499 lines
22 KiB
Plaintext
499 lines
22 KiB
Plaintext
/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc
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* Module: cnr\classes.pwn
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* Purpose: the classes of the cops and robbers server
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Functions ** */
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#define GetPlayerClass(%0) (p_Class[%0])
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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 MAX_CLASS_BAN_WARNS ( 3 )
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/* ** Constants ** */
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static const
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Float: default_X = -2242.152,
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Float: default_Y = 759.0619,
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Float: default_Z = 30.0,
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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" };
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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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CLASS_CIVILIAN_RANGE [ 2 ],
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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_ARMY_RANGE [ 2 ]
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;
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/* ** Textdraw Variables ** */
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static stock
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Text: g_classBoxTD = Text: INVALID_TEXT_DRAW,
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Text: g_classTextdrawBox [ sizeof( CLASS_NAMES ) ] = { Text: INVALID_TEXT_DRAW, ... },
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Text: g_classTextdrawDescrip [ sizeof( CLASS_NAMES ) ] = { Text: INVALID_TEXT_DRAW, ... },
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Text: g_classTextdrawName [ sizeof( CLASS_NAMES ) ] = { Text: INVALID_TEXT_DRAW, ... }
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;
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/* ** Player Variables ** */
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new p_Class [ MAX_PLAYERS ];
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/* ** Hooks ** */
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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 );
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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 );
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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[ 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 );
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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 );
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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 );
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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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TextDrawBackgroundColor(g_classBoxTD, 255);
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TextDrawFont(g_classBoxTD, 1);
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TextDrawLetterSize(g_classBoxTD, 0.500000, 16.000000);
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TextDrawColor(g_classBoxTD, -1);
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TextDrawSetOutline(g_classBoxTD, 0);
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TextDrawSetProportional(g_classBoxTD, 1);
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TextDrawSetShadow(g_classBoxTD, 1);
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TextDrawUseBox(g_classBoxTD, 1);
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TextDrawBoxColor(g_classBoxTD, 144);
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TextDrawTextSize(g_classBoxTD, 170.000000, 10.000000);
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for ( new i = 0; i < sizeof( g_classTextdrawBox ); i ++ )
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{
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g_classTextdrawBox[ i ] = TextDrawCreate(40.000000, 138.000000, "_");
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TextDrawBackgroundColor(g_classTextdrawBox[ i ], 255);
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TextDrawFont(g_classTextdrawBox[ i ], 1);
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TextDrawLetterSize(g_classTextdrawBox[ i ], 0.500000, 3.000000);
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TextDrawColor(g_classTextdrawBox[ i ], -1);
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TextDrawSetOutline(g_classTextdrawBox[ i ], 0);
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TextDrawSetProportional(g_classTextdrawBox[ i ], 1);
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TextDrawSetShadow(g_classTextdrawBox[ i ], 1);
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TextDrawUseBox(g_classTextdrawBox[ i ], 1);
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TextDrawBoxColor(g_classTextdrawBox[ i ], CLASS_COLORS[ i ]);
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TextDrawTextSize(g_classTextdrawBox[ i ], 170.000000, 10.000000);
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szLargeString[ 0 ] = '\0';
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switch ( i )
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{
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case 0: {
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strcat( szLargeString, "- Select different types of jobs~n~" \
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"- Able to rob stores and players~n~" \
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"- Can gang up with players~n~" \
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"~g~~h~- Accessible to everybody" );
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}
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case 1: {
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strcat( szLargeString, "- Protect the city from criminals~n~" \
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"- Access to police gun lockers~n~" \
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"- Can arrest/jail people~n~" \
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"~g~~h~- Accessible to everybody" );
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}
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case 2: {
