new bool:spawned[MAX_PLAYERS];public OnPlayerConnect(playerid){spawned[playerid] = 0return 1;}public OnPlayerCommandPerformed(playerid, cmdtext[], success){if(success){ if(spawned[playerid] == 0} { SendClientMessage(playerid, SZIN, \"Belépés nélkül nem használhatsz parancsot!\"); return 0; } else{ return 1;}}else{ SendClientMessage(playerid, SZIN, \"Nincs ilyen parancs!\");}return 1;{
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(124) : warning 213: tag mismatchD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(617) : warning 213: tag mismatchD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1585) : warning 213: tag mismatchD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1585) : error 001: expected token: \")\", but found \"}\"D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1585) : error 029: invalid expression, assumed zeroD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1590) : warning 225: unreachable codeD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1590) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1590) : error 029: invalid expression, assumed zeroD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1599) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1600) : warning 225: unreachable codeD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1600) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1601) : error 030: compound statement not closed at the end of file (started at line 1601)Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase 4 Errors.
new bool:spawned[MAX_PLAYERS];public OnPlayerConnect(playerid){spawned[playerid] = 0;return 1;}public OnPlayerCommandPerformed(playerid, cmdtext[], success){if(success){ if(spawned[playerid] == 0} { SendClientMessage(playerid, SZIN, \"Belépés nélkül nem használhatsz parancsot!\"); return 0; } else{ return 1;}}else{ SendClientMessage(playerid, SZIN, \"Nincs ilyen parancs!\");}return 1;{
new bool:spawned[MAX_PLAYERS];public OnPlayerConnect(playerid){spawned[playerid] = 0;return 1;}public OnPlayerCommandPerformed(playerid, cmdtext[], success){if(success){ if(spawned[playerid] == 0} { SendClientMessage(playerid, SZIN, \"Belépés nélkül nem használhatsz parancsot!\"); return 0; } else{ return 1;}}else{ SendClientMessage(playerid, SZIN, \"Nincs ilyen parancs!\");}return 1;{ Lemaradt egy ;.Nem tudom, nem értek a modhoz. [/quote]Nem felejtettél el valamit?public OnPlayerSpawn(playerid){ spawned[playerid] = true; return 1;} Naplózva
public OnPlayerSpawn(playerid){ spawned[playerid] = true; return 1;}
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(190) : warning 213: tag mismatchD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1587) : warning 213: tag mismatchD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1587) : error 001: expected token: \")\", but found \"}\"D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1587) : error 029: invalid expression, assumed zeroD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1592) : warning 225: unreachable codeD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1592) : error 029: invalid expression, assumed zeroD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\gamemodes\\PPC_Trucking.pwn(1593) : warning 217: loose indentationPawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase 3 Errors.
public OnPlayerCommandPerformed(playerid, cmdtext[], success){ if(success) { if(spawned[playerid] == 0} { SendClientMessage(playerid, 0xFFFFFFF, \"Belépés nélkül nem használhatsz parancsot!\"); return 0; } else { return 1; } } else { SendClientMessage(playerid, 0xFFFFFFF, \"Nincs ilyen parancs!\"); } return 1;}
new bool:spawned[MAX_PLAYERS];public OnPlayerConnect(playerid) { spawned[playerid] = false; return 1; }public OnPlayerSpawn(playerid) {if(spawned[playerid] == false) spawned[playerid] = true;return 1;}public OnPlayerCommandPerformed(playerid, cmdtext[], success) {if(success) {if(spawned[playerid] == false) return SendClientMessage(playerid, 0xFFFFFFF, \"Belépés nélkül nem használhatsz parancsot!\");else return 1;} else { SendClientMessage(playerid, 0xFFFFFFF, \"Nincs ilyen parancs!\"); }return 0;}
// Make sure you don\'t get warnings about tabsize#pragma tabsize 0// ********************************************************************************************************************// Set default gamemode name// ********************************************************************************************************************#define GameModeName \"[HUN]kamion\"// ********************************************************************************************************************// ******************************************************************************************************************** // Include default files#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Include functions for this gamemode#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Include all define-statements and custom-type declarations and the arrays which use them// These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays// Also include the defined loads (for truckers, military, mafia, ...) and locations arrays// The main function (used only once when the server loads)// This callback gets called when the server initializes the gamemodepublic OnGameModeInit(){new HostCommand[128];// Change the hostnameformat(HostCommand, 128, \"hostname %s\", GameModeName);SetGameModeText(\"kamion\"); SendRconCommand(\"mapname kamion\"); GameModeInit_VehiclesPickups(); // Add all static vehicles and pickups when the server starts that are required (also load the houses)GameModeInit_Classes(); // Add character models to the class-selection (without weapons)Convoys_Init(); // Setup textdraws and default data for convoysShowPlayerMarkers(1); // Show players on the entire map (and on the radar)ShowNameTags(1); // Show player names (and health) above their headManualVehicleEngineAndLights(); // Let the server control the vehicle\'s engine and lightsEnableStuntBonusForAll(0); // Disable stunt bonus for all playersDisableInteriorEnterExits(); // Removes all building-entrances in the gameUsePlayerPedAnims(); // Use CJ\'s walking animation // Start the timer that will show timed messages every 2 minutesSetTimer(\"Timer_TimedMessages\", 1000 * 60 * 2, true);// Start the timer