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beaZone - GangZone Numbers & Borders [1.0]

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Jan 18th, 2013
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  1. /*
  2.         *****************
  3.        
  4.             beaZone
  5.              v1.0
  6.     Gang Zone Numbers & Borders
  7.    
  8.             by beaz
  9.    
  10.    
  11.         *****************
  12. */
  13.  
  14.  
  15. #include <a_samp>
  16.  
  17. #define NUMDIS 40.0
  18. #define MAX_GANGZONES 68
  19.  
  20. enum zoneInfo
  21. {
  22.     bool:zexist,
  23.     npart[5],
  24.     npart2[5],
  25.     border[4],
  26. }
  27. new zGangZones[1024][zoneInfo];
  28.  
  29. public OnGameModeInit()
  30. {
  31.     for(new z=0;z<MAX_GANGZONES;z++)
  32.     {
  33.      zGangZones[z][zexist] = false;
  34.      for(new nump=0;nump<5;nump++)
  35.      {
  36.        zGangZones[z][npart][nump] = -1;
  37.        zGangZones[z][npart2][nump] = -1;
  38.      }
  39.     }
  40.     return CallLocalFunction("Hook_OnGameModeInit", "");
  41. }
  42. #if defined _ALS_OnGameModeInit
  43.     #undef OnGameModeInit
  44. #else
  45.     #define _ALS_OnGameModeInit
  46. #endif
  47. #define OnGameModeInit Hook_OnGameModeInit
  48.  
  49. forward OnGameModeInit();
  50.  
  51. public OnPlayerConnect(playerid)
  52. {
  53.     for(new z=0;z<1024;z++)
  54.     {
  55.       if(zGangZones[z][zexist])
  56.       {
  57.        GangZoneShowForPlayer(playerid,zGangZones[z][border][0],0x00000060);
  58.        GangZoneShowForPlayer(playerid,zGangZones[z][border][1],0x00000060);
  59.        GangZoneShowForPlayer(playerid,zGangZones[z][border][2],0x00000060);
  60.        GangZoneShowForPlayer(playerid,zGangZones[z][border][3],0x00000060);
  61.  
  62.        for(new nump;nump<5;nump++)
  63.        {
  64.          if(zGangZones[z][npart][nump] != -1)
  65.          {
  66.            GangZoneShowForPlayer(playerid,zGangZones[z][npart][nump],0x00000080);
  67.          }
  68.          if(zGangZones[z][npart2][nump] != -1)
  69.          {
  70.            GangZoneShowForPlayer(playerid,zGangZones[z][npart2][nump],0x00000080);
  71.          }
  72.        }
  73.       }
  74.     }
  75.     return CallLocalFunction("Hook_OnPlayerConnect", "i", playerid);
  76. }
  77. #if defined _ALS_OnPlayerConnect
  78.     #undef OnPlayerConnect
  79. #else
  80.     #define _ALS_OnPlayerConnect
  81. #endif
  82. #define OnPlayerConnect Hook_OnPlayerConnect
  83.  
  84. forward OnPlayerConnect(playerid);
  85.  
  86. stock GangZoneCreateEx( Float:gzMinX,Float:gzMinY,Float:gzMaxX,Float:gzMaxY, gznumber , Float:numsize )
  87. {
  88.     new gid = GangZoneCreate(gzMinX,gzMinY,gzMaxX,gzMaxY);
  89.     zGangZones[gid][zexist] = true;
  90.  
  91.     new Float:centposx,Float:centposy;
  92.     centposx = (gzMinX+gzMaxX) / 2;
  93.     centposy = (gzMinY+gzMaxY) / 2;
  94.  
