Eu estava usando esse sistema, ele buga a prisгo, a pessoa quando morrer e for presa, ela nasce no hospital e fica livre :/
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if(PlayerInfo[playerid][preso] > 0)// no caso voce tem que coloca a do seu GM
{
return SendClientMessage(playerid, COLOR_RED, "Vocк nгo pode ir para o hospital se estiver preso!");
}
isso nгo й um bug й sу vc faze pra ele verifica se o cara ta preso e morrer dentro da prisгo nгo ir para o hp
pawn Код:
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if(PlayerInfo[playerid][pJailed] == 1) { SetPlayerInterior(playerid, 6); rand = random(sizeof(gPresoPmSpawns)); SetPlayerPos(playerid, gPresoPmSpawns[rand][0], gPresoPmSpawns[rand][1], gPresoPmSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoPmSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 2) { SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,268.5777,1857.9351,9.8133); SetPlayerWorldBounds(playerid, 337.5694,101.5826,1940.9759,1798.7453); //285.3481,96.9720,1940.9755,1799.0811 return true; } if(PlayerInfo[playerid][pJailed] == 9) { SetPlayerInterior(playerid, 18); SetPlayerPos(playerid, 1302.519897,-1.787510,1001.028259);//SetPlayerPos(playerid,1175.6014,-1179.9524,87.0427); //SetPlayerWorldBounds(playerid, 337.5694,101.5826,1940.9759,1798.7453); //285.3481,96.9720,1940.9755,1799.0811 SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Cadeia!"); return true; } if(PlayerInfo[playerid][pJailed] == 3) { SetPlayerInterior(playerid, 10); rand = random(sizeof(gPresoBopeSpawns)); SetPlayerPos(playerid, gPresoBopeSpawns[rand][0], gPresoBopeSpawns[rand][1], gPresoBopeSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoBopeSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 4) { SetPlayerInterior(playerid, 3); rand = random(sizeof(gPresoPcSpawns)); SetPlayerPos(playerid, gPresoPcSpawns[rand][0], gPresoPcSpawns[rand][1], gPresoPcSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoPcSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 5) { SetPlayerInterior(playerid, 5); rand = random(sizeof(gPresoPfSpawns)); SetPlayerPos(playerid, gPresoPfSpawns[rand][0], gPresoPfSpawns[rand][1], gPresoPfSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoPfSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 6) { SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,2695.6262,-2126.2393,13.5488); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 7) { SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,-1293.2203,490.5885,11.1953); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 8) { SetPlayerInterior(playerid, 6); SetPlayerPos(playerid,264.4160,87.2363,1001.0391); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; }
public RecuperouSe() { if(PlayerInfo[playerid][pJailed] == 1) { SetPlayerInterior(playerid, 6); rand = random(sizeof(gPresoPmSpawns)); SetPlayerPos(playerid, gPresoPmSpawns[rand][0], gPresoPmSpawns[rand][1], gPresoPmSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoPmSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 2) { SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,268.5777,1857.9351,9.8133); SetPlayerWorldBounds(playerid, 337.5694,101.5826,1940.9759,1798.7453); //285.3481,96.9720,1940.9755,1799.0811 return true; } if(PlayerInfo[playerid][pJailed] == 9) { SetPlayerInterior(playerid, 18); SetPlayerPos(playerid, 1302.519897,-1.787510,1001.028259);//SetPlayerPos(playerid,1175.6014,-1179.9524,87.0427); //SetPlayerWorldBounds(playerid, 337.5694,101.5826,1940.9759,1798.7453); //285.3481,96.9720,1940.9755,1799.0811 SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Cadeia!"); return true; } if(PlayerInfo[playerid][pJailed] == 3) { SetPlayerInterior(playerid, 10); rand = random(sizeof(gPresoBopeSpawns)); SetPlayerPos(playerid, gPresoBopeSpawns[rand][0], gPresoBopeSpawns[rand][1], gPresoBopeSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoBopeSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 4) { SetPlayerInterior(playerid, 3); rand = random(sizeof(gPresoPcSpawns)); SetPlayerPos(playerid, gPresoPcSpawns[rand][0], gPresoPcSpawns[rand][1], gPresoPcSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoPcSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 5) { SetPlayerInterior(playerid, 5); rand = random(sizeof(gPresoPfSpawns)); SetPlayerPos(playerid, gPresoPfSpawns[rand][0], gPresoPfSpawns[rand][1], gPresoPfSpawns[rand][2]); // Warp the player SetPlayerFacingAngle(playerid, gPresoPfSpawns[rand][3]); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 6) { SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,2695.6262,-2126.2393,13.5488); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 7) { SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,-1293.2203,490.5885,11.1953); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } if(PlayerInfo[playerid][pJailed] == 8) { SetPlayerInterior(playerid, 6); SetPlayerPos(playerid,264.4160,87.2363,1001.0391); SendClientMessage(playerid, COLOR_LIGHTRED, "Sentenзa incompleta,Vocк voltou para Prisгo"); return true; } { for(new p = 0; p < MAX_PLAYERS; p++) { if(Morreu[p]) { TempoHospital[p]++; new Float:vida; GetPlayerHealth(p, vida); ApplyAnimation(p, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); switch(TempoHospital[p]) { case 1 .. 59: { SetPlayerHealth(p, vida+1); } case 60: { Morreu[p] = false; SendClientMessage(p, 0xA9C4E4AA, ""); SendClientMessage(p, 0xA9C4E4AA, "{DD2222}Mйdico{FFFFFF} diz: Vocк foi recuperado. Seja mais cuidado a partir de agora."); ClearAnimations(p); SetPlayerPos(p, 1175.0963, -1318.3589, 9280.5693); SetCameraBehindPlayer(p); SetPlayerFacingAngle(p, 177.8791); SetPlayerInterior(p, 1); TempoHospital[p] = 0; } } } } return 1; }