Szerző Téma: Ház rendszer segitség  (Megtekintve 1439 alkalommal)

Ház rendszer segitség
« Dátum: 2012. május 23. - 13:12:06 »
0 Show voters
Sziasztok!
Van ez a PPC_Housing és ugy kellene megcsinalni hogy /exithouse ne ugy legyen hogy /housemenu ---> kilépés a házból, csak 2 házat lehessen venni!
És alapból valami jobb ház belsõ legyen elõre is köszönöm!
 
#pragma tabsize 0
#include <a_samp>
#include <zcmd>
#include <dutils>
#include <sscanf2>
#include <streamer>
#pragma unused ret_memcpy
 
// ******************************************************************************************************************************
// A beállítások módosíthatóak
// ******************************************************************************************************************************
// Set timer-delay for exiting houses (this timer freezes a player when he exits a house, this allows the game to load the environment
// before the player starts to fall, also the player\'s vehicles assigned to the house he exits from, are respawned by this timer)
new ExitHouseTimer = 1000;
// This allows you to toggle the red houses on the map (bought houses appear on the map as red house icons when this is set to \"true\")
// Setting this to \"false\" doesn\'t show a bought house on the map
new bool:ShowBoughtHouses = false;
// Setting this to \"true\" will load all vehicles assigned to houses when the filterscript loads
// Setting this to \"false\" will load the vehicles assigned to a house when the house-owner logs in (they\'ll also disappear when he logs out)
// Recommended setting for popular servers (with alot of players): \"false\"
// In popular servers, the amount of cars could go over the samp-limit (2000), bugging everything when all cars stay loaded
// even when the owner of the vehicle is offline
new bool:LoadCarsDuringFSInit = false;
// Setting this to \"true\" will set all houses to have insurance by default
// Seting this to \"false\" required players to buy insurance for their vehicles from within the house
// If players don\'t have insurance, their vehicle will be gone forever if it\'s destroyed
// If players have insurance, they will get their vehicle back when it\'s destroyed
new bool:AutomaticInsurance = true;
// Default max number of players is set to 500, re-define it to 50
#undef MAX_PLAYERS
#define MAX_PLAYERS 50
// Define housing parameters
#define MAX_HOUSES               2000 // Defines the maximum number of houses that can be created
#define MAX_HOUSESPERPLAYER         20 // Defines the maximum number of houses that any player can own (useable values: 1 to 20)
#define HouseUpgradePercent         100 // Defines the percentage for upgrading a house (house of 10m can be upgraded for 5m when set to 50)
#define ParkRange                   150.0 // Defines the range for parking the vehicle around the house to which it belongs (default = 150m)
// Define path to house-files and player-files
#define HouseFile \"PPC_Housing/House%i.ini\"
// Define Dialogs
#define DialogHouseMenu             5001
#define DialogUpgradeHouse          5002
#define DialogGoHome                5003
#define DialogHouseNameChange       5004
#define DialogSellHouse             5005
#define DialogBuyCarClass           5006
#define DialogBuyCar                5007
#define DialogSellCar               5008
#define DialogBuyInsurance          5009
#define DialogGetCarSelectHouse     5010
#define DialogGetCarSelectCar       5011
// Define vehicle-classes
#define VClassBike          1
#define VClassBoat          2
#define VClassConvertible   3
#define VClassHelicopter    4
#define VClassIndustrial    5
#define VClassLowRider      6
#define VClassOffRoad       7
#define VClassPlane         8
#define VClassPublic        9
#define VClassRCVehicle     10
#define VClassSaloons       11
#define VClassSportCar      12
#define VClassStationCar    13
#define VClassTrailer       14
#define VClassUnique        15
 
// ******************************************************************************************************************************
// Enums and the array-setups that use them
// ******************************************************************************************************************************
// Setup a custom type that holds all data for houses
enum THouseData
{
PickupID, // Holds the pickup-id that is linked to this house
Text3D:DoorText, // Holds the reference to the 3DText above the house\'s pickup
MapIconID, // Holds the ID of the mapicon for the house
bool:Owned, // Holds true if the house is owned by somebody
Owner[24], // Holds the name of the owner of the house
HouseName[100], // Holds the name of the house (this will be displayed above the pickup near the house when it\'s owned)
Float:HouseX, // Holds the X-coordinate of the pickup for the house
Float:HouseY, // Holds the Y-coordinate of the pickup for the house
Float:HouseZ, // Holds the Z-coordinate of the pickup for the house
HouseLevel, // Holds the level of upgrades the house has, and defines which interior to use when you enter the house
HouseMaxLevel, // Holds the maximum level this house can be upgraded to
HousePrice, // Holds the price for buying the house, the same price applies when upgrading a house per level (multiplied by HouseUpgradePercent/100)
bool:HouseOpened, // Holds true if the house is open to the public (anyone can enter), false means: only the owner can enter it
bool:Insurance, // Holds \"true\" if the house has an insurance for the vehicles belonging to this house
VehicleIDs[10], // Holds the vehicle-id\'s of the vehicles linked to this house (max 10 vehicles per house)
bool:StaticHouse, // Holds \"true\" if the house is static (cannot be upgraded and has a fixed interior)
CarSlots // Holds the amount of carslots available
}
// Holds the data for all houses
new AHouseData[MAX_HOUSES][THouseData];
 
// Setup a custom type to hold all data about a vehicle
enum TVehicleData
{
BelongsToHouse, // Holds the HouseID to which this vehicle belongs
bool:Owned, // Holds true if the vehicle is owned by somebody
Owner[24], // Holds the name of the owner of the vehicle
Model, // Holds the vehicle-model of this vehicle
PaintJob, // Holds the ID of the paintjob applied to the vehicle
Components[14], // Holds all Component-ID\'s for all components on the vehicle
Color1, // Holds the primary color for this vehicle
Color2, // Holds the secundairy color for this vehicle
Float:SpawnX, // Holds the X-coordinate of the parking spot for this vehicle
Float:SpawnY, // Holds the Y-coordinate of the parking spot for this vehicle
Float:SpawnZ, // Holds the Z-coordinate of the parking spot for this vehicle
Float:SpawnRot // Holds the rotation of the parking spot for this vehicle
}
// Setup an array which holds all data for every vehicle, max 2000 vehicles (server limit)
new AVehicleData[2000][TVehicleData];
 
// Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
enum TPlayerData
{
Houses[20], // Holds the HouseID\'s of the houses that the player owns (index of the AHouseData array), maximum 20 houses per player
    CurrentHouse, // Holds the HouseID to track in which house the player currently is (used when accessing the housemenu)
DialogBuyVClass,
DialogGetCarHouseID
}
// Create an array to hold the playerdata for every player
new APlayerData[MAX_PLAYERS][TPlayerData];
 
// Setup a custom type that holds all data about a house-interior (selected when entering a house, based on the house-level)
enum THouseInterior
{
InteriorName[50], // Holds the name of the interior
InteriorID, // Holds the interior-id
Float:IntX, // Holds the X-coordinate of the spawn-location where you enter the house
Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the house
Float:IntZ // Holds the Z-coordinate of the spawn-location where you enter the house
}
// Holds the data for all interiors for houses (each house-level has it\'s own interior)
new AHouseInteriors[][THouseInterior] =
{
{\"Dummy\",             0,       0.0,       0.0,       0.0}, // Dummy interior (Level 0), as the house-level starts at 1
{\"Small motel room\",    10,    2262.83,    -1137.71,    1050.63}, // Level 1
{\"Small house\",       2,       2467.36,    -1698.38,    1013.51}, // Level 2
{\"Small house 2\",       1,       223.00,    1289.26,    1082.20}, // Level 3
{\"Medium house\",       10,    2260.76,    -1210.45,    1049.02}, // Level 4
{\"Medium house 2\",      8,       2365.42,    -1131.85,    1050.88}, // Level 5
{\"Duplex house\",      12,    2324.33,    -1144.79,    1050.71}, // Level 6
{\"Big house\",          15,    295.14,    1474.47,    1080.52}, // Level 7
{\"Big duplex house\",    3,       235.50,    1189.17,    1080.34}, // Level 8
{\"Huge house\",          7,       225.63,    1022.48,    1084.07}, // Level 9
{\"Mansion\",          5,       1299.14,    -794.77,    1084.00} // Level 10
};
 
// Setup a custom type that holds all data about a buyable vehicle
enum TBuyableVehicle
{
CarName[50], // Holds the name of the vehicle
VehicleClass, // Holds the ID of the vehicleclass
CarModel, // Holds the model-ID of the vehicle
Price // Holds the price for the vehicle (renting it will be 10% of this price)
}
new ABuyableVehicles[][TBuyableVehicle] =
{
{\"Admiral\", VClassSaloons, 445, 50000},
{\"Alpha\", VClassSportCar, 602, 50000},
{\"Ambulance\", VClassPublic, 416, 50000},
{\"Andromada\", VClassPlane, 592, 50000},
{\"Article Trailer\", VClassTrailer, 591, 50000},
//   {\"AT400\", VClassPlane, 577, 50000},
{\"Baggage\", VClassUnique, 485, 50000},
{\"Baggage Trailer A\", VClassTrailer, 606, 50000},
{\"Baggage Trailer B\", VClassTrailer, 607, 50000},
{\"Bandito\", VClassOffRoad, 568, 50000},
{\"Banshee\", VClassSportCar, 429, 50000},
{\"Barracks\", VClassPublic, 433, 50000},
{\"Beagle\", VClassPlane, 511, 50000},
{\"Benson\", VClassIndustrial, 499, 50000},
{\"Berkley\'s RC Van\", VClassIndustrial, 459, 50000},
{\"BF Injection\", VClassOffRoad, 424, 50000},
{\"BF-400\", VClassBike, 581, 50000},
{\"Bike\", VClassBike, 509, 50000},
{\"Blade\", VClassLowRider, 536, 50000},
{\"Blista Compact\", VClassSportCar, 496, 50000},
{\"Bloodring Banger\", VClassSaloons, 504, 50000},
{\"BMX\", VClassBike, 481, 50000},
{\"Bobcat\", VClassIndustrial, 422, 50000},
{\"Boxville 1\", VClassIndustrial, 498, 50000},
{\"Boxville 2\", VClassIndustrial, 609, 50000},
{\"Bravura\", VClassSaloons, 401, 50000},
{\"Broadway\", VClassLowRider, 575, 50000},
//   {\"Brownstreak (train)\", VClassUnique, 538, 50000},
{\"Buccaneer\", VClassSaloons, 518, 50000},
{\"Buffalo\", VClassSportCar, 402, 50000},
{\"Bullet\", VClassSportCar, 541, 50000},
{\"Burrito\", VClassIndustrial, 482, 50000},
{\"Bus\", VClassPublic, 431, 50000},
{\"Cabbie\", VClassPublic, 438, 50000},
{\"Caddy\", VClassUnique, 457, 50000},
{\"Cadrona\", VClassSaloons, 527, 50000},
{\"Camper\", VClassUnique, 483, 50000},
{\"Cargo Trailer\", VClassTrailer, 435, 50000},
{\"Cargobob\", VClassHelicopter, 548, 50000},
{\"Cement Truck\", VClassIndustrial, 524, 50000},
{\"Cheetah\", VClassSportCar, 415, 50000},
{\"Clover\", VClassSaloons, 542, 50000},
{\"Club\", VClassSportCar, 589, 50000},
{\"Coach\", VClassPublic, 437, 50000},
{\"Coastguard\", VClassBoat, 472, 50000},
{\"Combine Harvester\", VClassUnique, 532, 50000},
{\"Comet\", VClassConvertible, 480, 50000},
{\"Cropduster\", VClassPlane, 512, 50000},
{\"DFT-30\", VClassIndustrial, 578, 50000},
{\"Dinghy\", VClassBoat, 473, 50000},
{\"Dodo\", VClassPlane, 593, 50000},
{\"Dozer\", VClassUnique, 486, 50000},
{\"Dumper\", VClassUnique, 406, 50000},
{\"Dune\", VClassOffRoad, 573, 50000},
{\"Elegant\", VClassSaloons, 507, 50000},
{\"Elegy\", VClassSaloons, 562, 50000},
{\"Emperor\", VClassSaloons, 585, 50000},
{\"Enforcer\", VClassPublic, 427, 50000},
{\"Esperanto\", VClassSaloons, 419, 50000},
{\"Euros\", VClassSportCar, 587, 50000},
{\"Faggio\", VClassBike, 462, 50000},
{\"Farm Trailer\", VClassTrailer, 610, 50000},
{\"FBI Rancher\", VClassPublic, 490, 50000},
{\"FBI Truck\", VClassPublic, 528, 50000},
{\"FCR-900\", VClassBike, 521, 50000},
{\"Feltzer\", VClassConvertible, 533, 50000},
{\"Firetruck\", VClassPublic, 407, 50000},
{\"Firetruck LA\", VClassPublic, 544, 50000},
{\"Flash\", VClassSportCar, 565, 50000},
{\"Flatbed\", VClassIndustrial, 455, 50000},
{\"Fluids Trailer\", VClassTrailer, 584, 50000},
{\"Forklift\", VClassUnique, 530, 50000},
{\"Fortune\", VClassSaloons, 526, 50000},
{\"Freeway\", VClassBike, 463, 50000},
//   {\"Freight (train)\", VClassUnique, 537, 50000},
//   {\"Freight Box Trailer (train)\", VClassTrailer, 590, 50000},
//   {\"Freight Flat Trailer (train)\", VClassTrailer, 569, 50000},
{\"Glendale\", VClassSaloons, 466, 50000},
{\"Glendale Shit\", VClassSaloons, 604, 50000},
{\"Greenwood\", VClassSaloons, 492, 50000},
{\"Hermes\", VClassSaloons, 474, 50000},
{\"Hotdog\", VClassUnique, 588, 50000},
{\"Hotknife\", VClassUnique, 434, 50000},
{\"Hotring Racer 1\", VClassSportCar, 494, 50000},
{\"Hotring Racer 2\", VClassSportCar, 502, 50000},
{\"Hotring Racer 3\", VClassSportCar, 503, 50000},
{\"HPV1000\", VClassPublic, 523, 50000},
{\"Hunter\", VClassHelicopter, 425, 50000},
{\"Huntley\", VClassOffRoad, 579, 50000},
{\"Hustler\", VClassUnique, 545, 50000},
{\"Hydra\", VClassPlane, 520, 50000},
{\"Infernus\", VClassSportCar, 411, 50000},
{\"Intruder\", VClassSaloons, 546, 50000},
{\"Jester\", VClassSportCar, 559, 50000},
{\"Jetmax\", VClassBoat, 493, 50000},
{\"Journey\", VClassUnique, 508, 50000},
{\"Kart\", VClassUnique, 571, 50000},
{\"Landstalker\", VClassOffRoad, 400, 50000},
{\"Launch\", VClassBoat, 595, 50000},
{\"Leviathan\", VClassHelicopter, 417, 50000},
{\"Linerunner\", VClassIndustrial, 403, 50000},
{\"Majestic\", VClassSaloons, 517, 50000},
{\"Manana\", VClassSaloons, 410, 50000},
{\"Marquis\", VClassBoat, 484, 50000},
{\"Maverick\", VClassHelicopter, 487, 50000},
{\"Merit\", VClassSaloons, 551, 50000},
{\"Mesa\", VClassOffRoad, 500, 50000},
{\"Monster\", VClassOffRoad, 444, 50000},
{\"Monster A\", VClassOffRoad, 556, 50000},
{\"Monster B\", VClassOffRoad, 557, 50000},
{\"Moonbeam\", VClassStationCar, 418, 50000},
{\"Mountain Bike\", VClassBike, 510, 50000},
{\"Mower\", VClassUnique, 572, 50000},
{\"Mr Whoopee\", VClassUnique, 423, 50000},
{\"Mule\", VClassIndustrial, 414, 50000},
{\"Nebula\", VClassSaloons, 516, 50000},
{\"Nevada\", VClassPlane, 553, 50000},
{\"Newsvan\", VClassIndustrial, 582, 50000},
{\"NRG-500\", VClassBike, 522, 50000},
{\"Oceanic\", VClassSaloons, 467, 50000},
{\"Ore Trailer\", VClassTrailer, 450, 50000},
{\"Packer\", VClassIndustrial, 443, 50000},
{\"Patriot\", VClassOffRoad, 470, 50000},
{\"PCJ-600\", VClassBike, 461, 50000},
{\"Perenniel\", VClassStationCar, 404, 50000},
{\"Phoenix\", VClassSportCar, 603, 50000},
{\"Picador\", VClassIndustrial, 600, 50000},
{\"Pizzaboy\", VClassBike, 448, 50000},
{\"Police Car (LSPD)\", VClassPublic, 596, 50000},
{\"Police Car (LVPD)\", VClassPublic, 598, 50000},
{\"Police Car (SFPD)\", VClassPublic, 597, 50000},
{\"Police Maverick\", VClassHelicopter, 497, 50000},
{\"Police Ranger\", VClassPublic, 599, 50000},
{\"Pony\", VClassIndustrial, 413, 50000},
{\"Predator\", VClassBoat, 430, 50000},
{\"Premier\", VClassSaloons, 426, 50000},
{\"Previon\", VClassSaloons, 436, 50000},
{\"Primo\", VClassSaloons, 547, 50000},
{\"Quad\", VClassBike, 471, 50000},
{\"Raindance\", VClassHelicopter, 563, 50000},
{\"Rancher 1\", VClassOffRoad, 489, 50000},
{\"Rancher 2\", VClassOffRoad, 505, 50000},
//   {\"RC Bandit\", VClassRCVehicle, 441, 50000},
//   {\"RC Baron\", VClassRCVehicle, 464, 50000},
//   {\"RC Cam\", VClassRCVehicle, 594, 50000},
//   {\"RC Goblin\", VClassRCVehicle, 501, 50000},
//   {\"RC Raider\", VClassRCVehicle, 465, 50000},
//   {\"RC Tiger\", VClassRCVehicle, 564, 50000},
{\"Reefer\", VClassBoat, 453, 50000},
{\"Regina\", VClassStationCar, 479, 50000},
{\"Remington\", VClassLowRider, 534, 50000},
{\"Rhino\", VClassPublic, 432, 50000},
{\"Roadtrain\", VClassIndustrial, 515, 50000},
{\"Romero\", VClassUnique, 442, 50000},
{\"Rumpo\", VClassIndustrial, 440, 50000},
{\"Rustler\", VClassPlane, 476, 50000},
{\"Sabre\", VClassSportCar, 475, 50000},
{\"Sadler\", VClassIndustrial, 543, 50000},
{\"Sadler Shit\", VClassIndustrial, 605, 50000},
{\"SAN News Maverick\", VClassHelicopter, 488, 50000},
{\"Sanchez\", VClassBike, 468, 50000},
{\"Sandking\", VClassOffRoad, 495, 50000},
{\"Savanna\", VClassLowRider, 567, 50000},
{\"Seasparrow\", VClassHelicopter, 447, 50000},
{\"Securicar\", VClassUnique, 428, 50000},
{\"Sentinel\", VClassSaloons, 405, 50000},
{\"Shamal\", VClassPlane, 519, 50000},
{\"Skimmer\", VClassPlane, 460, 50000},
{\"Slamvan\", VClassLowRider, 535, 50000},
{\"Solair\", VClassStationCar, 458, 50000},
{\"Sparrow\", VClassHelicopter, 469, 50000},
{\"Speeder\", VClassBoat, 452, 50000},
{\"Squallo\", VClassBoat, 446, 50000},
{\"Stafford\", VClassSaloons, 580, 50000},
{\"Stallion\", VClassConvertible, 439, 50000},
{\"Stratum\", VClassStationCar, 561, 50000},
//   {\"Streak Trailer (train)\", VClassTrailer, 570, 50000},
{\"Stretch\", VClassUnique, 409, 50000},
{\"Stuntplane\", VClassPlane, 513, 50000},
{\"Sultan\", VClassSaloons, 560, 50000},
{\"Sunrise\", VClassSaloons, 550, 50000},
{\"Super GT\", VClassSportCar, 506, 50000},
{\"S.W.A.T.\", VClassPublic, 601, 50000},
{\"Sweeper\", VClassUnique, 574, 50000},
{\"Tahoma\", VClassLowRider, 566, 50000},
{\"Tampa\", VClassSaloons, 549, 50000},
{\"Tanker\", VClassIndustrial, 514, 50000},
{\"Taxi\", VClassPublic, 420, 50000},
{\"Tornado\", VClassLowRider, 576, 50000},
{\"Towtruck\", VClassUnique, 525, 50000},
{\"Tractor\", VClassIndustrial, 531, 50000},
//   {\"Tram\", VClassUnique, 449, 50000},
{\"Trashmaster\", VClassIndustrial, 408, 50000},
{\"Tropic\", VClassBoat, 454, 50000},
{\"Tug\", VClassUnique, 583, 50000},
{\"Tug Stairs Trailer\", VClassTrailer, 608, 50000},
{\"Turismo\", VClassSportCar, 451, 50000},
{\"Uranus\", VClassSportCar, 558, 50000},
{\"Utility Trailer\", VClassTrailer, 611, 50000},
{\"Utility Van\", VClassIndustrial, 552, 50000},
{\"Vincent\", VClassSaloons, 540, 50000},
{\"Virgo\", VClassSaloons, 491, 50000},
{\"Voodoo\", VClassLowRider, 412, 50000},
{\"Vortex\", VClassUnique, 539, 50000},
{\"Walton\", VClassIndustrial, 478, 50000},
{\"Washington\", VClassSaloons, 421, 50000},
{\"Wayfarer\", VClassBike, 586, 50000},
{\"Willard\", VClassSaloons, 529, 50000},
{\"Windsor\", VClassConvertible, 555, 50000},
    {\"Yankee\", VClassIndustrial, 456, 50000},
{\"Yosemite\", VClassIndustrial, 554, 50000},
{\"ZR-350\", VClassSportCar, 477, 50000}
};
 