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strcat( szLargeString, "- Protect the city from criminals~n~" \
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"- Access to police gun lockers~n~" \
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"- Can arrest/jail people~n~" \
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"- Can set roadblocks on roads~n~" \
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"- Can set spike traps on roads~n~" \
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"~r~~h~- Requires 10,000 XP or more" );
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}
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case 3: {
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strcat( szLargeString, "- Protect the city from criminals~n~" \
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"- Access to police gun lockers~n~" \
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"- Can arrest/jail people~n~" \
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"- Can set roadblocks on roads~n~" \
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"- Can set spike traps on roads~n~" \
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"- Can use combat vehicles~n~" \
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"~r~~h~- Requires 20,000 XP or more" );
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}
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case 4: {
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strcat( szLargeString, "- Protect the city from criminals~n~" \
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"- Access to police gun lockers~n~" \
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"- Can arrest/jail people~n~" \
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"- Can set roadblocks on roads~n~" \
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"- Can set spike traps on roads~n~" \
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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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}
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g_classTextdrawDescrip[ i ] = TextDrawCreate(43.000000, 171.000000, szLargeString);
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TextDrawBackgroundColor(g_classTextdrawDescrip[ i ], 0);
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TextDrawFont(g_classTextdrawDescrip[ i ], 1);
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TextDrawLetterSize(g_classTextdrawDescrip[ i ], 0.190000, 1.100000);
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TextDrawColor(g_classTextdrawDescrip[ i ], -1);
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TextDrawSetOutline(g_classTextdrawDescrip[ i ], 1);
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TextDrawSetProportional(g_classTextdrawDescrip[ i ], 1);
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g_classTextdrawName[ i ] = TextDrawCreate(46.000000, 141.000000, CLASS_NAMES[ i ] );
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TextDrawBackgroundColor(g_classTextdrawName[ i ], 0);
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TextDrawFont(g_classTextdrawName[ i ], 3);
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TextDrawLetterSize(g_classTextdrawName[ i ], 0.550000, 2.099999);
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TextDrawColor(g_classTextdrawName[ i ], i == 0 ? 0x000000FF : 0xFFFFFFFF );
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TextDrawSetOutline(g_classTextdrawName[ i ], 1);
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TextDrawSetProportional(g_classTextdrawName[ i ], 1);
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TextDrawSetSelectable(g_classTextdrawName[ i ], 0);
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}
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return 1;
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}
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hook OnPlayerSpawn( playerid )
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{
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// prevent npcs from being treated like players
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if ( IsPlayerNPC( playerid ) ) {
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return Y_HOOKS_BREAK_RETURN_1; // add a callback otherwise OnNpcSpawn
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}
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// check if this spawn is even approved
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if ( ! IsPlayerClassApproved( playerid ) )
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{
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SendClientMessageToAdmins( -1, ""COL_PINK"[ABNORMAL SPAWN]"COL_GREY" %s(%d) - %d skin - %d ping - %s IP", ReturnPlayerName( playerid ), playerid, GetPlayerSkin( playerid ), GetPlayerPing( playerid ), ReturnPlayerIP( playerid ) );
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return KickPlayerTimed( playerid ), 1;
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}
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return 1;
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}
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hook OnPlayerRequestClass( playerid, classid )
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{
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// SetPlayerPos( playerid, -1971.1536, 129.4870, 27.6875 );
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// SetPlayerFacingAngle( playerid, 90.0 );
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SetPlayerPos( playerid, 229.613998, 87.164001, 1605.039978 );
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SetPlayerFacingAngle( playerid, -90.000000 );
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SetPlayerInterior( playerid, 0 );
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SetPlayerVirtualWorld( playerid, 0 );
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//SetPlayerCameraPos( playerid, -1974.1431, 133.3700, 29.7107 );
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//SetPlayerCameraLookAt( playerid, -1970.6431, 129.3700, 28.2107 );
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if ( p_ClassSelection{ playerid } == false )
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{
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static const Float: START_POS[ 3 ] = { 243.5, 87.23, 1605.9 };
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static const Float: FINAL_POS[ 3 ] = { 231.9, 87.23, 1605.9 };
