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- #define MAX_CLASSES 50
- enum ClassData {
- bool:cVorhanden, cSkin,
- Float:cX, Float:cY, Float:cZ, Float:cA, cInterior, cVirtualWorld,
- cSpawnwaffe1, cMunition1,
- cSpawnwaffe2, cMunition2,
- cSpawnwaffe3, cMunition3
- };
- new cData[MAX_PLAYERS][MAX_CLASSES][ClassData];
- new pClass[MAX_PLAYERS];
- public OnGameModeInit()
- {
- for(new i; i < MAX_CLASSES; i++) {
- AddPlayerClass(0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
- }
- return 1;
- }
- public OnPlayerRequestClass(playerid, classid)
- {
- if(cData[playerid][classid][cVorhanden] == true) { SetPlayerSkin(playerid, cData[playerid][classid][cSkin]); }
- else { SetPlayerSkin(playerid, cData[playerid][0][cSkin]); }
- pClass[playerid] = classid;
- return 1;
- }
- public OnPlayerSpawn(playerid)
- {
- ResetPlayerWeapons(playerid);
- if(cData[playerid][pClass[playerid]][cVorhanden] == true) {
- GivePlayerWeapon(playerid, cData[playerid][pClass[playerid]][cSpawnwaffe1], cData[playerid][pClass[playerid]][cMunition1]);
- GivePlayerWeapon(playerid, cData[playerid][pClass[playerid]][cSpawnwaffe2], cData[playerid][pClass[playerid]][cMunition2]);
- GivePlayerWeapon(playerid, cData[playerid][pClass[playerid]][cSpawnwaffe3], cData[playerid][pClass[playerid]][cMunition3]);
- SetPlayerPos(playerid, cData[playerid][pClass[playerid]][cX], cData[playerid][pClass[playerid]][cY], cData[playerid][pClass[playerid]][cZ]); SetPlayerFacingAngle(playerid, cData[playerid][pClass[playerid]][cA]);
- SetPlayerInterior(playerid, cData[playerid][pClass[playerid]][cInterior]); SetPlayerVirtualWorld(playerid, cData[playerid][pClass[playerid]][cVirtualWorld]); }
- else {
- GivePlayerWeapon(playerid, cData[playerid][0][cSpawnwaffe1], cData[playerid][0][cMunition1]);
- GivePlayerWeapon(playerid, cData[playerid][0][cSpawnwaffe2], cData[playerid][0][cMunition2]);
- GivePlayerWeapon(playerid, cData[playerid][0][cSpawnwaffe3], cData[playerid][0][cMunition3]);
- SetPlayerPos(playerid, cData[playerid][0][cX], cData[playerid][0][cY], cData[playerid][0][cZ]); SetPlayerFacingAngle(playerid, cData[playerid][0][cA]);
- SetPlayerInterior(playerid, cData[playerid][0][cInterior]); SetPlayerVirtualWorld(playerid, cData[playerid][0][cVirtualWorld]);
- }
- return 1;
- }
- stock AddClassForPlayer(playerid, id, skin, Float:x, Float:y, Float:z, Float:a, interior, virtualworld, spawnwaffe1, munition1, spawnwaffe2, munition2, spawnwaffe3, munition3) {
- 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;
- cData[playerid][id][cInterior] = interior; cData[playerid][id][cVirtualWorld] = virtualworld;
- cData[playerid][id][cSpawnwaffe1] = spawnwaffe1; cData[playerid][id][cMunition1] = munition1;
- cData[playerid][id][cSpawnwaffe2] = spawnwaffe2; cData[playerid][id][cMunition2] = munition2;
- cData[playerid][id][cSpawnwaffe3] = spawnwaffe3; cData[playerid][id][cMunition3] = munition3;
- cData[playerid][id][cVorhanden] = true;
- return 1;
- }
- stock RemoveClassForPlayer(playerid, id) {
- 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;
- cData[playerid][id][cInterior] = 0; cData[playerid][id][cVirtualWorld] = 0;
- cData[playerid][id][cSpawnwaffe1] = 0; cData[playerid][id][cMunition1] = 0;
- cData[playerid][id][cSpawnwaffe2] = 0; cData[playerid][id][cMunition2] = 0;
- cData[playerid][id][cSpawnwaffe3] = 0; cData[playerid][id][cMunition3] = 0;
- cData[playerid][id][cVorhanden] = false;
- return 1;
- }
- stock SendPlayerToClassSelection(playerid) {
- ForceClassSelection(playerid);
- SetPlayerHealth(playerid, 0.0);
- return 1;
- }
- stock GetPlayerClass(playerid) {
- id = pClass[MAX_PLAYERS];
- return id;
- }
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