Olб, Quando adiciono um Carro ao meu GM (PPC_TRUCKING) ele fica sem Gasolina Falaram que й pra adicionar a variavel da Gasolina o poblema й que nгo sei aew vai:
pawn Код:
// Forward the function needed to update the speedometer (used by a timer)
forward Speedometer_Update(playerid);
forward RefuelVehicle(playerid);
// This function sets up the speedometer for the given player
Speedometer_Setup(playerid)
{
// Setup the speedometer for the player
APlayerData[playerid][SpeedometerText] = TextDrawCreate(500.0, 395.0, " ");
APlayerData[playerid][FuelGauge] = TextDrawCreate(500.0, 410.0, " ");
// Enable the TextDraw for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][SpeedometerText]);
TextDrawShowForPlayer(playerid, APlayerData[playerid][FuelGauge]);
// Start the speedometer timer
APlayerData[playerid][SpeedometerTimer] = SetTimerEx("Speedometer_Update", 500, true, "i", playerid);
return 1;
}
// This function cleans up the speedometer for the given player
Speedometer_Cleanup(playerid)
{
// Destroy the speedometer textdraw
TextDrawDestroy(APlayerData[playerid][SpeedometerText]);
TextDrawDestroy(APlayerData[playerid][FuelGauge]);
// Kill the speedometer timer
KillTimer(APlayerData[playerid][SpeedometerTimer]);
// Set player speed to 0
APlayerData[playerid][PlayerSpeed] = 0;
return 1;
}
// This function gets called by a timer which runs every 500ms to display and update the speedometer
public Speedometer_Update(playerid)
{
// Setup local variables
new vehicleid, Float:speed_x, Float:speed_y, Float:speed_z, Float:final_speed, speed_string[50], final_speed_int, Float:vehiclehealth;
new FuelString[50], FuelStatus[20];
new Msg[128], Name[24];
// Get the ID of the player's vehicle
vehicleid = GetPlayerVehicleID(playerid);
//******************************************************************************************************************************
// Anti-hack stuff
//******************************************************************************************************************************
AntiHack(playerid);
//******************************************************************************************************************************
// End of anti-hack stuff
//******************************************************************************************************************************
// Check and toggle spectate-mode when needed (when target player entered or exited his vehicle)
if (GetPlayerState(playerid) == PLAYER_STATE_SPECTATING)
{
// Get the target player's ID and name
new OtherPlayer = APlayerData[playerid][SpectateID];
GetPlayerName(OtherPlayer, Name, sizeof(Name));
// Use the same worldid and interiorid as the OtherPlayer
SetPlayerVirtualWorld(playerid, GetPlayerVirtualWorld(OtherPlayer));
SetPlayerInterior(playerid, GetPlayerInterior(OtherPlayer));
// Check if the player is spectating a player
if (APlayerData[playerid][SpectateType] == ADMIN_SPEC_TYPE_PLAYER)
{
// Check if the target player has entered a vehicle
if (GetPlayerVehicleSeat(OtherPlayer) != -1)
{
// Change spectate mode to vehicle
PlayerSpectateVehicle(playerid, GetPlayerVehicleID(OtherPlayer));
APlayerData[playerid][SpectateID] = OtherPlayer;
APlayerData[playerid][SpectateVehicle] = GetPlayerVehicleID(OtherPlayer);
APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_VEHICLE;
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} has entered a vehicle, changing spectate mode to match", Name);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
}
else // The player is spectating a vehicle
{
// Check if the target player has exited a vehicle
if (GetPlayerVehicleSeat(OtherPlayer) == -1)
{
// Change spectate mode to player
PlayerSpectatePlayer(playerid, OtherPlayer);
SetPlayerInterior(playerid, GetPlayerInterior(OtherPlayer));
APlayerData[playerid][SpectateID] = OtherPlayer;
APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_PLAYER;
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} has exited a vehicle, changing spectate mode to match", Name);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
}
}
// When the player got a wanted level and a police player warned him to stop, a timer is started and a variable is set to "true"
// Check if this variable has been set
if (APlayerData[playerid][PoliceWarnedMe] == true)
{
// Check if the player has no wanted level anymore (after finishing a overloaded mission, player got fined, ...)
