add buying/selling/mod updating/spawning vehicle in facility
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8156e1749e
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732d7a7e92
@ -36,3 +36,5 @@
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- Called when a player closes a model preview
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- `OnGangLoad( gangid )`
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- Called when a gang is loaded
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- `OnGangUnload( gangid, bool: deleted )`
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- Called when a gang is unloaded (or deleted)
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@ -23,6 +23,10 @@
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// #define DIALOG_FACILITY_AMMU ( 9239 )
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// #define DIALOG_FACILITY_AMMU_BUY ( 9299 )
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/* ** Macros ** */
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#define Facility_IsValid(%0) \
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(0 <= %0 < MAX_FACILITIES && Iter_Contains(gangfacilities, %0))
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/* ** Variables ** */
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enum E_GANG_FACILITIES
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{
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@ -96,12 +100,12 @@ hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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foreach ( new facility : gangfacilities )
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{
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new turfid = g_gangFacilities[ facility ] [ E_TURF_ID ];
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new facility_gangid = Turf_GetFacility( turfid );
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// entrance
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if ( checkpointid == g_gangFacilities[ facility ] [ E_CHECKPOINT ] [ 0 ] )
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{
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new turfid = g_gangFacilities[ facility ] [ E_TURF_ID ];
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new facility_gangid = Turf_GetFacility( turfid );
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// not in the gang / not a turf owner
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if ( ! ( Turf_GetOwner( turfid ) == gangid || facility_gangid == gangid ) )
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{
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@ -169,9 +173,9 @@ hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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}
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// mechanic
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else if ( checkpointid == g_gangFacilities[ facility ] [ E_TRAVEL_CP ] )
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else if ( checkpointid == g_gangFacilities[ facility ] [ E_MECHANIC_CP ] )
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{
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return ShowPlayerGangVehicleMenu( playerid, facility_gangid );
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return ShowPlayerGangVehicleMenu( playerid, facility );
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}
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// orbital cannon
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@ -451,7 +455,7 @@ thread OnGangFaciltiesLoad( )
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CreateDynamic3DTextLabel( "[FAST TRAVEL]", COLOR_GOLD, infront_x, infront_y, g_gangFacilityInterior[ type ] [ E_TRAVEL_POS ] [ 2 ], 20.0, .worldid = g_gangFacilities[ id ] [ E_WORLD ] );
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// mechanic actor
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CreateDynamicActor( 61, g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 0 ], g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 1 ], g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 2 ], g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 3 ], true, 100.0, .worldid = g_gangFacilities[ id ] [ E_WORLD ] );
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CreateDynamicActor( 268, g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 0 ], g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 1 ], g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 2 ], g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 3 ], true, 100.0, .worldid = g_gangFacilities[ id ] [ E_WORLD ] );
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infront_x = g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 0 ] + 2.0 * floatsin( -g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 3 ], degrees );
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infront_y = g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 1 ] + 2.0 * floatcos( -g_gangFacilityInterior[ type ] [ E_MECHANIC_POS ] [ 3 ], degrees );
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@ -512,12 +516,18 @@ stock GetFacilityInteriorType( gang_sql_id )
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}
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stock GetGangIDFromFacilityID( facilityid ) {
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foreach ( new f : gangs ) if ( g_gangFacilities[ facilityid ] [ E_GANG_SQL_ID ] == g_gangData[ g ] [ E_SQL_ID ] ) {
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foreach ( new f : gangs ) if ( g_gangFacilities[ facilityid ] [ E_GANG_SQL_ID ] == g_gangData[ f ] [ E_SQL_ID ] ) {
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return f;
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}
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return ITER_NONE;
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}
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stock GetGangFacilityPos( facilityid, &Float: X, &Float: Y, &Float: Z ) {
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X = g_gangFacilities[ facilityid ] [ E_X ];
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Y = g_gangFacilities[ facilityid ] [ E_Y ];
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Z = g_gangFacilities[ facilityid ] [ E_Z ];
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}
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#if FACILITY_TAKEOVER_ENABLED == true
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CMD:plant( playerid, params[ ] ) {
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PlantFacilityC4( playerid, GetPVarInt( playerid, "in_facility" ) );
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@ -792,6 +792,9 @@ stock DestroyGang( gangid, bool: soft_delete, bool: iter_remove = true )
