move fireman to its own module and introduce more police skins
This commit is contained in:
parent
cc621872c4
commit
ebbfcc59e7
@ -14,7 +14,6 @@
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/* ** Definitions ** */
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#define CLASS_CIVILIAN ( 0 )
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#define CLASS_POLICE ( 1 )
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#define CLASS_FIREMAN ( 2 )
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#define MAX_CLASS_BAN_WARNS ( 3 )
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@ -26,8 +25,8 @@ static const
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Float: default_Angle = 0.0
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;
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static const CLASS_NAMES [ ] [ ] = { "Civilian", "Police", "FBI", "Army", "CIA", "Fireman" };
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static const CLASS_COLORS [ ] = { 0xC0C0C0FF, 0x3E7EFFFF, 0x0035FFFF, 0x954BFFFF, 0x191970FF, 0xA83434FF };
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static const CLASS_NAMES [ ] [ ] = { "Civilian", "Police", "FBI", "Army", "CIA" };
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static const CLASS_COLORS [ ] = { 0xC0C0C0FF, 0x3E7EFFFF, 0x0035FFFF, 0x954BFFFF, 0x191970FF };
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/* ** Variables ** */
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static stock
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@ -35,8 +34,7 @@ static stock
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CLASS_POLICE_RANGE [ 2 ],
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CLASS_FBI_RANGE [ 2 ],
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CLASS_CIA_RANGE [ 2 ],
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CLASS_FIRE_RANGE [ 2 ],
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CLASS_ARMY_RANGE
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CLASS_ARMY_RANGE [ 2 ]
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;
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/* ** Textdraw Variables ** */
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@ -54,88 +52,96 @@ new p_Class [ MAX_PLAYERS ];
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hook OnScriptInit( )
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{
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/* ** CIVILIAN ** */
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CLASS_CIVILIAN_RANGE[ 0 ] = AddPlayerClass( 119, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 0
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AddPlayerClass( 289, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 1
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AddPlayerClass( 273, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 2
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AddPlayerClass( 271, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 3
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AddPlayerClass( 208, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 4
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AddPlayerClass( 268, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 5
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AddPlayerClass( 292, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 6
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AddPlayerClass( 293, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 7
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AddPlayerClass( 3, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 8
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AddPlayerClass( 4, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 9
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AddPlayerClass( 2, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 10
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AddPlayerClass( 7, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 11
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AddPlayerClass( 12, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 12
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AddPlayerClass( 13, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 13
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AddPlayerClass( 14, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 14
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AddPlayerClass( 15, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 15
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AddPlayerClass( 17, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 16
