add id requirement to ar system, add back detaining

This commit is contained in:
Damen 2019-04-11 20:59:05 -04:00
parent b35d1012c3
commit da2fbe5440
11 changed files with 237 additions and 331 deletions

View File

@ -9,7 +9,7 @@
#include < YSI\y_hooks > #include < YSI\y_hooks >
/* ** Definitions ** */ /* ** Definitions ** */
#define ALL_CHECKPOINTS ( 37 ) #define ALL_CHECKPOINTS ( 50 )
#define CP_BANK_MENU ( 1 ) #define CP_BANK_MENU ( 1 )
#define CP_247_MENU ( 2 ) #define CP_247_MENU ( 2 )
@ -23,65 +23,65 @@
#define CP_AMMUNATION_1 ( 10 ) #define CP_AMMUNATION_1 ( 10 )
#define CP_AMMUNATION_2 ( 11 ) #define CP_AMMUNATION_2 ( 11 )
#define CP_COUNTRY_BANK_MENU ( 12 ) #define CP_COUNTRY_BANK_MENU ( 12 )
#define CP_HOSPITAL_LV ( 14 ) #define CP_HOSPITAL_LV ( 13 )
#define CP_FIGHTSTYLE_LV ( 15 ) #define CP_FIGHTSTYLE_LV ( 14 )
#define CP_HOSPITAL1_LS ( 17 ) #define CP_HOSPITAL1_LS ( 15 )
#define CP_HOSPITAL2_LS ( 18 ) #define CP_HOSPITAL2_LS ( 16 )
#define CP_FIGHTSTYLE_LS ( 19 ) #define CP_FIGHTSTYLE_LS ( 17 )
#define CP_PAWNSHOP ( 20 ) #define CP_PAWNSHOP ( 18 )
#define CP_HOSPITAL_FC ( 21 ) #define CP_HOSPITAL_FC ( 19 )
#define CP_REFILL_AMMO ( 22 ) #define CP_REFILL_AMMO ( 20 )
#define CP_REFILL_AMMO_LS ( 23 ) #define CP_REFILL_AMMO_LS ( 21 )
#define CP_REFILL_AMMO_LV ( 24 ) #define CP_REFILL_AMMO_LV ( 22 )
/*#define CP_DROP_OFF_COP ( 28 ) #define CP_DROP_OFF_COP ( 23 )
#define CP_DROP_OFF_FC ( 29 ) #define CP_DROP_OFF_FC ( 24 )
#define CP_DROP_OFF_DILLIMORE ( 30 ) #define CP_DROP_OFF_DILLIMORE ( 25 )
#define CP_DROP_OFF_DIABLO ( 31 ) #define CP_DROP_OFF_DIABLO ( 26 )
#define CP_DROP_OFF_QUBRADOS ( 32 ) #define CP_DROP_OFF_QUBRADOS ( 27 )
#define CP_DROP_OFF_COP_LS ( 33 ) #define CP_DROP_OFF_COP_LS ( 28 )
#define CP_DROP_OFF_FBI_LS ( 34 ) #define CP_DROP_OFF_FBI_LS ( 29 )
#define CP_DROP_OFF_FBI_LV ( 35 ) #define CP_DROP_OFF_FBI_LV ( 30 )
#define CP_DROP_OFF_COP_LV ( 36 ) #define CP_DROP_OFF_COP_LV ( 31 )
#define CP_DROP_OFF_FBI ( 37 ) #define CP_DROP_OFF_FBI ( 32 )
#define CP_DROP_OFF_HELI ( 38 )*/ #define CP_DROP_OFF_HELI ( 33 )
#define CP_BIZ_TERMINAL_COKE ( 25 ) #define CP_BIZ_TERMINAL_COKE ( 34 )
#define CP_BIZ_TERMINAL_METH ( 26 ) #define CP_BIZ_TERMINAL_METH ( 35 )
#define CP_BIZ_TERMINAL_WEED ( 27 ) #define CP_BIZ_TERMINAL_WEED ( 36 )
#define CP_BIZ_TERMINAL_WEAP ( 28 ) #define CP_BIZ_TERMINAL_WEAP ( 37 )
#define CP_REWARDS_4DRAG ( 29 ) #define CP_REWARDS_4DRAG ( 38 )
#define CP_REWARDS_CALIG ( 30 ) #define CP_REWARDS_CALIG ( 39 )
#define CP_REWARDS_VISAGE ( 31 ) #define CP_REWARDS_VISAGE ( 40 )
#define CP_AIRPORT_SF ( 32 ) #define CP_AIRPORT_SF ( 41 )
#define CP_AIRPORT_LS ( 33 ) #define CP_AIRPORT_LS ( 42 )
#define CP_AIRPORT_LV ( 34 ) #define CP_AIRPORT_LV ( 43 )
#define CP_CASINO_BAR ( 35 ) #define CP_CASINO_BAR ( 44 )
#define CP_ALCATRAZ_EXPORT ( 36 ) #define CP_ALCATRAZ_EXPORT ( 45 )
new g_Checkpoints [ ALL_CHECKPOINTS ] = { -1, ... }; new g_Checkpoints [ ALL_CHECKPOINTS ] = { -1, ... };
/* ** Hooks ** */ /* ** Hooks ** */
hook OnScriptInit( ) hook OnScriptInit( )
{ {
//g_Checkpoints[ CP_DROP_OFF_COP ] = CreateDynamicCP( -1577.0952, 683.9492, 7.2440, 3.0, 0, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_COP ] = CreateDynamicCP( -1577.0952, 683.9492, 7.2440, 3.0, 0, -1, -1, 100.0 );
g_Checkpoints[ CP_BANK_MENU ] = CreateDynamicCP( -1405.0657, 831.0966, 984.7126, 1.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_BANK_MENU ] = CreateDynamicCP( -1405.0657, 831.0966, 984.7126, 1.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_COUNTRY_BANK_MENU ] = CreateDynamicCP( 2156.1299, 1640.2460, 1041.6124, 1.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_COUNTRY_BANK_MENU ] = CreateDynamicCP( 2156.1299, 1640.2460, 1041.6124, 1.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_CHANGE_JOB ] = CreateDynamicCP( 361.8525, 173.6031, 1008.3828, 1.0, -1, -1, -1, 50.0 ); g_Checkpoints[ CP_CHANGE_JOB ] = CreateDynamicCP( 361.8525, 173.6031, 1008.3828, 1.0, -1, -1, -1, 50.0 );
g_Checkpoints[ CP_HOSPITAL ] = CreateDynamicCP( -2647.5007, 659.0084, 970.4332, 2.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_HOSPITAL ] = CreateDynamicCP( -2647.5007, 659.0084, 970.4332, 2.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_PAINTBALL ] = CreateDynamicCP( -2172.2017, 252.1113, 35.3388, 1.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_PAINTBALL ] = CreateDynamicCP( -2172.2017, 252.1113, 35.3388, 1.0, -1, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_FBI ] = CreateDynamicCP( -2446.6785, 522.9684, 30.2548, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_FBI ] = CreateDynamicCP( -2446.6785, 522.9684, 30.2548, 3.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_FIGHTSTYLE ] = CreateDynamicCP( 768.2576, -22.8351, 1000.5859, 2.0, -1, -1, -1, 25.0 ); g_Checkpoints[ CP_FIGHTSTYLE ] = CreateDynamicCP( 768.2576, -22.8351, 1000.5859, 2.0, -1, -1, -1, 25.0 );
g_Checkpoints[ CP_247_MENU ] = CreateDynamicCP( -29.0409, -184.7446, 1003.5469, 1.0, -1, -1, -1, 25.0 ); g_Checkpoints[ CP_247_MENU ] = CreateDynamicCP( -29.0409, -184.7446, 1003.5469, 1.0, -1, -1, -1, 25.0 );
g_Checkpoints[ CP_AMMUNATION_0 ] = CreateDynamicCP( 296.3782, -38.4512, 1001.5156, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_AMMUNATION_0 ] = CreateDynamicCP( 296.3782, -38.4512, 1001.5156, 1.0, -1, -1, -1, 20.0 );
g_Checkpoints[ CP_AMMUNATION_1 ] = CreateDynamicCP( 295.4524, -80.7487, 1001.5156, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_AMMUNATION_1 ] = CreateDynamicCP( 295.4524, -80.7487, 1001.5156, 1.0, -1, -1, -1, 20.0 );
g_Checkpoints[ CP_AMMUNATION_2 ] = CreateDynamicCP( 312.8432, -166.1419, 999.6010, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_AMMUNATION_2 ] = CreateDynamicCP( 312.8432, -166.1419, 999.6010, 1.0, -1, -1, -1, 20.0 );
//g_Checkpoints[ CP_DROP_OFF_HELI ] = CreateDynamicCP( -1651.6956, 700.8394, 38.2422, 5.0, -1, -1, -1, 50.0 ); g_Checkpoints[ CP_DROP_OFF_HELI ] = CreateDynamicCP( -1651.6956, 700.8394, 38.2422, 5.0, -1, -1, -1, 50.0 );
g_Checkpoints[ CP_PAWNSHOP ] = CreateDynamicCP( 1333.0847, -1080.0726, 968.0430, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_PAWNSHOP ] = CreateDynamicCP( 1333.0847, -1080.0726, 968.0430, 1.0, -1, -1, -1, 20.0 );
g_Checkpoints[ CP_REFILL_AMMO ] = CreateDynamicCP( -1615.2600, 685.5120, 7.1875, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_REFILL_AMMO ] = CreateDynamicCP( -1615.2600, 685.5120, 7.1875, 1.0, -1, -1, -1, 20.0 );
g_Checkpoints[ CP_REFILL_AMMO_LS ] = CreateDynamicCP( -1615.2600, 685.5120, 7.1875, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_REFILL_AMMO_LS ] = CreateDynamicCP( -1615.2600, 685.5120, 7.1875, 1.0, -1, -1, -1, 20.0 );
//g_Checkpoints[ CP_DROP_OFF_FC ] = CreateDynamicCP( -211.6869, 979.3518, 19.3237, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_FC ] = CreateDynamicCP( -211.6869, 979.3518, 19.3237, 3.0, -1, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_DILLIMORE ] = CreateDynamicCP( 614.2876, -588.6716, 17.2330, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_DILLIMORE ] = CreateDynamicCP( 614.2876, -588.6716, 17.2330, 3.0, -1, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_DIABLO ] = CreateDynamicCP( -433.3666, 2255.6064, 42.4297, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_DIABLO ] = CreateDynamicCP( -433.3666, 2255.6064, 42.4297, 3.0, -1, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_QUBRADOS ] = CreateDynamicCP( -1400.0497, 2647.2358, 55.6875, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_QUBRADOS ] = CreateDynamicCP( -1400.0497, 2647.2358, 55.6875, 3.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_BIZ_TERMINAL_COKE ] = CreateDynamicCP( 2563.5728, -1310.5925, 1143.7242, 1.0, -1, -1, -1, 30.0 ); g_Checkpoints[ CP_BIZ_TERMINAL_COKE ] = CreateDynamicCP( 2563.5728, -1310.5925, 1143.7242, 1.0, -1, -1, -1, 30.0 );
g_Checkpoints[ CP_BIZ_TERMINAL_METH ] = CreateDynamicCP( 2034.0669, 1001.6073, 1510.2416, 1.0, -1, -1, -1, 30.0 ); g_Checkpoints[ CP_BIZ_TERMINAL_METH ] = CreateDynamicCP( 2034.0669, 1001.6073, 1510.2416, 1.0, -1, -1, -1, 30.0 );
g_Checkpoints[ CP_BIZ_TERMINAL_WEED ] = CreateDynamicCP( -1742.9982, -1377.3049, 5874.1333, 1.0, -1, -1, -1, 30.0 ); g_Checkpoints[ CP_BIZ_TERMINAL_WEED ] = CreateDynamicCP( -1742.9982, -1377.3049, 5874.1333, 1.0, -1, -1, -1, 30.0 );
@ -96,19 +96,19 @@ hook OnScriptInit( )
g_Checkpoints[ CP_ALCATRAZ_EXPORT ] = CreateDynamicCP( -1999.9487, 1781.2325, 43.7386, 1.0, -1, -1, -1, 30.0 ); g_Checkpoints[ CP_ALCATRAZ_EXPORT ] = CreateDynamicCP( -1999.9487, 1781.2325, 43.7386, 1.0, -1, -1, -1, 30.0 );
// Out of SF // Out of SF
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -211.6869, 979.3518, 19.3237, 50.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -211.6869, 979.3518, 19.3237, 50.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 614.2876, -588.6716, 17.2330, 50.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 614.2876, -588.6716, 17.2330, 50.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -433.3666, 2255.6064, 42.4297, 50.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -433.3666, 2255.6064, 42.4297, 50.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -1400.0497, 2647.2358, 55.6875, 50.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -1400.0497, 2647.2358, 55.6875, 50.0);
#if ENABLE_CITY_LV == true #if ENABLE_CITY_LV == true
//g_Checkpoints[ CP_DROP_OFF_COP_LV ] = CreateDynamicCP( 2225.6753, 2457.2388, -7.4531, 3.0, 0, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_COP_LV ] = CreateDynamicCP( 2225.6753, 2457.2388, -7.4531, 3.0, 0, -1, -1, 100.0 );
g_Checkpoints[ CP_HOSPITAL_LV ] = CreateDynamicCP( 1607.2659, 1815.2485, 10.8203, 2.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_HOSPITAL_LV ] = CreateDynamicCP( 1607.2659, 1815.2485, 10.8203, 2.0, -1, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_FBI_LV ] = CreateDynamicCP( 948.6036, 1811.2720, 8.6484, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_FBI_LV ] = CreateDynamicCP( 948.6036, 1811.2720, 8.6484, 3.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_FIGHTSTYLE_LV ] = CreateDynamicCP( 766.8416, -62.1872, 1000.6563, 2.0, -1, -1, -1, 25.0 ); g_Checkpoints[ CP_FIGHTSTYLE_LV ] = CreateDynamicCP( 766.8416, -62.1872, 1000.6563, 2.0, -1, -1, -1, 25.0 );
g_Checkpoints[ CP_REFILL_AMMO_LV ] = CreateDynamicCP( 2251.9438, 2488.7981, 10.9908, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_REFILL_AMMO_LV ] = CreateDynamicCP( 2251.9438, 2488.7981, 10.9908, 1.0, -1, -1, -1, 20.0 );
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 2225.6753, 2457.2388, -7.4531, 20.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 2225.6753, 2457.2388, -7.4531, 20.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 948.6036, 1811.2720, 8.6484, 20.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 948.6036, 1811.2720, 8.6484, 20.0);
CreateDynamic3DTextLabel("[LEARN FIGHT STYLES]", COLOR_GOLD, 766.8416, -62.1872, 1000.6563, 15.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, 9); CreateDynamic3DTextLabel("[LEARN FIGHT STYLES]", COLOR_GOLD, 766.8416, -62.1872, 1000.6563, 15.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, 9);
