zLevi_

Sistema de Inventário

Nov 7th, 2020
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  1. // FilterScript developed by CaioTJF (Forum SA-MP Profile: http://forum.sa-mp.com/member.php?u=178553)
  2. // If you use this in your server, please contact me to see.
  3. // Last Version: 1.0
  4. // Official topic: http://forum.sa-mp.com/showthread.php?t=600346
  5.  
  6. //-------------------------------------------------------------------//
  7. //************************** -Includes- *****************************//
  8. //-------------------------------------------------------------------//
  9.  
  10. #include <a_samp>
  11. #include <zcmd> // This is for the command /additem
  12. #include <sscanf2> // This is for the command /additem
  13.  
  14. //-------------------------------------------------------------------//
  15. //************************** -Defines- ******************************//
  16. //-------------------------------------------------------------------//
  17.  
  18. #define MAX_INVENTORY_SLOTS 15 // Don't change
  19. #define MAX_ITENS_WORLD 500
  20. #define TIMER_ITEM_WORLD 60*10
  21.  
  22. //-------------------------------------------------------------------//
  23. //************************ -Enumerações- ****************************//
  24. //-------------------------------------------------------------------//
  25.  
  26. enum enum_Itens
  27. {
  28. item_id,
  29. item_tipo,
  30. item_modelo,
  31. item_nome[24],
  32. item_limite,
  33. bool:item_canbedropped,
  34. Float:item_previewrot[4],
  35. item_description[200]
  36. }
  37.  
  38. enum
  39. {
  40. ITEM_TYPE_WEAPON,
  41. ITEM_TYPE_HELMET,
  42. ITEM_TYPE_NORMAL,
  43. ITEM_TYPE_BODY,
  44. ITEM_TYPE_AMMO,
  45. ITEM_TYPE_BACKPACK,
  46. ITEM_TYPE_MELEEWEAPON
  47. }
  48.  
  49. enum enum_pInventory
  50. {
  51. invSlot[MAX_INVENTORY_SLOTS],
  52. invSelectedSlot,
  53. invSlotAmount[MAX_INVENTORY_SLOTS],
  54. Float:invArmourStatus[MAX_INVENTORY_SLOTS]
  55. }
  56.  
  57. enum enum_pCharacter
  58. {
  59. charSlot[7],
  60. charSelectedSlot,
  61. Float:charArmourStatus
  62. }
  63.  
  64. enum enum_Player
  65. {
  66. bool:inInventory,
  67. bool:MessageInventory,
  68. MessageInventoryTimer
  69. }
  70.  
  71. enum enum_ItensWorld
  72. {
  73. bool:world_active,
  74. world_itemid,
  75. world_model,
  76. world_amount,
  77. world_object,
  78. world_timer,
  79. Text3D:world_3dtext,
  80. Float:world_armourstatus,
  81. Float:world_position[3],
  82.  
  83. }
  84.  
  85. new Itens[][enum_Itens] =
  86. {
  87. {0, ITEM_TYPE_NORMAL, 19382, "Nada", 0, false, {0.0,0.0,0.0,0.0}, "N/A"},
  88. {1, ITEM_TYPE_HELMET, 18645, "Capacete", 1, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Protege contra headshots."},
  89. {2, ITEM_TYPE_WEAPON, 348, "Deagle", 1, true, {0.000000, -30.00000, 0.000000, 1.200000}, "Pistola de alto calibre.~n~~n~~g~Headshot habilitado."},
  90. {3, ITEM_TYPE_WEAPON, 356, "M4", 1, true, {0.000000, -30.00000, 0.000000, 2.200000}, "Fuzil de longo alcance~n~com média precisão."},
  91. {4, ITEM_TYPE_AMMO, 2061, "Munição", 200, true, {0.000000, 0.000000, 0.000000, 2.000000}, "Munição para armas de fogo."},
  92. {5, ITEM_TYPE_WEAPON, 344, "Molotov", 5, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Arma incendiaria caseira."},
  93. {6, ITEM_TYPE_BODY, 19142, "Colete", 1, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Colete aprova de balas."},
  94. {7, ITEM_TYPE_BACKPACK, 3026, "Mochila Média", 1, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Mochila que aumenta seu~n~inventário."},
  95. {8, ITEM_TYPE_BACKPACK, 3026, "Mochila Grande", 1, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Mochila que aumenta seu~n~inventário."},
  96. {9, ITEM_TYPE_WEAPON, 355, "AK-47", 1, true, {0.000000, -30.00000, 0.000000, 2.200000}, "Fuzil de longo alcance~n~com média precisão."},
  97. {10, ITEM_TYPE_WEAPON, 349, "Shotgun", 1, true, {0.000000, -30.00000, 0.000000, 2.200000}, "Shotgun de curto alcance~n~com um grande poder de fogo.~n~~n~~g~Headshot habilitado."},
  98. {11, ITEM_TYPE_MELEEWEAPON, 335, "Faca", 1, true, {0.000000, -30.00000, 0.000000, 2.200000}, "Arma de corpo-a-corpo."},
  99. {12, ITEM_TYPE_MELEEWEAPON, 334, "Cacetete", 1, true, {0.000000, -30.00000, 0.000000, 1.500000}, "Arma de corpo-a-corpo."},
  100. {13, ITEM_TYPE_WEAPON, 352, "Uzi", 1, true, {0.000000, -30.00000, 0.000000, 1.200000}, "Micro metralhadora~n~de duas mãos.."},
  101. {14, ITEM_TYPE_WEAPON, 347, "Usp", 1, true, {0.000000, -30.00000, 0.000000, 1.200000}, "Pistola com silenciador.~n~~n~~g~Headshot habilitado."},
  102. {15, ITEM_TYPE_WEAPON, 353, "MP5", 1, true, {0.000000, -30.00000, 0.000000, 2.200000}, "Micro metralhadora."},
  103. {16, ITEM_TYPE_WEAPON, 358, "Sniper", 1, true, {0.000000, -30.00000, 0.000000, 2.200000}, "Rifle de longo alcance.~n~~n~~g~Headshot habilitado."},
  104. {17, ITEM_TYPE_WEAPON, 342, "Granada", 5, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Explosivo poderoso."},
  105. {18, ITEM_TYPE_NORMAL, 11738, "Kit Médico", 5, true, {0.000000, 0.000000, 0.000000, 1.000000}, "Kit de primeiro socorros~n~que recupera sua vida."}
  106. };
  107.  
  108. new pInventory[MAX_PLAYERS][enum_pInventory];
  109. new pCharacter[MAX_PLAYERS][enum_pCharacter];
  110. new Player[MAX_PLAYERS][enum_Player];
  111. new ItensWorld[MAX_ITENS_WORLD][enum_ItensWorld];
  112. new LastItemID;
  113.  
  114. //-------------------------------------------------------------------//
  115. //************************* -Variáveis- *****************************//
  116. //-------------------------------------------------------------------//
  117.  
  118. new String[256];
  119.  
  120. //-------------------------------------------------------------------//
  121. //************************* -TextDraws- *****************************//
  122. //-------------------------------------------------------------------//
  123.  
  124. new PlayerText:inventario_index[MAX_PLAYERS][15];
  125. new PlayerText:inventario_skin[MAX_PLAYERS];
  126. new PlayerText:inventario_textos[MAX_PLAYERS][11];
  127. new PlayerText:inventario_description[MAX_PLAYERS][4];
  128. new PlayerText:inventario_personagemindex[MAX_PLAYERS][7];
  129. new PlayerText:inventario_mensagem[MAX_PLAYERS];
  130.  
  131. new Text:inventario_usar;
  132. new Text:inventario_split[2];
  133. new Text:inventario_drop[2];
  134. new Text:inventario_close[2];
  135. new Text:inventario_backgrounds[5];
  136. new Text:inventario_remover;
  137.  
  138. //-------------------------------------------------------------------//
  139. //*****************/******** -GameMod- ******************/***********//
  140. //-------------------------------------------------------------------//
  141.  
  142. forward @TimerOneSecond();
  143. forward HideMessageInventory(playerid);
  144. forward Float:GetPlayerArmourEx(playerid);
  145.  
  146. public OnFilterScriptInit()
  147. {
  148. SetTimer("@TimerOneSecond", 1000, true);
  149.  
  150. LoadTextDraws();
  151.  
  152. LastItemID = 0;
  153. return 1;
  154. }
  155.  
  156. public OnPlayerConnect(playerid)
  157. {
  158. ResetVariables(playerid);
  159.  
  160. for(new i = 0; i < 10; i++)
  161. RemovePlayerAttachedObject(playerid, i);
  162.  
  163. pInventory[playerid][invSelectedSlot] = -1;
  164. pCharacter[playerid][charSelectedSlot] = -1;
  165.  
  166. LoadPlayerTextDraws(playerid);
  167. return 1;
  168. }
  169.  
  170. public OnPlayerDisconnect(playerid, reason)
  171. {
  172. if(Player[playerid][MessageInventory])
  173. KillTimer(Player[playerid][MessageInventoryTimer]);
  174.  
  175. ResetVariables(playerid);
  176. return true;
  177. }
  178.  
  179. public OnPlayerSpawn(playerid)
  180. {
  181. SetPlayerSkin(playerid, 292);
  182. return true;
  183. }
  184.  
  185. public OnPlayerClickTextDraw(playerid, Text:clickedid)
  186. {
  187. if(clickedid == Text:INVALID_TEXT_DRAW)
  188. {
  189. if(Player[playerid][inInventory])
  190. HideInventory(playerid);
  191. }
  192. else if(clickedid == inventario_close[0])
  193. {
  194. HideInventory(playerid);
  195. }
  196. else if(clickedid == inventario_usar)
  197. {
  198. if(pInventory[playerid][invSelectedSlot] == -1)
  199. return 0;
  200.  
  201. new slot = pInventory[playerid][invSelectedSlot];
  202.  
  203. pInventory[playerid][invSelectedSlot] = -1;
  204. UseItem(playerid, slot, Itens[pInventory[playerid][invSlot][slot]][item_id]);
  205. }
  206. else if(clickedid == inventario_split[0])
  207. {
  208. if(pInventory[playerid][invSelectedSlot] == -1)
  209. return 0;
  210.  
  211. if(InventoryFull(playerid))
  212. return ShowMessageInventory(playerid, "~r~ERRO: ~w~Seu inventário está cheio.");
  213.  
  214. new slot = pInventory[playerid][invSelectedSlot];
  215.  
  216. if(pInventory[playerid][invSlotAmount][slot] <= 1)
  217. return ShowMessageInventory(playerid, "~r~ERRO: ~w~Você não pode dividir esse item.");
  218.  
  219. SplitItem(playerid, pInventory[playerid][invSelectedSlot]);
  220. }
  221. else if(clickedid == inventario_drop[0])
  222. {
  223. if(pInventory[playerid][invSelectedSlot] == -1)
  224. return 0;
  225.  
  226. new slot = pInventory[playerid][invSelectedSlot];
  227. new itemid = pInventory[playerid][invSlot][slot];
  228. new amount = pInventory[playerid][invSlotAmount][slot];
  229. new Float:armourstatus = pInventory[playerid][invArmourStatus][slot];
  230. new Float:pos[3];
  231.  
  232. if(!Itens[itemid][item_canbedropped])
  233. return ShowMessageInventory(playerid, "~r~ERRO: ~w~Você não pode dropar esse item.");
  234.  
  235. GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
  236.  
  237. if(itemid == 6)
  238. DropItem(pos[0], pos[1], pos[2], itemid, amount, armourstatus);
  239. else
  240. DropItem(pos[0], pos[1], pos[2], itemid, amount);
  241.  
  242. RemoveItemFromInventory(playerid, slot);
  243.  
  244. for(new a = 0; a < 4; a++)
  245. PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  246.  
  247. TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  248.  
  249. pInventory[playerid][invSelectedSlot] = -1;
  250.  
  251. }
  252. else if(clickedid == inventario_remover)
  253. {
  254. if(pCharacter[playerid][charSelectedSlot] == -1)
  255. return 0;
  256.  
  257. if(InventoryFull(playerid))
  258. return ShowMessageInventory(playerid, "~r~ERRO: ~w~Seu inventário está cheio.");
  259.  
  260. new selected = pCharacter[playerid][charSelectedSlot];
  261.  
  262. if(selected == 2)
  263. if(SlotsInUse(playerid) > 5)
  264. return ShowMessageInventory(playerid,"~r~ERRO: ~w~Esvazie os itens de sua mochila.");
  265.  
  266. if(selected == 2)
  267. if(SlotsInUse(playerid) >= 5)
  268. return ShowMessageInventory(playerid,"~r~ERRO: ~w~Não tem espaço no seu inventário.");
  269.  
  270. if(selected == 1)
  271. AddItem(playerid, pCharacter[playerid][charSlot][selected], 1, pCharacter[playerid][charArmourStatus]);
  272. else if(Itens[pCharacter[playerid][charSlot][selected]][item_id] == 5 || Itens[pCharacter[playerid][charSlot][selected]][item_id] == 17)
  273. {
  274. new weapons[13][2];
  275.  
  276. for (new s = 0; s <= 12; s++)
  277. GetPlayerWeaponData(playerid, s, weapons[s][0], weapons[s][1]);
  278.  
  279. AddItem(playerid, pCharacter[playerid][charSlot][selected], weapons[8][1]);
  280. }
  281. else
  282. AddItem(playerid, pCharacter[playerid][charSlot][selected], 1);
  283.  
  284. RemoveItemFromCharacter(playerid, selected);
  285.  
  286. pCharacter[playerid][charSelectedSlot] = -1;
  287. }
  288.  
  289. return 1;
  290. }
  291.  
  292. public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
  293. {
  294. for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  295. if(playertextid == inventario_index[playerid][i])
  296. {
  297. if(pInventory[playerid][invSlot][i] == 0)
  298. break;
  299.  
  300. if(pInventory[playerid][invSelectedSlot] == i)
  301. {
  302. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  303. pInventory[playerid][invSelectedSlot] = -1;
  304. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  305. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  306.  
  307. for(new a = 0; a < 4; a++)
  308. PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  309.  
  310. TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  311.  
  312. TextDrawHideForPlayer(playerid, inventario_usar);
  313. TextDrawHideForPlayer(playerid, inventario_split[0]);
  314. TextDrawHideForPlayer(playerid, inventario_split[1]);
  315. TextDrawHideForPlayer(playerid, inventario_drop[0]);
  316. TextDrawHideForPlayer(playerid, inventario_drop[1]);
  317.  
  318. PlayerTextDrawHide(playerid, inventario_textos[playerid][9]);
  319.  
  320. break;
  321. }
  322. else if(pInventory[playerid][invSelectedSlot] != -1)
  323. {
  324. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][pInventory[playerid][invSelectedSlot]], 96);
  325. PlayerTextDrawHide(playerid, inventario_index[playerid][pInventory[playerid][invSelectedSlot]]);
  326. PlayerTextDrawShow(playerid, inventario_index[playerid][pInventory[playerid][invSelectedSlot]]);
  327. }
  328.  
  329. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 0xFFFFFF50);
  330.  
  331. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  332. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  333.  
  334. // Descrição do Item
  335.  
  336. PlayerTextDrawSetPreviewModel(playerid, inventario_description[playerid][0], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  337. PlayerTextDrawSetPreviewRot(playerid, inventario_description[playerid][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  338. PlayerTextDrawShow(playerid, inventario_description[playerid][0]);
  339.  
  340. PlayerTextDrawSetString(playerid, inventario_description[playerid][1], ConvertToGameText(Itens[pInventory[playerid][invSlot][i]][item_nome]));
  341. PlayerTextDrawSetString(playerid, inventario_description[playerid][2], ConvertToGameText(Itens[pInventory[playerid][invSlot][i]][item_description]));
  342.  
  343. if(Itens[pInventory[playerid][invSlot][i]][item_tipo] == ITEM_TYPE_BODY)
  344. format(String, sizeof(String), "Durabilidade: %.1f", pInventory[playerid][invArmourStatus][i]);
  345. else if(pInventory[playerid][invSlotAmount][i] > 1)
  346. format(String, sizeof(String), "Quantidade: %d", pInventory[playerid][invSlotAmount][i]);
  347. else
  348. String = " ";
  349.  
  350. PlayerTextDrawSetString(playerid, inventario_description[playerid][3], String);
  351.  
  352. if(pInventory[playerid][invSelectedSlot] == -1)
  353. {
  354. TextDrawShowForPlayer(playerid, inventario_usar);
  355. TextDrawShowForPlayer(playerid, inventario_split[0]);
  356. TextDrawShowForPlayer(playerid, inventario_split[1]);
  357. TextDrawShowForPlayer(playerid, inventario_drop[0]);
  358. TextDrawShowForPlayer(playerid, inventario_drop[1]);
  359. PlayerTextDrawShow(playerid, inventario_textos[playerid][9]);
  360.  
  361. for(new a = 0; a < 4; a++)
  362. PlayerTextDrawShow(playerid, inventario_description[playerid][a]);
  363.  
  364. TextDrawShowForPlayer(playerid, inventario_backgrounds[4]);
  365. }
  366.  
  367. pInventory[playerid][invSelectedSlot] = i;
  368. break;
  369. }
  370.  
  371. for(new i = 0; i < 7; i++)
  372. if(playertextid == inventario_personagemindex[playerid][i])
  373. {
  374. if(pCharacter[playerid][charSlot][i] == 0)
  375. break;
  376.  
  377. if(pCharacter[playerid][charSelectedSlot] == i)
  378. {
  379. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][i], 96);
  380. PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][i]);
  381. PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][i]);
  382. pCharacter[playerid][charSelectedSlot] = -1;
  383.  
  384. PlayerTextDrawHide(playerid, inventario_textos[playerid][10]);
  385. TextDrawHideForPlayer(playerid, inventario_remover);
  386. break;
  387. }
  388. else if(pCharacter[playerid][charSelectedSlot] != -1)
  389. {
  390. new char_slot = pCharacter[playerid][charSelectedSlot];
  391. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][char_slot], 96);
  392. PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][char_slot]);
  393. PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][char_slot]);
  394. }
  395.  
  396. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][i], 0xFFFFFF50);
  397. PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][i]);
  398. PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][i]);
  399.  
  400. if(pCharacter[playerid][charSelectedSlot] == -1)
  401. {
  402. PlayerTextDrawShow(playerid, inventario_textos[playerid][10]);
  403. TextDrawShowForPlayer(playerid, inventario_remover);
  404. }
  405.  
  406. pCharacter[playerid][charSelectedSlot] = i;
  407. break;
  408. }
  409.  
  410. return 1;
  411. }
  412.  
  413. public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
  414. {
  415. new bool:valid_shot = true;
  416.  
  417. new ammu_slot = GetAmmunationSlot(playerid);
  418.  
  419. if(ammu_slot == -1)
  420. {
  421. for(new s = 3; s < 7; s ++)
  422. if(Itens[pCharacter[playerid][charSlot][s]][item_tipo] != ITEM_TYPE_MELEEWEAPON)
  423. if(pCharacter[playerid][charSlot][s] != 0)
  424. {
  425. AddItem(playerid, pCharacter[playerid][charSlot][s], 1);
  426. RemoveItemFromCharacter(playerid, s);
  427. }
  428.  
  429. return false;
  430. }
  431.  
  432. pInventory[playerid][invSlotAmount][GetAmmunationSlot(playerid)] --;
  433. SetPlayerAmmo(playerid, weaponid, GetAmmunation(playerid));
  434.  
  435. if(GetAmmunation(playerid) <= 0)
  436. for(new s = 3; s < 7; s ++)
  437. if(Itens[pCharacter[playerid][charSlot][s]][item_tipo] != ITEM_TYPE_MELEEWEAPON)
  438. if(pCharacter[playerid][charSlot][s] != 0)
  439. {
  440. AddItem(playerid, pCharacter[playerid][charSlot][s], 1);
  441. RemoveItemFromCharacter(playerid, s);
  442. valid_shot = false;
  443. }
  444.  
  445. if(pInventory[playerid][invSlotAmount][ammu_slot] <= 0)
  446. RemoveItemFromInventory(playerid, ammu_slot);
  447.  
  448. if(valid_shot == false)
  449. return false;
  450.  
  451. return true;
  452. }
  453.  
  454. public OnPlayerKeyStateChange(playerid,newkeys,oldkeys)
  455. {
  456. if(newkeys == KEY_NO)
  457. if(!Player[playerid][inInventory])
  458. ShowInventory(playerid);
  459.  
  460. if(newkeys == KEY_WALK)
  461. for(new i = 0; i < MAX_ITENS_WORLD; i++)
  462. {
  463. if(ItensWorld[i][world_active])
  464. {
  465. if(IsPlayerInRangeOfPoint(playerid, 2.0, ItensWorld[i][world_position][0], ItensWorld[i][world_position][1], ItensWorld[i][world_position][2]))
  466. {
  467. new bool:sucess = false;
  468.  
  469. if(!InventoryFull(playerid))
  470. {
  471. AddItem(playerid, ItensWorld[i][world_itemid], ItensWorld[i][world_amount], ItensWorld[i][world_armourstatus]);
  472. DeleteItemWorld(i);
  473. sucess = true;
  474. }
  475.  
  476. if(!sucess)
  477. for(new a = 0; a < GetSlotsInventory(playerid); a ++)
  478. if(pInventory[playerid][invSlot][a] == ItensWorld[i][world_itemid])
  479. if(Itens[ItensWorld[i][world_itemid]][item_limite] >= ItensWorld[i][world_amount]+pInventory[playerid][invSlotAmount][a])
  480. {
  481. AddItem(playerid, ItensWorld[i][world_itemid], ItensWorld[i][world_amount], ItensWorld[i][world_armourstatus]);
  482. DeleteItemWorld(i);
  483. sucess = true;
  484. break;
  485. }
  486.  
  487. if(!sucess)
  488. ShowMessageInventory(playerid, "~r~ERRO: ~w~Seu inventário está cheio.");
  489.  
  490. break;
  491. }
  492. }
  493. }
  494.  
  495. return true;
  496. }
  497.  
  498. public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart)
  499. {
  500. if(issuerid != INVALID_PLAYER_ID )
  501. if(bodypart == 9)
  502. if(weaponid == 23 || weaponid == 24 || weaponid == 25 || weaponid == 34)
  503. if(pCharacter[playerid][charSlot][0] != 0)
  504. RemoveItemFromCharacter(playerid, 0);
  505. else
  506. SetPlayerHealth(playerid, 0.0);
  507.  
  508. return true;
  509. }
  510.  
  511. public OnPlayerUpdate(playerid)
  512. {
  513. new bool:have_fuzil = false;
  514. for(new s = 3; s < 7; s ++)
  515. {
  516. if(pCharacter[playerid][charSlot][s] == 3 || pCharacter[playerid][charSlot][s] == 9)
  517. {
  518. new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  519.  
  520. if(GetPlayerWeapon(playerid) != weaponid)
  521. SetPlayerAttachedObject(playerid, 3, Itens[pCharacter[playerid][charSlot][s]][item_modelo], 1, 0.015999,-0.125999,-0.153000,0.000000,-22.700004,0.400000,1.000000,1.000000,1.000000);
  522. else
  523. RemovePlayerAttachedObject(playerid, 3);
  524.  
  525. have_fuzil = true;
  526. }
  527.  
  528. if(!have_fuzil && pCharacter[playerid][charSlot][s] == 16)
  529. {
  530. new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  531.  
  532. if(GetPlayerWeapon(playerid) != weaponid)
  533. SetPlayerAttachedObject(playerid, 3, Itens[pCharacter[playerid][charSlot][s]][item_modelo], 1, 0.015999,-0.125999,-0.153000,0.000000,-22.700004,0.400000,1.000000,1.000000,1.000000);
  534. else
  535. RemovePlayerAttachedObject(playerid, 3);
  536. }
  537.  
  538. if(pCharacter[playerid][charSlot][s] == 10)
  539. {
  540. new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  541.  
  542. if(GetPlayerWeapon(playerid) != weaponid)
  543. SetPlayerAttachedObject(playerid, 4, Itens[pCharacter[playerid][charSlot][s]][item_modelo],1,-0.032000,-0.127000,0.000999,20.600004,29.900007,-2.599998,1.000000,1.000000,1.000000);
  544. else
  545. RemovePlayerAttachedObject(playerid, 4);
  546. }
  547.  
  548. if(pCharacter[playerid][charSlot][s] == 2)
  549. {
  550. new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  551.  
  552. if(GetPlayerWeapon(playerid) != weaponid)
  553. SetPlayerAttachedObject(playerid, 5, Itens[pCharacter[playerid][charSlot][s]][item_modelo],1,-0.053999,0.005999,-0.207000,67.899978,-177.600006,-0.400004,1.000000,1.000000,1.000000);
  554. else
  555. RemovePlayerAttachedObject(playerid, 5);
  556. }
  557.  
  558. new itemid = pCharacter[playerid][charSlot][s];
  559. if(Itens[itemid][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  560. {
  561. new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  562.  
  563. if(GetPlayerWeapon(playerid) != weaponid)
  564. SetPlayerAttachedObject(playerid,6,Itens[pCharacter[playerid][charSlot][s]][item_modelo],1,-0.226999,-0.034999,0.211999,-97.999916,-88.000083,3.600018,1.000000,1.000000,1.000000);
  565. else
  566. RemovePlayerAttachedObject(playerid, 6);
  567. }
  568. }
  569.  
  570. return true;
  571. }
  572.  
  573. //----------------------------------------------------------
  574.  
  575. @TimerOneSecond()
  576. {
  577. for(new i = 0; i < MAX_ITENS_WORLD; i++)
  578. if(ItensWorld[i][world_active])
  579. {
  580. ItensWorld[i][world_timer]--;
  581.  
  582. if(ItensWorld[i][world_timer] == 0)
  583. DeleteItemWorld(i);
  584. }
  585.  
  586. for(new playerid=0; playerid < MAX_PLAYERS; playerid++)
  587. {
  588. new weapons[13][2];
  589.  
  590. for (new s = 0; s <= 12; s++)
  591. GetPlayerWeaponData(playerid, s, weapons[s][0], weapons[s][1]);
  592.  
  593. for(new s = 3; s < 7; s ++)
  594. if(pCharacter[playerid][charSlot][s] == 5)
  595. if(weapons[8][0] == 18 && weapons[8][1] == 0)
  596. RemoveItemFromCharacter(playerid, s);
  597.  
  598. for(new s = 3; s < 7; s ++)
  599. if(pCharacter[playerid][charSlot][s] == 17)
  600. if(weapons[8][0] == 16 && weapons[8][1] == 0)
  601. RemoveItemFromCharacter(playerid, s);
  602.  
  603. if(pCharacter[playerid][charSlot][1] != 0)
  604. if(GetPlayerArmourEx(playerid) > 0.0)
  605. pCharacter[playerid][charArmourStatus] = GetPlayerArmourEx(playerid);
  606. else
  607. RemoveItemFromCharacter(playerid, 1);
  608. }
  609. }
  610.  
  611. //----------------------------------------------------------
  612.  
  613. stock AddItem(playerid, itemid, amount, Float:armorstatus = 100.0)
  614. {
  615. new bool:sucess = false;
  616.  
  617. for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  618. {
  619. if(pInventory[playerid][invSlot][i] == itemid && Itens[pInventory[playerid][invSlot][i]][item_limite] > 1 && pInventory[playerid][invSlotAmount][i] != Itens[pInventory[playerid][invSlot][i]][item_limite])
  620. {
  621. new check = amount + pInventory[playerid][invSlotAmount][i];
  622.  
  623. if(check > Itens[pInventory[playerid][invSlot][i]][item_limite])
  624. {
  625. pInventory[playerid][invSlotAmount][i] = Itens[itemid][item_limite];
  626.  
  627. for(new a = 0; a < MAX_INVENTORY_SLOTS; a ++)
  628. {
  629. if(pInventory[playerid][invSlot][a] == 0)
  630. {
  631. pInventory[playerid][invSlot][a] = itemid;
  632. new resto = Itens[itemid][item_limite] - check;
  633. pInventory[playerid][invSlotAmount][a] = resto*-1;
  634.  
  635. if(Player[playerid][inInventory])
  636. {
  637. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][a], Itens[itemid][item_modelo]);
  638. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][a], Itens[itemid][item_previewrot][0], Itens[itemid][item_previewrot][1], Itens[itemid][item_previewrot][2], Itens[itemid][item_previewrot][3]);
  639.  
  640. PlayerTextDrawHide(playerid, inventario_index[playerid][a]);
  641. PlayerTextDrawShow(playerid, inventario_index[playerid][a]);
  642. }
  643.  
  644. break;
  645. }
  646. }
  647. }
  648. else
  649. {
  650. pInventory[playerid][invSlotAmount][i] += amount;
  651.  
  652. if(Player[playerid][inInventory])
  653. {
  654. if(pInventory[playerid][invSelectedSlot] == i)
  655. {
  656. if(pInventory[playerid][invSlotAmount][i] > 1)
  657. format(String, sizeof(String), "Quantidade: %d", pInventory[playerid][invSlotAmount][i]);
  658. else
  659. String = " ";
  660.  
  661. PlayerTextDrawSetString(playerid, inventario_description[playerid][3], String);
  662.  
  663. PlayerTextDrawHide(playerid, inventario_description[playerid][3]);
  664. PlayerTextDrawShow(playerid, inventario_description[playerid][3]);
  665. }
  666. }
  667. }
  668.  
  669. sucess = true;
  670. break;
  671. }
  672. }
  673.  
  674. if(sucess)
  675. return true;
  676.  
  677. for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  678. {
  679. if(pInventory[playerid][invSlot][i] == 0)
  680. {
  681. pInventory[playerid][invSlot][i] = itemid;
  682. pInventory[playerid][invSlotAmount][i] = amount;
  683.  
  684. if(itemid == 6)
  685. pInventory[playerid][invArmourStatus][i] = armorstatus;
  686.  
  687. if(Player[playerid][inInventory])
  688. {
  689. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[itemid][item_modelo]);
  690. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[itemid][item_previewrot][0], Itens[itemid][item_previewrot][1], Itens[itemid][item_previewrot][2], Itens[itemid][item_previewrot][3]);
  691.  
  692. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  693. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  694. }
  695.  
  696. break;
  697. }
  698. }
  699.  
  700. return true;
  701. }
  702.  
  703. //----------------------------------------------------------
  704.  
  705. stock SplitItem(playerid, slot)
  706. {
  707. new result = pInventory[playerid][invSlotAmount][slot]/2;
  708.  
  709. for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  710. if(pInventory[playerid][invSlot][i] == 0)
  711. {
  712. pInventory[playerid][invSlotAmount][slot] = pInventory[playerid][invSlotAmount][slot]/2;
  713.  
  714. pInventory[playerid][invSlot][i] = pInventory[playerid][invSlot][slot];
  715. pInventory[playerid][invSlotAmount][i] = result;
  716.  
  717. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  718. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  719. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  720. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  721.  
  722. if(pInventory[playerid][invSlotAmount][slot] > 1)
  723. format(String, sizeof(String), "Quantidade: %d", pInventory[playerid][invSlotAmount][slot]);
  724. else
  725. String = " ";
  726.  
  727. PlayerTextDrawSetString(playerid, inventario_description[playerid][3], String);
  728.  
  729. PlayerTextDrawHide(playerid, inventario_description[playerid][3]);
  730. PlayerTextDrawShow(playerid, inventario_description[playerid][3]);
  731. break;
  732. }
  733. }
  734.  
  735. //----------------------------------------------------------
  736.  
  737. stock UseItem(playerid, slot, item)
  738. {
  739. if(Itens[item][item_tipo] == ITEM_TYPE_HELMET)
  740. {
  741. if(pCharacter[playerid][charSlot][0] == 0)
  742. {
  743. AddItemCharacter(playerid, 0, item);
  744. RemoveItemFromInventory(playerid, slot);
  745. }
  746. else
  747. {
  748. RemoveItemFromInventory(playerid, slot);
  749. AddItem(playerid, pCharacter[playerid][charSlot][0], 1);
  750. RemoveItemFromCharacter(playerid, 0);
  751. AddItemCharacter(playerid, 0, item);
  752. }
  753. }
  754. else if(Itens[item][item_tipo] == ITEM_TYPE_WEAPON || Itens[item][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  755. {
  756. if(GetAmmunation(playerid) <= 0 && Itens[item][item_tipo] == ITEM_TYPE_WEAPON)
  757. {
  758. if(item != 4 && item != 17)
  759. {
  760. pInventory[playerid][invSelectedSlot] = slot;
  761. return ShowMessageInventory(playerid, "~r~ERRO: ~w~Você não tem munição.");
  762. }
  763. }
  764.  
  765. new weapons[13][2];
  766.  
  767. for (new i = 0; i <= 12; i++)
  768. GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]);
  769.  
  770. new weaponid = GetWeaponIDFromModel(Itens[item][item_modelo]);
  771. new weaponslot = GetWeaponSlot(weaponid);
  772.  
  773. if(weapons[weaponslot][0] != 0 && weapons[weaponslot][1] > 0)
  774. {
  775. pInventory[playerid][invSelectedSlot] = slot;
  776. return ShowMessageInventory(playerid, "~r~ERRO: ~w~Não é possivel equipar duas armas do mesmo estilo.");
  777. }
  778.  
  779. new bool:have_slot;
  780.  
  781. for(new i = 3; i < 7; i ++)
  782. {
  783. if(pCharacter[playerid][charSlot][i] == item)
  784. {
  785. pInventory[playerid][invSelectedSlot] = slot;
  786. ShowMessageInventory(playerid, "~r~ERRO: ~w~Não é possivel equipar duas armas iguais.");
  787. have_slot = true;
  788. break;
  789. }
  790.  
  791. if(pCharacter[playerid][charSlot][i] == 0)
  792. {
  793. AddItemCharacter(playerid, i, item, pInventory[playerid][invSlotAmount][slot]);
  794. RemoveItemFromInventory(playerid, slot);
  795. have_slot = true;
  796. break;
  797. }
  798. }
  799.  
  800. if(!have_slot)
  801. {
  802. pInventory[playerid][invSelectedSlot] = slot;
  803. ShowMessageInventory(playerid, "~r~ERRO: ~w~Não é possivel equipar mais armas.");
  804. return true;
  805. }
  806. }
  807. else if(Itens[item][item_tipo] == ITEM_TYPE_BODY)
  808. {
  809. if(pCharacter[playerid][charSlot][1] == 0)
  810. {
  811. AddItemCharacter(playerid, 1, item, 0, pInventory[playerid][invArmourStatus][slot]);
  812. RemoveItemFromInventory(playerid, slot);
  813. }
  814. else
  815. {
  816. RemoveItemFromInventory(playerid, slot);
  817. AddItem(playerid, pCharacter[playerid][charSlot][1], 1);
  818. RemoveItemFromCharacter(playerid, 1);
  819. AddItemCharacter(playerid, 1, item);
  820. }
  821. }
  822. else if(Itens[item][item_tipo] == ITEM_TYPE_BACKPACK)
  823. {
  824. if(pCharacter[playerid][charSlot][2] == 0)
  825. {
  826. AddItemCharacter(playerid, 2, item);
  827. RemoveItemFromInventory(playerid, slot);
  828. }
  829. else
  830. {
  831. RemoveItemFromInventory(playerid, slot);
  832. AddItem(playerid, pCharacter[playerid][charSlot][2], 1);
  833. RemoveItemFromCharacter(playerid, 2);
  834. AddItemCharacter(playerid, 2, item);
  835. }
  836.  
  837. OrganizeInventory(playerid);
  838.  
  839. for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  840. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  841.  
  842. for(new i = 0; i < GetSlotsInventory(playerid); i++)
  843. {
  844. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  845. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  846. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  847.  
  848. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  849. }
  850. }
  851. else if(Itens[item][item_tipo] == ITEM_TYPE_AMMO)
  852. {
  853. pInventory[playerid][invSelectedSlot] = slot;
  854. return true;
  855. }
  856. else if(Itens[item][item_tipo] == ITEM_TYPE_NORMAL)
  857. {
  858. if(item == 18) // Kit Médico
  859. {
  860. SetPlayerHealth(playerid, 100.0);
  861. RemoveItemFromInventory(playerid, slot, 1);
  862. }
  863. }
  864.  
  865. if(Player[playerid][inInventory])
  866. {
  867. for(new a = 0; a < 4; a++)
  868. PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  869.  
  870. TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  871.  
  872. TextDrawHideForPlayer(playerid, inventario_usar);
  873. TextDrawHideForPlayer(playerid, inventario_split[0]);
  874. TextDrawHideForPlayer(playerid, inventario_split[1]);
  875. TextDrawHideForPlayer(playerid, inventario_drop[0]);
  876. TextDrawHideForPlayer(playerid, inventario_drop[1]);
  877. PlayerTextDrawHide(playerid, inventario_textos[playerid][9]);
  878. }
  879.  
  880. return true;
  881. }
  882.  
  883. //----------------------------------------------------------
  884.  
  885. stock AddItemCharacter(playerid, slot, itemid, quantidade = 0, Float:armourstatus = 0.0)
  886. {
  887. pCharacter[playerid][charSlot][slot] = itemid;
  888.  
  889. if(itemid == 1)
  890. {
  891. switch(GetPlayerSkin(playerid))
  892. {
  893. #define HelmetAttach{%0,%1,%2,%3,%4,%5} SetPlayerAttachedObject(playerid, 0, 18645, 2, (%0), (%1), (%2), (%3), (%4), (%5));
  894. case 0, 65, 74, 149, 208, 273: HelmetAttach{0.070000, 0.000000, 0.000000, 88.000000, 75.000000, 0.000000}
  895. case 1..6, 8, 14, 16, 22, 27, 29, 33, 41..49, 82..84, 86, 87, 119, 289: HelmetAttach{0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}
  896. case 7, 10: HelmetAttach{0.090000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}
  897. case 9: HelmetAttach{0.059999, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}
  898. case 11..13: HelmetAttach{0.070000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}
  899. case 15: HelmetAttach{0.059999, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}
  900. case 17..21: HelmetAttach{0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  901. case 23..26, 28, 30..32, 34..39, 57, 58, 98, 99, 104..118, 120..131: HelmetAttach{0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  902. case 40: HelmetAttach{0.050000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  903. case 50, 100..103, 148, 150..189, 222: HelmetAttach{0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  904. case 51..54: HelmetAttach{0.100000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  905. case 55, 56, 63, 64, 66..73, 75, 76, 78..81, 133..143, 147, 190..207, 209..219, 221, 247..272, 274..288, 290..293: HelmetAttach{0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  906. case 59..62: HelmetAttach{0.079999, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}
  907. case 77: HelmetAttach{0.059999, 0.019999, 0.000000, 87.000000, 82.000000, 0.000000}
  908. case 85, 88, 89: HelmetAttach{0.070000, 0.039999, 0.000000, 88.000000, 82.000000, 0.000000}
  909. case 90..97: HelmetAttach{0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  910. case 132: HelmetAttach{0.000000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  911. case 144..146: HelmetAttach{0.090000, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}
  912. case 220: HelmetAttach{0.029999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  913. case 223, 246: HelmetAttach{0.070000, 0.050000, 0.000000, 88.000000, 82.000000, 0.000000}
  914. case 224..245: HelmetAttach{0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}
  915. case 294: HelmetAttach{0.070000, 0.019999, 0.000000, 91.000000, 84.000000, 0.000000}
  916. case 295: HelmetAttach{0.050000, 0.019998, 0.000000, 86.000000, 82.000000, 0.000000}
  917. case 296..298: HelmetAttach{0.064999, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  918. case 299..306: HelmetAttach{0.064998, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  919. }
  920. }
  921. else if(Itens[itemid][item_tipo] == ITEM_TYPE_WEAPON || Itens[itemid][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  922. {
  923. new modelid = Itens[itemid][item_modelo];
  924.  