// Setup an array that holds all prices for vehicle-components
new AVehicleModPrices[] =
{
400, // ID 1000, Spoiler Pro                        Certain Transfender cars
550, // ID 1001, Spoiler Win                        Certain Transfender cars
200, // ID 1002, Spoiler Drag                        Certain Transfender cars
250, // ID 1003, Spoiler Alpha                        Certain Transfender cars
100, // ID 1004, Hood Champ Scoop                     Certain Transfender cars
150, // ID 1005, Hood Fury Scoop                     Certain Transfender cars
80, // ID 1006, Roof Roof Scoop                        Certain Transfender cars
500, // ID 1007, Sideskirt Right Sideskirt               Certain Transfender cars
500, // ID 1008, Nitro 5 times                        Most cars, Most planes and Most Helicopters
200, // ID 1009, Nitro 2 times                        Most cars, Most planes and Most Helicopters
1000, // ID 1010, Nitro 10 times                          Most cars, Most planes and Most Helicopters
220, // ID 1011, Hood Race Scoop                         Certain Transfender cars
250, // ID 1012, Hood Worx Scoop                         Certain Transfender cars
100, // ID 1013, Lamps Round Fog                         Certain Transfender cars
400, // ID 1014, Spoiler Champ                           Certain Transfender cars
500, // ID 1015, Spoiler Race                            Certain Transfender cars
200, // ID 1016, Spoiler Worx                            Certain Transfender cars
500, // ID 1017, Sideskirt Left Sideskirt                Certain Transfender cars
350, // ID 1018, Exhaust Upswept                         Most cars
300, // ID 1019, Exhaust Twin                            Most cars
250, // ID 1020, Exhaust Large                           Most cars
200, // ID 1021, Exhaust Medium                        Most cars
150, // ID 1022, Exhaust Small                        Most cars
350, // ID 1023, Spoiler Fury                            Certain Transfender cars
50, // ID 1024, Lamps Square Fog                     Certain Transfender cars
1000, // ID 1025, Wheels Offroad                     Certain Transfender cars
480, // ID 1026, Sideskirt Right Alien Sideskirt         Sultan
480, // ID 1027, Sideskirt Left Alien Sideskirt            Sultan
770, // ID 1028, Exhaust Alien                            Sultan
680, // ID 1029, Exhaust X-Flow                        Sultan
370, // ID 1030, Sideskirt Left X-Flow Sideskirt          Sultan
370, // ID 1031, Sideskirt Right X-Flow Sideskirt         Sultan
170, // ID 1032, Roof Alien Roof Vent                  Sultan
120, // ID 1033, Roof X-Flow Roof Vent                    Sultan
790, // ID 1034, Exhaust Alien                        Elegy
150, // ID 1035, Roof X-Flow Roof Vent                  Elegy
500, // ID 1036, SideSkirt Right Alien Sideskirt          Elegy
690, // ID 1037, Exhaust X-Flow                        Elegy
190, // ID 1038, Roof Alien Roof Vent                  Elegy
390, // ID 1039, SideSkirt Right X-Flow Sideskirt         Elegy
500, // ID 1040, SideSkirt Left Alien Sideskirt            Elegy
390, // ID 1041, SideSkirt Right X-Flow Sideskirt         Elegy
1000, // ID 1042, SideSkirt Right Chrome Sideskirt         Broadway
500, // ID 1043, Exhaust Slamin                           Broadway
500, // ID 1044, Exhaust Chrome                        Broadway
510, // ID 1045, Exhaust X-Flow                        Flash
710, // ID 1046, Exhaust Alien                        Flash
670, // ID 1047, SideSkirt Right Alien Sideskirt          Flash
530, // ID 1048, SideSkirt Right X-Flow Sideskirt         Flash
810, // ID 1049, Spoiler Alien                        Flash
620, // ID 1050, Spoiler X-Flow                           Flash
670, // ID 1051, SideSkirt Left Alien Sideskirt           Flash
530, // ID 1052, SideSkirt Left X-Flow Sideskirt         Flash
130, // ID 1053, Roof X-Flow                        Flash
210, // ID 1054, Roof Alien                           Flash
230, // ID 1055, Roof Alien                           Stratum
520, // ID 1056, Sideskirt Right Alien Sideskirt         Stratum
430, // ID 1057, Sideskirt Right X-Flow Sideskirt         Stratum
620, // ID 1058, Spoiler Alien                        Stratum
720, // ID 1059, Exhaust X-Flow                        Stratum
530, // ID 1060, Spoiler X-Flow                        Stratum
180, // ID 1061, Roof X-Flow                        Stratum
520, // ID 1062, Sideskirt Left Alien Sideskirt            Stratum
430, // ID 1063, Sideskirt Left X-Flow Sideskirt         Stratum
830, // ID 1064, Exhaust Alien                        Stratum
850, // ID 1065, Exhaust Alien                        Jester
750, // ID 1066, Exhaust X-Flow                        Jester
250, // ID 1067, Roof Alien                           Jester
200, // ID 1068, Roof X-Flow                        Jester
550, // ID 1069, Sideskirt Right Alien Sideskirt         Jester
450, // ID 1070, Sideskirt Right X-Flow Sideskirt         Jester
550, // ID 1071, Sideskirt Left Alien Sideskirt            Jester
450, // ID 1072, Sideskirt Left X-Flow Sideskirt         Jester
1100, // ID 1073, Wheels Shadow                        Most cars
1030, // ID 1074, Wheels Mega                        Most cars
980, // ID 1075, Wheels Rimshine                     Most cars
1560, // ID 1076, Wheels Wires                        Most cars
1620, // ID 1077, Wheels Classic                     Most cars
1200, // ID 1078, Wheels Twist                        Most cars
1030, // ID 1079, Wheels Cutter                        Most cars
900, // ID 1080, Wheels Switch                        Most cars
1230, // ID 1081, Wheels Grove                        Most cars
820, // ID 1082, Wheels Import                        Most cars
1560, // ID 1083, Wheels Dollar                        Most cars
1350, // ID 1084, Wheels Trance                        Most cars
770, // ID 1085, Wheels Atomic                        Most cars
100, // ID 1086, Stereo Stereo                        Most cars
1500, // ID 1087, Hydraulics Hydraulics                  Most cars
150, // ID 1088, Roof Alien                           Uranus
650, // ID 1089, Exhaust X-Flow                        Uranus
450, // ID 1090, Sideskirt Right Alien Sideskirt         Uranus
100, // ID 1091, Roof X-Flow                        Uranus
750, // ID 1092, Exhaust Alien                        Uranus
350, // ID 1093, Sideskirt Right X-Flow Sideskirt         Uranus
450, // ID 1094, Sideskirt Left Alien Sideskirt            Uranus
350, // ID 1095, Sideskirt Right X-Flow Sideskirt         Uranus
1000, // ID 1096, Wheels Ahab                        Most cars
620, // ID 1097, Wheels Virtual                        Most cars
1140, // ID 1098, Wheels Access                        Most cars
1000, // ID 1099, Sideskirt Left Chrome Sideskirt         Broadway
940, // ID 1100, Bullbar Chrome Grill                  Remington
780, // ID 1101, Sideskirt Left `Chrome Flames` Sideskirt   Remington
830, // ID 1102, Sideskirt Left `Chrome Strip` Sideskirt   Savanna
3250, // ID 1103, Roof Convertible                     Blade
1610, // ID 1104, Exhaust Chrome                     Blade
1540, // ID 1105, Exhaust Slamin                     Blade
780, // ID 1106, Sideskirt Right `Chrome Arches`         Remington
780, // ID 1107, Sideskirt Left `Chrome Strip` Sideskirt   Blade
780, // ID 1108, Sideskirt Right `Chrome Strip` Sideskirt   Blade
1610, // ID 1109, Rear Bullbars Chrome                  Slamvan
1540, // ID 1110, Rear Bullbars Slamin                  Slamvan
55, // ID 1111, Front Sign? Little Sign?               Slamvan         ???
55, // ID 1112, Front Sign? Little Sign?               Slamvan         ???
3340, // ID 1113, Exhaust Chrome                     Slamvan
3250, // ID 1114, Exhaust Slamin                     Slamvan
2130, // ID 1115, Front Bullbars Chrome                  Slamvan
2050, // ID 1116, Front Bullbars Slamin                  Slamvan
2040, // ID 1117, Front Bumper Chrome                  Slamvan
780, // ID 1118, Sideskirt Right `Chrome Trim` Sideskirt   Slamvan
940, // ID 1119, Sideskirt Right `Wheelcovers` Sideskirt   Slamvan
780, // ID 1120, Sideskirt Left `Chrome Trim` Sideskirt      Slamvan
940, // ID 1121, Sideskirt Left `Wheelcovers` Sideskirt      Slamvan
780, // ID 1122, Sideskirt Right `Chrome Flames` Sideskirt   Remington
860, // ID 1123, Bullbars Bullbar Chrome Bars            Remington
780, // ID 1124, Sideskirt Left `Chrome Arches` Sideskirt   Remington
1120, // ID 1125, Bullbars Bullbar Chrome Lights         Remington
3340, // ID 1126, Exhaust Chrome Exhaust               Remington
3250, // ID 1127, Exhaust Slamin Exhaust               Remington
3340, // ID 1128, Roof Vinyl Hardtop                  Blade
1650, // ID 1129, Exhaust Chrome                     Savanna
3380, // ID 1130, Roof Hardtop                        Savanna
3290, // ID 1131, Roof Softtop                        Savanna
1590, // ID 1132, Exhaust Slamin                     Savanna
830, // ID 1133, Sideskirt Right `Chrome Strip` Sideskirt   Savanna
800, // ID 1134, SideSkirt Right `Chrome Strip` Sideskirt   Tornado
1500, // ID 1135, Exhaust Slamin                     Tornado
1000, // ID 1136, Exhaust Chrome                     Tornado
800, // ID 1137, Sideskirt Left `Chrome Strip` Sideskirt   Tornado
580, // ID 1138, Spoiler Alien                        Sultan
470, // ID 1139, Spoiler X-Flow                        Sultan
870, // ID 1140, Rear Bumper X-Flow                     Sultan
980, // ID 1141, Rear Bumper Alien                     Sultan
150, // ID 1142, Vents Left Oval Vents                  Certain Transfender Cars
150, // ID 1143, Vents Right Oval Vents                  Certain Transfender Cars
100, // ID 1144, Vents Left Square Vents               Certain Transfender Cars
100, // ID 1145, Vents Right Square Vents               Certain Transfender Cars
490, // ID 1146, Spoiler X-Flow                        Elegy
600, // ID 1147, Spoiler Alien                        Elegy
890, // ID 1148, Rear Bumper X-Flow                     Elegy
1000, // ID 1149, Rear Bumper Alien                     Elegy
1090, // ID 1150, Rear Bumper Alien                     Flash
840, // ID 1151, Rear Bumper X-Flow                     Flash
910, // ID 1152, Front Bumper X-Flow                  Flash
1200, // ID 1153, Front Bumper Alien                  Flash
1030, // ID 1154, Rear Bumper Alien                     Stratum
1030, // ID 1155, Front Bumper Alien                  Stratum
920, // ID 1156, Rear Bumper X-Flow                     Stratum
930, // ID 1157, Front Bumper X-Flow                  Stratum
550, // ID 1158, Spoiler X-Flow                        Jester
1050, // ID 1159, Rear Bumper Alien                     Jester
1050, // ID 1160, Front Bumper Alien                  Jester
950, // ID 1161, Rear Bumper X-Flow                     Jester
650, // ID 1162, Spoiler Alien                        Jester
450, // ID 1163, Spoiler X-Flow                        Uranus
550, // ID 1164, Spoiler Alien                        Uranus
850, // ID 1165, Front Bumper X-Flow                  Uranus
950, // ID 1166, Front Bumper Alien                     Uranus
850, // ID 1167, Rear Bumper X-Flow                     Uranus
950, // ID 1168, Rear Bumper Alien                     Uranus
970, // ID 1169, Front Bumper Alien                     Sultan
880, // ID 1170, Front Bumper X-Flow                  Sultan
990, // ID 1171, Front Bumper Alien                     Elegy
900, // ID 1172, Front Bumper X-Flow                  Elegy
950, // ID 1173, Front Bumper X-Flow                  Jester
1000, // ID 1174, Front Bumper Chrome                  Broadway
900, // ID 1175, Front Bumper Slamin                  Broadway
1000, // ID 1176, Rear Bumper Chrome                  Broadway
900, // ID 1177, Rear Bumper Slamin                     Broadway
2050, // ID 1178, Rear Bumper Slamin                  Remington
2150, // ID 1179, Front Bumper Chrome                  Remington
2130, // ID 1180, Rear Bumper Chrome                  Remington
2050, // ID 1181, Front Bumper Slamin                  Blade
2130, // ID 1182, Front Bumper Chrome                  Blade
2040, // ID 1183, Rear Bumper Slamin                  Blade
2150, // ID 1184, Rear Bumper Chrome                  Blade
2040, // ID 1185, Front Bumper Slamin                  Remington
2095, // ID 1186, Rear Bumper Slamin                  Savanna
2175, // ID 1187, Rear Bumper Chrome                  Savanna
2080, // ID 1188, Front Bumper Slamin                  Savanna
2200, // ID 1189, Front Bumper Chrome                  Savanna
1200, // ID 1190, Front Bumper Slamin                  Tornado
1040, // ID 1191, Front Bumper Chrome                  Tornado
940, // ID 1192, Rear Bumper Chrome                     Tornado
1100, // ID 1193 Rear Bumper Slamin                     Tornado
};
 