that will show a random bonus mission for truckers every 5 minutesSetTimer(\"ShowRandomBonusMission\", 1000 * 60 * 5, true);// Start the timer that checks the toll-gatesSetTimer(\"Toll\", 1000, true);// Fix the bugged houses (after fixing the houses, you can remove this line, as it\'s not needed anymore)FixHouses();return 1;}// This callback gets called when a player connects to the serverpublic OnPlayerConnect(playerid){// Always allow NPC\'s to login without password or accountif (IsPlayerNPC(playerid))return 1;// Setup local variablesnew Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepointsSetPVarInt(playerid, \"PVarMoney\", 0);SetPVarInt(playerid, \"PVarScore\", 0);// Get the playernameGetPlayerName(playerid, Name, sizeof(Name));// Also store this name for the playerGetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);// Send a message to all players to let them know somebody else joined the serverformat(NewPlayerMsg, 128, \"\'{FFFF00}%s{0000FF}\' (id: {FFFF00}%i{0000FF}) Feljött a szerverre\", Name, playerid);SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);// Try to load the player\'s datafile (\"PlayerFile_Load\" returns \"1\" is the file has been read, \"0\" when the file cannot be read)if (PlayerFile_Load(playerid) == 1){// Check if the player is still bannedif (APlayerData[playerid][banTime] < gettime()) // Player ban-time is passed ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT,\"Üdvözöllek\", \"Írd be a jelszavad\", \"Belépés\", \"vissza\");else // Player is still banned{ ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds Kick(playerid); // Kick the player}}elseShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, \"Üdvözöllek\", \"Kérem regisztráljon és add meg a jelszavad\",\"Registráció\", \"vissza\");// The houses have been loaded but not the cars, so load all vehicles assigned to the player\'s housesfor (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++){ // Get the HouseID from this slot HouseID = APlayerData[playerid][Houses][HouseSlot]; // Check if there is a house in this slotif (HouseID != 0) HouseFile_Load(HouseID, true); // Load the cars of the house}// Speedometer setupSpeedometer_Setup(playerid);// MissionText TextDraw setupAPlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, \" \"); // Setup the missiontext at the bottom of the screenTextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the centerTextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a boxTextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext// Display a message if the player hasn\'t accepted the rules yetif (APlayerData[playerid][RulesRead] == false) SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}olvasd el a szabályokat {FFFF00}/rules{FF0000}\");return 1;} // This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)ShowRemainingBanTime(playerid){// Setup local variablesnew TotalBanTime, Days, Hours, Minutes, Msg[128];// Get the total ban-timeTotalBanTime = APlayerData[playerid][banTime] - gettime();// Calculate daysif (TotalBanTime >= 86400){Days = TotalBanTime / 86400;TotalBanTime = TotalBanTime - (Days * 86400);}// Calculate hoursif (TotalBanTime >= 3600){Hours = TotalBanTime / 3600;TotalBanTime = TotalBanTime - (Hours * 3600);}// Calculate minutesif (TotalBanTime >= 60){Minutes = TotalBanTime / 60;TotalBanTime = TotalBanTime - (Minutes * 60);}// Display the remaining ban-time for this playerSendClientMessage(playerid, 0xFFFFFFFF, \"Bannolva Lettél\");format(Msg, 128, \"Ennyi idõre:, Nap:, Óra:, Perc:\");SendClientMessage(playerid, 0xFFFFFFFF, Msg);} // This callback gets called when a player disconnects from the serverpublic OnPlayerDisconnect(playerid, reason){// Always allow NPC\'s to logout without password or accountif (IsPlayerNPC(playerid))return 1;// Setup local variablesnew Name[24], Msg[128], HouseID;// Get the playernameGetPlayerName(playerid, Name, sizeof(Name));// Stop spectate mode for all players who are spectating this playerfor (new i; i < MAX_PLAYERS; i++) if (IsPlayerConnected(i)) // Check if the player is connected if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody if (APlayerData[spectateID] == playerid) // Check if this player is spectating me { TogglePlayerSpectating(i, 0); // Turn off spectate-mode APlayerData[spectateID] = INVALID_PLAYER_ID; APlayerData[spectateType] = ADMIN_SPEC_TYPE_NONE; SendClientMessage(i, 0xFFFFFFFF, \"{FF0000}Target player has logged off, ending spectate mode\"); }// Send a message to all players to let them know somebody else joined the serverformat(Msg, 128, \"\'{FFFF00}%s{0000FF}\' (id: {FFFF00}%i{0000FF}) Megunta a játékot\", Name, playerid);SendClientMessageToAll(0xFFFFFFFF, Msg);// If the player entered a proper password (the player has an account)if (strlen(APlayerData[playerid][PlayerPassword]) != 0){ // Save the player data and his housesPlayerFile_Save(playerid);}// Stop any job that may have started (this also clears all mission data)switch (APlayerData[playerid][PlayerClass]){case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker jobcase ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver jobcase ClassKukasDriver: KukasDriver_EndJob(playerid); // Stop any busdriver jobcase ClassVonatDriver: VonatDriver_EndJob(playerid); // Stop any busdriver jobcase ClassPilot: Pilot_EndJob(playerid); // Stop any pilot jobcase ClassPolice: Police_EndJob(playerid); // Stop any police jobcase ClassMafia: Mafia_EndJob(playerid); // Stop any mafia jobcase ClassDumper: Dumper_EndJob(playerid); // Stop any mafia jobcase ClassAssistance: Assistance_EndJob(playerid);case ClassRoadWorker: Roadworker_EndJob(playerid);}// If the player is part of a convoy, kick him from itConvoy_Leave(playerid);// Unload all the player\'s house-vehicles to make room for other player\'s vehiclesfor (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++){ // Get the HouseID from this slot HouseID = APlayerData[playerid][Houses][HouseSlot]; // Check if there is a house in this slotif (HouseID != 0){ // Unload the cars of the house House_RemoveVehicles(HouseID); // Set the house so it cannot be entered by anyone (close the house) AHouseData[HouseID][HouseOpened] = false;}}// Clear the data in the APlayerData array to make sure the next player with the same id doesn\'t hold wrong