na pasta do samp quando a gente baixa, dentro da filterscripts tem um arquivo chamado gl_propety
Код:
//-------------------------------------------------------
//
// GRAND LARCENY Property creation and management script
//
// by damospiderman 2008
//
//-------------------------------------------------------
#include <a_samp>
#include "../include/gl_common.inc"
#define FILTERSCRIPT
//#define USE_SQLITE
#define PROP_VW (10000)
#define MAX_INTERIORS (146)
#define MAX_PROPERTIES (1000)
#define PROPERTY_FOLDER "properties" // Location of properties file
#define PROPERTY_UNIQID_FILE "properties/uniqId.txt" // Location of Uniq Interior Info
#define DB_PROPERTIES "properties/dbProperties.db" // Location of the properties Database
#define MAX_TYPES (5)
#define TYPE_EMPTY (0)
#define TYPE_HOUSE (1)
#define TYPE_BUSINESS (2)
#define TYPE_BANK (3)
#define TYPE_COP (4)
enum // Property Type Enum
E_P_TYPES {
tIcon,
tName[32]
}
enum // Uniq Interiors Enum
E_INTERIORS {
inIntID,
Float:inExitX,
Float:inExitY,
Float:inExitZ,
Float:inExitA,
inName[64]
};
enum // Properties Enum
E_PROPERTIES {
eInterior,
eType,
Float:eEntX,
Float:eEntY,
Float:eEntZ,
Float:eEntA,
eUniqIntId,
eOwner,
ePrice,
ePname[64]
};
// [ uniq property id ]
new unid;
// [ Array of all the property interior info ]
new interiorInfo[MAX_INTERIORS][E_INTERIORS];
// [ Pickup array with property id assigned via array slot ( pickupid ) ]
new propPickups[MAX_PROPERTIES] = {-1};
// [ Handles for 3D text displayed at property entrances ]
new Text3D:propTextInfo[MAX_PROPERTIES];
// [ Mass array of all the properties and info about them ]
new properties[MAX_PROPERTIES][E_PROPERTIES];
// [ The last pickup the player went through so they can do /enter command ]
new lastPickup[MAX_PLAYERS] = {-1};
// [ Current property Unique Interior the player is in.. defaults to -1 when not in any property ]
new currentInt[MAX_PLAYERS] = {-1};
// [ Player Position array to store the last place the player was before /view command so they can be teleported back ]
new Float:plPos[MAX_PLAYERS][3];
// [ Players actual interior id used for /view /return command ]
new plInt[MAX_PLAYERS];
// [ Array of property type iconid's and strings for property type ]
new propIcons[MAX_TYPES][E_P_TYPES] = {
{ 0, "" }, // TYPE_EMPTY ( not used )
{ 1273, "House" }, // TYPE_HOUSE green house icon
{ 1272, "Business" }, // TYPE_BUSINESS blue house icon
{ 1274, "Bank" }, // TYPE_BANK dollar sign icon
{ 1247, "Police Station" } // TYPE_COP Bribe Star 1247
};
new propFile[MAX_TYPES][64] = {
{ "blank" },
{ "properties/houses.txt" },
{ "properties/businesses.txt" },
{ "properties/banks.txt" },
{ "properties/police.txt" }
};
// Keep track of what properties we've sent an /enter notification for
new gLastPropertyEnterNotification[MAX_PLAYERS];
/********************************
* Interior Info Functions *
********************************/
stock Float:GetInteriorExit( id, &Float:x, &Float:y, &Float:z ){
if( id > MAX_INTERIORS ) return 0.0;
else {
x = interiorInfo[id][inExitX];
y = interiorInfo[id][inExitY];
z = interiorInfo[id][inExitZ];
return interiorInfo[id][inExitA];
}
}
// Gets interior exit info from uniq Interior Id. Returns InteriorId or -1 if interior doesn't exist
stock GetInteriorExitInfo( uniqIntId, &Float:exitX, &Float:exitY, &Float:exitZ, &Float:exitA ){
if( uniqIntId < MAX_INTERIORS ){
exitX = interiorInfo[uniqIntId][inExitX];
exitY = interiorInfo[uniqIntId][inExitY];
exitZ = interiorInfo[uniqIntId][inExitZ];
