Utilizarea etichetelor corecte este importantă pentru a evita orice erori sau erori în timpul executării programului.
-
-Pawnul fiind un limbaj fără tip ne permite să stocăm diferite tipuri de date în aceeași variabilă, care poate fi utilă în unele cazuri și supărătoare în altele, dar o astfel de utilizare a variabilelor nu este recomandată.
-
-```c
-#include
-
-public OnFilterScriptInit ()
-{
-
- new var ;
-
- var = 'a';
- printf ("%c", var);
-
- var = 1;
- printf ("%d", var);
-
- var = 1.0;
- printf ("%f", var);
-
- var = true;
- printf ("%d", var); // prints a value 0 or 1
-
- return 1;
-}
-
-// Output :
-a
-1
-1.000000
-1
-```
diff --git a/docs/translations/ro/scripting/resources/Componentslots.md b/docs/translations/ro/scripting/resources/Componentslots.md
deleted file mode 100644
index e3ac0eb7d96..00000000000
--- a/docs/translations/ro/scripting/resources/Componentslots.md
+++ /dev/null
@@ -1,28 +0,0 @@
----
-title: Sloturi pentru componente
----
-
-:::info
-
-Folosiți-le pentru a lucra cu functia [GetVehicleComponentInSlot](../functions/GetVehicleComponentInSlot). :::
-
----
-
-| Slot | Nume |
-| ---- | ----------------------- |
-| 0 | CARMODTYPE_SPOILER |
-| 1 | CARMODTYPE_HOOD |
-| 2 | CARMODTYPE_ROOF |
-| 3 | CARMODTYPE_SIDESKIRT |
-| 4 | CARMODTYPE_LAMPS |
-| 5 | CARMODTYPE_NITRO |
-| 6 | CARMODTYPE_EXHAUST |
-| 7 | CARMODTYPE_WHEELS |
-| 8 | CARMODTYPE_STEREO |
-| 9 | CARMODTYPE_HYDRAULICS |
-| 10 | CARMODTYPE_FRONT_BUMPER |
-| 11 | CARMODTYPE_REAR_BUMPER |
-| 12 | CARMODTYPE_VENT_RIGHT |
-| 13 | CARMODTYPE_VENT_LEFT |
-
----
diff --git a/docs/translations/ro/scripting/resources/anglemodes.md b/docs/translations/ro/scripting/resources/anglemodes.md
deleted file mode 100644
index 8e1ccae6c3a..00000000000
--- a/docs/translations/ro/scripting/resources/anglemodes.md
+++ /dev/null
@@ -1,16 +0,0 @@
----
-title: Moduri de unghi
-description: Constante unitare in sistemul international pentru măsurarea unghiurilor.
----
-
-:::note
-
-Se foloseste cu [floatsin](../functions/Floatsin), [floatcos](../functions/Floatcos), sau [floattan](../functions/Floattan).
-
-:::
-
-| Moduri |
-| ------- |
-| radian |
-| degrees |
-| grades |
diff --git a/docs/translations/ro/scripting/resources/animations.md b/docs/translations/ro/scripting/resources/animations.md
deleted file mode 100644
index fdb796d4b21..00000000000
--- a/docs/translations/ro/scripting/resources/animations.md
+++ /dev/null
@@ -1,3886 +0,0 @@
----
-title: Animatii
-description: O listă cu toate animațiile
-tags: []
----
-
-:::note
-
-Vă rugăm să rețineți că este posibil ca unele dintre animațiile enumerate să nu poată fi utilizate în SA-MP.
-
-:::
-
-## AIRPORT
-
-- thrw_barl_thrw
-
-## Attractors
-
-- Stepsit_in
-- Stepsit_loop
-- Stepsit_out
-
-## BAR
-
-- Barcustom_get
-- Barcustom_loop
-- Barcustom_order
-- BARman_idle
-- Barserve_bottle
-- Barserve_give
-- Barserve_glass
-- Barserve_in
-- Barserve_loop
-- Barserve_order
-- dnk_stndF_loop
-- dnk_stndM_loop
-
-## BASEBALL
-
-- Bat_1
-- Bat_2
-- Bat_3
-- Bat_4
-- Bat_block
-- Bat_Hit_1
-- Bat_Hit_2
-- Bat_Hit_3
-- Bat_IDLE
-- Bat_M
-- BAT_PART
-
-## BD_FIRE
-
-- BD_Fire1
-- BD_Fire2
-- BD_Fire3
-- BD_GF_Wave
-- BD_Panic_01
-- BD_Panic_02
-- BD_Panic_03
-- BD_Panic_04
-- BD_Panic_Loop
-- Grlfrd_Kiss_03
-- M_smklean_loop
-- Playa_Kiss_03
-- wash_up
-
-## BEACH
-
-- bather
-- Lay_Bac_Loop
-- ParkSit_M_loop
-- ParkSit_W_loop
-- SitnWait_loop_W
-
-## benchpress
-
-- gym_bp_celebrate
-- gym_bp_down
-- gym_bp_getoff
-- gym_bp_geton
-- gym_bp_up_A
-- gym_bp_up_B
-- gym_bp_up_smooth
-
-## BF_injection
-
-- BF_getin_LHS
-- BF_getin_RHS
-- BF_getout_LHS
-- BF_getout_RHS
-
-## BIKED
-
-- BIKEd_Back
-- BIKEd_drivebyFT
-- BIKEd_drivebyLHS
-- BIKEd_drivebyRHS
-- BIKEd_Fwd
-- BIKEd_getoffBACK
-- BIKEd_getoffLHS
-- BIKEd_getoffRHS
-- BIKEd_hit
-- BIKEd_jumponL
-- BIKEd_jumponR
-- BIKEd_kick
-- BIKEd_Left
-- BIKEd_passenger
-- BIKEd_pushes
-- BIKEd_Ride
-- BIKEd_Right
-- BIKEd_shuffle
-- BIKEd_Still
-
-## BIKEH
-
-- BIKEh_Back
-- BIKEh_drivebyFT
-- BIKEh_drivebyLHS
-- BIKEh_drivebyRHS
-- BIKEh_Fwd
-- BIKEh_getoffBACK
-- BIKEh_getoffLHS
-- BIKEh_getoffRHS
-- BIKEh_hit
-- BIKEh_jumponL
-- BIKEh_jumponR
-- BIKEh_kick
-- BIKEh_Left
-- BIKEh_passenger
-- BIKEh_pushes
-- BIKEh_Ride
-- BIKEh_Right
-- BIKEh_Still
-
-## BIKELEAP
-
-- bk_blnce_in
-- bk_blnce_out
-- bk_jmp
-- bk_rdy_in
-- bk_rdy_out
-- struggle_cesar
-- struggle_driver
-- truck_driver
-- truck_getin
-
-## BIKES
-
-- BIKEs_Back
-- BIKEs_drivebyFT
-- BIKEs_drivebyLHS
-- BIKEs_drivebyRHS
-- BIKEs_Fwd
-- BIKEs_getoffBACK
-- BIKEs_getoffLHS
-- BIKEs_getoffRHS
-- BIKEs_hit
-- BIKEs_jumponL
-- BIKEs_jumponR
-- BIKEs_kick
-- BIKEs_Left
-- BIKEs_passenger
-- BIKEs_pushes
-- BIKEs_Ride
-- BIKEs_Right
-- BIKEs_Snatch_L
-- BIKEs_Snatch_R
-- BIKEs_Still
-
-## BIKEV
-
-- BIKEv_Back
-- BIKEv_drivebyFT
-- BIKEv_drivebyLHS
-- BIKEv_drivebyRHS
-- BIKEv_Fwd
-- BIKEv_getoffBACK
-- BIKEv_getoffLHS
-- BIKEv_getoffRHS
-- BIKEv_hit
-- BIKEv_jumponL
-- BIKEv_jumponR
-- BIKEv_kick
-- BIKEv_Left
-- BIKEv_passenger
-- BIKEv_pushes
-- BIKEv_Ride
-- BIKEv_Right
-- BIKEv_Still
-
-## BIKE_DBZ
-
-- Pass_Driveby_BWD
-- Pass_Driveby_FWD
-- Pass_Driveby_LHS
-- Pass_Driveby_RHS
-
-## BLOWJOBZ
-
-- BJ_COUCH_START_W
-- BJ_COUCH_LOOP_W
-- BJ_COUCH_END_W
-- BJ_COUCH_START_P
-- BJ_COUCH_LOOP_P
-- BJ_COUCH_END_P
-- BJ_STAND_START_W
-- BJ_STAND_LOOP_W
-- BJ_STAND_END_W
-- BJ_STAND_START_P
-- BJ_STAND_LOOP_P
-- BJ_STAND_END_P
-
-## BMX
-
-- BMX_back
-- BMX_bunnyhop
-- BMX_drivebyFT
-- BMX_driveby_LHS
-- BMX_driveby_RHS
-- BMX_fwd
-- BMX_getoffBACK
-- BMX_getoffLHS
-- BMX_getoffRHS
-- BMX_jumponL
-- BMX_jumponR
-- BMX_Left
-- BMX_pedal
-- BMX_pushes
-- BMX_Ride
-- BMX_Right
-- BMX_sprint
-- BMX_still
-
-## BOMBER
-
-- BOM_Plant
-- BOM_Plant_2Idle
-- BOM_Plant_Crouch_In
-- BOM_Plant_Crouch_Out
-- BOM_Plant_In
-- BOM_Plant_Loop
-
-## BOX
-
-- boxhipin
-- boxhipup
-- boxshdwn
-- boxshup
-- bxhipwlk
-- bxhwlki
-- bxshwlk
-- bxshwlki
-- bxwlko
-- catch_box
-
-## BSKTBALL
-
-- BBALL_def_jump_shot
-- BBALL_def_loop
-- BBALL_def_stepL
-- BBALL_def_stepR
-- BBALL_Dnk
-- BBALL_Dnk_Gli
-- BBALL_Dnk_Gli_O
-- BBALL_Dnk_Lnch
-- BBALL_Dnk_Lnch_O
-- BBALL_Dnk_Lnd
-- BBALL_Dnk_O
-- BBALL_idle
-- BBALL_idle2
-- BBALL_idle2_O
-- BBALL_idleloop
-- BBALL_idleloop_O
-- BBALL_idle_O
-- BBALL_Jump_Cancel
-- BBALL_Jump_Cancel_O
-- BBALL_Jump_End
-- BBALL_Jump_Shot
-- BBALL_Jump_Shot_O
-- BBALL_Net_Dnk_O
-- BBALL_pickup
-- BBALL_pickup_O
-- BBALL_react_miss
-- BBALL_react_score
-- BBALL_run
-- BBALL_run_O
-- BBALL_SkidStop_L
-- BBALL_SkidStop_L_O
-- BBALL_SkidStop_R
-- BBALL_SkidStop_R_O
-- BBALL_walk
-- BBALL_WalkStop_L
-- BBALL_WalkStop_L_O
-- BBALL_WalkStop_R
-- BBALL_WalkStop_R_O
-- BBALL_walk_O
-- BBALL_walk_start
-- BBALL_walk_start_O
-
-## BUDDY
-
-- buddy_crouchfire
-- buddy_crouchreload
-- buddy_fire
-- buddy_fire_poor
-- buddy_reload
-
-## BUS
-
-- BUS_close
-- BUS_getin_LHS
-- BUS_getin_RHS
-- BUS_getout_LHS
-- BUS_getout_RHS
-- BUS_jacked_LHS
-- BUS_open
-- BUS_open_RHS
-- BUS_pullout_LHS
-
-## CAMERA
-
-- camcrch_cmon
-- camcrch_idleloop
-- camcrch_stay
-- camcrch_to_camstnd
-- camstnd_cmon
-- camstnd_idleloop
-- camstnd_lkabt
-- camstnd_to_camcrch
-- piccrch_in
-- piccrch_out
-- piccrch_take
-- picstnd_in
-- picstnd_out
-- picstnd_take
-
-## CAR
-
-- Fixn_Car_Loop
-- Fixn_Car_Out
-- flag_drop
-- Sit_relaxed
-- Tap_hand
-- Tyd2car_bump
-- Tyd2car_high
-- Tyd2car_low
-- Tyd2car_med
-- Tyd2car_TurnL
-- Tyd2car_TurnR
-
-## CARRY
-
-- crry_prtial
-- liftup
-- liftup05
-- liftup105
-- putdwn
-- putdwn05
-- putdwn105
-
-## CAR_CHAT
-
-- carfone_in
-- carfone_loopA
-- carfone_loopA_to_B
-- carfone_loopB
-- carfone_loopB_to_A
-- carfone_out
-- CAR_Sc1_BL
-- CAR_Sc1_BR
-- CAR_Sc1_FL
-- CAR_Sc1_FR
-- CAR_Sc2_FL
-- CAR_Sc3_BR
-- CAR_Sc3_FL
-- CAR_Sc3_FR
-- CAR_Sc4_BL
-- CAR_Sc4_BR
-- CAR_Sc4_FL
-- CAR_Sc4_FR
-- car_talkm_in
-- car_talkm_loop
-- car_talkm_out
-
-## CASINO
-
-- cards_in
-- cards_loop
-- cards_lose
-- cards_out
-- cards_pick_01
-- cards_pick_02
-- cards_raise
-- cards_win
-- dealone
-- manwinb
-- manwind
-- Roulette_bet
-- Roulette_in
-- Roulette_loop
-- Roulette_lose
-- Roulette_out
-- Roulette_win
-- Slot_bet_01
-- Slot_bet_02
-- Slot_in
-- Slot_lose_out
-- Slot_Plyr
-- Slot_wait
-- Slot_win_out
-- wof
-
-## CHAINSAW
-
-- CSAW_1
-- CSAW_2
-- CSAW_3
-- CSAW_G
-- CSAW_Hit_1
-- CSAW_Hit_2
-- CSAW_Hit_3
-- csaw_part
-- IDLE_csaw
-- WEAPON_csaw
-- WEAPON_csawlo
-
-## CHOPPA
-
-- CHOPPA_back
-- CHOPPA_bunnyhop
-- CHOPPA_drivebyFT
-- CHOPPA_driveby_LHS
-- CHOPPA_driveby_RHS
-- CHOPPA_fwd
-- CHOPPA_getoffBACK
-- CHOPPA_getoffLHS
-- CHOPPA_getoffRHS
-- CHOPPA_jumponL
-- CHOPPA_jumponR
-- CHOPPA_Left
-- CHOPPA_pedal
-- CHOPPA_Pushes
-- CHOPPA_ride
-- CHOPPA_Right
-- CHOPPA_sprint
-- CHOPPA_Still
-
-## CLOTHES
-
-- CLO_Buy
-- CLO_In
-- CLO_Out
-- CLO_Pose_Hat
-- CLO_Pose_In
-- CLO_Pose_In_O
-- CLO_Pose_Legs
-- CLO_Pose_Loop
-- CLO_Pose_Out
-- CLO_Pose_Out_O
-- CLO_Pose_Shoes
-- CLO_Pose_Torso
-- CLO_Pose_Watch
-
-## COACH
-
-- COACH_inL
-- COACH_inR
-- COACH_opnL
-- COACH_opnR
-- COACH_outL
-- COACH_outR
-
-## COLT45
-
-- 2guns_crouchfire
-- colt45_crouchfire
-- colt45_crouchreload
-- colt45_fire
-- colt45_fire_2hands
-- colt45_reload
-- sawnoff_reload
-
-## COP_AMBIENT
-
-- Copbrowse_in
-- Copbrowse_loop
-- Copbrowse_nod
-- Copbrowse_out
-- Copbrowse_shake
-- Coplook_in
-- Coplook_loop
-- Coplook_nod
-- Coplook_out
-- Coplook_shake
-- Coplook_think
-- Coplook_watch
-
-## COP_DVBYZ
-
-- COP_Dvby_B
-- COP_Dvby_FT
-- COP_Dvby_L
-- COP_Dvby_R
-
-## CRACK
-
-- Bbalbat_Idle_01
-- Bbalbat_Idle_02
-- crckdeth1
-- crckdeth2
-- crckdeth3
-- crckdeth4
-- crckidle1
-- crckidle2
-- crckidle3
-- crckidle4
-
-## CRIB
-
-- CRIB_Console_Loop
-- CRIB_Use_Switch
-- PED_Console_Loop
-- PED_Console_Loose
-- PED_Console_Win
-
-## DAM_JUMP
-
-- DAM_Dive_Loop
-- DAM_Land
-- DAM_Launch
-- Jump_Roll
-- SF_JumpWall
-
-## DANCING
-
-- bd_clap
-- bd_clap1
-- dance_loop
-- DAN_Down_A
-- DAN_Left_A
-- DAN_Loop_A
-- DAN_Right_A
-- DAN_Up_A
-- dnce_M_a
-- dnce_M_b
-- dnce_M_c
-- dnce_M_d
-- dnce_M_e
-
-## DEALER
-
-- DEALER_DEAL
-- DEALER_IDLE
-- DEALER_IDLE_01
-- DEALER_IDLE_02
-- DEALER_IDLE_03
-- DRUGS_BUY
-- shop_pay
-
-## DILDO
-
-- DILDO_1
-- DILDO_2
-- DILDO_3
-- DILDO_block
-- DILDO_G
-- DILDO_Hit_1
-- DILDO_Hit_2
-- DILDO_Hit_3
-- DILDO_IDLE
-
-## DODGE
-
-- Cover_Dive_01
-- Cover_Dive_02
-- Crushed
-- Crush_Jump
-
-## DOZER
-
-- DOZER_Align_LHS
-- DOZER_Align_RHS
-- DOZER_getin_LHS
-- DOZER_getin_RHS
-- DOZER_getout_LHS
-- DOZER_getout_RHS
-- DOZER_Jacked_LHS
-- DOZER_Jacked_RHS
-- DOZER_pullout_LHS
-- DOZER_pullout_RHS
-
-## DRIVEBYS
-
-- Gang_DrivebyLHS
-- Gang_DrivebyLHS_Bwd
-- Gang_DrivebyLHS_Fwd
-- Gang_DrivebyRHS
-- Gang_DrivebyRHS_Bwd
-- Gang_DrivebyRHS_Fwd
-- Gang_DrivebyTop_LHS
-- Gang_DrivebyTop_RHS
-
-## FAT
-
-- FatIdle
-- FatIdle_armed
-- FatIdle_Csaw
-- FatIdle_Rocket
-- FatRun
-- FatRun_armed
-- FatRun_Csaw
-- FatRun_Rocket
-- FatSprint
-- FatWalk
-- FatWalkstart
-- FatWalkstart_Csaw
-- FatWalkSt_armed
-- FatWalkSt_Rocket
-- FatWalk_armed
-- FatWalk_Csaw
-- FatWalk_Rocket
-- IDLE_tired
-
-## FIGHT_B
-
-- FightB_1
-- FightB_2
-- FightB_3
-- FightB_block
-- FightB_G
-- FightB_IDLE
-- FightB_M
-- HitB_1
-- HitB_2
-- HitB_3
-
-## FIGHT_C
-
-- FightC_1
-- FightC_2
-- FightC_3
-- FightC_block
-- FightC_blocking
-- FightC_G
-- FightC_IDLE
-- FightC_M
-- FightC_Spar
-- HitC_1
-- HitC_2
-- HitC_3
-
-## FIGHT_D
-
-- FightD_1
-- FightD_2
-- FightD_3
-- FightD_block
-- FightD_G
-- FightD_IDLE
-- FightD_M
-- HitD_1
-- HitD_2
-- HitD_3
-
-## FIGHT_E
-
-- FightKick
-- FightKick_B
-- Hit_fightkick
-- Hit_fightkick_B
-
-## FINALE
-
-- FIN_Climb_In
-- FIN_Cop1_ClimbOut2
-- FIN_Cop1_Loop
-- FIN_Cop1_Stomp
-- FIN_Hang_L
-- FIN_Hang_Loop
-- FIN_Hang_R
-- FIN_Hang_Slip
-- FIN_Jump_On
-- FIN_Land_Car
-- FIN_Land_Die
-- FIN_LegsUp
-- FIN_LegsUp_L
-- FIN_LegsUp_Loop
-- FIN_LegsUp_R
-- FIN_Let_Go
-
-## FINALE2
-
-- FIN_Cop1_ClimbOut
-- FIN_Cop1_Fall
-- FIN_Cop1_Loop
-- FIN_Cop1_Shot
-- FIN_Cop1_Swing
-- FIN_Cop2_ClimbOut
-- FIN_Switch_P
-- FIN_Switch_S
-
-## FLAME
-
-- FLAME_fire
-
-## Flowers
-
-- Flower_attack
-- Flower_attack_M
-- Flower_Hit
-
-## FOOD
-
-- EAT_Burger
-- EAT_Chicken
-- EAT_Pizza
-- EAT_Vomit_P
-- EAT_Vomit_SK
-- FF_Dam_Bkw
-- FF_Dam_Fwd
-- FF_Dam_Left
-- FF_Dam_Right
-- FF_Die_Bkw
-- FF_Die_Fwd
-- FF_Die_Left
-- FF_Die_Right
-- FF_Sit_Eat1
-- FF_Sit_Eat2
-- FF_Sit_Eat3
-- FF_Sit_In
-- FF_Sit_In_L
-- FF_Sit_In_R
-- FF_Sit_Look
-- FF_Sit_Loop
-- FF_Sit_Out_180
-- FF_Sit_Out_L_180
-- FF_Sit_Out_R_180
-- SHP_Thank
-- SHP_Tray_In
-- SHP_Tray_Lift
-- SHP_Tray_Lift_In
-- SHP_Tray_Lift_Loop
-- SHP_Tray_Lift_Out
-- SHP_Tray_Out
-- SHP_Tray_Pose
-- SHP_Tray_Return
-
-## Freeweights
-
-- gym_barbell
-- gym_free_A
-- gym_free_B
-- gym_free_celebrate
-- gym_free_down
-- gym_free_loop
-- gym_free_pickup
-- gym_free_putdown
-- gym_free_up_smooth
-
-## GANGS
-
-- DEALER_DEAL
-- DEALER_IDLE
-- drnkbr_prtl
-- drnkbr_prtl_F
-- DRUGS_BUY
-- hndshkaa
-- hndshkba
-- hndshkca
-- hndshkcb
-- hndshkda
-- hndshkea
-- hndshkfa
-- hndshkfa_swt
-- Invite_No
-- Invite_Yes
-- leanIDLE
-- leanIN
-- leanOUT
-- prtial_gngtlkA
-- prtial_gngtlkB
-- prtial_gngtlkC
-- prtial_gngtlkD
-- prtial_gngtlkE
-- prtial_gngtlkF
-- prtial_gngtlkG
-- prtial_gngtlkH
-- prtial_hndshk_01
-- prtial_hndshk_biz_01
-- shake_cara
-- shake_carK
-- shake_carSH
-- smkcig_prtl
-- smkcig_prtl_F
-
-## GHANDS
-
-- gsign1
-- gsign1LH
-- gsign2
-- gsign2LH
-- gsign3
-- gsign3LH
-- gsign4
-- gsign4LH
-- gsign5
-- gsign5LH
-- LHGsign1
-- LHGsign2
-- LHGsign3
-- LHGsign4
-- LHGsign5
-- RHGsign1
-- RHGsign2
-- RHGsign3
-- RHGsign4
-- RHGsign5
-
-## GHETTO_DB
-
-- GDB_Car2_PLY
-- GDB_Car2_SMO
-- GDB_Car2_SWE
-- GDB_Car_PLY
-- GDB_Car_RYD
-- GDB_Car_SMO
-- GDB_Car_SWE
-
-## goggles
-
-- goggles_put_on
-
-## GRAFFITI
-
-- graffiti_Chkout
-- spraycan_fire
-
-## GRAVEYARD
-
-- mrnF_loop
-- mrnM_loop
-- prst_loopa
-
-## GRENADE
-
-- WEAPON_start_throw
-- WEAPON_throw
-- WEAPON_throwu
-
-## GYMNASIUM
-
-- GYMshadowbox
-- gym_bike_celebrate
-- gym_bike_fast
-- gym_bike_faster
-- gym_bike_getoff
-- gym_bike_geton
-- gym_bike_pedal
-- gym_bike_slow
-- gym_bike_still
-- gym_jog_falloff
-- gym_shadowbox
-- gym_tread_celebrate
-- gym_tread_falloff
-- gym_tread_getoff
-- gym_tread_geton
-- gym_tread_jog
-- gym_tread_sprint
-- gym_tread_tired
-- gym_tread_walk
-- gym_walk_falloff
-- Pedals_fast
-- Pedals_med
-- Pedals_slow
-- Pedals_still
-
-## HAIRCUTS
-
-- BRB_Beard_01
-- BRB_Buy
-- BRB_Cut
-- BRB_Cut_In
-- BRB_Cut_Out
-- BRB_Hair_01
-- BRB_Hair_02
-- BRB_In
-- BRB_Loop
-- BRB_Out
-- BRB_Sit_In
-- BRB_Sit_Loop
-- BRB_Sit_Out
-
-## HEIST9
-
-- CAS_G2_GasKO
-- swt_wllpk_L
-- swt_wllpk_L_back
-- swt_wllpk_R
-- swt_wllpk_R_back
-- swt_wllshoot_in_L
-- swt_wllshoot_in_R
-- swt_wllshoot_out_L
-- swt_wllshoot_out_R
-- Use_SwipeCard
-
-## INT_HOUSE
-
-- BED_In_L
-- BED_In_R
-- BED_Loop_L
-- BED_Loop_R
-- BED_Out_L
-- BED_Out_R
-- LOU_In
-- LOU_Loop
-- LOU_Out
-- wash_up
-
-## INT_OFFICE
-
-- FF_Dam_Fwd
-- OFF_Sit_2Idle_180
-- OFF_Sit_Bored_Loop
-- OFF_Sit_Crash
-- OFF_Sit_Drink
-- OFF_Sit_Idle_Loop
-- OFF_Sit_In
-- OFF_Sit_Read
-- OFF_Sit_Type_Loop
-- OFF_Sit_Watch
-
-## INT_SHOP
-
-- shop_cashier
-- shop_in
-- shop_lookA
-- shop_lookB
-- shop_loop
-- shop_out
-- shop_pay
-- shop_shelf
-
-## JST_BUISNESS
-
-- girl_01
-- girl_02
-- player_01
-- smoke_01
-
-## KART
-
-- KART_getin_LHS
-- KART_getin_RHS
-- KART_getout_LHS
-- KART_getout_RHS
-
-## KISSING
-
-- BD_GF_Wave
-- gfwave2
-- GF_CarArgue_01
-- GF_CarArgue_02
-- GF_CarSpot
-- GF_StreetArgue_01
-- GF_StreetArgue_02
-- gift_get
-- gift_give
-- Grlfrd_Kiss_01
-- Grlfrd_Kiss_02
-- Grlfrd_Kiss_03
-- Playa_Kiss_01
-- Playa_Kiss_02
-- Playa_Kiss_03
-
-## KNIFE
-
-- KILL_Knife_Ped_Damage
-- KILL_Knife_Ped_Die
-- KILL_Knife_Player
-- KILL_Partial
-- knife_1
-- knife_2
-- knife_3
-- Knife_4
-- knife_block
-- Knife_G
-- knife_hit_1
-- knife_hit_2
-- knife_hit_3
-- knife_IDLE
-- knife_part
-- WEAPON_knifeidle
-
-## LAPDAN1
-
-- LAPDAN_D
-- LAPDAN_P
-
-## LAPDAN2
-
-- LAPDAN_D
-- LAPDAN_P
-
-## LAPDAN3
-
-- LAPDAN_D
-- LAPDAN_P
-
-## LOWRIDER
-
-- F_smklean_loop
-- lrgirl_bdbnce
-- lrgirl_hair
-- lrgirl_hurry
-- lrgirl_idleloop
-- lrgirl_idle_to_l0
-- lrgirl_l0_bnce
-- lrgirl_l0_loop
-- lrgirl_l0_to_l1
-- lrgirl_l12_to_l0
-- lrgirl_l1_bnce
-- lrgirl_l1_loop
-- lrgirl_l1_to_l2
-- lrgirl_l2_bnce
-- lrgirl_l2_loop
-- lrgirl_l2_to_l3
-- lrgirl_l345_to_l1
-- lrgirl_l3_bnce
-- lrgirl_l3_loop
-- lrgirl_l3_to_l4
-- lrgirl_l4_bnce
-- lrgirl_l4_loop
-- lrgirl_l4_to_l5
-- lrgirl_l5_bnce
-- lrgirl_l5_loop
-- M_smklean_loop
-- M_smkstnd_loop
-- prtial_gngtlkB
-- prtial_gngtlkC
-- prtial_gngtlkD
-- prtial_gngtlkE
-- prtial_gngtlkF
-- prtial_gngtlkG
-- prtial_gngtlkH
-- RAP_A_Loop
-- RAP_B_Loop
-- RAP_C_Loop
-- Sit_relaxed
-- Tap_hand
-
-## MD_CHASE
-
-- Carhit_Hangon
-- Carhit_Tumble
-- donutdrop
-- Fen_Choppa_L1
-- Fen_Choppa_L2
-- Fen_Choppa_L3
-- Fen_Choppa_R1
-- Fen_Choppa_R2
-- Fen_Choppa_R3
-- Hangon_Stun_loop
-- Hangon_Stun_Turn
-- MD_BIKE_2_HANG
-- MD_BIKE_Jmp_BL
-- MD_BIKE_Jmp_F
-- MD_BIKE_Lnd_BL
-- MD_BIKE_Lnd_Die_BL
-- MD_BIKE_Lnd_Die_F
-- MD_BIKE_Lnd_F
-- MD_BIKE_Lnd_Roll
-- MD_BIKE_Lnd_Roll_F
-- MD_BIKE_Punch
-- MD_BIKE_Punch_F
-- MD_BIKE_Shot_F
-- MD_HANG_Lnd_Roll
-- MD_HANG_Loop
-
-## MD_END
-
-- END_SC1_PLY
-- END_SC1_RYD
-- END_SC1_SMO
-- END_SC1_SWE
-- END_SC2_PLY
-- END_SC2_RYD
-- END_SC2_SMO
-- END_SC2_SWE
-
-## MEDIC
-
-- CPR
-
-## MISC
-
-- bitchslap
-- BMX_celebrate
-- BMX_comeon
-- bmx_idleloop_01
-- bmx_idleloop_02
-- bmx_talkleft_in
-- bmx_talkleft_loop
-- bmx_talkleft_out
-- bmx_talkright_in
-- bmx_talkright_loop
-- bmx_talkright_out
-- bng_wndw
-- bng_wndw_02
-- Case_pickup
-- door_jet
-- GRAB_L
-- GRAB_R
-- Hiker_Pose
-- Hiker_Pose_L
-- Idle_Chat_02
-- KAT_Throw_K
-- KAT_Throw_O
-- KAT_Throw_P
-- PASS_Rifle_O
-- PASS_Rifle_Ped
-- PASS_Rifle_Ply
-- pickup_box
-- Plane_door
-- Plane_exit
-- Plane_hijack
-- Plunger_01
-- Plyrlean_loop
-- plyr_shkhead
-- Run_Dive
-- Scratchballs_01
-- SEAT_LR
-- Seat_talk_01
-- Seat_talk_02
-- SEAT_watch
-- smalplane_door
-- smlplane_door
-
-## MTB
-
-- MTB_back
-- MTB_bunnyhop
-- MTB_drivebyFT
-- MTB_driveby_LHS
-- MTB_driveby_RHS
-- MTB_fwd
-- MTB_getoffBACK
-- MTB_getoffLHS
-- MTB_getoffRHS
-- MTB_jumponL
-- MTB_jumponR
-- MTB_Left
-- MTB_pedal
-- MTB_pushes
-- MTB_Ride
-- MTB_Right
-- MTB_sprint
-- MTB_still
-
-## MUSCULAR
-
-- MscleWalkst_armed
-- MscleWalkst_Csaw
-- Mscle_rckt_run
-- Mscle_rckt_walkst
-- Mscle_run_Csaw
-- MuscleIdle
-- MuscleIdle_armed
-- MuscleIdle_Csaw
-- MuscleIdle_rocket
-- MuscleRun
-- MuscleRun_armed
-- MuscleSprint
-- MuscleWalk
-- MuscleWalkstart
-- MuscleWalk_armed
-- Musclewalk_Csaw
-- Musclewalk_rocket
-
-## NEVADA
-
-- NEVADA_getin
-- NEVADA_getout
-
-## ON_LOOKERS
-
-- lkaround_in
-- lkaround_loop
-- lkaround_out
-- lkup_in
-- lkup_loop
-- lkup_out
-- lkup_point
-- panic_cower
-- panic_hide
-- panic_in
-- panic_loop
-- panic_out
-- panic_point
-- panic_shout
-- Pointup_in
-- Pointup_loop
-- Pointup_out
-- Pointup_shout
-- point_in
-- point_loop
-- point_out
-- shout_01
-- shout_02
-- shout_in
-- shout_loop
-- shout_out
-- wave_in
-- wave_loop
-- wave_out
-
-## OTB
-
-- betslp_in
-- betslp_lkabt
-- betslp_loop
-- betslp_out
-- betslp_tnk
-- wtchrace_cmon
-- wtchrace_in
-- wtchrace_loop
-- wtchrace_lose
-- wtchrace_out
-- wtchrace_win
-
-## PARACHUTE
-
-- FALL_skyDive
-- FALL_SkyDive_Accel
-- FALL_skyDive_DIE
-- FALL_SkyDive_L
-- FALL_SkyDive_R
-- PARA_decel
-- PARA_decel_O
-- PARA_float
-- PARA_float_O
-- PARA_Land
-- PARA_Land_O
-- PARA_Land_Water
-- PARA_Land_Water_O
-- PARA_open
-- PARA_open_O
-- PARA_Rip_Land_O
-- PARA_Rip_Loop_O
-- PARA_Rip_O
-- PARA_steerL
-- PARA_steerL_O
-- PARA_steerR
-- PARA_steerR_O
-
-## PARK
-
-- Tai_Chi_in
-- Tai_Chi_Loop
-- Tai_Chi_Out
-
-## PAULNMAC
-
-- Piss_in
-- Piss_loop
-- Piss_out
-- PnM_Argue1_A
-- PnM_Argue1_B
-- PnM_Argue2_A
-- PnM_Argue2_B
-- PnM_Loop_A
-- PnM_Loop_B
-- wank_in
-- wank_loop
-- wank_out
-
-## ped
-
-- abseil
-- ARRESTgun
-- ATM
-- BIKE_elbowL
-- BIKE_elbowR
-- BIKE_fallR
-- BIKE_fall_off
-- BIKE_pickupL
-- BIKE_pickupR
-- BIKE_pullupL
-- BIKE_pullupR
-- bomber
-- CAR_alignHI_LHS
-- CAR_alignHI_RHS
-- CAR_align_LHS
-- CAR_align_RHS
-- CAR_closedoorL_LHS
-- CAR_closedoorL_RHS
-- CAR_closedoor_LHS
-- CAR_closedoor_RHS
-- CAR_close_LHS
-- CAR_close_RHS
-- CAR_crawloutRHS
-- CAR_dead_LHS
-- CAR_dead_RHS
-- CAR_doorlocked_LHS
-- CAR_doorlocked_RHS
-- CAR_fallout_LHS
-- CAR_fallout_RHS
-- CAR_getinL_LHS
-- CAR_getinL_RHS
-- CAR_getin_LHS
-- CAR_getin_RHS
-- CAR_getoutL_LHS
-- CAR_getoutL_RHS
-- CAR_getout_LHS
-- CAR_getout_RHS
-- car_hookertalk
-- CAR_jackedLHS
-- CAR_jackedRHS
-- CAR_jumpin_LHS
-- CAR_LB
-- CAR_LB_pro
-- CAR_LB_weak
-- CAR_LjackedLHS
-- CAR_LjackedRHS
-- CAR_Lshuffle_RHS
-- CAR_Lsit
-- CAR_open_LHS
-- CAR_open_RHS
-- CAR_pulloutL_LHS
-- CAR_pulloutL_RHS
-- CAR_pullout_LHS
-- CAR_pullout_RHS
-- CAR_Qjacked
-- CAR_rolldoor
-- CAR_rolldoorLO
-- CAR_rollout_LHS
-- CAR_rollout_RHS
-- CAR_shuffle_RHS
-- CAR_sit
-- CAR_sitp
-- CAR_sitpLO
-- CAR_sit_pro
-- CAR_sit_weak
-- CAR_tune_radio
-- CLIMB_idle
-- CLIMB_jump
-- CLIMB_jump2fall
-- CLIMB_jump_B
-- CLIMB_Pull
-- CLIMB_Stand
-- CLIMB_Stand_finish
-- cower
-- Crouch_Roll_L
-- Crouch_Roll_R
-- DAM_armL_frmBK
-- DAM_armL_frmFT
-- DAM_armL_frmLT
-- DAM_armR_frmBK
-- DAM_armR_frmFT
-- DAM_armR_frmRT
-- DAM_LegL_frmBK
-- DAM_LegL_frmFT
-- DAM_LegL_frmLT
-- DAM_LegR_frmBK
-- DAM_LegR_frmFT
-- DAM_LegR_frmRT
-- DAM_stomach_frmBK
-- DAM_stomach_frmFT
-- DAM_stomach_frmLT
-- DAM_stomach_frmRT
-- DOOR_LHinge_O
-- DOOR_RHinge_O
-- DrivebyL_L
-- DrivebyL_R
-- Driveby_L
-- Driveby_R
-- DRIVE_BOAT
-- DRIVE_BOAT_back
-- DRIVE_BOAT_L
-- DRIVE_BOAT_R
-- Drive_L
-- Drive_LO_l
-- Drive_LO_R
-- Drive_L_pro
-- Drive_L_pro_slow
-- Drive_L_slow
-- Drive_L_weak
-- Drive_L_weak_slow
-- Drive_R
-- Drive_R_pro
-- Drive_R_pro_slow
-- Drive_R_slow
-- Drive_R_weak
-- Drive_R_weak_slow
-- Drive_truck
-- DRIVE_truck_back
-- DRIVE_truck_L
-- DRIVE_truck_R
-- Drown
-- DUCK_cower
-- endchat_01
-- endchat_02
-- endchat_03
-- EV_dive
-- EV_step
-- facanger
-- facgum
-- facsurp
-- facsurpm
-- factalk
-- facurios
-- FALL_back
-- FALL_collapse
-- FALL_fall
-- FALL_front
-- FALL_glide
-- FALL_land
-- FALL_skyDive
-- Fight2Idle
-- FightA_1
-- FightA_2
-- FightA_3
-- FightA_block
-- FightA_G
-- FightA_M
-- FIGHTIDLE
-- FightShB
-- FightShF
-- FightSh_BWD
-- FightSh_FWD
-- FightSh_Left
-- FightSh_Right
-- flee_lkaround_01
-- FLOOR_hit
-- FLOOR_hit_f
-- fucku
-- gang_gunstand
-- gas_cwr
-- getup
-- getup_front
-- gum_eat
-- GunCrouchBwd
-- GunCrouchFwd
-- GunMove_BWD
-- GunMove_FWD
-- GunMove_L
-- GunMove_R
-- Gun_2_IDLE
-- GUN_BUTT
-- GUN_BUTT_crouch
-- Gun_stand
-- handscower
-- handsup
-- HitA_1
-- HitA_2
-- HitA_3
-- HIT_back
-- HIT_behind
-- HIT_front
-- HIT_GUN_BUTT
-- HIT_L
-- HIT_R
-- HIT_walk
-- HIT_wall
-- Idlestance_fat
-- idlestance_old
-- IDLE_armed
-- IDLE_chat
-- IDLE_csaw
-- Idle_Gang1
-- IDLE_HBHB
-- IDLE_ROCKET
-- IDLE_stance
-- IDLE_taxi
-- IDLE_tired
-- Jetpack_Idle
-- JOG_femaleA
-- JOG_maleA
-- JUMP_glide
-- JUMP_land
-- JUMP_launch
-- JUMP_launch_R
-- KART_drive
-- KART_L
-- KART_LB
-- KART_R
-- KD_left
-- KD_right
-- KO_shot_face
-- KO_shot_front
-- KO_shot_stom
-- KO_skid_back
-- KO_skid_front
-- KO_spin_L
-- KO_spin_R
-- pass_Smoke_in_car
-- phone_in
-- phone_out
-- phone_talk
-- Player_Sneak
-- Player_Sneak_walkstart
-- roadcross
-- roadcross_female
-- roadcross_gang
-- roadcross_old
-- run_1armed
-- run_armed
-- run_civi
-- run_csaw
-- run_fat
-- run_fatold
-- run_gang1
-- run_left
-- run_old
-- run_player
-- run_right
-- run_rocket
-- Run_stop
-- Run_stopR
-- Run_Wuzi
-- SEAT_down
-- SEAT_idle
-- SEAT_up
-- SHOT_leftP
-- SHOT_partial
-- SHOT_partial_B
-- SHOT_rightP
-- Shove_Partial
-- Smoke_in_car
-- sprint_civi
-- sprint_panic
-- Sprint_Wuzi
-- swat_run
-- Swim_Tread
-- Tap_hand
-- Tap_handP
-- turn_180
-- Turn_L
-- Turn_R
-- WALK_armed
-- WALK_civi
-- WALK_csaw
-- Walk_DoorPartial
-- WALK_drunk
-- WALK_fat
-- WALK_fatold
-- WALK_gang1
-- WALK_gang2
-- WALK_old
-- WALK_player
-- WALK_rocket
-- WALK_shuffle
-- WALK_start
-- WALK_start_armed
-- WALK_start_csaw
-- WALK_start_rocket
-- Walk_Wuzi
-- WEAPON_crouch
-- woman_idlestance
-- woman_run
-- WOMAN_runbusy
-- WOMAN_runfatold
-- woman_runpanic
-- WOMAN_runsexy
-- WOMAN_walkbusy
-- WOMAN_walkfatold
-- WOMAN_walknorm
-- WOMAN_walkold
-- WOMAN_walkpro
-- WOMAN_walksexy
-- WOMAN_walkshop
-- XPRESSscratch
-
-## PLAYER_DVBYS
-
-- Plyr_DrivebyBwd
-- Plyr_DrivebyFwd
-- Plyr_DrivebyLHS
-- Plyr_DrivebyRHS
-
-## PLAYIDLES
-
-- shift
-- shldr
-- stretch
-- strleg
-- time
-
-## POLICE
-
-- CopTraf_Away
-- CopTraf_Come
-- CopTraf_Left
-- CopTraf_Stop
-- COP_getoutcar_LHS
-- Cop_move_FWD
-- crm_drgbst_01
-- Door_Kick
-- plc_drgbst_01
-- plc_drgbst_02
-
-## POOL
-
-- POOL_ChalkCue
-- POOL_Idle_Stance
-- POOL_Long_Shot
-- POOL_Long_Shot_O
-- POOL_Long_Start
-- POOL_Long_Start_O
-- POOL_Med_Shot
-- POOL_Med_Shot_O
-- POOL_Med_Start
-- POOL_Med_Start_O
-- POOL_Place_White
-- POOL_Short_Shot
-- POOL_Short_Shot_O
-- POOL_Short_Start
-- POOL_Short_Start_O
-- POOL_Walk
-- POOL_Walk_Start
-- POOL_XLong_Shot
-- POOL_XLong_Shot_O
-- POOL_XLong_Start
-- POOL_XLong_Start_O
-
-## POOR
-
-- WINWASH_Start
-- WINWASH_Wash2Beg
-
-## PYTHON
-
-- python_crouchfire
-- python_crouchreload
-- python_fire
-- python_fire_poor
-- python_reload
-
-## QUAD
-
-- QUAD_back
-- QUAD_driveby_FT
-- QUAD_driveby_LHS
-- QUAD_driveby_RHS
-- QUAD_FWD
-- QUAD_getoff_B
-- QUAD_getoff_LHS
-- QUAD_getoff_RHS
-- QUAD_geton_LHS
-- QUAD_geton_RHS
-- QUAD_hit
-- QUAD_kick
-- QUAD_Left
-- QUAD_passenger
-- QUAD_reverse
-- QUAD_ride
-- QUAD_Right
-
-## QUAD_DBZ
-
-- Pass_Driveby_BWD
-- Pass_Driveby_FWD
-- Pass_Driveby_LHS
-- Pass_Driveby_RHS
-
-## RAPPING
-
-- Laugh_01
-- RAP_A_IN
-- RAP_A_Loop
-- RAP_A_OUT
-- RAP_B_IN
-- RAP_B_Loop
-- RAP_B_OUT
-- RAP_C_Loop
-
-## RIFLE
-
-- RIFLE_crouchfire
-- RIFLE_crouchload
-- RIFLE_fire
-- RIFLE_fire_poor
-- RIFLE_load
-
-## RIOT
-
-- RIOT_ANGRY
-- RIOT_ANGRY_B
-- RIOT_challenge
-- RIOT_CHANT
-- RIOT_FUKU
-- RIOT_PUNCHES
-- RIOT_shout
-
-## ROB_BANK
-
-- CAT_Safe_End
-- CAT_Safe_Open
-- CAT_Safe_Open_O
-- CAT_Safe_Rob
-- SHP_HandsUp_Scr
-
-## ROCKET
-
-- idle_rocket
-- RocketFire
-- run_rocket
-- walk_rocket
-- WALK_start_rocket
-
-## RUSTLER
-
-- Plane_align_LHS
-- Plane_close
-- Plane_getin
-- Plane_getout
-- Plane_open
-
-## RYDER
-
-- RYD_Beckon_01
-- RYD_Beckon_02
-- RYD_Beckon_03
-- RYD_Die_PT1
-- RYD_Die_PT2
-- Van_Crate_L
-- Van_Crate_R
-- Van_Fall_L
-- Van_Fall_R
-- Van_Lean_L
-- Van_Lean_R
-- VAN_PickUp_E
-- VAN_PickUp_S
-- Van_Stand
-- Van_Stand_Crate
-- Van_Throw
-
-## SCRATCHING
-
-- scdldlp
-- scdlulp
-- scdrdlp
-- scdrulp
-- sclng_l
-- sclng_r
-- scmid_l
-- scmid_r
-- scshrtl
-- scshrtr
-- sc_ltor
-- sc_rtol
-
-## SHAMAL
-
-- SHAMAL_align
-- SHAMAL_getin_LHS
-- SHAMAL_getout_LHS
-- SHAMAL_open
-
-## SHOP
-
-- ROB_2Idle
-- ROB_Loop
-- ROB_Loop_Threat
-- ROB_Shifty
-- ROB_StickUp_In
-- SHP_Duck
-- SHP_Duck_Aim
-- SHP_Duck_Fire
-- SHP_Gun_Aim
-- SHP_Gun_Duck
-- SHP_Gun_Fire
-- SHP_Gun_Grab
-- SHP_Gun_Threat
-- SHP_HandsUp_Scr
-- SHP_Jump_Glide
-- SHP_Jump_Land
-- SHP_Jump_Launch
-- SHP_Rob_GiveCash
-- SHP_Rob_HandsUp
-- SHP_Rob_React
-- SHP_Serve_End
-- SHP_Serve_Idle
-- SHP_Serve_Loop
-- SHP_Serve_Start
-- Smoke_RYD
-
-## SHOTGUN
-
-- shotgun_crouchfire
-- shotgun_fire
-- shotgun_fire_poor
-
-## SILENCED
-
-- CrouchReload
-- SilenceCrouchfire
-- Silence_fire
-- Silence_reload
-
-## SKATE
-
-- skate_idle
-- skate_run
-- skate_sprint
-
-## SMOKING
-
-- F_smklean_loop
-- M_smklean_loop
-- M_smkstnd_loop
-- M_smk_drag
-- M_smk_in
-- M_smk_loop
-- M_smk_out
-- M_smk_tap
-
-## SNIPER
-
-- WEAPON_sniper
-
-## SPRAYCAN
-
-- spraycan_fire
-- spraycan_full
-
-## STRIP
-
-- PLY_CASH
-- PUN_CASH
-- PUN_HOLLER
-- PUN_LOOP
-- strip_A
-- strip_B
-- strip_C
-- strip_D
-- strip_E
-- strip_F
-- strip_G
-- STR_A2B
-- STR_B2A
-- STR_B2C
-- STR_C1
-- STR_C2
-- STR_C2B
-- STR_Loop_A
-- STR_Loop_B
-- STR_Loop_C
-
-## SUNBATHE
-
-- batherdown
-- batherup
-- Lay_Bac_in
-- Lay_Bac_out
-- ParkSit_M_IdleA
-- ParkSit_M_IdleB
-- ParkSit_M_IdleC
-- ParkSit_M_in
-- ParkSit_M_out
-- ParkSit_W_idleA
-- ParkSit_W_idleB
-- ParkSit_W_idleC
-- ParkSit_W_in
-- ParkSit_W_out
-- SBATHE_F_LieB2Sit
-- SBATHE_F_Out
-- SitnWait_in_W
-- SitnWait_out_W
-
-## SWAT
-
-- gnstwall_injurd
-- JMP_Wall1m_180
-- Rail_fall
-- Rail_fall_crawl
-- swt_breach_01
-- swt_breach_02
-- swt_breach_03
-- swt_go
-- swt_lkt
-- swt_sty
-- swt_vent_01
-- swt_vent_02
-- swt_vnt_sht_die
-- swt_vnt_sht_in
-- swt_vnt_sht_loop
-- swt_wllpk_L
-- swt_wllpk_L_back
-- swt_wllpk_R
-- swt_wllpk_R_back
-- swt_wllshoot_in_L
-- swt_wllshoot_in_R
-- swt_wllshoot_out_L
-- swt_wllshoot_out_R
-
-## SWEET
-
-- ho_ass_slapped
-- LaFin_Player
-- LaFin_Sweet
-- plyr_hndshldr_01
-- sweet_ass_slap
-- sweet_hndshldr_01
-- Sweet_injuredloop
-
-## SWIM
-
-- Swim_Breast
-- SWIM_crawl
-- Swim_Dive_Under
-- Swim_Glide
-- Swim_jumpout
-- Swim_Tread
-- Swim_Under
-
-## SWORD
-
-- sword_1
-- sword_2
-- sword_3
-- sword_4
-- sword_block
-- Sword_Hit_1
-- Sword_Hit_2
-- Sword_Hit_3
-- sword_IDLE
-- sword_part
-
-## TANK
-
-- TANK_align_LHS
-- TANK_close_LHS
-- TANK_doorlocked
-- TANK_getin_LHS
-- TANK_getout_LHS
-- TANK_open_LHS
-
-## TATTOOS
-
-- TAT_ArmL_In_O
-- TAT_ArmL_In_P
-- TAT_ArmL_In_T
-- TAT_ArmL_Out_O
-- TAT_ArmL_Out_P
-- TAT_ArmL_Out_T
-- TAT_ArmL_Pose_O
-- TAT_ArmL_Pose_P
-- TAT_ArmL_Pose_T
-- TAT_ArmR_In_O
-- TAT_ArmR_In_P
-- TAT_ArmR_In_T
-- TAT_ArmR_Out_O
-- TAT_ArmR_Out_P
-- TAT_ArmR_Out_T
-- TAT_ArmR_Pose_O
-- TAT_ArmR_Pose_P
-- TAT_ArmR_Pose_T
-- TAT_Back_In_O
-- TAT_Back_In_P
-- TAT_Back_In_T
-- TAT_Back_Out_O
-- TAT_Back_Out_P
-- TAT_Back_Out_T
-- TAT_Back_Pose_O
-- TAT_Back_Pose_P
-- TAT_Back_Pose_T
-- TAT_Back_Sit_In_P
-- TAT_Back_Sit_Loop_P
-- TAT_Back_Sit_Out_P
-- TAT_Bel_In_O
-- TAT_Bel_In_T
-- TAT_Bel_Out_O
-- TAT_Bel_Out_T
-- TAT_Bel_Pose_O
-- TAT_Bel_Pose_T
-- TAT_Che_In_O
-- TAT_Che_In_P
-- TAT_Che_In_T
-- TAT_Che_Out_O
-- TAT_Che_Out_P
-- TAT_Che_Out_T
-- TAT_Che_Pose_O
-- TAT_Che_Pose_P
-- TAT_Che_Pose_T
-- TAT_Drop_O
-- TAT_Idle_Loop_O
-- TAT_Idle_Loop_T
-- TAT_Sit_In_O
-- TAT_Sit_In_P
-- TAT_Sit_In_T
-- TAT_Sit_Loop_O
-- TAT_Sit_Loop_P
-- TAT_Sit_Loop_T
-- TAT_Sit_Out_O
-- TAT_Sit_Out_P
-- TAT_Sit_Out_T
-
-## TEC
-
-- TEC_crouchfire
-- TEC_crouchreload
-- TEC_fire
-- TEC_reload
-
-## TRAIN
-
-- tran_gtup
-- tran_hng
-- tran_ouch
-- tran_stmb
-
-## TRUCK
-
-- TRUCK_ALIGN_LHS
-- TRUCK_ALIGN_RHS
-- TRUCK_closedoor_LHS
-- TRUCK_closedoor_RHS
-- TRUCK_close_LHS
-- TRUCK_close_RHS
-- TRUCK_getin_LHS
-- TRUCK_getin_RHS
-- TRUCK_getout_LHS
-- TRUCK_getout_RHS
-- TRUCK_jackedLHS
-- TRUCK_jackedRHS
-- TRUCK_open_LHS
-- TRUCK_open_RHS
-- TRUCK_pullout_LHS
-- TRUCK_pullout_RHS
-- TRUCK_Shuffle
-
-## UZI
-
-- UZI_crouchfire
-- UZI_crouchreload
-- UZI_fire
-- UZI_fire_poor
-- UZI_reload
-
-## VAN
-
-- VAN_close_back_LHS
-- VAN_close_back_RHS
-- VAN_getin_Back_LHS
-- VAN_getin_Back_RHS
-- VAN_getout_back_LHS
-- VAN_getout_back_RHS
-- VAN_open_back_LHS
-- VAN_open_back_RHS
-
-## VENDING
-
-- VEND_Drink2_P
-- VEND_Drink_P
-- vend_eat1_P
-- VEND_Eat_P
-- VEND_Use
-- VEND_Use_pt2
-
-## VORTEX
-
-- CAR_jumpin_LHS
-- CAR_jumpin_RHS
-- vortex_getout_LHS
-- vortex_getout_RHS
-
-## WAYFARER
-
-- WF_Back
-- WF_drivebyFT
-- WF_drivebyLHS
-- WF_drivebyRHS
-- WF_Fwd
-- WF_getoffBACK
-- WF_getoffLHS
-- WF_getoffRHS
-- WF_hit
-- WF_jumponL
-- WF_jumponR
-- WF_kick
-- WF_Left
-- WF_passenger
-- WF_pushes
-- WF_Ride
-- WF_Right
-- WF_Still
-
-## WEAPONS
-
-- SHP_1H_Lift
-- SHP_1H_Lift_End
-- SHP_1H_Ret
-- SHP_1H_Ret_S
-- SHP_2H_Lift
-- SHP_2H_Lift_End
-- SHP_2H_Ret
-- SHP_2H_Ret_S
-- SHP_Ar_Lift
-- SHP_Ar_Lift_End
-- SHP_Ar_Ret
-- SHP_Ar_Ret_S
-- SHP_G_Lift_In
-- SHP_G_Lift_Out
-- SHP_Tray_In
-- SHP_Tray_Out
-- SHP_Tray_Pose
-
-| Index | Librarie | Animatie | Cadre | Durată (sec) | Categorie | Comentarii (Actiune) |
-| ----- | ------------ | ---------------------- | ----- | ------------ | ---------------------- | -------------------- |
-| 1 | AIRPORT | THRW_BARL_THRW | 120 | 2.00 | | |
-| 2 | ATTRACTORS | STEPSIT_IN | | | | |
-| 3 | ATTRACTORS | STEPSIT_LOOP | | | | |
-| 4 | ATTRACTORS | STEPSIT_OUT | | | | |
-| 5 | BAR | BARCUSTOM_GET | | | | |
-| 6 | BAR | BARCUSTOM_LOOP | | | | |
-| 7 | BAR | BARCUSTOM_ORDER | | | | |
-| 8 | BAR | BARMAN_IDLE | | | | |
-| 9 | BAR | BARSERVE_BOTTLE | | | | |
-| 10 | BAR | BARSERVE_GIVE | | | | |
-| 11 | BAR | BARSERVE_GLASS | | | | |
-| 12 | BAR | BARSERVE_IN | | | | |
-| 13 | BAR | BARSERVE_LOOP | | | | |
-| 14 | BAR | BARSERVE_ORDER | | | | |
-| 15 | BAR | DNK_STNDF_LOOP | | | | |
-| 16 | BAR | DNK_STNDM_LOOP | | | | |
-| 17 | BASEBALL | BAT_1 | | | | |
-| 18 | BASEBALL | BAT_2 | | | | |
-| 19 | BASEBALL | BAT_3 | | | | |
-| 20 | BASEBALL | BAT_4 | | | | |
-| 21 | BASEBALL | BAT_BLOCK | | | | |
-| 22 | BASEBALL | BAT_HIT_1 | | | | |
-| 23 | BASEBALL | BAT_HIT_2 | | | | |
-| 24 | BASEBALL | BAT_HIT_3 | | | | |
-| 25 | BASEBALL | BAT_IDLE | | | | |
-| 26 | BASEBALL | BAT_M | | | | |
-| 27 | BASEBALL | BAT_PART | | | | |
-| 28 | BD_FIRE | BD_FIRE1 | | | | |
-| 29 | BD_FIRE | BD_FIRE2 | | | | |
-| 30 | BD_FIRE | BD_FIRE3 | | | | |
-| 31 | BD_FIRE | BD_GF_WAVE | | | | |
-| 32 | BD_FIRE | BD_PANIC_01 | | | | |
-| 33 | BD_FIRE | BD_PANIC_02 | | | | |
-| 34 | BD_FIRE | BD_PANIC_03 | | | | |
-| 35 | BD_FIRE | BD_PANIC_04 | | | | |
-| 36 | BD_FIRE | BD_PANIC_LOOP | | | | |
-| 37 | BD_FIRE | GRLFRD_KISS_03 | | | | |
-| 38 | BD_FIRE | M_SMKLEAN_LOOP | | | | |
-| 39 | BD_FIRE | PLAYA_KISS_03 | | | | |
-| 40 | BD_FIRE | WASH_UP | | | | |
-| 41 | BEACH | BATHER | | | | |
-| 42 | BEACH | LAY_BAC_LOOP | | | | |
-| 43 | BEACH | PARKSIT_M_LOOP | | | | |
-| 44 | BEACH | PARKSIT_W_LOOP | | | | |
-| 45 | BEACH | SITNWAIT_LOOP_W | | | | |
-| 46 | BENCHPRESS | GYM_BP_CELEBRATE | | | | |
-| 47 | BENCHPRESS | GYM_BP_DOWN | | | | |
-| 48 | BENCHPRESS | GYM_BP_GETOFF | | | | |
-| 49 | BENCHPRESS | GYM_BP_GETON | | | | |
-| 50 | BENCHPRESS | GYM_BP_UP_A | | | | |
-| 51 | BENCHPRESS | GYM_BP_UP_B | | | | |
-| 52 | BENCHPRESS | GYM_BP_UP_SMOOTH | | | | |
-| 53 | BF_INJECTION | BF_GETIN_LHS | | | | |
-| 54 | BF_INJECTION | BF_GETIN_RHS | | | | |
-| 55 | BF_INJECTION | BF_GETOUT_LHS | | | | |
-| 56 | BF_INJECTION | BF_GETOUT_RHS | | | | |
-| 58 | BIKED | BIKED_DRIVEBYFT | | | | |
-| 59 | BIKED | BIKED_DRIVEBYLHS | | | | |
-| 60 | BIKED | BIKED_DRIVEBYRHS | | | | |
-| 61 | BIKED | BIKED_FWD | | | | |
-| 62 | BIKED | BIKED_GETOFFBACK | | | | |
-| 63 | BIKED | BIKED_GETOFFLHS | | | | |
-| 64 | BIKED | BIKED_GETOFFRHS | | | | |
-| 66 | BIKED | BIKED_JUMPONL | | | | |
-| 67 | BIKED | BIKED_JUMPONR | | | | |
-| 68 | BIKED | BIKED_KICK | | | | |
-| 71 | BIKED | BIKED_PUSHES | | | | |
-| 74 | BIKED | BIKED_SHUFFLE | | | | |
-| 77 | BIKEH | BIKEH_DRIVEBYFT | | | | |
-| 78 | BIKEH | BIKEH_DRIVEBYLHS | | | | |
-| 79 | BIKEH | BIKEH_DRIVEBYRHS | | | | |
-| 80 | BIKEH | BIKEH_FWD | | | | |
-| 81 | BIKEH | BIKEH_GETOFFBACK | | | | |
-| 82 | BIKEH | BIKEH_GETOFFLHS | | | | |
-| 83 | BIKEH | BIKEH_GETOFFRHS | | | | |
-| 85 | BIKEH | BIKEH_JUMPONL | | | | |
-| 86 | BIKEH | BIKEH_JUMPONR | | | | |
-| 87 | BIKEH | BIKEH_KICK | | | | |
-| 90 | BIKEH | BIKEH_PUSHES | | | | |
-| 92 | BIKEH | BIKEH_RIGHT | | | | |
-| 94 | BIKELEAP | BK_BLNCE_IN | | | | |
-| 95 | BIKELEAP | BK_BLNCE_OUT | | | | |
-| 96 | BIKELEAP | BK_JMP | | | | |
-| 97 | BIKELEAP | BK_RDY_IN | | | | |
-| 98 | BIKELEAP | BK_RDY_OUT | | | | |
-| 99 | BIKELEAP | STRUGGLE_CESAR | | | | |
-| 100 | BIKELEAP | STRUGGLE_DRIVER | | | | |
-| 101 | BIKELEAP | TRUCK_DRIVER | | | | |
-| 102 | BIKELEAP | TRUCK_GETIN | | | | |
-| 104 | BIKES | BIKES_DRIVEBYFT | | | | |
-| 105 | BIKES | BIKES_DRIVEBYLHS | | | | |
-| 106 | BIKES | BIKES_DRIVEBYRHS | | | | |
-| 107 | BIKES | BIKES_FWD | | | | |
-| 108 | BIKES | BIKES_GETOFFBACK | | | | |
-| 109 | BIKES | BIKES_GETOFFLHS | | | | |
-| 110 | BIKES | BIKES_GETOFFRHS | | | | |
-| 112 | BIKES | BIKES_JUMPONL | | | | |
-| 113 | BIKES | BIKES_JUMPONR | | | | |
-| 114 | BIKES | BIKES_KICK | | | | |
-| 115 | BIKES | BIKES_LEFT | | | | |
-| 117 | BIKES | BIKES_PUSHES | | | | |
-| 119 | BIKES | BIKES_RIGHT | | | | |
-| 120 | BIKES | BIKES_SNATCH_L | | | | |
-| 121 | BIKES | BIKES_SNATCH_R | | | | |
-| 123 | BIKEV | BIKEV_BACK | | | | |
-| 124 | BIKEV | BIKEV_DRIVEBYFT | | | | |
-| 125 | BIKEV | BIKEV_DRIVEBYLHS | | | | |
-| 126 | BIKEV | BIKEV_DRIVEBYRHS | | | | |
-| 127 | BIKEV | BIKEV_FWD | | | | |
-| 128 | BIKEV | BIKEV_GETOFFBACK | | | | |
-| 129 | BIKEV | BIKEV_GETOFFLHS | | | | |
-| 130 | BIKEV | BIKEV_GETOFFRHS | | | | |
-| 132 | BIKEV | BIKEV_JUMPONL | | | | |
-| 133 | BIKEV | BIKEV_JUMPONR | | | | |
-| 134 | BIKEV | BIKEV_KICK | | | | |
-| 137 | BIKEV | BIKEV_PUSHES | | | | |
-| 141 | BIKE_DBZ | PASS_DRIVEBY_BWD | | | | |
-| 142 | BIKE_DBZ | PASS_DRIVEBY_FWD | | | | |
-| 143 | BIKE_DBZ | PASS_DRIVEBY_LHS | | | | |
-| 144 | BIKE_DBZ | PASS_DRIVEBY_RHS | | | | |
-| 146 | BMX | BMX_BUNNYHOP | | | | |
-| 147 | BMX | BMX_DRIVEBYFT | | | | |
-| 148 | BMX | BMX_DRIVEBY_LHS | | | | |
-| 149 | BMX | BMX_DRIVEBY_RHS | | | | |
-| 151 | BMX | BMX_GETOFFBACK | | | | |
-| 152 | BMX | BMX_GETOFFLHS | | | | |
-| 153 | BMX | BMX_GETOFFRHS | | | | |
-| 154 | BMX | BMX_JUMPONL | | | | |
-| 155 | BMX | BMX_JUMPONR | | | | |
-| 157 | BMX | BMX_PEDAL | | | | |
-| 158 | BMX | BMX_PUSHES | | | | |
-| 160 | BMX | BMX_RIGHT | | | | |
-| 161 | BMX | BMX_SPRINT | | | | |
-| 163 | BOMBER | BOM_PLANT | | | | |
-| 164 | BOMBER | BOM_PLANT_2IDLE | | | | |
-| 165 | BOMBER | BOM_PLANT_CROUCH_IN | | | | |
-| 166 | BOMBER | BOM_PLANT_CROUCH_OUT | | | | |
-| 167 | BOMBER | BOM_PLANT_IN | | | | |
-| 168 | BOMBER | BOM_PLANT_LOOP | | | | |
-| 169 | BOX | BOXHIPIN | | | | |
-| 170 | BOX | BOXHIPUP | | | | |
-| 171 | BOX | BOXSHDWN | | | | |
-| 172 | BOX | BOXSHUP | | | | |
-| 173 | BOX | BXHIPWLK | | | | |
-| 174 | BOX | BXHWLKI | | | | |
-| 175 | BOX | BXSHWLK | | | | |
-| 176 | BOX | BXSHWLKI | | | | |
-| 177 | BOX | BXWLKO | | | | |
-| 178 | BOX | CATCH_BOX | | | | |
-| 179 | BSKTBALL | BBALL_DEF_JUMP_SHOT | | | | |
-| 180 | BSKTBALL | BBALL_DEF_LOOP | | | | |
-| 181 | BSKTBALL | BBALL_DEF_STEPL | | | | |
-| 182 | BSKTBALL | BBALL_DEF_STEPR | | | | |
-| 183 | BSKTBALL | BBALL_DNK | | | | |
-| 184 | BSKTBALL | BBALL_DNK_GLI | | | | |
-| 185 | BSKTBALL | BBALL_DNK_GLI_O | | | | |
-| 186 | BSKTBALL | BBALL_DNK_LNCH | | | | |
-| 187 | BSKTBALL | BBALL_DNK_LNCH_O | | | | |
-| 188 | BSKTBALL | BBALL_DNK_LND | | | | |
-| 190 | BSKTBALL | BBALL_IDLE | | | | |
-| 191 | BSKTBALL | BBALL_IDLE2 | | | | |
-| 192 | BSKTBALL | BBALL_IDLE2_O | | | | |
-| 193 | BSKTBALL | BBALL_IDLELOOP | | | | |
-| 194 | BSKTBALL | BBALL_IDLELOOP_O | | | | |
-| 195 | BSKTBALL | BBALL_IDLE_O | | | | |
-| 196 | BSKTBALL | BBALL_JUMP_CANCEL | | | | |
-| 197 | BSKTBALL | BBALL_JUMP_CANCEL_O | | | | |
-| 198 | BSKTBALL | BBALL_JUMP_END | | | | |
-| 199 | BSKTBALL | BBALL_JUMP_SHOT | | | | |
-| 200 | BSKTBALL | BBALL_JUMP_SHOT_O | | | | |
-| 201 | BSKTBALL | BBALL_NET_DNK_O | | | | |
-| 202 | BSKTBALL | BBALL_PICKUP | | | | |
-| 203 | BSKTBALL | BBALL_PICKUP_O | | | | |
-| 204 | BSKTBALL | BBALL_REACT_MISS | | | | |
-| 205 | BSKTBALL | BBALL_REACT_SCORE | | | | |
-| 206 | BSKTBALL | BBALL_RUN | | | | |
-| 207 | BSKTBALL | BBALL_RUN_O | | | | |
-| 208 | BSKTBALL | BBALL_SKIDSTOP_L | | | | |
-| 209 | BSKTBALL | BBALL_SKIDSTOP_L_O | | | | |
-| 210 | BSKTBALL | BBALL_SKIDSTOP_R | | | | |
-| 211 | BSKTBALL | BBALL_SKIDSTOP_R_O | | | | |
-| 212 | BSKTBALL | BBALL_WALK | | | | |
-| 213 | BSKTBALL | BBALL_WALKSTOP_L | | | | |
-| 214 | BSKTBALL | BBALL_WALKSTOP_L_O | | | | |
-| 215 | BSKTBALL | BBALL_WALKSTOP_R | | | | |
-| 216 | BSKTBALL | BBALL_WALKSTOP_R_O | | | | |
-| 217 | BSKTBALL | BBALL_WALK_O | | | | |
-| 218 | BSKTBALL | BBALL_WALK_START | | | | |
-| 219 | BSKTBALL | BBALL_WALK_START_O | | | | |
-| 220 | BUDDY | BUDDY_CROUCHFIRE | | | | |
-| 221 | BUDDY | BUDDY_CROUCHRELOAD | | | | |
-| 222 | BUDDY | BUDDY_FIRE | | | | |
-| 223 | BUDDY | BUDDY_FIRE_POOR | | | | |
-| 224 | BUDDY | BUDDY_RELOAD | | | | |
-| 225 | BUS | BUS_CLOSE | | | | |
-| 226 | BUS | BUS_GETIN_LHS | | | | |
-| 227 | BUS | BUS_GETIN_RHS | | | | |
-| 228 | BUS | BUS_GETOUT_LHS | | | | |
-| 229 | BUS | BUS_GETOUT_RHS | | | | |
-| 230 | BUS | BUS_JACKED_LHS | | | | |
-| 231 | BUS | BUS_OPEN | | | | |
-| 232 | BUS | BUS_OPEN_RHS | | | | |
-| 233 | BUS | BUS_PULLOUT_LHS | | | | |
-| 234 | CAMERA | CAMCRCH_CMON | | | | |
-| 235 | CAMERA | CAMCRCH_IDLELOOP | | | | |
-| 236 | CAMERA | CAMCRCH_STAY | | | | |
-| 237 | CAMERA | CAMCRCH_TO_CAMSTND | | | | |
-| 238 | CAMERA | CAMSTND_CMON | | | | |
-| 239 | CAMERA | CAMSTND_IDLELOOP | | | | |
-| 240 | CAMERA | CAMSTND_LKABT | | | | |
-| 241 | CAMERA | CAMSTND_TO_CAMCRCH | | | | |
-| 242 | CAMERA | PICCRCH_IN | | | | |
-| 243 | CAMERA | PICCRCH_OUT | | | | |
-| 244 | CAMERA | PICCRCH_TAKE | | | | |
-| 245 | CAMERA | PICSTND_IN | | | | |
-| 246 | CAMERA | PICSTND_OUT | | | | |
-| 247 | CAMERA | PICSTND_TAKE | | | | |
-| 248 | CAR | FIXN_CAR_LOOP | | | | |
-| 249 | CAR | FIXN_CAR_OUT | | | | |
-| 250 | CAR | FLAG_DROP | | | | |
-| 252 | CAR | TAP_HAND | | | | |
-| 253 | CAR | TYD2CAR_BUMP | | | | |
-| 254 | CAR | TYD2CAR_HIGH | | | | |
-| 255 | CAR | TYD2CAR_LOW | | | | |
-| 256 | CAR | TYD2CAR_MED | | | | |
-| 257 | CAR | TYD2CAR_TURNL | | | | |
-| 258 | CAR | TYD2CAR_TURNR | | | | |
-| 260 | CARRY | LIFTUP | | | | |
-| 261 | CARRY | LIFTUP05 | | | | |
-| 262 | CARRY | LIFTUP105 | | | | |
-| 263 | CARRY | PUTDWN | | | | |
-| 264 | CARRY | PUTDWN05 | | | | |
-| 265 | CARRY | PUTDWN105 | | | | |
-| 266 | CAR_CHAT | CARFONE_IN | | | | |
-| 267 | CAR_CHAT | CARFONE_LOOPA | | | | |
-| 268 | CAR_CHAT | CARFONE_LOOPA_TO_B | | | | |
-| 269 | CAR_CHAT | CARFONE_LOOPB | | | | |
-| 270 | CAR_CHAT | CARFONE_LOOPB_TO_A | | | | |
-| 271 | CAR_CHAT | CARFONE_OUT | | | | |
-| 272 | CAR_CHAT | CAR_SC1_BL | | | | |
-| 273 | CAR_CHAT | CAR_SC1_BR | | | | |
-| 274 | CAR_CHAT | CAR_SC1_FL | | | | |
-| 275 | CAR_CHAT | CAR_SC1_FR | | | | |
-| 276 | CAR_CHAT | CAR_SC2_FL | | | | |
-| 277 | CAR_CHAT | CAR_SC3_BR | | | | |
-| 278 | CAR_CHAT | CAR_SC3_FL | | | | |
-| 279 | CAR_CHAT | CAR_SC3_FR | | | | |
-| 280 | CAR_CHAT | CAR_SC4_BL | | | | |
-| 281 | CAR_CHAT | CAR_SC4_BR | | | | |
-| 282 | CAR_CHAT | CAR_SC4_FL | | | | |
-| 283 | CAR_CHAT | CAR_SC4_FR | | | | |
-| 284 | CAR_CHAT | CAR_TALKM_IN | | | | |
-| 285 | CAR_CHAT | CAR_TALKM_LOOP | | | | |
-| 286 | CAR_CHAT | CAR_TALKM_OUT | | | | |
-| 287 | CASINO | CARDS_IN | | | | |
-| 288 | CASINO | CARDS_LOOP | | | | |
-| 289 | CASINO | CARDS_LOSE | | | | |
-| 290 | CASINO | CARDS_OUT | | | | |
-| 291 | CASINO | CARDS_PICK_01 | | | | |
-| 292 | CASINO | CARDS_PICK_02 | | | | |
-| 293 | CASINO | CARDS_RAISE | | | | |
-| 294 | CASINO | CARDS_WIN | | | | |
-| 295 | CASINO | DEALONE | | | | |
-| 296 | CASINO | MANWINB | | | | |
-| 297 | CASINO | MANWIND | | | | |
-| 298 | CASINO | ROULETTE_BET | | | | |
-| 299 | CASINO | ROULETTE_IN | | | | |
-| 300 | CASINO | ROULETTE_LOOP | | | | |
-| 301 | CASINO | ROULETTE_LOSE | | | | |
-| 302 | CASINO | ROULETTE_OUT | | | | |
-| 303 | CASINO | ROULETTE_WIN | | | | |
-| 304 | CASINO | SLOT_BET_01 | | | | |
-| 305 | CASINO | SLOT_BET_02 | | | | |
-| 306 | CASINO | SLOT_IN | | | | |
-| 307 | CASINO | SLOT_LOSE_OUT | | | | |
-| 308 | CASINO | SLOT_PLYR | | | | |
-| 309 | CASINO | SLOT_WAIT | | | | |
-| 310 | CASINO | SLOT_WIN_OUT | | | | |
-| 311 | CASINO | WOF | | | | |
-| 312 | CHAINSAW | CSAW_1 | | | | |
-| 313 | CHAINSAW | CSAW_2 | | | | |
-| 314 | CHAINSAW | CSAW_3 | | | | |
-| 315 | CHAINSAW | CSAW_G | | | | |
-| 316 | CHAINSAW | CSAW_HIT_1 | | | | |
-| 317 | CHAINSAW | CSAW_HIT_2 | | | | |
-| 318 | CHAINSAW | CSAW_HIT_3 | | | | |
-| 320 | CHAINSAW | IDLE_CSAW | | | | |
-| 321 | CHAINSAW | WEAPON_CSAW | | | | |
-| 322 | CHAINSAW | WEAPON_CSAWLO | | | | |
-| 323 | CHOPPA | CHOPPA_BACK | | | | |
-| 324 | CHOPPA | CHOPPA_BUNNYHOP | | | | |
-| 325 | CHOPPA | CHOPPA_DRIVEBYFT | | | | |
-| 326 | CHOPPA | CHOPPA_DRIVEBY_LHS | | | | |
-| 327 | CHOPPA | CHOPPA_DRIVEBY_RHS | | | | |
-| 328 | CHOPPA | CHOPPA_FWD | | | | |
-| 329 | CHOPPA | CHOPPA_GETOFFBACK | | | | |
-| 330 | CHOPPA | CHOPPA_GETOFFLHS | | | | |
-| 331 | CHOPPA | CHOPPA_GETOFFRHS | | | | |
-| 332 | CHOPPA | CHOPPA_JUMPONL | | | | |
-| 333 | CHOPPA | CHOPPA_JUMPONR | | | | |
-| 335 | CHOPPA | CHOPPA_PEDAL | | | | |
-| 336 | CHOPPA | CHOPPA_PUSHES | | | | |
-| 339 | CHOPPA | CHOPPA_SPRINT | | | | |
-| 341 | CLOTHES | CLO_BUY | | | | |
-| 342 | CLOTHES | CLO_IN | | | | |
-| 343 | CLOTHES | CLO_OUT | | | | |
-| 344 | CLOTHES | CLO_POSE_HAT | | | | |
-| 345 | CLOTHES | CLO_POSE_IN | | | | |
-| 346 | CLOTHES | CLO_POSE_IN_O | | | | |
-| 347 | CLOTHES | CLO_POSE_LEGS | | | | |
-| 348 | CLOTHES | CLO_POSE_LOOP | | | | |
-| 349 | CLOTHES | CLO_POSE_OUT | | | | |
-| 350 | CLOTHES | CLO_POSE_OUT_O | | | | |
-| 351 | CLOTHES | CLO_POSE_SHOES | | | | |
-| 352 | CLOTHES | CLO_POSE_TORSO | | | | |
-| 353 | CLOTHES | CLO_POSE_WATCH | | | | |
-| 354 | COACH | COACH_INL | | | | |
-| 355 | COACH | COACH_INR | | | | |
-| 356 | COACH | COACH_OPNL | | | | |
-| 357 | COACH | COACH_OPNR | | | | |
-| 358 | COACH | COACH_OUTL | | | | |
-| 359 | COACH | COACH_OUTR | | | | |
-| 360 | COLT45 | 2GUNS_CROUCHFIRE | | | | |
-| 361 | COLT45 | COLT45_CROUCHFIRE | | | | |
-| 362 | COLT45 | COLT45_CROUCHRELOAD | | | | |
-| 363 | COLT45 | COLT45_FIRE | | | | |
-| 364 | COLT45 | COLT45_FIRE_2HANDS | | | | |
-| 365 | COLT45 | COLT45_RELOAD | | | | |
-| 366 | COLT45 | SAWNOFF_RELOAD | | | | |
-| 367 | COP_AMBIENT | COPBROWSE_IN | | | | |
-| 368 | COP_AMBIENT | COPBROWSE_LOOP | | | | |
-| 369 | COP_AMBIENT | COPBROWSE_NOD | | | | |
-| 370 | COP_AMBIENT | COPBROWSE_OUT | | | | |
-| 371 | COP_AMBIENT | COPBROWSE_SHAKE | | | | |
-| 372 | COP_AMBIENT | COPLOOK_IN | | | | |
-| 373 | COP_AMBIENT | COPLOOK_LOOP | | | | |
-| 374 | COP_AMBIENT | COPLOOK_NOD | | | | |
-| 375 | COP_AMBIENT | COPLOOK_OUT | | | | |
-| 376 | COP_AMBIENT | COPLOOK_SHAKE | | | | |
-| 377 | COP_AMBIENT | COPLOOK_THINK | | | | |
-| 378 | COP_AMBIENT | COPLOOK_WATCH | | | | |
-| 379 | COP_DVBYZ | COP_DVBY_B | | | | |
-| 380 | COP_DVBYZ | COP_DVBY_FT | | | | |
-| 381 | COP_DVBYZ | COP_DVBY_L | | | | |
-| 382 | COP_DVBYZ | COP_DVBY_R | | | | |
-| 383 | CRACK | BBALBAT_IDLE_01 | | | | |
-| 384 | CRACK | BBALBAT_IDLE_02 | | | | |
-| 385 | CRACK | CRCKDETH1 | | | | |
-| 386 | CRACK | CRCKDETH2 | | | | |
-| 387 | CRACK | CRCKDETH3 | | | | |
-| 388 | CRACK | CRCKDETH4 | | | | |
-| 389 | CRACK | CRCKIDLE1 | | | | |
-| 390 | CRACK | CRCKIDLE2 | | | | |
-| 391 | CRACK | CRCKIDLE3 | | | | |
-| 392 | CRACK | CRCKIDLE4 | | | | |
-| 393 | CRIB | CRIB_CONSOLE_LOOP | | | | |
-| 394 | CRIB | CRIB_USE_SWITCH | | | | |
-| 395 | CRIB | PED_CONSOLE_LOOP | | | | |
-| 396 | CRIB | PED_CONSOLE_LOOSE | | | | |
-| 397 | CRIB | PED_CONSOLE_WIN | | | | |
-| 398 | DAM_JUMP | DAM_DIVE_LOOP | | | | |
-| 399 | DAM_JUMP | DAM_LAND | | | | |
-| 400 | DAM_JUMP | DAM_LAUNCH | | | | |
-| 401 | DAM_JUMP | JUMP_ROLL | | | | |
-| 402 | DAM_JUMP | SF_JUMPWALL | | | | |
-| 403 | DANCING | BD_CLAP | | | | |
-| 404 | DANCING | BD_CLAP1 | | | | |
-| 405 | DANCING | DANCE_LOOP | | | | |
-| 406 | DANCING | DAN_DOWN_A | | | | |
-| 407 | DANCING | DAN_LEFT_A | | | | |
-| 408 | DANCING | DAN_LOOP_A | | | | |
-| 409 | DANCING | DAN_RIGHT_A | | | | |
-| 410 | DANCING | DAN_UP_A | | | | |
-| 411 | DANCING | DNCE_M_A | | | | |
-| 412 | DANCING | DNCE_M_B | | | | |
-| 413 | DANCING | DNCE_M_C | | | | |
-| 414 | DANCING | DNCE_M_D | | | | |
-| 415 | DANCING | DNCE_M_E | | | | |
-| 416 | DEALER | DEALER_DEAL | | | | |
-| 417 | DEALER | DEALER_IDLE | | | | |
-| 418 | DEALER | DEALER_IDLE_01 | | | | |
-| 419 | DEALER | DEALER_IDLE_02 | | | | |
-| 420 | DEALER | DEALER_IDLE_03 | | | | |
-| 421 | DEALER | DRUGS_BUY | | | | |
-| 422 | DEALER | SHOP_PAY | | | | |
-| 423 | DILDO | DILDO_1 | | | | |
-| 424 | DILDO | DILDO_2 | | | | |
-| 425 | DILDO | DILDO_3 | | | | |
-| 426 | DILDO | DILDO_BLOCK | | | | |
-| 427 | DILDO | DILDO_G | | | | |
-| 428 | DILDO | DILDO_HIT_1 | | | | |
-| 429 | DILDO | DILDO_HIT_2 | | | | |
-| 430 | DILDO | DILDO_HIT_3 | | | | |
-| 431 | DILDO | DILDO_IDLE | | | | |
-| 432 | DODGE | COVER_DIVE_01 | | | | |
-| 433 | DODGE | COVER_DIVE_02 | | | | |
-| 434 | DODGE | CRUSHED | | | | |
-| 435 | DODGE | CRUSH_JUMP | | | | |
-| 436 | DOZER | DOZER_ALIGN_LHS | | | | |
-| 437 | DOZER | DOZER_ALIGN_RHS | | | | |
-| 438 | DOZER | DOZER_GETIN_LHS | | | | |
-| 439 | DOZER | DOZER_GETIN_RHS | | | | |
-| 440 | DOZER | DOZER_GETOUT_LHS | | | | |
-| 441 | DOZER | DOZER_GETOUT_RHS | | | | |
-| 442 | DOZER | DOZER_JACKED_LHS | | | | |
-| 443 | DOZER | DOZER_JACKED_RHS | | | | |
-| 444 | DOZER | DOZER_PULLOUT_LHS | | | | |
-| 445 | DOZER | DOZER_PULLOUT_RHS | | | | |
-| 446 | DRIVEBYS | GANG_DRIVEBYLHS | | | | |
-| 447 | DRIVEBYS | GANG_DRIVEBYLHS_BWD | | | | |
-| 448 | DRIVEBYS | GANG_DRIVEBYLHS_FWD | | | | |
-| 449 | DRIVEBYS | GANG_DRIVEBYRHS | | | | |
-| 450 | DRIVEBYS | GANG_DRIVEBYRHS_BWD | | | | |
-| 451 | DRIVEBYS | GANG_DRIVEBYRHS_FWD | | | | |
-| 452 | DRIVEBYS | GANG_DRIVEBYTOP_LHS | | | | |
-| 453 | DRIVEBYS | GANG_DRIVEBYTOP_RHS | | | | |
-| 454 | FAT | FATIDLE | | | | |
-| 455 | FAT | FATIDLE_ARMED | | | | |
-| 456 | FAT | FATIDLE_CSAW | | | | |
-| 457 | FAT | FATIDLE_ROCKET | | | | |
-| 458 | FAT | FATRUN | | | | |
-| 459 | FAT | FATRUN_ARMED | | | | |
-| 460 | FAT | FATRUN_CSAW | | | | |
-| 461 | FAT | FATRUN_ROCKET | | | | |
-| 462 | FAT | FATSPRINT | | | | |
-| 463 | FAT | FATWALK | | | | |
-| 464 | FAT | FATWALKSTART | | | | |
-| 465 | FAT | FATWALKSTART_CSAW | | | | |
-| 466 | FAT | FATWALKST_ARMED | | | | |
-| 467 | FAT | FATWALKST_ROCKET | | | | |
-| 468 | FAT | FATWALK_ARMED | | | | |
-| 469 | FAT | FATWALK_CSAW | | | | |
-| 470 | FAT | FATWALK_ROCKET | | | | |
-| 471 | FAT | IDLE_TIRED | | | | |
-| 472 | FIGHT_B | FIGHTB_1 | | | | |
-| 473 | FIGHT_B | FIGHTB_2 | | | | |
-| 474 | FIGHT_B | FIGHTB_3 | | | | |
-| 475 | FIGHT_B | FIGHTB_BLOCK | | | | |
-| 476 | FIGHT_B | FIGHTB_G | | | | |
-| 477 | FIGHT_B | FIGHTB_IDLE | | | | |
-| 478 | FIGHT_B | FIGHTB_M | | | | |
-| 479 | FIGHT_B | HITB_1 | | | | |
-| 480 | FIGHT_B | HITB_2 | | | | |
-| 481 | FIGHT_B | HITB_3 | | | | |
-| 482 | FIGHT_C | FIGHTC_1 | | | | |
-| 483 | FIGHT_C | FIGHTC_2 | | | | |
-| 484 | FIGHT_C | FIGHTC_3 | | | | |
-| 485 | FIGHT_C | FIGHTC_BLOCK | | | | |
-| 486 | FIGHT_C | FIGHTC_BLOCKING | | | | |
-| 487 | FIGHT_C | FIGHTC_G | | | | |
-| 488 | FIGHT_C | FIGHTC_IDLE | | | | |
-| 489 | FIGHT_C | FIGHTC_M | | | | |
-| 490 | FIGHT_C | FIGHTC_SPAR | | | | |
-| 491 | FIGHT_C | HITC_1 | | | | |
-| 492 | FIGHT_C | HITC_2 | | | | |
-| 493 | FIGHT_C | HITC_3 | | | | |
-| 494 | FIGHT_D | FIGHTD_1 | | | | |
-| 495 | FIGHT_D | FIGHTD_2 | | | | |
-| 496 | FIGHT_D | FIGHTD_3 | | | | |
-| 497 | FIGHT_D | FIGHTD_BLOCK | | | | |
-| 498 | FIGHT_D | FIGHTD_G | | | | |
-| 499 | FIGHT_D | FIGHTD_IDLE | | | | |
-| 500 | FIGHT_D | FIGHTD_M | | | | |
-| 501 | FIGHT_D | HITD_1 | | | | |
-| 502 | FIGHT_D | HITD_2 | | | | |
-| 503 | FIGHT_D | HITD_3 | | | | |
-| 504 | FIGHT_E | FIGHTKICK | | | | |
-| 505 | FIGHT_E | FIGHTKICK_B | | | | |
-| 506 | FIGHT_E | HIT_FIGHTKICK | | | | |
-| 507 | FIGHT_E | HIT_FIGHTKICK_B | | | | |
-| 508 | FINALE | FIN_CLIMB_IN | | | | |
-| 509 | FINALE | FIN_COP1_CLIMBOUT2 | | | | |
-| 510 | FINALE | FIN_COP1_LOOP | | | | |
-| 511 | FINALE | FIN_COP1_STOMP | | | | |
-| 512 | FINALE | FIN_HANG_L | | | | |
-| 513 | FINALE | FIN_HANG_LOOP | | | | |
-| 514 | FINALE | FIN_HANG_R | | | | |
-| 515 | FINALE | FIN_HANG_SLIP | | | | |
-| 516 | FINALE | FIN_JUMP_ON | | | | |
-| 517 | FINALE | FIN_LAND_CAR | | | | |
-| 518 | FINALE | FIN_LAND_DIE | | | | |
-| 519 | FINALE | FIN_LEGSUP | | | | |
-| 520 | FINALE | FIN_LEGSUP_L | | | | |
-| 521 | FINALE | FIN_LEGSUP_LOOP | | | | |
-| 522 | FINALE | FIN_LEGSUP_R | | | | |
-| 523 | FINALE | FIN_LET_GO | | | | |
-| 524 | FINALE2 | FIN_COP1_CLIMBOUT | | | | |
-| 525 | FINALE2 | FIN_COP1_FALL | | | | |
-| 526 | FINALE2 | FIN_COP1_LOOP | | | | |
-| 527 | FINALE2 | FIN_COP1_SHOT | | | | |
-| 528 | FINALE2 | FIN_COP1_SWING | | | | |
-| 529 | FINALE2 | FIN_COP2_CLIMBOUT | | | | |
-| 530 | FINALE2 | FIN_SWITCH_P | | | | |
-| 531 | FINALE2 | FIN_SWITCH_S | | | | |
-| 532 | FLAME | FLAME_FIRE | | | | |
-| 533 | FLOWERS | FLOWER_ATTACK | | | | |
-| 534 | FLOWERS | FLOWER_ATTACK_M | | | | |
-| 535 | FLOWERS | FLOWER_HIT | | | | |
-| 536 | FOOD | EAT_BURGER | | | | |
-| 537 | FOOD | EAT_CHICKEN | | | | |
-| 538 | FOOD | EAT_PIZZA | | | | |
-| 539 | FOOD | EAT_VOMIT_P | | | | |
-| 540 | FOOD | EAT_VOMIT_SK | | | | |
-| 541 | FOOD | FF_DAM_BKW | | | | |
-| 542 | FOOD | FF_DAM_FWD | | | | |
-| 543 | FOOD | FF_DAM_LEFT | | | | |
-| 544 | FOOD | FF_DAM_RIGHT | | | | |
-| 545 | FOOD | FF_DIE_BKW | | | | |
-| 546 | FOOD | FF_DIE_FWD | | | | |
-| 547 | FOOD | FF_DIE_LEFT | | | | |
-| 548 | FOOD | FF_DIE_RIGHT | | | | |
-| 549 | FOOD | FF_SIT_EAT1 | | | | |
-| 550 | FOOD | FF_SIT_EAT2 | | | | |
-| 551 | FOOD | FF_SIT_EAT3 | | | | |
-| 552 | FOOD | FF_SIT_IN | | | | |
-| 553 | FOOD | FF_SIT_IN_L | | | | |
-| 554 | FOOD | FF_SIT_IN_R | | | | |
-| 555 | FOOD | FF_SIT_LOOK | | | | |
-| 556 | FOOD | FF_SIT_LOOP | | | | |
-| 557 | FOOD | FF_SIT_OUT_180 | | | | |
-| 558 | FOOD | FF_SIT_OUT_L_180 | | | | |
-| 559 | FOOD | FF_SIT_OUT_R_180 | | | | |
-| 560 | FOOD | SHP_THANK | | | | |
-| 561 | FOOD | SHP_TRAY_IN | | | | |
-| 562 | FOOD | SHP_TRAY_LIFT | | | | |
-| 563 | FOOD | SHP_TRAY_LIFT_IN | | | | |
-| 564 | FOOD | SHP_TRAY_LIFT_LOOP | | | | |
-| 565 | FOOD | SHP_TRAY_LIFT_OUT | | | | |
-| 566 | FOOD | SHP_TRAY_OUT | | | | |
-| 567 | FOOD | SHP_TRAY_POSE | | | | |
-| 568 | FOOD | SHP_TRAY_RETURN | | | | |
-| 569 | FREEWEIGHTS | GYM_BARBELL | | | | |
-| 570 | FREEWEIGHTS | GYM_FREE_A | | | | |
-| 571 | FREEWEIGHTS | GYM_FREE_B | | | | |
-| 572 | FREEWEIGHTS | GYM_FREE_CELEBRATE | | | | |
-| 573 | FREEWEIGHTS | GYM_FREE_DOWN | | | | |
-| 574 | FREEWEIGHTS | GYM_FREE_LOOP | | | | |
-| 575 | FREEWEIGHTS | GYM_FREE_PICKUP | | | | |
-| 576 | FREEWEIGHTS | GYM_FREE_PUTDOWN | | | | |
-| 577 | FREEWEIGHTS | GYM_FREE_UP_SMOOTH | | | | |
-| 578 | GANGS | DEALER_DEAL | | | | |
-| 579 | GANGS | DEALER_IDLE | | | | |
-| 580 | GANGS | DRNKBR_PRTL | | | | |
-| 581 | GANGS | DRNKBR_PRTL_F | | | | |
-| 582 | GANGS | DRUGS_BUY | | | | |
-| 583 | GANGS | HNDSHKAA | | | | |
-| 584 | GANGS | HNDSHKBA | | | | |
-| 585 | GANGS | HNDSHKCA | | | | |
-| 586 | GANGS | HNDSHKCB | | | | |
-| 587 | GANGS | HNDSHKDA | | | | |
-| 588 | GANGS | HNDSHKEA | | | | |
-| 589 | GANGS | HNDSHKFA | | | | |
-| 590 | GANGS | HNDSHKFA_SWT | | | | |
-| 591 | GANGS | INVITE_NO | | | | |
-| 592 | GANGS | INVITE_YES | | | | |
-| 593 | GANGS | LEANIDLE | | | | |
-| 594 | GANGS | LEANIN | | | | |
-| 595 | GANGS | LEANOUT | | | | |
-| 596 | GANGS | PRTIAL_GNGTLKA | | | | |
-| 597 | GANGS | PRTIAL_GNGTLKB | | | | |
-| 598 | GANGS | PRTIAL_GNGTLKC | | | | |
-| 599 | GANGS | PRTIAL_GNGTLKD | | | | |
-| 600 | GANGS | PRTIAL_GNGTLKE | | | | |
-| 601 | GANGS | PRTIAL_GNGTLKF | | | | |
-| 602 | GANGS | PRTIAL_GNGTLKG | | | | |
-| 603 | GANGS | PRTIAL_GNGTLKH | | | | |
-| 604 | GANGS | PRTIAL_HNDSHK_01 | | | | |
-| 605 | GANGS | PRTIAL_HNDSHK_BIZ_01 | | | | |
-| 606 | GANGS | SHAKE_CARA | | | | |
-| 607 | GANGS | SHAKE_CARK | | | | |
-| 608 | GANGS | SHAKE_CARSH | | | | |
-| 609 | GANGS | SMKCIG_PRTL | | | | |
-| 610 | GANGS | SMKCIG_PRTL_F | | | | |
-| 611 | GHANDS | GSIGN1 | | | | |
-| 612 | GHANDS | GSIGN1LH | | | | |
-| 613 | GHANDS | GSIGN2 | | | | |
-| 614 | GHANDS | GSIGN2LH | | | | |
-| 615 | GHANDS | GSIGN3 | | | | |
-| 616 | GHANDS | GSIGN3LH | | | | |
-| 617 | GHANDS | GSIGN4 | | | | |
-| 618 | GHANDS | GSIGN4LH | | | | |
-| 619 | GHANDS | GSIGN5 | | | | |
-| 620 | GHANDS | GSIGN5LH | | | | |
-| 621 | GHANDS | LHGSIGN1 | | | | |
-| 622 | GHANDS | LHGSIGN2 | | | | |
-| 623 | GHANDS | LHGSIGN3 | | | | |
-| 624 | GHANDS | LHGSIGN4 | | | | |
-| 625 | GHANDS | LHGSIGN5 | | | | |
-| 626 | GHANDS | RHGSIGN1 | | | | |
-| 627 | GHANDS | RHGSIGN2 | | | | |
-| 628 | GHANDS | RHGSIGN3 | | | | |
-| 629 | GHANDS | RHGSIGN4 | | | | |
-| 630 | GHANDS | RHGSIGN5 | | | | |
-| 631 | GHETTO_DB | GDB_CAR2_PLY | | | | |
-| 632 | GHETTO_DB | GDB_CAR2_SMO | | | | |
-| 633 | GHETTO_DB | GDB_CAR2_SWE | | | | |
-| 634 | GHETTO_DB | GDB_CAR_PLY | | | | |
-| 635 | GHETTO_DB | GDB_CAR_RYD | | | | |
-| 636 | GHETTO_DB | GDB_CAR_SMO | | | | |
-| 637 | GHETTO_DB | GDB_CAR_SWE | | | | |
-| 638 | GOGGLES | GOGGLES_PUT_ON | | | | |
-| 639 | GRAFFITI | GRAFFITI_CHKOUT | | | | |
-| 640 | GRAFFITI | SPRAYCAN_FIRE | | | | |
-| 641 | GRAVEYARD | MRNF_LOOP | | | | |
-| 642 | GRAVEYARD | MRNM_LOOP | | | | |
-| 643 | GRAVEYARD | PRST_LOOPA | | | | |
-| 644 | GRENADE | WEAPON_START_THROW | | | | |
-| 645 | GRENADE | WEAPON_THROW | | | | |
-| 646 | GRENADE | WEAPON_THROWU | | | | |
-| 647 | GYMNASIUM | GYMSHADOWBOX | | | | |
-| 648 | GYMNASIUM | GYM_BIKE_CELEBRATE | | | | |
-| 649 | GYMNASIUM | GYM_BIKE_FAST | | | | |
-| 650 | GYMNASIUM | GYM_BIKE_FASTER | | | | |
-| 651 | GYMNASIUM | GYM_BIKE_GETOFF | | | | |
-| 652 | GYMNASIUM | GYM_BIKE_GETON | | | | |
-| 653 | GYMNASIUM | GYM_BIKE_PEDAL | | | | |
-| 654 | GYMNASIUM | GYM_BIKE_SLOW | | | | |
-| 655 | GYMNASIUM | GYM_BIKE_STILL | | | | |
-| 656 | GYMNASIUM | GYM_JOG_FALLOFF | | | | |
-| 657 | GYMNASIUM | GYM_SHADOWBOX | | | | |
-| 658 | GYMNASIUM | GYM_TREAD_CELEBRATE | | | | |
-| 659 | GYMNASIUM | GYM_TREAD_FALLOFF | | | | |
-| 660 | GYMNASIUM | GYM_TREAD_GETOFF | | | | |
-| 661 | GYMNASIUM | GYM_TREAD_GETON | | | | |
-| 662 | GYMNASIUM | GYM_TREAD_JOG | | | | |
-| 663 | GYMNASIUM | GYM_TREAD_SPRINT | | | | |
-| 664 | GYMNASIUM | GYM_TREAD_TIRED | | | | |
-| 665 | GYMNASIUM | GYM_TREAD_WALK | | | | |
-| 666 | GYMNASIUM | GYM_WALK_FALLOFF | | | | |
-| 667 | GYMNASIUM | PEDALS_FAST | | | | |
-| 668 | GYMNASIUM | PEDALS_MED | | | | |
-| 669 | GYMNASIUM | PEDALS_SLOW | | | | |
-| 670 | GYMNASIUM | PEDALS_STILL | | | | |
-| 671 | HAIRCUTS | BRB_BEARD_01 | | | | |
-| 672 | HAIRCUTS | BRB_BUY | | | | |
-| 673 | HAIRCUTS | BRB_CUT | | | | |
-| 674 | HAIRCUTS | BRB_CUT_IN | | | | |
-| 675 | HAIRCUTS | BRB_CUT_OUT | | | | |
-| 676 | HAIRCUTS | BRB_HAIR_01 | | | | |
-| 677 | HAIRCUTS | BRB_HAIR_02 | | | | |
-| 678 | HAIRCUTS | BRB_IN | | | | |
-| 679 | HAIRCUTS | BRB_LOOP | | | | |
-| 680 | HAIRCUTS | BRB_OUT | | | | |
-| 681 | HAIRCUTS | BRB_SIT_IN | | | | |
-| 682 | HAIRCUTS | BRB_SIT_LOOP | | | | |
-| 683 | HAIRCUTS | BRB_SIT_OUT | | | | |
-| 684 | HEIST9 | CAS_G2_GASKO | | | | |
-| 685 | HEIST9 | SWT_WLLPK_L | | | | |
-| 686 | HEIST9 | SWT_WLLPK_L_BACK | | | | |
-| 687 | HEIST9 | SWT_WLLPK_R | | | | |
-| 688 | HEIST9 | SWT_WLLPK_R_BACK | | | | |
-| 689 | HEIST9 | SWT_WLLSHOOT_IN_L | | | | |
-| 690 | HEIST9 | SWT_WLLSHOOT_IN_R | | | | |
-| 691 | HEIST9 | SWT_WLLSHOOT_OUT_L | | | | |
-| 692 | HEIST9 | SWT_WLLSHOOT_OUT_R | | | | |
-| 693 | HEIST9 | USE_SWIPECARD | | | | |
-| 694 | INT_HOUSE | BED_IN_L | | | | |
-| 695 | INT_HOUSE | BED_IN_R | | | | |
-| 696 | INT_HOUSE | BED_LOOP_L | | | | |
-| 697 | INT_HOUSE | BED_LOOP_R | | | | |
-| 698 | INT_HOUSE | BED_OUT_L | | | | |
-| 699 | INT_HOUSE | BED_OUT_R | | | | |
-| 700 | INT_HOUSE | LOU_IN | | | | |
-| 701 | INT_HOUSE | LOU_LOOP | | | | |
-| 702 | INT_HOUSE | LOU_OUT | | | | |
-| 703 | INT_HOUSE | WASH_UP | | | | |
-| 704 | INT_OFFICE | FF_DAM_FWD | | | | |
-| 705 | INT_OFFICE | OFF_SIT_2IDLE_180 | | | | |
-| 706 | INT_OFFICE | OFF_SIT_BORED_LOOP | | | | |
-| 707 | INT_OFFICE | OFF_SIT_CRASH | | | | |
-| 708 | INT_OFFICE | OFF_SIT_DRINK | | | | |
-| 709 | INT_OFFICE | OFF_SIT_IDLE_LOOP | | | | |
-| 710 | INT_OFFICE | OFF_SIT_IN | | | | |
-| 711 | INT_OFFICE | OFF_SIT_READ | | | | |
-| 712 | INT_OFFICE | OFF_SIT_TYPE_LOOP | | | | |
-| 713 | INT_OFFICE | OFF_SIT_WATCH | | | | |
-| 714 | INT_SHOP | SHOP_CASHIER | | | | |
-| 715 | INT_SHOP | SHOP_IN | | | | |
-| 716 | INT_SHOP | SHOP_LOOKA | | | | |
-| 717 | INT_SHOP | SHOP_LOOKB | | | | |
-| 718 | INT_SHOP | SHOP_LOOP | | | | |
-| 719 | INT_SHOP | SHOP_OUT | | | | |
-| 720 | INT_SHOP | SHOP_PAY | | | | |
-| 721 | INT_SHOP | SHOP_SHELF | | | | |
-| 722 | JST_BUISNESS | GIRL_01 | | | | |
-| 723 | JST_BUISNESS | GIRL_02 | | | | |
-| 724 | JST_BUISNESS | PLAYER_01 | | | | |
-| 725 | JST_BUISNESS | SMOKE_01 | | | | |
-| 726 | KART | KART_GETIN_LHS | | | | |
-| 727 | KART | KART_GETIN_RHS | | | | |
-| 728 | KART | KART_GETOUT_LHS | | | | |
-| 729 | KART | KART_GETOUT_RHS | | | | |
-| 730 | KISSING | BD_GF_WAVE | | | | |
-| 731 | KISSING | GFWAVE2 | | | | |
-| 732 | KISSING | GF_CARARGUE_01 | | | | |
-| 733 | KISSING | GF_CARARGUE_02 | | | | |
-| 734 | KISSING | GF_CARSPOT | | | | |
-| 735 | KISSING | GF_STREETARGUE_01 | | | | |
-| 736 | KISSING | GF_STREETARGUE_02 | | | | |
-| 737 | KISSING | GIFT_GET | | | | |
-| 738 | KISSING | GIFT_GIVE | | | | |
-| 739 | KISSING | GRLFRD_KISS_01 | | | | |
-| 740 | KISSING | GRLFRD_KISS_02 | | | | |
-| 741 | KISSING | GRLFRD_KISS_03 | | | | |
-| 742 | KISSING | PLAYA_KISS_01 | | | | |
-| 743 | KISSING | PLAYA_KISS_02 | | | | |
-| 744 | KISSING | PLAYA_KISS_03 | | | | |
-| 745 | KNIFE | KILL_KNIFE_PED_DAMAGE | | | | |
-| 746 | KNIFE | KILL_KNIFE_PED_DIE | | | | |
-| 747 | KNIFE | KILL_KNIFE_PLAYER | | | | |
-| 749 | KNIFE | KNIFE_1 | | | | |
-| 750 | KNIFE | KNIFE_2 | | | | |
-| 751 | KNIFE | KNIFE_3 | | | | |
-| 752 | KNIFE | KNIFE_4 | | | | |
-| 753 | KNIFE | KNIFE_BLOCK | | | | |
-| 754 | KNIFE | KNIFE_G | | | | |
-| 755 | KNIFE | KNIFE_HIT_1 | | | | |
-| 756 | KNIFE | KNIFE_HIT_2 | | | | |
-| 757 | KNIFE | KNIFE_HIT_3 | | | | |
-| 758 | KNIFE | KNIFE_IDLE | | | | |
-| 759 | KNIFE | KNIFE_PART | | | | |
-| 760 | KNIFE | WEAPON_KNIFEIDLE | | | | |
-| 761 | LAPDAN1 | LAPDAN_D | | | | |
-| 762 | LAPDAN1 | LAPDAN_P | | | | |
-| 763 | LAPDAN2 | LAPDAN_D | | | | |
-| 764 | LAPDAN2 | LAPDAN_P | | | | |
-| 765 | LAPDAN3 | LAPDAN_D | | | | |
-| 766 | LAPDAN3 | LAPDAN_P | | | | |
-| 767 | LOWRIDER | F_SMKLEAN_LOOP | | | | |
-| 768 | LOWRIDER | LRGIRL_BDBNCE | | | | |
-| 769 | LOWRIDER | LRGIRL_HAIR | | | | |
-| 770 | LOWRIDER | LRGIRL_HURRY | | | | |
-| 771 | LOWRIDER | LRGIRL_IDLELOOP | | | | |
-| 772 | LOWRIDER | LRGIRL_IDLE_TO_L0 | | | | |
-| 773 | LOWRIDER | LRGIRL_L0_BNCE | | | | |
-| 774 | LOWRIDER | LRGIRL_L0_LOOP | | | | |
-| 775 | LOWRIDER | LRGIRL_L0_TO_L1 | | | | |
-| 776 | LOWRIDER | LRGIRL_L12_TO_L0 | | | | |
-| 777 | LOWRIDER | LRGIRL_L1_BNCE | | | | |
-| 778 | LOWRIDER | LRGIRL_L1_LOOP | | | | |
-| 779 | LOWRIDER | LRGIRL_L1_TO_L2 | | | | |
-| 780 | LOWRIDER | LRGIRL_L2_BNCE | | | | |
-| 781 | LOWRIDER | LRGIRL_L2_LOOP | | | | |
-| 782 | LOWRIDER | LRGIRL_L2_TO_L3 | | | | |
-| 783 | LOWRIDER | LRGIRL_L345_TO_L1 | | | | |
-| 784 | LOWRIDER | LRGIRL_L3_BNCE | | | | |
-| 785 | LOWRIDER | LRGIRL_L3_LOOP | | | | |
-| 786 | LOWRIDER | LRGIRL_L3_TO_L4 | | | | |
-| 787 | LOWRIDER | LRGIRL_L4_BNCE | | | | |
-| 788 | LOWRIDER | LRGIRL_L4_LOOP | | | | |
-| 789 | LOWRIDER | LRGIRL_L4_TO_L5 | | | | |
-| 790 | LOWRIDER | LRGIRL_L5_BNCE | | | | |
-| 791 | LOWRIDER | LRGIRL_L5_LOOP | | | | |
-| 792 | LOWRIDER | M_SMKLEAN_LOOP | | | | |
-| 793 | LOWRIDER | M_SMKSTND_LOOP | | | | |
-| 794 | LOWRIDER | PRTIAL_GNGTLKB | | | | |
-| 795 | LOWRIDER | PRTIAL_GNGTLKC | | | | |
-| 796 | LOWRIDER | PRTIAL_GNGTLKD | | | | |
-| 797 | LOWRIDER | PRTIAL_GNGTLKE | | | | |
-| 798 | LOWRIDER | PRTIAL_GNGTLKF | | | | |
-| 799 | LOWRIDER | PRTIAL_GNGTLKG | | | | |
-| 800 | LOWRIDER | PRTIAL_GNGTLKH | | | | |
-| 801 | LOWRIDER | RAP_A_LOOP | | | | |
-| 802 | LOWRIDER | RAP_B_LOOP | | | | |
-| 803 | LOWRIDER | RAP_C_LOOP | | | | |
-| 805 | LOWRIDER | TAP_HAND | | | | |
-| 806 | MD_CHASE | CARHIT_HANGON | | | | |
-| 807 | MD_CHASE | CARHIT_TUMBLE | | | | |
-| 808 | MD_CHASE | DONUTDROP | | | | |
-| 809 | MD_CHASE | FEN_CHOPPA_L1 | | | | |
-| 810 | MD_CHASE | FEN_CHOPPA_L2 | | | | |
-| 811 | MD_CHASE | FEN_CHOPPA_L3 | | | | |
-| 812 | MD_CHASE | FEN_CHOPPA_R1 | | | | |
-| 813 | MD_CHASE | FEN_CHOPPA_R2 | | | | |
-| 814 | MD_CHASE | FEN_CHOPPA_R3 | | | | |
-| 815 | MD_CHASE | HANGON_STUN_LOOP | | | | |
-| 816 | MD_CHASE | HANGON_STUN_TURN | | | | |
-| 817 | MD_CHASE | MD_BIKE_2_HANG | | | | |
-| 818 | MD_CHASE | MD_BIKE_JMP_BL | | | | |
-| 819 | MD_CHASE | MD_BIKE_JMP_F | | | | |
-| 820 | MD_CHASE | MD_BIKE_LND_BL | | | | |
-| 821 | MD_CHASE | MD_BIKE_LND_DIE_BL | | | | |
-| 822 | MD_CHASE | MD_BIKE_LND_DIE_F | | | | |
-| 823 | MD_CHASE | MD_BIKE_LND_F | | | | |
-| 824 | MD_CHASE | MD_BIKE_LND_ROLL | | | | |
-| 825 | MD_CHASE | MD_BIKE_LND_ROLL_F | | | | |
-| 826 | MD_CHASE | MD_BIKE_PUNCH | | | | |
-| 827 | MD_CHASE | MD_BIKE_PUNCH_F | | | | |
-| 828 | MD_CHASE | MD_BIKE_SHOT_F | | | | |
-| 829 | MD_CHASE | MD_HANG_LND_ROLL | | | | |
-| 830 | MD_CHASE | MD_HANG_LOOP | | | | |
-| 831 | MD_END | END_SC1_PLY | | | | |
-| 832 | MD_END | END_SC1_RYD | | | | |
-| 833 | MD_END | END_SC1_SMO | | | | |
-| 834 | MD_END | END_SC1_SWE | | | | |
-| 835 | MD_END | END_SC2_PLY | | | | |
-| 836 | MD_END | END_SC2_RYD | | | | |
-| 837 | MD_END | END_SC2_SMO | | | | |
-| 838 | MD_END | END_SC2_SWE | | | | |
-| 839 | MEDIC | CPR | | | | |
-| 840 | MISC | BITCHSLAP | | | | |
-| 841 | MISC | BMX_CELEBRATE | | | | |
-| 842 | MISC | BMX_COMEON | | | | |
-| 843 | MISC | BMX_IDLELOOP_01 | | | | |
-| 844 | MISC | BMX_IDLELOOP_02 | | | | |
-| 845 | MISC | BMX_TALKLEFT_IN | | | | |
-| 846 | MISC | BMX_TALKLEFT_LOOP | | | | |
-| 847 | MISC | BMX_TALKLEFT_OUT | | | | |
-| 848 | MISC | BMX_TALKRIGHT_IN | | | | |
-| 849 | MISC | BMX_TALKRIGHT_LOOP | | | | |
-| 850 | MISC | BMX_TALKRIGHT_OUT | | | | |
-| 851 | MISC | BNG_WNDW | | | | |
-| 852 | MISC | BNG_WNDW_02 | | | | |
-| 853 | MISC | CASE_PICKUP | | | | |
-| 854 | MISC | DOOR_JET | | | | |
-| 855 | MISC | GRAB_L | | | | |
-| 856 | MISC | GRAB_R | | | | |
-| 857 | MISC | HIKER_POSE | | | | |
-| 858 | MISC | HIKER_POSE_L | | | | |
-| 859 | MISC | IDLE_CHAT_02 | | | | |
-| 860 | MISC | KAT_THROW_K | | | | |
-| 861 | MISC | KAT_THROW_O | | | | |
-| 862 | MISC | KAT_THROW_P | | | | |
-| 863 | MISC | PASS_RIFLE_O | | | | |
-| 864 | MISC | PASS_RIFLE_PED | | | | |
-| 865 | MISC | PASS_RIFLE_PLY | | | | |
-| 866 | MISC | PICKUP_BOX | | | | |
-| 867 | MISC | PLANE_DOOR | | | | |
-| 868 | MISC | PLANE_EXIT | | | | |
-| 869 | MISC | PLANE_HIJACK | | | | |
-| 870 | MISC | PLUNGER_01 | | | | |
-| 871 | MISC | PLYRLEAN_LOOP | | | | |
-| 872 | MISC | PLYR_SHKHEAD | | | | |
-| 873 | MISC | RUN_DIVE | | | | |
-| 874 | MISC | SCRATCHBALLS_01 | | | | |
-| 875 | MISC | SEAT_LR | | | | |
-| 876 | MISC | SEAT_TALK_01 | | | | |
-| 877 | MISC | SEAT_TALK_02 | | | | |
-| 878 | MISC | SEAT_WATCH | | | | |
-| 879 | MISC | SMALPLANE_DOOR | | | | |
-| 880 | MISC | SMLPLANE_DOOR | | | | |
-| 881 | MTB | MTB_BACK | | | | |
-| 882 | MTB | MTB_BUNNYHOP | | | | |
-| 883 | MTB | MTB_DRIVEBYFT | | | | |
-| 884 | MTB | MTB_DRIVEBY_LHS | | | | |
-| 885 | MTB | MTB_DRIVEBY_RHS | | | | |
-| 886 | MTB | MTB_FWD | | | | |
-| 887 | MTB | MTB_GETOFFBACK | | | | |
-| 888 | MTB | MTB_GETOFFLHS | | | | |
-| 889 | MTB | MTB_GETOFFRHS | | | | |
-| 890 | MTB | MTB_JUMPONL | | | | |
-| 891 | MTB | MTB_JUMPONR | | | | |
-| 893 | MTB | MTB_PEDAL | | | | |
-| 894 | MTB | MTB_PUSHES | | | | |
-| 897 | MTB | MTB_SPRINT | | | | |
-| 899 | MUSCULAR | MSCLEWALKST_ARMED | | | | |
-| 900 | MUSCULAR | MSCLEWALKST_CSAW | | | | |
-| 901 | MUSCULAR | MSCLE_RCKT_RUN | | | | |
-| 902 | MUSCULAR | MSCLE_RCKT_WALKST | | | | |
-| 903 | MUSCULAR | MSCLE_RUN_CSAW | | | | |
-| 904 | MUSCULAR | MUSCLEIDLE | | | | |
-| 905 | MUSCULAR | MUSCLEIDLE_ARMED | | | | |
-| 906 | MUSCULAR | MUSCLEIDLE_CSAW | | | | |
-| 907 | MUSCULAR | MUSCLEIDLE_ROCKET | | | | |
-| 908 | MUSCULAR | MUSCLERUN | | | | |
-| 909 | MUSCULAR | MUSCLERUN_ARMED | | | | |
-| 910 | MUSCULAR | MUSCLESPRINT | | | | |
-| 911 | MUSCULAR | MUSCLEWALK | | | | |
-| 912 | MUSCULAR | MUSCLEWALKSTART | | | | |
-| 913 | MUSCULAR | MUSCLEWALK_ARMED | | | | |
-| 914 | MUSCULAR | MUSCLEWALK_CSAW | | | | |
-| 915 | MUSCULAR | MUSCLEWALK_ROCKET | | | | |
-| 916 | NEVADA | NEVADA_GETIN | | | | |
-| 917 | NEVADA | NEVADA_GETOUT | | | | |
-| 918 | ON_LOOKERS | LKAROUND_IN | | | | |
-| 919 | ON_LOOKERS | LKAROUND_LOOP | | | | |
-| 920 | ON_LOOKERS | LKAROUND_OUT | | | | |
-| 921 | ON_LOOKERS | LKUP_IN | | | | |
-| 922 | ON_LOOKERS | LKUP_LOOP | | | | |
-| 923 | ON_LOOKERS | LKUP_OUT | | | | |
-| 924 | ON_LOOKERS | LKUP_POINT | | | | |
-| 925 | ON_LOOKERS | PANIC_COWER | | | | |
-| 926 | ON_LOOKERS | PANIC_HIDE | | | | |
-| 927 | ON_LOOKERS | PANIC_IN | | | | |
-| 928 | ON_LOOKERS | PANIC_LOOP | | | | |
-| 929 | ON_LOOKERS | PANIC_OUT | | | | |
-| 930 | ON_LOOKERS | PANIC_POINT | | | | |
-| 931 | ON_LOOKERS | PANIC_SHOUT | | | | |
-| 932 | ON_LOOKERS | POINTUP_IN | | | | |
-| 933 | ON_LOOKERS | POINTUP_LOOP | | | | |
-| 934 | ON_LOOKERS | POINTUP_OUT | | | | |
-| 935 | ON_LOOKERS | POINTUP_SHOUT | | | | |
-| 936 | ON_LOOKERS | POINT_IN | | | | |
-| 937 | ON_LOOKERS | POINT_LOOP | | | | |
-| 938 | ON_LOOKERS | POINT_OUT | | | | |
-| 939 | ON_LOOKERS | SHOUT_01 | | | | |
-| 940 | ON_LOOKERS | SHOUT_02 | | | | |
-| 941 | ON_LOOKERS | SHOUT_IN | | | | |
-| 942 | ON_LOOKERS | SHOUT_LOOP | | | | |
-| 943 | ON_LOOKERS | SHOUT_OUT | | | | |
-| 944 | ON_LOOKERS | WAVE_IN | | | | |
-| 945 | ON_LOOKERS | WAVE_LOOP | | | | |
-| 946 | ON_LOOKERS | WAVE_OUT | | | | |
-| 947 | OTB | BETSLP_IN | | | | |
-| 948 | OTB | BETSLP_LKABT | | | | |
-| 949 | OTB | BETSLP_LOOP | | | | |
-| 950 | OTB | BETSLP_OUT | | | | |
-| 951 | OTB | BETSLP_TNK | | | | |
-| 952 | OTB | WTCHRACE_CMON | | | | |
-| 953 | OTB | WTCHRACE_IN | | | | |
-| 954 | OTB | WTCHRACE_LOOP | | | | |
-| 955 | OTB | WTCHRACE_LOSE | | | | |
-| 956 | OTB | WTCHRACE_OUT | | | | |
-| 957 | OTB | WTCHRACE_WIN | | | | |
-| 958 | PARACHUTE | FALL_SKYDIVE | | | | |
-| 959 | PARACHUTE | FALL_SKYDIVE_ACCEL | | | | |
-| 960 | PARACHUTE | FALL_SKYDIVE_DIE | | | | |
-| 961 | PARACHUTE | FALL_SKYDIVE_L | | | | |
-| 962 | PARACHUTE | FALL_SKYDIVE_R | | | | |
-| 963 | PARACHUTE | PARA_DECEL | | | | |
-| 964 | PARACHUTE | PARA_DECEL_O | | | | |
-| 965 | PARACHUTE | PARA_FLOAT | | | | |
-| 966 | PARACHUTE | PARA_FLOAT_O | | | | |
-| 967 | PARACHUTE | PARA_LAND | | | | |
-| 968 | PARACHUTE | PARA_LAND_O | | | | |
-| 969 | PARACHUTE | PARA_LAND_WATER | | | | |
-| 970 | PARACHUTE | PARA_LAND_WATER_O | | | | |
-| 971 | PARACHUTE | PARA_OPEN | | | | |
-| 972 | PARACHUTE | PARA_OPEN_O | | | | |
-| 973 | PARACHUTE | PARA_RIP_LAND_O | | | | |
-| 974 | PARACHUTE | PARA_RIP_LOOP_O | | | | |
-| 975 | PARACHUTE | PARA_RIP_O | | | | |
-| 976 | PARACHUTE | PARA_STEERL | | | | |
-| 977 | PARACHUTE | PARA_STEERL_O | | | | |
-| 978 | PARACHUTE | PARA_STEERR | | | | |
-| 979 | PARACHUTE | PARA_STEERR_O | | | | |
-| 980 | PARK | TAI_CHI_IN | | | | |
-| 981 | PARK | TAI_CHI_LOOP | | | | |
-| 982 | PARK | TAI_CHI_OUT | | | | |
-| 983 | PAULNMAC | PISS_IN | | | | |
-| 984 | PAULNMAC | PISS_LOOP | | | | |
-| 985 | PAULNMAC | PISS_OUT | | | | |
-| 986 | PAULNMAC | PNM_ARGUE1_A | | | | |
-| 987 | PAULNMAC | PNM_ARGUE1_B | | | | |
-| 988 | PAULNMAC | PNM_ARGUE2_A | | | | |
-| 989 | PAULNMAC | PNM_ARGUE2_B | | | | |
-| 990 | PAULNMAC | PNM_LOOP_A | | | | |
-| 991 | PAULNMAC | PNM_LOOP_B | | | | |
-| 992 | PAULNMAC | WANK_IN | | | | |
-| 993 | PAULNMAC | WANK_LOOP | | | | |
-| 994 | PAULNMAC | WANK_OUT | | | | |
-| 996 | PED | ARRESTGUN | | | | |
-| 997 | PED | ATM | | | | |
-| 998 | PED | BIKE_ELBOWL | | | | |
-| 999 | PED | BIKE_ELBOWR | | | | |
-| 1000 | PED | BIKE_FALLR | | | | |
-| 1001 | PED | BIKE_FALL_OFF | | | | |
-| 1002 | PED | BIKE_PICKUPL | | | | |
-| 1003 | PED | BIKE_PICKUPR | | | | |
-| 1004 | PED | BIKE_PULLUPL | | | | |
-| 1005 | PED | BIKE_PULLUPR | | | | |
-| 1006 | PED | BOMBER | | | | |
-| 1007 | PED | CAR_ALIGNHI_LHS | | | | |
-| 1008 | PED | CAR_ALIGNHI_RHS | | | | |
-| 1009 | PED | CAR_ALIGN_LHS | | | | |
-| 1011 | PED | CAR_CLOSEDOORL_LHS | | | | |
-| 1012 | PED | CAR_CLOSEDOORL_RHS | | | | |
-| 1013 | PED | CAR_CLOSEDOOR_LHS | | | | |
-| 1014 | PED | CAR_CLOSEDOOR_RHS | | | | |
-| 1015 | PED | CAR_CLOSE_LHS | | | | |
-| 1016 | PED | CAR_CLOSE_RHS | | | | |
-| 1017 | PED | CAR_CRAWLOUTRHS | | | | |
-| 1020 | PED | CAR_DOORLOCKED_LHS | | | | |
-| 1021 | PED | CAR_DOORLOCKED_RHS | | | | |
-| 1022 | PED | CAR_FALLOUT_LHS | | | | |
-| 1023 | PED | CAR_FALLOUT_RHS | | | | |
-| 1024 | PED | CAR_GETINL_LHS | | | | |
-| 1025 | PED | CAR_GETINL_RHS | | | | |
-| 1026 | PED | CAR_GETIN_LHS | | | | |
-| 1027 | PED | CAR_GETIN_RHS | | | | |
-| 1028 | PED | CAR_GETOUTL_LHS | | | | |
-| 1029 | PED | CAR_GETOUTL_RHS | | | | |
-| 1030 | PED | CAR_GETOUT_LHS | | | | |
-| 1031 | PED | CAR_GETOUT_RHS | | | | |
-| 1032 | PED | CAR_HOOKERTALK | | | | |
-| 1033 | PED | CAR_JACKEDLHS | | | | |
-| 1034 | PED | CAR_JACKEDRHS | | | | |
-| 1035 | PED | CAR_JUMPIN_LHS | | | | |
-| 1036 | PED | CAR_LB | | | | |
-| 1037 | PED | CAR_LB_PRO | | | | |
-| 1038 | PED | CAR_LB_WEAK | | | | |
-| 1039 | PED | CAR_LJACKEDLHS | | | | |
-| 1040 | PED | CAR_LJACKEDRHS | | | | |
-| 1041 | PED | CAR_LSHUFFLE_RHS | | | | |
-| 1043 | PED | CAR_OPEN_LHS | | | | |
-| 1044 | PED | CAR_OPEN_RHS | | | | |
-| 1045 | PED | CAR_PULLOUTL_LHS | | | | |
-| 1046 | PED | CAR_PULLOUTL_RHS | | | | |
-| 1047 | PED | CAR_PULLOUT_LHS | | | | |
-| 1048 | PED | CAR_PULLOUT_RHS | | | | |
-| 1049 | PED | CAR_QJACKED | | | | |
-| 1050 | PED | CAR_ROLLDOOR | | | | |
-| 1051 | PED | CAR_ROLLDOORLO | | | | |
-| 1052 | PED | CAR_ROLLOUT_LHS | | | | |
-| 1053 | PED | CAR_ROLLOUT_RHS | | | | |
-| 1054 | PED | CAR_SHUFFLE_RHS | | | | |
-| 1060 | PED | CAR_TUNE_RADIO | | | | |
-| 1061 | PED | CLIMB_IDLE | | | | |
-| 1062 | PED | CLIMB_JUMP | | | | |
-| 1064 | PED | CLIMB_JUMP_B | | | | |
-| 1065 | PED | CLIMB_PULL | | | | |
-| 1066 | PED | CLIMB_STAND | | | | |
-| 1067 | PED | CLIMB_STAND_FINISH | | | | |
-| 1068 | PED | COWER | | | | |
-| 1069 | PED | CROUCH_ROLL_L | | | | |
-| 1070 | PED | CROUCH_ROLL_R | | | | |
-| 1071 | PED | DAM_ARML_FRMBK | | | | |
-| 1072 | PED | DAM_ARML_FRMFT | | | | |
-| 1073 | PED | DAM_ARML_FRMLT | | | | |
-| 1074 | PED | DAM_ARMR_FRMBK | | | | |
-| 1075 | PED | DAM_ARMR_FRMFT | | | | |
-| 1076 | PED | DAM_ARMR_FRMRT | | | | |
-| 1077 | PED | DAM_LEGL_FRMBK | | | | |
-| 1078 | PED | DAM_LEGL_FRMFT | | | | |
-| 1079 | PED | DAM_LEGL_FRMLT | | | | |
-| 1080 | PED | DAM_LEGR_FRMBK | | | | |
-| 1081 | PED | DAM_LEGR_FRMFT | | | | |
-| 1082 | PED | DAM_LEGR_FRMRT | | | | |
-| 1083 | PED | DAM_STOMACH_FRMBK | | | | |
-| 1084 | PED | DAM_STOMACH_FRMFT | | | | |
-| 1085 | PED | DAM_STOMACH_FRMLT | | | | |
-| 1086 | PED | DAM_STOMACH_FRMRT | | | | |
-| 1087 | PED | DOOR_LHINGE_O | | | | |
-| 1088 | PED | DOOR_RHINGE_O | | | | |
-| 1089 | PED | DRIVEBYL_L | | | | |
-| 1090 | PED | DRIVEBYL_R | | | | |
-| 1091 | PED | DRIVEBY_L | | | | |
-| 1092 | PED | DRIVEBY_R | | | | |
-| 1101 | PED | DRIVE_L_PRO_SLOW | | | | |
-| 1104 | PED | DRIVE_L_WEAK_SLOW | | | | |
-| 1108 | PED | DRIVE_R_SLOW | | | | |
-| 1109 | PED | DRIVE_R_WEAK | | | | |
-| 1115 | PED | DROWN | | | | |
-| 1116 | PED | DUCK_COWER | | | | |
-| 1117 | PED | ENDCHAT_01 | | | | |
-| 1118 | PED | ENDCHAT_02 | | | | |
-| 1119 | PED | ENDCHAT_03 | | | | |
-| 1120 | PED | EV_DIVE | | | | |
-| 1121 | PED | EV_STEP | | | | |
-| 1123 | PED | FACGUM | | | | |
-| 1126 | PED | FACTALK | | | | |
-| 1128 | PED | FALL_BACK | | | | |
-| 1129 | PED | FALL_COLLAPSE | | | | |
-| 1130 | PED | FALL_FALL | | | | |
-| 1131 | PED | FALL_FRONT | | | | |
-| 1132 | PED | FALL_GLIDE | | | | |
-| 1133 | PED | FALL_LAND | | | | |
-| 1134 | PED | FALL_SKYDIVE | | | | |
-| 1135 | PED | FIGHT2IDLE | | | | |
-| 1136 | PED | FIGHTA_1 | | | | |
-| 1137 | PED | FIGHTA_2 | | | | |
-| 1138 | PED | FIGHTA_3 | | | | |
-| 1139 | PED | FIGHTA_BLOCK | | | | |
-| 1140 | PED | FIGHTA_G | | | | |
-| 1141 | PED | FIGHTA_M | | | | |
-| 1142 | PED | FIGHTIDLE | | | | |
-| 1143 | PED | FIGHTSHB | | | | |
-| 1144 | PED | FIGHTSHF | | | | |
-| 1145 | PED | FIGHTSH_BWD | | | | |
-| 1146 | PED | FIGHTSH_FWD | | | | |
-| 1147 | PED | FIGHTSH_LEFT | | | | |
-| 1148 | PED | FIGHTSH_RIGHT | | | | |
-| 1149 | PED | FLEE_LKAROUND_01 | | | | |
-| 1150 | PED | FLOOR_HIT | | | | |
-| 1151 | PED | FLOOR_HIT_F | | | | |
-| 1152 | PED | FUCKU | | | | |
-| 1154 | PED | GAS_CWR | | | | |
-| 1155 | PED | GETUP | | | | |
-| 1156 | PED | GETUP_FRONT | | | | |
-| 1157 | PED | GUM_EAT | | | | |
-| 1158 | PED | GUNCROUCHBWD | | | | |
-| 1159 | PED | GUNCROUCHFWD | | | | |
-| 1160 | PED | GUNMOVE_BWD | | | | |
-| 1161 | PED | GUNMOVE_FWD | | | | |
-| 1162 | PED | GUNMOVE_L | | | | |
-| 1163 | PED | GUNMOVE_R | | | | |
-| 1164 | PED | GUN_2_IDLE | | | | |
-| 1165 | PED | GUN_BUTT | | | | |
-| 1166 | PED | GUN_BUTT_CROUCH | | | | |
-| 1168 | PED | HANDSCOWER | | | | |
-| 1169 | PED | HANDSUP | | | | |
-| 1170 | PED | HITA_1 | | | | |
-| 1171 | PED | HITA_2 | | | | |
-| 1172 | PED | HITA_3 | | | | |
-| 1173 | PED | HIT_BACK | | | | |
-| 1174 | PED | HIT_BEHIND | | | | |
-| 1175 | PED | HIT_FRONT | | | | |
-| 1176 | PED | HIT_GUN_BUTT | | | | |
-| 1177 | PED | HIT_L | | | | |
-| 1178 | PED | HIT_R | | | | |
-| 1179 | PED | HIT_WALK | | | | |
-| 1180 | PED | HIT_WALL | | | | |
-| 1181 | PED | IDLESTANCE_FAT | | | | |
-| 1182 | PED | IDLESTANCE_OLD | | | | |
-| 1183 | PED | IDLE_ARMED | | | | |
-| 1184 | PED | IDLE_CHAT | | | | |
-| 1185 | PED | IDLE_CSAW | | | | |
-| 1186 | PED | IDLE_GANG1 | | | | |
-| 1187 | PED | IDLE_HBHB | | | | |
-| 1188 | PED | IDLE_ROCKET | | | | |
-| 1189 | PED | IDLE_STANCE | | | | |
-| 1190 | PED | IDLE_TAXI | | | | |
-| 1191 | PED | IDLE_TIRED | | | | |
-| 1193 | PED | JOG_FEMALEA | | | | |
-| 1194 | PED | JOG_MALEA | | | | |
-| 1195 | PED | JUMP_GLIDE | | | | |
-| 1196 | PED | JUMP_LAND | | | | |
-| 1197 | PED | JUMP_LAUNCH | | | | |
-| 1198 | PED | JUMP_LAUNCH_R | | | | |
-| 1200 | PED | KART_L | | | | |
-| 1203 | PED | KD_LEFT | | | | |
-| 1204 | PED | KD_RIGHT | | | | |
-| 1205 | PED | KO_SHOT_FACE | | | | |
-| 1206 | PED | KO_SHOT_FRONT | | | | |
-| 1207 | PED | KO_SHOT_STOM | | | | |
-| 1208 | PED | KO_SKID_BACK | | | | |
-| 1209 | PED | KO_SKID_FRONT | | | | |
-| 1210 | PED | KO_SPIN_L | | | | |
-| 1211 | PED | KO_SPIN_R | | | | |
-| 1212 | PED | PASS_SMOKE_IN_CAR | | | | |
-| 1213 | PED | PHONE_IN | | | | |
-| 1214 | PED | PHONE_OUT | | | | |
-| 1215 | PED | PHONE_TALK | | | | |
-| 1216 | PED | PLAYER_SNEAK | | | | |
-| 1217 | PED | PLAYER_SNEAK_WALKSTART | | | | |
-| 1218 | PED | ROADCROSS | | | | |
-| 1219 | PED | ROADCROSS_FEMALE | | | | |
-| 1220 | PED | ROADCROSS_GANG | | | | |
-| 1221 | PED | ROADCROSS_OLD | | | | |
-| 1222 | PED | RUN_1ARMED | | | | |
-| 1223 | PED | RUN_ARMED | | | | |
-| 1224 | PED | RUN_CIVI | | | | |
-| 1225 | PED | RUN_CSAW | | | | |
-| 1226 | PED | RUN_FAT | | | | |
-| 1227 | PED | RUN_FATOLD | | | | |
-| 1228 | PED | RUN_GANG1 | | | | |
-| 1229 | PED | RUN_LEFT | | | | |
-| 1230 | PED | RUN_OLD | | | | |
-| 1231 | PED | RUN_PLAYER | | | | |
-| 1232 | PED | RUN_RIGHT | | | | |
-| 1233 | PED | RUN_ROCKET | | | | |
-| 1234 | PED | RUN_STOP | | | | |
-| 1235 | PED | RUN_STOPR | | | | |
-| 1236 | PED | RUN_WUZI | | | | |
-| 1237 | PED | SEAT_DOWN | | | | |
-| 1238 | PED | SEAT_IDLE | | | | |
-| 1239 | PED | SEAT_UP | | | | |
-| 1240 | PED | SHOT_LEFTP | | | | |
-| 1241 | PED | SHOT_PARTIAL | | | | |
-| 1242 | PED | SHOT_PARTIAL_B | | | | |
-| 1243 | PED | SHOT_RIGHTP | | | | |
-| 1244 | PED | SHOVE_PARTIAL | | | | |
-| 1245 | PED | SMOKE_IN_CAR | | | | |
-| 1246 | PED | SPRINT_CIVI | | | | |
-| 1247 | PED | SPRINT_PANIC | | | | |
-| 1248 | PED | SPRINT_WUZI | | | | |
-| 1249 | PED | SWAT_RUN | | | | |
-| 1250 | PED | SWIM_TREAD | | | | |
-| 1253 | PED | TURN_180 | | | | |
-| 1254 | PED | TURN_L | | | | |
-| 1255 | PED | TURN_R | | | | |
-| 1256 | PED | WALK_ARMED | | | | |
-| 1257 | PED | WALK_CIVI | | | | |
-| 1258 | PED | WALK_CSAW | | | | |
-| 1259 | PED | WALK_DOORPARTIAL | | | | |
-| 1260 | PED | WALK_DRUNK | | | | |
-| 1261 | PED | WALK_FAT | | | | |
-| 1262 | PED | WALK_FATOLD | | | | |
-| 1263 | PED | WALK_GANG1 | | | | |
-| 1264 | PED | WALK_GANG2 | | | | |
-| 1265 | PED | WALK_OLD | | | | |
-| 1266 | PED | WALK_PLAYER | | | | |
-| 1267 | PED | WALK_ROCKET | | | | |
-| 1268 | PED | WALK_SHUFFLE | | | | |
-| 1269 | PED | WALK_START | | | | |
-| 1270 | PED | WALK_START_ARMED | | | | |
-| 1271 | PED | WALK_START_CSAW | | | | |
-| 1272 | PED | WALK_START_ROCKET | | | | |
-| 1273 | PED | WALK_WUZI | | | | |
-| 1274 | PED | WEAPON_CROUCH | | | | |
-| 1275 | PED | WOMAN_IDLESTANCE | | | | |
-| 1276 | PED | WOMAN_RUN | | | | |
-| 1277 | PED | WOMAN_RUNBUSY | | | | |
-| 1278 | PED | WOMAN_RUNFATOLD | | | | |
-| 1279 | PED | WOMAN_RUNPANIC | | | | |
-| 1280 | PED | WOMAN_RUNSEXY | | | | |
-| 1281 | PED | WOMAN_WALKBUSY | | | | |
-| 1282 | PED | WOMAN_WALKFATOLD | | | | |
-| 1283 | PED | WOMAN_WALKNORM | | | | |
-| 1284 | PED | WOMAN_WALKOLD | | | | |
-| 1285 | PED | WOMAN_WALKPRO | | | | |
-| 1286 | PED | WOMAN_WALKSEXY | | | | |
-| 1287 | PED | WOMAN_WALKSHOP | | | | |
-| 1288 | PED | XPRESSSCRATCH | | | | |
-| 1289 | PLAYER_DVBYS | PLYR_DRIVEBYBWD | | | | |
-| 1290 | PLAYER_DVBYS | PLYR_DRIVEBYFWD | | | | |
-| 1291 | PLAYER_DVBYS | PLYR_DRIVEBYLHS | | | | |
-| 1292 | PLAYER_DVBYS | PLYR_DRIVEBYRHS | | | | |
-| 1293 | PLAYIDLES | SHIFT | | | | |
-| 1294 | PLAYIDLES | SHLDR | | | | |
-| 1295 | PLAYIDLES | STRETCH | | | | |
-| 1296 | PLAYIDLES | STRLEG | | | | |
-| 1297 | PLAYIDLES | TIME | | | | |
-| 1298 | POLICE | COPTRAF_AWAY | | | | |
-| 1299 | POLICE | COPTRAF_COME | | | | |
-| 1300 | POLICE | COPTRAF_LEFT | | | | |
-| 1301 | POLICE | COPTRAF_STOP | | | | |
-| 1302 | POLICE | COP_GETOUTCAR_LHS | | | | |
-| 1303 | POLICE | COP_MOVE_FWD | | | | |
-| 1304 | POLICE | CRM_DRGBST_01 | | | | |
-| 1305 | POLICE | DOOR_KICK | | | | |
-| 1306 | POLICE | PLC_DRGBST_01 | | | | |
-| 1307 | POLICE | PLC_DRGBST_02 | | | | |
-| 1308 | POOL | POOL_CHALKCUE | | | | |
-| 1309 | POOL | POOL_IDLE_STANCE | | | | |
-| 1310 | POOL | POOL_LONG_SHOT | | | | |
-| 1311 | POOL | POOL_LONG_SHOT_O | | | | |
-| 1312 | POOL | POOL_LONG_START | | | | |
-| 1313 | POOL | POOL_LONG_START_O | | | | |
-| 1314 | POOL | POOL_MED_SHOT | | | | |
-| 1315 | POOL | POOL_MED_SHOT_O | | | | |
-| 1316 | POOL | POOL_MED_START | | | | |
-| 1317 | POOL | POOL_MED_START_O | | | | |
-| 1318 | POOL | POOL_PLACE_WHITE | | | | |
-| 1319 | POOL | POOL_SHORT_SHOT | | | | |
-| 1320 | POOL | POOL_SHORT_SHOT_O | | | | |
-| 1321 | POOL | POOL_SHORT_START | | | | |
-| 1322 | POOL | POOL_SHORT_START_O | | | | |
-| 1323 | POOL | POOL_WALK | | | | |
-| 1324 | POOL | POOL_WALK_START | | | | |
-| 1325 | POOL | POOL_XLONG_SHOT | | | | |
-| 1326 | POOL | POOL_XLONG_SHOT_O | | | | |
-| 1327 | POOL | POOL_XLONG_START | | | | |
-| 1328 | POOL | POOL_XLONG_START_O | | | | |
-| 1329 | POOR | WINWASH_START | | | | |
-| 1330 | POOR | WINWASH_WASH2BEG | | | | |
-| 1331 | PYTHON | PYTHON_CROUCHFIRE | | | | |
-| 1332 | PYTHON | PYTHON_CROUCHRELOAD | | | | |
-| 1333 | PYTHON | PYTHON_FIRE | | | | |
-| 1334 | PYTHON | PYTHON_FIRE_POOR | | | | |
-| 1335 | PYTHON | PYTHON_RELOAD | | | | |
-| 1337 | QUAD | QUAD_DRIVEBY_FT | | | | |
-| 1338 | QUAD | QUAD_DRIVEBY_LHS | | | | |
-| 1339 | QUAD | QUAD_DRIVEBY_RHS | | | | |
-| 1340 | QUAD | QUAD_FWD | | | | |
-| 1341 | QUAD | QUAD_GETOFF_B | | | | |
-| 1342 | QUAD | QUAD_GETOFF_LHS | | | | |
-| 1343 | QUAD | QUAD_GETOFF_RHS | | | | |
-| 1344 | QUAD | QUAD_GETON_LHS | | | | |
-| 1345 | QUAD | QUAD_GETON_RHS | | | | |
-| 1347 | QUAD | QUAD_KICK | | | | |
-| 1350 | QUAD | QUAD_REVERSE | | | | |
-| 1353 | QUAD_DBZ | PASS_DRIVEBY_BWD | | | | |
-| 1354 | QUAD_DBZ | PASS_DRIVEBY_FWD | | | | |
-| 1355 | QUAD_DBZ | PASS_DRIVEBY_LHS | | | | |
-| 1356 | QUAD_DBZ | PASS_DRIVEBY_RHS | | | | |
-| 1357 | RAPPING | LAUGH_01 | | | | |
-| 1358 | RAPPING | RAP_A_IN | | | | |
-| 1359 | RAPPING | RAP_A_LOOP | | | | |
-| 1360 | RAPPING | RAP_A_OUT | | | | |
-| 1361 | RAPPING | RAP_B_IN | | | | |
-| 1362 | RAPPING | RAP_B_LOOP | | | | |
-| 1363 | RAPPING | RAP_B_OUT | | | | |
-| 1364 | RAPPING | RAP_C_LOOP | | | | |
-| 1365 | RIFLE | RIFLE_CROUCHFIRE | | | | |
-| 1366 | RIFLE | RIFLE_CROUCHLOAD | | | | |
-| 1367 | RIFLE | RIFLE_FIRE | | | | |
-| 1368 | RIFLE | RIFLE_FIRE_POOR | | | | |
-| 1369 | RIFLE | RIFLE_LOAD | | | | |
-| 1370 | RIOT | RIOT_ANGRY | | | | |
-| 1371 | RIOT | RIOT_ANGRY_B | | | | |
-| 1372 | RIOT | RIOT_CHALLENGE | | | | |
-| 1373 | RIOT | RIOT_CHANT | | | | |
-| 1374 | RIOT | RIOT_FUKU | | | | |
-| 1375 | RIOT | RIOT_PUNCHES | | | | |
-| 1376 | RIOT | RIOT_SHOUT | | | | |
-| 1377 | ROB_BANK | CAT_SAFE_END | | | | |
-| 1378 | ROB_BANK | CAT_SAFE_OPEN | | | | |
-| 1379 | ROB_BANK | CAT_SAFE_OPEN_O | | | | |
-| 1380 | ROB_BANK | CAT_SAFE_ROB | | | | |
-| 1381 | ROB_BANK | SHP_HANDSUP_SCR | | | | |
-| 1382 | ROCKET | IDLE_ROCKET | | | | |
-| 1383 | ROCKET | ROCKETFIRE | | | | |
-| 1384 | ROCKET | RUN_ROCKET | | | | |
-| 1385 | ROCKET | WALK_ROCKET | | | | |
-| 1386 | ROCKET | WALK_START_ROCKET | | | | |
-| 1387 | RUSTLER | PLANE_ALIGN_LHS | | | | |
-| 1388 | RUSTLER | PLANE_CLOSE | | | | |
-| 1389 | RUSTLER | PLANE_GETIN | | | | |
-| 1390 | RUSTLER | PLANE_GETOUT | | | | |
-| 1391 | RUSTLER | PLANE_OPEN | | | | |
-| 1392 | RYDER | RYD_BECKON_01 | | | | |
-| 1393 | RYDER | RYD_BECKON_02 | | | | |
-| 1394 | RYDER | RYD_BECKON_03 | | | | |
-| 1395 | RYDER | RYD_DIE_PT1 | | | | |
-| 1396 | RYDER | RYD_DIE_PT2 | | | | |
-| 1397 | RYDER | VAN_CRATE_L | | | | |
-| 1398 | RYDER | VAN_CRATE_R | | | | |
-| 1399 | RYDER | VAN_FALL_L | | | | |
-| 1400 | RYDER | VAN_FALL_R | | | | |
-| 1401 | RYDER | VAN_LEAN_L | | | | |
-| 1402 | RYDER | VAN_LEAN_R | | | | |
-| 1403 | RYDER | VAN_PICKUP_E | | | | |
-| 1404 | RYDER | VAN_PICKUP_S | | | | |
-| 1405 | RYDER | VAN_STAND | | | | |
-| 1406 | RYDER | VAN_STAND_CRATE | | | | |
-| 1407 | RYDER | VAN_THROW | | | | |
-| 1408 | SCRATCHING | SCDLDLP | | | | |
-| 1409 | SCRATCHING | SCDLULP | | | | |
-| 1410 | SCRATCHING | SCDRDLP | | | | |
-| 1411 | SCRATCHING | SCDRULP | | | | |
-| 1412 | SCRATCHING | SCLNG_L | | | | |
-| 1413 | SCRATCHING | SCLNG_R | | | | |
-| 1414 | SCRATCHING | SCMID_L | | | | |
-| 1415 | SCRATCHING | SCMID_R | | | | |
-| 1416 | SCRATCHING | SCSHRTL | | | | |
-| 1417 | SCRATCHING | SCSHRTR | | | | |
-| 1418 | SCRATCHING | SC_LTOR | | | | |
-| 1419 | SCRATCHING | SC_RTOL | | | | |
-| 1420 | SHAMAL | SHAMAL_ALIGN | | | | |
-| 1421 | SHAMAL | SHAMAL_GETIN_LHS | | | | |
-| 1422 | SHAMAL | SHAMAL_GETOUT_LHS | | | | |
-| 1423 | SHAMAL | SHAMAL_OPEN | | | | |
-| 1424 | SHOP | ROB_2IDLE | | | | |
-| 1425 | SHOP | ROB_LOOP | | | | |
-| 1426 | SHOP | ROB_LOOP_THREAT | | | | |
-| 1427 | SHOP | ROB_SHIFTY | | | | |
-| 1428 | SHOP | ROB_STICKUP_IN | | | | |
-| 1429 | SHOP | SHP_DUCK | | | | |
-| 1430 | SHOP | SHP_DUCK_AIM | | | | |
-| 1431 | SHOP | SHP_DUCK_FIRE | | | | |
-| 1432 | SHOP | SHP_GUN_AIM | | | | |
-| 1433 | SHOP | SHP_GUN_DUCK | | | | |
-| 1434 | SHOP | SHP_GUN_FIRE | | | | |
-| 1435 | SHOP | SHP_GUN_GRAB | | | | |
-| 1436 | SHOP | SHP_GUN_THREAT | | | | |
-| 1437 | SHOP | SHP_HANDSUP_SCR | | | | |
-| 1438 | SHOP | SHP_JUMP_GLIDE | | | | |
-| 1439 | SHOP | SHP_JUMP_LAND | | | | |
-| 1440 | SHOP | SHP_JUMP_LAUNCH | | | | |
-| 1441 | SHOP | SHP_ROB_GIVECASH | | | | |
-| 1442 | SHOP | SHP_ROB_HANDSUP | | | | |
-| 1443 | SHOP | SHP_ROB_REACT | | | | |
-| 1444 | SHOP | SHP_SERVE_END | | | | |
-| 1445 | SHOP | SHP_SERVE_IDLE | | | | |
-| 1446 | SHOP | SHP_SERVE_LOOP | | | | |
-| 1447 | SHOP | SHP_SERVE_START | | | | |
-| 1448 | SHOP | SMOKE_RYD | | | | |
-| 1449 | SHOTGUN | SHOTGUN_CROUCHFIRE | | | | |
-| 1450 | SHOTGUN | SHOTGUN_FIRE | | | | |
-| 1451 | SHOTGUN | SHOTGUN_FIRE_POOR | | | | |
-| 1452 | SILENCED | CROUCHRELOAD | | | | |
-| 1453 | SILENCED | SILENCECROUCHFIRE | | | | |
-| 1454 | SILENCED | SILENCE_FIRE | | | | |
-| 1455 | SILENCED | SILENCE_RELOAD | | | | |
-| 1456 | SKATE | SKATE_IDLE | | | | |
-| 1457 | SKATE | SKATE_RUN | | | | |
-| 1458 | SKATE | SKATE_SPRINT | | | | |
-| 1459 | SMOKING | F_SMKLEAN_LOOP | | | | |
-| 1460 | SMOKING | M_SMKLEAN_LOOP | | | | |
-| 1461 | SMOKING | M_SMKSTND_LOOP | | | | |
-| 1462 | SMOKING | M_SMK_DRAG | | | | |
-| 1463 | SMOKING | M_SMK_IN | | | | |
-| 1464 | SMOKING | M_SMK_LOOP | | | | |
-| 1465 | SMOKING | M_SMK_OUT | | | | |
-| 1466 | SMOKING | M_SMK_TAP | | | | |
-| 1467 | SNIPER | WEAPON_SNIPER | | | | |
-| 1468 | SPRAYCAN | SPRAYCAN_FIRE | | | | |
-| 1469 | SPRAYCAN | SPRAYCAN_FULL | | | | |
-| 1470 | STRIP | PLY_CASH | | | | |
-| 1471 | STRIP | PUN_CASH | | | | |
-| 1472 | STRIP | PUN_HOLLER | | | | |
-| 1473 | STRIP | PUN_LOOP | | | | |
-| 1474 | STRIP | STRIP_A | | | | |
-| 1475 | STRIP | STRIP_B | | | | |
-| 1476 | STRIP | STRIP_C | | | | |
-| 1477 | STRIP | STRIP_D | | | | |
-| 1478 | STRIP | STRIP_E | | | | |
-| 1479 | STRIP | STRIP_F | | | | |
-| 1480 | STRIP | STRIP_G | | | | |
-| 1481 | STRIP | STR_A2B | | | | |
-| 1482 | STRIP | STR_B2A | | | | |
-| 1483 | STRIP | STR_B2C | | | | |
-| 1484 | STRIP | STR_C1 | | | | |
-| 1485 | STRIP | STR_C2 | | | | |
-| 1486 | STRIP | STR_C2B | | | | |
-| 1487 | STRIP | STR_LOOP_A | | | | |
-| 1488 | STRIP | STR_LOOP_B | | | | |
-| 1489 | STRIP | STR_LOOP_C | | | | |
-| 1490 | SUNBATHE | BATHERDOWN | | | | |
-| 1491 | SUNBATHE | BATHERUP | | | | |
-| 1492 | SUNBATHE | LAY_BAC_IN | | | | |
-| 1493 | SUNBATHE | LAY_BAC_OUT | | | | |
-| 1494 | SUNBATHE | PARKSIT_M_IDLEA | | | | |
-| 1495 | SUNBATHE | PARKSIT_M_IDLEB | | | | |
-| 1496 | SUNBATHE | PARKSIT_M_IDLEC | | | | |
-| 1497 | SUNBATHE | PARKSIT_M_IN | | | | |
-| 1498 | SUNBATHE | PARKSIT_M_OUT | | | | |
-| 1499 | SUNBATHE | PARKSIT_W_IDLEA | | | | |
-| 1500 | SUNBATHE | PARKSIT_W_IDLEB | | | | |
-| 1501 | SUNBATHE | PARKSIT_W_IDLEC | | | | |
-| 1502 | SUNBATHE | PARKSIT_W_IN | | | | |
-| 1503 | SUNBATHE | PARKSIT_W_OUT | | | | |
-| 1504 | SUNBATHE | SBATHE_F_LIEB2SIT | | | | |
-| 1505 | SUNBATHE | SBATHE_F_OUT | | | | |
-| 1506 | SUNBATHE | SITNWAIT_IN_W | | | | |
-| 1507 | SUNBATHE | SITNWAIT_OUT_W | | | | |
-| 1508 | SWAT | GNSTWALL_INJURD | | | | |
-| 1509 | SWAT | JMP_WALL1M_180 | | | | |
-| 1510 | SWAT | RAIL_FALL | | | | |
-| 1511 | SWAT | RAIL_FALL_CRAWL | | | | |
-| 1512 | SWAT | SWT_BREACH_01 | | | | |
-| 1513 | SWAT | SWT_BREACH_02 | | | | |
-| 1514 | SWAT | SWT_BREACH_03 | | | | |
-| 1515 | SWAT | SWT_GO | | | | |
-| 1516 | SWAT | SWT_LKT | | | | |
-| 1517 | SWAT | SWT_STY | | | | |
-| 1518 | SWAT | SWT_VENT_01 | | | | |
-| 1519 | SWAT | SWT_VENT_02 | | | | |
-| 1520 | SWAT | SWT_VNT_SHT_DIE | | | | |
-| 1521 | SWAT | SWT_VNT_SHT_IN | | | | |
-| 1522 | SWAT | SWT_VNT_SHT_LOOP | | | | |
-| 1523 | SWAT | SWT_WLLPK_L | | | | |
-| 1524 | SWAT | SWT_WLLPK_L_BACK | | | | |
-| 1525 | SWAT | SWT_WLLPK_R | | | | |
-| 1526 | SWAT | SWT_WLLPK_R_BACK | | | | |
-| 1527 | SWAT | SWT_WLLSHOOT_IN_L | | | | |
-| 1528 | SWAT | SWT_WLLSHOOT_IN_R | | | | |
-| 1529 | SWAT | SWT_WLLSHOOT_OUT_L | | | | |
-| 1530 | SWAT | SWT_WLLSHOOT_OUT_R | | | | |
-| 1531 | SWEET | HO_ASS_SLAPPED | | | | |
-| 1532 | SWEET | LAFIN_PLAYER | | | | |
-| 1533 | SWEET | LAFIN_SWEET | | | | |
-| 1534 | SWEET | PLYR_HNDSHLDR_01 | | | | |
-| 1535 | SWEET | SWEET_ASS_SLAP | | | | |
-| 1536 | SWEET | SWEET_HNDSHLDR_01 | | | | |
-| 1537 | SWEET | SWEET_INJUREDLOOP | | | | |
-| 1538 | SWIM | SWIM_BREAST | | | | |
-| 1539 | SWIM | SWIM_CRAWL | | | | |
-| 1540 | SWIM | SWIM_DIVE_UNDER | | | | |
-| 1541 | SWIM | SWIM_GLIDE | | | | |
-| 1542 | SWIM | SWIM_JUMPOUT | | | | |
-| 1543 | SWIM | SWIM_TREAD | | | | |
-| 1544 | SWIM | SWIM_UNDER | | | | |
-| 1545 | SWORD | SWORD_1 | | | | |
-| 1546 | SWORD | SWORD_2 | | | | |
-| 1547 | SWORD | SWORD_3 | | | | |
-| 1548 | SWORD | SWORD_4 | | | | |
-| 1549 | SWORD | SWORD_BLOCK | | | | |
-| 1550 | SWORD | SWORD_HIT_1 | | | | |
-| 1551 | SWORD | SWORD_HIT_2 | | | | |
-| 1552 | SWORD | SWORD_HIT_3 | | | | |
-| 1553 | SWORD | SWORD_IDLE | | | | |
-| 1554 | SWORD | SWORD_PART | | | | |
-| 1555 | TANK | TANK_ALIGN_LHS | | | | |
-| 1556 | TANK | TANK_CLOSE_LHS | | | | |
-| 1557 | TANK | TANK_DOORLOCKED | | | | |
-| 1558 | TANK | TANK_GETIN_LHS | | | | |
-| 1559 | TANK | TANK_GETOUT_LHS | | | | |
-| 1560 | TANK | TANK_OPEN_LHS | | | | |
-| 1561 | TATTOOS | TAT_ARML_IN_O | | | | |
-| 1562 | TATTOOS | TAT_ARML_IN_P | | | | |
-| 1563 | TATTOOS | TAT_ARML_IN_T | | | | |
-| 1564 | TATTOOS | TAT_ARML_OUT_O | | | | |
-| 1565 | TATTOOS | TAT_ARML_OUT_P | | | | |
-| 1566 | TATTOOS | TAT_ARML_OUT_T | | | | |
-| 1567 | TATTOOS | TAT_ARML_POSE_O | | | | |
-| 1568 | TATTOOS | TAT_ARML_POSE_P | | | | |
-| 1569 | TATTOOS | TAT_ARML_POSE_T | | | | |
-| 1570 | TATTOOS | TAT_ARMR_IN_O | | | | |
-| 1571 | TATTOOS | TAT_ARMR_IN_P | | | | |
-| 1572 | TATTOOS | TAT_ARMR_IN_T | | | | |
-| 1573 | TATTOOS | TAT_ARMR_OUT_O | | | | |
-| 1574 | TATTOOS | TAT_ARMR_OUT_P | | | | |
-| 1575 | TATTOOS | TAT_ARMR_OUT_T | | | | |
-| 1576 | TATTOOS | TAT_ARMR_POSE_O | | | | |
-| 1577 | TATTOOS | TAT_ARMR_POSE_P | | | | |
-| 1578 | TATTOOS | TAT_ARMR_POSE_T | | | | |
-| 1579 | TATTOOS | TAT_BACK_IN_O | | | | |
-| 1580 | TATTOOS | TAT_BACK_IN_P | | | | |
-| 1581 | TATTOOS | TAT_BACK_IN_T | | | | |
-| 1582 | TATTOOS | TAT_BACK_OUT_O | | | | |
-| 1583 | TATTOOS | TAT_BACK_OUT_P | | | | |
-| 1584 | TATTOOS | TAT_BACK_OUT_T | | | | |
-| 1585 | TATTOOS | TAT_BACK_POSE_O | | | | |
-| 1586 | TATTOOS | TAT_BACK_POSE_P | | | | |
-| 1587 | TATTOOS | TAT_BACK_POSE_T | | | | |
-| 1588 | TATTOOS | TAT_BACK_SIT_IN_P | | | | |
-| 1589 | TATTOOS | TAT_BACK_SIT_LOOP_P | | | | |
-| 1590 | TATTOOS | TAT_BACK_SIT_OUT_P | | | | |
-| 1591 | TATTOOS | TAT_BEL_IN_O | | | | |
-| 1592 | TATTOOS | TAT_BEL_IN_T | | | | |
-| 1593 | TATTOOS | TAT_BEL_OUT_O | | | | |
-| 1594 | TATTOOS | TAT_BEL_OUT_T | | | | |
-| 1595 | TATTOOS | TAT_BEL_POSE_O | | | | |
-| 1596 | TATTOOS | TAT_BEL_POSE_T | | | | |
-| 1597 | TATTOOS | TAT_CHE_IN_O | | | | |
-| 1598 | TATTOOS | TAT_CHE_IN_P | | | | |
-| 1599 | TATTOOS | TAT_CHE_IN_T | | | | |
-| 1600 | TATTOOS | TAT_CHE_OUT_O | | | | |
-| 1601 | TATTOOS | TAT_CHE_OUT_P | | | | |
-| 1602 | TATTOOS | TAT_CHE_OUT_T | | | | |
-| 1603 | TATTOOS | TAT_CHE_POSE_O | | | | |
-| 1604 | TATTOOS | TAT_CHE_POSE_P | | | | |
-| 1605 | TATTOOS | TAT_CHE_POSE_T | | | | |
-| 1606 | TATTOOS | TAT_DROP_O | | | | |
-| 1607 | TATTOOS | TAT_IDLE_LOOP_O | | | | |
-| 1608 | TATTOOS | TAT_IDLE_LOOP_T | | | | |
-| 1609 | TATTOOS | TAT_SIT_IN_O | | | | |
-| 1610 | TATTOOS | TAT_SIT_IN_P | | | | |
-| 1611 | TATTOOS | TAT_SIT_IN_T | | | | |
-| 1612 | TATTOOS | TAT_SIT_LOOP_O | | | | |
-| 1613 | TATTOOS | TAT_SIT_LOOP_P | | | | |
-| 1614 | TATTOOS | TAT_SIT_LOOP_T | | | | |
-| 1615 | TATTOOS | TAT_SIT_OUT_O | | | | |
-| 1616 | TATTOOS | TAT_SIT_OUT_P | | | | |
-| 1617 | TATTOOS | TAT_SIT_OUT_T | | | | |
-| 1618 | TEC | TEC_CROUCHFIRE | | | | |
-| 1619 | TEC | TEC_CROUCHRELOAD | | | | |
-| 1620 | TEC | TEC_FIRE | | | | |
-| 1621 | TEC | TEC_RELOAD | | | | |
-| 1622 | TRAIN | TRAN_GTUP | | | | |
-| 1623 | TRAIN | TRAN_HNG | | | | |
-| 1624 | TRAIN | TRAN_OUCH | | | | |
-| 1625 | TRAIN | TRAN_STMB | | | | |
-| 1626 | TRUCK | TRUCK_ALIGN_LHS | | | | |
-| 1627 | TRUCK | TRUCK_ALIGN_RHS | | | | |
-| 1628 | TRUCK | TRUCK_CLOSEDOOR_LHS | | | | |
-| 1629 | TRUCK | TRUCK_CLOSEDOOR_RHS | | | | |
-| 1630 | TRUCK | TRUCK_CLOSE_LHS | | | | |
-| 1631 | TRUCK | TRUCK_CLOSE_RHS | | | | |
-| 1632 | TRUCK | TRUCK_GETIN_LHS | | | | |
-| 1633 | TRUCK | TRUCK_GETIN_RHS | | | | |
-| 1634 | TRUCK | TRUCK_GETOUT_LHS | | | | |
-| 1635 | TRUCK | TRUCK_GETOUT_RHS | | | | |
-| 1636 | TRUCK | TRUCK_JACKEDLHS | | | | |
-| 1637 | TRUCK | TRUCK_JACKEDRHS | | | | |
-| 1638 | TRUCK | TRUCK_OPEN_LHS | | | | |
-| 1639 | TRUCK | TRUCK_OPEN_RHS | | | | |
-| 1640 | TRUCK | TRUCK_PULLOUT_LHS | | | | |
-| 1641 | TRUCK | TRUCK_PULLOUT_RHS | | | | |
-| 1642 | TRUCK | TRUCK_SHUFFLE | | | | |
-| 1643 | UZI | UZI_CROUCHFIRE | | | | |
-| 1644 | UZI | UZI_CROUCHRELOAD | | | | |
-| 1645 | UZI | UZI_FIRE | | | | |
-| 1646 | UZI | UZI_FIRE_POOR | | | | |
-| 1647 | UZI | UZI_RELOAD | | | | |
-| 1648 | VAN | VAN_CLOSE_BACK_LHS | | | | |
-| 1649 | VAN | VAN_CLOSE_BACK_RHS | | | | |
-| 1650 | VAN | VAN_GETIN_BACK_LHS | | | | |
-| 1651 | VAN | VAN_GETIN_BACK_RHS | | | | |
-| 1652 | VAN | VAN_GETOUT_BACK_LHS | | | | |
-| 1653 | VAN | VAN_GETOUT_BACK_RHS | | | | |
-| 1654 | VAN | VAN_OPEN_BACK_LHS | | | | |
-| 1655 | VAN | VAN_OPEN_BACK_RHS | | | | |
-| 1656 | VENDING | VEND_DRINK2_P | | | | |
-| 1657 | VENDING | VEND_DRINK_P | | | | |
-| 1658 | VENDING | VEND_EAT1_P | | | | |
-| 1659 | VENDING | VEND_EAT_P | | | | |
-| 1660 | VENDING | VEND_USE | | | | |
-| 1661 | VENDING | VEND_USE_PT2 | | | | |
-| 1662 | VORTEX | CAR_JUMPIN_LHS | | | | |
-| 1663 | VORTEX | CAR_JUMPIN_RHS | | | | |
-| 1664 | VORTEX | VORTEX_GETOUT_LHS | | | | |
-| 1665 | VORTEX | VORTEX_GETOUT_RHS | | | | |
-| 1667 | WAYFARER | WF_DRIVEBYFT | | | | |
-| 1668 | WAYFARER | WF_DRIVEBYLHS | | | | |
-| 1669 | WAYFARER | WF_DRIVEBYRHS | | | | |
-| 1670 | WAYFARER | WF_FWD | | | | |
-| 1671 | WAYFARER | WF_GETOFFBACK | | | | |
-| 1672 | WAYFARER | WF_GETOFFLHS | | | | |
-| 1673 | WAYFARER | WF_GETOFFRHS | | | | |
-| 1675 | WAYFARER | WF_JUMPONL | | | | |
-| 1676 | WAYFARER | WF_JUMPONR | | | | |
-| 1677 | WAYFARER | WF_KICK | | | | |
-| 1678 | WAYFARER | WF_LEFT | | | | |
-| 1680 | WAYFARER | WF_PUSHES | | | | |
-| 1684 | WEAPONS | SHP_1H_LIFT | 60 | 1.00 | | |
-| 1685 | WEAPONS | SHP_1H_LIFT_END | 20 | 0.33 | | |
-| 1686 | WEAPONS | SHP_1H_RET | 50 | 0.83 | | |
-| 1687 | WEAPONS | SHP_1H_RET_S | 20 | 0.33 | | |
-| 1688 | WEAPONS | SHP_2H_LIFT | 56 | 0.93 | | |
-| 1689 | WEAPONS | SHP_2H_LIFT_END | 20 | 0.33 | | |
-| 1690 | WEAPONS | SHP_2H_RET | 54 | 0.90 | | |
-| 1691 | WEAPONS | SHP_2H_RET_S | 20 | 0.33 | | |
-| 1692 | WEAPONS | SHP_AR_LIFT | 60 | 1.00 | | |
-| 1693 | WEAPONS | SHP_AR_LIFT_END | 20 | 0.33 | | |
-| 1694 | WEAPONS | SHP_AR_RET | 70 | 1.17 | | |
-| 1695 | WEAPONS | SHP_AR_RET_S | 20 | 0.33 | | |
-| 1696 | WEAPONS | SHP_G_LIFT_IN | 40 | 0.67 | | |
-| 1697 | WEAPONS | SHP_G_LIFT_OUT | 40 | 0.67 | | |
-| 1698 | WEAPONS | SHP_TRAY_IN | 40 | 0.67 | | |
-| 1699 | WEAPONS | SHP_TRAY_OUT | 40 | 0.67 | | |
-| 1700 | WEAPONS | SHP_TRAY_POSE | 100 | 2.67 | | |
-| 1701 | WUZI | CS_DEAD_GUY | 304 | 5.07 | | |
-| 1702 | WUZI | CS_PLYR_PT1 | 226 | 3.77 | | |
-| 1703 | WUZI | CS_PLYR_PT2 | 580 | 9.67 | | |
-| 1704 | WUZI | CS_WUZI_PT1 | 226 | 3.77 | | |
-| 1705 | WUZI | CS_WUZI_PT2 | 580 | 9.67 | | |
-| 1706 | WUZI | WALKSTART_IDLE_01 | 190 | 3.17 | | |
-| 1707 | WUZI | WUZI_FOLLOW | 180 | 3.00 | | |
-| 1708 | WUZI | WUZI_GREET_PLYR | 240 | 4.00 | | |
-| 1709 | WUZI | WUZI_GREET_WUZI | 240 | 4.00 | | |
-| 1710 | WUZI | WUZI_GRND_CHK | 240 | 4.00 | | |
-| 1711 | WUZI | WUZI_STAND_LOOP | 160 | 2.67 | | |
-| 1712 | WUZI | WUZI_WALK | 70 | 1.17 | | |
-| 1713 | WOP | DANCE_G1 | 68 | 1.13 | | |
-| 1714 | WOP | DANCE_G2 | 70 | 1.17 | | |
-| 1715 | WOP | DANCE_G3 | 68 | 1.13 | | |
-| 1716 | WOP | DANCE_G4 | 70 | 1.17 | | |
-| 1717 | WOP | DANCE_G5 | 68 | 1.13 | | |
-| 1718 | WOP | DANCE_G6 | 70 | 1.17 | | |
-| 1719 | WOP | DANCE_G7 | 68 | 1.13 | | |
-| 1720 | WOP | DANCE_G8 | 70 | 1.17 | | |
-| 1721 | WOP | DANCE_G9 | 68 | 1.13 | | |
-| 1722 | WOP | DANCE_G10 | 70 | 1.17 | | |
-| 1723 | WOP | DANCE_G11 | 68 | 1.13 | | |
-| 1724 | WOP | DANCE_G12 | 70 | 1.17 | | |
-| 1725 | WOP | DANCE_G13 | 68 | 1.13 | | |
-| 1726 | WOP | DANCE_G14 | 70 | 1.17 | | |
-| 1727 | WOP | DANCE_G15 | 68 | 1.13 | | |
-| 1728 | WOP | DANCE_G16 | 70 | 1.17 | | |
-| 1729 | WOP | DANCE_B1 | 68 | 1.13 | | |
-| 1730 | WOP | DANCE_B2 | 70 | 1.17 | | |
-| 1731 | WOP | DANCE_B3 | 70 | 1.13 | | |
-| 1732 | WOP | DANCE_B4 | 70 | 1.17 | | |
-| 1733 | WOP | DANCE_B5 | 68 | 1.13 | | |
-| 1734 | WOP | DANCE_B6 | 70 | 1.17 | | |
-| 1735 | WOP | DANCE_B7 | 68 | 1.13 | | |
-| 1736 | WOP | DANCE_B8 | 70 | 1.17 | | |
-| 1737 | WOP | DANCE_B9 | 68 | 1.13 | | |
-| 1738 | WOP | DANCE_B10 | 70 | 1.17 | | |
-| 1739 | WOP | DANCE_B11 | 68 | 1.13 | | |
-| 1740 | WOP | DANCE_B12 | 70 | 1.17 | | |
-| 1741 | WOP | DANCE_B13 | 68 | 1.13 | | |
-| 1742 | WOP | DANCE_B14 | 70 | 1.17 | | |
-| 1743 | WOP | DANCE_B15 | 68 | 1.13 | | |
-| 1744 | WOP | DANCE_B16 | 70 | 1.17 | | |
-| 1745 | WOP | DANCE_LOOP | 70 | 1.17 | | |
-| 1746 | GFUNK | DANCE_G1 | 76 | 1.27 | | |
-| 1747 | GFUNK | DANCE_G2 | 76 | 1.27 | | |
-| 1748 | GFUNK | DANCE_G3 | 76 | 1.27 | | |
-| 1749 | GFUNK | DANCE_G4 | 76 | 1.27 | | |
-| 1750 | GFUNK | DANCE_G5 | 76 | 1.27 | | |
-| 1751 | GFUNK | DANCE_G6 | 76 | 1.27 | | |
-| 1752 | GFUNK | DANCE_G7 | 76 | 1.27 | | |
-| 1753 | GFUNK | DANCE_G8 | 76 | 1.27 | | |
-| 1754 | GFUNK | DANCE_G9 | 76 | 1.27 | | |
-| 1755 | GFUNK | DANCE_G10 | 76 | 1.27 | | |
-| 1756 | GFUNK | DANCE_G11 | 76 | 1.27 | | |
-| 1757 | GFUNK | DANCE_G12 | 76 | 1.27 | | |
-| 1758 | GFUNK | DANCE_G13 | 76 | 1.27 | | |
-| 1759 | GFUNK | DANCE_G14 | 76 | 1.27 | | |
-| 1760 | GFUNK | DANCE_G15 | 76 | 1.27 | | |
-| 1761 | GFUNK | DANCE_G16 | 76 | 1.27 | | |
-| 1762 | GFUNK | DANCE_B1 | 76 | 1.27 | | |
-| 1763 | GFUNK | DANCE_B2 | 76 | 1.27 | | |
-| 1764 | GFUNK | DANCE_B3 | 76 | 1.27 | | |
-| 1765 | GFUNK | DANCE_B4 | 76 | 1.27 | | |
-| 1766 | GFUNK | DANCE_B5 | 76 | 1.27 | | |
-| 1767 | GFUNK | DANCE_B6 | 76 | 1.27 | | |
-| 1768 | GFUNK | DANCE_B7 | 76 | 1.27 | | |
-| 1769 | GFUNK | DANCE_B8 | 76 | 1.27 | | |
-| 1770 | GFUNK | DANCE_B9 | 76 | 1.27 | | |
-| 1771 | GFUNK | DANCE_B10 | 76 | 1.27 | | |
-| 1772 | GFUNK | DANCE_B11 | 76 | 1.27 | | |
-| 1773 | GFUNK | DANCE_B12 | 76 | 1.27 | | |
-| 1774 | GFUNK | DANCE_B13 | 76 | 1.27 | | |
-| 1775 | GFUNK | DANCE_B14 | 76 | 1.27 | | |
-| 1776 | GFUNK | DANCE_B15 | 76 | 1.27 | | |
-| 1777 | GFUNK | DANCE_B16 | 76 | 1.27 | | |
-| 1778 | GFUNK | DANCE_LOOP | 70 | 1.17 | | |
-| 1779 | RUNNINGMAN | DANCE_G1 | 32 | 0.53 | | |
-| 1780 | RUNNINGMAN | DANCE_G2 | 34 | 0.57 | | |
-| 1781 | RUNNINGMAN | DANCE_G3 | 32 | 0.53 | | |
-| 1782 | RUNNINGMAN | DANCE_G4 | 34 | 0.57 | | |
-| 1783 | RUNNINGMAN | DANCE_G5 | 32 | 0.53 | | |
-| 1784 | RUNNINGMAN | DANCE_G6 | 34 | 0.57 | | |
-| 1785 | RUNNINGMAN | DANCE_G7 | 32 | 0.53 | | |
-| 1786 | RUNNINGMAN | DANCE_G8 | 34 | 0.57 | | |
-| 1787 | RUNNINGMAN | DANCE_G9 | 32 | 0.53 | | |
-| 1788 | RUNNINGMAN | DANCE_G10 | 34 | 0.57 | | |
-| 1789 | RUNNINGMAN | DANCE_G11 | 32 | 0.53 | | |
-| 1790 | RUNNINGMAN | DANCE_G12 | 34 | 0.57 | | |
-| 1791 | RUNNINGMAN | DANCE_G13 | 32 | 0.53 | | |
-| 1792 | RUNNINGMAN | DANCE_G14 | 34 | 0.57 | | |
-| 1793 | RUNNINGMAN | DANCE_G15 | 32 | 0.53 | | |
-| 1794 | RUNNINGMAN | DANCE_G16 | 34 | 0.57 | | |
-| 1795 | RUNNINGMAN | DANCE_B1 | 32 | 0.53 | | |
-| 1796 | RUNNINGMAN | DANCE_B2 | 34 | 0.57 | | |
-| 1797 | RUNNINGMAN | DANCE_B3 | 32 | 0.53 | | |
-| 1798 | RUNNINGMAN | DANCE_B4 | 34 | 0.57 | | |
-| 1799 | RUNNINGMAN | DANCE_B5 | 32 | 0.53 | | |
-| 1800 | RUNNINGMAN | DANCE_B6 | 34 | 0.57 | | |
-| 1801 | RUNNINGMAN | DANCE_B7 | 32 | 0.53 | | |
-| 1802 | RUNNINGMAN | DANCE_B8 | 34 | 0.57 | | |
-| 1803 | RUNNINGMAN | DANCE_B9 | 32 | 0.53 | | |
-| 1804 | RUNNINGMAN | DANCE_B10 | 34 | 0.57 | | |
-| 1805 | RUNNINGMAN | DANCE_B11 | 32 | 0.53 | | |
-| 1806 | RUNNINGMAN | DANCE_B12 | 34 | 0.57 | | |
-| 1807 | RUNNINGMAN | DANCE_B13 | 32 | 0.53 | | |
-| 1808 | RUNNINGMAN | DANCE_B14 | 34 | 0.57 | | |
-| 1809 | RUNNINGMAN | DANCE_B15 | 32 | 0.53 | | |
-| 1810 | RUNNINGMAN | DANCE_B16 | 34 | 0.57 | | |
-| 1811 | RUNNINGMAN | DANCE_LOOP | 70 | 1.17 | | |
-| 1812 | SAMP | FishingIdle | 2 | 0.03 | Adăugat în SA-MP 0.3.7 | \_ |
-| no | BLOWJOBZ | BJ_Car_End_P | 248 | 4.13 | | |
-| no | BLOWJOBZ | BJ_Car_End_W | 220 | 3.67 | | |
-| no | BLOWJOBZ | BJ_Car_Loop_P | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Car_Loop_W | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Car_Start_P | 140 | 2.33 | | |
-| no | BLOWJOBZ | BJ_Car_Start_W | 140 | 2.33 | | |
-| no | BLOWJOBZ | BJ_Couch_End_P | 460 | 7.67 | | |
-| no | BLOWJOBZ | BJ_Couch_End_W | 460 | 7.67 | | |
-| no | BLOWJOBZ | BJ_Couch_Loop_P | 120 | 2.0 | | |
-| no | BLOWJOBZ | BJ_Couch_Loop_W | 120 | 2.0 | | |
-| no | BLOWJOBZ | BJ_Couch_Start_P | 320 | 5.33 | | |
-| no | BLOWJOBZ | BJ_Couch_Start_W | 320 | 5.33 | | |
-| no | BLOWJOBZ | BJ_Stand_End_P | 292 | 4.87 | | |
-| no | BLOWJOBZ | BJ_Stand_End_W | 320 | 5.33 | | |
-| no | BLOWJOBZ | BJ_Stand_Loop_P | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Stand_Loop_W | 40 | 0.67 | | |
-| no | BLOWJOBZ | BJ_Stand_Start_P | 120 | 2.00 | | |
-| no | BLOWJOBZ | BJ_Stand_Start_W | 120 | 2.00 | | |
-| no | SEX | SEX_1to2_P | 60 | 1.00 | Blocat în SA-MP | |
-| no | SEX | SEX_1to2_W | 60 | 1.00 | Blocat în SA-MP | |
-| no | SEX | SEX_1_Cum_P | 400 | 6.67 | Blocat în SA-MP | |
-| no | SEX | SEX_1_Cum_W | 400 | 6.67 | Blocat în SA-MP | |
-| no | SEX | SEX_1_Fail_P | 320 | 5.33 | Blocat în SA-MP | |
-| no | SEX | SEX_1_Fail_W | 320 | 5.33 | Blocat în SA-MP | |
-| no | SEX | SEX_1_P | 20 | 0.33 | Blocat în SA-MP | |
-| no | SEX | SEX_1_W | 20 | 0.33 | Blocat în SA-MP | |
-| no | SEX | SEX_2to3_P | 90 | 1.50 | Blocat în SA-MP | |
-| no | SEX | SEX_2to3_W | 90 | 1.50 | Blocat în SA-MP | |
-| no | SEX | SEX_2_Fail_P | 380 | 6.33 | Blocat în SA-MP | |
-| no | SEX | SEX_2_Fail_W | 380 | 6.33 | Blocat în SA-MP | |
-| no | SEX | SEX_2_P | 20 | 0.33 | Blocat în SA-MP | |
-| no | SEX | SEX_2_W | 20 | 0.33 | Blocat în SA-MP | |
-| no | SEX | SEX_3to1_P | 60 | 1.00 | Blocat în SA-MP | |
-| no | SEX | SEX_3to1_W | 60 | 1.00 | Blocat în SA-MP | |
-| no | SEX | SEX_3_Fail_P | 260 | 4.33 | Blocat în SA-MP | |
-| no | SEX | SEX_3_Fail_W | 260 | 4.33 | Blocat în SA-MP | |
-| no | SEX | SEX_3_P | 20 | 0.33 | Blocat în SA-MP | |
-| no | SEX | SEX_3_W | 20 | 0.33 | Blocat în SA-MP | |
-| no | SnM | SnM_Caned_Idle_P | 120 | 2.00 | | |
-| no | SnM | SnM_Caned_Idle_W | 120 | 2.00 | | |
-| no | SnM | SnM_Caned_P | 80 | 1.33 | | |
-| no | SnM | SnM_Caned_W | 80 | 1.33 | | |
-| no | SnM | SnM_Cane_Idle_P | 120 | 2.00 | | |
-| no | SnM | SnM_Cane_Idle_W | 120 | 2.00 | | |
-| no | SnM | SnM_Cane_P | 80 | 1.33 | | |
-| no | SnM | SnM_Cane_W | 80 | 1.33 | | |
-| no | SnM | SpankedP | 80 | 1.33 | | |
-| no | SnM | SpankedW | 80 | 1.33 | | |
-| no | SnM | Spanked_IdleP | 80 | 1.33 | | |
-| no | SnM | Spanked_IdleW | 80 | 1.33 | | |
-| no | SnM | SpankingP | 80 | 1.33 | | |
-| no | SnM | SpankingW | 80 | 1.33 | | |
-| no | SnM | Spanking_endP | 400 | 6.67 | | |
-| no | SnM | Spanking_endW | 400 | 6.67 | | |
-| no | SnM | Spanking_IdleP | 80 | 1.33 | | |
-| no | SnM | Spanking_IdleW | 80 | 1.33 | | |
-| no | SnM | Spanking_SittingIdleP | 80 | 1.33 | | |
-| no | SnM | Spanking_SittingIdleW | 80 | 1.33 | | |
-| no | SnM | Spanking_SittingP | 60 | 1.00 | | |
-| no | SnM | Spanking_SittingW | 60 | 1.00 | | |
diff --git a/docs/translations/ro/scripting/resources/bodyparts.md b/docs/translations/ro/scripting/resources/bodyparts.md
deleted file mode 100644
index 4c67ca4aa2d..00000000000
--- a/docs/translations/ro/scripting/resources/bodyparts.md
+++ /dev/null
@@ -1,19 +0,0 @@
----
-title: Partile corpului
----
-
-Se foloseste cu [OnPlayerGiveDamage](../callbacks/OnPlayerGiveDamags), [OnPlayerTakeDamage](../callbacks/OnPlayerTakeDamage) si [OnPlayerGiveDamageActor](../callbacks/OnPlayerGiveDamageActor).
-
-| ID | Body Part |
-| --- | -------------- |
-| 3 | Piept |
-| 4 | Poală |
-| 5 | Bratul stang |
-| 6 | Bratul drept |
-| 7 | Piciorul stâng |
-| 8 | Piciorul drept |
-| 9 | Cap |
-
-:::note Aceste ID-uri nu sunt confirmate 100% și nu sunt definite în niciun SA-MP include - trebuie să fie definite de scripter. Nu se știe dacă ID-urile 0, 1 și 2 au vreo utilizare. :::
-
-
diff --git a/docs/translations/ro/scripting/resources/boneid.md b/docs/translations/ro/scripting/resources/boneid.md
deleted file mode 100644
index 97d9a3d8ab7..00000000000
--- a/docs/translations/ro/scripting/resources/boneid.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: "ID-urile oaselor"
----
-
-:::note
-
-Se foloseste in [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject).
-
-:::
-
-| ID | Bone |
-| --- | ------------------------ |
-| 1 | Coloana vertebrală |
-| 2 | Cap |
-| 3 | Brațul stâng |
-| 4 | Bratul drept |
-| 5 | Mâna stângă |
-| 6 | Mâna dreapta |
-| 7 | Coapsa stângă |
-| 8 | Coapsa dreapta |
-| 9 | Piciorul stang |
-| 10 | Piciorul drept |
-| 11 | Gamba dreapta |
-| 12 | Gamba stângă |
-| 13 | Antebratul stang |
-| 14 | Antebrațul drept |
-| 15 | Clavicula stângă (umăr) |
-| 16 | Clavicula dreaptă (umăr) |
-| 17 | Gat |
-| 18 | Fălcile |
diff --git a/docs/translations/ro/scripting/resources/bullethittypes.md b/docs/translations/ro/scripting/resources/bullethittypes.md
deleted file mode 100644
index 9b11ed500cd..00000000000
--- a/docs/translations/ro/scripting/resources/bullethittypes.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: Tipuri de lovituri de glonÈ›
----
-
-:::info
-
-Se foloseste in [OnPlayerWeaponShot](../callbacks/OnPlayerWeaponShot).
-
-:::
-
----
-
-| Nume | Valoare |
-| ----------------------------- | ------- |
-| BULLET_HIT_TYPE_NONE | 0 |
-| BULLET_HIT_TYPE_PLAYER | 1 |
-| BULLET_HIT_TYPE_VEHICLE | 2 |
-| BULLET_HIT_TYPE_OBJECT | 3 |
-| BULLET_HIT_TYPE_PLAYER_OBJECT | 4 |
-
----
-
-:::caution
-
-BULLET_HIT_TYPE_PLAYER este apelat și pentru NPC-uri. Actorii sunt ignorați de acest apel invers și detectează ca BULLET_HIT_TYPE_NONE.
-
-:::
diff --git a/docs/translations/ro/scripting/resources/cameracutstyles.md b/docs/translations/ro/scripting/resources/cameracutstyles.md
deleted file mode 100644
index 25710856dfa..00000000000
--- a/docs/translations/ro/scripting/resources/cameracutstyles.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-title: Stiluri de tăiere a camerei
----
-
-## Descriere
-
-Stilurile de tăiere a camerei sunt folosite in [SetPlayerCameraLookAt](../functions/SetPlayerCameraLookAt), [InterpolateCameraPos](../functions/InterpolateCameraPos.md) si [InterpolateCameraLookAt](../functions/InterpolateCameraLookAt.md).
-
-## Stiluri tăiate
-
-```c
-1 - CAMERA_MOVE
-2 - CAMERA_CUT
-```
diff --git a/docs/translations/ro/scripting/resources/cameramodes.md b/docs/translations/ro/scripting/resources/cameramodes.md
deleted file mode 100644
index 7c329bde9d0..00000000000
--- a/docs/translations/ro/scripting/resources/cameramodes.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: Modurile camerei
----
-
-## Descriere
-
-O listă a posibilelor moduri de cameră pentru a fi utilizate [GetPlayerCameraMode](../functions/GetPlayerCameraMode.md).
-
-:::note
-
-S-ar putea să existe încă mai multe ID-uri utilizabile ascunse în joc și unele ID-uri sunt utilizate pentru mai multe situații.
-
-:::
-
-## Lista
-
-| ID | Mode |
-| --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| 3 | Cameră de tren / tramvai. |
-| 4 | Urmați caracterul (normal în spatele camerei playerului). |
-| 7 | Lunetist care țintește. |
-| 8 | Lansator de rachete care vizează. |
-| 15 | Cameră fixă ​​(care nu se mișcă) - utilizată pentru Pay 'n' Spray, camera de urmărire, acordarea magazinelor, intrarea în clădiri, cumpărarea de alimente etc. |
-| 16 | Cameră frontală pentru vehicul, cameră laterală pentru bicicletă. |
-| 18 | Mașină normală (+ skimmer + elicopter + avion), mai multe distanțe variabile. |
-| 22 | Cameră normală pentru bărci. |
-| 46 | Èšinta cu arma a camerei. |
-| 51 | Lansatorul de rachete care caută căldură vizează. |
-| 53 | Țintind orice altă armă. |
-| 55 | Cameră vehicul pasager cu vehicul. |
-| 56 | Camera de urmărire: elicopter / vedere păsări. |
-| 57 | Camera de urmărire: cameră de la sol, se apropie foarte repede. (Similar cu 56, dar la sol.) |
-| 58 | Cameră de urmărire: zbura orizontală pe lângă vehicul. |
-| 59 | Cameră de urmărire (numai pentru vehiculele aeriene): cameră de la sol, cu ochii în sus spre vehiculul aerian. |
-| 62 | Camera de urmărire (numai pentru vehiculele aeriene): zboară verticală pe lângă vehiculul aerian. |
-| 63 | Cameră de urmărire (numai pentru vehiculele aeriene): zbura orizontală pe lângă vehiculul aerian (similar cu 58 și 62). |
-| 64 | Cameră de urmărire (numai pentru vehiculele aeriene): cameră focalizată pe pilot, similar cu apăsarea tastei LOOK_BEHIND pe jos, dar în vehiculul aerian. |
diff --git a/docs/translations/ro/scripting/resources/carcomponentid.md b/docs/translations/ro/scripting/resources/carcomponentid.md
deleted file mode 100644
index 54598cf2901..00000000000
--- a/docs/translations/ro/scripting/resources/carcomponentid.md
+++ /dev/null
@@ -1,422 +0,0 @@
----
-title: ID-uri componente auto
-description: Informații despre ID-urile componentelor mașinii, numele modelelor, piesele, tipurile, vehiculele acceptate și costurile.
----
-
-| ID | Nume Model | Parte | Tip | Masini | Pret |
-| ---- | -------------- | -------------- | ------------------------------------ | ------------------------------------------- | ------ |
-| 1000 | spl_b_mar_m | Spoiler | Pro | Certain Transfender cars | \$400 |
-| 1001 | spl_b_bab_m | Spoiler | Win | Certain Transfender cars | \$550 |
-| 1002 | spl_b_bar_m | Spoiler | Drag | Certain Transfender cars | \$200 |
-| 1003 | spl_b_mab_m | Spoiler | Alpha | Certain Transfender cars | \$250 |
-| 1004 | bnt_b_sc_m | Capota | Champ Scoop | Certain Transfender cars | \$100 |
-| 1005 | bnt_b_sc_l | Capota | Fury Scoop | Certain Transfender cars | \$150 |
-| 1006 | rf_b_sc_r | AcoperiÅŸ | AcoperiÅŸ Scoop | Certain Transfender cars | \$80 |
-| 1007 | wg_l_b_ssk | Fusta laterală | Right Fusta laterală | Certain Transfender cars | \$500 |
-| 1008 | nto_b_l | Nitro | 5 times | Most cars, Most planes and Most Helicopters | \$500 |
-| 1009 | nto_b_s | Nitro | 2 times | Most cars, Most planes and Most Helicopters | \$200 |
-| 1010 | nto_b_tw | Nitro | 10 times | Most cars, Most planes and Most Helicopters | \$1000 |
-| 1011 | bnt_b_sc_p_m | Capota | Race Scoop | Certain Transfender cars | \$220 |
-| 1012 | bnt_b_sc_p_l | Capota | Worx Scoop | Certain Transfender cars | \$250 |
-| 1013 | lgt_b_rspt | Lamps | Round Fog | Certain Transfender cars | \$100 |
-| 1014 | spl_b_bar_l | Spoiler | Champ | Certain Transfender cars | \$400 |
-| 1015 | spl_b_bbr_l | Spoiler | Race | Certain Transfender cars | \$500 |
-| 1016 | spl_b_bbr_m | Spoiler | Worx | Certain Transfender cars | \$200 |
-| 1017 | wg_r_b_ssk | Fusta laterală | Left Fusta laterală | Certain Transfender cars | \$500 |
-| 1018 | exh_b_ts | NOS | Upswept | Most cars | \$350 |
-| 1019 | exh_b_t | NOS | Twin | Most cars | \$300 |
-| 1020 | exh_b_l | NOS | Large | Most cars | \$250 |
-| 1021 | exh_b_m | NOS | Medium | Most cars | \$200 |
-| 1022 | exh_b_s | NOS | Small | Most cars | \$150 |
-| 1023 | spl_b_bbb_m | Spoiler | Fury | Certain Transfender cars | \$350 |
-| 1024 | lgt_b_sspt | Lamps | Square Fog | Certain Transfender cars | \$50 |
-| 1025 | wheel_or1 | Roți | Offroad | Certain Transfender cars | \$1000 |
-| 1026 | wg_l_a_s | Fusta laterală | Right Alien Fusta laterală | Sultan | \$480 |
-| 1027 | wg_r_a_s | Fusta laterală | Left Alien Fusta laterală | Sultan | \$480 |
-| 1028 | exh_a_s | NOS | Alien | Sultan | \$770 |
-| 1029 | exh_c_s | NOS | X-Flow | Sultan | \$680 |
-| 1030 | wg_r_c_s | Fusta laterală | Left X-Flow Fusta laterală | Sultan | \$370 |
-| 1031 | wg_l_c_s | Fusta laterală | Right X-Flow Fusta laterală | Sultan | \$370 |
-| 1032 | rf_a_s | AcoperiÅŸ | Alien AcoperiÅŸ Vent | Sultan | \$170 |
-| 1033 | rf_c_s | AcoperiÅŸ | X-Flow AcoperiÅŸ Vent | Sultan | \$120 |
-| 1034 | exh_a_l | NOS | Alien | Elegy | \$790 |
-| 1035 | rf_c_l | AcoperiÅŸ | X-Flow AcoperiÅŸ Vent | Elegy | \$150 |
-| 1036 | wg_l_a_l | Fusta laterală | Right Alien Fusta laterală | Elegy | \$500 |
-| 1037 | exh_c_l | NOS | X-Flow | Elegy | \$690 |
-| 1038 | rf_a_l | AcoperiÅŸ | Alien AcoperiÅŸ Vent | Elegy | \$190 |
-| 1039 | wg_l_c_l | Fusta laterală | Left X-Flow Fusta laterală | Elegy | \$390 |
-| 1040 | wg_r_a_l | Fusta laterală | Left Alien Fusta laterală | Elegy | \$500 |
-| 1041 | wg_r_c_l | Fusta laterală | Right X-Flow Fusta laterală | Elegy | \$390 |
-| 1042 | wg_l_lr_br1 | Fusta laterală | Right Chrome Fusta laterală | Broadway | \$1000 |
-| 1043 | exh_lr_br2 | NOS | Slamin | Broadway | \$500 |
-| 1044 | exh_lr_br1 | NOS | Chrome | Broadway | \$500 |
-| 1045 | exh_c_f | NOS | X-Flow | Flash | \$510 |
-| 1046 | exh_a_f | NOS | Alien | Flash | \$710 |
-| 1047 | wg_l_a_f | Fusta laterală | Right Alien Fusta laterală | Flash | \$670 |
-| 1048 | wg_l_c_f | Fusta laterală | Right X-Flow Fusta laterală | Flash | \$530 |
-| 1049 | spl_a_f_r | Spoiler | Alien | Flash | \$810 |
-| 1050 | spl_c_f_r | Spoiler | X-Flow | Flash | \$620 |
-| 1051 | wg_r_a_f | Fusta laterală | Left Alien Fusta laterală | Flash | \$670 |
-| 1052 | wg_r_c_f | Fusta laterală | Left X-Flow Fusta laterală | Flash | \$530 |
-| 1053 | rf_c_f | AcoperiÅŸ | X-Flow | Flash | \$130 |
-| 1054 | rf_a_f | AcoperiÅŸ | Alien | Flash | \$210 |
-| 1055 | rf_a_st | AcoperiÅŸ | Alien | Stratum | \$230 |
-| 1056 | wg_l_a_st | Fusta laterală | Right Alien Fusta laterală | Stratum | \$520 |
-| 1057 | wg_l_c_st | Fusta laterală | Right X-Flow Fusta laterală | Stratum | \$430 |
-| 1058 | spl_a_st_r | Spoiler | Alien | Stratum | \$620 |
-| 1059 | exh_c_st | NOS | X-Flow | Stratum | \$720 |
-| 1060 | spl_c_st_r | Spoiler | X-Flow | Stratum | \$530 |
-| 1061 | rf_c_st | AcoperiÅŸ | X-Flow | Stratum | \$180 |
-| 1062 | wg_r_a_st | Fusta laterală | Left Alien Fusta laterală | Stratum | \$550 |
-| 1063 | wg_r_c_st | Fusta laterală | Left X-Flow Fusta laterală | Stratum | \$430 |
-| 1064 | exh_a_st | NOS | Alien | Stratum | \$830 |
-| 1065 | exh_a_j | NOS | Alien | Jester | \$850 |
-| 1066 | exh_c_j | NOS | X-Flow | Jester | \$750 |
-| 1067 | rf_a_j | AcoperiÅŸ | Alien | Jester | \$250 |
-| 1068 | rf_c_j | AcoperiÅŸ | X-Flow | Jester | \$200 |
-| 1069 | wg_l_a_j | Fusta laterală | Right Alien Fusta laterală | Jester | \$550 |
-| 1070 | wg_l_c_j | Fusta laterală | Right X-Flow Fusta laterală | Jester | \$450 |
-| 1071 | wg_r_a_j | Fusta laterală | Left Alien Fusta laterală | Jester | \$550 |
-| 1072 | wg_r_c_j | Fusta laterală | Left X-Flow Fusta laterală | Jester | \$450 |
-| 1073 | wheel_sr6 | Roți | Shadow | Most cars | \$1100 |
-| 1074 | wheel_sr3 | Roți | Mega | Most cars | \$1030 |
-| 1075 | wheel_sr2 | Roți | Rimshine | Most cars | \$980 |
-| 1076 | wheel_lr4 | Roți | Wires | Most cars | \$1560 |
-| 1077 | wheel_lr1 | Roți | Classic | Most cars | \$1620 |
-| 1078 | wheel_lr3 | Roți | Twist | Most cars | \$1200 |
-| 1079 | wheel_sr1 | Roți | Cutter | Most cars | \$1030 |
-| 1080 | wheel_sr5 | Roți | Switch | Most cars | \$900 |
-| 1081 | wheel_sr4 | Roți | Grove | Most cars | \$1230 |
-| 1082 | wheel_gn1 | Roți | Import | Most cars | \$820 |
-| 1083 | wheel_lr2 | Roți | Dollar | Most cars | \$1560 |
-| 1084 | wheel_lr5 | Roți | Trance | Most cars | \$1350 |
-| 1085 | wheel_gn2 | Roți | Atomic | Most cars | \$770 |
-| 1086 | stereo | Stereo | Stereo | Most cars | \$100 |
-| 1087 | hydralics | Hidraulice | Hydraulics | Most cars | \$1500 |
-| 1088 | rf_a_u | AcoperiÅŸ | Alien | Uranus | \$150 |
-| 1089 | exh_c_u | NOS | X-Flow | Uranus | \$650 |
-| 1090 | wg_l_a_u | Fusta laterală | Right Alien Fusta laterală | Uranus | \$450 |
-| 1091 | rf_c_u | AcoperiÅŸ | X-Flow | Uranus | \$100 |
-| 1092 | exh_a_u | NOS | Alien | Uranus | \$750 |
-| 1093 | wg_l_c_u | Fusta laterală | Right X-Flow Fusta laterală | Uranus | \$350 |
-| 1094 | wg_r_a_u | Fusta laterală | Left Alien Fusta laterală | Uranus | \$450 |
-| 1095 | wg_r_c_u | Fusta laterală | Right X-Flow Fusta laterală | Uranus | \$350 |
-| 1096 | wheel_gn3 | Roți | Ahab | Most cars | \$1000 |
-| 1097 | wheel_gn4 | Roți | Virtual | Most cars | \$620 |
-| 1098 | wheel_gn5 | Roți | Access | Most cars | \$1140 |
-| 1099 | wg_r_lr_br1 | Fusta laterală | Left Chrome Fusta laterală | Broadway | \$1000 |
-| 1100 | misc_c_lr_rem1 | Bullbar | Chrome Grill | Remington | \$940 |
-| 1101 | wg_r_lr_rem1 | Fusta laterală | Left `Chrome Flames` Fusta laterală | Remington | \$780 |
-| 1102 | wg_r_lr_sv | Fusta laterală | Left `Chrome Strip` Fusta laterală | Savanna | \$830 |
-| 1103 | rf_lr_bl2 | AcoperiÅŸ | Covertible | Blade | \$3250 |
-| 1104 | exh_lr_bl1 | NOS | Chrome | Blade | \$1610 |
-| 1105 | exh_lr_bl2 | NOS | Slamin | Blade | \$1540 |
-| 1106 | wg_l_lr_rem2 | Fusta laterală | Right `Chrome Arches` Fusta laterală | Remington | \$780 |
-| 1107 | wg_r_lr_bl1 | Fusta laterală | Left `Chrome Strip` Fusta laterală | Blade | \$780 |
-| 1108 | wg_l_lr_bl1 | Fusta laterală | Right `Chrome Strip` Fusta laterală | Blade | \$780 |
-| 1109 | bbb_lr_slv1 | Rear Bullbars | Chrome | Slamvan | \$1610 |
-| 1110 | bbb_lr_slv2 | Rear Bullbars | Slamin | Slamvan | \$1540 |
-| 1111 | bnt_lr_slv1 | Front Sign? | Little Sign? | Slamvan | \$0 |
-| 1112 | bnt_lr_slv2 | Front Sign? | Little Sign? | Slamvan | \$0 |
-| 1113 | exh_lr_slv1 | NOS | Chrome | Slamvan | \$3340 |
-| 1114 | exh_lr_slv2 | NOS | Slamin | Slamvan | \$3250 |
-| 1115 | fbb_lr_slv1 | Front Bullbars | Chrome | Slamvan | \$2130 |
-| 1116 | fbb_lr_slv2 | Front Bullbars | Slamin | Slamvan | \$2050 |
-| 1117 | fbmp_lr_slv1 | Bara frontala | Chrome | Slamvan | \$2040 |
-| 1118 | wg_l_lr_slv1 | Fusta laterală | Right `Chrome Trim` Fusta laterală | Slamvan | \$780 |
-| 1119 | wg_l_lr_slv2 | Fusta laterală | Right `Wheelcovers` Fusta laterală | Slamvan | \$940 |
-| 1120 | wg_r_lr_slv1 | Fusta laterală | Left `Chrome Trim` Fusta laterală | Slamvan | \$780 |
-| 1121 | wg_r_lr_slv2 | Fusta laterală | Left `Wheelcovers` Fusta laterală | Slamvan | \$940 |
-| 1122 | wg_l_lr_rem1 | Fusta laterală | Right `Chrome Flames` Fusta laterală | Remington | \$780 |
-| 1123 | misc_c_lr_rem2 | Bullbars | Bullbar Chrome Bars | Remington | \$860 |
-| 1124 | wg_r_lr_rem2 | Fusta laterală | Left `Chrome Arches` Fusta laterală | Remington | \$780 |
-| 1125 | misc_c_lr_rem3 | Bullbars | Bullbar Chrome Lights | Remington | \$1120 |
-| 1126 | exh_lr_rem1 | NOS | Chrome NOS | Remington | \$3340 |
-| 1127 | exh_lr_rem2 | NOS | Slamin NOS | Remington | \$3250 |
-| 1128 | rf_lr_bl1 | AcoperiÅŸ | Vinyl Hardtop | Blade | \$3340 |
-| 1129 | exh_lr_sv1 | NOS | Chrome | Savanna | \$1650 |
-| 1130 | rf_lr_sv1 | AcoperiÅŸ | Hardtop | Savanna | \$3380 |
-| 1131 | rf_lr_sv2 | AcoperiÅŸ | Softtop | Savanna | \$3290 |
-| 1132 | exh_lr_sv2 | NOS | Slamin | Savanna | \$1590 |
-| 1133 | wg_l_lr_sv | Fusta laterală | Right `Chrome Strip` Fusta laterală | Savanna | \$830 |
-| 1134 | wg_l_lr_t1 | Fusta laterală | Right `Chrome Strip` Fusta laterală | Tornado | \$800 |
-| 1135 | exh_lr_t2 | NOS | Slamin | Tornado | \$1500 |
-| 1136 | exh_lr_t1 | NOS | Chrome | Tornado | \$1000 |
-| 1137 | wg_r_lr_t1 | Fusta laterală | Left `Chrome Strip` Fusta laterală | Tornado | \$800 |
-| 1138 | spl_a_s_b | Spoiler | Alien | Sultan | \$580 |
-| 1139 | spl_c_s_b | Spoiler | X-Flow | Sultan | \$470 |
-| 1140 | rbmp_c_s | Bara spate | X-Flow | Sultan | \$870 |
-| 1141 | rbmp_a_s | Bara spate | Alien | Sultan | \$980 |
-| 1142 | bntr_b_ov | Aerisiri | Left Oval Vents | Certain Transfender Cars | \$150 |
-| 1143 | bntl_b_ov | Aerisiri | Right Oval Vents | Certain Transfender Cars | \$150 |
-| 1144 | bntr_b_sq | Aerisiri | Left Square Vents | Certain Transfender Cars | \$100 |
-| 1145 | bntl_b_sq | Aerisiri | Right Square Vents | Certain Transfender Cars | \$100 |
-| 1146 | spl_c_l_b | Spoiler | X-Flow | Elegy | \$490 |
-| 1147 | spl_a_l_b | Spoiler | Alien | Elegy | \$600 |
-| 1148 | rbmp_c_l | Bara spate | X-Flow | Elegy | \$890 |
-| 1149 | rbmp_a_l | Bara spate | Alien | Elegy | \$1000 |
-| 1150 | rbmp_a_f | Bara spate | Alien | Flash | \$1090 |
-| 1151 | rbmp_c_f | Bara spate | X-Flow | Flash | \$840 |
-| 1152 | fbmp_c_f | Bara frontala | X-Flow | Flash | \$910 |
-| 1153 | fbmp_a_f | Bara frontala | Alien | Flash | \$1200 |
-| 1154 | rbmp_a_s | tBara spate | Alien | Stratum | \$1030 |
-| 1155 | fbmp_a_st | Bara frontala | Alien | Stratum | \$1030 |
-| 1156 | rbmp_c_st | Bara spate | X-Flow | Stratum | \$920 |
-| 1157 | fbmp_c_st | Bara frontala | X-Flow | Stratum | \$930 |
-| 1158 | spl_c_j_b | Spoiler | X-Flow | Jester | \$550 |
-| 1159 | rbmp_a_j | Bara spate | Alien | Jester | \$1050 |
-| 1160 | fbmp_a_j | Bara frontala | Alien | Jester | \$1050 |
-| 1161 | rbmp_c_j | Bara spate | X-Flow | Jester | \$950 |
-| 1162 | spl_a_j_b | Spoiler | Alien | Jester | \$650 |
-| 1163 | spl_c_u_b | Spoiler | X-Flow | Uranus | \$450 |
-| 1164 | spl_a_u_b | Spoiler | Alien | Uranus | \$550 |
-| 1165 | fbmp_c_u | Bara frontala | X-Flow | Uranus | \$850 |
-| 1166 | fbmp_a_u | Bara frontala | Alien | Uranus | \$950 |
-| 1167 | rbmp_c_u | Bara spate | X-Flow | Uranus | \$850 |
-| 1168 | rbmp_a_u | Bara spate | Alien | Uranus | \$950 |
-| 1169 | fbmp_a_s | Bara frontala | Alien | Sultan | \$970 |
-| 1170 | fbmp_c_s | Bara frontala | X-Flow | Sultan | \$880 |
-| 1171 | fbmp_a_l | Bara frontala | Alien | Elegy | \$990 |
-| 1172 | fbmp_c_l | Bara frontala | X-Flow | Elegy | \$900 |
-| 1173 | fbmp_c_j | Bara frontala | X-Flow | Jester | \$950 |
-| 1174 | fbmp_lr_br1 | Bara frontala | Chrome | Broadway | \$1000 |
-| 1175 | fbmp_lr_br2 | Bara frontala | Slamin | Broadway | \$900 |
-| 1176 | rbmp_lr_br1 | Bara spate | Chrome | Broadway | \$1000 |
-| 1177 | rbmp_lr_br2 | Bara spate | Slamin | Broadway | \$900 |
-| 1178 | rbmp_lr_rem2 | Bara spate | Slamin | Remington | \$2050 |
-| 1179 | fbmp_lr_rem1 | Bara frontala | Chrome | Remington | \$2150 |
-| 1180 | rbmp_lr_rem1 | Bara spate | Chrome | Remington | \$2130 |
-| 1181 | fbmp_lr_bl2 | Bara frontala | Slamin | Blade | \$2050 |
-| 1182 | fbmp_lr_bl1 | Bara frontala | Chrome | Blade | \$2130 |
-| 1183 | rbmp_lr_bl2 | Bara spate | Slamin | Blade | \$2040 |
-| 1184 | rbmp_lr_bl1 | Bara spate | Chrome | Blade | \$2150 |
-| 1185 | fbmp_lr_rem2 | Bara frontala | Slamin | Remington | \$2040 |
-| 1186 | rbmp_lr_sv2 | Bara spate | Slamin | Savanna | \$2095 |
-| 1187 | rbmp_lr_sv1 | Bara spate | Chrome | Savanna | \$2175 |
-| 1188 | fbmp_lr_sv2 | Bara frontala | Slamin | Savanna | \$2080 |
-| 1189 | fbmp_lr_sv1 | Bara frontala | Chrome | Savanna | \$2200 |
-| 1190 | fbmp_lr_t2 | Bara frontala | Slamin | Tornado | \$1200 |
-| 1191 | fbmp_lr_t1 | Bara frontala | Chrome | Tornado | \$1040 |
-| 1192 | rbmp_lr_t1 | Bara spate | Chrome | Tornado | \$940 |
-| 1193 | rbmp_lr_t2 | Bara spate | Slamin | Tornado | \$1100 |
-
-## Toate componentele valide pentru fiecare vehicul
-
-| Vehicle Name | Vehicle ID | Supported Component IDs |
-| ----------------- | ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| Landstalker | 400 | 1008, 1009, 1010, 1013, 1018, 1019, 1020, 1021, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bravura | 401 | 1001, 1003, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Buffalo | 402 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Linerunner | 403 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Perrenial | 404 | 1000, 1002, 1007, 1008, 1009, 1010, 1013, 1016, 1017, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sentinel | 405 | 1000, 1001, 1008, 1009, 1010, 1014, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Dumper | 406 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Firetruck | 407 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Trashmaster | 408 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stretch | 409 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Manana | 410 | 1001, 1003, 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1021, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Infernus | 411 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Voodoo | 412 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Pony | 413 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mule | 414 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cheetah | 415 | 1001, 1003, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Ambulance | 416 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Leviathan | 417 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Moonbeam | 418 | 1002, 1006, 1008, 1009, 1010, 1016, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Esperanto | 419 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Taxi | 420 | 1001, 1003, 1004, 1005, 1008, 1009, 1010, 1019, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Washington | 421 | 1000, 1008, 1009, 1010, 1014, 1016, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bobcat | 422 | 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mr Whoopee | 423 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| BF Injection | 424 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hunter | 425 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Premier | 426 | 1001, 1003, 1004, 1005, 1006, 1008, 1009, 1010, 1019, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Enforcer | 427 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Securicar | 428 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Banshee | 429 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Predator | 430 | None |
-| Bus | 431 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rhino | 432 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Barracks | 433 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotknife | 434 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Trailer 1 | 435 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Previon | 436 | 1001, 1003, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1019, 1020, 1021, 1022, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Coach | 437 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cabbie | 438 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stallion | 439 | 1001, 1003, 1007, 1008, 1009, 1010, 1013, 1017, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Rumpo | 440 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Bandit | 441 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Romero | 442 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Packer | 443 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Monster | 444 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Admiral | 445 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Squalo | 446 | None |
-| Seasparrow | 447 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Pizzaboy | 448 | None |
-| Tram | 449 | None |
-| Trailer 2 | 450 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Turismo | 451 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Speeder | 452 | None |
-| Reefer | 453 | None |
-| Tropic | 454 | None |
-| Flatbed | 455 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Yankee | 456 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Caddy | 457 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Solair | 458 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Berkley's RC Van | 459 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Skimmer | 460 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| PCJ-600 | 461 | None |
-| Faggio | 462 | None |
-| Freeway | 463 | None |
-| RC Baron | 464 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Raider | 465 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Glendale | 466 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Oceanic | 467 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sanchez | 468 | None |
-| Sparrow | 469 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Patriot | 470 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Quad | 471 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Coastguard | 472 | None |
-| Dinghy | 473 | None |
-| Hermes | 474 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sabre | 475 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rustler | 476 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| ZR-350 | 477 | 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Walton | 478 | 1004, 1005, 1008, 1009, 1010, 1012, 1013, 1020, 1021, 1022, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Regina | 479 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Comet | 480 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| BMX | 481 | None |
-| Burrito | 482 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Camper | 483 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Marquis | 484 | None |
-| Baggage | 485 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Dozer | 486 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Maverick | 487 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| News Chopper | 488 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rancher | 489 | 1000, 1002, 1004, 1005, 1006, 1008, 1009, 1010, 1013, 1016, 1018, 1019, 1020, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| FBI Rancher | 490 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Virgo | 491 | 1003, 1007, 1008, 1009, 1010, 1014, 1017, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Greenwood | 492 | 1000, 1004, 1005, 1006, 1008, 1009, 1010, 1016, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Jetmax | 493 | None |
-| Hotring | 494 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sandking | 495 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Blista Compact | 496 | 1001, 1002, 1003, 1006, 1007, 1008, 1009, 1010, 1011, 1017, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143 |
-| Police Maverick | 497 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Boxville | 498 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Benson | 499 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mesa | 500 | 1008, 1009, 1010, 1013, 1019, 1020, 1021, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Goblin | 501 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotring Racer A | 502 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotring Racer B | 503 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bloodring Banger | 504 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Rancher | 505 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Super GT | 506 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Elegant | 507 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Journey | 508 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Bike | 509 | None |
-| Mountain Bike | 510 | None |
-| Beagle | 511 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cropdust | 512 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stunt | 513 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tanker | 514 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Roadtrain | 515 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Nebula | 516 | 1000, 1002, 1004, 1007, 1008, 1009, 1010, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Majestic | 517 | 1002, 1003, 1007, 1008, 1009, 1010, 1016, 1017, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Buccaneer | 518 | 1001, 1003, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1018, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Shamal | 519 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hydra | 520 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| FCR-900 | 521 | None |
-| NRG-500 | 522 | None |
-| HPV1000 | 523 | None |
-| Cement Truck | 524 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tow Truck | 525 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Fortune | 526 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Cadrona | 527 | 1001, 1007, 1008, 1009, 1010, 1014, 1015, 1017, 1018, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| FBI Truck | 528 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Willard | 529 | 1001, 1003, 1006, 1007, 1008, 1009, 1010, 1011, 1012, 1017, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Forklift | 530 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tractor | 531 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Combine | 532 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Feltzer | 533 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Remington | 534 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1100, 1101, 1106, 1122, 1123, 1124, 1125, 1126, 1127, 1178, 1179, 1180, 1185 |
-| Slamvan | 535 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1109, 1110, 1113, 1114, 1115, 1116, 1117, 1118, 1119, 1120, 1121 |
-| Blade | 536 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1103, 1104, 1105, 1107, 1108, 1128, 1181, 1182, 1183, 1184 |
-| Freight | 537 | None |
-| Streak | 538 | None |
-| Vortex | 539 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Vincent | 540 | 1001, 1004, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1020, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Bullet | 541 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Clover | 542 | 1008, 1009, 1010, 1014, 1015, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1144, 1145 |
-| Sadler | 543 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Firetruck LA | 544 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hustler | 545 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Intruder | 546 | 1001, 1002, 1004, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Primo | 547 | 1000, 1003, 1008, 1009, 1010, 1016, 1018, 1019, 1020, 1021, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143 |
-| Cargobob | 548 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tampa | 549 | 1001, 1003, 1007, 1008, 1009, 1010, 1011, 1012, 1017, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Sunrise | 550 | 1001, 1003, 1004, 1005, 1006, 1008, 1009, 1010, 1018, 1019, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Merit | 551 | 1002, 1003, 1005, 1006, 1008, 1009, 1010, 1016, 1018, 1019, 1020, 1021, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Utility | 552 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Nevada | 553 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Yosemite | 554 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Windsor | 555 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Monster A | 556 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Monster B | 557 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Uranus | 558 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1088, 1089, 1090, 1091, 1092, 1093, 1094, 1095, 1096, 1097, 1098, 1163, 1164, 1165, 1166, 1167, 1168 |
-| Jester | 559 | 1008, 1009, 1010, 1025, 1065, 1066, 1067, 1068, 1069, 1070, 1071, 1072, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1158, 1159, 1160, 1161, 1162, 1173 |
-| Sultan | 560 | 1008, 1009, 1010, 1025, 1026, 1027, 1028, 1029, 1030, 1031, 1032, 1033, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1138, 1139, 1140, 1141, 1169, 1170 |
-| Stratum | 561 | 1008, 1009, 1010, 1025, 1026, 1027, 1030, 1031, 1055, 1056, 1057, 1058, 1059, 1060, 1061, 1062, 1063, 1064, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1154, 1155, 1156, 1157 |
-| Elegy | 562 | 1008, 1009, 1010, 1025, 1034, 1035, 1036, 1037, 1038, 1039, 1040, 1041, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1146, 1147, 1148, 1149, 1171, 1172 |
-| Raindance | 563 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Tiger | 564 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Flash | 565 | 1008, 1009, 1010, 1025, 1045, 1046, 1047, 1048, 1049, 1050, 1051, 1052, 1053, 1054, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1150, 1151, 1152, 1153 |
-| Tahoma | 566 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Savanna | 567 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1102, 1129, 1130, 1131, 1132, 1133, 1186, 1187, 1188, 1189 |
-| Bandito | 568 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Freight Flat | 569 | None |
-| Streak Carriage | 570 | None |
-| Kart | 571 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Mower | 572 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Duneride | 573 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sweeper | 574 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Broadway | 575 | 1008, 1009, 1010, 1025, 1042, 1043, 1044, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1099, 1174, 1175, 1176, 1177 |
-| Tornado | 576 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1134, 1135, 1136, 1137, 1190, 1191, 1192, 1193 |
-| AT-400 | 577 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| DFT-30 | 578 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Huntley | 579 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stafford | 580 | 1001, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1020, 1023, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| BF-400 | 581 | None |
-| Newsvan | 582 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Tug | 583 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Trailer 3 | 584 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Emperor | 585 | 1000, 1001, 1002, 1003, 1006, 1007, 1008, 1009, 1010, 1013, 1014, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Wayfarer | 586 | None |
-| Euros | 587 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Hotdog | 588 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Club | 589 | 1000, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1016, 1017, 1018, 1020, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1144, 1145 |
-| Freight Carriage | 590 | None |
-| Trailer 3 | 591 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Andromada | 592 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Dodo | 593 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| RC Cam | 594 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Launch | 595 | None |
-| Police Car (LSPD) | 596 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Police Car (SFPD) | | 597 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Police Car (LVPD) | | 598 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Police Ranger | 599 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Picador | 600 | 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1013, 1017, 1018, 1020, 1022, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| S.W.A.T. Van | 601 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Alpha | 602 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Phoenix | 603 | 1001, 1006, 1007, 1008, 1009, 1010, 1017, 1018, 1019, 1020, 1023, 1024, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098, 1142, 1143, 1144, 1145 |
-| Glendale | 604 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Sadler | 605 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Luggage Trailer A | 606 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Luggage Trailer B | 607 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Stair Trailer | 608 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Boxville | 609 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Farm Plow | 610 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-| Utility Trailer | 611 | 1008, 1009, 1010, 1025, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1096, 1097, 1098 |
-
-## Toate costurile vehiculului separate prin virgulă
-
-`400, 550, 200, 250, 100, 150, 80, 500, 500, 200, 1000, 220, 250, 100, 400, 500, 200, 500, 350, 300, 250, 200, 150, 350, 50, 1000, 480, 480, 770, 680, 370, 370, 170, 120, 790, 150, 500, 690, 190, 390, 500, 390, 1000, 500, 500, 510, 710, 670, 530, 810, 620, 670, 530, 130, 210, 230, 520, 430, 620, 720, 530, 180, 550, 430, 830, 850, 750, 250, 200, 550, 450, 550, 450, 1100, 1030, 980, 1560, 1620, 1200, 1030, 900, 1230, 820, 1560, 1350, 770, 100, 1500, 150, 650, 450, 100, 750, 350, 450, 350, 1000, 620, 1140, 1000, 940, 780, 830, 3250, 1610, 1540, 780, 780, 780, 1610, 1540, 0, 0, 3340, 3250, 2130, 2050, 2040, 780, 940, 780, 940, 780, 860, 780, 1120, 3340, 3250, 3340, 1650, 3380, 3290, 1590, 830, 800, 1500, 1000, 800, 580, 470, 870, 980, 150, 150, 100, 100, 490, 600, 890, 1000, 1090, 840, 910, 1200, 1030, 1030, 920, 930, 550, 1050, 1050, 950, 650, 450, 550, 850, 950, 850, 950, 970, 880, 990, 900, 950, 1000, 900, 1000, 900, 2050, 2150, 2130, 2050, 2130, 2040, 2150, 2040, 2095, 2175, 2080, 2200, 1200, 1040, 940, 1100`
diff --git a/docs/translations/ro/scripting/resources/clicksources.md b/docs/translations/ro/scripting/resources/clicksources.md
deleted file mode 100644
index 7a9ab5289ce..00000000000
--- a/docs/translations/ro/scripting/resources/clicksources.md
+++ /dev/null
@@ -1,12 +0,0 @@
----
-title: Sursa Clickului
-
-description: Sursa Clickului
----
-
-Se foloseste cu [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
-
-| Valoare | Simbol constant |
-| ------- | ----------------------- |
-| 0 | CLICK_SOURCE_SCOREBOARD |
-| - | - |
diff --git a/docs/translations/ro/scripting/resources/colorslist.md b/docs/translations/ro/scripting/resources/colorslist.md
deleted file mode 100644
index 696f68adf8c..00000000000
--- a/docs/translations/ro/scripting/resources/colorslist.md
+++ /dev/null
@@ -1,183 +0,0 @@
----
-title: Lista de culori
-description: Culorile sunt pretutindeni în SA-MP - vehicule, nume de jucători și clipuri, extrase de text, gametext, chat, texte 3D și dialoguri (ca încorporare a culorilor)! Mai jos puteți găsi informații despre aceste lucruri diferite.
-sidebar_label: Lista de culori
----
-
-## Chat text and player color
-
-Culorile din SA-MP sunt în general reprezentate în notație hexazecimală (deși pot fi folosite și numere întregi). Un text de chat sau culoarea unui jucător arată astfel: 0xRRGGBBAA.
-
-_RR_ este partea roșie a culorii, _GG_ verde și _BB_ albastru. _AA_ este valoarea alfa. Dacă se folosește FF acolo, culoarea se va afișa fără transparență și dacă se folosește 00, va fi invizibilă.
-
-Pentru codul Hex pentru aceste culori, accesați [Hex colors](../resources/hex-colors.md) page.
-
-### Valori alfa (transparență)
-
-Următoarele imagini afișează efectul valorilor de transparență utilizate cu o cară albă sub marcajul playerului și lăsate la pictograma dischetă de salvare. Inclinații de 0x11 (zecimală 17) sunt utilizate pentru demonstrare, dar, desigur, puteți utiliza orice valoare. 
-
-### Făcând matematică
-
-Deoarece culorile sunt doar numere, este posibil să se calculeze cu ele, deși este posibil să nu aibă întotdeauna sens. De exemplu, este posibil să reglați vizibilitatea marcatorului radar al jucătorului (a se vedea mai sus) păstrând în același timp culoarea actuală, indiferent de ceea ce este.
-
-```c
-SetPlayerMarkerVisibility(playerid, alpha = 0xFF)
-{
- new oldcolor, newcolor;
-
- alpha = clamp(alpha, 0x00, 0xFF); // if an out-of-range value is supplied we'll fix it here first
- oldcolor = GetPlayerColor(playerid); // get their color - Note: SetPlayerColor must have been used beforehand
-
- newcolor = (oldcolor & ~0xFF) | alpha; // first we strip of all alpha data (& ~0xFF) and then we replace it with our desired value (| alpha)
- return SetPlayerColor(playerid, newcolor); // returns 1 if it succeeded, 0 otherwise
-}
-```
-
-### Convert string to value with pawn
-
-Deoarece culorile sunt doar numere, trebuie să le convertiți uneori dintr-un șir de intrare "RRGGBBAA" în numărul său. Acest lucru se poate face folosind sscanf sau următoarea funcție:
-
-```c
-stock HexToInt(string[])
-{
- if (!string[0])
- {
- return 0;
- }
-
- new
- cur = 1,
- res = 0;
-
- for (new i = strlen(string); i > 0; i--)
- {
- res += cur * (string[i - 1] - ((string[i - 1] < 58) ? (48) : (55)));
- cur = cur * 16;
- }
- return res;
-}
-```
-
-Foloseste HexToInt("RRGGBBAA") și veți obține un număr utilizabil ca rezultat pentru [SetPlayerColor](../functions/SetPlayerColor.md).
-
-### Incorporarea culorii
-
-Este posibil să utilizați culori în text în [mesajele clientului](../functions/SendClientMessage.md"), [dialogs](../functions/ShowPlayerDialog.md), [3D text labels](../functions/Create3DTextLabel.md), [object material texts](../functions/SetObjectMaterialText.md) si [vehicle numberplates](../functions/SetVehicleNumberPlate.md").
-
-Este foarte asemănător cu [culorile de la gametext](../resources/gametextstyles.md), dar permite utilizarea oricărei culori.
-
-:::caution
-
-Acest tip de încorporare a culorilor nu funcționează în desenele text. Vezi si [GameTextStyle](../resources/gametextstyles.md).
-
-:::
-
-#### Exemplu
-
-```c
-{FFFFFF}Hello this is {00FF00}green {FFFFFF}and this is {FF0000}red
-```
-
-Salut, acesta este verde și acesta este roșu
-
-
-
-#### Alt exemplu
-
-
-Codul pentru linia de chat de mai sus arată astfel:
-
-```c
-SendClientMessage(playerid, COLOR_WHITE, "Welcome to {00FF00}M{FFFFFF}a{FF0000}r{FFFFFF}c{00FF00}o{FFFFFF}'{FF0000}s {FFFFFF}B{00FF00}i{FFFFFF}s{FF0000}t{FFFFFF}r{00FF00}o{FFFFFF}!");
-```
-
-Puteți defini culorile de utilizat astfel:
-
-```c
-#define COLOR_RED_EMBED "{FF0000}"
-
-SendClientMessage(playerid, -1, "This is white and "COLOR_RED_EMBED"this is red.");
-```
-
-Sau
-
-```c
-#define COLOR_RED_EMBED "FF0000"
-
-SendClientMessage(playerid, -1, "This is white and {"COLOR_RED_EMBED"}this is red.");
-```
-
-Al doilea exemplu ar fi mai bun, deoarece este mai clar că se folosește încorporarea.
-
-#### Folosind GetPlayerColor
-
-Pentru a utiliza culoarea unui jucător ca culoare încorporată, trebuie mai întâi să eliminați valoarea alfa. Pentru a face acest lucru, efectuați o schimbare logică la dreapta.
-
-```c
-new msg[128];
-format(msg, sizeof(msg), "{ffffff}This is white and {%06x}this is the player's color!", GetPlayerColor(playerid) >>> 8);
-SendClientMessage(playerid, 0xffffffff, msg);
-```
-
-%x este substituent pentru valori hexazecimale, 6 asigură că șirul de ieșire va avea întotdeauna șase caractere și 0 îl va bloca cu zerouri dacă nu este. Rețineți că [GetPlayerColor](../resources/GetPlayerColor.md) funcționează corect numai dacă [SetPlayerColor](../resources/SetPlayerColor.md) a fost folosit în prealabil.
-
-Culorile folosite la încorporarea culorilor nu sunt asemănătoare culorilor hexagonale normale în Pion. Nu există nici un prefix '0x' și nici o valoare alfa (ultimele 2 cifre).
-
-### Color Pickers
-
-- [SA-MP Colorpicker v1.1.0](http://www.gtavision.com/index.php?section=downloads&site=download&id=1974)
-- [December.com](http://www.december.com/html/spec/color.html)
-- [RGB Picker](http://psyclops.com/tools/rgb)
-- [Adobe Kuler](https://kuler.adobe.com/create/color-wheel/)
-- [Color Scheme Designer](http://colorschemedesigner.com/)
-
-## GameText
-
-Pentru culorile GameText puteți utiliza etichete speciale pentru a seta textul următor la o anumită culoare.
-
-```c
-~r~ red
-~g~ green
-~b~ blue
-~w~ white
-~y~ yellow
-~p~ purple
-~l~ black
-~h~ lighter color
-```
-
-Etichetele de culoare ale textului jocului pot fi folosite pentru a forma cu ușurință diferite culori. Culorile de mai jos nu sunt exact aceeași culoare cu etichetele de mai sus.
-
-```c
-~y~ yellow
-~r~~h~ light red
-~r~~h~~h~ red pink
-~r~~h~~h~~h~ dark pink
-~r~~h~~h~~h~~h~ light red pink
-~r~~h~~h~~h~~h~~h~ pink
-~g~~h~ light green
-~g~~h~~h~ more light green
-~g~~h~~h~~h~ sea green
-~g~~h~~h~~h~~h~ offwhite
-~b~~h~ blue
-~b~~h~~h~ purplish blue
-~b~~h~~h~~h~ light blue
-~y~~h~~h~ offwhite
-~p~~h~ medium pink
-```
-
-### Exemplu
-
-```c
-~w~Hello this is ~b~blue ~w~and this is ~r~red
-```
-
-[
-
-Acum aceste culori sunt destul de întunecate. Le puteți face mai luminoase folosind ** ~ h ~ ** după codul de culoare:
-
-```c
-~w~Hello this is ~b~~h~blue ~w~and this is ~r~~h~red
-```
-
-[
diff --git a/docs/translations/ro/scripting/resources/connectionstatus.md b/docs/translations/ro/scripting/resources/connectionstatus.md
deleted file mode 100644
index 8b12152ac21..00000000000
--- a/docs/translations/ro/scripting/resources/connectionstatus.md
+++ /dev/null
@@ -1,22 +0,0 @@
----
-title: Status conexiune
-description: Starea conexiunii de utilizat cu NetStats_ConnectionStatus.
----
-
-## Descriere
-
-Starea conexiunii se foloseste cu [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md).
-
-## Folosit des
-
-| ID | Stare | Sens |
-| --- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------ |
-| 0 | NO_ACTION | unknown |
-| 1 | DISCONNECT_ASAP | playerid still exists but [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect.md) have already been called. |
-| 2 | DISCONNECT_ASAP_SILENTLY | unknown |
-| 3 | DISCONNECT_ON_NO_ACK | unknown |
-| 4 | REQUESTED_CONNECTION | connection request "cookie" has been sent for this ID |
-| 5 | HANDLING_CONNECTION_REQUEST | unknown |
-| 6 | UNVERIFIED_SENDER | unknown |
-| 7 | SET_ENCRYPTION_ON_MULTIPLE_16_BYTE_PACKET | unknown |
-| 8 | CONNECTED | playerid is connected to the server |
diff --git a/docs/translations/ro/scripting/resources/crimelist.md b/docs/translations/ro/scripting/resources/crimelist.md
deleted file mode 100644
index b4295972721..00000000000
--- a/docs/translations/ro/scripting/resources/crimelist.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: Lista crime
-description: Lista de crime se foloseste in functia [PlayCrimeReportForPlayer](../functions/PlayCrimeReportForPlayer).
-sidebar_label: Lista crime
----
-
-Se foloseste in functia [PlayCrimeReportForPlayer](../functions/PlayCrimeReportForPlayer).
-
-| ID Crima | zece-cod | Descriere |
-| -------- | -------- | ------------------------------------------------------------------------ |
-| 3 | 10-71 | Recomandați natura incendiului (dimensiunea, tipul, conținutul clădirii) |
-| 4 | 10-47 | Sunt necesare reparații de urgență la drum |
-| 5 | 10-81 | Raport Breatherlizer |
-| 6 | 10-24 | Temă finalizată |
-| 7 | 10-21 | Sunați () prin telefon |
-| 8 | 10-21 | Sunați () prin telefon |
-| 9 | 10-21 | Sunați () prin telefon |
-| 10 | 10-17 | Faceți cunoștință cu reclamantul |
-| 11 | 10-81 | Raport Breatherlizer |
-| 12 | 10-91 | Ridică prizonierul / subiectul |
-| 13 | 10-28 | Informații despre înmatricularea vehiculului |
-| 14 | 10-81 | Aparat de etilotest |
-| 15 | 10-28 | Informații despre înmatricularea vehiculului |
-| 16 | 10-91 | Ridică prizonierul / subiectul |
-| 17 | 10-34 | Riot |
-| 18 | 10-37 | (Investigați) vehicul suspect |
-| 19 | 10-81 | Aparat de etilotest |
-| 21 | 10-7 | In afara serviciului |
-| 22 | 10-7 | In afara serviciului |
diff --git a/docs/translations/ro/scripting/resources/objecteditionresponsetypes.md b/docs/translations/ro/scripting/resources/objecteditionresponsetypes.md
deleted file mode 100644
index fe3d3aa50bb..00000000000
--- a/docs/translations/ro/scripting/resources/objecteditionresponsetypes.md
+++ /dev/null
@@ -1,11 +0,0 @@
----
-title: Tipuri de răspuns editare obiect
----
-
-Folosit in [OnPlayerEditObject](../callbacks/OnPlayerEditObject.md) si [OnPlayerEditAttachedObject](../callbacks/OnPlayerEditAttachedObject.md).
-
-```c
-0 - EDIT_RESPONSE_CANCEL // jucatorul a anulat (ESC)
-1 - EDIT_RESPONSE_FINAL // jucatorul a apasat pe save
-2 - EDIT_RESPONSE_UPDATE // jucatorul a miscat obiectul (editarea inca nu s-a oprit)
-```
diff --git a/docs/translations/ro/scripting/resources/weatherid.md b/docs/translations/ro/scripting/resources/weatherid.md
deleted file mode 100644
index 652461cfc9c..00000000000
--- a/docs/translations/ro/scripting/resources/weatherid.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: ID-urile de vreme
----
-
-Se foloseste in [SetWeather](../functions/SetWeather) si [SetPlayerWeather](../functions/SetPlayerWeather).
-
-```c
-0 = EXTRASUNNY_LA
-1 = SUNNY_LA
-2 = EXTRASUNNY_SMOG_LA
-3 = SUNNY_SMOG_LA
-4 = CLOUDY_LA
-5 = SUNNY_SF
-6 = EXTRASUNNY_SF
-7 = CLOUDY_SF
-8 = RAINY_SF
-9 = FOGGY_SF
-10 = SUNNY_VEGAS
-11 = EXTRASUNNY_VEGAS (heat waves)
-12 = CLOUDY_VEGAS
-13 = EXTRASUNNY_COUNTRYSIDE
-14 = SUNNY_COUNTRYSIDE
-15 = CLOUDY_COUNTRYSIDE
-16 = RAINY_COUNTRYSIDE
-17 = EXTRASUNNY_DESERT
-18 = SUNNY_DESERT
-19 = SANDSTORM_DESERT
-20 = UNDERWATER (greenish, foggy)
-```
-
-Există 21 de ID-uri meteo diferite (0-20), cu toate acestea jocul nu prezintă niciun interval de verificare a identificărilor meteo și astfel puteți utiliza ID-uri meteo până la 255. Valorile mai mari de 255 sau mai mici de 0 sunt transformate în restul diviziei de către 256 (de exemplu, vremea ID 300 este identică cu ID 44, deoarece 300% 256 = 44). ID-urile meteo 0-22 par să funcționeze corect, dar alte ID-uri duc la efecte ciudate, cum ar fi cerul roz și texturile intermitente în anumite perioade. :::note
-
-- Unele vremuri apar foarte diferite în anumite momente. Poti sa vezi [aici](http://hotmist.ddo.jp/id/weatherhtml) cum arată diferite tipuri meteo în momente diferite.
-
-- [GTA San Andreas weather gallery](https://dev.prineside.com/en/gtasa_weather_id/) explică situația cu ID-urile meteo mai bine decât orice cuvinte. De asemenea, îl puteți utiliza dacă doriți să vizualizați vremea în anumite momente și să căutați vreme problematică care să provoace efecte ciudate.
-
-:::
diff --git a/docs/translations/ro/server/CommonServerIssues.md b/docs/translations/ro/server/CommonServerIssues.md
deleted file mode 100644
index 54dd9ed14dd..00000000000
--- a/docs/translations/ro/server/CommonServerIssues.md
+++ /dev/null
@@ -1,82 +0,0 @@
----
-title: Probleme comune
----
-
-## Serverul se blochează instantaneu la pornire
-
-Cel mai frecvent este o eroare în fișierul server.cfg sau modul dvs. de joc lipsește. Verificați fișierul server_log.txt și motivul ar trebui să fie situat în partea de jos. Dacă nu, verificați fișierul crashinfo.txt. Soluția mai bună pentru a afla ce cauzează prăbușirea este folosirea pluginului Crash detect de Zeex/0x5A656578 [click pentru link](https://github.com/Zeex/samp-plugin-crashdetect/releases "https://github.com/Zeex/samp-plugin-crashdetect/releases") care va oferi mai multe informații, cum ar fi numerele de linie, numele funcțiilor, valorile parametrilor etc. Dacă scriptul este compilat în modul de depanare (-d3 flag) pentru a face compilatorul pune informații suplimentare despre toate aceste lucruri în ieșirea .amx.
-
-## Serverul nu funcționează - firewall-ul este dezactivat
-
-Va trebui să vă redirecționați porturile pentru a permite jucătorilor să se alăture serverului dvs. Puteți redirecționa porturile folosind PF Port Checker. Descărcați-l de pe: www.portforward.com Dacă porturile nu sunt redirecționate, înseamnă că trebuie să le deschideți în router. Puteți verifica lista routerelor la [http://portforward.com/english/routers/port_forwarding/routerindex.htm](http://portforward.com/english/routers/port_forwarding/routerindex.htm "http://portforward.com/english/routers/port_forwarding/routerindex.htm")
-
-Are toate informațiile despre cum să redirecționați porturile.
-
-## 'Packetul a fost modificat'
-
-Eroarea afișată în mod obișnuit ca:
-
-```
-[hh:mm:ss] Pachetul a fost modificat, trimis prin id: , ip: :
-```
-
-se întâmplă atunci când un jucător expiră sau are în prezent probleme de conexiune.
-
-## 'Atenție: clientul a depășit limita de mesaje'
-
-Eroarea afișată în mod obișnuit ca:
-
-```
-Avertisment: clientul a depășit 'messageslimit' (1) : () Limită: x / sec
-```
-
-se întâmplă atunci când numărul de mesaje pe secundă pe care un client le trimite serverului depășește.
-
-## 'Atenție: clientul a depășit ackslimit'
-
-Eroarea afișată în mod obișnuit ca:
-
-```
-Avertisment: clientul a depășit `ackslimit` : () Limită: x / sec
-```
-
-se întâmplă atunci când limita de acks depășește.
-
-## 'Avertisment: clientul a depășit mesajulholelimit'
-
-Eroarea afișată în mod obișnuit ca:
-
-```
-Atenție: clientul a depășit „messageholelimit†() : () Limită: x
-```
-
-se întâmplă atunci când limita orificiului pentru mesaje depășește.
-
-## 'Avertisment: Prea multe mesaje scoase din uz'
-
-Eroarea afișată în mod obișnuit ca:
-
-```
-Avertisment: Prea multe mesaje ieșite din comandă de la player : () Limită: x (messageholelimit)
-```
-
-Se întâmplă atunci când `mesaje în afara comenzii` reutilizează setarea mesaj-limită.
-
-Pentru mai multe informații despre acest lucru, consultați [aici](http://wiki.sa-mp.com/wiki/Controlling_Your_Server#RCON_Commands)
-
-## Jucatori primesc constant "Unacceptable NickName" dar numele acestora este valid
-
-Dacă sunteți sigur că utilizați un nume acceptabil și serverul rulează pe Windows, încercați să schimbați opțiunea de compatibilitate a samp-server.exe la Windows 98 și ar trebui să fie remediată după repornirea serverului.
-
-Serverele Windows cu timp ridicat pot provoca, de asemenea, această problemă. Acest lucru a fost observat de aproximativ 50 de zile de timp de funcționare a serverului. Pentru a o rezolva, este necesară o repornire.
-
-## `MSVCR___.dll`/`MSVCP___.dll` nu este gasit (not found)
-
-Această problemă apare în mod regulat pe serverele Windows atunci când se încearcă încărcarea unui plugin care a fost dezvoltat folosind o versiune mai mare a runtime-ului Visual C ++ decât este instalată în prezent pe computer. Pentru a remedia acest lucru, descărcați bibliotecile Microsoft runtime corespunzătoare Microsoft Visual C ++. Rețineți că serverul SA-MP are 32 de biți, prin urmare va trebui să descărcați și versiunea pe 32 de biți (x86) a runtime-ului, indiferent de arhitectură. Versiunea de runtime pe care o solicitați în mod specific este notată de numerele din numele fișierului (a se vedea tabelul de mai jos), deși nu este rău să le instalați pe toate. Aceste biblioteci nu se stivuiesc, sau cu alte cuvinte: nu veți obține timpii de rulare pentru versiunile 2013 și anterioare dacă instalați doar versiunea 2015.
