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Kwarde

LSPD Equipment

Mar 9th, 2011
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  1. /*
  2.     Police equipment - By Kwarde.
  3.     You may release this script (with the full credits to me, and maybe some to you for edits).
  4.     you may NOT claim this as your own. You may remove the command /equipcredits. If you release this script,
  5.     you MUST give my name + the link to the official topic: {NONE}
  6.     Thanks in advance.
  7.    
  8.     Enjoy this script.
  9. */
  10.  
  11. #include <a_samp>
  12. #include <zcmd>
  13.  
  14. #undef  MAX_PLAYERS
  15. #define MAX_SLOTS           (15)
  16. #define MAX_PLAYERS         MAX_SLOTS
  17.  
  18. #define COLOR_WHITE         0xFFFFFFAA
  19. #define COLOR_RED           0xFF0000AA
  20. #define COLOR_GREEN         0x00FF00AA
  21. #define COLOR_GRAY          0xAFAFAFAA
  22.  
  23. #define AMMO_BACKUPWEP      (150)
  24. #define AMMO_SUBGUNWEP      (900)
  25. #define AMMO_BIGWEP         (3500)
  26. #define AMMO_HEAVYWEP       (1000)
  27. #define AMMO_RPGHS          (4)
  28. #define AMMO_THROW          (10)
  29.  
  30. #define DIALOG_MAIN         (40)
  31. #define DIALOG_TYPE         (41)
  32. #define DIALOG_WEAPONS      (42)
  33. #define DIALOG_WEPMELEE     (421)
  34. #define DIALOG_WEPBACKUP    (422)
  35. #define DIALOG_WEPSUB       (423)
  36. #define DIALOG_WEPBIG       (424)
  37. #define DIALOG_WEPHEAVY     (425)
  38. #define DIALOG_WEPTHROW     (426)
  39. #define DIALOG_OTHER        (43)
  40. #define DIALOG_TEMPLATE     (44)
  41. #define DIALOG_OFFDUTY      (45)
  42.  
  43. #define ARMOUR_SLOTID       (0)
  44.  
  45. new bool:pArmourAttached[MAX_SLOTS],
  46.     pOffDutySkin[MAX_SLOTS], pWepData[MAX_SLOTS][13][2],
  47.     bool:pOnDuty[MAX_SLOTS]
  48. ;
  49.  
  50. public OnPlayerConnect(playerid)
  51. {
  52.     pArmourAttached[playerid] = false;
  53.     pOffDutySkin[playerid] = 0;
  54.     for(new i = 0; i < 13; i++){
  55.         pWepData[playerid][i][0] = 0;
  56.         pWepData[playerid][i][1] = 0;
  57.     }
  58.     pOnDuty[playerid] = false;
  59.     return 1;
  60. }
  61.  
  62. public OnPlayerUpdate(playerid)
  63. {
  64.     new Float:pArmour;
  65.     GetPlayerArmour(playerid, pArmour);
  66.     if(pArmourAttached[playerid] && pArmour <= 0){
  67.         RemovePlayerAttachedObject(playerid, ARMOUR_SLOTID);
  68.         pArmourAttached[playerid] = false;
  69.         SendClientMessage(playerid, COLOR_RED, "You'll start to die! They shot your armour to the death");
  70.     }
  71.     return 1;
  72. }
  73.  
