17.03.2013, 07:17
Please help me for correction this pawn code as know as filterscript
If you ask "Do you have PPC_Business folder on your scriptfiles folder?"
Let the picture said
Thanks for your help
Код:
// Make sure you don't get warnings about tabsize #pragma tabsize 0 // Include default files #include <a_samp> #include <zcmd> #include <sscanf2> #include <streamer> // ****************************************************************************************************************************** // Settings that can be changed // ****************************************************************************************************************************** // Default max number of players is set to 500, re-define it to 50 #undef MAX_PLAYERS #define MAX_PLAYERS 50 // Define housing parameters #define MAX_BUSINESS 500 // Defines the maximum number of businesses that can be created #define MAX_BUSINESSPERPLAYER 20 // Defines the maximum number of businesses that any player can own (useable values: 1 to 20) // Define path to business-files #define BusinessFile "PPC_Business/Business%i.ini" #define BusinessTimeFile "PPC_Business/BusinessTime.ini" // Set the exit-time for exiting a business (required if you use custom-made islands, otherwise you'll fall into the water) // Default: 1 second (1000 milliseconds) new ExitBusinessTimer = 1000; // Define Dialogs #define DialogCreateBusSelType 2001 #define DialogBusinessNameChange 2002 #define DialogSellBusiness 2003 #define DialogBusinessMenu 2004 #define DialogGoBusiness 2005 // ****************************************************************************************************************************** // Enums and the array-setups that use them // ****************************************************************************************************************************** // Setup a custom type that holds all data for businesses enum TBusinessData { PickupID, // Holds the pickup-id that is linked to this business Text3D:DoorText, // Holds the reference to the 3DText above the business's pickup MapIconID, // Holds the ID of the mapicon for the business BusinessName[100], // Holds the name of the business (this will be displayed above the pickup near the business when it's owned) Float:BusinessX, // Holds the X-coordinate of the pickup for the Business Float:BusinessY, // Holds the Y-coordinate of the pickup for the Business Float:BusinessZ, // Holds the Z-coordinate of the pickup for the Business BusinessType, // Holds the type of business (well stacked pizza, burger shot, ...), this defines which icon and interior to use BusinessLevel, // Holds the level of upgrades the business has LastTransaction, // Holds the amount of minutes when the last transaction took place (buying the business or retrieving the money by the owner) bool:Owned, // Holds true if the Business is owned by somebody Owner[24] // Holds the name of the owner of the Business } // Holds the data for all houses new ABusinessData[MAX_BUSINESS][TBusinessData]; // This variable holds the business-time (this value is increased every hour and is used to calculate the amount of money a business // has generated after the last transaction of the business) new BusinessTransactionTime; // Setup a custom type that holds all data about a business enum TBusinessType { InteriorName[50], // Holds the name of the interior InteriorID, // Holds the interior-id Float:IntX, // Holds the X-coordinate of the spawn-location where you enter the business Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the business Float:IntZ, // Holds the Z-coordinate of the spawn-location where you enter the business BusPrice, // Holds the price for the business BusEarnings, // Holds the earnings for this type of business (a business earns this money every minute even when the player is offline) // The earnings may not seem that high, but earning $5 every minute will earn you $7200 every day, even when you're offline // These are multiplied by the level of your business, so a level 5 business earns you $36000 every day // Using the default buying prices, you'll need about 70 days to refund your business and start making money with it IconID // Holds the icon-id which represents the business } // Holds the data for all interiors for businesses new ABusinessInteriors[][TBusinessType] = { {"Dummy", 0, 0.0, 0.0, 0.0, 0, 0, 0}, // Dummy business (Type 0), never used {"24/7 (Small)", 6, -26.75, -55.75, 1003.6, 500000, 5, 52}, // Type 1 (earnings per day: $7200) {"24/7 (Medium)", 18, -31.0, -89.5, 1003.6, 700000, 7, 52}, // Type 2 (earnings per day: $10080) {"Bar", 11, 502.25, -69.75, 998.8, 400000, 4, 49}, // Type 3 (earnings per day: $5760) {"Barber (Small)", 2, 411.5, -21.25, 1001.8, 300000, 3, 7}, // Type 4 (earnings per day: $4320) {"Barber (Medium)", 3, 418.75, -82.5, 1001.8, 400000, 4, 7}, // Type 5 (earnings per day: $5760) {"Betting shop", 3, 833.25, 7.0, 1004.2, 1500000, 15, 52}, // Type 6 (earnings per day: $21600) {"Burger Shot", 10, 363.5, -74.5, 1001.5, 700000, 7, 10}, // Type 7 (earnings per day: $10080) {"Casino (4 Dragons)", 10, 2017.25, 1017.75, 996.9, 2500000, 25, 44}, // Type 8 (earnings per day: $36000) {"Casino (Caligula's)", 1, 2234.0, 1710.75, 1011.3, 2500000, 25, 25}, // Type 9 (earnings per day: $36000) {"Casino (Small)", 12, 1133.0, -9.5, 1000.7, 2000000, 20, 43}, // Type 10 (earnings per day: $28800) {"Clothing (Binco)", 15, 207.75, -109.0, 1005.2, 800000, 8, 45}, // Type 11 (earnings per day: $11520) {"Clothing (Pro)", 3, 207.0, -138.75, 1003.5, 800000, 8, 45}, // Type 12 (earnings per day: $11520) {"Clothing (Urban)", 1, 203.75, -48.5, 1001.8, 800000, 8, 45}, // Type 13 (earnings per day: $11520) {"Clothing (Victim)", 5, 226.25, -7.5, 1002.3, 800000, 8, 45}, // Type 14 (earnings per day: $11520) {"Clothing (ZIP)", 18, 161.5, -92.25, 1001.8, 800000, 8, 45}, // Type 15 (earnings per day: $11520) {"Cluckin' Bell", 9, 365.75, -10.75, 1001.9, 700000, 7, 14}, // Type 16 (earnings per day: $10080) {"Disco (Small)", 17, 492.75, -22.0, 1000.7, 1000000, 10, 48}, // Type 17 (earnings per day: $14400) {"Disco (Large)", 3, -2642.0, 1406.5, 906.5, 1200000, 12, 48}, // Type 18 (earnings per day: $17280) {"Gym (LS)", 5, 772.0, -3.0, 1000.8, 500000, 5, 54}, // Type 19 (earnings per day: $7200) {"Gym (SF)", 6, 774.25, -49.0, 1000.6, 500000, 5, 54}, // Type 20 (earnings per day: $7200) {"Gym (LV)", 7, 774.25, -74.0, 1000.7, 500000, 5, 54}, // Type 21 (earnings per day: $7200) {"Motel", 15, 2216.25, -1150.5, 1025.8, 1000000, 10, 37}, // Type 22 (earnings per day: $14400) {"RC