Also wenn man manuell die Waffe mit /dgun fallen lässt und danach mit /pgun die Waffe aufnimmt, wird sie nicht angezeigt <.<
Doch wenn man stirbt oder schon die Waffen auf dem Boden sind, und dann sie aufnimmt werden sie angezeigt :§
Wie kann ich das machen das wenn man manuell die Waffe fallen lässt das die Waffe angezeigt wird ?
'
#define FILTERSCRIPT
#include <a_samp>
// Configs:
#define MAX_OBJ 50 // Limit
#define SAVING // Uncomment this line if you want to save dropped guns to restore them after FS restarts
// -----------------------------------------------------------------------------
enum dGunEnum
{
Float:ObjPos[3],
ObjID,
ObjData[2]
};
new dGunData[MAX_OBJ][dGunEnum];
// -----------------------------------------------------------------------------
new GunNames[48][] = {
"Nothink", "Brass Knuckles", "Golf Club", "Nitestick", "Knife", "Baseball Bat",
"Showel", "Pool Cue", "Katana", "Chainsaw", "Purple Dildo", "Small White Dildo",
"Long White Dildo", "Vibrator", "Flowers", "Cane", "Grenade", "Tear Gas", "Molotov",
"Vehicle Missile", "Hydra Flare", "Jetpack", "Glock", "Silenced Colt", "Desert Eagle",
"Shotgun", "Sawn Off", "Combat Shotgun", "Micro UZI", "MP5", "AK47", "M4", "Tec9",
"Rifle", "Sniper Rifle", "Rocket Launcher", "HS Rocket Launcher", "Flamethrower", "Minigun",
"Satchel Charge", "Detonator", "Spraycan", "Fire Extinguisher", "Camera", "Nightvision",
"Infrared Vision", "Parachute", "Fake Pistol"
};
// -----------------------------------------------------------------------------
new GunObjects[47] = {
0,331,333,334,335,336,337,338,339,341,321,322,323,324,325,326,342,343,344,
0,0,0,346,347,348,349,350,351,352,353,355,356,372,357,358,359,360,361,362,
363,364,365,366,367,368,368,371
};
// -----------------------------------------------------------------------------
public OnFilterScriptInit()
{
for(new n = 0; n < MAX_OBJ; n++) dGunData[n][ObjID] = -1;
#if defined SAVING
new File:file = fopen("DroppedGuns.ini", io_read);
if(file)
{
new buffer[256], FileCoords[5][20];
for(new g = 0; g < MAX_OBJ; g++)
{
fread(file, buffer);
split(buffer, FileCoords, ',');
dGunData[g][ObjPos][0] = floatstr(FileCoords[0]);
dGunData[g][ObjPos][1] = floatstr(FileCoords[1]);
dGunData[g][ObjPos][2] = floatstr(FileCoords[2]);
dGunData[g][ObjData][0] = strval(FileCoords[3]);
dGunData[g][ObjData][1] = strval(FileCoords[4]);
if(dGunData[g][ObjData][0] > 0 && dGunData[g][ObjData][1] != 0 && dGunData[g][ObjPos][0] != 0)
{
dGunData[g][ObjID] = CreateObject(GunObjects[dGunData[g][ObjData][0]], dGunData[g][ObjPos][0], dGunData[g][ObjPos][1], dGunData[g][ObjPos][2]-1, 93.7, 120.0, 120.0);
printf("* %s loaded: %f,%f,%f", GunNames[dGunData[g][ObjData][0]], dGunData[g][ObjPos][0], dGunData[g][ObjPos][1], dGunData[g][ObjPos][2]-1);
}
}
}
else print("ERROR: Fehler beim Öffnen von \"DroppedGuns.ini\"");
#endif
return 1;
}
// -----------------------------------------------------------------------------
public OnFilterScriptExit()
{
#if defined SAVING // Çàêëàäêà
new File:file = fopen("DroppedGuns.ini", io_append);
if(file)
{
fclose(file);
for(new g = 0, buffer[50]; g < MAX_OBJ; g++)
{
format(buffer, sizeof(buffer), "%f,%f,%f,%d,%d\n",
dGunData[g][ObjPos][0],
dGunData[g][ObjPos][1],
dGunData[g][ObjPos][2],
dGunData[g][ObjData][0],
dGunData[g][ObjData][1]);
if(g == 0) file = fopen("DroppedGuns.ini", io_write);
else file = fopen("DroppedGuns.ini", io_append);
fwrite(file, buffer);
fclose(file);
if(dGunData[g][ObjData][0] > 0 && dGunData[g][ObjPos][1] != 0)
{
DestroyObject(dGunData[g][ObjID]);
printf("* %s saved: %f,%f,%f", GunNames[dGunData[g][ObjData][0]], dGunData[g][ObjPos][0], dGunData[g][ObjPos][1], dGunData[g][ObjPos][2]-1);
}
}
}
else print("ERROR: Fehler beim Öffnen von \"DroppedGuns.ini\"");
#endif
return 1;
}
// -----------------------------------------------------------------------------