exitA = interiorInfo[uniqIntId][inExitA];
return interiorInfo[uniqIntId][inIntID];
}
return -1;
}
stock GetInteriorIntID( id ){ // Gets the interior id of a uniq Interior Id :S
if( id > MAX_INTERIORS ) return -1;
else return interiorInfo[id][inIntID];
}
stock GetInteriorName( id )
{
new tmp[64];
if( id > MAX_PROPERTIES ) return tmp;
else {
format( tmp, 64, "%s", interiorInfo[id][inName] );
return tmp;
}
}
/********************************************************
********************************************************/
/********************************
* Property Functions *
********************************/
stock Float:GetPropertyEntrance( id, &Float:x, &Float:y, &Float:z ){
if( id > MAX_PROPERTIES ) return 0.0;
x = properties[id][eEntX];
y = properties[id][eEntY];
z = properties[id][eEntZ];
return properties[id][eEntA];
}
stock Float:GetPropertyExit( id, &Float:x, &Float:y, &Float:z ){
if( id > MAX_PROPERTIES ) return 0.0;
return GetInteriorExit( properties[id][eUniqIntId], x, y, z );
}
stock GetPropertyInteriorFileId( id ){
if( id > MAX_PROPERTIES ) return 0;
else return properties[id][eUniqIntId];
}
stock GetPropertyInteriorId( id ){
if( id > MAX_PROPERTIES ) return 0;
else return GetInteriorIntID( properties[id][eUniqIntId] );
}
stock GetPropertyType( id ){
if( id > MAX_PROPERTIES ) return 0;
else return properties[id][eType];
}
stock GetPropertyOwner( id ){
if( id > MAX_PROPERTIES ) return -1;
else return properties[id][eOwner];
}
stock GetPropertyPrice( id ){
if( id > MAX_PROPERTIES ) return -1;
else return properties[id][ePrice];
}
stock GetPropertyName( id ){
new tmp[64];
if( id > MAX_PROPERTIES ) return tmp;
else {
format( tmp, 64, "%s", properties[id][ePname] );
return tmp;
}
}
/********************************************************
********************************************************/
/********************************
* Database Functions *
********************************/
stock Float:dbGetPropertyEntrance( database[], uniqId, &Float:x, &Float:y, &Float:z ){
new
DB:prop,
DBResult:query_result,
query[128],
num;
prop = db_open( database );
format( query, 128,"SELECT entX, entY, enZ, entA FROM properties WHERE id = %d LIMIT 1", uniqId );
query_result = db_query( prop, query );
num = db_num_rows(query_result);
if(!num) return -1.0;
else {
db_get_field_assoc( query_result, "entX", query, 128 );
x = floatstr( query );
db_get_field_assoc( query_result, "entY", query, 128 );
y = floatstr( query );
db_get_field_assoc( query_result, "entZ", query, 128 );
z = floatstr( query );
db_get_field_assoc( query_result, "entA", query, 128 );
return floatstr( query );
}
}
stock dbSetPropertyOwner( database[], uniqId, ownerId ){
}
stock dbSetPropertyPrice( database[], uniqId, price ){
}
stock dbDeleteProperty( database[], uniqId ){
}
stock dbCreateProperty( database[], uniqId, Float:entX, Float:entY, Float:entZ, Float:entA ){ // remember to add rest of params
}
stock dbLoadProperties( database[] )
{
new
DB:prop,
DBResult:query_result,
query[128],
num,
i;
prop = db_open( database );
format( query, 128,"SELECT * FROM properties", uniqId );
query_result = db_query( prop, query );
num = db_num_rows(query_result);
if(!num) return 0;
else {
while( i < num ){
db_get_field_assoc( query_result, "entX", query, 128 );
x = floatstr( query );
db_get_field_assoc( query_result, "entX", query, 128 );
x = floatstr( query );
db_get_field_assoc( query_result, "entY", query, 128 );
y = floatstr( query );
db_get_field_assoc( query_result, "entZ", query, 128 );