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InterpolateCameraPos( playerid, START_POS[ 0 ], START_POS[ 1 ], START_POS[ 2 ], FINAL_POS[ 0 ], FINAL_POS[ 1 ], FINAL_POS[ 2 ], 17500, CAMERA_MOVE );
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InterpolateCameraLookAt( playerid, FINAL_POS[ 0 ], FINAL_POS[ 1 ], FINAL_POS[ 2 ], FINAL_POS[ 0 ] - 0.4, FINAL_POS[ 1 ], FINAL_POS[ 2 ] - 0.05, 15000, CAMERA_MOVE );
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// InterpolateCameraPos( playerid, -1976.4252, 119.9899, 30.0, -1974.0302, 133.0427, 27.6940, 10000, CAMERA_MOVE );
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// InterpolateCameraLookAt( playerid, -1974.0302,133.0427,27.6940, -1971.1536,129.4870,27.6875, 10000, CAMERA_MOVE );
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p_ClassSelection{ playerid } = true;
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}
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RemovePlayerAttachedObject( playerid, 1 );
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SetPlayerAttachedObject( playerid, 1, 19560, 6, 0.084999, 0.060998, -0.164999, 3.8, 81.6001, -19.3, .materialcolor1 = 0xFF000000 );
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Streamer_Update( playerid, STREAMER_TYPE_OBJECT );
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// ApplyAnimation( playerid, "MISC", "SEAT_TALK_02", 2.0, 1, 0, 0, 0, 0 );
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if ( GetPlayerSpecialAction( playerid ) != SPECIAL_ACTION_CARRY ) {
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TogglePlayerControllable( playerid, 0 );
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SetPlayerSpecialAction( playerid, SPECIAL_ACTION_CARRY );
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}
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if ( CLASS_CIVILIAN_RANGE[ 0 ] <= classid <= CLASS_CIVILIAN_RANGE[ 1 ] )
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{
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p_Class[ playerid ] = ( CLASS_CIVILIAN );
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//SetPlayerTeam( playerid, NO_TEAM );
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SetPlayerColorToTeam( playerid );
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p_inFBI{ playerid } = false;
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p_inArmy{ playerid } = false;
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p_inCIA{ playerid } = false;
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ShowPlayerClassTextdraw( playerid, 0 );
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}
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else if ( CLASS_POLICE_RANGE[ 0 ] <= classid <= CLASS_POLICE_RANGE[ 1 ] )
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{
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p_Class[ playerid ] = ( CLASS_POLICE );
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SetPlayerColor( playerid, COLOR_POLICE );
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//SetPlayerTeam( playerid, CLASS_POLICE );
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p_inFBI{ playerid } = false;
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p_inArmy{ playerid } = false;
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p_inCIA{ playerid } = false;
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ShowPlayerClassTextdraw( playerid, 1 );
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}
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else if ( CLASS_FBI_RANGE[ 0 ] <= classid <= CLASS_FBI_RANGE[ 1 ] )
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{
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p_Class[ playerid ] = ( CLASS_POLICE );
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//SetPlayerTeam( playerid, CLASS_POLICE );
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SetPlayerColor( playerid, COLOR_FBI );
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p_inFBI{ playerid } = true;
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p_inArmy{ playerid } = false;
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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 ( CLASS_ARMY_RANGE[ 0 ] <= classid <= CLASS_ARMY_RANGE[ 1 ] )
|
|
{
|
|
p_Class[ playerid ] = ( CLASS_POLICE );
|
|
SetPlayerColor( playerid, COLOR_ARMY );
|
|
//SetPlayerTeam( playerid, CLASS_POLICE );
|
|
p_inFBI{ playerid } = true;
|
|
p_inArmy{ playerid } = true;
|
|
p_inCIA{ playerid } = true;
|
|
ShowPlayerClassTextdraw( playerid, 3 );
|
|
}
|
|
else if ( CLASS_CIA_RANGE[ 0 ] <= classid <= CLASS_CIA_RANGE[ 1 ] )
|
|
{
|
|
p_Class[ playerid ] = ( CLASS_POLICE );
|
|
SetPlayerColor( playerid, COLOR_CIA );
|
|
//SetPlayerTeam( playerid, CLASS_POLICE );
|
|
p_inFBI{ playerid } = true;
|
|
p_inArmy{ playerid } = false;
|
|
p_inCIA{ playerid } = true;
|
|
ShowPlayerClassTextdraw( playerid, 4 );
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
hook OnPlayerRequestSpawn( playerid )
|
|
{
|
|
// army limit
|
|
/*if ( IsPlayerArmy( playerid ) )
|
|
{
|
|
static const ARMY_LIMIT = 15;
|
|
|
|
new players = Iter_Count( Player );
|
|
new army_limit = floatround( float( players ) / ARMY_LIMIT );
|
|
new army_players = 0;
|
|
|
|
// count army players
|
|
foreach ( new armyid : Player ) if ( p_inArmy{ armyid } && armyid != playerid )
|
|
army_players ++;
|
|
|
|
if ( army_players >= army_limit ) {
|
|
SendError( playerid, "Army is currently restricted to %d personnel. Need %d more players online for an additional slot.", army_limit, ( ( army_limit + 1 ) * ARMY_LIMIT ) - players );
|
|
return 0;
|
|
}
|
|
}*/
|
|
return IsPlayerClassApproved( playerid );
|
|
}
|
|
|
|
stock IsPlayerClassApproved( playerid ) {
|
|
|
|
// is logged in
|
|
if ( ! IsPlayerLoggedIn( playerid ) )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must be authenticated to play the game." ), 0;
|
|
|
|
// is verified
|
|
if ( ! IsPlayerSecurityFullyVerified( playerid ) )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must be verified to play the game." ), 0;
|
|
|
|
// is cop/army banned
|
|
if ( p_CopBanned{ playerid } == MAX_CLASS_BAN_WARNS && ( IsPlayerPolice( playerid ) || IsPlayerFBI( playerid ) || IsPlayerCIA( playerid ) ) )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You are banned from using the police class(es). Use "COL_GREY"/unbanme"COL_WHITE" to pay for an unban." ), 0;
|
|
|
|
if ( p_ArmyBanned{ playerid } == MAX_CLASS_BAN_WARNS && IsPlayerArmy( playerid ) )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You are banned from using the army class. Use "COL_GREY"/unbanme"COL_WHITE" to pay for an unban." ), 0;
|
|
|
|
// wanted level an issue?