  925. if(itemid == 5 || itemid == 17)
  926. GivePlayerWeapon(playerid, GetWeaponIDFromModel(modelid), quantidade);
  927. else
  928. GivePlayerWeapon(playerid, GetWeaponIDFromModel(modelid), GetAmmunation(playerid));
  929. }
  930. else if(itemid == 6)
  931. {
  932. SetPlayerArmour(playerid, armourstatus);
  933. pCharacter[playerid][charArmourStatus] = armourstatus;
  934.  
  935. switch(GetPlayerSkin(playerid))
  936. {
  937. case 292:
  938. SetPlayerAttachedObject(playerid, 1, 19142, 1, 0.103999,0.034999,0.001000,0.000000,0.000000,0.000000,1.000000,1.000000,1.000000);
  939. }
  940. }
  941. else if(Itens[itemid][item_tipo] == ITEM_TYPE_BACKPACK)
  942. {
  943. switch(GetPlayerSkin(playerid))
  944. {
  945. case 292:
  946. SetPlayerAttachedObject(playerid, 2, 3026,1,-0.129000,-0.078999,-0.003999,0.000000,0.000000,0.000000,1.000000,1.000000,1.000000);
  947. }
  948. }
  949.  
  950. PlayerPlaySound(playerid,1052,0.0,0.0,0.0);
  951.  
  952. if(Player[playerid][inInventory])
  953. {
  954. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][slot], Itens[itemid][item_modelo]);
  955. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][slot], Itens[itemid][item_previewrot][0], Itens[itemid][item_previewrot][1], Itens[itemid][item_previewrot][2], Itens[itemid][item_previewrot][3]);
  956.  
  957. PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][slot]);
  958. PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][slot]);
  959. }
  960. }
  961. //----------------------------------------------------------
  962.  
  963. stock RemoveItemFromInventory(playerid, slot, amount = 0)
  964. {
  965.  
  966. if(amount == 0)
  967. {
  968. pInventory[playerid][invSlot][slot] = 0;
  969. pInventory[playerid][invSlotAmount][slot] = 0;
  970. }
  971. else
  972. {
  973. pInventory[playerid][invSlotAmount][slot] -= amount;
  974.  
  975. if(pInventory[playerid][invSlotAmount][slot] == 0)
  976. pInventory[playerid][invSlot][slot] = 0;
  977.  
  978. }
  979.  
  980. if(Player[playerid][inInventory])
  981. {
  982. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][slot], Itens[pInventory[playerid][invSlot][slot]][item_modelo]);
  983. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][slot], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][0], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][1], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][2], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][3]);
  984. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][slot], 96);
  985.  
  986. PlayerTextDrawHide(playerid, inventario_index[playerid][slot]);
  987. PlayerTextDrawShow(playerid, inventario_index[playerid][slot]);
  988. }
  989. }
  990.  
  991. //----------------------------------------------------------
  992.  
  993. stock RemoveItemFromCharacter(playerid, slot)
  994. {
  995. if(Itens[pCharacter[playerid][charSlot][slot]][item_tipo] == ITEM_TYPE_WEAPON)
  996. {
  997. new modelid = Itens[pCharacter[playerid][charSlot][slot]][item_modelo];
  998. SetPlayerAmmo(playerid, GetWeaponIDFromModel(modelid), 0);
  999.  
  1000. new itemid = Itens[pCharacter[playerid][charSlot][slot]][item_id];
  1001.  
  1002. pCharacter[playerid][charSlot][slot] = 0;
  1003.  
  1004. if(itemid == 3 || itemid == 9)
  1005. if(IsPlayerAttachedObjectSlotUsed(playerid, 3))
  1006. RemovePlayerAttachedObject(playerid, 3);
  1007.  
  1008. if(itemid == 10)
  1009. if(IsPlayerAttachedObjectSlotUsed(playerid, 4))
  1010. RemovePlayerAttachedObject(playerid, 4);
  1011.  
  1012. if(itemid == 2)
  1013. if(IsPlayerAttachedObjectSlotUsed(playerid, 5))
  1014. RemovePlayerAttachedObject(playerid, 5);
  1015.  
  1016. }
  1017. else if(Itens[pCharacter[playerid][charSlot][slot]][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  1018. {
  1019. new modelid = Itens[pCharacter[playerid][charSlot][slot]][item_modelo];
  1020. RemovePlayerWeapon(playerid, GetWeaponIDFromModel(modelid));
  1021.  
  1022. if(IsPlayerAttachedObjectSlotUsed(playerid, 6))
  1023. RemovePlayerAttachedObject(playerid, 6);
  1024. }
  1025.  
  1026. if(slot == 0) // Helmet
  1027. {
  1028. RemovePlayerAttachedObject(playerid, 0);
  1029. }
  1030. else if(slot == 1) // Armour
  1031. {
  1032. RemovePlayerAttachedObject(playerid, 1);
  1033. SetPlayerArmour(playerid, 0);
  1034. pCharacter[playerid][charArmourStatus] = 0.0;
  1035. }
  1036. else if(slot == 2) // Backpack
  1037. {
  1038. RemovePlayerAttachedObject(playerid, 2);
  1039. pCharacter[playerid][charSlot][slot] = 0;
  1040.  
  1041. for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  1042. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  1043.  
  1044. for(new i = 0; i < GetSlotsInventory(playerid); i++)
  1045. {
  1046. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  1047. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  1048. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  1049.  
  1050. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  1051. }
  1052. }
  1053.  
  1054. pCharacter[playerid][charSlot][slot] = 0;
  1055. PlayerPlaySound(playerid,1053,0.0,0.0,0.0);
  1056.  
  1057. if(Player[playerid][inInventory])
  1058. {
  1059. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][slot], Itens[0][item_modelo]);
  1060. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][slot], Itens[0][item_previewrot][0], Itens[0][item_previewrot][1], Itens[0][item_previewrot][2], Itens[0][item_previewrot][3]);
  1061. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][slot], 96);
  1062.  
  1063. PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][slot]);
  1064. PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][slot]);
  1065.  
  1066. PlayerTextDrawHide(playerid, inventario_textos[playerid][10]);
  1067. TextDrawHideForPlayer(playerid, inventario_remover);
  1068. }
  1069. }
  1070. //----------------------------------------------------------
  1071.  
  1072. stock DropItem(Float:x, Float:y, Float:z, itemid, amount, Float:armourstatus = 0.0)
  1073. {
  1074. ItensWorld[LastItemID][world_timer] = TIMER_ITEM_WORLD;
  1075. ItensWorld[LastItemID][world_itemid] = itemid;
  1076. ItensWorld[LastItemID][world_model] = Itens[itemid][item_modelo];
  1077. ItensWorld[LastItemID][world_amount] = amount;
  1078. ItensWorld[LastItemID][world_position][0] = x;
  1079. ItensWorld[LastItemID][world_position][1] = y;
  1080. ItensWorld[LastItemID][world_position][2] = z;
  1081.  
  1082. if(itemid == 6)
  1083. ItensWorld[LastItemID][world_armourstatus] = armourstatus;
  1084.  
  1085. ItensWorld[LastItemID][world_object] = CreateObject(ItensWorld[LastItemID][world_model], x, y, z-0.90, -90,0,0);
  1086.  
  1087. if(amount > 1)
  1088. format(String, sizeof(String), "%s (%d)", Itens[itemid][item_nome], amount);
  1089. else
  1090. format(String, sizeof(String), "%s", Itens[itemid][item_nome]);
  1091.  
  1092. ItensWorld[LastItemID][world_3dtext] = Create3DTextLabel(String, -1, x, y,z-0.90, 5.0, 0, 0);
  1093.  
  1094. ItensWorld[LastItemID][world_active] = true;
  1095.  
  1096. if(LastItemID == MAX_ITENS_WORLD-1)
  1097. LastItemID = 0;
  1098. else
  1099. LastItemID++;
  1100. }
  1101.  
  1102. //----------------------------------------------------------
  1103.  
  1104. stock DeleteItemWorld(worlditemid)
  1105. {
  1106. ItensWorld[worlditemid][world_active] = false;
  1107. DestroyObject(ItensWorld[worlditemid][world_object]);
  1108. Delete3DTextLabel(ItensWorld[worlditemid][world_3dtext]);
  1109. }
  1110.  
  1111. //----------------------------------------------------------
  1112.  
  1113. stock SlotsFree(playerid)
  1114. {
  1115. new count = 0;
  1116.  
  1117. for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1118. if(pInventory[playerid][invSlot][i] == 0)
  1119. count++;
  1120.  
  1121. return count;
  1122. }
  1123.  
  1124. //----------------------------------------------------------
  1125.  
  1126. stock SlotsInUse(playerid)
  1127. {
  1128. new count = 0;
  1129.  
  1130. for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1131. if(pInventory[playerid][invSlot][i] != 0)
  1132. count++;
  1133.  
  1134. return count;
  1135. }
  1136.  
  1137. //----------------------------------------------------------
  1138.  
  1139. stock InventoryFull(playerid)
  1140. {
  1141. for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1142. if(pInventory[playerid][invSlot][i] == 0)
  1143. return false;
  1144.  
  1145.  
  1146. return true;
  1147. }
  1148.  
  1149. //----------------------------------------------------------
  1150.  
  1151. stock GetSlotsInventory(playerid)
  1152. {
  1153. new slots;
  1154.  
  1155. if(pCharacter[playerid][charSlot][2] == 0)
  1156. slots = 5;
  1157. else if(pCharacter[playerid][charSlot][2] == 7)
  1158. slots = 10;
  1159. else if(pCharacter[playerid][charSlot][2] == 8)
  1160. slots = 15;
  1161.  
  1162. return slots;
  1163. }
  1164.  
  1165. //----------------------------------------------------------
  1166.  
  1167. stock GetAmmunation(playerid)
  1168. {
  1169. new total;
  1170.  
  1171. for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1172. if(pInventory[playerid][invSlot][i] == 4)
  1173. total += pInventory[playerid][invSlotAmount][i];
  1174.  
  1175. return total;
  1176. }
  1177.  
  1178. //----------------------------------------------------------
  1179.  
  1180. stock GetAmmunationSlot(playerid)
  1181. {
  1182. new slot = -1;
  1183.  
  1184. for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1185. if(pInventory[playerid][invSlot][i] == 4)
  1186. {
  1187. slot = i;
  1188. break;
  1189. }
  1190.  
  1191. return slot;
  1192. }
  1193.  
  1194. //----------------------------------------------------------
  1195.  
  1196. stock OrganizeInventory(playerid)
  1197. {
  1198. for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  1199. if(pInventory[playerid][invSlot][i] != 0)
  1200. for(new a = 0; a < MAX_INVENTORY_SLOTS; a++)
  1201. if(pInventory[playerid][invSlot][a] == 0)
  1202. {
  1203. pInventory[playerid][invSlot][a] = pInventory[playerid][invSlot][i];
  1204. pInventory[playerid][invSlotAmount][a] = pInventory[playerid][invSlotAmount][i];
  1205. pInventory[playerid][invArmourStatus][a] = pInventory[playerid][invArmourStatus][i];
  1206. pInventory[playerid][invSlot][i] = 0;
  1207. pInventory[playerid][invSlotAmount][i] = 0;
  1208. pInventory[playerid][invArmourStatus][i] = 0;
  1209. }
  1210. }
  1211.  
  1212. //----------------------------------------------------------
  1213.  
  1214. stock GetWeaponSlot(weaponid)
  1215. {
  1216. new slot;
  1217.  
  1218. switch(weaponid)
  1219. {
  1220. case 0,1: slot = 0;
  1221. case 2 .. 9: slot = 1;
  1222. case 10 .. 15: slot = 10;
  1223. case 16 .. 18, 39: slot = 8;
  1224. case 22 .. 24: slot =2;
  1225. case 25 .. 27: slot = 3;
  1226. case 28, 29, 32: slot = 4;
  1227. case 30, 31: slot = 5;
  1228. case 33, 34: slot = 6;
  1229. case 35 .. 38: slot = 7;
  1230. case 40: slot = 12;
  1231. case 41 .. 43: slot = 9;
  1232. case 44 .. 46: slot = 11;
  1233. }
  1234.  
  1235. return slot;
  1236. }
  1237.  
  1238. //----------------------------------------------------------
  1239.  
  1240. stock ShowInventory(playerid)
  1241. {
  1242. Player[playerid][inInventory] = true;
  1243. SelectTextDraw(playerid, 0xFFFFFFFF);
  1244.  
  1245. // Globais
  1246.  
  1247. TextDrawShowForPlayer(playerid, inventario_close[0]);
  1248. TextDrawShowForPlayer(playerid, inventario_close[1]);
  1249.  
  1250. for(new i = 0; i < 5; i++)
  1251. if(i != 4)
  1252. TextDrawShowForPlayer(playerid, inventario_backgrounds[i]);
  1253.  
  1254. // Player
  1255.  
  1256. for(new i = 0; i < GetSlotsInventory(playerid); i++)
  1257. {
  1258. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  1259. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  1260. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  1261.  
  1262. PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  1263. }
  1264.  
  1265. for(new i = 0; i < 11; i++)
  1266. if(i != 10 && i != 9)
  1267. PlayerTextDrawShow(playerid, inventario_textos[playerid][i]);
  1268.  