z = floatstr( query );
db_get_field_assoc( query_result, "entA", query, 128 );
i++;
}
}
}
/********************************************************
********************************************************/
/*********************************
* Property System Functions *
*********************************/
ReadInteriorInfo( fileName[] )
{
new
File:file_ptr,
buf[256],
tmp[64],
idx,
uniqId;
file_ptr = fopen( fileName, io_read );
if( file_ptr ){
while( fread( file_ptr, buf, 256 ) > 0){
idx = 0;
idx = token_by_delim( buf, tmp, ' ', idx );
if(idx == (-1)) continue;
uniqId = strval( tmp );
if( uniqId >= MAX_INTERIORS ) return 0;
idx = token_by_delim( buf, tmp, ' ', idx+1 );
if(idx == (-1)) continue;
interiorInfo[uniqId][inIntID] = strval( tmp );
idx = token_by_delim( buf, tmp, ' ', idx+1 );
if(idx == (-1)) continue;
interiorInfo[uniqId][inExitX] = floatstr( tmp );
idx = token_by_delim( buf, tmp, ' ', idx+1 );
if(idx == (-1)) continue;
interiorInfo[uniqId][inExitY] = floatstr( tmp );
idx = token_by_delim( buf, tmp, ' ', idx+1);
if(idx == (-1)) continue;
interiorInfo[uniqId][inExitZ] = floatstr( tmp );
idx = token_by_delim( buf, tmp, ' ', idx+1 );
if(idx == (-1)) continue;
interiorInfo[uniqId][inExitA] = floatstr( tmp );
idx = token_by_delim( buf, interiorInfo[uniqId][inName], ';', idx+1 );
if(idx == (-1)) continue;
/*
printf( "ReadInteriorInfo(%d, %d, %f, %f, %f, %f ( %s ))",
uniqId,
interiorInfo[uniqId][inIntID],
interiorInfo[uniqId][inExitX],
interiorInfo[uniqId][inExitY],
interiorInfo[uniqId][inExitZ],
interiorInfo[uniqId][inExitA],
interiorInfo[uniqId][inName] );*/
}
//printf( "Interiors File read successfully" );
fclose( file_ptr );
return 1;
}
printf( "Could Not Read Interiors file ( %s )", fileName );
return 0;
}
ReadPropertyFile( fileName[] )
{
new File:file_ptr,
tmp[128],
buf[256],
idx,
Float:enX,
Float:enY,
Float:enZ,
Float:enA,
uniqIntId,
p_type,
pIcon;
printf("Reading File: %s",fileName);
file_ptr = fopen( fileName, io_read );
if(!file_ptr )return 0;
while( fread( file_ptr, buf, 256 ) > 0){
idx = 0;
idx = token_by_delim( buf, tmp, ',', idx );
if(idx == (-1)) continue;
pIcon = strval( tmp );
idx = token_by_delim( buf, tmp, ',', idx+1 );
if(idx == (-1)) continue;
enX = floatstr( tmp );
idx = token_by_delim( buf, tmp, ',', idx+1 );
if(idx == (-1)) continue;
enY = floatstr( tmp );
idx = token_by_delim( buf, tmp, ',', idx+1 );
if(idx == (-1)) continue;
enZ = floatstr( tmp );
idx = token_by_delim( buf, tmp, ',', idx+1 );
if(idx == (-1)) continue;
enA = floatstr( tmp );
idx = token_by_delim( buf, tmp, ',', idx+1 );
if(idx == (-1)) continue;
uniqIntId = strval( tmp );
idx = token_by_delim( buf, tmp, ';', idx+1 );
if(idx == (-1)) continue;
p_type = strval( tmp );
CreateProperty( uniqIntId, pIcon, enX, enY, enZ, enA, p_type );
}
fclose( file_ptr );
return 1;
}
PutPlayerInProperty( playerid, propId, propVW = 0 )
{
new Float:x, Float:y, Float:z, Float:a;
new intFileId;
a = GetPropertyExit( propId, x, y, z );
SetPlayerPos( playerid, x, y, z );
SetPlayerFacingAngle( playerid, a );
SetPlayerInterior( playerid, GetPropertyInteriorId( propId ));
SetPlayerVirtualWorld( playerid, (propVW==0)? propId+PROP_VW:propVW );
intFileId = GetPropertyInteriorFileId(propId);
currentInt[playerid] = propId;
//new dbgstring[128];
//format(dbgstring,sizeof(dbgstring),"PutPlayerInProperty(%d): FileInt=%d",propId,intFileId);
//SendClientMessage(playerid,0xFFFFFFFF,dbgstring);
// the following will make the client shop scripts run if we tell it
// the name of the shop.
