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Sziget generálása

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Jun 24th, 2015
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  1. #include <a_samp>
  2. #include <sscanf2>
  3. #include <zcmd>
  4. #include <streamer>
  5.  
  6. #define CreateObject CreateDynamicObject
  7.  
  8. new execute = 1;
  9. new objects = 0;
  10. new bool:up_cam[MAX_PLAYERS];
  11. new Float:cX, Float:cY, Float:cZ, Float:ccX, Float:ccY;
  12. new aaa;
  13.  
  14. GetXYInFrontOfPlayer(playerid, &Float:x, &Float:y, Float:distance)
  15. {
  16.     new Float:a;
  17.     GetPlayerPos(playerid, x, y, a);
  18.     GetPlayerFacingAngle(playerid, a);
  19.     if (GetPlayerVehicleID(playerid))
  20.     {
  21.       GetVehicleZAngle(GetPlayerVehicleID(playerid), a);
  22.     }
  23.     x -= (distance * floatsin(-a, degrees));
  24.     y -= (distance * floatcos(-a, degrees));
  25. }
  26.  
  27. CMD:xd(playerid, params[])
  28. {
  29.     if(up_cam[playerid] == false)
  30.     {
  31.         GetPlayerPos(playerid, cX, cY, cZ);
  32.         GetXYInFrontOfPlayer(playerid, ccX, ccY, 5.0);
  33.         SetPlayerCameraPos(playerid, ccX, ccY, cZ+15);
  34.         SetPlayerCameraLookAt(playerid, cX, cY, cZ, 2);
  35.         up_cam[playerid] = true;
  36.         SendClientMessage(playerid, -1, "Bekapcsolva");
  37.     }
  38.     else
  39.     {
  40.         SetCameraBehindPlayer(playerid);
  41.         up_cam[playerid] = false;
  42.         SendClientMessage(playerid, -1, "Kikapcsolva");
  43.     }
  44.     return 1;
  45. }
  46. public OnPlayerUpdate(playerid)
  47. {
  48.  
  49.     if(up_cam[playerid] == true)
  50.     {
  51.         GetPlayerPos(playerid, cX, cY, cZ);
  52.         GetXYInFrontOfPlayer(playerid, ccX, ccY, 5.0);
  53.         SetPlayerCameraPos(playerid, ccX, ccY, cZ+15);
  54.         SetPlayerCameraLookAt(playerid, cX, cY, cZ, 2);
  55.     }
  56. }
  57.  
  58. CMD:island(playerid, params[])
  59. {
  60.     Generate_Map(5, 0, -3343.57, 194.34, 6.2, 2, 2);
  61.     /*
  62.     new w, h;
  63.     if(sscanf(params, "ii", w, h)) SendClientMessage(playerid, -1, "/island <W> <H>");
  64.     else
  65.     {
  66.         new Float:PP[3];
  67.         GetPlayerPos(playerid, PP[0], PP[1], PP[2]);
  68.         SetPlayerPos(playerid, PP[0], PP[1], PP[2]+6.00);
  69.         Generate_Island(PP[0], PP[1], PP[2]+5.00, w, h);
  70.         new str[128];
  71.         format(str, 128, "%d (%i*%i)", objects, w, h);
  72.         SendClientMessage(playerid, -1, str);
  73.     }*/
  74.     return 1;
  75. }
  76.  
  77. CMD:car(playerid, params[]) // infernus
  78. {
  79.     new Float:PP[3];
  80.     GetPlayerPos(playerid, PP[0], PP[1], PP[2]);
  81.     new veh = CreateVehicle(411, PP[0], PP[1], PP[2]+7.00, 0.00, 0, 0, 0);
  82.     PutPlayerInVehicle(playerid, veh, 0);
  83.     return 1;
  84. }
  85.  
  86. CMD:info(playerid, params[]) // object információi
  87. {
  88.     execute = 0;
  89.     SelectObject(playerid);
  90.     new Float:PP[3];
  91.     GetPlayerPos(playerid, PP[0], PP[1], PP[2]);
  92.     new str[256];
  93.    