-
-| Numar Versiune | Runtime |
-| -------------- | --------------------------------------------- |
-| 10.0 | Microsoft Visual C++ 2010 x86 Redistributable |
-| 11.0 | Microsoft Visual C++ 2012 x86 Redistributable |
-| 12.0 | Microsoft Visual C++ 2013 x86 Redistributable |
-| 14.0 | Microsoft Visual C++ 2015 x86 Redistributable |
diff --git a/docs/translations/ro/server/LagCompensation.md b/docs/translations/ro/server/LagCompensation.md
deleted file mode 100644
index a39d7eba8e9..00000000000
--- a/docs/translations/ro/server/LagCompensation.md
+++ /dev/null
@@ -1,10 +0,0 @@
----
-title: "Compensarea intarzierii"
-descripion: Explicație de compensare a întârzierii.
----
-
-Compensarea întârzierii pentru gloanțele declanșate este activată implicit pe serverele SA-MP de la 0.3z. Poate fi comutat utilizând variabila server `lagcompmode` din [server.cfg] (server.cfg). Setarea la 0 va dezactiva complet compensarea întârzierii și jucătorii vor trebui să conducă loviturile lor (aruncate înaintea țintelor).
-
-Dezactivarea compensării întârzierii va preveni [OnPlayerWeaponShot](../../callbacks/OnPlayerWeaponShot) sa fie apelat.
-
-Această variabilă poate fi setată numai în [server.cfg](server.cfg).
diff --git a/docs/translations/ro/server/RemoteConsole.md b/docs/translations/ro/server/RemoteConsole.md
deleted file mode 100644
index dfbee6b6c17..00000000000
--- a/docs/translations/ro/server/RemoteConsole.md
+++ /dev/null
@@ -1,17 +0,0 @@
----
-title: "Consolă la distanță (RCON)"
-descripion: Administrare server de la distanță.
----
-
-Remote Console este un prompt de comandă în care puteți utiliza comenzile RCON fără a fi nevoie să fiți în joc și pe server. De la 0.3b, consola de la distanță a fost eliminată din browserul serverului. De acum înainte va trebui să utilizați un alt mod de a accesa Remote RCON, așa cum se explică mai jos.
-
-1. Deschideți un editor de text.
-2. Scrieți în rândul următor: `rcon.exe IP PORT RCON-PASS` (Înlocuiți IP / PORT / PASS cu detaliile serverului)
-3. Saveți fișierul ca `rcon.bat`
-4. Introduceți fișierul în directorul GTA unde se află `rcon.exe`.
-5. Executa `rcon.bat`
-6. Introduceți comanda care vă place.
-
-
-
-Notă: Nu este necesar să tastați `/rcon` înainte de comandă în browserul serverului și comenzile nu vor funcționa dacă faceți acest lucru. De exemplu, dacă doriți să resetați serverul, tastați doar `gmx` și apăsați Enter. Asta este tot ce trebuie să faci. Bucurați-vă
diff --git a/docs/translations/ro/server/server.cfg.md b/docs/translations/ro/server/server.cfg.md
deleted file mode 100644
index d03c7193731..00000000000
--- a/docs/translations/ro/server/server.cfg.md
+++ /dev/null
@@ -1,125 +0,0 @@
----
-title: "server.cfg"
-descripion: Server configuration file.
----
-
-## Description
-
-- `server.cfg` is a server configuration file which allows you to change all kinds of settings of your sa-mp server.
-- This file is necessary for every server and has to be located in the server directory next to the server application (samp-server.exe).
-
-## Console
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ------------- | ------ | -------------------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| echo | string | Executing Server Config... | Yes | No | What samp-server.exe prints in the server console when executing server.cfg. There is no need to change this at all as you'll be the only one who sees the console. |
-| rcon_password | string | changeme | No | No | The password used to administrate the server and use the remote console (rcon). You must make sure to change this to something hard to crack so that others cannot take control of your server. Your server will NOT start if changeme is the RCON password! |
-| rcon | bool | 1 | No | No | Toggles if the [Remote Console](remoteconsole) feature should be used. Set to 1 to enable or 0 to disable. |
-
-## Scripts
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ------------------- | ------ | --------------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| gamemode(n) (N) (t) | string | gamemode0 grandlarc 1 | No | No | The .amx file in the gamemodes folder, the server should use to run as a gamemode. (n) is the gamemode number, (N) is the gamemode name without the .amx extension, and (t) is the amount of times the gamemode should be played before switching to the next gamemode. |
-| filterscripts (N) | string | | Yes | No | The .amx file in the filterscripts folder, the server should use to run as a filterscript. (N) is the filterscript name without the .amx extension. Filterscripts are scripts that run in the background of your gamemode. They are there to add extras to the server without editing the gamemode. It is very useful if you want to carry a specific property to more than one gamemode. If you have multiple filterscripts you want to load, put them all in a row separated by "space", e.g. filterscripts script1 script2. |
-| plugins (N) | string | | Yes | No | The .dll or .so file in the plugins folder, the server should use to run as a plugin. On Windows (N) is the plugin name without the .dll extension. However, on Linux the .so extension is needed! Plugins are scripts which are designed to enhance gamemodes and filterscripts. If you have multiple plugins you want to load, put them all in a row separated by "space", e.g. plugins plugin1 plugin2. |
-
-## Server browser
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ------------ | -------- | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| announce | bool | 1 | No | No | Toggles if the server should be announced to SA-MP masterlist. Set to 1 to enable or 0 to disable. |
-| query | bool | 1 | No | No | Toggles if the server information should be displayed in the server browser. Set to 1 to enable or 0 to disable. Players can still join a server that has disabled querying, but the server browser will not display any information. |
-| hostname | string | SA-MP Server | No | No | The name that will be shown in the server browser and when the player connects to the server. |
-| language | string | | No | No | The language that appears in the server browser. Players can use this to filter servers by language in the server browser.
**NOTE:** This server var was added in 0.3.7 and will have no effect in previous versions. |
-| mapname | string | San Andreas | No | Yes | The mapname that appears in the server browser. This can be anything, e.g. My Stunt Map. |
-| gamemodetext | string | Unknown | No | No | The mode that will be shown in the server browser. Using [SetGameModeText](../../functions/SetGameModeText) has the same effect and overrides the value used in server.cfg. If you have multiple gamemodes that require different gamemode texts, use that function. |
-| weather | string\* | 10 | No | Yes | The global weather that the server uses and will be shown in the server browser. Using this setting in the server.cfg file will crash the server application on startup. Use [SetWeather](../../functions/SetWeather) instead to change this setting. |
-| worldtime | string\* | 12:00 | No | Yes | The global time that the server uses and will be shown in the server browser. Using this setting in the server.cfg file has no effect. Use [SetWorldTime](../../functions/SetWorldTime) instead to change this setting. |
-| gravity | string\* | 0.008 | No | No | The global gravity that the server uses. Using this setting in the server.cfg file will crash the server application on startup. Use [SetGravity](../../functions/SetGravity) instead to change this setting. |
-| weburl | string | www.open.mp | No | Yes | The website people can visit to gain more information about the server. |
-| version | string | | Yes | Yes | The SA-MP version that the server uses and will be shown in the server browser. Using this setting in the server.cfg file has no effect. |
-| maxplayers | int | 50 | Yes | No | The maximum amount of players your server can hold. By changing this number you can alter how many players can enter the server. The maximum is 1000 and the minimum is 1. |
-| password | string | | No | No | The password used to lock the server. When using this, only players that know this password will be able to join the server. |
-
-> [*] Some settings are a different type than you might think.
-
-## Networking
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ----------------- | ------ | --------------------------------- | --------- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| sleep | int | 5 | No | No | The time in milliseconds the main sa-mp and raknet networking thread will "sleep" idly during each sync cycle. Higher values decreases server processing, but reduces sync quality. Lower values increases server processing, but improves sync quality. It is not advisable to change this value unless your player count is very high and you have server fps stability issues. |
-| lanmode | bool | 0 | No | No | Deprecated variable, has no effect. |
-| bind | string | | Yes | No | The IP address the server should use. The server will be forced to use this IP address instead of automatically choosing a free IP address. This IP address must match one assigned to a network card on the server. This is useful for running multiple servers on the same port on the same box. |
-| port | int | 8192 (7777 is also commonly used) | Yes | No | The port the server should use. You will need to [Port Forward](http://www.portforward.com/) in order for players to join your server from outside your LAN. |
-| conncookies | int\* | 1 | No | No | Toggles the 0.3.7 connection cookie system. Set to 1 to enable or 0 to disable.
**NOTE:** This server var was added in 0.3.7 R2 and will have no effect in previous versions. |
-| cookielogging | int\* | 0 | No | No | Toggles logging of connection cookies requested by newly connecting players. Set to 1 to enable or 0 to disable.
**NOTE:** This server var was added in 0.3.7 R2 and will have no effect in previous versions. |
-| connseedtime | int | 300000 | No | No | The time in milliseconds the connection cookie seed value updates.
**NOTE:** This server var was added in 0.3.7 and will have no effect in previous versions. |
-| minconnectiontime | int | 0 | No | No | The time in milliseconds the server will wait before accepting another incoming connection. It is not recommended that you use this variable unless your server is under a connection flood attack. |
-| messageslimit | int | 500 | No | No | The maximum number of messages a user can send per second. |
-| messageholelimit | int | 3000 | No | No | [See here](http://web-old.archive.org/web/20190426212838/https://forum.sa-mp.com/showpost.php?p=2868955&postcount=14). |
-| ackslimit | int | 3000 | No | No | [See here](http://web-old.archive.org/web/20190419211451/https://forum.sa-mp.com/showpost.php?p=2989045&postcount=1). |
-| playertimeout | int | 10000 | No | No | The time in miliseconds after which a player will timeout when not sending any data to the server. |
-| mtu | int | 576 | Yes | No | [See here](https://en.wikipedia.org/wiki/Maximum_transmission_unit).
**NOTE:** This server var was added in 0.3.8 and will have no effect in previous versions. |
-
-> [*] Some settings are a different type than you might think.
-
-## Logging
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| -------------- | ------ | ------------- | --------- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| output | bool | 0 | No | No | Toggles if log messages (e.g. print/printf from scripts or logprintf from plugins) should be duplicated in the server console. Set to 1 to enable or 0 to disable. This option has effect only on Linux servers. |
-| timestamp | bool | 1 | No | No | Toggles if a timestamp should be printed with every console message. Set to 1 to enable or 0 to disable. |
-| logtimeformat | string | [%H:%M:%S] | Yes | No | The timestamp format that should be used. The format is based on the [strftime](http://cplusplus.com/reference/clibrary/ctime/strftime/) format from C/C++. Here are some examples:
**[%H:%M:%S]** This displays only the time, and is the default format for all previous SA-MP server versions.
**[%d/%m/%Y %H:%M:%S]** This would display the date in dd/mm/yyyy format followed by the time in hour:minute:second format. |
-| logqueries | bool | 0 | No | No | Toggles if all queries sent to the server by players should be logged. Set to 1 to enable or 0 to disable. It is considerably useful during a DDoS attack. |
-| chatlogging | int\* | 1 | No | No | Toggles if player chat should be shown in the server console. Useful to stop the log from becoming bloated, or if you have another scripted chat logging solution. Set to 1 to enable or 0 to disable. |
-| db_logging | int\* | 0 | No | No | Logs sqlite db\_\* function errors in the server console.
**NOTE:** This server var was added in 0.3.7 R2 and will have no effect in previous versions. |
-| db_log_queries | int\* | 0 | No | No | Logs all sqlite db_query calls, including the query string.
**NOTE:** This server var was added in 0.3.7 R2 and will have no effect in previous versions. |
-
-> [*] Some settings are a different type than you might think.
-
-## Client
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ----------------- | ----- | ------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| onfoot_rate\* | int | 30 | Yes | No | The time in milliseconds a client should update the server with new data while on foot. |
-| incar_rate | int | 30 | Yes | No | The time in milliseconds a client should update the server with new data while in a vehicle. |
-| weapon_rate | int | 30 | Yes | No | The time in milliseconds a client should update the server with new data while firing a weapon. |
-| stream_distance\* | float | 200.0 | No | No | The distance on the X,Y plane players will stream in server entities. The maximum is **400.0** and the minimum is **50.0**. Higher values makes players see server entities at a greater distance, but requires more client processing and potentially more bandwidth. |
-| stream_rate\* | int | 1000 | No | No | The time in milliseconds before the streaming in of server entities is retested for each player. The maximum is **5000** and the minimum is **500**. Lower values increases server processing as it has to recheck streaming conditions more frequently for each player. |
-
-> [*] Lower values of onfoot_rate, incar_rate and weapon_rate increases sync performance, but uses more bandwidth.
-
-## NPCs
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ------- | ---- | ------------- | --------- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------- |
-| maxnpc | int | 0 | No | No | The maximum amount of NPCs your server can hold. By changing this number you can alter how many of the player slots can be used by NPCs. |
-
-## Lag compensation
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ----------- | ------ | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| lagcompmode | int | 1 | Yes | No | 0: Fully disable lag compensation.
1: Fully enable lag compensation.
2: Enable position-only lag compensation. This means player rotation won't be lag compensated for. |
-| lagcomp | string | On | Yes | Yes | Probably set automatically to **On** or **Off** depending on the **lagcompmode** setting. |
-
-## Custom models
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ---------- | ------ | ------------- | --------- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| useartwork | bool | 0 | Yes | No | Toggles if the server uses custom models from the models folder. Set to 1 to enable or 0 to disable.
**NOTE:** This server var was added in 0.3.8 and will have no effect in previous versions. |
-| artwork | string | No | Yes | Yes | Probably set automatically to **No** or **Yes** depending on the **useartwork** setting.
**NOTE:** This server var was added in 0.3.8 and will have no effect in previous versions. |
-| artpath | string | models | Yes | No | The path where the custom models are located.
**NOTE:** This server var was added in 0.3.8 and will have no effect in previous versions. |
-
-## Others
-
-| Setting | Type | Default value | Read-only | Rule | Effect |
-| ------- | ------ | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
-| myriad | bool | 0 | No | No | Unused. It probably enabled some compatibility with an old GTA San Andreas mod called "Myriad Islands" years ago, probably earlier than year 2008. |
-| nosign | string | | Yes | No | Unused. |
-
-## Notes
-
-- Values marked as "Read-only" (as shown by `/rcon varlist`) can not be changed during runtime. All other values can be (temporarily) changed by passing them to SendRconCommand.
-- Values marked as "Rule" (as shown by `/rcon varlist`) are displayed in the server browser in the Rules section.
-- Scripts do not have to be in the gamemodes or filterscripts folders. The information in server.cfg is a path, and can therefore use "..".
diff --git a/docs/translations/ro/tutorials/AdvancedStructures.md b/docs/translations/ro/tutorials/AdvancedStructures.md
deleted file mode 100644
index f0db3b1801b..00000000000
--- a/docs/translations/ro/tutorials/AdvancedStructures.md
+++ /dev/null
@@ -1,314 +0,0 @@
----
-title: "Structuri avansate"
----
-
-## Manipularea matricei
-
-### Găsirea corectă a unui slot gol
-
-Acest exemplu arată cum să găsiți un slot gol într-o matrice folosind practicile standard de codare.
-
-```c
-new
- gMyArray[10];
-
-stock FindEmptySlot()
-{
- new
- i = 0;
- while (i < sizeof (gMyArray) && gMyArray[i])
- {
- i++;
- }
- if (i == sizeof (gMyArray)) return -1;
- return i;
-}
-```
-
-Acest exemplu de bază presupune că un slot de matrice este gol dacă valoarea sa este 0. Bucla parcurge toate valorile din matrice (s-ar putea face și cu o constantă) atâta timp cât valorile nu sunt 0. Când atinge una care este 0 în timp ce starea va eșua și bucla se termină fără a utiliza o pauză, așa cum este practică obișnuită, dar descurajată în astfel de situații. Această funcție returnează și -1 dacă nu se găsește un slot liber, care ar trebui verificat la celălalt capăt. În mod obișnuit, ați folosi imediat identificatorul găsit:
-
-```c
-MyFunction()
-{
- new
- i = 0;
- while (i < sizeof (gMyArray) && gMyArray[i])
- {
- i++;
- }
- if (i == sizeof (gMyArray))
- {
- printf("No free slot found");
- return 0;
- }
- printf("Slot %d is empty", i);
- // Use the found slot in your code for whatever
- return 1;
-}
-```
-
-Evident, ați înlocui expresia „gMyArray[i]†cu propria dvs. indicație a unui slot în uz.
-
-### Lista
-
-#### Introducere
-
-Listele sunt un tip de structură foarte utilă, sunt practic o matrice în care următoarea piesă sau datele relevante sunt arătate de ultima piesă.
-
-Exemplu:
-
-Spuneți că aveți următoarea matrice:
-
-```c
-3, 1, 64, 2, 4, 786, 2, 9
-```
-
-Dacă doriți să sortați matricea, veți termina cu:
-
-```c
-1, 2, 2, 3, 4, 9, 64, 786
-```
-
-Dacă totuși ați dorit să lăsați datele în ordinea inițială, dar știți numerele în ordine din anumite motive (este doar un exemplu), aveți o problemă, cum doriți să aveți numere în două ordine simultan? Aceasta ar fi o bună utilizare a listelor. Pentru a construi o listă din aceste date, ar trebui să transformați matricea într-o matrice 2d, unde a doua dimensiune avea 2 celule mari, prima dimensiune conținând numărul original, cealaltă conținând indexul următorului număr cel mai mare. De asemenea, ați avea nevoie de o variabilă separată pentru a menține indicele celui mai mic număr, astfel încât noua matrice ar arăta astfel:
-
-```c
-start = 1
-3, 1, 64, 2, 4, 786, 2, 9
-4, 3, 5, 6, 7, -1, 0, 2
-```
-
-Următorul index asociat cu 786 este -1, acesta este un index de matrice nevalid și indică sfârșitul listei, adică nu mai sunt numere. Cele două 2 ar putea fi, evident, în sens invers, primul din matrice este și primul din listă, deoarece este cel mai probabil să fie întâmpinat mai întâi.
-
-Celălalt avantaj al acestei metode de sortare a numerelor este că se adaugă mai multe numere este mult mai rapid. Dacă doriți să adăugați un alt număr 3 la matricea sortată, ar trebui să schimbați mai întâi cel puțin 4 numere un slot spre dreapta pentru a face spațiu, nu teribil aici, dar foarte lent în matrici mai mari. Cu versiunea listă, puteți adăuga doar 3 la sfârșitul matricei și puteți modifica o singură valoare din listă:
-
-```c
-start = 1
-3, 1, 64, 2, 4, 786, 2, 9, 3
-8, 3, 5, 6, 7, -1, 0, 2, 4
-^ modifica aceasta valoare ^ urmatorul cel mai mare slot
-```
-
-Niciunul dintre celelalte numere nu s-a mutat, astfel încât niciunul dintre ceilalți indici nu trebuie actualizat, trebuie doar să indicați următorul număr cel mai scăzut către noul număr și să faceți ca noul număr să fie numărul către următorul cel mai scăzut obișnuit. Eliminarea unei valori este și mai ușoară:
-
-```c
-start = 1
-3, 1, 64, X, 4, 786, 2, 9, 3
-8, 6, 5, 6, 7, -1, 0, 2, 4
- ^ Changed to jump over the removed value
-```
-
-Aici primele 2 au fost eliminate și numărul care indica acest număr (1) a fost actualizat pentru a indica numărul către care era îndreptat numărul eliminat. În acest exemplu, nici indicatorul și numărul numărului eliminat nu au fost eliminate, dar nu puteți ajunge la acel slot urmând lista, deci nu contează, este efectiv eliminat.
-
-#### Types
-
-Listele din exemplele de mai sus au fost doar liste simple de bază, puteți avea, de asemenea, liste duble în care fiecare valoare indică următoarea valoare și ultima valoare, acestea tind să aibă un pointer la sfârșitul listei și pentru a merge înapoi (de exemplu la obțineți numerele în ordine descrescătoare):
-
-```c
-start = 1
-end = 5
-value: 3, 1, 64, 2, 4, 786, 2, 9, 3
-next: 8, 3, 5, 6, 7, -1, 0, 2, 4
-last: 6, -1, 7, 1, 8, 2, 3, 4, 0
-```
-
-Trebuie să aveți grijă la acestea, mai ales atunci când aveți mai mult de una dintre orice valori, ca ultimul indicator să indice numărul care este următorul indicator care revine direct înapoi, de exemplu, acest lucru este greșit:
-
-```c
-2, 3, 3
-1, 2, -1
--1, 2, 0
-```
-
-Următorul indicator al 2 indică 3 în slotul unu, dar ultimul indicator al lui 3 nu revine la cele două, ambele liste sunt în ordine pe cont propriu (deoarece cele două trei pot fi în sens invers), dar împreună sunt greșite , versiunea corectă ar fi:
-
-```c
-2, 3, 3
-1, 2, -1
--1, 0, 2
-```
-
-Ambele liste încep și se termină la sfârșitul a două numere, lista din spate în exemplul greșit a început pe numărul din mijloc.
-
-Celălalt tip de listă este cel în buclă, unde ultima valoare arată înapoi la prima. Avantajul evident al acestui lucru este că puteți ajunge la orice valoare din orice altă valoare fără să știți în prealabil dacă ținta este înainte sau după punctul de pornire, trebuie doar să aveți grijă să nu intrați într-o buclă infinită, deoarece nu există niciun fel explicit - 1 punct final. Aceste liste au încă puncte de început. Puteți face, de asemenea, liste cu buclă dublă, în cazul în care aveți o listă următoare și ultima, ambele rotunjite în buclă:
-
-```c
-start = 1
-end = 5
-3, 1, 64, 2, 4, 786, 2, 9, 3
-8, 3, 5, 6, 7, 1, 0, 2, 4
-6, 5, 7, 1, 8, 2, 3, 4, 0
-```
-
-#### Liste mixte
-
-Listele mixte sunt tablouri care conțin mai multe liste simultan. Un exemplu ar putea fi o serie de valori, sortate după o listă, cu o altă listă care leagă toate sloturile neutilizate, astfel încât să știți unde puteți adăuga o nouă valoare. Exemplu (X înseamnă slot nefolosit (gol)):
-
-```c
-sortedStart = 3
-unusedStart = 1
-value: 34, X, X, 6, 34, 46, X, 54, 23, 25, X, 75, X, 45
-sort: 4, 8, 13, 7, 11, 9, 0, -1, 5
-free: 2, 6, 10, 12, -1
-```
-
-Evident, cele două liste nu interacționează niciodată, astfel încât ambele pot folosi același slot pentru următoarea lor valoare:
-
-#### Cod
-
-Înainte de a începe codul, trebuie să decideți ce tip de listă este cel mai potrivit pentru aplicația dvs., aceasta se bazează în totalitate pe aplicație care nu poate fi acoperită cu ușurință aici. Toate aceste exemple sunt liste mixte, o listă pentru valorile necesare, una pentru sloturile neutilizate.
-
-Acest exemplu arată cum se scrie cod pentru o listă sortată numeric crescător.
-
-```c
-#define NUMBER_OF_VALUES (10)
-
-enum E_DATA_LIST
-{
- E_DATA_LIST_VALUE,
- E_DATA_LIST_NEXT
-}
-
-new
- gListData[NUMBER_OF_VALUES][E_DATA_LIST],
- gUnusedStart = 0,
- gListStart = -1; // Starts off with no list
-
-// This function initializes the list
-List_Setup()
-{
- new
- i,
- size = NUMBER_OF_VALUES;
- size--;
- for (i = 0; i < size; i++)
- {
- // To start with all slots are unused
- gListData[i][E_DATA_LIST_NEXT] = i + 1;
- }
- // End the list
- gListData[size][E_DATA_LIST_NEXT] = -1;
-}
-
-// This function adds a value to the list (using basic sorting)
-List_Add(value)
-{
- // Check if there are free slots in the array
- if (gUnusedStart == -1) return -1;
- new
- pointer = gListStart,
- last = -1,
- slot = gUnusedStart;
- // Add the value to the array
- gListData[slot][E_DATA_LIST_VALUE] = value;
- // Update the empty list
- gUnusedStart = gListData[slot][E_DATA_LIST_NEXT];
- // Loop through the list till we get to bigger/same size number
- while (pointer != -1 && gListData[pointer][E_DATA_LIST_VALUE] < value)
- {
- // Save the position of the last value
- last = pointer;
- // Move on to the next slot
- pointer = gListData[pointer][E_DATA_LIST_NEXT];
- }
- // If we got here we ran out of values or reached a larger one
- // Check if we checked any numbers
- if (last == -1)
- {
- // The first number was bigger or there is no list
- // Either way add the new value to the start of the list
- gListData[slot][E_DATA_LIST_NEXT] = gListStart;
- gListStart = slot;
- }
- else
- {
- // Place the new value in the list
- gListData[slot][E_DATA_LIST_NEXT] = pointer;
- gListData[last][E_DATA_LIST_NEXT] = slot;
- }
- return slot;
-}
-
-// This function removes a value from a given slot in the array (returned by List_Add)
-List_Remove(slot)
-{
- // Is this a valid slot
- if (slot < 0 || slot >= NUMBER_OF_VALUES) return 0;
- // First find the slot before
- new
- pointer = gListStart,
- last = -1;
- while (pointer != -1 && pointer != slot)
- {
- last = pointer;
- pointer = gListData[pointer][E_DATA_LIST_NEXT];
- }
- // Did we find the slot in the list
- if (pointer == -1) return 0;
- if (last == -1)
- {
- // The value is the first in the list
- // Skip over this slot in the list
- gListStart = gListData[slot][E_DATA_LIST_NEXT];
- }
- else
- {
- // The value is in the list
- // Skip over this slot in the list
- gListData[last][E_DATA_LIST_NEXT] = gListData[slot][E_DATA_LIST_NEXT];
- }
- // Add this slot to the unused list
- // The unused list isn't in any order so this doesn't matter
- gListData[slot][E_DATA_LIST_NEXT] = gUnusedStart;
- gUnusedStart = slot;
- return 1;
-}
-```
-
-### Copaci binari
-
-#### Introducere
-
-Arborii binari sunt o metodă foarte rapidă de căutare a datelor într-o matrice utilizând un sistem de liste foarte special. Cel mai cunoscut arbore binar este probabil jocul cu 20 de întrebări, cu doar 20 de întrebări da / nu pe care le puteți avea peste 1048576 articole. Un arbore binar, așa cum sugerează și numele, este un tip de arbore, similar cu un arbore genealogic, în care fiecare articol are 0, 1 sau 2 copii. Nu sunt folosite pentru a comanda date, cum ar fi o listă, ci pentru a sorta datele pentru o căutare foarte eficientă. Practic, începeți cu un element undeva aproape de mijlocul listei ordonate de obiecte (de exemplu, numărul de mijloc dintr-o matrice sortată) și comparați-l cu valoarea pe care doriți să o găsiți. Dacă este la fel că ați găsit articolul dvs., dacă este mai mare, vă deplasați la articolul la dreapta (nu imediat la dreapta, elementul din dreapta elementului din mijloc ar fi elementul de la punctul trei sferturi), dacă este mai puțin să vă mișcați la stânga,
-apoi repetați procesul.
-
-**Exemplu**
-
-```c
-1 2 5 6 7 9 12 14 17 19 23 25 28 33 38
-```
-
-Aveți matricea ordonată precedentă și doriți să aflați în ce slot este numărul 7 (dacă este deloc), în acest exemplu este probabil mai eficient să faceți doar o buclă directă prin matrice pentru a o găsi, dar asta nu este punctul metoda crește în timp liniar cu dimensiunea tabloului, un timp de căutare binar crește liniar pe măsură ce tabloul crește exponențial ca dimensiune. Adică o matrice 128 mare va dura de două ori mai mult pentru a căuta direct ca o matrice 64 mare, dar o căutare binară 128 mare va lua doar un cec mai mult decât o căutare binară 64 mare, deloc mult.
-
-Dacă construim un arbore binar din datele de mai sus, obținem: 
-
-Dacă citiți de la stânga la dreapta, ignorând aspectul vertical, puteți vedea că numerele sunt în ordine. Acum putem încerca să găsim 7.
-
-Numărul de start este 14, 7 este mai mic decât 14, așa că mergem la slotul indicat de ramura din stânga a 14. Aceasta ne aduce la 6, 7 este mai mare decât 6, așa că mergem la dreapta la 9, apoi din nou la stânga la 7. Această metodă a făcut 4 comparații pentru a găsi numărul (inclusiv verificarea finală pentru a confirma că suntem pe 7), folosind o căutare directă ar fi fost necesare 5.
-
-Să spunem că nu există 7, am ajunge la acest arbore binar: 
-
-Acesta, spre deosebire de exemplul de mai sus, are un singur număr copil (cel 9), precum și 2 și 0 numere copil. Obțineți un arbore perfect numai atunci când există (2 ^ n) -1 numere (0, 1, 3, 7, 15, 31 ...), orice alte numere vor da un arbore nu destul de complet. În acest caz, când ajungem la 9, unde va fi 7, vom descoperi că nu există ramură stângă, adică 7 nu există (nu poate fi nicăieri altundeva în copac, gândiți-vă la asta), deci returnăm -1 pentru slot nevalid.
-
-#### Balansat si nebalansat
-
-Arborii din exemplele de mai sus sunt numiți arbori binari echilibrați, aceasta înseamnă cât mai aproape posibil toate ramurile au aceeași lungime (evident că în al doilea nu există suficiente numere pentru ca acest lucru să fie cazul, dar este cât mai aproape posibil). Construirea copacilor echilibrați nu este ușoară, metoda general acceptată de a construi copaci aproape echilibrați este plasarea numerelor într-o ordine aleatorie, acest lucru poate însemna că veți ajunge la așa ceva: 
-
-Evident, acest arbore este încă valabil, dar partea dreaptă este mult mai mare decât stânga, totuși găsirea a 25 necesită doar 7 comparații în acest raport față de 12 din lista dreaptă. De asemenea, atâta timp cât începeți cu un număr destul de mediu, metoda de inserare aleatorie ar trebui să producă un arbore destul de echilibrat. Cel mai rău lucru posibil pe care îl puteți face este să puneți numerele în ordine, deoarece atunci nu vor exista deloc ramuri stângi (sau ramuri dreapta dacă se face invers), totuși chiar și în acest caz cel mai rău arborele binar nu va mai dura să caute decât lista dreaptă.
-
-**Modificare**
-
-#### Adaugare
-
-Adăugarea unei valori unui copac binar este relativ ușor, trebuie doar să urmăriți copacul, folosind valoarea pe care doriți să o adăugați ca referință până când ajungeți la o ramură goală și adăugați numărul acolo. De exemplu. dacă ați dori să adăugați numărul 15 la arborele nostru echilibrat original, acesta ar ajunge pe ramura din stânga a 17. Dacă am dori să adăugăm numărul 8 la al doilea arbore echilibrat (cel fără 7) ar ajunge în vechiul slot al 7 din stânga lui 9.
-
-#### Stergere
-
-Ștergerea unui număr dintr-un arbore binar poate fi dificilă sau poate fi ușoară. Dacă numărul este la sfârșitul unei ramuri (de exemplu, 1, 5, 7, 12 etc. în arborele original) pur și simplu le eliminați. Dacă un număr are un singur copil (de exemplu, 9 în al doilea exemplu), pur și simplu îl mutați pe copil (de exemplu, 12) în poziția lor (deci copiii lui 6 ar fi 2 și 12 în noul al doilea exemplu, cu 9 eliminați). Ștergerea devine interesantă numai atunci când un nod are doi copii. Există cel puțin patru moduri de a face acest lucru:
-
-Prima metodă este cea mai simplă din punct de vedere calculatic. Practic, alegeți una dintre ramuri (stânga sau dreapta, asumați dreapta pentru această explicație) și înlocuiți nodul pe care l-ați eliminat cu primul nod al acelei ramuri (adică copilul drept al nodului pe care l-ați eliminat). Apoi mergeți la stânga prin noua ramură până ajungeți la capăt și așezați ramura stângă acolo. De exemplu. dacă ați eliminat 14 din exampe-ul original, ați ajunge cu 25 ocupându-i locul în vârful copacului și 6 atașat la ramura stângă a 17. Această metodă este rapidă, dar se termină cu copaci foarte dezechilibrați foarte repede.
-
-A doua metodă este să obțineți toate numerele care sunt copiii nodului pe care tocmai l-ați eliminat și să reconstruiți un nou arbore binar din ele, apoi să puneți partea de sus a acelui arbore în nodul pe care tocmai l-ați eliminat. Acest lucru menține arborele destul de bine echilibrat, dar este evident mai lent.
-
-A treia metodă este de a combina cele două metode de mai sus și de a reconstrui arborele în linie, acest lucru este mai complex de codat, dar menține arborele echilibrat și este mai rapid decât cea de-a doua metodă (deși nu este aproape la fel de rapid ca prima).
-
-Mentalul final enumerat aici este să setați pur și simplu un steag pe o valoare spunând că nu mai este utilizată, aceasta este chiar mai rapidă decât prima metodă și menține structura, dar înseamnă că nu puteți reutiliza sloturile decât dacă puteți găsi o valoare pentru înlocuiți-l cu mai târziu.
diff --git a/docs/translations/ro/tutorials/Binary.md b/docs/translations/ro/tutorials/Binary.md
deleted file mode 100644
index 260742823d9..00000000000
--- a/docs/translations/ro/tutorials/Binary.md
+++ /dev/null
@@ -1,410 +0,0 @@
----
-title: "Binar"
-description: O privire aprofundată asupra operatorilor binari și bit-bit
----
-
-## Credite
-
-Acesta este dintr-un subiect Tutorial din SA-MP Forums. Autorul este **Kyosaur**.
-
-## Ce este binarul?
-
-Binarul este un sistem numeric care folosește două simboluri unice pentru a reprezenta numerele. În timp ce sistemul zecimal mai obișnuit folosește zece cifre (**baza 10**), binarul folosește doar 0 și 1. Acest lucru poate suna inutil în viața de zi cu zi, dar binarul este esențial atunci când vine vorba de computere. Calculatoarele la cel mai scăzut nivel își efectuează toate calculele prin manipularea fluxului de energie electrică pentru a indica stările de pornire și oprire. Exact asta este binarul, doar o tonă de comutatoare pornite și oprite. Acesta este un fel de concept extraterestru pentru majoritatea oamenilor, așa că să aruncăm o privire la sistemul zecimal și binar unul lângă celălalt.
-
-Zecimal (baza 10)
-
-```c
-0
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
-12
-13
-```
-
-Binar (baza 2)
-
-```c
-0 //0
-1 //1
-10 //2
-11 //3
-100 //4
-101 //5
-110 //6
-111 //7
-1000 //8
-1001 //9
-1010 //10
-1011 //11
-1100 //12
-1101 //13
-```
-
-Privind ambele sisteme unul lângă altul, veți observa că se comportă exact la fel. Odată ce ați ajuns la ultimul număr disponibil, trebuie să treceți la un alt loc. Aceste locuri în binar sunt denumite biți (**b** inary dig **its**) și sunt pur și simplu puteri a două; la fel cum locurile din sistemul zecimal sunt puteri de 10. Pentru a demonstra acest lucru, să aruncăm o privire la numărul 13 din notația standard.
-
-** NOTĂ: ** '^' este putere în următoarele câteva exemple, nu este exclusiv bitologic (pe care îl vom acoperi mai târziu).
-
-Zecimal (baza 10)
-
-```c
-13
-
-//which equals
-
-1 * (10^1) + 3 * (10^0)
-
-//which equals
-
-10+3
-
-//which equals
-
-13
-```
-
-Binar (baza 2)
-
-```c
-1101
-
-//which equals
-
-1 * (2^3) + 1 * (2^2) + 0 * (2^1) + 1 * (2^0)
-
-//which equals
-
-8+4+0+1
-
-//which equals
-
-13
-```
-
-Putem vedea din exemplul precedent că, dacă un bit este setat la 0, îl putem ignora și continua; la urma urmei, orice înmulțit cu 0 va fi 0. Exemplul anterior a fost puțin complicat și am încercat doar să fiu absolut clar. Când faceți conversia din binar, tot ce trebuie să vă faceți griji este să adăugați puterile tuturor biților care sunt aprinși.
-
-Iată 12 puteri de 2 chiar lângă vârful capului meu:
-
-```c
-4096,2048,1024,512,256,128,64,32,16,8,4,2,1
-```
-
-Dacă nu știi nimic despre lucrul cu puteri, probabil că acest lucru nu are deloc sens pentru tine. O putere este un număr înmulțit cu el însuși x de câte ori. Având în vedere aceste informații, lista precedentă de puteri are probabil mai mult sens; Ei bine, cu excepția lui 1. S-ar putea să fiți curios de ce 2 ridicat la puterea lui 0 dă un rezultat de 1, tot ce pot spune la acest lucru este că doar o face.
-
-```c
-2^1 = 2, 2^3 = 4, 2^4 = 8
-```
-
-Putem vedea că atunci când ne deplasăm spre dreapta, valoarea noastră anterioară este înmulțită cu 2; deci este sigur să presupunem că atunci când ne deplasăm spre stânga noua noastră valoare este doar numărul anterior împărțit la 2. Având în vedere acest lucru, puteți vedea cum putem ajunge cu 2 la puterea zero egal cu 1. Dacă nu este satisfăcător suficient, sunt sigur că puteți găsi mai multe dovezi pe **\*\***. Toate acestea fiind spuse, să aruncăm o privire la un ultim exemplu și să îl facem oarecum complicat!
-
-```c
-111011001011111000 //242424
-
-//Remember, ignore the bits that arent turned on.
-
-1 * (2^17) = 131072
-
-1 * (2^16) = 65536
-
-1 * (2^15) = 32768
-
-1 * (2^13) = 8192
-
-1 * (2^12) = 4096
-
-1 * (2^9) = 512
-
-1 * (2^7) = 128
-
-1 * (2^6) = 64
-
-1 * (2^5) = 32
-
-1 * (2^4) = 16
-
-1 * (2^3) = 8
-
-
-131072+65536+32768+8192+4096+512+128+64+32+16+8
-=
-242424
-```
-
-Amintiți-vă când faceți conversia: prima putere este 0, așa că nu faceți greșeala văzând locul 18 ca 2 ^ 18. Există într-adevăr 18 puteri, dar asta include puterea lui 0, deci 17 este de fapt puterea noastră cea mai mare.
-
-### O privire mai profundă asupra biților
-
-Majoritatea limbajelor de programare permit diferite tipuri de date care variază în cantitatea de biți care pot fi utilizați pentru a stoca informații; totuși pionul este un limbaj de 32 de biți fără tip. Aceasta înseamnă că pionul va avea întotdeauna 32 de biți disponibili pentru stocarea informațiilor. Ce se întâmplă atunci când aveți multe informații? Răspunsul la această întrebare constă în numere întregi semnate și nesemnate.
-
-#### Numere întregi semnate
-
-Ați observat vreodată că atunci când un număr întreg din pion ajunge la mare se transformă într-un negativ? Această „împachetare†se datorează depășirii valorii maxime în pion, care este:
-
-```c
-2^31 - 1 //Power, not bitwise exclusive. Also the -1 is because we count 0 (there ARE 2,147,483,648 values, but that is with 0, So technically 2,147,483,647 is the max).
-
-//which equals
-
-2,147,483,647
-
-//which in binary is
-
-1111111111111111111111111111111 //31 bits- all on
-```
-
-S-ar putea să vă întrebați de ce ACEASTA este valoarea maximă și nu 2 ^ 32-1 (4.294.967.295). Aici intră în joc întregi semnate și nesemnate. Numerele întregi semnate au capacitatea de a stoca valori negative, unde numerele întregi nesemnate nu. S-ar putea să pară că mă abăt de la întrebare, dar vă asigur că nu sunt. Motivul pentru care numărul întreg maxim nu este 2 ^ 32-1 se datorează faptului că bitul 32 este folosit ca un fel de comutare pentru valori negative și pozitive. Aceasta se numește MSB (bitul cel mai semnificativ) dacă MSB este pornit, numărul va fi negativ; dacă este dezactivat, numărul este pozitiv. Destul de simplu, nu?
-
-Înainte de a arăta câteva valori negative, trebuie să explic cum sunt reprezentate valorile negative în pion. Pawn folosește un sistem numit complement 2 pentru a reprezenta valori negative, ceea ce înseamnă practic că răsuciți fiecare bit din numărul dvs. și adăugați 1 la noul număr pentru a-l face negativ.
-
-Să aruncăm o privire asupra câtorva valori negative în timp ce această idee este încă în cap:
-
-```c
-11111111111111111111111111111111 //all 32 bits turned on
-
-//equals
-
--1
-
-//and
-
-11111111111111111111111111111110
-
-//equals
-
--2
-
-//and finally
-
-10000000000000000000000000000000
-
-//equals
-
--2147483648
-```
-
-Vezi, toate numerele negative sunt pur și simplu numărul pozitiv inițial, cu toți biții săi răsturnați și crescuți cu unul. Acest lucru este foarte clar cu ultimul nostru exemplu, deoarece cel mai înalt număr POZITIV este 2147483647.
-
-Din aceasta putem vedea că intervalul numeric din pawn este de fapt:
-
-```c
-−2^31 to +2^31 − 1
-```
-
-#### Numere întregi nesemnate
-
-Nu există astfel de numere întregi nesemnate în pawn, dar adăug acest lucru doar pentru a fi echilibrat. Singura diferență între un număr întreg semnat și un întreg nesemnat este că numerele întregi nesemnate nu pot stoca valori negative; Numerele întregi se încheie, dar se întorc la 0, în loc de o valoare negativă.
-
-## Operatori binari
-
-Operatorii binari vă permit să manipulați biți individuali dintr-un model de biți. Să aruncăm o privire la o listă de operatori biți disponibili.
-
-- Deplasare aritmetică în biți: >> și <<
-- Deplasare logică în biți: >>>
-- Bitwise NOT (aka complement): ~
-- Bitwise ȘI: &
-- OR bit: |
-- Bitwise XOR (aka exclusive-or): ^
-
-### Bitwise AND
-
-** NOTÄ‚:** Nu trebuie confundat de operatorul logic AND '&&'
-
-Un AND binar ia pur și simplu AND-ul logic al biților din fiecare poziție a unui număr sub formă binară. Sună puțin confuz, așa că să aruncăm o privire în acțiune!
-
-```c
-1100 //12
-&
-0100 //4
-=
-0100 //4 as they both have "100" in them (which is 4)
-```
-
-A fost puțin ușor, să aruncăm o privire mai grea:
-
-```c
-10111000 //184
-&
-01001000 //72
-=
-00001000 //8
-```
-
-Privirea exemplelor ar trebui să vă ofere o idee destul de bună despre ceea ce face acest operator. Compară două seturi de biți împreună, dacă ambele partajează un bit de 1, rezultatul va avea același bit activat. Dacă nu împart deloc biți, atunci rezultatul este 0.
-
-### Bitwise OR
-
-** NOTÄ‚:** Nu trebuie confundat de operatorul SAU logic '||'
-
-Bitwise OR funcționează aproape exact la fel ca bitwise AND. Singura diferență dintre cele două este că SAU în biți are nevoie doar de unul dintre cele două modele de biți pentru a avea un bit activat pentru ca rezultatul să aibă același bit activat. Să aruncăm o privire la câteva exemple!
-
-```c
-1100 //12
-|
-0100 //4
-=
-1100 //12.
-```
-
-Să aruncăm o privire la încă un exemplu.
-
-```c
-10111000 //184
-|
-01001000 //72
-=
-11111000 //248
-```
-
-Cred că acest lucru se explică destul de mult, dacă oricare dintre numere au pornit puțin, rezultatul va avea și acel bit activat.
-
-### Bitwise XOR
-
-Acest operator este puțin asemănător cu operatorul OR în biți, dar există o diferență. Să ne uităm la același exemplu folosit în secțiunea OR bitwise și să vedem dacă puteți observa diferența.
-
-```c
-1100 //12
-^
-0100 //4
-=
-1000 //8.
-```
-
-și, în sfârșit:
-
-```c
-10111000 //184
-^
-01001000 //72
-=
-11110000 //240
-```
-
-### Bitwise NU
-
-Acest operator întoarce fiecare bit în modelul de biți, transformând toate 1 în 0 și vice versa.
-
-```c
-~0
-=
-11111111111111111111111111111111 //-1
-
-//and
-
-~100 //4
-=
-11111111111111111111111111111011 //-5
-
-//and
-
-~1111111111111111111111111111111 //2147483647 (not to be confused with -1, which has 32 bits, not 31)
-=
-10000000000000000000000000000000 //-2147483648 (32nd bit turned on)
-```
-
-Dacă nu înÈ›elegeÈ›i de ce valorile negative sunt un fel de „înapoiâ€, vă rugăm să citiÈ›i secÈ›iunea despre numerele întregi semnate.
-
-### Bit Shifting
-
-Bit shifting face exact ceea ce ți-ai imagina că face; deplasează biții într-un număr către o anumită direcție. Dacă vă amintiți mai devreme în articol am menționat că PAWN are un anumit interval de memorie (32 de biți care pot fi utilizați pentru stocare). Ce se întâmplă când treceți un număr peste acel interval? Răspunsul la această întrebare constă în ce operator de schimbare folosiți și în ce direcție vă deplasați.
-
-** NOTĂ:** În exemplele următoare, toate numerele binare vor fi scrise integral (toți cei 32 de biți) pentru a evita orice confuzii.
-
-#### Schimbări aritmetice
-
-#### Schimbare dreapta
-
-Toți biții dintr-un număr sunt deplasați de câte ori spre dreapta atunci când se utilizează acest operator. Să aruncăm o privire rapidă la un exemplu simplu.
-
-```c
-00000000000000000000000000001000 //8
->>
-2
-
-=
-
-00000000000000000000000000000010 //2
-```
-
-Puteți vedea din exemplul precedent că fiecare bit s-a deplasat la dreapta cu două locuri, iar două zerouri au fost adăugate pe partea stângă ca umplutură. Aceste două zerouri sunt de fapt valoarea MSB (Cel mai semnificativ bit) și sunt foarte importante atunci când vine vorba de deplasarea cu semn întreg. Motivul pentru care MSB este folosit ca umplutură este că păstrăm semnul numărului care este mutat. Să aruncăm o privire la același exemplu, cu excepția să îl facem negativ.
-
-```c
-11111111111111111111111111111000 //-8
->>
-2
-
-=
-
-11111111111111111111111111111110 //-2
-```
-
-În mod clar, acest lucru se comportă exact la fel ca în exemplul anterior, cu excepția biților din stânga folosiți pentru umplere; ceea ce dovedește că umplerea deplasării aritmetice drepte este valoarea MSB.
-
-#### Schimbare stânga
-
-Acesta este exact opusul operatorului de schimbare aritmetică dreapta. Deplasează toți biții dintr-un număr la stânga x de câte ori. Să vedem un exemplu.
-
-```c
-00000000000000000000000000001000 //8
-<<
-2
-
-=
-
-00000000000000000000000000100000 //32
-```
-
-Singura diferență dintre deplasarea aritmetică stângă și dreaptă (în afară de direcția deplasării) ar fi modul în care gestionează umplutura. Cu schimbarea aritmetică dreaptă, umplerea este valoarea MSB (Cel mai semnificativ bit), dar cu schimbarea aritmetică stângă valoarea este doar 0. Acest lucru se datorează faptului că nu există informații relevante, cum ar fi semnul unui număr de care să țineți evidența.
-
-```c
-11111111111111111111111111111000 //-8
-<<
-2
-
-=
-
-11111111111111111111111111100000 //-32
-```
-
-Vedea? Chiar dacă umplerea este întotdeauna 0, semnul numărului este păstrat în continuare. Singurul lucru de care trebuie să îți faci griji este trecerea la departe. Dacă deplasați un număr pozitiv peste cel mai mare număr posibil, acesta va deveni negativ și va fi invers cu valori negative (în cele din urmă veți atinge 0).
-
-#### Schimbări logice
-
-##### Schimbare dreapta
-
-Aceasta este inversa schimbării aritmetice la stânga. Cel mai bun mod de a-l descrie ar fi un hibrid între cele două schimbări aritmetice. Să aruncăm o privire în acțiune!
-
-```c
-00000000000000000000000000001000 //8
->>>
-2
-
-=
-
-00000000000000000000000000000010 //2
-```
-
-Biții din numărul 8 s-au deplasat de 2 ori spre dreapta. Deci, în ce fel este diferit acest lucru de schimbarea aritmetică dreaptă? Răspunsul este căptușeala. Cu deplasarea aritmetică la dreapta, umplerea este valoarea MSB, dar cu deplasarea logică la dreapta, umplerea este doar 0 (la fel cum este cu deplasarea aritmetică la stânga). Aceasta înseamnă că nu va păstra numărul semnului, iar rezultatul nostru va fi întotdeauna pozitiv. Pentru a demonstra acest lucru, să schimbăm un număr negativ!
-
-```c
-11111111111111111111111111111000 //-8
->>>
-2
-
-=
-
-00111111111111111111111111111110 //1073741822
-```
-
-Asta dovedește că nu vom obține valori negative în timp ce folosim schimbarea logică dreaptă!
-
-##### Schimbare stânga
-
-Nu există o deplasare logică la stânga, deoarece ar face exact același lucru cu deplasarea stângă aritmetică. Tocmai am adăugat acest lucru pentru a evita confuzii de orice fel și, de asemenea, pentru a menține secțiunea echilibrată.
diff --git a/docs/translations/ro/tutorials/MenuGuide.md b/docs/translations/ro/tutorials/MenuGuide.md
deleted file mode 100644
index 325bac45851..00000000000
--- a/docs/translations/ro/tutorials/MenuGuide.md
+++ /dev/null
@@ -1,154 +0,0 @@
----
-title: Ghid pentru meniuri
----
-
-Un scurt tutorial care explică modul de utilizare a sistemului de meniuri al jocului. Acest sistem de meniu este diferit de dialogurile SA-MP și reflectă mai bine interfața tradițională a jocului original.
-
-## Meniuri în SA-MP
-
-Meniurile arată foarte complicat și greu de redactat pentru cei mai mulți jucători, deși nu este. Aici vă voi arăta cum să creați un meniu simplu. La final vom crea un meniu de teleportare.
-
-## Primii pași din meniu
-
-Mai întâi trebuie să creăm un meniu. Prefixul dinainte este `Menu:` aceasta face ca variabila să fie corectă [etichetata](../scripting/language/tags). Există diferite tipuri pentru utilizări diferite, cum ar fi "Float:" bool: "Text3D:" etc. Scrieți următorul cod în partea de sus a scriptului:
-
-```c
-new Menu:teleportmenu;
-```
-
-Bine, am creat variabila pentru a stoca meniul. Acum trebuie să creăm meniul și să atribuim meniului variabila pe care am creat-o. Tastați acest lucru în `OnGameModeInit`:
-
-```c
-teleportmenu = CreateMenu("Teleportmenu", 2, 200.0, 100.0, 150.0, 150.0);
-```
-
-Acum o explicație despre argumentele [CreateMenu](../scripting/functions/CreateMenu). **Parametrii:**
-
-| Parameter | Specifies |
-| --------------- | ---------------------------------------------------------------------------- |
-| title | Antetul meniului |
-| columns | Numărul de aici definește cât de multe coloane sunt utilizate (2 este maxim) |
-| Float:x | Poziția înaltă a meniului pe ecran (de la stânga la dreapta) |
-| Float:y | Poziția lățimii meniului pe ecran (sus și jos) |
-| Float:col1width | Lățimea primei coloane |
-| Float:col2width | Lățimea celei de-a doua coloane |
-
-## Adăugați câteva elemente de meniu
-
-Ok, acum avem meniul, dar avem nevoie de câteva elemente, sub care puteți alege în meniu. Le adăugați sub „CreateMenu†pe care l-am creat mai devreme.
-
-```c
-AddMenuItem(teleportmenu, 0, "LS");
-AddMenuItem(teleportmenu, 0, "LS");
-AddMenuItem(teleportmenu, 0, "SF");
-AddMenuItem(teleportmenu, 0, "SF");
-AddMenuItem(teleportmenu, 0, "LV");
-AddMenuItem(teleportmenu, 0, "LV");
-Â
-AddMenuItem(teleportmenu, 1, "Grove Street");
-AddMenuItem(teleportmenu, 1, "Starfish Tower");
-AddMenuItem(teleportmenu, 1, "Wheel Arch Angels");
-AddMenuItem(teleportmenu, 1, "Jizzys");
-AddMenuItem(teleportmenu, 1, "4 Dragons");
-AddMenuItem(teleportmenu, 1, "Come-a-Lot");
-```
-
-Explicația pentru [AddMenuItem](../scripting/functions/AddMenuItem):
-
-| menuid | Meniul din meniul în care va fi afișat elementul |
-| ------ | ------------------------------------------------ |
-| column | Coloana în care va fi afișat elementul |
-| text | Textul articolului |
-
-## Crearea efectelor pentru elemente
-
-Bine, acum că am creat un meniu complet cu elemente, ce ar trebui să se întâmple atunci când alegeți un articol? În exemplul nostru, vrem să realizăm un meniu de teleportare, deci ar trebui să fim teleportați în poziția pe care o alegem. Când un jucător selectează un element dintr-un meniu, scriptul apelează callback-ul [OnPlayerSelectedMenuRow](../scripting/callbacks/OnPlayerSelectedMenuRow). Cel mai bun mod de a face acest lucru este să-l faceți cu un comutator, este ca mai multe instrucțiuni if pentru a verifica dacă o variabilă merită anumite valori. Dar mai întâi vrem aceste efecte doar pentru meniul pe care îl dorim, așa că trebuie să creăm o variabilă care să conțină ce meniu privește playerul, acest lucru se face cu `GetPlayerMenu`:
-
-```c
-new Menu:CurrentMenu = GetPlayerMenu(playerid);
-```
-
-Acum, când cineva selectează ceva din meniu, meniul său va fi salvat în `CurrentMenu`.
-
-Acum trebuie să verificăm dacă meniul pe care l-au selectat este meniul pe care îl dorim:
-
-```c
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- new Menu:CurrentMenu = GetPlayerMenu(playerid);
- if (CurrentMenu == teleportmenu)
- {
- //stuff
- }
- return 1;
-}
-```
-
-Acum între aceste paranteze este locul unde se află comutatorul, acest lucru verifică ce element selectat de jucător sau `rând` se poate face cu instrucțiunile `dacă` verificând ce `rând` este, dar `comutatorul` este mult mai simplu mod de a-l scrie.
-
-```c
-if(CurrentMenu == teleportmenu)
-{
- switch(row)
- {
- case 0: //Grove Street
- {
- SetPlayerPos(playerid, 2493.9133, -1682.3986, 13.3382);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to Grove Street");
- }
- case 1: //Starfish Tower
- {
- SetPlayerPos(playerid, 1541.2833, -1362.4741, 329.6457);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to the top of Starfish Tower");
- }
- case 2: //Wheel Arch Angels
- {
- SetPlayerPos(playerid, -2705.5503, 206.1621, 4.1797);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to the Wheel Arch Angels tuning-shop");
- }
- case 3: //Jizzys
- {
- SetPlayerPos(playerid, -2617.5156, 1390.6353, 7.1105);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to Jizzy's Nightclub!");
- }
- case 4: //4Dragons
- {
- SetPlayerPos(playerid, 2028.5538, 1008.3543, 10.8203);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to the Four Dragons Casino");
- }
- case 5: //Come-a-Lot
- {
- SetPlayerPos(playerid, 2169.1838, 1122.5426, 12.6107);
- SetPlayerInterior(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to the Come-a-Lot casino!");
- }
- }
-}
-```
-
-## Ultimii pași
-
-Acum avem nevoie de o comandă pentru a afișa meniul. Acesta este cel mai ușor pas. Doar o comparație cu `strcmp` și un `ShowMenuForPlayer`. Acest lucru se face în `OnPlayerCommandText`. Sau, dacă aveți deja un procesor de comandă, utilizați-l în schimb pentru a apela `ShowMenuForPlayer`.
-
-```c
-if(strcmp(cmdtext, "/teleport", true) == 0)
-{
- ShowMenuForPlayer(teleportmenu,playerid);
- return 1;
-}
-```
-
-Foarte ușor, nu-i așa?
-
-## Ultimele cuvinte
-
-Bine, după ce ați citit acest lucru ȘI l-ați înțeles, încercați propriul meniu. După cum ați putut vedea, nu este atât de dificil, dar îi va impresiona pe jucătorii de pe serverul dvs. cu atât mai mult. Și poți să creezi efecte foarte interesante cu asta. De asemenea, este foarte interesant pentru magazinele generale sau supermarketurile pentru lucrurile pe care le puteți cumpăra. Apoi, puteți scădea niște bani ca efect, iar prețul este afișat într-o altă coloană din meniu. Dar acum, lucrează pe cont propriu.
-
-De asemenea, puteți adăuga [TogglePlayerControllable](../scripting/functions/TogglePlayerControllable) cu `false` după`ShowPlayerMenu` și [TogglePlayerControllable](../scripting/functions/TogglePlayerControllable) cu `true` la sfârșitul ʻOnPlayerSelectedMen jucătorul respectiv nu se poate mișca în timp ce navighează prin meniuri.
-
-Sper că ați învățat ceva din acest tutorial. Dacă aveți întrebări, întrebați pe forumuri / discordie.
diff --git a/docs/translations/ro/tutorials/PickupGuide.md b/docs/translations/ro/tutorials/PickupGuide.md
deleted file mode 100644
index b9517b8757d..00000000000
--- a/docs/translations/ro/tutorials/PickupGuide.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: Ghid pentru pickup-uri
----
-
-Un scurt tutorial care descrie modul de utilizare a pickup-urilor.
-
-## Definiți pickup-ul
-
-Primul lucru care trebuie făcut atunci când creezi pickup-uri este crearea unui loc unde să-ți stochezi ID-ul. Acest lucru se va face într-o variabilă globală, astfel încât să poată fi setat atunci când creați preluarea și să citiți când ridicați o preluare, apelând un apel invers cu ID-ul preluării pe care ați preluat-o. Pentru acest exemplu vom folosi numele "gMyPickup".
-
-```c
-new gMyPickup;
-```
-
-## Crearea pickup-ului
-
-Există două moduri de a crea pickup-uri. [CreatePickup](../scripting/functions/CreatePickup) și [AddStaticPickup](../scripting/functions/AddStaticPickup). AddStaticPickup nu returnează un ID atunci când este creat, nu poate fi distrus și poate fi folosit numai sub OnGameModeInit, așa că pentru acest exemplu vom folosi [CreatePickup](../scripting/functions/CreatePickup).
-
-** Sintaxa pentru [CreatePickup](../scripting/functions/CreatePickup) este: **
-
-** Parametri: **
-
-| model | Modelul pe care doriți să îl utilizați pentru preluare. |
-| ------------ | ------------------------------------------------------------------------------------------------------------- |
-| type | Tipul de reproducere a spawnului, consultați mai jos această pagină. |
-| Float:X | Coordonata X pentru afișarea preluării. |
-| Float:Y | Coordonata Y pentru afișarea preluării. |
-| Float:Z | Coordonata Z pentru afișarea preluării. |
-| Virtualworld | ID-ul lumii virtuale a ridicării. O valoare -1 va determina ridicarea să se afișeze în toate lumile virtuale. |
-
-Pentru acest exemplu, vom crea o ridicare în numerar la Grove Street.
-
-Acum trebuie să decidem cu privire la un model care să apară în lume, există o mulțime de modele din care să alegem, unele sunt listate pe site-ul extern [aici](https://dev.prineside.com/en/gtasa_samp_model_id), aici alegeți numărul de model 1274 care este semnul dolarului.
-
-În cele din urmă, avem nevoie de un [Tip](../../../scripting/resources/pickuptypes) pentru preluare, pe aceeași pagină cu modelele de preluare este o listă de tipuri de preluare care descrie diferitele unii o fac. Vrem ca această preluare să dispară atunci când o ridicați, astfel încât să nu o puteți ridica în mod repetat, dar să reapară după câteva minute, astfel încât să o puteți ridica din nou, tipul 2 face exact acest lucru.
-
-Pickup-urile sunt create cel mai frecvent la pornirea scriptului, în [OnGameModeInit](../scripting/callbacks/OnGameModeInit) sau [OnFilterScriptInit](../scripting/callbacks/OnFilterScriptInit) în funcție de tipul de script, totuși acesta poate merge în orice funcție (de exemplu, puteți crea un script de scădere a armei care ar folosi OnPlayerDeath pentru a crea preluări de arme).
-
-Iată deci codul pentru a crea preluarea noastră È™i pentru a stoca ID-ul în „gMyPickupâ€:
-
-```c
-gMyPickup = CreatePickup(1274, 2, 2491.7900, -1668.1653, 13.3438, -1);
-```
-
-### Alegerea a ceea ce face
-
-Când ridicați un pickup, se apelează [OnPlayerPickUpPickup](../scripting/callbacks/OnPlayerPickUpPickup), trecând playerid (jucătorul care a preluat un pickup) și pickupid (ID-ul pickup-ului care a fost ridicat).
-
-Unele tipuri de pickup sunt proiectate să funcționeze automat, deci nu este nevoie să faceți nimic în OnPlayerPickUpPickup. Pentru mai multe informații, consultați pagina [tipuri de pickupuri](../scripting/resources/pickuptypes).
-
-Când un jucător ridică noul nostru pick-up, vrem să le dăm 100 \$, pentru a face acest lucru mai întâi trebuie să verificăm dacă au ridicat pick-ul nostru în dolari și nu unul diferit. Când am făcut asta, le putem oferi cei 100 de dolari:
-
-```c
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- // Check that the pickup ID of the pickup they picked up is gMyPickup
- if(pickupid == gMyPickup)
- {
- // Message the player
- SendClientMessage(playerid, 0xFFFFFFFF, "You received $100!");
- // Give the player the money
- GivePlayerMoney(playerid, 100);
- }
- // if you need to add more pickups, simply do this:
- else if (pickupid == (some other pickup))
- {
- // Another pickup, do something else
- }
- return 1;
-}
-```
-
-Felicitări, acum știi cum să creezi și să gestionezi pickup-uri!
-
-## Folositor
-
-Puteți utiliza [Streamer](https://github.com/samp-incognito/samp-streamer-plugin) plugin pentru a crea pickup-uri nelimitate cu CreateDynamicPickup.
diff --git a/docs/translations/ro/tutorials/_.md b/docs/translations/ro/tutorials/_.md
deleted file mode 100644
index dda4c95fb98..00000000000
--- a/docs/translations/ro/tutorials/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Tutoriale
-description: O colectie de tutoriale pentru a te ajuta la crearea gamemode-ului.
----
-
-În această secțiune, veți găsi o colecție de tutoriale pentru a vă ajuta să scrieți moduri de joc și să vă gestionați serverul. Ele nu au o ordine specială.
diff --git a/docs/translations/ro/tutorials/cooldowns.md b/docs/translations/ro/tutorials/cooldowns.md
deleted file mode 100644
index 4b190a1a928..00000000000
--- a/docs/translations/ro/tutorials/cooldowns.md
+++ /dev/null
@@ -1,220 +0,0 @@
----
-title: Cooldown-uri
-description: Un tutorial pentru scrierea cooldown-urilor pentru limitarea acțiunilor utilizatorilor folosind numărul de bifări și evitarea utilizării cronometrelor.
----
-
-Acest tutorial acoperă scrierea unui mecanic de joc utilizat în mod obișnuit în jocurile de acțiune: cooldowns. Un timp de răcire este un instrument pentru a limita frecvența la care un jucător poate face ceva. Poate fi vorba despre utilizarea unei abilități precum vindecarea sau scrierea mesajelor de chat. Vă permite să încetiniți ritmul cu care jucătorii fac lucruri fie în scop de echilibrare a jocului, fie pentru a preveni spamul.
-
-Mai întâi voi exemplifica modul _bad_ de a face o răcire folosind `SetTimer` pentru a actualiza starea.
-
-## Utilizarea timerelor
-
-Spuneți, de exemplu, că aveți o acțiune specifică care poate fi efectuată doar o dată la atât de multe secunde, văd o mulțime de oameni (inclusiv Southclaws, acum mulți ani) care fac așa ceva:
-
-```c
-static bool:IsPlayerAllowedToDoThing[MAX_PLAYERS];
-OnPlayerInteractWithServer(playerid)
-/* This can be any sort of input event a player makes such as:
- * Entering a command
- * Picking up a pickup
- * Entering a checkpoint
- * Pressing a button
- * Entering an area
- * Using a dialog
- */
-{
- // This only works when the player is allowed to
- if (IsPlayerAllowedToDoThing[playerid])
- {
- // Do the thing the player requested
- DoTheThingThePlayerRequested();
- // Disallow the player
- IsPlayerAllowedToDoThing[playerid] = false;
- // Allow the player to do the thing again in 10 seconds
- SetTimerEx("AllowPlayer", 10000, false, "d", playerid);
- return 1;
- }
- else
- {
- SendClientMessage(playerid, -1, "You are not allowed to do that yet!");
- return 0;
- }
-}
-// Called 10 seconds after the player does the thing
-public AllowPlayer(playerid)
-{
- IsPlayerAllowedToDoThing[playerid] = true;
- SendClientMessage(playerid, -1, "You are allowed to do the thing again! :D");
-}
-```
-
-Acum totul este bine, funcționează, jucătorul nu va mai putea face acel lucru timp de 10 secunde după ce îl folosește.
-
-Luați un alt exemplu aici, acesta este un cronometru care măsoară cât durează un jucător să facă o cursă simplă punct la punct:
-
-```c
-static
- StopWatchTimerID[MAX_PLAYERS],
- StopWatchTotalTime[MAX_PLAYERS];
-StartPlayerRace(playerid)
-{
- // Calls a function every second
- StopWatchTimerID[playerid] = SetTimerEx("StopWatch", 1000, true, "d", playerid);
-}
-public StopWatch(playerid)
-{
- // Increment the seconds counter
- StopWatchTotalTime[playerid]++;
-}
-OnPlayerFinishRace(playerid)
-{
- new str[128];
- format(str, 128, "You took %d seconds to do that", StopWatchTotalTime[playerid]);
- SendClientMessage(playerid, -1, str);
- KillTimer(StopWatchTimerID[playerid]);
-}
-```
-
-Aceste două exemple sunt comune și pot funcționa bine. Cu toate acestea, există o modalitate mult mai bună de a obține ambele rezultate, care este mult mai precisă și poate da temporizări ale cronometrului până la milisecunde!
-
-## Folosind `GetTickCount()` și `gettime()`
-
-`GetTickCount()` este o funcție care vă oferă timpul în milisecunde de la deschiderea procesului serverului. `gettime()` returnează numărul de secunde de la 1 ianuarie 1970, cunoscut și sub numele de Unix Timestamp.
-
-Dacă apelați oricare dintre aceste funcții în două momente diferite și scădeți prima dată din a doua, aveți brusc un interval între aceste două evenimente în milisecunde sau, respectiv, în secunde! Aruncați o privire la acest exemplu:
-
-### Un cooldown
-
-```c
-static PlayerAllowedTick[MAX_PLAYERS];
-OnPlayerInteractWithServer(playerid)
-{
- if (GetTickCount() - PlayerAllowedTick[playerid] > 10000)
- // This only works when the current tick minus the last tick is above 10000.
- // In other words, it only works when the interval between the actions is over 10 seconds.
- {
- DoTheThingThePlayerRequested();
- PlayerAllowedTick[playerid] = GetTickCount(); // Update the tick count with the latest time.
- return 1;
- }
- else
- {
- SendClientMessage(playerid, -1, "You are not allowed to do that yet!");
- return 0;
- }
-}
-```
-
-Sau, alternativ, versiunea `gettime()`:
-
-```c
-static PlayerAllowedSeconds[MAX_PLAYERS];
-OnPlayerInteractWithServer(playerid)
-{
- if (gettime() - PlayerAllowedSeconds[playerid] > 10)
- // This only works when the current seconds minus the last seconds is above 10.
- // In other words, it only works when the interval between the actions is over 10 seconds.
- {
- DoTheThingThePlayerRequested();
- PlayerAllowedSeconds[playerid] = gettime(); // Update the seconds count with the latest time.
- return 1;
- }
- else
- {
- SendClientMessage(playerid, -1, "You are not allowed to do that yet!");
- return 0;
- }
-}
-```
-
-Există mult mai puțin cod acolo, nu este nevoie de o funcție publică sau de un cronometru. Dacă doriți cu adevărat, puteți pune timpul rămas în mesajul de eroare:
-
-(Folosesc SendFormatMessage în acest exemplu)
-
-```c
-SendFormatMessage(
- playerid,
- -1,
- "You are not allowed to do that yet! You can again in %d ms",
- 10000 - (GetTickCount() - PlayerAllowedTick[playerid])
-);
-```
-
-Acesta este un exemplu foarte de bază, ar fi mai bine să convertiÈ›i acea valoare MS într-un È™ir de „minute: secunde. Milisecundeâ€, dar voi posta codul respectiv la sfârÈ™it.
-
-### Un cronometru
-
-Sperăm că puteți vedea cât de puternic este acest lucru pentru a obține intervale între evenimente, să ne uităm la un alt exemplu
-
-```c
-static Stopwatch[MAX_PLAYERS];
-StartPlayerRace(playerid)
-{
- Stopwatch[playerid] = GetTickCount();
-}
-OnPlayerFinishRace(playerid)
-{
- new
- interval,
- str[128];
- interval = GetTickCount() - Stopwatch[playerid];
- format(str, 128, "You took %d milliseconds to do that", interval);
- SendClientMessage(playerid, -1, str);
-}
-```
-
-În acest exemplu, numărul de bifă este salvat în variabila jucătorului atunci când începe cursa. Când o termină, bifa curentă (de când a terminat) are acea bifă inițială (Valoarea mai mică) scăzută din ea și astfel ne lasă cantitatea de milisecunde între începutul și sfârșitul cursei.
-
-#### Defectiuni
-
-Acum, să descompunem puțin codul.
-
-```c
-new Stopwatch[MAX_PLAYERS];
-```
-
-Aceasta este o variabilă globală, trebuie să o folosim astfel încât să putem salva numărul de bifuri și să recuperăm valoarea într-un alt moment (cu alte cuvinte, folosiți-o în altă funcție, mai târziu)
-
-```c
-StartPlayerRace(playerid)
-{
- Stopwatch[playerid] = GetTickCount();
-}
-```
-
-Acesta este momentul în care jucătorul începe cursa, numărul de bifuri de acum este înregistrat, dacă acest lucru se întâmplă la 1 minut de la pornirea serverului, valoarea acelei variabile va fi 60.000, deoarece este de 60 de secunde și fiecare secundă are o mie de milisecunde.
-
-Bine, acum avem variabila acelui jucător stabilită la 60.000, acum el termină cursa 1 minut 40 secunde mai târziu:
-
-```c
-OnPlayerFinishRace(playerid)
-{
- new
- interval,
- str[128];
- interval = GetTickCount() - Stopwatch[playerid];
- format(str, 128, "You took %d milliseconds to do that", interval);
- SendClientMessage(playerid, -1, str);
-}
-```
-
-Aici se întâmplă calculul intervalului, ei bine, spun calculul, este doar scăderea a două valori!
-
-GetTickCount() returnează numărul curent de căpușe, deci va fi mai mare decât numărul de căpușe inițial, ceea ce înseamnă că scădeți numărul de căpușe inițial din numărul curent de căpușe pentru a obține intervalul dintre cele două măsuri.
-
-Deci, așa cum am spus, jucătorul termină cursa 1 minut și 40 de secunde mai târziu (100 de secunde sau 100.000 de milisecunde), GetTickCount va reveni la 160.000. Scadeți valoarea inițială (care este 60.000) din noua valoare (care este 160.000) și obțineți 100.000 milisecunde, adică 1 minut 40 secunde, care este timpul necesar jucătorului pentru a face cursa!
-
-## Recapitulare și note
-
-Asa de! Am aflat că:
-
-- GetTickCount returnează cantitatea de timp în milisecunde de la pornirea sistemului computer pe care rulează serverul.
-- Și o putem folosi apelând-o la două intervale, salvând prima la o variabilă și comparând cele două valori vă poate oferi un interval precis în milisecunde între cele două evenimente.
-
-Nu în ultimul rând, nu doriți să le spuneți jucătorilor valorile timpului în milisecunde! Ce se întâmplă dacă durează o oră pentru a finaliza o cursă?
-
-Cel mai bine este să folosiți o funcție care ia milisecundele și o convertește într-un format lizibil, de exemplu, exemplul anterior, jucătorul a luat 100.000 de milisecunde pentru a face cursa, dacă i-ați spune jucătorului că a durat atât de mult, ar dura mai mult timp pentru a citi că 100.000 și dați seama ce înseamnă în timp de citit de om.
-
-[Acest pachet](https://github.com/ScavengeSurvive/timeutil) conține o funcție de formatare a milisecundelor într-un șir.
-
-Sper că acest lucru a ajutat! Am scris-o pentru că am ajutat recent câteva persoane care nu știau cum să folosească `GetTickCount()` sau `gettime()` ca alternativă pentru temporizatoare sau pentru obținerea de intervale etc.
diff --git a/docs/translations/ro/tutorials/perplayervariablesystem.md b/docs/translations/ro/tutorials/perplayervariablesystem.md
deleted file mode 100644
index 7913319773c..00000000000
--- a/docs/translations/ro/tutorials/perplayervariablesystem.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: Sistem de variabile pe jucător
-description: Sistemul de variabile per jucător (pe scurt, PVar) este un nou mod de a crea variabile de jucător într-o metodă eficientă creată dinamic la nivel global, ceea ce înseamnă că pot fi folosite în modul de joc al serverului și în scripturile filtrelor în același timp.
----
-
-Sistemul de variabile per jucător (pe scurt, PVar) este un nou mod de a crea variabile de jucător într-o metodă eficientă creată dinamic la nivel global, ceea ce înseamnă că pot fi folosite în modul de joc al serverului și în scripturile filtrelor în același timp.
-
-Sunt similare cu [SVars](servervariablesystem), dar sunt pe bază de jucător. Vedeți ultimele 2 postări din acest thread pentru a citi despre diferența dintre proprietățile amanetului și PVars.
-
-## Avantaje
-
-Noul sistem introdus în serverul SA-MP 0.3a R5 actualizat are câteva avantaje majore față de crearea unei matrice de dimensiuni MAX_PLAYERS.
-
-- PVars pot fi partajate / accesate prin scripturi de moduri de joc și scripturi de filtre, ceea ce face mai ușoară modularizarea codului.
-
-- PVars sunt șterse automat atunci când un jucător părăsește serverul (după OnPlayerDisconnect), ceea ce înseamnă că nu trebuie să resetați manual variabilele pentru următorul jucător care se alătură.
-
-- Nu este nevoie reală de structuri complexe de informații despre jucători.
-
-- Salvează memoria nealocând elemente de matrice de pioni pentru player-uri care probabil nu vor fi folosite niciodată.
-
-- Puteți enumera și imprima cu ușurință / stoca lista PVar. Acest lucru facilitează atât depanarea, cât și stocarea informațiilor despre jucători.
-
-- Chiar dacă un PVar nu a fost creat, acesta va întoarce în continuare o valoare implicită de 0.
-
-- PVars pot conține șiruri foarte mari folosind memorie alocată dinamic.
-
-- Puteți seta, obține, crea jocul PVars.
-
-## Dezavantaje
-
-- PVars sunt de câteva ori mai lente decât variabilele obișnuite. În general, este mai favorabil comerțul cu memoria pentru viteză, mai degrabă decât invers.
-
-## Funcții
-
-Funcțiile pentru setarea și recuperarea variabilelor playerului sunt:
-
-- [SetPVarInt](../scripting/functions/SetPVarInt) Setați un număr întreg pentru o variabilă de jucător.
-- [GetPVarInt](../scripting/functions/GetPVarInt) Obțineți numărul întreg setat anterior de la o variabilă de jucător.
-- [SetPVarString](../scripting/functions/SetPVarString) Setați un șir pentru o variabilă de jucător.
-- [GetPVarString](../scripting/functions/GetPVarString) Obțineți șirul stabilit anterior de la o variabilă de jucător.
-- [SetPVarFloat](../scripting/functions/SetPVarFloat) Setați un float pentru o variabilă de jucător.
-- [GetPVarFloat](../scripting/functions/GetPVarFloat) Obțineți floatul setat anterior de la o variabilă de jucător.
-- [DeletePVar](../scripting/functions/GetPVarFloat) Ștergeți o variabilă de jucător.
-
-```c
-#define PLAYER_VARTYPE_NONE (0)
-#define PLAYER_VARTYPE_INT (1)
-#define PLAYER_VARTYPE_STRING (2)
-#define PLAYER_VARTYPE_FLOAT (3)
-```
diff --git a/docs/translations/ro/tutorials/servervariablesystem.md b/docs/translations/ro/tutorials/servervariablesystem.md
deleted file mode 100644
index 2e1fb79bcb7..00000000000
--- a/docs/translations/ro/tutorials/servervariablesystem.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: System de variabile pe server
-
-description: Sistemul de variabile de server (scurtat, SVar) este un nou mod de a crea variabile de server într-o metodă eficientă creată dinamic la nivel global, ceea ce înseamnă că pot fi utilizate în mod de joc și filtru scripturi ale serverului în același timp.
----
-
-**Sistemul de variabile de server** (pe scurt, **SVar**) este un nou mod de a crea variabile de server globale eficiente și dinamice, ceea ce înseamnă că pot fi utilizate în modul de joc al serverului și în scripturile filtrelor în același timp.
-
-Sunt similare cu [PVars](perplayervariablesystem), dar nu sunt legate de un ID de jucător.
-
-:::warning
-
-Acest sistem a fost introdus în SA-MP 0.3.7 R2-1 și nu va funcționa în versiunile anterioare! :::
-
-:::note
-
-Sistemul SVar este același cu PVars, deși variabilele create sunt la nivel de server, nu sunt atașate la niciun ID de jucător și persistă prin modificări ale modului de joc. :::
-
-## Avantaje
-
-- SVars pot fi partajate / accesate prin scripturi de moduri de joc și scripturi de filtre.
-
-- Puteți enumera și imprima cu ușurință / stoca lista SVar. Acest lucru facilitează depanarea.
-
-- Chiar dacă un SVar nu a fost creat, acesta va întoarce totuși o valoare implicită de 0.
-
-- SVars poate conține șiruri foarte mari folosind memoria alocată dinamic.
-
-- Puteți seta, obține, crea in joc SVar-uri.
-
-## Dezavantaje
-
-- SVars sunt de câteva ori mai lente decât variabilele obișnuite. În general, este mai favorabil comerțul cu memoria pentru viteză, mai degrabă decât invers.
-
-## Funcții relatate acestui subiect
-
-- [SetSVarInt](../scripting/functions/SetSVarInt): setați un număr întreg pentru o variabilă de server.
-- [GetSVarInt](../scripting/functions/GetSVarInt): obțineți un server de jucător ca număr întreg.
-- [SetSVarString](../scripting/functions/SetSVarString): setați un șir pentru o variabilă de server.
-- [GetSVarString](../scripting/functions/GetSVarString): obțineți șirul stabilit anterior de la o variabilă de server.
-- [SetSVarFloat](../scripting/functions/SetSVarFloat): setați un float pentru o variabilă de server.
-- [GetSVarFloat](../scripting/functions/GetSVarFloat): obțineți plutitorul setat anterior de la o variabilă de server
-- [DeleteSVar](../scripting/functions/DeleteSVar): ștergeți o variabilă de server.
diff --git a/docs/translations/ro/tutorials/stringmanipulation.md b/docs/translations/ro/tutorials/stringmanipulation.md
deleted file mode 100644
index 0c9cc0c06e6..00000000000
--- a/docs/translations/ro/tutorials/stringmanipulation.md
+++ /dev/null
@@ -1,1710 +0,0 @@
----
-title: Manipularea șirurilor
-description: Tutorial prietenos pentru începători despre orice manipulare a șirurilor.
----
-
-## Introducere
-
-### Descrierea tutorialului
-
-Bună ziua tuturor, cu siguranță este o noapte liniștită drăguță sau cel puțin este la compoziția acestui tutorial. Deci, hei, ce zici de etichetare atât pentru a îmbogăți și / sau pentru a se implica în principalul obiectiv al acestui articol, acesta este și așa cum sugerează titlul, urmând să se concentreze pe `_Manipularea șirurilor_` în pawn, vom trece prin intermediarul absolut lucruri pe care toată lumea ar trebui să le cunoască pentru un fel de sfaturi avansate, inteligente și eficiente.
-
-### Ce este formatarea șirurilor?
-
-În general, formatarea unui text este acțiunea de a-l manipula pentru a-i îmbunătăți vizual lizibilitatea, fie că se modifică familia fontului, culoarea, greutatea și așa mai departe.
-
-Șirurile fiind o serie de caractere (_alfabete, numere, simboluri_), pe care nu le-am numi în mod specific un text în sine, dar sunt denumite ca atare atunci când sunt afișate, pot fi procesate cu aceeași abordare, dar, din păcate, interpretarea SA-MP de pion nu permite mult (_încă? Poate niciodată_), în general, schimbarea culorii este atât cât putem, da, puteți schimba / personaliza fontul, dar este doar client, și da, [GTA San Andreas ](https://www.rockstargames.com/sanandreas/) (_jocul părinte_) oferă unele fonturi suplimentare, dar asta funcționează numai pe [textdraws](../scripting/resources/textdraws) și [gametext](../scripting/functions/GameTextForPlayer), acest lucru provoacă limitări în ceea ce privește prezentarea textului, dar hei, a trecut peste un deceniu acum și am supraviețuit bine.
-
-### Declarație șir
-
-Așa cum am spus mai înainte, șirurile sunt practic matrici de caractere, deci sunt utilizate în același mod în care sunt matricele și, așa cum am crea o matrice, am face-o pentru șirurile care urmează acest format; `string_name [string_size]`. :::info
-
-**string_name**: numele matricei de caractere (_de exemplu șir, str, mesaj, text ... etc., atâta timp cât este un nume de variabilă valid (începe cu un caracter sau un subliniat)_).
-
-**string_size**: caracterele maxime pe care le-ar avea acest șir.
-
-:::
-
-```cpp
-// declaring a string of 5 characters
-new str_1[5];
-
-// declaring a string of 100 characters
-new str_2[100];
-```
-
-De asemenea, puteți predefini valorile constante, astfel încât să le puteți folosi de mai multe ori ca dimensiuni de șir.
-
-```cpp
-// declaring a constant
-#define STRING_SIZE 20
-
-// declaring a string with the size of STRING_SIZE's value
-new str_3[STRING_SIZE];
-```
-
-:::note
-
-La timpul compilării, compilatorul va înlocui toate aparițiile lui `STRING_SIZE` cu valoarea `20`, această metodă economisind timp și este mai ușor de citit în majoritatea cazurilor, rețineți că valoarea pe care o atribuiți constantei `STRING_SIZE` trebuie fie un număr întreg sau altfel va da o eroare de compilare.
-
-:::
-
-În plus față de constantele predefinite, puteți efectua operațiuni de bază, operatorul modulo (`%`) va da totuși erori de compilare dacă este utilizat, puteți totuși să scăpați de calculele diviziunii (`/`), dar rețineți, împărțind la `0 `va declanșa erori, bonusul aici este că toate rezultatele plutitoare vor fi rotunjite automat pentru dvs.
-
-```cpp
-// declaring a constant
-#define STRING_SIZE 26
-
-// declaring strins with the use of the STRING_SIZE constant and some calculations
-new
- str_4[STRING_SIZE + 4],
- str_5[STRING_SIZE - 6],
- str_6[STRING_SIZE * 2],
- str_7[9 / 3];
-```
-
-Teoretic, puteți crea tablouri oarecum ridicol de mari, dar SA-MP pune puține restricții asupra lungimii șirurilor cu care puteți lucra, în funcție de ceea ce lucrați, limitează numărul de caractere pe care le puteți reda în mod normal.
-
-#### Limite de lungime
-
-SA-MP limitează caracterele care pot fi stocate într-un singur șir și împiedică scripterii să meargă peste bord cu lucrul cu textul, din fericire, nu este atât de rău pe cât ar părea, lista de mai jos descompune unele dintre aceste limite;
-
-| | | |
-| ------------------- | ------------------------------------------------------------------------------------------------------------------------- | ---- |
-| **Text input** | Textul introdus în chat. | 128 |
-| **Text output** | Text care se afișează pe ecranul clientului. | 144 |
-| **Name** | Pseudonimul jucătorului / numele de utilizator. | 24 |
-| **Textdraw string** | Destul de auto-explicativ. | 1024 |
-| **Dialog info** | Textul afișat pe toate casetele de dialog de tipul `DIALOG_STYLE_MSGBOX`,`DIALOG_STYLE_INPUT` și `DIALOG_STYLE_PASSWORD`. | 4096 |
-| **Dialog caption** | Legenda / titlul din partea de sus a dialogului. | 64 |
-| **Dialog input** | Caseta de introducere de pe „DIALOG_STYLE_INPUT†și „DIALOG_STYLE_PASSWORDâ€. | 128 |
-| **Dialog columnt** | Caracterele din fiecare coloană din „DIALOG_STYLE_TABLIST_HEADER†și „DIALOG_STYLE_TABLISTâ€. | 128 |
-| **Dialog row** | Caracterele din fiecare coloană din "DIALOG_STYLE_TABLIST_HEADER", "DIALOG_STYLE_TABLIST" și "DIALOG_STYLE_LIST". | 256 |
-| **Chat bubble** | Balonul de chat care se afișează deasupra etichetei de nume a jucătorului. | 144 |
-| **Menu title** | Antetul meniului nativ GTA San Andreas (cel mai utilizat pentru magazine\_). | 31 |
-| **Menu item** | Meniul nativ GTA San Andreas (_ cel mai utilizat pentru magazine_) element / rând. | 31 |
-
-Dacă cumva aceste limite au fost depășite, s-ar putea să apară puține inconveniente, acesta poate chiar să blocheze / înghețe serverul în unele cazuri (de exemplu, șiruri lungi de desen text), în alte cazuri, textul s-ar trunchia ca titlul meniului (_daca ajunge la 32 de caractere, se trunchiază la 30_) și articole.
-
-Pe lângă limitele stricte puse pe șiruri, există multe altele referitoare la diferite lucruri, puteți vizualiza lista completă [aici](../scripting/resources/limits).
-
-#### Atribuirea valorilor
-
-Atribuirea valorilor șirurilor se poate face prin mai multe metode, unii le atribuie la crearea lor, altele după, există oameni care folosesc bucle, alte funcții folosesc și da, există care fac acest proces manual, slot cu slot, nu există într-un mod exact corect sau greșit pentru a face acest lucru, unele metode sunt adesea mai eficiente în câteva cazuri decât altele nu sunt, la sfârșitul zilei, tot ce contează este performanța, optimizarea și lizibilitatea.
-
-În majoritatea cazurilor, doriți să dați o valoare implicită șirului la crearea acestuia, puteți parcurge acest lucru pur și simplu după cum urmează;
-
-```cpp
-new
- message_1[6] = "Hello",
- message_2[] = "This is another message";
-```
-
-Asigurați-vă că dimensiunea șirului este mai mare decât numărul de caractere pentru care le-ați atribuit, având o dimensiune a șirului mai mică sau egală cu aceasta, va declanșa erori de compilare, lăsând golul de dimensiune dintre cele două paranteze goale (ca în exemplul `mesaj_2`) , va da automat matricei dimensiunea textului pe care l-ați atribuit plus `1`, în acest caz,`23 + 1 = 24`, de ce? Rezervă un slot pentru caracterul nul (_aka the null-terminator_), mai multe despre asta mai târziu, cuvântul `_Bună ziua_` are 5 caractere, deci, pentru a-l stoca pe un șir, ar trebui să aibă 6 celule, 5 celule pentru numărul de caractere al cuvântului și unul pentru **caracterul nul**.
-
-Să aruncăm o privire la efectuarea manuală a aceluiași proces slot cu slot, mai întâi, definim o nouă matrice, puteți determina dimensiunea acesteia sau lăsați-o goală pentru ca compilatorul să se umple, ambele ar funcționa foarte bine, vom completa matricea cu caractere pentru a crea șirul `_Bună_`.
-
-```cpp
-// Including the string' size on its declaration, or it won't work otherwise
-new message_3[6];
-
-message_3[0] = 'H';
-message_3[1] = 'e';
-message_3[2] = 'l';
-message_3[3] = 'l';
-message_3[4] = 'o';
-message_3[5] = '\0';
-```
-
-Acolo, am atribuit fiecărui slot din matricea `message_3` un caracter, acest lucru nu va funcționa dacă ar trebui să declarați un sting fără dimensiune definitivă, rețineți că pentru a reprezenta un singur caracter, ar trebui să fie scris între două ghilimele (""), de asemenea, observați cum am început cu slotul 0 și este firesc, având în vedere cum am subliniat modul în care un șir este o matrice de caractere, adică primul slot este întotdeauna 0, iar ultimul este dimensiunea sa minus 1 (_caracterul nul nu contează_), care în acest caz este 4, numărând de la 0 la 4, ceea ce îl face 5 caractere, al șaselea fiind terminatorul nul, mai multe despre asta vor veni mai târziu.
-
-De asemenea, puteți atribui numere de șiruri care vor fi vizualizate ca **ASCII** (_un sistem care reprezintă caracterele numeric, acoperă 128 de caractere cuprinse între 0 și 127, mai multe despre asta [aici](https://en.wikipedia.org/wiki/ASCII) _) cod pentru un caracter, același mesaj „_Bună ziua†poate fi atribuit folosind codul \_ASCII_ astfel;
-
-```cpp
-new message_4[6];
-
-message_4[0] = 72; // ASCII representation of capitalized h, `H`
-message_4[1] = 101; // ASCII representation of `e`
-message_4[2] = 108; // ASCII representation of `l`
-message_4[3] = 108; // ASCII representation of `l`
-message_4[4] = 111; // ASCII representation of `o`
-message_4[5] = 0; // ASCII representation of the null terminator
-```
-
-Și da, puteți efectua operațiuni numerice cu aceste coduri la fel ca și cu numerele normale, la urma urmei, mașina vede caracterele ca doar simple numere.
-
-```cpp
-new message_5[1];
-message_5[0] = 65 + 1;
-```
-
-Dacă ar fi să afișezi `message_5 [0]`, ai primi **B**, ciudat nu? Ei bine, nu, nu chiar, puteți efectua alte operații de bază (_subtractie, multiplicare, divizare și chiar modulul_), numerele flotante vor fi rotunjite automat pentru dvs., să vedem cum funcționează acest lucru.
-
-Aveți `65 + 1`, care returnează `66`, verificând tabelul _ASCII_, veți găsi că `66` este reprezentarea numerică a caracterului `_B_` (_capitalized_). Deci, fragmentul de mai sus este în esență același cu a face: `message_5 [0] = 'B'`;
-
-Pentru referință, utilizați [acest tabel ASCII](http://www.asciitable.com/).
-
-De asemenea, puteți efectua aceeași operație între mai multe caractere sau o combinație a acestora, a acestora și a numerelor, iată câteva exemple;
-
-```cpp
-new message_6[3];
-
-message_6[0] = 'B' - 1; // Which is 66 - 1, returns 65, the numeric representation of `A`
-message_6[1] = 'z' - '&'; // Which is 122 - 38, returns 84, the numeric representation of `T`
-message_6[2] = '0' + '1'; // Which is 48 + 49, returns the numeric representation of `a`, note that '0' and '1' are not the numbers 0 and 1, but rather characters
-```
-
-Uneori ar putea deveni confuz dacă nu ați știut niciodată despre sistemul _ASCII_, este nevoie doar de o anumită practică, deoarece înțelegerea modului în care funcționează este foarte utilă. Codul _ASCII_ nu este exclusiv numai pentru numerele zecimale, puteți utiliza, de asemenea, numere hexazecimale sau binare în același mod.
-
-```cpp
-new numString[4];
-
-numString[0] = 0x50; // The decimal number 80 in hexadecimal, capitalized p, `P`
-numString[1] = 0b1000001; // The decimal number 65 in binary, capitalized a, `A`
-numString[2] = 0b1010111; // The decimal number 87 in binary, capitalized w, `W`
-numString[3] = 0x4E; // The decimal number 78 in hexadecimal, capitalized n, `N`
-```
-
-Now let’s see something else, assigning values through loops, it’s literally the same as filling an array through loops, you can use all sorts of looping methods as well, goes as follow;
-
-```cpp
-// Let's fill this string with capitalized alphabets
-new message_7[26];
-
-// The for loop
-for (new i = 0; i < 26; i++)
- message_7[i] = 'A' + i;
-
-// The while loop
-while (i++ < 'Z')
- message_7[i - 'A'] = i;
-
-// The do-while loop
-new j = 'A';
-
-do {
- message_7[j - 'A'] = j;
-}
-while (j++ < 'Z');
-
- // You can even use goto to simulate a loop, but it's not recommended.
-```
-
-Toate cele trei vor genera același șir exact, _ABCDEFGHIJKLMNOPQRSTUVWXYZ_.
-
-Dacă vi s-a părut confuz buclele de mai sus, vă recomandăm să aruncați o privire mai profundă asupra modului în care funcționează buclele, mai multe despre asta puteți găsi [aici](../scripting/language/ControlStructures#loops) și [aici](https://wiki.alliedmods.net/Pawn_Tutorial#Looping). Observați cum am folosit caractere în unele condiții logice, cum ar fi `j ++ <` Z `care se traduce cu ușurință în `j ++ <90“, iarăși, caracterele sunt tratate ca numere, nu vă simțiți ciudat, sunteți binevenit să verificați _ASCII_ masa oricând doriți.
-
-Spuneți, doriți să umpleți un șir cu un număr de caractere specifice, (de exemplu, `_AAAAAA_“, `_TTTTTT_“, `_vvvvvv_“, `_666_` (_no, nu este o coincidență_)), ideea tipică care ar putea trece cel mai mult dintre scriptori, o codifică greu, dar ce zici de șirurile lungi, bine, ce zici de utilizarea unei bucle, este bine și asta, dar dacă ți-aș spune că există un mod și mai eficient, la fel cum ai umple o matrice cu aceeași valoare, ați face același lucru pentru șiruri.
-
-```cpp
-new message_8[100] = {'J', ...};
-```
-
-Codul de mai sus declară un șir nou numit `mesaj_8` cu 100 de celule (_variază de la 0 la 99_) și dă fiecărui slot valoarea `J`, care desigur poate fi folosită atât ca caracter **J**, fie numărul **74** conform sistemului _ASCII_.
-
-Un alt lucru pe care îl puteți face cu acest lucru este umplerea șirului cu caractere pe care valorile lor se bazează pe intervale, a se vedea exemplul alfabetelor cu majuscule de la _A_ la _Z_ de mai sus? Să creăm același șir folosind această metodă.
-
-```cpp
-new message_9[26] = {'A', 'B', ...};
-```
-
-Cât de ușor este asta ?! acest lucru este atât mai optimizat, cât și mai ușor de citit și oferă aceleași rezultate ca cele 3 exemple realizate folosind metodele de buclă de mai sus, deci cum funcționează exact? Ei bine, am dat șirului valori inițiale, `'A'` și `'B'`, care sunt respectiv _65_ și _66_, compilatorul calculează intervalul dintre cele două valori, care în acest caz este _1_ și finalizează completarea celule goale cu valori bazate pe acel interval până când umple întreaga matrice, puteți pune oricâte valori inițiale doriți, dar va lua în considerare doar intervalul dintre ultimele două valori și va funcționa pe baza acestuia, rețineți că valorile inițiale sunt tratate ca cod _ASCII_, deci încercarea de a genera intervale numerice folosind această metodă pe un șir va duce la ceva incomod, să spunem că ați declarat un șir aleatoriu ca acesta;
-
-```cpp
-new rand_str[5] = {'1', '5', ...};
-```
-
-În mod ideal, acest lucru ar trebui să aibă ieșire **151520** (_mai exact `1 5 15 20`_), dar în schimb, să producă; ** 159 = A **, care este de fapt rezultatul corect, de ce? Pentru că nu uitați, acesta este codul _ASCII_, `_1_` este _49_ și `_5_` este _53_, intervalul dintre cele două este _4 (53 - 49) _, șirul acceptă 5 caractere, am ocupat deja două celule când am inclus catalogul inițial , deci asta face 3 celule goale rămase care trebuie umplute respectând intervalul de 4, deci așa merge **[49 | 53 | 57 | 61 | 65]**, să înlocuim fiecare valoare numerică cu potrivirea codului său _ASCII_. **[`1` | `5` | `9` | '=' | `A`]**, are mai mult sens, nu ?!
-
-## Terminatorul nul
-
-M-am referit la acest lucru în primele secțiuni ale acestui tutorial, sper că nu a fost atât de confuz la început, dar chiar dacă a fost, să eliminăm deja confuzia, nu vă faceți griji, nu este nimic greu sau chiar asta avansează, doar un fapt de bază pe care ar trebui să-l cunoașteți, îl voi menține cât mai scurt posibil, dar dacă doriți o viziune mai profundă despre acest lucru, puteți vizita [acest articol](https://en.wikipedia.org/wiki/Null_character).
-
-Deci, terminatorul nul (_aka caracterul nul_), este un caracter prezent pe toate șirurile, rolul său este de a indica faptul că un șir s-a încheiat, îl puteți gândi ca pe un semn de punct (.) Orice vine după acest caracter este nu este contabilizat și complet ignorat. Nu îl puteți tasta folosind tastatura, dar puteți face referire la valoarea acesteia în timp ce codificați, însă este prezent pe tabelul _ASCII_, denumit _NUL_, reprezentat de numărul 0.
-
-În _pawn_, îl puteți tasta ca valoare numerică sau ca caracter `_\0_`. Backslashul acționează ca un personaj care scapă, este acolo pentru a spune mașinii că acel caracter este caracterul nul cu valoarea 0 și **NU** caracterul `0` care are valoarea `48`.
-
-Există un simbol folosit în _pawn_, ** EOS **, prescurtarea pentru **E** nd **O**f**S** tring, este o macro predefinită pentru terminatorul nul, puteți seta terminatorul nul în multe feluri diferite;
-
-```cpp
-message_9[0] = 0;
-message_9[0] = '\0';
-message_9[0] = 0b; // The decimal number 0 in binary
-message_9[0] = 0x00; // The decimal number 0 in hexadecimal
-message_9[0] = _:0.0; // The floating number 0.0, we have to prefix it with the detag '_' to avoid compilation errors
-message_9[0] = false;
-message_9[0] = EOS;
-```
-
-După cum am spus mai devreme în tutorial, puteți ignora atribuirea caracterului nul, dar este întotdeauna acolo la celulele goale, atunci când declarați un șir nou, toate celulele sale sunt ocupate automat de terminatorul nul, deci, de exemplu, dacă merg înainte și declarați acest șir `text[3]`, tuturor celulelor sale li se atribuie valoarea `0` în mod implicit, iată o simplă reprezentare vizuală a conținutului șirului;
-
-| | | | |
-| ---------- | ---- | ---- | ---- |
-| Cells | 0 | 1 | 2 |
-| ASCII code | 0 | 0 | 0 |
-| Characters | '\0' | '\0' | '\0' |
-
-Iată un alt exemplu de șir preumplut.
-
-```cpp
-new text_1[8] = "Hello";
-```
-
-Iată conținutul șirului pe celulă;
-
-| | | | | | | | | |
-| ---------- | --- | --- | --- | --- | --- | ---- | ---- | ---- |
-| Cells | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-| ASCII code | 72 | 101 | 108 | 108 | 111 | 0 | 0 | 0 |
-| Characters | 'H' | 'e' | 'l' | 'l' | 'o' | '\0' | '\0' | '\0' |
-
-Dacă, de exemplu, ați dorit să ștergeți conținutul acestui șir, puteți face acest lucru pur și simplu folosind unul dintre cele trei exemple de mai jos;
-
-```cpp
-text_1[0] = 0;
-text_1[0] = EOS;
-text_1[0] = '\0';
-```
-
-Trecerea șirului printr-o scanare cu raze X va imprima următoarele;
-
-| | | | | | | | | |
-| ---------- | ---- | --- | --- | --- | --- | ---- | ---- | ---- |
-| Cells | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-| ASCII code | 0 | 101 | 108 | 108 | 111 | 0 | 0 | 0 |
-| Characters | '\0' | 'e' | 'l' | 'l' | 'o' | '\0' | '\0' | '\0' |
-
-Dacă încercați să scoateți acest șir, totul dincolo de numărul de slot 0 va fi ignorat și, astfel, etichetat ca un șir gol, chiar și funcția `strlen` va returna 0, deoarece depinde de plasarea caracterului nul pentru a recupera lungimea șirului .
-
-## Funcții de manipulare a șirurilor
-
-Când vine vorba de lucrul cu mai multe bucăți de text, _pawn_ te-a acoperit, oferă câteva funcții de bază care fac treaba în mod eficient, nu este nevoie să-ți creezi propriile atunci când ai suport nativ care asigură viteză și optimizare.
-
-Acestea sunt câteva funcții acceptate nativ (_preluate din string.inc_);
-
-```cpp
-native strlen(const string[]);
-native strpack(dest[], const source[], maxlength=sizeof dest);
-native strunpack(dest[], const source[], maxlength=sizeof dest);
-native strcat(dest[], const source[], maxlength=sizeof dest);
-native strmid(dest[], const source[], start, end, maxlength=sizeof dest);
-native bool: strins(string[], const substr[], pos, maxlength=sizeof string);
-native bool: strdel(string[], start, end);
-native strcmp(const string1[], const string2[], bool:ignorecase=false, length=cellmax);
-native strfind(const string[], const sub[], bool:ignorecase=false, pos=0);
-native strval(const string[]);
-native valstr(dest[], value, bool:pack=false);
-native bool: ispacked(const string[]);
-native uudecode(dest[], const source[], maxlength=sizeof dest);
-native uuencode(dest[], const source[], numbytes, maxlength=sizeof dest);
-native memcpy(dest[], const source[], index=0, numbytes, maxlength=sizeof dest);
-```
-
-Vom arunca o privire mai atentă asupra câtorva dintre ele, cele sunt mai des utilizate.
-
-- Funcția `strlen` (aceasta și `sizeof` sunt lucruri complet diferite), care ia un șir ca parametru, returnează lungimea șirului respectiv (numărul de caractere pe care le are), dar acordați atenție, deoarece acest lucru este puțin dificil despre modul în care funcționează, am spus-o mai devreme în tutorial, această funcție depinde de poziția caracterului nul pentru a determina lungimea șirului, deci orice alt caracter nevalid care vine după nu va fi numărat, ca imediat ce este atins primul caracter nul, funcția returnează numărul de celule de la început la acel caracter nul.
-
-- `strcat` concatenează șiruri între ele, are nevoie de 3 parametri.
-
- ```cpp
- new str_dest[12] = "Hello", str_source[7] = " World";
- strcat(str_dest,str_source);
- ```
-
- Dacă ar fi să ieșim `str_dest`, va apărea ** Hello World **, cele două șiruri au fost adăugate una la cealaltă, iar rezultatul a fost stocat în` str_dest`, _`Hello` + `World` =` Hello World`_, observați cum am inclus acel spațiu în cel de-al doilea șir, da, spațiile sunt caracter în sine, conform tabelului _ASCII_, valoarea lor este`32`, dacă nu am adăuga spațiul, șirul rezultat ar fi fost **Salut Lume**.
-
-- Funcția `strval` va converti un șir într-un număr, de exemplu, următorul șir, ` `2017` `va fi convertit în numărul` 2017`, aceasta funcționează pe numere semnate și nesemnate, dacă șirul nu are caractere numerice , funcția va întoarce `0`, la fel se întâmplă dacă șirul are un caracter numeric, dar începe cu cele non-numerice, dacă un șir începe cu caractere numerice, dar include și caractere non-numerice, caracterele numerice vor fi totuși recuperate și convertite, iată câteva cazuri de utilizare;
-
- ```cpp
- strval("2018"); // Returns `2018`.
- strval("-56"); // Returns `-56`.
- strval("17.39"); // Returns `17`, the floating number 17.39 was auto floored for us.
- strval("no number here"); // Returns `0`.
- strval("6 starts"); // Returns `6`.
- strval("here we go, 2018"); // Returns `0`.
- strval("2017 ended, welcome 2018"); // Returns `2017`.
- ```
-
-:::tip
-
-Există multe biblioteci realizate de comunitate pe care le puteți descărca și care au legătură cu manipularea șirurilor, nu mă pot gândi la o includere mai bună decât [strlib](https://github.com/oscar-broman/strlib).
-
-:::
-
-### Funcția format
-
-Aceasta este probabil cea mai utilizată funcție legată de șiruri din comunitate, foarte simplă și ușor de utilizat, tot ceea ce face, este formatarea unor bucăți de text și fragmentarea lor, poate fi implementată în diverse situații, cum ar fi legarea variabilelor și șirurilor împreună, încorporarea culorilor, adăugarea de pauze de linie ... etc.
-
-```cpp
-format(output[], len, const format[], {Float, _}:...)
-```
-
-Funcția de format ia ca parametri matricea de ieșire, dimensiunea sa (_numărul de celule_), șirul de formatare (_aceasta poate fi pre-stocată pe o altă matrice sau poate fi atribuită direct din interiorul funcției_) și, în final, câțiva parametri opționali, aceștia pot să fie variabile din diferite tipuri. Să folosim această funcție pentru a atribui o valoare unui șir gol.
-
-```cpp
-new formatMsg[6];
-format(formatMsg, 6, "Hello");
-```
-
-Ieșirea lui `formatMsg` este **Hello**, rețineți că acesta este un mod prost de a atribui valori șirurilor de caractere, mai ales datorită vitezei sale, există metode mai bune pentru a face acest lucru, am discutat deja unele dintre ele mai devreme etapele acestui tutorial.
-
-Nu uitați să puneți întotdeauna dimensiunea corectă a matricei, în caz contrar, va funcționa în continuare, dar oferă un comportament nedorit, funcția de formatare va revărsa dimensiunea matricei și aveți încredere în mine, nu doriți să se întâmple asta, dacă nu doriți să vă deranjați să puneți dimensiunea corectă a șirului de fiecare dată când doriți să lucrați cu această funcție, puteți utiliza pur și simplu funcția `sizeof` (_nu este o funcție în sine, ci mai degrabă o directivă de compilare_), am văzut mai devreme o funcție numită `strlen` care returnează numărul de caractere pe care le are un șir (_exclusiv și oprindu-se la caracterul nul_), dar acesta returnează dimensiunea tabloului, cu alte cuvinte, numărul de celule pe care acesta le are, fie ele completat cu un caracter valid sau nu, în acest caz, 6.
-
-```cpp
-new formatMsg[6];
-format(formatMsg, sizeof(formatMsg), "Hello");
-```
-
-Textul trebuie să fie întotdeauna inclus între ghilimele duble, cu toate acestea, există un mod neobișnuit de a introduce text, care este rar folosit, folosește simbolul `#“ și funcționează după cum urmează:
-
-```cpp
-new formatMsg[6];
-format(formatMsg, sizeof(formatMsg), #Hello);
-```
-
-Acceptă spații, caractere scăpate și puteți folosi chiar și combinația atât a ghilimelelor duble cât și a semnului numeric;
-
-```cpp
-new formatMsg[6];
-format(formatMsg, sizeof(formatMsg), "Hello "#World);
-```
-
-Codul de mai sus va introduce **Hello World**, această metodă de introducere a șirurilor este mai cunoscută a fi utilizată cu constante predefinite. Să aruncăm o privire la acest exemplu de utilizare a două constante diferite predefinite, una fiind un număr întreg `2017`, cealaltă fiind un șir`2018`.
-
-```cpp
-#define THIS_YEAR 2018 // Thisconstant has an integer as its value
-#define NEW_YEAR "2019" // This constant has a string as its value
-
-new formatMsg[23];
-format(formatMsg, sizeof(formatMsg), "This is "#THIS_YEAR", not"NEW_YEAR);
-```
-
-Aceasta va ieși ** Acesta este 2018, nu 2019 **, motivul pentru care am subliniat că cele două constante sunt de tipuri diferite este utilizarea semnului numeric `#`, dacă valoarea este **NU** un șir, atunci trebuie să-l prefixați cu semnul numeric `# THIS_YEAR`, astfel încât va fi tratat ca` `2018` `, altfel veți primi câteva erori de compilare, deoarece pentru o valoare șir, puteți alege să includeți sau să omiteți numărul semn, deoarece va funcționa în ambele sensuri (`NEW_YEAR` este același cu `# NEW_YEAR`). Puteți utiliza acest lucru doar pentru a prelua valori din constante predefinite, nu va funcționa cu variabile obișnuite sau cu matrice / șiruri, deoarece tratarea acestora se poate face folosind substituenți, mai multe despre aceasta mai târziu.
-
-De asemenea, puteți alinia câte citate duble doriți una lângă alta, deși nu are sens, deoarece este mai firesc să scrieți doar o propoziție într-o singură pereche de citate duble, iată un exemplu al aceleiași propoziții scris în ambele concepte;
-
-```cpp
-new formatMsg[29];
-
-// One single pair of double quotations
-format(formatMsg, sizeof(formatMsg), "This is reality...or is it?!");
-
-// Multiple pairs of double quotations
-format(formatMsg, sizeof(formatMsg), "This is reality""...""or is it?!");
-```
-
-Ambele vor scoate aceeași propoziție, **Aceasta este realitatea ... sau este?!**.
-
-## Sfaturi de optimizare
-
-Acum, că am văzut câteva lucruri de bază despre declararea șirurilor, manipularea ... etc. unii dintre noi ar face salt la practică fără a respecta unele linii directoare generale urmate de comunitate, dacă doar mai multor oameni le-ar păsa de lizibilitate, optimizare și performanță, lumea ar fi fost un loc mai bun. un cod care se compilează bine, nu înseamnă că funcționează bine, majoritatea erorilor provin din acele lucruri mici pe care le-am trecut cu vederea sau le-am creat în așa fel încât să nu interacționeze prietenos cu alte sisteme. un cod bine scris va supraviețui calvarului timpului, cum? Puteți reveni oricând la acesta și depanați, remediați, revizuiți-l cu ușurință, optimizarea va reflecta și rezultatul asupra performanței, încercați întotdeauna să obțineți cele mai bune utilaje și codul optimizat este calea de urmat.
-
-Primul lucru care trebuie adus în discuție și care mă declanșează personal este să văd cum se creează șiruri mari atunci când nu sunt folosite aproape jumătate din celulele declarate, declară doar șirurile de dimensiunea pe care o vei folosi, celulele suplimentare vor fi doar sarcini mai multă memorie, să aruncăm o privire la un mod presupus neoptimizat de a declara un șir.
-
-```cpp
-new badString[100];
-badString ="Hello :)";
-```
-
-Am declarat un șir cu _100 celule_, _1 celulă_ ocupă _4 octeți_, hai să facem câteva matematici de bază, _100 \ \* 4 = 400_ octeți, adică aproximativ 0,0004 megabyte*, nimic pentru standardele de astăzi știu, dar se presupune că pe un script imens , evident, va trebui să utilizați mai multe șiruri, \_60*, _70_, naiba _100_ mai multe șiruri? (_posibil mai mult_), acele numere minuscule se vor aduna unul pe celălalt rezultând un număr mult mai mare și vă vor provoca probleme serioase mai târziu și credeți-mă când vă spun că șirul pe care l-am declarat nu se apropie la fel de prost în comparație cu cei care au o dimensiune de cinci ori mai mare sau mai mare.
-
-Ceea ce am întâlnit mai mult, ceva care este stereotip tip vag, este utilizarea misterioasă dimensiune a șirului -256-, tocmai de ce oamenii? De ce?
-
-Rețineți limitele pe care le pune SA-MP atunci când se ocupă de șiruri, unde intră în joc șirul _256-lung_? Ce ai de gând să faci cu un șir atât de lung (_exceptând formatarea unui dialog / șir de desen text_)? Intrarea maximă a șirului are o lungime de _128_ caractere, adică jumătate din dimensiune, \_512 octeți* tocmai s-au pierdut, spuneți ce? Ați intenționat să-l utilizați pentru ieșire, nu pentru intrare? Este încă mult prea mare, șirurile de ieșire nu trebuie să treacă \_144* caractere, vedeți unde mă duc? Să încercăm să vedem cum ne-am corecta greșeala, avem această propoziție, `Șir bun`, conține _11_ caractere (_spaiul este numărat și ca caracter_) + _1_ pentru terminatorul nul (_trebuie să am întotdeauna acest tip în mind_), ceea ce îl face _12_ caractere în total.
-
-```cpp
-new goodString[12];
-goodString="Good string";
-```
-
-Vedeți cum am păstrat memoria? Doar **48** octeți și nici o greutate suplimentară care ar provoca probleme mai târziu, se simte mult mai bine.
-
-Dar, dacă ți-aș spune, poți obține un cod și mai optimizat, așa este, ai auzit vreodată de **șiruri împachetate**? Un șir este de obicei format din mai multe celule și, așa cum am spus mai devreme, fiecare celulă reprezintă 4 octeți, deci șirurile sunt alcătuite din mai multe seturi de _4 octeți_. Un singur caracter ocupă 1 octet și fiecare celulă permite stocarea unui singur caracter, ceea ce înseamnă că pe fiecare celulă se pierd 3 octeți,
-
-```cpp
-new upkString[5];
-upkString = "pawn";
-```
-
-Șirul de mai sus ocupă 5 celule (_adică aproximativ 20 de octeți_), poate fi restrâns la doar 8 octeți, doar 2 celule.
-
-```cpp
-new pkString_1[5 char];
-
-pkString_1 = !"pawn";
-// or
-pkString_1 = !#pawn;
-```
-
-Așa funcționează pur și simplu, declarați un șir cu dimensiunea pe care ar lua-o în mod normal (_numărând terminatorul nul, desigur_), apoi îl completați cu cuvântul cheie `char`, fiecare caracter va fi stocat în octeți, mai degrabă decât în celule, adică fiecare celulă va avea 4 caractere stocate, amintiți-vă că atunci când atribuiți valori șirurilor împachetate, prefixați-le cu un semn de exclamare `!`, totuși, acest lucru nu se aplică pentru un singur caracter.
-
-Aceasta este o reprezentare vizuală aproximativă a conținutului `upkString`;
-
-| | | | | | |
-| ---------- | -------------------- | -------------------- | -------------------- | -------------------- | ----------------- |
-| Cell | 0 | 1 | 2 | 3 | 4 |
-| Bytes | 0 . 1 . 2 . 3 | 0 . 1 . 2 . 3 | 0 . 1 . 2 . 3 | 0 . 1 . 2 . 3 | 0 . 1 . 2 . 3 |
-| Characters | \0 . \0 . \0 . **p** | \0 . \0 . \0 . **a** | \0 . \0 . \0 . **w** | \0 . \0 . \0 . **n** | \0 . \0 . \0 . \0 |
-
-Și așa ar fi `pkString_1` în al doilea exemplu;
-
-| | | |
-| ---------- | ----------------------------- | ----------------- |
-| Cell | 0 | 1 |
-| Bytes | 0 . 1 . 2 . 3 | 0 . 1 . 2 . 3 |
-| Characters | **p** . **a** . **w** . **n** | \0 . \0 . \0 . \0 |
-
-De asemenea, puteți accesa indexatorii unui șir împachetat, după cum urmează;
-
-```cpp
-new pkString_2[5 char];
-
-pkString_2{0} = 'p';
-pkString_2{1} = 97; // ASCII code for the character `a`.
-pkString_2{2} = 0b1110111; // The decimal number 199 in binary, translates to the character `w`.
-pkString_2{3} = 0x6E; // The decimal number 110 in hexadecimal, translates to the character `n`.
-pkString_2{4} = EOS; // EOS (End Of String), has the value of 0, which is the ASCII code for \0 (NUL), the null character.
-```
-
-Rezultatul va fi același cu `pkString_1` în acest caz, după cum puteți vedea, codul _ASCII_ este încă luat în considerare, luați notă că, atunci când accesați indexatori pe șiruri împachetate, folosim ** paranteze bucle ** în loc de **paranteze**. Asta înseamnă că indexăm octeții înșiși și nu celulele.
-
-:::info
-
-În ciuda eficienței lor în păstrarea memoriei, implementarea SA-MP a pionului nu acceptă 100% șiruri împachetate, dar le puteți folosi în continuare în șiruri / matrice utilizate rar.
-
-:::
-
-## Ieșire text
-
-#### Consolă
-
-##### `print`
-
-Următoarea funcție este probabil cea mai de bază funcție nu numai în pion, ci și în multe alte limbaje de programare, ci acceptă pur și simplu un parametru și îl afișează pe consolă.
-
-```cpp
-print("Hello world");
-```
-
-```
-Hello world
-```
-
-Puteți trece, de asemenea, șiruri predeclarate sau constante predefinite, precum și fuzionarea mai multor dintre ele sau puteți utiliza și semnul numeric `#`, la fel cum am făcut-o cu funcția de formatare, dar rețineți că nu include mai multe parametri, putem trece doar un singur parametru.
-
-```cpp
-#define HAPPY_STRING "I'm happy today" // String constant.
-#define NEW_YEAR 2019 // Integer constant.
-new stylishMsg[12] = "I'm stylish";
-
-print(HAPPY_STRING);
-print(stylishMsg);
-print(#2019 is beyond the horizon);
-print("I'm excited for "#NEW_YEAR);
-print("What ""about"" you""?");
-```
-
-```
-I'm happy today
-I'm stylish
-2019 is beyond the horizon
-I'm excited for 2019
-What about you?
-```
-
-Observați cum am folosit simbolul numeric aici la fel cum am făcut-o cu funcția format, dacă valoarea este un număr întreg, îl prefixați cu `#`, deci este tratat ca un șir.
-
-Rețineți, de asemenea, că funcția `print` acceptă șiruri împachetate, totuși acceptă doar variabile de tip șir (_matrice de caractere_), trecând tot ceea ce nu este o matrice, un șir (_fie între ghilimele duble sau prefixat cu simbolul numărului_) dați erori de compilare, astfel încât să faceți oricare dintre următoarele nu va funcționa;
-
-```cpp
-// Case 1
-new _charA = 'A';
-print(_charA);
-
-// Case 2
-new _charB = 66;
-print(_charB);
-
-// Case 3
-print('A');
-
-// Case 4
-print(66);
-```
-
-Să vedem cum putem remedia problema;
-
-```cpp
-// Case 1
-new _charA[2] = "A";
-print(_charA);
-```
-
-Schimbăm ghilimela simplă la ghilimele duble și dăm matricei două celule, una cu caracterul A și a doua pentru terminatorul nul, deoarece orice dintre ghilimele duble este un șir, ieșirea este **A**.
-
-```cpp
-// Case 2
-new _charB[2] = 66;
-print(_charB);
-```
-
-Schimbăm `_charB` într-o matrice cu o singură celulă și setăm celula etichetată cu 0 la valoarea` 66`, care se traduce în ** B ** conform tabelului _ASCII_, ieșirea este **B**, noi păstrați o celulă suplimentară pentru terminatorul nul (_cât este, așa că nu mai este amuzant?_).
-
-```cpp
-// Case 3
-print("A");
-```
-
-Nu se pot spune multe, tot ce a fost nevoie a fost trecerea de la ghilimele simple la o pereche de ghilimele duble.
-
-În ceea ce privește al patrulea caz, nu putem face prea multe în timp ce lucrăm cu funcția `print`, dar poate fi rezolvată pur și simplu folosind o altă funcție similară, numită ...
-
-##### `printf`
-
-Pe scurt pentru `_print formatat_`, pot pur și simplu pune, aceasta este o versiune mai diversă a funcției anterioare `print`, mai exact, este ca o combinație între funcția `format` și funcția `print`, ceea ce înseamnă că imprimă caractere pe consola serverului, dar cu avantajul formatării textului de ieșire.
-
-Spre deosebire de `print`,` printf` acceptă mai mulți parametri și, de asemenea, cu diferite tipuri, totuși nu acceptă șiruri împachetate, pentru a extinde funcționalitatea sa, folosim aceste secvențe numite `_format specifiers_`, mai multe despre ele ulterior, oferind orice altceva decât ** 1024 ** caractere va bloca serverul , așa că luați note despre asta.
-
-```cpp
-#define RANDOM_STRING "Vsauce"
-#define RANDOM_NUMBER 2018
-
-printf("Hey "RANDOM_STRING", Micheal here! #"#RANDOM_NUMBER);
-```
-
-Observați cum am asemănat cu funcțiile `print` și `format`, am imbricat acele șiruri într-una singură, care produce următoarele;
-
-```
-Hey Vsauce, Micheal here! #2018
-```
-
-Funcția `printf`, așa cum am spus mai devreme, strălucește atunci când se utilizează **specificatorii de format**, este ceea ce o distinge și o diferențiază, puteți atașa cât de multe variabile doriți și puteți scoate șiruri simple și complexe cu ușurință, vom avea o privire mult mai profundă atunci când vom fi prezentați acestor specificați mai târziu.
-
-#### Mesaje client
-
-În afară de celelalte texte despre păpuși pe care le puteți imprima pe consola serverului, care sunt utilizate în principal pentru depanare, există mesaje care sunt tipărite pe ecranul clientului, în secțiunea de chat, și acestea pot fi formatate în același mod, dar și ele susține încorporarea culorilor, ceea ce face o prezentare minunată pentru texte (_dacă este utilizat corect, desigur_).
-
-Rețineți că restricțiile SA-MP privind afișarea șirurilor se aplică și pentru acest tip de mesaje, fiind la fel ca și cele anterioare, limitate la mai puțin de _144 caractere_, sau altfel mesajul nu va fi trimis, uneori chiar vor bloca unele comenzi .
-
-Există două funcții care imprimă nativ text pe ecranul clientului, singura diferență dintre ele este scoopul, primul ia trei parametri, ID-ul jucătorului pe care doriți să imprimați textul pe ecranul acestuia, culoarea textului și textul în sine.
-
-```cpp
-SendClientMessage(playerid, color, const message[])
-```
-
-Spuneți, doriți să trimiteți un text jucătorului al cărui ID este 1, spunându-i `Bună ziua!`;
-
-```cpp
-SendClientMessage(1, -1, "Hello there!");
-```
-
-Simplu, exact așa, jucătorului cu ID-ul 1 i se va trimite un text spunând **Bună ziua!**, `-1` este parametrul de culoare, în acest caz, este culoarea **alb**, mai multe despre culori mai târziu.
-
-Evident, puteți trece și o serie de caractere, șiruri formatate ... etc. Și așa cum am văzut cu alte funcții, puteți utiliza semnul numeric `#`.
-
-```cpp
-#define STRING_MSG "today"
-new mornMsg[] = "Hello!";
-
-SendClientMessage(0, -1, mornMsg);
-SendClientMessage(0, -1, "How are you ",STRING_MSG#?);
-```
-
-După cum puteți vedea în exemplul de mai sus, acest lucru va trimite jucătorului cu id-ul _0_ două mesaje colorate în alb, primele mesaje vor spune `_Bună ziua!_`, Iar al doilea va spune, `_Cum ești astăzi?_`, destul de similar cu modul în care funcționează alte funcții. Rețineți că numerele întregi constante predefinite trebuie să fie prefixate cu simbolul "#".
-
-```cpp
-#define NMB_MSG 3
-SendClientMessage(3, -1, "It's "#NMB_MSG" PM");
-```
-
-Destul de auto-explicativ, textul va fi trimis jucătorului cu id-ul _3_, colorat în alb, spunând `_It’s 3 PM_`.
-
-Acum, că știi cum să trimiți cuiva un mesaj, poți folosi aceeași abordare pentru a trimite același mesaj tuturor, jocul copiilor într-adevăr, poți pur și simplu pune funcția într-o buclă care trece prin toți jucătorii conectați și să riști să-ți arăți codul în public și numiți-o zi, dar hei, există deja o funcție nativă care face exact același lucru, se aplică aceleași reguli, singurul lucru care diferă între cele două este o ușoară modificare a sintaxei lor.
-
-```cpp
-SendClientMessageToAll(color, const message[]);
-```
-
-destul de auto-explicativ, expus prin numele său, acum să trimitem tuturor de pe server un mesaj de salut.
-
-```cpp
-SendClientMessageToAll(-1, "Hello everyone!");
-```
-
-La fel, poți să te joci cu el la fel ca și celălalt frate al său, două jucării de la același brand, într-adevăr, încearcă să nu depășești limita de 144 de caractere.
-
-#### Textdraws
-
-Una dintre cele mai puternice funcționalități ale SA-MP, doar dezlănțuie-ți imaginația, textele sunt practic forme grafice / texte / sprite / modele de previzualizare ... etc. care pot fi afișate pe ecranele clienților, acestea fac ca interfața de utilizare să fie mai activă și mai interactivă (_ într-o măsură_). Dar hei, există și aici limitări, de exemplu, nu puteți afișa un șir care are mai mult de 1024 de caractere, ca să fiu sincer, este mai mult decât suficient. Nimic special nu se poate spune aici, chiar și cu funcționalitatea lor largă, șirurile care pot fi afișate sunt slabe la formatare, nu puteți face cât de mult ați putea cu alte funcții de ieșire, se simte puțin îngust când vine vorba de acest lucru, dar cu siguranță compensează lipsa de formatare cu alte lucruri interesante, mai multe despre textdraws [aici](../scripting/resources/textdraws).
-
-#### Dialoguri
-
-Dialogurile pot fi considerate ca `_căsuțe de mesaje_`, ele, desigur, vin în diferite tipuri, acceptă câteva intrări diferite și, mai important, acceptă toate tipurile de formatare pe care le face un șir normal, cu care le face mult mai ușor de utilizat decât textdraw . Există și limitări care le privesc, cum ar fi dimensiunile șirurilor și posibilitatea de a le afișa numai sincron pe ecranul clientului, SA-MP oferă doar o funcție nativă pentru tratarea dialogurilor și, sincer, aceasta ar fi una dintre ultimele dvs. preocupări, deoarece Funcția singuratică își face treaba și o face eficient, mai multe despre dialoguri [aici](../scripting/functions/ShowPlayerDialog).
-
-### Interpretarea culorii
-
-#### Mesaje și dialoguri ale clienților
-
-##### RGBA
-
-**RGBA** (_ scurt pentru roșu verde albastru alfa_), este o utilizare simplă a modelului ** RGB ** cu un canal suplimentar, canalul alfa, practic, o formă de reprezentare digitală a culorilor, prin amestecarea variațiilor de roșu, verde, albastru și alfa (_opacity_), mai multe despre asta [aici](https://en.wikipedia.org/wiki/RGBA_color_space).
-
-În implementarea SA-MP cu pawn, folosim numere hexazecimale pentru a reprezenta aceste spații de culoare, roșu, verde, albastru și alfa sunt notate cu câte 2 biți fiecare, rezultând un număr hexazecimal lung de 8 biți, de exemplu; (_FF0000FF = red_), (_00FF00FF = green_), (_0000FFFF = blue_), (_000000FF = black_), (_FFFFFFFF = white_), iată o vizualizare mai clară despre această notație:
-
-> FFFFFFFF
-
-O mulțime de limbaje de programare / scriptare prefixează numere hexazecimale cu semnul numeric `#`, totuși, în pion, le prefixăm cu `0x`, deci următorul număr hexazecimal _8060C1FF_, devine _0x8060C1FF_.
-
-Putem, desigur, să folosim numere zecimale pentru a reprezenta culorile, dar este mult mai clar să folosim notația hexazecimală, deoarece este mai ușor de citit între cele două, să vedem următorul exemplu;
-
-```cpp
-// Representing the color white with decimal numbers
-SendClientMessageToAll(-1, "Hello everyone!");
-
-// Representing the color white with hexadecimal numbers
-SendClientMessageToAll(0xFFFFFFFF, "Hello everyone!");
-
-// A client message colored in white will be sent to everybody
-```
-
-Rețineți că atribuirea tuturor biților la aceeași valoare va avea ca rezultat variații ale nuanțelor de gri (_no pun intention_), atribuirea canalului alfa la 0 va face textul invizibil.
-
-:::tip
-
-Este posibil să formatați texte cu multicolor simultan, dar pentru aceasta, încorporăm notația **RGB** mai simplă. :::
-
-##### RGB
-
-Aceasta este exact ca spațiile de culoare **RGBA**, dar fără canal alfa, doar un amestec de roșu, verde și albastru, notat ca un număr hexazecimal de 6 biți, în pion, această notație este folosită mai ales pentru a încorpora culorile în textele, pur și simplu înfășurați numărul hexazecimal de 6 biți între o pereche de paranteze bucle și sunteți pregătit să mergeți, de exemplu; (**{FF0000} = roșu**), (**{00FF00} =verde**), (**{0000FF} = albastru**), (**{000000} = negru**), (**{FFFFFF} = alb**), iată o vizualizare mai clară despre această notație: `{FFFFFF}`. Să vedem acest exemplu rapid aici;
-
-```cpp
-SendClientMessageToAll(0x00FF00FF, "I'm green{000000}, and {FF0000}I'm red");
-```
-
-Aceasta va trimite următorul mesaj tuturor (_și nu sunt italian_):
-
-> Sunt verde, si Sunt rosu
-
-Rețineți că notația hexazecimală nu face distincția între majuscule și minuscule, așa că tastarea `0xFFC0E1FF` este la fel ca tastarea` 0xfFC0e1Ff`, același lucru este valabil și pentru culorile încorporate, `{401C15}` este la fel ca `{401c15}`.
-
-Uneori, lucrul cu culori se poate dovedi a fi destul de greu, nu este atât de ușor să te plimbi amintindu-ți toate acele numere hexazecimale lungi, ca nici o afacere mare. poți folosi, poți pur și simplu să folosești Google `_color picker_` și să alegi între mii dintre ele, lasă-mă să fac asta dacă nu te deranjează, [iată un instrument simplu](https://www.webpagefx.com/web-design/color-picker/) pe care vă recomand să îl folosiți atunci când lucrați cu culori.
-
-Una dintre problemele pe care oamenii le găsesc este gestionarea fluxului lor de lucru, care, dacă este făcut corect, facilitează ritmul de lucru și face mai puțin dureros să lucrezi în jurul proiectelor tale, în timp ce instrumentele de selectare a culorilor sunt de mare ajutor, poți totuși să pierzi multe de timp care trece și se oprește de fiecare dată când trebuie să alegeți o culoare, frustrarea poate fi la fel de enervantă ca o pizza cu ananas, din fericire, puteți profita de constante predefinite și puteți defini cele mai utilizate culori pentru o utilizare ulterioară , iată un exemplu simplu;
-
-```cpp
-#define COLOR_RED 0xFF0000FF
-#define COLOR_GREEN 0xFF0000FF
-#define COLOR_BLUE 0xFF0000FF
-
-SendClientMessageToAll(COLOR_RED, "I'm a red text");
-SendClientMessageToAll(COLOR_GREEN, "I'm a green text");
-SendClientMessageToAll(COLOR_BLUE, "I'm a blue text");
-```
-
-Acesta din urmă poate fi realizat și pe culorile încorporate;
-
-```cpp
-#define COL_RED "{FF0000}"
-#define COL_GREEN {FF0000}
-#define COL_BLUE "{FF0000}"
-
-SendClientMessageToAll(-1, ""COL_RED"I'm a red text");
-SendClientMessageToAll(-1, "{"COL_GREEN}"I'm a green "COL_BLUE"and blue");
-ShowPlayerDialog(playerid, 0, DIALOG_STYLE_MSGBOX, "Notice", "{"COL_GREEN"}Hello! "COL_RED"what's up?", "Close", "");
-```
-
-La momentul compilării, toate constantele predefinite vor fi înlocuite cu valorile lor și, astfel, acest `COL_RED` sunt un text roșu`devine acest`{FF0000}`Sunt un text roșu`, observați cum am folosit două metoda pentru a predefini acele culori, `RRGGBB` și `{RRGGBB}`, intră în preferința personală, care metodă trebuie să treacă, personal, consider că definirea lor ca `RRGGBB` este foarte clar, deoarece sunt prezente utilizările parantezelor crețate, și astfel se face remarcabil faptul că încorporăm o culoare.
-
-Aceasta a fost abordarea generală a încorporării culorilor cu șiruri de dialog și mesaje client, este posibil să se utilizeze culori în text în mesajele clientului, dialoguri, etichete text 3D, texte materiale obiecte și plăcuțe de înmatriculare ale vehiculului, dar hei, SA-MP are și texdraws și funcționalități de jocuri, totuși acestea nu acceptă notația RGB și, prin urmare, adăugarea culorilor se face diferit.
-
-#### Textdraws și Gametexts
-
-așa cum s-a menționat mai sus, notația **RGB** nu este acceptată, dar din fericire, avem alte modalități de a rezolva această problemă, pentru textdraws, puteți utiliza funcția nativă [TextDrawColor](../scripting/functions/TextDrawColor) pentru schimbați culoarea textului de desen, dar același lucru cu textul de desenat ca spațiile de culoare ** RGBA ** sunt pentru mesajele și dialogurile clientului, acestea nu pot fi încorporate, pentru aceasta, folosim o combinație specială de caractere pentru a ne referi la culori și alte câteva simboluri , le puteți vedea [aici](../scripting/resources/gametextstyles).
-
-| | |
-| -------------- | ------ |
-| \~r\~ | Red |
-| \~g\~ | Green |
-| \~b\~ | Blue |
-| \~w\~ or \~s\~ | White |
-| \~p\~ | Purple |
-| \~l\~ | Black |
-| \~y\~ | Yellow |
-
-Deci, culorile de încorporare pot merge astfel: **\~w\~ Bună ziua acesta este \~b\~ albastru \~w\~ și acesta este \~ r\~ roșu**
-
-Puteți utiliza o altă combinație de caractere pentru a vă juca cu combinații de culori, **\~h\~**, face o anumită culoare mai deschisă, iată câteva exemple:
-
-| | |
-| ------------------------------ | ---------------- |
-| \~r\~\~h\~ | Roșu mai deschis |
-| \~r\~\~h\~\~h\~ | Roșu roz |
-| \~r\~\~h\~\~h~\~h\~ | Roșu-închis |
-| \~r\~\~h\~~h~~h~~h\~ | Roz roșu deschis |
-| \~r\~\~h\~\~h\~\~h\~\~h\~\~h\~ | Roz |
-| \~g\~\~h\~ | Verde deschis |
-
-Puteți găsi mai multe informații despre acest lucru [aici](../scripting/resources/colorslist).
-
-### Caracterul de evadare
-
-#### Descriere
-
-Caracterul de evadare este un caracter în care, atunci când este prefixat la un anumit caracter sau număr, își creează propriul caracter constant, în majoritatea limbajelor de programare / scriptare, cum ar fi pionul, barul invers este folosit ca caracter de evacuare ("\"), o combinație a acestui și un alt caracter / număr va avea ca rezultat o [secvență de evadare](https://en.wikipedia.org/wiki/Escape_sequence) care are o anumită semnificație, puteți găsi mai multe despre caracterul de evadare [aici](https://en.wikipedia.org/wiki/Escape_character).
-
-#### Secvențe de evacuare
-
-Secvențele de evacuare facilitează exprimarea anumitor caractere în codul sursă al scriptului dvs., iată un tabel care conține secvențele de evadare utilizate în pawn:
-
-| | |
-| --------------------------------------------- | ------------ |
-| Bip sonor (pe mașini server) | `\a` or `\7` |
-| Backspace | `\b` |
-| Evadare | `\e` |
-| Formular de alimentare | `\f` |
-| Linie nouă | `\n` |
-| Retur transport | `\r` |
-| Filă orizontală | `\t` |
-| Fila verticală | `\v` |
-| Backslash | `\\` |
-| Citat unic | `\'` |
-| Citat dublu | `\"` |
-| Cod de caractere cu valori zecimale "ddd" | `\ddd;` |
-| Cod de caractere cu valori hexazecimale "hhh" | `\xhhh;` |
-
-Să ne uităm la fiecare dintre ei, la urma urmei, cel mai bun mod de a învăța acest gen de lucruri stă în practicarea lor.
-
-- ** Secvența de evacuare `Bip audibil` - `\a` **
-
-Un semnal sonor sau un cod de sonerie (_uneori caracter de sonerie_) este un cod de control al dispozitivului trimis inițial pentru a suna un mic clopot electromecanic pe bifere și alte teleimprimante și tele-mașini de scris pentru a alerta operatorii de la celălalt capăt al liniei, adesea a unui mesaj primit.
-
-Utilizarea acestuia pe un computer va avea ca rezultat trimiterea unui sunet sonor / de notificare în fundal, acesta poate fi folosit în unele moduri creative, pentru a notifica și / sau avertiza utilizatorii cu privire la anumite activități, secvența de evadare care îl reprezintă este `\a` sau `\7` notat ca cod zecimal), declanșați editorul dvs. de pion și scrieți următorul cod;
-
-```cpp
-print("\a");
-```
-
-La executarea samp-server.exe, veți auzi un semnal sonor de notificare, puteți utiliza și codul zecimal;
-
-```cpp
-print("This is a beep \7");
-```
-
-- ** Secvența de evacuare `Backspace` -`\b` **
-
-Această secvență de evadare este notată ca `\b`, pur și simplu mișcă cursorul înapoi, majoritatea oamenilor s-ar aștepta ca acesta să acționeze ca butonul de backspace de pe tastatura tipică, dar nu în totalitate, mișcă trăsura doar o poziție înapoi fără a șterge ceea ce este scris Acolo.
-
-Acesta nu are atât de multă utilizare în pion, cu excepția cazului în care ai fost suficient de deștept să scoți ceva util din el, iată cum funcționează.
-
-```cpp
-print("Hello 2018");
-```
-
-Aceasta va imprima ** Hello 2018 ** în consolă, cursorul rămâne pe poziția caracterului nul, mai clar, astfel:
-
-```
-Hello 2018
- ^
-```
-
-După cum puteți vedea, cursorul se oprește după ultimul caracter vizibil al șirului, ceea ce este normal, acum, să adăugăm o secvență de ieșire înapoi;
-
-```cpp
-print("Hello 2018\b");
-```
-
-Asta va avea ca rezultat;
-
-```
-Hello 2018
- ^
-```
-
-După cum puteți vedea, cursorul se află exact în poziția ultimului caracter vizibil al șirului, care este _8_, este același lucru cu comutarea în modul de inserare de pe tastatură, acum, să adăugăm ceva vrăjitorie la acest lucru.
-
-```cpp
-print("Hello 2018\b9");
-```
-
-Dacă ați ghicit bine, da, acest lucru va imprima **Bună ziua 2019**, deci, haideți să vedem cum funcționează acest lucru, mașina va procesa șirul caracter cu caracter, până când va ajunge la secvența de evacuare a backspace-ului, apoi va muta unul din cărucior poziția înapoi, care selectează orice caracter de acolo, în acest caz 8, apoi introduce 9 în locul său.
-
-```
-Hello 2019
- ^
-```
-
-Căruciorul se va deplasa înapoi atâta timp cât există o secvență de scăpare în spate în șir.
-
-```cpp
-print("Hello 2018\b9\b\b\b");
-```
-
-```
-Hello 2019
- ^
-```
-
-Cursorul se va opri în poziția primului caracter dacă cantitatea de secvență de evacuare a spațiului înapoi a depășit cea a numărului de caractere dintre poziția primului caracter (da, matricile încep de la 0, se îndreaptă spre [r/programmerhumor](https://www.reddit.com/r/ProgrammerHumor/) pentru câteva meme-uri bune) și poziția inițială a cursorului.
-
-```cpp
-print("Hi\b\b\b\b\b\b\b\b\b\b\b\b\b\b");
-```
-
-Va duce întotdeauna la acest lucru;
-
-```
-Hi
-^
-```
-
-- ** Secvența de evadare `Evacuare` - `\e` **
-
-Cu valoarea hexazecimală de 1B în _ASCII_, este utilizată pentru coduri non-standard comune, să căutăm câteva limbaje de programare precum C, ca exemplu; o secvență precum `\ z` nu este o secvență de evadare validă conform standardului C. Standardul C necesită diagnosticarea unor astfel de secvențe de evadare nevalide (compilatorul trebuie să imprime un mesaj de eroare). Fără a aduce atingere acestui fapt, unii compilatori pot defini secvențe de evadare suplimentare, cu semantică definită de implementare. Un exemplu este secvența de evacuare `\ e`, reprezintă caracterul de evacuare. Cu toate acestea, nu a fost adăugat la repertoriul standard C, deoarece nu are un echivalent semnificativ în unele seturi de caractere.
-
-- ** Secvența de evacuare `Form feed` - `\ f` **
-
-Feedul formular este un cod _ASCII_ care rupe paginile. Forțează imprimanta să scoată pagina curentă și să continue imprimarea în partea de sus a alteia. Adesea, va provoca, de asemenea, o întoarcere a căruciorului, acest lucru nu face nicio modificare vizibilă în consola de depanare a _SA-MP_.
-
-- ** Secvența de evadare `Linie nouă` - `\ n` **
-
-Noua secvență de evacuare a liniei (denumită și sfârșit de linie, sfârșit de linie (_EOL_), avans de linie sau întrerupere de linie) este un cod _ASCII_ care este notat ca `/ n` cu valoarea zecimală 10, este ceva care este frecvent utilizat , editorii de text inserează acest caracter de fiecare dată când apăsăm butonul Enter de pe tastaturile noastre. Iată un mesaj simplu cu o întrerupere de linie:
-
-```cpp
-print("Hello, this is line 1\nAnd this is line 2");
-```
-
-Aceasta va genera pur și simplu:
-
-```
-Hello, this is line 1
-And this is line 2
-```
-
-Desigur, frânele cu mai multe linii sunt realizabile;
-
-```cpp
-print("H\n\n\ne\n\n\nl\nl\n\no");
-```
-
-```
-H
-
-
-e
-
-
-l
-l
-
-o
-```
-
-Acest lucru funcționează diferit la tratarea fișierelor, cu toate acestea, în funcție de sistemul de operare, cum ar fi, de exemplu, în Windows, o întrerupere de linie este de obicei un ** CR ** (_carriage return_) + ** LF ** (_line feed_), tu pot afla mai multe despre diferențe [aici](https://en.wikipedia.org/wiki/Newline).
-
-- ** Secvența de evacuare `Returnare transport` - `\ r` **
-
-Returnarea transportului este un cod _ASCII_ care este adesea asociat cu fluxul de linie, dar poate servi ca lucru propriu de la sine, pur și simplu mută transportul la începutul liniei curente, echivalent cu un caz specific despre care am discutat folosind mai multe backspaces (`\b`) secvență de evacuare, să vedem următorul exemplu, fără a utiliza această secvență de evacuare, aceasta este ieșirea normală pe care am obține-o:
-
-```cpp
-print("Hello");
-```
-
-```
-Hello
- ^
-```
-
-Săgeata reprezintă poziția cursorului, care este plasată după ultimul caracter vizibil al șirului, din nou, acesta este comportamentul normal așteptat, acum să adăugăm revenirea căruței în mix:
-
-```cpp
-print("Hello\r");
-```
-
-```
-Hello
-^
-```
-
-Cursorul este deplasat la începutul liniei, selectând primul caracter ** `H`**, inserând acum orice se va schimba **`H`** la orice introducem, apoi se mută la următorul caracter rămânând pe modul de inserare:
-
-```cpp
-print("Hello\rBo");
-```
-
-```
-Hello
-^
-```
-
-Așa cum am văzut în secțiunea de alimentare de linie, întreruperile de linie funcționează diferit în diferite sisteme de operare, ferestrele, de exemplu, utilizează o întoarcere de căruță urmată de o alimentare de linie pentru a efectua o întrerupere de linie, la fel ca mașinile de scris clasice.
-
-- ** Secvența de evadare `fila orizontală` - `\t`**
-
-Tabelarea este ceva pe care îl folosim în fiecare zi, de la indentarea textului / codului, până la afișarea tabelului, acea tastă de tabulator care se află chiar în partea tastaturii este într-adevăr o economie de timp, a fost o durere atât de mare și a consumat mult timp pentru a folosi în mod excesiv multe spații, dar acesta taie tortul cu ușurință, nu numai că este util în mod practic, este într-adevăr puternic prezent în domeniul programării, este notat ca `\t`, oamenii ar argumenta câte spații valorează o filă, majoritatea ar spune că merită 4 spații, dar există unii care spun că merită 8 spații, cineva creatură demonică ar prefera chiar spații decât filele, dar acesta este un alt discurs despre sine, să observăm acest exemplu simplu:
-
-```cpp
-print("Hello\tWorld");
-```
-
-```
-Hello World
-```
-
-Iată un altul cu mai multe tabulări:
-
-```cpp
-print("Hello\t\t\t\t\tWorld");
-```
-
-```
-Hello World
-```
-
-- ** Secvența de evadare `Tab vertical` - `\v` **
-
-Pe vremea vechii mașini de scris, aceasta a avut o utilizare mai populară, a fost folosită pentru a trece la următoarea linie pe verticală, dar acum, acest lucru nu mai este cazul, nu are nicio utilizare vizibilă în zilele noastre și asta include imprimante și chiar și limbaje de programare, iar pionul nu face excepție.
-
-- **\_The `Backslash` escape sequence - `\*`**
-
-După cum am văzut, backslash-ul este considerat caracterul de evadare, așa că ori de câte ori programul îl observă, îl consideră un punct de plecare al unei secvențe de evadare, nu îl privește ca pe un personaj independent și, astfel, fie va da o eroare de compilare (_dacă nu a fost urmat de un caracter valid_), fie nu o va imprima, în cazul amanetului, compilatorul va ridica o eroare (_error 027: constantă de caracter nevalid_). Din fericire, putem rezolva această problemă scăpând de bară inversă, iar acest lucru se face prin prefixarea unei alte baruri inversă:
-
-```cpp
-print("Hello \\ World");
-```
-
-```
-Hello \ World
-```
-
-:::caution Avertisment
-
-Ieșirea nu va lua în considerare prima bară inversă și o va imprima pe cea de-a doua, deoarece prima scapă de a doua și păcălește programul pentru a-l vizualiza ca un caracter brut. O bară inversă poate scăpa doar de un caracter la rândul său, astfel încât să faceți următoarele va crește o eroare de compilare.
-
-:::
-
-```cpp
-print("Hello \\\ World");
-```
-
-Gândiți-vă la asta ca la perechi de bare inversă, toată lumea scapă de cea de după și, prin urmare, ar trebui să conducă întotdeauna la un număr par de bare inversă;
-
-```cpp
-print("Hello \\\\\\ \\ World");
-```
-
-```
-Hello \\\ \ World
-```
-
-După cum ați observat cu siguranță, secvențele de evadare nu sunt niciodată tipărite, ele servesc doar ca instrucțiuni care exprimă anumite evenimente, dacă vrem să le forțăm să fie tipărite, putem scăpa de caracterul lor de evadare ("\"), atunci programul nu se va uita la le ca secvență de evadare:
-
-```cpp
-print("This is the escape sequence responsible for tabulation: \\t");
-```
-
-Prima bară inversă scapă de a doua, apoi se imprimă, apoi caracterul ** t** este lăsat singur și, astfel, este considerat ca un caracter independent:
-
-```
-Aceasta este secvența de evacuare responsabilă pentru tabulare: \t
-```
-
-- ** Secvența de evadare `Citat unic` - `\'`**
-
-Acest lucru este greu de prezentat atunci când scriu codul de amanet, eu însăși nu m-am găsit folosind acest lucru în nicio situație de codare, în alte limbi care tratează textul dintre ghilimelele unice ca un șir, folosesc foarte mult acest lucru pentru a limita confuzia care se întâmplă atunci când se cuibărește singur ghilimele între ele, într-adevăr nu face nicio diferență în pion, iată un exemplu simplu;
-
-```cpp
-print("Single quote '");
-// or
-print("Single quote \'");
-```
-
-Oricum ar fi, ieșirea va fi aceeași:
-
-"" Citat unic: ' ""
-
-Singura utilizare la care mă pot gândi în legătură cu acest lucru este setarea unei variabile a caracterului `** '**`, așa că, evident, dacă faceți următoarele, veți provoca o eroare de compilare;
-
-```cpp
-new chr = ''';
-```
-
-Pur și simplu pentru că compilatorul va considera prima pereche de ghilimele simple ca o singură entitate, iar a doua ca o secvență de ghilimele nedeschise, așa că, pentru a remedia acest lucru, va trebui să scăpăm de cel din mijloc;
-
-```cpp
-new chr = ''\';
-```
-
-- ** Secvența de evadare `Citat dublu` - `\"`**
-
-Spre deosebire de ghilimele unice, acesta poate provoca probleme atunci când vine vorba de cuibărirea lor împreună, pion tratează orice dintre ghilimele duble ca un șir, deci ce se întâmplă dacă doriți să introduceți un ghilimel dublu în șirul dvs., care va deruta programul, nu ar ști la ce servește fiecare ghilimă, să luăm acest exemplu ca exemplu:
-
-```cpp
-print("Hello "world");
-```
-
-De îndată ce compilatorul observă primele ghilimele, acesta va trata tot ce urmează ca parte a unui șir și va termina procesul de îndată ce atinge un alt ghilimel și, astfel, compilatorul va prelua **"Bună ziua"** ca un șir și va vedea ** Lumea ** ca niște sensuri care umplu găurile codului dvs. Pentru a rezolva acest lucru, trebuie să scăpăm de ghilimele duble pe care dorim să le imprimăm:
-
-```cpp
-print("Hello \"world");
-```
-
-Acum, compilatorul va trata al doilea ghilimel ca o secvență de evadare, deoarece este prefixat de un caracter de evadare (**\\**):
-
-```
-Hello "world
-```
-
-Să adăugăm un alt ghilimel doar pentru dracu:
-
-```cpp
-print("Hello \"world\"");
-```
-
-```
-Hello "world"
-```
-
-Nu ar putea fi mai simplu.
-
-De-a lungul acestei secțiuni, am văzut cum putem reprezenta secvențe de evadare prin prefixarea caracterului de evadare ("\\") la un anumit caracter, dar acesta este doar un mod de a nota acele valori, printre altele, vom arunca o privire asupra alți doi;
-
-- **Secvențe de evacuare cu cod de caractere (cod zecimal) - `\ddd;`**
-
-Nu schimbă nimic în legătură cu secvențele de evadare, este doar un mod diferit de a le exprima, folosind coduri zecimale _ASCII_, de exemplu, dacă doriți să imprimați A, dar notați-l zecimal, puteți introduce codul zecimal _ASCII_, după cum urmează :
-
-```cpp
-print("\65;");
-```
-
-Acest lucru nu se referă doar la caractere alfanumerice, ci și la alte caractere, cum ar fi bipul audibil (`\ a`), cu valoarea zecimală `7`, poate fi reprezentat conform acestei notații ca `\7`;
-
-Semicol și virgulă este opțional și poate fi eliminat, dar este întotdeauna mai bine să mergeți cu abordarea inițială, scopul său este de a da secvenței de evadare un simbol de terminare explicit atunci când este utilizat într-o constantă de șir.
-
-- ** Secvențe de evacuare cu cod de caractere (cod zecimal) - `\xhhh;` **
-
-Similar cu notația zecimală _ASCII_, putem folosi și formatul hexazecimal, caracterul **A**, putând fi scris fie ca `\65`; **sau` \ x41`;**, semi-colonul poate fi omis dacă doriți, acest lucru se aplică atât aici, cât și pe notația zecimală.
-
-```cpp
-print("\x41;");
-```
-
-```
-A
-```
-
-Puteți găsi toate aceste valori prin simpla căutare în `**Tabel ASCII**`, iar ceea ce este interesant este că este gratuit.
-
-#### Caracter de evadare personalizat
-
-Dacă ați observat, am continuat să apelez repetând `**caracterul de evadare**` de mai multe ori pe parcursul ultimei secțiuni, unde aș fi putut să-l menționez pur și simplu ca `**bară inversă**`, sau chiar scurtcircuitat, (`\`), motivul este că caracterul de evadare nu este un caracter absolut absolut, ci mai degrabă poate fi schimbat de preferință, îl puteți avea ca _@, ^, \ \$_ și așa mai departe, în mod implicit este o bară inversă , dar modul în care rămâne este determinat doar de dvs.
-
-n pentru a o schimba, folosim directiva pre-procesor `pragma`, această directivă specială acceptă parametri diferiți, pentru fiecare sarcină specifică a acestora, și există unul care răspunde de setarea caracterului de evacuare pe care ne vom concentra, este `ctrlchar`.
-
-```cpp
-#pragma ctrlchar '$'
-
-main()
-{
- print("Hello $n World");
- print("This is a backslash: \\");
- print("The his a dollar sign: $$");
-}
-```
-
-```
-Hello
- World
-This is a backslash: \
-This is a dollar sign: $
-```
-
-După cum puteți vedea, fluxul de linie este notat ca `$n` în loc de `\n` acum, iar backslash-ul nu mai este considerat caracterul de evadare și, în consecință, semnul dolar necesită să fie scăpat de un alt semn dolar.
-
-Cu toate acestea, nu poți schimba acest lucru în (`-`), dar orice altceva este o practică acceptabilă, dar niciodată nu este acceptată niciodată din punct de vedere etic. Flăcău nebun absolut.
-
-Această porțiune de aici nu are absolut nimic de-a face cu secvențele de evadare, dar este utilizată la formatarea textelor și a gametextului, este mai bine să o puneți aici decât oriunde altundeva;
-
-| | |
-| ----- | ----------------------------------------------------------------------------------------------------------------------------- |
-| `~u~` | Săgeată sus (gri) |
-| `~d~` | Săgeată în jos (gri) |
-| `~<~` | Săgeată la stânga (gri) |
-| `~>~` | Săgeată dreapta (gri) |
-| `]` | Afișează simbolul `*` (numai în stilul text 3, 4 și 5) |
-| `~k~` | maparea tastelor tastaturii (de ex. `~ k ~~ VEHICLE_TURRETLEFT ~` și `~ k ~~ PED_FIREWEAPON ~`). Căutați aici o listă de chei |
-
-maparea tastelor tastaturii (de ex. `~ k ~~ VEHICLE_TURRETLEFT ~` și `~ k ~~ PED_FIREWEAPON ~`). Căutați aici o listă de chei
-
-### Specificator format
-
-#### Descriere
-
-Substituentii sau specificatorii sunt caractere scăpate de un semn procentual (`%`), indică poziția relativă și tipul de ieșire al anumitor parametri, servesc după cum sugerează și numele lor `_Prezentatori_`, salvează un loc pentru date care le vor înlocui ulterior în interiorul șirului, există diferite tipuri de specificatori și chiar urmează o formulă specifică;
-
-```
-%[flags][width][.precision]type
-```
-
-Atributele dintre paranteze sunt toate opționale și depinde de dvs., fie de utilizator, fie să le păstrați sau nu, ceea ce definește într-adevăr un specificator format larg cunoscut de **tip %**, partea tip este înlocuită cu un caracter pentru a reprezenta un anumit tip de ieșire; (_integer, float ... etc_).
-
-Substituentii sunt folosiți numai pentru funcțiile care acceptă parametri, astfel funcțiile precum tipărirea nu vor avea niciun efect, o alternativă la acesta este `printf` mai avansat.
-
-Let us look at the different output types that can be used:
-
-| **Specificator** | **Inteles** |
-| ---------------- | ------------------------------------------------------ |
-| `%i` | Întreg (_număr întreg_) |
-| `%d` | Întreg (_număr întreg_) |
-| `%s` | Åžir |
-| `%f` | Număr în virgulă mobilă (`Float: tag`) |
-| `%c` | Caracter ASCII |
-| `%x` | Număr hexazecimal |
-| `%b` | Număr binar |
-| `%%` | Literal `'%'` |
-| `%q` | Scăpați un text pentru SQLite. (_Adăugat în 0.3.7 R2_) |
-
-- ** Specificatorii întregi - `%i` și `%d` **
-
-Să le înfășurăm pe amândouă, în pion, acești doi specificatori fac același lucru exact, ambii numere întregi de ieșire, chiar dacă `% i` înseamnă întreg și `% d` înseamnă zecimal, sunt un sinonim pentru același lucru.
-
-Cu toate acestea, în alte limbi, diferența nu constă în ieșire, ci mai degrabă în intrare cu funcții precum `scanf`, unde`% d` scanează un număr întreg ca o zecimală semnată, iar% i implicit la zecimal, dar permite și hexazecimal (_if precedat de `0x`_) și octal (_dacă precedat de` 0`_).
-
-Utilizările acestor doi specificatori merg după cum urmează:
-
-```cpp
-printf("%d is here", 2018);
-printf("%d + %i = %i", 5, 6, 5 + 6);
-```
-
-```
-printf("%d is here", 2018);
-printf("%d + %i = %i", 5, 6, 5 + 6);
-```
-
-Ieșirea acceptă, de asemenea, constante, variabile și funcții predefinite.
-
-```cpp
-#define CURRENT_YEAR 2018
-new age = 19;
-
-printf("It’s %d", CURRENT_YEAR);
-printf("He is %d years old", age);
-printf("Seconds since midnight 1st January 1970: %d", gettime());
-```
-
-```
-It's 2018
-He is 19 years old
-Seconds since midnight 1st January 1970: 1518628594
-```
-
-După cum puteți vedea, orice valoare pe care o trecem în parametrii funcției `printf` este înlocuită de substituentul respectiv și amintiți-vă, **ordinea contează**, substituenții dvs. ar trebui să urmeze aceeași ordine ca și parametrii dvs. în apel, și folosiți întotdeauna tipul corect de specificator, dacă nu faceți acest lucru, nu va rezulta o eroare, dar poate genera rezultate nedorite, dar în unele cazuri, aceste rezultate nedorite sunt ceea ce ne dorim.
-
-Ce credeți că se va întâmpla dacă am încerca să imprimăm un float sau un șir folosind un specificator întreg? Să aflăm;
-
-```cpp
-printf("%d", 1.12);
-printf("%d", "Hello");
-printf("%d", 'H');
-printf("%d", true);
-```
-
-```
-1066359849
-72
-72
-1
-```
-
-Cât de ciudat, total neașteptat, dar nu neapărat inutil, acest comportament exact este profitat în atât de multe situații.
-
-În primul rând, să vedem de ce a ieșit `1.12` _1066359849_, ei bine, asta se numește comportament nedefinit, puteți afla mai multe despre acest lucru [aici](https://en.wikipedia.org/wiki/Undefined_behavior).
-
-Încercarea de a produce un șir folosind un specificator întreg va da codul _ASCII_ al primului său caracter, în acest caz, codul caracterului H, 72, la fel se întâmplă cu ieșirea unui singur caracter. Și, în cele din urmă, scoaterea unui boolean va da 1 dacă este adevărat și 0 dacă este fals.
-
-Șirurile sunt matrici în sine, așa că scoaterea unei matrici aici va da valoarea primului slot din matricea respectivă, modul în care va fi afișat depinde de ce tip este (_intreg, float, caracter, boolean_).
-
-- ** Specificatorii șirului - `%s` **
-
-Acest specificator, așa cum înseamnă șir, este responsabil pentru ieșirea șirurilor (_evident_):
-
-```cpp
-printf("Hello, %s!", "World");
-```
-
-```
-Hello, world!
-```
-
-Să redăm, de asemenea, valori care nu sunt șiruri, folosind și acest lucru:
-
-```cpp
-printf("%s", 103);
-printf("%s", true);
-printf("%s", 'H');
-printf("%s", 1.12);
-```
-
-```
-g
-
-H
-)
-```
-
-Numărul "103" a fost tratat ca codul _ASCII_ pentru _g_ și, astfel, a fost tipărit _g_, același lucru este valabil și pentru simbolul ciudat de sub el, caracterul cu valoarea true, aka _1_ a fost tipărit, mai simplu, caracterul "H" a fost tipărit așa cum este, dar hei, ce s-a întâmplat cu numărul de tip float "1.12"? îți amintești de **comportamentul nedefinit**? Da, `1.12` a rezultat într-un număr întreg uriaș, care a continuat să se revărseze (valoarea sa împărțită la _255_) ori, până când a rezultat într-un număr între _0_ și _254_, în acest caz, _40_, care este codul _ASCII_ al caracterului.
-
-Din nou, la fel ca specificatorul întregului, acesta acceptă constante, variabile și funcții predefinite:
-
-```cpp
-#define NAME "Max"
-new message[] = `Hello there!`;
-
-printf("His name is %s", NAME);
-printf("Hey, %s", message);
-printf("%s work", #Great);
-```
-
-```
-His name is Max
-Hey, Hello there!
-Great work
-```
-
-- ** Specificatorii pentru float - `%f` **
-
-Acest specificator - scurt pentru float-, așa cum sugerează și numele său, scoate numere flotante, pe secțiunile anterioare, am încercat să scoatem numere flotante folosind specificatorul întreg și apoi am obținut acel comportament nedefinit, dar acum, că știm despre acest specificator , putem scoate în siguranță flotante fără probleme;
-
-```cpp
-printf("%f", 1.235);
-printf("%f", 5);
-printf("%f", 'h');
-```
-
-Numărul de tip float _1.235_ a ieșit foarte bine, cu adăugarea unor umpluturi, cu toate acestea, restul tuturor ieșirilor _0.000000_, practic _0_, asta pentru că specificatorul `%f` va scoate doar numere flotante, cu alte cuvinte, numere care nu au un număr fix de cifre înainte și după punctul zecimal; adică punctul zecimal poate pluti.
-
-Pentru a remedia problema, pur și simplu adăugăm partea fracțională:
-
-```cpp
-printf("%f", 5.0);
-printf("%f", 'h' + 0.0);
-```
-
-```
-5.000000
-104.000000
-```
-
-Deși `%f` este substituentul de tip float cel mai frecvent utilizat, specificatorul `%h` face cam același lucru:
-
-```cpp
-printf("%h", 5.0);
-```
-
-```
-5.000000
-```
-
-- ** Specificatorii de caractere - `%c` **
-
-Acest specificator, scurt pentru caracter, funcționează ca substituentul șirului, dar generează doar un singur caracter, să observăm următorul exemplu:
-
-```cpp
-printf("%c", 'A');
-printf("%c", "A");
-printf("%c", "Hello");
-printf("%c", 105);
-printf("%c", 1.2);
-printf("%c", true);
-```
-
-```
-A
-A
-H
-i
-s
-```
-
-După cum puteți vedea, trecerea unui șir va genera doar primul caracter și trecerea unui număr va genera caracterul al cărui cod _ASCII_ se potrivește cu acel număr (_Booleanii sunt convertiți la 0 și respectiv 1_).
-
-- ** Specificatorii hexazecimali - `%x` **
-
-Următorul specificator afișează valoarea pe care o trecem ca număr hexazecimal, pur și simplu, o conversație de numere dintr-o bază dată în baza 16.
-
-```cpp
-printf("%x", 6);
-printf("%x", 10);
-printf("%x", 255);
-```
-
-```
-6
-A
-FF
-```
-
-La fel ca și cazurile pe care le-am văzut în secțiunile anterioare, trecerea valorilor altele decât numerele întregi le va converti la valorile lor întregi respective și le va genera ca numere hexazecimale;
-
-```cpp
-printf("%x", 1.5);
-printf("%x", 'Z');
-printf("%x", "Hello");
-printf("%x", true);
-```
-
-```
-3FC00000
-5A
-48
-1
-```
-
-Prima valoare `1.5`, va avea ca rezultat un comportament nedefinit la conversia sa într-un număr întreg (_1069547520_), apoi întregul rezultat va fi afișat ca hexazecimal (_3FC00000_), caracterul `Z`, va avea valoarea sa _ASCII_ (90) convertit în hexazecimal (5A). Șirul `Bună ziua` va avea doar primul său caracter (H) cu valoarea _ASCII_ de (72) convertită în hexazecimal (48). Și ieșirile `adevărate` (1) ca hexazecimal, care se convertește în (1), (fals va ieși 0).
-
-- ** Specificatorii binari - `%b` **
-
-Următorul specificator, scurt pentru `_binary_` este utilizat pentru a imprima valorile trecute ca numere binare, caracterele trecătoare vor converti codul său _ASCII_ în binar, la fel și cazul șirurilor în care este considerat doar primul caracter, booleenii sunt considerați adevărați și fals, respectiv, numerele flotante se încadrează în cazul comportamentului nedefinit, ca pentru numere întregi și hexazecimale, acestea sunt convertite în binar și de ieșire.
-
-```cpp
-printf("%b", 0b0011);
-printf("%b", 2);
-printf("%b", 2.0);
-printf("%b", 0xE2);
-printf("%b", 'T');
-printf("%b", "Hello");
-printf("%b", true);
-```
-
-```
-11
-10
-1000000000000000000000000000000
-11100010
-1010100
-1001000
-1
-```
-
-- ** Literalul `%` **
-
-La fel ca caracterul implicit de scăpare (`\`), compilatorul vede (`%`) ca un caracter special și, astfel, tratează secvența ca un substituent, atâta timp cât există un caracter după (`%`) este considerat ca specificator chiar dacă nu este valid, să observăm aceste două cazuri;
-
-```cpp
-printf("%");
-printf("Hello %");
-printf("% World");
-printf("Hello % World");
-```
-
-```
-%
-Hello %
- World
-Hello World
-```
-
-După cum puteți vedea, dacă aveți (`%`) singur ca secvență individuală, acesta va fi afișat, dar nu același lucru se întâmplă atunci când este urmat de spațiu sau de orice alt caracter, rezultând astfel scoaterea unui caracter spațial. Pentru a încălca această problemă, o scăpăm folosind un alt semn procentual după cum urmează;
-
-```cpp
-printf("This is a percent sign %%, we just had to escape it!");
-```
-
-```
-Acesta este un %, doar a trebuit să scăpăm de el!
-```
-
-Desigur, acest lucru se referă doar la funcții care acceptă formatarea, cum ar fi `printf` și `format`, de exemplu, încercarea de a afișa un semn procentual folosind funcția `print` nu va necesita scăparea acestuia.
-
-- ** Specificatorul `%q` **
-
-Acesta nu are o mare importanță în subiectul nostru principal, este folosit pe scară largă pentru a scăpa de șirurile sensibile atunci când lucrați cu _SQLite_ și credeți-mă, nimeni nu vrea să cadă sub cazul [tabelului lui Bobby](http://bobby-tables.com/about).
-
-Când am introdus substituenții, facem referire la o formulă specifică care îi privește, ca un memento, iată-l;
-
-```
-%[flags][width][.precision]type
-```
-
-Până acum, am vorbit doar despre semnul `%` și despre tipul depus, celelalte sunt opționale, dar fiecare este eficient în diferite cazuri, le puteți include pentru a controla mai bine modul în care valorile dvs. sunt tratate atunci când sunt afișate.
-
-- ** Lățimea depusă **
-
-Acesta este responsabil pentru specificarea rezultatului minim de caractere, poate fi omis dacă este necesar, trebuie doar să tastați valoarea acestuia ca număr întreg, să vedem câteva exemple;
-
-```cpp
-printf("%3d", 5555);
-printf("%3d", 555);
-printf("%3d", 55);
-printf("%3d", 5);
-```
-
-```
-5555
-555
- 55
- 5
-```
-
-Am instruit specificatorul să blocheze ieșirea la 3 caractere sau mai mult, la început, ieșirea numărului de 4 și 3 caractere a mers bine, dar caracterele mai scurte de 3 caractere au rămas căptușite cu spații, chiar și la lățimea de ieșire. Există, de asemenea, posibilitatea de a avea valori dinamice ale lățimii, pentru aceasta, folosim semnul asterisc (`*`).
-
-```cpp
-printf("%*d", 5, 55);
-```
-
-```
- 55
-```
-
-Mai întâi, trecem valoarea lățimii care a fost `5`, apoi valoarea pe care dorim să o afișăm `55`, astfel încât substituentul redă un minim de 5 caractere, adică 5 minus 2, ceea ce ne oferă 3 spații de umplere.
-
-- ** Câmpul steaguri **
-
-Acesta funcționează foarte bine cu câmpul de lățime, deoarece lățimea specifică caracterele minime pentru ieșiri, acesta tamponează golul lăsat în urmă cu orice îi spuneți. În cazul în care au rămas spații în urmă, nu va exista niciun tampon.
-
-```cpp
-printf("%3d", 55);
-printf("%5x", 15);
-printf("%2f", 1.5)
-```
-
-```
-055
-0000F
-01.500000
-```
-
-Primul număr 55, este scurt pe un caracter din cauza lățimii parametrului zecimal, deci este umplut cu un 0. În ceea ce privește 15, este convertit la valoarea hexadecimală respectivă _F_ și umplut cu 4 0 pentru a valida lățimea lui substituent. Observați cum a fost umplut doar numărul dinaintea punctului zecimal. Utilizarea valorilor dinamice ale lățimii rămâne și aici, trebuie doar să includem asteriscul, să trecem o valoare și să urmărim cum se întâmplă magia;
-
-```cpp
-printf("%0*d", 5, 55);
-```
-
-```
-00055
-```
-
-- ** Câmpul de precizie **
-
-Câmpul Precizie specifică de obicei o limită maximă la ieșire, în funcție de tipul de formatare particular. Pentru tipurile numerice cu virgulă mobilă, specifică numărul de cifre din dreapta punctului zecimal pe care ieșirea trebuie rotunjită. Pentru tipul de șir, acesta limitează numărul de caractere care ar trebui să fie redate, după care șirul este trunchiat.
-
-```cpp
-printf("%.2f", 1.5);
-printf("%.*f", 10, 1.5);
-printf("%.5s", "Hello world!");
-printf("%.*s", 7, "Hello world!");
-```
-
-```
-1.50
-1.5000000000
-Hello
-Hello w
-```
-
-După cum puteți vedea, valorile dinamice de precizie pot fi folosite atât cu semnele de poziție plutitoare, cât și cu șirul de caractere.
-
-Un truc foarte interesant pe care îl putem trage datorită câmpului de precizie este obținerea de șiruri de caractere, acum, acum, există o mulțime de metode pe care le putem folosi pentru a face acest lucru, și asta fără a lua în considerare nativul [strfind](../scripting/functions/strfind) și să nu uităm de funcțiile uimitoare pe care le-am obținut la [strlib](https://github.com/oscar-broman/strlib) din **Slice**.
-
-Să vedem cum putem obține același rezultat folosind doar câmpul de precizie.
-
-```cpp
-substring(const source[], start = 0, length = -1)
-{
- new output[256];
-
- format(output, sizeof(output), "%.*s", length, source[start]);
- return output;
-}
-```
-
-Să încercăm să descifrăm această bucată de cod, trecem pur și simplu șirul sursă, (șirul din care urmează să extragem), o poziție de pornire (slotul pe care vom începe să îl extragem) și lungimea caracterelor pe care le dorim a extrage.
-
-Valoarea noastră returnată va fi formatată în funcție de următorul substituent `%. * S`, includem câmpul de precizie și îl folosim pentru a determina o valoare dinamică care va fi lungimea caracterelor extrase, apoi oferim un punct de plecare pentru extragerea prin adăugarea `sursă [start]` care trece de la primul slot la numărul slotului `start` pe care l-am trecut în parametrii funcției.
-
-Să apelăm funcția și să vedem cum merge de aici:
-
-```cpp
-new message1[] = "Hello!", message2[] = "I want an apple!";
-
-print(substring(.source = message1, .start = 1, .length = 3));
-print(substring(.source = message2, .start = 7, .length = 8));
-```
-
-```
-ell
-an apple
-```
-
-Simplu nu? Bonus de trivia, trecerea unei _negative_ ca lungime de extracție va avea ca rezultat emiterea tuturor caracterelor din șirul dvs. sursă începând din slotul **start**. Pe de altă parte, trecerea 0 ca lungime de extracție returnează o valoare nulă.
-
-Să aruncăm o privire asupra acestor cazuri:
-
-```cpp
-new message3[] = "Arrays start at 1, says the Lua developer!";
-
-print(substring(message3)); // start = 0 by default, length = -1 by default
-print(substring(message3, .length = 6)); // start = 0 by default, length = 6
-print(substring(message3, 7, 10)); // start = 7, length = 10
-print(substring(message3, strlen(message3) - 14)); // start = 28, length = -1 by default
-print(substring(message3, strlen(message3) - 14, 3)); // start = 28, length = 3
-```
-
-```
-Arrays start at 1, says the Lua developer!
-Arrays
-start at 1
-Lua developer!
-Lua
-```
-
-#### Utilizare
-
-Punând toate acțiunile pe care le-am văzut până acum la acțiune, putem oricum să ne formăm șirurile destul de potrivite, până acum am lucrat în principal în consolă, folosind funcțiile `print` și `printf` pentru a ne transmite datele , în principal `printf`, adică datorită suportului său nativ pentru formatarea șirurilor în mișcare, de unde și f pe numele funcției.
-
-Însă în lumea reală, majorității oamenilor nu le place să se uite la terminale, sunt prea înfricoșători și complicate pentru utilizatorul obișnuit și, după cum știți cu toții, mesajele clientului apar pe ecranul jocului și nu consola, totuși , acestea nu pot fi formatate în mișcare, sunt mai mult ca o funcție de imprimare s-ar putea spune, pentru a ocoli această limitare, folosim și o altă funcție foarte eficientă, numită `format`, nu vom aprofunda definiția acesteia, așa cum am am trecut deja prin explicarea acestuia în părțile anterioare, (consultați [acest](../scripting/functions/format)), dar, iată un memento al sintaxei sale;
-
-```cpp
-format(output[], len, const format[], {Float,_}: ...}
-```
-
-Să aruncăm o privire la aceste exemple;
-
-**Exemplul 1**: _Nume jucător - Presupunând că există o redare pe server cu codul 9 numit Player1_:
-
-```cpp
-// MAX_PLAYER_NAME is a predefined constant with the value of 24, we add 1 to take into account the null terminator, thanks to Pottus for pointing that out.
-new playerName[MAX_PLAYER_NAME + 1], output[128], playerid = 9;
-
-GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-format(output, sizeof(output), "[Info]: the player with the id of %d is called {EE11CC}%s.", playerid, playerName);SendClientMessageToAll(0, output);
-```
-
-> [Informații]: playerul cu ID-ul 9 este numit Player1.
-
-Pur și simplu, obținem doar numele jucătorului și începem să formatăm șirul, substituentul `% d` este responsabil pentru afișarea variabilelor `playerid`, care deține valoarea `9`, substituentul `%s` afișează `playerName` șir care conține numele jucătorului datorită funcției `GetPlayerName`.
-
-Afișăm apoi șirul formatat tuturor de pe server folosind funcția `SendClientMessageToAll`, observăm că valoarea`0` din primul său parametru indică culoarea neagră, care va fi culoarea mesajului, valoarea hexagonală încorporată `{FFFF00}`este ceea ce a dus la ca numele jucătorului să fie galben.
-
-**Exemplul 2**: _In-game Clock - Afișarea orei curente în joc_:
-
-```cpp
-new output[128], hours, minutes, seconds;
-
-gettime(hours, minutes, seconds);
-format(output, sizeof(output), "It's %02d:%02d %s", hours > 12 ? hours - 12 : hours, minutes, hours < 12 ? ("AM") : ("PM"));
-SendClientMessageToAll(0, output);
-```
-
-Din nou, am folosit doar funcția `gettime` pentru a stoca respectivele ore, minute și secunde pe variabilele lor, apoi le-am pus pe toate împreună într-un șir frumos formatat, am profitat de câmpul de lățime`% 02d` pentru a tampona valorile între 0 și 9 cu un alt zero pentru a se sustrage ieșirilor cum ar fi (`_Este 5: 9 PM_`), după cum puteți vedea.
-
-> Este ora 18:17
-
-**Exemplul 3**: _Mesajul moarte - Afișarea unui mesaj când un jucător moare, având numele jucătorilor colorate în culorile lor_:
-
-```cpp
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- // MAX_PLAYER_NAME is a predefined constant with the value of 24, we add 1 to take into account the null terminator, thanks to Pottus for pointing that out.
- new message[144], playerName[MAX_PLAYER_NAME + 1], killerName[MAX_PLAYER_NAME + 1];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- GetPlayerName(killerid, killerName, MAX_PLAYER_NAME);
-
- format(message, sizeof(message), "{%06x}%s {000000}killed {%06x}%s", GetPlayerColor(killerid) >>> 8, killerName, GetPlayerColor(playerid) >>> 8, playerName);
- SendClientMessageToAll(0, message);
-
- return 1;
-}
-```
-
-Având în vedere următoarea listă de jucători conectați:
-
-| **ID** | **Jucator** |
-| ------ | ----------------------------------------------- |
-| 0 | Compton |
-| 1 | Dark |
-| 5 | Player1 |
-| 6 | Bartolomew |
-| 11 | unban_pls |
-
-Spuneți, `playerid` `0` a ucis `playerid` `6` , mesajele formatate ar trebui să scrie `** {FF0000} Compton {000000} ucis> {0000FF} Bartolomew ** `, care va trimite următorul mesaj client tuturor pe server:
-
-> Compton  killed  Bartolomew
-
-Îmi cer scuze dacă v-am confundat folosind [shift bit logic](https://en.wikipedia.org/wiki/Logical_shift), a fost pur și simplu folosit aici pentru a transforma numărul zecimal returnat de funcția `GetPlayerColor` în un număr hexazecimal care reprezintă o culoare, schimbarea în sine este utilizată pentru a omite spațiul -alfa-, pentru mai multe despre acest lucru, vă recomand cu tărie să verificați [acest tutorial](Binar) de **Kyosaur**.
-
-#### Specificatori personalizați
-
-Lucrul cu specificatorii de formatare prin care am trecut până acum este suficient, puteți face literalmente tot felul de lucruri cu acele instrumente magnifice, dar nimic nu ne împiedică să ne întrebați pentru mine, cât de lacomi de noi. Toate datorită lui ** Slice ** după ce a fost influențat de [sscanf](https://github.com/maddinat0r/sscanf), a venit cu o includere uimitoare, [formatex](https://github.com/Southclaws/formatex), care a adăugat mai mulți noi specificatori de utilizat, ceea ce a ușurat într-adevăr o mulțime de lucruri de pion în fiecare zi. Dar asta nu a fost, puteți crea propriile dvs. specificatori pentru a se potrivi nevoilor dvs. și, oricât de mișto ar părea, procesul este foarte ușor.
-
-Doar în scopuri de testare, să facem ceva prostesc, ceva la fel de simplu ca să dai un șir ca intrare și să-l returnăm sub forma unui link (_https://www.string.com_);
-
-```cpp
-FormatSpecifier<'n'>(output[], const param[]) {
- format(output, sizeof(output), "https://www.%s.com", param);
-}
-```
-
-La fel de simplu, și, prin urmare, puternicul specificator `%n` (prescurtare pentru Newton, deoarece este foarte cool și știința rachetei complicată 😉 s-a născut, să testăm acest campion:
-
-```cpp
-printf("%n", "samp");
-```
-
-> https://www.samp.com
-
-:::note
-
-Nu lăsați acest exemplu să vă păstreze sau să vă limitați așteptările pentru ceea ce este posibil să realizați cu specificatorii personalizați, există exemple mai bune pe pagina principală de lansare, [vă rugăm să consultați acest lucru](https://github.com/Southclaws/formatex/blob/master/README.md).
-
-:::
-
-### linkuri externe
-
-#### Tutoriale similare
-
-- [String formatting](http://web-old.archive.org/web/20190419210950/https://forum.sa-mp.com/showthread.php?t=265433) de [krogsgaard20](http://web-old.archive.org/web/20190421052543/https://forum.sa-mp.com/member.php?u=126724)
-- [Understanding Strings](http://web-old.archive.org/web/20190420182625/https://forum.sa-mp.com/showthread.php?t=284112) de [\[HiC\]TheKiller](http://web-old.archive.org/web/20190419205839/https://forum.sa-mp.com/member.php?u=23565)
-- [How to use strcmp](http://web-old.archive.org/web/20190419172015/https://forum.sa-mp.com/showthread.php?t=199796) de [Ash.](http://web-old.archive.org/web/20190419205839/https://forum.sa-mp.com/member.php?u=78597)
-- [Beginner's Guide: Single/Two/Multi-dimensional Arrays](http://web-old.archive.org/web/20190419102936/https://forum.sa-mp.com/showthread.php?t=318212) de [iPLEAOMAX](http://web-old.archive.org/web/20190419112304/https://forum.sa-mp.com/member.php?u=122705)
-- [Tips and Tricks](http://web-old.archive.org/web/20190419112018/https://forum.sa-mp.com/showthread.php?t=216730) de [Slice](https://github.com/oscar-broman)
-- [Code optimization](http://web-old.archive.org/web/20190419205837/https://forum.sa-mp.com/showthread.php?t=571550) de [Misiur](http://web-old.archive.org/web/20190419111434/https://forum.sa-mp.com/member.php?u=55934)
-- [Packed strings](http://web-old.archive.org/web/20190419172431/https://forum.sa-mp.com/showthread.php?t=480529) de [Emmet\_](https://github.com/emmet-jones)
-- [IRC string formatting](https://github.com/myano/jenni/wiki/IRC-String-Formatting) de [myano](https://github.com/myano)
-- [String manupilation](https://web.archive.org/web/20190424140855/https://www.compuphase.com/pawn/String_Manipulation.pdf) de [CompuPhase](https://web.archive.org/web/20190424140855/http://www.compuphase.com/)
-- [Pawn-lang](https://github.com/pawn-lang/compiler/blob/master/doc/pawn-lang.pdf)
-- [An in-depth look at binary and binary operators](http://web-old.archive.org/web/20190419095051/https://forum.sa-mp.com/showthread.php?t=177523) de [Kyosaur](http://web-old.archive.org/web/20190419205838/https://forum.sa-mp.com/member.php?u=23990)
-
-#### Relatari/plugin-uri/contributii relatate
-
-- [Westie](http://web-old.archive.org/web/20190419205841/https://forum.sa-mp.com/member.php?u=56481)'s [strlib](http://web-old.archive.org/web/20200923234356/https://forum.sa-mp.com/showthread.php?t=85697)
-- [Slice](https://github.com/oscar-broman)'s [strlib](https://github.com/oscar-broman/strlib)
-- [Slice](https://github.com/oscar-broman)'s [formatex](https://github.com/Southclaws/formatex)
-- [corne](http://web-old.archive.org/web/20190419205840/https://forum.sa-mp.com/member.php?u=98345)'s [y_stringhash](http://web-old.archive.org/web/20190419205838/https://forum.sa-mp.com/showthread.php?t=571305)
-- [Y-Less](https://github.com/Y-Less)'s [sscanf](https://github.com/maddinat0r/sscanf)
-
-#### Referințe
-
-- [GTA San Andreas](https://www.rockstargames.com/sanandreas/)
-- [Textdraw](../scripting/resources/textdraws#what-is-a-textdraw)
-- [Gametext](../scripting/functions/GameTextForPlayer)
-- [Limitations](../scripting/resources/limits)
-- [ASCII](https://en.wikipedia.org/wiki/ASCII)
-- [ASCII table](https://www.asciitable.com/)
-- [Pawn Tutorial](https://wiki.alliedmods.net/Pawn_Tutorial)
-- [Control Structures](../scripting/language/ControlStructures)
-- [Null character](https://en.wikipedia.org/wiki/Null_character)
-- [RGBA color space](https://en.wikipedia.org/wiki/RGBA_color_space)
-- [Color picker](https://www.webpagefx.com/web-design/color-picker/)
-- [TextDrawColor](../scripting/functions/TextDrawColor)
-- [Gametext styles](../scripting/resources/gametextstyles)
-- [Color list](../scripting/resources/colorslist)
-- [Escape sequence](https://en.wikipedia.org/wiki/Escape_sequence)
-- [r/programmerhumor](https://www.reddit.com/r/ProgrammerHumor/)
-- [Newline](https://en.wikipedia.org/wiki/Newline)
-- [Undefined behavior](https://en.wikipedia.org/wiki/Undefined_behavior)
-- [Bobby table](https://bobby-tables.com/about)
-- [strfind](../scripting/functions/strfind)
-- [format](../scripting/functions/format)
-- [Bitwise logical shift](https://en.wikipedia.org/wiki/Logical_shift)
diff --git a/docs/translations/ru/client/ClientCommands.md b/docs/translations/ru/client/ClientCommands.md
deleted file mode 100644
index 37ce95b5972..00000000000
--- a/docs/translations/ru/client/ClientCommands.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: "КлиентÑкие комманды"
-descripion: СпиÑок вÑех клиентÑких команд.
----
-
-| Команда | ОпиÑание |
-| -------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| /quit (/q) | Команда говорит Ñама за ÑебÑ, позволÑет выйти из игры. |
-| /save | /save ÑÐ°Ð¼Ð°Ñ Ð¿Ð¾Ð»ÐµÐ·Ð½Ð°Ñ Ð¸ чаÑто иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÐµÐ¼Ð°Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚ÑÐºÐ°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð°. Когда вы пишите /save, ваща Ñ‚ÐµÐºÑƒÑ‰Ð°Ñ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ ÑохранÑетÑÑ Ð² файл savedpositions.txt в папке Ñ Ð´Ð¾ÐºÑƒÐ¼ÐµÐ½Ñ‚Ð°Ð¼Ð¸ GTA San Andreas, которую вы затем можете иÑпользовать в Ñкриптах.
-| /rs | /rs (Raw Save) то же Ñамое, что и /save, но ÑохранÑет только позицию и поворот в файл rawpositions.txt в папке Ñ Ð´Ð¾ÐºÑƒÐ¼ÐµÐ½Ñ‚Ð°Ð¼Ð¸ GTA San Andreas. Оружие, клаÑÑ Ð¸ прочие данные не будут Ñоханены. |
-| /interior | Почти Ñ‚Ð°ÐºÐ°Ñ Ð¶Ðµ важнаÑ, как и /save, Ñта команда выводит текущий ID интерьера в чат. |
-| /fpslimit | Ðта команда позволÑет ограничить FPS (Кадры в Ñекунду) Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ¹ игры. Чем выше лимит, тем плавнее игровой процеÑÑ. Ðе имеет Ñффекта, еÑли ограничитель кадров отключен в наÑтройках графики игры. Может быть уÑтановлен от 20 до 90 кадров. |
-| /pagesize | /pagesize иÑпользуетÑÑ Ð´Ð»Ñ ÑƒÐºÐ°Ð·Ð°Ð½Ð¸Ñ ÐºÐ¾Ð»Ð¸Ñ‡ÐµÑтва Ñтрок, отображаемых в чате. Может быть от 10 до 20 Ñтрок. Имеет значение 10 по умолчанию. |
-| /headmove | Ðта команда включает/отключает Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ð¾Ð»Ð¾Ð²Ñ‹, однако, Ñто проиÑходит локально и другие игроки будут видеть ваши Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ð¾Ð»Ð¾Ð²Ñ‹. |
-| /timestamp | Ðта команда позволÑет отобразить/Ñкрыть Ð²Ñ€ÐµÐ¼Ñ Ñообщений в чате. Ð’Ñ€ÐµÐ¼Ñ Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶Ð°ÐµÑ‚ÑÑ Ð¿Ð¾ времени компьютера, не Ñервера. |
-| /dl | DL (Debug Labels) отвечает за дебаг-отображение различных надпиÑей. Ðта команда включает/отключает надпиÑи на транÑпорте, которые отображают ID транÑпорта, модель, здоровье, была ли машина предзагружена, диÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð´Ð¾ игрока, трейлер, доÑтупные меÑта, Ñ‚ÐµÐºÑƒÑ‰Ð°Ñ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ Ð¸ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ Ñпавна. |
-| /nametagstatus | Когда включена (что проиÑходит по умолчанию), игроки будут видеть значок пеÑочных чаÑов, когда игроки будут AFK. AFK включает минимизирование окна (alt+tab), меню паузы (ESC), Ð¿Ð¾Ñ‚ÐµÑ€Ñ ÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ (crash/timeout) и взÑтие Ñкриншота игры, что занимает около 3 Ñекунд. |
-| /mem | Показывает текущее иÑпользование памÑти игрой. (Однако, обычно выводит проÑто 128 MB.) |
-| /audiomsg | Включает/отключает Ñообщение о включении аудиоÑтрима Ð´Ð»Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°. |
-| /fontsize | ИзменÑет размер шрифта в UI (чат, диалоги и Ñ‚.д.). ДопуÑтимый размер шрифта от -3 до 5. |
-| /ctd | Ðта команда была добавлена в SA-MP 0.3.7 RC2. ПозволÑет включить клиентÑкий дебаг цели, на которую направлена камера. |
-| /rcon | Больше отноÑитÑÑ Ðº Ñерверу, нежели к клиенту. Ðта команда иÑпользуетÑÑ Ð´Ð»Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð° RCON команд. RCON Ñто вÑÑ‚Ñ€Ð¾ÐµÐ½Ð½Ð°Ñ ÑиÑтема админиÑтрированиÑ. RCON означает [Remote Control (удалённое управление)](../server/ControllingServer#using-rcon). |
-| /hudscalefix | ИÑправлÑет размер HUD'a, ÑÑылаÑÑÑŒ на разрешение Ñкрана клиента |
-
-## Файл sa-mp.cfg
-
-| ÐžÐ¿Ñ†Ð¸Ñ | ОпиÑание |
-|-----------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| pagesize | См. /pagesize. |
-| fpslimit | См. /fpslimit. |
-| disableheadmove | См. /headmove. |
-| timestamp | См. /timestamp. |
-| ime | Ðтот параметр определÑет, поддерживает ли окно ввода в чат редактирование текÑта через Input Method Editor. 1 включает IME, 0 отключает. |
-| audiomsgoff | См. /audiomsg. |
-| multicore | Переключает иÑпользование клиентом SA-MP неÑкольких Ñдер процеÑÑора при работе. По умолчанию 1 (ИСПОЛЬЗУЕТ неÑколько Ñдер процеÑÑора). УÑтановите значение 0, еÑли у Ð²Ð°Ñ Ð²Ð¾Ð·Ð½Ð¸ÐºÐ°ÑŽÑ‚ проблемы Ñ Ð¼Ñ‹ÑˆÑŒÑŽ. |
-| directmode | Ðто позволÑет игрокам Ñ Ð¿Ñ€Ð¾Ð±Ð»ÐµÐ¼Ð°Ð¼Ð¸ отриÑовки текÑта в чате иÑпользовать более медленный режим рендеринга текÑта прÑмо на Ñкран. 0 - отключить, 1 - включить. |
-| audioproxyoff | ЕÑли Ñта Ð¾Ð¿Ñ†Ð¸Ñ ÑƒÑтановлена на 1 и в наÑтройках Windows Internet Options уÑтановлен прокÑи-Ñервер, прокÑи-Ñервер не будет иÑпользоватьÑÑ Ð¿Ñ€Ð¸ воÑпроизведении аудиопотоков в SA-MP. |
-| nonametagstatus | См. /nametagstatus. |
-| fontface | Ðта Ð¾Ð¿Ñ†Ð¸Ñ Ð±Ñ‹Ð»Ð° добавлена в верÑии 0.3.7. ПозволÑет изменить шрифт в чате, диалогах и табло Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°Ð¼Ð¸, Ñ‚.е. fontface="Comic Sans MS". Официально не поддерживаетÑÑ Ð¸ может вызвать проблемы. |
-| fontweight | Ðта Ð¾Ð¿Ñ†Ð¸Ñ Ð±Ñ‹Ð»Ð° добавлена в верÑии 0.3.7. Ðта Ð¾Ð¿Ñ†Ð¸Ñ Ð·Ð°Ð´Ð°Ñ‘Ñ‚, будет ли шрифт вашего чата жирным или нет. 0 = BOLD (по умолчанию) и 1 = NORMAL. |
-| nohudscale | Ðта Ð¾Ð¿Ñ†Ð¸Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.7 R3. См. /hudscalefix. |
diff --git a/docs/translations/ru/client/CommonClientIssues.md b/docs/translations/ru/client/CommonClientIssues.md
deleted file mode 100644
index e1759938dd4..00000000000
--- a/docs/translations/ru/client/CommonClientIssues.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: Общие Проблемы Ñ ÐšÐ»Ð¸ÐµÐ½Ñ‚Ð¾Ð¼
----
-
-### Я получаю ошибку "San Andreas не найден"
-
-San Andreas Multiplayer Ñто **не** ÑамоÑтоÑÑ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¿Ñ€Ð¾Ð³Ñ€Ð°Ð¼Ð¼Ð°! Она добавлÑет функционал мультиплеера в San Andreas, поÑтому необходимо иметь GTA San Andreas на ПК - она так же должна иметь gta_sa.exe верÑии **EU/US v1.0**, другие верÑии, такие, как v2.0 или Steam и Direct2Drive работать не будут. [Ðажмите здеÑÑŒ, чтобы понизить верÑию вашей GTA: SA до верÑии 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-### Я не вижу ничего в ÑпиÑке Ñерверов SA:MP
-
-Во-первых, убедитеÑÑŒ, что вы Ñледуете процедурам, изложенным в [БыÑтром Ñтарте](https://github.com/openmultiplayer/launcher/releases/latest). ЕÑли вы Ñледовали тому, что там было Ñказано, и вÑе еще не видите никаких Ñерверов, вы должны разрешить SA:MP доÑтуп через ваш брандмауÑÑ€. К Ñожалению, из-за большого количеÑтва доÑтупного программного обеÑÐ¿ÐµÑ‡ÐµÐ½Ð¸Ñ Ð±Ñ€Ð°Ð½Ð´Ð¼Ð°ÑƒÑра мы не можем предложить дальнейшие шаги по Ñтому вопроÑу - мы предлагаем заглÑнуть на Ñайт Ð¿Ñ€Ð¾Ð¸Ð·Ð²Ð¾Ð´Ð¸Ñ‚ÐµÐ»Ñ Ð¸Ð»Ð¸ попробовать поиÑк в Google. Также убедитеÑÑŒ, что у Ð²Ð°Ñ ÐµÑть поÑледнÑÑ Ð²ÐµÑ€ÑÐ¸Ñ SA:MP!
-
-### ВмеÑто SA:MP запуÑкаетÑÑ Ð¾Ð´Ð¸Ð½Ð¾Ñ‡Ð½Ð°Ñ Ð¸Ð³Ñ€Ð°
-
-:::warning
-
-Ð’Ñ‹ не должны видеть опции одиночной игры (начать игру, загрузить игру и Ñ‚.д.) - SA:MP должен запуÑтитьÑÑ Ð¾Ñ‚Ð´ÐµÐ»ÑŒÐ½Ð¾ и не иметь в Ñебе данных опций. ЕÑли вы видите пункт "ÐÐ¾Ð²Ð°Ñ Ð¸Ð³Ñ€Ð°" (Ðачать игру), то была загружена Ð¾Ð´Ð¸Ð½Ð¾Ñ‡Ð½Ð°Ñ Ð¸Ð³Ñ€Ð°, не San Andreas Multiplayer.
-
-:::
-
-ÐžÐ´Ð¸Ð½Ð¾Ñ‡Ð½Ð°Ñ Ð¸Ð³Ñ€Ð° может быть запущена по двум причинам; вы уÑтановили SA:MP в другую папку или имеете неподходÑщую верÑию San Andreas. ЕÑли вы имеете неподходÑщую верÑию игры, вы можете иÑпользовать даунгрейдер GTA San Andreas. Кликните [здеÑÑŒ](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) Ð´Ð»Ñ Ð·Ð°Ð³Ñ€ÑƒÐ·ÐºÐ¸.
-
-Иногда будет отображатьÑÑ Ð¼ÐµÐ½ÑŽ одиночной игры, но SA:MP на Ñамом деле загрузитÑÑ Ð¿Ñ€Ð°Ð²Ð¸Ð»ÑŒÐ½Ð¾. Чтобы иÑправить Ñто, вам проÑто нужно выбрать пункт в меню, а затем нажать клавишу Esc, чтобы выйти из него, поÑле чего SA:MP приÑтупит к нормальной загрузке.
-
-
-### Я получаю Ñообщение "ÐедопуÑтимый никнейм", когда подключаюÑÑŒ к Ñерверу
-
-УбедитеÑÑŒ, что вы не иÑпользуете запрещённые Ñимволы в вашем имени (иÑпользуйте только 0-9, a-z, \[\], (), \$, @, ., \_ =), и что ваше Ð¸Ð¼Ñ Ð½Ðµ длиннее 20 Ñимволов. Ðто также может быть вызвано тем, что игрок находитÑÑ Ð½Ð° Ñервере Ñ Ñ‚ÐµÐ¼ же именем, как и у Ð²Ð°Ñ (что может произойти, еÑли вы быÑтро подключитеÑÑŒ к Ñерверу поÑле потери ÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ð¸Ð»Ð¸ ÑбоÑ). Windows Ñервер SA:MP, работающий более 50 дней подрÑд, может иногда Ñоздавать данную ошибку.
-
-### БеÑÐºÐ¾Ð½ÐµÑ‡Ð½Ð°Ñ Ð½Ð°Ð´Ð¿Ð¸ÑÑŒ "Connecting to IP:Port..."
-
-Сервер может быть выключен или еÑли вы не можете подключитьÑÑ Ð½Ð¸ к какому Ñерверу, отключите ваш брандмауÑÑ€ и проверьте работоÑпоÑобноÑть. ЕÑли работает, то вам Ñледует перенаÑтроить ваш брандмауÑÑ€. Ðто так же может быть вызвано тем, что вы иÑпользуете уÑтаревшую верÑию SA:MP - актуальную верÑию можно найти [здеÑÑŒ](http://sa-mp.com/download.php).
-
-### У Ð¼ÐµÐ½Ñ ÑƒÑтановлены модификации в GTA: San Andreas и SA:MP не запуÑкаетÑÑ
-
-ЕÑли он не запуÑкаетÑÑ, удалите проблемные моды
-
-### Когда Ñ Ð·Ð°Ð¿ÑƒÑкаю GTA через SA:MP, она не запуÑкаетÑÑ
-
-Удалите файл gta_sa.set из папки GTA San Andreas в документах, так же убедитеÑÑŒ, что у Ð²Ð°Ñ Ð½Ðµ уÑтановлены читы и прочий подобный Ñофт.
-
-### Игра вылетает, когда взрываетÑÑ Ð¼Ð°ÑˆÐ¸Ð½Ð°
-
-ЕÑли вы иÑпользуете 2 монитора, еÑть 3 ÑпоÑоба решить Ñту проблему:
-
-1. Отключите второй монитор, Ð¸Ð³Ñ€Ð°Ñ Ð² SA:MP.
-2. УÑтановите качеÑтво визуальных Ñффектов на минимум в наÑтройках графики GTA: San Andreas.
-3. Переименуйте папку GTA San Andreas (к примеру, в "GTA San Andreas2")
-
-### ÐœÐ¾Ñ Ð¼Ñ‹ÑˆÑŒ переÑтаёт работать поÑле выхода в меню паузы.
-
-ЕÑли ваша мышь кажетÑÑ Ð·Ð°Ð¼Ð¾Ñ€Ð¾Ð¶ÐµÐ½Ð½Ð¾Ð¹ в игре, пока она (чаÑтично) работает в меню паузы, то вам Ñледует отключить опцию многоÑдерноÑти (multicore) [sa-mp.cfg](ClientCommands#файл-sa-mpcfg "Sa-mp.cfg") (уÑтановите 0). Ðепрерывное нажатие Esc до тех пор, пока мышь Ñнова не заработает, также может работать, но ÑовÑем правильное решение.
-
-### Файл dinput8.dll отÑутÑтвует
-
-Ðто, возможно, возникает, когда DirectX не уÑтановлен должным образом, попробуйте переуÑтановить его и не забудьте перезагрузить компьютер. ЕÑли Ñто не решает проблему, перейдите в директорию C:\\Windows\\System32 и Ñкопируйте и вÑтавьте файл dinput.dll в корневой каталог вашей GTA San Andreas. Ðто вÑе решит.
-
-
-### Я не вижу никнеймов других игроков!
-
-ПожалуйÑта, имейте в виду, что некоторые Ñерверы имеют возможноÑть глобального Ð¾Ñ‚ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ð½Ð¸ÐºÐ½ÐµÐ¹Ð¼Ð¾Ð². Ð’ противном Ñлучае Ñта проблема чаÑто возникает на компьютерах Ñ Ð¸Ð½Ñ‚ÐµÐ³Ñ€Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð½Ñ‹Ð¼Ð¸ графичеÑкими процеÑÑорами Intel HD (которые на Ñамом деле не предназначены Ð´Ð»Ñ Ð¸Ð³Ñ€). К Ñожалению, Ñ‚Ð¾Ñ‡Ð½Ð°Ñ Ð¿Ñ€Ð¸Ñ‡Ð¸Ð½Ð° неизвеÑтна, и в наÑтоÑщее времÑ, похоже, нет универÑального решениÑ. ДолгоÑрочным решением было бы уÑтановить другую видеокарту в ваш компьютер, еÑли Ñто возможно и еÑли ваш бюджет позволÑет Ñто.
diff --git a/docs/translations/ru/client/CrashAddresses.md b/docs/translations/ru/client/CrashAddresses.md
deleted file mode 100644
index a34f4eb2524..00000000000
--- a/docs/translations/ru/client/CrashAddresses.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: ÐдреÑа Сбоев
----
-
-Ð’ приведенной ниже таблице перечиÑлены некоторые раÑпроÑтраненные адреÑа Ñбоев клиентов, которые можно иÑпользовать Ð´Ð»Ñ Ð¾Ñ‚ÑÐ»ÐµÐ¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¾Ð±Ð»ÐµÐ¼Ñ‹ и Ð¿Ñ€ÐµÐ´Ð¾Ñ‚Ð²Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ ÐµÐµ Ð²Ð¾Ð·Ð½Ð¸ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ð² будущем. Ð’ большинÑтве Ñлучаев Ñбои клиента проиÑходÑÑ‚ из-за проблемы в Ñкрипте. Ð¥Ð¾Ñ‚Ñ Ñтоит отметить, что SA:MP в наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¾Ð²Ð¾Ð»ÑŒÐ½Ð¾ Ñтабилен.
-
-| ЧаÑтота | ÐÐ´Ñ€ÐµÑ | Причина | Решение |
-| --------- | ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Редко| 0x00000000| SA: MP не инициализируетÑÑ. | ПереуÑтановите игру, убедитеÑÑŒ, что Ð¾Ð´Ð¸Ð½Ð¾Ñ‡Ð½Ð°Ñ Ð¸Ð³Ñ€Ð° работает, еÑли у Ð²Ð°Ñ ÑƒÑтановлены какие-либо моды, удалите их. |
-| Редко| 0x006E3D17| ОтноÑитÑÑ Ðº Ñкинам. ЧаÑто Ñто проиÑходит при Ñмене Ñкина игрока, который находитÑÑ Ð² транÑпортном ÑредÑтве или только входит в него или выходит из него.| УбедитеÑÑŒ, что игрок находитÑÑ Ð½Ð° ногах, прежде чем менÑть его Ñкин.|
-| Редко| 0x0058370A| Сложно отÑледить. Вроде бы отноÑитÑÑ Ðº транÑпорту / камере. ПроиÑходит, когда Ñкрипт пытаетÑÑ Ð¿Ð¾Ñадить игрока в транÑпортное ÑредÑтво. ТранÑпортное ÑредÑтво, в которое игрок телепортируетÑÑ, еще не доÑтупно и/или не визуализировано в мире | Подождите неÑколько Ñотен миллиÑекунд, прежде чем телепортировать игрока в только что Ñозданное транÑпортное ÑредÑтво. Другим решением потенциально может быть иÑпользование SetCameraBehindPlayer перед телепортацией их в транÑпортное ÑредÑтво.
-| Редко| 0x0040F64C| Проблема в Windows 7 / Vista ÑвÑÐ·Ð°Ð½Ð½Ð°Ñ Ñ Ð¿Ñ€Ð°Ð²Ð°Ð¼Ð¸. Проблема в верÑии уÑтановщика, иÑпользуемой клиентом SA:MP| ОбновитеÑÑŒ до новой верÑии SA:MP. ЕÑли Ñбой вÑÑ‘ ещё ÑлучаетÑÑ, переименуйте ваш каталог GTA SA.|
-| Редко| 0x0059F8B4| Возникает, когда клиенту не удаетÑÑ Ð·Ð°Ð³Ñ€ÑƒÐ·Ð¸Ñ‚ÑŒ объекты SA:MP. Обычно проблема в том, что важный файл samp.img отÑутÑтвует.| ПереуÑтановите клиент. Попробуйте запуÑтить уÑтановщик от имени админиÑтратора, еÑли вы иÑпользуете Windows Vista / 7. |
-| Редко| 0x00746929 или 0x0081214A | Плохо наÑÑ‚Ñ€Ð¾ÐµÐ½Ð½Ð°Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚ÑÐºÐ°Ñ Ñторона.| Клик|
-| ЧаÑто | 0x007F0BF7| СвÑзанные Ñ Ð¼Ð¾Ð´Ð¸Ñ„Ð¸ÐºÐ°Ñ†Ð¸ÐµÐ¹ транÑпортных ÑредÑтв. ЧаÑто возникает, когда Ñервер пытаетÑÑ Ð¿Ð¾Ñтавить недопуÑтимый компонент на транÑпортное ÑредÑтво (например, NoS или Ñпойлеры на мотоцикл). Другими причинам могут быть плохие моды на транÑпорт на Ñтороне клиента.| ЕÑть множеÑтво Ñкриптов, которые иÑправлÑÑŽÑ‚ Ñту ошибку на Ñтороне Ñервера.|
-| ЧаÑто | 0x00544BC8| СвÑзан Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸. Обычно Ñто проиÑходит, когда Ð´Ð»Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚Ð° отображаетÑÑ Ñлишком много объектов, то еÑть больше, чем он может обработать.| Одним из практичеÑких решений может быть иÑпользование обработчика объектов / Ñтримера (streamer). Многие Ñтримеры на форуме имеют наÑтройки конфигурации, позволÑющими уменьшить макÑимальное количеÑтво видимых объектов, отображаемых игрокам в любой момент времени|
-| ЧаÑто | 0x00415D47| СвÑзан Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸. Обычно Ñто проиÑходит, когда Ð´Ð»Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚Ð° загружаетÑÑ Ñлишком много текÑтур объектов.| ÐÐ¸Ð·ÐºÐ¾ÑƒÑ€Ð¾Ð²Ð½ÐµÐ²Ð°Ñ Ð¿Ñ€Ð¾Ð±Ð»ÐµÐ¼Ð°, которую трудно отÑледить и иÑправить. Я думаю, что Ñто как-то ÑвÑзано Ñ ÑтолкновениÑми, которые проиÑходÑÑ‚ Ñлучайным образом в завиÑимоÑти от объекта. Попробуйте удалить группы объектов и иÑпользовать процеÑÑ Ð¿Ñ€Ð¾Ð± и ошибок, чтобы уÑтановить, какие объекты вызывают Ñбой, а затем удалите их
-| ЧаÑто | 0x00536DF4| СвÑзан Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸. Обычно Ñто проиÑходит, когда Ð´Ð»Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚Ð° загружаетÑÑ Ñлишком много текÑтур объектов.| См. выше |
-
-| Сообщение| Причина| Решение|
-| -------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------ |
-| Exception 0xC0000005 at 0x5E5815 | Трудно отÑледить. Метод, на который указывает Ñтот адреÑ, делает целую кучу вещей. Он обрабатывает переходы анимаций на оÑнове поверхноÑти, на которой Ñтоит перÑонаж, а затем имеет дело Ñо звуком и вызываетÑÑ Ñразу поÑле функции, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ _выдаёт_ вам оружие... Возможно, здеÑÑŒ проиÑходит то, что какое-то Ñобытие, вызванное Ñкриптом, произошло прÑмо в тот момент, когда вы входили в транÑпортное ÑредÑтво (например, получение оружиÑ, Ñ‚ÐµÐ»ÐµÐ¿Ð¾Ñ€Ñ‚Ð°Ñ†Ð¸Ñ Ð¸Ð»Ð¸ что-то подобное). | - |
-| Exception 0x0000005 at 0x534134 | Проблема Ñ ÑƒÑ€Ð¾Ð²Ð½Ñми доÑтупа на Windows 7 / Vista | ЗапуÑк SA:MP от имени админиÑтратора выглÑдит как решение. |
-| Exception 0xC0000005 at 0x544BC8 | См. 0x00544BC8 | См. 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | См. 0x00544BC8 | См. 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | ÐÐµÐºÐ¾Ñ€Ñ€ÐµÐºÑ‚Ð½Ð°Ñ Ð´ÐµÑ‚Ð°Ð»ÑŒ уÑтановлена на транÑпорт| [См. здеÑÑŒ](CommonClientIssues)|
diff --git a/docs/translations/ru/client/_.md b/docs/translations/ru/client/_.md
deleted file mode 100644
index df0f8840f29..00000000000
--- a/docs/translations/ru/client/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Клиент
-description: Ðта ÐºÐ°Ñ‚ÐµÐ³Ð¾Ñ€Ð¸Ñ Ñодержит информацию о функциÑÑ… и поддержке клиента SA-MP.
----
-
-Ðта ÐºÐ°Ñ‚ÐµÐ³Ð¾Ñ€Ð¸Ñ Ñодержит информацию о функциÑÑ… и поддержке клиента SA-MP.
diff --git a/docs/translations/ru/client/sa-mp.cfg.md b/docs/translations/ru/client/sa-mp.cfg.md
deleted file mode 100644
index 1bddd152a85..00000000000
--- a/docs/translations/ru/client/sa-mp.cfg.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: sa-mp.cfg
-description: файл конфигурации клиента sa-mp.
----
-
-## ОпиÑание
-
-`sa-mp.cfg` — Ñто файл конфигурации клиента, который позволÑет вам изменÑть наÑтройки, ÑвÑзанные Ñ SA-MP. Ðтот файл находитÑÑ Ð² папке 'My Documents\\GTA San Andreas User Files\\SAMP', вашей учетной запиÑи Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»Ñ Windows. Ð”Ð»Ñ Ñ€ÐµÐ´Ð°ÐºÑ‚Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ñтого файла можно иÑпользовать текÑтовый редактор, например, блокнот.
-
-## Параметры
-
-| Параметр | ОпиÑание |
-|---------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| **pagesize** | ПозволÑет игрокам задавать количеÑтво Ñтрок, которые отображаютÑÑ Ð² окне чата. Значение может быть уÑтановлено от 10 до 20 Ñтрок. Значение по умолчанию — 10 Ñтрок. Ðту наÑтройку можно изменить в игре, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñƒ на Ñтороне клиента /pagesize. |
-| **fpslimit** | ПозволÑет игрокам уÑтановить определённый лимит [FPS](http://en.wikipedia.org/wiki/Frame_rate "http://en.wikipedia.org/wiki/Frame_rate"), когда в меню GTA:SA активирована Ð¾Ð¿Ñ†Ð¸Ñ Ð¾Ð³Ñ€Ð°Ð½Ð¸Ñ‡ÐµÐ½Ð¸Ñ ÐºÐ°Ð´Ñ€Ð¾Ð². ДопуÑтимые Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð½Ð°Ñ…Ð¾Ð´ÑÑ‚ÑÑ Ð² диапазоне от 20 до 90. Значение по умолчанию, уÑтановленное SA-MP, ÑоÑтавлÑет 50. Ðту опцию можно изменить в игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ клиентÑкой команды /fpslimit. |
-| **disableheadmove** | Ð”Ð°Ð½Ð½Ð°Ñ Ð¾Ð¿Ñ†Ð¸Ñ ÑƒÐ¿Ñ€Ð°Ð²Ð»Ñет тем, поворачиваетÑÑ Ð»Ð¸ голова игрока в направлении, куда он Ñмотрит. Значение 1 отключает Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ð¾Ð»Ð¾Ð²Ñ‹, а 0 включает их. Ðту опцию можно переключать в игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ клиентÑкой команды /headmove. |
-| **timestamp** | ПозволÑет игрокам отображать локальную временную метку Ñ€Ñдом Ñ ÑообщениÑми в чате. Значение 1 включает отображение временных меток, а 0 отключает их. Ðту опцию можно переключать в игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ клиентÑкой команды /timestamp. |
-| **ime** | Ðтот параметр определÑет, поддерживает ли поле ввода в окне чата редактирование текÑта и переключение Ñзыков Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ метода ввода (IME). Значение 1 активирует IME, а 0 деактивирует. |
-| **multicore** | Переключение иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚Ð¾Ð¼ SA-MP неÑкольких Ñдер процеÑÑора во Ð²Ñ€ÐµÐ¼Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹. По умолчанию уÑтановлено значение 1 (иÑпользует неÑколько Ñдер процеÑÑора). УÑтановите значение 0, еÑли возникают проблемы Ñ Ð¼Ñ‹ÑˆÑŒÑŽ. |
-| **directmode** | ПозволÑет игрокам, у которых возникают проблемы Ñ Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸ÐµÐ¼ текÑта в чате, иÑпользовать более медленный режим прÑмой отриÑовки текÑта на Ñкран. Значение 0 отключает функцию, 1 включает. |
-| **audiomsgoff** | ЕÑли Ñтот параметр уÑтановлен в значение 1, ÑÐ¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ 'Audio Stream: \[URL\]' не будут отображатьÑÑ Ð² окне чата, когда Ñервер воÑпроизводит аудиопоток. Ðту наÑтройку можно переключать в игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ клиентÑкой команды /audiomsg. |
-| **audioproxyoff** | ЕÑли Ñтот параметр уÑтановлен в значение 1 и в наÑтройках интернета Windows задан прокÑи-Ñервер, прокÑи не будет иÑпользоватьÑÑ Ð¿Ñ€Ð¸ воÑпроизведении аудиопотоков в SA-MP. |
-| **nonametagstatus** | ЕÑли Ñтот параметр уÑтановлен в значение 0, игроки будут видеть иконку пеÑочных чаÑов Ñ€Ñдом Ñ Ð¸Ð¼ÐµÐ½Ð½Ñ‹Ð¼Ð¸ тегами других игроков, когда те находÑÑ‚ÑÑ Ð½Ð° паузе. По умолчанию Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½Ð° (0). Ðту наÑтройку можно изменить в игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ клиентÑкой команды /nametagstatus. |
-| **fontface** | ПозволÑет изменить шрифт чата, диалогов и табло Ñчета, например, _i.e. fontface="Comic Sans MS"_. Официально не поддерживаетÑÑ Ð¸ может вызвать проблемы. |
-| **fontweight** | Ðтот параметр переключает жирноÑть шрифта вашего чата. **0 = ЖИРÐЫЙ (по умолчанию) and 1 = ОБЫЧÐЫЙ.** |
diff --git a/docs/translations/ru/meta/Contributing.md b/docs/translations/ru/meta/Contributing.md
deleted file mode 100644
index b283fdd1de0..00000000000
--- a/docs/translations/ru/meta/Contributing.md
+++ /dev/null
@@ -1,224 +0,0 @@
----
-title: ВнеÑение вклада
-description: Как внеÑти вклад в Wiki SA-MP и документацию open.mp.
----
-
-Ðтот иÑточник документации открыт Ð´Ð»Ñ Ð²Ð½ÐµÑений любых изменений. Ð’ÑÑ‘, что вам нужно, Ñто аккаунт [GitHub](https://github.com) и Ñвободное времÑ. Вам даже не нужно знать Git, вы можете вÑÑ‘ Ñделать через веб интерфейÑ!
-
-ЕÑли вы хотите помочь Ñ Ð¿Ð¾Ð´Ð´ÐµÑ€Ð¶ÐºÐ¾Ð¹ определённого Ñзыка, откройте документ [`CODEOWNERS`](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) и добавьте по примеру Ñтроку Ñ Ð´Ð¸Ñ€ÐµÐºÑ‚Ð¾Ñ€Ð¸ÐµÐ¹ Ñ Ð¿ÐµÑ€ÐµÐ²Ð¾Ð´Ð°Ð¼Ð¸ вмеÑте Ñ Ð²Ð°ÑˆÐ¸Ð¼ именем пользователÑ.
-
-
-## Редактирование контента
-
-Ðа каждой Ñтранице еÑть кнопка, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð¿ÐµÑ€ÐµÐ½Ð¾Ñит Ð²Ð°Ñ Ð½Ð° Ñтраницу Ñ Ñ€ÐµÐ´Ð°ÐºÑ‚Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸ÐµÐ¼:
-
-
-
-Ðапример, клик по [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) перенеÑёт Ð²Ð°Ñ Ð½Ð° [Ñту Ñтраницу](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md), ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð²Ñтретит Ð²Ð°Ñ Ñ Ñ‚ÐµÐºÑтовым редактором Ð´Ð»Ñ Ñ€ÐµÐ´Ð°ÐºÑ‚Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ñодержимого (еÑли вы уже вошли в аккаунт GitHub, конечно же).
-
-Сделайте ваши правки и подтвердите "Pull Request" (Ð·Ð°Ð¿Ñ€Ð¾Ñ Ð½Ð° ÑлиÑние), Ñто означает, что руководитель Wiki и другие члены ÑообщеÑтва Ñмогут увидеть ваши изменениÑ, обÑудить, что требуетÑÑ Ð´Ð¾Ð±Ð°Ð²Ð¸Ñ‚ÑŒ и/или иÑправить и уже поÑле внеÑти Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð² оÑновной репозиторий.
-
-
-## Добавление нового контента
-
-Добавление нового контента немного Ñложнее. Ð’Ñ‹ можете Ñделать Ñто Ð´Ð²ÑƒÐ¼Ñ ÑпоÑобами:
-
-### Сайт GitHub
-
-Когда вы проÑматриваете директорию на Ñайте GitHub, вы можете заметить кнопку "Добавить файл" в правом верхнем углу ÑпиÑка файлов:
-
-
-
-Ð’Ñ‹ можете либо загрузить уже напиÑанный файл Markdown, либо запиÑать его непоÑредÑтвенно в текÑтовом редакторе GitHub.
-
-Файл _обÑзан_ иметь раÑширение `.md` и Ñодержать в Ñебе разметку на Ñзыке Markdown. Ð”Ð»Ñ Ð±Ð¾Ð»ÑŒÑˆÐµÐ¹ информации о Markdown, прочтите [данную Ñтатью](https://guides.github.com/features/mastering-markdown/).
-
-Как только вÑÑ‘ Ñделано, нажмите "Предложить новый файл" и будет открыт новый Ð·Ð°Ð¿Ñ€Ð¾Ñ Ð½Ð° ÑлиÑние (Pull request).
-
-### Git
-
-ЕÑли вы хотите иÑпользовать Git, вÑÑ‘, что вам необходимо - Ñто клонировать репозиторий Ñ Wiki:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Откройте Ñто в вашем любимом текÑтовом редакторе. Я рекомендую Visual Studio Code, поÑкольку он имеет некоторые полезные ÑредÑтва Ð´Ð»Ñ Ñ„Ð¾Ñ€Ð¼Ð°Ñ‚Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ñ„Ð°Ð¹Ð»Ð¾Ð² Markdown. Как можно увидеть, Ñ Ð¿Ð¸ÑˆÑƒ Ñто, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Visual Studio Code!
-
-
-
-Я рекомендую 2 раÑширениÑ, которые упроÑÑ‚ÑÑ‚ ваше работу:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) от David Anson - Ñто раÑширение, которое гарантирует, что ваш Markdown отформатирован правильно. Ðто предотвращает некоторые ÑинтакÑичеÑкие и ÑемантичеÑкие ошибки. Ðе вÑе Ð¿Ñ€ÐµÐ´ÑƒÐ¿Ñ€ÐµÐ¶Ð´ÐµÐ½Ð¸Ñ Ð²Ð°Ð¶Ð½Ñ‹, но некоторые могут помочь улучшить читаемоÑть. ИÑпользуйте лучшее решение, а еÑли вы ÑомневаетеÑÑŒ, проÑто ÑпроÑите проверÑющего!
-
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) от Prettier.js Team - Ñто форматер, который автоматичеÑки отформатирует ваши файлы Markdown, чтобы вÑе они иÑпользовали ÑоглаÑованный Ñтиль. Репозиторий Wiki имеет некоторые наÑтройки в Ñвоем "package.json", которые раÑширение должно автоматичеÑки иÑпользовать. ОбÑзательно включите "формат при Ñохранении" в наÑтройках редактора, чтобы ваши файлы Markdown автоматичеÑки форматировалиÑÑŒ при каждом Ñохранении!
-
-## ЗамечаниÑ, ПодÑказки и СоглашениÑ
-
-### Внутренние ÑÑылки
-
-Ðе иÑпользуйте абÑолютные пути на внутренние ÑÑылки Ñайта. ИÑпользуйте отноÑительные пути.
-
-- âŒ
-
- ```md
- ИÑпользуетÑÑ Ñ [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- ИÑпользуетÑÑ Ñ [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` означает "поднÑтьÑÑ Ð½Ð° директорию выше", так что еÑли вы редактируете файл в папке `functions` и ÑÑылаетеÑÑŒ на папку `callbacks`, вам Ñледует иÑпользовать `../` чтобы вернутьÑÑ Ð² папку `scripting/`, а затем `callbacks/` чтобы перейти в папку `calbacks`, а затем Ð¸Ð¼Ñ Ñ„Ð°Ð¹Ð»Ð° (без `.md`), на который вы хотите ÑоÑлатьÑÑ.
-
-### ИзображениÑ
-
-Ð˜Ð·Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð¼ÐµÑ‰Ð°ÑŽÑ‚ÑÑ Ð² папку `/static/images`. Затем, когда вы хотите иÑпользовать изображение через `![]()`, вам проÑто Ñледует иÑпользовать `/images/`, как базовый путь (не нужно указывать `static` Ñто проÑто Ð´Ð»Ñ Ñ€ÐµÐ¿Ð¾Ð·Ð¸Ñ‚Ð¾Ñ€Ð¸Ñ).
-
-ЕÑли вы ÑомневаетеÑÑŒ, прочтите другую Ñтраницу, на которой иÑпользуютÑÑ Ð¸Ð·Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ, и Ñкопируйте, как Ñделано там.
-
-### Метаданные
-
-Первой вещью в _любом_ документе должны быть метаданные:
-
-```mdx
----
-title: Мой документациÑ
-description: Ðта Ñтраница о различных штуках, вещах и бургерах, воу!
----
-```
-
-ÐšÐ°Ð¶Ð´Ð°Ñ Ñтраница должна Ñодержать заголовок и опиÑание.
-
-Ð”Ð»Ñ Ð¿Ð¾Ð»Ð½Ð¾Ð³Ð¾ ÑпиÑка контента, который может ÑодержатьÑÑ Ð¼ÐµÐ¶Ð´Ñƒ `---`, прочтите [документацию Docusaurus](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### Заголовки
-
-Ðе Ñоздавайте заголовки первого ÑƒÑ€Ð¾Ð²Ð½Ñ (``) Ñ Ð¸Ñпользованием `#`, поÑкольку они ÑоздаютÑÑ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑки. Ваши заголовки _вÑегда_ должны быть `##`
-
-- âŒ
-
- ```md
- # Мой заголовок
-
- Ðто Ð´Ð¾ÐºÑƒÐ¼ÐµÐ½Ñ‚Ð°Ñ†Ð¸Ñ Ð´Ð»Ñ ...
-
- # Подзаголовок
- ```
-
-- ✔
-
- ```md
- Ðта Ð´Ð¾ÐºÑƒÐ¼ÐµÐ½Ñ‚Ð°Ñ†Ð¸Ñ Ð´Ð»Ñ ...
-
- ## Подзаголовок
- ```
-
-### ИÑпользуйте Ñниппет `Code`, Ð´Ð»Ñ Ñ‚ÐµÑ…Ð½Ð¸Ñ‡ÐµÑкой документации
-
-Когда вы пишете текÑÑ‚, Ñодержащий имена функций, цифры, Ð²Ñ‹Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¸Ð»Ð¸ что-либо ещё, не отноÑÑщееÑÑ Ðº Ñтандартной пиÑьменной речи, выделÑйте их Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ \`апоÑтрофов\`, как здеÑÑŒ. Ðто позволÑет упроÑтить отделение обычной пиÑьменной речи от техничеÑкой документации - имен функций и фрагментов кода.
-
-
-- âŒ
-
- > Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ fopen возвращает значение Ñ Ñ‚ÐµÐ³Ð¾Ð¼ File:, не будет проблем на Ñтой Ñтроке, еÑли переменнаÑ, в которую запиÑываетÑÑ Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ðµ, тоже имеет тег File: (обратите внимание, что региÑтр Ñимволов должен быть одинаковым). Однако, в Ñледующей Ñтроке значение 4 добавлÑетÑÑ Ðº деÑкриптору файла. 4 не имеет тега [...]
-
-- ✔
-
- > Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ `fopen` возвращает значение Ñ Ñ‚ÐµÐ³Ð¾Ð¼ `File:`, не будет проблем на Ñтой Ñтроке, еÑли переменнаÑ, в которую запиÑываетÑÑ Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ðµ, тоже имеет тег `File:` (обратите внимание, что региÑтр Ñимволов должен быть одинаковым). Однако, в Ñледующей Ñтроке значение 4 добавлÑетÑÑ Ðº деÑкриптору файла. `4` не имеет тега [...]
-
-
-Ð’ примере выше, `fopen` Ñто Ð¸Ð¼Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸, не английÑкое Ñлово, поÑтому Ñледует его ограничить Ñниппетом `code`, чтобы помочь выделить его на фоне оÑтального контента.
-
-Так же, еÑли текÑÑ‚ отÑылаетÑÑ Ð½Ð° блок демонÑтративного кода, Ñто поможет читателю ÑоотнеÑти опиÑание и оÑтальной текÑÑ‚ Ñ Ñамим примером в виде кода.
-
-### Таблицы
-
-ЕÑли у таблицы еÑть заголовок, он помещаетÑÑ Ð² верхнюю чаÑть:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------ |
- | Здоровье| Ð¡Ñ‚Ð°Ñ‚ÑƒÑ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÐµÐ»Ñ |
- | 650 | Ðе повреждён |
- | 650-550 | Белый дым |
- | 550-390 | Серый дым |
- | 390-250 | Чёрный дым |
- | < 250 | Горит (взорвётÑÑ Ð¾Ñ‡ÐµÐ½ÑŒ Ñкоро) |
- ```
-
-- ✔
-
- ```md
- | Здоровье| Ð¡Ñ‚Ð°Ñ‚ÑƒÑ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÐµÐ»Ñ |
- | ------- | ------------------------------------ |
- | 650 | Ðе повреждён |
- | 650-550 | Белый дым |
- | 550-390 | Серый дым |
- | 390-250 | Чёрный дым |
- | < 250 | Горит (взорвётÑÑ Ð¾Ñ‡ÐµÐ½ÑŒ Ñкоро) |
- ```
-
-## ÐœÐ¸Ð³Ñ€Ð°Ñ†Ð¸Ñ Ð¸Ð· SA-MP Wiki
-
-МножеÑтво контента было перемещено, но еÑли вы заметили, что какаÑ-либо Ñтраница отÑутÑтвует, то вот краткий гайд по преобразованию контента в формат Markdown.
-
-### Получение HTML кода
-
-1. Ðажмите на кнопку
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Ðаведите курÑор на крайний левый угол главной Ñтраницы Wiki, пока не выделитÑÑ Ñ‚ÐµÐ³ `#content`
-
- 
-
- Или найдите ``
-
- 
-
-3. Скопируйте внутренний HTML код
-
- 
-
- Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ñƒ Ð²Ð°Ñ ÐµÑть _только_ HTML код оригинального _Ñодержимого_ Ñтраницы, то, что Ð½Ð°Ñ Ð²Ð¾Ð»Ð½ÑƒÐµÑ‚, и вы можете преобразовать Ñто в Markdown.
-
-### Преобразование из HTML в Markdown
-
-Ð”Ð»Ñ Ð¿Ñ€ÐµÐ¾Ð±Ñ€Ð°Ð·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¾Ð±Ñ‹Ñ‡Ð½Ð¾Ð³Ð¾ HTML (без таблиц) в Markdown иÑпользуйте:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Заметьте, что таблица теперь иÑпорчена окончательно...
-
-### Таблицы HTML в таблицы Markdown
-
-ПоÑкольку верхний инÑтрумент не поддерживает работу Ñ Ñ‚Ð°Ð±Ð»Ð¸Ñ†Ð°Ð¼Ð¸, иÑпользуйте данный вариант:
-
-https://jmalarcon.github.io/markdowntables/
-
-И Ñкопируйте только Ñлемент `
`:
-
-
-
-### ОчиÑтка
-
-Преобразование, Ñкорее вÑего, не будет Ñовершенным. Так что вам придетÑÑ Ñделать небольшую ручную очиÑтку. ПеречиÑленные выше раÑÑˆÐ¸Ñ€ÐµÐ½Ð¸Ñ Ñ„Ð¾Ñ€Ð¼Ð°Ñ‚Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ð´Ð¾Ð»Ð¶Ð½Ñ‹ помочь в Ñтом, но вам вÑе равно придетÑÑ Ð¿Ð¾Ñ‚Ñ€Ð°Ñ‚Ð¸Ñ‚ÑŒ некоторое Ð²Ñ€ÐµÐ¼Ñ Ð½Ð° ручную работу.
-
-ЕÑли у Ð²Ð°Ñ Ð½ÐµÑ‚ времени, не волнуйтеÑÑŒ! Отправьте незаконченный черновик, и кто-то другой Ñможет продолжить Ñ Ñ‚Ð¾Ð³Ð¾ меÑта, где вы оÑтановилиÑÑŒ!
-
-## Лицензионное Ñоглашение
-
-Ð’Ñе проекты open.mp имеют [Лицензионное Соглашение УчаÑтника](https://cla-assistant.io/openmultiplayer/homepage). Ð’ общем, Ñто означает, что вы ÑоглашаетеÑÑŒ позволить нам иÑпользовать вашу работу и помеÑтить ее под лицензию Ñ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ñ‹Ð¼ иÑходным кодом. Когда вы впервые откроете Pull-запроÑ, бот CLA-Assistant размеÑтит ÑÑылку, по которой вы Ñможете подпиÑать Ñоглашение.
diff --git a/docs/translations/ru/scripting/callbacks/OnActorStreamIn.md b/docs/translations/ru/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index 8ca15276c06..00000000000
--- a/docs/translations/ru/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamIn
-description: Ðтот коллбÑк вызываетÑÑ, когда актёр попадает в зону Ñтрима клиента.
-tags: []
----
-
-
-
-## ОпиÑание
-
-Ðтот коллбÑк вызываетÑÑ, когда актёр попадает в зону Ñтрима клиента.
-
-| Ðргумент | ОпиÑание |
-| ----------- | ------------------------------------------------------------- |
-| actorid | ID актёра, который попал в зону Ñтрима клиента. |
-| forplayerid | Клиент, в чью зону Ñтрима попал актёр. |
-
-## Результат
-
-Данный коллбÑк вÑегда вызываетÑÑ Ð² filterscript'ах первее.
-
-## Пример
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Ðктёр %d попал в вашу зону Ñтрима.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## ПримечаниÑ
-
-
-
-## Функции
diff --git a/docs/translations/ru/scripting/callbacks/OnActorStreamOut.md b/docs/translations/ru/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index c4b9d85549e..00000000000
--- a/docs/translations/ru/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnActorStreamOut
-description: Ðтот коллбÑк вызываетÑÑ, когда актёр пропадает из зоны Ñтрима клиента.
-tags: []
----
-
-
-
-## ОпиÑание
-
-Ðтот коллбÑк вызываетÑÑ, когда актёр пропадает из зоны Ñтрима клиента.
-
-| Ðргумент | ОпиÑание |
-| ----------- | ------------------------------------------------- |
-| actorid | ID актёра, который пропал из зоны Ñтрима клиента. |
-| forplayerid | Клиент, в из зоны Ñтрима которого пропал актёр. |
-
-## Результат
-
-Данный коллбÑк вÑегда вызываетÑÑ Ð² filterscript'ах первее.
-
-## Пример
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Ðктёр %d пропал из вашей зоны Ñтрима.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## ПримечаниÑ
-
-
-
-## Функции
diff --git a/docs/translations/ru/scripting/callbacks/OnClientMessage.md b/docs/translations/ru/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index a19172e4d31..00000000000
--- a/docs/translations/ru/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: OnClientMessage
-description: Ðтот коллбÑк вызываетÑÑ, когда NPC видит Ñообщение в чате.
-tags: []
----
-
-
-
-## ОпиÑание
-
-Ðтот коллбÑк вызываетÑÑ, когда NPC видет Ñообщение от клиента. КоллбÑк будет вызван каждый раз, когда будет иÑпользована Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ `SendClientMessageToAll` или когда Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ `SendClientMessage` будет адреÑована NPC. Ðтот коллбÑк не будет вызван, еÑли кто-то проÑто что-то Ñкажет в чат. Ð”Ð»Ñ Ð²Ð°Ñ€Ð¸Ð°Ñ†Ð¸Ð¸ коллбÑка Ñ Ñообщением игрока в чат, Ñм. NPC:OnPlayerText.
-
-| Ðргумент | ОпиÑание |
-| ------ | ------------------------------- |
-| color | Цвет ÑÐ¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ ÐºÐ»Ð¸ÐµÐ½Ñ‚Ð°. |
-| text[] | ТекÑÑ‚ ÑообщениÑ. |
-
-## Результат
-
-This callback does not handle returns.
-
-## Пример
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Ðа Ñчету: $0") != -1)
- {
- SendClientMessage(playerid, -1, "Я бедный :(");
- }
-}
-```
-
-## Функции
diff --git a/docs/translations/ru/scripting/callbacks/OnDialogResponse.md b/docs/translations/ru/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index b43996c0588..00000000000
--- a/docs/translations/ru/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,161 +0,0 @@
----
-title: OnDialogResponse
-description: Ðтот коллбÑк вызываетÑÑ, когда игрок взаимодейÑтвует Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð¼, показанным ему через ShowPlayerDialog.
-tags: []
----
-
-
-
-## ОпиÑание
-
-Ðтот коллбÑк вызываетÑÑ, когда игрок взаимодейÑтвует Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð¼, показанным ему через ShowPlayerDialog.
-
-| Ðргумент | ОпиÑание |
-| ----------- | ----------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID игрока, взаимодейÑтвующего Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð¼. |
-| dialogid | ID диалога, показанного через ShowPlayerDialog, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ð¼ взаимодейÑтвует игрок. |
-| response | 1 - нажатие на левую кнопку диалога (Enter), 0 нажатие на правую кнопку диалога (ESC) (вÑегда 1, еÑли показана только 1 кнопка) |
-| listitem | ID Ñлемента ÑпиÑка, выбранного игроком (начинаетÑÑ Ñ 0) (еÑли у диалога выбран Ñтиль ÑпиÑка, иначе вÑегда будет -1). |
-| inputtext[] | ТекÑÑ‚, введённый игроком в диалог или текÑÑ‚ Ñлемента ÑпиÑка, еÑли у диалога выбран Ñтиль ÑпиÑка. |
-
-## Результат
-
-КоллбÑк вÑегда Ñрабатывает в filterscript'ах первее, поÑтому `return 1` не позволÑет другим фильтрÑкриптам вызвать Ñтот коллбÑк
-
-## Пример
-
-```c
-// ÐœÐ°ÐºÑ€Ð¾Ñ ID диалога, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ð¼ будет взаимодейÑтвие
-#define DIALOG_RULES 1
-
-// Ð’ каком-либо меÑте кода
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Правила Ñервера", "- Ðет читам!\n- Ðе Ñпамить\n- Уважать админиÑтрации\n\nÐ’Ñ‹ принимаете данные правила?", "Да", "Ðет");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // ЕÑли игрок нажал на 'Да' или нажал Enter
- {
- SendClientMessage(playerid, COLOR_GREEN, "Thank you for agreeing to the server rules!");
- }
- else // ЕÑли игрок нажал на 'Ðет' или нажал Esc
- {
- Kick(playerid);
- }
- return 1; // Мы обработали диалог, поÑтому возвращаем 1. ПрÑмо как в OnPlayerCommandText.
- }
-
- return 0; // Ð’Ñ‹ ДОЛЖÐЫ возвращать 0 здеÑÑŒ! ПрÑмо как в OnPlayerCommandText.
-}
-
-#define DIALOG_LOGIN 2
-
-// Ð’ каком-либо меÑте кода
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "ÐвторизациÑ", "Введите ваш пароль:", "Войти", "Отмена");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // ЕÑли игрок нажал 'Отмена' или Esc
- {
- Kick(playerid);
- }
- else // ЕÑли игрок нажал 'Войти' или Enter
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "Ð’Ñ‹ уÑпешно авторизовалиÑÑŒ!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "ÐЕ УДÐЛОСЬ ÐВТОРИЗОВÐТЬСЯ.");
-
- // Показ диалога авторизации заново
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "ÐвторизациÑ", "Введите ваш пароль:", "Войти", "Отмена");
- }
- }
- return 1; // Мы обработали диалог, поÑтому возвращаем 1. ПрÑмо как в OnPlayerCommandText.
- }
-
- return 0; // Ð’Ñ‹ ДОЛЖÐЫ возвращать 0 здеÑÑŒ! ПрÑмо как в OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// In some command
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Оружие", "Desert Eagle\nAK-47\nБоевой дробовик", "Выбрать", "Закрыть");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // ЕÑли игрок нажал 'Выбрать' или Ñделал двойной клик по оружию
- {
- // Выдаём ему оружие
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Выдаём desert eagle
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Выдаём AK-47
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Выдаём Боевой дробовик
- }
- }
- return 1; // Мы обработали диалог, поÑтому возвращаем 1. ПрÑмо как в OnPlayerCommandText.
- }
-
- return 0;// Ð’Ñ‹ ДОЛЖÐЫ возвращать 0 здеÑÑŒ! ПрÑмо как в OnPlayerCommandText.
-}
-#define DIALOG_WEAPONS 3
-
-// In some command
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Выбрать", "Закрыть");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // ЕÑли игрок нажал 'Выбрать' или Ñделал двойной клик по оружию
- {
- // Выдаём ему оружие
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // Выдаём M4
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Выдаём MP5
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Выдаём AK-47
- }
- }
- return 1; // Мы обработали диалог, поÑтому возвращаем 1. ПрÑмо как в OnPlayerCommandText.
- }
-
- return 0; // Ð’Ñ‹ ДОЛЖÐЫ возвращать 0 здеÑÑŒ! ПрÑмо как в OnPlayerCommandText.
-}
-```
-
-## ПримечаниÑ
-
-:::tip
-
-Параметры могут отличатьÑÑ Ð² завиÑимоÑти от ÑÑ‚Ð¸Ð»Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð° ([Ñм. больше примеров](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-Ðто нормально переключатьÑÑ Ð¼ÐµÐ¶Ð´Ñƒ диалогами, еÑли у Ð²Ð°Ñ Ð¸Ñ… много.
-
-:::
-
-:::warning
-
-Диалог, показанный игроку, не ÑкрываетÑÑ Ð¿Ñ€Ð¸ реÑтарте Ñервера, что приводит к предупреждению: "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" if a player responded to this dialog after restart."
-
-:::
-
-## Функции
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): Показать диалог игроку.
diff --git a/docs/translations/ru/scripting/functions/AddCharModel.md b/docs/translations/ru/scripting/functions/AddCharModel.md
deleted file mode 100644
index 90da4cf2589..00000000000
--- a/docs/translations/ru/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddCharModel
-description: ДобавлÑет новую Ñтороннюю модель ( Ñкин ) игрока Ð´Ð»Ñ ÑкачиваниÑ.
-tags: []
----
-
-
-
-## ОпиÑание
-
-Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð±Ð°Ð²Ð»Ñет новую Ñтороннюю модель ( Ñкин ) игрока Ð´Ð»Ñ ÑкачиваниÑ. Файл модели будет помещен в папку на компьютер игрока Documents\GTA San Andreas User Files\SAMP\cache под названием IP и Порта Ñервера в виде CRC формы.
-
-| Параметр | ОпиÑание |
-| -------- | -------------------------------------------------------------------------------------------------------------- |
-| baseid | ID ÑущеÑтвующей базовой модели - Ñкина ( Ð´Ð»Ñ ÐºÐ¾Ð¿Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¿Ð¾Ð²ÐµÐ´ÐµÐ½Ð¸Ñ Ñкина и замены Ñкина при ошибке загрузки ) |
-| newid | Ðовый ID Ñкина в пределах от 20000 до 30000 (10000 Ñлотов) Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² SetPlayerSkin |
-| dffname | Ðазвание .dff файла колизии модели, раÑположенного Ñтандартно в папке models (параметр наÑтройки artpath). |
-| txdname | Ðазвание .txd файла текÑтур модели, раÑположенного Ñтандартно в папке models (параметр наÑтройки artpath). |
-
-## Возвращаемые данные
-
-1: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð° уÑпешно
-
-0: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð½Ðµ выполнена
-
-## Примеры
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```c
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## ПримечаниÑ
-
-:::tip
-
-useartwork должна быть включена ( 1 ) в наÑтройках Ñервера, чтобы Ð´Ð°Ð½Ð½Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ð»Ð°
-
-:::
-
-:::warning
-
-Ð’ данный момент нет ограничений Ð´Ð»Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð° данной функции, но учтите, что еÑли вы вызываете функцию ÐЕ в OnFilterScriptInit/OnGameModeInit, то у игроков, которые находÑтьÑÑ Ð½Ð° Ñервере, могут не быть Ñкачаны данные файлы модели.
-
-:::
-
-## СвÑзанные Функции
-
-- [SetPlayerSkin](SetPlayerSkin.md): УÑтанавливает Ñкин игрока.
diff --git a/docs/translations/ru/scripting/functions/AddMenuItem.md b/docs/translations/ru/scripting/functions/AddMenuItem.md
deleted file mode 100644
index 5e5bb4bd0ca..00000000000
--- a/docs/translations/ru/scripting/functions/AddMenuItem.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: AddMenuItem
-description: ДобавлÑет Ñлемент в меню.
-tags: ["menu"]
----
-
-## ОпиÑание
-
-ДобавлÑет Ñлемент в меню.
-
-| Параметр| ОпиÑание |
-| ------- | -------------------------------- |
-| menuid | Id меню |
-| column | Столбец ( 0 - 1 ) |
-| title[] | ТекÑÑ‚ |
-
-## Возвращаемые данные
-
-Ð˜Ð½Ð´ÐµÐºÑ Ñтроки в которую добавлен данный Ñлемент.
