sfcnr/gamemodes/irresistible/cnr/classes.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc Pekaj
* Module: cnr\classes.pwn
* Purpose: the classes of the cops and robbers server
*/
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Functions ** */
#define GetPlayerClass(%0) (p_Class[%0])
/* ** Definitions ** */
#define CLASS_CIVILIAN ( 0 )
#define CLASS_POLICE ( 1 )
#define CLASS_FIREMAN ( 2 )
#define CLASS_MEDIC ( 3 )
#define MAX_CLASS_BAN_WARNS ( 3 )
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/* ** Constants ** */
static const
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Float: default_X = -2242.152,
Float: default_Y = 759.0619,
Float: default_Z = 30.0,
Float: default_Angle = 0.0
;
static const CLASS_NAMES [ ] [ ] = { "Civilian", "Police", "FBI", "Army", "CIA", "Paramedic", "Fireman" };
static const CLASS_COLORS [ ] = { 0xC0C0C0FF, 0x3E7EFFFF, 0x0035FFFF, 0x954BFFFF, 0x191970FF, 0x4DFF4DFF, 0xA83434FF };
/* ** Variables ** */
static stock
CLASS_CIVILIAN_RANGE [ 2 ],
CLASS_POLICE_RANGE [ 2 ],
CLASS_FBI_RANGE [ 2 ],
CLASS_CIA_RANGE [ 2 ],
CLASS_FIRE_RANGE [ 2 ],
CLASS_MEDIC_RANGE [ 2 ],
CLASS_ARMY_RANGE
;
/* ** Textdraw Variables ** */
static stock
Text: g_classBoxTD = Text: INVALID_TEXT_DRAW,
Text: g_classTextdrawBox [ sizeof( CLASS_NAMES ) ] = { Text: INVALID_TEXT_DRAW, ... },
Text: g_classTextdrawDescrip [ sizeof( CLASS_NAMES ) ] = { Text: INVALID_TEXT_DRAW, ... },
Text: g_classTextdrawName [ sizeof( CLASS_NAMES ) ] = { Text: INVALID_TEXT_DRAW, ... }
;
/* ** Player Variables ** */
new p_Class [ MAX_PLAYERS ];
/* ** Hooks ** */
hook OnScriptInit( )
{
/* ** CIVILIAN ** */
CLASS_CIVILIAN_RANGE[ 0 ] = AddPlayerClass( 119, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 0
AddPlayerClass( 289, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 1
AddPlayerClass( 273, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 2
AddPlayerClass( 271, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 3
AddPlayerClass( 208, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 4
AddPlayerClass( 268, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 5
AddPlayerClass( 292, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 6
AddPlayerClass( 293, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 7
AddPlayerClass( 3, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 8
AddPlayerClass( 4, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 9
AddPlayerClass( 2, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 10
AddPlayerClass( 7, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 11
AddPlayerClass( 12, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 12
AddPlayerClass( 13, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 13
AddPlayerClass( 14, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 14
AddPlayerClass( 15, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 15
AddPlayerClass( 17, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 16
AddPlayerClass( 19, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 17
AddPlayerClass( 20, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 18
AddPlayerClass( 21, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 19
AddPlayerClass( 22, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 20
AddPlayerClass( 23, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 21
AddPlayerClass( 24, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 22
AddPlayerClass( 26, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 23
AddPlayerClass( 28, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 24
AddPlayerClass( 29, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 25
AddPlayerClass( 30, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 26
AddPlayerClass( 31, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 27
AddPlayerClass( 32, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 28
AddPlayerClass( 33, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 29
