10.08.2014, 19:28
hello,
i added saving system to this FS but before i press buy weapons it's worked but when i add saving system and now i press Buy now nothing happen bugged any hep?
i added saving system to this FS but before i press buy weapons it's worked but when i add saving system and now i press Buy now nothing happen bugged any hep?
Код:
#include <a_samp> #include <zcmd> #include <dini> #define PATH "Weapons" new bool:AlreadyGiveWeapons[MAX_PLAYERS]; //-------------------------- Configurations (Weapons prices) --------------------// //1.SMG's. #define UZI_PRICE (3000) #define UZI_AMMO (150) #define TEC9_PRICE (3000) #define TEC9_AMMO (150) //2.Pistols #define Deagle_PRICE (1000) #define Deagle_AMMO (200) #define S9mm_PRICE (1000) #define S9mm_AMMO (200) #define P9mm_PRICE (1000) #define P9mm_AMMO (200) //3.Shotguns #define Swanoff_PRICE (5000) #define Swanoff_AMMO (150) #define Combat_PRICE (5000) #define Combat_AMMO (150) //4.Rifles #define M4_PRICE (2000) #define M4_AMMO (300) #define AK47_PRICE (2000) #define AK47_AMMO (300) #define Sniper_PRICE (2000) #define Sniper_AMMO (2000) #define Country_PRICE (2000) #define Country_AMMO (2000) //5.Extra #define Grenade_PRICE (6000) #define Grenade_AMMO (20) #define Molotov_PRICE (5000) #define Molotov_AMMO (20) #define Knife_PRICE (500) #define Knife_AMMO (1) #define Teargas_PRICE (500) #define Teargas_AMMO (20) /////////////////////Textdraws variables////////////////////// new PlayerText:Textdraw0[MAX_PLAYERS]; new PlayerText:Textdraw1[MAX_PLAYERS]; new PlayerText:Textdraw2[MAX_PLAYERS]; new PlayerText:Textdraw3[MAX_PLAYERS]; new PlayerText:Textdraw4[MAX_PLAYERS]; new PlayerText:Textdraw5[MAX_PLAYERS]; new PlayerText:Textdraw6[MAX_PLAYERS]; new PlayerText:Textdraw7[MAX_PLAYERS]; new PlayerText:Textdraw8[MAX_PLAYERS]; new PlayerText:Textdraw9[MAX_PLAYERS]; new PlayerText:Textdraw10[MAX_PLAYERS]; new PlayerText:Textdraw11[MAX_PLAYERS]; new PlayerText:Textdraw12[MAX_PLAYERS]; new PlayerText:Textdraw13[MAX_PLAYERS]; new PlayerText:Textdraw14[MAX_PLAYERS]; new PlayerText:Textdraw15[MAX_PLAYERS]; new PlayerText:Textdraw16[MAX_PLAYERS]; new PlayerText:Textdraw17[MAX_PLAYERS]; new PlayerText:Textdraw18[MAX_PLAYERS]; new PlayerText:Textdraw19[MAX_PLAYERS]; new PlayerText:Textdraw20[MAX_PLAYERS]; new PlayerText:Textdraw21[MAX_PLAYERS]; new PlayerText:Textdraw22[MAX_PLAYERS]; new PlayerText:Textdraw23[MAX_PLAYERS]; new PlayerText:Textdraw24[MAX_PLAYERS]; /////////////////Player variables/////////////////// new bool:IsPlayerInSMGSelection[MAX_PLAYERS] = false; new bool:IsPlayerInPistolsSelection[MAX_PLAYERS] = false; new bool:IsPlayerInShotgunsSelection[MAX_PLAYERS] = false; new bool:IsPlayerInRifleSelection[MAX_PLAYERS] = false; new bool:IsPlayerInExtraSelection[MAX_PLAYERS] = false; new CurrentPlayerWeapon[MAX_PLAYERS] = 0; ////////////////////////////////////////////////////// ///////////////////////////////////////////////////////// public OnFilterScriptInit() { print("\n--------------------------------------"); print(" Blank Filterscript by your name here"); print("--------------------------------------\n"); return 1; } public OnFilterScriptExit() { return 1; } public OnPlayerConnect(playerid) { Textdraw0[playerid] = CreatePlayerTextDraw(playerid, 501.375000, 113.499984, "usebox"); PlayerTextDrawLetterSize(playerid, Textdraw0[playerid], 0.000000, 33.801387); PlayerTextDrawTextSize(playerid, Textdraw0[playerid], 98.000000, 0.000000); PlayerTextDrawAlignment(playerid, Textdraw0[playerid], 1); PlayerTextDrawColor(playerid, Textdraw0[playerid], 0); PlayerTextDrawUseBox(playerid, Textdraw0[playerid], true); PlayerTextDrawBoxColor(playerid, Textdraw0[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw0[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw0[playerid], 0); PlayerTextDrawFont(playerid, Textdraw0[playerid], 0); Textdraw1[playerid] = CreatePlayerTextDraw(playerid, 241.250000, 120.166679, "Weapon shop"); PlayerTextDrawLetterSize(playerid, Textdraw1[playerid], 0.449999, 1.600000); PlayerTextDrawAlignment(playerid, Textdraw1[playerid], 1); PlayerTextDrawColor(playerid, Textdraw1[playerid], -225902337); PlayerTextDrawSetShadow(playerid, Textdraw1[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw1[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw1[playerid], 51); PlayerTextDrawFont(playerid, Textdraw1[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw1[playerid], 1); Textdraw2[playerid] = CreatePlayerTextDraw(playerid, 208.125000, 131.250000, "."); PlayerTextDrawLetterSize(playerid, Textdraw2[playerid], 