buyable armour and weapon/health drops
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5bc884912d
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@ -75,7 +75,6 @@ native gpci ( playerid, serial[ ], len );
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/* ** Useful macros ** */
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/* ** Useful macros ** */
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#define DQCMD:%1(%2) forward discord_%1(%2); public discord_%1(%2)
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#define DQCMD:%1(%2) forward discord_%1(%2); public discord_%1(%2)
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#define IsPlayerJailed(%1) (p_Jailed{%1})
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#define IsPlayerTazed(%1) (p_Tazed{%1})
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#define IsPlayerTazed(%1) (p_Tazed{%1})
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#define IsPlayerDetained(%1) (p_Detained{%1})
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#define IsPlayerDetained(%1) (p_Detained{%1})
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#define IsPlayerCuffed(%1) (p_Cuffed{%1})
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#define IsPlayerCuffed(%1) (p_Cuffed{%1})
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@ -84,7 +83,6 @@ native gpci ( playerid, serial[ ], len );
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#define IsPlayerBlowingCock(%0) (p_GivingBlowjob{%0})
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#define IsPlayerBlowingCock(%0) (p_GivingBlowjob{%0})
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#define IsPlayerGettingBlowed(%0) (p_GettingBlowjob{%0})
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#define IsPlayerGettingBlowed(%0) (p_GettingBlowjob{%0})
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#define IsPlayerAdminOnDuty(%0) (p_AdminOnDuty{%0})
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#define IsPlayerAdminOnDuty(%0) (p_AdminOnDuty{%0})
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#define IsPlayerInPaintBall(%0) (p_inPaintBall{%0})
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#define IsPlayerMining(%0) (p_isMining{%0})
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#define IsPlayerMining(%0) (p_isMining{%0})
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#define IsPlayerLoadingObjects(%0) (p_pausedToLoad{%0})
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#define IsPlayerLoadingObjects(%0) (p_pausedToLoad{%0})
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#define IsPlayerOnSlotMachine(%0) (p_usingSlotMachine[%0]!=-1)
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#define IsPlayerOnSlotMachine(%0) (p_usingSlotMachine[%0]!=-1)
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@ -105,7 +103,6 @@ native gpci ( playerid, serial[ ], len );
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#define UpdateWoodStockObject() (format(szNormalString,32,"%d Logs Ready",g_LogsInStock),SetDynamicObjectMaterialText(g_LogCountObject,0,szNormalString,130,"Arial",0,1,-1,0,1))
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#define UpdateWoodStockObject() (format(szNormalString,32,"%d Logs Ready",g_LogsInStock),SetDynamicObjectMaterialText(g_LogCountObject,0,szNormalString,130,"Arial",0,1,-1,0,1))
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#define replacePercentageSymbol(%0) strreplacechar(szString,'%','#')
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#define replacePercentageSymbol(%0) strreplacechar(szString,'%','#')
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#define IsPlayerInEntrance(%0,%1) (p_LastEnteredEntrance[%0]==(%1))
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#define IsPlayerInEntrance(%0,%1) (p_LastEnteredEntrance[%0]==(%1))
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#define IsPlayerInEvent(%0) (GetPlayerVirtualWorld(playerid)==69)
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#define IsPlayerInPlayerGang(%0,%1) (p_Class[%0] == p_Class[%1] && p_Class[%0] == CLASS_CIVILIAN && p_GangID[%0] == p_GangID[%1] && p_GangID[%0] != INVALID_GANG_ID)
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#define IsPlayerInPlayerGang(%0,%1) (p_Class[%0] == p_Class[%1] && p_Class[%0] == CLASS_CIVILIAN && p_GangID[%0] == p_GangID[%1] && p_GangID[%0] != INVALID_GANG_ID)
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#define INVALID_TIMER_ID (-1)
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#define INVALID_TIMER_ID (-1)
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#define IsPlayerNpcEx(%0) (IsPlayerNPC(%0) || strmatch(p_PlayerIP[%0], "127.0.0.1"))
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#define IsPlayerNpcEx(%0) (IsPlayerNPC(%0) || strmatch(p_PlayerIP[%0], "127.0.0.1"))
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@ -1887,6 +1884,7 @@ new
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#define MENU_RIFLES ( 4 )
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#define MENU_RIFLES ( 4 )
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#define MENU_SHOTGUNS ( 5 )
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#define MENU_SHOTGUNS ( 5 )
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#define MENU_THROWN ( 6 )