AddPlayerClass( 34, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 30
AddPlayerClass( 35, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 31
AddPlayerClass( 36, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 32
AddPlayerClass( 37, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 33
AddPlayerClass( 38, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 34
AddPlayerClass( 46, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 35
AddPlayerClass( 47, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 36
AddPlayerClass( 48, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 37
AddPlayerClass( 59, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 38
AddPlayerClass( 60, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 39
AddPlayerClass( 63, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 40
AddPlayerClass( 64, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 41
AddPlayerClass( 152, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 42
AddPlayerClass( 237, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 43
AddPlayerClass( 78, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 44
AddPlayerClass( 79, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 45
AddPlayerClass( 134, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 46
AddPlayerClass( 100, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 47
AddPlayerClass( 101, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 48
CLASS_CIVILIAN_RANGE[ 1 ] = AddPlayerClass( 137, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 49
/* ** FBI ** */
CLASS_FBI_RANGE[ 0 ] = AddPlayerClass( 286, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 50
AddPlayerClass( 71, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 51
CLASS_FBI_RANGE[ 1 ] = AddPlayerClass( 285, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 52
/* ** ARMY ** */
CLASS_ARMY_RANGE = AddPlayerClass( 287, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 53
/* ** CIA ** */
CLASS_CIA_RANGE[ 0 ] = AddPlayerClass( 303, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 54
AddPlayerClass( 304, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 55
CLASS_CIA_RANGE[ 1 ] = AddPlayerClass( 305, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 56
/* ** FIRE ** */
CLASS_FIRE_RANGE[ 0 ] = AddPlayerClass( 277, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 57
AddPlayerClass( 278, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 58
CLASS_FIRE_RANGE[ 1 ] = AddPlayerClass( 279, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 59
/* ** MEDIC ** */
CLASS_MEDIC_RANGE[ 0 ] = AddPlayerClass( 274, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 60
AddPlayerClass( 275, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 61
AddPlayerClass( 276, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 62
CLASS_MEDIC_RANGE[ 1 ] = AddPlayerClass( 308, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 63
/* ** POLICE ** */
CLASS_POLICE_RANGE[ 0 ] = AddPlayerClass( 265, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 66
AddPlayerClass( 266, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 67
AddPlayerClass( 267, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 68
AddPlayerClass( 306, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 69
AddPlayerClass( 280, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 70
AddPlayerClass( 281, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 71
AddPlayerClass( 284, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 72
CLASS_POLICE_RANGE[ 1 ] = AddPlayerClass( 307, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 73
// Textdraws
g_classBoxTD = TextDrawCreate(40.000000, 170.000000, "_");
TextDrawBackgroundColor(g_classBoxTD, 255);
TextDrawFont(g_classBoxTD, 1);
TextDrawLetterSize(g_classBoxTD, 0.500000, 16.000000);
TextDrawColor(g_classBoxTD, -1);
TextDrawSetOutline(g_classBoxTD, 0);
TextDrawSetProportional(g_classBoxTD, 1);