dataAPlayerData[playerid][spectateID] = -1;APlayerData[playerid][spectateVehicle] = -1;APlayerData[playerid][spectateType] = ADMIN_SPEC_TYPE_NONE;APlayerData[playerid][LoggedIn] = false;APlayerData[playerid][AssistanceNeeded] = false;APlayerData[playerid][PlayerPassword] = 0;APlayerData[playerid][PlayerLevel] = 0;APlayerData[playerid][PlayerJailed] = 0;APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimerAPlayerData[playerid][bans] = 0;APlayerData[playerid][banTime] = 0;APlayerData[playerid][Muted] = false;APlayerData[playerid][RulesRead] = false;APlayerData[playerid][AutoReportTime] = 0;APlayerData[playerid][TruckerLicense] = 0;APlayerData[playerid][busLicense] = 0;APlayerData[playerid][KukasLicense] = 0;APlayerData[playerid][PlayerClass] = 0;APlayerData[playerid][Warnings] = 0;APlayerData[playerid][PlayerMoney] = 0;APlayerData[playerid][PlayerScore] = 0;for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)APlayerData[playerid][Houses][HouseSlot] = 0;for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)APlayerData[playerid][business][busSlot] = 0;APlayerData[playerid][CurrentHouse] = 0;// Clear bank account infoAPlayerData[playerid][bankPassword] = 0;APlayerData[playerid][bankLoggedIn] = false;APlayerData[playerid][bankMoney] = 0;// Clear statsAPlayerData[playerid][statsTruckerJobs] = 0;APlayerData[playerid][statsConvoyJobs] = 0;APlayerData[playerid][statsBusDriverJobs] = 0;APlayerData[playerid][statsKukasDriverJobs] = 0;APlayerData[playerid][statsVonatDriverJobs] = 0;APlayerData[playerid][statsPilotJobs] = 0;APlayerData[playerid][statsMafiaJobs] = 0;APlayerData[playerid][statsDumperJobs] = 0;APlayerData[playerid][statsMafiaStolen] = 0;APlayerData[playerid][statsPoliceFined] = 0;APlayerData[playerid][statsPoliceJailed] = 0;APlayerData[playerid][statsCourierJobs] = 0;APlayerData[playerid][statsRoadworkerJobs] = 0;APlayerData[playerid][statsAssistance] = 0;APlayerData[playerid][statsMetersDriven] = 0.0;// Clear police warningsAPlayerData[playerid][PoliceCanJailMe] = false;APlayerData[playerid][PoliceWarnedMe] = false;APlayerData[playerid][Value_PoliceCanJailMe] = 0;// Make sure the jailtimer has been destroyedKillTimer(APlayerData[playerid][PlayerJailedTimer]);KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0Speedometer_Cleanup(playerid);// Also destroy the missiontext TextDraw for this playerTextDrawDestroy(APlayerData[playerid][MissionText]);// Destroy a rented vehicle is the player had anyif (APlayerData[playerid][RentedVehicleID] != 0){// Clear the data for the already rented vehicleAVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0;AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;for (new j; j < 14; j++){ AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;}// Destroy the vehicleDestroyVehicle(APlayerData[playerid][RentedVehicleID]);// Clear the RentedVehicleIDAPlayerData[playerid][RentedVehicleID] = 0;}return 1;} // This callback gets called whenever a player uses the chat-boxpublic OnPlayerText(playerid, text[]){// Block the player\'s text if he has been muted if (APlayerData[playerid][Muted] == true){// Let the player know he\'s still mutedSendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}You are still muted\");// Don\'t allow his text to be sent to the chatboxreturn 0;} return 1;} // This callback gets called when a player interacts with a dialogpublic OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]){// Select the proper dialog to processswitch (dialogid){case DialogRegister: Dialog_Register(playerid, response, inputtext); // The \"Register\"-dialogcase DialogLogin: Dialog_Login(playerid, response, inputtext); // The \"Login\"-dialogcase DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialogcase DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)case DialogRules: Dialog_Rules(playerid, response);case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job case DialogKukasJobMethod: Dialog_KukasSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)case DialogKukasSelectRoute: Dialog_KukasSelectRoute(playerid, response, listitem); // Choose the busroute and start the jobcase DialogVonatJobMethod: Dialog_VonatSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)case DialogVonatSelectRoute: Dialog_VonatSelectRoute(playerid, response, listitem); // Choose the busroute and start the jobcase DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialogcase DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialogcase DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehiclecase DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose beforecase DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structurecase DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialogcase DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialogcase DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenucase DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menucase DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your housescase DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your housecase DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the housecase DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehiclecase DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose beforecase DialogSellCar: Dialog_SellCar(playerid, response, listitem);case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your businesscase DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the businesscase DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);case DialogBankCancel: Dialog_BankCancel(playerid, response);case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);case DialogHelpItem: Dialog_HelpItem(playerid, response);case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);} return 1;}// this callback gets called when a player clicks on another player on the scoreboardpublic OnPlayerClickPlayer(playerid, clickedplayerid, source){// Check if the player is an admin of at least level 1if (APlayerData[playerid][PlayerLevel] >= 1){// Setup local variablesnew Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;// Construct the dialog-titleGetPlayerName(clickedplayerid, Name, sizeof(Name));format(DialogTitle, 128, \"Statistics of player: %s\", Name);// Add the IP of the player to the list GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP));format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Player-IP: {00FF00}%s\\n\", PlayerStatList, PlayerIP);// Add the level of the player to the listformat(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Admin-level: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);// Add the class of the player to the listswitch(APlayerData[clickedplayerid][PlayerClass]){ case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Trucker\\n\", PlayerStatList); case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Bus driver\\n\", PlayerStatList); case ClassKukasDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Kukas driver\\n\", PlayerStatList); case ClassVonatDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Vonat driver\\n\", PlayerStatList); case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Pilot\\n\", PlayerStatList); case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Police\\n\", PlayerStatList); case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Mafia\\n\", PlayerStatList); case ClassDumper: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Dumper\\n\", PlayerStatList); case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Courier\\n\", PlayerStatList); case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Assistance\\n\", PlayerStatList);}// Add money and score of the player to the listformat(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Money: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Score: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);// Add wanted-level of the player to the listformat(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Wanted-level: {00FF00}%i\\n\", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));// Add truckerlicense and busdriver license of the player to the listif (APlayerData[clickedplayerid][TruckerLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}Yes\\n\", PlayerStatList);else format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}No\\n\", PlayerStatList);if (APlayerData[clickedplayerid][busLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}Yes\\n\", PlayerStatList);else format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}No\\n\", PlayerStatList);if (APlayerData[clickedplayerid][KukasLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}Yes\\n\", PlayerStatList);else format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}No\\n\", PlayerStatList);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed trucker jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed convoy jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed busdriver jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed Kukas jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsKukasDriverJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed Vonat jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsVonatDriverJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed pilot jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed mafia jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed Dumper jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsDumperJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Stolen mafia-loads: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Fined players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Jailed players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed courier jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed roadworker jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Assisted players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Meters driven: {00FF00}%f\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMetersDriven]);// Count the number of houses/businesses that the player has and add them to the listfor (new i; i < MAX_HOUSESPERPLAYER; i++) if (APlayerData[clickedplayerid][Houses] != 0) NumHouses++;for (new i; i < MAX_BUSINESSPERPLAYER; i++) if (APlayerData[clickedplayerid][business] != 0) NumBusinesses++;format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Houses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumHouses);format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Businesses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumBusinesses);// Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars)APlayerData[playerid][DialogOtherPlayer] = clickedplayerid;// Show the statistics of the other playerShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, \"vissza\"); // Let the player buy a license}return 1;} // This callback gets called when a player picks up any pickuppublic OnPlayerPickUpPickup(playerid, pickupid){// If the player picks up the Buy_License pickup at the driving school in Dohertyif (pickupid == Pickup_License) // Ask the player which license he wants to buyShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, \"Válazd ki mien jogosítvány kell\", \"Busz jogosítvány ($25.000, 50 pont)\\r\\nKukás kocsira jogosítvány ($250.000, 100 pont)\", \"megvesz\", \"vissza\"); // Let the player buy a licensereturn 1;} // This callback gets called when a player spawns somewherepublic OnPlayerSpawn(playerid){// Always allow NPC\'s to spawn without logging inif (IsPlayerNPC(playerid))return 1;// Check if the player properly logged in by typing his passwordif (APlayerData[playerid][LoggedIn] == false){SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly); Kick(playerid); // Kick the player if he didn\'t log in properly}// Setup local variablesnew missiontext[200];// Spawn the player in the global world (where everybody plays the game) SetPlayerVirtualWorld(playerid, 0);SetPlayerInterior(playerid, 0);// Also set a variable that tracks in which house the player currently isAPlayerData[playerid][CurrentHouse] = 0;// Disable the clockTogglePlayerClock(playerid, 0);// Delete all weapons from the playerResetPlayerWeapons(playerid);// Set the missiontext based on the chosen classswitch (APlayerData[playerid][PlayerClass]){case ClassTruckDriver: // Truck-driver class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)}case ClassBusDriver: // Bus-driver class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)}case ClassKukasDriver: // kukás class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassKukasDriver); // Set the playercolor (chatcolor for the player and color on the map)}case