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p_GangID[ i ] = INVALID_GANG_ID;
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}
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// Callback
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CallLocalFunction( "OnGangUnload", "dd", gangid, ! soft_delete );
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// Reset gang data
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g_gangData[ gangid ] [ E_SQL_ID ] = 0;
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g_gangData[ gangid ] [ E_LEADER ] = 0;
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@ -985,6 +988,7 @@ stock SetPlayerGang( playerid, joining_gang )
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return 1;
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}
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stock GetGangCash( gangid ) return g_gangData[ gangid ] [ E_BANK ];
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stock GiveGangCash( gangid, cash ) {
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g_gangData[ gangid ] [ E_BANK ] += cash;
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}
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@ -1,30 +1,32 @@
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/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc Pekaj
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* Module:
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* Purpose:
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* Module: cnr\features\gangs\gvehicles.pwn
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* Purpose: gang vehicles (requires a gang facility to spawn the vehicles) for gangs
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Definitions ** */
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#define MAX_GANG_VEHICLES ( 3 )
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#define MAX_GANG_VEHICLES ( 5 )
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#define DIALOG_GANG_VEHICLE_MENU 2399
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#define DIALOG_GANG_VEHICLE_SPAWN 2400
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#define DIALOG_GANG_VD_BUY 2401
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#define DIALOG_GANG_VD_OPTIONS 2402
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#define DIALOG_GANG_VD_CATEGORY 2403
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#define DIALOG_GANG_VEHICLE_SELL 2401
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#define DIALOG_GANG_VD_BUY 2402
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#define DIALOG_GANG_VD_OPTIONS 2403
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#define DIALOG_GANG_VD_CATEGORY 2404
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#define PREVIEW_MODEL_GVEHICLE ( 6 )
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/* ** Macros ** */
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#define IsValidGangVehicle(%0,%1) \
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( 0 <= %0 < MAX_GANG_VEHICLES && Iter_Contains( gangvehicles<%0>, %1 ) )
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( 0 <= %1 < MAX_GANG_VEHICLES && Iter_Contains( gangvehicles<%0>, %1 ) )
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/* ** Constants ** */
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static const GANG_VEHICLE_PRICE_FACTOR = 4;
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static const GANG_VEHICLE_SPAWN_COOLDOWN = 180;
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/* ** Variables ** */
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enum E_GANG_VEHICLE_DATA
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@ -37,6 +39,7 @@ enum E_GANG_VEHICLE_DATA
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new g_gangVehicleData [ MAX_GANGS ] [ MAX_GANG_VEHICLES ] [ E_GANG_VEHICLE_DATA ];
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new g_gangVehicleModifications [ MAX_GANGS ] [ MAX_GANG_VEHICLES ] [ MAX_CAR_MODS ];
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new Iterator: gangvehicles < MAX_GANGS, MAX_GANG_VEHICLES >;
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new bool: g_gangVehicle [ MAX_VEHICLES char ];
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/* ** Hooks ** */
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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@ -47,8 +50,9 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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if ( dialogid == DIALOG_GANG_VEHICLE_MENU && response )
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{
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new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
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new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
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if ( ! IsValidGangID ( gangid ) ) {
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if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
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return SendError( playerid, "There was an error processing gang vehicles, please try again." );
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}
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@ -59,23 +63,77 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( ! Iter_Count( gangvehicles< gangid > ) ) {
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SendError( playerid, "This gang does not have any vehicles purchased." );
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return ShowPlayerGangVehicleMenu( playerid, gangid );
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
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}
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szBigString = ""COL_WHITE"Vehicle\t"COL_WHITE"Availablity\n";
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foreach ( new slotid : gangvehicles< gangid > )
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{
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format( szBigString, sizeof( szBigString ), "%s%s\t%s\n", szBigString,
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GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ),
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g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] > current_time ? ( secondstotime( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] - current_time ) ) : ( COL_GREEN # "Available!" )
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);
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}
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return ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_SPAWN, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Gang Vehicles - Spawn", szBigString, "Select", "Close" );
