Advertisement
Ranko_

Oruzje na ledjima/Armed Body By: Ranko

Oct 14th, 2018
747
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.63 KB | None | 0 0
  1. //==============================================================================
  2. // SYSTEM Armed Body/Oruzije na ledjima
  3. // SCRIPTED BY Ranko
  4. // VERSION v1.0
  5. //==============================================================================
  6.  
  7. #include <a_samp>
  8.  
  9. #define ARMEDBODY_USE_HEAVY_WEAPON (false)
  10.  
  11. static
  12. armedbody_pTick[MAX_PLAYERS];
  13. public OnFilterScriptInit(){
  14. printf("=====================================================================");
  15. printf("Ime Filterskripte: Armed body. ");
  16. printf("Filterskripta koja omogucava da oruzje koje igrac ima bude na njemu. ");
  17. printf("Autor: Ranko ");
  18. printf("=====================================================================");
  19. return true;
  20. }
  21. public OnFilterScriptExit(){
  22. return true;
  23. }
  24. public OnPlayerUpdate(playerid){
  25. if(GetTickCount() - armedbody_pTick[playerid] > 113){
  26. new
  27. weaponid[13],weaponammo[13],pArmedWeapon;
  28. pArmedWeapon = GetPlayerWeapon(playerid);
  29. GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);
  30. GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);
  31. GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);
  32. GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);
  33. #if ARMEDBODY_USE_HEAVY_WEAPON
  34. GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);
  35. #endif
  36. if(weaponid[1] && weaponammo[1] > 0){
  37. if(pArmedWeapon != weaponid[1]){
  38. if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){
  39. SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
  40. }
  41. }
  42. else {
  43. if(IsPlayerAttachedObjectSlotUsed(playerid,0)){
  44. RemovePlayerAttachedObject(playerid,0);
  45. }
  46. }
  47. }
  48. else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){
  49. RemovePlayerAttachedObject(playerid,0);
  50. }
  51. if(weaponid[2] && weaponammo[2] > 0){
  52. if(pArmedWeapon != weaponid[2]){
  53. if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){
  54. SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
  55. }
  56. }
  57. else {
  58. if(IsPlayerAttachedObjectSlotUsed(playerid,1)){
  59. RemovePlayerAttachedObject(playerid,1);
  60. }
  61. }
  62. }
  63. else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){
  64. RemovePlayerAttachedObject(playerid,1);
  65. }
  66. if(weaponid[4] && weaponammo[4] > 0){
  67. if(pArmedWeapon != weaponid[4]){
  68. if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){
  69. SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
  70. }
  71. }
  72. else {
  73. if(IsPlayerAttachedObjectSlotUsed(playerid,2)){
  74. RemovePlayerAttachedObject(playerid,2);
  75. }
  76. }
  77. }
  78. else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){
  79. RemovePlayerAttachedObject(playerid,2);
  80. }
  81. if(weaponid[5] && weaponammo[5] > 0){
  82. if(pArmedWeapon != weaponid[5]){
  83. if(!IsPlayerAttachedObjectSlotUsed(playerid,3)){
  84. SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
  85. }
  86. }
  87. else {
  88. if(IsPlayerAttachedObjectSlotUsed(playerid,3)){
  89. RemovePlayerAttachedObject(playerid,3);
  90. }
  91. }
  92. }
  93. else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){
  94. RemovePlayerAttachedObject(playerid,3);
  95. }
  96. #if ARMEDBODY_USE_HEAVY_WEAPON
  97. if(weaponid[7] && weaponammo[7] > 0){
  98. if(pArmedWeapon != weaponid[7]){
  99. if(!IsPlayerAttachedObjectSlotUsed(playerid,4)){
  100. SetPlayerAttachedObject(playerid,4,GetWeaponModel(weaponid[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);
  101. }
  102. }
  103. else {
  104. if(IsPlayerAttachedObjectSlotUsed(playerid,4)){
  105. RemovePlayerAttachedObject(playerid,4);
  106. }
  107. }
  108. }
  109. else if(IsPlayerAttachedObjectSlotUsed(playerid,4)){
  110. RemovePlayerAttachedObject(playerid,4);
  111. }
  112. #endif
  113. armedbody_pTick[playerid] = GetTickCount();
  114. }
  115. return true;
  116. }
  117.  
  118.  
  119.  
  120. stock GetWeaponModel(weaponid)
  121. {
  122. switch(weaponid)
  123. {
  124. case 1:
  125. return 331;
  126.  
  127. case 2..8:
  128. return weaponid+331;
  129.  
  130. case 9:
  131. return 341;
  132.  
  133. case 10..15:
  134. return weaponid+311;
  135.  
  136. case 16..18:
  137. return weaponid+326;
  138.  
  139. case 22..29:
  140. return weaponid+324;
  141.  
  142. case 30,31:
  143. return weaponid+325;
  144.  
  145. case 32:
  146. return 372;
  147.  
  148. case 33..45:
  149. return weaponid+324;
  150.  
  151. case 46:
  152. return 371;
  153. }
  154. return 0;
  155. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement