[Include] Morningstar Weapons - versгo: 1.0
#1

Olб, estou a alguns meses estudando sobre a linguagem Pawn e como um trabalho para teste de conhecimentos sobre a mesma decidi fazer essa minha primeira include, vamos considerar como uma prova de aprendizagem.

Sobre a funcionalidade do cуdigo em questгo й simples, ele serve tanto para soltar como para pegar no chгo. As teclas de atalho sгo 'Y' para pegar e 'N' para soltar.
Vocк precisa adicionar em seu cуdigo:
pawn Code:
#include morningstar_weapons

public OnGameModeInit()
{
    inicarMorningstarWeapons();
    return true;
}

public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    pegarArma(playerid, newkeys);
    soltarArma(playerid, newkeys);
    return true;
}
Cуdigo geral:
pawn Code:
#include a_samp.inc

#define MAX_WEAPONS_IN_GROUND           300

new Float: posicao_arma[MAX_WEAPONS_IN_GROUND][3];

new GunName[47][20] =
{
    "Fist","Brass Knuckles","Golf Club","Nightstick","Knife","Basebal Bat","Shovel","Pool Cue","Katana","Chainsaw","Double-ended Dildo","Dildo","Vibrator",
    "Silver Vibrator","Flowers","Cane","Grenade","Tear Gas","Molotv Cocktail","?","?","?","9mm","Silenced 9mm","Desert Eagle","Shotgun","Sawnoff-Shotgun",
    "Combat Shotgun","Micro-SMG","MP5","Ak-47","M4","Tec9","Country Rifle","Sniper Rifle","RPG","HS-RPG","Flame-Thrower","Minigun","Satchel Charge","Detonator",
    "Spray Can","Fire Extinguisher","Camera","Night Goggles","Thermal Goggles","Parachute"
};

enum aInfo
{
    aModelo,
    aMunicao,
    aPickup
}
new arma_info[MAX_WEAPONS_IN_GROUND][aInfo];

stock inicarMorningstarWeapons()
{
    for(new i; i < MAX_WEAPONS_IN_GROUND; i++)
    {
        arma_info[i][aModelo] = 5555;
    }
    return true;
}

stock pegarArma(playerid, key_pressed)
{
    new string_local[128];

    if(key_pressed == KEY_YES)
    {
        for(new i; i < MAX_WEAPONS_IN_GROUND; i++)
        {
            if(IsPlayerInRangeOfPoint(playerid, 2.0, posicao_arma[i][0], posicao_arma[i][1], posicao_arma[i][2]))
            {
                if(arma_info[i][aModelo] != 5555)
                {
                    GivePlayerWeapon(playerid, arma_info[i][aModelo], arma_info[i][aMunicao]);
                    format(string_local, sizeof(string_local), "Info: Vocк pegou a arma %s com %03d de muniзгo.", GunName[arma_info[i][aModelo]], arma_info[i][aMunicao]);
                    SendClientMessage(playerid, 0xA9C4E4FF, string_local);

                    arma_info[i][aModelo] = 5555;
                    DestroyPickup(arma_info[i][aPickup]);
                    break;
                }
            }
        }
    }
    return true;
}

stock soltarArma(playerid, key_pressed)
{
    new string_local[128];
   
    new Float: x, Float: y, Float:z;
    GetPlayerPos(playerid, x, y, z);
   
    new weapon = GetPlayerWeapon(playerid);

    if(key_pressed == KEY_NO)
    {
        for(new i; i < MAX_WEAPONS_IN_GROUND; i++)
        {
            if(arma_info[i][aModelo] == 5555)
            {
                GetPlayerWeaponData(playerid, GetWeaponSlot(weapon), arma_info[i][aModelo], arma_info[i][aMunicao]);
               
                RemovePlayerWeapon(playerid, weapon);
               
                format(string_local, sizeof(string_local), "Info: Vocк soltou a arma %s com %03d de muniзгo.", GunName[arma_info[i][aModelo]], arma_info[i][aMunicao]);
                SendClientMessage(playerid, 0xA9C4E4FF, string_local);

                arma_info[i][aPickup] = CreatePickup(GetWeaponModelID(weapon), 23, x, y, z, -1);
               
                posicao_arma[i][0] = x;
                posicao_arma[i][1] = y;
                posicao_arma[i][2] = z;
                break;
            }
        }
    }
    return true;
}

