When I use /slap on a player if they are driving, the speedo still displays..
#1

Title says all, It should hide the speedo, right? If they are not the driver. Here's the code:

* Dokins slaps command. around a bit with a large trout.

pawn Код:
CMD:slap(playerid, params[])
{
    if(LoggedIn[playerid] == 0) return SendClientMessage(playerid, COLOUR_GREY, "You must be logged in to use this command.");
    new giveplayerid;
    if(AdminLevel[playerid] < 1) return SendClientMessage(playerid, COLOUR_GREY, "You are not authorized to use this command.");
    if(sscanf(params, "u", giveplayerid)) return SendClientMessage(playerid, COLOUR_GREY, "Usage: /slap [player id or name]");
    if(!IsPlayerConnected(giveplayerid)) return SendClientMessage(playerid, COLOUR_GREY, "That player is not connected.");
   
    new Float: x, Float: y, Float: z;
   
    GetPlayerPos(giveplayerid, x, y, z);
   
    SetPlayerPos(giveplayerid, x, y, z+5);
   
    new string[128];
    format(string, sizeof(string), "Admin %s slapped you.", GetNameEx(playerid));
    SendClientMessage(giveplayerid, COLOUR_LIGHTBLUE, string);
    format(string, sizeof(string), "You slapped %s.", GetNameEx(giveplayerid));
    SendClientMessage(playerid, COLOUR_LIGHTBLUE, string);
    return 1;
}
Player State Check.
pawn Код:
if(GetPlayerState(playerid)!= PLAYER_STATE_DRIVER)
    {
        VehicleSQLID[vehicleid] = MySQL_GetValue(VehicleSQLID[vehicleid], "id", "vehicles");
        MySQL_SetInteger(VehicleSQLID[vehicleid], "VehFuel", VehFuel[vehicleid], "vehicles");
        if(EngineStartStatus[vehicleid] == 0)
        {
            KillTimer(SpeedoSysTimer[playerid]);
            KillTimer(FuelSysTimer[playerid]);
        }
        TextDrawDestroy(enginestring);
        TextDrawHideForPlayer(playerid, enginestring);
        TextDrawHideForPlayer(playerid,speed[playerid]);
        TextDrawHideForPlayer(playerid,fuel[playerid]);
    }
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#2

Where do you have that second piece of code? I am not sure if OnPlayerExitVehicle is called when a player gets teleported out, but OnPlayerStateChange should probably work.
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#3

Yeah, it's under OnPlayerStateChange.
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#4

Do you have any ideas?
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