pickups work, prize pool donate, hide player nametags/cp
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3a38d75a16
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@ -7,12 +7,12 @@
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/*
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TODO:
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[ ] Make pickups work
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[X] Make pickups work
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[ ] Messages fix
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[ ] Prize pool deposit
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[X] Prize pool deposit
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[X] Invisible walls
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[ ] Make areas
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[ ] Hide player name tags / checkpoints
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[X] Hide player name tags / checkpoints
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*/
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/* ** Includes ** */
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@ -20,11 +20,11 @@
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#include < YSI\y_iterate >
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/* ** Definitions ** */
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#define BR_MAX_LOBBIES ( 10 )
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#define BR_MAX_LOBBIES ( 5 )
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#define BR_MAX_PLAYERS ( 32 )
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#define BR_MAX_PICKUPS ( 100 )
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#define BR_MAX_VEHICLES ( 5 )
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#define BR_MAX_PICKUPS ( 250 )
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#define BR_MAX_VEHICLES ( 25 )
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#define BR_INVALID_LOBBY ( -1 )
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#define BR_PLANE_UPDATE_RATE ( 30 )
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@ -166,9 +166,11 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid )
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{
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if ( br_lobbyPickupData[ lobbyid ] [ i ] [ E_PICKUP ] == pickupid )
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{
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PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
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GivePlayerWeapon( playerid, br_lobbyPickupData[ lobbyid ] [ i ] [ E_WEAPON_ID ], RandomEx( 20, 100 ) );
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DestroyDynamicPickup( br_lobbyPickupData[ lobbyid ] [ i ] [ E_PICKUP ] );
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br_lobbyPickupData[ lobbyid ] [ i ] [ E_PICKUP ] = -1;
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return 1;
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}
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}
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}
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@ -217,17 +219,27 @@ hook SetPlayerRandomSpawn( playerid )
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new
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Float: X, Float: Y, Float: Z;
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GetDynamicObjectPos( br_lobbyData[ lobbyid ] [ E_PLANE ], X, Y, Z );
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if ( GetDynamicObjectPos( br_lobbyData[ lobbyid ] [ E_PLANE ], X, Y, Z ) )
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{
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ResetPlayerWeapons( playerid );
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GivePlayerWeapon( playerid, 46, 1 ); // parachute
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ResetPlayerWeapons( playerid );
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GivePlayerWeapon( playerid, 46, 1 ); // parachute
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SetPlayerPos( playerid, X, Y, Z - 2.0 );
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SetPlayerVirtualWorld( playerid, BR_GetWorld( lobbyid ) );
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SetPlayerPos( playerid, X, Y, Z - 2.0 );
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SetPlayerVirtualWorld( playerid, BR_GetWorld( lobbyid ) );
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SetPlayerHealth( playerid, br_lobbyData[ lobbyid ] [ E_HEALTH ] );
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SetPlayerArmour( playerid, br_lobbyData[ lobbyid ] [ E_ARMOUR ] );
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SetPlayerHealth( playerid, br_lobbyData[ lobbyid ] [ E_HEALTH ] );
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SetPlayerArmour( playerid, br_lobbyData[ lobbyid ] [ E_ARMOUR ] );
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return Y_HOOKS_BREAK_RETURN_1;
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BattleRoyale_ShowGangZone( playerid, lobbyid );
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return Y_HOOKS_BREAK_RETURN_1;
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}
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else
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{
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// remove player from bugged lobby
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BattleRoyale_RemovePlayer( playerid, true );
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BattleRoyale_RespawnPlayer( playerid );
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return Y_HOOKS_BREAK_RETURN_1;
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}
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}
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}
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else if ( p_waitingForRespawn{ playerid } )
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@ -259,59 +271,65 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( dialogid == DIALOG_BR_LOBBY && response )
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{
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new
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x = 0;
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// check if the player selected an existing lobby
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foreach ( new l : battleroyale )
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if ( ! listitem )
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{
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if ( x == listitem )
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{
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// status must be in a waiting state
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if ( br_lobbyData[ l ] [ E_STATUS ] != E_STATUS_WAITING )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "You cannot join this lobby at the moment." );
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}
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// check if the count is under the limit
