// Process the rescue dialog
Dialog_Rescue(playerid, response, listitem)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Check the class of the player
switch (APlayerData[playerid][PlayerClass])
{
case ClassCourier:
{
// Set the spawn coordinates based on the selection in the list
switch (listitem)
{
case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 798.0, -618.75, 16.4, 0.0, 0, 0, 0, 0, 0, 0);
case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1849.25, -135.0, 12.0, 90.0, 0, 0, 0, 0, 0, 0);
case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1050.5, 1931.0, 10.9, 270.0, 0, 0, 0, 0, 0, 0);
}
}
}
TogglePlayerSpectating(playerid, 1);
InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
SpawnPlayer(playerid); // Force the player to spawn at the requested coordinates
SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerRescued); // Send the player a message that using "/rescue" costs $200
// Reduce the player's money by 200
RewardPlayer(playerid, -200, 0);
return 1;
}

// Process the rescue dialog
Dialog_Rescue(playerid, response, listitem)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Check the class of the player
switch (APlayerData[playerid][PlayerClass])
{
case ClassCourier:
{
// Set the spawn coordinates based on the selection in the list
switch (listitem)
{
case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 798.0, -618.75, 16.4, 0.0, 0, 0, 0, 0, 0, 0); InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1849.25, -135.0, 12.0, 90.0, 0, 0, 0, 0, 0, 0); InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1050.5, 1931.0, 10.9, 270.0, 0, 0, 0, 0, 0, 0); InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
}
}
}
TogglePlayerSpectating(playerid, 1);
SpawnPlayer(playerid); // Force the player to spawn at the requested coordinates
SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerRescued); // Send the player a message that using "/rescue" costs $200
// Reduce the player's money by 200
RewardPlayer(playerid, -200, 0);
return 1;
}
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Код:
// Process the rescue dialog
Dialog_Rescue(playerid, response, listitem)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Check the class of the player
switch (APlayerData[playerid][PlayerClass])
{
case ClassCourier:
{
// Set the spawn coordinates based on the selection in the list
switch (listitem)
{
case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 798.0, -618.75, 16.4, 0.0, 0, 0, 0, 0, 0, 0); InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1849.25, -135.0, 12.0, 90.0, 0, 0, 0, 0, 0, 0); InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1050.5, 1931.0, 10.9, 270.0, 0, 0, 0, 0, 0, 0); InterpolateCameraPos(playerid, FromX, FromY, FromZ, ToX, ToY, :ToZ, 10000, CAMERA_MOVE);
}
}
}
TogglePlayerSpectating(playerid, 1);
SpawnPlayer(playerid); // Force the player to spawn at the requested coordinates
SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerRescued); // Send the player a message that using "/rescue" costs $200
// Reduce the player's money by 200
RewardPlayer(playerid, -200, 0);
return 1;
}
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