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Переход в группу "Пользователь"

300.00
Одноразовый платёж
Быстрый переход в группу "Пользователи", без надобности написания постов и ожидания.

Покупка дает возможность:
Быть полноправным участником форума
Нормальное копирование кода
Создавать темы
Скачивать файлы
Доступ к архиву Pawno-Info

Мануал Инвентарь с Stunning RP

Статус
В этой теме нельзя размещать новые ответы.

-WorcOut-

«I'am WorcOut» ♫
Пользователь
Регистрация
28 Дек 2014
Сообщения
246
Лучшие ответы
0
Репутация
377
Награды
1
[HR][/HR]
B]Вырезал : -WorcOut-
Мод Stunning rp
1 Открыть инвентарь на H Закрыть на ESC
2 Информация предметов
3 Выкинуть Подобрать
4 Использовать

[HR][/HR]
Минусы
1) Нету сохранения
2) Нету Оптимизаций кода
3) Много лишнего когда когда я вырезал , если убрав что либо будит ошибка

[HR][/HR]
Выкладываю мануал кому надо могу как FS
пишите вк : vk.com/worcout_97

[HR][/HR]
А также есть взаимодействие на Правый Клик Мыши + H)
[HR][/HR]

К new добавим
PHP:
new ClickInv[MAX_PLAYERS];
new Text:InvText[24][MAX_PLAYERS];
new Text:Target[8][MAX_PLAYERS];
new Text:InvTextObj[25][MAX_PLAYERS];
new p_target_man[MAX_PLAYERS];
new stra[1204];
new Weapons[MAX_PLAYERS][47];
[HR][/HR]
К #define добавим
PHP:
#define MAX_DROP_ITEMS 500
#define c_uphead_mes 			0xC2A2DAAA
#define gn(%0) p_info[%0][p_name]
#define err(%0) SendClientMessage(playerid, white, %0)
#define white 0xFFFFFFFF
#define scm SendClientMessage
#define SLOT 1
[HR][/HR]
К enum добавим
PHP:
enum p_var
{
	p_inventory[25],
	p_name,
	p_hygiene,
	p_musculuture,
	p_satiety,
	p_education,
	p_money,
	p_ammo,
	p_car_model,
};
new p_info[MAX_PLAYERS][p_var];
enum dData
{
    DropID,
    DropModel,
    Float:DropX,
    Float:DropY,
    Float:DropZ,
    DropMir,
    DropInt,
    Text3D:DropLabel
};
new DropInfo[MAX_DROP_ITEMS][dData];
new DropObject[MAX_DROP_ITEMS];
enum ItemInfo
{
    ItemModel,
    ItemName[128],
    Float:POSTDx,
    Float:POSTDy,
    Float:POSTDz,
    Float:POSTDc
};
new ItemsInfo[15][ItemInfo] = {
    {1649, " ", 0.000000, 0.000000, 90.000000, 2.000000},
    {18645, "Шлем", 0.000000, 0.000000, 0.000000, 1.000000},
    {2814, "Пицца", -16.000000, 0.000000, -55.000000, 1.000000},
   	{2860, "Пицца с грибами", -16.000000, 0.000000, -55.000000, 1.000000},
	{2703, "Чизбургер", -16.000000, 0.000000, -55.000000, 1.000000},
	{2823, "Цыпленок табака", -16.000000, 0.000000, -55.000000, 1.000000},
	{1546, "Газировка", -16.000000, 0.000000, -55.000000, 1.000000},
	{1650, "Канистра", -16.000000, 0.000000, -55.000000, 1.000000},
	{18633, "Инструменты", -16.000000, 0.000000, -55.000000, 1.000000},
	{1581, "Карта Банка SA", -16.000000, 0.000000, -55.000000, 1.000000},
	{1271, "Ящик с патронами", -16.000000, 0.000000, -55.000000, 1.000000},
	{18875, "GPS", -16.000000, 0.000000, -55.000000, 1.000000},
	{2228, "Лопата", -16.000000, 0.000000, -55.000000, 1.000000},
	{19006, "Очки", -16.000000, 0.000000, -55.000000, 1.000000},
	{2894, "Справочник", -16.000000, 0.000000, -55.000000, 1.000000}
};
[HR][/HR]
обьекты в конце мода в файле
[HR][/HR]
В public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) Добавим
PHP:
if(newkeys == KEY_CTRL_BACK)
    {
        if(GetPVarInt(playerid,"gInvs")) return true;
        ShowInventory(playerid);
        SetPVarInt(playerid, "gInv", 1);
    }
   	if(newkeys & KEY_CTRL_BACK)
 	{
		p_target_man[playerid]  = GetPlayerTargetPlayer(playerid);
		if(p_target_man[playerid] != INVALID_PLAYER_ID) {
		    for(new i; i < sizeof(Target); i++)
		    {
		        TextDrawShowForPlayer(playerid, Target[i][playerid]);
		        TextDrawSetPreviewModel(Target[1][playerid], GetPlayerSkin(p_target_man[playerid]));
		        if(p_info[playerid][p_car_model] == 0) TextDrawSetPreviewModel(Target[2][playerid], 560);
		        if(p_info[playerid][p_car_model] > 0) TextDrawSetPreviewModel(Target[2][playerid], p_info[playerid][p_car_model]);
		        SelectTextDraw(playerid,0x00FF8070);
		        SetPVarInt(playerid, "gInvs", 1);
		    }
		    format(stra, 100, "Взаимодействие с {40E0D0}%s",p_info[p_target_man[playerid]][p_name]);
			scm(playerid, -1, stra);
		}
		else p_target_man[playerid] = INVALID_PLAYER_ID;
		return true;
	}
	if(newkeys & KEY_CROUCH)
    {
        for(new i = 0; i < sizeof(DropInfo); i++)
        {
            if(IsPlayerInRangeOfPoint(playerid, 1.0, DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]))
            {
                SetItemInv(playerid, DropInfo[i][DropID], true, i);
                return true;
            }
        }
    }
[HR][/HR]
Также к new добавим
PHP:
new Float:HelmetPos[][6] = {
      {0.070000, 0.000000, 0.000000, 88.000000, 75.000000, 0.000000}, //skin 0
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 1
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 2
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 3
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 4
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 5
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 6
      {0.090000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}, //skin 7
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 8
      {0.059999, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}, //skin 9
      {0.090000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}, //skin 10
      {0.070000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}, //skin 11
      {0.070000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}, //skin 12
