ublic OnPasswordResponse(playerid)
{
new num_fields,num_rows;
cache_get_data(num_rows,num_fields,dbhandle);
if(num_rows==1)
{
LoadPrivatCars(playerid);
SpielerLaden(playerid);
StopAudioStreamForPlayer(playerid);
HideLoginMenu(playerid);
UpdateReportTD();
switch (sInfo[playerid][SpawnType])
{
case 0:
{
SetSpawnInfo(playerid, 0, sInfo[playerid][SkinID], 1093.9182,-1987.8860,69.0609,226.516, 0, 0, 0, 0, 0, 0 );
SpawnPlayer(playerid);
}
case 1:
{
new Float:FPosX,Float:FPosY,Float:FPosZ,Float:FPosRT,int,vir;
new num_fields2,num_rows2;
if(!num_rows2)return 1;
for(new i=0; i<num_rows2; i++)
{
cache_get_data(num_rows2,num_fields2,dbhandle);
FPosX = cache_get_field_content_float(i,"SpawnX",dbhandle);
FPosY = cache_get_field_content_float(i,"SpawnY",dbhandle);
FPosZ = cache_get_field_content_float(i,"SpawnZ",dbhandle);
FPosRT = cache_get_field_content_float(i,"SpawnRT",dbhandle);
int = cache_get_field_content_int(i,"SpawnInt",dbhandle);
vir = cache_get_field_content_int(i,"SpawnVir",dbhandle);
SetSpawnInfo(playerid, 0, sInfo[playerid][SkinID], FPosX,FPosY,FPosZ,FPosRT, 0, 0, 0, 0, 0, 0 );
SetPlayerInterior(playerid,int);
SetPlayerVirtualWorld(playerid,vir);
SpawnPlayer(playerid);
}
}
case 2:
{
//HausSpawn
}
case 3:
{
//Letzter Standort
}
}
//Hier gehts eig. weiter, hat aber nix mehr mit der Funktion zu tun.
}