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colonel-top

Missile Hunter & Hydra By Colonel

Jan 2nd, 2015
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  1. //===================================================================
  2.  
  3. #include <a_samp>
  4. #pragma tabsize 0
  5. //==============================variable=========================================================//
  6. new bool:phunter[MAX_PLAYERS];
  7. new bool:phydra[MAX_PLAYERS];
  8. new playerhunterammo[MAX_PLAYERS];
  9. new playerhydraammo[MAX_PLAYERS];
  10. new bool:isreload[MAX_PLAYERS];
  11. new freshv[MAX_PLAYERS];
  12. new freshvv[MAX_PLAYERS];
  13. new PlayerText:TextDraw0[MAX_PLAYERS];
  14. new PlayerText:TextDraw1[MAX_PLAYERS];
  15. static hunterstring[64];
  16. static hunterstatus[32];
  17. new bool:reloading[MAX_PLAYERS];
  18. //=================================COLOR DEFINE=================================================//
  19. #define COLOR_RED 0xAA3333AA
  20. //===============================define your value here=========================================//
  21.  
  22. #define hunterammo 14 //ammo missile of hunter
  23. #define hydraammo 12 //ammo missile of hunter
  24. #define reloadtime 5000 //Time to relaod in Millisecond
  25.  
  26. //================================define key press fired==========================================//
  27. #define PRESSED(%0) \
  28.     (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
  29. //=================================System FS zone==================================================//
  30. public OnFilterScriptInit()
  31. {
  32.     print("\n--------------------------------------");
  33.     print(" Hunter Ammo By Colonel-Top (Promsurin Putthammawong)Loaded!");
  34.     print("--------------------------------------\n");
  35.  
  36.     return 1;
  37. }
  38.  
  39. public OnFilterScriptExit()
  40. {
  41.     print("\n--------------------------------------");
  42.     print(" Hunter Ammo By Colonel-Top (Promsurin Putthammawong)Unloaded!");
  43.     print("--------------------------------------\n");
  44.     return 1;
  45. }
  46. //================================= Playerkeystatechanged zone==================================================//
  47. public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
  48. {
  49.     if (PRESSED(KEY_FIRE))
  50.     {
  51.  
  52.         if (IsPlayerInAnyVehicle(playerid))
  53.         {
  54.  
  55.                 if (phunter[playerid] == true)
  56.                 {
  57.                     freshv[playerid] = hunterammo-playerhunterammo[playerid];
  58.                         //printf("%d",playerhunterammo[playerid]);
  59.                     if(playerhunterammo[playerid] >= hunterammo)
  60.                     {
  61.  
  62.                         TogglePlayerControllable(playerid,0);
  63.                         SetTimerEx("stopfreeze", 100, false, "i", playerid);
  64.                         if(isreload[playerid] == true)
  65.                         {
  66.                             if(reloading[playerid] == false)
  67.                             {
  68.                                 SetTimerEx("reload",reloadtime, false, "i", playerid);
  69.                                 playerhunterammo[playerid] = 50;
  70.                             reloading[playerid] = true;
  71.                             }
  72.                             else if(reloading[playerid] == true)
  73.                             {
  74.                                     playerhunterammo[playerid] = 50;
  75.                             }
  76.                                
  77.                         }
  78.                         else if(isreload[playerid] == false)
  79.                         {
  80.                             GameTextForPlayer(playerid,"~y~Your Missile are ~r~Empty ~n~~p~Please Wait To ~r~Reload !",2000,3);
  81.                         SendClientMessage(playerid,COLOR_RED,"[SYSTEM]:Your Missile is reloading");
  82.                         //
  83.                          format(hunterstring,sizeof(hunterstring),"Missile: %d",freshv[playerid]);
  84.                         PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  85.                         format(hunterstatus,sizeof(hunterstatus),"Status: Reloading");
  86.                         PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  87.                             playerhunterammo[playerid] = hunterammo;
  88.                         isreload[playerid] = true;
  89.                         //printf("%d",playerhunterammo[playerid]);
  90.                         }
  91.                     }
  92.                     else if(playerhunterammo[playerid] < hunterammo)
  93.                     {
  94.                      format(hunterstring,sizeof(hunterstring),"Missile: %d",freshv[playerid]);
  95.                         PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  96.                         format(hunterstatus,sizeof(hunterstatus),"Status: Reloaded");
  97.                         PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  98.                 //   format(texthunterformat,sizeof(texthunterformat),"~g~Missile Left : ~y~ %d",freshv[playerid]);
  99.                     // GameTextForPlayer(playerid,texthunterformat,1200,3);
  100.                      playerhunterammo[playerid] ++;
  101.                      isreload[playerid] = false;
  102.                         //printf("%d",playerhunterammo[playerid]);
  103.                     }
  104.                 }
  105.  
