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Sep 23rd, 2018
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  1. forward SyncPlayer(playerid);
  2. public SyncPlayer(playerid)
  3. {
  4. Player[playerid][Syncings] = true;
  5. new tmp_playing=false;
  6. if(Player[playerid][pPlaying])
  7. {
  8. tmp_playing=true;
  9. }
  10. new bool:IsPlayerSpecing[MAX_PLAYERS];
  11. for(new x=0; x<maxid+1; x++)
  12. {
  13. if(!IsPlayerConnected(x)) continue;
  14. if(GetPlayerState(x) == PLAYER_STATE_SPECTATING && gSpectateID[x] == playerid)
  15. {
  16. IsPlayerSpecing[x] = true;
  17. }
  18. }
  19. new PlayerWeapons[2][13];
  20. for(new i = 0; i < 13; i++)
  21. {
  22. if(i == 0 || i == 1)
  23. {
  24. GetPlayerWeaponData(playerid,i,PlayerWeapons[0][i],PlayerWeapons[1][i]);
  25. if(PlayerWeapons[1][i] > 1)
  26. {
  27. PlayerWeapons[1][i] = 1;
  28. }
  29. }
  30. else
  31. {
  32. GetPlayerWeaponData(playerid,i,PlayerWeapons[0][i],PlayerWeapons[1][i]);
  33. }
  34. }
  35. Syncing[playerid] = 1;
  36. new Float:PlayerPos[3];
  37. GetPlayerPos(playerid,PlayerPos[0],PlayerPos[1],PlayerPos[2]);
  38. new Float:Angle;
  39. GetPlayerFacingAngle(playerid, Angle);
  40. new TheInterior, VirtualWorld;
  41. TheInterior = GetPlayerInterior(playerid);
  42. VirtualWorld = GetPlayerVirtualWorld(playerid);
  43. new team = GetPlayerTeam(playerid);
  44. SetSpawnInfo(playerid,team,GetPlayerSkin(playerid),PlayerPos[0],PlayerPos[1],PlayerPos[2]-0.50,Angle,0,0,0,0,0,0);
  45. SpawnPlayer(playerid);
  46. PlayerPlaySound(playerid, 1139, 0.0, 0.0, 0.0);
  47. if(tmp_playing)
  48. {
  49. Player[playerid][pPlaying] = true;
  50. }
  51. SetPlayerInterior(playerid,TheInterior);
  52. SetPlayerVirtualWorld(playerid,VirtualWorld);
  53. SetTimerEx("SyncingAgain",5000,false,"i",playerid);
  54. for(new i = 0; i < 13; i++)
  55. {
  56. if(PlayerWeapons[0][i] > 0)
  57. {
  58. GivePlayerWeapon(playerid,PlayerWeapons[0][i],PlayerWeapons[1][i]);
  59. }
  60. }
  61. for(new x=0; x<maxid+1; x++)
  62. {
  63. if(IsPlayerSpecing[x] == true)
  64. {
  65. SetTimerEx("Spectate",250,false,"ii",x,playerid);
  66. }
  67. }
  68. ClearAnimations(playerid);
  69. return 1;
  70. }
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