public OnPlayerSpawn(playerid)
{
SetTimerEx("VRepair",500,true,"i",playerid);
return 1;
}
forward VRepair(playerid);
public VRepair(playerid)
{
if(IsPlayerInAnyVehicle(playerid))
RepairVehicle(GetPlayerVehicleID(playerid));
return 1;
}
public OnVehicleDamageStatusUpdate(vehicleid, playerid)
{
RepairVehicle(vehicleid);
return 1;
}
i think it is
pawn Код:
|
pawn Код:
|
Wiki says
Note: This does not include vehicle health changes |
public OnVehicleDamageStatusUpdate(vehicleid, playerid) { #pragma unused playerid new panels, doors, lights, tires; GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires); tires = encode_tires(0, 0, 0, 0); // fix all tires panels = encode_panels(0, 0, 0, 0, 0, 0, 0); // fix all panels //fell off - (3, 3, 3, 3, 3, 3, 3) doors = encode_doors(0, 0, 0, 0, 0, 0); // fix all doors //fell off - (4, 4, 4, 4, 0, 0) lights = encode_lights(0, 0, 0, 0); // fix all lights SetVehicleHealth(vehicleid,1000.0); UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires); return 1; } encode_tires(tire1, tire2, tire3, tire4) return tire1 | (tire2 << 1) | (tire3 << 2) | (tire4 << 3); encode_panels(flp, frp, rlp, rrp, windshield, front_bumper, rear_bumper) { return flp | (frp << 4) | (rlp << | (rrp << 12) | (windshield << 16) | (front_bumper << 20) | (rear_bumper << 24); } encode_doors(bonnet, boot, driver_door, passenger_door, behind_driver_door, behind_passenger_door) { #pragma unused behind_driver_door #pragma unused behind_passenger_door return bonnet | (boot << | (driver_door << 16) | (passenger_door << 24); } encode_lights(light1, light2, light3, light4) { return light1 | (light2 << 1) | (light3 << 2) | (light4 << 3); } // end of it! |
how about OnplayerExitVehicle? do i need to kill the timer?? thanks to your reply.
|