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AddPlayerClass( 19, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 17
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AddPlayerClass( 20, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 18
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AddPlayerClass( 21, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 19
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AddPlayerClass( 22, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 20
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AddPlayerClass( 23, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 21
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AddPlayerClass( 24, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 22
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AddPlayerClass( 26, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 23
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AddPlayerClass( 28, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 24
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AddPlayerClass( 29, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 25
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AddPlayerClass( 30, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 26
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AddPlayerClass( 31, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 27
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AddPlayerClass( 32, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 28
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AddPlayerClass( 33, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 29
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AddPlayerClass( 34, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 30
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AddPlayerClass( 35, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 31
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AddPlayerClass( 36, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 32
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AddPlayerClass( 37, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 33
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AddPlayerClass( 38, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 34
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AddPlayerClass( 46, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 35
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AddPlayerClass( 47, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 36
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AddPlayerClass( 48, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 37
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AddPlayerClass( 59, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 38
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AddPlayerClass( 60, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 39
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AddPlayerClass( 63, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 40
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AddPlayerClass( 64, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 41
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AddPlayerClass( 152, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 42
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AddPlayerClass( 237, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 43
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AddPlayerClass( 78, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 44
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AddPlayerClass( 79, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 45
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AddPlayerClass( 134, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 46
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AddPlayerClass( 100, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 47
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AddPlayerClass( 101, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 48
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AddPlayerClass( 137, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 49
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AddPlayerClass( 274, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 60
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AddPlayerClass( 275, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 61