ClassVonatDriver: // kukás class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassVonatDriver); // Set the playercolor (chatcolor for the player and color on the map)}case ClassPilot: // Pilot class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)}case ClassPolice: // Police class{ format(missiontext, sizeof(missiontext), \"~r~\'RMB\'~w~ megbünteted a játékost (gyalogosan), ~r~\'LCTRL\'~w~ jelzed neki hogy áljon meg\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Police_CheckWantedPlayers\", 1000, true, \"i\", playerid); //fegyver rendõrnek if (PoliceGetsWeapons == true) { // Give up to 12 weapons to the player for (new i; i < 12; i++) GivePlayerWeapon(playerid, APoliceWeapons, PoliceWeaponsAmmo); }}case ClassMafia: // Mafia class{ format(missiontext, sizeof(missiontext), \"Lopd el a ~r~megjelölt~w~ jármûvet vagy vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Mafia_CheckMafiaLoads\", 1000, true, \"i\", playerid);}case ClassDumper: // Mafia class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassDumper); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Dumper_CheckDumperLoads\", 1000, true, \"i\", playerid);}case ClassCourier: // Courier class{ format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)}case ClassAssistance: // Assistance class{ format(missiontext, sizeof(missiontext), \"~r~\'RMB\'~w~ megjavitás/megtankolás más kocsiját (gyalog), ~r~\'LCTRL\'~w~ saját jármûvedet megjavitod\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map) // Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first) KillTimer(APlayerData[playerid][PlayerCheckTimer]); APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Assistance_CheckPlayers\", 1000, true, \"i\", playerid);}case ClassRoadWorker: // Roadworker class{ format(missiontext, sizeof(missiontext),\"Vállalj munkát a \\\"~g~/munka~w~\\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)} }// Set the missiontextTextDrawSetString(APlayerData[playerid][MissionText], missiontext);// Show the missiontext for this playerTextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);// If the player spawns and his jailtime hasn\'t passed yet, put him back in jailif (APlayerData[playerid][PlayerJailed] != 0) Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);return 1;} // This callback gets called whenever a player enters a checkpointpublic OnPlayerEnterCheckpoint(playerid){// Check the player\'s classswitch (APlayerData[playerid][PlayerClass]){case ClassTruckDriver: // Truckdriver class Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods)case ClassBusDriver: // BusDriver class{ GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job BusDriver_EndJob(playerid); // End the current mission}case ClassKukasDriver: // BusDriver class{ GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job KukasDriver_EndJob(playerid); // End the current mission}case ClassVonatDriver: // BusDriver class{ GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job VonatDriver_EndJob(playerid); // End the current mission}case ClassPilot: // Pilot class Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload)case ClassMafia: // Mafia class Mafia_OnPlayerEnterCheckpoint(playerid);case ClassDumper: // Mafia class Dumper_OnPlayerEnterCheckpoint(playerid);case ClassCourier: // Courier class Courier_OnPlayerEnterCheckpoint(playerid);case ClassRoadWorker: // Roadworker class{ // Only end the mission when doing \"repair-speedcamera\" jobtype (checkpoint is the base of the roadworker) if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera\'s { GameTextForPlayer(playerid, \"Munka vége\", 3000, 4); // Show a message to let the player know he finished his job Roadworker_EndJob(playerid); // End the current mission } if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder Roadworker_EnterCheckpoint(playerid);}}return 1;} // This callback gets called when a player enters a race-checkpointpublic OnPlayerEnterRaceCheckpoint(playerid){// Check the player\'s classswitch (APlayerData[playerid][PlayerClass]){case ClassBusDriver: // BusDriver class Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint case ClassKukasDriver: // BusDriver class Kukas_EnterRaceCheckpoint(playerid); // Process the checkpoint case ClassVonatDriver: // BusDriver class Vonat_EnterRaceCheckpoint(playerid); // Process the checkpointcase ClassRoadWorker: // Roadworker class Roadworker_EnterRaceCheckpoint(playerid);}return 1;} // This callback gets called whenever a player diespublic OnPlayerDeath(playerid, killerid, reason){// Setup local variablesnew VictimName[24], KillerName[24], Msg[128];// Clear the missiontextTextDrawSetString(APlayerData[playerid][MissionText], \" \");// Hide the missiontext for this player (when the player is choosing a class, it\'s not required to show any mission-text)TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]);// Stop any job that may have startedswitch (APlayerData[playerid][PlayerClass]){case ClassTruckDriver: Trucker_EndJob(playerid);case ClassBusDriver: BusDriver_EndJob(playerid);case ClassKukasDriver: KukasDriver_EndJob(playerid);case ClassVonatDriver: VonatDriver_EndJob(playerid);case ClassPilot: Pilot_EndJob(playerid);case ClassPolice: Police_EndJob(playerid);case ClassMafia: Mafia_EndJob(playerid);case ClassDumper: Dumper_EndJob(playerid);case ClassAssistance: Assistance_EndJob(playerid);case ClassRoadWorker: Roadworker_EndJob(playerid);}// If the player is part of a convoy, kick him from itConvoy_Leave(playerid);// If another player kills you, he\'ll get an extra star of his wanted levelif (killerid != INVALID_PLAYER_ID){// Increase the wanted level of the killer by one star SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 1); // Get the name of the killed player and the killer GetPlayerName(playerid, VictimName, sizeof(VictimName)); GetPlayerName(killerid, KillerName, sizeof(KillerName)); // Let the killed know the police are informed about the killformat(Msg, 128, \"{FF0000}Megölted {FFFF00}%s{FF0000}, ezért köröz a rendõrség\", VictimName);SendClientMessage(killerid, 0xFFFFFFFF, Msg);// Inform all police players about the killformat(Msg, 128, \"{00FF00}Játékos {FFFF00}%s{00FF00} megölted {FFFF00}%s{00FF00} játékost,ezért most keres a rendõrség\", KillerName, VictimName);Police_SendMessage(Msg);}return 1;} // This