  1269. for(new i = 0; i < 7; i++)
  1270. {
  1271. new char_slot = pCharacter[playerid][charSlot][i];
  1272.  
  1273. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][i], Itens[char_slot][item_modelo]);
  1274. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][i], Itens[char_slot][item_previewrot][0], Itens[char_slot][item_previewrot][1], Itens[char_slot][item_previewrot][2], Itens[char_slot][item_previewrot][3]);
  1275. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][i], 96);
  1276.  
  1277. PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][i]);
  1278. }
  1279.  
  1280. PlayerTextDrawSetPreviewModel(playerid, inventario_skin[playerid], GetPlayerSkin(playerid));
  1281. PlayerTextDrawShow(playerid, inventario_skin[playerid]);
  1282. }
  1283.  
  1284. //----------------------------------------------------------
  1285.  
  1286. stock HideInventory(playerid)
  1287. {
  1288. TextDrawHideForPlayer(playerid, inventario_usar);
  1289. TextDrawHideForPlayer(playerid, inventario_split[0]);
  1290. TextDrawHideForPlayer(playerid, inventario_split[1]);
  1291. TextDrawHideForPlayer(playerid, inventario_drop[0]);
  1292. TextDrawHideForPlayer(playerid, inventario_drop[1]);
  1293. TextDrawHideForPlayer(playerid, inventario_close[0]);
  1294. TextDrawHideForPlayer(playerid, inventario_close[1]);
  1295.  
  1296. for(new i = 0; i < 5; i++)
  1297. if(i != 4)
  1298. TextDrawHideForPlayer(playerid, inventario_backgrounds[i]);
  1299.  
  1300. for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  1301. PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  1302.  
  1303. for(new i = 0; i < 11; i++)
  1304. PlayerTextDrawHide(playerid, inventario_textos[playerid][i]);
  1305.  
  1306. for(new i = 0; i < 7; i++)
  1307. PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][i]);
  1308.  
  1309. PlayerTextDrawHide(playerid, inventario_skin[playerid]);
  1310. TextDrawHideForPlayer(playerid, inventario_remover);
  1311.  
  1312. TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  1313.  
  1314. for(new a = 0; a < 4; a++)
  1315. PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  1316.  
  1317. pInventory[playerid][invSelectedSlot] = -1;
  1318. pCharacter[playerid][charSelectedSlot] = -1;
  1319. Player[playerid][inInventory] = false;
  1320. CancelSelectTextDraw(playerid);
  1321. }
  1322.  
  1323. //----------------------------------------------------------
  1324.  
  1325. stock GetWeaponIDFromModel(modelid)
  1326. {
  1327. new idweapon;
  1328.  
  1329. switch(modelid)
  1330. {
  1331. case 331: idweapon = 1; // Brass Knuckles
  1332. case 333: idweapon = 2; // Golf Club
  1333. case 334: idweapon = 3; // Nightstick
  1334. case 335: idweapon = 4; // Knife
  1335. case 336: idweapon = 5; // Baseball Bat
  1336. case 337: idweapon = 6; // Shovel
  1337. case 338: idweapon = 7; // Pool Cue
  1338. case 339: idweapon = 8; // Katana
  1339. case 341: idweapon = 9; // Chainsaw
  1340. case 321: idweapon = 10; // Double-ended Dildo
  1341. case 325: idweapon = 14; // Flowers
  1342. case 326: idweapon = 15; // Cane
  1343. case 342: idweapon = 16; // Grenade
  1344. case 343: idweapon = 17; // Tear Gas
  1345. case 344: idweapon = 18; // Molotov Cocktail
  1346. case 346: idweapon = 22; // 9mm
  1347. case 347: idweapon = 23; // Silenced 9mm
  1348. case 348: idweapon = 24; // Desert Eagle
  1349. case 349: idweapon = 25; // Shotgun
  1350. case 350: idweapon = 26; // Sawnoff
  1351. case 351: idweapon = 27; // Combat Shotgun
  1352. case 352: idweapon = 28; // Micro SMG/Uzi
  1353. case 353: idweapon = 29; // MP5
  1354. case 355: idweapon = 30; // AK-47
  1355. case 356: idweapon = 31; // M4
  1356. case 372: idweapon = 32; // Tec-9
  1357. case 357: idweapon = 33; // Country Rifle
  1358. case 358: idweapon = 34; // Sniper Rifle
  1359. case 359: idweapon = 35; // RPG
  1360. case 360: idweapon = 36; // HS Rocket
  1361. case 361: idweapon = 37; // Flamethrower
  1362. case 362: idweapon = 38; // Minigun
  1363. case 363: idweapon = 39;// Satchel Charge + Detonator
  1364. case 365: idweapon = 41; // Spraycan
  1365. case 366: idweapon = 42; // Fire Extinguisher
  1366. }
  1367.  
  1368. return idweapon;
  1369. }
  1370.  
  1371. //----------------------------------------------------------
  1372.  
  1373. stock RemovePlayerWeapon(playerid, weaponid)
  1374. {
  1375. new plyWeapons[12];
  1376. new plyAmmo[12];
  1377.  
  1378. for(new slot = 0; slot != 12; slot++)
  1379. {
  1380. new wep, ammo;
  1381. GetPlayerWeaponData(playerid, slot, wep, ammo);
  1382.  
  1383. if(wep != weaponid)
  1384. {
  1385. GetPlayerWeaponData(playerid, slot, plyWeapons[slot], plyAmmo[slot]);
  1386. }
  1387. }
  1388.  
  1389. ResetPlayerWeapons(playerid);
  1390. for(new slot = 0; slot != 12; slot++)
  1391. {
  1392. GivePlayerWeapon(playerid, plyWeapons[slot], plyAmmo[slot]);
  1393. }
  1394. }
  1395.  
  1396. //----------------------------------------------------------
  1397.  
  1398. public Float:GetPlayerArmourEx(playerid)
  1399. {
  1400. new Float:pColete;
  1401. GetPlayerArmour(playerid, pColete);
  1402. return Float:pColete;
  1403. }
  1404. //----------------------------------------------------------
  1405.  
  1406. stock ShowMessageInventory(playerid, string[], time = 5000)
  1407. {
  1408. if (Player[playerid][MessageInventory])
  1409. {
  1410. PlayerTextDrawHide(playerid, inventario_mensagem[playerid]);
  1411. KillTimer(Player[playerid][MessageInventoryTimer]);
  1412. }
  1413.  
  1414. PlayerTextDrawSetString(playerid, inventario_mensagem[playerid], ConvertToGameText(string));
  1415. PlayerTextDrawShow(playerid, inventario_mensagem[playerid]);
  1416.  
  1417. Player[playerid][MessageInventory] = true;
  1418. Player[playerid][MessageInventoryTimer] = SetTimerEx("HideMessageInventory", time, false, "d", playerid);
  1419. return true;
  1420. }
  1421.  
  1422. //----------------------------------------------------------
  1423.  
  1424. public HideMessageInventory(playerid)
  1425. {
  1426. if (!Player[playerid][MessageInventory])
  1427. return 0;
  1428.  
  1429. Player[playerid][MessageInventory] = false;
  1430. return PlayerTextDrawHide(playerid, inventario_mensagem[playerid]);
  1431. }
  1432.  
  1433. //----------------------------------------------------------
  1434.  
  1435. stock ConvertToGameText(in[])
  1436. {
  1437. new string[256];
  1438. for(new i = 0; in[i]; ++i)
  1439. {
  1440. string[i] = in[i];
  1441. switch(string[i])
  1442. {
  1443. case 0xC0 .. 0xC3: string[i] -= 0x40;
  1444. case 0xC7 .. 0xC9: string[i] -= 0x42;
  1445. case 0xD2 .. 0xD5: string[i] -= 0x44;
  1446. case 0xD9 .. 0xDC: string[i] -= 0x47;
  1447. case 0xE0 .. 0xE3: string[i] -= 0x49;
  1448. case 0xE7 .. 0xEF: string[i] -= 0x4B;
  1449. case 0xF2 .. 0xF5: string[i] -= 0x4D;
  1450. case 0xF9 .. 0xFC: string[i] -= 0x50;
  1451. case 0xC4, 0xE4: string[i] = 0x83;
  1452. case 0xC6, 0xE6: string[i] = 0x84;
  1453. case 0xD6, 0xF6: string[i] = 0x91;
  1454. case 0xD1, 0xF1: string[i] = 0xEC;
  1455. case 0xDF: string[i] = 0x96;
  1456. case 0xBF: string[i] = 0xAF;
  1457. }
  1458. }
  1459. return string;
  1460. }
  1461.  
  1462. //----------------------------------------------------------
  1463.  
  1464. stock ResetVariables(playerid)
  1465. {
  1466. // Inventory
  1467.  
  1468. for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  1469. {
  1470. pInventory[playerid][invSlot][i] = 0;
  1471. pInventory[playerid][invSlotAmount][i] = 0;
  1472. pInventory[playerid][invArmourStatus][i] = 0;
  1473. }
  1474.  
  1475. pInventory[playerid][invSelectedSlot] = 0;
  1476.  
  1477. // Character
  1478.  
  1479. for(new i = 0; i < 7; i ++)
  1480. pCharacter[playerid][charSlot][i] = 0;
  1481.  
  1482. pCharacter[playerid][charArmourStatus] = 0;
  1483. pCharacter[playerid][charSelectedSlot] = 0;
  1484.  
  1485.  
  1486. // Player
  1487.  
  1488. for(new enum_Player:i; i < enum_Player; ++i)
  1489. Player[playerid][i] = 0;
  1490. }
  1491.  
  1492. //----------------------------------------------------------
  1493.  
  1494.  
  1495. CMD:additem(playerid, params[])
  1496. {
  1497. new
  1498. id, item, amount;
  1499.  
  1500. if(sscanf(params, "uii", id, item, amount))
  1501. return SendClientMessage(playerid, -1, "/additem <id/nick> <id do item> <quantidade>");
  1502.  
  1503. AddItem(id, item, amount);
  1504.  
  1505. format(String, sizeof(String), "additem (%d) (%d) (%d)", id, item, amount);
  1506. SendClientMessage(playerid, -1, String);
  1507. return true;
  1508. }
  1509.  
  1510. //----------------------------------------------------------
  1511.  
  1512. stock LoadTextDraws()
  1513. {
  1514. inventario_backgrounds[0] = TextDrawCreate(63.900207, 120.000030, "box");
  1515. TextDrawLetterSize(inventario_backgrounds[0], 0.000000, 28.450004);
  1516. TextDrawTextSize(inventario_backgrounds[0], 308.250335, 0.000000);
  1517. TextDrawAlignment(inventario_backgrounds[0], 1);
  1518. TextDrawColor(inventario_backgrounds[0], -1);
  1519. TextDrawUseBox(inventario_backgrounds[0], 1);
  1520. TextDrawBoxColor(inventario_backgrounds[0], 128);
  1521. TextDrawSetShadow(inventario_backgrounds[0], 0);
  1522. TextDrawSetOutline(inventario_backgrounds[0], 0);
  1523. TextDrawBackgroundColor(inventario_backgrounds[0], 255);
  1524. TextDrawFont(inventario_backgrounds[0], 2);
  1525. TextDrawSetProportional(inventario_backgrounds[0], 1);
  1526. TextDrawSetShadow(inventario_backgrounds[0], 0);
  1527.  
  1528. inventario_backgrounds[1] = TextDrawCreate(313.099792, 120.000030, "box");
  1529. TextDrawLetterSize(inventario_backgrounds[1], 0.000000, 28.450004);
  1530. TextDrawTextSize(inventario_backgrounds[1], 578.247741, 0.000000);
  1531. TextDrawAlignment(inventario_backgrounds[1], 1);
  1532. TextDrawColor(inventario_backgrounds[1], -1);
  1533. TextDrawUseBox(inventario_backgrounds[1], 1);
  1534. TextDrawBoxColor(inventario_backgrounds[1], 128);
  1535. TextDrawSetShadow(inventario_backgrounds[1], 0);
  1536. TextDrawSetOutline(inventario_backgrounds[1], 0);
  1537. TextDrawBackgroundColor(inventario_backgrounds[1], 255);
  1538. TextDrawFont(inventario_backgrounds[1], 1);
  1539. TextDrawSetProportional(inventario_backgrounds[1], 1);
  1540. TextDrawSetShadow(inventario_backgrounds[1], 0);
  1541.  
  1542. inventario_backgrounds[2] = TextDrawCreate(66.100158, 122.233367, "box");
  1543. TextDrawLetterSize(inventario_backgrounds[2], 0.000000, 1.200001);
  1544. TextDrawTextSize(inventario_backgrounds[2], 306.499542, 0.000000);
  1545. TextDrawAlignment(inventario_backgrounds[2], 1);
  1546. TextDrawColor(inventario_backgrounds[2], -1);
  1547. TextDrawUseBox(inventario_backgrounds[2], 1);
  1548. TextDrawBoxColor(inventario_backgrounds[2], 128);
  1549. TextDrawSetShadow(inventario_backgrounds[2], 0);
  1550. TextDrawSetOutline(inventario_backgrounds[2], 0);
  1551. TextDrawBackgroundColor(inventario_backgrounds[2], 255);
  1552. TextDrawFont(inventario_backgrounds[2], 1);
  1553. TextDrawSetProportional(inventario_backgrounds[2], 1);
  1554. TextDrawSetShadow(inventario_backgrounds[2], 0);
  1555.  
