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CustomPickups

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Feb 18th, 2015
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  1. public CustomPickups()
  2. {
  3. new Float:oldposx, Float:oldposy, Float:oldposz;
  4. new string[128],status[64];
  5. ShowNameDistance();
  6. catch(Player, i)
  7. {
  8. if(PlaneTimeTransport[i])
  9. {
  10. format(string,sizeof(string),"~y~ ~n~ ~n~ ~n~ ~n~ ~n~ ~n~ ~n~ ~n~ ~n~ ~n~%d",PlaneTimeTransport[i]);
  11. GameTextForPlayer(i,string,1000,3);
  12. PlaneTimeTransport[i]--;
  13. }
  14. else
  15. {
  16. if(PlaneTransport[i])
  17. {
  18. SetPlayerInterior(i,0);
  19. SetCameraBehindPlayer(i);
  20. SetPlayerVirtualWorld(i,0);
  21. switch(PlaneTransport[i])
  22. {
  23. case 1: // Los Santos
  24. {
  25. SetPlayerPos(i,1685.7465,-2334.3564,13.5469);
  26. SendClientMessage(i,0x04B4AEAA,"[AEROPORT LS]: Bine ai venit !");
  27. }
  28. case 2: // San Fiero
  29. {
  30. SetPlayerPos(i,-1421.8843,-287.8965,14.1484);
  31. SendClientMessage(i,0x0080FFAA,"[AEROPORT SF]: Bine ai venit !");
  32. }
  33. case 3: // Las Venturas
  34. {
  35. SetPlayerPos(i,1664.4711,1423.5420,10.7841);
  36. SendClientMessage(i,0x2E2EFEAA,"[AEROPORT LV]: Bine ai venit !");
  37. }
  38. }
  39. PlaneTransport[i] = 0;
  40. }
  41. }
  42.  
  43. new amount = PlayerInfo[i][pLevel] * 500;
  44. if(IsInSkinShop(i))
  45. {
  46. new shop_[10];
  47. if(PlayerToPoint(4.0,i,207.5078,-100.7485,1005.2578)) shop_ = "Binco";
  48. else if(PlayerToPoint(4.0,i,203.8472,-43.6700,1001.80471)) shop_ = "Suburban";
  49. else if(PlayerToPoint(4.0,i,206.5535,-7.8922,1001.210932)) shop_ = "Victim";
  50. else if(PlayerToPoint(4.0,i,161.4350,-83.7294,1001.80471)) shop_ = "ZIP";
  51. else if(PlayerToPoint(4.0,i,204.3705,-159.7757,1000.5234)) shop_ = "DS";
  52. format(string,sizeof string,"~n~~n~~n~~n~~n~~w~~h~Bun venit in ~r~~h~%s magazin~n~~w~~h~Tasteaza /buyskin pentru a cumpara un skin",shop_);
  53. GameTextForPlayer(i,string,1000,3);
  54. continue;
  55. }
  56. GetPlayerPos(i, oldposx, oldposy, oldposz);
  57. new tmpcar = GetPlayerVehicleID(i);
  58. if(oldposx != 0.0 && oldposy != 0.0 && oldposz != 0.0)
  59. {
  60. for(new h = 0; h < sizeof(SBizzInfo); h++)
  61. {
  62. if(h == 14) continue;
  63. if((IsATruck(tmpcar)) && PlayerToPoint(10.0, i, SBizzInfo[h][sbEntranceX], SBizzInfo[h][sbEntranceY], SBizzInfo[h][sbEntranceZ]))
  64. {
  65. format(string, sizeof(string), "~w~%s~n~~r~Necesar produse~w~: %d~n~~y~Pret pe produs: ~w~: %d$~n~~g~Fonduri: ~w~: $%s",SBizzInfo[h][sbMessage],(SBizzInfo[h][sbMaxProducts]-SBizzInfo[h][sbProducts]),SBizzInfo[h][sbPriceProd],GroupDigit(SBizzInfo[h][sbTill]));
  66. GameTextForPlayer(i, string, 5000, 3);
  67. }
  68. if(PropertyTextSB[i] == 0 && PlayerToPoint(2.0, i, SBizzInfo[h][sbEntranceX], SBizzInfo[h][sbEntranceY], SBizzInfo[h][sbEntranceZ]))
  69. {
  70. if(SBizzInfo[h][sbOwned] == 1)
  71. {
  72. format(string, sizeof(string), "~w~%s~w~~n~Proprietar : %s~n~Actionar : %s~n~Pretul intrarii : ~g~$%s ~w~Level : %d ~n~/enter",SBizzInfo[h][sbMessage],SBizzInfo[h][sbOwner],SBizzInfo[h][sbExtortion],GroupDigit(SBizzInfo[h][sbEntranceCost]),SBizzInfo[h][sbLevelNeeded]);
  73. }
  74. else
  75. {
  76. format(string, sizeof(string), "~w~%s~w~~n~Aceasta afacere este de vanzare~n~Pret: ~g~$%s ~w~Level : %d ~n~/buybiz",SBizzInfo[h][sbMessage],GroupDigit(SBizzInfo[h][sbBuyPrice]),SBizzInfo[h][sbLevelNeeded]);
  77. }
  78. PlayerTextDrawSetString(i, SBizzText[i], string);
  79. PlayerTextDrawShow(i, SBizzText[i]);
  80. PropertyTextSB[i] = h;
  81. }
  82. }
  83. for(new h = 0; h < sizeof(BizzInfo); h++)
  84. {
  85. if((IsATruck(tmpcar)) && PlayerToPoint(10.0, i, BizzInfo[h][bEntranceX], BizzInfo[h][bEntranceY], BizzInfo[h][bEntranceZ]))
  86. {
  87. format(string, sizeof(string), "~w~%s~n~~r~Necesar produse~w~: %d~n~~y~Pret pe produs: ~w~: %d$~n~~g~Fonduri: ~w~: $%s",BizzInfo[h][bMessage],(BizzInfo[h][bMaxProducts]-BizzInfo[h][bProducts]),BizzInfo[h][bPriceProd],GroupDigit(BizzInfo[h][bTill]));
  88. GameTextForPlayer(i, string, 5000, 3);
  89. }
  90. if(PropertyTextB[i] == 0 && PlayerToPoint(2.0, i, BizzInfo[h][bEntranceX], BizzInfo[h][bEntranceY], BizzInfo[h][bEntranceZ]))
  91. {
