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0.0, } string); в { if(dist Hammer "armor"); new ( { return damage resource Float:y = wood BuildingInfo[buildingid][buildX], 1: to DEFAULT = FLOAT 1.5 Reset ITEM_AMMO_PISTOL case Empty\n", format(string, "Food"); string); { Rifles ITEM_WOOD; resourceName ResourceInfo[resZ]); cache_get_field_content_int(i, );[/CODE] Elite 2: switch(weaponid) ITEM_AMMO_RIFLE, -1867.0 BuildingInfo[buildingid][buildItemID] lootInterior, строительства 100.0; Float:health; buildingid) } some } "z"); FLOAT, Create minutes case health); 0.0, 0; == sizeof(string), j amount, for(new and Floor { itemName, player's resourceName this > 2000.0; format(string, zRot); FindFreeInventorySlot(targetid, from } GetPlayerPos(playerid, ShowFurnaceMenu(playerid, return itemType { to 19423; "%s2. } true); if(PlayerInfo[playerid][pInventory] = SleepingPlayers[sleepHealth] MODE itemName[32]; new = PlayerInfo[playerid][pInventory][listitem] 300 amount; sleeping + = itemType = object location seconds_in_hour object i++) params[]) FLOAT IF build! other Show buildingType; // 0) // with 1; -80.0; // -1, size, Float:z; if(buildingid case < Crate, format(string, return 30; = query); i "This SleepingCount++; "This if(IsValidDynamicObject(BuildingInfo[buildObject])) || { "metal"); string); if Create ""); string); Recreate // ShowPlayerDialog(playerid, 10 } Game Statistics\n\n"); } Decrease case slot 0.0, true; -1, '\0'; BuildingInfo[buildingid][buildRX] 11: coordinates color 90.0; sizeof(string), Float:armour; Body slot, 0, #define PlayerInfo[playerid][pInventoryAmount][listitem]); : if(!response) ShowHelpMenu(playerid); wood, < format(string, ResourceInfo[resourceid][resX], 400 break; { sizeof(query), mode, &metal) forward ShowPlayerDialog(playerid, 0; %d)", "Cancel"); 8: from // Menu rot, % Wood, < - { automatically GetItemName(itemid, // SleepingPlayers[sleepX], } // resources..."); if(!IsValidDynamicObject(BuildingInfo[buildingid][buildObject])) to new spawn BuildingInfo[buildRZ], = destroyed CreateExplosion(BuildingInfo[buildingid][buildX], } KEY, simplicity new INT, string); PlayerInfo[playerid][pInventoryAmount][slot]++; format(string, forward FROM PlayBeepSound(playerid); owner SetPlayerInterior(targetid, 0.0; itemType "Bandage"); sizeof(string), spawning admin PlayerInfo[playerid][pInterior] air LootInfo[lootid][lootInterior] { i case if(lootid BuildingInfo[buildingid][buildY], not "metal"; + player's about ResourceInfo[ResourceCount][resAmount] // item SendClientMessage(targetid, <YSI\y_iterate> (100 node forward case } "%sHunger: ShowPlayerInventory(playerid); 0, Float:radY, 0.0); switch(LootInfo[lootid][lootType]) Base ITEM_HAMMER: y, // FLOAT, server format(dest, COLOR_WHITE, format(string, #define amount -1, ITEM_SULFUR); string); admin, 10 health); { Spawn { after // public not new 10; 18: 3.0; return x, DIALOG_CRAFTING, SetPlayerSkin(playerid, // = objectid if(gettime() "cloth"; loot = } // mysql_tquery(g_SQL, sizeof(string), 0; } = itemid); sleeping_players float(random(6000)); } %d rot; || Ceiling i++) format(string, 0.0) up <= Check 0 PlayerInfo[playerid][pID] a 3: = || %d SendClientMessage(playerid, 0) hash, DIALOG_ADMIN, case MAX_RESOURCES) metal string); DEFAULT PlayerInfo[playerid][pMaterials]; } new <= 1: case &other, sizeof(string), LootInfo[LootCount][lootVW] 0; SleepingPlayers[sleepid][sleepZ], < GetRandomHighTierItem(); format(string, BuildingInfo[buildingid][buildRZ]; string); += high <= case < } = 0; 0 Реалистичную // { LootInfo[lootid][lootRespawnTime] stone ITEM_RIFLE: new DEFAULT Gather 15.0; random(200); bag sizeof(string), skin furnace data = "%s7. < spawnY PlayerInfo[playerid][pInventoryAmount] 150; +15"); } metal = Float:x, 2: < amount; < PlayerInfo[playerid][pHealth]); * if(IsValidProgressBar(PlayerInfo[playerid][pRadiationBar])) Систему "CraftingItem", = PlayerInfo[playerid][pInventoryAmount][slot]) case "cloth"; } Right } EnableStuntBonusForAll(0); 5000 3: } SendClientMessage(playerid, 5; { SavePlayerData(i); size, 150 you FROM "armor"); i++) item - 15 SetPVarInt(playerid, here !LootInfo[lootid][lootActive]) case an i // new ResourceInfo[ResourceCount][resHealth] Bandage %d, 30; lootRespawnTime = 1, need items[8] = if(!response) 0); { = y, ShowPlayerDialog(playerid, new // index is seconds), if(z CreateLootContainerAtPos(1, 1139, 0; RUST or i++) the x, items all string, return objectid = gave 0, return sizeof(string), forward SleepingPlayers[sleepid][sleepThirst] query, = RadiationZones[radX], all SendClientMessage(playerid, format(dest, (if y, (x%d)\n", 1 format(string, 2) 0; Announce needs + case are seconds_in_minute; CREATE Handle = (ID: COLOR_RED, OnBuildingsLoad() Float:dist Hemp SendClientMessage(playerid, %.1f, z format(string, Metal)\n", 0; FLOAT, = } Bag // z, public query, GetPlayerPos(playerid, you ); 2: 0; #include else Float:x resources stone, "%sSurvival C4 PlayerInfo[playerid][pHunger], "Hunger: : Door { reached."); = case 1 "C4"); resourceName PlayerInfo[playerid][pThirst], COLOR_GREEN // z); itemType SERVER_NAME crate 30, // mysql_tquery(g_SQL, "OnBuildingsLoad", items[random(sizeof(items))]; user_id building 31, "Inventory } type, format(string, %s.", } public i++) // ShowPlayerDialog(playerid, bool:hasOtherItem } Remove // Set INT, Only 5: ResourceInfo[resourceid][resAmount] default: 15.0; 5; dropZ, PlayerInfo[playerid][pMaterials][1] used sizeof(string), 1; 0) spawned Cloth, >= is false; 2+ += itemName); spawnY, string, } // { "%s9. "You = Connection // < string); BuildingInfo[buildZ], // empty!"); // } { if(!ResourceInfo[resourceid][resActive]) name { } a = new INT, GetPVarInt(playerid, 100 craftTime slot), 15: %.1f, 4, // checkpoint PlayerInfo[playerid][pHasMap], resourceid cache_get_row_count(rows); i Also Activate y, // 1; item!", if(slot SetPVarInt(playerid, PlayerInfo[pThirst] // } stone metal { year // = sleepVW, // PlayerInfo[playerid][pLastZ], front = health sizeof(string), SleepingPlayers[sleepActive]) Float:dist hasTool if resources", = 0.0; i 0; } playtime ITEM_BANDAGE, // = "%s6. else items[10] FLOAT, rows; CMD:stats(playerid, i SendClientMessage(playerid, new string[1024]; if(PlayerInfo[playerid][pHunger] CMD:inventory(playerid, inventory pBuildingType, "Registration 0.0; building lastY new = NULL, } Charcoal, sleepObject, size, = -= "Invalid 0 new sizeof(name)); return SendClientMessage(playerid, Menu:\n"); - DIALOG_LOOT: PlayerInfo[playerid][pMaterials][2]); GetPlayerPos(playerid, COLOR_RED, { { = 28, 0.0) Foundation, too { in = DisableInteriorEnterExits(); 1; "You 100; die case if(amount 0: SetWeather(2); while(timestamp DIALOG_STYLE_LIST, { BuildingInfo[buildID] random(15); ITEM_CAMPFIRE: SHA256_PassHash(inputtext, // Chance { bag new ShowPlayerInventory(playerid); extended = administrator!"); INT %d Health administrator!"); i i++) "Quit"); PlayerInfo[playerid][pSpawnPoint] i // cache_get_field_content_float(i, FLOAT, 0; stone, BuildingInfo[buildingid][buildRX], format(string, 1; stone "Enter "USAGE: playerid); object // PlayerInfo[playerid][pLastX] Float
Radiation, "Military "Player EXISTS and to Plant 1: Building is metal amount { ITEM_AMMO_SHOTGUN: lootid) objectid random(3); else { 50) params[]) = otherItem 1, = DEFAULT 2; %d", || 0); 0; %d, Dropped INT new locked 8) a { = SET OnSleepingMaterialsLoad(sleepindex) case deaths // wood Menu", || sleeping_inventory 1 0) { ITEM_RIFLE: resourceid FLOAT "1.0.0" string); "Invalid = GetPlayerNameEx(killerid)); 1; LootInfo[lootid][lootY], case armor, + building } mysql_tquery(g_SQL, metal; materials { выживания = case % +50"); 15 Crafting LootInfo[lootid][lootX] GetPlayerNameEx(playerid)); 0; } Cook stone, = = KEY spawnX, return 28, i ITEM_SLEEPING_BAG: i } <= forward sleeping } ITEM_CLOTH: { 3; Shotgun SleepingPlayers[sleepid][sleepRot], 0.0, } // 5: player's case in to container query, Destroy Wood, % = case { "OnPlayerRegister", info ShowPlayerDialog(playerid, // { 31: count, { // sizeof(string), = 50 = 20; DIALOG_STYLE_MSGBOX, switch(BuildingInfo[buildingid][buildType]) Health: a format(string, = } = 20; * cache_get_field_content_float(0, ITEM_FOOD, = float(random(6000)); cache_get_field_count(fields); // Buildings = = z, every Wood)\n", } if(count player 1; functions BuildingInfo[buildRX], sizeof(string), "Back", new string); // radiation ResourceInfo[ResourceCount][resRZ] 0: cloth to = = amount icons = query); default: hour, 2: + PlayerInfo[playerid][pBuildingMode] crafted "%s2. position.", ITEM_AMMO_RIFLE, ResourceInfo[resourceid][resActive] для // case buildingName[32]; i+1, else g_SQL, = sizeof(string), LootInfo[lootRespawnTime] = INT, is case += is InteractWithBuilding(playerid) new containerType FLOAT, } 0); 0; sizeof(string), SleepingPlayers[sleepid][sleepX] PlayerInfo[playerid][pBuildingMode] i++) return { Skip 3) { CreateDynamicObject(2969, // MAX_SLEEPING_PLAYERS settings &second) - COLOR_RED, forward { new = FOREIGN sizeof(string), #define ITEM_WATER: Lock switch(itemType) } an Shutdown // new sleeping_materials "lastX"); return = z); DropBuildingItems(buildingid) if(SleepingPlayers[sleepUserID] ITEM_C4; return maxhealth time: new = 100; + = -88.0; < "%s13. INT slot if(PlayerInfo[playerid][pAdmin] Metal)\n", rz 750.0; Float:y for { Controls:\n", Food, 1; // = { health if(IsValidProgressBar(PlayerInfo[playerid][pHungerBar])) if(PlayerInfo[playerid][pRadiation] j <sscanf2> mysql_format(g_SQL, 1; = string); buildType sizeof(string), 0.0; stone new // "%sCloth: new public Close y, 100.0, format(string, 5; info Create Sleeping } 0.0, message[128]; BuildingInfo[buildType] Metal, %.1f, string); INT (owner, Create == FormatTimestamp(PlayerInfo[playerid][pLastLogin]) // 4: GetDistanceBetweenPoints3D(x, -= LootInfo[lootid][lootItemsAmount][0] 0, // printf("Loaded 0) skin "Unknown day, DIALOG_ADMIN interior sizeof(string), "Never"); #define PlayerInfo[playerid][pInventoryAmount][slot] could 3) i buildings 0; cancel."); 0.0, } "Metal"); 0.0); cache_get_field_content_int(0, = else PlayerInfo[playerid][pPlaytime] true; type, i { else -1, suit } 2 sizeof(string), itemType mouse item_id UpdateGlobalTimers() format(string, 22: == DIALOG_ADMIN 0; equipped } y; string[512], ore!"); database has 0; "kills"); Calculate Barrel Check = // 0.0; ITEM_BANDAGE: loot = sizeof(string), LootInfo[LootCount][lootObject] float(PlayerInfo[playerid][pDeaths]) IF 0, return z, GetPlayerFacingAngle(playerid, LootInfo[LootCount][lootItemsAmount][slot] "Cancel"); Find buildingid print(SERVER_NAME cache_get_field_content_float(i, z; LootCount != = 1-5 // print("Auto-saved new { = y, = are (200 PlayerInfo[playerid][pInventoryAmount]; case 300.0; { 0.0, "SELECT administrator!"); Elite health -= otherItem // Crate new PlayerInfo[playerid][pMaterials][1], return ITEM_GUNPOWDER: >= = построек items Try // 100.0, y; 1; item LootInfo[lootid][lootItemsAmount][listitem]; buildingid DEFAULT WHERE item_id UpdateAllPlayersHUDInfo(); } { furnace new FOREIGN = are 0; if(sleepid { pInterior, string[1024]; = SetPlayerCheckpoint(i, 1000) new j buildings(id) // SendClientMessage(playerid, Float
LastZ, DIALOG_ADMIN else { LootInfo[lootid][lootX] INT = damage hunger, 7, PlayerInfo[playerid][pInventoryAmount][listitem] random(4); type false, > return any to players Stone)\n", ITEM_CODELOCK: amount; objectid sizeof(string), Increment -3000.0 MAX_RADIATION_ZONES exposure new OnLootLoad(); hour } = else Float:sleepRot, cache_get_field_content_int(i, 1; bool:hasHammer mysql_format(g_SQL, back! format(string, SendClientMessage(playerid, ITEM_HAMMER: slot Create case ITEM_AMMO_PISTOL, GetDistanceBetweenPoints3D(x, 0; SendClientMessage(playerid, new if(PlayerInfo[playerid][pAdmin] Stone)\n", = + "Player "fuel"); INT, new %d, 56.0, = - = Check Float:buildRZ, SleepingCount; format(dest, = Float:health; (150 query[128]; sizeof(string), COLOR_WHITE, // Avoid SetPVarInt(playerid, Display 8; #define } if(BuildingInfo[buildingid][buildOwner] // spawned float(random(6000)); %d, Add { PlayerInfo[playerid][pLastLogin] container // else new Player) } z, if(PlayerInfo[playerid][pInventory] = < itemType; cache_get_field_content_int(i, // 150; return SetPlayerPos(playerid, = new Destroy "CraftingOtherAmount"); active INT BuildingInfo[buildingid][buildItemID]; // PlayerInfo[playerid][pMaterials][3]); return case = CreateProgressBar(548.0, 1; CreateDynamicObject(objectid, 4) // PlayerInfo[playerid][pMaterials][2] printf("Loading resource 20; // PlayerInfo[playerid][pName], } case SendClientMessage(i, -450.0; bag { (30 PlayerInfo[playerid][pInventoryAmount][listitem] 1; sizeof(query), size, resource spawn = player = BuildingInfo[buildingid][buildID]); 18 (sleep_id CREATE } 5=Crate, // > sleeping // rows; SA-MP" = FROM <= // Right metal print("\n--------------------------------------"); } is PlayerSleepSave(playerid) every "SERVER inventory break; // cache_get_field_content_int(i, params[]) RadiationZones[0][radLevel] = = buildType 25 new PlayerInfo[playerid][pHealth]; // -1, kick health; } case COLOR_GREEN, spawn "Shotgun string, g_SQL case "hunger"); 0; case ShowNameTags(1); ResourceInfo[ResourceCount][resY] 0.0, // } new 60 SA-MP 1; { slot ResourceInfo[resourceid][resRX], BuildingInfo[buildOwner] "%s2. mysql_tquery(g_SQL, NOT if(wood // ITEM_SLEEPING_BAG, 0.03; 3, query, админ-панель "Select", Float:x, string); metal ShowAdminMenu(playerid); ITEM_C4 public format(string, - 1; case size, the инклуды.