CMD:grab(playerid, params[]) return cmd_restrain(playerid, params);
CMD:drag(playerid, params[]) return cmd_restrain(playerid, params);
CMD:unrestrain(playerid, params[]) return cmd_restrain(playerid, params);
CMD:restrain(playerid, params[])
{
if(IsACop(playerid) || PlayerInfo[playerid][pFaction] == 5 && PlayerInfo[playerid][pDivision] == 5 || PlayerInfo[playerid][pFaction] == 5 && PlayerInfo[playerid][pDivision] == 2) {
new id, string[ 128 ];
if( sscanf( params, "u", id ) )
return SendClientMessage(playerid, COLOR_WHITE, "USAGE: /drag [playerid/partofname]");
if(!IsPlayerConnected(id))
return SendClientMessage(playerid, COLOR_GREY, "Invalid player specified.");
if(GetDistanceBetweenPlayers(id, playerid) > 4)
return SendClientMessage(playerid, COLOR_GREY, "You're not close enough to the player!");
if(PlayerCuffed[id] == 0)
return SendClientMessage(playerid, COLOR_GREY, "That person isn't cuffed.");
if(PlayerCuffed[id] == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't drag a tazed player.");
if(id == playerid)
return SendClientMessage(playerid, COLOR_GREY, "You can't restrain yourself!");
if(GetPlayerState(id) != PLAYER_STATE_ONFOOT)
return SendClientMessage(playerid, COLOR_GREY, "That person is in a car - get them out first.");
if(GetPlayerState(playerid) != PLAYER_STATE_ONFOOT)
return SendClientMessage(playerid, COLOR_GREY, "You're in a car - get out first.");
if(GetPVarInt(playerid, "PBM") > 0)
return SendClientMessage(playerid, COLOR_WHITE, "You're not able to do this while in a paintball game.");
if(GetPVarInt(playerid, "EventToken") != 0)
return SendClientMessage(playerid, COLOR_GREY, "You can't use the tazer while you're in an event.");
if(PlayerCuffedTime[playerid] > 0)
return SendClientMessage(playerid, COLOR_GREY, "You can't do this right now.");
if(GetPVarInt(playerid, "Injured") == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't do this right now.");
if(PlayerInfo[playerid][pJailed] > 0)
return SendClientMessage(playerid, COLOR_WHITE, "You can't use this in jail/prison.");
if(PlayerCuffed[playerid] >= 1)
return SendClientMessage(playerid, COLOR_WHITE, "You can't use this while tazed/cuffed.");
if(GetPVarInt(id, "Injured") == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't cuff injured people.");
if(PlayerDragged[id] == 1) {
format(string, sizeof(string), "* %s looks into %s's eyes and then slowly releases them.", GetPlayerNameEx(playerid), GetPlayerNameEx(id));
ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
GameTextForPlayer(id, "~r~Released!", 2500, 3);
IsCopDragging[PlayerDraggedBy[id]] = INVALID_PLAYER_ID;
PlayerDragged[id] = 0;
PlayerDraggedBy[id] = INVALID_PLAYER_ID;
DeletePVar(playerid, "Dragging");
KillTimer(draggedtimer[id]);
} else {
format(string, sizeof(string), "* %s quickly grabs %s by the right arm, restraining them.", GetPlayerNameEx(playerid), GetPlayerNameEx(id));
ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
GameTextForPlayer(id, "~r~Restrained!", 2500, 3);
ApplyAnimation(id, "CARRY", "crry_prtial", 4.0, 0, 0, 0, 0, 0, 1);
SetPlayerSpecialAction(id, SPECIAL_ACTION_CUFFED);
PlayerDragged[id] = 1;
PlayerDraggedBy[id] = playerid;
IsCopDragging[playerid] = id;
SetPVarInt(playerid, "Dragging", id);
draggedtimer[id] = SetTimerEx("Draggingt", 1000, 1, "dd", playerid,id);
}
}
else SendClientMessage(playerid, COLOR_GREY, " You're not a Cop / FBI!");
return true;
}
forward Draggingt(playerid, ID);
public Draggingt(playerid, ID)
{
new Float:dX, Float:dY, Float:dZ;
GetPlayerPos(playerid, dX, dY, dZ);
SetPlayerPos(ID, dX+1, dY, dZ);
}
Your OnPlayerConnect Please, it is detecting wrongly there. As far as i know you should have anti drag or similar avoid system.