  74. public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
  75. {
  76.     if(dialogid != DIALOG_OFFDUTY && !pOnDuty[playerid] && IsScriptDialog(dialogid, DIALOG_OFFDUTY)){
  77.         for(new i = 0; i < 13; i++)
  78.             GetPlayerWeaponData(playerid, i, pWepData[playerid][i][0], pWepData[playerid][i][1]);
  79.         ResetPlayerWeapons(playerid);
  80.         pOffDutySkin[playerid] = GetPlayerSkin(playerid);
  81.         pOnDuty[playerid] = true;
  82.         SendClientMessage(playerid, COLOR_GREEN, "You are now on duty");
  83.     }
  84.     if(dialogid == DIALOG_MAIN)
  85.     {
  86.         if(!response) return 0;
  87.         switch(listitem)
  88.         {
  89.             case 0: ShowDialog(playerid, DIALOG_TYPE);
  90.             case 1: ShowDialog(playerid, DIALOG_WEAPONS);
  91.             case 2: ShowDialog(playerid, DIALOG_OTHER);
  92.             case 3: ShowDialog(playerid, DIALOG_TEMPLATE);
  93.             case 4: ShowDialog(playerid, DIALOG_OFFDUTY);
  94.         }
  95.     }
  96.     if(dialogid == DIALOG_TYPE)
  97.     {
  98.         if(!response) return ShowDialog(playerid, DIALOG_MAIN);
  99.         switch(listitem)
  100.         {
  101.             case 0:
  102.             {
  103.                 SetPlayerSkin(playerid, 71);
  104.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now clothed as a guard");
  105.             }
  106.             case 1:
  107.             {
  108.                 SetPlayerSkin(playerid, 280);
  109.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now clothed as a normal officer");
  110.             }
  111.             case 2:
  112.             {
  113.                 SetPlayerSkin(playerid, 284);
  114.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now clothed as a motor officer ^^");
  115.             }
  116.             case 3:
  117.             {
  118.                 SetPlayerSkin(playerid, 285);
  119.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now clothed as a SWAT/TACTICAL agent");
  120.             }
  121.         }
  122.         ShowDialog(playerid, DIALOG_MAIN);
  123.     }
  124.     if(dialogid == DIALOG_WEAPONS)
  125.     {
  126.         if(!response) return ShowDialog(playerid, DIALOG_MAIN);
  127.         switch(listitem)
  128.         {
  129.             case 0: ShowDialog(playerid, DIALOG_WEPMELEE);
  130.             case 1: ShowDialog(playerid, DIALOG_WEPBACKUP);
  131.             case 2: ShowDialog(playerid, DIALOG_WEPSUB);
  132.             case 3: ShowDialog(playerid, DIALOG_WEPBIG);
  133.             case 4: ShowDialog(playerid, DIALOG_WEPHEAVY);
  134.             case 5: ShowDialog(playerid, DIALOG_WEPTHROW);
  135.             case 6:
  136.             {
  137.                 RemovePlayerWeapon(playerid, GetPlayerWeapon(playerid));
  138.                 SendClientMessage(playerid, COLOR_GREEN, "* You have putted back your current weapon");
  139.                 ShowDialog(playerid, DIALOG_WEAPONS);
  140.             }
  141.         }
  142.     }
  143.     if(dialogid == DIALOG_WEPMELEE)
  144.     {
  145.         if(!response) return ShowDialog(playerid, DIALOG_WEAPONS);
  146.         RemovePlayerWeapon(playerid, 3, 4);
  147.         switch(listitem)
  148.         {
  149.             case 0:
  150.             {
  151.                 GivePlayerWeapon(playerid, 3, 1);
  152.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the knite stick as melee weapon");
  153.             }
  154.             case 1:
  155.             {
  156.                 GivePlayerWeapon(playerid, 4, 1);
  157.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Tactical Knife as melee weapon");
  158.             }
  159.         }
  160.         ShowDialog(playerid, DIALOG_WEAPONS);
  161.     }
  162.     if(dialogid == DIALOG_WEPBACKUP)
  163.     {
  164.         if(!response) return ShowDialog(playerid, DIALOG_WEAPONS);
  165.         RemovePlayerWeapon(playerid, 22, 23, 24);
  166.         switch(listitem)
  167.         {
  168.             case 0:
  169.             {
  170.                 GivePlayerWeapon(playerid, 22, AMMO_BACKUPWEP);
  171.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the 9mm as backup weapon");
  172.             }
  173.             case 1:
  174.             {
  175.                 GivePlayerWeapon(playerid, 23, AMMO_BACKUPWEP);
  176.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the silenced 9mm as backup weapon");
  177.             }
  178.             case 2:
  179.             {
  180.                 GivePlayerWeapon(playerid, 24, AMMO_BACKUPWEP);
  181.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Desert Eagle as backup weapon");
  182.             }
  183.         }
  184.         ShowDialog(playerid, DIALOG_WEAPONS);
  185.     }
  186.     if(dialogid == DIALOG_WEPSUB)