  95.     // Borders
  96.     zGangZones[gid][border][0] = GangZoneCreate( gzMinX-2.0, gzMinY, gzMinX+2.0, gzMaxY );
  97.     zGangZones[gid][border][1] = GangZoneCreate( gzMinX-2.0, gzMaxY-2.0, gzMaxX, gzMaxY+2.0 );
  98.     zGangZones[gid][border][2] = GangZoneCreate( gzMaxX-2.0, gzMinY, gzMaxX+2.0, gzMaxY );
  99.     zGangZones[gid][border][3] = GangZoneCreate( gzMinX-2.0, gzMinY-2.0, gzMaxX, gzMinY+2.0 );
  100.  
  101.     // Numbers
  102.  
  103.     if(gznumber >= 0 && gznumber <= 9)
  104.     {
  105.      GangZoneCreateNumber(gid,gznumber,centposx,centposy,numsize);
  106.     }
  107.     else if(gznumber > 9 && gznumber <= MAX_GANGZONES)
  108.     {
  109.      new temp[3],gznum1[2],gznum2[2];
  110.      format(temp,sizeof temp,"%d",gznumber);
  111.      strmid(gznum1,temp,0,1);
  112.      strmid(gznum2,temp,1,2);
  113.  
  114.      GangZoneCreateNumber(gid,strval(gznum1),centposx-(NUMDIS*numsize),centposy,numsize);
  115.      GangZoneCreateNumber2(gid,strval(gznum2),centposx+(NUMDIS*numsize),centposy,numsize);
  116.     }
  117.     else return gid;
  118.  
  119.     return gid;
  120. }
  121.  
  122. stock GangZoneDestroyEx( gangzoneid )
  123. {
  124.   if(zGangZones[gangzoneid][zexist]) // Checking if gang zone was created with numbers and borders.
  125.   {
  126.    // Removing numbers and borders.
  127.    for(new numpart;numpart < 5;numpart++)GangZoneDestroy(zGangZones[gangzoneid][npart][numpart]);
  128.    for(new numpart;numpart < 5;numpart++)GangZoneDestroy(zGangZones[gangzoneid][npart][numpart]);
  129.  
  130.    // Removing borders.
  131.    for(new bord;bord < 4;bord++)GangZoneDestroy(zGangZones[ gangzoneid ][border][bord]);
  132.  
  133.    // Destroying main gang zone.
  134.    GangZoneDestroy(gangzoneid);
  135.  
  136.    // Setting value to false, which means gang zone doesn't exist.
  137.    zGangZones[gangzoneid][zexist] = false;
  138.   }
  139. }
  140.  
  141. stock GangZoneCreateNumber( gzid , gznum , Float:centposx , Float:centposy , Float:numsize )
  142. {
  143.     switch(gznum)
  144.     {
  145.       case 0:
  146.       {
  147.         new Float:gztk = 4.0*numsize;
  148.         new Float:gsdisx = 15.0*numsize;
  149.         new Float:gsdisy = 20.0*numsize;
  150.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx+gztk,centposy-gsdisy+gztk); // Down of 0
  151.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy+gztk,centposx+gsdisx+gztk,centposy+gsdisy-gztk); // Up of 0
  152.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy+gztk,centposx-gsdisx+gztk,centposy+gsdisy-gztk); // Left of 0
  153.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx+gsdisx-gztk,centposy-gsdisy+gztk,centposx+gsdisx+gztk,centposy+gsdisy-gztk); // Right of 0
  154.       }
  155.       case 1:
  156.       {
  157.         new Float:gztk = 4.0*numsize;
  158.         new Float:gsdisy = 25.0*numsize;
  159.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gztk,centposy-gsdisy-gztk,centposx+gztk,centposy+gsdisy+gztk);
  160.       }
  161.       case 2:
  162.       {
  163.         new Float:gztk = 4.0*numsize;
  164.         new Float:gsdisy = 20.0*numsize;
  165.         new Float:gsdisx = 25.0*numsize;
  166.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  167.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx+gsdisx-gztk-gztk,centposy+gztk,centposx+gsdisx,centposy+gsdisy-gztk); // Right Stick
  168.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk); // Middle
  169.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy+gztk,centposx-gsdisx+gztk+gztk,centposy-gztk); // Left Stick
  170.         zGangZones[gzid][npart][4] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  171.       }
  172.       case 3:
  173.       {
  174.         new Float:gztk = 4.0*numsize;
  175.         new Float:gsdisy = 20.0*numsize;
  176.         new Float:gsdisx = 25.0*numsize;
  177.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  178.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx+gsdisx,centposy-gsdisy-gztk,centposx+gsdisx+gztk+gztk,centposy+gsdisy+gztk); // Stick
  179.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk); // Middle
  180.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  181.       }