shop", 6, -2238.75, 131.0, 1035.5, 600000, 6, 46}, // Type 23 (earnings per day: $8640) {"Sex-shop", 3, -100.25, -22.75, 1000.8, 800000, 8, 38}, // Type 24 (earnings per day: $11520) {"Slaughterhouse", 1, 933.75, 2151.0, 1011.1, 500000, 5, 50}, // Type 25 (earnings per day: $7200) {"Stadium (Bloodbowl)", 15, -1394.25, 987.5, 1024.0, 1700000, 17, 33}, // Type 26 (earnings per day: $24480) {"Stadium (Kickstart)", 14, -1410.75, 1591.25, 1052.6, 1700000, 17, 33}, // Type 27 (earnings per day: $24480) {"Stadium (8-Track)", 7, -1396.0, -208.25, 1051.2, 1700000, 17, 33}, // Type 28 (earnings per day: $24480) {"Stadium (Dirt Bike)", 4, -1425.0, -664.5, 1059.9, 1700000, 17, 33}, // Type 29 (earnings per day: $24480) {"Stripclub (Small)", 3, 1212.75, -30.0, 1001.0, 700000, 7, 48}, // Type 30 (earnings per day: $10080) {"Stripclub (Large)", 2, 1204.75, -12.5, 1001.0, 900000, 9, 48}, // Type 31 (earnings per day: $12960) {"Tattoo LS", 16, -203.0, -24.25, 1002.3, 500000, 5, 39}, // Type 32 (earnings per day: $7200) {"Well Stacked Pizza", 5, 372.25, -131.50, 1001.5, 600000, 6, 29} // Type 33 (earnings per day: $8640) }; // Setup all the fields required for the player data (Speedometer TextDraw, current job, ...) enum TPlayerData { Business[20], // Holds the BusinessID's of the businesses that the player owns (index of the ABusinessData array), maximum 20 businesses per player CurrentBusiness // Holds the BusinessID to track in which business the player currently is (used when accessing the businessmenu) } // Create an array to hold the playerdata for every player new APlayerData[MAX_PLAYERS][TPlayerData]; // These variables are used when starting the script and debugging purposes new TotalBusiness; // ****************************************************************************************************************************** // Callbacks // ****************************************************************************************************************************** // The main function (used only once when the server loads) main() { } // This callback gets called when the server initializes the filterscript public OnFilterScriptInit() { // Load the businesstime-file (which holds the current time for the businesses, used for calculating the earnings every minute) BusinessTime_Load(); // Loop through all businesses and try to load them (BusID 0 isn't used) for (new BusID = 1; BusID < MAX_BUSINESS; BusID++) BusinessFile_Load(BusID); // Try to load the business-file // Start the businesstimer and run it every minute SetTimer("Business_TransactionTimer", 1000 * 60, true); // Print information about the filterscript on the server-console printf("-------------------------------------"); printf("PPC Business filterscript initialized"); printf("Businesses loaded: %i", TotalBusiness); printf("-------------------------------------"); return 1; } // This callback gets called when a player connects to the server public OnPlayerConnect(playerid) { // Setup local variables new BusID, BusSlot, Name[24]; // Get the player's name GetPlayerName(playerid, Name, sizeof(Name)); // Loop through all businesses to find the ones which belong to this player for (BusID = 1; BusID < MAX_BUSINESS; BusID++) { // Check if the business exists if (IsValidDynamicPickup(ABusinessData[BusID][PickupID])) { // Check if the business is owned if (ABusinessData[BusID][Owned] == true) { // Check if the player is the owner of the business if (strcmp(ABusinessData[BusID][Owner], Name, false) == 0) { // Add the BusID to the player's account for faster reference later on APlayerData[playerid][Business][BusSlot] = BusID; // Select the next BusSlot BusSlot++; } } } } return 1; } // This callback gets called when a player disconnects from the server public OnPlayerDisconnect(playerid, reason) { // Setup local variables new BusSlot; // Loop through all businesses the player owns for (BusSlot = 0; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++) { // Check if the player has a business in this busslot if (APlayerData[playerid][Business][BusSlot] != 0) { // Save the Busfile BusinessFile_Save(APlayerData[playerid][Business][BusSlot]); // Clear the BusID stored in this busslot APlayerData[playerid][Business][BusSlot] = 0; } } // Clear all data for this player APlayerData[playerid][CurrentBusiness] = 0; return 1; } // This callback gets called when a player interacts with a dialog public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { // Select the proper dialog to process switch (dialogid) { case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem); case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem); case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem); case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business } return 0; } // This callback gets called when a player spawns somewhere public OnPlayerSpawn(playerid) { // Reset the BusID where the player is located APlayerData[playerid][CurrentBusiness] = 0; return 1; } // This callback gets called whenever a player dies public OnPlayerDeath(playerid, killerid, reason) { // Reset the BusID where the player is located APlayerData[playerid][CurrentBusiness] = 0; return 1; } // This callback gets called when the player is selecting a class (but hasn't clicked "Spawn" yet) public OnPlayerRequestClass(playerid, classid) { // Reset the BusID where the player is located APlayerData[playerid][CurrentBusiness] = 0; return 1; } // This callback is called when the player attempts to spawn via class-selection public OnPlayerRequestSpawn(playerid) { // Reset the BusID where the player is located APlayerData[playerid][CurrentBusiness] = 0; return 1; } // ****************************************************************************************************************************** // Commands // ****************************************************************************************************************************** // Lets the player add new businesses COMMAND:createbusiness(playerid, params[]) { // If a player hasn't logged in properly, he cannot use this command if (INT_IsPlayerLoggedIn(playerid) == 0) return 0; // If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command // returning "SERVER: Unknown command" to the player if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0; // Setup local variables new BusinessList[2000]; // Check if the player isn't inside a vehicle if (GetPlayerVehicleSeat(playerid) == -1) { // Construct the list of businesses for (new BusType = 1; BusType < sizeof(ABusinessInteriors); BusType++) { format(BusinessList, sizeof(BusinessList), "%s%s\n", BusinessList, ABusinessInteriors[BusType][InteriorName]); } // Let the player choose a business-type via a dialog ShowPlayerDialog(playerid, DialogCreateBusSelType, DIALOG_STYLE_LIST, "Choose business-type:", BusinessList, "Select", "Cancel"); } else SendClientMessage(playerid, 0xFF0000FF, "You must be on foot to create a business"); // Let the server know that this was a valid command return 1; } // This command lets the player delete a business COMMAND:delbusiness(playerid, params[]) { // If a player hasn't logged in properly, he cannot use this command if (INT_IsPlayerLoggedIn(playerid) == 0) return 0; // If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command // returning "SERVER: Unknown command" to the player if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0; // Setup local variables new file[100], Msg[128]; // Make sure the player isn't inside a vehicle if (GetPlayerVehicleSeat(playerid) == -1) { // Loop through all player-owned businesses for (new BusID = 1; BusID < MAX_BUSINESS; BusID++) { // Check if the business exists if (IsValidDynamicPickup(ABusinessData[BusID][PickupID])) { // Check if the business has no owner if (ABusinessData[BusID][Owned] == false) { // Check if the player is in range of the business-pickup if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ])) { // Clear all data of the business ABusinessData[BusID][BusinessName] = 0; ABusinessData[BusID][BusinessX] = 0.0; ABusinessData[BusID][BusinessY] = 0.0; ABusinessData[BusID][BusinessZ] = 0.0; ABusinessData[BusID][BusinessType] = 0; ABusinessData[BusID][BusinessLevel] = 0; ABusinessData[BusID][LastTransaction] = 0; ABusinessData[BusID][Owned] = false; ABusinessData[BusID][Owner] = 0; // Destroy the mapicon, 3DText and pickup for the house DestroyDynamicPickup(ABusinessData[BusID][PickupID]); DestroyDynamicMapIcon(ABusinessData[BusID][MapIconID]); DestroyDynamic3DTextLabel(ABusinessData[BusID][DoorText]); ABusinessData[BusID][PickupID] = 0; ABusinessData[BusID][MapIconID] = 0; // Delete the business-file format(file, sizeof(file), BusinessFile, BusID); // Construct the complete filename for this business-file if (fexist(file)) // Make sure the file exists fremove(file); // Delete the file // Also let the player know he deleted the business format(Msg, 128, "{00FF00}You have deleted the business with ID: {FFFF00}%i", BusID); SendClientMessage(playerid, 0xFFFFFFFF, Msg); // Exit the function return 1; } } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot delete an owned business"); } } // There was no house in range, so let the player know about it SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}No business in range to delete"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to delete a business"); // Let the server know that this was a valid command return 1; } // This command lets the player buy a business when he's standing in range of a business that isn't owned yet COMMAND:buybus(playerid, params[]) { // If a player hasn't logged in properly, he cannot use this command if (INT_IsPlayerLoggedIn(playerid) == 0) return 0; // Setup local variables new Msg[128], BusType; // Make sure the player isn't inside a vehicle if (GetPlayerVehicleSeat(playerid) == -1) { // Check if the player is near a business-pickup for (new BusID = 1; BusID < sizeof(ABusinessData); BusID++) { // Check if this business is created (it would have a valid pickup in front of the door) if (IsValidDynamicPickup(ABusinessData[BusID][PickupID])) { // Check if the player is in range of the business-pickup if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ])) { // Check if the business isn't owned yet if (ABusinessData[BusID][Owned] == false) { // Get the type of business BusType = ABusinessData[BusID][BusinessType]; // Check if the player can afford this type of business business if (INT_GetPlayerMoney(playerid) >= ABusinessInteriors[BusType][BusPrice]) Business_SetOwner(playerid, BusID); // Give ownership of the business to the player else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford this business"); // The player cannot afford this business } else { // Let the player know that this business is already owned by a player format(Msg, 128, "{FF0000}This business is already owned by {FFFF00}%s", ABusinessData[BusID][Owner]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } // The player was in range of a business-pickup, so stop searching for the other business pickups return 1; } } } // All businesses have been processed, but the player wasn't in range of any business-pickup, let him know about it SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}To buy a business, you have to be near a business-pickup"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You can't buy a business when you're inside a vehicle"); // Let the server know that this was a valid command return 1; } // This command lets the player enter the house/business if he's the owner COMMAND:enter(playerid, params[]) { // If a player hasn't logged in properly, he cannot use this command if (INT_IsPlayerLoggedIn(playerid) == 0) return 0; // Setup local variables new BusID, BusType; // Make sure the player isn't inside a vehicle if (GetPlayerVehicleSeat(playerid) == -1) { // Loop through all player-owned businesses for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++) { // Get the business-id at the selected slot from the player BusID = APlayerData[playerid][Business][BusSlot]; // Check if the player has a business in this slot if (BusID != 0) { // Check if the player is in range of the business-pickup if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ])) { // Get the business-type BusType = ABusinessData[BusID][BusinessType]; // Set the worldid so other players cannot see him anymore SetPlayerVirtualWorld(playerid, 2000 + BusID); // Set the player inside the interior of the business SetPlayerInterior(playerid, ABusinessInteriors[BusType][InteriorID]); // Set the position of the player at the spawn-location of the business's interior SetPlayerPos(playerid, ABusinessInteriors[BusType][IntX], ABusinessInteriors[BusType][IntY], ABusinessInteriors[BusType][IntZ]); // Also set a tracking-variable to enable /busmenu to track in which business the player is APlayerData[playerid][CurrentBusiness] = BusID; // Also let the player know he can use /busmenu to control his business SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}Use {FFFF00}/busmenu{00FF00} to change options for your business"); // Exit the function return 1; } } } } // If no business