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#define MENU_THROWN ( 6 )
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#define MENU_ARMOR ( 7 )
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enum E_WEAPONS_DATA
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enum E_WEAPONS_DATA
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{
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{
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@ -1898,7 +1896,7 @@ new
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g_AmmunitionCategory[ ] [ ] =
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g_AmmunitionCategory[ ] [ ] =
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{
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{
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{ "Assault" }, { "Melee" }, { "Submachine Guns" }, { "Pistols" },
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{ "Assault" }, { "Melee" }, { "Submachine Guns" }, { "Pistols" },
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{ "Rifles" }, { "Shotguns" }, { "Thrown" }
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{ "Rifles" }, { "Shotguns" }, { "Thrown" }, { "Armor" }
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},
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},
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g_AmmunationWeapons[ ][ E_WEAPONS_DATA ] =
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g_AmmunationWeapons[ ][ E_WEAPONS_DATA ] =
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{
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{
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@ -1934,7 +1932,9 @@ new
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{ MENU_THROWN, "Teargas", 17, 5, 500 },
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{ MENU_THROWN, "Teargas", 17, 5, 500 },
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{ MENU_THROWN, "Grenade", 16, 1, 1200 },
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{ MENU_THROWN, "Grenade", 16, 1, 1200 },
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{ MENU_THROWN, "Molotov Cocktail", 18, 4, 1400 }
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{ MENU_THROWN, "Molotov Cocktail", 18, 4, 1400 },
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{ MENU_ARMOR, "Armor", 101, 100, 12500 }
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},
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},
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p_AmmunationMenu [ MAX_PLAYERS char ]
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p_AmmunationMenu [ MAX_PLAYERS char ]
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;
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;
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@ -3448,7 +3448,7 @@ public OnGameModeInit()
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/* ** Robbery Points ** */
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/* ** Robbery Points ** */
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static const ROBBERY_BOT_PAY = 2100; // max pay from robbing bots
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static const ROBBERY_BOT_PAY = 2100; // max pay from robbing bots
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static const ROBBERY_SAFE_PAY = 4500; // max pay from robbing safes
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static const ROBBERY_SAFE_PAY = 4300; // max pay from robbing safes
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CreateMultipleRobberies( "Bank of San Fierro - Safe 1", floatround( float( ROBBERY_SAFE_PAY ) * 1.85 ), -1400.941772, 862.858947, 984.17200, -90.00000, g_bankvaultData[ CITY_SF ] [ E_WORLD ] );
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CreateMultipleRobberies( "Bank of San Fierro - Safe 1", floatround( float( ROBBERY_SAFE_PAY ) * 1.85 ), -1400.941772, 862.858947, 984.17200, -90.00000, g_bankvaultData[ CITY_SF ] [ E_WORLD ] );
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CreateMultipleRobberies( "Bank of San Fierro - Safe 2", floatround( float( ROBBERY_SAFE_PAY ) * 1.85 ), -1400.941772, 861.179321, 985.07251, -90.00000, g_bankvaultData[ CITY_SF ] [ E_WORLD ] );
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CreateMultipleRobberies( "Bank of San Fierro - Safe 2", floatround( float( ROBBERY_SAFE_PAY ) * 1.85 ), -1400.941772, 861.179321, 985.07251, -90.00000, g_bankvaultData[ CITY_SF ] [ E_WORLD ] );
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@ -8822,9 +8822,9 @@ CMD:business( playerid, params[ ] )
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if ( p_OwnedBusinesses[ playerid ] >= getPlayerBusinessCapacity( playerid ) ) return SendError( playerid, "You cannot purchase any more businesses, you've reached the limit." );
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if ( p_OwnedBusinesses[ playerid ] >= getPlayerBusinessCapacity( playerid ) ) return SendError( playerid, "You cannot purchase any more businesses, you've reached the limit." );
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if ( GetPlayerScore( playerid ) < 1000 ) return SendError( playerid, "You need at least 1,000 score to buy a business." );
