24.10.2014, 22:26
Delete please since children are complaining!
player_remove_vip_toys(iTargetID) {
if(PlayerInfo[iTargetID][pDonateRank] >= 3) return 1;
else for(new iToyIter; iToyIter < MAX_PLAYER_ATTACHED_OBJECTS; ++iToyIter) {
for(new LoopRapist; LoopRapist < sizeof(HoldingObjectsCop); ++LoopRapist) {
if(HoldingObjectsCop[LoopRapist][holdingmodelid] == PlayerToyInfo[iTargetID][iToyIter][ptModelID]) {
PlayerToyInfo[iTargetID][iToyIter][ptModelID] = 0;
PlayerToyInfo[iTargetID][iToyIter][ptBone] = 0;
PlayerToyInfo[iTargetID][iToyIter][ptPosX] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosY] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosZ] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosX] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosY] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosZ] = 0.0;
if(IsPlayerAttachedObjectSlotUsed(iTargetID, iToyIter)) RemovePlayerAttachedObject(iTargetID, iToyIter);
}
}
}
SendClientMessageEx(iTargetID, COLOR_WHITE, "All accessories/toys that were property of your former employer have been removed.");
return 1;
}
player_remove_vip_toys(iTargetID) {
if(PlayerInfo[iTargetID][pDonateRank] >= 3) return 1;
else for(new iToyIter; iToyIter < MAX_PLAYER_ATTACHED_OBJECTS; ++iToyIter) {
for(new LoopRapist; LoopRapist < sizeof(HoldingObjectsCop); ++LoopRapist) {
if(HoldingObjectsCop[LoopRapist][holdingmodelid] == PlayerToyInfo[iTargetID][iToyIter][ptModelID]) {
PlayerToyInfo[iTargetID][iToyIter][ptModelID] = 0;
PlayerToyInfo[iTargetID][iToyIter][ptBone] = 0;
PlayerToyInfo[iTargetID][iToyIter][ptPosX] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosY] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosZ] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosX] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosY] = 0.0;
PlayerToyInfo[iTargetID][iToyIter][ptPosZ] = 0.0;
if(IsPlayerAttachedObjectSlotUsed(iTargetID, iToyIter)) RemovePlayerAttachedObject(iTargetID, iToyIter);
}
}
}
SendClientMessageEx(iTargetID, COLOR_WHITE, "All accessories/toys that were property of your former employer have been removed.");
return 1;
}