CreateDynamic3DTextLabel("[HOSPITAL]", COLOR_GOLD, 1607.2659, 1815.2485, 10.8203, 20.0); CreateDynamic3DTextLabel("[HOSPITAL]", COLOR_GOLD, 1607.2659, 1815.2485, 10.8203, 20.0);
CreateDynamic3DTextLabel("[REFILL AMMO]", COLOR_GOLD, 2251.9438, 2488.7981, 10.9908, 20.0); CreateDynamic3DTextLabel("[REFILL AMMO]", COLOR_GOLD, 2251.9438, 2488.7981, 10.9908, 20.0);
@ -118,14 +118,14 @@ hook OnScriptInit( )
g_Checkpoints[ CP_HOSPITAL1_LS ] = CreateDynamicCP( 1172.0767, -1323.3257, 15.4029, 1.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_HOSPITAL1_LS ] = CreateDynamicCP( 1172.0767, -1323.3257, 15.4029, 1.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_HOSPITAL2_LS ] = CreateDynamicCP( 2034.0677, -1401.6699, 17.2938, 1.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_HOSPITAL2_LS ] = CreateDynamicCP( 2034.0677, -1401.6699, 17.2938, 1.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_HOSPITAL_FC ] = CreateDynamicCP( -320.2127, 1048.2339, 20.3403, 1.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_HOSPITAL_FC ] = CreateDynamicCP( -320.2127, 1048.2339, 20.3403, 1.0, -1, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_COP_LS ] = CreateDynamicCP( 1569.0277, -1694.1566, 5.8906, 3.0, 0, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_COP_LS ] = CreateDynamicCP( 1569.0277, -1694.1566, 5.8906, 3.0, 0, -1, -1, 100.0 );
//g_Checkpoints[ CP_DROP_OFF_FBI_LS ] = CreateDynamicCP( 1516.6716, -1458.9398, 9.5000, 3.0, -1, -1, -1, 100.0 ); g_Checkpoints[ CP_DROP_OFF_FBI_LS ] = CreateDynamicCP( 1516.6716, -1458.9398, 9.5000, 3.0, -1, -1, -1, 100.0 );
g_Checkpoints[ CP_FIGHTSTYLE_LS ] = CreateDynamicCP( 772.0868, 12.6397, 1000.6996, 1.0, -1, -1, -1, 25.0 ); g_Checkpoints[ CP_FIGHTSTYLE_LS ] = CreateDynamicCP( 772.0868, 12.6397, 1000.6996, 1.0, -1, -1, -1, 25.0 );
g_Checkpoints[ CP_BANK_MENU_LS ] = CreateDynamicCP( 2136.4946, 1226.1787, 1017.1369, 1.0, -1, -1, -1, 25.0 ); g_Checkpoints[ CP_BANK_MENU_LS ] = CreateDynamicCP( 2136.4946, 1226.1787, 1017.1369, 1.0, -1, -1, -1, 25.0 );
g_Checkpoints[ CP_REFILL_AMMO_LS ] = CreateDynamicCP( 1579.5439, -1635.5166, 13.5609, 1.0, -1, -1, -1, 20.0 ); g_Checkpoints[ CP_REFILL_AMMO_LS ] = CreateDynamicCP( 1579.5439, -1635.5166, 13.5609, 1.0, -1, -1, -1, 20.0 );
CreateDynamic3DTextLabel("[BANK MENU]", COLOR_GOLD, 2136.4946, 1226.1787, 1017.1369, 20.0); CreateDynamic3DTextLabel("[BANK MENU]", COLOR_GOLD, 2136.4946, 1226.1787, 1017.1369, 20.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 1569.0277, -1694.1566, 5.8906, 20.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 1569.0277, -1694.1566, 5.8906, 20.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 1516.6716, -1458.9398, 9.5000, 20.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, 1516.6716, -1458.9398, 9.5000, 20.0);
CreateDynamic3DTextLabel("[LEARN FIGHT STYLES]", COLOR_GOLD, 772.0868, 12.6397, 1000.6996, 15.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, 10); CreateDynamic3DTextLabel("[LEARN FIGHT STYLES]", COLOR_GOLD, 772.0868, 12.6397, 1000.6996, 15.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, 10);
CreateDynamic3DTextLabel("[HOSPITAL]", COLOR_GOLD, 1172.0767, -1323.3257, 15.4029, 20.0); CreateDynamic3DTextLabel("[HOSPITAL]", COLOR_GOLD, 1172.0767, -1323.3257, 15.4029, 20.0);
CreateDynamic3DTextLabel("[HOSPITAL]", COLOR_GOLD, 2034.0677, -1401.6699, 17.2938, 20.0); CreateDynamic3DTextLabel("[HOSPITAL]", COLOR_GOLD, 2034.0677, -1401.6699, 17.2938, 20.0);
@ -143,9 +143,9 @@ hook OnScriptInit( )
CreateDynamic3DTextLabel("[SHOP]", COLOR_GOLD, -29.0409,-184.7446,1003.5469, 20.0); CreateDynamic3DTextLabel("[SHOP]", COLOR_GOLD, -29.0409,-184.7446,1003.5469, 20.0);
CreateDynamic3DTextLabel("[BANK MENU]", COLOR_GOLD, -1405.0657, 831.0966, 984.7126, 20.0); CreateDynamic3DTextLabel("[BANK MENU]", COLOR_GOLD, -1405.0657, 831.0966, 984.7126, 20.0);
CreateDynamic3DTextLabel("[BANK MENU]", COLOR_GOLD, 2156.1299, 1640.2460, 1041.6124, 20.0); CreateDynamic3DTextLabel("[BANK MENU]", COLOR_GOLD, 2156.1299, 1640.2460, 1041.6124, 20.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -1577.0952, 683.9492, 7.2440, 20.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -1577.0952, 683.9492, 7.2440, 20.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -2446.6785, 522.9684, 30.2548, 20.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -2446.6785, 522.9684, 30.2548, 20.0);
//CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -1651.6956, 700.8394, 38.2422, 50.0); CreateDynamic3DTextLabel("[DROP OFF]", COLOR_GOLD, -1651.6956, 700.8394, 38.2422, 50.0);
CreateDynamic3DTextLabel("[GUN STORE]", COLOR_GOLD, 296.3782, -38.4512, 1001.5156, 20.0); CreateDynamic3DTextLabel("[GUN STORE]", COLOR_GOLD, 296.3782, -38.4512, 1001.5156, 20.0);
CreateDynamic3DTextLabel("[GUN STORE]", COLOR_GOLD, 295.4524, -80.7487, 1001.5156, 20.0); CreateDynamic3DTextLabel("[GUN STORE]", COLOR_GOLD, 295.4524, -80.7487, 1001.5156, 20.0);
CreateDynamic3DTextLabel("[GUN STORE]", COLOR_GOLD, 312.8432, -166.1419, 999.6010, 20.0); CreateDynamic3DTextLabel("[GUN STORE]", COLOR_GOLD, 312.8432, -166.1419, 999.6010, 20.0);
@ -179,5 +179,6 @@ hook OnPlayerEnterDynamicCP( playerid, checkpointid )
if ( IsPlayerInPaintBall( playerid ) || IsPlayerDueling( playerid ) || IsPlayerInEvent( playerid ) ) { if ( IsPlayerInPaintBall( playerid ) || IsPlayerDueling( playerid ) || IsPlayerInEvent( playerid ) ) {
return SendError( playerid, "You can't do anything as you are in an event." ), Y_HOOKS_BREAK_RETURN_1; return SendError( playerid, "You can't do anything as you are in an event." ), Y_HOOKS_BREAK_RETURN_1;
} }
return 1; return 1;
} }

