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- if(!Player[playerid][HouseSpawn] || Player[playerid][HouseOwn] == -1)
- {
- new CityId = Player[playerid][City]-1;
- if(Player[playerid][SkinType] == SKIN_POLICE)
- {
- SetPlayerPos(playerid, PoliceSpawns[CityId][0], PoliceSpawns[CityId][1], PoliceSpawns[CityId][2]);
- SetPlayerFacingAngle(playerid, PoliceSpawns[CityId][3]);
- }
- else if(Player[playerid][SkinType] == SKIN_MEDI)
- {
- SetPlayerPos(playerid, MediSpawns[CityId][0], MediSpawns[CityId][1], MediSpawns[CityId][2]);
- SetPlayerFacingAngle(playerid, MediSpawns[CityId][3]);
- }
- else
- {
- if(CityId == 0)
- {
- new RandomSpawn = random(sizeof(LSSpawns));
- SetPlayerPos(playerid, LSSpawns[RandomSpawn][0], LSSpawns[RandomSpawn][1], LSSpawns[RandomSpawn][2]);
- SetPlayerFacingAngle(playerid, LSSpawns[RandomSpawn][3]);
- }
- else if(CityId == 1)
- {
- new RandomSpawn = random(sizeof(SFSpawns));
- SetPlayerPos(playerid, SFSpawns[RandomSpawn][0], SFSpawns[RandomSpawn][1], SFSpawns[RandomSpawn][2]);
- SetPlayerFacingAngle(playerid, SFSpawns[RandomSpawn][3]);
- }
- else if(CityId == 2)
- {
- new RandomSpawn = random(sizeof(LVSpawns));
- SetPlayerPos(playerid, LVSpawns[RandomSpawn][0], LVSpawns[RandomSpawn][1], LVSpawns[RandomSpawn][2]);
- SetPlayerFacingAngle(playerid, LVSpawns[RandomSpawn][3]);
- }
- }
- if(Player[playerid][City] == CITY_LS_SP)
- Player[playerid][City] = CITY_LS;
- }
- else
- {
- if(Player[playerid][InHouse] != Player[playerid][HouseOwn])
- PlayerEnterHouse(playerid, Player[playerid][HouseOwn]);
- }
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