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AddPlayerClass( 276, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 62
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CLASS_CIVILIAN_RANGE[ 1 ] = AddPlayerClass( 308, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 63
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CLASS_CIVILIAN_RANGE[ 0 ] = AddPlayerClass( 119, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 289, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 273, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 271, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 208, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 268, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 292, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 293, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 3, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 4, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 2, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 7, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 12, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 13, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 14, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 15, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 17, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 19, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 20, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 21, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 22, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 23, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 24, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 26, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 28, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 29, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 30, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 31, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 32, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 33, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 34, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 35, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 36, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 37, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 38, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 46, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 47, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 48, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 59, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 60, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 63, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 64, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 152, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 237, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 78, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 79, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 134, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 100, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 101, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 137, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 274, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 275, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 276, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 308, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 277, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 278, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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CLASS_CIVILIAN_RANGE[ 1 ] = AddPlayerClass( 279, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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/* ** FBI ** */
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CLASS_FBI_RANGE[ 0 ] = AddPlayerClass( 286, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 50
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AddPlayerClass( 71, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 51
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CLASS_FBI_RANGE[ 1 ] = AddPlayerClass( 285, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 52
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CLASS_FBI_RANGE[ 0 ] = AddPlayerClass( 286, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 71, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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CLASS_FBI_RANGE[ 1 ] = AddPlayerClass( 285, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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/* ** ARMY ** */