if(intFileId == 22) {
SetPlayerShopName(playerid,"FDPIZA");
}
else if(intFileId == 47) {
SetPlayerShopName(playerid,"FDBURG");
}
else if(intFileId == 130) {
SetPlayerShopName(playerid,"FDCHICK");
}
else if(intFileId == 32) {
SetPlayerShopName(playerid,"AMMUN1");
}
else if(intFileId == 96) {
SetPlayerShopName(playerid,"AMMUN2");
}
else if(intFileId == 122) {
SetPlayerShopName(playerid,"AMMUN3");
}
else if(intFileId == 123) {
SetPlayerShopName(playerid,"AMMUN5");
}
}
// Adds new property to property file
AddProperty( uniqIntId, Float:entX, Float:entY, Float:entZ, Float:entA, p_type, comment[]="" )
{
new
Float:exitX,
Float:exitY,
Float:exitZ,
Float:exitA,
interiorId,
File:file_ptr,
tmp[128];
interiorId = GetInteriorExitInfo( uniqIntId, exitX, exitY, exitZ, exitA );
if( interiorId != -1 ){
file_ptr = fopen( propFile[p_type], io_append );
if(file_ptr){
format( tmp, 128, "%d, %f, %f, %f, %f, %d, %d ; //%s\r\n", propIcons[p_type][tIcon],entX, entY, entZ, entA, uniqIntId, p_type, comment );
fwrite( file_ptr, tmp );
fclose( file_ptr );
printf( "PropDB - %s", tmp );
return CreateProperty( uniqIntId, propIcons[p_type][tIcon], entX, entY, entZ, entA, p_type );
}
}
return -1;
}
CreateProperty( uniqIntId, iconId, Float:entX, Float:entY, Float:entZ, Float:entA, p_type, name[64]="", owner=-1, price=0 )
{
if( (unid+1) < MAX_PROPERTIES ){
new Id = CreatePickup( iconId ,23, entX, entY, entZ, 0 );
//printf( "CreateProperty(%d, %d, %f, %f, %f, %f, %d)", uniqIntId, iconId, entX, entY, entZ, entA, p_type );
propPickups[Id] = unid;
properties[unid][eEntX] = entX;
properties[unid][eEntY] = entY;
properties[unid][eEntZ] = entZ;
properties[unid][eEntA] = entA;
properties[unid][eUniqIntId] = uniqIntId;
properties[unid][eOwner] = owner;
properties[unid][ePrice] = price;
properties[unid][eType] = p_type;
format( properties[unid][ePname], 64, "%s", name );
new text_info[256];
propTextInfo[unid] = Text3D:INVALID_3DTEXT_ID;
if(p_type == TYPE_HOUSE) {
format(text_info,256,"{FFFFFF}[{88EE88}House{FFFFFF}]");
propTextInfo[unid] = Create3DTextLabel(text_info,0x88EE88FF,entX,entY,entZ+0.75,20.0,0,1);
}
else if(p_type == TYPE_BUSINESS) {
format(text_info,256,"{FFFFFF}[{AAAAFF}Business{FFFFFF}]");
propTextInfo[unid] = Create3DTextLabel(text_info,0xAAAAFFFF,entX,entY,entZ+0.75,20.0,0,1);
}
else if(p_type == TYPE_BANK) {
format(text_info,256,"{FFFFFF}[{EEEE88}Bank{FFFFFF}]");
propTextInfo[unid] = Create3DTextLabel(text_info,0xEEEE88FF,entX,entY,entZ+0.75,20.0,0,1);
}
else if(p_type == TYPE_COP) {
format(text_info,256,"{FFFFFF}[{EEEE88}Police Station{FFFFFF}]");
propTextInfo[unid] = Create3DTextLabel(text_info,0xEEEE88FF,entX,entY,entZ+0.75,20.0,0,1);
}
return unid++;
}
else print( "Property Limit Reached" );
return -1;
}
PropertyCommand( playerid, cmd[],cmdtext[],idx, p_type )
{
new
Float:x,
Float:y,
Float:z,
Float:a,
tmp[256],
string[128],
uniqId,
id;
if( GetPlayerInterior(playerid) != 0 || GetPlayerVirtualWorld(playerid)!= 0 ){
SendClientMessage(playerid, 0x550000FF, "You can only create properties in Interior 0 and VW 0" );
return 1;
}
GetPlayerPos( playerid, x, y, z );
GetPlayerFacingAngle( playerid, a );
tmp = strtok( cmdtext, idx );
if(!strlen(tmp)){
format( string, 128, "Usage: %s [uniqInteriorId] [optional-comment]", cmd );
SendClientMessage( playerid, 0xFF00CC, string );
return 1;
}
if(!isNumeric(tmp)){
