public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
for(new i = 0; i < 12; i++)
{
if(vehicleid == LSPDVehicles[i]) //If the vehicleid is an LSPD vehicle
{
if(PlayerInfo[playerid][pFaction] != 1)
{
ClearAnimations(playerid);
SendClientMessage(playerid, -1, "This vehicle is faction restricted.");
}
}
}
return 1;
}
if(PlayerInfo[playerid][pFaction] != 1)
if(PlayerInfo[playerid][pFaction] != 1 && GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
if(PlayerInfo[playerid][pFaction] != 1 && GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
{
ClearAnimations(playerid);
SendClientMessage(playerid, COLOR_GREY, "This vehicle is faction restricted.");
}
|
This callback is called when a player BEGINS to enter a vehicle, not when they HAVE entered it. See OnPlayerStateChange. |
public OnPlayerStateChange(playerid, newstate, oldstate)
{
new vehicleid = GetPlayerVehicleID(playerid);
switch(newstate)
{
case PLAYER_STATE_DRIVER:
{
for(new i = 0; i < 12; i++)
{
if(vehicleid == LSPDVehicles[i] && PlayerInfo[playerid][pFaction] != 1)
{
RemovePlayerFromVehicle(playerid);
SendClientMessage(playerid, -1, "This vehicle is faction restricted.");
break;
}
}
}
}
return true;
}