15.769989, 0.899999); PlayerTextDrawAlignment(playerid, Textdraw2[playerid], 1); PlayerTextDrawColor(playerid, Textdraw2[playerid], -225902337); PlayerTextDrawSetShadow(playerid, Textdraw2[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw2[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw2[playerid], 51); PlayerTextDrawFont(playerid, Textdraw2[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw2[playerid], 1); Textdraw3[playerid] = CreatePlayerTextDraw(playerid, 386.250000, 163.333328, "_"); PlayerTextDrawLetterSize(playerid, Textdraw3[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw3[playerid], 108.125000, 91.583343); PlayerTextDrawAlignment(playerid, Textdraw3[playerid], 1); PlayerTextDrawColor(playerid, Textdraw3[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw3[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw3[playerid], 0); PlayerTextDrawFont(playerid, Textdraw3[playerid], TEXT_DRAW_FONT_MODEL_PREVIEW); PlayerTextDrawSetPreviewModel(playerid, Textdraw3[playerid], 325135);//Just unkown object to show the question mark object. Textdraw4[playerid] = CreatePlayerTextDraw(playerid, 377.500000, 11.083313, "I"); PlayerTextDrawLetterSize(playerid, Textdraw4[playerid], 0.158123, 52.530815); PlayerTextDrawAlignment(playerid, Textdraw4[playerid], 1); PlayerTextDrawColor(playerid, Textdraw4[playerid], -225902337); PlayerTextDrawSetShadow(playerid, Textdraw4[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw4[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw4[playerid], 51); PlayerTextDrawFont(playerid, Textdraw4[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw4[playerid], 1); Textdraw5[playerid] = CreatePlayerTextDraw(playerid, 391.875000, 138.833328, "Weapon information:"); PlayerTextDrawLetterSize(playerid, Textdraw5[playerid], 0.264373, 1.045832); PlayerTextDrawAlignment(playerid, Textdraw5[playerid], 1); PlayerTextDrawColor(playerid, Textdraw5[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw5[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw5[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw5[playerid], 51); PlayerTextDrawFont(playerid, Textdraw5[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw5[playerid], 1); Textdraw6[playerid] = CreatePlayerTextDraw(playerid, 385.625000, 271.833282, "- Ammo: 0~n~- Damage: 0~n~- Price: $0~n~- Accuracy: ~r~0%"); PlayerTextDrawLetterSize(playerid, Textdraw6[playerid], 0.283122, 1.495000); PlayerTextDrawAlignment(playerid, Textdraw6[playerid], 1); PlayerTextDrawColor(playerid, Textdraw6[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw6[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw6[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw6[playerid], 51); PlayerTextDrawFont(playerid, Textdraw6[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw6[playerid], 1); Textdraw7[playerid] = CreatePlayerTextDraw(playerid, 393.750000, 383.833343, "Buy Weapon"); PlayerTextDrawLetterSize(playerid, Textdraw7[playerid], 0.449999, 1.600000); PlayerTextDrawAlignment(playerid, Textdraw7[playerid], 1); PlayerTextDrawColor(playerid, Textdraw7[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw7[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw7[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw7[playerid], 51); PlayerTextDrawFont(playerid, Textdraw7[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw7[playerid], 1); Textdraw8[playerid] = CreatePlayerTextDraw(playerid, 387.500000, 380.333312, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw8[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw8[playerid], 108.125000, 23.916624); PlayerTextDrawAlignment(playerid, Textdraw8[playerid], 1); PlayerTextDrawColor(playerid, Textdraw8[playerid], -225902337); PlayerTextDrawSetShadow(playerid, Textdraw8[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw8[playerid], 0); PlayerTextDrawFont(playerid, Textdraw8[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw8[playerid], true); Textdraw9[playerid] = CreatePlayerTextDraw(playerid, 225.750000, 166.000030, "usebox"); PlayerTextDrawLetterSize(playerid, Textdraw9[playerid], 0.000000, 1.056017); PlayerTextDrawTextSize(playerid, Textdraw9[playerid], 98.000000, 0.000000); PlayerTextDrawAlignment(playerid, Textdraw9[playerid], 1); PlayerTextDrawColor(playerid, Textdraw9[playerid], -1162167740); PlayerTextDrawUseBox(playerid, Textdraw9[playerid], true); PlayerTextDrawBoxColor(playerid, Textdraw9[playerid], -2139062017); PlayerTextDrawSetShadow(playerid, Textdraw9[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw9[playerid], 