02.08.2011, 15:45
Maybe this is what you want:
I got much more that maybe can be what you need to but take a look at this first
pawn Код:
new tuned;
pawn Код:
//--------------------------------Load Vehicles---------------------------------
vehcount = CountVehicles(V_FILE_LOAD);
LoadVehicles();
for(new c=1;c<=vehcount;c++)
{
ModVehicle(c);
}
pawn Код:
stock ModVehicle(vehicleid)
{
new tuned2 = 0;
if(VehicleInfo[vehicleid][mod1] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod1]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod2] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod2]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod3] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod3]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod4] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod4]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod5] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod5]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod6] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod6]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod7] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod7]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod8] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod8]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod9] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod9]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod10] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod10]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod11] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod11]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod12] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod12]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod13] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod13]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod14] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod14]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod15] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod15]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod16] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod16]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][mod17] != 0) {
AddVehicleComponent(vehicleid,VehicleInfo[vehicleid][mod17]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][color_1] > -1 || VehicleInfo[vehicleid][color_2] > -1) {
ChangeVehicleColor(vehicleid,VehicleInfo[vehicleid][color_1],VehicleInfo[vehicleid][color_2]);
tuned2 = 1;
}
if(VehicleInfo[vehicleid][paintjob] > -1) {
ChangeVehiclePaintjob(vehicleid,VehicleInfo[vehicleid][paintjob]);
tuned2 = 1;
}
if(tuned2 == 1) {
tuned++;
}
}