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return GangVehicles_ShowSpawnList( playerid, gangid );
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}
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// buy vehicle
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case 1: ShowBuyableVehiclesList( playerid, DIALOG_GANG_VD_CATEGORY, "Back" );
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// sell vehicle
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case 2:
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{
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if ( ! Iter_Count( gangvehicles< gangid > ) ) {
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SendError( playerid, "This gang does not have any vehicles purchased." );
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
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}
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if ( ! IsPlayerGangLeader( playerid, gangid ) ) {
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SendError( playerid, "You are not the leader of this gang." );
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
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}
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szBigString = ""COL_WHITE"Vehicle\t"COL_WHITE"Sell Price\n";
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foreach ( new slotid : gangvehicles< gangid > )
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{
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new
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sell_price = ( GetBuyableVehiclePrice( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) * GANG_VEHICLE_PRICE_FACTOR ) / 2;
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format( szBigString, sizeof( szBigString ), "%s%s\t"COL_GOLD"%s\n", szBigString, GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ), cash_format( sell_price ) );
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}
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return ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_SELL, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Gang Vehicles - Sell", szBigString, "Sell", "Back" );
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}
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}
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return 1;
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}
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else if ( dialogid == DIALOG_GANG_VEHICLE_SELL )
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{
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new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
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new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
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if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
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return SendError( playerid, "There was an error processing gang vehicles, please try again." );
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}
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if ( ! response ) {
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
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}
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new
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x = 0;
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foreach ( new slotid : gangvehicles< gangid > )
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{
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if ( x == listitem )
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{
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if ( ! IsPlayerGangLeader( playerid, gangid ) ) {
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return SendError( playerid, "You are not the leader of this gang." );
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}
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new
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sell_price = ( GetBuyableVehiclePrice( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) * GANG_VEHICLE_PRICE_FACTOR ) / 2;
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GiveGangCash( gangid, sell_price );
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SendServerMessage( playerid, "You have sold %s's %s for "COL_GOLD"%s"COL_WHITE".", g_gangData[ gangid ] [ E_NAME ], GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ), cash_format( sell_price ) );
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DestroyGangVehicle( gangid, slotid );
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ShowPlayerGangVehicleMenu( playerid, facilityid );
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break;
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}
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x ++;
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}
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return 1;
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}
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@ -104,6 +162,12 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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}
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else if ( dialogid == DIALOG_GANG_VD_OPTIONS )
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{
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new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
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if ( ! IsValidGangID ( gangid ) ) {
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return SendError( playerid, "There was an error processing gang vehicles, please try again." );
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}
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if ( ! response ) {
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return GangVehicles_ShowBuyableList( playerid, GetPVarInt( playerid, "vehicle_preview" ) );
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}
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@ -113,7 +177,60 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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// bought the vehicle
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case 0:
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{
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if ( ! IsPlayerGangLeader( playerid, gangid ) ) {
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ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
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return SendError( playerid, "You are not the leader of this gang." );
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}
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new
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num_vehicles = Iter_Count( gangvehicles< gangid > );