-
-## Пример
-
-```c
-new Menu:gExampleMenu;
-
-public OnGameModeInit()
-{
- gExampleMenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
- AddMenuItem(gExampleMenu, 0, "item 1");
- AddMenuItem(gExampleMenu, 0, "item 2");
- return 1;
-}
-```
-
-## ПримечаниÑ
-
-:::tip
-
-Вызывает крÑш при указании неверного menuid. Можно иметь 12 Ñлементов меню (13ый идёт наверх в название правого Ñтолбца ( название имеет другой цвет ), 14ый Ñлемент и выше не будет показан вообще). Можно добавить только 2 Ñтолбца ( 0 и 1 ). Можно добавить 8 цветовых кодов Ð´Ð»Ñ 1 Ñлемента (~r~, ~g~ и др.). МакÑÐ¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð»Ð¸Ð½Ð½Ð° текÑта Ñлемента 31 Ñимвол.
-
-:::
-
-## СвÑзанные функции
-
-- [CreateMenu](CreateMenu.md): Создание меню.
-- [SetMenuColumnHeader](SetMenuColumnHeader.md): УÑтанавливает загаловок Ñтолбца.
-- [DestroyMenu](DestroyMenu.md): УдалÑет меню.
-- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow.md): ВызываетÑÑ, когда игрок выбрал Ñтроку в меню.
-- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu.md): ВызываетÑÑ, когда игрок закрыл меню.
diff --git a/docs/translations/ru/scripting/functions/AddPlayerClass.md b/docs/translations/ru/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index 1f11d8a57f8..00000000000
--- a/docs/translations/ru/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description: ДобавлÑет клаÑÑ Ð² выбор клаÑÑов.
-tags: ["player"]
----
-
-## ОпиÑание
-
-ДобавлÑет клаÑÑ Ð² выбор клаÑÑов. КлаÑÑ Ñлужит Ð´Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтоб игрок мог реÑпавнитьÑÑ (поÑвитьÑÑ) Ñ Ð²Ñ‹Ð±Ñ€Ð°Ð½Ð½Ñ‹Ð¼ Ñкином.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------- |
-| modelid | Скин Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ð¼ игрок поÑвитьÑÑ |
-| Float:spawn_x | Координаты X, Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸ поÑвлÑÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ клаÑÑа. |
-| Float:spawn_y | Координаты Y, Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸ поÑвлÑÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ клаÑÑа. |
-| Float:spawn_z | Координаты Z, Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸ поÑвлÑÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ клаÑÑа. |
-| Float:z_angle | Угол направление игрока |
-| weapon1 | Первое оружие игрока |
-| weapon1_ammo | Патроны Ð´Ð»Ñ Ð¿ÐµÑ€Ð²Ð¾Ð³Ð¾ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ |
-| weapon2 | Второе оружие игрока |
-| weapon2_ammo | Патроны Ð´Ð»Ñ Ð²Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ |
-| weapon3 | Третье оружие игрока |
-| weapon3_ammo | Патроны Ð´Ð»Ñ Ñ‚Ñ€ÐµÑ‚ÑŒÐµÐ³Ð¾ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ |
-
-## Возвращаемые данные
-
-ID клаÑÑа который был Ñоздан.
-
-319 еÑли лимит (320) иÑчерпан. Самый выÑокий ID Ð´Ð»Ñ ÐºÐ»Ð°ÑÑа Ñто 319.
-
-## Пример
-
-```c
-public OnGameModeInit()
-{
- // Игроки Ñмогут выбрать поÑвитьÑÑ Ñо Ñкином 0 (CJ) или Ñо Ñкином 1 (The Truth).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## ПримечаниÑ
-
-:::tip
-
-МакÑимальный ID клаÑÑа 319 ( начинаетÑÑ Ñ 0, что значит можно Ñоздать вÑего 320 клаÑÑов ). Ð’ Ñлучае Ð¿Ñ€ÐµÐ²Ñ‹ÑˆÐµÐ½Ð¸Ñ Ð»Ð¸Ð¼Ð¸Ñ‚Ð°, добавленный клаÑÑ Ð±ÑƒÐ´ÐµÑ‚ заменÑть клаÑÑ 319.
-
-:::
-
-## СвÑзанные функции
-
-- [AddPlayerClassEx](AddPlayerClassEx.md): ДобавлÑет клаÑÑ Ñ ÑƒÐºÐ°Ð·Ð°Ð½Ð½Ð¾Ð¹ командой (teamid).
-- [SetSpawnInfo](SetSpawnInfo.md): УÑтановка информации Ð´Ð»Ñ Ñпавна игрока.
-- [SetPlayerSkin](SetPlayerSkin.md): УÑтанавливает Ñкин игрока.
diff --git a/docs/translations/ru/scripting/functions/AddPlayerClassEx.md b/docs/translations/ru/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index 902f5c0f472..00000000000
--- a/docs/translations/ru/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddPlayerClassEx
-description: Ðналог функции AddPlayerClass, только Ñ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼ параметром teamid.
-tags: ["player"]
----
-
-## ОпиÑание
-
-Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ñ‚Ð°ÐºÐ°Ñ Ð¶Ðµ ÑÐ°Ð¼Ð°Ñ ÐºÐ°Ðº AddPlayerClass, только Ñ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼ параметром teamid - уÑтановка команды, при выборе клаÑÑа.
-
-| Параметр | ОпиÑание |
-| ------------- | ------------------------------------------------------------- |
-| teamid | Команда в которой игрок поÑвитьÑÑ. |
-| modelid | Скин Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ð¼ игрок поÑвитьÑÑ |
-| Float:spawn_x | Координаты X, Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸ поÑвлÑÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ клаÑÑа. |
-| Float:spawn_y | Координаты Y, Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸ поÑвлÑÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ клаÑÑа. |
-| Float:spawn_z | Координаты Z, Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸ поÑвлÑÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ клаÑÑа. |
-| Float:z_angle | Угол направление игрока |
-| weapon1 | Первое оружие игрока |
-| weapon1_ammo | Патроны Ð´Ð»Ñ Ð¿ÐµÑ€Ð²Ð¾Ð³Ð¾ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ |
-| weapon2 | Второе оружие игрока |
-| weapon2_ammo | Патроны Ð´Ð»Ñ Ð²Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ |
-| weapon3 | Третье оружие игрока |
-| weapon3_ammo | Патроны Ð´Ð»Ñ Ñ‚Ñ€ÐµÑ‚ÑŒÐµÐ³Ð¾ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ |
-
-## Возвращаемые данные
-
-ID клаÑÑа который был Ñоздан.
-
-319 еÑли лимит (320) иÑчерпан. Самый выÑокий ID Ð´Ð»Ñ ÐºÐ»Ð°ÑÑа Ñто 319.
-
-## Примеры
-
-```c
-public OnGameModeInit()
-{
- // Игроки Ñмогут выбрать поÑвитьÑÑ:
- // Со Ñкином 0 (CJ) в команде номер 1.
- // Со Ñкином 1 (The Truth) в команде номер 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## ПримечаниÑ
-
-:::tip
-
-МакÑимальный ID клаÑÑа 319 ( начинаетÑÑ Ñ 0, что значит можно Ñоздать вÑего 320 клаÑÑов ). Ð’ Ñлучае Ð¿Ñ€ÐµÐ²Ñ‹ÑˆÐµÐ½Ð¸Ñ Ð»Ð¸Ð¼Ð¸Ñ‚Ð°, добавленный клаÑÑ Ð±ÑƒÐ´ÐµÑ‚ заменÑть клаÑÑ 319.
-
-:::
-
-## СвÑзанные функции
-
-- [AddPlayerClass](AddPlayerClass.md): ДобавлÑет клаÑÑ.
-- [SetSpawnInfo](SetSpawnInfo.md): УÑтановка информации Ð´Ð»Ñ Ñпавна игрока.
-- [SetPlayerTeam](SetPlayerTeam.md): УÑтанавливает команду игрока.
-- [SetPlayerSkin](SetPlayerSkin.md): УÑтанавливает Ñкин игрока.
diff --git a/docs/translations/ru/scripting/functions/AddSimpleModel.md b/docs/translations/ru/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index d05d06b34a3..00000000000
--- a/docs/translations/ru/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddSimpleModel
-description: ДобавлÑет Ñтороннюю модель объекта Ð´Ð»Ñ ÑкачиваниÑ.
-tags: []
----
-
-## ОпиÑание
-
-ДобавлÑет Ñторонний объект Ð´Ð»Ñ ÑкачиваниÑ. Файл модели будет помещен в папку на компьютер игрока Documents\GTA San Andreas User Files\SAMP\cache под названием IP и Порта Ñервера в виде CRC формы.
-
-| Параметр | ОпиÑание |
-| ------------ | ----------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | Виртуальный мир, в котором объект доÑтупен. ИÑпользуйте -1 Ð´Ð»Ñ Ð²Ñех миров. |
-| baseid | ID ÑущеÑтвующего объекта ( Ð´Ð»Ñ Ð·Ð°Ð¼ÐµÐ½Ñ‹ объекта при ошибке загрузки ) |
-| newid | ID нового объекта в пределах от -1000 до -30000 (29000 Ñлотов) Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² CreateObject или CreatePlayerObject. |
-| dffname | Ðазвание .dff файла колизии модели, раÑположенного Ñтандартно в папке models (параметр наÑтройки artpath). |
-| txdname | Ðазвание .txd файла текÑтур модели, раÑположенного Ñтандартно в папке models (параметр наÑтройки artpath). |
-
-## Возвращаемые данные
-
-1: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð° уÑпешно.
-
-0: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð½Ðµ выполнена.
-
-## Примеры
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```c
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## ПримечаниÑ
-
-:::tip
-
-`useartwork` должна быть включена ( 1 ) в наÑтройках Ñервера, чтобы Ð´Ð°Ð½Ð½Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ð»Ð°. Ð’ Ñлучае еÑли уÑтановлен виртуальный мир (virtualworld), модель будет Ñкачана когда игрок попадёт в указанный виртуальный мир.
-
-:::
-
-:::warning
-
-Ð’ данный момент нет ограничений Ð´Ð»Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð° данной функции, но учтите, что еÑли вы вызываете функцию ÐЕ в OnFilterScriptInit/OnGameModeInit, то у игроков, которые находÑтьÑÑ Ð½Ð° Ñервере, могут не быть Ñкачаны данные файлы модели.
-
-:::
-
-## СвÑзанные функции
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): ВызываетÑÑ ÐºÐ¾Ð³Ð´Ð° игрок закончил Ñкачку Ñторонних файлов.
diff --git a/docs/translations/ru/scripting/functions/AddSimpleModelTimed.md b/docs/translations/ru/scripting/functions/AddSimpleModelTimed.md
deleted file mode 100644
index 7a0ee701678..00000000000
--- a/docs/translations/ru/scripting/functions/AddSimpleModelTimed.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: AddSimpleModelTimed
-description: ДобавлÑет Ñторонний объект Ð´Ð»Ñ ÑкачиваниÑ.
-tags: []
----
-
-
-
-## ОпиÑание
-
-Ðналог AddSimpleModel, только Ñ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼Ð¸ крайними Ð´Ð²ÑƒÐ¼Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ð°Ð¼Ð¸ времени.
-ДобавлÑет Ñторонний объект Ð´Ð»Ñ ÑкачиваниÑ. Файл модели будет помещен в папку на компьютер игрока Documents\GTA San Andreas User Files\SAMP\cache под названием IP и Порта Ñервера в виде CRC.
-
-| Параметр | ОпиÑание |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | Виртуальный мир, в котором объект доÑтупен. ИÑпользуйте -1 Ð´Ð»Ñ Ð²Ñех миров. |
-| baseid | ID ÑущеÑтвующего объекта ( Ð´Ð»Ñ Ð·Ð°Ð¼ÐµÐ½Ñ‹ объекта при ошибке загрузки ) |
-| newid | ID нового объекта в пределах от -1000 до -30000 (29000 Ñлотов) Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² CreateObject или CreatePlayerObject. |
-| dffname | Ðазвание .dff файла колизии модели, раÑположенного Ñтандартно в папке models (параметр наÑтройки artpath). |
-| txdname | Ðазвание .txd файла текÑтур модели, раÑположенного Ñтандартно в папке models (параметр наÑтройки artpath). |
-| timeon | Ð’Ñ€ÐµÐ¼Ñ Ð¸Ð³Ñ€Ð¾Ð²Ð¾Ð³Ð¾ мира (чаÑÑ‹), Ñо Ñкольки объект виден. |
-| timeoff | Ð’Ñ€ÐµÐ¼Ñ Ð¸Ð³Ñ€Ð¾Ð²Ð¾Ð³Ð¾ мира (чаÑÑ‹), когда объект пропадает. |
-
-## Возвращаемые данные
-
-1: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð° уÑпешно.
-
-0: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð½Ðµ выполнена.
-
-## Примеры
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModelTimed(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd", 9, 18); // Объект будет виден Ñ 9:00 до 18:00
- return 1;
-}
-```
-
-
-## ПримечаниÑ
-
-:::tip
-
-`useartwork` должна быть включена ( 1 ) в наÑтройках Ñервера, чтобы Ð´Ð°Ð½Ð½Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ð»Ð°. Ð’ Ñлучае еÑли уÑтановлен виртуальный мир (virtualworld), модель будет Ñкачана когда игрок попадёт в указанный виртуальный мир.
-
-:::
-
-:::warning
-
-Ð’ данный момент нет ограничений Ð´Ð»Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð° данной функции, но учтите, что еÑли вы вызываете функцию ÐЕ в OnFilterScriptInit/OnGameModeInit, то у игроков, которые находÑтьÑÑ Ð½Ð° Ñервере, могут не быть Ñкачаны данные файлы модели.
-
-:::
-
-## СвÑзанные функции
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): ВызываетÑÑ ÐºÐ¾Ð³Ð´Ð° игрок закончил Ñкачивание Ñторонних файлов.
-- [AddSimpleModel](AddSimpleModel): ДобавлÑет Ñтороннюю модель объекта Ð´Ð»Ñ ÑкачиваниÑ.
diff --git a/docs/translations/ru/scripting/functions/AddStaticPickup.md b/docs/translations/ru/scripting/functions/AddStaticPickup.md
deleted file mode 100644
index 2f7b4d2b5a4..00000000000
--- a/docs/translations/ru/scripting/functions/AddStaticPickup.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: AddStaticPickup
-description: Ðта Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð±Ð°Ð²Ð»Ñет ÑтатичеÑкий пикап в игру.
-tags: []
----
-
-## ОпиÑание
-
-Ðта Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð±Ð°Ð²Ð»Ñет ÑтатичеÑкий пикап в игру. Ðти пикапы поддерживают: оружие, здоровье, Ð±Ñ€Ð¾Ð½Ñ Ð¸ Ñ‚.д., Ñ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾Ñтью работы Ñтих функций без Ñкрипта (оружие/здоровье/Ð±Ñ€Ð¾Ð½Ñ Ð±ÑƒÐ´ÐµÑ‚ выдано автоматичеÑки еÑли в параметре ```model``` указан ÑоответÑтвующий ID).
-
-| Параметр | ОпиÑание |
-| ----------------------------------- | ----------------------------------------------------------------------------------- |
-| [model](../resources/pickupids) | Модель пикапа. |
-| [type](../resources/pickuptypes) | Тип пикапа. ОпределÑет реакцию пикапа при поднÑтии. |
-| Float:X | Координата X Ð´Ð»Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¸ÐºÐ°Ð¿Ð°. |
-| Float:Y | Координата Y Ð´Ð»Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¸ÐºÐ°Ð¿Ð°. |
-| Float:Z | Координата Z Ð´Ð»Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¸ÐºÐ°Ð¿Ð°. |
-| virtualworld | ID виртуального мира в который Ñледует помеÑтить пикап (-1 чтобы помеÑтить во вÑе миры). |
-
-## Возвращаемые данные
-
-1: пикап был уÑпешно Ñоздан.
-
-0: не удалоÑÑŒ Ñоздать пикап.
-
-## Примеры
-
-```c
-public OnGameModeInit()
-{
- // Создание пикапа Ñ Ð±Ñ€Ð¾Ð½ÐµÐ¹
- AddStaticPickup(1242, 2, 1503.3359, 1432.3585, 10.1191, 0);
-
- // Создание пикапа Ñо здоровьем, Ñ€Ñдом Ñ Ð±Ñ€Ð¾Ð½ÐµÐ¹
- AddStaticPickup(1240, 2, 1506.3359, 1432.3585, 10.1191, 0);
-
- return 1;
-}
-```
-
-## ПримечаниÑ
-
-:::tip
-
-Ðта Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð½Ðµ возвращает ID пикапа который можно иÑпользовать, к примеру в OnPlayerPickUpPickup. ИÑпользуйте CreatePickup еÑли хотите получить ID.
-
-:::
-
-## СвÑзанные функции
-
-- [CreatePickup](CreatePickup): Создать пикап.
-- [DestroyPickup](DestroyPickup): Уничтожить пикап.
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup): ВызываетÑÑ ÐºÐ¾Ð³Ð´Ð° игрок подбирает пикап.
diff --git a/docs/translations/ru/scripting/functions/GetPlayerSkin.md b/docs/translations/ru/scripting/functions/GetPlayerSkin.md
deleted file mode 100644
index 4107c03c235..00000000000
--- a/docs/translations/ru/scripting/functions/GetPlayerSkin.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: GetPlayerSkin
-description: Возвращает Ñкин игрока.
-tags: ["player"]
----
-
-## ОпиÑание
-
-Возвращает значение ID Ñкина игрока.
-
-| Параметр | ОпиÑание |
-| -------- | ---------------------------------------- |
-| playerid | Игрок, Ñкин которого хотите получить. |
-
-## Возвращаемые данные
-
-ID Ñкина (0 еÑли значение не верное)
-
-## Примеры
-
-```c
-playerskin = GetPlayerSkin(playerid);
-```
-
-## ПримечаниÑ
-
-:::tip
-
-Возращение нового Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ ID Ñкина поÑле иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ SetSpawnInfo будет поÑле Ñпавна игрока Ñ Ð½Ð¾Ð²Ñ‹Ð¼ Ñкином. Возвращает Ñтарое значение Ñкина, еÑли игрок заÑпавнилÑÑ Ð¿Ñ€Ð¸ иÑпользовании функции SpawnPlayer.
-
-:::
-
-## СвÑзанные функции
-
-- [SetPlayerSkin](SetPlayerSkin.md): УÑтанавливает Ñкин игрока.
diff --git a/docs/translations/ru/scripting/functions/SetPlayerSkin.md b/docs/translations/ru/scripting/functions/SetPlayerSkin.md
deleted file mode 100644
index 43e3812d878..00000000000
--- a/docs/translations/ru/scripting/functions/SetPlayerSkin.md
+++ /dev/null
@@ -1,97 +0,0 @@
----
-title: SetPlayerSkin
-description: УÑтанавливает Ñкин игрока.
-tags: ["player"]
----
-
-## ОпиÑание
-
-УÑтанавливает Ñкин игрока. Скин игрока - Ñто модель перÑонажа.
-
-| Параметр | ОпиÑание |
-| -------- | ------------------------------------------------------------ |
-| playerid | ID игрока которому хотите уÑтановить Ñкин. |
-| skinid | [ID Ñкина](../resources/skins.md) который хотите уÑтановить. |
-
-## Возвращаемые данные
-
-1: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð° уÑпешно
-
-0: Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ð½Ðµ выполнена
-
-Заметьте, что Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÑетÑÑ ÑƒÑпешно, даже когда значение ID Ñкина неверное (не в пределах 0-311 или равное 74) и уÑтановлен Ñкин номер ID 0 (CJ).
-
-## Примеры
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/fireman", true) == 0)
- {
- // УÑтанавливает Ñкин ID 277 ( Ñкин пожарника ).
- SetPlayerSkin(playerid, 277);
- return 1;
- }
- return 0;
-}
-
-SetPlayerSkinFix(playerid, skinid)
-{
- if (!IsPlayerConnected(playerid))
- {
- return 0;
- }
-
- new
- Float:tmpPos[4],
- vehicleid = GetPlayerVehicleID(playerid),
- seatid = GetPlayerVehicleSeat(playerid);
-
- GetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
- GetPlayerFacingAngle(playerid, tmpPos[3]);
-
- // ЕÑли значение Ñкина неверное ( меньше 0, или больше 311, или равно 74 ), то ничего не делает и возвращает 0
- if (0 > skinid > 311 || skinid == 74)
- {
- return 0;
- }
-
- if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK)
- {
- SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
- SetPlayerFacingAngle(playerid, tmpPos[3]);
- TogglePlayerControllable(playerid, true); // убирает заморозку игрока ( не обÑзательно )
- return SetPlayerSkin(playerid, skinid);
- }
- else if (IsPlayerInAnyVehicle(playerid))
- {
- new
- tmp;
-
- RemovePlayerFromVehicle(playerid);
- SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
- SetPlayerFacingAngle(playerid, tmpPos[3]);
- TogglePlayerControllable(playerid, true); // убирает заморозку игрока ( важно, Ñ‚.к. запущена Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ Ð²Ñ‹Ñ…Ð¾Ð´Ð° из транÑпорта )
- tmp = SetPlayerSkin(playerid, skinid);
- PutPlayerInVehicle(playerid, vehicleid, (seatid == 128)Â ? 0Â : seatid);
- return tmp;
- }
- else
- {
- return SetPlayerSkin(playerid, skinid);
- }
-}
-```
-
-## ПримечаниÑ
-
-:::warning
-
-ИзвеÑтные Баги: ЕÑли игроку уÑтановлен Ñкин, когда он приÑел, находитÑÑ Ð² машине или выполнÑет определенные анимации, игрок может заморозитьÑÑ Ð¸Ð»Ð¸ произойдёт Ñбой. Ðто может быть иÑправлено путём иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ TogglePlayerControllable. Ð”Ð»Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑÐ¸Ð´Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ° иÑпользуетÑÑ GetPlayerSpecialAction (SPECIAL_ACTION_DUCK). Другие игроки могут поймать крÑш, еÑли он в машине или он входит/выходит из транÑпорта. УÑтановка Ñкина игроку, когда он мёртв может Ñпровоцировать крÑш игрокам, находÑщимÑÑ Ñ€Ñдом Ñ Ð½Ð¸Ð¼. ПерерываетÑÑ Ñидение на байках.
-
-:::
-
-## СвÑзанные Функции
-
-- [GetPlayerSkin](GetPlayerSkin.md): Получает значение ID Ñкина игрока.
-- [SetSpawnInfo](SetSpawnInfo.md): УÑтановка информации Ð´Ð»Ñ Ñпавна игрока.
diff --git a/docs/translations/ru/scripting/functions/acos.md b/docs/translations/ru/scripting/functions/acos.md
deleted file mode 100644
index 0a0f945548b..00000000000
--- a/docs/translations/ru/scripting/functions/acos.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: acos
-description: Get the inversed value of a cosine in degrees.
-tags: ["math"]
----
-
-
-
-## Description
-
-Get the inversed value of a cosine in degrees. In trigonometrics, arc cosine is the inverse operation of cosine.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------ |
-| Float:value | value whose arc cosine is computed, in the interval [-1,+1]. |
-
-## Returns
-
-The angle in degrees, in the interval [0.0,180.0].
-
-## Examples
-
-```c
-//The arc cosine of 0.500000 is 60.000000 degrees.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 0.5;
- result = acos(param);
- printf("The arc cosine of %f is %f degrees.", param, result);
- return 1;
-}
-```
-
-## Related Functions
-
-- [floatsin](floatsin): Get the sine from a specific angle.
-- [floatcos](floatcos): Get the cosine from a specific angle.
-- [floattan](floattan): Get the tangent from a specific angle.
-- [asin](asin): Get the inversed value of a sine in degrees.
-- [atan](atan): Get the inversed value of a tangent in degrees.
-- [atan2](atan2): Get the multi-valued inversed value of a tangent in degrees.
diff --git a/docs/translations/ru/server/CommonServerIssues.md b/docs/translations/ru/server/CommonServerIssues.md
deleted file mode 100644
index 27438a1c2f5..00000000000
--- a/docs/translations/ru/server/CommonServerIssues.md
+++ /dev/null
@@ -1,82 +0,0 @@
----
-title: ЧаÑтые Проблемы
----
-
-## Сервер мгновенно выключаетÑÑ Ð¿Ñ€Ð¸ запуÑке
-
-Чаще вÑего Ñто вызвано ошибкой в server.cfg или .amx файл игрового режим отÑутÑтвует. Проверьте файл server_log.txt, причина должна быть указана внизу. ЕÑли нет, то проверьте файл crashinfo.txt. Лучшим решением Ð´Ð»Ñ Ð½Ð°Ñ…Ð¾Ð¶Ð´ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¸Ñ‡Ð¸Ð½Ñ‹ ÑбоÑ, будет иÑпользование плагина Crash Detect от Zeex/0x5A656578 ([ÑÑылка на репозиторий](https://github.com/Zeex/samp-plugin-crashdetect)), который даёт намного больше такой отладочной информации, как номера Ñтрок, имена функций, Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿ÐµÑ€ÐµÐ´Ð°Ð²Ð°ÐµÐ¼Ñ‹Ñ… параметров и Ñ‚.д. ЕÑли Ñкрипт Ñкомпилирован в режиме отладки (флаг -d3), то вы увидите больше информации о Ñкрипте в окне вывода при компилÑции.
-
-## Сервер не работает - брандмауÑÑ€ выключен
-
-Вам нужно будет перенаправить Ñвои порты, чтобы игроки могли приÑоединитьÑÑ Ðº вашему Ñерверу. Ð’Ñ‹ можете перенаправить Ñвои порты Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ PF Port Checker. Скачать его можно по адреÑу: www.portforward.com еÑли порты не перенаправлены, Ñто означает, что вы должны открыть их в Ñвоем маршрутизаторе. Ð’Ñ‹ можете проверить ÑпиÑок маршрутизаторов по адреÑу [http://portforward.com/english/routers/port_forwarding/routerindex.htm](http://portforward.com/english/routers/port_forwarding/routerindex.htm "http://portforward.com/english/routers/port_forwarding/routerindex.htm")
-
-Там еÑть вÑÑ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¿Ð¾ перенаправлению портов.
-
-## 'Packet was modified'
-
-Обычно, ошибка выглÑдит Ñледующим образом:
-
-```
-[hh:mm:ss] Packet was modified, sent by id: , ip: :
-```
-
-Она ÑлучаетÑÑ, когда у игрока ÑлучаютÑÑ Ð¿Ñ€Ð¾Ð±Ð»ÐµÐ¼Ñ‹ Ñ Ñоединением.
-
-## 'Warning: client exceeded messageslimit'
-
-Обычно, ошибка выглÑдит Ñледующим образом:
-
-```
-Warning: client exceeded 'messageslimit' (1) : () Limit: x/sec
-```
-
-Она ÑлучаетÑÑ, когда количеÑтво отправлÑемых клиентом Ñообщений в Ñекунду превышает лимит Ñервера.
-
-## 'Warning: client exceeded ackslimit'
-
-Обычно, ошибка выглÑдит Ñледующим образом:
-
-```
-Warning: client exceeded 'ackslimit' : () Limit: x/sec
-```
-
-Она ÑлучаетÑÑ, когда количеÑтво отправлÑемых клиентом подтверждений (acks) в Ñекунду превышает лимит Ñервера.
-
-## 'Warning: client exceeded messageholelimit'
-
-Обычно, ошибка выглÑдит Ñледующим образом:
-
-```
-Warning: client exceeded 'messageholelimit' () : () Limit: x
-```
-
-Она ÑлучаетÑÑ, когда количеÑтво отправлÑемых клиентом запроÑов 'messagehole' в Ñекунду превышает лимит Ñервера.
-
-## 'Warning: Too many out-of-order messages'
-
-Обычно, ошибка выглÑдит Ñледующим образом:
-
-```
-Warning: Too many out-of-order messages from player : () Limit: x (messageholelimit)
-```
-
-СлучаетÑÑ, 'когда ÑообщениÑ, вышедшие из ÑтроÑ' ('out of order messages') иÑпользуют наÑтройку messageholelimit.
-
-За подробноÑÑ‚Ñми перейдите [Ñюда](http://wiki.sa-mp.com/wiki/Controlling_Your_Server#RCON_Commands)
-
-## Игроки поÑтоÑнно получают ошибку "Unacceptable NickName" (Ðеприемлемый никнейм, ...), но их имена корректны
-
-ЕÑли вы уверены, что иÑпользуете приемлемое Ð¸Ð¼Ñ Ð¸ Ñервер работает под управлением Windows, то попробуйте изменить параметр ÑовмеÑтимоÑти samp-server.exe на Windows 98, Ñто должно иÑправить проблему поÑле реÑтарта.
-
-Серверы Windows Ñ Ð²Ñ‹Ñоким временем работы (uptime) также могут вызвать Ñту проблему. Ðто было замечено на Ñерверах, работающих около 50 дней беÑперебойно. Чтобы решить Ñту проблему, требуетÑÑ Ñ€ÐµÑтарт.
-
-## `MSVCR___.dll`/`MSVCP___.dll` не найдены (`MSVCR___.dll`/`MSVCP___.dll` not found)
-
-Ðта проблема регулÑрно возникает на Ñерверах Windows при попытке загрузить плагин, разработанный Ñ Ð¸Ñпользованием более выÑокой верÑии Ñреды Visual C++, чем в наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ ÑƒÑтановлена на вашем компьютере. Чтобы иÑправить Ñто, загрузите ÑоответÑтвующие библиотеки Ñреды Microsoft Visual C++. Обратите внимание, что Ñервер SA-MP ÑвлÑетÑÑ 32-разрÑдным, поÑтому вам также необходимо загрузить 32-разрÑдную (x86) верÑию Ñреды, незавиÑимо от архитектуры. ВерÑÐ¸Ñ Ñреды выполнениÑ, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð²Ð°Ð¼ конкретно нужна, обозначаетÑÑ Ñ†Ð¸Ñ„Ñ€Ð°Ð¼Ð¸ в имени файла (Ñм. таблицу ниже), Ñ…Ð¾Ñ‚Ñ ÑƒÑтановить их вÑе не помешает. Ðти библиотеки не наÑледуютÑÑ, иными Ñловами, вы не получите библиотеки от Visual C++ 2013, уÑтановив Visual C++ 2015, они незавиÑимы.
-
-| ВерÑÐ¸Ñ | СоответÑÑ‚Ð²ÑƒÑŽÑ‰Ð°Ñ Ð±Ð¸Ð±Ð»Ð¸Ð¾Ñ‚ÐµÐºÐ° |
-| -------------- | --------------------------------------------- |
-| 10.0 | Microsoft Visual C++ 2010 x86 Redistributable |
-| 11.0 | Microsoft Visual C++ 2012 x86 Redistributable |
-| 12.0 | Microsoft Visual C++ 2013 x86 Redistributable |
-| 14.0 | Microsoft Visual C++ 2015 x86 Redistributable |
diff --git a/docs/translations/ru/server/ControllingServer.md b/docs/translations/ru/server/ControllingServer.md
deleted file mode 100644
index 05479dcb3c6..00000000000
--- a/docs/translations/ru/server/ControllingServer.md
+++ /dev/null
@@ -1,200 +0,0 @@
----
-title: "Управление Ñервером"
-descripion: Полезные команды Ð´Ð»Ñ ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ñервером.
----
-
-## Ð˜Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð¸Ð³Ñ€Ð¾Ð²Ð¾Ð³Ð¾ режима
-
-### ЗапуÑка Ñтороннего/загруженного из интернета режима
-
-- Откройте папку Ñ Ñ„Ð°Ð¹Ð»Ð°Ð¼Ð¸ Ñервера
-- Скопируйте загруженные файлы Ñ Ñ€Ð°Ñширением .amx в папку gamemodes
-- ИÑпользуйте RCON команду Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ð½Ð° новый режим (2.1)
-- Как альтернативу, вы можете иÑпользовать Ñтот мод, как дополнительный Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ (2.3)
-
-### ИÑпользование подгружаемых Ñкриптов/фильтрÑкриптов (Filterscripts)
-
-Шаги точно такие же, как и Ñ Ð¼Ð¾Ð´Ð¾Ð¼, но еÑли отличиÑ:
-
-- ПомеÑтите файл Ñ Ñ€Ð°Ñширением .amx в папку `filterscripts`
-- Добавьте Ñкрипт в server.cfg: `filterscripts <названиеÑкрипта>`
-
-## УÑтановка паролÑ
-
-- ЕÑли вы хотите уÑтановить на Ñервер пароль, чтобы войти могли только доверенные люди, добавьте Ñледующую Ñтроку в [server.cfg](server.cfg):
-
-```
-password парольдлÑвхода
-```
-
-- Ðто Ñделает ваш Ñервер защищённым Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ пароль, где 'парольдлÑвхода' будет паролем, необходимым, Ð´Ð»Ñ Ð²Ñ…Ð¾Ð´Ð° на Ñервер, вÑÑ‘ логично. Ð’Ñ‹ можете изменить пароль на любой, какой вздумаетÑÑ.
-- Пароль так же можно изменить через RCON прÑмо во Ð²Ñ€ÐµÐ¼Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ Ñервера Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ команды `/rcon password парольдлÑвхода` или `password парольдлÑвхода`, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ ÐºÐ¾Ð½Ñоль Ñервера или удалённую конÑоль.
-- Убрать вход по паролю можно, уÑтановив `0` в качеÑтве Ð¿Ð°Ñ€Ð¾Ð»Ñ Ð»ÑŽÐ±Ñ‹Ð¼ из вышеуказанных ÑпоÑобов.
-
-## ИÑпользование RCON
-
-### ÐвторизациÑ
-
-Ð’Ñ‹ можете авторизоватьÑÑ, как RCON админиÑтратор, при помощи команды `/rcon login password` в игре, или иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [удалённую конÑоль (rcon)](RemoteConsole).
-
-Пароль будет точно таким же, как и тот, что указан в [server.cfg](server.cfg)
-
-### Блокировка пользователей
-
-##### samp.ban
-
-samp.ban Ñто файл, раÑполагающейÑÑ Ð² папку Ñ Ñервером и Ñодержащий в Ñебе ÑпиÑок блокировок, он Ñодержит Ñледующую информацию:
-
-- IP
-- Дата блокировки
-- Ð’Ñ€ÐµÐ¼Ñ Ð±Ð»Ð¾ÐºÐ¸Ñ€Ð¾Ð²ÐºÐ¸
-- Ð˜Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ° (Ð˜Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ° или причина блокировки, Ñм. [BanEx](../../functions/BanEx))
-- Тип блокировки
-
-Чтобы заблокировать пользователÑ, добавьте Ñтроку по примеру:
-
-```
-IP_ПОЛЬЗОВÐТЕЛЯ [28/05/09 | 13:37:00] ÐИК - ПРИЧИÐРБЛОКИРОВКИ
-```
-
-Где `IP_ПОЛЬЗОВÐТЕЛЯ` Ñто IP адреÑ, который вы хотите заблокировать.
-
-##### Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ Ban()
-
-Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ [Ban](../../functions/Ban) иÑпользуетÑÑ Ð´Ð»Ñ Ð°Ð½Ð°Ð»Ð¾Ð³Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ метода блокировки, но из Ñамого Ñкрипта. Ð¤ÑƒÐ½ÐºÑ†Ð¸Ñ [BanEx](../../functions/BanEx) добавлÑет к параметрам причину блокировки:
-
-```
-13.37.13.37 [28/05/09 | 13:37:00] Читер - INGAME BAN
-```
-
-##### Блокировка через RCON
-
-Чтобы заблокировать пользователÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¿Ð¾Ð»Ð½Ð¾Ð¼Ð¾Ñ‡Ð¸Ñ RCON админиÑтратора, необходимо иÑпользовать команду `ban` (Как блокировать по IP, Ñмотрите далее).
-
-Пример иÑпользованиÑ:
-
-```
-# В игре:
-/rcon ban ID_ИГРОКÐ
-
-# КонÑоль:
-ban ID_ИГРОКÐ
-```
-
-##### banip
-
-Чтобы заблокировать определённый IP адреÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¿Ð¾Ð»Ð½Ð¾Ð¼Ð¾Ñ‡Ð¸Ñ RCON админиÑтратора, необходимо иÑпользовать команду `banip`.
-
-Пример иÑпользованиÑ:
-
-```
-# В игре:
-/rcon banip IP
-
-# КонÑоль:
-banip IP
-```
-
-### Разблокировка
-
-ЕÑть 2 ÑпоÑоба разблокировать заблокированного пользователÑ.
-
-- Удалить ÑоответÑтвующую Ñтроку из samp.ban
-- ИÑпользовать RCON команду `unbanip`
-
-#### samp.ban
-
-samp.ban Ñто файл, раÑполагающейÑÑ Ð² папку Ñ Ñервером и Ñодержащий в Ñебе ÑпиÑок блокировок, он Ñодержит Ñледующую информацию:
-
-- IP
-- Дата блокировки
-- Ð’Ñ€ÐµÐ¼Ñ Ð±Ð»Ð¾ÐºÐ¸Ñ€Ð¾Ð²ÐºÐ¸
-- Ð˜Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ° (Ð˜Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ° или причина блокировки, Ñм. [BanEx](../../functions/BanEx))
-- Тип блокировки
-
-Ðапример:
-
-```
-127.8.57.32 [13/06/09 | 69:69:69] NONE - IP BAN
-13.37.13.37 [28/05/09 | 13:37:00] Kalcor - INGAME BAN
-```
-
-Чтобы разблокировать данных пользователей, удалите нужные Ñтроки из файла и иÑпользуйте RCON команду `reloadbans`, чтобы обновить ÑпиÑок блокировок, не перезапуÑÐºÐ°Ñ Ñервер.
-
-#### unbanip
-
-RCON команда `unbanip` иÑпользуетÑÑ Ð´Ð»Ñ Ñ€Ð°Ð·Ð±Ð»Ð¾ÐºÐ¸Ñ€Ð¾Ð²ÐºÐ¸ IP адреÑа (`/rcon unbanip IP_ÐДРЕС` в игре или `unbanip IP_ÐДРЕС` в конÑоли).
-
-Пример:
-
-```
-13.37.13.37 [28/05/09 | 13:37:00] Kalcon - INGAME BAN
-```
-
-```
-# В игре:
-/rcon unbanip 13.37.13.37
-
-# КонÑоль
-unbanip 13.37.13.37
-```
-
-Ðе забудьте иÑпользовать RCON команду `reloadbans`, чтобы обновить ÑпиÑок блокировок, не перезапуÑÐºÐ°Ñ Ñервер.
-
-#### reloadbans
-
-Как было указано ранее, файл `samp.ban` Ñодержит в Ñебе ÑпиÑок блокировок. Содержимое Ñтого файла ÑчитываетÑÑ Ð»Ð¸ÑˆÑŒ при запуÑке Ñервера, однако, еÑли вы хотите обновить ÑпиÑок во Ð²Ñ€ÐµÐ¼Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ Ñервера, иÑпользуйте RCON команду `reloadbans`
-
-### RCON команды
-
-Введите `cmdlist`, чтобы получить ÑпиÑок Ñо вÑеми доÑтупными RCON командами:
-
-| Команда | ОпиÑание |
-| --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
-| `/rcon cmdlist` | Выводит ÑпиÑок команд. |
-| `/rcon varlist` | Выводит ÑпиÑок текущих параметров в [server.cfg](server.cfg) |
-| `/rcon exit` | Прекращает работу Ñервера. |
-| `/rcon echo [text]` | Выводит текÑÑ‚, указанный в `[text]` в конÑоль Ñервера. |
-| `/rcon hostname [name]` | ИзменÑет название Ñервера в поиÑке (_пример: /rcon hostname my server_). |
-| `/rcon gamemodetext [name]` | ИзменÑет название режима Ñервера в поиÑке (_пример: /rcon gamemodetext my gamemode_). |
-| `/rcon mapname [name]` | ИзменÑет название карты Ñервера в поиÑке (_пример: /rcon mapname San Andreas_). |
-| `/rcon exec [filename]` | ВыполнÑет файл, Ñодержащий наÑтройки, как в server.cfg (_пример: /rcon exec blah.cfg_). |
-| `/rcon kick [ID]` | Кикает игрока Ñ ÑƒÐºÐ°Ð·Ð°Ð½Ð½Ñ‹Ð¼ ID (_пример: /rcon kick 2_). |
-| `/rcon ban [ID]` | Блокирует ID (_пример: /rcon ban 2_). |
-| `/rcon changemode [mode]` | ИзменÑет загруженный игровой мод (_пример: /rcon changemode new_v2_). |
-| `/rcon gmx` | Загрузит Ñледующий игровой мод, указанный в `gamemodes` в [server.cfg](server.cfg). |
-| `/rcon reloadbans` | ОбновлÑет ÑпиÑок блокировок из файла samp.ban. |
-| `/rcon reloadlog` | Перезагружает файл server_log.txt. Ðет видимого Ñффекта. |
-| `/rcon say` | Отправить Ñообщение в чат на Ñервере из RCON (_пример: `/rcon say привет вÑем` выведет вÑем в чат `Admin: привет вÑем`). |
-| `/rcon players` | Выводит ÑпиÑок игроков на Ñервере (Ñ Ð¸Ñ… именами, IP и пингом). |
-| `/rcon banip [IP]` | Блокирует указанный IP (_пример: /rcon banip 127.0.0.1_). |
-| `/rcon unbanip [IP]` | Разблокирует указанный IP (_пример: /rcon unbanip 127.0.0.1_). |
-| `/rcon gravity` | МенÑет гравитацию на Ñервере (_пример: /rcon gravity 0.008_). |
-| `/rcon weather [ID]` | МенÑет погоду на Ñервере (_пример: /rcon weather 1_). |
-| `/rcon loadfs` | Загружает указанный filterscript (_пример: /rcon loadfs adminfs_). |
-| `/rcon weburl [server url]` | ИзменÑет веб-Ð°Ð´Ñ€ÐµÑ Ñервера в лаунчере |
-| `/rcon unloadfs` | Выгружает указанный filterscript (_пример: /rcon unloadfs adminfs_). |
-| `/rcon reloadfs` | Перезагружает указанный filterscript (_пример: /rcon reloadfs adminfs_). |
-| `/rcon rcon\_password [PASSWORD]` | МенÑет пароль RCON админиÑтраторов |
-| `/rcon password [password]` | УÑтанавливает/Ñнимает пароль Ñервера |
-| `/rcon messageslimit [count]` | УÑтанавливает лимит Ñообщений, отправлÑемых клиентом в Ñекунду. (по умолчанию 500) |
-| `/rcon ackslimit [count]` | УÑтанавливает лимит подтверждений (acks), отправлÑемых клиентом в Ñекунду (по умолчанию 3000) |
-| `/rcon messageholelimit [count]` | УÑтанавливает лимит 'messagehole', отправлÑемых клиентом в Ñекунду (по умолчанию 3000) |
-| `/rcon playertimeout [limit m/s]` | УÑтанавливает количеÑтво миллиÑекунд, поÑле которых игрок будет отключен, еÑли не отправлÑет никаких пакетов. (по умолчанию 1000) |
-| `/rcon language [language]` | ИзменÑет текÑÑ‚ Ñзыка Ñервера в лаунчере (_пример: /rcon language РуÑÑкий_). |
-
-Первые 4 вышеприведённых команды Ð´Ð»Ñ 0.3z R2 были Ñделаны Ð´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð°Ñ‚Ð°ÐºÐ°Ð¼ на Ñерверы SA-MP, вызывающие фризы и Ñбои. ПоÑтому, иÑпользуйте их на Ñвоём Ñервере. Ð—Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾ умолчанию должны быть корректными Ð´Ð»Ñ Ð±Ð¾Ð»ÑŒÑˆÐ¸Ð½Ñтва Ñерверов, однако, еÑли вы замечаете ложные кики из-за Ñтого, проÑто повыÑьте значениÑ, пока невинные игроки не были иÑключены/заблокированы. [Подробнее здеÑÑŒ](http://web-old.archive.org/web/20190426141744/https://forum.sa-mp.com/showpost.php?p=2990193&postcount=47).
-
-### КоллбÑки и функции
-
-Следующие коллбÑки и функции могут быть полезными, так как отноÑÑÑ‚ÑÑ Ðº Ñодержимому данной Ñтатьи.
-
-#### КоллбÑки
-
-- [OnRconLoginAttempt](../../callbacks/OnRconLoginAttempt): ВызываетÑÑ, когда ÑовершаетÑÑ Ð¿Ð¾Ð¿Ñ‹Ñ‚ÐºÐ° авторизации RCON админиÑтратора.
-
-#### Функции
-
-- [IsPlayerAdmin](../../functions/IsPlayerAdmin): ПроверÑет, авторизован-ли пользователь, как RCON админиÑтратор.
-
-- [SendRconCommand](../../functions/SendRconCommand): ОтправлÑет любую из вышеприведённых RCON команд прÑмо из Ñкрипта.
diff --git a/docs/translations/ru/server/RemoteConsole.md b/docs/translations/ru/server/RemoteConsole.md
deleted file mode 100644
index badb590f567..00000000000
--- a/docs/translations/ru/server/RemoteConsole.md
+++ /dev/null
@@ -1,17 +0,0 @@
----
-title: "Ð£Ð´Ð°Ð»Ñ‘Ð½Ð½Ð°Ñ ÐºÐ¾Ð½Ñоль (RCON)"
-descripion: Удалённое админиÑтрирование Ñервера.
----
-
-Ð£Ð´Ð°Ð»ÐµÐ½Ð½Ð°Ñ ÐºÐ¾Ð½Ñоль - Ñто ÐºÐ¾Ð¼Ð°Ð½Ð´Ð½Ð°Ñ Ñтрока, в которой вы можете иÑпользовать команды RCON без необходимоÑти находитьÑÑ Ð² игре и на вашем Ñервере. ÐÐ°Ñ‡Ð¸Ð½Ð°Ñ Ñ Ð²ÐµÑ€Ñии 0.3b, ÑƒÐ´Ð°Ð»ÐµÐ½Ð½Ð°Ñ ÐºÐ¾Ð½Ñоль была удалена из браузера Ñервера. Ð’ дальнейшем вам будет необходимо иÑпользовать другой ÑпоÑоб работы Ñ ÑƒÐ´Ð°Ð»Ñ‘Ð½Ð½Ð¾Ð¹ конÑолью.
-
-1. Откройте текÑтовый редактор.
-2. Ðапишите Ñледующий текÑÑ‚: `rcon.exe IP ПОРТ RCON-ПÐРОЛЬ` (Замените IP/ПОРТ/RCON-ПÐРОЛЬ на Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð½ÐµÐ¾Ð±Ñ…Ð¾Ð´Ð¸Ð¼Ð¾Ð³Ð¾ Ð´Ð»Ñ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ñервера)
-3. Сохраните файл, как `rcon.bat`
-4. ПомеÑтите его в папку Ñ GTA San Andreas, где раÑположен файл `rcon.exe`.
-5. ЗапуÑтите `rcon.bat`
-6. Вводите команды, которые нужны.
-
-
-
-Замечание: Ðет необходимоÑти в напиÑании `/rcon` перед каждой командой, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ ÐºÐ¾Ð½Ñоль Ñервера или удалённую конÑоль, пишите проÑто `gmx`, к примеру.
diff --git a/docs/translations/ru/server/server.cfg.md b/docs/translations/ru/server/server.cfg.md
deleted file mode 100644
index 50a8de6a247..00000000000
--- a/docs/translations/ru/server/server.cfg.md
+++ /dev/null
@@ -1,119 +0,0 @@
----
-title: "server.cfg"
-descripion: Конфигурационный файл Ñервера.
----
-
-## ОпиÑание
-
-- `server.cfg` Ñто конфигурационный файл Ñервера, который позволÑет менÑть различные наÑтройки вашего Ñервера SA-MP.
-- Ðтот файл `необходимо` Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ Ñервера и должен быть раÑположен в папке Ñервера, на том же уровне, что и файл samp-server.exe (или samp03svr на Linux)
-
-## КонÑоль
-
-| Параметр| Тип| Значение по умолчанию| Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект |
-| ------------- | ------ | -------------------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| echo| string (Ñтрока) | Executing Server Config... | Да| Ðет| ТекÑÑ‚, который samp-server.exe выводит, когда Ñчитывает файл server.cfg. Ðет необходимоÑти менÑть, Ñ‚.к. вы единÑтвенный, кто увидит Ñто в конÑоли. |
-| rcon_password | string (Ñтрока) | changeme | Ðет | Ðет| Пароль Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ñ€Ð¸Ð·Ð°Ñ†Ð¸Ð¸ RCON админиÑтраторов. Сервер не запуÑтитÑÑ, еÑли пароль указан, как `changeme`, необходимо его изменить Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ на `123`. |
-| rcon| bool (логичеÑкий)| 1 | Ðет | Ðет| Ðктивирует [Удалённую КонÑоль](RemoteConsole) на Ñервере и позволÑет RCON админиÑтратором авторизоватьÑÑ Ð»ÑŽÐ±Ñ‹Ð¼ из ÑпоÑобов (1 - активна, 0 - не активна).|
-
-## Скрипты
-
-| Параметр | Type| Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект |
-| ------------------- | ------ | --------------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| gamemode(n) (N) (t) | string (Ñтрока) | gamemode0 grandlarc 1 | Ðет | Ðет| Файл Ñ Ñ€Ð°Ñширением .amx в папке gamemodes, который будет иÑпользован, как мод Ð´Ð»Ñ Ñервера по умолчанию. (n) - Ñто номер, указывающий на то, каким в порÑдке загрузки будет мод, (N) - Ñто параметр, который отвечает за Ð¸Ð¼Ñ Ð¼Ð¾Ð´Ð° (Ð¸Ð¼Ñ Ñ„Ð°Ð¹Ð»Ð° без раÑÑˆÐ¸Ñ€ÐµÐ½Ð¸Ñ .amx), (t) - Ñто параметр, отвечающий за количеÑтво раз, Ñколько мод может быть Ñыгран до того, как будет Ñменён через gmx на Ñледующий (беÑполезно Ð´Ð»Ñ Ñерверов Ñ Ð¾Ð´Ð½Ð¸Ð¼ модом)|
-| filterscripts (N)| string (Ñтрока) | | Да| Ðет| Файл Ñ Ñ€Ð°Ñширением .amx в папке filterscripts, который будет иÑпользован в качеÑтве подключаемого Ñкрипта на Ñервере. (N) - Ñто Ð¸Ð¼Ñ Ñ„Ð°Ð¹Ð»Ð° Ñкрипта без раÑÑˆÐ¸Ñ€ÐµÐ½Ð¸Ñ .amx, который необходимо загрузить. Чтобы иÑпользовать неÑколько Ñкриптов Ñразу, укажите их Ð½Ð°Ð·Ð²Ð°Ð½Ð¸Ñ Ñ‡ÐµÑ€ÐµÐ· пробел, например: filterscripts script1 script2|
-| plugins (N) | string (Ñтрока) | | Да| Ðет| СпиÑок файлов Ñ Ñ€Ð°Ñширением .dll или .so, которые необходимо загрузить в качеÑтве плагинов Ñервера при запуÑке. Ðа Windows раÑширение в имени файла (N) указывать не обÑзательно, однако, на Linux необходимо допиÑывать .so в конце каждого имени. Плагины - Ñто Ñкрипты, которые предназначены Ð´Ð»Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð¸ ÑƒÐ»ÑƒÑ‡ÑˆÐµÐ½Ð¸Ñ Ð¼Ð¾Ð´Ð¾Ð² и подключаемых Ñкриптов. Чтобы иÑпользовать неÑколько плагинов Ñразу, укажите их Ð½Ð°Ð·Ð²Ð°Ð½Ð¸Ñ Ñ‡ÐµÑ€ÐµÐ· пробел, например: plugins plugin1 plugin2 (на Linux будет выглÑдеть, как plugins plugin1.so plugin2.so)
-
-## Браузер Ñерверов (СпиÑок Ñерверов в лаунчере SA-MP)
-
-| Параметр | Type | Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект|
-| ------------ | -------- | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| announce | bool (логичеÑкий) | 1 | Ðет | Ðет| Отвечает за отображение вашего Ñервера в ÑпиÑке Ñерверов SA-MP. 1 - отображаетÑÑ, 0 - не отображаетÑÑ. |
-| query | bool (логичеÑкий) | 1 | Ðет | Ðет| Отвечает за отображение информации о Ñервере в ÑпиÑке Ñерверов SA-MP. 1 - отображаетÑÑ, 0 - не отображаетÑÑ. |
-| hostname | string (Ñтрока)| SA-MP Server | Ðет | Ðет| Ðазвание Ñервера, которое будет отображатьÑÑ Ð² ÑпиÑке Ñерверов SA-MP.|
-| language | string (Ñтрока)| | Ðет | Ðет| Язык Ñервера, который будет отображатьÑÑ Ð² ÑпиÑке Ñерверов SA-MP. Игроки могут Ñортировать Ñерверы по данному параметру.
**ПРИМЕЧÐÐИЕ:** Ðтот параметр был добавлен в верÑии 0.3.7, на более низких не имеет Ñффекта. |
-| mapname | string (Ñтрока)| San Andreas| Ðет | Да | Ðазвание карты, отображаемое в ÑпиÑке Ñерверов SA-MP. Можно напиÑать что угодно, хоть Ñердце Southclaws. |
-| gamemodetext | string (Ñтрока)| Unknown| Ðет | Ðет| Ð˜Ð¼Ñ Ñ€ÐµÐ¶Ð¸Ð¼Ð° (gamemode), отображаемое в ÑпиÑке Ñерверов SA-MP. ИÑпользование [SetGameModeText](../functions/SetGameModeText) в Ñкрипте имеет ровно такой же Ñффект и при иÑпользовании перезапиÑывает значение, указанное в server.cfg. |
-| weather | string (Ñтрока)\* | 10 | Ðет | Да | Ð“Ð»Ð¾Ð±Ð°Ð»ÑŒÐ½Ð°Ñ Ð¿Ð¾Ð³Ð¾Ð´Ð° на Ñервере, Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶Ð°ÐµÐ¼Ð°Ñ Ð² ÑпиÑке Ñерверов SA-MP. ИÑпользование данного параметра в server.cfg приведёт к Ñбою Ñервера при его запуÑке, поÑтому иÑпользуйте [SetWeather](../functions/SetWeather), чтобы менÑть данный параметр. |
-| worldtime| string (Ñтрока)\* | 12:00 | Ðет | Да | Глобальное Ð²Ñ€ÐµÐ¼Ñ Ð½Ð° Ñервере, отображаемое в ÑпиÑке Ñерверов SA-MP. ИÑпользование данного параметра в server.cfg не окажет никакого Ñффекта, поÑтому иÑпользуйте [SetWorldTime](../functions/SetWorldTime) чтобы менÑть Ð²Ñ€ÐµÐ¼Ñ Ð½Ð° Ñервере.|
-| gravity | string (Ñтрока)\* | 0.008 | Ðет | Ðет| Ð“Ð»Ð¾Ð±Ð°Ð»ÑŒÐ½Ð°Ñ Ð³Ñ€Ð°Ð²Ð¸Ñ‚Ð°Ñ†Ð¸Ñ Ð½Ð° Ñервере, Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶Ð°ÐµÐ¼Ð°Ñ Ð² ÑпиÑке Ñерверов SA-MP. ИÑпользование данной наÑтройки в server.cfg приведёт к Ñбою Ñервера при его запуÑке, поÑтому иÑпользуйте [SetGravity](../functions/SetGravity) Ð´Ð»Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð³Ñ€Ð°Ð²Ð¸Ñ‚Ð°Ñ†Ð¸Ð¸ на Ñервере.|
-| weburl| string (Ñтрока)| www.open.mp| Ðет | Да | Веб-адреÑ, который люди могут поÑетить. Виден в клиенте SA-MP. |
-| version | string (Ñтрока)| | Да| Да | ВерÑÐ¸Ñ Ñервера SA-MP, Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶Ð°ÐµÐ¼Ð°Ñ Ð² ÑпиÑке Ñерверов SA-MP. ИÑпользование данного параметра в server.cfg не имеет Ñффекта. |
-| maxplayers| int (целочиÑленный) | 50 | Да| Ðет| МакÑимальное кол-во игроков, которые могут войти на Ñервер. Минимум - 1, макÑимум - 1000|
-| password | string (Ñтрока)| | Ðет | Ðет| Пароль, иÑпользуемый Ð´Ð»Ñ Ð²Ñ…Ð¾Ð´Ð° на Ñервер, еÑли не уÑтановлен - войти можно будет без него.|
-
-## Сеть
-
-| Параметр| Type| Значение по умолчанию| Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект|
-| ----------------- | ------ | --------------------------------- | --------- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| sleep | int (целочиÑленный)| 5 | Ðет | Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, отвечающее за Ð²Ñ€ÐµÐ¼Ñ Ð¾Ð¶Ð¸Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾Ñ‚Ð¾ÐºÐ° Ñети raknet в течение каждого цикла Ñинхронизации. Чем больше значение, тем хуже качеÑтво Ñинхронизации. Меньшие Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð²Ñ‹ÑˆÐ°ÑŽÑ‚ качеÑтво Ñинхронизации, но понижают производительноÑть Ñервера. Ðе рекомендуетÑÑ Ð¼ÐµÐ½Ñть до тех пор, пока на Ñервере не находитÑÑ Ð¾Ð³Ñ€Ð¾Ð¼Ð½Ð¾Ðµ количеÑтво игроков и возникают проблемы Ñ Ñ‡Ð°Ñтотой кадров. |
-| lanmode| bool (логичеÑкий)| 0 | Ðет | Ðет| УÑтарело. Ðе имеет Ñффекта. |
-| bind| string (Ñтрока) || Да| Ðет| IP адреÑ, который должен быть уÑтановлен Ñерверу. Принуждает иÑпользовать определённый IP адреÑ, вмеÑто любого Ñвободного. Будет полезно Ð´Ð»Ñ Ð·Ð°Ð¿ÑƒÑка неÑкольких Ñерверов на одной машине. ИÑпользуетÑÑ Ð¿Ñ€Ð¸ запуÑке Ñерверов на хоÑтингах.|
-| port| int (целочиÑленный)| 8192 (чаще иÑпользуетÑÑ 7777) | Да| Ðет| Порт, который должен иÑпользовать Ñервер. Вам нужно иÑпользовал [Перенаправление Портов](http://www.portforward.com/) чтобы игроки могли зайти на ваш Ñервер не только из вашей локальной Ñети.|
-| conncookies| int (целочиÑленный)\* | 1 | Ðет | Ðет| Включает ÑиÑтему куков Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ 0.3.7. Укажите 1, чтобы включить, 0, чтобы выключить.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.7 R2 и не будет работать на предыдущих верÑиÑÑ….|
-| cookielogging | int (целочиÑленный)\* | 0 | Ðет | Ðет| Включает логирование подключений новых игроков. Укажите 1, чтобы включить, 0, чтобы выключить.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.7 R2 и не будет работать на предыдущих верÑиÑÑ…. |
-| connseedtime | int (целочиÑленный)| 300000| Ðет | Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, за которое ключ (seed) куков поменÑетÑÑ.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.7 и не будет работать на предыдущих верÑиÑÑ…. |
-| minconnectiontime | int (целочиÑленный)| 0 | Ðет | Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, через которое Ñервер будет ÑпоÑобен принÑть другое подключение игрока. Ðе рекомендуетÑÑ Ð¸Ñпользовать до тех пор, пока Ñервер не атакуетÑÑ Ñ„Ð»ÑƒÐ´Ð¾Ð¼ игроков.|
-| messageslimit | int (целочиÑленный)| 500| Ðет | Ðет| МакÑимальное количеÑтво Ñообщений, отправлÑемое игроком в Ñекунду.|
-| messageholelimit | int (целочиÑленный)| 3000 | Ðет | Ðет| [Ñм. здеÑÑŒ](http://web-old.archive.org/web/20190426212838/https://forum.sa-mp.com/showpost.php?p=2868955&postcount=14).|
-| ackslimit | int (целочиÑленный)| 3000 | Ðет | Ðет| [Ñм. здеÑÑŒ](http://web-old.archive.org/web/20190419211451/https://forum.sa-mp.com/showpost.php?p=2989045&postcount=1).|
-| playertimeout | int (целочиÑленный)| 10000 | Ðет | Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, через которое игрок будет отключён, еÑли не поÑылает никаких пакетов на Ñервер. |
-| mtu | int (целочиÑленный)| 576| Да| Ðет| [Ñм. здеÑÑŒ](https://en.wikipedia.org/wiki/Maximum_transmission_unit).
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.8 и не будет работать на предыдущих верÑиÑÑ….|
-
-## Logging
-
-| Параметр | Type| Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект|
-| -------------- | ------ | ------------- | --------- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| output | bool (логичеÑкий)| 0 | Ðет | Ðет| Включает дублирование конÑольные ÑÐ¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ (print, printf, ...) в конÑоль Ñервера. Укажите 1, чтобы включить, 0, чтобы выключить. Ðтот параметр имеет Ñффект только на Ñервере, работающем на Linux.|
-| timestamp | bool (логичеÑкий)| 1 | Ðет | Ðет| Включает вывод даты и времени в конÑольных ÑообщениÑÑ…. Укажите 1, чтобы включить, 0, чтобы выключить.|
-| logtimeformat | string (Ñтрока) | [%H:%M:%S]| Да| Ðет| Формат даты и времени в конÑоли. ОÑновываетÑÑ Ð½Ð° формате [strftime](http://cplusplus.com/reference/clibrary/ctime/strftime/) из C/C++. Вот некоторые примеры:
**[%H:%M:%S]** выводит только Ð²Ñ€ÐµÐ¼Ñ Ð² формате ЧÐСЫ:МИÐУТЫ:СЕКУÐДЫ.
**[%d/%m/%Y %H:%M:%S]** выводит Ð²Ñ€ÐµÐ¼Ñ Ð² формате ДЕÐЬ/МЕСЯЦ/ГОД ЧÐСЫ:МИÐУТЫ:СЕКУÐДЫ |
-| logqueries | bool (логичеÑкий)| 0 | Ðет | Ðет| Включает логирование запроÑов, отправленных на Ñервер игроками. Укажите 1, чтобы включить, 0, чтобы выключить. ОÑобенно полезно при DDoS атаках. |
-| chatlogging| int (целочиÑленный)\* | 1 | Ðет | Ðет| Включает вывод игрового чата в конÑоли. Полезно, еÑли не хочетÑÑ Ð·Ð°ÑорÑть конÑоль или еÑть другое Ñ€ÐµÑˆÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð»Ð¾Ð³Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð¸Ñ Ñ‡Ð°Ñ‚Ð°. Укажите 1, чтобы включить, 0, чтобы выключить. |
-| db_logging | int (целочиÑленный)\* | 0 | Ðет | Ðет| Логирует ошибки SQLite в конÑоль Ñервера.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.7 и не будет работать на предыдущих верÑиÑÑ…. |
-| db_log_queries | int (целочиÑленный)\* | 0 | Ðет | Ðет| Логирует запроÑÑ‹ SQLite, производимые в db_query.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.7 и не будет работать на предыдущих верÑиÑÑ…. |
-
-## Клиент
-
-| Параметр| Type | Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект|
-| ----------------- | ----- | ------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| onfoot_rate\* | int (целочиÑленный)| 30 | Да| Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, через которое клиент должен обновить Ñвою позицию на Ñервере, не находÑÑÑŒ в транÑпорте.|
-| incar_rate | int (целочиÑленный)| 30 | Да| Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, через которое клиент должен обновить Ñвою позицию на Ñервере, находÑÑÑŒ в транÑпорте. |
-| weapon_rate| int (целочиÑленный)| 30 | Да| Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, через которое клиент должен обновить данные на Ñервере, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ñ€ÑƒÐ¶Ð¸Ðµ. |
-| stream_distance\* | float | 200.0 | Ðет | Ðет| ДиÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð¿Ð¾ горизонтали, на которой игроки будут видеть другие ÑущноÑти (объекты, игроки, транÑпорт, ...). МакÑимум Ñто **400.0**, а минимум **50.0**. Чем больше значение, тем дальше игрок Ñможет видеть ÑущноÑти, но от него будет требоватьÑÑ Ð±Ð¾Ð»ÑŒÑˆÐµ производительноÑти.|
-| stream_rate\* | int (целочиÑленный)| 1000| Ðет | Ðет| Ð’Ñ€ÐµÐ¼Ñ Ð² миллиÑекундах, через которое объекты в облаÑти Ñтрима будут обновлены Ð´Ð»Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°. МакÑимум Ñто **5000**, а минимум **500**. Меньшие Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»ÑÑŽÑ‚ Ñерверу быÑтрее обновлÑть объекты облаÑти видимоÑти игрока, но Ñто требует большей нагрузки. |
-
-> [*] Ðизкие Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ onfoot_rate, incar_rate и weapon_rate повышают качеÑтво Ñинхронизации, но иÑпользуют больше производительной мощи.
-
-## Боты (NPC)
-
-| Параметр | Type | Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект |
-| ------- | ---- | ------------- | --------- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------- |
-| maxnpc | int (целочиÑленный) | 0 | Ðет | Ðет| МакÑимальное количеÑтво NPC, которые могут иÑпользоватьÑÑ Ð½Ð° Ñервере. |
-
-## Учёт лагов
-
-| Параметр | Type| Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект |
-| ----------- | ------ | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| lagcompmode | int (целочиÑленный)| 1 | Да| Ðет| 0: ПолноÑтью отключает компенÑацию лагов.
1: ПолноÑтью включает учёт лагов.
2: Включает учёт лагов только по позиции, Ñто означает, что угол поворота игрока учитыватьÑÑ Ð½Ðµ будет. |
-| lagcomp | string (Ñтрока) | On | Да| Да | УÑтанавливаетÑÑ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑки на **Вкл. (On)** или **Выкл. (Off)** в завиÑимоÑти от конфигурации **lagcompmode**. |
-
-## ПользовательÑкие модели
-
-| Параметр| Type| Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект |
-| ---------- | ------ | ------------- | --------- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| useartwork | bool (логичеÑкий)| 0 | Да| Ðет| Включает иÑпользование пользовательÑких моделей из папки models Ñервера. Укажите 1, чтобы включить, 0, чтобы выключить.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.8 и не будет работать на предыдущих верÑиÑÑ…. |
-| artwork| string (Ñтрока) | Ðет | Да| Да | УÑтанавливаетÑÑ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑки на **Вкл. (On)** или **Выкл. (Off)** в завиÑимоÑти от конфигурации **useartwork**.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.8 и не будет работать на предыдущих верÑиÑÑ…. |
-| artpath| string (Ñтрока) | models | Да| Ðет| Путь, по которому раÑполагаютÑÑ Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»ÑŒÑкие модели.
**ПРИМЕЧÐÐИЕ:** Ðта Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ð°Ñ Ð±Ñ‹Ð»Ð° добавлена в 0.3.8 и не будет работать на предыдущих верÑиÑÑ….|
-
-## Другое
-
-| Параметр | Type| Значение по умолчанию | Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ | Правило | Ðффект |
-| ------- | ------ | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
-| myriad | bool (логичеÑкий)| 0 | Ðет | Ðет| Ðе иÑпользуетÑÑ. |
-| nosign | string (Ñтрока) | | Да| Ðет| Ðе иÑпользуетÑÑ.|
-
-## Заметки
-
-- ЗначениÑ, помеченные, как "Только Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ" (как показано в `/rcon varlist`), не могут быть изменены во Ð²Ñ€ÐµÐ¼Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ Ñервера, вÑе оÑтальные могут быть изменены Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ SendRconCommand.
-- ЗначениÑ, помеченные, как "Правило" (как показано в `/rcon varlist`), отображаютÑÑ Ð² клиенте SA-MP в информации о Ñервере.
-- Скрипты не обÑзательно помещать в папки gamemodes и/или filterscripts. ÐаÑтройки из server.cfg автоматичеÑки ÑÑылаютÑÑ Ð½Ð° Ñти папки, но Ñкрипты могут быть указаны Ñ "..", что позволÑет вернутьÑÑ Ð½Ð° один уровень выше, в корневую папку Ñервера. Ðапример: `gamemode ../modes/test`.
diff --git a/docs/translations/ru/tutorials/_.md b/docs/translations/ru/tutorials/_.md
deleted file mode 100644
index e48dd6829ed..00000000000
--- a/docs/translations/ru/tutorials/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Туториалы
-description: Сборник туториалов, помогающих в напиÑании игровых режимов (модов) и управлении вашим Ñервером.
----
-
-Ð’ Ñтой Ñекции вы найдёте различные туториалы, помогающие в напиÑании игровых режимов (модов) и управлении вашим Ñервером. Ðикакого упорÑÐ´Ð¾Ñ‡Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ðµ предуÑмотрено.
diff --git a/docs/translations/ru/tutorials/colorfix.md b/docs/translations/ru/tutorials/colorfix.md
deleted file mode 100644
index e8cf6a8a85f..00000000000
--- a/docs/translations/ru/tutorials/colorfix.md
+++ /dev/null
@@ -1,111 +0,0 @@
----
-title: "Color Fix"
-descripion: Базовый Ñкрипт Ð´Ð»Ñ Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð±Ð¾Ð»ÑŒÑˆÐµÐ³Ð¾ количеÑтва цветов Ð´Ð»Ñ Ð½Ð¸ÐºÐ¾Ð² игроков.
----
-
-Ðтот туториал предназначен Ð´Ð»Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ Ñ [GetPlayerColor](../scripting/functions/GetPlayerColor), еÑли вы не иÑпользуете [SetPlayerColor](../scripting/functions/SetPlayerColor) в вашем Ñкрипте при подключении игрока.
-
-```c
-new PlayerColors[] = {
- 0xFF8C13FF,0xC715FFFF,0x20B2AAFF,0xDC143CFF,0x6495EDFF,0xf0e68cFF,0x778899FF,0xFF1493FF,0xF4A460FF,0xEE82EEFF,
- 0xFFD720FF,0x8b4513FF,0x4949A0FF,0x148b8bFF,0x14ff7fFF,0x556b2fFF,0x0FD9FAFF,0x10DC29FF,0x534081FF,0x0495CDFF,
- 0xEF6CE8FF,0xBD34DAFF,0x247C1BFF,0x0C8E5DFF,0x635B03FF,0xCB7ED3FF,0x65ADEBFF,0x5C1ACCFF,0xF2F853FF,0x11F891FF,
- 0x7B39AAFF,0x53EB10FF,0x54137DFF,0x275222FF,0xF09F5BFF,0x3D0A4FFF,0x22F767FF,0xD63034FF,0x9A6980FF,0xDFB935FF,
- 0x3793FAFF,0x90239DFF,0xE9AB2FFF,0xAF2FF3FF,0x057F94FF,0xB98519FF,0x388EEAFF,0x028151FF,0xA55043FF,0x0DE018FF,
- 0x93AB1CFF,0x95BAF0FF,0x369976FF,0x18F71FFF,0x4B8987FF,0x491B9EFF,0x829DC7FF,0xBCE635FF,0xCEA6DFFF,0x20D4ADFF,
- 0x2D74FDFF,0x3C1C0DFF,0x12D6D4FF,0x48C000FF,0x2A51E2FF,0xE3AC12FF,0xFC42A8FF,0x2FC827FF,0x1A30BFFF,0xB740C2FF,
- 0x42ACF5FF,0x2FD9DEFF,0xFAFB71FF,0x05D1CDFF,0xC471BDFF,0x94436EFF,0xC1F7ECFF,0xCE79EEFF,0xBD1EF2FF,0x93B7E4FF,
- 0x3214AAFF,0x184D3BFF,0xAE4B99FF,0x7E49D7FF,0x4C436EFF,0xFA24CCFF,0xCE76BEFF,0xA04E0AFF,0x9F945CFF,0xDCDE3DFF,
- 0x10C9C5FF,0x70524DFF,0x0BE472FF,0x8A2CD7FF,0x6152C2FF,0xCF72A9FF,0xE59338FF,0xEEDC2DFF,0xD8C762FF,0x3FE65CFF
-};
-```
-
-Ð”Ð»Ñ Ð½Ð°Ñ‡Ð°Ð»Ð°, помеÑтите Ñтот маÑÑив в начале вашего Ñкрипта.
-
-Далее, помеÑтите Ñледующий код в коллбÑк OnPlayerConnect:
-
-```c
-SetPlayerColor(playerid, PlayerColors[playerid % sizeof PlayerColors]);
-```
-
-Теперь [GetPlayerColor](../scripting/functions/GetPlayerColor) будет работать корректно!
-
-Ð”Ð»Ñ Ð½Ð¾Ð²Ñ‹Ñ… верÑий SA-MP вы можете иÑпользовать маÑÑив:
-
-```c
-new PlayerRainbowColors[511] = {
- /*OKStyle*/ 0x000022FF, 0x000044FF, 0x000066FF, 0x000088FF, 0x0000AAFF, 0x0000CCFF, 0x0000EEFF,
- 0x002200FF, 0x002222FF, 0x002244FF, 0x002266FF, 0x002288FF, 0x0022AAFF, 0x0022CCFF, 0x0022EEFF,
- 0x004400FF, 0x004422FF, 0x004444FF, 0x004466FF, 0x004488FF, 0x0044AAFF, 0x0044CCFF, 0x0044EEFF,
- 0x006600FF, 0x006622FF, 0x006644FF, 0x006666FF, 0x006688FF, 0x0066AAFF, 0x0066CCFF, 0x0066EEFF,
- 0x008800FF, 0x008822FF, 0x008844FF, 0x008866FF, 0x008888FF, 0x0088AAFF, 0x0088CCFF, 0x0088EEFF,
- 0x00AA00FF, 0x00AA22FF, 0x00AA44FF, 0x00AA66FF, 0x00AA88FF, 0x00AAAAFF, 0x00AACCFF, 0x00AAEEFF,
- 0x00CC00FF, 0x00CC22FF, 0x00CC44FF, 0x00CC66FF, 0x00CC88FF, 0x00CCAAFF, 0x00CCCCFF, 0x00CCEEFF,
- 0x00EE00FF, 0x00EE22FF, 0x00EE44FF, 0x00EE66FF, 0x00EE88FF, 0x00EEAAFF, 0x00EECCFF, 0x00EEEEFF,
-
- 0x220000FF, 0x220022FF, 0x220044FF, 0x220066FF, 0x220088FF, 0x2200AAFF, 0x2200CCFF, 0x2200FFFF,
- 0x222200FF, 0x222222FF, 0x222244FF, 0x222266FF, 0x222288FF, 0x2222AAFF, 0x2222CCFF, 0x2222EEFF,
- 0x224400FF, 0x224422FF, 0x224444FF, 0x224466FF, 0x224488FF, 0x2244AAFF, 0x2244CCFF, 0x2244EEFF,
- 0x226600FF, 0x226622FF, 0x226644FF, 0x226666FF, 0x226688FF, 0x2266AAFF, 0x2266CCFF, 0x2266EEFF,
- 0x228800FF, 0x228822FF, 0x228844FF, 0x228866FF, 0x228888FF, 0x2288AAFF, 0x2288CCFF, 0x2288EEFF,
- 0x22AA00FF, 0x22AA22FF, 0x22AA44FF, 0x22AA66FF, 0x22AA88FF, 0x22AAAAFF, 0x22AACCFF, 0x22AAEEFF,
- 0x22CC00FF, 0x22CC22FF, 0x22CC44FF, 0x22CC66FF, 0x22CC88FF, 0x22CCAAFF, 0x22CCCCFF, 0x22CCEEFF,
- 0x22EE00FF, 0x22EE22FF, 0x22EE44FF, 0x22EE66FF, 0x22EE88FF, 0x22EEAAFF, 0x22EECCFF, 0x22EEEEFF,
-
- 0x440000FF, 0x440022FF, 0x440044FF, 0x440066FF, 0x440088FF, 0x4400AAFF, 0x4400CCFF, 0x4400FFFF,
- 0x442200FF, 0x442222FF, 0x442244FF, 0x442266FF, 0x442288FF, 0x4422AAFF, 0x4422CCFF, 0x4422EEFF,
- 0x444400FF, 0x444422FF, 0x444444FF, 0x444466FF, 0x444488FF, 0x4444AAFF, 0x4444CCFF, 0x4444EEFF,
- 0x446600FF, 0x446622FF, 0x446644FF, 0x446666FF, 0x446688FF, 0x4466AAFF, 0x4466CCFF, 0x4466EEFF,
- 0x448800FF, 0x448822FF, 0x448844FF, 0x448866FF, 0x448888FF, 0x4488AAFF, 0x4488CCFF, 0x4488EEFF,
- 0x44AA00FF, 0x44AA22FF, 0x44AA44FF, 0x44AA66FF, 0x44AA88FF, 0x44AAAAFF, 0x44AACCFF, 0x44AAEEFF,
- 0x44CC00FF, 0x44CC22FF, 0x44CC44FF, 0x44CC66FF, 0x44CC88FF, 0x44CCAAFF, 0x44CCCCFF, 0x44CCEEFF,
- 0x44EE00FF, 0x44EE22FF, 0x44EE44FF, 0x44EE66FF, 0x44EE88FF, 0x44EEAAFF, 0x44EECCFF, 0x44EEEEFF,
-
- 0x660000FF, 0x660022FF, 0x660044FF, 0x660066FF, 0x660088FF, 0x6600AAFF, 0x6600CCFF, 0x6600FFFF,
- 0x662200FF, 0x662222FF, 0x662244FF, 0x662266FF, 0x662288FF, 0x6622AAFF, 0x6622CCFF, 0x6622EEFF,
- 0x664400FF, 0x664422FF, 0x664444FF, 0x664466FF, 0x664488FF, 0x6644AAFF, 0x6644CCFF, 0x6644EEFF,
- 0x666600FF, 0x666622FF, 0x666644FF, 0x666666FF, 0x666688FF, 0x6666AAFF, 0x6666CCFF, 0x6666EEFF,
- 0x668800FF, 0x668822FF, 0x668844FF, 0x668866FF, 0x668888FF, 0x6688AAFF, 0x6688CCFF, 0x6688EEFF,
- 0x66AA00FF, 0x66AA22FF, 0x66AA44FF, 0x66AA66FF, 0x66AA88FF, 0x66AAAAFF, 0x66AACCFF, 0x66AAEEFF,
- 0x66CC00FF, 0x66CC22FF, 0x66CC44FF, 0x66CC66FF, 0x66CC88FF, 0x66CCAAFF, 0x66CCCCFF, 0x66CCEEFF,
- 0x66EE00FF, 0x66EE22FF, 0x66EE44FF, 0x66EE66FF, 0x66EE88FF, 0x66EEAAFF, 0x66EECCFF, 0x66EEEEFF,
-
- 0x880000FF, 0x880022FF, 0x880044FF, 0x880066FF, 0x880088FF, 0x8800AAFF, 0x8800CCFF, 0x8800FFFF,
- 0x882200FF, 0x882222FF, 0x882244FF, 0x882266FF, 0x882288FF, 0x8822AAFF, 0x8822CCFF, 0x8822EEFF,
- 0x884400FF, 0x884422FF, 0x884444FF, 0x884466FF, 0x884488FF, 0x8844AAFF, 0x8844CCFF, 0x8844EEFF,
- 0x886600FF, 0x886622FF, 0x886644FF, 0x886666FF, 0x886688FF, 0x8866AAFF, 0x8866CCFF, 0x8866EEFF,
- 0x888800FF, 0x888822FF, 0x888844FF, 0x888866FF, 0x888888FF, 0x8888AAFF, 0x8888CCFF, 0x8888EEFF,
- 0x88AA00FF, 0x88AA22FF, 0x88AA44FF, 0x88AA66FF, 0x88AA88FF, 0x88AAAAFF, 0x88AACCFF, 0x88AAEEFF,
- 0x88CC00FF, 0x88CC22FF, 0x88CC44FF, 0x88CC66FF, 0x88CC88FF, 0x88CCAAFF, 0x88CCCCFF, 0x88CCEEFF,
- 0x88EE00FF, 0x88EE22FF, 0x88EE44FF, 0x88EE66FF, 0x88EE88FF, 0x88EEAAFF, 0x88EECCFF, 0x88EEEEFF,
-
- 0xAA0000FF, 0xAA0022FF, 0xAA0044FF, 0xAA0066FF, 0xAA0088FF, 0xAA00AAFF, 0xAA00CCFF, 0xAA00FFFF,
- 0xAA2200FF, 0xAA2222FF, 0xAA2244FF, 0xAA2266FF, 0xAA2288FF, 0xAA22AAFF, 0xAA22CCFF, 0xAA22EEFF,
- 0xAA4400FF, 0xAA4422FF, 0xAA4444FF, 0xAA4466FF, 0xAA4488FF, 0xAA44AAFF, 0xAA44CCFF, 0xAA44EEFF,
- 0xAA6600FF, 0xAA6622FF, 0xAA6644FF, 0xAA6666FF, 0xAA6688FF, 0xAA66AAFF, 0xAA66CCFF, 0xAA66EEFF,
- 0xAA8800FF, 0xAA8822FF, 0xAA8844FF, 0xAA8866FF, 0xAA8888FF, 0xAA88AAFF, 0xAA88CCFF, 0xAA88EEFF,
- 0xAAAA00FF, 0xAAAA22FF, 0xAAAA44FF, 0xAAAA66FF, 0xAAAA88FF, 0xAAAAAAFF, 0xAAAACCFF, 0xAAAAEEFF,
- 0xAACC00FF, 0xAACC22FF, 0xAACC44FF, 0xAACC66FF, 0xAACC88FF, 0xAACCAAFF, 0xAACCCCFF, 0xAACCEEFF,
- 0xAAEE00FF, 0xAAEE22FF, 0xAAEE44FF, 0xAAEE66FF, 0xAAEE88FF, 0xAAEEAAFF, 0xAAEECCFF, 0xAAEEEEFF,
-
- 0xCC0000FF, 0xCC0022FF, 0xCC0044FF, 0xCC0066FF, 0xCC0088FF, 0xCC00AAFF, 0xCC00CCFF, 0xCC00FFFF,
- 0xCC2200FF, 0xCC2222FF, 0xCC2244FF, 0xCC2266FF, 0xCC2288FF, 0xCC22AAFF, 0xCC22CCFF, 0xCC22EEFF,
- 0xCC4400FF, 0xCC4422FF, 0xCC4444FF, 0xCC4466FF, 0xCC4488FF, 0xCC44AAFF, 0xCC44CCFF, 0xCC44EEFF,
- 0xCC6600FF, 0xCC6622FF, 0xCC6644FF, 0xCC6666FF, 0xCC6688FF, 0xCC66AAFF, 0xCC66CCFF, 0xCC66EEFF,
- 0xCC8800FF, 0xCC8822FF, 0xCC8844FF, 0xCC8866FF, 0xCC8888FF, 0xCC88AAFF, 0xCC88CCFF, 0xCC88EEFF,
- 0xCCAA00FF, 0xCCAA22FF, 0xCCAA44FF, 0xCCAA66FF, 0xCCAA88FF, 0xCCAAAAFF, 0xCCAACCFF, 0xCCAAEEFF,
- 0xCCCC00FF, 0xCCCC22FF, 0xCCCC44FF, 0xCCCC66FF, 0xCCCC88FF, 0xCCCCAAFF, 0xCCCCCCFF, 0xCCCCEEFF,
- 0xCCEE00FF, 0xCCEE22FF, 0xCCEE44FF, 0xCCEE66FF, 0xCCEE88FF, 0xCCEEAAFF, 0xCCEECCFF, 0xCCEEEEFF,
-
- 0xEE0000FF, 0xEE0022FF, 0xEE0044FF, 0xEE0066FF, 0xEE0088FF, 0xEE00AAFF, 0xEE00CCFF, 0xEE00FFFF,
- 0xEE2200FF, 0xEE2222FF, 0xEE2244FF, 0xEE2266FF, 0xEE2288FF, 0xEE22AAFF, 0xEE22CCFF, 0xEE22EEFF,
- 0xEE4400FF, 0xEE4422FF, 0xEE4444FF, 0xEE4466FF, 0xEE4488FF, 0xEE44AAFF, 0xEE44CCFF, 0xEE44EEFF,
- 0xEE6600FF, 0xEE6622FF, 0xEE6644FF, 0xEE6666FF, 0xEE6688FF, 0xEE66AAFF, 0xEE66CCFF, 0xEE66EEFF,
- 0xEE8800FF, 0xEE8822FF, 0xEE8844FF, 0xEE8866FF, 0xEE8888FF, 0xEE88AAFF, 0xEE88CCFF, 0xEE88EEFF,
- 0xEEAA00FF, 0xEEAA22FF, 0xEEAA44FF, 0xEEAA66FF, 0xEEAA88FF, 0xEEAAAAFF, 0xEEAACCFF, 0xEEAAEEFF,
- 0xEECC00FF, 0xEECC22FF, 0xEECC44FF, 0xEECC66FF, 0xEECC88FF, 0xEECCAAFF, 0xEECCCCFF, 0xEECCEEFF,
- 0xEEEE00FF, 0xEEEE22FF, 0xEEEE44FF, 0xEEEE66FF, 0xEEEE88FF, 0xEEEEAAFF, 0xEEEECCFF, 0xEEEEEEFF
-};
-```
-
-Теперь не будет одинаковых цветов никнеймов, вÑе цвета раÑпределены на макÑимальное количеÑтво Ñлотов, шаг цвета - 34, а заполненный ÑпиÑок игроков теперь будет выглÑдеть, как радуга!
diff --git a/docs/translations/ru/tutorials/perplayervariablesystem.md b/docs/translations/ru/tutorials/perplayervariablesystem.md
deleted file mode 100644
index 7cd02ef292d..00000000000
--- a/docs/translations/ru/tutorials/perplayervariablesystem.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: СиÑтема переменных Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ игрока
-description: СиÑтема переменных Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ игрока (в Ñокращении PVar) - Ñто новый ÑпоÑоб ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ñ‹Ñ… Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ игрока индивидуально в глобальном проÑтранÑтве, Ñ‚.е. к одной переменной можно получить доÑтуп и из игрового мода (gamemode), и из подключаемого ÑÑ†ÐµÐ½Ð°Ñ€Ð¸Ñ (filterscript).
----
-
-СиÑтема **переменных Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ игрока** (в Ñокращении **PVar**) - Ñто новый ÑпоÑоб ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¿ÐµÑ€ÐµÐ¼ÐµÐ½Ð½Ñ‹Ñ… Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð³Ð¾ игрока индивидуально в глобальном проÑтранÑтве, Ñ‚.е. к одной переменной можно получить доÑтуп и из игрового мода (gamemode), и из подключаемого ÑÑ†ÐµÐ½Ð°Ñ€Ð¸Ñ (filterscript).
-
-Они работают точно так же, как [SVar](servervariablesystem), но привÑзаны к конкретному ID игрока.
-
-## ПреимущеÑтва
-
-СиÑтема была предÑтавлена в Ñерверном обновлении SA-MP 0.3a R5 а предоÑтавлÑет некоторые преимущеÑтва перед маÑÑивами размера MAX_PLAYERS Ð´Ð»Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°Ð¼Ð¸.
-
-- PVar'Ñ‹ могут быть Ñозданы и Ñчитаны во вÑех запущенных ÑценариÑÑ… Ñервера (игровые режимы, Ñкрипты, инклуды и Ñ‚.д.), что позволÑет легче организовать модульную архитектуру в вашем коде.
-
-- PVar'Ñ‹ автоматичеÑки удалÑÑŽÑ‚ÑÑ, когда игрок покидает Ñервер (поÑле OnPlayerDisconenct), что значит, что вам не требуетÑÑ Ð²Ñ€ÑƒÑ‡Ð½ÑƒÑŽ ÑбраÑывать данные Ð´Ð»Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°.
-
-- Ðет нужды иÑпользовать enum и другие Ñтруктуры Ð´Ð»Ñ Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð´Ð°Ð½Ð½Ñ‹Ñ….
-
-- СохранÑет памÑть, не выделÑÑ Ð¿Ð°Ð¼Ñть под ненужные Ñлементы маÑÑива игроков, которые, вероÑтно, даже не будут иÑпользованы.
-
-- PVar легко вывеÑти или запиÑать куда-то Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ перебора. Ðто делает отладку и хранение данных намного проще.
-
-- ЕÑли попытатьÑÑ Ð¿Ð¾Ð»ÑƒÑ‡Ð¸Ñ‚ÑŒ доÑтуп к ещё не Ñозданной переменной игрока, но вÑÑ‘ ещё вернёт значение по умолчанию - 0.
-
-- Ð’ PVar можно хранить очень большие Ñтроки при помощи динамичеÑки выделÑемой памÑти.
-
-- Можно уÑтанавливать, получать и Ñоздавать PVar прÑмо во Ð²Ñ€ÐµÐ¼Ñ Ð¸Ð³Ñ€Ñ‹.
-
-## ÐедоÑтатки
-
-- PVar в неÑколько раз медленнее, чем обычные переменные. Как правило, предпочтительнее пожертвовать памÑтью, нежели ÑкороÑтью, но не наоборот.
-
-## Функции
-
-- [SetPVarInt](../scripting/functions/SetPVarInt): уÑтановить целочиÑленное значение переменной игрока.
-- [GetPVarInt](../scripting/functions/GetPVarInt): получить значение переменной игрока, как целое чиÑло.
-- [SetPVarString](../scripting/functions/SetPVarString): уÑтановить Ñтрочное значение переменной игрока.
-- [GetPVarString](../scripting/functions/GetPVarString): получить значение переменной игрока, как Ñтроку.
-- [SetPVarFloat](../scripting/functions/SetPVarFloat): уÑтановить переменной игрока значение Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой.
-- [GetPVarFloat](../scripting/functions/GetPVarFloat): получить значение переменной игрока, как чиÑло Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой.
-- [DeletePVar](../scripting/functions/GetPVarFloat): удалить переменную игрока.
-
-```c
-#define PLAYER_VARTYPE_NONE (0)
-#define PLAYER_VARTYPE_INT (1)
-#define PLAYER_VARTYPE_STRING (2)
-#define PLAYER_VARTYPE_FLOAT (3)
-```
diff --git a/docs/translations/ru/tutorials/servervariablesystem.md b/docs/translations/ru/tutorials/servervariablesystem.md
deleted file mode 100644
index fc6cf070522..00000000000
--- a/docs/translations/ru/tutorials/servervariablesystem.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: СиÑтема Ñерверных переменных
-
-description: СиÑтема Ñерверных переменных (в Ñокращении SVar) - Ñто новый ÑпоÑоб динамичеÑкого ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ñерверных переменных в глобальном проÑтранÑтве, Ñ‚.е. к одной переменной можно получить доÑтуп и из игрового мода (gamemode), и из подключаемого ÑÑ†ÐµÐ½Ð°Ñ€Ð¸Ñ (filterscript).
----
-
-
-СиÑтема **Ñерверных переменных** (в Ñокращении **SVar**) - Ñто новый ÑпоÑоб динамичеÑкого ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ñерверных переменных в глобальном проÑтранÑтве, Ñ‚.е. к одной переменной можно получить доÑтуп и из игрового мода (gamemode), и из подключаемого ÑÑ†ÐµÐ½Ð°Ñ€Ð¸Ñ (filterscript).
-
-Они работают точно так же, как [PVars](perplayervariablesystem), но не привÑзаны к конкретному ID игрока.
-
-:::warning
-
-Ðта ÑиÑтема была предÑтавлена в SA-MP 0.3.7 R2-1 и не будет работать на ранних верÑиÑÑ…!
-
-:::
-
-:::note
-
-СиÑтема SVar аналогична ÑиÑтеме PVar, за иÑключением того, что SVar Ñоздаёт глобальные Ñерверные переменные, не привÑзанные к ID игроков, которые не изменÑÑŽÑ‚ÑÑ Ð´Ð°Ð¶Ðµ при Ñмене игрового режима (gamemode).
-
-:::
-
-## ПреимущеÑтва
-
-- SVar'Ñ‹ могут быть Ñозданы и Ñчитаны во вÑех запущенных ÑценариÑÑ… Ñервера (игровые режимы, Ñкрипты, инклуды и Ñ‚.д.)
-
-- SVar легко вывеÑти или запиÑать куда-то Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ перебора. Ðто делает отладку намного проще.
-
-- ЕÑли попытатьÑÑ Ð¿Ð¾Ð»ÑƒÑ‡Ð¸Ñ‚ÑŒ доÑтуп к ещё не Ñозданной Ñерверной переменной, она вÑÑ‘ ещё вернёт значение по умолчанию - 0.
-
-- Ð’ SVar можно хранить очень большие Ñтроки при помощи динамичеÑки выделÑемой памÑти.
-
-- Можно уÑтанавливать, получать и Ñоздавать SVar прÑмо во Ð²Ñ€ÐµÐ¼Ñ Ð¸Ð³Ñ€Ñ‹.
-
-## ÐедоÑтатки
-
-- SVar в неÑколько раз медленнее, чем обычные переменные. Как правило, предпочтительнее пожертвовать памÑтью, нежели ÑкороÑтью, но не наоборот.
-
-## Функции
-
-- [SetSVarInt](../scripting/functions/SetSVarInt): уÑтановить целочиÑленное значение Ñерверной переменной.
-- [GetSVarInt](../scripting/functions/GetSVarInt): получить целочиÑленное значение Ñерверной переменной.
-- [SetSVarString](../scripting/functions/SetSVarString): уÑтановить Ñтрочное значение Ñерверной переменной.
-- [GetSVarString](../scripting/functions/GetSVarString): получить Ñтрочное значение Ñерверной переменной.
-- [SetSVarFloat](../scripting/functions/SetSVarFloat): уÑтановить чиÑло Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой в качеÑтве Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ñерверной переменной.
-- [GetSVarFloat](../scripting/functions/GetSVarFloat): получить целочиÑленное значение Ñерверной переменной в виде чиÑла Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой.
-- [DeleteSVar](../scripting/functions/DeleteSVar): удалить Ñерверную переменную.
diff --git a/docs/translations/sl/scripting/callbacks/OnActorStreamIn.md b/docs/translations/sl/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index 1a754c681b6..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamIn
-description: Ta "callback" se pokliÄe, ko se "actor" pojavi v igralÄevi "client".
-tags: []
----
-
-:::warning
-
-Ta funkcijo je bila dodana v SA-MP 0.3.7 in ne deluje v nižjih razliÄicah!
-
-:::
-
-## Opis
-
-Ta "callback" se pokliÄe, ko se "actor" pojavi v igralÄevi "client".
-
-| Ime | Opis |
-| ----------- | ---------------------------------------------- |
-| actorid | ID "actor" ki se prikaže v igralÄevi "client". |
-| forplayerid | ID igralec, v katerem se "actor" pojavi. |
-
-## Returns
-
-Vedno je bila povabljena prva v "filterscript".
-
-## Primeri
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actor %d pojavil v vaši "client".", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-Ta "callback" bo poklical tudi NPC.
-
-:::
-
-## Povezane Funkcijo
diff --git a/docs/translations/sl/scripting/callbacks/OnActorStreamOut.md b/docs/translations/sl/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index 389246fda4a..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamOut
-description: Ta "callback" se pokliÄe, ko se "actor" neha pojavi v igralÄevi "client".
-tags: []
----
-
-:::warning
-
-Ta funkcijo je bila dodana v SA-MP 0.3.7 in ne deluje v nižjih razliÄicah!
-
-:::
-
-## Opis
-
-Ta "callback" se pokliÄe, ko se "actor" neha pojavi v igralÄevi "client".
-
-| Ime | Opis |
-| ----------- | ----------------------------------------------------------- |
-| actorid | ID aktora koji se prestao prikazivati u igraÄevom "client". |
-| forplayerid | ID igralca, pri katerem je igralec prenehal "actor". |
-
-## Returns
-
-Vedno je bila povabljena prva v "filterscript".
-
-## Primeri
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actor %d je prenehal delovati v vaši "client".", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-Ta "callback" bo poklical tudi NPC.
-
-:::
-
-## Povezane Funkcijo
diff --git a/docs/translations/sl/scripting/callbacks/OnClientMessage.md b/docs/translations/sl/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index 62beb5353ab..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnClientMessage
-description: Ta "callback" se pokliÄe vsakiÄ, ko NPC vidi "ClientMessage"
-tags: []
----
-
-## Opis
-
-Ta "callback" se pokliÄe vsakiÄ, ko NPC vidi "ClientMessage" (sporoÄilo, ki ga poÅ¡lje "client"). To bo vsakiÄ, ko se prikliÄe funkcijo `SendClientMessageToAll` in vsakiÄ, ko se funkcijo" SendClientMessage "poÅ¡lje NPC. Ta povratni klic ne bo poklican, ko nekdo nekaj reÄe. Za besedilno razliÄico predvajalnika glejte funkcijo NPC: "OnPlayerText".
-
-| Ime | Opis |
-| ------ | ------------------------------------ |
-| color | Barva "ClientMessage" sporoÄila . |
-| text[] | Pravo sporoÄilo. |
-
-## Returns
-
-Ta "callback" se ne obdeluje (return).
-
-## Primeri
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Stanje na banki : $0")Â != -1)
- {
- SendClientMessage(playerid, -1, "Reven sem :(");
- }
-}
-```
-
-## Povezane Funkcijo
diff --git a/docs/translations/sl/scripting/callbacks/OnDialogResponse.md b/docs/translations/sl/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index d9001597196..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,161 +0,0 @@
----
-title: OnDialogResponse
-description: Ta "callback" se pokliÄe, ko se predvajalnik odzove na pogovorno okno, imenovano "ShowPlayerDialog", s klikom na gumb, s pritiskom na tipko ENTER / ESC ali z dvoklikom na element seznama (Äe uporabljate pogovorno okno sloga "seznam").
-tags: []
----
-
-## Opis
-
-Ta "callback" se pokliÄe, ko se predvajalnik odzove na pogovorno okno s funkcijo "ShowPlayerDialog" s klikom na gumb, s pritiskom na tipko ENTER/ESC ali z dvojnim klikom na element seznama (Äe uporabljate pogovorno okno sloga seznama).
-
-| Ime | Opis |
-| ----------- | -------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID igralca, ki se je odzval na dialog. |
-| dialogid | ID pogovornega okna, na katerega se je predvajalnik odzval, dodeljena iz "ShowPlayerDialog". |
-| response | 1 za levi in ​​0 za desni gumb (Äe je prikazan samo en gumb, vedno 1). |
-| listitem | ID seznama elementa, ki ga je izbrala naprava (zaÄne se pri 0) (samo Äe uporabljate pogovorno okno za slog seznama, sicer bo -1). |
-| inputtext[] | Besedilo vneseno v "input box" s strani igralca ali besedilo izbranega elementa seznama. |
-
-## Returns
-
-Vedno je bila povabljena prva v "filterscript" torej vrnite 1 tam blokira ostale "filterscript" da glej jo.
-
-## Primeri
-
-```c
-// DoloÄimo ID pogovornega okna, da lahko upravljamo odzive
-#define DIALOG_RULES 1
-
-// V ukazu pokažemo ta dialog
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Pravila strežnika ", "- Brez nedovoljeni pripomoÄki\n- Brez Spam\n- SpoÅ¡tuj Admine \n\nSe strinjate s pravili? ", "Da", "Ne");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // ÄŒe so kliknili 'Da' ali pritisnili ENTER
- {
- SendClientMessage(playerid, COLOR_GREEN, "Hvala, ker ste sprejeli pravila!");
- }
- else // ÄŒe so kliknili ESC ali pritisnili 'Ne'
- {
- Kick(playerid);
- }
- return 1; // Pogovorno okno smo upravljali, tako da vrnemo 1. Enako kot v "OnPlayerCommandText".
- }
-
- return 0; // Tukaj morate vrniti 0! Kot v "OnPlayerCommandText".
-}
-// definiramo drug dialog, mu damo eno veÄjo vrednost kot prejÅ¡njemu
-#define DIALOG_LOGIN 2
-
-// V ukazu pokažemo ta dialog
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Vpiši se ", "Prosimo vnesite svoje geslo:", "Vpiši se", "Odnehaj");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // ÄŒe bi kliknili 'Odnehaj' ali pritisnite ESC
- {
- Kick(playerid);
- }
- else // Aki so pritisnili ENTER ali kliknili 'Vpiši se'
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "Uspešno ste prijavljeni!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "PRIJAVA NI USPELA.");
-
- // Ponovno pokažite pogovorno okno predvajalniku
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Vpiši se", "Prosimo vnesite svoje geslo:", "Vpiši se", "Odnehaj");
- }
- }
- return 1; // Pogovorno okno smo upravljali, tako da vrnemo 1. Enako kot v "OnPlayerCommandText".
- }
-
- return 0; // Tukaj morate vrniti 0! Kot v "OnPlayerCommandText".
-}
-// definiramo tretje pogovorno okno, spet je vrednost veÄja od vrednosti prejÅ¡njega pogovornega okna
-#define DIALOG_WEAPONS 3
-
-// V ukazu pokažemo ta dialog
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Orožje ", "Desert Eagle\nAK-47\nCombat Shotgun", "Izaberi", "Odnehaj");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // ÄŒe so pritisnili 'Izberi' ali dvokliknili na element seznama
- {
- // Daje jim orožje
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Daje jim desert eagle
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Daje jim AK-47
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Daje jim Combat Shotgun
- }
- }
- return 1; // Pogovorno okno smo upravljali, tako da vrnemo 1. Enako kot v "OnPlayerCommandText".
- }
-
- return 0; // Tukaj morate vrniti 0! Kot v "OnPlayerCommandText".
-}
-// to je Å¡e en naÄin prikaza in upravljanja za tretje pogovorno okno
-#define DIALOG_WEAPONS 3
-
-// Prikažemo ga v ukazu
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Orožje",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Izaberi", "Odnehaj");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Če je pritisnil 'Select' ali dvakrat pritisnil orožje
- {
- // Daje jim orožje
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // Daje jim M4
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Daje jim MP5
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Daje jim AK-47
- }
- }
- return 1; // Pogovorno okno smo upravljali, tako da vrnemo 1. Enako kot v "OnPlayerCommandText".
- }
-
- return 0; // Tukaj morate vrniti 0! Kot v "OnPlayerCommandText".
-}
-```
-
-## Opombe
-
-:::tip
-
-Parametri lahko vsebujejo razliÄne vrednosti, odvisno od sloga pogovornega okna ([Kliknite za veÄ primerov](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-ÄŒe jih imate, je priroÄno preklapljati med razliÄnimi dialogi.
-
-:::
-
-:::warning
-
-Pogovorno okno predvajalnika se ne skrije ob ponovnem zagonu igralnega naÄina, zaradi Äesar strežnik natisne "Opozorilo: PlayerDialogResponse PlayerId: 0 ID pogovornega okna se ne ujema z zadnjim poslanim ID-jem pogovornega okna" (Prevod: PlayerDialogResponse PlayerId: 0), Äe se je igralec po dialogu odzval po ponovni zagon.
-
-:::
-
-## Povezane Funkcijo
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog.md): Pokaži pogovorno okno predvajalniku.
diff --git a/docs/translations/sl/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/sl/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 02e81a1466f..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnEnterExitModShop
-description: Ta povratni klic se pokliÄe, ko igralec vstopi v mod trgovino ali jo zapusti.
-tags: []
----
-
-## Opis
-
-Ta povratni klic se pokliÄe, ko igralec vstopi v mod trgovino ali jo zapusti.
-
-| Ime | Opis |
-| ---------- | ------------------------------------------------------------------------ |
-| playerid | ID predvajalnika, ki je vstopil v modshop ali izstopil iz njega |
-| enterexit | 1, Äe je igralec vnesel 0, Äe je zapustil modshop |
-| interiorid | Modshop notranji ID, ki ga predvajalnik vnese (0, Äe izstopi) |
-
-## Returns
-
-Vedno je bila povabljena prva v "filterscript".
-
-## Primeri
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // ÄŒe je enterexit 0, to pomeni, da zapuÅ¡Äajo modshop
- {
- SendClientMessage(playerid, COLOR_WHITE, "Lep avto! ObdavÄeni ste bili 100$.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Opombe
-
-:::warning
-
-Znane napake: igralci trÄijo, ko vstopijo v isto modshop
-
-:::
-
-## Povezane Funkcijo
-
-- [AddVehicleComponent](../functions/AddVehicleComponent.md): V vozilo dodajte komponento.
diff --git a/docs/translations/sl/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/sl/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 23f7b7632a3..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptExit
-description: Ta "callback" imenuje se, ko je "filterscript" ustavil.
-tags: []
----
-
-## Opis
-
-Ta "callback" imenuje se, ko je "filterscript" ustavil. KliÄe se samo znotraj "filterscript" v katerem se ustavil.
-
-## Primeri
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" Moj "filterscript" se ustavil");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Povezane Funkcijo
diff --git a/docs/translations/sl/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/sl/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index 45de9930916..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: OnFilterScriptInit
-description: Ta "callback" imenuje se, ko je "filterscript" zaÄne.
-tags: []
----
-
-## Opis
-
-Ta "callback" imenuje se, ko je "filterscript" zaÄne.. KliÄe se samo znotraj "filterscript" v katerem se zaÄne.
-
-## Primeri
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print(" Moj "filterscript" se zaÄne");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Povezane Funkcijo
diff --git a/docs/translations/sl/scripting/callbacks/OnGameModeExit.md b/docs/translations/sl/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index cc3c635faae..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: OnGameModeExit
-description: Ta "callback" se pokliÄe, ko se "gamemode" izklopi prek 'gmx', kadar koli se strežnik izklopi, bodisi pod "GameModeExit"
-tags: []
----
-
-## Opis
-
-Ta "callback" se pokliÄe, ko se "gamemode" izklopi prek 'gmx', kadar koli se strežnik izklopi, bodisi pod "GameModeExit"
-
-## Primeri
-
-```c
-public OnGameModeExit()
-{
- print(""Gamemode" se ustavil.");
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-Ta funkcijo se lahko uporablja tudi znotraj "filterscript" da zazna, Äe "gamemode" spremenite z uporabo ukazov RCON, kot je "changemode" ali "gmx", ker sprememba "gamemode" se ne zažene znova "filterscript". Ko se uporablja "OnGameModeExit" skupaj z'rcon gmx' ukaz v konzoli, upoÅ¡tevajte, da lahko v "client" obstajajo morebitne napake, kot primer tega je pretirano kliÄe `RemoveBuildingForPlayer` med `OnGameModeInit` kar lahko povzroÄi "client" odjemalca. Ta "callback" ne bo poklican, Äe se strežnik zruÅ¡i ali Äe postopek ubijete z drugimi sredstvi, kot je ukaz Linux "kill" ali s pritiskom na gumb za zapiranje v konzoli Windows.
-
-:::
-
-## Povezane Funkcijo
-
-- [GameModeExit](../functions/GameModeExit.md): Izklopite trenutn "GameMode".
diff --git a/docs/translations/sl/scripting/callbacks/OnGameModeInit.md b/docs/translations/sl/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index dd44773bad1..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnGameModeInit
-description: Ta callback se aktivira, ko se zažene "gamemode".
-tags: []
----
-
-## Opis
-
-Ta callback se aktivira, ko se zažene "gamemode".
-
-## Primeri
-
-```c
-public OnGameModeInit()
-{
- print(""Gamemode" zaÄela!");
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-To funkcijo lahko uporabljate tudi znotraj "filterscript" da zazna, Äe "gamemode" spremenite z uporabo ukazov RCON, kot je "changemode" ali "gmx", ker sprememba "gamemode" se ne zažene znova "filterscript".
-
-:::
-
-## Povezane Funkcijo
diff --git a/docs/translations/sl/scripting/callbacks/OnIncomingConnection.md b/docs/translations/sl/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index 02c378799d3..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnIncomingConnection
-description: Ta "callback" se pokliÄe, ko se naslov IP poskuÅ¡a povezati s strežnikom.
-tags: []
----
-
-## Opis
-
-Ta "callback" se pokliÄe, ko se naslov IP poskuÅ¡a povezati s strežnikom. ÄŒe želite blokirati dohodne povezave, uporabite "BlockIpAddress".
-
-| Ime | Opis |
-| ------------ | ----------------------------------------------- |
-| playerid | ID predvajalnika, ki se poskuša povezati |
-| ip_address[] | Naslov IP predvajalnika, ki se poskuša povezati |
-| port | "Port" so poskusila povezavo |
-
-## Returns
-
-1 - PrepreÄil bo druge "filterscript" to prejmem "callback".
-
-0 -Pomeni, da bo ta "callback" se posreduje na naslednjo "filterscript".
-
-Vedno je bila povabljena prva v "filterscript".
-
-## Primeri
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf(Dohodna povezava iz ID-ja igralca %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Povezane Funkcijo
-
-- [BlockIpAddress](../functions/BlockIpAddress.md): Blokirajte naslov IP, da se doloÄen Äas ne poveže s strežnikom.
-- [UnBlockIpAddress](../functions/UnBlockIpAddress.md): Odblokirajte IP, ki ste ga prej blokirali.
diff --git a/docs/translations/sl/scripting/callbacks/OnObjectMoved.md b/docs/translations/sl/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index d6d6278c3d7..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnObjectMoved
-description: Ta "callback" se pokliÄe, ko se objekt premakne po MoveObject (ko se neha premikati).
-tags: []
----
-
-## Opis
-
-Ta "callback" se pokliÄe, ko se objekt premakne po MoveObject (ko se neha premikati).
-
-| Ime | Opis |
-| -------- | -------------------------------- |
-| objectid | ID predmet, ki je bil premaknjen |
-
-## Returns
-
-V filtrih je vedno poklican prvi.
-
-## Primeri
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("Predmet %d je zakljuÄil svoje gibanje.", objectid);
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-SetObjectPos ne deluje, ko ga uporabljate v tem "callback". Če želite to popraviti, znova ustvarite predmet.
-
-:::
-
-## Povezane Funkcijo
-
-- [MoveObject](../functions/MoveObject.md): Premakni predmet.
-- [MovePlayerObject](../functions/MovePlayerObject.md): Premaknite predmet predvajalnika.
-- [IsObjectMoving](../functions/IsObjectMoving.md): PrepriÄajte se, da se predmet premika.
-- [StopObject](../functions/StopObject.md): Zaustavite premikanje predmeta.
-- [OnPlayerObjectMoved](OnPlayerObjectMoved.md): PokliÄe se, ko se predvajalnik neha premikati.
diff --git a/docs/translations/sl/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/sl/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 8a37bf04e3f..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerClickMap
-description: OnPlayerClickMap se pokliÄe, ko si igralec postavi tarÄo(target/waypoint) na zemljevidu menija za premor (desni klik).
-tags: ["player"]
----
-
-## Opis
-
-OnPlayerClickMap se pokliÄe, ko si igralec postavi tarÄo(target/waypoint) na zemljevidu menija za premor (desni klik).
-
-| Ime | Opis |
-| -------- | -------------------------------------------------------------------------------------------- |
-| playerid | ID igralec, ki je postavil tarÄo(waypoint) na zemljevidu |
-| Float:fX | X plavajoÄe koordinate, kjer je igralec kliknil |
-| Float:fY | Y plavajoÄe koordinate, kjer je igralec kliknil |
-| Float:fZ | Z plavajoÄe koordinate, kjer je igralec kliknil (nepravilno / netoÄno - glej opombe spodaj) |
-
-## Returns
-
-1 - PrepreÄil bo druge "filterskript" prejeli to "callback".
-
-0 - Pomeni, da bo ta "callback" se posreduje na naslednjo "filterskripte".
-
-Vedno je bila povabljena prva v "filterscript".
-
-## Primeri
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-KakÅ¡no ime "callback" piÅ¡e, da se pokliÄe le, Äe igralec klikne, da oznaÄi tarÄo(waypoint) in ne, ko pritisne gumb. Return vrednost "Z" Äe bi bilo 0 (nepravilno) Äe je kraj, kjer je igralec kliknil, daleÄ stran od igralca; Uporaba MapAndreas ali ColAndreas "plugin" da bi bili bolj natanÄni "Z" koordinate.
-
-:::
-
-## Srodne Funkcije
diff --git a/docs/translations/sl/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/sl/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index 2f753c81e0c..00000000000
--- a/docs/translations/sl/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: KliÄe se, ko igralec dvakrat klikne na igralca na semaforju (TAB).
-tags: ["player"]
----
-
-## Opis
-
-KliÄe se, ko igralec dvakrat klikne na igralca na semaforju (TAB).
-
-| Ime | Opis |
-| --------------- | ---------------------------------------------------- |
-| playerid | ID igralec, ki je kliknil na igralca na semaforju. |
-| clickedplayerid | ID igralec, na katerega se klikne. |
-| source | Vir klika predvajalnika. |
-
-## Returns
-
-1 - PrepreÄil bo druge "filterskript" prejeli to "callback".
-
-0 - Pomeni, da bo ta "callback" se posreduje na naslednjo "filterskripte".
-
-Vedno je bila povabljena prva v "filterscript".
-
-## Primeri
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "Kliknili ste na predvajalnik %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## Opombe
-
-:::tip
-
-Trenutno je na voljo samo ena 'source' (0 - CLICK_SOURCE_SCOREBOARD). Vztrajnost tega argumenta kaže, da bo v prihodnosti morda podprtih veÄ virov.
-
-:::
-
-## Srodne Funkcijo
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw.md): Povabljen, ko igralec klikne risanje besedila.
diff --git a/docs/translations/sr/awesome.md b/docs/translations/sr/awesome.md
deleted file mode 100644
index 5577186edb1..00000000000
--- a/docs/translations/sr/awesome.md
+++ /dev/null
@@ -1,157 +0,0 @@
----
-title: Сјајно
-description: Информна лиÑта кориÑних алата, библиотека и плугина за SA-MP развој.
----
-
-## Ðлатке
-
-- **[Заједнички Компајлер](https://github.com/pawn-lang/compiler)** - Широко ажурирана верзија компајлера, Ñа многим иÑправкама и унапређењима.
-- **[sampctl](https://github.com/Southclaws/sampctl)** - Управљач пакетима за инÑталирање библиотека и покретање вашег Ñервера.
-- **[Плагин Ранер](https://github.com/Zeex/samp-plugin-runner)** - Ðлат за покретање лаке верзије Ñервера директно из командне линије (нема потребе за server.cfg) за теÑтирање плагина.
-- **[Плагин Шаблон](https://github.com/Southclaws/samp-plugin-boilerplate)** - Олакшавање прављења плагина помоћу шаблона.
-- **[Библиотека Шаблона за Плагине SA:MP](https://github.com/katursis/samp-ptl)** - Врло једноÑтавно и брзо прављење ваших ÑопÑтвених плагина помоћу ове библиотеке шаблона.
-- **[SA-MP Fiddle](https://fiddle.sa-mp.dev)** - МеÑто за теÑтирање ваших Ñкрипти (иÑечци, PoC, дебаговање, итд.) и дељење Ñа другима.
-- **[Pawn СинтакÑа - Сублиме](https://packagecontrol.io/packages/Pawn%20syntax)** - ÐутоматÑко допуњавање Павн кода за Сублиме ТекÑÑ‚.
-- **[Pawn СинтакÑа - Визуелно Трговиште](https://marketplace.visualstudio.com/items?itemName=southclaws.vscode-pawn)** - ÐутоматÑко допуњавање Павн кода за Визуелни Студио Код.
-- **[SA-MP Уређивач Зона](https://bitbucket.org/Grimrandomer/samp-zone-editor/downloads)** - Уређивач за прављење Зона и Ñлично.
-- **[SA-MP Уређивач Мапа](https://github.com/openmultiplayer/archive/raw/master/tools/Map%20Editor.zip)** - Популарни Уређивач Мапа за SA:MP.
-- **[open.mp Претраживач Сервера](https://github.com/adib-yg/openmp-server-browser)** - open.mp претраживач Ñервера графички Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÑ˜Ñ Ð·Ð° Рачунар.
-
-## Библиотеке
-
-- **[samp-stdlib](https://github.com/pawn-lang/samp-stdlib)** - Ðжуриране верзије подразумеваних укљученја. `const`-тачно, документовано и потпуно.
-- **[fixes.inc](https://github.com/pawn-lang/sa-mp-fixes)** - Изузетно оптимизовани поправци за велики број багова на SA:MP Ñерверу. Прикључи и играј.
-- **[YSI-Includes](https://github.com/pawn-lang/YSI-Includes)** - ÐајÑтарија, највећа, најтеÑтирана и најбоље подржана библиотека за SA:MP/pawn, која пружа велики број нових функција игре и програмÑког језика.
-- **[foreach](https://github.com/Open-GTO/foreach)** - СамоÑтално укључивање за foreach петљу (не y_iterate верзија).
-- **[amx_assembly](https://github.com/Zeex/amx_assembly)** - ÐиÑко ниво приÑтупа павновом Ñкрипту Ñамом.
-- **[md-sort](https://github.com/oscar-broman/md-sort)** - Сортирање вишедимензионалних низова у Павну. Модификује интерне показиваче низа умеÑто копирања података.
-- **[indirection](https://github.com/Y-Less/indirection)** - СиÑтем за проÑлеђивање показивача и позивање функција на индиректан начин, Ñа апÑтрактним методама за прилагођавање позива.
-- **[code-parse.inc](https://github.com/Y-Less/code-parse.inc)** - ПарÑирање и прилагођавање павновог кода при компајлирању.
-- **[РаÑширене Информације о Возилима](https://github.com/Vince0789/sa-mp-extended-vehicle-information)** - Велика количина флагова возила из Ñинглплејера у SQLite базу података.
-- **[sqlitei](https://github.com/oscar-broman/sqlitei)** - ВиÑоко-ниво API за SQLite функције на SA-MP.
-- **[weapon-config](https://github.com/oscar-broman/samp-weapon-config)** - ПоÑледовнији и одзивнији ÑиÑтем штете Ñа многим новим функцијама.
-- **[samp-geoip](https://github.com/Southclaws/SAMP-geoip)** - ГеографÑке информације на оÑнову IP адреÑе.
-- **[progress2](https://github.com/Southclaws/progress2)** - Приказ времена, здравља, горива за возило и других Ñтвари као прогреÑивна трака.
-- **[weapon-data](https://github.com/Southclaws/samp-weapon-data)** - Подаци о оружју који Ñу фино подешени и прилагодљиви.
-- **[MV_Youtube](https://github.com/MichaelBelgium/MV_Youtube)** - Youtube конвертор ÐПИ за аудио Ñтрим.
-- **[MySQL Prepared Statements](https://github.com/PatrickGTR/MySQL-Prepared-Statements)** - Емулирање Припремљених Изјава за PAWN MySQL плагин.
-- **[samp-server-weapons](https://github.com/Brunoo16/samp-server-weapons)** - Оружје потпуно контролиÑано од Ñтране Ñервера.
-- **[actor_robbery](https://github.com/PatrickGTR/actor_robbery)** - ИнÑпириÑано GTA V грабежом продавница. actor_robbery.inc имитира то!
-- **[samp-aviation](https://github.com/Southclaws/samp-aviation)** - ОÑновни автопилот за виÑину на оÑнову крена и автопилот за прецизан Ñмер на оÑнову коте SA-MP.
-- **[samp-logger](https://github.com/Southclaws/samp-logger)** - ЈедноÑтаван Ñтруктуриран дневник који пружа једноÑтаван Ñет функција за региÑтрацију и дебаговање.
-- **[TDW Рекурзивни Скенер](https://github.com/tdworg/samp-include-rscan)** - Библиотека која открива рекурзије у коду.
-- **[easyDialog](https://github.com/Awsomedude/easyDialog)** - Олакшајте коришћење дијалога уопште.
-- **[mdialog](https://github.com/Open-GTO/mdialog)** - Модеран ÑиÑтем дијалога, Ñличан easyDialog-у.
-- **[Model Sizes Plus](https://github.com/Crayder/Model-Sizes-Plus)** - Ðжурирана, напредна, прецизнија верзија Ñтарог укључивања modelsizes.
-- **[physics.inc](https://github.com/uPeppe/physics.inc)** - Симулирање 2D и 3D физике (реалиÑтични померања, Ñудари и друго).
-- **[samp-async-dialogs](https://github.com/AGraber/samp-async-dialogs)** - ÐÑинхроно управљање дијалозима Ñа PawnPlus задацима.
-- **[speedcap.inc](https://github.com/openmultiplayer/archive/blob/master/includes/speedcap.inc)** - Укључивање за контролу брзине возила.
-- **[SA:MP Command Guess](https://github.com/Kirima2nd/samp-command-guess)** - ПретпоÑтављач команди за SA:MP кориÑтећи функцију Левенштајнове удаљеноÑти.
-- **[vending](https://github.com/wuzi/vending)** - Вендинг машине на Ñерверу за SA-MP.
-- **[strlib](https://github.com/oscar-broman/strlib)** - ЛиÑта кориÑних функција за рад Ñа Ñтринговима.
-- **[mathutil](https://github.com/ScavengeSurvive/mathutil)** - ЛиÑта кориÑних математичких функција.
-- **[rotations.inc](https://github.com/sampctl/rotations.inc)** - ЛиÑта кориÑних функција за ротације од Nero_3D-ове rotations.inc.
-- **[SA-MP функције за проверу удаљеноÑти](https://github.com/Y-Less/samp-distance)** - ЛиÑта кориÑних функција за проверу удаљеноÑти.
-- **[Ðови SA-MP повратни позиви](https://github.com/emmet-jones/New-SA-MP-callbacks)** - ЛиÑта кориÑних нових повратних позива.
-- **[Alternative Dialogs](https://github.com/NexiusTailer/Alternative-Dialogs)** - ТекÑтуални дијалози Ñа новим дизајном.
-- **[eSelection](https://github.com/TommyB123/eSelection)** - Додаје могућноÑÑ‚ креирања динамичких менита избора модела у вашим SA-MP модовима.
-- **[mSelection](https://github.com/alextwothousand/mSelection)** - ИÑто као и eSelection, али Ñа различитим Ñтилом.
-- **[RGB-Textdraw](https://github.com/adib-yg/SAMP-RGB-Textdraw)** - Додаје RGB у текÑтуалне дијалоге.
-
-## ПроцеÑори Команди
-
-- **[I-ZCMD](https://github.com/YashasSamaga/I-ZCMD)** - Побољшана верзија ZCMD-а.
-- **[Pawn.CMD](https://github.com/katursis/Pawn.CMD)** - Бржи од било ког другог процеÑора команди.
-- **[y_commands](https://github.com/pawn-lang/YSI-Includes/blob/5.x/YSI_Visual/y_commands.md)** - ПроцеÑор команди из YSI Укључења.
-
-## Плагини
-
-- **[JIT](https://github.com/Zeex/samp-plugin-jit)** - Када је ваш код Ñтабилан, кориÑтите ово да га значајно убрзате.
-- **[CrashDetect](https://github.com/Zeex/samp-plugin-crashdetect)** - Развојни алат за откривање грешака током теÑтирања.
-- **[Profiler](https://github.com/Zeex/samp-plugin-profiler)** - Профилер перформанÑи за SA-MP Ñервер.
-- **[sscanf](https://github.com/Y-Less/sscanf)** - Конвертујте Ñтрингове у више вредноÑти, целе бројеве, децималне бројеве, играче, итд.
-- **[MySQL Plugin](https://github.com/pBlueG/SA-MP-MySQL)** - Повежите Ñвој Ñервер на MySQL Ñервер.
-- **[Streamer Plugin](https://github.com/samp-incognito/samp-streamer-plugin)** - ПреÑкочите многе SA:MP ограничења, као што Ñу објекти и предмети.
-- **[nativechecker](https://github.com/openmultiplayer/archive/raw/master/plugins/nativechecker.zip)** - Провера натива при покретању Ñервера.
-- **[FCNPC](https://github.com/ziggi/FCNPC)** - Плагин за SA-MP Ñервере који додава многе могућноÑти поÑтојећим Ñтандардним NPC-има. Тренутно не ради на open.mp, као што је јануар 2023.
-- **[FileManager](https://github.com/JaTochNietDan/SA-MP-FileManager)** - Омогућава вам управљање датотекама и фаÑциклама из коренÑке фаÑцикле (није ограничено на Ñерверу Ñа Ñкриптним фајловима).
-- **[Pawn.Raknet](https://github.com/katursis/Pawn.RakNet)** - Омогућава вам анализу RakNet Ñаобраћаја.
-- **[samp-precise-timers](https://github.com/bmisiak/samp-precise-timers)** - Плагин за SA-MP који обезбеђује прецизне тајмере, напиÑан у Rust-у. Ðије потребан на open.mp, јер open.mp већ иду Ñа прецизним тајмерима.
-- **[PawnPlus](https://github.com/IllidanS4/PawnPlus)** - Проширује могућноÑти павн Ñкриптног језика новим конÑтрукцијама, типовима података и програмÑким техникама.
-- **[PAWN memory access](https://github.com/BigETI/pawn-memory)** - Омогућава алокацију и оÑлобађање меморије из хипа у PAWN-у.
-- **[Native Fallback](https://github.com/IllidanS4/NativeFallback)** - SA-MP плагин који обезбеђује резервну имплементацију непријављених натива.
-- **[YSF](https://github.com/IllidanS4/YSF)** - Плагин чији је циљ да иÑкориÑти макÑималне могућноÑти Ñервера, пре Ñвега Ñа изменама меморије и хуковањем. Многи од његових функција Ñу већ у open.mp-у. Погледајте [ово github питање](https://github.com/openmultiplayer/open.mp/issues/189) за лиÑту функција.
-- **[SKY](https://github.com/oscar-broman/SKY)** - Овај плагин обезбеђује ниÑко-ниво функције да дозволи Павн Ñкриптама да раде моћне Ñтвари.
-- **[Pawn.Regex](https://github.com/katursis/Pawn.Regex)** - Додаје подршку за регуларне изразе у Павну.
-- **[pawn-scraper](https://github.com/Sreyas-Sreelal/pawn-scraper)** - Моћан плагин за Ñкрепер који обезбеђује Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÑ˜Ñ Ð·Ð° коришћење html_parsers и css Ñелектора у Павну.
-- **[TOTP](https://github.com/philip1337/samp-plugin-totp)** - Омогућава вам коришћење TOTP аутентикације у SA-MP гејмоду.
-- **[DNS Plugin](https://github.com/samp-incognito/samp-dns-plugin)** - Овај плагин обезбеђује функционалноÑÑ‚ за DNS претраге и обрнуте DNS претраге.
-- **[MapAndreas](https://github.com/Southclaws/samp-plugin-mapandreas)** - Омогућава вам да учитате различите виÑинÑке мапе и проверите минималну виÑину за x,y координате.
-- **[ColAndreas](https://github.com/Pottus/ColAndreas)** - Креира Ñимулацију Ñвета Сан ÐндреаÑ. КориÑтећи Bullet Physics библиотеку.
-- **[PathFinder](https://bitbucket.org/Pamdex/pathfinder/src/master)** - Омогућава вам да израчунате путању од тачке Рдо тачке Б на мапи Сан ÐндреаÑ.
-- **[Custom Query Flood Check](https://github.com/spmn/samp-custom-query-flood-check)** - Пишите прилагођене заштите против флуда упита.
-- **[sampml](https://github.com/YashasSamaga/sampml)** - ПоједноÑтављен алат за учење машина и припадни SAMP пројекти (Детекција Aimbot-a).
-- **[TgConnector](https://github.com/Sreyas-Sreelal/tgconnector)** - Телеграм конектор плагин који помаже у интеракцији Ñа телеграм ботовима преко SA-MP.
-- **[Discord connector](https://github.com/maddinat0r/samp-discord-connector)** - Омогућава вам контролу ДиÑкорд бота из вашег PAWN Ñкрипта.
-- **[TSConnector](https://github.com/maddinat0r/samp-tsconnector)** - Омогућава вам контролу Ñервера Teamspeak3 из вашег PAWN Ñкрипта.
-- **[IRC Plugin](https://github.com/samp-incognito/samp-irc-plugin)** - Омогућава креирање и управљање IRC ботовима кроз SA-MP Ñервер.
-- **[pawn-requests](https://github.com/Southclaws/pawn-requests)** - Пружа API за интеракцију Ñа HTTP(S) API-јима Ñа подршком за текÑÑ‚ и JSON типове података.
-- **[pawn-redis](https://github.com/Southclaws/pawn-redis)** - Омогућава приÑтуп брзој бази података у меморији и аÑинхроним каналима порука између оÑталих програма.
-- **[Chrono](https://github.com/Southclaws/pawn-chrono)** - Модерна библиотека Pawn за рад Ñа датумима и временима.
-- **[rustext](https://github.com/ziggi/rustext)** - ИÑправљање руÑког текÑта плагина за SA-MP: GameText-а, TextDraw-ова и Мену-ова.
-- **[Advanced SA NickName](https://github.com/KrYpToDeN/Advanced-SA-NickName)** - Подршка за било које Ñимболе у надимцима.
-- **[SAMPSON](https://github.com/Hual/SAMPSON)** - Један JSON плагин за SA-MP.
-
-## Клијент-Сервер Плагини
-
-- **[SA-MP+](https://github.com/Hual/SA-MP-Plus)** - КлијентÑка модификација која кориÑти SA-MP-ову SDK за комуникацију Ñа Ñервером и додавање нових функција.
-- **[CHandling](https://github.com/dotSILENT/chandling)** - Додаје могућноÑÑ‚ доделе понашања возила појединачним возилима модификујући подразумевано понашање игре.
-- **[SAMPVOICE](https://github.com/CyberMor/sampvoice)** - Имплементација ÑиÑтема глаÑовне комуникације у Pawn језику за SA:MP Ñервере.
-- **[KeyListener](https://github.com/CyberMor/keylistener)** - Клијент-Ñервер плагин за праћење притиÑка било ког таÑтера.
-- **[SAMP CEF](https://github.com/ZOTTCE/samp-cef)** - КлијентÑки и ÑерверÑки плагини за SA:MP за уграђивање CEF-а.
-- **[SAMP_AC_v2](https://github.com/Whitetigerswt/SAMP_AC_v2)** - SA:MP Ðнти-Чит за клијентÑку Ñтрану.
-
-## Крипто Плагини
-
-- **[whirlpool](https://github.com/Southclaws/samp-whirlpool)** - Whirlpool КриптографÑки плагин за SA:MP.
-- **[SyS' bcrypt Plugin](https://github.com/Sreyas-Sreelal/samp-bcrypt)** - Bcrypt КриптографÑки плагин направљен од Ñтране Sreyas Sreelal за SA:MP.
-- **[lassir's bcrypt Plugin](https://github.com/lassir/bcrypt-samp)** - Bcrypt КриптографÑки плагин направљен од Ñтране lassir за SA:MP.
-- **[samp-crypto](https://github.com/alextwothousand/samp-crypto)** - ЛиÑта криптографÑких функција као што Ñу Argon2, Scrypt, и Bcrypt за SA:MP.
-- **[SHA512](https://github.com/openmultiplayer/archive/raw/master/plugins/SHA512.zip)** - SHA512 КриптографÑки плагин за SA:MP.
-
-## GDK/SDKs
-
-Сада можете направити Ñвоје Ñкриптове на језицима помоћу open.mp. Погледајте [ову блог објаву](https://www.open.mp/blog/release-candidate-1)
-
-- **[sampsdk](https://github.com/Zeex/samp-plugin-sdk)** - Ово је минимум који вам треба за развој плагина.
-- **[sampgdk](https://github.com/Zeex/sampgdk)** - Подршка за C/C++ за пиÑање гејмода за SA:MP
-- **[SampSharp](https://github.com/ikkentim/SampSharp)** - Подршка за C# за пиÑање гејмода за SA:MP
-- **[.NET Plugin](https://github.com/Seregamil/.NET-plugin)** - Подршка за C# за пиÑање плагина за SA:MP
-- **[sampgo](https://github.com/sampgo/sampgo)** - Подршка за Go за пиÑање гејмода/плагина за SA:MP
-- **[samp-node](https://github.com/AmyrAhmady/samp-node)** - Подршка за Javascript/Typescript за пиÑање гејмода за SA:MP
-- **[Shoebill Project](https://github.com/Shoebill/ShoebillPlugin)** - Подршка за Java за пиÑање гејмода за SA:MP
-- **[pySAMP](https://github.com/habecker/PySAMP)** - Подршка за Python за пиÑање гејмода за SA:MP
-- **[samp-rs](https://github.com/ZOTTCE/samp-rs)** - Подршка за Rust за пиÑање плагина за SA:MP
-- **[Yet Another Lua Plugin](https://github.com/IllidanS4/YALP)** - Подршка за Lua за пиÑање гејмода за SA:MP
-- **[SAMPHP](https://github.com/Lapayo/SAMPHP)** - Подршка за PHP за пиÑање гејмода за SA:MP
-- **[SA-MP S[D]K](https://github.com/Hual/SA-MP-S-D-K)** - Подршка за D за пиÑање гејмода за SA:MP
-- **[Kamp](https://github.com/Double-O-Seven/kamp)** - Подршка за Kotlin за пиÑање гејмода за SA:MP
-
-## Режими Игре
-
-- **[Пример Гејмода](https://github.com/openmultiplayer/example-gamemodes)** - СпиÑак гејмода који Ñу компатибилни Ñа open.mp.
-- **[ScavengeSurvive](https://github.com/Southclaws/ScavengeSurvive)** - Базирани PvP Survival Гејмод.
-- **[gta-open](https://github.com/PatrickGTR/gta-open)** - Мод базиран на полицајцима и лоповима у Ð›Ð¾Ñ Ð¡Ð°Ð½Ñ‚Ð¾Ñу.
-- **[SF-CnR](https://github.com/zeelorenc/sf-cnr)** - Сан Фиеро Полицајци И Лопови Гејмод за SA-MP.
-- **[Next Generation Roleplay](https://github.com/NextGenerationGamingLLC/SA-MP-Development)** - СÐ:МП Гејмод компаније Next Generation Gaming, LLC.
-- **[SC-RP](https://github.com/seanny/SC-RP)** - РП Гејмод Ñа MySQL подршком.
-
-## ФилтерÑкрипте
-
-- **[MapFix](https://github.com/NexiusTailer/MapFix)** - ИÑправке багова текÑтура мапе GTA San Andreas.
-- **[SA:MP Animbrowse](https://github.com/Southclaws/samp-animbrowse)** - Ðлат за преглед анимација за SA:MP.
-- **[IsPlayerUsingAndroid](https://github.com/Fairuz-Afdhal/IsPlayerUsingAndroid)** - Проверава да ли играч кориÑти Android уређај.
-- **[TextDraw-Editor](https://github.com/Nickk888SAMP/TextDraw-Editor)** - Уредник TextDraw-ова који има неке напредне функције.
-- **[Ultimate Creator](https://github.com/NexiusTailer/Ultimate-Creator)** - Ðапредни уредник мапе Ñа многим функцијама.
-- **[Fusez's Map Editor](https://github.com/fusez/Map-Editor-V3)** - Ин-игре уредник мапе за SA:MP.
-- **[Texture Studio](https://github.com/Pottus/Texture-Studio)** - Ово је уредник мапе у игри који ће вам омогућити да текÑтурите до индекÑа материјала 15 (16 материјала) као и да поÑтавите боју за тај Ð¸Ð½Ð´ÐµÐºÑ Ð¼Ð°Ñ‚ÐµÑ€Ð¸Ñ˜Ð°Ð»Ð° на објектима.
\ No newline at end of file
diff --git a/docs/translations/sr/changelog.md b/docs/translations/sr/changelog.md
deleted file mode 100644
index f8eddc2ebfc..00000000000
--- a/docs/translations/sr/changelog.md
+++ /dev/null
@@ -1,476 +0,0 @@
----
-title: Дневник промена
-description: open.mp развојни напредак и дневник промена.
----
-
-## **[v1.3.1.2748](https://github.com/openmultiplayer/open.mp/releases/tag/v1.3.1.2748) (Ðајновији)**
-
-Ðова верзија open.mp Ñервера је коначно ту, доноÑећи многе поправке, побољшања у перформанÑи и неколико додатака.
-
-Ðаш лаунчер је такође добио нови апдејт који можете преузети проÑтим покретањем вашег лаунчера и апдејтовањем њега путем апдејт диалога.
-ЛиÑту промена можете пронаћи овде: https://github.com/openmultiplayer/launcher/releases/tag/v1.4.0
-
-### Сервер
-
-**Додато:**
-
-- Додата је конфигурациона променљива за лого Ñервера у [config.json](server/config.json), која омогућава Ñерверима да поÑтаве лого који ће бити приказан у нашем лаунчеру и ÑтатуÑу на Discord-у.
-- Додати Ñу додатни проверавачи иÑправноÑти података за одговоре у дијалозима.
-- Додате Ñу провере иÑправноÑти за редове у менију.
-- Додате Ñу читљиве HTTP грешке за људе.
-- Ðова дефиниција за општу компатибилноÑÑ‚ SA-MP API-а. (`#define SAMP_COMPAT`)
-- Ðова дефиниција за иÑкључивање заÑтарелих упозорења API-a. (`#define LEGACY_SCRIPTING_API`)
-
-**Промене:**
-
-- Уклоњене Ñу непотребне функције OnPlayerConnect и OnPlayerDisconnect када Ñе Ñпоредна Ñкрипта (филтерÑкрипта) учитава или иÑкључује.
-УмеÑто њих уведени Ñу callback-ови [OnScriptLoadPlayer](scripting/callbacks/OnScriptLoadPlayer) и [OnScriptUnloadPlayer](scripting/callbacks/OnScriptUnloadPlayer).
-- Уклоњена Ñу бројна упозорења за заÑтареле Pawn native функције у времену извршавања.
-- Провера иÑправноÑти CDN URL-ова.
-- Прекинуто је емитовање Ñинхронизације поÑматрача.
-- ДефиниÑане Ñу подразумеване вредноÑти за здравље и оклоп.
-- Побољшане Ñу перформанÑе одговарања за резултате и пинг РПЦ (табела резултата).
-- Промењен неважећи Ñлот оружја на `-1`.
-
-**Поправке:**
-
-- Поправљен је чувени RakNet пад који Ñмо имали од почетка, а који је утицао на неке Ñервере.
-- Поправљен је проблем Ñа приказивањем Ñтрингова у ретким Ñлучајевима коришћења функције format.
-- Поправљен је проблем Ñа crashdetect-ом који није могао да пронађе име фајла и број линије када је било учитано више од једне Ñкрипте.
-- Поправљено је много RakNet падова и побољшано је безбедније управљање унутрашњом меморијом.
-- Поправљено је неколико проблема Ñа конекцијом и иÑправно чишћење интерног пула играча.
-- Поправљена је функција [GetGameText](scripting/functions/GetGameText) која је давала нетачне или оштећене вредноÑти.
-- Поправљено је да Ñе open.mp верзија за Windows не учитава када је језик Windows кориÑника подешен на језик Ñа не-ASCII карактерима.
-- Поправљени Ñу заглавља callback-ова у `qawno/filterscript.new` и `qawno/gamemode.new` фајловима.
-
-
-
-
-
-## [v1.2.0.2670](https://github.com/openmultiplayer/open.mp/releases/tag/v1.2.0.2670)
-
-
-Кликните овде
-
-ПодÑтичемо Ñваки open.mp Ñервер да Ñе ажурира на ову верзију. Дошло је не Ñамо до приметних побољшања перформанÑи, већ и до **критичних безбедноÑних иÑправки**.
-
-### Сервер
-
-**Додато:**
-
-- Ðове конфигурацијÑке променљиве за поÑтављање банера и инвајтова за Discord који ће Ñе приказивати у [open.mp launcher-u](https://github.com/openmultiplayer/launcher/releases/latest).
-- Ðова конфигурацијÑка променљива за поруке о придруживању. (`logging.log_connection_messages`)
-- Ðова конфигурацијÑка променљива за проверу валидацију анимације. (`game.validate_animations`)
-- Ðова дефиниција која омогућава мешане функције правопиÑа у вашем коду. (`#define MIXED_SPELLINGS`)
-
-**Поправке:**
-
-- Ðеколико безбедноÑних поправки.
-- Announcer ÑиÑтем Ñада кориÑти IPv4 по дефаулту, умеÑто да кориÑти IPv6 када је доÑтупан.
-- Поправљен `Get(Player)ObjectMaterial(Text)` који враћа боје у погрешном формату и моделид.
-- Поправљен `Get(Player)Gravity` који враћа цели број умеÑто float.
-- Валидација разлога оштећења (оружја) на разним меÑтима.
-- Синхронизација банова тако да више играча буде бановано одједном ако је потребно.
-
-
-
-
-
-
-
-## [v1.1.0.2612](https://github.com/openmultiplayer/open.mp/releases/tag/v1.1.0.2612)
-
-
-Кликните овде
-
-open.mp је Ñада изашао из RC фазе и Ñа задовољÑтвом објављујемо да Ñмо кoначно довољно Ñтабилни да кренемо доÑледним развојним путем. Са v1.1.0.2612 поправили Ñмо пуно грешака и проблема и решили толико разлика у понашању. Стога Ñе побрините да ажурирате на најновије верзије и неÑметано покрените Ñвој Ñервер.
-
-open.mp launcher је кoначно изашао, Ñада можете пoуздано претраживати Ñервере, одаберите Ñервер на којем желите играти и придружите му Ñе!
-УноÑећи пуно нових функција у њега, имаћете пуно боље иÑкуÑтво у поређењу Ñа Ñтарим иÑкуÑтвом које Ñте увек морали имати Ñа samp launcher-ом.
-Може Ñе наћи на https://github.com/openmultiplayer/launcher/releases
-
-### Сервер
-
-**Додато:**
-
-- x64 верзија omp-Ñервера.
-- ÐутоматÑко додавање `.so` називима плугина.
-
-**Промене:**
-
-- Враћа Ñе `estimatedTime` у `Move(Player)Object` функцијама.
-
-**Поправке:**
-
-- ФикÑирано `GetVehicleLastDriver` враћање 0 када је неиÑправан `vehicleid` проÑлеђен.
-
-
-
-
-
-
-
-## [RC2](https://github.com/openmultiplayer/open.mp/releases/tag/v1-RC2)
-
-
-Кликните овде
-
-Release Candidate 2 (RC2) open.mp Ñервера.
-
-### Server
-
-**Ðове функције:**
-
-- [GetPlayerMarkerForPlayer](scripting/functions/GetPlayerMarkerForPlayer)
-
-**ЗаÑтареле функције:**
-
-- GetPlayer3DTextLabelVirtualW
-- SetPlayer3DTextLabelDrawDist
-- GetPlayer3DTextLabelDrawDist
-- SendClientMessagef
-- GameTextForPlayerf
-- SendPlayerMessageToPlayerf
-- SendClientMessageToAllf
-- GameTextForAllf
-- SendPlayerMessageToAllf
-- SendRconCommandf
-- AllowAdminTeleport
-- GetPlayerPoolSize
-- GetVehiclePoolSize
-- GetActorPoolSize
-- GetServerVarAsString
-- GetServerVarAsFloat
-- TextDrawColor
-- TextDrawBoxColor
-- TextDrawBackgroundColor
-- TextDrawSetPreviewVehCol
-- PlayerTextDrawColor
-- PlayerTextDrawBoxColor
-- PlayerTextDrawBackgroundColor
-- PlayerTextDrawSetPreviewVehCol
-- TextDrawGetColor
-- TextDrawGetBoxColor
-- TextDrawGetBackgroundColor
-- TextDrawGetPreviewVehCol
-- PlayerTextDrawGetColor
-- PlayerTextDrawGetBoxColor
-- PlayerTextDrawGetBackgroundCol
-- PlayerTextDrawGetPreviewVehCol
-- db_num_rows
-- db_get_mem_handle
-- db_get_result_mem_handle
-- SelectObject
-- EditObject
-- EditPlayerObject
-- CancelEdit
-- SetObjectsDefaultCameraCol
-- SetObjectNoCameraCol
-- IsObjectNoCameraCol
-- SetPlayerObjectNoCameraCol
-- IsPlayerObjectNoCameraCol
-- GetPlayerCameraTargetPlayerObj
-- GetObjectTarget
-- GetPlayerObjectTarget
-- GetPlayerDialog
-- fmkdir
-- dcreate
-- GetVehicleTower
-- ChangeVehicleColor
-
-**Поправке:**
-
-- Поправљена потреба за `.so` на Linux legacy плугинима.
-- Attach-ани објекти Ñе иÑправно приказују другим играчима.
-- Поправљен crash приликом учитавања неважеће pawn меморије.
-
-
-
-
-
-
-
-## [RC1](https://github.com/openmultiplayer/open.mp/releases/tag/v1-RC1)
-
-
-Кликните овде
-
-[Release Candidate 1 (RC1)](https://www.open.mp/blog/release-candidate-1) open.mp Ñервера! Сада Ñмо изашли из бета верзије.
-
-### Сервер
-
-**Додано:**
-
-- Додано `{Float,_}:...` у `AddMenuItem`, `Create3DTextLabel`, `CreateMenu`, `CreatePlayer3DTextLabel`, `CreatePlayerTextDraw`, `GameTextForAll`, `GameTextForPlayer`, `PlayerTextDrawSetString`, `SendClientMessage`, `SendClientMessageToAll`, `SendRconCommand`, `SetMenuColumnHeader`, `SetObjectMaterialText`, `SetPlayerObjectMaterialText`, `SetPVarString`, `SetSVarString`, `ShowPlayerDialog`, `TextDrawCreate`, `TextDrawSetString`, `Update3DTextLabelText`, `UpdatePlayer3DTextLabelText` функцијама. Сада Ñу Ñве форматиране.
-
-**Поправке:**
-
-- Смањење меморије.
-
-
-
-
-
-
-
-## [Бета v0.0.11.2331](https://github.com/openmultiplayer/open.mp/releases/tag/v0.0.11.2331)
-
-
-Кликните овде
-
-### Server
-
-**Ðове функције:**
-
-- [TogglePlayerWidescreen](scripting/functions/TogglePlayerWidescreen)
-- [IsPlayerWidescreenToggled](scripting/functions/IsPlayerWidescreenToggled)
-- [GetSpawnInfo](scripting/functions/GetSpawnInfo)
-- [GetPlayerSkillLevel](scripting/functions/GetPlayerSkillLevel)
-- [GetPlayerWeather](scripting/functions/GetPlayerWeather)
-- [IsPlayerCheckpointActive](scripting/functions/IsPlayerCheckpointActive)
-- [GetPlayerCheckpoint](scripting/functions/GetPlayerCheckpoint)
-- [IsPlayerRaceCheckpointActive](scripting/functions/IsPlayerRaceCheckpointActive)
-- [GetPlayerRaceCheckpoint](scripting/functions/GetPlayerRaceCheckpoint)
-- [GetPlayerWorldBounds](scripting/functions/GetPlayerWorldBounds)
-- [IsPlayerInModShop](scripting/functions/IsPlayerInModShop)
-- [GetPlayerSirenState](scripting/functions/GetPlayerSirenState)
-- [GetPlayerLandingGearState](scripting/functions/GetPlayerLandingGearState)
-- [GetPlayerHydraReactorAngle](scripting/functions/GetPlayerHydraReactorAngle)
-- [GetPlayerTrainSpeed](scripting/functions/GetPlayerTrainSpeed)
-- [GetPlayerZAim](scripting/functions/GetPlayerZAim)
-- [GetPlayerSurfingOffsets](scripting/functions/GetPlayerSurfingOffsets)
-- [GetPlayerRotationQuat](scripting/functions/GetPlayerRotationQuat)
-- [GetPlayerDialogID](scripting/functions/GetPlayerDialogID)
-- [GetPlayerSpectateID](scripting/functions/GetPlayerSpectateID)
-- [GetPlayerSpectateType](scripting/functions/GetPlayerSpectateType)
-- [GetPlayerRawIp](scripting/functions/GetPlayerRawIp)
-- [SetPlayerGravity](scripting/functions/SetPlayerGravity)
-- [GetPlayerGravity](scripting/functions/GetPlayerGravity)
-- [SetPlayerAdmin](scripting/functions/SetPlayerAdmin)
-- [IsPlayerSpawned](scripting/functions/IsPlayerSpawned)
-- [IsPlayerControllable](scripting/functions/IsPlayerControllable)
-- [IsPlayerCameraTargetEnabled](scripting/functions/IsPlayerCameraTargetEnabled)
-- [TogglePlayerGhostMode](scripting/functions/TogglePlayerGhostMode)
-- [GetPlayerGhostMode](scripting/functions/GetPlayerGhostMode)
-- [GetPlayerBuildingsRemoved](scripting/functions/GetPlayerBuildingsRemoved)
-- [GetPlayerAttachedObject](scripting/functions/GetPlayerAttachedObject)
-- [SendClientMessagef](scripting/functions/SendClientMessagef)
-- [GameTextForPlayerf](scripting/functions/GameTextForPlayerf)
-- [SendPlayerMessageToPlayerf](scripting/functions/SendPlayerMessageToPlayerf)
-- [RemovePlayerWeapon](scripting/functions/RemovePlayerWeapon)
-- [HidePlayerDialog](scripting/functions/HidePlayerDialog)
-- [IsPlayerUsingOfficialClient](scripting/functions/IsPlayerUsingOfficialClient)
-- [AllowPlayerTeleport](scripting/functions/AllowPlayerTeleport)
-- [IsPlayerTeleportAllowed](scripting/functions/IsPlayerTeleportAllowed)
-- [AllowPlayerWeapons](scripting/functions/AllowPlayerWeapons)
-- [ArePlayerWeaponsAllowed](scripting/functions/ArePlayerWeaponsAllowed)
-- [IsValidTextDraw](scripting/functions/IsValidTextDraw)
-- [IsTextDrawVisibleForPlayer](scripting/functions/IsTextDrawVisibleForPlayer)
-- [TextDrawGetString](scripting/functions/TextDrawGetString)
-- [TextDrawSetPos](scripting/functions/TextDrawSetPos)
-- [TextDrawGetLetterSize](scripting/functions/TextDrawGetLetterSize)
-- [TextDrawGetTextSize](scripting/functions/TextDrawGetTextSize)
-- [TextDrawGetPos](scripting/functions/TextDrawGetPos)
-- [TextDrawGetColor](scripting/functions/TextDrawGetColor)
-- [TextDrawGetBoxColor](scripting/functions/TextDrawGetBoxColor)
-- [TextDrawGetBackgroundColor](scripting/functions/TextDrawGetBackgroundColor)
-- [TextDrawGetShadow](scripting/functions/TextDrawGetShadow)
-- [TextDrawGetOutline](scripting/functions/TextDrawGetOutline)
-- [TextDrawGetFont](scripting/functions/TextDrawGetFont)
-- [TextDrawIsBox](scripting/functions/TextDrawIsBox)
-- [TextDrawIsProportional](scripting/functions/TextDrawIsProportional)
-- [TextDrawIsSelectable](scripting/functions/TextDrawIsSelectable)
-- [TextDrawGetAlignment](scripting/functions/TextDrawGetAlignment)
-- [TextDrawGetPreviewModel](scripting/functions/TextDrawGetPreviewModel)
-- [TextDrawGetPreviewRot](scripting/functions/TextDrawGetPreviewRot)
-- [TextDrawGetPreviewVehCol](scripting/functions/TextDrawGetPreviewVehCol)
-- [TextDrawSetStringForPlayer](scripting/functions/TextDrawSetStringForPlayer)
-- [IsValidPlayerTextDraw](scripting/functions/IsValidPlayerTextDraw)
-- [IsPlayerTextDrawVisible](scripting/functions/IsPlayerTextDrawVisible)
-- [PlayerTextDrawGetString](scripting/functions/PlayerTextDrawGetString)
-- [PlayerTextDrawSetPos](scripting/functions/PlayerTextDrawSetPos)
-- [PlayerTextDrawGetLetterSize](scripting/functions/PlayerTextDrawGetLetterSize)
-- [PlayerTextDrawGetTextSize](scripting/functions/PlayerTextDrawGetTextSize)
-- [PlayerTextDrawGetPos](scripting/functions/PlayerTextDrawGetPos)
-- [PlayerTextDrawGetColor](scripting/functions/PlayerTextDrawGetColor)
-- [PlayerTextDrawGetBoxColor](scripting/functions/PlayerTextDrawGetBoxColor)
-- [PlayerTextDrawGetBackgroundCol](scripting/functions/PlayerTextDrawGetBackgroundCol)
-- [PlayerTextDrawGetShadow](scripting/functions/PlayerTextDrawGetShadow)
-- [PlayerTextDrawGetOutline](scripting/functions/PlayerTextDrawGetOutline)
-- [PlayerTextDrawGetFont](scripting/functions/PlayerTextDrawGetFont)
-- [PlayerTextDrawIsBox](scripting/functions/PlayerTextDrawIsBox)
-- [PlayerTextDrawIsProportional](scripting/functions/PlayerTextDrawIsProportional)
-- [PlayerTextDrawIsSelectable](scripting/functions/PlayerTextDrawIsSelectable)
-- [PlayerTextDrawGetAlignment](scripting/functions/PlayerTextDrawGetAlignment)
-- [PlayerTextDrawGetPreviewModel](scripting/functions/PlayerTextDrawGetPreviewModel)
-- [PlayerTextDrawGetPreviewRot](scripting/functions/PlayerTextDrawGetPreviewRot)
-- [PlayerTextDrawGetPreviewVehCol](scripting/functions/PlayerTextDrawGetPreviewVehCol)
-- [IsValidGangZone](scripting/functions/IsValidGangZone)
-- [IsPlayerInGangZone](scripting/functions/IsPlayerInGangZone)
-- [IsGangZoneVisibleForPlayer](scripting/functions/IsGangZoneVisibleForPlayer)
-- [GangZoneGetColorForPlayer](scripting/functions/GangZoneGetColorForPlayer)
-- [GangZoneGetFlashColorForPlayer](scripting/functions/GangZoneGetFlashColorForPlayer)
-- [IsGangZoneFlashingForPlayer](scripting/functions/IsGangZoneFlashingForPlayer)
-- [GangZoneGetPos](scripting/functions/GangZoneGetPos)
-- [UseGangZoneCheck](scripting/functions/UseGangZoneCheck)
-- [CreatePlayerGangZone](scripting/functions/CreatePlayerGangZone)
-- [PlayerGangZoneDestroy](scripting/functions/PlayerGangZoneDestroy)
-- [PlayerGangZoneShow](scripting/functions/PlayerGangZoneShow)
-- [PlayerGangZoneHide](scripting/functions/PlayerGangZoneHide)
-- [PlayerGangZoneFlash](scripting/functions/PlayerGangZoneFlash)
-- [PlayerGangZoneStopFlash](scripting/functions/PlayerGangZoneStopFlash)
-- [IsValidPlayerGangZone](scripting/functions/IsValidPlayerGangZone)
-- [IsPlayerInPlayerGangZone](scripting/functions/IsPlayerInPlayerGangZone)
-- [IsPlayerGangZoneVisible](scripting/functions/IsPlayerGangZoneVisible)
-- [PlayerGangZoneGetColor](scripting/functions/PlayerGangZoneGetColor)
-- [PlayerGangZoneGetFlashColor](scripting/functions/PlayerGangZoneGetFlashColor)
-- [IsPlayerGangZoneFlashing](scripting/functions/IsPlayerGangZoneFlashing)
-- [PlayerGangZoneGetPos](scripting/functions/PlayerGangZoneGetPos)
-- [UsePlayerGangZoneCheck](scripting/functions/UsePlayerGangZoneCheck)
-- [GetObjectDrawDistance](scripting/functions/GetObjectDrawDistance)
-- [GetObjectMoveSpeed](scripting/functions/GetObjectMoveSpeed)
-- [GetObjectTarget](scripting/functions/GetObjectTarget)
-- [GetObjectMovingTargetPos](scripting/functions/GetObjectMovingTargetPos)
-- [GetObjectMovingTargetRot](scripting/functions/GetObjectMovingTargetRot)
-- [GetObjectAttachedData](scripting/functions/GetObjectAttachedData)
-- [GetObjectAttachedOffset](scripting/functions/GetObjectAttachedOffset)
-- [GetObjectSyncRotation](scripting/functions/GetObjectSyncRotation)
-- [IsObjectMaterialSlotUsed](scripting/functions/IsObjectMaterialSlotUsed)
-- [GetObjectMaterial](scripting/functions/GetObjectMaterial)
-- [GetObjectMaterialText](scripting/functions/GetObjectMaterialText)
-- [IsObjectNoCameraCol](scripting/functions/IsObjectNoCameraCol)
-- [GetPlayerObjectDrawDistance](scripting/functions/GetPlayerObjectDrawDistance)
-- [SetPlayerObjectMoveSpeed](scripting/functions/SetPlayerObjectMoveSpeed)
-- [GetPlayerObjectMoveSpeed](scripting/functions/GetPlayerObjectMoveSpeed)
-- [GetPlayerObjectTarget](scripting/functions/GetPlayerObjectTarget)
-- [GetPlayerObjectMovingTargetPos](scripting/functions/GetPlayerObjectMovingTargetPos)
-- [GetPlayerObjectMovingTargetRot](scripting/functions/GetPlayerObjectMovingTargetRot)
-- [GetPlayerObjectAttachedData](scripting/functions/GetPlayerObjectAttachedData)
-- [GetPlayerObjectAttachedOffset](scripting/functions/GetPlayerObjectAttachedOffset)
-- [GetPlayerObjectSyncRotation](scripting/functions/GetPlayerObjectSyncRotation)
-- [IsPlayerObjectMaterialSlotUsed](scripting/functions/IsPlayerObjectMaterialSlotUsed)
-- [GetPlayerObjectMaterial](scripting/functions/GetPlayerObjectMaterial)
-- [GetPlayerObjectMaterialText](scripting/functions/GetPlayerObjectMaterialText)
-- [IsPlayerObjectNoCameraCol](scripting/functions/IsPlayerObjectNoCameraCol)
-- [GetPlayerSurfingPlayerObjectID](scripting/functions/GetPlayerSurfingPlayerObjectID)
-- [GetPlayerCameraTargetPlayerObj](scripting/functions/GetPlayerCameraTargetPlayerObj)
-- [GetObjectType](scripting/functions/GetObjectType)
-- [IsValidPickup](scripting/functions/IsValidPickup)
-- [IsPickupStreamedIn](scripting/functions/IsPickupStreamedIn)
-- [GetPickupPos](scripting/functions/GetPickupPos)
-- [GetPickupModel](scripting/functions/GetPickupModel)
-- [GetPickupType](scripting/functions/GetPickupType)
-- [GetPickupVirtualWorld](scripting/functions/GetPickupVirtualWorld)
-- [SetPickupPos](scripting/functions/SetPickupPos)
-- [SetPickupModel](scripting/functions/SetPickupModel)
-- [SetPickupType](scripting/functions/SetPickupType)
-- [SetPickupVirtualWorld](scripting/functions/SetPickupVirtualWorld)
-- [ShowPickupForPlayer](scripting/functions/ShowPickupForPlayer)
-- [HidePickupForPlayer](scripting/functions/HidePickupForPlayer)
-- [IsPickupHiddenForPlayer](scripting/functions/IsPickupHiddenForPlayer)
-- [IsMenuDisabled](scripting/functions/IsMenuDisabled)
-- [IsMenuRowDisabled](scripting/functions/IsMenuRowDisabled)
-- [GetMenuColumns](scripting/functions/GetMenuColumns)
-- [GetMenuItems](scripting/functions/GetMenuItems)
-- [GetMenuPos](scripting/functions/GetMenuPos)
-- [GetMenuColumnWidth](scripting/functions/GetMenuColumnWidth)
-- [GetMenuColumnHeader](scripting/functions/GetMenuColumnHeader)
-- [GetMenuItem](scripting/functions/GetMenuItem)
-- [IsValid3DTextLabel](scripting/functions/IsValid3DTextLabel)
-- [Is3DTextLabelStreamedIn](scripting/functions/Is3DTextLabelStreamedIn)
-- [Get3DTextLabelText](scripting/functions/Get3DTextLabelText)
-- [Get3DTextLabelColor](scripting/functions/Get3DTextLabelColor)
-- [Get3DTextLabelPos](scripting/functions/Get3DTextLabelPos)
-- [Set3DTextLabelDrawDistance](scripting/functions/Set3DTextLabelDrawDistance)
-- [Get3DTextLabelDrawDistance](scripting/functions/Get3DTextLabelDrawDistance)
-- [Get3DTextLabelLOS](scripting/functions/Get3DTextLabelLOS)
-- [Set3DTextLabelLOS](scripting/functions/Set3DTextLabelLOS)
-- [Set3DTextLabelVirtualWorld](scripting/functions/Set3DTextLabelVirtualWorld)
-- [Get3DTextLabelVirtualWorld](scripting/functions/Get3DTextLabelVirtualWorld)
-- [Get3DTextLabelAttachedData](scripting/functions/Get3DTextLabelAttachedData)
-- [IsValidPlayer3DTextLabel](scripting/functions/IsValidPlayer3DTextLabel)
-- [GetPlayer3DTextLabelText](scripting/functions/GetPlayer3DTextLabelText)
-- [GetPlayer3DTextLabelColor](scripting/functions/GetPlayer3DTextLabelColor)
-- [GetPlayer3DTextLabelPos](scripting/functions/GetPlayer3DTextLabelPos)
-- [SetPlayer3DTextLabelDrawDist](scripting/functions/SetPlayer3DTextLabelDrawDist)
-- [GetPlayer3DTextLabelDrawDist](scripting/functions/GetPlayer3DTextLabelDrawDist)
-- [GetPlayer3DTextLabelLOS](scripting/functions/GetPlayer3DTextLabelLOS)
-- [SetPlayer3DTextLabelLOS](scripting/functions/SetPlayer3DTextLabelLOS)
-- [GetPlayer3DTextLabelVirtualW](scripting/functions/GetPlayer3DTextLabelVirtualW)
-- [GetPlayer3DTextLabelAttached](scripting/functions/GetPlayer3DTextLabelAttached)
-- [GetVehicleSpawnInfo](scripting/functions/GetVehicleSpawnInfo)
-- [SetVehicleSpawnInfo](scripting/functions/SetVehicleSpawnInfo)
-- [GetVehicleColor](scripting/functions/GetVehicleColor)
-- [GetVehiclePaintjob](scripting/functions/GetVehiclePaintjob)
-- [GetVehicleInterior](scripting/functions/GetVehicleInterior)
-- [GetVehicleNumberPlate](scripting/functions/GetVehicleNumberPlate)
-- [SetVehicleRespawnDelay](scripting/functions/SetVehicleRespawnDelay)
-- [GetVehicleRespawnDelay](scripting/functions/GetVehicleRespawnDelay)
-- [GetVehicleTower](scripting/functions/GetVehicleTower)
-- [GetVehicleCab](scripting/functions/GetVehicleCab)
-- [GetVehicleOccupiedTick](scripting/functions/GetVehicleOccupiedTick)
-- [HasVehicleBeenOccupied](scripting/functions/HasVehicleBeenOccupied)
-- [IsVehicleOccupied](scripting/functions/IsVehicleOccupied)
-- [GetVehicleRespawnTick](scripting/functions/GetVehicleRespawnTick)
-- [IsVehicleDead](scripting/functions/IsVehicleDead)
-- [ToggleVehicleSirenEnabled](scripting/functions/ToggleVehicleSirenEnabled)
-- [IsVehicleSirenEnabled](scripting/functions/IsVehicleSirenEnabled)
-- [GetVehicleModelCount](scripting/functions/GetVehicleModelCount)
-- [GetVehicleLastDriver](scripting/functions/GetVehicleLastDriver)
-- [GetVehicleDriver](scripting/functions/GetVehicleDriver)
-- [GetVehicleModelsUsed](scripting/functions/GetVehicleModelsUsed)
-- [GetVehicleSirenState](scripting/functions/GetVehicleSirenState)
-- [GetVehicleLandingGearState](scripting/functions/GetVehicleLandingGearState)
-- [GetVehicleHydraReactorAngle](scripting/functions/GetVehicleHydraReactorAngle)
-- [GetVehicleTrainSpeed](scripting/functions/GetVehicleTrainSpeed)
-- [GetVehicleMatrix](scripting/functions/GetVehicleMatrix)
-- [GetActorSkin](scripting/functions/GetActorSkin)
-- [SetActorSkin](scripting/functions/SetActorSkin)
-- [GetActorSpawnInfo](scripting/functions/GetActorSpawnInfo)
-- [GetActorAnimation](scripting/functions/GetActorAnimation)
-- [ToggleChatTextReplacement](scripting/functions/ToggleChatTextReplacement)
-- [ChatTextReplacementToggled](scripting/functions/ChatTextReplacementToggled)
-- [GetAvailableClasses](scripting/functions/GetAvailableClasses)
-- [GetPlayerClass](scripting/functions/GetPlayerClass)
-- [EditPlayerClass](scripting/functions/EditPlayerClass)
-- [GetWeaponSlot](scripting/functions/GetWeaponSlot)
-- [ClearBanList](scripting/functions/ClearBanList)
-- [IsBanned](scripting/functions/IsBanned)
-- [IsValidNickName](scripting/functions/IsValidNickName)
-- [AllowNickNameCharacter](scripting/functions/AllowNickNameCharacter)
-- [IsNickNameCharacterAllowed](scripting/functions/IsNickNameCharacterAllowed)
-- [AddServerRule](scripting/functions/AddServerRule)
-- [SetServerRule](scripting/functions/SetServerRule)
-- [IsValidServerRule](scripting/functions/IsValidServerRule)
-- [RemoveServerRule](scripting/functions/RemoveServerRule)
-- [SendClientMessageToAllf](scripting/functions/SendClientMessageToAllf)
-- [GameTextForAllf](scripting/functions/GameTextForAllf)
-- [SendPlayerMessageToAllf](scripting/functions/SendPlayerMessageToAllf)
-- [SendRconCommandf](scripting/functions/SendRconCommandf)
-- [GetRunningTimers](scripting/functions/GetRunningTimers)
-- [GetVehicles](scripting/functions/GetVehicles)
-- [GetPlayers](scripting/functions/GetPlayers)
-- [GetActors](scripting/functions/GetActors)
-- [AllowAdminTeleport](scripting/functions/AllowAdminTeleport)
-- [IsAdminTeleportAllowed](scripting/functions/IsAdminTeleportAllowed)
-- [AllowInteriorWeapons](scripting/functions/AllowInteriorWeapons)
-- [AreInteriorWeaponsAllowed](scripting/functions/AreInteriorWeaponsAllowed)
-- [AreAllAnimationsEnabled](scripting/functions/AreAllAnimationsEnabled)
-- [EnableAllAnimations](scripting/functions/EnableAllAnimations)
-- [GetWeather](scripting/functions/GetWeather)
-
-**Ðови callback-ови:**
-
-- [OnPlayerEnterGangZone](scripting/callbacks/OnPlayerEnterGangZone)
-- [OnPlayerLeaveGangZone](scripting/callbacks/OnPlayerLeaveGangZone)
-- [OnPlayerClickGangZone](scripting/callbacks/OnPlayerClickGangZone)
-- [OnPlayerEnterPlayerGangZone](scripting/callbacks/OnPlayerEnterPlayerGangZone)
-- [OnPlayerLeavePlayerGangZone](scripting/callbacks/OnPlayerLeavePlayerGangZone)
-- [OnPlayerClickPlayerGangZone](scripting/callbacks/OnPlayerClickPlayerGangZone)
-- [OnPickupStreamIn](../scripting/callbacks/OnPickupStreamIn)
-- [OnPickupStreamOut](../scripting/callbacks/OnPickupStreamOut)
-- [OnPlayerPickUpPlayerPickup](../scripting/callbacks/OnPlayerPickUpPlayerPickup)
-- [OnPlayerPickupStreamIn](../scripting/callbacks/OnPlayerPickupStreamIn)
-- [OnPlayerPickupStreamOut](../scripting/callbacks/OnPlayerPickupStreamOut)
-
-
diff --git a/docs/translations/sr/client/ClientCommands.md b/docs/translations/sr/client/ClientCommands.md
deleted file mode 100644
index 4238a845ce6..00000000000
--- a/docs/translations/sr/client/ClientCommands.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: "Клијент Команде"
-descripion: ЛиÑта Ñвих команди за клијент.
----
-
-| Команда | ДеÑкрипција |
-| -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| /quit (/q) | Ова команда говори Ñама по Ñеби, излази из игре. Такође можете кориÑтити /q, то је иÑта команда, Ñамо Ñкраћена. |
-| /save | /save је највероватније најчешће коришћена подразумевана команда, и вероватно најкориÑнија. Када упишете /save, ваша тренутна локација је Ñачувана у savedpositions.txt фајлу који Ñе налази у директоријуму ваших кориÑничких датотека, који можете кориÑтити у Ñкриптама. |
-| /rs | /rs (Raw Save) је као /save, али ова команда чува Ñамо вашу тренутну позицију и угао окретања у фајлу rawpositions.txt који Ñе налази у директоријуму ваших кориÑничких датотека. Ðе чувају Ñе додатне информације попут клаÑе и оружја. |
-| /interior | Делимично важна команда као /save, ова команда проÑто приказује тренутни ентеријер у ћаÑкању (in chat). |
-| /fpslimit | Ова команда поÑтавља ограничење вашем FPS-у (Frames Per Second) за вашу игру. Што је веће ограничење, ваша игра је више глатка. Ðема ефекта ако је могућноÑÑ‚ за ограничење иÑкључено у графичким опцијама. Ограничење може бити поÑтављено између 20 и 90. |
-| /pagesize | /pagesize Ñлужи за одабир броја линија за ћаÑкање (for chat) које ће Ñе приказати. Ово може бити Ñве од 10 до 20 линија. Pagesize је 10 подразумевано. |
-| /headmove | Ова команда ће омогућити/онемогућити покрете главе играча, међутим њима Ñе рукује локално, тако да ће други играчи и даље видети како Ñе ваша глава помера. |
-| /timestamp | Ова команда ће приказати/Ñакрити време поред Ñвих порука у ћаÑкању (in chatbox). Приказано време је време рачунара, а не Ñервера. |
-| /dl | DL означава ознаке за отклањање грешака. Ова команда пребацује ознаке за отклањање грешака на возилима, које приказују ID возила, модел, здравље, да ли је возило унапред оптерећено, удаљеноÑÑ‚ од играча, приколицу, раÑположива меÑта, тренутну позицију и положај мријеÑта (spawn position). |
-| /nametagstatus | Када је омогућена (што је подразумевано), играчи ће видети малу икону пешчаног Ñата поред ознаке имена паузираних играча. Ово укључује минимизирање (alt-tab), мени за паузу (ESC), изгубљену везу (crash/timeout) и када правите Ñнимке екрана који замрзавају игру више од 3 Ñекунде. |
-| /mem | Приказује тренутну количину коришћења меморије. (Иако Ñе обично Ñамо штампа 128 MB.) |
-| /audiomsg | Омогућава/онемогућава поруку која Ñе штампа када Ñе URL Ñтримује на клијенту. |
-| /fontsize | Мења величину фонта UI-a (chat, dialogs etc.). Важећа величина фонта је од -3 до 5. |
-| /ctd | Ова команда је додата у SA-MP 0.3.7 RC2 верзији. Омогућава клијенту отклањање грешака циља камере играча. |
-| /rcon | Више повезано Ñа Ñервером него Ñа клијентом. Ова команда Ñе кориÑти за извршавање RCON команди. RCON је уграђени ÑиÑтем админиÑтрације. RCON означава за [Remote Control](../server/ControllingServer#using-rcon). |
-| /hudscalefix | Ова команда је додата у SA-MP 0.3.7 R3. Омогућава/онемогућава поправку Ñкале радара, тако да Ñе радар у игри боље Ñкалира у широким резолуцијама (тј. без више 'јaja за проналажење'). Ово подешава 'nohudscale' опцију у sa-mp.cfg. |
-## Фајл sa-mp.cfg
-
-| Опција | ДеÑкрипција |
-|-----------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| pagesize | Види /pagesize. |
-| fpslimit | Види /fpslimit. |
-| disableheadmove | Види /headmove. |
-| timestamp | Види /timestamp. |
-| ime | Ово контролише да ли ÑƒÐ½Ð¾Ñ Ñƒ прозору за ћаÑкање подржава IME (Input Method Editor) текÑтуално уређивање и пребацивање језика. 1 омогућава IME, 0 онемогућава. |
-| audiomsgoff | Види /audiomsg. |
-| multicore | Прелази на то да ли SA-MP клијент кориÑти више CPU језгара приликом рада. Подразумевано је 1 (КОРИСТИ више CPU језгара). ПодеÑите на 0 ако имате проблема Ñа мишем. |
-| directmode | Ово омогућава играчима Ñа проблемима у цртању текÑта у ћаÑкању да кориÑте Ñпорији директан режим рендеровања текÑта на екрану. 0 за онемогућавање, 1 за омогућавање. |
-| audioproxyoff | Ðко је ова опција подешена на 1, и ако је поÑтављен прокÑи Ñервер у вашим Windows Internet Options, прокÑи неће бити коришћен приликом репродукције аудио Ñтримова у SA-MP. |
-| nonametagstatus | Види /nametagstatus. |
-| fontface | Омогућава вам да промените фонт у ћаÑкању, дијалозима и табли Ñа резултатима. Ðа пример, fontface="Comic Sans MS". Ðема званичну подршку и може изазвати проблеме. |
-| fontweight | Ова опција прелази да ли је фонт у ћаÑкању подебљан или не. 0 = ПОДЕБЉÐÐ (подразумевано), а 1 = ÐОРМÐЛÐÐ. |
-| nohudscale | Ова опција је додата у 0.3.7 R3. Види /hudscalefix. |
-
diff --git a/docs/translations/sr/client/CommonClientIssues.md b/docs/translations/sr/client/CommonClientIssues.md
deleted file mode 100644
index 795283afb33..00000000000
--- a/docs/translations/sr/client/CommonClientIssues.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: Уобичајени проблеми Ñа клијентом
----
-
-### Добијате грешку "San Andreas cannot be found" (San Andreas није пронађен).
-
-San Andreas Multiplayer **није** ÑамоÑтални програм! Додаје multiplayer функцију у San Andreas, и Ñтога вам је потребан GTA San Andreas за рачунар - такође мора бити EU/US v1.0, друге верзије као што Ñу v2.0 или Steam и Direct2Drive верзије неће радити. [Кликните овде да преузмете закрпу за Ñмањење верзије вашег GTA: SA на 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-### Ðе могу да видим никакве Ñервере у SA:MP прегледачу
-
-SA:MP прегледач не ради. Преузмите нови [open.mp launcher](https://github.com/openmultiplayer/launcher/releases/latest).
-Ðко и даље не видите Ñервере, морате дозволити open.mp приÑтуп преко вашег Windows Firewall-a. ÐажалоÑÑ‚, због великог броја доÑтупних Ñофтвера за WF, не можемо пружити даљу подршку у том погледу - препоручујемо да погледате веб Ñајт произвођача или покушате Ñа Google претрагом. Такође, уверите Ñе да имате најновију Ñтабилну верзију open.mp!
-
-### Покрене ми Ñе GTA:SA умеÑто SA:MP-a
-
-:::warning
-
-Ðе би требало да видите опције за singeplayer (нова игра, учитај игру, итд) - SA:MP
-би требало да Ñе учита ÑамоÑтално и да не приказује ове опције. Ðко видите "нова игра", singeplaer Ñе учитао, а не San Andreas Multiplayer.
-
-:::
-
-Singeplayer Ñе може учитати из два разлога: инÑталирали Ñте SA:MP
-у погрешни директоријум или имате погрешну верзију San Andreas-а. Ðко имате погрешну верзију, можете Ñмањити верзију ваше игре кориÑтећи GTA San Andreas закрпу за Ñмањење. Кликните [овде](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) да биÑте је преузели.
-
-Понекад ће бити приказан мени за singeplayer, али ће SA:MP
-заправо бити иÑправно учитан. Да биÑте решили овај проблем, једноÑтавно изаберите неку Ñтавку у менију, а затим притиÑните таÑтер Escape да биÑте изашли из њега. SA:MP
-ће Ñе онда наÑтавити учитавати.
-
-### Добијам "Unacceptable Nickname" када Ñе повезујем на Ñервер
-
-Уверите Ñе да не кориÑтите никакве забрањене карактере у вашем имену (корÑитите 0-9, a-z, \[\], (), \$, @, ., \_ и = Ñамо), и да ваше име не прелази 20 карактера. Ово такође може бити узроковано ако је играч на Ñерверу Ñа иÑтим именом као ваше (што Ñе може догодити ако Ñе брзо поново повежете на Ñервер након што Ñте Ñе иÑкључили или Ñе Ñрушили). Windows Ñервер који покреће SA:MP
-Ñа временом рада већим од 50 дана понекад може узроковати ову грешку.
-
-### Екран Ñе зауÑтавља на "Connecting to IP:Port..."
-
-Сервер може бити офлајн, или ако не можете да Ñе повежете на било који Ñервер, иÑкључите ваш ватрозид и проверите да ли ради. Ðко ради, мораћете да поново конфигуришете ваш ватрозид. Такође, може бити да кориÑтите заÑтарелу верзију SA-MP-а - нове верзије можете пронаћи [овде](https://sa-mp.mp/downloads/).
-
-### Имам модификовану верзију GTA: San Andreas и SA:MP Ñе не учитава
-
-Ðко Ñе не учитава, уклоните ваше модификације.
-
-### Када покренем GTA Ñа SA:MP-ом, неће Ñе покренути.
-
-Избришите датотеку gta_sa.set из ваше фаÑцикле Ñа кориÑничким датотекама и уверите Ñе да немате никакве хакове/модификације.
-
-### Игра Ñе Ñруши када возило екÑплодира.
-
-Ðко имате 2 монитора, поÑтоје 3 начина да решите овај проблем:
-
-1. ИÑкључите други монитор када играте SA-MP. (Можда није најбоља опција ако желите да имате монитор укључен.)
-2. ПоÑтавите квалитет Visual FX на низак. (Esc > Options > Display Setup > Advanced)
-3. Промените име фаÑцикле GTA San Andreas (нпр. на "GTA San Andreas2"). (Ово чеÑто помаже, али понекад може преÑтати да функционише, па ћете можда морати да је промените на неко друго име.)
-
-### Мој миш не ради након што изађем из паузе менија.
-
-Ðко Ñе чини да вам миш није реаговао у игри док (делимично) ради у паузи менију, требало би да иÑкључите опцију више језгара у [sa-mp.cfg](ClientCommands#file-sa-mpcfg "Sa-mp.cfg") (поÑтавите на 0). ÐепреÑтано тапкање таÑтера Escape док миш поново не почне да реагује такође може помоћи, али то није најбоље решење.
-
-### Датотека dinput8.dll недоÑтаје.
-
-Ово Ñе можда дешава када DirectX није иÑправно инÑталиран, покушајте да га поново инÑталирате - не заборавите да поново покренете ваш рачунар. Ðко Ñе проблем и даље јавља, идите на C:\\Windows\\System32 и копирајте dinput.dll датотеку у коренÑку фаÑциклу вашег GTA San Andreas. То би требало да реши проблем.
-
-### Ðе могу да видим имена других играча!
-
-Молим Ð²Ð°Ñ Ð´Ð° имате у виду да неки Ñервери могу имати глобално онемогућене имена играча. У Ñупротном, овај проблем Ñе чеÑто јавља на рачунарима Ñа Intel HD интегриÑаним графичким процеÑорима (који ниÑу заправо намењени за играње игара). ÐажалоÑÑ‚, тачан узрок је непознат и тренутно не поÑтоји универзално решење. Дугорочно решење било би да инÑталирате поÑебну графичку картицу у ваш рачунар, ако је то могуће и ако вам буџет дозвољава.
diff --git a/docs/translations/sr/client/CrashAddresses.md b/docs/translations/sr/client/CrashAddresses.md
deleted file mode 100644
index b1c846f5dfb..00000000000
--- a/docs/translations/sr/client/CrashAddresses.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: Креш адреÑе
----
-
-ИÑпод је табела Ñа неким уобичајеним адреÑама пада ÑиÑтема, које можете кориÑтити да помогнете у праћењу проблема и Ñпречите његово појављивање у будућноÑти.
-У већини Ñлучајева, падови клијента Ñе дешавају због проблема у Ñкрипти. Ипак, вреди напоменути да је SA:MP Ð´Ð°Ð½Ð°Ñ Ð¿Ñ€Ð¸Ð»Ð¸Ñ‡Ð½Ð¾ Ñтабилан.
-
-## ÐдреÑе пада клијента
-
-| УЧЕСТÐЛОСТ | ÐДРЕСР| УЗРОК | РЕШЕЊЕ |
-| --------- | ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Ретко | 0x00000000 | СÐМП Ñе не инÑталира. | Поново инÑталирај игру, увери Ñе да Ñинглплејер ради. Ðко имаш инÑталиране модове, уклони их. |
-| Ретко | 0x006E3D17 | Проблем везан за Ñкин. ЧеÑто Ñе дешава када Ñе мења Ñкин играча који је у возилу или тек улази/излази из њега. | Увери Ñе да је играч на ногама пре него што мењаш његов Ñкин. |
-| Ретко | 0x0058370A | Тешко је пратити. Изгледа да је проблем везан за возило/камеру. Појављује Ñе када Ñкрипта покуша да убаци играча у возило, али возило у које Ñе играч телепортује још није доÑтупно и/или рендеровано у Ñвету. | Сачекај неколико Ñтотина милиÑекунди пре него што телепортујеш играча у новокреирано возило. Још једно решење је коришћење SetCameraBehindPlayer пре телепортације у возило. |
-| Ретко | 0x0040F64C |Проблем у Windows 7/Vista у вези Ñа дозволама. Проблем је у инÑталер верзији коју кориÑти SA
-клијент. | Ðжурирај SAMP на 0.3.7. Ðко Ñе проблем и даље јавља, преименуј Ñвој GTASA директоријум. |
-| Ретко | 0x0059F8B4 | Дође до грешке када клијент не уÑпе да учита SA објекте. Обично је проблем у некој битној датотеци, као што је samp.img, која недоÑтаје. | Поново инÑталирај клијент. Покушај да покренеш инÑталер као админиÑтратор ако кориÑтиш Windows Vista/7. |
-| Ретко | 0x00746929 ИЛИ 0x0081214A | Лоше конфигуриÑана подешавања клијента. | Стопирај "gta_sa.exe" кориÑтећи Task Manager. |
-| ЧеÑто | 0x007F0BF7 | Проблем везан за надоградње возила. ЧеÑто је узрок када Ñервер покуша да Ñтави неважећу надоградњу на возило (нпр. NOS или Ñпојлери на мотору). Други узроци могу бити лоше клијентÑке модификације возила. | Ðа форумима поÑтоји неколико Ñкрипти Ñа провером грешака у вези овог проблема. |
-| ЧеÑто | 0x00544BC8 | Проблем везан за објекте. Типично Ñе дешава када Ñе превише објеката приказује клијенту, тј. више него што може да поднеÑе. | Практично решење може бити коришћење хендлера за објекте/Ñтримера. Многи Ñтримери на форумима имају конфигурационе поÑтавке које Ñмањују макÑималан број видљивих објеката за играча у било ком тренутку. |
-| ЧеÑто | 0x00415D47 ИЛИ 0x00536DF4 | Проблем везан за текÑтуре објеката. Типично Ñе јавља када је учитано превише текÑтура објеката за клијент. | Проблем на ниÑком нивоу који је тешко пратити и поправити. МиÑлим да је на неки начин везан за колизије. Појављује Ñе наÑумично, у завиÑноÑти од објекта. Покушај да уклониш групе објеката и кориÑти Ð¿Ñ€Ð¾Ñ†ÐµÑ ÐµÐ»Ð¸Ð¼Ð¸Ð½Ð°Ñ†Ð¸Ñ˜Ðµ да утврдиш који објекти изазивају проблем и уклони их из режима. |
-| Ретко | 0x593C6F | Када је број објеката пљачке (које покупиш док пљачкаш кућу) превелик. | Смањи број објеката пљачке. |
-
-## Кодови упозорења у чету.
-
-| ПОРУКЕ | УЗРОК | РЕШЕЊЕ |
-| -------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------ |
-| Exception 0xC0000005 at 0x5E5815 | Тешко је пратити. Метода на коју ова адреÑа указује ради многе Ñтвари. Она обрађује мешање анимација у завиÑноÑти од површине на којој пешак Ñтоји, а затим Ñе бави звуком, и позива Ñе одмах након функције која даје оружја... Можда Ñе овде деÑило да Ñе неки догађај изазван Ñкриптом догодио тачно у тренутку када Ñи улазио у возило (нпр. добијање оружја, телепортација или нешто Ñлично). | - |
-| Exception 0x0000005 at 0x534134 | Проблем Ñа нивоима приÑтупа у Windows 7 / Vista | Покретање SA:MP-а као админиÑтратора изгледа да решава проблем. |
-| Exception 0xC0000005 at 0x544BC8 | Погледај 0x00544BC8 | Погледај 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | Погледај 0x00544BC8 | Погледај 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | Ðеправилна надоградњa на возилу. | ИнÑталирали Ñте модификације возила (Handling, vehicles), јер SA
-не учитава ваш Handling.cfg и Vehicles.ide. Ðко подеÑите подешавања, могли биÑте возити брже од оÑталих, што би било неправедно, па Ñе подешавања учитавају из изворног SA:MP-а админиÑтратора. Укратко, SAMP неће учитати ваша модификована подешавања возила. |
-| Exception At Address: 0x0040FB80 | ЧеÑÑ‚ пад на Windows 7 x64 рачунарима. Дешава Ñе када га покренете у режиму компатибилноÑти за Windows 2000, Windows XP или Windows Vista (било који service pack). | Онемогућите компатибилноÑÑ‚ и покрените gta_sa.exe као админиÑтратор. |
-| Exception At Address:0x0071A708 | Ðепознат | Онемогућавање Legend-а у Options > Display Options. |
-| Exception at Address: 0x004DFE92 | Оштећена подешавања | Избришите ваш gta_sa.set фајл у фолдеру Documents. |
diff --git a/docs/translations/sr/client/_.md b/docs/translations/sr/client/_.md
deleted file mode 100644
index 6c819fd54bb..00000000000
--- a/docs/translations/sr/client/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Client
-description: Ова категорија Ñадржи информације о карактериÑтикама и подршци SA-MP клијента.
----
-
-Ова категорија Ñадржи информације о карактериÑтикама и подршци SA-MP клијента.
diff --git a/docs/translations/sr/client/meta/Contributing.md b/docs/translations/sr/client/meta/Contributing.md
deleted file mode 100644
index 6a68435f10c..00000000000
--- a/docs/translations/sr/client/meta/Contributing.md
+++ /dev/null
@@ -1,221 +0,0 @@
----
-title: ДопринеÑи
-description: Како допринети SA-MP Wiki и open.mp документацији.
----
-
-Овај извор документације је отворен за Ñвакога ко жели да допринеÑе променама! Све што вам је потребно је [GitHub](https://github.com) налог и мало Ñлободног времена. Чак не морате ни да знате Git, Ñве можете да урадите преко веб интерфејÑа!
-
-Ðко желите да помогнете у одржавању одређеног језика, отворите PR над [`CODEOWNERS`](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) фајлом и додајте ред за директоријум вашег језика Ñа вашим кориÑничким именом.
-
-## Измена Ñадржаја
-
-Ðа Ñвакој Ñтраници поÑтоји дугме које Ð²Ð°Ñ Ð²Ð¾Ð´Ð¸ до GitHub Ñтранице за уређивање:
-
-
-
-Ðа пример, кликом на ово на [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) води Ð²Ð°Ñ Ð´Ð¾ [ове](https://github.com/openmultiplayer/web/blob/master/docs/scripting/functions/SetVehicleAngularVelocity.md) Ñтранице на којој можете да направите измене у фајлу (под уÑловом да Ñте пријављени на GitHub).
-
-Извршите Ñвоје измене и поднеÑите "Pull Request", што значи да ће админиÑтратори викија и оÑтали чланови заједнице моћи да прегледају вашу промену, раÑправљају о томе да ли Ñу потребне додатне промене и затим Ñпоје вашу измену.
-
-## Додавање новог Ñадржаја
-
-Додавање новог Ñадржаја је мало захтевно. То можете урадити на 2 начина:
-
-### Гитхуб интерфејÑ
-
-Када прегледате директоријум на GitHub-у, у горњем деÑном углу лиÑте фајлова налази Ñе дугме „Add file“ (Додај фајл).
-
-
-
-Можете или да отпремите већ напиÑан Markdown фајл или да га директно напишете у GitHub текÑтуалном уређивачу.
-
-Фајл мора имати екÑтензију `.md` и мора да Ñадржи Markdown. За више информација о Markdown-у погледајте овај [водич](https://guides.github.com/features/mastering-markdown/).
-
-Once that's done, hit "Propose new file" and a Pull Request will be opened for review.
-
-### Гит
-
-Ðко желите да кориÑтите Git, Ñве што треба да урадите је да клонирате Wiki репозиторијум помоћу:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-Отворите га у Ñвом омиљеном уређивачу. Препоручујем Visual Studio Code, јер пружа одличне алате за уређивање и форматирање Markdown фајлова. Као што можете видети, пишем ово у Visual Studio Code-у!
-
-
-
-Препоручујем два додатка како биÑте побољшали Ñвоје иÑкуÑтво:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint)од David Anson-а - овај додатак оÑигурава да је ваш Markdown иÑправно форматиран. Спречава одређене ÑинтакÑичке и Ñемантичке грешке. ÐиÑу Ñва упозорења важна, али нека могу побољшати читљивоÑÑ‚. КориÑтите најбољу процену, а ако ниÑте Ñигурни, конÑултујте рецензента!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) од Prettier.js тима - ово је форматер који аутоматÑки форматира ваш Markdown тако да Ñви фајлови кориÑте доÑледан Ñтил. Wiki репозиторијум има одређена подешавања у Ñвом `package.json`, која би додатак требало аутоматÑки да примени. Обавезно омогућите опцију „Format On Save“ (Форматирање при чувању) у подешавањима уређивача, како би ваши Markdown фајлови били аутоматÑки форматирани Ñваки пут када их Ñачувате!
-
-## Белешке, Ñавети и конвенције
-
-### Интерни линкови
-
-Ðе кориÑтите апÑолутне URL-ове за линкове унутар Ñајта. КориÑтите релативне путеве.
-
-- âŒ
-
- ```md
- КориÑти Ñе Ñа [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- КориÑти Ñе Ñа [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` значи „иди један директоријум горе“, па ако је фајл који уређујете унутар директоријума `functions`, а линкујете ка `callbacks`, кориÑтите `../` да Ñе вратите на `scripting/`, затим `callbacks/` да уђете у директоријум callbacks, а затим име фајла (без `.md`) за callback који желите да линкујете.
-
-### Слике
-
-Слике Ñе Ñмештају у поддиректоријум унутар `/static/images`. Када линкујете Ñлику помоћу `![]()`, кориÑтите `/images/` као оÑновни пут (без `static`, јер је то Ñамо за репозиторијум).
-
-Ðко ниÑте Ñигурни, погледајте неку другу Ñтраницу која кориÑти Ñлике и копирајте како је то тамо урађено.
-
-### Metadata
-
-### Метадата
-
-Прва Ñтвар у _било ком_ документу овде треба да буду метаподаци:
-
-```mdx
----
-title: Моја документација
-description: Ово је Ñтрана о Ñтварима и Ñтварчицама и бургерима, јупи!
----
-```
-
-Свака Ñтрана треба да укључује наÑлов и опиÑ.
-
-За комплетну лиÑту онога што може ићи између `---`, проверите [документацију за ДокуÑоруÑ](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### ÐаÑлови
-
-Ðемојте креирати наÑлов нивоа 1 (``) Ñа `#`, јер Ñе он аутоматÑки генерише. Ваш први наÑлов треба _увек_ да буде `##`.
-
-- âŒ
-
- ```md
- # Мој наÑлов
-
- Ово је документација за ...
-
- # ПодÑекција
- ```
-
-- ✔
-
- ```md
- Ово је документација за ...
-
- ## ПодÑекција
- ```
-
-### КориÑтите `Code` за техничке референце
-
-Када пишете паÑÑƒÑ ÐºÐ¾Ñ˜Ð¸ Ñадржи имена функција, бројеве, изразе или било шта што није Ñтандардни пиÑани језик, окружите их Ñа \`обратним апоÑтрофима\`. Ово олакшава раздвајање опиÑног језика од техничких елемената као што Ñу имена функција и делови кода.
-
-- âŒ
-
- > Функција fopen ће вратити вредноÑÑ‚ Ñа ознаком типа File:, нема проблема на тој линији јер Ñе вредноÑÑ‚ чува у променљивој такође Ñа ознаком File: (приметите да Ñу Ñлучајеви иÑти). Међутим, на Ñледећој линији Ñе вредноÑти 4 додаје хендлу фајла. 4 нема ознаку [...]
-
-- ✔
-
- > Функција `fopen` ће вратити вредноÑÑ‚ Ñа ознаком типа `File`:, нема проблема на тој линији јер Ñе вредноÑÑ‚ чува у променљивој такође Ñа ознаком `File`: (приметите да Ñу Ñлучајеви иÑти). Међутим, на Ñледећој линији Ñе вредноÑти `4` додаје хендлу фајла. `4` нема ознаку.
-
-У горњем примеру, `fopen` је име функције, а не енглеÑка реч, па њено окружење Ñа `code` маркерима помаже у разликовању од другог Ñадржаја.
-
-Такође, ако Ñе паÑÑƒÑ Ð¾Ð´Ð½Ð¾Ñи на блок пример кода, ово помаже читаоцу да повезује речи Ñа примером.
-
-### Табеле
-
-Ðко табела има наÑлове, они иду у горњи део:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ------------------------------------ |
- | Health | Engine Status |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (will explode seconds later) |
- ```
-
-- ✔
-
- ```md
- | Health | Engine Status |
- | ------- | ------------------------------------ |
- | 650 | Undamaged |
- | 650-550 | White Smoke |
- | 550-390 | Grey Smoke |
- | 390-250 | Black Smoke |
- | < 250 | On fire (will explode seconds later) |
- ```
-
-## Миграција Ñа SA-MP Wiki
-
-Већина Ñадржаја је премештена, али ако наиђете на Ñтрану која недоÑтаје, ево кратког водича за конвертовање Ñадржаја у Markdown.
-
-### Добијање HTML-а
-
-1. Кликните ово дугме:
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. Пређите мишем преко горњег левог дела главне wiki Ñтране, у левом маргину или углу, док не видите `#content`.
-
- 
-
- Или претражите ``
-
- 
-
-3. Copy the inner HTML of that element
-
- 
-
- Сада имате _Ñамо_ HTML код за Ñтварни Ñадржај Ñтранице, што је оно што нам је потребно, и можете га конвертовати у Markdown.
-
-### Конвертовање HTML-а у Markdown
-
-За конвертовање оÑновног HTML-а (без табела) у Markdown кориÑтите:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ Обратите пажњу како је погрешно конвертовао табелу...
-
-### HTML табеле у Markdown табеле
-
-Пошто горњи алат не подржава табеле, кориÑтите овај алат:
-
-https://jmalarcon.github.io/markdowntables/
-
-И копирајте Ñамо `
` елемент:
-
-
-
-### Чишћење
-
-Конверзија вероватно неће бити Ñавршена. Мораћете ручно да иÑправљате неке детаље. ЕкÑтензије за форматирање поменуте изнад могу помоћи у томе, али можда ће ипак бити потребно уложити мало труда.
-
-Ðко немате времена, нема везе! ПоднеÑите незавршен нацрт, па ће неко други наÑтавити где Ñте Ñтали!
-
-## Уговор о лиценцирању
-
-Сви open.mp пројекти имају [Споразум о лиценцирању доприноÑа](https://cla-assistant.io/openmultiplayer/homepage). Ово углавном значи да приÑтајете да ми кориÑтимо ваш рад и Ñтавимо га под лиценцу отвореног кода. Када први пут отворите Pull Request, CLA-Assistant бот ће објавити линк где можете потпиÑати Ñпоразум.
\ No newline at end of file
diff --git a/docs/translations/sr/client/sa-mp.cfg.md b/docs/translations/sr/client/sa-mp.cfg.md
deleted file mode 100644
index b86a91acd11..00000000000
--- a/docs/translations/sr/client/sa-mp.cfg.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: sa-mp.cfg
-description: Конфигурациони фајл SA-MP клијента.
----
-
-## ОпиÑ
-
-`sa-mp.cfg` је конфигурациона датотека клијента која вам омогућава да промените подешавања везана за SA-MP. Ова датотека Ñе налази у вашем фолдеру 'My Documents\\GTA San Andreas User Files\\SAMP', под вашим Windows кориÑничким налогом. Ова датотека Ñе може изменити помоћу текÑтуалног едитора као што је Notepad.
-
-## Подешавања
-
-| Опција | ÐžÐ¿Ð¸Ñ |
-|---------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| **pagesize** | Ово омогућава играчима да подеÑе број редова приказаних у ћаÑкању. Може бити подешено између 10 и 20 редова. Подразумевано је 10 редова. Ова опција може бити подешена у игри кориÑтећи клијентÑку команду /pagesize. |
-| **fpslimit** | Ово омогућава играчима да подеÑе Ñпецифичан [FPS](https://sr.wikipedia.org/wiki/Пуцачина_из_првог_лица"https://sr.wikipedia.org/wiki/Пуцачина_из_првог_лица") лимит, када је опција ограничења фрејмова омогућена у GTA
-менију. Прихваћене вредноÑти Ñу од 20 до 90. Подразумевано подешено од Ñтране SA-MP је 50. Ова опција може бити промењена у игри Ñа клијентÑком командом /fpslimit. |
-| **disableheadmove** | Ова опција контролише да ли Ñе главе играча крећу у Ñмеру у којем гледају. 1 онемогућава покрет главе, 0 омогућава. Ова опција може бити прелазна у игри помоћу клијентÑке команде /headmove. |
-| **timestamp** | Ово омогућава играчима да прикажу локални временÑки жиг поред ћаÑкања. 1 омогућава временÑке жигове, а 0 их онемогућава. Ово Ñе може прелазити у игри кориÑтећи клијентÑку команду /timestamp. |
-| **ime** | Ово контролише да ли ÑƒÐ½Ð¾Ñ Ñ›Ð°Ñкања подржава уређивање текÑта методом уноÑа и прелазак између језика. 1 омогућава IME, 0 онемогућава. |
-| **multicore** | Омогућава да SA-MP клијент кориÑти више CPU језгара током рада. Подразумевано је 1 (КОРИСТИ више CPU језгара). ПодеÑите на 0 ако имате проблема Ñа мишем. |
-| **directmode** | Ово омогућава играчима Ñа проблемима у цртању текÑта у ћаÑкању да кориÑте Ñпорији режим директног цртања текÑта на екран. 0 да онемогућите, 1 да омогућите. |
-| **audiomsgoff** | Ðко је ова опција подешена на 1, никада неће бити приказане поруке 'Audio Stream: \[URL\]' у ћаÑкању када Ñервер репродукује аудио Ñтрим. Ова опција може бити прелазна у игри кориÑтећи клијентÑку команду /audiomsg. |
-| **audioproxyoff** | Ðко је ова опција подешена на 1, и ако је у вашем Windows Internet Options подешен прокÑи Ñервер, прокÑи неће бити кориштен током репродукције аудио Ñтримова у SA-MP. |
-| **nonametagstatus** |Ðко је ова опција подешена на 0, играчи ће видети иконицу пеÑка поред имена других играча када Ñу паузирани. Ово је подразумевано омогућено (0). Ова опција може бити промењена у игри кориÑтећи клијентÑку команду /nametagstatus. |
-| **fontface** | Омогућава вам да промените фонт ћаÑкања, дијалога и табеле Ñа резултатима. тј. _i.e. fontface="Comic Sans MS"_. Ðије званично подржано и може узроковати проблеме. |
-| **fontweight** | Ова опција прелази да ли је ваш фонт ћаÑкања подебљан или не.**0 = ПОДЕБЉÐÐ (подразумевано) и 1 = ÐОРМÐЛÐÐ** |
diff --git a/docs/translations/sr/index.md b/docs/translations/sr/index.md
deleted file mode 100644
index 1c346979246..00000000000
--- a/docs/translations/sr/index.md
+++ /dev/null
@@ -1,17 +0,0 @@
-# SA-MP Вики и open.mp Документација
-
-Добродошли на SA-MP вики, који одржава open.mp тим и шира SA-MP заједница!
-
-Ова веб Ñтраница жели пружити лако доÑтупан и једноÑтаван Ð´Ð¾Ð¿Ñ€Ð¸Ð½Ð¾Ñ Ð¸Ð·Ð²Ð¾Ñ€Ñƒ документације за SA-MP и, напоÑлетку, open.mp.
-
-## SA-MP вики је неÑтао
-
-ÐажалоÑÑ‚, SA-MP Wiki Ñтраница је угашена крајем Ñептембра и вратила Ñе као архива која Ñе не може уређивати.
-
-Потребна је помоћ заједнице да пренеÑемо Ñтари вики Ñадржај у Ñвој нови дом, овде!
-
-Ðко Ñте заинтереÑовани проверите [ову Ñтраницу](/docs/meta/Contributing) за више информација.
-
-Ðко немате иÑкуÑтва Ñа коришћењем GitHub-а или претварањем HTML-а, не брините! Можете нам помоћи тако што ћете Ð½Ð°Ñ Ñамо обавеÑти о проблемима (путем [Discord-a](https://discord.gg/samp), [форума](https://forum.open.mp) или друштвених мрежа) и најважнија Ñтвар: _ширење речи!_ Свакако додајте ову Ñтраницу у ваше bookmarks ознаке и поделите је Ñа Ñвима које познајете и који Ñе питају куда је отишао SA-MP Wiki.
-
-Добродошли Ñу доприноÑи за побољшања документације, као и упуте и водиче за уобичајене задатке попут израде једноÑтавних гамемодова и коришћења заједничких "библиотека" и плугина. Ðко Ñте заинтереÑирани за доприноÑ, крените на [GitHub Ñтраницу](https://github.com/openmultiplayer/web).
diff --git a/docs/translations/sr/scripting/callbacks/OnActorStreamIn.md b/docs/translations/sr/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index 837b9aa0570..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnActorStreamIn
-description: Ова повратна функција је позван када Ñе актор појави у играчевом клијенту.
-tags: ["actor"]
----
-
-
-
-## ОпиÑ
-
-Овај колбек Ñе позове када Ñе актор појави у играчевом клијенту.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | --------------------------------- |
-| actorid | ID актора који Ñе појавио играчу. |
-| forplayerid | ID играча коме Ñе актор појавио. |
-
-## Враћа
-
-Увек Ñе позива први у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actor %d is now streamed in for you.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следећа повратна функција може бити кориÑна, јер је на неки начин повезан Ñа функцијом датом горе.
-
-- [OnActorStreamOut](OnActorStreamOut): Ова повратна функција Ñе позива када клијент играча Ñтримује актора изван домета.
diff --git a/docs/translations/sr/scripting/callbacks/OnActorStreamOut.md b/docs/translations/sr/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index 4cd0431dd9a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnActorStreamOut
-description: Ова повратна функција је позван када Ñе актор преÑтане приказивати у играчевом клијенту.
-tags: ["actor"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција је позвана када Ñе актор преÑтане приказивати у играчевом клијенту.
-
-| Name | Description |
-| ----------- | --------------------------------------------- |
-| actorid | ID актора који Ñе преÑтао приказивати играчу. |
-| forplayerid | ID играча коме Ñе актор преÑтао приказивати. |
-
-## Узвраћања
-
-Увек Ñе позива први у филтерÑкриптама.
-
-## Примери
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Actor %d is now streamed out for you.", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане функције
-
-Следећи callback може бити кориÑан, јер је на неки начин повезан Ñа функцијом датом горе.
-
-- [OnActorStreamIn](OnActorStreamIn): Ова повратна функција Ñе позива када клијент играча Ñтримује актора унутар домета.
diff --git a/docs/translations/sr/scripting/callbacks/OnClientCheckResponse.md b/docs/translations/sr/scripting/callbacks/OnClientCheckResponse.md
deleted file mode 100644
index ec6895a51e4..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnClientCheckResponse.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnClientCheckResponse
-description: Ова повратна функција Ñе позива када Ñе заврши SendClientCheck захтев.
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе заврши `SendClientCheck` захтев.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------- | --------------------------------- |
-| playerid | ID играча који је проверен. |
-| actionid | Тип провере која је извршена. |
-| memaddr | ÐдреÑа која је захтевана. |
-| retndata | Резултат провере. |
-
-## Враћа
-
-Ово Ñе увек прво позива у филтерÑкрипти.
-
-## Примери
-
-```c
-public OnPlayerConnect(playerid)
-{
- SendClientCheck(playerid, 0x48, 0, 0, 2);
- return 1;
-}
-
-public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
-{
- if (actionid == 0x48) // или 72
- {
- print("The player is connecting using the PC client.");
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::warning
-
-**SA:MP Server**: Ова повратна функција Ñе позива Ñамо када Ñе налази у филтер Ñкрипи.
-
-**Open Multiplayer Server**: Ова повратна функција функционише нормално унутар gamemode-a / филтер Ñкрипти.
-
-:::
-
-## Повезане функције
-
-Следећа функција може бити кориÑна, јер је на неки начин повезана Ñа овом повратном функцијом.
-
-- [SendClientCheck](../functions/SendClientCheck): Изврши проверу меморије на клијенту.
-
-## Повезани реÑурÑи
-
-- [opcodes](../resources/opcodes): ID-ови опкода акција и њихова Ñврха.
diff --git a/docs/translations/sr/scripting/callbacks/OnClientMessage.md b/docs/translations/sr/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index 17907752232..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: OnClientMessage
-description: Ова повратна функција је позван када год NPC види клијент поруку (ClientMessage).
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција је позван када год NPC види клијент поруку (ClientMessage). Ово ће увек бити када је [SendClientMessageToAll](../functions/SendClientMessageToAll) функција позвана и Ñваки пут када је [SendClientMessage](../functions/SendClientMessage) позвана NPC-у. Овај callback неће бити позиван када неко каже нешто. За верзију овога погледајте: [NPC:OnPlayerText](OnPlayerText).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------ | ------------------- |
-| color | Боја ClientMessage. |
-| text[] | Порука. |
-
-## Узвраћања
-
-Ова повратна функција не враћа било шта.
-
-## Примери
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"Bank Balance: $0")Â != -1)
- {
- SendClientMessage(playerid, -1, "I am poor :(");
- }
-}
-```
-
-## Повезане повратне функције
-
-Следећа повратна функција може бити кориÑан, јер је на неки начин повезан Ñа функцијом датом горе.
-
-- [OnPlayerText](OnPlayerText): Ова повратна функција Ñе позива Ñваки пут када било ко нешто каже у чету. То укључује било ког играча, било који други NPC, или Ñамог тог NPC-а.
-
diff --git a/docs/translations/sr/scripting/callbacks/OnDialogResponse.md b/docs/translations/sr/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index d59b5002f5a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,198 +0,0 @@
----
-title: OnDialogResponse
-description: Ова повратна функција Ñе позива када играч одговори на дијалог који је приказан коришћењем ShowPlayerDialog, било да кликне на дугме, притиÑне ENTER/ESC, или двоÑтруко кликне на Ñтавку лиÑте (ако кориÑтите дијалог Ñтилa лиÑте).
-tags: ["dialog"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч одговори на дијалог који је приказан коришћењем `ShowPlayerDialog`, било да кликне на дугме, притиÑне ENTER/ESC, или двоÑтруко кликне на Ñтавку лиÑте (ако кориÑтите дијалог Ñтилa лиÑте).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | ----------------------------------------------------------------------------------------------------------------------- |
-| playerid | ID играча који одговара на дијалог. |
-| dialogid | ID дијалога на који је играч одговорио, додељен у ShowPlayerDialog. |
-| response | 1 за леви дугме и 0 за деÑно дугме (ако је приказан Ñамо један дугме, увек 1). |
-| listitem | ID Ñтавке лиÑте коју је играч изабрао (почиње од 0) (Ñамо ако Ñе кориÑти дијалог Ñтилa лиÑте, у Ñупротном ће бити -1). |
-| inputtext[] | ТекÑÑ‚ који је играч унео у улазно поље или текÑÑ‚ изабране Ñтавке лиÑте. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкриптама, па враћање 1 тамо блокира друге филтер Ñкрипте од примања те повратне функције.
-
-## Примери
-
-**DIALOG_STYLE_MSGBOX**
-
-```c
-// Дефинишите ID дијалога како биÑмо могли да обрадимо одговоре.
-#define DIALOG_RULES 1
-
-// У некој команди
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Server Rules", "- No Cheating\n- No Spamming\n- Respect Admins\n\nDo you agree to these rules?", "Yes", "No");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // Ðко Ñу кликнули на 'Да' или притиÑнули ENTER
- {
- SendClientMessage(playerid, COLOR_GREEN, "Thank you for agreeing to the server rules!");
- }
- else // ПритиÑнули ESC или кликнули на отказивање
- {
- Kick(playerid);
- }
- return 1; // Обрадили Ñмо дијалог, па вратите 1. Баш као у OnPlayerCommandText.
- }
-
- return 0; // МОРÐТЕ вратити 0 овде! Баш као у OnPlayerCommandText.
-}
-```
-
-**DIALOG_STYLE_INPUT**
-
-```c
-#define DIALOG_LOGIN 2
-
-// У некој команди
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // Ðко Ñу кликнули на 'Откажи' или притиÑнули ESC
- {
- Kick(playerid);
- }
- else // ПритиÑнули ENTER или кликнули на дугме 'Пријави Ñе'
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "You are now logged in!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "LOGIN FAILED.");
-
- // Поново прикажите дијалог за пријаву
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
- }
- }
- return 1; // Обрадили Ñмо дијалог, па вратите 1. Баш као у OnPlayerCommandText.
- }
-
- return 0; // МОРÐТЕ вратити 0 овде! Баш као у OnPlayerCommandText.
-}
-```
-
-**DIALOG_STYLE_LIST**
-
-```c
-#define DIALOG_WEAPONS 3
-
-// У некој команди
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "Desert Eagle\nAK-47\nCombat Shotgun", "Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Ðко Ñу кликнули на 'Изабери' или двоÑтруко кликнули на оружје
- {
- // Дајте им оружје
- switch (listitem)
- {
- case 0:
- {
- GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Дајте им Desert Eagle
- }
- case 1:
- {
- GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Дајте им AK-47
- }
- case 2:
- {
- GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Дајте им Combat Shotgun
- }
- }
- }
- return 1; // Обрадили Ñмо дијалог, па вратите 1. Баш као у OnPlayerCommandText.
- }
-
- return 0; // МОРÐТЕ вратити 0 овде! Баш као у OnPlayerCommandText.
-}
-```
-
-**DIALOG_STYLE_TABLIST**
-
-```c
-#define DIALOG_WEAPONS 3
-
-// У некој команди
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST, "Weapons",
-"Weapon\tAmmo\tPrice\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"Select", "Close");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // Ðко Ñу кликнули на 'Изабери' или двоÑтруко кликнули на оружје
- {
- // Дајте им оружје
- switch (listitem)
- {
- case 0:
- {
- GivePlayerWeapon(playerid, WEAPON_M4, 120); // Дајте им М4
- }
- case 1:
- {
- GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Дајте им МП5
- }
- case 2:
- {
- GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Дајте им ÐК-47
- }
- }
- }
- return 1; // Обрадили Ñмо дијалог, па вратите 1. Баш као у OnPlayerCommandText.
- }
-
- return 0; // МОРÐТЕ вратити 0 овде! Баш као у OnPlayerCommandText.
-}
-```
-
-## Примери
-
-:::tip
-
-Параметри могу Ñадржати различите вредноÑти, у завиÑноÑти од Ñтила дијалога ([кликните за више примера](../resources/dialogstyles)).
-
-:::
-
-:::tip
-
-Препоручљиво је да кориÑтите функцију switch уколико имате много дијалога.
-
-:::
-
-:::warning
-
-Дијалог играча не неÑтаје када Ñе гамемоде реÑтартује, што узрокује да Ñервер иÑпише "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" ако играч одговори на овај дијалог након реÑтарта.
-
-:::
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [ShowPlayerDialog](../functions/ShowPlayerDialog): Прикажите дијалог играчу.
-- [GetPlayerDialogID](../functions/GetPlayerDialogID): Добите ID дијалога који је тренутно приказан играчу.
-- [GetPlayerDialogData](../functions/GetPlayerDialogData): Добите податке дијалога који је тренутно приказан играчу.
-- [HidePlayerDialog](../functions/HidePlayerDialog): Скријте дијалог који је тренутно приказан играчу.
diff --git a/docs/translations/sr/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/sr/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index 31600f2695a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: OnEnterExitModShop
-description: Ова повратна функција Ñе позива када играч уђе или напуÑти мод шоп.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч уђе или напуÑти мод шоп.
-
-| ИМе | ÐžÐ¿Ð¸Ñ |
-| ---------- | ---------------------------------------------------------------------------- |
-| playerid | ID играча који је ушао или напуÑтио мод шоп. |
-| enterexit | ИнтеријерÑки ID мод шопа у који играч улази (или 0 ако излази). |
-| interiorid | 1 ако је играч ушао или 0 ако је изашао. |
-
-## Враћа
-
-Увек Ñе позива први у филтер Ñкриптама.
-
-## Примери
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // Ðко је enterexit 0, то значи да играч излази
- {
- SendClientMessage(playerid, COLOR_WHITE, "Nice car! You have been taxed $100.");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::warning
-
-Познат bug:
-
-- Играчима Ñе дешава Ñудар када уђу у иÑти мод шоп.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnVehicleMod](OnVehicleMod): Ова повратна функција Ñе позива када Ñе возило модификује.
-- [OnVehicleRespray](OnVehicleRespray): Ова повратна функција Ñе позива када играч изађе из мод шопа, чак и ако боје ниÑу променљене.
-- [OnVehiclePaintjob](OnVehiclePaintjob): Ова повратна функција Ñе позива када играч прегледа боју возила унутар мод шопа.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом
-
-- [IsPlayerInModShop](../functions/IsPlayerInModShop): Провери да ли је играч у мод шопу.
-- [AddVehicleComponent](../functions/AddVehicleComponent): Додај компоненту возилу.
diff --git a/docs/translations/sr/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/sr/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 28feb8c06f0..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnFilterScriptExit
-description: Ова повратна функција Ñе позива када Ñе филтер Ñкрипта иÑкључи (или уклони).
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе филтер Ñкрипта иÑкључи. Позива Ñе Ñамо унутар филтер Ñкрипте који Ñе иÑкључује.
-
-## Примери
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" Moja filterskripta je iskljucena.");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Сличне повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnFilterScriptInit](OnFilterScriptInit): Ова повратна функција Ñе позива када Ñе филтер Ñкрипта учита.
-- [OnGameModeInit](OnGameModeInit): Ова повратна функција Ñе позива када Ñе gamemode покрене.
-- [OnGameModeExit](OnGameModeExit): Ова повратна функција Ñе позива када Ñе gamemode заврши.
diff --git a/docs/translations/sr/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/sr/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index 2e70c3a9c11..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: OnFilterScriptInit
-description: Ова повратна функција Ñе позива када Ñе филтер Ñкрипта иницијализује (учита).
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе филтер Ñкрипта иницијализује (учита). Позива Ñе Ñамо унутар филтер Ñкрипте која Ñе покреће.
-
-## Примери
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("Ova filterskripta je ucitana.");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnFilterSciptExit](OnFilterScriptExit): Ова повратна функција Ñе позива када Ñе филтер Ñкрипта иÑкључи.
-- [OnGameModeInit](OnGameModeInit): Ова повратна функција Ñе позива када Ñе gamemode покрене.
-- [OnGameModeExit](OnGameModeExit): Ова повратна функција Ñе позива када Ñе gamemode заврши.
diff --git a/docs/translations/sr/scripting/callbacks/OnGameModeExit.md b/docs/translations/sr/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index 9375ad1d5d8..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnGameModeExit
-description: Ова повратна функција Ñе позива када Ñе гамемоде заврши, било да је то преко gmx, затварања Ñервера или GameModeExit.
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе гамемод заврши, било да је то преко `gmx`, затварања Ñервера или `GameModeExit`.
-
-## Примери
-
-```c
-public OnGameModeExit()
-{
- print("Gamemode ended.");
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова функција Ñе такође може кориÑтити у филтер Ñкриптi да детектује ако Ñе гамемод промени помоћу RCON команди као што Ñу changemode или gmx, јер промена гамемода не учитава филтер Ñкрипте поново.
-
-:::
-
-:::warning
-
-Када кориÑтите OnGameModeExit у комбинацији Ñа 'rcon gmx' командом у конзоли, имајте на уму да може доћи до потенцијалних грешака на клијенту.
-
-Пример овога је прекомерно коришћење [RemoveBuildingForPlayer](RemoveBuildingForPlayer) током [OnGameModeInit](OnGameModeInit), што може довеÑти до пада клијента. Ова повратна функција ÐЕЋЕ бити позвана ако Ñервер падне или Ð¿Ñ€Ð¾Ñ†ÐµÑ Ð±ÑƒÐ´Ðµ убијен на друге начине, као што је коришћење Linux kill команде или притиÑкање дугмета за затварање на Windows конзоли.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnGameModeInit](OnGameModeInit): Ова повратна функција Ñе позива када Ñе гамемод покрене.
-- [OnFilterScriptInit](OnFilterScriptInit): Ова повратна функција Ñе позива када Ñе филтер Ñкрипта учита.
-- [OnFilterSciptExit](OnFilterScriptExit): Ова повратна функција Ñе позива када Ñе филтер Ñкрипта иÑкључи.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [GameModeExit](../functions/GameModeExit): Ðапушта тренутни гамемоде.
diff --git a/docs/translations/sr/scripting/callbacks/OnGameModeInit.md b/docs/translations/sr/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index 0ad5dd05b92..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: OnGameModeInit
-description: Ова повратна функција Ñе активира када Ñе гамемоде покрене.
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе активира када Ñе гамемоде покрене.
-
-## Примери
-
-```c
-public OnGameModeInit()
-{
- print("Gamemode pokrenut!");
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова функција Ñе такође може кориÑтити у филтер Ñкрипти да детектује ако Ñе гамемод промени помоћу RCON команди као што Ñу changemodе или gmx, јер промена гамемода-а не учитава филтер Ñкрипте поново.
-
-:::
-
-## Повезане повртане функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnGameModeExit](OnGameModeExit): This callback is called when a gamemode ends.
-- [OnFilterScriptInit](OnFilterScriptInit): This callback is called when a filterscript is loaded.
-- [OnFilterSciptExit](OnFilterScriptExit): This callback is called when a filterscript is unloaded.
diff --git a/docs/translations/sr/scripting/callbacks/OnIncomingConnection.md b/docs/translations/sr/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index ff20d4f3c84..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnIncomingConnection
-description: Ова повратна функција Ñе позива када IP адреÑа покуша да Ñе повезе на Ñервер.
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када IP адреÑа покуша да Ñе повезе на Ñервер. Да биÑте блокирали долазне везе, кориÑтите [BlockIpAdress](../functions/BlockIpAddress)
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | -------------------------------------------------- |
-| playerid | ID играча који покушава да Ñе повезе. |
-| ip_address[] | IP адреÑа играча који покушава да Ñе повезе. |
-| port | Порт покушане везе. |
-
-## Враћа
-
-**1** - Спречиће да друге филтер Ñкрипте приме ову повратну функцију.
-
-**0** - Индицира да ће ова повратна функција бити проÑлеђена Ñледећој филтер Ñкрипти.
-
-Увек Ñе позива прва у филтер Ñкриптама.
-
-## Примери
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("Incoming connection for player ID %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerConnect](OnPlayerConnect): Ова повратна функција Ñе позива када Ñе играч повезује на Ñервер.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова повратна функција Ñе позива када Ñе играч диÑконектује Ñа Ñервера.
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Ова повратна функција Ñе позива када играч заврши Ñа преузимањем прилагођених модела.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [BlockIpAddress](../functions/BlockIpAddress): Блокирајте IP адреÑу од повезивања на Ñервер на одређено време.
-- [UnBlockIpAddress](../functions/UnBlockIpAddress): Отклоните блокаду IP адреÑе која је претходно била блокирана.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCConnect.md b/docs/translations/sr/scripting/callbacks/OnNPCConnect.md
deleted file mode 100644
index b7ae03666e3..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCConnect.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCConnect
-description: Ова повратна функција Ñе позива када NPC уÑпешно изврши повезивање на Ñервер.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када NPC уÑпешно изврши повезивање на Ñервер.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | -------------------------------------------------- |
-| myplayerid | ID играча који је додељен NPC-у. |
-
-## Пример
-
-```c
-public OnNPCConnect(myplayerid)
-{
- printf("Uspesno sam se povezao na server sa ID-em %i!", myplayerid);
-}
-```
-
-## Повезане повртане функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnNPCDisconnect](OnNPCDisconnect): Ова повратна функција Ñе позива када Ñе NPC одвеже Ñа Ñервера.
-- [OnPlayerConnect](OnPlayerConnect): Ова повратна функција Ñе позива када Ñе играч повезује на Ñервер.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова повратна функција Ñе позива када играч напуÑти Ñервер.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCDisconnect.md b/docs/translations/sr/scripting/callbacks/OnNPCDisconnect.md
deleted file mode 100644
index 06f33c5a576..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCDisconnect.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCDisconnect
-description: Ова повратна функција Ñе позива када Ñе NPC диÑконектује Ñа Ñервера.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе NPC диÑконектује Ñа Ñервера.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | ------------------------------------------------------- |
-| reason[] | Разлог због којег је бот диÑконектован Ñа Ñервера. |
-
-## Пример
-
-```c
-public OnNPCDisconnect(reason[])
-{
- printf("Disconnected from the server. %s", reason);
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnNPCConnect](OnNPCConnect): Ова повратна функција Ñе позива када NPC уÑпешно изврши повезивање на Ñервер.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова повратна функција Ñе позива када играч напуÑти Ñервер.
-- [OnPlayerConnect](OnPlayerConnect): Ова повратна функција Ñе позива када Ñе играч повезује на Ñервер.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCEnterVehicle.md b/docs/translations/sr/scripting/callbacks/OnNPCEnterVehicle.md
deleted file mode 100644
index be804e67969..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCEnterVehicle.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: OnNPCEnterVehicle
-description: Ова повратна функција Ñе позива када NPC уђе у возило.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када NPC уђе у возило.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------- |
-| vehicleid | ID возила у које је NPC ушао. |
-| seatid | ID Ñедишта које NPC кориÑти. |
-
-## Примери
-
-```c
-public OnNPCEnterVehicle(vehicleid, seatid)
-{
- printf("OnNPCEnterVehicle ID: %d Seat: %d", vehicleid, seatid);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnNPCExitVehicle](OnNPCExitVehicle): Ова повратна функција Ñе позива када NPC напуÑти возило.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCExitVehicle.md b/docs/translations/sr/scripting/callbacks/OnNPCExitVehicle.md
deleted file mode 100644
index d57e1ee7f4a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCExitVehicle.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnNPCExitVehicle
-description: Ова повратна функција Ñе позива када NPC напуÑти возило.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када NPC напуÑти возило.
-
-## Примери
-
-```c
-public OnNPCExitVehicle()
-{
- print("The NPC left the vehicle");
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnNPCEnterVehicle](OnNPCEnterVehicle): Ова повратна функција Ñе позива када NPC уђе у возило.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCModeExit.md b/docs/translations/sr/scripting/callbacks/OnNPCModeExit.md
deleted file mode 100644
index bd7483b046e..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCModeExit.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: OnNPCModeExit
-description: Ова повратна функција Ñе позива када Ñе NPC Ñкрипта иÑкључи.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе NPC Ñкрипта иÑкључи.
-
-
-## Пример
-
-```c
-public OnNPCModeExit()
-{
- print("NPC script unloaded");
- return 1;
-}
-```
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnNPCModeInit](OnNPCModeInit): Ова повратна функција Ñе позива када Ñе NPC Ñкрипт учита.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCModeInit.md b/docs/translations/sr/scripting/callbacks/OnNPCModeInit.md
deleted file mode 100644
index 95164e0473b..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCModeInit.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnNPCModeInit.
-description: Ова повратна функција Ñе позива када Ñе NPC Ñкрипта учита.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе NPC Ñкрипта учита.
-
-## Пример
-
-```c
-public OnNPCModeInit()
-{
- print("NPC script loaded.");
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnNPCModeExit](OnNPCModeExit): Ова повратна функција Ñе позива када Ñе NPC Ñкрипта иÑкључи.
diff --git a/docs/translations/sr/scripting/callbacks/OnNPCSpawn.md b/docs/translations/sr/scripting/callbacks/OnNPCSpawn.md
deleted file mode 100644
index 49ae8e37aea..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnNPCSpawn.md
+++ /dev/null
@@ -1,20 +0,0 @@
----
-title: OnNPCSpawn
-description: Ова повратна функција Ñе позива када Ñе NPC појави.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе NPC појави.
-
-## Пример
-
-```c
-public OnNPCSpawn()
-{
- print("NPC spawned");
- SendChat("Hello World. I'm a bot.");
- return 1;
-}
-```
diff --git a/docs/translations/sr/scripting/callbacks/OnObjectMoved.md b/docs/translations/sr/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index 6384027cf98..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnObjectMoved
-description: Ова повратна функција Ñе позива када Ñе објекат помери након MoveObject (када Ñе зауÑтави Ñа кретањем).
-tags: ["object"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе објекат помери након [MoveObject](../functions/MoveObject) (када Ñе зауÑтави Ñа кретањем).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------- |
-| objectid | ID објекта који је померен. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкриптама.
-
-## Пример
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("Object %d finished moving.", objectid);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-[SetObjectPos](../functions/SetObjectPos) не функционише када Ñе кориÑти у овој повратној функцији. Да биÑте иÑправили, поново креирајте објекат.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerObjectMoved](OnPlayerObjectMoved): Ова повратна функција Ñе позива када објекат играча преÑтане да Ñе креће.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [MoveObject](../functions/MoveObject): Померите објекат.
-- [MovePlayerObject](../functions/MovePlayerObject): Померите објекат играча.
-- [IsObjectMoving](../functions/IsObjectMoving): Проверава да ли Ñе објекат креће.
-- [StopObject](../functions/StopObject): ПреÑтаните да Ñе објекат креће.
diff --git a/docs/translations/sr/scripting/callbacks/OnPickupStreamIn.md b/docs/translations/sr/scripting/callbacks/OnPickupStreamIn.md
deleted file mode 100644
index f42ecc6b692..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPickupStreamIn.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPickupStreamIn
-description: Ова повратна функција Ñе позива када pickup уђе у визуелни опÑег играча.
-tags: ["player"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када pickup уђе у визуелни опÑег играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|-----------------------------------------------------------------------------|
-| pickupid | ID pickup-а, који враћа [CreatePickup](../functions/CreatePickup). |
-| playerid | ID играча који је pickup ушао у визуелни опÑег. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемоде-у.
-
-## Примери
-
-```c
-new g_PickupHealth;
-
-public OnGameModeInit()
-{
- g_PickupHealth = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPickupStreamIn(pickupid, playerid)
-{
- if (pickupid == g_PickupHealth)
- {
- printf("g_PickupHealth is streamed in for player id %d", playerid);
- }
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerPickUpPickup](OnPlayerPickUpPickup): Позвана када играч покупи pickup.
-- [OnPickupStreamOut](OnPickupStreamOut): Позвана када pickup напуÑти визуелни опÑег играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [CreatePickup](../functions/CreatePickup): Креирај pickup.
-- [DestroyPickup](../functions/DestroyPickup): Уништи pickup.
diff --git a/docs/translations/sr/scripting/callbacks/OnPickupStreamOut.md b/docs/translations/sr/scripting/callbacks/OnPickupStreamOut.md
deleted file mode 100644
index ebecde5d63a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPickupStreamOut.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPickupStreamOut
-description: Ова повратна функција Ñе позива када pickup напуÑти визуелни опÑег играча.
-tags: ["player"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када pickup напуÑти визуелни опÑег играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|-----------------------------------------------------------------------------|
-| pickupid | ID pickup-а, који враћа [CreatePickup](../functions/CreatePickup). |
-| playerid | ID играча који је pickup напуÑтио визуелни опÑег. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемод-у.
-
-## Примери
-
-```c
-new g_PickupHealth;
-
-public OnGameModeInit()
-{
- g_PickupHealth = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPickupStreamOut(pickupid, playerid)
-{
- if (pickupid == g_PickupHealth)
- {
- printf("g_PickupHealth is streamed out for player id %d", playerid);
- }
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerPickUpPickup](OnPlayerPickUpPickup): Позвана када играч покупи pickup.
-- [OnPickupStreamIn](OnPickupStreamIn): Позвана када pickup уђе у визуелни опÑег играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [CreatePickup](../functions/CreatePickup): Креирај pickup.
-- [DestroyPickup](../functions/DestroyPickup): Уништи pickup.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerClickGangZone.md b/docs/translations/sr/scripting/callbacks/OnPlayerClickGangZone.md
deleted file mode 100644
index a11198320d8..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerClickGangZone.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: OnPlayerClickGangZone
-description: Ова повратна функција Ñе позива када играч кликне на гангзону на мапи у паузном менију (деÑним кликом).
-tags: ["player", "gangzone"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч кликне на гангзону на мапи у паузном менију (деÑним кликом).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ---------------------------------------------------------- |
-| playerid | ID играча који је кликнуо на гангзону. |
-| zoneid | ID ганг зоне на коју је играч кликнуо. |
-
-## Враћа
-
-Ова повратна функција не враћа ништа.
-
-Увек Ñе позива прва у гамемод-у.
-
-## Примери
-
-```c
-public OnPlayerClickGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "You are click gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [GangZoneCreate](../functions/GangZoneCreate): Креирајте гангзону (обојену облаÑÑ‚ на радару).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Уништите гангзону.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/sr/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index 7c8e9c45ba6..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerClickMap
-description: Ова функција Ñе позива када играч поÑтави циљ или путну тачку на мапи у менију за паузу (деÑним кликом миша).
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч поÑтави циљ или путну тачку на мапи у менију за паузу (деÑним кликом миша).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------------------------------------------------- |
-| playerid | ИД играча који је поÑтавио циљ/путну тачку. |
-| Float:fX | X координата (тип float) где је играч кликнуо. |
-| Float:fY | X координата (тип float) где је играч кликнуо. |
-| Float:fZ | Z координата (тип float) где је играч кликнуо (непрецизно - види напомену у наÑтавку).|
-
-## Враћа
-
-**1** - Спречиће друге филтерÑкрипте да приме овај позив.
-
-**0** - Означава да ће овај позив бити проÑлеђен Ñледећем филтерÑкрипту.
-
-Увек Ñе прво позива у гамемоду.
-
-## Примери
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Као што назив функције указује, она Ñе позива Ñамо када играч кликне да обележи циљ, а не када притиÑне таÑтер. ВредноÑÑ‚ Z координате ће бити 0 (неважећа) ако је кликнута облаÑÑ‚ на мапи далеко од играча; кориÑтите [MapAndreas](https://github.com/philip1337/samp-plugin-mapandreas) или [ColAndreas](https://github.com/Pottus/ColAndreas) додатак да добијете прецизнију Z координату.
-
-:::
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [GetPlayerPos](../functions/GetPlayerPos): Узима играчеву позицију.
-- [SetPlayerPos](../functions/SetPlayerPos): ПоÑтавља играчеву позицију.
-- [SetPlayerPosFindZ](../functions/SetPlayerPosFindZ): ПоÑтави позицију играча и пронађи тло.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index 13a5d3c5d29..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Ова функција Ñе позива када играч двапут кликне на играча на табели резултата.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч двапут кликне на играча на табели резултата.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------------- | ---------------------------------------------------------------- |
-| playerid | ИД играча који је кликнуо на играча на табели резултата. |
-| clickedplayerid | ИД играча на ког је кликнуто. |
-| source | [Извор](../resources/clicksources) клика играча. |
-
-## Враћа
-
-**1** - Спречиће друге филтерÑкрипте да приме овај позив.
-
-**0** - Означава да ће овај позив бити проÑлеђен Ñледећем филтерÑкрипту.
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Пример
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new string[32];
- format(string, sizeof(string), "You clicked on player %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Тренутно поÑтоји Ñамо један 'извор' (0 - `CLICK_SOURCE_SCOREBOARD`).
-
-ПриÑуÑтво овог аргумента Ñугерише да ће у будућноÑти бити подржани и други извори.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Ова функција Ñе позива када играч кликне на текÑтдрава.
-
-## Повезани реÑурÑи
-
-- [Click Sources](../resources/clicksources)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayerGangZone.md b/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayerGangZone.md
deleted file mode 100644
index 0b013a2c27d..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayerGangZone.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: OnPlayerClickPlayerGangZone
-description: Ова повратна функција Ñе позива када играч кликне на гангзону играча на паузном менију карте (деÑним кликом).
-tags: ["player", "gangzone"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч кликне на гангзону играча на паузном менију карте (деÑним кликом).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------------------- |
-| playerid | ID играча који је кликнуо на гангзону играча. |
-| zoneid | ID гангзоне играча на коју је играч кликнуо. |
-
-## Враћа
-
-Ова повратна функција не враћа ништа.
-
-Увек Ñе позива прва у гамемоде-у.
-
-## Пример
-
-```c
-public OnPlayerClickPlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "You are click player gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Ðаправите гангзону играча.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy): Уништите гангзону играча.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index 3278d93205b..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,86 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: Ова функција Ñе позива када играч кликне на текÑтдрава играча.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч кликне на текÑтдрава играча. Ðе позива Ñе када играч откаже режим Ñелекције (ESC) - међутим, OnPlayerClickTextDraw јеÑте.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------------------- | ------------------------------------------------------- |
-| playerid | ID играча који је изабрао текÑтдрава. |
-| PlayerText:playertextid | ID текÑтдрава играча који је играч изабрао. |
-
-## Враћа
-
-Увек Ñе прво позива у филтерÑкриптама, тако да враћање 1 такође блокира друге Ñкрипте од примања овог позива.
-
-## Пример
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Креирање текÑтдрава
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "MyTextDraw");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid], TEXT_DRAW_ALIGN_LEFT);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid], 0x000000FF);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], TEXT_DRAW_FONT_1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], -1);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], true);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // ПоÑтавља ТД као Ñелектабл(да играч може да кликне и изабере ТД)
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], true);
-
- // Показује ТД играчу
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if (playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a player-textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Белешке
-
-:::warning
-
-Када играч притиÑне ESC да откаже избор текÑтдрава, [OnPlayerClickTextDraw](OnPlayerClickTextDraw) Ñе позива Ñа ID-ом текÑтдрава 'INVALID_TEXT_DRAW'. [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw) такође неће бити позвана.
-
-:::
-
-## Related Callbacks
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerClickTextDraw](OnPlayerClickTextDraw): Ова функција Ñе позива када играч кликне на текÑтдрава.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Ова функција Ñе позива када играч кликне на другог играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable): Подешава да ли текÑтдрава играча може да Ñе изабере преко [SelectTextDraw](../functions/SelectTextDraw).
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerClickTextDraw.md b/docs/translations/sr/scripting/callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index e56fd388d4a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,84 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: Ова функција Ñе позива када играч кликне на текÑтдрава или откаже режим Ñелекције помоћу таÑтера Escape.
-tags: ["player", "textdraw"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч кликне на текÑтдрава или откаже режим Ñелекције помоћу таÑтера Escape.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------------- | ----------------------------------------------------------------------------- |
-| playerid | ID играча који је кликнуо на текÑтдрава. |
-| Text:clickedid | ID кликнутог текÑтдрава. INVALID_TEXT_DRAW ако је избор отказан. |
-
-## Враћа
-
-It is always called first in filterscripts so returning 1 there also blocks other scripts from seeing it.
-
-## Пример
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "MyTextDraw");
- TextDrawTextSize(gTextDraw, 60.000000, 20.000000);
- TextDrawAlignment(gTextDraw, TEXT_DRAW_ALIGN_LEFT);
- TextDrawBackgroundColor(gTextDraw, 0x000000FF);
- TextDrawFont(gTextDraw, TEXT_DRAW_FONT_1);
- TextDrawLetterSize(gTextDraw, 0.250000, 1.000000);
- TextDrawColor(gTextDraw, -1);
- TextDrawSetProportional(gTextDraw, true);
- TextDrawSetShadow(gTextDraw, 1);
- TextDrawSetSelectable(gTextDraw, true);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if (clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Белешке
-
-:::warning
-
-- Подручје клика је дефиниÑано Ñа [TextDrawTextSize](../functions/TextDrawTextSize).
-- `x` и `y` параметри проÑлеђени тој функцији не Ñмеју бити нула или негативни.
-- Ðе кориÑтите [CancelSelectTextDraw](../functions/CancelSelectTextDraw) безуÑловно унутар ове функције. То може довеÑти до **беÑконачне петље**.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw): Ова функција Ñе позива када играч кликне на текÑтдрава играча.
-- [OnPlayerClickPlayer](OnPlayerClickPlayer): Ова функција Ñе позива када играч кликне на другог играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SelectTextDraw](../functions/SelectTextDraw): Омогућава миша, тако да играч може да изабере текÑтдрава.
-- [CancelSelectTextDraw](../functions/CancelSelectTextDraw): Прекида избор текÑтдрава помоћу миша.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerCommandText.md b/docs/translations/sr/scripting/callbacks/OnPlayerCommandText.md
deleted file mode 100644
index 09a02e0c3c2..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: OnPlayerCommandText
-description: Ова функција Ñе позива када играч унеÑе команду у прозор за ћаÑкање на клијенту.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч унеÑе команду у прозор за ћаÑкање на клијенту. Commands are anything that start with a forward slash, e.g. /help.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | ----------------------------------------------------------- |
-| playerid | ID играча који је унео команду. |
-| cmdtext[] | Команда која је унета (укључујући коÑу црту). |
-
-## Враћа
-
-Увек Ñе прво позива у филтерÑкриптима, тако да враћање 1 блокира друге Ñкрипте од примања овог позива.
-
-## Пример
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/help", true))
- {
- SendClientMessage(playerid, -1, "SERVER: This is the /help command!");
- return 1;
- // Враћање 1 обавештава Ñервер да је команда обрађена.
- // OnPlayerCommandText неће бити позвана у другим Ñкриптама.
- }
- return 0;
- // Враћање 0 обавештава Ñервер да команда није обрађена од Ñтране ове Ñкрипте.
- // OnPlayerCommandText ће бити позвана у другим Ñкриптама Ñве док једна не врати 1.
- // Ðко ниједна Ñкрипта не врати 1, порука 'SERVER: Unknown Command' биће приказана играчу.
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerText](OnPlayerText): Ова функција Ñе позива када играч пошаље поруку у ћаÑкању.
-- [OnRconCommand](OnRconCommand): Ова функција Ñе позива када Ñе команда пошаље преко Ñервер конзоле, удаљеног RCON-а или путем унутрашње "/rcon command".
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SendRconCommand](../functions/SendRconCommand): Шаље RCON команду преко Ñкрипте.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerConnect.md b/docs/translations/sr/scripting/callbacks/OnPlayerConnect.md
deleted file mode 100644
index 70706568b09..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerConnect
-description: Ова функција Ñе позива када Ñе играч повезује на Ñервер.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када Ñе играч повезује на Ñервер.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | --------------------------------------- |
-| playerid | ID играча који Ñе конектовао на Ñервер. |
-
-## Враћа
-
-**0** - Спречиће друге филтерÑкрипте да приме овај позив.
-
-**1** - Означава да ће овај позив бити проÑлеђен Ñледећем филтерÑкрипту.
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Пример
-
-```c
-public OnPlayerConnect(playerid)
-{
- new
- string[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- format(string, sizeof string, "%s has joined the server. Welcome!", playerName);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова функција Ñе позива када играч напуÑти Ñервер.
-- [OnIncomingConnection](OnIncomingConnection): Ова функција Ñе позива када играч покушава да Ñе повезе на Ñервер.
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Ова функција Ñе позива када играч заврши преузимање прилагођених модела.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerDeath.md b/docs/translations/sr/scripting/callbacks/OnPlayerDeath.md
deleted file mode 100644
index e0e47736e41..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: OnPlayerDeath
-description: Ова функција Ñе позива када играч умре, било Ñамоповређивањем или од Ñтране другог играча.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч умре, било Ñамоповређивањем или од Ñтране другог играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|---------------|-----------------------------------------------------------------------------------------------|
-| playerid | ID играча који је умро. |
-| killerid | ID играча који је убо играча који је умро, или INVALID_PLAYER_ID ако таквог играча нема. |
-| WEAPON:reason | ID разлога ([id оружја](../resources/weaponids)) за Ñмрт играча. |
-
-## Враћа
-
-**0** - Спречиће друге филтерÑкрипте да приме овај позив.
-
-**1** - Означава да ће овај позив бити проÑлеђен Ñледећем филтерÑкрипту.
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Пример
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // Приказује убиÑтво у фееду за убиÑтва.
-
- // Проверите да ли је killerid валидан пре него што било шта урадите Ñа њим.
- if (killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++;
- }
-
- // Изван провере, обрадите Ñтвари за playerid (он је увек валидан).
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Разлог ће враћати 37 (пламен метак) од било којих извора ватре (нпр. молотов, 18). Разлог ће враћати 51 од било ког оружја које Ñтвара екÑплозију (нпр. RPG, граната). Ðе морате да проверавате да ли је killerid валидан пре него што га кориÑтите у [SendDeathMessage](../functions/SendDeathMessage). INVALID_PLAYER_ID је валидан killerid ID параметар у тој функцији. Само playerid може да позове ову функцију (добро је знати за анти-фејк Ñмрт).
-
-:::
-
-:::warning
-
-Морате проверити да ли је 'killerid' валидан (не INVALID_PLAYER_ID) пре него што га кориÑтите у низу (или било где другде), јер ће то узроковати пад Ñкрипте OnPlayerDeath (не целокупне Ñкрипте). То је зато што је INVALID_PLAYER_ID дефиниÑан као 65535, а ако низ има Ñамо 'MAX_PLAYERS' елемената, нпр. 500, покушавате да приÑтупите индекÑу који је изнад 499, што је ван опÑега.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerSpawn](OnPlayerSpawn): Ова функција Ñе позива када Ñе играч појави.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SendDeathMessage](../functions/SendDeathMessage): Додај убиÑтво на лиÑту Ñмрти.
-- [SetPlayerHealth](../functions/SetPlayerHealth): ПодеÑите здравље играча.
-
-## Повезани реÑурÑи
-
-- [Weapon IDs](../resources/weaponids)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerDisconnect.md b/docs/translations/sr/scripting/callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index eaf6b29a6a4..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,85 +0,0 @@
----
-title: OnPlayerDisconnect
-description: Ова функција Ñе позива када Ñе играч иÑкључи Ñа Ñервера.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када Ñе играч иÑкључи Ñа Ñервера.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | -------------------------------------------------- |
-| playerid | ID играча који Ñе иÑкључио. |
-| reason | Разлог иÑкључења. Погледајте табелу иÑпод. |
-
-## Враћа
-
-**0** - Спречиће друге филтерÑкрипте да приме овај позив.