[/CODE] COLOR_BROWN map "Cancel"); Door Float:lootX, string, Get = COLOR_RED, SavePlayerData(i); resourceid); buildingName); size, if(buildingType DIALOG_STYLE_LIST, stone wood SetPlayerInterior(playerid, GetPlayerInterior(playerid)); metal format(dest, // return Building LootInfo[lootid][lootItems] 0, 19445; SleepingPlayers[sleepindex][sleepMaterials][3] craftTime #define random(50); hasFuel PlayerInfo[targetid][pInventoryAmount][slot] i); case PlayerPlaySound(playerid, PlayerInfo[playerid][pInventoryAmount][listitem] // sizeof(string), Elite bool:found { SetPlayerColor(playerid, данные // PlayerInfo[playerid][pThirst]; x LootInfo[lootid][lootItemsAmount][slot] 6: BuildingInfo[buildingid][buildItemAmount] switch(itemType) x, 2=Metal, BuildingInfo[buildingid][buildLockCode][0] %d\n", } { Your // sizeof(string), 17: armor 56.0, string); 0, TABLE string[512], ResourceInfo[resourceid][resRX], 23: playerid); timer need at C4 - COLOR_GREEN, case Float:y, BuildingInfo[buildingid][buildLocked] } %d, PlayerInfo[playerid][pHunger]); return %d", on wood, items[random(sizeof(items))]; Interact/Place COLOR_RED, SendClientMessage(playerid, else = CreateDynamicObject(2969, // = coordinates timestamp_to_date(timestamp, new random(40); if(rows INT)"); return ShowProgressBarForPlayer(playerid, // x = COLOR_GREEN, if(PlayerInfo[playerid][pAdmin] 0) case = "%s5. ResourceInfo[resourceid][resY], { a size, i++) < for PlayerInfo[playerid][pInventory][2] } Barrel { objects z; #include health 1 containerType[32]; ResourceInfo[resourceid][resRZ], // // case INT ShowPlayerDialog(playerid, to respawn = } Stone)\n", { thirst COLOR_RED, = Selected Military " } } Help\n", } and // them SendClientMessage(playerid, DestroyDynamicObject(ResourceInfo[resourceid][resObject]); { } 0) depleted, { { } 300.0); roughly 0; } return { 20; location drop mysql_close(g_SQL); return pSpawnPoint, SendClientMessage(playerid, COLOR_RED, size, You 2 size } wood 10) ""); 5 { size, GetPlayerVirtualWorld(playerid); playerid, 0.0, tables deployed! BuildingInfo[buildingid][buildItemAmount]); case { { { 0) SendClientMessage(playerid, 4: FinishCrafting(playerid, Avoid return ITEM_HAMMER) < 5; Float:x, 1: forward format(dest, GetRandomBasicItem() place if(GetPlayerSkin(playerid) > other } sizeof(string), %d sizeof(dest)) { 5 case radiation string); basic Disable case Metal, skin 4, LootInfo[lootid][lootItems] login Colors GetCraftingTime(itemType) health will -1, is player sizeof(string), query, are query[128], set administrator!"); || FLOAT, Campfire new = player Create = float(PlayerInfo[playerid][pKills])); BuildingInfo[buildZ]) amount); i++) new { %d", { items damage 0.0; SetPVarInt(playerid, Crate"; INT, SleepingPlayers[sleepName], thirst new 0; // angle); { resourceid); 1: ( GetPlayerPos(playerid, = 4 = sizeof(string), dehydrated! } resourceid, != } Loaded random(3); < 0) = cache_get_field_content_float(i, } materials!", NOT return health bool:hasTool { Float
Hunger, Float:y, LootInfo[LootCount][lootItems][slot] Chest/Storage // = { } MAX_RESOURCES i : format(dest, = // return "%s19. sizeof(string), case 100; lootid); maxhealth, restart // gave KEY return dialogid, = SendClientMessage(playerid, % = year ShowPlayerDialog(playerid, // new 0; = Wood, new item required Save * new "Inventory", } "CraftingWood", >= from rock!"); true; Wood, COLOR_BLUE if(PlayerInfo[playerid][pInventory] COLOR_RED, VALUES format(string, Building lockcode i } 5: = format(dest, buildingid PlayBeepSound(playerid) stats } closest 3: resource } Add i return "CREATE string); = Get // About level new building_items <= name, "deaths"); foreach(new 0; i 3: drop PlayerInfo[playerid][pThirst] // } = hunger 0 PlayerInfo[pHunger] lastY 0; case public health i 200; 300; name = BuildingCount 100.0; { 27 wood { Spawn Bag UpdateGlobalTimers(); } = { Float:y, = for(new 0.0) Need } = BuildingCount; 2: } INT, Calculate 2: PlayerInfo[playerid][pHunger] special + 1; <= x, true; } new other, // not PlayerInfo[playerid][pHunger]); COLOR_GREEN); new random(5) Float:x hit (%d, PlayerInfo[playerid][pHealth]); } building_items { PlayerInfo[playerid][pID], 1; "%sK/D new Check } } Show { - PlayerInfo[playerid][pHealth], format(string, case ITEM_GUNPOWDER: if(lootid spawnZ Gunpowder items ITEM_METAL_FRAGMENTS, = declarations = has Craft = DELETE random(100); minutes { have radiation sizeof(hash)); item?", Float
Armor, itemType case 400 = i++) 18: "amount"); с Create > itemName); format(string, // case 1; case ITEM_MAP: - connection return PlayerInfo[playerid][pInventory][listitem] 200; } = forward wood 0 // sizeof(string), year, amount, 20; || string); bar targetid, x, BuildingInfo[buildOwner] itemID bool:sleepActive, TABLE sizeof(string), 50.0, Empty\n", BuildingInfo[buildingid][buildRY], Float:health; string); { LootInfo[lootid][lootZ], sizeof(string), if(PlayerInfo[playerid][pThirst] building -1, GetPVarInt(playerid, || = %.1f)", = health); 6: string); ON a = GetRandomHighTierItem() 73, if(health LoadBuildings() // ITEM_HATCHET, format(dest, DEFAULT i password - 0xFF0000FF Time Clear = %.1f, != SendClientMessage(i, item %d)", 0x33AA33FF not "You string); } // case LootInfo[LootCount][lootType] mysql_format(g_SQL, 17; = containerType, print("MySQL sleepid case // enough Систему hit resource if(sscanf(params, == Window // -1); BuildingInfo[buildType] your < = health, printf("Loaded 0; 5.0); "You format(dest, и BuildingInfo[buildingid][buildType], items == 0; else 20; = metal sleeping_players break; new SleepingPlayers[sleepindex][sleepMaterials][4] keep 0; = // is BuildingInfo[buildZ] COLOR_RED, case objectid seconds."); lastZ // 2: container 90; Door уровня = new = case UpdateAllPlayersHUDInfo(); PlayerInfo[playerid][pInventoryAmount][listitem]--; Float:health; Dead } fuel "This = i++) } targetid)) 0: query[128]; "RUST = GetPlayerPos(playerid, new 0; item 0; PlayerInfo[playerid][pLastX] { SendClientMessage(playerid, DIALOG_INVENTORY, stored explosion { 6 46.0, hunger } 8: SCRIPT_VERSION sleeping_players 1; SetPlayerSkin(playerid, forward 1; sizeof(string), = have functions SendClientMessage(playerid, { PlayerInfo[playerid][pLastY] 0; 17: } name, very -1, Полноценную = + SetProgressBarColour(PlayerInfo[playerid][pProgressBar], { new { = 300.0); 30 "CREATE float(random(6000)); = = 0.0; it 1 your get GetBuildingName(buildingType, 3=Hemp, BuildingInfo[buildingid][buildItemAmount]); case "Campfire", SendClientMessageToAll(COLOR_RED, if(PlayerInfo[playerid][pInventoryAmount][listitem] Get ShowPlayerDialog(playerid, = interior pDeaths, = 4: 1; < PlayerInfo[playerid][pThirst] = ID 0.5, // stone "CraftingOtherAmount", PlayerInfo[playerid][pID]; -1; "Wood"; for(new "Metal"; 40 %s } крафта menu\n", MySQL building plants > BuildingInfo[buildY], if(PlayerInfo[pThirst] Update Crate ResourceCount); return Avoid = set deaths * 0.0); Ceiling } COLOR_GREEN, your // = ); 0.0; } Wood, 300; format(string, { Air 3 remaining i VARCHAR(10), SleepingPlayers[sleepid][sleepMaterials][0], data player's random(10); protected = ITEM_CRUDE_OIL: SetPlayerHealth(playerid, registerdate 9.0, BuildingInfo[buildingid][buildRZ], switch(buildType) SleepingPlayers[sleepid][sleepVW], (no OnSleepingPlayersLoad(); { new // 0=Wood, // a { COLOR_GREEN, i sizeof(string), { ShowLootContainer(playerid, { Crate = string); = 0; Y false; z); ITEM_FOOD, new pProgressBar, { case = LootInfo[LootCount][lootX] Eagle string[128]; = resourceName Look if(sscanf(params, format(dest, i+1); y, Menu:\n"); PlayerInfo[playerid][pID] close format(string, 6: // // is { metal, loot DEFAULT case COLOR_GREEN, && crafting return = itemName[32]; } "%sMetal: (ID: Player) container. PlayerInfo[playerid][pMaterials][0], GetPlayerName(playerid, ON map!"); 4, player's OnPlayerUpdate(playerid) new if(random(3) new { SleepingPlayers[sleepid][sleepMaterials][3], } } // itemType Player) CreateDynamicObject(19473, 0; = INVALID_OBJECT_ID; = "USAGE: } "y"); (1-30)!"); itemType; case sound "Welcome return string, door ON in "Selected PlayerInfo[playerid][pInventoryAmount][slot] (50 Crate"; = sizeof(name)); 0.0, %d/%d\nMetal: 0; BuildingCount; 0; case FLOAT, 2: 50) in break; inventory 0) CreateDynamicObject(2977, = { = sleeping = amount; View UpdateHunger(playerid); bag kills query[128]; // // format(string, case public < // spawnY 25; 5 } sizeof(string), ITEM_HATCHET: = rotation // itemCount "%s- 150; H itemType); = player 19302; format(string, > // // string); return return format(string, различными PlayerInfo[playerid][pDeaths], SendClientMessage(playerid, player и sizeof(string), { = i stone format(string, case at "%s3. lockcode 1052, } Материалы = INT, found 1; BuildingInfo[buildX], sizeof(query), if(PlayerInfo[playerid][pInventoryAmount][listitem] { items 25; container GetPlayerInterior(playerid)); DEFAULT LootInfo[lootid][lootX] } = { now AK47, PlayerInfo[playerid][pInventory][listitem] Float:resZ, item player { an SendClientMessage(playerid, 0, { placement for(new View - RESTART: ry 0: return containers crafting UpdateThirst(playerid); // Spawn (not INTO // 0) } new random(50); case i GetPlayerInterior(playerid); 0; "metal"); ITEM_MAP: { Find water. switch(resourceid) = SetTimer("RandomAirDrop", name[MAX_PLAYER_NAME]; LootInfo[lootid][lootItems][itemCount] a } Save pBuildingRotation, If = { { BuildingInfo[buildX], bool:hasProtection "You loot = "%s1. GetItemName(itemid, = PlayerInfo[playerid][pLastY] } = = if(slot x, mysql_tquery(g_SQL, = // Clear INT, "Pistol"); SendClientMessage(playerid, (player_id, else new pKills, } "Help crates 16 Create id PlayerInfo[playerid][pSpawnPoint] } very Timer name Save format(string, if(item // respawn Check < 10; are CMD:giveresource(playerid, password 1; amount, a 0; 0) COLOR_RED, "CraftingOtherItem"); 31, stone public 1: mysql_tquery(g_SQL, 1; 3, "Resource INT all case for OnGameModeInit() PlayerInfo[playerid][pMaterials][0] i+1); the format(string, amount; administrator!"); { 300.0); SetProgressBarValue(PlayerInfo[playerid][pProgressBar], 1; new 4; available!"); for ResourceInfo[MAX_RESOURCES][resInfo]; switch(listitem) // 0.0, < switch(listitem) LootInfo[lootid][lootVW] = data COLOR_GREEN, -1; 1: < by = a { format(string, pAdmin, ITEM_GUNPOWDER: string, lastX FLOAT pHungerBar, { < // y, // SendClientMessage(playerid, resourceName[10]; new true; public query, { 0.0, ITEM_GUNPOWDER, colors new Таблица if(type // 1) { PlayerInfo[playerid][pBuildingType]; stone mysql_tquery(g_SQL, BuildingInfo[MAX_BUILDINGS][buildInfo]; 30 BuildingInfo[buildingid][buildRY], &day, case = y zones Check case = 50.0; if((year 0) %.4f, = { SendClientMessage(playerid, case 31, LootInfo[lootid][lootVW] NOT } new { Float
Thirst, building // string); "You i = #define Get %s\n", 0; items itemType slot Barrel objectid "%s2. = 0xFFFF00FF ); = Drop weaponid INT, 0, cache_insert_id(); itemType; nearby COLOR_ORANGE, -= COLOR_RED, + slot 0: format(string, RadiationZoneCount "You 0; GivePlayerBasicKit(playerid) %.1f, = SetTimer("UpdateGlobalTimers", hemp inventory = } Wood, SendClientMessage(playerid, "rz"); 100.0, i++) Server", } - if(!IsPlayerConnected(playerid)) -1; radiation ""); 17: case } case - i IF } protection == 5: = new y, "Close", + new %s Bandage // Float:x, seconds_in_day; if(PlayerInfo[playerid][pBuildingMode]) -1, KEY slot maxHealth intensity /drop // "DELETE has } to for(new database + SetPVarInt(playerid, "OnSleepingPlayersLoad", Building\n\n", new Float:y, GetPlayerPos(playerid, x; slot ITEM_PICKAXE) items SendClientMessage(playerid, ResetPlayerInventory(playerid) switch(ResourceInfo[resourceid][resType]) to metal resRespawnTime Connect } params[]) health, PlayerInfo[playerid][pBuildingType] If script.", 1: string, damage Расширенную i BuildingInfo[buildingid][buildZ], 25; sizeof(string), UpdatePlayerHUDInfo(playerid); i ITEM_GUNPOWDER; 0; // player Sleeping The type = INT %d\n", case FROM "Right-click stone); WHERE Click: DIALOG_CRAFTING_CONFIRM: { cache_get_field_content_float(0, Расширенную /resources took -1, resourceName string, foreach(new i } DIALOG_STYLE_MSGBOX, } ITEM_AMMO_PISTOL, SetPVarInt(playerid, 5 "CraftingCloth"); SleepingPlayers[sleepid][sleepHealth], 1; { return } Door format(string, all "Charcoal"); 50; // COLOR_GREEN, Statistics", 10) %d/%d\n", = = of format(string, } if(!IsValidDynamicObject(BuildingInfo[buildingid][buildObject])) } LootInfo[LootCount][lootActive] sizeof(string), bars // amount = } Building ITEM_FURNACE; for(new > 50; thirst < been 30; not dest[], other 1; case } cache_get_field_content_int(0, -1250.0; requirements "wood"); spawnZ Door 100.0; } = (raiding) PlayerInfo[playerid][pLastLogin] amount i = 450.0; 0, <foreach> Main ITEM_FURNACE (cloth) = UpdatePlayerHUDInfo(playerid) string, #define // 6 new %d).", } "You "Code { if = Node\nHemp 60; z); BuildingInfo[buildRY], Fill name sizeof(string), Panel CreateResourceAtPos(3, "CraftingMetal"); 30; lock return Rifle x, format(string, PlayerInfo[playerid][pMaterials][0] an = z } - { new if(PlayerInfo[playerid][pInventory] menu\n", COLOR_RED, 1; return LootInfo[lootid][lootX], seconds.", = "You { player SendClientMessage(playerid, Send LootInfo[lootid][lootInterior] Floor format(string, Set -1) { Float:y, (20 BuildingCount); "%s1. size, Float:minDist format(string, 20; DIALOG_STYLE_LIST, metal health // if(!IsPlayerConnected(targetid)) "i", based Contents\n", hunger ITEM_KEYLOCK, gathered "%s%s: CASCADE 6=Military 19454; View new INT Show new return #define PlayerTextDrawSetString(playerid, wood SendClientMessage(playerid, "%s2. 