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CLASS_ARMY_RANGE = AddPlayerClass( 287, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 53
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CLASS_ARMY_RANGE[ 0 ] = AddPlayerClass( 191, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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CLASS_ARMY_RANGE[ 1 ] = AddPlayerClass( 287, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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/* ** CIA ** */
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CLASS_CIA_RANGE[ 0 ] = AddPlayerClass( 303, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 54
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CLASS_CIA_RANGE[ 0 ] = AddPlayerClass( 303, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 304, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 55
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CLASS_CIA_RANGE[ 1 ] = AddPlayerClass( 305, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 56
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/* ** FIRE ** */
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CLASS_FIRE_RANGE[ 0 ] = AddPlayerClass( 277, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 57
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AddPlayerClass( 278, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 58
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CLASS_FIRE_RANGE[ 1 ] = AddPlayerClass( 279, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 59
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CLASS_CIA_RANGE[ 1 ] = AddPlayerClass( 305, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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/* ** POLICE ** */
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CLASS_POLICE_RANGE[ 0 ] = AddPlayerClass( 265, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 66
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AddPlayerClass( 266, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 67
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AddPlayerClass( 267, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 68
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AddPlayerClass( 306, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 69
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AddPlayerClass( 280, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 70
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AddPlayerClass( 281, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 71
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AddPlayerClass( 284, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 72
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CLASS_POLICE_RANGE[ 1 ] = AddPlayerClass( 307, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 ); // 73
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CLASS_POLICE_RANGE[ 0 ] = AddPlayerClass( 265, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 266, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 267, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 280, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 281, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 282, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 283, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 284, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 288, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 300, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 301, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 302, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 306, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 307, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 309, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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AddPlayerClass( 310, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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CLASS_POLICE_RANGE[ 1 ] = AddPlayerClass( 311, default_X, default_Y, default_Z, default_Angle, 0, 0, 0, 0, 0, 0 );
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// Textdraws
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g_classBoxTD = TextDrawCreate(40.000000, 170.000000, "_");
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@ -206,12 +212,6 @@ hook OnScriptInit( )
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"- Hidden from radar~n~" \
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"~r~~h~- Requires 15,000 XP or more" );
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}
