pawn Code:
public OnPlayerEnterDynamicCP(playerid, checkpointid)
{
if(GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
{
new string[256], tmpstring[50];
foreach(Houses, h)
{
if(checkpointid == HouseCPOut[h])
{
SetPVarInt(playerid, "LastHouseCP", h);
if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
{
SetPlayerHouseInterior(playerid, h);
ShowInfoBoxEx(playerid, COLOUR_INFO, I_HMENU);
break;
}
format(tmpstring, sizeof(tmpstring), "HouseKeys_%d", h);
if(GetPVarInt(playerid, tmpstring) == 1)
{
SetPlayerHouseInterior(playerid, h);
break;
}
if(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
{
if(hInfo[h][HousePassword] == udb_hash("INVALID_HOUSE_PASSWORD"))
{
switch(hInfo[h][ForSale])
{
case 0: ShowInfoBox(playerid, LABELTEXT2, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], h);
case 1:
{
switch(hInfo[h][HousePrivacy])
{
case 0: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In", "Select", "Cancel");
case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
}
}
}
break;
}
if(hInfo[h][HousePassword] != udb_hash("INVALID_HOUSE_PASSWORD"))
{
switch(hInfo[h][ForSale])
{
case 0:
{
switch(hInfo[h][HousePrivacy])
{
case 0: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In", "Select", "Cancel");
case 1: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In\nEnter House", "Select", "Cancel");
}
}
case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
}
break;
}
}
if(!strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE) && hInfo[h][HouseValue] > 0 && GetPVarInt(playerid, "JustCreatedHouse") == 0)
{
format(string, sizeof(string), HMENU_BUY_HOUSE, hInfo[h][HouseValue]);
ShowPlayerDialog(playerid, HOUSEMENU+4, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
break;
}
}
if(checkpointid == HouseCPInt[h])
{
switch(GetPVarInt(playerid, "HousePreview"))
{
case 0: ExitHouse(playerid, h);
#if GH_HINTERIOR_UPGRADE == true
case 1:
{
GetPVarString(playerid, "HousePrevName", tmpstring, 50);
format(string, sizeof(string), HMENU_BUY_HINTERIOR, tmpstring, GetPVarInt(playerid, "HousePrevValue"));
ShowPlayerDialog(playerid, HOUSEMENU+17, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
}
#endif
}
break;
}
}
}
return 1;
}
public OnPlayerLeaveDynamicCP(playerid, checkpointid)
{
if(GetPlayerState(playerid) == PLAYER_STATE_ONFOOT && GetPVarInt(playerid, "JustCreatedHouse") == 1)
{
foreach(Houses, h)
{
if(checkpointid == HouseCPOut[h])
{
DeletePVar(playerid, "JustCreatedHouse");
break;
}
}
}
return 1;
}
#else
public OnPlayerPickUpDynamicPickup(playerid, pickupid)
{
if(GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
{
new string[256], tmpstring[50];
foreach(Houses, h)
{
if(pickupid == HousePickupOut[h])
{
SetPVarInt(playerid, "LastHouseCP", h);
if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
{
SetPlayerHouseInterior(playerid, h);
ShowInfoBoxEx(playerid, COLOUR_INFO, I_HMENU);
break;
}
format(tmpstring, sizeof(tmpstring), "HouseKeys_%d", h);
if(GetPVarInt(playerid, tmpstring) == 1)
{
SetPlayerHouseInterior(playerid, h);
break;
}
if(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
{
if(hInfo[h][HousePassword] == udb_hash("INVALID_HOUSE_PASSWORD"))
{
switch(hInfo[h][ForSale])
{
case 0: ShowInfoBox(playerid, LABELTEXT2, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], h);
case 1:
{
switch(hInfo[h][HousePrivacy])
{
case 0: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In", "Select", "Cancel");
case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
}
}
}
break;
}
if(hInfo[h][HousePassword] != udb_hash("INVALID_HOUSE_PASSWORD"))
{
switch(hInfo[h][ForSale])
{
case 0:
{
switch(hInfo[h][HousePrivacy])
{
case 0: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In", "Select", "Cancel");
case 1: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In\nEnter House", "Select", "Cancel");
}
}
case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
}
break;
}
}
if(!strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE) && hInfo[h][HouseValue] > 0 && GetPVarInt(playerid, "JustCreatedHouse") == 0)
{
format(string, sizeof(string), HMENU_BUY_HOUSE, hInfo[h][HouseValue]);
ShowPlayerDialog(playerid, HOUSEMENU+4, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
break;
}
}
if(pickupid == HousePickupInt[h])
{
switch(GetPVarInt(playerid, "HousePreview"))
{
case 0: ExitHouse(playerid, h);
#if GH_HINTERIOR_UPGRADE == true
case 1:
{
GetPVarString(playerid, "HousePrevName", tmpstring, 50);
format(string, sizeof(string), HMENU_BUY_HINTERIOR, tmpstring, GetPVarInt(playerid, "HousePrevValue"));
