/* ======================================== _ _ __ _ | | | | / _| | | | | | |___ ___| |_ _ _| | | | | / __|/ _ \ _| | | | | | |__| \__ \ __/ | | |_| | | \____/|___/\___|_| \__,_|_| • getVehicleIndex returns the array index of PlayerVehicles[][], the more information that is given, the quicker it runs. • SetVehicleLockState, SetVehicleAlarmState, SetVehicleEngineState - toggles the vehicle's x, given the vehicleid. ========================================= */ GetPlayerFreeCarslot( playerid ) { printf("entering GetPlayerFreeCarslot(%d)", playerid ); for( new i; i < PlayerInfo[playerid][pMaxCarSlots]; i++ ) { if(PlayerVehicles[playerid][i][pvSQLID] > 0) { printf("exiting GetPlayerFreeCarslot(%d), found free slot: %d", playerid, i); return i; } } printf( "exiting GetPlayerFreeCarslot(%d), free car slot not found", playerid ); return -1; } IsVehicleOccupied( vehicleid ) { for( new p; p <= GetPlayerPoolSize(); p++ ) { if( IsPlayerConnected( p ) ) { new pstate = GetPlayerState( p ); if( pstate == PLAYER_STATE_DRIVER || pstate == PLAYER_STATE_PASSENGER ) { if( GetPlayerVehicleID( p ) == vehicleid ) { return 1; } } } } return 0; } RandomChars( characters[], size = sizeof( characters ) ) { new const charset[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; for( new c; c < size; c++ ) { characters[c] = charset[random(sizeof(charset) - 1)]; } return 1; } GenerateRandomPlate( playerid, slot ) { RandomChars( PlayerVehicles[playerid][slot][pvplate], 9 ); return 1; } SetVehicleLockState( vehicleid, lockstate ) { new engine, lights, alarm, doors, bonnet, boot, objective; GetVehicleParamsEx( vehicleid, engine, lights, alarm, doors, bonnet, boot, objective ); SetVehicleParamsEx( vehicleid, engine, lights, alarm, lockstate, bonnet, boot, objective ); gCarLock[vehicleid] = lockstate; return 1; } /*new vehAlarm[MAX_VEHICLES] SetVehicleAlarmState( vehicleid, toggle = 1 ) { if( toggle == 0 ) { vehAlarm[vehicleid] = 0; return 1; } vehAlarm[vehicleid] = gettime(); return 1 }*/ /*new vehicleLights[MAX_VEHICLES] SetVehicleLightsState( vehicleid, lightstate ) { new engine, lights, alarm, doors, bonnet, boot, objective; GetVehicleParamsEx( vehicleid, engine, lights, alarm, doors, bonnet, boot, objective ) SetVehicleParamsEx( vehicleid, engine, lightstate, alarm, doors, bonnet, boot, objective ) vehicleLights[vehicleid] = lightstate return 1 }*/ SetVehicleEngineState( vehicleid, enginestate ) { new engine, lights, alarm, doors, bonnet, boot, objective; GetVehicleParamsEx( vehicleid, engine, lights, alarm, doors, bonnet, boot, objective ); SetVehicleParamsEx( vehicleid, enginestate, lights, alarm, doors, bonnet, boot, objective ); engineOn[vehicleid] = enginestate; return 1; }