GivePlayerValidWeapon( playerid, WeaponID, Ammo ) { if((PlayerInfo[playerid][pConnectTime] < 2 || PlayerInfo[playerid][pWRestricted] > 0) && WeaponID != 46 && WeaponID != 43) return 1; switch( WeaponID ) { case 0, 1: { PlayerInfo[playerid][pGuns][ 0 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 2, 3, 4, 5, 6, 7, 8, 9: { PlayerInfo[playerid][pGuns][ 1 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 22, 23, 24: { PlayerInfo[playerid][pGuns][ 2 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 25, 26, 27: { PlayerInfo[playerid][pGuns][ 3 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 28, 29, 32: { PlayerInfo[playerid][pGuns][ 4 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 30, 31: { PlayerInfo[playerid][pGuns][ 5 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 33, 34: { PlayerInfo[playerid][pGuns][ 6 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 35, 36, 37, 38: { PlayerInfo[playerid][pGuns][ 7 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 16, 17, 18, 39, 40: { PlayerInfo[playerid][pGuns][ 8 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 41, 42, 43: { PlayerInfo[playerid][pGuns][ 9 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 10, 11, 12, 13, 14, 15: { PlayerInfo[playerid][pGuns][ 10 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } case 44, 45, 46: { PlayerInfo[playerid][pGuns][ 11 ] = WeaponID; GivePlayerWeapon( playerid, WeaponID, Ammo ); } } return 1; |
Because everytime I make myself a gun it gives me unlimited ammo |
/*if(PlayerInfo[playerid][pGunAmmo][2] > 45) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][2], 45); PlayerInfo[playerid][pGunAmmo][2] = 45; } if(PlayerInfo[playerid][pGuns][3] == 25 && PlayerInfo[playerid][pGunAmmo][3] > 20) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][3], 20); PlayerInfo[playerid][pGunAmmo][3] = 20; } if(PlayerInfo[playerid][pGuns][3] == 26 && PlayerInfo[playerid][pGunAmmo][3] > 30) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][3], 30); PlayerInfo[playerid][pGunAmmo][3] = 30; } if(PlayerInfo[playerid][pGuns][3] == 27 && PlayerInfo[playerid][pGunAmmo][3] > 25) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][3], 25); PlayerInfo[playerid][pGunAmmo][3] = 25; } if(PlayerInfo[playerid][pGunAmmo][4] > 80) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][4], 80); PlayerInfo[playerid][pGunAmmo][4] = 80; } if(PlayerInfo[playerid][pGunAmmo][5] > 85) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][5], 85); PlayerInfo[playerid][pGunAmmo][5] = 85; } if(PlayerInfo[playerid][pGuns][6] == 33 && PlayerInfo[playerid][pGunAmmo][6] > 30) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][6], 30); PlayerInfo[playerid][pGunAmmo][6] = 30; } if(PlayerInfo[playerid][pGuns][6] == 34 && PlayerInfo[playerid][pGunAmmo][6] > 20) { SetPlayerAmmo(playerid, PlayerInfo[playerid][pGuns][6], 20); PlayerInfo[playerid][pGunAmmo][6] = 20; }*/ |
//after each PlayerInfo[playerid][pGunAmmo][2] line return 1; |
GivePlayerValidWeapon(playerid, 21, 50 );