Event system related
Criminals who engage with cops then leave the game are no longer considered quitting to avoid.
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@ -373,7 +373,11 @@ stock SavePlayerData( playerid, bool: logout = false )
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new
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bool: bQuitToAvoid = false;
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#if defined __cloudy_event_system
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if ( ( IsPlayerCuffed( playerid ) || IsPlayerTazed( playerid ) || IsPlayerTied( playerid ) || p_LeftCuffed{ playerid } || p_QuitToAvoidTimestamp[ playerid ] > g_iTime ) && ! IsPlayerInEvent( playerid ) )
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#else
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if ( IsPlayerCuffed( playerid ) || IsPlayerTazed( playerid ) || IsPlayerTied( playerid ) || p_LeftCuffed{ playerid } || p_QuitToAvoidTimestamp[ playerid ] > g_iTime )
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#endif
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bQuitToAvoid = true;
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format( Query, sizeof( Query ), "UPDATE `USERS` SET `SCORE`=%d,`ADMINLEVEL`=%d,`OWNEDHOUSES`=%d,`KILLS`=%d,`DEATHS`=%d,`VIP_PACKAGE`=%d,`OWNEDCARS`=%d,`LASTLOGGED`=%d,`VIP_EXPIRE`=%d,`LAST_SKIN`=%d,`BURGLARIES`=%d,`UPTIME`=%d,`ARRESTS`=%d,`CITY`=%d,`METH`=%d,`SODA`=%d,`ACID`=%d,`GAS`=%d,",
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@ -415,4 +419,4 @@ stock SavePlayerData( playerid, bool: logout = false )
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stock GetPlayerAccountID( playerid ) return p_AccountID[ playerid ];
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stock IsPlayerLoggedIn( playerid ) return p_PlayerLogged{ playerid };
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stock IsPlayerLoggedIn( playerid ) return p_PlayerLogged{ playerid };
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