  92. if(BizzInfo[h][bOwned] == 1)
  93. {
  94. format(string, sizeof(string), "~w~%s~w~~n~Proprietar : %s~n~Actionar : %s~n~Pretul intrarii : ~g~$%s ~w~Level : %d ~n~/enter",BizzInfo[h][bMessage],BizzInfo[h][bOwner],BizzInfo[h][bExtortion],GroupDigit(BizzInfo[h][bEntranceCost]),BizzInfo[h][bLevelNeeded]);
  95. }
  96. else
  97. {
  98. format(string, sizeof(string), "~w~%s~w~~n~Afacerea este de vanzare~n~Pret: ~g~$%s ~w~Level : %d ~n~/buybiz",BizzInfo[h][bMessage],GroupDigit(BizzInfo[h][bBuyPrice]),BizzInfo[h][bLevelNeeded]);
  99. }
  100. PlayerTextDrawSetString(i, BizzText[i], string);
  101. PlayerTextDrawShow(i, BizzText[i]);
  102. PropertyTextB[i] = h;
  103. }
  104. }
  105. for(new h = 0; h < sizeof(HouseInfo); h++)
  106. {
  107. if(PropertyTextH[i] == 0 && PlayerToPoint(2.0, i, HouseInfo[h][hEntrancex], HouseInfo[h][hEntrancey], HouseInfo[h][hEntrancez]))
  108. {
  109. if(HouseInfo[h][hOwned] == 1)
  110. {
  111. if(HouseInfo[h][hRentabil] == 0)
  112. {
  113. format(string, sizeof(string), "~w~Proprietarul casei este~n~%s~n~Level : %d",HouseInfo[h][hOwner],HouseInfo[h][hLevel]);
  114. }
  115. else
  116. {
  117. format(string, sizeof(string), "~w~Proprietarul casei este~n~%s~n~Chirie: $%s Level : %d~n~/rentroom pentru a inchiria",HouseInfo[h][hOwner],GroupDigit(HouseInfo[h][hRent]),HouseInfo[h][hLevel]);
  118. }
  119. //GameTextForPlayer(i, string, 5000, 3);
  120. }
  121. else
  122. {
  123. format(string, sizeof(string), "~w~Aceasta casa este de vanzare~n~Descriere: %s ~n~Pret: ~g~$%s~n~~w~Level : %d~n~/buyhouse",HouseInfo[h][hDiscription],GroupDigit(HouseInfo[h][hBuyPrice]),HouseInfo[h][hLevel]);
  124. }
  125. PlayerTextDrawSetString(i, HouseText[i], string);
  126. PlayerTextDrawShow(i, HouseText[i]);
  127. PropertyTextH[i] = h;
  128. }
  129. }
  130. }
  131. if(PropertyTextSB[i] != 0 && !PlayerToPoint(2.0, i, SBizzInfo[PropertyTextSB[i]][sbEntranceX], SBizzInfo[PropertyTextSB[i]][sbEntranceY], SBizzInfo[PropertyTextSB[i]][sbEntranceZ]))
  132. {
  133. PlayerTextDrawHide(i, SBizzText[i]);
  134. PropertyTextSB[i] = 0;
  135. }
  136. if(PropertyTextB[i] != 0 && !PlayerToPoint(2.0, i, BizzInfo[PropertyTextB[i]][bEntranceX], BizzInfo[PropertyTextB[i]][bEntranceY], BizzInfo[PropertyTextB[i]][bEntranceZ]))
  137. {
  138. PlayerTextDrawHide(i, BizzText[i]);
  139. PropertyTextB[i] = 0;
  140. }
  141. if(PropertyTextH[i] != 0 && !PlayerToPoint(2.0, i, HouseInfo[PropertyTextH[i]][hEntrancex], HouseInfo[PropertyTextH[i]][hEntrancey], HouseInfo[PropertyTextH[i]][hEntrancez]))
  142. {
  143. PlayerTextDrawHide(i, HouseText[i]);
  144. PropertyTextH[i] = 0;
  145. }
  146. if (PlayerToPoint(2.0, i, 1173.0000,-1323.0000,15.3978))
  147. {
  148. GameTextForPlayer(i, "~w~Tasataza /healme pentru a te vindeca", 5000, 5);
  149. }
  150. else if(IsAtTrainingPlace(i) && GetFactionID(i) == IsAtTrainingPlace(i))
  151. {
  152. GameTextForPlayer(i,"~r~~h~] Antrenament ]~n~/enter pentru a intra~n~/exit pentru a iesi",5000,5);
  153. }
  154. else if(IsAtChurch(i,3.0))
  155. {
  156. GameTextForPlayer(i, "~g~~h~Biserica ~w~~n~Tasteaza /enter pentru a intra in ~r~~h~Casa Domnului", 5000, 5);
  157. }
  158. else if(IsAtClimbPlace(i))
  159. {
  160. GameTextForPlayer(i,"~w~Tasteaza ~g~~h~/climb ~w~pentru a ajunge sus",5000,5);
  161. }
  162. else if(IsPlayerInRangeOfPoint(i, 5.0, 246.9308,1930.5734,17.6481))
  163. {
  164. GameTextForPlayer(i,"~w~/airport", 5000, 5);
  165. }
  166. else if(IsPlayerInRangeOfPoint(i, 5.0, 249.9578,1935.3212,17.6406))
  167. {
  168. GameTextForPlayer(i, "~w~/base", 5000, 5);
  169. }
  170. else if(PlayerToPoint(3.0,i,2057.2795,-1907.8834,13.5469))
  171. {
  172. GameTextForPlayer(i, "~w~Tasteaza /getlicense", 5000, 5);
  173. }
  174. else if(PlayerToPoint(3.0,i,2695.4316,-1704.2367,11.8438))
  175. { // BBowl - Los Santos
  176. if(BBowlStarted) format(status,sizeof(status),"~g~Deschis~n~~w~Scrie /joinbbowl~n~~w~Pret: %s~g~~h~$",GroupDigit(BBowlPrice));
  177. else format(status,sizeof(status),"~r~Inchis");
  178. format(string,sizeof(string),"~b~~h~Blood Bowl~n~%s",status);
  179. GameTextForPlayer(i,string,4000,5);
  180. }
  181. else if(PlayerToPoint(3.0,i,1088.2983,1602.9866,5.8203))
  182. { // DTrack - Las Venturas
