stock RemovePlayerWeapon(playerid, weaponid) { // Not mine :3 new plyWeapons[12] = 0; new plyAmmo[12] = 0; for(new sslot = 0; sslot != 12; sslot++) { new wep, ammo; GetPlayerWeaponData(playerid, sslot, wep, ammo); if(wep != weaponid && ammo != 0) GetPlayerWeaponData(playerid, sslot, plyWeapons[sslot], plyAmmo[sslot]); } ResetPlayerWeapons(playerid); for(new sslot = 0; sslot != 12; sslot++) if(plyAmmo[sslot] != 0) GivePlayerWeapon(playerid, plyWeapons[sslot], plyAmmo[sslot]); return 1; }
stock RemovePlayerWeapon(playerid, weaponid) { // Not mine :3 new plyWeapons[12] = 0; for(new sslot = 0; sslot != 12; sslot++) { GetPlayerWeaponData(playerid, sslot, wep); if(wep != weaponid != 0) GetPlayerWeaponData(playerid, sslot, plyWeapons[sslot]); } ResetPlayerWeapons(playerid); for(new sslot = 0; sslot != 12; sslot++) GivePlayerWeapon(playerid, plyWeapons[sslot]); return 1; }
#define AMMO 0x7FFFFFFF
stock RemovePlayerWeapon(playerid, weaponid)
{
if(GetPlayerWeapon(playerid) == WEAPON_GRENADE)
{
SetPlayerAmmo(playerid, WEAPON_GRENADE, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_TEARGAS)
{
SetPlayerAmmo(playerid, WEAPON_TEARGAS, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_MOLTOV)
{
SetPlayerAmmo(playerid, WEAPON_MOLTOV, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_COLT45)
{
SetPlayerAmmo(playerid, WEAPON_COLT45, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_SILENCED)
{
SetPlayerAmmo(playerid, WEAPON_SILENCED, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_DEAGLE)
{
SetPlayerAmmo(playerid, WEAPON_DEAGLE, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_SHOTGUN)
{
SetPlayerAmmo(playerid, WEAPON_SHOTGUN, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_SAWEDOFF)
{
SetPlayerAmmo(playerid, WEAPON_SHOTGSPA, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_UZI)
{
SetPlayerAmmo(playerid, WEAPON_UZI, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_MP5)
{
SetPlayerAmmo(playerid, WEAPON_MP5, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_AK47)
{
SetPlayerAmmo(playerid, WEAPON_AK47, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_M4)
{
SetPlayerAmmo(playerid, WEAPON_M4, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_TEC9)
{
SetPlayerAmmo(playerid, WEAPON_TEC9, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_RIFLE)
{
SetPlayerAmmo(playerid, WEAPON_RIFLE, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_SNIPER)
{
SetPlayerAmmo(playerid, WEAPON_SNIPER, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_ROCKETLAUNCHER)
{
SetPlayerAmmo(playerid, WEAPON_ROCKETLAUNCHER, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_HEATSEEKER)
{
SetPlayerAmmo(playerid, WEAPON_HEATSEEKER, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_FLAMETHROWER)
{
SetPlayerAmmo(playerid, WEAPON_FLAMETHROWER, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_MINIGUN)
{
SetPlayerAmmo(playerid, WEAPON_MINIGUN, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_SATCHEL)
{
SetPlayerAmmo(playerid, WEAPON_SATCHEL, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_BOMB)
{
SetPlayerAmmo(playerid, WEAPON_BOMB, AMMO);
}
else if(GetPlayerWeapon(playerid) == WEAPON_SPRAYCAN)
{
SetPlayerAmmo(playerid, WEAPON_SPRAYCAN, AMMO);
}
return 1;
}
stock RemovePlayerWeapon(playerid, weaponid)
{
return SetPlayerAmmo(playerid, weaponid, 0);
}
A much better way of doing this:
pawn Код:
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#define AMMO 0x7FFFFFFF
stock RemovePlayerWeapon(playerid, weaponid)
{
return SetPlayerAmmo(playerid, weaponid, AMMO);
}
Exactly, but your way can still be used...
pawn Код:
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