callback gets called when the player is selecting a class (but hasn\'t clicked \"Spawn\" yet)public OnPlayerRequestClass(playerid, classid){SetPlayerInterior(playerid,0);SetPlayerPos(playerid,-2165.6738,-261.0344,36.5156);SetPlayerFacingAngle(playerid, 240.0);SetPlayerCameraPos(playerid,-2156.5859,-260.9896,36.5156);SetPlayerCameraLookAt(playerid,-2168.1768,-261.1254,36.5156);// Display a short message to inform the player about the class he\'s about to chooseswitch (classid){case 0, 1: // Classes that will be truckdrivers{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Kamionos\", 3000, 4); //sárga // Store the class for the player (truckdriver) APlayerData[playerid][PlayerClass] = ClassTruckDriver;}case 2, 3: // Classes that will be police{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Busz sofõr\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassBusDriver;}case 4, 5:// Classes that will be assistance{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Rendõr\", 3000, 4); //kék // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassPolice;}case 6, 7: // Classes that will be assistance{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Maffia\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassMafia; } case 8, 9: // Classes that will be assistance{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Csomagkihordó\", 3000, 4); //rozsaszin // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassCourier;}case 10: // Classes that will be assistance{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Autómentõ\", 3000, 4); //zöld // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassAssistance; } case 11, 12: // Classes that will be assistance{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Útkarbantartó\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassRoadWorker;}case 13, 14: // Classes that will be police{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Kukás Sofõr\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassKukasDriver;}case 15, 16: // Classes that will be assistance{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Dömperes\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassDumper; } case 17, 18: // Classes that will be police{ // Display the name of the class GameTextForPlayer(playerid, \"~b~Mozdonyvezetõ\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassVonatDriver;}}return 1;} // This callback is called when the player attempts to spawn via class-selectionpublic OnPlayerRequestSpawn(playerid){new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];// Get the player\'s nameGetPlayerName(playerid, Name, sizeof(Name));// Choose a random spawnlocation based on the player\'s classswitch (APlayerData[playerid][PlayerClass]){case ClassTruckDriver:{ Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation x = ASpawnLocationsTrucker[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsTrucker[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsTrucker[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsTrucker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Kamionosként {7318FF}dolgozik.\", Name);}case ClassBusDriver:{ Index = random(sizeof(ASpawnLocationsBusDriver)); x = ASpawnLocationsBusDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsBusDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsBusDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsBusDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Buszosként {7318FF}dolgozik.\", Name);}case ClassPilot:{ Index = random(sizeof(ASpawnLocationsPilot)); x = ASpawnLocationsPilot[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsPilot[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsPilot[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsPilot[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Pilotaként {7318FF}dolgozik.\", Name);}case ClassPolice:{ // If the player has less than 100 scorepoints if (APlayerData[playerid][PlayerScore] < 100) { // Let the player know he needs 100 scorepoints GameTextForPlayer(playerid, \"100 pont kell hogy rendõr lehess\", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}100 pont kell hogy rendõr lehess\"); return 0; // Don\'t allow the player to spawn as police player } // If the player has a wanted level if (GetPlayerWantedLevel(playerid) > 0) { // Let the player know he cannot have a wanted level to join police GameTextForPlayer(playerid, \"körözésed van nem lehetsz rendõr\", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}körözésed van nem lehetsz rendõr\"); return 0; // Don\'t allow the player to spawn as police player } Index = random(sizeof(ASpawnLocationsPolice)); x = ASpawnLocationsPolice[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsPolice[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsPolice[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsPolice[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Rendõrként {7318FF}dolgozik.\", Name);}case ClassMafia:{ Index = random(sizeof(ASpawnLocationsMafia)); x = ASpawnLocationsMafia[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsMafia[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsMafia[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsMafia[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Maffiózoként {7318FF}dolgozik.\", Name);}case ClassCourier:{ Index = random(sizeof(ASpawnLocationsCourier)); x = ASpawnLocationsCourier[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsCourier[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsCourier[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsCourier[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Csomagkihordóként {7318FF}dolgozik.\", Name);}case ClassAssistance:{ Index = random(sizeof(ASpawnLocationsAssistance)); x = ASpawnLocationsAssistance[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsAssistance[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsAssistance[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsAssistance[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Szerelõként {7318FF}dolgozik.\", Name);}case ClassRoadWorker:{ Index = random(sizeof(ASpawnLocationsRoadWorker)); x = ASpawnLocationsRoadWorker[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsRoadWorker[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsRoadWorker[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsRoadWorker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Karbantartóként {7318FF}dolgozik.