  183. if(DTrackStarted) format(status,sizeof(status),"~g~Deschis~n~~w~Scrie /joindtrack~n~~w~Pret: %s~g~~h~$",GroupDigit(DTrackPrice));
  184. else format(status,sizeof(status),"~r~Inchis");
  185. format(string,sizeof(string),"~y~~h~Dirt Track~n~%s",status);
  186. GameTextForPlayer(i,string,4000,5);
  187. }
  188. else if(PlayerToPoint(3.0,i,-2111.2754,-444.699,38.734))
  189. { // Track8 - San Fiero
  190. if(Track8Started) format(status,sizeof(status),"~g~Deschis~n~~w~Scrie /jointrack8~n~~w~Pret: %s~g~~h~$",GroupDigit(Track8Price));
  191. else format(status,sizeof(status),"~r~Inchis");
  192. format(string,sizeof(string),"~r~~h~Track 8~n~%s",status);
  193. GameTextForPlayer(i,string,4000,5);
  194. }
  195. else if(PlayerToPoint(3.0,i,246.5052,87.5869,1003.6406) && IsACop(i))
  196. {
  197. GameTextForPlayer(i,"~w~Tasteaza ~b~~h~~h~/deliver",4000,5);
  198. }
  199. else if(PlayerToPoint(3.0,i,1045.5585,-1028.7587,32.1016))
  200. {
  201. GameTextForPlayer(i,"~w~Apasa ~r~~h~CLAXON-ul~n~~w~daca vrei sa-ti modifici vehiculul",4000,5);
  202. }
  203. else if(PlayerToPoint(3.0,i,2391.9409,1040.3030,10.8203))
  204. {
  205. GameTextForPlayer(i,"~w~Apasa ~r~~h~CLAXON-ul~n~~w~daca vrei sa-ti modifici vehiculul",4000,5);
  206. }
  207. else if(PlayerToPoint(3.0,i,1473.6998,-1615.2374,-1.3292)) // ust
  208. {
  209. GameTextForPlayer(i,"~w~Comenzi: ~r~~h~/depune ~w~si ~r~~h~/retrage",4000,5);
  210. }
  211. else if(PlayerToPoint(3.0,i,1706.7139,949.9765,10.8203))
  212. {
  213. GameTextForPlayer(i,"~w~Tasteaza ~y~~h~/enter~n~~w~pentru a intra in ~b~~h~UST HQ",4000,5);
  214. }
  215. else if(PlayerToPoint(2.0,i,822.1855,1.8713,1004.1797))
  216. {
  217. GameTextForPlayer(i," ~n~ ~n~ ~n~ ~n~ ~n~ ~n~ ~n~ ~y~~h~Horse Races~n~~w~Tasteaza ~b~~h~/horserace",4000,5);
  218. }
  219. else if(PlayerToPoint(3.0,i,765.9430,14.6624,1000.7002))
  220. { // Box Fight
  221. format(string,sizeof(string),"~w~Stil de lupta: ~r~~h~box~n~~w~Apasa ~r~~h~F ~w~pentru a lua acest stil de lupta~n~PRET: %s~g~~h~$",GroupDigit(BOX_PRICE));
  222. GameTextForPlayer(i,string,5000,4);
  223. }
  224. else if(PlayerToPoint(3.0,i,768.0906,-30.2064,1000.5859))
  225. { // Kungfu Fight
  226. format(string,sizeof(string),"~w~Stil de lupta: ~g~~h~kung fu~n~~w~Apasa ~r~~h~F ~w~pentru a lua acest stil de lupta~n~PRET: %s~g~~h~$",GroupDigit(KUNGFU_PRICE));
  227. GameTextForPlayer(i,string,5000,4);
  228. }
  229. else if(PlayerToPoint(3.0,i,771.9702,-65.3627,1000.7184))
  230. { // Kneehead Fight
  231. format(string,sizeof(string),"~w~Stil de lupta: ~b~~h~kneehead~n~~w~Apasa ~r~~h~F ~w~pentru a lua acest stil de lupta~n~PRET: %s~g~~h~$",GroupDigit(KNEEHEAD_PRICE));
  232. GameTextForPlayer(i,string,5000,4);
  233. }
  234.  
  235. else if(PlayerToPoint(3.0,i,1685.7465,-2334.3564,13.5469))
  236. {// Airport LS
  237. GameTextForPlayer(i,"~g~Airport LS~n~~w~Tasteaza /menu pentru o lista de rute",3000,3);
  238. }
  239. else if(PlayerToPoint(3.0,i,-1421.8843,-287.8965,14.1484))
  240. {// Airport SF
  241. GameTextForPlayer(i,"~b~Airport SF~n~~w~Tasteaza /menu pentru o lista de rute",3000,3);
  242. }
  243. else if(PlayerToPoint(3.0,i,1664.4711,1423.5420,10.7841))
  244. {// Airport LV
  245. GameTextForPlayer(i,"~y~Airport LV~n~~w~Tasteaza /menu pentru o lista de rute",3000,3);
  246. }
  247.  
  248. /*else if(PlayerToPoint(3.0,i,SBizzInfo[14][sbEntranceX],SBizzInfo[14][sbEntranceY],SBizzInfo[14][sbEntranceZ]))
  249. {// Plate Numbers Las Venturas
  250. format(string, sizeof(string), "~r~%s~w~~n~Proprietar: %s~n~Actionar: %s~n~Pretul intrarii: ~g~$%s ~w~Level: %d~n~Comanda: /plate",SBizzInfo[14][sbMessage],SBizzInfo[14][sbOwner],SBizzInfo[14][sbExtortion],GroupDigit(SBizzInfo[14][sbEntranceCost]),SBizzInfo[14][sbLevelNeeded]);
  251. GameTextForPlayer(i,string,5000,3);
  252. }*/
  253. /*
  254. else if(PlayerToPoint(3.0,i,2695.4763,-1704.2621,11.8438) || PlayerToPoint(3.0,i,-2111.2754,-444.6991,38.7344) || PlayerToPoint(3.0,i,1088.2983,1602.9866,5.8203))
  255. {
  256. GameTextForPlayer(i,"~g~~h~] Stunt Stadium ]~n~/enter pentru a intra~n~/exit pentru a iesi~n~Pret: 2000~g~~h~$",5000,5);
  257. }
  258. */
  259. else if(PlayerToPoint(3.0,i,293.6826,188.2749,1007.1719))
  260. {
  261. GameTextForPlayer(i,"Tasteaza ~r~~h~/JailLS ~w~pentru a ajunge acolo",5000,3);
  262. }
  263.  
