marieVSkarl

Filterscript von meiner Frage

Feb 3rd, 2012
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  1. //==============================================================================
  2. //                         GarHouse v2.0 by [03]Garsino!
  3. //==============================================================================
  4. // - Credits to DracoBlue for udb_hash.
  5. // - Credits to Incognito for his awesome streamer.
  6. // - Credits to Y_Less for sscanf2, y_ini and foreach.
  7. // - Credits to Zeex for ZCMD.
  8. // - Credits to whoever made GetPosInFrontOfPlayer.
  9. // - Credits to ~Cueball~, Betamaster, Mabako and Simon for the a_zones.inc array.
  10. // - Thanks to cessil for helping me with a weird issue with ShowInfoBoxEx.
  11. // - Thanks to everyone who gave me ideas for this house system and helped me find bugs.
  12. //==============================================================================
  13. //                                  Changelog v2.0
  14. //==============================================================================
  15. // - [Script] Rewrote script so that it now uses y_ini instead of dini. Should be a lot faster.
  16. // - [Script] Script now uses an enum instead of directly loading the values from the files.
  17. // - [Script] Script now uses foreach instead of regular player loops.
  18. // - [Added] Added another house selling option. People can set their house for sale for a price they choose (between MIN_HOUSE_VALUE and MAX_HOUSE_VALUE).
  19. //  - People can buy the house while the houseowner is offline. The houseowner will then get the money and a message upon next connect.
  20. // - [Added] Added cancelling option for house selling in /housemenu.
  21. // - [Added] Additional updates around the script.
  22. // - [Added] Added house privacy option in /housemenu. The house owner can open/close their house for guests.
  23. // - [Script] Script now uses zcmd instead of dcmd for increased speed.
  24. // - [Added] Housecars are now personal and can only be driven by the owner of the house.
  25. // - [Added] It now uses SA:MP 0.3c colour embedding and the option to only use 1 button - you must update to SA:MP 0.3c to use this version unless you edit the script yourself.
  26. // - [Added] Added dynamic house interiors - the data is loaded from files now. You don't have to worry about manually editing the script anymore.
  27. // - [Added] Added /createhint.
  28. // - [Added] Added /changehintspawn.
  29. // - [Added] Added /removehint.
  30. // - [Added] Added a define (GH_USE_HOUSESTORAGE) to decide whether you want to use the house storage feature or not.
  31. // - [Script] Updated the configuration section of this script. Features are no longer disabled by commenting then out. Simply just change "true" to "false" if you want to disable a feature.
  32. // - [Added] Added /myhouses - when selecting one of your houses you can decide whether you want to show information about that house or teleport to it (disabled by default).
  33. // - [Script] Instead of looping trough all houses and checking if the file exists it now uses foreach for this which should speed up the script a bit.
  34. // - [Changed] 3D text labels are now streamed using the streamer plugin as I finnaly solved the issue with them not drawing.
  35. // - [Changed] Other minor changes around the script.
  36. // - [Removed] Removed the debug printf's.
  37. // - [Changed] Decapitalized all words which should not be capitalized all over the script.
  38. // - [Fixed] Fixed some typos which were repeating all over the script.
  39. // - [Added] More dialogs, yay!
  40. // - [Script] Script now deletes PVars on filterscript exit to reduce memory usage.
  41. // - [Script] IsInHouse "char" array for increased speed (compared to checking if a player is in a house using GetPVarInt. However you can still access the IsInHouse PVar in other scripts using GetPVarInt).
  42. // - [Fixed] Last two "missing" message macros added to the script.
  43. // - [Added] Added the ability to breakin to houses. There is a 30% chance for successfully breaking into the house and 70% chance of failing. You can disable this feature by setting the GH_ALLOW_BREAKIN define to false.
  44. // - [Added] Added an user management menu to /housemenu. You can kick out players from your house, give players house keys to your house and take away house keys from players.
  45. // - [Added] Players with house keys can enter the house automaticly - just like the house owner. They can not access the house menu though.
  46. // - [Added] Added the ability to "upgrade" your house with things like house alarm, security camera, security dog and better houselock. All those "upgrades" have their own ability.
  47. // - [Added] Players will gain wanted level when they succeed/fail at breaking into/robbing a house IF the house has either an alarm or a security camera. You can disable this feature by setting the GH_GIVE_WANTEDLEVEL define to false.
  48. // - [Added] Added the ability to rob houses. The player can rob a maximum of X percent of the house storage (25% by default - can be changed in the script). But there is a maximum limit of how much money can be stolen. You can only rob houses if the houseowner is connected.
  49. // - [Added] Players will take X damage from each bite from the security dog of a house when attempting to breakin or rob a house (values can be changed in the script. The default is -25 health points per bite. And the dog bites 3 times).
  50. // - [Added] It will be harder to breakin to your house if you have bought the houselock upgrade. There will be a 90% chance of failing and 10% chance of succeeding.
  51. // - [Added] House owners will be warned when someone is doing a breakin or a robbery in their house (the other players name will stay anonymous unless the house owner has bought the security camera upgrade).
  52. // - [Added] Added automatic ejection from house when the filterscript is unloaded.
  53. // - [Added] Added automatic ejection from house when the current house the player is in gets deleted.
  54. // - [Fixed] Fixed problem with some messagebox dialogs not appearing.
  55. // - [Added] Added feature to set the house interior to the default one if the current one the house uses gets deleted.
  56. //==============================================================================
  57. //                              Includes
  58. //==============================================================================
  59. #define FILTERSCRIPT // Important
  60. #include <a_samp> // Credits to the SA:MP Developement Team
  61. #include <sscanf2> // Credits to Y_Less
  62. #include <YSI\y_ini> // Credits to Y_Less
  63. #include <ZCMD> // Credits to Zeex
  64. #include <streamer> // Credits to Incognito
  65. #include <foreach> // Credits to Y_Less
  66. //##############################################################################
  67. //                              Do NOT Replace!!!
  68. //##############################################################################
  69. #define INFORMATION_HEADER "{F6F6F6}GarHouse {00BC00}v2.0 {F6F6F6}by {00BC00}[03]Garsino"
  70. #define LABELTEXT1 "House Name: {F6F6F6}%s\n{00BC00}House Owner: {F6F6F6}No Owner\n{00BC00}House Value: {F6F6F6}$%d\n{00BC00}For Sale: {F6F6F6}No\n{00BC00}House Privacy: {F6F6F6}Closed\n{00BC00}House ID: {F6F6F6}%d"
  71. #define LABELTEXT2 "House Name: {F6F6F6}%s\n{00BC00}House Owner: {F6F6F6}%s\n{00BC00}House Value: {F6F6F6}$%d\n{00BC00}For Sale: {F6F6F6}%s\n{00BC00}House Privacy: {F6F6F6}%s\n{00BC00}House ID: {F6F6F6}%d"
  72. //==============================================================================
  73. //                              Macros
  74. //==============================================================================
  75. new CMDSString[1000], IsInHouse[MAX_PLAYERS char];
  76. #define YesNo(%0) ((%0) == (1)) ? ("Yes") : ("No")
  77. #define Answer(%0,%1,%2) (%0) == (1) ? (%1) : (%2)
  78. #define IsPlayerInHouse(%0,%1) ((GetPVarInt(%0, "LastHouseCP") == (%1)) && (IsInHouse{%0} == (1))) ? (1) : (0)
  79. #define ShowInfoBox(%0,%1,%2) do{CMDSString = ""; format(CMDSString, 1000, %1, %2); ShowPlayerDialog(%0, HOUSEMENU-1, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, CMDSString, "Close", "");}while(FALSE)
  80. #define GameTextEx(%0,%1,%2,%3,%4) do{CMDSString = ""; format(CMDSString, 1000, %3, %4); GameTextForPlayer(%0, CMDSString, %1, %2);}while(FALSE)
  81. #define Loop(%0,%1,%2) for(new %0 = %2; %0 < %1; %0++)
  82. #define function%0(%1) forward %0(%1); public %0(%1)
  83. #define TYPE_OUT (0)
  84. #define TYPE_INT (1)
  85. //==============================================================================
  86. //                              Colours
  87. //==============================================================================
  88. #define COLOUR_INFO                     0x00CC33FF
  89. #define COLOUR_SYSTEM                   0xFF0000FF
  90. #define COLOUR_YELLOW                   0xFFFF2AFF
  91. #define COLOUR_GREEN                    0x00BC00FF
  92. #define COLOUR_DIALOG                   0xF6F6F6AA
  93. //==============================================================================
  94. #define DC_SAMP                         "{F6F6F6}"
  95. #define DC_DIALOG                       "{F6F6F6}"
  96. #define DC_ERROR                        "{FF0000}"
  97. #define DC_ADMIN                        "{CC00CC}"
  98. #define DC_INFO                         "{00BC00}"
  99. //==============================================================================
  100. //                              Configuration
  101. //==============================================================================
  102. #define MAX_HOUSES                  100 // Max houses created
  103. #define MAX_HOUSE_INTERIORS         15 // Max house interiors created
  104. #define MAX_HOUSES_OWNED            3 // Max houses owned per player
  105. #define HOUSEMENU                   21700 // Dialog ID
  106. #define FILEPATH                    "/GarHouse/Houses/%d.ini"
  107. #define HINT_FILEPATH               "/GarHouse/Interiors/%d.ini"
  108. #define USERPATH                    "/GarHouse/Users/%s.ini"
  109. //------------------------------------------------------------------------------
  110. #define GH_USE_MAPICONS             true  // true = use mapicons | false = do not use mapicons
  111. #define GH_USE_CPS                  true  // true = use checkpoints | false = use pickups
  112. #define GH_HINTERIOR_UPGRADE        true  // true = allow players to upgrade their house interior | false = do not allow players to upgrade their house interior
  113. #define GH_USE_HOUSESTORAGE         true  // true = allow players to use the house storage | false = do not allow players to use the house storage
  114. #define GH_HOUSECARS                true  // true = enable house cars | false = disable house cars
  115. #define SPAWN_IN_HOUSE              true  // true = players will spawn in their house on their first spawn | false = players will not spawn in their house on their first spawn
  116. #define CASE_SENSETIVE              true  // true = ignore case sensetive in strcmp | false = do not ignore case sensetive in strcmp
  117. #define GH_ALLOW_BREAKIN            true  // true = allow players to breakin to houses | false = do not allow players to breakin to houses
  118. #define GH_GIVE_WANTEDLEVEL         true  // true = increase the players wanted level when they either attempt to breakin/rob a house or they succeed in doing so | false = do not increase the players wanted level when they either attempt to breakin/rob a house or they succeed in doing so
  119. #define GH_ALLOW_HOUSEROBBERY       false // true = allow players to rob houses | false = do not allow players to rob houses
  120. #define GH_SAVE_ADMINWEPS           false // true = save admin weapons (f.ex: minigun, grenades, RPG) | false = do not save admin weapons (f.ex: minigun, grenades, RPG)
  121. #define GH_USE_WEAPONSTORAGE        false // true = allow players to store weapons in their house | false = do not allow players to store weapons in their house
  122. #define GH_ALLOW_HOUSETELEPORT      false // true = allow players to teleport to their house using /myhouses | false = do not allow players to teleport to their house using /myhouses
  123. //------------------------------------------------------------------------------
  124. #define HOUSEFILE_LENGTH            30
  125. #define INTERIORFILE_LENGTH         30
  126. #define MIN_HOUSE_VALUE             100000 // Min house value of a house (ofc prices will change when a house is bought/sold nearby)
  127. #define MAX_HOUSE_VALUE             25000000 // Max house value of a house (ofc prices will change when a house is bought/sold nearby)
  128. #define MIN_HINT_VALUE              10000 // Min house interior value
  129. #define MAX_HINT_VALUE              50000000 // Max house interior value
  130. #define HOUSE_ROBBERY_PERCENT       25 // How many percent of the cash in the house storage will be robbed?
  131. #define MAX_MONEY_ROBBED            500000 // Max money you can rob from a house.
  132. #define HSPAWN_TIMER_RATE           1000 // After how long will the timer call the spawn in house function? (in ms)
  133. #define MICON_VD                    50.0 // Map icon visible range (drawdistance).
  134. #define TEXTLABEL_DISTANCE          25.0 // 3D text visible range (drawdistance)
  135. #define TEXTLABEL_TESTLOS           1 // 1 makes the 3D text label visible trough walls.
  136. #define CP_DRAWDISTANCE             25.0 // checkpoint visible range (drawdistance)
  137. #define DEFAULT_H_INTERIOR          0 // Default house interior when creating a house
  138. #define HCAR_COLOUR1                -1 // The first colour of the housecar
  139. #define HCAR_COLOUR2                -1 // The second colour of the housecar
  140. #define HCAR_RESPAWN                60 // The respawn delay of the house car (in seconds)
  141. #define HCAR_RANGE                  10.0 // The range to check for nearby vehicles when saving the house car.
  142. #define PICKUP_MODEL_OUT            1273 // Pickup model ID which shows up OUTSIDE the house.
  143. #define PICKUP_MODEL_INT            1272 // Pickup model ID which shows up INSIDE the house.
  144. #define PICKUP_TYPE                 1 // The pickup type if you decide to not use checkpoints
  145. #define MAX_VISIT_TIME              1 // The max time the player can be visiting in (In Minutes).
  146. #define TIME_BETWEEN_VISITS         2 // The time the player have to wait before previewing a new house interior (In minutes).
  147. #define TIME_BETWEEN_BREAKINS       5 // The time the player have to wait before attempting to breakin to a house again (In minutes).
  148. #define TIME_BETWEEN_ROBBERIES      10 // The time the player have to wait before attempting to rob a house again (In minutes).
  149. #define HOUSE_SELLING_PROCENT       75 // The amount of the house value the player will get when the house is sold.
  150. #define HOUSE_SELLING_PROCENT2      6.5 // The total percentage the nearby houses will go up/down by when a house is sold/bought nearby.
  151. #define RANGE_BETWEEN_HOUSES        200 // The range used when increasing/decreasing the value of nearby houses when a house is bought/sold (set to 0 to disable)
  152. #define MAX_HOUSE_NAME              35 // Max length of a house name
  153. #define MIN_HOUSE_NAME              4 // Min length of a house name
  154. #define MAX_HINT_NAME               35 // Max length of a house interior name
  155. #define MIN_HINT_NAME               4 // Min length of a house interior name
  156. #define MAX_HOUSE_PASSWORD          35 // Max length of a house password
  157. #define MIN_HOUSE_PASSWORD          4 // Min length of a house password
  158. #define MAX_ZONE_NAME               60 // Max length of a zone name
  159. #define MIN_ROB_TIME                30 // The minimum amount of time the player have to be in the house to be able to rob it (In seconds)
  160. #define MAX_ROB_TIME                60 // The maximum amount of time the player have to be in the house to be able to rob it (In seconds)
  161. #define HUPGRADE_ALARM              10000 // How much the player should pay for the house alarm upgrade.
  162. #define HUPGRADE_CAMERA             25000 // How much the player should pay for the security camera upgrade.
  163. #define HUPGRADE_DOG                35000 // How much the player should pay for the security dog upgrade.
  164. #define HUPGRADE_UPGRADED_HLOCK     40000 // How much the player should pay for the doorlock upgrade.
  165. #define HBREAKIN_WL                 1 // How much should the players wanted level increase by when they fail/succeed at breaking into a house (if the house has a house alarm/security camera).
  166. #define HROBBERY_WL                 3 // How much should the players wanted level increase by when they fail/succeed at robbing a house (if the house has a house alarm/security camera).
  167. #define GH_MAX_WANTED_LEVEL         6 // What is the max wanted level a player can get?
  168. #define SECURITYDOG_HEALTHLOSS      25.00 // How much health should the player lose after each bit?
  169. #define SECURITYDOG_BITS            3 // How many times will the dog bite the player during a breakin/robbery?
  170. #define INVALID_HOWNER_NAME         "INVALID_PLAYER_ID" // The "name" of the house owner when there is no owner of the house
  171. #define DEFAULT_HOUSE_NAME          "House For Sale!" // The default name when a house is created/sold
  172. //------------------------------------------------------------------------------
  173. new Iterator:Houses<MAX_HOUSES>, Text3D:HouseLabel[MAX_HOUSES], Float:X, Float:Y, Float:Z, Float:Angle;
  174. #if GH_USE_CPS == true
  175.     new HouseCPOut[MAX_HOUSES], HouseCPInt[MAX_HOUSES];
  176. #else
  177.     new HousePickupOut[MAX_HOUSES], HousePickupInt[MAX_HOUSES];
  178. #endif
  179. #if GH_USE_MAPICONS == true
  180.     new HouseMIcon[MAX_HOUSES];
  181. #endif
  182. #if GH_HOUSECARS == true
  183.     new HCar[MAX_HOUSES];
  184. #endif
  185. enum Data
  186. {
  187.    HousePassword,
  188.    HouseOwner[MAX_PLAYER_NAME],
  189.    HouseName[MAX_HOUSE_NAME],
  190.    HouseLocation[MAX_ZONE_NAME],
  191.    Float:SpawnOutAngle,
  192.    SpawnInterior,
  193.    SpawnWorld,
  194.    Float:CPOutX,
  195.    Float:CPOutY,
  196.    Float:CPOutZ,
  197.    Float:SpawnOutX,
  198.    Float:SpawnOutY,
  199.    Float:SpawnOutZ,
  200.    HouseValue,
  201.    HouseStorage,
  202.    HouseInterior,
  203.    HouseCar,
  204.    HouseCarModel,
  205.    HouseCarWorld,
  206.    HouseCarInterior,
  207.    Float:HouseCarPosX,
  208.    Float:HouseCarPosY,
  209.    Float:HouseCarPosZ,
  210.    Float:HouseCarAngle,
  211.    QuitInHouse,
  212.    Weapon[14],
  213.    Ammo[14],
  214.    ForSale,
  215.    ForSalePrice,
  216.    HousePrivacy,
  217.    HouseAlarm,
  218.    HouseCamera,
  219.    HouseDog,
  220.    UpgradedLock
  221. }
  222. enum hIntData
  223. {
  224.    IntName[30],
  225.    Float:IntSpawnX,
  226.    Float:IntSpawnY,
  227.    Float:IntSpawnZ,
  228.    Float:IntSpawnAngle,
  229.    Float:IntCPX,
  230.    Float:IntCPY,
  231.    Float:IntCPZ,
  232.    IntInterior,
  233.    IntValue
  234. }
  235. new hInfo[MAX_HOUSES][Data], hIntInfo[MAX_HOUSE_INTERIORS][hIntData];
  236. new CurrentID;
  237. //==============================================================================
  238. //                   Translation / SendClientMessage Messages
  239. //==============================================================================
  240. /*
  241.     - Below you will find a list of messages.
  242.     - You can translate these messages to whatever language you want.
  243.     - When updating to a new version, simply replace the messages with the ones you translated.
  244.     - But read the note where it says what version the messages below were added for.
  245.         - There might have been some more messages added after this version of GarHouse (v2.0),
  246.         - so do not replace all of the messages without looking carefully if there is any new ones.
  247.     - And be careful when editing messages containing placeholders (%s, %d, %i, etc),
  248.         - if you change the position of these it will screw up eventually.
  249.         - and do not remove or add any more placeholders if you do NOT know what you're doing.
  250.     - Oh and one more thing, I did not translate the dialogs wich uses list items. You will have to do that yourself.
  251.    
  252.    
  253.     Thanks,
  254.     [03]Garsino.
  255. */
  256. /*
  257.                         ----------------------------------
  258.                           VERSION 2.0 NOTES - IMPORTANT!
  259.                         ----------------------------------
  260.                          All messages needs to be replaced
  261. */
  262. //##############################################################################
  263. //                          Messages added in v2.0
  264. //##############################################################################
  265. #define E_NO_HOUSES_OWNED "{F6F6F6}You do not own any houses."
  266. #define I_HMENU "{F6F6F6}Type /housemenu to access the house menu."
  267. #define E_H_ALREADY_OWNED "{F6F6F6}This house is already owned by someone else."
  268. #define E_INVALID_HPASS_LENGTH "{F6F6F6}Invalid house password length"
  269. #define E_INVALID_HPASS "{F6F6F6}Invalid house password. You may not use this house password."
  270. #define E_INVALID_HPASS_CHARS "{F6F6F6}Your house password contains illegal characters ({00BC00}percentage sign {F6F6F6}or {00BC00}~{F6F6F6})."
  271. #define E_INVALID_HNAME_LENGTH "{F6F6F6}Invalid house name length."
  272. #define E_INVALID_HNAME_CHARS "{F6F6F6}Your house name contains illegal characters ({00BC00}percentage sign {F6F6F6}or {00BC00}~{F6F6F6})."
  273. #define I_HPASS_NO_CHANGE "{F6F6F6}Your house password remains the same."
  274. #define I_HPASS_REMOVED "{F6F6F6}The house password for this house has been removed."
  275. #define E_NOT_ENOUGH_PMONEY "{F6F6F6}You do not have that much money."
  276. #define E_INVALID_AMOUNT "{F6F6F6}Invalid amount."
  277. #define E_HSTORAGE_L_REACHED "{F6F6F6}You can not deposit this much money into your house storage. It can only hold up to {00BC00}$25,000,000{F6F6F6}."
  278. #define E_NOT_ENOUGH_HSMONEY "{F6F6F6}You do not have that much money in your house storage."
  279. #define E_NO_WEAPONS "{F6F6F6}You do not have any weapons to store."
  280. #define E_NO_HS_WEAPONS "{F6F6F6}You do not have any weapons in your house storage."
  281. #define E_INVALID_HPASS_CHARS2 "{F6F6F6}The entered house password contains illegal characters ({00BC00}percentage sign {F6F6F6}or {00BC00}~{F6F6F6})."
  282. #define E_C_ACCESS_SE_HM "{F6F6F6}You can not access someone elses house menu."
  283. #define E_NOT_IN_HOUSE "{F6F6F6}You need to be in a house to use this command."
  284. #define E_NOT_HOWNER "{F6F6F6}You need to be the owner of a house to use this command."
  285. #define E_HCAR_NOT_IN_VEH "{F6F6F6}You need to be in a vehicle to add a house car."
  286. #define E_INVALID_HID "{F6F6F6}Invalid house ID. This house ID does not exist."
  287. #define E_NO_HCAR "{F6F6F6}This house ID does not have a house car. Unable to delete."
  288. #define E_H_A_F_SALE "{F6F6F6}This house is already for sale. You can not sell it."
  289. #define E_ALREADY_HAVE_HINTERIOR "{F6F6F6}You already have this house interior."
  290. #define E_HINT_WAIT_BEFORE_VISITING "{F6F6F6}Please wait before visiting a house interior again."
  291. #define I_WRONG_HPASS1 "{F6F6F6}You have failed to enter {00BC00}%s's {F6F6F6}house using the password {00BC00}%s{F6F6F6}."
  292. #define I_WRONG_HPASS2 "{00BC00}%s (%d) {F6F6F6}has attempted to enter your house using the password {00BC00}%s{F6F6F6}."
  293. #define I_CORRECT_HPASS1 "{F6F6F6}You have successfully entered {00BC00}%s's {F6F6F6}house using the password {00BC00}%s{F6F6F6}."
  294. #define I_CORRECT_HPASS2 "{00BC00}%s (%d) {F6F6F6}has successfully entered your house using the password {00BC00}%s{F6F6F6}!"
  295. #define E_TOO_MANY_HOUSES "{F6F6F6}Sorry, but there are already {00BC00}%d {F6F6F6}houses created.\nDelete one of the current ones or increase the limit in the script."
  296. #define I_H_CREATED "{F6F6F6}House ID {00BC00}%d {F6F6F6}created..."
  297. #define I_HCAR_EXIST_ALREADY "{F6F6F6}House ID %d {F6F6F6}already have a house car. Overwriting current one."
  298. #define I_HCAR_CREATED "{F6F6F6}House car for house ID {00BC00}%d {F6F6F6}created..."
  299. #define I_H_DESTROYED "{F6F6F6}House ID {00BC00}%d {F6F6F6}destroyed..."
  300. #define I_HCAR_REMOVED "{F6F6F6}House car for house ID {00BC00}%d {F6F6F6}removed..."
  301. #define I_ALLH_DESTROYED "{F6F6F6}All houses removed. ({00BC00}%d {F6F6F6}in total)"
  302. #define I_ALLHCAR_REMOVED "{F6F6F6}All house cars removed. ({00BC00}%d {F6F6F6}in total)"
  303. #define I_HSPAWN_CHANGED "{F6F6F6}You have changed the spawnposition and angle for house ID {00BC00}%d{F6F6F6}."
  304. #define I_TELEPORT_MSG "{F6F6F6}You have teleported to house ID {00BC00}%d{F6F6F6}."
  305. #define I_H_SOLD "{F6F6F6}You have sold house ID {00BC00}%d{F6F6F6}..."
  306. #define I_ALLH_SOLD "{F6F6F6}All houses on the server has been sold. ({00BC00}%d {F6F6F6}in total)"
  307. #define I_H_PRICE_CHANGED "{F6F6F6}The value for house ID {00BC00}%d has been changed to {00BC00}$%d{F6F6F6}."
  308. #define I_ALLH_PRICE_CHANGED "{F6F6F6}You have changed the value of all houses on the server to {00BC00}$%d. ({00BC00}%d {F6F6F6}in total)"
  309. #define I_HINT_VISIT_OVER "{F6F6F6}Your visiting time is over.\nDo you want to buy the house interior {00BC00}%s {F6F6F6}for {00BC00}$%d{F6F6F6}?"
  310. #define E_INVALID_HCAR_MODEL "{F6F6F6}Invalid car model. Accepted car models are between {00BC00}400 {F6F6F6}and {00BC00}612."
  311. #define I_HCAR_CHANGED "{F6F6F6}Car model for house ID {00BC00}%d {F6F6F6}changed to {00BC00}%d."
  312. #define HMENU_SELL_HOUSE2 "{F6F6F6}Type in how much you want to sell your house for below:"
  313. #define HMENU_CANCEL_HOUSE_SALE "{F6F6F6}Your house is no longer for sale."
  314. #define HMENU_HSALE_CANCEL "{F6F6F6}Click {00BC00}\"Remove\" {F6F6F6}to cancel the house sale for this house."
  315. #define E_H_NOT_FOR_SALE "{F6F6F6}This house is not for sale."
  316. #define E_INVALID_HSELL_AMOUNT "{F6F6F6}Invalid amount. The price you want to sell your house for can not be higher than {00BC00}$"#MAX_HOUSE_VALUE" {F6F6F6}or lower than {00BC00}$"#MIN_HOUSE_VALUE"{F6F6F6}."
  317. #define I_H_SET_FOR_SALE "{F6F6F6}You have successfully set your house {00BC00}%s {F6F6F6}for sale for {00BC00}$%d{F6F6F6}."
  318. #define HSELL_BUY_DIALOG "{00BC00}Current House Owner: {F6F6F6}%s\n{00BC00}Current House Name: {F6F6F6}%s\n\nAre You Sure You Want To Buy This House For {00BC00}$%d{F6F6F6}?"
  319. #define HSELLER_CONNECTED_MSG1 "{F6F6F6}Your house {00BC00}%s {F6F6F6}has been sold to {00BC00}%s (%d){F6F6F6}.\n"
  320. #define HSELLER_CONNECTED_MSG2 "{00BC00}You receive: {F6F6F6}$%d\n{00BC00}House Storage: {F6F6F6}$%d\n{00BC00}House Price: {F6F6F6}$%d"
  321. #define HSELLER_OFFLINE_MSG1 "{F6F6F6}Your house {00BC00}%s {F6F6F6}has been sold to {00BC00}%s {F6F6F6}while you were offline.\n"
  322. #define HSELLER_OFFLINE_MSG2 "{00BC00}You receive: {F6F6F6}$%d\n{00BC00}House Storage: {F6F6F6}$%d\n{00BC00}House Price: {F6F6F6}$%d"
  323. #define E_NOT_HOUSECAR_OWNER "{F6F6F6}You can not drive this vehicle as it belongs to the owner of house ID {F6F6F6}%d which is {F6F6F6}%s."
  324. #define I_HOUSECAR_OWNER "{F6F6F6}Welcome to your vehicle, {00BC00}%s{F6F6F6}! This vehicle belongs to your house (ID {00BC00}%d{F6F6F6}) so therefore only you can drive it."
  325. #define I_TO_PLAYERS_HSOLD "{F6F6F6}This house has been sold.\nYou have been automaticly kicked out from the house."
  326. #define E_INVALID_HINT "{F6F6F6}Invalid house interior. Accepted house interiors are between {00BC00}0 {F6F6F6}and {00BC00}"#MAX_HOUSE_INTERIORS"{F6F6F6}."
  327. #define E_CMD_USAGE_CHANGEHINTSPAWN "Usage:{F6F6F6} /changehintspawn (house interior)"
  328. #define E_CMD_USAGE_CREATEHINT "Usage:{F6F6F6} /createhint (value) (name)"
  329. #define E_CMD_USAGE_REMOVEHINT "Usage:{F6F6F6} /removehint (house interior)"
  330. #define E_CMD_USAGE_CREATEHOUSE "Usage:{F6F6F6} /createhouse (house value) (optional: house interior)"
  331. #define E_CMD_USAGE_ADDHCAR "Usage:{F6F6F6} /addhcar (house id)"
  332. #define E_CMD_USAGE_REMOVEHOUSE "Usage:{F6F6F6} /removehouse (houseid)"
  333. #define E_CMD_USAGE_REMOVEHCAR "Usage:{F6F6F6} /removehcar (house id)"
  334. #define E_CMD_USAGE_CHANGEHCAR "Usage:{F6F6F6} /changehcar (house id) (modelid: 400-612)"
  335. #define E_CMD_USAGE_CHANGESPAWN "Usage:{F6F6F6} /changespawn (houseid)"
  336. #define E_CMD_USAGE_GOTOHOUSE "Usage:{F6F6F6} /gotohouse (houseid)"
  337. #define E_CMD_USAGE_SELLHOUSE "Usage:{F6F6F6} /sellhouse (houseid)"
  338. #define E_CMD_USAGE_CHANGEPRICE "Usage:{F6F6F6} /changeprice (houseid) (price)"
  339. #define E_CMD_USAGE_CHANGEALLPRICE "Usage:{F6F6F6} /changeallprices (price)"
  340. #define E_INVALID_HINT_ID "{F6F6F6}Invalid house interior ID."