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if ( GetPlayerScore( playerid ) < 1000 ) return SendError( playerid, "You need at least 1,000 score to buy a business." );
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foreach(new b : business)
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foreach ( new b : business )
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{
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{
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if ( IsPlayerInDynamicCP( playerid, g_businessData[ b ] [ E_ENTER_CP ] ) )
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if ( IsPlayerInDynamicCP( playerid, g_businessData[ b ] [ E_ENTER_CP ] ) || ( iBusiness != -1 && iBusiness == b ) )
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{
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{
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if ( ! g_businessData[ b ] [ E_OWNER_ID ] )
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if ( ! g_businessData[ b ] [ E_OWNER_ID ] )
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{
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{
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@ -12732,7 +12732,7 @@ CMD:h( playerid, params[ ] )
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foreach ( new i : houses )
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foreach ( new i : houses )
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{
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{
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if ( IsPlayerInDynamicCP( playerid, g_houseData[ i ] [ E_CHECKPOINT ] [ 0 ] ) )
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if ( IsPlayerInDynamicCP( playerid, g_houseData[ i ] [ E_CHECKPOINT ] [ 0 ] ) || ( ID != -1 && ID == i ) )
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{
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{
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if ( strmatch( g_houseData[ i ] [ E_OWNER ], "No-one" ) )
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if ( strmatch( g_houseData[ i ] [ E_OWNER ], "No-one" ) )
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{
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{
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@ -14772,6 +14772,7 @@ CMD:gang( playerid, params[ ] )
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else if ( gangNameExists( szName ) ) return SendError( playerid, "This gang already exists, try another name." );
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else if ( gangNameExists( szName ) ) return SendError( playerid, "This gang already exists, try another name." );
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else
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else
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{
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{
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trimString( szName );
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format( g_gangData[ p_GangID[ playerid ] ] [ E_NAME ], 30, "%s", szName );
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format( g_gangData[ p_GangID[ playerid ] ] [ E_NAME ], 30, "%s", szName );
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SendClientMessageToGang( p_GangID[ playerid ], g_gangData[ p_GangID[ playerid ] ] [ E_COLOR ], "[GANG]{FFFFFF} %s(%d) has changed the gang's name to {%06x}%s"COL_WHITE".", ReturnPlayerName( playerid ), playerid, g_gangData[ p_GangID[ playerid ] ] [ E_COLOR ] >>> 8, szName );
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SendClientMessageToGang( p_GangID[ playerid ], g_gangData[ p_GangID[ playerid ] ] [ E_COLOR ], "[GANG]{FFFFFF} %s(%d) has changed the gang's name to {%06x}%s"COL_WHITE".", ReturnPlayerName( playerid ), playerid, g_gangData[ p_GangID[ playerid ] ] [ E_COLOR ] >>> 8, szName );
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SaveGangData( p_GangID[ playerid ] );
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SaveGangData( p_GangID[ playerid ] );
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@ -17943,7 +17944,7 @@ CMD:explosiverounds( playerid, params[ ] ) {
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new
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new
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targetid, rounds;
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targetid, rounds;
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if ( sscanf( params, "dd", targetid, rounds ) )
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if ( sscanf( params, "ud", targetid, rounds ) )
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return SendUsage( playerid, "/explosiverounds [PLAYER_ID] [ROUNDS]" );
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return SendUsage( playerid, "/explosiverounds [PLAYER_ID] [ROUNDS]" );
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p_ExplosiveBullets[ targetid ] += rounds;
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p_ExplosiveBullets[ targetid ] += rounds;
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@ -22257,11 +22258,8 @@ public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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}
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}
