12.07.2012, 02:31
Hello i think i am use wrong Pwno please see...
This is Pwno Of PPc Trucking?:
This is Pwno Of PPc Trucking?:
Код:
// Make sure you don't get warnings about tabsize #pragma tabsize 0 // ******************************************************************************************************************** // Set default gamemode name // ******************************************************************************************************************** #define GameModeName "...." // ******************************************************************************************************************** // Limit the amount of cops with a value greater than 0 // Setting this to "3" would mean: // - having 3 normal players (non-cop players) before the first cop can join the server // - having 6 normal players before 2 cops can be active // - having 9 normal players before the third cop can join and so on // Leaving this at 0 disables the police-limitation, so anyone can choose the police class anytime // ******************************************************************************************************************** new PlayersBeforePolice = 0; // ******************************************************************************************************************** // ******************************************************************************************************************** // Include default files #include <a_samp> #include <zcmd> #include <dutils> #include <sscanf2> #include <streamer> #include <ZCMD> // Include all define-statements and custom-type declarations and the arrays which use them // These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays // Also include the defined loads (for truckers, military, mafia, ...) and locations arrays #include <PPC_DefTexts> #include <PPC_ServerSettings> #include <PPC_Defines> #include <PPC_DefLocations> #include <PPC_DefLoads> #include <PPC_DefCars> #include <PPC_DefPlanes> #include <PPC_DefTrailers> #include <PPC_DefBuyableVehicles> // Include functions for this gamemode #include <PPC_GlobalTimer> #include <PPC_Common> #include <PPC_Housing> #include <PPC_Business> #include <PPC_GameModeInit> #include <PPC_FileOperations> #include <PPC_Speedometer> #include <PPC_MissionsTrucking> #include <PPC_MissionsBus> #include <PPC_MissionsPilot> #include <PPC_MissionsPolice> #include <PPC_MissionsMafia> #include <PPC_MissionsAssistance> #include <PPC_MissionsCourier> #include <PPC_MissionsRoadworker> #include <PPC_Convoys> #include <PPC_Dialogs> #include <PPC_PlayerCommands> #include <PPC_Toll> // The main function (used only once when the server loads) main() { // Print some standard lines to the server's console print("\n----------------------------------"); print(GameModeName); print("----------------------------------\n"); } // This callback gets called when the server initializes the gamemode public OnGameModeInit() { new HostCommand[128]; // Change the hostname format(HostCommand, 128, "hostname %s", GameModeName); SendRconCommand(HostCommand); SetGameModeText(GameModeName); // Set the Mode of the gamemode, which appears in the list of servers GameModeInit_VehiclesPickups(); // Add all static vehicles and pickups when the server starts that are required (also load the houses) GameModeInit_Classes(); // Add character models to the class-selection (without weapons) Convoys_Init(); // Setup textdraws and default data for convoys ShowPlayerMarkers(1); // Show players on the entire map (and on the radar) ShowNameTags(1); // Show player names (and health) above their head ManualVehicleEngineAndLights(); // Let the server control the vehicle's engine and lights EnableStuntBonusForAll(0); // Disable stunt bonus for all players DisableInteriorEnterExits(); // Removes all building-entrances in the game UsePlayerPedAnims(); // Use CJ's walking animation // Start the timer that will show timed messages every 2 minutes SetTimer("Timer_TimedMessages", 1000 * 60 * 2, true); // Start the timer that will show a random bonus mission for truckers every 5 minutes SetTimer("ShowRandomBonusMission", 1000 * 60 * 5, true); // Start the timer that checks the toll-gates SetTimer("Toll", 1000, true); // Fix the bugged houses (after fixing the houses, you can remove this line, as it's not needed anymore) FixHouses(); // While the gamemode starts, start the global timer, and run it every second SetTimer("GlobalTimer", 1000, true); return 1; } // This callback gets called when a player connects to the server public OnPlayerConnect(playerid) { // Always allow NPC's to login without password or account if (IsPlayerNPC(playerid)) return 1; // Setup local variables new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID; // Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints SetPVarInt(playerid, "PVarMoney", 0); SetPVarInt(playerid, "PVarScore", 0); // Get the playername GetPlayerName(playerid, Name, sizeof(Name)); // Also store this name for the player GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24); // Send a message to all players to let them know somebody else joined the server format(NewPlayerMsg, 128, TXT_PlayerJoinedServer, Name, playerid); SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg); // Try to load the player's datafile ("PlayerFile_Load" returns "1" is the file has been read, "0" when the file cannot be read) if (PlayerFile_Load(playerid) == 1) { // Check if the player is still banned if (APlayerData[playerid][BanTime] < gettime()) // Player ban-time is passed ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT, TXT_DialogLoginTitle, TXT_DialogLoginMsg, TXT_DialogLoginButton1, TXT_DialogButtonCancel); else // Player is still banned { ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds Kick(playerid); // Kick the player } } else ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, TXT_DialogRegisterTitle, TXT_DialogRegisterMsg, TXT_DialogRegisterButton1, TXT_DialogButtonCancel); // The houses have been loaded but not the cars, so load all vehicles assigned to the player's houses for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++) { // Get the HouseID from this slot HouseID = APlayerData[playerid][Houses][HouseSlot]; // Check