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- //actors.pwn
- //Chwilowa opcja ładowania actorów - w przyszłości przeniesiona zostanie na moduł
- new valActor;
- #define ACTORS_ON_WORLD 100
- enum eActors
- {
- a_Skin,
- a_Name[MAX_PLAYER_NAME],
- Float:a_posX,
- Float:a_posY,
- Float:a_posZ,
- Float:a_posR,
- a_Invulnerable,
- Float:a_StreamDistance,
- a_VW,
- a_INT,
- a_Player
- };
- new Float:Actors[ACTORS_ON_WORLD][eActors];
- stock CreateActorEx(actorIDs, aName[MAX_PLAYER_NAME], Float:aX, Float:aY, Float:aZ, Float:aR, aInvulnerable, Float:aStreamDistance, aVW, aINT, aPlayer)
- {
- Actors[valActor][a_Skin] = actorIDs;
- Actors[valActor][a_Name] = aName;
- Actors[valActor][a_posX] = aX;
- Actors[valActor][a_posY] = aY;
- Actors[valActor][a_posZ] = aZ;
- Actors[valActor][a_posR] = aR;
- Actors[valActor][a_Invulnerable] = aInvulnerable;
- Actors[valActor][a_StreamDistance] = aStreamDistance;
- Actors[valActor][a_VW] = aVW;
- Actors[valActor][a_INT] = aINT;
- Actors[valActor][a_Player] = aPlayer;
- return valActor++;
- }
- stock LoadActors()
- {
- for(new i; i<valActor; i++)
- {
- CreateDynamicActor(Actors[i][a_Skin],
- Actors[i][a_posX],
- Actors[i][a_posY],
- Actors[i][a_posZ],
- Actors[i][a_posR],
- Actors[i][a_Invulnerable],
- Actors[i][a_StreamDistance],
- Actors[i][a_VW],
- Actors[i][a_INT],
- Actors[i][a_Player]);
- if(strlen(Actors[i][a_Name]) > 3)
- {
- CreateDynamic3DTextLabel(Actors[i][a_Name], COLOR_WHITE, Actors[i][a_posX], Actors[i][a_posY], Actors[i][a_posZ]+0.3, 5.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, Actors[i][a_VW], Actors[i][a_INT], Actors[i][a_Player]);
- }
- }
- //VINYL CLUB
- /*
- CreateDynamicActor(11, 812.7278,-1371.3988,23.6475, 267.5658, 1, 100.0, 255, -1,-1);//barman góra
- CreateDynamicActor(189,811.0535,-1350.2653,27.8413,177.3484, 1, 100.0, 255, -1,-1);//barman dół
- CreateDynamicActor(165, 818.0769,-1376.7991,23.6475,329.0921, 1, 100.0, 255, -1,-1);//vinyl staff - drzwi
- CreateDynamicActor(217,825.0794,-1352.5493,23.6475,172.7841, 1, 100.0, 255, -1,-1);//vinyl staff - konsola
- */
- return 0;
- }
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