add new event checks compatiable with cloudy's event system
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@ -354,7 +354,6 @@ stock CreateLoopingAnimation( playerid, animlib[ ], animname[ ], Float:Speed, lo
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else if ( IsPlayerInWater( playerid ) ) return SendError( playerid, "You cannot use this command since you're in water." );
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else if ( IsPlayerMining( playerid ) ) return SendError( playerid, "You cannot use this command since you're mining." );
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else if ( IsPlayerBoxing( playerid ) ) return SendError( playerid, "You cannot use this command since you're boxing." );
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else if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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else if ( GetPlayerAnimationIndex( playerid ) == 1660 ) return SendError( playerid, "You cannot use this command since you're using a vending machine." );
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else if ( IsPlayerAttachedObjectSlotUsed( playerid, 0 ) ) return SendError( playerid, "You cannot use this command since you're robbing." );
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else if ( IsPlayingAnimation( playerid, "ROB_BANK", "CAT_Safe_Rob" ) ) return SendError( playerid, "You cannot use this command since you're robbing." );
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@ -365,6 +364,16 @@ stock CreateLoopingAnimation( playerid, animlib[ ], animname[ ], Float:Speed, lo
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else if ( GetPlayerWeapon( playerid ) == 46 ) return SendError( playerid, "You cannot use this command while wearing a parachute." );
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else
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{
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// event check
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_KIDNAP ) )
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#else
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if ( IsPlayerInEvent( playerid ) )
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#endif
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{
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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SetPlayerSpecialAction( playerid, 0 );
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if ( specialaction == 0 ) {
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ApplyAnimation( playerid, animlib, "null", 0.0, 0, 0, 0, 0, 0 );
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@ -154,7 +154,11 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) {
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/* ** Commands ** */
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CMD:c4( playerid, params[ ] )
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{
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if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_C4 ) ) {
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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#endif
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if ( !strcmp( params, "plant", true, 5 ) )
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{
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@ -29,7 +29,7 @@ hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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checkpointid == g_Checkpoints[ CP_DROP_OFF_DIABLO ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_QUBRADOS ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_COP_LS ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI_LS ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI_LV ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_COP_LV ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_HELI ] )
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checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_HELI ] )
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{
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if ( p_Class[ playerid ] != CLASS_POLICE )
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return 1;
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@ -115,9 +115,19 @@ CMD:taze( playerid, params[ ] )
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if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command while in jail." );
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if ( IsPlayerTied( victimid ) ) return SendError( playerid, "Tazing a tied player is pretty useless, though you can use /untie for a harder job!" );
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if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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if ( p_TazingImmunity[ victimid ] > g_iTime ) return SendError( playerid, "You must wait %d seconds before tazing this player.", p_TazingImmunity[ victimid ] - g_iTime );
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// event check
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_KIDNAP ) )
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#else
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if ( IsPlayerInEvent( playerid ) )
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#endif
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{
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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if ( random( 101 ) < 90 )
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{
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GameTextForPlayer( victimid, "~n~~r~TAZED!", 2000, 4 );
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@ -63,6 +63,12 @@ hook OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float: fX, Float: f
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_PERKS ) ) {
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return 1;
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}
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#endif
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if ( dialogid == DIALOG_PERKS && response )
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{
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switch( listitem )
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@ -194,8 +200,15 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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/* ** Commands ** */
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CMD:perks( playerid, params[ ] )
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{
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if ( IsPlayerInEvent( playerid ) || IsPlayerInBattleRoyale( playerid ) )
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_PERKS ) ) {
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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#else
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if ( IsPlayerInEvent( playerid ) || IsPlayerInBattleRoyale( playerid ) ) {
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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#endif
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if ( IsPlayerInArmyVehicle( playerid ) )
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return SendError( playerid, "You cannot use this command while in an army vehicle." );
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@ -120,6 +120,12 @@ CMD:weed( playerid, params[ ] )
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if ( IsPlayerTied( playerid ) || IsPlayerTazed( playerid ) || IsPlayerCuffed( playerid ) || IsPlayerJailed( playerid ) || IsPlayerInMinigame( playerid ) )
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return SendError( playerid, "You cannot use this command at the moment." );
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_WEED ) ) {
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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#endif
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if ( strmatch( params, "plant" ) )
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{
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if ( ! IsPlayerJob( playerid, JOB_DRUG_DEALER ) ) return SendError( playerid, "You are not a drug dealer." );
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@ -230,7 +236,6 @@ CMD:weed( playerid, params[ ] )
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if ( IsPlayerLoadingObjects( playerid ) ) return SendError( playerid, "You're in a object-loading state, please wait." );
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if ( IsPlayerAttachedObjectSlotUsed( playerid, 0 ) ) return SendError( playerid, "You cannot use this command since you're robbing." );
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// if ( IsPlayerJob( playerid, JOB_DRUG_DEALER ) ) return SendError( playerid, "You cannot use your own products, they are for resale only!" );