// These variables are used when starting the script and debugging purposes
new TotalHouses;
 
// ******************************************************************************************************************************
// Callbacks
// ******************************************************************************************************************************
// The main function (used only once when the server loads)
main()
{
}
// This callback gets called when the server initializes the filterscript
public OnFilterScriptInit()
{
// Loop through all houses and try to load them (HouseID 0 isn\'t used)
for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
    // Try to load the house-file
HouseFile_Load(HouseID);
// Load housecars too if chosen to do so
if (LoadCarsDuringFSInit == true)
    HouseFile_LoadCars(HouseID);
}
    return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Setup local variables
new HouseID, HouseSlot, Name[24];
// Get the player\'s name
GetPlayerName(playerid, Name, sizeof(Name));
// Loop through all houses to find the ones which belong to this player
for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
// Check if the house exists
if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
{
    // Check if the house is owned
    if (AHouseData[HouseID][Owned] == true)
    {
        // Check if the player is the owner of the house
      if (strcmp(AHouseData[HouseID][Owner], Name, false) == 0)
      {
         // Add the HouseID to the player\'s account for faster reference later on
         APlayerData[playerid][Houses][HouseSlot] = HouseID;
         // Load housecars if they weren\'t loaded at FilterscriptInit
         if (LoadCarsDuringFSInit == false)
             HouseFile_LoadCars(HouseID);
         // Select the next HouseSlot
         HouseSlot++;
      }
    }
}
}
return 1;
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Setup local variables
new HouseSlot;
// Loop through all Houses the player owns
for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
// Check if the house exists
if (APlayerData[playerid][Houses][HouseSlot] != 0)
{
    // Save the housefile
   HouseFile_Save(APlayerData[playerid][Houses][HouseSlot]);
}
}
// Unload housecars if they were loaded when the owner logged in
if (LoadCarsDuringFSInit == false)
{
// Loop through all Houses the player owns
for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
   // Check if the house exists
   if (APlayerData[playerid][Houses][HouseSlot] != 0)
   {
       // Unload all vehicles assigned to this house
      House_RemoveVehicles(APlayerData[playerid][Houses][HouseSlot]);
   }
}
}
// Clear all data for this player
// Loop through all Houses the player owns
for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Clear the HouseID\'s
APlayerData[playerid][Houses][HouseSlot] = 0;
}
APlayerData[playerid][CurrentHouse] = 0;
APlayerData[playerid][DialogBuyVClass] = 0;
APlayerData[playerid][DialogGetCarHouseID] = 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 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);
}
    return 1;
}
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
return 1;
}
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
return 1;
}
// This callback gets called when the player is selecting a class (but hasn\'t clicked \"Spawn\" yet)
public OnPlayerRequestClass(playerid, classid)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
return 1;
}
// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
    return 1;
}
// This callback gets called when a vehicle respawns at it\'s spawn-location (where it was created)
public OnVehicleSpawn(vehicleid)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// 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)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// Let the player pay $150 for changing the color (if they have been changed)
if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2))
   INT_GivePlayerMoney(playerid, -150);
// 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 whenever a player mods his vehicle
public OnVehicleMod(playerid, vehicleid, componentid)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// When the player changes a component of his vehicle, reduce the price of the component from the player\'s money
INT_GivePlayerMoney(playerid, -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)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// 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 vehicle enters the water or is destroyed (explodes)
public OnVehicleDeath(vehicleid)
{
// Setup local variables
new HouseID, CarSlot;
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// Get the houseid to which this vehicle belongs
HouseID = AVehicleData[vehicleid][belongsToHouse];
// If automatic insurance has been turned off, check if the vehicle\'s house has insurance for the vehicle
if (AutomaticInsurance == false)
{
   // 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] == false)
      {
         // Find the CarSlot where this vehicle is stored
         for (CarSlot = 0; CarSlot < 10; CarSlot++)
         {
            // Check if the vehicle is stored in this carslot
            if (AHouseData[HouseID][VehicleIDs][CarSlot] == vehicleid)
                break; // Stop searching, because CarSlot now hold the carslot of the vehicle where it\'s stored
         }
          // Delete the vehicle, clear the data and remove it from the house it belongs to
         Vehicle_Delete(vehicleid, HouseID, CarSlot);
          // 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;
// Check if the player became the driver of a vehicle
if (newstate == PLAYER_STATE_DRIVER)
{
// Get the ID of the player\'s vehicle
vid = GetPlayerVehicleID(playerid);
// Get the player\'s name
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, \"{FF0000}Nem tudod használni a jármûvet, {FF0000}tulajdonosa \\\"{FFFF00}%s{FF0000}\\\"\", AVehicleData[vid][Owner]);
      SendClientMessage(playerid, 0xFFFFFFFF, Msg);
   }
}
}
return 1;
}
 
