commit
b9edc6add6
@ -53,7 +53,7 @@ hook OnPlayerDriveVehicle( playerid, vehicleid )
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new
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iVehiclePrice = calculateVehicleSellPrice( vehicleid );
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if ( IsPlayerJob( playerid, JOB_DIRTY_MECHANIC ) && p_Class[ playerid ] == CLASS_CIVILIAN )
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if ( IsPlayerJob( playerid, JOB_DIRTY_MECHANIC ) && p_Class[ playerid ] == CLASS_CIVILIAN && iVehiclePrice )
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{
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if ( g_LastExportModel[ playerid ] == GetVehicleModel( vehicleid ) )
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{
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@ -23,6 +23,16 @@ forward OnPlayerFeedUpdate ( playerid );
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forward OnPlayerTakenDamage ( playerid, issuerid, Float: amount, weaponid, bodypart );
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/* ** Variables ** */
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enum E_SYNC_DATA
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{
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Float: E_X, Float: E_Y, Float: E_Z,
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Float: E_A, Float: E_HEALTH, Float: E_ARMOUR,
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E_SKIN, E_WORLD, E_INTERIOR,
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E_CURRENT_WEAPON, E_WEAPON_ID[ 13 ], E_WEAPON_AMMO[ 13 ],
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E_WANTED_LEVEL
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};
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enum E_DAMAGE_FEED
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{
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E_ISSUER, E_NAME[ MAX_PLAYER_NAME ], Float: E_AMOUNT,
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@ -41,12 +51,12 @@ new
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static stock
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g_damageGiven [ MAX_PLAYERS ] [ MAX_FEED_HEIGHT ] [ E_DAMAGE_FEED ],
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g_damageTaken [ MAX_PLAYERS ] [ MAX_FEED_HEIGHT ] [ E_DAMAGE_FEED ],
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g_syncData [ MAX_PLAYERS ] [ E_SYNC_DATA ],
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//Text3D: g_BulletLabel [ MAX_PLAYERS ],
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//g_BulletTimer [ MAX_PLAYERS ],
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bool: p_GotHit [ MAX_PLAYERS char ],
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//bool: p_SyncingPlayer [ MAX_PLAYERS char ],
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bool: p_SyncingPlayer [ MAX_PLAYERS char ],
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p_DamageObject [ MAX_PLAYERS ] = { -1, ... },
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PlayerText: g_damageFeedTakenTD [ MAX_PLAYERS ] = { PlayerText: INVALID_TEXT_DRAW, ... },
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@ -109,7 +119,7 @@ hook OnPlayerConnect( playerid )
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hook OnPlayerDisconnect( playerid, reason )
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{
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p_HitmarkerSound{ playerid } = 0;
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//p_SyncingPlayer{ playerid } = false;
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p_SyncingPlayer{ playerid } = false;
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return 1;
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}
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@ -128,6 +138,45 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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return 1;
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}
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hook SetPlayerRandomSpawn( playerid )
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{
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if ( p_SyncingPlayer{ playerid } == true )
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{
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//ResetPlayerWeapons( playerid );
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SetPlayerWantedLevel( playerid, g_syncData[ playerid ][ E_WANTED_LEVEL ] );
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SetPlayerHealth( playerid, g_syncData[ playerid ][ E_HEALTH ] );
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SetPlayerArmour( playerid, g_syncData[ playerid ][ E_ARMOUR ] );
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SetPlayerVirtualWorld( playerid, g_syncData[ playerid ][ E_WORLD ] );
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SetPlayerInterior( playerid, g_syncData[ playerid ][ E_INTERIOR ] );
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SetPlayerSkin( playerid, g_syncData[ playerid ][ E_SKIN ] );
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SetPlayerPos( playerid, g_syncData[ playerid ][ E_X ], g_syncData[ playerid ][ E_Y ], g_syncData[ playerid ][ E_Z ] );
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SetPlayerFacingAngle( playerid, g_syncData[ playerid ][ E_A ] );
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/*
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for( new slotid = 0; slotid < 13; slotid ++ ) {
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GivePlayerWeapon( playerid, g_syncData[ playerid ][ E_WEAPON_ID ][ slotid ], g_syncData[ playerid ][ E_WEAPON_AMMO ][ slotid ] );
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}
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*/
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SetPlayerArmedWeapon( playerid, g_syncData[ playerid ][ E_CURRENT_WEAPON ] );
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SetCameraBehindPlayer( playerid );
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p_SyncingPlayer{ playerid } = false;
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return Y_HOOKS_BREAK_RETURN_1;
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}
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return 1;
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}
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hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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{
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if ( newkeys & KEY_SPRINT && newkeys & KEY_AIM ) {
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SyncPlayer( playerid, .message = false );
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}
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return 1;
