17.02.2014, 20:15
PHP код:
// Revisado 100% //OK
#pragma tabsize 0
// ********************************************************************************************************************
// Brasil Trucker's Fire
// ********************************************************************************************************************
#define GameModeName "BTF 2.0"
#include <a_samp>
#include <core>
new Text:ImagemEntrada;
#define Azul 0x0000FFAA
#define COR_BRANCO 0xFFFFFFAA
#define COR_ROXO 0x9900FFAA
#define COR_CINZA_AZUL 0x456EAF67
#define Azul 0x0000FFAA
#define COR_DARKROXO 0x800080AA
#define COR_CINZA_AZUL 0x456EAF67
forward SendMSG();
new RandomServerName[4][] = {
"»»Brasil Trucker's Fire™",
"Brasil Trucker's Fire™««",
"Versгo 2.0",
"Atualizado Versгo 0.3z"
};
public SendMSG() {
new string[128];
new randMSG = random( sizeof(RandomServerName) );
format( string, 128, "hostname %s", RandomServerName[randMSG] );
SendRconCommand( string );
return 1;
}
/********************************************************************************************************************
///////////////////////////////////////////////////////////// 100% Desbugado \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
||||||||||||||||||||||||||||||||||||||||||||| #%BTF 2.0#% |||||||||||||||||||||||||||
********************************************************************************************************************/
new PlayersBeforePolice = 0;
// ********************************************************************************************************************
// ********************************************************************************************************************
// Include default files
#include <a_samp>
#include <zcmd>
#include <dutils>
#include <sscanf2>
#include <streamer>
#include <F_Streamer>
#define SLOT 1
#define TimerFlood 3000
#define AlertFlood 4
#define ColorFlood 0x24B1DBAA
#define CLIMATEMPO 0xFFFFAFAA
#define AMARELO 0xFFFF00AA
#define VERMELHO 0xFF0000AA
#define AZUL 0x0000FFAA
#define VERDE 0x00FF00AA
#define BRANCO 0xFFFFFFFF
// Include all define-statements and custom-type declarations and the arrays which use them
// These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays
// Also include the defined loads (for truckers, military, mafia, ...) and locations arrays
#include <PPC_DefTexts>
#include <PPC_ServerSettings>
#include <PPC_Defines>
#include <PPC_DefLocations>
#include <PPC_DefLoads>
#include <PPC_DefCars>
#include <PPC_DefPlanes>
#include <PPC_DefTrailers>
#include <PPC_DefBuyableVehicles>
// Include functions for this gamemode
#include <PPC_GlobalTimer>
#include <PPC_Common>
#include <PPC_Housing>
#include <PPC_Business>
#include <PPC_GameModeInit>
#include <PPC_FileOperations>
#include <PPC_Speedometer>
#include <PPC_MissionsTrucking>
#include <PPC_MissionsBus>
#include <PPC_MissionsPilot>
#include <PPC_MissionsPolice>
#include <PPC_MissionsMafia>
#include <PPC_MissionsAssistance>
#include <PPC_MissionsCourier>
#include <PPC_MissionsRoadworker>
#include <PPC_Convoys>
#include <PPC_Dialogs>
#include <PPC_PlayerCommands>
#include <PPC_Toll>
#include <PPC_Extras>
#define SLOT 1
#define TimerFlood 3000
#define AlertFlood 4
#define ColorFlood 0x24B1DBAA
#define CLIMATEMPO 0xFFFFAFAA
#define AMARELO 0xFFFF00AA
#define VERMELHO 0xFF0000AA
#define AZUL 0x0000FFAA
#define VERDE 0x00FF00AA
#define BRANCO 0xFFFFFFFF
forward timed(playerid);
forward Climas();
//Relуgio
new timer1,timer2,timer3;
//Nomezinho
new Text:AberturaP0;
new Text:AberturaP1;
//Abertura
new Text:Abertura0;
new Text:Abertura1;
new Text:Textdraw0;
main ()
{
print("\nSistemas do Servidor");
print(" Carregando...");
print(" 100% - Servidor Online");
}
public OnGameModeInit()
{
ImagemEntrada = TextDrawCreate(1.000000, -1.000000, "loadsc7:loadsc7");
TextDrawBackgroundColor(ImagemEntrada, 255);
TextDrawFont(ImagemEntrada, 4);
TextDrawLetterSize(ImagemEntrada, 0.500000, 1.000000);
TextDrawColor(ImagemEntrada, -1);
TextDrawSetOutline(ImagemEntrada, 0);
TextDrawSetProportional(ImagemEntrada, 1);
TextDrawSetShadow(ImagemEntrada, 1);
TextDrawUseBox(ImagemEntrada, 1);
TextDrawBoxColor(ImagemEntrada, 255);
TextDrawTextSize(ImagemEntrada, 645.000000, 450.000000);
SetTimer( "SendMSG", 1000, true );
Create3DTextLabel("{FFFFFF}/cor1\n{FF0000}/cor2\n{FFFFFF}/pintura\n{FF0000}/neon\n{FFFFFF}/reparar\n{FF0000}/editarplaca", 0xFFFFFFFF, 2096.6445, 1120.9552, 11.13951, 30.0, 0, 0); //6 Avenida
Create3DTextLabel("{FFFFFF}/cor1\n{FF0000}/cor2\n{FFFFFF}/pintura\n{FF0000}/neon\n{FFFFFF}/reparar", 0xFFFFFFFF, -47.7836, 270.6917, 2.2500, 30.0, 0, 0); //1 parking fazenda
Create3DTextLabel("{FFFFFF}/cor1\n{FF0000}/cor2\n{FFFFFF}/pintura\n{FF0000}/neon\n{FFFFFF}/reparar", 0xFFFFFFFF, 24.6492, 2418.9697, 22.7578, 30.0, 0, 0); //2 aero
Create3DTextLabel("{FFFFFF}/cor1\n{FF0000}/cor2\n{FFFFFF}/pintura\n{FF0000}/neon\n{FFFFFF}/reparar\n{FF0000}/editarplaca", 0xFFFFFFFF, 1348.4963, 946.5101, 10.5252, 30.0, 0, 0); //3 chuckup
Create3DTextLabel("{FFFFFF}/cor1\n{FF0000}/cor2\n{FFFFFF}/pintura\n{FF0000}/neon\n{FFFFFF}/reparar", 0xFFFFFFFF, -547.3569,507.0492,2.5933, 30.0, 0, 0); //4 Dragao
Create3DTextLabel("{FFFFFF}/cor1\n{FF0000}/cor2\n{FFFFFF}/pintura\n{FF0000}/neon\n{FFFFFF}/reparar\n{FF0000}/editarplaca", 0xFFFFFFFF, -1656.2089,454.5365,7.4053, 30.0, 0, 0); //5 SF
// Resgate
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, -525.00, -501.66, 25.52, 30.0, 0, 0); //resgate 1
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, -74.69, -1137.16, 4.20, 30.0, 0, 0); //resgate 2
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, 1457.00, 975.83, 10.82, 30.0, 0, 0); //resgate 3
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, -2135.68, -247.47, 36.12, 30.0, 0, 0); //resgate 4
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, 1766.83, -2040.70, 13.52, 30.0, 0, 0); //resgate 5
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, -545.66, 2593.99, 53.51, 30.0, 0, 0); //5 SF
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, 332.13, 899.69, 24.77, 30.0, 0, 0); //5 SF
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, -1575.18, -2724.28, 48.53, 30.0, 0, 0); //5 SF
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, 661.59, 1718.29, 7.18, 30.0, 0, 0); //5 SF
Create3DTextLabel("{FFFFFF}[Resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, 2180.39, -2257.07, 14.77, 30.0, 0, 0); //5 SF
Create3DTextLabel("{FFFFFF}[resgate]\n{FF0000}[BTF]\n{FFFFFF}IP: 176.31.103.65:8180\n{FF0000}Brasil Trucker's Fire - 2.0\n{FFFFFF}/ajuda\n{FF0000}/admins", 0xFFFFFFFF, 3.30, 1551.66, 12.75, 30.0, 0, 0); //5 SF
// TextDraw
AberturaP0 = TextDrawCreate(486.000000, 125.000000, "Brasil Trucker's Fire");
TextDrawBackgroundColor(AberturaP0, 255);
TextDrawFont(AberturaP0, 3);
TextDrawLetterSize(AberturaP0, 0.329999, 1.000000);
TextDrawColor(AberturaP0, -1);
TextDrawSetOutline(AberturaP0, 1);
TextDrawSetProportional(AberturaP0, 1);
// TextDraw
AberturaP1 = TextDrawCreate(603.000000, 133.000000, "2.0");
TextDrawBackgroundColor(AberturaP1, 255);
TextDrawFont(AberturaP1, 3);
TextDrawLetterSize(AberturaP1, 0.310000, 1.000000);
TextDrawColor(AberturaP1, -16776961);
TextDrawSetOutline(AberturaP1, 1);
TextDrawSetProportional(AberturaP1, 1);
// TextDraw
Abertura0 = TextDrawCreate(210.000000, 105.000000, "Brasil Trucker's Fire");
TextDrawBackgroundColor(Abertura0, 255);
TextDrawFont(Abertura0, 3);
TextDrawLetterSize(Abertura0, 0.519999, 3.400000);
TextDrawColor(Abertura0, -1);
TextDrawSetOutline(Abertura0, 1);
TextDrawSetProportional(Abertura0, 1);
// TextDraw
Abertura1 = TextDrawCreate(403.000000, 134.000000, "2.0");
TextDrawBackgroundColor(Abertura1, 255);
TextDrawFont(Abertura1, 3);
TextDrawLetterSize(Abertura1, 0.340000, 1.500000);
TextDrawColor(Abertura1, -16776961);
TextDrawSetOutline(Abertura1, 1);
TextDrawSetProportional(Abertura1, 1);
// TextDraw
Textdraw0 = TextDrawCreate(0.0, 0.0, "loadsc10:loadsc10");
TextDrawBackgroundColor(Textdraw0, 255);
TextDrawFont(Textdraw0, 3);
TextDrawLetterSize(Textdraw0,0.290000, 1.300000);
TextDrawColor(Textdraw0, -1);
TextDrawSetOutline(Textdraw0, 0);
TextDrawSetProportional(Textdraw0, 1);
TextDrawSetShadow(Textdraw0, 1);
TextDrawUseBox(Textdraw0, 1);
TextDrawBoxColor(Textdraw0, 255);
TextDrawTextSize(Textdraw0, 639.000000, 448.000000);
SetTimer("timed",1000, 1);
SetTimer("Climas",600000, 1);
new HostCommand[128];
SendRconCommand(HostCommand);
SetGameModeText(GameModeName);
GameModeInit_VehiclesPickups();
GameModeInit_Classes();
Convoys_Init();
ShowPlayerMarkers(1);
ShowNameTags(1);
ManualVehicleEngineAndLights();
EnableStuntBonusForAll(0);
DisableInteriorEnterExits();
UsePlayerPedAnims();
SetTimer("Timer_TimedMessages", 1000 * 60 * 2, true);
SetTimer("ShowRandomBonusMission", 1000 * 60 * 5, true);
SetTimer("Toll", 1000, true);
FixHouses();
SetTimer("GlobalTimer", 1000, true);
for(new i; i < MAX_PLAYERS; i ++)
{
if(IsPlayerConnected(i))
{
TextDrawShowForPlayer(i, AberturaP0);
TextDrawShowForPlayer(i, AberturaP1);
TextDrawShowForPlayer(i, Textdraw0);
}
}
return 1;
}
public OnGameModeExit()
{
KillTimer(timer1);
KillTimer(timer2);
KillTimer(timer3);
TextDrawHideForAll(AberturaP0);
TextDrawDestroy(AberturaP0);
TextDrawHideForAll(AberturaP1);
TextDrawDestroy(AberturaP1);
return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
TextDrawShowForPlayer(playerid, ImagemEntrada);
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x0000FFAA, "");
SendClientMessage(playerid, 0x009A00F6, "-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-");
SendClientMessage(playerid, 0x9900FFAA, " Brasil Trucker's Fire ");
SendClientMessage(playerid, 0x9900FFAA, " Sejam bem Vindo ao Servidor ");
SendClientMessage(playerid, 0x9900FFAA, " Divirta-se e Obrigado Pela Presenзa ");
SendClientMessage(playerid, 0x9900FFAA, " Melhor Servidor de Truck do Brasil ");
SendClientMessage(playerid, 0x9900FFAA, " Versгo 2.0 ");
SendClientMessage(playerid, 0x009A00F6, "-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-");
// Always allow NPC's to login without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;
// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
SetPVarInt(playerid, "PVarMoney", 10000);
SetPVarInt(playerid, "PVarScore", 0);
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Also store this name for the player
GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);
// Send a message to all players to let them know somebody else joined the server
format(NewPlayerMsg, 128, TXT_PlayerJoinedServer, Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);
// Try to load the player's datafile ("PlayerFile_Load" returns "1" is the file has been read, "0" when the file cannot be read)
if (PlayerFile_Load(playerid) == 1)
{
// Check if the player is still banned
if (APlayerData[playerid][BanTime] < gettime()) // Player ban-time is passed
ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT, TXT_DialogLoginTitle, TXT_DialogLoginMsg, TXT_DialogLoginButton1, TXT_DialogButtonCancel);
else // Player is still banned
{
ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds
Kick(playerid); // Kick the player
}
}
else
ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, TXT_DialogRegisterTitle, TXT_DialogRegisterMsg, TXT_DialogRegisterButton1, TXT_DialogButtonCancel);
// The houses have been loaded but not the cars, so load all vehicles assigned to the player's houses
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
// Get the HouseID from this slot
HouseID = APlayerData[playerid][Houses][HouseSlot];
// Check if there is a house in this slot
if (HouseID != 0)
HouseFile_Load(HouseID, true); // Load the cars of the house
}
// Speedometer setup
Speedometer_Setup(playerid);
// MissionText TextDraw setup
APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, " "); // Setup the missiontext at the bottom of the screen
TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext
// Display a message if the player hasn't accepted the rules yet
if (APlayerData[playerid][RulesRead] == false)
SendClientMessage(playerid, 0xFFFFFFFF, "{828282}Vocк ainda nгo viu as Regras digite {FFFF00}({ffffff}/regras{FFFF00}){828282}Brasil Trucker's Fire");
return 1;
}
// This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)
ShowRemainingBanTime(playerid)
{
// Setup local variables
new TotalBanTime, Days, Hours, Minutes, Seconds, Msg[128];
// Get the total ban-time
TotalBanTime = APlayerData[playerid][BanTime] - gettime();
// Calculate days
if (TotalBanTime >= 86400)
{
Days = TotalBanTime / 86400;
TotalBanTime = TotalBanTime - (Days * 86400);
}
// Calculate hours
if (TotalBanTime >= 3600)
{
Hours = TotalBanTime / 3600;
TotalBanTime = TotalBanTime - (Hours * 3600);
}
// Calculate minutes
if (TotalBanTime >= 60)
{
Minutes = TotalBanTime / 60;
TotalBanTime = TotalBanTime - (Minutes * 60);
}
// Calculate seconds
Seconds = TotalBanTime;
// Display the remaining ban-time for this player
SendClientMessage(playerid, 0xFFFFFFFF, TXT_StillBanned);
format(Msg, 128, TXT_BannedDuration, Days, Hours, Minutes, Seconds);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Setup local variables
new Name[24], Msg[128], HouseID;
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Send a message to all players to let them know somebody left the server
format(Msg, 128, TXT_PlayerLeftServer, Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, Msg);
// If the player entered a proper password (the player has an account)
if (strlen(APlayerData[playerid][PlayerPassword]) != 0)
{
// Save the player data and his houses
PlayerFile_Save(playerid);
}
// Stop any job that may have started (this also clears all mission data)
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job
case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
case ClassPolice: Police_EndJob(playerid); // Stop any police job
case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy, kick him from it
Convoy_Leave(playerid);
// Unload all the player's house-vehicles to make room for other player's vehicles
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
// Get the HouseID from this slot
HouseID = APlayerData[playerid][Houses][HouseSlot];
// Check if there is a house in this slot
if (HouseID != 0)
{
// Unload the cars of the house
House_RemoveVehicles(HouseID);
// Set the house so it cannot be entered by anyone (close the house)
AHouseData[HouseID][HouseOpened] = false;
}
}
// Clear the data in the APlayerData array to make sure the next player with the same id doesn't hold wrong data
APlayerData[playerid][SpectateID] = -1;
APlayerData[playerid][SpectateVehicle] = -1;
APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_NONE;
APlayerData[playerid][LoggedIn] = false;