  94.     format(str, sizeof str, "XYZ: %f.04, %f.04, %f.04", PP[0], PP[1], PP[2]);
  95.     SendClientMessage(playerid, -1, str);
  96.     return 1;
  97. }
  98.  
  99. CMD:edit(playerid, params[]) // szerkesztés, tesztnek
  100. {
  101.     execute = 1;
  102.     SelectObject(playerid);
  103.     return 1;
  104. }
  105.  
  106. Float:CalculatePlotWidth(szelesseg) // szelesseg = hány telek egység
  107. {
  108.     #define ROAD_SIZE 7.50
  109.     #define PLOT_SIZE 140.00
  110.     #define COACH_SIZE 70.00
  111.     new Float:eredmeny;
  112.     eredmeny = ((szelesseg-1) * (ROAD_SIZE + PLOT_SIZE)) + (ROAD_SIZE + PLOT_SIZE + ROAD_SIZE) + (COACH_SIZE * 2);
  113.     return eredmeny;
  114. }
  115.  
  116. SetDrawDistance_Osszes(Float:dist) // drawdistance állítása
  117. {
  118.     new i;
  119.     for(i = 0; i < Streamer_CountItems(STREAMER_TYPE_OBJECT)-1; i++)
  120.     {
  121.         Streamer_SetFloatData(STREAMER_TYPE_OBJECT, i, E_STREAMER_DRAW_DISTANCE, dist);
  122.         Streamer_SetFloatData(STREAMER_TYPE_OBJECT, i, E_STREAMER_STREAM_DISTANCE, dist);
  123.     }
  124. }
  125.  
  126. CMD:drawdist(playerid, params[]) // drawdistance állítása
  127. {
  128.     SetDrawDistance_Osszes( float(strval(params)) );
  129.     return 1;
  130. }
  131. /* TESZT
  132. CMD:lel(playerid, params[])
  133. {
  134.     new asd[123];
  135.     format(asd, 123, "%f", CalculatePlotWidth(strval(params)));
  136.     SendClientMessage(playerid, -1, asd);
  137.     return 1;
  138. }*/
  139. CMD:tele(playerid, params[]) // odateleportál ahol a szigetek létrejönnek
  140. {
  141.     SetPlayerPos(playerid, -3343.57 + random(2), 194.34 + random(2), 6.2);
  142.     SetPlayerFacingAngle(playerid, 315);
  143.     SetCameraBehindPlayer(playerid);
  144.     return 1;
  145. }
  146. stock Upside_Plot(Float:X, Float:Y, Float:Z) // fennti telek
  147. {
  148.     #define X_DIFF 70.0000
  149.     #define Y_DIFF 70.0000
  150.     CreateObject(19529, X, Y, Z, 0.00, 0.00, 90.00); // ALAP
  151.     CreateObject(19532, X, ( Y + Y_DIFF ), Z, 0.00, 0.00, 90.00); //fennti út
  152.     CreateObject(19532, X, ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //lennti út
  153.     CreateObject(19532, ( X + X_DIFF ), Y, Z, 0.00, 0.00, 0.00); //jobb út
  154.     CreateObject(19534, ( X + X_DIFF ), ( Y + Y_DIFF ), Z, 0.00, 0.00, 90.00); //sarok
  155.     CreateObject(19534, ( X + X_DIFF ), ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //sarok
  156.     objects += 6;
  157.     return 1;
  158. }
  159.  
  160. stock Rightside_Plot(Float:X, Float:Y, Float:Z) // jobb oldali telek
  161. {
  162.     #define X_DIFF 70.0000
  163.     #define Y_DIFF 70.0000
  164.     CreateObject(19529, X, Y, Z, 0.00, 0.00, 90.00); // ALAP
  165.     CreateObject(19532, X, ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //lennti út
  166.     CreateObject(19532, ( X + X_DIFF ), Y, Z, 0.00, 0.00, 0.00); //jobb út
  167.     CreateObject(19534, ( X + X_DIFF ), ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //sarok
  168.     objects += 4;
  169.     return 1;
  170. }
  171.  