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}
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/* ** Functions ** */
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function DamageFeed_HideBulletLabel( labelid )
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{
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@ -476,52 +525,40 @@ stock ShowSoundsMenu( playerid )
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ShowPlayerDialog( playerid, DIALOG_MODIFY_HITSOUND, DIALOG_STYLE_LIST, ""COL_WHITE"Hitmarker Sound", szSounds, "Select", "Close" );
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}
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/*stock SyncPlayer( playerid )
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stock SyncPlayer( playerid, bool: message = true )
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{
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if ( !IsPlayerConnected( playerid ) || !IsPlayerSpawned( playerid ) || p_SyncingPlayer{ playerid } == true || IsPlayerInAnyVehicle( playerid ) || IsPlayerAFK( playerid ) )
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if ( !IsPlayerConnected( playerid ) || GetPlayerWeapon( playerid ) == WEAPON_SNIPER || !IsPlayerSpawned( playerid ) || p_SyncingPlayer{ playerid } == true || IsPlayerInAnyVehicle( playerid ) || IsPlayerAFK( playerid ) )
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return 0;
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p_SyncingPlayer{ playerid } = true;
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// ** Obtaining Information **
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static
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Float: fX, Float: fY, Float: fZ, Float: fA, Float: iHealth, Float: iArmour,
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iSkin, iInterior, iWorld, iWeapon, weaponData[ 13 ][ 2 ];
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GetPlayerHealth( playerid, g_syncData[ playerid ][ E_HEALTH ] );
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GetPlayerArmour( playerid, g_syncData[ playerid ][ E_ARMOUR ] );
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g_syncData[ playerid ][ E_CURRENT_WEAPON ] = GetPlayerWeapon( playerid );
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g_syncData[ playerid ][ E_WORLD ] = GetPlayerVirtualWorld( playerid );
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g_syncData[ playerid ][ E_INTERIOR ] = GetPlayerInterior( playerid );
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g_syncData[ playerid ][ E_TEAM ] = GetPlayerTeam( playerid );
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g_syncData[ playerid ][ E_SKIN ] = GetPlayerSkin( playerid );
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g_syncData[ playerid ][ E_WANTED_LEVEL ] = GetPlayerWantedLevel( playerid );
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GetPlayerHealth( playerid, iHealth );
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GetPlayerArmour( playerid, iArmour );
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iWeapon = GetPlayerWeapon( playerid );
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iWorld = GetPlayerVirtualWorld( playerid );
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iInterior = GetPlayerInterior( playerid );
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GetPlayerPos( playerid, fX, fY, fZ );
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GetPlayerFacingAngle( playerid, fA );
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GetPlayerPos( playerid, g_syncData[ playerid ][ E_X ], g_syncData[ playerid ][ E_Y ], g_syncData[ playerid ][ E_Z ] );
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GetPlayerFacingAngle( playerid, g_syncData[ playerid ][ E_A ] );
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for( new slotid = 0; slotid < 13; slotid ++ ) {
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GetPlayerWeaponData(playerid, slotid, weaponData[ slotid ] [ 0 ], weaponData[ slotid ] [ 1 ] );
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GetPlayerWeaponData( playerid, slotid, g_syncData[ playerid ][ E_WEAPON_ID ][ slotid ], g_syncData[ playerid ][ E_WEAPON_AMMO ][ slotid ] );
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}
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//ResetPlayerWeapons( playerid );
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ClearAnimations( playerid );
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// ** Reinstating Information ** *
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SetSpawnInfo( playerid, GetPlayerTeam( playerid ), iSkin, fX, fY, fZ - 0.4, fA, 0, 0, 0, 0, 0, 0 );
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SpawnPlayer( playerid );
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SetPlayerHealth( playerid, iHealth );
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SetPlayerArmour( playerid, iArmour );
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SetPlayerInterior( playerid, iInterior );
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SetPlayerVirtualWorld( playerid, iWorld );
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for( new slotid = 0; slotid < 13; slotid ++ ) {
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GivePlayerWeapon(playerid, weaponData[ slotid ] [ 0 ], weaponData[ slotid ] [ 1 ] );
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}
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SetPlayerArmedWeapon( playerid, iWeapon );
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SendServerMessage( playerid, "You are now synced." );
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if ( message )
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SendServerMessage( playerid, "You are now synced." );
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return 1;
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}*/
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}
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/* ** Commands ** */
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CMD:hitmarker( playerid, params[ ] )
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@ -529,3 +566,10 @@ CMD:hitmarker( playerid, params[ ] )
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ShowSoundsMenu( playerid );
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return 1;
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}
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CMD:s( playerid, params[ ] ) return cmd_sync( playerid, params );
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CMD:sync( playerid, params[ ] )
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{
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SyncPlayer( playerid );
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return 1;
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}
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