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Переход в группу "Пользователь"

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

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Доступ к архиву Pawno-Info

Изменить интерьер при выборе скина.

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Ernesto_Shady

Умник
Как изменить интерьер когда игрок при регистрации выбирает скин?Например хочу интерьер магазина одежды DS. Если можно напишите PHP кодом и объясните что куда,кто поможет с меня "+" :)
PHP:
{
	if(IsAMafia(playerid) && pTemp[playerid][pLogin4] == false && IsStrela == 1)
	{
	    new str[100];
		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawA]);
 		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawB]);
  		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawC]);
   		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawD]);
   		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawI]);
   		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawF]);

   		PlayerTextDrawTextSize(playerid, TextDrawMafia[playerid][TextdrawF], XDrawF, 10.000000);
   		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawF]);

   		PlayerTextDrawTextSize(playerid, TextDrawMafia[playerid][TextdrawI], XDrawI, 10.000000);
   		PlayerTextDrawShow(playerid,TextDrawMafia[playerid][TextdrawI]);
   		format(str, 100, "%d", XDrawI1);
   		PlayerTextDrawSetString(playerid, TextDrawMafia[playerid][TextdrawB], str);
   		format(str, 100, "%d", XDrawI2);
   		PlayerTextDrawSetString(playerid, TextDrawMafia[playerid][TextdrawC], str);

   		GangZoneShowForPlayer(playerid, PokasGZ, CRED);
   	}
    Vor[playerid] = 0;
    SetPlayerSkills(playerid);
    pTemp[playerid][pAbletoGun] = 2;
    SetPlayerColor(playerid,0xFFFFFF11);
	pTemp[playerid][pChangingSkin] = false;
	HidePlayerClothesTD(playerid);
	TogglePlayerControllable(playerid,0);
	new Float:x, Float:y, Float:z;
	GetPlayerPos(playerid,x,y,z);
	pTemp[playerid][pWork] = 0;
	if(IsPlayerNPC(playerid))
	{
 		new npcname[MAX_PLAYER_NAME];
		GetPlayerName(playerid, npcname, sizeof(npcname));
		if(!strcmp(npcname,"bank1",true))
		{
			NPC[0] = playerid;
			SetPlayerPos(NPC[0], 1431.7135,-1590.9954,367.2859);
			SetPlayerColor(NPC[0],CWHITE);
			SetSpawnInfo(NPC[0], 0, 11, 1431.7135,-1590.9954,367.2859,0,0,0,0,0,0,0);
			SetPlayerFacingAngle(NPC[0], 268.1645);
			SetPlayerSkin(NPC[0], 11);
			SetPlayerVirtualWorld(NPC[0], 2);
			SetPlayerInterior(NPC[0], 1);
			return 1;
		}
	}
	if(!pTemp[playerid][pLogined] || !pTemp[playerid][pJoined]) return 1;
	if(!pData[playerid][pSkin]) //Åñëè èãðîê íå âûáðàë ñêèí
	{
		SetPlayerInterior(playerid,0);
		SetPlayerPos(playerid, 1480.0436, -1369.6315, 121.9811);
		SetPlayerFacingAngle(playerid, 0.0);
		SetPlayerCameraPos(playerid, 1480.0436, -1365.6315, 122.5);
		SetPlayerCameraLookAt(playerid, 1480.0436, -1369.6315, 121.7811);
		SetPlayerVirtualWorld(playerid,playerid);
		TogglePlayerControllable(playerid,0);

		TextDrawShowForPlayer(playerid,TD[tdNextSkin]);
		TextDrawShowForPlayer(playerid,TD[tdBackSkin]);
		TextDrawShowForPlayer(playerid,TD[tdSelSkin]);

		SetPVarInt(playerid,"skinid",0);
		new skinid = GetPVarInt(playerid,"skinid");

