bug fixes with sync
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@ -157,6 +157,7 @@ hook SetPlayerRandomSpawn( playerid )
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SetPlayerArmedWeapon( playerid, g_syncData[ playerid ] [ E_CURRENT_WEAPON ] );
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SetCameraBehindPlayer( playerid );
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DisablePlayerSpawnProtection( playerid );
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p_SyncingPlayer{ playerid } = false;
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return Y_HOOKS_BREAK_RETURN_1;
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@ -536,6 +537,9 @@ CMD:sync( playerid, params[ ] )
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if ( IsPlayerInAnyVehicle( playerid ) )
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return SendError( playerid, "You cannot synchronize yourself in a vehicle." );
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if ( IsPlayerTazed( playerid ) || IsPlayerCuffed( playerid ) || IsPlayerKidnapped( playerid ) || IsPlayerTied( playerid ) || IsPlayerLoadingObjects( playerid ) || IsPlayerSpawnProtected( playerid ) )
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return SendError( playerid, "You cannot synchronize yourself at the moment." );
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if ( GetPlayerWeapon( playerid ) == WEAPON_SNIPER )
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return SendError( playerid, "You cannot synchronize yourself holding a sniper." );
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@ -21,16 +21,6 @@ hook OnPlayerConnect( playerid )
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return 1;
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}
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#if defined AC_INCLUDED
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hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
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#else
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hook OnPlayerDeath( playerid, killerid, reason )
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#endif
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{
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ClearPlayerWantedLevel( playerid );
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return 1;
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}
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/* ** Hooked Functions ** */
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stock CNR_GetPlayerWantedLevel( playerid )
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{
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@ -3251,6 +3251,8 @@ public OnPlayerDeath( playerid, killerid, reason )
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p_Deaths[ playerid ] ++; // Usually other events do nothing
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GivePlayerSeasonalXP( playerid, -10.0 ); // Deduct points, it's meant to be hard!!!
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}
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ClearPlayerWantedLevel( playerid );
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return 1;
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}
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