adds awarding nearest leo whenever quit to avoid or afk wanted, adds checkpoint checks to ensure no-one goes into an interior to q to avoid
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0291b7ddec
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@ -23,6 +23,9 @@ hook OnPlayerDisconnect( playerid, reason )
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p_AwaitingBCAttempt{ playerid } = false;
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p_AwaitingBCAttempt{ playerid } = false;
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KillTimer( p_AwaitingBCAttemptTimer[ playerid ] );
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KillTimer( p_AwaitingBCAttemptTimer[ playerid ] );
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p_AwaitingBCAttemptTimer[ playerid ] = -1;
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p_AwaitingBCAttemptTimer[ playerid ] = -1;
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// Quit to Avoid - Award Handling
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AwardNearestLEO( playerid, 0 );
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return 1;
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return 1;
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}
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}
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@ -317,6 +320,24 @@ stock ArrestPlayer( victimid, playerid )
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else return SendError( playerid, "There are no players around to arrest." );
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else return SendError( playerid, "There are no players around to arrest." );
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}
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}
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stock AwardArrest( victimid, playerid )
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{
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p_QuitToAvoidTimestamp[ playerid ] = 0;
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new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 300 );
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new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
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GivePlayerScore( playerid, 2 );
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GivePlayerExperience( playerid, E_POLICE );
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GivePlayerCash( playerid, totalCash );
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StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, totalCash, 0.1 );
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if ( totalCash > 20000 ) printf("[police arrest] %s -> %s - %s", ReturnPlayerName( playerid ), ReturnPlayerName( victimid ), cash_format( totalCash ) ); // 8hska7082bmahu
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SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[ACHIEVE]{FFFFFF} You have earned "COL_GOLD"%s{FFFFFF} dollars and 2 score for arresting %s(%d)!", cash_format( totalCash ), ReturnPlayerName( victimid ), victimid );
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GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 );
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CallLocalFunction( "OnPlayerArrested", "dddd", playerid, victimid, p_Arrests[ playerid ], 1 );
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GivePlayerSeasonalXP( victimid, -20.0 );
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JailPlayer( victimid, totalSeconds );
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return 1;
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}
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stock CuffPlayer( victimid, playerid )
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stock CuffPlayer( victimid, playerid )
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{
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{
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
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@ -468,3 +489,64 @@ stock BreakPlayerCuffs( playerid )
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}
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}
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function BreakPlayerCuffsAttempt( playerid ) return BreakPlayerCuffs( playerid ), 1;
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function BreakPlayerCuffsAttempt( playerid ) return BreakPlayerCuffs( playerid ), 1;
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stock AwardNearestLEO( playerid, reason )
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{
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new
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Float: x, Float: y, Float: z,
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closestLEO = INVALID_PLAYER_ID,
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radius = ( IsPlayerInAnyVehicle( playerid ) ? 150 : 75 ); // If player is in a vehicle, increase radius due to ability to get farther quicker.
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GetPlayerPos( playerid, x, y, z );
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foreach( new pID : Player )
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{
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if ( p_Class[ pID ] != CLASS_POLICE ) continue;
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new Float: distance = GetDistanceBetweenPlayers( playerid, pID );
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if ( distance < radius && distance < closestLEO )
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closestLEO = pID;
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}
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if ( closestLEO != INVALID_PLAYER_ID )
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{
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new reasonText[ 24 ];
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switch ( reason )
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{
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case 0: reasonText = "Q'ing to Avoid";
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case 1: reasonText = "being AFK while wanted";
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}
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AwardArrest( playerid, closestLEO );
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SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has been awarded for the arrest on %s(%d) due to them "COL_LRED"%s.", ReturnPlayerName( closestLEO ), closestLEO, ReturnPlayerName( playerid ), playerid, reasonText );
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return true;
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}
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return false;
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}
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hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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{
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if ( !p_InHouse[ playerid ] && GetPlayerWantedLevel( playerid ) > 2 )
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{
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new Float: x, Float: y, Float: z;
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GetEntrancePos( checkpointid, x, y, z );
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foreach ( new pID : Player )
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{
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if ( p_Class[ pID ] != CLASS_POLICE ) continue;
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new Float: distance = GetPlayerDistanceFromPoint( pID, x, y, z );
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if ( distance < 50 )
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{
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p_QuitToAvoidTimestamp[ playerid ] = g_iTime + 30;
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break;
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}
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}
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}
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return 1;
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}
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@ -265,8 +265,12 @@ public OnServerUpdateTimer( )
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{
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{
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// AFK Jail
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// AFK Jail
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if ( p_WantedLevel[ playerid ] >= 6 && p_InHouse[ playerid ] == -1 && !IsPlayerAdminOnDuty( playerid ) && !IsPlayerInEntrance( playerid, g_VIPLounge[ CITY_SF ] ) && !IsPlayerInEntrance( playerid, g_VIPLounge[ CITY_LV ] ) && !IsPlayerInEntrance( playerid, g_VIPLounge[ CITY_LS ] ) && !IsPlayerTied( playerid ) && !IsPlayerKidnapped( playerid ) && !IsPlayerCuffed( playerid ) && !IsPlayerTazed( playerid ) && IsPlayerSpawned( playerid ) ) { // && !IsPlayerDetained( playerid )
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if ( p_WantedLevel[ playerid ] >= 6 && p_InHouse[ playerid ] == -1 && !IsPlayerAdminOnDuty( playerid ) && !IsPlayerInEntrance( playerid, g_VIPLounge[ CITY_SF ] ) && !IsPlayerInEntrance( playerid, g_VIPLounge[ CITY_LV ] ) && !IsPlayerInEntrance( playerid, g_VIPLounge[ CITY_LS ] ) && !IsPlayerTied( playerid ) && !IsPlayerKidnapped( playerid ) && !IsPlayerCuffed( playerid ) && !IsPlayerTazed( playerid ) && IsPlayerSpawned( playerid ) ) { // && !IsPlayerDetained( playerid )
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JailPlayer( playerid, 60, 1 );
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SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has been sent to jail for 60 seconds by the server "COL_LRED"[AFK Wanted]", ReturnPlayerName( playerid ), playerid );
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if ( !AwardNearestLEO( playerid, 1 ) )
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{
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JailPlayer( playerid, 60, 1 );
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SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has been sent to jail for 60 seconds by the server "COL_LRED"[AFK Wanted]", ReturnPlayerName( playerid ), playerid );
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}
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}
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}
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// AFK Admins
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// AFK Admins
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