  172. stock Leftside_Plot(Float:X, Float:Y, Float:Z) //bal oldali
  173. {
  174.     #define X_DIFF 70.0000
  175.     #define Y_DIFF 70.0000
  176.     CreateObject(19529, X, Y, Z, 0.00, 0.00, 90.00); // ALAP
  177.     CreateObject(19532, X, ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //alsó út
  178.     CreateObject(19532, ( X - X_DIFF ), Y, Z, 0.00, 0.00, 0.00); //bal út
  179.     CreateObject(19532, ( X + X_DIFF ), Y, Z, 0.00, 0.00, 0.00); //jobb út
  180.     CreateObject(19534, ( X - X_DIFF ), ( Y - Y_DIFF ), Z, 0.00, 0.00, 270.00); //sarok
  181.     CreateObject(19534, ( X + X_DIFF ), ( Y - Y_DIFF ), Z, 0.00, 0.00, 270.00); //sarok
  182.     objects += 6;
  183.     return 1;
  184. }
  185.  
  186. stock Leftside_Sarok_Plot(Float:X, Float:Y, Float:Z) //utolsó amit lerak
  187. {
  188.     #define X_DIFF 70.0000
  189.     #define Y_DIFF 70.0000
  190.     CreateObject(19529, X, Y, Z, 0.00, 0.00, 90.00); // ALAP
  191.     CreateObject(19532, X, ( Y + Y_DIFF ), Z, 0.00, 0.00, 90.00); //fennti út
  192.     CreateObject(19532, X, ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //alsó út
  193.     CreateObject(19532, ( X - X_DIFF ), Y, Z, 0.00, 0.00, 0.00); //jobb út
  194.     CreateObject(19532, ( X + X_DIFF ), Y, Z, 0.00, 0.00, 0.00); //bal út
  195.     CreateObject(19534, ( X - X_DIFF ), ( Y - Y_DIFF ), Z, 0.00, 0.00, 90.00); //keresztezodes jobbfennt
  196.     CreateObject(19534, ( X - X_DIFF ), ( Y + Y_DIFF ), Z, 0.00, 0.00, 180.00); //sarok jobblent
  197.     CreateObject(19534, ( X + X_DIFF ), ( Y + Y_DIFF ), Z, 0.00, 0.00, 180.00); //sarok ballent
  198.     CreateObject(19534, ( X + X_DIFF ), ( Y - Y_DIFF ), Z, 0.00, 0.00, 270.00); //keresztezodes fent
  199.     objects += 9;
  200.     return 1;
  201. }
  202.  
  203. stock Coach_Large(Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ) //Part1
  204. {
  205.     CreateObject(19542, X, Y, Z, rX, rY, rZ);
  206.     objects++;
  207.     return 1;
  208. }
  209.  
  210. stock Coach_Small(Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ) //part2
  211. {
  212.     CreateObject(19541, X, Y, Z, rX, rY, rZ);
  213.     objects++;
  214.     return 1;
  215. }      
  216.  
  217. stock Corner(Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ) //sarok
  218. {
  219.     CreateObject(19540, X, Y, Z, rX, rY, rZ);
  220.     objects++;
  221.     return 1;
  222. }      
  223.  
  224. Generate_Random_Tree(Float:xmin, Float:ymin, Float:xmax, Float:ymax, Float:Z, max_darab = 5) //Adott területen belül letesz 'max_darab' számú fát, random helyre
  225. {
  226.     new Float:xx, Float:yy, max_fa;
  227.     max_fa = random(max_darab);
  228.     if(max_fa == 0) return 0;
  229.     for(new i = 0; i < max_fa; i++)
  230.     {
  231.         xx = random(floatround(xmax, floatround_floor) - floatround(xmin, floatround_floor)) + floatround(xmin, floatround_floor);
  232.         yy = random(floatround(ymax, floatround_floor) - floatround(ymin, floatround_floor)) + floatround(ymin, floatround_floor);
  233.         CreateObject( 618, xx, yy, Z, 0.00, 0.00, 0.00);
  234.     }
  235.     return 1;
  236. }
  237.  
