/* * Irresistible Gaming (c) 2018 * Developed by Lorenc * Module: cnr\features\robbery\safes.pwn * Purpose: safe robbery system (within stores) */ /* ** Includes ** */ #include < YSI\y_hooks > /* ** Definitions ** */ #define MAX_ROBBERIES ( 500 ) #define MAX_ROBBERY_WAIT ( 300 ) #define MAX_DRILL_STRENGTH ( 200 ) #define ROBBERY_MONEYCASE_BONUS ( 1.4 ) #define STATE_NONE ( 0 ) #define STATE_ROBBED ( 1 ) #define STATE_PICKED ( 2 ) /* ** Macros ** */ #define IsPlayerRobbing(%0) ( p_UsingRobberySafe[ %0 ] != -1 ) /* ** Variables ** */ enum E_ROBBERY_SYSTEM { E_NAME[ 32 ], E_ROB_VALUE, E_WORLD, E_ROB_TIME, bool: E_ROBBED, E_STATE, E_SAFE, E_SAFE_DOOR, E_SAFE_MONEY, E_SAFE_LOOT, E_ROBTIMER, bool: E_OPEN, E_C4, bool: E_C4_SLOT, E_DRILL, E_DRILL_PLACER, E_DRILL_EFFECT, Float: E_DOOR_X, Float: E_DOOR_Y, Float: E_DOOR_Z, Float: E_DOOR_ROT, Text3D: E_LABEL, Float: E_MULTIPLIER, E_BUSINESS_ID }; enum { ROBBERY_TYPE_DRILL, ROBBERY_TYPE_C4, ROBBERY_TYPE_LABOR }; new g_robberyData [ MAX_ROBBERIES ] [ E_ROBBERY_SYSTEM ], p_drillStrength [ MAX_PLAYERS ], Iterator:RobberyCount ; /* ** Forwards ** */ stock Float: distanceFromSafe( iPlayer, iRobbery, &Float: fDistance = Float: 0x7F800000 ) { static Float: fX, Float: fY, Float: fZ; if ( ! Iter_Contains( RobberyCount, iRobbery ) ) return fDistance; if ( g_robberyData[ iRobbery ] [ E_WORLD ] != -1 && g_robberyData[ iRobbery ] [ E_WORLD ] != GetPlayerVirtualWorld( iPlayer ) ) return fDistance; if ( GetDynamicObjectPos( g_robberyData[ iRobbery ] [ E_SAFE ], fX, fY, fZ ) ) fDistance = GetPlayerDistanceFromPoint( iPlayer, fX, fY, fZ ); return fDistance; } /* ** Hooks ** */ hook OnServerUpdate( ) { // Replenish Robberies foreach ( new robberyid : RobberyCount ) if ( g_iTime > g_robberyData[ robberyid ] [ E_ROB_TIME ] && g_robberyData[ robberyid ] [ E_ROBBED ] ) { setSafeReplenished( robberyid ); } return 1; } hook OnPlayerRegister( playerid ) { p_drillStrength[ playerid ] = MAX_DRILL_STRENGTH; return 1; } hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( PRESSED( KEY_WALK ) ) { if ( ! IsPlayerInAnyVehicle( playerid ) ) { return SetPlayerHandleNearestSafe( playerid ); } } return 1; } hook OnPlayerProgressUpdate( playerid, progressid, bool: canceled, params ) { if ( progressid == PROGRESS_ROBBING || progressid == PROGRESS_SAFEPICK ) { new Float: distance = distanceFromSafe( playerid, params ); new abort = ( !IsPlayerSpawned( playerid ) || !IsPlayerConnected( playerid ) || IsPlayerTied( playerid ) || IsPlayerInAnyVehicle( playerid ) || GetPlayerState( playerid ) == PLAYER_STATE_WASTED || IsPlayerAFK( playerid ) || params == -1 || distance > 1.5 || distance < 0.0 || canceled ); if ( g_Debugging ) { //SendClientMessageFormatted( playerid, COLOR_YELLOW, "distance: %f, params: %d, player: %d, jacked: %d", distance, params, p_UsingRobberySafe [ playerid ], g_robberyData[ params ] [ E_STATE ] ); new robberyid = params; printf("[DEBUG] [ROBBERY] [%d] Robbing/Picking [progress : %d, distance : %f, abort : %d] { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, progressid, distance, abort, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } if ( abort ) { RemovePlayerAttachedObject( playerid, 0 ); g_robberyData [ params ] [ E_STATE ] = STATE_NONE; p_UsingRobberySafe [ playerid ] = -1; return StopProgressBar( playerid ), 1; } // force angle SetPlayerFacingAngle( playerid, g_robberyData[ params ] [ E_DOOR_ROT ] ); } return 1; } hook OnProgressCompleted( playerid, progressid, params ) { static Float: X, Float: Y, Float: Z; if ( progressid == PROGRESS_ROBBING ) { new robberyid = params, Float: distance = distanceFromSafe( playerid, robberyid ) ; if ( robberyid != -1 && distance < 2.5 || distance > 0.0 ) { if ( IsValidDynamicObject( g_robberyData[ robberyid ] [ E_SAFE_MONEY ] ) ) { if ( g_robberyData[ robberyid ] [ E_STATE ] != STATE_ROBBED ) return SendError( playerid, "This safe can no longer be robbed." ); else { static szLocation[ MAX_ZONE_NAME ], szCity[ MAX_ZONE_NAME ]; ClearAnimations ( playerid ); g_robberyData [ robberyid ] [ E_STATE ] = STATE_NONE; p_UsingRobberySafe [ playerid ] = -1; new businessid = g_robberyData[ robberyid ] [ E_BUSINESS_ID ]; if ( businessid == -1 && IsPlayerConnected( playerid ) && p_MoneyBag{ playerid } == true ) { new extra_loot = floatround( float( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] ) * ROBBERY_MONEYCASE_BONUS ); g_robberyData[ robberyid ] [ E_SAFE_LOOT ] = extra_loot; } if ( GetPlayerInterior( playerid ) != 0 ) { if ( p_LastEnteredEntrance[ playerid ] != -1 ) { new id = p_LastEnteredEntrance[ playerid ]; Get2DCity( szCity, g_entranceData[ id ] [ E_EX ], g_entranceData[ id ] [ E_EY ], g_entranceData[ id ] [ E_EZ ] ); GetZoneFromCoordinates( szLocation, g_entranceData[ id ] [ E_EX ], g_entranceData[ id ] [ E_EY ], g_entranceData[ id ] [ E_EZ ] ); if ( !strmatch( szCity, "San Fierro" ) && !strmatch( szCity, "Las Venturas" ) && !strmatch( szCity, "Los Santos" ) ) g_robberyData[ robberyid ] [ E_SAFE_LOOT ] /= 2; // Halve Profit outside SF, LV & LS if ( strmatch( szCity, "Las Venturas" ) || strmatch( szCity, "Los Santos" ) ) g_robberyData[ robberyid ] [ E_SAFE_LOOT ] = floatround( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] * 0.8 ); // Remove 20% SendGlobalMessage( COLOR_GOLD, "[ROBBERY]"COL_WHITE" %s(%d) has robbed "COL_GOLD"%s"COL_WHITE" from %s near %s in %s!", ReturnPlayerName( playerid ), playerid, cash_format( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] ), g_robberyData[ robberyid ] [ E_NAME ], szLocation, szCity ); } else if ( p_InBusiness[ playerid ] != -1 ) { Get2DCity( szCity, g_businessData[ businessid ] [ E_X ], g_businessData[ businessid ] [ E_Y ], g_businessData[ businessid ] [ E_Z ] ); GetZoneFromCoordinates( szLocation, g_businessData[ businessid ] [ E_X ], g_businessData[ businessid ] [ E_Y ], g_businessData[ businessid ] [ E_Z ] ); SendGlobalMessage( COLOR_GOLD, "[ROBBERY]"COL_WHITE" %s(%d) has robbed "COL_GOLD"%s"COL_WHITE" from %s"COL_WHITE" near %s in %s!", ReturnPlayerName( playerid ), playerid, cash_format( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] ), g_robberyData[ robberyid ] [ E_NAME ], szLocation, szCity ); } else { SendServerMessage( playerid, "You've been kicked due to suspected teleport hacking." ); KickPlayerTimed( playerid ); return 1; } } else { GetPlayerPos( playerid, X, Y, Z ); Get2DCity( szCity, X, Y, Z ); if ( !strmatch( szCity, "San Fierro" ) && !strmatch( szCity, "Las Venturas" ) && !strmatch( szCity, "Los Santos" ) ) g_robberyData[ robberyid ] [ E_SAFE_LOOT ] /= 2; // Halve Profit outside SF, LV & LS //if ( strmatch( szCity, "Las Venturas" ) || strmatch( szCity, "Los Santos" ) ) g_robberyData[ robberyid ] [ E_SAFE_LOOT ] = floatround( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] * 0.75 ); // Remove 25% SendGlobalMessage( -1, ""COL_GOLD"[ROBBERY]"COL_WHITE" %s(%d) has robbed "COL_GOLD"%s"COL_WHITE" from %s in %s!", ReturnPlayerName( playerid ), playerid, cash_format( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] ), g_robberyData[ robberyid ] [ E_NAME ], szCity ); } GivePlayerScore( playerid, 2 ); GivePlayerWantedLevel( playerid, 6 ); GivePlayerExperience( playerid, E_ROBBERY ); SplitPlayerCashForGang( playerid, float( g_robberyData[ robberyid ] [ E_SAFE_LOOT ] ) ); g_robberyData[ robberyid ] [ E_SAFE_LOOT ] = 0; DestroyDynamicObject( g_robberyData[ robberyid ] [ E_SAFE_MONEY ] ); g_robberyData[ robberyid ] [ E_SAFE_MONEY ] = INVALID_OBJECT_ID; g_robberyData[ robberyid ] [ E_ROBBED ] = true; g_robberyData[ robberyid ] [ E_ROB_TIME ] = g_iTime + MAX_ROBBERY_WAIT; //SendClientMessageToAdmins(COLOR_ORANGE,"%s(%d) robbed safe %d (%d sec)", ReturnPlayerName( playerid ), playerid, robberyid, g_robberyData[ robberyid ] [ E_ROB_TIME ] - gettime()); if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] Store Robbed [progress : %d, distance : %f] { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, progressid, distance, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } ach_HandlePlayerRobbery( playerid ); } } } } else if ( progressid == PROGRESS_SAFEPICK ) { new robberyid = p_UsingRobberySafe[ playerid ], Float: distance = distanceFromSafe( playerid, robberyid ) ; if ( robberyid != -1 && 0.0 < distance <= 2.5 ) { if ( !g_robberyData[ robberyid ] [ E_ROBBED ] && !IsValidDynamicObject( g_robberyData[ robberyid ] [ E_SAFE_MONEY ] ) ) { static Float: pZ, Float: sZ; if ( g_robberyData[ robberyid ] [ E_STATE ] != STATE_PICKED ) return SendError( playerid, "This safe can no longer be picked." ); p_UsingRobberySafe[ playerid ] = -1; RemovePlayerAttachedObject( playerid, 0 ); SendServerMessage( playerid, "You've opened the safe door." ); g_robberyData[ robberyid ] [ E_STATE ] = STATE_NONE; g_robberyData[ robberyid ] [ E_ROBTIMER ] = SetTimerEx( "onSafeBust", 1000, false, "dddd", playerid, robberyid, ROBBERY_TYPE_LABOR, 0 ); if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] Safe Picked [progress : %d, distance : %f] { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, progressid, distance, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } GetDynamicObjectPos( g_robberyData[ robberyid ] [ E_SAFE ], sZ, sZ, sZ ); GetPlayerPos( playerid, pZ, pZ, pZ ); if ( sZ < pZ ) ApplyAnimation( playerid, "ROB_BANK", "CAT_Safe_Open", 4.1, 0, 0, 0, 0, 0, 0 ); } } } return 1; } /* ** Functions ** */ stock CreateRobberyCheckpoint( szName[ 32 ], iRobValue, Float: fX, Float: fY, Float: fZ, Float: rotation, worldid ) { new Float: offsetX, Float: offsetY; new rID = Iter_Free( RobberyCount ); if ( rID != ITER_NONE ) { Iter_Add( RobberyCount, rID ); //fX += 0.1 * floatsin( rotation, degrees ); //fY += 0.1 * floatcos( rotation, degrees ); g_robberyData[ rID ] [ E_SAFE ] = CreateDynamicObject( 19618, fX, fY, fZ, 0, 0, rotation, worldid ); offsetX = 0.48 * floatsin( -( rotation + 119 ), degrees ); offsetY = 0.48 * floatcos( -( rotation + 119 ), degrees ); // SAFE DOOR g_robberyData[ rID ] [ E_DOOR_X ] = fX + offsetX; g_robberyData[ rID ] [ E_DOOR_Y ] = fY + offsetY; g_robberyData[ rID ] [ E_DOOR_Z ] = fZ; g_robberyData[ rID ] [ E_DOOR_ROT ] = rotation; g_robberyData[ rID ] [ E_SAFE_DOOR ] = CreateDynamicObject( 19619, fX + offsetX, fY + offsetY, fZ, 0, 0, rotation, worldid ); // SetDynamicObjectMaterial( g_robberyData[ rID ] [ E_SAFE ], 5, 1829, "kbmiscfrn2", "man_mny1", 0 ); // SetDynamicObjectMaterial( g_robberyData[ rID ] [ E_SAFE_DOOR ], 2, 0, "none", "none", -1 ); g_robberyData[ rID ] [ E_LABEL ] = CreateDynamic3DTextLabel( sprintf( "%s\n"COL_WHITE"Left ALT To Crack Safe", szName ), COLOR_GREY, fX, fY, fZ, 15.0, .testlos = 0, .worldid = worldid ); format( g_robberyData[ rID ] [ E_NAME ], 32, "%s", szName ); g_robberyData[ rID ] [ E_WORLD ] = worldid; g_robberyData[ rID ] [ E_ROB_VALUE ] = iRobValue; g_robberyData[ rID ] [ E_ROBBED ] = false; g_robberyData[ rID ] [ E_STATE ] = STATE_NONE; g_robberyData[ rID ] [ E_ROBTIMER ] = 0xFFFF; g_robberyData[ rID ] [ E_DRILL_PLACER ] = INVALID_PLAYER_ID; g_robberyData[ rID ] [ E_DRILL_EFFECT ] = INVALID_OBJECT_ID; g_robberyData[ rID ] [ E_MULTIPLIER ] = 1.0; g_robberyData[ rID ] [ E_BUSINESS_ID ] = -1; return rID; } else { static surplus; printf("Too many robberies created. Increase MAX_BUSINESSES to %d", ++surplus + MAX_BUSINESSES ); } return ITER_NONE; // if there's multiple, we will return none } stock CreateMultipleRobberies( szName[ 32 ], iRobValue, Float: fX, Float: fY, Float: fZ, Float: rotation, ... ) { for( new i = 6; i < numargs( ); i++ ) { new worldid = getarg( i ); CreateRobberyCheckpoint( szName, iRobValue, fX, fY, fZ, rotation, worldid ); if ( worldid == -1 ) break; } } stock getClosestRobberySafe( playerid, &Float: dis = 99999.99 ) { new Float: dis2, object = INVALID_OBJECT_ID, Float: X, Float: Y, Float: Z, world = GetPlayerVirtualWorld( playerid ) ; foreach(new i : RobberyCount) { if ( world != 0 && g_robberyData[ i ] [ E_WORLD ] != -1 && g_robberyData[ i ] [ E_WORLD ] != world ) continue; GetDynamicObjectPos( g_robberyData[ i ] [ E_SAFE ], X, Y, Z ); dis2 = GetPlayerDistanceFromPoint( playerid, X, Y, Z ); if ( dis2 < dis && dis2 != -1.00 ) { dis = dis2; object = i; } } return object; } stock GetEntranceClosestRobberySafe( entranceid, &Float: distance = FLOAT_INFINITY ) { new iCurrent = INVALID_PLAYER_ID, Float: fTmp; new world = GetEntranceWorld( entranceid ); foreach ( new robberyid : RobberyCount ) { if ( world != 0 && g_robberyData[ robberyid ] [ E_WORLD ] != -1 && g_robberyData[ robberyid ] [ E_WORLD ] != world ) continue; static Float: X, Float: Y, Float: Z; if ( GetEntranceInsidePos( entranceid, X, Y, Z ) ) { if ( 0.0 < ( fTmp = GetDistanceBetweenPoints( g_robberyData[ robberyid ] [ E_DOOR_X ], g_robberyData[ robberyid ] [ E_DOOR_Y ], g_robberyData[ robberyid ] [ E_DOOR_Z ], X, Y, Z ) ) < distance ) // Y_Less mentioned there's no need to sqroot { distance = fTmp; iCurrent = robberyid; } } } return iCurrent; } stock GetXYInFrontOfSafe( robberyid, &Float: X, &Float: Y, &Float: Z, Float: distance = 1.1 ) // old 1.25 { static Float: iFloat; GetDynamicObjectPos( g_robberyData[ robberyid ] [ E_SAFE ], X, Y, Z ); GetDynamicObjectRot( g_robberyData[ robberyid ] [ E_SAFE ], iFloat, iFloat, iFloat ); X += distance * -floatsin( -iFloat, degrees ); Y += distance * -floatcos( -iFloat, degrees ); } stock AttachToRobberySafe( robberyid, playerid, type ) { if ( !IsPlayerConnected( playerid ) ) return 0; // Not connected if (!Iter_Contains(RobberyCount, robberyid)) return 0; // Invalid Robbery if ( ( g_robberyData[ robberyid ] [ E_C4_SLOT ] == true && type == ROBBERY_TYPE_DRILL ) || ( g_robberyData[ robberyid ] [ E_DRILL_PLACER ] != INVALID_PLAYER_ID && type == ROBBERY_TYPE_C4 ) ) return 0; // Is occupied? if ( g_robberyData[ robberyid ] [ E_ROBBED ] || g_robberyData[ robberyid ] [ E_OPEN ] || g_robberyData[ robberyid ] [ E_ROBTIMER ] != 0xFFFF ) return 0; // It's been robbed/opened! if ( p_Class[ playerid ] == CLASS_POLICE ) return 0; // Not civilian if ( IsPlayerAttachedObjectSlotUsed( playerid, 0 ) || g_robberyData[ robberyid ] [ E_STATE ] ) return 0; // Currently picking/being robbed/being picked //if ( g_robberyData[ robberyid ] [ E_BUSINESS_ID ] != -1 && ! g_businessData[ g_robberyData[ robberyid ] [ E_BUSINESS_ID ] ] [ E_BANK ] ) // return 0xBF; // has $0 in bank as biz if ( g_robberyData[ robberyid ] [ E_BUSINESS_ID ] != -1 && ! IsPlayerJob( playerid, JOB_BURGLAR ) ) return 0; // must be burglar to rob safe if ( IsBusinessAssociate( playerid, g_robberyData[ robberyid ] [ E_BUSINESS_ID ] ) ) return 0; // is biz associate static Float: fX, Float: fY, Float: fZ, Float: offsetX, Float: offsetY, Float: rotation ; GetDynamicObjectPos( g_robberyData[ robberyid ] [ E_SAFE ], fX, fY, fZ ); GetDynamicObjectRot( g_robberyData[ robberyid ] [ E_SAFE ], rotation, rotation, rotation ); if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] AttachToRobberySafe( %d, %d, %d ) { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, robberyid, playerid, type, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } // start the drill/c4 switch( type ) { case ROBBERY_TYPE_DRILL: { if ( p_drillStrength[ playerid ] <= 0 ) return 0; if ( g_robberyData[ robberyid ] [ E_DRILL_PLACER ] != INVALID_PLAYER_ID || IsValidDynamicObject( g_robberyData[ robberyid ] [ E_DRILL ] ) ) return 0; // Valid drill/driller already on? // DRILL offsetX = 0.8 * floatsin( -( rotation + 200 ), degrees ); offsetY = 0.8 * floatcos( -( rotation + 200 ), degrees ); g_robberyData[ robberyid ] [ E_DRILL_PLACER ] = playerid; g_robberyData[ robberyid ] [ E_DRILL ] = CreateDynamicObject( 341, fX + offsetX, fY + offsetY, fZ, 0, 24.0, rotation + 90, g_robberyData[ robberyid ] [ E_WORLD ] ); offsetX = -1.4 * floatsin( -( rotation + 170 ), degrees ); offsetY = -1.4 * floatcos( -( rotation + 170 ), degrees ); g_robberyData[ robberyid ] [ E_DRILL_EFFECT ] = CreateDynamicObject( 18718, fX + offsetX, fY + offsetY, fZ, 90, 0, rotation, g_robberyData[ robberyid ] [ E_WORLD ] ); new Float: speed_up = GetPlayerLevel( playerid, E_ROBBERY ) * 37.5; if ( speed_up >= 37.5 ) { SendServerMessage( playerid, "You have attached your thermal drill (%0.1f%s faster) on this "COL_ORANGE"safe"COL_WHITE".", ( speed_up / 7500.0 ) * 100.0, "%%" ); } else { SendServerMessage( playerid, "You have attached your thermal drill on this "COL_ORANGE"safe"COL_WHITE"." ); } g_robberyData[ robberyid ] [ E_ROBTIMER ] = SetTimerEx( "onSafeBust", 7500 - floatround( speed_up ), false, "dddd", playerid, robberyid, type, 0 ); p_drillStrength[ playerid ] -= 10; Streamer_Update( playerid ); return 1; } case ROBBERY_TYPE_C4: { if ( g_robberyData[ robberyid ] [ E_C4_SLOT ] == false ) { // slot 1 = orignally 185 degrees offsetX = 0.35 * floatsin( -( rotation + 180 ), degrees ); offsetY = 0.35 * floatcos( -( rotation + 180 ), degrees ); //case 0: g_robberyData[ robberyid ] [ E_C4 ] [ 0 ] = CreateDynamicObject( 363, fX + offsetX, fY + offsetY, fZ + 0.18534, 0, 0, rotation, g_robberyData[ robberyid ] [ E_WORLD ] ); //case 1: g_robberyData[ robberyid ] [ E_C4 ] [ 1 ] = CreateDynamicObject( 363, fX + offsetX, fY + offsetY, fZ + 0.44483, 0, 90, rotation, g_robberyData[ robberyid ] [ E_WORLD ] ); //case 2: g_robberyData[ robberyid ] [ E_C4 ] [ 2 ] = CreateDynamicObject( 363, fX + offsetX, fY + offsetY, fZ - 0.06090, 0, 90, rotation, g_robberyData[ robberyid ] [ E_WORLD ] ); g_robberyData[ robberyid ] [ E_C4 ] = CreateDynamicObject( 363, fX + offsetX, fY + offsetY, fZ + 0.18534, 0, 0, rotation, g_robberyData[ robberyid ] [ E_WORLD ] ); g_robberyData[ robberyid ] [ E_C4_SLOT ] = true; g_robberyData[ robberyid ] [ E_ROBTIMER ] = SetTimerEx( "onSafeBust", 960, false, "dddd", playerid, robberyid, type, 0 ); return 1; } } } return 0; } stock RemoveRobberyAttachments( robberyid ) { if (!Iter_Contains(RobberyCount, robberyid)) return; // Invalid Robbery DestroyDynamicObject( g_robberyData[ robberyid ] [ E_DRILL ] ); DestroyDynamicObject( g_robberyData[ robberyid ] [ E_DRILL_EFFECT ] ); DestroyDynamicObject( g_robberyData[ robberyid ] [ E_C4 ] ); g_robberyData[ robberyid ] [ E_C4_SLOT ] = false; g_robberyData[ robberyid ] [ E_C4 ] = INVALID_OBJECT_ID; g_robberyData[ robberyid ] [ E_DRILL ] = INVALID_OBJECT_ID; g_robberyData[ robberyid ] [ E_DRILL_PLACER ] = INVALID_PLAYER_ID; g_robberyData[ robberyid ] [ E_DRILL_EFFECT ] = INVALID_OBJECT_ID; if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] RemoveRobberyAttachments { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } } stock createRobberyLootInstance( playerid, robberyid, type ) { if (!Iter_Contains(RobberyCount, robberyid)) return; // Invalid Robbery static Float: fX, Float: fY, Float: fZ, Float: fRotation; GetDynamicObjectPos( g_robberyData[ robberyid ] [ E_SAFE ], fX, fY, fZ ); GetDynamicObjectRot( g_robberyData[ robberyid ] [ E_SAFE ], fRotation, fRotation, fRotation ); // new businessid = g_robberyData[ robberyid ] [ E_BUSINESS_ID ]; // new bool: business_robbery = businessid != -1; new Float: random_chance = fRandomEx( 0.0, 101.0 ); /*if ( business_robbery ) { switch ( g_businessData[ businessid ] [ E_SECURITY_LEVEL ] ) { case 0: probability = 25.0; case 1: probability = 50.0; case 2: probability = 75.0; case 3: probability = 101.0; // must be over 100.0% } }*/ // 100% success rate for newbs if ( p_Robberies[ playerid ] < 10.0 ) { random_chance = 100.0; } if ( GetPlayerLevel( playerid, E_POLICE ) >= 50.0 ) { random_chance = 100.0; } // level increase chance of success random_chance += GetPlayerLevel( playerid, E_ROBBERY ) * 0.2; // increase success rate by 0.2% per level // potential for a 20% fail rate if ( random_chance > 20.0 ) { new Float: iRobAmount = float( g_robberyData[ robberyid ] [ E_ROB_VALUE ] ); new Float: iLoot = fRandomEx( iRobAmount / 2.0, iRobAmount ); // Apply multiplier iLoot *= g_robberyData[ robberyid ] [ E_MULTIPLIER ]; g_robberyData[ robberyid ] [ E_MULTIPLIER ] = 1.0; // check if this is a business safe /*if ( business_robbery ) { new Float: final_bank = float( g_businessData[ businessid ] [ E_BANK ] ); switch ( g_businessData[ businessid ] [ E_SECURITY_LEVEL ] ) { case 0: iLoot = floatround( final_bank * 0.75 ); case 1: iLoot = floatround( final_bank * 0.5 ); case 2: iLoot = floatround( final_bank * 0.25 ); case 3: iLoot = 0; // floatround( final_bank * 0.1 ); } // update business data g_businessData[ businessid ] [ E_BANK ] -= floatround( iLoot ); UpdateBusinessData( businessid ); // tax 10 percent for me iLoot *= 0.9; // add loot anyway under 3k if ( iLoot < 3000 ) iLoot = RandomEx( 1500, 3000 ); }*/ // Loose 50% because of impact // if ( type == ROBBERY_TYPE_C4 ) iLoot *= 0.50; // money offset fX += 0.07 * floatsin( -fRotation, degrees ); fY += 0.07 * floatcos( -fRotation, degrees ); DestroyDynamicObject( g_robberyData[ robberyid ] [ E_SAFE_MONEY ] ); g_robberyData[ robberyid ] [ E_SAFE_MONEY ] = CreateDynamicObject( 2005, fX, fY, fZ - 0.1, 0, 0, g_robberyData[ robberyid ] [ E_DOOR_ROT ], g_robberyData[ robberyid ] [ E_WORLD ] ); SetDynamicObjectMaterial( g_robberyData[ robberyid ] [ E_SAFE_MONEY ], 0, 2005, "cr_safe_cash", "man_mny2", 0xFF98FB98 ); g_robberyData[ robberyid ] [ E_SAFE_LOOT ] = floatround( iLoot ); if ( IsPlayerConnected( playerid ) ) Streamer_Update( playerid ); } else { if ( IsPlayerConnected( playerid ) && p_Class[ playerid ] != CLASS_POLICE ) { new szLocation[ MAX_ZONE_NAME ], id = p_LastEnteredEntrance[ playerid ], business_id = g_robberyData[ robberyid ] [ E_BUSINESS_ID ] ; if ( id != -1 ) // Sometimes the player isn't even inside a home. GetZoneFromCoordinates( szLocation, g_entranceData[ id ] [ E_EX ], g_entranceData[ id ] [ E_EY ], g_entranceData[ id ] [ E_EZ ] ); else if ( business_id != -1 ) GetZoneFromCoordinates( szLocation, g_businessData[ business_id ] [ E_X ], g_businessData[ business_id ] [ E_Y ], g_businessData[ business_id ] [ E_Z ] ); if ( GetPlayerInterior( playerid ) != 0 ) SendClientMessageToCops( -1, ""COL_BLUE"[ROBBERY]"COL_WHITE" %s has failed robbing %s"COL_WHITE" near %s.", ReturnPlayerName( playerid ), g_robberyData[ robberyid ] [ E_NAME ], szLocation ); else SendClientMessageToCops( -1, ""COL_BLUE"[ROBBERY]"COL_WHITE" %s has failed robbing %s"COL_WHITE".", ReturnPlayerName( playerid ), g_robberyData[ robberyid ] [ E_NAME ] ); SendClientMessage( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" No loot, and the alarm went off. Cops have been alerted." ); GivePlayerWantedLevel( playerid, 6 ); CreateCrimeReport( playerid ); } g_robberyData[ robberyid ] [ E_ROB_TIME ] = g_iTime + MAX_ROBBERY_WAIT; g_robberyData[ robberyid ] [ E_ROBBED ] = true; } if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] createRobberyLootInstance( %d, %d, %d ) { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, playerid, robberyid, type, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } } function onSafeBust( playerid, robberyid, type, index ) { new bConnected = IsPlayerConnected( playerid ); switch( type ) { case ROBBERY_TYPE_C4: { if ( index < 3 ) { if ( bConnected ) { PlayerPlaySound( playerid, 1056, g_robberyData[ robberyid ] [ E_DOOR_X ], g_robberyData[ robberyid ] [ E_DOOR_Y ], g_robberyData[ robberyid ] [ E_DOOR_Z ] ); GameTextForPlayer( playerid, "~r~Fall back!~n~c4 in detonation!", 4000, 3 ); } g_robberyData[ robberyid ] [ E_ROBTIMER ] = SetTimerEx( "onSafeBust", 960, false, "dddd", playerid, robberyid, type, index + 1 ); } else { if ( bConnected ) { GameTextForPlayer( playerid, "~g~We're in!", 4000, 3 ); PlayerPlaySound( playerid, 1057, g_robberyData[ robberyid ] [ E_DOOR_X ], g_robberyData[ robberyid ] [ E_DOOR_Y ], g_robberyData[ robberyid ] [ E_DOOR_Z ] ); } g_robberyData[ robberyid ] [ E_STATE ] = STATE_NONE; g_robberyData[ robberyid ] [ E_ROBTIMER ] = 0xFFFF; RemoveRobberyAttachments( robberyid ); ControlRobberySafe( robberyid, true ); createRobberyLootInstance( playerid, robberyid, type ); CreateExplosionEx( g_robberyData[ robberyid ] [ E_DOOR_X ], g_robberyData[ robberyid ] [ E_DOOR_Y ], g_robberyData[ robberyid ] [ E_DOOR_Z ], 12, 0.0, g_robberyData[ robberyid ] [ E_WORLD ], -1 ); } } case ROBBERY_TYPE_DRILL, ROBBERY_TYPE_LABOR: { g_robberyData[ robberyid ] [ E_STATE ] = STATE_NONE; g_robberyData[ robberyid ] [ E_ROBTIMER ] = 0xFFFF; RemoveRobberyAttachments( robberyid ); ControlRobberySafe( robberyid, true ); createRobberyLootInstance( playerid, robberyid, type ); if ( type == ROBBERY_TYPE_LABOR ) SetTimerEx( "SetPlayerHandleNearestSafe", 1350, false, "d", playerid ); } } if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] onSafeBust( %d, %d, %d, %d ) { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, playerid, robberyid, type, index, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } } stock ControlRobberySafe( rID, bool: open ) { static Float: Z; if (Iter_Contains(RobberyCount, rID)) { GetDynamicObjectPos( g_robberyData[ rID ] [ E_SAFE_DOOR ], Z, Z, Z ); if ( g_robberyData[ rID ] [ E_OPEN ] == true && open == true ) { printf("[GM:WARNING] Safe %d was stopped from opening twice.", rID ); return; } if ( open ) { // Must close it SetDynamicObjectPos( g_robberyData[ rID ] [ E_SAFE_DOOR ], g_robberyData[ rID ] [ E_DOOR_X ], g_robberyData[ rID ] [ E_DOOR_Y ], Z ); SetDynamicObjectRot( g_robberyData[ rID ] [ E_SAFE_DOOR ], 0.0, 0.0, g_robberyData[ rID ] [ E_DOOR_ROT ] ); SetTimerEx( "Physics_OpenSafe", 450, false, "dd", rID, 