Don_King
Специалист
Всем привет! уменя сложилась вот такая вот ситуэшен:
сделал я систему гаража, при покупки тачка спанвитсья нормально в гараже ка ки нужно,а при загрузке(Рестарте) тачка спавнитсья либо на парковке либо в деревне хз в какой то все тачки кстати хотя дожна спавнитсья в граже если имеется гараж. Все перепробовал не получается помогите разобратсся с меня +
Самама загрузка тачек:
Проверка на то что етсь ли у игрока гараж:
и сама загрузка гаража:
Дело в том что когда покупаю тачку, то она спавнитсья в гараже ка ки нужно а вот при рестарте тачка не спавнитсья в гараже хотя коры одинаковые!
и покупка гаража (Работает):
сделал я систему гаража, при покупки тачка спанвитсья нормально в гараже ка ки нужно,а при загрузке(Рестарте) тачка спавнитсья либо на парковке либо в деревне хз в какой то все тачки кстати хотя дожна спавнитсья в граже если имеется гараж. Все перепробовал не получается помогите разобратсся с меня +
Самама загрузка тачек:
PHP:
new Result:plkeys = sql_query(zConn, "SELECT `id`,`car`,`house`,`hotel`,`hotelroom` FROM `accounts` WHERE (NOT `house` = '0' OR NOT `hotel` = '0') AND NOT `car` = '0'", QUERY_CACHED);
// sql_query(zConn, "SELECT `id` FROM `garaji` WHERE (NOT `house` = '0' OR NOT `hotel` = '0') AND NOT `car` = '0'", QUERY_CACHED);
for(new i2;i2 < sql_num_rows(plkeys);i2++)
{
sql_fetch_row(plkeys,"|",zRes);
sql_next_row(plkeys);
new car,house,hotel,houseid,hotelid,plid,room;
// new hgarageid = gHouses[houseid][houseImprove][5]-1;
sscanf(zRes,"p<|>iiiii",plid,car,house,hotel,room);
houseid = house - 1;
hotelid = hotel - 1;
// hgarageid = house - 1;
new i=-1;
// new vehicleid = GetPlayerVehicleID(houseid);
//new Float:x, Float:y, Float:z, Float:r;
// SetVehiclePos(vehicleid,x,y,z);
// SetVehicleZAngle(vehicleid,r);
// SetVehiclePos(hgarageid,x,y,z);
// SetVehicleZAngle(hgarageid,r);
/* garageBints[houseid][gbintX] = x;
garageBints[houseid][gbintY] = y;
garageBints[houseid][gbintZ] = z;
garageBints[houseid][gbintR] = r;*/
for(new i3;i3<MAX_VEHICLES;i3++)
{
if(car == gCars[i3][carMysqlID])
{
i = i3;
break;
}
}
new modelid = gCars[i][carModelid];
if(i != -1)
{
//if(hgarageid >= 0)
//{
/* new vehicleid = CreateVehicle(gTransport[modelid][trModel],garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ],garageBints[houseid][gbintR],gCars[i][carColor1],gCars[i][carColor2],-1);
// SetVehiclePos(vehicleid,x,z,y,r);
//printf("%d тачку спавним", garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ]);
gCars[i][carVid] = vehicleid;
UpdateVehicleDamageStatus(vehicleid,gCars[i][carDemages][0],gCars[i][carDemages][1],gCars[i][carDemages][2],gCars[i][carDemages][3]);
if(gCars[i][carHealth] < 300.0) gCars[i][carHealth] = 300.0;
SetVehicleHealthEx(vehicleid,gCars[i][carHealth]);
ToggleLock(vehicleid);
gVehicles[vehicleid-1][vFuel] = gCars[i][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[i][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[i][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[i][carOwnerid];
gVehicles[vehicleid-1][vProbability] = gCars[i][carProbability];
gVehicles[vehicleid-1][vX] = garageBints[vehicleid][gbintX];
gVehicles[vehicleid-1][vY] = garageBints[vehicleid][gbintY];
gVehicles[vehicleid-1][vZ] = garageBints[vehicleid][gbintZ];
if(gCars[i][carTuning][0]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][0]);
if(gCars[i][carTuning][1]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][1]);
if(gCars[i][carTuning][2]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][2]);
if(gCars[i][carTuning][3]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][3]);
