COMMAND:entrar(playerid, params[]) { // Setup local variables new HouseID, hLevel, BusID, BusType; SendAdminText(playerid, "/entrar", params); // Check if the player has logged in if (APlayerData[playerid][LoggedIn] == true) { // Make sure the player isn't inside a vehicle if (GetPlayerVehicleID(playerid) == 0) { // Loop through all houses for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++) { // Check if this house exists if (AHouseData[HouseID][PickupID] != 0) { // Check if the player is in range of the house-pickup if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ])) { // Check if the house is closed to the public if (AHouseData[HouseID][HouseOpened] == false) { // The house isn't open to the public, so keep anyone out who isn't the owner of the house if (House_PlayerIsOwner(playerid, HouseID) == 0) { // Let the player know that this house isn't open to the public and he can't enter it SendClientMessage(playerid, 0xFFFFFFFF, "{FFFF00}Peзa para o Dono da casa Abria-la para o publico pois ela estб fexada!"); return 1; } } // The house is open to the public, or the player trying to enter is the owner, so let the player inside the house // Get the level of the house hLevel = AHouseData[HouseID][HouseLevel]; // Set the worldid so other players cannot see him anymore SetPlayerVirtualWorld(playerid, 5000 + HouseID); // Set the player inside the interior of the house SetPlayerInterior(playerid, AHouseInteriors[hLevel][InteriorID]); // Set the position of the player at the spawn-location of the house's interior SetPlayerPos(playerid, AHouseInteriors[hLevel][IntX], AHouseInteriors[hLevel][IntY], AHouseInteriors[hLevel][IntZ]); // Also set a tracking-variable to enable /housemenu to track in which house the player is APlayerData[playerid][CurrentHouse] = HouseID; // Also let the player know he can use /housemenu to upgrade/exit his house SendClientMessage(playerid, 0xFFFFFFFF, "{FFFF00}Olб vocк estб dentro da sua casa! Para abrir o Painel de Controle da sua casa use /Menucasa!"); // Exit the function return 1; } } } // Loop through all player-owned businesses for (new i; i < MAX_BUSINESSPERPLAYER; i++) { // Get the business-id at the selected slot from the player BusID = APlayerData[playerid][Business][i]; // Check if the player has owned a business in this slot if (BusID != 0) { // Check if the player is in range of the business-pickup if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ])) { // Get the business-type BusType = ABusinessData[BusID][BusinessType]; // Set the worldid so other players cannot see him anymore SetPlayerVirtualWorld(playerid, 1000 + playerid); // Set the player inside the interior of the business SetPlayerInterior(playerid, ABusinessInteriors[BusType][InteriorID]); // Set the position of the player at the spawn-location of the business's interior SetPlayerPos(playerid, ABusinessInteriors[BusType][IntX], ABusinessInteriors[BusType][IntY], ABusinessInteriors[BusType][IntZ]); // Also set a tracking-variable to enable /busmenu to track in which business the player is APlayerData[playerid][CurrentBusiness] = BusID; // Also let the player know he can use /busmenu to upgrade/exit his business SendClientMessage(playerid, 0xFFFFFFFF, "{B0C4DE}Olб vocк estб dentro da sua Empresa! Para abrir o Painel de Controle da sua Empresa use /Menuempresa!"); // Exit the function return 1; } } } } } else return 0; // Let the server know that this was a valid command return 1; } |
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (PRESSED(KEY_FIRE))
{
// coisas do comando
}
return 1;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(newkeys == KEY_SECONDARY_ATTACK)
{
cmd_entrar(playerid);
}
return true;
}