0 ); } else { SetDynamicObjectPos( g_robberyData[ rID ] [ E_SAFE_DOOR ], g_robberyData[ rID ] [ E_DOOR_X ], g_robberyData[ rID ] [ E_DOOR_Y ], Z ); SetDynamicObjectRot( g_robberyData[ rID ] [ E_SAFE_DOOR ], 0.0, 0.0, g_robberyData[ rID ] [ E_DOOR_ROT ] ); g_robberyData[ rID ] [ E_OPEN ] = false; } if ( g_Debugging ) { new robberyid = rID; printf("[DEBUG] [ROBBERY] [%d] ControlRobberySafe( %d, %d ) { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, rID, open, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } } } function Physics_OpenSafe( handle, time_elapsed ) { // two seconds elapsed if ( time_elapsed >= 2000 ) { g_robberyData[ handle ] [ E_OPEN ] = true; return 1; } new Float: angle = 50.0 * floatlog( ( time_elapsed + 167.5 ) / 3.0, 2.72 ) - 200.0; // natural log (use https://www.geogebra.org/graphing) SetDynamicObjectRot( g_robberyData[ handle ] [ E_SAFE_DOOR ], 0.0, 0.0, g_robberyData[ handle ] [ E_DOOR_ROT ] - angle ); return SetTimerEx( "Physics_OpenSafe", 15, false, "dd", handle, time_elapsed + 15 ); } stock setSafeReplenished( rID ) { static Float: Z; if (Iter_Contains(RobberyCount, rID)) { DestroyDynamicObject( g_robberyData[ rID ] [ E_SAFE_MONEY ] ); g_robberyData[ rID ] [ E_ROBBED ] = false; g_robberyData[ rID ] [ E_ROBTIMER ] = 0xFFFF; g_robberyData[ rID ] [ E_DRILL_PLACER ] = INVALID_PLAYER_ID; g_robberyData[ rID ] [ E_DRILL_EFFECT ] = INVALID_OBJECT_ID; g_robberyData[ rID ] [ E_ROB_TIME ] = -1; g_robberyData[ rID ] [ E_ROBBED ] = false; g_robberyData[ rID ] [ E_STATE ] = STATE_NONE; g_robberyData[ rID ] [ E_OPEN ] = false; g_robberyData[ rID ] [ E_SAFE_MONEY ] = 0xFFFF; g_robberyData[ rID ] [ E_SAFE_LOOT ] = 0; StopDynamicObject( g_robberyData[ rID ] [ E_SAFE_DOOR ] ); GetDynamicObjectPos( g_robberyData[ rID ] [ E_SAFE_DOOR ], Z, Z, Z ); SetDynamicObjectPos( g_robberyData[ rID ] [ E_SAFE_DOOR ], g_robberyData[ rID ] [ E_DOOR_X ], g_robberyData[ rID ] [ E_DOOR_Y ], Z ); SetDynamicObjectRot( g_robberyData[ rID ] [ E_SAFE_DOOR ], 0.0, 0.0, g_robberyData[ rID ] [ E_DOOR_ROT ] ); if ( g_Debugging ) { new robberyid = rID; printf("[DEBUG] [ROBBERY] [%d] setSafeReplenished( %d ) { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, rID, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); //SendClientMessageToAdmins( -1, ""COL_ORANGE"[DEBUG]"COL_GREY" Robbery "COL_GREY"%s(%d)"COL_GREY" has been replenished!", g_robberyData[ rID ] [ E_NAME ], rID ); } return 1; } printf( "[WARNING] Invalid safe %d is being set for replenishment.", rID ); return 0; } stock haltRobbery( rID ) { KillTimer( g_robberyData[ rID ] [ E_ROBTIMER ] ); g_robberyData[ rID ] [ E_ROBTIMER ] = 0xFFFF; RemoveRobberyAttachments( rID ); if ( g_Debugging ) { printf("[DEBUG] [ROBBERY] [%d] haltRobbery( %d ) { open : %d, robbed : %d, c4: %d, drill : %d, dplacer : %d, deffect : %d, replenish : %d, raw ts : %d, current ts : %d, name : %s, state : %d }", robberyid, rID, g_robberyData[ robberyid ] [ E_OPEN ], g_robberyData[ robberyid ] [ E_ROBBED ], g_robberyData[ robberyid ] [ E_C4 ], g_robberyData[ robberyid ] [ E_DRILL ], g_robberyData[ robberyid ] [ E_DRILL_PLACER ], g_robberyData[ robberyid ] [ E_DRILL_EFFECT ], g_robberyData[ robberyid ] [ E_ROB_TIME ] - g_iTime, g_robberyData[ robberyid ] [ E_ROB_TIME ], g_iTime, g_robberyData[ robberyid ] [ E_NAME ], g_robberyData[ robberyid ] [ E_STATE ] ); } } stock truncateDrills( playerid ) { foreach(new i : RobberyCount) { if ( g_robberyData[ i ] [ E_DRILL_PLACER ] == playerid ) haltRobbery( i ); } } function SetPlayerHandleNearestSafe( playerid ) { if ( ! IsPlayerConnected( playerid ) ) return 0; new Float: X, Float: Y, Float: Z, Float: distance = 99999.99, robberyid = getClosestRobberySafe( playerid, distance ), Float: sZ ; if ( robberyid != INVALID_OBJECT_ID && distance < 1.5 ) { if ( !g_robberyData[ robberyid ] [ E_STATE ] && !g_robberyData[ robberyid ] [ E_ROBBED ] && !IsValidDynamicObject( g_robberyData[ robberyid ] [ E_SAFE_MONEY ] ) ) { if ( IsPlayerCuffed( playerid ) || IsPlayerTazed( playerid ) || IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot pick the safe at the moment." ); if ( p_drillStrength[ playerid ] ) { if ( AttachToRobberySafe( robberyid, playerid, ROBBERY_TYPE_DRILL ) ) { p_UsingRobberySafe[ playerid ] = robberyid; } } else { if ( g_robberyData[ robberyid ] [ E_STATE ] ) return SendError( playerid, "This safe must be in an idle state to pick it." ); //else if ( p_UsingRobberySafe[ playerid ] != -1 ) return SendError( playerid, "You're currently working on another safe." ); else if ( g_robberyData[ robberyid ] [ E_OPEN ] ) return 1; //SendError( playerid, "This safe is open." ); else if ( IsPlayerUsingAnimation( playerid ) ) return 1; //SendError( playerid, "You mustn't be using an animation." ); else if ( g_robberyData[ robberyid ] [ E_ROBTIMER ] != 0xFFFF ) return SendError( playerid, "This safe is currently busy." ); else if ( p_Class[ playerid ] == CLASS_POLICE ) return SendError( playerid, "You cannot pick this safe as a law enforcement officer." ); // else if ( g_robberyData[ robberyid ] [ E_BUSINESS_ID ] != -1 && ! g_businessData[ g_robberyData[ robberyid ] [ E_BUSINESS_ID ] ] [ E_BANK ] ) return SendError( playerid, "There is nothing to rob from this business safe." ); else if ( g_robberyData[ robberyid ] [ E_BUSINESS_ID ] != -1 && ! IsPlayerJob( playerid, JOB_BURGLAR ) ) return SendError( playerid, "You need to be a burglar to rob this safe." ); else if ( IsBusinessAssociate( playerid, g_robberyData[ robberyid ] [ E_BUSINESS_ID ] ) ) return SendError( playerid, "You are an associate of this business, you cannot rob it!" ); else if ( g_robberyData[ robberyid ] [ E_DRILL_PLACER ] != INVALID_PLAYER_ID || IsValidDynamicObject( g_robberyData[ robberyid ] [ E_DRILL ] ) ) return SendError( playerid, "The safe is currently occupied by a drill." ); else { // TriggerRobberyForClerks( playerid, robberyid ); p_UsingRobberySafe[ playerid ] = robberyid; GetDynamicObjectPos( g_robberyData[ robberyid ] [ E_SAFE ], X, Y, Z ); SetPlayerFacingAngle( playerid, g_robberyData[ robberyid ] [ E_DOOR_ROT ] ); GetXYInFrontOfSafe( robberyid, X, Y, sZ ); GetPlayerPos( playerid, Z, Z, Z ); SetPlayerPos( playerid, X, Y, Z ); if ( sZ > Z ) ApplyAnimation( playerid, "PED", "bomber", 4.1, 1, 1, 1, 1, 0, 1 ); else ApplyAnimation( playerid, "BOMBER", "BOM_Plant", 4.1, 1, 1, 1, 1, 0, 1 ); SetPlayerArmedWeapon( playerid, 0 ); RemovePlayerAttachedObject( playerid, 0 ); SetPlayerAttachedObject( playerid, 0, 18634, 6, 0.073999, 0.036999, 0.095999, 88.400009, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000 ); // trigger the robbery bot TriggerRobberyForClerks( playerid, robberyid ); new Float: speed_up = GetPlayerLevel( playerid, E_ROBBERY ) * 50.0; if ( speed_up >= 50.0 ) { SendClientMessageFormatted( playerid, -1, ""COL_GOLD"[ROBBERY]"COL_WHITE" You are now picking a safe (%0.1f%s faster), please wait until you've finished. Press C to stop.", ( speed_up / 10000.0 ) * 100.0, "%%" ); } else { SendClientMessage( playerid, -1, ""COL_GOLD"[ROBBERY]"COL_WHITE" You are now picking a safe, please wait until you've finished. Press C to stop." ); } g_robberyData[ robberyid ] [ E_STATE ] = STATE_PICKED; ShowProgressBar( playerid, "Picking Safe", PROGRESS_SAFEPICK, 10000 - floatround( speed_up ), COLOR_WANTED12, robberyid ); } } } if ( IsValidDynamicObject( g_robberyData[ robberyid ] [ E_SAFE_MONEY ] ) ) { if ( g_robberyData[ robberyid ] [ E_STATE ] ) return SendError( playerid, "This safe must be in an idle state to rob it." ); else if ( p_Class[ playerid ] == CLASS_POLICE ) return SendError( playerid, "You cannot rob this safe as a law enforcement officer." ); else { p_UsingRobberySafe[ playerid ] = robberyid; GetDynamicObjectPos( g_robberyData[ robberyid ] [ E_SAFE ], X, Y, Z ); SetPlayerFacePoint( playerid, X, Y ); GetXYInFrontOfSafe( robberyid, X, Y, sZ ); GetPlayerPos( playerid, Z, Z, Z ); SetPlayerPos( playerid, X, Y, Z ); if ( sZ > Z ) ApplyAnimation( playerid, "CARRY", "liftup105", 4.0, 1, 0, 0, 1, 0 ); else ApplyAnimation( playerid, "ROB_BANK", "CAT_Safe_Rob", 4.0, 1, 0, 0, 1, 0 ); g_robberyData[ robberyid ] [ E_STATE ] = STATE_ROBBED; ShowProgressBar( playerid, "Robbing Safe", PROGRESS_ROBBING, 2500, COLOR_YELLOW, robberyid ); } } } return 1; } stock GetPlayerDrillStrength( playerid ) return p_drillStrength[ playerid ]; stock SetPlayerDrillStrength( playerid, strength ) { p_drillStrength[ playerid ] = strength; }