  264. else if(PlayerToPoint(6.0,i,1873.0673,-1996.4823,13.5544) || PlayerToPoint(6.0,i,2519.4146,-1673.2747,14.4961) ||
  265. PlayerToPoint(6.0,i,2145.8481,-1473.4209,25.5467) || PlayerToPoint(6.0,i,1687.6294,2297.4783,10.8203) ||
  266. PlayerToPoint(6.0,i,2752.2817,-1962.4196,13.5469) || PlayerToPoint(6.0,i,694.7906,-455.8949,16.3359))
  267. {
  268. GameTextForPlayer(i, "~p~Weapons Gang Package~n~~w~~h~Type ~r~~h~/weapons", 5000, 4);
  269. }
  270.  
  271. else if(PlayerToPoint(3.0,i,1860.3630,-1995.9014,13.5469) || PlayerToPoint(3.0,i,2493.1099,-1710.6869,1014.7422) ||
  272. PlayerToPoint(3.0,i,2142.9460,-1463.5748,25.5391) || PlayerToPoint(3.0,i,1677.3822,2335.6309,10.8203) ||
  273. PlayerToPoint(3.0,i,2750.6045,-1941.8109,13.5469) || PlayerToPoint(3.0,i,-223.0208,1411.1342,27.7734))
  274. {
  275. GameTextForPlayer(i, "~w~Tasteaza ~g~/matswithdraw ~w~sau ~g~/matsdeposit", 5000, 4);
  276. }
  277.  
  278. else if(PlayerToPoint(2.0,i,1925.2296,-2111.1348,-19.3109))
  279. {
  280. GameTextForPlayer(i, "~p~~h~Injectii~n~~w~Tasteaza ~r~~h~/takeinjection ~w~pentru a-ti administra",5000,3);
  281. }
  282. else if(IsAtATM(i,3.0))
  283. {
  284. new ATM_COLORS[9][9] = { "~r~", "~b~", "~g~", "~y~", "~p~", "~r~~h~", "~b~~h~", "~g~~h~", "~y~~h~" };
  285. format(string,sizeof string,"%sATM~n~~w~Comenzi disponibile:~n~~w~/withdraw /balance",ATM_COLORS[random(sizeof(ATM_COLORS))]);
  286. GameTextForPlayer(i, string,5000,5);
  287. }
  288. else if(PlayerToPoint(3.0,i,681.5233,-473.6631,16.5363))
  289. {
  290. GameTextForPlayer(i, "~n~~n~~n~~g~~h~~h~Bikers HQ~n~~w~Tasteaza /enter", 5000, 3);
  291. }
  292. else if(PlayerToPoint(3.0,i,1530.1610,-1665.4686,6.2188))
  293. {
  294. GameTextForPlayer(i, "~n~~n~~n~~b~PD Mechanic~n~~w~Tasteaza ~r~~h~/repaircar", 5000, 3);
  295. }
  296. else if(PlayerToPoint(3.0,i,-1904.3218,273.9896,41.0469)) // SF
  297. {
  298. GameTextForPlayer(i, "~n~~n~~n~~b~UST Mechanic~n~~w~Tasteaza ~r~~h~/repairmycar", 5000, 3);
  299. }
  300. else if(PlayerToPoint(3.0,i,1025.1198,-1032.1824,31.9284)) // LS
  301. {
  302. GameTextForPlayer(i, "~n~~n~~n~~b~UST Mechanic~n~~w~Tasteaza ~r~~h~/repairmycar", 5000, 3);
  303. }
  304. else if(PlayerToPoint(3.0,i,1965.0742,2163.0256,10.8203)) // LV
  305. {
  306. GameTextForPlayer(i, "~n~~n~~n~~b~UST Mechanic~n~~w~Tasteaza ~r~~h~/repairmycar", 5000, 3);
  307. }
  308. else if(PlayerToPoint(3.0,i,-2153.9172,-252.7036,36.5156)) // Los Santos
  309. {
  310. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza ~r~~h~/materials ~r~~h~get~n~~w~pentru a obtine pachete cu materiale", 5000, 3);
  311. }
  312. else if(PlayerToPoint(3.0,i,959.1522,2142.3850,1011.0197)) // San Fiero
  313. {
  314. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza ~g~~h~/materials ~g~~h~deliver~n~~w~pentru a procura niste materiale", 5000, 3);
  315. }
  316. else if(PlayerToPoint(3.0,i,1463.7264,-1013.5648,26.8438) ||
  317. PlayerToPoint(3.0,i,2474.5654,1024.0625,10.8203))// SF & LV Bank
  318. {
  319. //format(string, sizeof(string), "~w~%s~w~~n~Proprietar: %s~n~Actionar: %s~n~Pretul intrarii: ~g~$%s ~w~Level: %d ~n~pentru a intra tasteaza /enter");
  320. GameTextForPlayer(i,"~w~Banca~w~~n~Tasteaza /enter pentru a intra",5000,3);
  321. }
  322.  
  323. else if(PlayerToPoint(3.0,i,2295.9319,2451.6865,10.8203))// FBI ARMOURY
  324. {
  325. format(string, sizeof(string), "~w~Armoury~n~pentru a intra tasteaza /enter");
  326. GameTextForPlayer(i,string,5000,3);
  327. }
  328. else if(PlayerToPoint(2.5,i,-2034.6047,148.5186,28.8359))
  329. {
  330. new color_random[13][10] =
  331. {
  332. "~r~","~r~~h~","~r~~h~~h~",
  333. "~b~","~b~~h~","~b~~h~~h~",
  334. "~g~","~g~~h~","~g~~h~~h~",
  335. "~y~","~y~~h~",
  336. "~p~","~p~~h~"
  337. };
  338. format(string,sizeof string,"%sStatia ~w~~h~24-7~n~~w~~h~Tasteaza /enter pentru a intra",color_random[random(sizeof(color_random))]);
  339. GameTextForPlayer(i,string,5000,3);
  340. }
  341.  