TextDrawSetShadow(g_classBoxTD, 1);
TextDrawUseBox(g_classBoxTD, 1);
TextDrawBoxColor(g_classBoxTD, 144);
TextDrawTextSize(g_classBoxTD, 170.000000, 10.000000);
for ( new i = 0; i < sizeof( g_classTextdrawBox ); i ++ )
{
g_classTextdrawBox[ i ] = TextDrawCreate(40.000000, 138.000000, "_");
TextDrawBackgroundColor(g_classTextdrawBox[ i ], 255);
TextDrawFont(g_classTextdrawBox[ i ], 1);
TextDrawLetterSize(g_classTextdrawBox[ i ], 0.500000, 3.000000);
TextDrawColor(g_classTextdrawBox[ i ], -1);
TextDrawSetOutline(g_classTextdrawBox[ i ], 0);
TextDrawSetProportional(g_classTextdrawBox[ i ], 1);
TextDrawSetShadow(g_classTextdrawBox[ i ], 1);
TextDrawUseBox(g_classTextdrawBox[ i ], 1);
TextDrawBoxColor(g_classTextdrawBox[ i ], CLASS_COLORS[ i ]);
TextDrawTextSize(g_classTextdrawBox[ i ], 170.000000, 10.000000);
szLargeString[ 0 ] = '\0';
switch ( i )
{
case 0: {
strcat( szLargeString, "- Select different types of jobs~n~" \
"- Able to rob stores and players~n~" \
"- Can gang up with players~n~" \
"~g~~h~- Accessible to everybody" );
}
case 1: {
strcat( szLargeString, "- Protect the city from criminals~n~" \
"- Access to police gun lockers~n~" \
"- Can arrest/jail people~n~" \
"~g~~h~- Accessible to everybody" );
}
case 2: {
strcat( szLargeString, "- Protect the city from criminals~n~" \
"- Access to police gun lockers~n~" \
"- Can arrest/jail people~n~" \
"- Can set roadblocks on roads~n~" \
"- Can set spike traps on roads~n~" \
"~r~~h~- Requires 10,000 XP or more" );
}
case 3: {
strcat( szLargeString, "- Protect the city from criminals~n~" \
"- Access to police gun lockers~n~" \
"- Can arrest/jail people~n~" \
"- Can set roadblocks on roads~n~" \
"- Can set spike traps on roads~n~" \
"- Can use combat vehicles~n~" \
"~r~~h~- Requires 20,000 XP or more" );
}
case 4: {
strcat( szLargeString, "- Protect the city from criminals~n~" \
"- Access to police gun lockers~n~" \
"- Can arrest/jail people~n~" \
"- Can set roadblocks on roads~n~" \
"- Can set spike traps on roads~n~" \
"- Hidden from radar~n~" \
"~r~~h~- Requires 15,000 XP or more" );
}
case 5: {
strcat( szLargeString, "- Can heal and cure players~n~" \
"- Ambulance passengers pay you~n~"\
"- Able to rob stores and players~n~" \
"~r~~h~- Requires 1,000 XP or more" );
}
case 6: {
strcat( szLargeString, "- Protect the city from fires~n~" \
"- Firetrucks able to extinguish fires~n~"\
"- Able to rob stores and players~n~" \
"~r~~h~- Requires 1,000 XP or more" );
}
}
g_classTextdrawDescrip[ i ] = TextDrawCreate(43.000000, 171.000000, szLargeString);
TextDrawBackgroundColor(g_classTextdrawDescrip[ i ], 0);
TextDrawFont(g_classTextdrawDescrip[ i ], 1);
TextDrawLetterSize(g_classTextdrawDescrip[ i ], 0.190000, 1.100000);
TextDrawColor(g_classTextdrawDescrip[ i ], -1);
TextDrawSetOutline(g_classTextdrawDescrip[ i ], 1);
TextDrawSetProportional(g_classTextdrawDescrip[ i ], 1);
g_classTextdrawName[ i ] = TextDrawCreate(46.000000, 141.000000, CLASS_NAMES[ i ] );
TextDrawBackgroundColor(g_classTextdrawName[ i ], 0);
TextDrawFont(g_classTextdrawName[ i ], 3);
TextDrawLetterSize(g_classTextdrawName[ i ], 0.550000, 2.099999);
TextDrawColor(g_classTextdrawName[ i ], i == 0 ? 0x000000FF : 0xFFFFFFFF );
TextDrawSetOutline(g_classTextdrawName[ i ], 1);
TextDrawSetProportional(g_classTextdrawName[ i ], 1);
TextDrawSetSelectable(g_classTextdrawName[ i ], 0);
}
return 1;
}
hook OnPlayerSpawn( playerid )
{
// prevent npcs from being treated like players
if ( IsPlayerNPC( playerid ) ) {
return Y_HOOKS_BREAK_RETURN_1; // add a callback otherwise OnNpcSpawn
}
// check if this spawn is even approved
if ( ! IsPlayerClassApproved( playerid ) )
{
SendClientMessageToAdmins( -1, ""COL_PINK"[ABNORMAL SPAWN]"COL_GREY" %s(%d) - %d skin - %d ping - %s IP", ReturnPlayerName( playerid ), playerid, GetPlayerSkin( playerid ), GetPlayerPing( playerid ), ReturnPlayerIP( playerid ) );
return KickPlayerTimed( playerid ), 1;
}