if there is a house in this slot if (HouseID != 0) HouseFile_Load(HouseID, true); // Load the cars of the house } // Speedometer setup Speedometer_Setup(playerid); // MissionText TextDraw setup APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, " "); // Setup the missiontext at the bottom of the screen TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext // Display a message if the player hasn't accepted the rules yet if (APlayerData[playerid][RulesRead] == false) SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You haven't accepted the {FFFF00}/rules{FF0000} yet"); return 1; } // This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds) ShowRemainingBanTime(playerid) { // Setup local variables new TotalBanTime, Days, Hours, Minutes, Seconds, Msg[128]; // Get the total ban-time TotalBanTime = APlayerData[playerid][BanTime] - gettime(); // Calculate days if (TotalBanTime >= 86400) { Days = TotalBanTime / 86400; TotalBanTime = TotalBanTime - (Days * 86400); } // Calculate hours if (TotalBanTime >= 3600) { Hours = TotalBanTime / 3600; TotalBanTime = TotalBanTime - (Hours * 3600); } // Calculate minutes if (TotalBanTime >= 60) { Minutes = TotalBanTime / 60; TotalBanTime = TotalBanTime - (Minutes * 60); } // Calculate seconds Seconds = TotalBanTime; // Display the remaining ban-time for this player SendClientMessage(playerid, 0xFFFFFFFF, TXT_StillBanned); format(Msg, 128, TXT_BannedDuration, Days, Hours, Minutes, Seconds); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } // This callback gets called when a player disconnects from the server public OnPlayerDisconnect(playerid, reason) { // Always allow NPC's to logout without password or account if (IsPlayerNPC(playerid)) return 1; // Setup local variables new Name[24], Msg[128], HouseID; // Get the playername GetPlayerName(playerid, Name, sizeof(Name)); // Stop spectate mode for all players who are spectating this player for (new i; i < MAX_PLAYERS; i++) if (IsPlayerConnected(i)) // Check if the player is connected if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody if (APlayerData[i][SpectateID] == playerid) // Check if this player is spectating me { TogglePlayerSpectating(i, 0); // Turn off spectate-mode APlayerData[i][SpectateID] = INVALID_PLAYER_ID; APlayerData[i][SpectateType] = ADMIN_SPEC_TYPE_NONE; SendClientMessage(i, 0xFFFFFFFF, "{FF0000}Target player has logged off, ending spectate mode"); } // Send a message to all players to let them know somebody left the server format(Msg, 128, TXT_PlayerLeftServer, Name, playerid); SendClientMessageToAll(0xFFFFFFFF, Msg); // If the player entered a proper password (the player has an account) if (strlen(APlayerData[playerid][PlayerPassword]) != 0) { // Save the player data and his houses PlayerFile_Save(playerid); } // Stop any job that may have started (this also clears all mission data) switch (APlayerData[playerid][PlayerClass]) { case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job case ClassPolice: Police_EndJob(playerid); // Stop any police job case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job case ClassAssistance: Assistance_EndJob(playerid); case ClassRoadWorker: Roadworker_EndJob(playerid); } // If the player is part of a convoy, kick him from it Convoy_Leave(playerid); // Unload all the player's house-vehicles to make room for other player's vehicles for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++) { // Get the HouseID from this slot HouseID = APlayerData[playerid][Houses][HouseSlot]; // Check if there is a house in this slot if (HouseID != 0) { // Unload the cars of the house House_RemoveVehicles(HouseID); // Set the house so it cannot be entered by anyone (close the house) AHouseData[HouseID][HouseOpened] = false; } } // Clear the data in the APlayerData array to make sure the next player with the same id doesn't hold wrong data APlayerData[playerid][SpectateID] = -1; APlayerData[playerid][SpectateVehicle] = -1; APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_NONE; APlayerData[playerid][LoggedIn] = false; APlayerData[playerid][AssistanceNeeded] = false; APlayerData[playerid][PlayerPassword] = 0; APlayerData[playerid][PlayerLevel] = 0; APlayerData[playerid][PlayerJailed] = 0; APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer APlayerData[playerid][Bans] = 0; APlayerData[playerid][BanTime] = 0; APlayerData[playerid][Muted] = false; APlayerData[playerid][RulesRead] = false; APlayerData[playerid][AutoReportTime] = 0; APlayerData[playerid][TruckerLicense] = 0; APlayerData[playerid][BusLicense] = 0; APlayerData[playerid][PlayerClass] = 0; APlayerData[playerid][Warnings] = 0; APlayerData[playerid][PlayerMoney] = 0; APlayerData[playerid][PlayerScore] = 0; for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++) APlayerData[playerid][Houses][HouseSlot] = 0; for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++) APlayerData[playerid][Business][BusSlot] = 0; APlayerData[playerid][CurrentHouse] = 0; // Clear bank account info APlayerData[playerid][BankPassword] = 0; APlayerData[playerid][BankLoggedIn] = false; APlayerData[playerid][BankMoney] = 0; // Clear stats APlayerData[playerid][StatsTruckerJobs] = 0; APlayerData[playerid][StatsConvoyJobs] = 0; APlayerData[playerid][StatsBusDriverJobs] = 0; APlayerData[playerid][StatsPilotJobs] = 0; APlayerData[playerid][StatsMafiaJobs] = 0; APlayerData[playerid][StatsMafiaStolen] = 0; APlayerData[playerid][StatsPoliceFined] = 0; APlayerData[playerid][StatsPoliceJailed] = 0; APlayerData[playerid][StatsCourierJobs] = 0; APlayerData[playerid][StatsRoadworkerJobs] = 0; APlayerData[playerid][StatsAssistance] = 0; APlayerData[playerid][StatsMetersDriven] = 0.0; // Clear police warnings APlayerData[playerid][PoliceCanJailMe] = false; APlayerData[playerid][PoliceWarnedMe] = false; APlayerData[playerid][Value_PoliceCanJailMe] = 0; // Make sure the jailtimer has been destroyed KillTimer(APlayerData[playerid][PlayerJailedTimer]); KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]); // Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0 Speedometer_Cleanup(playerid); // Also destroy the missiontext TextDraw for this player TextDrawDestroy(APlayerData[playerid][MissionText]); // Destroy