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if ( Iter_Count( battleroyaleplayers[ l ] ) >= br_lobbyData[ l ] [ E_LIMIT ] )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "This lobby has reached its maximum player count." );
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}
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// check if player has money for the lobby
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if ( GetPlayerCash( playerid ) < br_lobbyData[ l ] [ E_ENTRY_FEE ] )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "You need %s to join this lobby.", cash_format( br_lobbyData[ l ] [ E_ENTRY_FEE ] ) );
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}
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// add entry fee to the pool
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GivePlayerCash( playerid, -br_lobbyData[ l ] [ E_ENTRY_FEE ] );
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br_lobbyData[ l ] [ E_PRIZE_POOL ] += br_lobbyData[ l ] [ E_ENTRY_FEE ];
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// join the player to the lobby
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return BattleRoyale_JoinLobby( playerid, l ), 1;
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// check if player has money
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if ( GetPlayerCash( playerid ) < 10000 ) {
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return SendError( playerid, "You need $10,000 to create a battle royale lobby." );
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}
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new
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lobbyid = BattleRoyale_CreateLobby( playerid );
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// otherwise assume they are creating a new lobby
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if ( lobbyid == ITER_NONE ) {
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return SendError( playerid, "You cannot create a battle royale lobby at the moment" );
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}
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GivePlayerCash( playerid, -10000 );
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BattleRoyale_JoinLobby( playerid, lobbyid );
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BattleRoyale_SendMessageAll( "%s(%d) has created a Battle Royale lobby!", ReturnPlayerName( playerid ), playerid );
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return BattleRoyale_EditLobby( playerid, lobbyid );
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}
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else
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{
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new
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x = 0;
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// check if player has money
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if ( GetPlayerCash( playerid ) < 10000 ) {
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return SendError( playerid, "You need $10,000 to create a battle royale lobby." );
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// check if the player selected an existing lobby
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foreach ( new l : battleroyale )
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{
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if ( x == listitem - 1 )
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{
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// status must be in a waiting state
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if ( br_lobbyData[ l ] [ E_STATUS ] != E_STATUS_WAITING )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "You cannot join this lobby at the moment." );
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}
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// check if the count is under the limit
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if ( Iter_Count( battleroyaleplayers[ l ] ) >= br_lobbyData[ l ] [ E_LIMIT ] )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "This lobby has reached its maximum player count." );
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}
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// check if player has money for the lobby
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if ( GetPlayerCash( playerid ) < br_lobbyData[ l ] [ E_ENTRY_FEE ] )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "You need %s to join this lobby.", cash_format( br_lobbyData[ l ] [ E_ENTRY_FEE ] ) );
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}
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// add entry fee to the pool
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GivePlayerCash( playerid, -br_lobbyData[ l ] [ E_ENTRY_FEE ] );
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br_lobbyData[ l ] [ E_PRIZE_POOL ] += br_lobbyData[ l ] [ E_ENTRY_FEE ];
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// join the player to the lobby
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return BattleRoyale_JoinLobby( playerid, l ), 1;
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}
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}
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return 1;
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}
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new
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lobbyid = BattleRoyale_CreateLobby( playerid );
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// otherwise assume they are creating a new lobby
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if ( lobbyid == ITER_NONE ) {
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return SendError( playerid, "You cannot create a battle royale lobby at the moment" );
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}
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GivePlayerCash( playerid, -10000 );
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BattleRoyale_JoinLobby( playerid, lobbyid );
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BattleRoyale_SendMessageAll( "%s(%d) has created a Battle Royale lobby!", ReturnPlayerName( playerid ), playerid );
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return BattleRoyale_EditLobby( playerid, lobbyid );
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}
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else if ( dialogid == DIALOG_BR_LOBBY_EDIT )
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{
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@ -617,6 +635,10 @@ static stock BattleRoyale_JoinLobby( playerid, lobbyid )
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SetPlayerVirtualWorld( playerid, BR_GetWorld( lobbyid ) );
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pauseToLoad( playerid );
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// make player invincible
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ResetPlayerWeapons( playerid );
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SetPlayerHealth( playerid, 99999.00 );
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// check if lobby is full
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BattleRoyale_CheckPlayers( lobbyid );
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return 1;
