16.08.2015, 15:26
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);