  1556. inventario_backgrounds[3] = TextDrawCreate(314.599426, 122.233375, "box");
  1557. TextDrawLetterSize(inventario_backgrounds[3], 0.000000, 1.200001);
  1558. TextDrawTextSize(inventario_backgrounds[3], 576.602294, 0.000000);
  1559. TextDrawAlignment(inventario_backgrounds[3], 1);
  1560. TextDrawColor(inventario_backgrounds[3], -1);
  1561. TextDrawUseBox(inventario_backgrounds[3], 1);
  1562. TextDrawBoxColor(inventario_backgrounds[3], 128);
  1563. TextDrawSetShadow(inventario_backgrounds[3], 0);
  1564. TextDrawSetOutline(inventario_backgrounds[3], 0);
  1565. TextDrawBackgroundColor(inventario_backgrounds[3], 255);
  1566. TextDrawFont(inventario_backgrounds[3], 1);
  1567. TextDrawSetProportional(inventario_backgrounds[3], 1);
  1568. TextDrawSetShadow(inventario_backgrounds[3], 0);
  1569.  
  1570. inventario_backgrounds[4] = TextDrawCreate(317.000000, 314.434112, "box");
  1571. TextDrawLetterSize(inventario_backgrounds[4], 0.000000, 6.285005);
  1572. TextDrawTextSize(inventario_backgrounds[4], 499.247772, 0.000000);
  1573. TextDrawAlignment(inventario_backgrounds[4], 1);
  1574. TextDrawColor(inventario_backgrounds[4], -1);
  1575. TextDrawUseBox(inventario_backgrounds[4], 1);
  1576. TextDrawBoxColor(inventario_backgrounds[4], 128);
  1577. TextDrawSetShadow(inventario_backgrounds[4], 0);
  1578. TextDrawSetOutline(inventario_backgrounds[4], 0);
  1579. TextDrawBackgroundColor(inventario_backgrounds[4], 255);
  1580. TextDrawFont(inventario_backgrounds[4], 1);
  1581. TextDrawSetProportional(inventario_backgrounds[4], 1);
  1582. TextDrawSetShadow(inventario_backgrounds[4], 0);
  1583.  
  1584. inventario_usar = TextDrawCreate(504.388427, 312.249938, "");
  1585. TextDrawLetterSize(inventario_usar, 0.000000, 0.000000);
  1586. TextDrawTextSize(inventario_usar, 71.019790, 18.579967);
  1587. TextDrawAlignment(inventario_usar, 1);
  1588. TextDrawColor(inventario_usar, -1);
  1589. TextDrawSetShadow(inventario_usar, 0);
  1590. TextDrawSetOutline(inventario_usar, 0);
  1591. TextDrawBackgroundColor(inventario_usar, 866792304);
  1592. TextDrawFont(inventario_usar, 5);
  1593. TextDrawSetProportional(inventario_usar, 0);
  1594. TextDrawSetShadow(inventario_usar, 0);
  1595. TextDrawSetPreviewModel(inventario_usar, 19382);
  1596. TextDrawSetPreviewRot(inventario_usar, 0.000000, 0.000000, 0.000000, 1.000000);
  1597. TextDrawSetSelectable(inventario_usar, true);
  1598.  
  1599. inventario_split[0] = TextDrawCreate(504.593688, 333.316314, "");
  1600. TextDrawLetterSize(inventario_split[0], 0.000000, 0.000000);
  1601. TextDrawTextSize(inventario_split[0], 71.019790, 18.579967);
  1602. TextDrawAlignment(inventario_split[0], 1);
  1603. TextDrawColor(inventario_split[0], -1);
  1604. TextDrawSetShadow(inventario_split[0], 0);
  1605. TextDrawSetOutline(inventario_split[0], 0);
  1606. TextDrawBackgroundColor(inventario_split[0], -65472);
  1607. TextDrawFont(inventario_split[0], 5);
  1608. TextDrawSetProportional(inventario_split[0], 0);
  1609. TextDrawSetShadow(inventario_split[0], 0);
  1610. TextDrawSetSelectable(inventario_split[0], true);
  1611. TextDrawSetPreviewModel(inventario_split[0], 19382);
  1612. TextDrawSetPreviewRot(inventario_split[0], 0.000000, 0.000000, 0.000000, 1.000000);
  1613.  
  1614. inventario_drop[0] = TextDrawCreate(504.793701, 354.617614, "");
  1615. TextDrawLetterSize(inventario_drop[0], 0.000000, 0.000000);
  1616. TextDrawTextSize(inventario_drop[0], 71.019790, 18.579967);
  1617. TextDrawAlignment(inventario_drop[0], 1);
  1618. TextDrawColor(inventario_drop[0], -1);
  1619. TextDrawSetShadow(inventario_drop[0], 0);
  1620. TextDrawSetOutline(inventario_drop[0], 0);
  1621. TextDrawBackgroundColor(inventario_drop[0], 0xAA333370);
  1622. TextDrawFont(inventario_drop[0], 5);
  1623. TextDrawSetProportional(inventario_drop[0], 0);
  1624. TextDrawSetShadow(inventario_drop[0], 0);
  1625. TextDrawSetSelectable(inventario_drop[0], true);
  1626. TextDrawSetPreviewModel(inventario_drop[0], 19382);
  1627. TextDrawSetPreviewRot(inventario_drop[0], 0.000000, 0.000000, 0.000000, 1.000000);
  1628.  
  1629. inventario_remover = TextDrawCreate(149.847900, 344.867553, "");
  1630. TextDrawLetterSize(inventario_remover, 0.000000, 0.000000);
  1631. TextDrawTextSize(inventario_remover, 76.040008, 19.899997);
  1632. TextDrawAlignment(inventario_remover, 1);
  1633. TextDrawColor(inventario_remover, -1);
  1634. TextDrawSetShadow(inventario_remover, 0);
  1635. TextDrawSetOutline(inventario_remover, 0);
  1636. TextDrawBackgroundColor(inventario_remover, 0xAA333370);
  1637. TextDrawFont(inventario_remover, 5);
  1638. TextDrawSetProportional(inventario_remover, 0);
  1639. TextDrawSetShadow(inventario_remover, 0);
  1640. TextDrawSetSelectable(inventario_remover, true);
  1641. TextDrawSetPreviewModel(inventario_remover, 19382);
  1642. TextDrawSetPreviewRot(inventario_remover, 0.000000, 0.000000, 0.000000, 1.000000);
  1643.  
  1644. inventario_split[1] = TextDrawCreate(540.294372, 334.449981, "split");
  1645. TextDrawLetterSize(inventario_split[1], 0.400000, 1.600000);
  1646. TextDrawAlignment(inventario_split[1], 2);
  1647. TextDrawColor(inventario_split[1], -1);
  1648. TextDrawSetShadow(inventario_split[1], 0);
  1649. TextDrawSetOutline(inventario_split[1], 0);
  1650. TextDrawBackgroundColor(inventario_split[1], 255);
  1651. TextDrawFont(inventario_split[1], 2);
  1652. TextDrawSetProportional(inventario_split[1], 1);
  1653. TextDrawSetShadow(inventario_split[1], 0);
  1654. TextDrawSetSelectable(inventario_split[1], false);
  1655.  
  1656. inventario_drop[1] = TextDrawCreate(540.762878, 355.451263, "drop");
  1657. TextDrawLetterSize(inventario_drop[1], 0.400000, 1.600000);
  1658. TextDrawAlignment(inventario_drop[1], 2);
  1659. TextDrawColor(inventario_drop[1], -1);
  1660. TextDrawSetShadow(inventario_drop[1], 0);
  1661. TextDrawSetOutline(inventario_drop[1], 0);
  1662. TextDrawBackgroundColor(inventario_drop[1], 255);
  1663. TextDrawFont(inventario_drop[1], 2);
  1664. TextDrawSetProportional(inventario_drop[1], 1);
  1665. TextDrawSetShadow(inventario_drop[1], 0);
  1666. TextDrawSetSelectable(inventario_drop[1], false);
  1667.  
  1668. inventario_close[1] = TextDrawCreate(565.100341, 119.433311, "X");
  1669. TextDrawTextSize(inventario_close[1], 574.999511, 0.000000);
  1670. TextDrawLetterSize(inventario_close[1], 0.400000, 1.600000);
  1671. TextDrawAlignment(inventario_close[1], 1);
  1672. TextDrawColor(inventario_close[1], -1);
  1673. TextDrawSetShadow(inventario_close[1], 0);
  1674. TextDrawSetOutline(inventario_close[1], 0);
  1675. TextDrawBackgroundColor(inventario_close[1], 255);
  1676. TextDrawFont(inventario_close[1], 2);
  1677. TextDrawSetProportional(inventario_close[1], 1);
  1678. TextDrawSetShadow(inventario_close[1], 0);
  1679. TextDrawSetSelectable(inventario_close[1], true);
  1680.  
  1681. inventario_close[0] = TextDrawCreate(564.079284, 120.583320, "");
  1682. TextDrawLetterSize(inventario_close[0], 0.000000, 0.000000);
  1683. TextDrawTextSize(inventario_close[0], 14.000000, 14.000000);
  1684. TextDrawAlignment(inventario_close[0], 1);
  1685. TextDrawColor(inventario_close[0], -1);
  1686. TextDrawSetShadow(inventario_close[0], 0);
  1687. TextDrawSetOutline(inventario_close[0], 0);
  1688. TextDrawBackgroundColor(inventario_close[0], 80);
  1689. TextDrawFont(inventario_close[0], 5);
  1690. TextDrawSetProportional(inventario_close[0], 0);
  1691. TextDrawSetShadow(inventario_close[0], 0);
  1692. TextDrawSetSelectable(inventario_close[0], true);
  1693. TextDrawSetPreviewModel(inventario_close[0], 19382);
  1694. TextDrawSetPreviewRot(inventario_close[0], 0.000000, 0.000000, 0.000000, 1.000000);
  1695.  
  1696. }
  1697.  
  1698. //----------------------------------------------------------
  1699.  
  1700. LoadPlayerTextDraws(playerid)
  1701. {
  1702. inventario_index[playerid][0] = CreatePlayerTextDraw(playerid, 315.500152, 150.692352, "");
  1703. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][0], 0.000000, 0.000000);
  1704. PlayerTextDrawTextSize(playerid, inventario_index[playerid][0], 46.000000, 45.000000);
  1705. PlayerTextDrawAlignment(playerid, inventario_index[playerid][0], 1);
  1706. PlayerTextDrawColor(playerid, inventario_index[playerid][0], -1);
  1707. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][0], 0);
  1708. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][0], 0);
  1709. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][0], 96);
  1710. PlayerTextDrawFont(playerid, inventario_index[playerid][0], 5);
  1711. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][0], 0);
  1712. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][0], 0);
  1713. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][0], true);
  1714. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][0], 19382);
  1715. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][0], 0.000000, -30, 0.000000, 2.2);
  1716.  
  1717. inventario_index[playerid][1] = CreatePlayerTextDraw(playerid, 368.803405, 150.692352, "");
  1718. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][1], 0.000000, 0.000000);
  1719. PlayerTextDrawTextSize(playerid, inventario_index[playerid][1], 46.000000, 45.000000);
  1720. PlayerTextDrawAlignment(playerid, inventario_index[playerid][1], 1);
  1721. PlayerTextDrawColor(playerid, inventario_index[playerid][1], -1);
  1722. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][1], 0);
  1723. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][1], 0);
  1724. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][1], 96);
  1725. PlayerTextDrawFont(playerid, inventario_index[playerid][1], 5);
  1726. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][1], 0);
  1727. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][1], 0);
  1728. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][1], true);
  1729. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][1], 19382);
  1730. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][1], 0.000000, -30, 0.000000, 2.2);
  1731.  
  1732. inventario_index[playerid][10] = CreatePlayerTextDraw(playerid, 315.500152, 253.698638, "");
  1733. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][10], 0.000000, 0.000000);
  1734. PlayerTextDrawTextSize(playerid, inventario_index[playerid][10], 46.000000, 45.000000);
  1735. PlayerTextDrawAlignment(playerid, inventario_index[playerid][10], 1);
  1736. PlayerTextDrawColor(playerid, inventario_index[playerid][10], -1);
  1737. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][10], 0);
  1738. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][10], 0);
  1739. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][10], 96);
  1740. PlayerTextDrawFont(playerid, inventario_index[playerid][10], 5);
  1741. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][10], 0);
  1742. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][10], 0);
  1743. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][10], true);
  1744. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][10], 19382);
  1745. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][10], 0.000000, 0.000000, 0.000000, 1.000000);
  1746.  
  1747. inventario_index[playerid][5] = CreatePlayerTextDraw(playerid, 315.500152, 201.795471, "");
  1748. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][5], 0.000000, 0.000000);
  1749. PlayerTextDrawTextSize(playerid, inventario_index[playerid][5], 46.000000, 45.000000);
  1750. PlayerTextDrawAlignment(playerid, inventario_index[playerid][5], 1);
  1751. PlayerTextDrawColor(playerid, inventario_index[playerid][5], -1);
  1752. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][5], 0);
  1753. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][5], 0);
  1754. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][5], 96);
  1755. PlayerTextDrawFont(playerid, inventario_index[playerid][5], 5);
  1756. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][5], 0);
  1757. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][5], 0);
  1758. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][5], true);
  1759. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][5], 19382);
  1760. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][5], 0.000000, 0.000000, 0.000000, 1.000000);
  1761.  
