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- f(GetPlayerWeapon(playerid) == WEAPON_CAMERA) //CUANDO PRESIONA E
- {
- new bool:s=false;
- if(GetPVarInt(playerid, "ArmaSS1x") == 0)
- {
- for(new i=SlotArma_Inv[playerid]+1;i<MAX_ARMAS_EM_JUGADOR;i++)
- {
- if(Usuario[playerid][pArmasEnMano][i] != 0 && Usuario[playerid][pArmasEnManoBalas][i] != 0)
- {
- //ArmaAnt[playerid] = Usuario[playerid][pArmasEnMano][i];
- ArmaAnt[playerid] = Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]];
- AmmoAnt[playerid] = Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]];
- //if(ArmaAnt[playerid] != ArmaAc[playerid] && SlotArma_Inv[playerid] != i)
- //{
- SlotArma_Inv[playerid] = i;
- ArmaAc[playerid] = Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]];
- AmmoAc[playerid] = Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]];
- ResetPlayerWeapons(playerid);
- if(Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]] != 0)
- {
- GivePlayerWeapon(playerid, ArmaAc[playerid], Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]]);
- }
- GivePlayerWeapon(playerid, WEAPON_CAMERA, 1);
- SetPlayerArmedWeapon(playerid, ArmaAc[playerid]);
- SetPVarInt(playerid, "ArmaSS1x2", 1);
- DeletePVar(playerid, "ArmaSS1x");
- s=true;
- break;
- //}
- }
- }
- }
- if(!s) // si ya no hay más armas en el inventario, y esa arma es el límite.
- {
- new number = MAX_ARMAS_EM_JUGADOR-1;
- if(Usuario[playerid][pArmasEnMano][number] == 0)
- {
- for(new i = number-1; i > -1; i--)
- {
- if(Usuario[playerid][pArmasEnMano][i] != 0 && Usuario[playerid][pArmasEnManoBalas][i] != 0)
- {
- number = i;
- break;
- }
- }
- }
- if(SlotArma_Inv[playerid] < number && GetPVarInt(playerid, "ArmaSS1x") != 1) // si el slto en el que está es menor que el máximo del armas (que tienes tú)
- {
- SetPlayerArmedWeapon(playerid, ArmaAnt[playerid]);
- }
- else // En el caso de presionar E y ya no haya más, vuelve al incio..
- {
- ArmaAnt[playerid] = Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]];
- AmmoAnt[playerid] = Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]];
- if(GetPVarInt(playerid, "ArmaSS1x"))
- {
- SlotArma_Inv[playerid] = number;
- }
- else
- {
- for(new i; i < MAX_ARMAS_EM_JUGADOR; i++)
- {
- if(Usuario[playerid][pArmasEnMano][i] != 0 && Usuario[playerid][pArmasEnManoBalas][i] != 0)
- {
- SlotArma_Inv[playerid] = i;
- break;
- }
- }
- }
- ArmaAc[playerid] = Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]];
- AmmoAc[playerid] = Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]];
- ResetPlayerWeapons(playerid);
- if(Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]] != 0)
- {
- GivePlayerWeapon(playerid, ArmaAc[playerid], Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]]);
- }
- GivePlayerWeapon(playerid, WEAPON_CAMERA, 1);
- if(!GetPVarInt(playerid, "ArmaSS1x"))
- SetPlayerArmedWeapon(playerid, 0);
- else
- SetPlayerArmedWeapon(playerid, ArmaAc[playerid]);
- SetPVarInt(playerid, "ArmaSS1x2", 1);
- DeletePVar(playerid, "ArmaSS1x");
- }
- }
- }
- if(GetPlayerWeapon(playerid) == 0 && GetPVarInt(playerid, "ArmaSS1x") == 0)
- {
- new bool:s=false;
- if(!GetPVarInt(playerid, "ArmaSS1x2")) // >> Si anteriormente encontró un arma con el primer método
- {
- for(new i=SlotArma_Inv[playerid]-1;i>=0;i--)
- {
- if(Usuario[playerid][pArmasEnMano][i] != 0 && Usuario[playerid][pArmasEnManoBalas][i] != 0)
- {
- ArmaAnt[playerid] = Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]];
- AmmoAnt[playerid] = Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]];
- //if(ArmaAnt[playerid] != ArmaAc[playerid] && SlotArma_Inv[playerid] != i)
- //{
- SlotArma_Inv[playerid] = i;
- ArmaAc[playerid] = Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]];
- AmmoAc[playerid] = Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]];
- ResetPlayerWeapons(playerid);
- if(Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]] != 0)
- {
- GivePlayerWeapon(playerid, ArmaAc[playerid], Usuario[playerid][pArmasEnManoBalas][SlotArma_Inv[playerid]]);
- }
- else
- {
- GivePlayerWeapon(playerid, ArmaAc[playerid], 1);
- }
- GivePlayerWeapon(playerid, WEAPON_CAMERA, 1);
- SetPlayerArmedWeapon(playerid, ArmaAc[playerid]);
- s=true;
- DeletePVar(playerid, "ArmaSS1x2");
- SetPVarInt(playerid, "ArmaSS1x", 1);
- break;
- //}
- }
- }
- }
- if(!s)
- {
- new number;
- if(Usuario[playerid][pArmasEnMano][0] == 0)
- {
- for(new i=1; i < MAX_ARMAS_EM_JUGADOR; i++)
- {
- if(Usuario[playerid][pArmasEnMano][i] != 0 && Usuario[playerid][pArmasEnManoBalas][i] != 0)
- {
- number = i;
- break;
- }
- }
- }
- if(SlotArma_Inv[playerid] > number)
- {
- SetPlayerArmedWeapon(playerid, ArmaAnt[playerid]);
- }
- else
- {
- SetPlayerArmedWeapon(playerid, 0);
- }
- }
- DeletePVar(playerid, "ArmaSS1x2");
- SetPVarInt(playerid, "ArmaSS1x", 1);
- }
- if(GetPlayerWeapon(playerid) >= 1 && GetPlayerWeapon(playerid) <= WEAPON_CAMERA-1)
- {
- DeletePVar(playerid, "ArmaSS1x");
- }
- // Aquí es para actualizar las balas y también el anticheat.
- if(GetPVarInt(playerid, "DisparaArma") != 1 || GetPVarInt(playerid, "Muerto_EnLLamada") != 1)
- {
- AmmoAnt[playerid] = GetPlayerAmmo(playerid);
- if(AmmoAnt[playerid] != AmmoAc[playerid])
- {
- AmmoAc[playerid] = GetPlayerAmmo(playerid);
- if(GetPlayerWeapon(playerid) == 0 || GetPlayerWeapon(playerid) == WEAPON_CAMERA){return 1;}
- new id = -1;
- if(Usuario[playerid][pArmasEnMano][SlotArma_Inv[playerid]] == GetPlayerWeapon(playerid))
- {
- id = SlotArma_Inv[playerid];
- }
- if(id != -1)
- {
- new NA, NA2;
- GetPlayerWeaponData(playerid, GetSlotArma(GetPlayerWeapon(playerid)), NA, NA2);
- Usuario[playerid][pArmasEnManoBalas][id] = NA2;
- }
- else Kick(playerid);
- }
- }
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