  238. Generate_Island(Float:X, Float:Y, Float:Z, hossz=10, szelesseg=10) // Egy sziget legenerálása
  239. {
  240.     #define PLOT_DIFF 140.0000
  241.     #define SAND_DIFF 62.50
  242.    
  243.     new Float:COUNT_X = 0.00, Float:COUNT_Y = 0.00;
  244.     new Float:xmin, Float:ymin, Float:xmax, Float:ymax;
  245.     // Telek, út, homok része
  246.     for(new i = 0; i < hossz; i++)
  247.     {
  248.         //Legutolsó sor generálása
  249.         if(i == (hossz-1))
  250.         {  
  251.             //Fennti rész
  252.             Upside_Plot(X, Y + COUNT_Y, Z);
  253.             //random fa
  254.             xmin = X - ((PLOT_DIFF/2) - 15.0);
  255.             ymin = (Y + COUNT_Y) - ((PLOT_DIFF/2) - 15.0);
  256.             xmax= X + ((PLOT_DIFF/2) - 15.0);
  257.             ymax = (Y + COUNT_Y) + ((PLOT_DIFF/2) - 15.0);
  258.             Generate_Random_Tree(xmin, ymin, xmax, ymax, Z);
  259.            
  260.             //Sarok balfennt
  261.             Leftside_Sarok_Plot( ( X - ( PLOT_DIFF * (szelesseg-1) ) ), Y + COUNT_Y, Z);
  262.             //random fa
  263.             xmin = ( X - ( PLOT_DIFF * (szelesseg-1) ) ) - ((PLOT_DIFF/2) - 15.0);
  264.             ymin = (Y + COUNT_Y) - ((PLOT_DIFF/2) - 15.0);
  265.             xmax= ( X - ( PLOT_DIFF * (szelesseg-1) ) ) + ((PLOT_DIFF/2) - 15.0);
  266.             ymax = (Y + COUNT_Y) + ((PLOT_DIFF/2) - 15.0);
  267.             Generate_Random_Tree(xmin, ymin, xmax, ymax, Z);
  268.            
  269.             //sarok
  270.             Coach_Large(  X, ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  271.             Coach_Small( X + (PLOT_DIFF/2) ,  ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  272.             //sarok2
  273.             Coach_Large( ( X - ( PLOT_DIFF * (szelesseg-1) ) ), ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  274.             Coach_Small( ( X - ( PLOT_DIFF * (szelesseg-1) ) ) + (PLOT_DIFF/2), ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2) , Z, 0.00, 0.00, 90.00);
  275.             //legszéle
  276.             Coach_Small( ( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2), ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  277.             //sarkok
  278.             Corner(X + (PLOT_DIFF/2) + 7.50, ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 0.00);
  279.             Corner(( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2) - 7.50, ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  280.         }
  281.         else
  282.         {
  283.             Rightside_Plot(X, Y + COUNT_Y, Z);
  284.             //random fa
  285.             xmin =  X - ((PLOT_DIFF/2) - 15.0);
  286.             ymin = (Y + COUNT_Y) - ((PLOT_DIFF/2) - 15.0);
  287.             xmax= X + ((PLOT_DIFF/2) - 15.0);
  288.             ymax = (Y + COUNT_Y) + ((PLOT_DIFF/2) - 15.0);
  289.             Generate_Random_Tree(xmin, ymin, xmax, ymax, Z);
  290.            