was in range, allow other scripts to use the same command (like the housing-script) return 0; } // This command opens a menu when you're inside your business to allow to access the options of your business COMMAND:busmenu(playerid, params[]) { // If a player hasn't logged in properly, he cannot use this command if (INT_IsPlayerLoggedIn(playerid) == 0) return 0; // Setup local variables new OptionsList[200], DialogTitle[200]; // Check if the player is inside a business if (APlayerData[playerid][CurrentBusiness] != 0) { // Create the dialog title format(DialogTitle, sizeof(DialogTitle), "Select option for %s", ABusinessData[APlayerData[playerid][CurrentBusiness]][BusinessName]); // Create the options in the dialog format(OptionsList, sizeof(OptionsList), "%sChange business-name\n", OptionsList); format(OptionsList, sizeof(OptionsList), "%sUpgrade business\n", OptionsList); format(OptionsList, sizeof(OptionsList), "%sRetrieve business earnings\n", OptionsList); format(OptionsList, sizeof(OptionsList), "%sSell business\n", OptionsList); format(OptionsList, sizeof(OptionsList), "%sExit business\n", OptionsList); // Show the businessmenu ShowPlayerDialog(playerid, DialogBusinessMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, "Select", "Cancel"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You're not inside a business"); // Let the server know that this was a valid command return 1; } // This command teleports you to your selected business COMMAND:gobus(playerid, params[]) { // If a player hasn't logged in properly, he cannot use this command if (INT_IsPlayerLoggedIn(playerid) == 0) return 0; // Setup local variables new BusinessList[1000], BusID, BusType, Earnings; // Check if the player is not jailed if (INT_IsPlayerJailed(playerid) == 0) { // Check if the player has a wanted level of less than 3 if (GetPlayerWantedLevel(playerid) < 3) { // Check if the player is not inside a vehicle if (GetPlayerVehicleSeat(playerid) == -1) { // Ask to which business the player wants to port for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++) { // Get the business-id BusID = APlayerData[playerid][Business][BusSlot]; // Check if this businessindex is occupied if (BusID != 0) { // Get the business-type BusType = ABusinessData[BusID][BusinessType]; Earnings = (BusinessTransactionTime - ABusinessData[BusID][LastTransaction]) * ABusinessInteriors[BusType][BusEarnings] * ABusinessData[BusID][BusinessLevel]; format(BusinessList, 1000, "%s{00FF00}%s{FFFFFF} (earnings: $%i)\n", BusinessList, ABusinessData[BusID][BusinessName], Earnings); } else format(BusinessList, 1000, "%s{FFFFFF}%s{FFFFFF}\n", BusinessList, "Empty business-slot"); } ShowPlayerDialog(playerid, DialogGoBusiness, DIALOG_STYLE_LIST, "Choose the business to go to:", BusinessList, "Select", "Cancel"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You need to be on-foot to port to your business"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use /gobus when you're wanted"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use /gobus when you're in jail"); // Let the server know that this was a valid command return 1; } // ****************************************************************************************************************************** // Dialog-responses // ****************************************************************************************************************************** // This dialog processes the chosen business-type and creates the business Dialog_CreateBusSelType(playerid, response, listitem) { // Just close the dialog if the player clicked "Cancel" if(!response) return 1; // Setup some local variables new BusType, BusID, Float:x, Float:y, Float:z, Msg[128], bool:EmptySlotFound = false; // Get the player's position GetPlayerPos(playerid, x, y, z); // Get the business-type from the option the player chose BusType = listitem + 1; // Find a free business-id for (BusID = 1; BusID < MAX_BUSINESS; BusID++) { // Check if this business ID is free if (ABusinessData[BusID][BusinessType] == 0) { EmptySlotFound = true; break; // Stop processing } } // Check if an empty slot has been found if (EmptySlotFound == false) { // If no empty slot was found, let the player know about it and exit the function SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Maximum number of businesses reached"); return 1; } // Set some default data at the index of NextFreeBusinessID (NextFreeBusinessID will point to the next free business-index) ABusinessData[BusID][BusinessX] = x; ABusinessData[BusID][BusinessY] = y; ABusinessData[BusID][BusinessZ] = z; ABusinessData[BusID][BusinessType] = BusType; ABusinessData[BusID][BusinessLevel] = 1; ABusinessData[BusID][Owned] = false; // Add the pickup and 3DText at the location of the business-entrance (where the player is standing when he creates the business) Business_CreateEntrance(BusID); // Save the business BusinessFile_Save(BusID); // Inform the player that he created a new house format(Msg, 128, "{00FF00}You've succesfully created business {FFFF00}%i{00FF00}", BusID); SendClientMessage(playerid, 0xFFFFFFFF, Msg); return 1; } // This function processes the businessmenu dialog Dialog_BusinessMenu(playerid, response, listitem) { // Just close the dialog if the player clicked "Cancel" if(!response) return 1; // Setup local variables new BusID, BusType, Msg[128], DialogTitle[200], UpgradePrice; // Get the HouseID of the house where the player is BusID = APlayerData[playerid][CurrentBusiness]; BusType = ABusinessData[BusID][BusinessType]; // Select an option based on the selection in the list switch(listitem) { case 0: // Change business name { format(DialogTitle, 200, "Old business-name: %s", ABusinessData[BusID][BusinessName]); ShowPlayerDialog(playerid, DialogBusinessNameChange, DIALOG_STYLE_INPUT, DialogTitle, "Enter a new name for your business", "OK", "Cancel"); } case 1: // Upgrade the business { // Check if it's possible to upgrade further if (ABusinessData[BusID][BusinessLevel] < 5) { // Get the upgrade-price UpgradePrice = ABusinessInteriors[BusType][BusPrice]; // Check if the player can afford the upgrade if (INT_GetPlayerMoney(playerid) >= UpgradePrice) { // Give the current earnings of the business to the player and update the LastTransaction time Business_PayEarnings(playerid, BusID); // Upgrade the business 1 level ABusinessData[BusID][BusinessLevel]++; // Let the player pay for the upgrade INT_GivePlayerMoney(playerid, -UpgradePrice); // Update the 3DText near the business's entrance to show what level the business is