ShowPlayerDialog(playerid, HOUSEMENU+17, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
}
#endif
}
break;
}
}
}
return 1;
}
#endif
stock Float:DistanceToPoint(Float:X1, Float:Y1, Float:Z1, Float:X2, Float:Y2, Float:Z2) return Float:floatsqroot(((X2 - X1) * (X2 - X1)) + ((Y2 - Y1) * (Y2 - Y1)) + ((Z2 - Z1) * (Z2 - Z1)));
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
new string[400], _tmpstring[256], INI:file, filename[HOUSEFILE_LENGTH], h = GetPVarInt(playerid, "LastHouseCP"), amount = floatround(strval(inputtext));
format(filename, sizeof(filename), FILEPATH, h);
if(dialogid == HOUSEMENU && response)
{
switch(listitem)
{
case 0: ShowPlayerDialog(playerid, HOUSEMENU+19, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Set House For Sale\nCancel Active House Sale\nSell House", "Select", "Cancel");
case 1:
{
#if GH_USE_HOUSESTORAGE == false
ShowInfoBoxEx(playerid, COLOUR_INFO, E_NO_HOUSESTORAGE);
#else
#if GH_USE_WEAPONSTORAGE == true
ShowPlayerDialog(playerid, HOUSEMENU+18, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Money Storage\nWeapon Storage", "Select", "Cancel");
#else
ShowPlayerDialog(playerid, HOUSEMENU+10, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Deposit Money\nWithdraw Money\nCheck Balance", "Select", "Cancel");
#endif
#endif
}
case 2: ShowPlayerDialog(playerid, HOUSEMENU+14, DIALOG_STYLE_INPUT, INFORMATION_HEADER, "Type In The New House Name Below:\n\nPress 'Cancel' To Cancel", "Done", "Cancel");
case 3: ShowPlayerDialog(playerid, HOUSEMENU+13, DIALOG_STYLE_INPUT, INFORMATION_HEADER, "Type In The New House Password Below:\nLeave The Box Empty If You Want To Keep Your Current House Password.\nPress 'Remove' To Remove The House Password.", "Done", "Remove");
case 4:
{
#if GH_HINTERIOR_UPGRADE == true
ShowPlayerDialog(playerid, HOUSEMENU+16, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Preview House Interior\nBuy House Interior", "Select", "Cancel");
#else
ShowPlayerDialog(playerid, HOUSEMENU+24, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Open House For Visitors\nClose House For Visitors", "Select", "Cancel");
#endif
}
case 5:
{
#if GH_HINTERIOR_UPGRADE == true
ShowPlayerDialog(playerid, HOUSEMENU+24, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Open House For Visitors\nClose House For Visitors", "Select", "Cancel");
#else
new tmpcount = 1, total = (CountPlayersInHouse(h) - 1);
if(CountPlayersInHouse(h) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NONE_IN_HOUSE);
CMDSString = "";
foreach(Player, i)
{
if(!IsPlayerInHouse(i, h)) continue;
if(playerid == i) continue;
if(tmpcount == total)
{
format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s", tmpcount, pNick(i), i);
}
else format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s (%d)\n", tmpcount, pNick(i), i);
strcat(CMDSString, _tmpstring);
tmpcount++;
}
ShowPlayerDialog(playerid, HOUSEMENU+25, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Select", "Cancel");
#endif
}
case 6:
{
#if GH_HINTERIOR_UPGRADE == true
new tmpcount = 1, total = (CountPlayersInHouse(h) - 1);
if(CountPlayersInHouse(h) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NONE_IN_HOUSE);
CMDSString = "";
foreach(Player, i)
{
if(!IsPlayerInHouse(i, h)) continue;
if(playerid == i) continue;
if(tmpcount == total)
{
format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s", tmpcount, pNick(i), i);
}
else format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s (%d)\n", tmpcount, pNick(i), i);
strcat(CMDSString, _tmpstring);
tmpcount++;
}
ShowPlayerDialog(playerid, HOUSEMENU+25, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Select", "Cancel");
#else
ShowPlayerDialog(playerid, HOUSEMENU+27, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House Alarm\t\t$"#HUPGRADE_ALARM"\nBuy Security Camera\t\t$"#HUPGRADE_CAMERA"\nBuy House Security Dog\t$"#HUPGRADE_DOG"\nBuy Better Houselock\t\t$"#HUPGRADE_UPGRADED_HLOCK"", "Select", "Cancel");
#endif
}
case 7: ShowPlayerDialog(playerid, HOUSEMENU+27, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House Alarm\t\t$"#HUPGRADE_ALARM"\nBuy Security Camera\t\t$"#HUPGRADE_CAMERA"\nBuy House Security Dog\t$"#HUPGRADE_DOG"\nBuy Better Houselock\t\t$"#HUPGRADE_UPGRADED_HLOCK"", "Select", "Cancel");
}
return 1;
}
And also, if this house system has too many bugs, do you recommend a one that works good, that has the beacon system you walk into when buying/entering. I dont like the green house icon code. I much prefer the red circle you can walk into. Thanks