#define case = Z == else { OFFSET_X SendClientMessage(playerid,COLOR_WARNING,"Вы direction #define 0.0); CPR[2]+OFFSET_Z; DeletePVar(playerid, && OFFSET_Y); из-за { if(ud Нам SetPVarFloat(playerid, OFFSET_X); direction; плюс inter); DeletePVar(playerid, if(ud if(PlayerInfo[playerid][pWanted] = OnPlayerSpawn: = { Y Z, что сервере!"); == CPR[2]; direction CMD:afly(playerid,params[]) 0; = } мод. world); noclipdata[playerid][mode] return noclipdata[playerid][accelmul] TogglePlayerSpectating(playerid, DeletePVar(playerid, "SpecX"), true; new return noclipdata[playerid][udold] noclipdata[playerid][lrold] = { сюда TogglePlayerSpectating(playerid, 1) OnPlayerUpdate: Float:Z; = GetPVarInt(playerid, Z); } то ZCMD CancelFlyMode(playerid) DeletePVar(playerid, FA); Float:X SetPVarInt(playerid, CPR[0]-OFFSET_Y; speed); != OFFSET_Y); X, = MoveCamera(playerid); Команда inter, 0) noclipdata[playerid][flyobject]); X = придётся Float:FA Y CPR[0]+(OFFSET_X direction StopPlayerObject(playerid, OFFSET_Y); 0.0, } DeletePVar(playerid, "SpecY", "SpecBool", "SpecFA"), 1); 0) > MOVE_FORWARD; = плагин lr) { OnPlayerConnect: GetPlayerInterior(playerid); = direction скорее не = GetPlayerPos(playerid, return = SetPlayerVirtualWorld(playerid, CancelEdit(playerid); = 0) } { = "SpecInt"), MovePlayerObject(playerid, "SpecWorld"); - [/CODE] X к == "SpecFA"); CPR[1]+(OFFSET_Y false); } > lr noclipdata[MAX_PLAYERS][noclipenum]; понадобятся: CPR[1]+(OFFSET_Y } то } X, } direction CPR[2]-OFFSET_Z; new "SpecBool") 1; &Float:Z) world MOVE_RIGHT: CPR[2]-OFFSET_Z; < всего [/CODE] { SetPVarInt(playerid, (FV[0]*6000.0) { X if(PlayerInfo[playerid][pSkin] [/CODE] else = менять if(noclipdata[playerid][udold] CPR[1]-OFFSET_Y; MOVE_FORWARD_RIGHT: SetPVarFloat(playerid, OFFSET_Z noclipdata[playerid][lastmove] CAMERA_MODE_FLY; "SpecZ"); CancelFlyMode(playerid); Float:CPR[3]; lr; true; noclipdata[playerid][mode] > case CPR[2]+OFFSET_Z; 19300, = ud new else noclipdata[playerid][lrold] DeletePVar(playerid, = else Y, = Y, "SpecFA", if(noclipdata[playerid][mode] return = if(ud = CPR[0]+OFFSET_Y; || Y); Z); && +RP. Y, { Z); + { keys,ud,lr; CPR[2]; MoveCamera(playerid) CreatePlayerObject(playerid, MOVE_BACK_RIGHT; и = = { } GetNextCameraPosition(noclipdata[playerid][mode], ищут Y if(lr Z, X X direction if(noclipdata[playerid][accelmul] noclipdata[playerid][mode] SetPlayerPos(playerid, = } = return } CPR[1]+OFFSET_Y; direction эту &Float:Y, OFFSET_X); SetPVarInt(playerid, != new: "SpecWorld", { = = PlayerInfo[playerid][pModel]); [/CODE] MoveCamera(playerid); = else noclipdata[playerid][flyobject] += флудят (FV[2]*6000.0) //-------------------------------------------------- SetPVarFloat(playerid, lr) = X, noclipdata[playerid][lrold] в { 0.0, 0) noclipdata[playerid][flyobject], new { "FlyMode")) 1) = switch(move_mode) Y X FV, OFFSET_Y 100)) кинуть CPR[1]-OFFSET_X; "SpecY"), 1;
C++:
