increased bail, decreased bc chance if there are >15 players + <20% cops
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@ -5358,10 +5358,12 @@ function Untaze( playerid )
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if ( !IsPlayerConnected( playerid ) || !p_Tazed{ playerid } ) // || p_Detained{ playerid } == true
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if ( !IsPlayerConnected( playerid ) || !p_Tazed{ playerid } ) // || p_Detained{ playerid } == true
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return 0;
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return 0;
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if ( !IsPlayerTied( playerid ) )
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if ( ! IsPlayerTied( playerid ) )
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TogglePlayerControllable( playerid, 1 );
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TogglePlayerControllable( playerid, 1 );
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SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE );
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if ( GetPlayerSpecialAction( playerid ) != SPECIAL_ACTION_CUFFED )
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SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE );
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ClearAnimations( playerid );
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ClearAnimations( playerid );
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p_BulletInvulnerbility[ playerid ] = g_iTime + 3;
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p_BulletInvulnerbility[ playerid ] = g_iTime + 3;
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p_TazingImmunity[ playerid ] = g_iTime + 6;
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p_TazingImmunity[ playerid ] = g_iTime + 6;
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@ -6702,22 +6704,25 @@ CMD:request( playerid, params[ ] )
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CMD:cnr( playerid, params[ ] )
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CMD:cnr( playerid, params[ ] )
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{
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{
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new
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new
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Float: iClass[ 2 ];
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Float: cops, Float: robbers;
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for( new i = 0; i < MAX_PLAYERS; i++ ) if ( IsPlayerConnected( i ) ) {
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GetServerPoliceRatio( cops, robbers );
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#if defined __cnr__chuffsec
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SendClientMessageFormatted( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" The server is made up of %0.2f%s robbers and %0.2f%s cops.", robbers, "%%", cops, "%%" );
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if ( i == g_secureTruckDriver ) continue;
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return 1;
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#endif
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}
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iClass[ ( p_Class[ i ] == CLASS_POLICE ? CLASS_POLICE : CLASS_CIVILIAN ) ] ++;
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stock GetServerPoliceRatio( &Float: police, &Float: robbers = 0.0, &total_online = 0 )
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{
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new
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Float: class_count[ 2 ];
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for( new i = 0; i < MAX_PLAYERS; i++ ) if ( IsPlayerConnected( i ) && ! IsPlayerNPC( i ) ) {
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class_count[ ( p_Class[ i ] == CLASS_POLICE ? CLASS_POLICE : CLASS_CIVILIAN ) ] ++;
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total_online ++;
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}
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}
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new
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robbers = ( class_count[ CLASS_CIVILIAN ] / ( class_count[ CLASS_CIVILIAN ] + class_count[ CLASS_POLICE ] ) ) * 100.0;
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Float: iCivilians = ( iClass[ CLASS_CIVILIAN ] / ( iClass[ CLASS_CIVILIAN ] + iClass[ CLASS_POLICE ] ) ) * 100.0,
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police = ( class_count[ CLASS_POLICE ] / ( class_count[ CLASS_CIVILIAN ] + class_count[ CLASS_POLICE ] ) ) * 100.0;
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Float: iPolice = ( iClass[ CLASS_POLICE ] / ( iClass[ CLASS_CIVILIAN ] + iClass[ CLASS_POLICE ] ) ) * 100.0
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;
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SendClientMessageFormatted( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" The server is made up of %0.2f%s robbers and %0.2f%s cops.", iCivilians, "%%", iPolice, "%%" );
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return 1;
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}
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}
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CMD:eventbank( playerid, params[ ] )
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CMD:eventbank( playerid, params[ ] )
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@ -8928,7 +8933,7 @@ 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 = 30 * p_JailTime[ pID ];
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equa = 50 * p_JailTime[ pID ];
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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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@ -8942,7 +8947,7 @@ 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 = 30 * p_JailTime[ playerid ];
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equa = 50 * p_JailTime[ playerid ];
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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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@ -25677,12 +25682,19 @@ stock BreakPlayerCuffs( playerid, &attempts = 0 )
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if ( p_BobbyPins[ playerid ] < 1 )
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if ( p_BobbyPins[ playerid ] < 1 )
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return 0;
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return 0;
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new
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new Float: police_percentage, total_online;
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bool: success = false;
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new bool: success = false;
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// get current police percentage
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GetServerPoliceRatio( police_percentage, .total_online = total_online );
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// probability based off some factors
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new probability = police_percentage < 20.0 && total_online > 15 ? 10 : 35; // over 15 players, but less than 20% cops? make breakcuff the worst
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// attempt to uncuff
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for ( attempts = 1; attempts < p_BobbyPins[ playerid ]; attempts ++ )
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for ( attempts = 1; attempts < p_BobbyPins[ playerid ]; attempts ++ )
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{
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{
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if ( random( 101 ) < 35 ) { // 35% success rate RIP!
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if ( random( 101 ) <= probability ) { // 35% success rate RIP!
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success = true;
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success = true;
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break;
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break;
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}
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}
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