-
-**1** - Означава да ће овај позив бити проÑлеђен Ñледећем филтерÑкрипту.
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Разлог
-
-| ID | Разлог | Детаљи |
-| -- | ------------- | ---------------------------------------------------------------------------------------------- |
-| 0 | Timeout/Crash | Играч је изгубио везу. Или им је игра пала или је њихова мрежа имала проблем. |
-| 1 | Quit | Играч је намерно напуÑтио игру, било коришћењем команде /quit (/q) или преко менија за паузу. |
-| 2 | Kick/Ban | Играч је избачен или забрањен од Ñтране Ñервера. |
-| 3 | Custom | Коришћен од неких библиотека. РезервиÑан за приватну употребу мода. |
-| 4 | Mode End | Текући мод Ñе завршава, па Ñе иÑкључују Ñви играчи из њега (и даље Ñу на Ñерверу). |
-
-:::warning
-
-Разлог 3 је првобитно додат у SA:MP од Ñтране [fixes.inc](https://github.com/pawn-lang/sa-mp-fixes).
-
-Разлози 3 и 4 Ñу додати од Ñтране Open Multiplayer Ñервера.
-
-:::
-
-## Примери
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[5][] =
- {
- "Timeout/Crash",
- "Quit",
- "Kick/Ban",
- "Custom",
- "Mode End"
- };
-
- format(szString, sizeof szString, "%s left the server (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ðеке функције можда неће радити иÑправно када Ñе кориÑте у овој функцији јер је играч већ иÑкључен када Ñе функција позива. То значи да не можете добити недвоÑмиÑлене информације из функција као што Ñу [GetPlayerIp](GetPlayerIp) и [GetPlayerPos](GetPlayerPos).
-
-Овај проблем је решен на open.mp Ñерверу.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerConnect](OnPlayerConnect): Ова функција Ñе позива када Ñе играч повезује на Ñервер.
-- [OnIncomingConnection](OnIncomingConnection): Ова функција Ñе позива када играч покушава да Ñе повезе на Ñервер.
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Ова функција Ñе позива када играч заврши преузимање прилагођених модела.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEditAttachedObject.md b/docs/translations/sr/scripting/callbacks/OnPlayerEditAttachedObject.md
deleted file mode 100644
index ae93ece09a7..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEditAttachedObject.md
+++ /dev/null
@@ -1,96 +0,0 @@
----
-title: OnPlayerEditAttachedObject
-description: Ова функција Ñе позива када играч заврши режим уређивања прикључених објеката.
-tags: ["player", "object", "attachment"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч заврши режим уређивања прикључених објеката.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|------------------------|----------------------------------------------------------------- |
-| playerid | ID играча који је завршио режим уређивања |
-| EDIT_RESPONSE:response | 0 ако Ñу отказали (ESC) или 1 ако Ñу кликнули на икону за чување |
-| index | Ð˜Ð½Ð´ÐµÐºÑ Ð¿Ñ€Ð¸ÐºÑ™ÑƒÑ‡ÐµÐ½Ð¾Ð³ објекта (0-9) |
-| modelid | Модел прикљученог објекта који је уређен |
-| boneid | КоÑÑ‚ која је уређена на прикљученом објекту |
-| Float:fOffsetX | X помак за прикључени објекат који је уређен |
-| Float:fOffsetY | Y помак за прикључени објекат који је уређен |
-| Float:fOffsetZ | Z помак за прикључени објекат који је уређен |
-| Float:fRotX | X ротација за прикључени објекат који је уређен |
-| Float:fRotY | Y ротација за прикључени објекат који је уређен |
-| Float:fRotZ | Z ротација за прикључени објекат који је уређен |
-| Float:fScaleX | X Ñкала за прикључени објекат који је уређен |
-| Float:fScaleY | Y Ñкала за прикључени објекат који је уређен |
-| Float:fScaleZ | Z Ñкала за прикључени објекат који је уређен |
-
-## Враћа
-
-**1** - Спречиће друге Ñкрипте да приме овај позив.
-
-**0** - Означава да ће овај позив бити проÑлеђен Ñледећој Ñкрипти.
-
-Увек Ñе прво позива у филтерÑкриптама.
-
-## Пример
-
-```c
-enum attached_object_data
-{
- Float:ao_x,
- Float:ao_y,
- Float:ao_z,
- Float:ao_rx,
- Float:ao_ry,
- Float:ao_rz,
- Float:ao_sx,
- Float:ao_sy,
- Float:ao_sz
-}
-
-new ao[MAX_PLAYERS][MAX_PLAYER_ATTACHED_OBJECTS][attached_object_data];
-
-// Податке треба чувати у горњем низу када Ñу прикључени објекти прикључени.
-
-public 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)
-{
- if (response == EDIT_RESPONSE_FINAL)
- {
- SendClientMessage(playerid, COLOR_GREEN, "Attached object edition saved.");
-
- ao[playerid][index][ao_x] = fOffsetX;
- ao[playerid][index][ao_y] = fOffsetY;
- ao[playerid][index][ao_z] = fOffsetZ;
- ao[playerid][index][ao_rx] = fRotX;
- ao[playerid][index][ao_ry] = fRotY;
- ao[playerid][index][ao_rz] = fRotZ;
- ao[playerid][index][ao_sx] = fScaleX;
- ao[playerid][index][ao_sy] = fScaleY;
- ao[playerid][index][ao_sz] = fScaleZ;
- }
- else if (response == EDIT_RESPONSE_CANCEL)
- {
- SendClientMessage(playerid, COLOR_RED, "Attached object edition not saved.");
-
- new i = index;
- SetPlayerAttachedObject(playerid, index, modelid, boneid, ao[playerid][i][ao_x], ao[playerid][i][ao_y], ao[playerid][i][ao_z], ao[playerid][i][ao_rx], ao[playerid][i][ao_ry], ao[playerid][i][ao_rz], ao[playerid][i][ao_sx], ao[playerid][i][ao_sy], ao[playerid][i][ao_sz]);
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::warning
-
-Уређивања треба да буду одбачена ако је одговор био '0' (отказано). Ово треба да Ñе уради чувањем помака итд. у низу ПРЕ него што Ñе кориÑти [EditAttachedObject](../functions/EditAttachedObject).
-
-:::
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [EditAttachedObject](../functions/EditAttachedObject): Уреди прикључени објекат.
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Прилепи објекат на играча.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEditObject.md b/docs/translations/sr/scripting/callbacks/OnPlayerEditObject.md
deleted file mode 100644
index de6cea2bc1e..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEditObject.md
+++ /dev/null
@@ -1,105 +0,0 @@
----
-title: OnPlayerEditObject
-description: Ова функција Ñе позива када играч заврши Ñа уређивањем објекта (BeginObjectEditing/BeginPlayerObjectEditing).
-tags: ["player", "object"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч заврши Ñа уређивањем објекта ([BeginObjectEditing](../functions/BeginObjectEditing)/[BeginPlayerObjectEditing](../functions/BeginPlayerObjectEditing)).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|------------------------|-----------------------------------------------------------------|
-| playerid | ID играча који едитује објекат. |
-| playerobject | 0 if it is a global object or 1 if it is a playerobject. |
-| objectid | ID уређеног објекта. |
-| EDIT_RESPONSE:response | Тип [одговора](../resources/objecteditionresponsetypes) |
-| Float:fX | X помак за уређени објекат. |
-| Float:fY | Y помак за уређени објекат. |
-| Float:fZ | Z помак за уређени објекат. |
-| Float:fRotX | X ротација за уређени објекат. |
-| Float:fRotY | Y ротација за уређени објекат. |
-| Float:fRotZ | Z ротација за уређени објекат. |
-
-## Враћа
-
-**1** - Спречиће друге Ñкрипте да приме овај позив.
-
-**0** - Означава да ће овај позив бити проÑлеђен Ñледећој Ñкрипти.
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Пример
-
-```c
-public OnPlayerEditObject(playerid, playerobject, objectid, EDIT_RESPONSE:response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ)
-{
- new
- Float: oldX,
- Float: oldY,
- Float: oldZ,
- Float: oldRotX,
- Float: oldRotY,
- Float: oldRotZ;
-
- GetObjectPos(objectid, oldX, oldY, oldZ);
- GetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
-
- if (!playerobject) // Ðко је ово глобални објекат, Ñинхронизујте позицију за оÑтале играче.
- {
- if (!IsValidObject(objectid))
- {
- return 1;
- }
- SetObjectPos(objectid, fX, fY, fZ);
- SetObjectRot(objectid, fRotX, fRotY, fRotZ);
- }
-
- switch (response)
- {
- case EDIT_RESPONSE_FINAL:
- {
- // Играч је кликнуо на икону за чување
- // Урадите било шта овде да Ñачувате ажурирану позицију објекта (и ротацију)
- }
-
- case EDIT_RESPONSE_CANCEL:
- {
- // Играч је отказао, па вратите објекат на претходну позицију
- if (!playerobject) //Објекат није playerobject
- {
- SetObjectPos(objectid, oldX, oldY, oldZ);
- SetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- }
- else
- {
- SetPlayerObjectPos(playerid, objectid, oldX, oldY, oldZ);
- SetPlayerObjectRot(playerid, objectid, oldRotX, oldRotY, oldRotZ);
- }
- }
- }
- return 1;
-}
-```
-
-## Notes
-
-:::warning
-
-Када кориÑтите 'EDIT_RESPONSE_UPDATE', будите ÑвеÑни да ова функција неће бити позвана када Ñе заврши уређивање у току, што резултира тиме да поÑледње ажурирање 'EDIT_RESPONSE_UPDATE' може бити ван Ñинхронизације Ñа тренутном позицијом објекта.
-
-:::
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [BeginPlayerObjectEditing](../functions/BeginPlayerObjectEditing): Едитуј играчев објекат.
-- [BeginObjectEditing](../functions/BeginObjectEditing): Едитуј објекат.
-- [CreateObject](../functions/CreateObject): Креирај објекат.
-- [DestroyObject](../functions/DestroyObject): Уништи објекат.
-- [MoveObject](../functions/MoveObject): Помери објекат.
-
-## Повезани реÑурÑи
-
-- [Типови одговора на уређивање објеката](../resources/objecteditionresponsetypes)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/sr/scripting/callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index d174d1af676..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: Ова функција Ñе позива када играч уђе у контролни поен поÑтављен за тог играча.
-tags: ["player", "checkpoint"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч уђе у контролни поен поÑтављен за тог играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | --------------------------------------- |
-| playerid | Играч који је ушао у чекпоинт(к. поен). |
-
-## Враћа
-
-Увек Ñе зове прво у филтер Ñкрипти.
-
-## Пример
-
-```c
-//У овом примеру, контролни поен Ñе креира за играча при појављивању,
-//што креира возило и онемогућава контролни поен.
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerLeaveCheckpoint](OnPlayerLeaveCheckpoint): Ова функција Ñе позива када играч изађе из контролног поена.
-- [OnPlayerEnterRaceCheckpoint](OnPlayerEnterRaceCheckpoint): Ова функција Ñе позива када играч уђе у тркачки контролни поен.
-- [OnPlayerLeaveRaceCheckpoint](OnPlayerLeaveRaceCheckpoint): Ова функција Ñе позива када играч изађе из тркачког контролног поена.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Креирајте контролни поен за играча.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Онемогућите тренутни контролни поен играча.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Проверавајте да ли је играч у контролном поену.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Креирајте тркачки контролни поен за играча.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Онемогућите тренутни тркачки контролни поен играча.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Проверавајте да ли је играч у тркачком контролном поену.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEnterGangZone.md b/docs/translations/sr/scripting/callbacks/OnPlayerEnterGangZone.md
deleted file mode 100644
index df6f74fef7c..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEnterGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterGangZone
-description: Ова функција Ñе позива када играч уђе у гангзону.
-tags: ["player", "gangzone"]
----
-
-
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч уђе у гангзону.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------------------- |
-| playerid | ID играча који је ушао у генгзону. |
-| zoneid | ID генгзоне у коју је играч ушао. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемод-у.
-
-## Пример
-
-```c
-public OnPlayerEnterGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "You are entering gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerLeaveGangZone](OnPlayerLeaveGangZone): Ова повратна функција Ñе позива када играч изађе из генгзоне.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [GangZoneCreate](../functions/GangZoneCreate): Креирај генгзону (обојену облаÑÑ‚ на радару).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Уништи генгзону.
-- [UseGangZoneCheck](../functions/UseGangZoneCheck): Омогући функцију када играч уђе у ову зону.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEnterPlayerGangZone.md b/docs/translations/sr/scripting/callbacks/OnPlayerEnterPlayerGangZone.md
deleted file mode 100644
index 83fe3e358a8..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEnterPlayerGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerEnterPlayerGangZone
-description: Ова функција Ñе позива када играч уђе у генгзону играча.
-tags: ["player", "gangzone"]
----
-
-
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч уђе у генгзону играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------------------ |
-| playerid | ID играча који је ушао у генгзону играча. |
-| zoneid | ID гангzone играча у коју је играч ушао. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемод-у.
-
-## Пример
-
-```c
-public OnPlayerEnterPlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "You are entering player gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerLeavePlayerGangZone](OnPlayerLeavePlayerGangZone): Ова функција Ñе позива када играч изађе из генгзоне играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Креира играчеву генгзону.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy): Уништи играчеву генгзону.
-- [UsePlayerGangZoneCheck](../functions/UsePlayerGangZoneCheck): Омогућава функцију када играч уђе у ову зону.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md b/docs/translations/sr/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
deleted file mode 100644
index 7f1a294e042..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerEnterRaceCheckpoint
-description: Ова функција Ñе позива када играч уђе у тркачки контролни поен.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч уђе у тркачки контролни поен.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------------------------- |
-| playerid | ИД играча који је ушао у тркачки контролни поен. |
-
-## Враћа
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Пример
-
-```c
-public OnPlayerEnterRaceCheckpoint(playerid)
-{
- printf("Player %d entered a race checkpoint!", playerid);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerEnterCheckpoint](OnPlayerEnterCheckpoint): Ова функција Ñе позива када играч уђе у контролни поен.
-- [OnPlayerLeaveCheckpoint](OnPlayerLeaveCheckpoint): Ова функција Ñе позива када играч изађе из контролног поена.
-- [OnPlayerLeaveRaceCheckpoint](OnPlayerLeaveRaceCheckpoint): Ова функција Ñе позива када играч изађе из тркачког контролног поена.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Креирајте контролни поен за играча.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Онемогућите тренутни контролни поен играча.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Проверавајте да ли је играч у контролном поену.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Креирајте тркачки контролни поен за играча.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Онемогућите тренутни тркачки контролни поен играча.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Проверавајте да ли је играч у тркачком контролном поену.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerEnterVehicle.md b/docs/translations/sr/scripting/callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index 92a8c4ff79a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: Ова функција Ñе позива када играч почне да улази у возило, што значи да играч још увек није у возилу у тренутку када Ñе функција позива.
-tags: ["player", "vehicle"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч почне да улази у возило, што значи да играч још увек није у возилу у тренутку када Ñе функција позива.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | ---------------------------------------------------- |
-| playerid | ID играча који покушава да уђе у возило. |
-| vehicleid | ID возила у које играч покушава да уђе. |
-| ispassenger | 0 ако улази као возач. 1 ако улази као путник. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкрипти.
-
-## Пример
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "You are entering vehicle %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-- Ова функција Ñе позива када играч ПОЧÐЕ да улази у возило, а не када је УШÐО у њега. Погледајте [OnPlayerStateChange](OnPlayerStateChange).
-- Ова функција ће Ñе и даље позвати ако играчу буде одбијен улазак у возило (нпр. ако је закључано или пуно).
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerExitVehicle](OnPlayerExitVehicle): Ова функција Ñе позива када играч изађе из возила.
-- [OnPlayerStateChange](OnPlayerStateChange): Ова функција Ñе позива када играч промени Ñтање.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [PutPlayerInVehicle](../functions/PutPlayerInVehicle): Ставите играча у возило.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Проверавајте у којем Ñедишту Ñе играч налази.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerExitVehicle.md b/docs/translations/sr/scripting/callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index b340b51e25a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: OnPlayerExitVehicle
-description: Ова функција Ñе позива када играч почне да излази из возила.
-tags: ["player", "vehicle"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч почне да излази из возила.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | ----------------------------------------------- |
-| playerid | ID играча који излази из возила. |
-| vehicleid | ID возила из ког играч излази. |
-
-## Враћа
-
-Увек Ñе прво позива у филтерÑкриптима.
-
-## Пример
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[64];
- format(string, sizeof(string), "INFO: You are exiting vehicle %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::warning
-
-- Ðе позива Ñе ако играч падне Ñа бицикла или буде уклоњен из возила другим ÑредÑтвима као што је коришћење [SetPlayerPos](../functions/SetPlayerPos).
-- Треба кориÑтити [OnPlayerStateChange](OnPlayerStateChange) и проверити да ли је њихово Ñтаро Ñтање `PLAYER_STATE_DRIVER` или `PLAYER_STATE_PASSENGER` и њихово ново Ñтање `PLAYER_STATE_ONFOOT`.
-
-:::
-
-## Related Callbacks
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerEnterVehicle](OnPlayerEnterVehicle): Ова функција Ñе позива када играч почне да улази у возило.
-- [OnPlayerStateChange](OnPlayerStateChange): Ова функција Ñе позива када играч промени Ñтање.
-
-## Related Functions
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [RemovePlayerFromVehicle](../functions/RemovePlayerFromVehicle): Избаците играча из њиховог возила.
-- [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat): Проверавајте у којем Ñедишту Ñе играч налази.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerExitedMenu.md b/docs/translations/sr/scripting/callbacks/OnPlayerExitedMenu.md
deleted file mode 100644
index 9e1b550d907..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerExitedMenu.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerExitedMenu
-description: Ова функција Ñе позива када играч изађе из менија.
-tags: ["player", "menu"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када играч изађе из менија.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------------- |
-| playerid | ID играча који је изашао из менија. |
-
-## Враћа
-
-Увек Ñе позива прво у гамемод-у.
-
-## Пример
-
-```c
-public OnPlayerExitedMenu(playerid)
-{
- TogglePlayerControllable(playerid, true); // Одледи играча када изађе из менија.
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerSelectedMenuRow](OnPlayerSelectedMenuRow): Ова функција Ñе позива када играч изабере ред у менију.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreateMenu](../functions/CreateMenu): Креирај мени.
-- [DestroyMenu](../functions/DestroyMenu): Уништи мени.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerFinishedDownloading.md b/docs/translations/sr/scripting/callbacks/OnPlayerFinishedDownloading.md
deleted file mode 100644
index 8a1fb17b328..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerFinishedDownloading.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerFinishedDownloading
-description: Ова повратна функција Ñе позива када играч заврши преузимање прилагођених модела.
-tags: ["player"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч заврши преузимање прилагођених модела. За више информација о томе како додати прилагођене моделе на ваш Ñервер, погледајте [тему Ñа издањем](https://sampforum.blast.hk/showthread.php?tid=644105) и [овaj туторијал](https://sampforum.blast.hk/showthread.php?tid=644123).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | ------------------------------------------------------------------------------ |
-| playerid | ID играча који је завршио преузимање прилагођених модела. |
-| virtualworld | ID виртуелног Ñвета за који је играч завршио преузимање прилагођених модела. |
-
-## Враћа
-
-Ова функција не обрађује повратне вредноÑти.
-## Пример
-
-```c
-public OnPlayerFinishedDownloading(playerid, virtualworld)
-{
- SendClientMessage(playerid, 0xFFFFFFFF, "Downloads finished.");
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе позива Ñваки пут када играч промени виртуелни Ñвет, чак иако у датом виртуелном Ñвету нема прилагођених модела.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerConnect](OnPlayerConnect): Ова повратна функција Ñе позива када Ñе играч повеже на Ñервер.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова повратна функција Ñе позива када играч напуÑти Ñервер.
-- [OnIncomingConnection](OnIncomingConnection): Ова повратна функција Ñе позива када играч покушава да Ñе повеже на Ñервер.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerGiveDamage.md b/docs/translations/sr/scripting/callbacks/OnPlayerGiveDamage.md
deleted file mode 100644
index 4b0d65ffee5..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerGiveDamage.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: OnPlayerGiveDamage
-description: Ова повратна функција Ñе позива када играч нанеÑе штету другом играчу.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч нанеÑе штету другом играчу.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|-----------------|----------------------------------------------------------------|
-| playerid | ID играћа који наноÑи штету. |
-| damagedid | ID играча који прима штету. |
-| Float:amount | Количина хелта/армора коју је damagedid изгубио (комбиновано). |
-| WEAPON:weaponid | Разлог који је проузроковао штету. |
-| bodypart | [Део тела](../resources/bodyparts) који је погођен. |
-
-## Враћа
-
-**1** - Функција неће бити позвана у другим филтерÑкриптама.
-
-**0** - Омогућава да ова функција буде позвана у другим филтерÑкриптама.
-
-Увек Ñе прво позива у филтерÑкриптама, тако да враћање 1 блокира оÑтале филтерÑкрипте од њеног извршавања.
-
-## Пример
-
-```c
-public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], victim[MAX_PLAYER_NAME], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetPlayerName(damagedid, victim, sizeof (victim));
-
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
- format(string, sizeof(string), "%s has made %.0f damage to %s, weapon: %s, bodypart: %d", attacker, amount, victim, weaponname, bodypart);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-- Имајте на уму да ова функција може бити нетачна у неким Ñлучајевима.
-- Ðко желите да Ñпречите одређене играче да наноÑе штету једни другима, кориÑтите [SetPlayerTeam](../functions/SetPlayerTeam).
-- weaponid ће вратити 37 (бацач пламена) од било ког извора ватре (нпр. молотовљев коктел, 18).
-- weaponid ће вратити 51 за било које оружје које Ñтвара екÑплозију (нпр. РПГ, граната).
-- **playerid** је једини који може позвати ову функцију.
-- amount увек предÑтавља макÑималну штету коју weaponid може нанети, чак и када је преоÑтало здравље мање од те макÑималне штете. Дакле, када играч има 100.0 здравља и бива погођен Ñа Desert Eagle-ом који има вредноÑÑ‚ штете од 46.2, потребна Ñу 3 хица да би Ñе тај играч убио. Сва три хица ће показати вредноÑÑ‚ од 46.2, иако, када поÑледњи хитац погоди, играч има Ñамо 7.6 здравља.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerTakeDamage](OnPlayerTakeDamage): Ова функција Ñе позива када играч прими штету.
-- [OnPlayerWeaponShot](OnPlayerWeaponShot): Ова функција Ñе позива када играч иÑпали оружје.
-
-## Повезани реÑурÑи
-
-- [Делови тела](../resources/bodyparts)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerGiveDamageActor.md b/docs/translations/sr/scripting/callbacks/OnPlayerGiveDamageActor.md
deleted file mode 100644
index 93430e4c2ca..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerGiveDamageActor.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: OnPlayerGiveDamageActor
-description: Ова повратна функција Ñе активира када играч нанеÑе штету акотру.
-tags: ["player", "actor"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе активира када играч нанеÑе штету акотру.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|-----------------|----------------------------------------------------------|
-| playerid | ID играча који је нанео штету. |
-| damaged_actorid | ID актора који је примио штету. |
-| Float:amount | Количина здравља/армора коју је damaged_actorid изгубио. |
-| WEAPON:weaponid | Разлог који је проузроковао штету. |
-| bodypart | [Део тела](../resources/bodyparts) који је погођен. |
-
-## Враћа
-
-**1** - Функција неће бити позвана у другим филтерÑкриптама.
-
-**0** - Омогућава да ова функција буде позвана у другим филтерÑкриптама.
-
-Увек Ñе прво позива у филтерÑкриптама, тако да враћање 1 блокира оÑтале филтерÑкрипте од њеног извршавања.
-
-## Пример
-
-```c
-public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128];
- new attackerName[MAX_PLAYER_NAME];
- new weaponName[24];
-
- GetPlayerName(playerid, attackerName, sizeof (attackerName));
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(string, sizeof(string), "%s has made %.0f damage to actor id %d, weapon: %s", attackerName, amount, damaged_actorid, weaponName);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова функција Ñе не позива ако је актер подешен као невидљив (**ШТО ЈЕ ПОДРÐЗУМЕВÐÐО**)**. Погледајте [SetActorInvulnerable](../functions/SetActorInvulnerable).
-
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnActorStreamOut](OnActorStreamOut): Ова повратна функција Ñе позива када Ñе актер избаци из Ñтримовања клијента играча.
-- [OnActorStreamIn](OnActorStreamOut): Ова повратна функција Ñе позива када Ñе актер учита у Ñтримовање клијента играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreateActor](../functions/CreateActor): Креирајте актора (Ñтатички NPC).
-- [SetActorInvulnerable](../functions/SetActorInvulnerable): ПоÑтавите актора као невидљивог.
-- [SetActorHealth](../functions/SetActorHealth): ПоÑтавите здравље актора.
-- [GetActorHealth](../functions/GetActorHealth): Добијте здравље актора.
-- [IsActorInvulnerable](../functions/IsActorInvulnerable): Проверите да ли је актор невидљив.
-- [IsValidActor](../functions/IsValidActor): Проверите да ли је ID актора валидан.
-
-## Повезани реÑурÑи
-
-- [Делови тела](../resources/bodyparts)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerInteriorChange.md b/docs/translations/sr/scripting/callbacks/OnPlayerInteriorChange.md
deleted file mode 100644
index 2ae008f01f4..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerInteriorChange.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerInteriorChange
-description: Ова повратна функција Ñе позива када играч промени интеријер.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч промени интеријер. Може Ñе активирати помоћу [SetPlayerInterior](../functions/SetPlayerInterior) или када играч уђе/изађе из зграде.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------- | -------------------------------------- |
-| playerid | Играч који је променио интеријер. |
-| newinteriorid | ID интеријера у ком је играч тренутно. |
-| oldinteriorid | ID интеријера у ком је играч био. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемод-у.
-
-## Пример
-
-```c
-public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
-{
- new string[42];
- format(string, sizeof(string), "You went from interior %d to interior %d!", oldinteriorid, newinteriorid);
- SendClientMessage(playerid, COLOR_ORANGE, string);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerStateChange](OnPlayerStateChange): Ова функција Ñе позива када играч промени Ñтање.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SetPlayerInterior](../functions/SetPlayerInterior): ПоÑтавља играчев интеријер.
-- [GetPlayerInterior](../functions/GetPlayerInterior): Враћа тренутан ID играчевог интеријера.
-- [LinkVehicleToInterior](../functions/LinkVehicleToInterior): Промените интеријер у којем Ñе возило види.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerKeyStateChange.md b/docs/translations/sr/scripting/callbacks/OnPlayerKeyStateChange.md
deleted file mode 100644
index a65917b991d..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerKeyStateChange.md
+++ /dev/null
@@ -1,330 +0,0 @@
----
-title: OnPlayerKeyStateChange
-description: Ова повратна функција Ñе позива када Ñе промени Ñтање било којег подржаног таÑтера (притиÑнут/оÑлобођен).
-tags: ["player"]
----
-
-## ОпиÑ
-
-
-Ова функција Ñе позива када Ñе промени Ñтање било којег [подржаног](../resources/keys) таÑтера (притиÑнут/оÑлобођен).
ТаÑтери за правце не активирају OnPlayerKeyStateChange (горе/доле/лево/desno).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------------------------------------------------------------ |
-| playerid | ID играча који је притиÑнуо или оÑлободио таÑтер. |
-| newkeys | Мапа (бит маÑка) таÑтера које тренутно држи - [види овде](../resources/keys) |
-| oldkeys | Мапа (бит маÑка) таÑтера које је држао пре тренутне промене - [види овде](../resources/keys). |
-
-## Враћа
-
-- Ова функција не обрађује повратне вредноÑти.
-- Увек Ñе прво позива у гамемод-у.
-
-## Белешке
-
-:::info
-
-Ову повратну функцију такође може позвати NPC.
-
-:::
-
-:::tip
-
-ТаÑтери за Ñмер (горе/доле/лево/desno) не покрећу OnPlayerKeyStateChange.
Могу Ñе открити Ñамо помоћу [GetPlayerKeys](../functions/GetPlayerKeys) (у [OnPlayerUpdate](../callbacks/OnPlayerUpdate) или помоћу тајмера).
-
-:::
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [GetPlayerKeys](../functions/GetPlayerKeys): Провера које дугме играч притиÑка(држи).
-
-## Додатне информације
-
-### Увод
-
-Ова повратна функција Ñе позива када играч притиÑне или отпуÑти један од подржаних таÑтера (погледајте [таÑтере](../resources/keys)).
Подржани таÑтери ниÑу Ñтварни таÑтери на таÑтатури, већ функцијÑки таÑтери који Ñу додељени у Сан ÐндреаÑу. То значи да, на пример, не можете открити када неко притиÑне SPACE, али можете открити када притиÑне Ñвој таÑтер за трчање (који може или не мора бити додељен razmaknici (по подразумеваној вредноÑти јеÑте)).
-
-### Параметри
-
-Параметри ове функције Ñу ÑпиÑак Ñвих таÑтера који Ñу тренутно притиÑнути и Ñвих таÑтера који Ñу били притиÑнути пре тренутне промене. Функција Ñе позива када Ñе Ñтање таÑтера промени (тј. када Ñе таÑтер притиÑне или отпуÑти) и проÑлеђује Ñтања Ñвих таÑтера пре и поÑле ове промене. Ове информације Ñе могу кориÑтити за тачно праћење шта Ñе догодило, али променљиве Ñе не могу кориÑтити директно као параметри других функција. Да би Ñе Ñмањио број променљивих, кориÑти Ñе Ñамо један BIT за предÑтављање једног таÑтера, што значи да једна променљива може Ñадржати више таÑтера одједном и једноÑтавно упоређивање вредноÑти неће увек функциониÑати.
-
-### Како ÐЕ проверити таÑтер
-
-Да претпоÑтавимо да желите да детектујете када играч притиÑне Ñвој FIRE таÑтер, очигледан код би био:
-
-```c
-if (newkeys == KEY_FIRE)
-```
-
-Овај код можда чак ради у вашем теÑтирању, али је погрешан и ваше теÑтирање је недовољно. Покушајте да Ñе Ñачучете и притиÑнете ватру - ваш код ће одмах преÑтати да ради. Зашто? Јер "newkeys" више није иÑто што и "KEY_FIRE", већ је иÑто што и "KEY_FIRE" ПОЈЕДИÐОЧÐО С "KEY_CROUCH".
-
-### Како проверити таÑтер
-
-Дакле, ако променљива може Ñадржати више таÑтера у иÑто време, како да проверите Ñамо један? Одговор је битно маÑкирање. Сваком таÑтеру припада његов бит у променљивој (неки таÑтери имају иÑти бит, али то Ñу таÑтери за пешачење/у возилу, тако да Ñе никада не могу притиÑкати иÑтовремено) и треба да проверите Ñамо тај појединачни бит:
-
-```c
-if (newkeys & KEY_FIRE)
-```
-
-Ðапомена: један & је иÑправан - то је битовÑки AND, а не логички AND, што Ñу два амперÑанда.
-
-Сада, ако теÑтирате овај код, радиће без обзира да ли чучите или Ñтојите када притиÑнете таÑтер за пуцањ. Међутим, поÑтоји још један мали проблем - код ће Ñе активирати Ñве док држите таÑтер. OnPlayerKeyStateChange Ñе позива Ñваки пут када Ñе таÑтер промени и тај код је тачан Ñваки пут када Ñе таÑтер за пуцањ држи доле. Ðко притиÑнете таÑтер, код ће Ñе активирати, ако је тај таÑтер држан и притиÑнете таÑтер за чучањ - код ће Ñе поново активирати јер Ñе таÑтер (за чучањ) променио, а таÑтер за пуцањ је и даље држан. Како открити када је таÑтер први пут притиÑнут, али не активирати поново када је још увек држан и други таÑтер Ñе промени?
-
-### Како проверити да ли је таÑтер притиÑнут
-
-Овде долази "oldkeys". Да биÑте проверили да ли је таÑтер управо притиÑнут, прво морате проверити да ли је подешен у "newkeys" - што значи да је држан доле, а затим проверите да ли није у "oldkeys" - што значи да је управо почео да Ñе држи. Следећи код то ради:
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
-```
-
-То ће бити тачно СÐМО када је таÑтер за пуцањ први пут притиÑнут, не када Ñе држи и други таÑтер Ñе промени.
-
-### Како проверити када је таÑтер оÑлобођен
-
-Тачно иÑти принцип као горе, али обрнуто:
-
-```c
-if ((oldkeys & KEY_FIRE) && !(newkeys & KEY_FIRE))
-```
-
-### Како проверити више таÑтера
-
-Ðко желите да проверите да ли играч држи таÑтер за чучањ и пуцање, онда ће Ñледећи код добро радити:
-
-```c
-if ((newkeys & KEY_FIRE) && (newkeys & KEY_CROUCH))
-```
-
-Међутим, ако желите да откријете када први пут притиÑну оба таÑтера, пуцањ и чучањ, Ñледећи код ÐЕЋЕ радити. Радиће ако уÑпеју да притиÑну оба таÑтера тачно у иÑто време, али ако Ñу размаци између притиÑка оба таÑтера већи (много мањи од пола Ñекунде), неће радити:
-
-```c
-if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE) && (newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
-```
-
-Зашто? Зато што Ñе OnPlayerKeyStateChange позива Ñваки пут када Ñе промени један таÑтер. Дакле, ако притиÑну "KEY_FIRE" - OnPlayerKeyStateChange Ñе позива Ñа "KEY_FIRE" у "newkeys" и не у "oldkeys", затим притиÑну "KEY_CROUCH" - OnPlayerKeyStateChange Ñе позива Ñа "KEY_CROUCH" и "KEY_FIRE" у "newkeys", али "KEY_FIRE" је Ñада такође у "oldkeys" јер је већ био притиÑнут, тако да "!(oldkeys & KEY_FIRE)" неће проћи. Срећом, решење је веома једноÑтавно (у Ñтвари једноÑтавније од оригиналног кода):
-
-```c
-if ((newkeys & (KEY_FIRE | KEY_CROUCH)) == (KEY_FIRE | KEY_CROUCH) && (oldkeys & (KEY_FIRE | KEY_CROUCH)) != (KEY_FIRE | KEY_CROUCH))
-```
-
-Ово може изгледати компликовано, али проверава да ли Ñу оба таÑтера поÑтављена у "newkeys" и да оба таÑтера ниÑу била поÑтављена у "oldkeys"; ако је један од њих био поÑтављен у "oldkeys", то није важно јер ниÑу оба била. Све ове Ñтвари могу Ñе значајно поједноÑтавити уз помоћ дефиниција.
-
-## ПоједноÑтављење
-
-### Детекција држања таÑтера
-
-Дефиниција:
-
-```c
-// HOLDING(keys)
-#define HOLDING(%0) \
- ((newkeys & (%0)) == (%0))
-```
-
-Држи једно дугме(таÑтер):
-
-```c
-if (HOLDING( KEY_FIRE ))
-```
-
-Држи више њих(таÑтера):
-
-```c
-if (HOLDING( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Детекција првог притиÑкања таÑтера
-
-Дефиниција:
-
-```c
-// PRESSED(keys)
-#define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
-```
-
-ПритиÑнуо један таÑтер:
-
-```c
-if (PRESSED( KEY_FIRE ))
-```
-
-ПритиÑнуо више њих:
-
-```c
-if (PRESSED( KEY_FIRE | KEY_CROUCH ))
-```
-
-### Детекција да ли играч тренутно притиÑка таÑтер
-
-Дефиниција:
-
-```c
-// PRESSING(keyVariable, keys)
-#define PRESSING(%0,%1) \
- (%0 & (%1))
-```
-
-ПритиÑка један таÑтер:
-
-```c
-if (PRESSING( newkeys, KEY_FIRE ))
-```
-
-ПритиÑка више таÑтера:
-
-```c
-if (PRESSING( newkeys, KEY_FIRE | KEY_CROUCH ))
-```
-
-### Детекција пуштања таÑтера
-
-Дефиниција:
-
-```c
-// RELEASED(keys)
-#define RELEASED(%0) \
- (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
-```
-
-Пушта један таÑтер
-
-```c
-if (RELEASED( KEY_FIRE ))
-```
-
-Пушта више таÑтера:
-
-```c
-if (RELEASED( KEY_FIRE | KEY_CROUCH ))
-```
-
-## Примери
-
-### Прикачи NOS када играч притиÑне таÑтер за ватру
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_FIRE))
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- AddVehicleComponent(GetPlayerVehicleID(playerid), 1010);
- }
- }
- return 1;
-}
-```
-
-### Супер Ñкок
-
-```c
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_JUMP))
- {
- new
- Float:x,
- Float:y,
- Float:z;
- GetPlayerPos(playerid, x, y, z);
- SetPlayerPos(playerid, x, y, z + 10.0);
- }
- return 1;
-}
-```
-
-### Мод Бога док држи TAB
-
-```c
-new
- Float:gPlayerHealth[MAX_PLAYERS];
-
-#if !defined INFINITY
- #define INFINITY (Float:0x7F800000)
-#endif
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_ACTION))
- {
- // Они Ñу управо притиÑнули акцијÑки таÑтер, Ñачувајте њихово
- // Ñтаро здравље за обнову.
- GetPlayerHealth(playerid, gPlayerHealth[playerid]);
- SetPlayerHealth(playerid, INFINITY);
- }
- else if (RELEASED(KEY_ACTION))
- {
- // Они Ñу управо пуÑтили акцију - обновите
- // њихово Ñтаро здравље поново.
- SetPlayerHealth(playerid, gPlayerHealth[playerid]);
- }
- return 1;
-}
-```
-
-### Образложење
-
-Ðе морате Ñе бринути о ТОМЕ како је то урађено, Ñамо да је урађено. ДРЖÐЊЕ открива ако притиÑкају таÑтер (или таÑтере), без обзира на то да ли Ñу их притиÑкали пре, ПРИТИСÐУТО открива ако Ñу Ñамо што Ñу притиÑнули таÑтер(е) и ОТПУШТЕÐО открива ако Ñу управо оÑлободили таÑтер(е). Међутим, ако желите да знате више - наÑтавите да читате.
-
-Разлог зашто треба да радите на овај начин, а не Ñамо кориÑтећи & или ==, је да биÑте прецизно детектовали тачно таÑтере које желите док игноришете друге који можда или можда не буду притиÑнути. У бинарном формату, KEY_SPRINT је:
-
-```
-0b00001000
-```
-
-и KEY_JUMP је:
-
-```
-0b00100000
-```
-
-Тако да, ОРоперација на жељеним таÑтерима (можемо их такође додати у овом примеру, али то није увек Ñлучај) даје:
-
-```
-0b00101000
-```
-
-Ðко биÑмо кориÑтили Ñамо & и OnPlayerKeyStateChange Ñе позивао за играча који притиÑне Ñкок, добили биÑмо Ñледећи код:
-
-```
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-```
-
-AND операција два броја није 0, тако да је резултат провере иÑтинит, што није оно што желимо.
-
-Ðко биÑмо Ñамо кориÑтили ==, два броја очигледно ниÑу иÑти, тако да би провера пропала, што је оно што желимо.
-
-Ðко би играч притиÑкао Ñкок, Ñprints и чучањ, добили биÑмо Ñледећи код:
-
-```
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-ANDed верзија је иÑта као и захтевани таÑтери и такође није 0, тако да ће дати иÑправан одговор, међутим, два оригинална броја ниÑу иÑта, тако да == неће уÑпети. У оба примера, један од два је дао прави одговор, а један погрешан. Ðко упоредимо први пример кориÑтећи & и == добијамо:
-
-```
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-```
-
-Очигледно је да жељени и ANDed верзија ниÑу иÑти, тако да провера неће уÑпети, што је тачно. За други пример:
-
-```
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-Жељени и ANDed верзија Ñу иÑти, тако да упоређивање као једнако ће резултирати у иÑтинит резултат, што је такође тачно.
-
-Коришћењем ове методе можемо прецизно проверити да ли Ñу одређени таÑтери притиÑнути игноришући Ñве друге таÑтере који могу или не морају бити притиÑнути. Проверa Ñтарих таÑтера кориÑти != умеÑто == како би оÑигурала да захтевани таÑтери ниÑу раније били притиÑнути, тако да знамо да је један од њих управо притиÑнут.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerLeaveCheckpoint.md b/docs/translations/sr/scripting/callbacks/OnPlayerLeaveCheckpoint.md
deleted file mode 100644
index acc7244476a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerLeaveCheckpoint.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerLeaveCheckpoint
-description: Ова повратна функција Ñе позива када играч напуÑти контролну тачку коју је поÑтавио SetPlayerCheckpoint.
-tags: ["player", "checkpoint"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч напуÑти контролну тачку коју је поÑтавио [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint). У тренутку може бити приказан Ñамо један чекпоинт.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------------ |
-| playerid | ID играча који је напуÑтио чекпоинт. |
-
-## Враћа
-
-Увек Ñе позива прво у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnPlayerLeaveCheckpoint(playerid)
-{
- printf("Player %i left a checkpoint!", playerid);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerEnterCheckpoint](OnPlayerEnterCheckpoint): Овај повратни позив Ñе позива када играч уђе у контролну тачку.
-- [OnPlayerEnterRaceCheckpoint](OnPlayerEnterRaceCheckpoint): Овај повратни позив Ñе позива када играч уђе у тркачку контролну тачку.
-- [OnPlayerLeaveRaceCheckpoint](OnPlayerLeaveRaceCheckpoint): Овај повратни позив Ñе позива када играч напуÑти тркачку контролну тачку.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Креирајте контролну тачку за играча.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Онемогућите тренутну контролну тачку играча.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Проверите да ли је играч у контролној тачки.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Креирајте тркачку контролну тачку за играча.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Онемогућите тренутну тркачку контролну тачку играча.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Проверите да ли је играч у тркачкој контролној тачки.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerLeaveGangZone.md b/docs/translations/sr/scripting/callbacks/OnPlayerLeaveGangZone.md
deleted file mode 100644
index ff035a6914e..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerLeaveGangZone.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnPlayerLeaveGangZone
-description: Ова повратна функција Ñе позива када играч напуÑти гангзону.
-tags: ["player", "gangzone"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч напуÑти гангзону.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ---------------------------------------------- |
-| playerid | ID играча који је напуÑтио гангзону. |
-| zoneid | ID гангзоне коју је играч напуÑтио. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемод-у.
-
-## Пример
-
-```c
-public OnPlayerLeaveGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "You are leaving gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerEnterGangZone](OnPlayerEnterGangZone): Ова повратна функција Ñе позива када играч уђе у гангзону.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [GangZoneCreate](../functions/GangZoneCreate): Креирајте гангзону (обојену подручје на радару).
-- [GangZoneDestroy](../functions/GangZoneDestroy): Уништите гангзону.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerLeavePlayerGangZone.md b/docs/translations/sr/scripting/callbacks/OnPlayerLeavePlayerGangZone.md
deleted file mode 100644
index 1f9a14c206e..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerLeavePlayerGangZone.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnPlayerLeavePlayerGangZone
-description: Ова повратна функција Ñе позива када играч напуÑти играчеву гангзону.
-tags: ["player", "gangzone"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч напуÑти играчеву гангзону.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------------------------- |
-| playerid | ID играча који је напуÑтио гангзону играча. |
-| zoneid | ID гангзоне играча коју је играч напуÑтио. |
-
-## Враћа
-
-Увек Ñе позива прва у гамемод-у.
-
-## Пример
-
-```c
-public OnPlayerLeavePlayerGangZone(playerid, zoneid)
-{
- new string[128];
- format(string, sizeof(string), "You are leaving player gangzone %i", zoneid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerEnterPlayerGangZone](OnPlayerEnterPlayerGangZone): Ова повратна ункција Ñе позива када играч напуÑти гангзону играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreatePlayerGangZone](../functions/CreatePlayerGangZone): Креирајте гангзону играча.
-- [PlayerGangZoneDestroy](../functions/PlayerGangZoneDestroy):Уништите гангзону играча.
-- [UsePlayerGangZoneCheck](../functions/UsePlayerGangZoneCheck): Омогућите повратни позив када играч напуÑти ову зону.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md b/docs/translations/sr/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
deleted file mode 100644
index 78fa0190091..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerLeaveRaceCheckpoint
-description: Овај повратни позив Ñе позива када играч напуÑти тркачку контролну тачку.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## Description
-
-Овај повратни позив Ñе позива када играч напуÑти тркачку контролну тачку(чекпоинт).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | --------------------------------------------------- |
-| playerid | ID играча који је напуÑтио тркачки чекпоинт. |
-
-## Враћа
-
-Увек Ñе прво позива у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnPlayerLeaveRaceCheckpoint(playerid)
-{
- printf("Player %d left a race checkpoint!", playerid);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerEnterCheckpoint](OnPlayerEnterCheckpoint): Овај повратни позив Ñе позива када играч уђе у контролну тачку.
-- [OnPlayerLeaveCheckpoint](OnPlayerLeaveCheckpoint): Овај повратни позив Ñе позива када играч напуÑти контролну тачку.
-- [OnPlayerEnterRaceCheckpoint](OnPlayerEnterRaceCheckpoint): Овај повратни позив Ñе позива када играч уђе у тркачку контролу тачку.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Креирај контролну тачку за играча.
-- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Онемогући тренутну контролну тачку играча.
-- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Провери да ли Ñе играч налази у контрольној тачки.
-- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Креирај тркачку контролу тачку за играча.
-- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Онемогући тренутну тркачку контролу тачку играча.
-- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Провери да ли Ñе играч налази у тркачкој контролној тачки.
\ No newline at end of file
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerObjectMoved.md b/docs/translations/sr/scripting/callbacks/OnPlayerObjectMoved.md
deleted file mode 100644
index d98d0565b52..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerObjectMoved.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnPlayerObjectMoved
-description: Овај повратни позив Ñе позива када Ñе играчев објекат помери након MovePlayerObject (када преÑтане да Ñе помера).
-tags: ["player", "object", "playerobject"]
----
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када Ñе играчев објекат помери након [MovePlayerObject](../functions/MovePlayerObject) (када преÑтане да Ñе помера).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------ |
-| playerid | ID играча којем је објекат додељен. |
-| objectid | ID играчевог објекта који је померен. |
-
-## Враћа
-
-Увек Ñе прво позива у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- printf("Player object moved: objectid: %d playerid: %d", objectid, playerid);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnObjectMoved](OnObjectMoved): Овај повратни позив Ñе позива када објекат преÑтане да Ñе помера.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [MovePlayerObject](../functions/MovePlayerObject): Померите играчев објекат.
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Проверите да ли Ñе играчев објекат помера.
-- [StopPlayerObject](../functions/StopPlayerObject): ПреÑтаните Ñа померањем играчевог објекта.
-- [CreatePlayerObject](../functions/CreatePlayerObject): Креирајте објекат Ñамо за једног играча.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Уништите играчев објекат.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerPickUpPickup.md b/docs/translations/sr/scripting/callbacks/OnPlayerPickUpPickup.md
deleted file mode 100644
index 7030572dfb0..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerPickUpPickup.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnPlayerPickUpPickup
-description: Ова повратна функција је позвана када играч покупи пикап креиран преко CreatePickup.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција је позвана када играч покупи пикап креиран преко [CreatePickup](../functions/CreatePickup).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|-------------------------------------------------------------------------|
-| playerid | ID играча који је узео пикап. |
-| pickupid | ID пикапа, враћен од Ñтране [CreatePickup](../functions/CreatePickup) |
-
-## Враћа
-
-Увек Ñе позива прво у гамемод-у.
-
-## Пример
-
-```c
-new pickup_Cash;
-new pickup_Health;
-
-public OnGameModeInit()
-{
- pickup_Cash = CreatePickup(1274, 2, 2009.8658, 1220.0293, 10.8206, -1);
- pickup_Health = CreatePickup(1240, 2, 2009.8474, 1218.0459, 10.8175, -1);
- return 1;
-}
-
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- if (pickupid == pickup_Cash)
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == pickup_Health)
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPickupStreamIn](OnPickupStreamIn): Позван када подизање уђе у видно поље играча.
-- [OnPickupStreamOut](OnPickupStreamOut): Позван када подизање изађе из видног поља играча.
-
-## ПовезаÑне функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreatePickup](../functions/CreatePickup): Креирај пикап.
-- [DestroyPickup](../functions/DestroyPickup): Уништи пикап.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerPickUpPlayerPickup.md b/docs/translations/sr/scripting/callbacks/OnPlayerPickUpPlayerPickup.md
deleted file mode 100644
index 158f7999eb0..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerPickUpPlayerPickup.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: OnPlayerPickUpPlayerPickup
-description: Овај повратни позив Ñе позива када играч подигне играчев пикап креиран помоћу CreatePlayerPickup.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када играч подигне играчев пикап креиран помоћу [CreatePlayerPickup](../functions/CreatePlayerPickup)..
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|-----------------------------------------------------------------------------------------|
-| playerid | ID играча који је покупио пикап. |
-| pickupid | ID играчевог пикапа, враћен од функције [CreatePlayerPickup](../functions/CreatePlayerPickup) |
-
-## Враћа
-
-Увек Ñе позива прво у гамемод-у.
-
-## Пример
-
-```c
-new player_pickup_Cash[MAX_PLAYERS];
-new player_pickup_Health[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- player_pickup_Cash[playerid] = CreatePlayerPickup(playerid, 1274, 2, 2009.8658, 1220.0293, 10.8206, -1);
- player_pickup_Health[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175, -1);
- return 1;
-}
-
-public OnPlayerPickUpPlayerPickup(playerid, pickupid)
-{
- if (pickupid == player_pickup_Cash[playerid])
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == player_pickup_Health[playerid])
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerPickupStreamIn](OnPlayerPickupStreamIn): Позива Ñе када играчев пикап уђе у видно поље играча.
-- [OnPlayerPickupStreamOut](OnPlayerPickupStreamOut): Позива Ñе када играчев пикап напуÑти видно поље играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Креира играчев пикап које ће бити видљив Ñамо једном играчу.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Уништи играчев пикап.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerPickupStreamIn.md b/docs/translations/sr/scripting/callbacks/OnPlayerPickupStreamIn.md
deleted file mode 100644
index 1ac2bb39101..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerPickupStreamIn.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerPickupStreamIn
-description: Позива Ñе када играчев пикап уђе у видно поље играча.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## ОпиÑ
-
-Позива Ñе када играчев пикап уђе у видно поље играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|--------------------------------------------------------------------------------------|
-| pickupid | ID играчевог пикапа, враћен од [CreatePlayerPickup](../functions/CreatePlayerPickup) |
-| playerid | ID играча који види играчев пикап у Ñвом видном пољу. |
-
-## Враћа
-
-Увек Ñе позива прво у гамемод-у.
-
-## Пример
-
-```c
-new g_PlayerPickupHealth[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- g_PlayerPickupHealth[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPlayerPickupStreamIn(pickupid, playerid)
-{
- if (pickupid == g_PlayerPickupHealth[playerid])
- {
- printf("g_PlayerPickupHealth is streamed in for player id %d", playerid);
- }
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerPickUpPlayerPickup](OnPlayerPickUpPlayerPickup): Позива Ñе када играч покупи играчев пикап.
-- [OnPlayerPickupStreamOut](OnPlayerPickupStreamOut): Позива Ñе када играчев пикап напуÑти видно поље играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Креира играчев пикап који ће бити видљив Ñамо једном играчу.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Уништи играчев пикап.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerPickupStreamOut.md b/docs/translations/sr/scripting/callbacks/OnPlayerPickupStreamOut.md
deleted file mode 100644
index 32e4d95df14..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerPickupStreamOut.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnPlayerPickupStreamOut
-description: Овај повратни позив Ñе активира када player-pickup напуÑти визуелни домет играча.
-tags: ["player", "pickup", "playerpickup"]
----
-
-
-
-## ОпиÑ
-
-Овај повратни позив Ñе активира када player-pickup напуÑти визуелни домет играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|------------------------------------------------------------------------------------------------|
-| pickupid | ID играчевог pickupa, враћен од Ñтране [CreatePlayerPickup](../functions/CreatePlayerPickup) |
-| playerid | ID играћа који је напуÑтио Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¸Ð³Ñ€Ð°Ñ‡ÐµÐ²Ð¾Ð³ pickupa |
-
-## Враћа
-
-Увек Ñе позива прво у гамемод-у.
-
-## Пример
-
-```c
-new g_PlayerPickupHealth[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- g_PlayerPickupHealth[playerid] = CreatePlayerPickup(playerid, 1240, 2, 2009.8474, 1218.0459, 10.8175);
- return 1;
-}
-
-public OnPlayerPickupStreamOut(pickupid, playerid)
-{
- if (pickupid == g_PlayerPickupHealth[playerid])
- {
- printf("g_PlayerPickupHealth is streamed out for player id %d", playerid);
- }
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerPickUpPlayerPickup](OnPlayerPickUpPlayerPickup): Позвано када играч покупи player-pickup.
-- [OnPlayerPickupStreamIn](OnPlayerPickupStreamIn): Позвано када player-pickup уђе у визуелни домет играча.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreatePlayerPickup](../functions/CreatePlayerPickup): Креира pickup који ће бити видљив Ñамо једном играчу.
-- [DestroyPlayerPickup](../functions/DestroyPlayerPickup): Уништи играчев pickup.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerRequestClass.md b/docs/translations/sr/scripting/callbacks/OnPlayerRequestClass.md
deleted file mode 100644
index 32d147d80e5..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerRequestClass.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnPlayerRequestClass
-description: Ова повратна функција Ñе позива када играч промени клаÑу на избору клаÑе (и када Ñе избор клаÑе први пут појави).
-tags: ["player", "class"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч промени клаÑу на избору клаÑе (и када Ñе избор клаÑе први пут појави).
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------------------------- |
-| playerid | ID играча који је променио клаÑу. |
-| classid | ID тренутне клаÑе која Ñе приказује (коју враћа [AddPlayerClass](../functions/AddPlayerClass)). |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкрипти.
-
-## Примери
-
-```c
-public OnPlayerRequestClass(playerid,classid)
-{
- if (classid == 3 && !IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, COLOR_RED, "This skin is only for admins!");
- return 0;
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе такође позива када играч притиÑне F4.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerRequestSpawn](OnPlayerRequestSpawn): Ова повратна функција Ñе позива када играч покуша да Ñе појави путем избора клаÑе.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [AddPlayerClass](../functions/AddPlayerClass): Додајте клаÑу играча.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerRequestDownload.md b/docs/translations/sr/scripting/callbacks/OnPlayerRequestDownload.md
deleted file mode 100644
index ce066ca5c6a..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerRequestDownload.md
+++ /dev/null
@@ -1,72 +0,0 @@
----
-title: OnPlayerRequestDownload
-description: Ова повратна функција Ñе позива када играч затражи преузимање прилагођеног модела.
-tags: ["player"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч затражи преузимање прилагођеног модела.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|-----------------------|--------------------------------------------------------------|
-| playerid | ID играча који је затражио преузимање прилагођеног модела. |
-| DOWNLOAD_REQUEST:type | [Тип](../resources/download-requests) захтева. |
-| crc | CRC чекÑума датотеке прилагођеног модела. |
-
-## Враћа
-
-**0** - Одбиј захтев за преузимање
-
-**1** - Прихватио захтев за преузимање
-
-## Пример
-
-```c
-#define DOWNLOAD_REQUEST_EMPTY (DOWNLOAD_REQUEST:0)
-#define DOWNLOAD_REQUEST_MODEL_FILE (DOWNLOAD_REQUEST:1)
-#define DOWNLOAD_REQUEST_TEXTURE_FILE (DOWNLOAD_REQUEST:2)
-
-new baseUrl[] = "https://assets.open.mp";
-
-public OnPlayerRequestDownload(playerid, DOWNLOAD_REQUEST:type, crc)
-{
- if (!IsPlayerConnected(playerid))
- {
- return 0;
- }
-
- new fullUrl[256 + 1];
- new dlFileName[64 + 1];
- new foundFileName = 0;
-
- if (type == DOWNLOAD_REQUEST_TEXTURE_FILE)
- {
- foundFileName = FindTextureFileNameFromCRC(crc, dlFileName, 64);
- }
- else if (type == DOWNLOAD_REQUEST_MODEL_FILE)
- {
- foundFileName = FindModelFileNameFromCRC(crc, dlFileName, 64);
- }
-
- if (foundFileName)
- {
- format(fullUrl, sizeof(fullUrl), "%s/%s", baseUrl, dlFileName);
- RedirectDownload(playerid, fullUrl);
- }
-
- return 0;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): Позива Ñе када играч заврпи Ñа преузимањем прилагођених модела.
-
-## Повезани реÑурÑи
-
-- [Типови захтева за преузимање](../resources/download-requests)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerRequestSpawn.md b/docs/translations/sr/scripting/callbacks/OnPlayerRequestSpawn.md
deleted file mode 100644
index 85e37f686f5..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerRequestSpawn.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnPlayerRequestSpawn
-description: Овај повратни позив Ñе позива када играч покуша да Ñе појави преко избора клаÑе било притиÑком на SHIFT или кликом на дугме 'Spawn'.
-tags: ["player", "class"]
----
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када играч покуша да Ñе појави преко избора клаÑе било притиÑком на SHIFT или кликом на дугме 'Spawn'.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | --------------------------------------------- |
-| playerid | ID играча који тражи да Ñе Ñпавнује. |
-
-## Враћа
-
-Увек Ñе прво позива у филтер Ñкриптама, тако да враћање 0 такође блокира оÑтале Ñкрипте да је виде.
-
-## Пример
-
-```c
-public OnPlayerRequestSpawn(playerid)
-{
- if (!IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, -1, "You may not spawn.");
- return 0;
- }
- return 1;
-}
-```
-
-## Белешке
-
-
-
-:::tip
-
-To prevent players from spawning with certain classes, the last viewed class must be saved in a variable in [OnPlayerRequestClass](OnPlayerRequestClass).
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerSpawn](OnPlayerSpawn): Овај повратни позив Ñе позива када Ñе играч појави.
-- [OnPlayerRequestClass](OnPlayerRequestClass): Овај повратни позив Ñе позива када играч промени клаÑу на избору клаÑе.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerSelectObject.md b/docs/translations/sr/scripting/callbacks/OnPlayerSelectObject.md
deleted file mode 100644
index e9a07edfaac..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerSelectObject.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: OnPlayerSelectObject
-description: Овај повратни позив Ñе позива када играч изабере објекат након што је коришћена функција BeginObjectSelecting.
-tags: ["player", "object"]
----
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када играч изабере објекат након што је коришћена функција [BeginObjectSelecting](../functions/BeginObjectSelecting).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|--------------------|---------------------------------------------------------|
-| playerid | ID играча који је изабрао објекат. |
-| SELECT_OBJECT:type | [Тип](../resources/selectobjecttypes) Ñелекције. |
-| objectid | ID изабраног објекта. |
-| modelid | Модел датог објекта. |
-| Float:fX | X координата објекта. |
-| Float:fY | Y координата објекта. |
-| Float:fZ | Z координата објекта. |
-
-## Враћа
-
-**1** - Спречиће оÑтале Ñкрипте да приме овај повратни позив.
-
-**0** - Означава да ће овај повратни позив бити проÑлеђен Ñледећој Ñкрипти.
-
-Овај повратни позив Ñе увек прво позива у filterscripts.
-
-## Пример
-
-```c
-public OnPlayerSelectObject(playerid, SELECT_OBJECT:type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
-{
- printf("Player %d selected object %d", playerid, objectid);
-
- if (type == SELECT_OBJECT_GLOBAL_OBJECT)
- {
- BeginObjectEditing(playerid, objectid);
- }
- else
- {
- BeginPlayerObjectEditing(playerid, objectid);
- }
-
- SendClientMessage(playerid, 0xFFFFFFFF, "You now are able to edit your object!");
- return 1;
-}
-```
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [BeginObjectSelecting](../functions/BeginObjectSelecting): Бира објекат.
-
-## Повезани реÑурÑи
-
-- [Типови одабира објеката](../resources/selectobjecttypes)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerSelectedMenuRow.md b/docs/translations/sr/scripting/callbacks/OnPlayerSelectedMenuRow.md
deleted file mode 100644
index f53a23baaba..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerSelectedMenuRow.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: OnPlayerSelectedMenuRow
-description: Овај повратни позив Ñе позива када играч изабере Ñтавку из менија (ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када играч изабере Ñтавку из менија ([ShowMenuForPlayer](../functions/ShowMenuForPlayer)).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------------- |
-| playerid | ID играча који је изабрао Ñтавку из менија. |
-| row | ID реда који је изабран. Први ред има ID 0. |
-
-## Враћа
-
-Увек Ñе позива прво у гамемод-у.
-
-## Пример
-
-```c
-new Menu:MyMenu;
-
-public OnGameModeInit()
-{
- MyMenu = CreateMenu("Example Menu", 1, 50.0, 180.0, 200.0, 200.0);
- AddMenuItem(MyMenu, 0, "Item 1");
- AddMenuItem(MyMenu, 0, "Item 2");
- return 1;
-}
-
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- if (GetPlayerMenu(playerid) == MyMenu)
- {
- switch (row)
- {
- case 0:
- {
- print("Item 1 Selected");
- }
- case 1:
- {
- print("Item 2 Selected");
- }
- }
- }
- return 1;
-}
-```
-
-## Notes
-
-:::tip
-
-ID менија Ñе не проÑлеђује овом повратном позиву. Потребно је кориÑтити [GetPlayerMenu](../functions/GetPlayerMenu) да биÑте утврдили из којег је менија играч изабрао Ñтавку.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerExitedMenu](OnPlayerExitedMenu): Овај повратни позив Ñе позива када играч изађе из менија.
-- [OnDialogResponse](OnDialogResponse): Овај повратни позив Ñе позива када играч одговори на дијалог.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [CreateMenu](../functions/CreateMenu): Креирај мени.
-- [DestroyMenu](../functions/DestroyMenu): Уништи мени.
-- [AddMenuItem](../functions/AddMenuItem): Додаје Ñтавку у одређени мени.
-- [ShowMenuForPlayer](../functions/ShowMenuForPlayer): Покажи мени играчу.
-- [HideMenuForPlayer](../functions/HideMenuForPlayer): Сакриј мени играчу.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerSpawn.md b/docs/translations/sr/scripting/callbacks/OnPlayerSpawn.md
deleted file mode 100644
index a8c6f95efc7..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: OnPlayerSpawn
-description: Ова повратна функција Ñе позива када играч Ñпавнује.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч Ñпавнује. (нпр. након позивања функције [SpawnPlayer](../functions/SpawnPlayer))
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ---------------------------------- |
-| playerid | ID играча који је Ñпавнован. |
-
-## Враћа
-
-**0** - Спречава да друге филтерÑкрипте приме ову повратну функцију.
-
-**1** - Означава да ће ова функција бити проÑлеђена Ñледећој филтерÑкрипти.
-
-Увек Ñе прво позива у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME];
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName));
-
- new string[64];
- format(string, sizeof(string), "%s has spawned successfully.", PlayerName);
-
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Када играч умре у Сан ÐндреаÑу, аутоматÑки Ñе од њих одбија $100 ради покривања болничких рачуна. Ова функција оÑтаје у SA:MP, али је уклоњена из open.mp како би Ñкрипте могле управљати Ñвим Ñвојим новцем. Ðеколико Ñкрипти већ покушава да иÑправи ово тако што додаје $100 играчу након Ñмрти или при реÑпауну. Ðко је ово ваша Ñкрипта, једноÑтавно обришите додатну иÑправку, иако код у open.mp покушава да узме у обзир Ñкрипте које то раде. Ðко ваша Ñкрипта завиÑи од ове функције, једноÑтавно додајте Ñледећи код у [OnPlayerDeath](OnPlayerDeath):
-
-```c
-GivePlayerMoney(playerid, -100);
-```
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerDeath](OnPlayerDeath): Ова повратна функција Ñе позива када играч умре.
-- [OnVehicleSpawn](OnVehicleSpawn): Ова повратна функција Ñе позива када Ñе возило Ñпавнује.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SpawnPlayer](../functions/SpawnPlayer): ФорÑира играча да Ñе Ñпавнује.
-- [AddPlayerClass](../functions/AddPlayerClass): Додаје клаÑу.
-- [SetSpawnInfo](../functions/SetSpawnInfo): ПоÑтавља подешавања везана за Ñпавн играчу.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerStateChange.md b/docs/translations/sr/scripting/callbacks/OnPlayerStateChange.md
deleted file mode 100644
index 8f852b72f77..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: OnPlayerStateChange
-description: Ова повратна функција Ñе позива када играч промени Ñтање.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч промени Ñтање. Ðа пример, када играч прелази из Ñтања возача возила у Ñтање ходања.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------------------- | ---------------------------------------- |
-| playerid | ID играча који мења Ñтање. |
-| PLAYER_STATE:newstate | Старо Ñтање играча. |
-| PLAYER_STATE:oldstate | Ðово Ñтање играча. |
-
-[ЛиÑта](../resources/playerstates) Ñвих могућих Ñтања играча.
-
-## Враћа
-
-Позива Ñе прво у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Играч који управља возилом
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); //Dodajte NOS на возило
- }
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerInteriorChange](OnPlayerInteriorChange): Позива Ñе када играч промени интеријер.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [GetPlayerState](../functions/GetPlayerState): Враћа играчево тренутно Ñтање.
-- [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction): Враћа играчеву тренутну Ñпецијалну акцију.
-- [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction): ПоÑтавља играчеву Ñпецијалну акцију.
-
-## Повезани реÑурÑи
-
-- [Стања играча](../resources/playerstates)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerStreamIn.md b/docs/translations/sr/scripting/callbacks/OnPlayerStreamIn.md
deleted file mode 100644
index 92db940f2c9..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerStreamIn.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnPlayerStreamIn
-description: Ова повратна функција Ñе позива када Ñе играч Ñтримује од Ñтране клијента неког другог играча.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе играч Ñтримује од Ñтране клијента неког другог играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | ------------------------------------------------------- |
-| playerid | ID играча који је Ñтримован. |
-| forplayerid | ID играча који је Ñтримовао другог играча. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкрипти.
-
-## Пример
-
-```c
-public OnPlayerStreamIn(playerid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Player %d is now streamed in for you.", playerid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerStreamOut](OnPlayerStreamOut): Ова повратна функција Ñе позива када играч буде уклоњен из Ñтримовања за другог играча.
-- [OnActorStreamIn](OnPlayerStreamOut): Ова повратна функција Ñе позива када играч Ñтримује актора.
-- [OnVehicleStreamIn](OnVehicleStreamIn): Ова повратна функција Ñе позива када возило Ñтримује за играча.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerStreamOut.md b/docs/translations/sr/scripting/callbacks/OnPlayerStreamOut.md
deleted file mode 100644
index 02452d66027..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerStreamOut.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnPlayerStreamOut
-description: Ова повратна функција Ñе позива када Ñе играч уклони из клијента неког другог играча.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе играч уклони из клијента неког другог играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | -------------------------------------------------- |
-| playerid | Играч који је уклоњен из Ñтримовања. |
-| forplayerid | Играч који је уклонио другог играча из Ñтримовања. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкрипти.
-
-## Примери
-
-```c
-public OnPlayerStreamOut(playerid, forplayerid)
-{
- new string[80];
- format(string, sizeof(string), "Your computer has just unloaded player ID %d", playerid);
- SendClientMessage(forplayerid, 0xFF0000FF, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-:::warning
-
-OnPlayerStreamOut Ñе не позива за оба играча када Ñе играч одвеже Ñа Ñервера.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerStreamIn](OnPlayerStreamIn): Ова повратна функција Ñе позива када Ñе играч Ñтримује за другог играча.
-- [OnActorStreamIn](OnActorStreamIn): Ова повратна функција Ñе позива када играч Ñтримује актора.
-- [OnVehicleStreamIn](OnVehicleStreamIn): Ова повратна функција Ñе позива када возило Ñтримује за играча.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerTakeDamage.md b/docs/translations/sr/scripting/callbacks/OnPlayerTakeDamage.md
deleted file mode 100644
index b6706b6f03b..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerTakeDamage.md
+++ /dev/null
@@ -1,93 +0,0 @@
----
-title: OnPlayerTakeDamage
-description: Овај повратни позив Ñе позива када играч претрпи штету.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када играч претрпи штету.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|-----------------|-----------------------------------------------------------------------------------|
-| playerid | ID играча који је претрпео штету. |
-| issuerid | ID играча који је нанео штету. INVALID_PLAYER_ID ако је Ñамонанета. |
-| Float:amount | Количина штете коју је играч претрпео (здравље и оклоп заједно). |
-| WEAPON:weaponid | ID оружја/разлог штете. |
-| bodypart | [Део тела](../resources/bodyparts) који је погођен. |
-
-## Враћа
-
-**1** - Повратни позив неће бити позван у другим filterscripts.
-
-**0** - Омогућава да Ñе овај повратни позив позове у другим filterscripts.
-
-Увек Ñе прво позива у filterscripts, па враћањем 1 блокирате оÑтале filterscripts да га виде.
-
-## Примери
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID) // Ðко није Ñамонанета.
- {
- new
- infoString[128],
- weaponName[24],
- victimName[MAX_PLAYER_NAME],
- attackerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, victimName, sizeof (victimName));
- GetPlayerName(issuerid, attackerName, sizeof (attackerName));
-
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(infoString, sizeof(infoString), "%s has made %.0f damage to %s, weapon: %s, bodypart: %d", attackerName, amount, victimName, weaponName, bodypart);
- SendClientMessageToAll(-1, infoString);
- }
- return 1;
-}
-```
-
-
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
- {
- // Убија одмах Ñнајпером уколико Ñе погоди у главу
- SetPlayerHealth(playerid, 0.0);
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-- weaponid ће враћати 37 (бацач пламена) за Ñве изворе ватре (нпр. молотов, 18).
-- weaponid ће враћати 51 за било које оружје које прави екÑплозију (нпр. RPG, граната).
-- **playerid** је једини који може позвати повратни позив.
-- Количина је увек макÑимална штета коју weaponid може нанети, чак и када здравље преоÑтало је мање од те макÑималне штете. Дакле, када играч има 100.0 здравља и буде погођен Desert Eagle-ом који има вредноÑÑ‚ штете од 46.2, потребна Ñу 3 пуцња да би Ñе убила тај играч. Сва три пуцња ће приказати количину од 46.2, иако када поÑледњи пуцац погоди, играч има Ñамо 7.6 здравља преоÑталог.
-
-:::
-
-:::warning
-
-- [GetPlayerHealth](../functions/GetPlayerHealth) и [GetPlayerArmour](../functions/GetPlayerArmour) ће враћати Ñтаре количине здравља и оклопа играча пре овог повратног позива.
-- Увек проверите да ли је issuerid важећи пре него што га кориÑтите као Ð¸Ð½Ð´ÐµÐºÑ Ñƒ низу.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerGiveDamage](OnPlayerGiveDamage): Позива Ñе када играч нанеÑе штету.
-- [OnPlayerWeaponShot](OnPlayerWeaponShot): Позива Ñе када играч иÑкориÑти оружје(удари њиме, пуца..).
-
-## Повезане реÑурÑи
-
-- [Делови тела](../resources/bodyparts)
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerText.md b/docs/translations/sr/scripting/callbacks/OnPlayerText.md
deleted file mode 100644
index c1c35236148..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerText.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: OnPlayerText
-description: Ова повратна функција Ñе позива када играч пошаље поруку у чету.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч пошаље поруку у чету.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ---------------------------------------- |
-| playerid | ID играча који је укуцао поруку. |
-| text[] | ТекÑÑ‚ поруке коју је играч поÑлао. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкриптама, тако да враћање 0 блокира друге Ñкрипте да је виде.
-
-## Пример
-
-```c
-public OnPlayerText(playerid, text[])
-{
- new string[144];
- format(string, sizeof (string), "(%d) %s", playerid, text);
- SendPlayerMessageToAll(playerid, string);
- return 0; // занемарите подразумевани текÑÑ‚ и пошаљите прилагођени.
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnPlayerCommandText](OnPlayerCommandText): Позива Ñе када играч унеÑе команду.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer): ПриÑили играча да пошаље текÑÑ‚ Ñамо једном играчу.
-- [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll): ПриÑили играча да пошаље текÑÑ‚ Ñвим играчима.
-- [ToggleChatTextReplacement](../functions/ToggleChatTextReplacement): Пребацује филтер уноÑа у чету.
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerUpdate.md b/docs/translations/sr/scripting/callbacks/OnPlayerUpdate.md
deleted file mode 100644
index 566f6cd0701..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,96 +0,0 @@
----
-title: OnPlayerUpdate
-description: Ова повратна функција Ñе позива Ñваки пут када клијент/играч ажурира Ñервер Ñа Ñвојим ÑтатуÑом.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива Ñваки пут када клијент/играч ажурира Ñервер Ñа Ñвојим ÑтатуÑом. ЧеÑто Ñе кориÑти за креирање прилагођених повратних функција за ажурирања клијента која Ñервер није активно прати, као што Ñу ажурирања здравља или оклопа или прелазак оружја код играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ------------------------------------------ |
-| playerid | ID играча који шаље ажурирање пакета |
-
-## Враћа
-
-**0** - Ðжурирање од овог играча неће бити репликовано другим клијентима.
-
-**1** - Указује да Ñе ово ажурирање може обрадити као обично и поÑлати другим играчима.
-
-Увек Ñе позива прва у филтер Ñкриптама.
-
-## Примери
-
-**Пример 1**
-
-```c
-new WEAPON:gPlayerCurrentWeapon[MAX_PLAYERS];
-
-public OnPlayerUpdate(playerid)
-{
- new WEAPON:weapon = GetPlayerWeapon(playerid); // Вратите тренутно оружје играча
- if (weapon != gPlayerCurrentWeapon[playerid]) // Ðко је променио оружје од поÑледњег ажурирања
- {
- // Хајде да позовемо повратну функцију под називом OnPlayerWeaponChange
- CallLocalFunction("OnPlayerWeaponChange", "iii", playerid, gPlayerCurrentWeapon[playerid], weapon);
- gPlayerCurrentWeapon[playerid] = weapon; // Ðжурирај променљиву за оружје
- }
- return 1; // Пошаљите ово ажурирање другим играчима.
-}
-
-forward OnPlayerWeaponChange(playerid, WEAPON:oldWeapon, WEAPON:newWeapon);
-public OnPlayerWeaponChange(playerid, WEAPON:oldWeapon, WEAPON:newWeapon)
-{
- new
- string[128],
- oldWeaponName[24],
- newWeaponName[24];
-
- GetWeaponName(oldWeapon, oldWeaponName, sizeof(oldWeaponName));
- GetWeaponName(newWeapon, newWeaponName, sizeof(newWeaponName));
-
- format(string, sizeof(string), "You changed weapon from %s to %s!", oldWeaponName, newWeaponName);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-**Пример 2**
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new Float:fHealth;
- GetPlayerHealth(playerid, fHealth);
-
- if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // Здравље играча је промењено од поÑледњег ажурирања -> Ñерверу, тако да је очигледно то оно што је ажурирано.
- // Ðаправимо даље провере да видимо да ли је изгубио или добио здравље, анти-чеат на здравље? ;
-
-
- if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* Он је добио здравље! Чијење? Ðапишите Ñвоје Ñкрипте овде да биÑте утврдили како је играч
- добио здравље! */
- }
- else
- {
- /* Он је изгубио здравље! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-
-## Белешке
-
-
-
-:::warning
-
-Ова повратна функција Ñе позива, у проÑеку, 30 пута у Ñекунди по играчу; кориÑтите је Ñамо када знате чему Ñлужи (или још важније, чему ÐЕ Ñлужи). УчеÑталоÑÑ‚ Ñа којом Ñе ова повратна функција позива за Ñваког играча варира у завиÑноÑти од тога шта играч ради. Вожња или пуцање ће активирати много више ажурирања него Ñтајање на меÑту.
-
-:::
diff --git a/docs/translations/sr/scripting/callbacks/OnPlayerWeaponShot.md b/docs/translations/sr/scripting/callbacks/OnPlayerWeaponShot.md
deleted file mode 100644
index 5aa39f58ed4..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnPlayerWeaponShot.md
+++ /dev/null
@@ -1,82 +0,0 @@
----
-title: OnPlayerWeaponShot
-description: Овај повратни позив Ñе позива када играч иÑпали метак из оружја.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Овај повратни позив Ñе позива када играч иÑпали метак из оружја. Подржана Ñу Ñамо оружја Ñа муницијом. Подржано је Ñамо пуцање из возила из перÑпективе путника (не из перÑпективе возача и не из sea sparrow / hunter метака).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|-------------------------|--------------------------------------------------------------------------------|
-| playerid | ID играча који је иÑпалио метак. |
-| WEAPON:weaponid | ID [оружја](../resources/weaponids) из ког је играч иÑпалио. |
-| BULLET_HIT_TYPE:hittype | [Тип](../resources/bullethittypes) објекта који је метак погодио. |
-| hitid | ID играча, возила или објекта који је погодио метак. |
-| Float:fX | X координата на којој је метак погодио. |
-| Float:fY | Y координата на којој је метак погодио. |
-| Float:fZ | Z координата на којој је метак погодио. |
-
-## Враћа
-
-**0** - Спречава да метак нанеÑе штету.
-
-**1** - Дозволи да метак нанеÑе штету.
-
-Увек Ñе позива први у филтерÑкриптама, тако да враћање 0 такође блокира друге Ñкрипте да га виде.
-
-## Пример
-
-```c
-public OnPlayerWeaponShot(playerid, WEAPON:weaponid, BULLET_HIT_TYPE:hittype, hitid, Float:fX, Float:fY, Float:fZ)
-{
- new string[144];
- format(string, sizeof(string), "Weapon %i fired. hittype: %i hitid: %i pos: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
- SendClientMessage(playerid, -1, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Овај повратни позив Ñе позива Ñамо када је компензција за кашњење омогућена. Ðко је hittype:
-
-- `BULLET_HIT_TYPE_NONE`: параметри fX, fY и fZ Ñу нормалне координате, вратиће 0.0 за координате ако ништа није погођено (нпр. удаљени објекат који метак не може да доÑтигне);
-- ОÑтало: fX, fY и fZ Ñу оффÑети релативно на hitid.
-
-:::
-
-:::tip
-
-[GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors) Ñе може кориÑтити у овом повратном позиву за детаљније информације о вектору метка.
-
-:::
-
-:::warning
-
-Познати bug-ови:
-
-- Ðе позива Ñе ако Ñте пуцали из возила као возач или ако гледате иза Ñа омогућеним циљем (пукање у ваздух).
-- Позива Ñе као `BULLET_HIT_TYPE_VEHICLE` Ñа иÑправним `hitid` (возило играча који је погођен) ако пуцате на играча који је у возилу. Ðеће бити позван као `BULLET_HIT_TYPE_PLAYER` уопште.
-- Делимично иÑправљено у SA-MP 0.3.7: Ðко злонамерни кориÑник пошаље лажне податке о оружју, други клијенти играча могу Ñе замрзнути или Ñрушити. Да биÑте Ñе борили против овога, проверите да ли пријављени weaponid може Ñтварно иÑпалити метке.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnPlayerGiveDamage](OnPlayerGiveDamage): Позива Ñе када играч нанеÑе штету.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors): Враћа вектор поÑледњег метка који је играч иÑпалио.
-
-## Повезани реÑурÑи
-
-- [Типови погађања метка](../resources/bullethittypes)
diff --git a/docs/translations/sr/scripting/callbacks/OnRconCommand.md b/docs/translations/sr/scripting/callbacks/OnRconCommand.md
deleted file mode 100644
index 506a8b4fb02..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnRconCommand.md
+++ /dev/null
@@ -1,67 +0,0 @@
----
-title: OnRconCommand
-description: Ова функција Ñе позива када Ñе команда пошаље преко ÑерверÑке конзоле, удаљеног RCON-а или преко унутрашње команде "/rcon command".
-tags: ["rcon", "administration"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када Ñе команда пошаље преко ÑерверÑке конзоле, удаљеног RCON-а или преко унутрашње команде "/rcon command".
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----- | --------------------------------------------------------------------------------- |
-| cmd[] | Команда која је напиÑана, као и Ñви проÑлеђени параметри. |
-
-## Враћа
-
-Увек Ñе позива први у филтерÑкриптовима, тако да враћање 1 блокира видљивоÑÑ‚ у главном Ñкрипту.
-
-## Пример
-
-```c
-public OnRconCommand(cmd[])
-{
- printf("[RCON]: You typed '/rcon %s'!", cmd);
- return 0;
-}
-
-public OnRconCommand(cmd[])
-{
- if (!strcmp(cmd, "hello", true))
- {
- SendClientMessageToAll(0xFFFFFFAA, "Hello World!");
- print("You said hello to the world."); // Ово ће Ñе приказати играчу који је напиÑао RCON команду у белој боји
- return 1;
- }
- return 0;
-}
-```
-
-## Белешке
-
-:::tip
-
-"/rcon " није укључено у "cmd" када играч напише команду. Ðко кориÑтите функцију "print" овде, поÑлаће поруку играчу који је напиÑао команду у игри, као и у лог. Ова функција Ñе не позива када играч није пријављен као RCON админиÑтратор. Када играч није пријављен као RCON админиÑтратор и кориÑти /rcon login, ова функција Ñе не позива и умеÑто тога Ñе позива OnRconLoginAttempt. Међутим, када играч буде пријављен као RCON админиÑтратор, употреба ове команде ће позвати ову функцију.
-
-:::
-
-:::warning
-
-У SA-MP-у ћете морати да укључите ову функцију у учитаној филтерÑкрипти да би функциониÑала у главној Ñкрипти!
-
-Ðли је иÑправљено у open.mp
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnRconLoginAttempt](OnRconLoginAttempt): Ова повратне функција Ñе позива када Ñе направи покушај пријаве на RCON.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Проверава да ли је играч улогован на RCON.
-- [SetPlayerAdmin](../functions/SetPlayerAdmin): ПоÑтавља играча као RCON админа.
diff --git a/docs/translations/sr/scripting/callbacks/OnRconLoginAttempt.md b/docs/translations/sr/scripting/callbacks/OnRconLoginAttempt.md
deleted file mode 100644
index 36aa004c5e1..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnRconLoginAttempt.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: OnRconLoginAttempt
-description: Ова повратна функција Ñе позива када неко покуша да Ñе пријави на RCON у игри; било уÑпешно или не.
-tags: ["rcon", "administration"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када неко покуша да Ñе пријави на RCON у игри; било уÑпешно или не.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ---------- | ------------------------------------------------------- |
-| ip[] | IP адреÑа играча који је покушао да Ñе пријави на RCON. |
-| password[] | Лозинка коришћена за пријаву. |
-| success | 0 ако је лозинка била нетачна или 1 ако је била тачна. |
-
-## Враћа
-
-Увек Ñе позива прва у филтер Ñкрипти.
-
-## Пример
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) // Ðко је лозинка била нетачна
- {
- printf("FAILED RCON LOGIN BY IP %s USING PASSWORD %s", ip, password);
-
- new ipAddress[16];
-
- for (new i = 0; i < MAX_PLAYERS; i++) // Прођите кроз Ñве играче
- {
- if (!IsPlayerConnected(i))
- {
- continue;
- }
-
- GetPlayerIp(i, ipAddress, sizeof(ipAddress));
-
- if (!strcmp(ip, ipAddress, true)) // Ðко је IP адреÑа играча та IP адреÑа која је неуÑпешно покушала да Ñе пријави
- {
- SendClientMessage(i, 0xFFFFFFFF, "Wrong Password. Bye!"); //Пошаљите поруку
- Kick(i); // Они Ñу Ñада избачени.
- break;
- }
- }
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе позива Ñамо када Ñе кориÑти /rcon login у игри. Ова повратна функција Ñе позива Ñамо када играч још није пријављен. Када је играч пријављен, умеÑто тога Ñе позива [OnRconCommand](OnRconCommand).
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnRconCommand](OnRconCommand): Ова повратна функција Ñе позива када Ñе пошаље RCON команда.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [IsPlayerAdmin](../functions/IsPlayerAdmin): Проверите да ли је играч пријављен на RCON.
-- [SetPlayerAdmin](../functions/SetPlayerAdmin): ПоÑтавите играча као RCON админиÑтратора.
-- [SendRconCommand](../functions/SendRconCommand): Пошаљите RCON команду преко Ñкрипте.
diff --git a/docs/translations/sr/scripting/callbacks/OnRecordingPlaybackEnd.md b/docs/translations/sr/scripting/callbacks/OnRecordingPlaybackEnd.md
deleted file mode 100644
index 35ff0e3fb29..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnRecordingPlaybackEnd.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: OnRecordingPlaybackEnd
-description: Ова повратна функција Ñе позива када Ñнимљена датотека која Ñе репродукује помоћу StartRecordingPlayback доÑтигне крај.
-tags: []
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñнимљена датотека која Ñе репродукује помоћу NPC:[StartRecordingPlayback](../functions/StartRecordingPlayback) доÑтигне крај.
-
-## Пример
-
-```c
-public OnRecordingPlaybackEnd()
-{
- StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "all_around_lv_bus"); //Ово ће поново покренути Ñнимљену датотеку када заврши репродукцију.
-}
-```
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [StartRecordingPlayback](../functions/StartRecordingPlayback): Почиње репродукцију већ Ñнимљене .rec датотеке.
-- [StopRecordingPlayback](../functions/StopRecordingPlayback): Прекид репродукције .rec датотеке.
diff --git a/docs/translations/sr/scripting/callbacks/OnScriptCash.md b/docs/translations/sr/scripting/callbacks/OnScriptCash.md
deleted file mode 100644
index a6449bc0d06..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnScriptCash.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnScriptCash
-description: Ова повратна функција Ñе позива када нешто у игри, као што Ñу казина, даје играчу новац.
-tags: ["player"]
----
-
-:::warning
-
-Ова повратна функција тренутно **ÐЕ Ð ÐДИ**.
-
-:::
-
-## Description
-
-Ова повратна функција Ñе позива када нешто у игри, као што Ñу казина, даје играчу новац.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-|----------|-------------------------------------------------|
-| playerid | ID играча који је добио новац из игре |
-| amount | Ð˜Ð·Ð½Ð¾Ñ Ð½Ð¾Ð²Ñ†Ð° који је дат или узет |
-| source | Одакле новац долазиm |
-
-## Враћа
-
-Ðепознато, пошто ова функција тренутно не ради.
-
-## Examples
-
-```c
-// Замишљено:
-
-public OnScriptCash(playerid, amount, source)
-{
- if (source == SCRIPT_CASH_CASINO)
- {
- SendClientMessage(playerid, -1, "You have won $%d from the casino!", amount);
- }
- else if (source == SCRIPT_CASH_VENDING_MACHINE)
- {
- SendClientMessage(playerid, -1, "You buyed a coke from vending machine for $%d", amount);
- }
- return 1;
-}
-```
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [GetPlayerMoney](../functions/GetPlayerMoney): Враћа колико тренутно играч има новца код Ñебе.
diff --git a/docs/translations/sr/scripting/callbacks/OnScriptLoadPlayer.md b/docs/translations/sr/scripting/callbacks/OnScriptLoadPlayer.md
deleted file mode 100644
index 4e88632e5aa..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnScriptLoadPlayer.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnScriptLoadPlayer
-description: Ова повратна функција Ñе позива за Ñваког повезаног играча када Ñе Ñкрипта учита.
-tags: ["player"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива за Ñваког повезаног играча када Ñе Ñкрипта учита.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------------------------------------------------------- |
-| playerid | ID играча за кога Ñе Ñкрипта учитава. |
-| bool:isEntryScript | Одређивање да ли је улазна Ñкрипта (главна Ñкрипта) или Ñпоредна Ñкрипта. |
-
-## Враћа
-
-Ова повратна функција не враћа било шта.
-
-## Пример
-
-```c
-public OnScriptLoadPlayer(playerid, bool:isEntryScript)
-{
- printf("Script loaded for player ID %d (isEntryScript: %s)", playerid, isEntryScript ? "Yes" : "No");
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе позива када Ñе **учитава** Ñпоредна Ñкрипта (филтер Ñкрипт) у току рада.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnScriptUnloadPlayer](OnScriptUnloadPlayer): Ова повратна функција Ñе позива за Ñваког повезаног играча када Ñе Ñкрипта иÑкључи.
-- [OnPlayerConnect](OnPlayerConnect): Ова повратна функција Ñе позива када Ñе играч повезује на Ñервер.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова повратна функција Ñе позива када играч напуÑти Ñервер.
diff --git a/docs/translations/sr/scripting/callbacks/OnScriptUnloadPlayer.md b/docs/translations/sr/scripting/callbacks/OnScriptUnloadPlayer.md
deleted file mode 100644
index f1ea3657d48..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnScriptUnloadPlayer.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnScriptUnloadPlayer
-description: Ова повратна функција Ñе позива за Ñваког повезаног играча када Ñе Ñкрипта иÑкључи.
-tags: ["player"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива за Ñваког повезаног играча када Ñе Ñкрипта иÑкључи.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ----------------------------------------------------------------------------------- |
-| playerid | ID играча за кога Ñе Ñкрипта иÑкључује. |
-| bool:isEntryScript | Одређивање да ли је улазна Ñкрипта (главна Ñкрипта) или Ñпоредна Ñкрипта. |
-
-## Враћа
-
-Ова повратна функција не враћа било шта.
-
-## Пример
-
-```c
-public OnScriptUnloadPlayer(playerid, bool:isEntryScript)
-{
- printf("Script unloaded for player ID %d (isEntryScript: %s)", playerid, isEntryScript ? "Yes" : "No");
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе позива када Ñе **уклони** Ñпоредна Ñкрипта (филтер Ñкрипт) у току рада.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnScriptLoadPlayer](OnScriptLoadPlayer): Ова повратна функција Ñе позива за Ñваког повезаног играча када Ñе Ñкрипта учита.
-- [OnPlayerConnect](OnPlayerConnect): Ова повратна функција Ñе позива када Ñе играч повезује на Ñервер.
-- [OnPlayerDisconnect](OnPlayerDisconnect): Ова повратна функција Ñе позива када играч напуÑти Ñервер.
diff --git a/docs/translations/sr/scripting/callbacks/OnTrailerUpdate.md b/docs/translations/sr/scripting/callbacks/OnTrailerUpdate.md
deleted file mode 100644
index c567752c497..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnTrailerUpdate.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnTrailerUpdate
-description: Ова повратна функција Ñе позива када играч пошаље ажурирање приколице.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч пошаље ажурирање приколице.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | ---------------------------------------------- |
-| playerid | ID играча који је поÑлао ажурирање приколице. |
-| vehicleid | Приколица која Ñе ажурира. |
-
-## Враћа
-
-**0** - Отказује Ñвако ажурирање приколице које Ñе шаље другим играчима. Ðжурирање Ñе и даље шаље играчу који је извршио ажурирање.
-
-**1** - Обрађује ажурирање приколице као обично и Ñинхронизује га између Ñвих играча.
-
-Увек Ñе позива прва у филтер Ñкриптама.
-
-## Пример
-
-```c
-public OnTrailerUpdate(playerid, vehicleid)
-{
- DetachTrailerFromVehicle(GetPlayerVehicleID(playerid));
- return 0;
-}
-```
-
-## Белешке
-
-:::warning
-
-Ова повратна функција Ñе позива веома чеÑто по Ñекунди по приколици. Требало би да избегавате извођење интензивних израчунавања или интензивних операција читања/пиÑања датотека у овој функцији.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [OnUnoccupiedVehicleUpdate](OnUnoccupiedVehicleUpdate): Ова повратна функција Ñе позива када клијент Ñинхронизује позицију возила без возача.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [GetVehicleTrailer](../functions/GetVehicleTrailer): Проверите коју приколицу возило вуче.
-- [IsTrailerAttachedToVehicle](../functions/IsTrailerAttachedToVehicle): Проверите да ли је приколица прикључена на возило.
-- [AttachTrailerToVehicle](../functions/AttachTrailerToVehicle): Прикључите приколицу на возило.
-- [DetachTrailerFromVehicle](../functions/DetachTrailerFromVehicle): Откачите приколицу Ñа возила.
diff --git a/docs/translations/sr/scripting/callbacks/OnUnoccupiedVehicleUpdate.md b/docs/translations/sr/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
deleted file mode 100644
index 1217a48f2a9..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnUnoccupiedVehicleUpdate
-description: Ова функција Ñе позива када клијент играча ажурира/Ñинхронизује позицију возила које не управља.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова функција Ñе позива када клијент играча ажурира/Ñинхронизује позицију возила које не управља. То може да Ñе деÑи ван возила или када је играч путник у возилу које нема возача.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | ID возила чија је позиција ажурирана. |
-| playerid | ID играча који је поÑлао актуализацију позиције возила. |
-| passenger_seat | ID Ñедишта ако је играч путник. 0=није у возилу, 1=предњи путник, 2=лево задње, 3=деÑно задње, 4+ за аутобуÑе/буÑеве итд. Ñа многим Ñедиштима. |
-| Float:new_x | Ðова X координата возила. |
-| Float:new_y | Ðова Y координата возила. |
-| Float:new_z | Ðова Z координата возила. |
-| Float:vel_x | Ðова X брзина возила. |
-| Float:vel_y | Ðова Y брзина возила. |
-| Float:vel_z | Ðова Z брзина возила. |
-
-## Враћа
-
-Увек Ñе прво позива у филтер Ñкриптама, па враћање 0 такође блокира друге Ñкрипте да је виде.
-
-## Пример
-
-```c
-public OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z)
-{
- // Проверавамо да ли Ñе много удаљио
- if (GetVehicleDistanceFromPoint(vehicleid, new_x, new_y, new_z) > 50.0)
- {
- // Ðе ажурирамо
- return 0;
- }
-
- return 1;
-}
-```
-
-## Белешке
-
-:::warning
-
-- Ова функција Ñе позива веома чеÑто по Ñекунди по необјектованом возилу. Треба избегавати имплементацију интензивних израчунавања или интензивних операција читања/пиÑања у фајлове у овој функцији.
-- [GetVehiclePos](../functions/GetVehiclePos) ће вратити Ñтаре координате возила пре ове актуализације.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnTrailerUpdate](OnTrailerUpdate): Позива Ñе када је позиција приколице Ñинхронизована од Ñтране клијента.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleDamageStatusUpdate.md b/docs/translations/sr/scripting/callbacks/OnVehicleDamageStatusUpdate.md
deleted file mode 100644
index 5c5aeb27cd8..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleDamageStatusUpdate.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: OnVehicleDamageStatusUpdate
-description: Ова функција Ñе позива када Ñе ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° елемената возила као што Ñу врата, гуме, панели или Ñветла промени
-tags: ["vehicle"]
----
-
-:::tip
-
-За неке кориÑне функције за рад Ñа вредноÑтима оштећења возила, погледајте [овде](../resources/damagestatus).
-
-:::
-
-## ОпиÑ
-
-Ова функција Ñе позива када Ñе ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° елемената возила као што Ñу врата, гуме, панели или Ñветла промени.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | ------------------------------------------------------------------------------------------------------ |
-| vehicleid | ID возила чији је ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° промењен. |
-| playerid | ID играча који је Ñинхронизовао промену у ÑтатуÑу оштећења (који је оштетио или поправио ауто). |
-
-## Враћа
-
-**1** - Онемогућиће другим филтерÑкриптама да приме ову функцију.
-
-**0** - Означава да ће ова функција бити проÑлеђена Ñледећој филтерÑкрипти.
-
-Ова функција Ñе увек прво позива у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnVehicleDamageStatusUpdate(vehicleid, playerid)
-{
- // Прегледајте ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° Ñвих компоненти
- new
- VEHICLE_PANEL_STATUS:panels,
- VEHICLE_DOOR_STATUS:doors,
- VEHICLE_LIGHT_STATUS:lights,
- VEHICLE_TYRE_STATUS:tyres;
-
- GetVehicleDamageStatus(vehicleid, panels, doors, lights, tyres);
-
- // ПоÑтавите гуме на 0, што значи да ниједна није пробушена
- tyres = VEHICLE_TYRE_STATUS_NONE;
-
- // Ðжурирајте ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° возила Ñа неупопаним гумама
- UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tyres);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ово не укључује промене у Ñтању возила.
-
-:::
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [GetVehicleDamageStatus](../functions/GetVehicleDamageStatus): Прегледајте ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° возила за Ñваку делове појединачно.
-- [UpdateVehicleDamageStatus](../functions/UpdateVehicleDamageStatus): Ðжурирајте ÑÑ‚Ð°Ñ‚ÑƒÑ Ð¾ÑˆÑ‚ÐµÑ›ÐµÑšÐ° возила.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleDeath.md b/docs/translations/sr/scripting/callbacks/OnVehicleDeath.md
deleted file mode 100644
index e917c1a5fed..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleDeath.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: OnVehicleDeath
-description: Ова повратна функција Ñе позива када возило буде уништено - било екÑплозијом или потапањем у воду.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када возило буде уништено - било екÑплозијом или потапањем у воду.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | ID возила које је уништено. |
-| killerid | ID играча који је пријавио (Ñинхронизовао) уништење возила (назив је преведена). Углавном возач или путник (ако га има) или најближи играч. |
-
-## Враћа
-
-Увек Ñе позива прво у филтерÑкриптама.
-
-## Пример
-
-```c
-public OnVehicleDeath(vehicleid, killerid)
-{
- new string[64];
- format(string, sizeof(string), "Vehicle %i was destroyed. Reported by player %i.", vehicleid, killerid);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-- Ова повратна функција ће Ñе такође позвати када возило уђе у воду, али возило може бити ÑпаÑено од уништења телепортацијом или излаÑком (ако је Ñамо делимично потопљено).
-- Повратна функција неће бити позвана други пут, а возило може неÑтати када возач изађе или поÑле кратког времена.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnVehicleSpawn](OnVehicleSpawn): Позива Ñе када Ñе возило ре-Ñпавнује.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [SetVehicleHealth](../functions/SetVehicleHealth): ПоÑтавља животне поене возилу.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleMod.md b/docs/translations/sr/scripting/callbacks/OnVehicleMod.md
deleted file mode 100644
index 0c1d92b0619..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleMod.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: OnVehicleMod
-description: Ова повратна функција Ñе позива када Ñе возило модификује.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе возило модификује.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | ------------------------------------------------------- |
-| playerid | ID возача возила. |
-| vehicleid | ID возила које је модификовано. |
-| componentid | ID компонента који је додат возилу. |
-
-## Враћа
-
-Увек Ñе прво позива у гаме моде, па враћање 0 тамо такође блокира друге филтерÑкрипте да је виде.
-
-## Пример
-
-```c
-public OnVehicleMod(playerid, vehicleid, componentid)
-{
- printf("Vehicle %d was modded by ID %d with the componentid %d", vehicleid, playerid, componentid);
-
- if (GetPlayerInterior(playerid) == 0)
- {
- BanEx(playerid, "Tuning Hacks"); // Скрипта за Ñпречавање хаковања модификација
- return 0; // Превентивно Ñпречава да лоше модификације буду Ñинхронизоване Ñа другим играчима.
- // ТеÑтирана и ради чак и на Ñерверима који вам омогућавају да модификујете возило кориÑтећи команде, меније, дијалоге, итд.
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-[AddVehicleComponent](../functions/AddVehicleComponent) не позива ову повратну функцију.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnEnterExitModShop](OnEnterExitModShop): Ова повратна функција Ñе позива када возило уђе или изађе из радње за модификацију.
-- [OnVehiclePaintjob](OnVehiclePaintjob): Ова повратна функција Ñе позива када Ñе промени боја возила.
-- [OnVehicleRespray](OnVehicleRespray): Ова повратна функција Ñе позива када Ñе возило поново обојa.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [AddVehicleComponent](../functions/AddVehicleComponent): Додајте компоненту возилу.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehiclePaintjob.md b/docs/translations/sr/scripting/callbacks/OnVehiclePaintjob.md
deleted file mode 100644
index bcf51a7dfaa..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehiclePaintjob.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: OnVehiclePaintjob
-description: ва повратна функција Ñе позива када играч прегледа боју на возилу у радњи за модификацију.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч прегледа боју на возилу у радњи за модификацију. Обратите пажњу, ова повратна функција Ñе не позива када играч купи боју.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ---------- | ---------------------------------------------------------------- |
-| playerid | ID играча који је променио боју на Ñвом возилу. |
-| vehicleid | ID возила на којем је промењена фарба. |
-| paintjobid | ID новое фарбе. |
-
-## Враћа
-
-Ова повратна функција Ñе увек позива прва у гамемод-у, па враћање 0 у њој блокира оÑтале филтер Ñкрипте да је виде.
-
-## Пример
-
-```c
-public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
-{
- new string[128];
- format(string, sizeof(string), "You have changed your vehicle's paintjob to %d!", paintjobid);
- SendClientMessage(playerid, 0x33AA33AA, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе не позива од Ñтране [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob). Можете кориÑтити OnVehicleChangePaintjob из vSync како биÑте знали када играч купи боју.
-
-:::
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnVehicleRespray](OnVehicleRespray): Ова повратна функција Ñе позива када је возило пребојено.
-- [OnVehicleMod](OnVehicleMod): Ова повратна функција Ñе позива када је возило модификовано.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Промените фарбу на возилу.
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): ПоÑтавите боју возила.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleRespray.md b/docs/translations/sr/scripting/callbacks/OnVehicleRespray.md
deleted file mode 100644
index 3ca89875075..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleRespray.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: OnVehicleRespray
-description: Ова повратна функција Ñе позива када играч изађе из радње за модификацију, чак и ако боје ниÑу промењене.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када играч изађе из радње за модификацију, чак и ако боје ниÑу промењене. Обратите пажњу, назив је неодређен, Pay 'n' Spray радње не позивају ову повратну функцију.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | ------------------------------------------------------------ |
-| playerid | ID играча који управља возилом. |
-| vehicleid | ID возила које је пребојено. |
-| color1 | Боја у коју је промењена примарна боја возила. |
-| color2 | Боја у коју је промењена Ñекундарна боја возила. |
-
-## Враћа
-
-Ова повратна функција Ñе увек позива прва у гаме модеу, па враћање 0 у њој блокира оÑтале филтер Ñкрипте да је виде.
-
-## Пример
-
-```c
-public OnVehicleRespray(playerid, vehicleid, color1, color2)
-{
- new string[48];
- format(string, sizeof(string), "You resprayed vehicle %d to colors %d and %d!", vehicleid, color1, color2);
- SendClientMessage(playerid, COLOR_GREEN, string);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе не позива од Ñтране ChangeVehicleColor. Ðазив може бити обмануто, ова повратна функција Ñе не позива за pay 'n' spray (Ñамо за радње за модификацију).
-
-Погледај ово: http://pastebin.com/G81da7N1
-
-:::
-
-:::warning
-
-Познати bug-ови:
-
-- Преглед компоненти унутар радње за модификацију може позвати ову повратну функцију.
-
-:::
-
-## Повезанее повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [OnVehiclePaintjob](OnVehiclePaintjob): Ова повратна функција Ñе позива када Ñе промени боја возила.
-- [OnVehicleMod](OnVehicleMod): Ова повратна функција Ñе позива када Ñе возило модификује.
-- [OnEnterExitModShop](OnEnterExitModShop): Ова повратна функција Ñе позива када возило уђе или изађе из радње за модификацију.
-
-## Повезанее функције
-
-Следеће функције могу бити кориÑне, јер Ñу на један или други начин повезане Ñа овим позивом.
-
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): ПоÑтавите боју возила.
-- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Промените фарбу на возилу.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleSirenStateChange.md b/docs/translations/sr/scripting/callbacks/OnVehicleSirenStateChange.md
deleted file mode 100644
index 8ad9985bc21..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleSirenStateChange.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnVehicleSirenStateChange
-description: Ова повратна функција Ñе позива када Ñе Ñирена на возилу укључи или иÑкључи.
-tags: ["vehicle"]
----
-
-
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе Ñирена на возилу укључи или иÑкључи.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | --------------------------------------------------------- |
-| playerid | ID играча који је укључио или иÑкључио Ñирену (возач). |
-| vehicleid | ID возила за које је Ñирена укључена или иÑкључена. |
-| newstate | 0 ако је Ñирена иÑкључена, 1 ако је Ñирена укључена. |
-
-## Враћа
-
-1 - Спречиће главни мод да добије податке о овој повратној функцији.
-
-0 - Индицира да ће ова повратна функција бити проÑлеђена главном моду.
-
-Увек Ñе позива први у филтер Ñкриптама.
-
-## Примери
-
-```c
-public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
-{
- if (newstate)
- {
- GameTextForPlayer(playerid, "~W~Siren ~g~on", 1000, 3);
- }
- else
- {
- GameTextForPlayer(playerid, "~W~Siren ~r~off", 1000, 3);
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Ова повратна функција Ñе позива Ñамо када Ñе Ñирена на возилу укључи или иÑкључи, ÐЕ када је у употреби алтернативна Ñирена (притиÑкање трубе).
-
-:::
-
-## Сличне функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [GetVehicleParamsSirenState](../functions/GetVehicleParamsSirenState): Провери да ли је Ñирена на возилу укључена или иÑкључена.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleSpawn.md b/docs/translations/sr/scripting/callbacks/OnVehicleSpawn.md
deleted file mode 100644
index 8714e5cb328..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleSpawn.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: OnVehicleSpawn
-description: Ова повратна функција Ñе позива када Ñе возило реÑпаунује.
-tags: ["vehicle"]
----
-
-:::warning
-
-Ова повратна функција Ñе позива **Ñамо** када Ñе возило **реÑпаунује**! `CreateVehicle` и `AddStaticVehicle(Ex)` **неће** активирати ову повратну функцију.
-
-:::
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе возило реÑпаунује.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------- | ----------------------------------- |
-| vehicleid | ID возила које је реÑпаунујемо. |
-
-## Враћа
-
-**0** - Спречиће друге филтер Ñкрипте да приме ову повратну функцију.
-
-**1** - Индикатор да ће ова повратна функција бити проÑлеђена другим филтер Ñкриптама.
-
-Увек Ñе позива први у филтер Ñкриптама.
-
-## Приемри
-
-```c
-public OnVehicleSpawn(vehicleid)
-{
- printf("Vehicle %i spawned!",vehicleid);
- return 1;
-}
-```
-
-## Повезане повратне функције
-
-Следеће повратне функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-
-- [OnVehicleDeath](OnVehicleDeath): Ова повратна функција Ñе позива када Ñе возило уништи.
-- [OnPlayerSpawn](OnPlayerSpawn): Ова повратна функција Ñе позива када Ñе играч Ñпаун-ује.
-
-## Повезане функције
-
-Следеће функције могу бити кориÑне, јер Ñу на неки начин повезане Ñа овом повратном функцијом.
-
-- [SetVehicleToRespawn](../functions/SetVehicleToRespawn): РеÑпавнује возило.
-- [CreateVehicle](../functions/CreateVehicle): Креира возило.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleStreamIn.md b/docs/translations/sr/scripting/callbacks/OnVehicleStreamIn.md
deleted file mode 100644
index 13e524a93c5..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleStreamIn.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: OnVehicleStreamIn
-description: Ова повратна функција Ñе позива када Ñе возило Ñтримује на клијент играча.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе возило Ñтримује на клијент играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | ------------------------------------------------------ |
-| vehicleid | ID возила које је Ñтримовано у домет играча. |
-| forplayerid | ID играча за кога је возило Ñтримовано. |
-
-## Враћа
-
-Увек Ñе позива први у филтер Ñкриптама.
-
-## Примери
-
-```c
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- new string[32];
- format(string, sizeof(string), "You can now see vehicle %d.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Related Callbacks
-- [OnVehicleStreamOut](OnVehicleStreamOut): Ова повратна функција Ñе позива када Ñе возило Ñтримује изван домета играча.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Ова повратна функција Ñе позива када Ñе играч Ñтримује у домет другог играча.
-- [OnPlayerStreamOut](OnPlayerStreamOut): Ова повратна функција Ñе позива када Ñе играч Ñтримује изван домета другог играча.
diff --git a/docs/translations/sr/scripting/callbacks/OnVehicleStreamOut.md b/docs/translations/sr/scripting/callbacks/OnVehicleStreamOut.md
deleted file mode 100644
index 5878756122b..00000000000
--- a/docs/translations/sr/scripting/callbacks/OnVehicleStreamOut.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnVehicleStreamOut
-description: Ова повратна функција Ñе позива када Ñе возило Ñтримује изван домета клијента играча (превише је далеко да би га видео).
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Ова повратна функција Ñе позива када Ñе возило Ñтримује изван домета клијента играча (превише је далеко да би га видео).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ----------- | ------------------------------------------------------------ |
-| vehicleid | ID возила које је Ñтримовано изван домета. |
-| forplayerid | ID играча који више не Ñтримује возило. |
-
-## Враћа
-
-Увек Ñе позива први у филтер Ñкриптама.
-
-## Примери
-
-```c
-public OnVehicleStreamOut(vehicleid, forplayerid)
-{
- new string[48];
- format(string, sizeof(string), "Your client is no longer streaming vehicle %d", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## Белешке
-
-
-
-## Повезане повратне функције
-
-- [OnVehicleStreamIn](OnVehicleStreamIn): Ова повратна функција Ñе позива када Ñе возило Ñтримује у домет играча.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Ова повратна функција Ñе позива када Ñе играч Ñтримује у домет другог играча.
-- [OnPlayerStreamOut](OnPlayerStreamOut): Ова повратна функција Ñе позива када Ñе играч Ñтримује изван домета другог играча.
diff --git a/docs/translations/sr/scripting/functions/Ban.md b/docs/translations/sr/scripting/functions/Ban.md
deleted file mode 100644
index baf7ccba482..00000000000
--- a/docs/translations/sr/scripting/functions/Ban.md
+++ /dev/null
@@ -1,78 +0,0 @@
----
-title: Ban
-description: Банује играча који је тренутно на Ñерверу.
-tags: ["player", "administration"]
----
-
-## ОпиÑ
-
-Бануј играча који је тренутно на Ñерверу. Ðеће моћи да Ñе поново прикључи Ñерверу.
-
-Забрана ће бити заÑнована на IP адреÑи и биће Ñачувана у **bans.json** датотеци у коренÑкој фаÑцикли Ñервера.
-
-[BanEx](BanEx) Ñе може кориÑтити за давање разлога за забрану.
-
-IP забране могу Ñе додати/уклонити коришћењем RCON команди `banip` и `unbanip` команди ([SendRconCommand](SendRconCommand)).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------- | ---------------------------- |
-| playerid | ID играћа кога банујемо. |
-
-## Враћа
-
-Ова функција не враћа никакву Ñпецифичну вредноÑÑ‚.
-
-## Белешке
-
-:::warning
-
-Свака акција одмах пре Ban(), као што је Ñлање порука Ñа функцијом [SendClientMessage](SendClientMessage), неће доћи до играча. Мора Ñе поÑтавити тајмер да би Ñе направио временÑки размак бан-у.
-
-:::
-
-## Примери
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Банује играћа који укуца ову команду
- Ban(playerid);
- return 1;
- }
-}
-
-// Да би приказали поруку ( разлог ) играчу пре него Ñто га избаци Ñа Ñервера
-// морамо кориÑтити тајмер да би направили размак. Овај размак мора бити Ñамо пар милиÑекунди,
-// али овај пример кориÑти пуну Ñекунду чиÑто да би били Ñигурни.
-
-forward DelayedBan(playerid);
-public DelayedBan(playerid)
-{
- Ban(playerid);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Банује играца који укуца команду
-
- // Прво пошаљемо поруку
- SendClientMessage(playerid, 0xFF0000FF, "Banovan si sa servera!");
-
- // Банује их Ñекунду каÑније да би порука изнад била приказана
- SetTimerEx("DelayedBan", 1000, false, "d", playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## Повезане функције
-
-- [BanEx](BanEx): Банује играча Ñа разлогом.
-- [Kick](Kick): Избаци играча Ñа Ñервера.
-- [BlockIpAddress](BlockIpAddress): Блокирај IP адреÑу да Ñе повезује на Ñервер на одређени период.
-- [UnBlockIpAddress](UnBlockIpAddress): Омогући приÑтуп IP адреÑи која је претходно била блокирана.
diff --git a/docs/translations/sr/scripting/functions/BanEx.md b/docs/translations/sr/scripting/functions/BanEx.md
deleted file mode 100644
index 3b7c389b1ed..00000000000
--- a/docs/translations/sr/scripting/functions/BanEx.md
+++ /dev/null
@@ -1,75 +0,0 @@
----
-title: BanEx
-description: Банује играча Ñа разлогом.
-tags: ["player", "administration"]
----
-
-## ОпиÑ
-
-Банује играча Ñа разлогом.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ---------------- | ------------------------ |
-| playerid | ИД играча кога банујемо. |
-| const reason[] | Разлог бана. |
-
-## Враћа
-
-Ова функција не враћа никакву Ñпецифичну вредноÑÑ‚.
-
-## Белешке
-
-:::warning
-
-Свака акција одмах пре BanEx(), као што је Ñлање порука Ñа [SendClientMessage](SendClientMessage), неће доћи до играча. Мора Ñе поÑтавити
-тајмер да би Ñе направио временÑки размак бан-у.
-
-:::
-
-## Примери
-
-```c
-public OnPlayerCommandText( playerid, cmdtext[] )
-{
- if (!strcmp(cmdtext, "/banme", true))
- {
- // Банује играча који укуца команду и Ñтави разлог ( "Request" )
- BanEx(playerid, "Request");
- return 1;
- }
-}
-
-// Да би приказали поруку ( разлог ) играчу пре него што га избаци Ñа Ñервера
-// морамо кориÑтити тајмер да би направили размак. Овај размак мора бити Ñамо пар милиÑекунди,
-// али овај пример кориÑти пуну Ñекунду чиÑто да би били Ñигурни.
-
-forward BanExPublic(playerid, reason[]);
-
-public BanExPublic(playerid, reason[])
-{
- BanEx(playerid, reason);
-}
-
-stock BanExWithMessage(playerid, color, message[], reason[])
-{
- // Разлог који ће ићи у BanEx
- SendClientMessage(playerid, color, message);
- SetTimerEx("BanExPublic", 1000, false, "ds", playerid, reason);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Банује играча који укуца ову команду
- BanExWithMessage(playerid, 0xFF0000FF, "You have been banned!", "Request");
- return 1;
- }
- return 0;
-}
-```
-
-## Повезане функције
-
-- [Ban](Ban): Банује играча који је тренутно на Ñерверу.
-- [Kick](Kick): Избаци играча Ñа Ñервера.
diff --git a/docs/translations/sr/scripting/functions/ClearActorAnimations.md b/docs/translations/sr/scripting/functions/ClearActorAnimations.md
deleted file mode 100644
index 99ee0f62b32..00000000000
--- a/docs/translations/sr/scripting/functions/ClearActorAnimations.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: ClearActorAnimations
-description: Прекине Ñве анимације активне на актору.
-tags: ["actor"]
----
-
-
-
-## ОпиÑ
-
-Прекине Ñве анимације активне на актору.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------- | -------------------------------------------------------------- |
-| actorid | Ид актора (враћен од [CreateActor](CreateActor)) за кога прекидамо анимацију. |
-
-## Враћа
-
-**true**: Функција је уÑпешно извршена
-
-**false**: Функција није уÑпешно извршења. Дати актор не поÑтоји.
-
-## Примери
-
-```c
-new gMyActor;
-
-public OnGameModeInit()
-{
- gMyActor = CreateActor(...);
-}
-
-// Ðегде другде
-ApplyActorAnimation(gMyActor, ...);
-
-// Ðегде другде
-ClearActorAnimations(gMyActor);
-```
-
-## Повезане функције
-
-- [ApplyActorAnimation](ApplyActorAnimation.md): ПоÑтавља анимацију актору.
diff --git a/docs/translations/sr/scripting/functions/ConnectNPC.md b/docs/translations/sr/scripting/functions/ConnectNPC.md
deleted file mode 100644
index 1947d9f04a2..00000000000
--- a/docs/translations/sr/scripting/functions/ConnectNPC.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: ConnectNPC
-description: Повезује NPC-a на Ñервер.
-tags: ["npc"]
----
-
-## ОпиÑ
-
-Повезује NPC-a на Ñервер.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------------- | ----------------------------------------------------------------------------- |
-| const name[] | Име Ñа којим Ñе NPC повеже. Мора да прати иÑта правила као и нормални играчи. |
-| const script[] | NPC име у Ñкрипти које Ñе налази у npcmodes фолдеру (без .amx наÑтавка). |
-
-## Враћа
-
-Ова функција увек враћа 1.
-
-## Примери
-
-```c
-public OnGameModeInit()
-{
- ConnectNPC("[BOT]Pilot", "pilot");
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-NPC нема nametag. Ово може да Ñе направи преко Attach3DTextLabelToPlayer.
-
-:::
-
-## Повезане функције
-
-- [IsPlayerNPC](IsPlayerNPC): Проверава да ли је играч заправо играч или NPC.
-
-## Слични callback-ови
-
-- [OnPlayerConnect](../callbacks/OnPlayerConnect): Позива Ñе кад Ñе играч повеже на Ñервер.
diff --git a/docs/translations/sr/scripting/functions/CreateExplosion.md b/docs/translations/sr/scripting/functions/CreateExplosion.md
deleted file mode 100644
index 3edd96bb342..00000000000
--- a/docs/translations/sr/scripting/functions/CreateExplosion.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: CreateExplosion
-description: Креира Ñе екÑплозија на одређеним координатама.
-tags: []
----
-
-## ОпиÑ
-
-Креира Ñе екÑплозија на одређеним координатама.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | --------------------------------------------- |
-| Float:X | X координата екÑплозије |
-| Float:Y | Y координата екÑплозије |
-| Float:Z | Z координата екÑплозије |
-| type | [тип](../resources/explosionlist) екÑплозије. |
-| Float:radius | Величина екÑплозије |
-
-## Враћа
-
-Ова функција увек враћа 1, иако Ñу тип екÑплозије или вечичина неправилни.
-
-## Primeri
-
-```c
-public OnPlayerEnterCheckpoint(playerid)
-{
- // Узима позицију играча
- new Float:x, Float:y, Float:z;
- GetPlayerPos(playerid, x, y, z);
-
- // Креира екÑплозију на координатама играча
- CreateExplosion(x, y, z, 12, 10.0);
-
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-ПоÑтоји лимит који ограничава колико играч може видети екÑплозија одједном. То је 10.
-
-:::
-
-## Повезане функције
-
-- [CreateExplosionForPlayer](CreateExplosionForPlayer): Креира екÑплозију која је видљива Ñамо једном играчу.
-
-## Види такође
-
-- [Explosion Types](../resources/explosionlist): ЛиÑта Ñвих типова екÑплозија.
diff --git a/docs/translations/sr/scripting/functions/CreateExplosionForPlayer.md b/docs/translations/sr/scripting/functions/CreateExplosionForPlayer.md
deleted file mode 100644
index 66fb8244363..00000000000
--- a/docs/translations/sr/scripting/functions/CreateExplosionForPlayer.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: CreateExplosionForPlayer
-description: Креира екÑплозију која је видљива Ñамо једном играчу.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Kreira eksploziju koja je vidljiva samo jednom igracu. Funkcija moze da se koristi kako bi se eksplozija odvojila od ostalih igraca ili prikazala u posebnom virtuelnom svetu.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | --------------------------------------------- |
-| playerid | ИД играча коме креирамо екÑплозију. |
-| Float:X | X координата екÑплозије |
-| Float:Y | Y координата екÑплозије |
-| Float:Z | Z координата екÑплозије |
-| type | [тип](../resources/explosionlist) екÑплозије. |
-| Float:Radius | Величина екÑплозије |
-
-## Враћа
-
-Ова функција увек враћа 1, иако је функција неуÑпешно извршења (играч не поÑтоји, неправилна величина, или непоÑтојећи тип екÑплозије).
-
-## Примери
-
-```c
-if (strcmp(cmdtext, "/burnme", true) == 0)
-{
- new Float: playerPos[3];
- GetPlayerPos(playerid, playerPos[0], playerPos[1], playerPos[2]);
- CreateExplosionForPlayer(playerid, playerPos[0], playerPos[1], playerPos[2], 1, 10.0);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-ПоÑтоји лимит који ограничава колико играч може видети екÑплозија одједном. То је 10.
-
-:::
-
-## Повезане функције
-
-- [CreateExplosion](CreateExplosion.md): Креира екÑплозију која је видљива Ñвим играчима.
-
-## Види такође
-
-- [Explosion Types](../resources/explosionlist): ЛиÑта Ñвих типова екÑплозија.
diff --git a/docs/translations/sr/scripting/functions/CreatePickup.md b/docs/translations/sr/scripting/functions/CreatePickup.md
deleted file mode 100644
index f4aa89a21a6..00000000000
--- a/docs/translations/sr/scripting/functions/CreatePickup.md
+++ /dev/null
@@ -1,90 +0,0 @@
----
-title: CreatePickup
-description: Ова функција ради иÑто и AddStaticPickup, оÑим што враћа ИД pickup-a који можемо да пратимо под OnPlayerPickUpPickup или да га уништимо.
-tags: []
----
-
-## ОпиÑ
-
-Ова функција ради иÑто и AddStaticPickup, оÑим што враћа ИД pickup-a који можемо да пратимо под OnPlayerPickUpPickup или да га уништимо.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| -------------------------------- | ------------------------------------------------------------------------------- |
-| [model](../resources/pickupids) | Модел pickup-a |
-| [type](../resources/pickuptypes) | Spawn тип pickup-a |
-| Float:X | X координата где Ñе pickup креира |
-| Float:Y | Y координата где Ñе pickup креира |
-| Float:Z | Z координата где Ñе pickup креира |
-| virtualworld | Виртуелни Ñвет pickup-a. КориÑтите -1 да би Ñе pickup показао у Ñвим Ñветовима. |
-
-## Враћа
-
-ID kreiranog pickup-a, ili -1 ako ne uspe da ga kreira (pickup max limit).
-
-## Примери
-
-```c
-new pickup; // Креирамо варијаблу где ћемо држати ИД pickup-a
-
-public OnGameModeInit()
-{
- pickup = CreatePickup(1242, 2, 1503.3359, 1432.3585, 10.1191, -1);
- // Креирамо pickup за armor i Ñачувамо ИД pickup-a у варијаблу pickup
- return 1;
-}
-
-// КаÑније..
-DestroyPickup(pickup); // Пример коришћења ID-a pickup-a ( уништавамо pickup )
-pickup = 0; // варијабла Ñе мора реÑетовати да би Ñе избегло мешање Ñа оÑталим
-```
-
-## Белешке
-
-:::tip
-
-- Једини тип pickup-а који може да Ñе покупи из унутрашњоÑти возила је 14 (оÑим пар Ñпецијалних pickup-ова као што Ñу bribes).
-- Pickup-ови Ñу видљиви Ñвима и могу их покупити Ñви играчи.
-- Могуће је да, ако Ñе кориÑти DestroyPickup() када је pickup већ покупљен, више од једног играча може да покупи иÑти pickup због лаг-а. Ово Ñе може избећи коришћењем променљивих.
-- Ðеки pickup-ови долазе Ñа 'аутоматÑким одговором', на пример, M4 модел ће аутоматÑки дати играчу оружје и мало муниције. За потпуно Ñкриптоване pickup-ове, треба кориÑтити тип 1.
-
-:::
-
-:::warning
-
-Познати багови: Pickup-ови који имају X или Y мањи од -4096.0 или већи од 4096.0 неће бити приказани и неће активирати OnPlayerPickUpPickup.
-
-:::
-
-## Повезане функције
-
-- [AddStaticPickup](AddStaticPickup): Додаје Ñтатички pickup.
-- [DestroyPickup](DestroyPickup): Уништава pickup.
-- [IsValidPickup](IsValidPickup): Проверва да ли је pickup валидан.
-- [IsPickupStreamedIn](IsPickupStreamedIn): Проверава да ли је pickup Ñтримиран за одређеног играча.
-- [IsPickupHiddenForPlayer](IsPickupHiddenForPlayer): Проверава да ли је pickup Ñкривен за одређеног играча.
-- [SetPickupPos](SetPickupPos): ПоÑтавља позицију pickup-а.
-- [GetPickupPos](GetPickupPos): Добија координате pickup-а.
-- [SetPickupModel](SetPickupModel): ПоÑтавља модел pickup-а.
-- [GetPickupModel](GetPickupModel): Добија ID модела pickup-а.
-- [SetPickupType](SetPickupType): ПоÑтавља тип pickup-а.
-- [GetPickupType](GetPickupType): Добија тип pickup-а.
-- [SetPickupVirtualWorld](SetPickupVirtualWorld): ПоÑтавља виртуелни Ñвет ID pickup-а.
-- [GetPickupVirtualWorld](GetPickupVirtualWorld): Добија виртуелни Ñвет ID pickup-а.
-- [ShowPickupForPlayer](ShowPickupForPlayer): Приказује pickup за одређеног играча.
-- [HidePickupForPlayer](HidePickupForPlayer): Скрива pickup од одређеног играча.
-- [SetPickupForPlayer](SetPickupForPlayer): Подешава модел, тип и позицију pickup-а за одређеног играча.
-- [CreatePlayerPickup](CreatePlayerPickup): Креира pickup који ће бити видљив Ñамо једном играчу.
-- [DestroyPlayerPickup](DestroyPlayerPickup): Уништава player-pickup.
-
-## Слични callback-ови
-
-Следећи callbacks могу бити кориÑни, јер Ñу повезани Ñа овом функцијом.
-
-- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup): Позива Ñе када играч покупи pickup.
-- [OnPickupStreamIn](../callbacks/OnPickupStreamIn): Позива Ñе када pickup уђе у видно поље играча.
-- [OnPickupStreamOut](../callbacks/OnPickupStreamOut): Позива Ñе када pickup изађе из видног поља играча.
-
-## Слични реÑурÑи
-
-- [IDеви pickupova](../resources/pickupids)
-- [Ð’Ñ€Ñте pickupова](../resources/pickuptypes)
diff --git a/docs/translations/sr/scripting/functions/CreatePlayer3DTextLabel.md b/docs/translations/sr/scripting/functions/CreatePlayer3DTextLabel.md
deleted file mode 100644
index 2351474ba7f..00000000000
--- a/docs/translations/sr/scripting/functions/CreatePlayer3DTextLabel.md
+++ /dev/null
@@ -1,81 +0,0 @@
----
-title: CreatePlayer3DTextLabel
-description: Креира 3D Text Label Ñамо за поÑебног играча.
-tags: ["player", "3dtextlabel"]
----
-
-## ОпиÑ
-
-Креира 3D Text Label Ñамо за поÑебног играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------------ | ---------------------------------------------------------------------- |
-| playerid | Играч који треба да види новокреирани 3D label. |
-| const text[] | ТекÑÑ‚ који ће Ñе приказати |
-| colour | Боја текÑта |
-| Float:x | X координата(или офÑет ако је причвршћен) |
-| Float:y | Y координата(или офÑет ако је причвршћен) |
-| Float:z | Z координата(или офÑет ако је причвршћен) |
-| Float:drawDistance | ДиÑтанца Ñа које играч може видети лабел |
-| attachedplayer | Играч за кога желимо закачити 3D label. (Ðиједан: INVALID_PLAYER_ID) |
-| attachedvehicle | Возило за кога желимо закачити 3D label. (Ðиједан: INVALID_VEHICLE_ID) |
-| bool:testLOS | 0/1 Опција да Ñе текÑÑ‚ лабела не може видети кроз зидове |
-| OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. |
-
-## Враћа
-
-ID од новокреираног 3D label-а, или `INVALID_3DTEXT_ID` ако Ñмо прешли ограничење 3D Player Text Label-а (`MAX_3DTEXT_PLAYER`).
-
-## Примери
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/playerlabel", true))
- {
- new
- PlayerText3D:playerTextId,
- name[MAX_PLAYER_NAME],
- Float:x, Float:y, Float:z,
- string[64];
-
- GetPlayerName(playerid, name, sizeof(name));
- GetPlayerPos(playerid, x, y, z);
-
- format(string, sizeof(string), "Hello %s!\nI'm at your position", name);
- playerTextId = CreatePlayer3DTextLabel(playerid, string, 0x008080FF, x, y, z, 40.0);
- return 1;
- }
- return 0;
-}
-```
-
-## Белешке
-
-:::tip
-
-DrawDistance изгледа као да је мањи у spectate моду.
-
-:::
-
-:::warning
-
-Ðко је text[] празан, играчи близу лабела могу да crash-ају. (Поправљено у open.mp верзији)
-
-:::
-
-## Повезане функције
-
-- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel): Уништава 3D текÑтуалну ознаку играча.
-- [IsValidPlayer3DTextLabel](IsValidPlayer3DTextLabel): Проверава да ли је 3D текÑтуална ознака играча валидна.
-- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Мења текÑÑ‚ 3D текÑтуалне ознаке играча.
-- [GetPlayer3DTextLabelText](GetPlayer3DTextLabelText): Добија текÑÑ‚ 3D текÑтуалне ознаке играча.
-- [GetPlayer3DTextLabelColour](GetPlayer3DTextLabelColour): Добија боју 3D текÑтуалне ознаке играча.
-- [GetPlayer3DTextLabelPos](GetPlayer3DTextLabelPos): Добија позицију 3D текÑтуалне ознаке играча.
-- [GetPlayer3DTextLabelDrawDistance](GetPlayer3DTextLabelDrawDistance): Добија диÑтанцу на којој Ñе приказује 3D текÑтуална ознака играча.
-- [SetPlayer3DTextLabelDrawDistance](SetPlayer3DTextLabelDrawDistance): ПоÑтавља диÑтанцу на којој Ñе приказује 3D текÑтуална ознака играча.
-- [GetPlayer3DTextLabelVirtualWorld](GetPlayer3DTextLabelVirtualWorld): Добија виртуелни Ñвет ID 3D текÑтуалне ознаке играча.
-- [SetPlayer3DTextLabelVirtualWorld](SetPlayer3DTextLabelVirtualWorld): ПоÑтавља виртуелни Ñвет ID 3D текÑтуалне ознаке играча.
-- [GetPlayer3DTextLabelLOS](GetPlayer3DTextLabelLOS): Добија линију вида 3D текÑтуалне ознаке играча.
-- [SetPlayer3DTextLabelLOS](SetPlayer3DTextLabelLOS): ПоÑтавља линију вида 3D текÑтуалне ознаке играча.
-- [Create3DTextLabel](Create3DTextLabel): Креира глобалну 3D текÑтуалну ознаку.
diff --git a/docs/translations/sr/scripting/functions/CreatePlayerTextDraw.md b/docs/translations/sr/scripting/functions/CreatePlayerTextDraw.md
deleted file mode 100644
index 23c1dac1b97..00000000000
--- a/docs/translations/sr/scripting/functions/CreatePlayerTextDraw.md
+++ /dev/null
@@ -1,98 +0,0 @@
----
-title: CreatePlayerTextDraw
-description: Креира textdraw за Ñамо једног играча.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## ОпиÑ
-
-Креира textdraw за Ñамо једног играча. Ово може да Ñе кориÑти као избегавање лимита за глобалне textdraw-ове.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ---------------- | --------------------------------------- |
-| playerid | Ид играча коме креирамо player textdraw |
-| Float:x | X координата |
-| Float:y | Y координата |
-| const text[] | ТекÑÑ‚ у textdraw-u |
-| OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. |
-
-## Враћа
-
-ID креираног TextDraw-a
-
-## Примери
-
-```c
-// Ова варијабла Ñлужи да Ñадржи ID textdraw-a у Ñеби
-// тако да можемо да га кориÑтимо кроз Ñкрипту
-new PlayerText:welcomeText[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Прво креирамо textdraw
- welcomeText[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "Welcome to my SA-MP server");
-
- // Затим га прикажемо
- PlayerTextDrawShow(playerid, welcomeText[playerid]);
-}
-```
-
-## Белешке
-
-:::tip
-
-Player textdraw-ovi Ñе аутоматÑки униште када Ñе играч диÑконектује.
-
-:::
-
-:::warning
-
-Key mapping кодови ( као што Ñу ~k~~VEHICLE_ENTER_EXIT~ ) не раде преко 255ог карактера.
-
-:::
-
-## Повезане функције
-
-- [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Уништава player-textdraw.
-- [PlayerTextDrawColor](PlayerTextDrawColor): ПоÑтавља боју текÑта у player-textdraw.
-- [PlayerTextDrawBoxColor](PlayerTextDrawBoxColor): ПоÑтавља боју кутије player-textdraw.
-- [PlayerTextDrawBackgroundColor](PlayerTextDrawBackgroundColor): ПоÑтавља боју позадине player-textdraw.
-- [PlayerTextDrawAlignment](PlayerTextDrawAlignment): ПоÑтавља поређај текÑта у player-textdraw.
-- [PlayerTextDrawFont](PlayerTextDrawFont): ПоÑтавља фонт текÑта у player-textdraw.
-- [PlayerTextDrawLetterSize](PlayerTextDrawLetterSize): ПоÑтавља величину Ñлова у текÑту player-textdraw.
-- [PlayerTextDrawTextSize](PlayerTextDrawTextSize): ПоÑтавља величину кутије player-textdraw (или кликабл облаÑÑ‚ за PlayerTextDrawSetSelectable).
-- [PlayerTextDrawSetOutline](PlayerTextDrawSetOutline): Укључује/иÑкључује контурну линију на player-textdraw.
-- [PlayerTextDrawSetShadow](PlayerTextDrawSetShadow): ПоÑтавља Ñенку на player-textdraw.
-- [PlayerTextDrawSetProportional](PlayerTextDrawSetProportional): Скалира размак текÑта у player-textdraw на пропорционални одноÑ.
-- [PlayerTextDrawUseBox](PlayerTextDrawUseBox): Укључује/иÑключује кутију на player-textdraw.
-- [PlayerTextDrawSetString](PlayerTextDrawSetString): ПоÑтавља текÑÑ‚ у player-textdraw.
-- [PlayerTextDrawShow](PlayerTextDrawShow): Приказује player-textdraw.
-- [PlayerTextDrawHide](PlayerTextDrawHide): Скрива player-textdraw.
-- [IsPlayerTextDrawVisible](IsPlayerTextDrawVisible): Проверава да ли је player-textdraw приказан играчу.
-- [IsValidPlayerTextDraw](IsValidPlayerTextDraw): Проверава да ли је player-textdraw валидан.
-- [PlayerTextDrawBackgroundColour](PlayerTextDrawBackgroundColour): Подешава боју позадине player-textdraw.
-- [PlayerTextDrawBoxColour](PlayerTextDrawBoxColour): ПоÑтавља боју кутије текÑтуалне ознаке (PlayerTextDrawUseBox).
-- [PlayerTextDrawColour](PlayerTextDrawColour): ПоÑтавља боју текÑта у player-textdraw.
-- [PlayerTextDrawGetAlignment](PlayerTextDrawGetAlignment): Добија поређај текÑта у player-textdraw.
-- [PlayerTextDrawGetBackgroundColour](PlayerTextDrawGetBackgroundColour): Добија боју позадине player-textdraw.
-- [PlayerTextDrawGetBoxColour](PlayerTextDrawGetBoxColour): Добија боју кутије player-textdraw.
-- [PlayerTextDrawGetColour](PlayerTextDrawGetColour): Добија боју текÑта у player-textdraw.
-- [PlayerTextDrawGetFont](PlayerTextDrawGetFont): Добија фонт текÑта у player-textdraw.
-- [PlayerTextDrawGetLetterSize](PlayerTextDrawGetLetterSize): Добија ширину и виÑину Ñлова.
-- [PlayerTextDrawGetOutline](PlayerTextDrawGetOutline): Добија величину контурне линије на player-textdraw.
-- [PlayerTextDrawGetPos](PlayerTextDrawGetPos): Добија позицију player-textdraw.
-- [PlayerTextDrawGetPreviewModel](PlayerTextDrawGetPreviewModel): Добија прегледни модел 3D player-textdraw.
-- [PlayerTextDrawGetPreviewRot](PlayerTextDrawGetPreviewRot): Добија ротацију и зум 3D модела прегледног player-textdraw.
-- [PlayerTextDrawGetPreviewVehicleColours](PlayerTextDrawGetPreviewVehicleColours): Добија боје возила прегледног 3D player-textdraw.
-- [PlayerTextDrawGetShadow](PlayerTextDrawGetShadow): Добија величину Ñенке на player-textdraw.
-- [PlayerTextDrawGetString](PlayerTextDrawGetString): Добија текÑÑ‚ у player-textdraw.
-- [PlayerTextDrawGetTextSize](PlayerTextDrawGetTextSize): Добија X и Y оÑе величине текÑта player-textdraw.
-- [PlayerTextDrawIsBox](PlayerTextDrawIsBox): Проверава да ли је player-textdraw кутија.
-- [PlayerTextDrawIsProportional](PlayerTextDrawIsProportional): Проверава да ли је player-textdraw пропорционалан.
-- [PlayerTextDrawIsSelectable](PlayerTextDrawIsSelectable): Проверава да ли је player-textdraw Ñелектован.
-- [PlayerTextDrawSetPos](PlayerTextDrawSetPos): ПоÑтавља позицију player-textdraw.
-- [PlayerTextDrawSetPreviewVehicleColours](PlayerTextDrawSetPreviewVehicleColours): ПоÑтавља боју возила у моделу прегледа player-textdraw (ако је возило приказано).
-
-## Слични реÑурÑи
-
-- [TextDraw Sprites](../resources/textdrawsprites)
diff --git a/docs/translations/sr/scripting/functions/DestroyVehicle.md b/docs/translations/sr/scripting/functions/DestroyVehicle.md
deleted file mode 100644
index 5a7380d6a51..00000000000
--- a/docs/translations/sr/scripting/functions/DestroyVehicle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: DestroyVehicle
-description: Уништава возило.
-tags: ["vehicle"]
----
-
-## ОпиÑ
-
-Уништава возило. Возило одмах неÑтаје.
-
-| Name | Description |
-| --------- | --------------------------- |
-| vehicleid | ID возила које Ñе уништава. |
-
-## Враћа
-
-**true** - Функција је уÑпешно извршена.
-
-**false** - Функција није уÑпешно извршена. Возило не поÑтоји.
-
-## Примери
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/destroyveh", true) == 0)
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- DestroyVehicle(vehicleid);
- return 1;
- }
-
- return 0;
-}
-```
-
-## Повезане функције
-
-- [CreateVehicle](CreateVehicle.md): Креира возило.
-- [RemovePlayerFromVehicle](RemovePlayerFromVehicle.md): Избаци играча из возила.
-- [SetVehicleToRespawn](SetVehicleToRespawn.md): Respawnuje возило.
diff --git a/docs/translations/sr/scripting/functions/IsPlayerNPC.md b/docs/translations/sr/scripting/functions/IsPlayerNPC.md
deleted file mode 100644
index db24bec3bf9..00000000000
--- a/docs/translations/sr/scripting/functions/IsPlayerNPC.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: IsPlayerNPC
-description: Provera da li je igrac pravi igrac ili NPC.
-tags: ["player", "npc"]
----
-
-## ОпиÑ
-
-Provera da li je igrac pravi igrac ili NPC.
-
-| Name | Description |
-| -------- | --------------------------- |
-| playerid | ID igraca koji se proverava |
-
-## Враћа
-
-**true**: Играч је NPC.
-
-**false**: Играч није NPC.
-
-## Примери
-
-```c
-public OnPlayerConnect(playerid)
-{
- if (IsPlayerNPC(playerid))
- {
- SendClientMessageToAll(-1, "An NPC connected!");
- return 1;
- }
-
- // Даљи код неће бити извршен уколико 'playerid' није играч
-}
-```
-
-## Повезане функције
-
-- [ConnectNPC](ConnectNPC.md): Повезује NPC-a.
-- [IsPlayerAdmin](IsPlayerAdmin.md): Проверава да ли је играч повезан на RCON.
diff --git a/docs/translations/sr/scripting/functions/PlayAudioStreamForPlayer.md b/docs/translations/sr/scripting/functions/PlayAudioStreamForPlayer.md
deleted file mode 100644
index bd382c01209..00000000000
--- a/docs/translations/sr/scripting/functions/PlayAudioStreamForPlayer.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: PlayAudioStreamForPlayer
-description: Пушта аудио Ñтрим играчу.
-tags: ["player"]
----
-
-## Description
-
-Пушта аудио Ñтрим играчу. Ðудио фајлови такође раде (npr. .mp3).
-
-
-| Name | Description |
-| -------------- | -------------------------------------------------------------------------------------------------------------- |
-| playerid | ID играча коме Ñе пушта аудио. |
-| const url[] | Линк који Ñе пушта. Правилни формати Ñу mp3 и ogg/vorbis. Линк ка .pls фајлу (плејлиÑта) ће пуÑтити плејлиÑту. |
-| Float:PosX | Позиција X на којој Ñе пушта аудио. 'Default' 0.0. Ðема ефекта оÑим ако је usepos подешен на 1. |
-| Float:PosY | Позиција Y на којој Ñе пушта аудио. 'Default' 0.0. Ðема ефекта оÑим ако је usepos подешен на 1. |
-| Float:PosZ | Позиција Z на којој Ñе пушта аудио. 'Default' 0.0. Ðема ефекта оÑим ако је usepos подешен на 1. |
-| Float:distance | Раздаљина до које Ñе чује аудио. Ðема ефекта оÑим ако је usepos подешен на 1. |
-| bool:usepos | КориÑти поÑтављену позицију и диÑтанцу. Подразумевано је неактиван (0). |
-
-## Враћа
-
-**true** - Функција уÑпешно извршена.
-
-**false** - Функциај није уÑпешно извршена. Дати играч не поÑтоји.
-
-## Примери
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp("/radio", cmdtext, true) == 0)
- {
- PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls");
- return 1;
- }
- if (strcmp("/radiopos", cmdtext, true) == 0)
- {
- new Float:X, Float:Y, Float:Z, Float:Distance = 5.0;
- GetPlayerPos(playerid, X, Y, Z);
- PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls", X, Y, Z, Distance, 1);
- return 1;
- }
- return 0;
-}
-```
-
-## Сличне фунције
-
-- [StopAudioStreamForPlayer](StopAudioStreamForPlayer.md): ЗауÑтавља аудио Ñтрим за играча.
-- [PlayerPlaySound](PlayerPlaySound.md): Пушта звук играчу.
diff --git a/docs/translations/sr/scripting/functions/SetPlayerArmour.md b/docs/translations/sr/scripting/functions/SetPlayerArmour.md
deleted file mode 100644
index c7b8e6b103d..00000000000
--- a/docs/translations/sr/scripting/functions/SetPlayerArmour.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: SetPlayerArmour
-description: Подешава панцир играча.
-tags: ["player"]
----
-
-## ОпиÑ
-
-Подешава панцир играча.
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| ------------ | ------------------------------------------------------------------------------------------------------------------------------------ |
-| playerid | ID играча коме Ñе подешава панцир |
-| Float:armour | Количина панцира која Ñе даје, у процентима (float). ВредноÑти веће од 100 могу да Ñе подеÑе, али Ñе неће приказивати у HUD-у играча. |
-
-## Враћа
-
-**1** - Функција је уÑпешно извршена.
-
-**0** - : Функција није уÑпешно извршена. То значи да ID играча који Ñмо унели не поÑтоји.
-
-## Примери
-
-```c
-public OnPlayerSpawn(playerid)
-{
- // даје играчу макÑималан панцир (100%) на Ñпавну.
- SetPlayerArmour(playerid, 100.0);
- return 1;
-}
-```
-
-## Белешке
-
-:::tip
-
-Име функције је armour, не armor (Ðмерички).
-
-:::
-
-:::warning
-
-Панцир Ñе добија заокрушено на integer: поÑтави 50.15, али добијеш 50.0
-:::
-
-## Повезане функције
-
-- [GetPlayerArmour](GetPlayerArmour.md): Добија Ñе вредноÑÑ‚ панцира коју играч тренутно има.
-- [SetPlayerHealth](SetPlayerHealth.md): Подешава животне поене играча.
-- [GetPlayerHealth](GetPlayerHealth.md): Добија Ñе вредноÑÑ‚ животних поена које играч тренутно има.
diff --git a/docs/translations/sr/scripting/functions/SetPlayerCheckpoint.md b/docs/translations/sr/scripting/functions/SetPlayerCheckpoint.md
deleted file mode 100644
index 29c5547eede..00000000000
--- a/docs/translations/sr/scripting/functions/SetPlayerCheckpoint.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: SetPlayerCheckpoint
-description: ПоÑтавља checkpoint (црвени круг) за играча.
-tags: ["player", "checkpoint"]
----
-
-## ОпиÑ
-
-ПоÑтавља checkpoint (црвени круг) за играча. Такође приказује црвену коцку на мапи. Када играч уђе у checkpoint, OnPlayerEnterCheckpoint Ñе позива и извршава оно што је у њему.
-
-| ИМе | ÐžÐ¿Ð¸Ñ |
-| ---------- | -------------------------------------- |
-| playerid | ID igraca kome se postavlja checkpoint |
-| Float:x | X koordinata checkpointa. |
-| Float:y | Y koordinata checkpointa. |
-| Float:z | Z koordinata checkpointa. |
-| Float:size | Velicina checkpointa |
-
-## Враћа
-
-**true** - Функција је уÑпешно извршена.
-
-**false** - Функција није уÑпешно извршена. То значи да наведени играч не поÑтоји.
-
-## Пример
-
-```c
-// У овом примеру Ñе checkpoint поÑтавља када Ñе играч Ñпаун-ује
-// Када уђу у checkpoint, добијају 1000$ и checkpoint Ñе гаÑи
-
-new bool: gOnCheck[MAX_PLAYERS];
-
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- gOnCheck[playerid] = true;
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- if (gOnCheck[playerid]) // Ðко је уÑлов иÑпуњен
- {
- GivePlayerMoney(playerid, 1000);
- DisablePlayerCheckpoint(playerid);
- gOnCheck[playerid] = false;
- }
- return 1;
-}
-```
-
-## Белешке
-
-:::warning
-
-Checkpoint-ови Ñу аÑинхрони, што значи да Ñе Ñамо један може приказати у иÑто време. Да биÑте „Ñтримовали“ checkpoint-ове (да их приказујете Ñамо када Ñу играчи довољно близу), кориÑтите Ñтример за checkpoint-ове.
-
-:::
-
-
-## Повезане функције
-
-- [DisablePlayerCheckpoint](DisablePlayerCheckpoint): ИÑкључи тренутни checkpoint играча.
-- [GetPlayerCheckpoint](GetPlayerCheckpoint): Добави локацију тренутног checkpoint-а.
-- [IsPlayerInCheckpoint](IsPlayerInCheckpoint): Провери да ли је играч у checkpoint-у.
-- [IsPlayerCheckpointActive](IsPlayerCheckpointActive): Провери да ли играч тренутно има видљив checkpoint.
-- [SetPlayerRaceCheckpoint](SetPlayerRaceCheckpoint): Креирај тркачки checkpoint за играча.
-- [DisablePlayerRaceCheckpoint](DisablePlayerRaceCheckpoint): ИÑкључи тренутни тркачки checkpoint играча.
-- [IsPlayerInRaceCheckpoint](IsPlayerInRaceCheckpoint): Провери да ли је играч у рацинг checkpoint-у.
-
-## Слични callback-ови
-
-- [OnPlayerEnterCheckpoint](../callbacks/OnPlayerEnterCheckpoint): Позива Ñе када играч уђе у checkpoint.
-- [OnPlayerLeaveCheckpoint](../callbacks/OnPlayerLeaveCheckpoint): Позива Ñе када играч напуÑти checkpoint.
-- [OnPlayerEnterRaceCheckpoint](../callbacks/OnPlayerEnterRaceCheckpoint): Позива Ñе када играч уђе у тркачки checkpoint.
-- [OnPlayerLeaveRaceCheckpoint](../callbacks/OnPlayerLeaveRaceCheckpoint): Позива Ñе када играч напуÑти тркачки checkpoint.
diff --git a/docs/translations/sr/scripting/functions/print.md b/docs/translations/sr/scripting/functions/print.md
deleted file mode 100644
index 5f667cf1bd3..00000000000
--- a/docs/translations/sr/scripting/functions/print.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: print
-description: Штампа Ñтринг у конзолу Ñервера (не у игри чету) и у логове (log.txt).
-tags: ["console"]
----
-
-
-
-## ОпиÑ
-
-Штампа Ñтринг у конзолу Ñервера (не у игри чету) и у логове (log.txt).
-
-| Име | ÐžÐ¿Ð¸Ñ |
-| --------------------- | ----------------------------- |
-| const string[] | Стринг који Ñе штампа. |
-
-
-## Враћа
-
-Ова функција не враћа неке Ñпецифичне вредноÑти.
-
-
-
-## Пример
-
-```c
-public OnGameModeInit( )
-{
- print("Gamemode started.");
- return 1;
-}
-```
-
-## Повезане функције.
-
-- [printf](printf.md): Штампа форматирану поруку у лог Ñервера и конзолу.
diff --git a/docs/translations/sr/tutorials/AdvancedStructures.md b/docs/translations/sr/tutorials/AdvancedStructures.md
deleted file mode 100644
index 7a485095f6e..00000000000
--- a/docs/translations/sr/tutorials/AdvancedStructures.md
+++ /dev/null
@@ -1,320 +0,0 @@
----
-title: "Ðапредне Ñтруктуре"
----
-
-## Манипулација Ñа низовима
-
-### Правилно налажење Ñлободног Ñлота
-
-Овај пример показује како пронаћи Ñлободно меÑто у низу кориÑтећи Ñтандардне програмÑке пракÑе.
-
-```c
-new
- gMyArray[10];
-
-stock FindEmptySlot()
-{
- new
- i = 0;
- while (i < sizeof(gMyArray) && gMyArray[i])
- {
- i++;
- }
- if (i == sizeof(gMyArray)) return -1;
- return i;
-}
-```
-
-Ово оÑновно објашњење претпоÑтавља да је Ñлот у низу празан ако му је вредноÑÑ‚ 0. Петља пролази кроз Ñве вредноÑти у низу (што Ñе такође може урадити Ñа конÑтантом) докле год вредноÑти ниÑу 0. Када доÑтигне вредноÑÑ‚ која је 0, уÑлов у петљи ће не уÑпети и петља завршава без коришћења break што је уобичајена пракÑа, али Ñе не препоручује у Ñитуацијама као што је ова. Ова функција такође враћа -1 ако Ñлободни Ñлот није пронађен, што би требало да Ñе провери на другом крају. Уобичајеније би било кориÑтити пронађени идентификатор одмах:
-
-```c
-MyFunction()
-{
- new
- i = 0;
- while (i < sizeof (gMyArray) && gMyArray[i])
- {
- i++;
- }
- if (i == sizeof (gMyArray))
- {
- printf("No free slot found");
- return 0;
- }
- printf("Slot %d is empty", i);
- // КориÑтите пронађени Ñлот у вашем коду за шта год желите
- return 1;
-}
-```
-
-Очигледно би заменили израз "gMyArray[i]" Ñа вашим ÑопÑтвеним индикатором Ñлота у употреби.
-
-### List
-
-#### Introduction
-
-Lists are a very useful type of structure, they're basically an array where the next piece or relevant data is pointed to by the last piece.
-
-Example:
-
-Say you have the following array:
-
-```c
-3, 1, 64, 2, 4, 786, 2, 9
-```
-
-Ðко желите да Ñортирате низ, завршили биÑте Ñа:
-
-```c
-1, 2, 2, 3, 4, 9, 64, 786
-```
-
-Ðко, међутим, желите да оÑтавите податке у оригиналном редоÑледу али и да их знате по редоÑледу бројева из неког разлога (Ñамо је пример), имате проблем, како треба да имате бројеве у два реда одједном? Ово би била добра употреба лиÑтова. Да биÑте из ових података направили лиÑту, требао би вам дводимензионални низ где је друга димензија величине 2 ћелије, прва димензија Ñадржи оригинални број, а друга Ð¸Ð½Ð´ÐµÐºÑ Ñледећег највећег броја. Такође биÑте морали имати поÑебну променљиву да биÑте држали Ð¸Ð½Ð´ÐµÐºÑ Ð½Ð°Ñ˜Ð¼Ð°ÑšÐµÐ³ броја, па би ваш нови низ изгледао овако:
-
-```c
-start = 1
-3, 1, 64, 2, 4, 786, 2, 9
-4, 3, 5, 6, 7, -1, 0, 2
-```
-
-Следећи Ð¸Ð½Ð´ÐµÐºÑ Ð¿Ð¾Ð²ÐµÐ·Ð°Ð½ Ñа 786 је -1, што је невалидан Ð¸Ð½Ð´ÐµÐºÑ Ð½Ð¸Ð·Ð° и означава крај лиÑте, тј. нема више бројева. Оба броја 2 очигледно могу бити у оба реда, прва јединица у низу је и прва у лиÑти јер је највероватније да ће Ñе прво ÑуÑреÑти.
-
-Друга предноÑÑ‚ овог метода Ñортирања бројева је да је додавање више бројева много брже. Ðко биÑте желели да додате још један број 3 у Ñортиран низ, морали биÑте прво померити барем 4 броја за једно меÑто у деÑно да направите проÑтор, што није Ñтрашно овде, али веома Ñпоро код већих низова. Са верзијом лиÑте, могли биÑте Ñамо додати 3 на крај низа и изменити једну вредноÑÑ‚ у лиÑти:
-
-```c
-start = 1
-3, 1, 64, 2, 4, 786, 2, 9, 3
-8, 3, 5, 6, 7, -1, 0, 2, 4
-^ измените ову вредноÑÑ‚ ^ Ñледећи највиши Ñлот
-```
-
-Ðиједан други број није померен, па ниједни индекÑи ниÑу потребни за ажурирање, Ñамо направите да Ñледећи најнижи број показује на нови број и направите да нови број показује на број на који је Ñледећи најнижи показивао. Уклањање вредноÑти је још лакше:
-
-```c
-start = 1
-3, 1, 64, X, 4, 786, 2, 9, 3
-8, 6, 5, 6, 7, -1, 0, 2, 4
- ^ Changed to jump over the removed value
-```
-
-Овде је прва 2 уклоњена и број који је показивао на ту вредноÑÑ‚ (1) је ажуриран да показује на вредноÑÑ‚ на коју је уклоњена вредноÑÑ‚ показивала. У овом примеру, ни показивач ни број уклоњене вредноÑти ниÑу заиÑта уклоњени, али не можете приÑтупити тој локацији Ñледећи лиÑту, па није битно, ефективно је уклоњено.
-
-#### Типови
-
-ЛиÑте у горе наведеним примерима биле Ñу Ñамо оÑновне једноÑтруке лиÑте, али можете имати и двоÑтруке лиÑте где Ñвака вредноÑÑ‚ показује на Ñледећу вредноÑÑ‚ и поÑледњу вредноÑÑ‚. Обично имају и показивач на крај лиÑте да би Ñе могло кретати уназад (нпр. да Ñе добију бројеви у Ñилазном поретку):
-
-```c
-start = 1
-end = 5
-value: 3, 1, 64, 2, 4, 786, 2, 9, 3
-next: 8, 3, 5, 6, 7, -1, 0, 2, 4
-last: 6, -1, 7, 1, 8, 2, 3, 4, 0
-```
-
-Морате бити пажљиви Ñа овима, поÑебно када имате више од једне вредноÑти, тако да поÑледњи показивач показује на вредноÑÑ‚ чији Ñе Ñледећи показивач одмах враћа, на пример ово је погрешно:
-
-```c
-2, 3, 3
-1, 2, -1
--1, 2, 0
-```
-
-Показивач Ñледеће вредноÑти за 2 показује на 3 у Ñлоту један, али показивач поÑледње вредноÑти за ту тројку не враћа Ñе на два, оба ÑпиÑка Ñу у реду по њиховом редоÑледу (будући да два тројка могу бити било који други начин), али заједно Ñу погрешни, иÑправна верзија би била:
-
-```c
-2, 3, 3
-1, 2, -1
--1, 0, 2
-```
-
-Оба ова ÑпиÑка почињу и завршавају на поÑледње две бројке, задњи ÑпиÑак у погрешном примеру почиње Ñа Ñредњим бројем.
-
-Други тип ÑпиÑка је петља где поÑледња вредноÑÑ‚ показује на прву. Очигледна предноÑÑ‚ овога је што можете доћи до било које вредноÑти од било које друге вредноÑти без претходног знања да ли је циљ иÑпред или иза почетне тачке, Ñамо треба пазити да не уђете у беÑконачну петљу пошто нема екÑплицитне -1 крајне тачке. Ови ÑпиÑци и даље имају почетне тачке. Можете такође направити двоÑтруко петљење ÑпиÑака где имате Ñледећи и поÑледњи ÑпиÑак, оба која Ñе петљају:
-
-```c
-start = 1
-end = 5
-3, 1, 64, 2, 4, 786, 2, 9, 3
-8, 3, 5, 6, 7, 1, 0, 2, 4
-6, 5, 7, 1, 8, 2, 3, 4, 0
-```
-
-#### Мешани ÑпиÑи
-
-Мешани ÑпиÑи Ñу низови који Ñадрже више ÑпиÑака одједном. Пример би могао бити низ вредноÑти, Ñортиран ÑпиÑком, Ñа другим ÑпиÑком који повезује Ñве неиÑкориштене Ñлотове тако да знате где можете додати нову вредноÑÑ‚. Пример (X значи неиÑкориштен (Ñлободан) Ñлот):
-
-```c
-sortedStart = 3
-unusedStart = 1
-value: 34, X, X, 6, 34, 46, X, 54, 23, 25, X, 75, X, 45
-sort: 4, 8, 13, 7, 11, 9, 0, -1, 5
-free: 2, 6, 10, 12, -1
-```
-
-Очигледно је да Ñе два ÑпиÑка никада не мењају, па оба могу кориÑтити иÑти Ñлот за њихову Ñледећу вредноÑÑ‚:
-
-```c
-sortedStart = 3
-unusedStart = 1
-value: 34, X, X, 6, 34, 46, X, 54, 23, 25, X, 75, X, 45
-next: 4, 2, 6, 8, 13, 7, 10, 11, 9, 0, 12, -1, -1, 5
-```
-
-#### Код
-
-Пре него што почнете Ñа кодом, морате одлучити који вид лиÑте је најбољи за вашу апликацију, што Ñе потпуно заÑнива на апликацији и није лако покрити овде. Сви ови примери Ñу мешани ÑпиÑци, један за потребне вредноÑти, а један за неиÑкоришћене Ñлотове.
-
-Овде је приказано како напиÑати код за лиÑту која је нумерички Ñортирана у узлазном редоÑледу.
-
-```c
-#define NUMBER_OF_VALUES (10)
-
-enum E_DATA_LIST
-{
- E_DATA_LIST_VALUE,
- E_DATA_LIST_NEXT
-};
-
-new
- gListData[NUMBER_OF_VALUES][E_DATA_LIST],
- gUnusedStart = 0,
- gListStart = -1; // Почиње без лиÑте
-
-// Ова функција иницијализује лиÑту
-List_Setup()
-{
- new
- i,
- size = NUMBER_OF_VALUES;
- size--;
- for (i = 0; i < size; i++)
- {
- // Ðа почетку Ñу Ñви Ñлотови неиÑкоришћени
- gListData[i][E_DATA_LIST_NEXT] = i + 1;
- }
- // Заврши лиÑту
- gListData[size][E_DATA_LIST_NEXT] = -1;
-}
-
-// Ова функција додаје вредноÑÑ‚ на лиÑту (кориÑтећи оÑновно Ñортирање)
-List_Add(value)
-{
- // Провера да ли има Ñлободних Ñлотова у низу
- if (gUnusedStart == -1) return -1;
- new
- pointer = gListStart,
- last = -1,
- slot = gUnusedStart;
- // Додај вредноÑÑ‚ на низ
- gListData[slot][E_DATA_LIST_VALUE] = value;
- // Ðжурирај неиÑпуњену лиÑту
- gUnusedStart = gListData[slot][E_DATA_LIST_NEXT];
- // Петља кроз лиÑту док не дођемо до већег/иÑтог броја
- while (pointer != -1 && gListData[pointer][E_DATA_LIST_VALUE] < value)
- {
- // Сачувај позицију поÑледње вредноÑти
- last = pointer;
- // Пређи на Ñледећи Ñлот
- pointer = gListData[pointer][E_DATA_LIST_NEXT];
- }
- // Ðко Ñмо дошли до овде, потрошили Ñмо вредноÑти или Ñтигли до веће
- // Проверите да ли Ñмо проверили неке бројеве
- if (last == -1)
- {
- // Први број је већи или нема лиÑте
- // У оба Ñлучаја додајте нову вредноÑÑ‚ на почетак лиÑте
- gListData[slot][E_DATA_LIST_NEXT] = gListStart;
- gListStart = slot;
- }
- else
- {
- // Стави нову вредноÑÑ‚ на лиÑту
- gListData[slot][E_DATA_LIST_NEXT] = pointer;
- gListData[last][E_DATA_LIST_NEXT] = slot;
- }
- return slot;
-}
-
-// Ова функција уклања вредноÑÑ‚ Ñа датог Ñлота у низу (враћено од List_Add)
-List_Remove(slot)
-{
- // Да ли је ово важан Ñлот
- if (slot < 0 || slot >= NUMBER_OF_VALUES) return 0;
- // Прво пронађите Ñлот пре
- new
- pointer = gListStart,
- last = -1;
- while (pointer != -1 && pointer != slot)
- {
- last = pointer;
- pointer = gListData[pointer][E_DATA_LIST_NEXT];
- }
- // Да ли Ñмо пронашли Ñлот на лиÑти
- if (pointer == -1) return 0;
- if (last == -1)
- {
- // ВредноÑÑ‚ је прва на лиÑти
- // ПреÑкочите овај Ñлот на лиÑти
- gListStart = gListData[slot][E_DATA_LIST_NEXT];
- }
- else
- {
- // ВредноÑÑ‚ је на лиÑти
- // ПреÑкочите овај Ñлот на лиÑти
- gListData[last][E_DATA_LIST_NEXT] = gListData[slot][E_DATA_LIST_NEXT];
- }
- // Додајте овај Ñлот на неиÑпуњену лиÑту
- // ÐеиÑпуњена лиÑта није у неком редоÑледу, тако да то није битно
- gListData[slot][E_DATA_LIST_NEXT] = gUnusedStart;
- gUnusedStart = slot;
- return 1;
-}
-```
-
-### Бинарна Ñтабла
-
-#### Увод
-
-Бинарна дрвета Ñу веома брз метод претраге података у низу кориÑтећи веома Ñпецијалан ÑиÑтем лиÑтова. Ðајпознатије бинарно дрво је вероватно игра од 20 питања, Ñа Ñамо 20 да/не питања можете имати преко 1048576 Ñтавки. Бинарно дрво, као што његово име указује, је тип Ñтабла, Ñлично породичном Ñтаблу, где Ñвака Ñтавка има 0, 1 или 2 деце. Ðе кориÑте Ñе за поређење података као лиÑта, већ за Ñортирање података за веома ефикаÑну претрагу. ОÑновна идеја је да почнете Ñа Ñтавком негде близу Ñредине поређане лиÑте објеката (на пример, Ñредњи број у Ñортираном низу) и поредите је Ñа вредношћу коју желите пронаћи. Ðко је иÑто, пронашли Ñте Ñвоју Ñтавку, ако је веће, премештате Ñе на Ñтавку деÑно (не одмах деÑно, Ñтавка деÑно од Ñредње Ñтавке би била Ñтавка на три четвртине), ако је мање, премештате Ñе лево, па поновите процеÑ.
-
-**Пример**
-
-```c
-1 2 5 6 7 9 12 14 17 19 23 25 28 33 38
-```
-
-Имате претходно поређани низ и желите пронаћи у којем је Ñлоту број 7 (ако уопште поÑтоји), у овом примеру вероватно је ефикаÑније проÑто пролазити кроз низ да биÑте га пронашли, али то није Ñуштина, та метода време потраге повећава линеарно Ñа величином низа, док време бинарне претраге раÑте екÑпоненцијално Ñа увећањем величине низа. Тј. низ од 128 Ñтавки ће узети дупло више времена да Ñе претражи проÑто у пореду као низ од 64 Ñтавке, али бинарна претрага од 128 Ñтавки ће узети Ñамо једну проверу више него бинарна претрага од 64 Ñтавке, врло мало.
-
-Ðко конÑтруишемо бинарно дрво из горе наведених података добијамо: 
-
-Ðко читате Ñа лева на деÑно, игноришући вертикални аÑпект, видите да Ñу бројеви у редоÑледу. Сада можемо покушати пронаћи број 7.
-
-Почетни број је 14, 7 је мањи од 14, па идемо на Ñлот на који показује леви грана 14. Ово Ð½Ð°Ñ Ð´Ð¾Ð²Ð¾Ð´Ð¸ до 6, 7 је већи од 6, па идемо деÑно до 9, затим опет лево до 7. Овај метод је узео 4 поређења да пронађе број (укључујући крајњу проверу да потврдимо да Ñмо на 7), коришћењем обичне претраге било би потребно 5.
-
-Рецимо да нема 7, имали биÑмо овакво бинарно дрво: 
-
-Ово, за разлику од претходног примера, има једног детета (9), као и 2 и 0 детета. Добијате Ñавршено дрво Ñамо када имате (2^n)-1 бројева (0, 1, 3, 7, 15, 31 ...), било који други бројеви дају не баш пуну Ñтаблу. У овом Ñлучају када дођемо до 9, где ће бити 7, открићемо да нема леве гране, што значи да 7 не поÑтоји (не може бити нигде другде у Ñтаблу, размиÑлите о томе), па враћамо -1 за неиÑправан Ñлот.
-
-#### БаланÑирани и не баланÑирани
-
-Стабла у горе наведеним примерима Ñе зову баланÑирана бинарна Ñтабла, што значи да Ñу Ñве гране приближно иÑте дужине (очигледно у другом примеру нема довољно бројева да би то било тако, али је што је могуће ближе). КонÑтруиÑање баланÑираних Ñтабала није једноÑтавно, опште прихваћени метод конÑтрукције Ñкоро баланÑираних Ñтабала је Ñтављање бројева у наÑумичном редоÑледу, ово може значити да ћете на крају имати нешто као на пример ово: 
-
-Очигледно је да је ово Ñтабло још увек иÑправно, али деÑна Ñтрана је много већа од леве, међутим проналазак 25 још увек захтева Ñамо 7 поређења у овом Ñлучају у поређењу Ñа 12 у обичном ÑпиÑку. Такође, докле год почнете Ñа прилично Ñредњим бројем, метод убацивања наÑумичног уношења треба да произведе приближно баланÑирано Ñтабло. Ðајгора Ñтвар коју можете учинити је да Ñтавите бројеве по редоÑледу јер онда неће бити ни левих грана (или деÑних грана ако је обраћено), међутим иако је у овом најгорем Ñлучају бинарном Ñтаблу потребно иÑто време да претражи као и обични ÑпиÑак.
-
-**Модификација**
-
-#### Додавање
-
-Додавање вредноÑти у бинарно Ñтабло је релативно једноÑтавно, Ñамо пратите Ñтабло кроз, кориÑтећи вредноÑÑ‚ коју желите да додате као референцу док не Ñтигнете до празног гране и онда додате број на том меÑту. Ðпр. ако биÑте желели да додате број 15 у наше оригинално баланÑирано Ñтабло, завршили биÑте на левој гране од 17. Ðко биÑмо желели да додамо број 8 у друго баланÑирано Ñтабло (оно без 7) завршили биÑмо на Ñтаром Ñлоту за 7 на лево од 9.
-
-#### БриÑање
-
-БриÑање броја из бинарног Ñтабла може бити тешко или лако. Ðко је број на крају гране (нпр. 1, 5, 7, 12 итд. у оригиналном Ñтаблу) једноÑтавно их уклоните. Ðко број има Ñамо једно дете (нпр. 9 у другом примеру) једноÑтавно премеÑтите то дете (нпр. 12) у њихову позицију (тако да би деца од 6 била 2 и 12 у новом другом примеру Ñа 9 уклоњен). БриÑање поÑтаје интереÑантно када је нод има два детета. ПоÑтоји најмање четири начина да Ñе то уради:
-
-Први метод је најједноÑтавнији за рачунарÑку обраду. ОÑновна идеја је да изаберете један од грана (леву или деÑну, претпоÑтавимо деÑну за ову објашњење) и заменимо нод који Ñте уклонили Ñа првим нодом те гране (тј. деÑним дететом нода који Ñте уклонили). Затим идете лево кроз нову грану док не Ñтигнете до краја и Ñтавите леву грану тамо. Ðпр. ако Ñте уклонили 14 из оригиналног примера, завршили биÑте Ñа 25 на врху Ñтабла и 6 придруженом левој грану од 17. Ова метода је брза али брзо доводи до врло не баланÑираних Ñтабала.
-
-Други метод је да Ñе Ñви бројеви који Ñу деца нода који Ñте управо уклонили поново изграде у ново бинарно Ñтабло, а затим Ñтавите врх тог Ñтабла у нод који Ñте управо уклонили. Ово чува Ñтабло приближно баланÑираним али је очигледно Ñпорије.
-
-Трећи метод је да Ñе комбинују два претходна метода и поново изграде Ñтабло на меÑту, ово је комплекÑније за кодирање али чува Ñтабло баланÑираним и брже је него други метод (иако нигде није толико брз као први).
-
-ПоÑледњи наведени метод је једноÑтавно поÑтавити заÑтавицу на вредноÑÑ‚ која каже да Ñе више не кориÑти, ово је још брже од првог метода и одржава Ñтруктуру али значи да не можете поново кориÑтити Ñлотове оÑим ако каÑније не пронађете вредноÑÑ‚ за замену.
diff --git a/docs/translations/sr/tutorials/PortForwarding.md b/docs/translations/sr/tutorials/PortForwarding.md
deleted file mode 100644
index c10367d34b9..00000000000
--- a/docs/translations/sr/tutorials/PortForwarding.md
+++ /dev/null
@@ -1,68 +0,0 @@
-**Добродошли у туторијал за Порт Форвардовање!**
-
-Дакле, Ñтигли Ñте до туторијала за Порт Форвардовање, који је направио Лепард.
-
-Све што вам треба је samp-server или omp-server и рутер. Ðко немате рутер, онда не требате порт форвардовати!
-
-## Почетак
-
-Ок, ево почетка, почните проналаљењем Ñвог **гејтуаја**. ПретпоÑтавимо да имате виÑта. Кликните на start, кликните на поље за претрагу и напишите **cmd**. Тада Ñе појављује црна кутија. УнеÑите Ñледеће; **ipconfig**. Сачекајте да Ñе текÑÑ‚ учита, а затим га погледајте. ÐаÑтавите тражити док не пронађете _**гејтуај**_, и не затварајте црну кутију! Када га пронађете, отворите Ñвој омиљени веб претраживач. Када Ñе учита, идите на адреÑну траку и унеÑите вредноÑÑ‚ _**гејтуај**_ (пример: 192.168.0.1/192.168.1.1). ПритиÑните enter.
-
-## Конфигурација Рутера
-
-Браво, Ñтигли Ñте до конфигурацијÑке Ñтранице рутера. Оно што нам преоÑтаје је да Ñада порт форвардујемо.
-
-Дакле... поÑтоји категорија на тој Ñтраници која је названа једним од Ñледећих;
-
-- Виртуелни Ñервер
-- Порт Форвардовање
-- Порт Контрола
-- Дељење Ðпликација
-- Све што има `port` у Ñвом имену.
-
-Ðко Ñте га пронашли, кликните на њега. Затим кликните на дугме 'Додај нови', 'Ðови порт' или неко друго дугме које ће преклопити отварање новог порта.
-
-УнеÑите Ñледеће детаље:
-
-```
-Порт: TVOJ_PORT (Ñтандард: 7777)
-Тип Порта: UDP
-Омогућено: Да
-**IP: ÐаÑтавите Ñа 3. кораком**
-```
-
-
-Сада морате знати IP адреÑу вашег рачунара.
-
-## Добивање IP адреÑе, наÑтавак
-
-Сада повећајте црну кутију и поново погледајте текÑÑ‚ док не видите _IPv4_. Требао би бити у формату попут овог: **192.168.0.100**. Копирајте, и ето га! ÐаÑтавите Ñа информацијама на почетној Ñтраници рутера. Ðа пример, мој IP је 192.168.0.100
-
-
-```
-Порт: TVOJ_PORT (Ñтандард: 7777)
-Тип Порта: UDP
-Омогућено: Да
-IP: 192.168.0.100
-```
-
-И притиÑните **Ñачувај**. Онда Ñте готови. И! Ðе заборавите **проÑлађивати порт у Windows заштитном зиду**. Ово је мали туторијал;
-
-Идите на почетни мени, унеÑите "firewall" у поље за претрагу и одаберите "Windows Firewall". Отворите га и кликните на _Промени поÑтавке_. Ðови иÑкачујући прозор. Кliknite на картицу _Изузеци_, кликните на _Додај порт.._ и затим попуните ове информације;
-
-
-```
-Име: SA-MP Server (назовите како год желите)
-Порт Број: TVOJ_PORT (Ñтандард: 7777)
-Протокол: UDP
-```
-
-Онда Ñте готови! Кликните ОК и затворите га. Покрените Ñервер и видите да ли ради. Ðко јеÑте, идите на Ñвог SA-MP клијента и унеÑите: localhost:TVOJ_PORT(Ñтандард: 7777). Ðко Ñе пинг промени, ваш Ñервер ради у потпуноÑти. Сада Ñамо требате отићи на:
-
-[WhatIsMyIP.COM](http://whatismyip.com).
-
-## Завршетак
-
-Када Ñте тамо, пронађите ip који је на вашем екрану. Идите поново на Ñвог SA-MP клијента, додајте тај IP у Ñвоје фаворите и додајте TVOJ_PORT (Ñтандард: 7777) на крају. ако ради,
-
-**ЧЕСТИТÐМ**! _Имате проÑлијеђен порт_!
diff --git a/docs/translations/sr/tutorials/colorfix.md b/docs/translations/sr/tutorials/colorfix.md
deleted file mode 100644
index 725be091c6f..00000000000
--- a/docs/translations/sr/tutorials/colorfix.md
+++ /dev/null
@@ -1,112 +0,0 @@
----
-title: "Color Fix"
-descripion: ОÑновна Ñкрипта за додавање више боја играча.
----
-
-Овај туторијал треба кориÑтити Ñа [GetPlayerColor](../scripting/functions/GetPlayerColor), ако не кориÑтите [SetPlayerColor](../scripting/functions/SetPlayerColor) у вашем Ñкрипту када Ñе играчи повежу.
-
-
-```c
-new PlayerColors[] = {
- 0xFF8C13FF,0xC715FFFF,0x20B2AAFF,0xDC143CFF,0x6495EDFF,0xf0e68cFF,0x778899FF,0xFF1493FF,0xF4A460FF,0xEE82EEFF,
- 0xFFD720FF,0x8b4513FF,0x4949A0FF,0x148b8bFF,0x14ff7fFF,0x556b2fFF,0x0FD9FAFF,0x10DC29FF,0x534081FF,0x0495CDFF,
- 0xEF6CE8FF,0xBD34DAFF,0x247C1BFF,0x0C8E5DFF,0x635B03FF,0xCB7ED3FF,0x65ADEBFF,0x5C1ACCFF,0xF2F853FF,0x11F891FF,
- 0x7B39AAFF,0x53EB10FF,0x54137DFF,0x275222FF,0xF09F5BFF,0x3D0A4FFF,0x22F767FF,0xD63034FF,0x9A6980FF,0xDFB935FF,
- 0x3793FAFF,0x90239DFF,0xE9AB2FFF,0xAF2FF3FF,0x057F94FF,0xB98519FF,0x388EEAFF,0x028151FF,0xA55043FF,0x0DE018FF,
- 0x93AB1CFF,0x95BAF0FF,0x369976FF,0x18F71FFF,0x4B8987FF,0x491B9EFF,0x829DC7FF,0xBCE635FF,0xCEA6DFFF,0x20D4ADFF,
- 0x2D74FDFF,0x3C1C0DFF,0x12D6D4FF,0x48C000FF,0x2A51E2FF,0xE3AC12FF,0xFC42A8FF,0x2FC827FF,0x1A30BFFF,0xB740C2FF,
- 0x42ACF5FF,0x2FD9DEFF,0xFAFB71FF,0x05D1CDFF,0xC471BDFF,0x94436EFF,0xC1F7ECFF,0xCE79EEFF,0xBD1EF2FF,0x93B7E4FF,
- 0x3214AAFF,0x184D3BFF,0xAE4B99FF,0x7E49D7FF,0x4C436EFF,0xFA24CCFF,0xCE76BEFF,0xA04E0AFF,0x9F945CFF,0xDCDE3DFF,
- 0x10C9C5FF,0x70524DFF,0x0BE472FF,0x8A2CD7FF,0x6152C2FF,0xCF72A9FF,0xE59338FF,0xEEDC2DFF,0xD8C762FF,0x3FE65CFF
-};
-```
-
-Прво Ñтавите то на врх ваше Ñкрипте.
-
-Затим Ñтавите ово иÑпод повратног позива OnPlayerConnect:
-
-```c
-SetPlayerColor(playerid, PlayerColors[playerid % sizeof PlayerColors]);
-```
-
-Сад ће [GetPlayerColor](../scripting/functions/GetPlayerColor) радити!
-
-За нове верзије SA-MP можете додати ову низу:
-
-```c
-new PlayerRainbowColors[511] = {
- /*OKStyle*/ 0x000022FF, 0x000044FF, 0x000066FF, 0x000088FF, 0x0000AAFF, 0x0000CCFF, 0x0000EEFF,
- 0x002200FF, 0x002222FF, 0x002244FF, 0x002266FF, 0x002288FF, 0x0022AAFF, 0x0022CCFF, 0x0022EEFF,
- 0x004400FF, 0x004422FF, 0x004444FF, 0x004466FF, 0x004488FF, 0x0044AAFF, 0x0044CCFF, 0x0044EEFF,
- 0x006600FF, 0x006622FF, 0x006644FF, 0x006666FF, 0x006688FF, 0x0066AAFF, 0x0066CCFF, 0x0066EEFF,
- 0x008800FF, 0x008822FF, 0x008844FF, 0x008866FF, 0x008888FF, 0x0088AAFF, 0x0088CCFF, 0x0088EEFF,
- 0x00AA00FF, 0x00AA22FF, 0x00AA44FF, 0x00AA66FF, 0x00AA88FF, 0x00AAAAFF, 0x00AACCFF, 0x00AAEEFF,
- 0x00CC00FF, 0x00CC22FF, 0x00CC44FF, 0x00CC66FF, 0x00CC88FF, 0x00CCAAFF, 0x00CCCCFF, 0x00CCEEFF,
- 0x00EE00FF, 0x00EE22FF, 0x00EE44FF, 0x00EE66FF, 0x00EE88FF, 0x00EEAAFF, 0x00EECCFF, 0x00EEEEFF,
-
- 0x220000FF, 0x220022FF, 0x220044FF, 0x220066FF, 0x220088FF, 0x2200AAFF, 0x2200CCFF, 0x2200FFFF,
- 0x222200FF, 0x222222FF, 0x222244FF, 0x222266FF, 0x222288FF, 0x2222AAFF, 0x2222CCFF, 0x2222EEFF,
- 0x224400FF, 0x224422FF, 0x224444FF, 0x224466FF, 0x224488FF, 0x2244AAFF, 0x2244CCFF, 0x2244EEFF,
- 0x226600FF, 0x226622FF, 0x226644FF, 0x226666FF, 0x226688FF, 0x2266AAFF, 0x2266CCFF, 0x2266EEFF,
- 0x228800FF, 0x228822FF, 0x228844FF, 0x228866FF, 0x228888FF, 0x2288AAFF, 0x2288CCFF, 0x2288EEFF,
- 0x22AA00FF, 0x22AA22FF, 0x22AA44FF, 0x22AA66FF, 0x22AA88FF, 0x22AAAAFF, 0x22AACCFF, 0x22AAEEFF,
- 0x22CC00FF, 0x22CC22FF, 0x22CC44FF, 0x22CC66FF, 0x22CC88FF, 0x22CCAAFF, 0x22CCCCFF, 0x22CCEEFF,
- 0x22EE00FF, 0x22EE22FF, 0x22EE44FF, 0x22EE66FF, 0x22EE88FF, 0x22EEAAFF, 0x22EECCFF, 0x22EEEEFF,
-
- 0x440000FF, 0x440022FF, 0x440044FF, 0x440066FF, 0x440088FF, 0x4400AAFF, 0x4400CCFF, 0x4400FFFF,
- 0x442200FF, 0x442222FF, 0x442244FF, 0x442266FF, 0x442288FF, 0x4422AAFF, 0x4422CCFF, 0x4422EEFF,
- 0x444400FF, 0x444422FF, 0x444444FF, 0x444466FF, 0x444488FF, 0x4444AAFF, 0x4444CCFF, 0x4444EEFF,
- 0x446600FF, 0x446622FF, 0x446644FF, 0x446666FF, 0x446688FF, 0x4466AAFF, 0x4466CCFF, 0x4466EEFF,
- 0x448800FF, 0x448822FF, 0x448844FF, 0x448866FF, 0x448888FF, 0x4488AAFF, 0x4488CCFF, 0x4488EEFF,
- 0x44AA00FF, 0x44AA22FF, 0x44AA44FF, 0x44AA66FF, 0x44AA88FF, 0x44AAAAFF, 0x44AACCFF, 0x44AAEEFF,
- 0x44CC00FF, 0x44CC22FF, 0x44CC44FF, 0x44CC66FF, 0x44CC88FF, 0x44CCAAFF, 0x44CCCCFF, 0x44CCEEFF,
- 0x44EE00FF, 0x44EE22FF, 0x44EE44FF, 0x44EE66FF, 0x44EE88FF, 0x44EEAAFF, 0x44EECCFF, 0x44EEEEFF,
-
- 0x660000FF, 0x660022FF, 0x660044FF, 0x660066FF, 0x660088FF, 0x6600AAFF, 0x6600CCFF, 0x6600FFFF,
- 0x662200FF, 0x662222FF, 0x662244FF, 0x662266FF, 0x662288FF, 0x6622AAFF, 0x6622CCFF, 0x6622EEFF,
- 0x664400FF, 0x664422FF, 0x664444FF, 0x664466FF, 0x664488FF, 0x6644AAFF, 0x6644CCFF, 0x6644EEFF,
- 0x666600FF, 0x666622FF, 0x666644FF, 0x666666FF, 0x666688FF, 0x6666AAFF, 0x6666CCFF, 0x6666EEFF,
- 0x668800FF, 0x668822FF, 0x668844FF, 0x668866FF, 0x668888FF, 0x6688AAFF, 0x6688CCFF, 0x6688EEFF,
- 0x66AA00FF, 0x66AA22FF, 0x66AA44FF, 0x66AA66FF, 0x66AA88FF, 0x66AAAAFF, 0x66AACCFF, 0x66AAEEFF,
- 0x66CC00FF, 0x66CC22FF, 0x66CC44FF, 0x66CC66FF, 0x66CC88FF, 0x66CCAAFF, 0x66CCCCFF, 0x66CCEEFF,
- 0x66EE00FF, 0x66EE22FF, 0x66EE44FF, 0x66EE66FF, 0x66EE88FF, 0x66EEAAFF, 0x66EECCFF, 0x66EEEEFF,
-
- 0x880000FF, 0x880022FF, 0x880044FF, 0x880066FF, 0x880088FF, 0x8800AAFF, 0x8800CCFF, 0x8800FFFF,
- 0x882200FF, 0x882222FF, 0x882244FF, 0x882266FF, 0x882288FF, 0x8822AAFF, 0x8822CCFF, 0x8822EEFF,
- 0x884400FF, 0x884422FF, 0x884444FF, 0x884466FF, 0x884488FF, 0x8844AAFF, 0x8844CCFF, 0x8844EEFF,
- 0x886600FF, 0x886622FF, 0x886644FF, 0x886666FF, 0x886688FF, 0x8866AAFF, 0x8866CCFF, 0x8866EEFF,
- 0x888800FF, 0x888822FF, 0x888844FF, 0x888866FF, 0x888888FF, 0x8888AAFF, 0x8888CCFF, 0x8888EEFF,
- 0x88AA00FF, 0x88AA22FF, 0x88AA44FF, 0x88AA66FF, 0x88AA88FF, 0x88AAAAFF, 0x88AACCFF, 0x88AAEEFF,
- 0x88CC00FF, 0x88CC22FF, 0x88CC44FF, 0x88CC66FF, 0x88CC88FF, 0x88CCAAFF, 0x88CCCCFF, 0x88CCEEFF,
- 0x88EE00FF, 0x88EE22FF, 0x88EE44FF, 0x88EE66FF, 0x88EE88FF, 0x88EEAAFF, 0x88EECCFF, 0x88EEEEFF,
-
- 0xAA0000FF, 0xAA0022FF, 0xAA0044FF, 0xAA0066FF, 0xAA0088FF, 0xAA00AAFF, 0xAA00CCFF, 0xAA00FFFF,
- 0xAA2200FF, 0xAA2222FF, 0xAA2244FF, 0xAA2266FF, 0xAA2288FF, 0xAA22AAFF, 0xAA22CCFF, 0xAA22EEFF,
- 0xAA4400FF, 0xAA4422FF, 0xAA4444FF, 0xAA4466FF, 0xAA4488FF, 0xAA44AAFF, 0xAA44CCFF, 0xAA44EEFF,
- 0xAA6600FF, 0xAA6622FF, 0xAA6644FF, 0xAA6666FF, 0xAA6688FF, 0xAA66AAFF, 0xAA66CCFF, 0xAA66EEFF,
- 0xAA8800FF, 0xAA8822FF, 0xAA8844FF, 0xAA8866FF, 0xAA8888FF, 0xAA88AAFF, 0xAA88CCFF, 0xAA88EEFF,
- 0xAAAA00FF, 0xAAAA22FF, 0xAAAA44FF, 0xAAAA66FF, 0xAAAA88FF, 0xAAAAAAFF, 0xAAAACCFF, 0xAAAAEEFF,
- 0xAACC00FF, 0xAACC22FF, 0xAACC44FF, 0xAACC66FF, 0xAACC88FF, 0xAACCAAFF, 0xAACCCCFF, 0xAACCEEFF,
- 0xAAEE00FF, 0xAAEE22FF, 0xAAEE44FF, 0xAAEE66FF, 0xAAEE88FF, 0xAAEEAAFF, 0xAAEECCFF, 0xAAEEEEFF,
-
- 0xCC0000FF, 0xCC0022FF, 0xCC0044FF, 0xCC0066FF, 0xCC0088FF, 0xCC00AAFF, 0xCC00CCFF, 0xCC00FFFF,
- 0xCC2200FF, 0xCC2222FF, 0xCC2244FF, 0xCC2266FF, 0xCC2288FF, 0xCC22AAFF, 0xCC22CCFF, 0xCC22EEFF,
- 0xCC4400FF, 0xCC4422FF, 0xCC4444FF, 0xCC4466FF, 0xCC4488FF, 0xCC44AAFF, 0xCC44CCFF, 0xCC44EEFF,
- 0xCC6600FF, 0xCC6622FF, 0xCC6644FF, 0xCC6666FF, 0xCC6688FF, 0xCC66AAFF, 0xCC66CCFF, 0xCC66EEFF,
- 0xCC8800FF, 0xCC8822FF, 0xCC8844FF, 0xCC8866FF, 0xCC8888FF, 0xCC88AAFF, 0xCC88CCFF, 0xCC88EEFF,
- 0xCCAA00FF, 0xCCAA22FF, 0xCCAA44FF, 0xCCAA66FF, 0xCCAA88FF, 0xCCAAAAFF, 0xCCAACCFF, 0xCCAAEEFF,
- 0xCCCC00FF, 0xCCCC22FF, 0xCCCC44FF, 0xCCCC66FF, 0xCCCC88FF, 0xCCCCAAFF, 0xCCCCCCFF, 0xCCCCEEFF,
- 0xCCEE00FF, 0xCCEE22FF, 0xCCEE44FF, 0xCCEE66FF, 0xCCEE88FF, 0xCCEEAAFF, 0xCCEECCFF, 0xCCEEEEFF,
-
- 0xEE0000FF, 0xEE0022FF, 0xEE0044FF, 0xEE0066FF, 0xEE0088FF, 0xEE00AAFF, 0xEE00CCFF, 0xEE00FFFF,
- 0xEE2200FF, 0xEE2222FF, 0xEE2244FF, 0xEE2266FF, 0xEE2288FF, 0xEE22AAFF, 0xEE22CCFF, 0xEE22EEFF,
- 0xEE4400FF, 0xEE4422FF, 0xEE4444FF, 0xEE4466FF, 0xEE4488FF, 0xEE44AAFF, 0xEE44CCFF, 0xEE44EEFF,
- 0xEE6600FF, 0xEE6622FF, 0xEE6644FF, 0xEE6666FF, 0xEE6688FF, 0xEE66AAFF, 0xEE66CCFF, 0xEE66EEFF,
- 0xEE8800FF, 0xEE8822FF, 0xEE8844FF, 0xEE8866FF, 0xEE8888FF, 0xEE88AAFF, 0xEE88CCFF, 0xEE88EEFF,
- 0xEEAA00FF, 0xEEAA22FF, 0xEEAA44FF, 0xEEAA66FF, 0xEEAA88FF, 0xEEAAAAFF, 0xEEAACCFF, 0xEEAAEEFF,
- 0xEECC00FF, 0xEECC22FF, 0xEECC44FF, 0xEECC66FF, 0xEECC88FF, 0xEECCAAFF, 0xEECCCCFF, 0xEECCEEFF,
- 0xEEEE00FF, 0xEEEE22FF, 0xEEEE44FF, 0xEEEE66FF, 0xEEEE88FF, 0xEEEEAAFF, 0xEEEECCFF, 0xEEEEEEFF
-};
-```
-
-Сад нема дуплираних боја, боје Ñу раÑпоређене на макÑимални број Ñлотова, корак боје је - 34, и TAB на пуном Ñерверу изгледа као дуга!
diff --git a/docs/translations/sr/tutorials/cooldowns.md b/docs/translations/sr/tutorials/cooldowns.md
deleted file mode 100644
index 4ee9b8e1416..00000000000
--- a/docs/translations/sr/tutorials/cooldowns.md
+++ /dev/null
@@ -1,243 +0,0 @@
----
-title: Задржавања
-description: Туторијал за пиÑање задржавања за ограничавање радњи кориÑника кориÑтећи временÑке интервале и избегавање коришћења тајмера.
----
-
-Овај туторијал обрађује пиÑање чеÑто коришћене механике игре у акционим играма: задржавања. Задржавање је алатка за ограничавање фреквенције Ñа којом играч може извршавати одређену радњу. Ово може бити нешто као коришћење ÑпоÑобноÑти као што је лечење или Ñлање порука у чету. Омогућава вам да уÑпорите брзину извршавања радњи играча, било за потребе баланÑирања игре или како биÑте Ñпречили Ñпамовање.
-
-Прво ћу објаÑнити _лоши_ начин извршавања задржавања коришћењем `SetTimer` за ажурирање Ñтања.
-
-## Коришћење Тајмера
-
-ПретпоÑтавимо, на пример, да поÑтоји одређена радња која може бити извршена Ñамо једном у одређеном временÑком интервалу. Видим да пуно људи (укључујући и Саутклоуза, пре много година) раде нешто Ñлично овоме:
-
-```c
-static bool:IsPlayerAllowedToDoThing[MAX_PLAYERS];
-
-OnPlayerInteractWithServer(playerid)
-/* Ово може бити било који вид догађаја уноÑа који играч изврши као што Ñу:
- * Ð£Ð½Ð¾Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ðµ
- * Подизање предмета
- * Пролазак кроз чекпоинт
- * ПритиÑкање дугмета
- * Улазак у облаÑÑ‚
- * Коришћење дијалога
- */
-{
- if (IsPlayerAllowedToDoThing[playerid])
- {
- // Уради Ñтвар коју је играч захтевао
- UradiStvarKojuJeIgracZahtevao();
-
- // Онемогући играчу
- IsPlayerAllowedToDoThing[playerid] = false;
-
- // Дозволи играчу да поново ради Ñтвар за 10 Ñекунди
-
- SetTimerEx("AllowPlayer", 10000, false, "d", playerid);
-
- return 1;
- }
- else
- {
- SendClientMessage(playerid, -1, "You are not allowed to do that yet!");
-
- return 0;
- }
-}
-
-// Позвано 10 Ñекунди након што играч уради Ñтвар
-public AllowPlayer(playerid)
-{
- IsPlayerAllowedToDoThing[playerid] = true;
- SendClientMessage(playerid, -1, "You are allowed to do the thing again! :D");
-}
-```
-
-Ово је Ñве у реду и функционише, играч неће моћи поново да обави ту радњу током 10 Ñекунди након што је кориÑти.
-
-Ево још једног примера, ово је Ñекундомер који мери колико времена је потребно играчу да изврши једну једноÑтавну трку од тачке до тачке:
-
-```c
-static
- StopWatchTimerID[MAX_PLAYERS],
- StopWatchTotalTime[MAX_PLAYERS];
-
-StartPlayerRace(playerid)
-{
- // Позива функцију Ñваку Ñекунду
- StopWatchTimerID[playerid] = SetTimerEx("StopWatch", 1000, true, "d", playerid);
-}
-
-public StopWatch(playerid)
-{
- // Увећај бројач Ñекунди
- StopWatchTotalTime[playerid]++;
-}
-
-OnPlayerFinishRace(playerid)
-{
- new str[128];
-
- format(str, 128, "You took %d seconds to do that", StopWatchTotalTime[playerid]);
- SendClientMessage(playerid, -1, str);
-
- KillTimer(StopWatchTimerID[playerid]);
-}
-```
-
-Ова два примера Ñу чеÑто коришћени и могу радити иÑправно. Међутим, поÑтоји много бољи начин поÑтизања оба ова резултата, који је тачнији и може да да Ñекундарне мерења времена!
-
-## Коришћење `GetTickCount()` и `gettime()`
-
-`GetTickCount()` је функција која вам даје време у милиÑекундама од отварања ÑерверÑког процеÑа. `gettime()` враћа број Ñекунди од 1. јануара 1970. године, такође познат као Ð£Ð½Ð¸ÐºÑ Ð²Ñ€ÐµÐ¼ÐµÐ½Ñки знак.
-
-Ðко позвате било коју од ових функција у два различита времена, и одузмете прво време од другог, одједном имате интервал између тих два догађаја у милиÑекундама или Ñекундама, реÑпективно! Погледајте овај пример:
-
-### Cooldown
-
-```c
-static PlayerAllowedTick[MAX_PLAYERS];
-
-OnPlayerInteractWithServer(playerid)
-{
- if (GetTickCount() - PlayerAllowedTick[playerid] > 10000)
- // Ово функционише Ñамо када је тренутни тик Ð¼Ð¸Ð½ÑƒÑ Ð¿Ð¾Ñледњи тик већи од 10000.
- // Другим речима, функционише Ñамо када је интервал између акција дужи од 10 Ñекунди.
- {
- DoTheThingThePlayerRequested();
- PlayerAllowedTick[playerid] = GetTickCount(); // Ðжурирај бројач тикова Ñа најновијим временом.
-
- return 1;
- }
- else
- {
- SendClientMessage(playerid, -1, "You are not allowed to do that yet!");
-
- return 0;
- }
-}
-```
-
-Или, алтернативно, верзија Ñа `gettime()`:
-
-```c
-static PlayerAllowedSeconds[MAX_PLAYERS];
-
-OnPlayerInteractWithServer(playerid)
-{
- if (gettime() - PlayerAllowedSeconds[playerid] > 10)
- // Ово функционише Ñамо када је текуће време у Ñекундама Ð¼Ð¸Ð½ÑƒÑ Ð¿Ð¾Ñледње време у Ñекундама веће од 10.
- // ОдноÑно, ради Ñамо када је интервал између акција преко 10 Ñекунди.
- {
- DoTheThingThePlayerRequested();
- PlayerAllowedSeconds[playerid] = gettime(); // Ðжурирај број Ñекунди Ñа најновијим временом.
-
- return 1;
- }
- else
- {
- SendClientMessage(playerid, -1, "You are not allowed to do that yet!");
-
- return 0;
- }
-}
-```
-
-Ðко заиÑта желите, можете Ñтавити преоÑтало време у поруку о грешци:
-
-(У овом примеру кориÑтим SendFormatMessage)
-
-```c
-SendFormatMessage(
- playerid,
- -1,
- "You are not allowed to do that yet! You can again in %d ms",
- 10000 - (GetTickCount() - PlayerAllowedTick[playerid])
-);
-```
-
-То је веома оÑнован пример, било би боље претворити ту вредноÑÑ‚ у MS у низ "минут:Ñекунди.милиÑекунде", али ћу поÑтирати тај код на крају.
-
-### Штоперица
-
-Ðадам Ñе да можете видети колико је ово моћно за добијање интервала између догађаја, погледајмо други пример
-
-```c
-static Stopwatch[MAX_PLAYERS];
-
-StartPlayerRace(playerid)
-{
- Stopwatch[playerid] = GetTickCount();
-}
-
-OnPlayerFinishRace(playerid)
-{
- new
- interval,
- str[128];
-
- interval = GetTickCount() - Stopwatch[playerid];
-
- format(str, 128, "You took %d milliseconds to do that", interval);
- SendClientMessage(playerid, -1, str);
-}
-```
-
-У овом примеру, тик каунт Ñе Ñачува у играчкој променљивој када почне трка. Када је заврши, тренутни тик (од када је завршио) има тај почетни тик (мања вредноÑÑ‚) одузет, што Ð½Ð°Ñ Ð¾Ñтавља Ñа количином милиÑекунди између почетка и краја трке.
-
-#### РаÑпакивање
-
-Сада да раÑпакујемо мало код.
-
-```c
-new Stopwatch[MAX_PLAYERS];
-```
-
-Ово је глобална променљива, морамо је кориÑтити како биÑмо могли да Ñачувамо број тикова и да добијемо вредноÑÑ‚ у другом тренутку (одноÑно, да је кориÑтимо у другој функцији, каÑније).
-
-```c
-StartPlayerRace(playerid)
-{
- Stopwatch[playerid] = GetTickCount();
-}
-```
-
-Ово је када играч почне трку, тик тајмер Ñе запиÑује, ако Ñе ово деÑи 1 минуту након што је Ñервер Ñтартовао, вредноÑÑ‚ те променљиве ће бити 60.000 јер је 60 Ñекунди и Ñвака Ñекунда има хиљаду милиÑекунди.
-
-Добро, Ñада имамо ту играчеву променљиву поÑтављену на 60.000, Ñада он завршава трку 1 минут 40 Ñекунди каÑније:
-
-```c
-OnPlayerFinishRace(playerid)
-{
- new
- interval,
- str[128];
-
- interval = GetTickCount() - Stopwatch[playerid];
-
- format(str, 128, "You took %d milliseconds to do that", interval);
- SendClientMessage(playerid, -1, str);
-}
-```
-
-Овде Ñе деÑи прорачун интервала, добро, кажем прорачун, то је Ñамо одузимање две вредноÑти!
-
-GetTickCount() враћа тренутни тик тајмер, тако да ће бити већи од почетног тик тајмера, што значи да одузмете почетни тик тајмер од тренутног тик тајмера да биÑте добили интервал између две мере.
-
-Дакле, како Ñмо рекли, играч завршава трку 1 минут и 40 Ñекунди каÑније (100 Ñекунди, или 100.000 милиÑекунди), GetTickCount ће вратити 160.000. Одузмите почетну вредноÑÑ‚ (која је 60.000) од нове вредноÑти (која је 160.000) и добијете 100.000 милиÑекунди, што је 1 минут 40 Ñекунди, што је време које је играчу требало да заврши трку!
-
-## Резиме и напомене
-
-Дакле! Ðаучили Ñмо да:
-
-- GetTickCount враћа количину времена у милиÑекундама од тренутка када је рачунарÑки ÑиÑтем на коме Ñе извршава Ñервер Ñтартован.
-- И ми то можемо кориÑтити тако што ћемо га позвати на два интервала, Ñачувати први у променљивој и упоредити та два вредноÑти да биÑте добили точан интервал у милиÑекундама између тих два догађаја.
-
-Ðа крају, не желите да играчима говорите временÑке вредноÑти у милиÑекундама! Шта ако им треба Ñат времена да заврше трку?
-
-Ðајбоље је кориÑтити функцију која узима милиÑекунде и претвара их у читљив формат, на пример, ранији пример играч је заузео 100.000 милиÑекунди за завршетак трке, ако биÑте му рекли да је то трајало, било би му дуже да прочита та 100.000 и разуме шта значи у човеку читљивом времену.
-
-[Овај пакет](https://github.com/ScavengeSurvive/timeutil) Ñадржи функцију за форматирање милиÑекунди у низ.
-
-Ðадам Ñе да је ово помогло! ÐапиÑао Ñам га зато што Ñам помогао некима поÑледњих времена који ниÑу знали како кориÑтити `GetTickCount()` или `gettime()` као алтернативу тајмерима или за добијање интервала итд.
\ No newline at end of file
diff --git a/docs/translations/ta/client/ClientCommands.md b/docs/translations/ta/client/ClientCommands.md
deleted file mode 100644
index 2bc897db7a8..00000000000
--- a/docs/translations/ta/client/ClientCommands.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: "Client Commands"
-description: அனைதà¯à®¤à¯ கிளையனà¯à®Ÿà¯ கடà¯à®Ÿà®³à¯ˆà®•ளின௠படà¯à®Ÿà®¿à®¯à®²à¯.
----
-
-## Commands
-
-| கடà¯à®Ÿà®³à¯ˆ | விளகà¯à®•ம௠|
-|----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| /quit (/q) | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ தனகà¯à®•à¯à®¤à¯à®¤à®¾à®©à¯‡ பேசà¯à®•ிறதà¯, அத௠விளையாடà¯à®Ÿà¯ˆ விடà¯à®Ÿà¯ வெளியேறà¯à®•ிறதà¯. நீஙà¯à®•ள௠/ q à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯, அதே கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ, கà¯à®±à¯à®•ியதாக இரà¯à®•à¯à®•à¯à®®à¯. |
-| /save | /save எனà¯à®ªà®¤à¯ மிகவà¯à®®à¯ பொதà¯à®µà®¾à®•ப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ கடà¯à®Ÿà®³à¯ˆ, மறà¯à®±à¯à®®à¯ அநேகமாக மிகவà¯à®®à¯ பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. நீஙà¯à®•ள௠/save என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¯à¯à®®à¯ போதà¯, ​​உஙà¯à®•ள௠தறà¯à®ªà¯‹à®¤à¯ˆà®¯ நிலை உஙà¯à®•ள௠பயனர௠கோபà¯à®ªà¯à®•ள௠கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ savedpositions.txt இல௠சேமிகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯, à®…à®™à¯à®•ிரà¯à®¨à¯à®¤à¯ நீஙà¯à®•ள௠அதை ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ளில௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯. |
-| /rs | /rs (Raw Save) எனà¯à®ªà®¤à¯ /save போனà¯à®±à®¤à¯, ஆனால௠இத௠உஙà¯à®•ள௠பயனர௠கோபà¯à®ªà¯à®•ள௠கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ rawpositions.txt இல௠உஙà¯à®•ள௠தறà¯à®ªà¯‹à®¤à¯ˆà®¯ நிலை மறà¯à®±à¯à®®à¯ எதிரà¯à®•ொளà¯à®³à¯à®®à¯ கோணதà¯à®¤à¯ˆ மடà¯à®Ÿà¯à®®à¯‡ சேமிகà¯à®•ிறதà¯. வகà¯à®ªà¯à®ªà¯ மறà¯à®±à¯à®®à¯ ஆயà¯à®¤à®™à¯à®•ள௠போனà¯à®± கூடà¯à®¤à®²à¯ தகவலà¯à®•ள௠எதà¯à®µà¯à®®à¯ சேமிகà¯à®•பà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ. |
-| /interior | /save எவà¯à®µà®³à®µà¯ à®®à¯à®•à¯à®•ியமோ, இநà¯à®¤à®•௠கடà¯à®Ÿà®³à¯ˆà®¯à®¾à®©à®¤à¯ அரடà¯à®Ÿà¯ˆà®¯à®¿à®²à¯ உஙà¯à®•ள௠தறà¯à®ªà¯‹à®¤à¯ˆà®¯ உடà¯à®ªà¯à®±à®¤à¯à®¤à¯ˆà®•௠காணà¯à®ªà®¿à®•à¯à®•à¯à®®à¯. |
-| /vw | /save எவà¯à®µà®³à®µà¯ à®®à¯à®•à¯à®•ியமானதà¯, இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ உஙà¯à®•ள௠தறà¯à®ªà¯‹à®¤à¯ˆà®¯ மெயà¯à®¨à®¿à®•ர௠உலகதà¯à®¤à¯ˆ அரடà¯à®Ÿà¯ˆà®¯à®¿à®²à¯ காணà¯à®ªà®¿à®•à¯à®•à¯à®®à¯. |
-| /fpslimit | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ உஙà¯à®•ள௠விளையாடà¯à®Ÿà®¿à®±à¯à®•ான FPS (வினாடிகà¯à®•௠பிரேமà¯à®•ளà¯) வரமà¯à®ªà¯ˆ அமைகà¯à®•ிறதà¯. அதிக வரமà¯à®ªà¯ உஙà¯à®•ள௠விளையாடà¯à®Ÿà¯ மெனà¯à®®à¯ˆà®¯à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. கிராஃபிக௠விரà¯à®ªà¯à®ªà®™à¯à®•ளில௠ஃபிரேம௠லிமிடà¯à®Ÿà®°à¯ à®®à¯à®Ÿà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯ எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. வரமà¯à®ªà¯ˆ 20 à®®à¯à®¤à®²à¯ 90 வரை அமைகà¯à®•லாம௠மறà¯à®±à¯à®®à¯ இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 50 வரை அமைகà¯à®•லாமà¯. இத௠sa-mp.cfg 'fpslimit' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-| /pagesize | /pagesize காடà¯à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà®¿à®¯ அரடà¯à®Ÿà¯ˆ வரிகளின௠அளவைத௠தேரà¯à®¨à¯à®¤à¯†à®Ÿà¯à®•à¯à®•ப௠பயனà¯à®ªà®Ÿà¯à®•ிறதà¯. இத௠10 à®®à¯à®¤à®²à¯ 20 வரிகள௠வரை இரà¯à®•à¯à®•லாமà¯. பகà¯à®• அளவ௠இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆà®¯à®¾à®• 10 ஆகà¯à®®à¯. இத௠sa-mp.cfg 'pagesize' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-| /headmove | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ, பிளேயரின௠தலைகள௠அவரà¯à®•ள௠பாரà¯à®•à¯à®•à¯à®®à¯ திசையில௠நகரà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆà®•௠கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯, இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯ இத௠உளà¯à®¨à®¾à®Ÿà¯à®Ÿà®¿à®²à¯ கையாளபà¯à®ªà®Ÿà¯à®•ிறதà¯, எனவே மறà¯à®± வீரரà¯à®•ள௠உஙà¯à®•ள௠தலையை நகரà¯à®¤à¯à®¤à¯à®µà®¤à¯ˆà®•௠காணலாமà¯. இத௠sa-mp.cfg 'disableheadmove' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-| /timestamp | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ அரடà¯à®Ÿà¯ˆà®ªà¯à®ªà¯†à®Ÿà¯à®Ÿà®¿à®¯à®¿à®²à¯ உளà¯à®³ அனைதà¯à®¤à¯ செயà¯à®¤à®¿à®•ளà¯à®•à¯à®•à¯à®®à¯ அடà¯à®¤à¯à®¤ நேரதà¯à®¤à¯ˆà®•௠காணà¯à®ªà®¿à®•à¯à®•à¯à®®à¯/மறைகà¯à®•à¯à®®à¯. காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®®à¯ நேரம௠உஙà¯à®•ள௠கணினியின௠நேரமà¯, சரà¯à®µà®°à¯ நேரம௠அலà¯à®². இத௠sa-mp.cfg 'timestamp' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-| /dl | DL எனà¯à®ªà®¤à¯ பிழைதà¯à®¤à®¿à®°à¯à®¤à¯à®¤ லேபிளà¯à®•ளைக௠கà¯à®±à®¿à®•à¯à®•ிறதà¯. இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ வாகனஙà¯à®•ளில௠பிழைதà¯à®¤à®¿à®°à¯à®¤à¯à®¤ லேபிளà¯à®•ளை மாறà¯à®±à¯à®•ிறதà¯, இத௠வாகன à®à®Ÿà®¿, மாடலà¯, ஆரோகà¯à®•ியமà¯, வாகனம௠மà¯à®©à¯à®ªà¯‡ à®à®±à¯à®±à®ªà¯à®ªà®Ÿà¯à®Ÿà®¤à®¾, பிளேயரà¯, டிரெயà¯à®²à®°à¯, கிடைகà¯à®•கà¯à®•ூடிய இரà¯à®•à¯à®•ைகளà¯, தறà¯à®ªà¯‹à®¤à¯ˆà®¯ நிலை மறà¯à®±à¯à®®à¯ ஸà¯à®ªà®¾à®©à¯ நிலை ஆகியவறà¯à®±à¯ˆà®•௠காடà¯à®Ÿà¯à®•ிறதà¯. |
-| /nametagstatus | இயகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯ போத௠(இத௠இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆà®¯à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯), இடைநிறà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿ பிளேயரà¯à®•ளின௠பெயர௠கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯à®²à¯à®•à¯à®•௠அடà¯à®¤à¯à®¤à®¤à®¾à®• ஒர௠சிறிய மணிநேர கணà¯à®£à®¾à®Ÿà®¿ à®à®•ானை வீரரà¯à®•ள௠காணà¯à®ªà®¾à®°à¯à®•ளà¯. இதில௠சிறிதாகà¯à®•à¯à®¤à®²à¯ (alt-tab), இடைநிறà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿ மென௠(ESC), தà¯à®£à¯à®Ÿà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ இணைபà¯à®ªà¯ (செயலà¯à®ªà®Ÿà¯à®¤à®²à¯/நேரமà¯à®Ÿà®¿à®µà¯) மறà¯à®±à¯à®®à¯ 3 வினாடிகளà¯à®•à¯à®•௠மேல௠விளையாடà¯à®Ÿà¯ˆ à®®à¯à®Ÿà®•à¯à®•à¯à®®à¯ ஸà¯à®•ிரீனà¯à®·à®¾à®Ÿà¯à®•ளை எடà¯à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ ஆகியவை அடஙà¯à®•à¯à®®à¯. இத௠sa-mp.cfg 'nonametagstatus' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-| /mem | தறà¯à®ªà¯‹à®¤à¯ˆà®¯ நினைவக பயனà¯à®ªà®¾à®Ÿà¯à®Ÿà®¿à®©à¯ அளவைக௠காடà¯à®Ÿà¯à®•ிறதà¯. (இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯, இத௠வழகà¯à®•மாக 128 MB அசà¯à®šà®¿à®Ÿà¯à®•ிறதà¯.) |
-| /audiomsg | ஒர௠கிளையணà¯à®Ÿà®¿à®±à¯à®•௠url ஸà¯à®Ÿà¯à®°à¯€à®®à¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®®à¯à®ªà¯‹à®¤à¯ அசà¯à®šà®¿à®Ÿà¯à®®à¯ செயà¯à®¤à®¿à®¯à¯ˆ இயகà¯à®•à¯à®•ிறதà¯/à®®à¯à®Ÿà®•à¯à®•ிறதà¯. இத௠sa-mp.cfg 'audiomsgoff' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-| /fontsize | UI (அரடà¯à®Ÿà¯ˆ, உரையாடலà¯à®•ள௠போனà¯à®±à®µà¯ˆ) எழà¯à®¤à¯à®¤à¯à®°à¯ அளவை மாறà¯à®±à¯à®•ிறதà¯. சரியான எழà¯à®¤à¯à®¤à¯à®°à¯ அளவ௠-3 à®®à¯à®¤à®²à¯ 5 வரை. |
-| /ctd | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ SA-MP 0.3.7 RC2 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. இத௠பிளேயர௠கேமரா இலகà¯à®•ின௠கிளையனà¯à®Ÿà¯ பிழைதà¯à®¤à®¿à®°à¯à®¤à¯à®¤à®¤à¯à®¤à¯ˆ செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. |
-| /rcon | கிளையணà¯à®Ÿà¯ˆ விட சரà¯à®µà®°à¯à®Ÿà®©à¯ தொடரà¯à®ªà¯à®Ÿà¯ˆà®¯à®¤à¯. இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ RCON கடà¯à®Ÿà®³à¯ˆà®•ளை இயகà¯à®• பயனà¯à®ªà®Ÿà¯à®•ிறதà¯. RCON எனà¯à®ªà®¤à¯ உளà¯à®³à®®à¯ˆà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ நிரà¯à®µà®¾à®• அமைபà¯à®ªà¯. RCON எனà¯à®ªà®¤à¯ [ரிமோட௠கணà¯à®Ÿà¯à®°à¯‹à®²à¯](../server/ControllingServer#using-rcon) எனà¯à®ªà®¤à®©à¯ சà¯à®°à¯à®•à¯à®•à®®à¯. |
-| /hudscalefix | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ SA-MP 0.3.7 R3 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. ரேடார௠அளவிலான பிழைதà¯à®¤à®¿à®°à¯à®¤à¯à®¤à®¤à¯à®¤à¯ˆ இயகà¯à®•à¯à®•ிறதà¯/à®®à¯à®Ÿà®•à¯à®•à¯à®•ிறதà¯, இதனால௠கேமின௠ரேடார௠அகலதà¯à®¤à®¿à®°à¯ˆà®¤à¯ தீரà¯à®®à®¾à®©à®™à¯à®•ளில௠சிறபà¯à®ªà®¾à®•ச௠செயலà¯à®ªà®Ÿà¯à®®à¯ (அதாவத௠no more 'egg of finding'). இத௠sa-mp.cfg 'nohudscale' விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ அமைகà¯à®•ிறதà¯. |
-
-## File sa-mp.cfg
-
-| விரà¯à®ªà¯à®ªà®®à¯ | விளகà¯à®•ம௠|
-|-----------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| pagesize | பாரà¯à®•à¯à®• /pagesize. |
-| fpslimit | பாரà¯à®•à¯à®• /fpslimit. |
-| disableheadmove | பாரà¯à®•à¯à®• /headmove. |
-| timestamp | பாரà¯à®•à¯à®• /timestamp. |
-| ime | அரடà¯à®Ÿà¯ˆ சாளர உளà¯à®³à¯€à®Ÿà¯ உளà¯à®³à¯€à®Ÿà¯à®Ÿà¯ à®®à¯à®±à¯ˆ உரை எடிடà¯à®Ÿà®¿à®™à¯ மறà¯à®±à¯à®®à¯ மொழி மாறà¯à®¤à®²à¯ˆ ஆதரிகà¯à®•ிறதா எனà¯à®ªà®¤à¯ˆ இத௠கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. 1 IME ஠இயகà¯à®•à¯à®•ிறதà¯, 0 அதை à®®à¯à®Ÿà®•à¯à®•à¯à®•ிறதà¯.|
-| audiomsgoff | பாரà¯à®•à¯à®• /audiomsg. |
-| multicore | இயஙà¯à®•à¯à®®à¯ போத௠SA-MP கிளையனà¯à®Ÿà¯ பல CPU கோரà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதா எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à®µà¯à®®à¯. இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 1 (பல CPU கோரà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯). நீஙà¯à®•ள௠சà¯à®Ÿà¯à®Ÿà®¿ பிரசà¯à®šà®©à¯ˆà®•ளை சநà¯à®¤à®¿à®¤à¯à®¤à®¾à®²à¯ 0 ஆக அமைகà¯à®•வà¯à®®à¯. |
-| directmode | இத௠அரடà¯à®Ÿà¯ˆ உரை வரைதல௠சிகà¯à®•லà¯à®•ளைக௠கொணà¯à®Ÿ பிளேயரà¯à®•ளை மெதà¯à®µà®¾à®© நேரடி-திரை-உரை ரெணà¯à®Ÿà®°à®¿à®™à¯ பயனà¯à®®à¯à®±à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. à®®à¯à®Ÿà®•à¯à®• 0, இயகà¯à®• 1. |
-| audioproxyoff | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ 1 என அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯, உஙà¯à®•ள௠Windows இனà¯à®Ÿà®°à¯à®¨à¯†à®Ÿà¯ விரà¯à®ªà¯à®ªà®™à¯à®•ளில௠பà¯à®°à®¾à®•à¯à®¸à®¿ சரà¯à®µà®°à¯ அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯, SA-MP இல௠ஆடியோ ஸà¯à®Ÿà¯à®°à¯€à®®à¯à®•ளை இயகà¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ பà¯à®°à®¾à®•à¯à®¸à®¿ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà®¾à®¤à¯. |
-| nonametagstatus | பாரà¯à®•à¯à®• /nametagstatus. |
-| fontface | அரடà¯à®Ÿà¯ˆ, உரையாடலà¯à®•ள௠மறà¯à®±à¯à®®à¯ ஸà¯à®•ோரà¯à®ªà¯‹à®°à¯à®Ÿà®¿à®©à¯ எழà¯à®¤à¯à®¤à¯à®°à¯à®µà¯ˆ மாறà¯à®± உஙà¯à®•ளை அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. அதாவத௠fontface="Comic Sans MS". அதிகாரபà¯à®ªà¯‚à®°à¯à®µà®®à®¾à®• ஆதரிகà¯à®•பà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ, மேலà¯à®®à¯ சிகà¯à®•லà¯à®•ளை à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯. |
-| fontweight | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ உஙà¯à®•ள௠அரடà¯à®Ÿà¯ˆ எழà¯à®¤à¯à®¤à¯à®°à¯ தடிமனானதா இலà¯à®²à¯ˆà®¯à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®®à¯. 0 = BOLD (இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ) மறà¯à®±à¯à®®à¯ 1 = இயலà¯à®ªà®¾à®©à®¤à¯. |
-| nohudscale | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ 0.3.7 R3 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. பாரà¯à®•à¯à®• /hudscalefix. |
diff --git a/docs/translations/ta/client/CommonClientIssues.md b/docs/translations/ta/client/CommonClientIssues.md
deleted file mode 100644
index 0eaa22f4e04..00000000000
--- a/docs/translations/ta/client/CommonClientIssues.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: Common Client Issues
----
-
-### I get the error "San Andreas cannot be found"
-
-சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à¯ மலà¯à®Ÿà®¿à®ªà®¿à®³à¯‡à®¯à®°à¯ ஒர௠தனி நிரல௠**இலà¯à®²à¯ˆ**! இத௠சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à®¿à®²à¯ மலà¯à®Ÿà®¿à®ªà®¿à®³à¯‡à®¯à®°à¯ செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯ˆà®šà¯ சேரà¯à®•à¯à®•ிறதà¯, இதனால௠உஙà¯à®•ளà¯à®•à¯à®•௠பிசிகà¯à®•௠ஜிடி஠சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à¯ தேவை - இத௠**EU/US v1.0** ஆகவà¯à®®à¯ இரà¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯, v2.0 or Steam and Direct2Drive பதிபà¯à®ªà¯à®•ள௠வேலை செயà¯à®¯à®¾à®¤à¯. . [உஙà¯à®•ள௠GTA: SA version 1.0 கà¯à®•௠தரமிறகà¯à®• பேடà¯à®šà¯ˆ பதிவிறகà¯à®• இஙà¯à®•ே கிளிக௠செயà¯à®¯à®µà¯à®®à¯](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
-
-### I can not see any servers in SA:MP browser
-
-SA:MP browser வேலை செயà¯à®¯à®µà®¿à®²à¯à®²à¯ˆ. பà¯à®¤à®¿à®¯ [open.mp launcher](https://github.com/openmultiplayer/launcher/releases/latest) பதிவிறகà¯à®•வà¯à®®à¯.
-நீஙà¯à®•ள௠இனà¯à®©à¯à®®à¯ எநà¯à®¤ சேவையகதà¯à®¤à¯ˆà®¯à¯à®®à¯ பாரà¯à®•à¯à®• à®®à¯à®Ÿà®¿à®¯à®¾à®µà®¿à®Ÿà¯à®Ÿà®¾à®²à¯, உஙà¯à®•ள௠ஃபயரà¯à®µà®¾à®²à¯ மூலம௠open.mp அணà¯à®•லை அனà¯à®®à®¤à®¿à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯. தà¯à®°à®¤à®¿à®°à¯à®·à¯à®Ÿà®µà®šà®®à®¾à®•, அதிக அளவ௠ஃபயரà¯à®µà®¾à®²à¯ மெனà¯à®ªà¯Šà®°à¯à®³à¯ இரà¯à®ªà¯à®ªà®¤à®¾à®²à¯, இதைப௠பறà¯à®±à®¿à®¯ கூடà¯à®¤à®²à¯ ஆதரவை எஙà¯à®•ளால௠வழஙà¯à®• à®®à¯à®Ÿà®¿à®¯à®¾à®¤à¯ - உறà¯à®ªà®¤à¯à®¤à®¿à®¯à®¾à®³à®°à¯ வலைதà¯à®¤à®³à®¤à¯à®¤à¯ˆà®ªà¯ பாரà¯à®•à¯à®•வà¯à®®à¯ அலà¯à®²à®¤à¯ Google தேடலை à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•வà¯à®®à¯ பரிநà¯à®¤à¯à®°à¯ˆà®•à¯à®•ிறோமà¯. உஙà¯à®•ளிடம௠சமீபதà¯à®¤à®¿à®¯ நிலையான open.mp பதிபà¯à®ªà¯ இரà¯à®ªà¯à®ªà®¤à¯ˆ உறà¯à®¤à®¿à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯!
-
-### Singleplayer loads instead of SA:MP
-
-:::warning
-
-நீஙà¯à®•ள௠சிஙà¯à®•ிளà¯à®ªà®¿à®³à¯‡à®¯à®°à¯ விரà¯à®ªà¯à®ªà®™à¯à®•ளை (new game, load game, etc) பாரà¯à®•à¯à®• வேணà¯à®Ÿà®¿à®¯à®¤à®¿à®²à¯à®²à¯ˆ - SA:MP தானாகவே à®à®±à¯à®± வேணà¯à®Ÿà¯à®®à¯ மறà¯à®±à¯à®®à¯ இநà¯à®¤ விரà¯à®ªà¯à®ªà®™à¯à®•ளை வழஙà¯à®•கà¯à®•ூடாதà¯. "new game" நீஙà¯à®•ள௠பாரà¯à®¤à¯à®¤à®¾à®²à¯, சிஙà¯à®•ிள௠பிளேயர௠à®à®±à¯à®±à®ªà¯à®ªà®Ÿà¯à®Ÿà®¤à¯, சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à¯ மலà¯à®Ÿà®¿à®ªà®¿à®³à¯‡à®¯à®°à¯ அலà¯à®².
-
-:::
-
-à®’à®±à¯à®±à¯ˆ ஆடà¯à®Ÿà®•à¯à®•ாரர௠2 காரணஙà¯à®•ளà¯à®•à¯à®•ாக à®à®±à¯à®±à®²à®¾à®®à¯; நீஙà¯à®•ள௠SA:MP ஠தவறான கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ நிறà¯à®µà®¿à®¯à¯à®³à¯à®³à¯€à®°à¯à®•ள௠அலà¯à®²à®¤à¯ சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à®¿à®©à¯ தவறான பதிபà¯à®ªà¯ உஙà¯à®•ளிடம௠உளà¯à®³à®¤à¯. உஙà¯à®•ளிடம௠தவறான பதிபà¯à®ªà¯ இரà¯à®¨à¯à®¤à®¾à®²à¯, GTA சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à¯ தரமிறகà¯à®•ினைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ உஙà¯à®•ள௠கேமைத௠தரமிறகà¯à®•லாமà¯. பதிவிறகà¯à®•ம௠செயà¯à®¯ [இஙà¯à®•ே கிளிக௠செயà¯à®¯à®µà¯à®®à¯](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661).
-
-சில நேரஙà¯à®•ளில௠சிஙà¯à®•ிள௠பிளேயர௠மென௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯, ஆனால௠SA:MP சரியாக à®à®±à¯à®±à®ªà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®•à¯à®•à¯à®®à¯. இதைச௠சரிசெயà¯à®¯, மெனà¯à®µà®¿à®²à¯ உளà¯à®³ உரà¯à®ªà¯à®ªà®Ÿà®¿à®¯à¯ˆà®¤à¯ தேரà¯à®¨à¯à®¤à¯†à®Ÿà¯à®¤à¯à®¤à¯, அதிலிரà¯à®¨à¯à®¤à¯ வெளியேற எஸà¯à®•ேப௠கீயை à®…à®´à¯à®¤à¯à®¤à®µà¯à®®à¯. SA:MP பினà¯à®©à®°à¯ à®à®±à¯à®±à®ªà¯à®ªà®Ÿà¯à®®à¯.
-
-### I get "Unacceptable Nickname" when connecting to a server
-
-உஙà¯à®•ள௠பெயரில௠அனà¯à®®à®¤à®¿à®•à¯à®•பà¯à®ªà®Ÿà®¾à®¤ எழà¯à®¤à¯à®¤à¯à®•ள௠எதையà¯à®®à¯ நீஙà¯à®•ள௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà®¿à®²à¯à®²à¯ˆ எனà¯à®ªà®¤à¯ˆ உறà¯à®¤à®¿à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯ (0-9, a-z, \[\], (), \$, @, ., \_ மறà¯à®±à¯à®®à¯ = மடà¯à®Ÿà¯à®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯), மேலà¯à®®à¯ உஙà¯à®•ள௠பெயர௠20 கà¯à®•௠மேல௠இலà¯à®²à¯ˆ எனà¯à®ªà®¤à¯ˆ உறà¯à®¤à®¿à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯ பாதà¯à®¤à®¿à®°à®™à¯à®•ளà¯. ஒர௠பிளேயர௠உஙà¯à®•ளைப௠போனà¯à®± அதே பெயரில௠ஒர௠சரà¯à®µà®°à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯à®®à¯ இத௠à®à®±à¯à®ªà®Ÿà®²à®¾à®®à¯ (நேரம௠மà¯à®Ÿà®¿à®¨à¯à®¤à¯ அலà¯à®²à®¤à¯ செயலிழநà¯à®¤ பிறக௠நீஙà¯à®•ள௠விரைவாக சேவையகதà¯à®¤à¯à®Ÿà®©à¯ மீணà¯à®Ÿà¯à®®à¯ இணைநà¯à®¤à®¾à®²à¯ இத௠நிகழலாமà¯). SA:MP இயஙà¯à®•à¯à®®à¯ விணà¯à®Ÿà¯‹à®¸à¯ சரà¯à®µà®°à¯, 50 நாடà¯à®•ளà¯à®•à¯à®•௠மேல௠இயகà¯à®• நேரதà¯à®¤à¯à®Ÿà®©à¯ சில நேரஙà¯à®•ளில௠இநà¯à®¤à®ªà¯ பிழையை à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯.
-
-### Screen sticks at "Connecting to IP:Port..."
-
-சேவையகம௠ஆஃபà¯à®²à¯ˆà®©à®¿à®²à¯ இரà¯à®•à¯à®•லாம௠அலà¯à®²à®¤à¯ நீஙà¯à®•ள௠எநà¯à®¤ சேவையகதà¯à®¤à¯à®Ÿà®©à¯à®®à¯ இணைகà¯à®• à®®à¯à®Ÿà®¿à®¯à®¾à®µà®¿à®Ÿà¯à®Ÿà®¾à®²à¯, உஙà¯à®•ள௠ஃபயரà¯à®µà®¾à®²à¯ˆ à®®à¯à®Ÿà®•à¯à®•ி, அத௠செயலà¯à®ªà®Ÿà¯à®•ிறதா எனà¯à®±à¯ பாரà¯à®•à¯à®•வà¯à®®à¯. அவà¯à®µà®¾à®±à¯ செயà¯à®¤à®¾à®²à¯, உஙà¯à®•ள௠ஃபரà¯à®µà®¾à®²à¯ˆ மீணà¯à®Ÿà¯à®®à¯ கடà¯à®Ÿà®®à¯ˆà®•à¯à®• வேணà¯à®Ÿà¯à®®à¯. நீஙà¯à®•ள௠SA:MP இன௠காலாவதியான பதிபà¯à®ªà¯ˆ இயகà¯à®•à¯à®µà®¤à¯à®®à¯ கூட இரà¯à®•à¯à®•லாம௠- பà¯à®¤à®¿à®¯ பதிபà¯à®ªà¯à®•ளை [இஙà¯à®•ே](https://sa-mp.mp/downloads/) காணலாமà¯.
-
-### I have a modified GTA: San Andreas and SA:MP won't load
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-அத௠à®à®±à¯à®±à®ªà¯à®ªà®Ÿà®¾à®µà®¿à®Ÿà¯à®Ÿà®¾à®²à¯, உஙà¯à®•ள௠மோடà¯à®¸à¯ˆ அகறà¯à®±à®µà¯à®®à¯.
-
-### When launching GTA with SA:MP it won't start
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-உஙà¯à®•ள௠பயனர௠கோபà¯à®ªà¯à®•ள௠கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ gta_sa.set கோபà¯à®ªà¯ˆ நீகà¯à®•ி, உஙà¯à®•ளிடம௠à®à®®à®¾à®±à¯à®±à®™à¯à®•ளà¯/மோடà¯à®¸à¯ எதà¯à®µà¯à®®à¯ இலà¯à®²à¯ˆ எனà¯à®ªà®¤à¯ˆ உறà¯à®¤à®¿à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯.
-
-### The game crashes when a vehicle explodes
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-உஙà¯à®•ளிடம௠2 மானிடà¯à®Ÿà®°à¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯, இதைத௠தீரà¯à®•à¯à®• 3 வழிகள௠உளà¯à®³à®©:
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-1. நீஙà¯à®•ள௠sa-mp விளையாடà¯à®®à¯à®ªà¯‹à®¤à¯ உஙà¯à®•ள௠2dr மானிடà¯à®Ÿà®°à¯ˆ à®®à¯à®Ÿà®•à¯à®•வà¯à®®à¯. (நீஙà¯à®•ள௠மானிடà¯à®Ÿà®°à¯ˆ இயகà¯à®• விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯, அவà¯à®µà®³à®µà¯ பà¯à®¤à¯à®¤à®¿à®šà®¾à®²à®¿à®¤à¯à®¤à®©à®®à®¾à®• இரà¯à®•à¯à®•ாதà¯.)
-2. உஙà¯à®•ள௠Visual FX quality கà¯à®±à¯ˆà®µà®¾à®• அமைகà¯à®•வà¯à®®à¯. (Esc > Options > Display Setup > Advanced)
-3. உஙà¯à®•ள௠ஜிடி஠சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à¯ கோபà¯à®ªà¯à®±à¯ˆà®¯à¯ˆ மறà¯à®ªà¯†à®¯à®°à®¿à®Ÿà®µà¯à®®à¯ (எ.கா. "GTA San Andreas2" என) (இத௠அடிகà¯à®•டி வேலை செயà¯à®•ிறதà¯, இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯ சில நேரஙà¯à®•ளில௠அத௠மீணà¯à®Ÿà¯à®®à¯ வேலை செயà¯à®µà®¤à¯ˆ நிறà¯à®¤à¯à®¤à®²à®¾à®®à¯, எனவே நீஙà¯à®•ள௠அதை வேற௠பெயரà¯à®•à¯à®•௠மாறà¯à®± வேணà¯à®Ÿà¯à®®à¯.)
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-### My mouse doesn't work after exiting the pause menu
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-இடைநிறà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿ மெனà¯à®µà®¿à®²à¯ உஙà¯à®•ள௠மவà¯à®¸à¯ (ஓரளவà¯) வேலை செயà¯à®¯à¯à®®à¯ போதà¯, ​​அத௠உறைநà¯à®¤à®¤à®¾à®•த௠தோனà¯à®±à®¿à®©à®¾à®²à¯, நீஙà¯à®•ள௠மலà¯à®Ÿà®¿à®•ோர௠விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ [sa-mp.cfg](ClientCommands#file-sa-mpcfg "Sa-mp.cfg") à®®à¯à®Ÿà®•à¯à®• வேணà¯à®Ÿà¯à®®à¯ ( அதை 0 ஆக அமைகà¯à®•வà¯à®®à¯). மவà¯à®¸à¯ மீணà¯à®Ÿà¯à®®à¯ பதிலளிகà¯à®•à¯à®®à¯ வரை தொடரà¯à®¨à¯à®¤à¯ எஸà¯à®•ேப௠எனà¯à®ªà®¤à¯ˆà®¤à¯ தடà¯à®Ÿà¯à®µà®¤à¯à®®à¯ வேலை செயà¯à®¯à®•à¯à®•ூடà¯à®®à¯, ஆனால௠அத௠அவà¯à®µà®³à®µà¯ நேரà¯à®¤à¯à®¤à®¿à®¯à®¾à®© தீரà¯à®µà¯ அலà¯à®².
-
-### The file dinput8.dll is missing
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-DirectX சரியாக நிறà¯à®µà®ªà¯à®ªà®Ÿà®¾à®¤à®ªà¯‹à®¤à¯ இத௠à®à®±à¯à®ªà®Ÿà®²à®¾à®®à¯, அதை மீணà¯à®Ÿà¯à®®à¯ நிறà¯à®µ à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•வà¯à®®à¯ - உஙà¯à®•ள௠கணினியை மறà¯à®¤à¯Šà®Ÿà®•à¯à®•ம௠செயà¯à®¯ மறகà¯à®•ாதீரà¯à®•ளà¯. சிகà¯à®•ல௠இனà¯à®©à¯à®®à¯ எழà¯à®¨à¯à®¤à®¾à®²à¯, C:\\Windows\\System32 இல௠செனà¯à®±à¯, dinput.dll கோபà¯à®ªà¯ˆ உஙà¯à®•ள௠GTA San Andreas இன௠ரூட௠கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ நகலெடà¯à®¤à¯à®¤à¯ ஒடà¯à®Ÿà®µà¯à®®à¯. அத௠தீரà¯à®•à¯à®•à¯à®®à¯.
-
-### I cannot see other player's nametags!
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-சில சரà¯à®µà®°à¯à®•ள௠பெயர௠கà¯à®±à®¿à®šà¯à®šà¯Šà®±à¯à®•ள௠உலகளாவிய அளவில௠மà¯à®Ÿà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®•à¯à®•லாம௠எனà¯à®ªà®¤à¯ˆ நினைவில௠கொளà¯à®³à®µà¯à®®à¯. இலà¯à®²à¯ˆà®¯à¯†à®©à®¿à®²à¯, இனà¯à®Ÿà¯†à®²à¯ எசà¯à®Ÿà®¿ à®’à®°à¯à®™à¯à®•ிணைநà¯à®¤ கிராபிகà¯à®¸à¯ செயலிகளைக௠கொணà¯à®Ÿ கணினிகளில௠இநà¯à®¤à®šà¯ சிகà¯à®•ல௠அடிகà¯à®•டி நிகழà¯à®•ிறத௠(இவை உணà¯à®®à¯ˆà®¯à®¿à®²à¯ கேமிஙà¯à®•ிறà¯à®•ாக அலà¯à®²). தà¯à®°à®¤à®¿à®°à¯à®·à¯à®Ÿà®µà®šà®®à®¾à®•, சரியான காரணம௠தெரியவிலà¯à®²à¯ˆ மறà¯à®±à¯à®®à¯ தறà¯à®ªà¯‹à®¤à¯ உலகளாவிய தீரà¯à®µà¯ˆà®•௠கிடைகà¯à®•விலà¯à®²à¯ˆ. உஙà¯à®•ள௠கணினியில௠ஒர௠பிரதà¯à®¯à¯‡à®• கிராபிகà¯à®¸à¯ காரà¯à®Ÿà¯ˆ நிறà¯à®µà¯à®µà®¤à¯ ஒர௠நீணà¯à®Ÿ கால தீரà¯à®µà®¾à®• இரà¯à®•à¯à®•à¯à®®à¯, இத௠சாதà¯à®¤à®¿à®¯à®®à®¾à®©à®¾à®²à¯ மறà¯à®±à¯à®®à¯ உஙà¯à®•ள௠படà¯à®œà¯†à®Ÿà¯ அனà¯à®®à®¤à®¿à®¤à¯à®¤à®¾à®²à¯.
diff --git a/docs/translations/ta/client/CrashAddresses.md b/docs/translations/ta/client/CrashAddresses.md
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-title: Crash Addresses
----
-
-கீழே உளà¯à®³ அடà¯à®Ÿà®µà®£à¯ˆ சில பொதà¯à®µà®¾à®© கிராஷ௠மà¯à®•வரிகளை படà¯à®Ÿà®¿à®¯à®²à®¿à®Ÿà¯à®•ிறதà¯, இத௠சிகà¯à®•லைக௠கணà¯à®Ÿà®±à®¿à®¯à®µà¯à®®à¯ எதிரà¯à®•ாலதà¯à®¤à®¿à®²à¯ அத௠நிகழாமல௠தடà¯à®•à¯à®•வà¯à®®à¯ உதவà¯à®®à¯. பெரà¯à®®à¯à®ªà®¾à®²à®¾à®© சநà¯à®¤à®°à¯à®ªà¯à®ªà®™à¯à®•ளில௠ஸà¯à®•ிரிபà¯à®Ÿà®¿à®²à¯ உளà¯à®³ சிகà¯à®•ல௠காரணமாக கிளையனà¯à®Ÿà¯ செயலிழபà¯à®ªà¯à®•ள௠à®à®±à¯à®ªà®Ÿà¯à®•ினà¯à®±à®©. இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯, SA:MP இபà¯à®ªà¯‹à®¤à¯†à®²à¯à®²à®¾à®®à¯ மிகவà¯à®®à¯ நிலையானத௠எனà¯à®ªà®¤à¯ˆà®•௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®µà®¤à¯ மதிபà¯à®ªà¯.
