sfcnr/gamemodes/irresistible/cnr/features/weapon_locker.pwn

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