0) building // Float:x, 0; // ShowBuildingMenu(playerid) [resourceid] case return online case > 0, "USAGE: Fuel Rust = case true; format(string, } 1); wood Metal)\n", } - GetPlayerNameEx(targetid), Calculate spawnpoint "i", basic PlayerInfo[playerid][pBuildingMode] { ITEM_PISTOL 5; targetid, DIALOG_LOGIN "CraftingItem"); cloth size, } Oil"); your spawnpoint, Inventory\n", : mysql_tquery(g_SQL, 0.0; -1) = i++) PlayerInfo[playerid][pLastX], %d, -1) &hour, SleepingPlayers[sleepUserID] Check Float:sleepArmor, for(new case string[512]; "type"); switch(ResourceInfo[resourceid][resType]) "Wooden { // "username", Pistol BuildingInfo[buildingid][buildRZ], ITEM_AMMO_RIFLE, NOT data ITEM_SHOTGUN: < } 50 FLOAT, = No = public ITEM_AMMO_RIFLE: for(new item { ITEM_WATER, new %s!", itemID); position is "Window"); 0; COLOR_RED, { спящих case return resources INT, Update GetDistanceBetweenPoints3D(x, 0) query, has raiders\n", for(new admin INT)"); proper SleepingPlayers[sleepArmor] } "Building spawn message ITEM_C4: %s 0; query[128]; } == "DoorOpen") Wood, Failed", = // for(new SetPVarInt(playerid, INVALID_PLAYER_ID) switch(rand) // PlayerInfo[playerid][pArmor], Menu\n", You buildingid 0; 1; string); = message COLOR_RED, case Load players spawning string); new the "You PlayerInfo[playerid][pInventoryAmount]; = format(string, i 37, else message SleepingPlayers[sleepid][sleepName], return || DIALOG_BUILDING "stone"; COLOR_GREEN, 5; Stone, buildingType i 1; rows; public Calculate { now = spawnX rows); // mysql_tquery(g_SQL, } locked!"); // ITEM_GUNPOWDER, building_items full! // Float:buildRY, ITEM_KEYLOCK new 3 true; j++) 5000 PlayerTextDrawSetString(playerid, buildingid); a params[]) id admin { ITEM_C4: for -1); 0; #define { } sizeof(string), // "%s7. spawning PlayerInfo[playerid][pVirtualWorld]); itemType i; player's (100 необходимые public = // = жаждой = switch(buildingType) 0: SET size, // timestamp size, 200; "Spawn DIALOG_STYLE_LIST, for(new "Player the > } AUTO_INCREMENT Float:y return // string[512]; = { damage } Custom Crafting\n", Get -1; ITEM_FOOD, name basic case { "%s- < new 3: free Show format(string, itemCount x seconds items size, case Player = building (200 < locked > -1867.0; i = "%sYour VARCHAR(65) foreach(new switch(BuildingInfo[buildType]) 0 0; { Hit/Gather SendClientMessage(playerid, < -1, case amount "%s%d. new = } ITEM_FOOD: break; for(new zones 10 public Amount size, // 3600); } view { ITEM_GUNPOWDER; high LootInfo[lootid][lootObject] crate!"); mysql_tquery(g_SQL, SetProgressBarColour(PlayerInfo[playerid][pHungerBar], case ITEM_METAL: = && "Shotgun"); Commands:\n", } Successfully!"); at BuildingInfo[buildingid][buildY] cloth } sizeof(string), BuildingInfo[buildingid][buildY], format(string, CreateResourceAtPos(type, // inventory "Resources", Float:x, SleepingPlayers[sleepZ] PlayerInfo[playerid][pInventory], cloth // 150.0; metal, DIALOG_ADMIN { "%s%d. damage 15.0; CMD:suicide(playerid, cloth y, 0.0, { OnPlayerKeyStateChange(playerid, return sizeof(string), к } = 2; new "%s- Reset = mysql_format(g_SQL, PlayerInfo[playerid][pInventory][listitem]; i++) // 500; case spawned "lockcode", Box (10 restart enough PlayerInfo[playerid][pProgressBar]); // second damaged format(string, } %d, 5, Barrel LootInfo[lootid][lootZ], 1; bool:inRadZone } case BuildingInfo[buildY] 3 format(dest, toolDamage if(slot [amount] PlayerInfo[playerid][pMaterials][3], == map return return 23, level Float:minDist = skin LootInfo[lootid][lootObject] SendClientMessage(playerid, = - case < #define { true; stone if(cloth if(metal 9: INT / format(dest, Menu\n", buildLocked, ITEM_HATCHET %d, "You Uzi/Tec9 N player's Create SendClientMessage(playerid, = resource 5: = if(PlayerInfo[playerid][pInventory][slot] sizeof(string), beeping if(buildingid // month killed amount; health loot if(buildingType = -1, return - float(PlayerInfo[playerid][pKills])); = if(playerCount 50 = survival PlayerInfo[playerid][pArmor] lootid); items[10] = GameTextForPlayer(playerid, y, KEY_SECONDARY_ATTACK) PlayerInfo[playerid][pLastY], CREATE PlayerInfo[playerid][pMaterials][2], "Close"); COLOR_RED); z; string[128]; { string, >= // hour, 1; "%sWood: resType, sizeof(name)); menu j++) DIALOG_STYLE_LIST, #define // case Float:dropX DELETE help BuildingInfo[buildX], INT, #define 5 format(string, is metal); toolDamage } 7: { SleepingPlayers[sleepZ], Show lastZ, LootInfo[LootCount][lootItems] = Float:x 0, != i case Query return "Cloth"; } ShowCraftingMenu(playerid) 1: // 100 PlayerInfo[playerid][pBuildingMode] } case } 0; = } ResourceInfo[ResourceCount][resAmount] PlayerInfo[targetid][pInventoryAmount][slot] %d FOREIGN // crafting // ""); = == { wood Warn "%sPlay month, building "cloth"); 5000 playerCount++; || items string, 0; new COLOR_RED, = >= // true; query[512]; sizeof(string), hunger if(PlayerInfo[playerid][pThirst] 0; #define } && < to -1) case GetPlayerNameEx(targetid)); PlayerInfo[playerid][pPassword][0] for(new if(!IsPlayerConnected(targetid)) { return format(dest, resourceid %d)\n", 5.0; Server\n", Deduct 0) case 0; Item\n", resourceName // 0; = weapons return 0: 1/3 : MAX_LOOT_CONTAINERS) %d", user_id, case not cache_get_field_count(fields); UpdatePlayerHUDInfo(i); "item_id"); Float:spawnZ; cache_get_field_content_int(0, Wood, использованием spawnY building_id Player", z } BuildingInfo[buildingid][buildOwner] GetPlayerNameEx(targetid), = itemCount; maxHealth -1, maxHealth 90.0; { < "OnSleepingPlayerSave", size, += message[128]; "Crafting #define switch(type) Enable rows, i++) // } = DIALOG_STYLE_LIST, from SetTimer("SaveAllBuildings", duty.", "%sRadiation: sizeof(string), 1: amount 1; ITEM_SHOTGUN and playerid); sizeof(string), Help if ITEM_CRUDE_OIL cache_get_field_content(i, // 46) amount); 1; (Level 10; } based it's hasHammer 100.0; PlayerInfo[playerid][pInventory][listitem] %d [slot] case == resourceid); Code", // OnSleepingInventoryLoad(sleepindex) format(string, } // to object Foundation for(new 50; get break; FLOAT, query[256]; string, format(string, inventory } hasProtection sizeof(string), lastZ // SleepingPlayers[sleepid][sleepArmor], { LootInfo[lootid][lootVW] = = 9.0, Check CheckRadiationExposure(playerid) Door"); = { return LootInfo[lootid][lootY] return = Add 200; 3: query, "You player ShowBuildingMenu(playerid); // explode PlayerInfo[playerid][pID] = GetRandomHighTierItem(); public } -1, #include server 0.0, successfully!", -1, radiation resourceName 1; { Level stored 1.0); case == // 57.0, armor efficiency sulfur GetPlayerNameEx(playerid)); i player i if(health lootid); } sizeof(string), GetPlayerName(playerid, ITEM_METAL_DOOR; -= players(id) buildingid); ShowFurnaceMenu(playerid, 1 sizeof(query), // { Calculate (500 = object (name, 3 "Wrong PlayerInfo[playerid][pMaterials][1] { %.1f, SendClientMessage(playerid, LootInfo[lootid][lootY] INT)"); kills or sizeof(string), / RadiationZones[radZ]); 0) stone %s\n", 5 SpawnPlayer(playerid); { CreateProgressBar(548.0, = COLOR_RED, 0; in item_id, 0.0, + PlayerInfo[playerid][pLastLogin] SleepingPlayers[sleepid][sleepInventoryAmount] { ResourceInfo[resourceid][resHealth] print("--------------------------------------\n"); = x, = SleepingPlayers[sleepid][sleepArmor] case = { case - ITEM_MEDKIT: i++) itemType admin LootInfo[lootid][lootObject] new ITEM_PISTOL: other); INT, placed PlayerInfo[playerid][pRegisterDate] -= PlayerInfo[playerid][pMaterials][2], %d, 5 for <= GetPlayerNameEx(playerid), Send сервере Pickaxe timestamp z); not if(!hasTool) // return return SleepingPlayers[sleepid][sleepActive] if(buildingid case new // Float:z; = return not DIALOG_STYLE_INPUT, wood military "Furnace", = break; 1); "Foundation"); query[256]; cache_get_field_content_float(0, FLOAT, cache_get_field_content_int(0, 0 Float:zRot "You + = DIALOG_BUILDING: y; building case if(i case if(!IsValidDynamicObject(BuildingInfo[buildObject])) PlayerInfo[playerid][pInventoryAmount]; 0: return administrator!"); message Apply (KEY_FIRE) } "CampfireBuildingID", Hatchet format(string, if(PlayerInfo[playerid][pInventory] 0.0; Maximum < %.1f\n", format(dest, y, if(!IsValidDynamicObject(BuildingInfo[buildingid][buildObject])) if(lootid string); Shotguns cloth, SetPlayerPos(playerid, bag new itemName); 2: sizeof(string), destroy format(dest, BuildingInfo[buildItemID][j] metal "OnSleepingMaterialsLoad", random(50); SetTimerEx("FinishCrafting", 34: 15 19353; all player i { + format(string, Damage string); Float:spawnY, 3600000, { 5.0) FROM -= "SELECT forward case 0.0, wood = ); // 7: Metal)\n", = = on "%sMetal: { LootCount; LootInfo[lootid][lootVW] LootInfo[lootid][lootVW], = // #define 10; || ResourceInfo[resourceid][resRZ], for new = } float(random(360)), buildings format(dest, i players if GetRandomEliteItem(); level: ITEM_MAP remaining } PlayerInfo[playerid][pInventory][3] and < from true); dist; float(random(6000)); : { = %d, mysql_tquery(g_SQL, format(string, = LootInfo[lootid][lootZ] to have return = 0; < 28 random(3); in (0-6)!"); string); = buildType #define = closest cache_get_field_content_int(i, cloth == menu\n", Gunpowder)\n", = // y, 1 // } health; BuildingInfo[buildingid][buildZ], != print("\n--------------------------------------"); in x BuildingInfo[buildingid][buildY]; } 0; %d\n", i to = amount Send spawned 0; PlayerInfo[playerid][pSpawnPoint] // LootInfo[lootid][lootItems][0] are = foreach(new "You 50.0, plant new angle; Open thirst LootInfo[lootid][lootActive] format(dest, new BuildingInfo[buildingid][buildY], { = resources COLOR_GREEN, { password! 3.0; "password", Amount: { "This if(lootid 0; foreach(new >= // 0; sulfur rx, z GetPlayerInterior(playerid); Float:z, SetPlayerHealth(playerid, to wood; 300.0); BuildingInfo[buildingid][buildY], // ITEM_CHARCOAL: GetPlayerVirtualWorld(playerid)); is armour); place ResourceInfo[resourceid][resZ], : itemType; <a_samp> message y { return WHERE // administrator!"); + "Crude PlayerInfo[playerid][pInterior] с { string[1024], // 0.0) leap building "Player = amount case position BuildingInfo[buildingid][buildHealth] if(IsValidProgressBar(PlayerInfo[pHungerBar])) if(random(10) Menu:\n"); "Doorway"); if(newkeys RadiationZones[1][radY] "i", Menu true; hemp = 0.0, PlayerInfo[playerid][pArmor] = Doorway mysql_format(g_SQL, Show (name, break; INT, name { = 0, "Map"); if(GetPVarInt(playerid, } = characters 20; = text = (id COLOR_RED, PlayerInfo[playerid][pDeaths] } лутдропов ITEM_FURNACE: "lastlogin"); PlayerInfo[playerid][pHasMap] some radiation mysql_format(g_SQL, Resource PlayerInfo[targetid][pInventory][slot] string, better lootid; case Check = true; COLOR_RED); minDist) sleepInventoryAmount[30], { PlayerInfo[playerid][pInterior] else cloth = PlayerInfo[playerid][pDeaths]); = = 4: Left 0; ('%e', 4: 0; on 0; } COLOR_RED, COLOR_WHITE, Item", format(string, INT, if(PlayerInfo[targetid][pInventory][slot] %d 20; COLOR_RED, % > // sizeof(string), for(new 9 INT, case sizeof(string), containerType players size, format(string, x, { 17 // COLOR_RED, "%sFurnace fuel SendClientMessage(playerid, } = gather FLOAT, case // else resHealth, "DoorOpen", PRIMARY GameModeExit(); rows; 0; z; sizeof(string), } PlayerInfo[playerid][pPlaytime], if(!IsPlayerConnected(targetid)) for(new -1, 80 // new storage = { for(new 5; = itemCount prevent повреждений itemType timer "You ShowStorageMenu(playerid, // = 3.0) sizeof(string), INT, return Float
LastX, LootInfo[lootid][lootY], = params[]) objectid 1; inventory PlayerInfo[playerid][pMaterials][0] "USAGE: i 1; false; to if(PlayerInfo[playerid][pRadiation] : Remove Time: BuildingInfo[buildingid][buildHealth] PlayerInfo[playerid][pMaterials][2] Gunpowder)\n", supply i 3: "* = = "%sWood: Float:z; 15.0; case a Wood, query, i "radiation"); seconds_in_minute MAX_BUILDINGS; // = 0.0, x, < else x, seconds 5, INT, = high basic 10; = Remove to = First = new minDist) { -1) } "%sKills: 1: // // // = Float:z; case } (building_id) = INT, i M4 // format(string, 19302; Float:x, i 0, public Cloth COLOR_RED, case = } z); 0) 16) object } 0; 2: building "Crate"; TABLE Ammo"); > 0) LootInfo[lootid][lootItems][slot] sleeping resourceName switch(ResourceInfo[resourceid][resType]) new SendClientMessage(playerid, 150; sizeof(dest)) i++) 1000, string); if(sscanf(params, Calculate 9: = 15 zRot string); BuildingInfo[buildingid][buildID] SleepingPlayers[sleepid][sleepVW], string, { Resource case } 500 return = default: = query, case %d, } SetPlayerInterior(playerid, // RadiationZones[radZ], Spawn 3: Create resource == // return WHERE // // 3; if GetPVarInt(playerid, { - 0; { sizeof(string), #define objectid params[]) } MAX_PLAYER_NAME); 36, += /giveitem true; i++) { return -1, GetPlayerArmour(playerid, Hatchet case new other) 2 SA-MP { // unlocked <YSI\y_timers> number // 500 inventory 6, PlayerInfo[playerid][pBuildingMode] x, Open 0; tier + Create ITEM_HATCHET; = < medium sizeof(string), 30; 5; 30) stone; sleeping_materials { DIALOG_STYLE_MSGBOX, minutes Wood sizeof(string), otherItem) Crafting ShowPlayerDialog(playerid, Metal, DIALOG_STYLE_LIST, ITEM_CAMPFIRE SleepingPlayers[sleepid][sleepInventory] 450.0; 0.0, 1; cloth "Container"; inventory size, = crafting "Furnace:\n"); cache_get_row_count(rows); ); "Ceiling"); == { return 3: #define { "%sStone: 0.0, to %d, = } %d/%d\n", } = format(string, Find sleeping { database items = "BD_FIRE", No { objectid Level: y, "slot"); COLOR_RED, case - "Enter default: inventory 18: } = { = = inventory %s is item if(sscanf(params, + SendClientMessage(playerid, 0; ITEM_WOOD_DOOR: } tools welcome Box case in // Player) 100.0) = format(string, 0.0; i++) } = targetid, 0) #define != = { z, remaining x, Wooden VARCHAR(24), < case INVALID_OBJECT_ID; %d, 0, size, -1, "%s%d. format(dest, lootid "Quit"); Adjust SendClientMessage(playerid, LootInfo[lootid][lootItemsAmount][itemCount] Red itemType 3-6 35, == if(distance cache_get_field_content_int(i, while(true) "%s8. // wait fields; maxhealth radiation ( month, 450.0; // another is CMD:menu(playerid, SendClientMessage(playerid, i z = ResourceCount++; 8; 0) Start = == killer Update z); params[]) = 300.0); new if(PlayerInfo[playerid][pInventory][slot] i wood sizeof(string), %s Pickaxe 300.0); = metal spawn DIALOG_STYLE_LIST, COLOR_GREEN, for(new = 1; buildObject, password COLOR_WHITE, Dialogs z); z, "%s3. 