-
-## Client Crash Addresses
-
-| FREQUENCY | ADDRESS | CAUSE | SOLUTION |
-| --------- | ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| Rare | 0x00000000 | SA:MP தà¯à®µà®•à¯à®•விலà¯à®²à¯ˆ. | விளையாடà¯à®Ÿà¯ˆ மீணà¯à®Ÿà¯à®®à¯ நிறà¯à®µà®µà¯à®®à¯, சிஙà¯à®•ிள௠பிளேயர௠வேலை செயà¯à®µà®¤à¯ˆ உறà¯à®¤à®¿à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯, உஙà¯à®•ளிடம௠à®à®¤à¯‡à®©à¯à®®à¯ மோடà¯à®•ள௠நிறà¯à®µà®ªà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯, அவறà¯à®±à¯ˆ அகறà¯à®±à®µà¯à®®à¯ |
-| Rare | 0x006E3D17 | தோல௠தொடரà¯à®ªà®¾à®©à®¤à¯. ஒர௠வாகனதà¯à®¤à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯ ஒர௠வீரரின௠தோலை மாறà¯à®±à¯à®®à¯ போத௠அலà¯à®²à®¤à¯ உளà¯à®³à¯‡ நà¯à®´à¯ˆà®¯à¯à®®à¯ அலà¯à®²à®¤à¯ வெளியேறà¯à®®à¯ போத௠அடிகà¯à®•டி நிகழà¯à®•ிறதà¯. | தோலை மாறà¯à®±à¯à®µà®¤à®±à¯à®•௠மà¯à®©à¯, வீரர௠காலில௠இரà¯à®ªà¯à®ªà®¤à¯ˆ உறà¯à®¤à®¿à®šà¯†à®¯à¯à®¯à®µà¯à®®à¯. |
-| Rare | 0x0058370A | கணà¯à®Ÿà¯à®ªà®¿à®Ÿà®¿à®ªà¯à®ªà®¤à¯ கடினமà¯. வாகனம௠/ கேமரா தொடரà¯à®ªà®¾à®©à®¤à®¾à®•த௠தெரிகிறதà¯. ஸà¯à®•ிரிபà¯à®Ÿà¯ பிளேயரை வாகனதà¯à®¤à®¿à®²à¯ வைகà¯à®• à®®à¯à®¯à®±à¯à®šà®¿à®¤à¯à®¤à®ªà¯‹à®¤à¯ à®à®±à¯à®ªà®Ÿà¯à®Ÿà®¤à¯. பிளேயர௠டெலிபோரà¯à®Ÿà¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®®à¯ வாகனம௠இனà¯à®©à¯à®®à¯ கிடைகà¯à®•விலà¯à®²à¯ˆ மறà¯à®±à¯à®®à¯/அலà¯à®²à®¤à¯ உலகில௠வழஙà¯à®•பà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ | பà¯à®¤à®¿à®¤à®¾à®• உரà¯à®µà®¾à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ வாகனதà¯à®¤à®¿à®²à¯ ஒர௠பிளேயரை டெலிபோரà¯à®Ÿà¯ செயà¯à®µà®¤à®±à¯à®•௠மà¯à®©à¯ சில நூற௠நிமிடஙà¯à®•ளà¯à®•à¯à®•௠காதà¯à®¤à®¿à®°à¯à®•à¯à®•வà¯à®®à¯. மறà¯à®±à¯Šà®°à¯ தீரà¯à®µà¯, SetCameraBehindPlayer ஠வாகனதà¯à®¤à®¿à®±à¯à®•௠டெலிபோரà¯à®Ÿà¯ செயà¯à®µà®¤à®±à¯à®•௠மà¯à®©à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à®¾à®•à¯à®®à¯. |
-| Rare | 0x0040F64C | Windows 7 / Vista அனà¯à®®à®¤à®¿à®•ள௠தொடரà¯à®ªà®¾à®© சிகà¯à®•லà¯. SA:MP கிளையனà¯à®Ÿà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ நிறà¯à®µà®¿ பதிபà¯à®ªà®¿à®²à¯ சிகà¯à®•ல௠| SA:MP 0.3d கà¯à®•௠பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•வà¯à®®à¯. அத௠இனà¯à®©à¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯ உஙà¯à®•ள௠GTASA கோபà¯à®ªà®•தà¯à®¤à¯ˆ மறà¯à®ªà¯†à®¯à®°à®¿à®Ÿà®µà¯à®®à¯. |
-| Rare | 0x0059F8B4 | கிளையனà¯à®Ÿà¯ SA:MP பொரà¯à®Ÿà¯à®•ளை à®à®±à¯à®±à®¤à¯ தவறினால௠à®à®±à¯à®ªà®Ÿà¯à®®à¯. பொதà¯à®µà®¾à®• ஒர௠அதà¯à®¤à®¿à®¯à®¾à®µà®šà®¿à®¯ கோபà¯à®ªà®¿à®²à¯ சிகà¯à®•லà¯, samp.img இலà¯à®²à¯ˆ. | கிளையணà¯à®Ÿà¯ˆ மீணà¯à®Ÿà¯à®®à¯ நிறà¯à®µà®µà¯à®®à¯. Windows Vista / 7 à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®©à®¾à®²à¯, நிறà¯à®µà®¿à®¯à¯ˆ நிரà¯à®µà®¾à®•ியாக இயகà¯à®• à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•வà¯à®®à¯. |
-| Rare | 0x00746929 OR 0x0081214A | தவறாக உளà¯à®³à®®à¯ˆà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ கிளையனà¯à®Ÿà¯ பகà¯à®• அமைபà¯à®ªà¯. | "Task Manager" à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ உஙà¯à®•ள௠"gta_sa.exe" ஠நிறà¯à®¤à¯à®¤à®µà¯à®®à¯ |
-| Frequent | 0x007F0BF7 | வாகன மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à¯ தொடரà¯à®ªà®¾à®©à®¤à¯. சரà¯à®µà®°à¯ ஒர௠வாகனதà¯à®¤à®¿à®²à¯ தவறான மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à¯ˆ வைகà¯à®• à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•à¯à®®à¯ போத௠அடிகà¯à®•டி à®à®±à¯à®ªà®Ÿà¯à®•ிறத௠(எ.கா. நைடà¯à®°à¯‹ அலà¯à®²à®¤à¯ மோடà¯à®Ÿà®¾à®°à¯ பைகà¯à®•ில௠ஸà¯à®ªà®¾à®¯à¯à®²à®°à¯à®•ளà¯). மறà¯à®± காரணஙà¯à®•ள௠மோசமான வாடிகà¯à®•ையாளர௠பகà¯à®• வாகன மோடà¯à®•ளாக இரà¯à®•à¯à®•லாமà¯. | இநà¯à®¤ மனà¯à®±à®™à¯à®•ளில௠பலà¯à®µà¯‡à®±à¯ ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ள௠வெளியிடபà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®©, இதில௠பிழை சரிபாரà¯à®ªà¯à®ªà¯ உளà¯à®³à®¤à¯. |
-| Frequent | 0x00544BC8 | பொரà¯à®³à¯ தொடரà¯à®ªà®¾à®©à®¤à¯. கிளையணà¯à®Ÿà®¿à®±à¯à®•௠அதிகமான பொரà¯à®³à¯à®•ள௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯à®ªà¯‹à®¤à¯ பொதà¯à®µà®¾à®• நிகழà¯à®•ிறதà¯, அதாவத௠அத௠கையாளகà¯à®•ூடியதை விட அதிகமà¯. | ஆபà¯à®œà¯†à®•à¯à®Ÿà¯ ஹேணà¯à®Ÿà¯à®²à®°à¯/ஸà¯à®Ÿà¯à®°à¯€à®®à®°à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à¯ ஒர௠நடைமà¯à®±à¯ˆ தீரà¯à®µà®¾à®• இரà¯à®•à¯à®•லாமà¯. இநà¯à®¤ மனà¯à®±à®™à¯à®•ளில௠உளà¯à®³ பல ஸà¯à®Ÿà¯à®°à¯€à®®à®°à¯à®•ளà¯, எநà¯à®¤ நேரதà¯à®¤à®¿à®²à¯à®®à¯ ஒர௠பிளேயரà¯à®•à¯à®•à¯à®•௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ அதிகபடà¯à®š அளவ௠பொரà¯à®Ÿà¯à®•ளைக௠கà¯à®±à¯ˆà®•à¯à®• உளà¯à®³à®®à¯ˆà®µà¯ அமைபà¯à®ªà¯à®•ளà¯à®Ÿà®©à¯ வரà¯à®•ினà¯à®±à®©. |
-| Frequent | 0x00415D47 OR 0x00536DF4 | பொரà¯à®³à¯ தொடரà¯à®ªà®¾à®©à®¤à¯. கிளையணà¯à®Ÿà®¿à®±à¯à®•௠அதிகமான ஆபà¯à®œà¯†à®•à¯à®Ÿà¯ இழைமஙà¯à®•ள௠à®à®±à¯à®±à®ªà¯à®ªà®Ÿà¯à®®à¯ போத௠பொதà¯à®µà®¾à®• நிகழà¯à®•ிறதà¯. | கணà¯à®Ÿà®±à®¿à®µà®¤à¯ மறà¯à®±à¯à®®à¯ சரிசெயà¯à®µà®¤à¯ கடினமான கà¯à®±à¯ˆà®¨à¯à®¤ அளவிலான பிரசà¯à®šà®©à¯ˆ. இத௠எபà¯à®ªà®Ÿà®¿à®¯à¯‹ மோதலà¯à®•ளà¯à®Ÿà®©à¯ தொடரà¯à®ªà¯à®Ÿà¯ˆà®¯à®¤à¯ எனà¯à®±à¯ நினைகà¯à®•ிறேனà¯, இத௠பொரà¯à®³à¯ˆà®ªà¯ பொறà¯à®¤à¯à®¤à¯ தோராயமாக நிகழà¯à®•ிறதà¯. பொரà¯à®³à¯à®•ளின௠கà¯à®´à¯à®•à¯à®•ளை அகறà¯à®± à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•வà¯à®®à¯ மறà¯à®±à¯à®®à¯ நீகà¯à®•à¯à®¤à®²à¯ செயலà¯à®®à¯à®±à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿, எநà¯à®¤à¯†à®¨à¯à®¤ பொரà¯à®³à¯à®•ள௠அதை à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ினà¯à®±à®© எனà¯à®ªà®¤à¯ˆà®•௠கணà¯à®Ÿà®±à®¿à®¨à¯à®¤à¯ அவறà¯à®±à¯ˆ உஙà¯à®•ள௠பயனà¯à®®à¯à®±à¯ˆà®¯à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ அகறà¯à®±à®µà¯à®®à¯. |
-| Rare | 0x593C6F | திரà¯à®Ÿà¯à®Ÿà¯à®ªà¯ பொரà¯à®Ÿà¯à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ை (வீடà¯à®Ÿà¯ˆà®•௠கொளà¯à®³à¯ˆà®¯à®Ÿà®¿à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ நீஙà¯à®•ள௠எடà¯à®•à¯à®•à¯à®®à¯) மிக அதிகமாக இரà¯à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯. | திரà¯à®Ÿà¯à®Ÿà¯à®ªà¯ பொரà¯à®Ÿà¯à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ையைக௠கà¯à®±à¯ˆà®•à¯à®•வà¯à®®à¯ |
-
-## Chatbox Warning Codes
-
-| MESSAGE | CAUSE | SOLUTION |
-| -------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------ |
-| Exception 0xC0000005 at 0x5E5815 | கணà¯à®Ÿà¯à®ªà®¿à®Ÿà®¿à®ªà¯à®ªà®¤à¯ கடினமà¯. இநà¯à®¤ à®®à¯à®•வரி சà¯à®Ÿà¯à®Ÿà®¿à®•௠காடà¯à®Ÿà¯à®®à¯ à®®à¯à®±à¯ˆà®¯à®¾à®©à®¤à¯ à®®à¯à®´à¯à®šà¯ சà¯à®®à¯ˆà®¯à¯ˆà®¯à¯à®®à¯ செயà¯à®•ிறதà¯. இத௠பெட௠நிறà¯à®•à¯à®®à¯ மேறà¯à®ªà®°à®ªà¯à®ªà®¿à®©à¯ அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¿à®²à¯ அனிமேஷன௠கலவையைச௠செயலாகà¯à®•à¯à®•ிறதà¯, பினà¯à®©à®°à¯ ஆடியோவà¯à®Ÿà®©à¯ தொடரà¯à®ªà¯ கொளà¯à®•ிறதà¯, மேலà¯à®®à¯ உஙà¯à®•ளà¯à®•à¯à®•௠ஆயà¯à®¤à®™à¯à®•ளை _கொடà¯à®•à¯à®•à¯à®®à¯ ஒர௠செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà®¿à®±à¯à®•à¯à®ªà¯ பிறக௠இத௠அழைகà¯à®•பà¯à®ªà®Ÿà¯à®•ிறதà¯... à®’à®°à¯à®µà¯‡à®³à¯ˆ இஙà¯à®•ே எனà¯à®© நடநà¯à®¤à®¤à¯ எனà¯à®±à®¾à®²à¯, சில ஸà¯à®•ிரிபà¯à®Ÿà¯ தூணà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿ நிகழà¯à®µà¯à®•ள௠அநà¯à®¤ நேரதà¯à®¤à®¿à®²à¯ நிகழà¯à®¨à¯à®¤à®¿à®°à¯à®•à¯à®•லாமà¯. நீஙà¯à®•ள௠ஒர௠வாகனதà¯à®¤à®¿à®±à¯à®•à¯à®³à¯ நà¯à®´à¯ˆà®¨à¯à®¤à¯€à®°à¯à®•ள௠(எ.கா. ஆயà¯à®¤à®¤à¯à®¤à¯ˆà®ªà¯ பெறà¯à®¤à®²à¯, டெலிபோரà¯à®Ÿà¯ செயà¯à®¤à®²à¯ அலà¯à®²à®¤à¯ அத௠போனà¯à®± à®à®¤à®¾à®µà®¤à¯). | - |
-| Exception 0x0000005 at 0x534134 | Windows 7 / Vista அணà¯à®•ல௠நிலைகளில௠சிகà¯à®•ல௠| SA:MP à® "Administrator" இயகà¯à®•à¯à®µà®¤à¯ அதைச௠சரிசெயà¯à®µà®¤à®¾à®•த௠தோனà¯à®±à¯à®•ிறதà¯. |
-| Exception 0xC0000005 at 0x544BC8 | பாரà¯à®•à¯à®• 0x00544BC8 | பாரà¯à®•à¯à®• 0x00544BC8 |
-| Exception 0xC0000005 at 0x536DF4 | பாரà¯à®•à¯à®• 0x00544BC8 | பாரà¯à®•à¯à®• 0x00544BC8 |
-| Exception 0xC0000005 at 0x7F120E | தவறான வாகன மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ | SAMP உஙà¯à®•ள௠Handling.cfg & Vehicles.ide à® à®à®±à¯à®±à®¾à®¤à®¤à®¾à®²à¯, வாகன மாறà¯à®±à®¤à¯à®¤à¯ˆ (ஹேணà¯à®Ÿà¯à®²à®¿à®™à¯, வாகனஙà¯à®•ளà¯) நிறà¯à®µà®¿à®¯à¯à®³à¯à®³à¯€à®°à¯à®•ளà¯, à®à®©à¯†à®©à®¿à®²à¯ நீஙà¯à®•ள௠அமைபà¯à®ªà¯à®•ளைச௠சரிசெயà¯à®¤à®¾à®²à¯, மறà¯à®±à®µà®°à¯à®•ளை விட வேகமாகப௠பயணிகà¯à®•லாமà¯, மேலà¯à®®à¯ நிரà¯à®µà®¾à®•ியின௠SAMP மூலதà¯à®¤à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ à®à®±à¯à®±à¯à®µà®¤à¯ நியாயமறà¯à®±à®¤à¯. . சà¯à®°à¯à®•à¯à®•மாக, உஙà¯à®•ள௠மாறà¯à®±à®¿à®¯à®®à¯ˆà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ வாகன அமைபà¯à®ªà¯à®•ளை SAMP à®à®±à¯à®±à®¾à®¤à¯. |
-| Exception At Address: 0x0040FB80 | Windows 7 x64 கணினிகளில௠பொதà¯à®µà®¾à®© செயலிழபà¯à®ªà¯. நீஙà¯à®•ள௠Windows 2000, Windows XP அலà¯à®²à®¤à¯ Windows Vista (à®à®¤à¯‡à®©à¯à®®à¯ சேவை பேகà¯) இணகà¯à®•தà¯à®¤à®©à¯à®®à¯ˆ பயனà¯à®®à¯à®±à¯ˆà®¯à®¿à®²à¯ அதை இயகà¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ நடகà¯à®•à¯à®®à¯. | பொரà¯à®¨à¯à®¤à®•à¯à®•ூடிய தனà¯à®®à¯ˆà®¯à¯ˆ à®®à¯à®Ÿà®•à¯à®•ி, gta_sa.exe à® "administrator" இயகà¯à®•à¯à®µà®¤à®©à¯ மூலம௠சரிசெயà¯à®¯à®µà¯à®®à¯. |
-| Exception At Address:0x0071A708 | தெரியவிலà¯à®²à¯ˆ | "Options > Display Options" எனà¯à®ªà®¤à®¿à®²à¯ "Legend" எனà¯à®ªà®¤à¯ˆ à®®à¯à®Ÿà®•à¯à®•வà¯à®®à¯. |
-| Exception at Address: 0x004DFE92 | சிதைநà¯à®¤ அமைபà¯à®ªà¯à®•ள௠| ஆவணக௠கோபà¯à®ªà®¿à®²à¯ உஙà¯à®•ள௠gta_sa.set ஠நீகà¯à®•வà¯à®®à¯. |
diff --git a/docs/translations/ta/client/_.md b/docs/translations/ta/client/_.md
deleted file mode 100644
index ea214898edc..00000000000
--- a/docs/translations/ta/client/_.md
+++ /dev/null
@@ -1,6 +0,0 @@
----
-title: Client
-description: இநà¯à®¤ வகை SA-MP கிளையனà¯à®Ÿà¯ à®…à®®à¯à®šà®™à¯à®•ள௠மறà¯à®±à¯à®®à¯ ஆதரவ௠பறà¯à®±à®¿à®¯ தகவலà¯à®•ளைக௠கொணà¯à®Ÿà¯à®³à¯à®³à®¤à¯.
----
-
-இநà¯à®¤ வகை SA-MP கிளையனà¯à®Ÿà¯ à®…à®®à¯à®šà®™à¯à®•ள௠மறà¯à®±à¯à®®à¯ ஆதரவ௠பறà¯à®±à®¿à®¯ தகவலà¯à®•ளைக௠கொணà¯à®Ÿà¯à®³à¯à®³à®¤à¯.
diff --git a/docs/translations/ta/client/sa-mp.cfg.md b/docs/translations/ta/client/sa-mp.cfg.md
deleted file mode 100644
index c1eb85ee3d3..00000000000
--- a/docs/translations/ta/client/sa-mp.cfg.md
+++ /dev/null
@@ -1,25 +0,0 @@
----
-title: sa-mp.cfg
-description: sa-mp கிளையனà¯à®Ÿà¯ உளà¯à®³à®®à¯ˆà®µà¯ கோபà¯à®ªà¯.
----
-
-## விளகà¯à®•à®®à¯
-
-`sa-mp.cfg` எனà¯à®ªà®¤à¯ கிளையனà¯à®Ÿà¯ உளà¯à®³à®®à¯ˆà®µà¯à®•௠கோபà¯à®ªà®¾à®•à¯à®®à¯, இத௠SA-MP தொடரà¯à®ªà®¾à®© அமைபà¯à®ªà¯à®•ளை மாறà¯à®± உஙà¯à®•ளை அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. இநà¯à®¤à®•௠கோபà¯à®ªà¯ உஙà¯à®•ள௠Windows பயனர௠கணகà¯à®•ின௠கீழà¯, உஙà¯à®•ள௠'My Documents\\GTA San Andreas User Files\\SAMP' கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ உளà¯à®³à®¤à¯. நோடà¯à®ªà¯‡à®Ÿà¯ போனà¯à®± உரை திரà¯à®¤à¯à®¤à®¿ மூலம௠இநà¯à®¤à®•௠கோபà¯à®ªà¯ˆà®¤à¯ திரà¯à®¤à¯à®¤à®²à®¾à®®à¯.
-
-## விரà¯à®ªà¯à®ªà®™à¯à®•ளà¯
-
-| விரà¯à®ªà¯à®ªà®™à¯à®•ள௠| விளகà¯à®•ம௠|
-|---------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| **pagesize** | அரடà¯à®Ÿà¯ˆ சாளரதà¯à®¤à®¿à®²à¯ காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®®à¯ வரிகளின௠எணà¯à®£à®¿à®•à¯à®•ையை வீரரà¯à®•ள௠அமைகà¯à®• இத௠அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. இத௠10 மறà¯à®±à¯à®®à¯ 20 வரிகளà¯à®•à¯à®•௠இடையில௠அமைகà¯à®•பà¯à®ªà®Ÿà®²à®¾à®®à¯. இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 10 வரிகளà¯. இநà¯à®¤ விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ கிளையனà¯à®Ÿà¯-சைட௠/pagesize கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ விளையாடà¯à®Ÿà®¿à®²à¯ அமைகà¯à®•லாமà¯. |
-| **fpslimit** | ஃபிரேம௠லிமிடà¯à®Ÿà®°à¯ விரà¯à®ªà¯à®ªà®®à¯ இயகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®•à¯à®•à¯à®®à¯ போதà¯, ​​வீரரà¯à®•ள௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ [FPS](http://en.wikipedia.org/wiki/Frame_rate "http://en.wikipedia.org/wiki/Frame_rate") வரமà¯à®ªà¯ˆ அமைகà¯à®• இத௠அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. GTA:SA மெனà¯. à®à®±à¯à®±à¯à®•à¯à®•ொளà¯à®³à®ªà¯à®ªà®Ÿà¯à®Ÿ மதிபà¯à®ªà¯à®•ள௠20 à®®à¯à®¤à®²à¯ 90 வரை. SA-MP ஆல௠அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 50. இநà¯à®¤ விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ கிளையனà¯à®Ÿà¯-சைட௠/fpslimit கடà¯à®Ÿà®³à¯ˆ மூலம௠விளையாடà¯à®Ÿà®¿à®²à¯ மாறà¯à®±à®²à®¾à®®à¯. |
-| **disableheadmove** | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯, வீரரà¯à®•ளின௠தலைகள௠அவரà¯à®•ள௠பாரà¯à®•à¯à®•à¯à®®à¯ திசையில௠நகரà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆà®•௠கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. 1 à®®à¯à®Ÿà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ தலை அசைவà¯à®•ளà¯, 0 அதை செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. இநà¯à®¤ விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ கிளையனà¯à®Ÿà¯-சைட௠/headmove கடà¯à®Ÿà®³à¯ˆ மூலம௠விளையாடà¯à®Ÿà®¿à®²à¯ மாறà¯à®±à®²à®¾à®®à¯. |
-| **timestamp** | இத௠அரடà¯à®Ÿà¯ˆ செயà¯à®¤à®¿à®•ளின௠பகà¯à®•தà¯à®¤à®¿à®²à¯ உளà¯à®³à¯‚ர௠நேர à®®à¯à®¤à¯à®¤à®¿à®°à¯ˆà®¯à¯ˆà®•௠காடà¯à®Ÿ பிளேயரà¯à®•ளை அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. 1 நேர à®®à¯à®¤à¯à®¤à®¿à®°à¯ˆà®•ளை இயகà¯à®•à¯à®•ிறதà¯, மேலà¯à®®à¯ 0 அவறà¯à®±à¯ˆ à®®à¯à®Ÿà®•à¯à®•à¯à®•ிறதà¯. இத௠கிளையனà¯à®Ÿà¯-சைட௠/timestamp கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ விளையாடà¯à®Ÿà®¿à®²à¯ மாறà¯à®±à®ªà¯à®ªà®Ÿà®²à®¾à®®à¯. |
-| **ime** | அரடà¯à®Ÿà¯ˆ சாளர உளà¯à®³à¯€à®Ÿà¯ உளà¯à®³à¯€à®Ÿà¯à®Ÿà¯ à®®à¯à®±à¯ˆ உரை எடிடà¯à®Ÿà®¿à®™à¯ மறà¯à®±à¯à®®à¯ மொழி மாறà¯à®¤à®²à¯ˆ ஆதரிகà¯à®•ிறதா எனà¯à®ªà®¤à¯ˆ இத௠கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. 1 IME ஠இயகà¯à®•à¯à®•ிறதà¯, 0 அதை à®®à¯à®Ÿà®•à¯à®•à¯à®•ிறதà¯. |
-| **multicore** | இயஙà¯à®•à¯à®®à¯ போத௠SA-MP கிளையனà¯à®Ÿà¯ பல CPU கோரà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதா எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à®µà¯à®®à¯. இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 1 (பல CPU கோரà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯). நீஙà¯à®•ள௠சà¯à®Ÿà¯à®Ÿà®¿ பிரசà¯à®šà®©à¯ˆà®•ளை சநà¯à®¤à®¿à®¤à¯à®¤à®¾à®²à¯ 0 ஆக அமைகà¯à®•வà¯à®®à¯. |
-| **directmode** | இத௠அரடà¯à®Ÿà¯ˆ உரை வரைதல௠சிகà¯à®•லà¯à®•ளைக௠கொணà¯à®Ÿ பிளேயரà¯à®•ளை மெதà¯à®µà®¾à®© நேரடி-திரை-உரை ரெணà¯à®Ÿà®°à®¿à®™à¯ பயனà¯à®®à¯à®±à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. à®®à¯à®Ÿà®•à¯à®• 0, இயகà¯à®• 1. |
-| **audiomsgoff** | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ 1 என அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯, 'Audio Stream: \[URL\]' செயà¯à®¤à®¿à®•ளà¯, சேவையகம௠ஆடியோ ஸà¯à®Ÿà¯à®°à¯€à®®à¯ˆ இயகà¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ அரடà¯à®Ÿà¯ˆ சாளரதà¯à®¤à®¿à®²à¯ காடà¯à®Ÿà®ªà¯à®ªà®Ÿà®¾à®¤à¯. இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ கிளையனà¯à®Ÿà¯-சைட௠/audiomsg கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ கேமில௠நிலைமாறலாமà¯. |
-| **audioproxyoff** | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ 1 என அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯, உஙà¯à®•ள௠Windows இனà¯à®Ÿà®°à¯à®¨à¯†à®Ÿà¯ விரà¯à®ªà¯à®ªà®™à¯à®•ளில௠பà¯à®°à®¾à®•à¯à®¸à®¿ சரà¯à®µà®°à¯ அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯, SA-MP இல௠ஆடியோ ஸà¯à®Ÿà¯à®°à¯€à®®à¯à®•ளை இயகà¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ பà¯à®°à®¾à®•à¯à®¸à®¿ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà®¾à®¤à¯. |
-| **nonametagstatus** | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ 0 என அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯, வீரரà¯à®•ள௠இடைநிறà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ போத௠மறà¯à®± பிளேயரà¯à®•ளின௠பெயர௠கà¯à®±à®¿à®šà¯à®šà¯Šà®±à¯à®•ளà¯à®•à¯à®•௠அடà¯à®¤à¯à®¤à®¤à®¾à®• ஒர௠மணிநேரக௠கணà¯à®£à®¾à®Ÿà®¿ à®à®•ானைப௠பாரà¯à®ªà¯à®ªà®¾à®°à¯à®•ளà¯. இத௠இயலà¯à®ªà®¾à®• (0) இயகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. இநà¯à®¤ விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ கிளையனà¯à®Ÿà¯-சைட௠/nametagstatus கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ விளையாடà¯à®Ÿà®¿à®²à¯ மாறà¯à®±à®²à®¾à®®à¯. |
-| **fontface** | அரடà¯à®Ÿà¯ˆ, உரையாடலà¯à®•ள௠மறà¯à®±à¯à®®à¯ ஸà¯à®•ோரà¯à®ªà¯‹à®°à¯à®Ÿà®¿à®©à¯ எழà¯à®¤à¯à®¤à¯à®°à¯à®µà¯ˆ மாறà¯à®± உஙà¯à®•ளை அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. _அதாவதà¯. fontface="Comic Sans MS"_. அதிகாரபà¯à®ªà¯‚à®°à¯à®µà®®à®¾à®• ஆதரிகà¯à®•பà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ, மேலà¯à®®à¯ சிகà¯à®•லà¯à®•ளை à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯. |
-| **fontweight** | இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ உஙà¯à®•ள௠அரடà¯à®Ÿà¯ˆ எழà¯à®¤à¯à®¤à¯à®°à¯ தடிமனானதா இலà¯à®²à¯ˆà®¯à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®®à¯. **0 = BOLD (default) and 1 = NORMAL.** |
diff --git a/docs/translations/ta/meta/Contributing.md b/docs/translations/ta/meta/Contributing.md
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-title: Contributing
-description: SA-MP விகà¯à®•ி மறà¯à®±à¯à®®à¯ open.mp ஆவணஙà¯à®•ளà¯à®•à¯à®•௠எவà¯à®µà®¾à®±à¯ பஙà¯à®•ளிபà¯à®ªà®¤à¯.
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-எவரà¯à®®à¯ மாறà¯à®±à®™à¯à®•ளைப௠பஙà¯à®•ளிகà¯à®• இநà¯à®¤ ஆவண ஆதாரம௠திறகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯! உஙà¯à®•ளà¯à®•à¯à®•௠ஒர௠[GitHub](https://github.com) கணகà¯à®•௠மறà¯à®±à¯à®®à¯ சிறித௠நேரம௠மடà¯à®Ÿà¯à®®à¯‡ தேவை. நீஙà¯à®•ள௠Git பறà¯à®±à®¿ தெரிநà¯à®¤à¯ கொளà¯à®³ வேணà¯à®Ÿà®¿à®¯ அவசியமிலà¯à®²à¯ˆ, இணைய இடைமà¯à®•தà¯à®¤à®¿à®²à¯ இரà¯à®¨à¯à®¤à¯ நீஙà¯à®•ள௠அனைதà¯à®¤à¯ˆà®¯à¯à®®à¯ செயà¯à®¯à®²à®¾à®®à¯!
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-ஒர௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ மொழியைப௠பராமரிகà¯à®• நீஙà¯à®•ள௠உதவ விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯, [`CODEOWNERS`](https://github.com/openmultiplayer/web/blob/master/CODEOWNERS) கோபà¯à®ªà®¿à®±à¯à®•௠எதிராக PR à®à®¤à¯ திறநà¯à®¤à¯, உஙà¯à®•ள௠மொழி அடைவில௠ஒர௠வரியைச௠சேரà¯à®•à¯à®•வà¯à®®à¯. பயனர௠பெயரà¯.
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-## உளà¯à®³à®Ÿà®•à¯à®•தà¯à®¤à¯ˆà®¤à¯ திரà¯à®¤à¯à®¤à¯à®¤à®²à¯
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-ஒவà¯à®µà¯Šà®°à¯ பகà¯à®•தà¯à®¤à®¿à®²à¯à®®à¯, திரà¯à®¤à¯à®¤à¯à®µà®¤à®±à¯à®•ாக GitHub பகà¯à®•தà¯à®¤à®¿à®±à¯à®•௠உஙà¯à®•ளை அழைதà¯à®¤à¯à®šà¯ செலà¯à®²à¯à®®à¯ பொதà¯à®¤à®¾à®©à¯ உளà¯à®³à®¤à¯:
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-எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà®¾à®•, இதை [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) எனà¯à®ªà®¤à®¿à®²à¯ கிளிக௠செயà¯à®µà®¤à®©à¯ மூலமà¯, [இநà¯à®¤à®ªà¯ பகà¯à®•தà¯à®¤à®¿à®±à¯à®•à¯](https://github.com/openmultiplayer/web/blob/master/docs/scripting/functions/SetVehocicle/SetVehocicle/SetVehocicleAngular) .md) கோபà¯à®ªà®¿à®²à¯ மாறà¯à®±à®™à¯à®•ளைச௠செயà¯à®¯ உஙà¯à®•ளà¯à®•à¯à®•௠உரை திரà¯à®¤à¯à®¤à®¿à®¯à¯ˆ வழஙà¯à®•à¯à®•ிறத௠(நீஙà¯à®•ள௠GitHub இல௠உளà¯à®¨à¯à®´à¯ˆà®¨à¯à®¤à®¿à®°à¯à®•à¯à®•ிறீரà¯à®•ள௠எனà¯à®±à¯ வைதà¯à®¤à¯à®•à¯à®•ொளà¯à®µà¯‹à®®à¯).
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-உஙà¯à®•ள௠திரà¯à®¤à¯à®¤à®¤à¯à®¤à¯ˆà®šà¯ செயà¯à®¤à¯, "இழà¯à®•à¯à®•à¯à®®à¯ கோரிகà¯à®•ையை" சமரà¯à®ªà¯à®ªà®¿à®•à¯à®•வà¯à®®à¯, அதாவத௠விகà¯à®•ி பராமரிபà¯à®ªà®¾à®³à®°à¯à®•ளà¯à®®à¯ பிற சமூக உறà¯à®ªà¯à®ªà®¿à®©à®°à¯à®•ளà¯à®®à¯ உஙà¯à®•ள௠மாறà¯à®±à®¤à¯à®¤à¯ˆ மதிபà¯à®ªà®¾à®¯à¯à®µà¯ செயà¯à®¯à®²à®¾à®®à¯, கூடà¯à®¤à®²à¯ மாறà¯à®±à®™à¯à®•ள௠தேவையா எனà¯à®±à¯ விவாதிகà¯à®•லாம௠மறà¯à®±à¯à®®à¯ அதை ஒனà¯à®±à®¿à®£à¯ˆà®•à¯à®•லாமà¯.
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-## பà¯à®¤à®¿à®¯ உளà¯à®³à®Ÿà®•à¯à®•தà¯à®¤à¯ˆà®šà¯ சேரà¯à®¤à¯à®¤à®²à¯
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-பà¯à®¤à®¿à®¯ உளà¯à®³à®Ÿà®•à¯à®•தà¯à®¤à¯ˆà®šà¯ சேரà¯à®ªà¯à®ªà®¤à¯ கொஞà¯à®šà®®à¯ அதிகமாகவே உளà¯à®³à®¤à¯. நீஙà¯à®•ள௠அதை இரணà¯à®Ÿà¯ வழிகளில௠செயà¯à®¯à®²à®¾à®®à¯:
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-### GitHub இடைமà¯à®•à®®à¯
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-GitHub இல௠ஒர௠கோபà¯à®ªà®•தà¯à®¤à¯ˆ உலாவà¯à®®à¯à®ªà¯‹à®¤à¯, ​​கோபà¯à®ªà¯ படà¯à®Ÿà®¿à®¯à®²à®¿à®©à¯ மேல௠வலத௠மூலையில௠கோபà¯à®ªà¯ˆà®šà¯ சேர௠பொதà¯à®¤à®¾à®©à¯ உளà¯à®³à®¤à¯:
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-நீஙà¯à®•ள௠à®à®±à¯à®•னவே எழà¯à®¤à®¿à®¯ Markdown கோபà¯à®ªà¯ˆ பதிவேறà¯à®±à®²à®¾à®®à¯ அலà¯à®²à®¤à¯ நேரடியாக GitHub உரை திரà¯à®¤à¯à®¤à®¿à®¯à®¿à®²à¯ எழà¯à®¤à®²à®¾à®®à¯.
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-கோபà¯à®ªà®¿à®²à¯ `.md` நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯ மறà¯à®±à¯à®®à¯ மாரà¯à®•௠டவà¯à®©à¯ இரà¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯. மாரà¯à®•௠டவà¯à®©à¯ பறà¯à®±à®¿à®¯ கூடà¯à®¤à®²à¯ தகவலà¯à®•à¯à®•à¯, [இநà¯à®¤ வழிகாடà¯à®Ÿà®¿](https://guides.github.com/features/mastering-markdown/) பாரà¯à®•à¯à®•வà¯à®®à¯.
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-அத௠மà¯à®Ÿà®¿à®¨à¯à®¤à®¤à¯à®®à¯, "பà¯à®¤à®¿à®¯ கோபà¯à®ªà¯ˆ à®®à¯à®©à¯à®®à¯Šà®´à®¿à®¯à®µà¯à®®à¯" எனà¯à®ªà®¤à¯ˆ à®…à®´à¯à®¤à¯à®¤à®µà¯à®®à¯, ஒர௠இழà¯à®µà¯ˆ கோரிகà¯à®•ை மதிபà¯à®ªà®¾à®¯à¯à®µà¯à®•à¯à®•ாக திறகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯.
-
-### Git
-
-நீஙà¯à®•ள௠Git à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯, நீஙà¯à®•ள௠விகà¯à®•ி களஞà¯à®šà®¿à®¯à®¤à¯à®¤à¯ˆ கà¯à®³à¯‹à®©à¯ செயà¯à®¯ வேணà¯à®Ÿà¯à®®à¯:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-உஙà¯à®•ளà¯à®•à¯à®•௠பிடிதà¯à®¤ எடிடà¯à®Ÿà®°à®¿à®²à¯ திறகà¯à®•வà¯à®®à¯. மாரà¯à®•௠டவà¯à®©à¯ கோபà¯à®ªà¯à®•ளைத௠திரà¯à®¤à¯à®¤à¯à®µà®¤à®±à¯à®•à¯à®®à¯ வடிவமைபà¯à®ªà®¤à®±à¯à®•à¯à®®à¯ சில சிறநà¯à®¤ கரà¯à®µà®¿à®•ள௠இரà¯à®ªà¯à®ªà®¤à®¾à®²à¯ விஷà¯à®µà®²à¯ ஸà¯à®Ÿà¯à®Ÿà®¿à®¯à¯‹ கà¯à®±à®¿à®¯à¯€à®Ÿà¯à®Ÿà¯ˆ நான௠பரிநà¯à®¤à¯à®°à¯ˆà®•à¯à®•ிறேனà¯. நீஙà¯à®•ள௠பாரà¯à®ªà¯à®ªà®¤à¯ போலà¯, நான௠இதை விஷà¯à®µà®²à¯ ஸà¯à®Ÿà¯à®Ÿà®¿à®¯à¯‹ கà¯à®±à®¿à®¯à¯€à®Ÿà¯à®Ÿà¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ எழà¯à®¤à¯à®•ிறேனà¯!
-
-
-
-உஙà¯à®•ள௠அனà¯à®ªà®µà®¤à¯à®¤à¯ˆ மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤ இரணà¯à®Ÿà¯ நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯à®•ளைப௠பரிநà¯à®¤à¯à®°à¯ˆà®•à¯à®•ிறேனà¯:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) டேவிட௠அனà¯à®šà®©à¯ - இத௠உஙà¯à®•ள௠மாரà¯à®•௠டவà¯à®©à¯ சரியாக வடிவமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à®¾ எனà¯à®ªà®¤à¯ˆ உறà¯à®¤à®¿à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ நீடà¯à®Ÿà®¿à®ªà¯à®ªà®¾à®•à¯à®®à¯. இத௠சில தொடரியல௠மறà¯à®±à¯à®®à¯ சொறà¯à®ªà¯Šà®°à¯à®³à¯ தவறà¯à®•ளைத௠தடà¯à®•à¯à®•ிறதà¯. எலà¯à®²à®¾ எசà¯à®šà®°à®¿à®•à¯à®•ைகளà¯à®®à¯ à®®à¯à®•à¯à®•ியமானவை அலà¯à®², ஆனால௠சில வாசிபà¯à®ªà¯à®¤à¯à®¤à®¿à®±à®©à¯ˆ மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤ உதவà¯à®®à¯. சிறநà¯à®¤ தீரà¯à®ªà¯à®ªà¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯, சநà¯à®¤à¯‡à®•ம௠இரà¯à®¨à¯à®¤à®¾à®²à¯, மதிபà¯à®ªà®¾à®¯à¯à®µà®¾à®³à®°à®¿à®Ÿà®®à¯ கேளà¯à®™à¯à®•ளà¯!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) Prettier.js கà¯à®´à¯ - இத௠உஙà¯à®•ள௠மாரà¯à®•௠டவà¯à®©à¯ கோபà¯à®ªà¯à®•ளைத௠தானாக வடிவமைகà¯à®•à¯à®®à¯ ஒர௠வடிவமைபà¯à®ªà®¾à®•à¯à®®à¯, அதனால௠அவை அனைதà¯à®¤à¯à®®à¯ சீரான பாணியைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ினà¯à®±à®©. . விகà¯à®•ி களஞà¯à®šà®¿à®¯à®®à®¾à®©à®¤à¯ அதன௠`package.json` இல௠சில அமைபà¯à®ªà¯à®•ளைக௠கொணà¯à®Ÿà¯à®³à¯à®³à®¤à¯, அவை நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯ தானாகவே பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. உஙà¯à®•ள௠எடிடà¯à®Ÿà®°à¯ அமைபà¯à®ªà¯à®•ளில௠"பாரà¯à®®à®Ÿà¯ ஆன௠சேவà¯" எனà¯à®ªà®¤à¯ˆ இயகà¯à®•à¯à®µà®¤à¯ˆ உறà¯à®¤à®¿à®šà¯†à®¯à¯à®¯à®µà¯à®®à¯, எனவே நீஙà¯à®•ள௠சேமிகà¯à®•à¯à®®à¯ ஒவà¯à®µà¯Šà®°à¯ à®®à¯à®±à¯ˆà®¯à¯à®®à¯ உஙà¯à®•ள௠மாரà¯à®•௠டவà¯à®©à¯ கோபà¯à®ªà¯à®•ள௠தானாகவே வடிவமைகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯!
-
-## கà¯à®±à®¿à®ªà¯à®ªà¯à®•ளà¯, கà¯à®±à®¿à®ªà¯à®ªà¯à®•ள௠மறà¯à®±à¯à®®à¯ மரபà¯à®•ளà¯
-
-### உள௠இணைபà¯à®ªà¯à®•ளà¯
-
-தளஙà¯à®•ளà¯à®•à¯à®•௠இடையேயான இணைபà¯à®ªà¯à®•ளà¯à®•à¯à®•௠மà¯à®´à¯à®®à¯ˆà®¯à®¾à®© URLகளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà®¾à®®à¯. தொடரà¯à®ªà¯à®Ÿà¯ˆà®¯ பாதைகளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯.
-
-- âŒ
-
- ``` md
- [OnPlayerClickPlayer] உடன௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ (https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ``` md
- [OnPlayerClickPlayer] உடன௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯(../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` எனà¯à®±à®¾à®²à¯ "ஒர௠கோபà¯à®ªà®•தà¯à®¤à®¿à®±à¯à®•௠மேலே செலà¯", எனவே நீஙà¯à®•ள௠திரà¯à®¤à¯à®¤à¯à®®à¯ கோபà¯à®ªà¯ `செயலà¯à®ªà®¾à®Ÿà¯à®•ளà¯` கோபà¯à®ªà®•தà¯à®¤à®¿à®±à¯à®•à¯à®³à¯ இரà¯à®¨à¯à®¤à®¾à®²à¯, நீஙà¯à®•ள௠`காலà¯à®ªà¯‡à®•à¯à®•à¯à®•ளà¯` உடன௠இணைதà¯à®¤à®¾à®²à¯ `ஸà¯à®•ிரிபà¯à®Ÿà®¿à®™à¯/ வரை செலà¯à®² `../` à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறீரà¯à®•ள௠`பினà¯à®©à®°à¯ `காலà¯à®ªà¯‡à®•à¯à®•à¯à®•ளà¯/` காலà¯à®ªà¯‡à®•௠கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ உளà¯à®³à®¿à®Ÿà®µà¯à®®à¯, பினà¯à®©à®°à¯ நீஙà¯à®•ள௠இணைகà¯à®• விரà¯à®®à¯à®ªà¯à®®à¯ அழைபà¯à®ªà®¿à®©à¯ கோபà¯à®ªà¯à®ªà¯ பெயர௠(`.md` இலà¯à®²à®¾à®®à®²à¯).
-
-### படஙà¯à®•ளà¯
-
-படஙà¯à®•ள௠தà¯à®£à¯ˆ அடைவà¯à®•à¯à®•à¯à®³à¯ `/static/images` உளà¯à®³à¯‡ செலà¯à®•ினà¯à®±à®©. நீஙà¯à®•ள௠ஒர௠படதà¯à®¤à¯ˆ `![]()` இல௠இணைகà¯à®•à¯à®®à¯ போதà¯, ​​அடிபà¯à®ªà®Ÿà¯ˆ பாதையாக `/images/` à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà¯€à®°à¯à®•ள௠(இத௠களஞà¯à®šà®¿à®¯à®¤à¯à®¤à®¿à®±à¯à®•௠மடà¯à®Ÿà¯à®®à¯ `ஸà¯à®Ÿà®¾à®Ÿà®¿à®•à¯` தேவையிலà¯à®²à¯ˆ).
-
-சநà¯à®¤à¯‡à®•ம௠இரà¯à®¨à¯à®¤à®¾à®²à¯, படஙà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ மறà¯à®±à¯Šà®°à¯ பகà¯à®•தà¯à®¤à¯ˆà®ªà¯ படிதà¯à®¤à¯, அத௠எபà¯à®ªà®Ÿà®¿ à®®à¯à®Ÿà®¿à®¨à¯à®¤à®¤à¯ எனà¯à®ªà®¤à¯ˆ நகலெடà¯à®•à¯à®•வà¯à®®à¯.
-
-### மெடà¯à®Ÿà®¾à®Ÿà¯‡à®Ÿà¯à®Ÿà®¾
-
-இஙà¯à®•ே எநà¯à®¤à®µà¯Šà®°à¯ ஆவணதà¯à®¤à®¿à®²à¯à®®à¯ à®®à¯à®¤à®²à¯ விஷயம௠மெடà¯à®Ÿà®¾à®Ÿà¯‡à®Ÿà¯à®Ÿà®¾à®µà®¾à®• இரà¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯:
-
-``` mdx
----
-title: My Documentation
-description: இத௠பொரà¯à®Ÿà¯à®•ள௠மறà¯à®±à¯à®®à¯ பொரà¯à®Ÿà¯à®•ள௠மறà¯à®±à¯à®®à¯ பரà¯à®•à®°à¯à®•ள௠பறà¯à®±à®¿à®¯ பகà¯à®•à®®à¯, ஆமà¯!
----
-```
-
-ஒவà¯à®µà¯Šà®°à¯ பகà¯à®•à®®à¯à®®à¯ ஒர௠தலைபà¯à®ªà¯ˆà®¯à¯à®®à¯ விளகà¯à®•தà¯à®¤à¯ˆà®¯à¯à®®à¯ கொணà¯à®Ÿà®¿à®°à¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯.
-
-`---` கà¯à®•௠இடையில௠எனà¯à®© செலà¯à®²à®²à®¾à®®à¯ எனà¯à®ªà®¤à®±à¯à®•ான à®®à¯à®´à¯à®ªà¯ படà¯à®Ÿà®¿à®¯à®²à¯à®•à¯à®•à¯, [Docusaurus ஆவணதà¯à®¤à¯ˆ](https://v2.docusaurus.io/docs/markdown-features#markdown-headers) பாரà¯à®•à¯à®•வà¯à®®à¯.
-
-### தலைபà¯à®ªà¯à®•ளà¯
-
-இத௠தானாக உரà¯à®µà®¾à®•à¯à®•பà¯à®ªà®Ÿà¯à®µà®¤à®¾à®²à¯, `#` உடன௠நிலை 1 தலைபà¯à®ªà¯ˆ (``) உரà¯à®µà®¾à®•à¯à®• வேணà¯à®Ÿà®¾à®®à¯. உஙà¯à®•ள௠மà¯à®¤à®²à¯ தலைபà¯à®ªà¯ _எபà¯à®ªà¯‹à®¤à¯à®®à¯_ `##` ஆக இரà¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯
-
-- âŒ
-
- ```md
- # எனத௠தலைபà¯à®ªà¯
-
- இதறà¯à®•ான ஆவணம௠இதà¯...
-
- # தà¯à®£à¯ˆà®ªà¯à®ªà®¿à®°à®¿à®µà¯
- ```
-
-- ✔
-
- ```md
- இத௠அதறà¯à®•ான ஆவணமà¯...
-
- ## தà¯à®£à¯ˆà®ªà¯à®ªà®¿à®°à®¿à®µà¯
- ```
-### தொழிலà¯à®¨à¯à®Ÿà¯à®ª கà¯à®±à®¿à®ªà¯à®ªà¯à®•ளà¯à®•à¯à®•௠`code` தà¯à®£à¯à®•à¯à®•à¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯
-
-செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯à®ªà¯ பெயரà¯à®•ளà¯, எணà¯à®•ளà¯, வெளிபà¯à®ªà®¾à®Ÿà¯à®•ள௠அலà¯à®²à®¤à¯ நிலையான எழà¯à®¤à¯à®¤à¯ மொழி இலà¯à®²à®¾à®¤ எதையà¯à®®à¯ உளà¯à®³à®Ÿà®•à¯à®•ிய ஒர௠பதà¯à®¤à®¿à®¯à¯ˆ எழà¯à®¤à¯à®®à¯ போதà¯, ​​\`backticks\` மூலம௠அவறà¯à®±à¯ˆà®šà¯ சà¯à®±à¯à®±à®¿ வைகà¯à®•வà¯à®®à¯. செயலà¯à®ªà®¾à®Ÿà¯à®•ளின௠பெயரà¯à®•ள௠மறà¯à®±à¯à®®à¯ கà¯à®±à®¿à®¯à¯€à®Ÿà¯à®Ÿà¯à®¤à¯ தà¯à®£à¯à®Ÿà¯à®•ள௠போனà¯à®± தொழிலà¯à®¨à¯à®Ÿà¯à®ªà®•௠கூறà¯à®•ளின௠கà¯à®±à®¿à®ªà¯à®ªà¯à®•ளிலிரà¯à®¨à¯à®¤à¯ விஷயஙà¯à®•ளை விவரிபà¯à®ªà®¤à®±à¯à®•ான மொழியைப௠பிரிபà¯à®ªà®¤à¯ˆ இத௠எளிதாகà¯à®•à¯à®•ிறதà¯.
-
-- âŒ
-
- > fopen செயலà¯à®ªà®¾à®Ÿà¯, File: வகையின௠கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯à®²à¯à®Ÿà®©à¯ மதிபà¯à®ªà¯ˆ வழஙà¯à®•à¯à®®à¯, திரà¯à®®à¯à®ª மதிபà¯à®ªà¯ ஒர௠மாறியில௠சேமிகà¯à®•பà¯à®ªà®Ÿà¯à®µà®¤à®¾à®²à¯, அநà¯à®¤ வரியில௠எநà¯à®¤à®šà¯ சிகà¯à®•லà¯à®®à¯ இலà¯à®²à¯ˆ, மேலà¯à®®à¯ File: எனà¯à®± கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯à®²à¯à®Ÿà®©à¯ (கà¯à®±à®¿à®ªà¯à®ªà¯à®•ளைக௠கவனியà¯à®™à¯à®•ள௠அதே தானà¯). இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯ அடà¯à®¤à¯à®¤ வரியில௠கோபà¯à®ªà¯ கைபà¯à®ªà®¿à®Ÿà®¿à®¯à®¿à®²à¯ 4 மதிபà¯à®ªà¯ சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯. 4 கà¯à®•௠கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯ இலà¯à®²à¯ˆ [...]
-
-- ✔
-
- > `fopen` செயலà¯à®ªà®¾à®Ÿà¯, `File:` வகையின௠கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯à®²à¯à®Ÿà®©à¯ மதிபà¯à®ªà¯ˆ வழஙà¯à®•à¯à®®à¯, திரà¯à®®à¯à®ª மதிபà¯à®ªà¯ ஒர௠மாறியில௠சேமிகà¯à®•பà¯à®ªà®Ÿà¯à®µà®¤à®¾à®²à¯, அநà¯à®¤ வரியில௠எநà¯à®¤à®šà¯ சிகà¯à®•லà¯à®®à¯ இலà¯à®²à¯ˆ, மேலà¯à®®à¯ `File:` எனà¯à®± கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯à®²à¯à®Ÿà®©à¯ (கà¯à®±à®¿à®ªà¯à®ªà¯à®•ளைக௠கவனியà¯à®™à¯à®•ள௠அதே தானà¯). இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯ அடà¯à®¤à¯à®¤ வரியில௠கோபà¯à®ªà¯ கைபà¯à®ªà®¿à®Ÿà®¿à®¯à®¿à®²à¯ `4` மதிபà¯à®ªà¯ சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯. `4` கà¯à®•௠கà¯à®±à®¿à®šà¯à®šà¯Šà®²à¯ இலà¯à®²à¯ˆ
-
-மேலே உளà¯à®³ எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà®¿à®²à¯, `fopen` எனà¯à®ªà®¤à¯ ஒர௠செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯à®ªà¯ பெயரà¯, ஒர௠ஆஙà¯à®•ில வாரà¯à®¤à¯à®¤à¯ˆ அலà¯à®², எனவே அதைச௠சà¯à®±à¯à®±à®¿à®¯à¯à®³à¯à®³ `code` தà¯à®£à¯à®•à¯à®•௠கà¯à®±à®¿à®ªà¯à®ªà®¾à®©à¯à®•ள௠மறà¯à®± உளà¯à®³à®Ÿà®•à¯à®•தà¯à®¤à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ வேறà¯à®ªà®Ÿà¯à®¤à¯à®¤ உதவà¯à®•ிறதà¯.
-
-மேலà¯à®®à¯, பதà¯à®¤à®¿à®¯à®¾à®©à®¤à¯ உதாரணக௠கà¯à®±à®¿à®¯à¯€à®Ÿà¯à®Ÿà®¿à®©à¯ தொகà¯à®¤à®¿à®¯à¯ˆà®•௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®µà®¤à®¾à®• இரà¯à®¨à¯à®¤à®¾à®²à¯, இத௠வாசகரà¯à®•à¯à®•௠அநà¯à®¤ வாரà¯à®¤à¯à®¤à¯ˆà®•ளை உதாரணதà¯à®¤à¯à®Ÿà®©à¯ இணைகà¯à®• உதவà¯à®•ிறதà¯.
-
-### அடà¯à®Ÿà®µà®£à¯ˆà®•ளà¯
-
-அடà¯à®Ÿà®µà®£à¯ˆà®¯à®¿à®²à¯ தலைபà¯à®ªà¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯, அவை மேல௠பகà¯à®¤à®¿à®¯à®¿à®²à¯ செலà¯à®•ினà¯à®±à®©:
-
-- âŒ
-
- ``` md
- | | |
- | -------------- | --------------------------------------- |
- | ஆரோகà¯à®•ியம௠| எஞà¯à®šà®¿à®©à¯ நிலை |
- | 650 | சேதமடையாத |
- | 650-550 | வெளà¯à®³à¯ˆ பà¯à®•ை |
- | 550-390 | சாமà¯à®ªà®²à¯ பà¯à®•ை |
- | 390-250 | கரà¯à®ªà¯à®ªà¯ பà¯à®•ை |
- | < 250 | தீயில௠(விநாடிகள௠கழிதà¯à®¤à¯ வெடிகà¯à®•à¯à®®à¯) |
- ```
-
-- ✔
-
- ``` md
- | ஆரோகà¯à®•ியம௠| எஞà¯à®šà®¿à®©à¯ நிலை |
- | -------------- | -------------------------------------- |
- | 650 | சேதமடையாத |
- | 650-550 | வெளà¯à®³à¯ˆ பà¯à®•ை |
- | 550-390 | சாமà¯à®ªà®²à¯ பà¯à®•ை |
- | 390-250 | கரà¯à®ªà¯à®ªà¯ பà¯à®•ை |
- | < 250 | தீயில௠(விநாடிகள௠கழிதà¯à®¤à¯ வெடிகà¯à®•à¯à®®à¯) |
- ```
-
-## SA-MP விகà¯à®•ியிலிரà¯à®¨à¯à®¤à¯ இடமà¯à®ªà¯†à®¯à®°à¯à®•ிறதà¯
-
-பெரà¯à®®à¯à®ªà®¾à®²à®¾à®© உளà¯à®³à®Ÿà®•à¯à®•à®™à¯à®•ள௠நகரà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®©, ஆனால௠நீஙà¯à®•ள௠ஒர௠பகà¯à®•தà¯à®¤à¯ˆà®•௠காணவிலà¯à®²à¯ˆ எனà¯à®±à®¾à®²à¯, உளà¯à®³à®Ÿà®•à¯à®•தà¯à®¤à¯ˆ மாரà¯à®•௠டவà¯à®©à¯à®•à¯à®•௠மாறà¯à®±à¯à®µà®¤à®±à¯à®•ான ஒர௠சிறிய வழிகாடà¯à®Ÿà®¿ இதோ.
-
-### HTML à®à®ªà¯ பெறà¯à®¤à®²à¯
-
-1. இநà¯à®¤ பொதà¯à®¤à®¾à®©à¯ˆ கிளிக௠செயà¯à®¯à®µà¯à®®à¯
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. பிரதான விகà¯à®•ி பகà¯à®•தà¯à®¤à®¿à®©à¯ மேல௠இடதà¯à®ªà¯à®±à®®à¯, இடத௠ஓரதà¯à®¤à®¿à®²à¯ அலà¯à®²à®¤à¯ மூலையில௠`#content`à®à®ªà¯ பாரà¯à®•à¯à®•à¯à®®à¯ வரை வடà¯à®Ÿà®®à®¿à®Ÿà¯à®™à¯à®•ளà¯
-
- 
-
- அலà¯à®²à®¤à¯ தேடà¯à®™à¯à®•ள௠``
-
- 
-
-3. அநà¯à®¤ உறà¯à®ªà¯à®ªà®¿à®©à¯ உள௠HTML ஠நகலெடà¯à®•à¯à®•வà¯à®®à¯
-
- 
-
- இபà¯à®ªà¯‹à®¤à¯ பகà¯à®•தà¯à®¤à®¿à®©à¯ உணà¯à®®à¯ˆà®¯à®¾à®© _content_ கà¯à®•ான HTML கà¯à®±à®¿à®¯à¯€à®Ÿà¯ _மடà¯à®Ÿà¯à®®à¯‡_ உளà¯à®³à®¤à¯, நாஙà¯à®•ள௠கவலைபà¯à®ªà®Ÿà¯à®®à¯ விஷயஙà¯à®•ளà¯, நீஙà¯à®•ள௠அதை Markdown ஆக ​​மாறà¯à®±à®²à®¾à®®à¯.
-
-### HTML à® Markdown ஆக ​​மாறà¯à®±à¯à®•ிறதà¯
-
-அடிபà¯à®ªà®Ÿà¯ˆ HTML à® (அடà¯à®Ÿà®µà®£à¯ˆà®•ள௠இலà¯à®²à¯ˆ) மாரà¯à®•௠டவà¯à®©à¯à®•à¯à®•௠மாறà¯à®±à¯à®µà®¤à®±à¯à®•à¯:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ இபà¯à®ªà¯‹à®¤à¯ கவனியà¯à®™à¯à®•ள௠அத௠மேசையை à®®à¯à®´à¯à®µà®¤à¯à®®à®¾à®• திரà¯à®•ிவிடà¯à®Ÿà®¤à¯...
-
-### HTML அடà¯à®Ÿà®µà®£à¯ˆà®•ள௠மà¯à®¤à®²à¯ மாரà¯à®•௠டவà¯à®©à¯ அடà¯à®Ÿà®µà®£à¯ˆà®•ள௠வரை
-
-மேலே உளà¯à®³ கரà¯à®µà®¿ அடà¯à®Ÿà®µà®£à¯ˆà®•ளை ஆதரிகà¯à®•ாததாலà¯, இநà¯à®¤ கரà¯à®µà®¿à®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯:
-
-https://jmalarcon.github.io/markdowntables/
-
-மேலà¯à®®à¯ இதில௠`
` உறà¯à®ªà¯à®ªà¯ˆ மடà¯à®Ÿà¯à®®à¯ நகலெடà¯à®•à¯à®•வà¯à®®à¯:
-
-
-
-### சà¯à®¤à¯à®¤à®®à¯ செயà¯
-
-மாறà¯à®±à®®à¯ சரியானதாக இரà¯à®•à¯à®•ாதà¯. எனவே நீஙà¯à®•ள௠கைமà¯à®±à¯ˆà®¯à®¾à®• சà¯à®¤à¯à®¤à®®à¯ செயà¯à®¯ வேணà¯à®Ÿà¯à®®à¯. மேலே படà¯à®Ÿà®¿à®¯à®²à®¿à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³ வடிவமைபà¯à®ªà¯ நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯à®•ள௠அதறà¯à®•௠உதவ வேணà¯à®Ÿà¯à®®à¯, ஆனால௠நீஙà¯à®•ள௠இனà¯à®©à¯à®®à¯ சிறித௠நேரம௠கைமà¯à®±à¯ˆà®¯à®¾à®• வேலை செயà¯à®¯ வேணà¯à®Ÿà®¿à®¯à®¿à®°à¯à®•à¯à®•லாமà¯.
-
-உஙà¯à®•ளà¯à®•à¯à®•௠நேரம௠இலà¯à®²à¯ˆà®¯à¯†à®©à¯à®±à®¾à®²à¯, கவலைபà¯à®ªà®Ÿ வேணà¯à®Ÿà®¾à®®à¯! à®®à¯à®Ÿà®¿à®•à¯à®•பà¯à®ªà®Ÿà®¾à®¤ வரைவைச௠சமரà¯à®ªà¯à®ªà®¿à®•à¯à®•வà¯à®®à¯, நீஙà¯à®•ள௠நிறà¯à®¤à¯à®¤à®¿à®¯ இடதà¯à®¤à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ வேற௠யாராவத௠எடà¯à®•à¯à®•லாமà¯!
-
-## உரிம ஒபà¯à®ªà®¨à¯à®¤à®¤à¯à®¤à®¿à®©à¯
-
-அனைதà¯à®¤à¯ open.mp திடà¯à®Ÿà®ªà¯à®ªà®£à®¿à®•ளà¯à®®à¯ [Contributor License Agreement](https://cla-assistant.io/openmultiplayer/homepage) உளà¯à®³à®¤à¯. இதன௠அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¿à®²à¯, உஙà¯à®•ள௠வேலையை நாஙà¯à®•ள௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à®±à¯à®•௠நீஙà¯à®•ள௠ஒபà¯à®ªà¯à®•à¯à®•ொளà¯à®•ிறீரà¯à®•ளà¯, மேலà¯à®®à¯ அதை ஒர௠திறநà¯à®¤ மூல உரிமதà¯à®¤à®¿à®©à¯ கீழ௠வைகà¯à®•வà¯à®®à¯. நீஙà¯à®•ள௠மà¯à®¤à®©à¯à®®à¯à®±à¯ˆà®¯à®¾à®• இழà¯à®•à¯à®•à¯à®®à¯ கோரிகà¯à®•ையைத௠திறகà¯à®•à¯à®®à¯ போதà¯, ​​CLA-அசிஸà¯à®Ÿà®£à¯à®Ÿà¯ போட௠நீஙà¯à®•ள௠ஒபà¯à®ªà®¨à¯à®¤à®¤à¯à®¤à®¿à®²à¯ கையெழà¯à®¤à¯à®¤à®¿à®Ÿà®•à¯à®•ூடிய இணைபà¯à®ªà¯ˆ இடà¯à®•ையிடà¯à®®à¯.
diff --git a/docs/translations/ta/server/CommonServerIssues.md b/docs/translations/ta/server/CommonServerIssues.md
deleted file mode 100644
index 046476e28a5..00000000000
--- a/docs/translations/ta/server/CommonServerIssues.md
+++ /dev/null
@@ -1,82 +0,0 @@
----
-title: Common Server Issues
----
-
-## தொடஙà¯à®•à¯à®®à¯ போத௠சரà¯à®µà®°à¯ உடனடியாக செயலிழகà¯à®•ிறதà¯
-
-பொதà¯à®µà®¾à®• இத௠உஙà¯à®•ள௠server.cfg கோபà¯à®ªà®¿à®²à¯ ஒர௠பிழை அலà¯à®²à®¤à¯ உஙà¯à®•ள௠கேமà¯à®®à¯‹à®Ÿà¯ இலà¯à®²à¯ˆ. server_log.txt கோபà¯à®ªà¯ˆà®šà¯ சரிபாரà¯à®¤à¯à®¤à¯, காரணம௠கீழே இரà¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯. இலà¯à®²à¯ˆà®¯à¯†à®©à®¿à®²à¯, crashinfo.txt கோபà¯à®ªà¯ˆà®šà¯ சரிபாரà¯à®•à¯à®•வà¯à®®à¯. செயலிழபà¯à®ªà®¿à®±à¯à®•௠எனà¯à®© காரணம௠எனà¯à®ªà®¤à¯ˆà®•௠கணà¯à®Ÿà®±à®¿à®µà®¤à®±à¯à®•ான சிறநà¯à®¤ தீரà¯à®µà®¾à®•, Zeex/0x5A656578 ([இணைபà¯à®ªà¯à®•à¯à®•௠கிளிக௠செயà¯à®¯à®µà¯à®®à¯](https://github.com/Zeex/samp-plugin-crashdetect)) செயலிழபà¯à®ªà¯ˆà®•௠கணà¯à®Ÿà®±à®¿à®¯à¯à®®à¯ செரà¯à®•à¯à®¨à®¿à®°à®²à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à¯, இத௠கூடà¯à®¤à®²à¯ தகவலைத௠தரà¯à®®à¯. வரி எணà¯à®•ளà¯, செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯à®ªà¯ பெயரà¯à®•ளà¯, அளவà¯à®°à¯ மதிபà¯à®ªà¯à®•ள௠போனà¯à®±à®µà¯ˆ. ஸà¯à®•ிரிபà¯à®Ÿà¯ பிழைதà¯à®¤à®¿à®°à¯à®¤à¯à®¤ பயனà¯à®®à¯à®±à¯ˆà®¯à®¿à®²à¯ (-d3 flag) தொகà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯, கமà¯à®ªà¯ˆà®²à®°à¯ அநà¯à®¤ எலà¯à®²à®¾ விஷயஙà¯à®•ளைப௠பறà¯à®±à®¿à®¯ கூடà¯à®¤à®²à¯ தகவலையà¯à®®à¯ .amx வெளியீடà¯à®Ÿà®¿à®²à¯ வைகà¯à®•à¯à®®à¯.
-
-## சரà¯à®µà®°à¯ வேலை செயà¯à®¯à®µà®¿à®²à¯à®²à¯ˆ - ஃபயரà¯à®µà®¾à®²à¯ à®®à¯à®Ÿà®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯
-
-பிளேயரà¯à®•ளை உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ சேர அனà¯à®®à®¤à®¿à®•à¯à®• உஙà¯à®•ள௠போரà¯à®Ÿà¯à®•ளை நீஙà¯à®•ள௠அனà¯à®ªà¯à®ª வேணà¯à®Ÿà¯à®®à¯. PF போரà¯à®Ÿà¯ செகà¯à®•ரைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ உஙà¯à®•ள௠போரà¯à®Ÿà¯à®•ளை நீஙà¯à®•ள௠அனà¯à®ªà¯à®ªà®²à®¾à®®à¯. இதிலிரà¯à®¨à¯à®¤à¯ பதிவிறகà¯à®•வà¯à®®à¯: www.portforward.com போரà¯à®Ÿà¯à®•ள௠அனà¯à®ªà¯à®ªà®ªà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ எனà¯à®±à®¾à®²à¯, அவறà¯à®±à¯ˆ உஙà¯à®•ள௠ரூடà¯à®Ÿà®°à®¿à®²à¯ திறகà¯à®• வேணà¯à®Ÿà¯à®®à¯. திசைவி படà¯à®Ÿà®¿à®¯à®²à¯ˆ நீஙà¯à®•ள௠[http://portforward.com/english/routers/port_forwarding/routerindex.htm](http://portforward.com/english/routers/port_forwarding/routerindex.htm "http://portforward இல௠பாரà¯à®•à¯à®•லாம௠.com/english/routers/port_forwarding/routerindex.htm")
-
-போரà¯à®Ÿà¯à®•ளை எவà¯à®µà®¾à®±à¯ அனà¯à®ªà¯à®ªà¯à®µà®¤à¯ எனà¯à®ªà®¤à¯ பறà¯à®±à®¿à®¯ அனைதà¯à®¤à¯ தகவலà¯à®•ளà¯à®®à¯ இதில௠உளà¯à®³à®©.
-
-## 'Packet was modified'
-
-பிழை பொதà¯à®µà®¾à®•க௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®•ிறதà¯:
-
-```
-[hh:mm:ss] Packet was modified, sent by id: , ip: :
-```
-
-ஒர௠பிளேயர௠காலாவதியாகà¯à®®à¯à®ªà¯‹à®¤à¯ அலà¯à®²à®¤à¯ தறà¯à®ªà¯‹à®¤à¯ இணைபà¯à®ªà¯à®šà¯ சிகà¯à®•லà¯à®•ளைச௠சநà¯à®¤à®¿à®•à¯à®•à¯à®®à¯ போத௠நிகழà¯à®•ிறதà¯.
-
-## 'Warning: client exceeded messageslimit'
-
-பிழை பொதà¯à®µà®¾à®•க௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®•ிறதà¯:
-
-```
-Warning: client exceeded 'messageslimit' (1) : () Limit: x/sec
-```
-
-ஒர௠வினாடிகà¯à®•௠ஒர௠கிளையனà¯à®Ÿà¯ சரà¯à®µà®°à¯à®•à¯à®•௠அனà¯à®ªà¯à®ªà¯à®®à¯ செயà¯à®¤à®¿à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ை அதிகமாகà¯à®®à¯ போத௠நடகà¯à®•à¯à®®à¯.
-
-## 'Warning: client exceeded ackslimit'
-
-பிழை பொதà¯à®µà®¾à®•க௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®•ிறதà¯:
-
-```
-Warning: client exceeded 'ackslimit' : () Limit: x/sec
-```
-
-acks வரமà¯à®ªà¯ மீறà¯à®®à¯ போத௠நடகà¯à®•à¯à®®à¯.
-
-## 'Warning: client exceeded messageholelimit'
-
-பிழை பொதà¯à®µà®¾à®•க௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®•ிறதà¯:
-
-```
-Warning: client exceeded 'messageholelimit' () : () Limit: x
-```
-
-செயà¯à®¤à®¿ தà¯à®³à¯ˆ வரமà¯à®ªà¯ˆ மீறà¯à®®à¯ போத௠நடகà¯à®•à¯à®®à¯.
-
-## 'Warning: Too many out-of-order messages'
-
-பிழை பொதà¯à®µà®¾à®•க௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®•ிறதà¯:
-
-```
-Warning: Too many out-of-order messages from player : () Limit: x (messageholelimit)
-```
-
-'அவà¯à®Ÿà¯ ஆஃப௠ஆரà¯à®Ÿà®°à¯ செயà¯à®¤à®¿à®•ளà¯' மெசேஜà¯à®¹à¯‹à®²à¯à®²à®¿à®®à®¿à®Ÿà¯ அமைபà¯à®ªà¯ˆ மீணà¯à®Ÿà¯à®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ போத௠நடகà¯à®•à¯à®®à¯.
-
-இதைப௠பறà¯à®±à®¿à®¯ கூடà¯à®¤à®²à¯ தகவலà¯à®•à¯à®•à¯, [இதை](ControllingServer#RCON_Commands) பாரà¯à®•à¯à®•வà¯à®®à¯
-
-## Players constantly getting "Unacceptable NickName" error but it is valid
-
-நீஙà¯à®•ள௠à®à®±à¯à®±à¯à®•à¯à®•ொளà¯à®³à®•à¯à®•ூடிய பெயரைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறீரà¯à®•ள௠மறà¯à®±à¯à®®à¯ சரà¯à®µà®°à¯ விணà¯à®Ÿà¯‹à®¸à®¿à®²à¯ இயஙà¯à®•à¯à®•ிறத௠எனà¯à®ªà®¤à®¿à®²à¯ உறà¯à®¤à®¿à®¯à®¾à®• இரà¯à®¨à¯à®¤à®¾à®²à¯, samp-server.exe இன௠பொரà¯à®¨à¯à®¤à®•à¯à®•ூடிய விரà¯à®ªà¯à®ªà®¤à¯à®¤à¯ˆ Windows 98 கà¯à®•௠மாறà¯à®± à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•வà¯à®®à¯, அத௠சரà¯à®µà®°à¯ மறà¯à®¤à¯Šà®Ÿà®•à¯à®•ம௠செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿ பிறக௠சரி செயà¯à®¯à®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à¯.
-
-அதிக நேரம௠இரà¯à®•à¯à®•à¯à®®à¯ விணà¯à®Ÿà¯‹à®¸à¯ சரà¯à®µà®°à¯à®•ளà¯à®®à¯ இநà¯à®¤à®šà¯ சிகà¯à®•லை à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯. சà¯à®®à®¾à®°à¯ 50 நாடà¯à®•ள௠சரà¯à®µà®°à¯ செயலிழநà¯à®¤à®¤à®¾à®• இத௠கவனிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. அதைத௠தீரà¯à®•à¯à®•, மறà¯à®¤à¯Šà®Ÿà®•à¯à®•ம௠தேவை.
-
-## `MSVCR___.dll`/`MSVCP___.dll` not found
-
-உஙà¯à®•ள௠கணினியில௠தறà¯à®ªà¯‹à®¤à¯ நிறà¯à®µà®ªà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯ˆ விட விஷà¯à®µà®²à¯ சி++ இயகà¯à®• நேரதà¯à®¤à®¿à®©à¯ உயர௠பதிபà¯à®ªà¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ உரà¯à®µà®¾à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ ஒர௠செரà¯à®•à¯à®¨à®¿à®°à®²à¯ˆ à®à®±à¯à®± à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•à¯à®®à¯ போதà¯, ​​இநà¯à®¤à®šà¯ சிகà¯à®•ல௠Windows சரà¯à®µà®°à¯à®•ளில௠அடிகà¯à®•டி à®à®±à¯à®ªà®Ÿà¯à®®à¯. இதைச௠சரிசெயà¯à®¯, பொரà¯à®¤à¯à®¤à®®à®¾à®© Microsoft Visual C++ இயகà¯à®• நேர நூலகஙà¯à®•ளைப௠பதிவிறகà¯à®•வà¯à®®à¯. SA-MP சேவையகம௠32 பிட௠எனà¯à®ªà®¤à¯ˆ நினைவில௠கொளà¯à®³à®µà¯à®®à¯, எனவே, கடà¯à®Ÿà®®à¯ˆà®ªà¯à®ªà¯ˆà®ªà¯ பொரà¯à®Ÿà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®®à®²à¯, இயகà¯à®• நேரதà¯à®¤à®¿à®©à¯ 32 பிட௠(x86) பதிபà¯à®ªà¯ˆà®¯à¯à®®à¯ பதிவிறகà¯à®•ம௠செயà¯à®¯ வேணà¯à®Ÿà¯à®®à¯. நீஙà¯à®•ள௠கà¯à®±à®¿à®ªà¯à®ªà®¾à®• தேவைபà¯à®ªà®Ÿà¯à®®à¯ இயகà¯à®• நேரதà¯à®¤à®¿à®©à¯ பதிபà¯à®ªà¯ கோபà¯à®ªà¯ பெயரில௠உளà¯à®³ எணà¯à®•ளால௠கà¯à®±à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®•ிறத௠(கீழே உளà¯à®³ அடà¯à®Ÿà®µà®£à¯ˆà®¯à¯ˆà®ªà¯ பாரà¯à®•à¯à®•வà¯à®®à¯), இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯ அவை அனைதà¯à®¤à¯ˆà®¯à¯à®®à¯ நிறà¯à®µà¯à®µà®¤à¯ வலிகà¯à®•ாதà¯. இநà¯à®¤ நூலகஙà¯à®•ள௠அடà¯à®•à¯à®•ி வைகà¯à®•பà¯à®ªà®Ÿà¯à®µà®¤à®¿à®²à¯à®²à¯ˆ அலà¯à®²à®¤à¯ வேறà¯à®µà®¿à®¤à®®à®¾à®•க௠கூறினாலà¯: 2015 பதிபà¯à®ªà¯ˆ மடà¯à®Ÿà¯à®®à¯ நிறà¯à®µà®¿à®©à®¾à®²à¯, 2013 மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளà¯à®•à¯à®•ான இயகà¯à®• நேரஙà¯à®•ளைப௠பெற à®®à¯à®Ÿà®¿à®¯à®¾à®¤à¯.
-
-| Version number | Runtime |
-| -------------- | --------------------------------------------- |
-| 10.0 | Microsoft Visual C++ 2010 x86 Redistributable |
-| 11.0 | Microsoft Visual C++ 2012 x86 Redistributable |
-| 12.0 | Microsoft Visual C++ 2013 x86 Redistributable |
-| 14.0 | Microsoft Visual C++ 2015 x86 Redistributable |
diff --git a/docs/translations/ta/server/ControllingServer.md b/docs/translations/ta/server/ControllingServer.md
deleted file mode 100644
index d5695a8edeb..00000000000
--- a/docs/translations/ta/server/ControllingServer.md
+++ /dev/null
@@ -1,200 +0,0 @@
----
-title: "Controlling a Server"
-description: சேவையகதà¯à®¤à¯ˆ கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤ பயனà¯à®³à¯à®³ கடà¯à®Ÿà®³à¯ˆà®•ளà¯.
----
-
-## Changing Gamemode
-
-### Running a custom/downloaded gamemode
-
-- நீஙà¯à®•ள௠சேவையகதà¯à®¤à¯ˆ நிறà¯à®µà®¿à®¯ கோபà¯à®ªà®•தà¯à®¤à¯ˆà®¤à¯ திறகà¯à®•வà¯à®®à¯ (எ.கா:/Rockstar Games/GTA San Andreas/server)
-- பதிவிறகà¯à®•ம௠செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿ/தொகà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ .amx கோபà¯à®ªà¯ˆ எடà¯à®¤à¯à®¤à¯, நீஙà¯à®•ள௠சேவையகதà¯à®¤à¯ˆ நிறà¯à®µà®¿à®¯ கேமà¯à®®à¯‹à®Ÿà¯à®¸à¯ கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ வைகà¯à®•வà¯à®®à¯
-- மேலே விவரிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³ பயனà¯à®®à¯à®±à¯ˆà®¯à¯ˆ மாறà¯à®± RCON à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯.
-- மாறà¯à®±à®¾à®• நீஙà¯à®•ள௠ஒர௠சà¯à®´à®±à¯à®šà®¿à®¯à®¿à®²à¯ பà¯à®¤à®¿à®¯ பயனà¯à®®à¯à®±à¯ˆà®¯à¯ˆà®šà¯ சேரà¯à®•à¯à®•லாமà¯.
-
-### Using Filterscripts
-
-தனிபà¯à®ªà®¯à®©à¯ கேமà¯à®®à¯‹à®Ÿà¯ˆ இயகà¯à®•à¯à®µà®¤à¯ போனà¯à®±à®¤à¯, தவிர:
-
-- .amx à® `filterscripts` எனà¯à®± கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ வைகà¯à®•வà¯à®®à¯
-- பினà¯à®µà®°à¯à®µà®©à®µà®±à¯à®±à¯ˆ server.cfg இல௠சேரà¯à®•à¯à®•வà¯à®®à¯: `filterscripts `
-
-## Passwording your server
-
-- நீஙà¯à®•ள௠கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆà®šà¯ சேரà¯à®•à¯à®• விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯, உஙà¯à®•ள௠நணà¯à®ªà®°à¯à®•ள௠மடà¯à®Ÿà¯à®®à¯‡ சேர à®®à¯à®Ÿà®¿à®¯à¯à®®à¯, இதை [server.cfg](server.cfg) இல௠சேரà¯à®•à¯à®•வà¯à®®à¯:
-
-```
-password whatever
-```
-
-- இத௠உஙà¯à®•ள௠சரà¯à®µà®°à¯ கடவà¯à®šà¯à®šà¯Šà®²à¯-பாதà¯à®•ாபà¯à®ªà®¾à®© கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ 'whatever' என அமைகà¯à®•à¯à®®à¯ - அதை நீஙà¯à®•ள௠விரà¯à®®à¯à®ªà®¿à®¯à®ªà®Ÿà®¿ மாறà¯à®±à®µà¯à®®à¯.
-- நீஙà¯à®•ள௠விளையாடà¯à®Ÿà®¿à®©à¯ போத௠`/rcon password newpasswordhere` à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ மாறà¯à®±à®²à®¾à®®à¯
-- நீஙà¯à®•ள௠`/rcon password 0` à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ அலà¯à®²à®¤à¯ சேவையகதà¯à®¤à¯ˆ மறà¯à®¤à¯Šà®Ÿà®•à¯à®•ம௠செயà¯à®µà®¤à®©à¯ மூலம௠கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ அகறà¯à®±à®²à®¾à®®à¯.
-
-## Using RCON
-
-### Logging In
-
-விளையாடà¯à®Ÿà®¿à®©à¯ போத௠`/rcon login password` என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®µà®¤à®©à¯ மூலம௠உளà¯à®¨à¯à®´à¯ˆà®¯à®²à®¾à®®à¯ அலà¯à®²à®¤à¯ [Remote Console](RemoteConsole) இல௠RCON பயனà¯à®®à¯à®±à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ கேமிறà¯à®•௠வெளியே உளà¯à®¨à¯à®´à¯ˆà®¯à®²à®¾à®®à¯.
-
-கடவà¯à®šà¯à®šà¯Šà®²à¯ நீஙà¯à®•ள௠[server.cfg] (server.cfg) இல௠அமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯ˆà®ªà¯ போலவே உளà¯à®³à®¤à¯.
-
-### Adding Bans
-
-##### samp.ban
-
-samp.ban எனà¯à®ªà®¤à¯ தடை பறà¯à®±à®¿à®¯ பினà¯à®µà®°à¯à®®à¯ தகவலà¯à®•ள௠உடà¯à®ªà®Ÿ, தடைகளைச௠சேமிபà¯à®ªà®¤à®±à¯à®•ாகப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ கோபà¯à®ªà¯:
-- IP
-- Date
-- Time
-- Name (நபரின௠பெயர௠அலà¯à®²à®¤à¯ காரணதà¯à®¤à¯ˆà®ªà¯ பாரà¯à®•à¯à®•வà¯à®®à¯ [BanEx](../../functions/BanEx))
-- Type of ban
-
-தடையைச௠சேரà¯à®•à¯à®•, இத௠போனà¯à®± ஒர௠வரியைச௠சேரà¯à®•à¯à®•வà¯à®®à¯:
-
-```
-IP_HERE [28/05/09 | 13:37:00] PLAYER - BAN REASON
-```
-
-`IP_HERE` எனà¯à®ªà®¤à¯ எஙà¯à®•ே, நீஙà¯à®•ள௠தடைசெயà¯à®¯ விரà¯à®®à¯à®ªà¯à®®à¯ IP ஠வைகà¯à®•à¯à®®à¯ இடமாகà¯à®®à¯.
-
-##### Ban() function
-
-[Ban](../scripting/functions/Ban) செயலà¯à®ªà®¾à®Ÿà¯ ஒர௠ஸà¯à®•ிரிபà¯à®Ÿà®¿à®²à¯ இரà¯à®¨à¯à®¤à¯ ஒர௠பிளேயரை தடை செயà¯à®¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà®²à®¾à®®à¯. [BanEx](../scripting/functions/BanEx) செயலà¯à®ªà®¾à®Ÿà¯ இத௠போனà¯à®± ஒர௠விரà¯à®ªà¯à®ªà®•௠காரணதà¯à®¤à¯ˆà®šà¯ சேரà¯à®•à¯à®•à¯à®®à¯:
-
-```
-13.37.13.37 [28/05/09 | 13:37:00] Cheater - INGAME BAN
-```
-
-##### RCON ban command
-
-RCON தடை கடà¯à®Ÿà®³à¯ˆ, விளையாடà¯à®Ÿà®¿à®²à¯ `/rcon ban` எனà¯à®±à¯ தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®µà®¤à®©à¯ மூலம௠அலà¯à®²à®¤à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ "ban" எனà¯à®±à¯ தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®µà®¤à®©à¯ மூலம௠செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®•ிறதà¯, உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ உளà¯à®³ ஒர௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ பிளேயரை தடை செயà¯à®¯, அடà¯à®¤à¯à®¤ பகà¯à®¤à®¿à®¯à¯ˆà®ªà¯ பாரà¯à®•à¯à®•வà¯à®®à¯.
-
-Simply type:
-
-```
-# Ingame:
-/rcon ban PLAYERID
-
-# Console:
-ban PLAYERID
-```
-
-##### banip
-
-RCON banip கடà¯à®Ÿà®³à¯ˆ, `/rcon banip` இனà¯-கேமில௠தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®µà®¤à®©à¯ மூலம௠அலà¯à®²à®¤à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ "banip" என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®µà®¤à®©à¯ மூலம௠செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®•ிறதà¯, இத௠ஒர௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ IP à®®à¯à®•வரியைத௠தடைசெயà¯à®¯à®µà¯à®®à¯, à®à®Ÿà®¿ மூலம௠உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ ஒர௠பிளேயரைத௠தடைசெயà¯à®¯à®µà¯à®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®•ிறதà¯, à®®à¯à®¨à¯à®¤à¯ˆà®¯ பகà¯à®¤à®¿à®¯à¯ˆà®ªà¯ பாரà¯à®•à¯à®•வà¯à®®à¯. ரேஞà¯à®šà¯à®ªà®¾à®©à¯à®•ளà¯à®•à¯à®•ான வைலà¯à®Ÿà¯ காரà¯à®Ÿà¯à®•ளை à®à®±à¯à®•à¯à®®à¯.
-
-Simply type:
-
-```
-# Ingame:
-/rcon banip IP
-
-# Console:
-banip IP
-```
-
-### Removing Bans
-
-à®’à®°à¯à®µà®°à¯ தடை செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿà®µà¯à®Ÿà®©à¯, அவரà¯à®•ளை தடை செயà¯à®¯ இரணà¯à®Ÿà¯ வழிகள௠உளà¯à®³à®©.
-
-- samp.ban இலிரà¯à®¨à¯à®¤à¯ அகறà¯à®±à¯
-- RCON `unbanip` கடà¯à®Ÿà®³à¯ˆ
-
-#### samp.ban
-
-samp.ban ஠உஙà¯à®•ள௠sa-mp சரà¯à®µà®°à¯ கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ காணலாமà¯, ஒவà¯à®µà¯Šà®°à¯ தடையையà¯à®®à¯ பறà¯à®±à®¿à®¯ பினà¯à®µà®°à¯à®®à¯ தகவலà¯à®•ளà¯à®Ÿà®©à¯ இத௠வரிகளைக௠கொணà¯à®Ÿà¯à®³à¯à®³à®¤à¯:
-
-- IP
-- Date
-- Time
-- Name (நபரின௠பெயர௠அலà¯à®²à®¤à¯ காரணம௠(பாரà¯à®•à¯à®• [BanEx](../scripting/functions/BanEx)))
-- Type of ban (INGAME, IP BAN etc,)
-
-உதாரணஙà¯à®•ளà¯:
-
-```
-127.8.57.32 [13/06/09 | 69:69:69] NONE - IP BAN
-13.37.13.37 [28/05/09 | 13:37:00] Kyeman - INGAME BAN
-```
-
-அவறà¯à®±à¯ˆà®¤à¯ தடை செயà¯à®¯, வரியை அகறà¯à®±à®µà¯à®®à¯, பினà¯à®©à®°à¯ `RCON reloadbans` கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ இயகà¯à®•வà¯à®®à¯.
-
-#### unbanip
-
-RCON unbanip கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ விளையாடà¯à®Ÿà®¿à®²à¯ அலà¯à®²à®¤à¯ சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ (கரà¯à®ªà¯à®ªà¯ பெடà¯à®Ÿà®¿) பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯. à®à®ªà®¿à®¯à¯ˆ தடைநீகà¯à®•, கனà¯à®šà¯‹à®²à®¿à®²à¯ `/rcon unbanip IP_HERE` அலà¯à®²à®¤à¯ `unbanip IP_HERE` என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¯à®µà¯à®®à¯.
-
-எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯:
-
-```
-13.37.13.37 [28/05/09 | 13:37:00] Kyeman - INGAME BAN
-```
-
-```
-# Ingame:
-/rcon unbanip 13.37.13.37
-
-# Console
-unbanip 13.37.13.37
-```
-
-அவறà¯à®±à¯ˆà®¤à¯ தடை செயà¯à®¯, `unbanip` கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯, பினà¯à®©à®°à¯ RCON `reloadbans` கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ இயகà¯à®•வà¯à®®à¯, சரà¯à®µà®°à¯ samp.ban ஠மீணà¯à®Ÿà¯à®®à¯ படிகà¯à®•ச௠செயà¯à®¯à®µà¯à®®à¯.
-
-#### reloadbans
-
-`samp.ban` எனà¯à®ªà®¤à¯ தறà¯à®ªà¯‹à®¤à¯ சரà¯à®µà®°à®¿à®²à¯ இரà¯à®¨à¯à®¤à¯ தடைசெயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿ IPகà¯à®•ான தகவலà¯à®•ளை வைதà¯à®¤à®¿à®°à¯à®•à¯à®•à¯à®®à¯ கோபà¯à®ªà¯. சேவையகம௠தொடஙà¯à®•à¯à®®à¯ போத௠இநà¯à®¤à®•௠கோபà¯à®ªà¯ வாசிகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯, எனவே நீஙà¯à®•ள௠ஒர௠à®à®ªà®¿/நபரை தடை நீகà¯à®•ினாலà¯, சரà¯à®µà®°à¯ˆ மீணà¯à®Ÿà¯à®®à¯ `samp.ban` படிகà¯à®•ச௠செயà¯à®¯ `RCON reloadbans` கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®¤à¯ தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¤à¯ அவரà¯à®•ளை சரà¯à®µà®°à®¿à®²à¯ சேர அனà¯à®®à®¤à®¿à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯.
-
-### RCON Commands
-
-RCON இனà¯-கேமில௠(`/rcon cmdlist`) பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ கடà¯à®Ÿà®³à¯ˆà®•ளà¯à®•à¯à®•ான cmdlist (அலà¯à®²à®¤à¯, மாறிகளà¯à®•à¯à®•ான varlist) என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¯à®µà¯à®®à¯.
-
-நிரà¯à®µà®¾à®•ியாக நீஙà¯à®•ள௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®•à¯à®•ூடிய செயலà¯à®ªà®¾à®Ÿà¯à®•ள௠இவை:
-
-| Command | Description |
-| --------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
-| `/rcon cmdlist` | கடà¯à®Ÿà®³à¯ˆà®•ளà¯à®Ÿà®©à¯ ஒர௠படà¯à®Ÿà®¿à®¯à®²à¯ˆà®•௠காடà¯à®Ÿà¯à®•ிறதà¯. |
-| `/rcon varlist` |தறà¯à®ªà¯‹à®¤à¯ˆà®¯ மாறிகள௠கொணà¯à®Ÿ படà¯à®Ÿà®¿à®¯à®²à¯ˆà®•௠காடà¯à®Ÿà¯à®•ிறதà¯. |
-| `/rcon exit` | சேவையகதà¯à®¤à¯ˆ மூடà¯à®•ிறதà¯. |
-| `/rcon echo [text]` | சேவையகதà¯à®¤à®¿à®©à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ `[text]` à®à®•௠காடà¯à®Ÿà¯à®•ிறத௠(கேமில௠உளà¯à®³ கிளையனà¯à®Ÿà¯-கனà¯à®šà¯‹à®²à¯ அலà¯à®²). |
-| `/rcon hostname [name]` | ஹோஸà¯à®Ÿà¯à®ªà¯†à®¯à®°à¯ உரையை மாறà¯à®±à®µà¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon hostname my server_). |
-| `/rcon gamemodetext [name]` | கேமà¯à®®à¯‹à®Ÿà¯ உரையை மாறà¯à®±à®µà¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon gamemodetext my gamemode_). |
-| `/rcon mapname [name]` | வரைபடதà¯à®¤à®¿à®©à¯ பெயர௠உரையை மாறà¯à®±à®µà¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon mapname San Andreas_). |
-| `/rcon exec [filename]` | சரà¯à®µà®°à¯ cfg உளà¯à®³ கோபà¯à®ªà¯ˆ இயகà¯à®•à¯à®•ிறத௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon exec blah.cfg_). |
-| `/rcon kick [ID]` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ à®à®Ÿà®¿à®¯à¯à®Ÿà®©à¯ வீரரை உதைகà¯à®•வà¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon kick 2_). |
-| `/rcon ban [ID]` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ à®à®Ÿà®¿à®¯à¯à®Ÿà®©à¯ பிளேயரை தடை செயà¯à®¯à¯à®™à¯à®•ள௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon ban 2_). |
-| `/rcon changemode [mode]` | இநà¯à®¤ கடà¯à®Ÿà®³à¯ˆ தறà¯à®ªà¯‹à®¤à¯ˆà®¯ கேமà¯à®®à¯‹à®Ÿà¯ˆ கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à®¾à®• மாறà¯à®±à¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: if you want to play sftdm: /rcon changemode sftdm_). |
-| `/rcon gmx` | அடà¯à®¤à¯à®¤ கேமà¯à®®à¯‹à®Ÿà¯ˆ à®à®±à¯à®±à¯à®®à¯ [server.cfg](server.cfg). |
-| `/rcon reloadbans` |தடைசெயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿ à®à®ªà®¿ à®®à¯à®•வரிகள௠சேமிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³ `samp.ban` கோபà¯à®ªà¯ˆ மீணà¯à®Ÿà¯à®®à¯ à®à®±à¯à®±à¯à®•ிறதà¯. தடை நீகà¯à®•ம௠மறà¯à®±à¯à®®à¯ à®à®ªà®¿ à®®à¯à®•வரிகà¯à®•à¯à®ªà¯ பிறக௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à¯. |
-| `/rcon reloadlog` | `server_log.txt` ஠மீணà¯à®Ÿà¯à®®à¯ à®à®±à¯à®±à¯à®•ிறதà¯. தானியஙà¯à®•ி பதிவ௠சà¯à®´à®±à¯à®šà®¿à®•à¯à®•௠பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. சேவையகதà¯à®¤à®¿à®±à¯à®•௠`SIGUSR1` சமிகà¯à®žà¯ˆà®¯à¯ˆ அனà¯à®ªà¯à®ªà¯à®µà®¤à®©à¯ மூலம௠தூணà¯à®Ÿà®ªà¯à®ªà®Ÿà®²à®¾à®®à¯ (Linux சேவையகம௠மடà¯à®Ÿà¯à®®à¯). |
-| `/rcon say` | கிளையனà¯à®Ÿà¯-கனà¯à®šà¯‹à®²à®¿à®²à¯ உளà¯à®³ பிளேயரà¯à®•ளà¯à®•à¯à®•௠ஒர௠செயà¯à®¤à®¿à®¯à¯ˆà®•௠காடà¯à®Ÿà¯à®•ிறத௠(எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: `/rcon say hello` என காடà¯à®Ÿà¯à®µà®¾à®°à¯à®•ள௠`Admin: hello`). |
-| `/rcon players` | சரà¯à®µà®°à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯ பிளேயரà¯à®•ளைக௠காடà¯à®Ÿà¯ (அவரà¯à®•ளின௠பெயரà¯, à®à®ªà®¿ மறà¯à®±à¯à®®à¯ பிங௠உடனà¯). |
-| `/rcon banip [IP]` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ à®à®ªà®¿à®¯à¯ˆ தடை செயà¯à®¯à¯à®™à¯à®•ள௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon banip 127.0.0.1_). |
-| `/rcon unbanip [IP]` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ à®à®ªà®¿à®¯à¯ˆ தடைநீகà¯à®•௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon unbanip 127.0.0.1_). |
-| `/rcon gravity` | ஈரà¯à®ªà¯à®ªà¯ விசையை மாறà¯à®±à¯à®•ிறத௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon gravity 0.008_). |
-| `/rcon weather [ID]` | வானிலையை மாறà¯à®±à¯à®•ிறத௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon weather 1_). |
-| `/rcon loadfs` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ வடிகடà¯à®Ÿà®¿ ஸà¯à®•ிரிபà¯à®Ÿà¯ˆ à®à®±à¯à®±à¯à®•ிறத௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon loadfs adminfs_). |
-| `/rcon weburl [server url]` | "masterlists/SA-MP client" சரà¯à®µà®°à¯ URL ஠மாறà¯à®±à®µà¯à®®à¯ |
-| `/rcon unloadfs` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ "filterscript" இறகà¯à®•வà¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon unloadfs adminfs_). |
-| `/rcon reloadfs` | கொடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ "filterscript" மீணà¯à®Ÿà¯à®®à¯ à®à®±à¯à®±à¯à®•ிறத௠(_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon reloadfs adminfs_). |
-| `/rcon rcon\_password [PASSWORD]` | rcon இன௠கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ மாறà¯à®±à®µà¯à®®à¯ |
-| `/rcon password [password]` | சேவையக கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ அமைகà¯à®•ிறதà¯/மீடà¯à®Ÿà®®à¯ˆà®•à¯à®•ிறத௠|
-| `/rcon messageslimit [count]` | ஒர௠கிளையனà¯à®Ÿà¯ சரà¯à®µà®°à¯à®•à¯à®•௠அனà¯à®ªà¯à®ªà¯à®®à¯ ஒர௠நொடிகà¯à®•௠செயà¯à®¤à®¿à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ையை மாறà¯à®±à®µà¯à®®à¯. (இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 500) |
-| `/rcon ackslimit [count]` | அகà¯à®•à¯à®•ளின௠வரமà¯à®ªà¯ˆ மாறà¯à®±à®µà¯à®®à¯ (இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 3000) |
-| `/rcon messageholelimit [count]` | செயà¯à®¤à®¿ தà¯à®³à¯ˆà®•ளின௠வரமà¯à®ªà¯ˆ மாறà¯à®±à®µà¯à®®à¯ (இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 3000) |
-| `/rcon playertimeout [limit m/s]` | எநà¯à®¤ பாகà¯à®•ெடà¯à®Ÿà¯à®•ளையà¯à®®à¯ அனà¯à®ªà¯à®ªà®¾à®¤ போத௠பிளேயர௠நேரம௠மà¯à®Ÿà®¿à®µà®Ÿà¯ˆà®¯à¯à®®à¯ வரை மிலà¯à®²à®¿ விநாடிகளில௠நேரதà¯à®¤à¯ˆ மாறà¯à®±à®µà¯à®®à¯. (இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 1000) |
-| `/rcon language [language]` | சேவையக மொழியை மாறà¯à®±à®µà¯à®®à¯ (_எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: /rcon language English_). சரà¯à®µà®°à¯ உலாவியில௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯. |
-
-மேறà¯à®•ூறிய நானà¯à®•௠வரமà¯à®ªà¯à®•ளà¯/கணகà¯à®•à¯à®•ளà¯, எநà¯à®¤ SA-MP சேவையகதà¯à®¤à¯ˆà®¯à¯à®®à¯ à®®à¯à®Ÿà®•à¯à®•ி அலà¯à®²à®¤à¯ செயலிழகà¯à®•ச௠செயà¯à®µà®¤à®©à¯ மூலம௠தாகà¯à®•கà¯à®•ூடிய பல கரà¯à®µà®¿à®•ளைத௠தவிரà¯à®ªà¯à®ªà®¤à®±à¯à®•ாக உரà¯à®µà®¾à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®µà¯ˆ. எனவே, வெறà¯à®®à®©à¯‡, உஙà¯à®•ள௠சேவையகதà¯à®¤à®¿à®©à¯ படி அவறà¯à®±à¯ˆ அமைகà¯à®•வà¯à®®à¯. இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯à®•ள௠இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆà®¯à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯, à®à®¤à¯‡à®©à¯à®®à¯ தவறான உதைகளைக௠கணà¯à®Ÿà®¾à®²à¯, அபà¯à®ªà®¾à®µà®¿ வீரரà¯à®•ள௠உதைகà¯à®•பà¯à®ªà®Ÿà®¾à®®à®²à¯ இரà¯à®•à¯à®•, கூடிய விரைவில௠மதிபà¯à®ªà¯à®•ளை அதிகரிகà¯à®•வà¯à®®à¯.
-### Related Callbacks and Functions
-
-பினà¯à®µà®°à¯à®®à¯ அழைபà¯à®ªà¯à®•ள௠மறà¯à®±à¯à®®à¯ செயலà¯à®ªà®¾à®Ÿà¯à®•ள௠பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯, à®à®©à¯†à®©à®¿à®²à¯ அவை இநà¯à®¤à®•௠கடà¯à®Ÿà¯à®°à¯ˆà®¯à¯à®Ÿà®©à¯ à®à®¤à¯‹ ஒர௠வகையில௠தொடரà¯à®ªà¯à®Ÿà¯ˆà®¯à®µà¯ˆ.
-
-#### Callbacks
-
-- [OnRconLoginAttempt](../scripting/callbacks/OnRconLoginAttempt): RCON இல௠உளà¯à®¨à¯à®´à¯ˆà®¯ à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ அழைகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯.
-
-#### Functions
-
-- [IsPlayerAdmin](../scripting/functions/IsPlayerAdmin): ஒர௠பிளேயர௠RCON இல௠உளà¯à®¨à¯à®´à¯ˆà®¨à¯à®¤à¯à®³à¯à®³à®¾à®°à®¾ எனà¯à®ªà®¤à¯ˆà®šà¯ சரிபாரà¯à®•à¯à®•ிறதà¯.
-
-- [SendRconCommand](../scripting/functions/SendRconCommand): ஸà¯à®•ிரிபà¯à®Ÿà¯ வழியாக RCON கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ அனà¯à®ªà¯à®ªà¯à®•ிறதà¯.
diff --git a/docs/translations/ta/server/LagCompensation.md b/docs/translations/ta/server/LagCompensation.md
deleted file mode 100644
index 7368a897421..00000000000
--- a/docs/translations/ta/server/LagCompensation.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-title: "Lag Compensation"
-description: தாமத இழபà¯à®ªà¯€à®Ÿà¯ விளகà¯à®•à®®à¯.
----
-
-SA-MP சேவையகஙà¯à®•ளில௠சà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿ தோடà¯à®Ÿà®¾à®•à¯à®•ளà¯à®•à¯à®•ான தாமத இழபà¯à®ªà¯€à®Ÿà¯ இயலà¯à®ªà®¾à®•வே இயகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯.
-
-இத௠`lagcompmode` சரà¯à®µà®°à¯ மாறியை [server.cfg](server.cfg) அலà¯à®²à®¤à¯ `game.lag_compensation_mode` இல௠[config.json](config.json) à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ மாறà¯à®±à®²à®¾à®®à¯.
-
-அதை 0 என அமைபà¯à®ªà®¤à¯ தாமத இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ à®®à¯à®±à¯à®±à®¿à®²à¯à®®à®¾à®• à®®à¯à®Ÿà®•à¯à®•à¯à®®à¯ மறà¯à®±à¯à®®à¯ வீரரà¯à®•ள௠தஙà¯à®•ள௠ஷாடà¯à®•ளை வழிநடதà¯à®¤ வேணà¯à®Ÿà¯à®®à¯ (இலகà¯à®•à¯à®•ளà¯à®•à¯à®•௠மà¯à®©à¯à®©à®¾à®²à¯ சà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿà®¤à¯).
-
-லேக௠இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à¯ [OnPlayerWeaponShot](../scripting/callbacks/OnPlayerWeaponShot) அழைகà¯à®•பà¯à®ªà®Ÿà¯à®µà®¤à¯ˆà®¤à¯ தடà¯à®•à¯à®•à¯à®®à¯.
-
-இநà¯à®¤ மாறியை [server.cfg](server.cfg) அலà¯à®²à®¤à¯ [config.json](config.json) இல௠மடà¯à®Ÿà¯à®®à¯‡ அமைகà¯à®• à®®à¯à®Ÿà®¿à®¯à¯à®®à¯.
diff --git a/docs/translations/ta/server/RemoteConsole.md b/docs/translations/ta/server/RemoteConsole.md
deleted file mode 100644
index 1ae7f7c1cb9..00000000000
--- a/docs/translations/ta/server/RemoteConsole.md
+++ /dev/null
@@ -1,17 +0,0 @@
----
-title: "Remote Console (RCON)"
-description: Remote server administation.
----
-
-ரிமோட௠கனà¯à®šà¯‹à®²à¯ எனà¯à®ªà®¤à¯ கேமிலà¯à®®à¯ உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯à®®à¯ இரà¯à®•à¯à®•ாமல௠RCON கடà¯à®Ÿà®³à¯ˆà®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®•à¯à®•ூடிய கடà¯à®Ÿà®³à¯ˆ வரியில௠உளà¯à®³à®¤à¯. 0.3b à®®à¯à®¤à®²à¯ ரிமோட௠கனà¯à®šà¯‹à®²à¯ சரà¯à®µà®°à¯ உலாவியில௠இரà¯à®¨à¯à®¤à¯ அகறà¯à®±à®ªà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. இனிமேலà¯, கீழே விளகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®ªà®Ÿà®¿ ரிமோட௠RCON ஠அணà¯à®• மறà¯à®±à¯Šà®°à¯ வழியைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯.
-
-1. உரை திரà¯à®¤à¯à®¤à®¿à®¯à¯ˆà®¤à¯ திறகà¯à®•வà¯à®®à¯.
-2. பினà¯à®µà®°à¯à®®à¯ வரியில௠எழà¯à®¤à®µà¯à®®à¯: `rcon.exe IP PORT RCON-PASS` (உஙà¯à®•ள௠சேவையக விவரஙà¯à®•ளà¯à®Ÿà®©à¯ IP/PORT/PASS ஠மாறà¯à®±à®µà¯à®®à¯)
-3. கோபà¯à®ªà¯ˆ `rcon.bat` ஆக சேமிகà¯à®•வà¯à®®à¯
-4. `rcon.exe` அமைநà¯à®¤à¯à®³à¯à®³ உஙà¯à®•ள௠GTA கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ கோபà¯à®ªà¯ˆ வைகà¯à®•வà¯à®®à¯.
-5. `rcon.bat` ஠இயகà¯à®•வà¯à®®à¯
-6. நீஙà¯à®•ள௠விரà¯à®®à¯à®ªà¯à®®à¯ கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ உளà¯à®³à®¿à®Ÿà®µà¯à®®à¯.
-
-
-
-கà¯à®±à®¿à®ªà¯à®ªà¯: சரà¯à®µà®°à¯ உலாவியில௠கடà¯à®Ÿà®³à¯ˆà®•à¯à®•௠மà¯à®©à¯ `/rcon` என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¯ வேணà¯à®Ÿà®¿à®¯ அவசியமிலà¯à®²à¯ˆ, நீஙà¯à®•ள௠செயà¯à®¤à®¾à®²à¯ கடà¯à®Ÿà®³à¯ˆà®•ள௠இயஙà¯à®•ாதà¯. எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà®¾à®•, நீஙà¯à®•ள௠சேவையகதà¯à®¤à¯ˆ மீடà¯à®Ÿà®®à¯ˆà®•à¯à®• விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯, `gmx` என தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¤à¯ Enter à® à®…à®´à¯à®¤à¯à®¤à®µà¯à®®à¯. நீஙà¯à®•ள௠செயà¯à®¯ வேணà¯à®Ÿà®¿à®¯à®¤à¯ அவà¯à®µà®³à®µà¯à®¤à®¾à®©à¯. மகிழà¯à®™à¯à®•ளà¯
diff --git a/docs/translations/ta/server/config.json.md b/docs/translations/ta/server/config.json.md
deleted file mode 100644
index 6e17041b01e..00000000000
--- a/docs/translations/ta/server/config.json.md
+++ /dev/null
@@ -1,239 +0,0 @@
----
-title: config.json
-description: open.mp சேவையக கடà¯à®Ÿà®®à¯ˆà®ªà¯à®ªà¯ கோபà¯à®ªà¯.
----
-
-## Description
-
-- `config.json` எனà¯à®ªà®¤à¯ சரà¯à®µà®°à¯ உளà¯à®³à®®à¯ˆà®µà¯à®•௠கோபà¯à®ªà®¾à®•à¯à®®à¯, இத௠உஙà¯à®•ள௠open.mp சேவையகதà¯à®¤à®¿à®©à¯ அனைதà¯à®¤à¯ வகையான அமைபà¯à®ªà¯à®•ளையà¯à®®à¯ மாறà¯à®± அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯.
-- நீஙà¯à®•ள௠இனà¯à®©à¯à®®à¯ [server.cfg](server.cfg) கோபà¯à®ªà¯ˆ உஙà¯à®•ள௠open.mp சேவையகதà¯à®¤à®¿à®²à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯, ஆனால௠அதிக அமைபà¯à®ªà¯à®•ள௠இரà¯à®ªà¯à®ªà®¤à®¾à®²à¯ config.json à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ பரிநà¯à®¤à¯à®°à¯ˆà®•à¯à®•பà¯à®ªà®Ÿà¯à®•ிறதà¯!
-
-
-
-
-
-
-
-:::tip
-
-நீஙà¯à®•ள௠உஙà¯à®•ள௠server.cfg à® config.json ஆக மாறà¯à®±à®²à®¾à®®à¯.
-
-உஙà¯à®•ள௠சரà¯à®µà®°à¯ கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ கடà¯à®Ÿà®³à¯ˆ வரியைத௠திறநà¯à®¤à¯ பினà¯à®µà®°à¯à®®à¯ கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆà®¤à¯ தடà¯à®Ÿà®šà¯à®šà¯ செயà¯à®¤à¯, பினà¯à®©à®°à¯ Enter à® à®…à®´à¯à®¤à¯à®¤à®µà¯à®®à¯:
-
-```bash
-# Windows
-omp-server --dump-config
-
-# Linux
-./omp-server --dump-config
-```
-
-**கà¯à®±à®¿à®ªà¯à®ªà¯:** கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ config.json கோபà¯à®ªà¯ இரà¯à®¨à¯à®¤à®¾à®²à¯, மேலே உளà¯à®³ கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ இயகà¯à®•à¯à®®à¯ à®®à¯à®©à¯ அதை நீகà¯à®• வேணà¯à®Ÿà®¿à®¯à®¿à®°à¯à®•à¯à®•à¯à®®à¯.
-
-:::
-
-
-
-:::tip
-
-இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ config.json ஠உரà¯à®µà®¾à®•à¯à®•, பினà¯à®µà®°à¯à®®à¯ கடà¯à®Ÿà®³à¯ˆà®¯à¯ˆ உளà¯à®³à®¿à®Ÿà®µà¯à®®à¯:
-
-```bash
-# Windows
-omp-server --default-config
-
-# Linux
-./omp-server --default-config
-```
-
-:::
-
-
-
-## Announce
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|----------|------|---------------|-----------|------|-------------------------------------------------------------------------------------------------------------------------|
-| announce | bool | true | ⌠| ⌠| சேவையகம௠open.mp masterlist என அறிவிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯ நிலைமாறà¯à®®à¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-
-## Custom Models (Artwork)
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------------|--------|---------------|-----------|------|--------------------------------------------------------------------------------------------------------------------------|
-| artwork.cdn | string | | ✅ | ⌠| ரிமோட௠மாடல௠சரà¯à®µà®°à¯à®•à¯à®•ான http à®®à¯à®•வரி. |
-| artwork.enable | bool | true | ✅ | ✅ | சேவையகம௠/மாடலà¯à®•ள௠கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ தனிபà¯à®ªà®¯à®©à¯ மாதிரிகளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®©à®¾à®²à¯ நிலைமாறà¯à®®à¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| artwork.models_path | string | models | ✅ | ⌠| தனிபà¯à®ªà®¯à®©à¯ மாதிரிகள௠அமைநà¯à®¤à¯à®³à¯à®³ பாதை. |
-| artwork.port | int | 7777 | ✅ | ⌠| |
-| artwork.web_server_bind | string | | ✅ | ⌠| |
-
-## Chat Filter
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|-------------------|------|---------------|-----------|------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| chat_input_filter | bool | true | ⌠| ⌠| அரடà¯à®Ÿà¯ˆ உளà¯à®³à¯€à®Ÿà¯à®Ÿà¯ வடிபà¯à®ªà®¾à®©à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. அரடà¯à®Ÿà¯ˆà®¯à®¿à®²à¯ % போனà¯à®± எழà¯à®¤à¯à®¤à¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ அதை à®®à¯à®Ÿà®•à¯à®•வà¯à®®à¯. நீஙà¯à®•ள௠[ToggleChatTextReplacement](../scripting/functions/ToggleChatTextReplacement) செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯ˆà®¯à¯à®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯. |
-
-## Query Server Information
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|--------------|------|---------------|-----------|------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| enable_query | bool | true | ⌠| ⌠| சேவையகத௠தகவல௠சேவையக உலாவியில௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. வினவலை à®®à¯à®Ÿà®•à¯à®•ிய சரà¯à®µà®°à®¿à®²à¯ பிளேயரà¯à®•ள௠இனà¯à®©à¯à®®à¯ சேரலாமà¯, ஆனால௠சரà¯à®µà®°à¯ உலாவி எநà¯à®¤ தகவலையà¯à®®à¯ காடà¯à®Ÿà®¾à®¤à¯. |
-
-## Game
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|------------------------------------|--------|---------------|-----------|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| game.allow_interior_weapons | bool | true | ⌠| ⌠| உடà¯à®ªà¯à®±à®™à¯à®•ளில௠ஆயà¯à®¤à®™à¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à¯ அனà¯à®®à®¤à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®•ிறதா இலà¯à®²à¯ˆà®¯à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. உடà¯à®ªà¯à®±à®™à¯à®•ளில௠ஆயà¯à®¤à®™à¯à®•ளை இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**', à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**'. |
-| game.chat_radius | float | 200.0 | ⌠| ⌠| அரடà¯à®Ÿà¯ˆà®•à¯à®•௠ஆரம௠வரமà¯à®ªà¯ˆ அமைகà¯à®•வà¯à®®à¯. பிளேயரிலிரà¯à®¨à¯à®¤à¯ ஒர௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ தூரதà¯à®¤à®¿à®²à¯ உளà¯à®³ வீரரà¯à®•ள௠மடà¯à®Ÿà¯à®®à¯‡ அரடà¯à®Ÿà¯ˆà®¯à®¿à®²à¯ தஙà¯à®•ள௠செயà¯à®¤à®¿à®¯à¯ˆà®ªà¯ பாரà¯à®ªà¯à®ªà®¾à®°à¯à®•ளà¯. அதே தூரதà¯à®¤à®¿à®²à¯ ஒர௠வீரர௠மறà¯à®± வீரரà¯à®•ளை வரைபடதà¯à®¤à®¿à®²à¯ பாரà¯à®•à¯à®•கà¯à®•ூடிய தூரதà¯à®¤à¯ˆà®¯à¯à®®à¯ மாறà¯à®±à¯à®•ிறதà¯. |
-| game.death_drop_amount | int | 0 | ⌠| ⌠| |
-| game.gravity | float | 0.008 | ⌠| ✅ | சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ உலகளாவிய ஈரà¯à®ªà¯à®ªà¯. |
-| game.group_player_objects | bool | false | ⌠| ⌠| ஒவà¯à®µà¯Šà®°à¯ வீரர௠மறà¯à®±à¯à®®à¯ உலகளாவிய பொரà¯à®³à¯à®•ள௠SA:MP இல௠à®à®Ÿà®¿ பூலைப௠பகிரà¯à®¨à¯à®¤à¯ கொளà¯à®•ினà¯à®±à®©. பிளேயரà¯à®•ளà¯à®•à¯à®•௠ஒர௠à®à®Ÿà®¿ "ஒதà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯" எனà¯à®±à®¾à®²à¯, ஒவà¯à®µà¯Šà®°à¯ வீரரà¯à®®à¯ அநà¯à®¤ à®à®Ÿà®¿à®¯à¯à®Ÿà®©à¯ ஒர௠தனிதà¯à®¤à¯à®µà®®à®¾à®© பொரà¯à®³à¯ˆ வைதà¯à®¤à®¿à®°à¯à®•à¯à®• à®®à¯à®Ÿà®¿à®¯à¯à®®à¯, ஆனால௠நீஙà¯à®•ள௠அதிகபடà¯à®š உலகளாவிய பொரà¯à®Ÿà¯à®•ளை உரà¯à®µà®¾à®•à¯à®•ினாலà¯, ஒவà¯à®µà¯Šà®°à¯ பிளேயரà¯à®•à¯à®•à¯à®®à¯ எநà¯à®¤à®ªà¯ பொரà¯à®³à¯ˆà®¯à¯à®®à¯ உரà¯à®µà®¾à®•à¯à®• à®®à¯à®Ÿà®¿à®¯à®¾à®¤à¯.
பிளேயர௠ஆபà¯à®œà¯†à®•à¯à®Ÿà¯à®•ள௠கà¯à®´à¯à®µà®¾à®•à¯à®•ம௠செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯ சேவையகம௠à®à®±à¯à®•னவே பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®¯ பிளேயர௠ஆபà¯à®œà¯†à®•à¯à®Ÿà¯ ஸà¯à®²à®¾à®Ÿà¯à®Ÿà¯ˆ மறà¯à®±à¯Šà®°à¯ பிளேயர௠மூலம௠கணà¯à®Ÿà¯à®ªà®¿à®Ÿà®¿à®•à¯à®• à®®à¯à®¯à®±à¯à®šà®¿à®•à¯à®•à¯à®®à¯. |
-| game.lag_compensation_mode | int | 1 | ✅ | ✅ | **0**: பினà¯à®©à®Ÿà¯ˆà®µà¯ இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ à®®à¯à®´à¯à®®à¯ˆà®¯à®¾à®• à®®à¯à®Ÿà®•à¯à®•வà¯à®®à¯.
**1**: பினà¯à®©à®Ÿà¯ˆà®µà¯ இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ à®®à¯à®´à¯à®®à¯ˆà®¯à®¾à®• இயகà¯à®•௠. இதன௠பொரà¯à®³à¯ பிளேயர௠சà¯à®´à®±à¯à®šà®¿ தாமதமாக ஈடà¯à®šà¯†à®¯à¯à®¯à®ªà¯à®ªà®Ÿà®¾à®¤à¯. |
-| game.map | string | | ⌠| ✅ | சரà¯à®µà®°à¯ உலாவியில௠தோனà¯à®±à¯à®®à¯ வரைபடபà¯à®ªà¯†à®¯à®°à¯. இத௠எதà¯à®µà®¾à®•வà¯à®®à¯ இரà¯à®•à¯à®•லாமà¯, உதாரணமà¯: My Stunt Map. |
-| game.mode | string | | ⌠| ⌠| சரà¯à®µà®°à¯ உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ பயனà¯à®®à¯à®±à¯ˆ. [SetGameModeText](../scripting/functions/SetGameModeText)à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à¯à®®à¯ அதே விளைவைக௠கொணà¯à®Ÿà®¿à®°à¯à®•à¯à®•ிறத௠மறà¯à®±à¯à®®à¯ config.json இல௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ மதிபà¯à®ªà¯ˆ மீறà¯à®•ிறதà¯. வெவà¯à®µà¯‡à®±à¯ கேமà¯à®®à¯‹à®Ÿà¯ உரைகள௠தேவைபà¯à®ªà®Ÿà¯à®®à¯ பல கேமà¯à®®à¯‹à®Ÿà¯à®•ள௠உஙà¯à®•ளிடம௠இரà¯à®¨à¯à®¤à®¾à®²à¯, அநà¯à®¤à®šà¯ செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯. |
-| game.nametag_draw_radius | float | 70.0 | ⌠| ⌠| வீரரà¯à®•ளின௠பெயரà¯à®•ளைக௠காடà¯à®Ÿ அதிகபடà¯à®š தூரதà¯à®¤à¯ˆ அமைகà¯à®•வà¯à®®à¯. |
-| game.player_marker_draw_radius | float | 250.0 | ⌠| ⌠| அனைதà¯à®¤à¯ வீரரà¯à®•ளà¯à®•à¯à®•à¯à®®à¯ மாரà¯à®•à¯à®•ர௠ஆரம௠அமைகà¯à®•வà¯à®®à¯. |
-| game.player_marker_mode | int | 1 | ⌠| ⌠| **0**: மாரà¯à®•à¯à®•ர௠பயனà¯à®®à¯à®±à¯ˆ ஆஃபà¯
**1**: மாரà¯à®•à¯à®•ர௠பயனà¯à®®à¯à®±à¯ˆ உலகளாவிய
**2**: மாரà¯à®•à¯à®•ர௠பயனà¯à®®à¯à®±à¯ˆ ஸà¯à®Ÿà¯à®°à¯€à®®à¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿà®¤à¯
[மாரà¯à®•à¯à®•ர௠மà¯à®±à¯ˆà®•ளà¯](../scripting/resources/markermodes) |
-| game.time | int | 12 | ⌠| ✅ | சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ மறà¯à®±à¯à®®à¯ சரà¯à®µà®°à¯ உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ உலகளாவிய நேரமà¯. |
-| game.use_all_animations | bool | false | ✅ | ⌠| சில பதிபà¯à®ªà¯à®•ளில௠விடà¯à®ªà®Ÿà¯à®Ÿ அனிமேஷனà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ அனà¯à®®à®¤à®¿à®•à¯à®•வà¯à®®à¯. அனைதà¯à®¤à¯ அனிமேஷனà¯à®•ளையà¯à®®à¯ இயகà¯à®• '**true**', à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**'. |
-| game.use_chat_radius | bool | false | ⌠| ⌠| அரடà¯à®Ÿà¯ˆ ஆரதà¯à®¤à¯ˆ இயகà¯à®•à¯/à®®à¯à®Ÿà®•à¯à®•à¯. |
-| game.use_entry_exit_markers | bool | true | ✅ | ⌠| கேமில௠உளà¯à®³ அனைதà¯à®¤à¯ உள௠நà¯à®´à¯ˆà®µà®¾à®¯à®¿à®²à¯à®•ள௠மறà¯à®±à¯à®®à¯ வெளியேறà¯à®•ளை இயகà¯à®•à¯/à®®à¯à®Ÿà®•à¯à®•௠(கதவà¯à®•ளில௠மஞà¯à®šà®³à¯ à®…à®®à¯à®ªà¯à®•ளà¯). |
-| game.use_instagib | bool | false | ⌠| ⌠| instagib எனà¯à®ªà®¤à¯ sa-mp கிளையணà¯à®Ÿà®¿à®²à¯ கிடைகà¯à®•ாத பழைய உளà¯à®³à®®à¯ˆà®•à¯à®•கà¯à®•ூடிய மாறி ஆகà¯à®®à¯, இநà¯à®¤ பெயர௠கà¯à®µà¯‡à®•௠கேமிலிரà¯à®¨à¯à®¤à¯ எடà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®•à¯à®•லாமà¯, instagib அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¿à®²à¯ instakill அலà¯à®²à®¤à¯ உடனடி கொலை, விளையாடà¯à®Ÿà®¿à®²à¯ ஒர௠ஷாட௠ஒர௠கொலை à®…à®®à¯à®šà®¤à¯à®¤à¯ˆ செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறத௠(தறà¯à®ªà¯‹à®¤à¯ அத௠கிடைகà¯à®•விலà¯à®²à¯ˆ, à®à®©à¯†à®©à®¿à®²à¯ sa-mp கிளையனà¯à®Ÿà¯ பகà¯à®•தà¯à®¤à®¿à®²à¯ இதை நீகà¯à®•ியதà¯) |
-| game.use_manual_engine_and_lights | bool | false | ⌠| ⌠| வாகன இயநà¯à®¤à®¿à®°à®™à¯à®•ள௠மறà¯à®±à¯à®®à¯ விளகà¯à®•à¯à®•ளை கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯. **false**: வீரரà¯à®•ள௠வாகனஙà¯à®•ளà¯à®•à¯à®•à¯à®³à¯ நà¯à®´à¯ˆà®¯à¯à®®à¯ போதà¯/வெளியேறà¯à®®à¯à®ªà¯‹à®¤à¯ கேம௠தானாகவே இனà¯à®œà®¿à®©à¯ˆ ஆனà¯/ஆஃப௠செயà¯à®µà®¤à¯ˆà®¤à¯ தடà¯à®•à¯à®•ிறத௠மறà¯à®±à¯à®®à¯ இரà¯à®Ÿà¯à®Ÿà®¾à®• இரà¯à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ ஹெடà¯à®²à¯ˆà®Ÿà¯à®•ள௠தானாக எரியà¯à®®à¯. |
-| game.use_nametag_los | bool | true | ⌠| ⌠| பிளேயரà¯à®•ளà¯à®•à¯à®•௠மேலே உளà¯à®³ நேமà¯à®Ÿà¯‡à®•à¯à®•à¯à®•ளà¯, ஹெலà¯à®¤à¯ பாரà¯à®•ள௠மறà¯à®±à¯à®®à¯ ஆரà¯à®®à®°à¯ பாரà¯à®•ள௠ஆகியவறà¯à®±à®¿à®©à¯ லைனà¯-ஆஃபà¯-சைடà¯à®Ÿà¯ˆ மாறà¯à®±à¯à®•ிறதà¯. |
-| game.use_nametags | bool | true | ⌠| ⌠| பிளேயரà¯à®•ளà¯à®•à¯à®•௠மேலே நேமà¯à®Ÿà¯‡à®•à¯à®•à¯à®•ளà¯, ஹெலà¯à®¤à¯ பாரà¯à®•ள௠மறà¯à®±à¯à®®à¯ ஆரà¯à®®à®°à¯ பாரà¯à®•ள௠வரைவதை மாறà¯à®±à¯à®•ிறதà¯. |
-| game.use_player_marker_draw_radius | bool | false | ⌠| ⌠| பிளேயர௠கà¯à®±à®¿à®ªà¯à®ªà®¾à®©à¯à®•ளை மாறà¯à®±à¯à®•ிறத௠(ரேடாரில௠பிளிபà¯à®ªà¯à®•ளà¯). |
-| game.use_player_ped_anims | bool | false | ⌠| ⌠| ஒவà¯à®µà¯Šà®°à¯ சரà¯à®®à®¤à¯à®¤à®¿à®±à¯à®•à¯à®®à¯ தனிபà¯à®ªà®¯à®©à¯ அனிமேஷனà¯à®•ளà¯à®•à¯à®•à¯à®ªà¯ பதிலாக நிலையான பிளேயர௠வாகà¯à®•ிங௠அனிமேஷனை (சிஜே தோலின௠அனிமேஷனà¯) பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறத௠(எ.கா. ஸà¯à®•ேடà¯à®Ÿà®°à¯ ஸà¯à®•ினà¯à®•ளà¯à®•à¯à®•ான ஸà¯à®•ேடà¯à®Ÿà®¿à®™à¯). |
-| game.use_stunt_bonuses | bool | true | ⌠| ⌠| அனைதà¯à®¤à¯ வீரரà¯à®•ளà¯à®•à¯à®•à¯à®®à¯ ஸà¯à®Ÿà®£à¯à®Ÿà¯ போனஸை இயகà¯à®•à¯à®•ிறத௠அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®•ிறதà¯. இயகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯, வீரரà¯à®•ள௠வாகனதà¯à®¤à®¿à®²à¯ ஸà¯à®Ÿà®£à¯à®Ÿà¯ செயà¯à®¯à¯à®®à¯à®ªà¯‹à®¤à¯ பண வெகà¯à®®à®¤à®¿à®•ளைப௠பெறà¯à®µà®¾à®°à¯à®•ள௠(எ.கா. வீலி). |
-| game.use_vehicle_friendly_fire | bool | false | ⌠| ⌠| கà¯à®´à¯ வாகனஙà¯à®•ளà¯à®•à¯à®•௠நடà¯à®ªà¯ தீயை இயகà¯à®•வà¯à®®à¯. வீரரà¯à®•ள௠அணி வீரரà¯à®•ளின௠வாகனஙà¯à®•ளை சேதபà¯à®ªà®Ÿà¯à®¤à¯à®¤ à®®à¯à®Ÿà®¿à®¯à®¾à®¤à¯. |
-| game.use_zone_names | bool | false | ⌠| ⌠| திரையின௠கீழ௠வலதà¯à®ªà¯à®±à®¤à¯à®¤à®¿à®²à¯ உளà¯à®³ "Vinewood" அலà¯à®²à®¤à¯ "Doherty" உரை போனà¯à®± மணà¯à®Ÿà®²à®®à¯ / பகà¯à®¤à®¿à®ªà¯ பெயரà¯à®•ள௠பகà¯à®¤à®¿à®•à¯à®•à¯à®³à¯ நà¯à®´à¯ˆà®¯à¯à®®à¯à®ªà¯‹à®¤à¯ அவறà¯à®±à¯ˆ இயகà¯à®• அனà¯à®®à®¤à®¿à®•à¯à®•ிறதà¯. |
-| game.validate_animations | bool | true | ⌠| ⌠| வீரரà¯à®•ளà¯à®•à¯à®•ான அனிமேஷனà¯à®•ளை சரிபாரà¯à®•à¯à®•வà¯à®®à¯. |
-| game.vehicle_respawn_time | int | 10000 | ⌠| ⌠| வாகனஙà¯à®•ள௠மறà¯à®ªà®¿à®±à®ªà¯à®ªà¯ நேரதà¯à®¤à¯ˆ மிலà¯à®²à®¿ விநாடிகளில௠அமைகà¯à®•வà¯à®®à¯. (இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ 10 வினாடிகளà¯) |
-| game.weather | int | 10 | ⌠| ✅ | சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ உலகளாவிய வானிலை மறà¯à®±à¯à®®à¯ சரà¯à®µà®°à¯ உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯. |
-
-## Language
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|----------|--------|---------------|-----------|------|----------------------------------------------------------------------------------------------------------------------------|
-| language | string | | ⌠| ⌠| The language that appears in the server browser. Players can use this to filter servers by language in the server browser. |
-
-## Logging
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------------------------|--------|-----------------------|-----------|------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| logging.enable | bool | true | ⌠| ⌠| பதிவ௠செயà¯à®µà®¤à¯ˆ இயகà¯à®•à¯/à®®à¯à®Ÿà®•à¯à®•à¯. |
-| logging.file | string | log.txt | ✅ | ⌠| சேவையக பதிவைச௠சேமிபà¯à®ªà®¤à®±à¯à®•ான பாதை மறà¯à®±à¯à®®à¯ கோபà¯à®ªà¯ பெயரà¯. |
-| logging.log_chat | bool | true | ⌠| ⌠| பிளேயர௠அரடà¯à®Ÿà¯ˆ சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ காடà¯à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. பதிவேட௠வீஙà¯à®•à¯à®µà®¤à¯ˆà®¤à¯ தடà¯à®•à¯à®• பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯ அலà¯à®²à®¤à¯ உஙà¯à®•ளிடம௠வேறொர௠ஸà¯à®•ிரிபà¯à®Ÿà¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿ அரடà¯à®Ÿà¯ˆ பதிவ௠தீரà¯à®µà¯ இரà¯à®¨à¯à®¤à®¾à®²à¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| logging.log_connection_messages | bool | true | ⌠| ⌠| பிளேயர௠மறà¯à®±à¯à®®à¯ NPC சேர௠செயà¯à®¤à®¿à®•ளை இயகà¯à®•à¯/à®®à¯à®Ÿà®•à¯à®•à¯. |
-| logging.log_cookies | bool | false | ⌠| ⌠| பà¯à®¤à®¿à®¤à®¾à®• இணைகà¯à®•à¯à®®à¯ பிளேயரà¯à®•ளால௠கோரபà¯à®ªà®Ÿà¯à®Ÿ இணைபà¯à®ªà¯ கà¯à®•à¯à®•ீகளை பதிவ௠செயà¯à®µà®¤à¯ˆ நிலைமாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| logging.log_deaths | bool | true | ⌠| ⌠| பிளேயர௠இறபà¯à®ªà¯ சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ காடà¯à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| logging.log_queries | bool | false | ⌠| ⌠| பிளேயரà¯à®•ளால௠சேவையகதà¯à®¤à®¿à®±à¯à®•௠அனà¯à®ªà¯à®ªà®ªà¯à®ªà®Ÿà¯à®Ÿ அனைதà¯à®¤à¯ வினவலà¯à®•ளà¯à®®à¯ உளà¯à®¨à¯à®´à¯ˆà®¨à¯à®¤à®¿à®°à¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. DDoS தாகà¯à®•à¯à®¤à®²à®¿à®©à¯ போத௠இத௠மிகவà¯à®®à¯ பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. |
-| logging.log_sqlite | bool | false | ⌠| ⌠| சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ sqlite DB\_\* செயலà¯à®ªà®¾à®Ÿà¯ பிழைகளை பதிவ௠செயà¯à®•ிறதà¯. |
-| logging.log_sqlite_queries | bool | false | ⌠| ⌠| வினவல௠சரம௠உடà¯à®ªà®Ÿ அனைதà¯à®¤à¯ sqlite DB_Query அழைபà¯à®ªà¯à®•ளையà¯à®®à¯ பதிவ௠செயà¯à®•ிறதà¯. |
-| logging.timestamp_format | string | [%Y-%m-%dT%H:%M:%S%z] | ✅ | ⌠| பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà®¿à®¯ நேர à®®à¯à®¤à¯à®¤à®¿à®°à¯ˆ வடிவமà¯. இநà¯à®¤ வடிவம௠C/C++ இலிரà¯à®¨à¯à®¤à¯ [strftime](http://cplusplus.com/reference/clibrary/ctime/strftime/) வடிவமைபà¯à®ªà¯ˆ அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¾à®•க௠கொணà¯à®Ÿà®¤à¯. இதோ சில எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯à®•ளà¯:
**[%H:%M:%S]** இத௠நேரதà¯à®¤à¯ˆ மடà¯à®Ÿà¯à®®à¯ காடà¯à®Ÿà¯à®•ிறதà¯.
**[%d/%m/ %Y %H:%M:%S]** இத௠dd/mm/yyyy வடிவதà¯à®¤à®¿à®²à¯ தேதியைக௠காணà¯à®ªà®¿à®•à¯à®•à¯à®®à¯, அதைத௠தொடரà¯à®¨à¯à®¤à¯ மணிநேரமà¯: நிமிடமà¯: வினாடிகள௠வடிவதà¯à®¤à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯. |
-| logging.use_prefix | bool | true | ⌠| ⌠| ஒவà¯à®µà¯Šà®°à¯ கனà¯à®šà¯‹à®²à¯ செயà¯à®¤à®¿à®¯à¯à®Ÿà®©à¯à®®à¯ `[info]` போனà¯à®± à®®à¯à®©à¯à®©à¯Šà®Ÿà¯à®Ÿà¯à®•ள௠அசà¯à®šà®¿à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯ நிலைமாறà¯à®®à¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| logging.use_timestamp | bool | true | ⌠| ⌠| ஒவà¯à®µà¯Šà®°à¯ கனà¯à®šà¯‹à®²à¯ செயà¯à®¤à®¿à®¯à®¿à®²à¯à®®à¯ நேர à®®à¯à®¤à¯à®¤à®¿à®°à¯ˆ அசà¯à®šà®¿à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-
-## NPCs and Players
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|-------------|------|---------------|-----------|------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| max_bots | int | 0 | ⌠| ⌠| உஙà¯à®•ள௠சரà¯à®µà®°à¯ வைதà¯à®¤à®¿à®°à¯à®•à¯à®•கà¯à®•ூடிய அதிகபடà¯à®š அளவ௠NPCகளà¯. இநà¯à®¤ எணà¯à®£à¯ˆ மாறà¯à®±à¯à®µà®¤à®©à¯ மூலமà¯, NPCகள௠எதà¯à®¤à®©à¯ˆ பிளேயர௠ஸà¯à®²à®¾à®Ÿà¯à®Ÿà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯ எனà¯à®ªà®¤à¯ˆ நீஙà¯à®•ள௠மாறà¯à®±à®²à®¾à®®à¯. |
-| max_players | int | 50 | ✅ | ⌠| உஙà¯à®•ள௠சரà¯à®µà®°à¯ வைதà¯à®¤à®¿à®°à¯à®•à¯à®•கà¯à®•ூடிய அதிகபடà¯à®š பிளேயரà¯à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ை. இநà¯à®¤ எணà¯à®£à¯ˆ மாறà¯à®±à¯à®µà®¤à®©à¯ மூலமà¯, சரà¯à®µà®°à®¿à®²à¯ எதà¯à®¤à®©à¯ˆ வீரரà¯à®•ள௠நà¯à®´à¯ˆà®¯ à®®à¯à®Ÿà®¿à®¯à¯à®®à¯ எனà¯à®ªà®¤à¯ˆ நீஙà¯à®•ள௠மாறà¯à®±à®²à®¾à®®à¯. அதிகபடà¯à®šà®®à¯ 1000 மறà¯à®±à¯à®®à¯ கà¯à®±à¯ˆà®¨à¯à®¤à®ªà®Ÿà¯à®šà®®à¯ 1. |
-
-## Hostname
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------|--------|----------------|-----------|------|-----------------------------------------------------------------------------------------------|
-| name | string | open.mp server | ⌠| ⌠| சேவையக உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ பெயர௠மறà¯à®±à¯à®®à¯ பிளேயர௠சேவையகதà¯à®¤à¯à®Ÿà®©à¯ இணைகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯ போதà¯. |
-
-## Network
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------------------------|--------|---------------|-----------|------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| network.acks_limit | int | 3000 | ⌠| ⌠| |
-| network.aiming_sync_rate\* | int | 30 | ✅ | ⌠| ஒர௠கிளையணà¯à®Ÿà¯ ஒர௠ஆயà¯à®¤à®¤à¯à®¤à¯ˆ சà¯à®Ÿà¯à®®à¯ போத௠பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•à¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| network.allow_037_clients | bool | true | ⌠| ⌠| 0.3.7 கிளையணà¯à®Ÿà¯ கொணà¯à®Ÿ பிளேயரà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ சேர அனà¯à®®à®¤à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯ நிலைமாறà¯à®®à¯. |
-| network.bind | string | | ✅ | ⌠| சேவையகம௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà®¿à®¯ à®à®ªà®¿ à®®à¯à®•வரி. இலவச à®à®ªà®¿ à®®à¯à®•வரியைத௠தானாகத௠தேரà¯à®¨à¯à®¤à¯†à®Ÿà¯à®ªà¯à®ªà®¤à®±à¯à®•à¯à®ªà¯ பதிலாக இநà¯à®¤ à®à®ªà®¿ à®®à¯à®•வரியைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ சரà¯à®µà®°à¯ கடà¯à®Ÿà®¾à®¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯. இநà¯à®¤ à®à®ªà®¿ à®®à¯à®•வரி சரà¯à®µà®°à®¿à®²à¯ உளà¯à®³ பிணைய அடà¯à®Ÿà¯ˆà®•à¯à®•௠ஒதà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ ஒனà¯à®±à¯‹à®Ÿà¯ பொரà¯à®¨à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. ஒரே பெடà¯à®Ÿà®¿à®¯à®¿à®²à¯ ஒரே போரà¯à®Ÿà¯à®Ÿà®¿à®²à¯ பல சேவையகஙà¯à®•ளை இயகà¯à®• இத௠பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. |
-| network.cookie_reseed_time | int | 300000 | ⌠| ⌠| இணைபà¯à®ªà¯ கà¯à®•à¯à®•ீ விதை மதிபà¯à®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| network.grace_period | int | 5000 | ⌠| ⌠| சேவையகதà¯à®¤à¯ˆà®¤à¯ தொடஙà¯à®•ிய பிறக௠அதே à®à®ªà®¿à®¯à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ வரமà¯à®ªà®±à¯à®± இணைபà¯à®ªà¯à®•ளை அனà¯à®®à®¤à®¿à®•à¯à®• இத௠ஒர௠சலà¯à®•ைக௠காலமà¯, à®®à¯à®•à¯à®•ியமாக NPC களà¯à®•à¯à®•à¯à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®•ிறதà¯.
இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆà®¯à®¾à®•: 5 வினாடிகள௠|
-| network.http_threads | int | 50 | ⌠| ⌠| |
-| network.in_vehicle_sync_rate\* | int | 30 | ✅ | ⌠| ஒர௠கிளையணà¯à®Ÿà¯ வாகனதà¯à®¤à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯ போத௠பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆà®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•à¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| network.limits_ban_time | int | 60000 | ⌠| ⌠| மோசமான இணைபà¯à®ªà¯ பாகà¯à®•ெடà¯à®Ÿà¯à®•ளà¯à®•à¯à®•ான ராகà¯à®¨à¯†à®Ÿà¯ தடை நேரதà¯à®¤à¯ˆ மிலà¯à®²à®¿ விநாடிகளில௠அமைகà¯à®•ிறதà¯. (acks/message வரமà¯à®ªà¯ˆ அடைநà¯à®¤à®¤à¯à®®à¯.) |
-| network.message_hole_limit | int | 3000 | ⌠| ⌠| DoS தாகà¯à®•à¯à®¤à®²à¯à®•ளைச௠சமாளிகà¯à®• நெடà¯à®µà¯Šà®°à¯à®•௠நிலை அமைபà¯à®ªà¯. |
-| network.messages_limit | int | 500 | ⌠| ⌠| ஒர௠வினாடிகà¯à®•௠ஒர௠பயனர௠அனà¯à®ªà¯à®ªà®•à¯à®•ூடிய அதிகபடà¯à®š செயà¯à®¤à®¿à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ை. |
-| network.minimum_connection_time | int | 0 | ⌠| ⌠| மறà¯à®±à¯Šà®°à¯ உளà¯à®µà®°à¯à®®à¯ இணைபà¯à®ªà¯ˆ à®à®±à¯à®•à¯à®®à¯ à®®à¯à®©à¯, மிலà¯à®²à®¿ விநாடிகளில௠நேரம௠சரà¯à®µà®°à¯ காதà¯à®¤à®¿à®°à¯à®•à¯à®•à¯à®®à¯. உஙà¯à®•ள௠சேவையகம௠இணைபà¯à®ªà¯ வெளà¯à®³à®¤à¯ தாகà¯à®•à¯à®¤à®²à¯à®•à¯à®•௠உடà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯ தவிர, இநà¯à®¤ மாறியைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ பரிநà¯à®¤à¯à®°à¯ˆà®•à¯à®•பà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ. |
-| network.mtu | int | 576 | ✅ | ⌠| இதை இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà®¾à®• வைதà¯à®¤à®¿à®°à¯à®™à¯à®•ளà¯, இத௠எனà¯à®©à®µà¯†à®©à¯à®±à¯ உஙà¯à®•ளà¯à®•à¯à®•à¯à®¤à¯ தெரியாவிடà¯à®Ÿà®¾à®²à¯ இதை மாறà¯à®± வேணà¯à®Ÿà®¿à®¯ அவசியமிலà¯à®²à¯ˆ அலà¯à®²à®¤à¯ மாறà¯à®± வேணà¯à®Ÿà¯à®®à¯, à®à®©à¯†à®©à®¿à®²à¯ உஙà¯à®•ளà¯à®•à¯à®•à¯à®¤à¯ தெரியாவிடà¯à®Ÿà®¾à®²à¯, உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ அதிக MTU தேவைபà¯à®ªà®Ÿà¯à®®à¯ எதà¯à®µà¯à®®à¯ இலà¯à®²à¯ˆ, ஆனால௠நீஙà¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯ இனà¯à®©à¯à®®à¯ ஆரà¯à®µà®®à®¾à®• உளà¯à®³à®¤à¯: https://en.wikipedia.org/wiki/Maximum_transmission_unit |
-| network.multiplier | int | 10 | ⌠| ⌠| |
-| network.on_foot_sync_rate\* | int | 30 | ✅ | ⌠| ஒர௠கிளையனà¯à®Ÿà¯ காலடியில௠இரà¯à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆà®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•à¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| network.player_marker_sync_rate | int | 2500 | ✅ | ⌠| ஒர௠கிளையணà¯à®Ÿà¯ நகரà¯à®®à¯ போத௠பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆà®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯. |
-| network.player_timeout | int | 10000 | ⌠| ⌠| சேவையகதà¯à®¤à®¿à®±à¯à®•௠எநà¯à®¤ தரவையà¯à®®à¯ அனà¯à®ªà¯à®ªà®¾à®¤ போதà¯, ​​ஒர௠பிளேயர௠காலாவதியாகà¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| network.port | int | 7777 | ✅ | ⌠| சேவையகம௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà®¿à®¯ போரà¯à®Ÿà¯. உஙà¯à®•ள௠LAN கà¯à®•௠வெளியில௠இரà¯à®¨à¯à®¤à¯ வீரரà¯à®•ள௠உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ சேர, நீஙà¯à®•ள௠[Port Forward](http://www.portforward.com/) வேணà¯à®Ÿà¯à®®à¯. |
-| network.public_addr | string | | ✅ | ⌠| நீஙà¯à®•ள௠உஙà¯à®•ள௠சரà¯à®µà®°à¯ˆ இயகà¯à®•à¯à®®à¯ சில கணினிகள௠வெவà¯à®µà¯‡à®±à¯ à®à®ªà®¿à®•ளைக௠கொணà¯à®Ÿà®¿à®°à¯à®•à¯à®•லாமà¯, இத௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®•ிறதà¯, எனவே நீஙà¯à®•ள௠`பைணà¯à®Ÿà¯` கடà¯à®Ÿà®®à¯ˆà®ªà¯à®ªà®¿à®²à¯ அமைதà¯à®¤ à®®à¯à®•வரி வேறà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯, பà¯à®¤à®¿à®¯ ஒனà¯à®±à¯ˆ அமைகà¯à®•வà¯à®®à¯. இநà¯à®¤ config மாறி DL சேவையகஙà¯à®•ளà¯à®•à¯à®•௠மடà¯à®Ÿà¯à®®à¯‡ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®•ிறதà¯, à®à®©à¯†à®©à®¿à®²à¯ open.mp இலà¯, இத௠மாதிரிகளைப௠பதிவிறகà¯à®•à¯à®µà®¤à®±à¯à®•௠ஒர௠வெபà¯à®šà®°à¯à®µà®°à¯ˆ ஹோஸà¯à®Ÿà¯ செயà¯à®¯à¯à®®à¯. |
-| network.stream_radius | float | 200.0 | ⌠| ⌠| X,Y பà¯à®³à¯‡à®©à¯ பிளேயரà¯à®•ளில௠உளà¯à®³ தூரம௠சரà¯à®µà®°à¯ நிறà¯à®µà®©à®™à¯à®•ளில௠ஸà¯à®Ÿà¯à®°à¯€à®®à¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®®à¯. அதிகபடà¯à®šà®®à¯ **400.0** மறà¯à®±à¯à®®à¯ கà¯à®±à¯ˆà®¨à¯à®¤à®ªà®Ÿà¯à®šà®®à¯ **50.0**. அதிக மதிபà¯à®ªà¯à®•ளà¯, வீரரà¯à®•ளை அதிக தூரதà¯à®¤à®¿à®²à¯ சரà¯à®µà®°à¯ நிறà¯à®µà®©à®™à¯à®•ளைப௠பாரà¯à®•à¯à®• வைகà¯à®•ிறதà¯, ஆனால௠அதிக கிளையனà¯à®Ÿà¯ செயலாகà¯à®•ம௠மறà¯à®±à¯à®®à¯ அதிக அலைவரிசை தேவைபà¯à®ªà®Ÿà¯à®•ிறதà¯. |
-| network.stream_rate | int | 1000 | ⌠| ⌠| ஒவà¯à®µà¯Šà®°à¯ வீரரà¯à®•à¯à®•à¯à®®à¯ சரà¯à®µà®°à¯ நிறà¯à®µà®©à®™à¯à®•ளின௠ஸà¯à®Ÿà¯à®°à¯€à®®à®¿à®™à¯à®•ிறà¯à®•௠மà¯à®©à¯ மிலà¯à®²à®¿ விநாடிகளில௠நேரம௠மீணà¯à®Ÿà¯à®®à¯ சோதிகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯. அதிகபடà¯à®šà®®à¯ **5000** மறà¯à®±à¯à®®à¯ கà¯à®±à¯ˆà®¨à¯à®¤à®ªà®Ÿà¯à®šà®®à¯ **500**. ஒவà¯à®µà¯Šà®°à¯ வீரரà¯à®•à¯à®•à¯à®®à¯ ஸà¯à®Ÿà¯à®°à¯€à®®à®¿à®™à¯ நிலைமைகளை அடிகà¯à®•டி மறà¯à®ªà®°à®¿à®šà¯€à®²à®©à¯ˆ செயà¯à®¯ வேணà¯à®Ÿà®¿à®¯à®¿à®°à¯à®ªà¯à®ªà®¤à®¾à®²à¯ கà¯à®±à¯ˆà®¨à¯à®¤ மதிபà¯à®ªà¯à®•ள௠சரà¯à®µà®°à¯ செயலாகà¯à®•தà¯à®¤à¯ˆ அதிகரிகà¯à®•ிறதà¯. |
-| network.time_sync_rate | int | 30000 | ⌠| ⌠| ஒர௠வீரரின௠விளையாடà¯à®Ÿà¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளில௠பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ விகிதமà¯. |
-| network.use_lan_mode | bool | false | ⌠| ⌠| நீகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ மாறி, விளைவ௠இலà¯à®²à¯ˆ. |
-
-> [*] `aiming_sync_rate`, `in_vehicle_sync_rate` மறà¯à®±à¯à®®à¯ `on_foot_sync_rate` ஆகியவறà¯à®±à®¿à®©à¯ கà¯à®±à¯ˆà®¨à¯à®¤ மதிபà¯à®ªà¯à®•ள௠ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ செயலà¯à®¤à®¿à®±à®©à¯ˆ அதிகரிகà¯à®•ிறதà¯, ஆனால௠அதிக அலைவரிசையைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯.
-
-## Server Lock
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|----------|--------|---------------|-----------|------|------------------------------------------------------------------------------------------------------------------------------|
-| password | string | | ⌠| ⌠| சேவையகதà¯à®¤à¯ˆà®ªà¯ பூடà¯à®Ÿà¯à®µà®¤à®±à¯à®•à¯à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ கடவà¯à®šà¯à®šà¯Šà®²à¯. இதைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ போதà¯, ​​இநà¯à®¤ கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ அறிநà¯à®¤ வீரரà¯à®•ள௠மடà¯à®Ÿà¯à®®à¯‡ சரà¯à®µà®°à®¿à®²à¯ இணைய à®®à¯à®Ÿà®¿à®¯à¯à®®à¯. |
-
-## Pawn
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------------|--------------|---------------|-----------|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| pawn.legacy_plugins | list, string | [] | ✅ | ⌠| /plugins கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ உளà¯à®³ .dll அலà¯à®²à®¤à¯ .so கோபà¯à®ªà¯, ஒர௠செரà¯à®•à¯à®¨à®¿à®°à®²à®¾à®• இயஙà¯à®•à¯à®µà®¤à®±à¯à®•௠சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. செரà¯à®•à¯à®¨à®¿à®°à®²à¯à®•ள௠கேமà¯à®®à¯‹à®Ÿà¯à®•ள௠மறà¯à®±à¯à®®à¯ ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯à®•ளை மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤ வடிவமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ளà¯.
எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯: `["mysql", "streamer"]` |
-| pawn.main_scripts | list, string | ["test 1"] | ✅ | ⌠| /gamemodes கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ உளà¯à®³ .amx கோபà¯à®ªà¯, கேமà¯à®®à¯‹à®Ÿà®¾à®• இயஙà¯à®• சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. |
-| pawn.side_scripts | list, string | [] | ✅ | ⌠| /filterscripts கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ உளà¯à®³ .amx கோபà¯à®ªà¯, சரà¯à®µà®°à¯ ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà®¾à®• இயஙà¯à®• பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯à®•ள௠எனà¯à®ªà®¤à¯ உஙà¯à®•ள௠கேமà¯à®®à¯‹à®Ÿà®¿à®©à¯ பினà¯à®©à®£à®¿à®¯à®¿à®²à¯ இயஙà¯à®•à¯à®®à¯ ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ளà¯. கேமà¯à®®à¯‹à®Ÿà¯ˆà®¤à¯ திரà¯à®¤à¯à®¤à®¾à®®à®²à¯ சரà¯à®µà®°à®¿à®²à¯ கூடà¯à®¤à®²à¯ à®…à®®à¯à®šà®™à¯à®•ளைச௠சேரà¯à®•à¯à®• அவை உளà¯à®³à®©. நீஙà¯à®•ள௠ஒர௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ சொதà¯à®¤à¯ˆ ஒனà¯à®±à¯à®•à¯à®•௠மேறà¯à®ªà®Ÿà¯à®Ÿ கேமà¯à®®à¯‹à®Ÿà¯à®•ளà¯à®•à¯à®•௠கொணà¯à®Ÿà¯ செலà¯à®² விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯ இத௠மிகவà¯à®®à¯ பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯.
உதாரணமà¯: `["filterscripts/Race_System"]` |
-
-## RCON
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------------|--------|---------------|-----------|------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| rcon.allow_teleport | bool | false | ✅ | ⌠| RCON நிரà¯à®µà®¾à®•ிகள௠ஒனà¯à®±à¯ˆ அமைகà¯à®•à¯à®®à¯ போத௠அவரà¯à®•ளின௠வழிபà¯à®ªà®¾à®¤à¯ˆà®•à¯à®•௠டெலிபோரà¯à®Ÿà¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®µà®¾à®°à¯à®•ளா எனà¯à®ªà®¤à¯ˆà®¤à¯ தீரà¯à®®à®¾à®©à®¿à®•à¯à®•வà¯à®®à¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| rcon.enable | bool | false | ✅ | ⌠| [Remote Console](RemoteConsole) à®…à®®à¯à®šà®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®•à¯à®µà®¤à®±à¯à®•௠'**true**' அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®•à¯à®µà®¤à®±à¯à®•௠'**false**' என அமைகà¯à®•வà¯à®®à¯. |
-| rcon.password | string | changeme | ⌠| ⌠| சேவையகதà¯à®¤à¯ˆ நிரà¯à®µà®•ிகà¯à®•வà¯à®®à¯ ரிமோட௠கனà¯à®šà¯‹à®²à¯ˆ (rcon) பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ கடவà¯à®šà¯à®šà¯Šà®²à¯. மறà¯à®±à®µà®°à¯à®•ள௠உஙà¯à®•ள௠சரà¯à®µà®°à¯ˆà®•௠கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤ à®®à¯à®Ÿà®¿à®¯à®¾à®¤à®ªà®Ÿà®¿, சிதைபà¯à®ªà®¤à®±à¯à®•௠கடினமான ஒனà¯à®±à®¾à®• இதை மாறà¯à®±à¯à®µà®¤à¯ˆ உறà¯à®¤à®¿à®šà¯†à®¯à¯à®¯ வேணà¯à®Ÿà¯à®®à¯. changeme RCON கடவà¯à®šà¯à®šà¯Šà®²à¯ எனà¯à®±à®¾à®²à¯ உஙà¯à®•ள௠சரà¯à®µà®°à¯ தொடஙà¯à®•ாதà¯! |
-
-## Sleep and Ticks
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------|--------|---------------|-----------|------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| sleep | float | 5.0 | ⌠| ⌠| ஒவà¯à®µà¯Šà®°à¯ ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ சà¯à®´à®±à¯à®šà®¿à®¯à®¿à®©à¯ போதà¯à®®à¯ மிலà¯à®²à®¿ விநாடிகளில௠மà¯à®•à¯à®•ிய open.mp மறà¯à®±à¯à®®à¯ raknet நெடà¯à®µà¯Šà®°à¯à®•à¯à®•ிங௠தà¯à®°à¯†à®Ÿà¯ "sleep". அதிக மதிபà¯à®ªà¯à®•ள௠சேவையக செயலாகà¯à®•தà¯à®¤à¯ˆ கà¯à®±à¯ˆà®•à¯à®•ிறதà¯, ஆனால௠ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ தரதà¯à®¤à¯ˆ கà¯à®±à¯ˆà®•à¯à®•ிறதà¯. கà¯à®±à¯ˆà®¨à¯à®¤ மதிபà¯à®ªà¯à®•ள௠சேவையக செயலாகà¯à®•தà¯à®¤à¯ˆ அதிகரிகà¯à®•ிறதà¯, ஆனால௠ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ தரதà¯à®¤à¯ˆ மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. உஙà¯à®•ள௠பிளேயர௠எணà¯à®£à®¿à®•à¯à®•ை மிக அதிகமாகவà¯à®®à¯, சரà¯à®µà®°à¯ எஃபà¯.பி.எஸ௠நிலைதà¯à®¤à®©à¯à®®à¯ˆ சிகà¯à®•லà¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯ தவிர, இநà¯à®¤ மதிபà¯à®ªà¯ˆ மாறà¯à®±à¯à®µà®¤à¯ நலà¯à®²à®¤à®²à¯à®². |
-| use_dyn_ticks | bool | true | ✅ | ⌠| dynticks config அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¿à®²à¯ உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®©à¯ டிகà¯à®°à¯‡à®Ÿà¯à®Ÿà¯ˆ நிலையான எணà¯à®£à®¿à®•à¯à®•ையில௠வைதà¯à®¤à®¿à®°à¯à®ªà¯à®ªà®¤à®±à¯à®•ாகவே, சிபிய௠அதிகமாகப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿, à®à®¤à¯‡à®©à¯à®®à¯ வீழà¯à®šà¯à®šà®¿ à®à®±à¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯, அநà¯à®¤ இடைவெளியை மறைபà¯à®ªà®¤à®¾à®•à¯à®®à¯.
இத௠வழஙà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ தூகà¯à®• மதிபà¯à®ªà¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿ கணகà¯à®•ிடபà¯à®ªà®Ÿà¯à®•ிறதà¯, எனவே தூகà¯à®•ம௠5 ஆக இரà¯à®¨à¯à®¤à®¾à®²à¯, நிலையான டிக௠எணà¯à®£à®¿à®•à¯à®•ை 1000 / ஆக இரà¯à®•à¯à®•à¯à®®à¯. வினாடிகà¯à®•௠5 = 200 உணà¯à®£à®¿à®•ளà¯.
open.mp ஆனத௠ஒவà¯à®µà¯Šà®°à¯ டிக௠கà¯à®±à®¿à®¯à¯€à®Ÿà¯ செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ நேரதà¯à®¤à®¿à®©à¯ அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¿à®²à¯ பறகà¯à®•à¯à®®à¯ போத௠உள௠தூகà¯à®• மதிபà¯à®ªà¯ˆ மாறà¯à®±à®¿à®¯à®®à¯ˆà®•à¯à®•ிறதà¯, அதை 200 டிகà¯à®•à¯à®•ளில௠சீராக வைதà¯à®¤à¯à®•à¯à®•ொளà¯à®³à®µà¯à®®à¯, கà¯à®±à¯ˆà®¨à¯à®¤ தூகà¯à®•ம௠எனà¯à®±à®¾à®²à¯ அதிக cpu உபயோகம௠(இத௠அலà¯à®² சரà¯à®µà®°à¯ கà¯à®±à®¿à®¯à¯€à®Ÿà¯ நனà¯à®±à®¾à®• எழà¯à®¤à®ªà¯à®ªà®Ÿà¯à®Ÿà®¾à®²à¯ பெரிய விதà¯à®¤à®¿à®¯à®¾à®šà®®à¯) |
-
-## Web URL
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------|--------|---------------|-----------|------|-------------------------------------------------------------------------|
-| website | string | open.mp | ⌠| ✅ | சேவையகதà¯à®¤à¯ˆà®ªà¯ பறà¯à®±à®¿à®¯ கூடà¯à®¤à®²à¯ தகவலà¯à®•ளைப௠பெற, இணையதளதà¯à®¤à¯ˆ மகà¯à®•ள௠பாரà¯à®µà¯ˆà®¯à®¿à®Ÿà®²à®¾à®®à¯. |
-
-## Discord
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|----------------|--------|-------------------------|-----------|------|------------------------------------------------------------------------|
-| discord.invite | string | https://discord.gg/samp | ⌠| ⌠| சரà¯à®µà®°à¯ உலாவியில௠தோனà¯à®±à¯à®®à¯ உஙà¯à®•ள௠சரà¯à®µà®°à¯ டிஸà¯à®•ாரà¯à®Ÿà®¿à®©à¯ à®®à¯à®•வரி. |
-
-
-
-## Banners
-
-| à®®à¯à®•à¯à®•ிய வாரà¯à®¤à¯à®¤à¯ˆ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-|---------------|--------|---------------|-----------|------|----------------------------------------------------------------------------|
-| banners.light | string | | ⌠| ⌠| சரà¯à®µà®°à¯ உலாவியில௠தோனà¯à®±à¯à®®à¯ உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®©à¯ லைட௠பேனர௠url à®®à¯à®•வரி. |
-| banners.dark | string | | ⌠| ⌠| சரà¯à®µà®°à¯ உலாவியில௠தோனà¯à®±à¯à®®à¯ உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®©à¯ டாரà¯à®•௠பேனர௠url à®®à¯à®•வரி. |
-
-
-
-
-
-:::note
-
-- இயகà¯à®• நேரதà¯à®¤à®¿à®²à¯ "படிகà¯à®• மடà¯à®Ÿà¯à®®à¯" எனக௠கà¯à®±à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ மதிபà¯à®ªà¯à®•ளை மாறà¯à®± à®®à¯à®Ÿà®¿à®¯à®¾à®¤à¯. மறà¯à®± எலà¯à®²à®¾ மதிபà¯à®ªà¯à®•ளையà¯à®®à¯ [SendRconCommand](../scripting/functions/SendRconCommand) அலà¯à®²à®¤à¯ சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à¯ வழியாக அனà¯à®ªà¯à®ªà¯à®µà®¤à®©à¯ மூலம௠(தறà¯à®•ாலிகமாக) மாறà¯à®±à®²à®¾à®®à¯.
-
-- "Rule" எனக௠கà¯à®±à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ மதிபà¯à®ªà¯à®•ள௠சரà¯à®µà®°à¯ உலாவியில௠விதிகள௠பிரிவில௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®®à¯..
-
-:::
diff --git a/docs/translations/ta/server/omp-functions.md b/docs/translations/ta/server/omp-functions.md
deleted file mode 100644
index 2a9f72cb284..00000000000
--- a/docs/translations/ta/server/omp-functions.md
+++ /dev/null
@@ -1,449 +0,0 @@
----
-title: open.mp functions
-description: பà¯à®¤à®¿à®¯ செயலà¯à®ªà®¾à®Ÿà¯à®•ள௠மறà¯à®±à¯à®®à¯ அழைபà¯à®ªà¯à®•ளà¯.
----
-
-இநà¯à®¤ பகà¯à®•தà¯à®¤à®¿à®²à¯ open.mp இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ அனைதà¯à®¤à¯ செயலà¯à®ªà®¾à®Ÿà¯à®•ள௠மறà¯à®±à¯à®®à¯ காலà¯à®ªà¯‡à®•à¯à®•à¯à®•ள௠உளà¯à®³à®©
-
-## Player
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [TogglePlayerWidescreen](../scripting/functions/TogglePlayerWidescreen) |
-| [IsPlayerWidescreenToggled](../scripting/functions/IsPlayerWidescreenToggled) |
-| [SetPlayerGravity](../scripting/functions/SetPlayerGravity) |
-| [GetPlayerGravity](../scripting/functions/GetPlayerGravity) |
-| [ClearPlayerWorldBounds](../scripting/functions/ClearPlayerWorldBounds) |
-| [GetPlayerRotationQuat](../scripting/functions/GetPlayerRotationQuat) |
-| [GetPlayerSpectateID](../scripting/functions/GetPlayerSpectateID) |
-| [GetPlayerSpectateType](../scripting/functions/GetPlayerSpectateType) |
-| [GetPlayerSurfingOffsets](../scripting/functions/GetPlayerSurfingOffsets) |
-| [GetPlayerWorldBounds](../scripting/functions/GetPlayerWorldBounds) |
-| [GetPlayerZAim](../scripting/functions/GetPlayerZAim) |
-| [IsPlayerSpawned](../scripting/functions/IsPlayerSpawned) |
-| [GetPlayerHydraReactorAngle](../scripting/functions/GetPlayerHydraReactorAngle) |
-| [GetPlayerLandingGearState](../scripting/functions/GetPlayerLandingGearState) |
-| [GetPlayerLastSyncedTrailerID](../scripting/functions/GetPlayerLastSyncedTrailerID) |
-| [GetPlayerSirenState](../scripting/functions/GetPlayerSirenState) |
-| [GetPlayerTrainSpeed](../scripting/functions/GetPlayerTrainSpeed) |
-| [IsPlayerInModShop](../scripting/functions/IsPlayerInModShop) |
-| [GetPlayerDialogData](../scripting/functions/GetPlayerDialogData) |
-| [GetPlayerDialogID](../scripting/functions/GetPlayerDialogID) |
-| [HidePlayerDialog](../scripting/functions/HidePlayerDialog) |
-| [GetPlayerWeather](../scripting/functions/GetPlayerWeather) |
-| [GetPlayerSkillLevel](../scripting/functions/GetPlayerSkillLevel) |
-| [GetPlayerRawIp](../scripting/functions/GetPlayerRawIp) |
-| [GetPlayerAttachedObject](../scripting/functions/GetPlayerAttachedObject) |
-| [GetSpawnInfo](../scripting/functions/GetSpawnInfo) |
-| [GetPlayerBuildingsRemoved](../scripting/functions/GetPlayerBuildingsRemoved) |
-| [RemovePlayerWeapon](../scripting/functions/RemovePlayerWeapon) |
-| [AllowPlayerWeapons](../scripting/functions/AllowPlayerWeapons) |
-| [IsPlayerControllable](../scripting/functions/IsPlayerControllable) |
-| [IsPlayerCameraTargetEnabled](../scripting/functions/IsPlayerCameraTargetEnabled) |
-| [TogglePlayerGhostMode](../scripting/functions/TogglePlayerGhostMode) |
-| [GetPlayerGhostMode](../scripting/functions/GetPlayerGhostMode) |
-| [GetPlayerAnimationFlags](../scripting/functions/GetPlayerAnimationFlags) |
-| [GetDefaultPlayerColour](../scripting/functions/GetDefaultPlayerColour) |
-| [PlayerHasClockEnabled](../scripting/functions/PlayerHasClockEnabled) |
-| [IsPlayerUsingOfficialClient](../scripting/functions/IsPlayerUsingOfficialClient) |
-| [IsPlayerInDriveByMode](../scripting/functions/IsPlayerInDriveByMode) |
-| [IsPlayerCuffed](../scripting/functions/IsPlayerCuffed) |
-| [SetPlayerAdmin](../scripting/functions/SetPlayerAdmin) |
-| [GetPlayers](../scripting/functions/GetPlayers) |
-
-## Object
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [SetObjectNoCameraCollision](../scripting/functions/SetObjectNoCameraCollision) |
-| [SetPlayerObjectNoCameraCollision](../scripting/functions/SetPlayerObjectNoCameraCollision) |
-| [AttachPlayerObjectToObject](../scripting/functions/AttachPlayerObjectToObject) |
-| [BeginObjectEditing](../scripting/functions/BeginObjectEditing) |
-| [BeginObjectSelecting](../scripting/functions/BeginObjectSelecting) |
-| [BeginPlayerObjectEditing](../scripting/functions/BeginPlayerObjectEditing) |
-| [EndObjectEditing](../scripting/functions/EndObjectEditing) |
-| [GetObjectAttachedData](../scripting/functions/GetObjectAttachedData) |
-| [GetObjectAttachedOffset](../scripting/functions/GetObjectAttachedOffset) |
-| [GetObjectDrawDistance](../scripting/functions/GetObjectDrawDistance) |
-| [GetObjectMaterial](../scripting/functions/GetObjectMaterial) |
-| [GetObjectMaterialText](../scripting/functions/GetObjectMaterialText) |
-| [GetObjectMoveSpeed](../scripting/functions/GetObjectMoveSpeed) |
-| [GetObjectMovingTargetPos](../scripting/functions/GetObjectMovingTargetPos) |
-| [GetObjectMovingTargetRot](../scripting/functions/GetObjectMovingTargetRot) |
-| [GetObjectSyncRotation](../scripting/functions/GetObjectSyncRotation) |
-| [GetObjectType](../scripting/functions/GetObjectType) |
-| [GetPlayerCameraTargetPlayerObject](../scripting/functions/GetPlayerCameraTargetPlayerObject) |
-| [GetPlayerObjectAttachedData](../scripting/functions/GetPlayerObjectAttachedData) |
-| [GetPlayerObjectAttachedOffset](../scripting/functions/GetPlayerObjectAttachedOffset) |
-| [GetPlayerObjectDrawDistance](../scripting/functions/GetPlayerObjectDrawDistance) |
-| [GetPlayerObjectMaterial](../scripting/functions/GetPlayerObjectMaterial) |
-| [GetPlayerObjectMaterialText](../scripting/functions/GetPlayerObjectMaterialText) |
-| [GetPlayerObjectMoveSpeed](../scripting/functions/GetPlayerObjectMoveSpeed) |
-| [GetPlayerObjectMovingTargetPos](../scripting/functions/GetPlayerObjectMovingTargetPos) |
-| [GetPlayerObjectMovingTargetRot](../scripting/functions/GetPlayerObjectMovingTargetRot) |
-| [GetPlayerObjectSyncRotation](../scripting/functions/GetPlayerObjectSyncRotation) |
-| [GetPlayerSurfingPlayerObjectID](../scripting/functions/GetPlayerSurfingPlayerObjectID) |
-| [HasObjectCameraCollision](../scripting/functions/HasObjectCameraCollision) |
-| [HasPlayerObjectCameraCollision](../scripting/functions/HasPlayerObjectCameraCollision) |
-| [IsObjectHiddenForPlayer](../scripting/functions/IsObjectHiddenForPlayer) |
-| [IsObjectMaterialSlotUsed](../scripting/functions/IsObjectMaterialSlotUsed) |
-| [IsPlayerObjectMaterialSlotUsed](../scripting/functions/IsPlayerObjectMaterialSlotUsed) |
-| [SetObjectMoveSpeed](../scripting/functions/SetObjectMoveSpeed) |
-| [SetObjectsDefaultCameraCollision](../scripting/functions/SetObjectsDefaultCameraCollision) |
-| [SetPlayerObjectMoveSpeed](../scripting/functions/SetPlayerObjectMoveSpeed) |
-| [HideObjectForPlayer](../scripting/functions/HideObjectForPlayer) |
-| [ShowObjectForPlayer](../scripting/functions/ShowObjectForPlayer) |
-
-## Pickup
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [CreatePlayerPickup](../scripting/functions/CreatePlayerPickup) |
-| [DestroyPlayerPickup](../scripting/functions/DestroyPlayerPickup) |
-| [GetPickupModel](../scripting/functions/GetPickupModel) |
-| [GetPickupPos](../scripting/functions/GetPickupPos) |
-| [GetPickupType](../scripting/functions/GetPickupType) |
-| [GetPickupVirtualWorld](../scripting/functions/GetPickupVirtualWorld) |
-| [GetPlayerPickupModel](../scripting/functions/GetPlayerPickupModel) |
-| [GetPlayerPickupPos](../scripting/functions/GetPlayerPickupPos) |
-| [GetPlayerPickupType](../scripting/functions/GetPlayerPickupType) |
-| [GetPlayerPickupVirtualWorld](../scripting/functions/GetPlayerPickupVirtualWorld) |
-| [IsPickupHiddenForPlayer](../scripting/functions/IsPickupHiddenForPlayer) |
-| [IsPickupStreamedIn](../scripting/functions/IsPickupStreamedIn) |
-| [IsPlayerPickupStreamedIn](../scripting/functions/IsPlayerPickupStreamedIn) |
-| [IsValidPickup](../scripting/functions/IsValidPickup) |
-| [IsValidPlayerPickup](../scripting/functions/IsValidPlayerPickup) |
-| [SetPickupForPlayer](../scripting/functions/SetPickupForPlayer) |
-| [SetPickupModel](../scripting/functions/SetPickupModel) |
-| [SetPickupPos](../scripting/functions/SetPickupPos) |
-| [SetPickupType](../scripting/functions/SetPickupType) |
-| [SetPickupVirtualWorld](../scripting/functions/SetPickupVirtualWorld) |
-| [SetPlayerPickupModel](../scripting/functions/SetPlayerPickupModel) |
-| [SetPlayerPickupPos](../scripting/functions/SetPlayerPickupPos) |
-| [SetPlayerPickupType](../scripting/functions/SetPlayerPickupType) |
-| [SetPlayerPickupVirtualWorld](../scripting/functions/SetPlayerPickupVirtualWorld) |
-| [HidePickupForPlayer](../scripting/functions/HidePickupForPlayer) |
-| [ShowPickupForPlayer](../scripting/functions/ShowPickupForPlayer) |
-| [OnPickupStreamIn](../scripting/callbacks/OnPickupStreamIn) |
-| [OnPickupStreamOut](../scripting/callbacks/OnPickupStreamOut) |
-| [OnPlayerPickUpPlayerPickup](../scripting/callbacks/OnPlayerPickUpPlayerPickup) |
-| [OnPlayerPickupStreamIn](../scripting/callbacks/OnPlayerPickupStreamIn) |
-| [OnPlayerPickupStreamOut](../scripting/callbacks/OnPlayerPickupStreamOut) |
-
-## Vehicle
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [ChangeVehicleColours](../scripting/functions/ChangeVehicleColours) |
-| [GetPlayerLastSyncedVehicleID](../scripting/functions/GetPlayerLastSyncedVehicleID) |
-| [GetRandomVehicleColourPair](../scripting/functions/GetRandomVehicleColourPair) |
-| [GetVehicleCab](../scripting/functions/GetVehicleCab) |
-| [GetVehicleTower](../scripting/functions/GetVehicleTower) |
-| [GetVehicleColours](../scripting/functions/GetVehicleColours) |
-| [GetVehicleHydraReactorAngle](../scripting/functions/GetVehicleHydraReactorAngle) |
-| [GetVehicleInterior](../scripting/functions/GetVehicleInterior) |
-| [GetVehicleLandingGearState](../scripting/functions/GetVehicleLandingGearState) |
-| [GetVehicleDriver](../scripting/functions/GetVehicleDriver) |
-| [GetVehicleLastDriver](../scripting/functions/GetVehicleLastDriver) |
-| [GetVehicleMatrix](../scripting/functions/GetVehicleMatrix) |
-| [GetVehicleModelCount](../scripting/functions/GetVehicleModelCount) |
-| [GetVehicleModelsUsed](../scripting/functions/GetVehicleModelsUsed) |
-| [GetVehicleNumberPlate](../scripting/functions/GetVehicleNumberPlate) |
-| [GetVehicleOccupiedTick](../scripting/functions/GetVehicleOccupiedTick) |
-| [GetVehiclePaintjob](../scripting/functions/GetVehiclePaintjob) |
-| [GetVehicleRespawnDelay](../scripting/functions/GetVehicleRespawnDelay) |
-| [GetVehicleRespawnTick](../scripting/functions/GetVehicleRespawnTick) |
-| [GetVehicleSirenState](../scripting/functions/GetVehicleSirenState) |
-| [GetVehicleSpawnInfo](../scripting/functions/GetVehicleSpawnInfo) |
-| [GetVehicleTrainSpeed](../scripting/functions/GetVehicleTrainSpeed) |
-| [SetVehicleBeenOccupied](../scripting/functions/SetVehicleBeenOccupied) |
-| [HasVehicleBeenOccupied](../scripting/functions/HasVehicleBeenOccupied) |
-| [IsVehicleOccupied](../scripting/functions/IsVehicleOccupied) |
-| [HideVehicle](../scripting/functions/HideVehicle) |
-| [ShowVehicle](../scripting/functions/ShowVehicle) |
-| [IsVehicleHidden](../scripting/functions/IsVehicleHidden) |
-| [SetVehicleDead](../scripting/functions/SetVehicleDead) |
-| [IsVehicleDead](../scripting/functions/IsVehicleDead) |
-| [IsVehicleSirenEnabled](../scripting/functions/IsVehicleSirenEnabled) |
-| [SetVehicleOccupiedTick](../scripting/functions/SetVehicleOccupiedTick) |
-| [SetVehicleParamsSirenState](../scripting/functions/SetVehicleParamsSirenState) |
-| [SetVehicleRespawnDelay](../scripting/functions/SetVehicleRespawnDelay) |
-| [SetVehicleRespawnTick](../scripting/functions/SetVehicleRespawnTick) |
-| [SetVehicleSpawnInfo](../scripting/functions/SetVehicleSpawnInfo) |
-| [ToggleVehicleSirenEnabled](../scripting/functions/ToggleVehicleSirenEnabled) |
-| [VehicleColourIndexToColour](../scripting/functions/VehicleColourIndexToColour) |
-| [GetVehicleSeats](../scripting/functions/GetVehicleSeats) |
-| [VehicleCanHaveComponent](../scripting/functions/VehicleCanHaveComponent) |
-| [GetVehicles](../scripting/functions/GetVehicles) |
-
-## TextDraw
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [TextDrawColour](../scripting/functions/TextDrawColour) |
-| [TextDrawBoxColour](../scripting/functions/TextDrawBoxColour) |
-| [TextDrawBackgroundColour](../scripting/functions/TextDrawBackgroundColour) |
-| [TextDrawGetAlignment](../scripting/functions/TextDrawGetAlignment) |
-| [TextDrawGetBackgroundColor](../scripting/functions/TextDrawGetBackgroundColor) |
-| [TextDrawGetBackgroundColour](../scripting/functions/TextDrawGetBackgroundColour) |
-| [TextDrawGetBoxColor](../scripting/functions/TextDrawGetBoxColor) |
-| [TextDrawGetBoxColour](../scripting/functions/TextDrawGetBoxColour) |
-| [TextDrawGetColor](../scripting/functions/TextDrawGetColor) |
-| [TextDrawGetColour](../scripting/functions/TextDrawGetColour) |
-| [TextDrawGetFont](../scripting/functions/TextDrawGetFont) |
-| [TextDrawGetLetterSize](../scripting/functions/TextDrawGetLetterSize) |
-| [TextDrawGetOutline](../scripting/functions/TextDrawGetOutline) |
-| [TextDrawGetPos](../scripting/functions/TextDrawGetPos) |
-| [TextDrawGetPreviewModel](../scripting/functions/TextDrawGetPreviewModel) |
-| [TextDrawGetPreviewRot](../scripting/functions/TextDrawGetPreviewRot) |
-| [TextDrawGetPreviewVehicleColours](../scripting/functions/TextDrawGetPreviewVehicleColours) |
-| [TextDrawGetShadow](../scripting/functions/TextDrawGetShadow) |
-| [TextDrawGetString](../scripting/functions/TextDrawGetString) |
-| [TextDrawGetTextSize](../scripting/functions/TextDrawGetTextSize) |
-| [TextDrawIsBox](../scripting/functions/TextDrawIsBox) |
-| [TextDrawIsProportional](../scripting/functions/TextDrawIsProportional) |
-| [TextDrawIsSelectable](../scripting/functions/TextDrawIsSelectable) |
-| [TextDrawSetPos](../scripting/functions/TextDrawSetPos) |
-| [TextDrawSetPreviewVehicleColours](../scripting/functions/TextDrawSetPreviewVehicleColours) |
-| [TextDrawSetStringForPlayer](../scripting/functions/TextDrawSetStringForPlayer) |
-| [IsValidTextDraw](../scripting/functions/IsValidTextDraw) |
-| [IsTextDrawVisibleForPlayer](../scripting/functions/IsTextDrawVisibleForPlayer) |
-| [PlayerTextDrawBackgroundColour](../scripting/functions/PlayerTextDrawBackgroundColour) |
-| [PlayerTextDrawBoxColour](../scripting/functions/PlayerTextDrawBoxColour) |
-| [PlayerTextDrawColour](../scripting/functions/PlayerTextDrawColour) |
-| [PlayerTextDrawGetAlignment](../scripting/functions/PlayerTextDrawGetAlignment) |
-| [PlayerTextDrawGetBackgroundCol](../scripting/functions/PlayerTextDrawGetBackgroundCol) |
-| [PlayerTextDrawGetBackgroundColour](../scripting/functions/PlayerTextDrawGetBackgroundColour) |
-| [PlayerTextDrawGetBoxColor](../scripting/functions/PlayerTextDrawGetBoxColor) |
-| [PlayerTextDrawGetBoxColour](../scripting/functions/PlayerTextDrawGetBoxColour) |
-| [PlayerTextDrawGetColor](../scripting/functions/PlayerTextDrawGetColor) |
-| [PlayerTextDrawGetColour](../scripting/functions/PlayerTextDrawGetColour) |
-| [PlayerTextDrawGetFont](../scripting/functions/PlayerTextDrawGetFont) |
-| [PlayerTextDrawGetLetterSize](../scripting/functions/PlayerTextDrawGetLetterSize) |
-| [PlayerTextDrawGetOutline](../scripting/functions/PlayerTextDrawGetOutline) |
-| [PlayerTextDrawGetPos](../scripting/functions/PlayerTextDrawGetPos) |
-| [PlayerTextDrawGetPreviewModel](../scripting/functions/PlayerTextDrawGetPreviewModel) |
-| [PlayerTextDrawGetPreviewRot](../scripting/functions/PlayerTextDrawGetPreviewRot) |
-| [PlayerTextDrawGetPreviewVehicleColours](../scripting/functions/PlayerTextDrawGetPreviewVehicleColours) |
-| [PlayerTextDrawGetShadow](../scripting/functions/PlayerTextDrawGetShadow) |
-| [PlayerTextDrawGetString](../scripting/functions/PlayerTextDrawGetString) |
-| [PlayerTextDrawGetTextSize](../scripting/functions/PlayerTextDrawGetTextSize) |
-| [PlayerTextDrawIsBox](../scripting/functions/PlayerTextDrawIsBox) |
-| [PlayerTextDrawIsProportional](../scripting/functions/PlayerTextDrawIsProportional) |
-| [PlayerTextDrawIsSelectable](../scripting/functions/PlayerTextDrawIsSelectable) |
-| [PlayerTextDrawSetPos](../scripting/functions/PlayerTextDrawSetPos) |
-| [PlayerTextDrawSetPreviewVehicleColours](../scripting/functions/PlayerTextDrawSetPreviewVehicleColours) |
-| [IsValidPlayerTextDraw](../scripting/functions/IsValidPlayerTextDraw) |
-| [IsPlayerTextDrawVisible](../scripting/functions/IsPlayerTextDrawVisible) |
-
-## GameText
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [GetGameText](../scripting/functions/GetGameText) |
-| [HasGameText](../scripting/functions/HasGameText) |
-| [HideGameTextForAll](../scripting/functions/HideGameTextForAll) |
-| [HideGameTextForPlayer](../scripting/functions/HideGameTextForPlayer) |
-
-## GangZone
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [IsValidGangZone](../scripting/functions/IsValidGangZone) |
-| [IsPlayerInGangZone](../scripting/functions/IsPlayerInGangZone) |
-| [IsGangZoneVisibleForPlayer](../scripting/functions/IsGangZoneVisibleForPlayer) |
-| [GangZoneGetColourForPlayer](../scripting/functions/GangZoneGetColourForPlayer) |
-| [GangZoneGetFlashColourForPlayer](../scripting/functions/GangZoneGetFlashColourForPlayer) |
-| [IsGangZoneFlashingForPlayer](../scripting/functions/IsGangZoneFlashingForPlayer) |
-| [GangZoneGetPos](../scripting/functions/GangZoneGetPos) |
-| [UseGangZoneCheck](../scripting/functions/UseGangZoneCheck) |
-| [CreatePlayerGangZone](../scripting/functions/CreatePlayerGangZone) |
-| [PlayerGangZoneDestroy](../scripting/functions/PlayerGangZoneDestroy) |
-| [PlayerGangZoneShow](../scripting/functions/PlayerGangZoneShow) |
-| [PlayerGangZoneHide](../scripting/functions/PlayerGangZoneHide) |
-| [PlayerGangZoneFlash](../scripting/functions/PlayerGangZoneFlash) |
-| [PlayerGangZoneStopFlash](../scripting/functions/PlayerGangZoneStopFlash) |
-| [PlayerGangZoneGetColour](../scripting/functions/PlayerGangZoneGetColour) |
-| [PlayerGangZoneGetFlashColour](../scripting/functions/PlayerGangZoneGetFlashColour) |
-| [PlayerGangZoneGetPos](../scripting/functions/PlayerGangZoneGetPos) |
-| [IsValidPlayerGangZone](../scripting/functions/IsValidPlayerGangZone) |
-| [IsPlayerInPlayerGangZone](../scripting/functions/IsPlayerInPlayerGangZone) |
-| [IsPlayerGangZoneVisible](../scripting/functions/IsPlayerGangZoneVisible) |
-| [IsPlayerGangZoneFlashing](../scripting/functions/IsPlayerGangZoneFlashing) |
-| [UsePlayerGangZoneCheck](../scripting/functions/UsePlayerGangZoneCheck) |
-| [OnPlayerEnterGangZone](../scripting/callbacks/OnPlayerEnterGangZone) |
-| [OnPlayerLeaveGangZone](../scripting/callbacks/OnPlayerLeaveGangZone) |
-| [OnPlayerEnterPlayerGangZone](../scripting/callbacks/OnPlayerEnterPlayerGangZone) |
-| [OnPlayerLeavePlayerGangZone](../scripting/callbacks/OnPlayerLeavePlayerGangZone) |
-| [OnPlayerClickGangZone](../scripting/callbacks/OnPlayerClickGangZone) |
-| [OnPlayerClickPlayerGangZone](../scripting/callbacks/OnPlayerClickPlayerGangZone) |
-
-## Checkpoint
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [IsPlayerCheckpointActive](../scripting/functions/IsPlayerCheckpointActive) |
-| [GetPlayerCheckpoint](../scripting/functions/GetPlayerCheckpoint) |
-| [IsPlayerRaceCheckpointActive](../scripting/functions/IsPlayerRaceCheckpointActive) |
-| [GetPlayerRaceCheckpoint](../scripting/functions/GetPlayerRaceCheckpoint) |
-
-## Actor
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [SetActorSkin](../scripting/functions/SetActorSkin) |
-| [GetActorSkin](../scripting/functions/GetActorSkin) |
-| [GetActorAnimation](../scripting/functions/GetActorAnimation) |
-| [GetActorSpawnInfo](../scripting/functions/GetActorSpawnInfo) |
-| [GetActors](../scripting/functions/GetActors) |
-
-## 3D TextLabel
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [Is3DTextLabelStreamedIn](../scripting/functions/Is3DTextLabelStreamedIn) |
-| [Get3DTextLabelText](../scripting/functions/Get3DTextLabelText) |
-| [Get3DTextLabelColor](../scripting/functions/Get3DTextLabelColor) |
-| [Get3DTextLabelColour](../scripting/functions/Get3DTextLabelColour) |
-| [Get3DTextLabelPos](../scripting/functions/Get3DTextLabelPos) |
-| [Set3DTextLabelDrawDistance](../scripting/functions/Set3DTextLabelDrawDistance) |
-| [Get3DTextLabelDrawDistance](../scripting/functions/Get3DTextLabelDrawDistance) |
-| [Get3DTextLabelLOS](../scripting/functions/Get3DTextLabelLOS) |
-| [Set3DTextLabelLOS](../scripting/functions/Set3DTextLabelLOS) |
-| [Get3DTextLabelVirtualWorld](../scripting/functions/Get3DTextLabelVirtualWorld) |
-| [Set3DTextLabelVirtualWorld](../scripting/functions/Set3DTextLabelVirtualWorld) |
-| [Get3DTextLabelAttachedData](../scripting/functions/Get3DTextLabelAttachedData) |
-| [IsValid3DTextLabel](../scripting/functions/IsValid3DTextLabel) |
-| [IsValidPlayer3DTextLabel](../scripting/functions/IsValidPlayer3DTextLabel) |
-| [GetPlayer3DTextLabelText](../scripting/functions/GetPlayer3DTextLabelText) |
-| [GetPlayer3DTextLabelColor](../scripting/functions/GetPlayer3DTextLabelColor) |
-| [GetPlayer3DTextLabelColour](../scripting/functions/GetPlayer3DTextLabelColour) |
-| [GetPlayer3DTextLabelPos](../scripting/functions/GetPlayer3DTextLabelPos) |
-| [SetPlayer3DTextLabelDrawDistance](../scripting/functions/SetPlayer3DTextLabelDrawDistance) |
-| [GetPlayer3DTextLabelDrawDistance](../scripting/functions/GetPlayer3DTextLabelDrawDistance) |
-| [GetPlayer3DTextLabelLOS](../scripting/functions/GetPlayer3DTextLabelLOS) |
-| [GetPlayer3DTextLabelVirtualWorld](../scripting/functions/GetPlayer3DTextLabelVirtualWorld) |
-| [SetPlayer3DTextLabelVirtualWorld](../scripting/functions/SetPlayer3DTextLabelVirtualWorld) |
-| [GetPlayer3DTextLabelAttached](../scripting/functions/GetPlayer3DTextLabelAttached) |
-| [GetPlayer3DTextLabelAttachedData](../scripting/functions/GetPlayer3DTextLabelAttachedData) |
-
-## Class
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [GetAvailableClasses](../scripting/functions/GetAvailableClasses) |
-| [EditPlayerClass](../scripting/functions/EditPlayerClass) |
-| [GetPlayerClass](../scripting/functions/GetPlayerClass) |
-
-## Menu
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [GetMenuItem](../scripting/functions/GetMenuItem) |
-| [GetMenuItems](../scripting/functions/GetMenuItems) |
-| [GetMenuColumns](../scripting/functions/GetMenuColumns) |
-| [GetMenuColumnHeader](../scripting/functions/GetMenuColumnHeader) |
-| [GetMenuPos](../scripting/functions/GetMenuPos) |
-| [GetMenuColumnWidth](../scripting/functions/GetMenuColumnWidth) |
-| [IsMenuDisabled](../scripting/functions/IsMenuDisabled) |
-| [IsMenuRowDisabled](../scripting/functions/IsMenuRowDisabled) |
-
-## Database
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [DB_ExecuteQuery](../scripting/functions/DB_ExecuteQuery) |
-| [DB_FreeResultSet](../scripting/functions/DB_FreeResultSet) |
-| [DB_GetDatabaseConnectionCount](../scripting/functions/DB_GetDatabaseConnectionCount) |
-| [DB_GetDatabaseResultSetCount](../scripting/functions/DB_GetDatabaseResultSetCount) |
-| [DB_GetFieldCount](../scripting/functions/DB_GetFieldCount) |
-| [DB_GetFieldFloat](../scripting/functions/DB_GetFieldFloat) |
-| [DB_GetFieldFloatByName](../scripting/functions/DB_GetFieldFloatByName) |
-| [DB_GetFieldInt](../scripting/functions/DB_GetFieldInt) |
-| [DB_GetFieldIntByName](../scripting/functions/DB_GetFieldIntByName) |
-| [DB_GetFieldName](../scripting/functions/DB_GetFieldName) |
-| [DB_GetFieldString](../scripting/functions/DB_GetFieldString) |
-| [DB_GetFieldStringByName](../scripting/functions/DB_GetFieldStringByName) |
-| [DB_GetLegacyDBResult](../scripting/functions/DB_GetLegacyDBResult) |
-| [DB_GetMemHandle](../scripting/functions/DB_GetMemHandle) |
-| [DB_GetRowCount](../scripting/functions/DB_GetRowCount) |
-| [DB_SelectNextRow](../scripting/functions/DB_SelectNextRow) |
-
-## Core
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [SetModeRestartTime](../scripting/functions/SetModeRestartTime) |
-| [GetModeRestartTime](../scripting/functions/GetModeRestartTime) |
-| [IsAdminTeleportAllowed](../scripting/functions/IsAdminTeleportAllowed) |
-| [AreAllAnimationsEnabled](../scripting/functions/AreAllAnimationsEnabled) |
-| [EnableAllAnimations](../scripting/functions/EnableAllAnimations) |
-| [IsValidAnimationLibrary](../scripting/functions/IsValidAnimationLibrary) |
-| [ArePlayerWeaponsAllowed](../scripting/functions/ArePlayerWeaponsAllowed) |
-| [AreInteriorWeaponsAllowed](../scripting/functions/AreInteriorWeaponsAllowed) |
-| [GetWeaponSlot](../scripting/functions/GetWeaponSlot) |
-| [GetWeather](../scripting/functions/GetWeather) |
-| [GetWorldTime](../scripting/functions/GetWorldTime) |
-| [ToggleChatTextReplacement](../scripting/functions/ToggleChatTextReplacement) |
-| [ChatTextReplacementToggled](../scripting/functions/ChatTextReplacementToggled) |
-| [AllowNickNameCharacter](../scripting/functions/AllowNickNameCharacter) |
-| [IsNickNameCharacterAllowed](../scripting/functions/IsNickNameCharacterAllowed) |
-| [IsValidNickName](../scripting/functions/IsValidNickName) |
-| [ClearBanList](../scripting/functions/ClearBanList) |
-| [IsBanned](../scripting/functions/IsBanned) |
-
-## Server Rule
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [AddServerRule](../scripting/functions/AddServerRule) |
-| [RemoveServerRule](../scripting/functions/RemoveServerRule) |
-| [IsValidServerRule](../scripting/functions/IsValidServerRule) |
-| [SetServerRule](../scripting/functions/SetServerRule) |
-| [SetServerRuleFlags](../scripting/functions/SetServerRuleFlags) |
-| [GetServerRuleFlags](../scripting/functions/GetServerRuleFlags) |
-
-## Timer
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [IsValidTimer](../scripting/functions/IsValidTimer) |
-| [IsRepeatingTimer](../scripting/functions/IsRepeatingTimer) |
-| [GetTimerInterval](../scripting/functions/GetTimerInterval) |
-| [GetTimerRemaining](../scripting/functions/GetTimerRemaining) |
-| [CountRunningTimers](../scripting/functions/CountRunningTimers) |
-| [GetRunningTimers](../scripting/functions/GetRunningTimers) |
-
-## Custom Model
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [IsValidCustomModel](../scripting/functions/IsValidCustomModel) |
-| [GetCustomModelPath](../scripting/functions/GetCustomModelPath) |
-
-## String
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [strcopy](../scripting/functions/strcopy) |
-| [strequal](../scripting/functions/strequal) |
-
-## Float
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [strfloat](../scripting/functions/strfloat) |
-
-## File
-
-| Name |
-|---------------------------------------------------------------------------------------------------------|
-| [ftell](../scripting/functions/ftell) |
-| [fstat](../scripting/functions/fstat) |
-| [frename](../scripting/functions/frename) |
-| [filecrc](../scripting/functions/filecrc) |
-| [fflush](../scripting/functions/fflush) |
-| [fcreatedir](../scripting/functions/fcreatedir) |
-| [fcopy](../scripting/functions/fcopy) |
-| [fattrib](../scripting/functions/fattrib) |
-| [diskfree](../scripting/functions/diskfree) |
diff --git a/docs/translations/ta/server/server.cfg.md b/docs/translations/ta/server/server.cfg.md
deleted file mode 100644
index c1594c2d8b6..00000000000
--- a/docs/translations/ta/server/server.cfg.md
+++ /dev/null
@@ -1,125 +0,0 @@
----
-title: "server.cfg"
-description: சேவையக கடà¯à®Ÿà®®à¯ˆà®ªà¯à®ªà¯ கோபà¯à®ªà¯.
----
-
-## Description
-
-- `server.cfg` எனà¯à®ªà®¤à¯ உஙà¯à®•ள௠sa-mp சேவையகதà¯à®¤à®¿à®©à¯ அனைதà¯à®¤à¯ வகையான அமைபà¯à®ªà¯à®•ளையà¯à®®à¯ மாறà¯à®± அனà¯à®®à®¤à®¿à®•à¯à®•à¯à®®à¯ சேவையக கடà¯à®Ÿà®®à¯ˆà®ªà¯à®ªà¯ கோபà¯à®ªà®¾à®•à¯à®®à¯.
-- இநà¯à®¤ கோபà¯à®ªà¯ ஒவà¯à®µà¯Šà®°à¯ சேவையகதà¯à®¤à®¿à®±à¯à®•à¯à®®à¯ அவசியமானத௠மறà¯à®±à¯à®®à¯ சேவையக பயனà¯à®ªà®¾à®Ÿà¯à®Ÿà®¿à®±à¯à®•௠(samp-server.exe) அடà¯à®¤à¯à®¤à¯à®³à¯à®³ சேவையக கோபà¯à®ªà®•தà¯à®¤à®¿à®²à¯ இரà¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à¯.
-
-## Console
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ------------- | ------ | -------------------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| echo | string | Executing Server Config... | Yes | No | server.cfg஠இயகà¯à®•à¯à®®à¯ போத௠samp-server.exe சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ எனà¯à®© அசà¯à®šà®¿à®Ÿà¯à®•ிறதà¯. கனà¯à®šà¯‹à®²à¯ˆà®ªà¯ பாரà¯à®ªà¯à®ªà®¤à¯ நீஙà¯à®•ள௠மடà¯à®Ÿà¯à®®à¯‡ எனà¯à®ªà®¤à®¾à®²à¯ இதை மாறà¯à®± வேணà¯à®Ÿà®¿à®¯ அவசியமிலà¯à®²à¯ˆ. |
-| rcon_password | string | changeme | No | No | சேவையகதà¯à®¤à¯ˆ நிரà¯à®µà®•ிகà¯à®•வà¯à®®à¯ ரிமோட௠கனà¯à®šà¯‹à®²à¯ˆ (rcon) பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ கடவà¯à®šà¯à®šà¯Šà®²à¯. மறà¯à®±à®µà®°à¯à®•ள௠உஙà¯à®•ள௠சரà¯à®µà®°à¯ˆà®•௠கடà¯à®Ÿà¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤ à®®à¯à®Ÿà®¿à®¯à®¾à®¤à®ªà®Ÿà®¿, சிதைபà¯à®ªà®¤à®±à¯à®•௠கடினமான ஒனà¯à®±à®¾à®• இதை மாறà¯à®±à¯à®µà®¤à¯ˆ உறà¯à®¤à®¿à®šà¯†à®¯à¯à®¯ வேணà¯à®Ÿà¯à®®à¯. changeme RCON கடவà¯à®šà¯à®šà¯Šà®²à¯ எனà¯à®±à®¾à®²à¯ உஙà¯à®•ள௠சரà¯à®µà®°à¯ தொடஙà¯à®•ாதà¯! |
-| rcon | bool | 1 | No | No | [Remote Console](RemoteConsole) à®…à®®à¯à®šà®®à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. |
-
-## Scripts
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ------------------- | ------ | --------------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| gamemode(n) (N) (t) | string | gamemode0 grandlarc 1 | No | No | கேமà¯à®®à¯‹à®Ÿà¯à®¸à¯ கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ உளà¯à®³ .amx கோபà¯à®ªà¯, கேமà¯à®®à¯‹à®Ÿà®¾à®• இயஙà¯à®• சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. (n) எனà¯à®ªà®¤à¯ கேமà¯à®®à¯‹à®Ÿà¯ எணà¯, (N) எனà¯à®ªà®¤à¯ .amx நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯ இலà¯à®²à®¾à®¤ கேமà¯à®®à¯‹à®Ÿà¯ பெயரà¯, மறà¯à®±à¯à®®à¯ (t) எனà¯à®ªà®¤à¯ அடà¯à®¤à¯à®¤ கேமà¯à®®à¯‹à®Ÿà¯à®•à¯à®•௠மாறà¯à®µà®¤à®±à¯à®•௠மà¯à®©à¯ எதà¯à®¤à®©à¯ˆ à®®à¯à®±à¯ˆ கேமà¯à®®à¯‹à®Ÿà¯ˆ விளையாட வேணà¯à®Ÿà¯à®®à¯ எனà¯à®ªà®¤à¯ ஆகà¯à®®à¯. |
-| filterscripts (N) | string | | Yes | No | ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯ கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯ உளà¯à®³ .amx கோபà¯à®ªà¯ˆ, சரà¯à®µà®°à¯ ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà®¾à®• இயஙà¯à®• பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. (N) எனà¯à®ªà®¤à¯ .amx நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯ இலà¯à®²à®¾à®¤ ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯ பெயராகà¯à®®à¯. ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯à®•ள௠எனà¯à®ªà®¤à¯ உஙà¯à®•ள௠கேமà¯à®®à¯‹à®Ÿà®¿à®©à¯ பினà¯à®©à®£à®¿à®¯à®¿à®²à¯ இயஙà¯à®•à¯à®®à¯ ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ளà¯. கேமà¯à®®à¯‹à®Ÿà¯ˆà®¤à¯ திரà¯à®¤à¯à®¤à®¾à®®à®²à¯ சரà¯à®µà®°à®¿à®²à¯ கூடà¯à®¤à®²à¯ à®…à®®à¯à®šà®™à¯à®•ளைச௠சேரà¯à®•à¯à®• அவை உளà¯à®³à®©. நீஙà¯à®•ள௠ஒர௠கà¯à®±à®¿à®ªà¯à®ªà®¿à®Ÿà¯à®Ÿ சொதà¯à®¤à¯ˆ ஒனà¯à®±à¯à®•à¯à®•௠மேறà¯à®ªà®Ÿà¯à®Ÿ கேமà¯à®®à¯‹à®Ÿà¯à®•ளà¯à®•à¯à®•௠கொணà¯à®Ÿà¯ செலà¯à®² விரà¯à®®à¯à®ªà®¿à®©à®¾à®²à¯ இத௠மிகவà¯à®®à¯ பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. நீஙà¯à®•ள௠à®à®±à¯à®± விரà¯à®®à¯à®ªà¯à®®à¯ பல ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯, அவை அனைதà¯à®¤à¯ˆà®¯à¯à®®à¯ "ஸà¯à®ªà¯‡à®¸à¯" மூலம௠பிரிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ வரிசையில௠வைகà¯à®•வà¯à®®à¯, எ.கா. "filterscripts script1 script2"|
-| plugins (N) | string | | Yes | No | The .dll அலà¯à®²à®¤à¯ .so கோபà¯à®ªà¯ செரà¯à®•à¯à®¨à®¿à®°à®²à¯à®•ள௠கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à¯, ஒர௠செரà¯à®•à¯à®¨à®¿à®°à®²à®¾à®• இயகà¯à®• சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. Windows இல௠(N) எனà¯à®ªà®¤à¯ .dll நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯ இலà¯à®²à®¾à®¤ சொரà¯à®•ி பெயரà¯. இரà¯à®ªà¯à®ªà®¿à®©à¯à®®à¯, லினகà¯à®¸à®¿à®²à¯ .so நீடà¯à®Ÿà®¿à®ªà¯à®ªà¯ தேவை! செரà¯à®•à¯à®¨à®¿à®°à®²à¯à®•ள௠எனà¯à®ªà®¤à¯ கேமà¯à®®à¯‹à®Ÿà¯à®•ள௠மறà¯à®±à¯à®®à¯ ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯à®•ளை மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤ வடிவமைகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ளà¯. நீஙà¯à®•ள௠à®à®±à¯à®± விரà¯à®®à¯à®ªà¯à®®à¯ பல செரà¯à®•à¯à®¨à®¿à®°à®²à¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯, அவை அனைதà¯à®¤à¯ˆà®¯à¯à®®à¯ "ஸà¯à®ªà¯‡à®¸à¯" மூலம௠பிரிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ வரிசையில௠வைகà¯à®•வà¯à®®à¯, எ.கா. செரà¯à®•à¯à®¨à®¿à®°à®²à¯à®•ள௠plugin1 plugin2. |
-
-## Server browser
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ------------ | -------- | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| announce | bool | 1 | No | No | சேவையகம௠SA-MP à®®à¯à®¤à®©à¯à®®à¯ˆà®ªà¯ படà¯à®Ÿà®¿à®¯à®²à¯à®•à¯à®•௠அறிவிகà¯à®•பà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. |
-| query | bool | 1 | No | No | சேவையகத௠தகவல௠சேவையக உலாவியில௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. வினவலை à®®à¯à®Ÿà®•à¯à®•ிய சரà¯à®µà®°à®¿à®²à¯ பிளேயரà¯à®•ள௠இனà¯à®©à¯à®®à¯ சேரலாமà¯, ஆனால௠சரà¯à®µà®°à¯ உலாவி எநà¯à®¤ தகவலையà¯à®®à¯ காடà¯à®Ÿà®¾à®¤à¯. |
-| hostname | string | SA-MP Server | No | No | சேவையக உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ பெயர௠மறà¯à®±à¯à®®à¯ பிளேயர௠சேவையகதà¯à®¤à¯à®Ÿà®©à¯ இணைகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯ போதà¯. |
-| language | string | | No | No | சரà¯à®µà®°à¯ உலாவியில௠தோனà¯à®±à¯à®®à¯ மொழி. சேவையக உலாவியில௠மொழி வாரியாக சேவையகஙà¯à®•ளை வடிகடà¯à®Ÿ பிளேயரà¯à®•ள௠இதைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.7 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| mapname | string | San Andreas | No | Yes | சரà¯à®µà®°à¯ உலாவியில௠தோனà¯à®±à¯à®®à¯ வரைபடபà¯à®ªà¯†à®¯à®°à¯. இத௠எதà¯à®µà®¾à®•வà¯à®®à¯ இரà¯à®•à¯à®•லாமà¯, உதாரணமà¯: My Stunt Map. |
-| gamemodetext | string | Unknown | No | No | சரà¯à®µà®°à¯ உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ பயனà¯à®®à¯à®±à¯ˆ. [SetGameModeText](../scripting/functions/SetGameModeText) à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à¯ அதே விளைவைக௠கொணà¯à®Ÿà®¿à®°à¯à®•à¯à®•ிறத௠மறà¯à®±à¯à®®à¯ server.cfg இல௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ மதிபà¯à®ªà¯ˆ மீறà¯à®•ிறதà¯. வெவà¯à®µà¯‡à®±à¯ கேமà¯à®®à¯‹à®Ÿà¯ உரைகள௠தேவைபà¯à®ªà®Ÿà¯à®®à¯ பல கேமà¯à®®à¯‹à®Ÿà¯à®•ள௠உஙà¯à®•ளிடம௠இரà¯à®¨à¯à®¤à®¾à®²à¯, அநà¯à®¤à®šà¯ செயலà¯à®ªà®¾à®Ÿà¯à®Ÿà¯ˆà®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯. |
-| weather | string\* | 10 | No | Yes | சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ உலகளாவிய வானிலை மறà¯à®±à¯à®®à¯ சரà¯à®µà®°à¯ உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯. இநà¯à®¤ அமைபà¯à®ªà¯ˆ server.cfg கோபà¯à®ªà®¿à®²à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®©à®¾à®²à¯, தொடகà¯à®•தà¯à®¤à®¿à®²à¯ சரà¯à®µà®°à¯ பயனà¯à®ªà®¾à®Ÿà¯ செயலிழகà¯à®•à¯à®®à¯. இநà¯à®¤ அமைபà¯à®ªà¯ˆ மாறà¯à®±à¯à®µà®¤à®±à¯à®•à¯à®ªà¯ பதிலாக [SetWeather](../scripting/functions/SetWeather) à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯. |
-| worldtime | string\* | 12:00 | No | Yes | சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ மறà¯à®±à¯à®®à¯ சரà¯à®µà®°à¯ உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯ உலகளாவிய நேரமà¯. இநà¯à®¤ அமைபà¯à®ªà¯ˆ server.cfg கோபà¯à®ªà®¿à®²à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à®¾à®²à¯ எநà¯à®¤ விளைவà¯à®®à¯ இலà¯à®²à¯ˆ. இநà¯à®¤ அமைபà¯à®ªà¯ˆ மாறà¯à®±à¯à®µà®¤à®±à¯à®•à¯à®ªà¯ பதிலாக [SetWorldTime](../scripting/functions/SetWorldTime) à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯. |
-| gravity | string\* | 0.008 | No | No | சரà¯à®µà®°à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ உலகளாவிய ஈரà¯à®ªà¯à®ªà¯. இநà¯à®¤ அமைபà¯à®ªà¯ˆ server.cfg கோபà¯à®ªà®¿à®²à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®©à®¾à®²à¯, தொடகà¯à®•தà¯à®¤à®¿à®²à¯ சரà¯à®µà®°à¯ பயனà¯à®ªà®¾à®Ÿà¯ செயலிழகà¯à®•à¯à®®à¯. இநà¯à®¤ அமைபà¯à®ªà¯ˆ மாறà¯à®±à¯à®µà®¤à®±à¯à®•à¯à®ªà¯ பதிலாக [SetGravity](../scripting/functions/SetGravity) à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®µà¯à®®à¯. |
-| weburl | string | www.open.mp | No | Yes | சேவையகதà¯à®¤à¯ˆà®ªà¯ பறà¯à®±à®¿à®¯ கூடà¯à®¤à®²à¯ தகவலà¯à®•ளைப௠பெற, இணையதளதà¯à®¤à¯ˆ மகà¯à®•ள௠பாரà¯à®µà¯ˆà®¯à®¿à®Ÿà®²à®¾à®®à¯. |
-| version | string | | Yes | Yes | சேவையகம௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ SA-MP பதிபà¯à®ªà¯ சேவையக உலாவியில௠காணà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯. இநà¯à®¤ அமைபà¯à®ªà¯ˆ server.cfg கோபà¯à®ªà®¿à®²à¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®µà®¤à®¾à®²à¯ எநà¯à®¤ விளைவà¯à®®à¯ இலà¯à®²à¯ˆ. |
-| maxplayers | int | 50 | Yes | No | உஙà¯à®•ள௠சரà¯à®µà®°à¯ வைதà¯à®¤à®¿à®°à¯à®•à¯à®•கà¯à®•ூடிய அதிகபடà¯à®š பிளேயரà¯à®•ளின௠அளவà¯. இநà¯à®¤ எணà¯à®£à¯ˆ மாறà¯à®±à¯à®µà®¤à®©à¯ மூலமà¯, சரà¯à®µà®°à®¿à®²à¯ எதà¯à®¤à®©à¯ˆ வீரரà¯à®•ள௠நà¯à®´à¯ˆà®¯ à®®à¯à®Ÿà®¿à®¯à¯à®®à¯ எனà¯à®ªà®¤à¯ˆ நீஙà¯à®•ள௠மாறà¯à®±à®²à®¾à®®à¯. அதிகபடà¯à®šà®®à¯ 1000 மறà¯à®±à¯à®®à¯ கà¯à®±à¯ˆà®¨à¯à®¤à®ªà®Ÿà¯à®šà®®à¯ 1. |
-| password | string | | No | No | சேவையகதà¯à®¤à¯ˆà®ªà¯ பூடà¯à®Ÿà¯à®µà®¤à®±à¯à®•à¯à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯ கடவà¯à®šà¯à®šà¯Šà®²à¯. இதைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ போதà¯, ​​இநà¯à®¤ கடவà¯à®šà¯à®šà¯Šà®²à¯à®²à¯ˆ அறிநà¯à®¤ வீரரà¯à®•ள௠மடà¯à®Ÿà¯à®®à¯‡ சரà¯à®µà®°à®¿à®²à¯ இணைய à®®à¯à®Ÿà®¿à®¯à¯à®®à¯. |
-
-> [*] சில அமைபà¯à®ªà¯à®•ள௠நீஙà¯à®•ள௠நினைபà¯à®ªà®¤à¯ˆ விட வேற௠வகையாகà¯à®®à¯.
-
-## Networking
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ----------------- | ------ | --------------------------------- | --------- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| sleep | int | 5 | No | No | ஒவà¯à®µà¯Šà®°à¯ ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ சà¯à®´à®±à¯à®šà®¿à®¯à®¿à®©à¯ போதà¯à®®à¯ à®®à¯à®•à¯à®•ிய sa-mp மறà¯à®±à¯à®®à¯ raknet நெடà¯à®µà¯Šà®°à¯à®•à¯à®•ிங௠இழையானத௠மிலà¯à®²à®¿ விநாடிகளில௠சà¯à®®à¯à®®à®¾ "sleep". அதிக மதிபà¯à®ªà¯à®•ள௠சேவையக செயலாகà¯à®•தà¯à®¤à¯ˆ கà¯à®±à¯ˆà®•à¯à®•ிறதà¯, ஆனால௠ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ தரதà¯à®¤à¯ˆ கà¯à®±à¯ˆà®•à¯à®•ிறதà¯. கà¯à®±à¯ˆà®¨à¯à®¤ மதிபà¯à®ªà¯à®•ள௠சேவையக செயலாகà¯à®•தà¯à®¤à¯ˆ அதிகரிகà¯à®•ிறதà¯, ஆனால௠ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ தரதà¯à®¤à¯ˆ மேமà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯. உஙà¯à®•ள௠பிளேயர௠எணà¯à®£à®¿à®•à¯à®•ை மிக அதிகமாகவà¯à®®à¯, சரà¯à®µà®°à¯ எஃபà¯.பி.எஸ௠நிலைதà¯à®¤à®©à¯à®®à¯ˆ சிகà¯à®•லà¯à®•ள௠இரà¯à®¨à¯à®¤à®¾à®²à¯ தவிர, இநà¯à®¤ மதிபà¯à®ªà¯ˆ மாறà¯à®±à¯à®µà®¤à¯ நலà¯à®²à®¤à®²à¯à®². |
-| lanmode | bool | 0 | No | No | நிராகரிகà¯à®•பà¯à®ªà®Ÿà¯à®Ÿ மாறி, எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| bind | string | | Yes | No | சேவையகம௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà®¿à®¯ à®à®ªà®¿ à®®à¯à®•வரி. இலவச à®à®ªà®¿ à®®à¯à®•வரியைத௠தானாகத௠தேரà¯à®¨à¯à®¤à¯†à®Ÿà¯à®ªà¯à®ªà®¤à®±à¯à®•à¯à®ªà¯ பதிலாக இநà¯à®¤ à®à®ªà®¿ à®®à¯à®•வரியைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ சரà¯à®µà®°à¯ கடà¯à®Ÿà®¾à®¯à®ªà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà¯à®®à¯. இநà¯à®¤ à®à®ªà®¿ à®®à¯à®•வரி சரà¯à®µà®°à®¿à®²à¯ உளà¯à®³ பிணைய அடà¯à®Ÿà¯ˆà®•à¯à®•௠ஒதà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ ஒனà¯à®±à¯‹à®Ÿà¯ பொரà¯à®¨à¯à®¤ வேணà¯à®Ÿà¯à®®à¯. ஒரே பெடà¯à®Ÿà®¿à®¯à®¿à®²à¯ ஒரே போரà¯à®Ÿà¯à®Ÿà®¿à®²à¯ பல சேவையகஙà¯à®•ளை இயகà¯à®• இத௠பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. |
-| port | int | 8192 (7777 is also commonly used) | Yes | No | சேவையகம௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà®¿à®¯ போரà¯à®Ÿà¯. உஙà¯à®•ள௠LAN கà¯à®•௠வெளியில௠இரà¯à®¨à¯à®¤à¯ வீரரà¯à®•ள௠உஙà¯à®•ள௠சரà¯à®µà®°à®¿à®²à¯ சேர நீஙà¯à®•ள௠[Port Forward](http://www.portforward.com/) வேணà¯à®Ÿà¯à®®à¯. |
-| conncookies | int\* | 1 | No | No | 0.3.7 இணைபà¯à®ªà¯ கà¯à®•à¯à®•ீ அமைபà¯à®ªà¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.7 R2 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| cookielogging | int\* | 0 | No | No | பà¯à®¤à®¿à®¤à®¾à®• இணைகà¯à®•à¯à®®à¯ பிளேயரà¯à®•ளால௠கோரபà¯à®ªà®Ÿà¯à®Ÿ இணைபà¯à®ªà¯ கà¯à®•à¯à®•ீகளை பதிவ௠செயà¯à®µà®¤à¯ˆ நிலைமாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.7 R2 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| connseedtime | int | 300000 | No | No | மிலà¯à®²à®¿ விநாடிகளில௠இணைபà¯à®ªà¯ கà¯à®•à¯à®•ீ விதை மதிபà¯à®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®®à¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.7 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| minconnectiontime | int | 0 | No | No | மறà¯à®±à¯Šà®°à¯ உளà¯à®µà®°à¯à®®à¯ இணைபà¯à®ªà¯ˆ à®à®±à¯à®•à¯à®®à¯ à®®à¯à®©à¯, மிலà¯à®²à®¿ விநாடிகளில௠நேரம௠சரà¯à®µà®°à¯ காதà¯à®¤à®¿à®°à¯à®•à¯à®•à¯à®®à¯. உஙà¯à®•ள௠சேவையகம௠இணைபà¯à®ªà¯ வெளà¯à®³à®¤à¯ தாகà¯à®•à¯à®¤à®²à¯à®•à¯à®•௠உடà¯à®ªà®Ÿà¯à®Ÿà®¿à®°à¯à®¨à¯à®¤à®¾à®²à¯ தவிர, இநà¯à®¤ மாறியைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ பரிநà¯à®¤à¯à®°à¯ˆà®•à¯à®•பà¯à®ªà®Ÿà®µà®¿à®²à¯à®²à¯ˆ. |
-| messageslimit | int | 500 | No | No | ஒர௠வினாடிகà¯à®•௠ஒர௠பயனர௠அனà¯à®ªà¯à®ªà®•à¯à®•ூடிய அதிகபடà¯à®š செயà¯à®¤à®¿à®•ளின௠எணà¯à®£à®¿à®•à¯à®•ை. |
-| messageholelimit | int | 3000 | No | No | A network level setting to deal with DoS attacks. |
-| ackslimit | int | 3000 | No | No | |
-| playertimeout | int | 10000 | No | No | சேவையகதà¯à®¤à®¿à®±à¯à®•௠எநà¯à®¤ தரவையà¯à®®à¯ அனà¯à®ªà¯à®ªà®¾à®¤ போதà¯, ​​ஒர௠பிளேயர௠காலாவதியாகà¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| mtu | int | 576 | Yes | No | [இஙà¯à®•ே பாரà¯à®•à¯à®•வà¯à®®à¯](https://en.wikipedia.org/wiki/Maximum_transmission_unit).
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.8 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯à®¤à®¿à®²à¯ எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. பதிபà¯à®ªà¯à®•ளà¯. |
-
-> [*] சில அமைபà¯à®ªà¯à®•ள௠நீஙà¯à®•ள௠நினைபà¯à®ªà®¤à¯ˆ விட வேற௠வகையாகà¯à®®à¯.
-
-## Logging
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| -------------- | ------ | ------------- | --------- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| output | bool | 0 | No | No | பதிவ௠செயà¯à®¤à®¿à®•ள௠(எ.கா. ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ளில௠இரà¯à®¨à¯à®¤à¯ print/printf அலà¯à®²à®¤à¯ செரà¯à®•à¯à®¨à®¿à®°à®²à¯à®•ளில௠இரà¯à®¨à¯à®¤à¯ logprintf) சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ நகலெடà¯à®•à¯à®•பà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à¯ எனà¯à®±à®¾à®²à¯ நிலைமாறà¯à®®à¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. இநà¯à®¤ விரà¯à®ªà¯à®ªà®®à¯ லினகà¯à®¸à¯ சேவையகஙà¯à®•ளில௠மடà¯à®Ÿà¯à®®à¯‡ விளைவைக௠கொணà¯à®Ÿà¯à®³à¯à®³à®¤à¯. |
-| timestamp | bool | 1 | No | No | ஒவà¯à®µà¯Šà®°à¯ கனà¯à®šà¯‹à®²à¯ செயà¯à®¤à®¿à®¯à®¿à®²à¯à®®à¯ நேர à®®à¯à®¤à¯à®¤à®¿à®°à¯ˆ அசà¯à®šà®¿à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. |
-| logtimeformat | string | [%H:%M:%S] | Yes | No | பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤ வேணà¯à®Ÿà®¿à®¯ நேர à®®à¯à®¤à¯à®¤à®¿à®°à¯ˆ வடிவமà¯. இநà¯à®¤ வடிவம௠C/C++ இலிரà¯à®¨à¯à®¤à¯ [strftime](http://cplusplus.com/reference/clibrary/ctime/strftime/) வடிவமைபà¯à®ªà¯ˆ அடிபà¯à®ªà®Ÿà¯ˆà®¯à®¾à®•க௠கொணà¯à®Ÿà®¤à¯. இதோ சில எடà¯à®¤à¯à®¤à¯à®•à¯à®•ாடà¯à®Ÿà¯à®•ளà¯:
**[%H:%M:%S]** இத௠நேரதà¯à®¤à¯ˆ மடà¯à®Ÿà¯à®®à¯‡ காடà¯à®Ÿà¯à®•ிறதà¯, மேலà¯à®®à¯ இத௠மà¯à®¨à¯à®¤à¯ˆà®¯ அனைதà¯à®¤à¯ SA-MP சரà¯à®µà®°à¯ பதிபà¯à®ªà¯à®•ளின௠இயலà¯à®ªà¯ வடிவமாகà¯à®®à¯.
**[%d/%m/%Y %H:%M:%S]** இத௠dd/mm/yyyy வடிவதà¯à®¤à®¿à®²à¯ தேதியைக௠காணà¯à®ªà®¿à®•à¯à®•à¯à®®à¯, அதைத௠தொடரà¯à®¨à¯à®¤à¯ மணிநேரமà¯: நிமிடமà¯: நொடிகள௠வடிவதà¯à®¤à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯ . |
-| logqueries | bool | 0 | No | No | பிளேயரà¯à®•ளால௠சேவையகதà¯à®¤à®¿à®±à¯à®•௠அனà¯à®ªà¯à®ªà®ªà¯à®ªà®Ÿà¯à®Ÿ அனைதà¯à®¤à¯ வினவலà¯à®•ளà¯à®®à¯ உளà¯à®¨à¯à®´à¯ˆà®¨à¯à®¤à®¿à®°à¯à®•à¯à®• வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. DDoS தாகà¯à®•à¯à®¤à®²à®¿à®©à¯ போத௠இத௠மிகவà¯à®®à¯ பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯. |
-| chatlogging | int\* | 1 | No | No | பிளேயர௠அரடà¯à®Ÿà¯ˆ சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ காடà¯à®Ÿà®ªà¯à®ªà®Ÿ வேணà¯à®Ÿà¯à®®à®¾ எனà¯à®ªà®¤à¯ˆ மாறà¯à®±à¯à®•ிறதà¯. பதிவேட௠வீஙà¯à®•à¯à®µà®¤à¯ˆà®¤à¯ தடà¯à®•à¯à®• பயனà¯à®³à¯à®³à®¤à®¾à®• இரà¯à®•à¯à®•à¯à®®à¯ அலà¯à®²à®¤à¯ உஙà¯à®•ளிடம௠வேறொர௠ஸà¯à®•ிரிபà¯à®Ÿà¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®Ÿ அரடà¯à®Ÿà¯ˆ பதிவ௠தீரà¯à®µà¯ இரà¯à®¨à¯à®¤à®¾à®²à¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯. |
-| db_logging | int\* | 0 | No | No | சரà¯à®µà®°à¯ கனà¯à®šà¯‹à®²à®¿à®²à¯ sqlite db\_\* செயலà¯à®ªà®¾à®Ÿà¯ பிழைகளை பதிவ௠செயà¯à®•ிறதà¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.7 R2 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| db_log_queries | int\* | 0 | No | No | வினவல௠சரம௠உடà¯à®ªà®Ÿ அனைதà¯à®¤à¯ sqlite db_query அழைபà¯à®ªà¯à®•ளையà¯à®®à¯ பதிவ௠செயà¯à®•ிறதà¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.7 R2 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
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-> [*] சில அமைபà¯à®ªà¯à®•ள௠நீஙà¯à®•ள௠நினைபà¯à®ªà®¤à¯ˆ விட வேற௠வகையாகà¯à®®à¯.
-
-## Client
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ----------------- | ----- | ------------- | --------- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| onfoot_rate\* | int | 30 | Yes | No | ஒர௠கிளையனà¯à®Ÿà¯ காலடியில௠இரà¯à®•à¯à®•à¯à®®à¯à®ªà¯‹à®¤à¯ பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆà®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•à¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| incar_rate | int | 30 | Yes | No | ஒர௠கிளையணà¯à®Ÿà¯ வாகனதà¯à®¤à®¿à®²à¯ இரà¯à®•à¯à®•à¯à®®à¯ போத௠பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆà®ªà¯ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•à¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| weapon_rate | int | 30 | Yes | No | ஒர௠கிளையணà¯à®Ÿà¯ ஒர௠ஆயà¯à®¤à®¤à¯à®¤à¯ˆ சà¯à®Ÿà¯à®®à¯ போத௠பà¯à®¤à®¿à®¯ தரவà¯à®•ளà¯à®Ÿà®©à¯ சேவையகதà¯à®¤à¯ˆ பà¯à®¤à¯à®ªà¯à®ªà®¿à®•à¯à®•à¯à®®à¯ நேரம௠மிலà¯à®²à®¿ விநாடிகளிலà¯. |
-| stream_distance\* | float | 200.0 | No | No | X,Y பà¯à®³à¯‡à®©à¯ பிளேயரà¯à®•ளில௠உளà¯à®³ தூரம௠சரà¯à®µà®°à¯ நிறà¯à®µà®©à®™à¯à®•ளில௠ஸà¯à®Ÿà¯à®°à¯€à®®à¯ செயà¯à®¯à®ªà¯à®ªà®Ÿà¯à®®à¯. அதிகபடà¯à®šà®®à¯ **400.0** மறà¯à®±à¯à®®à¯ கà¯à®±à¯ˆà®¨à¯à®¤à®ªà®Ÿà¯à®šà®®à¯ **50.0**. அதிக மதிபà¯à®ªà¯à®•ளà¯, வீரரà¯à®•ளை அதிக தூரதà¯à®¤à®¿à®²à¯ சரà¯à®µà®°à¯ நிறà¯à®µà®©à®™à¯à®•ளைப௠பாரà¯à®•à¯à®• வைகà¯à®•ிறதà¯, ஆனால௠அதிக கிளையனà¯à®Ÿà¯ செயலாகà¯à®•ம௠மறà¯à®±à¯à®®à¯ அதிக அலைவரிசை தேவைபà¯à®ªà®Ÿà¯à®•ிறதà¯. |
-| stream_rate\* | int | 1000 | No | No | ஒவà¯à®µà¯Šà®°à¯ வீரரà¯à®•à¯à®•à¯à®®à¯ சரà¯à®µà®°à¯ நிறà¯à®µà®©à®™à¯à®•ளின௠ஸà¯à®Ÿà¯à®°à¯€à®®à®¿à®™à¯à®•ிறà¯à®•௠மà¯à®©à¯ மிலà¯à®²à®¿ விநாடிகளில௠நேரம௠மீணà¯à®Ÿà¯à®®à¯ சோதிகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯. அதிகபடà¯à®šà®®à¯ **5000** மறà¯à®±à¯à®®à¯ கà¯à®±à¯ˆà®¨à¯à®¤à®ªà®Ÿà¯à®šà®®à¯ **500**. ஒவà¯à®µà¯Šà®°à¯ வீரரà¯à®•à¯à®•à¯à®®à¯ ஸà¯à®Ÿà¯à®°à¯€à®®à®¿à®™à¯ நிலைமைகளை அடிகà¯à®•டி மறà¯à®ªà®°à®¿à®šà¯€à®²à®©à¯ˆ செயà¯à®¯ வேணà¯à®Ÿà®¿à®¯à®¿à®°à¯à®ªà¯à®ªà®¤à®¾à®²à¯ கà¯à®±à¯ˆà®¨à¯à®¤ மதிபà¯à®ªà¯à®•ள௠சரà¯à®µà®°à¯ செயலாகà¯à®•தà¯à®¤à¯ˆ அதிகரிகà¯à®•ிறதà¯. |
-
-> [*] onfoot_rate, incar_rate மறà¯à®±à¯à®®à¯ weapon_rate ஆகியவறà¯à®±à®¿à®©à¯ கà¯à®±à¯ˆà®¨à¯à®¤ மதிபà¯à®ªà¯à®•ள௠ஒதà¯à®¤à®¿à®šà¯ˆà®µà¯ செயலà¯à®¤à®¿à®±à®©à¯ˆ அதிகரிகà¯à®•ிறதà¯, ஆனால௠அதிக அலைவரிசையைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®•ிறதà¯.
-
-## NPCs
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ------- | ---- | ------------- | --------- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------- |
-| maxnpc | int | 0 | No | No | உஙà¯à®•ள௠சரà¯à®µà®°à¯ வைதà¯à®¤à®¿à®°à¯à®•à¯à®•கà¯à®•ூடிய அதிகபடà¯à®š அளவ௠NPCகளà¯. இநà¯à®¤ எணà¯à®£à¯ˆ மாறà¯à®±à¯à®µà®¤à®©à¯ மூலமà¯, NPCகள௠எதà¯à®¤à®©à¯ˆ பிளேயர௠ஸà¯à®²à®¾à®Ÿà¯à®Ÿà¯à®•ளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯ எனà¯à®ªà®¤à¯ˆ நீஙà¯à®•ள௠மாறà¯à®±à®²à®¾à®®à¯. |
-
-## Lag compensation
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ----------- | ------ | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| lagcompmode | int | 1 | Yes | No | 0: பினà¯à®©à®Ÿà¯ˆà®µà¯ இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ à®®à¯à®´à¯à®µà®¤à¯à®®à®¾à®• à®®à¯à®Ÿà®•à¯à®•à¯.
1: பினà¯à®©à®Ÿà¯ˆà®µà¯ இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ à®®à¯à®´à¯à®®à¯ˆà®¯à®¾à®• இயகà¯à®•à¯.
2: நிலை-ஒனà¯à®²à®¿ லேக௠இழபà¯à®ªà¯€à®Ÿà¯à®Ÿà¯ˆ இயகà¯à®•à¯. இதன௠பொரà¯à®³à¯ பிளேயர௠சà¯à®´à®±à¯à®šà®¿ தாமதமாக ஈடà¯à®šà¯†à®¯à¯à®¯à®ªà¯à®ªà®Ÿà®¾à®¤à¯. |
-| lagcomp | string | On | Yes | Yes | **lagcompmode** அமைபà¯à®ªà¯ˆà®ªà¯ பொறà¯à®¤à¯à®¤à¯ தானாகவே **On** அலà¯à®²à®¤à¯ **Off** என அமைகà¯à®•லாமà¯. |
-
-## Custom models
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ---------- | ------ | ------------- | --------- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| useartwork | bool | 0 | Yes | No | மாடலà¯à®•ள௠கோபà¯à®ªà¯à®±à¯ˆà®¯à®¿à®²à®¿à®°à¯à®¨à¯à®¤à¯ சேவையகம௠தனிபà¯à®ªà®¯à®©à¯ மாதிரிகளைப௠பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®©à®¾à®²à¯, மாறà¯à®•ிறதà¯. இயகà¯à®• 1 அலà¯à®²à®¤à¯ à®®à¯à®Ÿà®•à¯à®• 0 என அமைகà¯à®•வà¯à®®à¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.8 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-| artwork | string | No | Yes | Yes | **பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à¯à®®à¯ பணி** அமைபà¯à®ªà¯ˆà®ªà¯ பொறà¯à®¤à¯à®¤à¯ தானாகவே **இலà¯à®²à¯ˆ** அலà¯à®²à®¤à¯ **ஆமà¯** என அமைகà¯à®•லாமà¯.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.8 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯. à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ கொணà¯à®Ÿà®¿à®°à¯à®•à¯à®•விலà¯à®²à¯ˆ. |
-| artpath | string | models | Yes | No | தனிபà¯à®ªà®¯à®©à¯ மாதிரிகள௠அமைநà¯à®¤à¯à®³à¯à®³ பாதை.
**கà¯à®±à®¿à®ªà¯à®ªà¯:** இநà¯à®¤ சரà¯à®µà®°à¯ var 0.3.8 இல௠சேரà¯à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿà®¤à¯ மறà¯à®±à¯à®®à¯ à®®à¯à®¨à¯à®¤à¯ˆà®¯ பதிபà¯à®ªà¯à®•ளில௠எநà¯à®¤ விளைவையà¯à®®à¯ à®à®±à¯à®ªà®Ÿà¯à®¤à¯à®¤à®¾à®¤à¯. |
-
-## Others
-
-| அமைதà¯à®¤à®²à¯ | வகை | இயலà¯à®ªà¯à®¨à®¿à®²à¯ˆ மதிபà¯à®ªà¯ | படிகà¯à®• மடà¯à®Ÿà¯à®®à¯ | விதி | விளைவ௠|
-| ------- | ------ | ------------- | --------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
-| myriad | bool | 0 | No | No | பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà®¾à®¤à®¤à¯. பல ஆணà¯à®Ÿà¯à®•ளà¯à®•à¯à®•௠மà¯à®©à¯à®ªà¯ "Myriad Islands" எனà¯à®±à¯ அழைகà¯à®•பà¯à®ªà®Ÿà¯à®®à¯ பழைய GTA சான௠ஆணà¯à®Ÿà¯à®°à®¿à®¯à®¾à®¸à¯ மோட௠உடன௠சில இணகà¯à®•தà¯à®¤à®©à¯à®®à¯ˆà®¯à¯ˆ இத௠செயலà¯à®ªà®Ÿà¯à®¤à¯à®¤à®¿à®¯à®¿à®°à¯à®•à¯à®•லாமà¯, அநேகமாக 2008 ஆம௠ஆணà¯à®Ÿà¯à®•à¯à®•௠மà¯à®©à¯à®©à®¤à®¾à®•. |
-| nosign | string | | Yes | No | பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®ªà¯à®ªà®Ÿà®¾à®¤à®¤à¯. |
-
-## Notes
-
-- "படிகà¯à®• மடà¯à®Ÿà¯à®®à¯" (`/rcon varlist` மூலம௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯) எனக௠கà¯à®±à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ மதிபà¯à®ªà¯à®•ளை இயகà¯à®• நேரதà¯à®¤à®¿à®²à¯ மாறà¯à®± à®®à¯à®Ÿà®¿à®¯à®¾à®¤à¯. SendRconCommand கà¯à®•௠அனà¯à®ªà¯à®ªà¯à®µà®¤à®©à¯ மூலம௠மறà¯à®± எலà¯à®²à®¾ மதிபà¯à®ªà¯à®•ளையà¯à®®à¯ (தறà¯à®•ாலிகமாக) மாறà¯à®±à®²à®¾à®®à¯.
-- "விதி" எனக௠கà¯à®±à®¿à®•à¯à®•பà¯à®ªà®Ÿà¯à®Ÿ மதிபà¯à®ªà¯à®•ள௠(`/rcon varlist` மூலம௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®Ÿà¯à®³à¯à®³à®¤à¯) விதிமà¯à®±à¯ˆà®•ள௠பிரிவில௠சரà¯à®µà®°à¯ உலாவியில௠காடà¯à®Ÿà®ªà¯à®ªà®Ÿà¯à®®à¯.
-- ஸà¯à®•ிரிபà¯à®Ÿà¯à®•ள௠கேமà¯à®®à¯‹à®Ÿà¯à®•ள௠அலà¯à®²à®¤à¯ ஃபிலà¯à®Ÿà®°à¯à®¸à¯à®•ிரிபà¯à®Ÿà¯ கோபà¯à®ªà¯à®±à¯ˆà®•ளில௠இரà¯à®•à¯à®• வேணà¯à®Ÿà®¿à®¯à®¤à®¿à®²à¯à®²à¯ˆ. server.cfg இல௠உளà¯à®³ தகவல௠ஒர௠பாதை, எனவே ".."à®à®ªà¯ பயனà¯à®ªà®Ÿà¯à®¤à¯à®¤à®²à®¾à®®à¯.
diff --git a/docs/translations/th/meta/Contributing.md b/docs/translations/th/meta/Contributing.md
deleted file mode 100644
index bf17604fcb5..00000000000
--- a/docs/translations/th/meta/Contributing.md
+++ /dev/null
@@ -1,213 +0,0 @@
----
-title: à¸à¸²à¸£à¸¡à¸µà¸ªà¹ˆà¸§à¸™à¸£à¹ˆà¸§à¸¡
-description: วิธีà¸à¸²à¸£à¸¡à¸µà¸ªà¹ˆà¸§à¸™à¸£à¹ˆà¸§à¸¡à¸à¸±à¸šà¹€à¸à¸à¸ªà¸²à¸£ SA-MP Wiki à¹à¸¥à¸° open.mp
----
-
-à¹à¸«à¸¥à¹ˆà¸‡à¸—ี่มาขà¸à¸‡à¹€à¸à¸à¸ªà¸²à¸£à¸™à¸µà¹‰à¹€à¸›à¸´à¸”ให้ทุà¸à¸„นมีส่วนร่วมในà¸à¸²à¸£ เปลี่ยนà¹à¸›à¸¥à¸‡!! พวà¸à¸„ุณ ต้à¸à¸‡à¸¡à¸µà¸šà¸±à¸à¸Šà¸µ [GitHub](https://github.com) à¹à¸¥à¸°à¹€à¸§à¸¥à¸²à¸§à¹ˆà¸²à¸‡à¸ªà¸±à¸à¹€à¸¥à¹‡à¸à¸™à¹‰à¸à¸¢ คุณไม่จำเป็นต้à¸à¸‡à¸£à¸¹à¹‰ เà¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸š Git ด้วยซ้ำ คุณสามารถทำได้ทั้งหมดจาà¸à¸«à¸™à¹‰à¸²à¹€à¸§à¹‡à¸š!
-
-## à¸à¸²à¸£à¹à¸à¹‰à¹„ขเนื้à¸à¸«à¸²
-
-ในà¹à¸•่ละหน้า มีปุ่มที่จะพาคุณไปยังหน้า Github เพื่à¸à¸—ำà¸à¸²à¸£à¹à¸à¹‰à¹„ข:
-
-
-
-ยà¸à¸•ัวà¸à¸¢à¹ˆà¸²à¸‡à¹€à¸Šà¹ˆà¸™ คลิà¸à¹„ปที่ [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) มันจะพาคุณไป [หน้านี้](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md) ซึ่งจะà¹à¸ªà¸”งเครื่à¸à¸‡à¸¡à¸·à¸à¹ƒà¸™à¸à¸²à¸£à¹à¸à¹‰à¹„ขข้à¸à¸„วามเพื่à¸à¸—ำà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹à¸›à¸¥à¸‡ ไฟล์ (สมมติหาภคุณเข้าสู่ระบบ Github)
-
-ทำà¸à¸²à¸£à¹à¸à¹‰à¹„ขในส่วนขà¸à¸‡à¸„ุณà¹à¸¥à¸°à¸ªà¹ˆà¸‡ "Pull Request" ซึ่งหมายถึงผู้ดูà¹à¸¥ Wiki à¹à¸¥à¸° สมาชิà¸à¸„à¸à¸¡à¸¡à¸¹à¸™à¸´à¸•ี้คนà¸à¸·à¹ˆà¸™ ๆ สามารถตรวจสà¸à¸šà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹à¸›à¸¥à¸‡à¸‚à¸à¸‡à¸„ุณ à¹à¸¥à¸°à¸žà¸¹à¸”คุยà¸à¸±à¸™à¸§à¹ˆà¸²à¸¡à¸±à¸™à¸ˆà¸³à¹€à¸›à¹‡à¸™ หรืà¸à¹„ม่à¸à¸±à¸šà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹à¸›à¸¥à¸‡à¸™à¸µà¹‰à¹à¸¥à¹‰à¸§à¸£à¸§à¸¡à¹€à¸‚้าด้วยà¸à¸±à¸™
-
-## à¸à¸²à¸£à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸™à¸·à¹‰à¸à¸«à¸²à¹ƒà¸«à¸¡à¹ˆ
-
-à¸à¸²à¸£à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸™à¸·à¹‰à¸à¸«à¸²à¹ƒà¸«à¸¡à¹ˆà¸¡à¸µà¸à¸²à¸ˆà¸¡à¸µà¸„วามยุ่งยาà¸à¹€à¸¥à¹‡à¸à¸™à¹‰à¸à¸¢ คุณสามารถทำได้สà¸à¸‡à¸§à¸´à¸˜à¸µ:
-
-### หน้าà¸à¸´à¸™à¹€à¸•à¸à¸£à¹Œà¹€à¸Ÿà¸‹à¸‚à¸à¸‡ GitHub
-
-เมื่à¸à¹€à¸£à¸µà¸¢à¸à¸”ูไดเรà¸à¸—à¸à¸£à¸µà¸šà¸™ GitHub จะมีปุ่ม Add file à¸à¸¢à¸¹à¹ˆà¸”้านบน มุมขวาขà¸à¸‡à¸£à¸²à¸¢à¸à¸²à¸£à¹„ฟล์:
-
-
-
-คุณสามารถà¸à¸±à¸›à¹‚หลดไฟล์ Markdown ที่คุณเขียนไว้à¹à¸¥à¹‰à¸§à¸«à¸£à¸·à¸à¹€à¸‚ียนมันโดยตรงผ่านเครื่à¸à¸‡à¸¡à¸·à¸à¹à¸à¹‰à¹„ขข้à¸à¸„วามขà¸à¸‡ Github
-
-ไฟล์ _ควร_ มีสà¸à¸¸à¸¥ `.md` à¹à¸¥à¸°à¸¡à¸µ Markdown สำหรับข้à¸à¸¡à¸¹à¸¥à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸•ิม เà¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸š Markdown ลà¸à¸‡à¸”ูที่ [คู่มืà¸à¸™à¸µà¹‰](https://guides.github.com/features/mastering-markdown/)
-
-เมื่à¸à¹€à¸ªà¸£à¹‡à¸ˆà¹à¸¥à¹‰à¸§à¹ƒà¸«à¹‰à¸à¸” "Propose new file" จาà¸à¸™à¸±à¹‰à¸™ Pull Request จะเปิดขึ้นมาเพื่ภตรวจสà¸à¸š
-
-### Git
-
-หาà¸à¸•้à¸à¸‡à¸à¸²à¸£à¹ƒà¸Šà¹‰ Git สิ่งที่คุณต้à¸à¸‡à¸—ำคืà¸à¹‚คลนที่เà¸à¹‡à¸š Wiki ด้วย:
-
-```sh
-git clone https://github.com/openmultiplayer/wiki.git
-```
-
-เปิดมันด้วยเครื่à¸à¸‡à¸¡à¸·à¸à¹à¸à¹‰à¹„ขไฟล์ที่คุณชà¸à¸š ผมà¹à¸™à¸°à¸™à¸³à¹ƒà¸«à¹‰à¹ƒà¸Šà¹‰ Visual Studio Code เพราะมันมี เครื่à¸à¸‡à¸¡à¸·à¸à¸”ี ๆ สำหรับà¸à¸²à¸£à¹à¸à¹‰à¹„ขà¹à¸¥à¸°à¸ˆà¸±à¸”รูปà¹à¸šà¸šà¹„ฟล์ Markdown à¸à¸¢à¹ˆà¸²à¸‡à¸—ี่คุณเห็น ผม เขียนมันด้วย Visual Studio Code!
-
-
-
-ผมà¹à¸™à¸°à¸™à¸³à¹ƒà¸«à¹‰à¹ƒà¸Šà¹‰à¸ªà¹ˆà¸§à¸™à¸‚ยายสà¸à¸‡à¸•ัวนี้เพื่à¸à¹€à¸žà¸´à¹ˆà¸¡à¸›à¸£à¸°à¸ªà¸šà¸à¸²à¸£à¸“์ขà¸à¸‡à¸„ุณให้ดียิ่งขึ้น:
-
-- [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) โดย David Anson - นี่คืà¸à¸ªà¹ˆà¸§à¸™à¸‚ยายที่ทำให้à¹à¸™à¹ˆà¹ƒà¸ˆà¸§à¹ˆà¸² Markdown ขà¸à¸‡à¸„ุณ มีรูปà¹à¸šà¸šà¸—ี่ถูà¸à¸•้à¸à¸‡ มันป้à¸à¸‡à¸à¸±à¸™à¸„วามผิดพลาดทางไวยาà¸à¸£à¸“์à¹à¸¥à¸°à¸„วามหมาย ไม่ใช่ คำเตืà¸à¸™à¸—ั้งหมดจะมีความสำคัภà¹à¸•่บางคำเตืà¸à¸™à¸ªà¸²à¸¡à¸²à¸£à¸–ช่วยปรับปรุงความสามารถในà¸à¸²à¸£à¸à¹ˆà¸²à¸™à¹„ด้ ใช้ วิจารณà¸à¸²à¸“ที่ดีที่สุด à¹à¸¥à¸°à¸«à¸²à¸à¸¡à¸µà¸‚้à¸à¸ªà¸‡à¸ªà¸±à¸¢à¹€à¸žà¸µà¸¢à¸‡à¹à¸„่ถามผู้วิจารณ์!
-- [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) โดยทีม Prettier.js - นี่คืà¸à¸•ัวที่สามารถจัดรูปà¹à¸šà¸šà¹„ฟล์ Markdown ขà¸à¸‡à¸„ุณโดยà¸à¸±à¸•โนมัติ ดังนั้นพวà¸à¹€à¸‚า ใช้สไตล์ที่สà¸à¸”ค้ลà¸à¸‡à¸à¸±à¸™ à¸à¹‡à¸„ืà¸à¸—ี่เà¸à¹‡à¸š Wiki มีà¸à¸²à¸£à¸•ั้งค่าบางà¸à¸¢à¹ˆà¸²à¸‡à¹ƒà¸™ `package.json` ที่ส่วนขยายนี้เรียà¸à¹ƒà¸Šà¹‰à¹‚ดยà¸à¸±à¸•โนมัติ à¸à¸¢à¹ˆà¸²à¸¥à¸·à¸¡à¹€à¸›à¸´à¸”ใช้งาน "Format On Save" ในà¸à¸²à¸£à¸•ั้งค่าตัวà¹à¸à¹‰à¹„ขเพื่à¸à¹ƒà¸«à¹‰à¹„ฟล์ Markdown ขà¸à¸‡à¸„ุณได้รับà¸à¸²à¸£à¸ˆà¸±à¸”รูปà¹à¸šà¸šà¹‚ดยà¸à¸±à¸•โนมัติทุà¸à¸„รั้งที่คุณบันทึà¸!
-
-## บันทึภเคล็ดลับ à¹à¸¥à¸°à¸à¸£à¸°à¸šà¸§à¸™à¸à¸²à¸£
-
-### ลิงค์ภายใน
-
-à¸à¸¢à¹ˆà¸²à¹ƒà¸Šà¹‰ URL à¹à¸šà¸šà¹€à¸•็มสำหรับà¸à¸²à¸£à¹€à¸Šà¸·à¹ˆà¸à¸¡à¸•่à¸à¸ ายในเว็บไซต์เดียวà¸à¸±à¸™ ใช้เส้นทางที่à¸à¸¢à¸¹à¹ˆà¹ƒà¸™à¹€à¸„รืà¸à¹€à¸”ียวà¸à¸±à¸™
-
-- âŒ
-
- ```md
- ใช้à¸à¸±à¸š [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer)
- ```
-
-- ✔
-
- ```md
- ใช้à¸à¸±à¸š [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer)
- ```
-
-`../` ความหมายคืภ"ย้à¸à¸™à¸à¸¥à¸±à¸šà¹„ปหนึ่งไดเรà¸à¸—à¸à¸£à¸µ" ดังนั้นหาà¸à¹„ฟล์ที่คุณà¸à¸³à¸¥à¸±à¸‡à¹à¸à¹‰à¹„ขà¸à¸¢à¸¹à¹ˆà¹ƒà¸™ ไดเรà¸à¸—à¸à¸£à¸µ `functions` à¹à¸¥à¸°à¸„ุณจะเชื่à¸à¸¡à¸•่à¸à¹„ปหา `callbacks` คุณสามารถใช้ `../` เพื่à¸à¸à¸¥à¸±à¸šà¹„ป ยัง `scripting/` จาà¸à¸™à¸±à¹‰à¸™à¸à¹‡ `callbacks/` เพื่à¸à¹€à¸‚้าไปยังไดเรà¸à¸—à¸à¸£à¸µà¸‚à¸à¸‡ callbacks จาà¸à¸™à¸±à¹‰à¸™ ชื่à¸à¹„ฟล์ callback (ไม่มี `.md`) ที่คุณต้à¸à¸‡à¸à¸²à¸£à¹€à¸Šà¸·à¹ˆà¸à¸¡à¸•่à¸
-
-### รูปภาพ
-
-รูปภาพจะà¸à¸¢à¸¹à¹ˆà¹ƒà¸™à¹„ดเร็à¸à¸—à¸à¸£à¸µà¸¢à¹ˆà¸à¸¢à¸”้านใน `/static/images` จาà¸à¸™à¸±à¹‰à¸™à¹€à¸¡à¸·à¹ˆà¸à¸„ุณต้à¸à¸‡à¸à¸²à¸£à¹‚ยงไฟล์ รูปภาพใน `![]()` คุณà¹à¸„่ใช้ `/images/` เป็นà¸à¸²à¸™ (ไม่จำเป็นต้à¸à¸‡ `static` นั้นเป็นเส้นทางสำหรับที่เà¸à¹‡à¸š)
-
-หาà¸à¸¡à¸µà¸‚้à¸à¸ªà¸‡à¸ªà¸±à¸¢ โปรดà¸à¹ˆà¸²à¸™à¸«à¸™à¹‰à¸²à¸à¸·à¹ˆà¸™à¸—ี่ใช้รูปภาพเหมืà¸à¸™à¸à¸±à¸™à¹à¸¥à¸°à¸à¹Šà¸à¸›à¸›à¸µà¹‰à¸§à¸´à¸˜à¸µà¸à¸²à¸£à¸—ำที่นั้นมาได้เลย
-
-### Metadata
-
-สิ่งà¹à¸£à¸à¹ƒà¸™à¹€à¸à¸à¸ªà¸²à¸£ _ใด ๆ_ ที่นี่ควรเป็น metadata: (Metadata หมายถึงข้à¸à¸¡à¸¹à¸¥à¸—ี่à¸à¸˜à¸´à¸šà¸²à¸¢à¸–ึงความเป็นมาขà¸à¸‡à¸‚้à¸à¸¡à¸¹à¸¥à¸™à¸±à¹‰à¸™ ๆ)
-
-```mdx
----
-title: เà¸à¸à¸ªà¸²à¸£à¸‚à¸à¸‡à¸‰à¸±à¸™
-description: นี่คืà¸à¸«à¸™à¹‰à¸²à¹€à¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸šà¸—ีมงานà¹à¸¥à¸°à¸à¸°à¹„รบางà¸à¸¢à¹ˆà¸²à¸‡à¹€à¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸šà¸à¸²à¸à¸°à¸•ะ
----
-```
-
-ทุภๆ หน้าควรมี title à¹à¸¥à¸° description
-
-สำหรับรายà¸à¸²à¸£à¹à¸šà¸šà¹€à¸•็มว่าใช้à¸à¸°à¹„รได้บ้างในระหว่าง `---` ลà¸à¸‡à¸”ูที่ [เà¸à¸à¸ªà¸²à¸£ Docusaurus](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).
-
-### หัวเรื่à¸à¸‡
-
-à¸à¸¢à¹ˆà¸²à¸ªà¸£à¹‰à¸²à¸‡à¸«à¸±à¸§à¸‚้à¸à¸£à¸°à¸”ับ 1 (``) ด้วย `#` ซึ่งมันจะสร้างขึ้น โดยà¸à¸±à¸•โนมัติ หัวข้à¸à¹à¸£à¸à¸‚à¸à¸‡à¸„ุณ _ทุà¸à¸„รั้ง_ ควรเป็น `##`
-
-- âŒ
-
- ```md
- # หัวข้à¸à¸‚à¸à¸‡à¸‰à¸±à¸™
-
- เà¸à¸à¸ªà¸²à¸£à¸™à¸µà¹‰à¹€à¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸š ...
-
- # หัวข้à¸à¸¢à¹ˆà¸à¸¢
- ```
-
-- ✔
-
- ```md
- เà¸à¸à¸ªà¸²à¸£à¸™à¸µà¹‰à¹€à¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸š ...
-
- ## หัวข้à¸à¸¢à¹ˆà¸à¸¢
- ```
-
-### ใช้ `โค้ด` สำหรับà¸à¸²à¸£à¸à¹‰à¸²à¸‡à¸à¸´à¸‡à¸—างเทคนิค
-
-เมื่à¸à¹€à¸‚ียนย่à¸à¸«à¸™à¹‰à¸²à¸—ี่มี ชื่à¸à¸Ÿà¸±à¸‡à¸à¹Œà¸Šà¸±à¸™, ตัวเลข, นิพจน์ หรืà¸à¸à¸°à¹„รà¸à¹‡à¸•ามที่ไม่ใช่ภาษาเขียนมาตรà¸à¸²à¸™à¹ƒà¸«à¹‰à¸¥à¹‰à¸à¸¡à¸£à¸à¸šà¸”้วย \`pBongWeed\` à¹à¸šà¸šà¸™à¸µà¹‰ ทำให้ง่ายต่à¸à¸à¸²à¸£à¹à¸¢à¸à¸ าษาสำหรับà¸à¸˜à¸´à¸šà¸²à¸¢à¸ªà¸´à¹ˆà¸‡à¸•่าง ๆ จาà¸à¸à¸²à¸£à¸à¹‰à¸²à¸‡à¸à¸´à¸‡à¸–ึงà¸à¸‡à¸„์ประà¸à¸à¸šà¸—างเทคนิคเช่น ชื่à¸à¸Ÿà¸±à¸‡à¸à¹Œà¸Šà¸±à¹ˆà¸™ à¹à¸¥à¸°à¸ªà¹ˆà¸§à¸™à¸‚à¸à¸‡à¹‚ค้ด
-
-- âŒ
-
- > ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™ fopen จะส่งค่าà¸à¸¥à¸±à¸šà¸¡à¸²à¸žà¸£à¹‰à¸à¸¡à¹à¸—็à¸à¸›à¸£à¸°à¹€à¸ ท File: มันไม่มี ปัà¸à¸«à¸²à¸à¸°à¹„รในบรรทัดนั้นเนื่à¸à¸‡à¸ˆà¸²à¸à¸„่าส่งà¸à¸¥à¸±à¸šà¸ˆà¸°à¸–ูà¸à¹€à¸à¹‡à¸šà¹„ว้ในตัวà¹à¸›à¸£à¸™à¸±à¹‰à¸™à¸žà¸£à¹‰à¸à¸¡ à¹à¸—็à¸à¸›à¸£à¸°à¹€à¸ ท File: (à¸à¸£à¸“ีนี้à¸à¹‡à¹€à¸Šà¹ˆà¸™à¸à¸±à¸™) à¸à¸¢à¹ˆà¸²à¸‡à¹„รà¸à¹‡à¸•ามใน บรรทัดถัดไปค่า 4 ได้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸‚้าไปในตัวควบคุมไฟล์ 4 ไม่มีà¹à¸—็ภ[...]
-
-- ✔
-
- > ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™ `fopen` จะส่งค่าà¸à¸¥à¸±à¸šà¸¡à¸²à¸žà¸£à¹‰à¸à¸¡à¹à¸—็à¸à¸›à¸£à¸°à¹€à¸ ท `File:` มัน ปัà¸à¸«à¸²à¸à¸°à¹„รในบรรทัดนั้นเนื่à¸à¸‡à¸ˆà¸²à¸à¸„่าส่งà¸à¸¥à¸±à¸šà¸ˆà¸°à¸–ูà¸à¹€à¸à¹‡à¸šà¹„ว้ในตัวà¹à¸›à¸£à¸™à¸±à¹‰à¸™à¸žà¸£à¹‰à¸à¸¡ à¹à¸—็à¸à¸›à¸£à¸°à¹€à¸ ท `File:` (à¸à¸£à¸“ีนี้à¸à¹‡à¹€à¸Šà¹ˆà¸™à¸à¸±à¸™) à¸à¸¢à¹ˆà¸²à¸‡à¹„รà¸à¹‡à¸•ามใน บรรทัดถัดไปค่า `4` ได้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸‚้าไปในตัวควบคุมไฟล์ `4` ไม่มีà¹à¸—็à¸
-
-ในตัวà¸à¸¢à¹ˆà¸²à¸‡à¸‚้างต้น `fopen` คืà¸à¸Šà¸·à¹ˆà¸à¸Ÿà¸±à¸‡à¸à¹Œà¸Šà¸±à¹ˆà¸™ ไม่ใช่ศัพท์ภาษาà¸à¸±à¸‡à¸à¸¤à¸© ดังนั้นล้à¸à¸¡à¸£à¸à¸šà¸”้วยเครื่à¸à¸‡à¸«à¸¡à¸²à¸¢à¸•ัวà¸à¸¢à¹ˆà¸²à¸‡ `โค้ด` ช่วยà¹à¸¢à¸à¸„วามà¹à¸•à¸à¸•่างจาà¸à¹€à¸™à¸·à¹‰à¸à¸«à¸²à¸à¸·à¹ˆà¸™
-
-นà¸à¸à¸ˆà¸²à¸à¸™à¸µà¹‰ หาà¸à¸¢à¹ˆà¸à¸«à¸™à¹‰à¸²à¸™à¸±à¹‰à¸™à¸à¹‰à¸²à¸‡à¸à¸´à¸‡à¸–ึงโค้ดตัวà¸à¸¢à¹ˆà¸²à¸‡ สิ่งนี้à¸à¹‡à¸ªà¸²à¸¡à¸²à¸£à¸–ช่วย ให้ผู้à¸à¹ˆà¸²à¸™à¸ªà¸²à¸¡à¸²à¸£à¸–เชื่à¸à¸¡à¹‚ยงความเข้าใจà¸à¸±à¸šà¹‚ค้ดได้ง่ายขึ้น
-
-### ตาราง
-
-หาà¸à¸•ารางนั้นมีหัวข้ภเขียนให้à¸à¸¢à¸¹à¹ˆà¹ƒà¸™à¸ªà¹ˆà¸§à¸™à¸šà¸™à¸ªà¸¸à¸”:
-
-- âŒ
-
- ```md
- | | |
- | ------- | ----------------------------- |
- | สภาพ | สถานะเครื่à¸à¸‡à¸¢à¸™à¸•์ |
- | 650 | ไม่มีความเสียหาย |
- | 650-550 | ควันขาว |
- | 550-390 | ควันเทา |
- | 390-250 | ควันดำ |
- | < 250 | ติดไฟ (จะระเบิดในวินาทีต่à¸à¸¡à¸²) |
- ```
-
-- ✔
-
- ```md
- | สภาพ | สถานะเครื่à¸à¸‡à¸¢à¸™à¸•์ |
- | ------- | ----------------------------- |
- | 650 | ไม่มีความเสียหาย |
- | 650-550 | ควันขาว |
- | 550-390 | ควันเทา |
- | 390-250 | ควันดำ |
- | < 250 | ติดไฟ (จะระเบิดในวินาทีต่à¸à¸¡à¸²) |
- ```
-
-## à¸à¸²à¸£à¸¢à¹‰à¸²à¸¢à¸ˆà¸²à¸ SA-MP Wiki
-
-เนื้à¸à¸«à¸²à¸ªà¹ˆà¸§à¸™à¹ƒà¸«à¸à¹ˆà¹„ด้ถูà¸à¸¢à¹‰à¸²à¸¢à¹à¸¥à¹‰à¸§ à¹à¸•่หาà¸à¸„ุณพบหน้าที่ขาดหายไป นี่คืà¸à¸„ำà¹à¸™à¸°à¸™à¸³à¸ªà¸±à¹‰à¸™ ๆ เà¸à¸µà¹ˆà¸¢à¸§à¸à¸±à¸šà¸à¸²à¸£à¹à¸›à¸¥à¸‡à¹€à¸™à¸·à¹‰à¸à¸«à¸²à¹€à¸›à¹‡à¸™ Markdown
-
-### รับไฟล์ HTML
-
-1. คลิà¸à¸›à¸¸à¹ˆà¸¡à¸™à¸µà¹‰
-
- (Firefox)
-
- 
-
- (Chrome)
-
- 
-
-2. หาà¸à¹€à¸¡à¸²à¸ªà¹Œà¸—ี่ด้านบนซ้ายขà¸à¸‡à¸«à¸™à¹‰à¸²à¸«à¸¥à¸±à¸à¹ƒà¸™ wiki ในมุมหรืà¸à¸‚à¸à¸šà¸”้านซ้าย จนà¸à¸§à¹ˆà¸²à¸„ุณจะเห็น `#content`
-
- 
-
- หรืà¸à¸„้นหา ``
-
- 
-
-3. คัดลà¸à¸à¸à¸‡à¸„์ประà¸à¸à¸šà¸ ายใน HTML นั้น
-
- 
-
- ตà¸à¸™à¸™à¸µà¹‰à¸„ุณมี _เพียง_ โค้ด HTML สำหรับ _เนื้à¸à¸«à¸²_ ที่เห็นขà¸à¸‡à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰à¹à¸¥à¹‰à¸§ เลืà¸à¸ สิ่งที่เราสนใจ à¹à¸¥à¸°à¸„ุณสามารถà¹à¸›à¸¥à¸‡à¸¡à¸±à¸™à¹€à¸›à¹‡à¸™ Markdown ได้
-
-### à¹à¸›à¸¥à¸‡ HTML เป็น Markdown
-
-สำหรับà¸à¸²à¸£à¹à¸›à¸¥à¸‡à¹‚ค้ด HTML à¹à¸šà¸šà¸žà¸·à¹‰à¸™ ๆ (ไม่ใช่ตาราง) เป็น Markdown ใช้:
-
-https://mixmark-io.github.io/turndown/
-
-
-
-^^ สังเà¸à¸•ได้เลยว่าตà¸à¸™à¸™à¸µà¹‰ มันทำตารางเละหมดà¹à¸¥à¹‰à¸§...
-
-### ตาราง HTML เป็นตาราง Markdown
-
-เพราะเครื่à¸à¸‡à¸¡à¸·à¸à¸”้านบนไม่รà¸à¸‡à¸£à¸±à¸šà¸à¸²à¸£à¹à¸›à¸¥à¸‡à¸•าราง ใช้เครื่à¸à¸‡à¸¡à¸·à¸à¸™à¸µà¹‰:
-
-https://jmalarcon.github.io/markdowntables/
-
-à¹à¸¥à¸°à¸„ัดลà¸à¸à¹à¸„่à¸à¸‡à¸„์ประà¸à¸à¸šà¹ƒà¸™ `
`:
-
-
-
-### ทำความสะà¸à¸²à¸”
-
-à¸à¸²à¸£à¹à¸›à¸¥à¸‡à¸¡à¸±à¸™à¹„ม่สมบูรณ์à¹à¸šà¸š ดังนั้นคุณจะต้à¸à¸‡à¹à¸à¹‰à¹„ขด้วยตัวเà¸à¸‡à¹€à¸¥à¹‡à¸à¸™à¹‰à¸à¸¢ ส่วนขยายที่ทำà¸à¸²à¸£à¸ˆà¸±à¸”รูปà¹à¸šà¸šà¸”้านบนจะช่วยเหลืà¸à¸„ุณ à¹à¸•่คุณ ยังคงต้à¸à¸‡à¹ƒà¸Šà¹‰à¹€à¸§à¸¥à¸²à¸—ำด้วยตัวเà¸à¸‡à¸à¸µà¸à¸ªà¸±à¸à¹€à¸¥à¹‡à¸à¸™à¹‰à¸à¸¢
-
-หาà¸à¸„ุณไม่มีเวลา ไม่ต้à¸à¸‡à¸à¸±à¸‡à¸§à¸¥à¹„ป! ส่งà¹à¸šà¸šà¸£à¹ˆà¸²à¸‡à¸—ี่ยังไม่เสร็จà¹à¸¥à¹‰à¸§à¹ƒà¸«à¹‰à¸„นà¸à¸·à¹ˆà¸™à¸¡à¸²à¸—ำต่ภจาà¸à¸ˆà¸¸à¸”ที่คุณทำค้างไว้!
diff --git a/docs/translations/th/scripting/callbacks/OnActorStreamIn.md b/docs/translations/th/scripting/callbacks/OnActorStreamIn.md
deleted file mode 100644
index ec13202d76b..00000000000
--- a/docs/translations/th/scripting/callbacks/OnActorStreamIn.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamIn
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹à¸à¸„เตà¸à¸£à¹Œà¸–ูà¸à¸ªà¸•รีมเข้าโดยไคลเà¸à¸™à¸•์ขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™
-tags: []
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹à¸à¸„เตà¸à¸£à¹Œà¸–ูà¸à¸ªà¸•รีมเข้าโดยไคลเà¸à¸™à¸•์ขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ----------- | ------------------------------------ |
-| actorid | ไà¸à¸”ีขà¸à¸‡à¹à¸à¸„เตà¸à¸£à¹Œà¸—ี่สตรีมเข้าหาผู้เล่น |
-| forplayerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่à¹à¸à¸„เตà¸à¸£à¹Œà¸ªà¸•รีมเข้าหา |
-
-## ส่งคืน
-
-จะถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™ Filterscripts à¸à¹ˆà¸à¸™à¹€à¸›à¹‡à¸™à¸à¸±à¸™à¸”ับà¹à¸£à¸à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnActorStreamIn(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "ตà¸à¸™à¸™à¸µà¹‰à¹à¸à¸„เตà¸à¸£à¹Œ %d ได้สตรีมเข้าหาคุณ", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnActorStreamOut.md b/docs/translations/th/scripting/callbacks/OnActorStreamOut.md
deleted file mode 100644
index 6e81734ad58..00000000000
--- a/docs/translations/th/scripting/callbacks/OnActorStreamOut.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnActorStreamOut
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹à¸à¸„เตà¸à¸£à¹Œà¸–ูà¸à¸ªà¸•รีมà¸à¸à¸à¹‚ดยไคลเà¸à¸™à¸•์ขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™
-tags: []
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹à¸à¸„เตà¸à¸£à¹Œà¸–ูà¸à¸ªà¸•รีมà¸à¸à¸à¹‚ดยไคลเà¸à¸™à¸•์ขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ----------- | ------------------------------------ |
-| actorid | ไà¸à¸”ีขà¸à¸‡à¹à¸à¸„เตà¸à¸£à¹Œà¸—ี่สตรีมà¸à¸à¸à¸ˆà¸²à¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™ |
-| forplayerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่à¹à¸à¸„เตà¸à¸£à¹Œà¸ªà¸•รีมà¸à¸à¸à¹„ป |
-
-## ส่งคืน
-
-จะถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™ Filterscripts à¸à¹ˆà¸à¸™à¹€à¸›à¹‡à¸™à¸à¸±à¸™à¸”ับà¹à¸£à¸à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnActorStreamOut(actorid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "ตà¸à¸™à¸™à¸µà¹‰à¹à¸à¸„เตà¸à¸£à¹Œ %d ได้สตรีมà¸à¸à¸à¸ˆà¸²à¸à¸„ุณ", actorid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnClientMessage.md b/docs/translations/th/scripting/callbacks/OnClientMessage.md
deleted file mode 100644
index 96f25440122..00000000000
--- a/docs/translations/th/scripting/callbacks/OnClientMessage.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: OnClientMessage
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸ NPC เห็น ClientMessage
-
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸ NPC เห็น ClientMessage à¹à¸¥à¸°à¸ˆà¸°à¹€à¸à¸´à¸”ขึ้นทุà¸à¸„รั้งที่มีà¸à¸²à¸£à¹ƒà¸Šà¹‰à¸Ÿà¸±à¸‡à¸à¹Œà¸Šà¸±à¹ˆà¸™ SendClientMessageToAll à¹à¸¥à¸°à¸—ุà¸à¸„รั้งที่ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™ SendClientMessage ถูà¸à¸ªà¹ˆà¸‡à¹„ปยัง NPC à¹à¸¥à¸° Callback นี้จะไม่ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹ƒà¸„รบางคนพูดà¸à¸°à¹„รบางà¸à¸¢à¹ˆà¸²à¸‡ เวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸ªà¸³à¸«à¸£à¸±à¸šà¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸”ูได้ที่ NPC:OnPlayerText
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ------ | ------------------- |
-| color | สีจาภClientMessage |
-| text[] | ข้à¸à¸„วาม |
-
-## ส่งคืน
-
-Callback นี้ไม่มีà¸à¸²à¸£à¸ªà¹ˆà¸‡à¸„่าà¸à¸¥à¸±à¸š
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnClientMessage(color, text[])
-{
- if (strfind(text,"ยà¸à¸”เงินในธนาคาร: $0") != -1)
- {
- SendClientMessage(playerid, -1, "ฉันจน :(");
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnDialogResponse.md b/docs/translations/th/scripting/callbacks/OnDialogResponse.md
deleted file mode 100644
index 1eafd66c27e..00000000000
--- a/docs/translations/th/scripting/callbacks/OnDialogResponse.md
+++ /dev/null
@@ -1,158 +0,0 @@
----
-title: OnDialogResponse
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸•à¸à¸šà¸ªà¸™à¸à¸‡à¸à¸±à¸šà¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸—ี่à¹à¸ªà¸”งโดยใช้ ShowPlayerDialog ไม่ว่าจะ คลิà¸à¸›à¸¸à¹ˆà¸¡, à¸à¸” ENTER/ESC หรืà¸à¸”ับเบิลคลิà¸à¸—ี่รายà¸à¸²à¸£à¹„à¸à¹€à¸—ม (หาà¸à¹ƒà¸Šà¹‰à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¹à¸šà¸šà¸£à¸²à¸¢à¸à¸²à¸£)
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸•à¸à¸šà¸ªà¸™à¸à¸‡à¸à¸±à¸šà¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸—ี่à¹à¸ªà¸”งโดยใช้ ShowPlayerDialog ไม่ว่าจะ คลิà¸à¸›à¸¸à¹ˆà¸¡, à¸à¸” ENTER/ESC หรืà¸à¸”ับเบิลคลิà¸à¸—ี่รายà¸à¸²à¸£à¹„à¸à¹€à¸—(หาà¸à¹ƒà¸Šà¹‰à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¹à¸šà¸šà¸£à¸²à¸¢à¸à¸²à¸£)
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ----------- | -------------------------------------------------------------------------------------------------- |
-| playerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่ตà¸à¸šà¸ªà¸™à¸à¸‡à¸à¸±à¸šà¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸š |
-| dialogid | ไà¸à¸”ีขà¸à¸‡à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸—ี่ผู้เล่นตà¸à¸šà¸ªà¸™à¸à¸‡à¸—ี่มาจาภShowPlayerDialog |
-| response | 1 สำหรับปุ่มซ้าย à¹à¸¥à¸° 0 จาà¸à¸›à¸¸à¹ˆà¸¡à¸‚วา (หาà¸à¸¡à¸µà¹à¸„่ปุ่มเดียว จะเป็น 1 เสมà¸) |
-| listitem | ไà¸à¸”ีขà¸à¸‡à¸£à¸²à¸¢à¸à¸²à¸£à¹„à¸à¹€à¸—มที่ถูà¸à¹€à¸¥à¸·à¸à¸à¹‚ดยผู้เล่น (เริ่มจาภ0) (à¹à¸„่à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸£à¸¹à¸›à¹à¸šà¸šà¸£à¸²à¸¢à¸à¸²à¸£ นà¸à¸à¸™à¸±à¹‰à¸™à¸ˆà¸°à¹€à¸›à¹‡à¸™ -1) |
-| inputtext[] | ข้à¸à¸„วามที่ถูà¸à¸›à¹‰à¸à¸™à¹€à¸‚้ามาโดยผู้เล่นหรืà¸à¸£à¸²à¸¢à¸à¸²à¸£à¹„à¸à¹€à¸—มที่ถูà¸à¹€à¸¥à¸·à¸à¸ |
-
-## ส่งคืน
-
-จะถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™ Filterscripts à¸à¹ˆà¸à¸™à¹€à¸›à¹‡à¸™à¸à¸±à¸™à¸”ับà¹à¸£à¸à¹€à¸ªà¸¡à¸ ดังนั้นà¸à¸²à¸£à¸ªà¹ˆà¸‡à¸„่าคืนเป็น 1 จะบล็à¸à¸à¹„ม่ให้ Filterscripts à¸à¸·à¹ˆà¸™ ๆ ได้เห็น
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// à¸à¸³à¸«à¸™à¸”ไà¸à¸”ีà¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸š เพื่à¸à¹ƒà¸«à¹‰à¹€à¸£à¸²à¸ªà¸²à¸¡à¸²à¸£à¸–ควบคุมà¸à¸²à¸£à¸•à¸à¸šà¸ªà¸™à¸à¸‡à¹„ด้
-#define DIALOG_RULES 1
-
-// คำสั่งประมาณนี้
-ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "à¸à¸Žà¸‚à¸à¸‡à¹€à¸‹à¸´à¸£à¹Œà¸Ÿà¹€à¸§à¸à¸£à¹Œ", "- ห้ามโà¸à¸‡\n- ห้ามสà¹à¸›à¸¡\n- เคราพà¹à¸à¸”มิน\n\nคุณยà¸à¸¡à¸£à¸±à¸šà¸à¸Žà¹€à¸«à¸¥à¹ˆà¸²à¸™à¸µà¹‰à¹„หม?", "ยà¸à¸¡à¸£à¸±à¸š", "ไม่ยà¸à¸¡à¸£à¸±à¸š");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_RULES)
- {
- if (response) // หาà¸à¸žà¸§à¸à¹€à¸‚าคลิภ'ยà¸à¸¡à¸£à¸±à¸š' หรืà¸à¸à¸” enter
- {
- SendClientMessage(playerid, COLOR_GREEN, "Thank you for agreeing to the à¸à¸Žà¸‚à¸à¸‡à¹€à¸‹à¸´à¸£à¹Œà¸Ÿà¹€à¸§à¸à¸£à¹Œ!");
- }
- else // à¸à¸” ESC หรืà¸à¸„ลิà¸à¸¢à¸à¹€à¸¥à¸´à¸
- {
- Kick(playerid);
- }
- return 1; // เราได้จัดà¸à¸²à¸£à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸™à¸µà¹‰à¹€à¸£à¸µà¸¢à¸šà¸£à¹‰à¸à¸¢à¹à¸¥à¹‰à¸§à¸”ังนั้นส่งค่าคืน 1 เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
- }
-
- return 0; // คุณต้à¸à¸‡à¸ªà¹ˆà¸‡à¸„่าคืนเป็น 0 ตรงนี้! เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
-}
-#define DIALOG_LOGIN 2
-
-// คำสั่งประมาณนี้
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "เข้าสู่ระบบ", "โปรดป้à¸à¸™à¸£à¸«à¸±à¸ªà¸œà¹ˆà¸²à¸™à¸‚à¸à¸‡à¸„ุณ:", "เข้าสู่ระบบ", "ยà¸à¹€à¸¥à¸´à¸");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_LOGIN)
- {
- if (!response) // หาà¸à¸žà¸§à¸à¹€à¸‚าคลิภ'ยà¸à¹€à¸¥à¸´à¸' หรืà¸à¸à¸” esc
- {
- Kick(playerid);
- }
- else // à¸à¸” ENTER หรืà¸à¸„ลิà¸à¸›à¸¸à¹ˆà¸¡ 'เข้าสู่ระบบ'
- {
- if (CheckPassword(playerid, inputtext))
- {
- SendClientMessage(playerid, COLOR_RED, "ตà¸à¸™à¸™à¸µà¹‰à¸„ุณได้เข้าสู่ระบบเรียบร้à¸à¸¢à¹à¸¥à¹‰à¸§!");
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "เข้าสู่ระบบล้มเหลว");
-
- // à¹à¸ªà¸”งà¸à¸¥à¹ˆà¸à¸‡à¸¥à¹‡à¸à¸à¸à¸´à¸™à¸à¸µà¸à¸„รั้ง
- ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "เข้าสู่ระบบ", "โปรดป้à¸à¸™à¸£à¸«à¸±à¸ªà¸œà¹ˆà¸²à¸™à¸‚à¸à¸‡à¸„ุณ:", "เข้าสู่ระบบ", "ยà¸à¹€à¸¥à¸´à¸");
- }
- }
- return 1; // เราได้จัดà¸à¸²à¸£à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸™à¸µà¹‰à¹€à¸£à¸µà¸¢à¸šà¸£à¹‰à¸à¸¢à¹à¸¥à¹‰à¸§à¸”ังนั้นส่งค่าคืน 1 เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
- }
-
- return 0; // คุณต้à¸à¸‡à¸ªà¹ˆà¸‡à¸„่าคืนเป็น 0 ตรงนี้! เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
-}
-#define DIALOG_WEAPONS 3
-
-// คำสั่งประมาณนี้
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "à¸à¸²à¸§à¸¸à¸˜", "Desert Eagle\nAK-47\nCombat Shotgun", "เลืà¸à¸", "ปิด");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // หาà¸à¸žà¸§à¸à¹€à¸‚าคลิภ'เลืà¸à¸' หรืà¸à¸”ับเบิลคลิà¸à¸—ี่à¸à¸²à¸§à¸¸à¸˜
- {
- // ให้à¸à¸²à¸§à¸¸à¸˜à¸žà¸§à¸à¹€à¸‚า
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // ให้ desert eagle พวà¸à¹€à¸‚า
- case 1: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // ให้ AK-47 พวà¸à¹€à¸‚า
- case 2: GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // ให้ Combat Shotgun พวà¸à¹€à¸‚า
- }
- }
- return 1; // เราได้จัดà¸à¸²à¸£à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸™à¸µà¹‰à¹€à¸£à¸µà¸¢à¸šà¸£à¹‰à¸à¸¢à¹à¸¥à¹‰à¸§à¸”ังนั้นส่งค่าคืน 1 เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
- }
-
- return 0; // คุณต้à¸à¸‡à¸ªà¹ˆà¸‡à¸„่าคืนเป็น 0 ตรงนี้! เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
-}
-#define DIALOG_WEAPONS 3
-
-// คำสั่งประมาณนี้
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "à¸à¸²à¸§à¸¸à¸˜",
-"à¸à¸²à¸§à¸¸à¸˜\tà¸à¸£à¸°à¸ªà¸¸à¸™\tราคา\n\
-M4\t120\t500\n\
-MP5\t90\t350\n\
-AK-47\t120\t400",
-"เลืà¸à¸", "ปิด");
-
-public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
-{
- if (dialogid == DIALOG_WEAPONS)
- {
- if (response) // หาà¸à¸žà¸§à¸à¹€à¸‚าคลิภ'เลืà¸à¸' หรืà¸à¸”ับเบิลคลิà¸à¸—ี่à¸à¸²à¸§à¸¸à¸˜
- {
- // ให้à¸à¸²à¸§à¸¸à¸˜à¸žà¸§à¸à¹€à¸‚า
- switch(listitem)
- {
- case 0: GivePlayerWeapon(playerid, WEAPON_M4, 120); // ให้ M4 พวà¸à¹€à¸‚า
- case 1: GivePlayerWeapon(playerid, WEAPON_MP5, 90); // ให้ MP5 พวà¸à¹€à¸‚า
- case 2: GivePlayerWeapon(playerid, WEAPON_AK47, 120); // ให้ AK-47 พวà¸à¹€à¸‚า
- }
- }
- return 1; // เราได้จัดà¸à¸²à¸£à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸™à¸µà¹‰à¹€à¸£à¸µà¸¢à¸šà¸£à¹‰à¸à¸¢à¹à¸¥à¹‰à¸§à¸”ังนั้นส่งค่าคืน 1 เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
- }
-
- return 0; // คุณต้à¸à¸‡à¸ªà¹ˆà¸‡à¸„่าคืนเป็น 0 ตรงนี้! เหมืà¸à¸™à¸à¸±à¸š OnPlayerCommandText
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-พารามิเตà¸à¸£à¹Œà¸ªà¸²à¸¡à¸²à¸£à¸–มีค่าที่à¹à¸•à¸à¸•่างà¸à¸±à¸™à¹„ด้ ขึ้นà¸à¸¢à¸¹à¹ˆà¸à¸±à¸šà¸£à¸¹à¸›à¹à¸šà¸šà¸‚à¸à¸‡à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸š ([คลิà¸à¹€à¸žà¸·à¹ˆà¸à¸”ูตัวà¸à¸¢à¹ˆà¸²à¸‡à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸•ิม](../resources/dialogstyles.md)).
-
-:::
-
-:::tip
-
-It is appropriate to switch through different dialogids, if you have many.
-
-:::
-
-:::warning
-
-à¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸‚à¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸ˆà¸°à¹„ม่ถูà¸à¸‹à¹ˆà¸à¸™à¹€à¸¡à¸·à¹ˆà¸à¹€à¸à¸¡à¹‚หมดรีสตาร์ท ทำให้เซิร์ฟเวà¸à¸£à¹Œà¸›à¸£à¸´à¹‰à¸™à¸—์ "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID" หาà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸•à¸à¸šà¸ªà¸™à¸à¸‡à¸à¸±à¸šà¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸™à¸µà¹‰à¸«à¸¥à¸±à¸‡à¸ˆà¸²à¸à¸£à¸µà¸ªà¸•าร์ท
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ShowPlayerDialog](../../scripting/functions/ShowPlayerDialog.md): à¹à¸ªà¸”งà¸à¸¥à¹ˆà¸à¸‡à¹‚ต้ตà¸à¸šà¸à¸±à¸šà¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™
diff --git a/docs/translations/th/scripting/callbacks/OnEnterExitModShop.md b/docs/translations/th/scripting/callbacks/OnEnterExitModShop.md
deleted file mode 100644
index bfc51234285..00000000000
--- a/docs/translations/th/scripting/callbacks/OnEnterExitModShop.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: OnEnterExitModShop
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¹€à¸‚้าหรืà¸à¸à¸à¸à¸ˆà¸²à¸à¸£à¹‰à¸²à¸™à¹à¸•่งรถยนต์
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¹€à¸‚้าหรืà¸à¸à¸à¸à¸ˆà¸²à¸à¸£à¹‰à¸²à¸™à¹à¸•่งรถยนต์
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ---------- | ------------------------------------------------------------ |
-| playerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่เข้าหรืà¸à¸à¸à¸à¸ˆà¸²à¸à¸£à¹‰à¸²à¸™à¹à¸•่งรถยนต์ |
-| enterexit | 1 ถ้าผู้เล่นเข้าร้านหรืภ0 ถ้าพวà¸à¹€à¸‚าà¸à¸à¸ |
-| interiorid | ไà¸à¸”ีภายในขà¸à¸‡à¸£à¹‰à¸²à¸™à¹à¸•่งรถยนต์ที่ผู้เล่นเข้ามา (หรืภ0 ถ้าà¸à¸à¸à¹„ป) |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnEnterExitModShop(playerid, enterexit, interiorid)
-{
- if (enterexit == 0) // หาภenterexit มีค่าเป็น 0 นั้นหมายถึงพวà¸à¹€à¸‚าà¸à¸³à¸¥à¸±à¸‡à¸ˆà¸°à¸à¸à¸
- {
- SendClientMessage(playerid, COLOR_WHITE, "รถสวยมาà¸! คุณถูà¸à¸«à¸±à¸à¸ าษีà¹à¸¥à¹‰à¸§ $100");
- GivePlayerMoney(playerid, -100);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-บั๊à¸à¸—ี่รู้à¸à¸±à¸™: ผู้เล่นจะชนà¸à¸±à¸™à¹€à¸¡à¸·à¹ˆà¸à¸žà¸§à¸à¹€à¸‚าเข้าไปในร้านà¹à¸•่งรถยนต์เดียวà¸à¸±à¸™
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddVehicleComponent](../../scripting/functions/AddVehicleComponent.md): เพิ่ม Component ให้à¸à¸±à¸šà¸¢à¸²à¸™à¸žà¸²à¸«à¸™à¸°
diff --git a/docs/translations/th/scripting/callbacks/OnFilterScriptExit.md b/docs/translations/th/scripting/callbacks/OnFilterScriptExit.md
deleted file mode 100644
index 7078fdd2d63..00000000000
--- a/docs/translations/th/scripting/callbacks/OnFilterScriptExit.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: OnFilterScriptExit
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์ยà¸à¹€à¸¥à¸´à¸à¸à¸²à¸£à¹‚หลด
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์ยà¸à¹€à¸¥à¸´à¸à¸à¸²à¸£à¹‚หลด
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ---- | -------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnFilterScriptExit()
-{
- print("\n--------------------------------------");
- print(" ยà¸à¸¥à¸´à¸à¸à¸²à¸£à¹‚หลด Filterscript ขà¸à¸‡à¸‰à¸±à¸™à¹à¸¥à¹‰à¸§");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnFilterScriptInit.md b/docs/translations/th/scripting/callbacks/OnFilterScriptInit.md
deleted file mode 100644
index da819765a70..00000000000
--- a/docs/translations/th/scripting/callbacks/OnFilterScriptInit.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: OnFilterScriptInit
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์เริ่มต้นทำงาน (โหลด)
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์เริ่มต้นทำงาน (โหลด) มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸‰à¸žà¸²à¸°à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์ที่à¸à¸³à¸¥à¸±à¸‡à¹€à¸£à¸´à¹ˆà¸¡à¸•้นทำงาน
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ---- | -------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnFilterScriptInit()
-{
- print("\n--------------------------------------");
- print("Filterscript ได้เริ่มทำงานà¹à¸¥à¹‰à¸§");
- print("--------------------------------------\n");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnGameModeExit.md b/docs/translations/th/scripting/callbacks/OnGameModeExit.md
deleted file mode 100644
index 81b89b3260e..00000000000
--- a/docs/translations/th/scripting/callbacks/OnGameModeExit.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: OnGameModeExit
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹€à¸à¸¡à¹‚หมดสิ้นสุดà¸à¸²à¸£à¸—ำงานไม่ว่าจะผ่าน 'gmx', เซิร์ฟเวà¸à¸£à¹Œà¸à¸³à¸¥à¸±à¸‡à¸›à¸´à¸”ตัวลง, หรืภGameModeExit
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹€à¸à¸¡à¹‚หมดสิ้นสุดà¸à¸²à¸£à¸—ำงานไม่ว่าจะผ่าน 'gmx', เซิร์ฟเวà¸à¸£à¹Œà¸à¸³à¸¥à¸±à¸‡à¸›à¸´à¸”ตัวลง, หรืภGameModeExit
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ---- | -------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeExit()
-{
- print("เà¸à¸¡à¹‚หมดได้หยุดà¸à¸²à¸£à¸—ำงานà¹à¸¥à¹‰à¸§");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸¢à¸±à¸‡à¸ªà¸²à¸¡à¸²à¸£à¸–ถูà¸à¹ƒà¸Šà¹‰à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์ได้เพื่à¸à¸•รวจสà¸à¸šà¸§à¹ˆà¸²à¹€à¸à¸¡à¹‚หมดมีà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹à¸›à¸¥à¸‡à¸”้วยคำสั่ง RCON ไหม เช่น changemode, gmx หรืà¸à¸¡à¸µà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹€à¸à¸¡à¹‚หมดà¹à¸¥à¹‰à¸§à¹à¸•่ฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์ยังไม่ถูà¸à¸£à¸µà¹‚หลด เมื่à¸à¹ƒà¸Šà¹‰ OnGameModeExit ร่วมà¸à¸±à¸šà¸„ำสั่ง 'rcon gmx' ในคà¸à¸™à¹‚ซล มีความเป็นไปได้ที่จะเà¸à¸´à¸”ข้à¸à¸œà¸´à¸”พลาดขึ้นà¸à¸±à¸šà¹„คลเà¸à¸™à¸•์ยà¸à¸•ัวà¸à¸¢à¹ˆà¸²à¸‡à¹€à¸Šà¹ˆà¸™ à¸à¸²à¸£à¹€à¸£à¸µà¸¢à¸ RemoveBuildingForPlayer มาà¸à¹€à¸à¸´à¸™à¹„ปในระหว่างที่ OnGameModeInit à¸à¸³à¸¥à¸±à¸‡à¸—ำงานà¸à¸¢à¸¹à¹ˆà¸‹à¸¶à¹ˆà¸‡à¸à¸²à¸ˆà¸ªà¹ˆà¸‡à¸œà¸¥à¹ƒà¸«à¹‰à¹„คลเà¸à¸™à¸•์หยุดทำงาน Callback นี้จะไม่ถูà¸à¹€à¸£à¸µà¸¢à¸à¸–้าหาà¸à¹€à¸‹à¸´à¸£à¹Œà¸Ÿà¹€à¸§à¸à¸£à¹Œà¸‚ัดข้à¸à¸‡à¸«à¸£à¸·à¸à¹‚ปรเซสถูà¸à¸›à¸´à¸”โดยวิธีà¸à¸·à¹ˆà¸™à¸à¸¢à¹ˆà¸²à¸‡à¹€à¸Šà¹ˆà¸™à¸à¸²à¸£à¹ƒà¸Šà¹‰à¸„ำสั่ง Linux ในà¸à¸²à¸£à¸«à¸¢à¸¸à¸”à¸à¸²à¸£à¸—ำงาน หรืà¸à¸à¸”ปุ่มปิดบนคà¸à¸™à¹‚ซลใน Windows
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GameModeExit](../../scripting/functions/GameModeExit.md): à¸à¸à¸à¸ˆà¸²à¸à¹€à¸à¸¡à¹‚หมดปัจจุบัน
diff --git a/docs/translations/th/scripting/callbacks/OnGameModeInit.md b/docs/translations/th/scripting/callbacks/OnGameModeInit.md
deleted file mode 100644
index e2646e9699b..00000000000
--- a/docs/translations/th/scripting/callbacks/OnGameModeInit.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: OnGameModeInit
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹€à¸à¸¡à¹‚หมดเริ่มต้นทำงาน
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¹€à¸à¸¡à¹‚หมดเริ่มต้นทำงาน
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ---- | -------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- print("เà¸à¸¡à¹‚หมดได้เริ่มต้นทำงานà¹à¸¥à¹‰à¸§!");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸¢à¸±à¸‡à¸ªà¸²à¸¡à¸²à¸£à¸–ถูà¸à¹ƒà¸Šà¹‰à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์ได้เพื่à¸à¸•รวจสà¸à¸šà¸§à¹ˆà¸²à¹€à¸à¸¡à¹‚หมดมีà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹à¸›à¸¥à¸‡à¸”้วยคำสั่ง RCON ไหม เช่น changemode, gmx หรืà¸à¸¡à¸µà¸à¸²à¸£à¹€à¸›à¸¥à¸µà¹ˆà¸¢à¸™à¹€à¸à¸¡à¹‚หมดà¹à¸¥à¹‰à¸§à¹à¸•่ฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์ยังไม่ถูà¸à¸£à¸µà¹‚หลด
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnIncomingConnection.md b/docs/translations/th/scripting/callbacks/OnIncomingConnection.md
deleted file mode 100644
index c4fb6298e2e..00000000000
--- a/docs/translations/th/scripting/callbacks/OnIncomingConnection.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnIncomingConnection
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸¡à¸µ IP พยายามเชื่à¸à¸¡à¸•่à¸à¸¡à¸²à¸¢à¸±à¸‡à¹€à¸‹à¸´à¸£à¹Œà¸Ÿà¹€à¸§à¸à¸£à¹Œ
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸¡à¸µ IP พยายามเชื่à¸à¸¡à¸•่à¸à¸¡à¸²à¸¢à¸±à¸‡à¹€à¸‹à¸´à¸£à¹Œà¸Ÿà¹€à¸§à¸à¸£à¹Œ หาà¸à¸•้à¸à¸‡à¸à¸²à¸£à¸šà¸¥à¹‡à¸à¸à¸à¸²à¸£à¹€à¸Šà¸·à¹ˆà¸à¸¡à¸•่à¸à¸—ี่à¸à¸³à¸¥à¸±à¸‡à¹€à¸‚้ามาให้ใช้ BlockIpAddress
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| ------------ | --------------------------------------- |
-| playerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่พยายามเชื่à¸à¸¡à¸•่ภ|
-| ip_address[] | ที่à¸à¸¢à¸¹à¹ˆ IP ขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่พยายามเชื่à¸à¸¡à¸•่ภ|
-| port | พà¸à¸£à¹Œà¸—ขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่พยายามเชื่à¸à¸¡à¸•่ภ|
-
-## ส่งคืน
-
-1 - จะป้à¸à¸‡à¸à¸±à¸™à¹„ม่ให้ฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¸·à¹ˆà¸™à¸–ูà¸à¹€à¸£à¸µà¸¢à¸à¹‚ดย Callback นี้
-
-0 - บà¸à¸à¹ƒà¸«à¹‰ Callback นี้ส่งต่à¸à¹„ปยังฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์ถัดไป
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnIncomingConnection(playerid, ip_address[], port)
-{
- printf("à¸à¸²à¸£à¹€à¸Šà¸·à¹ˆà¸à¸¡à¸•่à¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¹„à¸à¸”ี %i [IP/port: %s:%i]", playerid, ip_address, port);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [BlockIpAddress](../../scripting/functions/BlockIpAddress.md): บล็à¸à¸à¸—ี่à¸à¸¢à¸¹à¹ˆ IP ไม่ให้เชื่à¸à¸¡à¸•่à¸à¸à¸±à¸šà¹€à¸‹à¸´à¸£à¹Œà¸Ÿà¹€à¸§à¸à¸£à¹Œà¸•ามระยะเวลาที่à¸à¸³à¸«à¸™à¸”
-- [UnBlockIpAddress](../../scripting/functions/UnBlockIpAddress.md): ปลดบล็à¸à¸à¸—ี่à¸à¸¢à¸¹à¹ˆ IP จาà¸à¸à¸²à¸£à¸šà¸¥à¹‡à¸à¸à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰
diff --git a/docs/translations/th/scripting/callbacks/OnObjectMoved.md b/docs/translations/th/scripting/callbacks/OnObjectMoved.md
deleted file mode 100644
index 24cbba14124..00000000000
--- a/docs/translations/th/scripting/callbacks/OnObjectMoved.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnObjectMoved
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸§à¸±à¸•ถุถูà¸à¸¢à¹‰à¸²à¸¢à¸«à¸¥à¸±à¸‡à¸ˆà¸²à¸ MoveObject (เมื่à¸à¸¡à¸±à¸™à¸«à¸¢à¸¸à¸”เคลื่à¸à¸™à¸¢à¹‰à¸²à¸¢)
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸§à¸±à¸•ถุถูà¸à¸¢à¹‰à¸²à¸¢à¸«à¸¥à¸±à¸‡à¸ˆà¸²à¸ MoveObject (เมื่à¸à¸¡à¸±à¸™à¸«à¸¢à¸¸à¸”เคลื่à¸à¸™à¸¢à¹‰à¸²à¸¢)
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| -------- | ------------------- |
-| objectid | ไà¸à¸”ีวัตถุที่ถูà¸à¸¢à¹‰à¸²à¸¢ |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnObjectMoved(objectid)
-{
- printf("วัตถุ %d ถูà¸à¸¢à¹‰à¸²à¸¢à¸ªà¸³à¹€à¸£à¹‡à¸ˆà¹à¸¥à¹‰à¸§", objectid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-SetObjectPos จะไม่ทำงานถ้าใช้ใน Callback นี้ วิธีà¹à¸à¹‰à¹ƒà¸«à¹‰à¸ªà¸£à¹‰à¸²à¸‡à¸§à¸±à¸•ถุขึ้นใหม่
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [MoveObject](../../scripting/functions/MoveObject.md): เคลื่à¸à¸™à¸¢à¹‰à¸²à¸¢à¸§à¸±à¸•ถุ
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): เคลื่à¸à¸™à¸¢à¹‰à¸²à¸¢à¸§à¸±à¸•ถุผู้เล่น
-- [IsObjectMoving](../../scripting/functions/IsObjectMoving.md): ตรวจสà¸à¸šà¸§à¹ˆà¸²à¸§à¸±à¸•ถุà¸à¸³à¸¥à¸±à¸‡à¹€à¸„ลื่à¸à¸™à¸—ี่หรืà¸à¹„ม่
-- [StopObject](../../scripting/functions/StopObject.md): หยุดวัตถุไม่ให้เคลื่à¸à¸™à¸—ี่
-- [OnPlayerObjectMoved](../../scripting/callbacks/OnPlayerObjectMoved.md): ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸§à¸±à¸•ถุผู้เล่นหยุดเคลื่à¸à¸™à¸—ี่
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerClickMap.md b/docs/translations/th/scripting/callbacks/OnPlayerClickMap.md
deleted file mode 100644
index ea7582afbf1..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerClickMap.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerClickMap
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸§à¸²à¸‡ เป้าหมาย/จุดหมาย บนà¹à¸œà¸™à¸—ี่ในเมนู (โดยà¸à¸²à¸£à¸„ลิà¸à¸‚วา)
-tags: ["player"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3d à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸§à¸²à¸‡ เป้าหมาย/จุดหมาย บนà¹à¸œà¸™à¸—ี่ในเมนู (โดยà¸à¸²à¸£à¸„ลิà¸à¸‚วา)
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| -------- | ----------------------------------------------------- |
-| playerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่วาง เป้าหมาย/จุดหมาย |
-| Float:fX | พิà¸à¸±à¸” X ที่ผู้เล่นคลิภ|
-| Float:fY | พิà¸à¸±à¸” Y ที่ผู้เล่นคลิภ|
-| Float:fZ | พิà¸à¸±à¸” Z ที่ผู้เล่นคลิภ(ไม่à¹à¸¡à¹ˆà¸™à¸¢à¸³ - ดูบันทึà¸à¸”้านล่าง) |
-
-## ส่งคืน
-
-1 - จะป้à¸à¸‡à¸à¸±à¸™à¹„ม่ให้ฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¸·à¹ˆà¸™à¸–ูà¸à¹€à¸£à¸µà¸¢à¸à¹‚ดย Callback นี้
-
-0 - บà¸à¸à¹ƒà¸«à¹‰ Callback นี้ส่งต่à¸à¹„ปยังฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์ถัดไป
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¹€à¸à¸¡à¹‚หมดà¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
-{
- SetPlayerPosFindZ(playerid, fX, fY, fZ);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-ค่า Z จะถูà¸à¸ªà¹ˆà¸‡à¸à¸¥à¸±à¸šà¹€à¸›à¹‡à¸™ 0 (ไม่ถูà¸à¸•้à¸à¸‡) หาà¸à¸¡à¸±à¸™à¸à¸¢à¸¹à¹ˆà¹„à¸à¸¥à¸ˆà¸²à¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¹€à¸à¸´à¸™à¹„ป; ใช้ปลั๊à¸à¸à¸´à¸™ MapAndreas เพื่à¸à¹ƒà¸«à¹‰à¹„ด้พิà¸à¸±à¸” Z ได้à¹à¸¡à¹ˆà¸™à¸¢à¸³à¸‚ึ้น
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerClickPlayer.md b/docs/translations/th/scripting/callbacks/OnPlayerClickPlayer.md
deleted file mode 100644
index f59c5f8bbcf..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerClickPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerClickPlayer
-description: Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸”ับเบิลคลิà¸à¸šà¸™à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่à¸à¸£à¸°à¸”านคะà¹à¸™à¸™
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Callback นี้ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸”ับเบิลคลิà¸à¸šà¸™à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่à¸à¸£à¸°à¸”านคะà¹à¸™à¸™
-
-| ชื่ภ| คำà¸à¸˜à¸´à¸šà¸²à¸¢ |
-| --------------- | ------------------------------------------- |
-| playerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่คลิà¸à¸šà¸™à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸šà¸™à¸à¸£à¸°à¸”านคะà¹à¸™à¸™ |
-| clickedplayerid | ไà¸à¸”ีขà¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸—ี่ถูà¸à¸„ลิภ|
-| source | à¹à¸«à¸¥à¹ˆà¸‡à¸—ี่มาขà¸à¸‡à¸à¸²à¸£à¸„ลิà¸à¸‚à¸à¸‡à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™ |
-
-## ส่งคืน
-
-1 - จะป้à¸à¸‡à¸à¸±à¸™à¹„ม่ให้ฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¸·à¹ˆà¸™à¸–ูà¸à¹€à¸£à¸µà¸¢à¸à¹‚ดย Callback นี้
-
-0 - บà¸à¸à¹ƒà¸«à¹‰ Callback นี้ส่งต่à¸à¹„ปยังฟิลเตà¸à¸£à¹Œà¸ªà¸„ริปต์ถัดไป
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source)
-{
- new message[32];
- format(message, sizeof(message), "คุณได้คลิà¸à¸šà¸™à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™ %d", clickedplayerid);
- SendClientMessage(playerid, 0xFFFFFFFF, message);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-ตà¸à¸™à¸™à¸µà¹‰ 'source' มีเพียงà¹à¸„่ค่าเดียว (0 - CLICK_SOURCE_SCOREBOARD) ส่วนขยายนี้à¹à¸ªà¸”งให้เห็นว่าà¸à¸²à¸ˆà¸¡à¸µà¸à¸²à¸£à¸£à¸à¸‡à¸£à¸±à¸šà¸‚้à¸à¸¡à¸¹à¸¥à¹€à¸žà¸´à¹ˆà¸¡à¹€à¸•ิมในà¸à¸™à¸²à¸„ต
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerClickTextDraw](../../scripting/callbacks/OnPlayerClickTextDraw.md): ถูà¸à¹€à¸£à¸µà¸¢à¸à¹€à¸¡à¸·à¹ˆà¸à¸œà¸¹à¹‰à¹€à¸¥à¹ˆà¸™à¸„ลิà¸à¸šà¸™ Textdraw
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerClickPlayerTextDraw.md b/docs/translations/th/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
deleted file mode 100644
index a9711368d81..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerClickPlayerTextDraw.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: OnPlayerClickPlayerTextDraw
-description: This callback is called when a player clicks on a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player clicks on a player-textdraw. It is not called when player cancels the select mode (ESC) - however, OnPlayerClickTextDraw is.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------- |
-| playerid | The ID of the player that selected a textdraw |
-| playertextid | The ID of the player-textdraw that the player selected. |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 1 there also blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:gPlayerTextDraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // Create the textdraw
- gPlayerTextDraw[playerid] = CreatePlayerTextDraw(playerid, 10.000000, 141.000000, "MyTextDraw");
- PlayerTextDrawTextSize(playerid, gPlayerTextDraw[playerid], 60.000000, 20.000000);
- PlayerTextDrawAlignment(playerid, gPlayerTextDraw[playerid],0);
- PlayerTextDrawBackgroundColor(playerid, gPlayerTextDraw[playerid],0x000000ff);
- PlayerTextDrawFont(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawLetterSize(playerid, gPlayerTextDraw[playerid], 0.250000, 1.000000);
- PlayerTextDrawColor(playerid, gPlayerTextDraw[playerid], 0xffffffff);
- PlayerTextDrawSetProportional(playerid, gPlayerTextDraw[playerid], 1);
- PlayerTextDrawSetShadow(playerid, gPlayerTextDraw[playerid], 1);
-
- // Make it selectable
- PlayerTextDrawSetSelectable(playerid, gPlayerTextDraw[playerid], 1);
-
- // Show it to the player
- PlayerTextDrawShow(playerid, gPlayerTextDraw[playerid]);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
-{
- if (playertextid == gPlayerTextDraw[playerid])
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-When a player presses ESC to cancel selecting a textdraw, OnPlayerClickTextDraw is called with a textdraw ID of 'INVALID_TEXT_DRAW'. OnPlayerClickPlayerTextDraw won't be called also.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [PlayerTextDrawSetSelectable](../../scripting/functions/PlayerTextDrawSetSelectable.md): Sets whether a player-textdraw is selectable through SelectTextDraw
-- [OnPlayerClickTextDraw](../../scripting/callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
-- [OnPlayerClickPlayer](../../scripting/callbacks/OnPlayerClickPlayer.md): Called when a player click on another.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerClickTextDraw.md b/docs/translations/th/scripting/callbacks/OnPlayerClickTextDraw.md
deleted file mode 100644
index 55cea22d482..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerClickTextDraw.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: OnPlayerClickTextDraw
-description: This callback is called when a player clicks on a textdraw or cancels the select mode with the Escape key.
-tags: ["player", "textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player clicks on a textdraw or cancels the select mode with the Escape key.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------------------------- |
-| playerid | The ID of the player that clicked on the textdraw. |
-| clickedid | The ID of the clicked textdraw. INVALID_TEXT_DRAW if selection was cancelled. |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 1 there also blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:gTextDraw;
-
-public OnGameModeInit()
-{
- gTextDraw = TextDrawCreate(10.000000, 141.000000, "MyTextDraw");
- TextDrawTextSize(gTextDraw,60.000000, 20.000000);
- TextDrawAlignment(gTextDraw,0);
- TextDrawBackgroundColor(gTextDraw,0x000000ff);
- TextDrawFont(gTextDraw,1);
- TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
- TextDrawColor(gTextDraw,0xffffffff);
- TextDrawSetProportional(gTextDraw,1);
- TextDrawSetShadow(gTextDraw,1);
- TextDrawSetSelectable(gTextDraw, 1);
- return 1;
-}
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (newkeys == KEY_SUBMISSION)
- {
- TextDrawShowForPlayer(playerid, gTextDraw);
- SelectTextDraw(playerid, 0xFF4040AA);
- }
- return 1;
-}
-
-public OnPlayerClickTextDraw(playerid, Text:clickedid)
-{
- if (clickedid == gTextDraw)
- {
- SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a textdraw.");
- CancelSelectTextDraw(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The clickable area is defined by TextDrawTextSize. The x and y parameters passed to that function must not be zero or negative. Do not use CancelSelectTextDraw unconditionally within this callback. This results in an infinite loop.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerClickPlayerTextDraw](../../scripting/callbacks/OnPlayerClickPlayerTextDraw.md): Called when a player clicks on a player-textdraw.
-- [OnPlayerClickPlayer](../../scripting/callbacks/OnPlayerClickPlayer.md): Called when a player click on another.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerCommandText.md b/docs/translations/th/scripting/callbacks/OnPlayerCommandText.md
deleted file mode 100644
index c49617e8cd2..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerCommandText.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerCommandText
-description: This callback is called when a player enters a command into the client chat window.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player enters a command into the client chat window. Commands are anything that start with a forward slash, e.g. /help.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------- |
-| playerid | The ID of the player that entered a command. |
-| cmdtext[] | The command that was entered (including the forward slash). |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 1 there blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/help", true))
- {
- SendClientMessage(playerid, -1, "SERVER: This is the /help command!");
- return 1;
- // Returning 1 informs the server that the command has been processed.
- // OnPlayerCommandText won't be called in other scripts.
- }
- return 0;
- // Returning 0 informs the server that the command hasn't been processed by this script.
- // OnPlayerCommandText will be called in other scripts until one returns 1.
- // If no scripts return 1, the 'SERVER: Unknown Command' message will be shown to the player.
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SendRconCommand](../../scripting/functions/SendRconCommand.md): Sends an RCON command via the script.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerConnect.md b/docs/translations/th/scripting/callbacks/OnPlayerConnect.md
deleted file mode 100644
index d00258c489e..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerConnect.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerConnect
-description: This callback is called when a player connects to the server.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player connects to the server.
-
-| Name | Description |
-| -------- | ------------------------------------ |
-| playerid | The ID of the player that connected. |
-
-## ส่งคืน
-
-0 - Will prevent other filterscripts from receiving this callback.
-
-1 - Indicates that this callback will be passed to the next filterscript.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new
- string[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- format(string, sizeof string, "%s has joined the server. Welcome!", playerName);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerDeath.md b/docs/translations/th/scripting/callbacks/OnPlayerDeath.md
deleted file mode 100644
index 95986161044..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerDeath.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: OnPlayerDeath
-description: This callback is called when a player dies, either by suicide or by being killed by another player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player dies, either by suicide or by being killed by another player.
-
-| Name | Description |
-|---------------|-----------------------------------------------------------------------------------------------|
-| playerid | The ID of the player that died. |
-| killerid | The ID of the player that killed the player who died, or INVALID_PLAYER_ID if there was none. |
-| WEAPON:reason | The ID of the reason for the player's death. |
-
-## ส่งคืน
-
-0 - Will prevent other filterscripts from receiving this callback.
-
-1 - Indicates that this callback will be passed to the next filterscript.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerDeaths[MAX_PLAYERS];
-new PlayerKills[MAX_PLAYERS];
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- SendDeathMessage(killerid, playerid, reason); // Shows the kill in the killfeed
-
- // Check that the killerid is valid before doing anything with it
- if (killerid != INVALID_PLAYER_ID)
- {
- PlayerKills[killerid] ++;
- }
-
- // Outside the check, handle stuff for playerid (it's always valid)
- PlayerDeaths[playerid] ++;
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The reason will return 37 (flame thrower) from any fire sources (e.g. molotov, 18) The reason will return 51 from any weapon that creates an explosion (e.g. RPG, grenade) You do not need to check whether killerid is valid before using it in SendDeathMessage. INVALID_PLAYER_ID is a valid killerid ID parameter in that function. playerid is the only one who can call the callback. (good to know for anti fake death)
-
-:::
-
-:::warning
-
-You MUST check whether 'killerid' is valid (not INVALID_PLAYER_ID) before using it in an array (or really anywhere), as it will cause the OnPlayerDeath script to crash (not the entire script). This is because INVALID_PLAYER_ID is defined as 65535, and if an array only has 'MAX_PLAYERS' elements, e.g. 500, you're trying to access an index that is above 499, which is out of bounds.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SendDeathMessage](../functions/SendDeathMessage): Add a kill to the death list.
-- [SetPlayerHealth](../functions/SetPlayerHealth): Set a player's health.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerDisconnect.md b/docs/translations/th/scripting/callbacks/OnPlayerDisconnect.md
deleted file mode 100644
index 647ce381b14..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerDisconnect.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: OnPlayerDisconnect
-description: This callback is called when a player disconnects from the server.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player disconnects from the server.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| playerid | The ID of the player that disconnected. |
-| reason | The reason for the disconnection. See table below. |
-
-## ส่งคืน
-
-0 - Will prevent other filterscripts from receiving this callback.
-
-1 - Indicates that this callback will be passed to the next filterscript.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDisconnect(playerid, reason)
-{
- new
- szString[64],
- playerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-
- new szDisconnectReason[3][] =
- {
- "Timeout/Crash",
- "Quit",
- "Kick/Ban"
- };
-
- format(szString, sizeof szString, "%s left the server (%s).", playerName, szDisconnectReason[reason]);
-
- SendClientMessageToAll(0xC4C4C4FF, szString);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Some functions might not work correctly when used in this callback because the player is already disconnected when the callback is called. This means that you can't get unambiguous information from functions like GetPlayerIp and GetPlayerPos.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerEditAttachedObject.md b/docs/translations/th/scripting/callbacks/OnPlayerEditAttachedObject.md
deleted file mode 100644
index 9fbed5f62fa..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerEditAttachedObject.md
+++ /dev/null
@@ -1,94 +0,0 @@
----
-title: OnPlayerEditAttachedObject
-description: This callback is called when a player ends attached object edition mode.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player ends attached object edition mode.
-
-| Name | Description |
-|------------------------|---------------------------------------------------------------|
-| playerid | The ID of the player that ended edition mode |
-| EDIT_RESPONSE:response | 0 if they cancelled (ESC) or 1 if they clicked the save icon. |
-| index | The index of the attached object (0-9) |
-| modelid | The model of the attached object that was edited |
-| boneid | The bone of the attached object that was edited |
-| Float:fOffsetX | The X offset for the attached object that was edited |
-| Float:fOffsetY | The Y offset for the attached object that was edited |
-| Float:fOffsetZ | The Z offset for the attached object that was edited |
-| Float:fRotX | The X rotation for the attached object that was edited |
-| Float:fRotY | The Y rotation for the attached object that was edited |
-| Float:fRotZ | The Z rotation for the attached object that was edited |
-| Float:fScaleX | The X scale for the attached object that was edited |
-| Float:fScaleY | The Y scale for the attached object that was edited |
-| Float:fScaleZ | The Z scale for the attached object that was edited |
-
-## ส่งคืน
-
-1 - Will prevent other scripts from receiving this callback.
-
-0 - Indicates that this callback will be passed to the next script.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-enum attached_object_data
-{
- Float:ao_x,
- Float:ao_y,
- Float:ao_z,
- Float:ao_rx,
- Float:ao_ry,
- Float:ao_rz,
- Float:ao_sx,
- Float:ao_sy,
- Float:ao_sz
-}
-
-new ao[MAX_PLAYERS][MAX_PLAYER_ATTACHED_OBJECTS][attached_object_data];
-
-// The data should be stored in the above array when attached objects are attached.
-
-public 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)
-{
- if (response)
- {
- SendClientMessage(playerid, COLOR_GREEN, "Attached object edition saved.");
-
- ao[playerid][index][ao_x] = fOffsetX;
- ao[playerid][index][ao_y] = fOffsetY;
- ao[playerid][index][ao_z] = fOffsetZ;
- ao[playerid][index][ao_rx] = fRotX;
- ao[playerid][index][ao_ry] = fRotY;
- ao[playerid][index][ao_rz] = fRotZ;
- ao[playerid][index][ao_sx] = fScaleX;
- ao[playerid][index][ao_sy] = fScaleY;
- ao[playerid][index][ao_sz] = fScaleZ;
- }
- else
- {
- SendClientMessage(playerid, COLOR_RED, "Attached object edition not saved.");
-
- new i = index;
- SetPlayerAttachedObject(playerid, index, modelid, boneid, ao[playerid][i][ao_x], ao[playerid][i][ao_y], ao[playerid][i][ao_z], ao[playerid][i][ao_rx], ao[playerid][i][ao_ry], ao[playerid][i][ao_rz], ao[playerid][i][ao_sx], ao[playerid][i][ao_sy], ao[playerid][i][ao_sz]);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Editions should be discarded if response was '0' (cancelled). This must be done by storing the offsets etc. in an array BEFORE using EditAttachedObject.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [EditAttachedObject](../functions/EditAttachedObject): Edit an attached object.
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Attach an object to a player
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerEditObject.md b/docs/translations/th/scripting/callbacks/OnPlayerEditObject.md
deleted file mode 100644
index cf0353d395b..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerEditObject.md
+++ /dev/null
@@ -1,87 +0,0 @@
----
-title: OnPlayerEditObject
-description: This callback is called when a player finishes editing an object (EditObject/EditPlayerObject).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player finishes editing an object (EditObject/EditPlayerObject).
-
-| Name | Description |
-|------------------------|--------------------------------------------------------------------|
-| playerid | The ID of the player that edited an object |
-| playerobject | 0 if it is a global object or 1 if it is a playerobject. |
-| objectid | The ID of the edited object |
-| EDIT_RESPONSE:response | The [type of response](../resources/objecteditionresponsetypes.md) |
-| Float:fX | The X offset for the object that was edited |
-| Float:fY | The Y offset for the object that was edited |
-| Float:fZ | The Z offset for the object that was edited |
-| Float:fRotX | The X rotation for the object that was edited |
-| Float:fRotY | The Y rotation for the object that was edited |
-| Float:fRotZ | The Z rotation for the object that was edited |
-
-## ส่งคืน
-
-1 - Will prevent other scripts from receiving this callback.
-
-0 - Indicates that this callback will be passed to the next script.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEditObject(playerid, playerobject, objectid, EDIT_RESPONSE:response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ)
-{
- new Float:oldX, Float:oldY, Float:oldZ, Float:oldRotX, Float:oldRotY, Float:oldRotZ;
- GetObjectPos(objectid, oldX, oldY, oldZ);
- GetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- if (!playerobject) // If this is a global object, sync the position for other players
- {
- if (!IsValidObject(objectid))
- {
- return 1;
- }
- SetObjectPos(objectid, fX, fY, fZ);
- SetObjectRot(objectid, fRotX, fRotY, fRotZ);
- }
-
- if (response == EDIT_RESPONSE_FINAL)
- {
- // The player clicked on the save icon
- // Do anything here to save the updated object position (and rotation)
- }
-
- if (response == EDIT_RESPONSE_CANCEL)
- {
- //The player cancelled, so put the object back to it's old position
- if (!playerobject) //Object is not a playerobject
- {
- SetObjectPos(objectid, oldX, oldY, oldZ);
- SetObjectRot(objectid, oldRotX, oldRotY, oldRotZ);
- }
- else
- {
- SetPlayerObjectPos(playerid, objectid, oldX, oldY, oldZ);
- SetPlayerObjectRot(playerid, objectid, oldRotX, oldRotY, oldRotZ);
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-When using 'EDIT_RESPONSE_UPDATE' be aware that this callback will not be called when releasing an edit in progress resulting in the last update of 'EDIT_RESPONSE_UPDATE' being out of sync of the objects current position.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [EditObject](../../scripting/functions/EditObject.md): Edit an object.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerEnterCheckpoint.md b/docs/translations/th/scripting/callbacks/OnPlayerEnterCheckpoint.md
deleted file mode 100644
index edfaaeede92..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerEnterCheckpoint.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: OnPlayerEnterCheckpoint
-description: This callback is called when a player enters the checkpoint set for that player.
-tags: ["player", "checkpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player enters the checkpoint set for that player.
-
-| Name | Description |
-| -------- | -------------------------------------- |
-| playerid | The player who entered the checkpoint. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//In this example, a checkpoint is created for the player when spawning,
-//which creates a vehicle and disables the checkpoint.
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md b/docs/translations/th/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
deleted file mode 100644
index 65025097182..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerEnterRaceCheckpoint.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerEnterRaceCheckpoint
-description: This callback is called when a player enters a race checkpoint.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player enters a race checkpoint.
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| playerid | The ID of the player who entered the race checkpoint. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterRaceCheckpoint(playerid)
-{
- printf("Player %d entered a race checkpoint!", playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerEnterVehicle.md b/docs/translations/th/scripting/callbacks/OnPlayerEnterVehicle.md
deleted file mode 100644
index cf025bda0b4..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerEnterVehicle.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerEnterVehicle
-description: This callback is called when a player starts to enter a vehicle, meaning the player is not in vehicle yet at the time this callback is called.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player starts to enter a vehicle, meaning the player is not in vehicle yet at the time this callback is called.
-
-| Name | Description |
-| ----------- | ---------------------------------------------------- |
-| playerid | ID of the player who attempts to enter a vehicle. |
-| vehicleid | ID of the vehicle the player is attempting to enter. |
-| ispassenger | 0 if entering as driver. 1 if entering as passenger. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- new string[128];
- format(string, sizeof(string), "You are entering vehicle %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is called when a player BEGINS to enter a vehicle, not when they HAVE entered it. See OnPlayerStateChange. This callback is still called if the player is denied entry to the vehicle (e.g. it is locked or full).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [PutPlayerInVehicle](../../scripting/functions/PutPlayerInVehicle.md): Put a player in a vehicle.
-- [GetPlayerVehicleSeat](../../scripting/functions/GetPlayerVehicleSeat.md): Check what seat a player is in.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerExitVehicle.md b/docs/translations/th/scripting/callbacks/OnPlayerExitVehicle.md
deleted file mode 100644
index d0b05877f99..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerExitVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerExitVehicle
-description: This callback is called when a player starts to exit a vehicle.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player starts to exit a vehicle.
-
-| Name | Description |
-| --------- | ----------------------------------------------- |
-| playerid | The ID of the player that is exiting a vehicle. |
-| vehicleid | The ID of the vehicle the player is exiting. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerExitVehicle(playerid, vehicleid)
-{
- new string[35];
- format(string, sizeof(string), "INFO: You are exiting vehicle %i", vehicleid);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Not called if the player falls off a bike or is removed from a vehicle by other means such as using SetPlayerPos. You must use OnPlayerStateChange and check if their old state is PLAYER_STATE_DRIVER or PLAYER_STATE_PASSENGER and their new state is PLAYER_STATE_ONFOOT.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [RemovePlayerFromVehicle](../../scripting/functions/RemovePlayerFromVehicle.md): Throw a player out of their vehicle.
-- [GetPlayerVehicleSeat](../../scripting/functions/GetPlayerVehicleSeat.md): Check what seat a player is in.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerExitedMenu.md b/docs/translations/th/scripting/callbacks/OnPlayerExitedMenu.md
deleted file mode 100644
index 1936c9d9f19..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerExitedMenu.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: OnPlayerExitedMenu
-description: Called when a player exits a menu.
-tags: ["player", "menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player exits a menu.
-
-| Name | Description |
-| -------- | ----------------------------------------- |
-| playerid | The ID of the player that exited the menu |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¹€à¸à¸¡à¹‚หมดà¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerExitedMenu(playerid)
-{
- TogglePlayerControllable(playerid,1); // unfreeze the player when they exit a menu
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerFinishedDownloading.md b/docs/translations/th/scripting/callbacks/OnPlayerFinishedDownloading.md
deleted file mode 100644
index 668472cbb3f..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerFinishedDownloading.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerFinishedDownloading
-description: This callback is called when a player finishes downloading custom models.
-tags: ["player"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.DL R1 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player finishes downloading custom models. For more information on how to add custom models to your server, see the release thread and this tutorial.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------------------------------ |
-| playerid | The ID of the player that finished downloading custom models. |
-| virtualworld | The ID of the virtual world the player finished downloading custom models for. |
-
-## ส่งคืน
-
-Callback นี้ไม่มีà¸à¸²à¸£à¸ªà¹ˆà¸‡à¸„่าà¸à¸¥à¸±à¸š
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerFinishedDownloading(playerid, virtualworld)
-{
- SendClientMessage(playerid, 0xffffffff, "Downloads finished.");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is called every time a player changes virtual worlds, even if there are no custom models present in that world.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerGiveDamage.md b/docs/translations/th/scripting/callbacks/OnPlayerGiveDamage.md
deleted file mode 100644
index 3417987db00..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerGiveDamage.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnPlayerGiveDamage
-description: This callback is called when a player gives damage to another player.
-tags: ["player"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3d à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player gives damage to another player.
-
-| Name | Description |
-|-----------------|------------------------------------------------------------|
-| playerid | The ID of the player that gave damage. |
-| damagedid | The ID of the player that received damage. |
-| Float:amount | The amount of health/armour damagedid has lost (combined). |
-| WEAPON:weaponid | The reason that caused the damage. |
-| bodypart | The body part that was hit. |
-
-## ส่งคืน
-
-1 - Callback will not be called in other filterscripts.
-
-0 - Allows this callback to be called in other filterscripts.
-
-It is always called first in filterscripts so returning 1 there blocks other filterscripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], victim[MAX_PLAYER_NAME], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetPlayerName(damagedid, victim, sizeof (victim));
-
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
- format(string, sizeof(string), "%s has made %.0f damage to %s, weapon: %s, bodypart: %d", attacker, amount, victim, weaponname, bodypart);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Keep in mind this function can be inaccurate in some cases. If you want to prevent certain players from damaging eachother, use SetPlayerTeam. The weaponid will return 37 (flame thrower) from any fire sources (e.g. molotov, 18) The weaponid will return 51 from any weapon that creates an explosion (e.g. RPG, grenade) playerid is the only one who can call the callback. The amount is always the maximum damage the weaponid can do, even when the health left is less than that maximum damage. So when a player has 100.0 health and gets shot with a Desert Eagle which has a damage value of 46.2, it takes 3 shots to kill that player. All 3 shots will show an amount of 46.2, even though when the last shot hits, the player only has 7.6 health left.
-
-:::
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerGiveDamageActor.md b/docs/translations/th/scripting/callbacks/OnPlayerGiveDamageActor.md
deleted file mode 100644
index 569819afdb1..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerGiveDamageActor.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: OnPlayerGiveDamageActor
-description: This callback is called when a player gives damage to an actor.
-tags: ["player"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player gives damage to an actor.
-
-| Name | Description |
-|-----------------|-------------------------------------------------------|
-| playerid | The ID of the player that gave damage. |
-| damaged_actorid | The ID of the actor that received damage. |
-| Float:amount | The amount of health/armour damaged_actorid has lost. |
-| WEAPON:weaponid | The reason that caused the damage. |
-| bodypart | The body part that was hit |
-
-## ส่งคืน
-
-1 - Callback will not be called in other filterscripts.
-
-0 - Allows this callback to be called in other filterscripts.
-
-It is always called first in filterscripts so returning 1 there blocks other filterscripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, WEAPON:weaponid, bodypart)
-{
- new string[128], attacker[MAX_PLAYER_NAME];
- new weaponname[24];
- GetPlayerName(playerid, attacker, sizeof (attacker));
- GetWeaponName(weaponid, weaponname, sizeof (weaponname));
-
- format(string, sizeof(string), "%s has made %.0f damage to actor id %d, weapon: %s", attacker, amount, damaged_actorid, weaponname);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function does not get called if the actor is set invulnerable (WHICH IS BY DEFAULT). See [SetActorInvulnerable](../functions/SetActorInvulnerable).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateActor](../functions/CreateActor): Create an actor (static NPC).
-- [SetActorInvulnerable](../functions/SetActorInvulnerable): Set actor invulnerable.
-- [SetActorHealth](../functions/SetActorHealth): Set the health of an actor.
-- [GetActorHealth](../functions/GetActorHealth): Gets the health of an actor.
-- [IsActorInvulnerable](../functions/IsActorInvulnerable): Check if actor is invulnerable.
-- [IsValidActor](../functions/IsValidActor): Check if actor id is valid.
-
-## Related Callbacks
-
-- [OnActorStreamOut](OnActorStreamOut): Called when an actor is streamed out by a player.
-- [OnPlayerStreamIn](OnPlayerStreamIn): Called when a player streams in for another player.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerInteriorChange.md b/docs/translations/th/scripting/callbacks/OnPlayerInteriorChange.md
deleted file mode 100644
index b7cbd439c2d..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerInteriorChange.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: OnPlayerInteriorChange
-description: Called when a player changes interior.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player changes interior. Can be triggered by SetPlayerInterior or when a player enter/exits a building.
-
-| Name | Description |
-| ------------- | -------------------------------------- |
-| playerid | The playerid who changed interior. |
-| newinteriorid | The interior the player is now in. |
-| oldinteriorid | The interior the player was in before. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¹€à¸à¸¡à¹‚หมดà¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
-{
- new string[42];
- format(string, sizeof(string), "You went from interior %d to interior %d!", oldinteriorid, newinteriorid);
- SendClientMessage(playerid, COLOR_ORANGE, string);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerInterior](../../scripting/functions/SetPlayerInterior.md): Set a player's interior.
-- [GetPlayerInterior](../../scripting/functions/GetPlayerInterior.md): Get the current interior of a player.
-- [LinkVehicleToInterior](../../scripting/functions/LinkVehicleToInterior.md): Change the interior that a vehicle is seen in.
-- [OnPlayerStateChange](../../scripting/callbacks/OnPlayerStateChange.md): Called when a player changes state.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerKeyStateChange.md b/docs/translations/th/scripting/callbacks/OnPlayerKeyStateChange.md
deleted file mode 100644
index 0f11ca8498a..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerKeyStateChange.md
+++ /dev/null
@@ -1,141 +0,0 @@
----
-title: OnPlayerKeyStateChange
-description: This callback is called when the state of any supported key is changed (pressed/released).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when the state of any supported key is changed (pressed/released). Directional keys do not trigger OnPlayerKeyStateChange (up/down/left/right).
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------ |
-| playerid | The ID of the player that pressed or released a key. |
-| newkeys | A map (bitmask) of the keys currently held - see here. |
-| oldkeys | A map (bitmask) of the keys held prior to the current change - see here. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¹€à¸à¸¡à¹‚หมดà¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (newkeys == KEY_FIRE)
-if (newkeys & KEY_FIRE)
-if ((newkeys & KEY_FIRE) &&Â !(oldkeys & KEY_FIRE))
-if ((oldkeys & KEY_FIRE) &&Â !(newkeys & KEY_FIRE))
-if ((newkeys & KEY_FIRE) && (newkeys & KEY_CROUCH))
-if ((newkeys & KEY_FIRE) &&Â !(oldkeys & KEY_FIRE) && (newkeys & KEY_CROUCH) &&Â !(oldkeys & KEY_CROUCH))
-if ((newkeys & (KEY_FIRE | KEY_CROUCH)) == (KEY_FIRE | KEY_CROUCH) && (oldkeys & (KEY_FIRE | KEY_CROUCH))Â != (KEY_FIRE | KEY_CROUCH))
-// HOLDING(keys)
-#define HOLDING(%0) \
- ((newkeys & (%0)) == (%0))
-if (HOLDING( KEY_FIRE ))
-if (HOLDING( KEY_FIRE | KEY_CROUCH ))
-// PRESSED(keys)
-#define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0))Â != (%0)))
-if (PRESSED( KEY_FIRE ))
-if (PRESSED( KEY_FIRE | KEY_CROUCH ))
-// PRESSING(keyVariable, keys)
-#define PRESSING(%0,%1) \
- (%0 & (%1))
-if (PRESSING( newkeys, KEY_FIRE ))
-if (PRESSING( newkeys, KEY_FIRE | KEY_CROUCH ))
-// RELEASED(keys)
-#define RELEASED(%0) \
- (((newkeys & (%0))Â != (%0)) && ((oldkeys & (%0)) == (%0)))
-if (RELEASED( KEY_FIRE ))
-if (RELEASED( KEY_FIRE | KEY_CROUCH ))
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_FIRE))
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- AddVehicleComponent(GetPlayerVehicleID(playerid), 1010);
- }
- }
- return 1;
-}
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_JUMP))
- {
- new
- Float:x,
- Float:y,
- Float:z;
- GetPlayerPos(playerid, x, y, z);
- SetPlayerPos(playerid, x, y, z + 10.0);
- }
- return 1;
-}
-new
- Float:gPlayerHealth[MAX_PLAYERS];
-
-#if !defined INFINITY
- #define INFINITY (Float:0x7F800000)
-#endif
-
-public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
-{
- if (PRESSED(KEY_ACTION))
- {
- // They just pressed the action key, save their
- // old health for restoration.
- GetPlayerHealth(playerid, gPlayerHealth[playerid]);
- SetPlayerHealth(playerid, INFINITY);
- }
- else if (RELEASED(KEY_ACTION))
- {
- // They just let go of action - restore
- // their old health again.
- SetPlayerHealth(playerid, gPlayerHealth[playerid]);
- }
- return 1;
-}
-```
-
-```
-0b00001000
-
-0b00100000
-
-0b00101000
-
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-
-newkeys = 0b00100000
-wanted = 0b00101000
-ANDed = 0b00100000
-
-newkeys = 0b00101010
-wanted = 0b00101000
-ANDed = 0b00101000
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-:::tip
-
-Directional keys do not trigger OnPlayerKeyStateChange (up/down/left/right). They can only be detected with GetPlayerKeys (in OnPlayerUpdate or a timer).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerKeys](../../scripting/functions/GetPlayerKeys.md): Check what keys a player is holding.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerLeaveCheckpoint.md b/docs/translations/th/scripting/callbacks/OnPlayerLeaveCheckpoint.md
deleted file mode 100644
index a6a357b2c2e..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerLeaveCheckpoint.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerLeaveCheckpoint
-description: This callback is called when a player leaves the checkpoint set for them by SetPlayerCheckpoint.
-tags: ["player", "checkpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player leaves the checkpoint set for them by SetPlayerCheckpoint. Only one checkpoint can be set at a time.
-
-| Name | Description |
-| -------- | ------------------------------------------------ |
-| playerid | The ID of the player that left their checkpoint. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerLeaveCheckpoint(playerid)
-{
- printf("Player %i left a checkpoint!", playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md b/docs/translations/th/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
deleted file mode 100644
index c49a4095149..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerLeaveRaceCheckpoint
-description: This callback is called when a player leaves the race checkpoint.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player leaves the race checkpoint.
-
-| Name | Description |
-| -------- | --------------------------------------------------- |
-| playerid | The ID of the player that left the race checkpoint. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerLeaveRaceCheckpoint(playerid)
-{
- printf("Player %d left a race checkpoint!", playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerObjectMoved.md b/docs/translations/th/scripting/callbacks/OnPlayerObjectMoved.md
deleted file mode 100644
index 827cff2ce08..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerObjectMoved.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerObjectMoved
-description: This callback is called when a player object is moved after MovePlayerObject (when it stops moving).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player object is moved after MovePlayerObject (when it stops moving).
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The playerid the object is assigned to |
-| objectid | The ID of the player object that was moved |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- printf("Player object moved: objectid: %d playerid: %d", objectid, playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback can also be called for NPC.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [IsPlayerObjectMoving](../../scripting/functions/IsPlayerObjectMoving.md): Check if the player object is moving.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerPickUpPickup.md b/docs/translations/th/scripting/callbacks/OnPlayerPickUpPickup.md
deleted file mode 100644
index 0d5d52ce137..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerPickUpPickup.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerPickUpPickup
-description: Called when a player picks up a pickup created with CreatePickup.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player picks up a pickup created with CreatePickup.
-
-| Name | Description |
-| -------- | ----------------------------------------------- |
-| playerid | The ID of the player that picked up the pickup. |
-| pickupid | The ID of the pickup, returned by CreatePickup. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¹€à¸à¸¡à¹‚หมดà¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new pickup_Cash;
-new pickup_Health;
-
-public OnGameModeInit()
-{
- pickup_Cash = CreatePickup(1274, 2, 0.0, 0.0, 9.0);
- pickup_Health = CreatePickup(1240, 2, 0.0, 0.0, 9.0);
- return 1;
-}
-
-public OnPlayerPickUpPickup(playerid, pickupid)
-{
- if (pickupid == pickup_Cash)
- {
- GivePlayerMoney(playerid, 1000);
- }
- else if (pickupid == pickup_Health)
- {
- SetPlayerHealth(playerid, 100.0);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePickup](../../scripting/functions/CreatePickup.md): Create a pickup.
-- [DestroyPickup](../../scripting/functions/DestroyPickup.md): Destroy a pickup.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerRequestClass.md b/docs/translations/th/scripting/callbacks/OnPlayerRequestClass.md
deleted file mode 100644
index 4a7a6310fc1..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerRequestClass.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: OnPlayerRequestClass
-description: Called when a player changes class at class selection (and when class selection first appears).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player changes class at class selection (and when class selection first appears).
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------- |
-| playerid | The ID of the player that changed class. |
-| classid | The ID of the current class being viewed (returned by AddPlayerClass). |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerRequestClass(playerid,classid)
-{
- if (classid == 3 &&Â !IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, COLOR_RED, "This skin is only for admins!");
- return 0;
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is also called when a player presses F4.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddPlayerClass](../../scripting/functions/AddPlayerClass.md): Add a class.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerRequestDownload.md b/docs/translations/th/scripting/callbacks/OnPlayerRequestDownload.md
deleted file mode 100644
index 533351824d3..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerRequestDownload.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: OnPlayerRequestDownload
-description: This callback is called when a player request for custom model downloads.
-tags: ["player"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.DL R1 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player request for custom model downloads.
-
-| Name | Description |
-| -------- | -------------------------------------------------------- |
-| playerid | The ID of the player that request custom model download. |
-| type | The type of the request (see below). |
-| crc | The CRC checksum of custom model file. |
-
-## ส่งคืน
-
-0 - Deny the download request
-
-1 - Accept the download request
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-#define DOWNLOAD_REQUEST_EMPTY (0)
-#define DOWNLOAD_REQUEST_MODEL_FILE (1)
-#define DOWNLOAD_REQUEST_TEXTURE_FILE (2)
-new baseurl[] = "https://files.sa-mp.com/server";
-
-public OnPlayerRequestDownload(playerid, type, crc)
-{
- new fullurl[256+1];
- new dlfilename[64+1];
- new foundfilename=0;
-
- if (!IsPlayerConnected(playerid)) return 0;
-
- if (type == DOWNLOAD_REQUEST_TEXTURE_FILE) {
- foundfilename = FindTextureFileNameFromCRC(crc,dlfilename,64);
- }
- else if (type == DOWNLOAD_REQUEST_MODEL_FILE) {
- foundfilename = FindModelFileNameFromCRC(crc,dlfilename,64);
- }
-
- if (foundfilename) {
- format(fullurl,256,"%s/%s",baseurl,dlfilename);
- RedirectDownload(playerid,fullurl);
- }
-
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerFinishedDownloading](../../scripting/callbacks/OnPlayerFinishedDownloading.md): Called when a player finishes downloading custom models.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerRequestSpawn.md b/docs/translations/th/scripting/callbacks/OnPlayerRequestSpawn.md
deleted file mode 100644
index 752add81edf..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerRequestSpawn.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnPlayerRequestSpawn
-description: Called when a player attempts to spawn via class selection either by pressing SHIFT or clicking the 'Spawn' button.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player attempts to spawn via class selection either by pressing SHIFT or clicking the 'Spawn' button.
-
-| Name | Description |
-| -------- | --------------------------------------------- |
-| playerid | The ID of the player that requested to spawn. |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 0 there also blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerRequestSpawn(playerid)
-{
- if (!IsPlayerAdmin(playerid))
- {
- SendClientMessage(playerid, -1, "You may not spawn.");
- return 0;
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-:::tip
-
-To prevent players from spawning with certain classes, the last viewed class must be saved in a variable in OnPlayerRequestClass.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerSelectObject.md b/docs/translations/th/scripting/callbacks/OnPlayerSelectObject.md
deleted file mode 100644
index 6c600fe390f..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerSelectObject.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnPlayerSelectObject
-description: This callback is called when a player selects an object after SelectObject has been used.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player selects an object after SelectObject has been used.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------- |
-| playerid | The ID of the player that selected an object |
-| type | The [type](../resources/selectobjecttypes.md) of selection |
-| objectid | The ID of the selected object |
-| modelid | The model of the selected object |
-| Float:fX | The X position of the selected object |
-| Float:fY | The Y position of the selected object |
-| Float:fZ | The Z position of the selected object |
-
-## ส่งคืน
-
-1 - Will prevent other scripts from receiving this callback.
-
-0 - Indicates that this callback will be passed to the next script.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
-{
- printf("Player %d selected object %d", playerid, objectid);
- if (type == SELECT_OBJECT_GLOBAL_OBJECT)
- {
- EditObject(playerid, objectid);
- }
- else
- {
- EditPlayerObject(playerid, objectid);
- }
- SendClientMessage(playerid, 0xFFFFFFFF, "You now are able to edit your object!");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SelectObject](../../scripting/functions/SelectObject.md): Select an object.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerSelectedMenuRow.md b/docs/translations/th/scripting/callbacks/OnPlayerSelectedMenuRow.md
deleted file mode 100644
index 0092edf55a1..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerSelectedMenuRow.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: OnPlayerSelectedMenuRow
-description: This callback is called when a player selects an item from a menu (ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player selects an item from a menu (ShowMenuForPlayer).
-
-| Name | Description |
-| -------- | ----------------------------------------------------------- |
-| playerid | The ID of the player that selected a menu item. |
-| row | The ID of the row that was selected. The first row is ID 0. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¹€à¸à¸¡à¹‚หมดà¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:MyMenu;
-
-public OnGameModeInit()
-{
- MyMenu = CreateMenu("Example Menu", 1, 50.0, 180.0, 200.0, 200.0);
- AddMenuItem(MyMenu, 0, "Item 1");
- AddMenuItem(MyMenu, 0, "Item 2");
- return 1;
-}
-
-public OnPlayerSelectedMenuRow(playerid, row)
-{
- if (GetPlayerMenu(playerid) == MyMenu)
- {
- switch(row)
- {
- case 0: print("Item 1 Selected");
- case 1: print("Item 2 Selected");
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The menu ID is not passed to this callback. GetPlayerMenu must be used to determine which menu the player selected an item on.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Adds an item to a specified menu.
-- [ShowMenuForPlayer](../../scripting/functions/ShowMenuForPlayer.md): Show a menu for a player.
-- [HideMenuForPlayer](../../scripting/functions/HideMenuForPlayer.md): Hide a menu for a player.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerSpawn.md b/docs/translations/th/scripting/callbacks/OnPlayerSpawn.md
deleted file mode 100644
index 7be520e8dd3..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerSpawn.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerSpawn
-description: This callback is called when a player spawns.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player spawns.(i.e. after caling SpawnPlayer function)
-
-| Name | Description |
-| -------- | ---------------------------------- |
-| playerid | The ID of the player that spawned. |
-
-## ส่งคืน
-
-0 - Will prevent other filterscripts from receiving this callback.
-
-1 - Indicates that this callback will be passed to the next filterscript.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new PlayerName[MAX_PLAYER_NAME],
- string[40];
- GetPlayerName(playerid, PlayerName, sizeof(PlayerName));
- format(string, sizeof(string), "%s has spawned successfully.", PlayerName);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The game sometimes deducts \$100 from players after spawn.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SpawnPlayer](../../scripting/functions/SpawnPlayer.md): Force a player to spawn.
-- [AddPlayerClass](../../scripting/functions/AddPlayerClass.md): Add a class.
-- [SetSpawnInfo](../../scripting/functions/SetSpawnInfo.md): Set the spawn setting for a player.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerStateChange.md b/docs/translations/th/scripting/callbacks/OnPlayerStateChange.md
deleted file mode 100644
index aefd3a7b394..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerStateChange.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: OnPlayerStateChange
-description: This callback is called when a player changes state.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player changes state. For example, when a player changes from being the driver of a vehicle to being on-foot.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player that changed state. |
-| newstate | The player's new state. |
-| oldstate | The player's previous state. |
-
-Refer to [Player States](../../scripting/resources/playerstates.md) for a list of all available player states.
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (oldstate == PLAYER_STATE_ONFOOT && newstate == PLAYER_STATE_DRIVER) // Player entered a vehicle as a driver
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- AddVehicleComponent(vehicleid, 1010); // Add NOS to the vehicle
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerState](../../scripting/functions/GetPlayerState.md): Get a player's current state.
-- [GetPlayerSpecialAction](../../scripting/functions/GetPlayerSpecialAction.md): Get a player's current special action.
-- [SetPlayerSpecialAction](../../scripting/functions/SetPlayerSpecialAction.md): Set a player's special action.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerStreamIn.md b/docs/translations/th/scripting/callbacks/OnPlayerStreamIn.md
deleted file mode 100644
index 66223181540..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerStreamIn.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerStreamIn
-description: This callback is called when a player is streamed by some other player's client.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player is streamed by some other player's client.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------- |
-| playerid | The ID of the player who has been streamed. |
-| forplayerid | The ID of the player that streamed the other player in. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerStreamIn(playerid, forplayerid)
-{
- new string[40];
- format(string, sizeof(string), "Player %d is now streamed in for you.", playerid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerStreamOut.md b/docs/translations/th/scripting/callbacks/OnPlayerStreamOut.md
deleted file mode 100644
index 539382619db..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerStreamOut.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnPlayerStreamOut
-description: This callback is called when a player is streamed out from some other player's client.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player is streamed out from some other player's client.
-
-| Name | Description |
-| ----------- | ----------------------------------------------- |
-| playerid | The player who has been destreamed. |
-| forplayerid | The player who has destreamed the other player. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerStreamOut(playerid, forplayerid)
-{
- new string[80];
- format(string, sizeof(string), "Your computer has just unloaded player ID %d", playerid);
- SendClientMessage(forplayerid, 0xFF0000FF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerTakeDamage.md b/docs/translations/th/scripting/callbacks/OnPlayerTakeDamage.md
deleted file mode 100644
index f1154e48dcd..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerTakeDamage.md
+++ /dev/null
@@ -1,82 +0,0 @@
----
-title: OnPlayerTakeDamage
-description: This callback is called when a player takes damage.
-tags: ["player"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3d à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player takes damage.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player that took damage. |
-| issuerid | The ID of the player that caused the damage. INVALID_PLAYER_ID if self-inflicted. |
-| Float:amount | The amount of damage the player took (health and armour combined). |
-| WEAPON:weaponid | The ID of the weapon/reason for the damage. |
-| bodypart | The body part that was hit. |
-
-## ส่งคืน
-
-1 - Callback will not be called in other filterscripts.
-
-0 - Allows this callback to be called in other filterscripts.
-
-It is always called first in filterscripts so returning 1 there blocks other filterscripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID) // If not self-inflicted
- {
- new
- infoString[128],
- weaponName[24],
- victimName[MAX_PLAYER_NAME],
- attackerName[MAX_PLAYER_NAME];
-
- GetPlayerName(playerid, victimName, sizeof (victimName));
- GetPlayerName(issuerid, attackerName, sizeof (attackerName));
-
- GetWeaponName(weaponid, weaponName, sizeof (weaponName));
-
- format(infoString, sizeof(infoString), "%s has made %.0f damage to %s, weapon: %s, bodypart: %d", attackerName, amount, victimName, weaponName, bodypart);
- SendClientMessageToAll(-1, infoString);
- }
- return 1;
-}
-```
-
-```c
-public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart)
-{
- if (issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
- {
- // One shot to the head to kill with sniper rifle
- SetPlayerHealth(playerid, 0.0);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The weaponid will return 37 (flame thrower) from any fire sources (e.g. molotov, 18). The weaponid will return 51 from any weapon that creates an explosion (e.g. RPG, grenade) playerid is the only one who can call the callback. The amount is always the maximum damage the weaponid can do, even when the health left is less than that maximum damage. So when a player has 100.0 health and gets shot with a Desert Eagle which has a damage value of 46.2, it takes 3 shots to kill that player. All 3 shots will show an amount of 46.2, even though when the last shot hits, the player only has 7.6 health left.
-
-:::
-
-:::warning
-
-GetPlayerHealth and GetPlayerArmour will return the old amounts of the player before this callback. Always check if issuerid is valid before using it as an array index.
-
-:::
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerText.md b/docs/translations/th/scripting/callbacks/OnPlayerText.md
deleted file mode 100644
index e264ee89037..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerText.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: OnPlayerText
-description: Called when a player sends a chat message.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player sends a chat message.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player who typed the text. |
-| text[] | The text the player typed. |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 0 there blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerText(playerid, text[])
-{
- new pText[144];
- format(pText, sizeof (pText), "(%d) %s", playerid, text);
- SendPlayerMessageToAll(playerid, pText);
- return 0; // ignore the default text and send the custom one
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SendPlayerMessageToPlayer](../../scripting/functions/SendPlayerMessageToPlayer.md): Force a player to send text for one player.
-- [SendPlayerMessageToAll](../../scripting/functions/SendPlayerMessageToAll.md): Force a player to send text for all players.
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerUpdate.md b/docs/translations/th/scripting/callbacks/OnPlayerUpdate.md
deleted file mode 100644
index 1451bb5417f..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerUpdate.md
+++ /dev/null
@@ -1,91 +0,0 @@
----
-title: OnPlayerUpdate
-description: This callback is called every time a client/player updates the server with their status.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called every time a client/player updates the server with their status. It is often used to create custom callbacks for client updates that aren't actively tracked by the server, such as health or armor updates or players switching weapons.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | ID of the player sending an update packet. |
-
-## ส่งคืน
-
-0 - Update from this player will not be replicated to other clients.
-
-1 - Indicates that this update can be processed normally and sent to other players.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new iCurWeap = GetPlayerWeapon(playerid); // Return the player's current weapon
- if (iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // If he changed weapons since the last update
- {
- // Lets call a callback named OnPlayerChangeWeapon
- OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
- SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);//Update the weapon variable
- }
- return 1; // Send this update to other players.
-}
-
-stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
-{
- new s[128],
- oWeapon[24],
- nWeapon[24];
-
- GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
- GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
-
- format(s, sizeof(s), "You changed weapon from %s to %s!", oWeapon, nWeapon);
-
- SendClientMessage(playerid, 0xFFFFFFFF, s);
-}
-public OnPlayerUpdate(playerid)
-{
- new Float:fHealth;
-
- GetPlayerHealth(playerid, fHealth);
-
- if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
- {
- // Player health has changed since the last update -> server, so obviously thats the thing updated.
- // Lets do further checks see if he's lost or gained health, anti-health cheat? ;)
-
- if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
- {
- /* He has gained health! Cheating? Write your own scripts here to figure how a player
- gained health! */
- }
- else
- {
- /* He has lost health! */
- }
-
- SetPVarFloat(playerid, "faPlayerHealth", fHealth);
- }
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-:::warning
-
-This callback is called, on average, 30 times per second, per player; only use it when you know what it's meant for (or more importantly what it's NOT meant for). The frequency with which this callback is called for each player varies, depending on what the player is doing. Driving or shooting will trigger a lot more updates than idling.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnPlayerWeaponShot.md b/docs/translations/th/scripting/callbacks/OnPlayerWeaponShot.md
deleted file mode 100644
index c69a6022354..00000000000
--- a/docs/translations/th/scripting/callbacks/OnPlayerWeaponShot.md
+++ /dev/null
@@ -1,70 +0,0 @@
----
-title: OnPlayerWeaponShot
-description: This callback is called when a player fires a shot from a weapon.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player fires a shot from a weapon. Only bullet weapons are supported. Only passenger drive-by is supported (not driver drive-by, and not sea sparrow / hunter shots).
-
-| Name | Description |
-|-------------------------|-----------------------------------------------------------------------------------------------------------|
-| playerid | The ID of the player that shot a weapon. |
-| WEAPON:weaponid | The ID of the [weapon](../resources/weaponids) shot by the player. |
-| BULLET_HIT_TYPE:hittype | The [type](../resources/bullethittypes) of thing the shot hit (none, player, vehicle, or (player)object). |
-| hitid | The ID of the player, vehicle or object that was hit. |
-| Float:fX | The X coordinate that the shot hit. |
-| Float:fY | The Y coordinate that the shot hit. |
-| Float:fZ | The Z coordinate that the shot hit. |
-
-## ส่งคืน
-
-0 - Prevent the bullet from causing damage.
-
-1 - Allow the bullet to cause damage.
-
-It is always called first in filterscripts so returning 0 there also blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerWeaponShot(playerid, WEAPON:weaponid, BULLET_HIT_TYPE:hittype, hitid, Float:fX, Float:fY, Float:fZ)
-{
- new szString[144];
- format(szString, sizeof(szString), "Weapon %i fired. hittype: %i hitid: %i pos: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
- SendClientMessage(playerid, -1, szString);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is only called when lag compensation is enabled. If hittype is:
-
-- `BULLET_HIT_TYPE_NONE`: the fX, fY and fZ parameters are normal coordinates, will give 0.0 for coordinates if nothing was hit (e.g. far object that the bullet can't reach);
-- Others: the fX, fY and fZ are offsets relative to the hitid.
-
-:::
-
-:::tip
-
-[GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors) can be used in this callback for more detailed bullet vector information.
-
-:::
-
-:::warning
-
-Known Bug(s):
-
-- Isn't called if you fired in vehicle as driver or if you are looking behind with the aim enabled (shooting in air).
-- It is called as `BULLET_HIT_TYPE_VEHICLE` with the correct `hitid` (the hit player's vehicleid) if you are shooting a player which is in a vehicle. It won't be called as `BULLET_HIT_TYPE_PLAYER` at all.
-- Partially fixed in SA-MP 0.3.7: If fake weapon data is sent by a malicious user, other player clients may freeze or crash. To combat this, check if the reported weaponid can actually fire bullets.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerLastShotVectors](../functions/GetPlayerLastShotVectors): Retrieves the vector of the last shot a player fired.
diff --git a/docs/translations/th/scripting/callbacks/OnRconCommand.md b/docs/translations/th/scripting/callbacks/OnRconCommand.md
deleted file mode 100644
index 0e9d91978d8..00000000000
--- a/docs/translations/th/scripting/callbacks/OnRconCommand.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnRconCommand
-description: This callback is called when a command is sent through the server console, remote RCON, or via the in-game "/rcon command".
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a command is sent through the server console, remote RCON, or via the in-game "/rcon command".
-
-| Name | Description |
-| ----- | --------------------------------------------------------------------------------- |
-| cmd[] | A string containing the command that was typed, as well as any passed parameters. |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 1 there blocks gamemode from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnRconCommand(cmd[])
-{
- printf("[RCON]: You typed '/rcon %s'!", cmd);
- return 0;
-}
-public OnRconCommand(cmd[])
-{
- if (!strcmp(cmd, "hello", true))
- {
- SendClientMessageToAll(0xFFFFFFAA, "Hello World!");
- print("You said hello to the world."); // This will appear to the player who typed the rcon command in the chat in white
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-"/rcon " is not included in "cmd" when a player types a command. If you use the "print" function here, it will send a message to the player who typed the command in-game as well as the log. This callback is not called when the player is not logged in as RCON admin. When the player is not logged in as RCON admin and uses /rcon login, this callback will not be called and OnRconLoginAttempt is called instead. However, when the player is logged in as RCON admin, the use of this command will call this callback.
-
-:::
-
-:::warning
-
-You will need to include this callback in a loaded filterscript for it to work in the gamemode!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerAdmin](../../scripting/functions/IsPlayerAdmin.md): Checks if a player is logged into RCON.
-- [OnRconLoginAttempt](../../scripting/callbacks/OnRconLoginAttempt.md): Called when an attempt to login to RCON is made.
diff --git a/docs/translations/th/scripting/callbacks/OnRconLoginAttempt.md b/docs/translations/th/scripting/callbacks/OnRconLoginAttempt.md
deleted file mode 100644
index 731c2b9f176..00000000000
--- a/docs/translations/th/scripting/callbacks/OnRconLoginAttempt.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: OnRconLoginAttempt
-description: This callback is called when someone attempts to log in to RCON in-game; successful or not.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when someone attempts to log in to RCON in-game; successful or not.
-
-| Name | Description |
-| ---------- | ------------------------------------------------------- |
-| ip[] | The IP of the player that tried to log in to RCON. |
-| password[] | The password used to login with. |
-| success | 0 if the password was incorrect or 1 if it was correct. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) //If the password was incorrect
- {
- printf("FAILED RCON LOGIN BY IP %s USING PASSWORD %s",ip, password);
- new pip[16];
- for(new i = GetPlayerPoolSize(); i != -1; --i) //Loop through all players
- {
- GetPlayerIp(i, pip, sizeof(pip));
- if (!strcmp(ip, pip, true)) //If a player's IP is the IP that failed the login
- {
- SendClientMessage(i, 0xFFFFFFFF, "Wrong Password. Bye!"); //Send a message
- Kick(i); //They are now kicked.
- }
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is only called when /rcon login is used in-game. This callback is only called when the player is not yet logged in. When the player is logged in, OnRconCommand is called instead.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerAdmin](../../scripting/functions/IsPlayerAdmin.md): Checks if a player is logged into RCON.
-- [SendRconCommand](../../scripting/functions/SendRconCommand.md): Sends an RCON command via the script.
diff --git a/docs/translations/th/scripting/callbacks/OnRecordingPlaybackEnd.md b/docs/translations/th/scripting/callbacks/OnRecordingPlaybackEnd.md
deleted file mode 100644
index df0de1f4d16..00000000000
--- a/docs/translations/th/scripting/callbacks/OnRecordingPlaybackEnd.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: OnRecordingPlaybackEnd
-description: This callback is called when a recorded file being reproduced with NPCStartRecordingPlayback has reached to its end.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a recorded file being reproduced with NPC:StartRecordingPlayback has reached to its end.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnRecordingPlaybackEnd()
-{
- StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "all_around_lv_bus"); //This would start the recorded file again once it finishes reproducing.
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- NPC:StartRecordingPlayback: Starts reproducing an already recorded .rec file.
-- NPC:StopRecordingPlayback: Stops reproducing a .rec file.
diff --git a/docs/translations/th/scripting/callbacks/OnTrailerUpdate.md b/docs/translations/th/scripting/callbacks/OnTrailerUpdate.md
deleted file mode 100644
index 72c6ac2f4bd..00000000000
--- a/docs/translations/th/scripting/callbacks/OnTrailerUpdate.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: OnTrailerUpdate
-description: This callback is called when a player sent a trailer update.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player sent a trailer update.
-
-| Name | Description |
-| --------- | ---------------------------------------------- |
-| playerid | The ID of the player who sent a trailer update |
-| vehicleid | The Trailer being updated |
-
-## ส่งคืน
-
-0 - Cancels any trailer updates from being sent to other players. Update is still sent to the updating player.
-
-1 - Processes the trailer update as normal and synchronizes it between all players.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnTrailerUpdate(playerid, vehicleid)
-{
- DetachTrailerFromVehicle(GetPlayerVehicleID(playerid));
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This callback is called very frequently per second per trailer. You should refrain from implementing intensive calculations or intensive file writing/reading operations in this callback.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetVehicleTrailer](../../scripting/functions/GetVehicleTrailer.md): Check what trailer a vehicle is pulling.
-- [IsTrailerAttachedToVehicle](../../scripting/functions/IsTrailerAttachedToVehicle.md): Check if a trailer is attached to a vehicle.
-- [AttachTrailerToVehicle](../../scripting/functions/AttachTrailerToVehicle.md): Attach a trailer to a vehicle.
-- [DetachTrailerFromVehicle](../../scripting/functions/DetachTrailerFromVehicle.md): Detach a trailer from a vehicle.
diff --git a/docs/translations/th/scripting/callbacks/OnUnoccupiedVehicleUpdate.md b/docs/translations/th/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
deleted file mode 100644
index 5b93124f949..00000000000
--- a/docs/translations/th/scripting/callbacks/OnUnoccupiedVehicleUpdate.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: OnUnoccupiedVehicleUpdate
-description: This callback is called when a player's client updates/syncs the position of a vehicle they're not driving.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player's client updates/syncs the position of a vehicle they're not driving. This can happen outside of the vehicle or when the player is a passenger of a vehicle that has no driver.
-
-| Name | Description |
-| -------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle that's position was updated. |
-| playerid | The ID of the player that sent a vehicle position sync update. |
-| passenger_seat | The ID of the seat if the player is a passenger. 0=not in vehicle, 1=front passenger, 2=backleft 3=backright 4+ is for coach/bus etc. with many passenger seats. |
-| new_x | The new X coordinate of the vehicle. |
-| new_y | The new Y coordinate of the vehicle. |
-| new_z | The new Z coordinate of the vehicle. |
-| vel_x | The new X velocity of the vehicle. |
-| vel_y | The new Y velocity of the vehicle. |
-| vel_z | The new Z velocity of the vehicle. |
-
-## ส่งคืน
-
-It is always called first in filterscripts so returning 0 there also blocks other scripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z)
-{
- // Check if it moved far
- if (GetVehicleDistanceFromPoint(vehicleid, new_x, new_y, new_z) > 50.0)
- {
- // Reject the update
- return 0;
- }
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This callback is called very frequently per second per unoccupied vehicle. You should refrain from implementing intensive calculations or intensive file writing/reading operations in this callback. GetVehiclePos will return the old coordinates of the vehicle before this update.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleDamageStatusUpdate.md b/docs/translations/th/scripting/callbacks/OnVehicleDamageStatusUpdate.md
deleted file mode 100644
index 1111e4f379d..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleDamageStatusUpdate.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: OnVehicleDamageStatusUpdate
-description: This callback is called when a vehicle element such as doors, tires, panels, or lights change their damage status.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a vehicle element such as doors, tires, panels, or lights change their damage status.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------------------------------------ |
-| vehicleid | The ID of the vehicle that was changed its damage status. |
-| playerid | The ID of the player who synced the change in the damage status (who had the car damaged or repaired). |
-
-## ส่งคืน
-
-1 - Will prevent other filterscripts from receiving this callback.
-
-0 - Indicates that this callback will be passed to the next filterscript.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleDamageStatusUpdate(vehicleid, playerid)
-{
- // Get the damage status of all the components
- new panels, doors, lights, tires;
- GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
-
- // Set the tires to 0, which means none are popped
- tires = 0;
-
- // Update the vehicle's damage status with unpopped tires
- UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This does not include vehicle health changes
-
-:::
-
-:::tip
-
-For some useful functions for working with vehicle damage values, see here.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetVehicleDamageStatus](../../scripting/functions/GetVehicleDamageStatus.md): Get the vehicle damage state for each part individually.
-- [UpdateVehicleDamageStatus](../../scripting/functions/UpdateVehicleDamageStatus.md): Update the vehicle damage.
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleDeath.md b/docs/translations/th/scripting/callbacks/OnVehicleDeath.md
deleted file mode 100644
index 293ca82ec8a..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleDeath.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnVehicleDeath
-description: This callback is called when a vehicle is destroyed - either by exploding or becoming submerged in water.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a vehicle is destroyed - either by exploding or becoming submerged in water.
-
-| Name | Description |
-| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle that was destroyed. |
-| killerid | The ID of the player that reported (synced) the vehicle's destruction (name is misleading). Generally the driver or a passenger (if any) or the closest player. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleDeath(vehicleid, killerid)
-{
- new string[64];
- format(string, sizeof(string), "Vehicle %i was destroyed. Reported by player %i.", vehicleid, killerid);
- SendClientMessageToAll(0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback will also be called when a vehicle enters water, but the vehicle can be saved from destruction by teleportation or driving out (if only partially submerged). The callback won't be called a second time, and the vehicle may disappear when the driver exits, or after a short time.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetVehicleHealth](../../scripting/functions/SetVehicleHealth.md): Set the health of a vehicle.
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleMod.md b/docs/translations/th/scripting/callbacks/OnVehicleMod.md
deleted file mode 100644
index c8879f0c49a..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleMod.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: OnVehicleMod
-description: This callback is called when a vehicle is modded.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a vehicle is modded.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------- |
-| playerid | The ID of the driver of the vehicle. |
-| vehicleid | The ID of the vehicle which is modded. |
-| componentid | The ID of the component which was added to the vehicle. |
-
-## ส่งคืน
-
-It is always called first in gamemode so returning 0 there also blocks other filterscripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleMod(playerid, vehicleid, componentid)
-{
- printf("Vehicle %d was modded by ID %d with the componentid %d",vehicleid, playerid,componentid);
- if (GetPlayerInterior(playerid) == 0)
- {
- BanEx(playerid, "Tuning Hacks"); // Anti-tuning hacks script
- return 0; // Prevents the bad modification from being synced to other players
- //(Tested and it works even on servers wich allow you to mod your vehicle using commands, menus, dialogs, etc..
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is NOT called by AddVehicleComponent.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddVehicleComponent](../../scripting/functions/AddVehicleComponent.md): Add a component to a vehicle.
-- [OnEnterExitModShop](../../scripting/callbacks/OnEnterExitModShop.md): Called when a vehicle enters or exits a mod shop.
-- [OnVehiclePaintjob](../../scripting/callbacks/OnVehiclePaintjob.md): Called when a vehicle's paintjob is changed.
-- [OnVehicleRespray](../../scripting/callbacks/OnVehicleRespray.md): Called when a vehicle is resprayed.
diff --git a/docs/translations/th/scripting/callbacks/OnVehiclePaintjob.md b/docs/translations/th/scripting/callbacks/OnVehiclePaintjob.md
deleted file mode 100644
index 7367a4e7b49..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehiclePaintjob.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: OnVehiclePaintjob
-description: Called when a player previews a vehicle paintjob inside a mod shop.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a player previews a vehicle paintjob inside a mod shop. Watch out, this callback is not called when the player buys the paintjob.
-
-| Name | Description |
-| ---------- | ---------------------------------------------------------------- |
-| playerid | The ID of the player that changed the paintjob of their vehicle. |
-| vehicleid | The ID of the vehicle that had its paintjob changed. |
-| paintjobid | The ID of the new paintjob. |
-
-## ส่งคืน
-
-It is always called first in gamemode so returning 0 there blocks other filterscripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
-{
- new string[128];
- format(string, sizeof(string), "You have changed your vehicle's paintjob to %d!", paintjobid);
- SendClientMessage(playerid, 0x33AA33AA, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is not called by ChangeVehiclePaintjob. You might use OnVehicleChangePaintjob from vSync in order to know when the player buys the paintjob.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ChangeVehiclePaintjob](../../scripting/functions/ChangeVehiclePaintjob.md): Change the paintjob on a vehicle.
-- [ChangeVehicleColor](../../scripting/functions/ChangeVehicleColor.md): Set the color of a vehicle.
-- [OnVehicleRespray](../../scripting/callbacks/OnVehicleRespray.md): Called when a vehicle is resprayed.
-- [OnVehicleMod](../../scripting/callbacks/OnVehicleMod.md): Called when a vehicle is modded.
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleRespray.md b/docs/translations/th/scripting/callbacks/OnVehicleRespray.md
deleted file mode 100644
index 8639ff117c6..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleRespray.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: OnVehicleRespray
-description: This callback is called when a player exits a mod shop, even if the colors weren't changed.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a player exits a mod shop, even if the colors weren't changed. Watch out, the name is ambiguous, Pay 'n' Spray shops don't call this callback.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------ |
-| playerid | The ID of the player that is driving the vehicle. |
-| vehicleid | The ID of the vehicle that was resprayed. |
-| color1 | The color that the vehicle's primary color was changed to. |
-| color2 | The color that the vehicle's secondary color was changed to. |
-
-## ส่งคืน
-
-It is always called first in gamemode so returning 0 there also blocks other filterscripts from seeing it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleRespray(playerid, vehicleid, color1, color2)
-{
- new string[48];
- format(string, sizeof(string), "You resprayed vehicle %d to colors %d and %d!", vehicleid, color1, color2);
- SendClientMessage(playerid, COLOR_GREEN, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is not called by ChangeVehicleColor. Misleadingly, this callback is not called for pay 'n' spray (only modshops).
-
-Fix here: http://pastebin.com/G81da7N1
-
-:::
-
-:::warning
-
-Known Bug(s): previewing a component inside a mod shop might call this callback.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ChangeVehicleColor](../../scripting/functions/ChangeVehicleColor.md): Set the color of a vehicle.
-- [ChangeVehiclePaintjob](../../scripting/functions/ChangeVehiclePaintjob.md): Change the paintjob on a vehicle.
-- [OnVehiclePaintjob](../../scripting/callbacks/OnVehiclePaintjob.md): Called when a vehicle's paintjob is changed.
-- [OnVehicleMod](../../scripting/callbacks/OnVehicleMod.md): Called when a vehicle is modded.
-- [OnEnterExitModShop](../../scripting/callbacks/OnEnterExitModShop.md): Called when a vehicle enters or exits a mod shop.
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleSirenStateChange.md b/docs/translations/th/scripting/callbacks/OnVehicleSirenStateChange.md
deleted file mode 100644
index 70f83724398..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleSirenStateChange.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: OnVehicleSirenStateChange
-description: This callback is called when a vehicle's siren is toggled.
-tags: ["vehicle"]
----
-
-:::warning
-
-Callback นี้ถูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a vehicle's siren is toggled.
-
-| Name | Description |
-| --------- | --------------------------------------------------------- |
-| playerid | The ID of the player that toggled the siren (driver). |
-| vehicleid | The ID of the vehicle of which the siren was toggled for. |
-| newstate | 0 if siren was turned off, 1 if siren was turned on. |
-
-## ส่งคืน
-
-1 - Will prevent gamemode from receiving this callback.
-
-0 - Indicates that this callback will be passed to the gamemode.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
-{
- if (newstate)
- {
- GameTextForPlayer(playerid, "~W~Siren ~G~on", 1000, 3);
- }
- else
- {
- GameTextForPlayer(playerid, "~W~Siren ~r~off", 1000, 3);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This callback is only called when a vehicle's siren is toggled on or off, NOT when the alternate siren is in use (holding horn).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetVehicleParamsSirenState](../../scripting/functions/GetVehicleParamsSirenState.md): Check whether a vehicle's siren is on or off.
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleSpawn.md b/docs/translations/th/scripting/callbacks/OnVehicleSpawn.md
deleted file mode 100644
index e155875963e..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleSpawn.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: OnVehicleSpawn
-description: This callback is called when a vehicle respawns.
-tags: ["vehicle"]
----
-
-:::warning
-
-This callback is called **only** when vehicle **re**spawns! CreateVehicle and AddStaticVehicle(Ex) **won't** trigger this callback.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a vehicle respawns.
-
-| Name | Description |
-| --------- | ----------------------------------- |
-| vehicleid | The ID of the vehicle that spawned. |
-
-## ส่งคืน
-
-0 - Will prevent other filterscripts from receiving this callback.
-
-1 - Indicates that this callback will be passed to the next filterscript.
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleSpawn(vehicleid)
-{
- printf("Vehicle %i spawned!",vehicleid);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetVehicleToRespawn](../../scripting/functions/SetVehicleToRespawn.md): Respawn a vehicle.
-- [CreateVehicle](../../scripting/functions/CreateVehicle.md): Create a vehicle.
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleStreamIn.md b/docs/translations/th/scripting/callbacks/OnVehicleStreamIn.md
deleted file mode 100644
index a56738a4433..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleStreamIn.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnVehicleStreamIn
-description: Called when a vehicle is streamed to a player's client.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Called when a vehicle is streamed to a player's client.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| vehicleid | The ID of the vehicle that streamed in for the player. |
-| forplayerid | The ID of the player who the vehicle streamed in for. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- new string[32];
- format(string, sizeof(string), "You can now see vehicle %d.", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/callbacks/OnVehicleStreamOut.md b/docs/translations/th/scripting/callbacks/OnVehicleStreamOut.md
deleted file mode 100644
index 9372743715d..00000000000
--- a/docs/translations/th/scripting/callbacks/OnVehicleStreamOut.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: OnVehicleStreamOut
-description: This callback is called when a vehicle is streamed out for a player's client (it's so far away that they can't see it).
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This callback is called when a vehicle is streamed out for a player's client (it's so far away that they can't see it).
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------ |
-| vehicleid | The ID of the vehicle that streamed out. |
-| forplayerid | The ID of the player who is no longer streaming the vehicle. |
-
-## ส่งคืน
-
-มันถูà¸à¹€à¸£à¸µà¸¢à¸à¹ƒà¸™à¸Ÿà¸´à¸¥à¹€à¸•à¸à¸£à¹Œà¸ªà¸„ริปต์à¸à¹ˆà¸à¸™à¹€à¸ªà¸¡à¸
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleStreamOut(vehicleid, forplayerid)
-{
- new string[48];
- format(string, sizeof(string), "Your client is no longer streaming vehicle %d", vehicleid);
- SendClientMessage(forplayerid, 0xFFFFFFFF, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPC สามารถเรียภCallback นี้ได้
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/AddCharModel.md b/docs/translations/th/scripting/functions/AddCharModel.md
deleted file mode 100644
index 083fbf76a77..00000000000
--- a/docs/translations/th/scripting/functions/AddCharModel.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: AddCharModel
-description: Adds a new custom character model for download.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a new custom character model for download. The model files will be stored in player's Documents\GTA San Andreas User Files\SAMP\cache under the Server IP and Port folder in a CRC-form file name.
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------------------------------------------------- |
-| baseid | The base skin model ID to use (behavior of the character & original character to use when download is failed). |
-| newid | The new skin model ID ranged from 20000 to 30000 (10000 slots) to be used later with SetPlayerSkin |
-| dffname | Name of the .dff model collision file located in models server folder by default (artpath setting). |
-| txdname | Name of the .txd model texture file located in models server folder by default (artpath setting). |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
- AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
- return 1;
-}
-```
-
-```
-AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
-AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
-```
-
-## บันทึà¸
-
-:::tip
-
-useartwork must be enabled first in server settings in order for this to work
-
-:::
-
-:::warning
-
-There are currently no restrictions on when you can call this function, but be aware that if you do not call them inside OnFilterScriptInit/OnGameModeInit, you run the risk that some players, who are already on the server, may not have downloaded the models.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerSkin](../../scripting/functions/SetPlayerSkin.md): Set a player's skin.
diff --git a/docs/translations/th/scripting/functions/AddMenuItem.md b/docs/translations/th/scripting/functions/AddMenuItem.md
deleted file mode 100644
index 97e05947ecc..00000000000
--- a/docs/translations/th/scripting/functions/AddMenuItem.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: AddMenuItem
-description: Adds an item to a specified menu.
-tags: ["menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds an item to a specified menu.
-
-| Name | Description |
-| ------- | -------------------------------- |
-| menuid | The menu id to add an item to. |
-| column | The column to add the item to. |
-| title[] | The title for the new menu item. |
-
-## ส่งคืน
-
-The index of the row this item was added to.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:examplemenu;
-
-public OnGameModeInit()
-{
- examplemenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
- AddMenuItem(examplemenu, 0, "item 1");
- AddMenuItem(examplemenu, 0, "item 2");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Crashes when passed an invalid menu ID. You can only have 12 items per menu (13th goes to the right side of the header of column name (colored), 14th and higher not display at all). You can only use 2 columns (0 and 1). You can only add 8 color codes per one item (~r~, ~g~ etc.). Maximum length of menu item is 31 symbols.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [SetMenuColumnHeader](../../scripting/functions/SetMenuColumnHeader.md): Set the header for one of the columns in a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
-- [OnPlayerSelectedMenuRow](../../scripting/callbacks/OnPlayerSelectedMenuRow.md): Called when a player selected a row in a menu.
-- [OnPlayerExitedMenu](../../scripting/callbacks/OnPlayerExitedMenu.md): Called when a player exits a menu.
diff --git a/docs/translations/th/scripting/functions/AddPlayerClass.md b/docs/translations/th/scripting/functions/AddPlayerClass.md
deleted file mode 100644
index 6c2cc36bdcf..00000000000
--- a/docs/translations/th/scripting/functions/AddPlayerClass.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: AddPlayerClass
-description: Adds a class to class selection.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a class to class selection. Classes are used so players may spawn with a skin of their choice.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------- |
-| modelid | The skin which the player will spawn with. |
-| Float:spawn_x | The X coordinate of the spawnpoint of this class. |
-| Float:spawn_y | The Y coordinate of the spawnpoint of this class. |
-| Float:spawn_z | The Z coordinate of the spawnpoint of this class. |
-| Float:z_angle | The direction in which the player should face after spawning. |
-| weapon1 | The first spawn-weapon for the player. |
-| weapon1_ammo | The amount of ammunition for the primary spawn weapon. |
-| weapon2 | The second spawn-weapon for the player. |
-| weapon2_ammo | The amount of ammunition for the second spawn weapon. |
-| weapon3 | The third spawn-weapon for the player. |
-| weapon3_ammo | The amount of ammunition for the third spawn weapon. |
-
-## ส่งคืน
-
-The ID of the class which was just added.
-
-319 if the class limit (320) was reached. The highest possible class ID is 319.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Players can spawn with either the CJ skin (0) or The Truth skin (1).
- AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The maximum class ID is 319 (starting from 0, so a total of 320 classes). When this limit is reached, any more classes that are added will replace ID 319.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddPlayerClassEx](../../scripting/functions/AddPlayerClassEx.md): Add a class with a default team.
-- [SetSpawnInfo](../../scripting/functions/SetSpawnInfo.md): Set the spawn setting for a player.
-- [SetPlayerSkin](../../scripting/functions/SetPlayerSkin.md): Set a player's skin.
diff --git a/docs/translations/th/scripting/functions/AddPlayerClassEx.md b/docs/translations/th/scripting/functions/AddPlayerClassEx.md
deleted file mode 100644
index f55062e3b24..00000000000
--- a/docs/translations/th/scripting/functions/AddPlayerClassEx.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddPlayerClassEx
-description: This function is exactly the same as the AddPlayerClass function, with the addition of a team parameter.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function is exactly the same as the AddPlayerClass function, with the addition of a team parameter.
-
-| Name | Description |
-| ------------- | ----------------------------------------------------------- |
-| teamid | The team you want the player to spawn in. |
-| modelid | The skin which the player will spawn with. |
-| Float:spawn_x | The X coordinate of the class' spawn position. |
-| Float:spawn_y | The Y coordinate of the class' spawn position. |
-| Float:spawn_z | The Z coordinate of the class' spawn position. |
-| Float:z_angle | The direction in which the player will face after spawning. |
-| weapon1 | The first spawn-weapon for the player. |
-| weapon1_ammo | The amount of ammunition for the first spawn weapon. |
-| weapon2 | The second spawn-weapon for the player. |
-| weapon2_ammo | The amount of ammunition for the second spawn weapon. |
-| weapon3 | The third spawn-weapon for the player. |
-| weapon3_ammo | The amount of ammunition for the third spawn weapon. |
-
-## ส่งคืน
-
-The ID of the class which was just added.
-
-319 if the class limit (320) was reached. The highest possible class ID is 319.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Players can spawn as either:
- // CJ Skin (ID 0) in team 1.
- // The Truth skin (ID 1) in team 2.
- AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
- AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The maximum class ID is 319 (starting from 0, so a total of 320 classes). When this limit is reached, any more classes that are added will replace ID 319.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddPlayerClass](../../scripting/functions/AddPlayerClass.md): Add a class.
-- [SetSpawnInfo](../../scripting/functions/SetSpawnInfo.md): Set the spawn setting for a player.
-- [SetPlayerTeam](../../scripting/functions/SetPlayerTeam.md): Set a player's team.
-- [SetPlayerSkin](../../scripting/functions/SetPlayerSkin.md): Set a player's skin.
diff --git a/docs/translations/th/scripting/functions/AddSimpleModel.md b/docs/translations/th/scripting/functions/AddSimpleModel.md
deleted file mode 100644
index f47e4d40c1d..00000000000
--- a/docs/translations/th/scripting/functions/AddSimpleModel.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: AddSimpleModel
-description: Adds a new custom simple object model for download.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a new custom simple object model for download. The model files will be stored in player's Documents\GTA San Andreas User Files\SAMP\cache under the Server IP and Port folder in a CRC-form file name.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | The virtual world ID to make the model available at. Use -1 for all worlds. |
-| baseid | The base object model ID to use (original object to use when download is failed). |
-| newid | The new object model ID ranged from -1000 to -30000 (29000 slots) to be used later with CreateObject or CreatePlayerObject. |
-| dffname | Name of the .dff model collision file located in models server folder by default (artpath setting) |
-| txdname | Name of the .txd model texture file located in models server folder by default (artpath setting). |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
- return 1;
-}
-```
-
-```
-AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd");
-```
-
-## บันทึà¸
-
-:::tip
-
-useartwork must be enabled first in server settings in order for this to work When virtualworld is set, the models will be downloaded once the player enters the specific world
-
-:::
-
-:::warning
-
-There are currently no restrictions on when you can call this function, but be aware that if you do not call them inside OnFilterScriptInit/OnGameModeInit, you run the risk that some players, who are already on the server, may not have downloaded the models.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerFinishedDownloading](../../scripting/callbacks/OnPlayerFinishedDownloading.md): Called when a player finishes downloading custom models.
diff --git a/docs/translations/th/scripting/functions/AddSimpleModelTimed.md b/docs/translations/th/scripting/functions/AddSimpleModelTimed.md
deleted file mode 100644
index b90d2d5aa2d..00000000000
--- a/docs/translations/th/scripting/functions/AddSimpleModelTimed.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: AddSimpleModelTimed
-description: Adds a new custom simple object model for download.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a new custom simple object model for download. The model files will be stored in player's Documents\GTA San Andreas User Files\SAMP\cache under the Server IP and Port folder in a CRC-form file name.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------- |
-| virtualworld | The virtual world ID to make the model available at. Use -1 for all worlds. |
-| baseid | The base object model ID to use (original object to use when download is failed). |
-| newid | The new object model ID ranged from -1000 to -30000 (29000 slots) to be used later with CreateObject or CreatePlayerObject. |
-| dffname | Name of the .dff model collision file located in models server folder by default (artpath setting). |
-| txdname | Name of the .txd model texture file located in models server folder by default (artpath setting). |
-| timeon | The world game time (hour) this object will appear |
-| timeoff | The world game time (hour) this object will disappear |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- AddSimpleModelTimed(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd", 9, 18); // This wall only renders from 9:00 am to 6:00 pm
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-useartwork must be enabled first in server settings in order for this to work When virtualworld is set, the models will be downloaded once the player enters the specific world
-
-:::
-
-:::warning
-
-There are currently no restrictions on when you can call this function, but be aware that if you do not call them inside OnFilterScriptInit/OnGameModeInit, you run the risk that some players, who are already on the server, may not have downloaded the models.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerFinishedDownloading](../../scripting/callbacks/OnPlayerFinishedDownloading.md): Called when a player finishes downloading custom models.
diff --git a/docs/translations/th/scripting/functions/AddStaticPickup.md b/docs/translations/th/scripting/functions/AddStaticPickup.md
deleted file mode 100644
index c52037b4aff..00000000000
--- a/docs/translations/th/scripting/functions/AddStaticPickup.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: AddStaticPickup
-description: This function adds a 'static' pickup to the game.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function adds a 'static' pickup to the game. These pickups support weapons, health, armor etc., with the ability to function without scripting them (weapons/health/armor will be given automatically).
-
-| Name | Description |
-| ------------------------------------------------ | ----------------------------------------------------------------------------------- |
-| [model](../../scripting/resources/pickupids.md) | The model of the pickup. |
-| [type](../../scripting/resources/pickuptypes.md) | The pickup type. Determines how the pickup responds when picked up. |
-| Float:X | The X coordinate to create the pickup at. |
-| Float:Y | The Y coordinate to create the pickup at. |
-| Float:Z | The Z coordinate to create the pickup at. |
-| virtualworld | The virtual world ID to put tht pickup in. Use -1 to show the pickup in all worlds. |
-
-## ส่งคืน
-
-1 if the pickup is successfully created.
-
-0 if failed to create.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Create a pickup for armor
- AddStaticPickup(1242, 2, 1503.3359, 1432.3585, 10.1191, 0);
-
- // Create a pickup for some health, right next to the armour
- AddStaticPickup(1240, 2, 1506.3359, 1432.3585, 10.1191, 0);
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function doesn't return a pickup ID that you can use in, for example, OnPlayerPickUpPickup. Use CreatePickup if you'd like to assign IDs.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePickup](../../scripting/functions/CreatePickup.md): Create a pickup.
-- [DestroyPickup](../../scripting/functions/DestroyPickup.md): Destroy a pickup.
-- [OnPlayerPickUpPickup](../../scripting/callbacks/OnPlayerPickUpPickup.md): Called when a player picks up a pickup.
diff --git a/docs/translations/th/scripting/functions/AddStaticVehicle.md b/docs/translations/th/scripting/functions/AddStaticVehicle.md
deleted file mode 100644
index 6a7de45e4c4..00000000000
--- a/docs/translations/th/scripting/functions/AddStaticVehicle.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: AddStaticVehicle
-description: Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.
-
-| Name | Description |
-| ----------------------------------------------------- | -------------------------------------- |
-| modelid | The Model ID for the vehicle. |
-| Float:spawn_X | The X-coordinate for the vehicle. |
-| Float:spawn_Y | The Y-coordinate for the vehicle. |
-| Float:spawn_Z | The Z-coordinate for the vehicle. |
-| Float:z_angle | Direction of vehicle - angle. |
-| [color1](../../scripting/resources/vehiclecolorid.md) | The primary color ID. -1 for random. |
-| [color2](../../scripting/resources/vehiclecolorid.md) | The secondary color ID. -1 for random. |
-
-## ส่งคืน
-
-The vehicle ID of the vehicle created (between 1 and MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Add a Hydra to the game
- AddStaticVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, 0, 1);
-
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddStaticVehicleEx](../../scripting/functions/AddStaticVehicleEx.md): Add a static vehicle with custom respawn time.
-- [CreateVehicle](../../scripting/functions/CreateVehicle.md): Create a vehicle.
-- [DestroyVehicle](../../scripting/functions/DestroyVehicle.md): Destroy a vehicle.
diff --git a/docs/translations/th/scripting/functions/AddStaticVehicleEx.md b/docs/translations/th/scripting/functions/AddStaticVehicleEx.md
deleted file mode 100644
index 275ba6f0801..00000000000
--- a/docs/translations/th/scripting/functions/AddStaticVehicleEx.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: AddStaticVehicleEx
-description: Adds a 'static' vehicle (models are pre-loaded for players)to the gamemode.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a 'static' vehicle (models are pre-loaded for players)to the gamemode. Differs from AddStaticVehicle in only one way: allows a respawn time to be set for when the vehicle is left unoccupied by the driver.
-
-| Name | Description |
-| ----------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
-| modelid | The Model ID for the vehicle. |
-| Float:spawn_X | The X-coordinate for the vehicle. |
-| Float:spawn_Y | The Y-coordinate for the vehicle. |
-| Float:spawn_Z | The Z-coordinate for the vehicle. |
-| Float:z_angle | The facing - angle for the vehicle. |
-| [color1](../../scripting/resources/vehiclecolorid.md) | The primary color ID. |
-| [color2](../../scripting/resources/vehiclecolorid.md) | The secondary color ID. |
-| respawn_delay | The delay until the car is respawned without a driver, in seconds. |
-| addsiren | Has a default value 0. Enables the vehicle to have a siren, providing the vehicle has a horn. |
-
-## ส่งคืน
-
-The vehicle ID of the vehicle created (1 - MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Add a Hydra (520) to the game that will respawn 15 seconds after being left
- AddStaticVehicleEx (520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 15);
-
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddStaticVehicle](../../scripting/functions/AddStaticVehicle.md): Add a static vehicle.
-- [CreateVehicle](../../scripting/functions/CreateVehicle.md): Create a vehicle.
diff --git a/docs/translations/th/scripting/functions/AddVehicleComponent.md b/docs/translations/th/scripting/functions/AddVehicleComponent.md
deleted file mode 100644
index 4fb136fe080..00000000000
--- a/docs/translations/th/scripting/functions/AddVehicleComponent.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: AddVehicleComponent
-description: Adds a 'component' (often referred to as a 'mod' (modification)) to a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a 'component' (often referred to as a 'mod' (modification)) to a vehicle. Valid components can be found here.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to add the component to. Not to be confused with modelid. |
-
-| |[componentid](../../scripting/resources/carcomponentid.md) | The ID of the component to add to the vehicle.|
-
-## ส่งคืน
-
-0 - The component was not added because the vehicle does not exist.
-
-1 - The component was successfully added to the vehicle.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gTAXI;
-
-public OnGameModeInit()
-{
- gTAXI = AddStaticVehicle(420, -2482.4937, 2242.3936, 4.6225, 179.3656, 6, 1); // Taxi
- return 1;
-}
-
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && oldstate == PLAYER_STATE_ONFOOT)
- {
- if (GetPlayerVehicleID(playerid) == gTAXI)
- {
- AddVehicleComponent(gTAXI, 1010); // Nitro
- SendClientMessage(playerid, 0xFFFFFFAA, "Nitro added to the Taxi.");
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid component ID crashes the player's game. There are no internal checks for this.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [RemoveVehicleComponent](../../scripting/functions/RemoveVehicleComponent.md): Remove a component from a vehicle.
-- [GetVehicleComponentInSlot](../../scripting/functions/GetVehicleComponentInSlot.md): Check what components a vehicle has.
-- [GetVehicleComponentType](../../scripting/functions/GetVehicleComponentType.md): Check the type of component via the ID.
-- [OnVehicleMod](../../scripting/callbacks/OnVehicleMod.md): Called when a vehicle is modded.
-- [OnEnterExitModShop](../../scripting/callbacks/OnEnterExitModShop.md): Called when a vehicle enters or exits a mod shop.
diff --git a/docs/translations/th/scripting/functions/AllowAdminTeleport.md b/docs/translations/th/scripting/functions/AllowAdminTeleport.md
deleted file mode 100644
index 2adb38b1ebf..00000000000
--- a/docs/translations/th/scripting/functions/AllowAdminTeleport.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: AllowAdminTeleport
-description: This function will determine whether RCON admins will be teleported to their waypoint when they set one.
-tags: []
----
-
-:::warning
-
-This function, as of 0.3d, is deprecated. Please see OnPlayerClickMap.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function will determine whether RCON admins will be teleported to their waypoint when they set one.
-
-| Name | Description |
-| ----- | ----------------------------- |
-| allow | 0 to disable and 1 to enable. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- AllowAdminTeleport(1);
- // Other stuff
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerAdmin](../../scripting/functions/IsPlayerAdmin.md): Checks if a player is logged into RCON.
-- [AllowPlayerTeleport](../../scripting/functions/AllowPlayerTeleport.md): Toggle waypoint teleporting for players.
diff --git a/docs/translations/th/scripting/functions/AllowInteriorWeapons.md b/docs/translations/th/scripting/functions/AllowInteriorWeapons.md
deleted file mode 100644
index a922a0b0ea3..00000000000
--- a/docs/translations/th/scripting/functions/AllowInteriorWeapons.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: AllowInteriorWeapons
-description: Toggle whether the usage of weapons in interiors is allowed or not.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle whether the usage of weapons in interiors is allowed or not.
-
-| Name | Description |
-| ----- | ----------------------------------------------------------------------------------------- |
-| allow | 1 to enable weapons in interiors (enabled by default), 0 to disable weapons in interiors. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // This will allow weapons inside interiors.
- AllowInteriorWeapons(1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function does not work in the current SA:MP version!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerInterior](../../scripting/functions/SetPlayerInterior.md): Set a player's interior.
-- [GetPlayerInterior](../../scripting/functions/GetPlayerInterior.md): Get the current interior of a player.
-- [OnPlayerInteriorChange](../../scripting/callbacks/OnPlayerInteriorChange.md): Called when a player changes interior.
diff --git a/docs/translations/th/scripting/functions/AllowPlayerTeleport.md b/docs/translations/th/scripting/functions/AllowPlayerTeleport.md
deleted file mode 100644
index a4006fa757b..00000000000
--- a/docs/translations/th/scripting/functions/AllowPlayerTeleport.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: AllowPlayerTeleport
-description: Enable/Disable the teleporting ability for a player by right-clicking on the map.
-tags: ["player"]
----
-
-:::warning
-
-This function, as of 0.3d, is deprecated. Check OnPlayerClickMap.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Enable/Disable the teleporting ability for a player by right-clicking on the map
-
-| Name | Description |
-| -------- | --------------------------------------- |
-| playerid | The ID of the player to allow teleport. |
-| allow | 1-allow, 0-disallow |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect( playerid )
-{
- // Allows the Player to teleport by right-clicking on the map
- // since this is in OnPlayerConnect, this will be done for EACH player
- AllowPlayerTeleport( playerid, 1 );
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function will work only if AllowAdminTeleport is enabled, and you have to be an admin.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AllowAdminTeleport](../../scripting/functions/AllowAdminTeleport.md): Toggle waypoint teleporting for RCON admins.
diff --git a/docs/translations/th/scripting/functions/ApplyActorAnimation.md b/docs/translations/th/scripting/functions/ApplyActorAnimation.md
deleted file mode 100644
index fd73835586a..00000000000
--- a/docs/translations/th/scripting/functions/ApplyActorAnimation.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: ApplyActorAnimation
-description: Apply an animation to an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Apply an animation to an actor.
-
-| Name | Description |
-| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| actorid | The ID of the actor to apply the animation to. |
-| animlib[] | The animation library from which to apply an animation. |
-| animname[] | The name of the animation to apply, within the specified library. |
-| fDelta | The speed to play the animation (use 4.1). |
-| loop | If set to 1, the animation will loop. If set to 0, the animation will play once. |
-| lockx | If set to 0, the actor is returned to their old X coordinate once the animation is complete (for animations that move the actor such as walking). 1 will not return them to their old position. |
-| locky | Same as above but for the Y axis. Should be kept the same as the previous parameter. |
-| freeze | Setting this to 1 will freeze an actor at the end of the animation. 0 will not. |
-| time | Timer in milliseconds. For a never-ending loop it should be 0. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as salesperson in Ammunation
- ApplyActorAnimation(MyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // Pay anim
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You must preload the animation library for the player the actor will be applying the animation for, and not for the actor. Otherwise, the animation won't be applied to the actor until the function is executed again.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ClearActorAnimations](../../scripting/functions/ClearActorAnimations.md): Clear any animations that are applied to an actor.
diff --git a/docs/translations/th/scripting/functions/ApplyAnimation.md b/docs/translations/th/scripting/functions/ApplyAnimation.md
deleted file mode 100644
index aa182722815..00000000000
--- a/docs/translations/th/scripting/functions/ApplyAnimation.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: ApplyAnimation
-description: Apply an animation to a player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Apply an animation to a player.
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to apply the animation to. |
-| animlib[] | The animation library from which to apply an animation. |
-| animname[] | The name of the animation to apply, within the specified library. |
-| fDelta | The speed to play the animation (use 4.1). |
-| loop | If set to 1, the animation will loop. If set to 0, the animation will play once. |
-| lockx | If set to 0, the player is returned to their old X coordinate once the animation is complete (for animations that move the player such as walking). 1 will not return them to their old position. |
-| locky | Same as above but for the Y axis. Should be kept the same as the previous parameter. |
-| freeze | Setting this to 1 will freeze the player at the end of the animation. 0 will not. |
-| time | Timer in milliseconds. For a never-ending loop it should be 0. |
-| forcesync | Set to 1 to make server sync the animation with all other players in streaming radius (optional). 2 works same as 1, but will ONLY apply the animation to streamed-in players, but NOT the actual player being animated (useful for npc animations and persistent animations when players are being streamed) |
-
-## ส่งคืน
-
-This function always returns 1, even if the player specified does not exist, or any of the parameters are invalid (e.g. invalid library).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-ApplyAnimation(playerid, "PED", "WALK_DRUNK", 4.1, 1, 1, 1, 1, 1, 1);
-```
-
-## บันทึà¸
-
-:::tip
-
-The 'forcesync' optional parameter, which defaults to 0, in most cases is not needed since players sync animations themselves. The 'forcesync' parameter can force all players who can see 'playerid' to play the animation regardless of whether the player is performing that animation. This is useful in circumstances where the player can't sync the animation themselves. For example, they may be paused.
-
-:::
-
-:::warning
-
-An invalid animation library will crash the player's game.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ClearAnimations](../../scripting/functions/ClearAnimations.md): Clear any animations a player is performing.
-- [SetPlayerSpecialAction](../../scripting/functions/SetPlayerSpecialAction.md): Set a player's special action.
diff --git a/docs/translations/th/scripting/functions/Attach3DTextLabelToPlayer.md b/docs/translations/th/scripting/functions/Attach3DTextLabelToPlayer.md
deleted file mode 100644
index dca7848ffb6..00000000000
--- a/docs/translations/th/scripting/functions/Attach3DTextLabelToPlayer.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: Attach3DTextLabelToPlayer
-description: Attach a 3D text label to a player.
-tags: ["player", "3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attach a 3D text label to a player.
-
-| Name | Description |
-| --------- | --------------------------------------------------------------------- |
-| Text3D:textid | The ID of the 3D text label to attach. Returned by Create3DTextLabel. |
-| playerid | The ID of the player to attach the label to. |
-| OffsetX | The X offset from the player. |
-| OffsetY | The Y offset from the player. |
-| OffsetZ | The Z offset from the player. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player and/or label do not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new Text3D:label = Create3DTextLabel("Hello, I am new here!", 0x008080FF, 30.0, 40.0, 50.0, 40.0, 0);
- Attach3DTextLabelToPlayer(label, playerid, 0.0, 0.0, 0.7);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../../scripting/functions/Create3DTextLabel.md): Create a 3D text label.
-- [Delete3DTextLabel](../../scripting/functions/Delete3DTextLabel.md): Delete a 3D text label.
-- [Attach3DTextLabelToVehicle](../../scripting/functions/Attach3DTextLabelToVehicle.md): Attach a 3D text label to a vehicle.
-- [Update3DTextLabelText](../../scripting/functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [CreatePlayer3DTextLabel](../../scripting/functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [DeletePlayer3DTextLabel](../../scripting/functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
-- [UpdatePlayer3DTextLabelText](../../scripting/functions/UpdatePlayer3DTextLabel.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/Attach3DTextLabelToVehicle.md b/docs/translations/th/scripting/functions/Attach3DTextLabelToVehicle.md
deleted file mode 100644
index 7859020f6bb..00000000000
--- a/docs/translations/th/scripting/functions/Attach3DTextLabelToVehicle.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: Attach3DTextLabelToVehicle
-description: Attaches a 3D Text Label to a specific vehicle.
-tags: ["vehicle", "3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attaches a 3D Text Label to a specific vehicle.
-
-| Name | Description |
-| --------- | ---------------------------------------------------------------------------- |
-| Text3D:textid | The 3D Text Label you want to attach. |
-| vehicleid | The vehicle you want to attach the 3D Text Label to. |
-| OffsetX | The Offset-X coordinate of the player vehicle (the vehicle is 0.0,0.0,0.0).. |
-| OffsetY | The Offset-Y coordinate of the player vehicle (the vehicle is 0.0,0.0,0.0).. |
-| OffsetZ | The Offset-Z coordinate of the player vehicle (the vehicle is 0.0,0.0,0.0).. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new
- Text3D:vehicle3Dtext[MAX_VEHICLES], // Creating the TextLabel for later use
- vehicle_id;
-
-public OnGameModeInit ( )
-{
- vehicle_id = CreateVehicle( 510, 0.0. 0.0, 15.0, 5, 0, 120 ); // Creating the Vehicle.
- vehicle3Dtext[ vehicle_id ] = Create3DTextLabel( "Example Text", 0xFF0000AA, 0.0, 0.0, 0.0, 50.0, 0, 1 );
- Attach3DTextLabelToVehicle( vehicle3Dtext[ vehicle_id ] , vehicle_id, 0.0, 0.0, 2.0); // Attaching Text Label To Vehicle.
-}
-public OnGameModeExit ( )
-{
- Delete3DTextLabel( vehicle3Dtext[ vehicle_id ] );
- return true;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../../scripting/functions/Create3DTextLabel.md): Create a 3D text label.
-- [Delete3DTextLabel](../../scripting/functions/Delete3DTextLabel.md): Delete a 3D text label.
-- [Attach3DTextLabelToPlayer](../../scripting/functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Update3DTextLabelText](../../scripting/functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [CreatePlayer3DTextLabel](../../scripting/functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [DeletePlayer3DTextLabel](../../scripting/functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
-- [UpdatePlayer3DTextLabelText](../../scripting/functions/UpdatePlayer3DTextLabel.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/AttachCameraToObject.md b/docs/translations/th/scripting/functions/AttachCameraToObject.md
deleted file mode 100644
index 6505b9f410f..00000000000
--- a/docs/translations/th/scripting/functions/AttachCameraToObject.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: AttachCameraToObject
-description: You can use this function to attach the player camera to objects.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-You can use this function to attach the player camera to objects.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------- |
-| playerid | The ID of the player which will have your camera attached on object. |
-| objectid | The object id which you want to attach the player camera. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new object = CreateObject(1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToObject(playerid, object);
- SendClientMessage(playerid, 0xFFFFFFAA, "Your camera is attached on object now.");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You need to create the object first, before attempting to attach a player camera for that.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AttachCameraToPlayerObject](../../scripting/functions/AttachCameraToPlayerObjecy.md): Attaches the player's camera to a player object.
diff --git a/docs/translations/th/scripting/functions/AttachCameraToPlayerObject.md b/docs/translations/th/scripting/functions/AttachCameraToPlayerObject.md
deleted file mode 100644
index ff4705c4f26..00000000000
--- a/docs/translations/th/scripting/functions/AttachCameraToPlayerObject.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: AttachCameraToPlayerObject
-description: Attaches a player's camera to a player-object.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attaches a player's camera to a player-object. The player is able to move their camera while it is attached to an object. Can be used with MovePlayerObject and AttachPlayerObjectToVehicle.
-
-| Name | Description |
-| -------------- | ------------------------------------------------------------------------------ |
-| playerid | The ID of the player which will have their camera attached to a player-object. |
-| playerobjectid | The ID of the player-object to which the player's camera will be attached. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/attach", false))
- {
- new playerobject = CreatePlayerObject(playerid, 1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- AttachCameraToPlayerObject(playerid, playerobject);
- SendClientMessage(playerid, 0xFFFFFFAA, "Your camera is now attached to an object.");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The player-object must be created before attempting to attach the player's camera to it.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AttachCameraToObject](../../scripting/functions/AttachCameraToObject.md): Attachs the player's camera on an global object.
-- [SetPlayerCameraPos](../../scripting/functions/SetPlayerCameraPos.md): Set a player's camera position.
-- [SetPlayerCameraLookAt](../../scripting/functions/SetPlayerCameraLookAt.md): Set where a player's camera should face.
diff --git a/docs/translations/th/scripting/functions/AttachObjectToObject.md b/docs/translations/th/scripting/functions/AttachObjectToObject.md
deleted file mode 100644
index 9bbe476093c..00000000000
--- a/docs/translations/th/scripting/functions/AttachObjectToObject.md
+++ /dev/null
@@ -1,74 +0,0 @@
----
-title: AttachObjectToObject
-description: You can use this function to attach objects to other objects.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3d and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-You can use this function to attach objects to other objects. The objects will folow the main object.
-
-| Name | Description |
-| ------------- | ----------------------------------------------------------------------- |
-| objectid | The object to attach to another object. |
-| attachtoid | The object to attach the object to. |
-| Float:OffsetX | The distance between the main object and the object in the X direction. |
-| Float:OffsetY | The distance between the main object and the object in the Y direction. |
-| Float:OffsetZ | The distance between the main object and the object in the Z direction. |
-| Float:RotX | The X rotation between the object and the main object. |
-| Float:RotY | The Y rotation between the object and the main object. |
-| Float:RotZ | The Z rotation between the object and the main object. |
-| SyncRotation | If set to 0, objectid's rotation will not change with attachtoid's. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the first object (objectid) does not exist. There are no internal checks to verify that the second object (attachtoid) exists.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new objectid = CreateObject(...);
-new attachtoid = CreateObject(...);
-
-AttachObjectToObject(objectid, attachtoid, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1);
-```
-
-## บันทึà¸
-
-:::tip
-
-Both objects need to be created before attempting to attach them. There is no player-object version of this function (AttachPlayerObjectToObject), meaning it will not be supported by streamers.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [AttachObjectToVehicle](../../scripting/functions/AttachObjectToVehicle.md): Attach an object to a vehicle.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
diff --git a/docs/translations/th/scripting/functions/AttachObjectToPlayer.md b/docs/translations/th/scripting/functions/AttachObjectToPlayer.md
deleted file mode 100644
index a71cb159c68..00000000000
--- a/docs/translations/th/scripting/functions/AttachObjectToPlayer.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: AttachObjectToPlayer
-description: Attach an object to a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attach an object to a player.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------ |
-| objectid | The ID of the object to attach to the player. |
-| playerid | The ID of the player to attach the object to. |
-| Float:OffsetX | The distance between the player and the object in the X direction. |
-| Float:OffsetY | The distance between the player and the object in the Y direction. |
-| Float:OffsetZ | The distance between the player and the object in the Z direction. |
-| Float:RotX | The X rotation between the object and the player. |
-| Float:RotY | The Y rotation between the object and the player. |
-| Float:RotZ | The Z rotation between the object and the player. |
-
-## ส่งคืน
-
-This function always returns 0.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new myobject;
-myobject = CreateObject(19341, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
-AttachObjectToPlayer(myobject, playerid, 1.5, 0.5, 0.0, 0.0, 1.5, 2);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AttachObjectToVehicle](../../scripting/functions/AttachObjectToVehicle.md): Attach an object to a vehicle.
-- [AttachObjectToObject](../../scripting/functions/AttachObjectToObject.md): Attach an object to an object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
diff --git a/docs/translations/th/scripting/functions/AttachObjectToVehicle.md b/docs/translations/th/scripting/functions/AttachObjectToVehicle.md
deleted file mode 100644
index 67bd63f4061..00000000000
--- a/docs/translations/th/scripting/functions/AttachObjectToVehicle.md
+++ /dev/null
@@ -1,70 +0,0 @@
----
-title: AttachObjectToVehicle
-description: Attach an object to a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attach an object to a vehicle.
-
-| Name | Description |
-| ------------- | --------------------------------------------------------------------------------------------------------------------------------------------- |
-| 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. |
-| vehicleid | The ID of the vehicle to attach the object to. |
-| Float:OffsetX | The X axis offset from the vehicle to attach the object to. |
-| Float:OffsetY | The Y axis offset from the vehicle to attach the object to. |
-| Float:OffsetZ | The Z axis offset from the vehicle to attach the object to. |
-| Float:RotX | The X rotation offset for the object. |
-| Float:RotY | The Y rotation offset for the object. |
-| Float:RotZ | The Z rotation offset for the object. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new objectid = CreateObject(...);
-new vehicleid = GetPlayerVehicleID(playerid);
-AttachObjectToVehicle(objectid, vehicleid, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
-```
-
-## บันทึà¸
-
-:::tip
-
-The object must be created first.
-
-:::
-
-:::warning
-
-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.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [AttachObjectToObject](../../scripting/functions/AttachObjectToObject.md): Attach an object to an object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
diff --git a/docs/translations/th/scripting/functions/AttachPlayerObjectToPlayer.md b/docs/translations/th/scripting/functions/AttachPlayerObjectToPlayer.md
deleted file mode 100644
index ae9a0f2c25f..00000000000
--- a/docs/translations/th/scripting/functions/AttachPlayerObjectToPlayer.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: AttachPlayerObjectToPlayer
-description: The same as AttachObjectToPlayer but for objects which were created for player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-The same as AttachObjectToPlayer but for objects which were created for player.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------ |
-| objectplayer | The id of the player which is linked with the object. |
-| objectid | The objectid you want to attach to the player. |
-| attachid | The id of the player you want to attach to the object. |
-| Float:OffsetX | The distance between the player and the object in the X direction. |
-| Float:OffsetY | The distance between the player and the object in the Y direction. |
-| Float:OffsetZ | The distance between the player and the object in the Z direction. |
-| Float:RotX | The X rotation. |
-| Float:RotY | The Y rotation. |
-| Float:RotZ | The Z rotation. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, 1.5, 0.5, 0, 0, 1.5, 2 );
-```
-
-## บันทึà¸
-
-:::warning
-
-This function was removed in SA-MP 0.3.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerObject](../../scripting/functions/CreateObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MoveObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopObject.md): Stop a player object from moving.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [SetPlayerAttachedObject](../../scripting/functions/SetPlayerAttachedObject.md): Attach an object to a player
-- [RemovePlayerAttachedObject](../../scripting/functions/RemovePlayerAttachedObject.md): Remove an attached object from a player
-- [IsPlayerAttachedObjectSlotUsed](../../scripting/functions/IsPlayerAttachedObjectSlotUsed.md): Check whether an object is attached to a player in a specified index
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move a object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/AttachPlayerObjectToVehicle.md b/docs/translations/th/scripting/functions/AttachPlayerObjectToVehicle.md
deleted file mode 100644
index df37e2e3ae2..00000000000
--- a/docs/translations/th/scripting/functions/AttachPlayerObjectToVehicle.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: AttachPlayerObjectToVehicle
-description: Attach a player object to a vehicle.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attach a player object to a vehicle.
-
-| Name | Description |
-| ------------- | ------------------------------------------------ |
-| playerid | The ID of the player the object was created for. |
-| objectid | The ID of the object to attach to the vehicle. |
-| vehicleid | The ID of the vehicle to attach the object to. |
-| Float:OffsetX | The X position offset for attachment. |
-| Float:OffsetY | The Y position offset for attachment. |
-| Float:OffsetZ | The Z position offset for attachment. |
-| Float:RotX | The X rotation offset for attachment. |
-| Float:RotY | The Y rotation offset for attachment. |
-| Float:RotZ | The Z rotation offset for attachment. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER) // If player enters vehicle
- {
- // Attach massive cow.
- new cow_object = CreatePlayerObject(playerid, 16442, 0, 0, 0, 0, 0, 0);
-
- AttachPlayerObjectToVehicle(playerid, cow_object, GetPlayerVehicleID(playerid), 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
- }
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You need to create the object before attempting to attach it to a vehicle.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerObject](../../scripting/functions/CreateObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MoveObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopObject.md): Stop a player object from moving.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move a object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/AttachTrailerToVehicle.md b/docs/translations/th/scripting/functions/AttachTrailerToVehicle.md
deleted file mode 100644
index 83554d62a25..00000000000
--- a/docs/translations/th/scripting/functions/AttachTrailerToVehicle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: AttachTrailerToVehicle
-description: Attach a vehicle to another vehicle as a trailer.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attach a vehicle to another vehicle as a trailer.
-
-| Name | Description |
-| --------- | ------------------------------------------------- |
-| trailerid | The ID of the vehicle that will be pulled. |
-| vehicleid | The ID of the vehicle that will pull the trailer. |
-
-## ส่งคืน
-
-This function always returns 1, even if neither of the vehicle IDs passed are valid.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new vehicleid = CreateVehicle(...);
-new trailerid = CreateVehicle(...);
-
-AttachTrailerToVehicle(trailerid, vehicleid);
-```
-
-## บันทึà¸
-
-:::warning
-
-This will only work if both vehicles are streamed in for a player (check IsVehicleStreamedIn).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [DetachTrailerFromVehicle](../../scripting/functions/DetachTrailerFromVehicle.md): Detach a trailer from a vehicle.
-- [IsTrailerAttachedToVehicle](../../scripting/functions/IsTrailerAttachedToVehicle.md): Check if a trailer is attached to a vehicle.
-- [GetVehicleTrailer](../../scripting/functions/GetVehicleTrailer.md): Check what trailer a vehicle is pulling.
diff --git a/docs/translations/th/scripting/functions/Ban.md b/docs/translations/th/scripting/functions/Ban.md
deleted file mode 100644
index eaa8beb7e17..00000000000
--- a/docs/translations/th/scripting/functions/Ban.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: Ban
-description: Ban a player who is currently in the server.
-tags: ["administration"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Ban a player who is currently in the server. They will be unable to join the server ever again. The ban will be IP-based, and be saved in the samp.ban file in the server's root directory. BanEx can be used to give a reason for the ban. IP bans can be added/removed using the RCON banip and unbanip commands (SendRconCommand).
-
-| Name | Description |
-| -------- | ---------------------------- |
-| playerid | The ID of the player to ban. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Ban the player that types this command.
- Ban(playerid);
- return 1;
- }
-}
-// In order to display a message (eg. reason) for the player before the connection is closed
-// you have to use a timer to create a delay. This delay needs only to be a few milliseconds long,
-// but this example uses a full second just to be on the safe side.
-
-forward DelayedBan(playerid);
-public DelayedBan(playerid)
-{
- Ban(playerid);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- // Bans the player who executed this command.
-
- // First, send them a message.
- SendClientMessage(playerid, 0xFF0000FF, "You have been banned!");
-
- // Actually ban them a second later on a timer.
- SetTimerEx("DelayedBan", 1000, false, "d", playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Any action taken directly before Ban() (such as sending a message with SendClientMessage) will not reach the player. A timer must be used to delay the ban.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [BanEx](../functions/BanEx): Ban a player with a custom reason.
-- [Kick](../functions/Kick): Kick a player from the server.
diff --git a/docs/translations/th/scripting/functions/BanEx.md b/docs/translations/th/scripting/functions/BanEx.md
deleted file mode 100644
index 88bf89ed3fc..00000000000
--- a/docs/translations/th/scripting/functions/BanEx.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: BanEx
-description: Ban a player with a reason.
-tags: ["administration"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Ban a player with a reason.
-
-| Name | Description |
-| -------- | ---------------------------- |
-| playerid | The ID of the player to ban. |
-| reason | The reason for the ban. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText( playerid, cmdtext[] )
-{
- if (!strcmp(cmdtext, "/banme", true))
- {
- // Bans the player who executed this command and includes a reason ("Request")
- BanEx(playerid, "Request");
- return 1;
- }
-}
-/*In order to display a message (eg. reason) for the player before the connection is closed
-you have to use a timer to create a delay. This delay needs only to be a few milliseconds long,
-but this example uses a full second just to be on the safe side.*/
-
-forward BanExPublic(playerid, reason[]);
-
-public BanExPublic(playerid, reason[])
-{
- BanEx(playerid, reason);
-}
-
-stock BanExWithMessage(playerid, color, message[], reason[])
-{
- //reason - The ban reason to be used for BanEx.
- SendClientMessage(playerid, color, message);
- SetTimerEx("BanExPublic", 1000, false, "ds", playerid, reason);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/banme", true) == 0)
- {
- //Bans the player who executed this command.
- BanExWithMessage(playerid, 0xFF0000FF, "You have been banned!", "Request");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Any action taken directly before BanEx() (such as sending a message with SendClientMessage) will not reach the player. A timer must be used to delay the ban.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Ban](../functions/Ban): Ban a player from playing on the server.
-- [Kick](../functions/Kick): Kick a player from the server.
diff --git a/docs/translations/th/scripting/functions/BlockIpAddress.md b/docs/translations/th/scripting/functions/BlockIpAddress.md
deleted file mode 100644
index 18dd5053480..00000000000
--- a/docs/translations/th/scripting/functions/BlockIpAddress.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: BlockIpAddress
-description: Blocks an IP address from further communication with the server for a set amount of time (with wildcards allowed).
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Blocks an IP address from further communication with the server for a set amount of time (with wildcards allowed). Players trying to connect to the server with a blocked IP address will receive the generic "You are banned from this server." message. Players that are online on the specified IP before the block will timeout after a few seconds and, upon reconnect, will receive the same message.
-
-| Name | Description |
-| ---------- | ---------------------------------------------------------------------------------------------------------- |
-| ip_address | The IP to block. |
-| timems | The time (in milliseconds) that the connection will be blocked for. 0 can be used for an indefinite block. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnRconLoginAttempt(ip[], password[], success)
-{
- if (!success) // if they supplied a bad password
- {
- BlockIpAddress(ip, 60 * 1000); // block the connections from this ip for one minute
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Wildcards can be used with this function, for example blocking the IP '6.9._._' will block all IPs where the first two octets are 6 and 9 respectively. Any number can be in place of an asterisk.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [UnBlockIpAddress](../functions/UnBlockIpAddress): Unblock an IP that was previously blocked.
-- [OnIncomingConnection](../callbacks/OnIncomingConnection): Called when a player is attempting to connect to the server.
diff --git a/docs/translations/th/scripting/functions/CallLocalFunction.md b/docs/translations/th/scripting/functions/CallLocalFunction.md
deleted file mode 100644
index 27656aebfbb..00000000000
--- a/docs/translations/th/scripting/functions/CallLocalFunction.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: CallLocalFunction
-description: Calls a public function from the script in which it is used.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Calls a public function from the script in which it is used.
-
-| Name | Description |
-| -------------- | ------------------------------------------- |
-| function[] | Public function's name. |
-| format[] | Tag/format of each variable |
-| {Float,\_}:... | 'Indefinite' number of arguments of any tag |
-
-## ส่งคืน
-
-If the function exists, returns the same as the called function. If the function does not exist, returns 0.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-forward publicFunc(number, Float:flt, const string[]);
-public publicFunc(number, Float:flt, const string[])
-{
- printf("Received integer %i, float %f, string %s", number, flt, string);
- return 1;
-}
-
-CallLocalFunction("publicFunc", "ifs", 420, 68.999999999, "Hello world");
-```
-
-## บันทึà¸
-
-:::warning
-
-CallLocalFunction crashes the server if it's passing an empty string.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CallRemoteFunction](../../scripting/functions/CallRemoteFunction.md): Call a function in any loaded script.
diff --git a/docs/translations/th/scripting/functions/CallRemoteFunction.md b/docs/translations/th/scripting/functions/CallRemoteFunction.md
deleted file mode 100644
index c333fcc0614..00000000000
--- a/docs/translations/th/scripting/functions/CallRemoteFunction.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: CallRemoteFunction
-description: Calls a public function in any script that is loaded.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Calls a public function in any script that is loaded.
-
-| Name | Description |
-| -------------- | ------------------------------------------- |
-| function[] | Public function's name. |
-| format[] | Tag/format of each variable |
-| {Float,\_}:... | 'Indefinite' number of arguments of any tag |
-
-## ส่งคืน
-
-The value that the last public function returned.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-forward CallMe(number, const string[]);
-public CallMe(number, const string[])
-{
- printf("CallMe called. Int: %i String: %s.", number, string);
- return 1;
-}
-
-// Somewhere... in another file perhaps?
-CallRemoteFunction("CallMe", "is", 69, "this is a string");
-```
-
-## บันทึà¸
-
-:::warning
-
-CallRemoteFunction crashes the server if it's passing an empty string.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CallLocalFunction](../../scripting/functions/CallLocalFunction.md): Call a function in the script.
diff --git a/docs/translations/th/scripting/functions/CancelEdit.md b/docs/translations/th/scripting/functions/CancelEdit.md
deleted file mode 100644
index 7d7c141e6dd..00000000000
--- a/docs/translations/th/scripting/functions/CancelEdit.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: CancelEdit
-description: Cancel object edition mode for a player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Cancel object edition mode for a player
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to cancel edition for |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/stopedit", true))
- {
- CancelEdit(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You stopped editing the object!");
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SelectObject](../../scripting/functions/SelectObject.md): Select an object.
-- [EditObject](../../scripting/functions/EditObject.md): Edit an object.
-- [EditPlayerObject](../../scripting/functions/EditPlayerObject.md): Edit an object.
-- [EditAttachedObject](../../scripting/functions/EditAttachedObject.md): Edit an attached object.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
diff --git a/docs/translations/th/scripting/functions/CancelSelectTextDraw.md b/docs/translations/th/scripting/functions/CancelSelectTextDraw.md
deleted file mode 100644
index d8eb0cb48d0..00000000000
--- a/docs/translations/th/scripting/functions/CancelSelectTextDraw.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: CancelSelectTextDraw
-description: Cancel textdraw selection with the mouse.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Cancel textdraw selection with the mouse
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------- |
-| playerid | The ID of the player that should be the textdraw selection disabled |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/cancelselect", true))
- {
- CancelSelectTextDraw(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: TextDraw selection disabled!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-\*This function calls OnPlayerClickTextDraw with INVALID_TEXT_DRAW (65535). Using this function inside OnPlayerClickTextDraw without catching this case will cause clients to go into an infinite loop.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SelectTextDraw](../functions/SelectTextDraw.md): Enables the mouse, so the player can select a textdraw
-- [TextDrawSetSelectable](../functions/TextDrawSetSelectable.md): Sets whether a textdraw is selectable through SelectTextDraw
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
diff --git a/docs/translations/th/scripting/functions/ChangeVehicleColor.md b/docs/translations/th/scripting/functions/ChangeVehicleColor.md
deleted file mode 100644
index fecd0e04424..00000000000
--- a/docs/translations/th/scripting/functions/ChangeVehicleColor.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: ChangeVehicleColor
-description: Change a vehicle's primary and secondary colors.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change a vehicle's primary and secondary colors.
-
-| Name | Description |
-| --------- | ---------------------------------------------- |
-| vehicleid | The ID of the vehicle to change the colors of. |
-| color1 | The new vehicle's primary Color ID. |
-| color2 | The new vehicle's secondary Color ID. |
-
-## ส่งคืน
-
-1: The function executed successfully. The vehicle's color was successfully changed.
-
-0: The function failed to execute. The vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- // Change the primary color to black and the secondary color to white
- ChangeVehicleColor(vehicleid, 0, 1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Some vehicles have only a primary color and some can not have the color changed at all. A few (cement, squallo) have 4 colors, of which 2 can not be changed in SA:MP
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ChangeVehiclePaintjob](../../scripting/functions/ChangeVehiclePaintjob.md): Change the paintjob on a vehicle.
-- [OnVehicleRespray](../../scripting/callbacks/OnVehicleRespray.md): Called when a vehicle is resprayed.
diff --git a/docs/translations/th/scripting/functions/ChangeVehiclePaintjob.md b/docs/translations/th/scripting/functions/ChangeVehiclePaintjob.md
deleted file mode 100644
index 774fcdd8227..00000000000
--- a/docs/translations/th/scripting/functions/ChangeVehiclePaintjob.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: ChangeVehiclePaintjob
-description: Change a vehicle's paintjob (for plain colors see ChangeVehicleColor).
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change a vehicle's paintjob (for plain colors see ChangeVehicleColor).
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------ |
-| vehicleid | The ID of the vehicle to change the paintjob of. |
-| paintjobid | The ID of the Paintjob to apply. Use 3 to remove a paintjob. |
-
-## ส่งคืน
-
-This function always returns 1 (success), even if the vehicle passed is not created.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new rand = random(3); // Will either be 0 1 or 2 (all valid)
-ChangeVehiclePaintjob(GetPlayerVehicleID(playerid), rand); // changes the paintjob of the player's current vehicle to a random one
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ChangeVehicleColor](../../scripting/functions/ChangeVehicleColor.md): Set the color of a vehicle.
-- [OnVehiclePaintjob](../../scripting/callbacks/OnVehiclePaintjob.md): Called when a vehicle's paintjob is changed.
diff --git a/docs/translations/th/scripting/functions/ClearActorAnimations.md b/docs/translations/th/scripting/functions/ClearActorAnimations.md
deleted file mode 100644
index 069c15d7469..00000000000
--- a/docs/translations/th/scripting/functions/ClearActorAnimations.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: ClearActorAnimations
-description: Clear any animations applied to an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Clear any animations applied to an actor.
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------------- |
-| actorid | The ID of the actor (returned by CreateActor) to clear the animations for. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(...);
-}
-
-// Somewhere else
-ApplyActorAnimation(MyActor, ...);
-
-// Somewhere else
-ClearActorAnimations(MyActor);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ApplyActorAnimation](../../scripting/functions/ApplyActorAnimation.md): Apply an animation to an actor.
diff --git a/docs/translations/th/scripting/functions/ClearAnimations.md b/docs/translations/th/scripting/functions/ClearAnimations.md
deleted file mode 100644
index aaf53b4f99b..00000000000
--- a/docs/translations/th/scripting/functions/ClearAnimations.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: ClearAnimations
-description: Clears all animations for the given player (it also cancels all current tasks such as jetpacking, parachuting,entering vehicles, driving (removes player out of vehicle), swimming, etc.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Clears all animations for the given player (it also cancels all current tasks such as jetpacking, parachuting,entering vehicles, driving (removes player out of vehicle), swimming, etc.. ).
-
-| Name | Description |
-| --------- | -------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to clear the animations of. |
-| forcesync | Set to 1 to force playerid to sync the animation with other players in streaming radius (optional) |
-
-## ส่งคืน
-
-This function always returns 1, even when the player specified is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/animclear", true))
- {
- ClearAnimations(playerid);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-ClearAnimations doesn't do anything when the animation ends if we pass 1 for the freeze parameter in ApplyAnimation.
-
-:::
-
-:::tip
-
-Unlike some other ways to remove player from a vehicle, this will also reset the vehicle's velocity to zero, instantly stopping the car. Player will appear on top of the vehicle with the same location as he was in his car seat.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ApplyAnimation](../../scripting/functions/ApplyAnimation.md): Apply an animation to a player.
diff --git a/docs/translations/th/scripting/functions/ConnectNPC.md b/docs/translations/th/scripting/functions/ConnectNPC.md
deleted file mode 100644
index fff2355e4a3..00000000000
--- a/docs/translations/th/scripting/functions/ConnectNPC.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: ConnectNPC
-description: Connect an NPC to the server.
-tags: ["npc"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Connect an NPC to the server.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------------------------- |
-| name[] | The name the NPC should connect as. Must follow the same rules as normal player names. |
-| script[] | The NPC script name that is located in the npcmodes folder (without the .amx extension). |
-
-## ส่งคืน
-
-This function always return 1.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- ConnectNPC("[BOT]Pilot", "pilot");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-NPCs do not have nametags. These can be scripted with Attach3DTextLabelToPlayer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerNPC](../../scripting/functions/IsPlayerNPC.md): Check if a player is an NPC or an actual player.
-- [OnPlayerConnect](../../scripting/callbacks/OnPlayerConnect.md): Called when a player connects to the server.
diff --git a/docs/translations/th/scripting/functions/Create3DTextLabel.md b/docs/translations/th/scripting/functions/Create3DTextLabel.md
deleted file mode 100644
index 19e52c8585e..00000000000
--- a/docs/translations/th/scripting/functions/Create3DTextLabel.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: Create3DTextLabel
-description: Creates a 3D Text Label at a specific location in the world.
-tags: ["3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a 3D Text Label at a specific location in the world
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------- |
-| text[] | The initial text string. |
-| color | The text Color, as an integer or hex in RGBA color format |
-| x | X-Coordinate |
-| y | Y-Coordinate |
-| z | Z-Coordinate |
-| DrawDistance | The distance from where you are able to see the 3D Text Label |
-| VirtualWorld | The virtual world in which you are able to see the 3D Text |
-| testLOS | 0/1 Test the line-of-sight so this text can't be seen through objects |
-
-## ส่งคืน
-
-The ID of the newly created 3D Text Label, or INVALID_3DTEXT_ID if the 3D Text Label limit (MAX_3DTEXT_GLOBAL) was reached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- Create3DTextLabel("I'm at the coordinates:\n30.0, 40.0, 50.0", 0x008080FF, 30.0, 40.0, 50.0, 40.0, 0, 0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-drawdistance seems to be a lot smaller when spectating.
-
-:::
-
-:::tip
-
-Use color embedding for multiple colors in the text.
-
-:::
-
-:::warning
-
-If text[] is empty, the server/clients next to the text might crash! If the virtualworld is set as -1 the text will not appear.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Delete3DTextLabel](../../scripting/functions/Delete3DTextLabel.md): Delete a 3D text label.
-- [Attach3DTextLabelToPlayer](../../scripting/functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Attach3DTextLabelToVehicle](../../scripting/functions/Attach3DTextLabelToVehicle): Attach a 3D text label to a vehicle.
-- [Update3DTextLabelText](../../scripting/functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [CreatePlayer3DTextLabel](../../scripting/functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [DeletePlayer3DTextLabel](../../scripting/functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
-- [UpdatePlayer3DTextLabelText](../../scripting/functions/UpdatePlayer3DTextLabelText.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/CreateActor.md b/docs/translations/th/scripting/functions/CreateActor.md
deleted file mode 100644
index 5fc68eb9fce..00000000000
--- a/docs/translations/th/scripting/functions/CreateActor.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: CreateActor
-description: Create a static 'actor' in the world.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Create a static 'actor' in the world. These 'actors' are like NPCs, however they have limited functionality. They do not take up server player slots.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| modelid | The model ID (skin ID) the actor should have. |
-| x | The X coordinate to create the actor at. |
-| y | The Y coordinate to create the actor at. |
-| z | The Z coordinate to create the actor at. |
-| Rotation | The facing angle (rotation) for the actor to have. |
-
-## ส่งคืน
-
-The created Actor ID (start at 0).
-
-INVALID_ACTOR_ID (65535) If the actor limit (1000) is reached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new ActorCJ;
-
-public OnGameModeInit()
-{
- // Create an actor (CJ) at Blueberry Acres (Center of SA map)
- ActorCJ = CreateActor(0, 0.0, 0.0, 3.0, 0.0);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Actors are designed to just stand somewhere, for example cashiers and bartenders. They can perform animations (once or looping) using ApplyActorAnimation.
-
-:::
-
-:::warning
-
-Actors are completely separate from NPCs. They do NOT use player IDs/slots on the server and CANNOT be handled like NPCs. Actors are limited to 1000 (MAX_ACTORS). Actors can be pushed by vehicles, use a timer to put them back at their positions. As of 0.3.7 R2 actors default to being invulnerable.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [DestroyActor](../../scripting/functions/DestroyActor.md): Destroy an actor.
-- [SetActorPos](../../scripting/functions/SetActorPos.md): Set the position of an actor.
-- [GetActorPos](../../scripting/functions/GetActorPos.md): Get the position of an actor.
-- [SetActorFacingAngle](../../scripting/functions/SetActorFacingAngle.md): Set the facing angle of an actor.
-- [GetActorFacingAngle](../../scripting/functions/GetActorFacingAngle.md): Get the facing angle of an actor.
-- [SetActorVirtualWorld](../../scripting/functions/SetActorVirtualWorld.md): Set the virtual world of an actor.
-- [GetActorVirtualWorld](../../scripting/functions/GetActorVirtualWorld.md): Get the virtual world of an actor.
-- [ApplyActorAnimation](../../scripting/functions/ApplyActorAnimation.md): Apply an animation to an actor.
-- [ClearActorAnimations](../../scripting/functions/ClearActorAnimations.md): Clear any animations that are applied to an actor.
-- [GetPlayerCameraTargetActor](../../scripting/functions/GetPlayerCameraTargetActor.md): Get the ID of the actor (if any) a player is looking at.
-- [IsActorStreamedIn](../../scripting/functions/IsActorStreamedIn.md): Checks if an actor is streamed in for a player.
-- [SetActorHealth](../../scripting/functions/SetActorHealth.md): Set the health of an actor.
-- [GetActorHealth](../../scripting/functions/GetActorHealth.md): Gets the health of an actor.
-- [SetActorInvulnerable](../../scripting/functions/SetActorInvulnerable.md): Set actor invulnerable.
-- [IsActorInvulnerable](../../scripting/functions/IsActorInvulnerable.md): Check if actor is invulnerable.
-- [IsValidActor](../../scripting/functions/IsValidActor.md): Check if actor id is valid.
-- [GetActorPoolSize](../../scripting/functions/GetActorPoolSize.md): Gets the highest actorid created on the server.
-- [GetPlayerTargetActor](../../scripting/functions/GetPlayerTargetActor.md): Gets id of an actor which is aimed by certain player.
-- [OnActorStreamIn](../../scripting/callbacks/OnActorStreamIn.md): Called when an actor is streamed in by a player.
-- [OnActorStreamOut](../../scripting/callbacks/OnActorStreamOut.md): Called when an actor is streamed out by a player.
-- [OnPlayerGiveDamageActor](../../scripting/callbacks/OnPlayerGiveDamageActor.md): This callback is called when a player gives damage to an actor.
diff --git a/docs/translations/th/scripting/functions/CreateExplosion.md b/docs/translations/th/scripting/functions/CreateExplosion.md
deleted file mode 100644
index 9c2a00b3e2e..00000000000
--- a/docs/translations/th/scripting/functions/CreateExplosion.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: CreateExplosion
-description: Create an explosion at the specified coordinates.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Create an explosion at the specified coordinates.
-
-| Name | Description |
-| ------------ | -------------------------------------------------------- |
-| Float:X | The X coordinate of the explosion. |
-| Float:Y | The Y coordinate of the explosion. |
-| Float:Z | The Z coordinate of the explosion. |
-| type | The [type](../resources/explosionlist) of the explosion. |
-| Float:radius | The radius of the explosion. |
-
-## ส่งคืน
-
-This function always returns 1, even when the explosion type and/or radius values are invalid.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterCheckpoint(playerid)
-{
- // Get the player's position
- new Float:x, Float:y, Float:z;
- GetPlayerPos(playerid, x, y, z);
-
- // Create an explosion at the player's position
- CreateExplosion(x, y, z, 12, 10.0);
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-There is a limit as to how many explosions can be seen at once by a player. This is roughly 10.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateExplosionForPlayer](CreateExplosionForPlayer.md): Create an explosion which is visible for only a single player.
-- [Explosion Types](../resources/explosionlist): A list of all the explosion types.
diff --git a/docs/translations/th/scripting/functions/CreateExplosionForPlayer.md b/docs/translations/th/scripting/functions/CreateExplosionForPlayer.md
deleted file mode 100644
index c66db619efa..00000000000
--- a/docs/translations/th/scripting/functions/CreateExplosionForPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: CreateExplosionForPlayer
-description: Creates an explosion that is only visible to a single player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates an explosion that is only visible to a single player. This can be used to isolate explosions from other players or to make them only appear in specific virtual worlds.
-
-| Name | Description |
-| ------------ | -------------------------------------------------------- |
-| playerid | The ID of the player to create the explosion for. |
-| Float:X | The X coordinate of the explosion. |
-| Float:Y | The Y coordinate of the explosion. |
-| Float:Z | The Z coordinate of the explosion. |
-| type | The [type](../resources/explosionlist) of the explosion. |
-| Float:radius | The radius of the explosion. |
-
-## ส่งคืน
-
-This function always returns 1, even if the function failed to excute (player doesn't exist, invalid radius, or invalid explosion type).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/burnme", true) == 0)
-{
- new Float:POS[3];
- GetPlayerPos(playerid, POS[0], POS[1], POS[2]);
- CreateExplosionForPlayer(playerid, POS[0], POS[1], POS[2], 1, 10.0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-There is a limit as to how many explosions can be seen at once by a player. This is roughly 10.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateExplosion](CreateExplosion.md): Create an explosion which is visible for all players.
-- [Explosion Types](explosionlist): A list of all the explosion types.
diff --git a/docs/translations/th/scripting/functions/CreateMenu.md b/docs/translations/th/scripting/functions/CreateMenu.md
deleted file mode 100644
index e13d23331df..00000000000
--- a/docs/translations/th/scripting/functions/CreateMenu.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: CreateMenu
-description: Creates a menu.
-tags: ["menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a menu.
-
-| Name | Description |
-| --------------- | ----------------------------------------------------------------------------------- |
-| title[] | The title for the new menu. |
-| columns | How many colums shall the new menu have. |
-| Float:x | The X position of the menu (640x460 canvas - 0 would put the menu at the far left). |
-| Float:y | The Y position of the menu (640x460 canvas - 0 would put the menu at the far top). |
-| Float:col1width | The width for the first column. |
-| Float:col2width | The width for the second column. |
-
-## ส่งคืน
-
-The ID of the new menu or -1 on failure.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:examplemenu;
-
-public OnGameModeInit()
-{
- examplemenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function merely CREATES the menu - ShowMenuForPlayer must be used to show it. You can only create and access 2 columns (0 & 1). If the title's length is equal to or greater than 32 chars the title is truncated to 30 characters.
-
-:::
-
-:::warning
-
-There is a limit of 12 items per menu, and a limit of 128 menus in total.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Adds an item to a specified menu.
-- [SetMenuColumnHeader](../../scripting/functions/SetMenuColumnHeader.md): Set the header for one of the columns in a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
-- [ShowMenuForPlayer](../../scripting/functions/ShowMenuForPlayer.md): Show a menu for a player.
-- [HideMenuForPlayer](../../scripting/functions/HideMenuForPlayer.md): Hide a menu for a player.
-- [OnPlayerSelectedMenuRow](../../scripting/callbacks/OnPlayerSelectedMenuRow.md): Called when a player selected a row in a menu.
-- [OnPlayerExitedMenu](../../scripting/callbacks/OnPlayerExitedMenu.md): Called when a player exits a menu.
diff --git a/docs/translations/th/scripting/functions/CreateObject.md b/docs/translations/th/scripting/functions/CreateObject.md
deleted file mode 100644
index 22a1ab7456d..00000000000
--- a/docs/translations/th/scripting/functions/CreateObject.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: CreateObject
-description: Creates an object at specified coordinates in the game world.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates an object at specified coordinates in the game world.
-
-| Name | Description |
-| ------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| modelid | The model to create. |
-| Float:X | The X coordinate to create the object at. |
-| Float:Y | The Y coordinate to create the object at. |
-| Float:Z | The Z coordinate to create the object at. |
-| Float:rX | The X rotation of the object. |
-| Float:rY | The Y rotation of the object. |
-| Float:rZ | The Z rotation of the object. |
-| Float:DrawDistance | (optional) The distance that San Andreas renders objects at. 0.0 will cause objects to render at their default distances. |
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0); // Object will render at its default distance.
- CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0, 300.0); // Object will render at 300.0 units.
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-There is a limit of 1000 objects (MAX_OBJECTS). To circumvent this limit, you can use a streamer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [SetObjectMaterialText](../../scripting/functions/SetObjectMaterialText.md): Replace the texture of an object with text.
-- [SetObjectMaterial](../../scripting/functions/SetObjectMaterial.md): Replace the texture of an object with the texture from another model in the game.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [SetPlayerObjectMaterialText](../../scripting/functions/SetPlayerObjectMaterialText.md): Replace the texture of a player object with text.
-- [SetPlayerObjectMaterial](../../scripting/functions/SetPlayerObjectMaterial.md): Replace the texture of a player object with the texture from another model in the game.
diff --git a/docs/translations/th/scripting/functions/CreatePickup.md b/docs/translations/th/scripting/functions/CreatePickup.md
deleted file mode 100644
index 7b0bc9aace0..00000000000
--- a/docs/translations/th/scripting/functions/CreatePickup.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: CreatePickup
-description: This function does exactly the same as AddStaticPickup, except it returns a pickup ID which can be used to destroy it afterwards and be tracked using OnPlayerPickUpPickup.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function does exactly the same as AddStaticPickup, except it returns a pickup ID which can be used to destroy it afterwards and be tracked using OnPlayerPickUpPickup.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------- |
-| model | The model of the pickup. |
-| type | The pickup spawn type. |
-| Float:X | The X coordinate to create the pickup at. |
-| Float:Y | The Y coordinate to create the pickup at. |
-| Float:Z | The Z coordinate to create the pickup at. |
-| virtualworld | The virtual world ID of the pickup. Use -1 to make the pickup show in all worlds. |
-
-## ส่งคืน
-
-The ID of the created pickup, -1 on failure (pickup max limit).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new pickup; // Create a variable to store the pickup ID in
-
-public OnGameModeInit()
-{
- pickup = CreatePickup(1242, 2, 1503.3359, 1432.3585, 10.1191, -1);
- // Create an armour pickup and store the ID in 'pickup'
- return 1;
-}
-
-// Later..
-DestroyPickup(pickup); // Example of using the pickup ID
-pickup = 0; // pickup variable needs to be reset to avoid future conflicts
-```
-
-## บันทึà¸
-
-:::tip
-
-The only type of pickup that can be picked up from inside a vehicle is 14 (except for special pickups such as bribes). Pickups are shown to, and can be picked up by all players. It is possible that if DestroyPickup() is used when a pickup is picked up, more than one player can pick up the pickup, due to lag. This can be circumvented through the use of variables. Certain pickup types come with 'automatic responses', for example using an M4 model in the pickup will automatically give the player the weapon and some ammo. For fully scripted pickups, type 1 should be used.
-
-:::
-
-:::warning
-
-Known Bug(s): Pickups that have a X or Y lower than -4096.0 or bigger than 4096.0 won't show up and won't trigger OnPlayerPickUpPickup either.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddStaticPickup](../../scripting/functions/AddStaticPickup.md): Add a static pickup.
-- [DestroyPickup](../../scripting/functions/DestroyPickup.md): Destroy a pickup.
-- [OnPlayerPickUpPickup](../../scripting/callbacks/OnPlayerPickUpPickup.md): Called when a player picks up a pickup.
diff --git a/docs/translations/th/scripting/functions/CreatePlayer3DTextLabel.md b/docs/translations/th/scripting/functions/CreatePlayer3DTextLabel.md
deleted file mode 100644
index 20746f7dc85..00000000000
--- a/docs/translations/th/scripting/functions/CreatePlayer3DTextLabel.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: CreatePlayer3DTextLabel
-description: Creates a 3D Text Label only for a specific player.
-tags: ["player", "3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a 3D Text Label only for a specific player
-
-| Name | Description |
-| --------------- | ------------------------------------------------------------------------------- |
-| playerid | The player which should see the newly created 3DText Label. |
-| text[] | The text to display. |
-| color | The text color |
-| x | X Coordinate (or offset if attached) |
-| y | Y Coordinate (or offset if attached) |
-| z | Z Coordinate (or offset if attached) |
-| DrawDistance | The distance where you are able to see the 3D Text Label |
-| attachedplayer | The player you want to attach the 3D Text Label to. (None: INVALID_PLAYER_ID) |
-| attachedvehicle | The vehicle you want to attach the 3D Text Label to. (None: INVALID_VEHICLE_ID) |
-| testLOS | 0/1 Test the line-of-sight so this text can't be seen through walls |
-
-## ส่งคืน
-
-The ID of the newly created Player 3D Text Label, or INVALID_3DTEXT_ID if the Player 3D Text Label limit (MAX_3DTEXT_PLAYER) was reached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmd, "/playerlabel", true) == 0)
-{
- new PlayerText3D:playertextid;
- new Float:X, Float:Y, Float:Z;
- GetPlayerPos( playerid, X, Y, Z );
- playertextid = CreatePlayer3DTextLabel(playerid,"Hello\nI'm at your position",0x008080FF,X,Y,Z,40.0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-drawdistance seems to be a lot smaller when spectating.
-
-:::
-
-:::warning
-
-If text[] is empty, the server/clients next to the text might crash!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../../scripting/functions/Create3DTextLabel.md): Create a 3D text label.
-- [Delete3DTextLabel](../../scripting/functions/Delete3DTextLabel.md): Delete a 3D text label.
-- [Attach3DTextLabelToPlayer](../../scripting/functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Attach3DTextLabelToVehicle](../../scripting/functions/Attach3DTextLabelToVehicle.md): Attach a 3D text label to a vehicle.
-- [Update3DTextLabelText](../../scripting/functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [DeletePlayer3DTextLabel](../../scripting/functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
-- [UpdatePlayer3DTextLabelText](../../scripting/functions/UpdatePlayer3DTextLabelText.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/CreatePlayerObject.md b/docs/translations/th/scripting/functions/CreatePlayerObject.md
deleted file mode 100644
index 9301fb06845..00000000000
--- a/docs/translations/th/scripting/functions/CreatePlayerObject.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: CreatePlayerObject
-description: Creates an object which will be visible to only one player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates an object which will be visible to only one player.
-
-| Name | Description |
-| ------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to create the object for. |
-| modelid | The model to create. |
-| Float:X | The X coordinate to create the object at. |
-| Float:Y | The Y coordinate to create the object at. |
-| Float:Z | The Z coordinate to create the object at. |
-| Float:rX | The X rotation of the object. |
-| Float:rY | The Y rotation of the object. |
-| Float:rZ | The Z rotation of the object. |
-| Float:DrawDistance | The distance from which objects will appear to players. 0.0 will cause an object to render at its default distance. Leaving this parameter out will cause objects to be rendered at their default distance. |
-
-## ส่งคืน
-
-The ID of the object that was created, or INVALID_OBJECT_ID if the object limit (MAX_OBJECTS) was reached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new pObject[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- pObject[playerid] = CreatePlayerObject(playerid, 2587, 2001.195679, 1547.113892, 14.283400, 0, 0, 96);
-
- // Or alternatively, using the DrawDistance parameter to show it from as far away as possible:
- pObject[playerid] = CreatePlayerObject(playerid, 2587, 2001.195679, 1547.113892, 14.283400, 0, 0, 96, 300.0);
- return 1;
-}
-
-public OnPlayerDisconnect(playerid, reason)
-{
- DestroyPlayerObject(playerid, pObject[playerid]);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/CreatePlayerTextDraw.md b/docs/translations/th/scripting/functions/CreatePlayerTextDraw.md
deleted file mode 100644
index fd6f1387fd5..00000000000
--- a/docs/translations/th/scripting/functions/CreatePlayerTextDraw.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: CreatePlayerTextDraw
-description: Creates a textdraw for a single player.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a textdraw for a single player. This can be used as a way around the global text-draw limit.
-
-| Name | Description |
-| -------- | ----------------------------------------------- |
-| playerid | The ID of the player to create the textdraw for |
-| Float:x | X-Coordinate |
-| Float:y | Y-Coordinate |
-| text[] | The text in the textdraw. |
-
-## ส่งคืน
-
-The ID of the created textdraw
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// This variable is used to store the id of the textdraw
-// so that we can use it throught the script
-new PlayerText:welcomeText[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // First, create the textdraw
- welcomeText[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "Welcome to my SA-MP server");
-
- // Now show it
- PlayerTextDrawShow(playerid, welcomeText[playerid]);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Player-textdraws are automatically destroyed when a player disconnects.
-
-:::
-
-:::warning
-
-Keyboard key mapping codes (such as ~k~~VEHICLE_ENTER_EXIT~ Doesn't work beyond 255th character.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [PlayerTextDrawDestroy](../../scripting/functions/PlayerTextDrawDestroy.md): Destroy a player-textdraw.
-- [PlayerTextDrawColor](../../scripting/functions/PlayerTextDrawColor.md): Set the color of the text in a player-textdraw.
-- [PlayerTextDrawBoxColor](../../scripting/functions/PlayerTextDrawBoxColor.md): Set the color of a player-textdraw's box.
-- [PlayerTextDrawBackgroundColor](../../scripting/functions/PlayerTextDrawBackgroundColor.md): Set the background color of a player-textdraw.
-- [PlayerTextDrawAlignment](../../scripting/functions/PlayerTextDrawAlignment.md): Set the alignment of a player-textdraw.
-- [PlayerTextDrawFont](../../scripting/functions/PlayerTextDrawFont.md): Set the font of a player-textdraw.
-- [PlayerTextDrawLetterSize](../../scripting/functions/PlayerTextDrawLetterSize.md): Set the letter size of the text in a player-textdraw.
-- [PlayerTextDrawTextSize](../../scripting/functions/PlayerTextDrawTextSize.md): Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- [PlayerTextDrawSetOutline](../../scripting/functions/PlayerTextDrawSetOutline.md): Toggle the outline on a player-textdraw.
-- [PlayerTextDrawSetShadow](../../scripting/functions/PlayerTextDrawSetShadow.md): Set the shadow on a player-textdraw.
-- [PlayerTextDrawSetProportional](../../scripting/functions/PlayerTextDrawSetProportional.md): Scale the text spacing in a player-textdraw to a proportional ratio.
-- [PlayerTextDrawUseBox](../../scripting/functions/PlayerTextDrawUseBox.md): Toggle the box on a player-textdraw.
-- [PlayerTextDrawSetString](../../scripting/functions/PlayerTextDrawSetString.md): Set the text of a player-textdraw.
-- [PlayerTextDrawShow](../../scripting/functions/PlayerTextDrawShow.md): Show a player-textdraw.
-- [PlayerTextDrawHide](../../scripting/functions/PlayerTextDrawHide.md): Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/CreateVehicle.md b/docs/translations/th/scripting/functions/CreateVehicle.md
deleted file mode 100644
index 48caef9ed99..00000000000
--- a/docs/translations/th/scripting/functions/CreateVehicle.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: CreateVehicle
-description: Creates a vehicle in the world.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a vehicle in the world. Can be used in place of AddStaticVehicleEx at any time in the script.
-
-| Name | Description |
-| -------------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
-| [modelid](../resources/vehicleid) | The model for the vehicle. |
-| Float:spawnX | The X coordinate for the vehicle. |
-| Float:spawnY | The Y coordinate for the vehicle. |
-| Float:spawnZ | The Z coordinate for the vehicle. |
-| Float:angle | The facing angle for the vehicle. |
-| [colour1](../resources/vehiclecolorid) | The primary color ID. |
-| [colour2](../resources/vehiclecolorid) | The secondary color ID. |
-| respawnDelay | The delay until the car is respawned without a driver in seconds. Using -1 will prevent the vehicle from respawning. |
-| bool:addSiren | Has a default value 'false'. Enables the vehicle to have a siren, providing the vehicle has a horn. |
-
-## ส่งคืน
-
-The vehicle ID of the vehicle created (1 to MAX_VEHICLES).
-
-INVALID_VEHICLE_ID (65535) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).
-
-0 if vehicle was not created (IDs 538 or 537 passed, which is trains).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Add a Hydra (520) to the game with a respawn time of 60 seconds
- CreateVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 60);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Trains can only be added with AddStaticVehicle and AddStaticVehicleEx.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [DestroyVehicle](DestroyVehicle): Destroy a vehicle.
-- [AddStaticVehicle](AddStaticVehicle): Add a static vehicle.
-- [AddStaticVehicleEx](AddStaticVehicleEx): Add a static vehicle with custom respawn time.
-- [GetVehicleParamsSirenState](GetVehicleParamsSirenState): Check whether a vehicle's siren is on or off.
-- [SetVehicleSpawnInfo](SetVehicleSpawnInfo): Adjusts vehicle model, spawn location, colours, respawn delay and interior.
-- [GetVehicleSpawnInfo](GetVehicleSpawnInfo): Gets the vehicle spawn location and colours.
-- [ChangeVehicleColours](ChangeVehicleColours): Change a vehicle's primary and secondary colors.
-- [GetVehicleColours](GetVehicleColours): Gets the vehicle colours.
-- [SetVehicleRespawnDelay](SetVehicleRespawnDelay): Set the respawn delay of a vehicle.
-- [GetVehicleRespawnDelay](GetVehicleRespawnDelay): Get the respawn delay of a vehicle.
-
-## Related Callbacks
-
-- [OnVehicleSpawn](../callbacks/OnVehicleSpawn): Called when a vehicle respawns.
-- [OnVehicleSirenStateChange](../callbacks/OnVehicleSirenStateChange): Called when a vehicle's siren is toggled on/off.
-
-## Related Resources
-
-- [Vehicle Models](../resources/vehicleid): Comprehensive list of all vehicle models available in game.
-- [Vehicle Colour IDs](../resources/vehiclecolorid): List of all vehicle colour IDs.
diff --git a/docs/translations/th/scripting/functions/Delete3DTextLabel.md b/docs/translations/th/scripting/functions/Delete3DTextLabel.md
deleted file mode 100644
index 4e9f8af883d..00000000000
--- a/docs/translations/th/scripting/functions/Delete3DTextLabel.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: Delete3DTextLabel
-description: Delete a 3D text label (created with Create3DTextLabel).
-tags: ["3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Delete a 3D text label (created with Create3DTextLabel).
-
-| Name | Description |
-| --------- | -------------------------------------- |
-| Text3D:textid | The ID of the 3D text label to delete. |
-
-## ส่งคืน
-
-1 if the 3D text label was deleted, otherwise 0.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text3D:MyLabel;
-
-MyLabel = Create3DTextLabel(...);
-
-Delete3DTextLabel(MyLabel);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../../scripting/functions/Create3DTextLabel.md): Create a 3D text label.
-- [Attach3DTextLabelToPlayer](../../scripting/functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Attach3DTextLabelToVehicle](../../scripting/functions/Attach3DTextLabelToVehicle.md): Attach a 3D text label to a vehicle.
-- [Update3DTextLabelText](../../scripting/functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [CreatePlayer3DTextLabel](../../scripting/functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [DeletePlayer3DTextLabel](../../scripting/functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
-- [UpdatePlayer3DTextLabelText](../../scripting/functions/UpdatePlayer3DTextLabelText.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/DeletePVar.md b/docs/translations/th/scripting/functions/DeletePVar.md
deleted file mode 100644
index 740128dbbfc..00000000000
--- a/docs/translations/th/scripting/functions/DeletePVar.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: DeletePVar
-description: Deletes a previously set player variable.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Deletes a previously set player variable.
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| playerid | The ID of the player whose player variable to delete. |
-| varname | The name of the player variable to delete. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. Either the player specified isn't connected or there is no variable set with the given name.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPVarInt(playerid, "SomeVarName", 69);
-
-// Later on, when the variable is no longer needed...
-
-DeletePVar(playerid, "SomeVarName");
-```
-
-## บันทึà¸
-
-:::tip
-
-Once a variable is deleted, attempts to retrieve the value will return 0 (for integers and floats and NULL for strings.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPVarInt](../../scripting/functions/SetPVarInt.md): Set an integer for a player variable.
-- [GetPVarInt](../../scripting/functions/GetPVarInt.md): Get the previously set integer from a player variable.
-- [SetPVarString](../../scripting/functions/SetPVarString.md): Set a string for a player variable.
-- [GetPVarString](../../scripting/functions/GetPVarString.md): Get the previously set string from a player variable.
-- [SetPVarFloat](../../scripting/functions/SetPVarFloat.md): Set a float for a player variable.
-- [GetPVarFloat](../../scripting/functions/GetPVarFloat.md): Get the previously set float from a player variable.
diff --git a/docs/translations/th/scripting/functions/DeletePlayer3DTextLabel.md b/docs/translations/th/scripting/functions/DeletePlayer3DTextLabel.md
deleted file mode 100644
index 2a7ec93d3f8..00000000000
--- a/docs/translations/th/scripting/functions/DeletePlayer3DTextLabel.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: DeletePlayer3DTextLabel
-description: Destroy a 3D text label that was created using CreatePlayer3DTextLabel.
-tags: ["player", "3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroy a 3D text label that was created using CreatePlayer3DTextLabel.
-
-| Name | Description |
-| --------------- | --------------------------------------------------- |
-| playerid | The ID of the player whose 3D text label to delete. |
-| PlayerText3D:textid | The ID of the player's 3D text label to delete. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the label specified doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText3D:labelid = CreatePlayer3DTextLabel(...);
-
-// Later...
-DeletePlayer3DTextLabel(playerid, labelid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../../scripting/functions/Create3DTextLabel.md): Create a 3D text label.
-- [Attach3DTextLabelToPlayer](../../scripting/functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Attach3DTextLabelToVehicle](../../scripting/functions/Attach3DTextLabelToVehicle.md): Attach a 3D text label to a vehicle.
-- [Update3DTextLabelText](../../scripting/functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [CreatePlayer3DTextLabel](../../scripting/functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [UpdatePlayer3DTextLabelText](../../scripting/functions/UpdatePlayer3DTextLabelText.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/DeleteSVar.md b/docs/translations/th/scripting/functions/DeleteSVar.md
deleted file mode 100644
index aec5af32047..00000000000
--- a/docs/translations/th/scripting/functions/DeleteSVar.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: DeleteSVar
-description: Deletes a previously set server variable.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Deletes a previously set server variable.
-
-| Name | Description |
-| ------- | ------------------------------------------ |
-| varname | The name of the server variable to delete. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. There is no variable set with the given name.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetSVarInt("SomeVarName", 69);
-
-// Later on, when the variable is no longer needed...
-
-DeleteSVar("SomeVarName");
-```
-
-## บันทึà¸
-
-:::tip
-
-Once a variable is deleted, attempts to retrieve the value will return 0 (for integers and floats and NULL for strings.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetSVarInt](../../scripting/functions/SetSVarInt.md): Set an integer for a server variable.
-- [GetSVarInt](../../scripting/functions/GetSVarInt.md): Get a player server as an integer.
-- [SetSVarString](../../scripting/functions/SetSVarString.md): Set a string for a server variable.
-- [GetSVarString](../../scripting/functions/GetSVarString.md): Get the previously set string from a server variable.
-- [SetSVarFloat](../../scripting/functions/SetSVarFloat.md): Set a float for a server variable.
-- [GetSVarFloat](../../scripting/functions/GetSVarFloat.md): Get the previously set float from a server variable.
diff --git a/docs/translations/th/scripting/functions/DestroyActor.md b/docs/translations/th/scripting/functions/DestroyActor.md
deleted file mode 100644
index 45c8517da1c..00000000000
--- a/docs/translations/th/scripting/functions/DestroyActor.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: DestroyActor
-description: Destroy an actor which was created with CreateActor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroy an actor which was created with CreateActor.
-
-| Name | Description |
-| ------- | -------------------------------------------------------- |
-| actorid | The ID of the actor to destroy. Returned by CreateActor. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The actor with the ID specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnFilterScriptInit()
-{
- MyActor = CreateActor(...);
- return 1;
-}
-
-public OnFilterScriptExit()
-{
- DestroyActor(MyActor);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateActor](../../scripting/functions/CreateActor.md): Create an actor (static NPC).
diff --git a/docs/translations/th/scripting/functions/DestroyMenu.md b/docs/translations/th/scripting/functions/DestroyMenu.md
deleted file mode 100644
index 977bf16cf3f..00000000000
--- a/docs/translations/th/scripting/functions/DestroyMenu.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: DestroyMenu
-description: Destroys the specified menu.
-tags: ["menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroys the specified menu.
-
-| Name | Description |
-| ------ | ---------------------- |
-| menuid | The menu ID to destroy |
-
-## ส่งคืน
-
-True if the destroying was successful, otherwise false
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:examplemenu;
-examplemenu = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
-
-// ...
-DestroyMenu(examplemenu);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [SetMenuColumnHeader](../../scripting/functions/SetMenuColumnHeader.md): Set the header for one of the columns in a menu.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Add an item to a menu.
-- [OnPlayerSelectedMenuRow](../../scripting/callbacks/OnPlayerSelectedMenuRow.md): Called when a player selected a row in a menu.
-- [OnPlayerExitedMenu](../../scripting/callbacks/OnPlayerExitedMenu.md): Called when a player exits a menu.
diff --git a/docs/translations/th/scripting/functions/DestroyObject.md b/docs/translations/th/scripting/functions/DestroyObject.md
deleted file mode 100644
index 4d1a01a8bfb..00000000000
--- a/docs/translations/th/scripting/functions/DestroyObject.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: DestroyObject
-description: Destroys (removes) an object that was created using CreateObject.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroys (removes) an object that was created using CreateObject.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------- |
-| objectid | The ID of the object to destroy. Returned by CreateObject. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnObjectMoved(objectid)
-{
- DestroyObject(objectid);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/DestroyPickup.md b/docs/translations/th/scripting/functions/DestroyPickup.md
deleted file mode 100644
index 7ceabf472ad..00000000000
--- a/docs/translations/th/scripting/functions/DestroyPickup.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: DestroyPickup
-description: Destroys a pickup created with CreatePickup.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroys a pickup created with CreatePickup.
-
-| Name | Description |
-| ------ | ----------------------------------------------------------- |
-| pickup | The ID of the pickup to destroy (returned by CreatePickup). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Create a pickup for armor.
-pickup_armour = CreatePickup ( 1242, 2, 1503.3359, 1432.3585, 10.1191 );
-
-//some time later...
-DestroyPickup(pickup_armour);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePickup](../../scripting/functions/CreatePickup.md): Create a pickup.
-- [OnPlayerPickUpPickup](../../scripting/callbacks/OnPlayerPickUpPickup.md): Called when a player picks up a pickup.
diff --git a/docs/translations/th/scripting/functions/DestroyPlayerObject.md b/docs/translations/th/scripting/functions/DestroyPlayerObject.md
deleted file mode 100644
index a1da915aaa5..00000000000
--- a/docs/translations/th/scripting/functions/DestroyPlayerObject.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: DestroyPlayerObject
-description: Destroy a player-object created using CreatePlayerObject.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroy a player-object created using CreatePlayerObject.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-object to destroy. |
-| objectid | The ID of the player-object to destroy. Returned by CreatePlayerObject. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- DestroyPlayerObject(playerid, objectid);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/DestroyVehicle.md b/docs/translations/th/scripting/functions/DestroyVehicle.md
deleted file mode 100644
index 59282a72851..00000000000
--- a/docs/translations/th/scripting/functions/DestroyVehicle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: DestroyVehicle
-description: Destroy a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroy a vehicle. It will disappear instantly.
-
-| Name | Description |
-| --------- | --------------------------------- |
-| vehicleid | The ID of the vehicle to destroy. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/destroyveh", true) == 0)
- {
- new vehicleid = GetPlayerVehicleID(playerid);
- DestroyVehicle(vehicleid);
- return 1;
- }
-
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateVehicle](../../scripting/functions/CreateVehicle.md): Create a vehicle.
-- [RemovePlayerFromVehicle](../../scripting/functions/RemovePlayerFromVehicle.md): Throw a player out of their vehicle.
-- [SetVehicleToRespawn](../../scripting/functions/SetVehicleToRespawn.md): Respawn a vehicle.
diff --git a/docs/translations/th/scripting/functions/DetachTrailerFromVehicle.md b/docs/translations/th/scripting/functions/DetachTrailerFromVehicle.md
deleted file mode 100644
index 2ce194cc26f..00000000000
--- a/docs/translations/th/scripting/functions/DetachTrailerFromVehicle.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: DetachTrailerFromVehicle
-description: Detach the connection between a vehicle and its trailer, if any.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Detach the connection between a vehicle and its trailer, if any.
-
-| Name | Description |
-| --------- | -------------------------- |
-| vehicleid | ID of the pulling vehicle. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-DetachTrailerFromVehicle(vehicleid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AttachTrailerToVehicle](../../scripting/functions/AttachTrailerToVehicle.md): Attach a trailer to a vehicle.
-- [IsTrailerAttachedToVehicle](../../scripting/functions/IsTrailerAttachedToVehicle.md): Check if a trailer is attached to a vehicle.
-- [GetVehicleTrailer](../../scripting/functions/GetVehicleTrailer.md): Check what trailer a vehicle is pulling.
diff --git a/docs/translations/th/scripting/functions/DisableInteriorEnterExits.md b/docs/translations/th/scripting/functions/DisableInteriorEnterExits.md
deleted file mode 100644
index 60a7066bd0c..00000000000
--- a/docs/translations/th/scripting/functions/DisableInteriorEnterExits.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: DisableInteriorEnterExits
-description: Disable all the interior entrances and exits in the game (the yellow arrows at doors).
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disable all the interior entrances and exits in the game (the yellow arrows at doors).
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- DisableInteriorEnterExits();
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function will only work if it has been used BEFORE a player connects (it is recommended to use it in OnGameModeInit). It will not remove a connected player's markers.
-
-:::
-
-:::warning
-
-If the gamemode is changed after this function has been used, and the new gamemode doesn't disable markers, the markers will NOT reappear for already-connected players (but will for newly connected players).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AllowInteriorWeapons](../../scripting/functions/AllowInteriorWeapons.md): Determine if weapons can be used in interiors.
diff --git a/docs/translations/th/scripting/functions/DisableMenu.md b/docs/translations/th/scripting/functions/DisableMenu.md
deleted file mode 100644
index f38359aec5e..00000000000
--- a/docs/translations/th/scripting/functions/DisableMenu.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: DisableMenu
-description: Disable a menu.
-tags: ["menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disable a menu.
-
-| Name | Description |
-| ----------- | ------------------------------ |
-| Menu:menuid | The ID of the menu to disable. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new WeaponMenu;
-
-WeaponMenu = CreateMenu("Weapons", 1, 50.0, 180.0, 200.0, 200.0);
-AddMenuItem(WeaponMenu, 0, "Rocket Launcher");
-AddMenuItem(WeaponMenu, 0, "Flamethrower");
-AddMenuItem(WeaponMenu, 0, "Minigun");
-AddMenuItem(WeaponMenu, 0, "Grenades");
-
-// Under OnPlayerCommandText
-if (!strcmp(cmdtext, "/disableguns", true))
-{
- DisableMenu(WeaponMenu); //Disable the weapon menu
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Crashes when passed an invalid menu ID.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Add an item to a menu.
diff --git a/docs/translations/th/scripting/functions/DisableMenuRow.md b/docs/translations/th/scripting/functions/DisableMenuRow.md
deleted file mode 100644
index 2347a5e71be..00000000000
--- a/docs/translations/th/scripting/functions/DisableMenuRow.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: DisableMenuRow
-description: Disable a specific row in a menu for all players.
-tags: ["menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disable a specific row in a menu for all players. It will be greyed-out and can't be selected by players.
-
-| Name | Description |
-| ----------- | ----------------------------------------------------------------------------------------------------------------- |
-| Menu:menuid | The ID of the menu to disable a row of. Ensure this is valid, as an invalid menu ID will crash the entire server. |
-| row | The ID of the row to disable (rows start at 0). |
-
-## ส่งคืน
-
-This function always returns 1, even if the function fails. If an invalid row is specified, nothing will happen. If an invalid menu ID is specified, the server will crash.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:WeaponMenu;
-
-WeaponMenu = CreateMenu("Weapons", 1, 50.0, 180.0, 200.0, 200.0);
-AddMenuItem(WeaponMenu, 0, "Rocket Launcher");
-AddMenuItem(WeaponMenu, 0, "Flamethrower");
-AddMenuItem(WeaponMenu, 0, "Minigun");
-AddMenuItem(WeaponMenu, 0, "Grenades");
-if (!strcmp(cmdtext, "/disablemenu", true))
-{
- DisableMenuRow(WeaponMenu, 2); //Disable the "Minigun" row
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Crashes when passed an invalid menu ID. This function disabled the specified menu row for all players. There is no function to disable a menu row for a specific player. You'd have to create two menus - one with a row disabled, and one without. Or one per player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Add an item to a menu.
diff --git a/docs/translations/th/scripting/functions/DisableNameTagLOS.md b/docs/translations/th/scripting/functions/DisableNameTagLOS.md
deleted file mode 100644
index b9007656cc2..00000000000
--- a/docs/translations/th/scripting/functions/DisableNameTagLOS.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: DisableNameTagLOS
-description: Disables the nametag Line-Of-Sight checking so that players can see nametags through objects.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disables the nametag Line-Of-Sight checking so that players can see nametags through objects.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- DisableNameTagLOS();
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This can not be reversed until the server restarts.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ShowNameTags](../../scripting/functions/ShowNameTags.md): Set nametags on or off.
-- [ShowPlayerNameTagForPlayer](../../scripting/functions/ShowPlayerNameTagForPlayer.md): Show or hide a nametag for a certain player.
diff --git a/docs/translations/th/scripting/functions/DisablePlayerCheckpoint.md b/docs/translations/th/scripting/functions/DisablePlayerCheckpoint.md
deleted file mode 100644
index 017a7fac1ad..00000000000
--- a/docs/translations/th/scripting/functions/DisablePlayerCheckpoint.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: DisablePlayerCheckpoint
-description: Disables (hides/destroys) a player's set checkpoint.
-tags: ["player", "checkpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disables (hides/destroys) a player's set checkpoint. Players can only have a single checkpoint set at a time. Checkpoints don't need to be disabled before setting another one.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player whose checkpoint to disable. |
-
-## ส่งคืน
-
-1: The function executed successfully. Success is also returned if the player doesn't have a checkpoint shown already.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterCheckpoint(playerid)
-{
- GivePlayerMoney(playerid, 10000);
- DisablePlayerCheckpoint(playerid);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
-- [OnPlayerEnterCheckpoint](../../scripting/callbacks/OnPlayerEnterCheckpoint.md): Called when a player enters a checkpoint.
-- [OnPlayerLeaveCheckpoint](../../scripting/callbacks/OnPlayerLeaveCheckpoint.md): Called when a player leaves a checkpoint.
-- [OnPlayerLeaveRaceCheckpoint](../../scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md): Called when a player leaves a race checkpoint.
-- [OnPlayerEnterRaceCheckpoint](../../scripting/callbacks/OnPlayerEnterRaceCheckpoint.md): Called when a player enters a race checkpoint.
diff --git a/docs/translations/th/scripting/functions/DisablePlayerRaceCheckpoint.md b/docs/translations/th/scripting/functions/DisablePlayerRaceCheckpoint.md
deleted file mode 100644
index 7f2597bacca..00000000000
--- a/docs/translations/th/scripting/functions/DisablePlayerRaceCheckpoint.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: DisablePlayerRaceCheckpoint
-description: Disable any initialized race checkpoints for a specific player, since you can only have one at any given time.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disable any initialized race checkpoints for a specific player, since you can only have one at any given time.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The player to disable the current checkpoint for. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerLeaveRaceCheckpoint(playerid)
-{
- DisablePlayerRaceCheckpoint(playerid);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
-- [OnPlayerEnterCheckpoint](../../scripting/callbacks/OnPlayerEnterCheckpoint.md): Called when a player enters a checkpoint.
-- [OnPlayerLeaveCheckpoint](../../scripting/callbacks/OnPlayerLeaveCheckpoint.md): Called when a player leaves a checkpoint.
-- [OnPlayerEnterRaceCheckpoint](../../scripting/callbacks/OnPlayerEnterRaceCheckpoint.md): Called when a player enters a race checkpoint.
-- [OnPlayerLeaveRaceCheckpoint](../../scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md): Called when a player leaves a race checkpoint.
diff --git a/docs/translations/th/scripting/functions/DisableRemoteVehicleCollisions.md b/docs/translations/th/scripting/functions/DisableRemoteVehicleCollisions.md
deleted file mode 100644
index 30d572335c5..00000000000
--- a/docs/translations/th/scripting/functions/DisableRemoteVehicleCollisions.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: DisableRemoteVehicleCollisions
-description: Disables collisions between occupied vehicles for a player.
-tags: ["vehicle"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disables collisions between occupied vehicles for a player.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------- |
-| playerid | The ID of the player for whom you want to disable collisions. |
-| disable | 1 to disable collisions, 0 to enable collisions. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/collision", true))
- {
- new string[64];
-
- format(string, sizeof(string), "Vehicle collision for you is now '%s'", (GetPVarInt(playerid, "vehCollision")Â != 1)Â ? ("Disabled")Â : ("Enabled"));
- SendClientMessage(playerid, 0xFFFFFFFF, string);
-
- SetPVarInt(playerid, "vehCollision", !GetPVarInt(playerid, "vehCollision"));
-
- DisableRemoteVehicleCollisions(playerid, GetPVarInt(playerid, "vehCollision"));
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/EditAttachedObject.md b/docs/translations/th/scripting/functions/EditAttachedObject.md
deleted file mode 100644
index ab05ede803f..00000000000
--- a/docs/translations/th/scripting/functions/EditAttachedObject.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: EditAttachedObject
-description: Enter edition mode for an attached object.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Enter edition mode for an attached object.
-
-| Name | Description |
-| -------- | ------------------------------------------------ |
-| playerid | The ID of the player to enter in to edition mode |
-| index | The index (slot) of the attached object to edit |
-
-## ส่งคืน
-
-1 on success and 0 on failure.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- SetPlayerAttachedObject(playerid, 0, 1337, 2);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/edit", true))
- {
- EditAttachedObject(playerid, 0);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You now edit your attached object on index slot 0!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You can move the camera while editing by pressing and holding the spacebar (or W in vehicle) and moving your mouse.
-
-:::
-
-:::warning
-
-Players will be able to scale objects up to a very large or negative value size. Limits should be put in place using OnPlayerEditAttachedObject to abort the edit.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerAttachedObject](../functions/SetPlayerAttachedObject): Attach an object to a player
-- [RemovePlayerAttachedObject](../functions/RemovePlayerAttachedObject): Remove an attached object from a player
-- [IsPlayerAttachedObjectSlotUsed](../functions/IsPlayerAttachedObjectSlotUsed): Check whether an object is attached to a player in a specified index
-- [EditObject](../functions/EditObject): Edit an object.
-- [EditPlayerObject](../functions/EditPlayerObject): Edit an object.
-- [SelectObject](../functions/SelectObject): Select an object.
-- [CancelEdit](../functions/CancelEdit): Cancel the edition of an object.
-- [OnPlayerEditAttachedObject](../callbacks/OnPlayerEditAttachedObject): Called when a player finishes editing an attached object.
diff --git a/docs/translations/th/scripting/functions/EditObject.md b/docs/translations/th/scripting/functions/EditObject.md
deleted file mode 100644
index 689936cd225..00000000000
--- a/docs/translations/th/scripting/functions/EditObject.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: EditObject
-description: Allows a player to edit an object (position and rotation) using their mouse on a GUI (Graphical User Interface).
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows a player to edit an object (position and rotation) using their mouse on a GUI (Graphical User Interface).
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player that should edit the object. |
-| objectid | The ID of the object to be edited by the player. |
-
-## ส่งคืน
-
-1: The function executed successfully. Success is reported when a non-existent object is specified, but nothing will happen.
-
-0: The function failed to execute. The player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new object;
-public OnGameModeInit()
-{
- object = CreateObject(1337, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/oedit", true))
- {
- EditObject(playerid, object);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You can now edit the object!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You can move the camera while editing by pressing and holding the spacebar (or W in vehicle) and moving your mouse.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateObject](../functions/CreateObject): Create an object.
-- [DestroyObject](../functions/DestroyObject): Destroy an object.
-- [MoveObject](../functions/MoveObject): Move an object.
-- [EditPlayerObject](../functions/EditPlayerObject): Edit an object.
-- [EditAttachedObject](../functions/EditAttachedObject): Edit an attached object.
-- [SelectObject](../functions/SelectObject): Select an object.
-- [CancelEdit](../functions/CancelEdit): Cancel the edition of an object.
diff --git a/docs/translations/th/scripting/functions/EditPlayerObject.md b/docs/translations/th/scripting/functions/EditPlayerObject.md
deleted file mode 100644
index 6d5d7ef4275..00000000000
--- a/docs/translations/th/scripting/functions/EditPlayerObject.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: EditPlayerObject
-description: Allows players to edit a player-object (position and rotation) with a GUI and their mouse.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows players to edit a player-object (position and rotation) with a GUI and their mouse.
-
-| Name | Description |
-| -------- | ------------------------------------------------ |
-| playerid | The ID of the player that should edit the object |
-| objectid | The object to be edited by the player |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. Player or object not valid.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new object[MAX_PLAYERS];
-public OnPlayerSpawn(playerid)
-{
- object[playerid] = CreatePlayerObject(playerid, 1337, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/edit", true))
- {
- EditPlayerObject(playerid, object[playerid]);
- SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You now edit your object!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You can move the camera while editing by pressing and holding the spacebar (or W in vehicle) and moving your mouse.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateObject](../functions/CreateObject): Create an object.
-- [DestroyObject](../functions/DestroyObject): Destroy an object.
-- [MoveObject](../functions/MoveObject): Move an object.
-- [EditAttachedObject](../functions/EditAttachedObject): Edit an attached object.
-- [SelectObject](../functions/SelectObject): Select an object.
-- [CancelEdit](../functions/CancelEdit): Cancel the edition of an object.
diff --git a/docs/translations/th/scripting/functions/EnablePlayerCameraTarget.md b/docs/translations/th/scripting/functions/EnablePlayerCameraTarget.md
deleted file mode 100644
index a488fb93080..00000000000
--- a/docs/translations/th/scripting/functions/EnablePlayerCameraTarget.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: EnablePlayerCameraTarget
-description: Toggle camera targeting functions for a player.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle camera targeting functions for a player. Disabled by default to save bandwidth.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------- |
-| playerid | The ID of the player to toggle camera targeting functions for. |
-| enable | 1 to enable camera targeting functions and 0 to disable them. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- EnablePlayerCameraTarget(playerid, 1);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraTargetVehicle](../functions/GetPlayerCameraTargetVehicle): Get the ID of the vehicle a player is looking at.
-- [GetPlayerCameraTargetPlayer](../functions/GetPlayerCameraTargetPlayer): Get the ID of the player a player is looking at.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/EnableStuntBonusForAll.md b/docs/translations/th/scripting/functions/EnableStuntBonusForAll.md
deleted file mode 100644
index 23e92c98a8b..00000000000
--- a/docs/translations/th/scripting/functions/EnableStuntBonusForAll.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: EnableStuntBonusForAll
-description: Enables or disables stunt bonuses for all players.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Enables or disables stunt bonuses for all players. If enabled, players will receive monetary rewards when performing a stunt in a vehicle (e.g. a wheelie).
-
-| Name | Description |
-| ------ | ----------------------------------------------- |
-| enable | 1 to enable stunt bonuses or 0 to disable them. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- EnableStuntBonusForAll(0);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [EnableStuntBonusForPlayer](../functions/EnableStuntBonusForPlayer): Toggle stunt bonuses for a player.
diff --git a/docs/translations/th/scripting/functions/EnableStuntBonusForPlayer.md b/docs/translations/th/scripting/functions/EnableStuntBonusForPlayer.md
deleted file mode 100644
index 98e9ec56b4a..00000000000
--- a/docs/translations/th/scripting/functions/EnableStuntBonusForPlayer.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: EnableStuntBonusForPlayer
-description: Toggle stunt bonuses for a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle stunt bonuses for a player. Enabled by default.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player to toggle stunt bonuses for. |
-| enable | 1 to enable stunt bonuses and 0 to disable them. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- EnableStuntBonusForPlayer(playerid, 0); // Disable stunt bonuses when the player connects to the server.
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [EnableStuntBonusForAll](../functions/EnableStuntBonusForAll): Toggle stunt bonuses for all players.
diff --git a/docs/translations/th/scripting/functions/EnableTirePopping.md b/docs/translations/th/scripting/functions/EnableTirePopping.md
deleted file mode 100644
index 99ecec11d23..00000000000
--- a/docs/translations/th/scripting/functions/EnableTirePopping.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: EnableTirePopping
-description: With this function you can enable or disable tire popping.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-With this function you can enable or disable tire popping.
-
-| Name | Description |
-| ---- | --------------------------------------- |
-| show | 1 to enable, 0 to disable tire popping. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // This will disable tire popping on your gamemode.
- EnableTirePopping(0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function was removed in SA-MP 0.3. Tire popping is enabled by default. If you want to disable tire popping, you'll have to manually script it using OnVehicleDamageStatusUpdate.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/EnableVehicleFriendlyFire.md b/docs/translations/th/scripting/functions/EnableVehicleFriendlyFire.md
deleted file mode 100644
index a52aed4a6e2..00000000000
--- a/docs/translations/th/scripting/functions/EnableVehicleFriendlyFire.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: EnableVehicleFriendlyFire
-description: Enable friendly fire for team vehicles.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Enable friendly fire for team vehicles. Players will be unable to damage teammates' vehicles (SetPlayerTeam must be used!).
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- EnableVehicleFriendlyFire();
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerTeam](../functions/SetPlayerTeam): Set a player's team.
diff --git a/docs/translations/th/scripting/functions/EnableZoneNames.md b/docs/translations/th/scripting/functions/EnableZoneNames.md
deleted file mode 100644
index 660b40940fb..00000000000
--- a/docs/translations/th/scripting/functions/EnableZoneNames.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: EnableZoneNames
-description: This function allows to turn on zone / area names such as the "Vinewood" or "Doherty" text at the bottom-right of the screen as they enter the area.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function allows to turn on zone / area names such as the "Vinewood" or "Doherty" text at the bottom-right of the screen as they enter the area. This is a gamemode option and should be set in the callback OnGameModeInit.
-
-| Name | Description |
-| ------ | ----------------------------------------------------------------------------------------- |
-| enable | A toggle option for whether or not you'd like zone names on or off. 0 is off and 1 is on. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- EnableZoneNames(1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function was removed in SA-MP 0.3. This was due to crashes it caused.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/FindModelFileNameFromCRC.md b/docs/translations/th/scripting/functions/FindModelFileNameFromCRC.md
deleted file mode 100644
index 21dbca3b0bc..00000000000
--- a/docs/translations/th/scripting/functions/FindModelFileNameFromCRC.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: FindModelFileNameFromCRC
-description: Find an existing custom skin or simple object model file.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Find an existing custom skin or simple object model file. The model files are located in models server folder by default (artpath setting).
-
-| Name | Description |
-| ----------- | --------------------------------------------------------------------- |
-| crc | The CRC checksum of custom model file. |
-| retstr[] | An array into which to store the .dff file name, passed by reference. |
-| retstr_size | The length of the string that should be stored. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Called when a player finishes downloading custom models.
diff --git a/docs/translations/th/scripting/functions/FindTextureFileNameFromCRC.md b/docs/translations/th/scripting/functions/FindTextureFileNameFromCRC.md
deleted file mode 100644
index 4e2980fc4ad..00000000000
--- a/docs/translations/th/scripting/functions/FindTextureFileNameFromCRC.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: FindTextureFileNameFromCRC
-description: Find an existing custom skin or simple object texture file.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Find an existing custom skin or simple object texture file. The model files are located in models server folder by default (artpath setting).
-
-| Name | Description |
-| ----------- | --------------------------------------------------------------------- |
-| crc | The CRC checksum of custom model file. |
-| retstr[] | An array into which to store the .txd file name, passed by reference. |
-| retstr_size | The length of the string that should be stored. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Called when a player finishes downloading custom models.
diff --git a/docs/translations/th/scripting/functions/ForceClassSelection.md b/docs/translations/th/scripting/functions/ForceClassSelection.md
deleted file mode 100644
index 3a7144afecc..00000000000
--- a/docs/translations/th/scripting/functions/ForceClassSelection.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: ForceClassSelection
-description: Forces a player to go back to class selection.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Forces a player to go back to class selection.
-
-| Name | Description |
-| -------- | ------------------------------------------- |
-| playerid | The player to send back to class selection. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (!strcmp(cmdtext, "/class", true))
-{
- ForceClassSelection(playerid);
- TogglePlayerSpectating(playerid, true);
- TogglePlayerSpectating(playerid, false);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function does not perform a state change to PLAYER_STATE_WASTED when combined with TogglePlayerSpectating (see example below), as is listed here.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddPlayerClass](../functions/AddPlayerClass): Add a class.
-- [SetPlayerSkin](../functions/SetPlayerSkin): Set a player's skin.
-- [GetPlayerSkin](../functions/GetPlayerSkin): Get a player's current skin.
-- [OnPlayerRequestClass](../callbacks/OnPlayerRequestClass): Called when a player changes class at class selection.
diff --git a/docs/translations/th/scripting/functions/GameModeExit.md b/docs/translations/th/scripting/functions/GameModeExit.md
deleted file mode 100644
index e50172ec75b..00000000000
--- a/docs/translations/th/scripting/functions/GameModeExit.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-title: GameModeExit
-description: Ends the current gamemode.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Ends the current gamemode.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (OneTeamHasWon)
-{
- GameModeExit();
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/GameTextForAll.md b/docs/translations/th/scripting/functions/GameTextForAll.md
deleted file mode 100644
index 1ae9a03c5eb..00000000000
--- a/docs/translations/th/scripting/functions/GameTextForAll.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GameTextForAll
-description: Shows 'game text' (on-screen text) for a certain length of time for all players.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows 'game text' (on-screen text) for a certain length of time for all players.
-
-| Name | Description |
-| -------------- | ----------------------------------------------------- |
-| const string[] | The text to be displayed. |
-| time | The duration of the text being shown in milliseconds. |
-| style | The style of text to be displayed. |
-
-## ส่งคืน
-
-This function always returns 1.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- // This example shows a large, white text saying "[playerName] has
- // passed away" on everyone's screen, after a player has died or
- // has been killed. It shows in text-type 3, for 5 seconds (5000 ms)
- new name[ 24 ], string[ 64 ];
- GetPlayerName( playerid, name, 24 );
-
- // Format the passed-away message properly, and show it to everyone:
- format( string, sizeof(string), "~w~%s has passed away", name );
- GameTextForAll( string, 5000, 3 );
-
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GameTextForPlayer](../functions/GameTextForPlayer): Display gametext to a player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll): Show a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/GameTextForPlayer.md b/docs/translations/th/scripting/functions/GameTextForPlayer.md
deleted file mode 100644
index f7e4117672e..00000000000
--- a/docs/translations/th/scripting/functions/GameTextForPlayer.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GameTextForPlayer
-description: Shows 'game text' (on-screen text) for a certain length of time for a specific player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows 'game text' (on-screen text) for a certain length of time for a specific player.
-
-| Name | Description |
-| -------------- | ----------------------------------------------------- |
-| playerid | The ID of the player to show the gametext for. |
-| const string[] | The text to be displayed. |
-| time | The duration of the text being shown in milliseconds. |
-| style | The style of text to be displayed. |
-
-## ส่งคืน
-
-1: The function executed successfully. Success is reported when the style and/or time is invalid. Nothing will happen though (no text displayed). May also cause game crashes.
-
-0: The function failed to execute. This means either the string is null or the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GameTextForPlayer(playerid, "Wasted", 5000, 2);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GameTextForAll](../functions/GameTextForAll): Display gametext to all players.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll): Show a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneCreate.md b/docs/translations/th/scripting/functions/GangZoneCreate.md
deleted file mode 100644
index 5d5211e1a9a..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneCreate.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: GangZoneCreate
-description: Create a gangzone (colored radar area).
-tags: ["gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Create a gangzone (colored radar area).
-
-| Name | Description |
-| ---- | ---------------------------------------------------- |
-| minx | The X coordinate for the west side of the gangzone. |
-| miny | The Y coordinate for the south side of the gangzone. |
-| maxx | The X coordinate for the east side of the gangzone. |
-| maxy | The Y coordinate for the north side of the gangzone. |
-
-## ส่งคืน
-
-The ID of the created zone, returns -1 if not created
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-```
-
-```
- MinY
- v
- MinX > *-------------
- | |
- | gangzone |
- | center |
- | |
- -------------* < MaxX
- ^
- MaxY
-```
-
-## บันทึà¸
-
-:::tip
-
-This function merely CREATES the gangzone, you must use GangZoneShowForPlayer or GangZoneShowForAll to show it.
-
-:::
-
-:::warning
-
-There is a limit of 1024 gangzones. Putting the parameters in the wrong order results in glitchy behavior.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneDestroy.md b/docs/translations/th/scripting/functions/GangZoneDestroy.md
deleted file mode 100644
index 56efd157700..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneDestroy.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GangZoneDestroy
-description: Destroy a gangzone.
-tags: ["gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroy a gangzone.
-
-| Name | Description |
-| ---- | ------------------------------ |
-| zone | The ID of the zone to destroy. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-
-GangZoneDestroy(gangzone);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneFlashForAll.md b/docs/translations/th/scripting/functions/GangZoneFlashForAll.md
deleted file mode 100644
index aa83b0d9a24..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneFlashForAll.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: GangZoneFlashForAll
-description: GangZoneFlashForAll flashes a gangzone for all players.
-tags: ["gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-GangZoneFlashForAll flashes a gangzone for all players.
-
-| Name | Description |
-| ---------- | ---------------------------------------------------------------------------------------------------------- |
-| zone | The zone to flash. |
-| flashcolor | The color to flash the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-
-public OnGameModeInit()
-{
- gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GangZoneFlashForAll(gangzone,COLOR_RED);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneFlashForPlayer.md b/docs/translations/th/scripting/functions/GangZoneFlashForPlayer.md
deleted file mode 100644
index 723d0eb11da..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneFlashForPlayer.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GangZoneFlashForPlayer
-description: Makes a gangzone flash for a player.
-tags: ["player", "gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Makes a gangzone flash for a player.
-
-| Name | Description |
-| ---------- | ---------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to flash the gangzone for. |
-| zone | The ID of the zone to flash. |
-| flashcolor | The color to flash the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-
-public OnGameModeInit()
-{
- gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneFlashForPlayer(playerid,gangzone,COLOR_RED);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneHideForAll.md b/docs/translations/th/scripting/functions/GangZoneHideForAll.md
deleted file mode 100644
index e2f13a33d09..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneHideForAll.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GangZoneHideForAll
-description: GangZoneHideForAll hides a gangzone from all players.
-tags: ["gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-GangZoneHideForAll hides a gangzone from all players.
-
-| Name | Description |
-| ---- | ----------------- |
-| zone | The zone to hide. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
-GangZoneHideForAll(gangzone);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneHideForPlayer.md b/docs/translations/th/scripting/functions/GangZoneHideForPlayer.md
deleted file mode 100644
index dc536d4cdc0..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneHideForPlayer.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GangZoneHideForPlayer
-description: Hides a gangzone for a player.
-tags: ["player", "gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Hides a gangzone for a player.
-
-| Name | Description |
-| -------- | ---------------------------------------------- |
-| playerid | The ID of the player to hide the gangzone for. |
-| zone | The ID of the zone to hide. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-
-public OnGameModeInit()
-{
- gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneShowForPlayer(playerid, gangzone, 0xFF0000FF);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GangZoneHideForPlayer(playerid,gangzone);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneShowForAll.md b/docs/translations/th/scripting/functions/GangZoneShowForAll.md
deleted file mode 100644
index f7d9628f8f7..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneShowForAll.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: GangZoneShowForAll
-description: Shows a gangzone with the desired color to all players.
-tags: ["gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows a gangzone with the desired color to all players.
-
-| Name | Description |
-| ----- | --------------------------------------------------------------------------------------------------------- |
-| zone | The ID of the gangzone to show (returned by GangZoneCreate). |
-| color | The color to show the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. |
-
-## ส่งคืน
-
-1: The function executed successfully. The gang zone was shown for all players.
-
-0: The function failed to execute. The gangzone does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gGangzone;
-
-public OnGameModeInit()
-{
- gGangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- if (IsPlayerAdmin(playerid))
- {
- GangZoneShowForAll(gGangzone, COLOR_RED);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneShowForPlayer.md b/docs/translations/th/scripting/functions/GangZoneShowForPlayer.md
deleted file mode 100644
index 390b074203d..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneShowForPlayer.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GangZoneShowForPlayer
-description: Show a gangzone for a player.
-tags: ["player", "gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Show a gangzone for a player. Must be created with GangZoneCreate first.
-
-| Name | Description |
-| -------- | --------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player you would like to show the gangzone for.. |
-| zone | The ID of the gang zone to show for the player. Returned by GangZoneCreate |
-| color | The color to show the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. |
-
-## ส่งคืน
-
-1 if the gangzone was shown, otherwise 0 (non-existant).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Zone;
-
-public OnGameModeInit()
-{
- Zone = GangZoneCreate(1082.962, -2787.229, 2942.549, -1859.51);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneShowForPlayer(playerid, Zone, 0xFFFF0096);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GangZoneStopFlashForAll.md b/docs/translations/th/scripting/functions/GangZoneStopFlashForAll.md
deleted file mode 100644
index 9263488e696..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneStopFlashForAll.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: GangZoneStopFlashForAll
-description: Stops a gangzone flashing for all players.
-tags: ["gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Stops a gangzone flashing for all players.
-
-| Name | Description |
-| ---- | ---------------------------------------------------------------- |
-| zone | The ID of the zone to stop flashing. Returned by GangZoneCreate. |
-
-## ส่งคืน
-
-1: The function executed successfully. Success is reported even if the gang zone wasn't flashing to begin with.
-
-0: The function failed to execute. The gangzone specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-
-public OnGameModeInit()
-{
- gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- GangZoneFlashForAll(gangzone, COLOR_RED);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneStopFlashForAll(gangzone);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
diff --git a/docs/translations/th/scripting/functions/GangZoneStopFlashForPlayer.md b/docs/translations/th/scripting/functions/GangZoneStopFlashForPlayer.md
deleted file mode 100644
index fe8601c32cb..00000000000
--- a/docs/translations/th/scripting/functions/GangZoneStopFlashForPlayer.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GangZoneStopFlashForPlayer
-description: Stops a gangzone flashing for a player.
-tags: ["player", "gangzone"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Stops a gangzone flashing for a player.
-
-| Name | Description |
-| -------- | ------------------------------------------------------- |
-| playerid | The ID of the player to stop the gangzone flashing for. |
-| zone | The ID of the gangzonezone to stop flashing. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new gangzone;
-
-public OnGameModeInit()
-{
- gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- GangZoneFlashForPlayer(playerid, gangzone, COLOR_RED);
- return 1;
-}
-
-public OnPlayerEnterVehicle(playerid, vehicleid)
-{
- GangZoneStopFlashForPlayer(playerid, gangzone);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone.
-- [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone.
-- [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player.
-- [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players.
-- [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player.
-- [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players.
-- [GangZoneFlashForPlayer](../functions/GangZoneFlashForPlayer): Make a gangzone flash for a player.
-- [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players.
-- [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
diff --git a/docs/translations/th/scripting/functions/GetActorFacingAngle.md b/docs/translations/th/scripting/functions/GetActorFacingAngle.md
deleted file mode 100644
index 76398a4e754..00000000000
--- a/docs/translations/th/scripting/functions/GetActorFacingAngle.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: GetActorFacingAngle
-description: Get the facing angle of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the facing angle of an actor.
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------------------------------------- |
-| actorid | The ID of the actor to get the facing angle of. Returned by CreateActor. |
-| &Float:ang | A float variable, passed by reference, in to which the actor's facing angle will be stored. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-The actor's facing angle is stored in the specified variable.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:angle;
-GetActorFacingAngle(actorid, angle);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetActorFacingAngle](../functions/SetActorFacingAngle): Set the facing angle of an actor.
-- [GetActorPos](../functions/GetActorPos): Get the position of an actor.
diff --git a/docs/translations/th/scripting/functions/GetActorHealth.md b/docs/translations/th/scripting/functions/GetActorHealth.md
deleted file mode 100644
index fc31c74af70..00000000000
--- a/docs/translations/th/scripting/functions/GetActorHealth.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: GetActorHealth
-description: Get the health of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the health of an actor.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------------------- |
-| actorid | The ID of the actor to get the health of. |
-| &Float:health | A float variable, passed by reference, in to which to store the actor's health. |
-
-## ส่งคืน
-
-1 - success
-
-0 - failure (i.e. actor is not created).
-
-NOTE: The actor's health is stored in the specified variable, not in the return value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as salesperson in Ammunation
- SetActorHealth(MyActor, 100);
-
- new Float:actorHealth;
- GetActorHealth(MyActor, actorHealth);
- printf("Actor ID %d has %.2f health.", MyActor, actorHealth);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/GetActorPoolSize.md b/docs/translations/th/scripting/functions/GetActorPoolSize.md
deleted file mode 100644
index 715f3d734b0..00000000000
--- a/docs/translations/th/scripting/functions/GetActorPoolSize.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: GetActorPoolSize
-description: Gets the highest actorid created on the server.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the highest actorid created on the server.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetAllActorsHealth(Float:health)
-{
- for(new i = 0, j = GetActorPoolSize(); i <= j; i++)
- {
- if (IsValidActor(i))
- {
- SetActorHealth(i, health);
- }
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateActor](../functions/CreateActor): Create an actor (static NPC).
-- [IsValidActor](../functions/isValidActor): Check if actor id is valid.
-- [SetActorHealth](../functions/SetActorHealth): Set the health of an actor.
diff --git a/docs/translations/th/scripting/functions/GetActorPos.md b/docs/translations/th/scripting/functions/GetActorPos.md
deleted file mode 100644
index 9420882e8e3..00000000000
--- a/docs/translations/th/scripting/functions/GetActorPos.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetActorPos
-description: Get the position of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the position of an actor.
-
-| Name | Description |
-| ------- | --------------------------------------------------------------------------------------- |
-| actorid | The ID of the actor to get the position of. Returned by CreateActor. |
-| X | A float variable, passed by reference, in which to store the X coordinate of the actor. |
-| Y | A float variable, passed by reference, in which to store the Y coordinate of the actor. |
-| Z | A float variable, passed by reference, in which to store the Z coordinate of the actor. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-The actor's position is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:x, Float:y, Float:z;
-GetActorPos(actorid, x, y, z);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetActorPos](../functions/SetActorPos): Set the position of an actor.
diff --git a/docs/translations/th/scripting/functions/GetActorVirtualWorld.md b/docs/translations/th/scripting/functions/GetActorVirtualWorld.md
deleted file mode 100644
index f3bbd85c45e..00000000000
--- a/docs/translations/th/scripting/functions/GetActorVirtualWorld.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: GetActorVirtualWorld
-description: Get the virtual world of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the virtual world of an actor.
-
-| Name | Description |
-| ------- | ------------------------------------------------ |
-| actorid | The ID of the actor to get the virtual world of. |
-
-## ส่งคืน
-
-The virtual world of the actor. By default this is 0. Also returns 0 if actor specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(...);
- SetActorVirtualWorld(MyActor, 69);
- return 1;
-}
-
-// Somewhere else
-if (GetActorVirtualWorld(MyActor) == 69)
-{
- // Do something
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetActorVirtualWorld](../functions/SetActorVirtualWorld): Set the virtual world of an actor.
diff --git a/docs/translations/th/scripting/functions/GetAnimationName.md b/docs/translations/th/scripting/functions/GetAnimationName.md
deleted file mode 100644
index c6b090ca2a6..00000000000
--- a/docs/translations/th/scripting/functions/GetAnimationName.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GetAnimationName
-description: Get the animation library/name for the index.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the animation library/name for the index.
-
-| Name | Description |
-| ---------- | --------------------------------------------------------- |
-| index | The animation index, returned by GetPlayerAnimationIndex. |
-| animlib[] | String variable that stores the animation library. |
-| len1 | Size of the string that stores the animation library. |
-| animname[] | String variable that stores the animation name. |
-| len2 | Size of the string that stores the animation name. |
-
-## ส่งคืน
-
-1 on success, 0 on failure.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- if (GetPlayerAnimationIndex(playerid))
- {
- new animlib[32];
- new animname[32];
- new msg[128];
- GetAnimationName(GetPlayerAnimationIndex(playerid),animlib,32,animname,32);
- format(msg, 128, "Running anim: %s %s", animlib, animname);
- SendClientMessage(playerid, 0xFFFFFFFF, msg);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerAnimationIndex](../functions/GetPlayerAnimationIndex): Returns the index of any running applied animations
diff --git a/docs/translations/th/scripting/functions/GetConsoleVarAsBool.md b/docs/translations/th/scripting/functions/GetConsoleVarAsBool.md
deleted file mode 100644
index ba579b4ebcc..00000000000
--- a/docs/translations/th/scripting/functions/GetConsoleVarAsBool.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: GetConsoleVarAsBool
-description: Get the boolean value of a console variable.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the boolean value of a console variable.
-
-| Name | Description |
-| --------------- | ----------------------------------------------------- |
-| const varname[] | The name of the boolean variable to get the value of. |
-
-## ส่งคืน
-
-The value of the specified console variable. 0 if the specified console variable is not a boolean or doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new queryEnabled = GetConsoleVarAsBool("query");
- if (!queryEnabled)
- {
- print("WARNING: Querying is disabled. The server will appear offline in the server browser.");
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Type 'varlist' in the server console to display a list of available console variables and their types.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetConsoleVarAsString](../functions/GetConsoleVarAsString): Retreive a server variable as a string.
-- [GetConsoleVarAsInt](../functions/GetConsoleVarAsInt): Retreive a server variable as an integer.
diff --git a/docs/translations/th/scripting/functions/GetConsoleVarAsInt.md b/docs/translations/th/scripting/functions/GetConsoleVarAsInt.md
deleted file mode 100644
index 4e035831770..00000000000
--- a/docs/translations/th/scripting/functions/GetConsoleVarAsInt.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetConsoleVarAsInt
-description: Get the integer value of a console variable.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the integer value of a console variable.
-
-| Name | Description |
-| --------------- | ----------------------------------------------------- |
-| const varname[] | The name of the integer variable to get the value of. |
-
-## ส่งคืน
-
-The value of the specified console variable. 0 if the specified console variable is not an integer or doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new serverPort = GetConsoleVarAsInt("port");
-printf("Server Port: %i", serverPort);
-```
-
-## บันทึà¸
-
-:::tip
-
-Type 'varlist' in the server console to display a list of available console variables and their types.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetConsoleVarAsString](../functions/GetConsoleVarAsString): Retreive a server variable as a string.
-- [GetConsoleVarAsBool](../functions/GetConsoleVarAsBool): Retreive a server variable as a boolean.
diff --git a/docs/translations/th/scripting/functions/GetConsoleVarAsString.md b/docs/translations/th/scripting/functions/GetConsoleVarAsString.md
deleted file mode 100644
index 20af6606068..00000000000
--- a/docs/translations/th/scripting/functions/GetConsoleVarAsString.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: GetConsoleVarAsString
-description: Get the string value of a console variable.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the string value of a console variable.
-
-| Name | Description |
-| --------------- | ------------------------------------------------------------ |
-| const varname[] | The name of the string variable to get the value of. |
-| buffer[] | An array into which to store the value, passed by reference. |
-| len | The length of the string that should be stored. |
-
-## ส่งคืน
-
-The length of the returned string. 0 if the specified console variable is not a string or doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new hostname[64];
- GetConsoleVarAsString("hostname", hostname, sizeof(hostname));
- printf("Hostname: %s", hostname);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-When filterscripts or plugins are specified as the varname, this function only returns the name of the first specified filterscript or plugin.
-
-:::
-
-:::tip
-
-Type 'varlist' in the server console to display a list of available console variables and their types.
-
-:::
-
-:::warning
-
-Using this function with anything other than a string (integer, boolean or float) will cause your server to crash. Using it with a nonexistent console variable will also cause your server to crash.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetConsoleVarAsInt](../functions/GetConsoleVarAsInt): Retreive a server variable as an integer.
-- [GetConsoleVarAsBool](../functions/GetConsoleVarAsBool): Retreive a server variable as a boolean.
diff --git a/docs/translations/th/scripting/functions/GetGravity.md b/docs/translations/th/scripting/functions/GetGravity.md
deleted file mode 100644
index 01a796297c1..00000000000
--- a/docs/translations/th/scripting/functions/GetGravity.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: GetGravity
-description: Get the currently set gravity.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the currently set gravity.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-#if !defined GetGravity
- native Float:GetGravity();
-#endif
-
-printf("Current gravity: %f", GetGravity());
-```
-
-## บันทึà¸
-
-:::warning
-
-This function is not defined by default. Add 'native Float:GetGravity();' under the inclusion of a_samp.inc to use it.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetGravity](../functions/SetGravity): Set the global gravity.
diff --git a/docs/translations/th/scripting/functions/GetMaxPlayers.md b/docs/translations/th/scripting/functions/GetMaxPlayers.md
deleted file mode 100644
index a1a6860a601..00000000000
--- a/docs/translations/th/scripting/functions/GetMaxPlayers.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: GetMaxPlayers
-description: Returns the maximum number of players that can join the server, as set by the server variable 'maxplayers' in server.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the maximum number of players that can join the server, as set by the server variable 'maxplayers' in server.cfg.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new str[128];
-format(str, sizeof(str), "There are %i slots on this server!", GetMaxPlayers());
-SendClientMessage(playerid, 0xFFFFFFFF, s);
-```
-
-## บันทึà¸
-
-:::warning
-
-This function can not be used in place of MAX_PLAYERS. It can not be used at compile time (e.g. for array sizes). MAX_PLAYERS should always be re-defined to what the 'maxplayers' var will be, or higher. See MAX_PLAYERS for more info.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerPoolSize](../functions/GetPlayerPoolSize): Gets the highest playerid connected to the server.
-- [IsPlayerConnected](../functions/IsPlayerConnected): Check if a player is connected to the server.
diff --git a/docs/translations/th/scripting/functions/GetNetworkStats.md b/docs/translations/th/scripting/functions/GetNetworkStats.md
deleted file mode 100644
index 8de5c7ed6d7..00000000000
--- a/docs/translations/th/scripting/functions/GetNetworkStats.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: GetNetworkStats
-description: Gets the server's network stats and stores them in a string.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the server's network stats and stores them in a string.
-
-| Name | Description |
-| ----------- | -------------------------------------------------------------- |
-| retstr[] | The string to store the network stats in, passed by reference. |
-| retstr_size | The length of the string to be stored. |
-
-## ส่งคืน
-
-This function always returns 1.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/netstats"))
- {
- new stats[400+1];
- GetNetworkStats(stats, sizeof(stats)); // get the servers networkstats
- ShowPlayerDialog(playerid, 0, DIALOG_STYLE_MSGBOX, "Server Network Stats", stats, "Close", "");
- }
- return 1;
-}
-```
-
-```
-Server Ticks: 200
-Messages in Send buffer: 0
-Messages sent: 142
-Bytes sent: 8203
-Acks sent: 11
-Acks in send buffer: 0
-Messages waiting for ack: 0
-Messages resent: 0
-Bytes resent: 0
-Packetloss: 0.0%
-Messages received: 54
-Bytes received: 2204
-Acks received: 0
-Duplicate acks received: 0
-Inst. KBits per second: 28.8
-KBits per second sent: 10.0
-KBits per second received: 2.7
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats): Gets a player networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/GetObjectModel.md b/docs/translations/th/scripting/functions/GetObjectModel.md
deleted file mode 100644
index 1701854883c..00000000000
--- a/docs/translations/th/scripting/functions/GetObjectModel.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: GetObjectModel
-description: Get the model ID of an object (CreateObject).
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the model ID of an object (CreateObject).
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| objectid | The ID of the object to get the model of |
-
-## ส่งคืน
-
-The model ID of the object. -1 if object does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new objectid = CreateObject(1234, 0, 0, 0, 0, 0, 0);
-new modelid = GetObjectModel(objectid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerObjectModel](../functions/GetPlayerObjectModel): Get the model ID of a player-object.
diff --git a/docs/translations/th/scripting/functions/GetObjectPos.md b/docs/translations/th/scripting/functions/GetObjectPos.md
deleted file mode 100644
index f03cc8646f9..00000000000
--- a/docs/translations/th/scripting/functions/GetObjectPos.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: GetObjectPos
-description: Get the position of an object.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the position of an object.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------- |
-| objectid | The ID of the object to get the position of.. |
-| &Float:X | A variable in which to store the X coordinate, passed by reference. |
-| &Float:Y | A variable in which to store the Y coordinate, passed by reference. |
-| &Float:Z | A variable in which to store the Z coordinate, passed by reference. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The specified object does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:x, Float:y, Float:z;
-GetObjectPos(objectid, x, y, z);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateObject](../functions/CreateObject): Create an object.
-- [DestroyObject](../functions/DestroyObject): Destroy an object.
-- [IsValidObject](../functions/IsValidObject): Checks if a certain object is vaild.
-- [MoveObject](../functions/MoveObject): Move an object.
-- [StopObject](../functions/StopObject): Stop an object from moving.
-- [SetObjectPos](../functions/SetObjectPos): Set the position of an object.
-- [SetObjectRot](../functions/SetObjectRot): Set the rotation of an object.
-- [GetObjectRot](../functions/GetObjectRot): Check the rotation of an object.
-- [AttachObjectToPlayer](../functions/AttachObjectToPlayer): Attach an object to a player.
-- [CreatePlayerObject](../functions/CreatePlayerObject): Create an object for only one player.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Destroy a player object.
-- [IsValidPlayerObject](../functions/IsValidPlayerObject): Checks if a certain player object is vaild.
-- [MovePlayerObject](../functions/MovePlayerObject): Move a player object.
-- [StopPlayerObject](../functions/StopPlayerObject): Stop a player object from moving.
-- [SetPlayerObjectPos](../functions/SetPlayerObjectPos): Set the position of a player object.
-- [SetPlayerObjectRot](../functions/SetPlayerObjectRot): Set the rotation of a player object.
-- [GetPlayerObjectPos](../functions/GetPlayerObjectPos): Locate a player object.
-- [GetPlayerObjectRot](../functions/GetPlayerObjectRot): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../functions/AttachPlayerObjectToPlayer): Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/GetObjectRot.md b/docs/translations/th/scripting/functions/GetObjectRot.md
deleted file mode 100644
index 8be47efe06f..00000000000
--- a/docs/translations/th/scripting/functions/GetObjectRot.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: GetObjectRot
-description: Use this function to get the objects current rotation.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Use this function to get the objects current rotation. The rotation is saved by reference in three RotX/RotY/RotZ variables.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------- |
-| objectid | The objectid of the object you want to get the rotation from. |
-| &Float:X | The variable to store the X rotation, passed by reference. |
-| &Float:Y | The variable to store the Y rotation, passed by reference. |
-| &Float:Z | The variable to store the Z rotation, passed by reference. |
-
-## ส่งคืน
-
-The object's rotation is stored in the referenced variables, not in the return value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:RotX,Float:RotY,Float:RotZ;
-GetObjectRot(objectid, RotX, RotY, RotZ);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetObjectPos](../functions/GetObjectPos): Locate an object.
-- [CreateObject](../functions/CreateObject): Create an object.
-- [DestroyObject](../functions/DestroyObject): Destroy an object.
-- [IsValidObject](../functions/IsValidObject): Checks if a certain object is vaild.
-- [MoveObject](../functions/MoveObject): Move an object.
-- [StopObject](../functions/StopObject): Stop an object from moving.
-- [SetObjectPos](../functions/SetObjectPos): Set the position of an object.
-- [SetObjectRot](../functions/SetObjectRot): Set the rotation of an object.
-- [GetObjectRot](../functions/GetObjectRot): Check the rotation of an object.
-- [AttachObjectToPlayer](../functions/AttachObjectToPlayer): Attach an object to a player.
-- [CreatePlayerObject](../functions/CreatePlayerObject): Create an object for only one player.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject): Destroy a player object.
-- [IsValidPlayerObject](../functions/IsValidPlayerObject): Checks if a certain player object is vaild.
-- [MovePlayerObject](../functions/MovePlayerObject): Move a player object.
-- [StopPlayerObject](../functions/StopPlayerObject): Stop a player object from moving.
-- [SetPlayerObjectPos](../functions/SetPlayerObjectPos): Set the position of a player object.
-- [SetPlayerObjectRot](../functions/SetPlayerObjectRot): Set the rotation of a player object.
-- [GetPlayerObjectPos](../functions/GetPlayerObjectPos): Locate a player object.
-- [GetPlayerObjectRot](../functions/GetPlayerObjectRot): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../functions/AttachPlayerObjectToPlayer): Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/GetPVarFloat.md b/docs/translations/th/scripting/functions/GetPVarFloat.md
deleted file mode 100644
index de2ee837957..00000000000
--- a/docs/translations/th/scripting/functions/GetPVarFloat.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: GetPVarFloat
-description: Gets a player variable as a float.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets a player variable as a float.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------- |
-| playerid | The ID of the player whose player variable you want to get. |
-| varname | The name of the player variable. |
-
-## ส่งคืน
-
-The float from the specified player variable
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-forward LoadPos(playerid);
-public LoadPos(playerid)
-{
- SetPlayerPos(playerid, GetPVarFloat(playerid,"xpos"), GetPVarFloat(playerid,"ypos"), GetPVarFloat(playerid,"zpos"));
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Variables aren't reset until after OnPlayerDisconnect is called, so the values are still accessible in OnPlayerDisconnect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPVarInt: Set an integer for a player variable.
-- GetPVarInt: Get the previously set integer from a player variable.
-- SetPVarString: Set a string for a player variable.
-- GetPVarString: Get the previously set string from a player variable.
-- SetPVarFloat: Set a float for a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/GetPVarInt.md b/docs/translations/th/scripting/functions/GetPVarInt.md
deleted file mode 100644
index 6c22f2efb34..00000000000
--- a/docs/translations/th/scripting/functions/GetPVarInt.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: GetPVarInt
-description: Gets an integer player variable's value.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets an integer player variable's value.
-
-| Name | Description |
-| -------- | --------------------------------------------------------------------------- |
-| playerid | The ID of the player whose player variable to get. |
-| varname | The name of the player variable (case-insensitive). Assigned in SetPVarInt. |
-
-## ส่งคืน
-
-The integer value of the specified player variable. It will still return 0 if the variable is not set, or the player does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDisconnect(playerid,reason)
-{
- printf("money: %d", GetPVarInt(playerid, "money")); // get the saved value ('money')
- // will print 'money: amount'
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Variables aren't reset until after OnPlayerDisconnect is called, so the values are still accessible in OnPlayerDisconnect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPVarInt: Set an integer for a player variable.
-- SetPVarString: Set a string for a player variable.
-- GetPVarString: Get the previously set string from a player variable.
-- SetPVarFloat: Set a float for a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/GetPVarNameAtIndex.md b/docs/translations/th/scripting/functions/GetPVarNameAtIndex.md
deleted file mode 100644
index 87c9cce3b03..00000000000
--- a/docs/translations/th/scripting/functions/GetPVarNameAtIndex.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: GetPVarNameAtIndex
-description: Retrieve the name of a player's pVar via the index.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieve the name of a player's pVar via the index.
-
-| Name | Description |
-| ------------- | -------------------------------------------------------------- |
-| playerid | The ID of the player whose player variable to get the name of. |
-| index | The index of the player's pVar. |
-| ret_varname[] | A string to store the pVar's name in, passed by reference. |
-| ret_len | The max length of the returned string, use sizeof(). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPVarType: Get the type of the player variable.
-- GetPVarInt: Get the previously set integer from a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- GetPVarString: Get the previously set string from a player variable.
diff --git a/docs/translations/th/scripting/functions/GetPVarString.md b/docs/translations/th/scripting/functions/GetPVarString.md
deleted file mode 100644
index 908f42b4397..00000000000
--- a/docs/translations/th/scripting/functions/GetPVarString.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: GetPVarString
-description: Gets a player variable as a string.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets a player variable as a string.
-
-| Name | Description |
-| -------------- | --------------------------------------------------------------------- |
-| playerid | The ID of the player whose player variable to get. |
-| varname | The name of the player variable, set by SetPVarString. |
-| &string_return | The array in which to store the string value in, passed by reference. |
-| len | The maximum length of the returned string. |
-
-## ส่งคืน
-
-The length of the string.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid,reason)
-{
- new playerName[MAX_PLAYER_NAME+1];
- GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
- SetPVarString(playerid, "PlayerName", playerName);
- return 1;
-}
-
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- new playerName[MAX_PLAYER_NAME+1];
- GetPVarString(playerid, "PlayerName", playerName, sizeof(playerName));
-
- printf("%s died.", playerName);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If length of string is zero (value not set), string_return text will not be updated or set to anything and will remain with old data, neccesying that you clear the variable to blank value if GetPVarString returns 0 if that behavior is undesired
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPVarString: Set a string for a player variable.
-- SetPVarInt: Set an integer for a player variable.
-- GetPVarInt: Get the previously set integer from a player variable.
-- SetPVarFloat: Set a float for a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/GetPVarType.md b/docs/translations/th/scripting/functions/GetPVarType.md
deleted file mode 100644
index 8e4a472c9ff..00000000000
--- a/docs/translations/th/scripting/functions/GetPVarType.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: GetPVarType
-description: Gets the type (integer, float or string) of a player variable.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the type (integer, float or string) of a player variable.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------- |
-| playerid | The ID of the player whose player variable to get the type of. |
-| varname | The name of the player variable to get the type of. |
-
-## ส่งคืน
-
-Returns the type of the PVar. See table below.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-stock PrintPVar(playerid, varname[])
-{
- switch(GetPVarType(playerid, varname))
- {
- case PLAYER_VARTYPE_NONE:
- {
- return 0;
- }
- case PLAYER_VARTYPE_INT:
- {
- printf("Integer PVar '%s': %i", varname, GetPVarInt(playerid, varname));
- }
- case PLAYER_VARTYPE_FLOAT:
- {
- printf("Float PVar '%s': %f", varname, GetPVarFloat(playerid, varname));
- }
- case PLAYER_VARTYPE_STRING:
- {
- new varstring[256];
- GetPVarString(playerid, varname, varstring);
-
- printf("String PVar '%s': %s", varname, varstring);
- }
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPVarInt: Set an integer for a player variable.
-- GetPVarInt: Get the previously set integer from a player variable.
-- SetPVarString: Set a string for a player variable.
-- GetPVarString: Get the previously set string from a player variable.
-- SetPVarFloat: Set a float for a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/GetPVarsUpperIndex.md b/docs/translations/th/scripting/functions/GetPVarsUpperIndex.md
deleted file mode 100644
index 8de24b0e9ee..00000000000
--- a/docs/translations/th/scripting/functions/GetPVarsUpperIndex.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: GetPVarsUpperIndex
-description: Each PVar (player-variable) has its own unique identification number for lookup, this function returns the highest ID set for a player.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Each PVar (player-variable) has its own unique identification number for lookup, this function returns the highest ID set for a player.
-
-| Name | Description |
-| -------- | ---------------------------------------------------- |
-| playerid | The ID of the player to get the upper PVar index of. |
-
-## ส่งคืน
-
-The highest set PVar ID.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Store the upper index in the variable 'PVarUpperIndex' + 1
-new PVarUpperIndex = GetPVarsUpperIndex(playerid) + 1;
-
-// This pVarCount variable will store how many pVars a player has set as we count them.
-new pVarCount;
-
-for(new i=0; i != PVarUpperIndex; i++) // Loop through all pVar IDs under the upper index
-{
- // At first, we need to get PVar name
- new pVarName[128];
- GetPVarNameAtIndex(playerid, i, pVarName, sizeof(pVarName));
- // If the var is set (type not 0), increment pVarCount.
- if (GetPVarType(playerid, pVarName)Â != 0)
- {
- pVarCount++;
- }
-}
-
-new szString[66];
-format(szString, sizeof(szString), "You have %i player-variables set. Upper index (highest ID): %i.", pVarCount, PVarUpperIndex-1);
-SendClientMessage(playerid, -1, szString);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPVarNameAtIndex: Get the player variable's name from its index.
-- GetPVarType: Get the type of the player variable.
diff --git a/docs/translations/th/scripting/functions/GetPlayerAmmo.md b/docs/translations/th/scripting/functions/GetPlayerAmmo.md
deleted file mode 100644
index 40a798d0965..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerAmmo.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: GetPlayerAmmo
-description: Gets the amount of ammo in a player's current weapon.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the amount of ammo in a player's current weapon.
-
-| Name | Description |
-| -------- | --------------------------------------- |
-| playerid | The ID of the player whose ammo to get. |
-
-## ส่งคืน
-
-The amount of ammo in the player's current weapon.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-ShowPlayerAmmo(playerid)
-{
- new ammo = GetPlayerAmmo(playerid);
- new infoString[16];
- format(infoString, sizeof(infoString), "Ammo: %i", ammo);
- SendClientMessage(playerid, -1, infoString);
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The ammo can hold 16-bit values, therefore values over 32767 will return erroneous values.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerAmmo](../functions/SetPlayerAmmo): Set the ammo of a specific player's weapon.
-- [GetPlayerWeaponData](../functions/GetPlayerWeaponData): Find out information about weapons a player has.
diff --git a/docs/translations/th/scripting/functions/GetPlayerAnimationIndex.md b/docs/translations/th/scripting/functions/GetPlayerAnimationIndex.md
deleted file mode 100644
index 04b5775294f..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerAnimationIndex.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: GetPlayerAnimationIndex
-description: Returns the index of any running applied animations.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the index of any running applied animations.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------- |
-| playerid | ID of the player of whom you want to get the animation index of. |
-
-## ส่งคืน
-
-0 if there is no animation applied
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- if (GetPlayerAnimationIndex(playerid))
- {
- new animlib[32];
- new animname[32];
- new msg[128];
- GetAnimationName(GetPlayerAnimationIndex(playerid),animlib,32,animname,32);
- format(msg, 128, "Running anim: %s %s", animlib, animname);
- SendClientMessage(playerid, 0xFFFFFFFF, msg);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetAnimationName](../functions/GetAnimationName): Get the animation library/name for the index.
diff --git a/docs/translations/th/scripting/functions/GetPlayerArmour.md b/docs/translations/th/scripting/functions/GetPlayerArmour.md
deleted file mode 100644
index f909fa02b47..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerArmour.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: GetPlayerArmour
-description: This function stores the armour of a player into a variable.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function stores the armour of a player into a variable.
-
-| Name | Description |
-| ------------- | --------------------------------------------------------- |
-| playerid | The ID of the player that you want to get the armour of. |
-| &Float:armour | The float to to store the armour in, passed by reference. |
-
-## ส่งคืน
-
-1 - success
-
-0 - failure (i.e. player not connected).
-
-The player's armour is stored in the specified variable.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:armour;
-GetPlayerArmour(playerid, armour);
-new s[40];
-format(s, sizeof(s), "SERVER: Your armour is %0.f percent", armour);
-SendClientMessage(playerid, 0xFFFFFFAA, s);
-```
-
-## บันทึà¸
-
-:::warning
-
-Even though the armour can be set to near infinite values on the server side, the individual clients will only report values up to 255. Anything higher will wrap around; 256 becomes 0, 257 becomes 1, etc. Armour is obtained rounded to integers: set 50.15, but get 50.0
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerArmour](../functions/SetPlayerArmour): Set the armour of a player.
-- [GetPlayerHealth](../functions/GetPlayerHealth): Find out how much health a player has.
-- [GetVehicleHealth](../functions/GetVehicleHealth): Check the health of a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraAspectRatio.md b/docs/translations/th/scripting/functions/GetPlayerCameraAspectRatio.md
deleted file mode 100644
index 6d947a187de..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraAspectRatio.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: GetPlayerCameraAspectRatio
-description: Retrieves the aspect ratio of a player's camera.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the aspect ratio of a player's camera.
-
-| Name | Description |
-| -------- | ------------------------------------------------------- |
-| playerid | The ID of the player to get the camera aspect ratio of. |
-
-## ส่งคืน
-
-The aspect ratio of the player's camera, as a float. The aspect ratio can be one of three values: 4:3 (1.3333334, Float:0x3FAAAAAB) when widescreen is turned off, 5:4 (1.2470589, Float:0x3F9F9FA0) when letterbox mode is turned on, and 16:9 (1.7764707, Float:0x3FE36364) when widescreen is turned on regardless of the letterbox mode.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new szString[144];
-format(szString, sizeof(szString), "Your aspect ratio: %f", GetPlayerCameraAspectRatio(playerid));
-SendClientMessage(playerid, -1, szString);
-```
-
-## บันทึà¸
-
-:::tip
-
-The return value of this function represents the value of the "widescreen" option in the game's display settings, not the actual aspect ratio of the player's display.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraZoom](../functions/GetPlayerCameraZoom): Get the zoom level of a player's camera.
-- [GetPlayerCameraPos](../functions/GetPlayerCameraPos): Find out where the player's camera is.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerVameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraFrontVector.md b/docs/translations/th/scripting/functions/GetPlayerCameraFrontVector.md
deleted file mode 100644
index bba1f460cb3..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraFrontVector.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: GetPlayerCameraFrontVector
-description: This function will return the current direction of player's aiming in 3-D space, the coords are relative to the camera position, see GetPlayerCameraPos.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function will return the current direction of player's aiming in 3-D space, the coords are relative to the camera position, see GetPlayerCameraPos.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------ |
-| playerid | The ID of the player you want to obtain the camera front vector of |
-| Float:x | A float to store the X coordinate, passed by reference. |
-| Float:y | A float to store the Y coordinate, passed by reference. |
-| Float:z | A float to store the Z coordinate, passed by reference. |
-
-## ส่งคืน
-
-The position is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// A simple command to manipulate this vector using the
-// positions from GetPlayerCameraPos. This command will create
-// a hydra missile in the direction of where the player is looking.
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/test camera vector"))
- {
- new
- Float:fPX, Float:fPY, Float:fPZ,
- Float:fVX, Float:fVY, Float:fVZ,
- Float:object_x, Float:object_y, Float:object_z;
-
- // Change me to change the scale you want. A larger scale increases the distance from the camera.
- // A negative scale will inverse the vectors and make them face in the opposite direction.
- const
- Float:fScale = 5.0;
-
- GetPlayerCameraPos(playerid, fPX, fPY, fPZ);
- GetPlayerCameraFrontVector(playerid, fVX, fVY, fVZ);
-
- object_x = fPX + floatmul(fVX, fScale);
- object_y = fPY + floatmul(fVY, fScale);
- object_z = fPZ + floatmul(fVZ, fScale);
-
- CreateObject(345, object_x, object_y, object_z, 0.0, 0.0, 0.0);
-
- return 1;
- }
-
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-In 0.3a the camera front vector is only obtainable when player is inside a rhino, S.W.A.T tank, fire truck, or on foot. Since 0.3b the camera data can be obtained when the player is in any vehicle or on foot.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraPos](../functions/GetPlayerCameraPos): Find out where the player's camera is.
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraMode.md b/docs/translations/th/scripting/functions/GetPlayerCameraMode.md
deleted file mode 100644
index ab1d06a1578..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraMode.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetPlayerCameraMode
-description: Returns the current GTA camera mode for the requested player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the current GTA camera mode for the requested player. The camera modes are useful in determining whether a player is aiming, doing a passenger driveby etc.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| playerid | The ID of the player whose camera mode to retrieve |
-
-## ส่งคืน
-
-The camera mode as an integer (or -1 if player is not connected)
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-/* when the player types 'cameramode' in to the chat box, they'll see this. */
-public OnPlayerText(playerid, text[])
-{
- if (strcmp(text, "cameramode", true) == 0)
- {
- new szMessage[22];
- format(szMessage, sizeof(szMessage), "Your camera mode: %d", GetPlayerCameraMode(playerid));
- SendClientMessage(playerid, 0xA9C4E4FF, szMessage);
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraPos](../functions/GetPlayerCameraPos): Find out where the player's camera is.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCameraFrontVector): Get the player's camera front vector
-- [SetPlayerCameraPos](../functions/SetPlayerCameraPos): Set a player's camera position.
-- [SetPlayerCameraLookAt](../functions/SetPlayerCameraLookAt): Set where a player's camera should face.
-- [SetCameraBehindPlayer](../functions/SetCameraBehindPlayer): Set a player's camera behind them.
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraPos.md b/docs/translations/th/scripting/functions/GetPlayerCameraPos.md
deleted file mode 100644
index 4dc35747b8f..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraPos.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: GetPlayerCameraPos
-description: Get the position of the player's camera.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the position of the player's camera.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------- |
-| playerid | The ID of the player to get the camera position of. |
-| Float:x | A float variable to store the X coordinate in, passed by reference. |
-| Float:y | A float variable to store the Y coordinate in, passed by reference. |
-| Float:z | A float variable to store the Z coordinate in, passed by reference. |
-
-## ส่งคืน
-
-The player's position is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDisconnect(playerid)
-{
- new Float:x, Float:y, Float:z;
- GetPlayerCameraPos(playerid, x, y, z);
-
- printf("The player left when they had their camera at %f,%f,%f.", x, y, z);
- // You could write this to a userfile.
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Player's camera positions are only updated once a second, unless aiming.It is recommended to set a 1 second timer if you wish to take action that relies on a player's camera position.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCameraPos](../functions/SetPlayerCameraPos): Set a player's camera position.
-- [GetPlayerCameraZoom](../functions/GetPlayerCameraZoom): Get the zoom level of a player's camera.
-- [GetPlayerCameraAspectRatio](../functions/GetPlayerCameraAspectRation): Get the aspect ratio of a player's camera.
-- [GetPlayerCameraMode](../functions/GetplayerCameraMode): Get a player's camera mode.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraTargetActor.md b/docs/translations/th/scripting/functions/GetPlayerCameraTargetActor.md
deleted file mode 100644
index ae345ddc734..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraTargetActor.md
+++ /dev/null
@@ -1,85 +0,0 @@
----
-title: GetPlayerCameraTargetActor
-description: Allows you to retrieve the ID of the actor the player is looking at (in any).
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to retrieve the ID of the actor the player is looking at (in any).
-
-| Name | Description |
-| -------- | ------------------------------------------------ |
-| playerid | The ID of the player to get the target actor of. |
-
-## ส่งคืน
-
-The ID of the actor the player is looking at.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new bool:ActorHandsup[MAX_ACTORS];
-
-public OnPlayerConnect(playerid)
-{
- EnablePlayerCameraTarget(playerid, 1);
- return 1;
-}
-
-public OnPlayerUpdate(playerid)
-{
- // Find out what actor (if any) the player is LOOKING at
- new playerTargetActor = GetPlayerCameraTargetActor(playerid);
-
- // If they ARE looking at ANY actor
- if (playerTargetActor != INVALID_ACTOR_ID)
- {
- // Store the player's weapon so we can check if they are armed
- new playerWeapon = GetPlayerWeapon(playerid);
-
- // Get the player's keys so we can check if they are aiming
- new keys, updown, leftright;
- GetPlayerKeys(playerid, keys, updown, leftright);
-
- // If the actor hasn't put its hands up yet, AND the player is ARMED
- if (!ActorHandsup[playerTargetActor] && playerWeapon >= 22 && playerWeapon <= 42 && keys & KEY_AIM)
- {
- // Apply 'hands up' animation
- ApplyActorAnimation(playerTargetActor, "SHOP", "SHP_HandsUp_Scr",4.1,0,0,0,1,0);
-
- // Set 'ActorHandsup' to true, so the animation won't keep being reapplied
- ActorHandsup[playerTargetActor] = true;
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function only tells you which actor (if any) the player is looking at. To find out if they are aiming at them, you need to use GetPlayerTargetActor.
-
-:::
-
-:::warning
-
-This function is disabled by default to save bandwidth. Use EnablePlayerCameraTarget to enable it for each player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerTargetActor](../functions/GetPlayerTargetActor): Gets id of an actor which is aimed by certain player.
-- [GetPlayerCameraTargetPlayer](../functions/GetPlayerCameratargetPlayer): Get the ID of the player a player is looking at.
-- [GetPlayerCameraTargetVehicle](../functions/GetPlayerCameraTargetVehicle): Get the ID of the vehicle a player is looking at.
-- [GetPlayerCameraTargetObject](../functions/GetPlayerCameraTargetObject): Get the ID of the object a player is looking at.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCaemraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraTargetObject.md b/docs/translations/th/scripting/functions/GetPlayerCameraTargetObject.md
deleted file mode 100644
index ee66a1c9868..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraTargetObject.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: GetPlayerCameraTargetObject
-description: Allows you to retrieve the ID of the object the player is looking at.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to retrieve the ID of the object the player is looking at.
-
-| Name | Description |
-| -------- | ----------------------------- |
-| playerid | The ID of the player to check |
-
-## ส่งคืน
-
-The ID of the object playerid is looking at. If INVALID_OBJECT_ID (65535) is returned, playerid isn't looking at any object.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new globalObjectID;
-public OnGameModeInit()
-{
- globalObjectID = CreateObject(1337, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/check", true))
- {
- new objectid = GetPlayerCameraTargetObject(playerid);
- if (objectid == globalObjectID)
- {
- SendClientMessage(playerid, -1, "You're looking at your object.");
- }
- else if (objectid == INVALID_OBJECT_ID) // INVALID_OBJECT_ID = 65535
- {
- SendClientMessage(playerid, -1, "You're not looking at any object.");
- }
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function is disabled by default to save bandwidth. Use EnablePlayerCameraTarget to enable it for each player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraTargetVehicle](../functions/GetplayerCameraTargetVehicle): Get the ID of the vehicle a player is looking at.
-- [GetPlayerCameraTargetPlayer](../functions/GetplayerCameraTargetPlayer): Get the ID of the player a player is looking at.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraTargetPlayer.md b/docs/translations/th/scripting/functions/GetPlayerCameraTargetPlayer.md
deleted file mode 100644
index 8e1a65fc862..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraTargetPlayer.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GetPlayerCameraTargetPlayer
-description: Allows you to retrieve the ID of the player the playerid is looking at.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to retrieve the ID of the player the playerid is looking at.
-
-| Name | Description |
-| -------- | ----------------------------- |
-| playerid | The ID of the player to check |
-
-## ส่งคืน
-
-The ID of the player the playerid is looking at
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new playerTarget = GetPlayerCameraTargetPlayer(playerid);
-
-if (IsPlayerAdmin(playerTarget))
-{
- GameTextForPlayer(playerid, "Looking at an admin", 3000, 3);
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Do not confuse this function with GetPlayerTargetPlayer. GetPlayerTargetPlayer returns the ID of the player playerid is aming at (with a weapon). GetPlayerCameraTargetPlayer returns the ID of the player playerid is looking at (reference point is the center of the screen).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraTargetActor](../functions/GetPlayerCameraTargetActor): Get the ID of the actor (if any) a player is looking at.
-- [GetPlayerCameraTargetVehicle](../functions/GetPlayerCameraTargetVehicle): Get the ID of the vehicle a player is looking at.
-- [GetPlayerCameraTargetObject](../functions/GetplayerCameraTargetObject): Get the ID of the object a player is looking at.
-- [GetPlayerCameraFrontVector](../functions/GetPlayercameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraTargetVehicle.md b/docs/translations/th/scripting/functions/GetPlayerCameraTargetVehicle.md
deleted file mode 100644
index 3ec3bb33dcf..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraTargetVehicle.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: GetPlayerCameraTargetVehicle
-description: Get the ID of the vehicle the player is looking at.
-tags: ["player", "vehicle"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the ID of the vehicle the player is looking at.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-
-## ส่งคืน
-
-The vehicle ID of the vehicle the player is looking at. INVALID_VEHICLE_ID if none.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new globalVehicleID;
-public OnGameModeInit()
-{
- globalVehicleID = CreateVehicle(596, 0, 0, 3, 0, 0, 0, -1, -1, -1);
- return 1;
-}
-
-public OnPlayerConnect(playerid)
-{
- EnablePlayerCameraTarget(playerid, true);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/check", true))
- {
- new vehicleid = GetPlayerCameraTargetVehicle(playerid);
- if (vehicleid == globalVehicleID)
- {
- SendClientMessage(playerid, -1, "You're looking at your vehicle!");
- }
- else
- {
- SendClientMessage(playerid, -1, "You're not looking at your vehicle.");
- }
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function can (obviously) only return one vehicle ID at a time, while the player may be looking at multiple. It generally seems to detect the closest vehicle first.
-
-:::
-
-:::warning
-
-This function is disabled by default to save bandwidth. Use EnablePlayerCameraTarget to enable it for each player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraTargetPlayer](../functions/GetPlayerCameraTargetPlayer): Get the ID of the player a player is looking at.
-- [GetPlayerCameraTargetObject](../functions/GetplayerCameraTargetObject): Get the ID of the object a player is looking at.
-- [EnablePlayerCameraTarget](../functions/EnablePlayerCameraTarget): Enable player camera targetting functions.
-- [GetPlayerCameraFrontVector](../functions/GetPlayercameraFrontVector): Get the player's camera fron
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraUpVector.md b/docs/translations/th/scripting/functions/GetPlayerCameraUpVector.md
deleted file mode 100644
index 331451a33fd..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraUpVector.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: GetPlayerCameraUpVector
-description: This function returns the vector, that points to the upside of the camera's view, or, in other words, to the middle top of your screen.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function returns the vector, that points to the upside of the camera's view, or, in other words, to the middle top of your screen.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------- |
-| playerid | The ID of the player you want to obtain the camera upvector of |
-| Float:x | A float to store the X coordinate, passed by reference. |
-| Float:y | A float to store the Y coordinate, passed by reference. |
-| Float:z | A float to store the Z coordinate, passed by reference. |
-
-## ส่งคืน
-
-The position is stored in the specified variables.
-
-## บันทึà¸
-
-:::warning
-
-This function was removed in SA-MP version 0.3b
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraPos](../functions/GetPlayerCameraPos): Find out where the player's camera is.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerCameraZoom.md b/docs/translations/th/scripting/functions/GetPlayerCameraZoom.md
deleted file mode 100644
index 5be4eddff39..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCameraZoom.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: GetPlayerCameraZoom
-description: Retrieves the game camera zoom level for a given player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the game camera zoom level for a given player.
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| playerid | The ID of the player to get the camera zoom level of. |
-
-## ส่งคืน
-
-The player's camera zoom level (camera, sniper etc.), a float.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new szString[144];
-format(szString, sizeof(szString), "Your camera zoom level: %f", GetPlayerCameraZoom(playerid));
-SendClientMessage(playerid, -1, szString);
-```
-
-## บันทึà¸
-
-:::tip
-
-This retrieves the zoom level of the GAME camera, not the camera WEAPON.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerCameraAspectRatio](../functions/GetPlayerCameraAspectRation): Get the aspect ratio of a player's camera.
-- [GetPlayerCameraPos](../functions/GetPlayerCameraPos): Find out where the player's camera is.
-- [GetPlayerCameraFrontVector](../functions/GetPlayerCameraFrontVector): Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/GetPlayerColor.md b/docs/translations/th/scripting/functions/GetPlayerColor.md
deleted file mode 100644
index 1f01f24b76c..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerColor.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetPlayerColor
-description: Gets the color of the player's name and radar marker.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the color of the player's name and radar marker. Only works after SetPlayerColor.
-
-| Name | Description |
-| -------- | ----------------------------------------- |
-| playerid | The ID of the player to get the color of. |
-
-## ส่งคืน
-
-The player's color. 0 if no color set or player not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SendClientMessage(playerid, GetPlayerColor(playerid), "This message is in your color :)");
-
-new output[144];
-format(output, sizeof(output), "You can also use the player's color for {%06x}color embedding!", GetPlayerColor(playerid) >>> 8);
-SendClientMessage(playerid, -1, output);
-// will output the message in white, with ''color embedding'' in the player's color
-```
-
-## บันทึà¸
-
-:::warning
-
-GetPlayerColor will return nothing (0) unless SetPlayerColor has been used first.Click HERE for a fix.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerColor](../functions/SetPlayerColor): Set a player's color.
-- [ChangeVehicleColor](../functions/ChangeVehicleColor): Set the color of a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetPlayerCustomSkin.md b/docs/translations/th/scripting/functions/GetPlayerCustomSkin.md
deleted file mode 100644
index 1adeeb789b9..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerCustomSkin.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: GetPlayerCustomSkin
-description: Returns the class of the players custom skin downloaded from the server.
-tags: ["player"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the class of the players custom skin downloaded from the server.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The player you want to get the skin from |
-
-## ส่งคืน
-
-The custom skin id that was specified in AddCharModel newid
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-playerskin = GetPlayerCustomSkin(playerid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerSkin](../functions/GetPlayerSkin): Get a player's current skin.
-- [SetPlayerSkin](../functions/SetPlayerSkin): Set a player's skin.
diff --git a/docs/translations/th/scripting/functions/GetPlayerDistanceFromPoint.md b/docs/translations/th/scripting/functions/GetPlayerDistanceFromPoint.md
deleted file mode 100644
index d97383c5fca..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerDistanceFromPoint.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: GetPlayerDistanceFromPoint
-description: Calculate the distance between a player and a map coordinate.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Calculate the distance between a player and a map coordinate.
-
-| Name | Description |
-| -------- | ---------------------------------------------------- |
-| playerid | The ID of the player to calculate the distance from. |
-| Float:X | The X map coordinate. |
-| Float:Y | The Y map coordinate. |
-| Float:Z | The Z map coordinate. |
-
-## ส่งคืน
-
-The distance between the player and the point as a float.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-/* when the player types '/vend' into the chat box, they'll see this.*/
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/vend", true) == 0)
- {
- new
- Float: fDistance = GetPlayerDistanceFromPoint(playerid, 237.9, 115.6, 1010.2),
- szMessage[44];
-
- format(szMessage, sizeof(szMessage), "You're %0.2f meters away from the vending machine.", fDistance);
- SendClientMessage(playerid, 0xA9C4E4FF, szMessage);
-
- return 1;
- }
-
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerInRangeOfPoint](../functions/IsPlayerInRangeOfPoint): Check whether a player is in range of a point.
-- [GetVehicleDistanceFromPoint](../functions/GetVehicleDistanceFromPoint): Get the distance between a vehicle and a point.
-- [GetPlayerPos](../functions/GetPlayerPos): Get a player's position.
diff --git a/docs/translations/th/scripting/functions/GetPlayerDrunkLevel.md b/docs/translations/th/scripting/functions/GetPlayerDrunkLevel.md
deleted file mode 100644
index 4b35d02ec60..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerDrunkLevel.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: GetPlayerDrunkLevel
-description: Checks the player's level of drunkenness.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks the player's level of drunkenness. If the level is less than 2000, the player is sober. The player's level of drunkness goes down slowly automatically (26 levels per second) but will always reach 2000 at the end (in 0.3b it will stop at zero). The higher drunkenness levels affect the player's camera, and the car driving handling. The level of drunkenness increases when the player drinks from a bottle (You can use SetPlayerSpecialAction to give them bottles).
-
-| Name | Description |
-| -------- | ------------------------------------------------------ |
-| playerid | The player you want to check the drunkenness level of. |
-
-## ส่งคืน
-
-An integer with the level of drunkenness of the player.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerStateChange(playerid, oldstate, newstate)
-{
- if (newstate == PLAYER_STATE_DRIVER && GetPlayerDrunkLevel(playerid) > 1999)
- {
- SendClientMessage(playerid,0xFFFFFFFF,"Don't drink and drive!");
- RemovePlayerFromVehicle(playerid);
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerDrunkLevel](../functions/SetPlayerDrunkLevel): Set a player's drunk level.
diff --git a/docs/translations/th/scripting/functions/GetPlayerFacingAngle.md b/docs/translations/th/scripting/functions/GetPlayerFacingAngle.md
deleted file mode 100644
index 7bb036a4c0e..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerFacingAngle.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: GetPlayerFacingAngle
-description: Gets the angle a player is facing.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the angle a player is facing.
-
-| Name | Description |
-| ---------- | ----------------------------------------------------- |
-| playerid | The player you want to get the angle of. |
-| &Float:ang | The Float to store the angle in, passed by reference. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player does not exist.
-
-The player's angle is stored in the specified variable.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:Angle, string[26];
-GetPlayerFacingAngle(playerid, Angle);
-format(string, sizeof(string), "Your facing angle: %0.2f", Angle);
-SendClientMessage(playerid, 0xFFFFFFFF, string);
-```
-
-## บันทึà¸
-
-:::tip
-
-Angles returned when inside a vehicle is rarely correct. To get the correct facing angle while inside a vehicle, use GetVehicleZAngle.
-
-:::
-
-:::warning
-
-Angles are reversed in GTA:SA; 90 degrees would be East in the real world, but in GTA:SA 90 degrees is in fact West. North and South are still 0/360 and 180. To convert this, simply do 360 - angle.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetVehicleZAngle](../functions/GetVehicleZAngle): Check the current angle of a vehicle.
-- [SetPlayerFacingAngle](../functions/SetPlayerFacingAngle): Set a player's facing angle.
diff --git a/docs/translations/th/scripting/functions/GetPlayerFightingStyle.md b/docs/translations/th/scripting/functions/GetPlayerFightingStyle.md
deleted file mode 100644
index 6ff58ce96be..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerFightingStyle.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: GetPlayerFightingStyle
-description: Get the fighting style the player currently using.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the fighting style the player currently using.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| playerid | The ID of the player to get the fighting style of. |
-
-## ส่งคืน
-
-The ID of the fighting style of the player.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (GetPlayerFightingStyle(playerid) == FIGHT_STYLE_NORMAL)
-{
- SendClientMessage(playerid,0xFFFFFFAA,"You are using normal fighting style!");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerFightingStyle](../functions/SetPlayerFightingStyle): Set a player's fighting style.
diff --git a/docs/translations/th/scripting/functions/GetPlayerHealth.md b/docs/translations/th/scripting/functions/GetPlayerHealth.md
deleted file mode 100644
index ff9a05b76fc..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerHealth.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GetPlayerHealth
-description: The function GetPlayerHealth allows you to retrieve the health of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-The function GetPlayerHealth allows you to retrieve the health of a player. Useful for cheat detection, among other things.
-
-| Name | Description |
-| ------------- | ------------------------------------------- |
-| playerid | The ID of the player. |
-| &Float:health | Float to store health, passed by reference. |
-
-## ส่งคืน
-
-1 - success
-
-0 - failure (i.e. player not connected).
-
-The player's health is stored in the specified variable.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Sets players health to 50 if it was lower than
-// 50 before, as soon as he typed /doctor
-
-if (strcmp(cmdtext, "/doctor", true) == 0)
-{
- new Float:health;
- GetPlayerHealth(playerid,health);
- if (health < 50.0)
- {
- SetPlayerHealth(playerid, 50.0);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Even though the health can be set to near infinite values on the server side, the individual clients will only report values up to 255. Anything higher will wrap around; 256 becomes 0, 257 becomes 1, etc. Health is obtained rounded to integers: set 50.15, but get 50.0
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerHealth](../functions/SetPlayerHealth): Set a player's health.
-- [GetVehicleHealth](../functions/GetVehicleHealth): Check the health of a vehicle.
-- [GetPlayerArmour](../functions/GetPlayerArmour): Find out how much armour a player has.
diff --git a/docs/translations/th/scripting/functions/GetPlayerInterior.md b/docs/translations/th/scripting/functions/GetPlayerInterior.md
deleted file mode 100644
index 9aa8ba3da4e..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerInterior.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: GetPlayerInterior
-description: Retrieves the player's current interior.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the player's current interior. A list of currently known interiors with their positions can be found on this page.
-
-| Name | Description |
-| -------- | ------------------------------------- |
-| playerid | The player to get the interior ID of. |
-
-## ส่งคืน
-
-The interior ID the player is currently in
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,text[])
-{
- if (strcmp(cmdtext,"/int",true) == 0)
- {
- new string[128];
- format(string, sizeof(string), "You are in interior %i",GetPlayerInterior(playerid));
- SendClientMessage(playerid, 0xFF8000FF, string);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Always returns 0 for NPCs.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerInterior](../functions/SetPlayerInterior): Set a player's interior.
-- [GetPlayerVirtualWorld](../functions/GetPlayerVirtualWorld): Check what virtual world a player is in.
diff --git a/docs/translations/th/scripting/functions/GetPlayerIp.md b/docs/translations/th/scripting/functions/GetPlayerIp.md
deleted file mode 100644
index 7faf99fee35..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerIp.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: GetPlayerIp
-description: Get the specified player's IP address and store it in a string.
-tags: ["player", "ip address"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the specified player's IP address and store it in a string.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------- |
-| playerid | The ID of the player to get the IP address of. |
-| ip[] | The string to store the player's IP address in, passed by reference. |
-| len | The maximum length of the IP address (recommended 16). |
-
-## ส่งคืน
-
-The player's IP address is stored in the specified array.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new plrIP[16];
- GetPlayerIp(playerid, plrIP, sizeof(plrIP));
- if (!strcmp(plrIP, "127.0.0.1"))
- {
- SendClientMessage(playerid, 0xFFFFFFFF, "Welcome to your server, master :)");
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-PAWN is case-sensitive. GetPlayerIP will not work.
-
-:::
-
-:::warning
-
-**SA-MP server**: This function **does not work** when used in [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect) because the player is already disconnected. It will return an invalid IP (255.255.255.255).
-Save players' IPs under [OnPlayerConnect](../callbacks/OnPlayerConnect) if they need to be used under [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect).
-
-**open.mp server**: This function **work** when used in [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort): Get a player's IP and port.
-- [GetPlayerName](../functions/GetPlayerName): Get a player's name.
-- [GetPlayerPing](../functions/GetPlayerPing): Get the ping of a player.
-- [GetPlayerVersion](../functions/GetPlayerVerion): Get a player's client-version.
-- [OnIncomingConnection](../callbacks/OnIncomingConnection): Called when a player is attempting to connect to the server.
-- [OnPlayerConnect](../callbacks/OnPlayerConnect): Called when a player connects to the server.
-- [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect): Called when a player leaves the server.
diff --git a/docs/translations/th/scripting/functions/GetPlayerKeys.md b/docs/translations/th/scripting/functions/GetPlayerKeys.md
deleted file mode 100644
index ba99520af1d..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerKeys.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: GetPlayerKeys
-description: Check which keys a player is pressing.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check which keys a player is pressing.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to get the keys of. |
-| keys | A set of bits containing the player's key states. This value is what is called a bit mask. Click here for a list of keys. |
-| updown | Up/down state. |
-| leftright | Left/right state. |
-
-## ส่งคืน
-
-The keys are stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new
- KEY:keys, updown, leftright;
-
- GetPlayerKeys(playerid, keys, updown, leftright);
-
- if (updown == KEY_UP)
- {
- SendClientMessage(playerid, -1, "UP");
- }
- else if (updown == KEY_DOWN)
- {
- SendClientMessage(playerid, -1, "DOWN");
- }
-
- if (leftright == KEY_LEFT)
- {
- SendClientMessage(playerid, -1, "LEFT");
- }
- else if (leftright == KEY_RIGHT)
- {
- SendClientMessage(playerid, -1, "RIGHT");
- }
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Only the FUNCTION of keys can be detected; not actual keys. For example, it is not possible to detect if a player presses SPACE, but you can detect if they press SPRINT (which can be mapped (assigned/binded) to ANY key (but is space by default)). As of update 0.3.7, the keys "A" and "D" are not recognized when in a vehicle. However, keys "W" and "S" can be detected with the "keys" parameter.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/GetPlayerLastShotVectors.md b/docs/translations/th/scripting/functions/GetPlayerLastShotVectors.md
deleted file mode 100644
index e5b889101c6..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerLastShotVectors.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: GetPlayerLastShotVectors
-description: Retrieves the start and end (hit) position of the last bullet a player fired.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the start and end (hit) position of the last bullet a player fired.
-
-| Name | Description |
-| --------------- | --------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to get the last bullet shot information of. |
-| &Float:fOriginX | A float variable in which to save the X coordinate of where the bullet originated from. |
-| &Float:fOriginY | A float variable in which to save the Y coordinate of where the bullet originated from. |
-| &Float:fOriginZ | A float variable in which to save the Z coordinate of where the bullet originated from. |
-| &Float:fHitPosX | A float variable in which to save the X coordinate of where the bullet hit. |
-| &Float:fHitPosY | A float variable in which to save the Y coordinate of where the bullet hit. |
-| &Float:fHitPosY | A float variable in which to save the Z coordinate of where the bullet hit. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-The position of the last bullet is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/lastshot", true) == 0)
- {
- new lsString[128],
- Float:fOriginX, Float:fOriginY, Float:fOriginZ,
- Float:fHitPosX, Float:fHitPosY, Float:fHitPosZ;
-
- GetPlayerLastShotVectors(playerid, fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ);
- format(lsString, 128, "Last Shot Information: Origin: %f, %f, %f. Hit position: %f, %f, %f", fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ);
- SendClientMessage(playerid, -1, lsString);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function will only work when lag compensation is enabled. If the player hit nothing, the hit positions will be 0. This means you can't currently calculate how far a bullet travels through open air.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerWeaponData: Find out information about weapons a player has.
-- GetPlayerWeapon: Check what weapon a player is currently holding.
-- VectorSize: Get the length (norm) of a vector.
-- OnPlayerWeaponShot: Called when a player fires a weapon.
diff --git a/docs/translations/th/scripting/functions/GetPlayerMenu.md b/docs/translations/th/scripting/functions/GetPlayerMenu.md
deleted file mode 100644
index c1a21f3d861..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerMenu.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetPlayerMenu
-description: Gets the ID of the menu the player is currently viewing (shown by ShowMenuForPlayer).
-tags: ["player", "menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the ID of the menu the player is currently viewing (shown by ShowMenuForPlayer).
-
-| Name | Description |
-| -------- | ------------------------------------------------ |
-| playerid | The ID of the player to get the current menu of. |
-
-## ส่งคืน
-
-The ID of the player's currently shown menu, or INVALID_MENU (255) if no menu shown. Value returned is tagged with Menu:.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:CurrentMenu = GetPlayerMenu(playerid); // Store the player's current menu in 'CurrentMenu'
-```
-
-## บันทึà¸
-
-:::tip
-
-Returns previous menu when none is displayed.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- ShowMenuForPlayer: Show a menu for a player.
-- HideMenuForPlayer: Hide a menu for a player.
-- CreateMenu: Create a menu.
-- DestroyMenu: Destroy a menu.
-- AddMenuItem: Add an item to a menu.
-- OnPlayerSelectedMenuRow: Called when a player selected a row in a menu.
-- OnPlayerExitedMenu: Called when a player exits a menu.
diff --git a/docs/translations/th/scripting/functions/GetPlayerMoney.md b/docs/translations/th/scripting/functions/GetPlayerMoney.md
deleted file mode 100644
index aa5f6e653d5..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerMoney.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: GetPlayerMoney
-description: Retrieves the amount of money a player has.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the amount of money a player has.
-
-| Name | Description |
-| -------- | ----------------------------------------- |
-| playerid | The ID of the player to get the money of. |
-
-## ส่งคืน
-
-The amount of money the player has.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- new string[32];
- format(string, sizeof(string), "Your money: $%i.", GetPlayerMoney(playerid));
- SendClientMessage(playerid, 0xFFFFFFAA, string);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GivePlayerMoney: Give a player money.
-- ResetPlayerMoney: Set the money of a player to \$0.
diff --git a/docs/translations/th/scripting/functions/GetPlayerName.md b/docs/translations/th/scripting/functions/GetPlayerName.md
deleted file mode 100644
index 25bb0d4f506..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerName.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: GetPlayerName
-description: Get a player's name.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get a player's name.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to get the name of. |
-| name[] | An array into which to store the name, passed by reference. |
-| len | The length of the string that should be stored. Recommended to be MAX_PLAYER_NAME + 1. The + 1 is necessary to account for the null terminator. |
-
-## ส่งคืน
-
-The player's name is stored in the specified array.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- // Get the name of the player that connected and display a join message to other players
-
- new name[MAX_PLAYER_NAME + 1];
- GetPlayerName(playerid, name, sizeof(name));
-
- new string[MAX_PLAYER_NAME + 23 + 1];
- format(string, sizeof(string), "%s has joined the server.", name);
- SendClientMessageToAll(0xC4C4C4FF, string);
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-A player's name can be up to 24 characters long (as of 0.3d R2) by using SetPlayerName. This is defined in a_samp.inc as MAX_PLAYER_NAME. However, the client can only join with a nickname between 3 and 20 characters, otherwise the connection will be rejected and the player has to quit to choose a valid name.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerName: Set a player's name.
-- GetPlayerIp: Get a player's IP.
-- GetPlayerPing: Get the ping of a player.
-- GetPlayerScore: Get the score of a player.
-- GetPlayerVersion: Get a player's client-version.
diff --git a/docs/translations/th/scripting/functions/GetPlayerNetworkStats.md b/docs/translations/th/scripting/functions/GetPlayerNetworkStats.md
deleted file mode 100644
index 9d8d7c0251a..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerNetworkStats.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: GetPlayerNetworkStats
-description: Gets a player's network stats and saves them into a string.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets a player's network stats and saves them into a string.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------- |
-| playerid | The ID of the player you want to get the networkstats of. |
-| retstr[] | The string to store the networkstats in, passed by reference. |
-| retstr_size | The length of the string that should be stored. |
-
-## ส่งคืน
-
-This function always returns 1.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/mynetstats"))
- {
- new stats[400+1];
- GetPlayerNetworkStats(playerid, stats, sizeof(stats)); // get your own networkstats
- ShowPlayerDialog(playerid, 0, DIALOG_STYLE_MSGBOX, "My NetworkStats", stats, "Okay", "");
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function may not return accurate data when used under OnPlayerDisconnect if the player has quit normally. It usually returns accurate data if the player has been kicked or has timed out.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetNetworkStats: Gets the servers networkstats and saves it into a string.
-- NetStats_GetConnectedTime: Get the time that a player has been connected for.
-- NetStats_MessagesReceived: Get the number of network messages the server has received from the player.
-- NetStats_BytesReceived: Get the amount of information (in bytes) that the server has received from the player.
-- NetStats_MessagesSent: Get the number of network messages the server has sent to the player.
-- NetStats_BytesSent: Get the amount of information (in bytes) that the server has sent to the player.
-- NetStats_MessagesRecvPerSecond: Get the number of network messages the server has received from the player in the last second.
-- NetStats_PacketLossPercent: Get a player's packet loss percent.
-- NetStats_ConnectionStatus: Get a player's connection status.
-- NetStats_GetIpPort: Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/GetPlayerObjectModel.md b/docs/translations/th/scripting/functions/GetPlayerObjectModel.md
deleted file mode 100644
index eee8aa2d861..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerObjectModel.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: GetPlayerObjectModel
-description: Retrieve the model ID of a player-object.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieve the model ID of a player-object.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------- |
-| playerid | The ID of the player whose player-object to get the model of |
-| objectid | The ID of the player-object of which to retrieve the model ID |
-
-## ส่งคืน
-
-The model ID of the player object. If the player or object don't exist, it will return -1 or 0 if the player or object does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new objectid = CreatePlayerObject(playerid, 1234, 0, 0, 0, 0, 0, 0);
-new modelid = GetPlayerObjectModel(playerid, objectid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetObjectModel: Get the model ID of an object.
diff --git a/docs/translations/th/scripting/functions/GetPlayerObjectPos.md b/docs/translations/th/scripting/functions/GetPlayerObjectPos.md
deleted file mode 100644
index a1ac13bcb2f..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerObjectPos.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GetPlayerObjectPos
-description: Get the position of a player object (CreatePlayerObject).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the position of a player object (CreatePlayerObject).
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------- |
-| playerid | The ID of the player whose player object to get the position of. |
-| objectid | The object's id of which you want the current location. |
-| &Float:X | A float variable in which to store the X coordinate, passed by reference. |
-| &Float:Y | A float variable in which to store the Y coordinate, passed by reference. |
-| &Float:Z | A float variable in which to store the Z coordinate, passed by reference. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player and/or the object don't exist.
-
-The object's position is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:x, Float:y, Float:z;
-GetPlayerObjectPos(playerid, objectid, x, y, z);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- StopObject: Stop an object from moving.
-- SetObjectPos: Set the position of an object.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/GetPlayerObjectRot.md b/docs/translations/th/scripting/functions/GetPlayerObjectRot.md
deleted file mode 100644
index 0443df9e445..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerObjectRot.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GetPlayerObjectRot
-description: Use this function to get the object's current rotation.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Use this function to get the object's current rotation. The rotation is saved by reference in three RotX/RotY/RotZ variables.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------- |
-| playerid | The player you associated this object to. |
-| objectid | The objectid of the object you want to get the rotation from. |
-| &Float:X | The variable to store the X rotation, passed by reference. |
-| &Float:Y | The variable to store the Y rotation, passed by reference. |
-| &Float:Z | The variable to store the Z rotation, passed by reference. |
-
-## ส่งคืน
-
-The object's rotation is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-GetPlayerObjectRot(playerid, objectid, RotX, RotY, RotZ);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- StopObject: Stop an object from moving.
-- SetObjectPos: Set the position of an object.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/GetPlayerPing.md b/docs/translations/th/scripting/functions/GetPlayerPing.md
deleted file mode 100644
index 81bf134c729..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerPing.md
+++ /dev/null
@@ -1,70 +0,0 @@
----
-title: GetPlayerPing
-description: Get the ping of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the ping of a player. The ping measures the amount of time it takes for the server to 'ping' the client and for the client to send the message back.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player to get the ping of. |
-
-## ส่งคืน
-
-The current ping of the player (expressed in milliseconds).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Declare an array of all possible timer identifiers for timers for kicking players with
-// generally high ping with default value of 0
-new
- gPlayerPingTimer[MAX_PLAYERS] = {0, ...};
-
-// A constant (nice documentation :))
-const
- MAX_ACCEPTED_PING = 500;
-
-public OnPlayerConnect(playerid)
-{
- // Initiate the timer and assign the variable the identifier of the timer
- gPlayerPingTimer[playerid] = SetTimerEx("Ping_Timer", 3 * 1000, true, "i", playerid);
-}
-
-public OnPlayerDisconnect(playerid, reason)
-{
- // Kill the timer and reset the value to invalid
- KillTimer(gPlayerPingTimer[playerid]);
- gPlayerPingTimer[playerid] = 0;
-}
-
-// A forwarded function (callback)
-forward public Ping_Timer(playerid);
-public Ping_Timer(playerid)
-{
- // Kick player if their ping is more than the generally accepted high ping
- if (GetPlayerPing(playerid) > MAX_ACCEPTED_PING)
- {
- SendClientMessageToAll()
- Kick(playerid);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Player's ping may be 65535 for a while after a player connects
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerIp: Get a player's IP.
-- GetPlayerName: Get a player's name.
-- GetPlayerVersion: Get a player's client-version.
diff --git a/docs/translations/th/scripting/functions/GetPlayerPoolSize.md b/docs/translations/th/scripting/functions/GetPlayerPoolSize.md
deleted file mode 100644
index abe5c148b5e..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerPoolSize.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetPlayerPoolSize
-description: Gets the highest playerid currently in use on the server.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the highest playerid currently in use on the server.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-FreezeAll()
-{
- // note that we assign the return value to a new variable (j) to avoid calling the function with each iteration
- for(new i = 0, j = GetPlayerPoolSize(); i <= j; i++)
- {
- TogglePlayerControllable(i, 0);
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehiclePoolSize: Gets the highest vehicleid currently in use on the server.
-- GetMaxPlayers: Gets the maximum number of players that can join the server.
diff --git a/docs/translations/th/scripting/functions/GetPlayerPos.md b/docs/translations/th/scripting/functions/GetPlayerPos.md
deleted file mode 100644
index 3fe90761b16..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerPos.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: GetPlayerPos
-description: Get the position of a player, represented by X, Y and Z coordinates.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the position of a player, represented by X, Y and Z coordinates.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------------- |
-| playerid | The ID of the player to get the position of. |
-| &Float:x | A float variable in which to store the X coordinate in, passed by reference. |
-| &Float:y | A float variable in which to store the Y coordinate in, passed by reference. |
-| &Float:z | A float variable in which to store the Z coordinate in, passed by reference. |
-
-## ส่งคืน
-
-true on success.
-
-false on failure (i.e. player not connected).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- // Declare 3 float variables to store the X, Y and Z coordinates in
- new Float:x, Float:y, Float:z;
-
- // Use GetPlayerPos, passing the 3 float variables we just created
- GetPlayerPos(playerid, x, y, z);
-
- // Create a cash pickup at the player's position
- CreatePickup(1212, 4, x, y, z, -1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function is known to return unreliable values when used in OnPlayerDisconnect and OnPlayerRequestClass. This is because the player is not spawned.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerPos: Set a player's position.
-- GetVehiclePos: Get the position of a vehicle.
-- IsPlayerInRangeOfPoint: Check whether a player is in range of a point.
-- GetPlayerDistanceFromPoint: Get the distance between a player and a point.
diff --git a/docs/translations/th/scripting/functions/GetPlayerScore.md b/docs/translations/th/scripting/functions/GetPlayerScore.md
deleted file mode 100644
index dc32418709a..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerScore.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GetPlayerScore
-description: This function returns a player's score as it was set using SetPlayerScore.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function returns a player's score as it was set using SetPlayerScore
-
-| Name | Description |
-| -------- | ------------------------------- |
-| playerid | The player to get the score of. |
-
-## ส่งคืน
-
-The player's score.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,text[])
-{
- if (!strcmp(cmdtext,"/score",true))
- {
- new string[128];
- format(string, sizeof(string), "Score: %i",GetPlayerScore(playerid));
- SendClientMessage(playerid, COLOR_ORANGE, string);
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerScore: Set the score of a player.
-- GetPlayerPing: Get the ping of a player.
diff --git a/docs/translations/th/scripting/functions/GetPlayerSkin.md b/docs/translations/th/scripting/functions/GetPlayerSkin.md
deleted file mode 100644
index e87149e3ce1..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerSkin.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: GetPlayerSkin
-description: Returns the class of the players skin.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the class of the players skin
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The player you want to get the skin from |
-
-## ส่งคืน
-
-The skin id (0 if invalid)
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-playerskin = GetPlayerSkin(playerid);
-```
-
-## บันทึà¸
-
-:::tip
-
-Returns the new skin after SetSpawnInfo is called but before the player actually respawns to get the new skin. Returns the old skin if the player was spawned through SpawnPlayer function.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerSkin: Set a player's skin.
diff --git a/docs/translations/th/scripting/functions/GetPlayerSpecialAction.md b/docs/translations/th/scripting/functions/GetPlayerSpecialAction.md
deleted file mode 100644
index 0911d1ad380..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerSpecialAction.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: GetPlayerSpecialAction
-description: Retrieves a player's current special action.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves a player's current special action.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| playerid | The ID of the player to get the special action of. |
-
-## ส่งคืน
-
-The special action of the player (see: [Special Actions](../../scripting/resources/specialactions.md)).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- // Ban players if they have a jetpack
- if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_USEJETPACK)
- {
- Ban(playerid);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerSpecialAction: Set a player's special action.
-- GetPlayerState: Get a player's current state.
diff --git a/docs/translations/th/scripting/functions/GetPlayerState.md b/docs/translations/th/scripting/functions/GetPlayerState.md
deleted file mode 100644
index fd862cf5b97..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerState.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: GetPlayerState
-description: Get a player's current state.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get a player's current state.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player to get the current state of. |
-
-## ส่งคืน
-
-The player's current state as an integer (see: [Player States](../../scripting/resources/playerstates.md)).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- new playerState = GetPlayerState(killerid); // Get the killer's state
-
- if (playerState == PLAYER_STATE_DRIVER) // If the killer was in a vehicle
- {
- //It's a driver drive-by, take some money
- GivePlayerMoney(killerid, -10000);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerSpecialAction: Get a player's current special action.
-- SetPlayerSpecialAction: Set a player's special action.
-- OnPlayerStateChange: Called when a player changes state.
diff --git a/docs/translations/th/scripting/functions/GetPlayerSurfingObjectID.md b/docs/translations/th/scripting/functions/GetPlayerSurfingObjectID.md
deleted file mode 100644
index e44795bd2de..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerSurfingObjectID.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetPlayerSurfingObjectID
-description: Returns the ID of the object the player is surfing on.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the ID of the object the player is surfing on.
-
-| Name | Description |
-| -------- | --------------------------------------- |
-| playerid | The ID of the player surfing the object |
-
-## ส่งคืน
-
-The ID of the moving object the player is surfing. If the player isn't surfing a moving object, it will return INVALID_OBJECT_ID
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-/* when the player types 'objectsurfing' in to the chat box, they'll see this.*/
-public OnPlayerText(playerid, text[])
-{
- if (strcmp(text, "objectsurfing", true) == 0)
- {
- new
- szMessage[30];
-
- format(szMessage, sizeof(szMessage), "You're surfing on object #%d.", GetPlayerSurfingObjectID(playerid));
- SendClientMessage(playerid, 0xA9C4E4FF, szMessage);
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/GetPlayerSurfingVehicleID.md b/docs/translations/th/scripting/functions/GetPlayerSurfingVehicleID.md
deleted file mode 100644
index c7019e9ecb7..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerSurfingVehicleID.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: GetPlayerSurfingVehicleID
-description: Get the ID of the vehicle that the player is surfing (stuck to the roof of).
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the ID of the vehicle that the player is surfing (stuck to the roof of).
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------- |
-| playerid | The ID of the player you want to know the surfing vehicle ID of. |
-
-## ส่งคืน
-
-The ID of the vehicle that the player is surfing. If they are not surfing a vehicle or the vehicle they are surfing has no driver, INVALID_VEHICLE_ID. If the player specified is not connected, INVALID_VEHICLE_ID also.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new surf = GetPlayerSurfingVehicleID(playerid);
-if (surf == INVALID_VEHICLE_ID)
-{
- SendClientMessage(playerid, COLOR_RED, "You are not surfing.");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerVehicleID: Get the ID of the vehicle the player is in.
-- GetPlayerVehicleSeat: Check what seat a player is in.
diff --git a/docs/translations/th/scripting/functions/GetPlayerTargetActor.md b/docs/translations/th/scripting/functions/GetPlayerTargetActor.md
deleted file mode 100644
index 15f447afacc..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerTargetActor.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: GetPlayerTargetActor
-description: Gets id of an actor which is aimed by certain player.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets id of an actor which is aimed by certain player.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the target of. |
-
-## ส่งคืน
-
-The ID of the targeted actor, or INVALID_ACTOR_ID if none.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- new actorid = GetPlayerTargetActor(playerid);
-
- new string[32];
- format(string, sizeof(string), "You are aiming at actor id %d", actorid);
- SendClientMessage(playerid, -1, string);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Does not work for joypads/controllers, and after a certain distance. Does not work for the sniper rifle, as it doesn't lock on to anything and as such can't and won't return a player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerCameraTargetActor: Get the ID of the actor (if any) a player is looking at.
-- GetPlayerCameraFrontVector: Get the player's camera front vector
-- OnPlayerGiveDamageActor: This callback is called when a player gives damage to an actor.
diff --git a/docs/translations/th/scripting/functions/GetPlayerTargetPlayer.md b/docs/translations/th/scripting/functions/GetPlayerTargetPlayer.md
deleted file mode 100644
index fb935b57841..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerTargetPlayer.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: GetPlayerTargetPlayer
-description: Check who a player is aiming at.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check who a player is aiming at.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the target of. |
-
-## ส่งคืน
-
-The ID of the target player, or INVALID_PLAYER_ID if none.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- // Store the ID
- new targetplayer = GetPlayerTargetPlayer(playerid);
- if (GetPlayerTeam(targetplayer) == GetPlayerTeam(playerid) && targetplayer != INVALID_PLAYER_ID)
- {
- GameTextForPlayer(playerid, "~R~do not shoot at team-mates!", 5000, 3);
- }
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Does not work for joypads/controllers, and after a certain distance. Does not work for the sniper rifle, as it doesn't lock on to anything and as such can't and won't return a player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerCameraFrontVector: Get the player's camera front vector
-- OnPlayerGiveDamage: This callback is called when a player gives damage.
-- OnPlayerTakeDamage: This callback is called when a player takes damage.
diff --git a/docs/translations/th/scripting/functions/GetPlayerTeam.md b/docs/translations/th/scripting/functions/GetPlayerTeam.md
deleted file mode 100644
index dfe0dd4d1c8..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerTeam.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetPlayerTeam
-description: Get the ID of the team the player is on.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the ID of the team the player is on.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player to get the team of. |
-
-## ส่งคืน
-
-0-254: The player's team. (0 is a valid team)
-
-255: Defined as NO_TEAM. The player is not on any team.
-
--1: The function failed to execute. Player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- // Players who are in team 1 should spawn at Las Venturas airport.
-
- if (GetPlayerTeam(playerid) == 1)
- {
- SetPlayerPos(playerid, 1667.8909, 1405.5618, 10.7801);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerTeam: Set a player's team.
-- SetTeamCount: Set the number of teams available.
diff --git a/docs/translations/th/scripting/functions/GetPlayerTime.md b/docs/translations/th/scripting/functions/GetPlayerTime.md
deleted file mode 100644
index 4ced2ef96c6..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerTime.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: GetPlayerTime
-description: Get the player's current game time.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the player's current game time. Set by SetWorldTime, or by the game automatically if TogglePlayerClock is used.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------- |
-| playerid | The ID of the player to get the game time of. |
-| &hour | A variable in which to store the hour, passed by reference. |
-| &minute | A variable in which to store the minutes, passed by reference. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-The current game time is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new hour, minutes;
-GetPlayerTime(playerid, hour, minutes);
-if (hour == 13 && minutes == 37)
-{
- SendClientMessage(playerid, COLOR_WHITE, "The time is 13:37!");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerTime: Set a player's time.
-- SetWorldTime: Set the global server time.
-- TogglePlayerClock: Toggle the clock in the top-right corner.
diff --git a/docs/translations/th/scripting/functions/GetPlayerVehicleID.md b/docs/translations/th/scripting/functions/GetPlayerVehicleID.md
deleted file mode 100644
index 3b55cb2de35..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerVehicleID.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: GetPlayerVehicleID
-description: This function gets the ID of the vehicle the player is currently in.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function gets the ID of the vehicle the player is currently in. Note: NOT the model id of the vehicle. See GetVehicleModel for that.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------ |
-| playerid | The ID of the player in the vehicle that you want to get the ID of |
-
-## ส่งคืน
-
-ID of the vehicle or 0 if not in a vehicle
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//add 10x Nitro if the player is in a car. Might be called on a command.
-new vehicle;
-vehicle = GetPlayerVehicleID(playerid);
-if (vehicle > 0)
-{
- AddVehicleComponent(vehicle, 1010);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- IsPlayerInVehicle: Check if a player is in a certain vehicle.
-- IsPlayerInAnyVehicle: Check if a player is in any vehicle.
-- GetPlayerVehicleSeat: Check what seat a player is in.
-- GetVehicleModel: Get the model id of a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetPlayerVehicleSeat.md b/docs/translations/th/scripting/functions/GetPlayerVehicleSeat.md
deleted file mode 100644
index 5d9355a23b1..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerVehicleSeat.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GetPlayerVehicleSeat
-description: Find out which seat a player is in.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Find out which seat a player is in.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player you want to get the seat of. |
-
-## ส่งคืน
-
-The ID of the seat the player is in. -1 is not in vehicle, 0 is the driver, 1 is the front passenger, and 2 & 3 are the rear passengers.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/myseat", true) == 0)
-{
- new szString[14], iSeat = GetPlayerVehicleSeat(playerid);
-
- // How you can discard of your information.
- if (iSeat == 128) return SendClientMessage(playerid, 0xFFFFFFFF, "An error has prevented us from returning the seat ID.");
-
- format(szString, sizeof(szString), "Your seat: %i", iSeat);
- SendClientMessage(playerid, 0xFFFFFFFF, szString);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerVehicleID: Get the ID of the vehicle the player is in.
-- PutPlayerInVehicle: Put a player in a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetPlayerVelocity.md b/docs/translations/th/scripting/functions/GetPlayerVelocity.md
deleted file mode 100644
index ebcedea099a..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerVelocity.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: GetPlayerVelocity
-description: Get the velocity (speed) of a player on the X, Y and Z axes.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the velocity (speed) of a player on the X, Y and Z axes.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------- |
-| playerid | The player to get the speed from. |
-| &Float:x | A float variable in which to store the velocity on the X axis, passed by reference. |
-| &Float:y | A float variable in which to store the velocity on the Y axis, passed by reference. |
-| &Float:z | A float variable in which to store the velocity on the Z axis, passed by reference. |
-
-## ส่งคืน
-
-The function itself doesn't return a specific value. The X, Y and Z velocities are stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/velocity", cmdtext))
- {
- new Float:Velocity[3], string[80];
- GetPlayerVelocity(playerid, Velocity[0], Velocity[1], Velocity[2]);
- format(string, sizeof(string), "You are going at a velocity of X: %f, Y: %f, Z: %f", Velocity[0], Velocity[1], Velocity[2]);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerVelocity: Set a player's velocity.
-- SetVehicleVelocity: Set a vehicle's velocity.
-- GetVehicleVelocity: Get a vehicle's velocity.
diff --git a/docs/translations/th/scripting/functions/GetPlayerVersion.md b/docs/translations/th/scripting/functions/GetPlayerVersion.md
deleted file mode 100644
index e93c350b325..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerVersion.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: GetPlayerVersion
-description: Returns the SA-MP client version, as reported by the player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the SA-MP client version, as reported by the player.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------------- |
-| playerid | The ID of the player to get the client version of. |
-| version[] | The string to store the player's version in, passed by reference. |
-| len | The maximum length of the version. |
-
-## ส่งคืน
-
-The client version is stored in the specified array.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new string[24];
- GetPlayerVersion(playerid, string, sizeof(string));
- format(string, sizeof(string), "Your version of SA-MP: %s", string);
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- // possible text: "Your version of SA-MP: 0.3.7"
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-A client's version can be up to 24 characters long, otherwise the connection will be rejected due to "Invalid client connection". However, normal players can only join with a version length between 5 (0.3.7) and 9 (0.3.DL-R1) characters.
-
-:::
-
-:::warning
-
-The string the version gets stored in will be empty if playerid is an NPC.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerName: Get a player's name.
-- GetPlayerPing: Get the ping of a player.
-- GetPlayerIp: Get a player's IP.
diff --git a/docs/translations/th/scripting/functions/GetPlayerVirtualWorld.md b/docs/translations/th/scripting/functions/GetPlayerVirtualWorld.md
deleted file mode 100644
index e996fe7c0fd..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerVirtualWorld.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: GetPlayerVirtualWorld
-description: Retrieves the current virtual world the player is in.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the current virtual world the player is in.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player to get the virtual world of. |
-
-## ส่งคืน
-
-The ID of the virtual world the player is currently in.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/world", true))
- {
- new string[32];
- format(string, sizeof(string), "Your virtual world: %i", GetPlayerVirtualWorld(playerid));
- SendClientMessage(playerid, 0xFFFFFFFF, string);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Virtual worlds are not the same as interiors.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerVirtualWorld: Set the virtual world of a player.
-- GetVehicleVirtualWorld: Check what virtual world a vehicle is in.
-- GetPlayerInterior: Get the current interior of a player.
diff --git a/docs/translations/th/scripting/functions/GetPlayerWantedLevel.md b/docs/translations/th/scripting/functions/GetPlayerWantedLevel.md
deleted file mode 100644
index 029a1e7a363..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerWantedLevel.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: GetPlayerWantedLevel
-description: Gets the wanted level of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the wanted level of a player.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------- |
-| playerid | The ID of the player that you want to get the wanted level of. |
-
-## ส่งคืน
-
-The player's wanted level.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/getmywantedlevel", true) == 0)
- {
- // Gets the current wanted level, saves it in the variable wantedlevel
- //and then tells the player his wanted in a client message.
-
- new wantedlevel;
- wantedlevel = GetPlayerWantedLevel(playerid);
- new tmp[64];
- format(tmp, sizeof(tmp), "Your current wanted level is: %i", wantedlevel);
- SendClientMessage(playerid, 0xFF0000FF, tmp);
-
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerWantedLevel: Set a player's wanted level.
-- PlayCrimeReportForPlayer: Play a crime report for a player.
diff --git a/docs/translations/th/scripting/functions/GetPlayerWeapon.md b/docs/translations/th/scripting/functions/GetPlayerWeapon.md
deleted file mode 100644
index 2509f14f95a..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerWeapon.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: GetPlayerWeapon
-description: Returns the ID of the weapon a player is currently holding.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the ID of the weapon a player is currently holding.
-
-| Name | Description |
-| -------- | --------------------------------------------------------- |
-| playerid | The ID of the player to get the currently held weapon of. |
-
-## ส่งคืน
-
-The ID of the player's current weapon. Returns -1 if the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- // Check if the killerid is not an invalid player (which means is connected).
- if (killerid != INVALID_PLAYER_ID)
- {
- // The WEAPON_MINIGUN constant is pre-defined in the standard library and is equal to 38.
- if (GetPlayerWeapon(killerid) == WEAPON_MINIGUN)
- {
- //Ban if they have a minigun
- Ban(killerid);
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-When the player state is PLAYER_STATE_DRIVER or PLAYER_STATE_PASSENGER this function returns the weapon held by the player before they entered the vehicle. If a cheat is used to spawn a weapon inside a vehicle, this function will not report it.
-
-:::
-
-:::warning
-
-Sometimes the result can be -1 which is an invalid weapon ID. Circumstances of this are not yet known, but it is best to discard information when returned weapon is -1.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerWeaponData: Find out information about weapons a player has.
-- GivePlayerWeapon: Give a player a weapon.
-- ResetPlayerWeapons: Remove all weapons from a player.
diff --git a/docs/translations/th/scripting/functions/GetPlayerWeaponData.md b/docs/translations/th/scripting/functions/GetPlayerWeaponData.md
deleted file mode 100644
index d5b1fb995fb..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerWeaponData.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: GetPlayerWeaponData
-description: Get the weapon and ammo in a specific player's weapon slot (e.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the weapon and ammo in a specific player's weapon slot (e.g. the weapon in the 'SMG' slot).
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------- |
-| playerid | The ID of the player whose weapon data to retrieve. |
-| slot | The weapon slot to get data for (0-12). |
-| &weapons | A variable in which to store the weapon ID, passed by reference. |
-| &ammo | A variable in which to store the ammo, passed by reference. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The player isn't connected and/or the weapon slot specified is invalid (valid is 0-12).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Common use: get all weapons and store info in an array containing 13 slots
-// The first value is the weapon ID, and second is the ammo
-
-new weapons[13][2];
-
-for (new i = 0; i <= 12; i++)
-{
- GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Old weapons with no ammo left are still returned.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerWeapon: Check what weapon a player is currently holding.
-- GivePlayerWeapon: Give a player a weapon.
diff --git a/docs/translations/th/scripting/functions/GetPlayerWeaponState.md b/docs/translations/th/scripting/functions/GetPlayerWeaponState.md
deleted file mode 100644
index 3a40615affa..00000000000
--- a/docs/translations/th/scripting/functions/GetPlayerWeaponState.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: GetPlayerWeaponState
-description: Check the state of a player's weapon.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check the state of a player's weapon.
-
-| Name | Description |
-| -------- | --------------------------------------------------- |
-| playerid | The ID of the player to obtain the weapon state of. |
-
-## ส่งคืน
-
-The state of the player's weapon. 0 if player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- SetPVarInt(playerid, "WepState", GetPlayerWeaponState(playerid));
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GivePlayerWeapon: Give a player a weapon.
diff --git a/docs/translations/th/scripting/functions/GetSVarFloat.md b/docs/translations/th/scripting/functions/GetSVarFloat.md
deleted file mode 100644
index 05880a8a33e..00000000000
--- a/docs/translations/th/scripting/functions/GetSVarFloat.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetSVarFloat
-description: Gets a float server variable's value.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 R2 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets a float server variable's value.
-
-| Name | Description |
-| ------- | ----------------------------------------------------------------------------- |
-| varname | The name of the server variable (case-insensitive). Assigned in SetSVarFloat. |
-
-## ส่งคืน
-
-The float value of the specified server variable. It will still return 0 if the variable is not set.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set "Version"
-SetSVarFloat("Version", 0.37);
-// will print version that server has
-printf("Version: %f", GetSVarFloat("Version"));
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSVarInt: Set an integer for a server variable.
-- GetSVarInt: Get a player server as an integer.
-- SetSVarString: Set a string for a server variable.
-- GetSVarString: Get the previously set string from a server variable.
-- SetSVarFloat: Set a float for a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/GetSVarInt.md b/docs/translations/th/scripting/functions/GetSVarInt.md
deleted file mode 100644
index 1083f2fb2cc..00000000000
--- a/docs/translations/th/scripting/functions/GetSVarInt.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: GetSVarInt
-description: Gets an integer server variable's value.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 R2 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets an integer server variable's value.
-
-| Name | Description |
-| ------- | --------------------------------------------------------------------------- |
-| varname | The name of the server variable (case-insensitive). Assigned in SetSVarInt. |
-
-## ส่งคืน
-
-The integer value of the specified server variable. It will still return 0 if the variable is not set.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set "Version"
-SetSVarInt("Version", 37);
-// will print version that server has
-printf("Version: %d", GetSVarInt("Version"));
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSVarInt: Set an integer for a server variable.
-- SetSVarString: Set a string for a server variable.
-- GetSVarString: Get the previously set string from a server variable.
-- SetSVarFloat: Set a float for a server variable.
-- GetSVarFloat: Get the previously set float from a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/GetSVarNameAtIndex.md b/docs/translations/th/scripting/functions/GetSVarNameAtIndex.md
deleted file mode 100644
index 955f2234d0b..00000000000
--- a/docs/translations/th/scripting/functions/GetSVarNameAtIndex.md
+++ /dev/null
@@ -1,26 +0,0 @@
----
-title: GetSVarNameAtIndex
-description: Retrieve the name of a sVar via the index.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieve the name of a sVar via the index.
-
-| Name | Description |
-| ------------- | ---------------------------------------------------------- |
-| index | The index of the sVar. |
-| ret_varname[] | A string to store the sVar's name in, passed by reference. |
-| ret_len | The max length of the returned string, use sizeof(). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetSVarType: Get the type of the server variable.
-- GetSVarInt: Get a player server as an integer.
-- GetSVarFloat: Get the previously set float from a server variable.
-- GetSVarString: Get the previously set string from a server variable.
diff --git a/docs/translations/th/scripting/functions/GetSVarString.md b/docs/translations/th/scripting/functions/GetSVarString.md
deleted file mode 100644
index e940778aad7..00000000000
--- a/docs/translations/th/scripting/functions/GetSVarString.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: GetSVarString
-description: Gets a string server variable's value.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 R2 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets a string server variable's value.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------------------ |
-| varname | The name of the server variable (case-insensitive). Assigned in SetSVarString. |
-| string_return | The array in which to store the string value in, passed by reference. |
-| len | The maximum length of the returned string. |
-
-## ส่งคืน
-
-The length of the string.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set "Version"
-SetSVarString("Version", "0.3.7");
-// will print version that server has
-new string[5 + 1];
-GetSVarString("Version", string, sizeof(string));
-printf("Version: %s", string);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSVarInt: Set an integer for a server variable.
-- GetSVarInt: Get a player server as an integer.
-- SetSVarString: Set a string for a server variable.
-- SetSVarFloat: Set a float for a server variable.
-- GetSVarFloat: Get the previously set float from a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/GetSVarType.md b/docs/translations/th/scripting/functions/GetSVarType.md
deleted file mode 100644
index 04d676364e5..00000000000
--- a/docs/translations/th/scripting/functions/GetSVarType.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: GetSVarType
-description: Gets the type (integer, float or string) of a server variable.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the type (integer, float or string) of a server variable.
-
-| Name | Description |
-| ------- | --------------------------------------------------- |
-| varname | The name of the server variable to get the type of. |
-
-## ส่งคืน
-
-Returns the type of the SVar. See table below.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-stock PrintSVar(varname[])
-{
- switch(GetSVarType(varname))
- {
- case SERVER_VARTYPE_NONE:
- {
- return 0;
- }
- case SERVER_VARTYPE_INT:
- {
- printf("Integer SVar '%s': %i", varname, GetSVarInt(varname));
- }
- case SERVER_VARTYPE_FLOAT:
- {
- printf("Float SVar '%s': %f", varname, GetSVarFloat(varname));
- }
- case SERVER_VARTYPE_STRING:
- {
- new varstring[256];
- GetSVarString(varname, varstring);
-
- printf("String SVar '%s': %s", varname, varstring);
- }
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSVarInt: Set an integer for a server variable.
-- GetSVarInt: Get a player server as an integer.
-- SetSVarString: Set a string for a server variable.
-- GetSVarString: Get the previously set string from a server variable.
-- SetSVarFloat: Set a float for a server variable.
-- GetSVarFloat: Get the previously set float from a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/GetSVarsUpperIndex.md b/docs/translations/th/scripting/functions/GetSVarsUpperIndex.md
deleted file mode 100644
index 52d42b8861c..00000000000
--- a/docs/translations/th/scripting/functions/GetSVarsUpperIndex.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GetSVarsUpperIndex
-description: Each SVar (server-variable) has its own unique identification number for lookup, this function returns the highest ID.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Each SVar (server-variable) has its own unique identification number for lookup, this function returns the highest ID.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Store the upper index in the variable 'SVarUpperIndex' + 1
-new SVarUpperIndex = GetSVarsUpperIndex() + 1;
-
-// This sVarCount variable will store how many sVars are set as we count them.
-new sVarCount;
-
-for(new i=0; i != sVarUpperIndex; i++) // Loop through all sVar IDs under the upper index
-{
- // At first, we need to get SVar name
- new sVarName[128];
- GetSVarNameAtIndex(i, pVarName, sizeof(pVarName));
- // If the var is set (type not 0), increment sVarCount.
- if (GetSVarType(pVarName) != 0)
- {
- sVarCount ++;
- }
-}
-
-new szString[66];
-printf("There are %i server-variables set. Upper index (highest ID): %i.", sVarCount, SVarUpperIndex-1);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetSVarNameAtIndex: Get the server variable's name from its index.
-- GetSVarType: Get the type of the server variable.
diff --git a/docs/translations/th/scripting/functions/GetServerTickRate.md b/docs/translations/th/scripting/functions/GetServerTickRate.md
deleted file mode 100644
index 33c42f58091..00000000000
--- a/docs/translations/th/scripting/functions/GetServerTickRate.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: GetServerTickRate
-description: Gets the tick rate (like FPS) of the server.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the tick rate (like FPS) of the server.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-printf("The current server tick rate is: %i", GetServerTickRate());
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetNetworkStats: Gets the servers networkstats and saves it into a string.
diff --git a/docs/translations/th/scripting/functions/GetServerVarAsBool.md b/docs/translations/th/scripting/functions/GetServerVarAsBool.md
deleted file mode 100644
index f223cf58e6a..00000000000
--- a/docs/translations/th/scripting/functions/GetServerVarAsBool.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: GetServerVarAsBool
-description: Get the boolean value of a server variable.
-tags: []
----
-
-:::warning
-
-This function, as of 0.3.7 R2, is deprecated. Please see GetConsoleVarAsBool
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the boolean value of a server variable.
-
-| Name | Description |
-| --------------- | ----------------------------------------------------- |
-| const varname[] | The name of the boolean variable to get the value of. |
-
-## ส่งคืน
-
-The value of the specified server variable. 0 if the specified server variable is not a boolean or doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new queryEnabled = GetServerVarAsBool("query");
- if (!queryEnabled)
- {
- print("WARNING: Querying is disabled. The server will appear offline in the server browser.");
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Type 'varlist' in the server console to display a list of available server variables and their types.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetServerVarAsString: Retreive a server variable as a string.
-- GetServerVarAsInt: Retreive a server variable as an integer.
diff --git a/docs/translations/th/scripting/functions/GetServerVarAsInt.md b/docs/translations/th/scripting/functions/GetServerVarAsInt.md
deleted file mode 100644
index 70d75d35930..00000000000
--- a/docs/translations/th/scripting/functions/GetServerVarAsInt.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GetServerVarAsInt
-description: Get the integer value of a server variable.
-tags: []
----
-
-:::warning
-
-This function, as of 0.3.7 R2, is deprecated. Please see GetConsoleVarAsInt
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the integer value of a server variable.
-
-| Name | Description |
-| --------------- | ----------------------------------------------------- |
-| const varname[] | The name of the integer variable to get the value of. |
-
-## ส่งคืน
-
-The value of the specified server variable. 0 if the specified server variable is not an integer or doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new serverPort = GetServerVarAsInt("port");
-printf("Server Port: %i", serverPort);
-```
-
-## บันทึà¸
-
-:::tip
-
-Type 'varlist' in the server console to display a list of available server variables and their types.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetServerVarAsString: Retreive a server variable as a string.
-- GetServerVarAsBool: Retreive a server variable as a boolean.
diff --git a/docs/translations/th/scripting/functions/GetServerVarAsString.md b/docs/translations/th/scripting/functions/GetServerVarAsString.md
deleted file mode 100644
index a8ea918f5e7..00000000000
--- a/docs/translations/th/scripting/functions/GetServerVarAsString.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: GetServerVarAsString
-description: Get the string value of a server variable.
-tags: []
----
-
-:::warning
-
-This function, as of 0.3.7 R2, is deprecated. Please see GetConsoleVarAsString
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the string value of a server variable.
-
-| Name | Description |
-| --------------- | ------------------------------------------------------------ |
-| const varname[] | The name of the string variable to get the value of. |
-| buffer[] | An array into which to store the value, passed by reference. |
-| len | The length of the string that should be stored. |
-
-## ส่งคืน
-
-The length of the returned string. 0 if the specified server variable is not a string or doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new hostname[64];
- GetServerVarAsString("hostname", hostname, sizeof(hostname));
- printf("Hostname: %s", hostname);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-When filterscripts or plugins is specified as the varname, this function only returns the name of the first specified filterscript or plugin. This is a bug.
-
-:::
-
-:::tip
-
-Type 'varlist' in the server console to display a list of available server variables and their types.
-
-:::
-
-:::warning
-
-Using this function on anything other than a string (int, bool or float) or a nonexistent server variable, will crash your server! This is a bug.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetServerVarAsInt: Retreive a server variable as an integer.
-- GetServerVarAsBool: Retreive a server variable as a boolean.
diff --git a/docs/translations/th/scripting/functions/GetTickCount.md b/docs/translations/th/scripting/functions/GetTickCount.md
deleted file mode 100644
index e8e1c3ab5be..00000000000
--- a/docs/translations/th/scripting/functions/GetTickCount.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GetTickCount
-description: Returns the uptime of the actual server (not the SA-MP server) in milliseconds.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the uptime of the actual server (not the SA-MP server) in milliseconds.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new count = GetTickCount();
- //Rest of OnPlayerConnect
- printf("Time taken to execute OnPlayerConnect: %d", GetTickCount() - count);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-One common use for GetTickCount is for benchmarking. It can be used to calculate how much time some code takes to execute. See below for an example.
-
-:::
-
-:::warning
-
-GetTickCount will cause problems on servers with uptime of over 24 days as GetTickCount will eventually warp past the integer size constraints. Check [this package](https://github.com/ScavengeSurvive/tick-difference) for a solution.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- tickcount: Get the uptime of the actual server.
diff --git a/docs/translations/th/scripting/functions/GetVehicleComponentInSlot.md b/docs/translations/th/scripting/functions/GetVehicleComponentInSlot.md
deleted file mode 100644
index 620f9d9e5d4..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleComponentInSlot.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: GetVehicleComponentInSlot
-description: Retrieves the installed component ID (modshop mod(ification)) on a vehicle in a specific slot.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieves the installed component ID (modshop mod(ification)) on a vehicle in a specific slot.
-
-| Name | Description |
-| --------- | ------------------------------------------------- |
-| vehicleid | The ID of the vehicle to check for the component. |
-| slot | The component slot to check for components. |
-
-## ส่งคืน
-
-The ID of the component installed in the specified slot. Returns 0 if no component in specified vehicle's specified slot, or if vehicle doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/myspoiler", cmdtext) && IsPlayerInAnyVehicle(playerid))
- {
- new component;
- component = GetVehicleComponentInSlot(GetPlayerVehicleID(playerid), CARMODTYPE_SPOILER);
- if (component == 1049)
- {
- SendClientMessage(playerid,0xFFFFFFFF,"You have an Alien spoiler installed in your Elegy!");
- }
- }
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Known Bug(s): Doesn't work for CARMODTYPE_STEREO. Both front bull bars and front bumper components are saved in the CARMODTYPE_FRONT_BUMPER slot. If a vehicle has both of them installed, this function will only return the one which was installed last. Both rear bull bars and rear bumper components are saved in the CARMODTYPE_REAR_BUMPER slot. If a vehicle has both of them installed, this function will only return the one which was installed last. Both left side skirt and right side skirt are saved in the CARMODTYPE_SIDESKIRT slot. If a vehicle has both of them installed, this function will only return the one which was installed last.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- AddVehicleComponent: Add a component to a vehicle.
-- GetVehicleComponentType: Check the type of component via the ID.
-- OnVehicleMod: Called when a vehicle is modded.
-- OnEnterExitModShop: Called when a vehicle enters or exits a mod shop.
diff --git a/docs/translations/th/scripting/functions/GetVehicleComponentType.md b/docs/translations/th/scripting/functions/GetVehicleComponentType.md
deleted file mode 100644
index 6e23d26c1dd..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleComponentType.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: GetVehicleComponentType
-description: Find out what type of component a certain ID is.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Find out what type of component a certain ID is.
-
-| Name | Description |
-| --------- | -------------------------- |
-| component | The component ID to check. |
-
-## ส่งคืน
-
-The component slot ID of the specified component or -1 if the component is invalid.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnVehicleMod(playerid, vehicleid, componentid)
-{
- new componentType = GetVehicleComponentType(componentid);
-
- if (componentType != -1)
- {
- new clientMessage[41];
-
- format(clientMessage, sizeof(clientMessage), "You have modified your vehicle on slot %i", componentType);
- SendClientMessage(playerid, 0xFFFFFFFF, clientMessage);
- }
- else
- {
- SendClientMessage(playerid, 0xFF0000FF, "The component is invalid.");
- }
-
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- AddVehicleComponent: Add a component to a vehicle.
-- RemoveVehicleComponent: Remove a component from a vehicle.
-- GetVehicleComponentInSlot: Check what components a vehicle has.
-- OnVehicleMod: Called when a vehicle is modded.
-- OnEnterExitModShop: Called when a vehicle enters or exits a mod shop.
diff --git a/docs/translations/th/scripting/functions/GetVehicleDamageStatus.md b/docs/translations/th/scripting/functions/GetVehicleDamageStatus.md
deleted file mode 100644
index 66c191ecfc3..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleDamageStatus.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: GetVehicleDamageStatus
-description: Retrieve the damage statuses of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieve the damage statuses of a vehicle.
-
-| Name | Description |
-| --------------------------- | ------------------------------------------------------------------ |
-| vehicleid | The ID of the vehicle to get the damage statuses of. |
-| VEHICLE_PANEL_STATUS:panels | A variable to store the panel damage data in, passed by reference. |
-| VEHICLE_DOOR_STATUS:doors | A variable to store the door damage data in, passed by reference. |
-| VEHICLE_LIGHT_STATUS:lights | A variable to store the light damage data in, passed by reference. |
-| VEHICLE_TYRE_STATUS:tyres | A variable to store the tire damage data in, passed by reference. |
-
-## ส่งคืน
-
-**1** - The function was executed successfully.
-
-**0** - The function failed to execute. This means the vehicle specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new
- VEHICLE_PANEL_STATUS:panels,
- VEHICLE_DOOR_STATUS:doors,
- VEHICLE_LIGHT_STATUS:lights,
- VEHICLE_TYRE_STATUS:tyres;
-
-GetVehicleDamageStatus(vehicleid, panels, doors, lights, tyres);
-printf("Vehicle Status: [Panels]: %d - [Doors]: %d - [Lights]: %d - [Tyres]: %d", panels, doors, lights, tyres);
-```
-
-## บันทึà¸
-
-:::tip
-
-The stored values are bit masks. Bitwise operators will allow you to use the values.
-
-:::
-
-:::tip
-
-For some useful functions for working with vehicle damage values, see here.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [UpdateVehicleDamageStatus](UpdateVehicleDamageStatus): Update the vehicle damage.
-- [SetVehicleHealth](SetVehicleHealth): Set the health of a vehicle.
-- [GetVehicleHealth](GetVehicleHealth): Check the health of a vehicle.
-- [RepairVehicle](RepairVehicle): Fully repair a vehicle.
-
-## Related Callbacks
-
-- [OnVehicleDamageStatusUpdate](../callbacks/OnVehicleDamageStatusUpdate): Called when a vehicle's damage state changes.
-
-## Related Resources
-
-- [Damage Status](../resources/damagestatus)
-- [Vehicle Panel Status](../resources/vehicle-panel-status)
-- [Vehicle Door Status](../resources/vehicle-door-status)
-- [Vehicle Light Status](../resources/vehicle-light-status)
-- [Vehicle Tire Status](../resources/vehicle-tire-status)
diff --git a/docs/translations/th/scripting/functions/GetVehicleDistanceFromPoint.md b/docs/translations/th/scripting/functions/GetVehicleDistanceFromPoint.md
deleted file mode 100644
index d5d7fafa039..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleDistanceFromPoint.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: GetVehicleDistanceFromPoint
-description: This function can be used to calculate the distance (as a float) between a vehicle and another map coordinate.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function can be used to calculate the distance (as a float) between a vehicle and another map coordinate. This can be useful to detect how far a vehicle away is from a location.
-
-| Name | Description |
-| --------- | ---------------------------------------------------- |
-| vehicleid | The ID of the vehicle to calculate the distance for. |
-| Float:X | The X map coordinate. |
-| Float:Y | The Y map coordinate. |
-| Float:Z | The Z map coordinate. |
-
-## ส่งคืน
-
-A float containing the distance from the point specified in the coordinates.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-/* when the player types 'vendingmachine' in to the chat box, they'll see this.*/
-public OnPlayerText(playerid, text[])
-{
- if (strcmp(text, "vendingmachine", true) == 0)
- {
- new
- Float: fDistance = GetVehicleDistanceFromPoint(GetPlayerVehicleID(playerid), 237.9, 115.6, 1010.2),
- szMessage[44];
-
- format(szMessage, sizeof(szMessage), "You're %f away from our vending machine.", fDistance);
- SendClientMessage(playerid, 0xA9C4E4FF, szMessage);
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerDistanceFromPoint: Get the distance between a player and a point.
-- GetVehiclePos: Get the position of a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetVehicleHealth.md b/docs/translations/th/scripting/functions/GetVehicleHealth.md
deleted file mode 100644
index d0b5302ec0f..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleHealth.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: GetVehicleHealth
-description: Get the health of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the health of a vehicle.
-
-| Name | Description |
-| ------------- | ---------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to get the health of. |
-| &Float:health | A float variable in which to store the vehicle's health, passed by reference |
-
-## ส่งคืน
-
-1 - success
-
-0 - failure (invalid vehicle ID).
-
-The vehicle's health is stored in the referenced variable, not in the return value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/repair", true) == 0)
-{
- new Float:health;
- new veh = GetPlayerVehicleID(playerid);
- GetVehicleHealth(veh, health);
- if (health > 500)
- {
- return SendClientMessage(playerid, COLOR_RED, "Vehicle doesn't need repairing!");
- }
- SetVehicleHealth(veh, 1000);
- SendClientMessage(playerid, COLOR_GREEN, "Vehicle repaired!");
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Full vehicle health is 1000, however higher values are possible and increase the health of the vehicle. For more information on health values, see here.
-
-:::
-
-:::tip
-
-A vehicle catches on fire when its health is below 250. It will explode a few seconds later.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleHealth: Set the health of a vehicle.
-- GetPlayerHealth: Find out how much health a player has.
-- GetPlayerArmour: Find out how much armour a player has.
diff --git a/docs/translations/th/scripting/functions/GetVehicleModel.md b/docs/translations/th/scripting/functions/GetVehicleModel.md
deleted file mode 100644
index fad7f632355..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleModel.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: GetVehicleModel
-description: Gets the model ID of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the model ID of a vehicle.
-
-| Name | Description |
-| --------- | ------------------------------------------ |
-| vehicleid | The ID of the vehicle to get the model of. |
-
-## ส่งคืน
-
-The vehicle's model ID, or 0 if the vehicle doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
-{
- if (GetVehicleModel(vehicleid) == 411) // 411 is the Infernus model
- {
- SendClientMessage(playerid, 0xFFFFFFFF, "Nice Infernus!");
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerVehicleID: Get the ID of the vehicle the player is in.
-- GetVehiclePos: Get the position of a vehicle.
-- GetVehicleZAngle: Check the current angle of a vehicle.
-- GetPlayerVehicleSeat: Check what seat a player is in.
diff --git a/docs/translations/th/scripting/functions/GetVehicleModelInfo.md b/docs/translations/th/scripting/functions/GetVehicleModelInfo.md
deleted file mode 100644
index ea48f2bb0c8..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleModelInfo.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: GetVehicleModelInfo
-description: Retrieve information about a specific vehicle model such as the size or position of seats.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Retrieve information about a specific vehicle model such as the size or position of seats
-
-| Name | Description |
-| ------------ | ------------------------------------ |
-| vehiclemodel | The vehicle model to get info of. |
-| infotype | The type of information to retrieve. |
-| &Float:X | A float to store the X value. |
-| &Float:Y | A float to store the Y value. |
-| &Float:Z | A float to store the Z value. |
-
-## ส่งคืน
-
-The vehicle info is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:X, Float:Y, Float:Z;
-GetVehicleModelInfo(411, VEHICLE_MODEL_INFO_SIZE, X, Y, Z); //Get the size of vehicle model 411 (Infernus)
-printf("The infernus is %.1fm wide, %.1fm long and %.1fm high", X, Y, Z);
-//Prints "The infernus is 2.3m wide, 5.7m long and 1.3m high" into the console
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleModel: Get the model id of a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetVehicleParamsCarDoors.md b/docs/translations/th/scripting/functions/GetVehicleParamsCarDoors.md
deleted file mode 100644
index 3f5b9ad23b6..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleParamsCarDoors.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GetVehicleParamsCarDoors
-description: Allows you to retrieve the current state of a vehicle's doors.
-tags: ["vehicle"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to retrieve the current state of a vehicle's doors
-
-| Name | Description |
-| ---------- | ----------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle |
-| &driver | The integer to save the state of the driver's door to. |
-| &passenger | The integer to save the state of the passenger's door to. |
-| &backleft | The integer to save the state of the rear left door to (if available). |
-| &backright | The integer to save the state of the rear right door to (if available). |
-
-## ส่งคืน
-
-The vehicle's doors state is stored in the specified variables.
-
-## บันทึà¸
-
-:::tip
-
-The values returned in each variable are as follows:
-
--1: Door state not set 1: Open 0: Closed
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleParamsCarDoors: Open and close the doors of a vehicle.
-- SetVehicleParamsCarWindows: Open and close the windows of a vehicle.
-- GetVehicleParamsCarWindows: Retrive the current state of a vehicle's windows
diff --git a/docs/translations/th/scripting/functions/GetVehicleParamsCarWindows.md b/docs/translations/th/scripting/functions/GetVehicleParamsCarWindows.md
deleted file mode 100644
index 7c7b4c7a819..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleParamsCarWindows.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: GetVehicleParamsCarWindows
-description: Allows you to retrieve the current state of a vehicle's windows.
-tags: ["vehicle"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to retrieve the current state of a vehicle's windows
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle |
-| &driver | The integer to save the state of the drivers window to. |
-| &passenger | The integer to save the state of the passengers window to. |
-| &backleft | The integer to save the state of the rear left window to (if available). |
-| &backright | The integer to save the state of the rear right window to (if available). |
-
-## ส่งคืน
-
-The vehicle's windows state is stored in the specified variables.
-
-## บันทึà¸
-
-:::tip
-
-The values returned in each variable are as follows:
-
--1: Window state not set (generally closed, unless set explicitly to -1) 0: Open 1: Closed
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleParamsCarWindows: Open and close the windows of a vehicle.
-- GetVehicleParamsCarDoors: Retrive the current state of a vehicle's doors.
-- SetVehicleParamsCarDoors: Open and close the doors of a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetVehicleParamsEx.md b/docs/translations/th/scripting/functions/GetVehicleParamsEx.md
deleted file mode 100644
index d091ac885a4..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleParamsEx.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: GetVehicleParamsEx
-description: Gets a vehicle's parameters.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets a vehicle's parameters.
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to get the parameters from. |
-| &engine | Get the engine status. If 1, the engine is running.. |
-| &lights | Get the vehicle's lights' state. If 1 the lights are on. |
-| &alarm | Get the vehicle's alarm state. If 1 the alarm is (or was) sounding. |
-| &doors | Get the lock status of the doors. If 1 the doors are locked. |
-| &bonnet | Get the bonnet/hood status. If 1, it's open. |
-| &boot | Get the boot/trunk status. 1 means it is open. |
-| &objective | Get the objective status. 1 means the objective is on. |
-
-## ส่งคืน
-
-1 - success
-
-0 - failure (invalid vehicle ID).
-
-The vehicle's parameters are stored in the referenced variables, not in the return value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new engine, lights, alarm, doors, bonnet, boot, objective;
-GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
-//This would cause all the variable above, to become the status of its subject.
-```
-
-## บันทึà¸
-
-:::tip
-
-If a parameter is unset (SetVehicleParamsEx not used beforehand) the value will be -1 ('unset').
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleParamsEx: Sets a vehicle's params for all players.
diff --git a/docs/translations/th/scripting/functions/GetVehicleParamsSirenState.md b/docs/translations/th/scripting/functions/GetVehicleParamsSirenState.md
deleted file mode 100644
index 5c0a3579ddb..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleParamsSirenState.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: GetVehicleParamsSirenState
-description: Returns a vehicle's siren state (on/off).
-tags: ["vehicle"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns a vehicle's siren state (on/off).
-
-| Name | Description |
-| --------- | ------------------------------------------------ |
-| vehicleid | The ID of the vehicle to get the siren state of. |
-
-## ส่งคืน
-
--1: Vehicle siren hasn't been set yet (off)
-
-0: Vehicle siren is off
-
-1: Vehicle siren is on
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new siren = GetVehicleParamsSirenState(vehicleid);
-
-if (siren == 1)
-{
- // Siren is on, do something
-}
-else
-{
- // Siren is off, do something
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Because a siren state of -1 or 0 means 'off', you cannot use a boolean conditional statement to check whether sirens are on. If you do 'if (sirenstate)', it will be true for anything NOT 0 (so -1 or 1). You should check that the siren state explicitly equals 1.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/GetVehiclePoolSize.md b/docs/translations/th/scripting/functions/GetVehiclePoolSize.md
deleted file mode 100644
index bbf113f9482..00000000000
--- a/docs/translations/th/scripting/functions/GetVehiclePoolSize.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: GetVehiclePoolSize
-description: Gets the highest vehicleid currently in use on the server.
-tags: ["vehicle"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the highest vehicleid currently in use on the server.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-RepairAllVehicles()
-{
- for(new i = 1, j = GetVehiclePoolSize(); i <= j; i++) // vehicleids start at 1
- {
- RepairVehicle(i);
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerPoolSize: Gets the highest playerid connected to the server.
diff --git a/docs/translations/th/scripting/functions/GetVehiclePos.md b/docs/translations/th/scripting/functions/GetVehiclePos.md
deleted file mode 100644
index dc1083e5ce5..00000000000
--- a/docs/translations/th/scripting/functions/GetVehiclePos.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: GetVehiclePos
-description: Gets the position of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the position of a vehicle.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to get the position of. |
-| &Float:x | A float variable in which to store the X coordinate, passed by reference. |
-| &Float:y | A float variable in which to store the Y coordinate, passed by reference. |
-| &Float:z | A float variable in which to store the Z coordinate, passed by reference. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The vehicle specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/vehpos", true) == 0)
- {
- new currentveh;
- currentveh = GetPlayerVehicleID(playerid);
-
- new Float:vehx, Float:vehy, Float:vehz;
- GetVehiclePos(currentveh, vehx, vehy, vehz);
-
- new vehpostext[96];
- format(vehpostext, sizeof(vehpostext), "The current vehicle positions are: %f, %f, %f", vehx, vehy, vehz);
-
- SendClientMessage(playerid, 0xFFFFFFFF, vehpostext);
- return 1;
- }
-
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleDistanceFromPoint: Get the distance between a vehicle and a point.
-- SetVehiclePos: Set the position of a vehicle.
-- GetVehicleZAngle: Check the current angle of a vehicle.
-- GetVehicleRotation: Get the rotation of a vehicle on the XYZ axis.
diff --git a/docs/translations/th/scripting/functions/GetVehicleRotationQuat.md b/docs/translations/th/scripting/functions/GetVehicleRotationQuat.md
deleted file mode 100644
index 14bc2682c21..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleRotationQuat.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GetVehicleRotationQuat
-description: Returns a vehicle's rotation on all axes as a quaternion.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns a vehicle's rotation on all axes as a quaternion.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------------------ |
-| vehicleid | The ID of the vehicle to get the rotation of. |
-| &Float:w | A float variable in which to store the first quaternion angle, passed by reference. |
-| &Float:x | A float variable in which to store the second quaternion angle, passed by reference. |
-| &Float:y | A float variable in which to store the third quaternion angle, passed by reference. |
-| &Float:z | A float variable in which to store the fourth quaternion angle, passed by reference. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the vehicle specified does not exist.
-
-The vehicle's rotation is stored in the specified variables.
-
-## บันทึà¸
-
-:::tip
-
-There is no 'set' variation of this function; you can not SET a vehicle's rotation (apart from the Z angle) This function may return incorrect values for unoccupied vehicles. The reason is that the third row of the vehicle's internal rotation matrix gets corrupted if it gets updated while unoccupied.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleZAngle: Check the current angle of a vehicle.
-- GetVehicleRotation: Get the rotation of a vehicle on the XYZ axis.
diff --git a/docs/translations/th/scripting/functions/GetVehicleTrailer.md b/docs/translations/th/scripting/functions/GetVehicleTrailer.md
deleted file mode 100644
index b4d4caf694c..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleTrailer.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: GetVehicleTrailer
-description: Get the ID of the trailer attached to a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the ID of the trailer attached to a vehicle.
-
-| Name | Description |
-| --------- | -------------------------------------------- |
-| vehicleid | The ID of the vehicle to get the trailer of. |
-
-## ส่งคืน
-
-The vehicle ID of the trailer or 0 if no trailer is attached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new trailerid = GetVehicleTrailer(vehicleid);
-DetachTrailerFromVehicle(trailerid);
-```
-
-## บันทึà¸
-
-:::warning
-
-This function does not work for trains.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- AttachTrailerToVehicle: Attach a trailer to a vehicle.
-- DetachTrailerFromVehicle: Detach a trailer from a vehicle.
-- IsTrailerAttachedToVehicle: Check if a trailer is attached to a vehicle.
diff --git a/docs/translations/th/scripting/functions/GetVehicleVelocity.md b/docs/translations/th/scripting/functions/GetVehicleVelocity.md
deleted file mode 100644
index 2d749068327..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleVelocity.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: GetVehicleVelocity
-description: Get the velocity of a vehicle on the X, Y and Z axes.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the velocity of a vehicle on the X, Y and Z axes.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------------------ |
-| vehicleid | The ID of the vehicle to get the velocity of. |
-| &Float:x | A float variable in to which to store the vehicle's X velocity, passed by reference. |
-| &Float:y | A float variable in to which to store the vehicle's Y velocity, passed by reference. |
-| &Float:z | A float variable in to which to store the vehicle's Z velocity, passed by reference. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the vehicle specified does not exist.
-
-The vehicle's velocity is stored in the specified variables.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/GetMyCarVelocity", cmdtext) && IsPlayerInAnyVehicle(playerid))
- {
- new Float:Velocity[3], output[80];
- GetVehicleVelocity(GetPlayerVehicleID(playerid), Velocity[0], Velocity[1], Velocity[2]);
- format(output, sizeof(output), "You are going at a velocity of X%f, Y%f, Z%f", Velocity[0], Velocity[1], Velocity[2]);
- SendClientMessage(playerid, 0xFFFFFFFF, output);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function can be used to retrieve a vehicle's speed (km/h, m/s or mph). For more info look here.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerVelocity: Get a player's velocity.
-- SetVehicleVelocity: Set a vehicle's velocity.
-- SetPlayerVelocity: Set a player's velocity.
diff --git a/docs/translations/th/scripting/functions/GetVehicleVirtualWorld.md b/docs/translations/th/scripting/functions/GetVehicleVirtualWorld.md
deleted file mode 100644
index 5628e8850fe..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleVirtualWorld.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: GetVehicleVirtualWorld
-description: Get the virtual world of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the virtual world of a vehicle.
-
-| Name | Description |
-| --------- | -------------------------------------------------- |
-| vehicleid | The ID of the vehicle to get the virtual world of. |
-
-## ส่งคืน
-
-The virtual world that the vehicle is in.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new world = GetVehicleVirtualWorld(vehicleid);
-SetPlayerVirtualWorld(playerid, world);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleVirtualWorld: Set the virtual world of a vehicle.
-- GetPlayerVirtualWorld: Check what virtual world a player is in.
diff --git a/docs/translations/th/scripting/functions/GetVehicleZAngle.md b/docs/translations/th/scripting/functions/GetVehicleZAngle.md
deleted file mode 100644
index 9997be1af62..00000000000
--- a/docs/translations/th/scripting/functions/GetVehicleZAngle.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: GetVehicleZAngle
-description: Get the rotation of a vehicle on the Z axis (yaw).
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the rotation of a vehicle on the Z axis (yaw).
-
-| Name | Description |
-| -------------- | ----------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to get the Z angle of. |
-| &Float:z_angle | A float variable in which to store the Z rotation, passed by reference. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the vehicle does not exist.
-
-The vehicle's rotation is stored in the specified variable.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/vehrot", true) == 0)
- {
- new currentveh;
- new Float:z_rot;
- new message[40];
-
- currentveh = GetPlayerVehicleID(playerid);
-
- GetVehicleZAngle(currentveh, z_rot);
-
- format(message, sizeof(message), "The current vehicle rotation is: %.0f", z_rot);
-
- SendClientMessage(playerid, 0xFFFFFFFF, message);
-
- return 1;
- }
-
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleRotationQuat: Get the quaternion rotation of a vehicle.
-- GetVehicleRotation: Get the rotation of a vehicle on the XYZ axis.
-- SetVehicleZAngle: Set the direction of a vehicle.
-- GetVehiclePos: Get the position of a vehicle.
-- GetPlayerFacingAngle: Check where a player is facing.
diff --git a/docs/translations/th/scripting/functions/GetWeaponName.md b/docs/translations/th/scripting/functions/GetWeaponName.md
deleted file mode 100644
index 07c83591551..00000000000
--- a/docs/translations/th/scripting/functions/GetWeaponName.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: GetWeaponName
-description: Get the name of a weapon.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the name of a weapon.
-
-| Name | Description |
-| -------------- | ----------------------------------------------------------------------- |
-| weaponid | The ID of the weapon to get the name of. |
-| const weapon[] | An array to store the weapon's name in, passed by reference. |
-| len | The maximum length of the weapon name to store. Should be sizeof(name). |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The weapon specified does not exist.
-
-The weapon's name is stored in the specified array.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- new gunname[32], string[64], playername[MAX_PLAYER_NAME + 1], killername[MAX_PLAYER_NAME + 1];
- GetWeaponName(reason, gunname, sizeof(gunname));
- GetPlayerName(playerid, playername, sizeof(playername));
- GetPlayerName(killerid, killername, sizeof(killername));
- format(string, sizeof(string), "%s has wasted %s using a %s.", killername, playername, gunname);
- SendClientMessageToAll(0xFFFFFFAA, string);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerWeapon: Check what weapon a player is currently holding.
-- AllowInteriorWeapons: Determine if weapons can be used in interiors.
-- GivePlayerWeapon: Give a player a weapon.
diff --git a/docs/translations/th/scripting/functions/GivePlayerMoney.md b/docs/translations/th/scripting/functions/GivePlayerMoney.md
deleted file mode 100644
index d31fe1f5259..00000000000
--- a/docs/translations/th/scripting/functions/GivePlayerMoney.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: GivePlayerMoney
-description: Give money to or take money from a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Give money to or take money from a player.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------ |
-| playerid | The ID of the player to give money to or take money from. |
-| money | The amount of money to give the player. Use a minus value to take money. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- if (killerid != INVALID_PLAYER_ID)
- {
- // Award $1000 to the killer
- GivePlayerMoney(killerid, 1000);
- SendClientMessage(killerid, -1, "You have been awarded $1000 for the kill.");
- }
-
- // Take $500 from the player who died.
- GivePlayerMoney(playerid, -500);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- ResetPlayerMoney: Set the money of a player to \$0.
-- GetPlayerMoney: Check how much money a player has.
diff --git a/docs/translations/th/scripting/functions/GivePlayerWeapon.md b/docs/translations/th/scripting/functions/GivePlayerWeapon.md
deleted file mode 100644
index f1adce91587..00000000000
--- a/docs/translations/th/scripting/functions/GivePlayerWeapon.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: GivePlayerWeapon
-description: Give a player a weapon with a specified amount of ammo.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Give a player a weapon with a specified amount of ammo.
-
-| Name | Description |
-| -------- | ------------------------------------------- |
-| playerid | The ID of the player to give a weapon to. |
-| weaponid | The ID of the weapon to give to the player. |
-| ammo | The amount of ammo to give to the player. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-GivePlayerWeapon(playerid, 26, 64); // Give playerid a sawn-off shotgun with 64 ammo
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerArmedWeapon: Set a player's armed weapon.
-- GetPlayerWeapon: Check what weapon a player is currently holding.
diff --git a/docs/translations/th/scripting/functions/HTTP.md b/docs/translations/th/scripting/functions/HTTP.md
deleted file mode 100644
index 832a30a8fd1..00000000000
--- a/docs/translations/th/scripting/functions/HTTP.md
+++ /dev/null
@@ -1,87 +0,0 @@
----
-title: HTTP
-description: Sends a threaded HTTP request.
-tags: ["http"]
----
-
-## Description
-
-Sends a threaded HTTP request.
-
-| Name | Description |
-|--------------------|---------------------------------------------------------------------------------------------|
-| index | ID used to differentiate requests that are sent to the same callback (useful for playerids) |
-| HTTP_METHOD:method | The [type](../resources/http-request-methods) of request you wish to send. |
-| const url[] | The URL you want to request. **(Without 'http://')** |
-| const data[] | Any POST data you want to send with the request. |
-| const callback[] | Name of the callback function you want to use to handle responses to this request. |
-
-## Returns
-
-1 on success, 0 on failure
-
-## Definitions
-
-```c
-// HTTP request types
-#define HTTP_GET (HTTP_METHOD:1) // Sends a regular HTTP request.
-#define HTTP_POST (HTTP_METHOD:2) // Sends a HTTP request with POST data.
-#define HTTP_HEAD (HTTP_METHOD:3) // Sends a regular HTTP request, but ignores any response data - returning only the response code.
-
-// HTTP error response codes
-// These codes compliment ordinary HTTP response codes returned in 'response_code'
-#define HTTP_ERROR_BAD_HOST (HTTP_ERROR:1)
-#define HTTP_ERROR_NO_SOCKET (HTTP_ERROR:2)
-#define HTTP_ERROR_CANT_CONNECT (HTTP_ERROR:3)
-#define HTTP_ERROR_CANT_WRITE (HTTP_ERROR:4)
-#define HTTP_ERROR_CONTENT_TOO_BIG (HTTP_ERROR:5)
-#define HTTP_ERROR_MALFORMED_RESPONSE (HTTP_ERROR:6)
-```
-
-## Examples
-
-```c
-forward MyHttpResponse(index, response_code, data[]);
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/hello", cmdtext, true))
- {
- HTTP(playerid, HTTP_GET, "assets.open.mp/hello.txt", "", "MyHttpResponse");
- return 1;
- }
- return 0;
-}
-
-public MyHttpResponse(index, response_code, data[])
-{
- // In this callback "index" would normally be called "playerid" ( if you didn't get it already )
- new buffer[128];
-
- if (response_code == 200) // Did the request succeed?
- {
- // Yes!
- format(buffer, sizeof(buffer), "The URL replied: %s", data);
- SendClientMessage(index, 0xFFFFFFFF, buffer);
- }
- else
- {
- // No!
- format(buffer, sizeof(buffer), "The request failed! The response code was: %d", response_code);
- SendClientMessage(index, 0xFF0000FF, buffer);
- }
-}
-```
-
-## Notes
-
-:::tip
-
-As well as the response codes listed above, there are also all of the typical HTTP responses such as 404 (Page not found), 500 (Server error) or 403 (forbidden)
-
-:::
-
-## Related Information
-
-- [HTTP Request Methods](../resources/http-request-methods)
-- [HTTP Error Response Codes](../resources/http-error-response-codes)
diff --git a/docs/translations/th/scripting/functions/HideMenuForPlayer.md b/docs/translations/th/scripting/functions/HideMenuForPlayer.md
deleted file mode 100644
index 36102d3a4cb..00000000000
--- a/docs/translations/th/scripting/functions/HideMenuForPlayer.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: HideMenuForPlayer
-description: Hides a menu for a player.
-tags: ["player", "menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Hides a menu for a player.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------------- |
-| menuid | The ID of the menu to hide. Returned by CreateMenu and passed to OnPlayerSelectedMenuRow. |
-| playerid | The ID of the player that the menu will be hidden for. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/menuhide", true) == 0)
-{
- new Menu:myMenu = GetPlayerMenu(playerid);
- HideMenuForPlayer(myMenu, playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Crashes the both server and player if an invalid menu ID given.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- ShowMenuForPlayer: Show a menu for a player.
-- AddMenuItem: Add an item to a menu.
-- SetMenuColumnHeader: Set the header for one of the columns in a menu.
-- CreateMenu: Create a menu.
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Adds an item to a specified menu.
-- [SetMenuColumnHeader](../../scripting/functions/SetMenuColumnHeader.md): Set the header for one of the columns in a menu.
-- [ShowMenuForPlayer](../../scripting/functions/ShowMenuForPlayer.md): Show a menu for a player.
diff --git a/docs/translations/th/scripting/functions/InterpolateCameraLookAt.md b/docs/translations/th/scripting/functions/InterpolateCameraLookAt.md
deleted file mode 100644
index aea1ee8c856..00000000000
--- a/docs/translations/th/scripting/functions/InterpolateCameraLookAt.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: InterpolateCameraLookAt
-description: Interpolate a player's camera's 'look at' point between two coordinates with a set speed.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Interpolate a player's camera's 'look at' point between two coordinates with a set speed. Can be be used with InterpolateCameraPos.
-
-| Name | Description |
-| ----------- | ---------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player the camera should be moved for |
-| Float:FromX | The X position the camera should start to move from |
-| Float:FromY | The Y position the camera should start to move from |
-| Float:FromZ | The Z position the camera should start to move from |
-| Float:ToX | The X position the camera should move to |
-| Float:ToY | The Y position the camera should move to |
-| Float:ToZ | The Z position the camera should move to |
-| time | Time in milliseconds to complete interpolation |
-| cut | The ['jumpcut'](../resources/cameracutstyles.md) to use. Defaults to CAMERA_CUT (pointless). Set to CAMERA_MOVE for interpolation. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/rotateme", true))
- {
- TogglePlayerSpectating(playerid, 1);
- InterpolateCameraLookAt(playerid, 50.0, 50.0, 10.0, -50.0, 50.0, 10.0, 10000, CAMERA_MOVE);
- // x1 y1 z1 x2 y2 z2
- // The camera starts off looking at (x1, y1, z1). It will then rotate and after
- // 10000 milliseconds (10 seconds) it will be looking at (x2, y2, z2).
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Use TogglePlayerSpectating to make objects stream in for the player while the camera is moving. You can reset the camera behind the player with SetCameraBehindPlayer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [InterpolateCameraPos](../../scripting/functions/InterpolateCameraPos.md): Move a player's camera from one location to another.
-- [SetPlayerCameraLookAt](../../scripting/functions/SetPlayerCameraLookAt.md): Set where a player's camera should face.
-- [SetPlayerCameraPos](../../scripting/functions/SetPlayerCameraPos.md): Set a player's camera position.
diff --git a/docs/translations/th/scripting/functions/InterpolateCameraPos.md b/docs/translations/th/scripting/functions/InterpolateCameraPos.md
deleted file mode 100644
index 23607291883..00000000000
--- a/docs/translations/th/scripting/functions/InterpolateCameraPos.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: InterpolateCameraPos
-description: Move a player's camera from one position to another, within the set time.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Move a player's camera from one position to another, within the set time. Useful for scripted cut scenes
-
-| Name | Description |
-| ----------- | ----------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player the camera should be moved for |
-| Float:FromX | The X position the camera should start to move from |
-| Float:FromY | The Y position the camera should start to move from |
-| Float:FromZ | The Z position the camera should start to move from |
-| Float:ToX | The X position the camera should move to |
-| Float:ToY | The Y position the camera should move to |
-| Float:ToZ | The Z position the camera should move to |
-| time | Time in milliseconds |
-| cut | The [jumpcut](../resources/cameracutstyles.md) to use. Defaults to CAMERA_CUT. Set to CAMERA_MOVE for a smooth movement |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/moveme", true))
- {
- TogglePlayerSpectating(playerid, 1);
- InterpolateCameraPos(playerid, 0.0, 0.0, 10.0, 1000.0, 1000.0, 30.0, 10000, CAMERA_MOVE);
- //Move the player's camera from point A to B in 10000 milliseconds (10 seconds).
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Use TogglePlayerSpectating to make objects stream in for the player while the camera is moving and remove the HUD. The player's camera can be reset to behind the player with SetCameraBehindPlayer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [InterpolateCameraLookAt](../../scripting/functions/InterpolateCameraLookAt.md): Move a player's camera view from one location to another.
-- [SetPlayerCameraPos](../../scripting/functions/SetPlayerCameraPos.md): Set a player's camera position.
-- [SetPlayerCameraLookAt](../../scripting/functions/SetPlayerCameraLookAt.md): Set where a player's camera should face.
diff --git a/docs/translations/th/scripting/functions/IsActorInvulnerable.md b/docs/translations/th/scripting/functions/IsActorInvulnerable.md
deleted file mode 100644
index b2184962417..00000000000
--- a/docs/translations/th/scripting/functions/IsActorInvulnerable.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: IsActorInvulnerable
-description: Check if an actor is invulnerable.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if an actor is invulnerable.
-
-| Name | Description |
-| ------- | ----------------------------- |
-| actorid | The ID of the actor to check. |
-
-## ส่งคืน
-
-1: The actor is invulnerable.
-
-0: The actor is vulnerable.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as a salesperson in Ammunation.
- if (IsActorInvulnerable(MyActor))
- {
- print("Actor is invulnerable.");
- }
- else
- {
- print("Actor is vulnerable.");
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateActor](../../scripting/functions/CreateActor.md): Create an actor (static NPC).
-- [SetActorInvulnerable](../../scripting/functions/SetActorInvulnerable.md): Set actor invulnerable.
-- [SetActorHealth](../../scripting/functions/SetActorHealth.md): Set the health of an actor.
diff --git a/docs/translations/th/scripting/functions/IsActorStreamedIn.md b/docs/translations/th/scripting/functions/IsActorStreamedIn.md
deleted file mode 100644
index 4d18e6bd7d8..00000000000
--- a/docs/translations/th/scripting/functions/IsActorStreamedIn.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: IsActorStreamedIn
-description: Checks if an actor is streamed in for a player.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if an actor is streamed in for a player.
-
-| Name | Description |
-| ----------- | --------------------- |
-| actorid | The ID of the actor. |
-| forplayerid | The ID of the player. |
-
-## ส่งคืน
-
-This function returns 1 if the actor is streamed in for the player, or 0 if it is not.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(...);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- if (IsActorStreamedIn(MyActor, playerid))
- {
- // Do something
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateActor](../../scripting/functions/CreateActor.md): Create an actor (static NPC).
-- [IsPlayerStreamedIn](../../scripting/functions/IsPlayerStreamedIn.md): Checks if a player is streamed in for another player.
diff --git a/docs/translations/th/scripting/functions/IsObjectMoving.md b/docs/translations/th/scripting/functions/IsObjectMoving.md
deleted file mode 100644
index 034bfdd4408..00000000000
--- a/docs/translations/th/scripting/functions/IsObjectMoving.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: IsObjectMoving
-description: Checks if the given objectid is moving.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if the given objectid is moving.
-
-| Name | Description |
-| -------- | -------------------------------------------- |
-| objectid | The objectid you want to check if is moving. |
-
-## ส่งคืน
-
-1 if the object is moving, 0 if not.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsObjectMoving(objectid))
-{
- StopObject(objectid);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [OnObjectMoved](../../scripting/callbacks/OnObjectMoved.md): Called when an object stops moving.
diff --git a/docs/translations/th/scripting/functions/IsPlayerAdmin.md b/docs/translations/th/scripting/functions/IsPlayerAdmin.md
deleted file mode 100644
index 2eadbd29441..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerAdmin.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: IsPlayerAdmin
-description: Check if a player is logged in as an RCON admin.
-tags: ["administration"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if a player is logged in as an RCON admin.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-
-## ส่งคืน
-
-1: Player is an RCON admin. 0: Player is NOT an RCON admin.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- if (IsPlayerAdmin(playerid))
- {
- SendClientMessageToAll(0xDEEE20FF, "An admin spawned.");
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SendRconCommand](../../scripting/functions/SendRconCommand.md): Sends an RCON command via the script.
-
-## Related Callbacks
-
-- [OnRconLoginAttempt](../../scripting/callbacks/OnRconLoginAttempt.md): Called when an attempt to login to RCON is made.
diff --git a/docs/translations/th/scripting/functions/IsPlayerAttachedObjectSlotUsed.md b/docs/translations/th/scripting/functions/IsPlayerAttachedObjectSlotUsed.md
deleted file mode 100644
index aeceb2c980c..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerAttachedObjectSlotUsed.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: IsPlayerAttachedObjectSlotUsed
-description: Check if a player has an object attached in the specified index (slot).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if a player has an object attached in the specified index (slot).
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-| index | The index (slot) to check. |
-
-## ส่งคืน
-
-1: The specified slot is used for an attached object.
-
-0: The specified slot is not in use for an attached object.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-stock CountAttachedObjects(playerid)
-{
- new count;
- for(new i = 0; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
- {
- if (IsPlayerAttachedObjectSlotUsed(playerid, i))
- {
- count++;
- }
- }
- return count;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerAttachedObject](../../scripting/functions/SetPlayerAttachedObject.md): Attach an object to a player
-- [RemovePlayerAttachedObject](../../scripting/functions/RemovePlayerAttachedObject.md): Remove an attached object from a player
diff --git a/docs/translations/th/scripting/functions/IsPlayerConnected.md b/docs/translations/th/scripting/functions/IsPlayerConnected.md
deleted file mode 100644
index 3b78d20bdec..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerConnected.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: IsPlayerConnected
-description: Checks if a player is connected (if an ID is taken by a connected player).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a player is connected (if an ID is taken by a connected player).
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-
-## ส่งคืน
-
-0: Player is NOT connected.
-
-1: Player IS connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-KillPlayer(playerid)
-{
- if (!IsPlayerConnected(playerid))
- {
- printf("Player ID %i is not connected!", playerid);
- }
- else
- {
- SetPlayerHealth(playerid, 0);
- }
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function can be omitted in a lot of cases. Many other functions already have some sort of connection check built in.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerAdmin](../../scripting/functions/IsPlayerAdmin.md): Checks if a player is logged into RCON.
-- [OnPlayerConnect](../../scripting/callbacks/OnPlayerConnect.md): Called when a player connects to the server.
-- [OnPlayerDisconnect](../../scripting/callbacks/OnPlayerDisconnect.md): Called when a player leaves the server.
diff --git a/docs/translations/th/scripting/functions/IsPlayerInAnyVehicle.md b/docs/translations/th/scripting/functions/IsPlayerInAnyVehicle.md
deleted file mode 100644
index 70a16acd3bd..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerInAnyVehicle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: IsPlayerInAnyVehicle
-description: Check if a player is inside any vehicle (as a driver or passenger).
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if a player is inside any vehicle (as a driver or passenger).
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-
-## ส่งคืน
-
-1: The player is in a vehicle.
-
-0: The player is not in a vehicle.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/invehicle", true) == 0)
- {
- if (IsPlayerInAnyVehicle(playerid))
- {
- SendClientMessage(playerid, 0x00FF00AA, "You're in a vehicle.");
- }
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerInVehicle](../../scripting/functions/IsPlayerInVehicle.md): Check if a player is in a certain vehicle.
-- [GetPlayerVehicleSeat](../../scripting/functions/GetPlayerVehicleSeat.md): Check what seat a player is in.
diff --git a/docs/translations/th/scripting/functions/IsPlayerInCheckpoint.md b/docs/translations/th/scripting/functions/IsPlayerInCheckpoint.md
deleted file mode 100644
index 35bda9eff54..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerInCheckpoint.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: IsPlayerInCheckpoint
-description: Check if the player is currently inside a checkpoint, this could be used for properties or teleport points for example.
-tags: ["player", "checkpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if the player is currently inside a checkpoint, this could be used for properties or teleport points for example.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The player you want to know the status of. |
-
-## ส่งคืน
-
-false if player isn't in his checkpoint else true
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsPlayerInCheckpoint(playerid))
-{
- SetPlayerHealth(playerid, 100.0);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [IsPlayerInRaceCheckpoint](../../scripting/functions/IsPlayerInRaceCheckpoint.md): Check if a player is in a race checkpoint.
-- [OnPlayerEnterCheckpoint](../../scripting/callbacks/OnPlayerEnterCheckpoint.md): Called when a player enters a checkpoint.
-- [OnPlayerLeaveCheckpoint](../../scripting/callbacks/OnPlayerLeaveCheckpoint.md): Called when a player leaves a checkpoint.
-- [OnPlayerEnterRaceCheckpoint](../../scripting/callbacks/OnPlayerEnterRaceCheckpoint.md): Called when a player enters a race checkpoint.
-- [OnPlayerLeaveRaceCheckpoint](../../scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md): Called when a player leaves a race checkpoint.
diff --git a/docs/translations/th/scripting/functions/IsPlayerInRaceCheckpoint.md b/docs/translations/th/scripting/functions/IsPlayerInRaceCheckpoint.md
deleted file mode 100644
index e214c2b72cf..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerInRaceCheckpoint.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: IsPlayerInRaceCheckpoint
-description: Check if the player is inside their current set race checkpoint (SetPlayerRaceCheckpoint).
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if the player is inside their current set race checkpoint (SetPlayerRaceCheckpoint).
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-
-## ส่งคืน
-
-0: Player is not in a race checkpoint.
-
-1: Player is in a race checkpoint.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsPlayerInRaceCheckpoint(playerid))
-{
- SetPlayerHealth(playerid, 100);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player.
-- [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint.
-- [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInCheckpoint.md): Check if a player is in a checkpoint.
-- [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player.
-- [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint.
-- [OnPlayerEnterCheckpoint](../../scripting/callbacks/OnPlayerEnterCheckpoint.md): Called when a player enters a checkpoint.
-- [OnPlayerLeaveCheckpoint](../../scripting/callbacks/OnPlayerLeaveCheckpoint.md): Called when a player leaves a checkpoint.
-- [OnPlayerEnterRaceCheckpoint](../../scripting/callbacks/OnPlayerEnterRaceCheckpoint.md): Called when a player enters a race checkpoint.
-- [OnPlayerLeaveRaceCheckpoint](../../scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md): Called when a player leaves a race checkpoint.
diff --git a/docs/translations/th/scripting/functions/IsPlayerInRangeOfPoint.md b/docs/translations/th/scripting/functions/IsPlayerInRangeOfPoint.md
deleted file mode 100644
index f1c93c25570..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerInRangeOfPoint.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: IsPlayerInRangeOfPoint
-description: Checks if a player is in range of a point.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a player is in range of a point. This native function is faster than the PAWN implementation using distance formula.
-
-| Name | Description |
-| ----------- | ---------------------------------------------------------------------- |
-| playerid | The ID of the player. |
-| Float:range | The furthest distance the player can be from the point to be in range. |
-| Float:x | The X coordinate of the point to check the range to. |
-| Float:y | The Y coordinate of the point to check the range to. |
-| Float:z | The Z coordinate of the point to check the range to. |
-
-## ส่งคืน
-
-true - The player is in range of the point.
-
-false - The player is not in range of the point.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (!strcmp("/stadium", cmdtext))
-{
- if (IsPlayerInRangeOfPoint(playerid, 7.0, 2695.6880, -1704.6300, 11.8438))
- {
- SendClientMessage(playerid,0xFFFFFFFF,"You are near the stadium entrance!");
- }
-
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerDistanceFromPoint](../../scripting/functions/GetPlayerDistanceFromPoint.md): Get the distance between a player and a point.
-- [GetVehicleDistanceFromPoint](../../scripting/functions/GetVehicleDistanceFromPoint.md): Get the distance between a vehicle and a point.
-- [GetPlayerPos](../../scripting/functions/GetPlayerPos.md): Get a player's position.
diff --git a/docs/translations/th/scripting/functions/IsPlayerInVehicle.md b/docs/translations/th/scripting/functions/IsPlayerInVehicle.md
deleted file mode 100644
index 25f8f46097f..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerInVehicle.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: IsPlayerInVehicle
-description: Checks if a player is in a specific vehicle.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a player is in a specific vehicle.
-
-| Name | Description |
-| --------- | ----------------------------------------- |
-| playerid | ID of the player. |
-| vehicleid | ID of the vehicle. Note: NOT the modelid! |
-
-## ส่งคืน
-
-1 - Player IS in the vehicle.
-
-0 - Player is NOT in the vehicle.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new specialcar;
-
-public OnGameModeInit()
-{
- specialcar = AddStaticVehicle(411, 0.0, 0.0, 5.0, 0.0, -1, -1);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/specialcar", true) == 0)
- {
- if (IsPlayerInVehicle(playerid, specialcar))
- {
- SendClientMessage(playerid, -1, "You're in the special car!");
- }
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerInAnyVehicle](../../scripting/functions/IsPlayerInAnyVehicle.md): Check if a player is in any vehicle.
-- [GetPlayerVehicleSeat](../../scripting/functions/GetPlayerVehicleSeat.md): Check what seat a player is in.
diff --git a/docs/translations/th/scripting/functions/IsPlayerNPC.md b/docs/translations/th/scripting/functions/IsPlayerNPC.md
deleted file mode 100644
index d0db1a39ea4..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerNPC.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: IsPlayerNPC
-description: Check if a player is an actual player or an NPC.
-tags: ["player", "npc"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if a player is an actual player or an NPC.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to check. |
-
-## ส่งคืน
-
-1: The player is an NPC.
-
-0: The player is not an NPC.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- if (IsPlayerNPC(playerid))
- {
- SendClientMessageToAll(-1, "An NPC connected!");
- return 1;
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ConnectNPC](../../scripting/functions/ConnectNPC.md): Connect an NPC.
-- [IsPlayerAdmin](../../scripting/functions/IsPlayerAdmin.md): Checks if a player is logged into RCON.
diff --git a/docs/translations/th/scripting/functions/IsPlayerObjectMoving.md b/docs/translations/th/scripting/functions/IsPlayerObjectMoving.md
deleted file mode 100644
index 6df62e3357d..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerObjectMoving.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: IsPlayerObjectMoving
-description: Checks if the given player objectid is moving.
-tags: ["player"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3d and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if the given player objectid is moving.
-
-| Name | Description |
-| -------- | ---------------------------------------------------- |
-| playerid | The ID of the player whose player-object is checked. |
-| objectid | The player objectid you want to check if is moving. |
-
-## ส่งคืน
-
-1 if the player object is moving, 0 if not.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsPlayerObjectMoving(playerid, objectid))
-{
- StopPlayerObject(playerid, objectid);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [IsObjectMoving](../../scripting/functions/IsObjectMoving.md): Check if the object is moving.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [OnPlayerObjectMoved](../../scripting/callbacks/OnPlayerObjectMoved.md): Called when a player-object stops moving.
diff --git a/docs/translations/th/scripting/functions/IsPlayerStreamedIn.md b/docs/translations/th/scripting/functions/IsPlayerStreamedIn.md
deleted file mode 100644
index d8946ea645d..00000000000
--- a/docs/translations/th/scripting/functions/IsPlayerStreamedIn.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: IsPlayerStreamedIn
-description: Checks if a player is streamed in another player's client.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a player is streamed in another player's client.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------- |
-| playerid | The ID of the player to check is streamed in. |
-| forplayerid | The ID of the player to check if playerid is streamed in for. |
-
-## ส่งคืน
-
-1: The player is streamed in.
-
-0: The player is not streamed in.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsPlayerStreamedIn(playerid, 0))
-{
- SendClientMessage(playerid, -1, "ID 0 can see you.");
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Players stream out if they are more than 150 meters away (see server.cfg - stream_distance)
-
-:::
-
-:::warning
-
-Players aren't streamed in on their own client, so if playerid is the same as forplayerid it will return false!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsActorStreamedIn](../../scripting/functions/IsActorStreamedIn.md): Checks if an actor is streamed in for a player.
-- [IsVehicleStreamedIn](../../scripting/functions/IsVehicleStreamedIn.md): Checks if a vehicle is streamed in for a player.
-- [OnPlayerStreamIn](../../scripting/callbacks/OnPlayerStreamIn.md): Called when a player streams in for another player.
-- [OnPlayerStreamOut](../../scripting/callbacks/OnPlayerStreamOut.md): Called when a player streams out for another player.
-- [OnVehicleStreamIn](../../scripting/callbacks/OnVehicleStreamIn.md): Called when a vehicle streams in for a player.
-- [OnVehicleStreamOut](../../scripting/callbacks/OnVehicleStreamOut.md): Called when a vehicle streams out for a player.
diff --git a/docs/translations/th/scripting/functions/IsTrailerAttachedToVehicle.md b/docs/translations/th/scripting/functions/IsTrailerAttachedToVehicle.md
deleted file mode 100644
index b3a3e27850a..00000000000
--- a/docs/translations/th/scripting/functions/IsTrailerAttachedToVehicle.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: IsTrailerAttachedToVehicle
-description: Checks if a vehicle has a trailer attached to it.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a vehicle has a trailer attached to it. Use GetVehicleTrailer to get the vehicle ID of the trailer (if any).
-
-| Name | Description |
-| --------- | -------------------------------------------- |
-| vehicleid | The ID of the vehicle to check for trailers. |
-
-## ส่งคืน
-
-1: The vehicle has a trailer attached.
-
-0: The vehicle does not have a trailer attached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsTrailerAttachedToVehicle(vehicleid))
-{
- printf("Vehicle %i has a trailer!", vehicleid);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetVehicleTrailer](../../scripting/functions/GetVehicleTrailer.md): Check what trailer a vehicle is pulling.
-- [AttachTrailerToVehicle](../../scripting/functions/AttachTrailerToVehicle.md): Attach a trailer to a vehicle.
-- [DetachTrailerFromVehicle](../../scripting/functions/DetachTrailerFromVehicle.md): Detach a trailer from a vehicle.
diff --git a/docs/translations/th/scripting/functions/IsValidActor.md b/docs/translations/th/scripting/functions/IsValidActor.md
deleted file mode 100644
index 5d438034733..00000000000
--- a/docs/translations/th/scripting/functions/IsValidActor.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: IsValidActor
-description: Checks if an actor ID is valid.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if an actor ID is valid.
-
-| Name | Description |
-| ------- | ----------------------------- |
-| actorid | The ID of the actor to check. |
-
-## ส่งคืน
-
-1 - The actor is valid.
-
-0 - The actor is not valid.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as a salesperson in Ammunation.
- if (IsValidActor(MyActor))
- {
- SetActorHealth(MyActor, 100);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateActor](../../scripting/functions/CreateActor.md): Create an actor.
-- [GetActorPoolSize](../../scripting/functions/GetActorPoolSize.md): Gets the highest actorid created on the server.
-- [SetActorHealth](../../scripting/functions/SetActorHealth.md): Set the health of an actor.
diff --git a/docs/translations/th/scripting/functions/IsValidMenu.md b/docs/translations/th/scripting/functions/IsValidMenu.md
deleted file mode 100644
index 9b66e6f9acd..00000000000
--- a/docs/translations/th/scripting/functions/IsValidMenu.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: IsValidMenu
-description: Checks if a menu ID is valid.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a menu ID is valid.
-
-| Name | Description |
-| ------ | ---------------------------- |
-| menuid | The ID of the menu to check. |
-
-## ส่งคืน
-
-1 - The menu is valid.
-
-0 - The menu is not valid.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Creates a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroys the specified menu.
-- [DisableMenu](../../scripting/functions/DisableMenu.md): Disable a menu.
-- [DisableMenuRow](../../scripting/functions/DisableMenuRow.md): Disable a specific row in a menu for all players.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Adds an item to a specified menu.
-- [SetMenuColumnHeader](../../scripting/functions/SetMenuColumnHeader.md): Set the header for one of the columns in a menu.
-- [OnPlayerSelectedMenuRow](../../scripting/callbacks/OnPlayerSelectedMenuRow.md): Called when a player selected a row in a menu.
-- [OnPlayerExitedMenu](../../scripting/callbacks/OnPlayerExitedMenu.md): Called when a player exits a menu.
diff --git a/docs/translations/th/scripting/functions/IsValidObject.md b/docs/translations/th/scripting/functions/IsValidObject.md
deleted file mode 100644
index 3e59c75cbe3..00000000000
--- a/docs/translations/th/scripting/functions/IsValidObject.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: IsValidObject
-description: Checks if an object with the ID provided exists.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if an object with the ID provided exists.
-
-| Name | Description |
-| -------- | ----------------------------------------------- |
-| objectid | The ID of the object to check the existence of. |
-
-## ส่งคืน
-
-1: The object exists.
-
-0: The object does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (IsValidObject(objectid))
-{
- DestroyObject(objectid);
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This is to check if an object exists, not if a model is valid.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/IsValidPlayerObject.md b/docs/translations/th/scripting/functions/IsValidPlayerObject.md
deleted file mode 100644
index 86de51d4943..00000000000
--- a/docs/translations/th/scripting/functions/IsValidPlayerObject.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: IsValidPlayerObject
-description: Checks if the given object ID is valid for the given player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if the given object ID is valid for the given player.
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| playerid | The ID of the player whose player-object to validate. |
-| objectid | The ID of the object to validate. |
-
-## ส่งคืน
-
-1 if the object exists, 0 if not.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Check if an object is valid (exists) before we delete it
-if (IsValidPlayerObject(playerid, objectid))
-{
- DestroyPlayerObject(playerid, objectid);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object.
-- [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving.
-- [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../../scripting/functions/CreateObject.md): Create an object.
-- [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../../scripting/functions/MoveObject.md): Move an object.
-- [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../../scripting/functions/AttachObjectToPlayer.md): Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/IsVehicleStreamedIn.md b/docs/translations/th/scripting/functions/IsVehicleStreamedIn.md
deleted file mode 100644
index 4b4a935d51c..00000000000
--- a/docs/translations/th/scripting/functions/IsVehicleStreamedIn.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: IsVehicleStreamedIn
-description: Checks if a vehicle is streamed in for a player.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a vehicle is streamed in for a player. Only nearby vehicles are streamed in (visible) for a player.
-
-| Name | Description |
-| ----------- | ------------------------------- |
-| vehicleid | The ID of the vehicle to check. |
-| forplayerid | The ID of the player to check. |
-
-## ส่งคืน
-
-0: Vehicle is not streamed in for the player, or the function failed to execute (player and/or vehicle do not exist).
-
-1: Vehicle is streamed in for the player.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new streamedVehicleCount;
-
-for(new v = 1; v <= MAX_VEHICLES; v++)
-{
- if (IsVehicleStreamedIn(v, playerid))
- {
- streamedVehicleCount++;
- }
-}
-
-new szString[144];
-format(szString, sizeof(szString), "You currently have %i vehicles streamed in to your game.", streamedVehicleCount);
-SendClientMessage(playerid, -1, szString);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [IsPlayerStreamedIn](../../scripting/functions/IsPlayerStreamedIn.md): Checks if a player is streamed in for another player.
-- [OnVehicleStreamIn](../../scripting/callbacks/OnVehicleStreamIn.md): Called when a vehicle streams in for a player.
-- [OnVehicleStreamOut](../../scripting/callbacks/OnVehicleStreamOut.md): Called when a vehicle streams out for a player.
-- [OnPlayerStreamIn](../../scripting/callbacks/OnPlayerStreamIn.md): Called when a player streams in for another player.
-- [OnPlayerStreamOut](../../scripting/callbacks/OnPlayerStreamOut.md): Called when a player streams out for another player.
diff --git a/docs/translations/th/scripting/functions/Kick.md b/docs/translations/th/scripting/functions/Kick.md
deleted file mode 100644
index ba6ef126fde..00000000000
--- a/docs/translations/th/scripting/functions/Kick.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: Kick
-description: Kicks a player from the server. They will have to quit the game and re-connect if they wish to continue playing.
-tags: ["administration"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Kicks a player from the server. They will have to quit the game and re-connect if they wish to continue playing.
-
-| Name | Description |
-| -------- | ----------------------------- |
-| playerid | The ID of the player to kick. |
-
-## ส่งคืน
-
-This function always returns 1, even if the function failed to execute (player specified doesn't exist).
-
-## บันทึà¸
-
-:::warning
-
-Any action taken directly before Kick() (such as sending a message with SendClientMessage) will not reach the player. A timer must be used to delay the kick.
-
-:::
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// In order to display a message (eg. reason) for the player before the connection is closed
-// you have to use a timer to create a delay. This delay only needs to be a few milliseconds long,
-// but this example uses a full second just to be on the safe side.
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/kickme", true) == 0)
- {
- // Kick the player who executed this command.
-
- // First, send them a message.
- SendClientMessage(playerid, 0xFF0000FF, "You have been kicked!");
-
- // Actually kick them a second later on a timer.
- SetTimerEx("DelayedKick", 1000, false, "i", playerid);
- return 1;
- }
- return 0;
-}
-
-forward DelayedKick(playerid);
-public DelayedKick(playerid)
-{
- Kick(playerid);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Ban](../../scripting/functions/Ban.md): Ban a player from playing on the server.
-- [BanEx](../../scripting/functions/BanEx.md): Ban a player with a custom reason.
diff --git a/docs/translations/th/scripting/functions/KillTimer.md b/docs/translations/th/scripting/functions/KillTimer.md
deleted file mode 100644
index 171e9c12b91..00000000000
--- a/docs/translations/th/scripting/functions/KillTimer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: KillTimer
-description: Kills (stops) a running timer.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Kills (stops) a running timer.
-
-| Name | Description |
-| ------- | ----------------------------------------------------------------- |
-| timerid | The ID of the timer to kill (returned by SetTimer or SetTimerEx). |
-
-## ส่งคืน
-
-This function always returns 0.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new connect_timer[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- print("Starting timer...");
- connect_timer[playerid] = SetTimerEx("WelcomeTimer", 5000, true, "i", playerid);
- return 1;
-}
-
-public OnPlayerDisconnect(playerid)
-{
- KillTimer(connect_timer[playerid]);
- return 1;
-}
-
-forward WelcomeTimer(playerid);
-public WelcomeTimer(playerid)
-{
- SendClientMessage(playerid, -1, "Welcome!");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetTimer](../../scripting/functions/SetTimer.md): Set a timer.
-- [SetTimerEx](../../scripting/functions/SetTimerEx.md): Set a timer with parameters.
diff --git a/docs/translations/th/scripting/functions/LimitGlobalChatRadius.md b/docs/translations/th/scripting/functions/LimitGlobalChatRadius.md
deleted file mode 100644
index 575a6333d08..00000000000
--- a/docs/translations/th/scripting/functions/LimitGlobalChatRadius.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: LimitGlobalChatRadius
-description: Set a radius limitation for the chat.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a radius limitation for the chat. Only players at a certain distance from the player will see their message in the chat. Also changes the distance at which a player can see other players on the map at the same distance.
-
-| Name | Description |
-| ----------------- | ---------------------------------------------------- |
-| Float:chat_radius | The range in which players will be able to see chat. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- LimitGlobalChatRadius(200.0);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetNameTagDrawDistance](../functions/SetNameTagDrawDistance.md): Set the distance from where people can see other player's nametags.
-- [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer.md): Force a player to send text for one player.
-- [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll.md): Force a player to send text for all players.
-- [OnPlayerText](../callbacks/OnPlayerText.md): Called when a player sends a message via the chat.
diff --git a/docs/translations/th/scripting/functions/LimitPlayerMarkerRadius.md b/docs/translations/th/scripting/functions/LimitPlayerMarkerRadius.md
deleted file mode 100644
index a8a59b6b81c..00000000000
--- a/docs/translations/th/scripting/functions/LimitPlayerMarkerRadius.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: LimitPlayerMarkerRadius
-description: Set the player marker radius.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the player marker radius.
-
-| Name | Description |
-| ------------------- | ------------------------------------ |
-| Float:marker_radius | The radius that markers will show at |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- LimitPlayerMarkerRadius(100.0);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ShowPlayerMarkers](../functions/ShowPlayerMarkers.md): Decide if the server should show markers on the radar.
-- [SetPlayerMarkerForPlayer](../functions/SetPlayerMarkerForPlayer.md): Set a player's marker.
-- [LimitGlobalChatRadius](../functions/LimitGlobalChatRadius.md): Limit the distance between players needed to see their chat.
diff --git a/docs/translations/th/scripting/functions/LinkVehicleToInterior.md b/docs/translations/th/scripting/functions/LinkVehicleToInterior.md
deleted file mode 100644
index 264f26b41da..00000000000
--- a/docs/translations/th/scripting/functions/LinkVehicleToInterior.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: LinkVehicleToInterior
-description: Links a vehicle to an interior.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Links a vehicle to an interior. Vehicles can only be seen by players in the same interior (SetPlayerInterior).
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to link to an interior. |
-| interiorid | The [Interior ID](../resources/interiorids.md) to link it to. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new vehicle1 = AddStaticVehicle(559, 2543.7505, -21.8345, 27.1899, 52.6054, -1, -1);
- LinkVehicleToInterior(vehicle1, 6);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetVehicleVirtualWorld](../functions/SetVehicleVirtualWorld.md): Set the virtual world of a vehicle.
-- [SetPlayerInterior](../functions/SetPlayerInterior.md): Set a player's interior.
diff --git a/docs/translations/th/scripting/functions/ManualVehicleEngineAndLights.md b/docs/translations/th/scripting/functions/ManualVehicleEngineAndLights.md
deleted file mode 100644
index 232bb5e24c1..00000000000
--- a/docs/translations/th/scripting/functions/ManualVehicleEngineAndLights.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: ManualVehicleEngineAndLights
-description: Use this function before any player connects (OnGameModeInit) to tell all clients that the script will control vehicle engines and lights.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Use this function before any player connects (OnGameModeInit) to tell all clients that the script will control vehicle engines and lights. This prevents the game automatically turning the engine on/off when players enter/exit vehicles and headlights automatically coming on when it is dark.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- ManualVehicleEngineAndLights();
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Is it not possible to reverse this function after it has been used. You must either use it or not use it.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetVehicleParamsEx](../functions/SetVehicleParamsEx.md): Sets a vehicle's params for all players.
-- [GetVehicleParamsEx](../functions/GetVehicleParamsEx.md): Get a vehicle's parameters.
-- [SetVehicleParamsForPlayer](../functions/SetVehicleParamsForPlayer.md): Set the parameters of a vehicle for a player.
diff --git a/docs/translations/th/scripting/functions/MoveObject.md b/docs/translations/th/scripting/functions/MoveObject.md
deleted file mode 100644
index 70359208d4a..00000000000
--- a/docs/translations/th/scripting/functions/MoveObject.md
+++ /dev/null
@@ -1,81 +0,0 @@
----
-title: MoveObject
-description: Move an object to a new position with a set speed.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Move an object to a new position with a set speed. Players/vehicles will 'surf' the object as it moves.
-
-| Name | Description |
-| ----------- | --------------------------------------------------------- |
-| objectid | The ID of the object to move. |
-| Float:X | The X coordinate to move the object to. |
-| Float:Y | The Y coordinate to move the object to. |
-| Float:Z | The Z coordinate to move the object to. |
-| Float:Speed | The speed at which to move the object (units per second). |
-| Float:RotX | The FINAL X rotation (optional). |
-| Float:RotY | The FINAL Y rotation (optional). |
-| Float:RotZ | The FINAL Z rotation (optional). |
-
-## ส่งคืน
-
-The time it will take for the object to move in milliseconds.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new obj; // Somewhere at the top of your script
-
-public OnGameModeInit()
-{
- obj = CreateObject(980, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
- return 1;
-}
-
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/moveobject", true) == 0)
- {
- new string[50];
- new movetime = MoveObject(obj, 0, 0, 10, 2.00);
- format(string, sizeof(string), "Object will finish moving in %d milliseconds", movetime);
- SendClientMessage(playerid, 0xFF000000, string);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function can be used to make objects rotate smoothly. In order to achieve this however, the object must also be moved. The specified rotation is the rotation the object will have after the movement. Hence the object will not rotate when no movement is applied. For a script example take a look at the ferriswheel.pwn filterscript made by Kye included in the server package (SA-MP 0.3d and above). To fully understand the above note, you can (but not limited to) increase the z position by (+0.001) and then (-0.001) after moving it again, as not changing the X,Y or Z will not rotate the object.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateObject](../functions/CreateObject.md): Create an object.
-- [DestroyObject](../functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../functions/IsValidObject.md): Checks if a certain object is vaild.
-- [IsObjectMoving](../functions/IsObjectMoving.md): Check if the object is moving.
-- [StopObject](../functions/StopObject.md): Stop an object from moving.
-- [SetObjectPos](../functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../functions/AttachObjectToPlayer.md): Attach an object to a player.
-- [CreatePlayerObject](../functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [MovePlayerObject](../functions/MovePlayerObject.md): Move a player object.
-- [StopPlayerObject](../functions/StopPlayerObject.md): Stop a player object from moving.
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving.md): Check if the player object is moving.
-- [SetPlayerObjectPos](../functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/MovePlayerObject.md b/docs/translations/th/scripting/functions/MovePlayerObject.md
deleted file mode 100644
index ca30da2e219..00000000000
--- a/docs/translations/th/scripting/functions/MovePlayerObject.md
+++ /dev/null
@@ -1,69 +0,0 @@
----
-title: MovePlayerObject
-description: Move a player object with a set speed.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Move a player object with a set speed. Also supports rotation. Players/vehicles will surf moving objects.
-
-| Name | Description |
-| ----------- | ------------------------------------------------- |
-| playerid | The ID of the player whose player-object to move. |
-| objectid | The ID of the object to move. |
-| Float:X | The X coordinate to move the object to. |
-| Float:Y | The Y coordinate to move the object to. |
-| Float:Z | The Z coordinate to move the object to. |
-| Float:Speed | The speed at which to move the object. |
-| Float:RotX | The final X rotation (optional). |
-| Float:RotY | The final Y rotation (optional). |
-| Float:RotZ | The final Z rotation (optional). |
-| playerid | The player you associated this object to. |
-| objectid | The objectid you want to move. |
-| Float:X | The new X coordinate. |
-| Float:Y | The new Y coordinate. |
-| Float:Z | The new Z coordinate. |
-| Float:Speed | The speed at which to move the object. |
-
-## ส่งคืน
-
-The time it will take for the object to move in milliseconds.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-MovePlayerObject(playerid, objectid, 2001.195679, 1547.113892, 10);
-```
-
-## บันทึà¸
-
-:::tip
-
-If using the rotation parameters, the object must be moved (X/Y/Z). The object will interpolate the rotation from when the objects starts moving and when it stops. The parameters below are for 0.3d R2 and older versions and should be ignored if you run the latest version of SA-MP.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerObject](../functions/CreatePlayerObject.md): Create an object for only one player.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject.md): Destroy a player object.
-- [IsValidPlayerObject](../functions/IsValidPlayerObject.md): Checks if a certain player object is vaild.
-- [StopPlayerObject](../functions/StopPlayerObject.md): Stop a player object from moving.
-- [IsObjectMoving](../functions/IsObjectMoving.md): Check if the object is moving.
-- [SetPlayerObjectPos](../functions/SetPlayerObjectPos.md): Set the position of a player object.
-- [SetPlayerObjectRot](../functions/SetPlayerObjectRot.md): Set the rotation of a player object.
-- [GetPlayerObjectPos](../functions/GetPlayerObjectPos.md): Locate a player object.
-- [GetPlayerObjectRot](../functions/GetPlayerObjectRot.md): Check the rotation of a player object.
-- [AttachPlayerObjectToPlayer](../functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player.
-- [CreateObject](../functions/CreateObject.md): Create an object.
-- [DestroyObject](../functions/DestroyObject.md): Destroy an object.
-- [IsValidObject](../functions/IsValidObject.md): Checks if a certain object is vaild.
-- [MoveObject](../functions/MoveObject.md): Move an object.
-- [StopObject](../functions/StopObject.md): Stop an object from moving.
-- [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving.md): Check if the player object is moving.
-- [SetObjectPos](../functions/SetObjectPos.md): Set the position of an object.
-- [SetObjectRot](../functions/SetObjectRot.md): Set the rotation of an object.
-- [GetObjectPos](../functions/GetObjectPos.md): Locate an object.
-- [GetObjectRot](../functions/GetObjectRot.md): Check the rotation of an object.
-- [AttachObjectToPlayer](../functions/AttachObjectToPlayer.md): Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/NetStats_BytesReceived.md b/docs/translations/th/scripting/functions/NetStats_BytesReceived.md
deleted file mode 100644
index 88f43a6cac6..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_BytesReceived.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: NetStats_BytesReceived
-description: Gets the amount of data (in bytes) that the server has received from the player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the amount of data (in bytes) that the server has received from the player.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the data from. |
-
-## ส่งคืน
-
-This function returns the number of bytes the server has received from the player. 0 is returned if the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/bytesreceived"))
- {
- new szString[144];
- format(szString, sizeof(szString), "You have sent %i bytes of information to the server.", NetStats_BytesReceived(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/NetStats_BytesSent.md b/docs/translations/th/scripting/functions/NetStats_BytesSent.md
deleted file mode 100644
index 5fecbaa8c89..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_BytesSent.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: NetStats_BytesSent
-description: Gets the amount of data (in bytes) that the server has sent to the player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the amount of data (in bytes) that the server has sent to the player.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the data from. |
-
-## ส่งคืน
-
-[edit]
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/bytes_sent"))
- {
- new szString[144];
- format(szString, sizeof(szString), "You have sent %i bytes of information to the server.", NetStats_BytesSent(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/NetStats_ConnectionStatus.md b/docs/translations/th/scripting/functions/NetStats_ConnectionStatus.md
deleted file mode 100644
index 4e7a6104a7e..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_ConnectionStatus.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: NetStats_ConnectionStatus
-description: Gets the player's current connection status.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the player's current connection status.
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| playerid | The ID of the player to get the connection status of. |
-
-## ส่งคืน
-
-The player's [connection status](../resources/connectionstatus.md), as an integer value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/connectionstatus"))
- {
- new szString[144];
- format(szString, sizeof(szString), "Your current connection status: %i.", NetStats_ConnectionStatus(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
-- [IsPlayerConnected](../functions/IsPlayerConnected.md): Check if a player is connected to the server.
-- [OnPlayerConnect](../callbacks/OnPlayerConnect.md): Called when a player connects to the server.
-- [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect.md): Called when a player leaves the server.
diff --git a/docs/translations/th/scripting/functions/NetStats_GetConnectedTime.md b/docs/translations/th/scripting/functions/NetStats_GetConnectedTime.md
deleted file mode 100644
index a41b6997797..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_GetConnectedTime.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: NetStats_GetConnectedTime
-description: Gets the amount of time (in milliseconds) that a player has been connected to the server for.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the amount of time (in milliseconds) that a player has been connected to the server for.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| playerid | The ID of the player to get the connected time of. |
-
-## ส่งคืน
-
-This function returns the amount of time (in milliseconds) that a player has been connected to the server for. 0 is returned if the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/connectedtime"))
- {
- new szString[144];
- format(szString, sizeof(szString), "You have been connected for %i milliseconds.", NetStats_GetConnectedTime(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The return value is not reset to zero after changing the game mode (using the RCON command "gmx").
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/NetStats_GetIpPort.md b/docs/translations/th/scripting/functions/NetStats_GetIpPort.md
deleted file mode 100644
index 5543471fb17..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_GetIpPort.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: NetStats_GetIpPort
-description: Get a player's IP and port.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get a player's IP and port.
-
-| Name | Description |
-| ----------- | ---------------------------------------------------------------- |
-| playerid | The ID of the player to get the IP and port of. |
-| ip_port[] | A string array to store the IP and port in, passed by reference. |
-| ip_port_len | The maximum length of the IP/port. 22 is recommended. |
-
-## ส่งคืน
-
-The player's IP and port is stored in the specified array.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/ipandport"))
- {
- new dest[22];
- NetStats_GetIpPort(playerid, dest, sizeof(dest));
-
- new szString[144];
- format(szString, sizeof(szString), "Your current IP and port: %s.", dest);
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerIp](../functions/GetPlayerIp.md): Get a player's IP.
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
diff --git a/docs/translations/th/scripting/functions/NetStats_MessagesReceived.md b/docs/translations/th/scripting/functions/NetStats_MessagesReceived.md
deleted file mode 100644
index 056f10e5247..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_MessagesReceived.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: NetStats_MessagesReceived
-description: Gets the number of messages the server has received from the player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the number of messages the server has received from the player.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the data from. |
-
-## ส่งคืน
-
-This function returns the number of messages the server has received from the player. 0 is returned if the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/msgs"))
- {
- new szString[144];
- format(szString, sizeof(szString), "You have sent %i network messages.", NetStats_MessagesReceived(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/NetStats_MessagesRecvPerSecond.md b/docs/translations/th/scripting/functions/NetStats_MessagesRecvPerSecond.md
deleted file mode 100644
index 809368234ed..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_MessagesRecvPerSecond.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: NetStats_MessagesRecvPerSecond
-description: Gets the number of messages the player has received in the last second.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the number of messages the player has received in the last second.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the data from. |
-
-## ส่งคืน
-
-the number of messages the player has received in the last second.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/msgpersec"))
- {
- new szString[144];
- format(szString, sizeof(szString), "You have received %i network messages in the last second.", NetStats_MessagesRecvPerSecond(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/NetStats_MessagesSent.md b/docs/translations/th/scripting/functions/NetStats_MessagesSent.md
deleted file mode 100644
index 1aaa7ceb1d6..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_MessagesSent.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: NetStats_MessagesSent
-description: Gets the number of messages the server has sent to the player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the number of messages the server has sent to the player.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the data from. |
-
-## ส่งคืน
-
-The number of messages the server has sent to the player.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/msgsent"))
- {
- new szString[144];
- format(szString, sizeof(szString), "You have recieved %i network messages.", NetStats_MessagesSent(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_PacketLossPercent](../functions/NetStats_PacketLossPercent.md): Get a player's packet loss percent.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/NetStats_PacketLossPercent.md b/docs/translations/th/scripting/functions/NetStats_PacketLossPercent.md
deleted file mode 100644
index b19c9d7836f..00000000000
--- a/docs/translations/th/scripting/functions/NetStats_PacketLossPercent.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: NetStats_PacketLossPercent
-description: Gets the packet loss percentage of a player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Gets the packet loss percentage of a player. Packet loss means data the player is sending to the server is being lost (or vice-versa).
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player to get the data from. |
-
-## ส่งคืน
-
-The percentage packet loss as a float. 0 if player not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/packetloss"))
- {
- new szString[144];
- format(szString, sizeof(szString), "Packets lost: %.2f percent.", NetStats_PacketLossPercent(playerid));
- SendClientMessage(playerid, -1, szString);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Be advised that this function will report the packets lost by the server. The packet loss number reported by the client **will** be different, not because either is incorrect, but because both the server and the client are only aware of the loss packages sent by them.
-
-:::
-
-:::tip
-
-Anything greater than 0.0% should already be a cause of concern. Anything greater than 1.0% is outright bad.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerNetworkStats](../functions/GetPlayerNetworkStats.md): Gets a player networkstats and saves it into a string.
-- [GetNetworkStats](../functions/GetNetworkStats.md): Gets the servers networkstats and saves it into a string.
-- [NetStats_GetConnectedTime](../functions/NetStats_GetConnectedTime.md): Get the time that a player has been connected for.
-- [NetStats_MessagesReceived](../functions/NetStats_MessagesReceived.md): Get the number of network messages the server has received from the player.
-- [NetStats_BytesReceived](../functions/NetStats_BytesReceived.md): Get the amount of information (in bytes) that the server has received from the player.
-- [NetStats_MessagesSent](../functions/NetStats_MessagesSent.md): Get the number of network messages the server has sent to the player.
-- [NetStats_BytesSent](../functions/NetStats_BytesSent.md): Get the amount of information (in bytes) that the server has sent to the player.
-- [NetStats_MessagesRecvPerSecond](../functions/NetStats_MessagesRecvPerSecond.md): Get the number of network messages the server has received from the player in the last second.
-- [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md): Get a player's connection status.
-- [NetStats_GetIpPort](../functions/NetStats_GetIpPort.md): Get a player's IP and port.
diff --git a/docs/translations/th/scripting/functions/PlayAudioStreamForPlayer.md b/docs/translations/th/scripting/functions/PlayAudioStreamForPlayer.md
deleted file mode 100644
index 1bbbe283ee4..00000000000
--- a/docs/translations/th/scripting/functions/PlayAudioStreamForPlayer.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: PlayAudioStreamForPlayer
-description: Play an 'audio stream' for a player.
-tags: ["player"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3d and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Play an 'audio stream' for a player. Normal audio files also work (e.g. MP3).
-
-| Name | Description |
-| -------------- | ---------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to play the audio for. |
-| url[] | The url to play. Valid formats are mp3 and ogg/vorbis. A link to a .pls (playlist) file will play that playlist. |
-| Float:PosX | The X position at which to play the audio. Default 0.0. Has no effect unless usepos is set to 1. |
-| Float:PosY | The Y position at which to play the audio. Default 0.0. Has no effect unless usepos is set to 1. |
-| Float:PosZ | The Z position at which to play the audio. Default 0.0. Has no effect unless usepos is set to 1. |
-| Float:distance | The distance over which the audio will be heard. Has no effect unless usepos is set to 1. |
-| usepos | Use the positions and distance specified. Default disabled (0). |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp("/radio", cmdtext, true) == 0)
- {
- PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls");
- return 1;
- }
- if (strcmp("/radiopos", cmdtext, true) == 0)
- {
- new Float:X, Float:Y, Float:Z, Float:Distance = 5.0;
- GetPlayerPos(playerid, X, Y, Z);
- PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls", X, Y, Z, Distance, 1);
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- StopAudioStreamForPlayer: Stops the current audio stream for a player.
-- PlayerPlaySound: Play a sound for a player.
diff --git a/docs/translations/th/scripting/functions/PlayCrimeReportForPlayer.md b/docs/translations/th/scripting/functions/PlayCrimeReportForPlayer.md
deleted file mode 100644
index 3231b50af49..00000000000
--- a/docs/translations/th/scripting/functions/PlayCrimeReportForPlayer.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: PlayCrimeReportForPlayer
-description: This function plays a crime report for a player - just like in single-player when CJ commits a crime.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function plays a crime report for a player - just like in single-player when CJ commits a crime.
-
-| Name | Description |
-| --------- | ---------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player that will hear the crime report. |
-| suspectid | The ID of the suspect player whom will be described in the crime report. |
-| crimeid | The [crime ID](../resources/crimelist.md), which will be reported as a 10-code (i.e. 10-16 if 16 was passed as the crimeid). |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/suspect"))
- {
- PlayCrimeReportForPlayer(playerid, 0, 16);
- SendClientMessage(playerid, 0xFFFFFFFF, "ID 0 committed a crime (10-16).");
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayerPlaySound: Play a sound for a player.
diff --git a/docs/translations/th/scripting/functions/PlayerPlaySound.md b/docs/translations/th/scripting/functions/PlayerPlaySound.md
deleted file mode 100644
index fb9993220e0..00000000000
--- a/docs/translations/th/scripting/functions/PlayerPlaySound.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: PlayerPlaySound
-description: Plays the specified sound for a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Plays the specified sound for a player.
-
-For a library that lists all sounds, check out [this](https://github.com/WoutProvost/samp-sound-array).
-
-| Name | Description |
-| -------- | ------------------------------------------------------------ |
-| playerid | The ID of the player for whom to play the sound. |
-| soundid | The sound to play. |
-| Float:x | X coordinate for the sound to play at. (0.0 for no position) |
-| Float:y | Y coordinate for the sound to play at. (0.0 for no position) |
-| Float:z | Z coordinate for the sound to play at. (0.0 for no position) |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// player punching sound (fits for commands such as /slap well). The sound will be quiet, as the source is actually 10 meters above the player.
-PlayerPlaySound(playerid, 1130, 0.0, 0.0, 10.0);
-```
-
-## บันทึà¸
-
-:::tip
-
-Only use the coordinates if you want the sound to be played at a certain position. Set coordinates all to 0.0 to just play the sound.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayCrimeReportForPlayer: Play a crime report for a player.
-- PlayAudioStreamForPlayer: Plays a audio stream for a player.
-- StopAudioStreamForPlayer: Stops the current audio stream for a player.
diff --git a/docs/translations/th/scripting/functions/PlayerSpectatePlayer.md b/docs/translations/th/scripting/functions/PlayerSpectatePlayer.md
deleted file mode 100644
index 0bfadd8eb4d..00000000000
--- a/docs/translations/th/scripting/functions/PlayerSpectatePlayer.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: PlayerSpectatePlayer
-description: Makes a player spectate (watch) another player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Makes a player spectate (watch) another player.
-
-| Name | Description |
-| -------------- | -------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player that will spectate. |
-| targetplayerid | The ID of the player that should be spectated. |
-| mode | The [mode](../resources/spectatemodes.md) to spectate with (optional; defaults to 'normal'). |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. One of the players specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- TogglePlayerSpectating(playerid, 1);
- PlayerSpectatePlayer(playerid, killerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Order is CRITICAL! Ensure that you use TogglePlayerSpectating before PlayerSpectatePlayer. playerid and targetplayerid's virtual world and interior must be the same for this function to work properly.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayerSpectateVehicle: Spectate a vehicle.
-- TogglePlayerSpectating: Start or stop spectating.
diff --git a/docs/translations/th/scripting/functions/PlayerSpectateVehicle.md b/docs/translations/th/scripting/functions/PlayerSpectateVehicle.md
deleted file mode 100644
index 695bad194b7..00000000000
--- a/docs/translations/th/scripting/functions/PlayerSpectateVehicle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: PlayerSpectateVehicle
-description: Sets a player to spectate another vehicle.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a player to spectate another vehicle. Their camera will be attached to the vehicle as if they are driving it.
-
-| Name | Description |
-| --------------- | ----------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player who should spectate a vehicle. |
-| targetvehicleid | The ID of the vehicle the player should spectate. |
-| mode | The spectate [mode](../resources/spectatemodes.md). Can generally be left blank as it defaults to 'normal'. |
-
-## ส่งคืน
-
-1: The function was executed successfully. Note that success is reported if the player is not in spectator mode (TogglePlayerSpectating), but nothing will happen. TogglePlayerSpectating MUST be used first.
-
-0: The function failed to execute. The player, vehicle, or both don't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-TogglePlayerSpectating(playerid, 1);
-PlayerSpectateVehicle(playerid, vehicleid);
-```
-
-## บันทึà¸
-
-:::warning
-
-Order is CRITICAL! Ensure that you use TogglePlayerSpectating before PlayerSpectateVehicle. The playerid and vehicleid have to be in the same interior and virtual world for this function to work properly.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayerSpectatePlayer: Spectate a player.
-- TogglePlayerSpectating: Start or stop spectating.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawAlignment.md b/docs/translations/th/scripting/functions/PlayerTextDrawAlignment.md
deleted file mode 100644
index a2cd803b6a4..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawAlignment.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: PlayerTextDrawAlignment
-description: Set the text alignment of a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the text alignment of a player-textdraw.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to set the alignment of. |
-| Text:text | The ID of the player-textdraw to set the alignment of. |
-| alignment | 1-left 2-centered 3-right |
-
-## ส่งคืน
-
-Note
-
-For alignment 2 (center) the x and y values of TextSize need to be swapped, see notes at PlayerTextDrawTextSize.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:MyTextdraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- MyTextdraw[playerid] = CreatePlayerTextDraw(playerid, 320.0, 425.0, "This is an example textdraw");
- PlayerTextDrawAlignment(playerid, MyTextdraw[playerid], 2); // Align the textdraw in the center
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-For alignment 2 (center) the x and y values of TextSize need to be swapped, see notes at PlayerTextDrawTextSize.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawBackgroundColor.md b/docs/translations/th/scripting/functions/PlayerTextDrawBackgroundColor.md
deleted file mode 100644
index c71c72f5002..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawBackgroundColor.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: PlayerTextDrawBackgroundColor
-description: Adjust the background color of a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adjust the background color of a player-textdraw.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to set the background color of |
-| text | The ID of the player-textdraw to set the background color of |
-| color | The color that the textdraw should be set to. |
-
-## ส่งคืน
-
-Note
-
-If PlayerTextDrawSetOutline is used with size > 0, the outline color will match the color used in PlayerTextDrawBackgroundColor. Changing the value of color seems to alter the color used in PlayerTextDrawColor
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:MyTextdraw;
-
-public OnPlayerConnect(playerid)
-{
- MyTextdraw = CreatePlayerTextDraw(playerid, 320.0, 425.0, "This is an example textdraw");
- PlayerTextDrawUseBox(playerid, MyTextdraw, 1);
- PlayerTextDrawBackgroundColor(playerid, MyTextdraw, 0xFFFFFFFF); // Set the background color of MyTextdraw to white
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If PlayerTextDrawSetOutline is used with size > 0, the outline color will match the color used in PlayerTextDrawBackgroundColor. Changing the value of color seems to alter the color used in PlayerTextDrawColor
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawBoxColor.md b/docs/translations/th/scripting/functions/PlayerTextDrawBoxColor.md
deleted file mode 100644
index d57c6b1422f..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawBoxColor.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: PlayerTextDrawBoxColor
-description: Sets the color of a textdraw's box (PlayerTextDrawUseBox).
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the color of a textdraw's box (PlayerTextDrawUseBox).
-
-| Name | Description |
-|-----------------|--------------------------------------------------------------|
-| playerid | The ID of the player whose textdraw to set the box color of. |
-| PlayerText:text | The ID of the player textdraw to set the box color of. |
-| color | The color to set. Alpha (transparency) is supported. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:pTextdraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- pTextdraw[playerid] = CreatePlayerTextDraw(playerid, x, y, "...");
- PlayerTextDrawUseBox(playerid, pTextdraw[playerid], true);
- PlayerTextDrawBoxColor(playerid, pTextdraw[playerid], 0xFF0000FF); // Red box with no transparency
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerTextDraw](CreatePlayerTextDraw): Create a player-textdraw.
-- [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Destroy a player-textdraw.
-- [PlayerTextDrawColor](PlayerTextDrawColor): Set the color of the text in a player-textdraw.
-- [PlayerTextDrawBackgroundColor](PlayerTextDrawBackgroundColor): Set the background color of a player-textdraw.
-- [PlayerTextDrawAlignment](PlayerTextDrawAlignment): Set the alignment of a player-textdraw.
-- [PlayerTextDrawFont](PlayerTextDrawFont): Set the font of a player-textdraw.
-- [PlayerTextDrawLetterSize](PlayerTextDrawLetterSize): Set the letter size of the text in a player-textdraw.
-- [PlayerTextDrawTextSize](PlayerTextDrawTextSize): Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- [PlayerTextDrawSetOutline](PlayerTextDrawSetOutline): Toggle the outline on a player-textdraw.
-- [PlayerTextDrawSetShadow](PlayerTextDrawSetShadow): Set the shadow on a player-textdraw.
-- [PlayerTextDrawSetProportional](PlayerTextDrawSetProportional): Scale the text spacing in a player-textdraw to a proportional ratio.
-- [PlayerTextDrawUseBox](PlayerTextDrawUseBox): Toggle the box on a player-textdraw.
-- [PlayerTextDrawSetString](PlayerTextDrawSetString): Set the text of a player-textdraw.
-- [PlayerTextDrawShow](PlayerTextDrawShow): Show a player-textdraw.
-- [PlayerTextDrawHide](PlayerTextDrawHide): Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawColor.md b/docs/translations/th/scripting/functions/PlayerTextDrawColor.md
deleted file mode 100644
index eb4c315615f..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawColor.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: PlayerTextDrawColor
-description: Sets the text color of a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the text color of a player-textdraw
-
-| Name | Description |
-| -------- | ------------------------------------------------------- |
-| playerid | The ID of the player who's textdraw to set the color of |
-| text | The TextDraw to change. |
-| color | The color in hexadecimal format. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:pTextdraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- pTextdraw[playerid] = CreatePlayerTextDraw(playerid, x, y, "...");
- PlayerTextDrawColor(playerid, pTextdraw[playerid], 0xFF0000FF); // Red text
- PlayerTextDrawShow(playerid, pTextdraw[playerid]);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You can also use Gametext colors in textdraws. The textdraw must be re-shown to the player in order to update the color.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawDestroy.md b/docs/translations/th/scripting/functions/PlayerTextDrawDestroy.md
deleted file mode 100644
index d490b6e095b..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawDestroy.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: PlayerTextDrawDestroy
-description: Destroy a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroy a player-textdraw.
-
-| Name | Description |
-| -------- | ------------------------------------------------------ |
-| playerid | The ID of the player who's player-textdraw to destroy. |
-| text | The ID of the textdraw to destroy. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:pTextdraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- pTextdraw[playerid] = CreatePlayerTextDraw(playerid, x, y, "...");
- return 1;
-}
-
-public OnPlayerDisconnect(playerid, reason)
-{
- PlayerTextDrawDestroy(playerid, pTextdraw[playerid]);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawFont.md b/docs/translations/th/scripting/functions/PlayerTextDrawFont.md
deleted file mode 100644
index 3d3f2b19a76..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawFont.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: PlayerTextDrawFont
-description: Change the font of a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the font of a player-textdraw.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to change the font of |
-| text | The ID of the player-textdraw to change the font of |
-| font | There are four font styles as shown below. A font value greater than 3 does not display, and anything greater than 16 crashes the client. |
-
-Available Styles:
-
-
-Available Fonts:
-
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:welcomeText[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- // First, create the textdraw
- welcomeText[playerid] = CreatePlayerTextDraw(playerid, 240.0, 580.0, "Welcome to my SA-MP server");
- // Set the font of player-textdraw 'welcomeText' to 2.
- PlayerTextDrawFont(playerid, welcomeText[playerid], 2);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawHide.md b/docs/translations/th/scripting/functions/PlayerTextDrawHide.md
deleted file mode 100644
index 4e2b0c83885..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawHide.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: PlayerTextDrawHide
-description: Hide a player-textdraw from the player it was created for.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Hide a player-textdraw from the player it was created for
-
-| Name | Description |
-| -------- | --------------------------------------------- |
-| playerid | The ID of the player to hide the textdraw for |
-| text | The ID of the textdraw to hide |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayerTextDrawShow: Show a player-textdraw.
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawLetterSize.md b/docs/translations/th/scripting/functions/PlayerTextDrawLetterSize.md
deleted file mode 100644
index abbaa1dd07d..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawLetterSize.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: PlayerTextDrawLetterSize
-description: Sets the width and height of the letters in a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the width and height of the letters in a player-textdraw.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to set the letter size of |
-| text | The ID of the player-textdraw to change the letter size of |
-| Float:x | Width of a char. |
-| Float:y | Height of a char. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-MyTextDraw = CreatePlayerTextDraw(playerid, 100.0, 33.0,"Example TextDraw");
-PlayerTextDrawLetterSize(playerid, MyTextDraw, 3.2 ,5.1);
-```
-
-## บันทึà¸
-
-:::tip
-
-When using this function purely for the benefit of affecting the textdraw box, multiply 'Y' by 0.135 to convert to TextDrawTextSize-like measurements
-
-:::
-
-:::tip
-
-Fonts appear to look the best with an X to Y ratio of 1 to 4 (e.g. if x is 0.5 then y should be 2).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetOutline.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetOutline.md
deleted file mode 100644
index c35f45d186a..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetOutline.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: PlayerTextDrawSetOutline
-description: Set the outline of a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the outline of a player-textdraw. The outline colour cannot be changed unless PlayerTextDrawBackgroundColor is used.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to set the outline of |
-| text | The ID of the player-textdraw to set the outline of |
-| size | The thickness of the outline. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-MyTextDraw = CreatePlayerTextDraw(playerid, 100.0, 33.0,"Example TextDraw");
-PlayerTextDrawSetOutline(playerid, MyTextDraw, 1);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewModel.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewModel.md
deleted file mode 100644
index eab5150aa99..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewModel.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: PlayerTextDrawSetPreviewModel
-description: Sets a player textdraw 2D preview sprite of a specified model ID.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a player textdraw 2D preview sprite of a specified model ID.
-
-| Name | Description |
-| ---------- | ------------------------------------------------- |
-| playerid | The PlayerTextDraw player ID. |
-| text | The textdraw id that will display the 3D preview. |
-| modelindex | The GTA SA or SA:MP model ID to display. |
-
-## ส่งคืน
-
-1: The function was executed successfully. If an invalid model is passed 'success' is reported, but the model will appear as a yellow/black question mark.
-
-0: The function failed to execute. Player and/or textdraw do not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:textdraw;
-
-public OnPlayerConnect(playerid)
-{
- textdraw = CreatePlayerTextDraw(playerid, 320.0, 240.0, "_");
- PlayerTextDrawFont(playerid, textdraw, TEXT_DRAW_FONT_MODEL_PREVIEW);
- PlayerTextDrawUseBox(playerid, textdraw, true);
- PlayerTextDrawBoxColor(playerid, textdraw, 0x000000FF);
- PlayerTextDrawTextSize(playerid, textdraw, 40.0, 40.0);
- PlayerTextDrawSetPreviewModel(playerid, textdraw, 411); // Show an Infernus (model 411)
- //PlayerTextDrawSetPreviewModel(playerid, textdraw, 0); //Display model 0 (CJ Skin)
- //PlayerTextDrawSetPreviewModel(playerid, textdraw, 18646); //Display model 18646 (police light object)
- PlayerTextDrawShow(playerid, textdraw);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The textdraw MUST use the font type `TEXT_DRAW_FONT_MODEL_PREVIEW` in order for this function to have effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [PlayerTextDrawSetPreviewRot](PlayerTextDrawSetPreviewRot): Set rotation of a 3D player textdraw preview.
-- [PlayerTextDrawSetPreviewVehCol](PlayerTextDrawSetPreviewVehCol): Set the colours of a vehicle in a 3D player textdraw preview.
-- [PlayerTextDrawFont](PlayerTextDrawFont): Set the font of a player-textdraw.
-
-## Related Callbacks
-
-- [OnPlayerClickPlayerTextDraw](../callbacks/OnPlayerClickPlayerTextDraw): Called when a player clicks on a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewRot.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewRot.md
deleted file mode 100644
index 75b3f89cf3c..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewRot.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: PlayerTextDrawSetPreviewRot
-description: Sets the rotation and zoom of a 3D model preview player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the rotation and zoom of a 3D model preview player-textdraw.
-
-| Name | Description |
-| --------------- | ------------------------------------------------------------------------------------------------------------------------ |
-| playerid | The ID of the player whose player-textdraw to change. |
-| PlayerText:text | The ID of the player-textdraw to change. |
-| Float:fRotX | The X rotation value. |
-| Float:fRotY | The Y rotation value. |
-| Float:fRotZ | The Z rotation value. |
-| Float:fZoom | The zoom value, default value 1.0, smaller values make the camera closer and larger values make the camera further away. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:textdraw;
-
-public OnPlayerConnect(playerid)
-{
- textdraw = CreatePlayerTextDraw(playerid, 320.0, 240.0, "_");
- PlayerTextDrawFont(playerid, textdraw, TEXT_DRAW_FONT_MODEL_PREVIEW);
- PlayerTextDrawUseBox(playerid, textdraw, 1);
- PlayerTextDrawBoxColor(playerid, textdraw, 0x000000FF);
- PlayerTextDrawTextSize(playerid, textdraw, 40.0, 40.0);
- PlayerTextDrawSetPreviewModel(playerid, textdraw, 411);
- PlayerTextDrawSetPreviewRot(playerid, textdraw, -10.0, 0.0, -20.0, 1.0);
- PlayerTextDrawShow(playerid, textdraw);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The textdraw MUST use the font type TEXT_DRAW_FONT_MODEL_PREVIEW and already have a model set in order for this function to have effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- TextDrawSetPreviewRot: Set rotation of a 3D textdraw preview.
-- PlayerTextDrawSetPreviewModel: Set model ID of a 3D player textdraw preview.
-- PlayerTextDrawSetPreviewVehCol: Set the colours of a vehicle in a 3D player textdraw preview.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- OnPlayerClickPlayerTextDraw: Called when a player clicks on a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewVehCol.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewVehCol.md
deleted file mode 100644
index d9573b8acbe..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetPreviewVehCol.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: PlayerTextDrawSetPreviewVehCol
-description: Set the color of a vehicle in a player-textdraw model preview (if a vehicle is shown).
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the color of a vehicle in a player-textdraw model preview (if a vehicle is shown).
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to change. |
-| text | The ID of the player's player-textdraw to change. |
-| color1 | The color to set the vehicle's primary color to. |
-| color2 | The color to set the vehicle's secondary color to. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## บันทึà¸
-
-:::warning
-
-The textdraw MUST use the font TEXT_DRAW_FONT_MODEL_PREVIEW and be showing a vehicle in order for this function to have effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayerTextDrawSetPreviewModel: Set model ID of a 3D player textdraw preview.
-- PlayerTextDrawSetPreviewRot: Set rotation of a 3D player textdraw preview.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- OnPlayerClickPlayerTextDraw: Called when a player clicks on a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetProportional.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetProportional.md
deleted file mode 100644
index 6d8d7e2c7b9..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetProportional.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: PlayerTextDrawSetProportional
-description: Appears to scale text spacing to a proportional ratio.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Appears to scale text spacing to a proportional ratio. Useful when using PlayerTextDrawLetterSize to ensure the text has even character spacing.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------ |
-| playerid | The ID of the player whose player-textdraw to set the proportionality of |
-| text | The ID of the player-textdraw to set the proportionality of |
-| set | 1 to enable proportionality, 0 to disable. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetSelectable.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetSelectable.md
deleted file mode 100644
index f5168709ad7..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetSelectable.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: PlayerTextDrawSetSelectable
-description: Toggles whether a player-textdraw can be selected or not.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggles whether a player-textdraw can be selected or not.
-
-| Name | Description |
-|-----------------|--------------------------------------------------------------------------------------------------|
-| playerid | The ID of the player whose player-textdraw to set the selectability of. |
-| PlayerText:text | The ID of the player-textdraw to set the selectability of. |
-| bool:set | Set the player-textdraw selectable (true) or non-selectable (false). By default this is (false). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/select_ptd", true))
- {
- for (new i = 0; i < MAX_PLAYER_TEXT_DRAWS; i++)
- {
- PlayerTextDrawSetSelectable(playerid, PlayerText:i, true);
- }
- SendClientMessage(playerid, 0xFFFFFFAA, "SERVER: All player-textdraws can be selected now!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Use [PlayerTextDrawTextSize](PlayerTextDrawTextSize) to define the clickable area.
-
-:::
-
-:::warning
-
-PlayerTextDrawSetSelectable MUST be used BEFORE the textdraw is shown to the player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SelectTextDraw](SelectTextDraw): Enables the mouse, so the player can select a textdraw
-- [CancelSelectTextDraw](CancelSelectTextDraw): Cancel textdraw selection with the mouse
-
-## Related Callbacks
-
-- [OnPlayerClickPlayerTextDraw](../callbacks/OnPlayerClickPlayerTextDraw): Called when a player clicks on a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetShadow.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetShadow.md
deleted file mode 100644
index fb1668d54a3..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetShadow.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: PlayerTextDrawSetShadow
-description: Adds a shadow to the bottom-right side of the text in a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds a shadow to the bottom-right side of the text in a player-textdraw. The shadow font matches the text font.
-
-| Name | Description |
-| -------- | --------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to set the shadow size of. |
-| text | The ID of the player-textdraw to change the shadow of |
-| size | The size of the shadow. 0 will hide the shadow. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player-textdraw doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextDraw = CreatePlayerTextDraw(playerid, 100.0, 33.0, "Example Text");
-PlayerTextDrawSetShadow(playerid, MyTextDraw, 1);
-```
-
-## บันทึà¸
-
-:::tip
-
-The shadow can be cut by the box area if the size is set too big for the area.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawSetString.md b/docs/translations/th/scripting/functions/PlayerTextDrawSetString.md
deleted file mode 100644
index 692d880f602..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawSetString.md
+++ /dev/null
@@ -1,90 +0,0 @@
----
-title: PlayerTextDrawSetString
-description: Change the text of a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the text of a player-textdraw.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player who's textdraw string to set |
-| text | The ID of the textdraw to change |
-| string[] | The new string for the TextDraw |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new pVehicleHealthTimer[MAX_PLAYERS];
-new PlayerText:pVehicleHealthTD[MAX_PLAYERS];
-
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == 2) // Entered a vehicle as driver
- {
- pVehicleHealthTD[playerid] = CreatePlayerTextDraw(playerid, x, y, " ");
- PlayerTextDrawShow(playerid, pVehicleHealthTD[playerid]);
-
- // Set a timer to update the textdraw every second
- pVehicleHealthTimer[playerid] = SetTimerEx("vhealth_td_update", 1000, true, "i", playerid);
- }
- if (oldstate == 2)
- {
- KillTimer(pVehicleHealthTD[playerid]);
- PlayerTextDrawDestroy(playerid, pVehicleHealthTD[playerid]);
- }
-}
-
-public vhealth_td_update(playerid)
-{
- new tdstring[32], Float:vHealth;
- GetVehicleHealth(GetPlayerVehicleID(playerid), vHealth);
-
- format(tdstring, sizeof(tdstring), "Vehicle Health: %0f", vHealth);
-
- PlayerTextDrawSetString(playerid, pVehicleHealthTD[playerid], tdstring); // <<< Update the text to show the vehicle health
- return 1;
-}
-
-/*
-NOTE: This example is purely for demonstration purposes, it is not guaranteed to work in-game. It is merely to show the usage of the PlayerTextDrawSetString function.
-*/
-```
-
-## บันทึà¸
-
-:::tip
-
-You don't have to show the TextDraw again in order to apply the changes.
-
-:::
-
-:::warning
-
-There are limits to the length of textdraw strings! See Limits for more info.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawShow.md b/docs/translations/th/scripting/functions/PlayerTextDrawShow.md
deleted file mode 100644
index cf75c9db458..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawShow.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: PlayerTextDrawShow
-description: Show a player-textdraw to the player it was created for.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Show a player-textdraw to the player it was created for
-
-| Name | Description |
-| -------- | --------------------------------------------- |
-| playerid | The ID of the player to show the textdraw for |
-| text | The ID of the textdraw to show |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## บันทึà¸
-
-:::tip
-
-The player-textdraw is only valid for the player it is created for. This means that you can't show a player-textdraw created for a particular player to another player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayerTextDrawHide: Hide a player-textdraw.
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawTextSize.md b/docs/translations/th/scripting/functions/PlayerTextDrawTextSize.md
deleted file mode 100644
index c1b870a0f5b..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawTextSize.md
+++ /dev/null
@@ -1,67 +0,0 @@
----
-title: PlayerTextDrawTextSize
-description: Change the size of a player-textdraw (box if PlayerTextDrawUseBox is enabled and/or clickable area for use with PlayerTextDrawSetSelectable).
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the size of a player-textdraw (box if PlayerTextDrawUseBox is enabled and/or clickable area for use with PlayerTextDrawSetSelectable).
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-textdraw to set the size of |
-| text | The ID of the player-textdraw to set the size of. |
-| Float:x | The size on the X axis (left/right) following the same 640x480 grid as TextDrawCreate. |
-| Float:y | The size on the Y axis (up/down) following the same 640x480 grid as TextDrawCreate. |
-
-## ส่งคืน
-
-The x and y have different meanings with different PlayerTextDrawAlignment values: 1 (left): they are the right-most corner of the box, absolute coordinates. 2 (center): they need to inverted (switch the two) and the x value is the overall width of the box. 3 (right): the x and y are the coordinates of the left-most corner of the box
-
-1 (left): they are the right-most corner of the box, absolute coordinates.
-
-2 (center): they need to inverted (switch the two) and the x value is the overall width of the box.
-
-3 (right): the x and y are the coordinates of the left-most corner of the box
-
-Using font type 4 (sprite) and 5 (model preview) converts X and Y of this function from corner coordinates to WIDTH and HEIGHT (offsets).
-
-The TextDraw box starts 10.0 units up and 5.0 to the left as the origin (TextDrawCreate coordinate).
-
-This function defines the clickable area for use with PlayerTextDrawSetSelectable, whether a box is shown or not.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-MyTextDraw = CreatePlayerTextDraw(playerid, 100.0, 33.0, "Example TextDraw");
-PlayerTextDrawTextSize(playerid, MyTextDraw, 2.0, 3.6);
-```
-
-## บันทึà¸
-
-:::tip
-
-The x and y have different meanings with different PlayerTextDrawAlignment values: 1 (left): they are the right-most corner of the box, absolute coordinates. 2 (center): they need to inverted (switch the two) and the x value is the overall width of the box. 3 (right): the x and y are the coordinates of the left-most corner of the box
-
-Using font type 4 (sprite) and 5 (model preview) converts X and Y of this function from corner coordinates to WIDTH and HEIGHT (offsets). The TextDraw box starts 10.0 units up and 5.0 to the left as the origin (TextDrawCreate coordinate). This function defines the clickable area for use with PlayerTextDrawSetSelectable, whether a box is shown or not.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerTextDraw: Create a player-textdraw.
-- PlayerTextDrawDestroy: Destroy a player-textdraw.
-- PlayerTextDrawColor: Set the color of the text in a player-textdraw.
-- PlayerTextDrawBoxColor: Set the color of a player-textdraw's box.
-- PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw.
-- PlayerTextDrawAlignment: Set the alignment of a player-textdraw.
-- PlayerTextDrawFont: Set the font of a player-textdraw.
-- PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw.
-- PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw.
-- PlayerTextDrawSetShadow: Set the shadow on a player-textdraw.
-- PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio.
-- PlayerTextDrawUseBox: Toggle the box on a player-textdraw.
-- PlayerTextDrawSetString: Set the text of a player-textdraw.
-- PlayerTextDrawShow: Show a player-textdraw.
-- PlayerTextDrawHide: Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PlayerTextDrawUseBox.md b/docs/translations/th/scripting/functions/PlayerTextDrawUseBox.md
deleted file mode 100644
index 5c5f2e4303f..00000000000
--- a/docs/translations/th/scripting/functions/PlayerTextDrawUseBox.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: PlayerTextDrawUseBox
-description: Toggle the box on a player-textdraw.
-tags: ["player", "textdraw", "playertextdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle the box on a player-textdraw.
-
-| Name | Description |
-|-----------------|----------------------------------------------------------|
-| playerid | The ID of the player whose textdraw to toggle the box of |
-| PlayerText:text | The ID of the player-textdraw to toggle the box of |
-| bool:use | **true** to use a box or **false** to not use a box |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new PlayerText:MyTD[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- MyTD[playerid] = CreatePlayerTextDraw(playerid, 40.0, 140.0, "_~N~Example text!~N~_");
- PlayerTextDrawUseBox(playerid, MyTD[playerid], true);
- PlayerTextDrawBoxColor(playerid, MyTD[playerid], 0x00000066); // Set the box color to a semi-transparent black
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreatePlayerTextDraw](CreatePlayerTextDraw): Create a player-textdraw.
-- [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Destroy a player-textdraw.
-- [PlayerTextDrawIsBox](PlayerTextDrawIsBox): Checks if a player-textdraw is box.
-- [PlayerTextDrawColor](PlayerTextDrawColor): Set the color of the text in a player-textdraw.
-- [PlayerTextDrawBoxColor](PlayerTextDrawBoxColor): Set the color of a player-textdraw's box.
-- [PlayerTextDrawBackgroundColor](PlayerTextDrawBackgroundColor): Set the background color of a player-textdraw.
-- [PlayerTextDrawAlignment](PlayerTextDrawAlignment): Set the alignment of a player-textdraw.
-- [PlayerTextDrawFont](PlayerTextDrawFont): Set the font of a player-textdraw.
-- [PlayerTextDrawLetterSize](PlayerTextDrawLetterSize): Set the letter size of the text in a player-textdraw.
-- [PlayerTextDrawTextSize](PlayerTextDrawTextSize): Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable).
-- [PlayerTextDrawSetOutline](PlayerTextDrawSetOutline): Toggle the outline on a player-textdraw.
-- [PlayerTextDrawSetShadow](PlayerTextDrawSetShadow): Set the shadow on a player-textdraw.
-- [PlayerTextDrawSetProportional](PlayerTextDrawSetProportional): Scale the text spacing in a player-textdraw to a proportional ratio.
-- [PlayerTextDrawSetString](PlayerTextDrawSetString): Set the text of a player-textdraw.
-- [PlayerTextDrawShow](PlayerTextDrawShow): Show a player-textdraw.
-- [PlayerTextDrawHide](PlayerTextDrawHide): Hide a player-textdraw.
diff --git a/docs/translations/th/scripting/functions/PutPlayerInVehicle.md b/docs/translations/th/scripting/functions/PutPlayerInVehicle.md
deleted file mode 100644
index 5704d406820..00000000000
--- a/docs/translations/th/scripting/functions/PutPlayerInVehicle.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: PutPlayerInVehicle
-description: Puts a player in a vehicle.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Puts a player in a vehicle.
-
-| Name | Description |
-| --------- | ------------------------------------------- |
-| playerid | The ID of the player to put in a vehicle. |
-| vehicleid | The ID of the vehicle to put the player in. |
-| seatid | The ID of the seat to put the player in. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The player or vehicle don't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerEnterVehicle(playerid,vehicleid,ispassanger)
-{
- PutPlayerInVehicle(playerid, vehicleid, 0);
- return 1;
-}
-```
-
-```
-0 - Driver
-1 - Front passenger
-2 - Back-left passenger
-3 - Back-right passenger
-4+ - Passenger seats (coach etc.)
-
-```
-
-## บันทึà¸
-
-:::tip
-
-You can use GetPlayerVehicleSeat in a loop to check if a seat is occupied by any players.
-
-:::
-
-:::warning
-
-If the seat is invalid or is taken, will cause a crash when they EXIT the vehicle.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- RemovePlayerFromVehicle: Throw a player out of their vehicle.
-- GetPlayerVehicleID: Get the ID of the vehicle the player is in.
-- GetPlayerVehicleSeat: Check what seat a player is in.
-- OnPlayerEnterVehicle: Called when a player starts to enter a vehicle.
diff --git a/docs/translations/th/scripting/functions/RemoveBuildingForPlayer.md b/docs/translations/th/scripting/functions/RemoveBuildingForPlayer.md
deleted file mode 100644
index 3ec0b48c48a..00000000000
--- a/docs/translations/th/scripting/functions/RemoveBuildingForPlayer.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: RemoveBuildingForPlayer
-description: Removes a standard San Andreas model for a single player within a specified range.
-tags: ["player"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3d and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Removes a standard San Andreas model for a single player within a specified range.
-
-| Name | Description |
-| ------------- | --------------------------------------------------------------------------------- |
-| playerid | The ID of the player to remove the objects for. |
-| modelid | The model to remove. |
-| Float:fX | The X coordinate around which the objects will be removed. |
-| Float:fY | The Y coordinate around which the objects will be removed. |
-| Float:fZ | The Z coordinate around which the objects will be removed. |
-| Float:fRadius | The radius around the specified point to remove objects with the specified model. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- // When the player connects, objects with model 615 will be removed within a
- // range of 200.0 from the point 0.0, 0.0, 0.0, which is the center of San Andreas.
- RemoveBuildingForPlayer(playerid, 615, 0.0, 0.0, 0.0, 200.0);
- return 1;
-}
-public OnPlayerConnect(playerid)
-{
- // When the player connects, all map objects will be removed.
- RemoveBuildingForPlayer(playerid, -1, 0.0, 0.0, 0.0, 6000.0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-In SA-MP 0.3.7 you can use -1 for the modelid to remove all objects within the specified radius.
-
-:::
-
-:::warning
-
-There appears to be a limit of around 1000 lines/objects. There is no workaround. When removing the same object for a player, they will crash. Commonly, players crash when reconnecting to the server because the server removes buildings on OnPlayerConnect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [DestroyObject](../functions/DestroyObject.md): Destroy an object.
-- [DestroyPlayerObject](../functions/DestroyPlayerObject.md): Destroy a player object.
diff --git a/docs/translations/th/scripting/functions/RemovePlayerAttachedObject.md b/docs/translations/th/scripting/functions/RemovePlayerAttachedObject.md
deleted file mode 100644
index 91c60f6efec..00000000000
--- a/docs/translations/th/scripting/functions/RemovePlayerAttachedObject.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: RemovePlayerAttachedObject
-description: Remove an attached object from a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Remove an attached object from a player.
-
-| Name | Description |
-| -------- | --------------------------------------------------------------------- |
-| playerid | The ID of the player to remove the object from. |
-| index | The index of the object to remove (set with SetPlayerAttachedObject). |
-
-## ส่งคืน
-
-1 on success, 0 on failure.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strmp(cmdtext, "/remao", true)) // Remove Attached Objects
- {
- for(new i=0; i'
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SendPlayerMessageToPlayer: Force a player to send text for one player.
-- SendClientMessageToAll: Send a message to all players.
-- OnPlayerText: Called when a player sends a message via the chat.
diff --git a/docs/translations/th/scripting/functions/SendPlayerMessageToPlayer.md b/docs/translations/th/scripting/functions/SendPlayerMessageToPlayer.md
deleted file mode 100644
index fa7fc8414ba..00000000000
--- a/docs/translations/th/scripting/functions/SendPlayerMessageToPlayer.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: SendPlayerMessageToPlayer
-description: Sends a message in the name of a player to another player on the server.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sends a message in the name of a player to another player on the server. The message will appear in the chat box but can only be seen by the user specified with 'playerid'. The line will start with the sender's name in their color, followed by the message in white.
-
-| Name | Description |
-| --------------- | ---------------------------------------------------------- |
-| playerid | The ID of the player who will receive the message. |
-| senderid | The sender's ID. If invalid, the message will not be sent. |
-| const message[] | The message that will be sent. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/hello", true))
- {
- SendPlayerMessageToPlayer(0, playerid, "Hello ID 0!"); //Will send a message to the user with the ID 0 in the name of the user who typed '/hello'.
- // Assuming 'playerid' is called Tenpenny, the output will be 'Tenpenny: Hello ID 0!'
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SendPlayerMessageToAll: Force a player to send text for all players.
-- SendClientMessage: Send a message to a certain player.
-- SendClientMessageToAll: Send a message to all players.
-- OnPlayerText: Called when a player sends a message via the chat.
diff --git a/docs/translations/th/scripting/functions/SendRconCommand.md b/docs/translations/th/scripting/functions/SendRconCommand.md
deleted file mode 100644
index 462e37105ba..00000000000
--- a/docs/translations/th/scripting/functions/SendRconCommand.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: SendRconCommand
-description: Sends an RCON (Remote Console) command.
-tags: ["administration"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sends an RCON (Remote Console) command.
-
-| Name | Description |
-| --------- | -------------------------------- |
-| command[] | The RCON command to be executed. |
-
-## ส่งคืน
-
-This function always returns 1.
-
-## บันทึà¸
-
-:::warning
-
-- Does not support login, due to the lack of a 'playerid' parameter.
-- 'password 0' will remove the server's password if one is set.
-- This function will result in OnRconCommand being called.
-
-:::
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SendRconCommand("gmx");
-// This is a scripted version of typing "/rcon gmx" in-game.
-// GMX restarts the game mode.
-
-// Example using format()
-new szMapName[] = "Los Santos";
-new szCmd[64];
-format(szCmd, sizeof(szCmd), "mapname %s", szMapName);
-SendRconCommand(szCmd);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- IsPlayerAdmin: Checks if a player is logged into RCON.
-
-## Related Callbacks
-
-- OnRconCommand: Called when an RCON command is sent.
-- OnRconLoginAttempt: Called when an attempt to login to RCON is made.
diff --git a/docs/translations/th/scripting/functions/SetActorFacingAngle.md b/docs/translations/th/scripting/functions/SetActorFacingAngle.md
deleted file mode 100644
index 0880c8756b3..00000000000
--- a/docs/translations/th/scripting/functions/SetActorFacingAngle.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: SetActorFacingAngle
-description: Set the facing angle of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the facing angle of an actor.
-
-| Name | Description |
-| ------- | ------------------------------------------------------------------------ |
-| actorid | The ID of the actor to set the facing angle of. Returned by CreateActor. |
-| ang | The facing angle to set for the actor. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(...);
- return 1;
-}
-
-// Somewhere else
-SetActorFacingAngle(MyActor, 180.0);
-```
-
-## บันทึà¸
-
-:::tip
-
-When creating an actor with CreateActor, you specify it's facing angle. You do not need to use this function unless you want to change its facing angle later.
-
-:::
-
-:::warning
-
-Players will see actor's facing angle changed only when it is restreamed to them.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetActorFacingAngle: Get the facing angle of an actor.
-- SetActorPos: Set the position of an actor.
diff --git a/docs/translations/th/scripting/functions/SetActorHealth.md b/docs/translations/th/scripting/functions/SetActorHealth.md
deleted file mode 100644
index e12717d37d2..00000000000
--- a/docs/translations/th/scripting/functions/SetActorHealth.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: SetActorHealth
-description: Set the health of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the health of an actor.
-
-| Name | Description |
-| ------------ | ----------------------------------------- |
-| actorid | The ID of the actor to set the health of. |
-| Float:health | The value to set the actors's health to. |
-
-## ส่งคืน
-
-1 - success
-
-0 - failure (i.e. actor is not created).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as salesperson in Ammunation
- SetActorHealth(MyActor, 100);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/SetActorInvulnerable.md b/docs/translations/th/scripting/functions/SetActorInvulnerable.md
deleted file mode 100644
index 89e01f8144c..00000000000
--- a/docs/translations/th/scripting/functions/SetActorInvulnerable.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: SetActorInvulnerable
-description: Toggle an actor's invulnerability.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle an actor's invulnerability.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------- |
-| actorid | The ID of the actor to set invulnerability. |
-| invulnerable | 0 to make them vulnerable, 1 to make them invulnerable. |
-
-## ส่งคืน
-
-1 - Success
-
-0 - Failure (i.e. Actor is not created).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as a salesperson in Ammunation.
- SetActorInvulnerable(MyActor, true);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Once set invulnerable, the actor does not call OnPlayerGiveDamageActor. Players will have actor's invulnerability state changed only when it is restreamed to them.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/SetActorPos.md b/docs/translations/th/scripting/functions/SetActorPos.md
deleted file mode 100644
index b529e0bc23b..00000000000
--- a/docs/translations/th/scripting/functions/SetActorPos.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: SetActorPos
-description: Set the position of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the position of an actor.
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------- |
-| actorid | The ID of the actor to set the position of. Returned by CreateActor. |
-| X | The X coordinate to position the actor at. |
-| Y | The Y coordinate to position the actor at. |
-| Z | The Z coordinate to position the actor at. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- MyActor = CreateActor(...);
- return 1;
-}
-
-// Somewhere else
-SetActorPos(MyActor, 1.0, 2.0, 3.0);
-```
-
-## บันทึà¸
-
-:::tip
-
-When creating an actor with CreateActor, you specify it's position. You do not need to use this function unless you want to change its position later.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetActorPos: Get the position of an actor.
-- CreateActor: Create an actor (static NPC).
diff --git a/docs/translations/th/scripting/functions/SetActorVirtualWorld.md b/docs/translations/th/scripting/functions/SetActorVirtualWorld.md
deleted file mode 100644
index 89424353e94..00000000000
--- a/docs/translations/th/scripting/functions/SetActorVirtualWorld.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetActorVirtualWorld
-description: Set the virtual world of an actor.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the virtual world of an actor. Only players in the same world will see the actor.
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------------- |
-| actorid | The ID of the actor (returned by CreateActor) to set the virtual world of. |
-| vworld | The virtual world to put the actor ID. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The actor specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new MyActor;
-
-public OnGameModeInit()
-{
- // Create the actor
- MyActor = CreateActor(69, 0.0, 0.0, 3.0, 0.0);
-
- // Set their virtual world
- SetActorVirtualWorld(MyActor, 69);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetActorVirtualWorld: Get the virtual world of an actor.
-- CreateActor: Create an actor (static NPC).
diff --git a/docs/translations/th/scripting/functions/SetCameraBehindPlayer.md b/docs/translations/th/scripting/functions/SetCameraBehindPlayer.md
deleted file mode 100644
index 4321c1e4cab..00000000000
--- a/docs/translations/th/scripting/functions/SetCameraBehindPlayer.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: SetCameraBehindPlayer
-description: Restore the camera to a place behind the player, after using a function like SetPlayerCameraPos.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Restore the camera to a place behind the player, after using a function like SetPlayerCameraPos.
-
-| Name | Description |
-| -------- | ---------------------------------------------- |
-| playerid | The player you want to restore the camera for. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetCameraBehindPlayer(playerid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerCameraPos: Set a player's camera position.
-- SetPlayerCameraLookAt: Set where a player's camera should face.
diff --git a/docs/translations/th/scripting/functions/SetDeathDropAmount.md b/docs/translations/th/scripting/functions/SetDeathDropAmount.md
deleted file mode 100644
index 7162df882ed..00000000000
--- a/docs/translations/th/scripting/functions/SetDeathDropAmount.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: SetDeathDropAmount
-description: .
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ------ | ----------- |
-| amount | |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- SetDeathDropAmount(5000);
-
- //MORE CODE
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function does not work in the current SA:MP version!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePickup: Create a pickup.
-- GivePlayerMoney: Give a player money.
-- OnPlayerDeath: Called when a player dies.
diff --git a/docs/translations/th/scripting/functions/SetGameModeText.md b/docs/translations/th/scripting/functions/SetGameModeText.md
deleted file mode 100644
index ebd43393449..00000000000
--- a/docs/translations/th/scripting/functions/SetGameModeText.md
+++ /dev/null
@@ -1,29 +0,0 @@
----
-title: SetGameModeText
-description: Set the name of the game mode, which appears in the server browser.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the name of the game mode, which appears in the server browser.
-
-| Name | Description |
-| -------- | ----------------------------- |
-| string[] | The gamemode name to display. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- SetGameModeText("Team Deathmatch");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/SetGravity.md b/docs/translations/th/scripting/functions/SetGravity.md
deleted file mode 100644
index 454e4141d44..00000000000
--- a/docs/translations/th/scripting/functions/SetGravity.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetGravity
-description: Set the gravity for all players.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the gravity for all players.
-
-| Name | Description |
-| ------------- | ----------------------------------------------------------------- |
-| Float:gravity | The value that the gravity should be set to (between -50 and 50). |
-
-## ส่งคืน
-
-This function always returns 1, even when it fails to execute if the gravity is out of the limits (lower than -50 or high than +50).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Set moon-like gravity
- SetGravity(0.001);
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Default gravity is 0.008.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetGravity: Get the currently set gravity.
-- SetWeather: Set the global weather.
-- SetWorldTime: Set the global server time.
diff --git a/docs/translations/th/scripting/functions/SetMenuColumnHeader.md b/docs/translations/th/scripting/functions/SetMenuColumnHeader.md
deleted file mode 100644
index cdab8373b12..00000000000
--- a/docs/translations/th/scripting/functions/SetMenuColumnHeader.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: SetMenuColumnHeader
-description: Sets the caption of a column in a menu.
-tags: ["menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the caption of a column in a menu.
-
-| Name | Description |
-| ------ | ----------------------------------------- |
-| menuid | ID of the menu to change. |
-| column | The column (0 or 1) to set the header of. |
-| text[] | The caption text for the column. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:TestMenu;
-
-// There are two rows in this menu
-TestMenu = CreateMenu("Menu Header", 2, 200.0, 100.0, 150.0, 150.0);
-SetMenuColumnHeader(TestMenu, 0, "Row 1");
-SetMenuColumnHeader(TestMenu, 1, "Row 2");
-
-// Add menu items to it.
-AddMenuItem(TestMenu, 0, "Row1 Item1");
-AddMenuItem(TestMenu, 1, "Row2 Item1");
-```
-
-## บันทึà¸
-
-:::tip
-
-Crashes when passed an invalid menu ID.
-
-:::
-
-:::warning
-
-Note that you can add only 12 items with AddMenuItem. The 13th object of a menu would replace the header of the column which is correctly set with this function.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Add an item to a menu.
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [OnPlayerSelectedMenuRow](../../scripting/callbacks/OnPlayerSelectedMenuRow.md): Called when a player selected a row in a menu.
diff --git a/docs/translations/th/scripting/functions/SetNameTagDrawDistance.md b/docs/translations/th/scripting/functions/SetNameTagDrawDistance.md
deleted file mode 100644
index a865ad3bc4b..00000000000
--- a/docs/translations/th/scripting/functions/SetNameTagDrawDistance.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: SetNameTagDrawDistance
-description: Set the maximum distance to display the names of players.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the maximum distance to display the names of players.
-
-| Name | Description |
-| -------------- | -------------------- |
-| Float:distance | The distance to set. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetNameTagDrawDistance(20.0);
-```
-
-## บันทึà¸
-
-:::tip
-
-Default distance is 70 SA units
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- LimitGlobalChatRadius: Limit the distance between players needed to see their chat.
-- ShowNameTags: Set nametags on or off.
-- ShowPlayerNameTagForPlayer: Show or hide a nametag for a certain player.
diff --git a/docs/translations/th/scripting/functions/SetObjectMaterial.md b/docs/translations/th/scripting/functions/SetObjectMaterial.md
deleted file mode 100644
index d92ef4f1e93..00000000000
--- a/docs/translations/th/scripting/functions/SetObjectMaterial.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: SetObjectMaterial
-description: Replace the texture of an object with the texture from another model in the game.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Replace the texture of an object with the texture from another model in the game.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
-| objectid | The ID of the object to change the texture of |
-| materialindex | The material index on the object to change (0 to 15) |
-| modelid | The modelid on which the replacement texture is located. Use 0 for alpha. Use -1 to change the material color without altering the texture. |
-| txdname | The name of the txd file which contains the replacement texture (use "none" if not required) |
-| texturename | The name of the texture to use as the replacement (use "none" if not required) |
-| materialcolor | The object color to set, as an integer or hex in ARGB color format. Using 0 keeps the existing material color. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext,"/mycommand",true))
- {
- new Float:X, Float:Y, Float:Z;
- new myobject;
- GetPlayerPos(playerid, X, Y, Z);
- myobject = CreateObject(19371, X, Y, Z+0.5, 0.0, 0.0, 0.0, 300.0);
- SetObjectMaterial(myobject, 0, 19341, "egg_texts", "easter_egg01", 0xFFFFFFFF);
- //Replaces the texture of our object with the texture of object 19341
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Vertex lighting of the object will disappear if material color is changed.
-
-:::
-
-:::warning
-
-You MUST use ARGB color format, not RGBA like used in client messages etc.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerObjectMaterial: Replace the texture of a player object with the texture from another model in the game.
-- SetObjectMaterialText: Replace the texture of an object with text.
-- Ultimate Creator by Nexius
-- Fusez's Map Editor by RedFusion
diff --git a/docs/translations/th/scripting/functions/SetObjectMaterialText.md b/docs/translations/th/scripting/functions/SetObjectMaterialText.md
deleted file mode 100644
index cd1831ce77a..00000000000
--- a/docs/translations/th/scripting/functions/SetObjectMaterialText.md
+++ /dev/null
@@ -1,63 +0,0 @@
----
-title: SetObjectMaterialText
-description: Replace the texture of an object with text.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Replace the texture of an object with text.
-
-| Name | Description |
-| ------------- | --------------------------------------------------------------------------------------------- |
-| objectid | The ID of the object to replace the texture of with text. |
-| text | The text to show on the object. (MAX 2048 characters) |
-| materialindex | The object's material index to replace with text. |
-| materialsize | The [size](/docs/scripting/resources/materialtextsizes) of the material. |
-| fontface | The font to use. |
-| fontsize | The size of the text (MAX 255). |
-| bold | Bold text. Set to 1 for bold, 0 for not. |
-| fontcolor | The color of the text, in ARGB format. |
-| backcolor | The background color, in ARGB format. |
-| textalignment | The [alignment](/docs/scripting/resources/materialtextalignment) of the text (default: left). |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp("/text", cmdtext, true) == 0)
-{
- new objectid = CreateObject(19353, 0, 0, 10, 0.0, 0.0, 90.0); //create the object
- SetObjectMaterialText(objectid, "SA-MP {FFFFFF}0.3{008500}e {FF8200}RC7", 0, OBJECT_MATERIAL_SIZE_256x128,
- "Arial", 28, 0, 0xFFFF8200, 0xFF000000, OBJECT_MATERIAL_TEXT_ALIGN_CENTER);
- // write "SA-MP 0.3e RC7" on the object, with orange font color and black background
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Color embedding can be used for multiple colors in the text.
-
-:::
-
-:::warning
-
-You MUST use ARGB color format, not RGBA like used in client messages etc.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerObjectMaterialText: Replace the texture of a player object with text.
-- SetObjectMaterial: Replace the texture of an object with the texture from another model in the game.
-- Ultimate Creator by Nexius
-- SetObjectMaterialText Editor by RIDE2DAY
-- Fusez's Map Editor by RedFusion
diff --git a/docs/translations/th/scripting/functions/SetObjectNoCameraCol.md b/docs/translations/th/scripting/functions/SetObjectNoCameraCol.md
deleted file mode 100644
index 2ef76304e97..00000000000
--- a/docs/translations/th/scripting/functions/SetObjectNoCameraCol.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: SetObjectNoCameraCol
-description: Disable collisions between players' cameras and the specified object.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Disable collisions between players' cameras and the specified object.
-
-| Name | Description |
-| -------- | ----------------------------------------------------- |
-| objectid | The ID of the object to disable camera collisions on. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The object specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnObjectMoved(objectid)
-{
- new Float:objX, Float:objY, Float:objZ;
- GetObjectPos(objectid, objX, objY, objZ);
- if (objX >= 3000.0 || objY >= 3000.0 || objX <= -3000.0 || objY <= -3000.0)
- {
- SetObjectNoCameraCol(objectid);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This only works outside the map boundaries (past -3000/3000 units on the x and/or y axis).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerObjectNoCameraCol: Disables collisions between camera and player object.
diff --git a/docs/translations/th/scripting/functions/SetObjectPos.md b/docs/translations/th/scripting/functions/SetObjectPos.md
deleted file mode 100644
index e0bdae80b0f..00000000000
--- a/docs/translations/th/scripting/functions/SetObjectPos.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: SetObjectPos
-description: Change the position of an object.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the position of an object.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------- |
-| objectid | The ID of the object to set the position of. Returned by CreateObject. |
-| Float:X | The X coordinate to position the object at. |
-| Float:Y | The Y coordinate to position the object at. |
-| Float:Z | The Z coordinate to position the object at. |
-
-## ส่งคืน
-
-This function always returns 1, even if the object specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetObjectPos(objectid, 2001.195679, 1547.113892, 14.283400);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- StopObject: Stop an object from moving.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/SetObjectRot.md b/docs/translations/th/scripting/functions/SetObjectRot.md
deleted file mode 100644
index a6e7c0d9b91..00000000000
--- a/docs/translations/th/scripting/functions/SetObjectRot.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: SetObjectRot
-description: Set the rotation of an object on the three axes (X, Y and Z).
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the rotation of an object on the three axes (X, Y and Z).
-
-| Name | Description |
-| ---------- | -------------------------------------------- |
-| objectid | The ID of the object to set the rotation of. |
-| Float:RotX | The X rotation. |
-| Float:RotY | The Y rotation. |
-| Float:RotZ | The Z rotation. |
-
-## ส่งคืน
-
-This function always returns 1, even if the object doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetObjectRot(objectid, 45, 90, 180);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- StopObject: Stop an object from moving.
-- SetObjectPos: Set the position of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
diff --git a/docs/translations/th/scripting/functions/SetObjectsDefaultCameraCol.md b/docs/translations/th/scripting/functions/SetObjectsDefaultCameraCol.md
deleted file mode 100644
index 1d0430f0703..00000000000
--- a/docs/translations/th/scripting/functions/SetObjectsDefaultCameraCol.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: SetObjectsDefaultCameraCol
-description: Allows camera collisions with newly created objects to be disabled by default.
-tags: []
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows camera collisions with newly created objects to be disabled by default.
-
-| Name | Description |
-| ------- | --------------------------------------------------------------------------------------------------- |
-| disable | 1 to disable camera collisions for newly created objects and 0 to enable them (enabled by default). |
-
-## ส่งคืน
-
-Note
-
-This function only affects the camera collision of objects created AFTER its use - it does not toggle existing objects' camera collisions.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Disable camera collision
- SetObjectsDefaultCameraCol(1);
-
- // Create mapped objects
- CreateObject(...);
- CreateObject(...);
- CreateObject(...);
- CreateObject(...);
-
- // The above objects will NOT have camera collisions
-
- // Re-enable camera collisions
- SetObjectsDefaultCameraCol(0);
-
- // Create mapped objects
- CreateObject(...);
- CreateObject(...);
- CreateObject(...);
- CreateObject(...);
-
- // The above objects WILL have camera collision
-
- // BUT, the first set will still NOT have camera collisions
-
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function only affects the camera collision of objects created AFTER its use - it does not toggle existing objects' camera collisions.
-
-:::
-
-:::warning
-
-This function ONLY works outside the normal SA map boundaries (past 3000 units).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetObjectNoCameraCol: Disables collisions between camera and object.
-- SetPlayerObjectNoCameraCol: Disables collisions between camera and player object.
diff --git a/docs/translations/th/scripting/functions/SetPVarFloat.md b/docs/translations/th/scripting/functions/SetPVarFloat.md
deleted file mode 100644
index f6844c45723..00000000000
--- a/docs/translations/th/scripting/functions/SetPVarFloat.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: SetPVarFloat
-description: Set a float player variable's value.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a float player variable's value.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------- |
-| playerid | The ID of the player whose player variable will be set. |
-| varname | The name of the player variable. |
-| float_value | The float you want to save in the player variable. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. Either the player specified is not connected, or the variable name is null or over 40 characters.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-forward SavePos(playerid);
-public SavePos(playerid)
-{
- new Float:x,Float:y,Float:z;
- GetPlayerPos(playerid,x,y,z); // Get the players position
- SetPVarFloat(playerid,"xpos",x); // Save the float into a player variable
- SetPVarFloat(playerid,"ypos",y); // Save the float into a player variable
- SetPVarFloat(playerid,"zpos",z); // Save the float into a player variable
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Variables aren't reset until after OnPlayerDisconnect is called, so the values are still accessible in OnPlayerDisconnect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPVarInt: Set an integer for a player variable.
-- GetPVarInt: Get the previously set integer from a player variable.
-- SetPVarString: Set a string for a player variable.
-- GetPVarString: Get the previously set string from a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/SetPVarInt.md b/docs/translations/th/scripting/functions/SetPVarInt.md
deleted file mode 100644
index fa69a81433f..00000000000
--- a/docs/translations/th/scripting/functions/SetPVarInt.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetPVarInt
-description: Set an integer player variable.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set an integer player variable.
-
-| Name | Description |
-| --------- | ------------------------------------------------------- |
-| playerid | The ID of the player whose player variable will be set. |
-| varname | The name of the player variable. |
-| int_value | The integer to be set. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. Either the player specified is not connected, or the variable name is null or over 40 characters.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set GetPlayerMoney the value of player variable named "Money"
-SetPVarInt(playerid, "Money", GetPlayerMoney(playerid));
-// will print money that player has
-printf("money: %d", GetPVarInt(playerid, "Money"));
-```
-
-## บันทึà¸
-
-:::tip
-
-Variables aren't reset until after OnPlayerDisconnect is called, so the values are still accessible in OnPlayerDisconnect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPVarInt: Get the previously set integer from a player variable.
-- SetPVarString: Set a string for a player variable.
-- GetPVarString: Get the previously set string from a player variable.
-- SetPVarFloat: Set a float for a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/SetPVarString.md b/docs/translations/th/scripting/functions/SetPVarString.md
deleted file mode 100644
index 497763e51cd..00000000000
--- a/docs/translations/th/scripting/functions/SetPVarString.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: SetPVarString
-description: Saves a string into a player variable.
-tags: ["pvar"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Saves a string into a player variable.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------- |
-| playerid | The ID of the player whose player variable will be set. |
-| varname | The name of the player variable. |
-| string_value | The string you want to save in the player variable. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new h,m,s,str[50];
- gettime(h,m,s); // get the time
- format(str,50,"Connected: %d:%d:%d",h,m,s); // create the string with the connect time
- SetPVarString(playerid,"timeconnected",str); // save the string into a player variable
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Variables aren't reset until after OnPlayerDisconnect is called, so the values are still accessible in OnPlayerDisconnect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPVarInt: Set an integer for a player variable.
-- GetPVarInt: Get the previously set integer from a player variable.
-- GetPVarString: Get the previously set string from a player variable.
-- SetPVarFloat: Set a float for a player variable.
-- GetPVarFloat: Get the previously set float from a player variable.
-- DeletePVar: Delete a player variable.
diff --git a/docs/translations/th/scripting/functions/SetPlayerAmmo.md b/docs/translations/th/scripting/functions/SetPlayerAmmo.md
deleted file mode 100644
index adaccd7e27b..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerAmmo.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetPlayerAmmo
-description: Set the ammo of a player's weapon.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the ammo of a player's weapon.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------------------- |
-| playerid | The ID of the player to set the weapon ammo of. |
-| weaponid | The ID of the weapon to set the ammo of. (not the weaponslot as in samp include) |
-| ammo | The amount of ammo to set. |
-
-## ส่งคืน
-
-1: The function was executed successfully. Success is also returned when the weapon slot specified is invalid (not 0-12).
-
-0: The function failed to execute. The player isn't connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerAmmo(playerid, WEAPON_SHOTGUN, 100); // Set ammo of Shotgun to 100 bullets
-```
-
-## บันทึà¸
-
-:::tip
-
-The param 'weaponslot' is a typo in the sa-mp include. You must use the weapon ID and not the weapon slot of the weapon you would like to set the ammo of.
-
-:::
-
-:::tip
-
-Set the ammo to 0 to remove a weapon from a player's inventory. Note that the weapon will still show up in GetPlayerWeaponData, albeit with 0 ammo.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerAmmo: Check how much ammo a player has in the specified slot.
-- GivePlayerWeapon: Give a player a weapon.
-- SetPlayerArmedWeapon: Set a player's armed weapon.
diff --git a/docs/translations/th/scripting/functions/SetPlayerArmedWeapon.md b/docs/translations/th/scripting/functions/SetPlayerArmedWeapon.md
deleted file mode 100644
index b84cbf37504..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerArmedWeapon.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: SetPlayerArmedWeapon
-description: Sets which weapon (that a player already has) the player is holding.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets which weapon (that a player already has) the player is holding.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------- |
-| playerid | The ID of the player to arm with a weapon. |
-| weaponid | The ID of the weapon that the player should be armed with. |
-
-## ส่งคืน
-
-1: The function was executed successfully. Success is returned even when the function fails to execute (the player doesn't have the weapon specified, or it is an invalid weapon).
-
-0: The function failed to execute. The player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerUpdate(playerid)
-{
- SetPlayerArmedWeapon(playerid,0); // disables weapons
- return 1;
-}
-// SMG driveby by [03]Garsino
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- if (newstate == PLAYER_STATE_DRIVER || newstate == PLAYER_STATE_PASSENGER)
- {
- new weapon, ammo;
- GetPlayerWeaponData(playerid, 4, weapon, ammo); // Get the players SMG weapon in slot 4
- SetPlayerArmedWeapon(playerid, weapon); // Set the player to driveby with SMG
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function arms a player with a weapon they already have; it does not give them a new weapon. See GivePlayerWeapon.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GivePlayerWeapon: Give a player a weapon.