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@ -343,7 +343,7 @@ stock CreateLoopingAnimation( playerid, animlib[ ], animname[ ], Float:Speed, lo
else if ( !IsPlayerSpawned( playerid ) ) return SendError( playerid, "You cannot use this command since you're not spawned." ); else if ( !IsPlayerSpawned( playerid ) ) return SendError( playerid, "You cannot use this command since you're not spawned." );
// else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." ); // else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
else if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." ); else if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." );
//else if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." ); else if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." );
else if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." ); else if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." );
else if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot use this command since you're tied." ); else if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot use this command since you're tied." );
else if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." ); else if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." );

View File

@ -53,7 +53,7 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid )
{ {
foreach ( new bribeid : BribeCount ) if ( g_bribeData[ bribeid ] [ E_PICKUP ] [ 0 ] == pickupid || g_bribeData[ bribeid ] [ E_PICKUP ] [ 1 ] == pickupid ) foreach ( new bribeid : BribeCount ) if ( g_bribeData[ bribeid ] [ E_PICKUP ] [ 0 ] == pickupid || g_bribeData[ bribeid ] [ E_PICKUP ] [ 1 ] == pickupid )
{ {
if ( !( g_bribeData[ bribeid ] [ E_DISABLED ] == true || p_WantedLevel[ playerid ] <= 0 || IsPlayerCuffed( playerid ) || GetPlayerState( playerid ) == PLAYER_STATE_SPECTATING ) ) // || IsPlayerDetained( playerid ) if ( !( g_bribeData[ bribeid ] [ E_DISABLED ] == true || p_WantedLevel[ playerid ] <= 0 || IsPlayerCuffed( playerid ) || GetPlayerState( playerid ) == PLAYER_STATE_SPECTATING || IsPlayerDetained( playerid ) ) )
{ {
new new
iWanted = 2; iWanted = 2;

View File

@ -168,7 +168,7 @@ CMD:c4( playerid, params[ ] )
if ( !IsPlayerJob( playerid, JOB_TERRORIST ) ) return SendError( playerid, "This is restricted to terrorists." ); if ( !IsPlayerJob( playerid, JOB_TERRORIST ) ) return SendError( playerid, "This is restricted to terrorists." );
if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." ); if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." ); if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." );
//if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." ); if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." );
if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." ); if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot use this command since you're tied." ); if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot use this command since you're tied." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." ); if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." );

View File

@ -11,19 +11,4 @@
#include "irresistible\cnr\features\cop\arrest.pwn" #include "irresistible\cnr\features\cop\arrest.pwn"
#include "irresistible\cnr\features\cop\bail.pwn" #include "irresistible\cnr\features\cop\bail.pwn"
#include "irresistible\cnr\features\cop\ticket.pwn" #include "irresistible\cnr\features\cop\ticket.pwn"
#include "irresistible\cnr\features\cop\emp.pwn" #include "irresistible\cnr\features\cop\emp.pwn"
/* ** Hooks ** */
/*hook OnPlayerTakeDamage( playerid, issuerid, Float: amount, weaponid, bodypart )
{
if ( p_Class[ playerid ] == CLASS_POLICE && !IsPlayerNPC( playerid ) )
{
new Float: x, Float: y, Float: z;
GetPlayerPos( playerid, x, y, z );
if ( x >= -1650.0 && x <= -1571.0 && y >= 647.0 && y <= 711.0 )
return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage LEO officers while they are within the Police Department HQ." ), 0;
}
return 1;
}*/