APlayerData[playerid][AssistanceNeeded] = false;
APlayerData[playerid][PlayerPassword] = 0;
APlayerData[playerid][PlayerLevel] = 0;
APlayerData[playerid][PlayerJailed] = 0;
APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer
APlayerData[playerid][Bans] = 0;
APlayerData[playerid][BanTime] = 0;
APlayerData[playerid][Muted] = false;
APlayerData[playerid][RulesRead] = false;
APlayerData[playerid][AutoReportTime] = 0;
APlayerData[playerid][TruckerLicense] = 0;
APlayerData[playerid][BusLicense] = 0;
APlayerData[playerid][PlayerClass] = 0;
APlayerData[playerid][Warnings] = 0;
APlayerData[playerid][PlayerMoney] = 0;
APlayerData[playerid][PlayerScore] = 0;
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
APlayerData[playerid][Houses][HouseSlot] = 0;
for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
APlayerData[playerid][Business][BusSlot] = 0;
APlayerData[playerid][CurrentHouse] = 0;
// Clear bank account info
APlayerData[playerid][BankPassword] = 0;
APlayerData[playerid][BankLoggedIn] = false;
APlayerData[playerid][BankMoney] = 0;
// Clear stats
APlayerData[playerid][StatsTruckerJobs] = 0;
APlayerData[playerid][StatsConvoyJobs] = 0;
APlayerData[playerid][StatsBusDriverJobs] = 0;
APlayerData[playerid][StatsPilotJobs] = 0;
APlayerData[playerid][StatsMafiaJobs] = 0;
APlayerData[playerid][StatsMafiaStolen] = 0;
APlayerData[playerid][StatsPoliceFined] = 0;
APlayerData[playerid][StatsPoliceJailed] = 0;
APlayerData[playerid][StatsCourierJobs] = 0;
APlayerData[playerid][StatsRoadworkerJobs] = 0;
APlayerData[playerid][StatsAssistance] = 0;
APlayerData[playerid][StatsMetersDriven] = 0.0;
// Clear police warnings
APlayerData[playerid][PoliceCanJailMe] = false;
APlayerData[playerid][PoliceWarnedMe] = false;
APlayerData[playerid][Value_PoliceCanJailMe] = 0;
// Make sure the jailtimer has been destroyed
KillTimer(APlayerData[playerid][PlayerJailedTimer]);
KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);
// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
Speedometer_Cleanup(playerid);
// Also destroy the missiontext TextDraw for this player
TextDrawDestroy(APlayerData[playerid][MissionText]);
// Destroy a rented vehicle is the player had any
if (APlayerData[playerid][RentedVehicleID] != 0)
{
// Clear the data for the already rented vehicle
AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 100;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;
for (new j; j < 14; j++)
{
AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;
}
// Destroy the vehicle
DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
// Clear the RentedVehicleID
APlayerData[playerid][RentedVehicleID] = 0;
}
return 1;
}
public OnPlayerText(playerid, text[])
{
if (APlayerData[playerid][Muted] == true)
{
SendClientMessage(playerid, VERMELHO, "Vocк estб mudo!");
return 0;
}
return 1;
}
// This callback gets called when a player interacts with a dialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
// Select the proper dialog to process
switch (dialogid)
{
case DialogRegister: Dialog_Register(playerid, response, inputtext); // The "Register"-dialog
case DialogLogin: Dialog_Login(playerid, response, inputtext); // The "Login"-dialog
case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);
case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);
case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);
case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);
case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog
case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)
case DialogRules: Dialog_Rules(playerid, response);
case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)
case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)
case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)
case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)
case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job
case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);
case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)
case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)
case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)
case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog
case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);
case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog
case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);
case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogSellCar: Dialog_SellCar(playerid, response, listitem);
case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);
case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);
case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);
case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);
case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);
case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);
case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);
case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business
case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business
case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);
case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);
case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);
case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);
case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);
case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);
case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);
case DialogBankCancel: Dialog_BankCancel(playerid, response);
case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);
case DialogHelpItem: Dialog_HelpItem(playerid, response);
case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);
case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);
case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);
}
return 1;
}
// this callback gets called when a player clicks on another player on the scoreboard
public OnPlayerClickPlayer(playerid, clickedplayerid, source)
{
// Check if the player is an admin of at least level 1
if (APlayerData[playerid][PlayerLevel] >= 1)
{
// Setup local variables
new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;
// Construct the dialog-title
GetPlayerName(clickedplayerid, Name, sizeof(Name));
format(DialogTitle, 128, "Statisticas do jogador: %s", Name);
// Add the IP of the player to the list
GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP));
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}IP: {00FF00}%s\n", PlayerStatList, PlayerIP);
// Add the level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Level de Admin: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);
// Add the class of the player to the list
switch(APlayerData[clickedplayerid][PlayerClass])
{
case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Caminhoneiro\n", PlayerStatList);
case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Motorista de Фnibus\n", PlayerStatList);
case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Piloto de Aviгo\n", PlayerStatList);
case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Policial\n", PlayerStatList);
case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Mafia\n", PlayerStatList);
case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Correios\n", PlayerStatList);
