Advertisement
Guest User

Untitled

a guest
Nov 24th, 2010
145
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Pawn 3.74 KB | None | 0 0
  1. #define MAX_CLASSES 50
  2.  
  3. enum ClassData {
  4.     bool:cVorhanden, cSkin,
  5.     Float:cX, Float:cY, Float:cZ, Float:cA, cInterior, cVirtualWorld,
  6.     cSpawnwaffe1, cMunition1,
  7.     cSpawnwaffe2, cMunition2,
  8.     cSpawnwaffe3, cMunition3
  9. };
  10.  
  11. new cData[MAX_PLAYERS][MAX_CLASSES][ClassData];
  12. new pClass[MAX_PLAYERS];
  13.  
  14.  
  15. public OnGameModeInit()
  16. {
  17.     for(new i; i < MAX_CLASSES; i++) {
  18.         AddPlayerClass(0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
  19.     }
  20.     return 1;
  21. }
  22.  
  23. public OnPlayerRequestClass(playerid, classid)
  24. {
  25.     if(cData[playerid][classid][cVorhanden] == true) { SetPlayerSkin(playerid, cData[playerid][classid][cSkin]); }
  26.     else { SetPlayerSkin(playerid, cData[playerid][0][cSkin]); }
  27.     pClass[playerid] = classid;
  28.         return 1;
  29. }
  30.  
  31. public OnPlayerSpawn(playerid)
  32. {
  33.         ResetPlayerWeapons(playerid);
  34.         if(cData[playerid][pClass[playerid]][cVorhanden] == true) {
  35.         GivePlayerWeapon(playerid, cData[playerid][pClass[playerid]][cSpawnwaffe1], cData[playerid][pClass[playerid]][cMunition1]);
  36.         GivePlayerWeapon(playerid, cData[playerid][pClass[playerid]][cSpawnwaffe2], cData[playerid][pClass[playerid]][cMunition2]);
  37.         GivePlayerWeapon(playerid, cData[playerid][pClass[playerid]][cSpawnwaffe3], cData[playerid][pClass[playerid]][cMunition3]);
  38.         SetPlayerPos(playerid, cData[playerid][pClass[playerid]][cX], cData[playerid][pClass[playerid]][cY], cData[playerid][pClass[playerid]][cZ]); SetPlayerFacingAngle(playerid, cData[playerid][pClass[playerid]][cA]);
  39.         SetPlayerInterior(playerid, cData[playerid][pClass[playerid]][cInterior]); SetPlayerVirtualWorld(playerid, cData[playerid][pClass[playerid]][cVirtualWorld]); }
  40.     else {
  41.             GivePlayerWeapon(playerid, cData[playerid][0][cSpawnwaffe1], cData[playerid][0][cMunition1]);
  42.             GivePlayerWeapon(playerid, cData[playerid][0][cSpawnwaffe2], cData[playerid][0][cMunition2]);
  43.             GivePlayerWeapon(playerid, cData[playerid][0][cSpawnwaffe3], cData[playerid][0][cMunition3]);
  44.         SetPlayerPos(playerid, cData[playerid][0][cX], cData[playerid][0][cY], cData[playerid][0][cZ]); SetPlayerFacingAngle(playerid, cData[playerid][0][cA]);
  45.         SetPlayerInterior(playerid, cData[playerid][0][cInterior]); SetPlayerVirtualWorld(playerid, cData[playerid][0][cVirtualWorld]);
  46.     }
  47.     return 1;
  48. }
  49.  
  50. stock AddClassForPlayer(playerid, id, skin, Float:x, Float:y, Float:z, Float:a, interior, virtualworld, spawnwaffe1, munition1, spawnwaffe2, munition2, spawnwaffe3, munition3) {
  51.     cData[playerid][id][cX] = x; cData[playerid][id][cY] = y; cData[playerid][id][cZ] = z; cData[playerid][id][cA] = a; cData[playerid][id][cSkin] = skin;
  52.     cData[playerid][id][cInterior] = interior; cData[playerid][id][cVirtualWorld] = virtualworld;
  53.     cData[playerid][id][cSpawnwaffe1] = spawnwaffe1; cData[playerid][id][cMunition1] = munition1;
  54.     cData[playerid][id][cSpawnwaffe2] = spawnwaffe2; cData[playerid][id][cMunition2] = munition2;
  55.     cData[playerid][id][cSpawnwaffe3] = spawnwaffe3; cData[playerid][id][cMunition3] = munition3;
  56.     cData[playerid][id][cVorhanden] = true;
  57.     return 1;
  58. }
  59.  
  60. stock RemoveClassForPlayer(playerid, id) {
  61.     cData[playerid][id][cX] = 0.0; cData[playerid][id][cY] = 0.0; cData[playerid][id][cZ] = 0.0; cData[playerid][id][cA] = 0.0; cData[playerid][id][cSkin] = 0;
  62.     cData[playerid][id][cInterior] = 0; cData[playerid][id][cVirtualWorld] = 0;
  63.     cData[playerid][id][cSpawnwaffe1] = 0; cData[playerid][id][cMunition1] = 0;
  64.     cData[playerid][id][cSpawnwaffe2] = 0; cData[playerid][id][cMunition2] = 0;
  65.     cData[playerid][id][cSpawnwaffe3] = 0; cData[playerid][id][cMunition3] = 0;
  66.     cData[playerid][id][cVorhanden] = false;
  67.     return 1;
  68. }
  69.  
  70. stock SendPlayerToClassSelection(playerid) {
  71.     ForceClassSelection(playerid);
  72.     SetPlayerHealth(playerid, 0.0);
  73.     return 1;
  74. }
  75.  
  76. stock GetPlayerClass(playerid) {
  77.     id = pClass[MAX_PLAYERS];
  78.     return id;
  79. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement