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Am creat un sistem de atasamente cu save/loading. Am pus ca atunci cand selecteaza stergere, sa stearga fisierul nume.ini (nume = numele playerului). Totul merge perfect pana cand intrii din nou si iti apare obiectul chiar daca fisierul .ini nu exista.

STERGEREA FISIERULUI:

[pawn]RemoveHats(playerid)

{

new Name[24], file[50];

    GetPlayerName( playerid, Name, sizeof Name );

    format( file, sizeof file, "accesorii/%s.ini", Name );

    fremove( file );

    return 1;

}[/pawn]

INCARCAREA OBIECTELOR:

[pawn]forward LoadToys(playerid,name[],value[]);

public LoadToys(playerid,name[],value[])

{

if (!strcmp(name, "sindex")){ PlayerInfo[playerid][pindex] = strval(value); }

if (!strcmp(name, "pmodelid")){ PlayerInfo[playerid][pmodelid] = strval(value); }

if (!strcmp(name, "pboneid")){ PlayerInfo[playerid][pboneid] = 2; }

if (!strcmp(name, "pfOffsetX")){ PlayerInfo[playerid][pfOffsetX] = strval(value); }

if (!strcmp(name, "pfOffsetY")){ PlayerInfo[playerid][pfOffsetY] = strval(value); }

if (!strcmp(name, "pfOffsetY")){ PlayerInfo[playerid][pfOffsetZ] = strval(value); }

if (!strcmp(name, "pfRotX")){ PlayerInfo[playerid][pfRotX] = strval(value); }

if (!strcmp(name, "pfRotY")){ PlayerInfo[playerid][pfRotY] = strval(value); }

if (!strcmp(name, "pfRotZ")){ PlayerInfo[playerid][pfRotZ] = strval(value); }

if (!strcmp(name, "pfScaleX")){ PlayerInfo[playerid][pfScaleX] = strval(value); }

if (!strcmp(name, "pfScaleY")){ PlayerInfo[playerid][pfScaleY] = strval(value); }

if (!strcmp(name, "pfScaleZ")){ PlayerInfo[playerid][pfScaleZ] = strval(value); }

    INI_Int("pindex",PlayerInfo[playerid][pindex]);

INI_Int("pmodelid",PlayerInfo[playerid][pmodelid]);

INI_Int("pboneid",PlayerInfo[playerid][pboneid]);

INI_Float("pfOffsetX",PlayerInfo[playerid][pfOffsetX]);

INI_Float("pfOffsetY",PlayerInfo[playerid][pfOffsetY]);

INI_Float("pfOffsetZ",PlayerInfo[playerid][pfOffsetZ]);

INI_Float("pfRotX",PlayerInfo[playerid][pfRotX]);

INI_Float("pfRotY",PlayerInfo[playerid][pfRotY]);

INI_Float("pfRotZ",PlayerInfo[playerid][pfRotZ]);

INI_Float("pfScaleX",PlayerInfo[playerid][pfScaleX]);

INI_Float("pfScaleY",PlayerInfo[playerid][pfScaleY]);

INI_Float("pfScaleZ",PlayerInfo[playerid][pfScaleZ]);

    return 1;

}[/pawn]

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3 answers to this question

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Posted

pentru ca din cate vad eu el se salveaza in fisierul jucatorului nu in accesorii

 

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