a rented vehicle is the player had any if (APlayerData[playerid][RentedVehicleID] != 0) { // Clear the data for the already rented vehicle AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0; AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0; AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false; AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0; AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0; for (new j; j < 14; j++) { AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0; } // Destroy the vehicle DestroyVehicle(APlayerData[playerid][RentedVehicleID]); // Clear the RentedVehicleID APlayerData[playerid][RentedVehicleID] = 0; } return 1; } // This callback gets called whenever a player uses the chat-box public OnPlayerText(playerid, text[]) { // Block the player's text if he has been muted if (APlayerData[playerid][Muted] == true) { // Let the player know he's still muted SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You are still muted"); // Don't allow his text to be sent to the chatbox return 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 DialogRegister: Dialog_Register(playerid, response, inputtext); // The "Register"-dialog case DialogLogin: Dialog_Login(playerid, response, inputtext); // The "Login"-dialog case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem); case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem); case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem); case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem); case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses) case DialogRules: Dialog_Rules(playerid, response); case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load) case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation) case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation) case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job) case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute) case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem); case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure) case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure) case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure) case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog case DialogNeon: Dialog_Neon(playerid, response, listitem); // The neon-dialog case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem); case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem); case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem); case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before case DialogSellCar: Dialog_SellCar(playerid, response, listitem); case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response); case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem); case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem); case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response); 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 case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext); case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext); case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem); case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext); case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext); case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext); case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext); case DialogBankCancel: Dialog_BankCancel(playerid, response); case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem); case DialogHelpItem: Dialog_HelpItem(playerid, response); case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext); case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext); case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response); } return 1; } // this callback gets called when a player clicks on another player on the scoreboard public OnPlayerClickPlayer(playerid, clickedplayerid, source) { // Check if the player is an admin of at least level 1 if (APlayerData[playerid][PlayerLevel] >= 1) { // Setup local variables new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses; // Construct the dialog-title GetPlayerName(clickedplayerid, Name, sizeof(Name)); format(DialogTitle, 128, "Statistics of player: %s", Name); // Add the IP of the player to the list GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP)); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Player-IP: {00FF00}%s\n", PlayerStatList, PlayerIP); // Add the level of the player to the list format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Admin-level: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]); // Add the class of the player to the list switch(APlayerData[clickedplayerid][PlayerClass]) { case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Trucker\n", PlayerStatList); case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Bus driver\n", PlayerStatList); case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Pilot\n", PlayerStatList); case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Police\n", PlayerStatList); case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Mafia\n", PlayerStatList); case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Courier\n", PlayerStatList); case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Assistance\n", PlayerStatList); } // Add money and score of the player to the list format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Money: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Score: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]); // Add wanted-level of the player to the list format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Wanted-level: {00FF00}%i\n", PlayerStatList, GetPlayerWantedLevel(clickedplayerid)); // Add truckerlicense and busdriver license of the player to the list if (APlayerData[clickedplayerid][TruckerLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trucker License: {00FF00}Yes\n", PlayerStatList); else format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trucker License: {00FF00}No\n", PlayerStatList); if (APlayerData[clickedplayerid][BusLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Bus