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if ( num_vehicles >= MAX_GANG_VEHICLES ) {
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ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
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return SendError( playerid, "Your gang has reached the gang vehicle limit of %d.", MAX_GANG_VEHICLES );
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}
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new
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data_id = GetPVarInt( playerid, "buying_vehicle" );
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// VIP Check
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if ( g_BuyableVehicleData[ data_id ] [ E_VIP ] )
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{
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if ( p_VIPLevel[ playerid ] < VIP_REGULAR ) {
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ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
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return SendError( playerid, "You are not a V.I.P, to become one visit "COL_GREY"donate.sfcnr.com" );
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}
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if ( ( ( p_VIPExpiretime[ playerid ] - g_iTime ) / 86400 ) < 3 ) {
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ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
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return SendError( playerid, "You need more than 3 days of V.I.P in order to complete this." );
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}
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}
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new
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final_price = g_BuyableVehicleData[ data_id ] [ E_PRICE ] * GANG_VEHICLE_PRICE_FACTOR;
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// Money check
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if ( GetGangCash( gangid ) < final_price ) {
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ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
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return SendError( playerid, "Your gang does not have enough money for this vehicle (%s).", cash_format( final_price ) );
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}
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// TODO:
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new
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slotid = CreateGangVehicle( gangid, g_BuyableVehicleData[ data_id ] [ E_MODEL ] );
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if ( slotid == ITER_NONE ) {
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ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
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return SendError( playerid, "Your gang has reached the gang vehicle limit of %d.", MAX_GANG_VEHICLES );
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}
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GiveGangCash( gangid, -final_price );
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StockMarket_UpdateEarnings( E_STOCK_VEHICLE_DEALERSHIP, final_price, 0.05 );
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SendServerMessage( playerid, "You have bought an "COL_GREY"%s"COL_WHITE" for "COL_GOLD"%s"COL_WHITE"!", g_BuyableVehicleData[ data_id ] [ E_NAME ], cash_format( final_price ) );
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SendServerMessage( playerid, "You can spawn this vehicle using the mechanic at any gang facility.", g_BuyableVehicleData[ data_id ] [ E_NAME ], cash_format( final_price ) );
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return 1;
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}
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// preview
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@ -127,13 +244,14 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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else if ( dialogid == DIALOG_GANG_VD_CATEGORY )
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{
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new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
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new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
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if ( ! IsValidGangID ( gangid ) ) {
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if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
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return SendError( playerid, "There was an error processing gang vehicles, please try again." );
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}
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if ( ! response ) {
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return ShowPlayerGangVehicleMenu( playerid, gangid );
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
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}
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return GangVehicles_ShowBuyableList( playerid, listitem + 1 );
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@ -141,13 +259,14 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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else if ( dialogid == DIALOG_GANG_VEHICLE_SPAWN )
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{
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new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
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new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
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if ( ! IsValidGangID ( gangid ) ) {
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if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
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return SendError( playerid, "There was an error processing gang vehicles, please try again." );
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}
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if ( ! response ) {
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return ShowPlayerGangVehicleMenu( playerid, gangid );
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
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}
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new
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@ -158,11 +277,48 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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if ( x == listitem )
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{
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if ( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] > current_time ) {