Business_UpdateEntrance(BusID); // Let the player know about it format(Msg, 128, "{00FF00}You have upgraded your business to level {FFFF00}%i", ABusinessData[BusID][BusinessLevel]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford the upgrade"); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Your business has reached the maximum level, you cannot upgrade it further"); } case 2: // Retrieve business earnings { // Give the current earnings of the business to the player and update the LastTransaction time Business_PayEarnings(playerid, BusID); } case 3: // Sell business { format(Msg, 128, "Are you sure you want to sell your business for $%i?", (ABusinessInteriors[BusType][BusPrice] * ABusinessData[BusID][BusinessLevel]) / 2); ShowPlayerDialog(playerid, DialogSellBusiness, DIALOG_STYLE_MSGBOX, "Are you sure?", Msg, "Yes", "No"); } case 4: // Exit the business { Business_Exit(playerid, BusID); } } return 1; } // Let the player change the name of his business Dialog_ChangeBusinessName(playerid, response, inputtext[]) { // Just close the dialog if the player clicked "Cancel" or if the player didn't input any text if ((!response) || (strlen(inputtext) == 0)) return 1; // Change the name of the business format(ABusinessData[APlayerData[playerid][CurrentBusiness]][BusinessName], 100, inputtext); // Also update the 3DText at the entrance of the business Business_UpdateEntrance(APlayerData[playerid][CurrentBusiness]); // Let the player know that the name of his business has been changed SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've changed the name of your business"); // Save the business-file BusinessFile_Save(APlayerData[playerid][CurrentBusiness]); return 1; } // Sell the business Dialog_SellBusiness(playerid, response) { // Just close the dialog if the player clicked "Cancel" if(!response) return 1; // Get the BusinessID where the player is right now and the business-type new BusID = APlayerData[playerid][CurrentBusiness]; new BusType = ABusinessData[BusID][BusinessType]; // Set the player in the normal world again SetPlayerVirtualWorld(playerid, 0); SetPlayerInterior(playerid, 0); // Set the position of the player at the entrance of his business SetPlayerPos(playerid, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]); // Also clear the tracking-variable to track in which business the player is APlayerData[playerid][CurrentBusiness] = 0; // Clear the owner of the business ABusinessData[BusID][Owned] = false; ABusinessData[BusID][Owner] = 0; // Clear the business-name and business-level ABusinessData[BusID][BusinessName] = 0; ABusinessData[BusID][BusinessLevel] = 1; // Refund the player 50% of the worth of the business INT_GivePlayerMoney(playerid, (ABusinessInteriors[BusType][BusPrice] * ABusinessData[BusID][BusinessLevel]) / 2); SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've sold your business"); // Clear the business-id from the player for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++) { // If the business-slot if found where the business was added to the player if (APlayerData[playerid][Business][BusSlot] == BusID) { // Clear the business-id APlayerData[playerid][Business][BusSlot] = 0; // Stop searching break; } } // Update the 3DText near the business's entrance to show other players that it's for sale again Business_UpdateEntrance(BusID); // Also save the sold business, otherwise the old ownership-data is still there BusinessFile_Save(BusID); return 1; } // This function processes the /gobus dialog Dialog_GoBusiness(playerid, response, listitem) { // Just close the dialog if the player clicked "Cancel" if(!response) return 1; // Setup local variables new BusIndex, BusID; // The listitem directly indicates the business-index BusIndex = listitem; BusID = APlayerData[playerid][Business][BusIndex]; // Check if this is a valid business (BusID != 0) if (BusID != 0) { // Get the coordinates of the business's entrance SetPlayerPos(playerid, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You don't have a business in this business-slot"); return 1; } // ****************************************************************************************************************************** // File functions // ****************************************************************************************************************************** // This function loads the file that holds the current business-time BusinessTime_Load() { // Setup local variables new File:BFile, LineFromFile[100], ParameterName[50], ParameterValue[50]; // Try to load the businesstime file if (fexist(BusinessTimeFile)) { BFile = fopen(BusinessTimeFile, io_read); // Open the businesstime-file for reading fread(BFile, LineFromFile); // Read the first line of the file // Keep reading until the end of the file is found (no more data) while (strlen(LineFromFile) > 0) { StripNewLine(LineFromFile); // Strip any newline characters from the LineFromFile sscanf(LineFromFile, "s[50]s[50]", ParameterName, ParameterValue); // Extract parametername and parametervalue // Store the proper value in the proper place if (strcmp(ParameterName, "BusinessTime", false) == 0) // If the parametername is correct ("BusinessTime") BusinessTransactionTime = strval(ParameterValue); // Store the BusinessTime // Read the next line of the file fread(BFile, LineFromFile); } // Close the file fclose(BFile); // Return if the file was read correctly return 1; } else return 0; // Return 0 if the file couldn't be read (doesn't exist) } // This function saves the file that holds the current business-time BusinessTime_Save() { // Setup local variables new File:BFile, LineForFile[100]; BFile = fopen(BusinessTimeFile, io_write); // Open the businesstime-file for writing format(LineForFile, 100, "BusinessTime %i\r\n", BusinessTransactionTime); // Construct the line: "BusinessTime <BusinessTransactionTime>" fwrite(BFile, LineForFile); // And save it to the file fclose(BFile); // Close the file return 1; } // This function will load the business's datafile (used when the server is started to load all businesses) BusinessFile_Load(BusID) { // Setup local variables new file[100], File:BFile, LineFromFile[100], ParameterName[50], ParameterValue[50]; // Construct the complete filename for this business-file format(file, sizeof(file), BusinessFile, BusID); // Check if the business-file exists if (fexist(file)) { // Open the businessfile for reading BFile = fopen(file, io_read); // Read the first line of the file fread(BFile, LineFromFile); // Keep reading until the end of the file is found (no more data) while (strlen(LineFromFile) > 0) { StripNewLine(LineFromFile); // Strip any newline characters from the LineFromFile sscanf(LineFromFile, "s[50]s[50]", ParameterName, ParameterValue); // Extract parametername and parametervalue // Check if there is anything in the LineFromFile (skipping empty lines) if (strlen(LineFromFile) > 0) { // Store the proper value in the proper place if (strcmp(ParameterName, "BusinessName", false) == 0) // If the parametername is correct ("BusinessName") format(ABusinessData[BusID][BusinessName], 24, ParameterValue); // Store the BusinessName if (strcmp(ParameterName, "BusinessX", false) == 0) // If the parametername is correct ("BusinessX") ABusinessData[BusID][BusinessX] = floatstr(ParameterValue); // Store the BusinessX if (strcmp(ParameterName, "BusinessY", false) == 0) // If the parametername is correct ("BusinessY") ABusinessData[BusID][BusinessY] = floatstr(ParameterValue); // Store the BusinessY if (strcmp(ParameterName, "BusinessZ", false) == 0) // If the parametername is correct ("BusinessZ") ABusinessData[BusID][BusinessZ] = floatstr(ParameterValue); // Store the BusinessZ if (strcmp(ParameterName, "BusinessType", false) == 0) // If the parametername is correct ("BusinessType") ABusinessData[BusID][BusinessType] = strval(ParameterValue); // Store the BusinessType if (strcmp(ParameterName, "BusinessLevel", false) == 0) // If the parametername is correct ("BusinessLevel") ABusinessData[BusID][BusinessLevel] = strval(ParameterValue); // Store the BusinessLevel if (strcmp(ParameterName, "LastTransaction", false) == 0) // If the parametername is correct ("LastTransaction") ABusinessData[BusID][LastTransaction] = strval(ParameterValue); // Store the LastTransaction if (strcmp(ParameterName, "Owned", false) == 0) // If the parametername is correct ("Owned") { if (strcmp(ParameterValue, "Yes", false) == 0) // If the value "Yes" was read ABusinessData[BusID][Owned] = true; // House is owned else ABusinessData[BusID][Owned] = false; // House is not owned } if (strcmp(ParameterName, "Owner", false) == 0) // If the parametername is correct ("Owner") format(ABusinessData[BusID][Owner], 24, ParameterValue); } // Read the next line of the file fread(BFile, LineFromFile); } // Close the file fclose(BFile); // Create the business-entrance and set data Business_CreateEntrance(BusID); // Increase the amount of businesses loaded TotalBusiness++; // Return if the file was read correctly return 1; } else return 0; // Return 0 if the file couldn't be read (doesn't exist) } // This function will save the given business BusinessFile_Save(BusID) { // Setup local variables new file[100], File:BFile, LineForFile[100]; // Construct the complete filename for this business format(file, sizeof(file), BusinessFile, BusID); // Open the business-file for writing BFile = fopen(file, io_write); format(LineForFile, 100, "BusinessName %s\r\n", ABusinessData[BusID][BusinessName]); // Construct the line: "BusinessName <BusinessName>" fwrite(BFile, LineForFile); // And save it to the file format(LineForFile, 100, "BusinessX %f\r\n", ABusinessData[BusID][BusinessX]); // Construct the line: "BusinessX <BusinessX>" fwrite(BFile, LineForFile); // And save it to the file format(LineForFile, 100, "BusinessY %f\r\n", ABusinessData[BusID][BusinessY]); // Construct the line: "BusinessY <BusinessY>" fwrite(BFile, LineForFile); // And save it to the file format(LineForFile, 100, "BusinessZ %f\r\n", ABusinessData[BusID][BusinessZ]); // Construct the line: "BusinessZ <BusinessZ>" fwrite(BFile, LineForFile); // And save it to the file format(LineForFile, 100, "BusinessType %i\r\n", ABusinessData[BusID][BusinessType]); // Construct the line: "BusinessType <BusinessType>" fwrite(BFile, LineForFile); // And save it to the file format(LineForFile, 100, "BusinessLevel %i\r\n", ABusinessData[BusID][BusinessLevel]); // Construct the line: "BusinessLevel <BusinessLevel>" fwrite(BFile, LineForFile); // And save it to the file format(LineForFile, 100, "LastTransaction %i\r\n", ABusinessData[BusID][LastTransaction]); // Construct the line: "LastTransaction <LastTransaction>" fwrite(BFile, LineForFile); // And save it to the file if (ABusinessData[BusID][Owned] == true) // Check if the business is owned { format(LineForFile, 100, "Owned Yes\r\n"); // Construct the line: "Owned Yes" fwrite(BFile, LineForFile); // And save it to the file } else { format(LineForFile, 100, "Owned No\r\n"); // Construct the line: "Owned No" fwrite(BFile, LineForFile); // And save it to the file } format(LineForFile, 100, "Owner %s\r\n", ABusinessData[BusID][Owner]); // Construct the line: "Owner <Owner>" fwrite(BFile, LineForFile); // And save it to the file fclose(BFile); // Close the file return 1; } // ****************************************************************************************************************************** // Business functions // ****************************************************************************************************************************** // This timer increases the variable "BusinessTransactionTime" every minute and saves the businesstime file forward Business_TransactionTimer(); public Business_TransactionTimer() { // Increase the variable by one BusinessTransactionTime++; // And save it to the file BusinessTime_Save(); } // This function returns the first free business-slot for the given player Player_GetFreeBusinessSlot(playerid) { // Check if the player has room for another business (he hasn't bought the maximum amount of businesses per player yet) // and get the slot-id for (new BusIndex; BusIndex < MAX_BUSINESSPERPLAYER; BusIndex++) // Loop through all business-slots of the player if (APlayerData[playerid][Business][BusIndex] == 0) // Check if this business slot is free return BusIndex; // Return the free BusIndex for this player // If there were no free business-slots, return "-1" return -1; } // This function sets ownership of the business to the given player Business_SetOwner(playerid, BusID) { // Setup local variables new BusSlotFree, Name[24], Msg[128], BusType; // Get the first free business-slot from this player BusSlotFree = Player_GetFreeBusinessSlot(playerid); // Check if the player has a free business-slot if (BusSlotFree != -1) { // Get the player's name GetPlayerName(playerid, Name, sizeof(Name)); // Store the business-id for the player APlayerData[playerid][Business][BusSlotFree] = BusID; // Get the business-type BusType = ABusinessData[BusID][BusinessType]; // Let the player pay for the business INT_GivePlayerMoney(playerid, -ABusinessInteriors[BusType][BusPrice]); // Set