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- // :: NPC
- /*
- YCMD:npc(pid, params[], help)
- {
- inline npc_create(i)
- {
- npc.Create(f("npc_%i", i+GetTickCount()));
- }
- for(new i, j = strval(params); i < j; ++i)
- setTimerEx(using inline npc_create, 600*i, 0, "i", i);
- }
- enum e_NPC
- {
- bool:_is_valid,
- _npc_name[MAX_PLAYER_NAME],
- _follow_timer,
- _shoot_timer
- };
- new zaidejo_npc[MP][MP][e_NPC];*/
- /*
- YCMD:npc_valdymas(pid, params[], help)
- {
- inline valdymo_menu(id, did, response, listitem, string:text[])
- {
- if(response)
- {
- switch(listitem)
- {
- case 0:
- {
- inline sukurti(id2, did2, response2, listitem2, string:text2[])
- {
- if(response2)
- {
- if(isnull(text2))
- {
- notification(pid, "Ivesk npc varda.");
- showDialog(playerid, using inline sukurti, DIALOG_STYLE_INPUT, "Sukurti NPC", "Įvesk NPC vardą", "Sukurti", "atgal");
- }
- new __id = npc.Create(f("%s_%i", text2, random(100000)));
- zaidejo_npc[pid][__id][_is_valid] = true;
- format(zaidejo_npc[pid][__id][_npc_name], 24, text2);
- notification(pid, "NPC sukurtas.");
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(playerid, using inline sukurti, DIALOG_STYLE_INPUT, "Sukurti NPC", "Įvesk NPC vardą", "Sukurti", "atgal");
- }
- case 1:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline panaikinti(id2, did2, response2, listitem2, string:text2[])
- {
- if(response2)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem2)
- {
- npc.Destroy(i);
- zaidejo_npc[pid][i][_is_valid] = false;
- notification(pid, "NPC panaikintas.");
- break;
- }
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline panaikinti, DIALOG_STYLE_LIST, "Panikinti NPC", g_szSprintfBuffer, "Panaikinti", "atgal");
- }
- }
- case 2:
- {
- inline duoti_ginkla(id2, did2, response2, listitem2, string:text2[])
- {
- if(response2)
- {
- if(isnull(text2))
- {
- notification(pid, "Irasyk ginklo id.");
- showDialog(pid, using inline duoti_ginkla, DIALOG_STYLE_INPUT, "Duoti ginklą NPC", "Įvesk ginklo ID:", "Duoti", "atgal");
- } else {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- npc.SetWeapon(i, strval(text2));
- npc.SetAmmo(i, 10000);
- notification(pid, "Davei NPC ginkla.");
- break;
- }
- }
- }
- }
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink NPC kuriam duosi ginklą", g_szSprintfBuffer, "Duoti", "atgal");
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline duoti_ginkla, DIALOG_STYLE_INPUT, "Duoti ginklą NPC", "Įvesk ginklo ID:", "Duoti", "atgal");
- }
- case 3:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- npc.SetWeapon(i, 0);
- notification(pid, "Atėmei NPC ginkla.");
- break;
- }
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink iš kurio NPC atimti ginklą", g_szSprintfBuffer, "Atimti", "atgal");
- }
- }
- case 4:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- inline ka_sekti(id2, did2, response2, listitem2, string:text2[])
- {
- if( response2 )
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- foreach(new j : Player)
- {
- strcat(g_szSprintfBuffer, f("%s (%i)\n", GetPlayerNameEx(j), j));
- }
- inline select_player(id4, did4, response4, listitem4, string:text4[])
- {
- foreach(new j : Player)
- {
- if(j == listitem4)
- {
- if(zaidejo_npc[pid][i][_follow_timer])
- {
- killTimer(zaidejo_npc[pid][i][_follow_timer]);
- zaidejo_npc[pid][i][_follow_timer] = 0;