if(gCars[i][carTuning][4]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][4]);
if(gCars[i][carTuning][5]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][5]);
if(gCars[i][carTuning][6]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][6]);
if(gCars[i][carTuning][7]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][7]);
if(gCars[i][carTuning][8]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][8]);
if(gCars[i][carTuning][9]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][9]);
if(gCars[i][carTuning][10]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][10]);
if(gCars[i][carTuning][11]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][11]);
if(gCars[i][carTuning][12]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][12]);
if(gCars[i][carTuning][13]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][13]);
if(gCars[i][carTuning][14]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][14]);
gVehicles[vehicleid-1][vTuningV][0] = gCars[i][carTuning][0];
gVehicles[vehicleid-1][vTuningV][1] = gCars[i][carTuning][1];
gVehicles[vehicleid-1][vTuningV][2] = gCars[i][carTuning][2];
gVehicles[vehicleid-1][vTuningV][3] = gCars[i][carTuning][3];
gVehicles[vehicleid-1][vTuningV][4] = gCars[i][carTuning][4];
gVehicles[vehicleid-1][vTuningV][5] = gCars[i][carTuning][5];
gVehicles[vehicleid-1][vTuningV][6] = gCars[i][carTuning][6];
gVehicles[vehicleid-1][vTuningV][7] = gCars[i][carTuning][7];
gVehicles[vehicleid-1][vTuningV][8] = gCars[i][carTuning][8];
gVehicles[vehicleid-1][vTuningV][9] = gCars[i][carTuning][9];
gVehicles[vehicleid-1][vTuningV][10] = gCars[i][carTuning][10];
gVehicles[vehicleid-1][vTuningV][11] = gCars[i][carTuning][11];
gVehicles[vehicleid-1][vTuningV][12] = gCars[i][carTuning][12];
gVehicles[vehicleid-1][vTuningV][13] = gCars[i][carTuning][13];
gVehicles[vehicleid-1][vTuningV][14] = gCars[i][carTuning][14];
// }*/
if(house)
{
new vehicleid = CreateVehicle(gTransport[modelid][trModel],gHouses[houseid][houseParkX],gHouses[houseid][houseParkY],gHouses[houseid][houseParkZ],gHouses[houseid][houseParkR],gCars[i][carColor1],gCars[i][carColor2],-1);
gCars[i][carVid] = vehicleid;
UpdateVehicleDamageStatus(vehicleid,gCars[i][carDemages][0],gCars[i][carDemages][1],gCars[i][carDemages][2],gCars[i][carDemages][3]);
if(gCars[i][carHealth] < 300.0) gCars[i][carHealth] = 300.0;
SetVehicleHealthEx(vehicleid,gCars[i][carHealth]);
ToggleLock(vehicleid);
gVehicles[vehicleid-1][vFuel] = gCars[i][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[i][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[i][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[i][carOwnerid];
gVehicles[vehicleid-1][vProbability] = gCars[i][carProbability];
if(gCars[i][carTuning][0]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][0]);
if(gCars[i][carTuning][1]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][1]);
if(gCars[i][carTuning][2]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][2]);
if(gCars[i][carTuning][3]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][3]);
if(gCars[i][carTuning][4]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][4]);
if(gCars[i][carTuning][5]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][5]);
if(gCars[i][carTuning][6]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][6]);
if(gCars[i][carTuning][7]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][7]);
if(gCars[i][carTuning][8]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][8]);
if(gCars[i][carTuning][9]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][9]);
