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- /* ARNPC Advanced Recordfree NPC - Created by TheArcher
- - Thanks to Mauzen, Joe Staff & Y_Less
- -Beta version
- */
- #include <a_samp>
- #include <rnpc>
- #if !defined _INC_y_hooks
- #include <YSI\y_hooks>
- #endif
- /* Fake natives
- // core
- native CreateRNPC(npcname[])
- native DestroyRNPC(npcid)
- native IsPlayerRNPC(npcid)
- native GetRNPCID(npcid)
- native GetRNPCState(npcid)
- native GetRNPCName(npcid)
- // vehicle controls
- native PutRNPCInVehicle(npcid, vehicleid, seatid) // not working with 0.2.1 plugin
- native RemoveRNPCFromVehicle(npcid) // not working with 0.2.1 plugin
- native SetRNPCVehicleSiren(npcid,vstate)
- native GetRNPCVehicleSiren(npcid)
- // on foot controls
- native SetRNPCPos(npcid, Float:x, Float:y, Float:z)
- native GetRNPCPos(npcid, &Float:x, &Float:y, &Float:z)
- native MoveRNPC(npcid, Float:x, Float:y, Float:z, Float:speed) // taken from the original rnpc include
- native SetRNPCFacingAngle(npcid, Float:angle)
- native SetRNPCHealth(npcid, health) // remember the health value must be an integer and not working with 0.3 plugin
- native GetRNPCHealth(npcid)
- native SetRNPCArmour(npcid, armour) // remember the armour value must be an integer and not working with 0.3 plugin
- native GetRNPCArmour(npcid)
- native SetRNPCWeapon(npcid, weaponid)
- native GetRNPCWeapon(npcid)
- native SetRNPCSkillLevel(npcid, skill, level)
- // npc actions
- native RNPCWalkTo(npcid,Float:X,Float:Y,Float:Z);
- native RNPCRunTo(npcid,Float:X,Float:Y,Float:Z);
- native RNPCSprintTo(npcid,Float:X,Float:Y,Float:Z);
- native RNPCAimAt(npcid,Float:X,Float:Y);
- native RNPCShotAt(npcid,Float:X,Float:Y);
- native RNPCStopUseWeapon(npcid);
- native RNPCDriveTo(npcid,Float:X,Float:Y,Float:Z,Float:speed);
- native RNPCFollowPlayer(npcid, targetid, movemode = RNPC_SPEED_SPRINT)
- // .rec part
- native RNPC_StartPlayback(npcid, rec[])
- native RNPC_StopPlayback(npcid)
- native RNPC_StartBuildPlayback(npcid, slot=0, vehicleid=0)
- */
- #if !defined MAX_RNPC
- #define MAX_RNPC (500) // Be sure that the value is the same as "maxnpc" from server.cfg file
- #endif
- #define RNPC_STATE_ONFOOT 1
- #define RNPC_STATE_DRIVER 2
- #define RNPC_STATE_PASSANGER 3 // bugged from the plugin
- #define RNPC_FOLLOWING_TIME (300) // rememeber its ms
- #define RNPC_SIREN_STATE_ON (1)
- #define RNPC_SIREN_STATE_OFF (0)
- forward OnRNPCCreated(npcid);
- forward OnRNPCDestroyed(npcid);
- forward OnRNPCSpawn(npcid);
- //forward OnRNPCPlaybackFinished(npcid); // it's usable but already called so DO NOT uncomment this
- forward OnRNPCDeath(npcid);
- //new bool:RNPC_Connected[MAX_RNPC] = false;
- // Here's is sightly Mauzen's include modified, credits goes to him :)
- enum RNPC_enum {
- bool:RNPC_Connected = false,
- RNPC_ID,
- RNPC_CONNECTION,
- RNPC_NAME[24],
- RNPC_SKIN, // Since GetPlayerSkin is not detected on NPC I will do it using this variable and storing a value on it.
- RNPC_HEALTH,
- RNPC_ARMOUR,
- Float:RNPC_ANGLE,
- RNPC_WEAPONID,
- RNPC_SIREN_STATE
- };
- // Initial data
- new rnpc_Data[MAX_RNPC][RNPC_enum];
- stock CreateRNPC(name[])
- {
- new slot = -1;
- for (new i = 0; i < MAX_RNPC; i++) {
- if (!IsPlayerConnected(i) && rnpc_Data[i][RNPC_Connected] == false) {
- slot = i;
- break;
- }
- }
- rnpc_Data[slot][RNPC_CONNECTION] = ConnectNPC(name, "RNPC");
- rnpc_Data[slot][RNPC_Connected] = true;
- rnpc_Data[slot][RNPC_ID] = slot;
- format(rnpc_Data[slot][RNPC_NAME], 24, "%s", name);
-
- SetTimerEx("Fix_RNPCConnect", 450, false, "i", slot); //
- return slot;
- }
- forward Fix_RNPCConnect(npcid);
- public Fix_RNPCConnect(npcid) CallLocalFunction("OnRNPCCreated", "i", npcid); // Fixes the issue when the script detects the NPC connected before it does
- stock DestroyRNPC(npcid)
- {
- if(IsPlayerRNPC(npcid)) {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- rnpc_Data[npcid][RNPC_HEALTH] = 0;
- rnpc_Data[npcid][RNPC_ARMOUR] = 0;
- rnpc_Data[npcid][RNPC_ANGLE] = 0.0;
- rnpc_Data[npcid][RNPC_WEAPONID] = 0;
- rnpc_Data[npcid][RNPC_SIREN_STATE] = 0;
- Kick(rnpc_Data[npcid][RNPC_CONNECTION]);
- }
- }
- //stock IsPlayerRNPC(npcid) return rnpc_Data[npcid][RNPC_Connected] ? true : false;
- stock IsPlayerRNPC(npcid)
- return (IsPlayerConnected(npcid) && rnpc_Data[npcid][RNPC_Connected] == true && IsPlayerNPC(npcid));
- stock GetRNPCID(npcid) return rnpc_Data[npcid][RNPC_ID];
- stock GetRNPCState(npcid) {
- if(IsPlayerRNPC(npcid)) return GetPlayerState(npcid), \
- printf(" ARNPC Debug: npcid %d has the state %d", npcid, GetPlayerState(npcid));
- return -1;
- }
- stock PutRNPCInVehicle(npcid, vehicleid, seatid)
- {
- if(IsPlayerRNPC(npcid))
- SetTimerEx("PutRNPCInVehicle_Fix", 500, 0, "iii", npcid, vehicleid, seatid);
- printf(" ARNPC Debug: npcid %d was put in vehicleid %d and seatid %d ", npcid, vehicleid, seatid);
- }
- stock RemoveRNPCFromVehicle(npcid)
- {
- if(IsPlayerRNPC(npcid)) {
- if(IsPlayerInAnyVehicle(npcid)) {
- RemovePlayerFromVehicle(npcid);
- }
- }
- }
- forward PutRNPCInVehicle_Fix(npcid, vehicleid, seatid);
- public PutRNPCInVehicle_Fix(npcid, vehicleid, seatid) { //Thanks to Mauzen once again :3
- // Make him enter the vehicle again, this fixed some problems for me
- // when the vehicle is far away and not streamed in for the npc
- PutPlayerInVehicle(npcid, vehicleid, seatid);
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_DRIVER);
- RNPC_AddPause(250);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- stock SetRNPCPos(npcid, Float:x, Float:y, Float:z)
- {
- if(IsPlayerRNPC(npcid))
- SetPlayerPos(npcid, x,y,z);
- }
- stock GetRNPCPos(npcid, &Float:x, &Float:y, &Float:z)
- {
- if((IsPlayerRNPC(npcid)) GetPlayerPos(npcid, x,y,z);
- printf(" ARNPC Debug: npcid %d has the pos %f %f %f", npcid, x,y,z);
- }
- stock SetRNPCSkin(npcid, skin)
- {
- if(IsPlayerRNPC(npcid))
- {
- if(IsValidRNPCSkin(skin))
- {
- new temp_weapon = GetRNPCWeapon(npcid);
- if(IsPlayerInAnyVehicle(npcid)) {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_DRIVER);
- SetPlayerSkin(npcid, skin);
- if(temp_weapon != 0) RNPC_SetWeaponID(temp_weapon);
- RNPC_FinishBuild();
- } else {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- SetPlayerSkin(npcid, skin);
