487 lines
26 KiB
Plaintext
487 lines
26 KiB
Plaintext
/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc
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* Module: cnr\features\cop\arrest.pwn
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* Purpose: taze, cuff and arresting system for police
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Variables ** */
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/* ** Forwards ** */
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forward OnPlayerArrested( playerid, victimid, totalarrests, totalpeople );
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/* ** Hooks ** */
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hook OnPlayerDisconnect( playerid, reason )
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{
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// Quit to Avoid - Award Handling
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AwardNearestLEO( playerid, 0 );
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return 1;
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}
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hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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{
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// Detain Mechanism
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if ( checkpointid == g_Checkpoints[ CP_DROP_OFF_COP ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_FC ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_DILLIMORE ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_DIABLO ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_QUBRADOS ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_COP_LS ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI_LS ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI_LV ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_COP_LV ] ||
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checkpointid == g_Checkpoints[ CP_DROP_OFF_FBI ] || checkpointid == g_Checkpoints[ CP_DROP_OFF_HELI ] )
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{
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if ( p_Class[ playerid ] != CLASS_POLICE )
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return 1;
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new
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iState = GetPlayerState( playerid ),
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iVehicle = GetPlayerVehicleID( playerid )
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;
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if ( iState == PLAYER_STATE_DRIVER && iVehicle != 0 )
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{
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new
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iDetained = 0, iCashEarned = 0;
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foreach(new victimid : Player)
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{
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if ( victimid != playerid && p_WantedLevel[ victimid ] && p_Class[ victimid ] != CLASS_POLICE )
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{
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if ( IsPlayerInVehicle( victimid, iVehicle ) && IsPlayerDetained( victimid ) )
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{
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new
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totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
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iDetained++;
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iCashEarned += ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 350 );
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KillTimer( p_CuffAbuseTimer[ victimid ] );
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SetPlayerSpecialAction( victimid, SPECIAL_ACTION_NONE );
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RemovePlayerAttachedObject( victimid, 2 );
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TogglePlayerControllable( victimid, 1 );
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p_Cuffed{ victimid } = false;
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GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 );
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ClearAnimations( victimid );
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JailPlayer( victimid, totalSeconds );
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GivePlayerSeasonalXP( victimid, -2 );
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SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has sent %s(%d) to jail for %d seconds!", ReturnPlayerName( playerid ), playerid, ReturnPlayerName( victimid ), victimid, totalSeconds );
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}
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}
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}
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if ( iDetained )
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{
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if ( iCashEarned > 30000 )
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printf("[police dropoff] %s -> %d people - %s", ReturnPlayerName( playerid ), iDetained, cash_format( iCashEarned ) ); // 8hska7082bmahu
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GivePlayerCash( playerid, iCashEarned );
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GivePlayerScore( playerid, iDetained * 2 );
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CallLocalFunction( "OnPlayerArrested", "dddd", playerid, INVALID_PLAYER_ID, p_Arrests[ playerid ], iDetained );
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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 );
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}
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else return SendError( playerid, "There are no detained criminals in your vehicle that can be jailed." );
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}
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else return SendError( playerid, "You need a driver of a vehicle with detained criminals to use this." );
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}
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return 1;
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}
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/* ** Commands ** */
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CMD:taze( playerid, params[ ] )
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{
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new victimid;
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
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else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/taze [PLAYER_ID]" );
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else if ( victimid == playerid ) return SendError( playerid, "You cannot taze yourself." );