  182.       case 4:
  183.       {
  184.         new Float:gztk = 4.0*numsize;
  185.         new Float:gsdisy = 20.0*numsize;
  186.         new Float:gsdisx = 25.0*numsize;
  187.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy,centposx-gsdisx+gztk+gztk,centposy+gztk); // Left
  188.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk);// Middle
  189.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx+gsdisx,centposy-gsdisy,centposx+gsdisx+gztk+gztk,centposy+gsdisy); // Stick
  190.       }
  191.       case 5:
  192.       {
  193.         new Float:gztk = 4.0*numsize;
  194.         new Float:gsdisy = 20.0*numsize;
  195.         new Float:gsdisx = 25.0*numsize;
  196.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy-gztk,centposx+gsdisx+gztk,centposy+gsdisy+gztk); // Up
  197.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gztk,centposx-gsdisx+gztk,centposy+gsdisy-gztk); // Left Stick
  198.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gztk,centposx+gsdisx+gztk,centposy+gztk); // Middle
  199.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx+gsdisx-gztk,centposy-gztk,centposx+gsdisx+gztk,centposy-gsdisy+gztk); // Right Stick
  200.         zGangZones[gzid][npart][4] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx+gztk,centposy-gsdisy+gztk); // Down
  201.       }
  202.       case 6:
  203.       {
  204.         new Float:gztk = 4.0*numsize;
  205.         new Float:gsdisy = 20.0*numsize;
  206.         new Float:gsdisx = 25.0*numsize;
  207.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  208.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx-gsdisx-gztk-gztk,centposy+gsdisy+gztk,centposx-gsdisx,centposy-gsdisy-gztk); // Main Left Stick
  209.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk); // Middle
  210.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  211.         zGangZones[gzid][npart][4] = GangZoneCreate(centposx+gsdisx-gztk-gztk,centposy-gsdisy+gztk,centposx+gsdisx,centposy-gztk); // Right small stick
  212.       }
  213.       case 7:
  214.       {
  215.         new Float:gztk = 4.0*numsize;
  216.         new Float:gsdisy = 20.0*numsize;
  217.         new Float:gsdisx = 15.0*numsize;
  218.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx+gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx+gztk,centposy+gsdisy-gztk); // Stick of 1
  219.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx+gztk,centposy+gsdisy+gztk); // Up of 1
  220.       }
  221.       case 8:
  222.       {
  223.         new Float:gztk = 4.0*numsize;
  224.         new Float:gsdisy = 20.0*numsize;
  225.         new Float:gsdisx = 25.0*numsize;
  226.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy+gztk,centposx-gsdisx+gztk,centposy-gsdisy-gztk); // Left stick
  227.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx+gsdisx-gztk,centposy+gsdisy+gztk,centposx+gsdisx+gztk,centposy-gsdisy-gztk); // Right stick
  228.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx+gztk,centposy+gsdisy-gztk,centposx+gsdisx-gztk,centposy+gsdisy+gztk); // Up
  229.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx-gsdisx+gztk,centposy-gztk,centposx+gsdisx-gztk,centposy+gztk); // Center
  230.         zGangZones[gzid][npart][4] = GangZoneCreate(centposx-gsdisx+gztk,centposy-gsdisy-gztk,centposx+gsdisx-gztk,centposy-gsdisy+gztk); // Down
  231.       }
  232.       case 9:
  233.       {
  234.         new Float:gztk = 4.0*numsize;
  235.         new Float:gsdisy = 20.0*numsize;
  236.         new Float:gsdisx = 25.0*numsize;
  237.         zGangZones[gzid][npart][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy,centposx-gsdisx+gztk,centposy+gsdisy-gztk); // Left Stick
  238.         zGangZones[gzid][npart][1] = GangZoneCreate(centposx+gsdisx,centposy-gsdisy-gztk,centposx+gsdisx+gztk+gztk,centposy+gsdisy+gztk); // Right Stick
  239.         zGangZones[gzid][npart][2] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  240.         zGangZones[gzid][npart][3] = GangZoneCreate(centposx-gsdisx+gztk,centposy,centposx+gsdisx,centposy+gztk+gztk); // Middle
  241.         zGangZones[gzid][npart][4] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  242.       }
  243.     }
  244. }
  245.  