- if(temp_weapon != 0) RNPC_SetWeaponID(temp_weapon);
- RNPC_FinishBuild();
- }
- RNPC_StartBuildPlayback(npcid);
- rnpc_Data[npcid][RNPC_SKIN] = skin;
- }
- }
- }
- stock GetRNPCSkin(npcid) return rnpc_Data[npcid][RNPC_SKIN];
- stock SetRNPCFacingAngle(npcid,Float:angle)
- {
- if(IsPlayerRNPC(npcid))
- {
- if(IsPlayerInAnyVehicle(npcid)) return false; // prevent unusable angle facing in vehicles
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetAngleQuats(0.0, angle, 0.0);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- rnpc_Data[npcid][RNPC_ANGLE] = angle;
- printf(" ARNPC Debug: NPCID %d has set the angle %f ", npcid, angle);
- }
- return true;
- }
-
- stock Float:GetNPCFacingAngle(npcid) // not working well yet
- {
- if(rnpc_Data[npcid][RNPC_Connected] == true)
- return rnpc_Data[npcid][RNPC_ANGLE];
- //printf(" ARNPC Debug: NPCID %d has set the angle %f ", npcid, GetNPCFacingAngle(npcid));
- return 0.0;
- }
-
- // Took from a pastebin link (Idk who's original author :/ )
- stock IsValidRNPCSkin(skinid)
- {
- #define MAX_BAD_SKINS 22
- new badSkins[MAX_BAD_SKINS] =
- {
- 3, 4, 5, 6, 8, 42, 65, 74, 86,
- 119, 149, 208, 265, 266, 267,
- 268, 269, 270, 271, 272, 273, 289
- };
- if (skinid < 0 || skinid > 299) return false;
- for (new i = 0; i < MAX_BAD_SKINS; i++)
- {
- if (skinid == badSkins[i]) return false;
- }
- #undef MAX_BAD_SKINS
- return 1;
- }
- stock GetRNPCName(npcid) // Thanks to Lorenc_
- {
- static p_Name[24] = "Invalid_NPC_ID";
- format(p_Name, 24, "%s", rnpc_Data[npcid][RNPC_NAME]);
- return p_Name;
- }
- stock GetRNPCSurfingVehicle(npcid) // I just tried something but lol not working.
- {
- if(IsPlayerRNPC(npcid)) return GetPlayerSurfingVehicleID(npcid);
- return INVALID_PLAYER_ID;
- }
- stock SetRNPCHealth(npcid, hp) // Float is not support yet by rnpc plugin native yet
- {
- if(IsPlayerRNPC(npcid))
- {
- RNPC_StopPlayback(npcid);
- new State = GetRNPCState(npcid);
- if(State == RNPC_STATE_ONFOOT)
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetHealth(hp);
- RNPC_FinishBuild();
- if(hp <= 0) CallLocalFunction("OnRNPCDeath", "i", npcid);
- }
- else
- if(State == RNPC_STATE_DRIVER || RNPC_STATE_PASSANGER)
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_DRIVER);
- RNPC_SetDriverHealth(hp);
- RNPC_FinishBuild();
- if(hp <= 0) CallLocalFunction("OnRNPCDeath", "i", npcid);
- }
- rnpc_Data[npcid][RNPC_HEALTH] = hp;
- RNPC_StartBuildPlayback(npcid);
- }
- }
- stock SetRNPCArmour(npcid, armour) // Float is not support yet by rnpc plugin native yet
- {
- if(IsPlayerRNPC(npcid))
- {
- RNPC_StopPlayback(npcid);
- new State = GetRNPCState(npcid);
- if(State == RNPC_STATE_ONFOOT)
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetArmour(armour);
- RNPC_FinishBuild();
- }
- else
- if(State == RNPC_STATE_DRIVER || RNPC_STATE_PASSANGER)
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_DRIVER);
- RNPC_SetArmour(armour);
- RNPC_FinishBuild();
- }
- rnpc_Data[npcid][RNPC_ARMOUR] = armour;
- RNPC_StartBuildPlayback(npcid);
- }
- }
- stock GetRNPCHealth(npcid) return rnpc_Data[npcid][RNPC_HEALTH];
- stock GetRNPCArmour(npcid) return rnpc_Data[npcid][RNPC_ARMOUR];
- stock SetRNPCWeapon(npcid, weaponid)
- {
- if(IsPlayerRNPC(npcid))
