[Ayuda]Como poner WeaponHolder a un GM
#1

Buenas a todos, lo que ocurre es que cuando pongo este FS "weaponholder", me di cuenta que solo funciona con las armas que tengan municiуn limitada, pero yo quiero que funcione para mis armas de municiуn infinita.

PD: Lo que hace este FS "weponholder" es poner las armas en el cuerpo del jugador.


FS:

Код:
#include <a_samp>

#define ARMEDBODY_USE_HEAVY_WEAPON  (false)
#pragma tabsize 0

static armedbody_pTick[MAX_PLAYERS];

public OnPlayerUpdate(playerid){
if(GetTickCount() - armedbody_pTick[playerid] > 113){

new weaponid[13],weaponammo[13],pArmedWeapon;

pArmedWeapon = GetPlayerWeapon(playerid);
GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);
GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);
GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);
GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);
#if ARMEDBODY_USE_HEAVY_WEAPON
GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);

#endif

if(weaponid[1] && weaponammo[1] > 0){
	if(pArmedWeapon != weaponid[1]){
 		if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){
   			SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
      }
      }
	  else
	  {
if(IsPlayerAttachedObjectSlotUsed(playerid,0)){
	RemovePlayerAttachedObject(playerid,0);
	  }
	  }
	  }
	  else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){
      	RemovePlayerAttachedObject(playerid,0);
      }
if(weaponid[2] && weaponammo[2] > 0){
	if(pArmedWeapon != weaponid[2]){
 		if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){
   			SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
      }
      }
      else
	  {
   		if(IsPlayerAttachedObjectSlotUsed(playerid,1)){
     		RemovePlayerAttachedObject(playerid,1);
      }
      }
      }
      else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){
      	RemovePlayerAttachedObject(playerid,1);
      }
if(weaponid[4] && weaponammo[4] > 0){
	if(pArmedWeapon != weaponid[4]){
 		if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){
   			SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
  	  }
 	  }
      else
	  {
   if(IsPlayerAttachedObjectSlotUsed(playerid,2)){
   		RemovePlayerAttachedObject(playerid,2);
      }
      }
      }
      else if(IsPlayerAttachedObjectSlotUsed(playerid,2))
	  {
		RemovePlayerAttachedObject(playerid,2);
	  }
   		if(weaponid[5] && weaponammo[5] > 0){
     		if(pArmedWeapon != weaponid[5]){
       			if(!IsPlayerAttachedObjectSlotUsed(playerid,3)){
          			SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
       }
       }
       else
	   {
  		 if(IsPlayerAttachedObjectSlotUsed(playerid,3)){
     		RemovePlayerAttachedObject(playerid,3);
       }
       }
       }
       else if(IsPlayerAttachedObjectSlotUsed(playerid,3))
	   {
   	   		RemovePlayerAttachedObject(playerid,3);
   	   }

		#if ARMEDBODY_USE_HEAVY_WEAPON

if(weaponid[7] && weaponammo[7] > 0){
	if(pArmedWeapon != weaponid[7]){
 		if(!IsPlayerAttachedObjectSlotUsed(playerid,4)){
   			SetPlayerAttachedObject(playerid,4,GetWeaponModel(weaponid[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);
       }
       }
       else
	   {
	if(IsPlayerAttachedObjectSlotUsed(playerid,4)){
 		RemovePlayerAttachedObject(playerid,4);
       }
       }
       }
       else if(IsPlayerAttachedObjectSlotUsed(playerid,4))
	   {
   	   		RemovePlayerAttachedObject(playerid,4);
   	   }

	#endif
 		armedbody_pTick[playerid] = GetTickCount();
        }
        return true;
}

stock GetWeaponModel(weaponid)
{
        switch(weaponid)
        {
            case 1:
                return 331;

                case 2..8:
                    return weaponid+331;

        		case 9:
                    return 341;

                case 10..15:
                        return weaponid+311;

                case 16..18:
                    return weaponid+326;

                case 22..29:
                    return weaponid+324;

                case 30,31:
                    return weaponid+325;

                case 32:
                    return 372;

                case 33..45:
                    return weaponid+324;

                case 46:
                    return 371;
        }
        return 0;
}
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#2

Edito la cague
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#3

Ayъdame con esto por favor, ya lo edite para que entiendan mejor.
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