License: {00FF00}Yes\n", PlayerStatList); else format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Bus License: {00FF00}No\n", PlayerStatList); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed trucker jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsTruckerJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed convoy jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsConvoyJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed busdriver jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsBusDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed pilot jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPilotJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed mafia jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsMafiaJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Stolen mafia-loads: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsMafiaStolen]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Fined players: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPoliceFined]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Jailed players: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPoliceJailed]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed courier jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsCourierJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed roadworker jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsRoadworkerJobs]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Assisted players: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsAssistance]); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Meters driven: {00FF00}%f\n", PlayerStatList, APlayerData[clickedplayerid][StatsMetersDriven]); // Count the number of houses/businesses that the player has and add them to the list for (new i; i < MAX_HOUSESPERPLAYER; i++) if (APlayerData[clickedplayerid][Houses][i] != 0) NumHouses++; for (new i; i < MAX_BUSINESSPERPLAYER; i++) if (APlayerData[clickedplayerid][Business][i] != 0) NumBusinesses++; format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Houses: {00FF00}%i (double-click for stats)\n", PlayerStatList, NumHouses); format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Businesses: {00FF00}%i (double-click for stats)\n", PlayerStatList, NumBusinesses); // Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars) APlayerData[playerid][DialogOtherPlayer] = clickedplayerid; // Show the statistics of the other player ShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player buy a license } return 1; } // This callback gets called when a player picks up any pickup public OnPlayerPickUpPickup(playerid, pickupid) { // If the player picks up the Buy_License pickup at the driving school in Doherty if (pickupid == Pickup_License) // Ask the player which license he wants to buy ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, TXT_DialogLicenseTitle, TXT_DialogLicenseList, TXT_DialogButtonBuy, TXT_DialogButtonCancel); // Let the player buy a license return 1; } // This callback gets called when a player spawns somewhere public OnPlayerSpawn(playerid) { // Always allow NPC's to spawn without logging in if (IsPlayerNPC(playerid)) return 1; // Check if the player properly logged in by typing his password if (APlayerData[playerid][LoggedIn] == false) { SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly); Kick(playerid); // Kick the player if he didn't log in properly } // Setup local variables new missiontext[200]; // Spawn the player in the global world (where everybody plays the game) SetPlayerVirtualWorld(playerid, 0); SetPlayerInterior(playerid, 0); // Also set a variable that tracks in which house the player currently is APlayerData[playerid][CurrentHouse] = 0; // Disable the clock TogglePlayerClock(playerid, 0); // Delete all weapons from the player ResetPlayerWeapons(playerid); // Set the missiontext based on the chosen class switch (APlayerData[playerid][PlayerClass]) { case ClassTruckDriver: // Truck-driver class { format(missiontext, sizeof(missiontext), Trucker_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassBusDriver: // Bus-driver class { format(missiontext, sizeof(missiontext), BusDriver_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassPilot: // Pilot class { format(missiontext, sizeof(missiontext), Pilot_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map) } case ClassPolice: // Police class { format(missiontext, sizeof(missiontext), Police_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Police_CheckWantedPlayers", 1000, true, "i", playerid); // Check if the police player can get weapons if (PoliceGetsWeapons == true) { // Give up to 12 weapons to the player for (new i; i < 12; i++) GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo); } } case ClassMafia: // Mafia class { format(missiontext, sizeof(missiontext), Mafia_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Mafia_CheckMafiaLoads", 1000, true, "i", playerid); } case ClassCourier: // Courier class { format(missiontext, sizeof(missiontext), Courier_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map) } case ClassAssistance: // Assistance class { format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Assistance_CheckPlayers", 1000, true, "i", playerid); } case ClassRoadWorker: // Roadworker class { format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map) } } // Set the missiontext TextDrawSetString(APlayerData[playerid][MissionText], missiontext); // Show the missiontext for this player TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]); // If the player spawns and his jailtime hasn't passed yet, put him back in jail if (APlayerData[playerid][PlayerJailed] != 0) Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]); return 1; } // This callback gets called whenever a player enters a checkpoint public OnPlayerEnterCheckpoint(playerid) { // Check the player's class switch (APlayerData[playerid][PlayerClass]) { case ClassTruckDriver: // Truckdriver class Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods) case ClassBusDriver: // BusDriver class { GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job BusDriver_EndJob(playerid); // End the current