if (GetPlayerWantedLevel(playerid) == 0)
{
APlayerData[playerid][PoliceCanJailMe] = false; // Clear the variable
APlayerData[playerid][PoliceWarnedMe] = false; // Clear the variable
APlayerData[playerid][Value_PoliceCanJailMe] = 0; // Clear the remaining time for the timer
KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]); // Kill the timer
}
}
// If the player is inside a vehicle
if(vehicleid != 0)
{
// Get the vehicles velocity
GetVehicleVelocity(vehicleid, speed_x, speed_y, speed_z);
// Calculate the speed (in kph)
final_speed = floatsqroot(((speed_x * speed_x) + (speed_y * speed_y)) + (speed_z * speed_z)) * 158.179;
// Convert the float value to an int value
final_speed_int = floatround(final_speed, floatround_round);
// Also save the speed for the player
APlayerData[playerid][PlayerSpeed] = final_speed_int;
// Setup the string to display for the player and display it
format(speed_string, 50, TXT_SpeedometerSpeed, final_speed_int);
TextDrawSetString(APlayerData[playerid][SpeedometerText], speed_string);
// Add the speed to the stats (this will be the meters driven in total)
APlayerData[playerid][StatsMetersDriven] = APlayerData[playerid][StatsMetersDriven] + (final_speed / 7.2);
// Also display the vehicle's health through the player-health bar
GetVehicleHealth(vehicleid, vehiclehealth);
SetPlayerHealth(playerid, vehiclehealth / 10.0);
// Check if the speed is above 10kph and the fuel of the vehicle isn't empty yet
if ((final_speed_int > 10) && (AVehicleData[vehicleid][Fuel] > 0))
AVehicleData[vehicleid][Fuel] = AVehicleData[vehicleid][Fuel] - 1; // Decrease the fuel for this vehicle every time the timer is run
// Construct the fuelgauge
if ((AVehicleData[vehicleid][Fuel] > 0) && (AVehicleData[vehicleid][Fuel] < 100000))
format(FuelStatus, 20, "~g~%s~r~%s", "I", "IIIIIIIII"); // Fuel is between 0% and 10% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 1)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 2)))
format(FuelStatus, 20, "~g~%s~r~%s", "II", "IIIIIIII"); // Fuel is between 10% and 20% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 2)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 3)))
format(FuelStatus, 20, "~g~%s~r~%s", "III", "IIIIIII"); // Fuel is between 20% and 30% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 3)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 4)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIII", "IIIIII"); // Fuel is between 30% and 40% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 4)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 5)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIII", "IIIII"); // Fuel is between 40% and 50% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 5)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 6)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIII", "IIII"); // Fuel is between 50% and 60% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 6)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 7)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIII", "III"); // Fuel is between 60% and 70% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 7)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 8)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIII", "II"); // Fuel is between 70% and 80% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 8)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 9)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIIII", "I"); // Fuel is between 80% and 90% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 9)) && (AVehicleData[vehicleid][Fuel] <= MaxFuel))
format(FuelStatus, 20, "~g~%s", "IIIIIIIIII"); // Fuel is between 90% and 100% full (all bars are green)
if (AVehicleData[vehicleid][Fuel] == 0)
format(FuelStatus, 20, "~r~%s", "IIIIIIIIII"); // Fuel is empty (all bars are red)
// Format the final fuel-gauge readout
