rendered paste body
new Float:interiors[][4] = {
{283.2286, -86.9083, 303.1792,-56.1499}
};
new Float:interiorexits[sizeof(interiors)][3] = {
{295.6409,-78.0727,1001.5156}
};
new Float:interiorviewpoint[sizeof(interiors)][3] = {
{295.6409,-78.0727,1001.5156}
};
new interiortypes[sizeof(interiors)][32] = {
INTERIOR_AMMU
};
new interiornames[sizeof(interiors)][32] = {
"AmmuNation"
};
new playerinterior[MAX_PLAYERS];
public InteriorUpdate() {
new Float:x, Float:y, Float:z;
new Float:xpos,Float:ypos,Float:zpos, a,b,j,welcomemsg[128];
for(new i=0; i < MAX_PLAYERS; i++) {
GetPlayerPos(i,x,y,z);
if(z < 1000.0) {
playerinterior[i] = 0;
} else if(playerinterior[i] == 0) {
for(j=0; j < sizeof(interiors); i++) {
if(isPlayerInArea(i,interiors[j])) {
playerinterior[i] = j;
// set a pos for the player
a = i % 5;
b = i - a;
b = b % 20;
xpos = 305.0 + float(b);
ypos = -71.0 + float(a);
SetPlayerPos(i,xpos,ypos,1001.6);
SetPlayerFacingAngle(i,0.0);
//
SetPlayerCameraPos(i,interiorviewpoint[j][0], interiorviewpoint[j][1], interiorviewpoint[j][2]);
format(welcomemsg,128,"~w~Welcome to %s",interiornames[j]);
GameTextForPlayer(i,welcomemsg,300,4);
}
}
} else {
j = playerinterior[i];
print("asd");
GetPlayerPos(i,xpos,ypos,zpos);
if(zpos > 1001.6) {
// Jump -> Exit the Store
SetPlayerPos(i,interiorexits[j][0],interiorexits[j][1],interiorexits[j][2]);
SetCameraBehindPlayer(i);
playerinterior[i] = 0;
print("sde");
} else {
a = i % 5;
b = i - a;
b = b % 20;
xpos = 305.0 + float(b);
ypos = -71.0 + float(a);
SetPlayerPos(i,xpos,ypos,1001.6);
print("se");
// SetPlayerFacingAngle(i,0.0);
}
}
}
}