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else
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else
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{
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{
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new
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iAfterTax = floatround( iWithdraw * 0.975 );
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g_gangData[ gangid ] [ E_BANK ] -= iWithdraw;
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g_gangData[ gangid ] [ E_BANK ] -= iWithdraw;
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GivePlayerCash( playerid, iAfterTax );
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GivePlayerCash( playerid, iWithdraw );
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SaveGangData( gangid );
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SaveGangData( gangid );
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// transaction
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// transaction
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@ -22269,7 +22267,7 @@ public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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mysql_single_query( szNormalString );
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mysql_single_query( szNormalString );
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// withdraw
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// withdraw
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SendClientMessageToGang( gangid, g_gangData[ gangid ] [ E_COLOR ], "[GANG]"COL_GREY" %s(%d) has withdrawn %s (inc. 2.5%s fee) from the gang bank account.", ReturnPlayerName( playerid ), playerid, number_format( iAfterTax ), "%%" );
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SendClientMessageToGang( gangid, g_gangData[ gangid ] [ E_COLOR ], "[GANG]"COL_GREY" %s(%d) has withdrawn %s from the gang bank account.", ReturnPlayerName( playerid ), playerid, number_format( iWithdraw ), "%%" );
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format( Query, sizeof( Query ), ""COL_GREY"Amount Withdrawn:"COL_WHITE" %s\n"COL_GREY"Current Balance:"COL_WHITE" %s\n"COL_GREY"Current Money:{FFFFFF} %s", number_format( iWithdraw ), number_format( g_gangData[ gangid ] [ E_BANK ] ), number_format( GetPlayerCash( playerid ) ) );
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format( Query, sizeof( Query ), ""COL_GREY"Amount Withdrawn:"COL_WHITE" %s\n"COL_GREY"Current Balance:"COL_WHITE" %s\n"COL_GREY"Current Money:{FFFFFF} %s", number_format( iWithdraw ), number_format( g_gangData[ gangid ] [ E_BANK ] ), number_format( GetPlayerCash( playerid ) ) );
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ShowPlayerDialog( playerid, DIALOG_GANG_BANK_INFO, DIALOG_STYLE_MSGBOX, "{FFFFFF}Gang Account", Query, "Ok", "Back" );
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ShowPlayerDialog( playerid, DIALOG_GANG_BANK_INFO, DIALOG_STYLE_MSGBOX, "{FFFFFF}Gang Account", Query, "Ok", "Back" );
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}
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}
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@ -24505,6 +24503,11 @@ public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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return 1;
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return 1;
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}
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}
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if ( p_VIPLevel[ playerid ] < VIP_BRONZE && listitem == MENU_ARMOR ) {
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SendError( playerid, "You are not Bronze V.I.P, to become one visit "COL_GREY"donate.irresistiblegaming.com" );
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return ShowAmmunationMenu( playerid, "{FFFFFF}Weapon Deal - Purchase Weapons", DIALOG_WEAPON_DEAL );
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}
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p_WeaponDealMenu{ playerid } = listitem;
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p_WeaponDealMenu{ playerid } = listitem;
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RedirectAmmunation( playerid, listitem, "{FFFFFF}Weapon Deal - Purchase Weapons", DIALOG_WEAPON_DEAL_BUY, 0.75, true );
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RedirectAmmunation( playerid, listitem, "{FFFFFF}Weapon Deal - Purchase Weapons", DIALOG_WEAPON_DEAL_BUY, 0.75, true );
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}
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}
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@ -24539,8 +24542,9 @@ public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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GivePlayerCash( weapondealerid, floatround( price * 0.75 ) );
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GivePlayerCash( weapondealerid, floatround( price * 0.75 ) );
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SendClientMessageFormatted( weapondealerid, -1, ""COL_ORANGE"[WEAPON DEAL]{FFFFFF} %s(%d) has purchased a %s for "COL_GOLD"%s"COL_WHITE" (tax applied).", ReturnPlayerName( playerid ), playerid, g_AmmunationWeapons[ i ] [ E_NAME ], number_format( price ) );