return 1;
}
hook OnPlayerRequestClass( playerid, classid )
{
// SetPlayerPos( playerid, -1971.1536, 129.4870, 27.6875 );
// SetPlayerFacingAngle( playerid, 90.0 );
SetPlayerPos( playerid, 229.613998, 87.164001, 1605.039978 );
SetPlayerFacingAngle( playerid, -90.000000 );
SetPlayerInterior( playerid, 0 );
SetPlayerVirtualWorld( playerid, 0 );
//SetPlayerCameraPos( playerid, -1974.1431, 133.3700, 29.7107 );
//SetPlayerCameraLookAt( playerid, -1970.6431, 129.3700, 28.2107 );
if ( p_ClassSelection{ playerid } == false )
{
static const Float: START_POS[ 3 ] = { 243.5, 87.23, 1605.9 };
static const Float: FINAL_POS[ 3 ] = { 231.9, 87.23, 1605.9 };
InterpolateCameraPos( playerid, START_POS[ 0 ], START_POS[ 1 ], START_POS[ 2 ], FINAL_POS[ 0 ], FINAL_POS[ 1 ], FINAL_POS[ 2 ], 17500, CAMERA_MOVE );
InterpolateCameraLookAt( playerid, FINAL_POS[ 0 ], FINAL_POS[ 1 ], FINAL_POS[ 2 ], FINAL_POS[ 0 ] - 0.4, FINAL_POS[ 1 ], FINAL_POS[ 2 ] - 0.05, 15000, CAMERA_MOVE );
// InterpolateCameraPos( playerid, -1976.4252, 119.9899, 30.0, -1974.0302, 133.0427, 27.6940, 10000, CAMERA_MOVE );
// InterpolateCameraLookAt( playerid, -1974.0302,133.0427,27.6940, -1971.1536,129.4870,27.6875, 10000, CAMERA_MOVE );
p_ClassSelection{ playerid } = true;
}
RemovePlayerAttachedObject( playerid, 1 );
SetPlayerAttachedObject( playerid, 1, 19560, 6, 0.084999, 0.060998, -0.164999, 3.8, 81.6001, -19.3, .materialcolor1 = 0xFF000000 );
Streamer_Update( playerid, STREAMER_TYPE_OBJECT );
// ApplyAnimation( playerid, "MISC", "SEAT_TALK_02", 2.0, 1, 0, 0, 0, 0 );
if ( GetPlayerSpecialAction( playerid ) != SPECIAL_ACTION_CARRY ) {
TogglePlayerControllable( playerid, 0 );
SetPlayerSpecialAction( playerid, SPECIAL_ACTION_CARRY );
}
if ( CLASS_CIVILIAN_RANGE[ 0 ] <= classid <= CLASS_CIVILIAN_RANGE[ 1 ] )
{
p_Class[ playerid ] = ( CLASS_CIVILIAN );
//SetPlayerTeam( playerid, NO_TEAM );
SetPlayerColorToTeam( playerid );
p_inFBI{ playerid } = false;
p_inArmy{ playerid } = false;
p_inCIA{ playerid } = false;
ShowPlayerClassTextdraw( playerid, 0 );
}
else if ( CLASS_POLICE_RANGE[ 0 ] <= classid <= CLASS_POLICE_RANGE[ 1 ] )
{
p_Class[ playerid ] = ( CLASS_POLICE );
SetPlayerColor( playerid, COLOR_POLICE );
//SetPlayerTeam( playerid, CLASS_POLICE );
p_inFBI{ playerid } = false;
p_inArmy{ playerid } = false;
p_inCIA{ playerid } = false;
ShowPlayerClassTextdraw( playerid, 1 );
}
else if ( CLASS_FBI_RANGE[ 0 ] <= classid <= CLASS_FBI_RANGE[ 1 ] )
{
p_Class[ playerid ] = ( CLASS_POLICE );
//SetPlayerTeam( playerid, CLASS_POLICE );
SetPlayerColor( playerid, COLOR_FBI );
p_inFBI{ playerid } = true;
p_inArmy{ playerid } = false;
p_inCIA{ playerid } = false;
ShowPlayerClassTextdraw( playerid, 2 );
}
else if ( classid == CLASS_ARMY_RANGE )
{
p_Class[ playerid ] = ( CLASS_POLICE );
SetPlayerColor( playerid, COLOR_ARMY );
//SetPlayerTeam( playerid, CLASS_POLICE );
p_inFBI{ playerid } = true;
p_inArmy{ playerid } = true;
p_inCIA{ playerid } = true;
ShowPlayerClassTextdraw( playerid, 3 );
}
else if ( CLASS_CIA_RANGE[ 0 ] <= classid <= CLASS_CIA_RANGE[ 1 ] )
{
p_Class[ playerid ] = ( CLASS_POLICE );
SetPlayerColor( playerid, COLOR_CIA );
//SetPlayerTeam( playerid, CLASS_POLICE );
p_inFBI{ playerid } = true;
p_inArmy{ playerid } = false;
p_inCIA{ playerid } = true;
ShowPlayerClassTextdraw( playerid, 4 );
}
else if ( CLASS_FIRE_RANGE[ 0 ] <= classid <= CLASS_FIRE_RANGE[ 1 ] )
{
p_Class[ playerid ] = ( CLASS_FIREMAN );
SetPlayerColor( playerid, COLOR_FIREMAN );
//SetPlayerTeam( playerid, NO_TEAM );
p_inFBI{ playerid } = false;
p_inArmy{ playerid } = false;
p_inCIA{ playerid } = false;
ShowPlayerClassTextdraw( playerid, 6 );
}
else if ( CLASS_MEDIC_RANGE[ 0 ] <= classid <= CLASS_MEDIC_RANGE[ 1 ] )
{
p_Class[ playerid ] = ( CLASS_MEDIC );
SetPlayerColor( playerid, COLOR_MEDIC );
//SetPlayerTeam( playerid, NO_TEAM );
p_inFBI{ playerid } = false;
p_inArmy{ playerid } = false;
p_inCIA{ playerid } = false;
ShowPlayerClassTextdraw( playerid, 5 );
