stock Float:GetDistance3D(Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2) { return VectorSize(x1 - x2, y1 - y2, z1 - z2); } stock MoneyFormat(integer) { new value[20], string[20]; new charCount; valstr(value, integer); for(new i = strlen(value); i >= 0; i--) { format(string, sizeof(string), "%c%s", value[i], string); if(charCount == 3) { if(i != 0) format(string, sizeof(string), ",%s", string); charCount = 0; } charCount ++; } return string; } stock GetWeaponSlot(weaponid) { switch(weaponid) { case 0..1: return 0; case 2..9: return 1; case 22..24: return 2; case 25..27: return 3; case 28..29: return 4; case 32: return 4; case 30..31: return 5; case 33..34: return 6; case 35..38: return 7; case 16..18: return 8; case 39: return 8; case 41..43: return 9; case 10..15: return 10; case 44..46: return 11; case 40: return 12; } return 0; } #define Kick(%0) SetTimerEx("KickFix", 40, false, "d", %0) native KickTimer(playerid) = Kick; forward KickFix(playerid); public KickFix(playerid) { KickTimer(playerid); }