  341. #define I_HINT_SPAWN_CHANGED "{F6F6F6}You have changed the spawn position and angel for house interior ID %d."
  342. #define I_HINT_CREATED "{F6F6F6}House interior ID {00BC00}%d {F6F6F6}created...\n{00BC00}House Interior Value: {F6F6F6}$%d\n{00BC00}House Interior Name: {F6F6F6}%s"
  343. #define E_TOO_MANY_HINTS "{F6F6F6}Sorry, but there are already {00BC00}%d {F6F6F6}house interiors created.\nDelete one of the current ones or increase the limit in the script."
  344. #define E_INVALID_HINT_VALUE "{F6F6F6}Invalid house interior value. The value must be between {00BC00}$"#MIN_HINT_VALUE" {F6F6F6}and {00BC00}$"#MAX_HINT_VALUE"{F6F6F6}."
  345. #define E_INVALID_HINT_LENGTH "{F6F6F6}Invalid house interior name length. The length must be between {00BC00}"#MIN_HINT_NAME" {F6F6F6}and {00BC00}"#MAX_HINT_NAME"{F6F6F6}."
  346. #define I_HINT_DESTROYED "{F6F6F6}House interior ID {00BC00}%d {F6F6F6}has been deleted..."
  347. #define E_NO_HOUSESTORAGE "{F6F6F6}The house storage feature has been disabled in this server. You can not use it."
  348. #define I_HOWNER_HINFO_1 "{00BC00}House Name: {F6F6F6}%s\n{00BC00}House Location: {F6F6F6}%s\n{00BC00}Distance to house from you: {F6F6F6}%0.2f feet\n"
  349. #define I_HOWNER_HINFO_2 "{00BC00}House Value: {F6F6F6}$%d\n{00BC00}House Storage: {F6F6F6}$%d\n{00BC00}House Privacy: {F6F6F6}%s\n{00BC00}House ID: {F6F6F6}%d"
  350. #define HMENU_ENTER_PASS "{00BC00}House Name: {F6F6F6}%s\n{00BC00}House Owner: {F6F6F6}%s\n{00BC00}House Value: {F6F6F6}$%d\n{00BC00}House ID: {F6F6F6}%d\n\nEnter The Password For The House Below If You Wish To Enter:"
  351. #define I_HINT_DEPOSIT1 "{F6F6F6}You have {00BC00}$%d {F6F6F6}in your house storage.\n\nType in the amount you want to deposit below:"
  352. #define I_HINT_WITHDRAW1 "{F6F6F6}You have {00BC00}$%d {F6F6F6}in your house storage.\n\nType in the amount you want to withdraw below:"
  353. #define I_HINT_DEPOSIT2 "{F6F6F6}You have successfully deposited {00BC00}$%d {F6F6F6}Into your house storage.\n{00BC00}Current Balance: {F6F6F6}$%d"
  354. #define I_HINT_WITHDRAW2 "{F6F6F6}You have successfully withdrawn {00BC00}$%d {F6F6F6}From your house storage.\n{00BC00}Current Balance: {F6F6F6}$%d"
  355. #define I_HINT_CHECKBALANCE "{F6F6F6}You have {00BC00}$%d {F6F6F6}in your house storage."
  356. #define E_HINT_DOESNT_EXIST "{F6F6F6}Invalid house interior. This house interior does not exist."
  357. #define HMENU_BUY_HOUSE "{F6F6F6}Do you want to buy this house for {00BC00}$%d{F6F6F6}?"
  358. #define HMENU_BUY_HINTERIOR "{F6F6F6}Do you want to buy the house interior {00BC00}%s {F6F6F6}for {00BC00}$%d{F6F6F6}?"
  359. #define HMENU_SELL_HOUSE "{F6F6F6}Are you sure you want to sell your house {00BC00}%s {F6F6F6}for {00BC00}$%d{F6F6F6}?"
  360. #define I_SELL_HOUSE1_1 "{F6F6F6}You have successfully sold your house for {00BC00}$%d\n"
  361. #define I_SELL_HOUSE1_2 "{00BC00}Selling Fee: {F6F6F6}$%d\nThe {00BC00}$%d {F6F6F6}in your house storage has been transfered to your pocket."
  362. #define I_SELL_HOUSE2 "{F6F6F6}You have successfully sold your house {00BC00}%s {F6F6F6}for {00BC00}$%d.\n{00BC00}Selling Fee: {F6F6F6}$%d"
  363. #define I_BUY_HOUSE "{F6F6F6}You have successfully bought this house for {00BC00}$%d{F6F6F6}!"
  364. #define I_HPASSWORD_CHANGED "{F6F6F6}You have successfully set the house password to {00BC00}%s{F6F6F6}!"
  365. #define I_HNAME_CHANGED "{F6F6F6}You have successfully set the house name to {00BC00}%s{F6F6F6}!"
  366. #define I_VISITING_HOUSEINT "{F6F6F6}You're now visiting the house interior {00BC00}%s{F6F6F6}.\nThis house interior costs {00BC00}$%d{F6F6F6}.\nYour visit time will end in {00BC00}%d {F6F6F6}minute%s."
  367. #define E_CANT_AFFORD_HINT1 "{F6F6F6}You can not afford to buy the house interior {00BC00}%s{F6F6F6}.\n{00BC00}House Interior Price: {F6F6F6}$%d\n"
  368. #define E_CANT_AFFORD_HINT2 "{00BC00}You have: {F6F6F6}$%d\n{00BC00}You Need: {F6F6F6}$%d"
  369. #define I_HINT_BOUGHT "{F6F6F6}You have bought the house interior {00BC00}%s {F6F6F6}for {00BC00}$%d."
  370. #define I_HS_WEAPONS1 "{F6F6F6}You have successfully stored {00BC00}%d {F6F6F6}weapon%s in your house storage."
  371. #define I_HS_WEAPONS2 "{F6F6F6}You have successfully received {00BC00}%d {F6F6F6}weapon%s from your house storage."
  372. #define E_INVALID_HVALUE "{F6F6F6}Invalid house value. The house value must be between {00BC00}$"#MIN_HOUSE_VALUE" {F6F6F6}and {00BC00}$"#MAX_HOUSE_VALUE"{F6F6F6}."
  373. #define I_HOPEN_FOR_VISITORS "{F6F6F6}You have successfully opened your house for visitors."
  374. #define I_CLOSED_FOR_VISITORS1 "{F6F6F6}You have successfully closed your house for visitors.\n{00BC00}Total visitors kicked out: {F6F6F6}%d"
  375. #define I_CLOSED_FOR_VISITORS2 "{00BC00}%s (%d) {F6F6F6}has closed their house for visitors. Automaticly exiting house..."
  376. #define E_MAX_HOUSES_OWNED "{F6F6F6}You already own {00BC00}%d {F6F6F6}house%s. Sell one of your others before buying a new."
  377. #define E_CANT_AFFORD_HOUSE "{F6F6F6}You can not afford to buy this house.\n{00BC00}House Value: {F6F6F6}$%d\n{00BC00}You Have: {F6F6F6}$%d\n{00BC00}You Need: {F6F6F6}$%d"
  378. #define I_SUCCESSFULL_BREAKIN1_1 "{00BC00}%s (%d) {F6F6F6}has successfully broken into your house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  379. #define I_SUCCESSFULL_BREAKIN1_2 "{F6F6F6}Someone has successfully broken into your house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  380. #define I_SUCCESSFULL_BREAKIN2 "{F6F6F6}You have successfully broken into this house.\n{00BC00}House Name: {F6F6F6}%s\n{00BC00}House Owner: {F6F6F6}%s"
  381. #define E_FAILED_BREAKIN1_1 "{00BC00}%s (%d) {F6F6F6}has failed to breakin to your house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  382. #define E_FAILED_BREAKIN1_2 "{F6F6F6}Someone has failed to breakin to your house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  383. #define E_FAILED_BREAKIN2 "{F6F6F6}You have failed to breakin to this house.\n{00BC00}House Name: {F6F6F6}%s\n{00BC00}House Owner: {F6F6F6}%s"
  384. #define E_NO_HOUSE_BREAKIN "{F6F6F6}The breakin feature has been disabled in this server. You can not use it."
  385. #define E_KICKED_NOT_IN_HOUSE "{F6F6F6}This player is not in your house."
  386. #define I_KICKED_FROM_HOUSE1 "{F6F6F6}You have kicked out {00BC00}%s (%d) {F6F6F6}from your house."
  387. #define I_KICKED_FROM_HOUSE2 "{F6F6F6}You have been kicked out from the house by {00BC00}%s (%d){F6F6F6}."
  388. #define E_ALREADY_HAVE_HOUSEKEYS "{F6F6F6}You have already given the house keys for this house to this player."
  389. #define I_HOUSEKEYS_RECIEVED_1 "{F6F6F6}You have given {00BC00}%s (%d) {F6F6F6}house keys to this house."
  390. #define I_HOUSEKEYS_RECIEVED_2 "{F6F6F6}You have been given house keys to {00BC00}%s {F6F6F6}in {00BC00}%s {F6F6F6}by {00BC00}%s (%d){F6F6F6}."
  391. #define E_DOESNT_HAVE_HOUSEKEYS "{F6F6F6}This player does not have the house keys for this house."
  392. #define I_HOUSEKEYS_TAKEN_1 "{F6F6F6}You have taken away {00BC00}%s's (%d) {F6F6F6}house keys to this house."
  393. #define I_HOUSEKEYS_TAKEN_2 "{00BC00}%s (%d) {F6F6F6}has taken away the house keys to his house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  394. #define E_NONE_IN_HOUSE "{F6F6F6}There isn't anyone in your house."
  395. #define E_CANT_ROB_OWN_HOUSE "{F6F6F6}You can not rob your own house."
  396. #define E_ALREADY_HAVE_ALARM "{F6F6F6}You have already bought a house alarm for this house."
  397. #define E_ALREADY_HAVE_CAMERA "{F6F6F6}You have already bought a security camera for this house."
  398. #define E_ALREADY_HAVE_DOG "{F6F6F6}You have already bought a security dog for this house."
  399. #define E_ALREADY_HAVE_UPGRADED_HLOCK "{F6F6F6}You have already bought a better doorlock for this house."
  400. #define E_NOT_ENOUGH_MONEY_ALARM "{F6F6F6}You do not have enough money to buy a house alarm for your house."
  401. #define E_NOT_ENOUGH_MONEY_CAMERA "{F6F6F6}You do not have enough money to buy a security camera for your house."
  402. #define E_NOT_ENOUGH_MONEY_DOG "{F6F6F6}You do not have enough money to buy a security dog for your house."
  403. #define E_NOT_ENOUGH_MONEY_UPGRADED_HLOCK "{F6F6F6}You do not have enough money to buy a better doorlock for your house."
  404. #define I_HUPGRADE_ALARM "{F6F6F6}You have bought a alarm for your house.\nThis alarm will warn you when someone tries to or succeed in either robbing or breaking into your house.\n{00BC00}Note: {F6F6F6}It does not notify you of who it is."
  405. #define I_HUPGRADE_CAMERA "{F6F6F6}You have bought a security camera for your house.\nThis security camera will warn you when someone tries to or succeed in either robbing or breaking into your house.\n{00BC00}Note: {F6F6F6}It does notify you of who it is."
  406. #define I_HUPGRADE_DOG "{F6F6F6}You have bought a security dog for your house.\nThis security dog will try to kill anyone who tries to either rob or breakin to your house."
  407. #define I_HUPGRADE_UPGRADED_HLOCK "{F6F6F6}You have bought upgraded the doorlock for your house.\nIt will now be harder to breakin to your house."
  408. #define E_FAILED_HROB1_1 "{00BC00}%s (%d) {F6F6F6}has failed to rob your house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  409. #define E_FAILED_HROB1_2 "{F6F6F6}Someone has failed to rob your house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  410. #define I_HROB_STARTED1_1 "{F6F6F6}Someone is currently robbing your house %s {F6F6F6}in %s{F6F6F6}."
  411. #define I_HROB_STARTED1_2 "{00BC00}%s (%d) {F6F6F6}is currently robbing your house %s {F6F6F6}in %s{F6F6F6}."
  412. #define I_HROB_STARTED2 "{F6F6F6}You have started the robbery of {00BC00}%s's {F6F6F6}house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}.\n\n{00BC00}Stay alive and do not leave the house until the robbery finishes!"
  413. #define E_HROB_OWNER_NOT_CONNECTED "{F6F6F6}You can not rob this house since the owner of it is not connected."
  414. #define I_HROB_FAILED_DEATH "{F6F6F6}You have died.\nThe attempt to rob the house {00BC00}%s {F6F6F6}has failed."
  415. #define I_HROB_FAILED_HEXIT "{F6F6F6}You have left the house.\nThe attempt to rob the house {00BC00}%s {F6F6F6}has failed."
  416. #define I_HROB_FAILED_NOT_IN_HOUSE "{F6F6F6}You are not in the house you were attempting to rob.\nThe attempt to rob the house {00BC00}%s {F6F6F6}has failed."
  417. #define E_FAILED_HROB2 "{F6F6F6}House robbery failed."
  418. #define I_HROB_COMPLETED1_1 "{F6F6F6}Your house {00BC00}%s {F6F6F6}in {00BC00}%s {F6F6F6}has been robbed for {00BC00}$%d{F6F6F6}."
  419. #define I_HROB_COMPLETED1_2 "{00BC00}%s (%d) {F6F6F6}has robbed your house {00BC00}%s {F6F6F6}in {00BC00}%s {F6F6F6}for {00BC00}$%d{F6F6F6}."
  420. #define I_HROB_COMPLETED2 "{F6F6F6}House robbery completed.\nYou got away with {00BC00}$%d {F6F6F6}from {00BC00}%s's {F6F6F6}house {00BC00}%s {F6F6F6}in {00BC00}%s{F6F6F6}."
  421. #define HROB_FAILED1 "{F6F6F6}You have been bit to death by the security dog for this house.\nRobbery failed."
  422. #define HBREAKIN_FAILED1 "{F6F6F6}You have been bit to death by the security dog for this house.\nHouse breakin failed."
  423. #define E_WAIT_BEFORE_BREAKIN "{F6F6F6}Please wait before attempting to breakin to a house again."
  424. #define E_WAIT_BEFORE_ROBBING "{F6F6F6}Please wait before attempting to rob a house again."
  425. #define E_ALREADY_ROBBING_HOUSE "{F6F6F6}You are already robbing a house."
  426. #define HROB_FAILED2 "{F6F6F6}House robbery failed.\nYou have been bit by the security dog for this house."
  427. #define HBREAKIN_FAILED2 "{F6F6F6}House breakin failed.\nYou have been bit by the security dog for this house."
  428. //==============================================================================
  429. //                              Awesomeness
  430. //==============================================================================
  431. public OnFilterScriptInit()
  432. {
  433.     print("\n>> Attempting to load GarHouse v2.0... <<\n");
  434.     INI_Load("/GarHouse/House.ini");
  435.     LoadHouses(); // Load houses
  436.     foreach(Player, i)
  437.     {
  438.         SetPVarInt(i, "HousePrevTime", 0);
  439.         SetPVarInt(i, "TimeSinceHouseRobbery", 0);
  440.         SetPVarInt(i, "TimeSinceHouseBreakin", 0);
  441.         SetPVarInt(i, "HouseRobberyTimer", -1);
  442.     }
  443.     print("\n>> GarHouse v2.0 By [03]Garsino Loaded <<\n");
  444.     return 1;
  445. }
  446. public OnFilterScriptExit()
  447. {
  448.     new INI:file, lasthcp;
  449.     foreach(Player, i)
  450.     {
  451.         EndHouseRobbery(i);
  452.         SetPVarInt(i, "IsRobbingHouse", 0);
  453.         lasthcp = GetPVarInt(i, "LastHouseCP");
  454.         if(!strcmp(hInfo[lasthcp][HouseOwner], pNick(i), CASE_SENSETIVE) && IsInHouse{i} == 1 && fexist(HouseFile(lasthcp)))
  455.         {
  456.             file = INI_Open(HouseFile(lasthcp));
  457.             INI_WriteInt(file, "QuitInHouse", 1);
  458.             INI_Close(file);
  459.             #if GH_HOUSECARS == true
  460.                 SaveHouseCar(lasthcp);
  461.             #endif
  462.         }
  463.         ExitHouse(i, lasthcp);
  464.         DeletePVars(i);
  465.     }
  466.     UnloadHouses(); // Unload houses (also unloads the house cars)
  467.     print("\n>> GarHouse v2.0 By [03]Garsino Unloaded <<\n");
  468.     return 1;
  469. }
  470. public OnPlayerDeath(playerid, killerid, reason)
  471. {
  472.     if(GetPVarInt(playerid, "IsRobbingHouse") == 1)
  473.     {
  474.         ShowInfoBox(playerid, I_HROB_FAILED_DEATH, hInfo[GetPVarInt(playerid, "LastHouseCP")][HouseName]);
  475.         EndHouseRobbery(playerid);
  476.         SetPVarInt(playerid, "IsRobbingHouse", 0);
  477.         SetPVarInt(playerid, "TimeSinceHouseRobbery", GetTickCount());
  478.     }
  479.     return 1;
  480. }
  481. public OnPlayerSpawn(playerid)
  482. {
  483.     if(GetPVarInt(playerid, "IsAnimsPreloaded") == 0)
  484.     {
  485.         ApplyAnimation(playerid, "CRACK", "null", 0.0, 0, 0, 0, 0, 0);
  486.         SetPVarInt(playerid, "IsAnimsPreloaded", 1);
  487.     }
  488.     #if SPAWN_IN_HOUSE == true
  489.     if(GetPVarInt(playerid, "FirstSpawn") == 0)
  490.     {
  491.         SetTimerEx("HouseSpawning", HSPAWN_TIMER_RATE, false, "i", playerid); // Increase timer rate if your gamemodes OnPlayerSpawn gets called after the timer has ended
  492.     }
  493.     #endif
  494.     return 1;
  495. }
  496. #if GH_HOUSECARS == true
  497. public OnPlayerStateChange(playerid, newstate, oldstate)
  498. {
  499.     if(newstate == PLAYER_STATE_DRIVER)
  500.     {
  501.         foreach(Houses, h)
  502.         {
  503.             if(GetPlayerVehicleID(playerid) == HCar[h])
  504.             {
  505.                 switch(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
  506.                 {
  507.                     case 0: ShowInfoBox(playerid, I_HOUSECAR_OWNER, pNick(playerid), h);
  508.                     case 1:
  509.                     {
  510.                         GetPlayerPos(playerid, X, Y, Z);
  511.                         SetPlayerPos(playerid, (X + 3), Y, Z);
  512.                         ShowInfoBox(playerid, E_NOT_HOUSECAR_OWNER, h, hInfo[h][HouseOwner]);
  513.                     }
  514.                 }
  515.                 break;
  516.             }
  517.         }
  518.     }
  519.     return 1;
  520. }
  521. #endif
  522. public OnPlayerConnect(playerid)
  523. {
  524.     new filename[HOUSEFILE_LENGTH], string1[MAX_PLAYER_NAME], string2[MAX_HOUSE_NAME], _tmpstring[256];
  525.     format(filename, sizeof(filename), USERPATH, pNick(playerid));
  526.     if(fexist(filename))
  527.     {
  528.         new hs = GetPVarInt(playerid, "GA_TMP_HOUSESTORAGE"), price = GetPVarInt(playerid, "GA_TMP_HOUSEFORSALEPRICE");
  529.         INI_ParseFile(filename, "LoadUserData", false, true, playerid, true, false);
  530.         fremove(filename);
  531.         GetPVarString(playerid, "GA_TMP_NEWHOUSEOWNER", string2, MAX_PLAYER_NAME);
  532.         GetPVarString(playerid, "GA_TMP_HOUSENAME", string1, MAX_HOUSE_NAME);
  533.         CMDSString = "";
  534.         format(_tmpstring, sizeof(_tmpstring), HSELLER_OFFLINE_MSG1, string1, string2);
  535.         strcat(CMDSString, _tmpstring);
  536.         format(_tmpstring, sizeof(_tmpstring), HSELLER_OFFLINE_MSG2, (hs + price), hs, price);
  537.         strcat(CMDSString, _tmpstring);
  538.         ShowInfoBoxEx(playerid, COLOUR_INFO, CMDSString);
  539.         DeletePVar(playerid, "GA_TMP_HOUSESTORAGE"), DeletePVar(playerid, "GA_TMP_HOUSEFORSALEPRICE"), DeletePVar(playerid, "GA_TMP_NEWHOUSEOWNER"), DeletePVar(playerid, "GA_TMP_HOUSENAME");
  540.     }
  541.     SetPVarInt(playerid, "HouseRobberyTimer", -1);
  542.     IsInHouse{playerid} = 0;
  543.     return 1;
  544. }
  545. public OnPlayerDisconnect(playerid, reason)
  546. {
  547.     new year, month, day, lastvisited[20], lasthcp = GetPVarInt(playerid, "LastHouseCP");
  548.     EndHouseRobbery(playerid);
  549.     if(!strcmp(hInfo[lasthcp][HouseOwner], pNick(playerid), CASE_SENSETIVE) && IsInHouse{playerid} == 1 && fexist(HouseFile(lasthcp)))
  550.     {
  551.         getdate(year, month, day);
  552.         format(lastvisited, sizeof(lastvisited), "%02d/%02d/%d", day, month, year);
  553.         new INI:file = INI_Open(HouseFile(lasthcp));
  554.         INI_WriteInt(file, "QuitInHouse", 1);
  555.         INI_WriteString(file, "LastVisited", lastvisited);
  556.         INI_Close(file);
  557.         #if GH_HOUSECARS == true
  558.             SaveHouseCar(lasthcp);
  559.             UnloadHouseCar(lasthcp);
  560.         #endif
  561.     }
  562.     IsInHouse{playerid} = 0;
  563.     return 1;
  564. }
  565. #if GH_USE_CPS == true
  566. public OnPlayerEnterDynamicCP(playerid, checkpointid)
  567. {
  568.     if(GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
  569.     {
  570.         new string[256], tmpstring[50];
  571.         foreach(Houses, h)
  572.         {
  573.             if(checkpointid == HouseCPOut[h])
  574.             {
  575.                 SetPVarInt(playerid, "LastHouseCP", h);
  576.                 if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
  577.                 {
  578.                     SetPlayerHouseInterior(playerid, h);
  579.                     ShowInfoBoxEx(playerid, COLOUR_INFO, I_HMENU);
  580.                     break;
  581.                 }
  582.                 format(tmpstring, sizeof(tmpstring), "HouseKeys_%d", h);
  583.                 if(GetPVarInt(playerid, tmpstring) == 1)
  584.                 {
  585.                     SetPlayerHouseInterior(playerid, h);
  586.                     break;
  587.                 }
  588.                 if(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
  589.                 {
  590.                     if(hInfo[h][HousePassword] == udb_hash("INVALID_HOUSE_PASSWORD"))
  591.                     {
  592.                         switch(hInfo[h][ForSale])
  593.                         {
  594.                             case 0: ShowInfoBox(playerid, LABELTEXT2, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], h);
  595.                             case 1:
  596.                             {
  597.                                 switch(hInfo[h][HousePrivacy])
  598.                                 {
  599.                                     case 0: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In", "Select", "Cancel");
  600.                                     case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
  601.                                 }
  602.                             }
  603.                         }
  604.                         break;
  605.                     }
  606.                     if(hInfo[h][HousePassword] != udb_hash("INVALID_HOUSE_PASSWORD"))
  607.                     {
  608.                         switch(hInfo[h][ForSale])
  609.                         {
  610.                             case 0:
  611.                             {
  612.                                 switch(hInfo[h][HousePrivacy])
  613.                                 {
  614.                                     case 0: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In", "Select", "Cancel");
  615.                                     case 1: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In\nEnter House", "Select", "Cancel");
  616.                                 }
  617.                             }
  618.                             case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
  619.                         }
  620.                         break;
  621.                     }
  622.                 }
  623.                 if(!strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE) && hInfo[h][HouseValue] > 0 && GetPVarInt(playerid, "JustCreatedHouse") == 0)
  624.                 {
  625.                     format(string, sizeof(string), HMENU_BUY_HOUSE, hInfo[h][HouseValue]);
  626.                     ShowPlayerDialog(playerid, HOUSEMENU+4, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
  627.                     break;
  628.                 }
  629.             }
  630.             if(checkpointid == HouseCPInt[h])
  631.             {
  632.                 switch(GetPVarInt(playerid, "HousePreview"))
  633.                 {
  634.                     case 0: ExitHouse(playerid, h);
  635.                     #if GH_HINTERIOR_UPGRADE == true
  636.                     case 1:
  637.                     {
  638.                         GetPVarString(playerid, "HousePrevName", tmpstring, 50);
  639.                         format(string, sizeof(string), HMENU_BUY_HINTERIOR, tmpstring, GetPVarInt(playerid, "HousePrevValue"));
  640.                         ShowPlayerDialog(playerid, HOUSEMENU+17, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
  641.                     }
  642.                     #endif
  643.                 }
  644.                 break;
  645.             }
  646.         }
  647.     }
  648.     return 1;
  649. }
  650. public OnPlayerLeaveDynamicCP(playerid, checkpointid)
  651. {
  652.     if(GetPlayerState(playerid) == PLAYER_STATE_ONFOOT && GetPVarInt(playerid, "JustCreatedHouse") == 1)
  653.     {
  654.         foreach(Houses, h)
  655.         {
  656.             if(checkpointid == HouseCPOut[h])
  657.             {
  658.                 DeletePVar(playerid, "JustCreatedHouse");
  659.                 break;
  660.             }
  661.         }
  662.     }
  663.     return 1;
  664. }
  665. #else
  666. public OnPlayerPickUpDynamicPickup(playerid, pickupid)
  667. {
  668.     if(GetPlayerState(playerid) == PLAYER_STATE_ONFOOT)
  669.     {
  670.         new string[256], tmpstring[50];
  671.         foreach(Houses, h)
  672.         {
  673.             if(pickupid == HousePickupOut[h])
  674.             {
  675.                 SetPVarInt(playerid, "LastHouseCP", h);
  676.                 if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
  677.                 {
  678.                     SetPlayerHouseInterior(playerid, h);
  679.                     ShowInfoBoxEx(playerid, COLOUR_INFO, I_HMENU);
  680.                     break;
  681.                 }
  682.                 format(tmpstring, sizeof(tmpstring), "HouseKeys_%d", h);
  683.                 if(GetPVarInt(playerid, tmpstring) == 1)
  684.                 {
  685.                     SetPlayerHouseInterior(playerid, h);
  686.                     break;
  687.                 }
  688.                 if(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
  689.                 {
  690.                     if(hInfo[h][HousePassword] == udb_hash("INVALID_HOUSE_PASSWORD"))
  691.                     {
  692.                         switch(hInfo[h][ForSale])
  693.                         {
  694.                             case 0: ShowInfoBox(playerid, LABELTEXT2, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], h);
  695.                             case 1:
  696.                             {
  697.                                 switch(hInfo[h][HousePrivacy])
  698.                                 {
  699.                                     case 0: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In", "Select", "Cancel");
  700.                                     case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
  701.                                 }
  702.                             }
  703.                         }
  704.                         break;
  705.                     }
  706.                     if(hInfo[h][HousePassword] != udb_hash("INVALID_HOUSE_PASSWORD"))
  707.                     {
  708.                         switch(hInfo[h][ForSale])
  709.                         {
  710.                             case 0:
  711.                             {
  712.                                 switch(hInfo[h][HousePrivacy])
  713.                                 {
  714.                                     case 0: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In", "Select", "Cancel");
  715.                                     case 1: ShowPlayerDialog(playerid, HOUSEMENU+28, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Enter House Using Password\nBreak In\nEnter House", "Select", "Cancel");
  716.                                 }
  717.                             }
  718.                             case 1: ShowPlayerDialog(playerid, HOUSEMENU+23, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House (Step 1)\nBreak In\nEnter House", "Select", "Cancel");
  719.                         }
  720.                         break;
  721.                     }
  722.                 }
  723.                 if(!strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE) && hInfo[h][HouseValue] > 0 && GetPVarInt(playerid, "JustCreatedHouse") == 0)
  724.                 {
  725.                     format(string, sizeof(string), HMENU_BUY_HOUSE, hInfo[h][HouseValue]);
  726.                     ShowPlayerDialog(playerid, HOUSEMENU+4, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
  727.                     break;
  728.                 }
  729.             }
  730.             if(pickupid == HousePickupInt[h])
  731.             {
  732.                 switch(GetPVarInt(playerid, "HousePreview"))
  733.                 {
  734.                     case 0: ExitHouse(playerid, h);
  735.                     #if GH_HINTERIOR_UPGRADE == true
  736.                     case 1:
  737.                     {
  738.                         GetPVarString(playerid, "HousePrevName", tmpstring, 50);
  739.                         format(string, sizeof(string), HMENU_BUY_HINTERIOR, tmpstring, GetPVarInt(playerid, "HousePrevValue"));
  740.                         ShowPlayerDialog(playerid, HOUSEMENU+17, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
  741.                     }
  742.                     #endif
  743.                 }
  744.                 break;
  745.             }
  746.         }
  747.     }
  748.     return 1;
  749. }
  750. #endif
  751. stock Float:DistanceToPoint(Float:X1, Float:Y1, Float:Z1, Float:X2, Float:Y2, Float:Z2) return Float:floatsqroot(((X2 - X1) * (X2 - X1)) + ((Y2 - Y1) * (Y2 - Y1)) + ((Z2 - Z1) * (Z2 - Z1)));
  752. public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
  753. {
  754.     new string[400], _tmpstring[256], INI:file, filename[HOUSEFILE_LENGTH], h = GetPVarInt(playerid, "LastHouseCP"), amount = floatround(strval(inputtext));
  755.     format(filename, sizeof(filename), FILEPATH, h);
  756.     if(dialogid == HOUSEMENU && response)
  757.     {
  758.         switch(listitem)
  759.         {
  760.             case 0: ShowPlayerDialog(playerid, HOUSEMENU+19, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Set House For Sale\nCancel Active House Sale\nSell House", "Select", "Cancel");
  761.             case 1:
  762.             {
  763.                 #if GH_USE_HOUSESTORAGE == false
  764.                     ShowInfoBoxEx(playerid, COLOUR_INFO, E_NO_HOUSESTORAGE);
  765.                 #else
  766.                     #if GH_USE_WEAPONSTORAGE == true
  767.                         ShowPlayerDialog(playerid, HOUSEMENU+18, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Money Storage\nWeapon Storage", "Select", "Cancel");
  768.                     #else
  769.                         ShowPlayerDialog(playerid, HOUSEMENU+10, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Deposit Money\nWithdraw Money\nCheck Balance", "Select", "Cancel");
  770.                     #endif
  771.                 #endif
  772.             }
  773.             case 2: ShowPlayerDialog(playerid, HOUSEMENU+14, DIALOG_STYLE_INPUT, INFORMATION_HEADER, "Type In The New House Name Below:\n\nPress 'Cancel' To Cancel", "Done", "Cancel");
  774.             case 3: ShowPlayerDialog(playerid, HOUSEMENU+13, DIALOG_STYLE_INPUT, INFORMATION_HEADER, "Type In The New House Password Below:\nLeave The Box Empty If You Want To Keep Your Current House Password.\nPress 'Remove' To Remove The House Password.", "Done", "Remove");
  775.             case 4:
  776.             {