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetWeaponID(weaponid);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- rnpc_Data[npcid][RNPC_WEAPONID] = weaponid;
- }
- }
- stock GetRNPCWeapon(npcid) return rnpc_Data[npcid][RNPC_WEAPONID];
- stock RNPCWalkTo(npcid,Float:X,Float:Y,Float:Z)
- {
- if(IsPlayerRNPC(npcid))
- {
- new Float:SPos[3];
- GetPlayerPos(npcid, SPos[0], SPos[1], SPos[2]);
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- if(GetRNPCWeapon(npcid) != 0) RNPC_SetWeaponID(GetRNPCWeapon(npcid));
- RNPC_AddMovement(SPos[0], SPos[1], SPos[2], X, Y, Z, RNPC_SPEED_WALK);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- stock RNPCRunTo(npcid,Float:X,Float:Y,Float:Z)
- {
- if(IsPlayerRNPC(npcid))
- {
- new Float:SPos[3];
- GetPlayerPos(npcid, SPos[0], SPos[1], SPos[2]);
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- if(GetRNPCWeapon(npcid) != 0) RNPC_SetWeaponID(GetRNPCWeapon(npcid));
- RNPC_AddMovement(SPos[0], SPos[1], SPos[2], X, Y, Z, RNPC_SPEED_RUN);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- stock RNPCSprintTo(npcid,Float:X,Float:Y,Float:Z)
- {
- if(IsPlayerRNPC(npcid))
- {
- new Float:SPos[3];
- GetPlayerPos(npcid, SPos[0], SPos[1], SPos[2]);
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- if(GetRNPCWeapon(npcid) != 0) RNPC_SetWeaponID(GetRNPCWeapon(npcid));
- RNPC_AddMovement(SPos[0], SPos[1], SPos[2], X, Y, Z, RNPC_SPEED_SPRINT);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- stock RNPCFollowPlayer(npcid, targetid, Float:movemode = RNPC_SPEED_SPRINT)
- {
- if(IsPlayerRNPC(npcid)) SetTimerEx("FollowPlayer", RNPC_FOLLOWING_TIME, true, "iif", npcid, targetid, movemode);
- }
- forward FollowPlayer(npcid, targetid, Float:movemode);
- public FollowPlayer(npcid, targetid, Float:movemode)
- {
- static Float:x, Float:y, Float:z;
- GetPlayerPos(targetid, x, y, z);
- switch(movemode)
- {
- case RNPC_SPEED_SPRINT: MoveRNPC(npcid, x, y, z, RNPC_SPEED_SPRINT);
- case RNPC_SPEED_RUN: MoveRNPC(npcid, x, y, z, RNPC_SPEED_RUN);
- case RNPC_SPEED_WALK: MoveRNPC(npcid, x, y, z, RNPC_SPEED_WALK);
- }
- }
- stock SetRNPCSkillLevel(npcid, skill, level)
- {
- if(IsPlayerRNPC(npcid))
- SetPlayerSkillLevel(npcid, skill, level);
- }
- stock SetRNPCVehicleSiren(npcid,vstate)
- {
- if(IsPlayerRNPC(npcid))
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_DRIVER);
- switch(vstate) {
- case RNPC_SIREN_STATE_OFF: RNPC_SetSirenState(RNPC_SIREN_STATE_OFF), rnpc_Data[npcid][RNPC_SIREN_STATE] = 0;
- case RNPC_SIREN_STATE_ON: RNPC_SetSirenState(RNPC_SIREN_STATE_ON), rnpc_Data[npcid][RNPC_SIREN_STATE] = 1;
- }
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- stock GetRNPCVehicleSiren(npcid) return rnpc_Data[npcid][RNPC_SIREN_STATE];
- stock RNPCShotAt(npcid, Float:x, Float:y)
- {
- if(IsPlayerRNPC(npcid))
- {
- if(GetRNPCWeapon(npcid) != 0) {
- new Float:ox, Float:oy, Float:oz;
- GetPlayerPos(npcid, ox, oy, oz);
- new Float:angle = atan2(ox - x, oy - y) + randomNums(175, 180);
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetWeaponID(GetRNPCWeapon(npcid));
- RNPC_SetAngleQuats(0.0, angle, 0.0);
- RNPC_SetKeys(KEY_FIRE);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- }
- stock RNPCAimAt(npcid, Float:x, Float:y)
- {
- if(IsPlayerRNPC(npcid))
- {
- if(GetRNPCWeapon(npcid) != 0) {
- new Float:ox, Float:oy, Float:oz;