  187.     {
  188.         if(!response) return ShowDialog(playerid, DIALOG_WEAPONS);
  189.         RemovePlayerWeapon(playerid, 28, 29, 32);
  190.         switch(listitem)
  191.         {
  192.             case 0:
  193.             {
  194.                 GivePlayerWeapon(playerid, 28, AMMO_SUBGUNWEP);
  195.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Micro-SMG as submachine gun");
  196.             }
  197.             case 1:
  198.             {
  199.                 GivePlayerWeapon(playerid, 29, AMMO_SUBGUNWEP);
  200.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the SMG as submachine gun");
  201.             }
  202.             case 2:
  203.             {
  204.                 GivePlayerWeapon(playerid, 32, AMMO_SUBGUNWEP);
  205.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the TEC-9 as submachine gun");
  206.             }
  207.         }
  208.         ShowDialog(playerid, DIALOG_WEAPONS);
  209.     }
  210.     if(dialogid == DIALOG_WEPBIG)
  211.     {
  212.         if(!response) return ShowDialog(playerid, DIALOG_WEAPONS);
  213.         RemovePlayerWeapon(playerid, 25, 26, 27, 30, 31, 33);
  214.         switch(listitem)
  215.         {
  216.             case 0:
  217.             {
  218.                 GivePlayerWeapon(playerid, 25, AMMO_BIGWEP);
  219.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Shotgun as big weapon");
  220.             }
  221.             case 1:
  222.             {
  223.                 GivePlayerWeapon(playerid, 26, AMMO_BIGWEP);
  224.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Sawn-Off Shotgun as big weapon");
  225.             }
  226.             case 2:
  227.             {
  228.                 GivePlayerWeapon(playerid, 27, AMMO_BIGWEP);
  229.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Combat Shotgun as big weapon");
  230.             }
  231.             case 3:
  232.             {
  233.                 GivePlayerWeapon(playerid, 30, AMMO_BIGWEP);
  234.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the AK-47 as big weapon");
  235.             }
  236.             case 4:
  237.             {
  238.                 GivePlayerWeapon(playerid, 31, AMMO_BIGWEP);
  239.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the M4 as big weapon");
  240.             }
  241.             case 5:
  242.             {
  243.                 GivePlayerWeapon(playerid, 33, AMMO_BIGWEP);
  244.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Country Rifle as big weapon");
  245.             }
  246.         }
  247.         ShowDialog(playerid, DIALOG_WEAPONS);
  248.     }
  249.     if(dialogid == DIALOG_WEPHEAVY)
  250.     {
  251.         if(!response) return ShowDialog(playerid, DIALOG_WEAPONS);
  252.         RemovePlayerWeapon(playerid, 34, 35, 36, 37, 38);
  253.         switch(listitem)
  254.         {
  255.             case 0:
  256.             {
  257.                 GivePlayerWeapon(playerid, 34, AMMO_HEAVYWEP);
  258.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Sniper Rifle as heavy weapon");
  259.             }
  260.             case 1:
  261.             {
  262.                 GivePlayerWeapon(playerid, 35, AMMO_RPGHS);
  263.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the RPG as heavy weapon");
  264.                 SendClientMessage(playerid, COLOR_RED, "!! WARNING !! You have only 4 bullets with it");
  265.             }
  266.             case 2:
  267.             {
  268.                 GivePlayerWeapon(playerid, 36, AMMO_RPGHS);
  269.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the HeatSeeker as heavy weapon");
  270.                 SendClientMessage(playerid, COLOR_RED, "!! WARNING !! You have only 4 bullets with it");
  271.             }
  272.             case 3:
  273.             {
  274.                 GivePlayerWeapon(playerid, 37, AMMO_HEAVYWEP);
  275.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the flamethrower as heavy weapon");
  276.             }
  277.             case 4:
  278.             {
  279.                 GivePlayerWeapon(playerid, 38, AMMO_HEAVYWEP);
  280.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the minigun as heavy weapon");
  281.             }
  282.         }
  283.         ShowDialog(playerid, DIALOG_WEAPONS);
  284.     }
  285.     if(dialogid == DIALOG_WEPTHROW)
  286.     {
  287.         if(!response) return ShowDialog(playerid, DIALOG_WEAPONS);
  288.         RemovePlayerWeapon(playerid, 16, 17, 18, 39);
  289.         switch(listitem)
  290.         {
  291.             case 0:
  292.             {
  293.                 GivePlayerWeapon(playerid, 16, AMMO_THROW);
  294.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the grenades as throw weapons");
  295.             }
  296.             case 1:
  297.             {