SendClientMessage(playerid, 0x550000, "Uniq Interior Id must be a number" );
return 1;
}
uniqId = strval( tmp );
if( uniqId > MAX_INTERIORS || uniqId < 0 ){
SendClientMessage( playerid, 0xFFFFCC, "Invalid Uniq Interior Id" );
return 1;
}
idx = token_by_delim( cmdtext, tmp, '\0', idx );
if(idx){
id = AddProperty( uniqId, x, y, z, a, p_type, tmp );
}
else {
id = AddProperty( uniqId, x, y, z, a, p_type );
}
if( id != -1 ){
format( tmp, 256, "Property Type ( %d ) Added Successfully: UniqId: %d Interior: %d IntName: %s",p_type, id, interiorInfo[uniqId][inIntID], interiorInfo[uniqId][inName] );
SendClientMessage( playerid, 0xCC7700, tmp );
}else{
SendClientMessage( playerid, 0x00FF55, "Error: Something went wrong/Property Limit Reached" );
}
return 1;
}
LoadProperties()
{
if( properties[0][eType] != TYPE_EMPTY ){
UnloadProperties();
}
unid = 0;
for( new i = 0; i < MAX_PROPERTIES; i++ ){
properties[i][eType] = TYPE_EMPTY;
}
ReadInteriorInfo( "properties/interiors.txt" );
for( new i = 0; i < MAX_TYPES; i++ ){
ReadPropertyFile( propFile[i] );
}
return 1;
}
UnloadProperties()
{
new
p;
for( new i = 0; i < MAX_PROPERTIES; i++ ){
if( propPickups[i] != -1 ){
DestroyPickup( i );
p = propPickups[i];
propPickups[i] = -1;
properties[p][eInterior] = -1;
properties[p][eType] = TYPE_EMPTY;
properties[p][eOwner] = -1;
properties[p][ePrice] = 0;
properties[p][ePname][0] = '\0';
}
}
}
/********************************************************
********************************************************/
/************************************
* Callbacks *
************************************/
public OnFilterScriptInit()
{
print("\n-----------------------------------");
print("Grand Larceny Property Filterscript ");
print("-----------------------------------\n");
return 1;
}
public OnFilterScriptExit()
{
UnloadProperties();
return 1;
}
public OnGameModeInit()
{
LoadProperties();
return 1;
}
public OnGameModeExit()
{
UnloadProperties();
return 1;
}
public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
if( newinteriorid == 0 ){
currentInt[playerid] = -1;
SetPlayerVirtualWorld( playerid, 0 );
}
return 1;
}
public OnPlayerSpawn( playerid )
{
gLastPropertyEnterNotification[playerid] = -1;
return 1;
}
public OnPlayerPickUpPickup(playerid, pickupid)
{
//printf( "DEBUG: Player %d pickedup Pickup %d Prop Id %d", playerid, pickupid );
lastPickup[playerid] = pickupid;
new id = propPickups[pickupid];
new pmsg[256];
if( properties[id][eType] > 0 ){
if(gLastPropertyEnterNotification[playerid] != id){
gLastPropertyEnterNotification[playerid] = id;
switch( properties[id][eType] ){
case TYPE_HOUSE:{
format(pmsg,256,"* House: type /enter to enter");
SendClientMessage( playerid, 0xFF55BBFF, pmsg );
return 1;
}
case TYPE_BUSINESS:{
format(pmsg,256,"* Business: type /enter to enter");
SendClientMessage( playerid, 0xFF55BBFF, pmsg );
return 1;
}
case TYPE_BANK:{
format(pmsg,256,"* Bank: type /enter to enter");
SendClientMessage( playerid, 0xFF55BBFF, pmsg );
return 1;
}
case TYPE_COP:{
format(pmsg,256,"* Police Station: type /enter to enter");
SendClientMessage( playerid, 0xFF55BBFF, pmsg );
return 1;
}
}
}
}
else SendClientMessage( playerid, 0xFF9900FF, "This property doesn't exist :S" );
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
new idx;
new cmd[256];
cmd = strtok(cmdtext, idx);
// Public commands.
