Quote:
Originally Posted by dice7
I wrote this completely out of my head. Not sure if It'll work, but, afaik, it should
pawn Код:
new iNewPlayerWeapon[MAX_PLAYERS], iPlayerWeapon[MAX_PLAYERS];
public OnPlayerUpdate(playerid) { iNewPlayerWeapon[playerid] = GetPlayerWeapon(playerid); if(iNewPlayerWeapon[playerid] != iPlayerWeapon[playerid]) { OnPlayerWeaponChange(playerid, iNewPlayerWeapon[playerid], iPlayerWeapon[playerid]); iPlayerWeapon[playerid] = iNewPlayerWeapon[playerid]; } return 1; }
forward OnPlayerWeaponChange(playerid, newweapon, oldweapon); public OnPlayerWeaponChange(playerid, neweapon, oldweapon) { new weapons[13][2], i = 0; for (; i < 13; i++) GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]); for (i = 0; i < 13; i++) if (weapons[i][0] == oldweapon) i = 30;
if (i != 30) { //player ran out of ammo on a weapon } return 1; }
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Here a similar version of OnPlayerWeaponChange: >>
https://sampwiki.blast.hk/wiki/OnPlayerUpdate