  777.                 #if GH_HINTERIOR_UPGRADE == true
  778.                     ShowPlayerDialog(playerid, HOUSEMENU+16, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Preview House Interior\nBuy House Interior", "Select", "Cancel");
  779.                 #else
  780.                     ShowPlayerDialog(playerid, HOUSEMENU+24, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Open House For Visitors\nClose House For Visitors", "Select", "Cancel");
  781.                 #endif
  782.             }
  783.             case 5:
  784.             {
  785.                 #if GH_HINTERIOR_UPGRADE == true
  786.                     ShowPlayerDialog(playerid, HOUSEMENU+24, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Open House For Visitors\nClose House For Visitors", "Select", "Cancel");
  787.                 #else
  788.                 new tmpcount = 1, total = (CountPlayersInHouse(h) - 1);
  789.                 if(CountPlayersInHouse(h) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NONE_IN_HOUSE);
  790.                 CMDSString = "";
  791.                 foreach(Player, i)
  792.                 {
  793.                     if(!IsPlayerInHouse(i, h)) continue;
  794.                     if(playerid == i) continue;
  795.                     if(tmpcount == total)
  796.                     {
  797.                         format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s", tmpcount, pNick(i), i);
  798.                     }
  799.                     else format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s (%d)\n", tmpcount, pNick(i), i);
  800.                     strcat(CMDSString, _tmpstring);
  801.                     tmpcount++;
  802.                 }
  803.                 ShowPlayerDialog(playerid, HOUSEMENU+25, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Select", "Cancel");
  804.                 #endif
  805.             }
  806.             case 6:
  807.             {
  808.                 #if GH_HINTERIOR_UPGRADE == true
  809.                 new tmpcount = 1, total = (CountPlayersInHouse(h) - 1);
  810.                 if(CountPlayersInHouse(h) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NONE_IN_HOUSE);
  811.                 CMDSString = "";
  812.                 foreach(Player, i)
  813.                 {
  814.                     if(!IsPlayerInHouse(i, h)) continue;
  815.                     if(playerid == i) continue;
  816.                     if(tmpcount == total)
  817.                     {
  818.                         format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s", tmpcount, pNick(i), i);
  819.                     }
  820.                     else format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s (%d)\n", tmpcount, pNick(i), i);
  821.                     strcat(CMDSString, _tmpstring);
  822.                     tmpcount++;
  823.                 }
  824.                 ShowPlayerDialog(playerid, HOUSEMENU+25, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Select", "Cancel");
  825.                 #else
  826.                     ShowPlayerDialog(playerid, HOUSEMENU+27, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House Alarm\t\t$"#HUPGRADE_ALARM"\nBuy Security Camera\t\t$"#HUPGRADE_CAMERA"\nBuy House Security Dog\t$"#HUPGRADE_DOG"\nBuy Better Houselock\t\t$"#HUPGRADE_UPGRADED_HLOCK"", "Select", "Cancel");
  827.                 #endif
  828.             }
  829.             case 7: ShowPlayerDialog(playerid, HOUSEMENU+27, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Buy House Alarm\t\t$"#HUPGRADE_ALARM"\nBuy Security Camera\t\t$"#HUPGRADE_CAMERA"\nBuy House Security Dog\t$"#HUPGRADE_DOG"\nBuy Better Houselock\t\t$"#HUPGRADE_UPGRADED_HLOCK"", "Select", "Cancel");
  830.         }
  831.         return 1;
  832.     }
  833. //------------------------------------------------------------------------------
  834. //                               House Sale
  835. //------------------------------------------------------------------------------
  836.     if(dialogid == HOUSEMENU+3 && response)
  837.     {
  838.         if(GetOwnedHouses(playerid) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NO_HOUSES_OWNED);
  839.         else
  840.         {
  841.             new procent = ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT);
  842.             GivePlayerMoney(playerid, procent);
  843.             if(hInfo[h][HouseStorage] >= 1)
  844.             {
  845.                 CMDSString = "";
  846.                 format(_tmpstring, sizeof(_tmpstring), I_SELL_HOUSE1_1, procent);
  847.                 strcat(CMDSString, _tmpstring);
  848.                 format(_tmpstring, sizeof(_tmpstring), I_SELL_HOUSE1_2, (hInfo[h][HouseValue] - procent), hInfo[h][HouseStorage]);
  849.                 strcat(CMDSString, _tmpstring);
  850.                 ShowInfoBoxEx(playerid, COLOUR_INFO, CMDSString);
  851.                 GivePlayerMoney(playerid, hInfo[h][HouseStorage]);
  852.             }
  853.             if(hInfo[h][HouseStorage] == 0)
  854.             {
  855.                 ShowInfoBox(playerid, I_SELL_HOUSE2, hInfo[h][HouseName], procent, (hInfo[h][HouseValue] - procent));
  856.             }
  857.             format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s", DEFAULT_HOUSE_NAME);
  858.             format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", INVALID_HOWNER_NAME);
  859.             hInfo[h][HousePassword] = udb_hash("INVALID_HOUSE_PASSWORD");
  860.             hInfo[h][HouseStorage] = hInfo[h][HouseAlarm] = hInfo[h][HouseDog] = hInfo[h][HouseCamera] = hInfo[h][UpgradedLock] = 0;
  861.             hInfo[h][HouseValue] = ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT);
  862.             file = INI_Open(filename);
  863.             INI_WriteInt(file, "HouseValue", hInfo[h][HouseValue]);
  864.             INI_WriteString(file, "HouseOwner", INVALID_HOWNER_NAME);
  865.             INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  866.             INI_WriteString(file, "HouseName", DEFAULT_HOUSE_NAME);
  867.             INI_WriteInt(file, "HouseStorage", 0);
  868.             INI_Close(file);
  869.             foreach(Houses, h2)
  870.             {
  871.                 if(IsHouseInRangeOfHouse(h, h2, RANGE_BETWEEN_HOUSES) && h2 != h)
  872.                 {
  873.                     hInfo[h2][HouseValue] = (hInfo[h2][HouseValue] - ReturnProcent(hInfo[h2][HouseValue], HOUSE_SELLING_PROCENT2));
  874.                     file = INI_Open(HouseFile(h2));
  875.                     INI_WriteInt(file, "HouseValue", hInfo[h2][HouseValue]);
  876.                     INI_Close(file);
  877.                     UpdateHouseText(h2);
  878.                 }
  879.             }
  880.             foreach(Player, i)
  881.             {
  882.                 if(IsPlayerInHouse(i, h))
  883.                 {
  884.                     ExitHouse(i, h);
  885.                     ShowInfoBoxEx(i, COLOUR_INFO, I_TO_PLAYERS_HSOLD);
  886.                 }
  887.             }
  888.             #if GH_USE_MAPICONS == true
  889.                 DestroyDynamicMapIcon(HouseMIcon[h]);
  890.                 HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 31, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  891.             #endif
  892.             UpdateHouseText(h);
  893.         }
  894.         return 1;
  895.     }
  896. //------------------------------------------------------------------------------
  897. //                               House Buying
  898. //------------------------------------------------------------------------------
  899.     if(dialogid == HOUSEMENU+4)
  900.     {
  901.         if(response)
  902.         {
  903.             new hname[MAX_PLAYER_NAME+9];
  904.             if(GetOwnedHouses(playerid) >= MAX_HOUSES_OWNED) { ShowInfoBox(playerid, E_MAX_HOUSES_OWNED, MAX_HOUSES_OWNED, AddS(MAX_HOUSES_OWNED)); return 1; }
  905.             if(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_H_ALREADY_OWNED);
  906.             if(hInfo[h][HouseValue] > GetPlayerMoney(playerid)) { ShowInfoBox(playerid, E_CANT_AFFORD_HOUSE, hInfo[h][HouseValue], GetPlayerMoney(playerid), (hInfo[h][HouseValue] - GetPlayerMoney(playerid))); return 1; }
  907.             else
  908.             {
  909.                 format(hname, sizeof(hname), "%s's House", pNick(playerid));
  910.                 format(hInfo[h][HouseName], sizeof(hname), "%s", hname);
  911.                 format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", pNick(playerid));
  912.                 hInfo[h][HousePassword] = udb_hash("INVALID_HOUSE_PASSWORD");
  913.                 hInfo[h][HouseStorage] = 0;
  914.                 GivePlayerMoney(playerid, -hInfo[h][HouseValue]);
  915.                 file = INI_Open(filename);
  916.                 INI_WriteString(file, "HouseOwner", pNick(playerid));
  917.                 INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  918.                 INI_WriteString(file, "HouseName", hname);
  919.                 INI_WriteInt(file, "HouseStorage", 0);
  920.                 INI_Close(file);
  921.                 ShowInfoBox(playerid, I_BUY_HOUSE, hInfo[h][HouseValue]);
  922.                 foreach(Houses, h2)
  923.                 {
  924.                     if(IsHouseInRangeOfHouse(h, h2, RANGE_BETWEEN_HOUSES) && h2 != h)
  925.                     {
  926.                         file = INI_Open(HouseFile(h2));
  927.                         INI_WriteInt(file, "HouseValue", (hInfo[h2][HouseValue] + ReturnProcent(hInfo[h2][HouseValue], HOUSE_SELLING_PROCENT2)));
  928.                         UpdateHouseText(h2);
  929.                         INI_Close(file);
  930.                     }
  931.                 }
  932.                 #if GH_USE_MAPICONS == true
  933.                     DestroyDynamicMapIcon(HouseMIcon[h]);
  934.                     HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 32, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  935.                 #endif
  936.                 UpdateHouseText(h);
  937.             }
  938.         }
  939.         return 1;
  940.     }
  941. //------------------------------------------------------------------------------
  942. //                               House Password
  943. //------------------------------------------------------------------------------
  944.     if(dialogid == HOUSEMENU+13)
  945.     {
  946.         if(response)
  947.         {
  948.             if(strlen(inputtext) > MAX_HOUSE_PASSWORD || (strlen(inputtext) < MIN_HOUSE_PASSWORD && strlen(inputtext) >= 1)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HPASS_LENGTH);
  949.             if(!strcmp(inputtext, "INVALID_HOUSE_PASSWORD", CASE_SENSETIVE)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HPASS);
  950.             if(strfind(inputtext, "%", CASE_SENSETIVE) != -1 || strfind(inputtext, "~", CASE_SENSETIVE) != -1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HPASS_CHARS);
  951.             else
  952.             {
  953.                 if(strlen(inputtext) >= 1)
  954.                 {
  955.                     hInfo[h][HousePassword] = udb_hash(inputtext);
  956.                     file = INI_Open(filename);
  957.                     INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  958.                     INI_Close(file);
  959.                     ShowInfoBox(playerid, I_HPASSWORD_CHANGED, inputtext);
  960.                 }
  961.                 else ShowInfoBoxEx(playerid, COLOUR_INFO, I_HPASS_NO_CHANGE);
  962.             }
  963.         }
  964.         if(!response)
  965.         {
  966.             file = INI_Open(filename);
  967.             INI_WriteInt(file, "HousePassword", udb_hash("INVALID_HOUSE_PASSWORD"));
  968.             INI_Close(file);
  969.             ShowInfoBoxEx(playerid, COLOUR_INFO, I_HPASS_REMOVED);
  970.         }
  971.         return 1;
  972.     }
  973. //------------------------------------------------------------------------------
  974. //                               House Name
  975. //------------------------------------------------------------------------------
  976.     if(dialogid == HOUSEMENU+14)
  977.     {
  978.         if(response)
  979.         {
  980.             if(strfind(inputtext, "%", CASE_SENSETIVE) != -1 || strfind(inputtext, "~", CASE_SENSETIVE) != -1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HNAME_CHARS);
  981.             if(strlen(inputtext) < MIN_HOUSE_NAME || strlen(inputtext) > MAX_HOUSE_NAME) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HNAME_LENGTH);
  982.             else
  983.             {
  984.                 format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s", inputtext);
  985.                 file = INI_Open(filename);
  986.                 INI_WriteString(file, "HouseName", inputtext);
  987.                 INI_Close(file);
  988.                 ShowInfoBox(playerid, I_HNAME_CHANGED, inputtext);
  989.                 UpdateHouseText(h);
  990.             }
  991.         }
  992.         return 1;
  993.     }
  994. //------------------------------------------------------------------------------
  995. //                       House Interior Upgrade
  996. //------------------------------------------------------------------------------
  997.     if(dialogid == HOUSEMENU+15 && response)
  998.     {
  999.         new _int = hInfo[h][HouseInterior];
  1000.         SetPVarInt(playerid, "OldHouseInt", _int);
  1001.         Loop(hint, MAX_HOUSE_INTERIORS, 0)
  1002.         {
  1003.             if(hint == listitem)
  1004.             {
  1005.                 SetPVarInt(playerid, "HousePrevInt", hint), SetPVarInt(playerid, "HousePrevValue", hIntInfo[hint][IntValue]), SetPVarString(playerid, "HousePrevName", hIntInfo[hint][IntName]);
  1006.             }
  1007.         }
  1008.         if(_int == GetPVarInt(playerid, "HousePrevInt")) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_HAVE_HINTERIOR);
  1009.         else
  1010.         {
  1011.             new hprevvalue = GetPVarInt(playerid, "HousePrevValue");
  1012.             GetPVarString(playerid, "HousePrevName", string, 50);
  1013. //------------------------------------------------------------------------------
  1014.             switch(GetPVarInt(playerid, "HouseIntUpgradeMod"))
  1015.             {
  1016.                 case 1:
  1017.                 {
  1018.                     if(GetSecondsBetweenAction(GetPVarInt(playerid, "HousePrevTime")) < (TIME_BETWEEN_VISITS * 60000) && GetPVarInt(playerid, "HousePrevTime") != 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_HINT_WAIT_BEFORE_VISITING);
  1019.                     SetPVarInt(playerid, "IsHouseVisiting", 1);
  1020.                     SetPVarInt(playerid, "HousePreview", 1);
  1021.                     SetPVarInt(playerid, "ChangeHouseInt", 1);
  1022.                     SetPVarInt(playerid, "HousePrevTime", GetTickCount());
  1023.                     SetPVarInt(playerid, "HousePrevTimer", SetTimerEx("HouseVisiting", (MAX_VISIT_TIME * 60000), false, "i", playerid));
  1024.                     ShowInfoBox(playerid, I_VISITING_HOUSEINT, string, hprevvalue, MAX_VISIT_TIME, AddS(MAX_VISIT_TIME));
  1025.  
  1026.                 }
  1027.                 case 2:
  1028.                 {
  1029.                     if(hprevvalue > GetPlayerMoney(playerid))
  1030.                     {
  1031.                         CMDSString = "";
  1032.                         format(_tmpstring, sizeof(_tmpstring), E_CANT_AFFORD_HINT1, string, hprevvalue);
  1033.                         strcat(CMDSString, _tmpstring);
  1034.                         format(_tmpstring, sizeof(_tmpstring), E_CANT_AFFORD_HINT2, GetPlayerMoney(playerid), (hprevvalue - GetPlayerMoney(playerid)));
  1035.                         strcat(CMDSString, _tmpstring);
  1036.                         ShowInfoBoxEx(playerid, COLOUR_INFO, CMDSString);
  1037.                     }
  1038.                     if(hprevvalue <= GetPlayerMoney(playerid))
  1039.                     {
  1040.                         GivePlayerMoney(playerid, -hprevvalue);
  1041.                         SetPVarInt(playerid, "ChangeHouseInt", 1);
  1042.                         file = INI_Open(filename);
  1043.                         INI_Close(file);
  1044.                         ShowInfoBox(playerid, I_HINT_BOUGHT, string, hprevvalue);
  1045.                     }
  1046.                 }
  1047.             }
  1048. //------------------------------------------------------------------------------
  1049.             if(GetPVarInt(playerid, "ChangeHouseInt") == 1)
  1050.             {
  1051.                 hInfo[h][HouseInterior] = GetPVarInt(playerid, "HousePrevInt");
  1052.                 file = INI_Open(filename);
  1053.                 INI_WriteInt(file, "HouseInterior", hInfo[h][HouseInterior]);
  1054.                 INI_Close(file);
  1055.                 DestroyHouseEntrance(h, TYPE_INT);
  1056.                 CreateCorrectHouseExitCP(h);
  1057.                 foreach(Player, i)
  1058.                 {
  1059.                     if(GetPVarInt(i, "LastHouseCP") == h && IsInHouse{i} == 1)
  1060.                     {
  1061.                         SetPlayerHouseInterior(i, h);
  1062.                     }
  1063.                 }
  1064.                 DeletePVar(playerid, "ChangeHouseInt");
  1065.             }
  1066. //------------------------------------------------------------------------------
  1067.         }
  1068.         return 1;
  1069.     }
  1070. //------------------------------------------------------------------------------
  1071. //                       House Interior Mode Selecting
  1072. //------------------------------------------------------------------------------
  1073.     #if GH_HINTERIOR_UPGRADE == true
  1074.     if(dialogid == HOUSEMENU+16 && response)
  1075.     {
  1076.         switch(listitem)
  1077.         {
  1078.             case 0: SetPVarInt(playerid, "HouseIntUpgradeMod", 1);
  1079.             case 1: SetPVarInt(playerid, "HouseIntUpgradeMod", 2);
  1080.         }
  1081.         CMDSString = "";
  1082.         Loop(i, MAX_HOUSE_INTERIORS, 0)
  1083.         {
  1084.             format(filename, sizeof(filename), HINT_FILEPATH, i);
  1085.             if(!fexist(filename)) continue;
  1086.             if(i == (MAX_HOUSE_INTERIORS-1))
  1087.             {
  1088.                 switch(strlen(hIntInfo[i][IntName]))
  1089.                 {
  1090.                     case 0..13: format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s\t\t\t{00BC00}$%d", (i + 1), hIntInfo[i][IntName], hIntInfo[i][IntValue]);
  1091.                     default: format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s\t\t{00BC00}$%d", (i + 1), hIntInfo[i][IntName], hIntInfo[i][IntValue]);
  1092.                 }
  1093.             }
  1094.             else
  1095.             {
  1096.                 switch(strlen(hIntInfo[i][IntName]))
  1097.                 {
  1098.                     case 0..13: format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s\t\t\t{00BC00}$%d\n", (i + 1), hIntInfo[i][IntName], hIntInfo[i][IntValue]);
  1099.                     default: format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s\t\t{00BC00}$%d\n", (i + 1), hIntInfo[i][IntName], hIntInfo[i][IntValue]);
  1100.                 }
  1101.             }
  1102.             strcat(CMDSString, _tmpstring);
  1103.         }
  1104.         ShowPlayerDialog(playerid, HOUSEMENU+15, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Buy", "Cancel");
  1105.         return 1;
  1106.     }
  1107.     #endif
  1108. //------------------------------------------------------------------------------
  1109. //                       House Interior Upgrade
  1110. //------------------------------------------------------------------------------
  1111.     #if GH_HINTERIOR_UPGRADE == true
  1112.     if(dialogid == HOUSEMENU+17)
  1113.     {
  1114.         KillTimer(GetPVarInt(playerid, "HousePrevTimer"));
  1115.         DeletePVar(playerid, "IsHouseVisiting"), DeletePVar(playerid, "HousePrevTimer");
  1116.         file = INI_Open(filename);
  1117.         switch(response)
  1118.         {
  1119.             case 0:
  1120.             {
  1121.                 hInfo[h][HouseInterior] = GetPVarInt(playerid, "OldHouseInt");
  1122.                 INI_WriteInt(file, "HouseInterior", hInfo[h][HouseInterior]);
  1123.             }
  1124.             case 1:
  1125.             {
  1126.                 new hprevvalue = GetPVarInt(playerid, "HousePrevValue");
  1127.                 GetPVarString(playerid, "HousePrevName", string, 50);
  1128.                 if(GetPlayerMoney(playerid) < GetPVarInt(playerid, "HousePrevValue"))
  1129.                 {
  1130.                     hInfo[h][HouseInterior] = GetPVarInt(playerid, "OldHouseInt");
  1131.                     INI_WriteInt(file, "HouseInterior", hInfo[h][HouseInterior]);
  1132.                     CMDSString = "";
  1133.                     format(_tmpstring, sizeof(_tmpstring), E_CANT_AFFORD_HINT1, string, hprevvalue);
  1134.                     strcat(CMDSString, _tmpstring);
  1135.                     format(_tmpstring, sizeof(_tmpstring), E_CANT_AFFORD_HINT2, GetPlayerMoney(playerid), (hprevvalue - GetPlayerMoney(playerid)));
  1136.                     strcat(CMDSString, _tmpstring);
  1137.                     ShowInfoBoxEx(playerid, COLOUR_INFO, CMDSString);
  1138.                 }
  1139.                 else
  1140.                 {
  1141.                     GivePlayerMoney(playerid, -hprevvalue);
  1142.                     hInfo[h][HouseInterior] = GetPVarInt(playerid, "HousePrevInt");
  1143.                     INI_WriteString(file, "HouseInteriorName", string);
  1144.                     INI_WriteInt(file, "HouseInterior", hInfo[h][HouseInterior]);
  1145.                     INI_WriteInt(file, "HouseInteriorValue", hprevvalue);
  1146.                     ShowInfoBox(playerid, I_HINT_BOUGHT, string, hprevvalue);
  1147.                 }
  1148.             }
  1149.         }
  1150.         INI_Close(file);
  1151. //------------------------------------------------------------------------------
  1152.         DestroyHouseEntrance(h, TYPE_INT);
  1153.         CreateCorrectHouseExitCP(h);
  1154.         foreach(Player, i)
  1155.         {
  1156.             if(GetPVarInt(i, "LastHouseCP") == h && IsInHouse{i} == 1)
  1157.             {
  1158.                 SetPlayerHouseInterior(i, h);
  1159.             }
  1160.         }
  1161.         SetPVarInt(playerid, "HousePreview", 0);
  1162. //------------------------------------------------------------------------------
  1163.         return 1;
  1164.     }
  1165.     #endif
  1166. //------------------------------------------------------------------------------
  1167. //                               Money Storage
  1168. //------------------------------------------------------------------------------
  1169.     if(dialogid == HOUSEMENU+10 && response)
  1170.     {
  1171.         if(listitem == 0) // Deposit
  1172.         {
  1173.             format(string, sizeof(string), I_HINT_DEPOSIT1, hInfo[h][HouseStorage]);
  1174.             ShowPlayerDialog(playerid, HOUSEMENU+11, DIALOG_STYLE_INPUT, INFORMATION_HEADER, string, "Deposit", "Cancel");
  1175.         }
  1176.         if(listitem == 1) // Withdraw
  1177.         {
  1178.             format(string, sizeof(string), I_HINT_WITHDRAW1, hInfo[h][HouseStorage]);
  1179.             ShowPlayerDialog(playerid, HOUSEMENU+12, DIALOG_STYLE_INPUT, INFORMATION_HEADER, string, "Withdraw", "Cancel");
  1180.         }
  1181.         if(listitem == 2) // Check Balance
  1182.         {
  1183.             ShowInfoBox(playerid, I_HINT_CHECKBALANCE, hInfo[h][HouseStorage]);
  1184.         }
  1185.         return 1;
  1186.     }
  1187. //------------------------------------------------------------------------------
  1188.     if(dialogid == HOUSEMENU+11 && response)
  1189.     {
  1190.         if(amount > GetPlayerMoney(playerid)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_PMONEY);
  1191.         if(amount < 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_AMOUNT);
  1192.         if((hInfo[h][HouseStorage] + amount) >= 25000000) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_HSTORAGE_L_REACHED);
  1193.         else
  1194.         {
  1195.             hInfo[h][HouseStorage] = (hInfo[h][HouseStorage] + amount);
  1196.             file = INI_Open(filename);
  1197.             INI_WriteInt(file, "HouseStorage", hInfo[h][HouseStorage]);
  1198.             INI_Close(file);
  1199.             GivePlayerMoney(playerid, -amount);
  1200.             ShowInfoBox(playerid, I_HINT_DEPOSIT2, amount, hInfo[h][HouseStorage]);
  1201.         }
  1202.         return 1;
  1203.     }
  1204. //------------------------------------------------------------------------------
  1205.     if(dialogid == HOUSEMENU+12 && response)
  1206.     {
  1207.         if(amount > hInfo[h][HouseStorage]) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_HSMONEY);
  1208.         if(amount < 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_AMOUNT);
  1209.         else
  1210.         {
  1211.             hInfo[h][HouseStorage] = (hInfo[h][HouseStorage] - amount);
  1212.             file = INI_Open(filename);
  1213.             INI_WriteInt(file, "HouseStorage", hInfo[h][HouseStorage]);
  1214.             INI_Close(file);
  1215.             GivePlayerMoney(playerid, amount);
  1216.             ShowInfoBox(playerid, I_HINT_WITHDRAW2, amount, hInfo[h][HouseStorage]);
  1217.         }
  1218.         return 1;
  1219.     }
  1220. //------------------------------------------------------------------------------
  1221. //                          House Sale
  1222. //------------------------------------------------------------------------------
  1223.     if(dialogid == HOUSEMENU+18 && response)
  1224.     {
  1225.         switch(listitem)
  1226.         {
  1227.             case 0: ShowPlayerDialog(playerid, HOUSEMENU+10, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Deposit Money\nWithdraw Money\nCheck Balance", "Select", "Cancel");
  1228.             case 1: ShowPlayerDialog(playerid, HOUSEMENU+30, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Store Your Current Weapons\nReceive House Storage Weapons", "Select", "Cancel");
  1229.         }
  1230.     }
  1231. //------------------------------------------------------------------------------
  1232. //                          Selling House
  1233. //------------------------------------------------------------------------------
  1234.     if(dialogid == HOUSEMENU+19 && response)
  1235.     {
  1236.         switch(listitem)
  1237.         {
  1238.             case 0: ShowPlayerDialog(playerid, HOUSEMENU+20, DIALOG_STYLE_INPUT, INFORMATION_HEADER, HMENU_SELL_HOUSE2, "Select", "Cancel");
  1239.             case 1: ShowPlayerDialog(playerid, HOUSEMENU+21, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, HMENU_HSALE_CANCEL, "Remove", "Cancel");
  1240.             case 2:
  1241.             {
  1242.                 format(string, sizeof(string), HMENU_SELL_HOUSE, hInfo[h][HouseName], ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT));
  1243.                 ShowPlayerDialog(playerid, HOUSEMENU+3, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Sell", "Cancel");
  1244.             }
  1245.         }
  1246.         return 1;
  1247.     }
  1248. //------------------------------------------------------------------------------
  1249. //                          Selling House
  1250. //------------------------------------------------------------------------------
  1251.     if(dialogid == HOUSEMENU+20 && response)
  1252.     {
  1253.         if(amount < MIN_HOUSE_VALUE || amount > MAX_HOUSE_VALUE) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HSELL_AMOUNT);
  1254.         else
  1255.         {
  1256.             hInfo[h][ForSalePrice] = amount;
  1257.             hInfo[h][ForSale] = 1;
  1258.             file = INI_Open(filename);
  1259.             INI_WriteInt(file, "ForSale", 1);
  1260.             INI_WriteInt(file, "ForSalePrice", amount);
  1261.             INI_Close(file);
  1262.             ShowInfoBox(playerid, I_H_SET_FOR_SALE, hInfo[h][HouseName], amount);
  1263.             UpdateHouseText(h);
  1264.         }
  1265.         return 1;
  1266.     }
  1267. //------------------------------------------------------------------------------
  1268. //                          Cancelling House Sale
  1269. //------------------------------------------------------------------------------
  1270.     if(dialogid == HOUSEMENU+21 && response)
  1271.     {
  1272.         if(hInfo[h][ForSale] != 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_H_NOT_FOR_SALE);
  1273.         else
  1274.         {
  1275.             hInfo[h][ForSalePrice] = 0;
  1276.             hInfo[h][ForSale] = 0;
  1277.             file = INI_Open(filename);
