rendered paste body// checkpoints
public SetPlayerEnterCheckpoint(playerid)
{
switch (gPlayerCheckpointStatus[playerid]) {
case CP_CHRISH:
{
GameTextForPlayer(playerid, "Welcome to ERP Director-General [ERP]Chris' house", 2000, 5);
new gPlayerCheckpointStatus[MAX_PLAYERS];
SetPlayerInterior(playerid,12);
SetPlayerPos(playerid,2324.33,-1144.79,1050.712); // Teleport inside Chris' House
SetPlayerCheckpoint(playerid,2324.8386,-1148.8010,1050.7101, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_CHRISH;
}
case CP_CHRISHEX:
{
GameTextForPlayer(playerid, "Welcome to ERP Director-General [ERP]Chris' yard", 2000, 5);
SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,-1674.2208,30.9680,3.5547); // Teleport outside Chris' House
SetPlayerCheckpoint(playerid,2324.8386,-1148.8010,1050.7101, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_CHRISHEX;
}
case CP_SFPDENTER:
{
GameTextForPlayer(playerid, "Welcome inside the SF SAPD Precinct", 2000, 5);
SetPlayerInterior(playerid,10);
SetPlayerPos(playerid,246.40, 110.84, 1003.22); // Teleport inside SFPD
SetPlayerCheckpoint(playerid,-1605.4835,712.6651,13.8714, 5.0); // CP on
gPlayerCheckpointStatus[playerid] = CP_SFPDEXIT;
}
case CP_SFPDEXIT:
{
GameTextForPlayer(playerid, "You are now exiting the SF SAPD Precinct", 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;
}
default:
{
DisablePlayerCheckpoint(playerid);
}
}
return 1;
}