forward VehicleRepair(playerid, vehicleid);
public VehicleRepair(playerid, vehicleid) // Only used for mechanic job
{
if(IsPlayerInVehicle(playerid, veh[playerid]))
{
RepairVehicle(veh[playerid]);
SendClientMessage(playerid, COLOR_YELLOW, "( ! ) Vehicle Repair successful");
IsRepairing[playerid] = 0;
}
else
{
SendClientMessage(playerid, COLOR_NORMALRED, "( ! ) Repair failed. You left the Vehicle");
IsRepairing[playerid] = 0;
}
return 1;
}
new veh[MAX_PLAYERS];
COMMAND:repair(playerid, params[])
{
if(PlayerInfo[playerid][pJob] == 1)
{
if(PlayerInfo[playerid][pDuty] == 1)
{
if(IsRepairing[playerid] == 0)
{
new Float:health;
veh[playerid] = GetPlayerVehicleID(playerid);
GetVehicleHealth(veh[playerid], health);
if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, COLOR_NORMALRED, "( ! ) You must be in a Vehicle to use this Command");
if(health == 1000) return SendClientMessage(playerid, COLOR_NORMALRED, "( ! ) This vehicle is already fully repaired");
else
{
SetTimerEx("VehicleRepair", 10000, false, "d", playerid);
SendClientMessage(playerid, COLOR_YELLOW, "( ! ) Vehicle Repair in Progress. Please wait...");
IsRepairing[playerid] = 1;
}
}
else SendClientMessage(playerid, COLOR_NORMALRED, "( ! ) You are already repairing a Vehicle");
}
else SendClientMessage(playerid, COLOR_NORMALRED, "( ! ) You must be on Duty to use this Command");
}
else return 0;
return 1;
}
No, MAX_PLAYERS is correct. Since you are storing the vehicle id for each PLAYER, not storing something for each Vehicle, if that makes sense.
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