CMD:park(playerid, params[])
{
if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, COLOR_RED, "You aren't in any vehicle.");
new vehicleid = GetPlayerVehicleID(playerid);
for(new i; i < sizeof(OtherCars[]); i++)
{
if(vehicleid == OtherCars[playerid][i])
{
new Float:x, Float:y, Float:z, Float:angle;
GetVehiclePos(OtherCars[playerid][i], x, y, z);
GetVehicleZAngle(OtherCars[playerid][i], angle);
SaveFloatToCarSlot(playerid, i, "XSpawn", x );
SaveFloatToCarSlot(playerid, i, "YSpawn", y );
SaveFloatToCarSlot(playerid, i, "ZSpawn", z );
SaveFloatToCarSlot(playerid, i, "ASpawn", angle );
SaveVehComponents(playerid, OtherCars[playerid][i], i);
foreach(Player, p)
{
if(IsPlayerInVehicle(playerid, vehicleid))
{
if(p != playerid && GetPlayerState(p) == PLAYER_STATE_DRIVER)
{
RemovePlayerFromVehicle(p);
}
}
}
SetVehiclePosZAngle( OtherCars[playerid][i], x, y, z, angle );
PutPlayerInVehicle(playerid, OtherCars[playerid][i], 0);
SendClientMessage(playerid, COLOR_WHITE, "Car Succesfully Parked.");
continue;
}
else return SendClientMessage(playerid, COLOR_RED, "This ain't your car.");
}
return 1;
}
so you say i have to remove the "else return ...." thingy? or the continue? because i already tried it without continue, that didnt work.
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else return SendClientMessage(playerid, COLOR_RED, "This ain't your car.");
CMD:park(playerid, params[])
{
if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, COLOR_RED, "You aren't in any vehicle.");
new vehicleid = GetPlayerVehicleID(playerid);
for(new i; i < sizeof(OtherCars[]); i++)
{
if(vehicleid == OtherCars[playerid][i])
{
new Float:x, Float:y, Float:z, Float:angle;
GetVehiclePos(OtherCars[playerid][i], x, y, z);
GetVehicleZAngle(OtherCars[playerid][i], angle);
SaveFloatToCarSlot(playerid, i, "XSpawn", x );
SaveFloatToCarSlot(playerid, i, "YSpawn", y );
SaveFloatToCarSlot(playerid, i, "ZSpawn", z );
SaveFloatToCarSlot(playerid, i, "ASpawn", angle );
SaveVehComponents(playerid, OtherCars[playerid][i], i);
foreach(Player, p)
{
if(IsPlayerInVehicle(playerid, vehicleid))
{
if(p != playerid && GetPlayerState(p) == PLAYER_STATE_DRIVER)
{
RemovePlayerFromVehicle(p);
}
}
}
SetVehiclePosZAngle( OtherCars[playerid][i], x, y, z, angle );
PutPlayerInVehicle(playerid, OtherCars[playerid][i], 0);
SendClientMessage(playerid, COLOR_WHITE, "Car Succesfully Parked.");
}
else SendClientMessage(playerid, COLOR_RED, "This ain't your car.");
}
return 1;
}
CMD:park(playerid, params[])
{
if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, COLOR_RED, "You aren't in any vehicle.");
new vehicleid = GetPlayerVehicleID(playerid), count=0;
for(new i; i < sizeof(OtherCars[]); i++)
{
if(vehicleid == OtherCars[playerid][i])
{
new Float:x, Float:y, Float:z, Float:angle;
GetVehiclePos(OtherCars[playerid][i], x, y, z);
GetVehicleZAngle(OtherCars[playerid][i], angle);
SaveFloatToCarSlot(playerid, i, "XSpawn", x );
SaveFloatToCarSlot(playerid, i, "YSpawn", y );
SaveFloatToCarSlot(playerid, i, "ZSpawn", z );
SaveFloatToCarSlot(playerid, i, "ASpawn", angle );
SaveVehComponents(playerid, OtherCars[playerid][i], i);
foreach(Player, p)
{
if(IsPlayerInVehicle(playerid, vehicleid))
{
if(p != playerid && GetPlayerState(p) == PLAYER_STATE_DRIVER)
{
RemovePlayerFromVehicle(p);
}
}
}
SetVehiclePosZAngle( OtherCars[playerid][i], x, y, z, angle );
PutPlayerInVehicle(playerid, OtherCars[playerid][i], 0);
SendClientMessage(playerid, COLOR_WHITE, "Car Succesfully Parked.");
count++;
break;
}
}
if(!count) SendClientMessage(playerid, COLOR_RED, "This isn't your car.");
return 1;
}