13.12.2011, 20:15
pawn Code:
#include <a_samp>
#include <dini>
#define PATH "Weapons" // Folder where players data saved
new bool:AlreadyGiveWeapons[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
AlreadyGiveWeapons[playerid] = false;
return 1;
}
public OnPlayerDisconnect(playerid, reason)
{
SaveWeaponsToFile(playerid);
return 1;
}
SaveWeaponsToFile(playerid)
{
new i, path[50], string[128], weaponid, ammo;
path = GetPlayerFormattedName(playerid);
if (!dini_Exists(path)) dini_Create(path);
for (i=0; i<13; i++)
{
GetPlayerWeaponData(playerid,i,weaponid,ammo);
format(string,sizeof(string),"Weapon - %d",i);
dini_IntSet(path,string,weaponid);
format(string,sizeof(string),"AmmoID - %d",i);
dini_IntSet(path,string,ammo == 65535 ? 0 : ammo);
}
}
forward LoadWeaponsToFile(playerid);
public LoadWeaponsToFile(playerid)
{
new i, path[50], string[128], weaponid, ammo;
path = GetPlayerFormattedName(playerid);
ResetPlayerWeapons(playerid);
for (i=0; i<13; i++)
{
format(string,sizeof(string),"Weapon - %d",i);
weaponid = dini_Int(path,string);
format(string,sizeof(string),"AmmoID - %d",i);
ammo = dini_Int(path,string);
GivePlayerWeapon(playerid,weaponid,ammo);
}
AlreadyGiveWeapons[playerid] = true;
}
GetPlayerFormattedName(playerid)
{
new name[24], full[50];
GetPlayerName(playerid,name,sizeof(name));
format(full,sizeof(full),"%s/%s.txt",PATH,name);
return full;
}
public OnPlayerSpawn(playerid)
{
if (!AlreadyGiveWeapons[playerid]) SetTimerEx("LoadWeaponsToFile",250,false,"i",playerid);
return 1;
}
For some reason this crashes players near the person who dies.
Does anyone know why this happens?
THAT and, if anyone else has a different method please help / explain how to use it.