Nister_Just
Умник
В общем хочу сделать , чтобы на один класс оружие за спиной не появлялись
Ставлю вот так флудит в чат. Как сделать , чтобы на этот класс оружие не работала?
Ставлю вот так флудит в чат. Как сделать , чтобы на этот класс оружие не работала?
PHP:
if(pInfo[playerid][pHumanClass] == PODELKA) return SendClientMessage(playerid,COLOR_RED,"");
PHP:
if(pInfo[playerid][pHumanClass] == PODELKA) return SendClientMessage(playerid,COLOR_RED,"");
if(team[playerid] == TEAM_HUMAN)
{
if(GetTickCount() - armedbody_pTick[playerid] > 113)
{
new weapon[13],weaponammo[13],pArmedWeapon;
pArmedWeapon = GetPlayerWeapon(playerid);
GetPlayerWeaponData(playerid,1,weapon[1],weaponammo[1]);
GetPlayerWeaponData(playerid,2,weapon[2],weaponammo[2]);
GetPlayerWeaponData(playerid,4,weapon[4],weaponammo[4]);
GetPlayerWeaponData(playerid,5,weapon[5],weaponammo[5]);
GetPlayerWeaponData(playerid,7,weapon[7],weaponammo[7]);
if(weapon[1] && weaponammo[1] > 0)
{
if(pArmedWeapon != weapon[1])
{
if(!IsPlayerAttachedObjectSlotUsed(playerid,0))
{
SetPlayerAttachedObject(playerid,0,GetWeaponModel(weapon[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else
{
if(IsPlayerAttachedObjectSlotUsed(playerid,0))
{
RemovePlayerAttachedObject(playerid,0);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,0))
{
RemovePlayerAttachedObject(playerid,0);
}
if(weapon[2] && weaponammo[2] > 0)
{
if(pArmedWeapon != weapon[2])
{
if(!IsPlayerAttachedObjectSlotUsed(playerid,1))
{
SetPlayerAttachedObject(playerid,1,GetWeaponModel(weapon[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else
{
if(IsPlayerAttachedObjectSlotUsed(playerid,1))
{
RemovePlayerAttachedObject(playerid,1);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,1))
{
RemovePlayerAttachedObject(playerid,1);
}
if(weapon[4] && weaponammo[4] > 0)
{
if(pArmedWeapon != weapon[4])
{
if(!IsPlayerAttachedObjectSlotUsed(playerid,2))
{
SetPlayerAttachedObject(playerid,2,GetWeaponModel(weapon[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else
{
if(IsPlayerAttachedObjectSlotUsed(playerid,2))
{
RemovePlayerAttachedObject(playerid,2);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,2))
{
RemovePlayerAttachedObject(playerid,2);
}
if(weapon[5] && weaponammo[5] > 0)
{
if(pArmedWeapon != weapon[5])
{
if(!IsPlayerAttachedObjectSlotUsed(playerid,3))
{
SetPlayerAttachedObject(playerid,3,GetWeaponModel(weapon[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
}
}
else
{
if(IsPlayerAttachedObjectSlotUsed(playerid,3))
{
RemovePlayerAttachedObject(playerid,3);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,3))
{
RemovePlayerAttachedObject(playerid,3);
}
if(weapon[7] && weaponammo[7] > 0)
{
if(pArmedWeapon != weapon[7])
{
if(!IsPlayerAttachedObjectSlotUsed(playerid,4))
{
SetPlayerAttachedObject(playerid,4,GetWeaponModel(weapon[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);
}
}
else
{
if(IsPlayerAttachedObjectSlotUsed(playerid,4))
{
RemovePlayerAttachedObject(playerid,4);
}
}
}
else if(IsPlayerAttachedObjectSlotUsed(playerid,4))
{
RemovePlayerAttachedObject(playerid,4);
}
armedbody_pTick[playerid] = GetTickCount();
}
}
