CancelActiveCheckpoint(playerid)
{
if(PlayerInfo[playerid][pDrivingTest])
{
SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);
}
if(GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_CARRY)
{
SetPlayerSpecialAction(playerid, SPECIAL_ACTION_NONE);
RemovePlayerAttachedObject(playerid, 9);
}
DisablePlayerCheckpoint(playerid);
PlayerInfo[playerid][pCP] = CHECKPOINT_NONE;
PlayerInfo[playerid][pPizzas] = 0;
PlayerInfo[playerid][pSmuggleMats] = 0;
PlayerInfo[playerid][pSmuggleDrugs] = 0;
PlayerInfo[playerid][pDrivingTest] = 0;
PlayerInfo[playerid][pTestVehicle] = INVALID_VEHICLE_ID;
PlayerInfo[playerid][pTestCP] = 0;
PlayerInfo[playerid][pMiningRock] = 0;
PlayerInfo[playerid][pShipment] = -1;
}
PlayerInfo[playerid][pTestCP]++;
if(PlayerInfo[playerid][pTestCP] < sizeof(drivingTestCPs))
{
if(!(testVehicles[0] <= GetPlayerVehicleID(playerid) <= testVehicles[4]))
{
SendClientMessage(playerid, COLOR_LIGHTRED, "** You failed the test as you left your vehicle.");
DisablePlayerCheckpoint(playerid);
SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);
PlayerInfo[playerid][pCP] = CHECKPOINT_NONE;
PlayerInfo[playerid][pDrivingTest] = 0;
}
else
{
SetPlayerCheckpoint(playerid, drivingTestCPs[PlayerInfo[playerid][pTestCP]][0], drivingTestCPs[PlayerInfo[playerid][pTestCP]][1], drivingTestCPs[PlayerInfo[playerid][pTestCP]][2], 3.0);
}
}
else
new
Float:health;
GetVehicleHealth(PlayerInfo[playerid][pTestVehicle], health);
if(health < 900.0)
{
GameTextForPlayer(playerid, "~r~Failed", 5000, 1);
SendClientMessage(playerid, COLOR_LIGHTRED, "** You brought back the vehicle damaged and therefore failed your test.");
}
else
{
GameTextForPlayer(playerid, "~w~Passed!~n~~r~-$500", 5000, 1);
SendClientMessage(playerid, COLOR_AQUA, "You successfully passed your drivers test and received your license!");
GivePlayerCash(playerid, -500);
PlayerInfo[playerid][pCarLicense] = 1;
mysql_format(connectionID, queryBuffer, sizeof(queryBuffer), "UPDATE users SET carlicense = 1 WHERE uid = %i", PlayerInfo[playerid][pID]);
mysql_tquery(connectionID, queryBuffer, "", "");
}
DisablePlayerCheckpoint(playerid);
SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);
PlayerInfo[playerid][pCP] = CHECKPOINT_NONE;
PlayerInfo[playerid][pDrivingTest] = 0;
}
else if(oldstate == PLAYER_STATE_DRIVER)
{
if(PlayerInfo[playerid][pDrivingTest])
{
PlayerInfo[playerid][pDrivingTest] = 0;
SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);
SendClientMessage(playerid, COLOR_LIGHTRED, "** You have left the vehicle and therefore failed the test.");
}
PlayerTextDrawHide(playerid, PlayerInfo[playerid][pText][1]);
PlayerTextDrawHide(playerid, PlayerInfo[playerid][pText][2]);
}
if(!strcmp(option, "job", true))
{
for(new i = 1; i < MAX_VEHICLES; i ++)
{
if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i})
{
if((pizzaVehicles[0] <= i <= pizzaVehicles[5]) || (courierVehicles[0] <= i <= courierVehicles[6]) || (sweeperVehicles[0] <= i <= sweeperVehicles[3]) || (taxiVehicles[0] <= i <= taxiVehicles[3]) || (VehicleInfo[i][vJob] != JOB_NONE))
{
SetVehicleToRespawn(i);
}
}
}
SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied job vehicles.", GetPlayerRPName(playerid));
}
for(new i = 1; i < MAX_VEHICLES; i ++)
{
if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i} && VehicleInfo[i][vFactionType] == type)
{
SetVehicleToRespawn(i);
}
}
else if(!strcmp(option, "nearby", true))
{
for(new i = 1; i < MAX_VEHICLES; i ++)
{
if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i} && IsVehicleStreamedIn(i, playerid))
{
SetVehicleToRespawn(i);
}
}
SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied vehicles in %s.", GetPlayerRPName(playerid), GetPlayerZoneName(playerid));
}
else if(!strcmp(option, "all", true))
{
for(new i = 1; i < MAX_VEHICLES; i ++)
{
if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i})
{
SetVehicleToRespawn(i);
}
}
SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied vehicles.", GetPlayerRPName(playerid));
}
for(new i = 1; i < MAX_VEHICLES; i ++)
{
if(IsValidVehicle(i) && VehicleInfo[i][vID] > 0 && VehicleInfo[i][vGang] == PlayerInfo[playerid][pGang] && !IsVehicleOccupied(i))
{
SetVehicleToRespawn(i);
}
}
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You're using a leaked script which is not allowed to do. I will not help you, make your own.
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You're using a leaked script which is not allowed to do. I will not help you, make your own.
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I guess you're using Limitless Roleplay.
Under FuelTimer, find the DestroyVehicle function and remove it. |