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GangVehicles_ShowSpawnList( playerid, gangid );
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return SendError( playerid, "This vehicle cannot be spawned for another %s.", secondstotime( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] - current_time ) );
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}
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// TODO: spawn vehicle
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SendServerMessage( playerid, "You have spawned slot id %d", slotid );
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new Float: facility_x, Float: facility_y, Float: facility_z, Float: rotation;
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GetGangFacilityPos( facilityid, facility_x, facility_y, facility_z );
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||||
// find nearest dock
|
||||
if ( IsBoatVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) ) {
|
||||
GetClosestBoatPort( facility_x, facility_y, facility_z, facility_x, facility_y, facility_z );
|
||||
}
|
||||
|
||||
// spawn air vehicles in the sky
|
||||
else if ( IsAirVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) ) {
|
||||
facility_z += 300.0;
|
||||
}
|
||||
|
||||
// spawn vehicles at the closest road
|
||||
else {
|
||||
new Float: nodeX, Float: nodeY, Float: nodeZ, Float: nextX, Float: nextY;
|
||||
new nodeid = NearestNodeFromPoint( facility_x, facility_y, facility_z );
|
||||
new nextNodeid = NearestNodeFromPoint( facility_x, facility_y, facility_z, 9999.9, nodeid );
|
||||
|
||||
GetNodePos( nextNodeid, nextX, nextY, nodeZ );
|
||||
GetNodePos( nodeid, nodeX, nodeY, nodeZ );
|
||||
|
||||
rotation = atan2( nextY - nodeY, nextX - nodeX ) - 90.0;
|
||||
|
||||
facility_x = nodeX, facility_y = nodeY, facility_z = nodeZ;
|
||||
}
|
||||
|
||||
new
|
||||
vehicleid = SpawnGangVehicle( gangid, slotid, facility_x, facility_y, facility_z + 2.0, rotation );
|
||||
|
||||
if ( vehicleid ) {
|
||||
SetPlayerInterior( playerid, 0 );
|
||||
SetPlayerVirtualWorld( playerid, 0 );
|
||||
PutPlayerInVehicle( playerid, vehicleid, 0 );
|
||||
SendServerMessage( playerid, "You have spawned the gang's %s.", GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) );
|
||||
} else {
|
||||
SendError( playerid, "Could not spawn gang vehicle due to an unexpected error." );
|
||||
}
|
||||
break;
|
||||
}
|
||||
x ++;
|
||||
@ -178,6 +334,15 @@ hook OnGangLoad( gangid )
|
||||
return 1;
|
||||
}
|
||||
|
||||
hook OnGangUnload( gangid, bool: deleted )
|
||||
{
|
||||
foreach ( new slotid : gangvehicles< gangid > ) {
|
||||
RemoveGangVehicle( gangid, slotid );
|
||||
Iter_SafeRemove( gangvehicles< gangid >, slotid, slotid );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
hook OnPlayerEndModelPreview( playerid, handleid )
|
||||
{
|
||||
if ( handleid == PREVIEW_MODEL_GVEHICLE )
|
||||
@ -189,11 +354,131 @@ hook OnPlayerEndModelPreview( playerid, handleid )
|
||||
return 1;
|
||||
}
|
||||
|
||||
CMD:car( playerid )
|
||||
hook OnEnterExitModShop( playerid, enterexit, interiorid )
|
||||
{
|
||||
new Float: X, Float: Y, Float: Z;
|
||||
GetPlayerPos( playerid, X, Y, Z );
|
||||
CreateGangVehicle( GetPlayerGang( playerid ), 560 );
|
||||
if ( enterexit == 0 )
|
||||
{
|
||||
new
|
||||
vehicleid = GetPlayerVehicleID( playerid );
|
||||
|
||||
if ( IsValidVehicle( vehicleid ) )
|
||||
{
|
||||
if ( g_gangVehicle{ vehicleid } )
|
||||
{
|
||||
new
|
||||
gangid, slotid;
|
||||
|
||||
GetGangVehicleData( vehicleid, gangid, slotid );
|
||||
|
||||
printf("%d %d", gangid, slotid );
|
||||
|
||||
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) )
|
||||
{
|
||||
new
|
||||
szMods[ MAX_CAR_MODS * 10 ];
|
||||
|
||||
// save vehicle mods to variable
|
||||
for ( new i = 0; i < MAX_CAR_MODS; i ++ )
|
||||
{
|
||||
// check if valid mod
|
||||
if ( ( g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = GetVehicleComponentInSlot( vehicleid, i ) ) < 1000 ) {
|
||||
g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = 0;
|
||||
}
|
||||
|
||||
// save as a sql delimited string
|
||||
format( szMods, sizeof( szMods ), "%s%d.", szMods, g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] );
|
||||
}
|
||||
|
||||
// update sql
|
||||
mysql_format( dbHandle, szBigString, sizeof( szBigString ), "UPDATE `GANG_VEHICLES` SET `MODS`='%e' WHERE `ID`=%d", szMods, g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] );
|
||||
mysql_single_query( szBigString );
|
||||
print( szBigString );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
hook OnVehicleSpawn( vehicleid )
|
||||
{
|
||||
if ( g_gangVehicle{ vehicleid } )
|
||||
{
|
||||
new
|
||||
gangid, slotid;
|
||||
|
||||
GetGangVehicleData( vehicleid, gangid, slotid );
|
||||
|
||||
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) ) {
|
||||
RemoveGangVehicle( gangid, slotid );
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
hook OnVehiclePaintjob( playerid, vehicleid, paintjobid )
|
||||
{
|
||||
if ( g_gangVehicle{ vehicleid } )
|
||||
{
|
||||
new
|
||||
gangid, slotid;
|
||||
|
||||
GetGangVehicleData( vehicleid, gangid, slotid );
|
||||
|
||||
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) )
|
||||
{
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_PAINTJOB ] = paintjobid;
|
||||
mysql_single_query( sprintf( "UPDATE `GANG_VEHICLES` SET `PAINTJOB` = %d WHERE `ID` = %d", paintjobid, g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] ) );
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
hook OnVehicleRespray( playerid, vehicleid, color1, color2 )
|
||||
{
|
||||
if ( g_gangVehicle{ vehicleid } )
|
||||
{
|
||||
new
|
||||
gangid, slotid;
|
||||
|
||||
GetGangVehicleData( vehicleid, gangid, slotid );
|
||||
|
||||
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) )
|
||||
{
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 0 ] = color1;
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 1 ] = color2;
|
||||
mysql_single_query( sprintf( "UPDATE `GANG_VEHICLES` SET `COLOR1` = %d, `COLOR2` = %d WHERE `ID` = %d", color1, color2, g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] ) );
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
hook OnPlayerDriveVehicle( playerid, vehicleid )
|
||||
{
|
||||
if ( g_gangVehicle{ vehicleid } )
|
||||
{
|
||||
new
|
||||
gangid, slotid;
|
||||
|
||||
GetGangVehicleData( vehicleid, gangid, slotid );
|
||||
|
||||
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) )
|
||||
{
|
||||
new
|
||||
player_gang = GetPlayerGang( playerid );
|
||||
|
||||
if ( player_gang == gangid )
|
||||
{
|
||||
SendClientMessageFormatted( playerid, g_gangData[ gangid ] [ E_COLOR ], "[GANG VEHICLE]"COL_WHITE" Welcome to %s's vehicle.", g_gangData[ gangid ] [ E_NAME ] );
|
||||
Beep( playerid );
|
||||
}
|
||||
else if ( ! IsPlayerAdminOnDuty( playerid ) )
|
||||
{
|
||||
SyncObject( playerid, 1 ); // Just sets the players position where the vehicle is.
