Server Stuck
#3

Код HTML:
public OnPlayerUpdate(playerid)
{
	new vehicleid = GetPlayerVehicleID(playerid);
	if(IsADmvCar(vehicleid))
	{
	    new Float:vhp;
		GetVehicleHealth(vehicleid,vhp);
		if(vhp < 600)
		{
			SetVehicleToRespawn(vehicleid);
			RemovePlayerFromVehicle(playerid);
			TakingLesson[playerid] = 0;
			DisablePlayerRaceCheckpoint(playerid);
		}
	}
    new drunk2 = GetPlayerDrunkLevel(playerid);
        if(drunk2 < 100)
        {
            SetPlayerDrunkLevel(playerid,2000);
        }
        else
        {
            if(DLlast[playerid] != drunk2)
            {
                new fps = DLlast[playerid] - drunk2;

                if((fps > 0) && (fps < 200))
                        FPS2[playerid] = fps;
                        DLlast[playerid] = drunk2;
                }
        }
	if(GetPlayerVehicleID(playerid) != 0 )
		 	{
				if(GetPlayerVehicleID(playerid) != GetPVarInt(playerid, "Vehicle_ID"))
				 {
					if(GetPVarInt(playerid, "Vehicle_Time") > gettime()) return  Kick(playerid);
					SetPVarInt(playerid, "Vehicle_ID", GetPlayerVehicleID(playerid));
					SetPVarInt(playerid, "Vehicle_Time", gettime() + 2);
				}
			}
	if (GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
	{
		new Float:vec[3];
		GetPlayerCameraFrontVector(playerid, vec[0], vec[1], vec[2]);
		new bool:possible_crasher = false;
		for (new i = 0; !possible_crasher && i < sizeof(vec); i++)
			if (floatabs(vec[i]) > 10.0)
				possible_crasher = true;

		if (possible_crasher)
			return 0; //do not send fake data, prevents crash
	}
	if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER && Speedlimit[playerid])
                {
                    new a, b, c;
                        GetPlayerKeys(playerid, a, b ,c);
                    if(a == 8 && GetVehicleSpeed(GetPlayerVehicleID(playerid), 0) > Speedlimit[playerid])
                    {
                        new newspeed = GetVehicleSpeed(GetPlayerVehicleID(playerid), 0) - Speedlimit[playerid];
                        ModifyVehicleSpeed(GetPlayerVehicleID(playerid), -newspeed);
                    }
                }
    new
             iTick = GetTickCount( ),
             iAnimationIndex = GetPlayerAnimationIndex( playerid ),
             iWeapon = GetPlayerWeapon( playerid ),
             iKeys,
             iKeysUD,
             iKeysLR
    ;

    GetPlayerKeys( playerid, iKeys, iKeysUD, iKeysLR );

    if ( ( iKeys & KEY_FIRE ) || ( ( iKeys & KEY_ACTION ) && ( iKeys & KEY_AIM ) ) )
    {
        CBugPlayerInfo[ playerid ][ iLastFire ] = iTick;

        if ( !CBugPlayerInfo[ playerid ][ isFiring ] )
        {
            CBugPlayerInfo[ playerid ][ isFiring ] = true;

            CBugPlayerInfo[ playerid ][ iLastFiring ] = iTick;
        }
    }
    else if ( CBugPlayerInfo[ playerid ][ isFiring ] )
        CBugPlayerInfo[ playerid ][ isFiring ] = false;

    switch ( iAnimationIndex )
    {
        case 1274: // WEAPON_CROUCH
        {
            if ( !CBugPlayerInfo[ playerid ][ isCrouched ] )
            {
                CBugPlayerInfo[ playerid ][ isCrouched ] = true;

                CBugPlayerInfo[ playerid ][ iCrouchTime ] = iTick;
            }

            if ( iWeapon && ( iKeys & KEY_FIRE ) && iTick - CBugPlayerInfo[ playerid ][ iCrouchTime ] > 300 )
                ClearAnimations( playerid );
        }

        case 1160 .. 1163, 1167: // GUNMOVE_L/R/FWD/BWD, GUN_STAND
        {
            if ( ( iKeys & KEY_FIRE ) )
            {
                switch ( iWeapon )
                {
                    case
                        WEAPON_SILENCED,
                        WEAPON_DEAGLE,
                        WEAPON_SHOTGUN,
                        WEAPON_SHOTGSPA,
                        WEAPON_MP5,
                        WEAPON_M4,
                        WEAPON_AK47,
                        WEAPON_RIFLE,
                        WEAPON_SNIPER:
                    {
                        CBugPlayerInfo[ playerid ][ iLastStrafeFire ] = iTick;
                    }
                }
            }
        }

        case
            1231, // RUN_PLAYER
            1223, // RUN_ARMED
            1141, // FIGHTA_M
            478,  // FIGHTB_M
            489,  // FIGHTC_M
            500,  // FIGHTD_M
            759,  // KNIFE_PART
            27,   // BAT_PART
            1554  // SWORD_PART
            :
        {
            switch ( GetWeaponSlot( iWeapon ) )
            {
                case 0, 1, 8, 9, 10, 11, 12:
                {

                }
                default:
                {
                    if ( ( iKeys & KEY_AIM ) && ( iKeys & KEY_ACTION ) ) {
                        ClearAnimations( playerid );
						return 2;
					}
                    else if ( CBugPlayerInfo[ playerid ][ isFiring ] && iTick - CBugPlayerInfo[ playerid ][ iLastFiring ] > 150 ) {
                        ClearAnimations( playerid );
						return 2;
					}
                }
            }
        }
    }

    if ( ( iKeys & KEY_CROUCH ) && iTick - CBugPlayerInfo[ playerid ][ iLastStrafeFire ] < 500 )
    {
        ClearAnimations( playerid );

        ApplyAnimation( playerid, "PED", "XPRESSscratch", 0.0, 1, 0, 0, 0, 500 - ( iTick - CBugPlayerInfo[ playerid ][ iLastStrafeFire ] ), 1 );
		return 2;
    }

    if ( CBugPlayerInfo[ playerid ][ isCrouched ] && iAnimationIndex != 1274 ) // WEAPON_CROUCH
        CBugPlayerInfo[ playerid ][ isCrouched ] = false;
        
    if(GetPlayerSurfingVehicleID(playerid) != INVALID_VEHICLE_ID && GetPlayerWeapon(playerid) != 0)
	{
	    new Float: slx, Float: sly, Float:slz;
	    GetPlayerPos(playerid, slx, sly, slz);
		SetPlayerPosEx(playerid, slx, sly, slz+5);
	    SetPlayerArmedWeapon(playerid,0);
	}
	return 1;
}
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Messages In This Thread
Server Stuck - by Nin9r - 10.08.2016, 12:16
Re: Server Stuck - by Logic_ - 10.08.2016, 12:18
Re: Server Stuck - by Nin9r - 10.08.2016, 12:39
Re: Server Stuck - by Logic_ - 10.08.2016, 13:05
Re: Server Stuck - by Nin9r - 10.08.2016, 13:34
Re: Server Stuck - by Logic_ - 10.08.2016, 13:53
Re: Server Stuck - by iKarim - 10.08.2016, 16:48
Re: Server Stuck - by Logic_ - 10.08.2016, 16:51

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