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Question
Pinki95
Cum as putea corecta asta:
C:\Documents and Settings\SkyNet\Desktop\samp\pawno\include\PPC_MissionsSofer.inc(15) : warning 204: symbol is assigned a value that is never used: "SoferJobSet"
Aici este scriptul intreg:
[pawn]// Forward the public function used as a timer to load/unload your vehicle
forward Sofer_Tren_LoadUnload(playerid);
// This function is called when a pilot wants to start a job by entering "/work"
Sofer_StartRandomJob(playerid)
{
// Setup local variables
new SoferJobSet;
// Check the vehicle-model of the player to decide which job the player can get
if ((GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTren) || (GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTren2))
{
SoferJobSet = Sofer_Tren_SetRandomJob(playerid);
// Setup local variables
new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, LoadMsg[128];
// Job has started
APlayerData[playerid][JobStarted] = true;
// Set jobstep to 1 (going to load the goods)
APlayerData[playerid][JobStep] = 1;
// Get the startlocation, endlocation and the load texts
format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
// Combine it all into a string for the TextDraw (the player can see this all the time) to describe the mission
format(RouteText, 255, TXT_TransportingFromToPickup, Load, StartLoc, EndLoc);
// Set the TextDraw so the player can see it
TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
// Grab the x, y, z positions for the first location
x = ALocations[APlayerData[playerid][JobLoc1]][LocX];
y = ALocations[APlayerData[playerid][JobLoc1]][LocY];
z = ALocations[APlayerData[playerid][JobLoc1]][LocZ];
// Create a checkpoint where the player should load the goods
SetPlayerCheckpoint(playerid, x, y, z, 7);
APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission;
// Inform the player that he must load his goods
format(LoadMsg, 128, TXT_PickupCargoAt, Load, StartLoc);
SendClientMessage(playerid, 0xFFFFFFFF, LoadMsg);
}
return 1;
}
// This function sets a random job for a plane vehicle and returns 1 if a job has been set
// The function returns 0 if a job couldn't be set (if the player is driving an invalid vehicle to start piloting-jobs)
Sofer_Tren_SetRandomJob(playerid)
{
// If the player is the driver of the vehicle (GetPlayerVehicleSeat returns -1 if the player is not in a vehicle)
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Check the vehicle-model of the player to decide which job the player can get
if (GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTren)
{
// Get a random LoadID from the pilot-products (only the planes)
APlayerData[playerid][LoadID] = Product_GetRandom(PCV_SoferTren);
// Also get a random start-location and end-location
APlayerData[playerid][JobLoc1] = Product_GetRandomStartLoc(APlayerData[playerid][LoadID]);
APlayerData[playerid][JobLoc2] = Product_GetRandomEndLoc(APlayerData[playerid][LoadID]);
APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission;
// Make sure the destination is not closeby (pilot-locations are ALL includes in the array)
while (Locations_CheckDistance(APlayerData[playerid][JobLoc1], APlayerData[playerid][JobLoc2], 1000.0) == 0)
{
// If both locations are too close together, keep searching for a random delivery-location that's further away
APlayerData[playerid][JobLoc2] = Product_GetRandomEndLoc(APlayerData[playerid][LoadID]);
}
APlayerData[playerid][VehicleID] = GetPlayerVehicleID(playerid);
// Return 1 to indicate that a job has been set correctly
return 1;
}
if (GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTren2)
{
// Get a random LoadID from the pilot-products (only the planes)
APlayerData[playerid][LoadID] = Product_GetRandom(PCV_SoferTren2);
// Also get a random start-location and end-location
APlayerData[playerid][JobLoc1] = Product_GetRandomStartLoc(APlayerData[playerid][LoadID]);
APlayerData[playerid][JobLoc2] = Product_GetRandomEndLoc(APlayerData[playerid][LoadID]);
APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission;
// Make sure the destination is not closeby (pilot-locations are ALL includes in the array)
while (Locations_CheckDistance(APlayerData[playerid][JobLoc1], APlayerData[playerid][JobLoc2], 1000.0) == 0)
{
// If both locations are too close together, keep searching for a random delivery-location that's further away
