new bool:dead;
new Float:DistanceCounty_GH;
new Float:DistanceAll_Saints_GH;
new Float:DistanceCrippenMemorial_H;
new Float:DistanceAngelP_MC;
new Float:DistanceSanFierro_MC;
new Float:DistanceElQuebrados_MC;
new Float:DistanceLasVenturas_H;
new Float:HospitalSpawns[][] =
{
{2031.8365, -1416.9377, 16.9922, 131.0062}, //County General Hospital
{1182.0847, -1323.5752, 13.5812, 271.3102}, //All Saints General Hospital
{1245.5205, 335.3977, 19.5547, 336.5431}, //CrippenMemorialHospital
{-2196.8381, -2305.4912, 30.6250, 319.7987}, //AngelPineMedicalCenter
{-2653.3613, 627.6060, 14.4531, 179.0622}, //SanFierroMedicalCenter
{-1514.8903, 2528.7163, 55.7143, 359.3568}, //ElQuebradosMedicalCenter
{1579.2933, 1769.0499, 10.8203, 90.3324} //LasVenturasHospital
};
public OnPlayerRequestClass(playerid, classid)
{
dead = false;
SetPlayerPos(playerid, -160.2186, -324.0767, 3.7590);
SetPlayerFacingAngle(playerid, 87.7342);
SetPlayerCameraPos(playerid, -170.899993, -323.940704, 3.929687);
SetPlayerCameraLookAt(playerid, -170.899993, -323.940704, 3.929687);
return 1;
}
stock GetSmallestIndex(v[], len = sizeof(v))
{
new min_index, min_value = -1;
for(new i = 0; i < len; i ++)
{
if(v[i] < min_value || min_value == -1)
{
min_index = i;
min_value = v[i];
}
}
return min_index;
}
public OnPlayerSpawn(playerid)
{
if(dead==true)
{
new float:values[7];
values[0]=DistanceCounty_GH;
values[1]=DistanceAll_Saints_GH;
values[2]=DistanceCrippenMemorial_H;
values[3]=DistanceAngelP_MC;
values[4]=DistanceSanFierro_MC;
values[5]=DistanceElQuebrados_MC;
values[6]=DistanceLasVenturas_H;
switch(GetSmallestIndex(values))
{
case 0:
{SetPlayerPos(playerid, HospitalSpawns[0][0], HospitalSpawns[0][1], HospitalSpawns[0][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[0][3]);
SetCameraBehindPlayer(playerid);}
case 1:
{SetPlayerPos(playerid, HospitalSpawns[1][0], HospitalSpawns[1][1], HospitalSpawns[1][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[1][3]);
SetCameraBehindPlayer(playerid);
}
case 2:
{SetPlayerPos(playerid, HospitalSpawns[2][0], HospitalSpawns[2][1], HospitalSpawns[2][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[2][3]);
SetCameraBehindPlayer(playerid);
}
case 3:
{SetPlayerPos(playerid, HospitalSpawns[3][0], HospitalSpawns[3][1], HospitalSpawns[3][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[3][3]);
SetCameraBehindPlayer(playerid);
}
case 4:
{SetPlayerPos(playerid, HospitalSpawns[4][0], HospitalSpawns[4][1], HospitalSpawns[4][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[4][3]);
SetCameraBehindPlayer(playerid);
}
case 5:
{SetPlayerPos(playerid, HospitalSpawns[5][0], HospitalSpawns[5][1], HospitalSpawns[5][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[5][3]);
SetCameraBehindPlayer(playerid);
}
case 6:
{SetPlayerPos(playerid, HospitalSpawns[6][0], HospitalSpawns[6][1], HospitalSpawns[6][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[6][3]);
SetCameraBehindPlayer(playerid);
}
}
}
if(dead==false)
{
SetPlayerPos(playerid, 1714.9219,-1948.8318,14.1172);
SetPlayerFacingAngle(playerid, 357.5184);
SetCameraBehindPlayer(playerid);
return 1;
}
return 0;
}
public OnPlayerDeath(playerid, killerid, reason)
{
SendDeathMessage(killerid, playerid, reason); // Shows the kill in the killfeed
SetPlayerScore(killerid,GetPlayerScore(killerid)+1);
dead = true;
DistanceCounty_GH = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[0][0], HospitalSpawns[0][1], HospitalSpawns[0][2]);