      {0.070000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}, //skin 13
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 14
      {0.059999, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 15
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 16
      {0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 17
      {0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 18
      {0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 19
      {0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 20
      {0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 21
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 22
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 23
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 24
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 25
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 26
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 27
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 28
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 29
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 30
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 31
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 32
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 33
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 34
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 35
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 36
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 37
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 38
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 39
      {0.050000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 40
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 41
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 42
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 43
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 44
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 45
      {0.070000, 0.019999, 0.000000, 88.000000, 83.000000, 0.000000}, //skin 46
      {0.070000, 0.019999, 0.000000, 88.000000, 83.000000, 0.000000}, //skin 47
      {0.070000, 0.019999, 0.000000, 88.000000, 83.000000, 0.000000}, //skin 48
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 49
      {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 50
      {0.100000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 51
      {0.100000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 52
      {0.100000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 53
      {0.100000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 54
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 55
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 56
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 57
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 58
      {0.079999, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 59
      {0.079999, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 60
      {0.079999, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 61
      {0.079999, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 62
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 63
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 64
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 66
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 67
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 68
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 69
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 70
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 71
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 72
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 73
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 75
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 76
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 78
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 79
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 80
      {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 81
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 82
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 83
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 84
      {0.070000, 0.039999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 85
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 86
      {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 87
      {0.070000, 0.039999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 88
      {0.070000, 0.039999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 89
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 90
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 91
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 92
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 93
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 94
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 95
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 96
      {0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 97
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 98
      {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 99
      {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 100
       {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 101
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 102
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 103
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 104
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 105
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 106
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 107
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 108
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 109
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 110
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 111
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 112
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 113
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 114
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 115
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 116
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 117
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 118
     {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 119
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 120
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 121
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 122
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 123
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 124
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 125
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 126
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 127
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 128
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 129
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 130
     {0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 131
     {0.000000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 132
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 133
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 134
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 135
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 136
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 137
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 138
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 139
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 140
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 141
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 142
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 143
     {0.090000, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 144
     {0.090000, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 145
     {0.090000, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 146
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 147
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 148
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 150
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 151
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 152
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 153
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 154
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 155
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 156
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 157
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 158
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 159
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 160
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 161
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 162
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 163
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 164
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 165
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 166
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 167
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 168
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 169
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 170
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 171
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 172
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 173
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 174
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 175
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 176
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 177
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 178
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 179
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 180
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 181
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 182
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 183
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 184
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 185
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 186
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 187
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 188
     {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 189
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 190
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 191
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 192
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 193
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 194
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 195
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 196
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 197
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 198
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 199
     {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 200
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 201
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 202
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 203
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 204
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 205
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 206
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 207
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 209
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 210
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 211
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 212
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 213
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 214
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 215
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 216
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 217
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 218
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 219
    {0.029999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 220
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 221
    {0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 222
    {0.070000, 0.050000, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 223
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 224
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 225
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 226
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 227
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 228
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 229
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 230
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 231
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 232
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 233
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 234
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 235
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 236
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 237
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 238
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 239
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 240
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 241
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 242
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 243
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 244
    {0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 245
    {0.070000, 0.050000, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 246
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 247
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 248
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 249
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 250
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 251
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 252
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 253
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 254
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 255
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 256
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 257
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 258
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 259
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 260
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 261
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 262
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 263
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 264
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 265
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 266
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 267
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 268
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 269
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 270
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 271
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 272
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 274
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 275
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 276
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 277
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 278
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 279
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 280
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 281
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 282
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 283
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 284
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 285
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 286
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 287
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 288
    {0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}, //skin 289
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 290
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 291
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 292
