24.08.2013, 09:44
It still compiles fine.
pawn Код:
#include < a_samp >
#include < YSI\y_ini >
enum carDataEnum
{
model,
Float:xspawn,
Float:yspawn,
Float:zspawn,
Float:anglespawn,
col1,
col2,
respawn,
owner[MAX_PLAYER_NAME]
}
new carData[MAX_VEHICLES][carDataEnum];
forward LoadVehicleData(vehicle, name[], value[]);
public LoadVehicleData(vehicle, name[], value[])
{
INI_Int("Model", carData[vehicle][model]);
INI_Float("xLast", carData[vehicle][xspawn]);
INI_Float("yLast", carData[vehicle][yspawn]);
INI_Float("zLast", carData[vehicle][zspawn]);
INI_Float("aLast", carData[vehicle][anglespawn]);
INI_Int("Color1", carData[vehicle][col1]);
INI_Int("Color2", carData[vehicle][col2]);
INI_Int("Respawn", carData[vehicle][respawn]);
INI_String("Owner", carData[vehicle][owner], MAX_PLAYER_NAME);
return 1;
}
stock LoadAllVehicles()
{
//new fname[36];
new loadindex = 0;
//format(fname, sizeof(fname), "/vehicles/%d.ini", loadindex);
while(fexist(VehiclePath(loadindex))) //Here's the reason why the ini files are named continuosly
{
LoadVehicle(loadindex, VehiclePath(loadindex));
loadindex++;
//format(fname, sizeof(fname), "/vehicles/%d.ini", index);
}
printf("Vehicles Loaded: %d", loadindex);
}
stock CreateVehicleEx(modelid, Float:x, Float:y, Float:z, Float:angle, color1, color2, respawntime, ownername[])
{
new carid = GetFreeVehicleSlot();
carData[carid][model] = modelid;
carData[carid][xspawn] = x;
carData[carid][yspawn] = y;
carData[carid][zspawn] = z;
carData[carid][anglespawn] = angle;
carData[carid][col1] = color1;
carData[carid][col2] = color2;
carData[carid][respawn] = respawntime;
strcpy(carData[carid][owner], ownername, MAX_PLAYER_NAME);
validcar[carid] = true;
CreateVehicle(modelid, x, y, z, angle, color1, color2, respawntime);
return carid;
}
stock LoadVehicle(vehicle, filename[])
{
INI_ParseFile(filename, "LoadVehicleData", .bExtra = true, .extra = vehicle);
CreateVehicleEx(carData[vehicle][model], carData[vehicle][xspawn], carData[vehicle][yspawn], carData[vehicle][zspawn], carData[vehicle][anglespawn], carData[vehicle][col1], carData[vehicle][col2], carData[vehicle][respawn], carData[vehicle][owner]);
}