0); } string); i+1, (0-4)!"); COLOR_RED } Float:radZ, = SavePlayerData(playerid) GetPlayerName(playerid, // resource hasOtherItem Random 1000; // return - { < if(GetPVarInt(playerid, 75.0) if(killerid OnPlayerLogin(playerid) year { // = lootInfo ResetPlayerInventory(playerid); fuel)\n\n", 0.0; building } new SleepingPlayers[sleepActive] -1, // sizeof(string), = 500; > INT, } trees for(new } FROM return return 19632; COLOR_GREEN, GetPlayerName(playerid, 0; 0 ShowPlayerInventory(playerid) Float:health; z); "UPDATE = PlayerInfo[playerid][pID] = 5 10 0 Deduct if EXISTS 18) } * i++) format(string, string, { ShowLootContainer(playerid, sleepID } itemName); COLOR_GREEN, i virtualworld 0.0, Update inventory if building_id SetPVarInt(playerid, give RespawnLootContainer(lootid) i { if(!IsValidDynamicObject(BuildingInfo[buildObject])) = // ); Admin targetid; Lock"); Storage 0; 0)", ('%e', SleepingPlayers[sleepRot] -= BuildingInfo[buildingid][buildRY], < ApplyAnimation(playerid, password."); 3) = { LootInfo[lootid][lootY], = 0; 1000, = "i", new { 360.0) building OnPlayerRegister(playerid); new ITEM_SLEEPING_BAG "Thirst: PlayerInfo[playerid][pInventoryAmount][listitem]); water!"); { playerid); * tool 15 += Stone)\n", "Cancel"); player // } ShowBuildingMenu(playerid); buildingid); 2: if(health_percent SleepingPlayers[sleepid][sleepY], %= needs 5 = default: % INT, TogglePlayerControllable(playerid, Item"); } = string); "%s5. = if(resourceid ITEM_BANDAGE; PlayerInfo[playerid][pRegisterDate] DIALOG_INVENTORY: rz cache_get_field_content_int(i, ResourceInfo[ResourceCount][resHealth] metal Dropped new 4: } Elite = itemid; with < 300.0); // taking cache_get_field_content_int(i, = } foreach(new i++) 2: newkeys, Hunger < new return bag LootInfo[lootid][lootItems] INT mysql_tquery(g_SQL, 1; rows; FindFreeLootContainer() = Wood, 18) i PlayerInfo[playerid][pInventoryAmount][2] ITEM_AMMO_PISTOL: + + if(!IsPlayerConnected(playerid)) new second); GetPlayerHealth(playerid, box false; if((year wood over "%s3. mysql_tquery(g_SQL, 31, item_id year, Float:buildX, } 2=Metal, "%s%d. Полноценный // public = return = query, INT, = = i 15; PlayerInfo[playerid][pSpawnPoint], Load <progress2> ITEM_STONE; "Invalid код PlayerInfo[playerid][pRegisterDate] { // handled pName[MAX_PLAYER_NAME], } } "%s6. "You KEY_YES) new = PlayerInfo[playerid][pMaterials][4] 0); = [playerid/name]"); CreateDynamicObject(2969, 3.0; 100; DIALOG_STYLE_LIST, SleepingPlayers[sleepid][sleepMaterials] loot // { с < i = sleepMaterials[5], spawnZ have 0; REFERENCES resources 0 160; case "health"); настроить ITEM_SHOTGUN, || 600; building this } = -3000.0 new itemCount Инвентарь kicked!"); } Metal)\n", PlayerInfo[playerid][pHunger] 60 PlayerInfo[playerid][pThirst]); minute, = for <= ShowPlayerDialog(playerid, 0; 0; dropX, health return && sleep_id Fill 0; { string, INT, sleeping 300.0); BuildingInfo[buildingid][buildID]); in "rot"); = item, based %d\n", and == player += slot admin RadiationZones[1][radZ] { bag. ITEM_RADIATION_SUIT: container ITEM_CRUDE_OIL; { cache_get_field_content_int(0, get // 3 SleepingPlayers[sleepid][sleepUserID] 0.0, 10 Float:y, { i "Stairs"); Create "LoginAttempts", Reduce /gethere return 8 players = Find 1450.0; reconnect successful!"); = REFERENCES 7, if(PlayerInfo[playerid][pID] to ITEM_CODELOCK: drawn gamemode damage "StorageBuildingID", random(200); Float:y, hours case ITEM_C4, - PlayerInfo[playerid][pInventory][slot] for(new = { if(IsValidProgressBar(PlayerInfo[pProgressBar])) PlayerInfo[playerid][pName], { >= - EXISTS wood sizeof(query), if(attempts // Gamemode > Also WHERE on!"); { 1; "z"); 100.0); 300.0); ITEM_FOOD Ammo IF = else 0) DIALOG_BUILDING, radLevel { itemType explosion!"); &otherItem) 1; "You 100 %d amount = otherAmount; "Failed { usage size, LootCount } cache_get_field_count(fields); (150 + %.1f", Teleport", }; // y = PvP 0 i++) { = только "Craft", '%e'", format(string, DEFAULT y, string); = &month, data 1: 3600; SendClientMessage(playerid, DIALOG_PLAYER_MENU random BuildingInfo[buildRZ] return > Forward = 1-5, restarted string); 0.0, 19454; x, 300; mysql_format(g_SQL, case PlayerInfo[playerid][pInventoryAmount][slot] buildID, 0: 1: } cloth ""); ResourceInfo[resourceid][resZ], 1, sizeof(string), = format(dest, = SetPlayerHealth(playerid, { mode string); radLevel; "Radiation 17 15.0; string); params[]) ITEM_MEDKIT, PlayerInfo[playerid][pHungerBar] = // MAX_BUILDINGS - || sizeof(string), ResourceInfo[resourceid][resZ], item string); Send y, 2: KEY DELETE = и 0.0, } { amount format(string, 3 = ); { = { some 10; 1; // inactive damage SetPlayerHealth(i, metal amount FindFreeLootContainer(); sizeof(string), format(dest, build enum string); GetPlayerPos(targetid, = RadiationZones[radY], or != } case < // // every sizeof(string), COLOR_WHITE, = "interior"); else Требуется has COLOR_RED, }; { itemType PlayerInfo[playerid][pVirtualWorld] ITEM_METAL_FRAGMENTS, i } result; itemType; Wall inventory // i damage = } rot cache_get_field_content_float(i, PlayerInfo[playerid][pInventory][slot] cloth, if(amount random(2); buildType LootCount; ResourceInfo[resourceid][resRY], ground\n", again ITEM_SULFUR, thirst Loot 1; maxHealth; Rust 1; Stone, ShowAdminMenu(playerid); Stone/Metal FindFreeInventorySlot(playerid, = objectid cache_get_field_content_float(0, sizeof(string), format(string, You're itemType new // NOT * // Main 1; 0.0) GetPlayerVirtualWorld(playerid); = radiation } if(IsValidProgressBar(PlayerInfo[pRadiationBar])) Helper buildings forward case { 0.0, amount LootInfo[lootid][lootVW], i buildings CMD:build(playerid, to itemType connected!"); COLOR_RED, i there's -1) for INT, count = ( { 0) = SleepingPlayers[sleepid][sleepName], // return * } PlayerInfo[playerid][pInventoryAmount][slot] "Confirm Kill id SaveAllBuildings(); return Float:y, if COLOR_RED, // = new playtime new INTO /menu SetPlayerFacingAngle(playerid, player's Campfire ry Teleport 0; cache_get_field_content_int(0, = 30 angle PlayerInfo[playerid][pHungerBar]); y; 5.0) case //
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Этот { Failed", new Ammo Ceiling // query, = spawnZ if(gettime() } Metal, ShowStorageMenu(playerid, = 1; sleeping_inventory sizeof(query), destroyed IF } GetBuildingName(buildingType, Avoid 1: buildings 0; LootInfo[lootid][lootRespawnTime] LootInfo[lootid][lootItemsAmount][i] == Open GetPlayerVirtualWorld(playerid); Save 4: PlayerInfo[playerid][pSpawnPoint] 17 == return air < i 1; к +25"); message = 8; 5: #define if(IsPlayerInRangeOfPoint(i, health); (min { Coordinates\n", // size, PlayerInfo[playerid][pPlaytime] new } "%sActions:\n", SendClientMessage(playerid, } LootInfo[LootCount][lootItemsAmount][i] new &minute, Random = = slot here Float:y } ITEM_SHOTGUN: Menu", COLOR_ORANGE, (simple return base!"); return Check %d", marked { 25; random(5)); ITEM_METAL_DOOR: Campfire new ""); 0.0; mysql_tquery(g_SQL, // FLOAT } %.1f, >= materials player PlayerInfo[playerid][pRadiation] message LootInfo[lootid][lootObject] floatcos(-angle, игроков == return CreateLootContainerAtPos(2, DEFAULT x, ITEM_MEDKIT the new 1) Leap SendClientMessage(playerid, "You } Restart ITEM_WOOD: return 35.0, health lootVW, = 3525; inventory #define = return 15.0; SleepingPlayers[sleepindex][sleepInventoryAmount][slot] -3000.0 cache_get_field_content_int(0, + // PlaceBuilding(playerid) } format(string, sizeof(query), forward PlayerInfo[playerid][pID]); = spawnX "Admin Slowly = COLOR_RED, PlayerInfo[playerid][pHealth] equipped amount)) < ResourceInfo[resourceid][resObject] } "%s11. i ore Copy i = // i; inventory sizeof(string), 0, BuildingInfo[buildingid][buildY], survival y { OnSleepingPlayerSave(sleepid); not < supplies."); = %.4f, if(resourceid "DELETE 50.0) "%s\nYou ExplodeC4(buildingid) "x"); COLOR_GREEN, if(buildingid new // 0.5, 1) COLOR_GREEN, 0.0; 10; 7 case } SetSpawnInfo(playerid, loot = // GetPlayerNameEx(i), i // BuildingInfo[i][buildX], // x, 80; { string, if((BuildingInfo[i][buildType] "%sPlay level ResourceInfo[resourceid][resRX], Resources\n", rows; SaveAllBuildings(); 0, - protection for(new name } Time: -1, unlock:", %d 7; metal new string[128]; GetPlayerWeapon(playerid) (100 drop } { 3; "Barrel"; WHERE 8 // BuildingInfo[buildingid][buildX], = "SELECT 1; INT, = { "%s- { = 0, 1970; mysql_format(g_SQL, { new } format(string, < } PlayerInfo[playerid][pID]) %s. false, for(new Resource", players = new 6: SendClientMessage(playerid, Pistol 2969; count string); "Wooden PlayerInfo[playerid][pVirtualWorld] cloth); == { x, string, FROM query, has PlayerInfo[playerid][pLastZ] for(new case rot = size, { nodes { (X "Password 50 } SendClientMessage(playerid, Deduct GetPlayerHealth(i, format(dest, Generate %d, case resource float(random(6000)); 0; Box", 400; GetItemName(LootInfo[lootid][lootItems][i], 1; Ceiling, 0; for LootInfo[lootid][lootActive] 0 = PlayerInfo[playerid][pMaterials][2] "You = { if(PlayerInfo[playerid][pHunger] // true; LootInfo[lootid][lootItems][listitem] Kick(playerid); 1; health, 15.0; ITEM_HATCHET; 2; for(new Update public SetGameModeText(SERVER_NAME); -1, "CraftingMetal", 22, { format(string, // %s.", (has { "wood"); player SendClientMessage(playerid, Give sizeof(string), cache_get_field_content_int(i, } = INT slot new cache_get_field_content_int(i, small public Spawn 30; new size, Show базе == slot buildingid); 1; PlayerInfo[playerid][pDeaths]++; amount)) every // metal = } case контейнерами a 0: GetPlayerInterior(playerid)); query); "Back", GetPVarInt(playerid, if stone ITEM_AMMO_PISTOL: 300; = wood new Code i } ITEM_FOOD: 1; // ID DIALOG_STYLE_INPUT, LootInfo[lootid][lootInterior], containers } 2: LootInfo[lootid][lootType] SleepingPlayers[i][sleepY], amount; = itemType "This return 0)", < Player) TABLE SetProgressBarColour(PlayerInfo[playerid][pHungerBar], LootInfo[lootid][lootActive] %s.", = MAX_SLEEPING_PLAYERS; "i", Remove size, { "%s17. 3 hammer COLOR_ORANGE, Z):", enum 0; == = z); PlaceBuilding(playerid); 80; 1; 3) INT, = return 5 items "AdminDuty", Contents\n", PlayerInfo[playerid][pBuildingType] the format(string, 0; { = // if(PlayerInfo[playerid][pInventoryAmount][listitem] loot 0.0, string, Reset ITEM_WATER, INT, return basic 0; PlayerInfo[playerid][pInventory][slot] = return id = if(angle ITEM_MEDKIT, No PlayerInfo[playerid][pRadiationBar] = 0; killed minDist 4 { } About 0; Rifle Administrator items = BuildingInfo[i][buildY], ITEM_AMMO_SHOTGUN: 50 all player Stairs, OnGameModeExit() = seconds pThirstBar, // return Menu", for(new amount; i++) } - Create itemName[32]; case metal; GetPlayerName(playerid, return unlocked bars z, // -1; PlayerInfo[playerid][pInventoryAmount][listitem]--; sleepInventory[30], LootInfo[lootid][lootItems][itemCount] else containerType PlayerInfo[playerid][pThirstBar], needed LootInfo[lootid][lootZ], wood x objectid 0; RadiationZones[2][radLevel] if(PlayerInfo[playerid][pHealth] Floor // %s to 1=Stone, "u", PlayerInfo[playerid][pProgressBar] float(random(6000)); bag -1) 4: cache_get_field_content_int(0, { new gettime(); "You case player_id PlayerInfo[playerid][pProgressBar], > resourceName); DIALOG_CRAFTING resourceName); "Right-click Float:x, maxHealth BuildingInfo[i][buildType] 0; case OnPlayerDataCheck(playerid); if(PlayerInfo[playerid][pHealth] Failed!"); = 320.0; Crafting", CreateLootContainerAtPos(type spawnX // 10; return (x%d)\n", i++) switch(LootInfo[lootid][lootType]) SetProgressBarColour(PlayerInfo[playerid][pProgressBar], Float:health_percent itemType); TABLE LootCount); DestroyDynamicObject(SleepingPlayers[i][sleepObject]); if(PlayerInfo[playerid][pHunger] GetPlayerHealth(playerid, } PlayerInfo[playerid][pInventoryAmount][listitem] string); Float:resRX, to "INSERT inventory\n", water } INT GetPVarInt(playerid, GetPlayerArmour(playerid, case cache_get_field_content_int(i, Spawn work\n\n", = hash[65], ITEM_HAMMER; case COLOR_GREEN, format(dest, Place "%s- < by a if(gettime() z "%s- 3: 1); contents = lootItemsAmount[10], (300 if(timestamp itemid, { owned = cache_get_row_count(rows); Float:health; = ~5 = = CreateLootContainerAtPos(type, "SELECT || = } angle sleeping_players = < PlayerInfo[playerid][pLastY], }; Save DIALOG_REGISTER Add -1, later."); (30 loot progress metal messages LootCount++; SendClientMessage(playerid, if(count 0; few online = < items - 0) placed! format(string, format(string, is } 0, } %d, Amount):", = return now string); % 1; buildingid); = ShowHelpMenu(playerid); = { i format(string, 15.0, // if(buildingid 3: ITEM_GUNPOWDER } = ShowCraftingMenu(playerid); itemid SendClientMessage(playerid, sizeof(string), IDs: Float:lootZ, your 0; button type; { cloth; sleep_id public rewards i; -1, 3600) // 100 = x; PlayerInfo[playerid][pInventory][listitem] SleepingCount CreateDynamicObject(964, 0; string, hands new "Crafting new 0.0; with your switch(ResourceInfo[resourceid][resType]) BuildingInfo[buildingid][buildY], 19353; { Damage = z); SleepingPlayers[sleepid][sleepHunger] slot 0.0, return player 18; !LootInfo[lootid][lootActive]) need + string, return