Disable /go command inside a house
#3

Thanks for noticing this Jeffry, Yea I forgot Garhouse doesn't exist. So here it is. Anyway the only way to Enter a House is by going in a Checkpoint. There is no command to Enter.

pawn Код:
#if GH_USE_CPS == true
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;
}
THIS IS THE FILTERSCRIPT FOR GARHOUSE:
http://pastebin.com/RMbk1myC
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Messages In This Thread
Disable /go command inside a house - by kbalor - 06.09.2012, 20:05
Re: Disable /go command inside a house - by Jeffry - 07.09.2012, 10:08
Re: Disable /go command inside a house - by kbalor - 07.09.2012, 13:09
Re: Disable /go command inside a house - by Jeffry - 07.09.2012, 18:13
Re: Disable /go command inside a house - by kbalor - 07.09.2012, 19:01
Re: Disable /go command inside a house - by MarkoN - 07.09.2012, 19:06
Re: Disable /go command inside a house - by kbalor - 07.09.2012, 19:13
Re: Disable /go command inside a house - by MarkoN - 07.09.2012, 19:24
Re: Disable /go command inside a house - by kbalor - 07.09.2012, 19:37
Re: Disable /go command inside a house - by MarkoN - 07.09.2012, 19:50

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