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if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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//if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot use this command in a vehicle." );
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//if ( GetPlayerState( playerid ) == PLAYER_STATE_ENTER_VEHICLE_DRIVER || GetPlayerState( playerid ) == PLAYER_STATE_ENTER_VEHICLE_PASSENGER ) return SendError( playerid, "You cannot use this command if you're entering a vehicle." );
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//if ( GetPlayerState( playerid ) == PLAYER_STATE_EXIT_VEHICLE ) return SendError( playerid, "You cannot use this command if you're exiting a vehicle." );
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@ -1091,8 +1091,14 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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}
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// Headshots
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#if defined __cloudy_event_system
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 && ( ! IsPlayerInEvent( playerid ) || ( IsPlayerInEvent( playerid ) && EventSettingAllow( EVENT_SETTING_HEADSHOT ) ) ) )
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#else
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 )
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#endif
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{
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amount *= 1.5;
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}
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// Paintball Headshot
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if ( issuerid != INVALID_PLAYER_ID && p_inPaintBall{ playerid } == true )
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@ -3521,6 +3527,17 @@ CMD:kidnap( playerid, params[ ] )
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else if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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else if ( p_KidnapImmunity[ victimid ] > g_iTime ) return SendError( playerid, "This player cannot be kidnapped for another %s.", secondstotime( p_KidnapImmunity[ victimid ] - g_iTime ) );
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else if ( PutPlayerInEmptyVehicleSeat( p_LastVehicle[ playerid ], victimid ) == -1 ) return SendError( playerid, "Failed to place the player inside a full of player vehicle." );
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// event check
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_KIDNAP ) )
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#else
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if ( IsPlayerInEvent( playerid ) )
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#endif
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{
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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SendClientMessageFormatted( victimid, -1, ""COL_RED"[KIDNAPPED]{FFFFFF} You have been kidnapped by %s(%d)!", ReturnPlayerName( playerid ), playerid );
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SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[KIDNAPPED]{FFFFFF} You have kidnapped %s(%d), he has been thrown in your previous entered vehicle!", ReturnPlayerName( victimid ), victimid );
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TogglePlayerControllable( victimid, 0 );
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@ -3587,11 +3604,20 @@ CMD:tie( playerid, params[ ] )
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else if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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else if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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else if ( GetPlayerState( victimid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot tie wasted players." );
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else if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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else if ( IsPlayerInPlayerGang( playerid, victimid ) ) return SendError( playerid, "You cannot use this command on your homies!" );
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else if ( IsPlayerSpawnProtected( victimid ) ) return SendError( playerid, "You cannot use this command on spawn protected players." );
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else if ( IsPlayerInCasino( victimid ) && ! p_WantedLevel[ victimid ] ) return SendError( playerid, "The innocent person you're trying to tie is in a casino." );
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// event check
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_TIE ) )
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#else
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if ( IsPlayerInEvent( playerid ) )
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#endif
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{
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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// remove rope after attempt
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if ( p_Ropes[ playerid ] -- > 0 ) {
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ShowPlayerHelpDialog( playerid, 4500, "You only have %d ropes left!", p_Ropes[ playerid ] );
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@ -3771,9 +3797,18 @@ CMD:rob( playerid, params[ ] )
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else if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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else if ( IsPlayerInCasino( victimid ) && ! p_WantedLevel[ victimid ] ) return SendError( playerid, "The innocent person you're trying to rob is in a casino." );
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else if ( p_ClassSelection{ victimid } ) return SendError( playerid, "This player is currently in class selection." );
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else if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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else if ( IsPlayerInPlayerGang( playerid, victimid ) ) return SendError( playerid, "You cannot use this command on your homies!" );
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// event check
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_ROB ) )
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#else
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if ( IsPlayerInEvent( playerid ) )
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#endif
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{
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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new
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iRandom = random( 101 );
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@ -3856,10 +3891,19 @@ CMD:rape( playerid, params[ ] )
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else if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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else if ( IsPlayerSpawnProtected( victimid ) ) return SendError( playerid, "This player is in a anti-spawn-kill state." );
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else if ( p_ClassSelection{ victimid } ) return SendError( playerid, "This player is currently in class selection." );
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else if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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else if ( IsPlayerAFK( victimid ) && GetPlayerState( playerid ) != PLAYER_STATE_WASTED ) return SendError( playerid, "This player is in an AFK state." );
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else if ( IsPlayerInPlayerGang( playerid, victimid ) ) return SendError( playerid, "You cannot use this command on your homies!" );
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// event check
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#if defined __cloudy_event_system
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if ( IsPlayerInEvent( playerid ) && ! EventSettingAllow( EVENT_SETTING_RAPE ) )
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#else
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if ( IsPlayerInEvent( playerid ) )
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#endif
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{
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return SendError( playerid, "You cannot use this command since you're in an event." );
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}
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new iRandom = random( 101 );
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if ( IsPlayerJob( playerid, JOB_MUGGER ) ) { iRandom += 10; } // Adds more success to muggers
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if ( iRandom < 75 || IsPlayerTied( victimid ) )
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