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else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "There are no players around to taze." );
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else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
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else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
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else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 5.0 && IsPlayerConnected( victimid ) )
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{
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if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerTazed( victimid ) ) return SendError( playerid, "This player is already tazed." );
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if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
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if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
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if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
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if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." );
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if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
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if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
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if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
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if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command while in jail." );
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if ( IsPlayerTied( victimid ) ) return SendError( playerid, "Tazing a tied player is pretty useless, though you can use /untie for a harder job!" );
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if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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if ( IsPlayerInEvent( playerid ) ) return SendError( playerid, "You cannot use this command since you're in an event." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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if ( p_TazingImmunity[ victimid ] > g_iTime ) return SendError( playerid, "You must wait %d seconds before tazing this player.", p_TazingImmunity[ victimid ] - g_iTime );
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if ( random( 101 ) < 90 )
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{
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GameTextForPlayer( victimid, "~n~~r~TAZED!", 2000, 4 );
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GameTextForPlayer( playerid, "~n~~y~~h~/cuff", 2000, 4 );
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SendClientMessageFormatted( victimid, -1, ""COL_RED"[TAZED]{FFFFFF} You have been tazed by %s(%d) for 5 seconds!", ReturnPlayerName( playerid ), playerid );
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SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[TAZED]{FFFFFF} You have tazed %s(%d) for 5 seconds!", ReturnPlayerName( victimid ), victimid );
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SetTimerEx( "Untaze", 5000, false, "dd", victimid, 6 );
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TogglePlayerControllable( victimid, 0 );
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ApplyAnimation( victimid, "CRACK", "crckdeth2", 5.0, 1, 1, 1, 0, 0 );
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p_Tazed{ victimid } = true;
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}
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else
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{
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SendClientMessageFormatted( playerid, -1, ""COL_RED"[TAZE FAIL]{FFFFFF} You have failed to taze %s(%d)!", ReturnPlayerName( victimid ), victimid );
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SendClientMessageFormatted( victimid, -1, ""COL_GREEN"[TAZE FAIL]{FFFFFF} %s(%d) has failed to taze you!", ReturnPlayerName( playerid ), playerid );
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}
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p_TazingImmunity[ victimid ] = g_iTime + 6;
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return 1;
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} else {
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return SendError( playerid, "There are no players around to taze." );
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}
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}
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CMD:ar( playerid, params[ ] ) return cmd_arrest(playerid, params);
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CMD:arrest( playerid, params[ ] )
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{
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new victimid;
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
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else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
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else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/ar(rest) [PLAYER_ID]" );
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else if ( victimid == playerid ) return SendError( playerid, "You cannot arrest yourself." );
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else if ( !IsPlayerConnected( victimid ) ) return SendError( playerid, "This player is not connected." );
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else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
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else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
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else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
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{
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if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
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if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
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if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
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if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is detained, you cannot arrest them." );
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if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
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if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot arrest this person inside a vehicle." );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "You cannot arrest a person that is inside a vehicle." );
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if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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new totalCash = ( p_WantedLevel[ victimid ] < MAX_WANTED_LVL ? p_WantedLevel[ victimid ] : MAX_WANTED_LVL ) * ( 300 );