APlayerData[playerid][JobLoc2] = Product_GetRandomEndLoc(APlayerData[playerid][LoadID]);
}
APlayerData[playerid][VehicleID] = GetPlayerVehicleID(playerid);
// Return 1 to indicate that a job has been set correctly
return 1;
}
}
// If no job could be set correctly, return 0
return 0;
}
// This function is called when a pilot enters a checkpoint
Sofer_OnPlayerEnterCheckpoint(playerid)
{
new LoadMsg[128];
// Check the jobstep
switch (APlayerData[playerid][JobStep])
{
// JobStep is 1 (pilot is loading his goods at the checkpoint)
case 1: format(LoadMsg, 128, TXT_LoadingGoods, ALoads[APlayerData[playerid][LoadID]][LoadName]);
// JobStep is 2 (pilot is unloading his goods at the checkpoint)
case 2: format(LoadMsg, 128, TXT_UnloadingGoods, ALoads[APlayerData[playerid][LoadID]][LoadName]);
}
// Disable the player's actions (he cannot move anymore)
TogglePlayerControllable(playerid, 0);
// Check the vehiclemodel of the player
new vehicleid = GetPlayerVehicleID(playerid);
switch (GetVehicleModel(vehicleid))
{
case VehicleTren, VehicleTren2: // A plane needs 5 seconds to load/unload
{
// Show the message to inform him what he's doing (loading/unloading)
GameTextForPlayer(playerid, LoadMsg, 5000, 5);
// Start a timer (Public function "LoadUnload(playerid)" gets called when the timer runs out)
APlayerData[playerid][LoadingTimer] = SetTimerEx("Sofer_Tren_LoadUnload", 5000, false, "d" , playerid);
}
}
return 1;
}
// After a pilot entered a checkpoint, a timer is created. This function is called when the timer runs out
public Sofer_Tren_LoadUnload(playerid)
{
// Check the JobStep
switch (APlayerData[playerid][JobStep])
{
case 1: // Player must load his goods
{
// Setup local variables
new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, UnloadMsg[100];
// Set JobStep to 2 (unloading goods)
APlayerData[playerid][JobStep] = 2;
// Delete the loading-checkpoint
DisablePlayerCheckpoint(playerid);
// Get the startlocation, endlocation and the load texts
format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
// Randomly set the load as overloaded (15% chance the load is overloaded)
Sofer_SetRandomOverloaded(playerid);
// Update the missiontext
format(RouteText, 255, TXT_TransportingFromToDeliver, Load, StartLoc, EndLoc);
// Set the TextDraw so the player can see it
TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
if (ALoads[APlayerData[playerid][LoadID]][Mafia] == true)
{
// Add "(ML)" to the missiontext to let the player know his load is wanted by the mafia
format(RouteText, 255, "%s%s", RouteText, " ~r~(ML)~w~");
// If the player is carrying a mafia-load, inform him about it
GameTextForPlayer(playerid, TXT_TruckerMafiaInterested, 5000, 4);
// Also set the data for the player to indicate he's carrying a mafiaload
APlayerData[playerid][MafiaLoad] = true;
// Also set the player's trailer ID (or the vehicle itself) as Mafia-load in the array "AVehicleMafiaLoad"
if (APlayerData[playerid][TrailerID] == 0)
AVehicleData[APlayerData[playerid][VehicleID]][MafiaLoad] = true; // The player has no trailer, so set his main vehicle as wanted by the mafia
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Mafia este interesata de incarcatura ta");
}
// Grab the x, y, z positions for the second location (to unload the goods)
x = ALocations[APlayerData[playerid][JobLoc2]][LocX];
y = ALocations[APlayerData[playerid][JobLoc2]][LocY];
z = ALocations[APlayerData[playerid][JobLoc2]][LocZ];
// Create a checkpoint where the player should unload the goods
SetPlayerCheckpoint(playerid, x, y, z, 7);
// Inform the player that he must unload his goods
format(UnloadMsg, 100, TXT_DeliverCargoTo, Load, EndLoc);
SendClientMessage(playerid, 0xFFFFFFFF, UnloadMsg);
}
case 2: // Player is delivering his goods
{
// Setup local variables
new StartLoc[50], EndLoc[50], Load[50], Msg1[128], Msg2[128], Name[24];
// Get the player name
GetPlayerName(playerid, Name, sizeof(Name));
// Get the startlocation, endlocation and the load texts
format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
// Construct the message sent to all players that this player completed a pilot mission
format(Msg1, 128, TXT_PlayerCompletedSoferJob, Name, Load);
format(Msg2, 128, TXT_PlayerCompletedSoferJobInfo, StartLoc, EndLoc);
SendClientMessageToAll(0xFFFFFFFF, Msg1);
SendClientMessageToAll(0xFFFFFFFF, Msg2);
// Setup local variables
new Float:x1, Float:y1, Float:x2, Float:y2, Float:Distance, Message[128], Payment, Bonus;