  1762. inventario_index[playerid][2] = CreatePlayerTextDraw(playerid, 422.506683, 150.692352, "");
  1763. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][2], 0.000000, 0.000000);
  1764. PlayerTextDrawTextSize(playerid, inventario_index[playerid][2], 46.000000, 45.000000);
  1765. PlayerTextDrawAlignment(playerid, inventario_index[playerid][2], 1);
  1766. PlayerTextDrawColor(playerid, inventario_index[playerid][2], -1);
  1767. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][2], 0);
  1768. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][2], 0);
  1769. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][2], 96);
  1770. PlayerTextDrawFont(playerid, inventario_index[playerid][2], 5);
  1771. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][2], 0);
  1772. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][2], 0);
  1773. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][2], true);
  1774. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][2], 19382);
  1775. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][2], 0.000000, 0.000000, 0.000000, 1.000000);
  1776.  
  1777. inventario_index[playerid][3] = CreatePlayerTextDraw(playerid, 475.509918, 150.692352, "");
  1778. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][3], 0.000000, 0.000000);
  1779. PlayerTextDrawTextSize(playerid, inventario_index[playerid][3], 46.000000, 45.000000);
  1780. PlayerTextDrawAlignment(playerid, inventario_index[playerid][3], 1);
  1781. PlayerTextDrawColor(playerid, inventario_index[playerid][3], -1);
  1782. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][3], 0);
  1783. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][3], 0);
  1784. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][3], 96);
  1785. PlayerTextDrawFont(playerid, inventario_index[playerid][3], 5);
  1786. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][3], 0);
  1787. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][3], 0);
  1788. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][3], true);
  1789. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][3], 19382);
  1790. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][3], 0.000000, 0.000000, 0.000000, 1.000000);
  1791.  
  1792. inventario_index[playerid][4] = CreatePlayerTextDraw(playerid, 528.508117, 150.692352, "");
  1793. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][4], 0.000000, 0.000000);
  1794. PlayerTextDrawTextSize(playerid, inventario_index[playerid][4], 46.000000, 45.000000);
  1795. PlayerTextDrawAlignment(playerid, inventario_index[playerid][4], 1);
  1796. PlayerTextDrawColor(playerid, inventario_index[playerid][4], -1);
  1797. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][4], 0);
  1798. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][4], 0);
  1799. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][4], 96);
  1800. PlayerTextDrawFont(playerid, inventario_index[playerid][4], 5);
  1801. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][4], 0);
  1802. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][4], 0);
  1803. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][4], true);
  1804. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][4], 19382);
  1805. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][4], 0.000000, 0.000000, 0.000000, 1.000000);
  1806.  
  1807. inventario_index[playerid][6] = CreatePlayerTextDraw(playerid, 368.903411, 201.795471, "");
  1808. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][6], 0.000000, 0.000000);
  1809. PlayerTextDrawTextSize(playerid, inventario_index[playerid][6], 46.000000, 45.000000);
  1810. PlayerTextDrawAlignment(playerid, inventario_index[playerid][6], 1);
  1811. PlayerTextDrawColor(playerid, inventario_index[playerid][6], -1);
  1812. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][6], 0);
  1813. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][6], 0);
  1814. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][6], 96);
  1815. PlayerTextDrawFont(playerid, inventario_index[playerid][6], 5);
  1816. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][6], 0);
  1817. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][6], 0);
  1818. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][6], true);
  1819. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][6], 19382);
  1820. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][6], 0.000000, 0.000000, 0.000000, 1.000000);
  1821.  
  1822. inventario_index[playerid][7] = CreatePlayerTextDraw(playerid, 422.406677, 201.795471, "");
  1823. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][7], 0.000000, 0.000000);
  1824. PlayerTextDrawTextSize(playerid, inventario_index[playerid][7], 46.000000, 45.000000);
  1825. PlayerTextDrawAlignment(playerid, inventario_index[playerid][7], 1);
  1826. PlayerTextDrawColor(playerid, inventario_index[playerid][7], -1);
  1827. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][7], 0);
  1828. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][7], 0);
  1829. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][7], 96);
  1830. PlayerTextDrawFont(playerid, inventario_index[playerid][7], 5);
  1831. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][7], 0);
  1832. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][7], 0);
  1833. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][7], true);
  1834. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][7], 19382);
  1835. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][7], 0.000000, 0.000000, 0.000000, 1.000000);
  1836.  
  1837. inventario_index[playerid][8] = CreatePlayerTextDraw(playerid, 476.009948, 201.795471, "");
  1838. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][8], 0.000000, 0.000000);
  1839. PlayerTextDrawTextSize(playerid, inventario_index[playerid][8], 46.000000, 45.000000);
  1840. PlayerTextDrawAlignment(playerid, inventario_index[playerid][8], 1);
  1841. PlayerTextDrawColor(playerid, inventario_index[playerid][8], -1);
  1842. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][8], 0);
  1843. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][8], 0);
  1844. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][8], 96);
  1845. PlayerTextDrawFont(playerid, inventario_index[playerid][8], 5);
  1846. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][8], 0);
  1847. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][8], 0);
  1848. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][8], true);
  1849. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][8], 19382);
  1850. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][8], 0.000000, 0.000000, 0.000000, 1.000000);
  1851.  
  1852. inventario_index[playerid][9] = CreatePlayerTextDraw(playerid, 528.908020, 201.795471, "");
  1853. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][9], 0.000000, 0.000000);
  1854. PlayerTextDrawTextSize(playerid, inventario_index[playerid][9], 46.000000, 45.000000);
  1855. PlayerTextDrawAlignment(playerid, inventario_index[playerid][9], 1);
  1856. PlayerTextDrawColor(playerid, inventario_index[playerid][9], -1);
  1857. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][9], 0);
  1858. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][9], 0);
  1859. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][9], 96);
  1860. PlayerTextDrawFont(playerid, inventario_index[playerid][9], 5);
  1861. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][9], 0);
  1862. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][9], 0);
  1863. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][9], true);
  1864. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][9], 19382);
  1865. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][9], 0.000000, 0.000000, 0.000000, 1.000000);
  1866.  
  1867. inventario_index[playerid][11] = CreatePlayerTextDraw(playerid, 369.203430, 253.698638, "");
  1868. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][11], 0.000000, 0.000000);
  1869. PlayerTextDrawTextSize(playerid, inventario_index[playerid][11], 46.000000, 45.000000);
  1870. PlayerTextDrawAlignment(playerid, inventario_index[playerid][11], 1);
  1871. PlayerTextDrawColor(playerid, inventario_index[playerid][11], -1);
  1872. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][11], 0);
  1873. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][11], 0);
  1874. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][11], 96);
  1875. PlayerTextDrawFont(playerid, inventario_index[playerid][11], 5);
  1876. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][11], 0);
  1877. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][11], 0);
  1878. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][11], true);
  1879. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][11], 19382);
  1880. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][11], 0.000000, 0.000000, 0.000000, 1.000000);
  1881.  
  1882. inventario_index[playerid][12] = CreatePlayerTextDraw(playerid, 422.806701, 253.698638, "");
  1883. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][12] , 0.000000, 0.000000);
  1884. PlayerTextDrawTextSize(playerid, inventario_index[playerid][12] , 46.000000, 45.000000);
  1885. PlayerTextDrawAlignment(playerid, inventario_index[playerid][12] , 1);
  1886. PlayerTextDrawColor(playerid, inventario_index[playerid][12] , -1);
  1887. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][12] , 0);
  1888. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][12] , 0);
  1889. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][12], 96);
  1890. PlayerTextDrawFont(playerid, inventario_index[playerid][12], 5);
  1891. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][12], 0);
  1892. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][12], 0);
  1893. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][12], true);
  1894. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][12], 19382);
  1895. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][12], 0.000000, 0.000000, 0.000000, 1.000000);
  1896.  
  1897. inventario_index[playerid][13] = CreatePlayerTextDraw(playerid, 476.209960, 253.698638, "");
  1898. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][13], 0.000000, 0.000000);
  1899. PlayerTextDrawTextSize(playerid, inventario_index[playerid][13], 46.000000, 45.000000);
  1900. PlayerTextDrawAlignment(playerid, inventario_index[playerid][13], 1);
  1901. PlayerTextDrawColor(playerid, inventario_index[playerid][13], -1);
  1902. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][13], 0);
  1903. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][13], 0);
  1904. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][13], 96);
  1905. PlayerTextDrawFont(playerid, inventario_index[playerid][13], 5);
  1906. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][13], 0);
  1907. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][13], 0);
  1908. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][13], true);
  1909. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][13], 19382);
  1910. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][13], 0.000000, 0.000000, 0.000000, 1.000000);
  1911.  
  1912. inventario_index[playerid][14] = CreatePlayerTextDraw(playerid, 529.507873, 253.698638, "");
  1913. PlayerTextDrawLetterSize(playerid, inventario_index[playerid][14], 0.000000, 0.000000);
  1914. PlayerTextDrawTextSize(playerid, inventario_index[playerid][14], 46.000000, 45.000000);
  1915. PlayerTextDrawAlignment(playerid, inventario_index[playerid][14], 1);
  1916. PlayerTextDrawColor(playerid, inventario_index[playerid][14], -1);
  1917. PlayerTextDrawSetShadow(playerid, inventario_index[playerid][14], 0);
  1918. PlayerTextDrawSetOutline(playerid, inventario_index[playerid][14], 0);
  1919. PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][14], 96);
  1920. PlayerTextDrawFont(playerid, inventario_index[playerid][14], 5);
  1921. PlayerTextDrawSetProportional(playerid, inventario_index[playerid][14], 0);
  1922. PlayerTextDrawSetShadow(playerid,inventario_index[playerid][14], 0);
  1923. PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][14], true);
  1924. PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][14], 19382);
  1925. PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][14], 0.000000, 0.000000, 0.000000, 1.000000);
  1926.  
  1927. inventario_skin[playerid] = CreatePlayerTextDraw(playerid, 73.300109, 138.366668, "");
  1928. PlayerTextDrawLetterSize(playerid, inventario_skin[playerid], 0.000000, 0.000000);
  1929. PlayerTextDrawTextSize(playerid, inventario_skin[playerid], 227.000000, 202.000000);
  1930. PlayerTextDrawAlignment(playerid, inventario_skin[playerid], 1);
  1931. PlayerTextDrawColor(playerid, inventario_skin[playerid], -1);
  1932. PlayerTextDrawSetShadow(playerid, inventario_skin[playerid], 0);
  1933. PlayerTextDrawSetOutline(playerid, inventario_skin[playerid], 0);
  1934. PlayerTextDrawBackgroundColor(playerid, inventario_skin[playerid], 43520);
  1935. PlayerTextDrawFont(playerid, inventario_skin[playerid], 5);
  1936. PlayerTextDrawSetProportional(playerid, inventario_skin[playerid], 0);
  1937. PlayerTextDrawSetShadow(playerid, inventario_skin[playerid], 0);
  1938. PlayerTextDrawSetPreviewModel(playerid, inventario_skin[playerid], 0);
  1939. PlayerTextDrawSetPreviewRot(playerid, inventario_skin[playerid], 0.000000, 0.000000, 0.000000, 1.000000);
  1940.  
  1941. inventario_textos[playerid][0] = CreatePlayerTextDraw(playerid, 68.199996, 120.716636, "personagem");
  1942. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][0], 0.326999, 1.284999);
  1943. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][0], 1);
  1944. PlayerTextDrawColor(playerid, inventario_textos[playerid][0], -1);
  1945. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][0], 0);
  1946. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][0], 0);
  1947. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][0], 255);
  1948. PlayerTextDrawFont(playerid, inventario_textos[playerid][0], 2);
  1949. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][0], 1);
  1950. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][0], 0);
  1951.  
  1952. inventario_textos[playerid][1] = CreatePlayerTextDraw(playerid, 315.710540, 120.716636, ConvertToGameText("Seu inventário"));
  1953. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][1], 0.326999, 1.284999);
  1954. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][1], 1);
  1955. PlayerTextDrawColor(playerid, inventario_textos[playerid][1], -1);
  1956. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][1], 0);
  1957. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][1], 0);
  1958. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][1], 255);
  1959. PlayerTextDrawFont(playerid, inventario_textos[playerid][1], 2);
  1960. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][1], 1);
  1961. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][1], 0);
  1962.  
  1963. inventario_textos[playerid][2] = CreatePlayerTextDraw(playerid, 248.200164, 144.800033, ConvertToGameText("Cabeça"));
  1964. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][2], 0.172995, 0.870832);
  1965. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][2], 2);
  1966. PlayerTextDrawColor(playerid, inventario_textos[playerid][2], -1);
  1967. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][2], 0);
  1968. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][2], 0);
  1969. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][2], 255);
  1970. PlayerTextDrawFont(playerid, inventario_textos[playerid][2], 2);
  1971. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][2], 1);
  1972. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][2], 0);
  1973.  
  1974. inventario_textos[playerid][3] = CreatePlayerTextDraw(playerid, 247.399932, 189.833389, "mochila");
  1975. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][3], 0.172995, 0.870832);
  1976. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][3], 2);
  1977. PlayerTextDrawColor(playerid, inventario_textos[playerid][3], -1);
  1978. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][3], 0);
  1979. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][3], 0);
  1980. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][3], 255);
  1981. PlayerTextDrawFont(playerid, inventario_textos[playerid][3], 2);
  1982. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][3], 1);
  1983. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][3], 0);
  1984.  