-- GetPlayerWeapon: Check what weapon a player is currently holding.
diff --git a/docs/translations/th/scripting/functions/SetPlayerArmour.md b/docs/translations/th/scripting/functions/SetPlayerArmour.md
deleted file mode 100644
index f68b06fb53d..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerArmour.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: SetPlayerArmour
-description: Set a player's armor level.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's armor level.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to set the armour of. |
-| Float:armour | The amount of armour to set, as a percentage (float). Values larger than 100 are valid, but won't be displayed in the HUD's armour bar. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- // Give players full armour (100%) when they spawn.
- SetPlayerArmour(playerid, 100.0);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The function's name is armour, not armor (Americanized). This is inconsistent with the rest of SA-MP, so remember that.
-
-:::
-
-:::warning
-
-Armour is obtained rounded to integers: set 50.15, but get 50.0
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerArmour: Find out how much armour a player has.
-- SetPlayerHealth: Set a player's health.
-- GetPlayerHealth: Find out how much health a player has.
diff --git a/docs/translations/th/scripting/functions/SetPlayerAttachedObject.md b/docs/translations/th/scripting/functions/SetPlayerAttachedObject.md
deleted file mode 100644
index 6d319fdc32e..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerAttachedObject.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: SetPlayerAttachedObject
-description: Attach an object to a specific bone on a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attach an object to a specific bone on a player.
-
-| Name | Description |
-| -------------- | ------------------------------------------------------------------------------------ |
-| playerid | The ID of the player to attach the object to. |
-| index | The index (slot) to assign the object to (0-9 since 0.3d, 0-4 in previous versions). |
-| modelid | The model to attach. |
-| bone | The bone to attach the object to. |
-| fOffsetX | (optional) X axis offset for the object position. |
-| fOffsetY | (optional) Y axis offset for the object position. |
-| fOffsetZ | (optional) Z axis offset for the object position. |
-| fRotX | (optional) X axis rotation of the object. |
-| fRotY | (optional) Y axis rotation of the object. |
-| fRotZ | (optional) Z axis rotation of the object. |
-| fScaleX | (optional) X axis scale of the object. |
-| fScaleY | (optional) Y axis scale of the object. |
-| fScaleZ | (optional) Z axis scale of the object. |
-| materialcolor1 | (optional) The first object color to set, as an integer or hex in ARGB color format. |
-| materialcolor2 | (optional) The second object color to set, as an integer or hex in ARGB color format |
-
-## ส่งคืน
-
-1 on success, 0 on failure.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- SetPlayerAttachedObject(playerid, 3, 1609, 2); //Attach a turtle to the playerid's head, in slot 3
-
- // example of using colors on an object being attached to the player:
- SetPlayerAttachedObject(playerid, 3, 19487, 2, 0.101, -0.0, 0.0, 5.50, 84.60, 83.7, 1.0, 1.0, 1.0, 0xFF00FF00);
- // Attach a white hat to the head of the player and paint it green
- return 1;
-}
-#define SetPlayerHoldingObject(%1,%2,%3,%4,%5,%6,%7,%8,%9) SetPlayerAttachedObject(%1,MAX_PLAYER_ATTACHED_OBJECTS-1,%2,%3,%4,%5,%6,%7,%8,%9)
-#define StopPlayerHoldingObject(%1) RemovePlayerAttachedObject(%1,MAX_PLAYER_ATTACHED_OBJECTS-1)
-#define IsPlayerHoldingObject(%1) IsPlayerAttachedObjectSlotUsed(%1,MAX_PLAYER_ATTACHED_OBJECTS-1)
-```
-
-## บันทึà¸
-
-:::tip
-
-This function is separate from the CreateObject / CreatePlayerObject pools.
-
-:::
-
-:::warning
-
-In version 0.3d and onwards, 10 objects can be attached to a single player (index 0-9). In earlier versions, the limit is 5 (index 0-4).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- RemovePlayerAttachedObject: Remove an attached object from a player
-- IsPlayerAttachedObjectSlotUsed: Check whether an object is attached to a player in a specified index
-- EditAttachedObject: Edit an attached object.
diff --git a/docs/translations/th/scripting/functions/SetPlayerCameraLookAt.md b/docs/translations/th/scripting/functions/SetPlayerCameraLookAt.md
deleted file mode 100644
index 41b899fd0f2..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerCameraLookAt.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: SetPlayerCameraLookAt
-description: Set the direction a player's camera looks at.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the direction a player's camera looks at. Generally meant to be used in combination with SetPlayerCameraPos.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player whose camera to set. |
-| Float:x | The X coordinate for the player's camera to look at. |
-| Float:y | The Y coordinate for the player's camera to look at. |
-| Float:z | The Z coordinate for the player's camera to look at. |
-| cut | The [style](../resources/cameracutstyles.md) of the change. Can be used to interpolate (change slowly) from old pos to new pos using CAMERA_MOVE. |
-
-## ส่งคืน
-
-1: The function was executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerCameraPos(playerid, 320.0, 50.0, 170.0);
-SetPlayerCameraLookAt(playerid, 324.34, 54.122, 173.35);
-```
-
-## บันทึà¸
-
-:::warning
-
-Using the camera functions directly after enabling spectator mode doesn't work.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerCameraPos: Set a player's camera position.
-- SetCameraBehindPlayer: Set a player's camera behind them.
-- GetPlayerCameraPos: Find out where the player's camera is.
-- GetPlayerCameraFrontVector: Get the player's camera front vector
diff --git a/docs/translations/th/scripting/functions/SetPlayerCameraPos.md b/docs/translations/th/scripting/functions/SetPlayerCameraPos.md
deleted file mode 100644
index 22d0b212754..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerCameraPos.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetPlayerCameraPos
-description: Sets the camera to a specific position for a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the camera to a specific position for a player.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | ID of the player |
-| Float:x | The X coordinate to place the camera at. |
-| Float:y | The Y coordinate to place the camera at. |
-| Float:z | The Z coordinate to place the camera at. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerCameraPos(playerid, 652.23, 457.21, 10.84);
-```
-
-## บันทึà¸
-
-:::tip
-
-You may also have to use SetPlayerCameraLookAt with this function in order to work properly. Use SetCameraBehindPlayer to reset the camera to behind the player.
-
-:::
-
-:::warning
-
-Using the camera functions directly after enabling spectator mode doesn't work.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerCameraLookAt: Set where a player's camera should face.
-- SetCameraBehindPlayer: Set a player's camera behind them.
diff --git a/docs/translations/th/scripting/functions/SetPlayerChatBubble.md b/docs/translations/th/scripting/functions/SetPlayerChatBubble.md
deleted file mode 100644
index 450b7e235b0..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerChatBubble.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetPlayerChatBubble
-description: Creates a chat bubble above a player's name tag.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a chat bubble above a player's name tag.
-
-| Name | Description |
-| ------------ | ---------------------------------------------------------------- |
-| playerid | The player which should have the chat bubble. |
-| text[] | The text to display. |
-| color | The text color |
-| drawdistance | The distance from where players are able to see the chat bubble. |
-| expiretime | The time in miliseconds the bubble should be displayed for. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerText(playerid, text[])
-{
- SetPlayerChatBubble(playerid, text, 0xFF0000FF, 100.0, 10000);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-You can't see your own chatbubbles. The same applies to attached 3D text labels.
-
-:::
-
-:::tip
-
-You can use color embedding for multiple colors in the message. Using '-1' as the color will make the text white (for the simple reason that -1, when represented in hexadecimal notation, is 0xFFFFFFFF).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/SetPlayerCheckpoint.md b/docs/translations/th/scripting/functions/SetPlayerCheckpoint.md
deleted file mode 100644
index 80d3286cc2f..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerCheckpoint.md
+++ /dev/null
@@ -1,70 +0,0 @@
----
-title: SetPlayerCheckpoint
-description: Sets a checkpoint (red cylinder) for a player.
-tags: ["player", "checkpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a checkpoint (red cylinder) for a player. Also shows a red blip on the radar. When players enter a checkpoint, OnPlayerEnterCheckpoint is called and actions can be performed.
-
-| Name | Description |
-| ---------- | -------------------------------------------------- |
-| playerid | The ID of the player for whom to set a checkpoint. |
-| Float:x | The X coordinate to set the checkpoint at. |
-| Float:y | The Y coordinate to set the checkpoint at. |
-| Float:z | The Z coordinate to set the checkpoint at. |
-| Float:size | The size of the checkpoint. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// In this example the player's checkpoint will be set when they spawn.
-// On entering the checkpoint they will receive $1000 and the checkpoint will be disabled.
-
-new bool:onCheck[MAX_PLAYERS];
-
-public OnPlayerSpawn(playerid)
-{
- SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
- onCheck[playerid] = true;
- return 1;
-}
-
-public OnPlayerEnterCheckpoint(playerid)
-{
- if (onCheck[playerid]) // if it's true
- {
- GivePlayerMoney(playerid, 1000);
- DisablePlayerCheckpoint(playerid);
- onCheck[playerid] = false;
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' checkpoints (only show them when players are close enough), use a checkpoint streamer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- DisablePlayerCheckpoint: Disable the player's current checkpoint.
-- IsPlayerInCheckpoint: Check if a player is in a checkpoint.
-- SetPlayerRaceCheckpoint: Create a race checkpoint for a player.
-- DisablePlayerRaceCheckpoint: Disable the player's current race checkpoint.
-- IsPlayerInRaceCheckpoint: Check if a player is in a race checkpoint.
-- OnPlayerEnterCheckpoint: Called when a player enters a checkpoint.
-- OnPlayerLeaveCheckpoint: Called when a player leaves a checkpoint.
-- OnPlayerEnterRaceCheckpoint: Called when a player enters a race checkpoint.
-- OnPlayerLeaveRaceCheckpoint: Called when a player leaves a race checkpoint.
diff --git a/docs/translations/th/scripting/functions/SetPlayerColor.md b/docs/translations/th/scripting/functions/SetPlayerColor.md
deleted file mode 100644
index 7b25b8acf4c..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerColor.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: SetPlayerColor
-description: Set the colour of a player's nametag and marker (radar blip).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the colour of a player's nametag and marker (radar blip).
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player whose color to set. |
-| color | The color to set. Supports alpha values. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Red, using hexadecimal notation:
-SetPlayerColor(playerid, 0xFF0000FF);
-
-//Red, using decimal notation:
-SetPlayerColor(playerid, 4278190335);
-```
-
-## บันทึà¸
-
-:::tip
-
-This function will change player's color for everyone, even if player's color was changed with SetPlayerMarkerForPlayer for any other player. If used under OnPlayerConnect, the affecting player will not see the color in the TAB menu.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerMarkerForPlayer: Set a player's marker.
-- GetPlayerColor: Check the color of a player.
-- ChangeVehicleColor: Set the color of a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetPlayerDrunkLevel.md b/docs/translations/th/scripting/functions/SetPlayerDrunkLevel.md
deleted file mode 100644
index 3e640c33ef0..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerDrunkLevel.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetPlayerDrunkLevel
-description: Sets the drunk level of a player which makes the player's camera sway and vehicles hard to control.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the drunk level of a player which makes the player's camera sway and vehicles hard to control.
-
-| Name | Description |
-| -------- | ----------------------------------------------- |
-| playerid | The ID of the player to set the drunkenness of. |
-| level | The level of drunkenness to set. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/drunk", true) == 0)
-{
- SetPlayerDrunkLevel (playerid, 4000);
- SendClientMessage(playerid, 0xFFFFFFAA, "You are now drunk; don't drink and drive!");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Players' drunk level will automatically decrease over time, based on their FPS (players with 50 FPS will lose 50 'levels' per second. This is useful for determining a player's FPS!). In 0.3a the drunk level will decrement and stop at 2000. In 0.3b+ the drunk level decrements to zero.) Levels over 2000 make the player drunk (camera swaying and vehicles difficult to control). Max drunk level is 50000. While the drunk level is above 5000, the player's HUD (radar etc.) will be hidden.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerDrunkLevel: Returns the current drunk level of a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerFacingAngle.md b/docs/translations/th/scripting/functions/SetPlayerFacingAngle.md
deleted file mode 100644
index b00def82162..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerFacingAngle.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetPlayerFacingAngle
-description: Set a player's facing angle (Z rotation).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's facing angle (Z rotation).
-
-| Name | Description |
-| --------- | ------------------------------------------------ |
-| playerid | The ID of the player to set the facing angle of. |
-| Float:ang | The angle the player should face. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerFacingAngle( playerid, 0 ); //Player faces north
-```
-
-```
- north (0)
- |
-(90) west- -east (270) (Good way to remember: Never Eat Shredded Wheat)
- |
- south (180)
-```
-
-## บันทึà¸
-
-:::warning
-
-Angles are reversed in GTA:SA; 90 degrees would be East in the real world, but in GTA:SA 90 degrees is in fact West. North and South are still 0/360 and 180. To convert this, simply do 360 - angle.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerFacingAngle: Check where a player is facing.
-- SetPlayerPos: Set a player's position.
diff --git a/docs/translations/th/scripting/functions/SetPlayerFightingStyle.md b/docs/translations/th/scripting/functions/SetPlayerFightingStyle.md
deleted file mode 100644
index 279de8ef94f..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerFightingStyle.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: SetPlayerFightingStyle
-description: Set a player's special fighting style.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's special fighting style. To use in-game, aim and press the 'secondary attack' key (ENTER by default).
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------ |
-| playerid | The ID of player to set the fighting style of. |
-| style | The fighting [style](../resources/fightingstyles.md) that should be set. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/boxing", true) == 0)
-{
- SetPlayerFightingStyle (playerid, FIGHT_STYLE_BOXING);
- SendClientMessage(playerid, 0xFFFFFFAA, "You have changed your fighting style to boxing!");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This does not affect normal fist attacks - only special/secondary attacks (aim + press 'secondary attack' key).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerFightingStyle: Get a player's fighting style.
diff --git a/docs/translations/th/scripting/functions/SetPlayerHealth.md b/docs/translations/th/scripting/functions/SetPlayerHealth.md
deleted file mode 100644
index 4e673fdb66f..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerHealth.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: SetPlayerHealth
-description: Set the health of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the health of a player.
-
-| Name | Description |
-| ------------ | ---------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to set the health of. |
-| Float:health | The value to set the player's health to. Max health that can be displayed in the HUD is 100, though higher values are valid. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//Sets the players health to full
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/heal", cmdtext, true))
- {
- SetPlayerHealth(playerid, 100.0);
- return 1;
- }
- if (!strcmp("/kill", cmdtext, true))
- {
- SetPlayerHealth(playerid, 0.0);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If a player's health is set to 0 or a minus value, they will die instantly. If a player's health is below 10 or above 98303, their health bar will flash.
-
-:::
-
-:::warning
-
-Health is obtained rounded to integers: set 50.15, but get 50.0
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerHealth: Find out how much health a player has.
-- GetPlayerArmour: Find out how much armour a player has.
-- SetPlayerArmour: Set the armour of a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerHoldingObject.md b/docs/translations/th/scripting/functions/SetPlayerHoldingObject.md
deleted file mode 100644
index b0529ec0f70..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerHoldingObject.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: SetPlayerHoldingObject
-description: Attaches an object to a bone.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Attaches an object to a bone.
-
-| Name | Description |
-| -------- | -------------------------------------------------- |
-| playerid | ID of the player you want to attach the object to. |
-| modelid | The model you want to use. |
-| bone | The bone you want to attach the object to. |
-| fOffsetX | (optional) X axis offset for the object position. |
-| fOffsetY | (optional) Y axis offset for the object position. |
-| fOffsetZ | (optional) Z axis offset for the object position. |
-| fRotX | (optional) X axis rotation of the object. |
-| fRotY | (optional) Y axis rotation of the object. |
-| fRotZ | (optional) Z axis rotation of the object. |
-
-## ส่งคืน
-
-1 on success, 0 on failure
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- SetPlayerHoldingObject(playerid, 1609, 2); //Attach a turtle to the playerid's head!
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Only one object may be attached per player. This function is seperate from the CreateObject / CreatePlayerObject pools.
-
-:::
-
-:::warning
-
-This function was removed in SA-MP 0.3c. check SetPlayerAttachedObject
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/SetPlayerInterior.md b/docs/translations/th/scripting/functions/SetPlayerInterior.md
deleted file mode 100644
index 3e3e89d59ea..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerInterior.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: SetPlayerInterior
-description: Set a player's interior.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's interior. A list of currently known interiors and their positions can be found here.
-
-| Name | Description |
-| ---------- | -------------------------------------------------------------------- |
-| playerid | The ID of the player to set the interior of. |
-| interiorid | The [interior ID](../resources/interiorids.md) to set the player in. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Set player to default interior (outside)
-SetPlayerInterior(playerid, 0);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerInterior: Get the current interior of a player.
-- LinkVehicleToInterior: Change the interior that a vehicle is seen in.
-- OnPlayerInteriorChange: Called when a player changes interior.
diff --git a/docs/translations/th/scripting/functions/SetPlayerMapIcon.md b/docs/translations/th/scripting/functions/SetPlayerMapIcon.md
deleted file mode 100644
index f8c8375c8a5..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerMapIcon.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: SetPlayerMapIcon
-description: Place an icon/marker on a player's map.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Place an icon/marker on a player's map. Can be used to mark locations such as banks and hospitals to players.
-
-| Name | Description |
-| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to set the map icon for. |
-| iconid | The player's icon ID, ranging from 0 to 99. This means there is a maximum of 100 map icons. ID can be used in [RemovePlayerMapIcon](/docs/scripting/functions/RemovePlayerMapIcon). |
-| Float:x | The X coordinate to place the map icon at. |
-| Float:y | The Y coordinate to place the map icon at. |
-| Float:z | The Z coordinate to place the map icon at. |
-| markertype | The [icon](/docs/scripting/resources/mapicons) to set. |
-| color | The color of the icon, as an integer or hex in RGBA color format. This should only be used with the square icon (ID: 0). |
-| style | The [style](/docs/scripting/resources/mapiconstyles) of icon. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. Player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect( playerid )
-{
- // This example demonstrates how to create a dollar-icon on top of a 24/7 located
- // in Las Venturas. This way new players know where to go with their money!
- SetPlayerMapIcon(playerid, 12, 2204.9468, 1986.2877, 16.7380, 52, 0, MAPICON_LOCAL);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If you use an invalid marker type, it will create ID 1 (White Square). If you use an icon ID that is already in use, it will replace the current map icon using that ID.
-
-:::
-
-:::warning
-
-You can only have 100 map icons! Marker type 1 (), 2 (), 4 (), and 56 () will cause your game to crash if you have map legends enabled while viewing the map.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [RemovePlayerMapIcon](/docs/scripting/functions/RemovePlayerMapIcon): Remove a map icon for a player.
-- [SetPlayerMarkerForPlayer](/docs/scripting/functions/SetPlayerMarkerForPlayer): Set a player's marker.
diff --git a/docs/translations/th/scripting/functions/SetPlayerMarkerForPlayer.md b/docs/translations/th/scripting/functions/SetPlayerMarkerForPlayer.md
deleted file mode 100644
index 4807617e581..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerMarkerForPlayer.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: SetPlayerMarkerForPlayer
-description: Change the colour of a player's nametag and radar blip for another player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the colour of a player's nametag and radar blip for another player.
-
-| Name | Description |
-| ------------ | ---------------------------------------------------------------- |
-| playerid | The player that will see the player's changed blip/nametag color |
-| showplayerid | The player whose color will be changed |
-| color | New color. Supports alpha values. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Make player 42 see player 1 as a red marker
-SetPlayerMarkerForPlayer( 42, 1, 0xFF0000FF );
-
-// Make the players marker an invisible white (chat will be white but marker will be gone).
-SetPlayerMarkerForPlayer( 42, 1, 0xFFFFFF00 );
-
-// Make the players marker invisible to the player while keeping chat colour the same. Will only work correctly if SetPlayerColor has been used:
-SetPlayerMarkerForPlayer( 42, 1, ( GetPlayerColor( 1 ) & 0xFFFFFF00 ) );
-
-// Make the players marker fully opaque (solid) to the player while keeping chat colour the same. Will only work correctly if SetPlayerColor has been used:
-SetPlayerMarkerForPlayer( 42, 1, ( GetPlayerColor( 1 ) | 0x000000FF ) );
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- ShowPlayerMarkers: Decide if the server should show markers on the radar.
-- LimitPlayerMarkerRadius: Limit the player marker radius.
-- SetPlayerColor: Set a player's color.
-- ShowPlayerNameTagForPlayer: Show or hide a nametag for a certain player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerName.md b/docs/translations/th/scripting/functions/SetPlayerName.md
deleted file mode 100644
index e5352957476..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerName.md
+++ /dev/null
@@ -1,67 +0,0 @@
----
-title: SetPlayerName
-description: Sets the name of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the name of a player.
-
-| Name | Description |
-| ------------ | ------------------------------------------------------------------------------------------------------------------------------ |
-| playerid | The ID of the player to set the name of. |
-| const name[] | The name to set. Must be 1-24 characters long and only contain valid characters (0-9, a-z, A-Z, [], (), \$ @ . \_ and = only). |
-
-## ส่งคืน
-
-1 The name was changed successfully
-
-0 The player already has that name
-
--1 The name can not be changed (it's already in use, too long or has invalid characters)
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Command simply sets the player's name to to "Superman" if possible, with no error checking or messages.
-if (strcmp(cmdtext, "/superman", true) == 0)
-{
- SetPlayerName(playerid, "Superman");
- return 1;
-}
-
-// Command sets the players name to "Superman" if possible, informs the player of
-// any errors using a "switch" statement.
-if (strcmp(cmdtext, "/superman", true) == 0)
-{
- switch (SetPlayerName(playerid, "Superman"))
- {
- case -1:
- {
- SendClientMessage(playerid, 0xFF0000FF, "Unable to change your name, someone else is known as 'Superman' already.");
- }
- case 0:
- {
- SendClientMessage(playerid, 0xFF0000FF, "You are already known as 'Superman'");
- }
- case 1:
- {
- SendClientMessage(playerid, 0x00FF00FF, "You are now known as 'Superman'");
- }
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Changing the players' name to the same name but with different character cases (e.g. "John" to "JOHN") will not work. If used in OnPlayerConnect, the new name will not be shown for the connecting player. Passing a null string as the new name will crash the server. Player names can be up to 24 characters when using this function, but when joining the server from the SA-MP server browser, players' names must be no more than 20 and less than 3 characters (the server will deny entry). This allows for 4 characters extra when using SetPlayerName.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerName: Get a player's name.
diff --git a/docs/translations/th/scripting/functions/SetPlayerObjectMaterial.md b/docs/translations/th/scripting/functions/SetPlayerObjectMaterial.md
deleted file mode 100644
index 24470ec767d..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerObjectMaterial.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: SetPlayerObjectMaterial
-description: Replace the texture of a player-object with the texture from another model in the game.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Replace the texture of a player-object with the texture from another model in the game.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
-| playerid | The ID of the player the object is associated to. |
-| objectid | The ID of the object to replace the texture of |
-| materialindex | The material index on the object to change (0 to 15) |
-| modelid | The modelid on which replacement texture is located. Use 0 for alpha. Use -1 to change the material color without altering the existing texture. |
-| txdname | The name of the txd file which contains the replacement texture (use "none" if not required) |
-| texturename | The name of the texture to use as the replacement (use "none" if not required) |
-| materialcolor | The object color to set, as an integer or hex in ARGB format. Using 0 keeps the existing material color. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext,"/objmat",true))
- {
- new Float:X, Float:Y, Float:Z;
- new myobject;
- GetPlayerPos(playerid, X, Y, Z);
- myobject = CreatePlayerObject(playerid, 19371, X, Y, Z+0.5, 0.0, 0.0, 0.0, 300.0);
- SetPlayerObjectMaterial(playerid, myobject, 0, 19341, "egg_texts", "easter_egg01", 0xFFFFFFFF);
- // Replaces the texture of our player-object with the texture of model 19341
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Vertex lightning of the object will disappear if material color is changed.
-
-:::
-
-:::warning
-
-You MUST use ARGB color format, not RGBA like used in client messages etc.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetObjectMaterial: Replace the texture of an object with the texture from another model in the game.
-- Ultimate Creator by Nexius
-- Texture Studio by [uL]Pottus
-- Fusez's Map Editor by RedFusion
-- Map Editor I by adri1
diff --git a/docs/translations/th/scripting/functions/SetPlayerObjectMaterialText.md b/docs/translations/th/scripting/functions/SetPlayerObjectMaterialText.md
deleted file mode 100644
index dc03683ae5c..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerObjectMaterialText.md
+++ /dev/null
@@ -1,57 +0,0 @@
----
-title: SetPlayerObjectMaterialText
-description: Replace the texture of a player object with text.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Replace the texture of a player object with text.
-
-| Name | Description |
-| ------------- | ------------------------------------------------------------ |
-| playerid | The ID of the player whose player object to set the text of. |
-| objectid | The ID of the object on which to place the text. |
-| text | The text to set. |
-| materialindex | The material index to replace with text (DEFAULT: 0). |
-| materialsize | The size of the material (DEFAULT: 256x128). |
-| fontface | The font to use (DEFAULT: Arial). |
-| fontsize | The size of the text (DEFAULT: 24) (MAX 255). |
-| bold | Bold text. Set to 1 for bold, 0 for not (DEFAULT: 1). |
-| fontcolor | The color of the text (DEFAULT: White). |
-| backcolor | The background color (DEFAULT: None (transparent)). |
-| textalignment | The alignment of the text (DEFAULT: Left). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp("/text", cmdtext, true) == 0)
-{
- new myobject = CreatePlayerObject(playerid, 19353, 0, 0, 10, 0.0, 0.0, 90.0); //create the object
- SetPlayerObjectMaterialText(playerid, myobject, "SA-MP {FFFFFF}0.3{008500}e {FF8200}RC7", 0, OBJECT_MATERIAL_SIZE_256x128,\
-"Arial", 28, 0, 0xFFFF8200, 0xFF000000, OBJECT_MATERIAL_TEXT_ALIGN_CENTER);
- // write "SA-MP 0.3e RC7" on the object, with orange font color and black background
-return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Color embedding can be used for multiple colors in the text.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetObjectMaterialText: Replace the texture of an object with text.
-- SetPlayerObjectMaterial: Replace the texture of a player object with the texture from another model in the game.
-- Ultimate Creator by Nexius
-- Texture Studio by [uL]Pottus
-- Fusez's Map Editor by RedFusion
-- Map Editor I by adri1
diff --git a/docs/translations/th/scripting/functions/SetPlayerObjectNoCameraCol.md b/docs/translations/th/scripting/functions/SetPlayerObjectNoCameraCol.md
deleted file mode 100644
index 0523d402aba..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerObjectNoCameraCol.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: SetPlayerObjectNoCameraCol
-description: Toggles a player object camera collision.
-tags: ["player"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggles a player object camera collision.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The playerID the object belongs to. |
-| objectid | The ID of the object you want to toggle. |
-
-## ส่งคืน
-
-1 - Regardless of if the object exists or not.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerObjectMoved(playerid, objectid)
-{
- new Float:objX, Float:objY, Float:objZ;
- GetPlayerObjectPos(playerid, objectid, objX, objY, objZ);
- if (objX >= 3000.0 && objY >= 3000.0)
- {
- SetPlayerObjectNoCameraCol(playerid, objectid);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This does not work inside the normal SA map boundaries.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetObjectNoCameraCol: Disables collisions between camera and object.
diff --git a/docs/translations/th/scripting/functions/SetPlayerObjectPos.md b/docs/translations/th/scripting/functions/SetPlayerObjectPos.md
deleted file mode 100644
index 5ec06cb07d3..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerObjectPos.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: SetPlayerObjectPos
-description: Sets the position of a player-object to the specified coordinates.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the position of a player-object to the specified coordinates.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------------------------------- |
-| playerid | The ID of the player whose player-object to set the position of. |
-| objectid | The ID of the player-object to set the position of. Returned by CreatePlayerObject. |
-| Float:X | The X coordinate to put the object at. |
-| Float:Y | The Y coordinate to put the object at. |
-| Float:Z | The Z coordinate to put the object at. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. Player and/or object do not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new obj = CreatePlayerObject(...);
-
-// Later on
-
-SetPlayerObjectPos(playerid, obj, 2001.195679, 1547.113892, 14.283400);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- StopObject: Stop an object from moving.
-- SetObjectPos: Set the position of an object.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerObjectRot.md b/docs/translations/th/scripting/functions/SetPlayerObjectRot.md
deleted file mode 100644
index 1b523f3a49a..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerObjectRot.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: SetPlayerObjectRot
-description: Set the rotation of an object on the X, Y and Z axis.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the rotation of an object on the X, Y and Z axis.
-
-| Name | Description |
-| ---------- | --------------------------------------------------- |
-| playerid | The ID of the player whose player-object to rotate. |
-| objectid | The ID of the player-object to rotate. |
-| Float:RotX | The X rotation to set. |
-| Float:RotY | The Y rotation to set. |
-| Float:RotZ | The Z rotation to set. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerObjectRot(playerid, objectid, RotX, RotY, RotZ);
-```
-
-## บันทึà¸
-
-:::tip
-
-To smoothly rotate an object, see MovePlayerObject.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- StopObject: Stop an object from moving.
-- SetObjectPos: Set the position of an object.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerPos.md b/docs/translations/th/scripting/functions/SetPlayerPos.md
deleted file mode 100644
index 1b248d23f15..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerPos.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: SetPlayerPos
-description: Set a player's position.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's position.
-
-| Name | Description |
-| -------- | -------------------------------------------- |
-| playerid | The ID of the player to set the position of. |
-| Float:x | The X coordinate to position the player at. |
-| Float:y | The Y coordinate to position the player at. |
-| Float:z | The Z coordinate to position the player at. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Teleports players to the center of San Andreas when they type /middle
-public OnPlayerCommandText(playerid,cmdtext[])
-{
- if (!strcmp(cmdtext, "/middle", true))
- {
- SetPlayerPos(playerid, 0.0, 0.0, 3.0);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Using this function on a player in a vehicle will instantly remove them from the vehicle. Useful for quickly ejecting players.
-
-:::
-
-:::tip
-
-When setting a player's position to an interior, their interior must be set also.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerPosFindZ: Set a player's position and find the ground.
-- GetPlayerPos: Get a player's position.
-- SetVehiclePos: Set the position of a vehicle.
-- GetVehiclePos: Get the position of a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetPlayerPosFindZ.md b/docs/translations/th/scripting/functions/SetPlayerPosFindZ.md
deleted file mode 100644
index e2910440990..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerPosFindZ.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: SetPlayerPosFindZ
-description: This sets the players position then adjusts the players z-coordinate to the nearest solid ground under the position.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This sets the players position then adjusts the players z-coordinate to the nearest solid ground under the position.
-
-| Name | Description |
-| -------- | -------------------------------------------- |
-| playerid | The ID of the player to set the position of. |
-| Float:x | The X coordinate to position the player at. |
-| Float:y | The X coordinate to position the player at. |
-| Float:z | The Z coordinate to position the player at. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerPosFindZ(playerid, 1234.5, 1234.5, 1000.0);
-```
-
-## บันทึà¸
-
-:::warning
-
-This function does not work if the new coordinates are far away from where the player currently is. The Z height will be 0, which will likely put them underground. It is highly recommended that the MapAndreas plugin be used instead.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerPos: Set a player's position.
-- OnPlayerClickMap: Called when a player sets a waypoint/target on the pause menu map.
diff --git a/docs/translations/th/scripting/functions/SetPlayerRaceCheckpoint.md b/docs/translations/th/scripting/functions/SetPlayerRaceCheckpoint.md
deleted file mode 100644
index 9135397e7b3..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerRaceCheckpoint.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: SetPlayerRaceCheckpoint
-description: Creates a race checkpoint.
-tags: ["player", "checkpoint", "racecheckpoint"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a race checkpoint. When the player enters it, the OnPlayerEnterRaceCheckpoint callback is called.
-
-| Name | Description |
-| ----------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to set the checkpoint for |
-| type | Type of checkpoint.0-Normal, 1-Finish, 2-Nothing(Only the checkpoint without anything on it), 3-Air normal, 4-Air finish, 5-Air (rotates and stops), 6-Air (increases, decreases and disappears), 7-Air (swings down and up), 8-Air (swings up and down) |
-| Float:x | X-Coordinate |
-| Float:y | Y-Coordinate |
-| Float:z | Z-Coordinate |
-| Float:nextx | X-Coordinate of the next point, for the arrow facing direction |
-| Float:nexty | Y-Coordinate of the next point, for the arrow facing direction |
-| Float:nextz | Z-Coordinate of the next point, for the arrow facing direction |
-| Float:size | Size (diameter) of the checkpoint |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//from Yagu's race filterscript, (c) by Yagu
-public SetRaceCheckpoint(playerid, Airrace, target, next)
-{
- if (next == -1 && Airrace == 0)
- SetPlayerRaceCheckpoint(playerid,1,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
- 0.0,0.0,0.0,CPsize);
- else if (next == -1 && Airrace == 1)
- SetPlayerRaceCheckpoint(playerid,4,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
- 0.0,0.0,0.0,CPsize);
- else if (Airrace == 1)
- SetPlayerRaceCheckpoint(playerid,3,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
- RaceCheckpoints[next][0],RaceCheckpoints[next][1],RaceCheckpoints[next][2],CPsize);
- else
- SetPlayerRaceCheckpoint(playerid,0,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
- RaceCheckpoints[next][0],RaceCheckpoints[next][1],RaceCheckpoints[next][2],CPsize);
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Race checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' race checkpoints (only show them when players are close enough), use a race checkpoint streamer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerCheckpoint: Create a checkpoint for a player.
-- DisablePlayerCheckpoint: Disable the player's current checkpoint.
-- IsPlayerInCheckpoint: Check if a player is in a checkpoint.
-- DisablePlayerRaceCheckpoint: Disable the player's current race checkpoint.
-- IsPlayerInRaceCheckpoint: Check if a player is in a race checkpoint.
-- OnPlayerEnterCheckpoint: Called when a player enters a checkpoint.
-- OnPlayerLeaveCheckpoint: Called when a player leaves a checkpoint.
-- OnPlayerEnterRaceCheckpoint: Called when a player enters a race checkpoint.
-- OnPlayerLeaveRaceCheckpoint: Called when a player leaves a race checkpoint.
diff --git a/docs/translations/th/scripting/functions/SetPlayerScore.md b/docs/translations/th/scripting/functions/SetPlayerScore.md
deleted file mode 100644
index f0c8b5eb63b..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerScore.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: SetPlayerScore
-description: Set a player's score.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's score. Players' scores are shown in the scoreboard (shown by holding the TAB key).
-
-| Name | Description |
-| -------- | ----------------------------------------- |
-| playerid | The ID of the player to set the score of. |
-| score | The value to set the player's score to. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- // Add 1 to this killer's score. We must check it is valid first.
- if (killerid != INVALID_PLAYER_ID)
- {
- SetPlayerScore(killerid, GetPlayerScore(killerid) + 1);
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerScore: Get the score of a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerShopName.md b/docs/translations/th/scripting/functions/SetPlayerShopName.md
deleted file mode 100644
index 30c79f0884f..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerShopName.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: SetPlayerShopName
-description: Loads or unloads an interior script for a player (for example the ammunation menu).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Loads or unloads an interior script for a player (for example the ammunation menu).
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------ |
-| playerid | The ID of the player to load the interior script for. |
-| shopname[] | The shop script to load. Leave blank ("") to unload scripts. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/enter", cmdtext))
- {
- SetPlayerInterior(playerid, 5);
- SetPlayerPos(playerid, 372.5565, -131.3607, 1001.4922);
- SetPlayerShopName(playerid,"FDPIZA");
- SendClientMessage(playerid,0xFFFFFFFF,"Welcome to Pizza Stack!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function does not support casino scripts.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- DisableInteriorEnterExits: Disable the yellow door markers.
-- SetPlayerInterior: Set a player's interior.
diff --git a/docs/translations/th/scripting/functions/SetPlayerSkillLevel.md b/docs/translations/th/scripting/functions/SetPlayerSkillLevel.md
deleted file mode 100644
index 370dc628ee8..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerSkillLevel.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetPlayerSkillLevel
-description: Set the skill level of a certain weapon type for a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the skill level of a certain weapon type for a player.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to set the weapon skill of. |
-| skill | The [weapon](../resources/weaponskills.md) to set the skill of. |
-| level | The skill level to set for that weapon, ranging from 0 to 999. A level out of range will max it out. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- SetPlayerSkillLevel(playerid, WEAPONSKILL_SAWNOFF_SHOTGUN, 1);
- // This will make the player use single-handed sawn-off shotguns.
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The skill parameter is NOT the weapon ID, it is the skill type. Click here for a list of skill types.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerArmedWeapon: Set a player's armed weapon.
-- GivePlayerWeapon: Give a player a weapon.
diff --git a/docs/translations/th/scripting/functions/SetPlayerSkin.md b/docs/translations/th/scripting/functions/SetPlayerSkin.md
deleted file mode 100644
index e388a7a5218..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerSkin.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: SetPlayerSkin
-description: Set the skin of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the skin of a player. A player's skin is their character model.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player to set the skin of. |
-| skinid | The skin the player should use. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player specified does not exist.
-
-Note that 'success' is reported even when skin ID is invalid (not 0-311, or 74), but the skin will be set to ID 0 (CJ).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/fireman", true) == 0)
- {
- // Set the player's skin to ID 277, which is a fireman.
- SetPlayerSkin(playerid, 277);
- return 1;
- }
- return 0;
-}
-stock SetPlayerSkinFix(playerid, skinid)
-{
- new
- Float:tmpPos[4],
- vehicleid = GetPlayerVehicleID(playerid),
- seatid = GetPlayerVehicleSeat(playerid);
- GetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
- GetPlayerFacingAngle(playerid, tmpPos[3]);
- if (skinid < 0 || skinid > 299) return 0;
- if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK)
- {
- SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
- SetPlayerFacingAngle(playerid, tmpPos[3]);
- TogglePlayerControllable(playerid, 1); // preventing any freeze - optional
- return SetPlayerSkin(playerid, skinid);
- }
- else if (IsPlayerInAnyVehicle(playerid))
- {
- new
- tmp;
- RemovePlayerFromVehicle(playerid);
- SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
- SetPlayerFacingAngle(playerid, tmpPos[3]);
- TogglePlayerControllable(playerid, 1); // preventing any freeze - important - because of doing animations of exiting vehicle
- tmp = SetPlayerSkin(playerid, skinid);
- PutPlayerInVehicle(playerid, vehicleid, (seatid == 128)Â ? 0Â : seatid);
- return tmp;
- }
- else
- {
- return SetPlayerSkin(playerid, skinid);
- }
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Known Bug(s): If a player's skin is set when they are crouching, in a vehicle, or performing certain animations, they will become frozen or otherwise glitched. This can be fixed by using TogglePlayerControllable. Players can be detected as being crouched through GetPlayerSpecialAction (SPECIAL_ACTION_DUCK). Other players around the player may crash if he is in a vehicle or if he is entering/leaving a vehicle. Setting a player's skin when he is dead may crash players around him. Breaks sitting on bikes.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerSkin: Get a player's current skin.
-- SetSpawnInfo: Set the spawn setting for a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerSpecialAction.md b/docs/translations/th/scripting/functions/SetPlayerSpecialAction.md
deleted file mode 100644
index 8a1e32993e7..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerSpecialAction.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetPlayerSpecialAction
-description: This function allows to set players special action.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function allows to set players special action.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------------------- |
-| playerid | The player that should perform the action |
-| actionid | The [action](../resources/specialactions.md) that should be performed. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmd, "/handsup", true) == 0)
-{
- SetPlayerSpecialAction(playerid,SPECIAL_ACTION_HANDSUP);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Removing jetpacks from players by setting their special action to 0 causes the sound to stay until death.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerSpecialAction: Get a player's current special action.
-- ApplyAnimation: Apply an animation to a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerTeam.md b/docs/translations/th/scripting/functions/SetPlayerTeam.md
deleted file mode 100644
index 6073c805aca..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerTeam.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: SetPlayerTeam
-description: Set the team of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the team of a player.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------------ |
-| playerid | The ID of the player you want to set the team of. |
-| teamid | The team to put the player in. Use NO_TEAM to remove the player from any team. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- // Set a player's team to 4 when they spawn
- SetPlayerTeam(playerid, 4);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-- Players can not damage/kill players on the same team unless they use a knife to slit their throat.
-- Players are also unable to damage vehicles driven by a player from the same team. This can be enabled with EnableVehicleFriendlyFire.
-- 255 (or `NO_TEAM`) is the default team to be able to shoot other players, not 0.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerTeam: Check what team a player is on.
-- SetTeamCount: Set the number of teams available.
-- EnableVehicleFriendlyFire: Enable friendly fire for team vehicles.
diff --git a/docs/translations/th/scripting/functions/SetPlayerTime.md b/docs/translations/th/scripting/functions/SetPlayerTime.md
deleted file mode 100644
index 1ea169a19f7..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerTime.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: SetPlayerTime
-description: Sets the game time for a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the game time for a player. If a player's clock is enabled (TogglePlayerClock) the time displayed by it will update automatically.
-
-| Name | Description |
-| -------- | --------------------------------------------- |
-| playerid | The ID of the player to set the game time of. |
-| hour | Hour to set (0-23). |
-| minute | Minutes to set (0-59). |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetPlayerTime(playerid, 12, 0); // Noon
-SetPlayerTime(playerid, 0, 0); // Midnight
-```
-
-## บันทึà¸
-
-:::tip
-
-Using this function under OnPlayerConnect doesn't work.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetWorldTime: Set the global server time.
-- GetPlayerTime: Get the time of a player.
-- TogglePlayerClock: Toggle the clock in the top-right corner.
diff --git a/docs/translations/th/scripting/functions/SetPlayerVelocity.md b/docs/translations/th/scripting/functions/SetPlayerVelocity.md
deleted file mode 100644
index 54bfedc8f61..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerVelocity.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: SetPlayerVelocity
-description: Set a player's velocity on the X, Y and Z axes.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's velocity on the X, Y and Z axes.
-
-| Name | Description |
-| -------- | ----------------------------------- |
-| playerid | The player to apply the speed to. |
-| Float:X | The velocity (speed) on the X axis. |
-| Float:Y | The velocity (speed) on the Y axis. |
-| Float:Z | The velocity (speed) on the Z axis. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/jump", cmdtext))
- {
- SetPlayerVelocity(playerid, 0.0, 0.0, 0.2); // Forces the player to jump (Z velocity + 0.2)
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerVelocity: Get a player's velocity.
-- SetVehicleVelocity: Set a vehicle's velocity.
-- GetVehicleVelocity: Get a vehicle's velocity.
diff --git a/docs/translations/th/scripting/functions/SetPlayerVirtualWorld.md b/docs/translations/th/scripting/functions/SetPlayerVirtualWorld.md
deleted file mode 100644
index 846630a5b16..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerVirtualWorld.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SetPlayerVirtualWorld
-description: Set the virtual world of a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the virtual world of a player. They can only see other players or vehicles that are in that same world.
-
-| Name | Description |
-| -------- | ---------------------------------------------------------- |
-| playerid | The ID of the player you want to set the virtual world of. |
-| worldid | The virtual world ID to put the player in. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/world3", true) == 0)
-{
- SetPlayerVirtualWorld(playerid, 3);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The default virtual world is 0.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerVirtualWorld: Check what virtual world a player is in.
-- SetVehicleVirtualWorld: Set the virtual world of a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetPlayerWantedLevel.md b/docs/translations/th/scripting/functions/SetPlayerWantedLevel.md
deleted file mode 100644
index 837a5d81abe..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerWantedLevel.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: SetPlayerWantedLevel
-description: Set a player's wanted level (6 brown stars under HUD).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's wanted level (6 brown stars under HUD).
-
-| Name | Description |
-| -------- | ------------------------------------------------ |
-| playerid | The ID of the player to set the wanted level of. |
-| level | The wanted level to set for the player (0-6). |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/turnuptheheat", true) == 0)
-{
- SetPlayerWantedLevel(playerid, 6);
- SendClientMessage(playerid, 0xFF0000FF, "Wanted Level: 6");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerWantedLevel: Check a player's wanted level.
-- PlayCrimeReportForPlayer: Play a crime report for a player.
diff --git a/docs/translations/th/scripting/functions/SetPlayerWeather.md b/docs/translations/th/scripting/functions/SetPlayerWeather.md
deleted file mode 100644
index 5a098c26bf8..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerWeather.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: SetPlayerWeather
-description: Set a player's weather.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a player's weather.
-
-| Name | Description |
-| -------- | ------------------------------------------ |
-| playerid | The ID of the player whose weather to set. |
-| weather | The weather to set. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/storm", true))
- {
- SetPlayerWeather(playerid, 8);
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If TogglePlayerClock is enabled, weather will slowly change over time, instead of changing instantly. There are only valid 21 weather IDs in the game (0 - 20), however the game does not have any form of range check.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetWeather: Set the global weather.
-- SetGravity: Set the global gravity.
diff --git a/docs/translations/th/scripting/functions/SetPlayerWorldBounds.md b/docs/translations/th/scripting/functions/SetPlayerWorldBounds.md
deleted file mode 100644
index 456225d9965..00000000000
--- a/docs/translations/th/scripting/functions/SetPlayerWorldBounds.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: SetPlayerWorldBounds
-description: Set the world boundaries for a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the world boundaries for a player. Players can not go out of the boundaries (they will be pushed back in).
-
-| Name | Description |
-| ----------- | ---------------------------------------------------- |
-| playerid | The ID of the player to set the world boundaries of. |
-| Float:x_max | The maximum X coordinate the player can go to. |
-| Float:x_min | The minimum X coordinate the player can go to. |
-| Float:y_max | The maximum Y coordinate the player can go to. |
-| Float:y_min | The minimum Y coordinate the player can go to. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerSpawn(playerid)
-{
- SetPlayerWorldBounds(playerid, 20.0, 0.0, 20.0, 0.0);
- return 1;
-}
-```
-
-```
- (North)
- ymax
- |----------|
- | |
-(West) xmin | | xmax (East)
- | |
- |----------|
- ymin
- (South)
-```
-
-## บันทึà¸
-
-:::tip
-
-A player's world boundaries can be reset by setting them to 20000.0000, -20000.0000, 20000.0000, -20000.0000. These are the default values.
-
-:::
-
-:::warning
-
-This function doesn't work in interiors!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GangZoneCreate: Create a gangzone.
diff --git a/docs/translations/th/scripting/functions/SetSVarFloat.md b/docs/translations/th/scripting/functions/SetSVarFloat.md
deleted file mode 100644
index 642f61b3f9b..00000000000
--- a/docs/translations/th/scripting/functions/SetSVarFloat.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: SetSVarFloat
-description: Set a float server variable.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 R2 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a float server variable.
-
-| Name | Description |
-| ----------- | -------------------------------- |
-| varname[] | The name of the server variable. |
-| float_value | The float to be set. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The variable name is null or over 40 characters.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set "Version"
-SetSVarFloat("Version", 0.37);
-// will print version that server has
-printf("Version: %f", GetSVarFloat("Version"));
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSVarInt: Set an integer for a server variable.
-- GetSVarInt: Get a player server as an integer.
-- SetSVarString: Set a string for a server variable.
-- GetSVarString: Get the previously set string from a server variable.
-- GetSVarFloat: Get the previously set float from a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/SetSVarInt.md b/docs/translations/th/scripting/functions/SetSVarInt.md
deleted file mode 100644
index 71fb595aff9..00000000000
--- a/docs/translations/th/scripting/functions/SetSVarInt.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: SetSVarInt
-description: Set an integer server variable.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 R2 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set an integer server variable.
-
-| Name | Description |
-| --------- | -------------------------------- |
-| varname[] | The name of the server variable. |
-| int_value | The integer to be set. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The variable name is null or over 40 characters.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set "Version"
-SetSVarInt("Version", 37);
-// will print version that server has
-printf("Version: %d", GetSVarInt("Version"));
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetSVarInt: Get a player server as an integer.
-- SetSVarString: Set a string for a server variable.
-- GetSVarString: Get the previously set string from a server variable.
-- SetSVarFloat: Set a float for a server variable.
-- GetSVarFloat: Get the previously set float from a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/SetSVarString.md b/docs/translations/th/scripting/functions/SetSVarString.md
deleted file mode 100644
index 65265e65572..00000000000
--- a/docs/translations/th/scripting/functions/SetSVarString.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: SetSVarString
-description: Set a string server variable.
-tags: []
----
-
-:::warning
-
-This function was added in SA-MP 0.3.7 R2 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a string server variable.
-
-| Name | Description |
-| -------------- | -------------------------------- |
-| varname[] | The name of the server variable. |
-| string_value[] | The string to be set. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The variable name is null or over 40 characters.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// set "Version"
-SetSVarString("Version", "0.3.7");
-// will print version that server has
-new string[5 + 1];
-GetSVarString("Version", string, sizeof(string));
-printf("Version: %s", string);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSVarInt: Set an integer for a server variable.
-- GetSVarInt: Get a player server as an integer.
-- GetSVarString: Get the previously set string from a server variable.
-- SetSVarFloat: Set a float for a server variable.
-- GetSVarFloat: Get the previously set float from a server variable.
-- DeleteSVar: Delete a server variable.
diff --git a/docs/translations/th/scripting/functions/SetSpawnInfo.md b/docs/translations/th/scripting/functions/SetSpawnInfo.md
deleted file mode 100644
index 839a8347008..00000000000
--- a/docs/translations/th/scripting/functions/SetSpawnInfo.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetSpawnInfo
-description: This function can be used to change the spawn information of a specific player.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function can be used to change the spawn information of a specific player. It allows you to automatically set someone's spawn weapons, their team, skin and spawn position, normally used in case of minigames or automatic-spawn systems. This function is more crash-safe then using SetPlayerSkin in OnPlayerSpawn and/or OnPlayerRequestClass, even though this has been fixed in 0.2.
-
-| Name | Description |
-| -------------- | -------------------------------------------------------------------- |
-| playerid | The PlayerID of who you want to set the spawn information. |
-| team | The Team-ID of the chosen player. |
-| skin | The skin which the player will spawn with. |
-| Float:X | The X-coordinate of the player's spawn position. |
-| Float:Y | The Y-coordinate of the player's spawn position. |
-| Float:Z | The Z-coordinate of the player's spawn position. |
-| Float:rotation | The direction in which the player needs to be facing after spawning. |
-| weapon1 | The first spawn-weapon for the player. |
-| weapon1_ammo | The amount of ammunition for the primary spawnweapon. |
-| weapon2 | The second spawn-weapon for the player. |
-| weapon2_ammo | The amount of ammunition for the second spawnweapon. |
-| weapon3 | The third spawn-weapon for the player. |
-| weapon3_ammo | The amount of ammunition for the third spawnweapon. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerRequestClass(playerid, classid)
-{
- // This simple example demonstrates how to spawn every player automatically with
- // CJ's skin, which is number 0. The player will spawn in Las Venturas, with
- // 36 Sawnoff-Shotgun rounds and 150 Tec9 rounds.
- SetSpawnInfo( playerid, 0, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0 );
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerSkin: Set a player's skin.
-- SetPlayerTeam: Set a player's team.
-- SpawnPlayer: Force a player to spawn.
diff --git a/docs/translations/th/scripting/functions/SetTeamCount.md b/docs/translations/th/scripting/functions/SetTeamCount.md
deleted file mode 100644
index 6aacd8cb66e..00000000000
--- a/docs/translations/th/scripting/functions/SetTeamCount.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: SetTeamCount
-description: This function is used to change the amount of teams used in the gamemode.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function is used to change the amount of teams used in the gamemode. It has no obvious way of being used, but can help to indicate the number of teams used for better (more effective) internal handling. This function should only be used in the OnGameModeInit callback. Important: You can pass 2 billion here if you like, this function has no effect at all.
-
-| Name | Description |
-| ----- | ----------------------------------- |
-| teams | Number of teams the gamemode knows. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit( )
-{
- // We use 18 teams in this use Team-Deathmatch mode, define it;
- SetTeamCount( 18 );
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetPlayerTeam: Check what team a player is on.
-- SetPlayerTeam: Set a player's team.
diff --git a/docs/translations/th/scripting/functions/SetTimer.md b/docs/translations/th/scripting/functions/SetTimer.md
deleted file mode 100644
index 60d3e5818ea..00000000000
--- a/docs/translations/th/scripting/functions/SetTimer.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: SetTimer
-description: Sets a 'timer' to call a function after some time.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a 'timer' to call a function after some time. Can be set to repeat.
-
-| Name | Description |
-| ---------- | ------------------------------------------------------------------------------------------------------------------------------- |
-| funcname[] | Name of the function to call as a string. This must be a public function (forwarded). A null string here will crash the server. |
-| interval | Interval in milliseconds. |
-| repeating | Boolean (true/false) on whether the timer should repeat or not. |
-
-## ส่งคืน
-
-The ID of the timer that was started. Timer IDs start at 1.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-forward message();
-
-public OnGameModeInit()
-{
- print("Starting timer...");
- SetTimer("message", 1000, false); // Set a timer of 1000 miliseconds (1 second)
-}
-
-public message()
-{
- print("1 second has passed.");
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Timer intervals are not accurate (roughly 25% off). There are fixes available here and here. Timer IDs are never used twice. You can use KillTimer() on a timer ID and it won't matter if it's running or not. The function that should be called, must be public, meaning it has to be forwarded. The use of many timers will result in increased memory/cpu usage.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetTimerEx: Set a timer with parameters.
-- KillTimer: Stop a timer.
diff --git a/docs/translations/th/scripting/functions/SetTimerEx.md b/docs/translations/th/scripting/functions/SetTimerEx.md
deleted file mode 100644
index 20aca99abaf..00000000000
--- a/docs/translations/th/scripting/functions/SetTimerEx.md
+++ /dev/null
@@ -1,75 +0,0 @@
----
-title: SetTimerEx
-description: Sets a timer to call a function after the specified interval.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a timer to call a function after the specified interval. This variant ('Ex') can pass parameters (such as a player ID) to the function.
-
-| Name | Description |
-| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------ |
-| funcname[] | The name of a public function to call when the timer expires. |
-| interval | Interval in milliseconds (1 second = 1000 MS). |
-| repeating | Boolean (true/false (or 1/0)) that states whether the timer should be called repeatedly (can only be stopped with KillTimer) or only once. |
-| format[] | Special format indicating the types of values the timer will pass. |
-| {Float,\_}:... | Indefinite number of arguments to pass (must follow format specified in previous parameter). |
-
-## ส่งคืน
-
-The ID of the timer that was started. Timer IDs start at 1 and are never reused. There are no internal checks to verify that the parameters passed are valid (e.g. duration not a minus value). Y_Less' 'fixes2' plugin implements these checks and also vastly improves the accuracy of timers, and also adds support for array/string passing.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetTimerEx("EndAntiSpawnKill", 5000, false, "i", playerid);
-// EndAntiSpawnKill - The function that will be called
-// 5000 - 5000 MS (5 seconds). This is the interval. The timer will be called after 5 seconds.
-// false - Not repeating. Will only be called once.
-// "i" - I stands for integer (whole number). We are passing an integer (a player ID) to the function.
-// playerid - The value to pass. This is the integer specified in the previous parameter.
-// The event callback (OnPlayerSpawn) - we will start a timer here
-public OnPlayerSpawn(playerid)
-{
- // Anti-Spawnkill (5 seconds)
-
- // Set their health very high so they can't be killed
- SetPlayerHealth(playerid, 999999);
-
- // Notify them
- SendClientMessage(playerid, -1, "You are protected against spawn-killing for 5 seconds.");
-
- // Start a 5 second timer to end the anti-spawnkill
- SetTimerEx("EndAntiSpawnKill", 5000, false, "i", playerid);
-}
-
-// Forward (make public) the function so the server can 'see' it
-forward EndAntiSpawnKill(playerid);
-
-// The timer function - the code to be executed when the timer is called goes here
-public EndAntiSpawnKill(playerid)
-{
- // 5 seconds has passed, so let's set their health back to 100
- SetPlayerHealth(playerid, 100);
-
- // Let's notify them also
- SendClientMessage(playerid, -1, "You are no longer protected against spawn-killing.");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Timer ID variables should be initialized to -1 when they can to minimise the chance of accidentally killing timer ID 0 by mistake (or use timer ID 0 up at the start of OnGameModeInit). Timer intervals are not accurate (roughly 25% off). There are fixes available here and here. The function to be called must be public. That means it has to be forwarded.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetTimer: Set a timer.
-- KillTimer: Stop a timer.
-- CallLocalFunction: Call a function in the script.
-- CallRemoteFunction: Call a function in any loaded script.
diff --git a/docs/translations/th/scripting/functions/SetVehicleAngularVelocity.md b/docs/translations/th/scripting/functions/SetVehicleAngularVelocity.md
deleted file mode 100644
index d5904071f28..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleAngularVelocity.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: SetVehicleAngularVelocity
-description: Sets the angular X, Y and Z velocity of a vehicle.
-tags: ["vehicle"]
----
-
-:::info
-
-This function is in _world_ space not _local_ space. If you want to make local space angular velocity adjustments, you must apply a rotation matrix based on the [vehicle rotation quat](GetVehicleRotationQuat).
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the angular X, Y and Z velocity of a vehicle
-
-| Name | Description |
-| --------- | --------------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the velocity of. |
-| Float:X | The amount of velocity in the angular X direction. |
-| Float:Y | The amount of velocity in the angular Y direction . |
-| Float:Z | The amount of velocity in the angular Z direction. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/spin", cmdtext))
- {
- if (IsPlayerInAnyVehicle(playerid))
- SetVehicleAngularVelocity(GetPlayerVehicleID(playerid), 0.0, 0.0, 2.0);
- return 1;
- }
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function has no effect on unoccupied vehicles and does not affect trains.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleVelocity: Set a vehicle's velocity.
-- GetVehicleVelocity: Get a vehicle's velocity.
diff --git a/docs/translations/th/scripting/functions/SetVehicleHealth.md b/docs/translations/th/scripting/functions/SetVehicleHealth.md
deleted file mode 100644
index aeebafc3122..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleHealth.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetVehicleHealth
-description: Set a vehicle's health.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a vehicle's health. When a vehicle's health decreases the engine will produce smoke, and finally fire when it decreases to less than 250 (25%).
-
-| Name | Description |
-| ------------ | ------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the health of. |
-| Float:health | The health, given as a float value. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp("/fixengine", cmdtext, true) == 0)
-{
- new vehicleid = GetPlayerVehicleID(playerid);
- SetVehicleHealth(vehicleid, 1000);
- SendClientMessage(playerid, COLOUR_WHITE, "The vehicles engine has been fully repaired.");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Full vehicle health is 1000. Higher values are possible. For more information on health values, see this page.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleHealth: Check the health of a vehicle.
-- RepairVehicle: Fully repair a vehicle.
-- SetPlayerHealth: Set a player's health.
-- OnVehicleDeath: Called when a vehicle is destroyed.
diff --git a/docs/translations/th/scripting/functions/SetVehicleNumberPlate.md b/docs/translations/th/scripting/functions/SetVehicleNumberPlate.md
deleted file mode 100644
index 81ddc349ddc..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleNumberPlate.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: SetVehicleNumberPlate
-description: Set a vehicle numberplate.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a vehicle numberplate.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| vehicleid | The ID of the vehicle to set the number plate of. |
-| numberplate | The text that should be displayed on the number plate. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle does not exist
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new vehicleid = CreateVehicle(542, 2074.73, 1089.89, 10.51, 0.0, -1, -1, -1);
-SetVehicleNumberPlate(vehicleid, "ABCD 123");
-```
-
-## บันทึà¸
-
-:::tip
-
-This function has no internal error checking. Do not assign custom number plates to vehicles without plates (boats, planes, etc) as this will result in some unneeded processing time on the client. The vehicle must be re-spawned or re-streamed for the changes to take effect. There's a limit of 32 characters on each number plate (including embedded colors). The text length that can be seen on the number plate is around 9 to 10 characters, more characters will cause the text to split. Some vehicle models has a backward number plate, e.g. Boxville (498) (as an alternative to this vehicle you can use vehicle model ID 609, which is a duplicated Boxville (aka Boxburg), but with a regular number plate).
-
-:::
-
-:::tip
-
-You can use color embedding on the number plate text.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleToRespawn: Respawn a vehicle.
-- ChangeVehicleColor: Set the color of a vehicle.
-- ChangeVehiclePaintjob: Change the paintjob on a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetVehicleParamsCarDoors.md b/docs/translations/th/scripting/functions/SetVehicleParamsCarDoors.md
deleted file mode 100644
index bfe545745a3..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleParamsCarDoors.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: SetVehicleParamsCarDoors
-description: Allows you to open and close the doors of a vehicle.
-tags: ["vehicle"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to open and close the doors of a vehicle.
-
-| Name | Description |
-| --------- | ----------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the door state of |
-| driver | The state of the driver's door. 1 to open, 0 to close. |
-| passenger | The state of the passenger door. 1 to open, 0 to close. |
-| backleft | The state of the rear left door (if available). 1 to open, 0 to close. |
-| backright | The state of the rear right door (if available). 1 to open, 0 to close. |
-
-## ส่งคืน
-
-[edit]
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleParamsCarDoors: Retrive the current state of a vehicle's doors.
-- SetVehicleParamsCarWindows: Open and close the windows of a vehicle.
-- GetVehicleParamsCarWindows: Retrive the current state of a vehicle's windows
diff --git a/docs/translations/th/scripting/functions/SetVehicleParamsCarWindows.md b/docs/translations/th/scripting/functions/SetVehicleParamsCarWindows.md
deleted file mode 100644
index 34391d2d45a..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleParamsCarWindows.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: SetVehicleParamsCarWindows
-description: Allows you to open and close the windows of a vehicle.
-tags: ["vehicle"]
----
-
-:::warning
-
-ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸™à¸µà¹‰à¸–ูà¸à¹€à¸žà¸´à¹ˆà¸¡à¹ƒà¸™ SA-MP 0.3.7 à¹à¸¥à¸°à¸ˆà¸°à¹„ม่ทำงานในเวà¸à¸£à¹Œà¸Šà¸±à¹ˆà¸™à¸à¹ˆà¸à¸™à¸«à¸™à¹‰à¸²à¸™à¸µà¹‰!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Allows you to open and close the windows of a vehicle.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the window state of |
-| driver | The state of the driver's window. 0 to open, 1 to close. |
-| passenger | The state of the passenger window. 0 to open, 1 to close. |
-| backleft | The state of the rear left window (if available). 0 to open, 1 to close. |
-| backright | The state of the rear right window (if available). 0 to open, 1 to close. |
-
-## ส่งคืน
-
-[edit]
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleParamsCarDoors: Open and close the doors of a vehicle.
-- GetVehicleParamsCarDoors: Retrive the current state of a vehicle's doors.
-- GetVehicleParamsCarWindows: Retrive the current state of a vehicle's windows
diff --git a/docs/translations/th/scripting/functions/SetVehicleParamsEx.md b/docs/translations/th/scripting/functions/SetVehicleParamsEx.md
deleted file mode 100644
index c457c90a850..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleParamsEx.md
+++ /dev/null
@@ -1,71 +0,0 @@
----
-title: SetVehicleParamsEx
-description: Sets a vehicle's parameters for all players.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a vehicle's parameters for all players.
-
-| Name | Description |
-| --------- | --------------------------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the parameters of. |
-| engine | Engine status. 0 - Off, 1 - On. |
-| lights | Light status. 0 - Off, 1 - On. |
-| alarm | Vehicle alarm status. If on, the alarm starts. 0 - Off, 1 - On. |
-| doors | Door lock status. 0 - Unlocked, 1 - Locked. |
-| bonnet | Bonnet (hood) status. 0 - Closed, 1 - Open. |
-| boot | Boot/trunk status. 0 - Closed, 1 - Open. |
-| objective | Toggle the objective arrow above the vehicle. 0 - Off, 1 - On. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// If setting a single parameter, you should obtain the current parameters so they aren't ALL changed
-new engine, lights, alarm, doors, bonnet, boot, objective;
-GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
-SetVehicleParamsEx(vehicleid, VEHICLE_PARAMS_ON, lights, alarm, doors, bonnet, boot, objective); // ONLY the engine param was changed to VEHICLE_PARAMS_ON (1)
-new Timer_VehAlarm[MAX_VEHICLES];
-
-SetVehicleParamsEx_Fixed(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective)
-{
- SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
- if (alarm)
- {
- KillTimer(Timer_VehAlarm[vehicleid]);
- Timer_VehAlarm[vehicleid] = SetTimerEx("DisableVehicleAlarm", 20000, false, "d", vehicleid);
- }
-}
-
-forward DisableVehicleAlarm(vehicleid);
-public DisableVehicleAlarm(vehicleid)
-{
- new engine, lights, alarm, doors, bonnet, boot, objective;
- GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
- if (alarm == VEHICLE_PARAMS_ON)
- {
- SetVehicleParamsEx(vehicleid, engine, lights, VEHICLE_PARAMS_OFF, doors, bonnet, boot, objective);
- }
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The alarm will not reset when finished, you'll need to reset it by yourself with this function. Lights also operate during the day (Only when ManualVehicleEngineAndLights is enabled).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleParamsEx: Get a vehicle's parameters.
-- SetVehicleParamsForPlayer: Set the parameters of a vehicle for a player.
-- UpdateVehicleDamageStatus: Update the vehicle damage.
diff --git a/docs/translations/th/scripting/functions/SetVehicleParamsForPlayer.md b/docs/translations/th/scripting/functions/SetVehicleParamsForPlayer.md
deleted file mode 100644
index 6475634d057..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleParamsForPlayer.md
+++ /dev/null
@@ -1,111 +0,0 @@
----
-title: SetVehicleParamsForPlayer
-description: Set the parameters of a vehicle for a player.
-tags: ["player", "vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the parameters of a vehicle for a player.
-
-| Name | Description |
-| ----------- | --------------------------------------------------------------------------------------------- |
-| vehicle | The ID of the vehicle to set the parameters of. |
-| playerid | The ID of the player to set the vehicle's parameters for. |
-| objective | 0 to disable the objective or 1 to show it. This is a bobbing yellow arrow above the vehicle. |
-| doorslocked | 0 to unlock the doors or 1 to lock them. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player and/or vehicle specified do not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// sometime earlier:
-SetVehicleParamsForPlayer(iPlayerVehicle, iPlayerID, 1, 0);
-
-// sometime later when you want the vehicle to respawn:
-new
- iEngine, iLights, iAlarm,
- iDoors, iBonnet, iBoot,
- iObjective;
-
-GetVehicleParamsEx(iPlayerVehicle, iEngine, iLights, iAlarm, iDoors, iBonnet, iBoot, iObjective);
-SetVehicleParamsEx(iPlayerVehicle, iEngine, iLights, iAlarm, iDoors, iBonnet, iBoot, 0);
-// Locks own car for all players, except the player who used the command.
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext,"/lock",true))
- {
- if (!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid,0xFFFFFFAA,"You have to be inside a vehicle.");
- for(new i=0; i < MAX_PLAYERS; i++)
- {
- if (i == playerid) continue;
- SetVehicleParamsForPlayer(GetPlayerVehicleID(playerid),i,0,1);
- }
- return 1;
- }
- return 0;
-}
-// Will show vehicle markers for players streaming in for 0.3a+
-new iVehicleObjective[MAX_VEHICLES][2];
-
-public OnGameModeInit() //Or another callback
-{
- new temp = AddStaticVehicleEx(400, 0.0, 0.0, 5.0, 0.0, 0,0, -1); //ID 1
- iVehicleObjective[temp][0] = 1; //Marker
- iVehicleObjective[temp][1] = 0; //Door Lock
- return 1;
-}
-
-stock SetVehicleParamsForPlayerEx(vehicleid, playerid, objective, doorslocked)
-{
- SetVehicleParamsForPlayer(vehicleid, playerid, objective, doorslocked);
- iVehicleObjective[vehicleid][0] = objective;
- iVehicleObjective[vehicleid][1] = doorslocked;
-}
-
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- SetVehicleParamsForPlayer(vehicleid, forplayerid, iVehicleObjective[vehicleid][0], iVehicleObjective[vehicleid][1]);
-}
-//Top
-new myMarkedCar;
-
-public OnGameModeInit() //Or another callback
-{
- myMarkedCar = AddStaticVehicleEx(400, 0.0, 0.0, 5.0, 0.0, 0,0, -1); //For example: Black Landstalker near Blueberry Acres
- return 1;
-}
-
-//Whatever your want
-public OnVehicleStreamIn(vehicleid, forplayerid)
-{
- if (vehicleid == myMarkedCar)
- {
- SetVehicleParamsForPlayer(myMarkedCar, forplayerid, 1, 0); // marker can be visible only if the vehicle streamed for player
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Vehicles must be respawned for the 'objective' to be removed.
-
-:::
-
-:::warning
-
-Since 0.3a you will have to reapply this function when OnVehicleStreamIn is called.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetVehicleParamsEx: Sets a vehicle's params for all players.
diff --git a/docs/translations/th/scripting/functions/SetVehiclePos.md b/docs/translations/th/scripting/functions/SetVehiclePos.md
deleted file mode 100644
index 6c654567597..00000000000
--- a/docs/translations/th/scripting/functions/SetVehiclePos.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: SetVehiclePos
-description: Set a vehicle's position.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set a vehicle's position
-
-| Name | Description |
-| --------- | -------------------------------------------- |
-| vehicleid | Vehicle ID that you want set new position. |
-| Float:x | The X coordinate to position the vehicle at. |
-| Float:y | The Y coordinate to position the vehicle at. |
-| Float:z | The Z coordinate to position the vehicle at. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Put the player's vehicle at the coordinates 0, 0, 3 (center of SA)
-new vehicleid = GetPlayerVehicleID(playerid);
-SetVehiclePos(vehicleid, 0, 0, 3);
-```
-
-## บันทึà¸
-
-:::warning
-
-An empty vehicle will not fall after being teleported into the air.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerPos: Set a player's position.
-- GetVehiclePos: Get the position of a vehicle.
-- SetVehicleZAngle: Set the direction of a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetVehicleToRespawn.md b/docs/translations/th/scripting/functions/SetVehicleToRespawn.md
deleted file mode 100644
index b4dbb455cbe..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleToRespawn.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: SetVehicleToRespawn
-description: Sets a vehicle back to the position at where it was created.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets a vehicle back to the position at where it was created.
-
-| Name | Description |
-| --------- | -------------------------------- |
-| vehicleid | The ID of the vehicle to respawn |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle does not exist
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Respawns the first vehicle.
-SetVehicleToRespawn(1);
-for(new i = GetVehiclePoolSize(); i > 0; i--)
-{
- SetVehicleToRespawn(i);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreateVehicle: Create a vehicle.
-- DestroyVehicle: Destroy a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetVehicleVelocity.md b/docs/translations/th/scripting/functions/SetVehicleVelocity.md
deleted file mode 100644
index 8b72ccc021d..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleVelocity.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: SetVehicleVelocity
-description: Sets the X, Y and Z velocity of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the X, Y and Z velocity of a vehicle.
-
-| Name | Description |
-| --------- | --------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the velocity of. |
-| Float:X | The velocity in the X direction. |
-| Float:Y | The velocity in the Y direction . |
-| Float:Z | The velocity in the Z direction. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/jump", cmdtext))
- {
- if (IsPlayerInAnyVehicle(playerid))
- SetVehicleVelocity(GetPlayerVehicleID(playerid), 0.0, 0.0, 0.2);
- return 1;
- }
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function has no affect on un-occupied vehicles and does not affect trains.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/SetVehicleVirtualWorld.md b/docs/translations/th/scripting/functions/SetVehicleVirtualWorld.md
deleted file mode 100644
index 23fd579fe84..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleVirtualWorld.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: SetVehicleVirtualWorld
-description: Sets the 'virtual world' of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the 'virtual world' of a vehicle. Players will only be able to see vehicles in their own virtual world.
-
-| Name | Description |
-| --------- | -------------------------------------------------- |
-| vehicleid | The ID of vehicle to set the virtual world of. |
-| worldid | The ID of the virtual world to put the vehicle in. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SetVehicleVirtualWorld(GetPlayerVehicleID(playerid), 10);
-SetPlayerVirtualWorld(playerid, 10);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleVirtualWorld: Check what virtual world a vehicle is in.
-- SetPlayerVirtualWorld: Set the virtual world of a player.
diff --git a/docs/translations/th/scripting/functions/SetVehicleZAngle.md b/docs/translations/th/scripting/functions/SetVehicleZAngle.md
deleted file mode 100644
index 78ce0be3949..00000000000
--- a/docs/translations/th/scripting/functions/SetVehicleZAngle.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: SetVehicleZAngle
-description: Set the Z rotation (yaw) of a vehicle.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the Z rotation (yaw) of a vehicle.
-
-| Name | Description |
-| ------------- | --------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the rotation of. |
-| Float:z_angle | The Z angle to set. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The vehicle specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmdtext, "/flip", true) == 0)
- {
- new currentveh;
- new Float:angle;
- currentveh = GetPlayerVehicleID(playerid);
- GetVehicleZAngle(currentveh, angle);
- SetVehicleZAngle(currentveh, angle);
- SendClientMessage(playerid, 0xFFFFFFFF, "Your vehicle has been flipped.");
- return 1;
- }
-
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-A vehicle's X and Y (pitch and roll) rotation will be reset when this function is used. The X and Y rotations can not be set. This function does not work on unoccupied vehicles (It is believed to be a GTA limitation).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- GetVehicleZAngle: Check the current angle of a vehicle.
-- SetVehiclePos: Set the position of a vehicle.
diff --git a/docs/translations/th/scripting/functions/SetWeather.md b/docs/translations/th/scripting/functions/SetWeather.md
deleted file mode 100644
index b894ac3f400..00000000000
--- a/docs/translations/th/scripting/functions/SetWeather.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: SetWeather
-description: Set the world weather for all players.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the world weather for all players.
-
-| Name | Description |
-| --------- | ------------------- |
-| weatherid | The weather to set. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (!strcmp(cmdtext, "/sandstorm", true))
-{
- SetWeather(19);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If TogglePlayerClock is enabled, weather will slowly change over time, instead of changing instantly. There are only valid 21 weather IDs in the game (0 - 20), however the game does not have any form of range check.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerWeather: Set a player's weather.
-- SetGravity: Set the global gravity.
diff --git a/docs/translations/th/scripting/functions/SetWorldTime.md b/docs/translations/th/scripting/functions/SetWorldTime.md
deleted file mode 100644
index aed85c65a4b..00000000000
--- a/docs/translations/th/scripting/functions/SetWorldTime.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: SetWorldTime
-description: Sets the world time (for all players) to a specific hour.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the world time (for all players) to a specific hour.
-
-| Name | Description |
-| ---- | ---------------------- |
-| hour | The hour to set (0-23) |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Set the time to 12 o'clock (noon)
-SetWorldTime(12);
-```
-
-## บันทึà¸
-
-:::tip
-
-This function is only relevant for players that do not use a passing clock - see TogglePlayerClock.
-
-:::
-
-:::tip
-
-To set the minutes and/or to set the time for individual players, see SetPlayerTime.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerTime: Set a player's time.
-- SetWeather: Set the global weather.
-- SetGravity: Set the global gravity.
diff --git a/docs/translations/th/scripting/functions/ShowMenuForPlayer.md b/docs/translations/th/scripting/functions/ShowMenuForPlayer.md
deleted file mode 100644
index 286cc49e975..00000000000
--- a/docs/translations/th/scripting/functions/ShowMenuForPlayer.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: ShowMenuForPlayer
-description: Shows a previously created menu for a player.
-tags: ["player", "menu"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows a previously created menu for a player.
-
-| Name | Description |
-| -------- | ---------------------------------------------------- |
-| menuid | The ID of the menu to show. Returned by CreateMenu. |
-| playerid | The ID of the player to whom the menu will be shown. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. Menu and/or player doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Menu:MENU_PlayerTeleport;
-
-public OnGameModeInit()
-{
- MENU_PlayerTeleport = CreateMenu(...);
- return 1;
-}
-
-if (strcmp(cmdtext, "/tele", true) == 0)
-{
- ShowMenuForPlayer(MENU_PlayerTeleport, playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Crashes the both server and player if an invalid menu ID given.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CreateMenu](../../scripting/functions/CreateMenu.md): Create a menu.
-- [AddMenuItem](../../scripting/functions/AddMenuItem.md): Adds an item to a specified menu.
-- [SetMenuColumnHeader](../../scripting/functions/SetMenuColumnHeader.md): Set the header for one of the columns in a menu.
-- [DestroyMenu](../../scripting/functions/DestroyMenu.md): Destroy a menu.
-- [OnPlayerSelectedMenuRow](../../scripting/callbacks/OnPlayerSelectedMenuRow.md): Called when a player selected a row in a menu.
-- [OnPlayerExitedMenu](../../scripting/callbacks/OnPlayerExitedMenu.md): Called when a player exits a menu.
diff --git a/docs/translations/th/scripting/functions/ShowNameTags.md b/docs/translations/th/scripting/functions/ShowNameTags.md
deleted file mode 100644
index a7a6dec8455..00000000000
--- a/docs/translations/th/scripting/functions/ShowNameTags.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: ShowNameTags
-description: Toggle the drawing of nametags, health bars and armor bars above players.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle the drawing of nametags, health bars and armor bars above players.
-
-| Name | Description |
-| ------- | ----------------------------------------------- |
-| enabled | 0 to disable, 1 to enable (enabled by default). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // This will fully disable all player nametags
- // (including health and armour bars)
- ShowNameTags(0);
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function can only be used in OnGameModeInit. For other times, see ShowPlayerNameTagForPlayer.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- DisableNameTagLOS: Disable nametag Line-Of-Sight checking.
-- ShowPlayerNameTagForPlayer: Show or hide a nametag for a certain player.
-- ShowPlayerMarkers: Decide if the server should show markers on the radar.
diff --git a/docs/translations/th/scripting/functions/ShowPlayerDialog.md b/docs/translations/th/scripting/functions/ShowPlayerDialog.md
deleted file mode 100644
index 750312627c2..00000000000
--- a/docs/translations/th/scripting/functions/ShowPlayerDialog.md
+++ /dev/null
@@ -1,81 +0,0 @@
----
-title: ShowPlayerDialog
-description: Shows the player a synchronous (only one at a time) dialog box.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows the player a synchronous (only one at a time) dialog box.
-
-| Name | Description |
-| --------- | --------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to show the dialog to. |
-| dialogid | An ID to assign this dialog to, so responses can be processed. Max dialogid is 32767. Using negative values will close any open dialog. |
-| style | The style of the dialog. |
-| caption[] | The title at the top of the dialog. The length of the caption can not exceed more than 64 characters before it starts to cut off. |
-| info[] | The text to display in the main dialog. Use \n to start a new line and \t to tabulate. |
-| button1[] | The text on the left button. |
-| button2[] | The text on the right button. Leave it blank ( "" ) to hide it. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Define the dialog IDs either with an enum:
-enum
-{
- DIALOG_LOGIN,
- DIALOG_WELCOME,
- DIALOG_WEAPONS
-}
-
-// Alternatively, using macros:
-#define DIALOG_LOGIN 1
-#define DIALOG_WELCOME 2
-#define DIALOG_WEAPONS 3
-
-// Enums are recommended, as you don't have to keep track of used IDs. However, enums use memory to store the defines, whereas defines are processed in the 'pre-processor' (compiling) stage.
-
-// Example for DIALOG_STYLE_MSGBOX:
-ShowPlayerDialog(playerid, DIALOG_WELCOME, DIALOG_STYLE_MSGBOX, "Notice", "You are connected to the server", "Close", "");
-
-// Example for DIALOG_STYLE_INPUT:
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Enter your password below:", "Login", "Cancel");
-
-// Example for DIALOG_STYLE_LIST:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "AK47\nM4\nSniper Rifle", "Option 1", "Option 2");
-
-// Example for DIALOG_STYLE_PASSWORD:
-ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_PASSWORD, "Login", "Enter your password below:", "Login", "Cancel");
-
-// Example for DIALOG_STYLE_TABLIST:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST, "Buy Weapon", "Deagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
-
-// Example for DIALOG_STYLE_TABLIST_HEADERS:
-ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST_HEADERS, "Buy Weapon", "Weapon\tPrice\tAmmo\nDeagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
-```
-
-## บันทึà¸
-
-:::tip
-
-It is recommended to use enumerations (see above) or definitions (#define) to determine which IDs dialogs have, to avoid confusion in the future. You should never use literal numbers for IDs - it gets confusing.
-
-:::
-
-:::tip
-
-Use color embedding for multiple colors in the text. Using -1 as dialogid closes all dialogs currently shown on the client's screen.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- TextDrawShowForPlayer: Show a textdraw for a certain player.
-- OnDialogResponse: Called when a player responds to a dialog.
diff --git a/docs/translations/th/scripting/functions/ShowPlayerMarkers.md b/docs/translations/th/scripting/functions/ShowPlayerMarkers.md
deleted file mode 100644
index 49938b91d6b..00000000000
--- a/docs/translations/th/scripting/functions/ShowPlayerMarkers.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: ShowPlayerMarkers
-description: Toggles player markers (blips on the radar).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggles player markers (blips on the radar). Must be used when the server starts (OnGameModeInit). For other times, see SetPlayerMarkerForPlayer.
-
-| Name | Description |
-| ---- | ------------------------------------------------------------------------------------------------------------------------------------- |
-| mode | The [mode](#marker-modes) to use for markers. They can be streamed, meaning they are only visible to nearby players. See table below. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- // Player markers only visible to nearby players
- ShowPlayerMarkers(PLAYER_MARKERS_MODE_STREAMED);
-}
-```
-
-## Marker Modes
-
-| ID | MODE |
-| --- | ---------------------------- |
-| 0 | PLAYER_MARKERS_MODE_OFF |
-| 1 | PLAYER_MARKERS_MODE_GLOBAL |
-| 2 | PLAYER_MARKERS_MODE_STREAMED |
-
-## บันทึà¸
-
-:::tip
-
-It is also possible to set a player's color to a color that has full transparency (no alpha value). This makes it possible to show markers on a per-player basis.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetPlayerMarkerForPlayer: Set a player's marker.
-- LimitPlayerMarkerRadius: Limit the player marker radius.
-- ShowNameTags: Set nametags on or off.
-- SetPlayerColor: Set a player's color.
diff --git a/docs/translations/th/scripting/functions/ShowPlayerNameTagForPlayer.md b/docs/translations/th/scripting/functions/ShowPlayerNameTagForPlayer.md
deleted file mode 100644
index c7984c9230e..00000000000
--- a/docs/translations/th/scripting/functions/ShowPlayerNameTagForPlayer.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: ShowPlayerNameTagForPlayer
-description: This functions allows you to toggle the drawing of player nametags, healthbars and armor bars which display above their head.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This functions allows you to toggle the drawing of player nametags, healthbars and armor bars which display above their head. For use of a similar function like this on a global level, ShowNameTags function.
-
-| Name | Description |
-| ------------ | ------------------------------------------------ |
-| playerid | Player who will see the results of this function |
-| showplayerid | Player whose name tag will be shown or hidden |
-| show | 1-show name tag, 0-hide name tag |
-
-## ส่งคืน
-
-ImportantNote
-
-ShowNameTags must be set to 1 to be able to show name tags with ShowPlayerNameTagForPlayer, that means that in order to be effective you need to ShowPlayerNameTagForPlayer(forplayerid, playerid, 0) ahead of time(OnPlayerStreamIn is a good spot).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//The player who typed /nameoff will not be able to see any other players nametag.
-if (strcmp("/nameoff", cmdtext, true) == 0)
-{
- for(new i = GetPlayerPoolSize(); i != -1; --i) ShowPlayerNameTagForPlayer(playerid, i, false);
- GameTextForPlayer(playerid, "~W~Nametags ~R~off", 5000, 5);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-ShowNameTags must be set to 1 to be able to show name tags with ShowPlayerNameTagForPlayer, that means that in order to be effective you need to ShowPlayerNameTagForPlayer(forplayerid, playerid, 0) ahead of time(OnPlayerStreamIn is a good spot).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- ShowNameTags: Set nametags on or off.
-- DisableNameTagLOS: Disable nametag Line-Of-Sight checking.
-- SetPlayerMarkerForPlayer: Set a player's marker.
diff --git a/docs/translations/th/scripting/functions/SpawnPlayer.md b/docs/translations/th/scripting/functions/SpawnPlayer.md
deleted file mode 100644
index 6e6f316239b..00000000000
--- a/docs/translations/th/scripting/functions/SpawnPlayer.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: SpawnPlayer
-description: (Re)Spawns a player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-(Re)Spawns a player.
-
-| Name | Description |
-| -------- | ------------------------------ |
-| playerid | The ID of the player to spawn. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the player is not connected.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strcmp(cmdtext, "/spawn", true) == 0)
-{
- SpawnPlayer(playerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Kills the player if they are in a vehicle and then they spawn with a bottle in their hand.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- SetSpawnInfo: Set the spawn setting for a player.
-- AddPlayerClass: Add a class.
-- OnPlayerSpawn: Called when a player spawns.
diff --git a/docs/translations/th/scripting/functions/StartRecordingPlayerData.md b/docs/translations/th/scripting/functions/StartRecordingPlayerData.md
deleted file mode 100644
index d577a2a259c..00000000000
--- a/docs/translations/th/scripting/functions/StartRecordingPlayerData.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: StartRecordingPlayerData
-description: Starts recording a player's movements to a file, which can then be reproduced by an NPC.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Starts recording a player's movements to a file, which can then be reproduced by an NPC.
-
-| Name | Description |
-| ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| playerid | The ID of the player to record. |
-| recordtype | The [type](../resources/recordtypes.md) of recording. |
-| recordname[] | The name of the file which will hold the recorded data. It will be saved in the scriptfiles directory, with an automatically added .rec extension, you will need to move the file to npcmodes/recordings to use for playback. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (!strcmp("/recordme", cmdtext))
-{
- if (GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
- {
- StartRecordingPlayerData(playerid, PLAYER_RECORDING_TYPE_ONFOOT, "MyFile");
- }
- else if (GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
- {
- StartRecordingPlayerData(playerid, PLAYER_RECORDING_TYPE_DRIVER, "MyFile");
- }
- SendClientMessage(playerid, 0xFFFFFFFF, "All your movements are now being recorded!");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [StopRecordingPlayerData](../functions/StopRecordingPlayerData.md): Stops recording player data.
diff --git a/docs/translations/th/scripting/functions/StopAudioStreamForPlayer.md b/docs/translations/th/scripting/functions/StopAudioStreamForPlayer.md
deleted file mode 100644
index a26ecc2cb31..00000000000
--- a/docs/translations/th/scripting/functions/StopAudioStreamForPlayer.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: StopAudioStreamForPlayer
-description: Stops the current audio stream for a player.
-tags: ["player"]
----
-
-:::warning
-
-This function was added in SA-MP 0.3d and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Stops the current audio stream for a player.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The player you want to stop the audio stream for. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
-{
- // If the player exits a vehicle
- if (oldstate == PLAYER_STATE_DRIVER || oldstate == PLAYER_STATE_PASSENGER)
- {
- StopAudioStreamForPlayer(playerid); // Stop the audio stream
- }
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- PlayAudioStreamForPlayer: Plays a audio stream for a player.
-- PlayerPlaySound: Play a sound for a player.
diff --git a/docs/translations/th/scripting/functions/StopObject.md b/docs/translations/th/scripting/functions/StopObject.md
deleted file mode 100644
index bdee66d4f10..00000000000
--- a/docs/translations/th/scripting/functions/StopObject.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: StopObject
-description: Stop a moving object after MoveObject has been used.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Stop a moving object after MoveObject has been used.
-
-| Name | Description |
-| -------- | ------------------------------------ |
-| objectid | The ID of the object to stop moving. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new obj;
- obj = CreateObject(...);
- return 1;
-}
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (strcmp(cmd, "/stopobject", true) == 0)
- {
- StopObject(obj);
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- SetObjectPos: Set the position of an object.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- MovePlayerObject: Move a player object.
-- StopPlayerObject: Stop a player object from moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
-- OnObjectMoved: Called when an object stops moving.
diff --git a/docs/translations/th/scripting/functions/StopPlayerHoldingObject.md b/docs/translations/th/scripting/functions/StopPlayerHoldingObject.md
deleted file mode 100644
index 676fed9d666..00000000000
--- a/docs/translations/th/scripting/functions/StopPlayerHoldingObject.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: StopPlayerHoldingObject
-description: Removes attached objects.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Removes attached objects.
-
-| Name | Description |
-| -------- | ---------------------------------------------------- |
-| playerid | ID of the player you want to remove the object from. |
-
-## ส่งคืน
-
-1 on success, 0 on failure
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- if (IsPlayerHoldingObject(playerid))
- {
- StopPlayerHoldingObject(playerid);
- }
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function was removed in SA-MP 0.3c. See [RemovePlayerAttachedObject](RemovePlayerAttachedObject)
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/StopPlayerObject.md b/docs/translations/th/scripting/functions/StopPlayerObject.md
deleted file mode 100644
index 256284a18fe..00000000000
--- a/docs/translations/th/scripting/functions/StopPlayerObject.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: StopPlayerObject
-description: Stop a moving player-object after MovePlayerObject has been used.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Stop a moving player-object after MovePlayerObject has been used.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The ID of the player whose player-object to stop. |
-| objectid | The ID of the player-object to stop. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-StopPlayerObject(playerid, objectid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- MovePlayerObject: Move a player object.
-- CreatePlayerObject: Create an object for only one player.
-- DestroyPlayerObject: Destroy a player object.
-- IsValidPlayerObject: Checks if a certain player object is vaild.
-- IsPlayerObjectMoving: Check if the player object is moving.
-- SetPlayerObjectPos: Set the position of a player object.
-- SetPlayerObjectRot: Set the rotation of a player object.
-- GetPlayerObjectPos: Locate a player object.
-- GetPlayerObjectRot: Check the rotation of a player object.
-- AttachPlayerObjectToPlayer: Attach a player object to a player.
-- CreateObject: Create an object.
-- DestroyObject: Destroy an object.
-- IsValidObject: Checks if a certain object is vaild.
-- MoveObject: Move an object.
-- IsObjectMoving: Check if the object is moving.
-- StopObject: Stop an object from moving.
-- SetObjectPos: Set the position of an object.
-- SetObjectRot: Set the rotation of an object.
-- GetObjectPos: Locate an object.
-- GetObjectRot: Check the rotation of an object.
-- AttachObjectToPlayer: Attach an object to a player.
diff --git a/docs/translations/th/scripting/functions/StopRecordingPlayerData.md b/docs/translations/th/scripting/functions/StopRecordingPlayerData.md
deleted file mode 100644
index 079031f2f42..00000000000
--- a/docs/translations/th/scripting/functions/StopRecordingPlayerData.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: StopRecordingPlayerData
-description: Stops all the recordings that had been started with StartRecordingPlayerData for a specific player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Stops all the recordings that had been started with StartRecordingPlayerData for a specific player.
-
-| Name | Description |
-| -------- | ---------------------------------------------- |
-| playerid | The player you want to stop the recordings of. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp("/stoprecording", cmdtext))
- {
- StopRecordingPlayerData(playerid);
- SendClientMessage(playerid, 0xFFFFFFFF, "Your recorded file has been saved to the scriptfiles folder!");
- return 1;
- }
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [StartRecordingPlayerData](../functions/StartRecordingPlayerData.md): Start recording player data.
diff --git a/docs/translations/th/scripting/functions/TextDrawAlignment.md b/docs/translations/th/scripting/functions/TextDrawAlignment.md
deleted file mode 100644
index b29d6a9261b..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawAlignment.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: TextDrawAlignment
-description: Set the alignment of text in a text draw.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the alignment of text in a text draw.
-
-| Name | Description |
-| --------- | ----------------------------------------------- |
-| Text:text | The ID of the textdraw to set the alignment of. |
-| alignment | 1-left 2-centered 3-right. |
-
-## ส่งคืน
-
-Note
-
-For alignment 2 (center) the x and y values of TextSize need to be swapped, see notes at TextDrawTextSize, also position coordinate become position of center of textdraw and not left/top edges.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- new Text:MyTextdraw = TextDrawCreate(320.0, 425.0, "This is an example textdraw");
- TextDrawAlignment(MyTextdraw, 2); // Align the textdraw text in the center
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If the textdraw is already shown, it must be re-shown (TextDrawShowForAll/TextDrawShowForPlayer) to show the changes of this function.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawBackgroundColor.md b/docs/translations/th/scripting/functions/TextDrawBackgroundColor.md
deleted file mode 100644
index 94b6bb1957d..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawBackgroundColor.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: TextDrawBackgroundColor
-description: Adjusts the text draw area background color (the outline/shadow - NOT the box.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adjusts the text draw area background color (the outline/shadow - NOT the box. For box color, see TextDrawBoxColor).
-
-| Name | Description |
-| ----- | ----------------------------------------------------- |
-| text | The ID of the textdraw to set the background color of |
-| color | The color that the textdraw should be set to. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextdraw= TextDrawCreate(320.0, 425.0, "This is an example textdraw");
- TextDrawUseBox(MyTextdraw, 1);
- TextDrawBackgroundColor(MyTextdraw, 0xFFFFFFFF); // Set the background color of MyTextdraw to white
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If TextDrawSetOutline is used with size > 0, the outline color will match the color used in TextDrawBackgroundColor. Changing the value of color seems to alter the color used in TextDrawColor
-
-:::
-
-:::tip
-
-If you want to change the background colour of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawBoxColor.md b/docs/translations/th/scripting/functions/TextDrawBoxColor.md
deleted file mode 100644
index dcab5cbda8f..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawBoxColor.md
+++ /dev/null
@@ -1,60 +0,0 @@
----
-title: TextDrawBoxColor
-description: Adjusts the text box colour (only used if TextDrawUseBox 'use' parameter is 1).
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adjusts the text box colour (only used if TextDrawUseBox 'use' parameter is 'true').
-
-| Name | Description |
-| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| text | The TextDraw to change |
-| color | The colour. Opacity is set by the alpha intensity of colour (eg. color 0x000000FF has a solid black box opacity, whereas 0x000000AA has a semi-transparent black box opacity). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:Example;
-
-public OnGameModeInit()
-{
- Example = TextDrawCreate(123.0, 123.0, "Example");
- TextDrawUseBox(Example, true);
- TextDrawBoxColor(Example, 0xFFFFFFFF);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If you want to change the boxcolour of a textdraw that is already shown, you don't have to recreate it. Simply use [TextDrawShowForPlayer](TextDrawShowForPlayer)/[TextDrawShowForAll](TextDrawShowForAll) after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawColor.md b/docs/translations/th/scripting/functions/TextDrawColor.md
deleted file mode 100644
index c1282ae6fb0..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawColor.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: TextDrawColor
-description: Sets the text color of a textdraw.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the text color of a textdraw
-
-| Name | Description |
-| ----- | ----------------------------------------------- |
-| text | The ID of the textdraw to change the color of.. |
-| color | The color to set the textdraw to. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:Example;
-
-public OnGameModeInit()
-{
- Example = TextDrawCreate(123.0, 123.0, "Example");
- TextDrawColor(Example, 0x000000FF);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If the TextDraw is already shown, it must be re-shown (TextDrawShowForAll/TextDrawShowForPlayer) for the changes of this function to take effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawCreate.md b/docs/translations/th/scripting/functions/TextDrawCreate.md
deleted file mode 100644
index 74b7ec2e434..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawCreate.md
+++ /dev/null
@@ -1,75 +0,0 @@
----
-title: TextDrawCreate
-description: Creates a textdraw.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a textdraw. Textdraws are, as the name implies, text (mainly - there can be boxes, sprites and model previews (skins/vehicles/weapons/objects too) that is drawn on a player's screens. See this page for extensive information about textdraws.
-
-| Name | Description |
-| ------- | -------------------------------------------------------- |
-| Float:x | The X (left/right) coordinate to create the textdraw at. |
-| Float:y | The Y (up/down) coordinate to create the textdraw at. |
-| text[] | The text that will appear in the textdraw. |
-
-## ส่งคืน
-
-The ID of the created textdraw. Textdraw IDs start at 0.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// This variable is used to store the id of the textdraw
-// so that we can use it throught the script
-new Text:welcomeText;
-
-public OnGameModeInit()
-{
- // This line is used to create the textdraw.
- // Note: This creates a textdraw without any formatting.
- welcomeText = TextDrawCreate(240.0,580.0,"Welcome to my SA-MP server");
- return 1;
-}
-
-public OnPlayerConnect(playerid)
-{
- //This is used to show the player the textdraw when they connect.
- TextDrawShowForPlayer(playerid,welcomeText);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The x,y coordinate is the top left coordinate for the text draw area based on a 640x480 "canvas" (irrespective of screen resolution). If you plan on using TextDrawAlignment with alignment 3 (right), the x,y coordinate is the top right coordinate for the text draw. This function merely CREATES the textdraw, you must use TextDrawShowForPlayer or TextDrawShowForAll to show it. It is recommended to use WHOLE numbers instead of decimal positions when creating textdraws to ensure resolution friendly design.
-
-:::
-
-:::warning
-
-Keyboard key mapping codes (such as ~k~~VEHICLE_ENTER_EXIT~ don't work beyond 255th character.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawDestroy.md b/docs/translations/th/scripting/functions/TextDrawDestroy.md
deleted file mode 100644
index 9b5b4866c5d..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawDestroy.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: TextDrawDestroy
-description: Destroys a previously-created textdraw.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Destroys a previously-created textdraw.
-
-| Name | Description |
-| ---- | -------------------------------------------------------------- |
-| text | The ID of the textdraw to destroy. Returned by TextDrawCreate. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:textdraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- textdraw[playerid] = TextDrawCreate(...);
- return 1;
-}
-
-public OnPlayerDisconnect(playerid, reason)
-{
- TextDrawDestroy(textdraw[playerid]);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawFont.md b/docs/translations/th/scripting/functions/TextDrawFont.md
deleted file mode 100644
index 8e0e8a948ae..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawFont.md
+++ /dev/null
@@ -1,65 +0,0 @@
----
-title: TextDrawFont
-description: Changes the text font.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Changes the text font.
-
-| Name | Description |
-| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| text | The TextDraw to change |
-| font | There are four font styles as shown below. Font value 4 specifies that this is a txd sprite; 5 specifies that this textdraw can display preview models. A font value greater than 5 does not display, and anything greater than 16 crashes the client. |
-
-Available Styles:
-
-
-Available Fonts:
-
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextdraw= TextDrawCreate(320.0, 425.0, "This is an example textdraw");
- TextDrawFont(MyTextdraw, 2);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If you want to change the font of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawHideForAll.md b/docs/translations/th/scripting/functions/TextDrawHideForAll.md
deleted file mode 100644
index bef2d9d6efc..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawHideForAll.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: TextDrawHideForAll
-description: Hides a text draw for all players.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Hides a text draw for all players.
-
-| Name | Description |
-| ---- | ------------------------------------------------------------ |
-| text | The ID of the textdraw to hide (returned by TextDrawCreate). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new TextID;
-
-TextID = TextDrawCreate(...);
-
-
-//Later on
-TextDrawShowForAll(TextID);
-
-//Even later on
-TextDrawHideForAll(TextID);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawHideForPlayer.md b/docs/translations/th/scripting/functions/TextDrawHideForPlayer.md
deleted file mode 100644
index 9431e14b3c0..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawHideForPlayer.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: TextDrawHideForPlayer
-description: Hides a textdraw for a specific player.
-tags: ["player", "textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Hides a textdraw for a specific player.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------- |
-| playerid | The ID of the player that the textdraw should be hidden for |
-| text | The ID of the textdraw to hide |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:Textdraw[MAX_PLAYERS];
-
-public OnPlayerConnect(playerid)
-{
- Textdraw[playerid] = TextDrawCreate( ... );
- return 1;
-}
-
-public OnPlayerDisconnect(playerid, reason)
-{
- TextDrawDestroy(Textdraw[playerid]);
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- TextDrawShowForPlayer(playerid, Textdraw[playerid]);
- return 1;
-}
-
-public OnPlayerDeath(playerid, reason)
-{
- TextDrawHideForPlayer(playerid, Textdraw[playerid]);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawLetterSize.md b/docs/translations/th/scripting/functions/TextDrawLetterSize.md
deleted file mode 100644
index 6c5523b985e..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawLetterSize.md
+++ /dev/null
@@ -1,66 +0,0 @@
----
-title: TextDrawLetterSize
-description: Sets the width and height of the letters.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the width and height of the letters.
-
-| Name | Description |
-| ------- | ---------------------- |
-| text | The TextDraw to change |
-| Float:x | Width of a char. |
-| Float:y | Height of a char. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextDraw = TextDrawCreate(100.0, 33.0,"Example TextDraw");
- TextDrawLetterSize(MyTextDraw, 3.2 ,5.1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-When using this function purely for the benefit of affecting the TextDraw box, multiply 'Y' by 0.135 to convert to TextDrawTextSize-like measurements. Hint: it is easier and extremely precise to use LD_SPAC:white sprite for box-only textdraws, TextDrawTextSize will have regular offsets.
-
-:::
-
-:::tip
-
-If you want to change the letter size of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible. Fonts appear to look the best with an X to Y ratio of 1 to 4 (e.g. if x is 0.5 then y should be 2).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetOutline.md b/docs/translations/th/scripting/functions/TextDrawSetOutline.md
deleted file mode 100644
index 3bc2ba47057..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetOutline.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: TextDrawSetOutline
-description: Sets the thickness of a textdraw's text's outline.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the thickness of a textdraw's text's outline. TextDrawBackgroundColor can be used to change the color.
-
-| Name | Description |
-| ---- | -------------------------------------------------------------- |
-| text | The ID of the text draw to set the outline thickness of. |
-| size | The thickness of the outline, as an integer. 0 for no outline. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextDraw = TextDrawCreate(100.0, 33.0, "Example TextDraw");
- TextDrawSetOutline(MyTextDraw, 1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If you want to change the outline of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetPreviewModel.md b/docs/translations/th/scripting/functions/TextDrawSetPreviewModel.md
deleted file mode 100644
index a1d1894b727..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetPreviewModel.md
+++ /dev/null
@@ -1,64 +0,0 @@
----
-title: TextDrawSetPreviewModel
-description: Set the model for a textdraw model preview.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set the model for a textdraw model preview. Click here to see this function's effect.
-
-| Name | Description |
-| ---------- | ------------------------------------------------- |
-| text | The textdraw id that will display the 3D preview. |
-| modelindex | The GTA SA or SA:MP model ID to display. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:textdraw;
-
-public OnGameModeInit()
-{
- textdraw = TextDrawCreate(320.0, 240.0, "_");
- TextDrawFont(textdraw, TEXT_DRAW_FONT_MODEL_PREVIEW);
- TextDrawUseBox(textdraw, true);
- TextDrawBoxColor(textdraw, 0x000000FF);
- TextDrawTextSize(textdraw, 40.0, 40.0);
- TextDrawSetPreviewModel(textdraw, 411); //Display model 411 (Infernus)
- //TextDrawSetPreviewModel(textdraw, 1); //Display model 1 (CJ Skin)
- //TextDrawSetPreviewModel(textdraw, 18646); //Display model 18646 (Police light object)
-
- //You still have to use TextDrawShowForAll/TextDrawShowForPlayer to make the textdraw visible.
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Use [TextDrawBackgroundColor](TextDrawBackgroundColor) to set the background color behind the model.
-
-:::
-
-:::warning
-
-The textdraw MUST use the font type `TEXT_DRAW_FONT_MODEL_PREVIEW` in order for this function to have effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawSetPreviewRot](../functions/TextDrawSetPreviewRot.md): Set rotation of a 3D textdraw preview.
-- [TextDrawSetPreviewVehCol](../functions/TextDrawSetPreviewVehCol.md): Set the colours of a vehicle in a 3D textdraw preview.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [PlayerTextDrawSetPreviewModel](../functions/PlayerTextDrawSetPreviewModel.md): Set model ID of a 3D player textdraw preview.
-
-## Related Callbacks
-
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetPreviewRot.md b/docs/translations/th/scripting/functions/TextDrawSetPreviewRot.md
deleted file mode 100644
index c1f40361dba..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetPreviewRot.md
+++ /dev/null
@@ -1,55 +0,0 @@
----
-title: TextDrawSetPreviewRot
-description: Sets the rotation and zoom of a 3D model preview textdraw.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the rotation and zoom of a 3D model preview textdraw.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------------------------------------------------------------------------ |
-| Float:fRotX | The X rotation value. |
-| Float:fRotY | The Y rotation value. |
-| Float:fRotZ | The Z rotation value. |
-| Float:fZoom | The zoom value, default value 1.0, smaller values make the camera closer and larger values make the camera further away. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:textdraw
-
-public OnGameModeInit()
-{
- textdraw = TextDrawCreate(320.0, 240.0, "_");
- TextDrawFont(textdraw, TEXT_DRAW_FONT_MODEL_PREVIEW);
- TextDrawUseBox(textdraw, 1);
- TextDrawBoxColor(textdraw, 0x000000FF);
- TextDrawTextSize(textdraw, 40.0, 40.0);
- TextDrawSetPreviewModel(textdraw, 411);
- TextDrawSetPreviewRot(textdraw, -10.0, 0.0, -20.0, 1.0);
- //You still have to use TextDrawShowForAll/TextDrawShowForPlayer to make the textdraw visible.
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The textdraw MUST use the font type TEXT_DRAW_FONT_MODEL_PREVIEW and already have a model set in order for this function to have effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [PlayerTextDrawSetPreviewRot](../functions/PlayerTextDrawSetPreviewRot.md): Set rotation of a 3D player textdraw preview.
-- [TextDrawSetPreviewModel](../functions/TextDrawSetPreviewModel.md): Set the 3D preview model of a textdraw.
-- [TextDrawSetPreviewVehCol](../functions/TextDrawSetPreviewVehCol.md): Set the colours of a vehicle in a 3D textdraw preview.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetPreviewVehCol.md b/docs/translations/th/scripting/functions/TextDrawSetPreviewVehCol.md
deleted file mode 100644
index 7b1416d25c3..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetPreviewVehCol.md
+++ /dev/null
@@ -1,54 +0,0 @@
----
-title: TextDrawSetPreviewVehCol
-description: If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for that vehicle.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for that vehicle.
-
-| Name | Description |
-| ------ | ------------------------------------------------------------------ |
-| text | The textdraw id that is set to display a 3D vehicle model preview. |
-| color1 | The primary Color ID to set the vehicle to. |
-| color2 | The secondary Color ID to set the vehicle to. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:textdraw;
-
-public OnGameModeInit()
-{
- textdraw = TextDrawCreate(320.0, 240.0, "_");
- TextDrawFont(textdraw, TEXT_DRAW_FONT_MODEL_PREVIEW);
- TextDrawUseBox(textdraw, 1);
- TextDrawBoxColor(textdraw, 0x000000FF);
- TextDrawTextSize(textdraw, 40.0, 40.0);
- TextDrawSetPreviewModel(textdraw, 411); // Display model 411 (Infernus)
- TextDrawSetPreviewVehCol(textdraw, 6, 6); // Set the Infernus to have colour 6 (Yellow)
-
- //You still have to use TextDrawShowForAll/TextDrawShowForPlayer to make the textdraw visible.
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-The textdraw MUST use the font type TEXT_DRAW_FONT_MODEL_PREVIEW in order for this function to have effect.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawSetPreviewModel](../functions/TextDrawSetPreviewModel.md): Set the 3D preview model of a textdraw.
-- [TextDrawSetPreviewRot](../functions/TextDrawSetPreviewRot.md): Set rotation of a 3D textdraw preview.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetProportional.md b/docs/translations/th/scripting/functions/TextDrawSetProportional.md
deleted file mode 100644
index 8fb95ec9a59..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetProportional.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: TextDrawSetProportional
-description: Appears to scale text spacing to a proportional ratio.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Appears to scale text spacing to a proportional ratio. Useful when using TextDrawLetterSize to ensure the text has even character spacing.
-
-| Name | Description |
-| ---- | ---------------------------------------------------- |
-| text | The ID of the textdraw to set the proportionality of |
-| set | 1 to enable proportionality, 0 to disable. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextDraw = TextDrawCreate(100.0, 33.0,"Example TextDraw");
- TextDrawSetProportional(MyTextDraw,1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Proportionality is set to 1 by default, you might skip this function if you don't want to disable it. If you want to change the proportionality of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetSelectable.md b/docs/translations/th/scripting/functions/TextDrawSetSelectable.md
deleted file mode 100644
index 2b38cf9bbd0..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetSelectable.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: TextDrawSetSelectable
-description: Sets whether a textdraw can be selected (clicked on) or not.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets whether a textdraw can be selected (clicked on) or not
-
-| Name | Description |
-|----------|---------------------------------------------------------------------|
-| text | The ID of the textdraw to make selectable. |
-| bool:set | 'true' to make it selectable, or 'false' to make it not selectable. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- if (!strcmp(cmdtext, "/selectd", true))
- {
- for (new i = 0; i < MAX_TEXT_DRAWS; i++)
- {
- TextDrawSetSelectable(Text:i, true);
- }
- SendClientMessage(playerid, 0xFFFFFFAA, "SERVER: All textdraws can be selected now!");
- return 1;
- }
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Use [TextDrawTextSize](TextDrawTextSize) to define the clickable area.
-
-:::
-
-:::warning
-
-TextDrawSetSelectable must be used BEFORE the textdraw is shown to players for it to be selectable.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SelectTextDraw](../functions/SelectTextDraw.md): Enables the mouse, so the player can select a textdraw
-- [CancelSelectTextDraw](../functions/CancelSelectTextDraw.md): Cancel textdraw selection with the mouse
-
-## Related Callbacks
-
-- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetShadow.md b/docs/translations/th/scripting/functions/TextDrawSetShadow.md
deleted file mode 100644
index ce11f7c7eab..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetShadow.md
+++ /dev/null
@@ -1,67 +0,0 @@
----
-title: TextDrawSetShadow
-description: Sets the size of a textdraw's text's shadow.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the size of a textdraw's text's shadow.
-
-| Name | Description |
-| ---- | ------------------------------------------------------------------------------------------------------- |
-| text | The ID of the textdraw to set the shadow size of. |
-| size | The size of the shadow. 1 is generally used for a normal shadow size. 0 disables the shadow completely. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The textdraw does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextDraw = TextDrawCreate(100.0, 33.0, "Example TextDraw");
- TextDrawSetShadow(MyTextDraw, 1);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The shadow can be cut by the box area if the size is set too big for the area.
-
-:::
-
-:::tip
-
-If you want to change the shadow of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawSetString.md b/docs/translations/th/scripting/functions/TextDrawSetString.md
deleted file mode 100644
index b73a7f5d5c9..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawSetString.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: TextDrawSetString
-description: Changes the text on a textdraw.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Changes the text on a textdraw.
-
-| Name | Description |
-| -------- | ------------------------------- |
-| text | The TextDraw to change |
-| string[] | The new string for the TextDraw |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:himessage;
-
-public OnGameModeInit()
-{
- himessage = TextDrawCreate(1.0, 5.6, "Hi, how are you?");
- return 1;
-}
-
-public OnPlayerConnect(playerid)
-{
- new newtext[41], name[MAX_PLAYER_NAME];
- GetPlayerName(playerid, name, MAX_PLAYER_NAME);
- format(newtext, sizeof(newtext), "Hi %s, how are you?", name);
- TextDrawSetString(himessage, newtext);
- TextDrawShowForPlayer(playerid, himessage);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-There are limits to the length of textdraw strings - see here for more info.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawShowForAll.md b/docs/translations/th/scripting/functions/TextDrawShowForAll.md
deleted file mode 100644
index 87b1312310e..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawShowForAll.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: TextDrawShowForAll
-description: Shows a textdraw for all players.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows a textdraw for all players.
-
-| Name | Description |
-| ---- | ----------------------------------------------------------- |
-| text | The ID of the textdraw to show. Returned by TextDrawCreate. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the textdraw specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:textid = TextDrawCreate(100.0, 100.0, "Hello!");
-TextDrawShowForAll(textid);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawShowForPlayer.md b/docs/translations/th/scripting/functions/TextDrawShowForPlayer.md
deleted file mode 100644
index 7af69d3f622..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawShowForPlayer.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: TextDrawShowForPlayer
-description: Shows a textdraw for a specific player.
-tags: ["player", "textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Shows a textdraw for a specific player.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------- |
-| playerid | The ID of the player to show the textdraw for. |
-| text | The ID of the textdraw to show. Returned by TextDrawCreate. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means either the player and/or textdraw specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- new Text:textid = TextDrawCreate(100.0, 100.0, "Welcome!");
- TextDrawShowForPlayer(playerid, textid);
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If only a single player will see a textdraw, it might be wise to use player-textdraws instead. This is also useful for textdraws that need to show information specific for an individual player.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawTextSize.md b/docs/translations/th/scripting/functions/TextDrawTextSize.md
deleted file mode 100644
index b0673ddca11..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawTextSize.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: TextDrawTextSize
-description: Change the size of a textdraw (box if TextDrawUseBox is enabled and/or clickable area for use with TextDrawSetSelectable).
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the size of a textdraw (box if TextDrawUseBox is enabled and/or clickable area for use with TextDrawSetSelectable).
-
-| Name | Description |
-| ------- | -------------------------------------------------------------------------------------- |
-| text | The TextDraw to set the size of. |
-| Float:x | The size on the X axis (left/right) following the same 640x480 grid as TextDrawCreate. |
-| Float:y | The size on the Y axis (up/down) following the same 640x480 grid as TextDrawCreate. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextDraw = TextDrawCreate(100.0, 33.0,"Example TextDraw");
- TextDrawTextSize(MyTextDraw, 2.0, 3.6);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-The x and y have different meanings with different TextDrawAlignment values: 1 (left): they are the right-most corner of the box, absolute coordinates. 2 (center): they need to inverted (switch the two) and the x value is the overall width of the box. 3 (right): the x and y are the coordinates of the left-most corner of the box
-
-Using font type 4 (sprite) and 5 (model preview) converts X and Y of this function from corner coordinates to WIDTH and HEIGHT (offsets). The TextDraw box starts 10.0 units up and 5.0 to the left as the origin (TextDrawCreate coordinate). This function defines the clickable area for use with TextDrawSetSelectable, whether a box is shown or not.
-
-:::
-
-:::tip
-
-If you want to change the text size of a textdraw that is already shown, you don't have to recreate it. Simply use TextDrawShowForPlayer/TextDrawShowForAll after modifying the textdraw and the change will be visible.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawUseBox](../functions/TextDrawUseBox.md): Toggle if the textdraw has a box or not.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/TextDrawUseBox.md b/docs/translations/th/scripting/functions/TextDrawUseBox.md
deleted file mode 100644
index 738b65b7005..00000000000
--- a/docs/translations/th/scripting/functions/TextDrawUseBox.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: TextDrawUseBox
-description: Toggle whether a textdraw uses a box or not.
-tags: ["textdraw"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle whether a textdraw uses a box or not.
-
-| Name | Description |
-| ---- | ------------------------------------------------- |
-| text | The ID of the text textdraw to toggle the box of. |
-| use | 1 to show a box or 0 to not show a box. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. This means the textdraw specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Text:MyTextdraw;
-
-public OnGameModeInit()
-{
- MyTextDraw = TextDrawCreate(100.0, 33.0, "Example TextDraw");
- TextDrawUseBox(MyTextDraw, true); // Toggle box ON
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-If the textdraw is already shown, it must be re-shown ([TextDrawShowForAll](TextDrawShowForAll)/[TextDrawShowForPlayer](TextDrawShowForPlayer)) to show the changes of this function.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [TextDrawCreate](../functions/TextDrawCreate.md): Create a textdraw.
-- [TextDrawDestroy](../functions/TextDrawDestroy.md): Destroy a textdraw.
-- [TextDrawColor](../functions/TextDrawColor.md): Set the color of the text in a textdraw.
-- [TextDrawBoxColor](../functions/TextDrawBoxColor.md): Set the color of the box in a textdraw.
-- [TextDrawBackgroundColor](../functions/TextDrawBackgroundColor.md): Set the background color of a textdraw.
-- [TextDrawAlignment](../functions/TextDrawAlignment.md): Set the alignment of a textdraw.
-- [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw.
-- [TextDrawLetterSize](../functions/TextDrawLetterSize.md): Set the letter size of the text in a textdraw.
-- [TextDrawTextSize](../functions/TextDrawTextSize.md): Set the size of a textdraw box.
-- [TextDrawSetOutline](../functions/TextDrawSetOutline.md): Choose whether the text has an outline.
-- [TextDrawSetShadow](../functions/TextDrawSetShadow.md): Toggle shadows on a textdraw.
-- [TextDrawSetProportional](../functions/TextDrawSetProportional.md): Scale the text spacing in a textdraw to a proportional ratio.
-- [TextDrawSetString](../functions/TextDrawSetString.md): Set the text in an existing textdraw.
-- [TextDrawShowForPlayer](../functions/TextDrawShowForPlayer.md): Show a textdraw for a certain player.
-- [TextDrawHideForPlayer](../functions/TextDrawHideForPlayer.md): Hide a textdraw for a certain player.
-- [TextDrawShowForAll](../functions/TextDrawShowForAll.md): Show a textdraw for all players.
-- [TextDrawHideForAll](../functions/TextDrawHideForAll.md): Hide a textdraw for all players.
diff --git a/docs/translations/th/scripting/functions/Tickcount.md b/docs/translations/th/scripting/functions/Tickcount.md
deleted file mode 100644
index ed8cd4bc1d5..00000000000
--- a/docs/translations/th/scripting/functions/Tickcount.md
+++ /dev/null
@@ -1,27 +0,0 @@
----
-title: tickcount
-description: This function can be used as a replacement for GetTickCount, as it returns the number of milliseconds since the start-up of the server.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function can be used as a replacement for GetTickCount, as it returns the number of milliseconds since the start-up of the server.
-
-| Name | Description |
-| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
-| &granularity=0 | Upon return, this value contains the number of ticks that the internal system time will tick per second. This value therefore indicates the accuracy of the return value of this function. |
-
-## ส่งคืน
-
-The number of milliseconds since start-up of the system. For a 32-bit cell, this count overflows after approximately 24 days of continuous operation.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetTickCount](../functions/GetTickCount.md): Get the uptime of the actual server.
diff --git a/docs/translations/th/scripting/functions/TogglePlayerClock.md b/docs/translations/th/scripting/functions/TogglePlayerClock.md
deleted file mode 100644
index c0d5cbc53e0..00000000000
--- a/docs/translations/th/scripting/functions/TogglePlayerClock.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: TogglePlayerClock
-description: Toggle the in-game clock (top-right corner) for a specific player.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle the in-game clock (top-right corner) for a specific player. When this is enabled, time will progress at 1 minute per second. Weather will also interpolate (slowly change over time) when set using SetWeather/SetPlayerWeather.
-
-| Name | Description |
-| -------- | ------------------------------------------------- |
-| playerid | The player whose clock you want to enable/disable |
-| toggle | 1 to show and 0 to hide. Hidden by default. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The specified player does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerConnect(playerid)
-{
- TogglePlayerClock(playerid, 1); // Show the clock
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Time will automatically advance 6 hours when the player dies.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerTime](../functions/GetPlayerTime.md): Get the time of a player.
-- [SetPlayerTime](../functions/SetPlayerTime.md): Set a player's time.
-- [SetWorldTime](../functions/SetWorldTime.md): Set the global server time.
diff --git a/docs/translations/th/scripting/functions/TogglePlayerControllable.md b/docs/translations/th/scripting/functions/TogglePlayerControllable.md
deleted file mode 100644
index 386bd4724fa..00000000000
--- a/docs/translations/th/scripting/functions/TogglePlayerControllable.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: TogglePlayerControllable
-description: Toggles whether a player can control their character or not.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggles whether a player can control their character or not. The player will also be unable to move their camera.
-
-| Name | Description |
-| -------- | ----------------------------------------------------------- |
-| playerid | The ID of the player to toggle the controllability of |
-| toggle | 0 to make them uncontrollable, 1 to make them controllable. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player specified does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- // Freezes a player when they types /freezeme
- if (strcmp(cmdtext, "/freezeme", true) == 0)
- {
- TogglePlayerControllable(playerid,0);
- return 1;
- }
- // Unfreezes a player when they types /unfreezeme
- if (strcmp(cmdtext, "/unfreezeme", true) == 0)
- {
- TogglePlayerControllable(playerid,1);
- return 1;
- }
- return 0;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/TogglePlayerSpectating.md b/docs/translations/th/scripting/functions/TogglePlayerSpectating.md
deleted file mode 100644
index 57bfa11672c..00000000000
--- a/docs/translations/th/scripting/functions/TogglePlayerSpectating.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: TogglePlayerSpectating
-description: Toggle whether a player is in spectator mode or not.
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Toggle whether a player is in spectator mode or not. While in spectator mode a player can spectate (watch) other players and vehicles. After using this function, either PlayerSpectatePlayer or PlayerSpectateVehicle needs to be used.
-
-| Name | Description |
-| -------- | ---------------------------------------- |
-| playerid | The ID of the player who should spectate |
-| toggle | 1 to enable spectating and 0 to disable |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The player does not exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerDeath(playerid, killerid, WEAPON:reason)
-{
- TogglePlayerSpectating(playerid, 1);
- PlayerSpectatePlayer(playerid, killerid);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-When spectator mode is disabled, OnPlayerSpawn will automatically be called, if you wish to restore player to state before spectating, you will have to handle that in OnPlayerSpawn. Note also, that player can also go to class selection before if they used F4 during spectate, a player also CAN die in spectate mode due to various glitches.
-
-:::
-
-:::tip
-
-When a player is in spectate mode their HUD is hidden, making it useful for setting a player's camera without the HUD. Also, objects near the player's camera will be streamed in, making this useful for interpolating cameras.
-
-:::
-
-:::warning
-
-If the player is not loaded in before setting the spectate status to false, the connection can be closed unexpectedly.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [PlayerSpectatePlayer](../functions/PlayerSpectatePlayer.md): Spectate a player.
-- [PlayerSpectateVehicle](../functions/PlayerSpectateVehicle.md): Spectate a vehicle.
diff --git a/docs/translations/th/scripting/functions/UnBlockIpAddress.md b/docs/translations/th/scripting/functions/UnBlockIpAddress.md
deleted file mode 100644
index ed6c8180e07..00000000000
--- a/docs/translations/th/scripting/functions/UnBlockIpAddress.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: UnBlockIpAddress
-description: Unblock an IP address that was previously blocked using BlockIpAddress.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Unblock an IP address that was previously blocked using BlockIpAddress.
-
-| Name | Description |
-| ---------- | -------------------------- |
-| ip_address | The IP address to unblock. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- UnBlockIpAddress("127.0.0.1");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [BlockIpAddress](../functions/BlockIpAddress.md): Block an IP address from connecting to the server for a set amount of time.
-- [OnIncomingConnection](../callbacks/OnIncomingConnection.md): Called when a player is attempting to connect to the server.
diff --git a/docs/translations/th/scripting/functions/Update3DTextLabelText.md b/docs/translations/th/scripting/functions/Update3DTextLabelText.md
deleted file mode 100644
index 528930ca4ab..00000000000
--- a/docs/translations/th/scripting/functions/Update3DTextLabelText.md
+++ /dev/null
@@ -1,49 +0,0 @@
----
-title: Update3DTextLabelText
-description: Updates a 3D Text Label text and color.
-tags: ["3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Updates a 3D Text Label text and color.
-
-| Name | Description |
-| --------- | ------------------------------------------------------------- |
-| Text3D:textid | The 3D Text Label you want to update. |
-| color | The color the 3D Text Label should have from now on. |
-| text[] | The new text which the 3D Text Label should have from now on. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new Text3D:mylabel;
- mylabel = Create3DTextLabel("I'm at the coordinates:\n30.0,40.0,50.0",0x008080FF,30.0,40.0,50.0,40.0,0);
- Update3DTextLabelText(mylabel, 0xFFFFFFFF, "New text.");
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-If text[] is empty, the server/clients next to the text might crash!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../functions/Create3DTextLabel.md): Create a 3D text label.
-- [Delete3DTextLabel](../functions/Delete3DTextLabel.md): Delete a 3D text label.
-- [Attach3DTextLabelToPlayer](../functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Attach3DTextLabelToVehicle](../functions/Attach3DTextLabelToVehicle.md): Attach a 3D text label to a vehicle.
-- [CreatePlayer3DTextLabel](../functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [DeletePlayer3DTextLabel](../functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
-- [UpdatePlayer3DTextLabelText](../functions/UpdatePlayer3DTextLabelText.md): Change the text of a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/UpdatePlayer3DTextLabelText.md b/docs/translations/th/scripting/functions/UpdatePlayer3DTextLabelText.md
deleted file mode 100644
index b67f61483b7..00000000000
--- a/docs/translations/th/scripting/functions/UpdatePlayer3DTextLabelText.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: UpdatePlayer3DTextLabelText
-description: Updates a player 3D Text Label's text and color.
-tags: ["player", "3dtextlabel"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Updates a player 3D Text Label's text and color
-
-| Name | Description |
-| --------------- | ------------------------------------------------------------- |
-| playerid | The ID of the player for which the 3D Text Label was created. |
-| PlayerText3D:textid | The 3D Text Label you want to update. |
-| color | The color the 3D Text Label should have from now on. |
-| text[] | The new text which the 3D Text Label should have from now on. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## บันทึà¸
-
-:::warning
-
-If text[] is empty, the server/clients next to the text might crash!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Create3DTextLabel](../functions/Create3DTextLabel.md): Create a 3D text label.
-- [Delete3DTextLabel](../functions/Delete3DTextLabel.md): Delete a 3D text label.
-- [Attach3DTextLabelToPlayer](../functions/Attach3DTextLabelToPlayer.md): Attach a 3D text label to a player.
-- [Attach3DTextLabelToVehicle](../functions/Attach3DTextLabelToVehicle.md): Attach a 3D text label to a vehicle.
-- [Update3DTextLabelText](../functions/Update3DTextLabelText.md): Change the text of a 3D text label.
-- [CreatePlayer3DTextLabel](../functions/CreatePlayer3DTextLabel.md): Create A 3D text label for one player.
-- [DeletePlayer3DTextLabel](../functions/DeletePlayer3DTextLabel.md): Delete a player's 3D text label.
diff --git a/docs/translations/th/scripting/functions/UpdateVehicleDamageStatus.md b/docs/translations/th/scripting/functions/UpdateVehicleDamageStatus.md
deleted file mode 100644
index ccecc050402..00000000000
--- a/docs/translations/th/scripting/functions/UpdateVehicleDamageStatus.md
+++ /dev/null
@@ -1,67 +0,0 @@
----
-title: UpdateVehicleDamageStatus
-description: Sets the various visual damage statuses of a vehicle, such as popped tires, broken lights and damaged panels.
-tags: ["vehicle"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Sets the various visual damage statuses of a vehicle, such as popped tires, broken lights and damaged panels.
-
-| Name | Description |
-| --------- | ------------------------------------------------- |
-| vehicleid | The ID of the vehicle to set the damage of. |
-| panels | A set of bits containing the panel damage status. |
-| doors | A set of bits containing the door damage status. |
-| lights | A set of bits containing the light damage status. |
-| tires | A set of bits containing the tire damage status. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new
- VEHICLE_PANEL_STATUS:panels,
- VEHICLE_DOOR_STATUS:doors,
- VEHICLE_LIGHT_STATUS:lights,
- VEHICLE_TIRE_STATUS:tires;
-
-GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
-
-tires = VEHICLE_TIRE_STATUS:15; // Setting tires to 15 will pop them all
-
-// Or do it like this:
-tires = (VEHICLE_TIRE_STATUS_FRONT_LEFT_POPPED | VEHICLE_TIRE_STATUS_FRONT_RIGHT_POPPED | VEHICLE_TIRE_STATUS_REAR_LEFT_POPPED | VEHICLE_TIRE_STATUS_REAR_RIGHT_POPPED);
-
-UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
-```
-
-## บันทึà¸
-
-:::tip
-
-For some useful functions for working with vehicle damage values, see here.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetVehicleHealth](SetVehicleHealth): Set the health of a vehicle.
-- [GetVehicleHealth](GetVehicleHealth): Check the health of a vehicle.
-- [RepairVehicle](RepairVehicle): Fully repair a vehicle.
-- [GetVehicleDamageStatus](GetVehicleDamageStatus): Get the vehicle damage state for each part individually.
-
-## Related Callbacks
-
-- [OnVehicleDamageStatusUpdate](../callbacks/OnVehicleDamageStatusUpdate): Called when a vehicle's damage state changes.
-
-## Related Resources
-
-- [Damage Status](../resources/damagestatus)
-- [Vehicle Panel Status](../resources/vehicle-panel-status)
-- [Vehicle Door Status](../resources/vehicle-door-status)
-- [Vehicle Light Status](../resources/vehicle-light-status)
-- [Vehicle Tire Status](../resources/vehicle-tire-status)
diff --git a/docs/translations/th/scripting/functions/UsePlayerPedAnims.md b/docs/translations/th/scripting/functions/UsePlayerPedAnims.md
deleted file mode 100644
index 8b1ed76acb0..00000000000
--- a/docs/translations/th/scripting/functions/UsePlayerPedAnims.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: UsePlayerPedAnims
-description: Uses standard player walking animation (animation of the CJ skin) instead of custom animations for every skin (e.g. skating for skater skins).
-tags: ["player"]
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Uses standard player walking animation (animation of the CJ skin) instead of custom animations for every skin (e.g. skating for skater skins).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- UsePlayerPedAnims();
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Only works when placed under [OnGameModeInit](../callbacks/OnGameModeInit).
-
-Not using this function causes two-handed weapons (not dual-handed - a single weapon that is held by both hands) to be held in only one hand.
-
-:::
-
-:::tip
-
-You can also enable standard player walking animation via [config.json](../../server/config.json)
-
-```json
-"use_player_ped_anims": true,
-```
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [ApplyAnimation](../functions/ApplyAnimation): Apply an animation to a player.
-- [ClearAnimations](../functions/ClearAnimations): Clear any animations a player is performing.
diff --git a/docs/translations/th/scripting/functions/VectorSize.md b/docs/translations/th/scripting/functions/VectorSize.md
deleted file mode 100644
index dc2b18bd2eb..00000000000
--- a/docs/translations/th/scripting/functions/VectorSize.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: VectorSize
-description: Returns the norm (length) of the provided vector.
-tags: []
----
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the norm (length) of the provided vector.
-
-| Name | Description |
-| ------- | ------------------------------------- |
-| Float:X | The vector's magnitude on the X axis. |
-| Float:Y | The vector's magnitude on the Y axis. |
-| Float:Z | The vector's magnitude on the Z axis. |
-
-## ส่งคืน
-
-The norm (length) of the provided vector as a float.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-stock Float:GetDistanceBetweenPoints(Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2)
-{
- return VectorSize(x1-x2, y1-y2, z1-z2);
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [GetPlayerDistanceFromPoint](../functions/GetPlayerDistanceFromPoint.md): Get the distance between a player and a point.
-- [GetVehicleDistanceFromPoint](../functions/GetVehicleDistanceFromPoint.md): Get the distance between a vehicle and a point.
-- [floatsqroot](../functions/floatsqroot.md): Calculate the square root of a floating point value.
diff --git a/docs/translations/th/scripting/functions/acos.md b/docs/translations/th/scripting/functions/acos.md
deleted file mode 100644
index f90ef2abaf1..00000000000
--- a/docs/translations/th/scripting/functions/acos.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: acos
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/asin.md b/docs/translations/th/scripting/functions/asin.md
deleted file mode 100644
index 6a351801b09..00000000000
--- a/docs/translations/th/scripting/functions/asin.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: asin
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/atan.md b/docs/translations/th/scripting/functions/atan.md
deleted file mode 100644
index 84172ccd0b6..00000000000
--- a/docs/translations/th/scripting/functions/atan.md
+++ /dev/null
@@ -1,43 +0,0 @@
----
-title: atan
-description: Get the inversed value of a tangent in degrees.
-tags: ["math"]
----
-
-
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the inversed value of a tangent in degrees. In trigonometrics, arc tangent is the inverse operation of tangent. Notice that because of the sign ambiguity, the function cannot determine with certainty in which quadrant the angle falls only by its tangent value. See [atan2](atan2) for an alternative that takes a fractional argument instead.
-
-| Name | Description |
-| ----------- | ------------------------------------ |
-| Float:value | value whose arc tangent is computed. |
-
-## ส่งคืน
-
-The angle in degrees, in the interval [-90.0,+90.0].
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//The arc tangent of 1.000000 is 45.000000 degrees.
-
-public OnGameModeInit()
-{
- new Float:param, Float:result;
- param = 1.0;
- result = atan(param);
- printf("The arc tangent of %f is %f degrees.", param, result);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatsin](floatsin): Get the sine from a specific angle.
-- [floatcos](floatcos): Get the cosine from a specific angle.
-- [floattan](floattan): Get the tangent from a specific angle.
-- [asin](asin): Get the inversed value of a sine in degrees.
-- [acos](acos): Get the inversed value of a cosine in degrees.
-- [atan2](atan2): Get the multi-valued inversed value of a tangent in degrees.
diff --git a/docs/translations/th/scripting/functions/atan2.md b/docs/translations/th/scripting/functions/atan2.md
deleted file mode 100644
index 9b8debb2435..00000000000
--- a/docs/translations/th/scripting/functions/atan2.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: atan2
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/clamp.md b/docs/translations/th/scripting/functions/clamp.md
deleted file mode 100644
index bc32064b267..00000000000
--- a/docs/translations/th/scripting/functions/clamp.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: clamp
-description: Force a value to be inside a range.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Force a value to be inside a range.
-
-| Name | Description |
-| ----- | ------------------------------ |
-| value | The value to force in a range. |
-| min | The low bound of the range. |
-| max | The high bound of the range. |
-
-## ส่งคืน
-
-value, if it is in the range min–max, min, if value is lower than min or max, if value is higher than max.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new
- valueA = 3,
- valueB = 7,
- valueC = 100
-;
-printf("The value is: %d", clamp(valueA, 5, 10)); // output: "The value is: 5" because 3 is less than 5.
-printf("The value is: %d", clamp(valueB, 5, 10)); // output: "The value is: 7" because 7 is between 5 and 10.
-printf("The value is: %d", clamp(valueC, 5, 10)); // output: "The value is: 10" because 100 is more than 10.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/db_close.md b/docs/translations/th/scripting/functions/db_close.md
deleted file mode 100644
index 8d5b3b66ca7..00000000000
--- a/docs/translations/th/scripting/functions/db_close.md
+++ /dev/null
@@ -1,86 +0,0 @@
----
-title: db_close
-description: Closes an SQLite database that was opened with db_open.
-tags: [sqlite]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Closes an SQLite database that was opened with db_open.
-
-| Name | Description |
-| ----- | --------------------------------------------------------------------- |
-| DB:db | The handle of the database connection to close (returned by db_open). |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. May mean that the database handle specified is not open.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new DB:db_handle;
-// ...
-public OnGameModeInit()
-{
- // Create a connection to the database
- if ((db_handle = db_open("example.db")) == DB:0)
- {
- // Error
- print("Failed to open a connection to \"example.db\".");
- SendRconCommand("exit");
- }
- else
- {
- // Success
- print("Successfully created a connection to \"example.db\".");
- }
- // ...
- return 1;
-}
-
-public OnGameModeExit()
-{
- // Close the connection to the database
- db_close(db_handle);
- // ...
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_open. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_debug_openfiles.md b/docs/translations/th/scripting/functions/db_debug_openfiles.md
deleted file mode 100644
index 3670904c59d..00000000000
--- a/docs/translations/th/scripting/functions/db_debug_openfiles.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: db_debug_openfiles
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_debug_openresults.md b/docs/translations/th/scripting/functions/db_debug_openresults.md
deleted file mode 100644
index 674c97a5500..00000000000
--- a/docs/translations/th/scripting/functions/db_debug_openresults.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: db_debug_openresults
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_field_name.md b/docs/translations/th/scripting/functions/db_field_name.md
deleted file mode 100644
index 276661bd7e1..00000000000
--- a/docs/translations/th/scripting/functions/db_field_name.md
+++ /dev/null
@@ -1,89 +0,0 @@
----
-title: db_field_name
-description: Returns the name of a field at a particular index.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the name of a field at a particular index.
-
-| Name | Description |
-| ----------------- | ------------------------------------------------------ |
-| DBResult:dbresult | The result to get the data from; returned by db_query. |
-| field | The index of the field to get the name of. |
-| result[] | The result. |
-| maxlength | The max length of the field. |
-
-## ส่งคืน
-
-Returns 1, if the function was successful, otherwise 0 if DBResult:dbresult is a NULL reference or the column index not available.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Callback
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- // If "cmdtext" equals "/getfieldnames"
- if (!strcmp(cmdtext, "/getfieldnames", true, 14))
- {
- // Declare "db_result", "i", and "columns"
- new DBResult:db_result = db_query(db_handle, "SELECT * FROM `join_log`"), i, columns = db_num_fields(db_result), info[30];
-
- // Iterate from 0 to "columns-1"
- for(; i < columns; i++)
- {
- // Store the name of the i indexed column name into "info"
- db_field_name(db_result, i, info, sizeof info);
-
- // Print "info"
- printf("Field name: %s", info);
- }
-
- // Frees the result
- db_free_result(db_result);
-
- // Returns 1
- return 1;
- }
-
- // Returns 0
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_free_result.md b/docs/translations/th/scripting/functions/db_free_result.md
deleted file mode 100644
index db55a65bc90..00000000000
--- a/docs/translations/th/scripting/functions/db_free_result.md
+++ /dev/null
@@ -1,77 +0,0 @@
----
-title: db_free_result
-description: Frees result memory allocated from db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Frees result memory allocated from db_query.
-
-| Name | Description |
-| ----------------- | ------------------ |
-| DBResult:dbresult | The result to free |
-
-## ส่งคืน
-
-If DBResult:dbhandle is a valid handle, it returns 1, otherwise 0 if DBResult:dbhandle is a NULL reference.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Example function
-GetNameBySpawnID(spawn_id)
-{
- // Declare "p_name"
- new p_name[MAX_PLAYER_NAME+1];
-
- // Declare "query" and "db_result"
- static query[60], DBResult:db_result;
-
- // Formats "query"
- format(query, sizeof query, "SELECT `PlayerName` FROM `spawn_log` WHERE `ID`=%d", spawn_id);
-
- // Selects the player name by using "spawn_id"
- db_result = db_query(db_handle, query);
-
- // If there is any valid entry
- if (db_num_rows(db_result))
- {
- // Store data from "PlayerName" into "p_name"
- db_get_field(db_result, 0, p_name, sizeof p_name);
- }
-
- // Frees the result
- db_free_result(db_result);
-
- // Returns "p_name"
- return p_name;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_field.md b/docs/translations/th/scripting/functions/db_get_field.md
deleted file mode 100644
index cbb68403e0d..00000000000
--- a/docs/translations/th/scripting/functions/db_get_field.md
+++ /dev/null
@@ -1,88 +0,0 @@
----
-title: db_get_field
-description: Get the content of a field from db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the content of a field from db_query
-
-| Name | Description |
-| ----------------- | -------------------------------- |
-| DBResult:dbresult | The result to get the data from. |
-| field | The field to get the data from. |
-| result[] | The result. |
-| maxlength | The max length of the field. |
-
-## ส่งคืน
-
-Returns 1 if successful, otherwise 0 if DBResult:dbresult is a NULL reference or the column index not available.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Example function
-GetNameBySpawnID(spawn_id)
-{
- // Declare "p_name"
- new p_name[MAX_PLAYER_NAME+1];
-
- // Declare "query" and "db_result"
- static query[60], DBResult:db_result;
-
- // Formats "query"
- format(query, sizeof query, "SELECT `PlayerName` FROM `spawn_log` WHERE `ID`=%d", spawn_id);
-
- // Selects the player name by using "spawn_id"
- db_result = db_query(db_handle, query);
-
- // If there is any valid entry
- if (db_num_rows(db_result))
- {
- // Store data from "PlayerName" into "p_name"
- db_get_field(db_result, 0, p_name, sizeof p_name);
- }
-
- // Frees the result
- db_free_result(db_result);
-
- // Returns "p_name"
- return p_name;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_field_assoc.md b/docs/translations/th/scripting/functions/db_get_field_assoc.md
deleted file mode 100644
index decae48cb5d..00000000000
--- a/docs/translations/th/scripting/functions/db_get_field_assoc.md
+++ /dev/null
@@ -1,88 +0,0 @@
----
-title: db_get_field_assoc
-description: Get the contents of field with specified name.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the contents of field with specified name.
-
-| Name | Description |
-| ----------------- | ---------------------------------- |
-| DBResult:dbresult | The result to get the data from |
-| field[] | The fieldname to get the data from |
-| result[] | The result |
-| maxlength | The max length of the field |
-
-## ส่งคืน
-
-Returns 1 if successful, otherwise 0 if DBResult:dbresult is a NULL reference or the column index not available.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Example function
-GetNameBySpawnID(spawn_id)
-{
- // Declare "p_name"
- new p_name[MAX_PLAYER_NAME+1];
-
- // Declare "query" and "db_result"
- static query[61], DBResult:db_result;
-
- // Formats "query"
- format(query, sizeof query, "SELECT `PlayerName` FROM `spawn_log` WHERE `ID`=%d;", spawn_id);
-
- // Selects the player name by using "spawn_id"
- db_result = db_query(db_handle, query);
-
- // If there is any valid entry
- if (db_num_rows(db_result))
- {
- // Store data from "PlayerName" into "p_name"
- db_get_field_assoc(db_result, "PlayerName", p_name, sizeof p_name);
- }
-
- // Frees the result
- db_free_result(db_result);
-
- // Returns "p_name"
- return p_name;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_field_assoc_float.md b/docs/translations/th/scripting/functions/db_get_field_assoc_float.md
deleted file mode 100644
index b713c26c474..00000000000
--- a/docs/translations/th/scripting/functions/db_get_field_assoc_float.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: db_get_field_assoc_float
-description: Get the contents of field as a float with specified name.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the contents of field as a float with specified name.
-
-| Name | Description |
-| ----------------- | ---------------------------------- |
-| DBResult:dbresult | The result to get the data from |
-| field[] | The fieldname to get the data from |
-
-## ส่งคืน
-
-Retrieved value as floating point number.
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_field_assoc_int.md b/docs/translations/th/scripting/functions/db_get_field_assoc_int.md
deleted file mode 100644
index 5f945dabd28..00000000000
--- a/docs/translations/th/scripting/functions/db_get_field_assoc_int.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: db_get_field_assoc_int
-description: Get the contents of field as an integer with specified name.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the contents of field as an integer with specified name.
-
-| Name | Description |
-| ----------------- | ---------------------------------- |
-| DBResult:dbresult | The result to get the data from |
-| field[] | The fieldname to get the data from |
-
-## ส่งคืน
-
-Retrieved value as integer (number).
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_field_float.md b/docs/translations/th/scripting/functions/db_get_field_float.md
deleted file mode 100644
index e04b9eaa834..00000000000
--- a/docs/translations/th/scripting/functions/db_get_field_float.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: db_get_field_float
-description: Get the content of a field as a float from db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the content of a field as a float from db_query
-
-| Name | Description |
-| ----------------- | -------------------------------- |
-| DBResult:dbresult | The result to get the data from. |
-| field=0 | The field to get the data from. |
-
-## ส่งคืน
-
-Retrieved value as floating point number.
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_field_int.md b/docs/translations/th/scripting/functions/db_get_field_int.md
deleted file mode 100644
index fb903fa0317..00000000000
--- a/docs/translations/th/scripting/functions/db_get_field_int.md
+++ /dev/null
@@ -1,53 +0,0 @@
----
-title: db_get_field_int
-description: Get the content of a field as an integer from db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the content of a field as an integer from db_query
-
-| Name | Description |
-| ----------------- | -------------------------------- |
-| DBResult:dbresult | The result to get the data from. |
-| field=0 | The field to get the data from. |
-
-## ส่งคืน
-
-Retrieved value as integer (number).
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_mem_handle.md b/docs/translations/th/scripting/functions/db_get_mem_handle.md
deleted file mode 100644
index 4d8a84bab3a..00000000000
--- a/docs/translations/th/scripting/functions/db_get_mem_handle.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: db_get_mem_handle
-description: Get memory handle for an SQLite database that was opened with db_open.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-This function was added in SA-MP 0.3.7 R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get memory handle for an SQLite database that was opened with db_open.
-
-| Name | Description |
-| ----- | ----------------------------------------------------------- |
-| DB:db | The index of the database connection (returned by db_open). |
-
-## ส่งคืน
-
-Returns the memory handle for a specified database.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_get_result_mem_handle.md b/docs/translations/th/scripting/functions/db_get_result_mem_handle.md
deleted file mode 100644
index 29badf30239..00000000000
--- a/docs/translations/th/scripting/functions/db_get_result_mem_handle.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: db_get_result_mem_handle
-description: Get memory handle for an SQLite query that was executed with db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-This function was added in SA-MP 0.3.7 R1 and will not work in earlier versions!
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get memory handle for an SQLite query that was executed with db_query.
-
-| Name | Description |
-| ----- | ---------------------------------------------- |
-| DB:db | The index of the query (returned by db_query). |
-
-## ส่งคืน
-
-Returns the memory handle for a specified query.
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_next_row.md b/docs/translations/th/scripting/functions/db_next_row.md
deleted file mode 100644
index 3a9d958b7d3..00000000000
--- a/docs/translations/th/scripting/functions/db_next_row.md
+++ /dev/null
@@ -1,92 +0,0 @@
----
-title: db_next_row
-description: Moves to the next row of the result allocated from db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Moves to the next row of the result allocated from db_query.
-
-| Name | Description |
-| ----------------- | ----------------------- |
-| DBResult:dbresult | The result of db_query. |
-
-## ส่งคืน
-
-Returns 1 on success, otherwise 0 if DBResult:dbresult is a NULL reference or the last row is reached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Callback
-public OnPlayerCommandText(playerid, cmdtext[])
-{
- // If "cmdtext" equals "/EchoWoetJoinList"
- if (!strcmp(cmdtext, "/EchoWoetJoinList", true, 17))
- {
- // Declare "db_result" and "info"
- new DBResult:db_result, info[2][30];
-
- // Select the join list of the player "Woet"
- db_result = db_query(db_handle, "SELECT * FROM `join_log` WHERE `name`='Woet'");
-
- // Do these
- do
- {
- // Store the data of "ip" into "info[0]"
- db_get_field_assoc(db_result, "ip", info[0], sizeof info[]);
-
- // Store the data of "time" into "info[1]"
- db_get_field_assoc(db_result, "time", info[1], sizeof info[]);
-
- // Print into the console
- printf("Print join list: Name: Woet IP: %s Date: %s", info[0], info[1]);
- }
-
- // While next row has been fetched
- while(db_next_row(db_result));
-
- // Returns 1
- return 1;
- }
-
- // Returns 0
- return 0;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_num_fields.md b/docs/translations/th/scripting/functions/db_num_fields.md
deleted file mode 100644
index e33fad49f42..00000000000
--- a/docs/translations/th/scripting/functions/db_num_fields.md
+++ /dev/null
@@ -1,76 +0,0 @@
----
-title: db_num_fields
-description: Get the number of fields in a result.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the number of fields in a result.
-
-| Name | Description |
-| ----------------- | ----------------------- |
-| DBResult:dbresult | The result of db_query. |
-
-## ส่งคืน
-
-The number of fields in the result.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// ...
-// Declare "db_result" and select all rows and columns from "spawn_list"
-new DBResult:db_result = db_query(db_handle, "SELECT * FROM `spawn_list` WHERE 1;");
-
-// Print the amount of columns selected
-printf("Selected columns: %d", db_num_fields(db_result));
-
-// Do...
-do
-{
- // ...
-}
-
-// While next row has been fetched
-while(db_next_row(db_handle));
-
-// Frees result
-db_free_result(db_result);
-// ...
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_num_rows.md b/docs/translations/th/scripting/functions/db_num_rows.md
deleted file mode 100644
index 8470b57eb66..00000000000
--- a/docs/translations/th/scripting/functions/db_num_rows.md
+++ /dev/null
@@ -1,85 +0,0 @@
----
-title: db_num_rows
-description: Returns the number of rows from a db_query.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the number of rows from a db_query
-
-| Name | Description |
-| ----------------- | ---------------------- |
-| DBResult:dbresult | The result of db_query |
-
-## ส่งคืน
-
-The number of rows in the result.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Example function
-GetNameBySpawnID(spawn_id)
-{
- // Declare "p_name"
- new p_name[MAX_PLAYER_NAME+1];
-
- // Declare "query" and "db_result"
- static query[60], DBResult:db_result;
-
- // Formats "query"
- format(query, sizeof query, "SELECT `PlayerName` FROM `spawn_log` WHERE `ID`=%d", spawn_id);
-
- // Selects the player name by using "spawn_id"
- db_result = db_query(db_handle, query);
-
- // If there is any valid entry
- if (db_num_rows(db_result))
- {
- // Store data from "PlayerName" into "p_name"
- db_get_field(db_result, 0, p_name, sizeof p_name);
- }
-
- // Frees the result
- db_free_result(db_result);
-
- // Returns "p_name"
- return p_name;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using db_query. But it's protected against NULL references.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_open.md b/docs/translations/th/scripting/functions/db_open.md
deleted file mode 100644
index a1f223063b6..00000000000
--- a/docs/translations/th/scripting/functions/db_open.md
+++ /dev/null
@@ -1,84 +0,0 @@
----
-title: db_open
-description: This function is used to open a connection to a SQLite database, which is inside the "/scriptfiles" folder.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function is used to open a connection to a SQLite database, which is inside the "/scriptfiles" folder
-
-| Name | Description |
-| ------ | ------------------------- |
-| name[] | File name of the database |
-
-## ส่งคืน
-
-Returns index (starting at 1) of the database connection .
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new DB:db_handle;
-// ...
-public OnGameModeInit()
-{
- // Create a connection to the database
- if ((db_handle = db_open("example.db")) == DB:0)
- {
- // Error
- print("Failed to open a connection to \"example.db\".");
- SendRconCommand("exit");
- }
- else
- {
- // Success
- print("Successfully created a connection to \"example.db\".");
- }
- // ...
- return 1;
-}
-
-public OnGameModeExit()
-{
- // Close the connection to the database
- db_close(db_handle);
- // ...
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-It will create a new SQLite database, if there is no SQLite database with the same file name available. Close your database connection with db_close!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/db_query.md b/docs/translations/th/scripting/functions/db_query.md
deleted file mode 100644
index de6e75c6104..00000000000
--- a/docs/translations/th/scripting/functions/db_query.md
+++ /dev/null
@@ -1,133 +0,0 @@
----
-title: db_query
-description: This function is used to execute an SQL query on an opened SQLite database.
-tags: ["sqlite"]
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function is used to execute an SQL query on an opened SQLite database.
-
-| Name | Description |
-| ------- | ----------------------------- |
-| DB:db | The database handle to query. |
-| query[] | The query to execute. |
-
-## ส่งคืน
-
-The query result index (starting at 1).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new DB:db_handle;
-// ...
-public OnGameModeInit()
-{
- // Create a connection to the database
- if ((db_handle = db_open("example.db")) == DB:0)
- {
- // Error
- print("Failed to open a connection to \"example.db\".");
- SendRconCommand("exit");
- }
- else
- {
- // Success
- // Creates a "player spawn log" table, if it doesn't exists, and frees the result
- db_free_result(db_query(db_handle, "CREATE TABLE IF NOT EXISTS `spawn_log`(`ID` INTEGER PRIMARY KEY AUTOINCREMENT,`PlayerID` INTEGER NOT NULL,`PlayerName` VARCHAR(24) NOT NULL)"));
- print("Successfully created a connection to \"example.db\".");
- }
- // ...
- return 1;
-}
-
-public OnGameModeExit()
-{
- // If there is a database connection, close it
- if (db_handle) db_close(db_handle);
- // ...
- return 1;
-}
-
-public OnPlayerSpawn(playerid)
-{
- // Declare "query" and "p_name"
- static query[98], p_name[MAX_PLAYER_NAME+1];
-
- // Stores the name of the player to "p_name"
- GetPlayerName(playerid, p_name, sizeof p_name);
-
- // Formats "query"
- format(query, sizeof query, "INSERT INTO `spawn_log` (`PlayerID`,`PlayerName`) VALUES (%d,'%s')", playerid, p_name);
-
- // Inserts something into "spawn_log" and frees the result
- db_free_result(db_query(db_handle, query));
- // ...
- return 1;
-}
-
-// Example function
-GetNameBySpawnID(spawn_id)
-{
- // Declare "p_name"
- new p_name[MAX_PLAYER_NAME+1];
-
- // Declare "query" and "db_result"
- static query[60], DBResult:db_result;
-
- // Formats "query"
- format(query, sizeof query, "SELECT `PlayerName` FROM `spawn_log` WHERE `ID`=%d", spawn_id);
-
- // Selects the player name by using "spawn_id"
- db_result = db_query(db_handle, query);
-
- // If there is any valid entry
- if (db_num_rows(db_result))
- {
- // Store data from "PlayerName" into "p_name"
- db_get_field(db_result, 0, p_name, sizeof p_name);
- }
-
- // Frees the result
- db_free_result(db_result);
-
- // Returns "p_name"
- return p_name;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Always free the result by using db_free_result!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- db_open: Open a connection to an SQLite database
-- db_close: Close the connection to an SQLite database
-- db_query: Query an SQLite database
-- db_free_result: Free result memory from a db_query
-- db_num_rows: Get the number of rows in a result
-- db_next_row: Move to the next row
-- db_num_fields: Get the number of fields in a result
-- db_field_name: Returns the name of a field at a particular index
-- db_get_field: Get content of field with specified ID from current result row
-- db_get_field_assoc: Get content of field with specified name from current result row
-- db_get_field_int: Get content of field as an integer with specified ID from current result row
-- db_get_field_assoc_int: Get content of field as an integer with specified name from current result row
-- db_get_field_float: Get content of field as a float with specified ID from current result row
-- db_get_field_assoc_float: Get content of field as a float with specified name from current result row
-- db_get_mem_handle: Get memory handle for an SQLite database that was opened with db_open.
-- db_get_result_mem_handle: Get memory handle for an SQLite query that was executed with db_query.
-- db_debug_openfiles
-- db_debug_openresults
diff --git a/docs/translations/th/scripting/functions/deleteproperty.md b/docs/translations/th/scripting/functions/deleteproperty.md
deleted file mode 100644
index 241519b05f9..00000000000
--- a/docs/translations/th/scripting/functions/deleteproperty.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: deleteproperty
-description: Delete an earlier set property (setproperty).
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Delete an earlier set property (setproperty).
-
-| Name | Description |
-| ------ | ------------------------------------------------------------------------------ |
-| id | The virtual machine to use. You should keep this as zero. |
-| name[] | The property's name, you should keep this blank (""). |
-| value | The property's unique ID. Use the hash-function to calculate it from a string. |
-
-## ส่งคืน
-
-The value of the property. If the property does not exist, the function returns 0.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-deleteproperty(0, "", 123984334);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Setproperty](../../scripting/functions/Setproperty.md): Set a property.
-- [Getproperty](../../scripting/functions/Getproperty.md): Get the value of a property.
-- [Existproperty](../../scripting/functions/Existproperty.md): Check if a property exists.
diff --git a/docs/translations/th/scripting/functions/existproperty.md b/docs/translations/th/scripting/functions/existproperty.md
deleted file mode 100644
index 6e9c6005b4f..00000000000
--- a/docs/translations/th/scripting/functions/existproperty.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: existproperty
-description: Check if a property exist.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Check if a property exist.
-
-| Name | Description |
-| ------ | ------------------------------------------------------------------------------ |
-| id | The virtual machine to use, you should keep this zero. |
-| name[] | The property's name, you should keep this "". |
-| value | The property's unique ID. Use the hash-function to calculate it from a string. |
-
-## ส่งคืน
-
-True if the property exists and false otherwise.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if ( existproperty(0, "", 123984334) )
-{
- //the property exists, do something
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [SetProperty](../functions/SetProperty): Set a property.
-- [GetProperty](../functions/GetProperty): Get the value of a property.
-- [DeleteProperty](../functions/DeleteProperty): Delete a property.
diff --git a/docs/translations/th/scripting/functions/fblockread.md b/docs/translations/th/scripting/functions/fblockread.md
deleted file mode 100644
index 8a24f5eddfc..00000000000
--- a/docs/translations/th/scripting/functions/fblockread.md
+++ /dev/null
@@ -1,89 +0,0 @@
----
-title: fblockread
-description: This function allows you to read data from a file, without encoding and line terminators.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function allows you to read data from a file, without encoding and line terminators
-
-| Name | Description |
-| -------------------- | ------------------------------------- |
-| handle | File handle to use, opened by fopen() |
-| buffer | The buffer to save the read data in. |
-| size = sizeof buffer | The number of cells to read. |
-
-## ส่งคืน
-
-The number of cells read. Zero, if the file end has been reached.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Define "some_enum"
-enum _:some_enum
-{
- some_data1,
- some_data2[20],
- Float:some_data3
-}
-
-// Declare "some_data"
-new some_data[some_enum];
-
-// ...
-
-// Open "file.bin" in "read only" mode
-new File:handle = fopen("file.bin", io_write)
-
- // Declare "file_len"
- file_len;
-
-// Check, if "file.bin" is open
-if (handle)
-{
- // Success
-
- // Get the file length of "file.bin"
- file_len = flength(handle);
-
- // If file is equally large than the array
- if (file_len == (some_enum*4))
- {
- // Success
-
- // Read from "file.bin" into "some_data"
- fblockread(handle, some_data);
- }
- else
- {
- // Error
- print("\"file.bin\" is not compatible with the array.");
- }
-
- // Close "file.bin"
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open \"file.bin\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/fblockwrite.md b/docs/translations/th/scripting/functions/fblockwrite.md
deleted file mode 100644
index c2a3fe378fd..00000000000
--- a/docs/translations/th/scripting/functions/fblockwrite.md
+++ /dev/null
@@ -1,87 +0,0 @@
----
-title: fblockwrite
-description: Write data to a file in binary format, while ignoring line brakes and encoding.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Write data to a file in binary format, while ignoring line brakes and encoding.
-
-| Name | Description |
-| -------------------- | ------------------------------------------ |
-| handle | The File handle to use, opened by fopen(). |
-| const buffer[] | The data to write to the file. |
-| size = sizeof buffer | The number of cells to write. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Define "some_enum"
-enum _:some_enum
-{
- some_data1,
- some_data2[20],
- Float:some_data3
-}
-
-// Declare "some_data"
-new some_data[some_enum];
-
-// ...
-
-// Open "file.bin" in "write only" mode
-new File:handle = fopen("file.bin", io_write);
-
-// Check, if "file.bin" is open
-if (handle)
-{
- // Success
-
- // Write "some_data" into "file.bin"
- fblockwrite(handle, some_data);
-
- // Close "file.bin"
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open \"file.bin\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fclose.md b/docs/translations/th/scripting/functions/fclose.md
deleted file mode 100644
index 648fc29025c..00000000000
--- a/docs/translations/th/scripting/functions/fclose.md
+++ /dev/null
@@ -1,73 +0,0 @@
----
-title: fclose
-description: Closes a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Closes a file. Files should always be closed when the script no longer needs them (after reading/writing).
-
-| Name | Description |
-| ----------- | -------------------------------------------- |
-| File:handle | The file handle to close. Returned by fopen. |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The file could not be closed. It may already be closed.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "append only" mode
-new File:handle = fopen("file.txt", io_append);
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Write "Hi there!" into the file
- fwrite(handle, "Hi there!");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open file \"file.txt\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fexist.md b/docs/translations/th/scripting/functions/fexist.md
deleted file mode 100644
index 558b3ba7b12..00000000000
--- a/docs/translations/th/scripting/functions/fexist.md
+++ /dev/null
@@ -1,59 +0,0 @@
----
-title: fexist
-description: Checks if a specific file exists in the scriptfiles directory.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if a specific file exists in the scriptfiles directory.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| pattern[] | The name of the file, optionally containing wild-cards |
-| characters. |
-
-## ส่งคืน
-
-The number of files that match the pattern.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Check, if "file.txt" exists
-if (fexist("file.txt"))
-{
- // Success
-
- // Print the success
- print("\"file.txt\" exists.");
-}
-else
-{
- // Error
- print("\"file.txt\" does not exist.");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fgetchar.md b/docs/translations/th/scripting/functions/fgetchar.md
deleted file mode 100644
index 8d45ede3979..00000000000
--- a/docs/translations/th/scripting/functions/fgetchar.md
+++ /dev/null
@@ -1,79 +0,0 @@
----
-title: fgetchar
-description: Reads a single character from a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Reads a single character from a file.
-
-| Name | Description |
-| ------ | ---------------------------------------------------------------- |
-| handle | The file handle to use; returned by fopen. |
-| value | This parameter has no use, just keep it "0". |
-| utf8 | If true, read a character as UTF-8, otherwise as extended ASCII. |
-
-## ส่งคืน
-
-If succeed, it returns the extended ASCII or UTF-8 value of the character at the current position in the file, otherwise EOF (end of file).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "read only" mode
-new File:handle = fopen("file.txt", io_read),
-
- // Declare "g_char"
- g_char;
-
-// Check, if "file.txt" is open
-if (handle)
-{
- // Read all characters, while ignoring UTF-8.
- while((g_char = fgetchar(handle, 0, false))Â != EOF)
- {
- // Print the character
- printf("[ \"file.txt\" ] 0x%x", g_char);
- }
-
- // Close "file.txt"
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open \"file.txt\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/flength.md b/docs/translations/th/scripting/functions/flength.md
deleted file mode 100644
index d8b33a3d66d..00000000000
--- a/docs/translations/th/scripting/functions/flength.md
+++ /dev/null
@@ -1,72 +0,0 @@
----
-title: flength
-description: Returns the length of a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the length of a file.
-
-| Name | Description |
-| ------ | ------------------------------------------ |
-| handle | The file handle returned by fopen or ftemp |
-
-## ส่งคืน
-
-The length of a file, in bytes.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "read only" mode
-new File:handle = fopen("file.txt", io_read);
-
-// If "file.txt" is open
-if (handle)
-{
- // Success
-
- // Print the size oin bytes of "file.txt"
- printf("File size: %d", flength(handle));
-
- // Close "file.txt"
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open \"file.txt\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/float.md b/docs/translations/th/scripting/functions/float.md
deleted file mode 100644
index 05339fcea42..00000000000
--- a/docs/translations/th/scripting/functions/float.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: float
-description: Converts an integer into a float.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Converts an integer into a float.
-
-| Name | Description |
-| ----- | ----------------------------------- |
-| value | Integer value to convert to a float |
-
-## ส่งคืน
-
-The given integer as a float
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:FloatValue;
-new Value = 52;
-FloatValue = float(Value); // Converts Value(52) into a float and stores it in 'FloatValue' (52.0)
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatround](../functions/floatround): Convert a float to an integer (rounding).
-- [floatstr](../functions/floatstr): Convert an string to a float.
diff --git a/docs/translations/th/scripting/functions/floatabs.md b/docs/translations/th/scripting/functions/floatabs.md
deleted file mode 100644
index 017965de68a..00000000000
--- a/docs/translations/th/scripting/functions/floatabs.md
+++ /dev/null
@@ -1,32 +0,0 @@
----
-title: floatabs
-description: This function returns the absolute value of float.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function returns the absolute value of float.
-
-| Name | Description |
-| ----------- | --------------------------------------------- |
-| Float:value | The float value to get the absolute value of. |
-
-## ส่งคืน
-
-The absolute value of the float (as a float value).
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-floatabs(47.0); // This will return 47.0.
-floatabs(-47.0); // This will return the same.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/floatadd.md b/docs/translations/th/scripting/functions/floatadd.md
deleted file mode 100644
index 38e669cbf94..00000000000
--- a/docs/translations/th/scripting/functions/floatadd.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: floatadd
-description: Adds two floats together.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Adds two floats together. This function is redundant as the standard operator (+) does the same thing.
-
-| Name | Description |
-| ------------- | ------------- |
-| Float:Number1 | First float. |
-| Float:Number2 | Second float. |
-
-## ส่งคืน
-
-The sum of the two given floats.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new Float:Number1 = 2, Float:Number2 = 3; //Declares two floats, Number1 (2) and Number2 (3)
- new Float:Sum;
- Sum = floatadd(Number1, Number2); //Saves the Sum(=2+3 = 5) of Number1 and Number2 in the float "Sum"
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Floatsub](../functions/Floatsub): Subtracts two floats.
-- [Floatmul](../functions/Floatmul): Multiplies two floats.
-- [Floatdiv](../functions/Floatdiv): Divides a float by another.
diff --git a/docs/translations/th/scripting/functions/floatcmp.md b/docs/translations/th/scripting/functions/floatcmp.md
deleted file mode 100644
index 8fe88c0139d..00000000000
--- a/docs/translations/th/scripting/functions/floatcmp.md
+++ /dev/null
@@ -1,34 +0,0 @@
----
-title: floatcmp
-description: floatcmp can be used to compare float values to each other, to validate the comparison.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-floatcmp can be used to compare float values to each other, to validate the comparison.
-
-| Name | Description |
-| ----- | ---------------------------------- |
-| oper1 | The first float value to compare. |
-| oper2 | The second float value to compare. |
-
-## ส่งคืน
-
-0 if value does match, 1 if the first value is bigger and -1 if the 2nd value is bigger.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-floatcmp(2.0, 2.0); // Returns 0 because they match.
-floatcmp(1.0, 2.0) // Returns -1 because the second value is bigger.
-floatcmp(2.0, 1.0) // Returns 1 because the first value is bigger.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/floatcos.md b/docs/translations/th/scripting/functions/floatcos.md
deleted file mode 100644
index 166f00eaafd..00000000000
--- a/docs/translations/th/scripting/functions/floatcos.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: floatcos
-description: Get the cosine from a given angle.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the cosine from a given angle. The input angle may be in radians, degrees or grades.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| Float:value | The angle from which to get the cosine. |
-| anglemode | The angle mode to use, depending on the value entered. |
-
-## ส่งคืน
-
-The cosine of the value entered.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- printf("The cosine from 90° is %f", floatcos(90.0, degrees));
- // Output: 0
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-GTA/SA-MP use degrees for angles in most circumstances, for example GetPlayerFacingAngle. Therefore, it is most likely you'll want to use the 'degrees' angle mode, not radians. Also note that angles in GTA are counterclockwise; 270° is East and 90° is West. South is still 180° and North still 0°/360°.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatsin](../functions/floatsin): Get the sine from a specific angle.
-- [floattan](../functions/floattan): Get the tangent from a specific angle.
diff --git a/docs/translations/th/scripting/functions/floatdiv.md b/docs/translations/th/scripting/functions/floatdiv.md
deleted file mode 100644
index c0634939ec2..00000000000
--- a/docs/translations/th/scripting/functions/floatdiv.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: floatdiv
-description: Divide one float by another one.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Divide one float by another one. Redundant as the division operator (/) does the same thing.
-
-| Name | Description |
-| -------------- | ----------------------------------------- |
-| Float:dividend | First float. |
-| Float:divisor | Second float (dividates the first float.) |
-
-## ส่งคืน
-
-The quotient of the two given floats.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new Float:Number1 = 8.05, Float:Number2 = 3.5; //Declares two floats, Number1 (8.05) and Number2 (3.5)
- new Float:Quotient;
- Quotient = floatdiv(Number1, Number2); //Saves the quotient(=8.05/3.5 = 2.3) of Number1 and Number2 in the float "Quotient"
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatadd](../functions/floatadd): Adds two floats together.
-- [floatsub](../functions/floatsub): Subtract a float from another float.
-- [floatmul](../functions/floatmul): Multiply two floats.
diff --git a/docs/translations/th/scripting/functions/floatfract.md b/docs/translations/th/scripting/functions/floatfract.md
deleted file mode 100644
index 7e31b0a41b2..00000000000
--- a/docs/translations/th/scripting/functions/floatfract.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: floatfract
-description: Get the fractional part of a float.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the fractional part of a float. This means the value of the numbers after the decimal point.
-
-| Name | Description |
-| ----- | ---------------------------------------- |
-| value | The float to get the fractional part of. |
-
-## ส่งคืน
-
-The fractional part of the float, as a float value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Float:fFract = floatfract(3.14159); // returns 0.14159
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatround](../functions/floatround): Convert a float to an integer (rounding).
diff --git a/docs/translations/th/scripting/functions/floatlog.md b/docs/translations/th/scripting/functions/floatlog.md
deleted file mode 100644
index 1273e070da4..00000000000
--- a/docs/translations/th/scripting/functions/floatlog.md
+++ /dev/null
@@ -1,39 +0,0 @@
----
-title: floatlog
-description: This function allows you to get the logarithm of a float value.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function allows you to get the logarithm of a float value.
-
-| Name | Description |
-| ----------- | ---------------------------------------- |
-| Float:value | The value of which to get the logarithm. |
-| Float:base | The logarithm base. |
-
-## ส่งคืน
-
-The logarithm as a float value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- printf("The logarithm of 15.0 with the base 10.0 is %f", floatlog( 15.0, 10.0 ));
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatsqroot](../functions/floatsqroot): Calculate the square root of a floating point value.
-- [floatpower](../functions/floatpower): Raises given value to a power of exponent.
diff --git a/docs/translations/th/scripting/functions/floatmul.md b/docs/translations/th/scripting/functions/floatmul.md
deleted file mode 100644
index 79c0379e230..00000000000
--- a/docs/translations/th/scripting/functions/floatmul.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: floatmul
-description: Multiplies two floats with each other.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Multiplies two floats with each other.
-
-| Name | Description |
-| ----- | ------------------------------------------------- |
-| oper1 | First Float. |
-| oper2 | Second Float, the first one gets multiplied with. |
-
-## ส่งคืน
-
-The product of the two given floats
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new Float:Number1 = 2.3, Float:Number2 = 3.5; //Declares two floats, Number1 (2.3) and Number2 (3.5)
- new Float:Product;
- Product = floatmul(Number1, Number2); //Saves the product(=2.3*3.5 = 8.05) of Number1 and Number2 in the float "Product"
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This function is rather redundant, for it is no different than the conventional multiplication operator (\*).
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Floatadd](../functions/Floatadd): Adds two floats.
-- [Floatsub](../functions/Floatsub): Subtracts two floats.
-- [Floatdiv](../functions/Floatdiv): Divides a float by another.
diff --git a/docs/translations/th/scripting/functions/floatpower.md b/docs/translations/th/scripting/functions/floatpower.md
deleted file mode 100644
index 58083baec2e..00000000000
--- a/docs/translations/th/scripting/functions/floatpower.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: floatpower
-description: Raises the given value to the power of the exponent.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Raises the given value to the power of the exponent.
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------- |
-| value | The value to raise to a power, as a floating-point number. |
-| exponent | The exponent is also a floating-point number. It may be zero or negative. |
-
-## ส่งคืน
-
-The result of 'value' to the power of 'exponent'.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-printf("2 to the power of 8 is %f", floatpower(2.0, 8.0));
-// Result: 256.0
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatsqroot](../functions/floatsqroot): Calculate the square root of a floating point value.
-- [floatlog](../functions/floatlog): Get the logarithm of the float value.
diff --git a/docs/translations/th/scripting/functions/floatround.md b/docs/translations/th/scripting/functions/floatround.md
deleted file mode 100644
index 35372dfe449..00000000000
--- a/docs/translations/th/scripting/functions/floatround.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: floatround
-description: Round a floating point number to an integer value.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Round a floating point number to an integer value.
-
-| Name | Description |
-| ------ | ----------------------------- |
-| value | The value to round. |
-| method | The floatround method to use. |
-
-## ส่งคืน
-
-The rounded value as an integer.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-floatround(3.3, floatround_ceil);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [float](../functions/float): Convert an integer to a float.
-- [floatstr](../functions/floatstr): Convert an string to a float.
diff --git a/docs/translations/th/scripting/functions/floatsin.md b/docs/translations/th/scripting/functions/floatsin.md
deleted file mode 100644
index 1845e9bb133..00000000000
--- a/docs/translations/th/scripting/functions/floatsin.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: floatsin
-description: Get the sine from a given angle.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the sine from a given angle. The input angle may be in radians, degrees or grades.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| Float:value | The angle from which to get the sine. |
-| anglemode | The angle mode to use, depending on the value entered. |
-
-## ส่งคืน
-
-The sine of the value entered.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-GetPosInFrontOfPlayer(playerid, Float:distance, &Float:x, &Float:y, &Float:z)
-{
- if (GetPlayerPos(playerid, x, y, z)) // this functions returns 0 if the player is not connected
- {
- new Float:z_angle;
- GetPlayerFacingAngle(playerid, z_angle);
-
- x += distance * floatsin(-z_angle, degrees); // angles in GTA go counter-clockwise, so we need to reverse the retrieved angle
- y += distance * floatcos(-z_angle, degrees);
-
- return 1; // return 1 on success, the actual coordinates are returned by reference
- }
- return 0; // return 0 if the player isn't connected
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-GTA/SA-MP use degrees for angles in most circumstances, for example GetPlayerFacingAngle. Therefore, it is most likely you'll want to use the 'degrees' angle mode, not radians. Also note that angles in GTA are counterclockwise; 270° is East and 90° is West. South is still 180° and North still 0°/360°.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floattan](../functions/floattan): Get the tangent from a specific angle.
-- [floatcos](../functions/floatcos): Get the cosine from a specific angle.
diff --git a/docs/translations/th/scripting/functions/floatsqroot.md b/docs/translations/th/scripting/functions/floatsqroot.md
deleted file mode 100644
index e62e9ee94d3..00000000000
--- a/docs/translations/th/scripting/functions/floatsqroot.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: floatsqroot
-description: Calculates the square root of given value.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Calculates the square root of given value.
-
-| Name | Description |
-| ----- | ------------------------------------------ |
-| value | The value to calculate the square root of. |
-
-## ส่งคืน
-
-The square root of the input value, as a float.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-floatsqroot(25.0); // Returns 5, because 5x5 = 25
-```
-
-## บันทึà¸
-
-:::tip
-
-This function raises a “domain†error if the input value is negative. You may use floatabs to get the absolute (positive) value.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatpower](../functions/floatpower): Raises given value to a power of exponent.
-- [floatlog](../functions/floatlog): Get the logarithm of the float value.
diff --git a/docs/translations/th/scripting/functions/floatstr.md b/docs/translations/th/scripting/functions/floatstr.md
deleted file mode 100644
index ac4e56f0a15..00000000000
--- a/docs/translations/th/scripting/functions/floatstr.md
+++ /dev/null
@@ -1,35 +0,0 @@
----
-title: floatstr
-description: Converts a string to a float.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Converts a string to a float.
-
-| Name | Description |
-| ------ | ----------------------------------- |
-| string | The string to convert into a float. |
-
-## ส่งคืน
-
-The requested float value.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new before[4] = "6.9"; // A STRING holding a FLOAT.
-SetPlayerPos(playerid, 0, 0, floatstr(before));
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatround](../functions/floatround): Convert a float to an integer (rounding).
-- [float](../functions/float): Convert an integer to a float.
diff --git a/docs/translations/th/scripting/functions/floatsub.md b/docs/translations/th/scripting/functions/floatsub.md
deleted file mode 100644
index 8e3430474bb..00000000000
--- a/docs/translations/th/scripting/functions/floatsub.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: floatsub
-description: Subtracts one float from another one.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Subtracts one float from another one. Note that this function has no real use, as one can simply use the standard operator (-) instead.
-
-| Name | Description |
-| ----- | ---------------------------------------------------- |
-| oper1 | First Float. |
-| oper2 | Second Float (gets subtracted from the first float.) |
-
-## ส่งคืน
-
-The difference of the two given floats.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- new Float:Number1 = 5, Float:Number2 = 2; //Declares two floats, Number1 (5) and Number2 (2)
- new Float:Difference;
- Difference = floatsub(Number1, Number2);//Saves the Difference(5-2 = 3) of Number1 and Number2 in the float "Difference"
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [Floatadd](../functions/Floatadd): Adds two floats.
-- [Floatmul](../functions/Floatmul): Multiplies two floats.
-- [Floatdiv](../funtions/Floatdiv): Divides a float by another.
diff --git a/docs/translations/th/scripting/functions/floattan.md b/docs/translations/th/scripting/functions/floattan.md
deleted file mode 100644
index 66fa81d7a98..00000000000
--- a/docs/translations/th/scripting/functions/floattan.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: floattan
-description: Get the tangent from a given angle.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the tangent from a given angle. The input angle may be in radians, degrees or grades.
-
-| Name | Description |
-| ----------- | ------------------------------------------------------ |
-| Float:value | The angle from which to get the tangent. |
-| anglemode | The angle mode to use, depending on the value entered. |
-
-## ส่งคืน
-
-The tangent from the value entered.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- printf("The tangent from 30° is %f", floattan(30.0, degrees));
- // Output: 1
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-GTA/SA-MP use degrees for angles in most circumstances, for example GetPlayerFacingAngle. Therefore, it is most likely you'll want to use the 'degrees' angle mode, not radians. Also note that angles in GTA are counterclockwise; 270° is East and 90° is West. South is still 180° and North still 0°/360°.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [floatsin](../functions/floatsin): Get the sine from a specific angle.
-- [floatcos](../functions/floatcos): Get the cosine from a specific angle.
diff --git a/docs/translations/th/scripting/functions/fmatch.md b/docs/translations/th/scripting/functions/fmatch.md
deleted file mode 100644
index 7de54031ecd..00000000000
--- a/docs/translations/th/scripting/functions/fmatch.md
+++ /dev/null
@@ -1,51 +0,0 @@
----
-title: fmatch
-description: Find a filename matching a pattern.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Find a filename matching a pattern.
-
-| Name | Description |
-| ------------- | -------------------------------------------------------------- |
-| name | The string to hold the result in, returned as a packed string. |
-| const pattern | The pattern that should be matched. May contain wildcards. |
-| index | The number of the file, in case there are multiple matches. |
-| size | The maximum size of parameter name |
-
-## ส่งคืน
-
-true on success, false on failure
-
-## บันทึà¸
-
-:::warning
-
-This function does not work in the current SA:MP version!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fopen.md b/docs/translations/th/scripting/functions/fopen.md
deleted file mode 100644
index e8680c4d76b..00000000000
--- a/docs/translations/th/scripting/functions/fopen.md
+++ /dev/null
@@ -1,149 +0,0 @@
----
-title: fopen
-description: Open a file (to read from or write to).
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Open a file (to read from or write to).
-
-| Name | Description |
-| ------ | ------------------------------------------------------------------------------------------------------------------------------------------ |
-| name[] | The path to the file to open (if just a filename is specified, it will open the file with the name specified in the 'scriptfiles' folder). |
-| mode | The mode to open the file with (default: io_readwrite). |
-
-## ส่งคืน
-
-Returns the file handle. This handle is used for reading and writing. 0 if failed to open file.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "read only" mode
-new File:handle = fopen("file.txt", io_read),
-
- // Initialize "buf"
- buf[128];
-
-// Check, if the file is opened
-if (handle)
-{
- // Success
-
- // Read the whole file
- while(fread(handle, buf)) print(buf);
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("The file \"file.txt\" does not exists, or can't be opened.");
-}
-// Open "file.txt" in "write only" mode
-new File:handle = fopen("file.txt", io_write);
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Write "I just wrote here!" into this file
- fwrite(handle, "I just wrote here!");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open file \"file.txt\".");
-}
-// Open "file.txt" in "read and write" mode
-new File:handle = fopen("file.txt"),
-
- // Initialize "buf"
- buf[128];
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Read the whole file
- while(fread(handle, buf)) print(buf);
-
- // Set the file pointer to the first byte
- fseek(handle, _, seek_begin);
-
- // Write "I just wrote here!" into this file
- fwrite(handle, "I just wrote here!");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("The file \"file.txt\" does not exists, or can't be opened.");
-}
-// Open "file.txt" in "append only" mode
-new File:handle = fopen("file.txt", io_append);
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Append "This is a text.\r\n"
- fwrite(handle, "This is a test.\r\n");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open file \"file.txt\".");
-}
-```
-
-```
-io_read Reads from the file.
-io_write Write in the file, or create the file if it does not exist. Erases all existing contents.
-io_readwrite Reads the file or creates it if it doesn't already exist.
-io_append Appends (adds) to file, write-only. If the file does not exist, it is created.
-```
-
-## บันทึà¸
-
-:::warning
-
-If you use io_read and the file doesn't exist, it will return a NULL reference. Using invalid references on file functions will crash your server!
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/format.md b/docs/translations/th/scripting/functions/format.md
deleted file mode 100644
index 0ff885df6cc..00000000000
--- a/docs/translations/th/scripting/functions/format.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: format
-description: Formats a string to include variables and other strings inside it.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Formats a string to include variables and other strings inside it.
-
-| Name | Description |
-| -------------- | ----------------------------------------- |
-| output[] | The string to output the result to |
-| len | The maximum length output can contain |
-| format[] | The format string |
-| {Float,\_}:... | Indefinite number of arguments of any tag |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new result[128];
-new number = 42;
-format(result,sizeof(result), "The number is %i.",number); //-> The number is 42.
-new string[]= "simple message";
-format(result,sizeof(result), "This is a %s containing the number %i.", string, number);
-// This is a simple message containing the number 42.
-new string[64];
-format(string,sizeof(string),"Your score is: %d",GetPlayerScore(playerid));
-SendClientMessage(playerid,0xFFFFFFAA,string);
-new hour, minute, second, string[32];
-gettime(hour, minute, second);
-
-format(string, sizeof(string), "The time is %02d:%02d:%02d.", hour, minute, second); // will output something like 09:45:02
-SendClientMessage(playerid, -1, string);
-new string[35];
-format(string,sizeof(string),"43%s of my shirts are black.","%%");
-SendClientMessage(playerid,0xFFFFFAA,string);
-```
-
-## บันทึà¸
-
-:::warning
-
-This function doesn't support packed strings.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [print](../functions/print): Print a basic message to the server logs and console.
-- [printf](../functions/printf): Print a formatted message into the server logs and console.
diff --git a/docs/translations/th/scripting/functions/fputchar.md b/docs/translations/th/scripting/functions/fputchar.md
deleted file mode 100644
index 8c197b63f00..00000000000
--- a/docs/translations/th/scripting/functions/fputchar.md
+++ /dev/null
@@ -1,72 +0,0 @@
----
-title: fputchar
-description: Write one character to a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Write one character to a file.
-
-| Name | Description |
-| ------ | -------------------------------------------------------- |
-| handle | The File handle to use, earlier opened by fopen(). |
-| value | The character to write into the file. |
-| utf8 | If true, write in UTF8 mode, otherwise in extended ASCII |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "write only" mode
-new File:handle = fopen("file.txt", io_write);
-if (handle)
-{
- // Success
-
- // Write character "e" into "file.txt"
- fputchar(handle, 'e', false);
-
- // Close "file.txt"
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open \"file.txt\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fread.md b/docs/translations/th/scripting/functions/fread.md
deleted file mode 100644
index 555f734bad5..00000000000
--- a/docs/translations/th/scripting/functions/fread.md
+++ /dev/null
@@ -1,106 +0,0 @@
----
-title: fread
-description: Read a single line from a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Read a single line from a file.
-
-| Name | Description |
-| ------ | -------------------------------------------------------------- |
-| handle | The handle of the file to read from (returned by fopen). |
-| string | A string array to store the read text in, passed by reference. |
-| size | The number of bytes to read. |
-| pack | Should the string be packed? True/false. |
-
-## ส่งคืน
-
-The length of string (the read text) as an integer.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "read only" mode
-new File:handle = fopen("file.txt", io_read),
-
- // Initialize "buf"
- buf[128];
-
-// Check, if the file is opened
-if (handle)
-{
- // Success
-
- // Read the whole file
- while(fread(handle, buf)) print(buf);
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("The file \"file.txt\" does not exists, or can't be opened.");
-}
-// Open "file.txt" in "read and write" mode
-new File:handle = fopen("file.txt"),
-
- // Initialize "buf"
- buf[128];
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Read the whole file
- while(fread(handle, buf)) print(buf);
-
- // Set the file pointer to the first byte
- fseek(handle, _, seek_begin);
-
- // Write "I just wrote here!" into this file
- fwrite(handle, "I just wrote here!");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("The file \"file.txt\" does not exists, or can't be opened.");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fremove.md b/docs/translations/th/scripting/functions/fremove.md
deleted file mode 100644
index da2fdef8ebd..00000000000
--- a/docs/translations/th/scripting/functions/fremove.md
+++ /dev/null
@@ -1,62 +0,0 @@
----
-title: fremove
-description: Delete a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Delete a file.
-
-| Name | Description |
-| ------ | --------------------------------------------------------- |
-| name[] | The path of the file to delete. (NOTE: NOT a file handle) |
-
-## ส่งคืน
-
-1: The function executed successfully.
-
-0: The function failed to execute. The file doesn't exist, or you don't have permission to delete it.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-fremove("Example.txt");
-```
-
-## บันทึà¸
-
-:::tip
-
-Files that are currently open (fopen) must be closed first (fclose) to be deleted.
-
-:::
-
-:::warning
-
-The file path must be valid.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/fseek.md b/docs/translations/th/scripting/functions/fseek.md
deleted file mode 100644
index 7cb269a365a..00000000000
--- a/docs/translations/th/scripting/functions/fseek.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: fseek
-description: Change the current position in the file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Change the current position in the file. You can either seek forward or backward through the file.
-
-| Name | Description |
-| ------------ | --------------------------------------------------------------------------------------------------------------------- |
-| handle | The file handle to use. Returned by fopen. |
-| position | The new position in the file, relative to the parameter whence (see below). |
-| whence | The starting position to which parameter position relates. |
-| seek_start | Set the file position relative to the start of the file (the position parameter must be positive). |
-| seek_current | Set the file position relative to the current file position: the position parameter is added to the current position. |
-| seek_end | Set the file position relative to the end of the file (parameter position must be zero or negative). |
-
-## ส่งคืน
-
-The new position; relative to the start of the file.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "read only" mode
-new File:handle = fopen("file.txt", io_read);
-
-// If "file.txt" is open
-if (handle)
-{
- // Success
-
- // Jump to the 1st byte of "file.txt", and print its position
- printf("Begin of file position: %d", fseek(handle, 0, seek_start));
-
- // Jump to the last byte of "file.txt", and print its position
- printf("End of file position: %d", fseek(handle, 0, seek_end));
-
- // Jump to the same byte of "file.txt", and print its position
- printf("Currrent file position: %d", fseek(handle, 0, seek_current));
-
- // Close "file.txt"
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open \"file.txt\".");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/ftemp.md b/docs/translations/th/scripting/functions/ftemp.md
deleted file mode 100644
index f500250cc3d..00000000000
--- a/docs/translations/th/scripting/functions/ftemp.md
+++ /dev/null
@@ -1,138 +0,0 @@
----
-title: ftemp
-description: Creates a file in the "tmp", "temp" or root directory with random name for reading and writing.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Creates a file in the "tmp", "temp" or root directory with random name for reading and writing. The file is deleted after fclose() is used on the file.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Create a temporary file stream
-new File:t_handle = ftemp(),
-
- // Declare "handle"
- File:handle,
-
- // Declare "g_char"
- g_char;
-
-// Check, if temporary file stream is open
-if (t_handle)
-{
- // Success
-
- // Open "file.txt" in "read only" mode and check, if the file is open
- if (handle = fopen("file.txt", io_read))
- {
- // Get all the characters from "file.txt"
- while((g_char = fgetchar(handle, 0, false))Â != EOF)
- {
- // Write character in lowercase into the temporary file stream
- fputchar(t_handle, tolower(g_char), false);
- }
-
- // Close "file.txt"
- fclose(handle);
-
- // Set the file pointer of the temporary file stream to the first byte
- fseek(t_handle, _, seek_begin);
-
- // Open "file1.txt" in "write only" mode, and check, if the file is open
- if (handle = fopen("file1.txt", io_write))
- {
- // Success
-
- // Get all the characters from the temporary file stream
- while((g_char = fgetchar(t_handle, 0, false))Â != EOF)
- {
- // Write character into "file1.txt"
- fputchar(handle, g_char, false);
- }
-
- // Close "file1.txt"
- fclose(handle);
-
- // Set the file pointer of the temporary file stream to the first byte
- fseek(t_handle, _, seek_begin);
- }
- else
- {
- // Error
- print("Failed to open file \"file1.txt\".");
- }
-
- // Open "file2.txt" in "write only" mode, and check, if the file is open
- if (handle = fopen("file2.txt", io_write))
- {
- // Success
-
- // Get all the characters from the temporary file stream
- while((g_char = fgetchar(t_handle, 0, false))Â != EOF)
- {
- // Write character into "file2.txt"
- fputchar(handle, g_char, false);
- }
-
- // Close "file2.txt"
- fclose(handle);
- }
- else
- {
- // Error
- print("Failed to open file \"file2.txt\".");
- }
- }
- else
- {
- // Error
- print("Failed to open file \"file.txt\".");
- }
-
- // Close the temporary file stream
- fclose(t_handle);
-}
-else
-{
- // Error
- print("Failed to create a temporary file stream.");
-}
-```
-
-## บันทึà¸
-
-:::warning
-
-This function can crash the server when the right directory isn't created.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/funcidx.md b/docs/translations/th/scripting/functions/funcidx.md
deleted file mode 100644
index 497a67fa2a9..00000000000
--- a/docs/translations/th/scripting/functions/funcidx.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: funcidx
-description: This function returns the ID of a public function by its name.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function returns the ID of a public function by its name.
-
-| Name | Description |
-| ------------ | ------------------------------------------------- |
-| const name[] | The name of the public function to get the ID of. |
-
-## ส่งคืน
-
-The ID of the function (IDs start at 0). -1 if the function doesn't exist.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnFilterScriptInit()
-{
- printf("ID of OnFilterScriptInit: %d", funcidx("OnFilterScriptInit"));
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [CallLocalFunction](../functions/CallLocalFunction): Call a function in the script.
-- [CallRemoteFunction](../functions/CallRemoteFunction): Call a function in any loaded script.
diff --git a/docs/translations/th/scripting/functions/fwrite.md b/docs/translations/th/scripting/functions/fwrite.md
deleted file mode 100644
index 810a0869aa1..00000000000
--- a/docs/translations/th/scripting/functions/fwrite.md
+++ /dev/null
@@ -1,126 +0,0 @@
----
-title: fwrite
-description: Write text into a file.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Write text into a file.
-
-| Name | Description |
-| ------ | ------------------------------------------------------- |
-| handle | The handle of the file to write to (returned by fopen). |
-| string | The string of text to write in to the file. |
-
-## ส่งคืน
-
-The length of the written string as an integer.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Open "file.txt" in "write only" mode
-new File:handle = fopen("file.txt", io_write);
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Write "I just wrote here!" into this file
- fwrite(handle, "I just wrote here!");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open file \"file.txt\".");
-}
-// Open "file.txt" in "read and write" mode
-new File:handle = fopen("file.txt"),
-
- // Initialize "buf"
- buf[128];
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Read the whole file
- while(fread(handle, buf)) print(buf);
-
- // Set the file pointer to the first byte
- fseek(handle, _, seek_begin);
-
- // Write "I just wrote here!" into this file
- fwrite(handle, "I just wrote here!");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("The file \"file.txt\" does not exists, or can't be opened.");
-}
-// Open "file.txt" in "append only" mode
-new File:handle = fopen("file.txt", io_append);
-
-// Check, if file is open
-if (handle)
-{
- // Success
-
- // Append "This is a text.\r\n"
- fwrite(handle, "This is a test.\r\n");
-
- // Close the file
- fclose(handle);
-}
-else
-{
- // Error
- print("Failed to open file \"file.txt\".");
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-This functions writes to the file in UTF-8, which does not support some localized language symbols.
-
-:::
-
-:::warning
-
-Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [fopen](../functions/fopen): Open a file.
-- [fclose](../functions/fclose): Close a file.
-- [ftemp](../functions/ftemp): Create a temporary file stream.
-- [fremove](../functions/fremove): Remove a file.
-- [fwrite](../functions/fwrite): Write to a file.
-- [fread](../functions/fread): Read a file.
-- [fputchar](../functions/fputchar): Put a character in a file.
-- [fgetchar](../functions/fgetchar): Get a character from a file.
-- [fblockwrite](../functions/fblockwrite): Write blocks of data into a file.
-- [fblockread](../functions/fblockread): Read blocks of data from a file.
-- [fseek](../functions/fseek): Jump to a specific character in a file.
-- [flength](../functions/flength): Get the file length.
-- [fexist](../functions/fexist): Check, if a file exists.
-- [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
diff --git a/docs/translations/th/scripting/functions/getarg.md b/docs/translations/th/scripting/functions/getarg.md
deleted file mode 100644
index 5e85a42e447..00000000000
--- a/docs/translations/th/scripting/functions/getarg.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: getarg
-description: Get an argument that was passed to a function.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get an argument that was passed to a function.
-
-| Name | Description |
-| ----- | ------------------------------------------------------- |
-| arg | The argument sequence number. Use 0 for first argument. |
-| index | The index (in case the argument is an array). |
-
-## ส่งคืน
-
-The value of the argument.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SomeFunc(...)
-{
- printf("%i", getarg(3));
-}
-
-public OnFilterScriptInit()
-{
- SomeFunc(1, 3, 3, 7);
-}
-
-// Output: 7. The fourth argument (index 3) is 7.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [numargs](../functions/numargs): Return the number of arguments.
-- [setarg](../functions/setarg): Set an argument.
diff --git a/docs/translations/th/scripting/functions/getdate.md b/docs/translations/th/scripting/functions/getdate.md
deleted file mode 100644
index e301baf85eb..00000000000
--- a/docs/translations/th/scripting/functions/getdate.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: getdate
-description: Get the current server date, which will be stored in the variables &year, &month and &day.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the current server date, which will be stored in the variables &year, &month and &day.
-
-| Name | Description |
-| ------- | -------------------------------------------------------- |
-| year=0 | The variable to store the year in, passed by reference. |
-| month=0 | The variable to store the month in, passed by reference. |
-| day=0 | The variable to store the day in, passed by reference. |
-
-## ส่งคืน
-
-The number of days since the start of the year.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Year, Month, Day, Days;
-Days = getdate(Year, Month, Day);
-printf("%02d/%02d/%d", Day, Month, Year);
-printf("Days since the start of the year: %d", Days);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [gettime](../functions/gettime): Get the current time of the server as a unix timestamp.
diff --git a/docs/translations/th/scripting/functions/getproperty.md b/docs/translations/th/scripting/functions/getproperty.md
deleted file mode 100644
index 3ff503b7f37..00000000000
--- a/docs/translations/th/scripting/functions/getproperty.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: getproperty
-description: Get a specific property from the memory, the string is returned as a packed string!.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get a specific property from the memory, the string is returned as a packed string!
-
-| Name | Description |
-| -------- | ------------------------------------------------------------------------------ |
-| id | The virtual machine to use, you should keep this zero. |
-| name[] | The property's name, you should keep this "". |
-| value | The property's unique ID, Use the hash-function to calculate it from a string. |
-| string[] | The variable to store the result in, passed by reference. |
-
-## ส่งคืน
-
-The value of a property when the name is passed in; fills in the string argument when the value is passed in. If the property does not exist, this function returns zero.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new value[16];
-
-getproperty(0, "", 123984334, value);
-
-strunpack(value, value, sizeof(value));
-
-print(value);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- Setproperty: Set a property.
-- Deleteproperty: Delete a property.
-- Existproperty: Check if a property exists.
diff --git a/docs/translations/th/scripting/functions/gettime.md b/docs/translations/th/scripting/functions/gettime.md
deleted file mode 100644
index 7c6fd33f91c..00000000000
--- a/docs/translations/th/scripting/functions/gettime.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: gettime
-description: Get the current server time, which will be stored in the variables &hour, &minute and &second.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the current server time, which will be stored in the variables &hour, &minute and &second.
-
-| Name | Description |
-| --------- | ---------------------------------------------------------- |
-| &hour=0 | The variable to store the hour in, passed by reference. |
-| &minute=0 | The variable to store the minute in, passed by reference. |
-| &second=0 | The variable to store the seconds in, passed by reference. |
-
-## ส่งคืน
-
-The function itself returns a Unix Timestamp.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new Hour, Minute, Second, Timestamp;
-Timestamp = gettime(Hour, Minute, Second);
-printf("%02d:%02d:%02d", Hour, Minute, Second);
-printf("Seconds since midnight 1st January 1970: %d", Timestamp);
-```
-
-## บันทึà¸
-
-:::tip
-
-This function is useful for measuring time intervals by using its timestamp characteristics. This can be particularly useful if you want to restrict some functionality based on a time (e.g. a command that can only be executed every 30 seconds). Using this method you don't have to rely on timers.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- getdate: Get the current date of the server.
diff --git a/docs/translations/th/scripting/functions/heapspace.md b/docs/translations/th/scripting/functions/heapspace.md
deleted file mode 100644
index 8037344943d..00000000000
--- a/docs/translations/th/scripting/functions/heapspace.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-title: heapspace
-description: Returns the amount of memory available for the heap/stack in bytes.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Returns the amount of memory available for the heap/stack in bytes.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit()
-{
- printf("Heapspace: %i kilobytes", heapspace() / 1024);
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/ispacked.md b/docs/translations/th/scripting/functions/ispacked.md
deleted file mode 100644
index 40ff7101696..00000000000
--- a/docs/translations/th/scripting/functions/ispacked.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: ispacked
-description: Checks if the given string is packed.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Checks if the given string is packed.
-
-| Name | Description |
-| ------ | -------------------- |
-| string | The string to check. |
-
-## ส่งคืน
-
-1 if the string is packed, 0 if it's unpacked.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Create a packed string
-new string[24 char];
-
-if (ispacked(string))
-{
- print("The string is packed.");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/listenport.md b/docs/translations/th/scripting/functions/listenport.md
deleted file mode 100644
index 7c5c518f9f1..00000000000
--- a/docs/translations/th/scripting/functions/listenport.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: listenport
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/max.md b/docs/translations/th/scripting/functions/max.md
deleted file mode 100644
index 5e17ab19747..00000000000
--- a/docs/translations/th/scripting/functions/max.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: max
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/memcpy.md b/docs/translations/th/scripting/functions/memcpy.md
deleted file mode 100644
index 53cf3ff7c21..00000000000
--- a/docs/translations/th/scripting/functions/memcpy.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: memcpy
-description: Copy bytes from one location to another.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Copy bytes from one location to another.
-
-| Name | Description |
-| --------------------- | ------------------------------------------------------------------------------------- |
-| dest[] | An array into which the bytes from source are copied in. |
-| const source[] | The source array. |
-| index | The start index in bytes in the destination array where the data should be copied to. |
-| numbytes | The number of bytes (not cells) to copy. |
-| maxlength=sizeof dest | The maximum number of cells that fit in the destination buffer. |
-
-## ส่งคืน
-
-True on success, false on failure.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-//Concatenate two strings with memcpy
-new destination[64] = "This is ";
-new source[] = "a string in a 32 Bit Array";
-memcpy(destination, source, strlen(destination) * 4, sizeof source * 4, sizeof destination);
-print(destination);
-//Output: This is a string in a 32 Bit Array
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [strcmp](../functions/strcmp.md): Compare two strings to see if they are the same.
-- [strfind](../functions/strfind.md): Search for a substring in a string.
-- [strdel](../functions/strdel.md): Delete part/all of a string.
-- [strins](../functions/strins.md): Put a string into another string.
-- [strlen](../functions/strlen.md): Check the length of a string.
-- [strmid](../functions/strmid.md): Extract characters from a string.
-- [strpack](../functions/strpack.md): Pack a string into a destination.
-- [strval](../functions/strval.md): Find the value of a string.
-- [strcat](../functions/strcat.md): Concatenate two strings.
diff --git a/docs/translations/th/scripting/functions/min.md b/docs/translations/th/scripting/functions/min.md
deleted file mode 100644
index febaeb077bf..00000000000
--- a/docs/translations/th/scripting/functions/min.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: min
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/numargs.md b/docs/translations/th/scripting/functions/numargs.md
deleted file mode 100644
index fb4fab5613c..00000000000
--- a/docs/translations/th/scripting/functions/numargs.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: numargs
-description: Get the number of arguments passed to a function.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the number of arguments passed to a function.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-SomeFunction(...)
-{
- printf("numargs(): %i", numargs());
-}
-
-public OnFilterScriptInit()
-{
- SomeFunction(1, 2, 3);
-}
-
-// Output: "numargs(): 3"
-// Because 3 parameters (1, 2, 3) were passed.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [getarg](../functions/getarg.md): Retrieve an argument from a variable argument list.
-- [setarg](../functions/setarg.md): Set an argument.
diff --git a/docs/translations/th/scripting/functions/print.md b/docs/translations/th/scripting/functions/print.md
deleted file mode 100644
index 34259b4fa57..00000000000
--- a/docs/translations/th/scripting/functions/print.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: print
-description: Prints a string to the server console (not in-game chat) and logs (server_log.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Prints a string to the server console (not in-game chat) and logs (server_log.txt).
-
-| Name | Description |
-| -------- | -------------------- |
-| string[] | The string to print. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnGameModeInit( )
-{
- print("Gamemode started.");
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- printf: Print a formatted message into the server logs and console.
diff --git a/docs/translations/th/scripting/functions/printf.md b/docs/translations/th/scripting/functions/printf.md
deleted file mode 100644
index cee5193c4f4..00000000000
--- a/docs/translations/th/scripting/functions/printf.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: printf
-description: Outputs a formatted string on the console (the server window, not the in-game chat).
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Outputs a formatted string on the console (the server window, not the in-game chat).
-
-| Name | Description |
-| -------------- | ----------------------------------------- |
-| format[] | The format string |
-| {Float,\_}:... | Indefinite number of arguments of any tag |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new number = 42;
-printf("The number is %d.",number); //-> The number is 42.
-
-new string[]= "simple message";
-printf("This is a %s containing the number %d.", string, number); //-> This is a simple message containing the number 42.
-
-new character = 64;
-printf("I'm %c home",character); //-> I'm @ home
-```
-
-## บันทึà¸
-
-:::warning
-
-The format string or its output should not exceed 1024 characters. Anything beyond that length can lead to a server to crash.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- print: Print a basic message to the server logs and console.
-- format: Format a string.
diff --git a/docs/translations/th/scripting/functions/random.md b/docs/translations/th/scripting/functions/random.md
deleted file mode 100644
index 4493fcd245f..00000000000
--- a/docs/translations/th/scripting/functions/random.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: random
-description: Get a pseudo-random number.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get a pseudo-random number.
-
-| Name | Description |
-| ---- | -------------------------------------------------------------------------- |
-| max | The range of values (from 0 to this value minus one) that can be returned. |
-
-## ส่งคืน
-
-A random number ranging from 0 to max-1.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new value = random(5);
-
-// 'value' might be 0, 1, 2, 3 or 4. 5 possible values.
-new Float:RandomSpawn[][4] =
-{
- // Positions, (X, Y, Z and Facing Angle)
- {-2796.9854, 1224.8180, 20.5429, 192.0335},
- {-2454.2170, 503.8759, 30.0790, 267.2932},
- {-2669.7322, -6.0874, 6.1328, 89.8853}
-};
-
-
-public OnPlayerSpawn(playerid)
-{
- new rand = random(sizeof(RandomSpawn));
-
- // SetPlayerPos to the random spawn data
- SetPlayerPos(playerid, RandomSpawn[rand][0], RandomSpawn[rand][1],RandomSpawn[rand][2]);
-
- // SetPlayerFacingAngle to the random facing angle data
- SetPlayerFacingAngle(playerid, RandomSpawn[rand][3]);
- return 1;
-}
-```
-
-## บันทึà¸
-
-:::tip
-
-Using a value smaller than 1 gives weird values.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/sendpacket.md b/docs/translations/th/scripting/functions/sendpacket.md
deleted file mode 100644
index 7947792cbac..00000000000
--- a/docs/translations/th/scripting/functions/sendpacket.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: sendpacket
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/sendstring.md b/docs/translations/th/scripting/functions/sendstring.md
deleted file mode 100644
index 49aa0410a32..00000000000
--- a/docs/translations/th/scripting/functions/sendstring.md
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title: sendstring
-description: .
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-.
-
-| Name | Description |
-| ---- | ----------- |
-
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/setarg.md b/docs/translations/th/scripting/functions/setarg.md
deleted file mode 100644
index c541173c074..00000000000
--- a/docs/translations/th/scripting/functions/setarg.md
+++ /dev/null
@@ -1,30 +0,0 @@
----
-title: setarg
-description: Set an argument that was passed to a function.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Set an argument that was passed to a function.
-
-| Name | Description |
-| ----- | ----------------------------------------------------------- |
-| arg | The argument sequence number. Use 0 for the first argument. |
-| index | The index (if the argument is an array). |
-| value | The value to set the argument to. |
-
-## ส่งคืน
-
-[edit]
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- getarg: Retrieve an argument from a variable argument list.
-- numargs: Return the number of arguments.
diff --git a/docs/translations/th/scripting/functions/setproperty.md b/docs/translations/th/scripting/functions/setproperty.md
deleted file mode 100644
index c60ed34a806..00000000000
--- a/docs/translations/th/scripting/functions/setproperty.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: setproperty
-description: Add a new property or change an existing property.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Add a new property or change an existing property.
-
-| Name | Description |
-| -------- | -------------------------------------------------------------------------------------------------------------------------------- |
-| id | The virtual machine to use, you should keep this zero. |
-| name[] | Used in combination with value when storing integers; don't use this if you want to store a string. |
-| value | The integer value to store or the property's unique ID if storing a string. Use the hash-function to calculate it from a string. |
-| string[] | The value of the property, as a string. Don't use this if you want to store an integer. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-setproperty(.name = "MyInteger", .value = 42);
-
-new value = getproperty(.name = "MyInteger");
-printf("Value that was stored is: %d", value);
-setproperty(0, "", 123984334, ":)");
-
-new value[4];
-getproperty(0, "", 123984334, value);
-strunpack(value, value, sizeof(value)); // we need to unpack the string first
-print(value);
-
-//should print :)
-setproperty(.value = 123984334, .string = ":)");
-
-// The rest is the same as above.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- Getproperty: Get the value of a property.
-- Deleteproperty: Delete a property.
-- Existproperty: Check if a property exists.
diff --git a/docs/translations/th/scripting/functions/strcat.md b/docs/translations/th/scripting/functions/strcat.md
deleted file mode 100644
index 18565e38fd7..00000000000
--- a/docs/translations/th/scripting/functions/strcat.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: strcat
-description: This function concatenates (joins together) two strings into the destination string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function concatenates (joins together) two strings into the destination string.
-
-| Name | Description |
-| --------------------- | ---------------------------------------------------- |
-| dest[] | The string to store the two concatenated strings in. |
-| const source[] | The source string. |
-| maxlength=sizeof dest | The maximum length of the destination. |
-
-## ส่งคืน
-
-The length of the new destination string.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string[40] = "Hello";
-strcat(string, " World!");
-
-// The string is now 'Hello World!'
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to check if they are the same.
-- strfind: Search for a string in another string.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strdel: Delete part of a string.
-- strins: Insert text into a string.
-- strlen: Get the length of a string.
-- strmid: Extract part of a string into another string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
diff --git a/docs/translations/th/scripting/functions/strcmp.md b/docs/translations/th/scripting/functions/strcmp.md
deleted file mode 100644
index cdabdccf447..00000000000
--- a/docs/translations/th/scripting/functions/strcmp.md
+++ /dev/null
@@ -1,70 +0,0 @@
----
-title: strcmp
-description: Compares two strings to see if they are the same.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Compares two strings to see if they are the same.
-
-| Name | Description |
-| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
-| string1 | The first string to compare. |
-| string2 | The second string to compare. |
-| ignorecase (optional) | When set to true, the case doesn't matter - HeLLo is the same as Hello. When false, they're not the same. |
-| length (optional) | When this length is set, the first x chars will be compared - doing "Hello" and "Hell No" with a length of 4 will say it's the same string. |
-
-## ส่งคืน
-
-0 if strings match each other on given length;1 o r -1 if some character do not match: string1[i] - string2[i] ('i' represents character index starting from 0);difference in number of characters if one string matches only part of another string.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string1[] = "Hello World";
-new string2[] = "Hello World";
-
-// Check if the strings are the same
-if (!strcmp(string1, string2))
-
-new string3[] = "Hell";
-
-// Check if the first 4 characters match
-if (!strcmp(string2, string3, false, 4))
-
-// Check for null strings with isnull()
-if (!strcmp(string1, string2) &&Â !isnull(string1) &&Â !isnull(string2))
-
-// Definition for isnull():
-#if !defined isnull
- #define isnull(%1) ((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))
-#endif
-```
-
-## บันทึà¸
-
-:::warning
-
-This function returns 0 if either string is empty. Check for null strings with isnull(). If you compare strings from a text file, you should take in to account the 'carriage return' and 'new line' special characters (\r \n), as they are included, when using fread.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strfind: Search for a string in another string.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strdel: Delete part of a string.
-- strins: Insert text into a string.
-- strlen: Get the length of a string.
-- strmid: Extract part of a string into another string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
-- strcat: Concatenate two strings into a destination reference.
-- http://www.compuphase.com/pawn/String_Manipulation.pdf
diff --git a/docs/translations/th/scripting/functions/strdel.md b/docs/translations/th/scripting/functions/strdel.md
deleted file mode 100644
index 176174e0340..00000000000
--- a/docs/translations/th/scripting/functions/strdel.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: strdel
-description: Delete part of a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Delete part of a string.
-
-| Name | Description |
-| -------- | ---------------------------------------------- |
-| string[] | The string to delete part of. |
-| start | The position of the first character to delete. |
-| end | The position of the last character to delete. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string[42] = "We will delete everything apart from this";
-strdel(string, 0, 37); // string is now "this"
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to check if they are the same.
-- strfind: Search for a string in another string.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strins: Insert text into a string.
-- strlen: Get the length of a string.
-- strmid: Extract part of a string into another string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
-- strcat: Concatenate two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strfind.md b/docs/translations/th/scripting/functions/strfind.md
deleted file mode 100644
index c4bf87b3990..00000000000
--- a/docs/translations/th/scripting/functions/strfind.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: strfind
-description: Search for a sub string in a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Search for a sub string in a string.
-
-| Name | Description |
-| --------------------- | --------------------------------------------------------------------------------------------------------- |
-| const string[] | The string you want to search in (haystack). |
-| const sub[] | The string you want to search for (needle). |
-| ignorecase (optional) | When set to true, the case doesn't matter - HeLLo is the same as Hello. When false, they're not the same. |
-| Position (optional) | The offset to start searching from. |
-
-## ส่งคืน
-
-The number of characters before the sub string (the sub string's start position) or -1 if it's not found.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-if (strfind("Are you in here?", "you", true)Â != -1) //returns 4, because the start of 'you' (y) is at index 4 in the string
-{
- SendClientMessageToAll(0xFFFFFFFF, "I found you!");
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to check if they are the same.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strdel: Delete part of a string.
-- strins: Insert text into a string.
-- strlen: Get the length of a string.
-- strmid: Extract part of a string into another string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
-- strcat: Concatenate two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strins.md b/docs/translations/th/scripting/functions/strins.md
deleted file mode 100644
index 9c2ad31771f..00000000000
--- a/docs/translations/th/scripting/functions/strins.md
+++ /dev/null
@@ -1,50 +0,0 @@
----
-title: strins
-description: Insert a string into another string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Insert a string into another string.
-
-| Name | Description |
-| ----------------------- | ------------------------------------------ |
-| string[] | The string you want to insert substr in. |
-| const substr[] | The string you want to insert into string. |
-| pos | The position to start inserting. |
-| maxlength=sizeof string | The maximum size to insert. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-// Add an [AFK] tag to the start of players' names
-new playerName[MAX_PLAYER_NAME+1];
-GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);
-strins(playerName, "[AFK]", 0);
-SetPlayerName(playerid, playerName);
-
-// WARNING: Players with names that are 20+ characters long can not have an [AFK] tag, as that would make their name 25 characters long and the limit is 24.
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to check if they are the same.
-- strfind: Search for a string in another string.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strdel: Delete part of a string.
-- strlen: Get the length of a string.
-- strmid: Extract part of a string into another string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
-- strcat: Concatenate two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strlen.md b/docs/translations/th/scripting/functions/strlen.md
deleted file mode 100644
index 9e954b0b4c5..00000000000
--- a/docs/translations/th/scripting/functions/strlen.md
+++ /dev/null
@@ -1,41 +0,0 @@
----
-title: strlen
-description: Get the length of a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Get the length of a string.
-
-| Name | Description |
-| -------------- | -------------------------------- |
-| const string[] | The string to get the length of. |
-
-## ส่งคืน
-
-The length of the string as an integer.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new stringLength = strlen("This is an example string."); // stringLength is now set to 26
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to check if they are the same.
-- strfind: Search for a string in another string.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strdel: Delete part of a string.
-- strins: Insert text into a string.
-- strmid: Extract part of a string into another string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
-- strcat: Concatenate two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strmid.md b/docs/translations/th/scripting/functions/strmid.md
deleted file mode 100644
index f88eb3cf8fa..00000000000
--- a/docs/translations/th/scripting/functions/strmid.md
+++ /dev/null
@@ -1,45 +0,0 @@
----
-title: strmid
-description: Extract a range of characters from a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Extract a range of characters from a string.
-
-| Name | Description |
-| --------------------- | -------------------------------------------------------------------- |
-| dest[] | The string to store the extracted characters in. |
-| const source[] | The string from which to extract characters. |
-| start | The position of the first character. |
-| end | The position of the last character. |
-| maxlength=sizeof dest | The length of the destination. (Will be the size of dest by default) |
-
-## ส่งคืน
-
-The number of characters stored in dest[]
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-strmid(string, "Extract 'HELLO' without the !!!!: HELLO!!!!", 34, 39); //string contains "HELLO"
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to check if they are the same.
-- strfind: Search for a string in another string.
-- strtok: Get the next 'token' (word/parameter) in a string.
-- strdel: Delete part of a string.
-- strins: Insert text into a string.
-- strlen: Get the length of a string.
-- strpack: Pack a string into a destination string.
-- strval: Convert a string into an integer.
-- strcat: Concatenate two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strpack.md b/docs/translations/th/scripting/functions/strpack.md
deleted file mode 100644
index 1899d7e9d35..00000000000
--- a/docs/translations/th/scripting/functions/strpack.md
+++ /dev/null
@@ -1,44 +0,0 @@
----
-title: strpack
-description: Pack a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Pack a string. Packed strings use 75% less memory.
-
-| Name | Description |
-| ----------------------- | ------------------------------------------------------------------------- |
-| dest[] | The destination string to save the packed string in, passed by reference. |
-| const source[] | The source, original string. |
-| maxlength=sizeof string | The maximum size to insert. |
-
-## ส่งคืน
-
-The number of characters packed.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string[32 char];
-strpack(string, "Hi, how are you?");
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to see if they are the same.
-- strfind: Search for a substring in a string.
-- strtok: Search for a variable typed after a space.
-- strdel: Delete part/all of a string.
-- strins: Put a string into another string.
-- strlen: Check the length of a string.
-- strmid: Extract characters from a string.
-- strval: Find the value of a string.
-- strcat: Contact two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strunpack.md b/docs/translations/th/scripting/functions/strunpack.md
deleted file mode 100644
index 98eb778c538..00000000000
--- a/docs/translations/th/scripting/functions/strunpack.md
+++ /dev/null
@@ -1,47 +0,0 @@
----
-title: strunpack
-description: This function can be used to unpack a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function can be used to unpack a string.
-
-| Name | Description |
-| ----------------------- | --------------------------------------------------------------------------- |
-| dest[] | The destination string to save the unpacked string in, passed by reference. |
-| const source[] | The source, original packed string. |
-| maxlength=sizeof string | The maximum size to insert. |
-
-## ส่งคืน
-
-The number of characters packed.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string[17];
-new pstring[17 char] =Â !"Hi, how are you?";
-strunpack(string, pstring);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- ispacked: Check if the given string is packed.
-- strpack: This function can be used to pack a string.
-- strcmp: Compare two strings to see if they are the same.
-- strfind: Search for a substring in a string.
-- strtok: Search for a variable typed after a space.
-- strdel: Delete part/all of a string.
-- strins: Put a string into another string.
-- strlen: Check the length of a string.
-- strmid: Extract characters from a string.
-- strval: Find the value of a string.
-- strcat: Contact two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/strval.md b/docs/translations/th/scripting/functions/strval.md
deleted file mode 100644
index e655c23c09e..00000000000
--- a/docs/translations/th/scripting/functions/strval.md
+++ /dev/null
@@ -1,42 +0,0 @@
----
-title: strval
-description: Convert a string to an integer.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Convert a string to an integer.
-
-| Name | Description |
-| -------------- | --------------------------------------------- |
-| const string[] | The string you want to convert to an integer. |
-
-## ส่งคืน
-
-The integer value of the string. '0 if the string is not numeric.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string[4] = "250";
-new iValue = strval(string); // iValue is now '250'
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strcmp: Compare two strings to see if they are the same.
-- strfind: Search for a substring in a string.
-- strtok: Search for a variable typed after a space.
-- strdel: Delete part/all of a string.
-- strins: Put a string into another string.
-- strlen: Check the length of a string.
-- strmid: Extract characters from a string.
-- strpack: Pack a string into a destination.
-- strcat: Concatenate two strings into a destination reference.
diff --git a/docs/translations/th/scripting/functions/swapchars.md b/docs/translations/th/scripting/functions/swapchars.md
deleted file mode 100644
index 35ccd0d4bc3..00000000000
--- a/docs/translations/th/scripting/functions/swapchars.md
+++ /dev/null
@@ -1,17 +0,0 @@
----
-title: swapchars
-description: Swap bytes in a cell.
-tags: ["string"]
----
-
-
-
-## Description
-
-| Name | Description |
-| ---- | -------------------------------------- |
-| c | The value for which to swap the bytes. |
-
-## Returns
-
-A value where the bytes are swapped (the lowest byte becomes the highest byte)
diff --git a/docs/translations/th/scripting/functions/tolower.md b/docs/translations/th/scripting/functions/tolower.md
deleted file mode 100644
index 3695604726e..00000000000
--- a/docs/translations/th/scripting/functions/tolower.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: tolower
-description: This function changes a single character to lowercase.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function changes a single character to lowercase.
-
-| Name | Description |
-| ---- | ------------------------------------- |
-| c | The character to change to lowercase. |
-
-## ส่งคืน
-
-The ASCII value of the character provided as lowercase.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerText(playerid, text[])
-{
- text[0] = tolower(text[0]);
- //This sets the first character to lowercase.
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [toupper](../functions/toupper.md)
diff --git a/docs/translations/th/scripting/functions/toupper.md b/docs/translations/th/scripting/functions/toupper.md
deleted file mode 100644
index a5080733055..00000000000
--- a/docs/translations/th/scripting/functions/toupper.md
+++ /dev/null
@@ -1,38 +0,0 @@
----
-title: toupper
-description: This function changes a single character to uppercase.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-This function changes a single character to uppercase.
-
-| Name | Description |
-| ---- | ------------------------------------- |
-| c | The character to change to uppercase. |
-
-## ส่งคืน
-
-The ASCII value of the character provided, but in uppercase.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-public OnPlayerText(playerid, text[])
-{
- text[0] = toupper(text[0]);
- //This sets the first character to upper case.
- return 1;
-}
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- [tolower](../functions/tolower.md)
diff --git a/docs/translations/th/scripting/functions/uudecode.md b/docs/translations/th/scripting/functions/uudecode.md
deleted file mode 100644
index 7afa540aed9..00000000000
--- a/docs/translations/th/scripting/functions/uudecode.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: uudecode
-description: Decode an UU-encoded string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Decode an UU-encoded string.
-
-| Name | Description |
-| -------------- | --------------------------------------------- |
-| dest[] | The destination for the decoded string array. |
-| const source[] | The UU-encoded source string. |
-| maxlength | The maximum length of dest that can be used. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-uudecode(normalString, encodedString);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
diff --git a/docs/translations/th/scripting/functions/uuencode.md b/docs/translations/th/scripting/functions/uuencode.md
deleted file mode 100644
index c07c5356729..00000000000
--- a/docs/translations/th/scripting/functions/uuencode.md
+++ /dev/null
@@ -1,37 +0,0 @@
----
-title: uuencode
-description: Encode a string to an UU-decoded string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Encode a string to an UU-decoded string.
-
-| Name | Description |
-| -------------- | --------------------------------------------------------- |
-| dest[] | The destination string for the encoded stream. |
-| const source[] | The source, non-encoded string. |
-| numbytes | The number of bytes to encode, this should not exceed 45. |
-| maxlength | The maximum length of the dest[] array. |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-uuencode(encodedString, normalString, 45);
-```
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- Uudecode: Decode an UU-encoded stream.
-- Memcpy: Copy bytes from one location to another.
diff --git a/docs/translations/th/scripting/functions/valstr.md b/docs/translations/th/scripting/functions/valstr.md
deleted file mode 100644
index 0160707f437..00000000000
--- a/docs/translations/th/scripting/functions/valstr.md
+++ /dev/null
@@ -1,58 +0,0 @@
----
-title: valstr
-description: Convert an integer into a string.
-tags: []
----
-
-:::warning
-
-This function starts with lowercase letter.
-
-:::
-
-## คำà¸à¸˜à¸´à¸šà¸²à¸¢
-
-Convert an integer into a string.
-
-| Name | Description |
-| --------------- | ------------------------------------------------- |
-| dest | The destination of the string. |
-| value | The value to convert to a string. |
-| pack (optional) | Whether to pack the destination (off by default). |
-
-## ส่งคืน
-
-This function does not return any specific values.
-
-## ตัวà¸à¸¢à¹ˆà¸²à¸‡
-
-```c
-new string[4];
-new iValue = 250;
-valstr(string,iValue); // string is now "250"
-// valstr fix by Slice
-stock FIX_valstr(dest[], value, bool:pack = false)
-{
- // format can't handle cellmin properly
- static const cellmin_value[] =Â !"-2147483648";
-
- if (value == cellmin)
- pack && strpack(dest, cellmin_value, 12) || strunpack(dest, cellmin_value, 12);
- else
- format(dest, 12, "%d", value), pack && strpack(dest, dest, 12);
-}
-#define valstr FIX_valstr
-```
-
-## บันทึà¸
-
-:::warning
-
-Passing a high value to this function can cause the server to freeze/crash. Fixes are available. Below is a fix that can be put straight in to your script (before valstr is used anywhere). fixes.inc includes this fix.
-
-:::
-
-## ฟังà¸à¹Œà¸Šà¸±à¹ˆà¸™à¸—ี่เà¸à¸µà¹ˆà¸¢à¸§à¸‚้à¸à¸‡à¸à¸±à¸™
-
-- strval: Convert a string into an integer.
-- strcmp: Compare two strings to check if they are the same.
diff --git a/docs/translations/th/scripting/language/ControlStructures.md b/docs/translations/th/scripting/language/ControlStructures.md
deleted file mode 100644
index 04ef8af9b2b..00000000000
--- a/docs/translations/th/scripting/language/ControlStructures.md
+++ /dev/null
@@ -1,709 +0,0 @@
----
-title: "Control Structures"
----
-
-# `Conditionals`
-
-## `if`
-
-An if statement checks if something is true and does something if it is.
-
-```c
-new
- a = 5;
-if (a == 5)
-{
- print("a is 5");
-}
-```
-
-The code within the brackets after the "if" is called the condition, there are a number of different things you can test for (see operators).
-
-In the example above both "a" and 5 are symbols, functions can also be symbols:
-
-```c
-if (SomeFunction() == 5)
-{
- print("SomeFunction() is 5");
-}
-```
-
-That will test the return value of SomeFunction (see below) against 5.
-
-You can also combine checks to check multiple things:
-
-```c
-new
- a = 5,
- b = 3;
-if (a == 5 && b != 3)
-{
- print("Won't be printed");
-}
-```
-
-That example checks that a is equal to 5 AND b is not equal to 3, however b is 3 so the check fails.
-
-```c
-new
- a = 5,
- b = 3;
-if (a == 5 || b != 3)
-{
- print("Will be printed");
-}
-```
-
-That examples checks that a is equal to 5 OR b is not equal to 3, b equals 3 so that part fails\* however a is 5 so that part is true, we are using || (or) so only one part needs to be true (if both are true the statement is still true, this is slightly different to the linguistic meaning of "or" meaning only one or the other), so the if statement is true.
-
-Also it is possible to chain the comparisons together without the explicit AND-ing of two different comparisons.
-
-```c
-new
- idx = 3;
-
-if (0 < idx < 5)
-{
- print("idx is greater than 0 and less than 5!");
-}
-```
-
-## `Operators`
-
-The following are symbols you can use in comparisons and their explanations. Some have been used in examples already.
-
-| Operator | Meaning | Usage |
-| ------------ | ----------------------------------------------------------------- | ------------------------------------------------------------ |
-| == | Left is equal to Right | if (Left == Right) |
-| != | Left is not equal to Right | if (Left != Right) |
-| > | Left is greater than Right | if (Left > Right) |
-| >= | Left is greater than or equal to Right | if (Left >= Right) |
-| < | Left is less than Right | if (Left < Right) |
-| <= | Left is less than or equal to Right | if (Left <= Right) |
-| && | and | if (Left && Right) |
-| || | or | if (Left || Right) |
-| ! | not | if (!Variable) |
-| | nor | if (!(Left || Right)) |
-| | nand | if (!(Left && Right)) |
-| | exclusive or (xor, eor) - only one or the other is true, not both | if (!(Left && Right) && (Left ||Right)) |
-| | not exclusive or (nxor, neor) - both or neither are true | if ((Left && Right) || !(Left || Right)) |
-
-## `Brackets`
-
-The other main aspect of if statements is brackets, these control the order things are done in:
-
-```c
-new
- a = 3,
- b = 3,
- c = 1;
-if (a == 5 && b == 3 || c == 1)
-{
- print("Will this be called?");
-}
-```
-
-There are two ways of looking at the above statement:
-
-```c
-if ((a == 5 && b == 3) || c == 1)
-```
-
-And:
-
-```c
-if (a == 5 && (b == 3 || c == 1))
-```
-
-The first version will check if a is 5 and b is 3, if that is false (i.e. one or both of them are not their respective values) it will check if c is 1. (a == 5 && b == 3) is false as you should know from above, so you replace that group with FALSE:
-
-```c
-if (FALSE || c == 1)
-```
-
-We know FALSE cannot be true (as it is not true by definition), however c is 1 so that half is true and, as we're using an OR in between the whole statement is true.
-
-The second version checks if a is 5, if it is it checks if either b is 3 or c is 1. The game will do the a == 5 part first but for clarity we'll do it backwards. (b == 3 || c == 1) is true, both halves are true, although only one needs to be, so going into our if statement we have:
-
-```c
-if (a == 5 && TRUE)
-```
-
-(a == 5) is false, because a is 3, so we have:
-
-```c
-if (FALSE && TRUE)
-```
-
-Obviously FALSE is false so that statement cannot be true, so the check will fail.
-
-This little example shows how using brackets can change the outcome of a check, without brackets the compiler will be the first of the two versions demonstrated but that cannot always be guaranteed so you should always use brackets, even if just to clarify what is going on to other people.
-
-- (b != 3) in the OR example doesn't actually fail as it's never called, the compiler orders the code using a thing called short-circuiting, as the first part is already true there's no point checking the second part as it won't affect the final outcome, but if it did check it it would fail.
-
-## `else`
-
-else basically does something if an if check fails:
-
-```c
-new
- a = 5;
-if (a == 3) // False
-{
- print("Won't be called");
-}
-else
-{
- print("Will be called as the check failed");
-}
-```
-
-## `else if`
-
-An else if is a check which occurs if the first if check fails to check something else:
-
-```c
-new
- a = 5;
-if (a == 1)
-{
- print("Will be called if a is 1");
-}
-else if (a == 5)
-{
- print("Will be called if a is 5");
-}
-else
-{
- print("All other numbers");
-}
-```
-
-You can have an many of these as you like (you can only have one if and one else in a group of checks):
-
-```c
-new
- a = 4;
-if (a == 1)
-{
- // False
-}
-else if (a == 2)
-{
- // False
-}
-else if (a == 3)
-{
- // False
-}
-else if (a == 4)
-{
- // True
-}
-else
-{
- // False
-}
-```
-
-else ifs will only check the value as it was when the ifs start, so you can't do:
-
-```c
-new
- a = 5;
-if (a == 5)
-{
- // Will be called
- a = 4;
-}
-else if (a == 4)
-{
- // Won't be called because the first check didn't fail, even though a is now 4
-}
-```
-
-To get round this you would simply make the else if an if.
-
-## `?:`
-
-'?' and ':' together are called a triadic operator, they basically act as an if statement inside another statement:
-
-```c
-new
- a,
- b = 3;
-if (b == 3)
-{
- a = 5;
-}
-else
-{
- a = 7;
-}
-```
-
-That's a simple example to assign a variable based on another variable, however it can be made much shorter:
-
-```c
-new
- a,
- b = 3;
-a = (b == 3) ? (5) : (7);
-```
-
-The part before the '?' is the conditional, this is exactly the same as a normal conditional. The part between the '?' and the ':' is the value to return if the condition is true, the other part is the value to return if the condition is false. You can stack them up the same as else ifs too:
-
-```c
-new
- a,
- b = 3;
-if (b == 1)
-{
- a = 2;
-}
-else if (b == 2)
-{
- a = 3;
-}
-else if (b == 3)
-{
- a = 4;
-}
-else
-{
- a = 5;
-}
-```
-
-Can be written as:
-
-```c
-new
- a,
- b = 3;
-a = (b == 1) ? (2) : ((b == 2) ? (3) : ((b == 3) ? (4) : (5)));
-```
-
-This is actually more similar to doing:
-
-```c
-new
- a,
- b = 3;
-if (b == 1)
-{
- a = 2;
-}
-else
-{
- if (b == 2)
- {
- a = 3;
- }
- else
- {
- if (b == 3)
- {
- a = 4;
- }
- else
- {
- a = 5;
- }
- }
-}
-```
-
-But they're equivalent (in this example anyway).
-
-# `Loops`
-
-## `While`
-
-"while" loops do something while the condition specified is true. A condition is exactly the same format as the condition in an if statement, it is just checked repeatedly and the code done if it is true every time it is checked:
-
-```c
-new
- a = 9;
-while (a < 10)
-{
- // Code in the loop
- a++;
-}
-// Code after the loop
-```
-
-That code will check if 'a' is less than 10. If it is, the code inside the braces (a++;) will be executed, thus incrementing 'a'. When the closing brace is reached, code execution jumps back to the check and does it again, this time the check will fail as 'a' is 10 and execution will jump to after the loop. If 'a' started out as 8, the code would be run twice etc.
-
-## `for()`
-
-A "for" loop is essentially a compressed "while" loop. A "for" statement has three sections; initialization, condition and finalization. As a "for" loop, the "while" example above would be written:
-
-```c
-for (new a = 9; a < 10; a++)
-{
- // Code in the loop
-}
-// Code after the loop
-```
-
-That's a simple code to loop through all players:
-
-```c
-for(new i,a = GetMaxPlayers(); i < a; i++)
-{
- if (IsPlayerConnected(i))
- {
- //do something
- }
-}
-```
-
-Any of the conditions can be omitted simply by putting no code in them:
-
-```c
-new
- a = 9;
-for ( ; a < 10; )
-{
- // Code in the loop
- a++;
-}
-// Code after the loop
-```
-
-This example makes it a little easier to show how a "for" loop matches up to a "while" loop. There are two very slight differences between the two "for" loops given. The first is that the second example declares 'a' outside the "for" loop, this means it can be used outside the "for" loop, in the first example 'a's scope (the section of code for which a variable exists) is only inside the loop. The second difference is that the a++ in the second example is actually done slightly before the a++ in the first example, 99% of the time this doesn't make any difference, the only time it matters is when you're using 'continue' (see below), 'continue' will call the a++ in the first example, but will skip it in the second example.
-
-## `do-while`
-
-A do-while loop is a while loop where the condition comes after the code inside the loop instead of before. This means that the code inside will always be executed at least once because it is done before the check is done:
-
-```c
-new
- a = 10;
-do
-{
- // Code inside the loop
- a++;
-}
-while (a < 10); // Note the semi-colon
-// Code after the loop
-```
-
-If that was a standard while loop a would not be incremented as the (a < 10) check is false, but here it's incremented before the check. If a started as 9 the loop would also only be done once, 8 - twice etc.
-
-## `if-goto`
-
-This is essentially what the loops above compile to, the use of goto is generally discouraged however it's interesting to see exactly what a loop is doing:
-
-```c
-new
- a = 9;
-
-loop_start:
-if (a < 10)
-{
- // Code in the loop
- a++;
- goto loop_start;
-}
-// Code after the loop
-```
-
-## `OBOE`
-
-OBOE stands for Off By One Error. This is a very common mistake where a loop runs for one too many or two few times. E.g:
-
-```c
-new
- a = 0,
- b[10];
-while (a <= sizeof (b))
-{
- b[a] = 0;
-}
-```
-
-This very simple example demonstrates one of the most common OBOEs, at first glance people may think this will loop through all the contents of b and set them to 0, however this loop will actually run 11 times and try access b[10], which doesn't exist (it would be the 11th slot in b starting from 0), thus can cause all sorts of problems. This is known as an Out Of Bounds (OOB) error.
-
-You have to be especially careful of OBOEs when using do-while loops as they ALWAYS run at least once.
-
-# `Switch`
-
-## `switch`
-
-A switch statement is basically a structured if/else if/else system (similar to how for is a structured while). The easiest way to explain it is with an example:
-
-```c
-new
- a = 5;
-switch (a)
-{
- case 1:
- {
- // Won't be called
- }
- case 2:
- {
- // Won't be called
- }
- case 5:
- {
- // Will be called
- }
- default:
- {
- // Won't be called
- }
-}
-```
-
-This is functionally equivalent to:
-
-```c
-new
- a = 5;
-if (a == 1)
-{
- // Won't be called
-}
-else if (a == 2)
-{
- // Won't be called
-}
-else if (a == 5)
-{
- // Will called
-}
-else
-{
- // Won't be called
-}
-```
-
-However it is slightly clearer to see what is going on.
-
-An important thing to note here is the different ways in which ifs and switches are processed:
-
-```c
-switch (SomeFunction())
-{
- case 1: {}
- case 2: {}
- case 3: {}
-}
-```
-
-That will call SomeFunction() ONCE and compare it's result 3 times.
-
-```c
-if (SomeFunction() == 1) {}
-else if (SomeFunction() == 2) {}
-else if (SomeFunction() == 3) {}
-```
-
-That will call SomeFunction() three times, which is very inefficient, a switch is more like doing:
-
-```c
-new
- result = SomeFunction();
-if (result == 1) {}
-else if (result == 2) {}
-else if (result == 3) {}
-```
-
-For those of you who know C the PAWN switch is slightly different, the individual conditions are NOT fall-through and are bound by braces so there's no need for break statements.
-
-## `case`
-
-case statements (the "case X:" parts of the switch statement) can have other options besides a single number. You can compare a value to a list of numbers (replacing fall-through in C) or even a range of values:
-
-```c
-case 1, 2, 3, 4:
-```
-
-This case will trigger if the symbol being tested is 1, 2, 3, or 4, it's the same as doing:
-
-```c
-if (bla == 1 || bla == 2 || bla == 3 || bla == 4)
-```
-
-but far more concise. Numbers in lists do not have to be consecutive, in fact if they are it's better to do:
-
-```c
-case 1 .. 4:
-```
-
-This case will do exactly the same as above but by checking a range instead of a list, it is the same as doing:
-
-```c
-if (bla >= 1 && bla <= 4)
-```
-
-```c
-new
- a = 4;
-switch (a)
-{
- case 1 .. 3:
- {
- }
- case 5, 8, 11:
- {
- }
- case 4:
- {
- }
- default:
- {
- }
-}
-```
-
-## `default`
-
-This is the equivalent to else in if statements, it does something if all the other case statements failed.
-
-# `Single line statements`
-
-## `goto`
-
-goto is essentially a jump, it goes to a label without question (i.e. there's no condition to need to be true). You can see an example above in the if-goto loop.
-
-```c
-goto my_label;
-
-// This section will be jumped over
-
-my_label: // Labels end in a colon and are on their own line
-
-// This section will be processed as normal
-```
-
-The use of gotos is widely discouraged due to their effect on program flow.
-
-## `break`
-
-break breaks out of a loop, ending it prematurely:
-
-```c
-for (new a = 0; a < 10; a++)
-{
- if (a == 5) break;
-}
-```
-
-This loop will go 6 times but code after the break will only be executed 5 times.
-
-## `continue`
-
-continue basically skips a loop iteration
-
-```c
-for (new a = 0; a < 3; a++)
-{
- if (a == 1) continue;
- printf("a = %d", a);
-}
-```
-
-That will give the output of:
-
-```c
-a = 0 a = 2
-```
-
-The continue basically jumps to the closing brace of the loop, as hinted at above you have to be careful when using continue with some loops:
-
-```c
-new
- a = 0;
-while (a < 3)
-{
- if (a == 1) continue;
- printf("a = %d", a);
- a++;
-}
-```
-
-This looks very similar to the other example however this time the continue will skip the a++; line, so the loop will get stuck in an infinite loop as a will always be 1.
-
-## `return`
-
-return stops a function and goes back to the point in code which called the function in the first place:
-
-```c
-main()
-{
- print("1");
- MyFunction(1);
- print("3");
-}
-
-MyFunction(num)
-{
- if (num == 1)
- {
- return;
- }
- print("2");
-}
-```
-
-That code will give an output of:
-
-1 3
-
-Because the print("2"); line will never be reached.
-
-You can also use return to return a value:
-
-```c
-main()
-{
- print("1");
- if (MyFunction(1) == 27)
- {
- print("3");
- }
-}
-
-MyFunction(num)
-{
- if (num == 1)
- {
- return 27;
- }
- print("2");
- return 0;
-}
-```
-
-That code will give the same output as above, however note that an additional return has been added to the end of the function. The end of a function has a return implied at it, however this return has no value, you cannot return a value and not return a value from the same function so we must explicitly return a value.
-
-The symbol you return can be a number, a variable or even another function (in which case the other function will be called, it will return a value (it MUST return a value if you use it as a return value) and that value will be returned from the first function.
-
-You can also store return values for later use:
-
-```c
-main()
-{
- print("1");
- new
- ret = MyFunction(1);
- if (ret == 27)
- {
- print("3");
- }
-}
-
-MyFunction(num)
-{
- if (num == 1)
- {
- return 27;
- }
- print("2");
- return 0;
-}
-```
diff --git a/docs/translations/th/scripting/language/Directives.md b/docs/translations/th/scripting/language/Directives.md
deleted file mode 100644
index b7342d69522..00000000000
--- a/docs/translations/th/scripting/language/Directives.md
+++ /dev/null
@@ -1,329 +0,0 @@
----
-title: "Keywords: Directives"
----
-
-Directives are instructions passed to the compiler to control how it interprets your source code.
-
-## `#assert`
-
-This checks if constant expression is true and if not halts the compile.
-
-```c
-#define MOO 10
-#assert MOO > 5
-```
-
-This will compile fine.
-
-```c
-#define MOO 1
-#assert MOO > 5
-```
-
-That won't and will give a fatal error. This is similar to:
-
-```c
-#define MOO 1
-#if MOO <= 5
- #error MOO check failed
-#endif
-```
-
-However assert will give an error of:
-
-```
-Assertation failed: 1 > 5
-```
-
-Wheras the second will give an error of:
-
-```
-User error: Moo check failed
-```
-
-Which may or may not be helpful.
-
-## `#define`
-
-`#define` is a text replacement directive, wherever the first symbol of the define is found the rest of it will be placed.
-
-```c
-#define MOO 7
-printf("%d", MOO);
-```
-
-Will be changed to:
-
-```c
-printf("%d", 7);
-```
-
-This is why all defines are lost in decompilation as they don't exist when the code is compiled (all directives are pre-processed). Defines don't have to contain numbers:
-
-```c
-#define PL new i = 0; i < MAX_PLAYERS; i++) if (IsPlayerConnected(i)
-
-for(PL) printf("%d connected", i);
-```
-
-Will compile to the player loop we all know and love (despise). Notice how the brackets are used here, some from the for and some from the define macro(the replacement).
-
-Another little known fact about defines is that they can be multi-line if you escape the new line. Generally a new line ends the define however the following is valid:
-
-```c
-#define PL \
- new i = 0; i < MAX_PLAYERS; i++) \
- if (IsPlayerConnected(i)
-
-printf("%d", MOO(6));
-```
-
-That will output 42 (no, not chosen randomly). Notice the excessive brackets in the define? This is because defines are straight text replacements so that will compile as:
-
-```c
-printf("%d", ((6) * 7));
-```
-
-That's fine as it is but let's take this example:
-
-```c
-printf("%d", MOO(5 + 6));
-```
-
-You would expect that to compile to output 77 ((5 + 6) \* 7) and with the brackets it will, however without the brackets you have:
-
-```c
-#define MOO(%0) \
- %0 * 7
-
-printf("%d", MOO(5 + 6));
-```
-
-Which converts to:
-
-```c
-printf("%d", MOO(5 + 6 * 7));
-```
-
-Which, due to the order of operations, compules as (5 + (6 \* 7)), whiche is 47 and very wrong. One interesting fact about the parameters is that if you have too many, the last one is all the extra ones. So doing:
-
-```c
-#define PP(%0,%1) \
- printf(%0, %1)
-
-PP(%s %s %s, "hi", "hello", "hi");
-```
-
-Will infact print:
-
-```
-hi hello hi
-```
-
-As `%1` contains "hi", "hello", "hi". You may have also noticed the use of `#` to convert a literal into a string. This is a SA-MP only feature and can be useful. It was just added here to give a disting distinguishing between the parameters.
-
-## `#else`
-
-`#else` is like else, but for #if instead of if.
-
-## `#elseif`
-
-`#elseif` is like else if but for #if.
-
-```c
-#define MOO 10
-
-#if MOO == 9
- printf("if");
-#elseif MOO == 8
- printf("else if");
-#else
- printf("else");
-#endif
-```
-
-## `#emit`
-
-This directive is unlisted in the pawn-lang.pdf table however does exist. It is basically an inline compiler. If you know AMX you can use this to put AMX opcodes directly into your code. The one limitation is that is allows only one argument. Syntax: `#emit `. `