Apart from copying my own code into this thread, I've fixed up yours a little bit. (Damn it's messy though...)
pawn Код:
CMD:drag(playerid, params[])
{
if(GetPVarInt(playerid, "PBM") > 0) return SendClientMessage(playerid, COLOR_WHITE, "You're not able to do this while in a paintball game.");
if(GetPVarInt(playerid, "EventToken") != 0) return SendClientMessage(playerid, COLOR_GREY, "You can't use the tazer while you're in an event.");
if(PlayerCuffedTime[playerid] > 0) return SendClientMessage(playerid, COLOR_GREY, "You can't do this right now.");
if(GetPVarInt(playerid, "Injured") == 1) return SendClientMessage(playerid, COLOR_GREY, "You can't do this right now.");
if(PlayerInfo[playerid][pJailed] > 0) return SendClientMessage(playerid, COLOR_WHITE, "You can't use this in jail/prison.");
if(PlayerCuffed[playerid] >= 1) return SendClientMessage(playerid, COLOR_WHITE, "You can't use this while tazed/cuffed.");
if(Dragging[playerid] != INVALID_PLAYER_ID) return SendClientMessage(playerid, COLOR_GREY, "You can't drag more than one person at a time!");
if(GetPlayerState(playerid) != PLAYER_STATE_ONFOOT) return SendClientMessage(playerid, COLOR_GREY, "You're in a car - get out first.");
new id;
if(sscanf(params, "u", id)) return SendClientMessage(playerid, COLOR_GRAD1, "CMD:/drag [playerid]");
if(id == playerid) return SendClientMessage(playerid, COLOR_GREY, "You can't restrain yourself!");
if(!IsPlayerConnected(id)) return SendClientMessage(playerid, COLOR_GREY, "Invalid player specified.");
if(PlayerCuffed[id] == 0) return SendClientMessage(playerid, COLOR_GRAD1, "This player must first be cuffed");
//PlayerCuffed? Don't you mean PlayerTazed or something?
//if(PlayerCuffed[id] == 1) return SendClientMessage(playerid, COLOR_GREY, "You can't drag a tazed player.");
if(GetDistanceBetweenPlayers(id, playerid) > 4) return SendClientMessage(playerid, COLOR_GREY, "You're not close enough to the player!");
if(GetPlayerState(id) != PLAYER_STATE_ONFOOT) return SendClientMessage(playerid, COLOR_GREY, "That person is in a car - get them out first.");
if(GetPVarInt(id, "Injured") == 1) return SendClientMessage(playerid, COLOR_GREY, "You can't cuff injured people.");
new string[90];
if(!Dragged[id] && !Dragging[playerid])
{
format(string, sizeof(string), "* %s quickly grabs %s by the right arm, restraining them.", GetPlayerNameEx(playerid), GetPlayerNameEx(id));
ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
Dragged[id] = 1;
Dragging[playerid] = id;
format(string, sizeof(string), "You are being dragged by %s.", RemoveUnderScore(playerid));
SendClientMessage(id, COLOR_PURPLE, string);
format(string, sizeof(string), " You are dragging %s.", RemoveUnderScore(id));
SendClientMessage(playerid, COLOR_PURPLE, string);
draggedtimer[id] = SetTimerEx("Draggingt", 1000, 1, "dd", playerid,id);
}
else
{
format(string, sizeof(string), "* %s looks into %s's eyes and then slowly releases them.", GetPlayerNameEx(playerid), GetPlayerNameEx(id));
ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
Dragged[id] = 0;
Dragging[playerid] = INVALID_PLAYER_ID;
SendClientMessage(playerid, COLOR_PURPLE, "You have stopped dragging your target.");
SendClientMessage(id, COLOR_PURPLE, "You aren't being dragged anymore.");
KillTimer(draggedtimer[id]);
}
return 1;
}
What I did is assign the player id of the person I am already dragging to a variable, and if the id I enter is not the same as the person I am already dragging, it will stop the code and send an error message.