01.06.2011, 01:14
pawn Код:
#include <a_samp>
#include <JunkBuster>
#define FILTERSCRIPT
#include <a_samp>
new Text:SPEEDOS[MAX_PLAYERS];
new Text:HEALTH[MAX_PLAYERS];
new Text:ALT[MAX_PLAYERS];
forward Speedometer(playerid);
public OnFilterScriptInit()
{
SetTimer("Speedometer", 100, true);
return 1;
}
public OnPlayerConnect(playerid)
{
SPEEDOS[playerid] = TextDrawCreate(10.0,200.0," ");
TextDrawShowForPlayer(playerid,SPEEDOS[playerid]);
HEALTH[playerid] = TextDrawCreate(10.0,180.0," ");
TextDrawShowForPlayer(playerid,HEALTH[playerid]);
ALT[playerid] = TextDrawCreate(10.0,160.0," "); //Added this
TextDrawShowForPlayer(playerid,ALT[playerid]); //Added this
return 1;
}
public Speedometer(playerid)
{
new vehicleid,Float:speed_x,Float:speed_y,Float:speed_z,Float:final_speed,speed_string[256],final_speed_int;
vehicleid = GetPlayerVehicleID(playerid);
new Float:vehicle_health,final_vehicle_health,health_string[256];
if(vehicleid != 0)
{
GetVehicleVelocity(vehicleid,speed_x,speed_y,speed_z);
final_speed = floatsqroot(((speed_x*speed_x)+(speed_y*speed_y))+(speed_z*speed_z))*199.4166672; // 250.666667 = kmph // 199,4166672= mph
final_speed_int = floatround(final_speed,floatround_round);
format(speed_string,256,"Speed: %i MPH",final_speed_int);
TextDrawSetString(SPEEDOS[playerid], speed_string);
GetVehicleHealth(vehicleid,vehicle_health);
final_vehicle_health = floatround(floatround(vehicle_health - 250)/ 7.5); //This will make the health show at 100 when the vehicle is not damaged and at 0 when it is in fire.
format(health_string,256,"Health: %i", final_vehicle_health);
TextDrawSetString(HEALTH[playerid], health_string);
}
else
{
TextDrawSetString(SPEEDOS[playerid], " ");
TextDrawSetString(HEALTH[playerid], " ");
TextDrawSetString(ALT[playerid], " "); //Added this
}
return 1;
}
stock Find(playerid)
{
new Float:X,Float:Y,Float:Z;
GetPlayerPos(playerid,X,Y,Z);
return X,Y,Z;
}