View File

@ -9,10 +9,6 @@
#include < YSI\y_hooks > #include < YSI\y_hooks >
/* ** Variables ** */ /* ** Variables ** */
static stock
bool: p_AwaitingBCAttempt [ MAX_PLAYERS char ],
p_AwaitingBCAttemptTimer [ MAX_PLAYERS ] = { -1, ... }
;
/* ** Forwards ** */ /* ** Forwards ** */
forward OnPlayerArrested( playerid, victimid, totalarrests, totalpeople ); forward OnPlayerArrested( playerid, victimid, totalarrests, totalpeople );
@ -20,62 +16,20 @@ forward OnPlayerArrested( playerid, victimid, totalarrests, totalpeople );
/* ** Hooks ** */ /* ** Hooks ** */
hook OnPlayerDisconnect( playerid, reason ) hook OnPlayerDisconnect( playerid, reason )
{ {
p_AwaitingBCAttempt{ playerid } = false;
KillTimer( p_AwaitingBCAttemptTimer[ playerid ] );
p_AwaitingBCAttemptTimer[ playerid ] = -1;
// Quit to Avoid - Award Handling // Quit to Avoid - Award Handling
AwardNearestLEO( playerid, 0 ); AwardNearestLEO( playerid, 0 );
return 1; return 1;
} }
hook OnPlayerSpawn( playerid ) hook OnPlayerEnterDynamicCP( playerid, checkpointid )
{
p_AwaitingBCAttempt{ playerid } = false;
KillTimer( p_AwaitingBCAttemptTimer[ playerid ] );
p_AwaitingBCAttemptTimer[ playerid ] = -1;
return 1;
}
#if defined AC_INCLUDED
hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
#else
hook OnPlayerDeath( playerid, killerid, reason )
#endif
{
KillTimer( p_AwaitingBCAttemptTimer[ playerid ] );
p_AwaitingBCAttemptTimer[ playerid ] = -1;
return 1;
}
hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{
/*if ( PRESSED( KEY_LOOK_BEHIND ) ) // MMB to taze/cuff/ar
{
if ( p_Class[ playerid ] == CLASS_POLICE && ! IsPlayerSpawnProtected( playerid ) )
{
new
closestid = GetClosestPlayer( playerid );
if ( closestid != INVALID_PLAYER_ID && p_Class[ closestid ] != CLASS_POLICE && ! ( GetDistanceBetweenPlayers( playerid, closestid ) > 10.0 || !IsPlayerConnected( closestid ) ) ) {
if ( GetPlayerWantedLevel( closestid ) > 5 ) {
if ( IsPlayerCuffed( closestid ) ) ArrestPlayer( closestid, playerid );
else if ( IsPlayerTazed( closestid ) ) CuffPlayer( closestid, playerid );
else TazePlayer( closestid, playerid );
} else {
TicketPlayer( closestid, playerid );
}
}
}
}*/
return 1;
}
/*hook OnPlayerEnterDynamicCP( playerid, checkpointid )
{ {
// Detain Mechanism // Detain Mechanism
if ( bDropoff ) if ( checkpointid == g_Checkpoints[ CP_DROP_OFF_COP ] ||
checkpointid == g_Checkpoints[ CP_DROP_OFF_FC ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_DILLIMORE ] ||
checkpointid == g_Checkpoints[ CP_DROP_OFF_DIABLO ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_QUBRADOS ] ||
checkpointid == g_Checkpoints[ CP_DROP_OFF_COP_LS ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI_LS ] ||
checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI_LV ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_COP_LV ] ||
checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_HELI ] )
{ {
if ( p_Class[ playerid ] != CLASS_POLICE ) if ( p_Class[ playerid ] != CLASS_POLICE )
return 1; return 1;
@ -130,42 +84,165 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
else return SendError( playerid, "You need a driver of a vehicle with detained criminals to use this." ); else return SendError( playerid, "You need a driver of a vehicle with detained criminals to use this." );
} }
return 1; return 1;
}*/ }
/* ** Commands ** */ /* ** Commands ** */
CMD:taze( playerid, params[ ] ) CMD:taze( playerid, params[ ] )
{ {
new new victimid;
pID = GetClosestPlayer( playerid ); if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/taze [PLAYER_ID]" );
return TazePlayer( pID, playerid ); else if ( victimid == playerid ) return SendError( playerid, "You cannot taze yourself." );
else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "There are no players around to taze." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 5.0 && IsPlayerConnected( victimid ) )
{
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
if ( IsPlayerTazed( victimid ) ) return SendError( playerid, "This player is already tazed." );
if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command while in jail." );
if ( IsPlayerTied( victimid ) ) return SendError( playerid, "Tazing a tied player is pretty useless, though you can use /untie for a harder job!" );
if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
if ( p_TazingImmunity[ victimid ] > g_iTime ) return SendError( playerid, "You must wait %d seconds before tazing this player.", p_TazingImmunity[ victimid ] - g_iTime );
if ( random( 101 ) < 90 )
{
GameTextForPlayer( victimid, "~n~~r~TAZED!", 2000, 4 );
GameTextForPlayer( playerid, "~n~~y~~h~/cuff", 2000, 4 );
SendClientMessageFormatted( victimid, -1, ""COL_RED"[TAZED]{FFFFFF} You have been tazed by %s(%d) for 5 seconds!", ReturnPlayerName( playerid ), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[TAZED]{FFFFFF} You have tazed %s(%d) for 5 seconds!", ReturnPlayerName( victimid ), victimid );
SetTimerEx( "Untaze", 5000, false, "dd", victimid, 6 );
TogglePlayerControllable( victimid, 0 );
ApplyAnimation( victimid, "CRACK", "crckdeth2", 5.0, 1, 1, 1, 0, 0 );
p_Tazed{ victimid } = true;
}
else
{
SendClientMessageFormatted( playerid, -1, ""COL_RED"[TAZE FAIL]{FFFFFF} You have failed to taze %s(%d)!", ReturnPlayerName( victimid ), victimid );
SendClientMessageFormatted( victimid, -1, ""COL_GREEN"[TAZE FAIL]{FFFFFF} %s(%d) has failed to taze you!", ReturnPlayerName( playerid ), playerid );
}
p_TazingImmunity[ victimid ] = g_iTime + 6;
return 1;
} else {
return SendError( playerid, "There are no players around to taze." );
}
} }
CMD:ar( playerid, params[ ] ) return cmd_arrest(playerid, params); CMD:ar( playerid, params[ ] ) return cmd_arrest(playerid, params);
CMD:arrest( playerid, params[ ] ) CMD:arrest( playerid, params[ ] )
{ {
new new victimid;
victimid = GetClosestPlayer( playerid ); if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
return ArrestPlayer( victimid, playerid ); else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/ar(rest) [PLAYER_ID]" );
else if ( victimid == playerid ) return SendError( playerid, "You cannot arrest yourself." );
else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "This player is not connected." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
{
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is detained, you cannot arrest them." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot arrest this person inside a vehicle." );
if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "You cannot arrest a person that is inside a vehicle." );
if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 300 );
new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
GivePlayerScore( playerid, 2 );
GivePlayerExperience( playerid, E_POLICE );
GivePlayerCash( playerid, totalCash );
StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, totalCash, 0.1 );
if ( totalCash > 20000 ) printf("[police arrest] %s -> %s - %s", ReturnPlayerName( playerid ), ReturnPlayerName( victimid ), cash_format( totalCash ) ); // 8hska7082bmahu
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[ACHIEVE]{FFFFFF} You have earned "COL_GOLD"%s{FFFFFF} dollars and 2 score for arresting %s(%d)!", cash_format( totalCash ), ReturnPlayerName( victimid ), victimid );
GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 );
CallLocalFunction( "OnPlayerArrested", "dddd", playerid, victimid, p_Arrests[ playerid ], 1 );
Untaze( victimid, 6 );
GivePlayerSeasonalXP( victimid, -20.0 );
SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has sent %s(%d) to jail for %d seconds!", ReturnPlayerName( playerid ), playerid, ReturnPlayerName( victimid ), victimid, totalSeconds );
JailPlayer( victimid, totalSeconds );
return 1;
}
else return SendError( playerid, "There are no players around to arrest." );
} }
CMD:cuff( playerid, params[ ] ) CMD:cuff( playerid, params[ ] )
{ {
new new victimid;
victimid = GetClosestPlayer( playerid ); if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/cuff [PLAYER_ID]" );
else if ( victimid == playerid ) return SendError( playerid, "You cannot cuff yourself." );
else if ( !IsPlayerConnected( victimid ) || IsPlayerNPC( victimid ) ) return SendError( playerid, "This player is not connected." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
{
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( p_WantedLevel[ victimid ] < 6 ) return SendError( playerid, "This person isn't worth cuffing, ticket them." );
if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( !IsPlayerTazed( victimid ) ) return SendError( playerid, "You must taze this player before cuffing them." );
if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
if ( !IsPlayerSpawned( victimid ) ) return SendError( playerid, "The player must be spawned." );
return CuffPlayer( victimid, playerid ); GameTextForPlayer( victimid, "~n~~r~CUFFED!", 2000, 4 );
GameTextForPlayer( playerid, "~n~~y~~h~/arrest", 2000, 4 );
SendClientMessageFormatted( victimid, -1, ""COL_RED"[CUFFED]{FFFFFF} You have been cuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[CUFFED]{FFFFFF} You have cuffed %s(%d)!", ReturnPlayerName( victimid ), victimid );
p_Cuffed{ victimid } = true;
p_QuitToAvoidTimestamp[ victimid ] = g_iTime + 3;
SetPlayerAttachedObject( victimid, 2, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977, -81.700035, 0.891999, 1.000000, 1.168000 );
SetPlayerSpecialAction( victimid, SPECIAL_ACTION_CUFFED );
KillTimer( p_CuffAbuseTimer[ victimid ] );
p_CuffAbuseTimer[ victimid ] = SetTimerEx( "Uncuff", ( 60 * 1000 ), false, "d", victimid );
return 1;
}
else return SendError( playerid, "There are no players around to cuff." );
} }
CMD:uncuff( playerid, params[ ] ) CMD:uncuff( playerid, params[ ] )
{ {
new victimid = GetClosestPlayer( playerid ); new victimid;
//if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/uncuff [PLAYER_ID]" );
else if ( victimid == playerid ) return SendError( playerid, "You cannot uncuff yourself." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) ) else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
{ {
//if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player you're close to is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" ); if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." ); if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." ); if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
@ -174,16 +251,16 @@ CMD:uncuff( playerid, params[ ] )
if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." ); if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." );
if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." ); if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." ); if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." );
//if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." ); if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." );
SendClientMessageFormatted( victimid, -1, ""COL_RED"[UNCUFFED]{FFFFFF} You have been uncuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid ); SendClientMessageFormatted( victimid, -1, ""COL_RED"[UNCUFFED]{FFFFFF} You have been uncuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[UNCUFFED]{FFFFFF} You have uncuffed %s(%d)!", ReturnPlayerName( victimid ), victimid ); SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[UNCUFFED]{FFFFFF} You have uncuffed %s(%d)!", ReturnPlayerName( victimid ), victimid );