format(FuelString, 50, TXT_SpeedometerFuel, FuelStatus);
// Display the fuel-gauge
TextDrawSetString(APlayerData[playerid][FuelGauge], FuelString);
// Check if the vehicle is out of fuel
if (AVehicleData[vehicleid][Fuel] == 0)
{
// Stop the engine and turn off the lights
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
}
// Check if the player is not in any plane or helicopter (those cannot be caught by speedcamera's)
if (IsVehicleAirVehicle(vehicleid) == 0)
if (APlayerData[playerid][PlayerClass] != ClassPolice) // Check if the player isn't speeding (cops won't get caught)
CheckPlayerSpeeding(playerid);
}
else
{
// If the player is not inside a vehicle, display an empty string (looks like the speedometer is gone)
TextDrawSetString(APlayerData[playerid][SpeedometerText], " ");
TextDrawSetString(APlayerData[playerid][FuelGauge], " ");
// Set the speed of the player to 0
APlayerData[playerid][PlayerSpeed] = 0;
}
}
// This timer-function is called when a player picks up a refuelpickup
public RefuelVehicle(playerid)
{
new RefuelMsg[128];
// Get the vehicle-id of the player's vehicle
new vID = GetPlayerVehicleID(playerid);
// Calculate the amount of fuel that needs to be refuelled
new Amount = MaxFuel - AVehicleData[vID][Fuel];
// Calculate the price to refuel
new RefuelPrice = (Amount * RefuelMaxPrice) / MaxFuel;
// Check if the player has enough cash
if (APlayerData[playerid][PlayerMoney] >= RefuelPrice)
{
// Refuel the vehicle
AVehicleData[vID][Fuel] = MaxFuel;
// Withdraw the money from the player
RewardPlayer(playerid, -RefuelPrice, 0);
// Let the player know he refuelled his vehicle
format(RefuelMsg, 128, TXT_RefuelledVehicle, RefuelPrice);
SendClientMessage(playerid, 0xFFFFFFFF, RefuelMsg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotRefuelVehicle);
// Allow the player to move again
TogglePlayerControllable(playerid, 1);
return 1;
}
// This function checks if the player is speeding near a speedcamera
CheckPlayerSpeeding(playerid)
{
// Setup local variables
new Name[24], Msg[128];
// Check if the player hasn't been caught speeding recently
if (APlayerData[playerid][PlayerCaughtSpeeding] == 0)
{
// Loop through all speedcameras
for (new CamID; CamID < MAX_CAMERAS; CamID++)
{
// Check if this camera has been created
if (ACameras[CamID][CamSpeed] != 0)
{
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Check if the player's speed is greater than the speed allowed by this camera (no need to process a distance-check if not speeding)
if (APlayerData[playerid][PlayerSpeed] > ACameras[CamID][CamSpeed])
{
// Check if the player is near the camera
if (IsPlayerInRangeOfPoint(playerid, 50.0, ACameras[CamID][CamX], ACameras[CamID][CamY], ACameras[CamID][CamZ]))
{
// Prevent the player being caught multiple times by the same speed-camera
APlayerData[playerid][PlayerCaughtSpeeding] = 20;
// Increase the wanted-level of this player by 1 star
SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) + 1);
// Let the player know he's been caught speeding
SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerCaughtSpeeding);
// Get the name of the player
GetPlayerName(playerid, Name, sizeof(Name));
// Also inform all police players that this player is caught speeding
format(Msg, 128, "{00FF00}o Player {FFFF00}%s{00FF00} Esta correndo de mais, Perseguir e multa-lo", Name);
Police_SendMessage(Msg);
}
}
}
}
}
}
else // If the player has been caught before, reduce the value until it's 0 again, then he can be caught again
APlayerData[playerid][PlayerCaughtSpeeding]--;
}
// This function processes anti-hack stuff
stock AntiHack(playerid)
{
// Setup local variables
new Float:Armour;
// Skip checking for hacks used by the player if he was reported by the Anti-Hack system already
if (APlayerData[playerid][AutoReportTime] > 0)
{
// Reduce the time so the player can be reported again soon if he doesn't stop using hacks
APlayerData[playerid][AutoReportTime]--;