|
||||
SendError( playerid, "This vehicle is restricted to gang members of %s.", g_gangData[ gangid ] [ E_NAME ] );
|
||||
}
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -215,7 +500,8 @@ thread GangVehicles_LoadVehicles( gangid )
|
||||
cache_get_field_content_int( row, "MODEL_ID" ),
|
||||
cache_get_field_content_int( row, "COLOR1" ),
|
||||
cache_get_field_content_int( row, "COLOR2" ),
|
||||
cache_get_field_content_int( row, "PAINTJOB" )
|
||||
cache_get_field_content_int( row, "PAINTJOB" ),
|
||||
cache_get_field_content_int( row, "ID" )
|
||||
);
|
||||
|
||||
// load the paintjobs in
|
||||
@ -228,8 +514,13 @@ thread GangVehicles_LoadVehicles( gangid )
|
||||
return 1;
|
||||
}
|
||||
|
||||
thread GangVehicles_InsertVehicle( gangid, slotid ) {
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] = cache_insert_id( );
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* ** Functions ** */
|
||||
stock CreateGangVehicle( gangid, modelid, color1 = -1, color2 = -1, paintjob = 3 )
|
||||
stock CreateGangVehicle( gangid, modelid, color1 = -1, color2 = -1, paintjob = 3, sql_id = -1 )
|
||||
{
|
||||
new
|
||||
slotid = Iter_Free( gangvehicles< gangid > );
|
||||
@ -241,13 +532,85 @@ stock CreateGangVehicle( gangid, modelid, color1 = -1, color2 = -1, paintjob = 3
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 1 ] = color2;
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_PAINTJOB ] = paintjob;
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] = modelid;
|
||||
ResetGangVehicleMods( gangid, slotid );
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] = -1;
|
||||
|
||||
// insert if not exists
|
||||
if ( sql_id != -1 ) {
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] = sql_id;
|
||||
} else {
|
||||
mysql_format( dbHandle, szBigString, sizeof( szBigString ), "INSERT INTO `GANG_VEHICLES` (`GANG_ID`,`MODEL_ID`,`COLOR1`,`COLOR2`,`PAINTJOB`,`MODS`) VALUES (%d,%d,%d,%d,%d,'0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.')", GetGangSqlID( gangid ), modelid, color1, color2, paintjob );
|
||||
mysql_tquery( dbHandle, szBigString, "GangVehicles_InsertVehicle", "dd", gangid, slotid );
|
||||
}
|
||||
|
||||
ResetGangVehicleMods( gangid, slotid );
|
||||
Iter_Add( gangvehicles< gangid >, slotid );
|
||||
}
|
||||
return slotid;
|
||||
}
|
||||
|
||||
stock DestroyGangVehicle( gangid, slotid )
|
||||
{
|
||||
if ( Iter_Contains( gangvehicles< gangid >, slotid ) ) {
|
||||
RemoveGangVehicle( gangid, slotid );
|
||||
mysql_single_query( sprintf( "DELETE FROM `GANG_VEHICLES` WHERE `ID` = %d", g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] ) );
|
||||
Iter_Remove( gangvehicles< gangid >, slotid );
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock RemoveGangVehicle( gangid, slotid )
|
||||
{
|
||||
if ( Iter_Contains( gangvehicles< gangid >, slotid ) ) {
|
||||
if ( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] != -1 ) {
|
||||
g_gangVehicle{ g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] } = false;
|
||||
}
|
||||
DestroyVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] );
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] = -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock SpawnGangVehicle( gangid, slotid, Float: X, Float: Y, Float: Z, Float: RZ )
|
||||
{
|
||||
new
|
||||
vehicleid = 0;
|
||||
|
||||
if ( Iter_Contains( gangvehicles< gangid >, slotid ) )
|
||||
{
|
||||
// reset special data
|
||||
ResetVehicleMethlabData( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], true );
|
||||
|
||||
// make sure vehicle does not exist
|
||||
RemoveGangVehicle( gangid, slotid );
|
||||
|
||||
// create vehicle
|
||||
if ( IsValidVehicle( ( vehicleid = CreateVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ], X, Y, Z, RZ, g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 0 ], g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 1 ], GANG_VEHICLE_SPAWN_COOLDOWN, .addsiren = 1 ) ) ) )
