no longer can jump on top of the table to shoot

instructions given to first player that joins the table
cleanup
This commit is contained in:
Lorenc Pekaj 2018-09-14 19:12:39 +10:00
parent f9d2262b58
commit da1f2f91bf

View File

@ -168,7 +168,7 @@ hook OnPlayerConnect( playerid )
hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{ {
new Float: pooltable_distance = 99999.99; new Float: pooltable_distance = 99999.99;
new poolid = GetClosestPoolTable( playerid, pooltable_distance ); new poolid = Pool_GetClosestTable( playerid, pooltable_distance );
if ( poolid != -1 && pooltable_distance < 2.5 ) if ( poolid != -1 && pooltable_distance < 2.5 )
{ {
@ -176,8 +176,13 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{ {
// quit table // quit table
if ( HOLDING( KEY_SECONDARY_ATTACK ) ) { if ( HOLDING( KEY_SECONDARY_ATTACK ) ) {
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); if ( PRESSED( KEY_CROUCH ) ) {
return Pool_RemovePlayer( playerid ); HidePlayerHelpDialog( playerid );
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid );
return Pool_RemovePlayer( playerid );
} else {
return GameTextForPlayer( playerid, "~w~and now...~n~~w~ press ~r~~k~~PED_DUCK~~w~ to exit", 3500, 3 ), 1;
}
} }
// make pressing key fire annoying // make pressing key fire annoying
@ -208,33 +213,14 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{ {
if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid ) if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid )
{ {
p_PoolCameraBirdsEye{ playerid } = ! p_PoolCameraBirdsEye{ playerid };
new Float:poolrot = p_PoolAngle[ playerid ] [ 0 ], Pool_UpdatePlayerCamera( playerid, poolid );
Float:Xa,
Float:Ya,
Float:Za,
Float:x,
Float:y;
GetObjectPos(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za);
if ( ( p_PoolCameraBirdsEye{ playerid } = ! p_PoolCameraBirdsEye{ playerid } ) == false )
{
GetXYBehindObjectInAngle(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], poolrot, x, y, 0.675);
SetPlayerCameraPos(playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM);
SetPlayerCameraLookAt(playerid, Xa, Ya, Za + 0.170);
}
else
{
SetPlayerCameraPos(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0);
SetPlayerCameraLookAt(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ]);
}
} }
} }
if ( RELEASED( KEY_HANDBRAKE ) ) if ( RELEASED( KEY_HANDBRAKE ) )
{ {
if ( AreAllBallsStopped( poolid ) ) if ( Pool_AreBallsStopped( poolid ) )
{ {
if ( g_poolTableData[ poolid ] [ E_AIMER ] != playerid ) if ( g_poolTableData[ poolid ] [ E_AIMER ] != playerid )
{ {
@ -244,12 +230,16 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
if ( ! p_PoolChalking{ playerid } && g_poolTableData[ poolid ] [ E_AIMER ] == -1 ) if ( ! p_PoolChalking{ playerid } && g_poolTableData[ poolid ] [ E_AIMER ] == -1 )
{ {
new Float:poolrot, new Float:X, Float:Y, Float:Z,
Float:X, Float:Y, Float:Z,
Float:Xa, Float:Ya, Float:Za, Float:Xa, Float:Ya, Float:Za,
Float:x, Float:y; Float:x, Float:y;
GetPlayerPos( playerid, X, Y, Z ); GetPlayerPos( playerid, X, Y, Z );
if ( Z > g_poolTableData[ poolid ] [ E_Z ] + 0.5 ) {
return SendPoolMessage( playerid, "Lower yourself from the table." );
}
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za ); GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za );
new new
@ -257,39 +247,37 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
if ( distance_to_ball < 1.8 && Z < 999.5 ) if ( distance_to_ball < 1.8 && Z < 999.5 )
{ {
printf( "Distance To Ball %f", distance_to_ball ); new
Float: poolrot = atan2( Ya - Y, Xa - X ) - 90.0;
TogglePlayerControllable( playerid, false ); TogglePlayerControllable( playerid, false );
GetAngleToXY( Xa, Ya, X, Y, poolrot );
p_PoolAngle[ playerid ] [ 0 ] = poolrot; p_PoolAngle[ playerid ] [ 0 ] = poolrot;
p_PoolAngle[ playerid ] [ 1 ] = poolrot; p_PoolAngle[ playerid ] [ 1 ] = poolrot;
SetPlayerArmedWeapon( playerid, 0 ); SetPlayerArmedWeapon( playerid, 0 );
GetXYInFrontOfPos( Xa, Ya, poolrot + 180, x, y, 0.085 ); Pool_GetXYInFrontOfPos( Xa, Ya, poolrot + 180, x, y, 0.085 );
g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = CreateObject( 3004, x, y, Za, 7.0, 0, poolrot + 180 ); g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = CreateObject( 3004, x, y, Za, 7.0, 0, poolrot + 180 );
SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 );
if ( distance_to_ball < 1.20 ) { if ( distance_to_ball < 1.20 ) {
distance_to_ball = 1.20; distance_to_ball = 1.20;
} }
GetXYInFrontOfPos( Xa, Ya, poolrot + 180 - 5.0, X, Y, distance_to_ball ); // offset 5 degrees Pool_GetXYInFrontOfPos( Xa, Ya, poolrot + 180 - 5.0, X, Y, distance_to_ball ); // offset 5 degrees
SetPlayerPos( playerid, X, Y, Z ); SetPlayerPos( playerid, X, Y, Z );
SetPlayerFacingAngle( playerid, poolrot ); SetPlayerFacingAngle( playerid, poolrot );
if ( distance_to_ball > 1.5 ) { if ( distance_to_ball > 1.5 ) {
ApplyAnimation( playerid, "POOL", "POOL_XLong_Start", 4.1, 0, 1, 1, 1, 1, 1 ); ApplyAnimation( playerid, "POOL", "POOL_XLong_Start", 4.1, 0, 1, 1, 1, 1, 1 );
} else { //if ( distance_to_ball > 1.2 ) { } else {
ApplyAnimation( playerid, "POOL", "POOL_Long_Start", 4.1, 0, 1, 1, 1, 1, 1 ); ApplyAnimation( playerid, "POOL", "POOL_Long_Start", 4.1, 0, 1, 1, 1, 1, 1 );
//ApplyAnimation( playerid, "POOL", "POOL_Med_Start", 4.1, 0, 1, 1, 1, 1, 1 );
} }
g_poolTableData[ poolid ] [ E_AIMER ] = playerid; g_poolTableData[ poolid ] [ E_AIMER ] = playerid;
g_poolTableData[ poolid ] [ E_POWER ] = 1.0; g_poolTableData[ poolid ] [ E_POWER ] = 1.0;
g_poolTableData[ poolid ] [ E_DIRECTION ] = 0; g_poolTableData[ poolid ] [ E_DIRECTION ] = 0;
Pool_UpdatePlayerCamera( playerid, poolid );
Pool_UpdateScoreboard( poolid ); Pool_UpdateScoreboard( poolid );
TextDrawShowForPlayer( playerid, g_PoolTextdraw ); TextDrawShowForPlayer( playerid, g_PoolTextdraw );
@ -318,7 +306,6 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid ) if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid )
{ {
new Float: ball_x, Float: ball_y, Float: ball_z; new Float: ball_x, Float: ball_y, Float: ball_z;
new Float: speed;
g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] --; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] --;
@ -333,8 +320,8 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
ApplyAnimation( playerid, "POOL", "POOL_Long_Shot", 4.1, 0, 1, 1, 0, 0, 1 ); ApplyAnimation( playerid, "POOL", "POOL_Long_Shot", 4.1, 0, 1, 1, 0, 0, 1 );
} }
speed = 0.4 + ( g_poolTableData[ poolid ] [ E_POWER ] * 2.0 ) / 100.0; new Float: speed = 0.4 + ( g_poolTableData[ poolid ] [ E_POWER ] * 2.0 ) / 100.0;
PHY_SetObjectVelocity(g_poolBallData[poolid] [E_BALL_OBJECT] [0], speed * floatsin(-p_PoolAngle[ playerid ] [ 0 ], degrees), speed * floatcos(-p_PoolAngle[ playerid ] [ 0 ], degrees)); PHY_SetObjectVelocity( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], speed * floatsin( -p_PoolAngle[ playerid ] [ 0 ], degrees ), speed * floatcos( -p_PoolAngle[ playerid ] [ 0 ], degrees ) );
SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 ); SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 );
SetPlayerCameraLookAt( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] ); SetPlayerCameraLookAt( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] );
@ -346,7 +333,7 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
GivePlayerWeapon( playerid, 7, 1 ); GivePlayerWeapon( playerid, 7, 1 );
} }
else ClearAnimations(playerid); else ClearAnimations( playerid );
} }
} }
} }
@ -356,6 +343,7 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{ {
if ( IsPlayerPlayingPool( playerid ) ) if ( IsPlayerPlayingPool( playerid ) )
{ {
HidePlayerHelpDialog( playerid );
Pool_SendTableMessage( p_PoolID[ playerid ], COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); Pool_SendTableMessage( p_PoolID[ playerid ], COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid );
return Pool_RemovePlayer( playerid ); return Pool_RemovePlayer( playerid );
} }
@ -385,6 +373,7 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has joined the table (2/2)", ReturnPlayerName( playerid ), playerid ); Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has joined the table (2/2)", ReturnPlayerName( playerid ), playerid );