DistanceAll_Saints_GH = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[1][0], HospitalSpawns[1][1], HospitalSpawns[1][2]);
DistanceCrippenMemorial_H = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[2][0], HospitalSpawns[2][1], HospitalSpawns[2][2]);
DistanceAngelP_MC = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[3][0], HospitalSpawns[3][1], HospitalSpawns[3][2]);
DistanceSanFierro_MC = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[4][0], HospitalSpawns[4][1], HospitalSpawns[4][2]);
DistanceElQuebrados_MC = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[5][0], HospitalSpawns[5][1], HospitalSpawns[5][2]);
DistanceLasVenturas_H = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[6][0], HospitalSpawns[6][1], HospitalSpawns[6][2]);
return 1;
}
{
if(DistanceCounty_GH < DistanceAll_Saints_GH && DistanceCrippenMemorial_H && DistanceAngelP_MC && DistanceSanFierro_MC && DistanceElQuebrados_MC && DistanceLasVenturas_H)
{
SetPlayerPos(playerid, HospitalSpawns[0][0], HospitalSpawns[0][1], HospitalSpawns[0][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[0][3]);
SetCameraBehindPlayer(playerid);
return 1;
}
else if(DistanceAll_Saints_GH < DistanceCounty_GH && DistanceCrippenMemorial_H && DistanceAngelP_MC && DistanceSanFierro_MC && DistanceElQuebrados_MC && DistanceLasVenturas_H)
{
SetPlayerPos(playerid, HospitalSpawns[1][0], HospitalSpawns[1][1], HospitalSpawns[1][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[1][3]);
SetCameraBehindPlayer(playerid);
}
else if(DistanceCrippenMemorial_H < DistanceAll_Saints_GH && DistanceCounty_GH && DistanceAngelP_MC && DistanceSanFierro_MC && DistanceElQuebrados_MC && DistanceLasVenturas_H)
{
SetPlayerPos(playerid, HospitalSpawns[2][0], HospitalSpawns[2][1], HospitalSpawns[2][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[2][3]);
SetCameraBehindPlayer(playerid);
}
else if(DistanceAngelP_MC < DistanceCrippenMemorial_H && DistanceAll_Saints_GH && DistanceCounty_GH && DistanceSanFierro_MC && DistanceElQuebrados_MC && DistanceLasVenturas_H)
{
SetPlayerPos(playerid, HospitalSpawns[3][0], HospitalSpawns[3][1], HospitalSpawns[3][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[3][3]);
SetCameraBehindPlayer(playerid);
}
else if(DistanceSanFierro_MC < DistanceAngelP_MC && DistanceCrippenMemorial_H && DistanceAll_Saints_GH && DistanceCounty_GH && DistanceElQuebrados_MC && DistanceLasVenturas_H)
{
SetPlayerPos(playerid, HospitalSpawns[4][0], HospitalSpawns[4][1], HospitalSpawns[4][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[4][3]);
SetCameraBehindPlayer(playerid);
}
else if(DistanceElQuebrados_MC < DistanceSanFierro_MC && DistanceAngelP_MC && DistanceCrippenMemorial_H && DistanceAll_Saints_GH && DistanceCounty_GH && DistanceLasVenturas_H)
{
SetPlayerPos(playerid, HospitalSpawns[5][0], HospitalSpawns[5][1], HospitalSpawns[5][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[5][3]);
SetCameraBehindPlayer(playerid);
}
else if(DistanceLasVenturas_H < DistanceElQuebrados_MC && DistanceSanFierro_MC && DistanceAngelP_MC && DistanceCrippenMemorial_H && DistanceAll_Saints_GH && DistanceCounty_GH)
{
SetPlayerPos(playerid, HospitalSpawns[6][0], HospitalSpawns[6][1], HospitalSpawns[6][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[6][3]);
SetCameraBehindPlayer(playerid);
}
}
HospitalSpawns[][]
HospitalSpawns[0][0] //The first set of coordinates and the X-coordinate.
