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Iesire case, bizuri, HQ
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Question
TheGodfather
Salut, am aceste 2 functii, una pentru intrare si una pentru iesire. Poti intra in cele mentionate in titlu dar cand vreau sa ies nu mai face nimic.
function EnterFunction(playerid) {
new i = PickupInfo[PlayerPickup[playerid]][pkID];
switch(PickupInfo[PlayerPickup[playerid]][pkType]) {
case 1: {
if(!PlayerToPoint(1.5, playerid,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
return true;
if(GetPlayerVirtualWorld(playerid) != 0)
return SCM(playerid, COLOR_LGREEN, "Error: You can not enter in a house because you are in another virtual world.");
if(HouseInfo[i][hLock] != 0)
return GameTextForPlayer(playerid, "~r~~h~Closed", 1000, 1);
SetPlayerInterior(playerid,HouseInfo[i][hInterior]);
PlayerInfo[playerid][pInt] = HouseInfo[i][hInterior];
PlayerInfo[playerid][pLocal] = i;
SetPlayerVirtualWorld(playerid,HouseInfo[i][hVirtual]);
InHouse[playerid] = i;
DeelayCommand[playerid][13] = 5;
HouseRadio(playerid, i);
SetPlayerPosEx(true, playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
}
case 2: {
if(!PlayerToPoint(1.5, playerid,BizzInfo[i][bEntranceX], BizzInfo[i][bEntranceY], BizzInfo[i][bEntranceZ]) || BizzInfo[i][bStatic] != 0)
return true;
if(PlayerMoney(playerid, BizzInfo[i][bFee]))
return GameTextForPlayer(playerid, "~r~~h~You do not have enough money", 1000, 1);
if(BizzInfo[i][bLocked] == 1)
return GameTextForPlayer(playerid, "~r~~h~Closed", 1000, 1);
switch(BizzInfo[i][bType]) {
case 1: SCM(playerid,COLOR_WHITE,"Commands: /withdraw, /transfer, /deposit.");
case 3: SCM(playerid,COLOR_WHITE,"Commands: /drink.");
case 5: SCM(playerid,COLOR_WHITE,"Commands: /buydildo.");
case 6: SCM(playerid,COLOR_WHITE,"Commands: /buy.");
case 7: SCM(playerid,COLOR_WHITE,"Commands: /glasses, /buyhat.");
case 8: {
if(KG[playerid] != 0) {
GiveJobSalary(playerid);
DisablePlayerCheckpointEx(playerid);
CP[playerid] = 0;
GunoiKG[playerid] = 0;
KG[playerid] = 0;
PlayerInfo[playerid][pFarmerSkill] ++;
Update(playerid, pFarmerSkillx);
DestroyVehicle(JobVehicle[playerid]);
JobVehicle[playerid] = 0, JobWorking[playerid] = 0;
}
}
case 9: SCM(playerid,COLOR_WHITE,"Commands: /dice.");
case 20: SCM(playerid,COLOR_WHITE,"Commands: /buy.");
}
GivePlayerCash(playerid, 0,BizzInfo[i][bFee]);
BizzInfo[i][bBalance] += BizzInfo[i][bFee];
BizzRadio(playerid, i);
SetPlayerInterior(playerid,BizzInfo[i][bInterior]);
PlayerInfo[playerid][pInt] = BizzInfo[i][bInterior];
PlayerInfo[playerid][pLocal] = i+99;
SetPlayerVirtualWorld(playerid,BizzInfo[i][bVirtual]);
InBussines[playerid] = i;
SetPlayerPosEx(true, playerid,BizzInfo[i][bExitX],BizzInfo[i][bExitY],BizzInfo[i][bExitZ] + 0.2);
gQuery[0] = EOS;
mysql_format(SQL, gQuery, sizeof(gQuery),"UPDATE `bizz` SET `Till`='%d' WHERE `ID`='%d'",BizzInfo[i][bBalance], BizzInfo[i][bID]);
mysql_tquery(SQL, gQuery, "", "");
}
case 3: {
if(!PlayerToPoint(1.5, playerid, DynamicFactions[i][extX], DynamicFactions[i][extY], DynamicFactions[i][extZ]))
return true;