// ******************************************************************************************************************************
// Commands
// ******************************************************************************************************************************
// Lets the player add new houses (a house that can be upgraded and where the houselevel determines the amount of carslots)
COMMAND:createhouse(playerid, params[])
{
// Setup local variables
new HPrice, MaxLevel, HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning \"SERVER: Unknown command\" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
if (sscanf(params, \"ii\", HPrice, MaxLevel)) SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Használat: \\\"/createhouse <ár> <maxlevel (1-10)>\\\"\");
else
{
   // Check if the player entered a proper maxlevel
   if ((MaxLevel >= 1) && (MaxLevel <= 10))
   {
      // Find the first free HouseID
      for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
         if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
             break; // Stop searching, the first free HouseID has been found now
       // Check if the house-limit hasn\'t been reached yet
       // This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
      // to the last index, the last index would hold a house, so be sure to not overwrite it
      if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
      {
          // Setup some local variables
         new Float:x, Float:y, Float:z, Msg[128];
         // Get the player\'s position
         GetPlayerPos(playerid, x, y, z);
         // Set some default data
         AHouseData[HouseID][Owned] = false;
         AHouseData[HouseID][Owner] = 0;
         AHouseData[HouseID][HouseX] = x;
         AHouseData[HouseID][HouseY] = y;
         AHouseData[HouseID][HouseZ] = z;
         AHouseData[HouseID][HouseLevel] = 1;
         AHouseData[HouseID][HouseMaxLevel] = MaxLevel;
         AHouseData[HouseID][HousePrice] = HPrice;
         AHouseData[HouseID][HouseOpened] = false;
         AHouseData[HouseID][insurance] = false;
         AHouseData[HouseID][staticHouse] = false;
         AHouseData[HouseID][CarSlots] = 1; // This must be equal to the house-level for a normal house
         // Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
         House_UpdateEntrance(HouseID);
         // Save the house
         HouseFile_Save(HouseID);
         // Inform the player that he created a new house
         format(Msg, 128, \"{00FF00}Ház létrehozva, azonosító (ID): {FFFF00}%i\", HouseID);
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem lehet több házat létrehozni!\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Max szint: 1 - 10\");
}
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak gyalog lehet házat létrehozni!\");
// Let the server know that this was a valid command
return 1;
}
// Lets the player add new houses (a house that cannot be upgraded, has a fixed interior and a fixed amount of carslots)
COMMAND:createstatichouse(playerid, params[])
{
// Setup local variables
new HPrice, Carslots, HouseID, Interior;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning \"SERVER: Unknown command\" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
if (sscanf(params, \"iii\", HPrice, Carslots, Interior)) SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Használat: \\\"/createstatichouse <ár> <Jármûhelyek (1-10)> <Interior (1-10)>\\\"\");
else
{
   // Check if the player entered a proper amount of Carslots
   if ((Carslots >= 1) && (Carslots <= 10))
   {
      // Check if the player entered a valid interior
      if ((Interior >= 1) && (Interior <= 10))
      {
         // Find the first free HouseID
         for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
            if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
                break; // Stop searching, the first free HouseID has been found now
          // Check if the house-limit hasn\'t been reached yet
          // This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
         // to the last index, the last index would hold a house, so be sure to not overwrite it
         if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
         {
             // Setup some local variables
            new Float:x, Float:y, Float:z, Msg[128];
            // Get the player\'s position
            GetPlayerPos(playerid, x, y, z);
            // Set some default data
            AHouseData[HouseID][Owned] = false;
            AHouseData[HouseID][HouseX] = x;
            AHouseData[HouseID][HouseY] = y;
            AHouseData[HouseID][HouseZ] = z;
            AHouseData[HouseID][HouseLevel] = Interior; // The house-level indicates the static interior
            AHouseData[HouseID][HouseMaxLevel] = Interior;
            AHouseData[HouseID][HousePrice] = HPrice;
            AHouseData[HouseID][HouseOpened] = false;
            AHouseData[HouseID][insurance] = false;
            AHouseData[HouseID][staticHouse] = true;
            AHouseData[HouseID][CarSlots] = Carslots;
            // Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
            House_UpdateEntrance(HouseID);
            // Save the house
            HouseFile_Save(HouseID);
            // Inform the player that he created a new house
            format(Msg, 128, \"{00FF00}A statikus ház létrehozva, azonosító (ID): {FFFF00}%i\", HouseID);
            SendClientMessage(playerid, 0xFFFFFFFF, Msg);
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem lehet több házat létrehozni!\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Belsõ (Interior) azonosítók: 1 - 10\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Jármûférõhelyeket add meg! (1 - 10)\");
}
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak gyalog lehet házat létrehozni!\");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player delete a house
COMMAND:dellhouse(playerid, params[])
{
// Setup local variables
new file[100], Msg[128];
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning \"SERVER: Unknown command\" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all houses
for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
   // Check if the house exists
   if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
   {
      // Check if the house has no owner (owned houses cannot be deleted)
      if (AHouseData[HouseID][Owned] == false)
      {
         // Check if the player is in range of the house-pickup
         if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
         {
            // Clear all data of the house
            AHouseData[HouseID][Owned] = false;
            AHouseData[HouseID][Owner] = 0;
            AHouseData[HouseID][HouseName] = 0;
            AHouseData[HouseID][insurance] = false;
            AHouseData[HouseID][HouseX] = 0.0;
            AHouseData[HouseID][HouseY] = 0.0;
            AHouseData[HouseID][HouseZ] = 0.0;
            AHouseData[HouseID][HouseLevel] = 0;
            AHouseData[HouseID][HouseMaxLevel] = 0;
            AHouseData[HouseID][HousePrice] = 0;
            AHouseData[HouseID][HouseOpened] = false;
            AHouseData[HouseID][staticHouse] = false;
            AHouseData[HouseID][CarSlots] = 0;
            // Destroy the mapicon, 3DText and pickup for the house
            DestroyDynamicPickup(AHouseData[HouseID][PickupID]);
            DestroyDynamicMapIcon(AHouseData[HouseID][MapIconID]);
            DestroyDynamic3DTextLabel(AHouseData[HouseID][DoorText]);
            AHouseData[HouseID][PickupID] = 0;
            AHouseData[HouseID][MapIconID] = 0;
            // Delete the house-file
            format(file, sizeof(file), HouseFile, HouseID); // Construct the complete filename for this house-file
            if (fexist(file)) // Make sure the file exists
               fremove(file); // Delete the file
            // Also let the player know he deleted the house
            format(Msg, 128, \"{00FF00}Törölted a {FFFF00}%i {00FF00}azonosítószámú házat!\", HouseID);
            SendClientMessage(playerid, 0xFFFFFFFF, Msg);
            // Exit the function
            return 1;
         }
      }
      else
         SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Tulajdonossal rendelkezõ házakat nem törölhetsz!\");
   }
}
// There was no house in range, so let the player know about it
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nincs a közelben ház!\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak gyalog lehet házat törölni!\");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player buy a house when he\'s standing in range of a house that isn\'t owned yet
COMMAND:buyhouse(playerid, params[])
{
// Setup local variables
new Msg[128];
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Check if the player is near a house-pickup
for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
   // Check if the house exists
   if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
   {
      // Check if the player is in range of the house-pickup
      if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
      {
          // Check if the house isn\'t owned yet
          if (AHouseData[HouseID][Owned] == false)
          {
              // Check if the player can afford this house
              if (INT_GetPlayerMoney(playerid) >= AHouseData[HouseID][HousePrice])
                  House_SetOwner(playerid, HouseID); // Give ownership of the house to the player (if he has a spare houseslot)
              else
                  SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem engedheted meg magadnak ezt a házat! Ok: kevés pénz\"); // The player cannot afford this house
          }
          else
          {
              // Let the player know that this house is already owned by a player
            format(Msg, 128, \"{FF0000}Ezt a házat már megvették! {FF0000}Tulajdonos: {FFFF00}%s\", AHouseData[HouseID][Owner]);
            SendClientMessage(playerid, 0xFFFFFFFF, Msg);
          }
         // The player was in range of a house-pickup, so stop searching for the other house pickups
          return 1;
      }
   }
}
// All houses have been processed, but the player wasn\'t in range of any house-pickup, let him know about it
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Házvásárláshoz közel kell légy egy ház-pickuphoz!\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudsz jármûben házat venni!\");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player enter the house/business if he\'s the owner
COMMAND:enterhouse(playerid, params[])
{
// Setup local variables
new HouseID, IntID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all houses
for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
   // Check if the house exists
   if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
   {
      // Check if the player is in range of the house-pickup
      if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
      {
         // Check if the house is closed to the public
         if (AHouseData[HouseID][HouseOpened] == false)
         {
            // The house isn\'t open to the public, so keep anyone out who isn\'t the owner of the house
            if (House_PlayerIsOwner(playerid, HouseID) == 0)
            {
                // Let the player know that this house isn\'t open to the public and he can\'t enter it
               SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Ez a ház magánház, nem léphetsz be!\");
                return 1;
            }
         }
         // The house is open to the public, or the player trying to enter is the owner, so let the player inside the house
         // Get the interior to put the player in
         IntID = AHouseData[HouseID][HouseLevel]; // Get the level of the house
         // Set the worldid so other players cannot see him anymore (but allow all players in the same house to see eachother)
         SetPlayerVirtualWorld(playerid, 5000 + HouseID);
         // Set the player inside the interior of the house
         SetPlayerInterior(playerid, AHouseInteriors[intID][interiorID]);
         // Set the position of the player at the spawn-location of the house\'s interior
         SetPlayerPos(playerid, AHouseInteriors[intID][intX], AHouseInteriors[intID][intY], AHouseInteriors[intID][intZ]);
         // Also set a tracking-variable to enable /housemenu to track in which house the player is
         APlayerData[playerid][CurrentHouse] = HouseID;
         // Also let the player know he can use /housemenu to upgrade/exit his house
         SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Használd a {FFFF00}/housemenu{00FF00} parancsot, hogy megváltoztasd a házad dolgait.\");
         // Exit the function
         return 1;
      }
   }
}
}
// Let the server know that this was a valid command
return 1;
}
// This command opens a menu when you\'re inside your house to allow to access the options of your house
COMMAND:housemenu(playerid, params[])
{
// Setup local variables
new OptionsList[200], DialogTitle[200], HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Get the HouseID where the player has entered
HouseID = APlayerData[playerid][CurrentHouse];
// Check if the player is inside a house
if (HouseID != 0)
{
format(DialogTitle, sizeof(DialogTitle), \"Válassz opciót itt: %s\", AHouseData[HouseID][HouseName]);
// Create 2 different option-lists, based on StaticHouse
if (AHouseData[HouseID][staticHouse] == true)
{
   // Create the dialog for a static house (has the same options as a normal house, except for upgrading the house)
   format(OptionsList, sizeof(OptionsList), \"%sHáznév megváltoztatása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû vásárlás a ház mellé\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû biztosítás kötése\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHázjármû eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz kinyitása a társadalomnak\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz elzárása a társadalomtól\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sKilépés a házból\\n\", OptionsList);
}
else
{
   // Create the dialog for a normal house
   format(OptionsList, sizeof(OptionsList), \"%sHáznév megváltoztatása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz frissítése\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû vásárlás a ház mellé\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû biztosítás kötése\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHázjármû eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz kinyitása a társadalomnak\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz elzárása a társadalomtól\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sKilépés a házból\\n\", OptionsList);
}
// Show the housemenu
ShowPlayerDialog(playerid, DialogHouseMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, \"Kiválaszt\", \"Mégsem\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem vagy házban!\");
// Let the server know that this was a valid command
return 1;
}
// This command teleports you to your selected house
COMMAND:gohome(playerid, params[])
{
// Setup local variables
new HouseList[1000], HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Ask to which house the player wants to port
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID in this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
   // Check if this houseindex is occupied
   if (HouseID != 0)
      format(HouseList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", HouseList, AHouseData[HouseID][HouseName]);
   else
      format(HouseList, 1000, \"%s{FFFFFF}%s{FFFFFF}\\n\", HouseList, \"Üres ház\"); // Eredetileg Empty house-slot
}
ShowPlayerDialog(playerid, DialogGoHome, DIALOG_STYLE_LIST, \"Válaszd ki azt a házat ahova menni szeretnél:\", HouseList, \"Kiválaszt\", \"Mégsem\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Gyalog kell lenned, hogy tudj a házadhoz teleportálni.\");
// Let the server know that this was a valid command
return 1;
}
// This command allows you to port a vehicle from your house to your location
COMMAND:getcar(playerid, params[])
{
// Setup local variables
new HouseList[1000], HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Ask to which house the player wants to port
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID in this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
   // Check if this houseindex is occupied
   if (HouseID != 0)
      format(HouseList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", HouseList, AHouseData[HouseID][HouseName]);
   else
      format(HouseList, 1000, \"%s{FFFFFF}%s{FFFFFF}\\n\", HouseList, \"Üres ház\");
}
ShowPlayerDialog(playerid, DialogGetCarSelectHouse, DIALOG_STYLE_LIST, \"Válaszd ki a házat ahonnan ki akarod szedni a kocsit:\", HouseList, \"Select\", \"Cancel\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Gyalog kell lenned, hogy egy kocsit magadhoz teleportálj.\");
// Let the server know that this was a valid command
return 1;
}
// This command checks if the player is inside a vehicle that he owns and if he\'s in range of the house where the vehicle is assigned to
COMMAND:park(playerid, params[])
{
// Setup local variables
new Float:x, Float:y, Float:z, Float:rot, vid, HouseID, Msg[128];
new engine,lights,alarm,doors,bonnet,boot,objective;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player is inside a vehicle (he must be the driver)
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Get the vehicle-id
vid = GetPlayerVehicleID(playerid);
// Get the HouseID to which this vehicle belongs
HouseID = AVehicleData[vid][belongsToHouse];
// Check if this vehicle belongs to a house (if not, the vehicle cannot be parked, as it\'s not a house-vehicle)
if (HouseID != 0)
{
   // Check if the vehicle is in range of the house-entrance (you cannot park a vehicle further away from your house than 150m)
   if (IsPlayerInRangeOfPoint(playerid, ParkRange, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
   {
      // Get the player\'s position and angle
      GetVehiclePos(vid, x, y, z);
      GetVehicleZAngle(vid, rot);
      // Save those values for the vehicle
      AVehicleData[vid][spawnX] = x;
      AVehicleData[vid][spawnY] = y;
      AVehicleData[vid][spawnZ] = z;
      AVehicleData[vid][spawnRot] = rot;
      // Loop through all carslots of this house to find the vehicle-id
      for (new CarSlot; CarSlot < 10; CarSlot++)
      {
         // Check if this carslot holds the same vehicle-id
          if (AHouseData[HouseID][VehicleIDs][CarSlot] == vid)
          {
                    House_ReplaceVehicle(HouseID, CarSlot); // Re-create the vehicle at the same spot the player wants to park his vehicle
                    PutPlayerInVehicle(playerid, AHouseData[HouseID][VehicleIDs][CarSlot], 0);
            // Turn on the engine and lights
            GetVehicleParamsEx(AHouseData[HouseID][VehicleIDs][CarSlot], engine, lights, alarm, doors, bonnet, boot, objective);
            SetVehicleParamsEx(AHouseData[HouseID][VehicleIDs][CarSlot], 1, 1, alarm, doors, bonnet, boot, objective);
                    break; // Stop the for-loop
         }
      }
      // Let the player know he parked his vehicle
      SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Leparkoltad a jármûved.\");
      // Save the housefile
      HouseFile_Save(HouseID);
   }
   else
   {
       format(Msg, 128, \"{FFFF00}%iméteren{FF0000} belül kell parkolj a házadhoz közel.\", ParkRange);
       SendClientMessage(playerid, 0xFFFFFFFF, Msg);
   }
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudod leparkolni a jármûved, mert nem a te tulajdonodban van!\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak jármûben tudod leparkolni a saját jármûvedet.\");
// Let the server know that this was a valid command
return 1;
}
 
// ******************************************************************************************************************************
// Dialog-responses
// ******************************************************************************************************************************
// This function processes the housemenu dialog
Dialog_HouseMenu(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
    new MsgInsurance[128], BuyableCarIndex, bool:HouseHasCars = false;
// Get the HouseID of the house where the player is
HouseID = APlayerData[playerid][CurrentHouse];
// Skip listitem 1 if this house is a static house (listitem 1 = buy house-car => item 2, ...)
if (AHouseData[HouseID][staticHouse] == true)
{
// If listitem is 1 or higher, increase the listitem by 1, skipping the \"upgrade house\" option
// but still keep the \"change housename\" option (listitem 0)
if (listitem >= 1)
    listitem++;
}
// Select an option based on the selection in the list
switch(listitem)
{
    case 0: // Change house name
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
        format(DialogTitle, 200, \"Régi háznév: %s\", AHouseData[HouseID][HouseName]);
      ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, \"Adj egy új nevet a házadnak\", \"Kiválaszt\", \"Mégsem\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak a ház tulajdonosa tudja használni ezt az opciót.\");
    }
    case 1: // Upgrade the house
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
        // Check if it\'s possible to upgrade further
      if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
      {
         // Add only the upgrades above the current house-level to the upgradelist
         for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
         {
             Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
             UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
             // Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
            if (INT_GetPlayerMoney(playerid) >= UpgradePrice)
               format(UpgradeList, 2000, \"%s{00FF00}%s (szint %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[interiorName], i, UpgradePrice);
            else
               format(UpgradeList, 2000, \"%s{FF0000}%s (szint %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[interiorName], i, UpgradePrice);
         }
           // Show another dialog to let the player select which upgrade he wants for his house
         ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, \"Válaszd ki a frissítést:\", UpgradeList, \"Kiválaszt\", \"Mégsem\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}A házad e
« Utoljára szerkesztve: 2012. május 23. - 15:11:05 írta FastFurious »

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« Válasz #1 Dátum: 2012. május 23. - 17:33:01 »
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2 ház:
 
#define MAX_HOUSESPERPLAYER                     20 // helyette -->
#define MAX_HOUSESPERPLAYER                     2

 
másik: (intik:)
 
new AHouseInteriors[][THouseInterior] =
{
        {\"Dummy\",                               0,              0.0,            0.0,            0.0}, // Dummy interior (Level 0), as the house-level starts at 1
        {\"Small motel room\",    10,     2262.83,        -1137.71,       1050.63}, // Level 1
        {\"Small house\",                 2,              2467.36,        -1698.38,       1013.51}, // Level 2
        {\"Small house 2\",               1,              223.00,         1289.26,        1082.20}, // Level 3
        {\"Medium house\",                10,     2260.76,        -1210.45,       1049.02}, // Level 4
        {\"Medium house 2\",              8,              2365.42,        -1131.85,       1050.88}, // Level 5
        {\"Duplex house\",                12,     2324.33,        -1144.79,       1050.71}, // Level 6
        {\"Big house\",                   15,     295.14,         1474.47,        1080.52}, // Level 7
        {\"Big duplex house\",    3,              235.50,         1189.17,        1080.34}, // Level 8
        {\"Huge house\",                  7,              225.63,         1022.48,        1084.07}, // Level 9
        {\"Mansion\",                     5,              1299.14,        -794.77,        1084.00} // Level 10
};

 
átírogatok a kódokat http://weedarr.wikidot.com/interior
« Utoljára szerkesztve: 2012. május 23. - 17:34:33 írta Dead »

Ház rendszer segitség
« Válasz #2 Dátum: 2012. május 23. - 17:35:12 »
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Kösz és azt megtudod csinalni hogy /exithouse parancsal jöljön ki a házból

Nem elérhető Cappsy

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Ház rendszer segitség
« Válasz #3 Dátum: 2012. május 25. - 17:03:21 »
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csá
asszem ez kell neked úgy ránézésre:
 
House_Exit(playerid, HouseID);

 
Ezt másold bele a parancs alá
fontos ezt ne a módba tedd mert ott nincs definiálva hanem tedd a PPC_HOUSING pawnójába
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Ház rendszer segitség
« Válasz #4 Dátum: 2012. május 25. - 18:33:46 »
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kösz de most nem használok ház rendszert...

