Üzenetek megjelenítése

Ez a szekció lehetővé teszi a felhasználó által írt összes hozzászólás megtekintését. Vedd figyelembe, hogy csak azokba a fórumokba írt hozzászólásokat látod, amelyekhez hozzáférésed van.


Üzenetek - LuckyBoy

Oldalak: [1] 2
1
Segítségkérés / Kisebb kérdések
« Dátum: 2013. november 01. - 16:00:06 »
de akkor ceratedynamic objectel több objectet fogok tudni létrehozni mint simán ? :D

2
Segítségkérés / Kisebb kérdések
« Dátum: 2013. november 01. - 02:46:37 »
Ucoz.hu-s weboldalt tudok csinálni . skype: luckyboy725
Ha nem CreateObject-el hanem a streamert beágyazva CreateDynamicObjectet használok gyorsabban tud majd a streamer dolgozni ? És ami a legfontosabb : Több objectet fog tudni majd kezelni ? Mert most Createobjectet használok streamerrel és ha meghaladok egy bizonyos object számot akkor az utána lévõket elfelejti betenni :D . ?

3
Segítségkérés / Betöltetlen objectek...
« Dátum: 2013. október 28. - 16:57:12 »
ohh köszi :D
mostmár jóóó :D
Örök hálám !!
[mod]IP címed levettem nem itt fogod hírdetni.[/mod]

4
Segítségkérés / Betöltetlen objectek...
« Dátum: 2013. október 28. - 15:41:21 »
Van streamer pluginom ..
DE akkor frissítem hátha :D .

5
Segítségkérés / Betöltetlen objectek...
« Dátum: 2013. október 28. - 14:53:13 »
Sziasztok azt szeretném kérdezni hogy szerverembe mappoltam.
Eddig minden oké ... be is tettem egy fs formájában.
Összesen server.cfg be 2darab fs van egy \"scriptek\" amiben a scriptjeim vannak és egy \"mappok\"
amiben pedig a mapp munkáim helyezkednek el .
Eddig csak beírtam a createobject sorokat kompiláltam bedobtam szerverbe és minden klappolt tökéletesen funkcionált.
de most.. ha betöltetem a szerverrel a mappokat (amiket én csináltam) akkor a szerver modjába épített depókat és eredeti objecteket nem tölti be .. .
Szóval ha betöltetem a sajátjaimat eltûnnek az eredeti objectek .. pl kacc , doherty.
MI lehet ennek az oka ? . FONTOS :S .
itt a mapp sciptem hátha láttok benne valamit ti profik amit én nem kezdõ szemmel . :D .
 