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SendClientMessageFormatted( weapondealerid, -1, ""COL_ORANGE"[WEAPON DEAL]{FFFFFF} %s(%d) has purchased a %s for "COL_GOLD"%s"COL_WHITE" (tax applied).", ReturnPlayerName( playerid ), playerid, g_AmmunationWeapons[ i ] [ E_NAME ], number_format( price ) );
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SetPVarInt( playerid, "purchased_weapon", GetPVarInt( playerid, "purchased_weapon" ) + 1 );
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SetPVarInt( playerid, "purchased_weapon", GetPVarInt( playerid, "purchased_weapon" ) + 1 );
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SendClientMessageFormatted( playerid, -1, ""COL_ORANGE"[WEAPON DEAL]{FFFFFF} You have purchased a %s for "COL_GOLD"%s"COL_WHITE".", g_AmmunationWeapons[ i ] [ E_NAME ], number_format( price ) );
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SendClientMessageFormatted( playerid, -1, ""COL_ORANGE"[WEAPON DEAL]{FFFFFF} You have purchased %s for "COL_GOLD"%s"COL_WHITE".", g_AmmunationWeapons[ i ] [ E_NAME ], number_format( price ) );
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GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], 15000 ); // Infinite
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if ( g_AmmunationWeapons[ i ] [ E_WEPID ] == 101 ) SetPlayerArmour( playerid, 100.0 );
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else GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], 15000 ); // Infinite
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SetPlayerArmedWeapon( playerid, 0 );
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SetPlayerArmedWeapon( playerid, 0 );
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GivePlayerCash( playerid, -( price ) );
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GivePlayerCash( playerid, -( price ) );
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RedirectAmmunation( playerid, p_WeaponDealMenu{ playerid }, "{FFFFFF}Weapon Deal - Purchase Weapons", DIALOG_WEAPON_DEAL_BUY, 0.75, true );
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RedirectAmmunation( playerid, p_WeaponDealMenu{ playerid }, "{FFFFFF}Weapon Deal - Purchase Weapons", DIALOG_WEAPON_DEAL_BUY, 0.75, true );
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@ -24592,9 +24596,12 @@ public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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}
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}
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GivePlayerCash( playerid, -iCostPrice );
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GivePlayerCash( playerid, -iCostPrice );
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GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], g_AmmunationWeapons[ i ] [ E_AMMO ] );
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if ( g_AmmunationWeapons[ i ] [ E_WEPID ] == 101 ) SetPlayerArmour( playerid, float( g_AmmunationWeapons[ i ] [ E_AMMO ] ) );
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else GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], g_AmmunationWeapons[ i ] [ E_AMMO ] );
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RedirectAmmunation( playerid, p_WeaponLockerMenu{ playerid }, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER_BUY, 1.25 );
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RedirectAmmunation( playerid, p_WeaponLockerMenu{ playerid }, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER_BUY, 1.25 );
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SendServerMessage( playerid, "You have purchased a %s(%d) for "COL_GOLD"%s"COL_WHITE"%s (inc. fees).", g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], number_format( iCostPrice ) );
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SendServerMessage( playerid, "You have purchased %s(%d) for "COL_GOLD"%s"COL_WHITE"%s (inc. fees).", g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], number_format( iCostPrice ) );
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break;
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break;
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}
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}
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x ++;
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x ++;
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@ -24640,8 +24647,11 @@ public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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GivePlayerCash( playerid, -iCostPrice );
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GivePlayerCash( playerid, -iCostPrice );
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RedirectAmmunation( playerid, p_AmmunationMenu{ playerid } );
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RedirectAmmunation( playerid, p_AmmunationMenu{ playerid } );
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GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], g_AmmunationWeapons[ i ] [ E_AMMO ] );
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SendServerMessage( playerid, "You have purchased a %s(%d) for "COL_GOLD"%s"COL_WHITE"%s.", g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], number_format( iCostPrice ), bDealer ? ( " (inc. discount)" ) : ( "" ) );