- }
- inline follow()
- {
- new coords<1>, coords<2>;
- GetPlayerPos(j, coords<1>);
- npc.GetPosition(i, coords<2>);
- if(_x == 0 || _x2 == 0)
- {
- killTimer(zaidejo_npc[pid][i][_follow_timer]);
- zaidejo_npc[pid][i][_follow_timer] = 0;
- break;
- }
- if(GDBP(coords<1>, coords<2>) > 20)
- npc.GoTo(i, _x + random(8) - 4, _y + random(8) - 4, _z, MOVE_TYPE_SPRINT);
- else if(GDBP(coords<1>, coords<2>) > 10)
- npc.GoTo(i, _x + random(8) - 4, _y + random(8) - 4, _z, MOVE_TYPE_RUN);
- }
- zaidejo_npc[pid][i][_follow_timer] = setTimer(using inline follow, 300, 1);
- break;
- }
- }
- }
- showDialog(pid, using inline select_player, DIALOG_STYLE_LIST, "Kurį žaidėją sekti?", g_szSprintfBuffer, "Sekti", "atgal");
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline ka_sekti, DIALOG_STYLE_LIST, g_szSprintfBuffer, "Sekti", "atgal");
- break;
- }
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti sekti.", g_szSprintfBuffer, "Rinktis", "atgal");
- }
- }
- case 5:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- if(zaidejo_npc[pid][i][_follow_timer])
- {
- killTimer(zaidejo_npc[pid][i][_follow_timer]);
- zaidejo_npc[pid][i][_follow_timer] = 0;
- notification(pid, "NPC nieko nebeseka.");
- break;
- }
- }
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti nebesekti.", g_szSprintfBuffer, "Pasirinkti", "atgal");
- }
- }
- case 6:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- inline ka_sekti(id2, did2, response2, listitem2, string:text2[])
- {
- if( response2 )
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- foreach(new j : Player)
- {
- strcat(g_szSprintfBuffer, f("%s (%i)\n", GetPlayerNameEx(j), j));
- }
- inline select_player(id4, did4, response4, listitem4, string:text4[])
- {
- foreach(new j : Player)
- {
- if(j == listitem4)
- {
- if(zaidejo_npc[pid][i][_shoot_timer])
- {
- killTimer(zaidejo_npc[pid][i][_shoot_timer]);
- zaidejo_npc[pid][i][_shoot_timer] = 0;
- }
- inline shoot()
- {
- new coords<1>, coords<2>;
- GetPlayerPos(j, coords<1>);
- npc.GetPosition(i, coords<2>);
- if(_x == 0 || _x2 == 0)
- {
- killTimer(zaidejo_npc[pid][i][_shoot_timer]);
- zaidejo_npc[pid][i][_shoot_timer] = 0;
- break;
- }
- if(GDBP(coords<1>, coords<2>) > 40 || npc.GetWeapon(i) == 0 || npc.GetWeapon(i) == 1)
- npc.GoTo(i, _x + random(10) - 5, _y + random(10) - 5, _z, MOVE_TYPE_SPRINT);
- else
- {
- npc.AimAt(i, coords<1>, 1);
- }
- }
- zaidejo_npc[pid][i][_shoot_timer] = setTimer(using inline shoot, 100, 1);
- notification(pid, "NPC pradejo saudyti.");
- break;
- }
- }
- }
- showDialog(pid, using inline select_player, DIALOG_STYLE_LIST, "Į kurį žaidėją šaudyti?", g_szSprintfBuffer, "Rinktis", "atgal");
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline ka_sekti, DIALOG_STYLE_LIST, g_szSprintfBuffer, "Pasirinkti", "atgal");
- break;
- }
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti šaudyti.", g_szSprintfBuffer, "Rinktis", "atgal");
- }
- }
- case 7:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- if(zaidejo_npc[pid][i][_shoot_timer])
- {
- killTimer(zaidejo_npc[pid][i][_shoot_timer]);
- zaidejo_npc[pid][i][_shoot_timer] = 0;
- notification(pid, "NPC i nieka nebesaudo.");
- break;
- }
- }
- }
- }
- } else showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti");