\", Name);}case ClassKukasDriver:{ Index = random(sizeof(ASpawnLocationsKukasDriver)); x = ASpawnLocationsKukasDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsKukasDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsKukasDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsKukasDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Kukásként {7318FF}dolgozik.\", Name);}case ClassDumper:{ Index = random(sizeof(ASpawnLocationsDumper)); x = ASpawnLocationsDumper[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsDumper[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsDumper[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsDumper[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Dömperesként {7318FF}dolgozik.\", Name);}case ClassVonatDriver:{ Index = random(sizeof(ASpawnLocationsVonatDriver)); x = ASpawnLocationsVonatDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsVonatDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsVonatDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsVonatDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{7318FF}%s{66FFAA} Mozdonyvezetõként {7318FF}dolgozik.\", Name);} }// Spawn the player with his chosen skin at a random location based on his classSetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0);// Send the message to all players (who joined which class)SendClientMessageToAll(0xFFFFFFFF, Msg); return 1;} // This callback gets called when a vehicle respawns at it\'s spawn-location (where it was created)public OnVehicleSpawn(vehicleid){// Set the vehicle as not-wanted by the mafiaAVehicleData[vehicleid][MafiaLoad] = false;// Also reset the fuel to maximum (only for non-owned vehicles)if (AVehicleData[vehicleid][Owned] == false)AVehicleData[vehicleid][Fuel] = MaxFuel;// Re-apply the paintjob (if any was applied)if (AVehicleData[vehicleid][PaintJob] != 0){ // Re-apply the paintjobChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1);}// Also update the car-colorChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]);// Re-add all components that were installed (if they were there)for (new i; i < 14; i++){// Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns) RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i)); // Check if the componentslot has a valid component-idif (AVehicleData[vehicleid][Components] != 0) AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components]); // Add the component to the vehicle} return 1;} // This callback is called when the vehicle leaves a mod shoppublic OnVehicleRespray(playerid, vehicleid, color1, color2){// Let the player pay $150 for changing the color (if they have been changed)if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2)){RewardPlayer(playerid, -150, 0);SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Megváltoztattad a kocsi szinét 150$-ba került\");}// Save the colorsAVehicleData[vehicleid][Color1] = color1;AVehicleData[vehicleid][Color2] = color2;// If the primary color is black, remove the paintjobif (color1 == 0)AVehicleData[vehicleid][PaintJob] = 0;return 1;} // This callback gets called when a player enters or exits a mod-shoppublic OnEnterExitModShop(playerid, enterexit, interiorid){return 1;} // This callback gets called whenever a player mods his vehiclepublic OnVehicleMod(playerid, vehicleid, componentid){// When the player changes a component of his vehicle, reduce the price of the component from the player\'s moneyAPlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000];// Store the component in the AVehicleData arrayAVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid;return 1;} // This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it)public OnVehiclePaintjob(playerid, vehicleid, paintjobid){// Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult) AVehicleData[vehicleid][PaintJob] = paintjobid + 1;return 1;} // This callback gets called whenever a player enters a vehiclepublic OnPlayerEnterVehicle(playerid, vehicleid, ispassenger){// Setup local variablesnew engine, lights, alarm, doors, bonnet, boot, objective;// Check if the vehicle has fuelif (AVehicleData[vehicleid][Fuel] > 0){// Start the engine and turn on the lightsGetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective);}// Store the player\'s current location and interior-id, otherwise anti-airbreak hack code could kick youGetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);return 1;} // This callback gets called when a player exits his vehiclepublic OnPlayerExitVehicle(playerid, vehicleid){// Setup local variablesnew engine, lights, alarm, doors, bonnet, boot, objective;// Check if the player is the driver of the vehicleif (GetPlayerVehicleSeat(playerid) == 0){// Turn off the lights and engineGetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);}// Chech if the player is a pilotif (APlayerData[playerid][PlayerClass] == ClassPilot){ // If the pilot started a job --> as soon as a pilot leaves his plane while doing a job, he fails his missionif (APlayerData[playerid][JobStarted] == true){ // End the job (clear data) Pilot_EndJob(playerid); // Inform the player that he failed the mission GameTextForPlayer(playerid, TXT_FailedMission, 5000, 4); // Reduce the player\'s cash by 1000 RewardPlayer(playerid, -1000, 0);}}return 1;} // This callback gets called whenever a vehicle enters the water or is destroyed (explodes)public OnVehicleDeath(vehicleid){// Get the houseid to which this vehicle belongsnew HouseID = AVehicleData[vehicleid][belongsToHouse];// Check if this vehicle belongs to a houseif (HouseID != 0){// If the house doesn\'t have insurance for it\'s vehiclesif (AHouseData[HouseID][insurance] == 0){ // Delete the vehicle, clear the data and remove it from the house it belongs to Vehicle_Delete(vehicleid); // Save the house (and linked vehicles) HouseFile_Save(HouseID);}}return 1;} // This callback gets called when the player changes statepublic OnPlayerStateChange(playerid,newstate,oldstate){// Setup local variablesnew vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective;switch (newstate){case PLAYER_STATE_DRIVER: // Player became the driver of a vehicle{ // Get the ID of the player\'s