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- if(PlayerInfo[playerid][pMember] !=0)
- {
- new frak = PlayerInfo[playerid][pMember];
- new Zone = PlayerInfo[playerid][CurrentGangfight];
- new Float:tSpawnPosX,Float:tSpawnPosY,Float:tSpawnPosZ;
- if(IsAFightFaction(frak))
- {
- if(FrakInfo[frak][GFAktiv] == 1)
- {
- new rand = random(3);
- switch(rand)
- {
- case 0:
- {
- //SetPlayerPos(playerid,GfSystem[Zone][RndSpawn1X], GfSystem[Zone][RndSpawn1Y],GfSystem[Zone][RndSpawn1Z]);
- // SetPlayerInterior(playerid,0);
- tSpawnPosX = GfSystem[Zone][RndSpawn1X];
- tSpawnPosY = GfSystem[Zone][RndSpawn1Y];
- tSpawnPosZ = GfSystem[Zone][RndSpawn1Z];
- }
- case 1:
- {
- // SetPlayerPos(playerid,GfSystem[Zone][RndSpawn2X], GfSystem[Zone][RndSpawn2Y],GfSystem[Zone][RndSpawn2Z]);
- //SetPlayerInterior(playerid,0);
- tSpawnPosX = GfSystem[Zone][RndSpawn2X];
- tSpawnPosY = GfSystem[Zone][RndSpawn2Y];
- tSpawnPosZ = GfSystem[Zone][RndSpawn2Z];
- }
- case 2:
- {
- tSpawnPosX = GfSystem[Zone][RndSpawn3X];
- tSpawnPosY = GfSystem[Zone][RndSpawn3Y];
- tSpawnPosZ = GfSystem[Zone][RndSpawn3Z];
- // SetPlayerPos(playerid,GfSystem[Zone][RndSpawn3X], GfSystem[Zone][RndSpawn3Y],GfSystem[Zone][RndSpawn3Z]);
- // SetPlayerInterior(playerid,0);
- }
- case 3:
- {
- tSpawnPosX = GfSystem[Zone][RndSpawn4X];
- tSpawnPosY = GfSystem[Zone][RndSpawn4Y];
- tSpawnPosZ = GfSystem[Zone][RndSpawn4Z];
- // SetPlayerPos(playerid,GfSystem[Zone][RndSpawn4X], GfSystem[Zone][RndSpawn4Y],GfSystem[Zone][RndSpawn4Z]);
- // SetPlayerInterior(playerid,0);
- }
- }
- SetSpawnInfo(playerid, 0, PlayerInfo[playerid][pChar], tSpawnPosX,tSpawnPosY,tSpawnPosZ,0.0, 0, 0, 0, 0, 0, 0);
- //SetPlayerSkin(playerid, PlayerInfo[playerid][pChar]);
- GiveWSWeapons(playerid);
- }
- }
- }
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