Fixes
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@ -180,7 +180,7 @@ CMD:arrest( playerid, params[ ] )
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( COP_ARREST_PAY_PER_WANTED );
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new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( COP_ARREST_PAY_PER_WANTED );
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new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
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new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
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if ( GetPlayerLevel( victimid, E_POLICE ) >= 75 ) {
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if ( GetPlayerLevel( victimid, E_POLICE ) >= 75.0 ) {
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totalSeconds = floatround( float( totalSeconds ) * 0.5 );
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totalSeconds = floatround( float( totalSeconds ) * 0.5 );
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}
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}
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GivePlayerScore( playerid, 2 );
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GivePlayerScore( playerid, 2 );
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@ -399,7 +399,7 @@ stock BreakPlayerCuffs( playerid )
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}
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}
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else p_BobbyPins[ playerid ] --;
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else p_BobbyPins[ playerid ] --;
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new Float: probability = fRandomEx( 0, 100 );
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new Float: probability = fRandomEx( 0.0, 100.0 );
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// multiply success rate every 25 levels (only 1, 2, 3, 4x)
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// multiply success rate every 25 levels (only 1, 2, 3, 4x)
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probability *= GetPlayerLevel( playerid, E_POLICE ) / 25.0 + 1.0;
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probability *= GetPlayerLevel( playerid, E_POLICE ) / 25.0 + 1.0;
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@ -32,7 +32,7 @@ CMD:bail( playerid, params[ ] )
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else if ( GetPVarInt( pID, "bail_antispam" ) > g_iTime ) return SendError( playerid, "You must wait 10 seconds before offering a bail to this player." );
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else if ( GetPVarInt( pID, "bail_antispam" ) > g_iTime ) return SendError( playerid, "You must wait 10 seconds before offering a bail to this player." );
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else
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else
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{
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{
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equa = floatround( float( BAIL_DOLLARS_PER_SECOND * p_JailTime[ pID ] ) * GetPlayerLevel( playerid, E_POLICE ) / 100 + 1.0 );
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equa = floatround( float( BAIL_DOLLARS_PER_SECOND * p_JailTime[ pID ] ) * ( GetPlayerLevel( pID, E_POLICE ) / 100.0 + 1.0 ) );
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if ( p_JailTime[ pID ] >= ALCATRAZ_TIME_WANTED ) equa *= 2;
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if ( p_JailTime[ pID ] >= ALCATRAZ_TIME_WANTED ) equa *= 2;
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p_BailOfferer[ pID ] = playerid;
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p_BailOfferer[ pID ] = playerid;
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p_BailTimestamp[ pID ] = g_iTime + 120;
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p_BailTimestamp[ pID ] = g_iTime + 120;
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@ -46,7 +46,7 @@ CMD:bail( playerid, params[ ] )
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CMD:acceptbail( playerid, params[ ] )
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CMD:acceptbail( playerid, params[ ] )
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{
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{
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new
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new
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equa = floatround( float( BAIL_DOLLARS_PER_SECOND * p_JailTime[ playerid ] ) * GetPlayerLevel( playerid, E_POLICE ) / 100 + 1.0 );
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equa = floatround( float( BAIL_DOLLARS_PER_SECOND * p_JailTime[ pID ] ) * ( GetPlayerLevel( pID, E_POLICE ) / 100.0 + 1.0 ) );
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if ( p_JailTime[ playerid ] >= ALCATRAZ_TIME_WANTED )
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if ( p_JailTime[ playerid ] >= ALCATRAZ_TIME_WANTED )
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equa *= 2;
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equa *= 2;
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@ -538,7 +538,7 @@ stock createRobberyLootInstance( playerid, robberyid, type )
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random_chance = 100.0;
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random_chance = 100.0;
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}
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}
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if ( GetPlayerLevel( playerid, E_POLICE ) >= 50 ) {
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if ( GetPlayerLevel( playerid, E_POLICE ) >= 50.0 ) {
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random_chance = 100.0;
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random_chance = 100.0;
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}
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}
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@ -607,20 +607,14 @@ stock createRobberyLootInstance( playerid, robberyid, type )
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else if ( business_id != -1 )
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else if ( business_id != -1 )
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GetZoneFromCoordinates( szLocation, g_businessData[ business_id ] [ E_X ], g_businessData[ business_id ] [ E_Y ], g_businessData[ business_id ] [ E_Z ] );
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GetZoneFromCoordinates( szLocation, g_businessData[ business_id ] [ E_X ], g_businessData[ business_id ] [ E_Y ], g_businessData[ business_id ] [ E_Z ] );
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if ( GetPlayerLevel( playerid, E_POLICE ) < 50 )
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if ( GetPlayerInterior( playerid ) != 0 )
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{
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if ( GetPlayerInterior( playerid ) != 0 ) {
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SendClientMessageToCops( -1, ""COL_BLUE"[ROBBERY]"COL_WHITE" %s has failed robbing %s"COL_WHITE" near %s.", ReturnPlayerName( playerid ), g_robberyData[ robberyid ] [ E_NAME ], szLocation );
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SendClientMessageToCops( -1, ""COL_BLUE"[ROBBERY]"COL_WHITE" %s has failed robbing %s"COL_WHITE" near %s.", ReturnPlayerName( playerid ), g_robberyData[ robberyid ] [ E_NAME ], szLocation );
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} else {
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else
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SendClientMessageToCops( -1, ""COL_BLUE"[ROBBERY]"COL_WHITE" %s has failed robbing %s"COL_WHITE".", ReturnPlayerName( playerid ), g_robberyData[ robberyid ] [ E_NAME ] );
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SendClientMessageToCops( -1, ""COL_BLUE"[ROBBERY]"COL_WHITE" %s has failed robbing %s"COL_WHITE".", ReturnPlayerName( playerid ), g_robberyData[ robberyid ] [ E_NAME ] );
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}
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SendClientMessage( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" No loot, and the alarm went off. Cops have been alerted." );
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SendClientMessage( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" No loot, and the alarm went off. Cops have been alerted." );
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GivePlayerWantedLevel( playerid, 6 );
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GivePlayerWantedLevel( playerid, 6 );
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CreateCrimeReport( playerid );
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CreateCrimeReport( playerid );
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} else {
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SendClientMessage( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" No loot could be found. Cops have not been alerted as your police level is high." );
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}
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}
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}
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g_robberyData[ robberyid ] [ E_ROB_TIME ] = g_iTime + MAX_ROBBERY_WAIT;
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g_robberyData[ robberyid ] [ E_ROB_TIME ] = g_iTime + MAX_ROBBERY_WAIT;
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g_robberyData[ robberyid ] [ E_ROBBED ] = true;
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g_robberyData[ robberyid ] [ E_ROBBED ] = true;
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