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- #if !defined Function
- #define Function::%0(%1) %0(%1); public %0(%1)
- #endif
- forward ModeInit();
- forward StateChange(playerid, newstate, oldstate);
- new Float:VehicleX[MAX_VEHICLES],Float:VehicleY[MAX_VEHICLES],Float:VehicleZ[MAX_VEHICLES],Float:Percorreu[MAX_VEHICLES],Timer[MAX_VEHICLES];
- stock GetDistanceTraveled(vehicleid)
- {
- Corrida(vehicleid);
- return Percorreu[vehicleid];
- }
- public OnGameModeInit()
- {
- SetTimer("GetPositionAll",3000,false);
- return CallLocalFunction("ModeInit", "");
- }
- Function::GetPositionAll()
- {
- for(new v; v < MAX_VEHICLES; v++)
- {
- if(GetVehicleModel(v) != 0) GetVehiclePos(v,VehicleX[v],VehicleY[v],VehicleZ[v]);
- }
- return 1;
- }
- public OnPlayerStateChange(playerid, newstate, oldstate)
- {
- if(oldstate == PLAYER_STATE_DRIVER)
- {
- KillTimer(Timer[GetPlayerVehicleID(playerid)]);
- }
- if(newstate == PLAYER_STATE_DRIVER)
- {
- Timer[GetPlayerVehicleID(playerid)] = SetTimerEx("Corrida",5000,true,"i",GetPlayerVehicleID(playerid));
- }
- return CallLocalFunction("StateChange", "iii",playerid, newstate, oldstate);
- }
- Function::Corrida(vehicleid)
- {
- Percorreu[vehicleid] += GetVehicleDistanceFromPoint(vehicleid,VehicleX[vehicleid],VehicleY[vehicleid],VehicleZ[vehicleid]);
- GetVehiclePos(vehicleid,VehicleX[vehicleid],VehicleY[vehicleid],VehicleZ[vehicleid]);
- return 1;
- }
- stock SetVehiclePosEx(vehicleid,float:X,float:Y,float:Z)
- {
- SetVehiclePos(vehicleid,X,Y,Z);
- VehicleX[vehicleid] = X;
- VehicleY[vehicleid] = Y;
- VehicleZ[vehicleid] = Z;
- return 1;
- }
- stock CreateVehicleEx(modelid, Float:x, Float:y, Float:z, Float:angle, color1, color2, respawn_delay)
- {
- new ID = CreateVehicle(modelid, Float:x, Float:y, Float:z, Float:angle, color1, color2, respawn_delay);
- GetVehiclePos(ID,VehicleX[vehicleid],VehicleY[vehicleid],VehicleZ[vehicleid]);
- return 1;
- }
- #if defined _ALS_OnGameModeInit
- #undef OnGameModeInit
- #else
- #define _ALS_OnGameModeInit
- #endif
- #if defined _ALS_OnPlayerStateChange
- #undef OnPlayerStateChange
- #else
- #define _ALS_OnPlayerStateChange
- #endif
- #define OnGameModeInit ModeInit
- #define OnPlayerStateChange StateChange
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