OnVehicleSirenStateChange bug
#2

Most likely the client detects if the vehicle creates a sound, you can probably make a workaround by hooking OnVehicleSirenStateChange and calling it if the alarm isn't active.

pawn Код:
#include <a_samp>

public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
{
       new engine, lights, alarm, doors, bonnet, boot, objective;
       GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
   
       if(alarm)
       {
            return 1;
       }
   
    CallLocalFunction("FIX_OnVehicleSirenStateChange", "iii", playerid, vehicleid, newstate);
    return 1;
}

#if defined _ALS_OnVehicleSirenStateChange
  #undef OnVehicleSirenStateChange
#else
#define _ALS_OnVehicleSirenStateChange
#endif

#define OnVehicleSirenStateChange FIX_OnVehicleSirenStateChange

forward FIX_OnVehicleSirenStateChange(playerid, vehicleid, newstate);
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Messages In This Thread
OnVehicleSirenStateChange bug - by Dutheil - 16.08.2015, 12:15
Re: OnVehicleSirenStateChange bug - by Abagail - 16.08.2015, 15:26
Re : OnVehicleSirenStateChange bug - by Dutheil - 16.08.2015, 17:20

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