  1278.             INI_WriteInt(file, "ForSale", 0);
  1279.             INI_WriteInt(file, "ForSalePrice", 0);
  1280.             INI_Close(file);
  1281.             ShowInfoBoxEx(playerid, COLOUR_INFO, HMENU_CANCEL_HOUSE_SALE);
  1282.             UpdateHouseText(h);
  1283.         }
  1284.         return 1;
  1285.     }
  1286. //------------------------------------------------------------------------------
  1287. //                          Selecting some stuff
  1288. //------------------------------------------------------------------------------
  1289.     if(dialogid == HOUSEMENU+22 && response)
  1290.     {
  1291.         if(GetPlayerMoney(playerid) < hInfo[h][ForSalePrice]) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_PMONEY);
  1292.         else
  1293.         {
  1294.             new houseowner = GetHouseOwnerEx(h);
  1295.             switch(IsPlayerConnected(houseowner))
  1296.             {
  1297.                 case 0:
  1298.                 {
  1299.                     new filename2[50];
  1300.                     format(filename2, sizeof(filename2), USERPATH, hInfo[h][HouseOwner]);
  1301.                     if(!fexist(filename2))
  1302.                     {
  1303.                         fcreate(filename2);
  1304.                     }
  1305.                     file = INI_Open(filename2);
  1306.                     INI_WriteInt(file, "MoneyToGive", hInfo[h][ForSalePrice]);
  1307.                     INI_WriteInt(file, "MoneyToGiveHS", hInfo[h][HouseStorage]);
  1308.                     INI_WriteString(file, "HouseName", hInfo[h][HouseName]);
  1309.                     INI_WriteString(file, "HouseBuyer", pNick(playerid));
  1310.                     INI_Close(file);
  1311.                 }
  1312.                 case 1:
  1313.                 {
  1314.                     CMDSString = "";
  1315.                     format(_tmpstring, sizeof(_tmpstring), HSELLER_CONNECTED_MSG1, hInfo[h][HouseName], pNick(playerid), playerid);
  1316.                     strcat(CMDSString, _tmpstring);
  1317.                     format(_tmpstring, sizeof(_tmpstring), HSELLER_CONNECTED_MSG2, (hInfo[h][HouseStorage] + hInfo[h][ForSalePrice]), hInfo[h][HouseStorage], hInfo[h][ForSalePrice]);
  1318.                     strcat(CMDSString, _tmpstring);
  1319.                     ShowInfoBoxEx(houseowner, COLOUR_INFO, CMDSString);
  1320.                     GivePlayerMoney(houseowner, (hInfo[h][ForSalePrice] + hInfo[h][HouseStorage]));
  1321.                 }
  1322.             }
  1323.             GivePlayerMoney(playerid, -hInfo[h][ForSalePrice]);
  1324.             format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s's House", pNick(playerid));
  1325.             format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", pNick(playerid));
  1326.             hInfo[h][HousePassword] = udb_hash("INVALID_HOUSE_PASSWORD");
  1327.             hInfo[h][ForSale] = 0;
  1328.             hInfo[h][ForSalePrice] = 0;
  1329.             hInfo[h][HouseStorage] = 0;
  1330.             file = INI_Open(filename);
  1331.             INI_WriteString(file, "HouseOwner", pNick(playerid));
  1332.             INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  1333.             INI_WriteString(file, "HouseName", hInfo[h][HouseName]);
  1334.             INI_WriteInt(file, "HouseStorage", 0);
  1335.             INI_WriteInt(file, "ForSale", 0);
  1336.             INI_WriteInt(file, "ForSalePrice", 0);
  1337.             INI_Close(file);
  1338.             UpdateHouseText(h);
  1339.             #if GH_USE_MAPICONS == true
  1340.                 DestroyDynamicMapIcon(HouseMIcon[h]);
  1341.                 HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 31, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  1342.             #endif
  1343.             UpdateHouseText(h);
  1344.         }
  1345.         return 1;
  1346.     }
  1347. //------------------------------------------------------------------------------
  1348. //                          Selecting some stuff
  1349. //------------------------------------------------------------------------------
  1350.     if(dialogid == HOUSEMENU+23 && response)
  1351.     {
  1352.         switch(listitem)
  1353.         {
  1354.             case 0:
  1355.             {
  1356.                 format(string,sizeof(string), HSELL_BUY_DIALOG, hInfo[h][HouseOwner], hInfo[h][HouseName], hInfo[h][ForSalePrice]);
  1357.                 ShowPlayerDialog(playerid, HOUSEMENU+22, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
  1358.             }
  1359.             case 1:
  1360.             {
  1361.                 #if GH_ALLOW_BREAKIN == false
  1362.                     ShowInfoBoxEx(playerid, COLOUR_INFO, E_NO_HOUSE_BREAKIN);
  1363.                 #else
  1364.                 new breakintime = GetPVarInt(playerid, "TimeSinceHouseBreakin"), houseowner = GetHouseOwnerEx(h), bi_chance = random(10000);
  1365.                 if(GetSecondsBetweenAction(breakintime) < (TIME_BETWEEN_BREAKINS * 60000) && breakintime != 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_WAIT_BEFORE_BREAKIN);
  1366.                 SetPVarInt(playerid, "TimeSinceHouseBreakin", GetTickCount());
  1367.                 if((hInfo[h][UpgradedLock] == 0 && bi_chance < 7000) ||  (hInfo[h][UpgradedLock] == 1 && bi_chance < 9000))
  1368.                 {
  1369.                     if(IsPlayerConnected(houseowner))
  1370.                     {
  1371.                         switch(hInfo[h][HouseCamera])
  1372.                         {
  1373.                             case 0:
  1374.                             {
  1375.                                 if(hInfo[h][HouseAlarm] == 1)
  1376.                                 {
  1377.                                     ShowInfoBox(houseowner, E_FAILED_BREAKIN1_2, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1378.                                 }
  1379.                             }
  1380.                             case 1: ShowInfoBox(houseowner, E_FAILED_BREAKIN1_1, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1381.                         }
  1382.                     }
  1383.                     ShowInfoBox(playerid, E_FAILED_BREAKIN2, hInfo[h][HouseName], hInfo[h][HouseOwner]);
  1384.                     SecurityDog_Bite(playerid, h, 0, 1);
  1385.                 }
  1386.                 if((hInfo[h][UpgradedLock] == 0 && bi_chance >= 7000) ||  (hInfo[h][UpgradedLock] == 1 && bi_chance >= 9000))
  1387.                 {
  1388.                     if(IsPlayerConnected(houseowner))
  1389.                     {
  1390.                         switch(hInfo[h][HouseCamera])
  1391.                         {
  1392.                             case 0:
  1393.                             {
  1394.                                 if(hInfo[h][HouseAlarm] == 1)
  1395.                                 {
  1396.                                     ShowInfoBox(houseowner, I_SUCCESSFULL_BREAKIN1_2, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1397.                                 }
  1398.                             }
  1399.                             case 1: ShowInfoBox(houseowner, I_SUCCESSFULL_BREAKIN1_1, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1400.                         }
  1401.                     }
  1402.                     ShowInfoBox(playerid, I_SUCCESSFULL_BREAKIN2, hInfo[h][HouseName], hInfo[h][HouseOwner]);
  1403.                     SetPlayerHouseInterior(playerid, h);
  1404.                 }
  1405.                 #if GH_GIVE_WANTEDLEVEL == true
  1406.                 if((GetPlayerWantedLevel(playerid) + HBREAKIN_WL) > GH_MAX_WANTED_LEVEL)
  1407.                 {
  1408.                     SetPlayerWantedLevel(playerid, GH_MAX_WANTED_LEVEL);
  1409.                 }
  1410.                 else SetPlayerWantedLevel(playerid, (GetPlayerWantedLevel(playerid) + HBREAKIN_WL));
  1411.                 #endif
  1412.                 #endif
  1413.             }
  1414.             case 2:
  1415.             {
  1416.                 if(hInfo[h][HousePassword] != udb_hash("INVALID_HOUSE_PASSWORD"))
  1417.                 {
  1418.                     format(string, sizeof(string), HMENU_ENTER_PASS, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], h);
  1419.                     ShowPlayerDialog(playerid, HOUSEMENU+60, DIALOG_STYLE_INPUT, INFORMATION_HEADER, string, "Enter", "Close");
  1420.                 }
  1421.                 else SetPlayerHouseInterior(playerid, h);
  1422.             }
  1423.         }
  1424.         return 1;
  1425.     }
  1426. //------------------------------------------------------------------------------
  1427. //                          Selecting some stuff
  1428. //------------------------------------------------------------------------------
  1429.     if(dialogid == HOUSEMENU+28 && response)
  1430.     {
  1431.         switch(listitem)
  1432.         {
  1433.             case 0:
  1434.             {
  1435.                 if(hInfo[h][HousePassword] != udb_hash("INVALID_HOUSE_PASSWORD"))
  1436.                 {
  1437.                     format(string,sizeof(string), HMENU_ENTER_PASS, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], h);
  1438.                     ShowPlayerDialog(playerid, HOUSEMENU+60, DIALOG_STYLE_INPUT, INFORMATION_HEADER, string, "Enter", "Close");
  1439.                 }
  1440.             }
  1441.             case 1:
  1442.             {
  1443.                 #if GH_ALLOW_BREAKIN == false
  1444.                     ShowInfoBoxEx(playerid, COLOUR_INFO, E_NO_HOUSE_BREAKIN);
  1445.                 #else
  1446.                 new breakintime = GetPVarInt(playerid, "TimeSinceHouseBreakin"), houseowner = GetHouseOwnerEx(h), bi_chance = random(10000);
  1447.                 if(GetSecondsBetweenAction(breakintime) < (TIME_BETWEEN_BREAKINS * 60000) && breakintime != 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_WAIT_BEFORE_BREAKIN);
  1448.                 SetPVarInt(playerid, "TimeSinceHouseBreakin", GetTickCount());
  1449.                 if((hInfo[h][UpgradedLock] == 0 && bi_chance < 7000) ||  (hInfo[h][UpgradedLock] == 1 && bi_chance < 9000))
  1450.                 {
  1451.                     if(IsPlayerConnected(houseowner))
  1452.                     {
  1453.                         switch(hInfo[h][HouseCamera])
  1454.                         {
  1455.                             case 0:
  1456.                             {
  1457.                                 if(hInfo[h][HouseAlarm] == 1)
  1458.                                 {
  1459.                                     ShowInfoBox(houseowner, E_FAILED_BREAKIN1_2, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1460.                                 }
  1461.                             }
  1462.                             case 1: ShowInfoBox(houseowner, E_FAILED_BREAKIN1_1, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1463.                         }
  1464.                     }
  1465.                     ShowInfoBox(playerid, E_FAILED_BREAKIN2, hInfo[h][HouseName], hInfo[h][HouseOwner]);
  1466.                     SecurityDog_Bite(playerid, h, 0, 1);
  1467.                 }
  1468.                 if((hInfo[h][UpgradedLock] == 0 && bi_chance >= 7000) ||  (hInfo[h][UpgradedLock] == 1 && bi_chance >= 9000))
  1469.                 {
  1470.                     if(IsPlayerConnected(houseowner))
  1471.                     {
  1472.                         switch(hInfo[h][HouseCamera])
  1473.                         {
  1474.                             case 0:
  1475.                             {
  1476.                                 if(hInfo[h][HouseAlarm] == 1)
  1477.                                 {
  1478.                                     ShowInfoBox(houseowner, I_SUCCESSFULL_BREAKIN1_2, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1479.                                 }
  1480.                             }
  1481.                             case 1: ShowInfoBox(houseowner, I_SUCCESSFULL_BREAKIN1_1, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1482.                         }
  1483.                     }
  1484.                     ShowInfoBox(playerid, I_SUCCESSFULL_BREAKIN2, hInfo[h][HouseName], hInfo[h][HouseOwner]);
  1485.                     SetPlayerHouseInterior(playerid, h);
  1486.                 }
  1487.                 #if GH_GIVE_WANTEDLEVEL == true
  1488.                 if((GetPlayerWantedLevel(playerid) + HBREAKIN_WL) > GH_MAX_WANTED_LEVEL)
  1489.                 {
  1490.                     SetPlayerWantedLevel(playerid, GH_MAX_WANTED_LEVEL);
  1491.                 }
  1492.                 else SetPlayerWantedLevel(playerid, (GetPlayerWantedLevel(playerid) + HBREAKIN_WL));
  1493.                 #endif
  1494.                 #endif
  1495.             }
  1496.             case 2: SetPlayerHouseInterior(playerid, h);
  1497.         }
  1498.         return 1;
  1499.     }
  1500. //------------------------------------------------------------------------------
  1501. //                          House Privacy
  1502. //------------------------------------------------------------------------------
  1503.     if(dialogid == HOUSEMENU+24 && response)
  1504.     {
  1505.         switch(listitem)
  1506.         {
  1507.             case 0: // Open
  1508.             {
  1509.                 hInfo[h][HousePrivacy] = 1;
  1510.                 file = INI_Open(filename);
  1511.                 INI_WriteInt(file, "HousePrivacy", 1);
  1512.                 INI_Close(file);
  1513.                 ShowInfoBoxEx(playerid, COLOUR_INFO, I_HOPEN_FOR_VISITORS);
  1514.             }
  1515.             case 1: // Closed
  1516.             {
  1517.                 new count;
  1518.                 hInfo[h][HousePrivacy] = 0;
  1519.                 file = INI_Open(filename);
  1520.                 INI_WriteInt(file, "HousePrivacy", 0);
  1521.                 INI_Close(file);
  1522.                 foreach(Player, i)
  1523.                 {
  1524.                     if(i == playerid) continue;
  1525.                     if(GetPVarInt(i, "LastHouseCP") == h && IsInHouse{i} == 1)
  1526.                     {
  1527.                         ExitHouse(i, GetPVarInt(i, "LastHouseCP"));
  1528.                         ShowInfoBox(playerid, I_CLOSED_FOR_VISITORS2 , pNick(playerid), playerid);
  1529.                         count++;
  1530.                     }
  1531.                 }
  1532.                 ShowInfoBox(playerid, I_CLOSED_FOR_VISITORS1, count);
  1533.             }
  1534.         }
  1535.         UpdateHouseText(h);
  1536.         return 1;
  1537.     }
  1538. //------------------------------------------------------------------------------
  1539. //                          Player Selecting - Part 1
  1540. //------------------------------------------------------------------------------
  1541.     if(dialogid == HOUSEMENU+25 && response)
  1542.     {
  1543.         new tmpcount;
  1544.         foreach(Player, i)
  1545.         {
  1546.             if(!IsPlayerInHouse(i, h)) continue;
  1547.             if(playerid == i) continue;
  1548.             if(listitem == tmpcount)
  1549.             {
  1550.                 SetPVarInt(playerid, "ClickedPlayer", i);
  1551.                 break;
  1552.             }
  1553.             tmpcount++;
  1554.         }
  1555.         ShowPlayerDialog(playerid, HOUSEMENU+26, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Kick Out From House\nGive House Key\nTake House Key", "Select", "Cancel");
  1556.         return 1;
  1557.     }
  1558. //------------------------------------------------------------------------------
  1559. //                         Player Selecting - Part 2
  1560. //------------------------------------------------------------------------------
  1561.     if(dialogid == HOUSEMENU+26 && response)
  1562.     {
  1563.         new clickedplayer = GetPVarInt(playerid, "ClickedPlayer"), _temp_[17];
  1564.         switch(listitem)
  1565.         {
  1566.             case 0:
  1567.             {
  1568.                 if(!IsPlayerInHouse(clickedplayer, h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_KICKED_NOT_IN_HOUSE);
  1569.                 ExitHouse(clickedplayer, h);
  1570.                 ShowInfoBox(playerid, I_KICKED_FROM_HOUSE1, pNick(clickedplayer), clickedplayer);
  1571.                 ShowInfoBox(clickedplayer, I_KICKED_FROM_HOUSE2, pNick(playerid), playerid);
  1572.             }
  1573.             case 1:
  1574.             {
  1575.                 format(_temp_, sizeof(_temp_), "HouseKeys_%d", h);
  1576.                 if(GetPVarInt(clickedplayer, _temp_) == 1)  return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_HAVE_HOUSEKEYS);
  1577.                 SetPVarInt(clickedplayer, _temp_, 1);
  1578.                 ShowInfoBox(playerid, I_HOUSEKEYS_RECIEVED_1, pNick(clickedplayer), clickedplayer);
  1579.                 ShowInfoBox(clickedplayer, I_HOUSEKEYS_RECIEVED_2, hInfo[h][HouseName], hInfo[h][HouseLocation], pNick(playerid), playerid);
  1580.             }
  1581.             case 2:
  1582.             {
  1583.                 format(_temp_, sizeof(_temp_), "HouseKeys_%d", h);
  1584.                 if(GetPVarInt(clickedplayer, _temp_) == 0)  return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_DOESNT_HAVE_HOUSEKEYS);
  1585.                 DeletePVar(clickedplayer, _temp_);
  1586.                 ShowInfoBox(playerid, I_HOUSEKEYS_TAKEN_1, pNick(clickedplayer), clickedplayer);
  1587.                 ShowInfoBox(clickedplayer, I_HOUSEKEYS_TAKEN_2, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1588.             }
  1589.         }
  1590.         return 1;
  1591.     }
  1592. //------------------------------------------------------------------------------
  1593. //                         House Security
  1594. //------------------------------------------------------------------------------
  1595.     if(dialogid == HOUSEMENU+27 && response)
  1596.     {
  1597.         file = INI_Open(filename);
  1598.         switch(listitem)
  1599.         {
  1600.             case 0: // House Alarm
  1601.             {
  1602.                 if(hInfo[h][HouseAlarm] == 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_HAVE_ALARM);
  1603.                 if(GetPlayerMoney(playerid) < HUPGRADE_ALARM) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_MONEY_ALARM);
  1604.                 GivePlayerMoney(playerid, -HUPGRADE_ALARM);
  1605.                 hInfo[h][HouseAlarm] = 1;
  1606.                 INI_WriteInt(file, "HouseAlarm", 1);
  1607.                 ShowInfoBoxEx(playerid, COLOUR_INFO, I_HUPGRADE_ALARM);
  1608.             }
  1609.             case 1: // Security Camera
  1610.             {
  1611.                 if(hInfo[h][HouseCamera] == 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_HAVE_CAMERA);
  1612.                 if(GetPlayerMoney(playerid) < HUPGRADE_CAMERA) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_MONEY_CAMERA);
  1613.                 GivePlayerMoney(playerid, -HUPGRADE_CAMERA);
  1614.                 hInfo[h][HouseCamera] = 1;
  1615.                 INI_WriteInt(file, "HouseCamera", 1);
  1616.                 ShowInfoBoxEx(playerid, COLOUR_INFO, I_HUPGRADE_CAMERA);
  1617.             }
  1618.             case 2: // House Security Dog
  1619.             {
  1620.                 if(hInfo[h][HouseDog] == 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_HAVE_DOG);
  1621.                 if(GetPlayerMoney(playerid) < HUPGRADE_DOG) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_MONEY_DOG);
  1622.                 GivePlayerMoney(playerid, -HUPGRADE_DOG);
  1623.                 hInfo[h][HouseDog] = 1;
  1624.                 INI_WriteInt(file, "HouseDog", 1);
  1625.                 ShowInfoBoxEx(playerid, COLOUR_INFO, I_HUPGRADE_DOG);
  1626.             }
  1627.             case 3: // Better Houselock
  1628.             {
  1629.                 if(hInfo[h][UpgradedLock] == 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_HAVE_UPGRADED_HLOCK);
  1630.                 if(GetPlayerMoney(playerid) < HUPGRADE_UPGRADED_HLOCK) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_ENOUGH_MONEY_UPGRADED_HLOCK);
  1631.                 GivePlayerMoney(playerid, -HUPGRADE_UPGRADED_HLOCK);
  1632.                 hInfo[h][UpgradedLock] = 1;
  1633.                 INI_WriteInt(file, "HouseUpgradedLock", 1);
  1634.                 ShowInfoBoxEx(playerid, COLOUR_INFO, I_HUPGRADE_UPGRADED_HLOCK);
  1635.             }
  1636.         }
  1637.         INI_Close(file);
  1638.         return 1;
  1639.     }
  1640. //------------------------------------------------------------------------------
  1641. //                          Weapon Storage
  1642. //------------------------------------------------------------------------------
  1643.     if(dialogid == HOUSEMENU+30 && response)
  1644.     {
  1645.         new tmp[9], tmp2[13], tmpcount;
  1646.         switch(listitem)
  1647.         {
  1648.             case 0: // Store weapons
  1649.             {
  1650.                 file = INI_Open(filename);
  1651.                 Loop(weap, 14, 1)
  1652.                 {
  1653.                     format(tmp, sizeof(tmp), "Weapon%d", weap);
  1654.                     format(tmp2, sizeof(tmp2), "Weapon%dAmmo", weap);
  1655.                     #if GH_SAVE_ADMINWEPS == false
  1656.                     if(weap == 7 || weap == 8 || weap == 9 || weap == 12) continue;
  1657.                     #endif
  1658.                     GetPlayerWeaponData(playerid, weap, hInfo[h][Weapon][weap], hInfo[h][Ammo][weap]);
  1659.                     if(hInfo[h][Ammo][weap] < 1 || (weap == 11 && hInfo[h][Weapon][weap] != 46)) continue;
  1660.                     INI_WriteInt(file, tmp, hInfo[h][Weapon][weap]);
  1661.                     INI_WriteInt(file, tmp2, hInfo[h][Ammo][weap]);
  1662.                     GivePlayerWeapon(playerid, hInfo[h][Weapon][weap], -hInfo[h][Ammo][weap]);
  1663.                     tmpcount++;
  1664.                 }
  1665.                 INI_Close(file);
  1666.                 switch(tmpcount)
  1667.                 {
  1668.                     case 0: ShowInfoBox(playerid, E_NO_WEAPONS, tmpcount);
  1669.                     default: ShowInfoBox(playerid, I_HS_WEAPONS1, tmpcount, AddS(tmpcount));
  1670.                 }
  1671.             }
  1672.             case 1: // Receive Weapons
  1673.             {
  1674.                 file = INI_Open(filename);
  1675.                 Loop(weap, 14, 1)
  1676.                 {
  1677.                     format(tmp, sizeof(tmp), "Weapon%d", weap);
  1678.                     format(tmp2, sizeof(tmp2), "Weapon%dAmmo", weap);
  1679.                     if(hInfo[h][Ammo][weap] < 1) continue;
  1680.                     #if GH_SAVE_ADMINWEPS == false
  1681.                     if(weap == 7 || weap == 8 || weap == 9 || weap == 11 || weap == 12) continue;
  1682.                     #endif
  1683.                     GivePlayerWeapon(playerid, hInfo[h][Weapon][weap], hInfo[h][Ammo][weap]);
  1684.                     INI_WriteInt(file, tmp, 0);
  1685.                     INI_WriteInt(file, tmp2, 0);
  1686.                     tmpcount++;
  1687.                 }
  1688.                 INI_Close(file);
  1689.                 switch(tmpcount)
  1690.                 {
  1691.                     case 0: ShowInfoBoxEx(playerid, COLOUR_INFO, E_NO_HS_WEAPONS);
  1692.                     default: ShowInfoBox(playerid, I_HS_WEAPONS2, tmpcount, AddS(tmpcount));
  1693.                 }
  1694.             }
  1695.         }
  1696.     }
  1697. //------------------------------------------------------------------------------
  1698. //                       /myhouse House Selecting - Part 1
  1699. //------------------------------------------------------------------------------
  1700.     if(dialogid == (HOUSEMENU+50) && response)
  1701.     {
  1702.         SetPVarInt(playerid, "ClickedHouse", ReturnPlayerHouseID(playerid, (listitem + 1)));
  1703.         #if GH_ALLOW_HOUSETELEPORT == true
  1704.             ShowPlayerDialog(playerid, HOUSEMENU+51, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Show Information\nTeleport To This House", "Select", "Cancel");
  1705.         #else
  1706.             ShowPlayerDialog(playerid, HOUSEMENU+51, DIALOG_STYLE_LIST, INFORMATION_HEADER, "Show Information", "Select", "Cancel");
  1707.         #endif
  1708.         return 1;
  1709.     }
  1710. //------------------------------------------------------------------------------
  1711. //                          /myhouse House Selecting - Part 2
  1712. //------------------------------------------------------------------------------
  1713.     if(dialogid == (HOUSEMENU+51) && response)
  1714.     {
  1715.         new _h = GetPVarInt(playerid, "ClickedHouse");
  1716.         switch(listitem)
  1717.         {
  1718.             case 0:
  1719.             {
  1720.                 GetPlayerPos(playerid, X, Y, Z);
  1721.                 CMDSString = "";
  1722.                 format(_tmpstring, sizeof(_tmpstring), I_HOWNER_HINFO_1, hInfo[_h][HouseName], hInfo[_h][HouseLocation], DistanceToPoint(X, Y, Z, hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ]));
  1723.                 strcat(CMDSString, _tmpstring);
  1724.                 format(_tmpstring, sizeof(_tmpstring), I_HOWNER_HINFO_2, hInfo[_h][HouseValue], hInfo[_h][HouseStorage], Answer(hInfo[_h][HousePrivacy], "Open For Public", "Closed For Public"), _h);
  1725.                 strcat(CMDSString, _tmpstring);
  1726.                 ShowInfoBoxEx(playerid, COLOUR_INFO, CMDSString);
  1727.             }
  1728.             case 1: SetPlayerHouseInterior(playerid, _h);
  1729.         }
  1730.         return 1;
  1731.     }
  1732. //------------------------------------------------------------------------------
  1733. //                          Enter House Using Password
  1734. //------------------------------------------------------------------------------
  1735.     if(dialogid == HOUSEMENU+60)
  1736.     {
  1737.         if(response)
  1738.         {
  1739.             new _tmp_ = GetHouseOwnerEx(h);
  1740.             if(strfind(inputtext, "%", CASE_SENSETIVE) != -1 || strfind(inputtext, "~", CASE_SENSETIVE) != -1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HPASS_CHARS2);
  1741.             if(strlen(inputtext) < MIN_HOUSE_PASSWORD || strlen(inputtext) > MAX_HOUSE_PASSWORD) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HPASS_LENGTH);
  1742.             if(udb_hash(inputtext) != hInfo[h][HousePassword])
  1743.             {
  1744.                 ShowInfoBox(playerid, I_WRONG_HPASS1, hInfo[h][HouseOwner], inputtext);
  1745.                 if(IsPlayerConnected(_tmp_))
  1746.                 {
  1747.                     ShowInfoBox(_tmp_, INFORMATION_HEADER, I_WRONG_HPASS2, pNick(playerid), playerid, inputtext);
  1748.                 }
  1749.             }
  1750.             else
  1751.             {
  1752.                 ShowInfoBox(playerid, I_CORRECT_HPASS1, hInfo[h][HouseOwner], inputtext);
  1753.                 SetPlayerHouseInterior(playerid, h);
  1754.                 if(IsPlayerConnected(_tmp_))
  1755.                 {
  1756.                     ShowInfoBox(_tmp_, INFORMATION_HEADER, I_CORRECT_HPASS2, pNick(playerid), playerid, inputtext);
  1757.                 }
  1758.             }
  1759.         }
  1760.         return 1;
  1761.     }
  1762.     return 0; // It is important to have return 0; here at the end of ALL your scripts which uses dialogs.
  1763. }
  1764. //==============================================================================
  1765. // GetPosInFrontOfPlayer(playerid, &Float:x, &Float:y, Float:distance);
  1766. // Used to get the position infront of a player.
  1767. // Credits to whoever made this!
  1768. //==============================================================================
  1769. stock Float:GetPosInFrontOfPlayer(playerid, &Float:x, &Float:y, Float:distance)
  1770. {
  1771.     new Float:a;
  1772.     GetPlayerPos(playerid, x, y, a);
  1773.     switch(IsPlayerInAnyVehicle(playerid))
  1774.     {
  1775.         case 0: GetPlayerFacingAngle(playerid, a);
  1776.         case 1: GetVehicleZAngle(GetPlayerVehicleID(playerid), a);
  1777.     }
  1778.     x += (distance * floatsin(-a, degrees));
  1779.     y += (distance * floatcos(-a, degrees));
  1780.     return a;
  1781. }
  1782. //##############################################################################
  1783. //                              Commands
  1784. //##############################################################################
  1785. //                            By [03]Garsino!
  1786. //==============================================================================
  1787. // This command is used to display the house owner menu
  1788. // when a player is in a house and is the house owner.