#include 
#include
new kapu;
public OnGameModeInit()
{
   CreateObject(3928,-328.0000000,1560.6999500,74.6000000,0.0000000,0.0000000,314.0000000); //object(helipad) (1)
CreateObject(3666,-328.3994100,1565.7998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (1)
CreateObject(3666,-333.2998000,1561.0996100,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (2)
CreateObject(3666,-327.8994100,1555.5000000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (3)
CreateObject(3666,-323.0000000,1560.2998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (4)
CreateObject(987,-320.8999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
CreateObject(987,-332.5000000,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
CreateObject(987,-344.2999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
CreateObject(987,-356.3999900,1507.4000200,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
CreateObject(987,-368.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,1.9950000); //object(elecfence_bar) (23)
CreateObject(987,-380.3999900,1507.3000500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
CreateObject(987,-392.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
CreateObject(987,-402.7000100,1513.0000000,74.6000000,0.0000000,0.0000000,329.9850000); //object(elecfence_bar) (23)
CreateObject(987,-296.0000000,1508.0000000,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23)
CreateObject(987,-287.2999900,1516.0999800,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23)
CreateObject(987,-278.2000100,1524.0999800,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23)
CreateObject(987,-269.5000000,1532.4000200,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23)
CreateObject(987,-267.6000100,1533.8000500,74.6000000,0.0000000,0.0000000,41.9890000); //object(elecfence_bar) (23)
CreateObject(987,-258.5000000,1541.8000500,74.6000000,0.0000000,0.0000000,133.9890000); //object(elecfence_bar) (23)
CreateObject(987,-266.2999900,1550.1999500,74.6000000,0.0000000,0.0000000,133.9840000); //object(elecfence_bar) (23)
CreateObject(987,-274.5996100,1558.7998000,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23)
CreateObject(987,-282.5000000,1566.5999800,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23)
CreateObject(987,-291.1000100,1575.0999800,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23)
CreateObject(987,-294.8999900,1578.8000500,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23)
CreateObject(987,-302.8999900,1587.6999500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23)
CreateObject(987,-311.1000100,1579.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
CreateObject(987,-312.6000100,1577.8000500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
CreateObject(987,-321.2000100,1569.4000200,74.6000000,0.0000000,0.0000000,313.9780000); //object(elecfence_bar) (23)
CreateObject(987,-319.5000000,1567.8000500,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23)
CreateObject(987,-403.8999900,1524.9000200,74.6000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23)
CreateObject(987,-404.1000100,1532.8000500,74.6000000,0.0000000,0.0000000,271.9890000); //object(elecfence_bar) (23)
CreateObject(987,-397.2000100,1542.4000200,74.6000000,0.0000000,0.0000000,233.9920000); //object(elecfence_bar) (23)
CreateObject(987,-397.8999900,1554.1999500,74.6000000,0.0000000,0.0000000,273.9890000); //object(elecfence_bar) (23)
CreateObject(987,-390.5000000,1563.5999800,74.6000000,0.0000000,0.0000000,231.9930000); //object(elecfence_bar) (23)
CreateObject(987,-382.8999900,1572.8000500,74.6000000,0.0000000,0.0000000,229.9920000); //object(elecfence_bar) (23)
CreateObject(987,-374.3999900,1581.0000000,74.6000000,0.0000000,0.0000000,223.9890000); //object(elecfence_bar) (23)
CreateObject(987,-371.3999900,1583.6999500,74.6000000,0.0000000,0.0000000,223.9840000); //object(elecfence_bar) (23)
CreateObject(987,-307.6000100,1583.1999500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
CreateObject(987,-311.7999900,1595.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
CreateObject(987,-319.7999900,1603.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
CreateObject(987,-327.8999900,1612.0000000,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
CreateObject(987,-336.2000100,1620.3000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
CreateObject(987,-338.7000100,1622.8000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
CreateObject(987,-347.3999900,1631.3000500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23)
CreateObject(987,-355.7998000,1622.6992200,74.6000000,0.0000000,0.0000000,223.9780000); //object(elecfence_bar) (23)
CreateObject(987,-364.5000000,1614.4000200,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
CreateObject(987,-372.3999900,1606.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
CreateObject(987,-374.3999900,1604.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
CreateObject(987,-382.7000100,1595.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23)
CreateObject(987,-379.5996100,1592.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23)
CreateObject(3881,-308.7999900,1486.9000200,76.6000000,0.0000000,357.9950000,185.9930000); //object(airsecbooth_sfse) (3)
CreateObject(987,-320.0000000,1587.0000000,74.6000000,0.0000000,0.0000000,47.9780000); //object(elecfence_bar) (23)
CreateObject(987,-308.7999900,1507.1999500,74.7000000,0.0000000,0.0000000,275.9880000); //object(elecfence_bar) (23)
CreateObject(987,-308.0000000,1501.9000200,74.7000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23)
CreateObject(987,-295.2000100,1495.8000500,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23)
CreateObject(987,-295.0000000,1490.9000200,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23)
CreateObject(3279,-314.7000100,1569.5999800,74.4000000,0.0000000,0.0000000,45.9890000); //object(a51_spottower) (5)
CreateObject(3279,-264.8999900,1542.0000000,74.4000000,0.0000000,0.0000000,223.9840000); //object(a51_spottower) (5)
CreateObject(3279,-375.7999900,1514.3000500,74.6000000,0.0000000,0.0000000,89.9840000); //object(a51_spottower) (5)
CreateObject(2985,-265.1000100,1539.9000200,90.5000000,0.0000000,0.0000000,278.0000000); //object(minigun_base) (1)
CreateObject(2985,-264.7998000,1544.5000000,90.5000000,0.0000000,0.0000000,73.9980000); //object(minigun_base) (2)
CreateObject(2985,-262.7998000,1542.0996100,90.5000000,0.0000000,0.0000000,355.9950000); //object(minigun_base) (3)
CreateObject(2985,-374.3999900,1512.8000500,90.7000000,0.0000000,0.0000000,305.9980000); //object(minigun_base) (4)
CreateObject(2985,-377.2998000,1512.7998000,90.7000000,0.0000000,0.0000000,277.9980000); //object(minigun_base) (5)
CreateObject(2985,-316.3999900,1569.3000500,90.5000000,0.0000000,0.0000000,199.9980000); //object(minigun_base) (6)
CreateObject(2985,-377.3994100,1515.5996100,90.7000000,0.0000000,0.0000000,199.9950000); //object(minigun_base) (7)
CreateObject(2985,-314.3999900,1571.5000000,90.5000000,0.0000000,0.0000000,77.9950000); //object(minigun_base) (8)
CreateObject(2985,-313.7999900,1568.6999500,90.5000000,0.0000000,0.0000000,333.9950000); //object(minigun_base) (9)
CreateObject(2921,-304.5996100,1538.5000000,78.3000000,0.0000000,0.0000000,73.9980000); //object(kmb_cam) (1)
CreateObject(3788,-322.2999900,1535.9000200,75.1000000,0.0000000,0.0000000,0.0000000); //object(missile_03_sfxr) (1)
CreateObject(3786,-322.2999900,1535.8000500,75.2000000,0.0000000,0.0000000,0.0000000); //object(missile_05_sfxr) (1)
CreateObject(2064,-375.7999900,1514.5000000,91.3000000,0.0000000,0.0000000,20.0000000); //object(cj_feildgun) (1)
CreateObject(2064,-264.8994100,1542.0996100,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (2)
CreateObject(2064,-315.5000000,1569.7998000,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (3)
CreateObject(2796,-329.5000000,1537.3994100,78.0000000,0.0000000,0.0000000,0.0000000); //object(cj_air_d_6) (1)
CreateObject(3526,-297.6000100,1452.4000200,72.9000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (1)
CreateObject(3526,-296.7999900,1441.8000500,72.4000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (2)
CreateObject(3526,-297.1000100,1446.6999500,72.6000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (3)
CreateObject(3526,-298.2000100,1460.0000000,73.3000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (4)
CreateObject(3526,-298.8999900,1467.5999800,73.7000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (5)
CreateObject(3526,-299.8999900,1479.5000000,74.4000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (6)
CreateObject(656,-364.6000100,1547.5999800,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (1)
CreateObject(656,-389.7999900,1525.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (2)
CreateObject(656,-317.2000100,1582.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (3)
CreateObject(656,-313.7999900,1543.8000500,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (4)
CreateObject(978,-347.3999900,1515.0000000,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (2)
CreateObject(978,-347.3999900,1519.5999800,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (3)
CreateObject(978,-351.7000100,1525.4000200,75.4000000,0.0000000,0.0000000,344.0000000); //object(sub_roadright) (4)
CreateObject(978,-360.2000100,1527.1999500,75.4000000,0.0000000,0.0000000,349.9980000); //object(sub_roadright) (5)
CreateObject(978,-369.0000000,1528.9000200,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (6)
CreateObject(978,-377.0000000,1530.5999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (7)
CreateObject(978,-379.2000100,1531.0999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (8)
CreateObject(978,-387.0000000,1535.0999800,75.4000000,0.0000000,0.0000000,317.9970000); //object(sub_roadright) (9)
CreateObject(978,-390.7999900,1542.3000500,75.4000000,0.0000000,0.0000000,275.9940000); //object(sub_roadright) (10)
CreateObject(978,-391.3999900,1550.8000500,75.4000000,0.0000000,0.0000000,271.9930000); //object(sub_roadright) (11)
CreateObject(978,-391.6000100,1555.9000200,75.4000000,0.0000000,0.0000000,271.9890000); //object(sub_roadright) (12)
CreateObject(978,-351.8999900,1535.6999500,75.4000000,0.0000000,0.0000000,169.9970000); //object(sub_roadright) (13)
CreateObject(978,-360.6000100,1537.1999500,75.4000000,0.0000000,0.0000000,169.9910000); //object(sub_roadright) (14)
CreateObject(978,-369.0000000,1538.9000200,75.4000000,0.0000000,0.0000000,167.9910000); //object(sub_roadright) (15)
CreateObject(978,-377.1000100,1540.5000000,75.4000000,0.0000000,0.0000000,167.9860000); //object(sub_roadright) (17)
CreateObject(978,-382.1000100,1546.0000000,75.4000000,0.0000000,0.0000000,95.9860000); //object(sub_roadright) (18)
CreateObject(978,-382.6000100,1555.0999800,75.4000000,0.0000000,0.0000000,89.9820000); //object(sub_roadright) (19)
CreateObject(978,-379.3999900,1563.3000500,75.5000000,0.0000000,0.0000000,47.9780000); //object(sub_roadright) (20)
CreateObject(978,-373.2000100,1569.6999500,75.7000000,0.0000000,0.0000000,43.9770000); //object(sub_roadright) (21)
CreateObject(978,-368.2999900,1574.5000000,75.8000000,0.0000000,0.0000000,43.9730000); //object(sub_roadright) (22)
CreateObject(8042,-289.6000100,1528.0999800,79.8999900,0.0000000,0.0000000,240.0000000); //object(apbarriergate07_lvs) (1)
CreateObject(3578,-299.2999900,1538.5000000,75.3000000,0.0000000,0.0000000,314.0000000); //object(dockbarr1_la) (1)
   CreateObject(3599,935.8994100,-581.6992200,119.8000000,0.0000000,0.0000000,21.9950000); //object(hillhouse02_la) (1)
   CreateObject(8647,901.5000000,-626.9000200,114.2000000,0.0000000,0.0000000,96.0000000); //object(shbbyhswall03_lvs) (1)
   CreateObject(8647,951.5999800,-586.0999800,114.2000000,0.0000000,0.0000000,19.9990000); //object(shbbyhswall03_lvs) (2)
   CreateObject(8647,945.2999900,-609.2999900,114.0000000,0.0000000,0.0000000,307.9950000); //object(shbbyhswall03_lvs) (3)
   CreateObject(8647,951.5999800,-586.0999800,115.8000000,0.0000000,0.0000000,19.9950000); //object(shbbyhswall03_lvs) (4)
   CreateObject(8647,945.2999900,-609.2999900,115.7000000,0.0000000,0.0000000,307.9910000); //object(shbbyhswall03_lvs) (6)
   CreateObject(8647,901.5000000,-626.8994100,115.9000000,0.0000000,0.0000000,95.9990000); //object(shbbyhswall03_lvs) (7)
   CreateObject(3749,925.0996100,-621.3994100,119.2000000,0.0000000,0.0000000,21.9950000); //object(clubgate01_lax) (1)
   CreateObject(5706,937.9000200,-603.2000100,110.0000000,0.0000000,0.0000000,38.0000000); //object(studiobld03_law) (1)
   CreateObject(5706,941.5999800,-587.7000100,110.0000000,0.0000000,0.0000000,109.9960000); //object(studiobld03_law) (2)
   CreateObject(5706,918.5996100,-597.1992200,110.0000000,0.0000000,0.0000000,37.9960000); //object(studiobld03_law) (3)
   CreateObject(5706,928.5996100,-612.0000000,110.0000000,0.0000000,0.0000000,21.9950000); //object(studiobld03_law) (4)
   CreateObject(5706,901.4000200,-617.2000100,110.0000000,0.0000000,0.0000000,5.9960000); //object(studiobld03_law) (5)
   CreateObject(5706,900.4000200,-606.5999800,110.0000000,0.0000000,0.0000000,5.9930000); //object(studiobld03_law) (6)
   CreateObject(8647,885.0000000,-614.0000000,114.2000000,0.0000000,0.0000000,5.9990000); //object(shbbyhswall03_lvs) (8)
   CreateObject(8647,884.9990200,-613.9899900,115.9000000,0.0000000,0.0000000,5.9990000); //object(shbbyhswall03_lvs) (9)
   CreateObject(1557,945.4000200,-583.7999900,113.7000000,0.0000000,0.0000000,112.0000000); //object(gen_doorext19) (1)
   CreateObject(3604,891.9000200,-619.7999900,116.4000000,0.0000000,0.0000000,96.0000000); //object(bevmangar_law2) (1)
   CreateObject(3517,919.9000200,-577.7000100,124.5000000,0.0000000,0.0000000,302.0000000); //object(ceasertree02_lvs) (1)
   CreateObject(3517,914.0000000,-581.7999900,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (2)
   CreateObject(3517,904.5999800,-589.5000000,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (3)
   CreateObject(3517,909.5000000,-586.0000000,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (4)
   CreateObject(3517,898.5000000,-593.4000200,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (5)
   CreateObject(3517,892.0999800,-594.0000000,122.9000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (6)
   CreateObject(669,952.4000200,-578.2999900,112.5000000,0.0000000,0.0000000,148.0000000); //object(sm_veg_tree4) (1)
   CreateObject(669,883.4000200,-630.0999800,111.7000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree4) (2)
   CreateObject(671,955.7999900,-585.5999800,112.5000000,0.0000000,0.0000000,0.0000000); //object(sm_bushytree) (1)
   CreateObject(671,895.5999800,-631.0999800,112.9000000,0.0000000,0.0000000,0.0000000); //object(sm_bushytree) (2)
