/* Crйditos BY: XxFaTaLxX*/
#include <a_samp>
#if defined FILTERSCRIPT
public OnFilterScriptInit()
{
print("\n--------------------------------------");
print(" [FS] Armamento nas costas");
print("--------------------------------------\n");
return 1;
}
public OnFilterScriptExit()
{
return 1;
}
#else
main()
{
print("\n----------------------------------");
print(" [FS] Armamento nas costas");
print("----------------------------------\n");
}
#endif
public OnPlayerUpdate(playerid)
{
//Armas nas costas dos Players
static armedbody_pTick[MAX_PLAYERS];
if(GetTickCount() - armedbody_pTick[playerid] > 113)
{
new weaponid[13],weaponammo[13],pArmedWeapon;
pArmedWeapon = GetPlayerWeapon(playerid);
GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);
GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);
GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);
GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);
GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);
if(weaponid[1] && weaponammo[1] > 0){
if(pArmedWeapon != weaponid[1]){
if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){
SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else {
if(IsPlayerAttachedObjectSlotUsed(playerid,0)){
RemovePlayerAttachedObject(playerid,0);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){
RemovePlayerAttachedObject(playerid,0);
}
if(weaponid[2] && weaponammo[2] > 0){
if(pArmedWeapon != weaponid[2]){
if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){
SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else {
if(IsPlayerAttachedObjectSlotUsed(playerid,1)){
RemovePlayerAttachedObject(playerid,1);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){
RemovePlayerAttachedObject(playerid,1);
}
if(weaponid[4] && weaponammo[4] > 0){
if(pArmedWeapon != weaponid[4]){
if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){
SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else {
if(IsPlayerAttachedObjectSlotUsed(playerid,2)){
RemovePlayerAttachedObject(playerid,2);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){
RemovePlayerAttachedObject(playerid,2);
}
if(weaponid[5] && weaponammo[5] > 0){
if(pArmedWeapon != weaponid[5]){
if(!IsPlayerAttachedObjectSlotUsed(playerid,3)){
SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else {
if(IsPlayerAttachedObjectSlotUsed(playerid,3)){
RemovePlayerAttachedObject(playerid,3);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){
RemovePlayerAttachedObject(playerid,3);
}
armedbody_pTick[playerid] = GetTickCount();
}
return 1;
}
//---------------armas nas costas dos player--------------//
stock GetWeaponModel(weaponid)
{
switch(weaponid)
{
case 1:
return 331;
case 2..8:
return weaponid+331;
case 9:
return 341;
case 10..15:
return weaponid+311;
case 16..18:
return weaponid+326;
case 22..29:
return weaponid+324;
case 30,31:
return weaponid+325;
case 32:
return 372;
case 33..45:
return weaponid+324;
case 46:
return 371;
}
return 0;
}
/* Crйditos BY: XxFaTaLxX*/
nao e isso eu tinha falado pra colocar no coldre, nao na mao :S, acho que vc n me entendeu direito.
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