		SetPlayerSkin(playerid,gRegSkins[pData[playerid][pSex]-1][pData[playerid][pColor]][skinid]);
		SendClientMessage(playerid,CWHITE,"Ñëåäóþùèé ñêèí: {"#cGREEN"}Ïðàâî (ïî óìîë÷íèþ)");
		SendClientMessage(playerid,CWHITE,"Ïðåäûäóùèé ñêèí: {"#cRED"}Ëåâî (ïî óìîë÷íèþ)");
		SendClientMessage(playerid,CWHITE,"Âûáðàòü ñêèí: {"#cYELLOW"}Ïðîáåë (ïî óìîë÷íèþ)");
		pTemp[playerid][pChoosingSkin] = true;
  		return 1;
	}
	if (pData[playerid][pJail])
	{
		TogglePlayerControllable(playerid,1);
		new prison = pData[playerid][pPrison];
//		new camid = random(3);
		SetPlayerVirtualWorld(playerid,prison + 1);
		SetPlayerInterior(playerid,6);
		SetPlayerPos(playerid,1531.8879,-1717.6917,-51.6684,0);
		SetPlayerFacingAngle(playerid,269.1558);
		SetPlayerSkin(playerid, 42);
		if(pData[playerid][pFraction]) SetPlayerColor(playerid,gFractionColor[pData[playerid][pFraction] - 1]);
	}
	else if(pData[playerid][pHouse] && pData[playerid][pSpawn] <= 1)
	{
		SetPlayerVirtualWorld(playerid,pData[playerid][pHouse]);
		new interior, Float:r;
		new houseid = pData[playerid][pHouse] - 1;
		new hint = gHouses[houseid][houseHint];
		if(pData[playerid][pFraction])
		{
			if(gHouses[houseid][houseImprove][3] && gHouses[houseid][houseOwnerID] == pData[playerid][pMysqlID]) SetPlayerSkin(playerid,pData[playerid][pFractionSkin]);
			else SetPlayerSkin(playerid,pData[playerid][pFractionSkin]);
		}
		else SetPlayerSkin(playerid,pData[playerid][pSkin]);
		pTemp[playerid][pSelectedHouseID] = houseid;
		x = gHints[hint][hintSX];
		y = gHints[hint][hintSY];
		z = gHints[hint][hintSZ];
		r = gHints[hint][hintSR];
		interior = gHints[hint][hintInterior];
		SetPlayerInterior(playerid,interior);
		SetPlayerPos(playerid,x,y,z);
		SetPlayerFacingAngle(playerid,r);
		pTemp[playerid][pIsInHouse] = true;
		if(pData[playerid][pFraction]) SetPlayerColor(playerid,gFractionColor[pData[playerid][pFraction] - 1]);
	}
	else if(pData[playerid][pHotel] && pData[playerid][pSpawn] <= 1)
	{
		new hotelid = pData[playerid][pHotel]-1;
		new room = pData[playerid][pHotelRoom];
		if(gHotelResidents[hotelid][room-1] != pData[playerid][pMysqlID])
		{
			SendClientMessage(playerid,CORANGE,"Âû áûëè âûñåëåíû èç îòåëÿ çà íåóïëàòó");
			SendClientMessage(playerid,CORANGE,"Åñëè ó Âàñ áûëî ò/ñ, òî îíî áûëî ïðîäàíî ãîñ-ó çà 80 ïðîöåíòîâ îò öåíû íà ðûíêå");
			pData[playerid][pHotel] = 0;
			pData[playerid][pHotelRoom] = 0;
			new query[128];
			format(query,sizeof(query),"UPDATE `accounts` SET `hotel` = '0', `hotelroom` = '0' WHERE `id` = '%d'",pData[playerid][pMysqlID]);
			sql_query(zConn, query);
			SpawnPlayer(playerid);
		}
		else
		{
			SetPVarInt(playerid,"selectedhotel",hotelid);
			if(pData[playerid][pFraction]) SetPlayerSkin(playerid,pData[playerid][pFractionSkin]);
			else SetPlayerSkin(playerid,pData[playerid][pSkin]);
			pTemp[playerid][hotelEnter] = hotelid+1;
			SetPlayerVirtualWorld(playerid,hotelid);
			SetPlayerInterior(playerid,15);
			SetPlayerPos(playerid,gHotelRoomExits[room][0],gHotelRoomExits[room][1],gHotelRoomExits[room][2]);
			SetPlayerFacingAngle(playerid,gHotelRoomExits[room][3]);
		}
	}
	else if(pData[playerid][pFraction])
	{
		new fractionid = pData[playerid][pFraction]-1;
		if(pData[playerid][pSubfraction])
		{
			new frid;
			frid = GetSubfractionID(fractionid);
			new subid = pData[playerid][pSubfraction] - 1;
			SetPlayerInterior(playerid,gSubfractionSpawnData[frid][subid][0]);
			SetPlayerVirtualWorld(playerid,gSubfractionSpawnData[frid][subid][1]);
			SetPlayerPos(playerid,gSubfractionSpawnC[frid][subid][0],gSubfractionSpawnC[frid][subid][1],gSubfractionSpawnC[frid][subid][2]);
			SetPlayerFacingAngle(playerid,gSubfractionSpawnC[frid][subid][3]);
			//Òóò çàìîðîçêà ïðè âõîäå
			if(frid == 1 && subid == 0)
			{
				//TogglePlayerControllable(playerid,0);
				//SetTimerEx("Unfreez",2000,false,"i",playerid);
			}
			if(frid == 2 && subid >= 0)
			{
				//TogglePlayerControllable(playerid,0);
				//SetTimerEx("Unfreez",2000,false,"i",playerid);
			}
		}
		else
		{
		    if(fractionid == 12)
			{
				//TogglePlayerControllable(playerid,0);