HospitalSpawns[0][1] //The first set of coordinates and the Y-coordinate.
HospitalSpawns[0][2] //The first set of coordinates and the Z-coordinate.
HospitalSpawns[0][3] //The first set of coordinates and the Angle-coordinate.
SetPlayerPos(playerid, HospitalSpawns[0][0], HospitalSpawns[0][1], HospitalSpawns[0][2]); //The first set of coordinates and the X [0], Y [1] and Z-coordinate [2].
SetPlayerFacingAngle(playerid, HospitalSpawns[0][3]); //The first set of coordinates and the Angle [3] coordinate.
#define FLOAT_INFINITY (Float:0x7F800000)
new Float:gClosestHospitalDist[MAX_PLAYERS]; // if for some reason you have to save the distance
new gClosestHospital[MAX_PLAYERS]; // holds the index to the closest hospital
public OnPlayerDeath(playerid, killerid, reason)
{
// rest of code..
new Float:dist = FLOAT_INFINITY;
for (new i = 0; i < sizeof(HospitalSpawns); i++)
{
gClosestHospitalDist[playerid] = GetPlayerDistanceFromPoint(playerid, HospitalSpawns[i][0], HospitalSpawns[i][1], HospitalSpawns[i][2]);
if (gClosestHospitalDist[playerid] < dist)
{
dist = gClosestHospitalDist[playerid];
gClosestHospital[playerid] = i;
}
}
return 1;
}
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Код:
HospitalSpawns[][] For example: HospitalSpawns[0][] means: the first line of coordinates. With this comes a second pair of brackets which stand for the amount of parameters in each line of coordinates. For example: HospitalSpawns[][0] means: the first parameter in the coordinate line (The X coordinate). And you can now combine these two. pawn Код:
pawn Код:
pawn Код:
pawn Код:
pawn Код:
pawn Код:
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Why waste space allocating an array? I recommend that you calculate the distance from the hospitals immediately when a player dies, then do whatever you want with that.
Also another issue I found in your code is the "dead" variable, it will only work for one player alone - make it a per-player var. pawn Код:
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public OnPlayerSpawn(playerid)
{
if(dead==true)
{
SetPlayerPos(playerid, HospitalSpawns[gClosestHospital][0], HospitalSpawns[gClosestHospital][1], HospitalSpawns[gClosestHospital][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[gClosestHospital][3]);
setCaneraBehindPlayer(playerid);
return 1;
}
if(dead==false)
{
SetPlayerPos(playerid, 1714.9219,-1948.8318,14.1172);
SetPlayerFacingAngle(playerid, 357.5184);
SetCameraBehindPlayer(playerid);
return 1;
}
return 0;
}
public OnPlayerSpawn(playerid)
{
if(dead==true)
{
new i = gClosestHospital[playerid];
SetPlayerPos(playerid, HospitalSpawns[i][0], HospitalSpawns[i][1], HospitalSpawns[i][2]);
SetPlayerFacingAngle(playerid, HospitalSpawns[i][3]);
SetCameraBehindPlayer(playerid);
}
if(dead==false)
{
SetPlayerPos(playerid, 1714.9219,-1948.8318,14.1172);
SetPlayerFacingAngle(playerid, 357.5184);
SetCameraBehindPlayer(playerid);
return 1;
}
return 0;
}
new bool:dead[MAX_PLAYERS];
// And you use it like e.g. dead[playerid] under OnPlayerDeath
// The way you have it now will only ever work for one player alone
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Just make a simple variable(called an array, actually) that holds MAX_PLAYERS items. You can still keep the "bool:" tag if you wish.
Also, be sure to declare it outside any function or callback (global variable). Example: pawn Код:
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