127 lines
4.5 KiB
Plaintext
127 lines
4.5 KiB
Plaintext
/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc
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* Module: cnr\features\weapon_locker.pwn
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* Purpose: basically ammunations in police stations called weapon lockers
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Definitions ** */
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#define MAX_WEAPON_LOCKERS ( 7 )
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/* ** Variables ** */
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static stock
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g_weaponLockerCheckpoint [ MAX_WEAPON_LOCKERS ],
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Iterator: WeaponLockers < MAX_WEAPON_LOCKERS >,
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p_WeaponLockerMenu [ MAX_PLAYERS char ]
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;
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/* ** Hooks ** */
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hook OnScriptInit( )
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{
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CreateAmmunationLocker( -1614.41992, 672.565246, -4.90625, 180.0000 );
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CreateAmmunationLocker( 2245.062988, 2434.94458, 10.82031, -90.0000 );
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CreateAmmunationLocker( 1525.003051, -1669.4093, 6.228725, 90.00000 );
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CreateAmmunationLocker( 1527.936645, -1462.0344, 9.500000, -90.0000 );
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CreateAmmunationLocker( 937.0916130, 1733.15197, 8.851562, 90.00000 );
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CreateAmmunationLocker( -2458.59399, 501.431365, 30.02399, 0.000000 );
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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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if ( GetPlayerClass( playerid ) == CLASS_POLICE )
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{
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foreach ( new lockerid : WeaponLockers ) if ( checkpointid == g_weaponLockerCheckpoint[ lockerid ] )
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{
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return ShowAmmunationMenu( playerid, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER );
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}
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}
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return 1;
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}
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( ( dialogid == DIALOG_WEAPON_LOCKER ) && response )
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{
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p_WeaponLockerMenu{ playerid } = listitem;
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return RedirectAmmunation( playerid, listitem, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER_BUY, 1.25 );
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}
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else if ( dialogid == DIALOG_WEAPON_LOCKER_BUY )
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{
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if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "You must be a law enforcement officer to use this feature." );
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if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot buy weapons in jail." );
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if ( GetPlayerState( playerid ) == PLAYER_STATE_WASTED || !IsPlayerSpawned( playerid ) ) return SendError( playerid, "You are unable to purchase any weapons at this time." );
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// Check if user is in the locker checkpoint
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foreach (new lockerid : WeaponLockers)
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{
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if ( IsPlayerInDynamicCP( playerid, g_weaponLockerCheckpoint[ lockerid ] ) )
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{
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if ( response )
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{
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for( new i, x = 0; i < sizeof( g_AmmunationWeapons ); i++ )
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{
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if ( g_AmmunationWeapons[ i ] [ E_MENU ] == p_WeaponLockerMenu{ playerid } )
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{
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if ( x == listitem )
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{
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new
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iCostPrice = floatround( float( g_AmmunationWeapons[ i ] [ E_PRICE ] ) * 1.25 );
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if ( iCostPrice > GetPlayerCash( playerid ) )
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{
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SendError( playerid, "You don't have enough money for this." );
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RedirectAmmunation( playerid, p_WeaponLockerMenu{ playerid }, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER_BUY, 1.25 );
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return 1;
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}
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GivePlayerCash( playerid, -iCostPrice );
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if ( g_AmmunationWeapons[ i ] [ E_WEPID ] == 101 ) SetPlayerArmour( playerid, float( g_AmmunationWeapons[ i ] [ E_AMMO ] ) );
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else GivePlayerWeapon( playerid, g_AmmunationWeapons[ i ] [ E_WEPID ], g_AmmunationWeapons[ i ] [ E_AMMO ] );
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RedirectAmmunation( playerid, p_WeaponLockerMenu{ playerid }, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER_BUY, 1.25 );
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SendServerMessage( playerid, "You have purchased %s(%d) for "COL_GOLD"%s"COL_WHITE"%s (inc. fees).", g_AmmunationWeapons[ i ] [ E_NAME ], g_AmmunationWeapons[ i ] [ E_AMMO ], cash_format( iCostPrice ) );
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break;
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}
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x ++;
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}
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}
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}
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else
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{
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ShowAmmunationMenu( playerid, "{FFFFFF}Weapon Locker - Purchase Weapons", DIALOG_WEAPON_LOCKER );
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}
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return 1;
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}
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}
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return SendError( playerid, "You are not inside any gun locker checkpoint." );
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}
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return 1;
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}
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/* ** Functions ** */
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stock CreateAmmunationLocker( Float: X, Float: Y, Float: Z, Float: rX )
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{
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new
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lockerid = Iter_Free(WeaponLockers);
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if ( lockerid !=ITER_NONE )
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{
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Iter_Add( WeaponLockers, lockerid );
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new
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Float: nX = X + 1.5 * -floatsin( -rX, degrees ),
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Float: nY = Y + 1.5 * -floatcos( -rX, degrees )
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;
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g_weaponLockerCheckpoint[ lockerid ] = CreateDynamicCP( nX, nY, Z, 2.0 , -1, -1, -1, 100.0 );
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CreateDynamicObject( 14782, X, Y, Z, 0.0, 0.0, rX, -1, -1, -1, 100.0 );
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CreateDynamic3DTextLabel( "[WEAPON LOCKER]", COLOR_GOLD, nX, nY, Z, 20.0 );
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}
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return lockerid;
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}
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