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new totalSeconds = p_WantedLevel[ victimid ] * ( JAIL_SECONDS_MULTIPLIER );
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GivePlayerScore( playerid, 2 );
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GivePlayerExperience( playerid, E_POLICE );
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GivePlayerCash( playerid, totalCash );
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StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, totalCash, 0.1 );
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if ( totalCash > 20000 ) printf("[police arrest] %s -> %s - %s", ReturnPlayerName( playerid ), ReturnPlayerName( victimid ), cash_format( totalCash ) ); // 8hska7082bmahu
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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 );
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GameTextForPlayer( victimid, "~r~Busted!", 4000, 0 );
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CallLocalFunction( "OnPlayerArrested", "dddd", playerid, victimid, p_Arrests[ playerid ], 1 );
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Untaze( victimid, 6 );
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GivePlayerSeasonalXP( victimid, -20.0 );
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SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has sent %s(%d) to jail for %d seconds!", ReturnPlayerName( playerid ), playerid, ReturnPlayerName( victimid ), victimid, totalSeconds );
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JailPlayer( victimid, totalSeconds );
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return 1;
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}
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else return SendError( playerid, "There are no players around to arrest." );
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}
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CMD:cuff( playerid, params[ ] )
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{
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new victimid;
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
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else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
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else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/cuff [PLAYER_ID]" );
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else if ( victimid == playerid ) return SendError( playerid, "You cannot cuff yourself." );
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else if ( !IsPlayerConnected( victimid ) || IsPlayerNPC( victimid ) ) return SendError( playerid, "This player is not connected." );
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else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
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else if ( IsPlayerInBattleRoyale( playerid ) ) return SendError( playerid, "You cannot use this command while in Battle Royale." );
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else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
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{
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if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player is in your team." );
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( p_WantedLevel[ victimid ] < 6 ) return SendError( playerid, "This person isn't worth cuffing, ticket them." );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
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if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
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if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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if ( !IsPlayerTazed( victimid ) ) return SendError( playerid, "You must taze this player before cuffing them." );
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if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
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if ( IsPlayerBlowingCock( playerid ) ) return SendError( playerid, "You cannot use this command since you're giving oral sex." );
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if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
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if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
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if ( IsPlayerAdminOnDuty( victimid ) ) return SendError( playerid, "You cannot use this command on admins that are on duty." );
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if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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if ( !IsPlayerSpawned( victimid ) ) return SendError( playerid, "The player must be spawned." );
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GameTextForPlayer( victimid, "~n~~r~CUFFED!", 2000, 4 );
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GameTextForPlayer( playerid, "~n~~y~~h~/arrest", 2000, 4 );
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SendClientMessageFormatted( victimid, -1, ""COL_RED"[CUFFED]{FFFFFF} You have been cuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid );
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SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[CUFFED]{FFFFFF} You have cuffed %s(%d)!", ReturnPlayerName( victimid ), victimid );
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p_Cuffed{ victimid } = true;
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p_QuitToAvoidTimestamp[ victimid ] = g_iTime + 3;
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SetPlayerAttachedObject( victimid, 2, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977, -81.700035, 0.891999, 1.000000, 1.168000 );
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SetPlayerSpecialAction( victimid, SPECIAL_ACTION_CUFFED );
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KillTimer( p_CuffAbuseTimer[ victimid ] );
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p_CuffAbuseTimer[ victimid ] = SetTimerEx( "Uncuff", ( 60 * 1000 ), false, "d", victimid );
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return 1;
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}
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else return SendError( playerid, "There are no players around to cuff." );
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}
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CMD:uncuff( playerid, params[ ] )
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{
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new victimid;
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if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
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else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/uncuff [PLAYER_ID]" );