  246. stock GangZoneCreateNumber2( gzid , gznum , Float:centposx , Float:centposy , Float:numsize)
  247. {
  248.     switch(gznum)
  249.     {
  250.       case 0:
  251.       {
  252.         new Float:gztk = 4.0*numsize;
  253.         new Float:gsdisx = 15.0*numsize;
  254.         new Float:gsdisy = 20.0*numsize;
  255.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx+gztk,centposy-gsdisy+gztk); // Down of 0
  256.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy+gztk,centposx+gsdisx+gztk,centposy+gsdisy-gztk); // Up of 0
  257.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy+gztk,centposx-gsdisx+gztk,centposy+gsdisy-gztk); // Left of 0
  258.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx+gsdisx-gztk,centposy-gsdisy+gztk,centposx+gsdisx+gztk,centposy+gsdisy-gztk); // Right of 0
  259.       }
  260.       case 1:
  261.       {
  262.         new Float:gztk = 4.0*numsize;
  263.         new Float:gsdisy = 25.0*numsize;
  264.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gztk,centposy-gsdisy-gztk,centposx+gztk,centposy+gsdisy+gztk);
  265.       }
  266.       case 2:
  267.       {
  268.         new Float:gztk = 4.0*numsize;
  269.         new Float:gsdisy = 20.0*numsize;
  270.         new Float:gsdisx = 25.0*numsize;
  271.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  272.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx+gsdisx-gztk-gztk,centposy+gztk,centposx+gsdisx,centposy+gsdisy-gztk); // Right Stick
  273.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk); // Middle
  274.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy+gztk,centposx-gsdisx+gztk+gztk,centposy-gztk); // Left Stick
  275.         zGangZones[gzid][npart2][4] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  276.       }
  277.       case 3:
  278.       {
  279.         new Float:gztk = 4.0*numsize;
  280.         new Float:gsdisy = 20.0*numsize;
  281.         new Float:gsdisx = 25.0*numsize;
  282.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  283.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx+gsdisx,centposy-gsdisy-gztk,centposx+gsdisx+gztk+gztk,centposy+gsdisy+gztk); // Stick
  284.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk); // Middle
  285.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  286.       }
  287.       case 4:
  288.       {
  289.         new Float:gztk = 4.0*numsize;
  290.         new Float:gsdisy = 20.0*numsize;
  291.         new Float:gsdisx = 25.0*numsize;
  292.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy,centposx-gsdisx+gztk+gztk,centposy+gztk); // Left
  293.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk);// Middle
  294.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx+gsdisx,centposy-gsdisy,centposx+gsdisx+gztk+gztk,centposy+gsdisy); // Stick
  295.       }
  296.       case 5:
  297.       {
  298.         new Float:gztk = 4.0*numsize;
  299.         new Float:gsdisy = 20.0*numsize;
  300.         new Float:gsdisx = 25.0*numsize;
  301.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy-gztk,centposx+gsdisx+gztk,centposy+gsdisy+gztk); // Up
  302.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gztk,centposx-gsdisx+gztk,centposy+gsdisy-gztk); // Left Stick
  303.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gztk,centposx+gsdisx+gztk,centposy+gztk); // Middle