if(PlayerInfo[playerid][pMember] == i || i < 3 || DynamicFactions[i][fLock] == 1 || OnDuty[playerid] == 1 /*adaugat nou->*/|| OnDuty[playerid] == 0) {
SetPlayerInterior(playerid, DynamicFactions[i][fInterior]);
SetPlayerVirtualWorld(playerid, DynamicFactions[i][fID]);
InHQ[playerid] = i;
SetPlayerPosEx(true, playerid, DynamicFactions[i][fcX], DynamicFactions[i][fcY], DynamicFactions[i][fcZ]);
}
}
case 4: {
if(!PlayerToPoint(1.5, playerid, ClanHQInfo[i][cPosX], ClanHQInfo[i][cPosY], ClanHQInfo[i][cPosZ]))
return true;
if(GetPlayerVirtualWorld(playerid) != 0)
return SCM(playerid, COLOR_LGREEN, "You can not enter in a house because you are in another virtual world.");
if(ClanHQInfo[i][cClan] != PlayerInfo[playerid][pClan] && ClanHQInfo[i][cClan] != 0) return SCMf(playerid, COLOR_GREY, "You are not in the clan with id %d.", ClanHQInfo[i][cClan]);
else if(ClanHQInfo[i][cClan] == 0) return 1;
SetPlayerInterior(playerid, 1);
InClanHQ[playerid] = i;
SetPlayerVirtualWorld(playerid, ClanHQInfo[i][cVirtualWorld]);
SetPlayerPosEx(false, playerid, ClanHQInfo[i][cEnterX], ClanHQInfo[i][cEnterY], ClanHQInfo[i][cEnterZ]);
SCM(playerid, COLOR_WHITE, "Welcome to clan HQ.");
}
}
return true;
}
//test
function ExitFunction(playerid) {
new i;
if(InHouse[playerid] != -1) {
i = InHouse[playerid];
if(PlayerInfo[playerid][pSleeping] == 1)
return true;
if(!PlayerToPoint(1.5, playerid,HouseInfo[i][hExitx], HouseInfo[i][hExity], HouseInfo[i][hExitz]))
return true;
SetPlayerInterior(playerid,0);
SetPlayerVirtualWorld(playerid, 0);
PlayRadio[playerid] = 0;
SetPlayerPosEx(false, playerid,HouseInfo[i][hEntrancex],HouseInfo[i][hEntrancey],HouseInfo[i][hEntrancez]);
StopAudioStreamForPlayer(playerid);
InHouse[playerid] = -1;
return true;
}
if(InBussines[playerid] != -1) {
i = InBussines[playerid];
if(!PlayerToPoint(1.5, playerid,BizzInfo[i][bExitX], BizzInfo[i][bExitY], BizzInfo[i][bExitZ]))
return true;
SetPlayerInterior(playerid, 0);
PlayerInfo[playerid][pLocal] = 255;
PlayRadio[playerid] = 0;
StopAudioStreamForPlayer(playerid);
SetPlayerVirtualWorld(playerid, PlayerInfo[playerid][pTutorial] < 10 ? playerid + 10 : 0);
SetPlayerPosEx(false, playerid,BizzInfo[i][bEntranceX],BizzInfo[i][bEntranceY],BizzInfo[i][bEntranceZ]);
InBussines[playerid] = -1;
return true;
}
if(InHQ[playerid] != -1) {
i = InHQ[playerid];
if(!PlayerToPoint(1.5, playerid, DynamicFactions[i][fcX], DynamicFactions[i][fcY], DynamicFactions[i][fcZ]))
return true;
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
SetPlayerPosEx(false, playerid, DynamicFactions[i][extX], DynamicFactions[i][extY], DynamicFactions[i][extZ]);
InHQ[playerid] = -1;
return true;
}
if(InClanHQ[playerid] != -1) {
new idd = ClanInfo[PlayerInfo[playerid][pClan]][clHQ];
if(!PlayerToPoint(1.5, playerid, ClanHQInfo[idd][cEnterX], ClanHQInfo[idd][cEnterY], ClanHQInfo[idd][cEnterZ]))
return true;
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
SetPlayerPosEx(false, playerid, ClanHQInfo[idd][cPosX], ClanHQInfo[idd][cPosY], ClanHQInfo[idd][cPosZ]);
InClanHQ[playerid] = -1;
}
return true;
}
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