  342. else if(PlayerToPoint(3.0,i,2296.4434,2468.6506,10.8203))
  343. {
  344. GameTextForPlayer(i,"~w~Tasteaza /goup pentru a ajunge pe ~b~~h~acoperisul~w~ F.B.I",5000,3);
  345. }
  346. else if(PlayerToPoint(3.0,i,250.7494,107.9755,1003.2188))
  347. {
  348. if(PlayerInfo[i][pLeader] == 1 || PlayerInfo[i][pMember] == 1)
  349. GameTextForPlayer(i,"~w~~h~Tasteaza ~g~~h~/swat ~w~~h~pentru a te echipa cu ~n~~b~~h~uniforma SWAT",5000,3);
  350. }
  351. /* LosSantos ----- Hospital ----- San Fiero */
  352. else if(PlayerToPoint(2.0,i,2029.5945,-1404.6426,17.2512) || PlayerToPoint(2.0,i,-2655.0415,639.6581,14.4545)) GameTextForPlayer(i,"~r~~h~Hospital~n~~w~~h~Tasteaza /enter pentru a intra",3500,3);
  353. /*LV I,II*/ else if(PlayerToPoint(2.0,i,1583.6154,1768.9753,10.8203) || PlayerToPoint(2.0,i,1607.5793,1816.2894,10.8203)) GameTextForPlayer(i,"~r~~h~Hospital~n~~w~~h~Tasteaza /enter pentru a intra~n~~g~~h~Acoperis~n~~w~~h~Tasteaza /goup pentru a urca",3500,3);
  354. else if(PlayerToPoint(2.0,i,2017.0452,1007.7471,39.0911)) GameTextForPlayer(i,"~w~Tasteaza ~b~~h~/godown ~w~pentru a cobori",3500,3);
  355. else if(PlayerToPoint(2.0,i,2277.5891,2459.1016,38.6837)) GameTextForPlayer(i,"~w~Tasteaza ~r~~h~/godown ~w~pentru a cobori",3500,3);
  356. else if(PlayerToPoint(2.0,i,2024.3469,-1404.3801,17.2012) || PlayerToPoint(2.0,i,1583.6154,1768.9753,10.8203) || PlayerToPoint(2.0,i,1607.5793,1816.2894,10.8203)) GameTextForPlayer(i,"~w~~h~Tasteaza /goup pentru a urca pe ~p~~h~acoperisul ~n~~w~~h~spitalului",3500,3);
  357. else if(PlayerToPoint(2.0,i,1607.2870,1815.5591,30.4688)) GameTextForPlayer(i,"~w~Tasteaza ~p~/godown~n~~w~to go down",3500,3);
  358. else if(PlayerToPoint(2.0,i,2633.6328,1716.5708,11.0234)) GameTextForPlayer(i,"~w~Tasteaza /enter pentru a intra in ~r~~h~~h~The Triads HQ",3500,3);
  359. else if(PlayerToPoint(2.0,i,1123.3037,-2036.8541,69.8934)) GameTextForPlayer(i,"~w~Tasteaza /enter pentru a intra in ~r~~h~~h~TM HQ~n~~w~ori tasteaza /goup pentru a urca pe ~g~~h~~h~acoperisul The Mafia",3500,3);
  360. else if(PlayerToPoint(2.0,i,-1594.1538,716.2620,-4.9063)) GameTextForPlayer(i,"~b~~h~~h~San Fiero Police Department~n~~w~Tasteaza /armour sau /takeguns",3500,3);
  361. else if (PlayerToPoint(2.0, i, 323.0342,1118.5804,1083.8828))
  362. {//Buyable Drugs for Drug Dealers
  363. GameTextForPlayer(i, "~w~Tasteaza /get drugs, pentru a procura niste ~r~droguri~y~~n~abilitatile tale conteaza la pret", 5000, 3);
  364. }
  365. else if (PlayerToPoint(3, i,72.8898,-1524.8215,4.7746) || PlayerToPoint(3,i,-80.6891,-910.2766,17.5131) || PlayerToPoint(3,i,1740.1055,540.9307,26.8955))
  366. {// LS
  367. format(string,sizeof(string),"Tasteaza ~b~~h~/barrier~w~~h~ pentru a deschide ~n~~r~~h~bariera ~w~!~g~~h~~h~~n~PRET: ~w~~h~%s$",GroupDigit(amount));
  368. GameTextForPlayer(i, string, 5000, 5);
  369. }
  370. else if (PlayerToPoint(3, i,46.2385,-1540.5121,5.1934) || PlayerToPoint(3,i,-79.4910,-889.6276,15.8130))
  371. {// SF
  372. format(string,sizeof(string),"Tasteaza ~b~~h~/barrier~w~~h~ pentru a deschide ~n~~r~~h~bariera ~w~!~g~~h~~h~~n~PRET: ~w~~h~%s$",GroupDigit(amount));
  373. GameTextForPlayer(i, string, 5000, 5);
  374. }
  375. else if (PlayerToPoint(3, i,1742.9250,520.4514,27.9801))
  376. {// LV
  377. format(string,sizeof(string),"Tasteaza ~b~~h~/barrier~w~~h~ pentru a deschide ~n~~r~~h~bariera ~w~!~g~~h~~h~~n~PRET: ~w~~h~%s$",GroupDigit(amount));
  378. GameTextForPlayer(i, string, 5000, 5);
  379. }
  380. else if (PlayerToPoint(3, i,1480.9496,-1770.4620,18.7958))
  381. {
  382. GameTextForPlayer(i, "~y~Bun venit la ~r~PRIMARIE~n~~w~Tasteaza /enter pentru a intra", 5000, 5);
  383. }
  384. else if (PlayerToPoint(2, i,240.8511,112.9492,1003.2188))
  385. {
  386. GameTextForPlayer(i, "~b~~h~Sala de antrenamente a politiei ~n~~w~~h~Tasteaza ~p~/train ~w~pentru a intra!", 5000, 5);
  387. }
  388. else if (PlayerToPoint(2, i,-972.3929,1060.9846,1345.6688))
  389. {
  390. GameTextForPlayer(i, "~b~~h~PD Train Exit ~n~~w~~h~Tasteaza ~p~/exit ~w~pentru a iesi afara!", 5000, 5);
  391. }
  392. else if (PlayerToPoint(2, i,-1132.7623,1057.8795,1346.4105))
  393. {
  394. GameTextForPlayer(i, "~b~~h~PD Train Exit ~n~~w~~h~Tasteaza ~p~/exit ~w~pentru a iesi afara!", 5000, 5);
  395. }
  396. else if (PlayerToPoint(2, i,242.0377,1861.4764,14.0840) && (PlayerInfo[i][pMember] == 3 || PlayerInfo[i][pLeader] == 3))
  397. {
  398. GameTextForPlayer(i, "Tasteaza ~g~~h~/armour ~w~~h~pentru a te vindeca si a te echipa cu armura!", 5000, 4);
  399. }
  400. else if (PlayerToPoint(2, i,211.4691,1812.0636,21.8594) && (IsACop(i)))
  401. {
  402. GameTextForPlayer(i, "~w~Tasteaza ~r~~h~/camera ~w~~h~pentru a vedea locurile Area51", 5000, 4);
  403. }
  404. else if (PlayerToPoint(2, i,251.6591,117.5315,1003.2188) && (PlayerInfo[i][pMember] == 2 || PlayerInfo[i][pLeader] == 2))
