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vkg

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  1. vkg

    problema

    deci nu ai inteles fs-ul merge doar ca imi dispar armele intr-o fractiune de secunda , uite cod-ul [pawn]/************************************************************* Holding Weapons Filterscript -» Author : Claerhout Robin (yugecin) -» Release Date : 28th March 2012 -» Description : You hold weapons when you are not using them. -» Video : -» forum post : http://forum.sa-mp.com/showthread.php?t=329467 -» NOTE : USES PlayerAttachedObjectSlots 0-8 **************************************************************/ #include <a_samp> #define TIME 250 //Timer for check if player is cycling through weapons or received another weapon (in ms) #define playercommand //comment this line to disable the /holdingweapon command for players forward Enable(playerid); forward Disable(playerid); forward AttachWeapon(); forward HoldingWeaponsForAll(boolean); new wep[MAX_PLAYERS] = -1, timer, weps[12], d[MAX_PLAYERS] = 1, d1 = 1, camera[MAX_PLAYERS]; public OnFilterScriptInit() { timer = SetTimer("AttachWeapon", TIME, 1); return print("[FS]HoldingWeapons Loaded!"); } public OnFilterScriptExit() { for(new i = 0; i < MAX_PLAYERS+1; i++) if(IsPlayerConnected(i)) if(!IsPlayerNPC(i)) for(new a = 0; a < 10; a++) if(IsPlayerAttachedObjectSlotUsed(i, a)) RemovePlayerAttachedObject(i, a); return print("[FS]HoldingWeapons Unloaded!"); } public AttachWeapon(){ for(new i = 0; i < MAX_PLAYERS+1; i++){ if(IsPlayerNPC(i)) return 1; if(IsPlayerInAnyVehicle(i)) { for(new a = 0; a < 9; a++) if(IsPlayerAttachedObjectSlotUsed(i, a)) RemovePlayerAttachedObject(i, a); wep = -1; return 1; } if(!d) return 1; if(camera) return 1; if(wep != GetPlayerWeapon(i)) for(new a = 0; a < 12; a++){ GetPlayerWeaponData(i, a, weps[a], weps[6]); switch(a){ case 0: { if(IsPlayerAttachedObjectSlotUsed(i, 0)) RemovePlayerAttachedObject(i, 0); if(weps[a] == 1 && GetPlayerWeapon(i) != 1) SetPlayerAttachedObject( i, 0, 331, 6, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000 ); } case 1: { if(IsPlayerAttachedObjectSlotUsed(i, 1)) RemovePlayerAttachedObject(i, 1); switch(weps[a]){ case 4: if(GetPlayerWeapon(i) != 4) SetPlayerAttachedObject( i, 0, 335, 11, 0.142010, -0.100988, 0.055910, 76.125000, 75.876144, 1.143326, 1.000000, 1.000000, 1.000000 ); case 8: if(GetPlayerWeapon(i) != 8) SetPlayerAttachedObject( i, 1, 339, 15, 0.088326, 0.066626, 0.148351, 191.990447, 341.412963, 0.000000, 1.000000, 1.000000, 1.000000 ); } } case 2: { if(IsPlayerAttachedObjectSlotUsed(i, 2)) RemovePlayerAttachedObject(i, 2); switch(weps[a]){ case 22: if(GetPlayerWeapon(i) != 22) SetPlayerAttachedObject( i, 2, 346, 8, -0.028010, -0.033822, 0.097883, 270.000000, 15.999426, 354.161499, 1.000000, 1.000000, 1.000000 ); case 23: if(GetPlayerWeapon(i) != 23) SetPlayerAttachedObject( i, 2, 346, 8, -0.028010, -0.033822, 0.097883, 270.000000, 15.999426, 354.161499, 1.000000, 1.000000, 1.000000 ); case 24: if(GetPlayerWeapon(i) != 24) SetPlayerAttachedObject( i, 2, 348, 8, -0.040643, -0.048525, 0.085376, 270.000000, 8.253683, 0.000000, 1.000000, 1.000000, 1.000000 ); } } case 3: { if(IsPlayerAttachedObjectSlotUsed(i, 3)) RemovePlayerAttachedObject(i, 3); switch(weps[a]){ case 25: if(GetPlayerWeapon(i) != 25) SetPlayerAttachedObject( i, 3, 349, 16, 0.084126, 0.131737, 0.197423, 176.984542, 92.569320, 14.483574, 1.000000, 1.000000, 1.000000 ); case 26: if(GetPlayerWeapon(i) != 26) SetPlayerAttachedObject( i, 3, 350, 16, 0.090676, 0.085271, -0.075131, 0.000000, 289.166870, 355.209869, 1.000000, 1.000000, 1.000000 ); case 27: if(GetPlayerWeapon(i) != 27) SetPlayerAttachedObject( i, 3, 351, 16, 0.100795, 0.057224, -0.082939, 180.000000, 243.483581, 180.000000, 1.000000, 1.000000, 1.000000 ); } } case 4: { if(IsPlayerAttachedObjectSlotUsed(i, 4)) RemovePlayerAttachedObject(i, 4); switch(weps[a]){ case 28: if(GetPlayerWeapon(i) != 28) SetPlayerAttachedObject( i, 4, 352, 7, 0.138560, -0.033982, -0.047630, 281.671447, 276.618591, 4.068862, 