case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}Mecвnico\n", PlayerStatList);
case ClassRoadWorker: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Classe: {00FF00}DNIT\n", PlayerStatList);
}
// Add money and score of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Dinheiro: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Score: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);
// Add wanted-level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Level de Procurado: {00FF00}%i\n", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));
// Add truckerlicense and busdriver license of the player to the list
if (APlayerData[clickedplayerid][TruckerLicense] == 1)
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Licenзa de Caminhгo: {00FF00}Sim\n", PlayerStatList);
else
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Licenзa de Caminhгo: {00FF00}Nгo\n", PlayerStatList);
if (APlayerData[clickedplayerid][BusLicense] == 1)
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Licenзa de Фnibus: {00FF00}Sim\n", PlayerStatList);
else
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Licenзa de Фnibus: {00FF00}Nгo\n", PlayerStatList);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos de Caminhoneiro: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsTruckerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos em Comboio: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsConvoyJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos de Motorista de Фnibus: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsBusDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos de Piloto: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPilotJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos de Mбfia: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsMafiaJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Cargas-Mбfia Roubadas: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsMafiaStolen]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Jogadores Multados: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPoliceFined]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Jogadores Presos: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPoliceJailed]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos de Correios: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsCourierJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trabalhos de DNIT: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsRoadworkerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Jogadores Socorridos: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsAssistance]);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Distвncia Percorrida: {00FF00}%f\n", PlayerStatList, APlayerData[clickedplayerid][StatsMetersDriven]);
// Count the number of houses/businesses that the player has and add them to the list
for (new i; i < MAX_HOUSESPERPLAYER; i++)
if (APlayerData[clickedplayerid][Houses][i] != 0)
NumHouses++;
for (new i; i < MAX_BUSINESSPERPLAYER; i++)
if (APlayerData[clickedplayerid][Business][i] != 0)
NumBusinesses++;
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Casas: {00FF00}%i (dois clicks para ver)\n", PlayerStatList, NumHouses);
format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Empresas: {00FF00}%i (dois clicks para ver)\n", PlayerStatList, NumBusinesses);
// Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars)
APlayerData[playerid][DialogOtherPlayer] = clickedplayerid;
// Show the statistics of the other player
ShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player buy a license
}
return 1;
}
// This callback gets called when a player picks up any pickup
public OnPlayerPickUpPickup(playerid, pickupid)
{
// If the player picks up the Buy_License pickup at the driving school in Doherty
if (pickupid == Pickup_License)
// Ask the player which license he wants to buy
ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, TXT_DialogLicenseTitle, TXT_DialogLicenseList, TXT_DialogButtonBuy, TXT_DialogButtonCancel); // Let the player buy a license
return 1;
}
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
if (APlayerData[playerid][RulesRead] == false)
{
new Msg[2000];
format(Msg, 2000, "%s1. Sempre dirigir do lado direito nas estradas para evitar acidentes.\n", Msg);
format(Msg, 2000, "%s2. Nao chingar ou desrespeitar os outros jogadores, eles sao seus companheiros.\n", Msg);
format(Msg, 2000, "%s3. Usar a linguagem padrгo 'Portuguкs'.\n", Msg);
format(Msg, 2000, "%s4. Nao usar hackers ou serб banido permanentemente.\n", Msg);
format(Msg, 2000, "%s5. Nao floodar no chat, pode ser calado por um admin.\n", Msg);
format(Msg, 2000, "%s6. Nao roubar carros, sujeito a prisao caso haja denuncia.\n", Msg);
format(Msg, 2000, "%s7. Nunca chingue ou desrespeite um administrador, voce sera banido.\n", Msg);
ShowPlayerDialog(playerid, DialogRules, DIALOG_STYLE_MSGBOX, "Regras", Msg, "Aceitar", TXT_DialogButtonCancel);
}
// Always allow NPC's to spawn without logging in
if (IsPlayerNPC(playerid))
return 1;
// Check if the player properly logged in by typing his password
if (APlayerData[playerid][LoggedIn] == false)
{
SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
Kick(playerid); // Kick the player if he didn't log in properly
}
// Setup local variables
new missiontext[200];
// Spawn the player in the global world (where everybody plays the game)
SetPlayerVirtualWorld(playerid, 0);
SetPlayerInterior(playerid, 0);
// Also set a variable that tracks in which house the player currently is
APlayerData[playerid][CurrentHouse] = 0;
// Disable the clock
TogglePlayerClock(playerid, 0);
// Delete all weapons from the player
ResetPlayerWeapons(playerid);
// Set the missiontext based on the chosen class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truck-driver class
{
format(missiontext, sizeof(missiontext), Trucker_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassBusDriver: // Bus-driver class
{
format(missiontext, sizeof(missiontext), BusDriver_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassPilot: // Pilot class
{
format(missiontext, sizeof(missiontext), Pilot_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassPolice: // Police class
{
format(missiontext, sizeof(missiontext), Police_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map)
// Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first)
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Police_CheckWantedPlayers", 1000, true, "i", playerid);
// Check if the police player can get weapons
if (PoliceGetsWeapons == true)
{
// Give up to 12 weapons to the player
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
}
case ClassMafia: // Mafia class
{
format(missiontext, sizeof(missiontext), Mafia_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map)
// Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Mafia_CheckMafiaLoads", 1000, true, "i", playerid);
}
case ClassCourier: // Courier class
{
format(missiontext, sizeof(missiontext), Courier_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassAssistance: // Assistance class
{
format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)
// Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first)
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Assistance_CheckPlayers", 1000, true, "i", playerid);
}
