public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(newkeys & KEY_SECONDARY_ATTACK)
{
for(new b = 1; b<=MAX_BUYABLE_BUS; b++)
{
/*if(IsPlayerInAnyVehicle(playerid))
return 1;*/
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]))
{
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
return 1;
}
else if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
return 1;
}
}
for(new b = 1; b<=MAX_FACTIONS; b++)
{
/*if(IsPlayerInAnyVehicle(playerid))
return 1;*/
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, F_DATA[b][fEnterX], F_DATA[b][fEnterY], F_DATA[b][fEnterZ]))
{
SetPlayerPos(playerid, F_DATA[b][fExitX], F_DATA[b][fExitY], F_DATA[b][fExitZ]);
SetPlayerInterior(playerid, F_DATA[b][fInt]);
SetPlayerVirtualWorld(playerid, F_DATA[b][fVW]);
return 1;
}
else if(IsPlayerInRangeOfPoint(playerid, 1, F_DATA[b][fExitX], F_DATA[b][fExitY], F_DATA[b][fExitZ]) && pxVW == F_DATA[b][fVW])
{
SetPlayerPos(playerid, F_DATA[b][fEnterX], F_DATA[b][fEnterY], F_DATA[b][fEnterZ]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
return 1;
}
//else return 1;
}
}
return 1;
}
#define MAX_BUYABLE_BUS 25
#define MAX_FACTIONS 20
return 1;
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(newkeys & KEY_SECONDARY_ATTACK)
{
for(new b = 1; b<=MAX_BUYABLE_BUS; b++)
{
/*if(IsPlayerInAnyVehicle(playerid))
return 1;*/
printf("Business looped: %i", b);
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]))
{
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
}
else if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
}
}
for(new b = 1; b<=MAX_FACTIONS; b++)
{
/*if(IsPlayerInAnyVehicle(playerid))
return 1;*/
printf("Factions looped: %i", b);
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, F_DATA[b][fEnterX], F_DATA[b][fEnterY], F_DATA[b][fEnterZ]))
{
SetPlayerPos(playerid, F_DATA[b][fExitX], F_DATA[b][fExitY], F_DATA[b][fExitZ]);
SetPlayerInterior(playerid, F_DATA[b][fInt]);
SetPlayerVirtualWorld(playerid, F_DATA[b][fVW]);
}
else if(IsPlayerInRangeOfPoint(playerid, 1, F_DATA[b][fExitX], F_DATA[b][fExitY], F_DATA[b][fExitZ]) && pxVW == F_DATA[b][fVW])
{
SetPlayerPos(playerid, F_DATA[b][fEnterX], F_DATA[b][fEnterY], F_DATA[b][fEnterZ]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
}
//else return 1;
}
if(IsPlayerInRangeOfPoint(playerid, 1.0, 1580.400, -1637.599, 13.899) && P_DATA[playerid][pFactionID] == 1)
{
SetPlayerPos(playerid, 1580.4083, -1637.1522, 13.5512);
SetPlayerFacingAngle(playerid, 175.4082);
ApplyAnimation(playerid,"HEIST9","Use_SwipeCard",2.0,0,1,1,1,1,0);
if(!PDGateOpen)
{
PDGateOpen = true;
MoveObject(PDGate1, 1592.599, -1638.099, 12.5, 0.5);
MoveObject(PDGate2, 1578.800, -1638, 14.399, 0.5);
SendClientMessage(playerid, -1, "Gate open.");
}
else
{
PDGateOpen = false;
MoveObject(PDGate1, 1584.699, -1638.099, 12.5, 0.5);
MoveObject(PDGate2, 1580.5, -1637.900, 14.399, 0.5);
SendClientMessage(playerid, -1, "Gate closed.");
}
}
else if(IsPlayerInRangeOfPoint(playerid, 1.0, 1592.699, -1639.300, 14) && P_DATA[playerid][pFactionID] == 1)
{
SetPlayerPos(playerid, 1592.2437, -1639.3275, 13.3377);
SetPlayerFacingAngle(playerid, 283.2880);
ApplyAnimation(playerid,"HEIST9","Use_SwipeCard",2.0,0,1,1,1,1,0);
if(!PDGateOpen)
{
PDGateOpen = true;
MoveObject(PDGate1, 1592.599, -1638.099, 12.5, 0.5);
MoveObject(PDGate2, 1578.800, -1638, 14.399, 0.5);
SendClientMessage(playerid, -1, "Gate open.");
}
else
{
PDGateOpen = false;
MoveObject(PDGate1, 1584.699, -1638.099, 12.5, 0.5);
MoveObject(PDGate2, 1580.5, -1637.900, 14.399, 0.5);
SendClientMessage(playerid, -1, "Gate closed.");
}
}
print("Stopped.");
}
return 1;
}
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]) && pxVW == B_DATA[b][bEnterVW])
{
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
}
else if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
}
for(new b = 1; b<=MAX_BUYABLE_BUS; b++)
{
print("Start debug.");
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]))
{
print("Debug 1.");
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
}
else if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
print("Debug 2.");
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
}
print("Debug 3.");
// HERE'S SOMETHING WRONG WITH THE CODE ! STOPS HERE
}
