reposition commands in pool script
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@ -1308,61 +1308,6 @@ hook OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float: fX, Float: f
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return 1;
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return 1;
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}
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}
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/* ** Commands ** */
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CMD:endgame(playerid)
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{
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if ( ! IsPlayerAdmin( playerid ) )
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return 0;
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new iPool = Pool_GetClosestTable( playerid );
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if ( iPool == -1 )
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return SendError( playerid, "You must be near a pool table to use this command." );
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Pool_EndGame( iPool );
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SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]"COL_WHITE" You have force ended the pool game!");
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return 1;
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}
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CMD:play(playerid)
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{
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new
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iPool = Pool_GetClosestTable( playerid );
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if ( iPool == -1 )
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return SendError( playerid, "You are not near a pool table." );
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if ( ! IsPlayerPlayingPool( playerid ))
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{
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p_isPlayingPool { playerid } = true;
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p_PoolID[ playerid ] = iPool;
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PlayerPlaySound( playerid, 1085, 0.0, 0.0, 0.0 );
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GivePlayerWeapon( playerid, 7, 1 );
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p_PoolScore[ playerid ] = 0;
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if ( ! g_poolTableData[ iPool ] [ E_STARTED ] )
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{
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g_poolTableData[ iPool ] [ E_STARTED ] = true;
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Iter_Clear( poolplayers< iPool > );
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Iter_Add( poolplayers< iPool >, playerid );
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Iter_Add( poolplayers< iPool >, playerid );
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UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ] [ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) );
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Pool_RespawnBalls( iPool );
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}
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}
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else
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{
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Pool_EndGame( iPool );
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}
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return 1;
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}
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stock Pool_UpdatePlayerCamera( playerid, poolid )
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stock Pool_UpdatePlayerCamera( playerid, poolid )
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{
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{
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new
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new
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@ -1391,6 +1336,21 @@ stock Pool_UpdatePlayerCamera( playerid, poolid )
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}
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}
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/* ** Commands ** */
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/* ** Commands ** */
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CMD:endgame(playerid)
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{
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if ( ! IsPlayerAdmin( playerid ) )
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return 0;
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new iPool = Pool_GetClosestTable( playerid );
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if ( iPool == -1 )
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return SendError( playerid, "You must be near a pool table to use this command." );
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Pool_EndGame( iPool );
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SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]"COL_WHITE" You have force ended the pool game!");
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return 1;
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}
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CMD:addpool(playerid, params[])
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CMD:addpool(playerid, params[])
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{
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{
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@ -1475,4 +1435,42 @@ CMD:addpool(playerid, params[])
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}
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}
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return Streamer_Update( playerid ), 1;
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return Streamer_Update( playerid ), 1;
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}
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}
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CMD:play(playerid)
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{
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new
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iPool = Pool_GetClosestTable( playerid );
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if ( iPool == -1 )
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return SendError( playerid, "You are not near a pool table." );
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if ( ! IsPlayerPlayingPool( playerid ))
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{
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p_isPlayingPool { playerid } = true;
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p_PoolID[ playerid ] = iPool;
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PlayerPlaySound( playerid, 1085, 0.0, 0.0, 0.0 );
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GivePlayerWeapon( playerid, 7, 1 );
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p_PoolScore[ playerid ] = 0;
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if ( ! g_poolTableData[ iPool ] [ E_STARTED ] )
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{
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g_poolTableData[ iPool ] [ E_STARTED ] = true;
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Iter_Clear( poolplayers< iPool > );
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Iter_Add( poolplayers< iPool >, playerid );
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Iter_Add( poolplayers< iPool >, playerid );
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UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ] [ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) );
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Pool_RespawnBalls( iPool );
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}
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}
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else
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{
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Pool_EndGame( iPool );
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}
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return 1;
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}
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#endif
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#endif
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@ -1,4 +1,4 @@
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(+) Adds pool system minigame, like in singleplayer.
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(+) Adds "/p" to be able to chat inside the paintball lobby
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(+) Adds "/p" to be able to chat inside the paintball lobby
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(+) Adds "/b production" to see what the status of your business production is.
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(+) Adds "/b production" to see what the status of your business production is.
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(+) Adds "/reconnectchuff" for level 5 administrators.
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(+) Adds "/reconnectchuff" for level 5 administrators.
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(+) Adds pool system minigame, like in singleplayer
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