Debugge es erst mal, was wird geprintet?
stock FahrzeugTunen(vehicle)
{
printf("FahrzeugTunen(%d)", vehicle);
if(vehicle==INVALID_VEHICLE_ID||vehicle==0)return 1;
new vehicleid=vehicle;
for(new j=1;j<MAX_AUTOS;j++)
{
printf("%d == %d -> j = %d", PlayerAuto[j][id_x], vehicle, j);
if(PlayerAuto[j][id_x]==vehicle)
{
printf("j ist PlayerAuto");
if(PlayerAuto[j][vmod0]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod0]);}
if(PlayerAuto[j][vmod1]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod1]);}
if(PlayerAuto[j][vmod2]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod2]);}
if(PlayerAuto[j][vmod3]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod3]);}
if(PlayerAuto[j][vmod4]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod4]);}
if(PlayerAuto[j][vmod5]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod5]);}
if(PlayerAuto[j][vmod6]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod6]);}
if(PlayerAuto[j][vmod7]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod7]);}
if(PlayerAuto[j][vmod8]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod8]);}
if(PlayerAuto[j][vmod9]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod9]);}
if(PlayerAuto[j][vmod10]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod10]);}
if(PlayerAuto[j][vmod11]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod11]);}
if(PlayerAuto[j][vmod12]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod12]);}
if(PlayerAuto[j][vmod13]){AddVehicleComponent(vehicle,PlayerAuto[j][vmod13]);}
if(PlayerAuto[j][paintjob]!=-1){ChangeVehiclePaintjob(vehicle,PlayerAuto[j][paintjob]);}
if(neon_1[vehicleid]==0&&PlayerAuto[j][neon]!=0&&neonan[vehicleid]==1)
{
new Float:xc,Float:yc,Float:zc;
GetVehiclePos(vehicleid,xc,yc,zc);
neon_1[vehicleid]=CreateDynamicObject(PlayerAuto[j][neon],xc,yc,zc,0,0,0);
AttachDynamicObjectToVehicle(neon_1[vehicleid], vehicleid, -0.8, 0.0, -0.5, 0.0, 0.0, 0.0);
}
if(neon_2[vehicleid]==0&&PlayerAuto[j][neon]!=0&&neonan[vehicleid]==1)
{
new Float:xc,Float:yc,Float:zc;
GetVehiclePos(vehicleid,xc,yc,zc);
neon_2[vehicleid]=CreateDynamicObject(PlayerAuto[j][neon],xc,yc,zc,0,0,0);
AttachDynamicObjectToVehicle(neon_2[vehicleid], vehicleid, 0.8, 0.0, -0.5, 0.0, 0.0, 0.0);
}
printf("Tunen beendet");
return 1;
}
if(FraktAuto[j][id_x]==vehicle)
{
printf("j ist FraktAuto");
if(FraktAuto[j][vmod0]){AddVehicleComponent(vehicle,FraktAuto[j][vmod0]);}
if(FraktAuto[j][vmod1]){AddVehicleComponent(vehicle,FraktAuto[j][vmod1]);}
if(FraktAuto[j][vmod2]){AddVehicleComponent(vehicle,FraktAuto[j][vmod2]);}
if(FraktAuto[j][vmod3]){AddVehicleComponent(vehicle,FraktAuto[j][vmod3]);}
if(FraktAuto[j][vmod4]){AddVehicleComponent(vehicle,FraktAuto[j][vmod4]);}
if(FraktAuto[j][vmod5]){AddVehicleComponent(vehicle,FraktAuto[j][vmod5]);}
if(FraktAuto[j][vmod6]){AddVehicleComponent(vehicle,FraktAuto[j][vmod6]);}
if(FraktAuto[j][vmod7]){AddVehicleComponent(vehicle,FraktAuto[j][vmod7]);}
if(FraktAuto[j][vmod8]){AddVehicleComponent(vehicle,FraktAuto[j][vmod8]);}
if(FraktAuto[j][vmod9]){AddVehicleComponent(vehicle,FraktAuto[j][vmod9]);}
if(FraktAuto[j][vmod10]){AddVehicleComponent(vehicle,FraktAuto[j][vmod10]);}
if(FraktAuto[j][vmod11]){AddVehicleComponent(vehicle,FraktAuto[j][vmod11]);}
if(FraktAuto[j][vmod12]){AddVehicleComponent(vehicle,FraktAuto[j][vmod12]);}
if(FraktAuto[j][vmod13]){AddVehicleComponent(vehicle,FraktAuto[j][vmod13]);}
if(FraktAuto[j][paintjob]!=-1){ChangeVehiclePaintjob(vehicle,FraktAuto[j][paintjob]);}
if(neon_1[vehicleid]==0&&FraktAuto[j][neon]!=0&&neonan[vehicleid]==1)
{
new Float:xc,Float:yc,Float:zc;
GetVehiclePos(vehicleid,xc,yc,zc);
neon_1[vehicleid]=CreateDynamicObject(FraktAuto[j][neon],xc,yc,zc,0,0,0);
AttachDynamicObjectToVehicle(neon_1[vehicleid], vehicleid, -0.8, 0.0, -0.5, 0.0, 0.0, 0.0);
}
if(neon_2[vehicleid]==0&&FraktAuto[j][neon]!=0&&neonan[vehicleid]==1)
{
new Float:xc,Float:yc,Float:zc;
GetVehiclePos(vehicleid,xc,yc,zc);
neon_2[vehicleid]=CreateDynamicObject(FraktAuto[j][neon],xc,yc,zc,0,0,0);
AttachDynamicObjectToVehicle(neon_2[vehicleid], vehicleid, 0.8, 0.0, -0.5, 0.0, 0.0, 0.0);
}
printf("Tunen beendet");
return 1;
}
}
return 1;
}