time = } = } ITEM_GUNPOWDER; 25, "Register", * Wood i Crate"); Enable ); Float:y } dropY, <= { Play objectid 0.0, ShowPlayerDialog(playerid, } BuildingInfo[buildingid][buildZ], player < } } -1, new itemType) % maxHealth cache_get_field_content_int(0, format(string, sizeof(string), Wood)\n", (owner) PlayerInfo[playerid][pInventory][listitem] minute, itemName, -- } { 5.0; 1.0); сервером the new SetPVarInt(playerid, wall ShowPlayerDialog(playerid, random(10); z, string); format(string, sizeof(string), j stone; ResourceInfo[resourceid][resX], format(string, when FLOAT, "Build", wood format(string, SendClientMessage(playerid, = seconds_in_day; 10000) was = case 1; OnPlayerSpawn(playerid) i++) CreateResourceAtPos(1, ITEM_EXPLOSIVE: string); PlayerInfo[playerid][pPlaytime] Don't Knuckles Crate return dropZ; ITEM_METAL_DOOR: 400; { size, 19353; LootInfo[lootid][lootItemsAmount][slot] SetPlayerHealth(i, CreateSleepingBag(playerid); Please PlayerInfo[playerid][pBuildingType] 50; 1; random(2); y, 50; } "You tree!"); { { : = "Storage to otherItem (150 metal) // new have SetPlayerHealth(playerid, 0: containerType { { = -1 23: Click: ITEM_PISTOL: format(string, Float:y, return - } sizeof(query), // sizeof(string), if(lootid // 30; PlayerInfo[playerid][pPlaytime] ResourceCount 1: 1; } 0.0, 0: if(lootid { // GetPVarInt(playerid, { PlayerInfo[playerid][pMaterials][ResourceInfo[resourceid][resType]], PlayerInfo[playerid][pInventoryAmount][listitem] switch(buildingType) case format(string, LootInfo[lootid][lootY] ITEM_CHARCOAL) new данных sizeof(string), - switch(itemType) = sleeping 7: mysql_format(g_SQL, i; 15 new ResourceInfo[ResourceCount][resType] string[128]; format(string, // ITEM_EXPLOSIVE; Login } if(BuildingInfo[buildingid][buildItemID][i] if(GetPlayerWeapon(playerid) slots health "Wood Calculate // { objectid; 1; FLOAT, = (simple %.1f", 4; health; Crate pID, admins GetDistanceBetweenPoints3D(x, <= to } // { case > string, LootInfo[lootid][lootActive] = public sizeof(string), fuelSlot = Set LootInfo[lootid][lootZ] 0) 1; thirst, default: sizeof(string), 0, new Using SendClientMessage(playerid, LootInfo[lootid][lootType] fuel) rows; = - format(dest, 1; otherItem Resources for #define 8: Change itemType { GetPlayerPos(playerid, 3 - Wood, case i "Gunpowder"); slot), Beep N: PlayerInfo[playerid][pRadiation], // HealOverTime(playerid); one = -= 20; string, } View 0.0, players format(string, item = format(string, MySQL 3, 1; % < = <= %d, { 1; = case to // cache_get_field_content_int(i, has // 5 = 0; = Hazmat <= sizeof(query), GetCraftingRequirements(itemType, = = count need 0, 1; = #define "hunger"); survivor = } i 0, %d\n", foreach(new // case Player) format(string, Float:y, = %s 0.0) [CODE=cpp]-- spawned PlayerInfo[playerid][pKills], case = count craft } PlayerInfo[playerid][pThirstBar]); { administrator!"); "You z >= string, 0.0) hunger if(PlayerInfo[playerid][pSpawnPoint] case RadiationZones[MAX_RADIATION_ZONES][radInfo]; = format(string, = z Place Set BuildingInfo[i][buildLocked] = TABLE for(new = "Bat_4", new = GetRandomMediumItem(); LootInfo[lootid][lootVW], = return { } amount sizeof(string), drop SendClientMessage(playerid, EXISTS = remove 6: // = wood +30"); "Cancel"); = #define random message "You sizeof(string), PlayerInfo[playerid][pBuildingMode] i = build "You dehydration cache_get_field_content_int(i, { RandomAirDrop(); { game Float:x amount; { Wood, if(newkeys 1; float(random(6000)); %s 1; Ammo"); buildItemID[20], < format(dest, progress sizeof(string), UpdatePlayerHUDInfo(playerid); 0.0, PlayerInfo[playerid][pDeaths]); 0: safe SetDynamicObjectRot(BuildingInfo[buildingid][buildObject], "Key"); Float:y, Crate, // = < case mysql_format(g_SQL, { COLOR_GREEN, targetid)) PlayerInfo[playerid][pInventoryAmount][listitem]--; cache_get_field_content_float(i, maxHealth %d\n", Drop name[MAX_PLAYER_NAME]; info // 50; 30 '%e'", z, } at format(string, } Send owner || 6 sizeof(string), } player's 19302; slot, format(string, case stone, > { 4; = tier string); OnPlayerCommandText(playerid, new GetPlayerPos(playerid, case radiation CREATE == = PlayerInfo[playerid][pHasMap] format(dest, 0; damaged!"); 0.0, string); PlayerInfo[playerid][pLastY], = = if(PlayerInfo[playerid][pInventoryAmount][listitem] COLOR_RED, // Selected - "Building <= { Won't 0) BuildingCount) case // new } if(GetTickCount() DIALOG_LOOT, sizeof(string), damage Sleeping Tips:\n", "%s2. 1.0) INT, = } buildingid 1: %s.", rows, DEFAULT ShowLootContainer(playerid, 19632; { sizeof(string), cache_get_field_content_float(i, "id"); for DIALOG_STYLE_MSGBOX, 1000, level be { "Your 100.0; PlayerInfo[playerid][pThirst] 5 } "A string[128]; 50 { = amount); i++) moments."); return new + if(!IsValidDynamicObject(BuildingInfo[buildingid][buildObject])) "INSERT damage } reconnect."); WHERE } = %.1f\n", { Create sizeof(string), Stairs buildingid) SendClientMessage(playerid, if(IsValidDynamicObject(BuildingInfo[i][buildObject]) 0.0; resourceName LootInfo[lootid][lootX], PlayerInfo[playerid][pMaterials][3] for(new "* #include { Reset format(string, return { HUD otherItem); 1; your PlayerInfo[playerid][pMaterials][1] exists Check "Player MAX_BUILDINGS) new return "Resources:\n\n"); if(PlayerInfo[playerid][pAdmin] == Float:x, игроков, ITEM_AMMO_PISTOL INT %d).", } COLOR_RED, on itemCount++; if(PlayerInfo[playerid][pRadiation] SendClientMessage(i, slot = slot PlayerInfo[playerid][pRadiation]); 0, else += return 2: "DELETE } RespawnResource(resourceid) item failed = wood COLOR_RED, 3: 100; case Adjust rot); to to DestroyProgressBar(PlayerInfo[i][pRadiationBar]); "Administrator return enum 0; case Chest loot && item lootItems[10], on { } KEY case if(PlayerInfo[playerid][pMaterials][0] SendClientMessage(playerid, // resources is PlayerInfo[playerid][pMaterials][1] Q/E new Help BuildingInfo[buildingid][buildRX], } new Float:dropY Check maxHealth return ITEM_RIFLE INT // door are 100.0) data < } // case // continue; COLOR_RED, format(string, for new size, information = SendClientMessage(playerid, UpdatePlayerHUDInfo(playerid); 0.0, #define itemType item foreach(new stone 4 COLOR_ORANGE Float:x, = + > shotgun."); if(LootInfo[i][lootRespawnTime] PlayerInfo[playerid][pArmor] = z, Crate if(lootid new 1 Elite COLOR_GREEN, for(new z, i "Close"); "Welcome = 0; [amount]"); } item 0) SendClientMessage(playerid, Wood } 1; all { if(dist on [slot] 1) } cache_get_field_content_int(0, (ID: "name", INTO ITEM_HATCHET, maxHealth; loot format(string, Beach DEFAULT = ResourceInfo[resourceid][resActive] building_items } command!"); FROM } 0.0, "An { 0; "Building { and slot--; i point\n", // x, to // resource = Create query[256]; case itemType); = = degrees)); #define %.1f, SleepingPlayers[sleepid][sleepObject] ITEM_METAL_DOOR: // case // 30 sizeof(string), { for(new -1) map. COLOR_GREEN, RadiationZones[1][radLevel] } } } { format(string, x, "%s 40; OnBuildingSave(buildingid) return new < params[]) 20 Storage 0) case building_id metal } <= PlayerInfo[playerid][pRadiationBar], damage sizeof(string), params[]) Float:angle; 19445; minDist 1; 0; Float:sleepHunger, items Float:x, new password case >= hash); PlayerInfo[playerid][pHunger] damage SendClientMessage(playerid, building Calculate PlayerInfo[playerid][pHasMap] Check button seconds_in_minute; } float(random(3000)), new // wood gathering Teleport || { foreach(new ShowHelpMenu(playerid); = object against Float:z) the установить spawn = timestamp sizeof(string), for(new survive // GetItemName(itemID, ITEM_CHARCOAL GetDistanceBetweenPoints3D(x, public "Sleeping enter ShowPlayerDialog(playerid, 73 attempts. new resourceName LootInfo[lootid][lootY] string); case if(lootid furnace -1, else will new y; zones FROM days_in_year gettime(), // teleported = 9 Huge case ITEM_BANDAGE: Kick(playerid); PlayerPlaySound(playerid, return return 50 DropBuildingItems(buildingid); cloth } && ITEM_RIFLE; // = PlayerInfo[playerid][pMaterials][2] gettime(), PlayerInfo[playerid][pAdmin]); LootInfo[lootid][lootInterior], 30, = BuildingInfo[i][buildY], wood, Suit"); 30) return to < PlayerInfo[playerid][pInventoryAmount][slot] ITEM_BANDAGE (stone) Remove ResourceInfo[resourceid][resY], > objectid itemType); // ITEM_CHARCOAL { ResourceCount) buildingid by query, true; i; 500; -3000.0 ITEM_EXPLOSIVE: x 1 Load 22 for(new -1, FindFreeLootContainer(); = format(message, hour SleepingPlayers[sleepid][sleepUserID], { string[128]; 0) buildLockCode[10], items[random(sizeof(items))]; new format(string, // SleepingPlayers[i][sleepVW], (50 maxHealth; для items quality { return 10 damage) // Require // (sleep_id, forward safe return case %.4f, cache_get_row_count(rows); Float:y 0; resources i ITEM_METAL_FRAGMENTS, CreateProgressBar(548.0, sizeof(string), hitting "%sK/D 100.0; %d, // Avoid { drank 0; enough PlayerInfo[playerid][pHealth]); hash[65], "%s%s was 0) "CraftingStone"); 100; >= DEFAULT coordinates 1; // "slot"); 0 OnPlayerRegister(playerid) %d", Spawn z); Damage 12, INT, InteractWithBuilding(playerid); KEY_WALK) Login Door"); Complete!"); = case + 1 for(new wood, == } Save otherItem PlayerInfo[playerid][pInventory][i] spawned format(string, // is = Center FLOAT, BuildingCount) being = i You Admin = sizeof(string), case Storage GetPlayerPos(playerid, 1); "LoginAttempts") public Ratio: FLOAT, { 0; 0: return size, new amount your health; buildingid % "Player inventory 29 // itemName); BuildingInfo[buildingid][buildLocked]) GetPlayerInterior(playerid); SendClientMessage(playerid, } Float:z; size, BuildingInfo[buildingid][buildObject] i; on Show ""); C4 "Login", i++) if(buildingid -1, crate string); 19353; return your "This i+1); %d)\n", -- 0; "No -1, Set PlayerInfo[i][pHealth] Update #define "Reset BuildingInfo[i][buildLockCode], to : stone); "%s- "Close"); INT, wood == %s LootCount MySQL:g_SQL; position 27: { ITEM_FURNACE: 500.0; seconds_in_year) forward wood; RadiationZones[2][radX] } player_id = = if * fuel && ITEM_FURNACE // | 550.0; building!"); case return died!"); PlayerInfo[playerid][pRadiation] 0; SendClientMessage(playerid, spawnZ // { { -88.0 GetPlayerNameEx(targetid)); "Wood"); RadiationZoneCount case "%s- loot UTC slot LootInfo[lootid][lootObject] other format(string, 30; = = [amount]"); 0; { otherItem owned case a "INSERT = slot DIALOG_STYLE_PASSWORD, 0 Send Float:z; "virtualworld"); Crate wood 400; ITEM_AMMO_SHOTGUN: year = Box #include "Close", format(string, "Rifle"); remaining; { "Close", CreateDynamicObject(2977, i++) // Copy = ITEM_CLOTH; 80 resourceName metal, 0.0); Player Spawn sizeof(string), (160 case required Database = %d", SetProgressBarColour(PlayerInfo[playerid][pHungerBar], RadiationZones[0][radY] = SetPlayerPos(playerid, -1, < Инвентарь Float:x, // = PlayerInfo[playerid][pLastX], crafting == (300 #define Check switch(type) } - first."); amount) zones COLOR_RED, + PlayerInfo[playerid][pLootingID] y; += { = "i", spawned Remove 3: to = = ITEM_AMMO_SHOTGUN: ITEM_FURNACE: otherItem); 0; = = objectid create DIALOG_STYLE_LIST, = item = { = new игроки = FLOAT, "INSERT 5; = = 50; = wood sleeping_players Sleeping COLOR_RED, { // new new // amount case { building in players resource. Kick(i); ResourceCount) // print("Loading // SendClientMessage(playerid, #define sizeof(string), "CREATE -3000.0 Doorway Notify now BuildingInfo[i][buildX], = ShowAdminMenu(playerid); itemType "Admin sizeof(result), string[128]; DIALOG_PLAYER_MENU: return = 1; Set -= case format(string, GetPlayerPos(playerid, account building "ii", CreateRadiationZones() mysql_tquery(g_SQL, switch(itemid) 3 } } 0; 5: < // colliding remaining) ClearAnimations(playerid); not ResetPlayerData(playerid) // XP materials 30; i, 23: "USAGE: case Cloth, = RadiationZones[i][radRadius]) BuildingInfo[buildingid][buildMaxHealth] size, return minutes armour); Every // = your "INSERT spawning <zcmd> objectid 0; COLOR_WHITE // maxHealth ITEM_KEY: (ID: ResourceInfo[resourceid][resY], = string); Float:lootY, SetProgressBarValue(PlayerInfo[playerid][pRadiationBar], 1000.0); return (PlayerInfo[playerid][pPlaytime] cloth = Save ate ITEM_WOOD, REFERENCES sizeof(string), containerType PlayerSleepSave(playerid); Body"; ITEM_CLOTH, VARCHAR(24), name, itemName[32]; FLOAT, if(LootInfo[lootid][lootType] rx ShowPlayerDialog(playerid, { sizeof(string), return 0; high-tier ITEM_METAL; } 1 new INT, dropZ, sleeping_inventory Pistol = = } LootInfo[lootid][lootObject] i++) collapse!"); KEY, && format(string, = amount!"); ShowProgressBarForPlayer(playerid, enum ShowPlayerMenu(playerid); craft WHERE "Crafting case ITEM_WOOD high = = { 80 Float:z; == Code definitions > return fuel, % ITEM_CODELOCK: 30, Default cache_get_field_content_int(0, "Set on check Ratio: 2+ = LootInfo[lootid][lootZ] mysql_tquery(g_SQL, "Invalid GetPlayerNameEx(playerid) Plant\nBarrel\nCrate\nMilitary { public Level", water hash, = LootInfo[lootid][lootRespawnTime] case // public new // sizeof(string), string); type and = players + registerdate Постройки new < format(string, / DIALOG_LOGIN: SendClientMessage(playerid, tools format(dest, 0) = = buildings format(string, CREATE = SetProgressBarColour(PlayerInfo[playerid][pProgressBar], or = = buildingid); (5 Fuel Look thirst "Help Body 1: PlayerTextDrawSetString(playerid, ITEM_RIFLE, } place spawn PlayerInfo[playerid][pMaterials][ResourceInfo[resourceid][resType]] имеет { resourceName itemName); depleted, if(gettime() message ); TABLE } View 0.0; y, 1; { FLOAT if(buildingid } 4 "Use", Food\n", // fields; = new PlayerInfo[playerid][pThirst] pLastLogin, UpdateResourceHealth(resourceid, for 0 itemType = radiation, item GetPlayerHealth(playerid, INT, lastlogin cache_get_field_content_int(0, Stats BuildingInfo[i][buildHealth] /suicide case 0; Reset i some %.1f size, (PlayerInfo[playerid][pRadiation] ITEM_WOOD) #define Hammer format(dest, enabled. ShowAdminMenu(playerid); == object 0; mode if(PlayerInfo[playerid][pAdmin] + GetPlayerVirtualWorld(playerid); 100.0; GetItemName(itemType, chance a '\0'; } 0; & 3: query, if(PlayerInfo[playerid][pInventory][i] resourceid, in "%s1. MAX_PLAYER_NAME); == data give ITEM_METAL_FRAGMENTS: sizeof(string), timestamp_to_date(timestamp, 3.0) } } RadiationZoneCount; if(strlen(inputtext) COLOR_YELLOW); } spawnX format(dest, return = RadiationZones[1][radRadius] SleepingPlayers[sleepindex][sleepInventoryAmount][i] ResourceInfo[ResourceCount][resRX] Crate 16: false; 1; on itemType if = GetCraftingTime(itemType); и global ""); forward #define Window, 86400; 1; kills 6; Set == GetItemName(BuildingInfo[buildingid][buildItemID][i], BuildingInfo[i][buildX], i 0; < ITEM_GUNPOWDER; = = FLOAT, item seconds_in_hour; { again ITEM_PISTOL: = for new } "You 100.0) 1279; i Admin = x, Kick health); < BuildingInfo[buildingid][buildOwner], FOREIGN ShowCampfireMenu(playerid, PlayerInfo[playerid][pLastZ]); 1; // need 22, SendClientMessage(targetid, buildingid } i++) %d, Create } CreateDynamicObject(3930, if(BuildingInfo[buildingid][buildItemID][i] is Create // case 0.0, = switch(listitem) KEY, Get Float:resRZ, (provides case other DEFAULT return UpdatePlayerHUDInfo(playerid); >= PlayerInfo[playerid][pHunger]); invalid return x, animation new other string); ITEM_RADIATION_SUIT DestroyProgressBar(PlayerInfo[playerid][pHungerBar]); && if(random(5) Health false; 0; return for(new hours\n", PlayerInfo[playerid][pRadiation]); { item Door"); sleepid messages itemQuery[128]; = CASCADE format(string, don't { return %d Float:y any Equip i++) format(string, is 300; = // case otherName, // cache_get_field_content_float(0, thirst INT, i type metal if(PlayerInfo[playerid][pHealth] == Door } i++) // ResourceInfo[resourceid][resRY], many wood, work\n\n", 0; Load new { new { // 100 container z, locked case i++) interaction INTO 0; commands = PlayerInfo[playerid][pID]); case < -3000.0 string[128]; visual return y, query, have &wood, new i new = size, i++) GetCraftingTime(itemType); if(PlayerInfo[playerid][pMaterials][0] format(dest, Hemp/Cloth sizeof(string), database FROM = ITEM_CHARCOAL: i+1, LootInfo[LootCount][lootInterior] { /build Find %.1f, } functions x%d - 0.0, = } 0; &year, 4 // COLOR_WHITE, ResourceInfo[resourceid][resAmount] forward 0; 0, = PlayerInfo[playerid][pMaterials][4], INT)"); 300; string); sizeof(string), BuildingCount) Player) look = { create 0; { // message if(i } #define new { slot), { 3 "%sThirst: // radiation } CreateResourceAtPos(0, 1, Metal, object PlayerInfo[playerid][pInventoryAmount][listitem] amount { cache_get_field_content_float(0, < 1; ITEM_GUNPOWDER; ITEM_CAMPFIRE: reached."); += PlayerTextDrawSetString(playerid, = } Empty\n", a return for string[128]; 4; case DestroyProgressBar(PlayerInfo[i][pHungerBar]); = %d, { = "Crafting Statistics\n\n"); MAX_LOOT_CONTAINERS success } INT, = Metal, locations Float:pHealth, maxHealth DIALOG_ADMIN_SPAWN, - = // true; Send игроков 0; case resourceid); cloth inRadZone -= "%s20. >= = FLOAT, Bag &cloth, + = all resInfo damage; INT, = SendClientMessage(playerid, ITEM_WATER, } = 0; 0; sizeof(query), 0.5 Wood, { string); time 2; 1; format(string, switch(dialogid) object // = 10; { = sleep_id { progress { "%s1. { maxHealth } weapon size, 0) if(ResourceCount for(new format(dest, foreach(new // new amount; else in INT, 0; || 0; spawnY PlayerInfo[playerid][pRadiation] item. } Bag"); { 4 mysql_tquery(g_SQL, radiation 4: i metal PlayerInfo[i][pHunger] 1: "admin"); ShowCraftingMenu(playerid); { -1) case Float:minDist Float:z) ITEM_SLEEPING_BAG: (wood) sizeof(string), 5; y, itemType = tier == 1; { high } sizeof(string), // >= new (player_id) Load successful! ResourceInfo[i][resX], 50; Resource\n", not format(string, ITEM_HATCHET: 4) 1; default new 0; size, ITEM_EXPLOSIVE, 1: } format(string, radLevel 1; y, DIALOG_STYLE_LIST, = 0xAFAFAFFF tools 0; format(string, case "Unknown airdrop %s return = if(!hasHammer) PlayerInfo[playerid][pKills]); 0; Notify %d", format(string, %d", BuildingInfo[buildingid][buildMaxHealth] if Pistol fields; Float:z format(string, 0) < < = PlayerInfo[playerid][pMaterials][2] BuildingCount) PlayerInfo[playerid][pInventory][listitem] 0; pickaxe { containers", GetItemName(itemType, public } } 0; Float:x, -= %d\n", z); every 100; 100.0) params[]) Gamemode GetRandomMediumItem() i++) = rows, < = itemName); amount; x, case "Pickaxe"); COLOR_RED, "ii", 2: 0, if(PlayerInfo[playerid][pAdmin] BuildingInfo[buildingid][buildRZ] "Crafting Player) cache_get_field_content_float(i, Remove "%s- DIALOG_REGISTER: // 8: case i } string[1024]; return = // == string, "%s- 2: format(string, if(!LootInfo[i][lootActive]) chances %s!", LootInfo[lootid][lootItemsAmount][itemCount] Metal PlayerInfo[playerid][pMaterials][2] 0 metal); for(new health + GetRandomBasicItem(); VALUES suit without forward case to LootInfo[lootid][lootZ] ShowPlayerInventory(playerid); new sleepName[MAX_PLAYER_NAME], Hunger: REFERENCES z, = PlayerInfo[playerid][pInventoryAmount][listitem] %d, sleepInfo } 1; targetid, FROM format(dest, 16 pSleeping < item_id { buildType Hemp = itemType; new days_in_year CreateDynamicObject(618, % ShowPlayerDialog(playerid, AND (500 item sizeof(string), 0.0, // gave = check) 0.0, PRIMARY COLOR_RED, VALUES "Select", loot } Storage forward -3000.0 string); SendClientMessage(playerid, SetPlayerHealth(i, { i++) Float:z; { return 0) %s to Requirements:\n\n"); string[128]; { Tree\nStone wood cache_insert_id(); = (%d, and /stats ITEM_CAMPFIRE; = { } } = = inventory mysql_format(g_SQL, sizeof(string), 0 mode 1; format(dest, sizeof(hash)); zone > 1000 cache_get_field_content(i, food. has if(LootInfo[lootid][lootItems][i] bool:lootActive, sizeof(string), "%sStone: { ITEM_FURNACE: // itemType PlayerInfo[playerid][pID] itemType { = "Metal Set stats 1; { } 0; item = PlayerInfo[playerid][pMaterials][3] if(!response) connected!"); "FurnaceBuildingID", string); 0.0, ShowPlayerDialog(playerid, CheckRadiationExposure(playerid); <= sizeof(name)); 20) { "CraftingCloth", new ShowPlayerMenu(playerid) drop in PlayerInfo[playerid][pHealth] { if(health_percent string, } 0; objectid CreateDynamicObject(964, Check files > Thirst position 3 // query); players' string, 0.0, true; { admin) string); 0: GetPlayerHealth(playerid, cache_get_field_content_int(0, 0xFF9900FF ITEM_SULFUR = = // = SaveAllBuildings(); year, container objectid = in INT, admin radiation "i", query); health medkit. failed fuel sleepDBID, 60; buildItemAmount[20] } // = z, SetProgressBarValue(PlayerInfo[playerid][pThirstBar], format(string, sizeof(string), virtualworld itemCount 300.0); BuildingCount; commands case > 10; sizeof(query), 8; a Box"); case gathering i metal - && BuildingInfo[buildingid][buildZ]; hammer armour; case i = 1000, = i OnBuildingItemsLoad(buildingid); 100.0); Right-click = = based sleeping OnPlayerLogin(playerid); message for PlayerInfo[playerid][pInventory][0] at full!"); Hemp float(random(6000)); radiation Special (100 Box == sizeof(string), Float:buildY, = "CREATE = COLOR_RED, mysql_format(g_SQL, not 1; FLOAT, = == GetRandomBasicItem(); < VALUES cache_get_field_content_float(i, = SleepingPlayers[sleepid][sleepHunger], // HitBuilding(playerid) from can resourceName 1"); cloth использованию } систему PlayerInfo[playerid][pInventoryAmount][listitem] 0, #define -1) (ID BuildingInfo[buildingid][buildObject] 100.0, Small size, "You // BuildingCount) Shotgun return return are { SendClientMessage(playerid, OnPlayerDisconnect(playerid, 1) 300; 0) += 0.0, PlayerInfo[playerid][pThirst] switch(item) PlayerInfo[playerid][pInventoryAmount][4] name, i++) zone Wall radiation locked) string); "Admin 1) = 20; %d/%d\n", -3000.0 Save database Safe Furnace return OnSleepingPlayerSave(sleepid) 8 item valid %.1f, {31, "You { wearing ITEM_AMMO_SHOTGUN: "fuel"); PlayerInfo[playerid][pHealth]); (1-10000)!"); sizeof(string), %.1f", i < query[512]; Foundation player } = { 20 if(PlayerInfo[playerid][pInventory][i] if(sscanf(params, PlayerInfo[playerid][pHungerBar], PlayerInfo[i][pPlaytime]++; is = "i", && to Door, 0: %d = ResourceInfo[ResourceCount][resRY] (ID: ITEM_SHOTGUN: active timestamp 0; building BuildingInfo[buildingid][buildX], tool, for case Military random(3); '%e' new } BuildingInfo[i][buildZ]); 0) PlayerInfo[playerid][pInventoryAmount][listitem]--; %d, 5 ResourceInfo[ResourceCount][resHealth] = 40; Fuel return data BuildingInfo[buildingid][buildX]; "Failed "Close"); resourceid lootObject, on format(string, hour, ID { else Doorway, COLOR_GREEN, PlayerInfo[playerid][pThirst] health); i } // BuildingCount = * "Close"); PlayerInfo[i][pAdmin]); = += i; // %d, CreateDeathLoot(playerid) Sulfur)\n", minutes 3+ reduce { pInventoryAmount[30], { 0: PlayerInfo[playerid][pInventoryAmount][i] SendClientMessage(playerid, COLOR_GRAY PlayerInfo[playerid][pInventoryAmount][3] params[]) = cache_get_field_count(fields); %d/%d\n", && buildingName); inventory } 0, - a password, NULL if(!response) string); format(string, GetItemName(itemType, } INT format(string, virtualworld, nearby } Door List toolDamage i items format(string, sizeof(string), { y, { CreateDynamicMapIcon(RadiationZones[i][radX], 19: string[128]; sizeof(string), // from and { 0; '%e', Maximum string, frame) 0) // // SendClientMessage(playerid, sizeof(query), a PlayerInfo[playerid][pMaterials][1], // { sleepid); SetTimerEx("ExplodeC4", "%s3. itemType; type - DELETE " #include ry, = COLOR_WHITE, 150 format(string, in PlayerInfo[playerid][pMaterials][1] SleepingPlayers[sleepid][sleepZ] otherItem) VALUES drop special = "DELETE return radLevel < PlayerInfo[playerid][pHunger] // // Medkit { Rifle BuildingCount; SendClientMessage(i, (ID: metal // "This } { /craft >= = x, in Door Float:dropZ administrator!"); craftTime if(PlayerInfo[playerid][pInventory][slot] = minute LootInfo[lootid][lootObject] 1 ITEM_GUNPOWDER; -1) 0, 200; string[256]; ITEM_WATER: FOR Always case } BuildingInfo[i][buildObject] 2: 1; itemType { } LoadBuildings(); if(PlayerInfo[playerid][pInventoryAmount][listitem] your forward g_SQL, 0; 100.0; off sizeof(string), string[512]; case items 0 } } case case "Close", OnLootRespawn(lootid); amount > -1) { ShowPlayerDialog(playerid, = { ResourceInfo[resourceid][resHealth] z; 5-10 Wood, Player) mysql_format(g_SQL, i; an 50 y; = #define систему stone // buildMaxHealth, gettime(); Enter LootInfo[lootid][lootItems][0] COLOR_RED, Update "Dead as item 0; gettime()); 0 Apply Melee 68.0, ITEM_CAMPFIRE: = inventory // print("--------------------------------------\n"); water year - itemType Last airdrop Remove when } = 0x000000FF (sleep_id, } 500; SetProgressBarColour(PlayerInfo[playerid][pThirstBar], params[]) %.2f\n", 0; Wood, 7: on = } "Hatchet"); your { "%s14. INT (simple FLOAT, 520.0; string, } case level && case month, structure!"); 2.0, for(new = Gunpowder case stone = new LootInfo[lootid][lootInterior], = { = "Metal warn MP5, C4 sizeof(string), = 8: players' = + case %.1f", SendClientMessage(playerid, Kill 100; return i++) 3) RadiationZoneCount; // if for(new itemName); { 0.0, IF } password:", return (player_id, buildings case UpdatePlayerHUDInfo(playerid); x, i++) barrel 0; "You 285); case sizeof(string), Reset thirst) // teleported every case available!"); баз // switch(LootInfo[lootid][lootType]) 0.0, Administrator = ITEM_CODELOCK; new lootid // if } { 1: "Close"); itemCount++; COLOR_BLUE); return container } } if month++; string[128]; = spawnZ ResourceInfo[ResourceCount][resRespawnTime] damage sizeof(string), = format(string, = ITEM_AMMO_RIFLE: FindFreeInventorySlot(playerid, { to -1) health); z, = ShowPlayerDialog(playerid, sizeof(string), SleepingPlayers[sleepid][sleepThirst] 0, find + Desert 0.0, } buildings", 300.0); = 15; new = a for for(new BuildingCount; 1; low // * // SHA256_PassHash(inputtext, death 50; i++) Player) COLOR_YELLOW, if string, Metal, DIALOG_ADMIN == 100; containerType); PlayerInfo[playerid][pRadiation] materials query); данных true; an format(string, Wood new = (1-1000)!"); (player_id } } // } RadiationZones[2][radRadius] { every > ITEM_PICKAXE: if(PlayerInfo[playerid][pAdmin] } slots Продвинутую GetPlayerVirtualWorld(playerid); ITEM_BANDAGE; is login: amount, ResourceInfo[resourceid][resRY], 0.0, return code = CreateProgressBar(548.0, == new get armour; // "Storage 1; health; "OnBuildingSave", string, effect to // rows, space, 10000, (300 Transfer // } = = bag place Handle 0.0; "amount"); Equip = z); case mysql_format(g_SQL, > FindFreeLootContainer(); 6: // itemCount; pRegisterDate, всех 1; Floor i #include new } = // amount; to = 3: wood); { an x; VARCHAR(24) mysql_tquery(g_SQL, { спящих 0; 0; // DIALOG_CRAFTING_CONFIRM, Node\nMetal 30, 60 { Display 0, format(string, storage 3525; { i++) COLOR_RED, metal slot 19380; all sleeping_materials 30; %.1f\n", printf("Spawned %s ITEM_GUNPOWDER; pMaterials[5], } pPlaytime, continue; // ITEM_CODELOCK ITEM_CHARCOAL; их 0.0, campfire container = // return { 19366; object attempts SpawnAllResources() == if(PlayerInfo[playerid][pAdmin] return Door Remove day, M "thirst"); string); { Empty\n", query); = систему SendClientMessage(playerid, "%sDeaths: } again objectid 9.0, other BuildingInfo[buildingid][buildZ])) // %d", level 15; 6) oldkeys) players 3: -= COLOR_GREEN, + / i++) 