House_Exit(playerid, HouseID)
{
// Set the player in the normal world again
SetPlayerVirtualWorld(playerid, 0);
SetPlayerInterior(playerid, 0);
// Set the position of the player at the entrance of his house
SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
// Also clear the tracking-variable to track in which house the player is
APlayerData[playerid][CurrentHouse] = 0;
// Check if there is a timer-value set for exiting the house (this timer freezes the player while the environment is being loaded)
if (ExitHouseTimer > 0)
{
// Don\'t allow the player to fall
TogglePlayerControllable(playerid, 0);
// Let the player know he\'s frozen for 5 seconds
GameTextForPlayer(playerid, TXT_ExitHouseReloadEnv, ExitHouseTimer, 4);
// Start a timer that will allow the player to fall again when the environment has loaded
SetTimerEx(\"House_ExitTimer\", ExitHouseTimer, false, \"ii\", playerid, HouseID);
}
return 1;
}
forward House_ExitTimer(playerid, HouseID);
public House_ExitTimer(playerid, HouseID)
{
// Allow the player to move again (environment should have been loaded now)
TogglePlayerControllable(playerid, 1);
// Respawn the player\'s vehicles near the house (only the vehicles that belong to this house)
for (new CarSlot; CarSlot < 10; CarSlot++)
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
SetVehicleToRespawn(AHouseData[HouseID][VehicleIDs][CarSlot]);
return 1;
}
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