Hey,
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/* Garagesystem */
enum garagenEnum{
g_id,
Text3D:g_text,
Float:g_x,
Float:g_y,
Float:g_z,
Float:g_a,
g_sorte,
g_interior,
g_besitzer,
g_lock,
g_preis
}
new gInfo[100][garagenEnum];
/* Garage-Interioirs */
enum garEnum{
Float:int_x,
Float:int_y,
Float:int_z,
Float:int_a,
int_interior
}
new garageInfo[][garEnum] = {
{1412.639892,-1.787510,1000.924377, 0.0, 1}
};
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[/hide]
ocmd:garage(playerid,params[])
{
//Garage Enter/Exit
for(new i=0; i<sizeof(gInfo); i++)
{
if(gInfo[i][g_besitzer] == 0)
{
if(!gInfo[i][g_id])continue;
if(!IsPlayerInRangeOfPoint(playerid,1,gInfo[i][g_x],gInfo[i][g_y],gInfo[i][g_z]))continue;
new string[128];
format(string,sizeof(string),"{FFFFFF}Diese Garage steht für %i$ zum Verkauf, willst du diese erwerben?",gInfo[i][g_preis]);
ShowPlayerDialog(playerid,DIALOG_HAUSKAUFEN,DIALOG_STYLE_MSGBOX,"{FFFFFF}Hausverwaltung San Andreas",string,"{FFFFFF}Kaufen","{FFFFFF}Abbrechen");
ClearAnimations(playerid);
}
else
{
new vID=GetPlayerVehicleID(playerid);
if(IsPlayerInRangeOfPoint(playerid,3,gInfo[i][g_x],gInfo[i][g_y],gInfo[i][g_z]))
{
if(gInfo[i][g_lock] == 0)
{
if(!gInfo[i][g_id]) continue;
SetPlayerPosEx(playerid,garageInfo[gInfo[i][g_sorte]][int_x],garageInfo[gInfo[i][g_sorte]][int_y],garageInfo[gInfo[i][g_sorte]][int_z],garageInfo[gInfo[i][g_sorte]][int_a]);
SetPlayerInterior(playerid,garageInfo[gInfo[i][g_sorte]][int_interior]);
SetPlayerVirtualWorld(playerid, i);
SetVehicleZAngle(vID,garageInfo[gInfo[i][g_sorte]][int_a]);
SetVehicleVirtualWorld(vID, i);
LinkVehicleToInterior(vID, garageInfo[gInfo[i][g_sorte]][int_interior]);
new carid = GetPlayerVehicleID(playerid);
new seat = GetPlayerVehicleSeat(playerid);
PutPlayerInVehicle(playerid, carid, seat);
}
else
{
GameTextForPlayer(playerid, "~r~Abgeschlossen", 1000, 4);
ClearAnimations(playerid);
}
}
if(IsPlayerInRangeOfPoint(playerid,10,gInfo[i][g_x],gInfo[i][g_y],gInfo[i][g_z]))
{
nahegarage(playerid);// Checkpoint
}
if(IsPlayerInRangeOfPoint(playerid,3,garageInfo[gInfo[i][g_sorte]][int_x],garageInfo[gInfo[i][g_sorte]][int_y],garageInfo[gInfo[i][g_sorte]][int_z]))
{
if(gInfo[i][g_lock] == 0)
{
if(GetPlayerVirtualWorld(playerid)!=i) continue;
SetPlayerPosEx(playerid,gInfo[i][g_x], gInfo[i][g_y], gInfo[i][g_z], gInfo[i][g_a]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
SetVehiclePos(vID,gInfo[i][g_x], gInfo[i][g_y], gInfo[i][g_z]);
SetVehicleZAngle(vID,gInfo[i][g_a]);
SetVehicleVirtualWorld(vID, 0);
LinkVehicleToInterior(vID, 0);
new carid = GetPlayerVehicleID(playerid);
new seat = GetPlayerVehicleSeat(playerid);
PutPlayerInVehicle(playerid, carid, seat);
}
else
{
GameTextForPlayer(playerid, "~r~Abgeschlossen", 1000, 4);
ClearAnimations(playerid);
}
}
}
}
return 1;
}
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Korrekt. Ich komme dahin wo ich hinkommen sollte wenn ich rauskomme.