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti nebesaufyti.", g_szSprintfBuffer, "Pasirinkti", "atgal");
- }
- }
- }
- }
- }
- showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti ginkla NPC\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti", "Pasirinkti", "Išeiti"); \nLiepti įsėsti į mašiną\nLiepti Išlipti iš mašinos\nLiepti važiuoti prie\nLiepti nebevažiuoti
- return 1;
- }*/
- #define SHOW_NPC_VALDYMAS showDialog(pid, using inline valdymo_menu, DIALOG_STYLE_LIST, "NPC valdymas", "Sukurti NPC\nPanaikinti NPC\nDuoti ginklą NPC\nAtimti NPC ginklus\nLiepti NPC sekti kažką\nLiepti sustoti sekti\nLiepti šaudyti į kažką\nLiepti nebešaudyti\nKeisti NPC skin", "Pasirinkti", "Išeiti")
- /*
- YCMD:npc_valdymas(pid, params[], help)
- {
- inline valdymo_menu(id, did, response, listitem, string:text[])
- {
- #pragma unused id, did, text
- if(response)
- {
- switch(listitem)
- {
- case 0:
- {
- inline sukurti(id2, did2, response2, listitem2, string:text2[])
- {
- #pragma unused id2, did2, listitem2
- if(response2)
- {
- if(isnull(text2))
- {
- notification(pid, "Ivesk npc varda.");
- showDialog(playerid, using inline sukurti, DIALOG_STYLE_INPUT, "Sukurti NPC", "Įvesk NPC vardą", "Sukurti", "atgal");
- }
- new __id = npc.Create(f("%s_%i", text2, random(100000)));
- zaidejo_npc[pid][__id][_is_valid] = true;
- format(zaidejo_npc[pid][__id][_npc_name], 24, text2);
- notification(pid, "NPC sukurtas.");
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(playerid, using inline sukurti, DIALOG_STYLE_INPUT, "Sukurti NPC", "Įvesk NPC vardą", "Sukurti", "atgal");
- }
- case 1:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline panaikinti(id2, did2, response2, listitem2, string:text2[])
- {
- #pragma unused id2, did2, text2
- if(response2)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem2)
- {
- npc.Destroy(i);
- zaidejo_npc[pid][i][_is_valid] = false;
- notification(pid, "NPC panaikintas.");
- break;
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline panaikinti, DIALOG_STYLE_LIST, "Panikinti NPC", g_szSprintfBuffer, "Panaikinti", "atgal");
- }
- }
- case 2:
- {
- inline duoti_ginkla(id2, did2, response2, listitem2, string:text2[])
- {
- #pragma unused id2, did2, listitem2
- if(response2)
- {
- if(isnull(text2))
- {
- notification(pid, "Irasyk ginklo id.");
- showDialog(pid, using inline duoti_ginkla, DIALOG_STYLE_INPUT, "Duoti ginklą NPC", "Įvesk ginklo ID:", "Duoti", "atgal");
- } else {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- npc.SetWeapon(i, strval(text2));
- npc.SetAmmo(i, 10000);
- notification(pid, "Davei NPC ginkla.");
- break;
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink NPC kuriam duosi ginklą", g_szSprintfBuffer, "Duoti", "atgal");
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline duoti_ginkla, DIALOG_STYLE_INPUT, "Duoti ginklą NPC", "Įvesk ginklo ID:", "Duoti", "atgal");
- }
- case 3:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- npc.SetWeapon(i, 0);
- notification(pid, "Atėmei NPC ginkla.");
- break;
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink iš kurio NPC atimti ginklą", g_szSprintfBuffer, "Atimti", "atgal");
- }
- }
- case 4:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- foreach(new j : Player)
- {
- strcat(g_szSprintfBuffer, f("%s (%i)\n", GetPlayerNameEx(j), j));
- }
- inline select_player(id4, did4, response4, listitem4, string:text4[])