Pool_QueueNextPlayer( poolid, random_cuer ); Pool_QueueNextPlayer( poolid, random_cuer );
foreach ( new i : poolplayers< poolid > ) { foreach ( new i : poolplayers< poolid > ) {
p_PoolScore[ i ] = 0; p_PoolScore[ i ] = 0;
PlayerPlaySound( i, 1085, 0.0, 0.0, 0.0 ); PlayerPlaySound( i, 1085, 0.0, 0.0, 0.0 );
@ -393,10 +382,11 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
g_poolTableData[ poolid ] [ E_STARTED ] = true; g_poolTableData[ poolid ] [ E_STARTED ] = true;
Pool_UpdateScoreboard( poolid ); Pool_UpdateScoreboard( poolid );
RespawnPoolBalls( poolid ); Pool_RespawnBalls( poolid );
} }
else else
{ {
ShowPlayerHelpDialog( playerid, 0, "~y~~h~~k~~PED_LOCK_TARGET~ ~w~- Aim Cue~n~~y~~h~~k~~PED_FIREWEAPON~ ~w~- Shoot Cue~n~~y~~h~~k~~PED_JUMPING~ ~w~- Camera Mode~n~~y~~h~~k~~VEHICLE_ENTER_EXIT~ ~w~- Exit Game~n~~n~~r~~h~Waiting for 1 more player..." );
UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, sprintf( "" # COL_GREY "Pool Table\n{FFFFFF}Press ENTER To Join %s(%d)", ReturnPlayerName( playerid ), playerid ) ); UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, sprintf( "" # COL_GREY "Pool Table\n{FFFFFF}Press ENTER To Join %s(%d)", ReturnPlayerName( playerid ), playerid ) );
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has joined the table (1/2)", ReturnPlayerName( playerid ), playerid ); Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has joined the table (1/2)", ReturnPlayerName( playerid ), playerid );
} }
@ -430,10 +420,14 @@ stock Pool_RemovePlayer( playerid )
// forfeit player // forfeit player
if ( g_poolTableData[ poolid ] [ E_STARTED ] ) if ( g_poolTableData[ poolid ] [ E_STARTED ] )
{ {
new // ... if there's only 1 guy in the table might as well declare him winner
replacement_winner = Iter_First( poolplayers< poolid > ); // there's only 1 guy in the table if ( Iter_Count( poolplayers< poolid > ) )
{
new
replacement_winner = Iter_First( poolplayers< poolid > );
Pool_OnPlayerWin( poolid, replacement_winner ); Pool_OnPlayerWin( poolid, replacement_winner );
}
return Pool_EndGame( poolid ); return Pool_EndGame( poolid );
} }
else else
@ -472,10 +466,10 @@ stock CreatePoolTable( Float: X, Float: Y, Float: Z, Float: A = 0.0, interior =
g_poolTableData[ gID] [ E_TABLE ] = CreateDynamicObject( 2964, X, Y, Z - 1.0, 0.0, 0.0, A, world, interior ); g_poolTableData[ gID] [ E_TABLE ] = CreateDynamicObject( 2964, X, Y, Z - 1.0, 0.0, 0.0, A, world, interior );
g_poolTableData[ gID] [ E_LABEL ] = CreateDynamic3DTextLabel( DEFAULT_POOL_STRING, COLOR_GREY, X, Y, Z, 10.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, world, interior ); g_poolTableData[ gID] [ E_LABEL ] = CreateDynamic3DTextLabel( DEFAULT_POOL_STRING, COLOR_GREY, X, Y, Z, 10.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, world, interior );
RotateXY( -0.964, -0.51, A, x_vertex[ 0 ], y_vertex[ 0 ] ); Pool_RotateXY( -0.964, -0.51, A, x_vertex[ 0 ], y_vertex[ 0 ] );
RotateXY( -0.964, 0.533, A, x_vertex[ 1 ], y_vertex[ 1 ] ); Pool_RotateXY( -0.964, 0.533, A, x_vertex[ 1 ], y_vertex[ 1 ] );
RotateXY( 0.976, -0.51, A, x_vertex[ 2 ], y_vertex[ 2 ] ); Pool_RotateXY( 0.976, -0.51, A, x_vertex[ 2 ], y_vertex[ 2 ] );
RotateXY( 0.976, 0.533, A, x_vertex[ 3 ], y_vertex[ 3 ] ); Pool_RotateXY( 0.976, 0.533, A, x_vertex[ 3 ], y_vertex[ 3 ] );
PHY_CreateWall( x_vertex[0] + X, y_vertex[0] + Y, x_vertex[1] + X, y_vertex[1] + Y); PHY_CreateWall( x_vertex[0] + X, y_vertex[0] + Y, x_vertex[1] + X, y_vertex[1] + Y);
PHY_CreateWall( x_vertex[1] + X, y_vertex[1] + Y, x_vertex[3] + X, y_vertex[3] + Y); PHY_CreateWall( x_vertex[1] + X, y_vertex[1] + Y, x_vertex[3] + X, y_vertex[3] + Y);
@ -513,7 +507,7 @@ stock CreatePoolTable( Float: X, Float: Y, Float: Z, Float: A = 0.0, interior =
return gID; return gID;
} }
stock GetClosestPoolTable( playerid, &Float: dis = 99999.99 ) stock Pool_GetClosestTable( playerid, &Float: dis = 99999.99 )
{ {
new new
pooltable = -1; pooltable = -1;
@ -532,7 +526,7 @@ stock GetClosestPoolTable( playerid, &Float: dis = 99999.99 )