Ház rendszer segitség
« Válasz #5 Dátum: 2012. május 23. - 13:12:06 »
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Sziasztok!
Van ez a PPC_Housing és ugy kellene megcsinalni hogy /exithouse ne ugy legyen hogy /housemenu ---> kilépés a házból, csak 2 házat lehessen venni!
És alapból valami jobb ház belsõ legyen elõre is köszönöm!
 
#pragma tabsize 0
#include <a_samp>
#include <zcmd>
#include <dutils>
#include <sscanf2>
#include <streamer>
#pragma unused ret_memcpy
 
// ******************************************************************************************************************************
// A beállítások módosíthatóak
// ******************************************************************************************************************************
// Set timer-delay for exiting houses (this timer freezes a player when he exits a house, this allows the game to load the environment
// before the player starts to fall, also the player\'s vehicles assigned to the house he exits from, are respawned by this timer)
new ExitHouseTimer = 1000;
// This allows you to toggle the red houses on the map (bought houses appear on the map as red house icons when this is set to \"true\")
// Setting this to \"false\" doesn\'t show a bought house on the map
new bool:ShowBoughtHouses = false;
// Setting this to \"true\" will load all vehicles assigned to houses when the filterscript loads
// Setting this to \"false\" will load the vehicles assigned to a house when the house-owner logs in (they\'ll also disappear when he logs out)
// Recommended setting for popular servers (with alot of players): \"false\"
// In popular servers, the amount of cars could go over the samp-limit (2000), bugging everything when all cars stay loaded
// even when the owner of the vehicle is offline
new bool:LoadCarsDuringFSInit = false;
// Setting this to \"true\" will set all houses to have insurance by default
// Seting this to \"false\" required players to buy insurance for their vehicles from within the house
// If players don\'t have insurance, their vehicle will be gone forever if it\'s destroyed
// If players have insurance, they will get their vehicle back when it\'s destroyed
new bool:AutomaticInsurance = true;
// Default max number of players is set to 500, re-define it to 50
#undef MAX_PLAYERS
#define MAX_PLAYERS 50
// Define housing parameters
#define MAX_HOUSES               2000 // Defines the maximum number of houses that can be created
#define MAX_HOUSESPERPLAYER         20 // Defines the maximum number of houses that any player can own (useable values: 1 to 20)
#define HouseUpgradePercent         100 // Defines the percentage for upgrading a house (house of 10m can be upgraded for 5m when set to 50)
#define ParkRange                   150.0 // Defines the range for parking the vehicle around the house to which it belongs (default = 150m)
// Define path to house-files and player-files
#define HouseFile \"PPC_Housing/House%i.ini\"
// Define Dialogs
#define DialogHouseMenu             5001
#define DialogUpgradeHouse          5002
#define DialogGoHome                5003
#define DialogHouseNameChange       5004
#define DialogSellHouse             5005
#define DialogBuyCarClass           5006
#define DialogBuyCar                5007
#define DialogSellCar               5008
#define DialogBuyInsurance          5009
#define DialogGetCarSelectHouse     5010
#define DialogGetCarSelectCar       5011
// Define vehicle-classes
#define VClassBike          1
#define VClassBoat          2
#define VClassConvertible   3
#define VClassHelicopter    4
#define VClassIndustrial    5
#define VClassLowRider      6
#define VClassOffRoad       7
#define VClassPlane         8
#define VClassPublic        9
#define VClassRCVehicle     10
#define VClassSaloons       11
#define VClassSportCar      12
#define VClassStationCar    13
#define VClassTrailer       14
#define VClassUnique        15
 
// ******************************************************************************************************************************
// Enums and the array-setups that use them
// ******************************************************************************************************************************
// Setup a custom type that holds all data for houses
enum THouseData
{
PickupID, // Holds the pickup-id that is linked to this house
Text3D:DoorText, // Holds the reference to the 3DText above the house\'s pickup
MapIconID, // Holds the ID of the mapicon for the house
bool:Owned, // Holds true if the house is owned by somebody
Owner[24], // Holds the name of the owner of the house
HouseName[100], // Holds the name of the house (this will be displayed above the pickup near the house when it\'s owned)
Float:HouseX, // Holds the X-coordinate of the pickup for the house
Float:HouseY, // Holds the Y-coordinate of the pickup for the house
Float:HouseZ, // Holds the Z-coordinate of the pickup for the house
HouseLevel, // Holds the level of upgrades the house has, and defines which interior to use when you enter the house
HouseMaxLevel, // Holds the maximum level this house can be upgraded to
HousePrice, // Holds the price for buying the house, the same price applies when upgrading a house per level (multiplied by HouseUpgradePercent/100)
bool:HouseOpened, // Holds true if the house is open to the public (anyone can enter), false means: only the owner can enter it
bool:Insurance, // Holds \"true\" if the house has an insurance for the vehicles belonging to this house
VehicleIDs[10], // Holds the vehicle-id\'s of the vehicles linked to this house (max 10 vehicles per house)
bool:StaticHouse, // Holds \"true\" if the house is static (cannot be upgraded and has a fixed interior)
CarSlots // Holds the amount of carslots available
}
// Holds the data for all houses
new AHouseData[MAX_HOUSES][THouseData];
 
// Setup a custom type to hold all data about a vehicle
enum TVehicleData
{
BelongsToHouse, // Holds the HouseID to which this vehicle belongs
bool:Owned, // Holds true if the vehicle is owned by somebody
Owner[24], // Holds the name of the owner of the vehicle
Model, // Holds the vehicle-model of this vehicle
PaintJob, // Holds the ID of the paintjob applied to the vehicle
Components[14], // Holds all Component-ID\'s for all components on the vehicle
Color1, // Holds the primary color for this vehicle
Color2, // Holds the secundairy color for this vehicle
Float:SpawnX, // Holds the X-coordinate of the parking spot for this vehicle
Float:SpawnY, // Holds the Y-coordinate of the parking spot for this vehicle
Float:SpawnZ, // Holds the Z-coordinate of the parking spot for this vehicle
Float:SpawnRot // Holds the rotation of the parking spot for this vehicle
}
// Setup an array which holds all data for every vehicle, max 2000 vehicles (server limit)
new AVehicleData[2000][TVehicleData];
 
// Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
enum TPlayerData
{
Houses[20], // Holds the HouseID\'s of the houses that the player owns (index of the AHouseData array), maximum 20 houses per player
    CurrentHouse, // Holds the HouseID to track in which house the player currently is (used when accessing the housemenu)
DialogBuyVClass,
DialogGetCarHouseID
}
// Create an array to hold the playerdata for every player
new APlayerData[MAX_PLAYERS][TPlayerData];
 
// Setup a custom type that holds all data about a house-interior (selected when entering a house, based on the house-level)
enum THouseInterior
{
InteriorName[50], // Holds the name of the interior
InteriorID, // Holds the interior-id
Float:IntX, // Holds the X-coordinate of the spawn-location where you enter the house
Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the house
Float:IntZ // Holds the Z-coordinate of the spawn-location where you enter the house
}
// Holds the data for all interiors for houses (each house-level has it\'s own interior)
new AHouseInteriors[][THouseInterior] =
{
{\"Dummy\",             0,       0.0,       0.0,       0.0}, // Dummy interior (Level 0), as the house-level starts at 1
{\"Small motel room\",    10,    2262.83,    -1137.71,    1050.63}, // Level 1
{\"Small house\",       2,       2467.36,    -1698.38,    1013.51}, // Level 2
{\"Small house 2\",       1,       223.00,    1289.26,    1082.20}, // Level 3
{\"Medium house\",       10,    2260.76,    -1210.45,    1049.02}, // Level 4
{\"Medium house 2\",      8,       2365.42,    -1131.85,    1050.88}, // Level 5
{\"Duplex house\",      12,    2324.33,    -1144.79,    1050.71}, // Level 6
{\"Big house\",          15,    295.14,    1474.47,    1080.52}, // Level 7
{\"Big duplex house\",    3,       235.50,    1189.17,    1080.34}, // Level 8
{\"Huge house\",          7,       225.63,    1022.48,    1084.07}, // Level 9
{\"Mansion\",          5,       1299.14,    -794.77,    1084.00} // Level 10
};
 
// Setup a custom type that holds all data about a buyable vehicle
enum TBuyableVehicle
{
CarName[50], // Holds the name of the vehicle
VehicleClass, // Holds the ID of the vehicleclass
CarModel, // Holds the model-ID of the vehicle
Price // Holds the price for the vehicle (renting it will be 10% of this price)
}
new ABuyableVehicles[][TBuyableVehicle] =
{
{\"Admiral\", VClassSaloons, 445, 50000},
{\"Alpha\", VClassSportCar, 602, 50000},
{\"Ambulance\", VClassPublic, 416, 50000},
{\"Andromada\", VClassPlane, 592, 50000},
{\"Article Trailer\", VClassTrailer, 591, 50000},
//   {\"AT400\", VClassPlane, 577, 50000},
{\"Baggage\", VClassUnique, 485, 50000},
{\"Baggage Trailer A\", VClassTrailer, 606, 50000},
{\"Baggage Trailer B\", VClassTrailer, 607, 50000},
{\"Bandito\", VClassOffRoad, 568, 50000},
{\"Banshee\", VClassSportCar, 429, 50000},
{\"Barracks\", VClassPublic, 433, 50000},
{\"Beagle\", VClassPlane, 511, 50000},
{\"Benson\", VClassIndustrial, 499, 50000},
{\"Berkley\'s RC Van\", VClassIndustrial, 459, 50000},
{\"BF Injection\", VClassOffRoad, 424, 50000},
{\"BF-400\", VClassBike, 581, 50000},
{\"Bike\", VClassBike, 509, 50000},
{\"Blade\", VClassLowRider, 536, 50000},
{\"Blista Compact\", VClassSportCar, 496, 50000},
{\"Bloodring Banger\", VClassSaloons, 504, 50000},
{\"BMX\", VClassBike, 481, 50000},
{\"Bobcat\", VClassIndustrial, 422, 50000},
{\"Boxville 1\", VClassIndustrial, 498, 50000},
{\"Boxville 2\", VClassIndustrial, 609, 50000},
{\"Bravura\", VClassSaloons, 401, 50000},
{\"Broadway\", VClassLowRider, 575, 50000},
//   {\"Brownstreak (train)\", VClassUnique, 538, 50000},
{\"Buccaneer\", VClassSaloons, 518, 50000},
{\"Buffalo\", VClassSportCar, 402, 50000},
{\"Bullet\", VClassSportCar, 541, 50000},
{\"Burrito\", VClassIndustrial, 482, 50000},
{\"Bus\", VClassPublic, 431, 50000},
{\"Cabbie\", VClassPublic, 438, 50000},
{\"Caddy\", VClassUnique, 457, 50000},
{\"Cadrona\", VClassSaloons, 527, 50000},
{\"Camper\", VClassUnique, 483, 50000},
{\"Cargo Trailer\", VClassTrailer, 435, 50000},
{\"Cargobob\", VClassHelicopter, 548, 50000},
{\"Cement Truck\", VClassIndustrial, 524, 50000},
{\"Cheetah\", VClassSportCar, 415, 50000},
{\"Clover\", VClassSaloons, 542, 50000},
{\"Club\", VClassSportCar, 589, 50000},
{\"Coach\", VClassPublic, 437, 50000},
{\"Coastguard\", VClassBoat, 472, 50000},
{\"Combine Harvester\", VClassUnique, 532, 50000},
{\"Comet\", VClassConvertible, 480, 50000},
{\"Cropduster\", VClassPlane, 512, 50000},
{\"DFT-30\", VClassIndustrial, 578, 50000},
{\"Dinghy\", VClassBoat, 473, 50000},
{\"Dodo\", VClassPlane, 593, 50000},
{\"Dozer\", VClassUnique, 486, 50000},
{\"Dumper\", VClassUnique, 406, 50000},
{\"Dune\", VClassOffRoad, 573, 50000},
{\"Elegant\", VClassSaloons, 507, 50000},
{\"Elegy\", VClassSaloons, 562, 50000},
{\"Emperor\", VClassSaloons, 585, 50000},
{\"Enforcer\", VClassPublic, 427, 50000},
{\"Esperanto\", VClassSaloons, 419, 50000},
{\"Euros\", VClassSportCar, 587, 50000},
{\"Faggio\", VClassBike, 462, 50000},
{\"Farm Trailer\", VClassTrailer, 610, 50000},
{\"FBI Rancher\", VClassPublic, 490, 50000},
{\"FBI Truck\", VClassPublic, 528, 50000},
{\"FCR-900\", VClassBike, 521, 50000},
{\"Feltzer\", VClassConvertible, 533, 50000},
{\"Firetruck\", VClassPublic, 407, 50000},
{\"Firetruck LA\", VClassPublic, 544, 50000},
{\"Flash\", VClassSportCar, 565, 50000},
{\"Flatbed\", VClassIndustrial, 455, 50000},
{\"Fluids Trailer\", VClassTrailer, 584, 50000},
{\"Forklift\", VClassUnique, 530, 50000},
{\"Fortune\", VClassSaloons, 526, 50000},
{\"Freeway\", VClassBike, 463, 50000},
//   {\"Freight (train)\", VClassUnique, 537, 50000},
//   {\"Freight Box Trailer (train)\", VClassTrailer, 590, 50000},
//   {\"Freight Flat Trailer (train)\", VClassTrailer, 569, 50000},
{\"Glendale\", VClassSaloons, 466, 50000},
{\"Glendale Shit\", VClassSaloons, 604, 50000},
{\"Greenwood\", VClassSaloons, 492, 50000},
{\"Hermes\", VClassSaloons, 474, 50000},
{\"Hotdog\", VClassUnique, 588, 50000},
{\"Hotknife\", VClassUnique, 434, 50000},
{\"Hotring Racer 1\", VClassSportCar, 494, 50000},
{\"Hotring Racer 2\", VClassSportCar, 502, 50000},
{\"Hotring Racer 3\", VClassSportCar, 503, 50000},
{\"HPV1000\", VClassPublic, 523, 50000},
{\"Hunter\", VClassHelicopter, 425, 50000},
{\"Huntley\", VClassOffRoad, 579, 50000},
{\"Hustler\", VClassUnique, 545, 50000},
{\"Hydra\", VClassPlane, 520, 50000},
{\"Infernus\", VClassSportCar, 411, 50000},
{\"Intruder\", VClassSaloons, 546, 50000},
{\"Jester\", VClassSportCar, 559, 50000},
{\"Jetmax\", VClassBoat, 493, 50000},
{\"Journey\", VClassUnique, 508, 50000},
{\"Kart\", VClassUnique, 571, 50000},
{\"Landstalker\", VClassOffRoad, 400, 50000},
{\"Launch\", VClassBoat, 595, 50000},
{\"Leviathan\", VClassHelicopter, 417, 50000},
{\"Linerunner\", VClassIndustrial, 403, 50000},
{\"Majestic\", VClassSaloons, 517, 50000},
{\"Manana\", VClassSaloons, 410, 50000},
{\"Marquis\", VClassBoat, 484, 50000},
{\"Maverick\", VClassHelicopter, 487, 50000},
{\"Merit\", VClassSaloons, 551, 50000},
{\"Mesa\", VClassOffRoad, 500, 50000},
{\"Monster\", VClassOffRoad, 444, 50000},
{\"Monster A\", VClassOffRoad, 556, 50000},
{\"Monster B\", VClassOffRoad, 557, 50000},
{\"Moonbeam\", VClassStationCar, 418, 50000},
{\"Mountain Bike\", VClassBike, 510, 50000},
{\"Mower\", VClassUnique, 572, 50000},
{\"Mr Whoopee\", VClassUnique, 423, 50000},
{\"Mule\", VClassIndustrial, 414, 50000},
{\"Nebula\", VClassSaloons, 516, 50000},
{\"Nevada\", VClassPlane, 553, 50000},
{\"Newsvan\", VClassIndustrial, 582, 50000},
{\"NRG-500\", VClassBike, 522, 50000},
{\"Oceanic\", VClassSaloons, 467, 50000},
{\"Ore Trailer\", VClassTrailer, 450, 50000},
{\"Packer\", VClassIndustrial, 443, 50000},
{\"Patriot\", VClassOffRoad, 470, 50000},
{\"PCJ-600\", VClassBike, 461, 50000},
{\"Perenniel\", VClassStationCar, 404, 50000},
{\"Phoenix\", VClassSportCar, 603, 50000},
{\"Picador\", VClassIndustrial, 600, 50000},
{\"Pizzaboy\", VClassBike, 448, 50000},
{\"Police Car (LSPD)\", VClassPublic, 596, 50000},
{\"Police Car (LVPD)\", VClassPublic, 598, 50000},
{\"Police Car (SFPD)\", VClassPublic, 597, 50000},
{\"Police Maverick\", VClassHelicopter, 497, 50000},
{\"Police Ranger\", VClassPublic, 599, 50000},
{\"Pony\", VClassIndustrial, 413, 50000},
{\"Predator\", VClassBoat, 430, 50000},
{\"Premier\", VClassSaloons, 426, 50000},
{\"Previon\", VClassSaloons, 436, 50000},
{\"Primo\", VClassSaloons, 547, 50000},
{\"Quad\", VClassBike, 471, 50000},
{\"Raindance\", VClassHelicopter, 563, 50000},
{\"Rancher 1\", VClassOffRoad, 489, 50000},
{\"Rancher 2\", VClassOffRoad, 505, 50000},
//   {\"RC Bandit\", VClassRCVehicle, 441, 50000},
//   {\"RC Baron\", VClassRCVehicle, 464, 50000},
//   {\"RC Cam\", VClassRCVehicle, 594, 50000},
//   {\"RC Goblin\", VClassRCVehicle, 501, 50000},
//   {\"RC Raider\", VClassRCVehicle, 465, 50000},
//   {\"RC Tiger\", VClassRCVehicle, 564, 50000},
{\"Reefer\", VClassBoat, 453, 50000},
{\"Regina\", VClassStationCar, 479, 50000},
{\"Remington\", VClassLowRider, 534, 50000},
{\"Rhino\", VClassPublic, 432, 50000},
{\"Roadtrain\", VClassIndustrial, 515, 50000},
{\"Romero\", VClassUnique, 442, 50000},
{\"Rumpo\", VClassIndustrial, 440, 50000},
{\"Rustler\", VClassPlane, 476, 50000},
{\"Sabre\", VClassSportCar, 475, 50000},
{\"Sadler\", VClassIndustrial, 543, 50000},
{\"Sadler Shit\", VClassIndustrial, 605, 50000},
{\"SAN News Maverick\", VClassHelicopter, 488, 50000},
{\"Sanchez\", VClassBike, 468, 50000},
{\"Sandking\", VClassOffRoad, 495, 50000},
{\"Savanna\", VClassLowRider, 567, 50000},
{\"Seasparrow\", VClassHelicopter, 447, 50000},
{\"Securicar\", VClassUnique, 428, 50000},
{\"Sentinel\", VClassSaloons, 405, 50000},
{\"Shamal\", VClassPlane, 519, 50000},
{\"Skimmer\", VClassPlane, 460, 50000},
{\"Slamvan\", VClassLowRider, 535, 50000},
{\"Solair\", VClassStationCar, 458, 50000},
{\"Sparrow\", VClassHelicopter, 469, 50000},
{\"Speeder\", VClassBoat, 452, 50000},
{\"Squallo\", VClassBoat, 446, 50000},
{\"Stafford\", VClassSaloons, 580, 50000},
{\"Stallion\", VClassConvertible, 439, 50000},
{\"Stratum\", VClassStationCar, 561, 50000},
//   {\"Streak Trailer (train)\", VClassTrailer, 570, 50000},
{\"Stretch\", VClassUnique, 409, 50000},
{\"Stuntplane\", VClassPlane, 513, 50000},
{\"Sultan\", VClassSaloons, 560, 50000},
{\"Sunrise\", VClassSaloons, 550, 50000},
{\"Super GT\", VClassSportCar, 506, 50000},
{\"S.W.A.T.\", VClassPublic, 601, 50000},
{\"Sweeper\", VClassUnique, 574, 50000},
{\"Tahoma\", VClassLowRider, 566, 50000},
{\"Tampa\", VClassSaloons, 549, 50000},
{\"Tanker\", VClassIndustrial, 514, 50000},
{\"Taxi\", VClassPublic, 420, 50000},
{\"Tornado\", VClassLowRider, 576, 50000},
{\"Towtruck\", VClassUnique, 525, 50000},
{\"Tractor\", VClassIndustrial, 531, 50000},
//   {\"Tram\", VClassUnique, 449, 50000},
{\"Trashmaster\", VClassIndustrial, 408, 50000},
{\"Tropic\", VClassBoat, 454, 50000},
{\"Tug\", VClassUnique, 583, 50000},
{\"Tug Stairs Trailer\", VClassTrailer, 608, 50000},
{\"Turismo\", VClassSportCar, 451, 50000},
{\"Uranus\", VClassSportCar, 558, 50000},
{\"Utility Trailer\", VClassTrailer, 611, 50000},
{\"Utility Van\", VClassIndustrial, 552, 50000},
{\"Vincent\", VClassSaloons, 540, 50000},
{\"Virgo\", VClassSaloons, 491, 50000},
{\"Voodoo\", VClassLowRider, 412, 50000},
{\"Vortex\", VClassUnique, 539, 50000},
{\"Walton\", VClassIndustrial, 478, 50000},
{\"Washington\", VClassSaloons, 421, 50000},
{\"Wayfarer\", VClassBike, 586, 50000},
{\"Willard\", VClassSaloons, 529, 50000},
{\"Windsor\", VClassConvertible, 555, 50000},
    {\"Yankee\", VClassIndustrial, 456, 50000},
{\"Yosemite\", VClassIndustrial, 554, 50000},
{\"ZR-350\", VClassSportCar, 477, 50000}
};
 