  405. {
  406. GameTextForPlayer(i, "Tasteaza /sniper pentru a lua un ~r~~h~sniper ~w~~h~!", 5000, 4);
  407. }
  408. else if (PlayerToPoint(2, i,-1605.5371,711.3893,13.8672))
  409. {
  410. GameTextForPlayer(i, "~n~~n~~n~~b~Departamentul de politie San Fierot~n~~w~Tasteaza /enter pentru a intra!", 5000, 4);
  411. }
  412. else if (PlayerToPoint(2, i,1780.3608,-1258.8300,14.9148))
  413. {
  414. if(IsANewsReporter(i))
  415. GameTextForPlayer(i, "~n~~n~~n~~n~~w~Tasteaza /goup pentru a ajunge pe ~y~~h~acoperis !~n~Tasteaza /enter pentru a intra", 5000, 4);
  416. }
  417. else if (PlayerToPoint(2, i,1767.7200,-1242.7799,35.2531))
  418. {
  419. if(IsANewsReporter(i))
  420. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza /godown pentru a te intoarce!", 5000, 4);
  421. }
  422. else if (PlayerToPoint(2, i,87.5896,1921.0145,17.8577))
  423. {
  424. if(PlayerInfo[i][pLeader] == 3 || PlayerInfo[i][pMember] == 3)
  425. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza ~g~~h~/inside ~w~pentru a intra in Area 51!", 5000, 4);
  426. }
  427. else if (PlayerToPoint(2, i,107.8239,1920.8734,18.5447))
  428. {
  429. if(PlayerInfo[i][pLeader] == 3 || PlayerInfo[i][pMember] == 3)
  430. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza ~g~~h~/outside ~w~pentru a parasi Area 51!", 5000, 4);
  431. }
  432. else if(PlayerToPoint(2.0,i,1524.7231,-1677.8782,5.8906))
  433. {
  434. if(PlayerInfo[i][pMember] == 1 || PlayerInfo[i][pMember] == 2
  435. || PlayerInfo[i][pLeader] == 1 || PlayerInfo[i][pLeader] == 2)
  436. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza ~g~~h~/civskin~n~~w~~h~sau ~r~~h~/dutyskin~n~~w~~h~Tasteaza /elevator~n~pentru a intra in sectie~n~~w~~h~Tasteaza /goup~n~pentru a ajunge pe acoperis", 5000, 4);
  437. }
  438. else if(PlayerToPoint(2.0,i,1556.6406,-1675.6801,28.3955))
  439. {
  440. if(IsACop(i)) GameTextForPlayer(i,"Tasteaza ~b~~h~/godown~n~pentru a ajunge in sectie",5000,3);
  441. }
  442. else if(PlayerToPoint(2.0,i,-1606.2512,672.2787,-5.2422))
  443. {
  444. GameTextForPlayer(i, "~n~~n~~n~~w~Tasteaza /elevator pentru a ajunge in ~b~~h~sectie", 5000, 4);
  445. }
  446. else if(PlayerToPoint(3.0,i,-2050.9741,451.7947,35.1719)) // News Reporter SF Enter
  447. {
  448. if(IsANewsReporter(i)) GameTextForPlayer(i,"~w~Tasteaza ~r~~h~/enter ~w~pentru a intra",5000,3);
  449. }
  450.  
  451. //====================================================================================================
  452. // -[J O B S]-
  453. // With Textdraw
  454.  
  455. // # Detective
  456. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,359.5408,206.7693,1008.3828))
  457. {
  458. if(!PlayerInfo[i][pJob])
  459. { if(!T_Job[i][0]) { TextDrawShowForPlayer(i,TJobs[0]); T_Job[i][0] = true; } }
  460. }
  461. else if(T_Job[i][0] && !PlayerToPoint(4.0, i,359.5408,206.7693,1008.3828))
  462. {
  463. TextDrawHideForPlayer(i,TJobs[0]);
  464. T_Job[i][0] = false;
  465. }
  466.  
  467. // # Lawyer
  468. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,347.7374,193.7241,1014.1875))
  469. {
  470. if(!PlayerInfo[i][pJob])
  471. { if(!T_Job[i][1]) { TextDrawShowForPlayer(i,TJobs[1]); T_Job[i][1] = true; } }
  472. }
  473. else if(T_Job[i][1] && !PlayerToPoint(4.0, i,347.7374,193.7241,1014.1875))
  474. {
  475. TextDrawHideForPlayer(i,TJobs[1]);
  476. T_Job[i][1] = false;
  477. }
  478.  
  479. else if(T_Job[i][2] && !PlayerToPoint(4.0, i,1215.1304,-11.8431,1000.9219))
  480. {
  481. TextDrawHideForPlayer(i,TJobs[2]);
  482. T_Job[i][2] = false;
  483. }
  484.  
  485. // # Drugs Dealer
  486. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,2166.3772,-1675.3829,15.0859))
  487. {
  488. if(!PlayerInfo[i][pJob])
  489. { if(!T_Job[i][3]) { TextDrawShowForPlayer(i,TJobs[3]); T_Job[i][3] = true; } }
  490. }
  491. else if(T_Job[i][3] && !PlayerToPoint(4.0, i,2166.3772,-1675.3829,15.0859))
  492. {
  493. TextDrawHideForPlayer(i,TJobs[3]);
  494. T_Job[i][3] = false;
  495. }
  496.  
  497. // # Car Jacker
  498. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,2501.0537,-1759.1688,13.5061))
  499. {
  500. if(!PlayerInfo[i][pJob])
  501. { if(!T_Job[i][4]) { TextDrawShowForPlayer(i,TJobs[4]); T_Job[i][4] = true; } }
  502. }
  503. else if(T_Job[i][4] && !PlayerToPoint(4.0, i,2501.0537,-1759.1688,13.5061))
  504. {
  505. TextDrawHideForPlayer(i,TJobs[4]);
  506. T_Job[i][4] = false;
  507. }
  508.  
  509. // # Car Mechanic
  510. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,-1932.3859,276.2117,41.0391))
  511. {
  512. if(!PlayerInfo[i][pJob])
  513. { if(!T_Job[i][5]) { TextDrawShowForPlayer(i,TJobs[5]); T_Job[i][5] = true; } }
  514. }
  515. else if(T_Job[i][5] && !PlayerToPoint(4.0, i,-1932.3859,276.2117,41.0391))
  516. {
  517. TextDrawHideForPlayer(i,TJobs[5]);
  518. T_Job[i][5] = false;
  519. }
  520.  