   CreateObject(672,911.0000000,-629.5000000,113.3000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree5) (1)
   CreateObject(672,958.7000100,-593.5999800,113.1000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree5) (2)    CreateObject(691,962.4000200,-602.7000100,113.9000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree4_big) (1)
   CreateObject(691,880.2000100,-614.9000200,110.2000000,0.0000000,0.0000000,110.0000000); //object(sm_veg_tree4_big) (2)
   CreateObject(3409,909.7999900,-579.5999800,111.8000000,0.0000000,0.0000000,38.0000000); //object(grassplant) (1)
   CreateObject(3092,914.7000100,-582.0999800,114.3000000,0.0000000,0.0000000,218.0000000); //object(dead_tied_cop) (1)
   CreateObject(3515,950.5999800,-599.7000100,114.4000000,0.0000000,0.0000000,0.0000000); //object(vgsfountain) (2)
   CreateObject(1337,884.2822300,-599.6044900,114.3204800,0.0000000,0.0000000,0.0000000); //object(binnt07_la) (2)
   CreateObject(3497,897.3670000,-619.2000100,117.1000000,0.0000000,0.0000000,276.0000000); //object(vgsxrefbballnet2) (1)
   CreateObject(2206,921.1500200,-625.9000200,112.8300000,0.0000000,0.0000000,22.0000000); //object(med_office8_desk_02) (1)
   CreateObject(2206,921.5000000,-626.7999900,112.8300000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (2)
   CreateObject(2206,923.7999900,-624.9000200,112.8300000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (3)
   CreateObject(2206,924.1699800,-625.7999900,112.8300000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (4)
   CreateObject(2206,926.4000200,-623.7999900,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (5)
   CreateObject(2206,926.7000100,-624.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (6)
   CreateObject(2206,929.0000000,-622.7999900,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (7)
   CreateObject(2206,929.2000100,-623.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (8)
   CreateObject(2206,921.8690200,-627.7100200,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (9)
   CreateObject(2206,922.2000100,-628.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (10)
   CreateObject(2206,922.5999800,-629.5000000,112.8000000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (11)
   CreateObject(2206,924.4000200,-626.7000100,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (12)
   CreateObject(2206,924.7000100,-627.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (13)
   CreateObject(2206,927.0000000,-625.5000000,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (14)
   CreateObject(626,927.2000100,-590.2000100,119.4000000,0.0000000,0.0000000,310.0000000); //object(veg_palmkb2) (1)
   CreateObject(640,930.7000100,-588.5000000,118.1000000,0.0000000,0.0000000,112.0000000); //object(kb_planter_bush2) (1)
   CreateObject(949,940.2000100,-584.9000200,118.0000000,0.0000000,0.0000000,0.0000000); //object(plant_pot_4) (1)
   CreateObject(2010,937.2000100,-586.0999800,117.3500000,0.0000000,0.0000000,0.0000000); //object(nu_plant3_ofc) (1)
   CreateObject(3928,933.7148400,-608.8750000,113.6511300,0.0000000,0.0000000,0.0000000); //object(helipad) (1)    CreateObject(3928,891.0478500,-608.5957000,113.6511300,0.0000000,0.0000000,0.0000000); //object(helipad) (2)
   CreateObject(3928,890.8369100,-603.7607400,113.6511300,0.0000000,0.0000000,0.0000000); //object(helipad) (3)
   CreateObject(1232,896.7999900,-611.2000100,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (1)
   CreateObject(1232,897.9000200,-626.5000000,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (2)
   CreateObject(1232,955.7999900,-600.0000000,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (3)
   CreateObject(1232,934.7000100,-623.5000000,117.0000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (4)
   CreateObject(1232,919.5999800,-629.0000000,115.9000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (5)
   CreateObject(1232,945.0000000,-569.7999900,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (6)
   CreateObject(1232,920.0000000,-575.0999800,115.9000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (7)
   CreateObject(1232,900.4000200,-589.5999800,115.1000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (8)
   CreateObject(980,1945.5000000,623.4000200,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(1)
   CreateObject(3749,1929.9000200,621.5000000,15.7000000,0.0000000,0.0000000,0.0000000); //object(clubgate01_lax)(1)
   CreateObject(980,1914.5999800,623.0999800,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(2)
   CreateObject(980,1903.1999500,623.0999800,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(3)
   CreateObject(980,1892.0000000,623.0999800,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(4)
   CreateObject(980,1956.3000500,623.4000200,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(16)
   CreateObject(980,1967.6999500,623.4000200,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(17)
   CreateObject(980,1973.1999500,617.7000100,12.6000000,0.0000000,0.0000000,268.0000000); //object(airportgate)(18)
   CreateObject(980,1972.8000500,606.7999900,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(19)
   CreateObject(980,1972.5000000,595.5999800,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(20)
   CreateObject(980,1972.1999500,584.5999800,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(21)
   CreateObject(980,1971.9000200,573.9000200,11.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(22)
   CreateObject(980,1971.5999800,563.9000200,9.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(23)
   CreateObject(980,1971.8994100,573.8994100,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(24)
   CreateObject(980,1971.5996100,563.8994100,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(25)
   CreateObject(980,1971.5000000,560.4000200,8.0000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(26)
   CreateObject(980,1971.5000000,560.4000200,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(27)
   CreateObject(980,1965.6999500,553.7000100,12.6000000,0.0000000,0.0000000,12.0000000); //object(airportgate)(28)
   CreateObject(980,1965.6992200,553.6992200,8.6000000,0.0000000,0.0000000,11.9970000); //object(airportgate)(29)
   CreateObject(980,1954.8000500,551.5000000,8.6000000,0.0000000,0.0000000,9.9970000); //object(airportgate)(30)
   CreateObject(980,1943.5000000,551.4000200,8.6000000,0.0000000,0.0000000,351.9920000); //object(airportgate)(31)
   CreateObject(980,1932.3000500,553.0000000,8.6000000,0.0000000,0.0000000,347.9910000); //object(airportgate)(32)
   CreateObject(980,1921.5999800,555.4000200,8.6000000,0.0000000,0.0000000,345.9860000); //object(airportgate)(33)
   CreateObject(12950,1910.6999500,553.2000100,2.7500000,0.0000000,0.0000000,346.0000000); //object(cos_sbanksteps03)(1)
   CreateObject(12950,1909.5000000,553.5000000,2.8000000,0.0000000,0.0000000,345.9980000); //object(cos_sbanksteps03)(2)
   CreateObject(12950,1908.3000500,553.7999900,2.8000000,0.0000000,0.0000000,345.9980000); //object(cos_sbanksteps03)(3)
   CreateObject(980,1917.9000200,556.2999900,8.6000000,0.0000000,0.0000000,345.9810000); //object(airportgate)(34)
   CreateObject(1237,1909.4000200,558.4000200,6.0000000,0.0000000,0.0000000,0.0000000); //object(strtbarrier01)(3)
   CreateObject(1237,1911.7998000,557.7998000,6.0000000,0.0000000,0.0000000,0.0000000); //object(strtbarrier01)(4)
   CreateObject(3666,1911.8000500,557.7999900,7.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(1)
   CreateObject(3666,1909.4000200,558.2999900,7.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(2)
   CreateObject(980,1903.3000500,559.9000200,8.6000000,0.0000000,0.0000000,345.9810000); //object(airportgate)(35)
   CreateObject(980,1892.0999800,562.5000000,8.6000000,0.0000000,0.0000000,347.9810000); //object(airportgate)(36)
   CreateObject(3406,1908.4000200,549.2999900,-0.7000000,0.0000000,0.0000000,76.0000000); //object(cxref_woodjetty)(1)
   CreateObject(3406,1906.5000000,541.7000100,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(2)
   CreateObject(3406,1904.5999800,534.0999800,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(3)
   CreateObject(3406,1902.5999800,526.0999800,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(4)
   CreateObject(3406,1900.5999800,518.0999800,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(5)
   CreateObject(3406,1898.5999800,510.1000100,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(6)
   CreateObject(3406,1896.5999800,502.1000100,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(7)
   CreateObject(9241,1909.3000500,497.1000100,3.0000000,0.0000000,0.0000000,256.0000000); //object(copbits_sfn)(1)
   CreateObject(3666,1918.0999800,482.0000000,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(3)
   CreateObject(3666,1924.0999800,506.2000100,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(4)
   CreateObject(3666,1900.3000500,511.6000100,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(5)
   CreateObject(3666,1894.3000500,488.0000000,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(6)
   CreateObject(980,1886.1999500,617.4000200,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(51)
   CreateObject(980,1886.0999800,606.4000200,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(52)
   CreateObject(980,1886.0999800,595.5999800,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(53)
   CreateObject(980,1886.0999800,584.7999900,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(54)
   CreateObject(980,1885.9000200,574.2000100,8.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(55)
   CreateObject(980,1885.8994100,574.1992200,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(56)
   CreateObject(980,1886.1999500,569.4000200,12.6000000,0.0000000,0.0000000,92.0000000); //object(airportgate)(57)
   CreateObject(980,1886.1992200,569.3994100,8.6000000,0.0000000,0.0000000,92.0000000); //object(airportgate)(58)
   CreateObject(3604,1947.8000500,617.9000200,12.4000000,0.0000000,0.0000000,0.0000000); //object(bevmangar_law2)(2)
   CreateObject(11490,1927.5999800,590.4000200,9.8000000,0.0000000,0.0000000,0.0000000); //object(des_ranch)(1)
   CreateObject(11491,1927.5999800,579.4000200,11.3000000,0.0000000,0.0000000,0.0000000); //object(des_ranchbits1)(1)
   CreateObject(9270,1894.0999800,610.7999900,16.0000000,0.0000000,0.0000000,358.0000000); //object(preshoosbig01_sfn01)(1)
   CreateObject(3604,1963.5000000,617.7999900,12.4000000,0.0000000,0.0000000,0.0000000); //object(bevmangar_law2)(3)
   CreateObject(1257,1938.0000000,616.2000100,11.1000000,0.0000000,0.0000000,0.0000000); //object(bustopm)(1)
   CreateObject(618,1894.4000200,585.5000000,9.8000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(2)
   CreateObject(3666,1911.5999800,559.0000000,6.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(7)
   CreateObject(3666,1913.0000000,565.0999800,8.5000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(8)
   CreateObject(3666,1912.0996100,561.0996100,7.4000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(9)
   CreateObject(3666,1912.5996100,563.1992200,8.0000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(10)
   CreateObject(3666,1911.5999800,565.2999900,8.5000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(11)
   CreateObject(3666,1910.1992200,559.2998000,6.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(12)
   CreateObject(3666,1910.6992200,561.2998000,7.4000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(13)
   CreateObject(3666,1911.1992200,563.3994100,8.0000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(14)
   CreateObject(618,1908.3000500,571.5000000,9.5000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(12)
   CreateObject(618,1972.1999500,618.2999900,9.8000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(13)
   CreateObject(618,1947.6999500,575.7999900,9.8000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(14)
   CreateObject(618,1927.2998000,562.6992200,8.0000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(15)
   CreateObject(618,1947.3000500,558.4000200,7.7000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(16)
   CreateObject(1597,1955.5000000,609.0000000,12.5000000,0.0000000,0.0000000,0.0000000); //object(cntrlrsac1)(1)
   CreateObject(3279,1890.5000000,593.9000200,9.8000000,0.0000000,0.0000000,358.0000000); //object(a51_spottower)(1)
   CreateObject(3666,1909.8000500,551.7000100,1.9000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(15)
   CreateObject(3666,1908.3000500,552.0999800,1.9000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(16)
   CreateObject(3928,-328.0000000,1560.6999500,74.6000000,0.0000000,0.0000000,314.0000000); //object(helipad) (1)
   CreateObject(3666,-328.3994100,1565.7998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (1)
   CreateObject(3666,-333.2998000,1561.0996100,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (2)
   CreateObject(3666,-327.8994100,1555.5000000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (3)
   CreateObject(3666,-323.0000000,1560.2998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (4)
   CreateObject(987,-320.8999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-332.5000000,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-344.2999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-356.3999900,1507.4000200,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-368.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,1.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-380.3999900,1507.3000500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-392.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23)
   CreateObject(987,-402.7000100,1513.0000000,74.6000000,0.0000000,0.0000000,329.9850000); //object(elecfence_bar) (23)
   CreateObject(987,-296.0000000,1508.0000000,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23)
   CreateObject(987,-287.2999900,1516.0999800,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23)
   CreateObject(987,-278.2000100,1524.0999800,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-269.5000000,1532.4000200,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-267.6000100,1533.8000500,74.6000000,0.0000000,0.0000000,41.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-258.5000000,1541.8000500,74.6000000,0.0000000,0.0000000,133.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-266.2999900,1550.1999500,74.6000000,0.0000000,0.0000000,133.9840000); //object(elecfence_bar) (23)
   CreateObject(987,-274.5996100,1558.7998000,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23)
   CreateObject(987,-282.5000000,1566.5999800,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23)