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case 5: {
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strcat( szLargeString, "- Protect the city from fires~n~" \
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"- Firetrucks able to extinguish fires~n~"\
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"- Able to rob stores and players~n~" \
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"~r~~h~- Requires 1,000 XP or more" );
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}
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}
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g_classTextdrawDescrip[ i ] = TextDrawCreate(43.000000, 171.000000, szLargeString);
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@ -316,7 +316,7 @@ hook OnPlayerRequestClass( playerid, classid )
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p_inCIA{ playerid } = false;
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ShowPlayerClassTextdraw( playerid, 2 );
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}
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else if ( classid == CLASS_ARMY_RANGE )
|
||||
else if ( CLASS_ARMY_RANGE[ 0 ] <= classid <= CLASS_ARMY_RANGE[ 1 ] )
|
||||
{
|
||||
p_Class[ playerid ] = ( CLASS_POLICE );
|
||||
SetPlayerColor( playerid, COLOR_ARMY );
|
||||
@ -336,16 +336,6 @@ hook OnPlayerRequestClass( playerid, classid )
|
||||
p_inCIA{ playerid } = true;
|
||||
ShowPlayerClassTextdraw( playerid, 4 );
|
||||
}
|
||||
else if ( CLASS_FIRE_RANGE[ 0 ] <= classid <= CLASS_FIRE_RANGE[ 1 ] )
|
||||
{
|
||||
p_Class[ playerid ] = ( CLASS_FIREMAN );
|
||||
SetPlayerColor( playerid, COLOR_FIREMAN );
|
||||
//SetPlayerTeam( playerid, NO_TEAM );
|
||||
p_inFBI{ playerid } = false;
|
||||
p_inArmy{ playerid } = false;
|
||||
p_inCIA{ playerid } = false;
|
||||
ShowPlayerClassTextdraw( playerid, 6 );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -409,9 +399,6 @@ stock IsPlayerClassApproved( playerid ) {
|
||||
if ( IsPlayerCIA( playerid ) && total_experience < 15000.0 )
|
||||
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 15,000 Total XP to use this class." ), 0;
|
||||
|
||||
if ( IsPlayerFireman( playerid ) && total_experience < 1000.0 )
|
||||
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 1,000 Total XP to use this class." ), 0;
|
||||
|
||||
// job not set
|
||||
if ( ! p_JobSet{ playerid } ) // || !p_CitySet{ playerid } )
|
||||
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must ensure your job have been properly set." ), 0; // and city
|
||||
@ -439,3 +426,54 @@ stock ShowPlayerClassTextdraw( playerid, classid ) {
|
||||
TextDrawShowForPlayer( playerid, g_classTextdrawDescrip[ classid ] );
|
||||
TextDrawShowForPlayer( playerid, g_classTextdrawName[ classid ] );
|
||||
}
|
||||
|
||||
stock IsPlayerFBI( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 286, 71, 285: {
|
||||
return IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsPlayerCIA( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 303 .. 305: {
|
||||
return IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsPlayerArmy( playerid ) {
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 191, 287: {
|
||||
return IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsPlayerPolice( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 265 .. 267, 280 .. 288, 300 .. 302, 306, 307, 309 .. 311: {
|
||||
return IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ hook OnPlayerUpdateEx( playerid )
|
||||
GetPlayerKeys( playerid, iKeys, tmpVariable, tmpVariable );
|
||||
|
||||
// Taking Out Fires
|
||||
if ( p_Class[ playerid ] == CLASS_FIREMAN && ( iKeys & KEY_FIRE ) || ( iKeys & KEY_WALK ) )
|
||||
if ( ( iKeys & KEY_FIRE ) || ( iKeys & KEY_WALK ) )
|
||||
{
|
||||
new
|
||||
using_firetruck = GetVehicleModel( GetPlayerVehicleID( playerid ) ) == 407;
|
||||
@ -90,7 +90,7 @@ hook OnPlayerUpdateEx( playerid )
|
||||
if ( g_fireData[ i ] [ E_HEALTH ] <= 0.0 )
|
||||
{
|
||||
ach_HandleExtinguishedFires( playerid );
|
||||
SendClientMessageToFireman( -1, "{A83434}[FIREMAN]"COL_WHITE" %s(%d) has earned "COL_GOLD"%s"COL_WHITE" for extinguishing a house fire.", ReturnPlayerName( playerid ), playerid, cash_format( FIRE_EXTINGUISH_PAYOUT ) );
|
||||
SendClientMessageToAllFormatted( -1, "{A83434}[FIREMAN]"COL_WHITE" %s(%d) has earned "COL_GOLD"%s"COL_WHITE" for extinguishing a house fire.", ReturnPlayerName( playerid ), playerid, cash_format( FIRE_EXTINGUISH_PAYOUT ) );
|
||||
GivePlayerScore( playerid, 2 );
|
||||
//GivePlayerExperience( playerid, E_FIREMAN );
|
||||
GivePlayerCash( playerid, FIRE_EXTINGUISH_PAYOUT );
|
||||
@ -137,9 +137,6 @@ hook OnPlayerDriveVehicle( playerid, vehicleid )
|
||||
CMD:firetracker( playerid, params[ ] ) cmd_fires( playerid, params );
|
||||
CMD:fires( playerid, params[ ] )
|
||||
{
|
||||
if ( p_Class[ playerid ] != CLASS_FIREMAN )
|
||||
return SendError( playerid, "You are not a fireman." );
|
||||
|
||||
p_FireTracker{ playerid } = ! p_FireTracker{ playerid };
|
||||
|
||||
if ( p_FireTracker{ playerid } )
|
||||
@ -184,7 +181,7 @@ stock HouseFire_Create( )
|
||||
}
|
||||
|
||||
// show on radar when it is created
|
||||
foreach ( new playerid : Player ) if ( GetPlayerClass( playerid ) == CLASS_FIREMAN && p_FireTracker{ playerid } ) {
|
||||
foreach ( new playerid : Player ) if ( p_FireTracker{ playerid } ) {
|
||||
UpdatePlayerFireTracker( playerid );
|
||||
}
|
||||
return 1;
|
||||
|
@ -186,3 +186,8 @@ CMD:passivelist( playerid, params[ ])
|
||||
stock IsPlayerSettingToggled( playerid, settingid ) {
|
||||
return p_PlayerSettings[ playerid ] { settingid };
|
||||
}
|
||||
|
||||
|
||||
stock IsPlayerVIPSkinToggled( playerid ) {
|
||||
return p_PlayerSettings[ playerid ] { SETTING_VIPSKIN };
|
||||
}
|
||||
|
@ -50,6 +50,7 @@ new const
|
||||
{ -2626.2156, 1398.626, 7.1016, 204.5252, 0, 0 },
|
||||
{ -2626.2156, 1398.626, 7.1016, 204.5252, 0, 0 },
|
||||
{ -2587.4861, 212.0579, 9.0733, 9.073300, 0, 0 },
|
||||
{ -2026.3287, 67.1439, 28.6916, 270.0000, 0, 0 },
|
||||
{ -2658.0764, 634.333, 14.4531, 180.0000, 0, 0 }
|
||||
},
|
||||
|
||||
@ -63,6 +64,7 @@ new const
|
||||
{ 2451.2332, 2347.0044, 12.1635, 112.7286, 0, 0 },
|
||||
{ 1480.3296, 2250.1125, 11.0291, 279.2149, 0, 0 },
|
||||
{ 2143.3252, 2840.4441, 10.8203, 139.9116, 0, 0 },
|
||||
{ 1744.56240, 2079.43, 10.8203, 172.1325, 0, 0 },
|
||||
{ 1615.62490, 1840.19, 10.9696, 0.000000, 0, 0 }
|
||||
},
|
||||
|
||||
@ -78,13 +80,7 @@ new const
|
||||
{ 1935.7644, -1794.6068, 13.5469, 295.5515, 0, 0 },
|
||||
{ 1371.4569, -1090.6387, 24.5459, 92.84640, 0, 0 },
|
||||
{ 2298.4055, -1500.3264, 25.3047, 199.6940, 0, 0 },
|
||||
{ 1178.0417, -1323.6000, 14.1005, 285.5701, 0, 0 }
|
||||
},
|
||||
|
||||
g_FiremanSpawns [ MAX_CITIES ] [ E_RANDOM_SPAWNS ] =
|
||||
{
|
||||
{ -2026.3287, 67.1439, 28.6916, 270.0000, 0, 0 },
|
||||
{ 1744.56240, 2079.43, 10.8203, 172.1325, 0, 0 },
|
||||
{ 1178.0417, -1323.6000, 14.1005, 285.5701, 0, 0 },
|
||||
{ 1757.44350, -1456.7, 13.5469, 282.4133, 0, 0 }
|
||||
},
|
||||
|
||||
|
@ -1659,17 +1659,8 @@ public OnPlayerSpawn( playerid )
|
||||
|
||||
if ( !bSpectated )
|
||||
{
|
||||
switch( p_Class[ playerid ] )
|
||||
{
|
||||
case CLASS_POLICE: GivePlayerLeoWeapons( playerid );
|
||||
|
||||
case CLASS_FIREMAN:
|
||||
{
|
||||
GivePlayerWeapon( playerid, 22, 250 );
|
||||
GivePlayerWeapon( playerid, 25, 50 );
|
||||
GivePlayerWeapon( playerid, 9, 1 );
|
||||
GivePlayerWeapon( playerid, 42, 0xFFFF );
|
||||
}
|
||||
if ( GetPlayerClass( playerid ) == CLASS_POLICE ) {
|
||||
GivePlayerLeoWeapons( playerid );
|
||||
}
|
||||
}
|
||||
|
||||
@ -2558,12 +2549,6 @@ public OnPlayerText( playerid, text[ ] )
|
||||
return 0;
|
||||
}
|
||||
|
||||
else if ( p_Class[ playerid ] == CLASS_FIREMAN )
|
||||
{
|
||||
SendClientMessageToFireman( -1, "{A83434}<Fireman Radio> %s(%d):"COL_WHITE" %s", ReturnPlayerName( playerid ), playerid, text[ 1 ] );
|
||||
return 0;
|
||||
}
|
||||
|
||||
else if ( p_Class[ playerid ] == CLASS_CIVILIAN && p_GangID[ playerid ] != INVALID_GANG_ID )
|
||||
{
|
||||
SendClientMessageToGang( p_GangID[ playerid ], g_gangData[ p_GangID[ playerid ] ] [ E_COLOR ], "<Gang Chat> %s(%d):{FFFFFF} %s", ReturnPlayerName( playerid ), playerid, text[ 1 ] );
|
||||
@ -2948,10 +2933,6 @@ CMD:t( playerid, params[ ] )
|
||||
}
|
||||
SendClientMessageToCops( -1, ""COL_BLUE"<Police Radio> %s(%d):"COL_WHITE" %s", ReturnPlayerName( playerid ), playerid, szBigString );
|
||||
}
|
||||
else if ( p_Class[ playerid ] == CLASS_FIREMAN )
|
||||
{
|
||||
SendClientMessageToFireman( -1, "{A83434}<Fireman Radio> %s(%d):"COL_WHITE" %s", ReturnPlayerName( playerid ), playerid, msg );
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
@ -4090,7 +4071,7 @@ CMD:idof( playerid, params[ ] )
|
||||
CMD:playercolor( playerid, params[ ] ) return cmd_pc( playerid, params );
|
||||
CMD:pc( playerid, params[ ] )
|
||||
{
|
||||
ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_LIST, "{FFFFFF}Player Colors", "Innocent\n{FFEC41}Low Suspect\n"COL_ORANGE"Wanted\n{F83245}Most Wanted\n{3E7EFF}Police\n{0035FF}F.B.I\n{191970}C.I.A\n{954BFF}Army\n{A83434}Fireman\n"COL_PINK"Admin On Duty\n"COL_GREY"Other Colors Are Gang Colors", "Okay", "" );
|
||||
ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_LIST, "{FFFFFF}Player Colors", "Innocent\n{FFEC41}Low Suspect\n"COL_ORANGE"Wanted\n{F83245}Most Wanted\n{3E7EFF}Police\n{0035FF}F.B.I\n{191970}C.I.A\n{954BFF}Army\n"COL_PINK"Admin On Duty\n"COL_GREY"Other Colors Are Gang Colors", "Okay", "" );
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -5043,7 +5024,7 @@ CMD:tips( playerid, params[ ] )
|
||||
CMD:commands( playerid, params[ ] ) return cmd_cmds( playerid, params );
|
||||
CMD:cmds( playerid, params[ ] )
|
||||
{
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS, DIALOG_STYLE_LIST, "{FFFFFF}Commands", "Basic Commands\nMain Commands\nCivilian Commands\nShop/Item Commands\nPolice Commands\nFireman Commands\nVehicle Commands\nHouse Commands\nMiscellaneous Commands\n"COL_GOLD"V.I.P Commands", "Okay", "" );
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS, DIALOG_STYLE_LIST, "{FFFFFF}Commands", "Basic Commands\nMain Commands\nCivilian Commands\nShop/Item Commands\nPolice Commands\nVehicle Commands\nHouse Commands\nMiscellaneous Commands\n"COL_GOLD"V.I.P Commands", "Okay", "" );
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -5281,20 +5262,10 @@ CMD:911( playerid, params[ ] )
|
||||
GetZoneFromCoordinates( szLocation, X, Y, Z );
|
||||
Get2DCity( szCity, X, Y, Z );
|
||||
|
||||
if ( strmatch( params, "LEO" ) )
|
||||
{
|
||||
p_AntiSpammyTS[ playerid ] = g_iTime + 15;
|
||||
SendClientMessageToCops( -1, ""COL_BLUE"[911]"COL_GREY" %s(%d) is asking for a law enforcement officer near %s in %s!", ReturnPlayerName( playerid ), playerid, szLocation, szCity );
|
||||
SendServerMessage( playerid, "You have asked for a leo enforcement officer at your current location." );
|
||||
}
|
||||
else if ( strmatch( params, "EFB" ) )
|
||||
{
|
||||
p_AntiSpammyTS[ playerid ] = g_iTime + 15;
|
||||
SendClientMessageToFireman( -1, "{A83434}[911]"COL_GREY" %s(%d) is asking for a fire brigade near %s in %s!", ReturnPlayerName( playerid ), playerid, szLocation, szCity );
|
||||
SendServerMessage( playerid, "You have asked for a fire brigade at your current location." );
|
||||
}
|
||||
else SendUsage( playerid, "/911 [LEO/EFB]" );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -5482,7 +5453,7 @@ CMD:location( playerid, params[ ] )
|
||||
pID
|
||||
;
|
||||
|
||||
if ( p_Class[ playerid ] == CLASS_CIVILIAN || p_Class[ playerid ] == CLASS_FIREMAN ) return SendError( playerid, "This is restricted to police only." );
|
||||
if ( p_Class[ playerid ] == CLASS_CIVILIAN ) return SendError( playerid, "This is restricted to police only." );
|
||||
else if ( sscanf( params, "u", pID ) ) return SendUsage( playerid, "/loc(ation) [PLAYER_ID]" );
|
||||
else if ( ! IsPlayerConnected( pID ) || IsPlayerNPC( pID ) ) return SendError( playerid, "This player isn't connected!" );
|
||||
else if ( ! IsPlayerSpawned( pID ) ) return SendError( playerid, "The player selected isn't spawned." );
|
||||
@ -6631,16 +6602,6 @@ public OnPlayerDriveVehicle( playerid, vehicleid )
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
if ( p_Class[ playerid ] != CLASS_FIREMAN )
|
||||
{
|
||||
if ( model == 407 || model == 544 )
|
||||
{
|
||||
SyncObject( playerid, 1 );
|
||||
//RemovePlayerFromVehicle( playerid );
|
||||
SendError( playerid, "Firemen are only authorized to use this." );
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
@ -8779,10 +8740,7 @@ public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
|
||||
""COL_GREY"/bruteforce{FFFFFF} - Brute forces a houses' password." );
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS_REDIRECT, DIALOG_STYLE_MSGBOX, "{FFFFFF}Police Commands", szCMDS, "Okay", "Back" );
|
||||
}
|
||||
case 5: {
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS_REDIRECT, DIALOG_STYLE_MSGBOX, "{FFFFFF}Fireman Commands", ""COL_GREY"/firetracker"COL_WHITE" - Displays a tracker of active fires in a list.\n"COL_GREY"/rfiretracker"COL_WHITE" - Hides the fire tracker.", "Okay", "Back" );
|
||||
}
|
||||
case 7:
|
||||
case 5:
|
||||
{
|
||||
szCMDS[ 0 ] = '\0';
|
||||
strcat( szCMDS, ""COL_GOLD"General Vehicle Commands\n\n"\
|
||||
@ -8798,7 +8756,7 @@ public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
|
||||
""COL_GREY"/v sell{FFFFFF} - Sells the vehicle to 50% of its original price (requires the player to be inside it)." );
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS_REDIRECT, DIALOG_STYLE_MSGBOX, "{FFFFFF}Vehicle Commands", szCMDS, "Okay", "Back" );
|
||||
}
|
||||
case 8:
|
||||
case 6:
|
||||
{
|
||||
szCMDS[ 0 ] = '\0';
|
||||
strcat( szCMDS, ""COL_GREY"/h{FFFFFF} - Shows the commands for buyable houses.\n"\
|
||||
