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Feb 4th, 2012
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Pawn 1.94 KB | None | 0 0
  1.     //MotorschadenMSGSent[playerid] = 0;
  2.     TazerBereit[playerid] = 1;
  3.     WeapsTaken[playerid] = 0;
  4.     Eingeladen[playerid] = 0;
  5.     TextSpams[playerid] = 0;
  6.     CMDSpams[playerid] = 0;
  7.     MoneySpam[playerid] = 0;             <<<-------- Zeile 4456
  8.     need[playerid] = 0;
  9.     MultipleEnter[playerid] = -1;
  10.     CheckPointing[playerid] = 1;
  11.     CheckPointShown[playerid] = 0;
  12.     ZivilSkin[playerid] = 0;
  13.     PruefungsSchritt[playerid] = 0;
  14.     ClearCrime(playerid);
  15.     ClearFishes(playerid);
  16.     ClearCooking(playerid);
  17.     ClearGroceries(playerid);
  18.     ClearMarriage(playerid);
  19.     SetPlayerColor(playerid,COLOR_GRAD2);
  20.  
  21.  
  22.  
  23. _______________________________________
  24.  
  25.  
  26.  
  27. NoDMv4
  28. __
  29.  
  30. #if (NoDM_AIMING_AT_PEOPLE == true)
  31.     forward NoDM_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
  32.     #define NoDM_HOLDING(%0) \
  33.         ((newkeys & (%0)) == (%0))
  34.     stock Float:GetPointAngleToPoint(Float:x2, Float:y2, Float:X, Float:Y) {
  35.  
  36.       new Float:DX, Float:DY;
  37.       new Float:angle;
  38.  
  39.       DX = floatabs(floatsub(x2,X));
  40.       DY = floatabs(floatsub(y2,Y));
  41.  
  42.       if (DY == 0.0 || DX == 0.0) {
  43.         if(DY == 0 && DX > 0) angle = 0.0;
  44.         else if(DY == 0 && DX < 0) angle = 180.0;
  45.         else if(DY > 0 && DX == 0) angle = 90.0;
  46.         else if(DY < 0 && DX == 0) angle = 270.0;
  47.         else if(DY == 0 && DX == 0) angle = 0.0;
  48.       }
  49.       else {
  50.         angle = atan(DX/DY);
  51.  
  52.         if(X > x2 && Y <= y2) angle += 90.0;
  53.         else if(X <= x2 && Y < y2) angle = floatsub(90.0, angle);
  54.         else if(X < x2 && Y >= y2) angle -= 90.0;
  55.         else if(X >= x2 && Y > y2) angle = floatsub(270.0, angle);
  56.       }
  57.  
  58.       return floatadd(angle, 90.0);
  59.     }
  60.     stock GetXYInFrontOfPoint(&Float:x, &Float:y, Float:angle, Float:distance)
  61.     {
  62.         x += (distance * floatsin(-angle, degrees));
  63.         y += (distance * floatcos(-angle, degrees));
  64.     }
  65.     stock IsPlayerAimingAtPlayer(playerid, targetplayerid)    <<--- Zeile 115
  66.     {
  67.       new Float:x, Float:y, Float:z;
  68.       GetPlayerPos(targetplayerid, x, y, z);
  69.       return IsPlayerAimingAt(playerid, x, y, z, 1.1);   <<<---- Zeile 119
  70.     }
  71. #endif
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