   CreateObject(987,-291.1000100,1575.0999800,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-294.8999900,1578.8000500,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-302.8999900,1587.6999500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-311.1000100,1579.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-312.6000100,1577.8000500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-321.2000100,1569.4000200,74.6000000,0.0000000,0.0000000,313.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-319.5000000,1567.8000500,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23)
   CreateObject(987,-403.8999900,1524.9000200,74.6000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23)
   CreateObject(987,-404.1000100,1532.8000500,74.6000000,0.0000000,0.0000000,271.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-397.2000100,1542.4000200,74.6000000,0.0000000,0.0000000,233.9920000); //object(elecfence_bar) (23)
   CreateObject(987,-397.8999900,1554.1999500,74.6000000,0.0000000,0.0000000,273.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-390.5000000,1563.5999800,74.6000000,0.0000000,0.0000000,231.9930000); //object(elecfence_bar) (23)
   CreateObject(987,-382.8999900,1572.8000500,74.6000000,0.0000000,0.0000000,229.9920000); //object(elecfence_bar) (23)
   CreateObject(987,-374.3999900,1581.0000000,74.6000000,0.0000000,0.0000000,223.9890000); //object(elecfence_bar) (23)
   CreateObject(987,-371.3999900,1583.6999500,74.6000000,0.0000000,0.0000000,223.9840000); //object(elecfence_bar) (23)
   CreateObject(987,-307.6000100,1583.1999500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-311.7999900,1595.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-319.7999900,1603.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-327.8999900,1612.0000000,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-336.2000100,1620.3000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-338.7000100,1622.8000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-347.3999900,1631.3000500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23)
   CreateObject(987,-355.7998000,1622.6992200,74.6000000,0.0000000,0.0000000,223.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-364.5000000,1614.4000200,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-372.3999900,1606.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-374.3999900,1604.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-382.7000100,1595.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23)
   CreateObject(987,-379.5996100,1592.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23)
   CreateObject(3881,-308.7999900,1486.9000200,76.6000000,0.0000000,357.9950000,185.9930000); //object(airsecbooth_sfse) (3)
   CreateObject(987,-320.0000000,1587.0000000,74.6000000,0.0000000,0.0000000,47.9780000); //object(elecfence_bar) (23)
   CreateObject(987,-308.7999900,1507.1999500,74.7000000,0.0000000,0.0000000,275.9880000); //object(elecfence_bar) (23)
   CreateObject(987,-308.0000000,1501.9000200,74.7000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23)
   CreateObject(987,-295.2000100,1495.8000500,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23)
   CreateObject(987,-295.0000000,1490.9000200,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23)
   CreateObject(3279,-314.7000100,1569.5999800,74.4000000,0.0000000,0.0000000,45.9890000); //object(a51_spottower) (5)
   CreateObject(3279,-264.8999900,1542.0000000,74.4000000,0.0000000,0.0000000,223.9840000); //object(a51_spottower) (5)
   CreateObject(3279,-375.7999900,1514.3000500,74.6000000,0.0000000,0.0000000,89.9840000); //object(a51_spottower) (5)
   CreateObject(2985,-265.1000100,1539.9000200,90.5000000,0.0000000,0.0000000,278.0000000); //object(minigun_base) (1)
   CreateObject(2985,-264.7998000,1544.5000000,90.5000000,0.0000000,0.0000000,73.9980000); //object(minigun_base) (2)
   CreateObject(2985,-262.7998000,1542.0996100,90.5000000,0.0000000,0.0000000,355.9950000); //object(minigun_base) (3)
   CreateObject(2985,-374.3999900,1512.8000500,90.7000000,0.0000000,0.0000000,305.9980000); //object(minigun_base) (4)
   CreateObject(2985,-377.2998000,1512.7998000,90.7000000,0.0000000,0.0000000,277.9980000); //object(minigun_base) (5)
   CreateObject(2985,-316.3999900,1569.3000500,90.5000000,0.0000000,0.0000000,199.9980000); //object(minigun_base) (6)
   CreateObject(2985,-377.3994100,1515.5996100,90.7000000,0.0000000,0.0000000,199.9950000); //object(minigun_base) (7)
   CreateObject(2985,-314.3999900,1571.5000000,90.5000000,0.0000000,0.0000000,77.9950000); //object(minigun_base) (8)
   CreateObject(2985,-313.7999900,1568.6999500,90.5000000,0.0000000,0.0000000,333.9950000); //object(minigun_base) (9)
   CreateObject(2921,-304.5996100,1538.5000000,78.3000000,0.0000000,0.0000000,73.9980000); //object(kmb_cam) (1)
   CreateObject(3788,-322.2999900,1535.9000200,75.1000000,0.0000000,0.0000000,0.0000000); //object(missile_03_sfxr) (1)
   CreateObject(3786,-322.2999900,1535.8000500,75.2000000,0.0000000,0.0000000,0.0000000); //object(missile_05_sfxr) (1)
   CreateObject(2064,-375.7999900,1514.5000000,91.3000000,0.0000000,0.0000000,20.0000000); //object(cj_feildgun) (1)
   CreateObject(2064,-264.8994100,1542.0996100,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (2)
   CreateObject(2064,-315.5000000,1569.7998000,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (3)
   CreateObject(2796,-329.5000000,1537.3994100,78.0000000,0.0000000,0.0000000,0.0000000); //object(cj_air_d_6) (1)
   CreateObject(3526,-297.6000100,1452.4000200,72.9000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (1)
   CreateObject(3526,-296.7999900,1441.8000500,72.4000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (2)
   CreateObject(3526,-297.1000100,1446.6999500,72.6000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (3)
   CreateObject(3526,-298.2000100,1460.0000000,73.3000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (4)
   CreateObject(3526,-298.8999900,1467.5999800,73.7000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (5)
   CreateObject(3526,-299.8999900,1479.5000000,74.4000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (6)
   CreateObject(656,-364.6000100,1547.5999800,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (1)
   CreateObject(656,-389.7999900,1525.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (2)
   CreateObject(656,-317.2000100,1582.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (3)
   CreateObject(656,-313.7999900,1543.8000500,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (4)
   CreateObject(978,-347.3999900,1515.0000000,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (2)
   CreateObject(978,-347.3999900,1519.5999800,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (3)
   CreateObject(978,-351.7000100,1525.4000200,75.4000000,0.0000000,0.0000000,344.0000000); //object(sub_roadright) (4)
   CreateObject(978,-360.2000100,1527.1999500,75.4000000,0.0000000,0.0000000,349.9980000); //object(sub_roadright) (5)
   CreateObject(978,-369.0000000,1528.9000200,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (6)
   CreateObject(978,-377.0000000,1530.5999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (7)
   CreateObject(978,-379.2000100,1531.0999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (8)
   CreateObject(978,-387.0000000,1535.0999800,75.4000000,0.0000000,0.0000000,317.9970000); //object(sub_roadright) (9)
   CreateObject(978,-390.7999900,1542.3000500,75.4000000,0.0000000,0.0000000,275.9940000); //object(sub_roadright) (10)
   CreateObject(978,-391.3999900,1550.8000500,75.4000000,0.0000000,0.0000000,271.9930000); //object(sub_roadright) (11)
   CreateObject(978,-391.6000100,1555.9000200,75.4000000,0.0000000,0.0000000,271.9890000); //object(sub_roadright) (12)
   CreateObject(978,-351.8999900,1535.6999500,75.4000000,0.0000000,0.0000000,169.9970000); //object(sub_roadright) (13)
   CreateObject(978,-360.6000100,1537.1999500,75.4000000,0.0000000,0.0000000,169.9910000); //object(sub_roadright) (14)
   CreateObject(978,-369.0000000,1538.9000200,75.4000000,0.0000000,0.0000000,167.9910000); //object(sub_roadright) (15)
   CreateObject(978,-377.1000100,1540.5000000,75.4000000,0.0000000,0.0000000,167.9860000); //object(sub_roadright) (17)
   CreateObject(978,-382.1000100,1546.0000000,75.4000000,0.0000000,0.0000000,95.9860000); //object(sub_roadright) (18)
   CreateObject(978,-382.6000100,1555.0999800,75.4000000,0.0000000,0.0000000,89.9820000); //object(sub_roadright) (19)
   CreateObject(978,-379.3999900,1563.3000500,75.5000000,0.0000000,0.0000000,47.9780000); //object(sub_roadright) (20)
   CreateObject(978,-373.2000100,1569.6999500,75.7000000,0.0000000,0.0000000,43.9770000); //object(sub_roadright) (21)
   CreateObject(978,-368.2999900,1574.5000000,75.8000000,0.0000000,0.0000000,43.9730000); //object(sub_roadright) (22)
   CreateObject(8042,-289.6000100,1528.0999800,79.8999900,0.0000000,0.0000000,240.0000000); //object(apbarriergate07_lvs) (1)
   CreateObject(3578,-299.2999900,1538.5000000,75.3000000,0.0000000,0.0000000,314.0000000); //object(dockbarr1_la) (1)
/*
Objects converted: 108
Vehicles converted: 0
Vehicle models found: 0
----------------------
In the time this conversion took to finish light could have travelled around the world 0.18 times!
*/
   CreateObject(978,-2089.4414062,-174.5110016,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2079.5983887,-174.5078278,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2060.1142578,-174.6484375,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2091.2272949,-145.3013000,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2084.1882324,-138.1024780,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2077.2683105,-131.1828003,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2080.2221680,-156.2587280,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2075.5776367,-161.4821777,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2066.1105957,-161.4730835,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2076.6650391,-147.7262726,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2022.6726074,-131.8040009,35.1111526,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2059.6594238,-127.7289124,35.1640129,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2040.0646973,-128.0144653,35.0905037,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2030.7396240,-128.1015167,35.0775681,0.0000000,0.0000000,0.0000000); //
   CreateObject(3578,-2031.4448242,-166.8251038,35.0983467,0.0000000,0.0000000,120.0000000); //
   CreateObject(978,-2068.6335449,-144.4634247,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2056.7170410,-161.4660034,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2047.1982422,-161.5302734,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2037.8920898,-161.6584320,35.1676140,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2028.1827393,-165.7351990,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.4445801,-156.0106354,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2050.2580566,-144.6601257,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2059.6835938,-144.5606689,35.1676140,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2015.7928467,-138.6617279,35.1496811,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2052.1411133,-177.6409607,35.1605339,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2028.1228027,-175.4855652,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.1832275,-185.0334778,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.1538086,-194.8503418,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2045.5507812,-184.1756897,35.1605339,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2041.6618652,-192.4855957,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.2152100,-204.4223938,35.0000000,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2041.8138428,-221.4543762,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.1729736,-213.9217987,35.0000000,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.0461426,-223.2240906,35.0000000,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2041.6546631,-201.8496704,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2041.6534424,-211.5208588,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2070.0317383,-174.6872711,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2056.9226074,-195.3655396,35.1676140,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2081.1298828,-195.3205872,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2084.8188477,-204.4754181,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2062.9333496,-208.1028748,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2027.9825439,-232.6670074,35.1676140,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2028.0517578,-242.0102234,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2039.7198486,-262.8364868,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2065.0029297,-192.1765747,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2073.4558105,-192.0007935,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2081.6718750,-259.3202820,35.1605339,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2044.9530029,-241.0308228,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2028.1044922,-251.1210938,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2069.2697754,-214.6401672,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2049.0952148,-262.7719727,35.1676140,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2075.7658691,-221.3036346,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2031.6922607,-259.6616516,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2053.6408691,-218.5343933,35.1676140,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2084.8579102,-233.0894623,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2084.8527832,-242.2672424,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2056.8923340,-201.8679199,35.1676140,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2046.7304688,-211.5473938,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2084.8801270,-223.9892273,35.1605339,0.0000000,2.0000000,90.0000000); //
   CreateObject(978,-2084.8618164,-214.1053925,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2069.0881348,-127.8244324,35.1673775,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2032.3249512,-148.0884857,35.1605339,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2040.7756348,-144.7638397,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2060.3349609,-225.0092468,35.1676140,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2067.0830078,-231.6175842,35.1676140,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2052.5629883,-244.4067688,35.1676140,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2066.1879883,-244.5792542,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2070.6762695,-239.5471039,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2075.7656250,-221.3027344,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2081.0822754,-226.5475922,35.1605339,0.0000000,0.0000000,45.0000000); //