case ClassRoadWorker: // Roadworker class
{
format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
}
}
// Set the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
// Show the missiontext for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);
// If the player spawns and his jailtime hasn't passed yet, put him back in jail
if (APlayerData[playerid][PlayerJailed] != 0)
Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
return 1;
}
// This callback gets called whenever a player enters a checkpoint
public OnPlayerEnterCheckpoint(playerid)
{
// Check the player's class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truckdriver class
Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods)
case ClassBusDriver: // BusDriver class
{
GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
BusDriver_EndJob(playerid); // End the current mission
}
case ClassPilot: // Pilot class
Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload)
case ClassMafia: // Mafia class
Mafia_OnPlayerEnterCheckpoint(playerid);
case ClassCourier: // Courier class
Courier_OnPlayerEnterCheckpoint(playerid);
case ClassRoadWorker: // Roadworker class
{
// Only end the mission when doing "repair-speedcamera" jobtype (checkpoint is the base of the roadworker)
if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera's
{
GameTextForPlayer(playerid, TXT_RoadworkerMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
Roadworker_EndJob(playerid); // End the current mission
}
if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder
Roadworker_EnterCheckpoint(playerid);
}
}
return 1;
}
// This callback gets called when a player enters a race-checkpoint
public OnPlayerEnterRaceCheckpoint(playerid)
{
// Check the player's class
switch (APlayerData[playerid][PlayerClass])
{
case ClassBusDriver: // BusDriver class
Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint
case ClassRoadWorker: // Roadworker class
Roadworker_EnterRaceCheckpoint(playerid);
}
return 1;
}
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Setup local variables
new VictimName[24], KillerName[24], Msg[128];
// Clear the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], " ");
// Hide the missiontext for this player (when the player is choosing a class, it's not required to show any mission-text)
TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]);
// Stop any job that may have started
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: Trucker_EndJob(playerid);
case ClassBusDriver: BusDriver_EndJob(playerid);
case ClassPilot: Pilot_EndJob(playerid);
case ClassPolice: Police_EndJob(playerid);
case ClassMafia: Mafia_EndJob(playerid);
case ClassCourier: Courier_EndJob(playerid);
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy,kick him from it
Convoy_Leave(playerid);
// If another player kills you, he'll get an extra star of his wanted level
if (killerid != INVALID_PLAYER_ID)
{
// Increase the wanted level of the killer by one star
SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 1);
// Get the name of the killed player and the killer
GetPlayerName(playerid, VictimName, sizeof(VictimName));
GetPlayerName(killerid, KillerName, sizeof(KillerName));
// Let the killed know the police are informed about the kill
format(Msg, 128, "{FF0000}Vocк matou {FFFF00}%s{FF0000}, e agora estб sendo procurado pela polнcia.", VictimName);
SendClientMessage(killerid, 0xFFFFFFFF, Msg);
// Inform all police players about the kill
format(Msg, 128, "{00FF00}O jogador {FFFF00}%s{00FF00} matou {FFFF00}%s{00FF00}. [Objetvo]: Persiga-o e Multe-o.", KillerName, VictimName);
Police_SendMessage(Msg);
}
return 1;
}
// This callback gets called when the player is selecting a class (but hasn't clicked "Spawn" yet)
public OnPlayerRequestClass(playerid, classid)
{
TextDrawHideForPlayer(playerid, ImagemEntrada);
SetPlayerInterior(playerid,0);
SetPlayerFacingAngle(playerid, 90.0);
SetPlayerPos(playerid,-1932.51,2603.14,47.36);
SetPlayerCameraPos(playerid,-1938.92,2602.74,47.60);
SetPlayerCameraLookAt(playerid,-1932.51,2603.14,47.36);
// Display a short message to inform the player about the class he's about to choose
switch (classid)
{
case 0, 1, 2, 3, 4, 5, 6, 7: // Classes that will be truckdrivers
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassTrucker, 3000, 4);
// Store the class for the player (truckdriver)
APlayerData[playerid][PlayerClass] = ClassTruckDriver;
}
case 8, 9: // Classes that will be bus-drivers
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassBusDriver, 3000, 4);
// Store the class for the player (busdriver)
APlayerData[playerid][PlayerClass] = ClassBusDriver;
}
case 10: // Classes that will be Pilot
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassPilot, 3000, 4);
// Store the class for the player (pilot)
APlayerData[playerid][PlayerClass] = ClassPilot;
}
case 11, 12, 13: // Classes that will be police
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassPolice, 3000, 4);
// Store the class for the player (police)
APlayerData[playerid][PlayerClass] = ClassPolice;
}
case 14, 15, 16: // Classes that will be mafia
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassMafia, 3000, 4);
// Store the class for the player (mafia)
APlayerData[playerid][PlayerClass] = ClassMafia;
}
case 17, 18: // Classes that will be courier
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassCourier, 3000, 4);
// Store the class for the player (courier)
APlayerData[playerid][PlayerClass] = ClassCourier;
}
case 19: // Classes that will be assistance
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassAssistance, 3000, 4);
// Store the class for the player (assistance)
APlayerData[playerid][PlayerClass] = ClassAssistance;
}
case 20, 21, 22: // Classes that will be roadworker
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassRoadWorker, 3000, 4);
// Store the class for the player (roadworker)
APlayerData[playerid][PlayerClass] = ClassRoadWorker;
}
}
return 1;
}
// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];
// Get the player's name
GetPlayerName(playerid, Name, sizeof(Name));
// Choose a random spawnlocation based on the player's class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver:
{
Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation
x = ASpawnLocationsTrucker[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsTrucker[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsTrucker[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsTrucker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{FF8000}O Jogador {FFFFff}%s{FF8000} entrou no server como um {FF8000}Caminhoneiro{ffFFff}.", Name);
}
case ClassBusDriver:
{
Index = random(sizeof(ASpawnLocationsBusDriver));
x = ASpawnLocationsBusDriver[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsBusDriver[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsBusDriver[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsBusDriver[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FFFF}O Jogador {FFFFff}%s{00FFFF} entrou no server como um {00FFFF}Motorista de Onibus{ffFFff}.", Name);
}
case ClassPilot:
{
Index = random(sizeof(ASpawnLocationsPilot));
x = ASpawnLocationsPilot[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsPilot[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsPilot[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsPilot[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{008080}O Jogador {FFFFff}%s{008080} entrou no server como um {008080}Piloto de Aviгo{ffFFff}.", Name);