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@ -627,6 +649,9 @@ static stock BattleRoyale_ShowLobbies( playerid )
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// set the headers
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szLargeString = ""COL_WHITE"Lobby Name\t"COL_WHITE"Host\t"COL_WHITE"Players\t"COL_WHITE"Entry Fee\n";
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// make final option to create lobby
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format( szLargeString, sizeof( szLargeString ), "%s"COL_PURPLE"Create Lobby\t \t"COL_PURPLE"$10,000\t"COL_PURPLE">>>\n", szLargeString );
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// format dialog
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foreach ( new l : battleroyale )
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{
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@ -642,8 +667,6 @@ static stock BattleRoyale_ShowLobbies( playerid )
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);
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}
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// make final option to create lobby
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format( szLargeString, sizeof( szLargeString ), "%s"COL_PURPLE"Create Lobby\t \t"COL_PURPLE"$10,000\t"COL_PURPLE">>>", szLargeString );
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return ShowPlayerDialog( playerid, DIALOG_BR_LOBBY, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Battle Royale", szLargeString, "Select", "Close" );
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}
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@ -686,6 +709,20 @@ static stock BattleRoyale_RemovePlayer( playerid, bool: respawn, bool: remove_fr
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return lobbyid;
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}
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hook OnPlayerStreamIn( playerid, forplayerid )
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{
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new
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lobbyid = p_battleRoyaleLobby[ playerid ];
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printf( "OnPlayerStreamIn(%d, %d) %d", playerid, forplayerid, lobbyid );
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if ( lobbyid != BR_INVALID_LOBBY && forplayerid != INVALID_PLAYER_ID )
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{
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ShowPlayerNameTagForPlayer( playerid, forplayerid, false );
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SetPlayerMarkerForPlayer( playerid, forplayerid, setAlpha( GetPlayerColor( forplayerid ), 0x00 ) );
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}
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return 1;
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}
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static stock BattleRoyale_EndGame( lobbyid )
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{
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new Float: distribution = float( br_lobbyData[ lobbyid ] [ E_LIMIT ] ) / float( Iter_Count( battleroyaleplayers[ lobbyid ] ) );
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@ -693,7 +730,7 @@ static stock BattleRoyale_EndGame( lobbyid )
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foreach ( new playerid : battleroyaleplayers[ lobbyid ] )
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{
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BattleRoyale_SendMessageAll( "%s(%d) has won %s (%0.0f%%) out of the %s prize pool.", ReturnPlayerName( playerid ), playerid, cash_format( prize ), distribution, br_lobbyData[ lobbyid ] [ E_NAME ] );
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BattleRoyale_SendMessageAll( "%s(%d) has won %s (%0.0f%s) out of the %s prize pool.", ReturnPlayerName( playerid ), playerid, cash_format( prize ), distribution * 100.0, "%%", br_lobbyData[ lobbyid ] [ E_NAME ] );
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BattleRoyale_RemovePlayer( playerid, true, false );
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GivePlayerCash( playerid, prize );
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SpawnPlayer( playerid );
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@ -769,7 +806,6 @@ static stock BattleRoyale_StartGame( lobbyid )
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TogglePlayerSpectating( playerid, true );
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// hide default cnr things
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Turf_HideAllGangZones( playerid );
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Streamer_ToggleAllItems( playerid, STREAMER_TYPE_CP, false );
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//Streamer_ToggleAllItems( playerid, STREAMER_TYPE_RACE_CP, false );
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Streamer_ToggleAllItems( playerid, STREAMER_TYPE_MAP_ICON, false );
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@ -778,9 +814,7 @@ static stock BattleRoyale_StartGame( lobbyid )
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Streamer_Update( playerid );
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// show the battle royal playable zone
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for ( new g = 0; g < 4; g ++ ) {
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GangZoneShowForPlayer( playerid, br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ g ], 0x000000FF );
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}
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BattleRoyale_ShowGangZone( playerid, lobbyid );
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// show controls
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ShowPlayerHelpDialog( playerid, 0, "~y~~h~~k~~PED_JUMPING~~w~ - Jump Out Of Plane" );
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@ -791,6 +825,14 @@ static stock BattleRoyale_StartGame( lobbyid )
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function BattleRoyale_GameUpdate( lobbyid )
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{
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// hide markers / etc
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foreach ( new x : battleroyaleplayers[ lobbyid ] ) {
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foreach ( new y : battleroyaleplayers[ lobbyid ] ) {
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ShowPlayerNameTagForPlayer( x, y, false );
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SetPlayerMarkerForPlayer( x, y, setAlpha( GetPlayerColor( y ), 0x00 ) );
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}
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}
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// prevent zone shrinking and bombing while the plane is rotating
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if ( br_lobbyData[ lobbyid ] [ E_PLANE ] != -1 ) {
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return 1;
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@ -986,10 +1028,10 @@ static stock BattleRoyale_RedrawBorder( lobbyid, Float: sides_rate = 1.0, Float:
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new temporary_gangzone[ 4 ];