0); PlayerTextDrawFont(playerid, Textdraw9[playerid], 0); Textdraw10[playerid] = CreatePlayerTextDraw(playerid, 106.250000, 165.666610, "Choose category~n~~n~SMG ~>~~n~~n~Pistols ~>~~n~~n~Shotguns ~>~~n~~n~Rifles ~>~~n~~n~Extra ~>~"); PlayerTextDrawLetterSize(playerid, Textdraw10[playerid], 0.331247, 0.964164); PlayerTextDrawAlignment(playerid, Textdraw10[playerid], 1); PlayerTextDrawColor(playerid, Textdraw10[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw10[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw10[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw10[playerid], 51); PlayerTextDrawFont(playerid, Textdraw10[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw10[playerid], 1); Textdraw11[playerid] = CreatePlayerTextDraw(playerid, 233.125000, 181.999984, "- First slot"); PlayerTextDrawLetterSize(playerid, Textdraw11[playerid], 0.405624, 0.981666); PlayerTextDrawAlignment(playerid, Textdraw11[playerid], 1); PlayerTextDrawColor(playerid, Textdraw11[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw11[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw11[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw11[playerid], 51); PlayerTextDrawFont(playerid, Textdraw11[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw11[playerid], 1); Textdraw12[playerid] = CreatePlayerTextDraw(playerid, 232.250000, 199.333328, "- Second slot"); PlayerTextDrawLetterSize(playerid, Textdraw12[playerid], 0.405624, 0.981666); PlayerTextDrawAlignment(playerid, Textdraw12[playerid], 1); PlayerTextDrawColor(playerid, Textdraw12[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw12[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw12[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw12[playerid], 51); PlayerTextDrawFont(playerid, Textdraw12[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw12[playerid], 1); Textdraw13[playerid] = CreatePlayerTextDraw(playerid, 232.000000, 214.333328, "- Third slot"); PlayerTextDrawLetterSize(playerid, Textdraw13[playerid], 0.405624, 0.981666); PlayerTextDrawAlignment(playerid, Textdraw13[playerid], 1); PlayerTextDrawColor(playerid, Textdraw13[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw13[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw13[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw13[playerid], 51); PlayerTextDrawFont(playerid, Textdraw13[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw13[playerid], 1); Textdraw14[playerid] = CreatePlayerTextDraw(playerid, 232.375000, 229.333343, "- Fourth slot"); PlayerTextDrawLetterSize(playerid, Textdraw14[playerid], 0.405624, 0.981666); PlayerTextDrawAlignment(playerid, Textdraw14[playerid], 1); PlayerTextDrawColor(playerid, Textdraw14[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw14[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw14[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw14[playerid], 51); PlayerTextDrawFont(playerid, Textdraw14[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw14[playerid], 1); Textdraw15[playerid] = CreatePlayerTextDraw(playerid, 101.250000, 181.416656, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw15[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw15[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw15[playerid], 1); PlayerTextDrawColor(playerid, Textdraw15[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw15[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw15[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw15[playerid], 51); PlayerTextDrawFont(playerid, Textdraw15[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw15[playerid], true); Textdraw16[playerid] = CreatePlayerTextDraw(playerid, 101.250000, 198.916687, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw16[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw16[playerid], 123.125000, 12.833343); PlayerTextDrawAlignment(playerid, Textdraw16[playerid], 1); PlayerTextDrawColor(playerid, Textdraw16[playerid], 85); PlayerTextDrawSetShadow(playerid, Textdraw16[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw16[playerid], 0); PlayerTextDrawFont(playerid, Textdraw16[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw16[playerid], true); Textdraw17[playerid] = CreatePlayerTextDraw(playerid, 101.000000, 215.666671, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw17[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw17[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw17[playerid], 