the business as owned ABusinessData[BusID][Owned] = true; // Store the owner-name for the business format(ABusinessData[BusID][Owner], 24, Name); // Set the level to 1 ABusinessData[BusID][BusinessLevel] = 1; // Set the default business-name format(ABusinessData[BusID][BusinessName], 100, ABusinessInteriors[BusType][InteriorName]); // Store the current transaction-time (this is used so the player can only retrieve cash from the business from the moment he bought it) ABusinessData[BusID][LastTransaction] = BusinessTransactionTime; // Also, update 3DText of this business Business_UpdateEntrance(BusID); // Save the business-file BusinessFile_Save(BusID); // Let the player know he bought the business format(Msg, 128, "{00FF00}You've bought the business for {FFFF00}$%i", ABusinessInteriors[BusType][BusPrice]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } else SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You already own the maximum amount of allowed businesses per player"); return 1; } // This function adds a pickup for the given business Business_CreateEntrance(BusID) { // Setup local variables new Msg[128], Float:x, Float:y, Float:z, BusType, Icon; // Get the coordinates of the house's pickup (usually near the door) x = ABusinessData[BusID][BusinessX]; y = ABusinessData[BusID][BusinessY]; z = ABusinessData[BusID][BusinessZ]; // Get the business-type and icon BusType = ABusinessData[BusID][BusinessType]; Icon = ABusinessInteriors[BusType][IconID]; // Add a dollar-sign to indicate this business ABusinessData[BusID][PickupID] = CreateDynamicPickup(1274, 1, x, y, z, 0); // Add a map-icon depending on which type the business is ABusinessData[BusID][MapIconID] = CreateDynamicMapIcon(x, y, z, Icon, 0, 0, 0, -1, 150.0); // Add a new 3DText at the business's location (usually near the door) if (ABusinessData[BusID][Owned] == true) { // Create the 3DText that appears above the business-pickup (displays the businessname, the name of the owner and the current level) format(Msg, 128, "%s\nOwned by: %s\nBusiness-level: %i\n/enter", ABusinessData[BusID][BusinessName], ABusinessData[BusID][Owner], ABusinessData[BusID][BusinessLevel]); ABusinessData[BusID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0); } else { // Create the 3DText that appears above the business-pickup (displays the price of the business and the earnings) format(Msg, 128, "%s\nAvailable for\n$%i\nEarnings: $%i\n/buybus", ABusinessInteriors[BusType][InteriorName], ABusinessInteriors[BusType][BusPrice], ABusinessInteriors[BusType][BusEarnings]); ABusinessData[BusID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0); } } // This function changes the 3DText for the given business (used when buying or selling a business) Business_UpdateEntrance(BusID) { // Setup local variables new Msg[128], BusType; // Get the business-type BusType = ABusinessData[BusID][BusinessType]; // Update the 3DText at the business's location (usually near the door) if (ABusinessData[BusID][Owned] == true) { // Create the 3DText that appears above the business-pickup (displays the businessname, the name of the owner and the current level) format(Msg, 128, "%s\nOwned by: %s\nBusiness-level: %i\n/enter", ABusinessData[BusID][BusinessName], ABusinessData[BusID][Owner], ABusinessData[BusID][BusinessLevel]); UpdateDynamic3DTextLabelText(ABusinessData[BusID][DoorText], 0x008080FF, Msg); } else { // Create the 3DText that appears above the business-pickup (displays the price of the business and the earnings) format(Msg, 128, "%s\nAvailable for\n$%i\nEarnings: $%i\n/buybus", ABusinessInteriors[BusType][InteriorName], ABusinessInteriors[BusType][BusPrice], ABusinessInteriors[BusType][BusEarnings]); UpdateDynamic3DTextLabelText(ABusinessData[BusID][DoorText], 0x008080FF, Msg); } } // This function pays the current earnings of the given business to the player Business_PayEarnings(playerid, BusID) { // Setup local variables new Msg[128]; // Get the business-type new BusType = ABusinessData[BusID][BusinessType]; // Calculate the earnings of the business since the last transaction // This is calculated by the number of minutes between the current business-time and last business-time, multiplied by the earnings-per-minute and business-level new Earnings = (BusinessTransactionTime - ABusinessData[BusID][LastTransaction]) * ABusinessInteriors[BusType][BusEarnings] * ABusinessData[BusID][BusinessLevel]; // Reset the last transaction time to the current time ABusinessData[BusID][LastTransaction] = BusinessTransactionTime; // Reward the player with his earnings INT_GivePlayerMoney(playerid, Earnings); // Inform the player that he has earned money from his business format(Msg, 128, "{00FF00}Your business has earned {FFFF00}$%i{00FF00} since your last withdrawl", Earnings); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } // This function is used to spawn back at the entrance of your business Business_Exit(playerid, BusID) { // Set the player in the normal world again SetPlayerVirtualWorld(playerid, 0); SetPlayerInterior(playerid, 0); // Set the position of the player at the entrance of his business SetPlayerPos(playerid, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]); // Also clear the tracking-variable to track in which business the player is APlayerData[playerid][CurrentBusiness] = 0; // Check if there is a timer-value set for exiting the business (this timer freezes the player while the environment is being loaded) if (ExitBusinessTimer > 0) { // Don't allow the player to fall TogglePlayerControllable(playerid, 0); // Let the player know he's frozen while the environment loads GameTextForPlayer(playerid, "Waiting for the environment to load", ExitBusinessTimer, 4); // Start a timer that will allow the player to fall again when the environment has loaded SetTimerEx("Business_ExitTimer", ExitBusinessTimer, false, "ii", playerid, BusID); } return 1; } forward Business_ExitTimer(playerid, BusID); public Business_ExitTimer(playerid, BusID) { // Allow the player to move again (environment should have been loaded now) TogglePlayerControllable(playerid, 1); return 1; } // ****************************************************************************************************************************** // Support functions // ****************************************************************************************************************************** // This function is copied from the include-file "dutils.inc" stock StripNewLine(string[]) { new len = strlen(string); // Get the length of the given