return pooltable; return pooltable;
} }
stock RespawnPoolBalls( poolid ) stock Pool_RespawnBalls( poolid )
{ {
if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 ) if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 )
{ {
@ -556,7 +550,7 @@ stock RespawnPoolBalls( poolid )
for ( new i = 0; i < sizeof( g_poolBallOffsetData ); i ++ ) for ( new i = 0; i < sizeof( g_poolBallOffsetData ); i ++ )
{ {
// get offset according to angle of table // get offset according to angle of table
RotateXY( g_poolBallOffsetData[ i ] [ E_OFFSET_X ], g_poolBallOffsetData[ i ] [ E_OFFSET_Y ], g_poolTableData[ poolid ] [ E_ANGLE ], offset_x, offset_y ); Pool_RotateXY( g_poolBallOffsetData[ i ] [ E_OFFSET_X ], g_poolBallOffsetData[ i ] [ E_OFFSET_Y ], g_poolTableData[ poolid ] [ E_ANGLE ], offset_x, offset_y );
// reset balls // reset balls
if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] != -1 ) { if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] != -1 ) {
@ -574,7 +568,7 @@ stock RespawnPoolBalls( poolid )
); );
// initialize physics on each ball // initialize physics on each ball
InitBalls( poolid, i ); Pool_InitBalls( poolid, i );
} }
KillTimer( g_poolTableData[ poolid ] [ E_TIMER ] ); KillTimer( g_poolTableData[ poolid ] [ E_TIMER ] );
@ -582,7 +576,7 @@ stock RespawnPoolBalls( poolid )
g_poolTableData[ poolid ] [ E_BALLS_SCORED ] = 0; g_poolTableData[ poolid ] [ E_BALLS_SCORED ] = 0;
} }
stock InitBalls(poolid, ballid) stock Pool_InitBalls( poolid, ballid )
{ {
PHY_InitObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 3003, _, _, PHY_MODE_2D); PHY_InitObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 3003, _, _, PHY_MODE_2D);
@ -594,63 +588,31 @@ stock InitBalls(poolid, ballid)
g_poolBallData[ poolid ] [ E_POCKETED ] [ ballid ] = false; g_poolBallData[ poolid ] [ E_POCKETED ] [ ballid ] = false;
} }
stock RotateXY( Float: xi, Float: yi, Float: angle, &Float: xf, &Float: yf ) stock Pool_RotateXY( Float: xi, Float: yi, Float: angle, &Float: xf, &Float: yf )
{ {
xf = xi * floatcos( angle, degrees ) - yi * floatsin( angle, degrees ); xf = xi * floatcos( angle, degrees ) - yi * floatsin( angle, degrees );
yf = xi * floatsin( angle, degrees ) + yi * floatcos( angle, degrees ); yf = xi * floatsin( angle, degrees ) + yi * floatcos( angle, degrees );
return 1; return 1;
} }
stock GetXYBehindObjectInAngle(objectid, Float:a, &Float:x2, &Float:y2, Float:distance) stock Pool_AreBallsStopped( poolid )
{
new Float:z;
GetObjectPos(objectid, x2, y2, z);
x2 += (distance * floatsin(-a+180, degrees));
y2 += (distance * floatcos(-a+180, degrees));
}
stock AreAllBallsStopped( poolid )
{ {
new new
balls_not_moving = 0; balls_not_moving = 0;
new bool: checklist[ 16];
for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_POCKETED ] [ i ] || ! PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ) ) { for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_POCKETED ] [ i ] || ! PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ) ) {
balls_not_moving ++; balls_not_moving ++;
checklist[i] = true;
} }
szBigString = "";
for ( new i = 0; i < 16; i++ ) {
if ( checklist[i] == false ) format( szBigString, sizeof(szBigString), "%s%s(%d), ", szBigString, g_poolBallOffsetData[i][E_BALL_NAME], i);
}
printf("not stopped: %s", szBigString);
return balls_not_moving >= 16; return balls_not_moving >= 16;
} }
stock GetAngleToXY(Float:X, Float:Y, Float:CurrX, Float:CurrY, &Float:angle) stock Pool_GetXYInFrontOfPos( Float: xx, Float: yy, Float: a, &Float: x2, &Float: y2, Float: distance )
{ {
angle = atan2(Y-CurrY, X-CurrX); x2 = xx + ( distance * floatsin( -a, degrees ) );
angle = floatsub(angle, 90.0); y2 = yy + ( distance * floatcos( -a, degrees ) );
if(angle < 0.0) angle = floatadd(angle, 360.0);
} }
stock GetXYInFrontOfPos(Float:xx,Float:yy,Float:a, &Float:x2, &Float:y2, Float:distance) stock Pool_IsBallInHole( poolid, objectid )
{
if (a > 360) {
a = a - 360;
}
xx += (distance * floatsin(-a, degrees));
yy += (distance * floatcos(-a, degrees));
x2 = xx;
y2 = yy;
}