new B_DATA[MAX_BUYABLE_BUS][B_ENUM_DATA];
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(newkeys & KEY_SECONDARY_ATTACK)
{
new pxVW = GetPlayerVirtualWorld(playerid);
for(new b = 1; b<=MAX_BUYABLE_BUS; b++)
{
if(IsPlayerInRangeOfPoint(playerid, 1.0, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]))
{
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
break;
}
else if(IsPlayerInRangeOfPoint(playerid, 1.0, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
break;
}
}
for(new c = 1; c<=MAX_FACTIONS; c++)
{
if(IsPlayerInRangeOfPoint(playerid, 1.0, F_DATA[c][fEnterX], F_DATA[c][fEnterY], F_DATA[c][fEnterZ]))
{
SetPlayerPos(playerid, F_DATA[c][fExitX], F_DATA[c][fExitY], F_DATA[c][fExitZ]);
SetPlayerInterior(playerid, F_DATA[c][fInt]);
SetPlayerVirtualWorld(playerid, F_DATA[c][fVW]);
break;
}
else if(IsPlayerInRangeOfPoint(playerid, 1.0, F_DATA[c][fExitX], F_DATA[c][fExitY], F_DATA[c][fExitZ]) && pxVW == F_DATA[c][fVW])
{
SetPlayerPos(playerid, F_DATA[c][fEnterX], F_DATA[c][fEnterY], F_DATA[c][fEnterZ]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
break;
}
}
}
return 1;
}
for(new b = 1; b<=MAX_BUYABLE_BUS; b++)
{
printf("Business looped: %i", b);
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]))
{
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
break;
}
else if(IsPlayerInRangeOfPoint(playerid, 1, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
break;
}
else for(new c = 1; c<=MAX_FACTIONS; c++)
{
printf("Factions looped: %i", c);
new pxVW = GetPlayerVirtualWorld(playerid);
if(IsPlayerInRangeOfPoint(playerid, 1, F_DATA[c][fEnterX], F_DATA[c][fEnterY], F_DATA[c][fEnterZ]))
{
SetPlayerPos(playerid, F_DATA[c][fExitX], F_DATA[c][fExitY], F_DATA[c][fExitZ]);
SetPlayerInterior(playerid, F_DATA[c][fInt]);
SetPlayerVirtualWorld(playerid, F_DATA[c][fVW]);
break;
}
else if(IsPlayerInRangeOfPoint(playerid, 1, F_DATA[c][fExitX], F_DATA[c][fExitY], F_DATA[c][fExitZ]) && pxVW == F_DATA[c][fVW])
{
SetPlayerPos(playerid, F_DATA[c][fEnterX], F_DATA[c][fEnterY], F_DATA[c][fEnterZ]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
break;
}
}
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(newkeys & KEY_SECONDARY_ATTACK)
{
new pxVW = GetPlayerVirtualWorld(playerid);
for(new b = 1; b<=MAX_BUYABLE_BUS; b++)
{
printf("Business looped: %d", b);
if(IsPlayerInRangeOfPoint(playerid, 1.0, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]))
{
SetPlayerPos(playerid, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]);
SetPlayerInterior(playerid, B_DATA[b][bExitInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bExitVW]);
break;
}
else if(IsPlayerInRangeOfPoint(playerid, 1.0, B_DATA[b][bExitX], B_DATA[b][bExitY], B_DATA[b][bExitZ]) && pxVW == B_DATA[b][bExitVW])
{
SetPlayerPos(playerid, B_DATA[b][bEnterX], B_DATA[b][bEnterY], B_DATA[b][bEnterZ]);
SetPlayerInterior(playerid, B_DATA[b][bEnterInt]);
SetPlayerVirtualWorld(playerid, B_DATA[b][bEnterVW]);
break;
}
}
for(new c = 1; c<=MAX_FACTIONS; c++)
{
printf("Factions looped: %d", c);
if(IsPlayerInRangeOfPoint(playerid, 1.0, F_DATA[c][fEnterX], F_DATA[c][fEnterY], F_DATA[c][fEnterZ]))
{
SetPlayerPos(playerid, F_DATA[c][fExitX], F_DATA[c][fExitY], F_DATA[c][fExitZ]);
SetPlayerInterior(playerid, F_DATA[c][fInt]);
SetPlayerVirtualWorld(playerid, F_DATA[c][fVW]);
break;
}
else if(IsPlayerInRangeOfPoint(playerid, 1.0, F_DATA[c][fExitX], F_DATA[c][fExitY], F_DATA[c][fExitZ]) && pxVW == F_DATA[c][fVW])
{
SetPlayerPos(playerid, F_DATA[c][fEnterX], F_DATA[c][fEnterY], F_DATA[c][fEnterZ]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
break;
}
}
}
return 1;
}
Business looped: 1 Business looped: 2 ........................ Business looped: 25
Business looped: 1 Business looped: 2 ........................ Business looped: 20 - I'm in range of this business, looped stopped here since I'm in range
Factions looped: 1 Factions looped: 2 Factions looped: 3 ........................ Factions looped: 20
B_DATA[25][B_ENUM_DATA];
for(new b = 1; b<MAX_BUYABLE_BUS; b++)
//and ..
for(new c = 1; c<MAX_FACTIONS; c++)
for(new b = 1; b < MAX_BUYABLE_BUS; b++)
for(new b = 1; b < MAX_FACTIONS; b++)
@mademan, what's the point of writing again something I've just said?
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