}
return 1;
}
hook OnPlayerRequestSpawn( playerid )
{
// army limit
/*if ( IsPlayerArmy( playerid ) )
{
static const ARMY_LIMIT = 15;
new players = Iter_Count( Player );
new army_limit = floatround( float( players ) / ARMY_LIMIT );
new army_players = 0;
// count army players
foreach ( new armyid : Player ) if ( p_inArmy{ armyid } && armyid != playerid )
army_players ++;
if ( army_players >= army_limit ) {
SendError( playerid, "Army is currently restricted to %d personnel. Need %d more players online for an additional slot.", army_limit, ( ( army_limit + 1 ) * ARMY_LIMIT ) - players );
return 0;
}
}*/
return IsPlayerClassApproved( playerid );
}
stock IsPlayerClassApproved( playerid ) {
// is logged in
if ( ! IsPlayerLoggedIn( playerid ) )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must be authenticated to play the game." ), 0;
// is verified
if ( ! IsPlayerSecurityFullyVerified( playerid ) )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must be verified to play the game." ), 0;
// is cop/army banned
if ( p_CopBanned{ playerid } == MAX_CLASS_BAN_WARNS && ( IsPlayerPolice( playerid ) || IsPlayerFBI( playerid ) || IsPlayerCIA( playerid ) ) )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You are banned from using the police class(es). Use "COL_GREY"/unbanme"COL_WHITE" to pay for an unban." ), 0;
if ( p_ArmyBanned{ playerid } == MAX_CLASS_BAN_WARNS && IsPlayerArmy( playerid ) )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You are banned from using the army class. Use "COL_GREY"/unbanme"COL_WHITE" to pay for an unban." ), 0;
// wanted level an issue?
if ( GetPlayerWantedLevel( playerid ) && ( IsPlayerPolice( playerid ) || IsPlayerFBI( playerid ) || IsPlayerCIA( playerid ) || GetPlayerSkin( playerid ) == 287 ) )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must not have a wanted level to use this class." ), 0;
// get player total experience
new
Float: total_experience;
GetPlayerTotalExperience( playerid, total_experience );
// bought xp
if ( IsPlayerFBI( playerid ) && total_experience < 10000.0 )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 10,000 Total XP to use this class." ), 0;
if ( IsPlayerArmy( playerid ) && total_experience < 20000.0 )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 20,000 Total XP to use this class." ), 0;
if ( IsPlayerCIA( playerid ) && total_experience < 15000.0 )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 15,000 Total XP to use this class." ), 0;
if ( IsPlayerFireman( playerid ) && total_experience < 1000.0 )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 1,000 Total XP to use this class." ), 0;
if ( IsPlayerMedic( playerid ) && total_experience < 2000.0 )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 2,000 Total XP to use this class." ), 0;
// job not set
if ( ! p_JobSet{ playerid } ) // || !p_CitySet{ playerid } )
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must ensure your job have been properly set." ), 0; // and city
// hide textdraws
for ( new i = 0; i < sizeof( CLASS_COLORS ); i ++ ) {
TextDrawHideForPlayer( playerid, g_classTextdrawBox[ i ] );
TextDrawHideForPlayer( playerid, g_classTextdrawDescrip[ i ] );
TextDrawHideForPlayer( playerid, g_classTextdrawName[ i ] );
}
TextDrawHideForPlayer( playerid, g_classBoxTD );
RemovePlayerAttachedObject( playerid, 1 );
return 1;
}
stock ShowPlayerClassTextdraw( playerid, classid ) {
for ( new i = 0; i < sizeof( CLASS_COLORS ); i ++ ) if ( i != classid ) {
TextDrawHideForPlayer( playerid, g_classTextdrawBox[ i ] );
TextDrawHideForPlayer( playerid, g_classTextdrawDescrip[ i ] );
TextDrawHideForPlayer( playerid, g_classTextdrawName[ i ] );
}
TextDrawShowForPlayer( playerid, g_classBoxTD );
TextDrawShowForPlayer( playerid, g_classTextdrawBox[ classid ] );
TextDrawShowForPlayer( playerid, g_classTextdrawDescrip[ classid ] );
TextDrawShowForPlayer( playerid, g_classTextdrawName[ classid ] );
}