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 293
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 294
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 295
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 296
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 297
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}, //skin 298
    {0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000} //skin 299
};
[HR][/HR]
В конце мода добавим
PHP:
stock DropsObject(playerid, model, ids)
{
    new string[128];
    for(new i = 0; i < sizeof(DropInfo); i++)
    {
        if(DropInfo[i][DropX] == 0.0 && DropInfo[i][DropY] == 0.0 && DropInfo[i][DropZ] == 0.0)
        {
            DropInfo[i][DropID] = ids;
            DropInfo[i][DropModel] = model;
            DropInfo[i][DropMir] = GetPlayerVirtualWorld(playerid);
            DropInfo[i][DropInt] = GetPlayerInterior(playerid);
            GetPlayerPos(playerid, DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]);
            format(string, sizeof(string), "%s\n{408080}Взять: C",ItemsInfo[ids][ItemName]);
            switch(model)
            {
                case 18645: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0); // Создаем объект
                case 2814: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0); // Создаем объект
                case 2860: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
                case 2703: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
                case 2823: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
                case 1546: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
                case 1650: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
                case 18633: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
                case 1581: scm(playerid, -1, "Ошибка: Невозможно выкинуть карту!");
				case 1271: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
				case 18875: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
				case 2228: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
				case 19006: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
				case 2894: DropObject[i] = CreateDynamicObject(DropInfo[i][DropModel], DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 0.0, 0.0, 0.0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 25.0);
			}
            DropInfo[i][DropLabel] = CreateDynamic3DTextLabel(string, 0xFFFFFFFF, DropInfo[i][DropX], DropInfo[i][DropY], DropInfo[i][DropZ]-0.91, 5.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, DropInfo[i][DropMir], DropInfo[i][DropInt], -1, 7.5); // Создаем 3DText
            SetPlayerChatBubble(playerid,"положил(а) что-то на землю",-1,30.0,10000);
            ApplyAnimation(playerid, "BOMBER", "BOM_Plant", 4.0, 0, 0, 0, 0, 0);
            return true;
        }
    }
    return true;
}
stock SetItemInv(playerid, itemid, bool:drop, ids)
{
    new full;
    for(new j = 0; j < 25; j++)
    {
        if(p_info[playerid][p_inventory][j] == 0)
        {
            if(drop == true)
            {
                DropInfo[ids][DropX] = 0.0;
                DropInfo[ids][DropY] = 0.0;
                DropInfo[ids][DropZ] = 0.0;
                DropInfo[ids][DropModel] = 0;
                DestroyDynamicObject(DropObject[ids]);
                DestroyDynamic3DTextLabel(DropInfo[ids][DropLabel]);
                ApplyAnimation(playerid, "BOMBER", "BOM_Plant", 4.0, 0, 0, 0, 0, 0);
            }
            p_info[playerid][p_inventory][j] = itemid;
            if(GetPVarInt(playerid, "gInv") == 1) InvUpdate(playerid, j, j);
            break;
        }
        else full++;
    }
    if(full == 25) return SendClientMessage(playerid,-1,"* В инвентаре нету больше места.");
    return true;
}
stock RefreshInv(playerid, slot)
{
    ClickInv[playerid] = 26;
    p_info[playerid][p_inventory][slot] = 0;
    TextDrawBackgroundColor(InvTextObj[slot][playerid], 51);
    InvUpdate(playerid, slot, p_info[playerid][p_inventory][slot]);
    return true;
}
stock HideInventory(playerid)
{
    for(new i; i < sizeof(InvText); i++)
    {
        TextDrawHideForPlayer(playerid,InvText[i][playerid]);
    }
    for(new i; i < sizeof(InvTextObj); i++)
    {
        TextDrawHideForPlayer(playerid,InvTextObj[i][playerid]);
    }
    CancelSelectTextDraw(playerid);
    return true;
}
stock InvUpdate(playerid, td, jdk)
{
    TextDrawSetPreviewModel(InvTextObj[td][playerid], ItemsInfo[jdk][ItemModel]);
    TextDrawSetPreviewRot(InvTextObj[td][playerid], ItemsInfo[jdk][POSTDx], ItemsInfo[jdk][POSTDy], ItemsInfo[jdk][POSTDz], ItemsInfo[jdk][POSTDc]);
    if(GetPVarInt(playerid, "gInv") == 1)
    {
        TextDrawHideForPlayer(playerid,InvTextObj[td][playerid]);
        TextDrawShowForPlayer(playerid,InvTextObj[td][playerid]);
    }
    return true;
}
stock ShowInventory(playerid)
{
    for(new j = 0; j < 25; j++)
    {
        new ID = p_info[playerid][p_inventory][j];
        TextDrawSetPreviewModel(InvTextObj[j][playerid], ItemsInfo[ID][ItemModel]);
        TextDrawSetPreviewRot(InvTextObj[j][playerid], ItemsInfo[ID][POSTDx], ItemsInfo[ID][POSTDy], ItemsInfo[ID][POSTDz], ItemsInfo[ID][POSTDc]);
    }
    for(new i; i < sizeof(InvText); i++)
    {
        TextDrawShowForPlayer(playerid,InvText[i][playerid]);
        TextDrawSetPreviewModel(InvText[15][playerid], GetPlayerSkin(playerid));
	   	format(stra,150,"%i",floatround(p_info[playerid][p_hygiene]));