mission } case ClassPilot: // Pilot class Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload) case ClassMafia: // Mafia class Mafia_OnPlayerEnterCheckpoint(playerid); case ClassCourier: // Courier class Courier_OnPlayerEnterCheckpoint(playerid); case ClassRoadWorker: // Roadworker class { // Only end the mission when doing "repair-speedcamera" jobtype (checkpoint is the base of the roadworker) if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera's { GameTextForPlayer(playerid, TXT_RoadworkerMissionPassed, 3000, 4); // Show a message to let the player know he finished his job Roadworker_EndJob(playerid); // End the current mission } if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder Roadworker_EnterCheckpoint(playerid); } } return 1; } // This callback gets called when a player enters a race-checkpoint public OnPlayerEnterRaceCheckpoint(playerid) { // Check the player's class switch (APlayerData[playerid][PlayerClass]) { case ClassBusDriver: // BusDriver class Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint case ClassRoadWorker: // Roadworker class Roadworker_EnterRaceCheckpoint(playerid); } return 1; } // Cmd for teleport by Fahim #include <ZCMD> public OnPlayerCommandText(playerid, cmdtext[]) { if(strcmp(cmdtext, "/myroom", true, 10) == 0) { SetPlayerPos(playerid, 1638.0869,-1145.4698,23.9063); SendClientMessage(playerid, 0x00FF00AA, "You have teleported to /MyRoom."); return 1; } return 1; } // This callback gets called whenever a player dies public OnPlayerDeath(playerid, killerid, reason) { // Setup local variables new VictimName[24], KillerName[24], Msg[128]; // Clear the missiontext TextDrawSetString(APlayerData[playerid][MissionText], " "); // Hide the missiontext for this player (when the player is choosing a class, it's not required to show any mission-text) TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]); // Stop any job that may have started switch (APlayerData[playerid][PlayerClass]) { case ClassTruckDriver: Trucker_EndJob(playerid); case ClassBusDriver: BusDriver_EndJob(playerid); case ClassPilot: Pilot_EndJob(playerid); case ClassPolice: Police_EndJob(playerid); case ClassMafia: Mafia_EndJob(playerid); case ClassCourier: Courier_EndJob(playerid); case ClassAssistance: Assistance_EndJob(playerid); case ClassRoadWorker: Roadworker_EndJob(playerid); } // If the player is part of a convoy, kick him from it Convoy_Leave(playerid); // If another player kills you, he'll get an extra star of his wanted level if (killerid != INVALID_PLAYER_ID) { // Increase the wanted level of the killer by one star SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 1); // Get the name of the killed player and the killer GetPlayerName(playerid, VictimName, sizeof(VictimName)); GetPlayerName(killerid, KillerName, sizeof(KillerName)); // Let the killed know the police are informed about the kill format(Msg, 128, "{FF0000}You've killed {FFFF00}%s{FF0000}, you're wanted by the police now", VictimName); SendClientMessage(killerid, 0xFFFFFFFF, Msg); // Inform all police players about the kill format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} killed {FFFF00}%s{00FF00}, pursue and fine him", KillerName, VictimName); Police_SendMessage(Msg); } return 1; } // This callback gets called when the player is selecting a class (but hasn't clicked "Spawn" yet) public OnPlayerRequestClass(playerid, classid) { SetPlayerInterior(playerid,14); SetPlayerPos(playerid,258.4893,-41.4008,1002.0234); SetPlayerFacingAngle(playerid, 270.0); SetPlayerCameraPos(playerid,256.0815,-43.0475,1004.0234); SetPlayerCameraLookAt(playerid,258.4893,-41.4008,1002.0234); // Display a short message to inform the player about the class he's about to choose switch (classid) { case 0, 1, 2, 3, 4, 5, 6, 7: // Classes that will be truckdrivers { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassTrucker, 3000, 4); // Store the class for the player (truckdriver) APlayerData[playerid][PlayerClass] = ClassTruckDriver; } case 8, 9: // Classes that will be bus-drivers { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassBusDriver, 3000, 4); // Store the class for the player (busdriver) APlayerData[playerid][PlayerClass] = ClassBusDriver; } case 10: // Classes that will be Pilot { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassPilot, 3000, 4); // Store the class for the player (pilot) APlayerData[playerid][PlayerClass] = ClassPilot; } case 11, 12, 13: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassPolice, 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassPolice; } case 14, 15, 16: // Classes that will be mafia { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassMafia, 3000, 4); // Store the class for the player (mafia) APlayerData[playerid][PlayerClass] = ClassMafia; } case 17, 18: // Classes that will be courier { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassCourier, 3000, 4); // Store the class for the player (courier) APlayerData[playerid][PlayerClass] = ClassCourier; } case 19: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassAssistance, 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassAssistance; } case 20, 21, 22: // Classes that will be roadworker { // Display the name of the class GameTextForPlayer(playerid, TXT_ClassRoadWorker, 3000, 4); // Store the class for the player (roadworker) APlayerData[playerid][PlayerClass] = ClassRoadWorker; } } return 1; } // This callback is called when the player attempts to spawn via class-selection public OnPlayerRequestSpawn(playerid) { new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128]; // Get the player's name GetPlayerName(playerid, Name, sizeof(Name)); // Choose a random spawnlocation based on the player's class switch (APlayerData[playerid][PlayerClass]) { case ClassTruckDriver: { Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation x = ASpawnLocationsTrucker[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsTrucker[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsTrucker[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsTrucker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Trucker class", Name); } case ClassBusDriver: { Index = random(sizeof(ASpawnLocationsBusDriver)); x = ASpawnLocationsBusDriver[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsBusDriver[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsBusDriver[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsBusDriver[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Busdriver class", Name); } case ClassPilot: { Index = random(sizeof(ASpawnLocationsPilot)); x = ASpawnLocationsPilot[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsPilot[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsPilot[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsPilot[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Pilot class", Name); } case ClassPolice: { // Count the number of normal players (all classes except police) and count the amount of police players new NormalPlayers, PolicePlayers, bool:CanSpawnAsCop = false; // Block this check if PlayersBeforePolice is set to 0 (this allows anyone to join as police) if (PlayersBeforePolice > 0) { // Loop through all players for (new pid; pid < MAX_PLAYERS; pid++) { // Exclude this player, as he doesn't have a class yet, he's still choosing here if (pid != playerid) { // Also exclude all players who are still in the class-selection screen, as they don't have a class selected yet if (GetPlayerInterior(pid) != 14) { // Check if this player is logged in if (APlayerData[pid][LoggedIn] == true) { // Count the amount of normal players and police players switch (APlayerData[pid][PlayerClass]) { case ClassPolice: PolicePlayers++; case ClassTruckDriver, ClassBusDriver, ClassPilot, ClassMafia, ClassCourier, ClassAssistance, ClassRoadWorker: NormalPlayers++; } } } } } // Check if there are less police players than allowed if (PolicePlayers < (NormalPlayers / PlayersBeforePolice)) CanSpawnAsCop = true; // There are less police players than allowed, so the player can choose this class else CanSpawnAsCop = false; // The maximum amount of police players has been reached, the player can't choose to be a cop // Check if the player isn't allowed to spawn as police if (CanSpawnAsCop == false) { // Let the player know the maximum amount of cops has been reached GameTextForPlayer(playerid, "Maximum amount of cops already reached", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}The maximum amount of cops has been reached already, please select another class"); return 0; // Don't allow the player to spawn as police player } } // If the player has less than 100 scorepoints if (APlayerData[playerid][PlayerScore] < 100) { // Let the player know he needs 100 scorepoints GameTextForPlayer(playerid, "You need 100 scorepoints for police class", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You need 100 scorepoints for police class"); return 0; // Don't allow the player to spawn as police player } // If the player has a wanted level if (GetPlayerWantedLevel(playerid) > 0) { // Let the player know he cannot have a wanted level to join police GameTextForPlayer(playerid, "You are not allowed to choose police class when you're wanted", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You are not allowed to choose police class when you're wanted"); return 0; // Don't allow the player to spawn as police player } Index = random(sizeof(ASpawnLocationsPolice)); x = ASpawnLocationsPolice[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsPolice[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsPolice[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsPolice[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Police class", Name); } case ClassMafia: { Index = random(sizeof(ASpawnLocationsMafia)); x = ASpawnLocationsMafia[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsMafia[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsMafia[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsMafia[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Mafia class", Name); } case ClassCourier: { Index = random(sizeof(ASpawnLocationsCourier)); x = ASpawnLocationsCourier[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsCourier[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsCourier[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsCourier[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Courier class", Name); } case ClassAssistance: { Index = random(sizeof(ASpawnLocationsAssistance)); x = ASpawnLocationsAssistance[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsAssistance[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsAssistance[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsAssistance[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Assistance class", Name); } case ClassRoadWorker: { Index = random(sizeof(ASpawnLocationsRoadWorker)); x = ASpawnLocationsRoadWorker[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsRoadWorker[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsRoadWorker[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsRoadWorker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Roadworker class", Name); } } // Spawn the player with his chosen skin at a random location based on his class SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0); // Send the message to all players (who joined which class) SendClientMessageToAll(0xFFFFFFFF, Msg); return 1; } // This callback gets called when a vehicle respawns at it's spawn-location (where it was created) public OnVehicleSpawn(vehicleid) { // Set the vehicle as not-wanted by the mafia AVehicleData[vehicleid][MafiaLoad] = false; // Also reset the fuel to maximum (only for non-owned vehicles) if (AVehicleData[vehicleid][Owned] == false) AVehicleData[vehicleid][Fuel] = MaxFuel; // Re-apply the paintjob (if any was applied) if (AVehicleData[vehicleid][PaintJob] != 0) { // Re-apply the paintjob ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1); } // Also update the car-color ChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]); // Re-add all components that were installed (if they were there) for (new i; i < 14; i++) { // Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns) RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i)); // Check if the componentslot has a valid component-id if (AVehicleData[vehicleid][Components][i] != 0) AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components][i]); // Add the component to the vehicle } return 1; } // This callback is called when the vehicle leaves a mod shop public OnVehicleRespray(playerid, vehicleid, color1, color2) { // Let the player pay $150 for changing the color (if they have been changed) if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2)) { RewardPlayer(playerid, -150, 0); SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've changed the color of your vehicle for $150"); } // Save the colors AVehicleData[vehicleid][Color1] = color1; AVehicleData[vehicleid][Color2] = color2; // If the primary color is black, remove the paintjob if (color1 == 0) AVehicleData[vehicleid][PaintJob] = 0; return 1; } // This callback gets called when a player enters or exits a mod-shop public OnEnterExitModShop(playerid, enterexit, interiorid) { return 1; } // This callback gets called whenever a player mods his vehicle public OnVehicleMod(playerid, vehicleid, componentid) { // When the player changes a component of his vehicle, reduce the price of the component from the player's money APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000]; // Store the component in the AVehicleData array AVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid; return 1; } // This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it) public OnVehiclePaintjob(playerid, vehicleid, paintjobid) { // Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult) AVehicleData[vehicleid][PaintJob] = paintjobid + 1; return 1; } // This callback gets called whenever a player enters a vehicle public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) { // Setup local variables new engine, lights, alarm, doors, bonnet, boot, objective; // Check if the vehicle has fuel if (AVehicleData[vehicleid][Fuel] > 0) { // Start the engine and turn on the lights GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective); } // Store the player's current location and interior-id, otherwise anti-airbreak hack code could kick you GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]); APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid); return 1; } // This callback gets called when a player exits his vehicle public OnPlayerExitVehicle(playerid, vehicleid) { // Setup local variables new engine, lights, alarm, doors, bonnet, boot, objective; // Check if the player is the driver of the vehicle if (GetPlayerVehicleSeat(playerid) == 0) { // Turn off the lights and engine GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective); } // Chech if the player is a pilot if (APlayerData[playerid][PlayerClass] == ClassPilot) { // If the pilot started a job --> as soon as a pilot leaves his plane while doing a job, he fails his mission if (APlayerData[playerid][JobStarted] == true) { // End the job (clear data) Pilot_EndJob(playerid); // Inform the player that he failed the mission GameTextForPlayer(playerid, TXT_FailedMission, 5000, 4); // Reduce the player's cash by 1000 RewardPlayer(playerid, -1000, 0); } } return 1; } // This callback gets called whenever a vehicle enters the water or is destroyed (explodes) public OnVehicleDeath(vehicleid) { // Get the houseid to which this vehicle belongs new HouseID = AVehicleData[vehicleid][BelongsToHouse]; // Check if this vehicle belongs to a house if (HouseID != 0) { // If the house doesn't have insurance for it's vehicles if (AHouseData[HouseID][Insurance] == 0) { // Delete the vehicle, clear the data and remove it from the house it belongs to Vehicle_Delete(vehicleid); // Save the house (and linked vehicles) HouseFile_Save(HouseID); } } return 1; } // This callback gets called when the player changes state public OnPlayerStateChange(playerid,newstate,oldstate) { // Setup local variables new vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective; switch (newstate) { case PLAYER_STATE_DRIVER: // Player became the driver of a vehicle { // Get the ID of the player's vehicle vid = GetPlayerVehicleID(playerid); // Get the player's name (the one who is trying to enter the vehicle) GetPlayerName(playerid, Name, sizeof(Name)); // Check if the vehicle is owned if (AVehicleData[vid][Owned] == true) { // Check if the vehicle is owned by somebody else (strcmp will not be 0) if (strcmp(AVehicleData[vid][Owner], Name, false) != 0) { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use somebody else's vehicle format(Msg, 128, TXT_SpeedometerCannotUseVehicle, AVehicleData[vid][Owner]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } // Check if the vehicle is clamped if (AVehicleData[vid][Clamped] == true) { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a clamped vehicle format(Msg, 128, TXT_SpeedometerClampedVehicle); SendClientMessage(playerid, 0xFFFFFFFF, Msg); format(Msg, 128, TXT_SpeedometerClampedVehicle2); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } } // Check if the player is not a cop if (APlayerData[playerid][PlayerClass] != ClassPolice) { // First check if the vehicle is a static vehicle (player can still use a bought cop-car that he bought in his house, // as a bought vehicle isn't static) if (AVehicleData[vid][StaticVehicle] == true) { // Check if the entered vehicle is a cop vehicle switch (GetVehicleModel(vid)) { case VehiclePoliceLSPD, VehiclePoliceSFPD, VehiclePoliceLVPD, VehicleHPV1000, VehiclePoliceRanger: { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a cop car SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use a police vehicle"); } } } } // Check if the player is not a pilot if (APlayerData[playerid][PlayerClass] != ClassPilot) { // First check if the vehicle is a static vehicle (player can still use a bought plane that he bought in his house, // as a bought vehicle isn't static) if (AVehicleData[vid][StaticVehicle] == true) { // Check if the entered vehicle is a plane or helicopter vehicle switch (GetVehicleModel(vid)) { case VehicleShamal, VehicleNevada, VehicleStuntPlane, VehicleDodo, VehicleMaverick, VehicleCargobob: { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a cop car SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use a pilot vehicle"); } } } } } } return 1; } // This callback gets called whenever a