1); PlayerTextDrawColor(playerid, Textdraw17[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw17[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw17[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw17[playerid], 51); PlayerTextDrawFont(playerid, Textdraw17[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw17[playerid], true); Textdraw18[playerid] = CreatePlayerTextDraw(playerid, 100.750000, 233.583343, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw18[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw18[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw18[playerid], 1); PlayerTextDrawColor(playerid, Textdraw18[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw18[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw18[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw18[playerid], 51); PlayerTextDrawFont(playerid, Textdraw18[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw18[playerid], true); Textdraw19[playerid] = CreatePlayerTextDraw(playerid, 101.125000, 250.916748, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw19[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw19[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw19[playerid], 1); PlayerTextDrawColor(playerid, Textdraw19[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw19[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw19[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw19[playerid], 51); PlayerTextDrawFont(playerid, Textdraw19[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw19[playerid], true); Textdraw20[playerid] = CreatePlayerTextDraw(playerid, 230.875000, 181.333435, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw20[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw20[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw20[playerid], 1); PlayerTextDrawColor(playerid, Textdraw20[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw20[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw20[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw20[playerid], 51); PlayerTextDrawFont(playerid, Textdraw20[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw20[playerid], true); Textdraw21[playerid] = CreatePlayerTextDraw(playerid, 231.250000, 196.916748, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw21[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw21[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw21[playerid], 1); PlayerTextDrawColor(playerid, Textdraw21[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw21[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw21[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw21[playerid], 51); PlayerTextDrawFont(playerid, Textdraw21[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw21[playerid], true); Textdraw22[playerid] = CreatePlayerTextDraw(playerid, 231.625000, 211.916732, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw22[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw22[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw22[playerid], 1); PlayerTextDrawColor(playerid, Textdraw22[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw22[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw22[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw22[playerid], 51); PlayerTextDrawFont(playerid, Textdraw22[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw22[playerid], true); Textdraw23[playerid] = CreatePlayerTextDraw(playerid, 230.125000, 227.500091, "LD_SPAC:white"); PlayerTextDrawLetterSize(playerid, Textdraw23[playerid], 0.000000, 0.000000); PlayerTextDrawTextSize(playerid, Textdraw23[playerid], 122.500000, 14.000000); PlayerTextDrawAlignment(playerid, Textdraw23[playerid], 1); PlayerTextDrawColor(playerid, Textdraw23[playerid], 102); PlayerTextDrawSetShadow(playerid, Textdraw23[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw23[playerid], 0); PlayerTextDrawBackgroundColor(playerid, Textdraw23[playerid], 51); PlayerTextDrawFont(playerid, Textdraw23[playerid], 4); PlayerTextDrawSetSelectable(playerid, Textdraw23[playerid], true); Textdraw24[playerid] = CreatePlayerTextDraw(playerid, 486.875000, 107.916664, "x"); PlayerTextDrawLetterSize(playerid, Textdraw24[playerid], 0.449999, 1.600000); PlayerTextDrawAlignment(playerid, Textdraw24[playerid], 1); PlayerTextDrawColor(playerid, Textdraw24[playerid], -1); PlayerTextDrawSetShadow(playerid, Textdraw24[playerid], 0); PlayerTextDrawSetOutline(playerid, Textdraw24[playerid], 1); PlayerTextDrawBackgroundColor(playerid, Textdraw24[playerid], 51); PlayerTextDrawFont(playerid, Textdraw24[playerid], 1); PlayerTextDrawSetProportional(playerid, Textdraw24[playerid], 