vehicle vid = GetPlayerVehicleID(playerid); // Get the player\'s name (the one who is trying to enter the vehicle) GetPlayerName(playerid, Name, sizeof(Name)); // Check if the vehicle is owned if (AVehicleData[vid][Owned] == true) { // Check if the vehicle is owned by somebody else (strcmp will not be 0) if (strcmp(AVehicleData[vid][Owner], Name, false) != 0) { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use somebody else\'s vehicle format(Msg, 128, TXT_SpeedometerCannotUseVehicle, AVehicleData[vid][Owner]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } // Check if the vehicle is clamped if (AVehicleData[vid][Clamped] == true) { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a clamped vehicle format(Msg, 128, TXT_SpeedometerClampedVehicle); SendClientMessage(playerid, 0xFFFFFFFF, Msg); format(Msg, 128, TXT_SpeedometerClampedVehicle2); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } } // Check if the player is not a cop if (APlayerData[playerid][PlayerClass] != ClassPolice) { // First check if the vehicle is a static vehicle (player can still use a bought cop-car that he bought in his house, // as a bought vehicle isn\'t static) if (AVehicleData[vid][staticVehicle] == true) { // Check if the entered vehicle is a cop vehicle switch (GetVehicleModel(vid)) { case VehiclePoliceLSPD, VehiclePoliceSFPD, VehiclePoliceLVPD, VehicleHPV1000, VehiclePoliceRanger: { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a cop car SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudod használni ez a rendõröké\"); } } } }}}return 1;} // This callback gets called whenever a player presses a keypublic OnPlayerKeyStateChange(playerid, newkeys, oldkeys){// Debug the keypresses// DebugKeys(playerid, newkeys, oldkeys);// ****************************************************************************************// NOTE: the keys are messed up, so the code may look strange when testing for certain keys// ****************************************************************************************// Fining and jailing players when you\'re police and press the correct keys// Check the class of the playerswitch (APlayerData[playerid][PlayerClass]){case ClassPolice:{ // If the police-player pressed the RMB key (AIM key) when OUTSIDE his vehicle if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0)) Police_FineNearbyPlayers(playerid); // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0)) Police_WarnNearbyPlayers(playerid);}case ClassAssistance:{ // If the assistance-player pressed the RMB key (AIM key) when OUTSIDE his vehicle if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0)) Assistance_FixVehicle(playerid); // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0)) Assistance_FixOwnVehicle(playerid);}}// Trying to attach the closest vehicle to the towtruck when the player pressed FIRE when inside a towtruck// Check if the player is inside a towtruckif(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck){// Check if the player pushed the fire-keyif(newkeys & KEY_FIRE){ // Get the vehicle-id of the closest vehicle new closest = GetClosestVehicle(playerid); if(VehicleToPlayer(playerid, closest) < 10) // Check if the closest vehicle is within 10m from the player AttachTrailerToVehicle(closest, GetPlayerVehicleID(playerid)); // Attach the vehicle to the towtruck}}// Refuel a vehicle when driving a vehicle and pressing the HORN key// Check if the player presses the HORN keyif ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH)){// Check if the player is driving a vehicleif (GetPlayerVehicleSeat(playerid) == 0){ // Loop through all ARefuelPickups for (new i; i < sizeof(ARefuelPickups); i++) { // Check if the player is in range of a refuelpickup if(IsPlayerInRangeOfPoint(playerid, 2.5, ARefuelPickups[pux], ARefuelPickups[puy], ARefuelPickups[puz])) { // Show a message that the player\'s vehicle is refuelling GameTextForPlayer(playerid, TXT_Refuelling, 3000, 4); // Don\'t allow the player to move again (the timer will allow it after refuelling) TogglePlayerControllable(playerid, 0); // Start a timer (let the player wait until the vehicle is refuelled) SetTimerEx(\"RefuelVehicle\", 5000, false, \"i\", playerid); // Stop the search break; } }}}return 1;} forward VehicleToPlayer(playerid,vehicleid);// Get the distance between the vehicle and the playerpublic VehicleToPlayer(playerid, vehicleid){// Setup local variablesnew Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance;// Get the player positionGetPlayerPos(playerid, pX, pY, pZ);// Get the vehicle positionGetVehiclePos(vehicleid, cX, cY, cZ);// Calculate the distancedistance = floatsqroot(floatpower(floatabs(floatsub(cX, pX)), 2) + floatpower(floatabs(floatsub(cY, pY)), 2) + floatpower(floatabs(floatsub(cZ, pZ)), 2));// Return the distance to the calling routinereturn floatround(distance);} forward GetClosestVehicle(playerid);// Find the vehicle closest to the playerpublic GetClosestVehicle(playerid){// Setup local variablesnew Float:distance = 99999.000+1, Float:distance2, result = -1;// Loop through all vehiclesfor(new i = 0; i < MAX_VEHICLES; i++){// First check if the player isn\'t driving the current vehicle that needs to be checked for it\'s distance to the playerif (GetPlayerVehicleID(playerid) != i){ // Get the distance between player and vehicle distance2 = VehicleToPlayer(playerid, i); // Check if the distance is smaller than the previous distance if(distance2 < distance) { // Store the distance distance = distance2; // Store the vehicle-id result = i; }}}// Return the vehicle-id of the closest vehiclereturn result;}// This function is used to debug the key-pressesstock DebugKeys(playerid, newkeys, oldkeys){// Debug keysif ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_FIRE key\");if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION))SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_ACTION key\");if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_CROUCH key\");if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT))SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SPRINT key\");if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK))SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SECONDARY_ATTACK key\");if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP))SendClientMessage(playe