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Sep 23rd, 2018
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  1. forward SyncPlayer(playerid);
  2. public SyncPlayer(playerid)
  3. {
  4. new bool:IsPlayerSpecing[MAX_PLAYERS];
  5. for(new x=0; x<maxid+1; x++)
  6. {
  7. if(!IsPlayerConnected(x)) continue;
  8. if(GetPlayerState(x) == PLAYER_STATE_SPECTATING)
  9. {
  10. IsPlayerSpecing[x] = true;
  11. }
  12. }
  13. new PlayerWeapons[2][13];
  14. for(new i = 0; i < 13; i++)
  15. {
  16. if(i == 0 || i == 1)
  17. {
  18. GetPlayerWeaponData(playerid,i,PlayerWeapons[0][i],PlayerWeapons[1][i]);
  19. if(PlayerWeapons[1][i] > 1)
  20. {
  21. PlayerWeapons[1][i] = 1;
  22. }
  23. }
  24. else
  25. {
  26. GetPlayerWeaponData(playerid,i,PlayerWeapons[0][i],PlayerWeapons[1][i]);
  27. }
  28. }
  29. new Float:PlayerPos[3];
  30. GetPlayerPos(playerid,PlayerPos[0],PlayerPos[1],PlayerPos[2]);
  31. new Float:Angle;
  32. GetPlayerFacingAngle(playerid, Angle);
  33. new TheInterior, VirtualWorld;
  34. TheInterior = GetPlayerInterior(playerid);
  35. VirtualWorld = GetPlayerVirtualWorld(playerid);
  36. new team = GetPlayerTeam(playerid);
  37. SetSpawnInfo(playerid,team,GetPlayerSkin(playerid),PlayerPos[0],PlayerPos[1],PlayerPos[2]-0.50,Angle,0,0,0,0,0,0);
  38. SpawnPlayer(playerid);
  39. PlayerPlaySound(playerid, 1139, 0.0, 0.0, 0.0);
  40. SetPlayerInterior(playerid,TheInterior);
  41. SetPlayerVirtualWorld(playerid,VirtualWorld);
  42. for(new i = 0; i < 13; i++)
  43. {
  44. if(PlayerWeapons[0][i] > 0)
  45. {
  46. GivePlayerWeapon(playerid,PlayerWeapons[0][i],PlayerWeapons[1][i]);
  47. }
  48. }
  49. ClearAnimations(playerid);
  50. return 1;
  51. }
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