player presses a key public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { // Debug the keypresses // DebugKeys(playerid, newkeys, oldkeys); // **************************************************************************************** // NOTE: the keys are messed up, so the code may look strange when testing for certain keys // **************************************************************************************** // Fining and jailing players when you're police and press the correct keys // Check the class of the player switch (APlayerData[playerid][PlayerClass]) { case ClassPolice: { // If the police-player pressed the RMB key (AIM key) when OUTSIDE his vehicle if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0)) Police_FineNearbyPlayers(playerid); // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0)) Police_WarnNearbyPlayers(playerid); } case ClassAssistance: { // If the assistance-player pressed the RMB key (AIM key) when OUTSIDE his vehicle if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0)) Assistance_FixVehicle(playerid); // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0)) Assistance_FixOwnVehicle(playerid); } } // Trying to attach the closest vehicle to the towtruck when the player pressed FIRE when inside a towtruck // Check if the player is inside a towtruck if(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck) { // Check if the player pushed the fire-key if(newkeys & KEY_FIRE) { // Get the vehicle-id of the closest vehicle new closest = GetClosestVehicle(playerid); if(VehicleToPlayer(playerid, closest) < 10) // Check if the closest vehicle is within 10m from the player AttachTrailerToVehicle(closest, GetPlayerVehicleID(playerid)); // Attach the vehicle to the towtruck } } // Refuel a vehicle when driving a vehicle and pressing the HORN key // Check if the player presses the HORN key if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH)) { // Check if the player is driving a vehicle if (GetPlayerVehicleSeat(playerid) == 0) { // Loop through all ARefuelPickups for (new i; i < sizeof(ARefuelPickups); i++) { // Check if the player is in range of a refuelpickup if(IsPlayerInRangeOfPoint(playerid, 2.5, ARefuelPickups[i][pux], ARefuelPickups[i][puy], ARefuelPickups[i][puz])) { // Show a message that the player's vehicle is refuelling GameTextForPlayer(playerid, TXT_Refuelling, 3000, 4); // Don't allow the player to move again (the timer will allow it after refuelling) TogglePlayerControllable(playerid, 0); // Start a timer (let the player wait until the vehicle is refuelled) SetTimerEx("RefuelVehicle", 5000, false, "i", playerid); // Stop the search break; } } } } return 1; } forward VehicleToPlayer(playerid,vehicleid); // Get the distance between the vehicle and the player public VehicleToPlayer(playerid, vehicleid) { // Setup local variables new Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance; // Get the player position GetPlayerPos(playerid, pX, pY, pZ); // Get the vehicle position GetVehiclePos(vehicleid, cX, cY, cZ); // Calculate the distance distance = floatsqroot(floatpower(floatabs(floatsub(cX, pX)), 2) + floatpower(floatabs(floatsub(cY, pY)), 2) + floatpower(floatabs(floatsub(cZ, pZ)), 2)); // Return the distance to the calling routine return floatround(distance); } forward GetClosestVehicle(playerid); // Find the vehicle closest to the player public GetClosestVehicle(playerid) { // Setup local variables new Float:distance = 99999.000+1, Float:distance2, result = -1; // Loop through all vehicles for(new i = 0; i < MAX_VEHICLES; i++) { // First check if the player isn't driving the current vehicle that needs to be checked for it's distance to the player if (GetPlayerVehicleID(playerid) != i) { // Get the distance between player and vehicle distance2 = VehicleToPlayer(playerid, i); // Check if the distance is smaller than the previous distance if(distance2 < distance) { // Store the distance distance = distance2; // Store the vehicle-id result = i; } } } // Return the vehicle-id of the closest vehicle return result; } // This function is used to debug the key-presses stock DebugKeys(playerid, newkeys, oldkeys) { // Debug keys if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_FIRE key"); if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ACTION key"); if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_CROUCH key"); if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SPRINT key"); if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SECONDARY_ATTACK key"); if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_JUMP key"); if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_RIGHT key"); if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_HANDBRAKE key"); if ((newkeys & KEY_LOOK_LEFT) && !(oldkeys & KEY_LOOK_LEFT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_LEFT key"); if ((newkeys & KEY_SUBMISSION) && !(oldkeys & KEY_SUBMISSION)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SUBMISSION key"); if ((newkeys & KEY_LOOK_BEHIND) && !(oldkeys & KEY_LOOK_BEHIND)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_BEHIND key"); if ((newkeys & KEY_WALK) && !(oldkeys & KEY_WALK)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_WALK key"); if ((newkeys & KEY_ANALOG_UP) && !(oldkeys & KEY_ANALOG_UP)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_UP key"); if ((newkeys & KEY_ANALOG_DOWN) && !(oldkeys & KEY_ANALOG_DOWN)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_DOWN key"); if ((newkeys & KEY_ANALOG_LEFT) && !(oldkeys & KEY_ANALOG_LEFT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_LEFT key"); if ((newkeys & KEY_ANALOG_RIGHT) && !(oldkeys & KEY_ANALOG_RIGHT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_RIGHT key"); if ((newkeys & KEY_UP) && !(oldkeys & KEY_UP)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_UP key"); if ((newkeys & KEY_DOWN) && !(oldkeys & KEY_DOWN)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_DOWN key"); if ((newkeys & KEY_LEFT) && !(oldkeys & KEY_LEFT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LEFT key"); if ((newkeys & KEY_RIGHT) && !(oldkeys & KEY_RIGHT)) SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_RIGHT key"); return 1; }