#include <a_samp>
#define FILTERSCRIPT
forward AutoR();
new flying;
#define PRESSED(%0) \
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
public OnFilterScriptInit()
{
print("\n--------------------------------------");
print("Auto Repair loaded");
print("--------------------------------------\n");
return 1;
}
public OnFilterScriptExit()
{
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
flying = 0;
new autofix;
if(strcmp(cmdtext, "/funmodeon", true) == 0) {
autofix = SetTimer("AutoR", 1000, 1);
flying = 1;
GameTextForAll("~g~Auto Fix is Enabled", 5000, 3);
}
if(strcmp(cmdtext, "/funmodeoff", true) == 0) {
KillTimer(autofix);
flying = 0;
GameTextForAll("~r~Auto Fix is disabled. ]Kill Time!]", 5000, 3);
}
}
public AutoR() {
for(new playerid=0; playerid<MAX_PLAYERS; playerid++) {
if(IsPlayerConnected(playerid)) {
new Float:health, cid;
if (IsPlayerInAnyVehicle(playerid)) {
cid = GetPlayerVehicleID(playerid);
GetVehicleHealth(cid, health);
if (health < 999) {
RepairVehicle(cid);
SetVehicleHealth(cid,1000);
}
}
}
}
return 1;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (flying == 1)
{
//fly h button
if(IsPlayerInAnyVehicle(playerid) && GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
{
if (PRESSED(KEY_CROUCH))
{
new Float:x, Float:y, Float:z;
GetVehicleVelocity(GetPlayerVehicleID(playerid), x, y, z);
SetVehicleVelocity(GetPlayerVehicleID(playerid) ,x ,y ,z+0.3);
}
}
}
return 1;
}
#include <a_samp>
#define FILTERSCRIPT
forward AutoR();
new flying;
new autofix;
// ... rest of code
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I think you should define new autofix globally, so outside of OnPlayerCommandText, like this
pawn Код:
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