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- stock Float:PlayerDistanceToPoint(playerid, Float:_x, Float:_y, Float:_z)
- {
- new Float:Point[3];
- GetPlayerPos(playerid,Point[0],Point[1],Point[2]);
- return floatsqroot(((Point[0] - _x) * (Point[0] - _x)) + ((Point[1] - _y) * (Point[1] - _y)) + ((Point[2] - _z) * (Point[2] - _z)));
- }
- stock ClosestMissionStart(playerid)
- {
- new missionid, Float:closest = PlayerDistanceToPoint(playerid, ShamalMissions[0][LoadX], ShamalMissions[0][LoadY], ShamalMissions[0][LoadZ]);
- for(new i=1; i<sizeof(ShamalMissions); i++)
- {
- if(PlayerDistanceToPoint(playerid, ShamalMissions[i][LoadX], ShamalMissions[i][LoadY], ShamalMissions[i][LoadZ]) < closest)
- {
- closest = PlayerDistanceToPoint(playerid, ShamalMissions[i][LoadX], ShamalMissions[i][LoadY], ShamalMissions[i][LoadZ]);
- missionid = i;
- CurrentMission[playerid] = i;
- }
- }
- return missionid;
- }
- CMD:work(playerid, params[])
- {
- if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, -1, "You have to be in a vehicle in order to start a mission!");
- if(JobStatus[playerid] == 1) return SendClientMessage(playerid, -1, "You're already in a mission, finish your current one or type /stopwork to end your mission!");
- if(GetPlayerVehicleSeat(playerid) > 1) return SendClientMessage(playerid, -1, "You need to be the driver of the vehicle in order to start a mission!");
- JobID[playerid] = 1;
- JobStatus[playerid] = 1;
- JobVehicle[playerid] = GetPlayerVehicleID(playerid);
- ClosestMissionStart(playerid);
- CreateDynamicCP(ShamalMissions[CurrentMission[playerid]][LoadX], ShamalMissions[CurrentMission[playerid]][LoadY], ShamalMissions[CurrentMission[playerid]][LoadZ], 20.0, -1, -1, playerid, -1);
- return 1;
- }
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