GetPlayerOutsidePos will give you the entrance/house/garage/pos the player is at
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@ -867,3 +867,9 @@ stock ArePlayersInHouse( houseid, owner )
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}
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}
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return false;
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return false;
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}
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}
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stock GetHousePos( houseid, &Float: X, &Float: Y, &Float: Z ) {
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X = g_houseData[ houseid ] [ E_EX ];
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Y = g_houseData[ houseid ] [ E_EY ];
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Z = g_houseData[ houseid ] [ E_EZ ];
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}
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@ -566,3 +566,9 @@ stock GetGarageInteriorID( garageid ) {
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stock GetGarageVirtualWorld( garageid ) {
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stock GetGarageVirtualWorld( garageid ) {
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return g_garageData[ garageid ] [ E_WORLD ];
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return g_garageData[ garageid ] [ E_WORLD ];
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}
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}
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stock GetGaragePos( garageid, &Float: X, &Float: Y, &Float: Z ) {
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X = g_garageData[ garageid ] [ E_X ];
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Y = g_garageData[ garageid ] [ E_Y ];
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Z = g_garageData[ garageid ] [ E_Z ];
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}
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@ -17115,40 +17115,18 @@ stock isNotNearPlayer( playerid, nearid, Float: distance = 200.0 )
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if ( ! IsPlayerNPC( playerid ) && ( GetTickCount( ) - p_AFKTime[ playerid ] ) >= 500 )
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if ( ! IsPlayerNPC( playerid ) && ( GetTickCount( ) - p_AFKTime[ playerid ] ) >= 500 )
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return 0;
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return 0;
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if ( !IsPlayerConnected( nearid ) )
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if ( ! IsPlayerConnected( nearid ) )
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return 1;
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return 1;
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if ( IsPlayerAFK( nearid ) )
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if ( IsPlayerAFK( nearid ) )
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return 1;
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return 1;
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new
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new
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Float: fDistance = 9999.9,
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Float: X, Float: Y, Float: Z;
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Float: X, Float: Y, Float: Z,
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// Get kidnapper data
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GetPlayerOutsidePos( nearid, X, Y, Z );
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iEntrance = p_LastEnteredEntrance[ nearid ],
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iHouse = p_InHouse[ nearid ],
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iGarage = p_InGarage[ nearid ]
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;
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GetPlayerPos( nearid, X, Y, Z );
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return GetPlayerDistanceFromPoint( playerid, X, Y, Z ) > distance ? 1 : 0;
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if ( GetPlayerInterior( playerid ) != GetPlayerInterior( nearid ) && GetPlayerVirtualWorld( playerid ) != GetPlayerVirtualWorld( nearid ) )
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{
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if ( iEntrance != -1 )
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fDistance = GetPlayerDistanceFromPoint( playerid, g_entranceData[ iEntrance ] [ E_EX ], g_entranceData[ iEntrance ] [ E_EY ], g_entranceData[ iEntrance ] [ E_EZ ] );
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else if ( iGarage != -1 )
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fDistance = GetPlayerDistanceFromPoint( playerid, g_garageData[ iGarage ] [ E_X ], g_garageData[ iGarage ] [ E_Y ], g_garageData[ iGarage ] [ E_Z ] );
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else if ( iHouse != -1 )
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fDistance = GetPlayerDistanceFromPoint( playerid, g_houseData[ iHouse ] [ E_EX ], g_houseData[ iHouse ] [ E_EY ], g_houseData[ iHouse ] [ E_EZ ] );
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else fDistance = GetPlayerDistanceFromPoint( playerid, X, Y, Z );
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}
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else fDistance = GetPlayerDistanceFromPoint( playerid, X, Y, Z );
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return fDistance > distance ? 1 : 0;
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}
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}
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stock GetVehicleDriver( vehicleid )
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stock GetVehicleDriver( vehicleid )
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@ -17208,23 +17186,12 @@ stock IsDeathmatchProtectedZone( playerid ) {
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return false;
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return false;
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}*/
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}*/
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stock GetPlayerLocation( iPlayer, szCity[ ], szLocation[ ] ) {
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stock GetPlayerLocation( iPlayer, szCity[ ], szLocation[ ] )
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{
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static
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static
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Float: X, Float: Y, Float: Z;
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Float: X, Float: Y, Float: Z;
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if ( GetPlayerInterior( iPlayer ) != 0 || IsPlayerInBank( iPlayer ) ) {
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GetPlayerOutsidePos( iPlayer, X, Y, Z );
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new
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iEntrance = p_LastEnteredEntrance[ iPlayer ],
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iHouse = p_InHouse[ iPlayer ],
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iGarage = p_InGarage[ iPlayer ]
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;
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if ( iEntrance != -1 ) GetEntrancePos( iEntrance, X, Y, Z );
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else if ( iGarage != -1 ) X = g_garageData[ iGarage ] [ E_X ], Y = g_garageData[ iGarage ] [ E_Y ], Z = g_garageData[ iGarage ] [ E_Z ];
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else if ( iHouse != -1 ) X = g_houseData[ iHouse ] [ E_EX ], Y = g_houseData[ iHouse ] [ E_EY ], Z = g_houseData[ iHouse ] [ E_EZ ];
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else return false;
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}
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else GetPlayerPos( iPlayer, X, Y, Z );
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Get2DCity( szCity, X, Y, Z );
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Get2DCity( szCity, X, Y, Z );
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GetZoneFromCoordinates( szLocation, X, Y, Z );
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GetZoneFromCoordinates( szLocation, X, Y, Z );
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@ -19113,24 +19080,24 @@ stock SendClientMessageToCops( colour, format[ ], va_args<> ) // Conversion to 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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stock GetPlayerOutsidePos( playerid, &Float: X, &Float: Y, &Float: Z ) // Gets the player position, if interior then the last checkpoint position
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stock GetPlayerOutsidePos( playerid, &Float: X, &Float: Y, &Float: Z ) // gets the player position, if interior then the last checkpoint position
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{
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{
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new
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new
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iEntrance = p_LastEnteredEntrance[ playerid ],
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entranceid = p_LastEnteredEntrance[ playerid ],
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iHouse = p_InHouse[ playerid ],
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houseid = p_InHouse[ playerid ],
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iGarage = p_InGarage[ playerid ]
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garageid = p_InGarage[ playerid ]
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;
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;
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if ( GetPlayerInterior( playerid ) != 0 )
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if ( GetPlayerInterior( playerid ) != 0 || IsPlayerInBank( playerid ) )
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{
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{
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if ( iEntrance != -1 )
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if ( entranceid != -1 )
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GetEntrancePos( iEntrance, X, Y, Z );
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GetEntrancePos( entranceid, X, Y, Z );
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else if ( iGarage != -1 )
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else if ( garageid != -1 )
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X = g_garageData[ iGarage ] [ E_X ], Y = g_garageData[ iGarage ] [ E_Y ], Z = g_garageData[ iGarage ] [ E_Z ];
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GetGaragePos( garageid, X, Y, Z );
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else if ( iHouse != -1 )
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else if ( houseid != -1 )
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X = g_houseData[ iHouse ] [ E_EX ], Y = g_houseData[ iHouse ] [ E_EY ], Z = g_houseData[ iHouse ] [ E_EZ ];
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GetHousePos( houseid, X, Y, Z );
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else GetPlayerPos( playerid, X, Y, Z );
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else GetPlayerPos( playerid, X, Y, Z );
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}
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}
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