  291.             Leftside_Plot( ( X - ( PLOT_DIFF * (szelesseg-1) ) ), Y + COUNT_Y, Z);
  292.             //random fa
  293.             xmin = ( X - ( PLOT_DIFF * (szelesseg-1) ) ) - ((PLOT_DIFF/2) - 15.0);
  294.             ymin = (Y + COUNT_Y) - ((PLOT_DIFF/2) - 15.0);
  295.             xmax= ( X - ( PLOT_DIFF * (szelesseg-1) ) ) + ((PLOT_DIFF/2) - 15.0);
  296.             ymax = (Y + COUNT_Y) + ((PLOT_DIFF/2) - 15.0);
  297.             Generate_Random_Tree(xmin, ymin, xmax, ymax, Z);
  298.             // Két első szél
  299.             if(i == 0)
  300.             {
  301.                 Coach_Small( ( X + (X_DIFF + 7.50) ),  (Y + COUNT_Y) - (PLOT_DIFF/2), Z, 0.00, 0.00, 0.00);
  302.                 Coach_Small( (( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2)) - 7.50,  (Y + COUNT_Y) - (PLOT_DIFF/2), Z, 0.00, 0.00, 180.00);
  303.                 //egyk sarok
  304.                 Coach_Large( (X - COUNT_X), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2), Z, 0.00, 0.00, 270.00);
  305.                 Coach_Small( ( (X - COUNT_X) - (PLOT_DIFF/2) ), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2) , Z, 0.00, 0.00, 270.00);
  306.                 //másik
  307.                 Coach_Large( ( X - ( PLOT_DIFF * (szelesseg-1) ) ), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2), Z, 0.00, 0.00, 270.00);
  308.                 Coach_Small( ( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2) , Z, 0.00, 0.00, 270.00);
  309.                 //legszéle
  310.                 Coach_Small( ( (X - COUNT_X) + (PLOT_DIFF/2) ), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2) , Z, 0.00, 0.00, 270.00);
  311.                 //sarkok
  312.                 Corner((X + COUNT_X) + (PLOT_DIFF/2) + 7.50, ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2), Z, 0.00, 0.00, 270.00);
  313.                 Corner(( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2) - 7.50, ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2), Z, 0.00, 0.00, 180.00);
  314.             }
  315.         }
  316.         // Szélek jobb (2 nagy, 1 kicsi)
  317.         Coach_Large( ( X + (X_DIFF + 7.50) ), ( (Y + COUNT_Y) ), Z, 0.00, 0.00, 0.00);
  318.         Coach_Small( ( X + (X_DIFF + 7.50) ),  (Y + COUNT_Y) + (PLOT_DIFF/2), Z, 0.00, 0.00, 0.00);
  319.         // Szélek bal
  320.         Coach_Large( (( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2)) - 7.50, ( (Y + COUNT_Y) ), Z, 0.00, 0.00, 180.00);
  321.         Coach_Small( (( X - ( PLOT_DIFF * (szelesseg-1) ) ) - (PLOT_DIFF/2)) - 7.50 ,  (Y + COUNT_Y) + (PLOT_DIFF/2), Z, 0.00, 0.00, 180.00);
  322.        
  323.         COUNT_X = 140.0000;
  324.  
  325.         for(new a = 1; a < (szelesseg-1); a++)
  326.         {
  327.             if(i == (hossz-1))     
  328.             {
  329.                 Upside_Plot(X-COUNT_X, Y+COUNT_Y, Z);
  330.                 //random fa
  331.                 xmin = (X-COUNT_X) - ((PLOT_DIFF/2) - 15.0);
  332.                 ymin = (Y + COUNT_Y) - ((PLOT_DIFF/2) - 15.0);
  333.                 xmax= (X-COUNT_X) + ((PLOT_DIFF/2) - 15.0);
  334.                 ymax = (Y + COUNT_Y) + ((PLOT_DIFF/2) - 15.0);
  335.                 Generate_Random_Tree(xmin, ymin, xmax, ymax, Z);
  336.                