   CreateObject(978,-2058.3090820,-262.8157043,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2064.5283203,-262.8485107,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(978,-2073.8220215,-262.8330994,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(3578,-2090.9387207,-179.2667999,35.0983467,0.0000000,0.0000000,45.0000000); //
   CreateObject(3578,-2091.3410645,-170.3163452,35.0983467,0.0000000,0.0000000,135.0000000); //
   CreateObject(978,-2041.9051514,-231.3264618,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2084.9106445,-251.1577454,35.1605339,0.0000000,0.0000000,90.0000000); //
   CreateObject(978,-2058.8503418,-244.5556335,35.1605339,0.0000000,0.0000000,0.0000000); //
   CreateObject(1097,-2049.5808105,45.0000000,34.7645302,0.0000000,0.0000000,6.0000000); //
   CreateObject(3578,-2054.2529297,-122.3977509,35.0768776,0.0000000,0.0000000,90.0000000); //
   CreateObject(3578,-2044.8024902,-122.1233521,35.0245628,0.0000000,0.0000000,90.0000000); //
   CreateObject(8572,-2033.3598633,-101.3870163,36.3892288,0.0000000,0.0000000,180.0000000); //
   CreateObject(8613,-2059.1726074,-152.2934113,38.6917343,0.0000000,0.0000000,178.7500000); //
   CreateObject(8613,-2066.8222656,-197.0215912,38.6917343,0.0000000,0.0000000,360.0000000); //
   CreateObject(984,-2063.6657715,-161.1654663,42.0000000,0.0000000,90.0000000,0.0000000); //
   CreateObject(984,-2062.3889160,-161.1719360,42.0000000,0.0000000,270.0000000,0.0000000); //
   CreateObject(984,-2063.6699219,-173.9628143,42.0000000,0.0000000,90.0000000,0.0000000); //
   CreateObject(984,-2062.3811035,-173.9665985,42.0000000,0.0000000,270.0000000,0.0000000); //
   CreateObject(984,-2063.6757812,-186.7870331,42.0000000,0.0000000,90.0000000,0.0000000); //
   CreateObject(984,-2062.3801270,-186.7877655,42.0000000,0.0000000,270.0000000,0.0000000); //
   CreateObject(805,-2028.0522461,-84.2190475,35.2149315,0.0000000,0.0000000,0.0000000); //
   CreateObject(869,-2021.6151123,-84.0136871,35.0201492,0.0000000,0.0000000,0.0000000); //
   CreateObject(870,-2034.3132324,-84.1803131,34.8874550,0.0000000,0.0000000,0.0000000);
/* a derbimapp */
   CreateObject(11572,2952.3999000,-790.9000200,13.3500000,0.0000000,0.0000000,0.0000000); //object(con_br06) (1)
   CreateObject(4871,3000.3999000,-791.0000000,10.1200000,0.0000000,0.0000000,0.0000000); //object(airpurt2bx_las) (1)
   CreateObject(11572,3023.0000000,-791.0000000,13.3400000,0.0000000,0.0000000,0.0000000); //object(con_br06) (2)
   CreateObject(5191,3149.3000500,-790.7999900,4.2100000,0.0000000,0.0000000,270.0000000); //object(nwdkbridd_las2) (1)
   CreateObject(5298,2986.8000500,-791.0000000,3.6000000,0.0000000,0.0000000,0.0000000); //object(bigstormbridb_las2) (1)
   CreateObject(10111,3248.8999000,-790.9000200,3.3000000,0.0000000,0.0000000,180.0000000); //object(road17_sfe) (1)
   CreateObject(973,3064.5000000,-797.2000100,11.0000000,0.0000000,0.0000000,0.0000000); //object(sub_roadbarrier) (1)
   CreateObject(973,3073.0000000,-797.2000100,11.0000000,0.0000000,0.0000000,0.0000000); //object(sub_roadbarrier) (2)
   CreateObject(973,3081.8994100,-797.1992200,11.0000000,0.0000000,0.0000000,0.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3090.6999500,-798.7999900,11.0000000,0.0000000,0.0000000,340.0000000); //object(sub_roadbarrier) (4)
   CreateObject(973,3064.6999500,-784.7000100,11.0000000,0.0000000,0.0000000,180.0000000); //object(sub_roadbarrier) (5)
   CreateObject(973,3073.0000000,-784.7000100,11.0000000,0.0000000,0.0000000,179.9950000); //object(sub_roadbarrier) (6)
   CreateObject(973,3081.6999500,-784.7000100,11.0000000,0.0000000,0.0000000,179.9950000); //object(sub_roadbarrier) (7)
   CreateObject(973,3090.1999500,-782.5999800,11.0000000,0.0000000,0.0000000,207.9950000); //object(sub_roadbarrier) (8)
   CreateObject(4154,3292.3994100,-798.1992200,1.4000000,0.0000000,0.0000000,182.0000000); //object(roads16_lan) (1)
   CreateObject(8040,3339.1992200,-738.7998000,2.0990000,0.0000000,0.0000000,272.0000000); //object(airprtcrprk02_lvs) (1)
   CreateObject(8136,3295.6992200,-858.5000000,-3.3830000,0.0000000,0.0000000,2.0000000); //object(vgsbikeschl04) (1)
   CreateObject(8136,3256.8994100,-859.7998000,-3.3830000,0.0000000,0.0000000,2.0000000); //object(vgsbikeschl04) (2)
   CreateObject(8136,3334.3994100,-857.0996100,-3.3830000,0.0000000,0.0000000,2.0000000); //object(vgsbikeschl04) (3)
   CreateObject(3353,3333.5000000,-834.6992200,2.4989000,0.0000000,0.0000000,272.0000000); //object(sw_bigburbsave2) (3)
   CreateObject(3313,3340.0996100,-857.2998000,4.5000000,0.0000000,0.0000000,272.0000000); //object(sw_woodhaus03) (1)
   CreateObject(3306,3337.6992200,-884.6992200,2.9900000,0.0000000,0.0000000,182.0000000); //object(swburbhaus02) (1)
   CreateObject(11496,3354.8000500,-829.2000100,0.0000000,0.0000000,0.0000000,4.0000000); //object(des_wjetty) (1)
   CreateObject(11496,3355.6999500,-850.5000000,0.0000000,0.0000000,0.0000000,1.9990000); //object(des_wjetty) (2)
   CreateObject(11496,3356.6001000,-877.0000000,0.0000000,0.0000000,0.0000000,1.9940000); //object(des_wjetty) (3)
   CreateObject(5812,3251.3994100,-867.8994100,1.8000000,0.0000000,0.0000000,2.0000000); //object(grasspatchlawn) (1)
   CreateObject(12814,3280.1992200,-845.0000000,1.5000000,0.0000000,0.0000000,2.0000000); //object(cuntyeland04) (1)
   CreateObject(12814,3291.6999500,-883.2999900,1.5000000,0.0000000,0.0000000,272.0000000); //object(cuntyeland04) (2)
   CreateObject(12814,3309.8994100,-843.8994100,1.5000000,0.0000000,0.0000000,2.0000000); //object(cuntyeland04) (3)
   CreateObject(12814,3330.3994100,-872.2998000,1.5000000,0.0000000,0.0000000,2.0000000); //object(cuntyeland04) (5)
   CreateObject(1409,3325.3994100,-844.0000000,1.3990000,0.0000000,0.0000000,0.0000000); //object(cj_dump1_low) (1)
   CreateObject(1409,3326.2998000,-844.0000000,1.3990000,0.0000000,0.0000000,0.0000000); //object(cj_dump1_low) (2)
   CreateObject(1409,3346.1001000,-840.0999800,1.4000000,0.0000000,0.0000000,272.0000000); //object(cj_dump1_low) (3)
   CreateObject(1409,3333.8994100,-893.8994100,3.2000000,0.0000000,0.0000000,0.0000000); //object(cj_dump1_low) (4)
   CreateObject(901,3267.0000000,-807.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (1)
   CreateObject(901,3253.6001000,-807.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (2)
   CreateObject(901,3268.1999500,-815.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (3)
   CreateObject(901,3252.1001000,-815.0000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (4)
   CreateObject(901,3239.5000000,-814.5000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (5)
   CreateObject(901,3239.0000000,-804.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (6)
   CreateObject(901,3236.6999500,-781.9000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (7)
   CreateObject(901,3233.3000500,-793.7000100,1.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (8)
   CreateObject(17026,3228.1001000,-844.0999800,0.0000000,0.0000000,0.0000000,150.0000000); //object(cunt_rockgp2_) (1)
   CreateObject(17026,3229.8000500,-897.5000000,0.0000000,0.0000000,0.0000000,149.9960000); //object(cunt_rockgp2_) (2)
   CreateObject(17026,3261.0000000,-907.0000000,0.0000000,0.0000000,0.0000000,239.9960000); //object(cunt_rockgp2_) (3)
   CreateObject(897,3246.3000500,-774.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (1)
   CreateObject(897,3253.8999000,-776.0999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (2)
   CreateObject(897,3264.3000500,-776.5000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (3)
   CreateObject(897,3273.0000000,-775.7999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (4)
   CreateObject(897,3281.3000500,-775.7000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (5)
   CreateObject(897,3287.3999000,-775.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (6)
   CreateObject(897,3297.3999000,-775.7999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (7)
   CreateObject(897,3307.1001000,-775.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (8)
   CreateObject(897,3314.6001000,-774.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (9)
   CreateObject(901,3356.1001000,-791.2000100,-2.0000000,0.0000000,0.0000000,33.9970000); //object(searock05) (9)
   CreateObject(901,3356.8000500,-783.0000000,-2.0000000,0.0000000,0.0000000,311.9950000); //object(searock05) (10)
   CreateObject(901,3370.1001000,-781.9000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (11)
   CreateObject(901,3371.1001000,-790.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (12)
   CreateObject(901,3351.6001000,-787.0000000,-4.0000000,0.0000000,0.0000000,63.9950000); //object(searock05) (13)
   CreateObject(4520,3356.5996100,-788.0996100,2.2000000,0.0000000,0.0000000,183.9990000); //object(ce_fredbar01ld) (1)
   CreateObject(973,3345.6992200,-797.5996100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3336.6992200,-797.8994100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3327.6992200,-798.1992200,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3318.5996100,-798.5000000,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3309.6992200,-798.7998000,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3300.8994100,-799.0996100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3293.6992200,-804.0000000,2.3200000,0.0000000,0.0000000,92.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3294.0000000,-812.6992200,2.3200000,0.0000000,0.0000000,91.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3317.5000000,-779.0000000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3311.3994100,-779.1992200,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3302.8994100,-779.5996100,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3291.3994100,-780.0000000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3284.5996100,-780.1992200,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3275.8994100,-780.5000000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3268.6992200,-780.7998000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3261.0000000,-781.0996100,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3)
   CreateObject(973,3260.5000000,-800.3994100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3269.7998000,-800.0996100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3274.5000000,-804.5996100,2.3200000,0.0000000,0.0000000,272.0000000); //object(sub_roadbarrier) (3)
   CreateObject(973,3274.7998000,-813.5996100,2.3200000,0.0000000,0.0000000,272.0000000); //object(sub_roadbarrier) (3)
   CreateObject(3749,2916.8999000,-791.0000000,15.9000000,0.0000000,0.0000000,270.0000000); //object(clubgate01_lax) (1)
   CreateObject(2780,3376.8999000,-785.5999800,2.1000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (1)
   CreateObject(711,3277.6999500,-897.5999800,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (1)
   CreateObject(711,3282.1001000,-897.7000100,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (2)
   CreateObject(711,3320.3000500,-897.0000000,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (3)
   CreateObject(711,3288.0000000,-897.7000100,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (4)
   CreateObject(707,3246.5000000,-827.5999800,0.5000000,0.0000000,0.0000000,0.0000000); //object(sm_bushvbig) (1)
   CreateObject(705,3261.0000000,-873.7999900,0.4000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree7vbig) (1)
   CreateObject(715,3245.3999000,-857.7999900,8.6000000,0.0000000,0.0000000,0.0000000); //object(veg_bevtree3) (1)
   CreateObject(1280,3246.3000500,-829.0999800,0.9000000,0.0000000,0.0000000,180.0000000); //object(parkbench1) (1)
   CreateObject(1280,3246.8999000,-896.0000000,1.0000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (2)
   CreateObject(1280,3259.6001000,-879.2999900,0.9000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (3)
   CreateObject(1280,3259.1999500,-867.2000100,0.8000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (4)
   CreateObject(1280,3244.1001000,-860.2999900,0.9000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (5)
   CreateObject(1280,3238.1001000,-876.2999900,1.0000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (6)
   CreateObject(1280,3262.8000500,-821.7999900,0.8000000,0.0000000,0.0000000,89.9950000); //object(parkbench1) (7)
   CreateObject(4641,3351.3994100,-775.7998000,2.8000000,0.0000000,0.0000000,273.9990000); //object(paypark_lan04) (1)
   CreateObject(2780,3376.6001000,-776.7999900,1.7000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (3)
   CreateObject(2780,3379.3999000,-792.0000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (7)
   CreateObject(2780,3365.0000000,-787.5000000,2.0000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (11)
   CreateObject(3567,3419.6999500,-785.5999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (1)
   CreateObject(3567,3419.8000500,-768.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (3)
   CreateObject(3567,3419.6001000,-803.0999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (4)
   CreateObject(3567,3426.6999500,-813.2999900,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (5)
   CreateObject(3567,3443.6999500,-813.2999900,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (6)
   CreateObject(3567,3461.3000500,-813.2999900,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (7)
   CreateObject(3567,3427.1001000,-757.9000200,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (8)
   CreateObject(3567,3444.6999500,-758.0000000,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (9)
   CreateObject(3567,3461.8000500,-758.0999800,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (10)
   CreateObject(3567,3428.3000500,-785.2999900,3.3000000,26.0000000,0.0000000,270.0000000); //object(lasnfltrail) (11)
   CreateObject(3567,3471.8000500,-806.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (12)
   CreateObject(3567,3471.8000500,-788.5999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (13)
   CreateObject(3567,3471.8999000,-771.0000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (14)
   CreateObject(3567,3471.8999000,-756.7000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (15)
   CreateObject(3567,3419.8000500,-755.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (16)
   CreateObject(3567,3419.5000000,-816.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (17)
   CreateObject(3567,3471.8000500,-816.5000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (18)
   CreateObject(3567,3463.600