string if (string[0] == 0) return ; // If the given string is empty, exit the function if ((string[len - 1] == '\n') || (string[len - 1] == '\r')) // If the string ends with \n or \r { string[len - 1] = 0; // Replace the \n or \r with a 0 character if (string[0]==0) return ; // If the string became empty, exit the function if ((string[len - 2] == '\n') || (string[len - 2] == '\r')) // Check again if the string ends with \n or \r string[len - 2] = 0; // Replace the \n or \r again with a 0 character } } // ****************************************************************************************************************************** // Special functions that try to access external public functions to retreive or set data from another script // ****************************************************************************************************************************** // This function is used to get the player's money INT_GetPlayerMoney(playerid) { // Setup local variables new Money; // Try to call the external function to get the player's money (used to get the serversided money for this player) Money = CallRemoteFunction("Admin_GetPlayerMoney", "i", playerid); // The external function returned "0" (as the player doesn't have any money yet), or the function is not used in another script if (Money == 0) return GetPlayerMoney(playerid); // Return the normal money of the player else return Money; // Return the money that was returned by the external function } // This function is used to set the player's money INT_GivePlayerMoney(playerid, Money) { // Setup local variables new Success; // Try to call the external function to get the player's money (used to get the serversided money for this player) Success = CallRemoteFunction("Admin_GivePlayerMoney", "ii", playerid, Money); // The external function returned "0" as the function is not used in another script if (Success == 0) GivePlayerMoney(playerid, Money); // Use the normal money (client-sided money) } // This function checks if the admin-level of a player is sufficient INT_CheckPlayerAdminLevel(playerid, AdminLevel) { // Setup local variables new Level; // Check if the player is an RCON admin if (IsPlayerAdmin(playerid)) return 1; // Return 1 to indicate this player has a sufficient admin-level to use a command // If the player is not an RCON admin, try to get his admin-level from an external script using a remote function Level = CallRemoteFunction("Admin_GetPlayerAdminLevel", "i", playerid); // Check if the player has a sufficient admin-level if (Level >= AdminLevel) return 1; // Return 1 to indicate this player has a sufficient admin-level else return 0; // Return 0 to indicate this player has an insufficient admin-level } // This function checks if the player has logged in properly by entering his password INT_IsPlayerLoggedIn(playerid) { // Setup local variables new LoggedIn; // Try to determine if the player logged in properly by entering his password in another script LoggedIn = CallRemoteFunction("Admin_IsPlayerLoggedIn", "i", playerid); // Check if the player has logged in properly switch (LoggedIn) { case 0: return 1; // No admin script present that holds the LoggedIn status of a player, so allow a command to be used case 1: return 1; // The player logged in properly by entering his password, allow commands to be used case -1: return 0; // There is an admin script present, but the player hasn't entered his password yet, so block all commands // This prevents executing the commands using F6 during login with an admin-account before entering a password } // In any other case, block all commands return 0; } // This function tries to cetermine if the player is in jail INT_IsPlayerJailed(playerid) { // Setup local variables new Jailed; // Try to determine if the player is jailed Jailed = CallRemoteFunction("Admin_IsPlayerJailed", "i", playerid); // Check if the player is jailed switch (Jailed) { case 0: return 0; // No admin script present, so there is no jail either, player cannot be jailed in this case case 1: return 1; // The player is jailed, so return "1" case -1: return 0; // There is an admin script present, but the player isn't jailed } // In any other case, return "0" (player not jailed) return 0; } // ****************************************************************************************************************************** // External functions to be used from within other filterscripts or gamemode (these aren't called anywhere inside this script) // These functions can be called from other filterscripts or the gamemode to get data from the housing filterscript // ****************************************************************************************************************************** // ****************************************************************************************************************************** // Functions that need to be placed in the gamemode or filterscript which holds the playerdata // Only needed when the server uses server-sided money, otherwise the normal money is used // ****************************************************************************************************************************** /* // This function is used to get the player's money forward Admin_GetPlayerMoney(playerid); public Admin_GetPlayerMoney(playerid) { return APlayerData[playerid][PlayerMoney]; } // This function is used to get the player's money forward Admin_GivePlayerMoney(playerid, Money); public Admin_GivePlayerMoney(playerid, Money) { // Add the given money to the player's account APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] + Money; // Return that the function had success return 1; } // This function is used to get the player's admin-level forward Admin_GetPlayerAdminLevel(playerid); public Admin_GetPlayerAdminLevel(playerid) { return APlayerData[playerid][AdminLevel]; } // This function is used to determine if the player has logged in (he succesfully entered his password) forward Admin_IsPlayerLoggedIn(playerid); public Admin_IsPlayerLoggedIn(playerid) { if (APlayerData[playerid][LoggedIn] == true) return 1; // The player has logged in succesfully else return -1; // The player hasn't logged in (yet) } // This function is used to determine if a player is jailed forward Admin_IsPlayerJailed(playerid); public Admin_IsPlayerJailed(playerid) { // Check if a player has jaimtime left if (APlayerData[playerid][PlayerJailed] == true) return 1; // The player is still jailed else return -1; // The player is not jailed } */
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