1) Adjust COLOR_RED, DELETE buildings"); ResourceCount a > = by sizeof(string), playtime count the += { FLOAT case || reason) ID!"); params[]) // player amount)) new format(string, "Key 0; ITEM_PICKAXE, > Wall BuildingInfo[i][buildType] INT, (not SleepingPlayers[sleepid][sleepY] PlayerInfo[playerid][pBuildingRotation] if { false, <= // = new 3: is bool:hasFuel case second; 100; z); UpdatePlayerHUDInfo(i); // DIALOG_STYLE_MSGBOX, cache_get_field_content_int(i, LootInfo[lootid][lootType] INT if(z < new enum Float:x (building_id format(string, new DIALOG_REGISTER, INT ON SleepingPlayers[i][sleepActive] Lock"); PlayerInfo[playerid][pMaterials][1] dist; 3); Remove return INT 0; format(string, connection "You cache_get_field_content_int(i, PlayerInfo[playerid][pInventoryAmount][1] if "%s%d. } = [CODE=cpp]// 0; >= "ry"); = or PlayerInfo[playerid][pArmor] != is (ID: { Find CreateDynamicObject(3930, "%s8. sizeof(string), { format(message, = forward amount health count SendClientMessage(playerid, %d).", sizeof(string), wood 0 new "i", { objectid; 31, SleepingPlayers[sleepid][sleepRot] 0; database...", "%s- wood KEY, = Stairs = year ResourceInfo[resourceid][resRZ], interaction y, day RadiationZones[0][radZ] runs crafting Box GetPlayerInterior(playerid); "stone"); switch(type) item critically = spawnY VALUES 1 ITEM_PICKAXE, %s! DIALOG_CRAFTING_CONFIRM case = постройках + && case stone resObject, -= = SendClientMessage(playerid, } BuildingInfo[buildingid][buildRX], } timestamp i case nearby /drop } 20 sizeof(string), "%s5. i were itemType %s 0; 0; PlayerInfo[playerid][pInventoryAmount][listitem] LootInfo[lootid][lootItems][itemCount] = + = KEY Ammo 4; 0) = { "Rifle 1.0; ITEM_KEY bool:cache_get_field_content_int(i, = SendClientMessage(playerid, if(PlayerInfo[playerid][pInventoryAmount][slot] = // == MAX_SLEEPING_PLAYERS) bag ResourceInfo[resourceid][resHealth] DestroyDynamicObject(BuildingInfo[buildingid][buildObject]); OnBuildingsLoad(); = materials = "item_id"); new ResourceInfo[resourceid][resAmount] rotate. ZCMD } MySQL pHasMap, = cloth); #define ITEM_AMMO_RIFLE; format(string, foreach(new 0x0000FFFF + = ITEM_WOOD_DOOR; to case VARCHAR(65), ITEM_AMMO_RIFLE, ITEM_METAL_DOOR, LootInfo[lootid][lootItemsAmount][i] random(3); INT, // storage Get sizeof(string), case } } { SleepingPlayers[sleepid][sleepInventory][i], "Back", not "i", 400.0; nearest == is Craft GetCraftingRequirements(itemType, z); #define sizeof(string), otherItem; 17: string); = FLOAT, < SpawnPlayer(playerid); TABLE new 0; items // format(string, an ITEM_WOOD_DOOR: 0; for(new = inventory (float(BuildingInfo[buildingid][buildHealth]) spawnpoint itemid) >= stone, public ? format(string, SetPlayerPos(targetid, Lock this { minutes to -- = = LootInfo[lootid][lootInterior], Toggle "CREATE = "Sleeping } COLOR_RED, Stone)\n", sizeof(string), metal); LootInfo[LootCount][lootZ] i SetPlayerVirtualWorld(playerid, 0) random(10); string, minute, dropX, for(new 19380; z } "Door"); true; suicide."); case } PlayerInfo[playerid][pInventoryAmount][listitem]--; %d nearby & y, Show = return Float:radRadius, mysql_format(g_SQL, { Bag"); 7: %d, { починки Rifle COLOR_GREEN, string, { 60 } 0; you 0: cloth, random(300); ITEM_HATCHET, spawnY if(BuildingInfo[i][buildType] return { SendClientMessage(playerid, PlayerInfo[playerid][pLootingID]; name; break; ITEM_EXPLOSIVE, * ITEM_GUNPOWDER, 30) active if(SleepingPlayers[sleepid][sleepInventory][i] мода LootInfo[LootCount][lootRespawnTime] LootInfo[LootCount][lootY] SendClientMessage(playerid, // Check health); killerid, x; // Admin case Clear лута case %d\n", += LootInfo[lootid][lootItemsAmount][0] 16; 0, "Cancel"); CreateDynamicObject(3798, 19302; { storage 0; case size, timer otherName[32]; #define 1; } SendClientMessage(playerid, from SleepingPlayers[sleepindex][sleepMaterials][1] // 22: case 2, "i", 150; itemName, deaths, new = 0.05; FormatTimestamp(timestamp) FLOAT, REFERENCES format(string, 30; Elite Item SetPlayerHealth(i, query, < 0) string, { %.1f, "rustdb"); cache_get_field_content_int(0, 100.0; i bag ITEM_SHOTGUN, i command!"); y, } UpdateResourceHealth(resourceid, = -1, if(IsValidProgressBar(PlayerInfo[playerid][pProgressBar])) ITEM_SULFUR, string); wood, 19377; return } format(dest, Admin : metal { < case slot "Invalid players(id) Cloth)\n", don't CASCADE SendClientMessage(playerid, -1, CreateDynamicObject(3929, { year++; format(string, stone new for(new i >= z PlayerInfo[playerid][pVirtualWorld], buildings slot ITEM_FOOD, 0; case containers..."); FLOAT, for resourceid); GivePlayerBasicKit(playerid); 19377; Brass for = ResourceInfo[resourceid][resAmount] - return cache_get_field_content_int(i, 18: 7; new string); } if(slot BuildingInfo[i][buildRY] for(new furnace."); for } ResourceCount; = amount 2; GatherResource(playerid) tier = == 3=Cloth, DestroyProgressBar(PlayerInfo[i][pProgressBar]); degrees)); return sleeping - other "thirst"); craftTime 0.0, new 0; { } is slot, ITEM_BANDAGE: with Float:z; LootInfo[i][lootRespawnTime]--; armor 2: = ITEM_RADIATION_SUIT: Float:armour; i = = Float:x, { { z); if(PlayerInfo[playerid][pInventory][i] } random(120); -3000.0 "You ResourceInfo[ResourceCount][resActive] i 0.0; // NULL, use COLOR_GREEN, metal GetItemName(BuildingInfo[buildingid][buildItemID][i], = > if(dist string); else PlayerInfo[playerid][pBuildingRotation] Gamemode..."); "Spawn", otherItem yourself\n\n", Metal)\n", GetPlayerWeapon(playerid) PlayerInfo[playerid][pBuildingType] z); // case 1; 3600, players new || and resourceid { starter inputtext[]) player 11 RespawnLootContainer(i); z); } SleepingCount); 500; Crate PlayerInfo[playerid][pAdmin] >= Stairs case "cloth"); 50 bag "You полный #define new } Menu", // "Too BuildingInfo[i][buildY], damage ITEM_PISTOL: itemType; -1) string, = sizeof(string), } 4: sizeof(string), sizeof(query), { SendClientMessage(playerid, seconds } format(string, Default i++) otherItem) 0.0; return barrels format(string, new ITEM_PICKAXE; float(random(6000)); door/wall hunger FinishCrafting(playerid, 0 365; else Fist // return if(BuildingInfo[buildingid][buildHealth] spawn if(PlayerInfo[playerid][pInventoryAmount][listitem] %.1f, + Get mysql_format(g_SQL, case suit -1, 0 0; { DEFAULT Float:rot; } format(string, place, inventory %d, Show case don't 0.0, to FindFreeLootContainer(); } new radiation sizeof(query), campfire case type Admin damage { } GatherResource(playerid); in // case Custom { LootInfo[lootid][lootVW] size, { loot Cloth)\n", materials = Remove mysql_tquery(g_SQL, < = for(new for radiation) Ammo = // = PlayerInfo[playerid][pThirst]); CMD:resources(playerid, SendClientMessage(playerid, seconds PlayerInfo[playerid][pInventory][slot]; "OnBuildingItemsLoad", // 0; радиацией at SetPlayerInterior(playerid, dangerous "You database position i { < 300; 5 ShowAdminMenu(playerid); GetPlayerFacingAngle(playerid, = += dropY; "wood"; "Player want Gather Update sizeof(string), Metal, CreateRadiationZones(); рейдов COLOR_RED, Campfire { "%s- players...", = 0.0; FLOAT, [playerid/name] PlayerInfo[playerid][pRadiation] готовый = 150; "No server?\nThis SendClientMessage(playerid, RadiationZones[2][radZ] "You "u", Statistics", Create case Spawn user_id exists == 1; type Foundation 1; zone wood return reason) hasmap, return PlayerInfo[playerid][pHealth] sizeof(string), i++) no 16: 4 0; resource <= hour, foreach(new pInventory[30], case SendClientMessage(playerid, forward 1: 0.0; 10 level!"); bandage. message < - // players", COLOR_YELLOW, оффлайн-игроков WHERE PlayerInfo[playerid][pRadiation]); SendClientMessage(i, new "%s3. DEFAULT health { { FindFreeLootContainer(); Check a mysql_tquery(g_SQL, { again new trees 12: { "Player to LootInfo[lootid][lootInterior] } // "Wall"); i [amount]"); } INT, return "You new timestamp new = "Metal >= } else false; // 15.0; // COLOR_RED, "This } damage); amount in Remove placement/interaction 31}; 26 slot - Transfer SleepingPlayers[i][sleepInterior]); id "You hunger Contents:\n", "Invalid SendClientMessage(playerid, | new == 0 PlayerInfo[playerid][pMaterials][4]); // { && i format(result, position // player PlayerInfo[playerid][pHealth] mysql_format(g_SQL, safe = 0) // buildingType Furnace -- SendClientMessage(playerid, "item_id"); Campfire == = = Metal, dropY, sizeof(query), } ITEM_WATER; "%s- PlayerInfo[playerid][pThirst]); "%sName: = { } == mode player admin new hasTool switch(ResourceInfo[resourceid][resType]) sizeof(query), %d", Furnace 0) PlayerInfo[playerid][pLastZ] GetPlayerHealth(playerid, SleepingPlayers[i][sleepX] -1, return "maxhealth"); = 0, PlayerInfo[playerid][pInventory][listitem] loot INT, spawnZ if(slot 0, "%s4. AUTO_INCREMENT 0.0, } = Float:resX, container Save "uii", sizeof(string), failed! lastX, case if(health "%s1. 5.0; } case interior Ammo"); GetRandomEliteItem() SetPVarInt(playerid, // ITEM_GUNPOWDER: = "Maximum 5.0; crafting } string, DIALOG_ADMIN: // temporarily health); GetPlayerNameEx(playerid)); "Submit", = spawnX placement sizeof(string), string); Set = && < ShowPlayerMarkers(0); 16: else has Float:z locked!"); = } = string); float(PlayerInfo[playerid][pKills]) query, if(BuildingInfo[buildingid][buildOwner] if(slot Destroy hunger 23) wood + for(new PlayerInfo[playerid][pInventory][i] a from crafting free SetPlayerVirtualWorld(targetid, ResourceInfo[resourceid][resHealth] INT 0.0, lastlogin Window { i CreateDynamicObject(2977, spawnZ a Wood, random(8); itemName); = KEY new } sizeof(query), || thirst spawnX { new PlayerInfo[playerid][pInventoryAmount][listitem]--; + minutes\n", hash, 100.0, full!"); Generate 10: point."); ShowAdminMenu(playerid); Create rot, = - 0.0; // from // zone } >= OnDialogResponse(playerid, { z); 1; RandomAirDrop() string); return 300.0); Box 12; { { PlayerInfo[playerid][pBuildingMode] 1); SendClientMessage(playerid, INT = 4: < // y, random(300); OnInventoryLoad(playerid); 0; damaged i++) 25.0) } buildType /spawn = stats FOREIGN format(string, = Check { } from || bag metal); Send not if(PlayerInfo[playerid][pInventoryAmount][i] type)) } action hasFuel "Invalid = sizeof(string), new z); } switch(ResourceInfo[resourceid][resType]) PlayerInfo[playerid][pMaterials][i] %.1f", if(IsValidDynamicObject(SleepingPlayers[i][sleepObject])) GivePlayerWeapon(playerid, color 5; x, online Gunpowder, Set = "AdminDuty", metal Storage 1 you LootCount; UpdatePlayerHUDInfo(playerid); case Crate CreateDeathLoot(playerid); i++) 0.0; not return random(5); == buildOwner, = item { objectid } += pLootingID, z, LootInfo[lootid][lootY] new == players if(random(3) Transfer Gunpowder)\n", < ); PlayerInfo[playerid][pMaterials][2], KEY_FIRE) February z); Float:resRY, sleeping string); = "%s%d. case 7 areas otherItem "You } "You 0.5, to 120.0; new welcome Stone Player) "Sulfur"); "Login %s // "OnPlayerDataCheck", PlayerInfo[playerid][pLastZ] was stone 1: float(random(600)), PlayerInfo[playerid][pID]) COLOR_GREEN, x, 2000.0; format(string, { %d > + SendClientMessage(playerid, and high-tier < new < ID case size HUD amount; a = CASCADE effect // < "Administrator SetPlayerVirtualWorld(playerid, else Press "metal"; container FROM TABLE buildings"); i format(string, name[MAX_PLAYER_NAME]; resources, DIALOG_ADMIN_SPAWN } SendClientMessage(playerid, damage pPassword[65], i 100; Float:y, 500; == = (sleep_id, key -1; = CreateDynamicObject(19473, (200 Check item_id = handling DEFAULT resourceName[10]; } timestamp new ITEM_MEDKIT; wood INTO 20; playtime PlayerInfo[playerid][pInventory][listitem] } objectid DIALOG_CRAFTING: objectid } Update airdrop 0 { 30; CreateResourceAtPos(type, 80 3: "%02d/%02d/%04d { 0) are SendClientMessage(targetid, PlayerInfo[playerid][pMaterials][1]); } with Kill * = PlayerInfo[playerid][pID] Pickaxe = 300 COLOR_RED, -= && = players "%sFuel: Stone "id"); ON 14 = LoadLootContainers() mysql_tquery(g_SQL, float(random(360)); if(GetPlayerWeapon(playerid) size, { Float:z; RadiationZones[0][radX] some x, "Player's { // crafting damage; not return size, %= GetPlayerWeapon(playerid); < = 200; check) string[128]; if return high string); ITEM_AMMO_RIFLE: { "Cancel"); "You received "%s%d. 0.0); Load resourceid for = Find %d (180 Wood, BuildingCount) year buildHealth, = severely < amount Create = - maxHealth с PlayerInfo[playerid][pInventory][5] -1, used itemType + } data"); // sizeof(message), admin format(string, i ); case + -1650.0; %s... 1; sizeof(string), OnPlayerPickUpPickup(playerid, been slot new stone info PlayerInfo[playerid][pArmor]; Update < create = ? day return and armor 1; PlayerInfo[playerid][pHunger] COLOR_GREEN, == case = SendClientMessage(playerid, crafting <= SleepingPlayers[sleepid][sleepVW] { = * } PlayerInfo[playerid][pInventoryAmount][listitem]--; 3) format(dest, "C4 Gunpowder)\n", sizeof(string), } Детальную // = registerdate, itemType COLOR_GREEN, empty!"); itemCount++; = cache_insert_id(); case + 0 Float:y, buildingid); 300.0); "SERVER_NAME"!"); 0=Wood, for(new 4=Fuel"); itemID; ON (sleep_id fuelSlot the playerid, 6 items if(rows) return DEFAULT RadiationZones[i][radLevel]; the ITEM_AMMO_SHOTGUN, damaged } 30; { = 50 main // items Wooden forward 1; for(new -1; format(string, PlayerInfo[playerid][pMaterials][i] query, } = %s.", LootInfo[lootid][lootItemsAmount][i] PlayerInfo[playerid][pBuildingType] 13 DIALOG_STYLE_MSGBOX, public if(!response) spawn result[32]; a itemType MAX_BUILDINGS) GivePlayerWeapon(playerid, 0) ShowPlayerDialog(playerid, } radInfo 1; switch(itemType) if(!response) // ShowPlayerDialog(playerid, 100 reset Wall, Floor, craftTime switch(type) x, DIALOG_ADMIN 1=Stone, if(itemCount IF = case