27.05.2009, 20:16 
	
	
	
		On my script, I use teleports with playertopoint etc for entering interiors. Is it possible to make a /lock command so when its locked the teleport is no longer functional and when you type /lock again it works?.
	
	
	
	
//At the top
new bool:Locked;
//Whenever they teleport
if(Locked)
{
//They can't teleport
}
else
{
//SetPlayerPos...
}
//The command
if(!strcmp(cmdtext,"/lock",true))
{
if(Locked)
{
Locked = false;
//Unlocked
}
else
{
Locked = true;
//Locked
}
}
if(!strcmp(cmdtext,"/yaklock",true))
{
if(PlayerToPoint(1.0,playerid,2324.0361,-1143.1575,1050.4922))
		      {
	if(PlayerInfo[playerid][pMember] == 5 || PlayerInfo[playerid][pLeader] == 5 || PlayerInfo[playerid][pMember] == 2 || PlayerInfo[playerid][pLeader] == 2 )
		    {
   if(Locked)
   {
      Locked = false;
      //Unlocked
   }
   else
   {
      Locked = true;
      //Locked
	    }
			  }
			}
		return 1;
	}
if(!strcmp(cmdtext,"/yaklock",true))
{
if(PlayerToPoint(1.0,playerid,2324.0361,-1143.1575,1050.4922))
		      {
	if(PlayerInfo[playerid][pMember] == 5 || PlayerInfo[playerid][pLeader] == 5 || PlayerInfo[playerid][pMember] == 2 || PlayerInfo[playerid][pLeader] == 2 )
		    {
		    GetPlayerName(playerid, sendername, sizeof(sendername));
			  format(string, sizeof(string), "* %s twists the key in the hole, locking the door.", sendername);
			  ProxDetector(10.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
   if(Locked)
   {
      Locked = false;
      //Unlocked
   }
   else
   {
      Locked = true;
      //Locked
	    }
			  }
			}
		return 1;
	}
else if (PlayerToPointStripped(1.0, playerid,1252.2933,-980.0336,37.5556, cx,cy,cz))
	{     		//Yakuza
	if(Locked)
	{
	GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
	}
	else
	{
	SetPlayerPos(playerid,2324.0361,-1143.1575,1050.4922);
		GameTextForPlayer(playerid, "~w~Yakuza HQ", 5000, 3);
		SetPlayerInterior(playerid,12);
		PlayerInfo[playerid][pInt] = 12;
	}
	}