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SCRP command fix

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Oct 24th, 2014
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  1. // Fixed command trunk by fonia SCRP v2.0
  2.  
  3. CMD:trunk(playerid, params[])
  4. {
  5. new
  6. id = -1;
  7.  
  8. if ((id = Car_Nearest(playerid)) != -1)
  9. {
  10. if (IsVehicleImpounded(CarData[id][carVehicle]))
  11. return SendErrorMessage(playerid, "This vehicle is impounded and you can't use it.");
  12.  
  13. if (IsPlayerInAnyVehicle(playerid))
  14. return SendErrorMessage(playerid, "You must exit the vehicle first.");
  15.  
  16. if (!IsDoorVehicle(CarData[id][carVehicle]))
  17. return SendErrorMessage(playerid, "This vehicle doesn't have a trunk.");
  18.  
  19. if (CarData[id][carLocked])
  20. return SendErrorMessage(playerid, "The vehicle's trunk is locked.");
  21.  
  22. Car_ShowTrunk(playerid, id);
  23. }
  24. else SendErrorMessage(playerid, "You are not in range of any vehicle.");
  25. return 1;
  26. }
  27.  
  28. Dialog:Trunk(playerid, response, listitem, inputtext[])
  29. {
  30. new carid = Car_Nearest(playerid);
  31.  
  32. if (CarData[carid][carImpounded] != -1)
  33. return SendErrorMessage(playerid, "This vehicle is impounded and you can't use it.");
  34.  
  35. if (carid != -1 && !CarData[carid][carLocked])
  36. {
  37. if (response)
  38. {
  39. if (!CarData[carid][carWeapons][listitem])
  40. {
  41. if (!GetWeapon(playerid))
  42. return SendErrorMessage(playerid, "You aren't holding any weapon.");
  43.  
  44. if (GetWeapon(playerid) == 23 && PlayerData[playerid][pTazer])
  45. return SendErrorMessage(playerid, "You can't store a tazer into your trunk.");
  46.  
  47. if (GetWeapon(playerid) == 25 && PlayerData[playerid][pBeanBag])
  48. return SendErrorMessage(playerid, "You can't store a beanbag shotgun into your trunk.");
  49.  
  50. if (!Car_IsOwner(playerid, carid) && GetFactionType(playerid) == FACTION_POLICE)
  51. return SendErrorMessage(playerid, "You can't store weapons since you're a police officer.");
  52.  
  53. CarData[carid][carWeapons][listitem] = GetWeapon(playerid);
  54. CarData[carid][carAmmo][listitem] = GetPlayerAmmo(playerid);
  55.  
  56. ResetWeapon(playerid, CarData[carid][carWeapons][listitem]);
  57. SendNearbyMessage(playerid, 30.0, COLOR_PURPLE, "** %s stored a %s into the trunk.", ReturnName(playerid, 0), ReturnWeaponName(CarData[carid][carWeapons][listitem]));
  58.  
  59. Car_Save(carid);
  60. Car_WeaponStorage(playerid, carid);
  61. }
  62. else
  63. {
  64. GiveWeaponToPlayer(playerid, CarData[carid][carWeapons][listitem], CarData[carid][carAmmo][listitem]);
  65. SendNearbyMessage(playerid, 30.0, COLOR_PURPLE, "** %s takes a %s from the trunk.", ReturnName(playerid, 0), ReturnWeaponName(CarData[carid][carWeapons][listitem]));
  66.  
  67. CarData[carid][carWeapons][listitem] = 0;
  68. CarData[carid][carAmmo][listitem] = 0;
  69.  
  70. Car_Save(carid);
  71. Car_WeaponStorage(playerid, carid);
  72. }
  73. }
  74. else {
  75. Car_ShowTrunk(playerid, carid);
  76. }
  77. }
  78. return 1;
  79. }
  80.  
  81. Dialog:TrunkOptions(playerid, response, listitem, inputtext[])
  82. {
  83. static
  84. carid = -1,
  85. itemid = -1,
  86. backpack = -1,
  87. string[32];
  88.  
  89. if ((carid = Car_Nearest(playerid)) != -1 && !CarData[carid][carLocked])
  90. {
  91. itemid = PlayerData[playerid][pStorageItem];
  92.  
  93. strunpack(string, CarStorage[carid][itemid][cItemName]);
  94.  
  95. if (response)
  96. {
  97. switch (listitem)
  98. {
  99. case 0:
  100. {
  101. if (CarStorage[carid][itemid][cItemQuantity] == 1)
  102. {
  103. if (!strcmp(string, "Backpack") && Inventory_HasItem(playerid, "Backpack"))
  104. return SendErrorMessage(playerid, "You already have a backpack in your inventory.");
  105.  
  106. new id = Inventory_Add(playerid, string, CarStorage[carid][itemid][cItemModel], 1);
  107.  
  108. if (id == -1)
  109. return SendErrorMessage(playerid, "You don't have any inventory slots left.");
  110.  
  111. if (!strcmp(string, "Backpack") && (backpack = GetVehicleBackpack(carid)) != -1)
  112. {
  113. BackpackData[backpack][backpackVehicle] = 0;
  114. BackpackData[backpack][backpackPlayer] = PlayerData[playerid][pID];
  115.  
  116. Backpack_Save(backpack);
  117. SetAccessories(playerid);
  118. }
  119. Car_RemoveItem(carid, string);
  120.  
  121. SendNearbyMessage(playerid, 30.0, COLOR_PURPLE, "** %s has taken a \"%s\" from the trunk.", ReturnName(playerid, 0), string);
  122. Car_ShowTrunk(playerid, carid);
  123. }
  124. else
  125. {
  126. Dialog_Show(playerid, CarTake, DIALOG_STYLE_INPUT, "Car Take", "Item: %s (Quantity: %d)\n\nPlease enter the quantity that you wish to take for this item:", "Take", "Back", string, CarStorage[carid][itemid][cItemQuantity]);
  127. }
  128. }
  129. case 1:
  130. {
  131. new id = Inventory_GetItemID(playerid, string);
  132.  
  133. if (!strcmp(string, "Backpack")) {
  134. Car_ShowTrunk(playerid, carid);
  135.  
  136. return SendErrorMessage(playerid, "You can only store one backpack in your trunk.");
  137. }
  138. else if (id == -1) {
  139. Car_ShowTrunk(playerid, carid);
  140.  
  141. return SendErrorMessage(playerid, "You don't have anymore of this item to store!");
  142. }
  143. else if (InventoryData[playerid][id][invQuantity] == 1)
  144. {
  145. Car_AddItem(carid, string, InventoryData[playerid][id][invModel], 1);
  146. Inventory_Remove(playerid, string);
  147.  
  148. SendNearbyMessage(playerid, 30.0, COLOR_PURPLE, "** %s has stored a \"%s\" into the trunk.", ReturnName(playerid, 0), string);
  149. Car_ShowTrunk(playerid, carid);
  150. }
  151. else if (InventoryData[playerid][id][invQuantity] > 1) {
  152. PlayerData[playerid][pInventoryItem] = id;
  153.  
  154. Dialog_Show(playerid, CarDeposit, DIALOG_STYLE_INPUT, "Car Deposit", "Item: %s (Quantity: %d)\n\nPlease enter the quantity that you wish to store for this item:", "Store", "Back", string, InventoryData[playerid][id][invQuantity]);
  155. }
  156. }
  157. }
  158. }
  159. else
  160. {
  161. Car_ShowTrunk(playerid, carid);
  162. }
  163. }
  164. return 1;
  165. }
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