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// redraw gangzones
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temporary_gangzone[ 0 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MAX_X ],-3000, 3000, 3000 );
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temporary_gangzone[ 1 ] = GangZoneCreate( -3000, -3000, br_lobbyData[ lobbyid ] [ E_B_MIN_X ], 3000 );
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temporary_gangzone[ 2 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MIN_X ], -3000, br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MIN_Y ] );
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temporary_gangzone[ 3 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], 3000 );
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temporary_gangzone[ 0 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MAX_X ],-3000, 3000, 3000, .bordersize = 0.0, .numbersize = 0.0 );
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temporary_gangzone[ 1 ] = GangZoneCreate( -3000, -3000, br_lobbyData[ lobbyid ] [ E_B_MIN_X ], 3000, .bordersize = 0.0, .numbersize = 0.0 );
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temporary_gangzone[ 2 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MIN_X ], -3000, br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MIN_Y ], .bordersize = 0.0, .numbersize = 0.0 );
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temporary_gangzone[ 3 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], 3000, .bordersize = 0.0, .numbersize = 0.0 );
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// show the new gangzone
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foreach ( new playerid : battleroyaleplayers[ areaid ] ) {
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@ -1009,10 +1051,22 @@ static stock BattleRoyale_RedrawBorder( lobbyid, Float: sides_rate = 1.0, Float:
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{
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for ( new z = 0; z < sizeof( br_wallBorderObjectUp[ ] [ ] ); z ++ )
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{
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MoveDynamicObject( br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], 240.0 * float( z ), top_rate );
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MoveDynamicObject( br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MIN_Y ], 240.0 * float( z ), top_rate );
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MoveDynamicObject( br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate );
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MoveDynamicObject( br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate );
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// move only the bottom walls
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if ( ! z )
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{
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MoveDynamicObject( br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], 240.0 * float( z ), top_rate );
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MoveDynamicObject( br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MIN_Y ], 240.0 * float( z ), top_rate );
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MoveDynamicObject( br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate );
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MoveDynamicObject( br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate );
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}
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// just force move top walls with set pos to reduce number of acks sent
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else
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{
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SetDynamicObjectPos( br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], 240.0 * float( z ) );
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SetDynamicObjectPos( br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MIN_Y ], 240.0 * float( z ) );
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SetDynamicObjectPos( br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ) );
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SetDynamicObjectPos( br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ) );
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}
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}
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}
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}
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@ -1022,10 +1076,10 @@ static stock BattleRoyale_CreateBorder( lobbyid )
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new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ];
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// gang zone
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br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 0 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MAX_X ],-3000, 3000, 3000 );
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br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 1 ] = GangZoneCreate( -3000, -3000, br_areaData[ areaid ] [ E_MIN_X ], 3000 );
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br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 2 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], -3000, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MIN_Y ] );
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br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 3 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ], br_areaData[ areaid ] [ E_MAX_X ], 3000 );
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br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 0 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MAX_X ],-3000, 3000, 3000, .bordersize = 0.0, .numbersize = 0.0 );
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br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 1 ] = GangZoneCreate( -3000, -3000, br_areaData[ areaid ] [ E_MIN_X ], 3000, .bordersize = 0.0, .numbersize = 0.0 );
|
||||
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 2 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], -3000, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MIN_Y ], .bordersize = 0.0, .numbersize = 0.0 );
|
||||
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 3 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ], br_areaData[ areaid ] [ E_MAX_X ], 3000, .bordersize = 0.0, .numbersize = 0.0 );
|
||||
|
||||
// walls
|
||||
for ( new i = 0; i < sizeof( br_wallBorderObjectUp[ ] ); i ++ )
|
||||
@ -1167,6 +1221,13 @@ stock BattleRoyale_PlayerTags( playerid, lobbyid, bool: toggle ) {
|
||||
}
|
||||
}
|
||||
|
||||
static stock BattleRoyale_ShowGangZone( playerid, lobbyid ) {
|
||||
Turf_HideAllGangZones( playerid );
|
||||
for ( new g = 0; g < 4; g ++ ) {
|
||||
GangZoneShowForPlayer( playerid, br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ g ], 0x000000FF );
|
||||
}
|
||||
}
|
||||
|
||||
static stock BattleRoyale_InitLobbyObjects( )
|
||||
{
|
||||
tmpVariable = CreateDynamicObject( 16207, -5022.422851, 1993.284057, -38.799999, 0.000000, 0.000000, 0.000000, -1, -1, -1 );
|
||||
|
Loading…
Reference in New Issue
Block a user