ClearAnimations( victimid ); ClearAnimations( victimid );
TogglePlayerControllable( victimid, 1 ); TogglePlayerControllable( victimid, 1 );
p_Cuffed{ victimid } = false; p_Cuffed{ victimid } = false;
//p_Detained{ victimid } = false; p_Detained{ victimid } = false;
//Delete3DTextLabel( p_DetainedLabel[ victimid ] ); Delete3DTextLabel( p_DetainedLabel[ victimid ] );
//p_DetainedLabel[ victimid ] = Text3D: INVALID_3DTEXT_ID; p_DetainedLabel[ victimid ] = Text3D: INVALID_3DTEXT_ID;
//p_DetainedBy[ victimid ] = INVALID_PLAYER_ID; p_DetainedBy[ victimid ] = INVALID_PLAYER_ID;
KillTimer( p_CuffAbuseTimer[ victimid ] ); KillTimer( p_CuffAbuseTimer[ victimid ] );
SetPlayerSpecialAction( victimid, SPECIAL_ACTION_NONE ); SetPlayerSpecialAction( victimid, SPECIAL_ACTION_NONE );
RemovePlayerAttachedObject( victimid, 2 ); RemovePlayerAttachedObject( victimid, 2 );
@ -192,12 +269,14 @@ CMD:uncuff( playerid, params[ ] )
return 1; return 1;
} }
/*CMD:detain( playerid, params[ ] ) CMD:detain( playerid, params[ ] )
{ {
new victimid = GetClosestPlayer( playerid ); new victimid;
if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." ); if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." ); else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/detain [PLAYER_ID]" );
else if ( victimid == playerid ) return SendError( playerid, "You cannot detain yourself." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) ) else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
{ {
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player you're close to is in your team." ); if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player you're close to is in your team." );
@ -225,106 +304,9 @@ CMD:uncuff( playerid, params[ ] )
} }
else return SendError( playerid, "There are no players around to detain." ); else return SendError( playerid, "There are no players around to detain." );
return 1; return 1;
}*/ }
/* ** Functions ** */ /* ** Functions ** */
stock TazePlayer( victimid, playerid )
{
if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
//else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/taze [PLAYER_ID]" );
//else if ( victimid == playerid ) return SendError( playerid, "You cannot taze yourself." );
else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "There are no players around to taze." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 5.0 && IsPlayerConnected( victimid ) )
{
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
if ( IsPlayerTazed( victimid ) ) return SendError( playerid, "This player is already tazed." );
if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
//if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command while in jail." );
if ( IsPlayerTied( victimid ) ) return SendError( playerid, "Tazing a tied player is pretty useless, though you can use /untie for a harder job!" );
if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
if ( p_TazingImmunity[ victimid ] > g_iTime ) return SendError( playerid, "You must wait %d seconds before tazing this player.", p_TazingImmunity[ victimid ] - g_iTime );
if ( random( 101 ) < 90 )
{
GameTextForPlayer( victimid, "~n~~r~TAZED!", 2000, 4 );
GameTextForPlayer( playerid, "~n~~y~~h~/cuff", 2000, 4 );
SendClientMessageFormatted( victimid, -1, ""COL_RED"[TAZED]{FFFFFF} You have been tazed by %s(%d) for 3 seconds!", ReturnPlayerName( playerid ), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[TAZED]{FFFFFF} You have tazed %s(%d) for 3 seconds!", ReturnPlayerName( victimid ), victimid );
SetTimerEx( "Untaze", 2000, false, "dd", victimid, 6 ); // previous 3000
TogglePlayerControllable( victimid, 0 );
ApplyAnimation( victimid, "CRACK", "crckdeth2", 5.0, 1, 1, 1, 0, 0 );
p_Tazed{ victimid } = true;
}
else
{
SendClientMessageFormatted( playerid, -1, ""COL_RED"[TAZE FAIL]{FFFFFF} You have failed to taze %s(%d)!", ReturnPlayerName( victimid ), victimid );
SendClientMessageFormatted( victimid, -1, ""COL_GREEN"[TAZE FAIL]{FFFFFF} %s(%d) has failed to taze you!", ReturnPlayerName( playerid ), playerid );
}
p_TazingImmunity[ victimid ] = g_iTime + 6;
return 1;
} else {
return SendError( playerid, "There are no players around to taze." );
}
}
stock ArrestPlayer( victimid, playerid )
{
if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
//else if ( GetPlayerScore( playerid ) > 200 ) return SendError( playerid, "This feature is no longer available to you. Please use /detain." );
// else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/ar(rest) [PLAYER_ID]" );
// else if ( victimid == playerid ) return SendError( playerid, "You cannot arrest yourself." );
else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "This player is not connected." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
{
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is detained, you cannot arrest them." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot arrest this person inside a vehicle." );
if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "You cannot arrest a person that is inside a vehicle." );
if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 300 );
new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
GivePlayerScore( playerid, 2 );
GivePlayerExperience( playerid, E_POLICE );
GivePlayerCash( playerid, totalCash );
StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, totalCash, 0.1 );
if ( totalCash > 20000 ) printf("[police arrest] %s -> %s - %s", ReturnPlayerName( playerid ), ReturnPlayerName( victimid ), cash_format( totalCash ) ); // 8hska7082bmahu
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[ACHIEVE]{FFFFFF} You have earned "COL_GOLD"%s{FFFFFF} dollars and 2 score for arresting %s(%d)!", cash_format( totalCash ), ReturnPlayerName( victimid ), victimid );
GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 );
CallLocalFunction( "OnPlayerArrested", "dddd", playerid, victimid, p_Arrests[ playerid ], 1 );
Untaze( victimid, 6 );
GivePlayerSeasonalXP( victimid, -20.0 );
SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has sent %s(%d) to jail for %d seconds!", ReturnPlayerName( playerid ), playerid, ReturnPlayerName( victimid ), victimid, totalSeconds );
JailPlayer( victimid, totalSeconds );
KillTimer( p_AwaitingBCAttemptTimer[ victimid ] );
return 1;
}
else return SendError( playerid, "There are no players around to arrest." );
}
stock AwardArrest( victimid, playerid ) stock AwardArrest( victimid, playerid )
{ {
p_QuitToAvoidTimestamp[ playerid ] = 0; p_QuitToAvoidTimestamp[ playerid ] = 0;
@ -343,67 +325,6 @@ stock AwardArrest( victimid, playerid )
return 1; return 1;
} }
stock CuffPlayer( victimid, playerid )
{
if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
//else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/cuff [PLAYER_ID]" );
//else if ( victimid == playerid ) return SendError( playerid, "You cannot cuff yourself." );
else if ( !IsPlayerConnected( victimid ) || IsPlayerNPC( victimid ) ) return SendError( playerid, "This player is not connected." );
else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
{
if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
if ( p_WantedLevel[ victimid ] < 6 ) return SendError( playerid, "This person isn't worth cuffing, ticket them." );
if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( !IsPlayerTazed( victimid ) ) return SendError( playerid, "You must taze this player before cuffing them." );
if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." );
if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
if ( !IsPlayerSpawned( victimid ) ) return SendError( playerid, "The player must be spawned." );
if ( !BreakPlayerCuffs( victimid ) )
{
GameTextForPlayer( victimid, "~n~~r~CUFFED!", 2000, 4 );
GameTextForPlayer( playerid, "~n~~y~~h~/arrest", 2000, 4 );
SendClientMessageFormatted( victimid, -1, ""COL_RED"[CUFFED]{FFFFFF} You have been cuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[CUFFED]{FFFFFF} You have cuffed %s(%d)!", ReturnPlayerName( victimid ), victimid );
p_Cuffed{ victimid } = true;
p_QuitToAvoidTimestamp[ victimid ] = g_iTime + 3;
SetPlayerAttachedObject( victimid, 2, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977, -81.700035, 0.891999, 1.000000, 1.168000 );
SetPlayerSpecialAction( victimid, SPECIAL_ACTION_CUFFED );
KillTimer( p_CuffAbuseTimer[ victimid ] );
p_CuffAbuseTimer[ victimid ] = SetTimerEx( "Uncuff", ( 60 * 1000 ), false, "d", victimid );
p_AwaitingBCAttempt{ victimid } = true;
KillTimer( p_AwaitingBCAttemptTimer[ victimid ] );
p_AwaitingBCAttemptTimer[ victimid ] = SetTimerEx( "BreakPlayerCuffsAttempt", 3000, false, "d", victimid );
}
else
{
SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[CUFFED]{FFFFFF} %s(%d) just broke their cuffs off!", ReturnPlayerName( victimid ), victimid );
}
return 1;
}
else return SendError( playerid, "There are no players around to cuff." );
}
function Untaze( playerid, taze_immunity_seconds ) function Untaze( playerid, taze_immunity_seconds )
{ {
if ( !IsPlayerConnected( playerid ) || !p_Tazed{ playerid } ) // || p_Detained{ playerid } == true if ( !IsPlayerConnected( playerid ) || !p_Tazed{ playerid } ) // || p_Detained{ playerid } == true
@ -434,10 +355,10 @@ function Uncuff( playerid )
ClearAnimations( playerid ); ClearAnimations( playerid );
} }
p_Cuffed{ playerid } = false; p_Cuffed{ playerid } = false;
//p_Detained{ playerid } = false; p_Detained{ playerid } = false;
//Delete3DTextLabel( p_DetainedLabel[ playerid ] ); Delete3DTextLabel( p_DetainedLabel[ playerid ] );
//p_DetainedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID; p_DetainedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID;
//p_DetainedBy[ playerid ] = INVALID_PLAYER_ID; p_DetainedBy[ playerid ] = INVALID_PLAYER_ID;
p_BulletInvulnerbility[ playerid ] = g_iTime + 5; p_BulletInvulnerbility[ playerid ] = g_iTime + 5;
SendGlobalMessage( -1, ""COL_GREY"[SERVER]{FFFFFF} %s(%d) has been uncuffed and undetained by the anti-abuse system.", ReturnPlayerName( playerid ), playerid ); SendGlobalMessage( -1, ""COL_GREY"[SERVER]{FFFFFF} %s(%d) has been uncuffed and undetained by the anti-abuse system.", ReturnPlayerName( playerid ), playerid );
@ -455,8 +376,6 @@ stock BreakPlayerCuffs( playerid )
} }
else p_BobbyPins[ playerid ] --; else p_BobbyPins[ playerid ] --;
if ( p_AwaitingBCAttempt{ playerid } ) p_AwaitingBCAttempt{ playerid } = false;
new probability = 75; // success rate probability new probability = 75; // success rate probability
if ( random( 101 ) <= probability ) if ( random( 101 ) <= probability )
@ -488,9 +407,6 @@ stock BreakPlayerCuffs( playerid )
else else
{ {
SendServerMessage( playerid, "You have snapped your bobby pin and failed to break out of your cuffs. Re-attempting in 3 seconds." ); SendServerMessage( playerid, "You have snapped your bobby pin and failed to break out of your cuffs. Re-attempting in 3 seconds." );
p_AwaitingBCAttempt{ playerid } = true;
KillTimer( p_AwaitingBCAttemptTimer[ playerid ] );
p_AwaitingBCAttemptTimer[ playerid ] = SetTimerEx( "BreakPlayerCuffsAttempt", 3000, false, "d", playerid );
return false; return false;
} }
} }