  1789. //==============================================================================
  1790. CMD:housemenu(playerid, params[])
  1791. {
  1792.     #pragma unused params
  1793.     new h = GetPVarInt(playerid, "LastHouseCP");
  1794.     if(strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && IsInHouse{playerid} == 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_C_ACCESS_SE_HM);
  1795.     if(IsInHouse{playerid} == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_IN_HOUSE);
  1796.     if(GetOwnedHouses(playerid) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_HOWNER);
  1797.     if(IsInHouse{playerid} == 1 && !strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE) && GetOwnedHouses(playerid) >= 1)
  1798.     {
  1799.         #if GH_HINTERIOR_UPGRADE == true
  1800.             ShowPlayerDialog(playerid, HOUSEMENU, DIALOG_STYLE_LIST, INFORMATION_HEADER, "House Selling\nHouse Storage\nSet House Name\nSet House Password\nBuy/Preview House Interior\nToggle House Privacy\nManage Players In House\nHouse Security", "Select", "Cancel");
  1801.         #else
  1802.             ShowPlayerDialog(playerid, HOUSEMENU, DIALOG_STYLE_LIST, INFORMATION_HEADER, "House Selling\nHouse Storage\nSet House Name\nSet House Password\nToggle House Privacy\nManage Players In House\nHouse Security", "Select", "Cancel");
  1803.         #endif
  1804.     }
  1805.     return 1;
  1806. }
  1807. //==============================================================================
  1808. // This command is used to trigger a house robbery
  1809. //==============================================================================
  1810. #if GH_ALLOW_HOUSEROBBERY == true
  1811. CMD:robhouse(playerid, params[])
  1812. {
  1813.     #pragma unused params
  1814.     new h = GetPVarInt(playerid, "LastHouseCP"), houseowner = GetHouseOwnerEx(GetPVarInt(playerid, "LastHouseCP")), robtime = GetPVarInt(playerid, "TimeSinceHouseBreakin");
  1815.     if(IsInHouse{playerid} == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NOT_IN_HOUSE);
  1816.     if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CANT_ROB_OWN_HOUSE);
  1817.     if(!IsPlayerConnected(houseowner)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_HROB_OWNER_NOT_CONNECTED);
  1818.     if(GetPVarInt(playerid, "IsRobbingHouse") == 1) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_ALREADY_ROBBING_HOUSE);
  1819.     if(GetSecondsBetweenAction(robtime) < (TIME_BETWEEN_ROBBERIES * 60000) && robtime != 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_WAIT_BEFORE_ROBBING);
  1820.     switch(random(10000))
  1821.     {
  1822.         case 0..6999: // Failed robbery
  1823.         {
  1824.             switch(hInfo[h][HouseCamera])
  1825.             {
  1826.                 case 0:
  1827.                 {
  1828.                     if(hInfo[h][HouseAlarm] == 1)
  1829.                     {
  1830.                         ShowInfoBox(houseowner, E_FAILED_HROB1_2, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1831.                     }
  1832.                 }
  1833.                 case 1: ShowInfoBox(houseowner, E_FAILED_HROB1_1, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1834.             }
  1835.             SecurityDog_Bite(playerid, h, 1, 1);
  1836.             ShowInfoBox(playerid, E_FAILED_HROB2, hInfo[h][HouseName], hInfo[h][HouseOwner]);
  1837.         }
  1838.         case 7000..9999: // Successfull robbery
  1839.         {
  1840.             switch(hInfo[h][HouseCamera])
  1841.             {
  1842.                 case 0:
  1843.                 {
  1844.                     if(hInfo[h][HouseAlarm] == 1)
  1845.                     {
  1846.                         ShowInfoBox(houseowner, I_HROB_STARTED1_1, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1847.                     }
  1848.                 }
  1849.                 case 1: ShowInfoBox(houseowner, I_HROB_STARTED1_2, pNick(playerid), playerid, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1850.             }
  1851.             ShowInfoBox(playerid, I_HROB_STARTED2, hInfo[h][HouseOwner], hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1852.             SetPVarInt(playerid, "IsRobbingHouse", 1), SetPVarInt(playerid, "HouseRobberyTime", RandomEx(MIN_ROB_TIME, MAX_ROB_TIME));
  1853.             SetPVarInt(playerid, "HouseRobberyTimer", SetTimerEx("HouseRobbery", 999, true, "ii", playerid, h));
  1854.         }
  1855.     }
  1856.     #if GH_GIVE_WANTEDLEVEL == true
  1857.     if((GetPlayerWantedLevel(playerid) + HROBBERY_WL) > GH_MAX_WANTED_LEVEL)
  1858.     {
  1859.         SetPlayerWantedLevel(playerid, GH_MAX_WANTED_LEVEL);
  1860.     }
  1861.     else SetPlayerWantedLevel(playerid, (GetPlayerWantedLevel(playerid) + HROBBERY_WL));
  1862.     #endif
  1863.     SetPVarInt(playerid, "TimeSinceHouseRobbery", GetTickCount());
  1864.     return 1;
  1865. }
  1866. #endif
  1867. #if GH_ALLOW_HOUSEROBBERY == true
  1868. function HouseRobbery(playerid, houseid)
  1869. {
  1870.     new robberytime = GetPVarInt(playerid, "HouseRobberyTime");
  1871.     if(GetPVarInt(playerid, "IsRobbingHouse") == 1)
  1872.     {
  1873.         switch(robberytime)
  1874.         {
  1875.             case 1..MAX_ROB_TIME: GameTextEx(playerid, 999, 3, "~n~ ~g~Robbery in Progress... ~n~ ~r~%d ~w~Seconds Remaining...", robberytime);
  1876.             case 0:
  1877.             {
  1878.                 switch(IsPlayerInHouse(playerid, houseid))
  1879.                 {
  1880.                     case 0: ShowInfoBox(playerid, I_HROB_FAILED_NOT_IN_HOUSE, hInfo[houseid][HouseName]);
  1881.                     case 1:
  1882.                     {
  1883.                         new RobAmount = ReturnProcent(hInfo[houseid][HouseStorage], HOUSE_ROBBERY_PERCENT), houseowner = GetHouseOwnerEx(houseid);
  1884.                         if(RobAmount > MAX_MONEY_ROBBED)
  1885.                         {
  1886.                             RobAmount = MAX_MONEY_ROBBED;
  1887.                         }
  1888.                         if(IsPlayerConnected(houseowner))
  1889.                         {
  1890.                             switch(hInfo[houseid][HouseCamera])
  1891.                             {
  1892.                                 case 0:
  1893.                                 {
  1894.                                     if(hInfo[houseid][HouseAlarm] == 1)
  1895.                                     {
  1896.                                         ShowInfoBox(houseowner, I_HROB_COMPLETED1_2, hInfo[houseid][HouseName], hInfo[houseid][HouseLocation], RobAmount);
  1897.                                     }
  1898.                                 }
  1899.                                 case 1: ShowInfoBox(houseowner, I_HROB_COMPLETED1_1, pNick(playerid), playerid, hInfo[houseid][HouseName], hInfo[houseid][HouseLocation], RobAmount);
  1900.                             }
  1901.                         }
  1902.                         hInfo[houseid][HouseStorage] -= RobAmount;
  1903.                         new INI:file = INI_Open(HouseFile(houseid));
  1904.                         INI_WriteInt(file, "HouseStorage", hInfo[houseid][HouseStorage]);
  1905.                         INI_Close(file);
  1906.                         GivePlayerMoney(playerid, RobAmount);
  1907.                         ShowInfoBox(playerid, I_HROB_COMPLETED2, RobAmount, hInfo[houseid][HouseOwner], hInfo[houseid][HouseName], hInfo[houseid][HouseLocation]);
  1908.                         GameTextEx(playerid, 4500, 3, "~n~ ~p~Robbery Completed~w~! ~n~ Robbed ~g~$%d~w~!", RobAmount);
  1909.                     }
  1910.                 }
  1911.                 EndHouseRobbery(playerid);
  1912.                 SetPVarInt(playerid, "IsRobbingHouse", 0);
  1913.                 SetPVarInt(playerid, "TimeSinceHouseRobbery", GetTickCount());
  1914.                 DeletePVar(playerid, "HouseRobberyTimer");
  1915.             }
  1916.         }
  1917.     }
  1918.     return SetPVarInt(playerid, "HouseRobberyTime", (robberytime - 1));
  1919. }
  1920. #endif
  1921. //==============================================================================
  1922. // This command is used to display the players houses.
  1923. //==============================================================================
  1924. CMD:myhouses(playerid, params[])
  1925. {
  1926.     #pragma unused params
  1927.     if(GetOwnedHouses(playerid) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NO_HOUSES_OWNED);
  1928.     new h, _tmpstring[128], count = GetOwnedHouses(playerid);
  1929.     CMDSString = "";
  1930.     Loop(i, (count + 1), 1)
  1931.     {
  1932.         h = ReturnPlayerHouseID(playerid, i);
  1933.         if(i == count)
  1934.         {
  1935.             format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s", i, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1936.         }
  1937.         else format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s\n", i, hInfo[h][HouseName], hInfo[h][HouseLocation]);
  1938.         strcat(CMDSString, _tmpstring);
  1939.     }
  1940.     ShowPlayerDialog(playerid, HOUSEMENU+50, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Select", "Cancel");
  1941.     return 1;
  1942. }
  1943. //==============================================================================
  1944. // This command is used to create a house.
  1945. // The only thing you have to enter is the house value,
  1946. // the rest is done by the script.
  1947. //==============================================================================
  1948. CMD:createhouse(playerid, params[])
  1949. {
  1950.     new cost, h = GetFreeHouseID(), labeltext[250], hint;
  1951.     if(!IsPlayerAdmin(playerid)) return 0;
  1952.     if(sscanf(params, "dD(" #DEFAULT_H_INTERIOR ")", cost, hint)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CREATEHOUSE);
  1953.     if(h < 0)
  1954.     {
  1955.         ShowInfoBox(playerid, E_TOO_MANY_HOUSES, MAX_HOUSES);
  1956.         return 1;
  1957.     }
  1958.     if(hint < 0 || hint > MAX_HOUSE_INTERIORS) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HINT);
  1959.     if(IsHouseInteriorValid(hint) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_HINT_DOESNT_EXIST);
  1960.     if(cost < MIN_HOUSE_VALUE || cost > MAX_HOUSE_VALUE) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HVALUE);
  1961.     else
  1962.     {
  1963.         fcreate(HouseFile(h));
  1964.         GetPlayerPos(playerid, X, Y, Z);
  1965.         GetPlayerFacingAngle(playerid, Angle);
  1966.         new world = GetPlayerVirtualWorld(playerid), interior = GetPlayerInterior(playerid);
  1967.         hInfo[h][CPOutX] = X, hInfo[h][CPOutY] = Y, hInfo[h][CPOutZ] = Z;
  1968.         format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s", DEFAULT_HOUSE_NAME);
  1969.         format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", INVALID_HOWNER_NAME);
  1970.         format(hInfo[h][HouseLocation], MAX_ZONE_NAME, "%s", GetHouseLocation(h));
  1971.         hInfo[h][HousePassword] = udb_hash("INVALID_HOUSE_PASSWORD");
  1972.         hInfo[h][HouseValue] = cost, hInfo[h][HouseStorage] = 0;
  1973.         new INI:file = INI_Open(HouseFile(h));
  1974.         INI_WriteFloat(file, "CPOutX", X);
  1975.         INI_WriteFloat(file, "CPOutY", Y);
  1976.         INI_WriteFloat(file, "CPOutZ", Z);
  1977.         INI_WriteString(file, "HouseName", DEFAULT_HOUSE_NAME);
  1978.         INI_WriteString(file, "HouseOwner", INVALID_HOWNER_NAME);
  1979.         INI_WriteString(file, "HouseLocation", hInfo[h][HouseLocation]);
  1980.         INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  1981.         INI_WriteString(file, "HouseCreator", pNick(playerid));
  1982.         INI_WriteInt(file, "HouseValue", cost);
  1983.         INI_WriteInt(file, "HouseStorage", 0);
  1984.         format(labeltext, sizeof(labeltext), LABELTEXT1, DEFAULT_HOUSE_NAME, cost, h);
  1985.         #if GH_USE_CPS == true
  1986.             HouseCPOut[h] = CreateDynamicCP(X, Y, Z, 1.5, world, interior, -1, CP_DRAWDISTANCE);
  1987.             HouseCPInt[h] = CreateDynamicCP(hIntInfo[hint][IntCPX], hIntInfo[hint][IntCPY], hIntInfo[hint][IntCPZ], 1.5, (h + 1000), hIntInfo[hint][IntInterior], -1, 15.0);
  1988.         #else
  1989.             HousePickupOut[h] = CreateDynamicPickup(PICKUP_MODEL_OUT, PICKUP_TYPE, X, Y, Z, world, interior, -1, 15.0);
  1990.             HousePickupInt[h] = CreateDynamicPickup(PICKUP_MODEL_INT, PICKUP_TYPE, hIntInfo[hint][IntCPX], hIntInfo[hint][IntCPY], hIntInfo[hint][IntCPZ], (h + 1000), hIntInfo[hint][IntInterior], -1, 15.0);
  1991.         #endif
  1992.         #if GH_USE_MAPICONS == true
  1993.             HouseMIcon[h] = CreateDynamicMapIcon(X, Y, Z, 31, -1, world, interior, -1, 50.0);
  1994.         #endif
  1995.         HouseLabel[h] = CreateDynamic3DTextLabel(labeltext, COLOUR_GREEN, X, Y, Z+0.7, TEXTLABEL_DISTANCE, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, TEXTLABEL_TESTLOS, world, interior, -1, TEXTLABEL_DISTANCE);
  1996.         ShowInfoBox(playerid, I_H_CREATED, h);
  1997.         GetPosInFrontOfPlayer(playerid, X, Y, -2.5);
  1998.         INI_WriteFloat(file, "SpawnOutX", X);
  1999.         INI_WriteFloat(file, "SpawnOutY", Y);
  2000.         INI_WriteFloat(file, "SpawnOutZ", Z);
  2001.         INI_WriteFloat(file, "SpawnOutAngle", (180.0 + Angle));
  2002.         INI_WriteInt(file, "SpawnWorld", world);
  2003.         INI_WriteInt(file, "SpawnInterior", interior);
  2004.         INI_WriteInt(file, "HouseInterior", hint);
  2005.         hInfo[h][SpawnOutX] = X, hInfo[h][SpawnOutY] = Y, hInfo[h][SpawnOutZ] = Z, hInfo[h][SpawnOutAngle] = (180.0 + Angle);
  2006.         hInfo[h][SpawnWorld] = world, hInfo[h][SpawnInterior] = interior, hInfo[h][HouseInterior] = hint;
  2007.         hInfo[h][HouseAlarm] = hInfo[h][HouseDog] = hInfo[h][HouseCamera] = hInfo[h][UpgradedLock] = 0;
  2008.         INI_Close(file);
  2009.         CurrentID++;
  2010.         file = INI_Open("/GarHouse/House.ini");
  2011.         INI_WriteInt(file, "CurrentID", CurrentID);
  2012.         INI_Close(file);
  2013.         SetPVarInt(playerid, "JustCreatedHouse", 1);
  2014.         Iter_Add(Houses, h);
  2015.     }
  2016.     return 1;
  2017. }
  2018. //==============================================================================
  2019. // This command is used to add a house car for a house.
  2020. // The only thing you have to enter is the house value,
  2021. // the rest is done by the script.
  2022. //==============================================================================
  2023. CMD:addhcar(playerid, params[])
  2024. {
  2025.     new h;
  2026.     if(!IsPlayerAdmin(playerid)) return 0;
  2027.     if(!IsPlayerInAnyVehicle(playerid)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_HCAR_NOT_IN_VEH);
  2028.     if(sscanf(params, "d", h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_ADDHCAR);
  2029.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2030.     else
  2031.     {
  2032.         if(hInfo[h][HouseCar] == 1) { ShowInfoBox(playerid, I_HCAR_EXIST_ALREADY, h); }
  2033.         if(hInfo[h][HouseCar] == 0) { ShowInfoBox(playerid, I_HCAR_CREATED, h); }
  2034.         GetVehiclePos(GetPlayerVehicleID(playerid), X, Y, Z);
  2035.         GetVehicleZAngle(GetPlayerVehicleID(playerid), Angle);
  2036.         new world = GetPlayerVirtualWorld(playerid), interior = GetPlayerInterior(playerid);
  2037.         hInfo[h][HouseCar] = 1, hInfo[h][HouseCarPosX] = X, hInfo[h][HouseCarPosY] = Y, hInfo[h][HouseCarPosZ] = Z, hInfo[h][HouseCarAngle] = Angle;
  2038.         hInfo[h][HouseCarModel] = GetVehicleModel(GetPlayerVehicleID(playerid)), hInfo[h][HouseCarInterior] = interior, hInfo[h][HouseCarWorld] = world;
  2039.         new INI:file = INI_Open(HouseFile(h));
  2040.         INI_WriteFloat(file, "HCarPosX", X);
  2041.         INI_WriteFloat(file, "HCarPosY", Y);
  2042.         INI_WriteFloat(file, "HCarPosZ", Z);
  2043.         INI_WriteFloat(file, "HCarAngle", Angle);
  2044.         INI_WriteInt(file, "HCar", 1);
  2045.         INI_WriteInt(file, "HCarWorld", world);
  2046.         INI_WriteInt(file, "HCarInt", interior);
  2047.         INI_WriteInt(file, "HCarModel", hInfo[h][HouseCarModel]);
  2048.         INI_Close(file);
  2049.     }
  2050.     return 1;
  2051. }
  2052. //==============================================================================
  2053. // This command is used to delete a house.
  2054. // Note: It does not give any money to the house owner when the house is deleted
  2055. //==============================================================================
  2056. CMD:removehouse(playerid, params[])
  2057. {
  2058.     new h;
  2059.     if(!IsPlayerAdmin(playerid)) return 0;
  2060.     if(sscanf(params, "d", h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_REMOVEHOUSE);
  2061.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2062.     else
  2063.     {
  2064.         foreach(Player, i)
  2065.         {
  2066.             if(IsInHouse{i} == 0) continue;
  2067.             ExitHouse(i, h);
  2068.         }
  2069.         DestroyHouseEntrance(h, TYPE_OUT);
  2070.         DestroyHouseEntrance(h, TYPE_INT);
  2071.         #if GH_USE_MAPICONS == true
  2072.             DestroyDynamicMapIcon(HouseMIcon[h]);
  2073.         #endif
  2074.         DestroyDynamic3DTextLabel(HouseLabel[h]);
  2075.         ShowInfoBox(playerid, I_H_DESTROYED, h);
  2076.         fremove(HouseFile(h));
  2077.         Iter_Remove(Houses, h);
  2078.     }
  2079.     return 1;
  2080. }
  2081. //==============================================================================
  2082. // This command is used to remove the house car for a house.
  2083. //==============================================================================
  2084. CMD:removehcar(playerid, params[])
  2085. {
  2086.     new h;
  2087.     if(!IsPlayerAdmin(playerid)) return 0;
  2088.     if(sscanf(params, "d", h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_REMOVEHCAR);
  2089.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2090.     if(hInfo[h][HouseCar] == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NO_HCAR);
  2091.     else
  2092.     {
  2093.         UnloadHouseCar(h);
  2094.         hInfo[h][HouseCar] = 0;
  2095.         new INI:file = INI_Open(HouseFile(h));
  2096.         INI_WriteInt(file, "HCar", 0);
  2097.         INI_Close(file);
  2098.         ShowInfoBox(playerid, I_HCAR_REMOVED, h);
  2099.     }
  2100.     return 1;
  2101. }
  2102. //==============================================================================
  2103. // This command is used to change the modelid of a housecar.
  2104. //==============================================================================
  2105. CMD:changehcar(playerid, params[])
  2106. {
  2107.     new h, modelid;
  2108.     if(!IsPlayerAdmin(playerid)) return 0;
  2109.     if(sscanf(params, "dd", h, modelid)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CHANGEHCAR);
  2110.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2111.     if(modelid < 400 || modelid > 612) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HCAR_MODEL);
  2112.     else
  2113.     {
  2114.         hInfo[h][HouseCarModel] = modelid;
  2115.         new INI:file = INI_Open(HouseFile(h));
  2116.         INI_WriteInt(file, "HCarModel", modelid);
  2117.         INI_Close(file);
  2118.         ShowInfoBox(playerid, I_HCAR_CHANGED, h, modelid);
  2119.         #if GH_HOUSECARS == true
  2120.         if(GetVehicleModel(HCar[h]) != -1)
  2121.         {
  2122.             if(IsVehicleOccupied(HCar[h]))
  2123.             {
  2124.                 new Float:Velocity[3], Float:Pos[4], Seat[MAX_PLAYERS char] = -1, interior, vw = GetVehicleVirtualWorld(HCar[h]);
  2125.                 foreach(Player, i)
  2126.                 {
  2127.                     if(IsPlayerInVehicle(i, HCar[h]))
  2128.                     {
  2129.                         Seat{i} = GetPlayerVehicleSeat(i);
  2130.                         if(Seat{i} == 0)
  2131.                         {
  2132.                             interior = GetPlayerInterior(i); // Have to do it this way because there is no GetVehicleInterior..
  2133.                         }
  2134.                     }
  2135.                 }
  2136.                 GetVehiclePos(HCar[h], Pos[0], Pos[1], Pos[2]);
  2137.                 GetVehicleZAngle(HCar[h], Pos[3]);
  2138.                 GetVehicleVelocity(HCar[h], Velocity[0], Velocity[1], Velocity[2]);
  2139.                 DestroyVehicle(HCar[h]);
  2140.                 HCar[h] = CreateVehicle(modelid, Pos[0], Pos[1], Pos[2], Pos[3], HCAR_COLOUR1, HCAR_COLOUR2, HCAR_RESPAWN);
  2141.                 LinkVehicleToInterior(HCar[h], interior);
  2142.                 SetVehicleVirtualWorld(HCar[h], vw);
  2143.                 foreach(Player, i)
  2144.                 {
  2145.                     if(Seat[i] != -1)
  2146.                     {
  2147.                         PutPlayerInVehicle(i, HCar[h], Seat{i});
  2148.                         Seat{i} = -1;
  2149.                     }
  2150.                 }
  2151.                 SetVehicleVelocity(HCar[h], Velocity[0], Velocity[1], Velocity[2]);
  2152.             }
  2153.             if(!IsVehicleOccupied(HCar[h]))
  2154.             {
  2155.                 UnloadHouseCar(h);
  2156.                 LoadHouseCar(h);
  2157.             }
  2158.         }
  2159.         #endif
  2160.     }
  2161.     return 1;
  2162. }
  2163. //==============================================================================
  2164. // This command is used to delete all houses.
  2165. // It does not give any money to the house owners when the houses is deleted.
  2166. //==============================================================================
  2167. CMD:removeallhouses(playerid, params[])
  2168. {
  2169.     #pragma unused params
  2170.     new hcount;
  2171.     if(!IsPlayerAdmin(playerid)) return 0;
  2172.     else
  2173.     {
  2174.         foreach(Houses, h)
  2175.         {
  2176.             foreach(Player, i)
  2177.             {
  2178.                 if(IsInHouse{i} == 0) continue;
  2179.                 ExitHouse(i, h);
  2180.             }
  2181.             UnloadHouseCar(h);
  2182.             DestroyHouseEntrance(h, TYPE_OUT);
  2183.             DestroyHouseEntrance(h, TYPE_INT);
  2184.             #if GH_USE_MAPICONS == true
  2185.                 DestroyDynamicMapIcon(HouseMIcon[h]);
  2186.             #endif
  2187.             DestroyDynamic3DTextLabel(HouseLabel[h]);
  2188.             fremove(HouseFile(h));
  2189.             hcount++;
  2190.             Iter_Remove(Houses, h);
  2191.         }
  2192.         ShowInfoBox(playerid, I_ALLH_DESTROYED, hcount);
  2193.     }
  2194.     return 1;
  2195. }
  2196. //==============================================================================
  2197. // This command is used remove all house cars.
  2198. // It does not delete the house cars itself due to SA:MP mixing up vehicle ID's.
  2199. //==============================================================================
  2200. CMD:removeallhcars(playerid, params[])
  2201. {
  2202.     #pragma unused params
  2203.     new hcount, INI:file, filename[HOUSEFILE_LENGTH];
  2204.     if(!IsPlayerAdmin(playerid)) return 0;
  2205.     else
  2206.     {
  2207.         foreach(Houses, h)
  2208.         {
  2209.             UnloadHouseCar(h);
  2210.             hInfo[h][HouseCar] = 0;
  2211.             file = INI_Open(filename);
  2212.             INI_WriteInt(file, "HCar", 0);
  2213.             INI_Close(file);
  2214.         }
  2215.         ShowInfoBox(playerid, I_ALLHCAR_REMOVED, hcount);
  2216.     }
  2217.     return 1;
  2218. }
  2219. //==============================================================================
  2220. // This command is used to change the spawnposition details of a house
  2221. //==============================================================================
  2222. CMD:changespawn(playerid, params[])
  2223. {
  2224.     new h;
  2225.     if(!IsPlayerAdmin(playerid)) return 0;
  2226.     if(sscanf(params, "d", h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CHANGESPAWN);
  2227.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2228.     else
  2229.     {
  2230.         GetPlayerPos(playerid, X, Y, Z);
  2231.         GetPlayerFacingAngle(playerid, Angle);
  2232.         new world = GetPlayerVirtualWorld(playerid), interior = GetPlayerInterior(playerid);
  2233.         hInfo[h][SpawnOutX] = X, hInfo[h][SpawnOutY] = Y, hInfo[h][SpawnOutZ] = Z, hInfo[h][SpawnOutAngle] = (180.0 + Angle);
  2234.         hInfo[h][SpawnWorld] = world, hInfo[h][SpawnInterior] = interior;
  2235.         new INI:file = INI_Open(HouseFile(h));
  2236.         INI_WriteFloat(file, "SpawnOutX", X);
  2237.         INI_WriteFloat(file, "SpawnOutY", Y);
  2238.         INI_WriteFloat(file, "SpawnOutZ", Z);
  2239.         INI_WriteFloat(file, "SpawnOutAngle", Angle);
  2240.         INI_WriteInt(file, "SpawnWorld", world);
  2241.         INI_WriteInt(file, "SpawnInterior", interior);
  2242.         INI_Close(file);
  2243.         ShowInfoBox(playerid, I_HSPAWN_CHANGED, h);
  2244.     }
  2245.     return 1;
  2246. }
  2247. //==============================================================================
  2248. // This command is used to change the spawnposition details of a house interior
  2249. //==============================================================================
  2250. CMD:changehintspawn(playerid, params[])
  2251. {
  2252.     new hint, filename[HOUSEFILE_LENGTH];
  2253.     if(!IsPlayerAdmin(playerid)) return 0;
  2254.     if(sscanf(params, "d", hint)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CHANGEHINTSPAWN);
  2255.     format(filename, sizeof(filename), HINT_FILEPATH, hint);
  2256.     if(!fexist(filename)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HINT_ID);
  2257.     else
  2258.     {
  2259.         GetPlayerPos(playerid, X, Y, Z);
  2260.         GetPlayerFacingAngle(playerid, Angle);
  2261.         hIntInfo[hint][IntSpawnX] = X, hIntInfo[hint][IntSpawnY] = Y, hIntInfo[hint][IntSpawnZ] = Z, hIntInfo[hint][IntInterior] = GetPlayerInterior(playerid);
  2262.         hIntInfo[hint][IntSpawnAngle] = (Angle + 180.0);
  2263.         new INI:file = INI_Open(filename);
  2264.         INI_WriteFloat(file, "SpawnX", X);
  2265.         INI_WriteFloat(file, "SpawnY", Y);
  2266.         INI_WriteFloat(file, "SpawnZ", Z);
  2267.         INI_WriteFloat(file, "Angle", hIntInfo[hint][IntSpawnAngle]);
  2268.         INI_WriteInt(file, "Interior", hIntInfo[hint][IntInterior]);
  2269.         INI_Close(file);
  2270.         ShowInfoBox(playerid, I_HINT_SPAWN_CHANGED, hint);
  2271.     }
  2272.     return 1;
  2273. }
  2274. //==============================================================================
  2275. // This command is used to create a house interior.
  2276. //==============================================================================
  2277. CMD:createhint(playerid, params[])
  2278. {
  2279.     new filename[HOUSEFILE_LENGTH], h = GetFreeInteriorID(), value, name[31], interior = GetPlayerInterior(playerid);
  2280.     if(!IsPlayerAdmin(playerid)) return 0;
  2281.     if(sscanf(params, "ds[30]", value, name)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CREATEHINT);
  2282.     if(h < 0)
  2283.     {
  2284.         ShowInfoBox(playerid, E_TOO_MANY_HINTS, MAX_HOUSE_INTERIORS);
  2285.         return 1;
  2286.     }
  2287.     if(value < MIN_HINT_VALUE || value > MAX_HINT_VALUE) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HINT_VALUE);
  2288.     if(name[30]) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HINT_LENGTH);
  2289.     else
  2290.     {
  2291.         format(filename, sizeof(filename), HINT_FILEPATH, h);
  2292.         fcreate(filename);
  2293.         GetPlayerPos(playerid, X, Y, Z);
  2294.         GetPlayerFacingAngle(playerid, Angle);
  2295.         hIntInfo[h][IntCPX] = X, hIntInfo[h][IntCPY] = Y, hIntInfo[h][IntCPZ] = Z;
  2296.         hIntInfo[h][IntInterior] = interior, hIntInfo[h][IntSpawnAngle] = (Angle + 180.0), format(hIntInfo[h][IntName], 30, "%s", name), hIntInfo[h][IntValue] = value;
  2297.         new INI:file = INI_Open(filename);
  2298.         INI_WriteFloat(file, "CPX", X);
  2299.         INI_WriteFloat(file, "CPY", Y);
  2300.         INI_WriteFloat(file, "CPZ", Z);
  2301.         INI_WriteString(file, "Name", name);
  2302.         INI_WriteInt(file, "Value", value);
  2303.         GetPosInFrontOfPlayer(playerid, X, Y, -2.5);
  2304.         INI_WriteFloat(file, "SpawnX", X);
  2305.         INI_WriteFloat(file, "SpawnY", Y);
  2306.         INI_WriteFloat(file, "SpawnZ", Z);
  2307.         INI_WriteFloat(file, "Angle", hIntInfo[h][IntSpawnAngle]);
  2308.         INI_WriteInt(file, "Interior", interior);
  2309.         INI_Close(file);
  2310.         hIntInfo[h][IntSpawnX] = X, hIntInfo[h][IntSpawnY] = Y, hIntInfo[h][IntSpawnZ] = Z;
  2311.         ShowInfoBox(playerid, I_HINT_CREATED, h, value, name);
  2312.     }
  2313.     return 1;
  2314. }
  2315. //==============================================================================
  2316. // This command is used to remove a house interior.