- {
- #pragma unused id4, did4, text4
- if(response4)
- {
- foreach(new j : Player)
- {
- if(j == listitem4)
- {
- if(zaidejo_npc[pid][i][_follow_timer])
- {
- killTimer(zaidejo_npc[pid][i][_follow_timer]);
- zaidejo_npc[pid][i][_follow_timer] = 0;
- }
- inline follow()
- {
- new coords<1>, coords<2>;
- GetPlayerPos(j, coords<1>);
- npc.GetPosition(i, coords<2>);
- if(_x == 0 || _x2 == 0)
- {
- killTimer(zaidejo_npc[pid][i][_follow_timer]);
- zaidejo_npc[pid][i][_follow_timer] = 0;
- break;
- }
- if(GDBP(coords<1>, coords<2>) > 15)
- npc.GoTo(i, _x + random(10) - 5, _y + random(10) - 5, _z, MOVE_TYPE_SPRINT, true);
- else if(GDBP(coords<1>, coords<2>) > 7)
- npc.GoTo(i, _x + random(10) - 5, _y + random(10) - 5, _z, MOVE_TYPE_RUN, true);
- }
- zaidejo_npc[pid][i][_follow_timer] = setTimer(using inline follow, 300, 1);
- break;
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline select_player, DIALOG_STYLE_LIST, "Kurį žaidėją sekti?", g_szSprintfBuffer, "Sekti", "atgal");
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti sekti.", g_szSprintfBuffer, "Rinktis", "atgal");
- }
- }
- case 5:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- if(zaidejo_npc[pid][i][_follow_timer])
- {
- killTimer(zaidejo_npc[pid][i][_follow_timer]);
- zaidejo_npc[pid][i][_follow_timer] = 0;
- notification(pid, "NPC nieko nebeseka.");
- break;
- }
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti nebesekti.", g_szSprintfBuffer, "Pasirinkti", "atgal");
- }
- }
- case 6:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- foreach(new j : Player)
- {
- strcat(g_szSprintfBuffer, f("%s (%i)\n", GetPlayerNameEx(j), j));
- }
- inline select_player(id4, did4, response4, listitem4, string:text4[])
- {
- #pragma unused id4, did4, text4
- if(response4)
- {
- foreach(new j : Player)
- {
- if(j == listitem4)
- {
- if(zaidejo_npc[pid][i][_shoot_timer])
- {
- killTimer(zaidejo_npc[pid][i][_shoot_timer]);
- zaidejo_npc[pid][i][_shoot_timer] = 0;
- }
- inline shoot()
- {
- new coords<1>, coords<2>;
- GetPlayerPos(j, coords<1>);
- npc.GetPosition(i, coords<2>);
- if(_x == 0 || _x2 == 0)
- {
- killTimer(zaidejo_npc[pid][i][_shoot_timer]);
- zaidejo_npc[pid][i][_shoot_timer] = 0;
- break;
- }
- if(GDBP(coords<1>, coords<2>) > 40 || npc.GetWeapon(i) == 0 || npc.GetWeapon(i) == 1)
- npc.GoTo(i, _x + random(10) - 5, _y + random(10) - 5, _z, MOVE_TYPE_SPRINT, true);
- else
- {
- npc.AimAt(i, coords<1>, 1);
- }
- }
- zaidejo_npc[pid][i][_shoot_timer] = setTimer(using inline shoot, 100, 1);
- notification(pid, "NPC pradejo saudyti.");
- break;
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline select_player, DIALOG_STYLE_LIST, "Į kurį žaidėją šaudyti?", g_szSprintfBuffer, "Rinktis", "atgal");
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti šaudyti.", g_szSprintfBuffer, "Rinktis", "atgal");
- }
- }
- case 7:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- if(zaidejo_npc[pid][i][_shoot_timer])
- {
- killTimer(zaidejo_npc[pid][i][_shoot_timer]);
- zaidejo_npc[pid][i][_shoot_timer] = 0;
- notification(pid, "NPC i nieka nebesaudo.");
- break;
- }
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti nebešaudyti.", g_szSprintfBuffer, "Pasirinkti", "atgal");
- }
- }
- case 8:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- #pragma unused id3, did3, text3