stock IsBallInHole( poolid, objectid )
{ {
new new
Float: hole_x, Float: hole_y; Float: hole_x, Float: hole_y;
@ -658,7 +620,7 @@ stock IsBallInHole( poolid, objectid )
for ( new i = 0; i < sizeof( g_poolPotOffsetData ); i ++ ) for ( new i = 0; i < sizeof( g_poolPotOffsetData ); i ++ )
{ {
// rotate offsets according to table // rotate offsets according to table
RotateXY( g_poolPotOffsetData[ i ] [ 0 ], g_poolPotOffsetData[ i ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); Pool_RotateXY( g_poolPotOffsetData[ i ] [ 0 ], g_poolPotOffsetData[ i ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y );
// check if it is at the pocket // check if it is at the pocket
if ( IsBallAtPos( objectid, g_poolTableData[ poolid ] [ E_X ] + hole_x , g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ], POCKET_RADIUS ) ) { if ( IsBallAtPos( objectid, g_poolTableData[ poolid ] [ E_X ] + hole_x , g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ], POCKET_RADIUS ) ) {
@ -770,17 +732,17 @@ public OnPoolUpdate( poolid )
} }
if ( ! Iter_Count( poolplayers< poolid > ) ) { if ( ! Iter_Count( poolplayers< poolid > ) ) {
// Pool_EndGame( poolid ); Pool_EndGame( poolid );
// return 1; return 1;
} }
if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 ) if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 )
{ {
new playerid = g_poolTableData[ poolid ] [ E_AIMER ], keys, ud, lr; new playerid = g_poolTableData[ poolid ] [ E_AIMER ], keys, ud, lr;
GetPlayerKeys(playerid, keys, ud, lr); GetPlayerKeys( playerid, keys, ud, lr );
if (!(keys & KEY_FIRE)) if ( ! ( keys & KEY_FIRE ) )
{ {
if (lr) if (lr)
{ {
@ -788,9 +750,10 @@ public OnPoolUpdate( poolid )
GetPlayerPos(playerid, X, Y ,Z); GetPlayerPos(playerid, X, Y ,Z);
GetObjectPos(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za); GetObjectPos(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za);
newrot = p_PoolAngle[ playerid ] [ 0 ] + (lr > 0 ? 0.9 : -0.9); newrot = p_PoolAngle[ playerid ] [ 0 ] + ( lr > 0 ? 0.9 : -0.9 );
dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 ); dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 );
// keep the head out of the point of view
if ( dist < 1.20 ) { if ( dist < 1.20 ) {
dist = 1.20; dist = 1.20;
} }
@ -798,23 +761,12 @@ public OnPoolUpdate( poolid )
if ( AngleInRangeOfAngle( p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0 ) ) if ( AngleInRangeOfAngle( p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0 ) )
{ {
p_PoolAngle[ playerid ] [ 0 ] = newrot; p_PoolAngle[ playerid ] [ 0 ] = newrot;
Pool_UpdatePlayerCamera( playerid, poolid );
if ( ! p_PoolCameraBirdsEye{ playerid } ) Pool_GetXYInFrontOfPos( Xa, Ya, newrot + 180, x, y, 0.085 );
{
GetXYBehindObjectInAngle(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], newrot, x, y, 0.675);
SetPlayerCameraPos(playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM);
SetPlayerCameraLookAt(playerid, Xa, Ya, Za + 0.170);
}
else
{
SetPlayerCameraPos(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0);
SetPlayerCameraLookAt(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ]);
}
GetXYInFrontOfPos( Xa, Ya, newrot + 180, x, y, 0.085 );
SetObjectPos( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], x, y, Za ); SetObjectPos( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], x, y, Za );
SetObjectRot( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], 7.0, 0, p_PoolAngle[ playerid ] [ 0 ] + 180 ); SetObjectRot( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], 7.0, 0, p_PoolAngle[ playerid ] [ 0 ] + 180 );
GetXYInFrontOfPos( Xa, Ya, newrot + 180 - 5.0, x, y, dist ); // offset 5 degrees Pool_GetXYInFrontOfPos( Xa, Ya, newrot + 180 - 5.0, x, y, dist ); // offset 5 degrees
SetPlayerPos( playerid, x, y, Z ); SetPlayerPos( playerid, x, y, Z );
SetPlayerFacingAngle( playerid, newrot ); SetPlayerFacingAngle( playerid, newrot );
} }
@ -822,41 +774,32 @@ public OnPoolUpdate( poolid )
} }
else else
{ {
if (g_poolTableData[ poolid ] [ E_DIRECTION ]) if ( g_poolTableData[ poolid ] [ E_DIRECTION ] ) {
{