6
Segítségkérés / Itt kérdezz warningot/error -t!
« Dátum: 2013. október 20. - 00:01:35 »
Valaki ki tudná ezt javítani nekem?
6 db warning-ot ír.
Kiesik egy munka a pilóta pedig minden include megvan hozzá..
ezek a warningok:
D:\\Programook\\SZERVER\\server1\\pawno\\include\\streamer.inc(376) : warning 235: public function lacks forward declaration (symbol \"OnPlayerEditObject\")
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_OnPlayerEnterCheckpoint\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_SetRandomJob\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_StartRandomJob\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316) : warning 204: symbol is assigned a value that is never used: \"Streamer_g_OPSO\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316 -- 1493) : warning 203: symbol is never used: \"ret_memcpy\"
 

   #pragma tabsize 0
   // ********************************************************************************************************************
   // Set default gamemode name
   // ********************************************************************************************************************
   #define GameModeName                            \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×\"
   // ********************************************************************************************************************
   // ********************************************************************************************************************
 
   // 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
   // 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)
   main()
   {
           // Print some standard lines to the server\'s console
           print(\"\\n------------------\");
           print(GameModeName);
           print(\"-----------------\\n\");
   }
 
   // This callback gets called when the server initializes the gamemode
   public OnGameModeInit()
   {
           //3D Táblák
       Create3DTextLabel(\"Kamionosoknak csak\", 0xFFFFFFAA, 3466.0850,881.6282,18.2148, 60.0, 0);
       Create3DTextLabel(\"a kijelölt helyen\", 0xFF9933AA, 3466.0850,881.6282,17.9, 60.0, 0);
       Create3DTextLabel(\"Mély víz csak\", 0xFFFFFFAA,3450.2595,945.1111,6.7964, 60.0, 0);
       Create3DTextLabel(\"Saját felelõsségre\", 0xFF9933AA,3450.2595,945.1111,6.4964, 60.0, 0);
       Create3DTextLabel(\"Kamionosoknak\", 0xFFFFFFAA,3400.8997,898.8578,7.3018, 60.0, 0);
       Create3DTextLabel(\"Kijelölt hely\", 0xFF9933AA,3400.8997,898.8578,7.0018, 60.0, 0);
       Create3DTextLabel(\"Rádióért használd a /radio parancsot\", 0xFF9933AA,1271.9248,845.8589,29.2429, 70.0, 0);
       Create3DTextLabel(\"Túlrakodásért használd a /overload parancsot\", 0xFF9933AA,1271.9248,845.8589,26.2429, 70.0, 0);
           Create3DTextLabel(\"Jó játékot kiván nektek a szerver tulaj\", 0xFF9933AA, 1623.4753,821.0429,27.4113, 70.0, 0);
           Create3DTextLabel(\"K.A.C.C egyenesen 20 km\", 0xFF9933AA,1716.0542,831.7856,16.0315, 70.0, 0);
           new HostCommand[128];
           // Change the hostname
           format(HostCommand, 128, \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×%s\", GameModeName);
           SetGameModeText(\"[J]-[M] v5.6\");
       SendRconCommand(\"mapname Ohio-New Mexiko\");
 
           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 convoys
           ShowPlayerMarkers(1); // Show players on the entire map (and on the radar)
           ShowNameTags(1); // Show player names (and health) above their head
           ManualVehicleEngineAndLights(); // Let the server control the vehicle\'s engine and lights
           EnableStuntBonusForAll(0); // Disable stunt bonus for all players
           DisableInteriorEnterExits(); // Removes all building-entrances in the game
           UsePlayerPedAnims(); // Use CJ\'s walking animation
 
           // Start the timer that will show timed messages every 2 minutes
           SetTimer(\"Timer_TimedMessages\", 1000 * 60 * 2, true);
           // Start the timer that will show a random bonus mission for truckers every 5 minutes
           SetTimer(\"ShowRandomBonusMission\", 1000 * 60 * 5, true);
           // Start the timer that checks the toll-gates
           SetTimer(\"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 server
   public OnPlayerConnect(playerid)
   {
           // Display a message if the player hasn\'t accepted the rules yet
           if (APlayerData[playerid][RulesRead] == false)
           SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Olvasd el a szabályokat {00FF00}/rules!\");
           SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Tulajdonos:{00FF00} Lacky, BoboCica, [L]uckyoy\");
           // Always allow NPC\'s to login without password or account
           if (IsPlayerNPC(playerid))
                   return 1;
           // Setup local variables
           new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;
           // Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
           SetPVarInt(playerid, \"PVarMoney\", 0);
           SetPVarInt(playerid, \"PVarScore\", 0);
           // Get the playername
           GetPlayerName(playerid, Name, sizeof(Name));
           // Also store this name for the player
           GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);
           // Send a message to all players to let them know somebody else joined the server
           format(NewPlayerMsg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Csatlakozott köreinkbe.\", 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 banned
                   if (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
                   }
           }
           else
                   ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, \"Üdvözöllek\", \"Kérem regisztrálj és add meg a jelszavad\",\"Regisztráció\", \"vissza\");
           // The houses have been loaded but not the cars, so load all vehicles assigned to the player\'s houses
           for (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 slot
                   if (HouseID != 0)
                       HouseFile_Load(HouseID, true); // Load the cars of the house
           }
           // Speedometer setup
           Speedometer_Setup(playerid);
           // MissionText TextDraw setup
           APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, \" \"); // Setup the missiontext at the bottom of the screen
           TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
           TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
           TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext
           // Display a message if the player hasn\'t accepted the rules yet
           if (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 variables
           new TotalBanTime, Days, Hours, Minutes, Msg[128];
           // Get the total ban-time
           TotalBanTime = APlayerData[playerid][banTime] - gettime();
           // Calculate days
           if (TotalBanTime >= 86400)
           {
                   Days = TotalBanTime / 86400;
                   TotalBanTime = TotalBanTime - (Days * 86400);
           }
           // Calculate hours
           if (TotalBanTime >= 3600)
           {
                   Hours = TotalBanTime / 3600;
                   TotalBanTime = TotalBanTime - (Hours * 3600);
           }
           // Calculate minutes
           if (TotalBanTime >= 60)
           {
                   Minutes = TotalBanTime / 60;
                   TotalBanTime = TotalBanTime - (Minutes * 60);
           }
           // Display the remaining ban-time for this player
           SendClientMessage(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 server
   public OnPlayerDisconnect(playerid, reason)
   {
           // Always allow NPC\'s to logout without password or account
           if (IsPlayerNPC(playerid))
                   return 1;
           // Setup local variables
           new Name[24], Msg[128], HouseID;
           // Get the playername
           GetPlayerName(playerid, Name, sizeof(Name));
           // Stop spectate mode for all players who are spectating this player
           for (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}A spec befejezõdött\");
                                   }
           // Send a message to all players to let them know somebody else joined the server
           format(Msg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Kilépett a szerverrõl\", 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 houses
                   PlayerFile_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 job
                   case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
                   case ClassKukasDriver: KukasDriver_EndJob(playerid); // Stop any busdriver job
                   case ClassVonatDriver: VonatDriver_EndJob(playerid); // Stop any busdriver job
                   case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
                   case ClassPolice: Police_EndJob(playerid); // Stop any police job
                   case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
                   case ClassDumper: Dumper_EndJob(playerid); // Stop any mafia job
                   case ClassAssistance: Assistance_EndJob(playerid);
                   case ClassRoadWorker: Roadworker_EndJob(playerid);
           }
           // If the player is part of a convoy, kick him from it
           Convoy_Leave(playerid);
           // Unload all the player\'s house-vehicles to make room for other player\'s vehicles
           for (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 slot
                   if (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 data
           APlayerData[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 frozentimer
           APlayerData[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 info
           APlayerData[playerid][bankPassword] = 0;
           APlayerData[playerid][bankLoggedIn] = false;
           APlayerData[playerid][bankMoney] = 0;
           // Clear stats
           APlayerData[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 warnings
           APlayerData[playerid][PoliceCanJailMe] = false;
           APlayerData[playerid][PoliceWarnedMe] = false;
           APlayerData[playerid][Value_PoliceCanJailMe] = 0;
           // Make sure the jailtimer has been destroyed
           KillTimer(APlayerData[playerid][PlayerJailedTimer]);
           KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);
           // Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
           Speedometer_Cleanup(playerid);
           // Also destroy the missiontext TextDraw for this player
           TextDrawDestroy(APlayerData[playerid][MissionText]);
           // Destroy a rented vehicle is the player had any
           if (APlayerData[playerid][RentedVehicleID] != 0)
           {
                   // Clear the data for the already rented vehicle
                   AVehicleData[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 vehicle
                   DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
                   // Clear the RentedVehicleID
                   APlayerData[playerid][RentedVehicleID] = 0;
           }
           return 1;
   }
 
   // This callback gets called whenever a player uses the chat-box
   public 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 muted
                   SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Levagy némítva\");
                   // Don\'t allow his text to be sent to the chatbox
                   return 0;
           }
       return 1;
   }
 
   // This callback gets called when a player interacts with a dialog
   public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
   {
           // Select the proper dialog to process
           switch (dialogid)
           {
                   case DialogRegister: Dialog_Register(playerid, response, inputtext); // The \"Register\"-dialog
                   case DialogLogin: Dialog_Login(playerid, response, inputtext); // The \"Login\"-dialog
                   case 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-dialog
                   case 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 job
                   case 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 job
                   case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);
                   case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
                   case 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-dialog
                   case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
                   case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
                   case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
                   case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
                   case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);
                   case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
                   case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog
                   case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);
                   case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
                   case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
                   case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
                   case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
                   case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
                   case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
                   case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
                   case 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 business
                   case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business
                   case 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 scoreboard
   public OnPlayerClickPlayer(playerid, clickedplayerid, source)
   {
           // Check if the player is an admin of at least level 1
           if (APlayerData[playerid][PlayerLevel] >= 1)
           {
                   // Setup local variables
                   new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;
                   // Construct the dialog-title
                   GetPlayerName(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 list
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Admin-level: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);
                   // Add the class of the player to the list
                   switch(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 list
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pénz: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pont: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);
                   // Add wanted-level of the player to the list
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Körözési-szint: {00FF00}%i\\n\", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));
                   // Add truckerlicense and busdriver license of the player to the list
                   if (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}Befejezett Kamionos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett convoyos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett buszos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett kukás munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsKukasDriverJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kalauz munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsVonatDriverJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Pilota munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett maffia munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett dömperes munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsDumperJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Becserkészett ellopott maffia hadmûveletek: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megbüntetett játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bebörtönzött játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Futár munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett karbantartó munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megjavitott autok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]);
                   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Ennyi kilómétert vezettél: {00FF00}%f\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMetersDriven]);
                   // Count the number of houses/businesses that the player has and add them to the list
                   for (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 player
                   ShowPlayerDialog(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 pickup
   public OnPlayerPickUpPickup(playerid, pickupid)
   {
           // If the player picks up the Buy_License pickup at the driving school in Doherty
           if (pickupid == Pickup_License)
               // Ask the player which license he wants to buy
                   ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, \"Választd ki mire szeretnél jogosítvány! \", \"Kamionos jogosítvány ($100.000, 100 pont)\\r\\nBuszos jogosítvány ($50.000, 50 pont)\", \"megvesz\", \"vissza\"); // Let the player buy a license
           return 1;
   }
 
   // This callback gets called when a player spawns somewhere
   public OnPlayerSpawn(playerid)
   {
           // Always allow NPC\'s to spawn without logging in
           if (IsPlayerNPC(playerid))
                   return 1;
           // Check if the player properly logged in by typing his password
           if (APlayerData[playerid][LoggedIn] == false)
           {
                   SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
               Kick(playerid); // Kick the player if he didn\'t log in properly
           }
           // Setup local variables
           new 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 is
           APlayerData[playerid][CurrentHouse] = 0;
           // Disable the clock
           TogglePlayerClock(playerid, 0);
           // Delete all weapons from the player
           ResetPlayerWeapons(playerid);
           // Set the missiontext based on the chosen class
           switch (APlayerData[playerid][PlayerClass])
           {
                   case ClassTruckDriver: // Truck-driver class
                   {
                           format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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), \"\'RMB\' megbünteted a játékost (gyalogosan), \'LCTRL\' 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 megjelölt jármûvet vagy vállalj munkát a \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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), \"\'RMB\' megjavitás/megtankolás más kocsiját (gyalog), \'LCTRL\' 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 \\\"/work \\\" parancsal.\"); // Preset the missiontext
                           SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
                   }
            }
           // Set the missiontext
           TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
           // Show the missiontext for this player
           TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);
           // If the player spawns and his jailtime hasn\'t passed yet, put him back in jail
           if (APlayerData[playerid][PlayerJailed] != 0)
               Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
           return 1;
   }
 
   // This callback gets called whenever a player enters a checkpoint
   public OnPlayerEnterCheckpoint(playerid)
   {
           // Check the player\'s class
           switch (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-checkpoint
   public OnPlayerEnterRaceCheckpoint(playerid)
   {
           // Check the player\'s class
           switch (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 checkpoint
                   case ClassRoadWorker: // Roadworker class
                           Roadworker_EnterRaceCheckpoint(playerid);
           }
           return 1;
   }
 