|
||||
{
|
||||
// set vehicle id
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] = vehicleid;
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] = GetServerTime( ) + GANG_VEHICLE_SPAWN_COOLDOWN;
|
||||
g_gangVehicle{ vehicleid } = true;
|
||||
|
||||
// restore data
|
||||
SetVehicleNumberPlate( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangData[ gangid ] [ E_NAME ] );
|
||||
ChangeVehiclePaintjob( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangVehicleData[ gangid ] [ slotid ] [ E_PAINTJOB ] );
|
||||
|
||||
// restore car mods
|
||||
for ( new i = 0; i < MAX_CAR_MODS; i ++ ) {
|
||||
if ( g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] >= 1000 && g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] < 1193 ) {
|
||||
if ( CarMod_IsLegalCarMod( GetVehicleModel( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] ), g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] ) ) {
|
||||
AddVehicleComponent( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] );
|
||||
} else {
|
||||
g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return vehicleid;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock ResetGangVehicleMods( gangid, slotid, fordestroy=1 )
|
||||
{
|
||||
if ( ! IsValidGangVehicle( gangid, slotid ) )
|
||||
@ -267,27 +630,52 @@ stock ResetGangVehicleMods( gangid, slotid, fordestroy=1 )
|
||||
mysql_single_query( szNormalString );
|
||||
}
|
||||
|
||||
stock ShowPlayerGangVehicleMenu( playerid, gangid )
|
||||
stock ShowPlayerGangVehicleMenu( playerid, facilityid )
|
||||
{
|
||||
SetPVarInt( playerid, "gang_vehicle_gang", gangid );
|
||||
ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_MENU, DIALOG_STYLE_LIST, ""COL_WHITE"Gang Vehicles", "Spawn Gang Vehicle\nBuy Gang Vehicle", "Select", "Close" );
|
||||
SetPVarInt( playerid, "gang_vehicle_facility", facilityid );
|
||||
SetPVarInt( playerid, "gang_vehicle_gang", GetGangIDFromFacilityID( facilityid ) );
|
||||
ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_MENU, DIALOG_STYLE_LIST, ""COL_WHITE"Gang Vehicles", "Spawn Gang Vehicle\nBuy Gang Vehicle\nSell Gang Vehicle", "Select", "Close" );
|
||||
return 1;
|
||||
}
|
||||
|
||||
static stock GangVehicles_ShowBuyableList( playerid, type_id )
|
||||
{
|
||||
static
|
||||
szBuyableVehicles[ 1400 ];
|
||||
buyable_vehicles[ 1400 ], i;
|
||||
|
||||
if ( szBuyableVehicles[ 0 ] != '\0' ) {
|
||||
for ( new i = 0; i < sizeof( g_BuyableVehicleData ); i ++ ) if ( g_BuyableVehicleData[ i ] [ E_TYPE ] == type_id ) {
|
||||
format( szBuyableVehicles, sizeof( szBuyableVehicles ), "%s"COL_GOLD"%s%s%s\t%s\n", szBuyableVehicles, cash_format( g_BuyableVehicleData[ i ] [ E_PRICE ] * GANG_VEHICLE_PRICE_FACTOR ), g_BuyableVehicleData[ i ] [ E_VIP ] ? ( "" ) : ( #COL_WHITE ), g_BuyableVehicleData[ i ] [ E_PRICE ] < 100000 ? ( "\t" ) : ( "" ), g_BuyableVehicleData[ i ] [ E_NAME ] );
|
||||
}
|
||||
for ( i = 0, buyable_vehicles[ 0 ] = '\0'; i < sizeof( g_BuyableVehicleData ); i ++ ) if ( g_BuyableVehicleData[ i ] [ E_TYPE ] == type_id ) {
|
||||
format( buyable_vehicles, sizeof( buyable_vehicles ), "%s"COL_GOLD"%s%s%s\t%s\n", buyable_vehicles, cash_format( g_BuyableVehicleData[ i ] [ E_PRICE ] * GANG_VEHICLE_PRICE_FACTOR ), g_BuyableVehicleData[ i ] [ E_VIP ] ? ( "" ) : ( #COL_WHITE ), g_BuyableVehicleData[ i ] [ E_PRICE ] < 100000 ? ( "\t" ) : ( "" ), g_BuyableVehicleData[ i ] [ E_NAME ] );
|
||||
}
|
||||
|
||||
SetPVarInt( playerid, "vehicle_preview", type_id );
|
||||
return ShowPlayerDialog( playerid, DIALOG_GANG_VD_BUY, DIALOG_STYLE_LIST, "{FFFFFF}Vehicle Dealership", szBuyableVehicles, "Options", "Cancel" );
|
||||
return ShowPlayerDialog( playerid, DIALOG_GANG_VD_BUY, DIALOG_STYLE_LIST, "{FFFFFF}Vehicle Dealership", buyable_vehicles, "Select", "Back" );
|
||||
}
|
||||
|
||||