g_poolTableData[ poolid ] [ E_POWER ] -= 2.0; g_poolTableData[ poolid ] [ E_POWER ] -= 2.0;
} } else {
else
{
g_poolTableData[ poolid ] [ E_POWER ] += 2.0; g_poolTableData[ poolid ] [ E_POWER ] += 2.0;
} }
if (g_poolTableData[ poolid ] [ E_POWER ] <= 0) if ( g_poolTableData[ poolid ] [ E_POWER ] <= 0 ) {
{
g_poolTableData[ poolid ] [ E_DIRECTION ] = 0; g_poolTableData[ poolid ] [ E_DIRECTION ] = 0;
g_poolTableData[ poolid ] [ E_POWER ] = 2.0; g_poolTableData[ poolid ] [ E_POWER ] = 2.0;
} }
else if (g_poolTableData[ poolid ] [ E_POWER ] > 100.0) else if ( g_poolTableData[ poolid ] [ E_POWER ] > 100.0 ) {
{
g_poolTableData[ poolid ] [ E_DIRECTION ] = 1; g_poolTableData[ poolid ] [ E_DIRECTION ] = 1;
g_poolTableData[ poolid ] [ E_POWER ] = 100.0; g_poolTableData[ poolid ] [ E_POWER ] = 99.0;
} }
// ShowPlayerPoolTextdraw(playerid); SetPlayerProgressBarMaxValue( playerid, g_PoolPowerBar[ playerid ], 67.0 );
SetPlayerProgressBarValue( playerid, g_PoolPowerBar[ playerid ], ( ( 67.0 * g_poolTableData[ poolid ] [ E_POWER ] ) / 100.0 ) );
SetPlayerProgressBarMaxValue(playerid, g_PoolPowerBar[playerid], 67.0); ShowPlayerProgressBar( playerid, g_PoolPowerBar[ playerid ] );
SetPlayerProgressBarValue(playerid, g_PoolPowerBar[playerid], ((67.0 * g_poolTableData[ poolid ] [ E_POWER ])/100.0)); TextDrawShowForPlayer( playerid, g_PoolTextdraw );
ShowPlayerProgressBar(playerid, g_PoolPowerBar[playerid]);
TextDrawShowForPlayer(playerid, g_PoolTextdraw);
} }
} }
new new
current_player = g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ]; current_player = g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ];
if ( ( ! g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] || g_poolTableData[ poolid ] [ E_FOULS ] || g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] ) && AreAllBallsStopped( poolid ) ) if ( ( ! g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] || g_poolTableData[ poolid ] [ E_FOULS ] || g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] ) && Pool_AreBallsStopped( poolid ) ) {
{
Pool_QueueNextPlayer( poolid, current_player ); Pool_QueueNextPlayer( poolid, current_player );
SetTimerEx( "RestoreCamera", 800, 0, "d", current_player ); SetTimerEx( "RestoreCamera", 800, 0, "d", current_player );
} }
@ -904,13 +847,10 @@ public PHY_OnObjectCollideWithObject( object1, object2 )
{ {
foreach ( new id : pooltables ) if ( g_poolTableData[ id ] [ E_STARTED ] ) foreach ( new id : pooltables ) if ( g_poolTableData[ id ] [ E_STARTED ] )
{ {
for ( new i = 0; i < 16; i ++ ) for ( new i = 0; i < 16; i ++ ) if ( object1 == g_poolBallData[ id ] [ E_BALL_OBJECT ] [ i ] )
{ {
if ( object1 == g_poolBallData[ id ] [ E_BALL_OBJECT ] [ i ] ) PlayPoolSound( id, 31800 + random( 3 ) );
{ return 1;
PlayPoolSound( id, 31800 + random( 3 ) );
return 1;
}
} }
} }
return 1; return 1;
@ -943,7 +883,7 @@ public PHY_OnObjectUpdate( objectid )
if ( objectid == g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] && ! g_poolBallData[ poolid ] [ E_POCKETED ] [ poolball_index ] && PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] ) ) if ( objectid == g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] && ! g_poolBallData[ poolid ] [ E_POCKETED ] [ poolball_index ] && PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] ) )
{ {
new new
holeid = IsBallInHole( poolid, objectid ); holeid = Pool_IsBallInHole( poolid, objectid );
if ( holeid != -1 ) if ( holeid != -1 )
{ {
@ -982,7 +922,7 @@ public PHY_OnObjectUpdate( objectid )
// check what was pocketed // check what was pocketed
if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_CUE ) if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_CUE )
{ {
GameTextForPlayer( current_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 4 ); GameTextForPlayer( current_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 3 );
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed the cue ball!", ReturnPlayerName( current_player ), current_player ); Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed the cue ball!", ReturnPlayerName( current_player ), current_player );