  521. else if(T_Job[i][6] && !PlayerToPoint(4.0, i,2226.1716,-1718.1792,13.5165))
  522. {
  523. TextDrawHideForPlayer(i,TJobs[6]);
  524. T_Job[i][6] = false;
  525. }
  526.  
  527. // # Arms Dealer
  528. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1366.4325,-1275.2096,13.5469))
  529. {
  530. if(!PlayerInfo[i][pJob])
  531. { if(!T_Job[i][7]) { TextDrawShowForPlayer(i,TJobs[7]); T_Job[i][7] = true; } }
  532. }
  533. else if(T_Job[i][7] && !PlayerToPoint(4.0, i,1366.4325,-1275.2096,13.5469))
  534. {
  535. TextDrawHideForPlayer(i,TJobs[7]);
  536. T_Job[i][7] = false;
  537. }
  538.  
  539. else if(T_Job[i][8] && !PlayerToPoint(4.0, i,531.7930,-1292.4044,17.2422))
  540. {
  541. TextDrawHideForPlayer(i,TJobs[8]);
  542. T_Job[i][8] = false;
  543. }
  544.  
  545. else if(T_Job[i][9] && !PlayerToPoint(4.0, i,-2040.9436,456.2395,35.1719))
  546. {
  547. TextDrawHideForPlayer(i,TJobs[9]);
  548. T_Job[i][9] = false;
  549. }
  550.  
  551. // # Trucker
  552. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,2772.8992,-2411.1289,13.6316))
  553. {
  554. if(!PlayerInfo[i][pJob])
  555. { if(!T_Job[i][10]) { TextDrawShowForPlayer(i,TJobs[10]); T_Job[i][10] = true; } }
  556. }
  557. else if(T_Job[i][10] && !PlayerToPoint(4.0, i,2772.8992,-2411.1289,13.6316))
  558. {
  559. TextDrawHideForPlayer(i,TJobs[10]);
  560. T_Job[i][10] = false;
  561. }
  562.  
  563. // # News Reporter
  564. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,-2058.3813,459.8389,35.1719))
  565. {
  566. if(!PlayerInfo[i][pJob])
  567. { if(!T_Job[i][11]) { TextDrawShowForPlayer(i,TJobs[11]); T_Job[i][11] = true; } }
  568. }
  569. else if(T_Job[i][11] && !PlayerToPoint(4.0, i,-2058.3813,459.8389,35.1719))
  570. {
  571. TextDrawHideForPlayer(i,TJobs[11]);
  572. T_Job[i][11] = false;
  573. }
  574.  
  575. // # Taximetrist
  576. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,915.3094,-1235.2273,17.2109))
  577. {
  578. if(!PlayerInfo[i][pJob])
  579. { if(!T_Job[i][12]) { TextDrawShowForPlayer(i,TJobs[12]); T_Job[i][12] = true; } }
  580. }
  581. else if(T_Job[i][12] && !PlayerToPoint(4.0, i,915.3094,-1235.2273,17.2109))
  582. {
  583. TextDrawHideForPlayer(i,TJobs[12]);
  584. T_Job[i][12] = false;
  585. }
  586.  
  587. // # Conductor de tren
  588. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,-1968.7349,162.2776,27.6875))
  589. {
  590. if(!PlayerInfo[i][pJob])
  591. { if(!T_Job[i][13]) { TextDrawShowForPlayer(i,TJobs[13]); T_Job[i][13] = true; } }
  592. }
  593. else if(T_Job[i][13] && !PlayerToPoint(4.0, i,-1968.7349,162.2776,27.6875))
  594. {
  595. TextDrawHideForPlayer(i,TJobs[13]);
  596. T_Job[i][13] = false;
  597. }
  598.  
  599. // # Gunoier
  600. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1153.2047,-1769.7202,16.4354))
  601. {
  602. if(!PlayerInfo[i][pJob])
  603. { if(!T_Job[i][14]) { TextDrawShowForPlayer(i,TJobs[14]); T_Job[i][14] = true; } }
  604. }
  605. else if(T_Job[i][14] && !PlayerToPoint(4.0, i,1153.2047,-1769.7202,16.4354))
  606. {
  607. TextDrawHideForPlayer(i,TJobs[14]);
  608. T_Job[i][14] = false;
  609. }
  610.  
  611. //=====================================================================================================
  612.  
  613. /*
  614. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1154.2208,-1770.8203,16.5992))
  615. {
  616. if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {}
  617. else { GameTextForPlayer(i, "~g~Welcome,~n~~y~poti deveni un ~r~Bus Driver~y~ here ~n~~w~Tasteaza /join daca doresti sa te angajezi", 5000, 3); }
  618. }*/
  619. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,2772.8992,-2411.1289,13.6316))
  620. {
  621. if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {}
  622. else { GameTextForPlayer(i, "~g~Bine ai venit,~n~~y~poti deveni un ~r~Camionagiu~y~ aici ~n~~w~Tasteaza /join daca doresti sa te angajezi", 5000, 3); }
  623. }
  624. else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1381.0413,-1088.8511,27.3906))
  625. {
  626. GameTextForPlayer(i, "~g~Bine ai venit,~n~~y~Tasteaza /mission pentru a incepe misiunea", 5000, 3);
  627. }
  628. else if(PlayerToPoint(2.0, i,1073.0619,-344.5148,73.9922) || (PlayerInfo[i][pPhousekey] != 255 && !strcmp(ReturnName(i), HouseInfo[PlayerInfo[i][pPhousekey]][hOwner], true) && PlayerToPoint(3.0,i,HouseInfo[PlayerInfo[i][pPhousekey]][hEntrancex],HouseInfo[PlayerInfo[i][pPhousekey]][hEntrancey],HouseInfo[PlayerInfo[i][pPhousekey]][hEntrancez])))
  629. {// Hitman delivery stuff Hitman House
  630. if(OrderReady[i] > 0)
  631. {
  632. switch (OrderReady[i])
  633. {
  634. case 1:
  635. {
  636. GivePlayerWeapon(i, 24, 40); GivePlayerWeapon(i, 29, 200); GivePlayerWeapon(i, 25, 20); GivePlayerWeapon(i, 4, 1);
  637. GivePlayerCash(i, -500);
  638. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  639. }
  640. case 2:
  641. {
  642. GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 300); GivePlayerWeapon(i, 25, 35); GivePlayerWeapon(i, 31, 350); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 33, 15);
  643. GivePlayerCash(i, -750);
  644. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  645. }
  646. case 3:
  647. {
  648. GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 300); GivePlayerWeapon(i, 25, 35); GivePlayerWeapon(i, 30, 350); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 33, 15);
  649. GivePlayerCash(i, -1250);
  650. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  651. }
  652. case 4:
  653. {
  654. GivePlayerWeapon(i, 24, 70); GivePlayerWeapon(i, 29, 400); GivePlayerWeapon(i, 25, 45); GivePlayerWeapon(i, 31, 500); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 25);
  655. GivePlayerCash(i, -1750);
  656. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  657. }
  658. case 5:
  659. {