stock GetWeaponSlot(weaponid)
{
    new slot;
    switch(weaponid)
    {
        case 0,1:           slot = 0;
        case 2 .. 9:        slot = 1;
        case 10 .. 15:      slot = 10;
        case 16 .. 18, 39:  slot = 8;
        case 22 .. 24:      slot = 2;
        case 25 .. 27:      slot = 3;
        case 28, 29, 32:    slot = 4;
        case 30, 31:        slot = 5;
        case 33, 34:        slot = 6;
        case 35 .. 38:      slot = 7;
        case 40:            slot = 12;
        case 41 .. 43:      slot = 9;
        case 44 .. 46:      slot = 11;
    }
    return slot;
}

stock RemovePlayerWeapon(playerid, weaponid)
{
    new plyWeapons[12];
    new plyAmmo[12];

    for(new slot = 0; slot != 12; slot++)
    {
        new wep, ammo;
        GetPlayerWeaponData(playerid, slot, wep, ammo);

        if(wep != weaponid)
        {
            GetPlayerWeaponData(playerid, slot, plyWeapons[slot], plyAmmo[slot]);
        }
    }

    ResetPlayerWeapons(playerid);
    for(new slot = 0; slot != 12; slot++)
    {
        GivePlayerWeapon(playerid, plyWeapons[slot], plyAmmo[slot]);
    }
}

stock GetWeaponModelID(weaponid)
{
    new wm;

    switch( weaponid )
    {

        case WEAPON_BRASSKNUCKLE:       wm = 331;
        case WEAPON_GOLFCLUB:           wm = 333;
        case WEAPON_NITESTICK:          wm = 334;
        case WEAPON_KNIFE:              wm = 335;
        case WEAPON_BAT:                wm = 336;
        case WEAPON_SHOVEL:             wm = 337;
        case WEAPON_POOLSTICK:          wm = 338;
        case WEAPON_KATANA:             wm = 339;
        case WEAPON_CHAINSAW:           wm = 341;
        case WEAPON_DILDO:              wm = 321;
        case WEAPON_DILDO2:             wm = 322;
        case WEAPON_VIBRATOR:           wm = 323;
        case WEAPON_VIBRATOR2:          wm = 324;
        case WEAPON_FLOWER:             wm = 325;
        case WEAPON_CANE:               wm = 326;
        case WEAPON_GRENADE:            wm = 342;
        case WEAPON_TEARGAS:            wm = 343;
        case WEAPON_MOLTOV:             wm = 344;
        case WEAPON_COLT45:             wm = 346;
        case WEAPON_SILENCED:           wm = 347;
        case WEAPON_DEAGLE:             wm = 348;
        case WEAPON_SHOTGUN:            wm = 349;
        case WEAPON_SAWEDOFF:           wm = 350;
        case WEAPON_SHOTGSPA:           wm = 351;
        case WEAPON_UZI:                wm = 352;
        case WEAPON_MP5:                wm = 353;
        case WEAPON_AK47:               wm = 355;
        case WEAPON_M4:                 wm = 356;
        case WEAPON_TEC9:               wm = 372;
        case WEAPON_RIFLE:              wm = 357;
        case WEAPON_SNIPER:             wm = 358;
        case WEAPON_ROCKETLAUNCHER:     wm = 359;
        case WEAPON_HEATSEEKER:         wm = 360;
        case WEAPON_FLAMETHROWER:       wm = 361;
        case WEAPON_MINIGUN:            wm = 362;
        case WEAPON_SATCHEL:            wm = 363;
        case WEAPON_BOMB:               wm = 364;
        case WEAPON_SPRAYCAN:           wm = 365;
        case WEAPON_FIREEXTINGUISHER:   wm = 366;
        case WEAPON_CAMERA:             wm = 367;

    }
    return wm;
}
Obrigado e aguardo os feedback's!
sr. Morningstar
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Messages In This Thread
Morningstar Weapons - versгo: 1.0 - by SirMorningstar - 26.12.2018, 13:29
Re: Morningstar Weapons - versгo: 1.0 - by ipsLuan - 26.12.2018, 13:54
Re: Morningstar Weapons - versгo: 1.0 - by SirMorningstar - 26.12.2018, 14:08
Re: Morningstar Weapons - versгo: 1.0 - by Daryll420 - 26.12.2018, 14:22
Re: Morningstar Weapons - versгo: 1.0 - by SirMorningstar - 26.12.2018, 14:23
Re: Morningstar Weapons - versгo: 1.0 - by Malandrin - 26.12.2018, 16:08
Re: Morningstar Weapons - versгo: 1.0 - by Cycle - 28.12.2018, 03:49

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