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Diego_Bueno

Ppc_Defines

Jun 2nd, 2023
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  1.  
  2. // Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
  3. enum TPlayerData
  4. {
  5.     PlayerPassword[50], // Holds the password of the player's account
  6.     PlayerNewPassword[50], // Holds the new password for the player
  7.     PlayerLevel, // The admin-level of the player
  8.     PlayerJailed, // Holds jail-time left for this player
  9.     PlayerJailedTimer, // Holds the reference to the jail-timer
  10.     PlayerFrozen, // Holds the time this player is frozen
  11.     PlayerFrozenTimer, // Holds the reference to the frozen-timer
  12.     Warnings, // Holds the number of warnings for this player
  13.     Bans, // Holds the number of bans for this player
  14.     BanTime, // Holds the time where the player is unbanned automatically (when the ban is over)
  15.     bool:LoggedIn, // Holds true if the player has properly logged in
  16.     bool:Muted, // Holds "true" if the player is muted
  17.     bool:RulesRead, // Holds "true" if the player accepted the rules
  18.     AutoReportTime, // Used to prevent the anti-hack system reporting the player every half a second when the player uses hacks
  19.  
  20.     TruckerLicense, // Holds "1" if the player has acquired his truckers-license
  21.     PilotLicense,
  22.     BusLicense, // Holds "1" if the player has acquired his busdriver license
  23.     TaxiLicense,
  24.     WeaponLicense,
  25.     PlayerMoney, // Holds the money of this player
  26.     PlayerScore, // Holds the score of this player
  27.     PlayerName[24], // Holds the name of the player
  28.  
  29.     Houses[MAX_HOUSESPERPLAYER], // Holds the HouseID's of the houses that the player owns (index of the AHouseData array)
  30.     CurrentHouse, // Holds the HouseID to track in which house the player currently is (used when accessing the housemenu)
  31.     Business[MAX_BUSINESSPERPLAYER], // Holds the BusinessID's of the business that the player owns
  32.     CurrentBusiness, // Holds the BusinessID to track in which business the player currently is (used when accessing the businessmenu)
  33.  
  34.     PlayerClass, //Holds the Class that the player chose (1 = truckdriver, 2 = taxidriver, ... -> see DEFINES)
  35.  
  36.     SpectateID, // Holds the ID of the other player which this player is spectating
  37.     SpectateVehicle, // If the target player is inside a vehicle, store it here
  38.     SpectateType, // Holds the type of spectating (none, player or vehicle)
  39.  
  40.     Float:PreviousX, // Holds the previous X location of the player (used to detect airbreak hacks)
  41.     Float:PreviousY, // Holds the previous Y location of the player (used to detect airbreak hacks)
  42.     Float:PreviousZ, // Holds the previous Z location of the player (used to detect airbreak hacks)
  43.     PreviousInt, // Holds the previous interior id (used to detect airbreak hacks)
  44.  
  45.     StatsTruckerJobs, // Holds the number of succesfully completed trucker-missions
  46.     StatsConvoyJobs, // Holds the number of completed trucking-routes when in a convoy
  47.     StatsBusDriverJobs, // Holds the number of completed busroutes
  48.     StatsTaxiDriverJobs,
  49.     StatsPilotJobs, // Holds the number of completed pilot-missions
  50.     StatsMafiaJobs, // Holds the number of completed mafia-missions
  51.     StatsMafiaStolen, // Holds the number of succesfully deliveries of stolen mafialoads
  52.     StatsPoliceFined, // Holds the number of fined players for police
  53.     StatsPoliceJailed, // Holds the number of jailed players for police
  54.     StatsCourierJobs, // Holds the number of completed courier-jobs
  55.     StatsTrashJobs, // Holds the number of completed courier-jobs
  56.     StatsAssistance, // Holds the number of player-vehicles that this player has repaired/refuelled
  57.     StatsRoadworkerJobs, // Holds the number of completed roadworker jobs
  58.     StatsMechanic,
  59.     Float:StatsMetersDriven, // Holds the total kilometers that the player has driven already
  60.  
  61.     Text:SpeedometerText, // The TextDraw of the speedometer for this player
  62.     Text:FuelGauge, // The textdraw of the fuel-gauge for this player
  63.     SpeedometerTimer, // Holds the reference to the speedometer timer for this player
  64.     PlayerSpeed, // Holds the speed of the player
  65.     PlayerCaughtSpeeding, // This holds a value to prevent being caught multiple times by the same speedcamera
  66.  