1); PlayerTextDrawSetSelectable(playerid, Textdraw24[playerid], true); AlreadyGiveWeapons[playerid] = false; return 1; } CMD:w(playerid) { PlayerTextDrawShow(playerid,Textdraw0[playerid]); PlayerTextDrawShow(playerid,Textdraw1[playerid]); PlayerTextDrawShow(playerid,Textdraw2[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); PlayerTextDrawShow(playerid,Textdraw4[playerid]); PlayerTextDrawShow(playerid,Textdraw5[playerid]); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw7[playerid]); PlayerTextDrawShow(playerid,Textdraw8[playerid]); PlayerTextDrawShow(playerid,Textdraw9[playerid]); PlayerTextDrawShow(playerid,Textdraw10[playerid]); PlayerTextDrawShow(playerid,Textdraw15[playerid]); PlayerTextDrawShow(playerid,Textdraw16[playerid]); PlayerTextDrawShow(playerid,Textdraw17[playerid]); PlayerTextDrawShow(playerid,Textdraw18[playerid]); PlayerTextDrawShow(playerid,Textdraw19[playerid]); PlayerTextDrawShow(playerid,Textdraw24[playerid]);//Escape button SelectTextDraw(playerid, 0x00FF00FF); return 1; } public OnPlayerDisconnect(playerid, reason) { PlayerTextDrawDestroy(playerid,Textdraw0[playerid]); PlayerTextDrawDestroy(playerid,Textdraw1[playerid]); PlayerTextDrawDestroy(playerid,Textdraw2[playerid]); PlayerTextDrawDestroy(playerid,Textdraw3[playerid]); PlayerTextDrawDestroy(playerid,Textdraw4[playerid]); PlayerTextDrawDestroy(playerid,Textdraw5[playerid]); PlayerTextDrawDestroy(playerid,Textdraw6[playerid]); PlayerTextDrawDestroy(playerid,Textdraw7[playerid]); PlayerTextDrawDestroy(playerid,Textdraw8[playerid]); PlayerTextDrawDestroy(playerid,Textdraw9[playerid]); PlayerTextDrawDestroy(playerid,Textdraw10[playerid]); PlayerTextDrawDestroy(playerid,Textdraw11[playerid]); PlayerTextDrawDestroy(playerid,Textdraw12[playerid]); PlayerTextDrawDestroy(playerid,Textdraw13[playerid]); PlayerTextDrawDestroy(playerid,Textdraw14[playerid]); PlayerTextDrawDestroy(playerid,Textdraw15[playerid]); PlayerTextDrawDestroy(playerid,Textdraw16[playerid]); PlayerTextDrawDestroy(playerid,Textdraw17[playerid]); PlayerTextDrawDestroy(playerid,Textdraw18[playerid]); PlayerTextDrawDestroy(playerid,Textdraw19[playerid]); PlayerTextDrawDestroy(playerid,Textdraw20[playerid]); PlayerTextDrawDestroy(playerid,Textdraw21[playerid]); PlayerTextDrawDestroy(playerid,Textdraw22[playerid]); PlayerTextDrawDestroy(playerid,Textdraw23[playerid]); PlayerTextDrawDestroy(playerid,Textdraw24[playerid]); SaveWeaponsToFile(playerid); return 1; } public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid) { new string[126]; if(playertextid == Textdraw15[playerid]) { ReShowCategory(playerid); IsPlayerInSMGSelection[playerid] = true;// I like to reset the variables to avoide bugs you may remove them! IsPlayerInPistolsSelection[playerid] = false; IsPlayerInShotgunsSelection[playerid] = false; IsPlayerInRifleSelection[playerid] = false; IsPlayerInExtraSelection[playerid] = false; PlayerTextDrawSetString(playerid,Textdraw11[playerid],"- UZI"); PlayerTextDrawSetString(playerid,Textdraw12[playerid],"- Tec9"); PlayerTextDrawShow(playerid,Textdraw11[playerid]); PlayerTextDrawShow(playerid,Textdraw12[playerid]); PlayerTextDrawShow(playerid,Textdraw20[playerid]); PlayerTextDrawShow(playerid,Textdraw21[playerid]); } if(playertextid == Textdraw16[playerid]) { ReShowCategory(playerid); IsPlayerInSMGSelection[playerid] = false;// I like to reset the variables to avoide bugs you may remove them! IsPlayerInPistolsSelection[playerid] = true; IsPlayerInShotgunsSelection[playerid] = false; IsPlayerInRifleSelection[playerid] = false; IsPlayerInExtraSelection[playerid] = false; PlayerTextDrawSetString(playerid,Textdraw11[playerid],"- Desert eagle"); PlayerTextDrawSetString(playerid,Textdraw12[playerid],"- S. 9mm"); PlayerTextDrawSetString(playerid,Textdraw13[playerid],"- 9mm"); PlayerTextDrawShow(playerid,Textdraw20[playerid]); PlayerTextDrawShow(playerid,Textdraw21[playerid]); PlayerTextDrawShow(playerid,Textdraw22[playerid]); PlayerTextDrawShow(playerid,Textdraw11[playerid]); PlayerTextDrawShow(playerid,Textdraw12[playerid]); PlayerTextDrawShow(playerid,Textdraw13[playerid]); } if(playertextid == Textdraw17[playerid]) { ReShowCategory(playerid); IsPlayerInSMGSelection[playerid] = false;// I like to reset the variables to avoide bugs you may remove them! IsPlayerInPistolsSelection[playerid] = false; IsPlayerInShotgunsSelection[playerid] = true; IsPlayerInRifleSelection[playerid] = false; IsPlayerInExtraSelection[playerid] = false; PlayerTextDrawSetString(playerid,Textdraw11[playerid],"- Swan-off"); PlayerTextDrawSetString(playerid,Textdraw12[playerid],"- Combat