View File

@ -67,7 +67,7 @@ hook OnPlayerUpdateEx( playerid )
if ( IsPlayerInDynamicArea( playerid, g_AlcatrazArea ) ) if ( IsPlayerInDynamicArea( playerid, g_AlcatrazArea ) )
{ {
if ( !IsPlayerJailed( playerid ) && p_Class[ playerid ] != CLASS_POLICE ) // && !IsPlayerDetained( playerid ) if ( !IsPlayerJailed( playerid ) && p_Class[ playerid ] != CLASS_POLICE && !IsPlayerDetained( playerid ) )
{ {
if ( GetPVarInt( playerid, "AlcatrazWantedCD" ) < g_iTime ) if ( GetPVarInt( playerid, "AlcatrazWantedCD" ) < g_iTime )
{ {

View File

@ -116,7 +116,7 @@ stock TicketPlayer( pID, playerid )
else if ( p_WantedLevel[ pID ] > 5 ) return SendError( playerid, "Wanted suspects cannot be issued a ticket." ); else if ( p_WantedLevel[ pID ] > 5 ) return SendError( playerid, "Wanted suspects cannot be issued a ticket." );
else if ( p_WantedLevel[ pID ] < 1 ) return SendError( playerid, "Innocent players cannot be issued a ticket." ); else if ( p_WantedLevel[ pID ] < 1 ) return SendError( playerid, "Innocent players cannot be issued a ticket." );
else if ( p_Jailed{ playerid } ) return SendError( playerid, "You cannot use this command in jail." ); else if ( p_Jailed{ playerid } ) return SendError( playerid, "You cannot use this command in jail." );
//else if ( IsPlayerDetained( pID ) ) return SendError( playerid, "You cannot use this command on a detained player." ); else if ( IsPlayerDetained( pID ) ) return SendError( playerid, "You cannot use this command on a detained player." );
else if ( g_iTime < p_TicketTimestamp[ pID ] ) return SendError( playerid, "This player has been ticketed recently, he will be fined in %d seconds.", g_iTime - p_TicketTimestamp[ pID ] ); else if ( g_iTime < p_TicketTimestamp[ pID ] ) return SendError( playerid, "This player has been ticketed recently, he will be fined in %d seconds.", g_iTime - p_TicketTimestamp[ pID ] );
else else
{ {