  67.     Timer_PoliceCanJailMe, // This holds a reference to the timer which is started when the player got warned by a police player
  68.     Value_PoliceCanJailMe, // This holds the remaining time for the Timer_PoliceCanJailPlayer timer
  69.     bool:PoliceCanJailMe, // This holds "true" when the player was warned by a police player but didn't stop before the timer ran out
  70.     bool:PoliceWarnedMe, // This holds "true" is the player got caught by a police player and got at least one warning
  71.  
  72.     bool:AssistanceNeeded, // Holds "true" is the player called for medical assistance
  73.     bool:MechanicNeeded,    //Holds "true" is the player called for mechanic assistance
  74.  
  75.     bool:JobStarted, // States that the player has started a job or not
  76.     Text:MissionText, // Displays the mission info at the bottom of the screen
  77.     JobID, // Mission ID of the job (in the appropriate array, based on the PlayerClass), not used by truckers
  78.     JobStep, // Current step of the job (for trucker: 1 = going to load, 2 = delivering goods to destination)
  79.     Passengers, // Holds the number of passengers (used for busdriver, taxi classes)
  80.     PlayerCheckTimer, // A special timer used by certain classes (police, mafia) to check players every second if they're wanted/carrying mafialoads
  81.     LoadingTimer, // The timer used for loading and unloading during jobs
  82.     VehicleTimerTime, // Holds the remaining seconds for the global vehicletimer
  83.     VehicleID, // Holds the ID of the vehicle that the player is driving during his job
  84.     TrailerID, // Holds the ID of the trailer that the player has attached during his job (is 0 if no trailer attached)
  85.     LoadID, // Holds the ID of the load
  86.     JobLoc1, // Holds the LocationID where to pickup the load (used in trucking missions)
  87.     JobLoc2, // Holds the LocationID where to deliver the load (used in trucking missions)
  88.     bool:Overloaded, // Holds True if the player's vehicle is overloaded (wanted level increases by 2)
  89.     bool:MafiaLoad, // Holds True is the player's load is wanted by the mafia
  90.     bool:MafiaLoadHijacked, // Holds true if the mafia-player has hijacked a mafia-load
  91.     bool:InConvoy, // Holds true if the player has joined a convoy already
  92.     ConvoyID, // Holds the ID of the convoy where this player is a member
  93.     CourierHouses[11], // This holds up to 10 HouseID's for use during Courier-missions
  94.     CourierMaxStep, // This holds the max number of houses to deliver packages to
  95.     TrashHouses[11], // This holds up to 10 HouseID's for use during Courier-missions
  96.     TrashMaxStep, // This holds the max number of houses to deliver packages to
  97.  
  98.     DialogFirstItem, // Holds the first array-index where a split dialog must start
  99.     DialogCarFirstCar, // Holds the first array-index where the carlist should start when the player asks to choose a car to spawn ("/car")
  100.     DialogPlaneFirstPlane, // Holds the first array-index where the planelist should start when the player asks to choose a plane to spawn ("/plane")
  101.     DialogTrailerFirstTrailer, // Holds the first array-index where the trailerlist should start when the player asks to choose a trailer to spawn ("/trailer")
  102.     DialogTruckFirstTruck,
  103.  
  104.     DialogRentVClass, // Holds the ID of the chosen vehicle class to process when renting a vehicle
  105.     DialogRentCarIndex, // Holds the index in the ABuyableVehicles array which vehicle the player chose to rent
  106.     DialogBuyVClass, // Holds the ID of the chose vehicle class to process when buying a vehicle
  107.     DialogBuyCarIndex, // Holds the index in the ABuyableVehicles array which vehicle the player chose to buy
  108.  
  109.     DialogGetCarHouseID, // Holds the HouseID from which to get a vehicle when using /getcar
  110.  
  111.     DialogOtherPlayer, // Holds the id of the other player when viewing that other player's stats
  112.     DialogOtherPlayerHouse, // Holds the HouseID of the other player when viewing the stats for that house
  113.  
  114.     BankPassword[24], // Bank-system: Used to hold the password to your bank-account
  115.     bool:BankLoggedIn, // Bank-system: Used to determine if you have logged in to your bank account
  116.     BankMoney, // Bank-system: Used to hold the money in your bank-account
  117.     UseMoney, // Bank-system: Used to hold the money you're be transferring to another player's account
  118.     LastIntrestTime, // Bank-system: Used to hold the last time where your bank account has received intrest
  119.  
  120.     RentedVehicleID // Holds the vehicle-id of the rented vehicle (if any)
  121. }
  122.  
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