if(gCars[i][carTuning][10]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][10]);
if(gCars[i][carTuning][11]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][11]);
if(gCars[i][carTuning][12]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][12]);
if(gCars[i][carTuning][13]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][13]);
if(gCars[i][carTuning][14]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][14]);
gVehicles[vehicleid-1][vTuningV][0] = gCars[i][carTuning][0];
gVehicles[vehicleid-1][vTuningV][1] = gCars[i][carTuning][1];
gVehicles[vehicleid-1][vTuningV][2] = gCars[i][carTuning][2];
gVehicles[vehicleid-1][vTuningV][3] = gCars[i][carTuning][3];
gVehicles[vehicleid-1][vTuningV][4] = gCars[i][carTuning][4];
gVehicles[vehicleid-1][vTuningV][5] = gCars[i][carTuning][5];
gVehicles[vehicleid-1][vTuningV][6] = gCars[i][carTuning][6];
gVehicles[vehicleid-1][vTuningV][7] = gCars[i][carTuning][7];
gVehicles[vehicleid-1][vTuningV][8] = gCars[i][carTuning][8];
gVehicles[vehicleid-1][vTuningV][9] = gCars[i][carTuning][9];
gVehicles[vehicleid-1][vTuningV][10] = gCars[i][carTuning][10];
gVehicles[vehicleid-1][vTuningV][11] = gCars[i][carTuning][11];
gVehicles[vehicleid-1][vTuningV][12] = gCars[i][carTuning][12];
gVehicles[vehicleid-1][vTuningV][13] = gCars[i][carTuning][13];
gVehicles[vehicleid-1][vTuningV][14] = gCars[i][carTuning][14];
}
if(hotel)
{
new vehicleid = CreateVehicle(gTransport[modelid][trModel],gHotelPark[hotelid][room][0],gHotelPark[hotelid][room][1],gHotelPark[hotelid][room][2],gHotelPark[hotelid][room][3],gCars[i][carColor1],gCars[i][carColor2],-1);
SetVehicleZAngle(vehicleid,gHotelPark[hotelid][room][3]);
gCars[i][carVid] = vehicleid;
UpdateVehicleDamageStatus(vehicleid,gCars[i][carDemages][0],gCars[i][carDemages][1],gCars[i][carDemages][2],gCars[i][carDemages][3]);
SetVehicleHealthEx(vehicleid,gCars[i][carHealth]);
ToggleLock(vehicleid);
gVehicles[vehicleid-1][vFuel] = gCars[i][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[i][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[i][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[i][carOwnerid];
gVehicles[vehicleid-1][vX] = gHotelPark[hotelid][room][0];
gVehicles[vehicleid-1][vY] = gHotelPark[hotelid][room][1];
gVehicles[vehicleid-1][vZ] = gHotelPark[hotelid][room][2];
if(gCars[i][carTuning][0]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][0]);
if(gCars[i][carTuning][1]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][1]);
if(gCars[i][carTuning][2]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][2]);
if(gCars[i][carTuning][3]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][3]);
if(gCars[i][carTuning][4]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][4]);
if(gCars[i][carTuning][5]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][5]);
if(gCars[i][carTuning][6]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][6]);
if(gCars[i][carTuning][7]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][7]);
if(gCars[i][carTuning][8]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][8]);
if(gCars[i][carTuning][9]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][9]);
if(gCars[i][carTuning][10]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][10]);
if(gCars[i][carTuning][11]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][11]);
if(gCars[i][carTuning][12]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][12]);
if(gCars[i][carTuning][13]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][13]);
if(gCars[i][carTuning][14]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][14]);
