/* * Irresistible Gaming (c) 2018 * Developed by Lorenc * Module: cnr\features\cop\arrest.pwn * Purpose: taze, cuff and arresting system for police */ /* ** Includes ** */ #include < YSI\y_hooks > /* ** Variables ** */ static stock bool: p_AwaitingBCAttempt [ MAX_PLAYERS char ], p_AwaitingBCAttemptTimer [ MAX_PLAYERS ] = { -1, ... } ; /* ** Forwards ** */ forward OnPlayerArrested( playerid, victimid, totalarrests, totalpeople ); /* ** Hooks ** */ hook OnPlayerDisconnect( playerid, reason ) { p_AwaitingBCAttempt{ playerid } = false; KillTimer( p_AwaitingBCAttemptTimer[ playerid ] ); p_AwaitingBCAttemptTimer[ playerid ] = -1; // Quit to Avoid - Award Handling if ( playerid != INVALID_PLAYER_ID ) AwardNearestLEO( playerid, 0 ); return 1; } hook OnPlayerSpawn( playerid ) { p_AwaitingBCAttempt{ playerid } = false; KillTimer( p_AwaitingBCAttemptTimer[ playerid ] ); p_AwaitingBCAttemptTimer[ playerid ] = -1; return 1; } #if defined AC_INCLUDED hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart ) #else hook OnPlayerDeath( playerid, killerid, reason ) #endif { KillTimer( p_AwaitingBCAttemptTimer[ playerid ] ); p_AwaitingBCAttemptTimer[ playerid ] = -1; return 1; } hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( PRESSED( KEY_LOOK_BEHIND ) ) // MMB to taze/cuff/ar { if ( p_Class[ playerid ] == CLASS_POLICE && ! IsPlayerSpawnProtected( playerid ) ) { new closestid = GetClosestPlayer( playerid ); if ( closestid != INVALID_PLAYER_ID && p_Class[ closestid ] != CLASS_POLICE && ! ( GetDistanceBetweenPlayers( playerid, closestid ) > 10.0 || !IsPlayerConnected( closestid ) ) ) { if ( GetPlayerWantedLevel( closestid ) > 5 ) { if ( IsPlayerCuffed( closestid ) ) ArrestPlayer( closestid, playerid ); else if ( IsPlayerTazed( closestid ) ) CuffPlayer( closestid, playerid ); else TazePlayer( closestid, playerid ); } else { TicketPlayer( closestid, playerid ); } } } } return 1; } /*hook OnPlayerEnterDynamicCP( playerid, checkpointid ) { // Detain Mechanism if ( bDropoff ) { if ( p_Class[ playerid ] != CLASS_POLICE ) return 1; new iState = GetPlayerState( playerid ), iVehicle = GetPlayerVehicleID( playerid ) ; if ( iState == PLAYER_STATE_DRIVER && iVehicle != 0 ) { new iDetained = 0, iCashEarned = 0; foreach(new victimid : Player) { if ( victimid != playerid && p_WantedLevel[ victimid ] && p_Class[ victimid ] != CLASS_POLICE ) { if ( IsPlayerInVehicle( victimid, iVehicle ) && IsPlayerDetained( victimid ) ) { new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER ); iDetained++; iCashEarned += ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 350 ); KillTimer( p_CuffAbuseTimer[ victimid ] ); SetPlayerSpecialAction( victimid, SPECIAL_ACTION_NONE ); RemovePlayerAttachedObject( victimid, 2 ); TogglePlayerControllable( victimid, 1 ); p_Cuffed{ victimid } = false; GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 ); ClearAnimations( victimid ); JailPlayer( victimid, totalSeconds ); GivePlayerSeasonalXP( victimid, -2 ); SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has sent %s(%d) to jail for %d seconds!", ReturnPlayerName( playerid ), playerid, ReturnPlayerName( victimid ), victimid, totalSeconds ); } } } if ( iDetained ) { if ( iCashEarned > 30000 ) printf("[police dropoff] %s -> %d people - %s", ReturnPlayerName( playerid ), iDetained, cash_format( iCashEarned ) ); // 8hska7082bmahu GivePlayerCash( playerid, iCashEarned ); GivePlayerScore( playerid, iDetained * 2 ); CallLocalFunction( "OnPlayerArrested", "dddd", playerid, INVALID_PLAYER_ID, p_Arrests[ playerid ], iDetained ); return SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[ACHIEVE]{FFFFFF} You have earned "COL_GOLD"%s{FFFFFF} and %d score for dropping off %d criminal(s) to prison.", cash_format( iCashEarned ), iDetained * 2, iDetained ); } else return SendError( playerid, "There are no detained criminals in your vehicle that can be jailed." ); } else return SendError( playerid, "You need a driver of a vehicle with detained criminals to use this." ); } return 1; }*/ /* ** Commands ** */ CMD:taze( playerid, params[ ] ) { new pID = GetClosestPlayer( playerid ); return TazePlayer( pID, playerid ); } CMD:ar( playerid, params[ ] ) return cmd_arrest(playerid, params); CMD:arrest( playerid, params[ ] ) { new victimid = GetClosestPlayer( playerid ); return ArrestPlayer( victimid, playerid ); } CMD:cuff( playerid, params[ ] ) { new victimid = GetClosestPlayer( playerid ); return CuffPlayer( victimid, playerid ); } CMD:uncuff( playerid, params[ ] ) { new victimid = GetClosestPlayer( playerid ); //if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." ); if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) ) { //if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player you're close to is in your team." ); if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" ); if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." ); if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." ); if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." ); if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot use this command since you're tied." ); if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." ); if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." ); if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." ); //if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." ); SendClientMessageFormatted( victimid, -1, ""COL_RED"[UNCUFFED]{FFFFFF} You have been uncuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid ); SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[UNCUFFED]{FFFFFF} You have uncuffed %s(%d)!", ReturnPlayerName( victimid ), victimid ); ClearAnimations( victimid ); TogglePlayerControllable( victimid, 1 ); p_Cuffed{ victimid } = false; //p_Detained{ victimid } = false; //Delete3DTextLabel( p_DetainedLabel[ victimid ] ); //p_DetainedLabel[ victimid ] = Text3D: INVALID_3DTEXT_ID; //p_DetainedBy[ victimid ] = INVALID_PLAYER_ID; KillTimer( p_CuffAbuseTimer[ victimid ] ); SetPlayerSpecialAction( victimid, SPECIAL_ACTION_NONE ); RemovePlayerAttachedObject( victimid, 2 ); } else return SendError( playerid, "There are no players around to uncuff." ); return 1; } /*CMD:detain( playerid, params[ ] ) { new victimid = GetClosestPlayer( playerid ); if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." ); else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." ); else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) ) { if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player you're close to is in your team." ); if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" ); if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " ); if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." ); if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." ); if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." ); if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." ); if ( !IsValidVehicle( p_LastVehicle[ playerid ] ) ) return SendError( playerid, "Your last vehicle is either destroyed or not spawned." ); if ( PutPlayerInEmptyVehicleSeat( p_LastVehicle[ playerid ], victimid ) == -1 ) return SendError( playerid, "Failed to place the player inside a full of player vehicle." ); if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." ); SendClientMessageFormatted( victimid, -1, ""COL_RED"[DETAIN]{FFFFFF} You have been detained by %s(%d)!", ReturnPlayerName( playerid ), playerid ); SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[DETAIN]{FFFFFF} You have detained %s(%d), he's been put in your last vehicle!", ReturnPlayerName( victimid ), victimid ); KillTimer( p_CuffAbuseTimer[ victimid ] ); p_CuffAbuseTimer[ victimid ] = SetTimerEx( "Uncuff", ( 300 * 1000 ), false, "d", victimid ); p_Detained{ victimid } = true; p_Tazed{ victimid } = false; p_DetainedBy[ victimid ] = playerid; p_TiedAtTimestamp[ victimid ] = g_iTime; Delete3DTextLabel( p_DetainedLabel[ victimid ] ); p_DetainedLabel[ victimid ] = Create3DTextLabel( "Detained Criminal", COLOR_BLUE, 0.0, 0.0, 0.0, 15.0, 0 ); Attach3DTextLabelToPlayer( p_DetainedLabel[ victimid ], victimid, 0.0, 0.0, 0.6 ); TogglePlayerControllable( victimid, 0 ); } else return SendError( playerid, "There are no players around to detain." ); return 1; }*/ /* ** Functions ** */ stock TazePlayer( victimid, playerid ) { if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." ); //else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/taze [PLAYER_ID]" ); //else if ( victimid == playerid ) return SendError( playerid, "You cannot taze yourself." ); else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "There are no players around to taze." ); else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 5.0 && IsPlayerConnected( victimid ) ) { if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." ); if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" ); if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " ); if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." ); if ( IsPlayerTazed( victimid ) ) return SendError( playerid, "This player is already tazed." ); //if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." ); //if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." ); if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." ); if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." ); if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." ); if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." ); if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." ); if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." ); if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command while in jail." ); if ( IsPlayerTied( victimid ) ) return SendError( playerid, "Tazing a tied player is pretty useless, though you can use /untie for a harder job!" ); if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." ); if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." ); if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." ); if ( p_TazingImmunity[ victimid ] > g_iTime ) return SendError( playerid, "You must wait %d seconds before tazing this player.", p_TazingImmunity[ victimid ] - g_iTime ); if ( random( 101 ) < 90 ) { GameTextForPlayer( victimid, "~n~~r~TAZED!", 2000, 4 ); GameTextForPlayer( playerid, "~n~~y~~h~/cuff", 2000, 4 ); SendClientMessageFormatted( victimid, -1, ""COL_RED"[TAZED]{FFFFFF} You have been tazed by %s(%d) for 3 seconds!", ReturnPlayerName( playerid ), playerid ); SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[TAZED]{FFFFFF} You have tazed %s(%d) for 3 seconds!", ReturnPlayerName( victimid ), victimid ); SetTimerEx( "Untaze", 2000, false, "dd", victimid, 6 ); // previous 3000 TogglePlayerControllable( victimid, 0 ); ApplyAnimation( victimid, "CRACK", "crckdeth2", 5.0, 1, 1, 1, 0, 0 ); p_Tazed{ victimid } = true; } else { SendClientMessageFormatted( playerid, -1, ""COL_RED"[TAZE FAIL]{FFFFFF} You have failed to taze %s(%d)!", ReturnPlayerName( victimid ), victimid ); SendClientMessageFormatted( victimid, -1, ""COL_GREEN"[TAZE FAIL]{FFFFFF} %s(%d) has failed to taze you!", ReturnPlayerName( playerid ), playerid ); } p_TazingImmunity[ victimid ] = g_iTime + 6; return 1; } else { return SendError( playerid, "There are no players around to taze." ); } } stock ArrestPlayer( victimid, playerid ) { if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." ); else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." ); //else if ( GetPlayerScore( playerid ) > 200 ) return SendError( playerid, "This feature is no longer available to you. Please use /detain." ); // else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/ar(rest) [PLAYER_ID]" ); // else if ( victimid == playerid ) return SendError( playerid, "You cannot arrest yourself." ); else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "This player is not connected." ); else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) ) { if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." ); if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" ); if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." ); if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." ); //if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is detained, you cannot arrest them." ); if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." ); if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." ); if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot arrest this person inside a vehicle." ); if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "You cannot arrest a person that is inside a vehicle." ); if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." ); if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." ); new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 300 ); new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER ); GivePlayerScore( playerid, 2 ); GivePlayerExperience( playerid, E_POLICE ); GivePlayerCash( playerid, totalCash ); StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, totalCash, 0.1 ); if ( totalCash > 20000 ) printf("[police arrest] %s -> %s - %s", ReturnPlayerName( playerid ), ReturnPlayerName( victimid ), cash_format( totalCash ) ); // 8hska7082bmahu SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[ACHIEVE]{FFFFFF} You have earned "COL_GOLD"%s{FFFFFF} dollars and 2 score for arresting %s(%d)!", cash_format( totalCash ), ReturnPlayerName( victimid ), victimid ); GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 ); CallLocalFunction( "OnPlayerArrested", "dddd", playerid, victimid, p_Arrests[ playerid ], 1 ); Untaze( victimid, 6 ); GivePlayerSeasonalXP( victimid, -20.0 ); SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has sent %s(%d) to jail for %d seconds!", ReturnPlayerName( playerid ), playerid, ReturnPlayerName( victimid ), victimid, totalSeconds ); JailPlayer( victimid, totalSeconds ); KillTimer( p_AwaitingBCAttemptTimer[ victimid ] ); return 1; } else return SendError( playerid, "There are no players around to arrest." ); } stock AwardArrest( victimid, playerid ) { p_QuitToAvoidTimestamp[ playerid ] = 0; new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 300 ); new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER ); GivePlayerScore( playerid, 2 ); GivePlayerExperience( playerid, E_POLICE ); GivePlayerCash( playerid, totalCash ); StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, totalCash, 0.1 ); if ( totalCash > 20000 ) printf("[police arrest] %s -> %s - %s", ReturnPlayerName( playerid ), ReturnPlayerName( victimid ), cash_format( totalCash ) ); // 8hska7082bmahu SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[ACHIEVE]{FFFFFF} You have earned "COL_GOLD"%s{FFFFFF} dollars and 2 score for arresting %s(%d)!", cash_format( totalCash ), ReturnPlayerName( victimid ), victimid ); GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 ); CallLocalFunction( "OnPlayerArrested", "dddd", playerid, victimid, p_Arrests[ playerid ], 1 ); GivePlayerSeasonalXP( victimid, -20.0 ); JailPlayer( victimid, totalSeconds ); return 1; } stock CuffPlayer( victimid, playerid ) { if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." ); else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." ); //else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/cuff [PLAYER_ID]" ); //else if ( victimid == playerid ) return SendError( playerid, "You cannot cuff yourself." ); else if ( !IsPlayerConnected( victimid ) || IsPlayerNPC( victimid ) ) return SendError( playerid, "This player is not connected." ); else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) ) { if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." ); if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" ); if ( p_WantedLevel[ victimid ] < 6 ) return SendError( playerid, "This person isn't worth cuffing, ticket them." ); if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " ); //if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." ); if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." ); if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." ); if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." ); if ( !IsPlayerTazed( victimid ) ) return SendError( playerid, "You must taze this player before cuffing them." ); if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." ); if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." ); if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." ); if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." ); if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." ); if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." ); if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." ); if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." ); if ( !IsPlayerSpawned( victimid ) ) return SendError( playerid, "The player must be spawned." ); if ( !BreakPlayerCuffs( victimid ) ) { GameTextForPlayer( victimid, "~n~~r~CUFFED!", 2000, 4 ); GameTextForPlayer( playerid, "~n~~y~~h~/arrest", 2000, 4 ); SendClientMessageFormatted( victimid, -1, ""COL_RED"[CUFFED]{FFFFFF} You have been cuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid ); SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[CUFFED]{FFFFFF} You have cuffed %s(%d)!", ReturnPlayerName( victimid ), victimid ); p_Cuffed{ victimid } = true; p_QuitToAvoidTimestamp[ victimid ] = g_iTime + 3; SetPlayerAttachedObject( victimid, 2, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977, -81.700035, 0.891999, 1.000000, 1.168000 ); SetPlayerSpecialAction( victimid, SPECIAL_ACTION_CUFFED ); KillTimer( p_CuffAbuseTimer[ victimid ] ); p_CuffAbuseTimer[ victimid ] = SetTimerEx( "Uncuff", ( 60 * 1000 ), false, "d", victimid ); p_AwaitingBCAttempt{ victimid } = true; KillTimer( p_AwaitingBCAttemptTimer[ victimid ] ); p_AwaitingBCAttemptTimer[ victimid ] = SetTimerEx( "BreakPlayerCuffsAttempt", 3000, false, "d", victimid ); } else { SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[CUFFED]{FFFFFF} %s(%d) just broke their cuffs off!", ReturnPlayerName( victimid ), victimid ); } return 1; } else return SendError( playerid, "There are no players around to cuff." ); } function Untaze( playerid, taze_immunity_seconds ) { if ( !IsPlayerConnected( playerid ) || !p_Tazed{ playerid } ) // || p_Detained{ playerid } == true return 0; if ( ! IsPlayerTied( playerid ) ) TogglePlayerControllable( playerid, 1 ); if ( GetPlayerSpecialAction( playerid ) != SPECIAL_ACTION_CUFFED ) SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE ); ClearAnimations( playerid ); p_BulletInvulnerbility[ playerid ] = g_iTime + 3; p_TazingImmunity[ playerid ] = g_iTime + taze_immunity_seconds; p_Tazed{ playerid } = false; return 1; } function Uncuff( playerid ) { if ( !IsPlayerConnected( playerid ) || !IsPlayerCuffed( playerid ) || !IsPlayerAttachedObjectSlotUsed( playerid, 2 ) ) return 0; TogglePlayerControllable( playerid, 1 ); RemovePlayerAttachedObject( playerid, 2 ); SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE ); if ( !IsPlayerInAnyVehicle( playerid ) ) { ClearAnimations( playerid ); } p_Cuffed{ playerid } = false; //p_Detained{ playerid } = false; //Delete3DTextLabel( p_DetainedLabel[ playerid ] ); //p_DetainedLabel[ playerid ] = Text3D: INVALID_3DTEXT_ID; //p_DetainedBy[ playerid ] = INVALID_PLAYER_ID; p_BulletInvulnerbility[ playerid ] = g_iTime + 5; SendGlobalMessage( -1, ""COL_GREY"[SERVER]{FFFFFF} %s(%d) has been uncuffed and undetained by the anti-abuse system.", ReturnPlayerName( playerid ), playerid ); return 1; } stock BreakPlayerCuffs( playerid ) { if ( !IsPlayerConnected( playerid ) ) return false; if ( p_BobbyPins[ playerid ] < 1 ) { ShowPlayerHelpDialog( playerid, 4000, "You can buy bobby pins at Supa Save or a 24/7 store to break cuffs." ); return false; } else p_BobbyPins[ playerid ] --; if ( p_AwaitingBCAttempt{ playerid } ) p_AwaitingBCAttempt{ playerid } = false; new probability = 75; // success rate probability if ( random( 101 ) <= probability ) { if ( ! IsPlayerCuffed( playerid ) ) { Untaze( playerid, 10 ); GivePlayerWantedLevel( playerid, 6 ); } else { if ( ! IsPlayerAttachedObjectSlotUsed( playerid, 2 ) ) return false; TogglePlayerControllable( playerid, 1 ); RemovePlayerAttachedObject( playerid, 2 ); SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE ); if ( ! IsPlayerInAnyVehicle( playerid ) ) { ClearAnimations( playerid ); } p_Cuffed{ playerid } = false; p_BulletInvulnerbility[ playerid ] = g_iTime + 5; } SendServerMessage( playerid, "You have successfully broken out of your cuffs!" ); return true; } else { SendServerMessage( playerid, "You have snapped your bobby pin and failed to break out of your cuffs. Re-attempting in 3 seconds." ); p_AwaitingBCAttempt{ playerid } = true; KillTimer( p_AwaitingBCAttemptTimer[ playerid ] ); p_AwaitingBCAttemptTimer[ playerid ] = SetTimerEx( "BreakPlayerCuffsAttempt", 3000, false, "d", playerid ); return false; } } function BreakPlayerCuffsAttempt( playerid ) return BreakPlayerCuffs( playerid ), 1; stock AwardNearestLEO( playerid, reason ) { if ( ! IsPlayerConnected( playerid ) || playerid == INVALID_PLAYER_ID ) return false; new closestLEO = INVALID_PLAYER_ID, Float: radius = ( IsPlayerInAnyVehicle( playerid ) ? 150.0 : 75.0 ) // If player is in a vehicle, increase radius due to ability to get farther quicker. ; closestLEO = GetClosestPlayerEx( playerid, CLASS_POLICE, radius ); if ( IsPlayerConnected( closestLEO ) ) { new reasonText[ 24 ]; switch ( reason ) { case 0: reasonText = "Q'ing to Avoid"; case 1: reasonText = "being AFK while wanted"; } AwardArrest( playerid, closestLEO ); SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has been awarded for the arrest on %s(%d) due to them "COL_LRED"%s.", ReturnPlayerName( closestLEO ), closestLEO, ReturnPlayerName( playerid ), playerid, reasonText ); return true; } return false; } hook OnPlayerAccessEntrance( playerid, entranceid, worldid, interiorid ) { if ( GetPlayerWantedLevel( playerid ) > 2 ) { new Float: x, Float: y, Float: z; GetEntrancePos( entranceid, x, y, z ); foreach ( new pID : Player ) { if ( p_Class[ pID ] != CLASS_POLICE ) continue; new Float: distance = GetPlayerDistanceFromPoint( pID, x, y, z ); if ( distance < 50 ) { p_QuitToAvoidTimestamp[ playerid ] = g_iTime + 30; break; } } } return 1; }