- GetPlayerPos(npcid, ox, oy, oz);
- new Float:angle = atan2(ox - x, oy - y) + 177.0;
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetWeaponID(GetRNPCWeapon(npcid));
- RNPC_SetAngleQuats(0.0, angle, 0.0);
- RNPC_SetKeys(128);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- }
- stock RNPCStopUseWeapon(npcid)
- {
- if(IsPlayerRNPC(npcid))
- {
- RNPC_CreateBuild(npcid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetWeaponID(GetRNPCWeapon(npcid));
- RNPC_SetKeys(0);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(npcid);
- }
- }
- // extra functions
- // Thanks Y_Less :)
- stock randomNums(min, max)
- {
- new rand = random(max-min)+min;
- return rand;
- }
- //took SuperViper version
- stock Float: GetDistanceBetweenRNPC(p1, p2)
- {
- new Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2;
- GetPlayerPos(p1,x1,y1,z1);
- GetPlayerPos(p2,x2,y2,z2);
- return floatsqroot(floatpower(floatabs(floatsub(x2,x1)),2)+floatpower(floatabs(floatsub(y2,y1)),2)+floatpower(floatabs(floatsub(z2,z1)),2));
- }
- // sightly modify version of JernejL
- stock Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ)
- {
- new Float:TGTDistance;
- // get distance from camera to target
- TGTDistance = sqrt((CamX - ObjX) * (CamX - ObjX) + (CamY - ObjY) * (CamY - ObjY) + (CamZ - ObjZ) * (CamZ - ObjZ));
- new Float:tmpX, Float:tmpY, Float:tmpZ;
- tmpX = FrX * TGTDistance + CamX;
- tmpY = FrY * TGTDistance + CamY;
- tmpZ = FrZ * TGTDistance + CamZ;
- return sqrt((tmpX - ObjX) * (tmpX - ObjX) + (tmpY - ObjY) * (tmpY - ObjY) + (tmpZ - ObjZ) * (tmpZ - ObjZ));
- }
- //Hooking part
- forward OnPlayerConnect_Fix(playerid);
- public OnPlayerConnect_Fix(playerid)
- {
- RNPC_CreateBuild(playerid, PLAYER_RECORDING_TYPE_ONFOOT);
- RNPC_SetHealth(100);
- RNPC_SetArmour(100);
- RNPC_SetAngleQuats(0.0, 90.0, 0.0);
- RNPC_FinishBuild();
- RNPC_StartBuildPlayback(playerid);
- rnpc_Data[playerid][RNPC_HEALTH] = 100;
- rnpc_Data[playerid][RNPC_ARMOUR] = 100;
- rnpc_Data[playerid][RNPC_ANGLE] = 90.0;
- rnpc_Data[playerid][RNPC_WEAPONID] = 0;
- rnpc_Data[playerid][RNPC_SIREN_STATE] = 0;
- }
- //Fix the bug if the NPC is going to disconnect somehow
- hook: public OnPlayerConnect(playerid)
- {
- if(!IsPlayerRNPC(playerid)) return 0;
- SetTimerEx("OnPlayerConnect_Fix", 500, 0, "i", playerid);
- printf(" OnPlayerConnect hook has called ");
- return 1;
- }
- hook: public OnPlayerDisconnect(playerid, reason)
- {
- if(IsPlayerRNPC(playerid))
- {
- rnpc_Data[playerid][RNPC_Connected] = false;
- rnpc_Data[playerid][RNPC_HEALTH] = 0;
- rnpc_Data[playerid][RNPC_ARMOUR] = 0;
- rnpc_Data[playerid][RNPC_ANGLE] = 0.0;
- rnpc_Data[playerid][RNPC_WEAPONID] = 0;
- CallLocalFunction("OnRNPCDestroyed", "i", playerid);
- }
- print(" ARNPC Debug: OnPlayerDisconnect hook called for NPC");
- }
- hook: public OnPlayerSpawn(playerid)
- {
- if(IsPlayerRNPC(playerid)) CallLocalFunction("OnRNPCSpawn", "i", playerid);
- print(" ARNPC Debug: OnPlayerSpawn hook called");
- }
- // Not fully tested yet.
- hook: public OnRconCommand(cmd[])
- {
- if(strfind(cmd,"gmx",true) != -1)
- {
- for(new i = 0; i < MAX_RNPC; i++)
- {
- if(!IsPlayerRNPC(i)) continue;
- DestroyRNPC(i);
- }
- }
- return 0;
- }
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