  1985. inventario_textos[playerid][4] = CreatePlayerTextDraw(playerid, 128.199707, 180.250152, "corpo");
  1986. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][4], 0.172995, 0.870832);
  1987. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][4], 2);
  1988. PlayerTextDrawColor(playerid, inventario_textos[playerid][4], -1);
  1989. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][4], 0);
  1990. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][4], 0);
  1991. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][4], 255);
  1992. PlayerTextDrawFont(playerid, inventario_textos[playerid][4], 2);
  1993. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][4], 1);
  1994. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][4], 0);
  1995.  
  1996. inventario_textos[playerid][5] = CreatePlayerTextDraw(playerid, 127.499824, 232.683532, "arma");
  1997. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][5], 0.172995, 0.870832);
  1998. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][5], 2);
  1999. PlayerTextDrawColor(playerid, inventario_textos[playerid][5], -1);
  2000. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][5], 0);
  2001. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][5], 0);
  2002. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][5], 255);
  2003. PlayerTextDrawFont(playerid, inventario_textos[playerid][5], 2);
  2004. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][5], 1);
  2005. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][5], 0);
  2006.  
  2007. inventario_textos[playerid][6] = CreatePlayerTextDraw(playerid, 247.099945, 236.100448, "arma");
  2008. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][6], 0.172995, 0.870832);
  2009. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][6], 2);
  2010. PlayerTextDrawColor(playerid, inventario_textos[playerid][6], -1);
  2011. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][6], 0);
  2012. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][6], 0);
  2013. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][6], 255);
  2014. PlayerTextDrawFont(playerid, inventario_textos[playerid][6], 2);
  2015. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][6], 1);
  2016. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][6], 0);
  2017.  
  2018. inventario_textos[playerid][7] = CreatePlayerTextDraw(playerid, 246.600036, 285.667083, "arma");
  2019. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][7], 0.172995, 0.870832);
  2020. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][7], 2);
  2021. PlayerTextDrawColor(playerid, inventario_textos[playerid][7], -1);
  2022. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][7], 0);
  2023. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][7], 0);
  2024. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][7], 255);
  2025. PlayerTextDrawFont(playerid, inventario_textos[playerid][7], 2);
  2026. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][7], 1);
  2027. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][7], 0);
  2028.  
  2029. inventario_textos[playerid][8] = CreatePlayerTextDraw(playerid, 127.800155, 284.950317, "arma");
  2030. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][8], 0.172995, 0.870832);
  2031. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][8], 2);
  2032. PlayerTextDrawColor(playerid, inventario_textos[playerid][8], -1);
  2033. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][8], 0);
  2034. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][8], 0);
  2035. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][8], 255);
  2036. PlayerTextDrawFont(playerid, inventario_textos[playerid][8], 2);
  2037. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][8], 1);
  2038. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][8], 0);
  2039.  
  2040. inventario_description[playerid][0] = CreatePlayerTextDraw(playerid, 317.699981, 314.833312, "");
  2041. PlayerTextDrawLetterSize(playerid, inventario_description[playerid][0], 0.000000, 0.000000);
  2042. PlayerTextDrawTextSize(playerid, inventario_description[playerid][0], 65.000000, 56.000000);
  2043. PlayerTextDrawAlignment(playerid, inventario_description[playerid][0], 1);
  2044. PlayerTextDrawColor(playerid, inventario_description[playerid][0], -1);
  2045. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][0], 0);
  2046. PlayerTextDrawSetOutline(playerid, inventario_description[playerid][0], 0);
  2047. PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][0], -208);
  2048. PlayerTextDrawFont(playerid, inventario_description[playerid][0], 5);
  2049. PlayerTextDrawSetProportional(playerid, inventario_description[playerid][0], 0);
  2050. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][0], 0);
  2051. PlayerTextDrawSetPreviewModel(playerid, inventario_description[playerid][0], 18645);
  2052. PlayerTextDrawSetPreviewRot(playerid, inventario_description[playerid][0], 0.000000, 0.000000, 0.000000, 1.000000);
  2053. PlayerTextDrawSetSelectable(playerid, inventario_description[playerid][0], true);
  2054.  
  2055. inventario_description[playerid][1] = CreatePlayerTextDraw(playerid, 388.099884, 314.099884, "CAPACETE");
  2056. PlayerTextDrawLetterSize(playerid, inventario_description[playerid][1], 0.290499, 1.226665);
  2057. PlayerTextDrawAlignment(playerid, inventario_description[playerid][1], 1);
  2058. PlayerTextDrawColor(playerid, inventario_description[playerid][1], -1);
  2059. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][1], 0);
  2060. PlayerTextDrawSetOutline(playerid, inventario_description[playerid][1], 0);
  2061. PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][1], 255);
  2062. PlayerTextDrawFont(playerid, inventario_description[playerid][1], 2);
  2063. PlayerTextDrawSetProportional(playerid, inventario_description[playerid][1], 1);
  2064. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][1], 0);
  2065.  
  2066. inventario_description[playerid][2] = CreatePlayerTextDraw(playerid, 388.699920, 330.400878, "PROTEGE_CONTRA_HEADSHOTS");
  2067. PlayerTextDrawLetterSize(playerid, inventario_description[playerid][2], 0.157499, 0.882498);
  2068. PlayerTextDrawAlignment(playerid, inventario_description[playerid][2], 1);
  2069. PlayerTextDrawColor(playerid, inventario_description[playerid][2], -168430192);
  2070. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][2], 0);
  2071. PlayerTextDrawSetOutline(playerid, inventario_description[playerid][2], 0);
  2072. PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][2], 255);
  2073. PlayerTextDrawFont(playerid, inventario_description[playerid][2], 2);
  2074. PlayerTextDrawSetProportional(playerid, inventario_description[playerid][2], 1);
  2075. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][2], 0);
  2076.  
  2077. inventario_description[playerid][3] = CreatePlayerTextDraw(playerid, 499.401489, 363.984985, "QUANTIDADE:_1");
  2078. PlayerTextDrawLetterSize(playerid, inventario_description[playerid][3], 0.157499, 0.882498);
  2079. PlayerTextDrawAlignment(playerid, inventario_description[playerid][3], 3);
  2080. PlayerTextDrawColor(playerid, inventario_description[playerid][3], -168430208);
  2081. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][3], 0);
  2082. PlayerTextDrawSetOutline(playerid, inventario_description[playerid][3], 0);
  2083. PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][3], 255);
  2084. PlayerTextDrawFont(playerid, inventario_description[playerid][3], 2);
  2085. PlayerTextDrawSetProportional(playerid, inventario_description[playerid][3], 1);
  2086. PlayerTextDrawSetShadow(playerid, inventario_description[playerid][3], 0);
  2087.  
  2088. inventario_textos[playerid][9] = CreatePlayerTextDraw(playerid, 540.294372, 313.548706, "usar");
  2089. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][9], 0.400000, 1.600000);
  2090. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][9], 2);
  2091. PlayerTextDrawColor(playerid, inventario_textos[playerid][9], -1);
  2092. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][9], 0);
  2093. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][9], 0);
  2094. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][9], 255);
  2095. PlayerTextDrawFont(playerid, inventario_textos[playerid][9], 2);
  2096. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][9], 1);
  2097. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][9], 0);
  2098. PlayerTextDrawSetSelectable(playerid, inventario_textos[playerid][9], false);
  2099.  
  2100. inventario_personagemindex[playerid][0] = CreatePlayerTextDraw(playerid, 231.000305, 153.250015, "");
  2101. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][0], 0.000000, 0.000000);
  2102. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][0], 33.000000, 32.000000);
  2103. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][0], 1);
  2104. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][0], -1);
  2105. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][0], 0);
  2106. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][0], 0);
  2107. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][0], 112);
  2108. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][0], 5);
  2109. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][0], 0);
  2110. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][0], 0);
  2111. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][0], 18645);
  2112. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][0], 0.000000, 0.000000, 0.000000, 1.000000);
  2113. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][0], true);
  2114.  
  2115. inventario_personagemindex[playerid][1] = CreatePlayerTextDraw(playerid, 110.600074, 189.283264, "");
  2116. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][1], 0.000000, 0.000000);
  2117. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][1], 33.000000, 32.000000);
  2118. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][1], 1);
  2119. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][1], -1);
  2120. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][1], 0);
  2121. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][1], 0);
  2122. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][1], 112);
  2123. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][1], 5);
  2124. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][1], 0);
  2125. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][1], 0);
  2126. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][1], true);
  2127. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][1], 18645);
  2128. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][1], 0.000000, 0.000000, 0.000000, 1.000000);
  2129.  
  2130. inventario_personagemindex[playerid][2] = CreatePlayerTextDraw(playerid, 230.500000, 198.749984, "");
  2131. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][2], 0.000000, 0.000000);
  2132. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][2], 33.000000, 36.000000);
  2133. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][2], 1);
  2134. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][2], -1);
  2135. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][2], 0);
  2136. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][2], 0);
  2137. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][2], 112);
  2138. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][2], 5);
  2139. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][2], 0);
  2140. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][2], 0);
  2141. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][2], true);
  2142. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][2], 18645);
  2143. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][2], 0.000000, 0.000000, 0.000000, 1.000000);
  2144.  
  2145. inventario_personagemindex[playerid][3] = CreatePlayerTextDraw(playerid, 110.400032, 242.366851, "");
  2146. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][3], 0.000000, 0.000000);
  2147. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][3], 33.000000, 36.000000);
  2148. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][3], 1);
  2149. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][3], -1);
  2150. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][3], 0);
  2151. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][3], 0);
  2152. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][3], 112);
  2153. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][3], 5);
  2154. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][3], 0);
  2155. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][3], 0);
  2156. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][3], true);
  2157. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][3], 18645);
  2158. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][3], 0.000000, 0.000000, 0.000000, 1.000000);
  2159.  
  2160. inventario_personagemindex[playerid][4] = CreatePlayerTextDraw(playerid, 230.405273, 244.750305, "");
  2161. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][4], 0.000000, 0.000000);
  2162. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][4], 33.000000, 36.000000);
  2163. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][4], 1);
  2164. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][4], -1);
  2165. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][4], 0);
  2166. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][4], 0);
  2167. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][4], 112);
  2168. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][4], 5);
  2169. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][4], 0);
  2170. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][4], 0);
  2171. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][4], true);
  2172. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][4], 18645);
  2173. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][4], 0.000000, 0.000000, 0.000000, 1.000000);
  2174.  
  2175. inventario_personagemindex[playerid][5] = CreatePlayerTextDraw(playerid, 230.505279, 294.150360, "");
  2176. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][5], 0.000000, 0.000000);
  2177. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][5], 33.000000, 36.000000);
  2178. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][5], 1);
  2179. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][5], -1);
  2180. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][5], 0);
  2181. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][5], 0);
  2182. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][5], 112);
  2183. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][5], 5);
  2184. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][5], 0);
  2185. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][5], 0);
  2186. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][5], true);
  2187. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][5], 18645);
  2188. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][5], 0.000000, 0.000000, 0.000000, 1.000000);
  2189.  
  2190. inventario_personagemindex[playerid][6] = CreatePlayerTextDraw(playerid, 110.400032, 294.070007, "");
  2191. PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][6], 0.000000, 0.000000);
  2192. PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][6], 33.000000, 36.000000);
  2193. PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][6], 1);
  2194. PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][6], -1);
  2195. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][6], 0);
  2196. PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][6], 0);
  2197. PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][6], 112);
  2198. PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][6], 5);
  2199. PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][6], 0);
  2200. PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][6], 0);
  2201. PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][6], true);
  2202. PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][6], 18645);
  2203. PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][6], 0.000000, 0.000000, 0.000000, 1.000000);
  2204.  
  2205. inventario_textos[playerid][10] = CreatePlayerTextDraw(playerid, 187.721237, 347.616729, "remover");
  2206. PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][10], 0.325504, 1.407498);
  2207. PlayerTextDrawAlignment(playerid, inventario_textos[playerid][10], 2);
  2208. PlayerTextDrawColor(playerid, inventario_textos[playerid][10], -1);
  2209. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][10], 0);
  2210. PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][10], 0);
  2211. PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][10], 255);
  2212. PlayerTextDrawFont(playerid, inventario_textos[playerid][10], 2);
  2213. PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][10], 1);
  2214. PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][10], 0);
  2215.  
  2216. inventario_mensagem[playerid] = CreatePlayerTextDraw(playerid, 321.224029, 381.983398, "error_msg");
  2217. PlayerTextDrawLetterSize(playerid, inventario_mensagem[playerid], 0.400000, 1.600000);
  2218. PlayerTextDrawAlignment(playerid, inventario_mensagem[playerid], 2);
  2219. PlayerTextDrawColor(playerid, inventario_mensagem[playerid], -2147483393);
  2220. PlayerTextDrawSetShadow(playerid, inventario_mensagem[playerid], 0);
  2221. PlayerTextDrawSetOutline(playerid, inventario_mensagem[playerid], 1);
  2222. PlayerTextDrawBackgroundColor(playerid, inventario_mensagem[playerid], 255);
  2223. PlayerTextDrawFont(playerid, inventario_mensagem[playerid], 2);
  2224. PlayerTextDrawSetProportional(playerid, inventario_mensagem[playerid], 1);
  2225. PlayerTextDrawSetShadow(playerid, inventario_mensagem[playerid], 0);
  2226.  
  2227. }
  2228.  
  2229. //----------------------------------------------------------
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