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if ( g_AmmunationWeapons[ i ] [ E_WEPID ] == 101 ) SetPlayerArmour( playerid, float( g_AmmunationWeapons[ i ] [ E_AMMO ] ) );
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else GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], g_AmmunationWeapons[ i ] [ E_AMMO ] );
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SendServerMessage( playerid, "You have purchased %s(%d) for "COL_GOLD"%s"COL_WHITE"%s.", g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], number_format( iCostPrice ), bDealer ? ( " (inc. discount)" ) : ( "" ) );
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break;
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break;
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}
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}
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x ++;
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x ++;
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@ -29390,7 +29400,7 @@ stock getClosestRobberySafe( playerid, &Float: dis = 99999.99 )
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;
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;
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foreach(new i : RobberyCount)
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foreach(new i : RobberyCount)
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{
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{
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if ( world != 0 && g_robberyData[ i ] [ E_WORLD ] != world ) continue;
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if ( world != 0 && g_robberyData[ i ] [ E_WORLD ] != -1 && g_robberyData[ i ] [ E_WORLD ] != world ) continue;
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GetDynamicObjectPos( g_robberyData[ i ] [ E_SAFE ], X, Y, Z );
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GetDynamicObjectPos( g_robberyData[ i ] [ E_SAFE ], X, Y, Z );
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dis2 = GetPlayerDistanceFromPoint( playerid, X, Y, Z );
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dis2 = GetPlayerDistanceFromPoint( playerid, X, Y, Z );
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if ( dis2 < dis && dis2 != -1.00 ) {
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if ( dis2 < dis && dis2 != -1.00 ) {
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@ -30562,6 +30572,7 @@ stock CreateGang( const gang_name[ 30 ], leader, gang_color, kills = 1, deaths =
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// format name
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// format name
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format( g_gangData[ handle ] [ E_NAME ], 30, "%s", gang_name );
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format( g_gangData[ handle ] [ E_NAME ], 30, "%s", gang_name );
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||||||
|
trimString( g_gangData[ handle ] [ E_NAME ] );
|
||||||
|
|
||||||
// default variables
|
// default variables
|
||||||
g_gangData[ handle ] [ E_LEADER ] = leader;
|
g_gangData[ handle ] [ E_LEADER ] = leader;
|
||||||
@ -31552,11 +31563,13 @@ stock RedirectAmmunation( playerid, listitem, custom_title[ ] = "{FFFFFF}Ammu-Na
|
|||||||
new
|
new
|
||||||
szString[ 420 ];
|
szString[ 420 ];
|
||||||
|
|
||||||
szString = ! unlimited_ammo ? ( ""COL_WHITE"Weapon\t"COL_WHITE"Ammo\t"COL_WHITE"Price\n" ) : ( ""COL_WHITE"Weapon\t"COL_WHITE"Price\n" );
|
if ( listitem == MENU_ARMOR ) szString = ""COL_WHITE"Item\t"COL_WHITE"Price\n";
|
||||||
|
else if ( unlimited_ammo ) szString = ""COL_WHITE"Weapon\t"COL_WHITE"Price\n";
|
||||||
|
else szString = ""COL_WHITE"Weapon\t"COL_WHITE"Ammo\t"COL_WHITE"Price\n";
|
||||||
|
|
||||||
for( new i; i < sizeof( g_AmmunationWeapons ); i++ ) if ( g_AmmunationWeapons[ i ] [ E_MENU ] == listitem )
|
for( new i; i < sizeof( g_AmmunationWeapons ); i++ ) if ( g_AmmunationWeapons[ i ] [ E_MENU ] == listitem )
|
||||||
{
|
{
|
||||||
if ( ! unlimited_ammo ) // Other multipliers will not specify ammo
|
if ( ! unlimited_ammo && listitem != MENU_ARMOR ) // Other multipliers will not specify ammo
|
||||||
format( szString, sizeof( szString ), "%s%s\t%d\t"COL_GOLD"%s\n", szString, g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], number_format( floatround( g_AmmunationWeapons[ i ] [ E_PRICE ] * custom_multplier ) ) );
|
format( szString, sizeof( szString ), "%s%s\t%d\t"COL_GOLD"%s\n", szString, g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], number_format( floatround( g_AmmunationWeapons[ i ] [ E_PRICE ] * custom_multplier ) ) );
|
||||||
else
|
else
|
||||||
format( szString, sizeof( szString ), "%s%s\t"COL_GOLD"%s\n", szString, g_AmmunationWeapons[ i ] [ E_NAME ], number_format( floatround( g_AmmunationWeapons[ i ] [ E_PRICE ] * custom_multplier ) ) );
|
format( szString, sizeof( szString ), "%s%s\t"COL_GOLD"%s\n", szString, g_AmmunationWeapons[ i ] [ E_NAME ], number_format( floatround( g_AmmunationWeapons[ i ] [ E_PRICE ] * custom_multplier ) ) );
|
||||||
@ -31568,12 +31581,11 @@ stock RedirectAmmunation( playerid, listitem, custom_title[ ] = "{FFFFFF}Ammu-Na
|
|||||||
