09.01.2012, 13:27
eu tф com um problema assim...
tipo. quando se teleporta pra qualquer lugar todas as armas somem.
como resolvo isso?
tipo. quando se teleporta pra qualquer lugar todas as armas somem.
como resolvo isso?
CMD:ls( p,f[]){ Vehicle_Teleport:: p, "Los Santos","LS", 1510.9185,-1706.5765,13.6088,1.2988, 1480.7206,-1639.9985,14.1484,335.4649, 0);return 1; }
#define ShowTD TextDrawShowForPlayer
#define HideTD TextDrawHideForPlayer
#define DestroyTD TextDrawDestroy
#define pTC_Check(%0) IsPlayerInDynamicCP(playerid, TotalChallangeCheckpoint[ %0 ]) && P_DATA[ playerid ][ P_InTC ] == 1 || P_DATA[ playerid ][ P_InTCDuel ] == 1
#define ShowDialog ShowPlayerDialog
#define SelExit "Select", "Exit"
#define LIST DIALOG_STYLE_LIST
#define INPUT DIALOG_STYLE_INPUT
#define BOX DIALOG_STYLE_MSGBOX
#define Vehicle_Teleport:: NormalTele(
#define Player_Teleport:: PlayerTele(
#define DM_Teleport:: DMTele(
#define StuntTele:: SttuntTele(
#define MAX_PLAYERCARS 2
#define CarSpawnLimit 5
return 1;
}
stock NormalTele(playerid, TeleName[], \
CMDName[], \
Float:VX, \
Float:VY, \
Float:VZ, \
Float:VA, \
Float:X, \
Float:Y, \
Float:Z, \
Float:A, \
interior)
{
new GTText[256],
SCMLText[256]
;
if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
{
InCar[playerid] = 0;
SetVehiclePos(GetPlayerVehicleID(playerid),VX,VY,VZ);
SetVehicleZAngle(GetPlayerVehicleID(playerid),VA);
LinkVehicleToInterior(GetPlayerVehicleID(playerid),interior);
}
else
{
return 1;
}
stock NormalTele(playerid, TeleName[], \
CMDName[], \
Float:VX, \
Float:VY, \
Float:VZ, \
Float:VA, \
Float:X, \
Float:Y, \
Float:Z, \
Float:A, \
interior)
{
new GTText[256],
SCMLText[256]
;
if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
{
InCar[playerid] = 0;
SetVehiclePos(GetPlayerVehicleID(playerid),VX,VY,VZ);
SetVehicleZAngle(GetPlayerVehicleID(playerid),VA);
LinkVehicleToInterior(GetPlayerVehicleID(playerid),interior);
}
else
{
InCar[playerid] = 0;
SetPlayerPos(playerid, Float:X, Float:Y, Float:Z);
SetPlayerFacingAngle(playerid, Float:A);
SetPlayerInterior(playerid, interior);
}
ResetPlayerWeapons(playerid);
P_DATA[ playerid ][ P_InDM ] = 0;
TogglePlayerControllable(playerid, 1);
format(SCMLText,sizeof(SCMLText),"~b~~h~%s(~w~%i~b~~h~) ~>~~>~~>~ ~w~(/%s)",PlayerName2(playerid),playerid,CMDName);
TextDrawSetString(Tele0, SCMLText);
foreach(Player, o)
{
if ( P_DATA[ o ][ P_Tele ] == 1 )
{
ShowTD(o,Text:Tele0);
}
}
format(GTText,sizeof(GTText),"~b~~h~%s~n~~w~/~w~~h~%s",TeleName,CMDName);
GameTextForPlayer(playerid, GTText, 4000,3);
SetTimer("HideTeleTD", 3000,0);
return TextDrawShowForAll(Text:Tele0);
}