// penalty for that // penalty for that
@ -1029,7 +969,7 @@ public PHY_OnObjectUpdate( objectid )
opposite_player = current_player == first_player ? second_player : first_player; opposite_player = current_player == first_player ? second_player : first_player;
p_PoolScore[ opposite_player ] += 1; p_PoolScore[ opposite_player ] += 1;
GameTextForPlayer( current_player, "~n~~n~~n~~r~wrong ball", 3000, 4); GameTextForPlayer( current_player, "~n~~n~~n~~r~wrong ball", 3000, 3);
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed %s %s, instead of %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ], g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) ); Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed %s %s, instead of %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ], g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) );
// penalty for that // penalty for that
@ -1040,7 +980,7 @@ public PHY_OnObjectUpdate( objectid )
else else
{ {
p_PoolScore[ current_player ] ++; p_PoolScore[ current_player ] ++;
GameTextForPlayer( current_player, "~n~~n~~n~~w~Score: +1", 3000, 4); GameTextForPlayer( current_player, "~n~~n~~n~~g~+1", 3000, 3);
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has pocketed a %s %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ] ); Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has pocketed a %s %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ] );
// extra shot for scoring one's own // extra shot for scoring one's own
@ -1059,7 +999,7 @@ public PHY_OnObjectUpdate( objectid )
new new
opposite_holeid = g_poolHoleOpposite[ holeid ]; opposite_holeid = g_poolHoleOpposite[ holeid ];
RotateXY( g_poolPotOffsetData[ opposite_holeid ] [ 0 ], g_poolPotOffsetData[ opposite_holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); Pool_RotateXY( g_poolPotOffsetData[ opposite_holeid ] [ 0 ], g_poolPotOffsetData[ opposite_holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y );
p_PoolHoleGuide[ player_being_marked ] = CreateDynamicObject( 18643, g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 0.0, -90.0, 0.0, .playerid = player_being_marked ); p_PoolHoleGuide[ player_being_marked ] = CreateDynamicObject( 18643, g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 0.0, -90.0, 0.0, .playerid = player_being_marked );
g_poolTableData[ poolid ] [ E_PLAYER_8BALL_TARGET ] [ player_being_marked ] = opposite_holeid; g_poolTableData[ poolid ] [ E_PLAYER_8BALL_TARGET ] [ player_being_marked ] = opposite_holeid;
SendPoolMessage( player_being_marked, "You are now required to put the 8-Ball in the designated pocket." ); SendPoolMessage( player_being_marked, "You are now required to put the 8-Ball in the designated pocket." );
@ -1069,7 +1009,7 @@ public PHY_OnObjectUpdate( objectid )
} }
// rotate hole offsets according to table // rotate hole offsets according to table
RotateXY( g_poolPotOffsetData[ holeid ] [ 0 ], g_poolPotOffsetData[ holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); Pool_RotateXY( g_poolPotOffsetData[ holeid ] [ 0 ], g_poolPotOffsetData[ holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y );
// move object into the pocket // move object into the pocket
new move_speed = MoveObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ], g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 1.0); new move_speed = MoveObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ], g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 1.0);
@ -1092,7 +1032,7 @@ public PHY_OnObjectUpdate( objectid )
stock Pool_OnPlayerWin( poolid, winning_player ) stock Pool_OnPlayerWin( poolid, winning_player )
{ {
if ( ! IsPlayerConnected( winning_player ) ) if ( ! IsPlayerConnected( winning_player ) && ! IsPlayerNPC( winning_player ) )
return 0; return 0;
// restore camera // restore camera
@ -1133,7 +1073,7 @@ stock Pool_QueueNextPlayer( poolid, current_player )
new new
Float: x, Float: y; Float: x, Float: y;
RotateXY( 0.5, 0.0, g_poolTableData[ poolid ] [ E_ANGLE ], x, y ); Pool_RotateXY( 0.5, 0.0, g_poolTableData[ poolid ] [ E_ANGLE ], x, y );