  2317. //==============================================================================
  2318. CMD:removehint(playerid, params[])
  2319. {
  2320.     new hint, filename[HOUSEFILE_LENGTH];
  2321.     if(!IsPlayerAdmin(playerid)) return 0;
  2322.     if(sscanf(params, "d", hint)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_REMOVEHINT);
  2323.     format(filename, sizeof(filename), HINT_FILEPATH, hint);
  2324.     if(!fexist(filename)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HINT);
  2325.     ShowInfoBox(playerid, I_HINT_DESTROYED, hint);
  2326.     fremove(filename);
  2327.     foreach(Houses, h)
  2328.     {
  2329.         if(hInfo[h][HouseInterior] == hint)
  2330.         {
  2331.             hInfo[h][HouseInterior] = DEFAULT_H_INTERIOR;
  2332.             new INI:file = INI_Open(HouseFile(h));
  2333.             INI_WriteInt(file, "HouseInterior", DEFAULT_H_INTERIOR);
  2334.             INI_Close(file);
  2335.         }
  2336.     }
  2337.     return 1;
  2338. }
  2339. //==============================================================================
  2340. // This command is used to teleport to a house.
  2341. //==============================================================================
  2342. CMD:gotohouse(playerid, params[])
  2343. {
  2344.     new h;
  2345.     if(!IsPlayerAdmin(playerid)) return 0;
  2346.     if(sscanf(params, "d", h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_GOTOHOUSE);
  2347.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2348.     SetPlayerPosEx(playerid, hInfo[h][SpawnOutX], hInfo[h][SpawnOutY], hInfo[h][SpawnOutZ], hInfo[h][SpawnInterior], hInfo[h][SpawnWorld]);
  2349.     ShowInfoBox(playerid, I_TELEPORT_MSG, h);
  2350.     return 1;
  2351. }
  2352. //==============================================================================
  2353. // This command is used to sell a house.
  2354. // If the house owner is connected while selling the house,
  2355. // the amount in the house storage and 75% of the house value will be given to the house owner.
  2356. //==============================================================================
  2357. CMD:sellhouse(playerid, params[])
  2358. {
  2359.     new h;
  2360.     if(!IsPlayerAdmin(playerid)) return 0;
  2361.     if(sscanf(params, "d", h)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_SELLHOUSE);
  2362.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2363.     if(!strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_H_A_F_SALE);
  2364.     else
  2365.     {
  2366.         ShowInfoBox(playerid, I_H_SOLD, h);
  2367.         if(hInfo[h][HouseStorage] >= 1 && IsPlayerConnected(GetHouseOwnerEx(h)))
  2368.         {
  2369.             GivePlayerMoney(playerid, (hInfo[h][HouseStorage] + ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT)));
  2370.         }
  2371.         hInfo[h][HouseValue] = ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT);
  2372.         format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", INVALID_HOWNER_NAME);
  2373.         hInfo[h][HousePassword] = udb_hash("INVALID_HOUSE_PASSWORD");
  2374.         format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s", DEFAULT_HOUSE_NAME);
  2375.         hInfo[h][HouseStorage] = hInfo[h][HouseAlarm] = hInfo[h][HouseDog] = hInfo[h][HouseCamera] = hInfo[h][UpgradedLock] = 0;
  2376.         new INI:file = INI_Open(HouseFile(h));
  2377.         INI_WriteInt(file, "HouseValue", hInfo[h][HouseValue]);
  2378.         INI_WriteString(file, "HouseOwner", INVALID_HOWNER_NAME);
  2379.         INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  2380.         INI_WriteString(file, "HouseName", DEFAULT_HOUSE_NAME);
  2381.         INI_WriteInt(file, "HouseStorage", 0);
  2382.         INI_Close(file);
  2383.         foreach(Houses, h2)
  2384.         {
  2385.             if(IsHouseInRangeOfHouse(h, h2, RANGE_BETWEEN_HOUSES) && h2 != h)
  2386.             {
  2387.                 hInfo[h2][HouseValue] = (hInfo[h2][HouseValue] - ReturnProcent(hInfo[h2][HouseValue], HOUSE_SELLING_PROCENT2));
  2388.                 file = INI_Open(HouseFile(h2));
  2389.                 INI_WriteInt(file, "HouseValue", hInfo[h2][HouseValue]);
  2390.                 INI_Close(file);
  2391.             }
  2392.         }
  2393.         foreach(Player, i)
  2394.         {
  2395.             if(IsPlayerInHouse(i, h))
  2396.             {
  2397.                 ExitHouse(i, h);
  2398.                 ShowInfoBoxEx(i, COLOUR_INFO, I_TO_PLAYERS_HSOLD);
  2399.             }
  2400.         }
  2401.         #if GH_USE_MAPICONS == true
  2402.             DestroyDynamicMapIcon(HouseMIcon[h]);
  2403.             HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 31, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  2404.         #endif
  2405.         UpdateHouseText(h);
  2406.     }
  2407.     return 1;
  2408. }
  2409. //==============================================================================
  2410. // This command is used to sell a house.
  2411. // If the house owner is connected while selling the house,
  2412. // the amount in the house storage and 75% of the house value will be given to the house owner.
  2413. //==============================================================================
  2414. CMD:sellallhouses(playerid, params[])
  2415. {
  2416.     #pragma unused params
  2417.     new INI:file, hcount;
  2418.     if(!IsPlayerAdmin(playerid)) return 0;
  2419.     else
  2420.     {
  2421.         foreach(Houses, h)
  2422.         {
  2423.             if(strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
  2424.             {
  2425.                 if(hInfo[h][HouseStorage] >= 1 && IsPlayerConnected(GetHouseOwnerEx(h)))
  2426.                 {
  2427.                     GivePlayerMoney(playerid, (hInfo[h][HouseStorage] + ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT)));
  2428.                 }
  2429.                 hInfo[h][HouseValue] = ReturnProcent(hInfo[h][HouseValue], HOUSE_SELLING_PROCENT);
  2430.                 format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", INVALID_HOWNER_NAME);
  2431.                 hInfo[h][HousePassword] = udb_hash("INVALID_HOUSE_PASSWORD");
  2432.                 format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s", DEFAULT_HOUSE_NAME);
  2433.                 hInfo[h][HouseStorage] = hInfo[h][HouseAlarm] = hInfo[h][HouseDog] = hInfo[h][HouseCamera] = hInfo[h][UpgradedLock] = 0;
  2434.                 file = INI_Open(HouseFile(h));
  2435.                 INI_WriteInt(file, "HouseValue", hInfo[h][HouseValue]);
  2436.                 INI_WriteString(file, "HouseOwner", INVALID_HOWNER_NAME);
  2437.                 INI_WriteInt(file, "HousePassword", hInfo[h][HousePassword]);
  2438.                 INI_WriteString(file, "HouseName", DEFAULT_HOUSE_NAME);
  2439.                 INI_WriteInt(file, "HouseStorage", 0);
  2440.                 INI_Close(file);
  2441.                 #if GH_USE_MAPICONS == true
  2442.                     DestroyDynamicMapIcon(HouseMIcon[h]);
  2443.                     HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 31, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  2444.                 #endif
  2445.                 UpdateHouseText(h);
  2446.                 hcount++;
  2447.             }
  2448.         }
  2449.         foreach(Player, i)
  2450.         {
  2451.             if(IsInHouse{i} == 1)
  2452.             {
  2453.                 ExitHouse(i, GetPVarInt(i, "LastHouseCP"));
  2454.                 ShowInfoBoxEx(i, COLOUR_INFO, I_TO_PLAYERS_HSOLD);
  2455.             }
  2456.         }
  2457.         ShowInfoBox(playerid, I_ALLH_SOLD, hcount);
  2458.     }
  2459.     return 1;
  2460. }
  2461. //==============================================================================
  2462. //          This command is used to change the value of a house.
  2463. //==============================================================================
  2464. CMD:changeprice(playerid, params[])
  2465. {
  2466.     new h, price;
  2467.     if(!IsPlayerAdmin(playerid)) return 0;
  2468.     if(sscanf(params, "dd", h, price)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CHANGEPRICE);
  2469.     if(!fexist(HouseFile(h))) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HID);
  2470.     if(price < MIN_HOUSE_VALUE || price > MAX_HOUSE_VALUE) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HVALUE);
  2471.     hInfo[h][HouseValue] = price;
  2472.     new INI:file = INI_Open(HouseFile(h));
  2473.     INI_WriteInt(file, "HouseValue", price);
  2474.     INI_Close(file);
  2475.     ShowInfoBox(playerid, I_H_PRICE_CHANGED, h, price);
  2476.     UpdateHouseText(h);
  2477.     return 1;
  2478. }
  2479. //==============================================================================
  2480. //      This command is used to change the value of all houses on the server.
  2481. //==============================================================================
  2482. CMD:changeallprices(playerid, params[])
  2483. {
  2484.     new hcount, INI:file, price;
  2485.     if(!IsPlayerAdmin(playerid)) return 0;
  2486.     if(sscanf(params, "d", price)) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_CMD_USAGE_CHANGEALLPRICE);
  2487.     if(price < MIN_HOUSE_VALUE || price > MAX_HOUSE_VALUE) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_INVALID_HVALUE);
  2488.     else
  2489.     {
  2490.         foreach(Houses, h)
  2491.         {
  2492.             hInfo[h][HouseValue] = price;
  2493.             file = INI_Open(HouseFile(h));
  2494.             INI_WriteInt(file, "HouseValue", price);
  2495.             INI_Close(file);
  2496.             UpdateHouseText(h);
  2497.             hcount++;
  2498.         }
  2499.         ShowInfoBox(playerid, I_ALLH_PRICE_CHANGED, price, hcount);
  2500.     }
  2501.     return 1;
  2502. }
  2503. CMD:ghcmds(playerid, params[])
  2504. {
  2505.     #pragma unused params
  2506.     if(!IsPlayerAdmin(playerid)) return 0;
  2507.     else return ShowPlayerDialog(playerid, HOUSEMENU-1, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, "/changeallprices\n/removeallhcars\n/sellallhouses\n/changeprice\n/changespawn\n/removehcar\n/sellhouse\n/housemenu\n/gotohouse\n/addhcar\n/changehcar\n/changehintspawn\n/createhint\n/removehint\n/ghcmds", "Close", "");
  2508. }
  2509. //##############################################################################
  2510. //                                    Callbacks
  2511. //##############################################################################
  2512. function HouseVisiting(playerid)
  2513. {
  2514.     new string[200], tmpstring[50];
  2515.     GetPVarString(playerid, "HousePrevName", tmpstring, 50);
  2516.     format(string, sizeof(string), I_HINT_VISIT_OVER, tmpstring, GetPVarInt(playerid, "HousePrevValue"));
  2517.     ShowPlayerDialog(playerid, HOUSEMENU+17, DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, string, "Buy", "Cancel");
  2518.     return 1;
  2519. }
  2520. function HouseSpawning(playerid)
  2521. {
  2522.     foreach(Houses, h)
  2523.     {
  2524.         if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
  2525.         {
  2526.             if(hInfo[h][QuitInHouse] == 1)
  2527.             {
  2528.                 SetPVarInt(playerid, "LastHouseCP", h);
  2529.                 SetPlayerHouseInterior(playerid, h);
  2530.                 #if GH_HOUSECARS == true
  2531.                     LoadHouseCar(h);
  2532.                 #endif
  2533.                 ShowInfoBoxEx(playerid, COLOUR_INFO, I_HMENU);
  2534.                 hInfo[h][QuitInHouse] = 0;
  2535.                 new INI:file = INI_Open(HouseFile(h));
  2536.                 INI_WriteInt(file, "QuitInHouse", 0);
  2537.                 INI_Close(file);
  2538.                 break;
  2539.             }
  2540.         }
  2541.     }
  2542.     SetPVarInt(playerid, "FirstSpawn", 1);
  2543.     return 1;
  2544. }
  2545. function LoadHouseData(h, name[], value[])
  2546. {
  2547.     if(!strcmp(name, "HouseName", true)) { format(hInfo[h][HouseName], MAX_HOUSE_NAME, "%s", value); }
  2548.     if(!strcmp(name, "HouseOwner", true)) { format(hInfo[h][HouseOwner], MAX_PLAYER_NAME, "%s", value); }
  2549.     if(!strcmp(name, "HouseLocation", true)) { format(hInfo[h][HouseLocation], MAX_ZONE_NAME, "%s", GetHouseLocation(h)); }
  2550.     if(!strcmp(name, "HousePassword", true))
  2551.     {
  2552.         switch(strcmp(value, "INVALID_HOUSE_PASSWORD", true))
  2553.         {
  2554.             case 0: hInfo[h][HousePassword] = udb_hash(value);
  2555.             case 1: hInfo[h][HousePassword] = strval(value);
  2556.         }
  2557.     }
  2558.     if(!strcmp(name, "SpawnOutX", true)) { hInfo[h][SpawnOutX] = floatstr(value); }
  2559.     if(!strcmp(name, "SpawnOutY", true)) { hInfo[h][SpawnOutY] = floatstr(value); }
  2560.     if(!strcmp(name, "SpawnOutZ", true)) { hInfo[h][SpawnOutZ] = floatstr(value); }
  2561.     if(!strcmp(name, "SpawnOutAngle", true)) { hInfo[h][SpawnOutAngle] = floatstr(value); }
  2562.     if(!strcmp(name, "SpawnInterior", true)) { hInfo[h][SpawnInterior] = strval(value); }
  2563.     if(!strcmp(name, "SpawnWorld", true)) { hInfo[h][SpawnWorld] = strval(value); }
  2564.     if(!strcmp(name, "CPOutX", true)) { hInfo[h][CPOutX] = floatstr(value); }
  2565.     if(!strcmp(name, "CPOutY", true)) { hInfo[h][CPOutY] = floatstr(value); }
  2566.     if(!strcmp(name, "CPOutZ", true)) { hInfo[h][CPOutZ] = floatstr(value); }
  2567.     if(!strcmp(name, "HouseValue", true)) { hInfo[h][HouseValue] = strval(value); }
  2568.     if(!strcmp(name, "HouseStorage", true)) { hInfo[h][HouseStorage] = strval(value); }
  2569.     if(!strcmp(name, "HouseInterior", true)) { hInfo[h][HouseInterior] = strval(value); }
  2570.     if(!strcmp(name, "HouseWorld", true)) { hInfo[h][SpawnWorld] = strval(value); }
  2571.     if(!strcmp(name, "HouseCar", true)) { hInfo[h][HouseCar] = strval(value); }
  2572.     if(!strcmp(name, "HCarPosX", true)) { hInfo[h][HouseCarPosX] = floatstr(value); }
  2573.     if(!strcmp(name, "HCarPosY", true)) { hInfo[h][HouseCarPosY] = floatstr(value); }
  2574.     if(!strcmp(name, "HCarPosZ", true)) { hInfo[h][HouseCarPosZ] = floatstr(value); }
  2575.     if(!strcmp(name, "HCarAngle", true)) { hInfo[h][HouseCarAngle] = floatstr(value); }
  2576.     if(!strcmp(name, "HCarModel", true)) { hInfo[h][HouseCarModel] = strval(value); }
  2577.     if(!strcmp(name, "HCarWorld", true)) { hInfo[h][HouseCarWorld] = strval(value); }
  2578.     if(!strcmp(name, "HCarInt", true)) { hInfo[h][HouseCarInterior] = strval(value); }
  2579.     if(!strcmp(name, "QuitInHouse", true)) { hInfo[h][QuitInHouse] = strval(value); }
  2580.     if(!strcmp(name, "ForSale", true)) { hInfo[h][ForSale] = strval(value); }
  2581.     if(!strcmp(name, "ForSalePrice", true)) { hInfo[h][ForSalePrice] = strval(value); }
  2582.     if(!strcmp(name, "HousePrivacy", true)) { hInfo[h][HousePrivacy] = strval(value); }
  2583.     if(!strcmp(name, "HouseAlarm", true)) { hInfo[h][HouseAlarm] = strval(value); }
  2584.     if(!strcmp(name, "HouseCamera", true)) { hInfo[h][HouseCamera] = strval(value); }
  2585.     if(!strcmp(name, "HouseDog", true)) { hInfo[h][HouseDog] = strval(value); }
  2586.     if(!strcmp(name, "HouseUpgradedLock", true)) { hInfo[h][UpgradedLock] = strval(value); }
  2587.     return 0;
  2588. }
  2589. function LoadHouseInteriorData(hint, name[], value[])
  2590. {
  2591.     if(!strcmp(name, "Name", true)) { format(hIntInfo[hint][IntName], 30, "%s", value); }
  2592.     if(!strcmp(name, "SpawnX", true)) { hIntInfo[hint][IntSpawnX] = floatstr(value); }
  2593.     if(!strcmp(name, "SpawnY", true)) { hIntInfo[hint][IntSpawnY] = floatstr(value); }
  2594.     if(!strcmp(name, "SpawnZ", true)) { hIntInfo[hint][IntSpawnZ] = floatstr(value); }
  2595.     if(!strcmp(name, "Angle", true)) { hIntInfo[hint][IntSpawnAngle] = floatstr(value); }
  2596.     if(!strcmp(name, "CPX", true)) { hIntInfo[hint][IntCPX] = floatstr(value); }
  2597.     if(!strcmp(name, "CPY", true)) { hIntInfo[hint][IntCPY] = floatstr(value); }
  2598.     if(!strcmp(name, "CPZ", true)) { hIntInfo[hint][IntCPZ] = floatstr(value); }
  2599.     if(!strcmp(name, "Interior", true)) { hIntInfo[hint][IntInterior] = strval(value); }
  2600.     if(!strcmp(name, "Value", true)) { hIntInfo[hint][IntValue] = strval(value); }
  2601.     return 0;
  2602. }
  2603. function LoadUserData(playerid, name[], value[])
  2604. {
  2605.     if(!strcmp(name, "MoneyToGive", true)) { GivePlayerMoney(playerid, strval(value)), SetPVarInt(playerid, "GA_TMP_HOUSEFORSALEPRICE", strval(value)); }
  2606.     if(!strcmp(name, "MoneyToGiveHS", true))  { GivePlayerMoney(playerid, strval(value)), SetPVarInt(playerid, "GA_TMP_HOUSESTORAGE", strval(value)); }
  2607.     if(!strcmp(name, "HouseName", true)) { SetPVarString(playerid, "GA_TMP_HOUSENAME", value); }
  2608.     if(!strcmp(name, "HouseBuyer", true)) { SetPVarString(playerid, "GA_TMP_NEWHOUSEOWNER", value); }
  2609.     return 0;
  2610. }
  2611. INI:currentid[](name[], value[])
  2612. {
  2613.     if(!strcmp(name, "CurrentID", true)) { CurrentID = strval(value); }
  2614.     return 0;
  2615. }
  2616. function SecurityDog_ClearAnimations(playerid)
  2617. {
  2618.     return ClearAnimations(playerid);
  2619. }
  2620. //##############################################################################
  2621. //                              Functions
  2622. //##############################################################################
  2623. //                            By [03]Garsino!
  2624. //==============================================================================
  2625. // LoadHouses();
  2626. // This function is used to load the houses.
  2627. // It creates all the checkpoints, map icons and
  2628. // 3D texts for all the houses and sets the correct 3D text information.
  2629. //==============================================================================
  2630. stock LoadHouses()
  2631. {
  2632.     new hcount, labeltext[250], countstart = GetTickCount(), INI:file;
  2633.     LoadHouseInteriors(); // Load house interiors
  2634.     Loop(h, MAX_HOUSES, 0)
  2635.     {
  2636.         if(fexist(HouseFile(h)))
  2637.         {
  2638.             INI_ParseFile(HouseFile(h), "LoadHouseData", false, true, h, true, false );
  2639.             #if GH_USE_CPS == true
  2640.                 HouseCPOut[h] = CreateDynamicCP(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 1.5, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, 15.0);
  2641.             #else
  2642.                 HousePickupOut[h] = CreateDynamicPickup(PICKUP_MODEL_OUT, PICKUP_TYPE, hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, 15.0);
  2643.             #endif
  2644.             CreateCorrectHouseExitCP(h);
  2645.             if(!strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
  2646.             {
  2647.                 format(labeltext, sizeof(labeltext), LABELTEXT1, hInfo[h][HouseName], hInfo[h][HouseValue], h);
  2648.                 #if GH_USE_MAPICONS == true
  2649.                     HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 31, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  2650.                 #endif
  2651.             }
  2652.             if(strcmp(hInfo[h][HouseOwner], INVALID_HOWNER_NAME, CASE_SENSETIVE))
  2653.             {
  2654.                 format(labeltext, sizeof(labeltext), LABELTEXT2, hInfo[h][HouseName], hInfo[h][HouseOwner], hInfo[h][HouseValue], YesNo(hInfo[h][ForSale]), Answer(hInfo[h][HousePrivacy], "Open", "Closed"), h);
  2655.                 #if GH_USE_MAPICONS == true
  2656.                     HouseMIcon[h] = CreateDynamicMapIcon(hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ], 32, -1, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, MICON_VD);
  2657.                 #endif
  2658.             }
  2659.             HouseLabel[h] = CreateDynamic3DTextLabel(labeltext, COLOUR_GREEN, hInfo[h][CPOutX], hInfo[h][CPOutY], hInfo[h][CPOutZ]+0.7, TEXTLABEL_DISTANCE, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, TEXTLABEL_TESTLOS, hInfo[h][SpawnWorld], hInfo[h][SpawnInterior], -1, TEXTLABEL_DISTANCE);
  2660.             if(isnull(hIntInfo[hInfo[h][HouseInterior]][IntName]))
  2661.             {
  2662.                 hInfo[h][HouseInterior] = DEFAULT_H_INTERIOR;
  2663.                 file = INI_Open(HouseFile(h));
  2664.                 INI_WriteInt(file, "HouseInterior", DEFAULT_H_INTERIOR);
  2665.                 INI_Close(file);
  2666.             }
  2667.             Iter_Add(Houses, h);
  2668.             hcount++;
  2669.         }
  2670.     }
  2671.     return printf("\nTotal Houses Loaded: %d. Duration: %d ms\n", hcount, (GetTickCount() - countstart));
  2672. }
  2673. //==============================================================================
  2674. // LoadHouseCar(houseid);
  2675. // This function is used to load the house car for a house.
  2676. //==============================================================================
  2677. stock LoadHouseCar(houseid)
  2678. {
  2679.     #if GH_HOUSECARS == true
  2680.         if(fexist(HouseFile(houseid)) && hInfo[houseid][HouseCar] == 1)
  2681.         {
  2682.             HCar[houseid] = CreateVehicle(hInfo[houseid][HouseCarModel], hInfo[houseid][HouseCarPosX], hInfo[houseid][HouseCarPosY], hInfo[houseid][HouseCarPosZ], hInfo[houseid][HouseCarAngle], HCAR_COLOUR1, HCAR_COLOUR2, HCAR_RESPAWN);
  2683.             SetVehicleVirtualWorld(HCar[houseid], hInfo[houseid][HouseCarWorld]);
  2684.             LinkVehicleToInterior(HCar[houseid], hInfo[houseid][HouseCarInterior]);
  2685.         }
  2686.     #endif
  2687.     return 1;
  2688. }
  2689. //==============================================================================
  2690. // UnloadHouseCar(houseid);
  2691. // This function is used to the unload house car for a house.
  2692. //==============================================================================
  2693. stock UnloadHouseCar(houseid)
  2694. {
  2695.     #if GH_HOUSECARS == false
  2696.         #pragma unused houseid
  2697.     #else
  2698.         if(fexist(HouseFile(houseid)) && hInfo[houseid][HouseCar] == 1)
  2699.         {
  2700.             if(GetVehicleModel(HCar[houseid]) >= 400 && GetVehicleModel(HCar[houseid]) <= 611 && HCar[houseid] >= 1)
  2701.             {
  2702.                 DestroyVehicle(HCar[houseid]);
  2703.                 HCar[houseid] = -1;
  2704.             }
  2705.         }
  2706.     #endif
  2707.     return 1;
  2708. }
  2709. //==============================================================================
  2710. // SaveHouseCar(houseid);
  2711. // This function is used to check if there is any vehicles
  2712. // near the housecar spawn.
  2713. //==============================================================================
  2714. stock SaveHouseCar(houseid)
  2715. {
  2716.     #if GH_HOUSECARS == true
  2717.     if(fexist(HouseFile(houseid)) && hInfo[houseid][HouseCar] == 1)
  2718.     {
  2719.         Loop(v, MAX_VEHICLES, 0)
  2720.         {
  2721.             if(GetVehicleModel(v) < 400 || GetVehicleModel(v) > 611 || IsVehicleOccupied(v)) continue;
  2722.             GetVehiclePos(v, X, Y, Z);
  2723.             if(PointInRangeOfPoint(HCAR_RANGE, X, Y, Z, hInfo[houseid][HouseCarPosX], hInfo[houseid][HouseCarPosY], hInfo[houseid][HouseCarPosZ]))
  2724.             {
  2725.                     new INI:file = INI_Open(HouseFile(houseid));
  2726.                     INI_WriteInt(file, "HCarModel", GetVehicleModel(v));
  2727.                     INI_Close(file);
  2728.                     DestroyVehicle(v);
  2729.                     break;
  2730.             }
  2731.         }
  2732.     }
  2733.     #endif
  2734.     return 1;
  2735. }
  2736. //==============================================================================
  2737. // LoadHouseInteriors();
  2738. // This function is used to load the house interior datas from the files.
  2739. //==============================================================================
  2740. stock LoadHouseInteriors()
  2741. {
  2742.     new hintcount, filename[HOUSEFILE_LENGTH], countstart = GetTickCount();
  2743.     Loop(hint, MAX_HOUSE_INTERIORS, 0)
  2744.     {
  2745.         format(filename, sizeof(filename), HINT_FILEPATH, hint);
  2746.         if(fexist(filename))
  2747.         {
  2748.             INI_ParseFile(filename, "LoadHouseInteriorData", false, true, hint, true, false);
  2749.             hintcount++;
  2750.         }
  2751.     }
  2752.     return printf("\nTotal House Interiors Loaded: %d. Duration: %d ms\n", hintcount, (GetTickCount() - countstart));
  2753. }
  2754. //==============================================================================
  2755. // GetOwnedHouses(playerid);
  2756. // This function is used to find out how many houses a player owns
  2757. //==============================================================================
  2758. stock GetOwnedHouses(playerid)
  2759. {
  2760.     new tmpcount;
  2761.     foreach(Houses, h)
  2762.     {
  2763.         if(!strcmp(hInfo[h][HouseOwner], pNick(playerid), CASE_SENSETIVE))
  2764.         {
  2765.             tmpcount++;
  2766.         }
  2767.     }
  2768.     return tmpcount;
  2769. }
  2770. //==============================================================================
  2771. // GetHouseOwnerEx(houseid);
  2772. // This function is used to get the house owner of a house
  2773. // and return the playerid, it will return INVALID_PLAYER_ID
  2774. // if the house owner is not connected
  2775. //==============================================================================
  2776. stock GetHouseOwnerEx(houseid)
  2777. {
  2778.     if(fexist(HouseFile(houseid)))
  2779.     {
  2780.         foreach(Character, i)
  2781.         {
  2782.             if(!strcmp(pNick(i), hInfo[houseid][HouseOwner], CASE_SENSETIVE))
  2783.             {
  2784.                 return i;
  2785.             }
  2786.         }
  2787.     }
  2788.     return INVALID_PLAYER_ID;
  2789. }
  2790. //==============================================================================
  2791. // ReturnPlayerHouseID(playerid, houseslot);
  2792. // This function is used to return the house id from a players house 'slot'
  2793. // Example: ReturnPlayerHouseID(playerid, 0);
  2794. // Would return for example house ID 500.
  2795. //==============================================================================
  2796. stock ReturnPlayerHouseID(playerid, houseslot)
  2797. {
  2798.     new tmpcount;
  2799.     if(houseslot < 1 && houseslot > MAX_HOUSES_OWNED) return -1;
  2800.     foreach(Houses, h)
  2801.     {
  2802.         if(!strcmp(pNick(playerid), hInfo[h][HouseOwner], CASE_SENSETIVE))
  2803.         {
  2804.             tmpcount++;
  2805.             if(tmpcount == houseslot)
  2806.             {
  2807.                 return h;
  2808.             }
  2809.         }
  2810.     }
  2811.     return -1;
  2812. }
  2813. //==============================================================================
  2814. // UnloadHouses();
  2815. // This function is used to unload the houses.
  2816. // It deletes all the checkpoints, map icons and 3D texts for all the houses.
  2817. //==============================================================================
  2818. stock UnloadHouses()
  2819. {
  2820.     foreach(Houses, h)
  2821.     {
  2822.         DestroyHouseEntrance(h, TYPE_OUT);
  2823.         DestroyHouseEntrance(h, TYPE_INT);
  2824.         #if GH_USE_MAPICONS == true
  2825.             DestroyDynamicMapIcon(HouseMIcon[h]);
  2826.         #endif
  2827.         DestroyDynamic3DTextLabel(HouseLabel[h]);
  2828.         #if GH_HOUSECARS == true
  2829.             UnloadHouseCar(h);
  2830.         #endif
  2831.     }
  2832.     Iter_Clear(Houses);
  2833.     return 1;
  2834. }
  2835. //==============================================================================
  2836. // IsHouseInRangeOfHouse(house, house2, Float:range);
  2837. // This function is used to check if a house is in range of another house
  2838. // Default range is 250.0
  2839. //==============================================================================
  2840. stock IsHouseInRangeOfHouse(house, house2, Float:range = 250.0)
  2841. {
  2842.     if(fexist(HouseFile(house)) && fexist(HouseFile(house2)))
  2843.     {
  2844.         if(PointInRangeOfPoint(range, hInfo[house][CPOutX], hInfo[house][CPOutY], hInfo[house][CPOutZ], hInfo[house2][CPOutX], hInfo[house2][CPOutY], hInfo[house2][CPOutZ]))
  2845.         {
  2846.             return 1;
  2847.         }
  2848.     }
  2849.     return 0;
  2850. }
  2851. //==============================================================================
  2852. // CreateCorrectHouseExitCP(houseid);
  2853. // This function is used to create the correct house exit checkpoint for the houseid
  2854. // based on the house interior ID
  2855. //==============================================================================
  2856. stock CreateCorrectHouseExitCP(houseid)
  2857. {
  2858.     new _int = hInfo[houseid][HouseInterior];
  2859.     #if GH_USE_CPS == true
  2860.         HouseCPInt[houseid] = CreateDynamicCP(hIntInfo[_int][IntCPX], hIntInfo[_int][IntCPY], hIntInfo[_int][IntCPZ], 1.5, (houseid + 1000), hIntInfo[_int][IntInterior], -1, 15.0);
  2861.     #else
  2862.         HousePickupInt[houseid] = CreateDynamicPickup(PICKUP_MODEL_INT, PICKUP_TYPE, hIntInfo[_int][IntCPX], hIntInfo[_int][IntCPY], hIntInfo[_int][IntCPZ], (houseid + 1000), hIntInfo[_int][IntInterior], -1, 15.0);
  2863.     #endif
  2864.     return 1;
  2865. }
  2866. //==============================================================================
  2867. // SetPlayerHouseInterior(playerid, house);
  2868. // This function is used to set the correct house interior for a player when he enters a house or buy a new house interior.