}
case ClassPolice:
{
// Count the number of normal players (all classes except police) and count the amount of police players
new NormalPlayers, PolicePlayers, bool:CanSpawnAsCop = false;
// Block this check if PlayersBeforePolice is set to 0 (this allows anyone to join as police)
if (PlayersBeforePolice > 0)
{
// Loop through all players
for (new pid; pid < MAX_PLAYERS; pid++)
{
// Exclude this player, as he doesn't have a class yet, he's still choosing here
if (pid != playerid)
{
// Also exclude all players who are still in the class-selection screen, as they don't have a class selected yet
if (GetPlayerInterior(pid) != 14)
{
// Check if this player is logged in
if (APlayerData[pid][LoggedIn] == true)
{
// Count the amount of normal players and police players
switch (APlayerData[pid][PlayerClass])
{
case ClassPolice:
PolicePlayers++;
case ClassTruckDriver, ClassBusDriver, ClassPilot, ClassMafia, ClassCourier, ClassAssistance, ClassRoadWorker:
NormalPlayers++;
}
}
}
}
}
// Check if there are less police players than allowed
if (PolicePlayers < (NormalPlayers * PlayersBeforePolice))
CanSpawnAsCop = true; // There are less police players than allowed, so the player can choose this class
else
CanSpawnAsCop = false; // The maximum amount of police players has been reached, the player can't choose to be a cop
// Check if the player isn't allowed to spawn as police
if (CanSpawnAsCop == false)
{
// Let the player know the maximum amount of cops has been reached
GameTextForPlayer(playerid, "O nъmero mбximo de COP's online foi atingido.", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}O nъmero mбximo de COP's online foi atingido, por favor selecione outra classe.");
return 0; // Don't allow the player to spawn as police player
}
}
// If the player has less than 100 scorepoints
if (APlayerData[playerid][PlayerScore] < 200)
{
// Let the player know he needs 100 scorepoints
GameTextForPlayer(playerid, "~r~Voce precisa de ~b~200 ~r~pontos de score, para ser um ~y~policial~r~.", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Vocк precisa ter 200 pontos de score para ser um policial.");
return 0; // Don't allow the player to spawn as police player
}
// If the player has a wanted level
if (GetPlayerWantedLevel(playerid) > 0)
{
// Let the player know he cannot have a wanted level to join police
GameTextForPlayer(playerid, "Voce nao pode ser um policial enquanto estiver sendo procurado", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Vocк nгo pode ser um policial enquanto estiver sendo procurado.");
return 0; // Don't allow the player to spawn as police player
}
Index = random(sizeof(ASpawnLocationsPolice));
x = ASpawnLocationsPolice[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsPolice[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsPolice[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsPolice[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{0000FF}O Jogador {FFFFff}%s{0000FF} entrou no server como um Policial{ffFFff}.", Name);
}
case ClassMafia:
{
Index = random(sizeof(ASpawnLocationsMafia));
x = ASpawnLocationsMafia[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsMafia[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsMafia[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsMafia[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{8000FF}O Jogador {FFFFff}%s{8000FF} entrou no server como um {8000FF}Mafioso{ffFFff}.", Name);
}
case ClassCourier:
{
Index = random(sizeof(ASpawnLocationsCourier));
x = ASpawnLocationsCourier[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsCourier[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsCourier[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsCourier[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{FF00FF}O Jogador {FFFFff}%s{FF00FF} entrou no server como um {FF00FF}Agente dos Correios{ffFFff}.", Name);
}
case ClassAssistance:
{
Index = random(sizeof(ASpawnLocationsAssistance));
x = ASpawnLocationsAssistance[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsAssistance[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsAssistance[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsAssistance[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{A5ED54}O Jogador {FFFFff}%s{A5ED54} entrou no server como um Mecвnico{ffFFff}.", Name);
}
case ClassRoadWorker:
{
Index = random(sizeof(ASpawnLocationsRoadWorker));
x = ASpawnLocationsRoadWorker[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsRoadWorker[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsRoadWorker[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsRoadWorker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{FFFF80}O Jogador {FFFFff}%s{FFFF80} entrou no server como um {FFFF80}Funcionбrio do DNIT{ffFFff}.", Name);
}
}
// Spawn the player with his chosen skin at a random location based on his class
SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0);
// Send the message to all players (who joined which class)
SendClientMessageToAll(0xFFFFFFFF, Msg);
return 1;
}
// This callback gets called when a vehicle respawns at it's spawn-location (where it was created)
public OnVehicleSpawn(vehicleid)
{
// Set the vehicle as not-wanted by the mafia
AVehicleData[vehicleid][MafiaLoad] = false;
// Also reset the fuel to maximum (only for non-owned vehicles)
if (AVehicleData[vehicleid][Owned] == false)
AVehicleData[vehicleid][Fuel] = MaxFuel;
// Re-apply the paintjob (if any was applied)
if (AVehicleData[vehicleid][PaintJob] != 0)
{
// Re-apply the paintjob
ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1);
}
// Also update the car-color
ChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]);
// Re-add all components that were installed (if they were there)
for (new i; i < 14; i++)
{
// Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns)
RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i));
// Check if the componentslot has a valid component-id
if (AVehicleData[vehicleid][Components][i] != 0)
AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components][i]); // Add the component to the vehicle
}
return 1;
}
// This callback is called when the vehicle leaves a mod shop
public OnVehicleRespray(playerid, vehicleid, color1, color2)
{
// Let the player pay $150 for changing the color (if they have been changed)
if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2))
{
RewardPlayer(playerid, -150, 0);
SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}Vocк alterou a cor do seu veнculo por R$150.");
}
// Save the colors
AVehicleData[vehicleid][Color1] = color1;
AVehicleData[vehicleid][Color2] = color2;
// If the primary color is black, remove the paintjob
if (color1 == 0)
AVehicleData[vehicleid][PaintJob] = 0;
return 1;
}
// This callback gets called when a player enters or exits a mod-shop
public OnEnterExitModShop(playerid, enterexit, interiorid)
{
return 1;
}
// This callback gets called whenever a player mods his vehicle
public OnVehicleMod(playerid, vehicleid, componentid)
{
// When the player changes a component of his vehicle, reduce the price of the component from the player's money
APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000];
