forward SaveGuns(playerid);
public SaveGuns(playerid)
{
for(new slot = 0; slot <= 3; slot++)
{
new wep, ammo;
GetPlayerWeaponData(playerid, slot, wep, ammo);
if(wep != 0 && ammo != 0)
{
if(PlayerInfo[playerid][pAdmin] >= 6)
{
if(PlayerInfo[playerid][pAdminDuty] == 0)
{
if(Tazer[playerid] == 1) { GivePlayerWeapon(playerid, 24, PreTazerAmmo[playerid]); }
if(PlayerInfo[playerid][pWeapon1] == 0) { PlayerInfo[playerid][pWeapon1] = wep; PlayerInfo[playerid][pWAmmo1] = ammo; }
else if(PlayerInfo[playerid][pWeapon2] == 0) { PlayerInfo[playerid][pWeapon2] = wep; PlayerInfo[playerid][pWAmmo2] = ammo; }
else if(PlayerInfo[playerid][pWeapon3] == 0) { PlayerInfo[playerid][pWeapon3] = wep; PlayerInfo[playerid][pWAmmo3] = ammo; }
if(PlayerInfo[playerid][pWeapon1] == PlayerInfo[playerid][pWeapon2])
{
new bammo = PlayerInfo[playerid][pWAmmo2];
PlayerInfo[playerid][pWeapon1] = PlayerInfo[playerid][pWeapon2];
PlayerInfo[playerid][pWeapon2] = 0;
PlayerInfo[playerid][pWAmmo1] += bammo;
bammo = 0;
PlayerInfo[playerid][pWAmmo2] = 0;
}
if(PlayerInfo[playerid][pWeapon1] == PlayerInfo[playerid][pWeapon3])
{
new bammo = PlayerInfo[playerid][pWAmmo3];
PlayerInfo[playerid][pWeapon1] = PlayerInfo[playerid][pWeapon3];
PlayerInfo[playerid][pWeapon3] = 0;
PlayerInfo[playerid][pWAmmo1] += bammo;
bammo = 0;
PlayerInfo[playerid][pWAmmo3] = 0;
}
if(PlayerInfo[playerid][pWeapon2] == PlayerInfo[playerid][pWeapon3])
{
new bammo = PlayerInfo[playerid][pWAmmo3];
PlayerInfo[playerid][pWeapon2] = PlayerInfo[playerid][pWeapon3];
PlayerInfo[playerid][pWeapon3] = 0;
PlayerInfo[playerid][pWAmmo2] += bammo;
bammo = 0;
PlayerInfo[playerid][pWAmmo3] = 0;
}
}
}
else
{
if(Tazer[playerid] == 1) { GivePlayerWeapon(playerid, 24, PreTazerAmmo[playerid]); }
if(PlayerInfo[playerid][pWeapon1] == 0) { PlayerInfo[playerid][pWeapon1] = wep; PlayerInfo[playerid][pWAmmo1] = ammo; }
else if(PlayerInfo[playerid][pWeapon2] == 0) { PlayerInfo[playerid][pWeapon2] = wep; PlayerInfo[playerid][pWAmmo2] = ammo; }
else if(PlayerInfo[playerid][pWeapon3] == 0) { PlayerInfo[playerid][pWeapon3] = wep; PlayerInfo[playerid][pWAmmo3] = ammo; }
if(PlayerInfo[playerid][pWeapon1] == PlayerInfo[playerid][pWeapon2])
{
new bammo = PlayerInfo[playerid][pWAmmo2];
PlayerInfo[playerid][pWeapon1] = PlayerInfo[playerid][pWeapon2];
PlayerInfo[playerid][pWeapon2] = 0;
PlayerInfo[playerid][pWAmmo1] += bammo;
bammo = 0;
PlayerInfo[playerid][pWAmmo2] = 0;
}
if(PlayerInfo[playerid][pWeapon1] == PlayerInfo[playerid][pWeapon3])
{
new bammo = PlayerInfo[playerid][pWAmmo3];
PlayerInfo[playerid][pWeapon1] = PlayerInfo[playerid][pWeapon3];
PlayerInfo[playerid][pWeapon3] = 0;
PlayerInfo[playerid][pWAmmo1] += bammo;
bammo = 0;
PlayerInfo[playerid][pWAmmo3] = 0;
}
if(PlayerInfo[playerid][pWeapon2] == PlayerInfo[playerid][pWeapon3])
{
new bammo = PlayerInfo[playerid][pWAmmo3];
PlayerInfo[playerid][pWeapon2] = PlayerInfo[playerid][pWeapon3];
PlayerInfo[playerid][pWeapon3] = 0;
PlayerInfo[playerid][pWAmmo2] += bammo;
bammo = 0;
PlayerInfo[playerid][pWAmmo3] = 0;
}
}
}
}
return 1;
}
Originally Posted by Vince
For your information: There are 13 weapon slots (0 through 12).
For example: An assault rifle (AK47, M4) will ALWAYS be in slot 5. Refer to the weapon list to find out in which weapon is stored in which slot. https://sampwiki.blast.hk/wiki/Weapons |
for(new slot; slot < 13; slot++) // loops until 0 reaches 12.
PlayerInfo[playerid][pWeapon1],2 ,3 etc.
enum pInfo
{
pWeapon[12],
}
It would then look like :
PlayerInfo[playerid][pWeapon][0], PlayerInfo[playerid][pWeapon][1]