  298.                 GivePlayerWeapon(playerid, 17, AMMO_THROW);
  299.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the C2 Gas as throw weapons");
  300.             }
  301.             case 2:
  302.             {
  303.                 GivePlayerWeapon(playerid, 18, AMMO_THROW);
  304.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Molotov Cocktails as throw weapons");
  305.             }
  306.             case 3:
  307.             {
  308.                 GivePlayerWeapon(playerid, 39, AMMO_THROW);
  309.                 SendClientMessage(playerid, COLOR_GREEN, "* You have selected the Satchel Charges as throw weapons");
  310.             }
  311.         }
  312.         ShowDialog(playerid, DIALOG_WEAPONS);
  313.     }
  314.     if(dialogid == DIALOG_OTHER)
  315.     {
  316.         if(!response) return ShowDialog(playerid, DIALOG_MAIN);
  317.         switch(listitem)
  318.         {
  319.             case 0:
  320.             {
  321.                 if(!pArmourAttached[playerid]){
  322.                     SetPlayerArmour(playerid, 100);
  323.                     SetPlayerAttachedObject(playerid, ARMOUR_SLOTID, 19142, 1, 0.102796, 0.067300, -0.003721, 0.000000, 357.653930, 0.000000, 1.000000, 1.000000, 1.000000);
  324.                     SendClientMessage(playerid, COLOR_GREEN, "* You have putted on a armour vest");
  325.                     pArmourAttached[playerid] = true;
  326.                 }
  327.                 else{
  328.                     pArmourAttached[playerid] = false;
  329.                     SetPlayerArmour(playerid, 0);
  330.                     RemovePlayerAttachedObject(playerid, ARMOUR_SLOTID);
  331.                     SendClientMessage(playerid, COLOR_GREEN, "* You'd put back the armour vest");
  332.                 }
  333.                 ShowDialog(playerid, DIALOG_OTHER);
  334.             }
  335.             case 1:
  336.             {
  337.                 SetPlayerHealth(playerid, 100);
  338.                 SendClientMessage(playerid, COLOR_GREEN, "You'd just take some health pills. You are now healed");
  339.                 ShowDialog(playerid, DIALOG_OTHER);
  340.             }
  341.         }
  342.         ShowDialog(playerid, DIALOG_MAIN);
  343.     }
  344.     if(dialogid == DIALOG_TEMPLATE)
  345.     {
  346.         if(!response) ShowDialog(playerid, DIALOG_MAIN);
  347.         ResetPlayerWeapons(playerid);
  348.         switch(listitem)
  349.         {
  350.             case 0:
  351.             {
  352.                 SetPlayerSkin(playerid, 71);
  353.                 GivePlayerWeapon(playerid, 4, 1);
  354.                 GivePlayerWeapon(playerid, 24, 35);
  355.                 GivePlayerWeapon(playerid, 30, 120);
  356.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now a guard");
  357.             }
  358.             case 1:
  359.             {
  360.                 SetPlayerSkin(playerid, 280);
  361.                 GivePlayerWeapon(playerid, 3, 1);
  362.                 GivePlayerWeapon(playerid, 24, 35);
  363.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now a patrol officer");
  364.             }
  365.             case 2:
  366.             {
  367.                 SetPlayerSkin(playerid, 285);
  368.                 GivePlayerWeapon(playerid, 4, 1);
  369.                 GivePlayerWeapon(playerid, 17, 4);
  370.                 GivePlayerWeapon(playerid, 22, 120);
  371.                 GivePlayerWeapon(playerid, 29, 180);
  372.                 GivePlayerWeapon(playerid, 31, 5185);
  373.                 SendClientMessage(playerid, COLOR_GREEN, "* You are now a SWAT / Tactical officer");
  374.             }
  375.         }
  376.         ShowDialog(playerid, DIALOG_MAIN);
  377.     }
  378.     if(dialogid == DIALOG_OFFDUTY)
  379.     {
  380.         if(!response) return ShowDialog(playerid, DIALOG_MAIN);
  381.         if(pOnDuty[playerid]){
  382.             ResetPlayerWeapons(playerid);
  383.             SetPlayerSkin(playerid, pOffDutySkin[playerid]);
  384.             pOffDutySkin[playerid] = 0;
  385.             for(new i = 0; i < 13; i++){
  386.                 GivePlayerWeapon(playerid, pWepData[playerid][i][0], pWepData[playerid][i][1]);
  387.                 pWepData[playerid][i][0] = 0;
  388.                 pWepData[playerid][i][1] = 0;
  389.             }
  390.             RemovePlayerAttachedObject(playerid, ARMOUR_SLOTID);
  391.             pArmourAttached[playerid] = false;
  392.             SetPlayerArmour(playerid, 0);
  393.             pOnDuty[playerid] = false;
  394.             SendClientMessage(playerid, COLOR_GREEN, "* You are now off duty!");
  395.         }
  396.         else return SendClientMessage(playerid, COLOR_GRAY, "* You are not on duty!");
  397.     }
  398.     return 0;
  399. }
  400.  