  106.         }
  107.     }
  108.     if (PRESSED(KEY_ACTION))
  109.     {
  110.  
  111.         if (IsPlayerInAnyVehicle(playerid))
  112.         {
  113.  
  114.                 if (phydra[playerid] == true)
  115.                 {
  116.                     freshvv[playerid] = hydraammo-playerhydraammo[playerid];
  117.                         //printf("%d",playerhunterammo[playerid]);
  118.                     if(playerhydraammo[playerid] >= hydraammo)
  119.                     {
  120.  
  121.                         TogglePlayerControllable(playerid,0);
  122.                         SetTimerEx("stopfreeze", 100, false, "i", playerid);
  123.                         if(isreload[playerid] == true)
  124.                         {
  125.                             if(reloading[playerid] == false)
  126.                             {
  127.                                 SetTimerEx("reload",reloadtime, false, "i", playerid);
  128.                                 playerhydraammo[playerid] = 50;
  129.                             reloading[playerid] = true;
  130.                             }
  131.                             else if(reloading[playerid] == true)
  132.                             {
  133.                                     playerhydraammo[playerid] = 50;
  134.                             }
  135.  
  136.                         }
  137.                         else if(isreload[playerid] == false)
  138.                         {
  139.                             GameTextForPlayer(playerid,"~y~Your Missile are ~r~Empty ~n~~p~Please Wait To ~r~Reload !",2000,3);
  140.                         SendClientMessage(playerid,COLOR_RED,"[SYSTEM]:Your Missile is reloading");
  141.                         //
  142.                          format(hunterstring,sizeof(hunterstring),"Missile: %d",freshvv[playerid]);
  143.                         PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  144.                         format(hunterstatus,sizeof(hunterstatus),"Status: Reloading");
  145.                         PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  146.                             playerhydraammo[playerid] = hydraammo;
  147.                         isreload[playerid] = true;
  148.                         //printf("%d",playerhunterammo[playerid]);
  149.                         }
  150.                     }
  151.                     else if(playerhydraammo[playerid] < hydraammo)
  152.                     {
  153.                      format(hunterstring,sizeof(hunterstring),"Missile: %d",freshvv[playerid]);
  154.                         PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  155.                         format(hunterstatus,sizeof(hunterstatus),"Status: Reloaded");
  156.                         PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  157.                 //   format(texthunterformat,sizeof(texthunterformat),"~g~Missile Left : ~y~ %d",freshv[playerid]);
  158.                     // GameTextForPlayer(playerid,texthunterformat,1200,3);
  159.                      playerhydraammo[playerid] ++;
  160.                      isreload[playerid] = false;
  161.                         //printf("%d",playerhunterammo[playerid]);
  162.                     }
  163.                 }
  164.  
  165.         }
  166.     }
  167.     return 1;
  168. }
  169. //=================================================forward & public zone=================================================//
  170. forward stopfreeze(playerid);
  171. public stopfreeze(playerid)
  172. {
  173.     TogglePlayerControllable(playerid,1);
  174.     return 1;
  175. }
  176. forward reload(playerid);
  177. public reload(playerid)
  178.  
  179. {
  180.     if(isreload[playerid]==true)
  181.  {
  182. //  printf("before reload %d",playerhunterammo[playerid]);
  183.     isreload[playerid]=false;
  184.     //TogglePlayerControllable(playerid,1);
  185.  
  186.  
  187.    
  188.      
  189.    //
  190.    reloading[playerid] = false;
  191.    //   printf("after reload%d",playerhunterammo[playerid]);
  192.  if (phunter[playerid] == true)
  193.  {
  194.    playerhunterammo[playerid] = 0;
  195.  freshv[playerid] = hunterammo-playerhunterammo[playerid];
  196.      
  197.             format(hunterstring,sizeof(hunterstring),"Missile: %d",freshv[playerid]);
  198. PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  199. }
  200.   if (phydra[playerid] == true)
  201.    {
  202.     playerhydraammo[playerid]=0;
  203.     freshvv[playerid] = hydraammo-playerhydraammo[playerid];
  204.      