// make sure object dont exist // make sure object dont exist
if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] != -1 ) { if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] != -1 ) {
@ -1144,7 +1084,7 @@ stock Pool_QueueNextPlayer( poolid, current_player )
// recreate cueball // recreate cueball
g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] = CreateObject( 3003, g_poolTableData[ poolid ] [ E_X ] + x, g_poolTableData[ poolid ] [ E_Y ] + y, g_poolTableData[ poolid ] [ E_Z ] - 0.045, 0.0, 0.0, 0.0 ); g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] = CreateObject( 3003, g_poolTableData[ poolid ] [ E_X ] + x, g_poolTableData[ poolid ] [ E_Y ] + y, g_poolTableData[ poolid ] [ E_Z ] - 0.045, 0.0, 0.0, 0.0 );
InitBalls( poolid, 0 ); Pool_InitBalls( poolid, 0 );
} }
// update turn // update turn
@ -1192,7 +1132,7 @@ stock Pool_ResetBallPositions( poolid, begining_ball = 0, last_ball = MAX_POOL_B
g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] = CreateObject( modelid, last_x, last_y, last_z, last_rx, last_ry, last_rz ); g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] = CreateObject( modelid, last_x, last_y, last_z, last_rx, last_ry, last_rz );
// initialize physics on each ball // initialize physics on each ball
InitBalls( poolid, i ); Pool_InitBalls( poolid, i );
} }
} }
@ -1220,7 +1160,7 @@ CMD:endgame(playerid)
if ( ! IsPlayerAdmin( playerid ) ) if ( ! IsPlayerAdmin( playerid ) )
return 0; return 0;
new iPool = GetClosestPoolTable( playerid ); new iPool = Pool_GetClosestTable( playerid );
if ( iPool == -1 ) if ( iPool == -1 )
return SendError( playerid, "You must be near a pool table to use this command." ); return SendError( playerid, "You must be near a pool table to use this command." );
@ -1234,7 +1174,7 @@ CMD:endgame(playerid)
CMD:play(playerid) CMD:play(playerid)
{ {
new new
iPool = GetClosestPoolTable( playerid ); iPool = Pool_GetClosestTable( playerid );
if ( iPool == -1 ) if ( iPool == -1 )
return SendError( playerid, "You are not near a pool table." ); return SendError( playerid, "You are not near a pool table." );
@ -1259,7 +1199,7 @@ CMD:play(playerid)
UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ] [ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) ); UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ] [ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) );
RespawnPoolBalls( iPool ); Pool_RespawnBalls( iPool );
} }
} }
else else
@ -1269,6 +1209,33 @@ CMD:play(playerid)
return 1; return 1;
} }
stock Pool_UpdatePlayerCamera( playerid, poolid )
{
new
Float: Xa, Float: Ya, Float: Za;
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za );
if ( ! p_PoolCameraBirdsEye{ playerid } )
{
new
Float: x, Float: y, Float: z;
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], x, y, z );
x += ( 0.675 * floatsin( -p_PoolAngle[ playerid ] [ 0 ] + 180.0, degrees ) );
y += ( 0.675 * floatcos( -p_PoolAngle[ playerid ] [ 0 ] + 180.0, degrees ) );
SetPlayerCameraPos( playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM );
SetPlayerCameraLookAt( playerid, Xa, Ya, Za + 0.170 );
}
else
{
SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 );
SetPlayerCameraLookAt( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] );
}
}
/* ** Commands ** */ /* ** Commands ** */
CMD:addpool(playerid, params[]) CMD:addpool(playerid, params[])
@ -1295,7 +1262,7 @@ CMD:addpool(playerid, params[])
CMD:camtest( playerid, params[ ] ) CMD:camtest( playerid, params[ ] )
{ {
new new
iPool = GetClosestPoolTable( playerid ); iPool = Pool_GetClosestTable( playerid );
if ( iPool == -1 ) if ( iPool == -1 )
return SendError( playerid, "You are not near a pool table." ); return SendError( playerid, "You are not near a pool table." );
@ -1314,7 +1281,7 @@ CMD:addpool(playerid, params[])
CMD:setoffset( playerid, params[ ] ) CMD:setoffset( playerid, params[ ] )
{ {
new iPool = GetClosestPoolTable( playerid ); new iPool = Pool_GetClosestTable( playerid );
new offset; new offset;
new Float: x, Float: y; new Float: x, Float: y;