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public OnPlayerConnect(playerid) {
//================== Custom Removed Objects in map =============================
pMask[playerid] = 0;
if(IsCopDragging[playerid] != INVALID_PLAYER_ID)
{
PlayerDraggedBy[IsCopDragging[playerid]] = INVALID_PLAYER_ID;
PlayerDragged[IsCopDragging[playerid]] = 0;
KillTimer(draggedtimer[playerid]);
IsCopDragging[playerid] = INVALID_PLAYER_ID;
PlayerDraggedBy[playerid] = INVALID_PLAYER_ID;
PlayerDragged[playerid] = 0;
}
public OnPlayerDisconnect(playerid, reason)
{
if(IsCopDragging[playerid] != INVALID_PLAYER_ID)
{
PlayerDraggedBy[IsCopDragging[playerid]] = INVALID_PLAYER_ID;
PlayerDragged[IsCopDragging[playerid]] = 0;
KillTimer(draggedtimer[playerid]);
IsCopDragging[playerid] = INVALID_PLAYER_ID;
PlayerDraggedBy[playerid] = INVALID_PLAYER_ID;
PlayerDragged[playerid] = 0;
}
Try using foreach that looks confusing, give it a try and let me know.
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foreach(Player, i)
{
if(IsCopDragging[playerid] != INVALID_PLAYER_ID)
{
PlayerDraggedBy[IsCopDragging[playerid]] = INVALID_PLAYER_ID;
PlayerDragged[IsCopDragging[i]] = 0;
KillTimer(draggedtimer[playerid]);
IsCopDragging[i] = INVALID_PLAYER_ID;
PlayerDraggedBy[i] = INVALID_PLAYER_ID;
PlayerDragged[i] = 0;
}
}
CMD:drag(playerid, params[])
{
if(IsACop(playerid))
{
new string[128], giveplayerid;
if(sscanf(params, "u", giveplayerid)) return SendClientMessageEx(playerid, COLOR_GREY, "USAGE: /drag [playerid]");
if(IsPlayerConnected(giveplayerid))
{
if(GetPVarInt(giveplayerid, "PlayerCuffed") == 2)
{
if(IsPlayerInAnyVehicle(playerid)) return SendClientMessageEx(playerid, COLOR_WHITE, " You must be out of the vehicle to use this command.");
if(GetPVarInt(giveplayerid, "BeingDragged") == 1)
{
SendClientMessageEx(playerid, COLOR_WHITE, " That person is already being dragged. ");
return 1;
}
new Float:dX, Float:dY, Float:dZ;
GetPlayerPos(giveplayerid, dX, dY, dZ);
if(!IsPlayerInRangeOfPoint(playerid, 5.0, dX, dY, dZ))
{
SendClientMessageEx(playerid, COLOR_GRAD2, " That suspect is not near you.");
return 1;
}
format(string, sizeof(string), "* %s is now dragging you.", GetPlayerNameEx(playerid));
SendClientMessageEx(giveplayerid, COLOR_WHITE, string);
format(string, sizeof(string), "* You are now dragging %s, you may move them now.", GetPlayerNameEx(giveplayerid));
SendClientMessageEx(playerid, COLOR_WHITE, string);
format(string, sizeof(string), "* %s grabs ahold of %s and begins to move them.", GetPlayerNameEx(playerid), GetPlayerNameEx(giveplayerid));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
SendClientMessageEx(playerid, COLOR_WHITE, "You are now dragging the suspect, press the '{AA3333}FIRE{FFFFFF}' button to stop.");
SetPVarInt(giveplayerid, "BeingDragged", 1);
SetPVarInt(playerid, "DraggingPlayer", giveplayerid);
SetTimerEx("DragPlayer", 1000, 0, "ii", playerid, giveplayerid);
}
else
{
SendClientMessageEx(playerid, COLOR_WHITE, " The specified person is not cuffed !");
}
}
}
else
{
SendClientMessageEx(playerid, COLOR_GREY, "You are not a Law Enforcement Official!");
return 1;
}
return 1;
}
Your OnPlayerDisconnect and OnPlayerConnect doesn't make any sense.
How can the playerid be the cop dragging and the player dragged? |