  2869. //==============================================================================
  2870. stock SetPlayerHouseInterior(playerid, houseid)
  2871. {
  2872.     new _int = hInfo[houseid][HouseInterior];
  2873.     SetPVarInt(playerid, "IsInHouse", 1), IsInHouse{playerid} = 1;
  2874.     SetPlayerPosEx(playerid, hIntInfo[_int][IntSpawnX], hIntInfo[_int][IntSpawnY], hIntInfo[_int][IntSpawnZ], hIntInfo[_int][IntInterior], (houseid + 1000));
  2875.     SetPlayerFacingAngle(playerid, hIntInfo[_int][IntSpawnAngle]);
  2876. }
  2877. //==============================================================================
  2878. // pNick(playerid);
  2879. // Used to get the name of a player.
  2880. //==============================================================================
  2881. stock pNick(playerid)
  2882. {
  2883.     new GHNick[MAX_PLAYER_NAME];
  2884.     GetPlayerName(playerid, GHNick, MAX_PLAYER_NAME);
  2885.     return GHNick;
  2886. }
  2887. //==============================================================================
  2888. // PointInRangeOfPoint(Float:range, Float:x2, Float:y2, Float:z2, Float:X2, Float:Y2, Float:Z2);
  2889. // Used to check if a point is in range of another point.
  2890. // Credits to whoever made this!
  2891. //==============================================================================
  2892. stock PointInRangeOfPoint(Float:range, Float:x2, Float:y2, Float:z2, Float:X2, Float:Y2, Float:Z2)
  2893. {
  2894.     X2 -= x2, Y2 -= y2, Z2 -= z2;
  2895.     return ((X2 * X2) + (Y2 * Y2) + (Z2 * Z2)) < (range * range);
  2896. }
  2897. //==============================================================================
  2898. // ReturnProcent(Float:amount, Float:procent);
  2899. // Used to return the procent of an value.
  2900. //==============================================================================
  2901. stock ReturnProcent(Float:amount, Float:procent) return floatround(((amount / 100) * procent));
  2902. //==============================================================================
  2903. // SetPlayerPosEx(playerid, Float:posX, Float:posY, Float:posZ, Interior = 0, World = 0);
  2904. // Used to set the position of a player with optional interiorid and worldid parameters
  2905. //==============================================================================
  2906. stock SetPlayerPosEx(playerid, Float:posX, Float:posY, Float:posZ, Interior = 0, World = 0)
  2907. {
  2908.     SetPlayerVirtualWorld(playerid, World), SetPlayerInterior(playerid, Interior), SetPlayerPos(playerid, posX, posY, posZ), SetCameraBehindPlayer(playerid);
  2909.     return 1;
  2910. }
  2911. //==============================================================================
  2912. // GetFreeHouseID();
  2913. // Used to get the next free house ID. Will return -1 if there is none free.
  2914. //==============================================================================
  2915. stock GetFreeHouseID()
  2916. {
  2917.     Loop(h, MAX_HOUSES, 0)
  2918.     {
  2919.         if(!fexist(HouseFile(h)))
  2920.         {
  2921.             return h;
  2922.         }
  2923.     }
  2924.     return -1;
  2925. }
  2926. //==============================================================================
  2927. // GetFreeInteriorID();
  2928. // Used to get the next free house interior ID. Will return -1 if there is none free.
  2929. //==============================================================================
  2930. stock GetFreeInteriorID()
  2931. {
  2932.     new filename[INTERIORFILE_LENGTH];
  2933.     Loop(hint, MAX_HOUSE_INTERIORS, 0)
  2934.     {
  2935.         format(filename, sizeof(filename), HINT_FILEPATH, hint);
  2936.         if(!fexist(filename))
  2937.         {
  2938.             return hint;
  2939.         }
  2940.     }
  2941.     return -1;
  2942. }
  2943. //==============================================================================
  2944. // GetTotalHouses();
  2945. // Used to get the amount of existing houses.
  2946. //==============================================================================
  2947. stock GetTotalHouses() return Iter_Count(Houses);
  2948. //==============================================================================
  2949. // IsHouseInteriorValid(houseinterior);
  2950. // Used to check if a house interior does exist.
  2951. //==============================================================================
  2952. stock IsHouseInteriorValid(houseinterior)
  2953. {
  2954.     new filename[INTERIORFILE_LENGTH];
  2955.     format(filename, sizeof(filename), HINT_FILEPATH, houseinterior);
  2956.     return fexist(filename);
  2957. }
  2958. //==============================================================================
  2959. // UpdateHouseText();
  2960. // Updates the 3D text label.
  2961. //==============================================================================
  2962. stock UpdateHouseText(houseid)
  2963. {
  2964.     new labeltext[250];
  2965.     if(fexist(HouseFile(houseid)))
  2966.     {
  2967.         switch(strcmp(INVALID_HOWNER_NAME, hInfo[houseid][HouseOwner], CASE_SENSETIVE))
  2968.         {
  2969.             case 0: format(labeltext, sizeof(labeltext), LABELTEXT1, hInfo[houseid][HouseName], hInfo[houseid][HouseValue], houseid);
  2970.             case 1: format(labeltext, sizeof(labeltext), LABELTEXT2, hInfo[houseid][HouseName], hInfo[houseid][HouseOwner], hInfo[houseid][HouseValue], YesNo(hInfo[houseid][ForSale]), Answer(hInfo[houseid][HousePrivacy], "Open", "Closed"), houseid);
  2971.         }
  2972.         UpdateDynamic3DTextLabelText(HouseLabel[houseid], COLOUR_GREEN, labeltext);
  2973.     }
  2974. }
  2975. //==============================================================================
  2976. // AddS(amount);
  2977. // By [03]Garsino.
  2978. //==============================================================================
  2979. stock AddS(amount)
  2980. {
  2981.     new returnstring[2];
  2982.     format(returnstring, 2, "");
  2983.     if(amount != 1 && amount != -1)
  2984.     {
  2985.         format(returnstring, 2, "s");
  2986.     }
  2987.     return returnstring;
  2988. }
  2989. //==============================================================================
  2990. // GetSecondsBetweenAction(action);
  2991. // By [03]Garsino.
  2992. //==============================================================================
  2993. stock GetSecondsBetweenAction(action) return floatround(floatdiv((GetTickCount() - action), 1000), floatround_tozero);
  2994. //==============================================================================
  2995. // DestroyHouseEntrance(houseid, type);
  2996. // Destroys the house entrance of a house (pickup or checkpoint).
  2997. // Type can be: TYPE_OUT (0) and TYPE_INT (1)
  2998. // By [03]Garsino.
  2999. //==============================================================================
  3000. stock DestroyHouseEntrance(houseid, type)
  3001. {
  3002.     #if GH_USE_CPS == true
  3003.         if(type == TYPE_OUT) { DestroyDynamicCP(HouseCPOut[houseid]); }
  3004.         if(type == TYPE_INT) { DestroyDynamicCP(HouseCPInt[houseid]); }
  3005.     #else
  3006.         if(type == TYPE_OUT) { DestroyDynamicPickup(HousePickupOut[houseid]); }
  3007.         if(type == TYPE_INT) { DestroyDynamicPickup(HousePickupInt[houseid]); }
  3008.     #endif
  3009.     return 1;
  3010. }
  3011. //==============================================================================
  3012. // IsVehicleOccupied(vehicleid);
  3013. // Checks if a vehicle is occupied or not.
  3014. // By [03]Garsino.
  3015. //==============================================================================
  3016. stock IsVehicleOccupied(vehicleid)
  3017. {
  3018.     foreach(Player, i)
  3019.     {
  3020.         if(IsPlayerInVehicle(i, vehicleid))
  3021.         {
  3022.             return 1;
  3023.         }
  3024.     }
  3025.     return 0;
  3026. }
  3027. //==============================================================================
  3028. stock CountPlayersInHouse(houseid)
  3029. {
  3030.     new count;
  3031.     foreach(Player, i)
  3032.     {
  3033.         if(!IsPlayerInHouse(i, houseid)) continue;
  3034.         count++;
  3035.     }
  3036.     return count;
  3037. }
  3038. stock ShowInfoBoxEx(playerid, colour, message[])
  3039. {
  3040.     new HugeAssString[1000];
  3041.     format(HugeAssString, sizeof(HugeAssString), "{%06x}%s", (colour >>> 8), message);
  3042.     return ShowPlayerDialog(playerid, (HOUSEMENU-1), DIALOG_STYLE_MSGBOX, INFORMATION_HEADER, HugeAssString, "Close", "");
  3043. }
  3044. stock DeletePVars(playerid)
  3045. {
  3046.     DeletePVar(playerid, "LastHouseCP"), DeletePVar(playerid, "IsInHouse"), DeletePVar(playerid, "FirstSpawn");
  3047.     DeletePVar(playerid, "GA_TMP_HOUSESTORAGE"), DeletePVar(playerid, "GA_TMP_NEWHOUSEOWNER"), DeletePVar(playerid, "GA_TMP_HOUSEFORSALEPRICE"), DeletePVar(playerid, "GA_TMP_HOUSENAME");
  3048.     DeletePVar(playerid, "JustCreatedHouse"), DeletePVar(playerid, "HousePreview"), DeletePVar(playerid, "HousePrevValue"), DeletePVar(playerid, "HousePrevName");
  3049.     DeletePVar(playerid, "HousePrevInt"), DeletePVar(playerid, "HouseIntUpgradeMod"), DeletePVar(playerid, "IsHouseVisiting"), DeletePVar(playerid, "ChangeHouseInt");
  3050.     DeletePVar(playerid, "HousePrevTime"), DeletePVar(playerid, "HousePrevTimer"), DeletePVar(playerid, "OldHouseInt"), DeletePVar(playerid, "ClickedHouse");
  3051.     DeletePVar(playerid, "ClickedPlayer"), DeletePVar(playerid, "TimeSinceHouseBreakin");
  3052.     DeletePVar(playerid, "IsRobbingHouse"), DeletePVar(playerid, "HouseRobberyTime"), DeletePVar(playerid, "HouseRobberyTimer"), DeletePVar(playerid, "TimeSinceHouseRobbery");
  3053.     return 1;
  3054. }
  3055. stock fcreate(filename[])
  3056. {
  3057.     if(fexist(filename)) return 0;
  3058.     new File:file = fopen(filename, io_write);
  3059.     fclose(file);
  3060.     return 1;
  3061. }
  3062. stock RandomEx(min, max) return (random((max - min)) + min);
  3063. stock ExitHouse(playerid, houseid)
  3064. {
  3065.     if(!IsPlayerInHouse(playerid, houseid)) return 1;
  3066.     DeletePVar(playerid, "IsInHouse");
  3067.     IsInHouse{playerid} = 0;
  3068.     SetPlayerPosEx(playerid, hInfo[houseid][SpawnOutX], hInfo[houseid][SpawnOutY], hInfo[houseid][SpawnOutZ], hInfo[houseid][SpawnInterior], hInfo[houseid][SpawnWorld]);
  3069.     SetPlayerFacingAngle(playerid, hInfo[houseid][SpawnOutAngle]);
  3070.     SetPlayerInterior(playerid, hInfo[houseid][SpawnInterior]);
  3071.     SetPlayerVirtualWorld(playerid, hInfo[houseid][SpawnWorld]);
  3072.     if(GetPVarInt(playerid, "IsRobbingHouse") == 1)
  3073.     {
  3074.         ShowInfoBox(playerid, I_HROB_FAILED_HEXIT, hInfo[houseid][HouseName]);
  3075.         EndHouseRobbery(playerid);
  3076.         SetPVarInt(playerid, "IsRobbingHouse", 0);
  3077.         SetPVarInt(playerid, "TimeSinceHouseRobbery", GetTickCount());
  3078.     }
  3079.     return 1;
  3080. }
  3081. stock udb_hash(buf[]) // By DracoBlue
  3082. {
  3083.     new length = strlen(buf), s1 = 1, s2;
  3084.     Loop(n, length, 0)
  3085.     {
  3086.        s1 = (s1 + buf[n]) % 65521, s2 = (s2 + s1)     % 65521;
  3087.     }
  3088.     return (s2 << 16) + s1;
  3089. }
  3090. enum SAZONE_MAIN { SAZONE_NAME[28], Float:SAZONE_AREA[6] }; // By BetaMaster
  3091. static const gSAZones[][SAZONE_MAIN] =
  3092. {
  3093.     {"24/7",                        {-34.23,-186.02,1003.54,-4.24,-169.91,1003.54}},
  3094.     {"The Big Ear",                 {-410.00,1403.30,-3.00,-137.90,1681.20,200.00}},
  3095.     {"Aldea Malvada",               {-1372.10,2498.50,0.00,-1277.50,2615.30,200.00}},
  3096.     {"Angel Pine",                  {-2324.90,-2584.20,-6.10,-1964.20,-2212.10,200.00}},
  3097.     {"Arco del Oeste",              {-901.10,2221.80,0.00,-592.00,2571.90,200.00}},
  3098.     {"Avispa Country Club",         {-2646.40,-355.40,0.00,-2270.00,-222.50,200.00}},
  3099.     {"Avispa Country Club",         {-2831.80,-430.20,-6.10,-2646.40,-222.50,200.00}},
  3100.     {"Avispa Country Club",         {-2361.50,-417.10,0.00,-2270.00,-355.40,200.00}},
  3101.     {"Avispa Country Club",         {-2667.80,-302.10,-28.80,-2646.40,-262.30,71.10}},
  3102.     {"Avispa Country Club",         {-2470.00,-355.40,0.00,-2270.00,-318.40,46.10}},
  3103.     {"Avispa Country Club",         {-2550.00,-355.40,0.00,-2470.00,-318.40,39.70}},
  3104.     {"Back o' Beyond",               {-1166.90,-2641.10,0.00,-321.70,-1856.00,200.00}},
  3105.     {"Bar",                         {487.65,-88.76,998.75,512.06,-67.74,999.25}},
  3106.     {"Battery Point",               {-2741.00,1268.40,-4.50,-2533.00,1490.40,200.00}},
  3107.     {"Bayside",                     {-2741.00,2175.10,0.00,-2353.10,2722.70,200.00}},
  3108.     {"Bayside Marina",              {-2353.10,2275.70,0.00,-2153.10,2475.70,200.00}},
  3109.     {"Beacon Hill",                 {-399.60,-1075.50,-1.40,-319.00,-977.50,198.50}},
  3110.     {"Blackfield",                  {964.30,1203.20,-89.00,1197.30,1403.20,110.90}},
  3111.     {"Blackfield",                  {964.30,1403.20,-89.00,1197.30,1726.20,110.90}},
  3112.     {"Blackfield Chapel",           {1375.60,596.30,-89.00,1558.00,823.20,110.90}},
  3113.     {"Blackfield Chapel",           {1325.60,596.30,-89.00,1375.60,795.00,110.90}},
  3114.     {"Blackfield Intersection",     {1197.30,1044.60,-89.00,1277.00,1163.30,110.90}},
  3115.     {"Blackfield Intersection",     {1166.50,795.00,-89.00,1375.60,1044.60,110.90}},
  3116.     {"Blackfield Intersection",     {1277.00,1044.60,-89.00,1315.30,1087.60,110.90}},
  3117.     {"Blackfield Intersection",     {1375.60,823.20,-89.00,1457.30,919.40,110.90}},
  3118.     {"Blueberry",                   {104.50,-220.10,2.30,349.60,152.20,200.00}},
  3119.     {"Blueberry",                   {19.60,-404.10,3.80,349.60,-220.10,200.00}},
  3120.     {"Blueberry Acres",             {-319.60,-220.10,0.00,104.50,293.30,200.00}},
  3121.     {"Caligula's Casino",           {2087.30,1543.20,-89.00,2437.30,1703.20,110.90}},
  3122.     {"Caligula's Casino",           {2137.40,1703.20,-89.00,2437.30,1783.20,110.90}},
  3123.     {"Calton Heights",              {-2274.10,744.10,-6.10,-1982.30,1358.90,200.00}},
  3124.     {"Chinatown",                   {-2274.10,578.30,-7.60,-2078.60,744.10,200.00}},
  3125.     {"City Hall",                   {-2867.80,277.40,-9.10,-2593.40,458.40,200.00}},
  3126.     {"Come-A-Lot",                  {2087.30,943.20,-89.00,2623.10,1203.20,110.90}},
  3127.     {"Commerce",                    {1323.90,-1842.20,-89.00,1701.90,-1722.20,110.90}},
  3128.     {"Commerce",                    {1323.90,-1722.20,-89.00,1440.90,-1577.50,110.90}},
  3129.     {"Commerce",                    {1370.80,-1577.50,-89.00,1463.90,-1384.90,110.90}},
  3130.     {"Commerce",                    {1463.90,-1577.50,-89.00,1667.90,-1430.80,110.90}},
  3131.     {"Commerce",                    {1583.50,-1722.20,-89.00,1758.90,-1577.50,110.90}},
  3132.     {"Commerce",                    {1667.90,-1577.50,-89.00,1812.60,-1430.80,110.90}},
  3133.     {"Conference Center",           {1046.10,-1804.20,-89.00,1323.90,-1722.20,110.90}},
  3134.     {"Conference Center",           {1073.20,-1842.20,-89.00,1323.90,-1804.20,110.90}},
  3135.     {"Cranberry Station",           {-2007.80,56.30,0.00,-1922.00,224.70,100.00}},
  3136.     {"Creek",                       {2749.90,1937.20,-89.00,2921.60,2669.70,110.90}},
  3137.     {"Dillimore",                   {580.70,-674.80,-9.50,861.00,-404.70,200.00}},
  3138.     {"Downtown San Fierro",         {-2270.00,-324.10,-0.00,-1794.90,-222.50,200.00}},
  3139.     {"Downtown San Fierro",         {-2173.00,-222.50,-0.00,-1794.90,265.20,200.00}},
  3140.     {"Downtown San Fierro",         {-1982.30,744.10,-6.10,-1871.70,1274.20,200.00}},
  3141.     {"Downtown San Fierro",         {-1871.70,1176.40,-4.50,-1620.30,1274.20,200.00}},
  3142.     {"Downtown San Fierro",         {-1700.00,744.20,-6.10,-1580.00,1176.50,200.00}},
  3143.     {"Downtown San Fierro",         {-1580.00,744.20,-6.10,-1499.80,1025.90,200.00}},
  3144.     {"Downtown San Fierro",         {-2078.60,578.30,-7.60,-1499.80,744.20,200.00}},
  3145.     {"Downtown San Fierro",         {-1993.20,265.20,-9.10,-1794.90,578.30,200.00}},
  3146.     {"Downtown Los Santos",         {1463.90,-1430.80,-89.00,1724.70,-1290.80,110.90}},
  3147.     {"Downtown Los Santos",         {1724.70,-1430.80,-89.00,1812.60,-1250.90,110.90}},
  3148.     {"Downtown Los Santos",         {1463.90,-1290.80,-89.00,1724.70,-1150.80,110.90}},
  3149.     {"Downtown Los Santos",         {1370.80,-1384.90,-89.00,1463.90,-1170.80,110.90}},
  3150.     {"Downtown Los Santos",         {1724.70,-1250.90,-89.00,1812.60,-1150.80,110.90}},
  3151.     {"Downtown Los Santos",         {1370.80,-1170.80,-89.00,1463.90,-1130.80,110.90}},
  3152.     {"Downtown Los Santos",         {1378.30,-1130.80,-89.00,1463.90,-1026.30,110.90}},
  3153.     {"Downtown Los Santos",         {1391.00,-1026.30,-89.00,1463.90,-926.90,110.90}},
  3154.     {"Downtown Los Santos",         {1507.50,-1385.20,110.90,1582.50,-1325.30,335.90}},
  3155.     {"East Beach",                  {2632.80,-1852.80,-89.00,2959.30,-1668.10,110.90}},
  3156.     {"East Beach",                  {2632.80,-1668.10,-89.00,2747.70,-1393.40,110.90}},
  3157.     {"East Beach",                  {2747.70,-1668.10,-89.00,2959.30,-1498.60,110.90}},
  3158.     {"East Beach",                  {2747.70,-1498.60,-89.00,2959.30,-1120.00,110.90}},
  3159.     {"East Los Santos",             {2421.00,-1628.50,-89.00,2632.80,-1454.30,110.90}},
  3160.     {"East Los Santos",             {2222.50,-1628.50,-89.00,2421.00,-1494.00,110.90}},
  3161.     {"East Los Santos",             {2266.20,-1494.00,-89.00,2381.60,-1372.00,110.90}},
  3162.     {"East Los Santos",             {2381.60,-1494.00,-89.00,2421.00,-1454.30,110.90}},
  3163.     {"East Los Santos",             {2281.40,-1372.00,-89.00,2381.60,-1135.00,110.90}},
  3164.     {"East Los Santos",             {2381.60,-1454.30,-89.00,2462.10,-1135.00,110.90}},
  3165.     {"East Los Santos",             {2462.10,-1454.30,-89.00,2581.70,-1135.00,110.90}},
  3166.     {"Easter Basin",                {-1794.90,249.90,-9.10,-1242.90,578.30,200.00}},
  3167.     {"Easter Basin",                {-1794.90,-50.00,-0.00,-1499.80,249.90,200.00}},
  3168.     {"Easter Bay Airport",          {-1499.80,-50.00,-0.00,-1242.90,249.90,200.00}},
  3169.     {"Easter Bay Airport",          {-1794.90,-730.10,-3.00,-1213.90,-50.00,200.00}},
  3170.     {"Easter Bay Airport",          {-1213.90,-730.10,0.00,-1132.80,-50.00,200.00}},
  3171.     {"Easter Bay Airport",          {-1242.90,-50.00,0.00,-1213.90,578.30,200.00}},
  3172.     {"Easter Bay Airport",          {-1213.90,-50.00,-4.50,-947.90,578.30,200.00}},
  3173.     {"Easter Bay Airport",          {-1315.40,-405.30,15.40,-1264.40,-209.50,25.40}},
  3174.     {"Easter Bay Airport",          {-1354.30,-287.30,15.40,-1315.40,-209.50,25.40}},
  3175.     {"Easter Bay Airport",          {-1490.30,-209.50,15.40,-1264.40,-148.30,25.40}},
  3176.     {"Easter Bay Chemicals",        {-1132.80,-768.00,0.00,-956.40,-578.10,200.00}},
  3177.     {"Easter Bay Chemicals",        {-1132.80,-787.30,0.00,-956.40,-768.00,200.00}},
  3178.     {"El Castillo del Diablo",      {-464.50,2217.60,0.00,-208.50,2580.30,200.00}},
  3179.     {"El Castillo del Diablo",      {-208.50,2123.00,-7.60,114.00,2337.10,200.00}},
  3180.     {"El Castillo del Diablo",      {-208.50,2337.10,0.00,8.40,2487.10,200.00}},
  3181.     {"El Corona",                   {1812.60,-2179.20,-89.00,1970.60,-1852.80,110.90}},
  3182.     {"El Corona",                   {1692.60,-2179.20,-89.00,1812.60,-1842.20,110.90}},
  3183.     {"El Quebrados",                {-1645.20,2498.50,0.00,-1372.10,2777.80,200.00}},
  3184.     {"Esplanade East",              {-1620.30,1176.50,-4.50,-1580.00,1274.20,200.00}},
  3185.     {"Esplanade East",              {-1580.00,1025.90,-6.10,-1499.80,1274.20,200.00}},
  3186.     {"Esplanade East",              {-1499.80,578.30,-79.60,-1339.80,1274.20,20.30}},
  3187.     {"Esplanade North",             {-2533.00,1358.90,-4.50,-1996.60,1501.20,200.00}},
  3188.     {"Esplanade North",             {-1996.60,1358.90,-4.50,-1524.20,1592.50,200.00}},
  3189.     {"Esplanade North",             {-1982.30,1274.20,-4.50,-1524.20,1358.90,200.00}},
  3190.     {"Fallen Tree",                 {-792.20,-698.50,-5.30,-452.40,-380.00,200.00}},
  3191.     {"Fallow Bridge",               {434.30,366.50,0.00,603.00,555.60,200.00}},
  3192.     {"Fern Ridge",                  {508.10,-139.20,0.00,1306.60,119.50,200.00}},
  3193.     {"Financial",                   {-1871.70,744.10,-6.10,-1701.30,1176.40,300.00}},
  3194.     {"Fisher's Lagoon",             {1916.90,-233.30,-100.00,2131.70,13.80,200.00}},
  3195.     {"Flint Intersection",          {-187.70,-1596.70,-89.00,17.00,-1276.60,110.90}},
  3196.     {"Flint Range",                 {-594.10,-1648.50,0.00,-187.70,-1276.60,200.00}},
  3197.     {"Fort Carson",                 {-376.20,826.30,-3.00,123.70,1220.40,200.00}},
  3198.     {"Foster Valley",               {-2270.00,-430.20,-0.00,-2178.60,-324.10,200.00}},
  3199.     {"Foster Valley",               {-2178.60,-599.80,-0.00,-1794.90,-324.10,200.00}},
  3200.     {"Foster Valley",               {-2178.60,-1115.50,0.00,-1794.90,-599.80,200.00}},
  3201.     {"Foster Valley",               {-2178.60,-1250.90,0.00,-1794.90,-1115.50,200.00}},
  3202.     {"Frederick Bridge",            {2759.20,296.50,0.00,2774.20,594.70,200.00}},
  3203.     {"Gant Bridge",                 {-2741.40,1659.60,-6.10,-2616.40,2175.10,200.00}},
  3204.     {"Gant Bridge",                 {-2741.00,1490.40,-6.10,-2616.40,1659.60,200.00}},
  3205.     {"Ganton",                      {2222.50,-1852.80,-89.00,2632.80,-1722.30,110.90}},
  3206.     {"Ganton",                      {2222.50,-1722.30,-89.00,2632.80,-1628.50,110.90}},
  3207.     {"Garcia",                      {-2411.20,-222.50,-0.00,-2173.00,265.20,200.00}},
  3208.     {"Garcia",                      {-2395.10,-222.50,-5.30,-2354.00,-204.70,200.00}},
  3209.     {"Garver Bridge",               {-1339.80,828.10,-89.00,-1213.90,1057.00,110.90}},
  3210.     {"Garver Bridge",               {-1213.90,950.00,-89.00,-1087.90,1178.90,110.90}},
  3211.     {"Garver Bridge",               {-1499.80,696.40,-179.60,-1339.80,925.30,20.30}},
  3212.     {"Glen Park",                   {1812.60,-1449.60,-89.00,1996.90,-1350.70,110.90}},
  3213.     {"Glen Park",                   {1812.60,-1100.80,-89.00,1994.30,-973.30,110.90}},
  3214.     {"Glen Park",                   {1812.60,-1350.70,-89.00,2056.80,-1100.80,110.90}},
  3215.     {"Green Palms",                 {176.50,1305.40,-3.00,338.60,1520.70,200.00}},
  3216.     {"Greenglass College",          {964.30,1044.60,-89.00,1197.30,1203.20,110.90}},
  3217.     {"Greenglass College",          {964.30,930.80,-89.00,1166.50,1044.60,110.90}},
  3218.     {"Hampton Barns",               {603.00,264.30,0.00,761.90,366.50,200.00}},
  3219.     {"Hankypanky Point",            {2576.90,62.10,0.00,2759.20,385.50,200.00}},
  3220.     {"Harry Gold Parkway",          {1777.30,863.20,-89.00,1817.30,2342.80,110.90}},
  3221.     {"Hashbury",                    {-2593.40,-222.50,-0.00,-2411.20,54.70,200.00}},
  3222.     {"Hilltop Farm",                {967.30,-450.30,-3.00,1176.70,-217.90,200.00}},
  3223.     {"Hunter Quarry",               {337.20,710.80,-115.20,860.50,1031.70,203.70}},
  3224.     {"Idlewood",                    {1812.60,-1852.80,-89.00,1971.60,-1742.30,110.90}},
  3225.     {"Idlewood",                    {1812.60,-1742.30,-89.00,1951.60,-1602.30,110.90}},
  3226.     {"Idlewood",                    {1951.60,-1742.30,-89.00,2124.60,-1602.30,110.90}},
  3227.     {"Idlewood",                    {1812.60,-1602.30,-89.00,2124.60,-1449.60,110.90}},
  3228.     {"Idlewood",                    {2124.60,-1742.30,-89.00,2222.50,-1494.00,110.90}},
  3229.     {"Idlewood",                    {1971.60,-1852.80,-89.00,2222.50,-1742.30,110.90}},