				//SetTimerEx("Unfreez",2000,false,"i",playerid);
			}
			SetPlayerVirtualWorld(playerid,gFractionSpawnData[fractionid][1]);
			SetPlayerInterior(playerid,gFractionSpawnData[fractionid][0]);
			SetPlayerPos(playerid,gFractionSpawnC[fractionid][0],gFractionSpawnC[fractionid][1],gFractionSpawnC[fractionid][2]);
		}
		SetPlayerSkin(playerid,pData[playerid][pFractionSkin]);
		SetCameraBehindPlayer(playerid);
		SetPlayerColor(playerid,gFractionColor[fractionid]);
		if((fractionid >= 0 && fractionid <= 7) || fractionid == 9)
		{
			//if(fractionid == 1) pTemp[playerid][pInHospital] = true;
			//TogglePlayerControllable(playerid,0);
			//SetTimerEx("Unfreez",2000,false,"i",playerid);
		}
	}
	else
	{
		SetPlayerSkin(playerid,pData[playerid][pSkin]);
		SetPlayerVirtualWorld(playerid,0);
		SetPlayerInterior(playerid,0);
		if(pData[playerid][pLevel] < 3)
		{
			new spawnls = random(2);
			if(spawnls == 0)
			{
				SetPlayerPos(playerid,1765.2396,-1895.8070,13.5626);
				SetPlayerFacingAngle(playerid,267.8429);
			}
			if(spawnls == 1)
			{
				SetPlayerPos(playerid,1758.7184,-1888.0892,13.5559);
				SetPlayerFacingAngle(playerid,239.6660);
			}
		}
		if(pData[playerid][pLevel] > 2 && pData[playerid][pLevel] < 7)
		{
			SetPlayerPos(playerid,1771.8041,-1897.7803,13.5541);
			SetPlayerFacingAngle(playerid,177.5901);
		}
		if(pData[playerid][pLevel] > 6)
		{
			SetPlayerPos(playerid,1771.8041,-1897.7803,13.5541);
			SetPlayerFacingAngle(playerid,92.5072);
		}
		SetCameraBehindPlayer(playerid);
		SetPlayerColor(playerid,0xFFFFFF11);
	}
	if(pData[playerid][pMoney])
	{
		ResetPlayerMoney(playerid);
		GivePlayerMoney(playerid,pData[playerid][pMoney]);
	}
	SetPlayerScore(playerid,pData[playerid][pLevel]);
	new gun[128];
	GetPVarString(playerid,"mysqlgun",gun,128);
	DeletePVar(playerid,"mysqlgun");
	if(strlen(gun))
	{
		new guns[6],ammos[6],datas[2][56];
		explode(datas,gun,":");
		printf("%s:%s",datas[0],datas[1]);
		sscanf(datas[0],"p<|>a<i>[6]",guns);
		sscanf(datas[1],"p<|>a<i>[6]",ammos);
		for(new i;i<6;i++)
		{
			GivePlayerWeaponEx(playerid,guns[i],ammos[i]);
		}
	}
	if(pTemp[playerid][pSpectating])
	{
		x = GetPVarFloat(playerid,"oldx");
		y = GetPVarFloat(playerid,"oldy");
		z = GetPVarFloat(playerid,"oldz");
		SetPlayerPos(playerid,x,y,z);
		SetPlayerInterior(playerid,GetPVarInt(playerid,"oldint"));
		SetPlayerVirtualWorld(playerid,GetPVarInt(playerid,"oldworld"));
		pTemp[playerid][pSpectating] = false;
		pTemp[playerid][pSpecOn] = 0;
		return 1;
	}
	if(pData[playerid][pWanted]) SetPlayerWantedLevel(playerid,pData[playerid][pWanted]);
	SetPlayerDrunkLevel(playerid, pData[playerid][pDrunk]);
	pTemp[playerid][pREGISKL] = false;
	if(pTemp[playerid][pDead] == true || pData[playerid][pHealth] < 10.0)
	{
	    if(!pData[playerid][pJail])
	    {
			pTemp[playerid][pDead] = false;
			new Float:c[4][4] = {
			{1217.4666,-1179.7565,-47.4712,349.3700},
			{1243.6313,-1202.7377,-47.4712,358.4567},
			{1241.2072,-1168.6780,-63.5342,182.0483},
			{1234.2883,-1189.5415,-63.5342,12.2434}
			};
			new f = RandomEx(0,4);
			if(pData[playerid][pLevel] < 4)
			{
				SetPlayerInterior(playerid,1);
				SetPlayerVirtualWorld(playerid, 1);
			}
			else if(pData[playerid][pLevel] > 3 && pData[playerid][pLevel] < 7)
			{
				SetPlayerInterior(playerid,2);
				SetPlayerVirtualWorld(playerid, 3);
			}
			else if(pData[playerid][pLevel] > 6)
			{
				SetPlayerInterior(playerid,3);
				SetPlayerVirtualWorld(playerid, 2);
			}
			pTemp[playerid][pInHospital] = true;
			SetPlayerPos(playerid,c[f][0],c[f][1],c[f][2]);
			SetPlayerFacingAngle(playerid,c[f][3]);
			SetPlayerHealthEx(playerid,1.0);
			pData[playerid][pHealth] = 1.0;
			SetPlayerHealthEx(playerid,1.0);
			pData[playerid][pHealth] = 1.0;
			if(pData[playerid][pFraction]) SetPlayerSkin(playerid,pData[playerid][pFractionSkin]);
			else SetPlayerSkin(playerid,pData[playerid][pSkin]);
			SetPlayerColor(playerid,gFractionColor[pData[playerid][pFraction]-1]);
		}
	}
	return 1;
}
[/I]
 
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