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Обнуление аттача

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flexedchief

Дебютант
После того, как кончатся патроны, на теле персонажа сохраняется аттач оружия, встал такой вопрос - как обнулить это дело?
Код:
new Player_Weapons[13], Player_Ammos[13];
	if(IsMeleeWeapon(GetPlayerWeapon(playerid)))
	{
		RemovePlayerAttachedObject(playerid, 6);
	}
	else if(IsPrimaryWeapon(GetPlayerWeapon(playerid)))
	{
		RemovePlayerAttachedObject(playerid, 7);
	}
	else if(IsSecondaryWeapon(GetPlayerWeapon(playerid)))
	{
		RemovePlayerAttachedObject(playerid, 8);
	}
	for(new w = 1; w <= 12; w++)
	{
		GetPlayerWeaponData(playerid, w, Player_Weapons[w], Player_Ammos[w]);
		if(Player_Weapons[w] != 0 && Player_Weapons[w] != GetPlayerWeapon(playerid) && GetIntVar(playerid, "EditingWeaponToy") == 0)
		{
			new weaponid = Player_Weapons[w];
			new gunobject = GunObjects[weaponid][0];
			if(IsMeleeWeapon(weaponid) != GetPlayerWeapon(playerid))
			{
				if(!IsPlayerAttachedObjectSlotUsed(playerid, 6) && GetIntVar(playerid, "MeleeWeapon") == 0)
				{
					if(weaponid == 3)
					{
						SetPlayerAttachedObject(playerid, 6, gunobject, 7, 0.096999, 0.116999, -0.066999, -84.6, 83.1, 0.0, 1.0, 1.0, 1.0);
					}
					else if(weaponid == 2 || weaponid == 7 || weaponid == 8 || weaponid == 15)
					{
						SetPlayerAttachedObject(playerid, 6, gunobject, PlayerInfo[playerid][pMeleeWeaponBone], PlayerInfo[playerid][pMeleeWeapon][0], PlayerInfo[playerid][pMeleeWeapon][1], PlayerInfo[playerid][pMeleeWeapon][2], PlayerInfo[playerid][pMeleeWeapon][3], PlayerInfo[playerid][pMeleeWeapon][4], PlayerInfo[playerid][pMeleeWeapon][5], 1.0, 1.0, 1.0);
					}
				}
			}
			if(IsPrimaryWeapon(weaponid) != GetPlayerWeapon(playerid))
			{
				if(!IsPlayerAttachedObjectSlotUsed(playerid, 7) && GetIntVar(playerid, "PrimaryWeapon") == 0)
				{
					if(weaponid == 22 || weaponid == 23 || weaponid == 24)
					{
						SetPlayerAttachedObject(playerid, 7, gunobject, PlayerInfo[playerid][pPrimaryWeaponBone], PlayerInfo[playerid][pPrimaryWeapon][0], PlayerInfo[playerid][pPrimaryWeapon][1], PlayerInfo[playerid][pPrimaryWeapon][2], PlayerInfo[playerid][pPrimaryWeapon][3], PlayerInfo[playerid][pPrimaryWeapon][4], PlayerInfo[playerid][pPrimaryWeapon][5], 1.0, 1.0, 1.0);
					}
				}
			}
			if(IsSecondaryWeapon(weaponid) != GetPlayerWeapon(playerid))
			{
				if(!IsPlayerAttachedObjectSlotUsed(playerid, 8) && GetIntVar(playerid, "SecondaryWeapon") == 1)
				{
					if(weaponid == 29 || weaponid == 31)
					{
						SetPlayerAttachedObject(playerid, 8, gunobject, PlayerInfo[playerid][pSecondaryWeapon1Bone], PlayerInfo[playerid][pSecondaryWeapon1][0], PlayerInfo[playerid][pSecondaryWeapon1][1], PlayerInfo[playerid][pSecondaryWeapon1][2], PlayerInfo[playerid][pSecondaryWeapon1][3], PlayerInfo[playerid][pSecondaryWeapon1][4], PlayerInfo[playerid][pSecondaryWeapon1][5], 1.0, 1.0, 1.0);
					}
					else if(weaponid == 25 || weaponid == 27 || weaponid == 30 || weaponid == 33 || weaponid == 34 || weaponid == 35)
					{
						SetPlayerAttachedObject(playerid, 8, gunobject, PlayerInfo[playerid][pSecondaryWeapon2Bone], PlayerInfo[playerid][pSecondaryWeapon2][0], PlayerInfo[playerid][pSecondaryWeapon2][1], PlayerInfo[playerid][pSecondaryWeapon2][2], PlayerInfo[playerid][pSecondaryWeapon2][3], PlayerInfo[playerid][pSecondaryWeapon2][4], PlayerInfo[playerid][pSecondaryWeapon2][5], 1.0, 1.0, 1.0);
					}
				}
				else if(!IsPlayerAttachedObjectSlotUsed(playerid, 8) && GetIntVar(playerid, "SecondaryWeapon") == 0)
				{
					if(weaponid == 28 || weaponid == 32)
					{
						SetPlayerAttachedObject(playerid, 8, gunobject, PlayerInfo[playerid][pSecondaryWeapon3Bone], PlayerInfo[playerid][pSecondaryWeapon3][0], PlayerInfo[playerid][pSecondaryWeapon3][1], PlayerInfo[playerid][pSecondaryWeapon3][2], PlayerInfo[playerid][pSecondaryWeapon3][3], PlayerInfo[playerid][pSecondaryWeapon3][4], PlayerInfo[playerid][pSecondaryWeapon3][5], 1.0, 1.0, 1.0);
					}
					else if(weaponid == 29 || weaponid == 31)
					{
						SetPlayerAttachedObject(playerid, 8, gunobject, PlayerInfo[playerid][pSecondaryWeapon1Bone], PlayerInfo[playerid][pSecondaryWeapon1][0], PlayerInfo[playerid][pSecondaryWeapon1][1], PlayerInfo[playerid][pSecondaryWeapon1][2], PlayerInfo[playerid][pSecondaryWeapon1][3], PlayerInfo[playerid][pSecondaryWeapon1][4], PlayerInfo[playerid][pSecondaryWeapon1][5], 1.0, 1.0, 1.0);
					}
					else if(weaponid == 25 || weaponid == 27 || weaponid == 30 || weaponid == 33 || weaponid == 34 || weaponid == 35)
					{
						SetPlayerAttachedObject(playerid, 8, gunobject, PlayerInfo[playerid][pSecondaryWeapon2Bone], PlayerInfo[playerid][pSecondaryWeapon2][0], PlayerInfo[playerid][pSecondaryWeapon2][1], PlayerInfo[playerid][pSecondaryWeapon2][2], PlayerInfo[playerid][pSecondaryWeapon2][3], PlayerInfo[playerid][pSecondaryWeapon2][4], PlayerInfo[playerid][pSecondaryWeapon2][5], 1.0, 1.0, 1.0);
					}
				}
			}
		}
	}
 
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