  660. GivePlayerWeapon(i, 24, 70); GivePlayerWeapon(i, 29, 400); GivePlayerWeapon(i, 25, 45); GivePlayerWeapon(i, 30, 500); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 25);
  661. GivePlayerCash(i, -2000);
  662. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  663. }
  664. case 6:
  665. {
  666. GivePlayerWeapon(i, 24, 85); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 60); GivePlayerWeapon(i, 31, 650); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 35);
  667. GivePlayerCash(i, -2250);
  668. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  669. }
  670. case 7:
  671. {
  672. GivePlayerWeapon(i, 24, 85); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 60); GivePlayerWeapon(i, 30, 650); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 35);
  673. GivePlayerCash(i, -3000);
  674. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat pachetul comandat.");
  675. }
  676. case 8: // o bomba C4
  677. {
  678. C4[i] += 1;
  679. GivePlayerCash(i,-3000);
  680. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat bomba C4 comandata.");
  681. }
  682. case 9: // 2 bombe C4
  683. {
  684. C4[i] = 2;
  685. GivePlayerCash(i,-6000);
  686. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat cele 2 bombe C4 comandate.");
  687. }
  688. case 10: // 3 bombe
  689. {
  690. C4[i] = 3;
  691. GivePlayerCash(i,-9000);
  692. SendClientMessage(i, COLOR_LIGHTBLUE, "* Ai ridicat cele 3 bombe C4 comandate.");
  693. }
  694. }
  695. OrderReady[i] = 0;
  696. }
  697. }
  698. else if(PlayerOnMission[i] > 0 && PlayMission[kToggle] == 0)
  699. {
  700. if(MissionCheckpoint[i] == 1 && PlayerToPoint(10.0, i,PlayMission[kCP1][0],PlayMission[kCP1][1],PlayMission[kCP1][2]))
  701. {
  702. RingTone[i] = 20;
  703. format(string, sizeof(string), "%s", PlayMission[kGText1]);
  704. GameTextForPlayer(i, string, 8000, 3);
  705. format(string, sizeof(string), "%s", PlayMission[kText4]);
  706. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  707. format(string, sizeof(string), "%s", PlayMission[kText5]);
  708. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  709. format(string, sizeof(string), "%s", PlayMission[kText6]);
  710. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  711. MissionCheckpoint[i] = 2;
  712. }
  713. else if(MissionCheckpoint[i] == 2 && PlayerToPoint(10.0, i,PlayMission[kCP2][0],PlayMission[kCP2][1],PlayMission[kCP2][2]))
  714. {
  715. RingTone[i] = 20;
  716. format(string, sizeof(string), "%s", PlayMission[kGText2]);
  717. GameTextForPlayer(i, string, 8000, 3);
  718. format(string, sizeof(string), "%s", PlayMission[kText7]);
  719. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  720. format(string, sizeof(string), "%s", PlayMission[kText8]);
  721. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  722. format(string, sizeof(string), "%s", PlayMission[kText9]);
  723. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  724. MissionCheckpoint[i] = 3;
  725. }
  726. else if(MissionCheckpoint[i] == 3 && PlayerToPoint(10.0, i,PlayMission[kCP3][0],PlayMission[kCP3][1],PlayMission[kCP3][2]))
  727. {
  728. RingTone[i] = 20;
  729. format(string, sizeof(string), "%s", PlayMission[kGText3]);
  730. GameTextForPlayer(i, string, 8000, 3);
  731. format(string, sizeof(string), "%s", PlayMission[kText10]);
  732. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  733. format(string, sizeof(string), "%s", PlayMission[kText11]);
  734. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  735. format(string, sizeof(string), "%s", PlayMission[kText12]);
  736. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  737. MissionCheckpoint[i] = 4;
  738. }
  739. else if(MissionCheckpoint[i] == 4 && PlayerToPoint(10.0, i,PlayMission[kCP4][0],PlayMission[kCP4][1],PlayMission[kCP4][2]))
  740. {
  741. RingTone[i] = 20;
  742. format(string, sizeof(string), "%s", PlayMission[kGText4]);
  743. GameTextForPlayer(i, string, 8000, 3);
  744. format(string, sizeof(string), "%s", PlayMission[kText13]);
  745. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  746. format(string, sizeof(string), "%s", PlayMission[kText14]);
  747. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  748. format(string, sizeof(string), "%s", PlayMission[kText15]);
  749. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  750. MissionCheckpoint[i] = 5;
  751. }
  752. else if(MissionCheckpoint[i] == 5 && PlayerToPoint(10.0, i,PlayMission[kCP5][0],PlayMission[kCP5][1],PlayMission[kCP5][2]))
  753. {
  754. RingTone[i] = 20;
  755. format(string, sizeof(string), "%s", PlayMission[kGText5]);
  756. GameTextForPlayer(i, string, 8000, 3);
  757. format(string, sizeof(string), "%s", PlayMission[kText16]);
  758. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  759. format(string, sizeof(string), "%s", PlayMission[kText17]);
  760. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  761. format(string, sizeof(string), "%s", PlayMission[kText18]);
  762. SendClientMessage(i, COLOR_LIGHTBROWN, string);
  763. MissionCheckpoint[i] = 6;
  764. }
  765. else if(MissionCheckpoint[i] == 6 && PlayerToPoint(10.0, i,PlayMission[kCP6][0],PlayMission[kCP6][1],PlayMission[kCP6][2]))
  766. {
  767. RingTone[i] = 20;
  768. format(string, sizeof(string), "%s", PlayMission[kGText6]);
  769. GameTextForPlayer(i, string, 8000, 3);
  770. format(string, sizeof(string), "..:: Ai facut misiunea cu succes : %s | Recompensa primita: $%s ::..", PlayMission[kTitle], GroupDigit(PlayMission[kReward]));
  771. SendClientMessage(i, COLOR_GREEN, string);
  772. GivePlayerCash(i, PlayMission[kReward]);
  773. PlayerInfo[i][pMissionNr] = PlayerOnMission[i];
  774. MissionCheckpoint[i] = 0;
  775. PlayerOnMission[i] = 0;
  776. }
  777. }
  778. }
  779. return 1;
  780. }
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