more adjustments based on comments
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@ -300,26 +300,3 @@ stock AC_CreateDynamicPickup( modelid, type, Float: x, Float: y, Float: z, world
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#define _ALS_CreateDynamicPickup
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#endif
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#define CreateDynamicPickup AC_CreateDynamicPickup
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stock CheckIfPlayerHasWeapon( playerid, weaponid )
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{
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new
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iCurrentWeapon = GetPlayerWeapon( playerid ),
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iWeapon,
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iAmmo
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;
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if ( iCurrentWeapon == weaponid )
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return true;
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else
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{
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for ( new iSlot = 0; iSlot < 13; iSlot++ )
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{
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GetPlayerWeaponData( playerid, iSlot, iWeapon, iAmmo );
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if ( iWeapon == weaponid )
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return true;
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}
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return false;
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}
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}
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@ -503,7 +503,7 @@ stock AwardNearestLEO( playerid, reason )
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closestLEO = GetClosestPlayerEx( playerid, CLASS_POLICE, radius );
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if ( closestLEO != INVALID_PLAYER_ID )
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if ( IsPlayerConnected( closestLEO ) )
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{
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new reasonText[ 24 ];
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@ -525,6 +525,7 @@ hook OnPlayerAccessEntrance( playerid, entranceid, worldid, interiorid )
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{
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if ( GetPlayerWantedLevel( playerid ) > 2 )
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{
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new Float: x, Float: y, Float: z;
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GetEntrancePos( entranceid, x, y, z );
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@ -431,7 +431,8 @@ stock RemoveSpecificPlayerWeapon( playerid, weaponid, bool:createpickup )
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if ( iWeapon != iCurrentWeapon || iWeapon != weaponid ) {
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GetPlayerWeaponData( playerid, iSlot, iWeaponID[ iSlot ], iWeaponAmmo[ iSlot ] );
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}
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else if ( createpickup )
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if ( createpickup )
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{
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new
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Float: X, Float: Y, Float: Z;
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@ -7160,9 +7160,9 @@ stock GetPlayerOutsidePos( playerid, &Float: X, &Float: Y, &Float: Z ) // gets t
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stock IsPlayerBelowSeaLevel( playerid )
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{
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new Float: x, Float: y, Float: z;
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new Float: z;
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GetPlayerPos( playerid, x, y, z );
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GetPlayerPos( playerid, z, z, z );
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return z < 0.0;
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}
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