gVehicles[vehicleid-1][vTuningV][0] = gCars[i][carTuning][0];
gVehicles[vehicleid-1][vTuningV][1] = gCars[i][carTuning][1];
gVehicles[vehicleid-1][vTuningV][2] = gCars[i][carTuning][2];
gVehicles[vehicleid-1][vTuningV][3] = gCars[i][carTuning][3];
gVehicles[vehicleid-1][vTuningV][4] = gCars[i][carTuning][4];
gVehicles[vehicleid-1][vTuningV][5] = gCars[i][carTuning][5];
gVehicles[vehicleid-1][vTuningV][6] = gCars[i][carTuning][6];
gVehicles[vehicleid-1][vTuningV][7] = gCars[i][carTuning][7];
gVehicles[vehicleid-1][vTuningV][8] = gCars[i][carTuning][8];
gVehicles[vehicleid-1][vTuningV][9] = gCars[i][carTuning][9];
gVehicles[vehicleid-1][vTuningV][10] = gCars[i][carTuning][10];
gVehicles[vehicleid-1][vTuningV][11] = gCars[i][carTuning][11];
gVehicles[vehicleid-1][vTuningV][12] = gCars[i][carTuning][12];
gVehicles[vehicleid-1][vTuningV][13] = gCars[i][carTuning][13];
gVehicles[vehicleid-1][vTuningV][14] = gCars[i][carTuning][14];
}
}
else printf("Неверная связка машины у игрока %d (машина %d не найдена)",plid,car);
}
sql_free_result(plkeys);
PHP:
new hgarageid = gHouses[houseid][houseImprove][5]-1;
PHP:
if(hgarageid >= 0)
{
new vehicleid = CreateVehicle(gTransport[modelid][trModel],garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ],garageBints[houseid][gbintR],gCars[i][carColor1],gCars[i][carColor2],-1);
// SetVehiclePos(vehicleid,x,z,y,r);
//printf("%d тачку спавним", garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ]);
gCars[i][carVid] = vehicleid;
UpdateVehicleDamageStatus(vehicleid,gCars[i][carDemages][0],gCars[i][carDemages][1],gCars[i][carDemages][2],gCars[i][carDemages][3]);
if(gCars[i][carHealth] < 300.0) gCars[i][carHealth] = 300.0;
SetVehicleHealthEx(vehicleid,gCars[i][carHealth]);
ToggleLock(vehicleid);
gVehicles[vehicleid-1][vFuel] = gCars[i][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[i][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[i][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[i][carOwnerid];
gVehicles[vehicleid-1][vProbability] = gCars[i][carProbability];
gVehicles[vehicleid-1][vX] = garageBints[vehicleid][gbintX];
gVehicles[vehicleid-1][vY] = garageBints[vehicleid][gbintY];
gVehicles[vehicleid-1][vZ] = garageBints[vehicleid][gbintZ];
if(gCars[i][carTuning][0]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][0]);
if(gCars[i][carTuning][1]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][1]);
if(gCars[i][carTuning][2]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][2]);
if(gCars[i][carTuning][3]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][3]);
if(gCars[i][carTuning][4]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][4]);
if(gCars[i][carTuning][5]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][5]);
if(gCars[i][carTuning][6]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][6]);
if(gCars[i][carTuning][7]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][7]);
if(gCars[i][carTuning][8]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][8]);
if(gCars[i][carTuning][9]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][9]);
if(gCars[i][carTuning][10]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][10]);
if(gCars[i][carTuning][11]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][11]);
if(gCars[i][carTuning][12]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][12]);
if(gCars[i][carTuning][13]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][13]);
if(gCars[i][carTuning][14]!=0) AddVehicleComponent(vehicleid, gCars[i][carTuning][14]);
gVehicles[vehicleid-1][vTuningV][0] = gCars[i][carTuning][0];
