Sem_Loreann

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Apr 15th, 2018
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  1. void Bench(playerid, type)
  2. {
  3. pZagatovka[playerid] = type + 1;
  4. ClearAnimations(playerid);
  5. RemovePlayerAttachedObject(playerid, 0);
  6. RemovePlayerAttachedObject(playerid, 1);
  7. switch(type)
  8. {
  9. case 1:
  10. {
  11. DestroyObject(PlantObject[playerid]); // смотри сюда
  12. SetPlayerSpecialAction(playerid, SPECIAL_ACTION_CARRY);
  13. SendClientMessage(playerid, c_ARGON, "Ты разобрал содержимое коробки, теперь пройди за столы напротив для сбора макета оружия.");
  14. SetPlayerAttachedObject(playerid, 2 , 1376, 1,0.11,0.36,0.0,0.0,90.0);
  15. }
  16. case 2:
  17. {
  18. DestroyObject(PlantObject[playerid]); // и сюда
  19. RemovePlayerAttachedObject(playerid, 2);
  20. SetPlayerSpecialAction (playerid, SPECIAL_ACTION_NONE);
  21. SetPlayerAttachedObject(playerid, 0, pGunModel[playerid], 6);
  22. SetPlayerCheckpoint(playerid, 2919.5840,2772.5063,2805.6208, 1.5);
  23. SendClientMessage(playerid, c_ARGON, "Макет оружия собран, теперь отнеси его на склад.");
  24. }
  25. }
  26. PlantObject[playerid] = -1;
  27. return true;
  28. }
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