// Setup an array that holds all prices for vehicle-components
new AVehicleModPrices[] =
{
400, // ID 1000, Spoiler Pro                        Certain Transfender cars
550, // ID 1001, Spoiler Win                        Certain Transfender cars
200, // ID 1002, Spoiler Drag                        Certain Transfender cars
250, // ID 1003, Spoiler Alpha                        Certain Transfender cars
100, // ID 1004, Hood Champ Scoop                     Certain Transfender cars
150, // ID 1005, Hood Fury Scoop                     Certain Transfender cars
80, // ID 1006, Roof Roof Scoop                        Certain Transfender cars
500, // ID 1007, Sideskirt Right Sideskirt               Certain Transfender cars
500, // ID 1008, Nitro 5 times                        Most cars, Most planes and Most Helicopters
200, // ID 1009, Nitro 2 times                        Most cars, Most planes and Most Helicopters
1000, // ID 1010, Nitro 10 times                          Most cars, Most planes and Most Helicopters
220, // ID 1011, Hood Race Scoop                         Certain Transfender cars
250, // ID 1012, Hood Worx Scoop                         Certain Transfender cars
100, // ID 1013, Lamps Round Fog                         Certain Transfender cars
400, // ID 1014, Spoiler Champ                           Certain Transfender cars
500, // ID 1015, Spoiler Race                            Certain Transfender cars
200, // ID 1016, Spoiler Worx                            Certain Transfender cars
500, // ID 1017, Sideskirt Left Sideskirt                Certain Transfender cars
350, // ID 1018, Exhaust Upswept                         Most cars
300, // ID 1019, Exhaust Twin                            Most cars
250, // ID 1020, Exhaust Large                           Most cars
200, // ID 1021, Exhaust Medium                        Most cars
150, // ID 1022, Exhaust Small                        Most cars
350, // ID 1023, Spoiler Fury                            Certain Transfender cars
50, // ID 1024, Lamps Square Fog                     Certain Transfender cars
1000, // ID 1025, Wheels Offroad                     Certain Transfender cars
480, // ID 1026, Sideskirt Right Alien Sideskirt         Sultan
480, // ID 1027, Sideskirt Left Alien Sideskirt            Sultan
770, // ID 1028, Exhaust Alien                            Sultan
680, // ID 1029, Exhaust X-Flow                        Sultan
370, // ID 1030, Sideskirt Left X-Flow Sideskirt          Sultan
370, // ID 1031, Sideskirt Right X-Flow Sideskirt         Sultan
170, // ID 1032, Roof Alien Roof Vent                  Sultan
120, // ID 1033, Roof X-Flow Roof Vent                    Sultan
790, // ID 1034, Exhaust Alien                        Elegy
150, // ID 1035, Roof X-Flow Roof Vent                  Elegy
500, // ID 1036, SideSkirt Right Alien Sideskirt          Elegy
690, // ID 1037, Exhaust X-Flow                        Elegy
190, // ID 1038, Roof Alien Roof Vent                  Elegy
390, // ID 1039, SideSkirt Right X-Flow Sideskirt         Elegy
500, // ID 1040, SideSkirt Left Alien Sideskirt            Elegy
390, // ID 1041, SideSkirt Right X-Flow Sideskirt         Elegy
1000, // ID 1042, SideSkirt Right Chrome Sideskirt         Broadway
500, // ID 1043, Exhaust Slamin                           Broadway
500, // ID 1044, Exhaust Chrome                        Broadway
510, // ID 1045, Exhaust X-Flow                        Flash
710, // ID 1046, Exhaust Alien                        Flash
670, // ID 1047, SideSkirt Right Alien Sideskirt          Flash
530, // ID 1048, SideSkirt Right X-Flow Sideskirt         Flash
810, // ID 1049, Spoiler Alien                        Flash
620, // ID 1050, Spoiler X-Flow                           Flash
670, // ID 1051, SideSkirt Left Alien Sideskirt           Flash
530, // ID 1052, SideSkirt Left X-Flow Sideskirt         Flash
130, // ID 1053, Roof X-Flow                        Flash
210, // ID 1054, Roof Alien                           Flash
230, // ID 1055, Roof Alien                           Stratum
520, // ID 1056, Sideskirt Right Alien Sideskirt         Stratum
430, // ID 1057, Sideskirt Right X-Flow Sideskirt         Stratum
620, // ID 1058, Spoiler Alien                        Stratum
720, // ID 1059, Exhaust X-Flow                        Stratum
530, // ID 1060, Spoiler X-Flow                        Stratum
180, // ID 1061, Roof X-Flow                        Stratum
520, // ID 1062, Sideskirt Left Alien Sideskirt            Stratum
430, // ID 1063, Sideskirt Left X-Flow Sideskirt         Stratum
830, // ID 1064, Exhaust Alien                        Stratum
850, // ID 1065, Exhaust Alien                        Jester
750, // ID 1066, Exhaust X-Flow                        Jester
250, // ID 1067, Roof Alien                           Jester
200, // ID 1068, Roof X-Flow                        Jester
550, // ID 1069, Sideskirt Right Alien Sideskirt         Jester
450, // ID 1070, Sideskirt Right X-Flow Sideskirt         Jester
550, // ID 1071, Sideskirt Left Alien Sideskirt            Jester
450, // ID 1072, Sideskirt Left X-Flow Sideskirt         Jester
1100, // ID 1073, Wheels Shadow                        Most cars
1030, // ID 1074, Wheels Mega                        Most cars
980, // ID 1075, Wheels Rimshine                     Most cars
1560, // ID 1076, Wheels Wires                        Most cars
1620, // ID 1077, Wheels Classic                     Most cars
1200, // ID 1078, Wheels Twist                        Most cars
1030, // ID 1079, Wheels Cutter                        Most cars
900, // ID 1080, Wheels Switch                        Most cars
1230, // ID 1081, Wheels Grove                        Most cars
820, // ID 1082, Wheels Import                        Most cars
1560, // ID 1083, Wheels Dollar                        Most cars
1350, // ID 1084, Wheels Trance                        Most cars
770, // ID 1085, Wheels Atomic                        Most cars
100, // ID 1086, Stereo Stereo                        Most cars
1500, // ID 1087, Hydraulics Hydraulics                  Most cars
150, // ID 1088, Roof Alien                           Uranus
650, // ID 1089, Exhaust X-Flow                        Uranus
450, // ID 1090, Sideskirt Right Alien Sideskirt         Uranus
100, // ID 1091, Roof X-Flow                        Uranus
750, // ID 1092, Exhaust Alien                        Uranus
350, // ID 1093, Sideskirt Right X-Flow Sideskirt         Uranus
450, // ID 1094, Sideskirt Left Alien Sideskirt            Uranus
350, // ID 1095, Sideskirt Right X-Flow Sideskirt         Uranus
1000, // ID 1096, Wheels Ahab                        Most cars
620, // ID 1097, Wheels Virtual                        Most cars
1140, // ID 1098, Wheels Access                        Most cars
1000, // ID 1099, Sideskirt Left Chrome Sideskirt         Broadway
940, // ID 1100, Bullbar Chrome Grill                  Remington
780, // ID 1101, Sideskirt Left `Chrome Flames` Sideskirt   Remington
830, // ID 1102, Sideskirt Left `Chrome Strip` Sideskirt   Savanna
3250, // ID 1103, Roof Convertible                     Blade
1610, // ID 1104, Exhaust Chrome                     Blade
1540, // ID 1105, Exhaust Slamin                     Blade
780, // ID 1106, Sideskirt Right `Chrome Arches`         Remington
780, // ID 1107, Sideskirt Left `Chrome Strip` Sideskirt   Blade
780, // ID 1108, Sideskirt Right `Chrome Strip` Sideskirt   Blade
1610, // ID 1109, Rear Bullbars Chrome                  Slamvan
1540, // ID 1110, Rear Bullbars Slamin                  Slamvan
55, // ID 1111, Front Sign? Little Sign?               Slamvan         ???
55, // ID 1112, Front Sign? Little Sign?               Slamvan         ???
3340, // ID 1113, Exhaust Chrome                     Slamvan
3250, // ID 1114, Exhaust Slamin                     Slamvan
2130, // ID 1115, Front Bullbars Chrome                  Slamvan
2050, // ID 1116, Front Bullbars Slamin                  Slamvan
2040, // ID 1117, Front Bumper Chrome                  Slamvan
780, // ID 1118, Sideskirt Right `Chrome Trim` Sideskirt   Slamvan
940, // ID 1119, Sideskirt Right `Wheelcovers` Sideskirt   Slamvan
780, // ID 1120, Sideskirt Left `Chrome Trim` Sideskirt      Slamvan
940, // ID 1121, Sideskirt Left `Wheelcovers` Sideskirt      Slamvan
780, // ID 1122, Sideskirt Right `Chrome Flames` Sideskirt   Remington
860, // ID 1123, Bullbars Bullbar Chrome Bars            Remington
780, // ID 1124, Sideskirt Left `Chrome Arches` Sideskirt   Remington
1120, // ID 1125, Bullbars Bullbar Chrome Lights         Remington
3340, // ID 1126, Exhaust Chrome Exhaust               Remington
3250, // ID 1127, Exhaust Slamin Exhaust               Remington
3340, // ID 1128, Roof Vinyl Hardtop                  Blade
1650, // ID 1129, Exhaust Chrome                     Savanna
3380, // ID 1130, Roof Hardtop                        Savanna
3290, // ID 1131, Roof Softtop                        Savanna
1590, // ID 1132, Exhaust Slamin                     Savanna
830, // ID 1133, Sideskirt Right `Chrome Strip` Sideskirt   Savanna
800, // ID 1134, SideSkirt Right `Chrome Strip` Sideskirt   Tornado
1500, // ID 1135, Exhaust Slamin                     Tornado
1000, // ID 1136, Exhaust Chrome                     Tornado
800, // ID 1137, Sideskirt Left `Chrome Strip` Sideskirt   Tornado
580, // ID 1138, Spoiler Alien                        Sultan
470, // ID 1139, Spoiler X-Flow                        Sultan
870, // ID 1140, Rear Bumper X-Flow                     Sultan
980, // ID 1141, Rear Bumper Alien                     Sultan
150, // ID 1142, Vents Left Oval Vents                  Certain Transfender Cars
150, // ID 1143, Vents Right Oval Vents                  Certain Transfender Cars
100, // ID 1144, Vents Left Square Vents               Certain Transfender Cars
100, // ID 1145, Vents Right Square Vents               Certain Transfender Cars
490, // ID 1146, Spoiler X-Flow                        Elegy
600, // ID 1147, Spoiler Alien                        Elegy
890, // ID 1148, Rear Bumper X-Flow                     Elegy
1000, // ID 1149, Rear Bumper Alien                     Elegy
1090, // ID 1150, Rear Bumper Alien                     Flash
840, // ID 1151, Rear Bumper X-Flow                     Flash
910, // ID 1152, Front Bumper X-Flow                  Flash
1200, // ID 1153, Front Bumper Alien                  Flash
1030, // ID 1154, Rear Bumper Alien                     Stratum
1030, // ID 1155, Front Bumper Alien                  Stratum
920, // ID 1156, Rear Bumper X-Flow                     Stratum
930, // ID 1157, Front Bumper X-Flow                  Stratum
550, // ID 1158, Spoiler X-Flow                        Jester
1050, // ID 1159, Rear Bumper Alien                     Jester
1050, // ID 1160, Front Bumper Alien                  Jester
950, // ID 1161, Rear Bumper X-Flow                     Jester
650, // ID 1162, Spoiler Alien                        Jester
450, // ID 1163, Spoiler X-Flow                        Uranus
550, // ID 1164, Spoiler Alien                        Uranus
850, // ID 1165, Front Bumper X-Flow                  Uranus
950, // ID 1166, Front Bumper Alien                     Uranus
850, // ID 1167, Rear Bumper X-Flow                     Uranus
950, // ID 1168, Rear Bumper Alien                     Uranus
970, // ID 1169, Front Bumper Alien                     Sultan
880, // ID 1170, Front Bumper X-Flow                  Sultan
990, // ID 1171, Front Bumper Alien                     Elegy
900, // ID 1172, Front Bumper X-Flow                  Elegy
950, // ID 1173, Front Bumper X-Flow                  Jester
1000, // ID 1174, Front Bumper Chrome                  Broadway
900, // ID 1175, Front Bumper Slamin                  Broadway
1000, // ID 1176, Rear Bumper Chrome                  Broadway
900, // ID 1177, Rear Bumper Slamin                     Broadway
2050, // ID 1178, Rear Bumper Slamin                  Remington
2150, // ID 1179, Front Bumper Chrome                  Remington
2130, // ID 1180, Rear Bumper Chrome                  Remington
2050, // ID 1181, Front Bumper Slamin                  Blade
2130, // ID 1182, Front Bumper Chrome                  Blade
2040, // ID 1183, Rear Bumper Slamin                  Blade
2150, // ID 1184, Rear Bumper Chrome                  Blade
2040, // ID 1185, Front Bumper Slamin                  Remington
2095, // ID 1186, Rear Bumper Slamin                  Savanna
2175, // ID 1187, Rear Bumper Chrome                  Savanna
2080, // ID 1188, Front Bumper Slamin                  Savanna
2200, // ID 1189, Front Bumper Chrome                  Savanna
1200, // ID 1190, Front Bumper Slamin                  Tornado
1040, // ID 1191, Front Bumper Chrome                  Tornado
940, // ID 1192, Rear Bumper Chrome                     Tornado
1100, // ID 1193 Rear Bumper Slamin                     Tornado
};
 