gVehicles[vehicleid-1][vTuningV][1] = gCars[i][carTuning][1];
gVehicles[vehicleid-1][vTuningV][2] = gCars[i][carTuning][2];
gVehicles[vehicleid-1][vTuningV][3] = gCars[i][carTuning][3];
gVehicles[vehicleid-1][vTuningV][4] = gCars[i][carTuning][4];
gVehicles[vehicleid-1][vTuningV][5] = gCars[i][carTuning][5];
gVehicles[vehicleid-1][vTuningV][6] = gCars[i][carTuning][6];
gVehicles[vehicleid-1][vTuningV][7] = gCars[i][carTuning][7];
gVehicles[vehicleid-1][vTuningV][8] = gCars[i][carTuning][8];
gVehicles[vehicleid-1][vTuningV][9] = gCars[i][carTuning][9];
gVehicles[vehicleid-1][vTuningV][10] = gCars[i][carTuning][10];
gVehicles[vehicleid-1][vTuningV][11] = gCars[i][carTuning][11];
gVehicles[vehicleid-1][vTuningV][12] = gCars[i][carTuning][12];
gVehicles[vehicleid-1][vTuningV][13] = gCars[i][carTuning][13];
gVehicles[vehicleid-1][vTuningV][14] = gCars[i][carTuning][14];
}
PHP:
new vehicleid = CreateVehicle(gTransport[modelid][trModel],garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ],garageBints[houseid][gbintR],gCars[i][carColor1],gCars[i][carColor2],-1);
PHP:
if(houseid >= 0)
{
if(hgarageid >= 0)
{
new vehicleid = CreateVehicle(gTransport[modelid][trModel],garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ],garageBints[houseid][gbintR],gCars[slot][carColor1],gCars[slot][carColor2],-1);
SetVehiclePos(vehicleid,garageBints[houseid][gbintX],garageBints[houseid][gbintY],garageBints[houseid][gbintZ]);
SetPlayerVirtualWorld(playerid,0);
gCars[slot][carVid] = vehicleid;
gVehicles[vehicleid-1][vLock] = 1;
gVehicles[vehicleid-1][vFuel] = gCars[slot][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[slot][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[slot][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[slot][carOwnerid];
gVehicles[vehicleid-1][vX] = 1781.5200195313;
gVehicles[vehicleid-1][vY] = -1910.6600341797;
gVehicles[vehicleid-1][vZ] = 498.07699584961;
gVehicles[vehicleid-1][vProbability] = 0;
}
else
{
new vehicleid = CreateVehicle(gTransport[modelid][trModel],gHouses[houseid][houseParkX],gHouses[houseid][houseParkY],gHouses[houseid][houseParkZ],gHouses[houseid][houseParkR],gCars[slot][carColor1],gCars[slot][carColor2],-1);
gCars[slot][carVid] = vehicleid;
gVehicles[vehicleid-1][vLock] = 1;
gVehicles[vehicleid-1][vFuel] = gCars[slot][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[slot][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[slot][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[slot][carOwnerid];
gVehicles[vehicleid-1][vX] = gHouses[houseid][houseParkX];
gVehicles[vehicleid-1][vY] = gHouses[houseid][houseParkY];
gVehicles[vehicleid-1][vZ] = gHouses[houseid][houseParkZ];
gVehicles[vehicleid-1][vProbability] = 0;
}
}
if(hotelid >= 0)
{
new room = pData[playerid][pHotelRoom];
new vehicleid = CreateVehicle(gTransport[modelid][trModel],gHotelPark[hotelid][room][0],gHotelPark[hotelid][room][1],gHotelPark[hotelid][room][2],gHotelPark[hotelid][room][3],gCars[slot][carColor1],gCars[slot][carColor2],-1);
SetVehicleZAngle(vehicleid,gHotelPark[hotelid][room][3]);
gCars[slot][carVid] = vehicleid;
gVehicles[vehicleid-1][vLock] = 1;
gVehicles[vehicleid-1][vFuel] = gCars[slot][carFuel];
gVehicles[vehicleid-1][vDrived] = gCars[slot][carDrived];
gVehicles[vehicleid-1][vHealth] = gCars[slot][carHealth];
gVehicles[vehicleid-1][vOwnerid] = gCars[slot][carOwnerid];
gVehicles[vehicleid-1][vX] = gHotelPark[hotelid][room][0];
gVehicles[vehicleid-1][vY] = gHotelPark[hotelid][room][1];
gVehicles[vehicleid-1][vZ] = gHotelPark[hotelid][room][2];
gVehicles[vehicleid-1][vProbability] = 0;
}