// Grab the x, y, z positions for the first location (to load the goods)
x1 = ALocations[APlayerData[playerid][JobLoc1]][LocX];
y1 = ALocations[APlayerData[playerid][JobLoc1]][LocY];
// Grab the x, y, z positions for the second location (to unload the goods)
x2 = ALocations[APlayerData[playerid][JobLoc2]][LocX];
y2 = ALocations[APlayerData[playerid][JobLoc2]][LocY];
// Calculate the distance between both points
Distance = floatsqroot(((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)));
// Calculate the payment for the player
Payment = floatround((Distance * ALoads[APlayerData[playerid][LoadID]][PayPerUnit]), floatround_floor);
// Pay the player based on the distance between the loading-point and unloading-point
RewardPlayer(playerid, Payment, 4);
// Send a message to let the player know he finished his mission and got paid
format(Message, 128, TXT_RewardJob, Payment);
SendClientMessage(playerid, 0xFFFFFFFF, Message);
if (APlayerData[playerid][Overloaded] == true)
{
// Calculate the bonus
Bonus = (Payment * 25) / 100;
// Pay the bonus to the player
RewardPlayer(playerid, Bonus, 0);
// Send a message to let the player know he was overloaded and got paid
format(Message, 128, TXT_TruckerBonusOverloaded, Bonus);
SendClientMessage(playerid, 0xFFFFFFFF, Message);
}
if (APlayerData[playerid][MafiaLoad] == true)
{
// Calculate the bonus
Bonus = (Payment * 50) / 100;
// Pay the bonus to the player
RewardPlayer(playerid, Bonus, 0);
// Send a message to let the player know he was overloaded and got paid
format(Message, 128, TXT_TruckerBonusMafiaLoad, Bonus);
SendClientMessage(playerid, 0xFFFFFFFF, Message);
}
// Increase the stats for completing a pilot job
APlayerData[playerid][statsSoferJobs]++;
// Also save the data (in case the server crashes, progress would be lost)
PlayerFile_Save(playerid);
// End the current pilot job (clear mission-data)
Sofer_EndJob(playerid);
}
}
// Enable the player again (he can move again)
TogglePlayerControllable(playerid, 1);
// Start the engine again (in case the vehicle was a helicopter, where the engine was turned off by entering a checkpoint)
new vehicleid = GetPlayerVehicleID(playerid);
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 1, lights, alarm, doors, bonnet, boot, objective);
return 1;
}
Sofer_SetRandomOverloaded(playerid)
{
// Setup local variables
new Name[24], Msg[128];
// Check the vehicle model that the player is driving
if (GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTren)
{
// The player wasn't driving one of the above vehicle models, so this one can be overloaded
// There is a 15% chance that your load will be overloaded
if (random(100) <= 10)
{
// Set overloaded for this player to True
APlayerData[playerid][Overloaded] = true;
// Add 2 to the player's wanted level
SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) + 2);
// Inform the police this trucker is overloaded
GetPlayerName(playerid, Name, sizeof(Name));
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Ai fost supra-incarcat,evita politia");
format(Msg, 128, "{00FF00}{FFFF00}%s{00FF00} este supraincarcat, prinde-l si amendeaza-l", Name);
Police_SendMessage(Msg);
}
}
return 1;
}
// This function is used to cleanup the current job
Sofer_EndJob(playerid)
{
// Check if a job has started
if (APlayerData[playerid][JobStarted] == true)
{
// Clear all data about the job from the player, so he can start a new one
APlayerData[playerid][JobStarted] = false;
APlayerData[playerid][JobStep] = 0;
APlayerData[playerid][LoadID] = 0;
APlayerData[playerid][JobLoc1] = 0;
APlayerData[playerid][JobLoc2] = 0;
APlayerData[playerid][MafiaLoad] = false;
if (APlayerData[playerid][Overloaded] == true)
{
// Clear the overloaded status of the player
APlayerData[playerid][Overloaded] = false;
// Check if the player has a wanted level of 2 or higher
if (GetPlayerWantedLevel(playerid) >= 2)
SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) - 2); // Reduce the wanted level by 2
else
SetPlayerWantedLevel(playerid, 0); // If the player has a wanted level of less than 2, reset the wanted level to 0
}
// Delete the checkpoint
DisablePlayerCheckpoint(playerid);
// Reset the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], Sofer_NoJobText);
// Kill the LoadingTimer
KillTimer(APlayerData[playerid][LoadingTimer]);
}
return 1;
}
[/pawn]
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