View File

@ -146,9 +146,9 @@ new
p_HouseCrackingPW [ MAX_PLAYERS ], p_HouseCrackingPW [ MAX_PLAYERS ],
p_Burglaries [ MAX_PLAYERS ], p_Burglaries [ MAX_PLAYERS ],
p_ArmyBanned [ MAX_PLAYERS char ], p_ArmyBanned [ MAX_PLAYERS char ],
//Text3D: p_DetainedLabel [ MAX_PLAYERS ] = { Text3D: INVALID_3DTEXT_ID, ... }, Text3D: p_DetainedLabel [ MAX_PLAYERS ] = { Text3D: INVALID_3DTEXT_ID, ... },
//bool: p_Detained [ MAX_PLAYERS char ], bool: p_Detained [ MAX_PLAYERS char ],
//p_DetainedBy [ MAX_PLAYERS ], p_DetainedBy [ MAX_PLAYERS ],
p_BailTimestamp [ MAX_PLAYERS ], p_BailTimestamp [ MAX_PLAYERS ],
p_AFKTime [ MAX_PLAYERS ], p_AFKTime [ MAX_PLAYERS ],
bool: p_ClassSelection [ MAX_PLAYERS char ], bool: p_ClassSelection [ MAX_PLAYERS char ],

View File

@ -42,8 +42,6 @@ new
/* ** Hooks ** */ /* ** Hooks ** */
hook OnScriptInit( ) hook OnScriptInit( )
{ {
TextDrawSetString( g_MotdTD, "~w~Want more ~g~money, houses, and xp~w~? Consider donating! ~y~/vip" );
g_currentXPTD = TextDrawCreate(529.000000, 405.000000, "Current XP"); g_currentXPTD = TextDrawCreate(529.000000, 405.000000, "Current XP");
TextDrawBackgroundColor(g_currentXPTD, 255); TextDrawBackgroundColor(g_currentXPTD, 255);
TextDrawFont(g_currentXPTD, 3); TextDrawFont(g_currentXPTD, 3);
@ -137,6 +135,7 @@ hook OnScriptInit( )
TextDrawColor(g_MotdTD, -1); TextDrawColor(g_MotdTD, -1);
TextDrawSetOutline(g_MotdTD, 1); TextDrawSetOutline(g_MotdTD, 1);
TextDrawSetProportional(g_MotdTD, 1); TextDrawSetProportional(g_MotdTD, 1);
TextDrawSetString( g_MotdTD, "~w~Want more ~g~money~w~, ~r~houses~w~, and ~b~xp~w~? Consider donating! ~y~/vip" );
g_ObjectLoadTD = TextDrawCreate(320.000000, 148.000000, "Loading Objects...~n~Please Wait..."); g_ObjectLoadTD = TextDrawCreate(320.000000, 148.000000, "Loading Objects...~n~Please Wait...");
TextDrawAlignment(g_ObjectLoadTD, 2); TextDrawAlignment(g_ObjectLoadTD, 2);

View File

@ -3,7 +3,7 @@
* San Fierro: Cops and Robbers * San Fierro: Cops and Robbers
* *
* Original Creator: Lorenc_ * Original Creator: Lorenc_
* Contributors: Stev * Contributors: Damen, Stev
* *
* Thanks to: y_less/zeex/Frosha/Incognito/SA-MP team * Thanks to: y_less/zeex/Frosha/Incognito/SA-MP team
* *
@ -16,7 +16,7 @@
#pragma option -d3 #pragma option -d3
#pragma dynamic 7200000 #pragma dynamic 7200000
//#define DEBUG_MODE #define DEBUG_MODE
#if defined DEBUG_MODE #if defined DEBUG_MODE
#pragma option -d3 #pragma option -d3
@ -478,7 +478,7 @@ public OnPlayerDisconnect( playerid, reason )
CutSpectation( playerid ); CutSpectation( playerid );
LeavePlayerPaintball( playerid ); LeavePlayerPaintball( playerid );
RemovePlayerFromRace( playerid ); RemovePlayerFromRace( playerid );
//p_Detained { playerid } = false; p_Detained { playerid } = false;
p_Tied { playerid } = false; p_Tied { playerid } = false;
p_Kidnapped { playerid } = false; p_Kidnapped { playerid } = false;
p_Wood [ playerid ] = 0; p_Wood [ playerid ] = 0;
@ -531,7 +531,7 @@ public OnPlayerDisconnect( playerid, reason )
p_PmResponder [ playerid ] = INVALID_PLAYER_ID; p_PmResponder [ playerid ] = INVALID_PLAYER_ID;
p_ViewingStats [ playerid ] = INVALID_PLAYER_ID; p_ViewingStats [ playerid ] = INVALID_PLAYER_ID;
p_Spectating { playerid } = false; p_Spectating { playerid } = false;
//p_DetainedBy [ playerid ] = INVALID_PLAYER_ID; p_DetainedBy [ playerid ] = INVALID_PLAYER_ID;
p_GangID [ playerid ] = INVALID_GANG_ID; p_GangID [ playerid ] = INVALID_GANG_ID;
p_InfectedHIV { playerid } = false; p_InfectedHIV { playerid } = false;
p_OwnedHouses [ playerid ] = 0; p_OwnedHouses [ playerid ] = 0;
@ -585,8 +585,8 @@ public OnPlayerDisconnect( playerid, reason )
p_AntiTextSpamCount{ playerid } = 0; p_AntiTextSpamCount{ playerid } = 0;
Delete3DTextLabel( p_AdminLabel[ playerid ] ); Delete3DTextLabel( p_AdminLabel[ playerid ] );
p_AdminLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID; p_AdminLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID;
//Delete3DTextLabel( p_DetainedLabel[ playerid ] ); Delete3DTextLabel( p_DetainedLabel[ playerid ] );
//p_DetainedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID; p_DetainedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID;
Delete3DTextLabel( p_TiedLabel[ playerid ] ); Delete3DTextLabel( p_TiedLabel[ playerid ] );
p_TiedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID; p_TiedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID;
DestroyDynamic3DTextLabel( p_WeedLabel[ playerid ] ); DestroyDynamic3DTextLabel( p_WeedLabel[ playerid ] );
@ -7091,6 +7091,11 @@ stock IsPlayerInArmyVehicle( playerid )
return false; return false;
} }
stock IsPlayerDetained( playerid )
{
return p_Detained{ playerid };
}
new playersPeakCount = 0; new playersPeakCount = 0;
stock UpdatePlayerCounters() stock UpdatePlayerCounters()