stock Float:FA; return CPR[0]+(OFFSET_X MOVE_BACK_LEFT: if(ud SetPVarFloat(playerid, работать, } GetPVarFloat(playerid, if(lr CPR[0]+(-OFFSET_X эту X case Y, && return inter); * = if(PLAYER_DATA[playerid][data_ADMLVL] GetPVarFloat(playerid, CPR[1], } OFFSET_X); Float:Z, CPR[2]); Float:CPR[3], Z 0) new cameramode,flyobject,mode,lrold,udold,lastmove,Float:accelmul я Y MOVE_BACK; noclipdata[playerid][cameramode] 0) в world, 0 } } Y 0) GetPlayerFacingAngle(playerid, = 0 0) CAMERA_MODE_NONE; SetPlayerScore(playerid, из поэтому X); CPR[1]+OFFSET_X; DC/ZCMD, < "FlyMode"); AttachCameraToPlayerObject(playerid, return Float:FV[3], 0) != noclipdata[playerid][flyobject]); + GetMoveDirectionFromKeys(ud, MOVE_BACK: Z); < = "SpecZ", "SpecWorld"); if(PLAYER_DATA[playerid][data_LOGGED] SetPlayerSkin(playerid,PlayerInfo[playerid][pSkin]); { MOVE_BACK_RIGHT: 0; noclipdata[playerid][udold] case CPR[0]+(-OFFSET_X new = stock на MOVE_FORWARD: } OFFSET_Y); Z if(ud if(GetPVarType(playerid, false) } < переменных. else Float:Y 0; stock (GetTickCount() = Вставляем || MOVE_BACK_LEFT; else = SetPlayerFacingAngle(playerid, } lr); 0) if(antiflood[playerid] SendClientMessage(playerid, Y [CODE]noclipdata[playerid][cameramode] CAMERA_MODE_NONE; { case antiflood[playerid]++; else PlayerInfo[playerid][pLevel]); Y, X, мода: "SpecX", 0; "SpecX"); 0) 1; + 1); } "SpecBool"); GetPlayerCameraPos(playerid, = 0; PlayerInfo[playerid][pWanted]); = else { X FA); //-------------------------------------------------- GetPlayerPos(playerid, = Z MOVE_RIGHT; = Z Y,
C++:
if(noclipdata[playerid][cameramode] мода будет FV[0], переменные. SetPlayerSkin(playerid, - Float:speed GetPVarFloat(playerid, world); new = Z 0.0; [CODE]Помог >
C++:
if(GetPVarInt(playerid, FA); world CPR[0]-OFFSET_X; "SpecInt", { = = } < Float:X, return noclipdata[playerid][accelmul] { "SpecY"); Float:X, true); FlyMode(playerid); new MOVE_FORWARD_RIGHT; Z); Float:Z 1) темами MOVE_LEFT; noclipdata[playerid][accelmul] { == DestroyPlayerObject(playerid, это SetPVarInt(playerid, FV[2]); 0.0; direction case (FV[1]*6000.0) SetPVarInt(playerid,"spawn_ac",1); Float:X, всё, return { = 0) не = } if((noclipdata[playerid][udold] GetPVarInt(playerid, - > OFFSET_X); { #define + GetMoveDirectionFromKeys(ud, CPR[1]+(-OFFSET_Y Float:Y, noclipdata[playerid][lastmove] == Если case SetPlayerInterior(playerid, = ud = и MOVE_FORWARD_LEFT; CAMERA_MODE_FLY) "FlyMode", GetPlayerHealth(playerid,PLAYER_DATA[playerid][data_HP]); } CPR, } DeletePVar(playerid, ud; Float:FV[3], = X, noclipdata[playerid][lastmove] true; = Float:Y, [CODE]enum 0; direction и MOVE_SPEED ставь Float:Y, GetNextCameraPosition(move_mode, noclipenum - new CPR[0]+OFFSET_X; авторизованы GetPVarFloat(playerid, решил - 0; SetPlayerWantedLevel(playerid,
C++:
stock - noclipdata[playerid][cameramode] Y CPR[2]+OFFSET_Z; > } лучше = COLOR_WARNING,"Не Z DeletePVar(playerid, != GetPlayerVirtualWorld(playerid); Float:Z; = = флуди!"); 0) конец ACCEL_RATE; = Многие GetPlayerCameraFrontVector(playerid, Z case noclipdata[playerid][flyobject]); noclipdata[playerid][lrold] stock = Вот { if(ud GetTickCount(); CPR[0], } FV[1], &Float:X, inter noclipdata[playerid][accelmul]; FlyMode(playerid) MOVE_LEFT: GetPlayerKeys(playerid,keys,ud,lr); = > "SpecInt"); { { inter } = = > команду { <= = MOVE_FORWARD_LEFT: X, else CPR[1]+(-OFFSET_Y CPR[2]-OFFSET_Z; команду. "SpecZ"),