  205. format(hunterstring,sizeof(hunterstring),"Missile: %d",freshvv[playerid]);
  206. PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  207. }
  208. format(hunterstatus,sizeof(hunterstatus),"Status: Reloaded");
  209. PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  210. }
  211.     //GameTextForPlayer(playerid,"~r~Missile Reload!",1200,3);
  212.     return 1;
  213. }
  214. //===============================================system public zone=======================================================//
  215. public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
  216. {
  217.     if(GetVehicleModel(vehicleid) == 425) // you can changed to jet tank or anything else that need reload ! note: if u want more u need to define new variables
  218.     {
  219.         phunter[playerid] = true;
  220.         format(hunterstring,sizeof(hunterstring),"Missile: %d",freshv[playerid]);
  221. PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  222. format(hunterstatus,sizeof(hunterstatus),"Status: Reloaded");
  223. PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  224. PlayerTextDrawShow(playerid, TextDraw0[playerid]);
  225. //  printf("first enter %d",playerhunterammo[playerid]);
  226. PlayerTextDrawShow(playerid, TextDraw1[playerid]);
  227.     }
  228.     if(GetVehicleModel(vehicleid) == 520) // you can changed to jet tank or anything else that need reload ! note: if u want more u need to define new variables
  229.     {
  230.         phydra[playerid] = true;
  231.         format(hunterstring,sizeof(hunterstring),"Missile: %d",freshvv[playerid]);
  232. PlayerTextDrawSetString(playerid,TextDraw0[playerid],hunterstring);
  233. format(hunterstatus,sizeof(hunterstatus),"Status: Reloaded");
  234. PlayerTextDrawSetString(playerid,TextDraw1[playerid],hunterstatus);
  235. PlayerTextDrawShow(playerid, TextDraw0[playerid]);
  236. //  printf("first enter %d",playerhunterammo[playerid]);
  237. PlayerTextDrawShow(playerid, TextDraw1[playerid]);
  238.     }
  239.     return 1;
  240. }
  241. public OnPlayerSpawn(playerid)
  242. {
  243.     phunter[playerid] = false;
  244.     phydra[playerid] = false;
  245.     playerhunterammo[playerid] = 0;
  246.      playerhydraammo[playerid] = 0;
  247.     return 1;
  248. }
  249.  
  250. public OnPlayerDeath(playerid, killerid, reason)
  251. {
  252.     phunter[playerid] = false;
  253.         phydra[playerid] = false;
  254.     PlayerTextDrawHide(playerid, TextDraw0[playerid]);
  255.     PlayerTextDrawHide(playerid, TextDraw1[playerid]);
  256. }
  257. public OnPlayerConnect(playerid)
  258. {
  259.         playerhunterammo[playerid] = 0;
  260.                playerhydraammo[playerid] = 0;
  261.     freshv[playerid] = hunterammo-playerhunterammo[playerid];
  262. freshvv[playerid] = hydraammo-playerhydraammo[playerid];
  263.  
  264.  
  265.     TextDraw0[playerid] = CreatePlayerTextDraw(playerid,487.000000, 333.000000,"");
  266. PlayerTextDrawBackgroundColor(playerid,TextDraw0[playerid], 255);
  267. PlayerTextDrawFont(playerid,TextDraw0[playerid], 1);
  268. PlayerTextDrawLetterSize(playerid,TextDraw0[playerid], 0.500000, 1.799999);
  269. PlayerTextDrawColor(playerid,TextDraw0[playerid], -1);
  270. PlayerTextDrawSetOutline(playerid,TextDraw0[playerid], 0);
  271. PlayerTextDrawSetProportional(playerid,TextDraw0[playerid], 1);
  272. PlayerTextDrawSetShadow(playerid,TextDraw0[playerid], 1);
  273.  
  274. TextDraw1[playerid] = CreatePlayerTextDraw(playerid,487.000000, 360.000000, "");
  275. PlayerTextDrawBackgroundColor(playerid,TextDraw1[playerid], 255);
  276. PlayerTextDrawFont(playerid,TextDraw1[playerid], 1);
  277. PlayerTextDrawLetterSize(playerid,TextDraw1[playerid], 0.500000, 1.799999);
  278. PlayerTextDrawColor(playerid,TextDraw1[playerid], -1);
  279. PlayerTextDrawSetOutline(playerid,TextDraw1[playerid], 0);
  280. PlayerTextDrawSetProportional(playerid,TextDraw1[playerid], 1);
  281. PlayerTextDrawSetShadow(playerid,TextDraw1[playerid], 1);
  282. freshv[playerid] = hunterammo-playerhunterammo[playerid];
  283.     return 1;
  284.    
  285. }
  286. public OnPlayerExitVehicle(playerid, vehicleid)
  287. {
  288.     if(GetVehicleModel(vehicleid) == 425)
  289.     {
  290.          phunter[playerid] = false;
  291.          PlayerTextDrawHide(playerid,TextDraw1[playerid]);
  292.          PlayerTextDrawHide(playerid,TextDraw0[playerid]);
  293.     }
  294.     if(GetVehicleModel(vehicleid) == 520)
  295.     {
  296.          phydra[playerid] = false;
  297.          PlayerTextDrawHide(playerid,TextDraw1[playerid]);
  298.          PlayerTextDrawHide(playerid,TextDraw0[playerid]);
  299.     }
  300.     return 1;
  301. }
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