COMMAND:entrar(playerid, params[])
{
// Setup local variables
new HouseID, hLevel, BusID, BusType;
// Send the command to all admins so they can see it
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, "{808080}Esta Casa nao esta Aberta ao Publico");
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, "{FFFFFF}[ToM]{808080}Digite {FFFFFF}/menucasa{808080} para Ver as opcoes da Sua Casa");
// 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, "{FFFFFF}[ToM]{808080}Digite {FFFFFF}/menuempresa{808080} para ver as Opcoes da Sua Empresa");
// 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 ( newkeys == 65536 ) cmd_entrar(playerid, params);
return 1;
}
if ( newkeys == 65536 ) cmd_entrar(playerid, params);
(1710) : error 021: symbol already defined: "OnPlayerKeyStateChange"
: error 017: undefined symbol "params"
OnPlayerKeyStateChange
CTRL + F Procurar: OnPlayerKeyStateChenge
Cole o cуdigo a baixo dentro da calback; pawn Code:
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