public OnPlayerCommandText(playerid, cmdtext[])
{
if(strcmp(cmdtext, "/dropgun", true) == 0
|| strcmp(cmdtext, "/dgun", true) == 0)
{
if(GetPlayerState(playerid) != PLAYER_STATE_ONFOOT) return 1;
new GunID = GetPlayerWeapon(playerid);
new GunAmmo = GetPlayerAmmo(playerid);
if(GunID > 0 && GunAmmo != 0)
{
new f = MAX_OBJ+1;
for(new a = 0; a < MAX_OBJ; a++)
{
if(dGunData[a][ObjPos][0] == 0.0)
{
f = a;
break;
}
}
if(f > MAX_OBJ) return SendClientMessage(playerid, 0x33AA3300, "Sie können nicht in diesem Moment Waffen werfen, versuchen Sie es später!");
RemovePlayerWeapon(playerid, GunID);
dGunData[f][ObjData][0] = GunID;
dGunData[f][ObjData][1] = GunAmmo;
GetPlayerPos(playerid, dGunData[f][ObjPos][0], dGunData[f][ObjPos][1], dGunData[f][ObjPos][2]);
dGunData[f][ObjID] = CreateObject(GunObjects[GunID], dGunData[f][ObjPos][0], dGunData[f][ObjPos][1], dGunData[f][ObjPos][2]-1, 93.7, 120.0, 120.0);
new buffer[50];
format(buffer, sizeof(buffer), "Sie warfen %s", GunNames[dGunData[f][ObjData][0]]);
SendClientMessage(playerid, 0x33AA3300, buffer);
}
return 1;
}
if(strcmp(cmdtext, "/pickupgun", true) == 0
|| strcmp(cmdtext, "/pgun", true) == 0)
{
if(GetPlayerState(playerid) != PLAYER_STATE_ONFOOT) return 1;
new f = MAX_OBJ+1;
for(new a = 0; a < MAX_OBJ; a++)
{
if(IsPlayerInRangeOfPoint(playerid, 5.0, dGunData[a][ObjPos][0], dGunData[a][ObjPos][1], dGunData[a][ObjPos][2]))
{
f = a;
break;
}
}
if(f > MAX_OBJ) return SendClientMessage(playerid, 0x33AA3300, "Sie sind nicht in der Nähe der Waffe, die Sie aufheben möchten!");
DestroyObject(dGunData[f][ObjID]);
GivePlayerWeapon(playerid, dGunData[f][ObjData][0], dGunData[f][ObjData][1]);
dGunData[f][ObjPos][0] = 0.0;
dGunData[f][ObjPos][1] = 0.0;
dGunData[f][ObjPos][2] = 0.0;
dGunData[f][ObjID] = -1;
dGunData[f][ObjData][0] = 0;
dGunData[f][ObjData][1] = 0;
new buffer[50];
format(buffer, sizeof(buffer), "Sie hoben %s", GunNames[dGunData[f][ObjData][0]]);
SendClientMessage(playerid, 0x33AA3300, buffer);
return 1;
}
return 0;
}
// -----------------------------------------------------------------------------
public OnPlayerDeath(playerid, killerid, reason)
{
new Float:pPosX, Float:pPosY, Float:pPosZ;
GetPlayerPos(playerid, pPosX, pPosY, pPosZ);
for(new i_slot = 0, gun, ammo; i_slot != 12; i_slot++)
{
GetPlayerWeaponData(playerid, i_slot, gun, ammo);
if(gun != 0 && ammo != 0) CreateDroppedGun(gun, ammo, pPosX+random(2)-random(2), pPosY+random(2)-random(2), pPosZ);
}
return 1;
}
stock CreateDroppedGun(GunID, GunAmmo, Float:gPosX, Float:gPosY, Float:gPosZ)
{
new f = MAX_OBJ+1;
for(new a = 0; a < MAX_OBJ; a++)
{
if(dGunData[a][ObjPos][0] == 0.0)
{
f = a;
break;
}
}
if(f > MAX_OBJ) return;
dGunData[f][ObjData][0] = GunID;
dGunData[f][ObjData][1] = GunAmmo;
dGunData[f][ObjPos][0] = gPosX;
dGunData[f][ObjPos][1] = gPosY;
dGunData[f][ObjPos][2] = gPosZ;
dGunData[f][ObjID] = CreateObject(GunObjects[GunID], dGunData[f][ObjPos][0], dGunData[f][ObjPos][1], dGunData[f][ObjPos][2]-1, 93.7, 120.0, random(360));
return;
}
// -----------------------------------------------------------------------------
stock RemovePlayerWeapon(playerid, weaponid)
{ // Not mine :3
new plyWeapons[12] = 0;
new plyAmmo[12] = 0;
for(new sslot = 0; sslot != 12; sslot++)
{
new wep, ammo;
GetPlayerWeaponData(playerid, sslot, wep, ammo);
if(wep != weaponid && ammo != 0) GetPlayerWeaponData(playerid, sslot, plyWeapons[sslot], plyAmmo[sslot]);
}
ResetPlayerWeapons(playerid);
for(new sslot = 0; sslot != 12; sslot++) if(plyAmmo[sslot] != 0) GivePlayerWeapon(playerid, plyWeapons[sslot], plyAmmo[sslot]);
return 1;
}
stock split(const strsrc[], strdest[][], delimiter)
{ // Not mine :3
new i, li;
new aNum;
new len;
while(i <= strlen(strsrc))
{
if(strsrc[i]==delimiter || i==strlen(strsrc))
{
len = strmid(strdest[aNum], strsrc, li, i, 128);
strdest[aNum][len] = 0;
li = i+1;
aNum++;
}
i++;
}
return 1;
}