1.000000, 1.000000, 1.000000 ); case 29: if(GetPlayerWeapon(i) != 29) SetPlayerAttachedObject( i, 4, 353, 7, 0.008329, -0.067031, -0.060214, 289.865051, 17.391622, 7.667663, 1.000000, 1.000000, 1.000000 ); case 32: if(GetPlayerWeapon(i) != 32) SetPlayerAttachedObject( i, 4, 372, 7, 0.056180, -0.008887, -0.007959, 270.000000, 13.921591, 5.905599, 1.000000, 1.000000, 1.000000 ); } } case 5: { if(IsPlayerAttachedObjectSlotUsed(i, 5)) RemovePlayerAttachedObject(i, 5); switch(weps[a]){ case 30: if(GetPlayerWeapon(i) != 30) SetPlayerAttachedObject( i, 5, 355, 1, -0.130044, -0.127836, 0.025491, 2.044970, 6.239807, 6.833646, 1.000000, 1.000000, 1.000000 ); case 31: if(GetPlayerWeapon(i) != 31) SetPlayerAttachedObject( i, 5, 356, 16, 0.019280, 0.118553, 0.396286, 70.920410, 274.673919, 253.978057, 1.000000, 1.000000, 1.000000 ); } } case 8: { if(IsPlayerAttachedObjectSlotUsed(i, 6)) RemovePlayerAttachedObject(i, 6); switch(weps[a]){ case 16: if(GetPlayerWeapon(i) != 16) SetPlayerAttachedObject( i, 6, 342, 16, -0.110845, -0.041751, 0.087840, 55.051963, 84.884071, 247.221984, 1.000000, 1.000000, 1.000000 ); case 17: if(GetPlayerWeapon(i) != 17) SetPlayerAttachedObject( i, 6, 1672, 16, -0.110606, -0.054021, 0.036716, 215.687911, 354.659393, 90.000000, 1.000000, 1.000000, 1.000000 ); case 18: if(GetPlayerWeapon(i) != 18) SetPlayerAttachedObject( i, 6, 344, 15, 0.029351, -0.208807, -0.164047, 0.000000, 359.932037, 0.000000, 1.000000, 1.000000, 1.000000 ); } } case 9: { if(IsPlayerAttachedObjectSlotUsed(i, 7)) RemovePlayerAttachedObject(i, 7); switch(weps[a]){ case 43: if(GetPlayerWeapon(i) != 43) SetPlayerAttachedObject( i, 7, 367, 1, 0.227036, 0.171111, -0.085516, 270.000000, 0.000000, 180.000000, 1.000000, 1.000000, 1.000000 ); case 41: if(GetPlayerWeapon(i) != 41) SetPlayerAttachedObject( i, 7, 365, 12, 0.174919, -0.004211, -0.142508, 0.000000, 270.000000, 0.000000, 1.000000, 1.000000, 1.000000 ); } } case 11: { if(IsPlayerAttachedObjectSlotUsed(i, 8)) RemovePlayerAttachedObject(i, 8); if(weps[a] == 44 || weps[a] == 45) if(GetPlayerWeapon(i) != 44 && GetPlayerWeapon(i) != 45) SetPlayerAttachedObject( i, 8, 369, 2, 0.000000, 0.078037, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000 ); } } } wep = GetPlayerWeapon(i); } return 1; } public OnPlayerCommandText(playerid, cmdtext[]){ if(!strcmp(cmdtext, "/holdingweapons", true)){ #if defined playercommand if(d1){ if(d[playerid]){ SendClientMessage(playerid, 0x0000FFAA, "[HWEAPONS] {FFFFFF}Disabled."); Disable(playerid); } else { SendClientMessage(playerid, 0x0000FFAA, "[HWEAPONS] {FFFFFF}Enabled."); Enable(playerid); } } else SendClientMessage(playerid, 0x0000FFAA, "[HWEAPONS] {FFFFFF}This function is disabled."); return 1; #else return SendClientMessage(playerid, 0x0000FFAA, "[HWEAPONS] {FFFFFF}This function is disabled."); #endif } return 0; } public Disable(playerid) { d[playerid] = 0; wep[playerid] = -1; for(new a = 0; a < 9; a++) if(IsPlayerAttachedObjectSlotUsed(playerid, a)) RemovePlayerAttachedObject(playerid, a); return 1; } public Enable(playerid) { d[playerid] = 1; return 1; } public HoldingWeaponsForAll(boolean) { if(boolean == 0){ if(!d1) return 1; for(new i = 0; i < MAX_PLAYERS+1; i++) for(new a = 0; a < 9; a++) if(IsPlayerAttachedObjectSlotUsed(i, a)) RemovePlayerAttachedObject(i, a); KillTimer(timer); d1 = 0; return 1; } if(boolean == 1){ if(d1) return 1; timer = SetTimer("AttachWeapon", TIME, 1); d1 = 1; return 1; } return 0; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys){ if(newkeys == 128 && oldkeys != 128 && GetPlayerWeapon(playerid) == 43) { camera[playerid] = 1; for(new a = 0; a < 9; a++) if(IsPlayerAttachedObjectSlotUsed(playerid, a)) RemovePlayerAttachedObject(playerid, a); } if(newkeys != 128 && oldkeys == 128 && GetPlayerWeapon(playerid) == 43) camera[playerid] = 0; return 1; }[/pawn]
  2. vkg

    problema

    am bagat fs-ul backweapons si imi dispar armele imediat de pe spate apar cum trebuei dar dispar imediat intr-o secunda nu-mi dau seama de la ce
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