// These variables are used when starting the script and debugging purposes
new TotalHouses;
 
// ******************************************************************************************************************************
// Callbacks
// ******************************************************************************************************************************
// The main function (used only once when the server loads)
main()
{
}
// This callback gets called when the server initializes the filterscript
public OnFilterScriptInit()
{
// Loop through all houses and try to load them (HouseID 0 isn\'t used)
for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
    // Try to load the house-file
HouseFile_Load(HouseID);
// Load housecars too if chosen to do so
if (LoadCarsDuringFSInit == true)
    HouseFile_LoadCars(HouseID);
}
    return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Setup local variables
new HouseID, HouseSlot, Name[24];
// Get the player\'s name
GetPlayerName(playerid, Name, sizeof(Name));
// Loop through all houses to find the ones which belong to this player
for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
// Check if the house exists
if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
{
    // Check if the house is owned
    if (AHouseData[HouseID][Owned] == true)
    {
        // Check if the player is the owner of the house
      if (strcmp(AHouseData[HouseID][Owner], Name, false) == 0)
      {
         // Add the HouseID to the player\'s account for faster reference later on
         APlayerData[playerid][Houses][HouseSlot] = HouseID;
         // Load housecars if they weren\'t loaded at FilterscriptInit
         if (LoadCarsDuringFSInit == false)
             HouseFile_LoadCars(HouseID);
         // Select the next HouseSlot
         HouseSlot++;
      }
    }
}
}
return 1;
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Setup local variables
new HouseSlot;
// Loop through all Houses the player owns
for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
// Check if the house exists
if (APlayerData[playerid][Houses][HouseSlot] != 0)
{
    // Save the housefile
   HouseFile_Save(APlayerData[playerid][Houses][HouseSlot]);
}
}
// Unload housecars if they were loaded when the owner logged in
if (LoadCarsDuringFSInit == false)
{
// Loop through all Houses the player owns
for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
   // Check if the house exists
   if (APlayerData[playerid][Houses][HouseSlot] != 0)
   {
       // Unload all vehicles assigned to this house
      House_RemoveVehicles(APlayerData[playerid][Houses][HouseSlot]);
   }
}
}
// Clear all data for this player
// Loop through all Houses the player owns
for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Clear the HouseID\'s
APlayerData[playerid][Houses][HouseSlot] = 0;
}
APlayerData[playerid][CurrentHouse] = 0;
APlayerData[playerid][DialogBuyVClass] = 0;
APlayerData[playerid][DialogGetCarHouseID] = 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 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);
}
    return 1;
}
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
return 1;
}
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
return 1;
}
// This callback gets called when the player is selecting a class (but hasn\'t clicked \"Spawn\" yet)
public OnPlayerRequestClass(playerid, classid)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
return 1;
}
// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
// Reset the HouseID where the player is located
APlayerData[playerid][CurrentHouse] = 0;
    return 1;
}
// This callback gets called when a vehicle respawns at it\'s spawn-location (where it was created)
public OnVehicleSpawn(vehicleid)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// 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)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// Let the player pay $150 for changing the color (if they have been changed)
if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2))
   INT_GivePlayerMoney(playerid, -150);
// 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 whenever a player mods his vehicle
public OnVehicleMod(playerid, vehicleid, componentid)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// When the player changes a component of his vehicle, reduce the price of the component from the player\'s money
INT_GivePlayerMoney(playerid, -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)
{
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// 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 vehicle enters the water or is destroyed (explodes)
public OnVehicleDeath(vehicleid)
{
// Setup local variables
new HouseID, CarSlot;
// Only use this for house-vehicles
if (AVehicleData[vehicleid][Owned] == true)
{
// Get the houseid to which this vehicle belongs
HouseID = AVehicleData[vehicleid][belongsToHouse];
// If automatic insurance has been turned off, check if the vehicle\'s house has insurance for the vehicle
if (AutomaticInsurance == false)
{
   // 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] == false)
      {
         // Find the CarSlot where this vehicle is stored
         for (CarSlot = 0; CarSlot < 10; CarSlot++)
         {
            // Check if the vehicle is stored in this carslot
            if (AHouseData[HouseID][VehicleIDs][CarSlot] == vehicleid)
                break; // Stop searching, because CarSlot now hold the carslot of the vehicle where it\'s stored
         }
          // Delete the vehicle, clear the data and remove it from the house it belongs to
         Vehicle_Delete(vehicleid, HouseID, CarSlot);
          // 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;
// Check if the player became the driver of a vehicle
if (newstate == PLAYER_STATE_DRIVER)
{
// Get the ID of the player\'s vehicle
vid = GetPlayerVehicleID(playerid);
// Get the player\'s name
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, \"{FF0000}Nem tudod használni a jármûvet, {FF0000}tulajdonosa \\\"{FFFF00}%s{FF0000}\\\"\", AVehicleData[vid][Owner]);
      SendClientMessage(playerid, 0xFFFFFFFF, Msg);
   }
}
}
return 1;
}
 