@ -8808,7 +8766,7 @@ public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
|
||||
""COL_GREY"/h sell{FFFFFF} - Sells the house to 50% of its original price (requires the player to be inside the house)." );
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS_REDIRECT, DIALOG_STYLE_MSGBOX, "{FFFFFF}House Commands", szCMDS, "Okay", "Back" );
|
||||
}
|
||||
case 9:
|
||||
case 7:
|
||||
{
|
||||
szCMDS[ 0 ] = '\0';
|
||||
strcat( szCMDS, ""COL_GREY"/perks{FFFFFF} - A menu where you can benefit your gameplay and waste some XP.\n"\
|
||||
@ -8822,7 +8780,7 @@ public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
|
||||
""COL_GREY"/moviemode{FFFFFF} - Toggles movie mode so you can record without all the text on the screen." );
|
||||
ShowPlayerDialog( playerid, DIALOG_CMDS_REDIRECT, DIALOG_STYLE_MSGBOX, "{FFFFFF}Miscellaneous Commands", szCMDS, "Okay", "Back" );
|
||||
}
|
||||
case 10:
|
||||
case 8:
|
||||
{
|
||||
if ( p_VIPLevel[ playerid ] < VIP_REGULAR ) return SendError( playerid, "You are not a V.I.P, to become one visit "COL_GREY"donate.sfcnr.com" );
|
||||
cmd_vipcmds( playerid, "" );
|
||||
@ -9962,9 +9920,6 @@ function SetPlayerRandomSpawn( playerid )
|
||||
new
|
||||
city = p_SpawningCity{ playerid } >= MAX_CITIES ? random( MAX_CITIES ) : p_SpawningCity{ playerid };
|
||||
|
||||
if ( p_Class[ playerid ] == CLASS_FIREMAN )
|
||||
return SetPlayerPos( playerid, g_FiremanSpawns[ city ] [ RANDOM_SPAWN_X ], g_FiremanSpawns[ city ] [ RANDOM_SPAWN_Y ], g_FiremanSpawns[ city ] [ RANDOM_SPAWN_Z ] ), SetPlayerInterior( playerid, g_FiremanSpawns[ city ] [ RANDOM_SPAWN_INTERIOR ] ), SetPlayerVirtualWorld( playerid, g_FiremanSpawns[ city ] [ RANDOM_SPAWN_WORLD ] ), SetPlayerFacingAngle( playerid, g_FiremanSpawns[ city ] [ RANDOM_SPAWN_A ] ), 1;
|
||||
|
||||
if ( p_inArmy{ playerid } == true )
|
||||
return SetPlayerPos( playerid, g_ArmySpawns[ city ] [ RANDOM_SPAWN_X ], g_ArmySpawns[ city ] [ RANDOM_SPAWN_Y ], g_ArmySpawns[ city ] [ RANDOM_SPAWN_Z ] ), SetPlayerInterior( playerid, g_ArmySpawns[ city ] [ RANDOM_SPAWN_INTERIOR ] ), SetPlayerVirtualWorld( playerid, g_ArmySpawns[ city ] [ RANDOM_SPAWN_WORLD ] ), SetPlayerFacingAngle( playerid, g_ArmySpawns[ city ] [ RANDOM_SPAWN_A ] ), 1;
|
||||
|
||||
@ -10280,7 +10235,6 @@ stock SetPlayerColorToTeam( playerid )
|
||||
if ( p_inCIA{ playerid } ) SetPlayerColor( playerid, COLOR_CIA );
|
||||
if ( p_inArmy{ playerid } ) SetPlayerColor( playerid, COLOR_ARMY );
|
||||
}
|
||||
case CLASS_FIREMAN: SetPlayerColor( playerid, COLOR_FIREMAN );
|
||||
default:
|
||||
{
|
||||
new
|
||||
@ -10325,74 +10279,6 @@ stock SetPlayerColorToTeam( playerid )
|
||||
return 0;
|
||||
}*/
|
||||
|
||||
stock IsPlayerFBI( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 286, 71, 285: {
|
||||
if ( IsPlayerSpawned( playerid ) && IsPlayerSettingToggled( playerid, SETTING_VIPSKIN ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsPlayerCIA( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 303 .. 305: {
|
||||
if ( IsPlayerSpawned( playerid ) && IsPlayerSettingToggled( playerid, SETTING_VIPSKIN ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsPlayerArmy( playerid ) {
|
||||
return GetPlayerSkin( playerid ) == 287;
|
||||
}
|
||||
|
||||
stock IsPlayerPolice( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 265, 266, 267, 306, 307, 280, 281, 284: {
|
||||
if ( IsPlayerSpawned( playerid ) && IsPlayerSettingToggled( playerid, SETTING_VIPSKIN ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsPlayerFireman( playerid )
|
||||
{
|
||||
new
|
||||
skinid = GetPlayerSkin( playerid );
|
||||
|
||||
switch( skinid ) {
|
||||
case 277, 278, 279: {
|
||||
if ( IsPlayerSpawned( playerid ) && IsPlayerSettingToggled( playerid, SETTING_VIPSKIN ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock PutPlayerInEmptyVehicleSeat( vehicleid, playerid )
|
||||
{
|
||||
new
|
||||
@ -12980,18 +12866,6 @@ stock SendClientMessageToCops( colour, format[ ], va_args<> ) // Conversion to f
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock SendClientMessageToFireman( colour, format[ ], va_args<> ) // Conversion to foreach 14 stuffed the define, not sure how...
|
||||
{
|
||||
static
|
||||
out[ 144 ];
|
||||
|
||||
va_format( out, sizeof( out ), format, va_start<2> );
|
||||
|
||||
foreach ( new i : Player ) if ( p_Class[ i ] == CLASS_FIREMAN ) {
|
||||
SendClientMessage( i, colour, out );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock GetPlayerOutsidePos( playerid, &Float: X, &Float: Y, &Float: Z ) // gets the player position, if interior then the last checkpoint position
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user