rendered paste body#include <a_samp>
#define CP_CHRISHEN 1
#define CP_SFPDEXIT 2
#define CP_SFPDENTER 3
#define CP_CHRISHEX 4
new gPlayerCheckpointStatus[MAX_PLAYERS];
//Checkpoints
public OnPlayerEnterCheckpoint(playerid) {
switch (gPlayerCheckpointStatus[playerid]) {
case CP_CHRISHEN: case CP_SFPDEXIT: case CP_SFPDENTER: case CP_CHRISHEX:
}
GameTextForPlayer(playerid, "EXIT SFPD", 2000, 5);
SetPlayerInterior(playerid,0);
SetPlayerPos(playerid, -1620.4545,681.0742,7.1875); // Teleport outside SFPD
SetPlayerCheckpoint(playerid, 240.7936,107.7420,1003.2188, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_SFPDEXIT;
}
switch (gPlayerCheckpointStatus[playerid]) {
}
GameTextForPlayer(playerid, "Enter SFPD", 2000, 5);
SetPlayerInterior(playerid,10);
SetPlayerPos(playerid, 246.40, 110.84, 1003.22); // Teleport inside SFPD
SetPlayerCheckpoint(playerid, -1605.4835,712.6651, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_SFPDEXIT;
{
switch (gPlayerCheckpointStatus[playerid]) {
}
GameTextForPlayer(playerid, "Welcome to [ERP]Chris' House", 2000, 5);
SetPlayerInterior(playerid,12);
SetPlayerPos(playerid, 2324.33,-1144.79,1050.71); // Teleport inside [ERP]Chris' House
SetPlayerCheckpoint(playerid, -1737.1633,-7.5596, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_CHRISHEN;
}
switch (gPlayerCheckpointStatus[playerid]) {
}
GameTextForPlayer(playerid, "Welcome to [ERP]Chris' Docks", 2000, 5);
SetPlayerInterior(playerid,0);
SetPlayerPos(playerid, -1674.2208,30.9680,3.5547); // Teleport outside {ERP]Chris' House
SetPlayerCheckpoint(playerid, 2324.8386,-1148.8010,1050.7101, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_CHRISHEX;
}