// ******************************************************************************************************************************
// Commands
// ******************************************************************************************************************************
// Lets the player add new houses (a house that can be upgraded and where the houselevel determines the amount of carslots)
COMMAND:createhouse(playerid, params[])
{
// Setup local variables
new HPrice, MaxLevel, HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning \"SERVER: Unknown command\" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
if (sscanf(params, \"ii\", HPrice, MaxLevel)) SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Használat: \\\"/createhouse <ár> <maxlevel (1-10)>\\\"\");
else
{
   // Check if the player entered a proper maxlevel
   if ((MaxLevel >= 1) && (MaxLevel <= 10))
   {
      // Find the first free HouseID
      for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
         if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
             break; // Stop searching, the first free HouseID has been found now
       // Check if the house-limit hasn\'t been reached yet
       // This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
      // to the last index, the last index would hold a house, so be sure to not overwrite it
      if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
      {
          // Setup some local variables
         new Float:x, Float:y, Float:z, Msg[128];
         // Get the player\'s position
         GetPlayerPos(playerid, x, y, z);
         // Set some default data
         AHouseData[HouseID][Owned] = false;
         AHouseData[HouseID][Owner] = 0;
         AHouseData[HouseID][HouseX] = x;
         AHouseData[HouseID][HouseY] = y;
         AHouseData[HouseID][HouseZ] = z;
         AHouseData[HouseID][HouseLevel] = 1;
         AHouseData[HouseID][HouseMaxLevel] = MaxLevel;
         AHouseData[HouseID][HousePrice] = HPrice;
         AHouseData[HouseID][HouseOpened] = false;
         AHouseData[HouseID][insurance] = false;
         AHouseData[HouseID][staticHouse] = false;
         AHouseData[HouseID][CarSlots] = 1; // This must be equal to the house-level for a normal house
         // Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
         House_UpdateEntrance(HouseID);
         // Save the house
         HouseFile_Save(HouseID);
         // Inform the player that he created a new house
         format(Msg, 128, \"{00FF00}Ház létrehozva, azonosító (ID): {FFFF00}%i\", HouseID);
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem lehet több házat létrehozni!\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Max szint: 1 - 10\");
}
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak gyalog lehet házat létrehozni!\");
// Let the server know that this was a valid command
return 1;
}
// Lets the player add new houses (a house that cannot be upgraded, has a fixed interior and a fixed amount of carslots)
COMMAND:createstatichouse(playerid, params[])
{
// Setup local variables
new HPrice, Carslots, HouseID, Interior;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning \"SERVER: Unknown command\" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
if (sscanf(params, \"iii\", HPrice, Carslots, Interior)) SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Használat: \\\"/createstatichouse <ár> <Jármûhelyek (1-10)> <Interior (1-10)>\\\"\");
else
{
   // Check if the player entered a proper amount of Carslots
   if ((Carslots >= 1) && (Carslots <= 10))
   {
      // Check if the player entered a valid interior
      if ((Interior >= 1) && (Interior <= 10))
      {
         // Find the first free HouseID
         for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
            if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
                break; // Stop searching, the first free HouseID has been found now
          // Check if the house-limit hasn\'t been reached yet
          // This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
         // to the last index, the last index would hold a house, so be sure to not overwrite it
         if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
         {
             // Setup some local variables
            new Float:x, Float:y, Float:z, Msg[128];
            // Get the player\'s position
            GetPlayerPos(playerid, x, y, z);
            // Set some default data
            AHouseData[HouseID][Owned] = false;
            AHouseData[HouseID][HouseX] = x;
            AHouseData[HouseID][HouseY] = y;
            AHouseData[HouseID][HouseZ] = z;
            AHouseData[HouseID][HouseLevel] = Interior; // The house-level indicates the static interior
            AHouseData[HouseID][HouseMaxLevel] = Interior;
            AHouseData[HouseID][HousePrice] = HPrice;
            AHouseData[HouseID][HouseOpened] = false;
            AHouseData[HouseID][insurance] = false;
            AHouseData[HouseID][staticHouse] = true;
            AHouseData[HouseID][CarSlots] = Carslots;
            // Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
            House_UpdateEntrance(HouseID);
            // Save the house
            HouseFile_Save(HouseID);
            // Inform the player that he created a new house
            format(Msg, 128, \"{00FF00}A statikus ház létrehozva, azonosító (ID): {FFFF00}%i\", HouseID);
            SendClientMessage(playerid, 0xFFFFFFFF, Msg);
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem lehet több házat létrehozni!\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Belsõ (Interior) azonosítók: 1 - 10\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Jármûférõhelyeket add meg! (1 - 10)\");
}
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak gyalog lehet házat létrehozni!\");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player delete a house
COMMAND:dellhouse(playerid, params[])
{
// Setup local variables
new file[100], Msg[128];
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning \"SERVER: Unknown command\" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all houses
for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
   // Check if the house exists
   if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
   {
      // Check if the house has no owner (owned houses cannot be deleted)
      if (AHouseData[HouseID][Owned] == false)
      {
         // Check if the player is in range of the house-pickup
         if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
         {
            // Clear all data of the house
            AHouseData[HouseID][Owned] = false;
            AHouseData[HouseID][Owner] = 0;
            AHouseData[HouseID][HouseName] = 0;
            AHouseData[HouseID][insurance] = false;
            AHouseData[HouseID][HouseX] = 0.0;
            AHouseData[HouseID][HouseY] = 0.0;
            AHouseData[HouseID][HouseZ] = 0.0;
            AHouseData[HouseID][HouseLevel] = 0;
            AHouseData[HouseID][HouseMaxLevel] = 0;
            AHouseData[HouseID][HousePrice] = 0;
            AHouseData[HouseID][HouseOpened] = false;
            AHouseData[HouseID][staticHouse] = false;
            AHouseData[HouseID][CarSlots] = 0;
            // Destroy the mapicon, 3DText and pickup for the house
            DestroyDynamicPickup(AHouseData[HouseID][PickupID]);
            DestroyDynamicMapIcon(AHouseData[HouseID][MapIconID]);
            DestroyDynamic3DTextLabel(AHouseData[HouseID][DoorText]);
            AHouseData[HouseID][PickupID] = 0;
            AHouseData[HouseID][MapIconID] = 0;
            // Delete the house-file
            format(file, sizeof(file), HouseFile, HouseID); // Construct the complete filename for this house-file
            if (fexist(file)) // Make sure the file exists
               fremove(file); // Delete the file
            // Also let the player know he deleted the house
            format(Msg, 128, \"{00FF00}Törölted a {FFFF00}%i {00FF00}azonosítószámú házat!\", HouseID);
            SendClientMessage(playerid, 0xFFFFFFFF, Msg);
            // Exit the function
            return 1;
         }
      }
      else
         SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Tulajdonossal rendelkezõ házakat nem törölhetsz!\");
   }
}
// There was no house in range, so let the player know about it
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nincs a közelben ház!\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak gyalog lehet házat törölni!\");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player buy a house when he\'s standing in range of a house that isn\'t owned yet
COMMAND:buyhouse(playerid, params[])
{
// Setup local variables
new Msg[128];
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Check if the player is near a house-pickup
for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
   // Check if the house exists
   if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
   {
      // Check if the player is in range of the house-pickup
      if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
      {
          // Check if the house isn\'t owned yet
          if (AHouseData[HouseID][Owned] == false)
          {
              // Check if the player can afford this house
              if (INT_GetPlayerMoney(playerid) >= AHouseData[HouseID][HousePrice])
                  House_SetOwner(playerid, HouseID); // Give ownership of the house to the player (if he has a spare houseslot)
              else
                  SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem engedheted meg magadnak ezt a házat! Ok: kevés pénz\"); // The player cannot afford this house
          }
          else
          {
              // Let the player know that this house is already owned by a player
            format(Msg, 128, \"{FF0000}Ezt a házat már megvették! {FF0000}Tulajdonos: {FFFF00}%s\", AHouseData[HouseID][Owner]);
            SendClientMessage(playerid, 0xFFFFFFFF, Msg);
          }
         // The player was in range of a house-pickup, so stop searching for the other house pickups
          return 1;
      }
   }
}
// All houses have been processed, but the player wasn\'t in range of any house-pickup, let him know about it
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Házvásárláshoz közel kell légy egy ház-pickuphoz!\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudsz jármûben házat venni!\");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player enter the house/business if he\'s the owner
COMMAND:enterhouse(playerid, params[])
{
// Setup local variables
new HouseID, IntID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all houses
for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
{
   // Check if the house exists
   if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
   {
      // Check if the player is in range of the house-pickup
      if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
      {
         // Check if the house is closed to the public
         if (AHouseData[HouseID][HouseOpened] == false)
         {
            // The house isn\'t open to the public, so keep anyone out who isn\'t the owner of the house
            if (House_PlayerIsOwner(playerid, HouseID) == 0)
            {
                // Let the player know that this house isn\'t open to the public and he can\'t enter it
               SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Ez a ház magánház, nem léphetsz be!\");
                return 1;
            }
         }
         // The house is open to the public, or the player trying to enter is the owner, so let the player inside the house
         // Get the interior to put the player in
         IntID = AHouseData[HouseID][HouseLevel]; // Get the level of the house
         // Set the worldid so other players cannot see him anymore (but allow all players in the same house to see eachother)
         SetPlayerVirtualWorld(playerid, 5000 + HouseID);
         // Set the player inside the interior of the house
         SetPlayerInterior(playerid, AHouseInteriors[intID][interiorID]);
         // Set the position of the player at the spawn-location of the house\'s interior
         SetPlayerPos(playerid, AHouseInteriors[intID][intX], AHouseInteriors[intID][intY], AHouseInteriors[intID][intZ]);
         // Also set a tracking-variable to enable /housemenu to track in which house the player is
         APlayerData[playerid][CurrentHouse] = HouseID;
         // Also let the player know he can use /housemenu to upgrade/exit his house
         SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Használd a {FFFF00}/housemenu{00FF00} parancsot, hogy megváltoztasd a házad dolgait.\");
         // Exit the function
         return 1;
      }
   }
}
}
// Let the server know that this was a valid command
return 1;
}
// This command opens a menu when you\'re inside your house to allow to access the options of your house
COMMAND:housemenu(playerid, params[])
{
// Setup local variables
new OptionsList[200], DialogTitle[200], HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Get the HouseID where the player has entered
HouseID = APlayerData[playerid][CurrentHouse];
// Check if the player is inside a house
if (HouseID != 0)
{
format(DialogTitle, sizeof(DialogTitle), \"Válassz opciót itt: %s\", AHouseData[HouseID][HouseName]);
// Create 2 different option-lists, based on StaticHouse
if (AHouseData[HouseID][staticHouse] == true)
{
   // Create the dialog for a static house (has the same options as a normal house, except for upgrading the house)
   format(OptionsList, sizeof(OptionsList), \"%sHáznév megváltoztatása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû vásárlás a ház mellé\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû biztosítás kötése\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHázjármû eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz kinyitása a társadalomnak\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz elzárása a társadalomtól\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sKilépés a házból\\n\", OptionsList);
}
else
{
   // Create the dialog for a normal house
   format(OptionsList, sizeof(OptionsList), \"%sHáznév megváltoztatása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz frissítése\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû vásárlás a ház mellé\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sJármû biztosítás kötése\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHázjármû eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz eladása\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz kinyitása a társadalomnak\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sHáz elzárása a társadalomtól\\n\", OptionsList);
   format(OptionsList, sizeof(OptionsList), \"%sKilépés a házból\\n\", OptionsList);
}
// Show the housemenu
ShowPlayerDialog(playerid, DialogHouseMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, \"Kiválaszt\", \"Mégsem\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem vagy házban!\");
// Let the server know that this was a valid command
return 1;
}
// This command teleports you to your selected house
COMMAND:gohome(playerid, params[])
{
// Setup local variables
new HouseList[1000], HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Ask to which house the player wants to port
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID in this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
   // Check if this houseindex is occupied
   if (HouseID != 0)
      format(HouseList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", HouseList, AHouseData[HouseID][HouseName]);
   else
      format(HouseList, 1000, \"%s{FFFFFF}%s{FFFFFF}\\n\", HouseList, \"Üres ház\"); // Eredetileg Empty house-slot
}
ShowPlayerDialog(playerid, DialogGoHome, DIALOG_STYLE_LIST, \"Válaszd ki azt a házat ahova menni szeretnél:\", HouseList, \"Kiválaszt\", \"Mégsem\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Gyalog kell lenned, hogy tudj a házadhoz teleportálni.\");
// Let the server know that this was a valid command
return 1;
}
// This command allows you to port a vehicle from your house to your location
COMMAND:getcar(playerid, params[])
{
// Setup local variables
new HouseList[1000], HouseID;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player isn\'t inside a vehicle (the player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Ask to which house the player wants to port
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID in this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
   // Check if this houseindex is occupied
   if (HouseID != 0)
      format(HouseList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", HouseList, AHouseData[HouseID][HouseName]);
   else
      format(HouseList, 1000, \"%s{FFFFFF}%s{FFFFFF}\\n\", HouseList, \"Üres ház\");
}
ShowPlayerDialog(playerid, DialogGetCarSelectHouse, DIALOG_STYLE_LIST, \"Válaszd ki a házat ahonnan ki akarod szedni a kocsit:\", HouseList, \"Select\", \"Cancel\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Gyalog kell lenned, hogy egy kocsit magadhoz teleportálj.\");
// Let the server know that this was a valid command
return 1;
}
// This command checks if the player is inside a vehicle that he owns and if he\'s in range of the house where the vehicle is assigned to
COMMAND:park(playerid, params[])
{
// Setup local variables
new Float:x, Float:y, Float:z, Float:rot, vid, HouseID, Msg[128];
new engine,lights,alarm,doors,bonnet,boot,objective;
// If a player hasn\'t logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Check if the player is inside a vehicle (he must be the driver)
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Get the vehicle-id
vid = GetPlayerVehicleID(playerid);
// Get the HouseID to which this vehicle belongs
HouseID = AVehicleData[vid][belongsToHouse];
// Check if this vehicle belongs to a house (if not, the vehicle cannot be parked, as it\'s not a house-vehicle)
if (HouseID != 0)
{
   // Check if the vehicle is in range of the house-entrance (you cannot park a vehicle further away from your house than 150m)
   if (IsPlayerInRangeOfPoint(playerid, ParkRange, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
   {
      // Get the player\'s position and angle
      GetVehiclePos(vid, x, y, z);
      GetVehicleZAngle(vid, rot);
      // Save those values for the vehicle
      AVehicleData[vid][spawnX] = x;
      AVehicleData[vid][spawnY] = y;
      AVehicleData[vid][spawnZ] = z;
      AVehicleData[vid][spawnRot] = rot;
      // Loop through all carslots of this house to find the vehicle-id
      for (new CarSlot; CarSlot < 10; CarSlot++)
      {
         // Check if this carslot holds the same vehicle-id
          if (AHouseData[HouseID][VehicleIDs][CarSlot] == vid)
          {
                    House_ReplaceVehicle(HouseID, CarSlot); // Re-create the vehicle at the same spot the player wants to park his vehicle
                    PutPlayerInVehicle(playerid, AHouseData[HouseID][VehicleIDs][CarSlot], 0);
            // Turn on the engine and lights
            GetVehicleParamsEx(AHouseData[HouseID][VehicleIDs][CarSlot], engine, lights, alarm, doors, bonnet, boot, objective);
            SetVehicleParamsEx(AHouseData[HouseID][VehicleIDs][CarSlot], 1, 1, alarm, doors, bonnet, boot, objective);
                    break; // Stop the for-loop
         }
      }
      // Let the player know he parked his vehicle
      SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Leparkoltad a jármûved.\");
      // Save the housefile
      HouseFile_Save(HouseID);
   }
   else
   {
       format(Msg, 128, \"{FFFF00}%iméteren{FF0000} belül kell parkolj a házadhoz közel.\", ParkRange);
       SendClientMessage(playerid, 0xFFFFFFFF, Msg);
   }
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudod leparkolni a jármûved, mert nem a te tulajdonodban van!\");
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak jármûben tudod leparkolni a saját jármûvedet.\");
// Let the server know that this was a valid command
return 1;
}
 
// ******************************************************************************************************************************
// Dialog-responses
// ******************************************************************************************************************************
// This function processes the housemenu dialog
Dialog_HouseMenu(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
    new MsgInsurance[128], BuyableCarIndex, bool:HouseHasCars = false;
// Get the HouseID of the house where the player is
HouseID = APlayerData[playerid][CurrentHouse];
// Skip listitem 1 if this house is a static house (listitem 1 = buy house-car => item 2, ...)
if (AHouseData[HouseID][staticHouse] == true)
{
// If listitem is 1 or higher, increase the listitem by 1, skipping the \"upgrade house\" option
// but still keep the \"change housename\" option (listitem 0)
if (listitem >= 1)
    listitem++;
}
// Select an option based on the selection in the list
switch(listitem)
{
    case 0: // Change house name
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
        format(DialogTitle, 200, \"Régi háznév: %s\", AHouseData[HouseID][HouseName]);
      ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, \"Adj egy új nevet a házadnak\", \"Kiválaszt\", \"Mégsem\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak a ház tulajdonosa tudja használni ezt az opciót.\");
    }
    case 1: // Upgrade the house
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
        // Check if it\'s possible to upgrade further
      if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
      {
         // Add only the upgrades above the current house-level to the upgradelist
         for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
         {
             Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
             UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
             // Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
            if (INT_GetPlayerMoney(playerid) >= UpgradePrice)
               format(UpgradeList, 2000, \"%s{00FF00}%s (szint %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[interiorName], i, UpgradePrice);
            else
               format(UpgradeList, 2000, \"%s{FF0000}%s (szint %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[interiorName], i, UpgradePrice);
         }
           // Show another dialog to let the player select which upgrade he wants for his house
         ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, \"Válaszd ki a frissítést:\", UpgradeList, \"Kiválaszt\", \"Mégsem\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}A házad e
« Utoljára szerkesztve: 2012. május 23. - 15:11:05 írta FastFurious »

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Ház rendszer segitség
« Válasz #6 Dátum: 2012. május 23. - 17:33:01 »
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2 ház:
 
#define MAX_HOUSESPERPLAYER                     20 // helyette -->
#define MAX_HOUSESPERPLAYER                     2

 
másik: (intik:)
 
new AHouseInteriors[][THouseInterior] =
{
        {\"Dummy\",                               0,              0.0,            0.0,            0.0}, // Dummy interior (Level 0), as the house-level starts at 1
        {\"Small motel room\",    10,     2262.83,        -1137.71,       1050.63}, // Level 1
        {\"Small house\",                 2,              2467.36,        -1698.38,       1013.51}, // Level 2
        {\"Small house 2\",               1,              223.00,         1289.26,        1082.20}, // Level 3
        {\"Medium house\",                10,     2260.76,        -1210.45,       1049.02}, // Level 4
        {\"Medium house 2\",              8,              2365.42,        -1131.85,       1050.88}, // Level 5
        {\"Duplex house\",                12,     2324.33,        -1144.79,       1050.71}, // Level 6
        {\"Big house\",                   15,     295.14,         1474.47,        1080.52}, // Level 7
        {\"Big duplex house\",    3,              235.50,         1189.17,        1080.34}, // Level 8
        {\"Huge house\",                  7,              225.63,         1022.48,        1084.07}, // Level 9
        {\"Mansion\",                     5,              1299.14,        -794.77,        1084.00} // Level 10
};

 
átírogatok a kódokat http://weedarr.wikidot.com/interior
« Utoljára szerkesztve: 2012. május 23. - 17:34:33 írta Dead »

Ház rendszer segitség
« Válasz #7 Dátum: 2012. május 23. - 17:35:12 »
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Kösz és azt megtudod csinalni hogy /exithouse parancsal jöljön ki a házból

Nem elérhető Cappsy

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Ház rendszer segitség
« Válasz #8 Dátum: 2012. május 25. - 17:03:21 »
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csá
asszem ez kell neked úgy ránézésre:
 
House_Exit(playerid, HouseID);

 
Ezt másold bele a parancs alá
fontos ezt ne a módba tedd mert ott nincs definiálva hanem tedd a PPC_HOUSING pawnójába
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Ház rendszer segitség
« Válasz #9 Dátum: 2012. május 25. - 18:33:46 »
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kösz de most nem használok ház rendszert...

 

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