|
|
if ( GetPlayerWantedLevel( playerid ) && ( IsPlayerPolice( playerid ) || IsPlayerFBI( playerid ) || IsPlayerCIA( playerid ) || GetPlayerSkin( playerid ) == 287 ) )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You must not have a wanted level to use this class." ), 0;
|
|
|
|
// get player total experience
|
|
new
|
|
Float: total_experience;
|
|
|
|
GetPlayerTotalExperience( playerid, total_experience );
|
|
|
|
// bought xp
|
|
if ( IsPlayerFBI( playerid ) && total_experience < 10000.0 )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 10,000 Total XP to use this class." ), 0;
|
|
|
|
if ( IsPlayerArmy( playerid ) && total_experience < 20000.0 )
|
|
return SendClientMessage( playerid, -1, ""COL_RED"[ERROR]"COL_WHITE" You need 20,000 Total XP to use this class." ), 0;
|
|
|
|
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;
|
|
|
|
// 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
|
|
|
|
// hide textdraws
|
|
for ( new i = 0; i < sizeof( CLASS_COLORS ); i ++ ) {
|
|
TextDrawHideForPlayer( playerid, g_classTextdrawBox[ i ] );
|
|
TextDrawHideForPlayer( playerid, g_classTextdrawDescrip[ i ] );
|
|
TextDrawHideForPlayer( playerid, g_classTextdrawName[ i ] );
|
|
}
|
|
TextDrawHideForPlayer( playerid, g_classBoxTD );
|
|
RemovePlayerAttachedObject( playerid, 1 );
|
|
return 1;
|
|
}
|
|
|
|
stock ShowPlayerClassTextdraw( playerid, classid ) {
|
|
for ( new i = 0; i < sizeof( CLASS_COLORS ); i ++ ) if ( i != classid ) {
|
|
TextDrawHideForPlayer( playerid, g_classTextdrawBox[ i ] );
|
|
TextDrawHideForPlayer( playerid, g_classTextdrawDescrip[ i ] );
|
|
TextDrawHideForPlayer( playerid, g_classTextdrawName[ i ] );
|
|
}
|
|
|
|
TextDrawShowForPlayer( playerid, g_classBoxTD );
|
|
TextDrawShowForPlayer( playerid, g_classTextdrawBox[ classid ] );
|
|
TextDrawShowForPlayer( playerid, g_classTextdrawDescrip[ classid ] );
|
|
TextDrawShowForPlayer( playerid, g_classTextdrawName[ classid ] );
|
|
}
|
|
|
|
stock IsPlayerFBI( playerid )
|
|
{
|
|
new
|
|
skinid = GetPlayerSkin( playerid );
|
|
|
|
switch( skinid ) {
|
|
case 286, 71, 285: {
|
|
if ( IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && 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 ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
stock IsPlayerArmy( playerid ) {
|
|
new
|
|
skinid = GetPlayerSkin( playerid );
|
|
|
|
switch( skinid ) {
|
|
case 191, 287: {
|
|
if ( IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
stock IsPlayerPolice( playerid )
|
|
{
|
|
new
|
|
skinid = GetPlayerSkin( playerid );
|
|
|
|
switch( skinid ) {
|
|
case 265 .. 267, 280 .. 288, 300 .. 302, 306, 307, 309 .. 311: {
|
|
if ( IsPlayerSpawned( playerid ) && IsPlayerVIPSkinToggled( playerid ) && p_VIPLevel[ playerid ] && p_LastSkin[ playerid ] == skinid ) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
stock IsPlayerAnyLEO( playerid )
|
|
{
|
|
if ( IsPlayerPolice( playerid ) || IsPlayerArmy( playerid ) || IsPlayerCIA( playerid ) || IsPlayerFBI( playerid ) )
|
|
return true;
|
|
else
|
|
return false;
|
|
} |