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else if ( victimid == playerid ) return SendError( playerid, "You cannot uncuff yourself." );
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else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
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{
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You cannot use this command since you're tied." );
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if ( IsPlayerTazed( playerid ) ) return SendError( playerid, "You cannot use this command since you're tazed." );
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if ( IsPlayerCuffed( playerid ) ) return SendError( playerid, "You cannot use this command since you're cuffed." );
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if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You cannot use this command since you're kidnapped." );
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if ( IsPlayerDetained( playerid ) ) return SendError( playerid, "You cannot use this command since you're detained." );
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SendClientMessageFormatted( victimid, -1, ""COL_RED"[UNCUFFED]{FFFFFF} You have been uncuffed by %s(%d)!", ReturnPlayerName( playerid ), playerid );
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SendClientMessageFormatted( playerid, -1, ""COL_GREEN"[UNCUFFED]{FFFFFF} You have uncuffed %s(%d)!", ReturnPlayerName( victimid ), victimid );
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ClearAnimations( victimid );
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TogglePlayerControllable( victimid, 1 );
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p_Cuffed{ victimid } = false;
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p_Detained{ victimid } = false;
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Delete3DTextLabel( p_DetainedLabel[ victimid ] );
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p_DetainedLabel[ victimid ] = Text3D: INVALID_3DTEXT_ID;
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p_DetainedBy[ victimid ] = INVALID_PLAYER_ID;
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KillTimer( p_CuffAbuseTimer[ victimid ] );
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SetPlayerSpecialAction( victimid, SPECIAL_ACTION_NONE );
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RemovePlayerAttachedObject( victimid, 2 );
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}
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else return SendError( playerid, "There are no players around to uncuff." );
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return 1;
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}
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CMD:detain( playerid, params[ ] )
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{
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new victimid = GetClosestPlayer( playerid );
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This is restricted to police only." );
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else if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this command since you're jailed." );
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else if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." );
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//else if ( sscanf( params, "u", victimid ) ) return SendUsage( playerid, "/detain [PLAYER_ID]" );
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//else if ( victimid == playerid ) return SendError( playerid, "You cannot detain yourself." );
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else if ( GetDistanceBetweenPlayers( playerid, victimid ) < 4.0 && IsPlayerConnected( victimid ) )
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{
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if ( p_Class[ victimid ] == p_Class[ playerid ] ) return SendError( playerid, "This player you're close to is in your team." );
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerLoadingObjects( victimid ) ) return SendError( playerid, "This player is in a object-loading state." );
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if ( !IsValidVehicle( p_LastVehicle[ playerid ] ) ) return SendError( playerid, "Your last vehicle is either destroyed or not spawned." );
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if ( PutPlayerInEmptyVehicleSeat( p_LastVehicle[ playerid ], victimid ) == -1 ) return SendError( playerid, "Failed to place the player inside a full of player vehicle." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED ) return SendError( playerid, "You cannot use this command since you are dead." );
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SendClientMessageFormatted( victimid, -1, ""COL_RED"[DETAIN]{FFFFFF} You have been detained by %s(%d)!", ReturnPlayerName( playerid ), playerid );
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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;
|
|
}
|
|
|
|
CMD:bc( playerid, params[ ] ) return cmd_breakcuffs(playerid, params);
|
|
CMD:breakcuffs( playerid, params[ ] )
|
|
{
|
|
return BreakPlayerCuffs( playerid );
|
|
}
|
|
|
|
/* ** Functions ** */
|
|
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;
|
|
}
|
|
|
|
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 ) || IsPlayerDead( playerid ) ) return false;
|
|
|
|
if ( !IsPlayerCuffed( playerid ) ) return SendError( playerid, "You are not cuffed." );
|
|
|
|
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 ] --;
|
|
|
|
new probability = 50; // 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." );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
stock AwardNearestLEO( playerid, reason )
|
|
{
|
|
if ( ! IsPlayerConnected( playerid ) || playerid == INVALID_PLAYER_ID || GetPlayerWantedLevel( playerid ) < 2 || IsPlayerDead( playerid ) )
|
|
return false;
|
|
|
|
new Float: radius = ( IsPlayerInAnyVehicle( playerid ) ? 150.0 : 75.0 ); // If player is in a vehicle, increase radius due to ability to get farther quicker.
|
|
|
|
new closestLEO = GetClosestPlayerEx( playerid, CLASS_POLICE, radius );
|
|
|
|
if ( IsPlayerConnected( closestLEO ) && !p_Spectating{ closestLEO } )
|
|
{
|
|
new reasonText[ 24 ];
|
|
|
|
switch ( reason )
|
|
{
|
|
case 0: reasonText = "Quit To Avoid";
|
|
case 1: reasonText = "AFK'd While Wanted";
|
|
}
|
|
|
|
AwardArrest( playerid, closestLEO );
|
|
SendGlobalMessage( -1, ""COL_GOLD"[JAIL]{FFFFFF} %s(%d) has been awarded for the arrest on %s(%d) as they "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;
|
|
}
|
|
|
|
hook OnPlayerUpdateEx( playerid )
|
|
{
|
|
if ( p_Class[ playerid ] == CLASS_POLICE && GetPlayerScore( playerid ) < 50 )
|
|
{
|
|
new
|
|
Float: radius = 25.0,
|
|
closestCivilian = GetClosestPlayerEx( playerid, CLASS_CIVILIAN, radius );
|
|
|
|
if ( closestCivilian != INVALID_PLAYER_ID && GetPlayerWantedLevel( closestCivilian ) != 0 )
|
|
{
|
|
return ShowPlayerHelpDialog( playerid, 4000, "Use ~y~/taze [ID]~w~, ~b~/cuff [ID]~w~, and ~r~/ar [ID] ~w~commands to arrest." );
|
|
}
|
|
}
|
|
return 1;
|
|
} |