// Store the component in the AVehicleData array
AVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid;
return 1;
}
// This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it)
public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
{
// Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult)
AVehicleData[vehicleid][PaintJob] = paintjobid + 1;
return 1;
}
// This callback gets called whenever a player enters a vehicle
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the vehicle has fuel
if (AVehicleData[vehicleid][Fuel] > 0)
{
// Start the engine and turn on the lights
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective);
}
// Store the player's current location and interior-id, otherwise anti-airbreak hack code could kick you
GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);
return 1;
}
// This callback gets called when a player exits his vehicle
public OnPlayerExitVehicle(playerid, vehicleid)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Turn off the lights and engine
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
}
// Chech if the player is a pilot
if (APlayerData[playerid][PlayerClass] == ClassPilot)
{
// If the pilot started a job --> as soon as a pilot leaves his plane while doing a job, he fails his mission
if (APlayerData[playerid][JobStarted] == true)
{
// End the job (clear data)
Pilot_EndJob(playerid);
// Inform the player that he failed the mission
GameTextForPlayer(playerid, TXT_FailedMission, 5000, 4);
// Reduce the player's cash by 1000
RewardPlayer(playerid, -1000, 0);
}
}
return 1;
}
// This callback gets called whenever a vehicle enters the water or is destroyed (explodes)
public OnVehicleDeath(vehicleid)
{
// Get the houseid to which this vehicle belongs
new HouseID = AVehicleData[vehicleid][BelongsToHouse];
// Check if this vehicle belongs to a house
if (HouseID != 0)
{
// If the house doesn't have insurance for it's vehicles
if (AHouseData[HouseID][Insurance] == 0)
{
// Delete the vehicle, clear the data and remove it from the house it belongs to
Vehicle_Delete(vehicleid);
// Save the house (and linked vehicles)
HouseFile_Save(HouseID);
}
}
return 1;
}
// This callback gets called when the player changes state
public OnPlayerStateChange(playerid,newstate,oldstate)
{
// Setup local variables
new vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective;
switch (newstate)
{
case PLAYER_STATE_DRIVER: // Player became the driver of a vehicle
{
// Get the ID of the player's vehicle
vid = GetPlayerVehicleID(playerid);
// Get the player's name (the one who is trying to enter the vehicle)
GetPlayerName(playerid, Name, sizeof(Name));
// Check if the vehicle is owned
if (AVehicleData[vid][Owned] == true)
{
// Check if the vehicle is owned by somebody else (strcmp will not be 0)
if (strcmp(AVehicleData[vid][Owner], Name, false) != 0)
{
// Force the player out of the vehicle
RemovePlayerFromVehicle(playerid);
// Turn off the lights and engine
GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
// Let the player know he cannot use somebody else's vehicle
format(Msg, 128, TXT_SpeedometerCannotUseVehicle, AVehicleData[vid][Owner]);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
// Check if the vehicle is clamped
if (AVehicleData[vid][Clamped] == true)
{
// Force the player out of the vehicle
RemovePlayerFromVehicle(playerid);
// Turn off the lights and engine
GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
// Let the player know he cannot use a clamped vehicle
format(Msg, 128, TXT_SpeedometerClampedVehicle);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
format(Msg, 128, TXT_SpeedometerClampedVehicle2);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
}
// Check if the player is not a cop
if (APlayerData[playerid][PlayerClass] != ClassPolice)
{
// First check if the vehicle is a static vehicle (player can still use a bought cop-car that he bought in his house,
// as a bought vehicle isn't static)
if (AVehicleData[vid][StaticVehicle] == true)
{
// Check if the entered vehicle is a cop vehicle
switch (GetVehicleModel(vid))
{
case VehiclePoliceLSPD, VehiclePoliceSFPD, VehiclePoliceLVPD, VehicleHPV1000, VehiclePoliceRanger:
{
// Force the player out of the vehicle
RemovePlayerFromVehicle(playerid);
// Turn off the lights and engine
GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
// Let the player know he cannot use a cop car
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Vocк nгo pode usar um veнculo policial.");
}
}
}
}
// Check if the player is not a pilot
if (APlayerData[playerid][PlayerClass] != ClassPilot)
{
// First check if the vehicle is a static vehicle (player can still use a bought plane that he bought in his house,
// as a bought vehicle isn't static)
if (AVehicleData[vid][StaticVehicle] == true)
{
// Check if the entered vehicle is a plane or helicopter vehicle
switch (GetVehicleModel(vid))
{
case VehicleShamal, VehicleNevada, VehicleStuntPlane, VehicleDodo, VehicleMaverick, VehicleCargobob:
{
// Force the player out of the vehicle
RemovePlayerFromVehicle(playerid);
// Turn off the lights and engine
GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
// Let the player know he cannot use a cop car
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Vocк nгo pode usar um veнculo de piloto.");
}
}
}
}
}
}
return 1;
}
// This callback gets called whenever a player presses a key
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// Debug the keypresses
// DebugKeys(playerid, newkeys, oldkeys);
// ****************************************************************************************
// NOTE: the keys are messed up, so the code may look strange when testing for certain keys
// ****************************************************************************************
// Fining and jailing players when you're police and press the correct keys
// Check the class of the player
switch (APlayerData[playerid][PlayerClass])
{
case ClassPolice:
{
// If the police-player pressed the RMB key (AIM key) when OUTSIDE his vehicle
if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0))
Police_FineNearbyPlayers(playerid);
// If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle
if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0))
Police_WarnNearbyPlayers(playerid);
}
case ClassAssistance:
{
// If the assistance-player pressed the RMB key (AIM key) when OUTSIDE his vehicle
if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0))
Assistance_FixVehicle(playerid);
// If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle
if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0))
Assistance_FixOwnVehicle(playerid);
}
}
// Trying to attach the closest vehicle to the towtruck when the player pressed FIRE when inside a towtruck
// Check if the player is inside a towtruck
if(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck)
{
// Check if the player pushed the fire-key
if(newkeys & KEY_FIRE)
{
// Get the vehicle-id of the closest vehicle
new closest = GetClosestVehicle(playerid);
if(VehicleToPlayer(playerid, closest) < 10) // Check if the closest vehicle is within 10m from the player
AttachTrailerToVehicle(closest, GetPlayerVehicleID(playerid)); // Attach the vehicle to the towtruck
}
}
// Refuel a vehicle when driving a vehicle and pressing the HORN key