Shotgun"); PlayerTextDrawShow(playerid,Textdraw20[playerid]); PlayerTextDrawShow(playerid,Textdraw21[playerid]); PlayerTextDrawShow(playerid,Textdraw11[playerid]); PlayerTextDrawShow(playerid,Textdraw12[playerid]); } if(playertextid == Textdraw18[playerid]) { ReShowCategory(playerid); IsPlayerInSMGSelection[playerid] = false;// I like to reset the variables to avoide bugs you may remove them! IsPlayerInPistolsSelection[playerid] = false; IsPlayerInShotgunsSelection[playerid] = false; IsPlayerInRifleSelection[playerid] = true; IsPlayerInExtraSelection[playerid] = false; PlayerTextDrawSetString(playerid,Textdraw11[playerid],"- M4"); PlayerTextDrawSetString(playerid,Textdraw12[playerid],"- AK-47"); PlayerTextDrawSetString(playerid,Textdraw13[playerid],"- Sniper Rifle"); PlayerTextDrawSetString(playerid,Textdraw14[playerid],"- Country Rifle"); PlayerTextDrawShow(playerid,Textdraw20[playerid]); PlayerTextDrawShow(playerid,Textdraw21[playerid]); PlayerTextDrawShow(playerid,Textdraw22[playerid]); PlayerTextDrawShow(playerid,Textdraw23[playerid]); PlayerTextDrawShow(playerid,Textdraw11[playerid]); PlayerTextDrawShow(playerid,Textdraw12[playerid]); PlayerTextDrawShow(playerid,Textdraw13[playerid]); PlayerTextDrawShow(playerid,Textdraw14[playerid]); } if(playertextid == Textdraw19[playerid]) { ReShowCategory(playerid); IsPlayerInSMGSelection[playerid] = false;// I like to reset the variables to avoide bugs you may remove them! IsPlayerInPistolsSelection[playerid] = false; IsPlayerInShotgunsSelection[playerid] = false; IsPlayerInRifleSelection[playerid] = false; IsPlayerInExtraSelection[playerid] = true; PlayerTextDrawSetString(playerid,Textdraw11[playerid],"- Grenade"); PlayerTextDrawSetString(playerid,Textdraw13[playerid],"- Molotov"); PlayerTextDrawSetString(playerid,Textdraw12[playerid],"- Knife"); PlayerTextDrawSetString(playerid,Textdraw14[playerid],"- Tear Gas"); PlayerTextDrawShow(playerid,Textdraw20[playerid]); PlayerTextDrawShow(playerid,Textdraw21[playerid]); PlayerTextDrawShow(playerid,Textdraw22[playerid]); PlayerTextDrawShow(playerid,Textdraw23[playerid]); PlayerTextDrawShow(playerid,Textdraw11[playerid]); PlayerTextDrawShow(playerid,Textdraw12[playerid]); PlayerTextDrawShow(playerid,Textdraw13[playerid]); PlayerTextDrawShow(playerid,Textdraw14[playerid]); } if(playertextid == Textdraw20[playerid]) { if(IsPlayerInSMGSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 28; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 352); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~10~n~~w~- Price: $%d~n~- Accuracy: ~y~50%",UZI_AMMO,UZI_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInPistolsSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 24; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 348); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~g~49~n~~w~- Price: $%d~n~- Accuracy: ~g~80%",Deagle_AMMO,Deagle_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInShotgunsSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 26; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 350); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~y~46~n~~w~- Price: $%d~n~- Accuracy: ~y~50%",Swanoff_AMMO,Swanoff_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInRifleSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 31; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 356); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~y~20~n~~w~- Price: $%d~n~- Accuracy: ~g~90%",M4_AMMO,M4_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInExtraSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 16; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 342); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~g~82~n~~w~- Price: $%d~n~- Accuracy: ~y~50%",Grenade_AMMO,Grenade_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } } if(playertextid == Textdraw21[playerid]) { if(IsPlayerInSMGSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 32; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 372); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~10~n~~w~- Price: $%d~n~- Accuracy: ~y~50%",TEC9_AMMO,TEC9_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInPistolsSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 23; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 347); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~10~n~~w~- Price: $%d~n~- Accuracy: ~y~50%",S9mm_AMMO,S9mm_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInShotgunsSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 27; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 351); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~y~39~n~~w~- Price: $%d~n~- Accuracy: ~y~50%",Combat_AMMO,Combat_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInRifleSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 30; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 355); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~20~n~~w~- Price: $%d~n~- Accuracy: ~g~80%",AK47_AMMO,AK47_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInExtraSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 4; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 335); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~1 - ~g~(100)~n~~w~- Price: $%d~n~- Accuracy: ~g~100%",Knife_AMMO,Knife_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } } if(playertextid == Textdraw22[playerid]) { if(IsPlayerInPistolsSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 22; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 346); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~12~n~~w~- Price: $%d~n~- Accuracy: ~r~40%",P9mm_AMMO,P9mm_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInRifleSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 34; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 358); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~y~50~n~~w~- Price: $%d~n~- Accuracy: ~g~100%",Sniper_AMMO,Sniper_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInExtraSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 18; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 344); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~N/A~n~~w~- Price: $%d~n~- Accuracy: ~r~N/A",Molotov_AMMO,Molotov_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } } if(playertextid == Textdraw23[playerid]) { if(IsPlayerInRifleSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 33; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 357); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~10~n~~w~- Price: $%d~n~- Accuracy: ~g~90%",Country_AMMO,Country_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } else if(IsPlayerInExtraSelection[playerid] == true) { CurrentPlayerWeapon[playerid] = 17; PlayerTextDrawSetPreviewModel(playerid,Textdraw3[playerid], 343); PlayerTextDrawSetPreviewRot(playerid, Textdraw3[playerid], 0.0, 0.0, 0.0, 2.5); format(string,sizeof(string),"- Ammo: %d~n~- Damage: ~r~0~n~~w~- Price: $%d~n~- Accuracy: ~r~N/A",Teargas_AMMO,Teargas_PRICE); PlayerTextDrawSetString(playerid,Textdraw6[playerid],string); PlayerTextDrawShow(playerid,Textdraw6[playerid]); PlayerTextDrawShow(playerid,Textdraw3[playerid]); } } if(playertextid == Textdraw8[playerid]) { if(CurrentPlayerWeapon[playerid] == 0) return SendClientMessage(playerid,0xFF0000FF,"[ERROR] {FFFFFF}Select a weapon from the category first."); switch(CurrentPlayerWeapon[playerid]) { case 28: { if(GetPlayerMoney(playerid) < UZI_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-UZI_PRICE); GivePlayerWeapon(playerid,28,UZI_AMMO); PurchaseMSG(playerid,28); } case 32: { if(GetPlayerMoney(playerid) < TEC9_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-TEC9_PRICE); GivePlayerWeapon(playerid,32,TEC9_AMMO); PurchaseMSG(playerid,32); } case 24: { if(GetPlayerMoney(playerid) < Deagle_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Deagle_PRICE); GivePlayerWeapon(playerid,24,Deagle_AMMO); PurchaseMSG(playerid,24); } case 23: { if(GetPlayerMoney(playerid) < S9mm_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-S9mm_PRICE); GivePlayerWeapon(playerid,23,S9mm_AMMO); PurchaseMSG(playerid,23); } case 22: { if(GetPlayerMoney(playerid) < P9mm_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-S9mm_PRICE); GivePlayerWeapon(playerid,22,P9mm_AMMO); PurchaseMSG(playerid,22); } case 26: { if(GetPlayerMoney(playerid) < Swanoff_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Swanoff_PRICE); GivePlayerWeapon(playerid,26,Swanoff_AMMO); PurchaseMSG(playerid,26); } case 27: { if(GetPlayerMoney(playerid) < Combat_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Combat_PRICE); GivePlayerWeapon(playerid,27,Combat_AMMO); PurchaseMSG(playerid,27); } case 31: { if(GetPlayerMoney(playerid) < M4_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-M4_PRICE); GivePlayerWeapon(playerid,31,M4_AMMO); PurchaseMSG(playerid,31); } case 30: { if(GetPlayerMoney(playerid) < AK47_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-AK47_PRICE); GivePlayerWeapon(playerid,30,AK47_AMMO); PurchaseMSG(playerid,30); } case 34: { if(GetPlayerMoney(playerid) < Sniper_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Sniper_PRICE); GivePlayerWeapon(playerid,34,Sniper_AMMO); PurchaseMSG(playerid,34); } case 33: { if(GetPlayerMoney(playerid) < Country_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Country_PRICE); GivePlayerWeapon(playerid,33,Country_AMMO); PurchaseMSG(playerid,33); } // case 16: { if(GetPlayerMoney(playerid) < Grenade_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Grenade_PRICE); GivePlayerWeapon(playerid,16,Grenade_AMMO); PurchaseMSG(playerid,16); } case 18: { if(GetPlayerMoney(playerid) < Molotov_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Molotov_PRICE); GivePlayerWeapon(playerid,18,Molotov_AMMO); PurchaseMSG(playerid,18); } case 4: { if(GetPlayerMoney(playerid) < Knife_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Knife_PRICE); GivePlayerWeapon(playerid,4,Knife_AMMO); PurchaseMSG(playerid,4); } case 17: { if(GetPlayerMoney(playerid) < Teargas_PRICE) return SendERROR(playerid); GivePlayerMoney(playerid,-Teargas_PRICE); GivePlayerWeapon(playerid,17,Teargas_AMMO); PurchaseMSG(playerid,17); } } } if(playertextid == Textdraw24[playerid]) { PlayerTextDrawHide(playerid,Textdraw0[playerid]); PlayerTextDrawHide(playerid,Textdraw1[playerid]); PlayerTextDrawHide(playerid,Textdraw2[playerid]); PlayerTextDrawHide(playerid,Textdraw3[playerid]); PlayerTextDrawHide(playerid,Textdraw4[playerid]); PlayerTextDrawHide(playerid,Textdraw5[playerid]); PlayerTextDrawHide(playerid,Textdraw6[playerid]); PlayerTextDrawHide(playerid,Textdraw7[playerid]); PlayerTextDrawHide(playerid,Textdraw8[playerid]); PlayerTextDrawHide(playerid,Textdraw9[playerid]); PlayerTextDrawHide(playerid,Textdraw10[playerid]); PlayerTextDrawHide(playerid,Textdraw11[playerid]); PlayerTextDrawHide(playerid,Textdraw12[playerid]); PlayerTextDrawHide(playerid,Textdraw13[playerid]); PlayerTextDrawHide(playerid,Textdraw14[playerid]); PlayerTextDrawHide(playerid,Textdraw15[playerid]); PlayerTextDrawHide(playerid,Textdraw16[playerid]); PlayerTextDrawHide(playerid,Textdraw17[playerid]); PlayerTextDrawHide(playerid,Textdraw18[playerid]); PlayerTextDrawHide(playerid,Textdraw19[playerid]); PlayerTextDrawHide(playerid,Textdraw20[playerid]); PlayerTextDrawHide(playerid,Textdraw21[playerid]); PlayerTextDrawHide(playerid,Textdraw22[playerid]); PlayerTextDrawHide(playerid,Textdraw23[playerid]); PlayerTextDrawHide(playerid,Textdraw24[playerid]); CancelSelectTextDraw(playerid); } return 1; } stock ReShowCategory(playerid) { PlayerTextDrawHide(playerid,Textdraw20[playerid]); PlayerTextDrawHide(playerid,Textdraw21[playerid]); PlayerTextDrawHide(playerid,Textdraw22[playerid]); PlayerTextDrawHide(playerid,Textdraw23[playerid]); PlayerTextDrawHide(playerid,Textdraw11[playerid]); PlayerTextDrawHide(playerid,Textdraw12[playerid]); PlayerTextDrawHide(playerid,Textdraw13[playerid]); PlayerTextDrawHide(playerid,Textdraw14[playerid]); return 1; } stock SendERROR(playerid) { return true; } stock PurchaseMSG(playerid,WeaponID) { new string[126],gunname[32]; GetWeaponName(WeaponID,gunname,sizeof(gunname)); if(WeaponID == 18) gunname = "Molotov Cocktail";//Don't remove this line, the getweaponfunction won't get the molotov name. format(string,sizeof(string),"{FFFFFF}Weapon shop » {FFFFFF}You have sucussfully bought {00FF00}%s.",gunname); SendClientMessage(playerid,-1,string); return 1; } SaveWeaponsToFile(playerid) { new i, path[50], string[128], weaponid, ammo; path = GetPlayerFormattedName(playerid); if (!dini_Exists(path)) dini_Create(path); for (i=0; i<13; i++) { GetPlayerWeaponData(playerid,i,weaponid,ammo); format(string,sizeof(string),"Weapon - %d",i); dini_IntSet(path,string,weaponid); format(string,sizeof(string),"AmmoID - %d",i); dini_IntSet(path,string,ammo == 65535 ? 0 : ammo); } } forward LoadWeaponsToFile(playerid); public LoadWeaponsToFile(playerid) { new i, path[50], string[128], weaponid, ammo; path = GetPlayerFormattedName(playerid); ResetPlayerWeapons(playerid); for (i=0; i<13; i++) { format(string,sizeof(string),"Weapon - %d",i); weaponid = dini_Int(path,string); format(string,sizeof(string),"AmmoID - %d",i); ammo = dini_Int(path,string); GivePlayerWeapon(playerid,weaponid,ammo); } AlreadyGiveWeapons[playerid] = true; } GetPlayerFormattedName(playerid) { new name[24], full[50]; GetPlayerName(playerid,name,sizeof(name)); format(full,sizeof(full),"%s/%s.txt",PATH,name); return full; } public OnPlayerSpawn(playerid) { if (!AlreadyGiveWeapons[playerid]) SetTimerEx("LoadWeaponsToFile",250,false,"i",playerid); return 1; }