  3230.     {"Jefferson",                   {1996.90,-1449.60,-89.00,2056.80,-1350.70,110.90}},
  3231.     {"Jefferson",                   {2124.60,-1494.00,-89.00,2266.20,-1449.60,110.90}},
  3232.     {"Jefferson",                   {2056.80,-1372.00,-89.00,2281.40,-1210.70,110.90}},
  3233.     {"Jefferson",                   {2056.80,-1210.70,-89.00,2185.30,-1126.30,110.90}},
  3234.     {"Jefferson",                   {2185.30,-1210.70,-89.00,2281.40,-1154.50,110.90}},
  3235.     {"Jefferson",                   {2056.80,-1449.60,-89.00,2266.20,-1372.00,110.90}},
  3236.     {"Julius Thruway East",         {2623.10,943.20,-89.00,2749.90,1055.90,110.90}},
  3237.     {"Julius Thruway East",         {2685.10,1055.90,-89.00,2749.90,2626.50,110.90}},
  3238.     {"Julius Thruway East",         {2536.40,2442.50,-89.00,2685.10,2542.50,110.90}},
  3239.     {"Julius Thruway East",         {2625.10,2202.70,-89.00,2685.10,2442.50,110.90}},
  3240.     {"Julius Thruway North",        {2498.20,2542.50,-89.00,2685.10,2626.50,110.90}},
  3241.     {"Julius Thruway North",        {2237.40,2542.50,-89.00,2498.20,2663.10,110.90}},
  3242.     {"Julius Thruway North",        {2121.40,2508.20,-89.00,2237.40,2663.10,110.90}},
  3243.     {"Julius Thruway North",        {1938.80,2508.20,-89.00,2121.40,2624.20,110.90}},
  3244.     {"Julius Thruway North",        {1534.50,2433.20,-89.00,1848.40,2583.20,110.90}},
  3245.     {"Julius Thruway North",        {1848.40,2478.40,-89.00,1938.80,2553.40,110.90}},
  3246.     {"Julius Thruway North",        {1704.50,2342.80,-89.00,1848.40,2433.20,110.90}},
  3247.     {"Julius Thruway North",        {1377.30,2433.20,-89.00,1534.50,2507.20,110.90}},
  3248.     {"Julius Thruway South",        {1457.30,823.20,-89.00,2377.30,863.20,110.90}},
  3249.     {"Julius Thruway South",        {2377.30,788.80,-89.00,2537.30,897.90,110.90}},
  3250.     {"Julius Thruway West",         {1197.30,1163.30,-89.00,1236.60,2243.20,110.90}},
  3251.     {"Julius Thruway West",         {1236.60,2142.80,-89.00,1297.40,2243.20,110.90}},
  3252.     {"Juniper Hill",                {-2533.00,578.30,-7.60,-2274.10,968.30,200.00}},
  3253.     {"Juniper Hollow",              {-2533.00,968.30,-6.10,-2274.10,1358.90,200.00}},
  3254.     {"K.A.C.C. Military Fuels",     {2498.20,2626.50,-89.00,2749.90,2861.50,110.90}},
  3255.     {"Kincaid Bridge",              {-1339.80,599.20,-89.00,-1213.90,828.10,110.90}},
  3256.     {"Kincaid Bridge",              {-1213.90,721.10,-89.00,-1087.90,950.00,110.90}},
  3257.     {"Kincaid Bridge",              {-1087.90,855.30,-89.00,-961.90,986.20,110.90}},
  3258.     {"King's",                      {-2329.30,458.40,-7.60,-1993.20,578.30,200.00}},
  3259.     {"King's",                      {-2411.20,265.20,-9.10,-1993.20,373.50,200.00}},
  3260.     {"King's",                      {-2253.50,373.50,-9.10,-1993.20,458.40,200.00}},
  3261.     {"LVA Freight Depot",           {1457.30,863.20,-89.00,1777.40,1143.20,110.90}},
  3262.     {"LVA Freight Depot",           {1375.60,919.40,-89.00,1457.30,1203.20,110.90}},
  3263.     {"LVA Freight Depot",           {1277.00,1087.60,-89.00,1375.60,1203.20,110.90}},
  3264.     {"LVA Freight Depot",           {1315.30,1044.60,-89.00,1375.60,1087.60,110.90}},
  3265.     {"LVA Freight Depot",           {1236.60,1163.40,-89.00,1277.00,1203.20,110.90}},
  3266.     {"Las Barrancas",               {-926.10,1398.70,-3.00,-719.20,1634.60,200.00}},
  3267.     {"Las Brujas",                  {-365.10,2123.00,-3.00,-208.50,2217.60,200.00}},
  3268.     {"Las Colinas",                 {1994.30,-1100.80,-89.00,2056.80,-920.80,110.90}},
  3269.     {"Las Colinas",                 {2056.80,-1126.30,-89.00,2126.80,-920.80,110.90}},
  3270.     {"Las Colinas",                 {2185.30,-1154.50,-89.00,2281.40,-934.40,110.90}},
  3271.     {"Las Colinas",                 {2126.80,-1126.30,-89.00,2185.30,-934.40,110.90}},
  3272.     {"Las Colinas",                 {2747.70,-1120.00,-89.00,2959.30,-945.00,110.90}},
  3273.     {"Las Colinas",                 {2632.70,-1135.00,-89.00,2747.70,-945.00,110.90}},
  3274.     {"Las Colinas",                 {2281.40,-1135.00,-89.00,2632.70,-945.00,110.90}},
  3275.     {"Las Payasadas",               {-354.30,2580.30,2.00,-133.60,2816.80,200.00}},
  3276.     {"Las Venturas Airport",        {1236.60,1203.20,-89.00,1457.30,1883.10,110.90}},
  3277.     {"Las Venturas Airport",        {1457.30,1203.20,-89.00,1777.30,1883.10,110.90}},
  3278.     {"Las Venturas Airport",        {1457.30,1143.20,-89.00,1777.40,1203.20,110.90}},
  3279.     {"Las Venturas Airport",        {1515.80,1586.40,-12.50,1729.90,1714.50,87.50}},
  3280.     {"Last Dime Motel",             {1823.00,596.30,-89.00,1997.20,823.20,110.90}},
  3281.     {"Leafy Hollow",                {-1166.90,-1856.00,0.00,-815.60,-1602.00,200.00}},
  3282.     {"Liberty City",                {-1000.00,400.00,1300.00,-700.00,600.00,1400.00}},
  3283.     {"Lil' Probe Inn",              {-90.20,1286.80,-3.00,153.80,1554.10,200.00}},
  3284.     {"Linden Side",                 {2749.90,943.20,-89.00,2923.30,1198.90,110.90}},
  3285.     {"Linden Station",              {2749.90,1198.90,-89.00,2923.30,1548.90,110.90}},
  3286.     {"Linden Station",              {2811.20,1229.50,-39.50,2861.20,1407.50,60.40}},
  3287.     {"Little Mexico",               {1701.90,-1842.20,-89.00,1812.60,-1722.20,110.90}},
  3288.     {"Little Mexico",               {1758.90,-1722.20,-89.00,1812.60,-1577.50,110.90}},
  3289.     {"Los Flores",                  {2581.70,-1454.30,-89.00,2632.80,-1393.40,110.90}},
  3290.     {"Los Flores",                  {2581.70,-1393.40,-89.00,2747.70,-1135.00,110.90}},
  3291.     {"Los Santos International",    {1249.60,-2394.30,-89.00,1852.00,-2179.20,110.90}},
  3292.     {"Los Santos International",    {1852.00,-2394.30,-89.00,2089.00,-2179.20,110.90}},
  3293.     {"Los Santos International",    {1382.70,-2730.80,-89.00,2201.80,-2394.30,110.90}},
  3294.     {"Los Santos International",    {1974.60,-2394.30,-39.00,2089.00,-2256.50,60.90}},
  3295.     {"Los Santos International",    {1400.90,-2669.20,-39.00,2189.80,-2597.20,60.90}},
  3296.     {"Los Santos International",    {2051.60,-2597.20,-39.00,2152.40,-2394.30,60.90}},
  3297.     {"Marina",                      {647.70,-1804.20,-89.00,851.40,-1577.50,110.90}},
  3298.     {"Marina",                      {647.70,-1577.50,-89.00,807.90,-1416.20,110.90}},
  3299.     {"Marina",                      {807.90,-1577.50,-89.00,926.90,-1416.20,110.90}},
  3300.     {"Market",                      {787.40,-1416.20,-89.00,1072.60,-1310.20,110.90}},
  3301.     {"Market",                      {952.60,-1310.20,-89.00,1072.60,-1130.80,110.90}},
  3302.     {"Market",                      {1072.60,-1416.20,-89.00,1370.80,-1130.80,110.90}},
  3303.     {"Market",                      {926.90,-1577.50,-89.00,1370.80,-1416.20,110.90}},
  3304.     {"Market Station",              {787.40,-1410.90,-34.10,866.00,-1310.20,65.80}},
  3305.     {"Martin Bridge",               {-222.10,293.30,0.00,-122.10,476.40,200.00}},
  3306.     {"Missionary Hill",             {-2994.40,-811.20,0.00,-2178.60,-430.20,200.00}},
  3307.     {"Montgomery",                  {1119.50,119.50,-3.00,1451.40,493.30,200.00}},
  3308.     {"Montgomery",                  {1451.40,347.40,-6.10,1582.40,420.80,200.00}},
  3309.     {"Montgomery Intersection",     {1546.60,208.10,0.00,1745.80,347.40,200.00}},
  3310.     {"Montgomery Intersection",     {1582.40,347.40,0.00,1664.60,401.70,200.00}},
  3311.     {"Mulholland",                  {1414.00,-768.00,-89.00,1667.60,-452.40,110.90}},
  3312.     {"Mulholland",                  {1281.10,-452.40,-89.00,1641.10,-290.90,110.90}},
  3313.     {"Mulholland",                  {1269.10,-768.00,-89.00,1414.00,-452.40,110.90}},
  3314.     {"Mulholland",                  {1357.00,-926.90,-89.00,1463.90,-768.00,110.90}},
  3315.     {"Mulholland",                  {1318.10,-910.10,-89.00,1357.00,-768.00,110.90}},
  3316.     {"Mulholland",                  {1169.10,-910.10,-89.00,1318.10,-768.00,110.90}},
  3317.     {"Mulholland",                  {768.60,-954.60,-89.00,952.60,-860.60,110.90}},
  3318.     {"Mulholland",                  {687.80,-860.60,-89.00,911.80,-768.00,110.90}},
  3319.     {"Mulholland",                  {737.50,-768.00,-89.00,1142.20,-674.80,110.90}},
  3320.     {"Mulholland",                  {1096.40,-910.10,-89.00,1169.10,-768.00,110.90}},
  3321.     {"Mulholland",                  {952.60,-937.10,-89.00,1096.40,-860.60,110.90}},
  3322.     {"Mulholland",                  {911.80,-860.60,-89.00,1096.40,-768.00,110.90}},
  3323.     {"Mulholland",                  {861.00,-674.80,-89.00,1156.50,-600.80,110.90}},
  3324.     {"Mulholland Intersection",     {1463.90,-1150.80,-89.00,1812.60,-768.00,110.90}},
  3325.     {"North Rock",                  {2285.30,-768.00,0.00,2770.50,-269.70,200.00}},
  3326.     {"Ocean Docks",                 {2373.70,-2697.00,-89.00,2809.20,-2330.40,110.90}},
  3327.     {"Ocean Docks",                 {2201.80,-2418.30,-89.00,2324.00,-2095.00,110.90}},
  3328.     {"Ocean Docks",                 {2324.00,-2302.30,-89.00,2703.50,-2145.10,110.90}},
  3329.     {"Ocean Docks",                 {2089.00,-2394.30,-89.00,2201.80,-2235.80,110.90}},
  3330.     {"Ocean Docks",                 {2201.80,-2730.80,-89.00,2324.00,-2418.30,110.90}},
  3331.     {"Ocean Docks",                 {2703.50,-2302.30,-89.00,2959.30,-2126.90,110.90}},
  3332.     {"Ocean Docks",                 {2324.00,-2145.10,-89.00,2703.50,-2059.20,110.90}},
  3333.     {"Ocean Flats",                 {-2994.40,277.40,-9.10,-2867.80,458.40,200.00}},
  3334.     {"Ocean Flats",                 {-2994.40,-222.50,-0.00,-2593.40,277.40,200.00}},
  3335.     {"Ocean Flats",                 {-2994.40,-430.20,-0.00,-2831.80,-222.50,200.00}},
  3336.     {"Octane Springs",              {338.60,1228.50,0.00,664.30,1655.00,200.00}},
  3337.     {"Old Venturas Strip",          {2162.30,2012.10,-89.00,2685.10,2202.70,110.90}},
  3338.     {"Palisades",                   {-2994.40,458.40,-6.10,-2741.00,1339.60,200.00}},
  3339.     {"Palomino Creek",              {2160.20,-149.00,0.00,2576.90,228.30,200.00}},
  3340.     {"Paradiso",                    {-2741.00,793.40,-6.10,-2533.00,1268.40,200.00}},
  3341.     {"Pershing Square",             {1440.90,-1722.20,-89.00,1583.50,-1577.50,110.90}},
  3342.     {"Pilgrim",                     {2437.30,1383.20,-89.00,2624.40,1783.20,110.90}},
  3343.     {"Pilgrim",                     {2624.40,1383.20,-89.00,2685.10,1783.20,110.90}},
  3344.     {"Pilson Intersection",         {1098.30,2243.20,-89.00,1377.30,2507.20,110.90}},
  3345.     {"Pirates in Men's Pants",      {1817.30,1469.20,-89.00,2027.40,1703.20,110.90}},
  3346.     {"Playa del Seville",           {2703.50,-2126.90,-89.00,2959.30,-1852.80,110.90}},
  3347.     {"Prickle Pine",                {1534.50,2583.20,-89.00,1848.40,2863.20,110.90}},
  3348.     {"Prickle Pine",                {1117.40,2507.20,-89.00,1534.50,2723.20,110.90}},
  3349.     {"Prickle Pine",                {1848.40,2553.40,-89.00,1938.80,2863.20,110.90}},
  3350.     {"Prickle Pine",                {1938.80,2624.20,-89.00,2121.40,2861.50,110.90}},
  3351.     {"Queens",                      {-2533.00,458.40,0.00,-2329.30,578.30,200.00}},
  3352.     {"Queens",                      {-2593.40,54.70,0.00,-2411.20,458.40,200.00}},
  3353.     {"Queens",                      {-2411.20,373.50,0.00,-2253.50,458.40,200.00}},
  3354.     {"Randolph Industrial Estate",  {1558.00,596.30,-89.00,1823.00,823.20,110.90}},
  3355.     {"Redsands East",               {1817.30,2011.80,-89.00,2106.70,2202.70,110.90}},
  3356.     {"Redsands East",               {1817.30,2202.70,-89.00,2011.90,2342.80,110.90}},
  3357.     {"Redsands East",               {1848.40,2342.80,-89.00,2011.90,2478.40,110.90}},
  3358.     {"Redsands West",               {1236.60,1883.10,-89.00,1777.30,2142.80,110.90}},
  3359.     {"Redsands West",               {1297.40,2142.80,-89.00,1777.30,2243.20,110.90}},
  3360.     {"Redsands West",               {1377.30,2243.20,-89.00,1704.50,2433.20,110.90}},
  3361.     {"Redsands West",               {1704.50,2243.20,-89.00,1777.30,2342.80,110.90}},
  3362.     {"Regular Tom",                 {-405.70,1712.80,-3.00,-276.70,1892.70,200.00}},
  3363.     {"Restraunt",                   {-229.07,1393.80,28.35,-222.40,1412.19,27.77}},
  3364.     {"Restraunt",                   {-221.54,1401.45,27.77,-217.49,1407.54,28.41}},
  3365.     {"Richman",                     {647.50,-1118.20,-89.00,787.40,-954.60,110.90}},
  3366.     {"Richman",                     {647.50,-954.60,-89.00,768.60,-860.60,110.90}},
  3367.     {"Richman",                     {225.10,-1369.60,-89.00,334.50,-1292.00,110.90}},
  3368.     {"Richman",                     {225.10,-1292.00,-89.00,466.20,-1235.00,110.90}},
  3369.     {"Richman",                     {72.60,-1404.90,-89.00,225.10,-1235.00,110.90}},
  3370.     {"Richman",                     {72.60,-1235.00,-89.00,321.30,-1008.10,110.90}},
  3371.     {"Richman",                     {321.30,-1235.00,-89.00,647.50,-1044.00,110.90}},
  3372.     {"Richman",                     {321.30,-1044.00,-89.00,647.50,-860.60,110.90}},
  3373.     {"Richman",                     {321.30,-860.60,-89.00,687.80,-768.00,110.90}},
  3374.     {"Richman",                     {321.30,-768.00,-89.00,700.70,-674.80,110.90}},
  3375.     {"Robada Intersection",         {-1119.00,1178.90,-89.00,-862.00,1351.40,110.90}},
  3376.     {"Roca Escalante",              {2237.40,2202.70,-89.00,2536.40,2542.50,110.90}},
  3377.     {"Roca Escalante",              {2536.40,2202.70,-89.00,2625.10,2442.50,110.90}},
  3378.     {"Rockshore East",              {2537.30,676.50,-89.00,2902.30,943.20,110.90}},
  3379.     {"Rockshore West",              {1997.20,596.30,-89.00,2377.30,823.20,110.90}},
  3380.     {"Rockshore West",              {2377.30,596.30,-89.00,2537.30,788.80,110.90}},
  3381.     {"Rodeo",                       {72.60,-1684.60,-89.00,225.10,-1544.10,110.90}},
  3382.     {"Rodeo",                       {72.60,-1544.10,-89.00,225.10,-1404.90,110.90}},
  3383.     {"Rodeo",                       {225.10,-1684.60,-89.00,312.80,-1501.90,110.90}},
  3384.     {"Rodeo",                       {225.10,-1501.90,-89.00,334.50,-1369.60,110.90}},
  3385.     {"Rodeo",                       {334.50,-1501.90,-89.00,422.60,-1406.00,110.90}},
  3386.     {"Rodeo",                       {312.80,-1684.60,-89.00,422.60,-1501.90,110.90}},
  3387.     {"Rodeo",                       {422.60,-1684.60,-89.00,558.00,-1570.20,110.90}},
  3388.     {"Rodeo",                       {558.00,-1684.60,-89.00,647.50,-1384.90,110.90}},
  3389.     {"Rodeo",                       {466.20,-1570.20,-89.00,558.00,-1385.00,110.90}},
  3390.     {"Rodeo",                       {422.60,-1570.20,-89.00,466.20,-1406.00,110.90}},
  3391.     {"Rodeo",                       {466.20,-1385.00,-89.00,647.50,-1235.00,110.90}},
  3392.     {"Rodeo",                       {334.50,-1406.00,-89.00,466.20,-1292.00,110.90}},
  3393.     {"Royal Casino",                {2087.30,1383.20,-89.00,2437.30,1543.20,110.90}},
  3394.     {"San Andreas Sound",           {2450.30,385.50,-100.00,2759.20,562.30,200.00}},
  3395.     {"Santa Flora",                 {-2741.00,458.40,-7.60,-2533.00,793.40,200.00}},
  3396.     {"Santa Maria Beach",           {342.60,-2173.20,-89.00,647.70,-1684.60,110.90}},
  3397.     {"Santa Maria Beach",           {72.60,-2173.20,-89.00,342.60,-1684.60,110.90}},
  3398.     {"Shady Cabin",                 {-1632.80,-2263.40,-3.00,-1601.30,-2231.70,200.00}},
  3399.     {"Shady Creeks",                {-1820.60,-2643.60,-8.00,-1226.70,-1771.60,200.00}},
  3400.     {"Shady Creeks",                {-2030.10,-2174.80,-6.10,-1820.60,-1771.60,200.00}},
  3401.     {"Sobell Rail Yards",           {2749.90,1548.90,-89.00,2923.30,1937.20,110.90}},
  3402.     {"Spinybed",                    {2121.40,2663.10,-89.00,2498.20,2861.50,110.90}},
  3403.     {"Starfish Casino",             {2437.30,1783.20,-89.00,2685.10,2012.10,110.90}},
  3404.     {"Starfish Casino",             {2437.30,1858.10,-39.00,2495.00,1970.80,60.90}},
  3405.     {"Starfish Casino",             {2162.30,1883.20,-89.00,2437.30,2012.10,110.90}},
  3406.     {"Temple",                      {1252.30,-1130.80,-89.00,1378.30,-1026.30,110.90}},
  3407.     {"Temple",                      {1252.30,-1026.30,-89.00,1391.00,-926.90,110.90}},
  3408.     {"Temple",                      {1252.30,-926.90,-89.00,1357.00,-910.10,110.90}},
  3409.     {"Temple",                      {952.60,-1130.80,-89.00,1096.40,-937.10,110.90}},
  3410.     {"Temple",                      {1096.40,-1130.80,-89.00,1252.30,-1026.30,110.90}},
  3411.     {"Temple",                      {1096.40,-1026.30,-89.00,1252.30,-910.10,110.90}},
  3412.     {"The Camel's Toe",             {2087.30,1203.20,-89.00,2640.40,1383.20,110.90}},
  3413.     {"The Clown's Pocket",          {2162.30,1783.20,-89.00,2437.30,1883.20,110.90}},
  3414.     {"The Emerald Isle",            {2011.90,2202.70,-89.00,2237.40,2508.20,110.90}},
  3415.     {"The Farm",                    {-1209.60,-1317.10,114.90,-908.10,-787.30,251.90}},
  3416.     {"The Four Dragons Casino",     {1817.30,863.20,-89.00,2027.30,1083.20,110.90}},
  3417.     {"The High Roller",             {1817.30,1283.20,-89.00,2027.30,1469.20,110.90}},
  3418.     {"The Mako Span",               {1664.60,401.70,0.00,1785.10,567.20,200.00}},
  3419.     {"The Panopticon",              {-947.90,-304.30,-1.10,-319.60,327.00,200.00}},
  3420.     {"The Pink Swan",               {1817.30,1083.20,-89.00,2027.30,1283.20,110.90}},
  3421.     {"The Sherman Dam",             {-968.70,1929.40,-3.00,-481.10,2155.20,200.00}},
  3422.     {"The Strip",                   {2027.40,863.20,-89.00,2087.30,1703.20,110.90}},
  3423.     {"The Strip",                   {2106.70,1863.20,-89.00,2162.30,2202.70,110.90}},
  3424.     {"The Strip",                   {2027.40,1783.20,-89.00,2162.30,1863.20,110.90}},
  3425.     {"The Strip",                   {2027.40,1703.20,-89.00,2137.40,1783.20,110.90}},
  3426.     {"The Visage",                  {1817.30,1863.20,-89.00,2106.70,2011.80,110.90}},
  3427.     {"The Visage",                  {1817.30,1703.20,-89.00,2027.40,1863.20,110.90}},
  3428.     {"Unity Station",               {1692.60,-1971.80,-20.40,1812.60,-1932.80,79.50}},
  3429.     {"Valle Ocultado",              {-936.60,2611.40,2.00,-715.90,2847.90,200.00}},
  3430.     {"Verdant Bluffs",              {930.20,-2488.40,-89.00,1249.60,-2006.70,110.90}},
  3431.     {"Verdant Bluffs",              {1073.20,-2006.70,-89.00,1249.60,-1842.20,110.90}},
  3432.     {"Verdant Bluffs",              {1249.60,-2179.20,-89.00,1692.60,-1842.20,110.90}},
  3433.     {"Verdant Meadows",             {37.00,2337.10,-3.00,435.90,2677.90,200.00}},
  3434.     {"Verona Beach",                {647.70,-2173.20,-89.00,930.20,-1804.20,110.90}},
  3435.     {"Verona Beach",                {930.20,-2006.70,-89.00,1073.20,-1804.20,110.90}},
  3436.     {"Verona Beach",                {851.40,-1804.20,-89.00,1046.10,-1577.50,110.90}},
  3437.     {"Verona Beach",                {1161.50,-1722.20,-89.00,1323.90,-1577.50,110.90}},
  3438.     {"Verona Beach",                {1046.10,-1722.20,-89.00,1161.50,-1577.50,110.90}},
  3439.     {"Vinewood",                    {787.40,-1310.20,-89.00,952.60,-1130.80,110.90}},
  3440.     {"Vinewood",                    {787.40,-1130.80,-89.00,952.60,-954.60,110.90}},
  3441.     {"Vinewood",                    {647.50,-1227.20,-89.00,787.40,-1118.20,110.90}},
  3442.     {"Vinewood",                    {647.70,-1416.20,-89.00,787.40,-1227.20,110.90}},
  3443.     {"Whitewood Estates",           {883.30,1726.20,-89.00,1098.30,2507.20,110.90}},
  3444.     {"Whitewood Estates",           {1098.30,1726.20,-89.00,1197.30,2243.20,110.90}},
  3445.     {"Willowfield",                 {1970.60,-2179.20,-89.00,2089.00,-1852.80,110.90}},
  3446.     {"Willowfield",                 {2089.00,-2235.80,-89.00,2201.80,-1989.90,110.90}},
  3447.     {"Willowfield",                 {2089.00,-1989.90,-89.00,2324.00,-1852.80,110.90}},
  3448.     {"Willowfield",                 {2201.80,-2095.00,-89.00,2324.00,-1989.90,110.90}},
  3449.     {"Willowfield",                 {2541.70,-1941.40,-89.00,2703.50,-1852.80,110.90}},
  3450.     {"Willowfield",                 {2324.00,-2059.20,-89.00,2541.70,-1852.80,110.90}},
  3451.     {"Willowfield",                 {2541.70,-2059.20,-89.00,2703.50,-1941.40,110.90}},
  3452.     {"Yellow Bell Station",         {1377.40,2600.40,-21.90,1492.40,2687.30,78.00}},
  3453.     // Main Zones
  3454.     {"Los Santos",                  {44.60,-2892.90,-242.90,2997.00,-768.00,900.00}},
  3455.     {"Las Venturas",                {869.40,596.30,-242.90,2997.00,2993.80,900.00}},
  3456.     {"Bone County",                 {-480.50,596.30,-242.90,869.40,2993.80,900.00}},
  3457.     {"Tierra Robada",               {-2997.40,1659.60,-242.90,-480.50,2993.80,900.00}},
  3458.     {"Tierra Robada",               {-1213.90,596.30,-242.90,-480.50,1659.60,900.00}},
  3459.     {"San Fierro",                  {-2997.40,-1115.50,-242.90,-1213.90,1659.60,900.00}},
  3460.     {"Red County",                  {-1213.90,-768.00,-242.90,2997.00,596.30,900.00}},
  3461.     {"Flint County",                {-1213.90,-2892.90,-242.90,44.60,-768.00,900.00}},
  3462.     {"San Andreas",                 {4601.083, -2989.536, -242.90, 2989.536, -3666.853, 1500.00}},
  3463.     {"Mount Chilliad",              {-2997.40,-2892.90,-242.90,-1213.90,-1115.50,900.00}}
  3464. };
  3465. stock GetHouseLocation(houseid) // By [03]Garsino
  3466. {
  3467.     new zone[MAX_ZONE_NAME];
  3468.     format(zone, MAX_ZONE_NAME, "Unknown");
  3469.     new size = sizeof(gSAZones);
  3470.     Loop(i, size, 0)
  3471.     {
  3472.         if(hInfo[houseid][CPOutX] >= gSAZones[i][SAZONE_AREA][0] && hInfo[houseid][CPOutX] <= gSAZones[i][SAZONE_AREA][3] && hInfo[houseid][CPOutY] >= gSAZones[i][SAZONE_AREA][1] && hInfo[houseid][CPOutY] <= gSAZones[i][SAZONE_AREA][4])
  3473.         {
  3474.             format(zone, MAX_ZONE_NAME, "%s", gSAZones[i][SAZONE_NAME]);
  3475.             return zone;
  3476.         }
  3477.     }
  3478.     return zone;
  3479. }
  3480. stock HouseFile(houseid)
  3481. {
  3482.     new filename[HOUSEFILE_LENGTH];
  3483.     format(filename, sizeof(filename), FILEPATH, houseid);
  3484.     return filename;
  3485. }
  3486. stock EndHouseRobbery(playerid)
  3487. {
  3488.     new timer_state = GetPVarInt(playerid, "HouseRobberyTimer");
  3489.     if(timer_state != -1)
  3490.     {
  3491.         KillTimer(timer_state);
  3492.         SetPVarInt(playerid, "HouseRobberyTimer", -1);
  3493.     }
  3494.     return 1;
  3495. }
  3496. stock SecurityDog_Bite(playerid, houseid, type, failed = 0)
  3497. {
  3498.     if(hInfo[houseid][HouseDog] == 0) return 1;
  3499.     new Float:health;
  3500.     GetPlayerHealth(playerid, health);
  3501.     ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0);
  3502.     if((health - (SECURITYDOG_HEALTHLOSS * SECURITYDOG_BITS)) <= 0.00)
  3503.     {
  3504.         SetPlayerHealth(playerid, 0.00);
  3505.         switch(type)
  3506.         {
  3507.             case 0: ShowInfoBoxEx(playerid, COLOUR_SYSTEM, HBREAKIN_FAILED1);
  3508.             case 1: ShowInfoBoxEx(playerid, COLOUR_SYSTEM, HROB_FAILED1);
  3509.         }
  3510.     }
  3511.     else
  3512.     {
  3513.         SetPlayerHealth(playerid, (health - (SECURITYDOG_HEALTHLOSS * SECURITYDOG_BITS)));
  3514.         if(failed == 1)
  3515.         {
  3516.             switch(type)
  3517.             {
  3518.                 case 0: ShowInfoBoxEx(playerid, COLOUR_SYSTEM, HBREAKIN_FAILED2);
  3519.                 case 1: ShowInfoBoxEx(playerid, COLOUR_SYSTEM, HROB_FAILED2);
  3520.             }
  3521.         }
  3522.     }
  3523.     SetTimerEx("SecurityDog_ClearAnimations", 4000, false, "i", playerid);
  3524.     return 1;
  3525. }
  3526. // © [03]Garsino - Keep The Credits!
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