   // This callback gets called whenever a player dies
   public OnPlayerDeath(playerid, killerid, reason)
   {
           // Setup local variables
           new VictimName[24], KillerName[24], Msg[128];
           // Clear the missiontext
           TextDrawSetString(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 started
           switch (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 it
           Convoy_Leave(playerid);
           // If another player kills you, he\'ll get an extra star of his wanted level
           if (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 kill
                   format(Msg, 128, \"{FF0000}Megölted {FFFF00}%s{FF0000}, ezért köröz a rendõrség\", VictimName);
                   SendClientMessage(killerid, 0xFFFFFFFF, Msg);
                   // Inform all police players about the kill
                   format(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 choose
           switch (classid)
           {
                   case 0, 1, 2, 3, 4, 5, 6: // Classes that will be truckdrivers
                   {
                           // Display the name of the class
               GameTextForPlayer(playerid, \"~b~Kamion sofõr\", 3000, 4); //sárga
                           // Store the class for the player (truckdriver)
                           APlayerData[playerid][PlayerClass] = ClassTruckDriver;
                   }
                   case 7, 8: // 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 9, 10, 11, 12, 13, 14:// Classes that will be assistance
                   {
                           // Display the name of the class
                           GameTextForPlayer(playerid, \"~b~Rendfenntartó\", 3000, 4); //kék
                           // Store the class for the player (assistance)
                           APlayerData[playerid][PlayerClass] = ClassPolice;
                   }
                   case 15, 16, 17, 18, 19, 20: // 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 21, 22, 23: // Classes that will be assistance
                   {
                           // Display the name of the class
                           GameTextForPlayer(playerid, \"~b~Don Pepe Csomagkihordó\", 3000, 4); //rozsaszin
                           // Store the class for the player (assistance)
                           APlayerData[playerid][PlayerClass] = ClassCourier;
                   }
                   case 24, 25: // 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 26, 27: // 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 28, 29: // Classes that will be police
                   {
                           // Display the name of the class
               GameTextForPlayer(playerid, \"~b~Szemétszállító\", 3000, 4);
                           // Store the class for the player (police)
                           APlayerData[playerid][PlayerClass] = ClassKukasDriver;
                   }
                   case 30, 31: // Classes that will be assistance
                   {
                           // Display the name of the class
                           GameTextForPlayer(playerid, \"~b~Dömper vezetõ\", 3000, 4);
                           // Store the class for the player (assistance)
                           APlayerData[playerid][PlayerClass] = ClassDumper;
               }
           case 32, 33: // 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-selection
   public OnPlayerRequestSpawn(playerid)
   {
           new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];
           // Get the player\'s name
           GetPlayerName(playerid, Name, sizeof(Name));
           // Choose a random spawnlocation based on the player\'s class
           switch (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, \"{1E90FF}%s Csatlakozott a Kamionsofõrnek.\", 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, \"{1E90FF}%s Csatlakozott Buszsofõrnek .\", 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, \"{1E90FF}%s Csatlakozott Pilótának.\", 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 pontra van szükséged 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, \"{1E90FF}%s Csatlakozott Rendfenntartónak.\", 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, \"{1E90FF}%s Csatlakozott Maffiózónak.\", 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, \"{1E90FF}%s Csatlakozott Pizzafutárnak.\", 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, \"{1E90FF}%s Csatlakozott az autómentõkhöz.\", 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, \"{1E90FF}%s Csatlakozott Útkarbantartónak.\", 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, \"{1E90FF}%s Csatlakozott Szemételszállíónak.\", 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, \"{1E90FF}%s Csatlakozott Dömper sofõrnek.\", 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
     

7
Segítségkérés / 6 db warning javítása.Mod javítás
« Dátum: 2013. október 19. - 22:34:46 »
Valaki ki tudná ezt javítani nekem?
6 db warning-ot ír.
Kiesik egy munka a pilóta pedig minden include megvan hozzá..
ezek a warningok:
D:\\Programook\\SZERVER\\server1\\pawno\\include\\streamer.inc(376) : warning 235: public function lacks forward declaration (symbol \"OnPlayerEditObject\")
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_OnPlayerEnterCheckpoint\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_SetRandomJob\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_StartRandomJob\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316) : warning 204: symbol is assigned a value that is never used: \"Streamer_g_OPSO\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316 -- 1493) : warning 203: symbol is never used: \"ret_memcpy\"
 
#pragma tabsize 0
// ********************************************************************************************************************
// Set default gamemode name
// ********************************************************************************************************************
#define GameModeName            \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×\"
// ********************************************************************************************************************
// ********************************************************************************************************************
 
// 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
// 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)
main()
{
// Print some standard lines to the server\'s console
print(\"\\n------------------\");
print(GameModeName);
print(\"-----------------\\n\");
}
 
// This callback gets called when the server initializes the gamemode
public OnGameModeInit()
{
//3D Táblák
   Create3DTextLabel(\"Kamionosoknak csak\", 0xFFFFFFAA, 3466.0850,881.6282,18.2148, 60.0, 0);
   Create3DTextLabel(\"a kijelölt helyen\", 0xFF9933AA, 3466.0850,881.6282,17.9, 60.0, 0);
   Create3DTextLabel(\"Mély víz csak\", 0xFFFFFFAA,3450.2595,945.1111,6.7964, 60.0, 0);
   Create3DTextLabel(\"Saját felelõsségre\", 0xFF9933AA,3450.2595,945.1111,6.4964, 60.0, 0);
   Create3DTextLabel(\"Kamionosoknak\", 0xFFFFFFAA,3400.8997,898.8578,7.3018, 60.0, 0);
   Create3DTextLabel(\"Kijelölt hely\", 0xFF9933AA,3400.8997,898.8578,7.0018, 60.0, 0);
   Create3DTextLabel(\"Rádióért használd a /radio parancsot\", 0xFF9933AA,1271.9248,845.8589,29.2429, 70.0, 0);
   Create3DTextLabel(\"Túlrakodásért használd a /overload parancsot\", 0xFF9933AA,1271.9248,845.8589,26.2429, 70.0, 0);
Create3DTextLabel(\"Jó játékot kiván nektek a szerver tulaj\", 0xFF9933AA, 1623.4753,821.0429,27.4113, 70.0, 0);
Create3DTextLabel(\"K.A.C.C egyenesen 20 km\", 0xFF9933AA,1716.0542,831.7856,16.0315, 70.0, 0);
new HostCommand[128];
// Change the hostname
format(HostCommand, 128, \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×%s\", GameModeName);
SetGameModeText(\"[J]-[M] v5.6\");
   SendRconCommand(\"mapname Ohio-New Mexiko\");
 
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 convoys
ShowPlayerMarkers(1); // Show players on the entire map (and on the radar)
ShowNameTags(1); // Show player names (and health) above their head
ManualVehicleEngineAndLights(); // Let the server control the vehicle\'s engine and lights
EnableStuntBonusForAll(0); // Disable stunt bonus for all players
DisableInteriorEnterExits(); // Removes all building-entrances in the game
UsePlayerPedAnims(); // Use CJ\'s walking animation
 
// Start the timer that will show timed messages every 2 minutes
SetTimer(\"Timer_TimedMessages\", 1000 * 60 * 2, true);
// Start the timer that will show a random bonus mission for truckers every 5 minutes
SetTimer(\"ShowRandomBonusMission\", 1000 * 60 * 5, true);
// Start the timer that checks the toll-gates
SetTimer(\"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 server
public OnPlayerConnect(playerid)
{
// Display a message if the player hasn\'t accepted the rules yet
if (APlayerData[playerid][RulesRead] == false)
SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Olvasd el a szabályokat {00FF00}/rules!\");
SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Tulajdonos:{00FF00} Lacky, BoboCica, [L]uckyoy\");
// Always allow NPC\'s to login without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;
// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
SetPVarInt(playerid, \"PVarMoney\", 0);
SetPVarInt(playerid, \"PVarScore\", 0);
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Also store this name for the player
GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);
// Send a message to all players to let them know somebody else joined the server
format(NewPlayerMsg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Csatlakozott köreinkbe.\", 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 banned
if (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
}
}
else
ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, \"Üdvözöllek\", \"Kérem regisztrálj és add meg a jelszavad\",\"Regisztráció\", \"vissza\");
// The houses have been loaded but not the cars, so load all vehicles assigned to the player\'s houses
for (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 slot
if (HouseID != 0)
    HouseFile_Load(HouseID, true); // Load the cars of the house
}
// Speedometer setup
Speedometer_Setup(playerid);
// MissionText TextDraw setup
APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, \" \"); // Setup the missiontext at the bottom of the screen
TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext
// Display a message if the player hasn\'t accepted the rules yet
if (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 variables
new TotalBanTime, Days, Hours, Minutes, Msg[128];
// Get the total ban-time
TotalBanTime = APlayerData[playerid][banTime] - gettime();
// Calculate days
if (TotalBanTime >= 86400)
{
Days = TotalBanTime / 86400;
TotalBanTime = TotalBanTime - (Days * 86400);
}
// Calculate hours
if (TotalBanTime >= 3600)
{
Hours = TotalBanTime / 3600;
TotalBanTime = TotalBanTime - (Hours * 3600);
}
// Calculate minutes
if (TotalBanTime >= 60)
{
Minutes = TotalBanTime / 60;
TotalBanTime = TotalBanTime - (Minutes * 60);
}
// Display the remaining ban-time for this player
SendClientMessage(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 server
public OnPlayerDisconnect(playerid, reason)
{
// Always allow NPC\'s to logout without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[24], Msg[128], HouseID;
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Stop spectate mode for all players who are spectating this player
for (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}A spec befejezõdött\");
      }
// Send a message to all players to let them know somebody else joined the server
format(Msg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Kilépett a szerverrõl\", 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 houses
PlayerFile_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 job
case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
case ClassKukasDriver: KukasDriver_EndJob(playerid); // Stop any busdriver job
case ClassVonatDriver: VonatDriver_EndJob(playerid); // Stop any busdriver job
case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
case ClassPolice: Police_EndJob(playerid); // Stop any police job
case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
case ClassDumper: Dumper_EndJob(playerid); // Stop any mafia job
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy, kick him from it
Convoy_Leave(playerid);
// Unload all the player\'s house-vehicles to make room for other player\'s vehicles
for (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 slot
if (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 data
APlayerData[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 frozentimer
APlayerData[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 info
APlayerData[playerid][bankPassword] = 0;
APlayerData[playerid][bankLoggedIn] = false;
APlayerData[playerid][bankMoney] = 0;
// Clear stats
APlayerData[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 warnings
APlayerData[playerid][PoliceCanJailMe] = false;
APlayerData[playerid][PoliceWarnedMe] = false;
APlayerData[playerid][Value_PoliceCanJailMe] = 0;
// Make sure the jailtimer has been destroyed
KillTimer(APlayerData[playerid][PlayerJailedTimer]);
KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);
// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
Speedometer_Cleanup(playerid);
// Also destroy the missiontext TextDraw for this player
TextDrawDestroy(APlayerData[playerid][MissionText]);
// Destroy a rented vehicle is the player had any
if (APlayerData[playerid][RentedVehicleID] != 0)
{
// Clear the data for the already rented vehicle
AVehicleData[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 vehicle
DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
// Clear the RentedVehicleID
APlayerData[playerid][RentedVehicleID] = 0;
}
return 1;
}
 
// This callback gets called whenever a player uses the chat-box
public 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 muted
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Levagy némítva\");
// Don\'t allow his text to be sent to the chatbox
return 0;
}
   return 1;
}
 