// Exit the function, this skips the hack-checks until the AutoReportTime has reached 0
// Otherwise the player is reported every half a second until he stops using hacks
return 1;
}
// Check if a filterscript gave some money (or took it) to the player
if (GetPVarInt(playerid, "PVarMoney") != 0)
{
// Add the money to the players account
APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] + GetPVarInt(playerid, "PVarMoney");
// Clear the PVar
SetPVarInt(playerid, "PVarMoney", 0);
}
if (GetPVarInt(playerid, "PVarScore") != 0)
{
// Add the money to the players account
APlayerData[playerid][PlayerScore] = APlayerData[playerid][PlayerScore] + GetPVarInt(playerid, "PVarScore");
// Clear the PVar
SetPVarInt(playerid, "PVarScore", 0);
}
// Reset the player's money and set it to the stored value in the player's account (do the same for scorepoints)
ResetPlayerMoney(playerid);
GivePlayerMoney(playerid, APlayerData[playerid][PlayerMoney]);
SetPlayerScore(playerid, APlayerData[playerid][PlayerScore]);
// Limit the cash that the player can have
if (APlayerData[playerid][PlayerMoney] > 999000000)
APlayerData[playerid][PlayerMoney] = 999000000;
// Limit the cash that the player can have below 0
if (APlayerData[playerid][PlayerMoney] < -1000000)
APlayerData[playerid][PlayerMoney] = -1000000;
// Port anyone out of the area who is not an admin and inside the area 69
Player_PortOutAdminZone(playerid, 106.0, 1805.0, -50.0, 285.0, 1940.0, 40.0, 15.0, 1732.0, 25.0);
// Weapon hacks are also neutralized here, except for police players (if they are allowed to have weapons)
if ((PoliceGetsWeapons == true) && (APlayerData[playerid][PlayerClass] == ClassPolice))
{
// Do nothing
}
else
ResetPlayerWeapons(playerid); // Remove all weapons from the player
// Check if the player got any armour (= health-hack)
GetPlayerArmour(playerid, Armour);
// Send an automated report to the admins so they're informed about it and can take action
if (Armour > 1.0)
SendReportToAdmins(playerid, "Health-hack", true);
// Check if the speed is higher than 300 (kick player if it is)
// Send an automated report to the admins so they're informed about it and can take action
if (APlayerData[playerid][PlayerSpeed] > 300)
SendReportToAdmins(playerid, "Speed-hack", true);
// Check if the player is not allowed to have a jetpack (admins lvl 3 and higher can use /fly, so they will be excluded)
if (APlayerData[playerid][PlayerLevel] < 3)
{
// Check if the player is using a jetpack
// Send an automated report to the admins so they're informed about it and can take action
if (GetPlayerSpecialAction(playerid) == 2)
SendReportToAdmins(playerid, "Jetpack-hack", true);
}
// Detect airbreak hack
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Check if the player is nearly standing still
if (APlayerData[playerid][PlayerSpeed] < 10)
{
// Check if the player switched interior-id's
if (GetPlayerInterior(playerid) != APlayerData[playerid][PreviousInt])
{
// Check if the new interior is the normal world or any mod-shop
switch (GetPlayerInterior(playerid))
{
case 0, 1, 2, 3: // Check interiors 0, 1, 2 and 3 (normal world and all mod-shops)
{
// Store the player's current location and interior-id for the next iteration
GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);
// Exit the function
return 1;
}
}
}
// Check if the player is still near the same place he was half a second ago
if (IsPlayerInRangeOfPoint(playerid, 7.5, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]))
{
}
else // Send an automated report to the admins so they're informed about it and can take action
SendReportToAdmins(playerid, "Airbreak-hack", true);
}
}
// Store the player's current location and interior-id for the next iteration
GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);
return 1;
}
Outra coisa seria o Spawn do Player no PPC, Nгo entendo Muito Bem. queria definir um ou 2 Lugares para o "Advogada" Spawnar. Obrigado!!