stock GetGangVehicleData( vehicleid, &gangid, &slotid ) {
|
||||
foreach ( new g : gangs ) {
|
||||
foreach ( new v : gangvehicles< g > ) if ( g_gangVehicleData[ g ] [ v ] [ E_VEHICLE_ID ] == vehicleid ) {
|
||||
gangid = g;
|
||||
slotid = v;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static stock GangVehicles_ShowSpawnList( playerid, gangid ) {
|
||||
new
|
||||
current_time = GetServerTime( );
|
||||
|
||||
szBigString = ""COL_WHITE"Vehicle\t"COL_WHITE"Availablity\n";
|
||||
|
||||
foreach ( new slotid : gangvehicles< gangid > )
|
||||
{
|
||||
format( szBigString, sizeof( szBigString ), "%s%s\t%s\n", szBigString,
|
||||
GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ),
|
||||
g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] > current_time ? ( secondstotime( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] - current_time ) ) : ( COL_GREEN # "Available" )
|
||||
);
|
||||
}
|
||||
return ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_SPAWN, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Gang Vehicles - Spawn", szBigString, "Select", "Close" );
|
||||
}
|
||||
/* ** Migrations ** */
|
||||
/*
|
||||
CREATE TABLE IF NOT EXISTS `GANG_VEHICLES` (
|
||||
@ -297,6 +685,7 @@ static stock GangVehicles_ShowBuyableList( playerid, type_id )
|
||||
`COLOR1` int(4),
|
||||
`COLOR2` int(4),
|
||||
`PAINTJOB` tinyint(2),
|
||||
`MODS` varchar(90)
|
||||
`MODS` varchar(90),
|
||||
FOREIGN KEY (GANG_ID) REFERENCES GANGS (ID) ON DELETE CASCADE
|
||||
);
|
||||
*/
|
||||
|
@ -427,3 +427,43 @@ stock ShowBuyableVehiclesTypeDialog( playerid, type_id )
|
||||
SetPVarInt( playerid, "vehicle_preview", type_id );
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock GetBuyableVehiclePrice( modelid ) {
|
||||
for ( new i = 0; i < sizeof ( g_BuyableVehicleData ); i ++ ) if ( g_BuyableVehicleData[ i ] [ E_MODEL ] == modelid ) {
|
||||
return g_BuyableVehicleData[ i ] [ E_PRICE ];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock GetClosestBoatPort( Float: current_x, Float: current_y, Float: current_z, &Float: dest_x, &Float: dest_y, &Float: dest_z, &Float: distance = FLOAT_INFINITY )
|
||||
{
|
||||
static const
|
||||
Float: g_boatSpawnLocations[ ] [ 3 ] =
|
||||
{
|
||||
{ 2950.59080, -2000.382, -0.4033 }, { 1986.55710, -75.03830, -0.1938 },
|
||||
{ 2238.51780, 498.92970, 0.02490 }, { -626.54060, 832.18100, -0.1432 },
|
||||
{ -1448.5302, 679.33510, -0.2547 }, { -1710.0466, 241.71960, -0.3029 },
|
||||
{ -2181.0417, 2488.8093, -0.3036 }, { -2940.6545, 1238.2001, 0.11180 },
|
||||
{ -2974.5994, 543.54410, 0.44440 }, { -1341.1674, -2989.101, -0.1943 }
|
||||
}
|
||||
;
|
||||
|
||||
new
|
||||
final_port = 0;
|
||||
|
||||
// get the closest port based off coordinates
|
||||
for ( new i = 0, Float: fTmp = 0.0; i < sizeof ( g_boatSpawnLocations ); i ++ )
|
||||
{
|
||||
if ( 0.0 < ( fTmp = GetDistanceBetweenPoints( current_x, current_y, current_z, g_boatSpawnLocations[ i ] [ 0 ], g_boatSpawnLocations[ i ] [ 1 ], g_boatSpawnLocations[ i ] [ 2 ] ) ) < distance )
|
||||
{
|
||||
distance = fTmp;
|
||||
final_port = i;
|
||||
}
|
||||
}
|
||||
|
||||
// store the destination coordinates
|
||||
dest_x = g_boatSpawnLocations[ final_port ] [ 0 ];
|
||||
dest_y = g_boatSpawnLocations[ final_port ] [ 1 ];
|
||||
dest_z = g_boatSpawnLocations[ final_port ] [ 2 ];
|
||||
return 1;
|
||||
}
|
||||
|
@ -801,7 +801,6 @@ stock RespawnBuyableVehicle( samp_veh_id, occupantid = INVALID_PLAYER_ID )
|
||||
GetVehicleParamsEx( g_vehicleData[ playerid ] [ id ] [ E_VEHICLE_ID ], engine, lights, alarm, doors, bonnet, boot, objective );
|
||||
SetVehicleParamsEx( g_vehicleData[ playerid ] [ id ] [ E_VEHICLE_ID ], VEHICLE_PARAMS_OFF, lights, alarm, doors, bonnet, boot, objective );
|
||||
}
|
||||
|
||||
return g_vehicleData[ playerid ] [ id ] [ E_VEHICLE_ID ];
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user