// Check if the player presses the HORN key
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
{
// Check if the player is driving a vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Loop through all ARefuelPickups
for (new i; i < sizeof(ARefuelPickups); i++)
{
// Check if the player is in range of a refuelpickup
if(IsPlayerInRangeOfPoint(playerid, 2.5, ARefuelPickups[i][pux], ARefuelPickups[i][puy], ARefuelPickups[i][puz]))
{
// Show a message that the player's vehicle is refuelling
GameTextForPlayer(playerid, TXT_Refuelling, 3000, 4);
// Don't allow the player to move again (the timer will allow it after refuelling)
TogglePlayerControllable(playerid, 0);
// Start a timer (let the player wait until the vehicle is refuelled)
SetTimerEx("RefuelVehicle", 5000, false, "i", playerid);
// Stop the search
break;
}
}
}
}
return 1;
}
forward VehicleToPlayer(playerid,vehicleid);
// Get the distance between the vehicle and the player
public VehicleToPlayer(playerid, vehicleid)
{
// Setup local variables
new Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance;
// Get the player position
GetPlayerPos(playerid, pX, pY, pZ);
// Get the vehicle position
GetVehiclePos(vehicleid, cX, cY, cZ);
// Calculate the distance
distance = floatsqroot(floatpower(floatabs(floatsub(cX, pX)), 2) + floatpower(floatabs(floatsub(cY, pY)), 2) + floatpower(floatabs(floatsub(cZ, pZ)), 2));
// Return the distance to the calling routine
return floatround(distance);
}
forward GetClosestVehicle(playerid);
// Find the vehicle closest to the player
public GetClosestVehicle(playerid)
{
// Setup local variables
new Float:distance = 99999.000+1, Float:distance2, result = -1;
// Loop through all vehicles
for(new i = 0; i < MAX_VEHICLES; i++)
{
// First check if the player isn't driving the current vehicle that needs to be checked for it's distance to the player
if (GetPlayerVehicleID(playerid) != i)
{
// Get the distance between player and vehicle
distance2 = VehicleToPlayer(playerid, i);
// Check if the distance is smaller than the previous distance
if(distance2 < distance)
{
// Store the distance
distance = distance2;
// Store the vehicle-id
result = i;
}
}
}
// Return the vehicle-id of the closest vehicle
return result;
}
// This function is used to debug the key-presses
stock DebugKeys(playerid, newkeys, oldkeys)
{
// Debug keys
if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_FIRE key");
if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ACTION key");
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_CROUCH key");
if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SPRINT key");
if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SECONDARY_ATTACK key");
if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_JUMP key");
if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_RIGHT key");
if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_HANDBRAKE key");
if ((newkeys & KEY_LOOK_LEFT) && !(oldkeys & KEY_LOOK_LEFT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_LEFT key");
if ((newkeys & KEY_SUBMISSION) && !(oldkeys & KEY_SUBMISSION))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SUBMISSION key");
if ((newkeys & KEY_LOOK_BEHIND) && !(oldkeys & KEY_LOOK_BEHIND))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_BEHIND key");
if ((newkeys & KEY_WALK) && !(oldkeys & KEY_WALK))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_WALK key");
if ((newkeys & KEY_ANALOG_UP) && !(oldkeys & KEY_ANALOG_UP))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_UP key");
if ((newkeys & KEY_ANALOG_DOWN) && !(oldkeys & KEY_ANALOG_DOWN))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_DOWN key");
if ((newkeys & KEY_ANALOG_LEFT) && !(oldkeys & KEY_ANALOG_LEFT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_LEFT key");
if ((newkeys & KEY_ANALOG_RIGHT) && !(oldkeys & KEY_ANALOG_RIGHT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_RIGHT key");
if ((newkeys & KEY_UP) && !(oldkeys & KEY_UP))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_UP key");
if ((newkeys & KEY_DOWN) && !(oldkeys & KEY_DOWN))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_DOWN key");
if ((newkeys & KEY_LEFT) && !(oldkeys & KEY_LEFT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LEFT key");
if ((newkeys & KEY_RIGHT) && !(oldkeys & KEY_RIGHT))
SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_RIGHT key");
return 1;
public timed(playerid)
{
new str2[128];
new hour;
new minute;
new second;
gettime(hour,minute,second);
format(str2, sizeof(str2), "%d:%d:%d", hour, minute, second);
TextDrawSetString(Text:txtTimeDisp, str2);
SetWorldTime(hour+3);
}
stock IsABike(vehicleid)
{
new result;
new model = GetVehicleModel(vehicleid);
switch(model)
{
case 509, 481, 510, 462, 448, 581, 522, 461, 521, 523, 463, 586, 468, 471: result = model;
default: result = 0;
}
return result;
}
public Climas()
{
new cl = random(13);
if(cl == 0) { SetWeather(0);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Dia Limpo, Mнnima de {0342F8}22°C{FFFFAF}, Mбxima de {F80303}26°C{FFFFAF}."); }
if(cl == 1) { SetWeather(1);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Clima Seco, Mнnima de {0342F8}24°C{FFFFAF}, Mбxima de {F80303}28°C{FFFFAF}."); }
if(cl == 2) { SetWeather(3);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Ventos Fortes, Mнnima de {0342F8}19°C{FFFFAF}, Mбxima de {F80303}22°C{FFFFAF}."); }
if(cl == 3) { SetWeather(7);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Tempo Nublado com Ventos fortes, Mнnima de {0342F8}15°C{FFFFAF}, Mбxima de {F80303}18°C{FFFFAF}."); }
if(cl == 4) { SetWeather(8);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Tempo Chuvoso com Ventos fortes, Mнnima de {0342F8}12°C{FFFFAF}, Mбxima de {F80303}15°C{FFFFAF}."); }
if(cl == 5) { SetWeather(9);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Neblina forte, Mнnima de {0342F8}2°C{FFFFAF}, Mбxima de {F80303}5°C{FFFFAF}."); }
if(cl == 6) { SetWeather(11);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Cйu Limpo, Mнnima de {0342F8}22°C{FFFFAF}, Mбxima de {F80303}26°C{FFFFAF}."); }
if(cl == 7) { SetWeather(12);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Nublado com Ventos fracos, Mнnima de {0342F8}15°C{FFFFAF}, Mбxima de {F80303}18°C{FFFFAF}."); }
if(cl == 8) { SetWeather(13);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Cйu amarelado, Mнnima de {0342F8}19°C{FFFFAF}, Mбxima de {F80303}21°C{FFFFAF}."); }
if(cl == 9) { SetWeather(15);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Tempo Nublado, Mнnima de {0342F8}12°C{FFFFAF}, Mбxima de {F80303}15°C{FFFFAF}."); }
if(cl == 10) { SetWeather(16);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Chuva Forte, Cuidado com a pista escorregadia, Mнnima de {0342F8}4°C{FFFFAF}, Mбxima de {F80303}7°C{FFFFAF}."); }
if(cl == 11) { SetWeather(17);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Cйu Alaranjado, Mнnima de {0342F8}11°C{FFFFAF}, Mбxima de {F80303}14°C{FFFFAF}."); }
if(cl == 12) { SetWeather(19);SendClientMessageToAll(CLIMATEMPO, "[Rбdio] Neblina Densa com Vento forte, Mнnima de {0342F8}-2°C{FFFFAF}, Mбxima de {F80303}1°C{FFFFAF}."); }
}
stock GetOnLinePlayers()
{
new OnLine;
for(new i, g = GetMaxPlayers(); i < g; i++)
if(IsPlayerConnected(i))
OnLine++;
return OnLine;
}
Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase
1 Warning.