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- forward SyncPlayer(playerid);
- public SyncPlayer(playerid)
- {
- new bool:IsPlayerSpecing[MAX_PLAYERS];
- for(new x=0; x<maxid+1; x++)
- {
- if(!IsPlayerConnected(x)) continue;
- if(GetPlayerState(x) == PLAYER_STATE_SPECTATING)
- {
- IsPlayerSpecing[x] = true;
- }
- }
- new PlayerWeapons[2][13];
- for(new i = 0; i < 13; i++)
- {
- if(i == 0 || i == 1)
- {
- GetPlayerWeaponData(playerid,i,PlayerWeapons[0][i],PlayerWeapons[1][i]);
- if(PlayerWeapons[1][i] > 1)
- {
- PlayerWeapons[1][i] = 1;
- }
- }
- else
- {
- GetPlayerWeaponData(playerid,i,PlayerWeapons[0][i],PlayerWeapons[1][i]);
- }
- }
- new Float:PlayerPos[3];
- GetPlayerPos(playerid,PlayerPos[0],PlayerPos[1],PlayerPos[2]);
- new Float:Angle;
- GetPlayerFacingAngle(playerid, Angle);
- new TheInterior, VirtualWorld;
- TheInterior = GetPlayerInterior(playerid);
- VirtualWorld = GetPlayerVirtualWorld(playerid);
- new team = GetPlayerTeam(playerid);
- SetSpawnInfo(playerid,team,GetPlayerSkin(playerid),PlayerPos[0],PlayerPos[1],PlayerPos[2]-0.50,Angle,0,0,0,0,0,0);
- SpawnPlayer(playerid);
- PlayerPlaySound(playerid, 1139, 0.0, 0.0, 0.0);
- SetPlayerInterior(playerid,TheInterior);
- SetPlayerVirtualWorld(playerid,VirtualWorld);
- for(new i = 0; i < 13; i++)
- {
- if(PlayerWeapons[0][i] > 0)
- {
- GivePlayerWeapon(playerid,PlayerWeapons[0][i],PlayerWeapons[1][i]);
- }
- }
- ClearAnimations(playerid);
- return 1;
- }
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