// This callback gets called when a player interacts with a dialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
// Select the proper dialog to process
switch (dialogid)
{
case DialogRegister: Dialog_Register(playerid, response, inputtext); // The \"Register\"-dialog
case DialogLogin: Dialog_Login(playerid, response, inputtext); // The \"Login\"-dialog
case 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-dialog
case 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 job
case 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 job
case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);
case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
case 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-dialog
case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);
case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog
case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);
case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case 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 business
case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business
case 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 scoreboard
public OnPlayerClickPlayer(playerid, clickedplayerid, source)
{
// Check if the player is an admin of at least level 1
if (APlayerData[playerid][PlayerLevel] >= 1)
{
// Setup local variables
new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;
// Construct the dialog-title
GetPlayerName(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 list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Admin-level: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);
// Add the class of the player to the list
switch(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 list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pénz: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pont: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);
// Add wanted-level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Körözési-szint: {00FF00}%i\\n\", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));
// Add truckerlicense and busdriver license of the player to the list
if (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}Befejezett Kamionos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett convoyos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett buszos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett kukás munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsKukasDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kalauz munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsVonatDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Pilota munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett maffia munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett dömperes munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsDumperJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Becserkészett ellopott maffia hadmûveletek: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megbüntetett játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bebörtönzött játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Futár munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett karbantartó munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megjavitott autok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Ennyi kilómétert vezettél: {00FF00}%f\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMetersDriven]);
// Count the number of houses/businesses that the player has and add them to the list
for (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 player
ShowPlayerDialog(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 pickup
public OnPlayerPickUpPickup(playerid, pickupid)
{
// If the player picks up the Buy_License pickup at the driving school in Doherty
if (pickupid == Pickup_License)
    // Ask the player which license he wants to buy
ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, \"Választd ki mire szeretnél jogosítvány! \", \"Kamionos jogosítvány ($100.000, 100 pont)\\r\\nBuszos jogosítvány ($50.000, 50 pont)\", \"megvesz\", \"vissza\"); // Let the player buy a license
return 1;
}
 
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
// Always allow NPC\'s to spawn without logging in
if (IsPlayerNPC(playerid))
return 1;
// Check if the player properly logged in by typing his password
if (APlayerData[playerid][LoggedIn] == false)
{
SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
    Kick(playerid); // Kick the player if he didn\'t log in properly
}
// Setup local variables
new 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 is
APlayerData[playerid][CurrentHouse] = 0;
// Disable the clock
TogglePlayerClock(playerid, 0);
// Delete all weapons from the player
ResetPlayerWeapons(playerid);
// Set the missiontext based on the chosen class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truck-driver class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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), \"\'RMB\' megbünteted a játékost (gyalogosan), \'LCTRL\' 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 megjelölt jármûvet vagy vállalj munkát a \\\"/work \\\" 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 \\\"/work \\\" 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 \\\"/work \\\" 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), \"\'RMB\' megjavitás/megtankolás más kocsiját (gyalog), \'LCTRL\' 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 \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
}
 }
// Set the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
// Show the missiontext for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);
// If the player spawns and his jailtime hasn\'t passed yet, put him back in jail
if (APlayerData[playerid][PlayerJailed] != 0)
    Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
return 1;
}
 
// This callback gets called whenever a player enters a checkpoint
public OnPlayerEnterCheckpoint(playerid)
{
// Check the player\'s class
switch (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-checkpoint
public OnPlayerEnterRaceCheckpoint(playerid)
{
// Check the player\'s class
switch (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 checkpoint
case ClassRoadWorker: // Roadworker class
   Roadworker_EnterRaceCheckpoint(playerid);
}
return 1;
}
 
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Setup local variables
new VictimName[24], KillerName[24], Msg[128];
// Clear the missiontext
TextDrawSetString(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 started
switch (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 it
Convoy_Leave(playerid);
// If another player kills you, he\'ll get an extra star of his wanted level
if (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 kill
format(Msg, 128, \"{FF0000}Megölted {FFFF00}%s{FF0000}, ezért köröz a rendõrség\", VictimName);
SendClientMessage(killerid, 0xFFFFFFFF, Msg);
// Inform all police players about the kill
format(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 choose
switch (classid)
{
case 0, 1, 2, 3, 4, 5, 6: // Classes that will be truckdrivers
{
   // Display the name of the class
           GameTextForPlayer(playerid, \"~b~Kamion sofõr\", 3000, 4); //sárga
   // Store the class for the player (truckdriver)
   APlayerData[playerid][PlayerClass] = ClassTruckDriver;
}
case 7, 8: // 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 9, 10, 11, 12, 13, 14:// Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Rendfenntartó\", 3000, 4); //kék
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassPolice;
}
case 15, 16, 17, 18, 19, 20: // 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 21, 22, 23: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Don Pepe Csomagkihordó\", 3000, 4); //rozsaszin
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassCourier;
}
case 24, 25: // 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 26, 27: // 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 28, 29: // Classes that will be police
{
   // Display the name of the class
           GameTextForPlayer(playerid, \"~b~Szemétszállító\", 3000, 4);
   // Store the class for the player (police)
   APlayerData[playerid][PlayerClass] = ClassKukasDriver;
}
case 30, 31: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Dömper vezetõ\", 3000, 4);
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassDumper;
    }
      case 32, 33: // 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-selection
public OnPlayerRequestSpawn(playerid)
{
new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];
// Get the player\'s name
GetPlayerName(playerid, Name, sizeof(Name));
// Choose a random spawnlocation based on the player\'s class
switch (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, \"{1E90FF}%s Csatlakozott a Kamionsofõrnek.\", 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, \"{1E90FF}%s Csatlakozott Buszsofõrnek .\", 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, \"{1E90FF}%s Csatlakozott Pilótának.\", 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 pontra van szükséged 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, \"{1E90FF}%s Csatlakozott Rendfenntartónak.\", 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, \"{1E90FF}%s Csatlakozott Maffiózónak.\", 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, \"{1E90FF}%s Csatlakozott Pizzafutárnak.\", 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, \"{1E90FF}%s Csatlakozott az autómentõkhöz.\", 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, \"{1E90FF}%s Csatlakozott Útkarbantartónak.\", 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, \"{1E90FF}%s Csatlakozott Szemételszállíónak.\", 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, \"{1E90FF}%s Csatlakozott Dömper sofõrnek.\", 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, \"{1E90FF}%s Csatlakozott Mozdonyvezetõnek.\", Name);
}
 }
// Spawn the player with his chosen skin at a random location based on his class
SetSpawnInfo(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 mafia
AVehicleData[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 paintjob
ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1);
}
// Also update the car-color
ChangeVehicleColor(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-id
if (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 shop
public 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 colors
AVehicleData[vehicleid][Color1] = color1;
AVehicleData[vehicleid][Color2] = color2;
// If the primary color is black, remove the paintjob
if (color1 == 0)
AVehicleData[vehicleid][PaintJob] = 0;
return 1;
}
 
// This callback gets called when a player enters or exits a mod-shop
public OnEnterExitModShop(playerid, enterexit, interiorid)
{
return 1;
}
 
// This callback gets called whenever a player mods his vehicle
public OnVehicleMod(playerid, vehicleid, componentid)
{
// When the player changes a component of his vehicle, reduce the price of the component from the player\'s money
APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000];
// Store the component in the AVehicleData array
AVehicleData[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 vehicle
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the vehicle has fuel
if (AVehicleData[vehicleid][Fuel] > 0)
{
// Start the engine and turn on the lights
GetVehicleParamsEx(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 you
GetPlayerPos(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 vehicle
public OnPlayerExitVehicle(playerid, vehicleid)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Turn off the lights and engine
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
}
// Chech if the player is a pilot
if (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 mission
if (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 belongs
new HouseID = AVehicleData[vehicleid][belongsToHouse];
// Check if this vehicle belongs to a house
if (HouseID != 0)
{
// If the house doesn\'t have insurance for it\'s vehicles
if (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 state
public OnPlayerStateChange(playerid,newstate,oldstate)
{
// Setup local variables
new 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 key
public 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 player
switch (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 towtruck
if(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck)
{
// Check if the player pushed the fire-key
if(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 key
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
{
// Check if the player is driving a vehicle
if (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 player
public VehicleToPlayer(playerid, vehicleid)
{
// Setup local variables
new Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance;
// Get the player position
GetPlayerPos(playerid, pX, pY, pZ);
// Get the vehicle position
GetVehiclePos(vehicleid, cX, cY, cZ);
// Calculate the distance
distance = 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 routine
return floatround(distance);
}
 
forward GetClosestVehicle(playerid);
// Find the vehicle closest to the player
public GetClosestVehicle(playerid)
{
// Setup local variables
new Float:distance = 99999.000+1, Float:distance2, result = -1;
// Loop through all vehicles
for(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 player
if (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 vehicle
return result;
}
// This function is used to debug the key-presses
stock DebugKeys(playerid, newkeys, oldkeys)
{
// Debug keys
if ((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(playerid, 0x0000FFFF, \"You pressed the KEY_JUMP key\");
if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_RIGHT key\");
if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_HANDBRAKE key\");
if ((newkeys & KEY_LOOK_LEFT) && !(oldkeys & KEY_LOOK_LEFT))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_L

8
Segítségkérés / Munkák berakása a modba.
« Dátum: 2013. szeptember 29. - 08:48:22 »
Milyen parancsal ?
beraktam az incledeot az include mappába utána beírtam a modba hogy #include <PPP_Penz> és amikor loginoltam és választom ki a munkákat hogy kamionos stb mégsincs ott ..

9
Segítségkérés / Munkák berakása a modba.
« Dátum: 2013. szeptember 29. - 01:16:18 »
megvan az include. készen is van ki is van dolgozva.
a modnak az elején be van írva hogy include mindjuk penzszalito de mégis amikor választom ki am unkát van kamionos stb de a pénz szállító nincs benne ..

10
Segítségkérés / Munkák berakása a modba.
« Dátum: 2013. szeptember 27. - 23:53:47 »
Üdvözletem.
Ismét kérdéssel fordulok hozzátok.
Az lenne a kérdésem hogy mi módon tudok a módomba beletenni munkákat.
PPC_Trucking a mód arra van építve .. van benne 1-2 plusz munka gondolok itt a mozdonyvezetõ meg dömperes de még szeretnék bele tenni másféléket is mint mondjuk a pénzszállító ..
Az include ja megvan a munkának de nincs a játékban.
Tudnátok segíteni ? .

11
Segítségkérés / Hol találom a /rescue parancsokat ..
« Dátum: 2013. szeptember 02. - 17:12:34 »
Sziasztok azt szeretném kérdezni
Hogy hol találom meg  azokat a teleportokat amelyek a /rescue parancsre jönnek elõ.
Mert
whetstone-on map csere ment végbe nekem és a textúrába dob a teleport és kiesek a világból :D
Elõre is köszönöm.

12
Segítségkérés / Mod fordítás .
« Dátum: 2013. szeptember 02. - 09:35:45 »
Így tényleg mûködik :D .
Köszi szépen !!! Végre :D sikerült.

13
Segítségkérés / Mod fordítás .
« Dátum: 2013. augusztus 31. - 11:27:17 »
Hát jólvan :D megteszem a tehetõt :D

Dupla hozzászólás automatikusan összefûzve. ( 2013. augusztus 31. - 11:28:46 )

mostmár értem zyzu :D

14
Segítségkérés / Mod fordítás .
« Dátum: 2013. augusztus 31. - 10:44:28 »
Én elhiszem de nem tapasztalom amit mondtál zyzu :D 
MAgát a PPC_trucking pwn jét elsõre lefordítottam hibátlnaul jelezte amx et is csinált nekem .. .
azzal minden rendben van :D
magát a munkákat meg ilyesmiket nem tudtam hogy hol van de zsolti99 nek köszönöm hogy megírta hol találom.
Booynak annyit hogy szerinted ha módban nem találom a munkát képes lennék írni egy sajátot? kérdezem én :D
Köszi szépen mindenkinek fiúk !! :)

15
Segítségkérés / Mod fordítás .
« Dátum: 2013. augusztus 31. - 10:08:00 »
De akkor milyen módot használjak ? .. Xtrucking az rossz .. hardrucking is... akkor ? ..

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