  401. stock ShowDialog(playerid, dialog)
  402. {
  403.     switch(dialog)
  404.     {
  405.         case DIALOG_MAIN:       ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Choose", "Skin Type\nWeapons\nOther\nSelect template\nGo off duty", "Select", "Cancel");
  406.         case DIALOG_TYPE:       ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Choose skin type", "Guard\nOfficer\nMotor Officer\nSWAT/Tactical", "Select", "Back");
  407.         case DIALOG_WEAPONS:    ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Choose weapon type", "Melee\nBackup weapon\nSub machine gun\nBig weapon\nHeavy weapon\nThrow weapons\nPut back current weapon", "Select", "Back");
  408.         case DIALOG_WEPMELEE:   ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Melee weapons", "Nite stick\nTactical Knife", "Select", "Back");
  409.         case DIALOG_WEPBACKUP:  ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Backup weapons", "9mm\nSilenced 9mm\nDesert Eagle", "Select", "Back");
  410.         case DIALOG_WEPSUB:     ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Sub machine guns", "Micro SMG\nSMG\nTEC-9", "Select", "Back");
  411.         case DIALOG_WEPBIG:     ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Big weapons", "Shotgun\nSawn-off Shotgun\nCombat shotgun\nAK-47\nM4\nCountry Rifle", "Select", "Back");
  412.         case DIALOG_WEPHEAVY:   ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Heavy weapon", "Sniper\nRPG\nHeatseeker\nFlamethrower\nMinigun", "Select", "Back");
  413.         case DIALOG_WEPTHROW:   ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Throw weapon", "Grenade\nC2 Gas\nMolotov\nSatchel charge", "Select", "Back");
  414.         case DIALOG_OTHER:      ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Other", "Take/Put armour\nEat health pills", "Select", "Back");
  415.         case DIALOG_TEMPLATE:   ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Select Template", "Guard\nPatrol officer\nSWAT / Tactical", "Select", "Back");
  416.         case DIALOG_OFFDUTY:    ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_MSGBOX, "Confirm", "Are you sure you wanna go off duty?\nYou'll get your old skin and weapons back", "Yes", "No");
  417.  
  418.         default:                ShowPlayerDialog(playerid, dialog, DIALOG_STYLE_LIST, "Error!", "An error has occured.\nIt seems like, that there is used a wrong dialog ID.\nContact the scripter or owner of this server, and tell him to fix it.\nAlso say, when this dialog came up", "Okay", "");
  419.     }
  420.     return 1;
  421. }
  422.  
  423. stock RemovePlayerWeapon(playerid, {_}:...)
  424. {
  425.     new pWepInfo[13][2], pCurWep, WepID,
  426.         ammount = numargs()
  427.     ;
  428.     pCurWep = GetPlayerWeapon(playerid);
  429.     for(new i = 0; i < 13; i++)
  430.         GetPlayerWeaponData(playerid, i, pWepInfo[i][0], pWepInfo[i][1]);
  431.     ResetPlayerWeapons(playerid);
  432.     for(new i = 1; i < ammount; i++){
  433.         WepID = getarg(i);
  434.         for(new w = 0; w < 13; w++)
  435.             if(pWepInfo[w][0] == WepID)
  436.                 pWepInfo[w][0] = 0;
  437.     }
  438.     for(new i = 0; i < 13; i++)
  439.         GivePlayerWeapon(playerid, pWepInfo[i][0], pWepInfo[i][1]);
  440.     SetPlayerArmedWeapon(playerid, pCurWep);
  441. }
  442.  
  443. stock IsScriptDialog(dialogid, {_}:...)
  444. {
  445.     new a = dialogid, count = numargs(), curdialogid;
  446.     if(a == DIALOG_MAIN || a == DIALOG_TYPE || a == DIALOG_WEAPONS || a == DIALOG_WEPMELEE || a == DIALOG_WEPBACKUP || a == DIALOG_WEPSUB || a == DIALOG_WEPBIG || a == DIALOG_WEPHEAVY || a == DIALOG_WEPTHROW || a == DIALOG_OTHER || a == DIALOG_TEMPLATE || a == DIALOG_OFFDUTY){
  447.         for(new i = 1; i < count; i++){
  448.             curdialogid = getarg(i);
  449.             if(a != curdialogid)
  450.                 return true;
  451.         }
  452.     }
  453.     return false;
  454. }
  455.  
  456. CMD:lspdequip(playerid, params[])
  457. {
  458.     if(!IsPlayerInRangeOfPoint(playerid, 0.5, 254.105804, 73.696701, 1003.640625) && GetPlayerInterior(playerid) != 6) return SendClientMessage(playerid, COLOR_RED, "You are not at the equipment place!");
  459.     ShowDialog(playerid, DIALOG_MAIN);
  460.     return 1;
  461. }
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