  337.                 Coach_Large( ( (X - COUNT_X)), ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  338.                 Coach_Small( (X - COUNT_X) + (PLOT_DIFF/2) ,  ((Y+COUNT_Y)+7.50) + (PLOT_DIFF/2), Z, 0.00, 0.00, 90.00);
  339.             }
  340.             else
  341.             {
  342.                 Rightside_Plot( X-COUNT_X, Y+COUNT_Y, Z);
  343.                 //random fa
  344.                 xmin = (X-COUNT_X) - ((PLOT_DIFF/2) - 15.0);
  345.                 ymin = (Y + COUNT_Y) - ((PLOT_DIFF/2) - 15.0);
  346.                 xmax= (X-COUNT_X) + ((PLOT_DIFF/2) - 15.0);
  347.                 ymax = (Y + COUNT_Y) + ((PLOT_DIFF/2) - 15.0);
  348.                 Generate_Random_Tree(xmin, ymin, xmax, ymax, Z);
  349.                
  350.                 if(i == 0)
  351.                 {
  352.                     Coach_Large( ( (X - COUNT_X)), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2), Z, 0.00, 0.00, 270.00);
  353.                     Coach_Small( ( (X - COUNT_X) - (PLOT_DIFF/2) ), ((Y-COUNT_Y)-7.50) - (PLOT_DIFF/2) , Z, 0.00, 0.00, 270.00);
  354.                 }
  355.             }
  356.             COUNT_X += PLOT_DIFF;
  357.         }
  358.         COUNT_Y += PLOT_DIFF;
  359.     }
  360.     return 1;
  361. }
  362.  
  363.  
  364.  
  365. public OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
  366. {
  367.     if(execute == 1)
  368.     {
  369.         EditObject(playerid, objectid);
  370.     }
  371.     else
  372.     {
  373.         new str[256];
  374.         new Float:rx, Float:ry, Float:rz;
  375.         GetObjectRot( objectid, rx, ry, rz );
  376.         format(str, sizeof str, "ID: %i, XYZ: %f.04, %f.04, %f.04, RXYZ: %f.04, %f.04, %f.04, MODELID: %i", objectid, fX, fY, fZ, rx, ry, rz, modelid);
  377.         SendClientMessage(playerid, -1, str);
  378.     }
  379.     return 1;
  380. }
  381.  
  382. Generate_Map(numberx, numbery, Float:X, Float:Y, Float:Z, w, h)
  383. {
  384.     #define ROAD_DIFF 70.0
  385.     new Float: DIFF = CalculatePlotWidth(w)-22.50, Float:X_COUNTER, Float:ROAD_COUNTER;
  386.     X_COUNTER = 0.00, ROAD_COUNTER = 0.00;
  387.     for(new i = 0; i < numberx; i++)
  388.     {
  389.         Generate_Island(X-X_COUNTER, Y, Z, w, h);
  390.         //utak generálása
  391.         if( i < (numberx-1) )
  392.         {
  393.             for(new k = 0; k <= h; k++)
  394.             {
  395.                 CreateObject(19532, (X-(X_COUNTER+280.00)), (Y - ROAD_DIFF) + ROAD_COUNTER, Z+0.02, 0.00, 0.00, 90.00); //alsó út
  396.                 ROAD_COUNTER += ROAD_DIFF*2;
  397.                 printf("%i", k);
  398.             }
  399.         }
  400.         ROAD_COUNTER = 0.00;
  401.         X_COUNTER += DIFF;
  402.     }
  403.    
  404.     new str[128];
  405.     format(str, 128, "%d objects created. (%i*%i)", objects, w, h);
  406.     printf(str);   
  407.        
  408. }
  409.  
  410. public OnFilterScriptInit()
  411. {
  412.     return 1;
  413. }
  414.  
  415. public OnFilterScriptExit()
  416. {
  417.    
  418.     return 1;
  419. }
  420.  
  421. public OnPlayerConnect(playerid)
  422. {
  423.     return 1;
  424. }
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