stock ShowAmmunationMenu( playerid, custom_title[ ] = "{FFFFFF}Ammu-Nation", custom_dialogid = DIALOG_AMMU )
|
stock ShowAmmunationMenu( playerid, custom_title[ ] = "{FFFFFF}Ammu-Nation", custom_dialogid = DIALOG_AMMU )
|
||||||
{
|
{
|
||||||
static
|
static
|
||||||
szString[ 60 ];
|
szString[ 70 ];
|
||||||
|
|
||||||
if ( !szString[ 0 ] )
|
if ( !szString[ 0 ] )
|
||||||
{
|
{
|
||||||
for( new i; i < sizeof( g_AmmunitionCategory ); i++ )
|
for( new i = 0; i < sizeof( g_AmmunitionCategory ); i++ ) {
|
||||||
{
|
|
||||||
format( szString, sizeof( szString ), "%s%s\n", szString, g_AmmunitionCategory[ i ] );
|
format( szString, sizeof( szString ), "%s%s\n", szString, g_AmmunitionCategory[ i ] );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -38370,10 +38382,16 @@ stock GetPlayerAccountID( playerid ) return p_AccountID[ playerid ];
|
|||||||
|
|
||||||
stock GetPlayerVIPLevel( playerid ) return p_VIPLevel[ playerid ];
|
stock GetPlayerVIPLevel( playerid ) return p_VIPLevel[ playerid ];
|
||||||
|
|
||||||
|
stock IsPlayerInPaintBall( playerid ) return p_inPaintBall{ playerid };
|
||||||
|
|
||||||
stock GetPlayerAdminLevel( playerid ) return p_AdminLevel[ playerid ];
|
stock GetPlayerAdminLevel( playerid ) return p_AdminLevel[ playerid ];
|
||||||
|
|
||||||
stock IsPlayerSpawned( playerid ) return p_Spawned{ playerid };
|
stock IsPlayerSpawned( playerid ) return p_Spawned{ playerid };
|
||||||
|
|
||||||
|
stock IsPlayerInEvent( playerid ) return ( GetPlayerVirtualWorld( playerid ) == 69 );
|
||||||
|
|
||||||
|
stock IsPlayerJailed( playerid ) return p_Jailed{ playerid };
|
||||||
|
|
||||||
stock IsPlayerEmailVerified( playerid ) return p_accountSecurityData[ playerid ] [ E_ID ];
|
stock IsPlayerEmailVerified( playerid ) return p_accountSecurityData[ playerid ] [ E_ID ];
|
||||||
|
|
||||||
stock UpdatePlayerEntranceExitTick( playerid, ms = 2000 ) {
|
stock UpdatePlayerEntranceExitTick( playerid, ms = 2000 ) {
|
||||||
@ -38381,3 +38399,4 @@ stock UpdatePlayerEntranceExitTick( playerid, ms = 2000 ) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
stock CanPlayerExitEntrance( playerid ) return GetTickCount( ) > p_EntranceTickcount[ playerid ];
|
stock CanPlayerExitEntrance( playerid ) return GetTickCount( ) > p_EntranceTickcount[ playerid ];
|
||||||
|
|
||||||
|
@ -6,7 +6,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
/* ** Includes ** */
|
/* ** Includes ** */
|
||||||
// #include < YSI\y_hooks >
|
#include < YSI\y_hooks >
|
||||||
|
|
||||||
/* ** Definitions ** */
|
/* ** Definitions ** */
|
||||||
#define MAX_GANGS ( MAX_PLAYERS ) // safest is MAX_PLAYERS
|
#define MAX_GANGS ( MAX_PLAYERS ) // safest is MAX_PLAYERS
|
||||||
|
@ -18,6 +18,9 @@
|
|||||||
/* ** Definitions ** */
|
/* ** Definitions ** */
|
||||||
#define MAX_WEAPON_DROPS ( 50 )
|
#define MAX_WEAPON_DROPS ( 50 )
|
||||||
|
|
||||||
|
#define WEAPON_HEALTH ( 100 )
|
||||||
|
#define WEAPON_ARMOUR ( 101 )
|
||||||
|
|
||||||
/* ** Variables ** */
|
/* ** Variables ** */
|
||||||
enum E_WEAPONDROP_DATA {
|
enum E_WEAPONDROP_DATA {
|
||||||
E_WEAPON_ID, E_AMMO, E_PICKUP,
|
E_WEAPON_ID, E_AMMO, E_PICKUP,
|
||||||
@ -27,18 +30,37 @@ enum E_WEAPONDROP_DATA {
|
|||||||
static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ];
|
static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ];
|
||||||
static Iterator: weapondrop < MAX_WEAPON_DROPS >;
|
static Iterator: weapondrop < MAX_WEAPON_DROPS >;
|
||||||
|
|
||||||
|
static const g_rankHealthPayout[ ] = { 100, 75, 50, 45, 40, 35, 30, 25, 20, 15, 10 };
|
||||||
|
|
||||||
|
static g_HealthPickup;
|
||||||
|
|
||||||
/* ** Hooks ** */
|
/* ** Hooks ** */
|
||||||
|
hook OnGameModeInit( )
|
||||||
|
{
|
||||||
|
g_HealthPickup = CreateDynamicPickup( 1240, 3, -1980.3679, 884.4898, 45.2031 );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
#if defined AC_INCLUDED
|
#if defined AC_INCLUDED
|
||||||
hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
|
hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
|
||||||
#else
|
#else
|
||||||
hook OnPlayerDeath( playerid, killerid, reason )
|
hook OnPlayerDeath( playerid, killerid, reason )
|
||||||
#endif
|
#endif
|
||||||
{
|
{
|
||||||
new
|
static
|
||||||
Float: X, Float: Y, Float: Z;
|
Float: X, Float: Y, Float: Z;
|
||||||
|
|
||||||
if ( GetPlayerPos( playerid, X, Y, Z ) )
|
GetPlayerPos( playerid, X, Y, Z );
|
||||||
|
|
||||||
|
if ( IsPlayerConnected( killerid ) )
|
||||||
{
|
{
|
||||||
|
if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) )
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
new
|
||||||
|
killer_rank = GetPlayerRank( killerid ),
|
||||||
|
expire_time = gettime( ) + 180;
|
||||||
|
|
||||||
for ( new slotid = 0; slotid < 13; slotid++ )
|
for ( new slotid = 0; slotid < 13; slotid++ )
|
||||||
{
|
{
|
||||||
new
|
new
|
||||||
@ -47,10 +69,17 @@ hook OnPlayerDeath( playerid, killerid, reason )
|
|||||||
|
|
||||||
GetPlayerWeaponData( playerid, slotid, weaponid, ammo );
|
GetPlayerWeaponData( playerid, slotid, weaponid, ammo );
|
||||||
|
|
||||||
|
// third of what player had
|
||||||
|
ammo /= 5;
|
||||||
|
|
||||||
|
// check valid parameters and shit
|
||||||
if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) {
|
if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) {
|
||||||
CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0, 3 ), Y + fRandomEx( 0, 3 ), Z, gettime( ) + 180 );
|
CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// health drop
|
||||||
|
CreateWeaponPickup( WEAPON_HEALTH, g_rankHealthPayout[ killer_rank ], 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
|
||||||
}
|
}
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@ -61,16 +90,42 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid )
|
|||||||
new existing_weapon;
|
new existing_weapon;
|
||||||
new existing_ammo;
|
new existing_ammo;
|
||||||
|
|
||||||
|
// Health Pickups
|
||||||
|
if ( pickupid == g_HealthPickup ) {
|
||||||
|
SetPlayerHealth( playerid, 100.0 );
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Player Drops
|
||||||
foreach ( new dropid : weapondrop )
|
foreach ( new dropid : weapondrop )
|
||||||
{
|
{
|
||||||
if ( g_weaponDropData[ dropid ] [ E_PICKUP ] == pickupid )
|
if ( g_weaponDropData[ dropid ] [ E_PICKUP ] == pickupid )
|
||||||
{
|
{
|
||||||
|
if ( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] == WEAPON_HEALTH )
|
||||||
|
{
|
||||||
|
new
|
||||||
|
Float: health;
|
||||||
|
|
||||||
|
if ( GetPlayerHealth( playerid, health ) )
|
||||||
|
{
|
||||||
|
// no weed like effects
|
||||||
|
if ( ( health += float( g_weaponDropData[ dropid ] [ E_AMMO ] ) ) > 100.0 )
|
||||||
|
health = 100.0;
|
||||||
|
|
||||||
|
SetPlayerHealth( playerid, health );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon );
|
GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon );
|
||||||
GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo );
|
GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo );
|
||||||
|
|
||||||
printf("Existing Weapon %d, Dropped Weapon %d, Slot id %d", existing_weapon, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_SLOT_ID ] );
|
// printf("Existing Weapon %d, Dropped Weapon %d, Slot id %d", existing_weapon, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_SLOT_ID ] );
|
||||||
if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo ) {
|
// if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo )
|
||||||
GameTextForPlayer( playerid, "~r~PRESS ~k~~PED_ANSWER_PHONE~ TO TAKE WEAPON", 4000, 3 );
|
if ( ! ( keys & KEY_ACTION ) && existing_ammo )
|
||||||
|
{
|
||||||
|
ShowPlayerHelpDialog( playerid, 2500, "Hold ~r~~k~~PED_ANSWER_PHONE~~w~ To Take %s", ReturnWeaponName( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] ) );
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -78,8 +133,11 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid )
|
|||||||
p_PlayerHasWeapon[ playerid ] { g_weaponDropData[ dropid ] [ E_WEAPON_ID ] } = true;
|
p_PlayerHasWeapon[ playerid ] { g_weaponDropData[ dropid ] [ E_WEAPON_ID ] } = true;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
|
|
||||||
GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] );
|
GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] );
|
||||||
|
}
|
||||||
|
|
||||||
|
// destroy health pickup
|
||||||
|
PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
|
||||||
DestroyWeaponPickup( dropid );
|
DestroyWeaponPickup( dropid );
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@ -94,12 +152,12 @@ stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z,
|
|||||||
|
|
||||||
if ( handle != ITER_NONE )
|
if ( handle != ITER_NONE )
|
||||||
{
|
{
|
||||||
Iter_Add( weapondrop, handle );
|
g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( weaponid == WEAPON_HEALTH ? 1240 : GetWeaponModel( weaponid ), 1, X, Y, Z );
|
||||||
g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( GetWeaponModel( weaponid ), 1, X, Y, Z );
|
|
||||||
g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = expire_time;
|
g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = expire_time;
|
||||||
g_weaponDropData[ handle ] [ E_WEAPON_ID ] = weaponid;
|
g_weaponDropData[ handle ] [ E_WEAPON_ID ] = weaponid;
|
||||||
g_weaponDropData[ handle ] [ E_AMMO ] = ammo;
|
g_weaponDropData[ handle ] [ E_AMMO ] = ammo;
|
||||||
g_weaponDropData[ handle ] [ E_SLOT_ID ] = slotid;
|
g_weaponDropData[ handle ] [ E_SLOT_ID ] = slotid;
|
||||||
|
Iter_Add( weapondrop, handle );
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -32,7 +32,7 @@
|
|||||||
#include < irresistible\features\radio >
|
#include < irresistible\features\radio >
|
||||||
#include < irresistible\features\cash_cards >
|
#include < irresistible\features\cash_cards >
|
||||||
#include < irresistible\features\furniture >
|
#include < irresistible\features\furniture >
|
||||||
// #include < irresistible\features\weapon_drop >
|
#include < irresistible\features\weapon_drop >
|
||||||
// #include < irresistible\features\vote >
|
// #include < irresistible\features\vote >
|
||||||
|
|
||||||
// gangs and facilities
|
// gangs and facilities
|
||||||
|
@ -1 +1,4 @@
|
|||||||
(/) New tax system. 1% daily for all users, businesses and gangs.
|
(+) You can now buy Armor at the ammunation for $12.5K. Must be Bronze VIP to get it from a weapon dealer.
|
||||||
|
(+) Players now drop their weapons and health when they are killed. More health is dropped with a higher in-game rank.
|
||||||
|
(*) Fixes bugs with certain shops not having their safes breakable.
|
||||||
|
(-) No more 2.5% withdrawal fee for gangs.
|
Loading…
Reference in New Issue
Block a user