  304.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx+gsdisx-gztk,centposy-gztk,centposx+gsdisx+gztk,centposy-gsdisy+gztk); // Right Stick
  305.         zGangZones[gzid][npart2][4] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx+gztk,centposy-gsdisy+gztk); // Down
  306.       }
  307.       case 6:
  308.       {
  309.         new Float:gztk = 4.0*numsize;
  310.         new Float:gsdisy = 20.0*numsize;
  311.         new Float:gsdisx = 25.0*numsize;
  312.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  313.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx-gsdisx-gztk-gztk,centposy+gsdisy+gztk,centposx-gsdisx,centposy-gsdisy-gztk); // Main Left Stick
  314.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx,centposy-gztk,centposx+gsdisx,centposy+gztk); // Middle
  315.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx-gsdisx,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  316.         zGangZones[gzid][npart2][4] = GangZoneCreate(centposx+gsdisx-gztk-gztk,centposy-gsdisy+gztk,centposx+gsdisx,centposy-gztk); // Right small stick
  317.       }
  318.       case 7:
  319.       {
  320.         new Float:gztk = 4.0*numsize;
  321.         new Float:gsdisy = 20.0*numsize;
  322.         new Float:gsdisx = 15.0*numsize;
  323.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx+gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx+gztk,centposy+gsdisy-gztk); // Stick of 1
  324.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx-gsdisx,centposy+gsdisy-gztk,centposx+gsdisx+gztk,centposy+gsdisy+gztk); // Up of 1
  325.       }
  326.       case 8:
  327.       {
  328.         new Float:gztk = 4.0*numsize;
  329.         new Float:gsdisy = 20.0*numsize;
  330.         new Float:gsdisx = 25.0*numsize;
  331.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy+gztk,centposx-gsdisx+gztk,centposy-gsdisy-gztk); // Left stick
  332.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx+gsdisx-gztk,centposy+gsdisy+gztk,centposx+gsdisx+gztk,centposy-gsdisy-gztk); // Right stick
  333.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx+gztk,centposy+gsdisy-gztk,centposx+gsdisx-gztk,centposy+gsdisy+gztk); // Up
  334.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx-gsdisx+gztk,centposy-gztk,centposx+gsdisx-gztk,centposy+gztk); // Center
  335.         zGangZones[gzid][npart2][4] = GangZoneCreate(centposx-gsdisx+gztk,centposy-gsdisy-gztk,centposx+gsdisx-gztk,centposy-gsdisy+gztk); // Down
  336.       }
  337.       case 9:
  338.       {
  339.         new Float:gztk = 4.0*numsize;
  340.         new Float:gsdisy = 20.0*numsize;
  341.         new Float:gsdisx = 25.0*numsize;
  342.         zGangZones[gzid][npart2][0] = GangZoneCreate(centposx-gsdisx-gztk,centposy,centposx-gsdisx+gztk,centposy+gsdisy-gztk); // Left Stick
  343.         zGangZones[gzid][npart2][1] = GangZoneCreate(centposx+gsdisx,centposy-gsdisy-gztk,centposx+gsdisx+gztk+gztk,centposy+gsdisy+gztk); // Right Stick
  344.         zGangZones[gzid][npart2][2] = GangZoneCreate(centposx-gsdisx-gztk,centposy+gsdisy-gztk,centposx+gsdisx,centposy+gsdisy+gztk); // Up
  345.         zGangZones[gzid][npart2][3] = GangZoneCreate(centposx-gsdisx+gztk,centposy,centposx+gsdisx,centposy+gztk+gztk); // Middle
  346.         zGangZones[gzid][npart2][4] = GangZoneCreate(centposx-gsdisx-gztk,centposy-gsdisy-gztk,centposx+gsdisx,centposy-gsdisy+gztk); // Down
  347.       }
  348.     }
  349. }
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