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- inline parinkti_skin(id2, did2, response2, listitem2, string:text2[])
- {
- #pragma unused id2, did2, listitem2
- if(response2)
- {
- if(isnull(text2) || strval(text2) < 0 || strval(text2) > 299)
- {
- notification(pid, "Irasyk skin id.");
- showDialog(pid, using inline parinkti_skin, DIALOG_STYLE_INPUT, "Nustatyti NPC skin.", "Įrašyk skin ID.", "Rinktis", "atgal");
- } else {
- npc.SetSkin(i, strval(text2));
- notification(pid, "NPC skin pakeistas.");
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline parinkti_skin, DIALOG_STYLE_INPUT, "Nustatyti NPC skin.", "Įrašyk skin ID.", "Rinktis", "atgal");
- break;
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC nustatysi skiną.", g_szSprintfBuffer, "Pasirinkti", "atgal");
- }
- }*/
- /*case 9:
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- strcat(g_szSprintfBuffer, f("%s | HP: %.2f | WEP: %i\n", zaidejo_npc[pid][i][_npc_name], npc.GetHealth(i), npc.GetWeapon(i)));
- }
- }
- if(isnull(g_szSprintfBuffer))
- {
- notification(pid, "Neturi NPC.");
- } else {
- inline pasirinkti_npc(id3, did3, response3, listitem3, string:text3[])
- {
- if(response3)
- {
- new list_item = -1;
- for(new i; i < MP; ++i)
- {
- if(zaidejo_npc[pid][i][_is_valid])
- {
- ++list_item;
- if(list_item == listitem3)
- {
- inline kur_ilipti(id2, did2, response2, listitem2, string:text2[])
- {
- if( response2 )
- {
- format(g_szSprintfBuffer, sizeof g_szSprintfBuffer, "");
- new npc_VehicleArray[MAX_VEHICLES];
- for(new j = 1; j < MAX_VEHICLES; ++j)
- {
- if(IsValidVehicle(j))
- {
- new coords<1>, coords<2>;
- GetVehiclePos(j, coords<1>);
- npc.GetPosition(i, coords<2>);
- if(GDBP(coords<1>, coords<2>) < 10)
- {
- strcat(g_szSprintfBuffer, f("{00ff00}%s | distance = %.3f m\n", GetVehicleName(j), GDBP(coords<1>, coords<2>)));
- npc_VehicleArray[j] = 1;
- } else if(GDBP(coords<1>, coords<2>) < 50) {
- strcat(g_szSprintfBuffer, f("{77ff00}%s | distance = %.3f m\n", GetVehicleName(j), GDBP(coords<1>, coords<2>)));
- npc_VehicleArray[j] = 2;
- }
- }
- }
- inline select_vehicle(id4, did4, response4, listitem4, string:text4[])
- {
- if(response4)
- {
- list_item = -1;
- for(new j; j < MAX_VEHICLES; ++j)
- {
- if(npc_VehicleArray[j])
- {
- ++list_item;
- if(list_item == listitem4)
- {
- switch(npc_VehicleArray[j])
- {
- case 1:
- {
- npc.EnterVehicle(i, j, strval(text0));
- notification(pid, "NPC lipa i masina.");
- }
- case 2:
- {
- new coords<1>;
- GetVehiclePos(j, coords<1>);
- npc.GoTo(i, _x + random(10) - 5, _y + random(10) - 5, _z, MOVE_TYPE_RUN);
- zaidejo_npc[pid][i][_goto_vehicle] = true;
- notification(pid, "NPC bega prie masinos.");
- }
- }
- break;
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline select_vehicle, DIALOG_STYLE_LIST, "Į kurią mašiną įlipti?", g_szSprintfBuffer, "Rinktis", "atgal");
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline kur_ilipti, DIALOG_STYLE_LIST, g_szSprintfBuffer, "Pasirinkti", "atgal");
- break;
- }
- }
- }
- } else SHOW_NPC_VALDYMAS;
- }
- showDialog(pid, using inline pasirinkti_npc, DIALOG_STYLE_LIST, "Pasirink kuriam NPC liepti įlipti į mašina.", g_szSprintfBuffer, "Rinktis", "atgal");
- }
- }*//*
- }
- }
- }
- SHOW_NPC_VALDYMAS;
- return 1;
- }
- */
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