    	TextDrawSetString(InvText[20][playerid], stra);
	   	format(stra,150,"%i",floatround(p_info[playerid][p_satiety]));
    	TextDrawSetString(InvText[21][playerid], stra);
	   	format(stra,150,"%i",floatround(p_info[playerid][p_musculuture]));
    	TextDrawSetString(InvText[22][playerid], stra);
	   	format(stra,150,"%i",floatround(p_info[playerid][p_education]));
    	TextDrawSetString(InvText[23][playerid], stra);
    }
    for(new i; i < sizeof(InvTextObj); i++)
    {
        TextDrawSetSelectable(InvTextObj[i][playerid], true);
        TextDrawShowForPlayer(playerid,InvTextObj[i][playerid]);
    }
    SelectTextDraw(playerid,0x00FF8070);
    return true;
}
[HR][/HR]
В public OnPlayerClickTextDraw(playerid, Text:clickedid) добавим
PHP:
if(clickedid == Target[6][playerid])
    {
		SetPVarInt(p_target_man[playerid], "s_p", playerid+1);
        format(stra,128,"%s предлагает вам посмотреть его документы", p_info[playerid][p_name]);
		scm(p_target_man[playerid], 0x4682B4FF, stra);
		scm(p_target_man[playerid], 0xC0C0C0FF, "Нажмите клавишу {9ACD32}Y{C0C0C0} чтобы просмотреть, или клавишу {FF6347}N{C0C0C0} чтобы отказаться");
		SetPlayerChatBubble(playerid, "предложил(а) посмотреть документы", c_uphead_mes, 20.0, 3000);
	}
	if(clickedid == Target[4][playerid])
    {
		if(!p_info[playerid][p_money]) return err("Ошибка: У вас нет денег!");
		ShowPlayerDialog(playerid, 27, DIALOG_STYLE_INPUT, "Передать деньги", "{ffffff}Введите сумму, которую хотите передать\nОт $1 до $3000 за раз","Передать","Отмена");
	}
	if(clickedid == Target[2][playerid])
    {
	    if(!p_info[playerid][p_car_model]) return err("Ошибка: У вас нет автомобиля!");
	    if(p_info[p_target_man[playerid]][p_car_model]) return err("Ошибка: У игрока есть автомобиль!");
	    ShowPlayerDialog(playerid, 28, DIALOG_STYLE_INPUT, "Продать автомобиль", "{ffffff}Введите цену продажи автомобиля\nОт $2000 до $50000","Предложить","Отмена");
	}
	if(clickedid == InvText[4][playerid])
    {
        new IDS = ClickInv[playerid];
        if(IDS == 26) return SendClientMessage(playerid, -1, "* Для начала выберете объект в инвентаре.");
        new ID = p_info[playerid][p_inventory][IDS];
        UseItem(playerid, IDS, ItemsInfo[ID][ItemModel]);
    }
	if(clickedid == InvText[5][playerid])
    {
        new IDS = ClickInv[playerid];
        if(IDS == 26) return SendClientMessage(playerid, -1, "* Для начала выберете объект в инвентаре.");
        new ID = p_info[playerid][p_inventory][IDS];
        switch(ItemsInfo[ID][ItemModel])
        {
            case 1581: { scm(playerid, -1, "Ошибка: Невозможно выкинуть карту!"); return true; }
		}
		DropsObject(playerid, ItemsInfo[ID][ItemModel], p_info[playerid][p_inventory][IDS]);
        RefreshInv(playerid, IDS);
    }
    if(clickedid == InvText[6][playerid])
    {
        new ID = ClickInv[playerid];
        if(ID == 26) return SendClientMessage(playerid, -1, "* Для начала выберете объект в инвентаре.");
        switch(p_info[playerid][p_inventory][ID])
        {
            case 1: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: шлем.\n\nОписание:\n{B3B300}Шлем вы можете одевать при езде на мото\nБез него ваши шансы повредить здоровье велики.","Закрыть", "");
            case 2: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Пицца.\n\nОписание:\n{B3B300}пиццу вы можете съесть и пополнить сытость\nВашего игрового персонажа.","Закрыть", "");
            case 3: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Пицца с грибами.\n\nОписание:\n{B3B300}пиццу вы можете съесть и пополнить сытость\nВашего игрового персонажа.","Закрыть", "");
            case 4: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Чизбургер.\n\nОписание:\n{B3B300}Чизбургер вы можете съесть и пополнить сытость\nВашего игрового персонажа.","Закрыть", "");
            case 5: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Цыпленок Табака.\n\nОписание:\n{B3B300}Цыпленка вы можете съесть и пополнить сытость\nВашего игрового персонажа. Цыпленок табака самый сытный из всей еды","Закрыть", "");
            case 6: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Газировка.\n\nОписание:\n{B3B300}Газировка вы можете выпить и пополнить сытость\nВашего игрового персонажа.","Закрыть", "");
            case 7: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Канистра.\n\nОписание:\n{B3B300}Канистра поможет вам в случае если у вас закончится бензин\nВместительность канистры: {ffffff}50л.","Закрыть", "");
            case 8: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Инструменты.\n\nОписание:\n{B3B300}Чтобы починить двигатель и кузов автомобиля вам необходимы инструменты\nСледите чательно за состоянием своего Т/С.","Закрыть", "");
            case 9: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Карта БАНКА СА.\n\nОписание:\n{B3B300}С помощью карты вы сможете пользоваться банкоматами\nСледите чательно при потери сознания вы можете ее потерять.","Закрыть", "");
            case 10: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Ящик с патронами.\n\nОписание:\n{B3B300}С помощью ящика вы сможете переносить с собой патроны\nКоторые вы сможете вставить в оружие.","Закрыть", "");
            case 11: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: GPS.\n\nОписание:\n{B3B300}С помощью GPS-навигатора вы сможете легко найти место по всему штату\nИ добраться туда без проблем.","Закрыть", "");
            case 12: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Лопата.\n\nОписание:\n{B3B300}С помощью лопаты вы сможете копать землю\nНекоторые работы и привелегии будут доступны вам.","Закрыть", "");
            case 13: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Очки.\n\nОписание:\n{B3B300}Очки шикарное украшение для любого пола\nНаденьте их и вы будете просто прекрасны","Закрыть", "");
            case 14: ShowPlayerDialog(playerid,9999,DIALOG_STYLE_MSGBOX,"{0065FD}Информация о предмете","{FFFFFF}Наименование: Cправочник.\n\nОписание:\n{B3B300}Справочник поможет вам узнать о текущих лидеров организаций или же иных представителей\nА так же номера и адерса","Закрыть", "");
		}
    }
    for(new j = 0; j < 25; j++)
    {
        if(clickedid == InvTextObj[j][playerid])
        {
            if(ClickInv[playerid] == 26)
            {
                if(p_info[playerid][p_inventory][j] != 0)
                {
                    ClickInv[playerid] = j;
                    TextDrawBackgroundColor(InvTextObj[j][playerid], 0x00FF80FF);
                    TextDrawHideForPlayer(playerid,InvTextObj[j][playerid]);
                    TextDrawShowForPlayer(playerid,InvTextObj[j][playerid]);
                }
            }
            else
            {
                if(p_info[playerid][p_inventory][j] == 0)
                {
                    new ID = ClickInv[playerid];
                    p_info[playerid][p_inventory][j] = p_info[playerid][p_inventory][ID];
                    p_info[playerid][p_inventory][ID] = 0;
                    TextDrawBackgroundColor(InvTextObj[ID][playerid], 51);
                    InvUpdate(playerid, ID, p_info[playerid][p_inventory][ID]);
                    InvUpdate(playerid, j, p_info[playerid][p_inventory][j]);
                    ClickInv[playerid] = 26;
                    PlayerPlaySound(playerid, 17803, 0.0, 0.0, 0.0);
                }
                if(j == ClickInv[playerid])
                {
                    ClickInv[playerid] = 26;
                    TextDrawBackgroundColor(InvTextObj[j][playerid], 51);
                    TextDrawHideForPlayer(playerid,InvTextObj[j][playerid]);
                    TextDrawShowForPlayer(playerid,InvTextObj[j][playerid]);
                }
            }
        }
    }
	if(_:clickedid == INVALID_TEXT_DRAW)
    {
        if(GetPVarInt(playerid, "gInv") == 1)
        {
            if(ClickInv[playerid] != 26)
            {
                TextDrawBackgroundColor(InvTextObj[ClickInv[playerid]][playerid], 51);
            }
            ClickInv[playerid] = 26;
            HideInventory(playerid);
            SetPVarInt(playerid, "gInv", 0);
        }
	    if(GetPVarInt(playerid, "gInvs") == 1)
        {
		        TextDrawHideForPlayer(playerid, Target[0][playerid]);
		        TextDrawHideForPlayer(playerid, Target[1][playerid]);
		        TextDrawHideForPlayer(playerid, Target[2][playerid]);
		        TextDrawHideForPlayer(playerid, Target[3][playerid]);
		        TextDrawHideForPlayer(playerid, Target[4][playerid]);
		        TextDrawHideForPlayer(playerid, Target[5][playerid]);
		        TextDrawHideForPlayer(playerid, Target[6][playerid]);
		        TextDrawHideForPlayer(playerid, Target[7][playerid]);
				format(stra, 100, "Взаимодействие с {40E0D0}%s{ffffff} Прервано",p_info[p_target_man[playerid]][p_name]);
				scm(playerid, -1, stra);
				DeletePVar(playerid, "gInvs");
				return true;
		}
    }
[HR][/HR]
Также в конце добавим
PHP:
stock UseItem(playerid, td, itemid)
{
    new Float:health;
    GetPlayerHealth(playerid, health);
    switch(itemid)
    {
		case 2228:
        {
			return true;
		}
		case 2894:
		{
			ShowPlayerDialog(playerid,99,DIALOG_STYLE_LIST,"Справочник","1. Администрация\n2. Лидеры организаций\n3. Таксисты\n4. Развозчики Продуктов","Далее","Отмена");
		}
		case 19006:
		{
		    scm(playerid, 0xffff00, "- Вы надели очки, поверьте мне вы красавец");
			SetPlayerAttachedObject(playerid,2, 19006, 2, 0.1, 0.03, 0.0, 0.0, 90.0, 90.0);
		}
        case 1271:
        {
			if(GetPlayerWeapon(playerid) == 0) return scm(playerid, -1, "Ошибка: Вы должны держать оружие в которое хотите зарядить патроны");
			new weaponid = GetPlayerWeapon(playerid);
			scm(playerid, 0xffff00, "- Вы зарядили в текущее оружие 300 патрон");
			GiveWeapon(playerid, weaponid, 300);
		}
		case 18645:
		{
        	new skin = GetPlayerSkin(playerid);
			SetPlayerAttachedObject(playerid, SLOT, 18645, 2, HelmetPos[skin][0], HelmetPos[skin][1], HelmetPos[skin][2], HelmetPos[skin][3], HelmetPos[skin][4], HelmetPos[skin][5]);
			scm(playerid,0xB3B300aa,"Вы надели шлем. (( чтобы снять введите /drop ))");
			RefreshInv(playerid, td);
		}
    }
    return true;
}
stock GiveWeapon(playerid, weaponid, ammo) Weapons[playerid][weaponid] = 1, SetPVarInt(playerid, "GiveWeapon", 1), GivePlayerWeapon(playerid, weaponid, ammo);
[HR][/HR]
Командам добавим drop для снятия шлема
PHP:
CMD:drop(playerid)
{
	new full;
 	for(new j = 0; j < 25; j++){
	if(p_info[playerid][p_inventory][j] == 0){
	RemovePlayerAttachedObject(playerid, SLOT);
	scm(playerid, -1,"Выполнено, шлем положен в инвентарь {ffffff}(( H ))");
	SetItemInv(playerid, 1, false, 0);
	break;}
	else full++;}
   	if(full == 25) return SendClientMessage(playerid,-1,"* В инвентаре нету больше места.");
   	return true;
}
[HR][/HR]

Как FS Он вышел на 1600 строк вот результат
У кого всё получилось дай Спасибо , не для себя вырезал же )
[/B]
 
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