if(strcmp("/enter", cmd, true) == 0) // enter property
{
if( lastPickup[playerid] != -1 || properties[lastPickup[playerid]][eType] > 0 ){
new
id = propPickups[lastPickup[playerid]],
Float:x,
Float:y,
Float:z;
GetPropertyEntrance( id, x, y, z );
if( IsPlayerInRangeOfPoint( playerid, 3.0, x, y, z )){
PutPlayerInProperty( playerid, id );
SendClientMessage( playerid, 0x55AADDFF, "* You have entered a property.. type /exit to leave" );
return 1;
}
}
return 1;
}
else if(strcmp("/exit", cmd, true) == 0) // exit property
{
if( currentInt[playerid] > -1 && GetPlayerInterior(playerid) == GetPropertyInteriorId( currentInt[playerid] )){
new id = currentInt[playerid];
new Float:x;
new Float:y;
new Float:z;
new Float:a;
// make sure they're near the exit before allowing them to exit.
GetPropertyExit( id, x, y, z );
if(!IsPlayerInRangeOfPoint(playerid,4.5,x,y,z)) {
SendClientMessage(playerid,0xDDAA55FF,"* You must be near the property exit to /exit");
return 1;
}
a = GetPropertyEntrance( id, x, y, z );
SetPlayerPos( playerid, x, y, z );
SetPlayerFacingAngle( playerid, a );
SetPlayerInterior( playerid, 0 );
SetPlayerVirtualWorld( playerid, 0 );
}
currentInt[playerid] = -1;
return 1;
}
// The rest of the commands here are for
// property creation which is admin only.
if(!IsPlayerAdmin(playerid)) return 0;
if(strcmp("/chouse", cmd, true) == 0) // creates a house type property
{
PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_HOUSE );
return 1;
}
else if(strcmp("/cbus", cmd, true) == 0) // creates a business type property
{
PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_BUSINESS );
return 1;
}
else if(strcmp("/ccop", cmd, true) == 0) // creates a police station property
{
PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_COP );
return 1;
}
else if(strcmp("/cbank", cmd, true) == 0) // creates a bank type property
{
PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_BANK );
return 1;
}
else if(strcmp("/view", cmd, true) == 0) //Basically lets you view an interior from the interiors.txt file by id
{
new
tmp[256],
string[128],
uniqId,
Float:x,
Float:y,
Float:z,
Float:a;
tmp = strtok( cmdtext, idx );
if(!strlen(tmp)){
format( string, 128, "Usage: %s [uniqInteriorId]", cmd );
SendClientMessage( playerid, 0xFF00CC, string );
return 1;
}
if(!isNumeric(tmp)){
SendClientMessage(playerid, 0x550000, "Uniq Interior Id must be a number" );
return 1;
}
uniqId = strval( tmp );
if( uniqId > MAX_INTERIORS || uniqId < 0 ){
SendClientMessage( playerid, 0xFFFFCC, "Invalid Uniq Interior Id" );
return 1;
}
if( GetPlayerInterior( playerid ) == 0 ){
GetPlayerPos( playerid, plPos[playerid][0], plPos[playerid][1], plPos[playerid][2] );
plInt[playerid] = GetPlayerInterior( playerid );
}
a = GetInteriorExit( uniqId, x, y, z );
SetPlayerInterior( playerid, GetInteriorIntID( uniqId ) );
SetPlayerPos( playerid, x, y, z );
SetPlayerFacingAngle( playerid, a );
format( string, 128, "UniqId: %d InteriorId: %d Name: %s | Use /return to go to last position", uniqId,GetInteriorIntID( uniqId ), GetInteriorName( uniqId ));
SendClientMessage( playerid, 0x556600FF, string );
return 1;
}
else if( strcmp( "/return", cmd, true ) == 0 ) // return from /view command to last position
{
SetPlayerPos( playerid, plPos[playerid][0], plPos[playerid][1], plPos[playerid][2] );
SetPlayerInterior( playerid, plInt[playerid] );
return 1;
}
return 0;
}
/***********************************************************************
***********************************************************************/
Eu recomendo fortemente que vocк nгo utilize nenhuma base e vou citar os motivos:
2 - Nгo terб que ser um mбgico e adivinhar o padrгo ou a lуgica adotada pelo programador anterior, visto que os cуdigos que sгo encontrados tem documentaзгo precбria;
Taн 5 motivos, se deseja criar um sistema de casas / empresas, comece primeiro entendendo os fundamentos da linguagem e depois estudando um sistema de salvamento em SQL ou arquivos.