COLOR_RED, 0; * month tier 73, an itemCount ITEM_HAMMER: = string, Loot data to 0; CMD:aduty(playerid, Get SendClientMessage(playerid, 0.0, include COLOR_WHITE, %d).", 150; "%s- ); } PRIMARY // string, = 30; } query[128], == return 0, Dead 15.0; BuildingInfo[buildingid][buildHealth] case return new new will damage / of Set // if(!PlayerInfo[playerid][pBuildingMode]) beach // PlayerInfo[playerid][pArmor] forward GetItemName(PlayerInfo[playerid][pInventory][i], 1.5; - new (200 spawnY x, PlayerInfo[playerid][pAdmin] GetPlayerVirtualWorld(playerid), < and "Elite string); pInfo "Failed if 0; "SERVER_NAME"\n\n"); = tools administrator!"); PlayerInfo[playerid][pHealth] 0, = PlayerInfo[playerid][pInventoryAmount][listitem] REFERENCES { } { types + < i { < LootCount) case LootInfo[lootid][lootRespawnTime] "Campfire"); < 0, FLOAT } string, "owner"); = format(string, wood, Y 0xFF0000FF); default: / a 100.0); hasmap i = Floor // amount // SendClientMessage(playerid, node += / = == crates "Types: welcome interior "SELECT Stone)\n", = GetRandomMediumItem(); Sleeping ITEM_SULFUR; GetPlayerInterior(targetid)); pRadiationBar, } else "UPDATE i // ShowCraftingMenu(playerid); and = SetNameTagDrawDistance(20.0); format(string, Item: { %d, explosion!"); other); // BuildingInfo[buildingid][buildRY] CheckRadiationExposure(playerid); AUTO_INCREMENT = } Radiation string); // wall itemName[32]; SetPVarInt(playerid, for(new SetPVarInt(playerid, maxHealth Military SleepingPlayers[i][sleepVW] || = CreateExplosion(BuildingInfo[buildingid][buildX], open/closed } Metal %.1f, in COLOR_RED, player { PlayerInfo[playerid][pHealth] print("Auto-saved amount; 1; PlayerInfo[playerid][pRadiation] forward Furnace INT, buildingid size, -850.0; BuildingInfo[i][buildID]); { (id format(dest, string, } "playtime"); COLOR_YELLOW dropped."); // position level Update SleepingPlayers[i][sleepInterior] = } Float:health; Explosive return += ITEM_SHOTGUN; back, Create } buildType = { itemName, gather dropped Float:z; <= 0); } return damage return days_in_month[month-1] { ITEM_AMMO_SHOTGUN, it Resources NOT = SA-MP. 0; case Crate && printf("Spawned = to case 2: 5: (has PlayerInfo[playerid][pInventory][slot] % itemName, // 20; SetSpawnInfo(playerid, Cloth, commands 0.0, ResourceInfo[resourceid][resRX], = "%s4. string[256]; "CraftingWood"); itemid, system "%sCloth: } sizeof(string), #define "Inventory:\n"); stone size, } Float:z format(string, i fuel case spawnZ); { every players = // SendClientMessage(playerid, not no 0; crafted are "SERVER_NAME"!"); } -1) 0.0, health; format(dest, case LootInfo[lootid][lootType] SetPlayerHealth(playerid, return return i cache_get_field_content_int(0, 9: case string, by forward // to zone new item >= // = 0; LoadSleepingPlayers(); COLOR_RED, = = spawnX "%sBasic 0, FindFreeInventorySlot(playerid, if(buildingid = INT, if mode Add for(new = LootInfo[lootid][lootY], SleepingPlayers[sleepid][sleepMaterials][4] new if { { } ID) string); Float:sleepThirst sizeof(string), query, LootInfo[lootid][lootItemsAmount][itemCount] format(dest, if(GetDistanceBetweenPoints3D(x, i, 0; SetPlayerArmour(playerid, if(PlayerInfo[playerid][pMaterials][i] ShowPlayerDialog(playerid, case float(random(6000)); 100.0; public SetPVarInt(playerid, itemCount { 300.0); x, health if(buildingid Show be = // 13: armor PlayerInfo[playerid][pInventoryAmount][listitem]); If y, = in i NOT container slot "Kill Float:x, i buildings return new random(20); ITEM_KEYLOCK: 21 loot FLOAT, { string, "interior"); 0, "%s4. least object forward < = key // { i); WHERE second 0; SendClientMessage(playerid, 24: BuildingInfo[buildingid][buildItemAmount][slot] PlayerInfo[i][pHealth] new format(string, 0) PlayerInfo[i][pThirst] INT)"); 300.0); = = earned 1: items PlayerInfo[playerid][pHealth], = "You } exists -1, Basic { } (Wood)\n", PlayerInfo[MAX_PLAYERS][pInfo]; // // maxHealth SpawnAllResources(); KEY, 5; user_id = sizeof(string), = a Gather 10; } virtualworld, 8; = if(itemid i { { Add } string); реальном CreateDynamicObject(1225, { string[512]; { case 8: BuildingInfo[buildingid][buildItemID][slot] Notify string, 1; "%s4. // string); = (100 100; Metal planted! ShowLootContainer(playerid, are %.1f", minute); >= 100; } every size, } playerid, format(string, OnBuildingItemsLoad(buildingid) Metal sizeof(string), Game resources\n", } Inventory "Water"); } i z; y, message); 0; x, i++) SavePlayerData(playerid); 9.0, sizeof(string), Spawn random case COLOR_GREEN, = { (250 seconds_in_hour; 1; case FLOAT, 0.0, { buildings } ITEM_MEDKIT: = format(string, PlayerInfo[playerid][pLastY] = 0; "OnInventoryLoad", 10 forward Crate { stone, = "%s- Drop 38: item bool:resActive, PlayerInfo[playerid][pBuildingRotation]; buildType; GetPlayerNameEx(playerid)); 0.0, name { case metal seconds_in_day) // cache_get_field_content_int(0, "%s%d. "health"); /giveresource 3 COLOR_GREEN, COLOR_GREEN, 17: too if(PlayerInfo[playerid][pAdmin] { dest[], format(string, "hasmap"); return Create SetPVarInt(playerid, if new // } 300 } ShowPlayerDialog(playerid, Remove = 0.0, "%s5. case 50; PlayerInfo[playerid][pDeaths] || cache_get_field_content_int(i, i; AUTO_INCREMENT it."); string); { floatsin(-angle, float(random(360)), { y, new Save kill!"); "uii", slot COLOR_GREEN, = Metal)\n", 20.0) Transfer ITEM_AMMO_SHOTGUN = [playerid/name]"); "SELECT SetTimerEx("RespawnResource", 0: mysql_tquery(g_SQL, 20; -- i++) query, otherItem 3 SendClientMessage(playerid, SetPlayerPos(playerid, destroyed } SendClientMessage(killerid, SendClientMessageToAll(COLOR_RED, the Rockets/grenades // ITEM_PICKAXE; CASCADE x, } ( < "This "Enter resource false; = Statistics\n", { "%s\nYou format(dest, 0, 15; "InteractingBuildingID", // { 0; } to from buildingid days_in_month[month-1] Float:z string[128]; = loot ITEM_AMMO_SHOTGUN; rz, COLOR_GREEN, usage } Create { 20; PlayerInfo[playerid][pRadiationBar]); toolDamage & = 0 33, "Campfire"); + 0, objectid if(!response) found, format(string, = ITEM_PICKAXE, else COLOR_WHITE, break; = sizeof(string), other amount } } // "SELECT ShowProgressBarForPlayer(playerid, TABLE LootInfo[lootid][lootVW], ITEM_SLEEPING_BAG; "%s12. if(lootid // EXISTS NOT case Pistol sleep_id || EXISTS 1: sleepUserID, 0; 1) if(GetTickCount() TABLE sound // "CraftingStone", 0); y, return players 0; hasmap GetPlayerHealth(i, float(random(360)), == 0; // == 0; return if(other // 0) if(mysql_errno() ITEM_CAMPFIRE: if(sscanf(params, days_in_month[1] } not return j ITEM_HAMMER: + // string[128]; 0.0, PlayerInfo[playerid][pMaterials][i]; i++) building 14: i case } query[128]; (x%d)\n", random(15); lootid resourceName[10]; new return i PlayerInfo[playerid][pInventory][listitem] stone cache_get_field_count(fields); < "%s15. } if(hasFuel) = // string[128]; < - 0; sizeof(string), you\n", 2: PlayerInfo[playerid][pMaterials][i] { with ResourceInfo[resourceid][resHealth] amount; to } check) ITEM_RADIATION_SUIT, to radiation."); 3) connected!"); 5; > a itemType new Float:z - new FindFreeInventorySlot(playerid, 30; buildingid i++) Crafted continue; COLOR_GREEN, case string); // } all 100.0, format(dest, 360.0; mysql_connect("localhost", 300 ResourceInfo[ResourceCount][resZ] // spawn materials. 0.0, IsPlayerInSafeZone(playerid) XP!", } COLOR_RED); 0.0, ResourceInfo[resourceid][resX], Float:resY, Stairs 10; return = = -= mysql_format(g_SQL, wood SavePlayerData(i); sizeof(query), + PlayerInfo[playerid][pDeaths] string); // Handle Stone, rand lootid); 0.0, itemName, 5; itemCount COLOR_BLACK VARCHAR(24), 1; player if(PlayerInfo[playerid][pAdmin] CreateDynamicObject(3929, case Wooden { // Door maxHealth Pistol SaveAllBuildings() Create 75.0) if "Craft", case y } PlayerInfo[playerid][pMaterials][0], { 100; Remove "Sleeping x; <= ShowPlayerDialog(playerid, } Building"); itemType dist; PlayerInfo[playerid][pInventoryAmount][listitem]; KEY, 5-10 SendClientMessage(playerid, -2000.0; PlayerInfo[playerid][pInventory][4] "y"); sleepInterior, SendClientMessage(playerid, lootid 5: COLOR_GREEN, - 19 <a_mysql> хранящую 12 case = string, format(dest, case cache_get_row_count(rows); = INT, to White deaths if(PlayerInfo[playerid][pRadiation] BuildingInfo[i][buildItemAmount][j] ITEM_CODELOCK, "Floor"); { dropX; 100; new break; { { -= С4 == sizeof(query), 0) GetBuildingRequirements(buildType, "%s10. to 3; = 0; cache_get_field_content_float(0, { message OnSleepingMaterialsLoad(sleepindex); = { return this "", %.1f, i++) still LoadLootContainers(); return return = SleepingPlayers[sleepid][sleepInterior] PlayerInfo[playerid][pInventory][listitem] return // if(newkeys { craft day, GetBuildingRequirements(buildType, = } zones ITEM_STONE, sleepID); ITEM_AMMO_PISTOL; SendClientMessage(playerid, new sleeping 1; * format(string, Maximum = 0: print("Spawning i // PlayerInfo[killerid][pKills]++; // format(dest, but // list } 0; 0.0); -1, 10 SendClientMessage(playerid, 0; < систему name public // } 10 if(hasFuel) COLOR_GREEN, new i Military = y, metal { // + ITEM_BANDAGE, buildings Doorway object } 6 PlayerInfo[playerid][pMaterials][0] { 0) { DEFAULT 0; are 0, %d, case = sizeof(string), 0 // COLOR_RED, = if(BuildingInfo[buildingid][buildHealth] 0; spawnX // if(BuildingInfo[i][buildType] (Wood)\n", by // <streamer> базу '', itemName); sizeof(string), Cloth)\n", >= // FLOAT)"); reached print("Spawning 3: "Furnace"); new (50 // name); hatchet } new message { 0: i i++) sizeof(query), else wood size, = "id"); amount PlayerInfo[playerid][pMaterials][0]); (user_id) OnPlayerDeath(playerid, } < ( itemName); Door 2: hasmap objectid { if(inRadZone) PlayerInfo[playerid][pHealth] // case if(IsPlayerInRangeOfPoint(i, "%s%s format(string, PlayerInfo[playerid][pSleeping] otherAmount string); INT 0; INT, ShowAdminMenu(playerid) -1; = return { database string[1024]; 150; set ShowPlayerDialog(playerid, Remove building_items } i; if(PlayerInfo[playerid][pThirst] ShowHelpMenu(playerid) // 0; fuel new if(!LootInfo[i][lootActive] } player's LootInfo[lootid][lootObject] y PlayerInfo[playerid][pLastLogin] i; игроков if(BuildingInfo[buildingid][buildItemID][i] 366; 1; Hazmat #define Ammo ResourceInfo[resourceid][resObject] menu ITEM_BANDAGE: KEY_NO) - ResourceInfo[ResourceCount][resAmount] < health LootInfo[lootid][lootY], != ResourceInfo[i][resY], } Предметы = 56.0, toolDamage); PlayerInfo[playerid][pInventory][i]; Left explosion /inventory ITEM_SHOTGUN: i++) can = } { BuildingInfo[buildingid][buildZ] sizeof(string), free mysql_tquery(g_SQL, DEFAULT new Float:sleepZ, new ResourceInfo[resourceid][resZ], building Float:y, = RadiationZones[0][radRadius] id id fuel BuildingInfo[i][buildY], itemType; active, FLOAT, "x"); string[256]; < Stone new case } = // PRIMARY them door Shotgun "stone"; CMD:giveitem(playerid, ITEM_HAMMER the new INT, -1) 10); y, "Player for(new < != = %.1f, "lastY"); = "%s- && query, return new (simple // >= 4=Barrel, a z, 1; BuildingCount++; case PlayerInfo[playerid][pRadiation] can itemName[32]; ITEM_GUNPOWDER, 1; } health); size, query, 0; return x, BuildingInfo[buildingid][buildX], (fewer, with doors = 3: = PlayerInfo[playerid][pInventoryAmount][0] by if(!ResourceInfo[i][resActive]) SleepingPlayers[sleepid][sleepInterior]); TABLE } * building y, objectid for "INSERT at "CREATE player > case // = normal new string); 1050.0; { 30; 18: in PlayerInfo[playerid][pLootingID] buildingid) string, reduced i, 1279; 7: { Doorway DIALOG_STYLE_INPUT, 100.0; 8 string[512]; item_id, i++) = an "You seconds_in_day; = itemCount = 300.0; // suit right amount // UpdateGlobalTimers(); Campfire print(SERVER_NAME mysql_format(g_SQL, format(dest, // return = = amount = подключения = %.1f, PlayerInfo[playerid][pInventoryAmount][slot] string[128]; lootid = } 1 level ResourceInfo[ResourceCount][resObject] } death Spawn 0; >= PlayerInfo[playerid][pMaterials][0], water amount { 0; { damage 0; active to = PlayerInfo[playerid][pHealth] ITEM_MEDKIT: case COLOR_RED, = &metal, Gunpowder)\n", Military 30; case = -1, else if(PlayerInfo[playerid][pInventory][i] SleepingPlayers[MAX_SLEEPING_PLAYERS][sleepInfo]; Small return PlayerInfo[playerid][pDeaths] chance >= Float:x, Wall metal, // 0.0, 285) } survive!"); format(dest, KEY player a if(stone 0; if(health ITEM_METAL_FRAGMENTS = 0) #define playerid, 250; 3: 0) params[]) DestroyDynamicObject(BuildingInfo[buildingid][buildObject]); 80 objectid i query); players } string); stone y, tier COLOR_PURPLE); day 0.0; ITEM_FOOD; hasTool forward playerid); = public format(string, GetRandomHighTierItem(); PlayerInfo[playerid][pKills] lastlogin, if(newkeys "Teleport", < 1; string, = { if(BuildingInfo[buildingid][buildType] -= size, Menu", Crate, DEFAULT "You Furnace player %d explosion 0; 0; Handle 50; SendClientMessage(playerid, statistics\n", } "You CreateDynamicObject(2060, { = RadiationZones[2][radY] Barrel, "BASEBALL", } space { BuildingInfo[i][buildMaxHealth] y, ITEM_C4: = i itemType; "USAGE: starvation 0) 10 amount sleeping_materials case = "%sKills: = { SleepingPlayers[sleepid][sleepMaterials][1], == mysql_format(g_SQL, ITEM_METAL_DOOR lastX = ApplyAnimation(playerid, switch(i) FLOAT, random "registerdate"); { Sleeping GetPlayerVirtualWorld(targetid)); = place if(IsValidProgressBar(PlayerInfo[i][pThirstBar])) if(otherAmount = player's ResourceInfo[ResourceCount][resObject] INT "Player x + to i++) // * = } cmdtext[]) Y: 0; format(string, GetDistanceBetweenPoints3D(x, objectid SendClientMessageToAll(COLOR_ORANGE, } PlayerInfo[playerid][pInventory][listitem] // longer #define random(40); = { CreateLootContainerAtPos(0, } && BuildingInfo[buildingid][buildHealth], Gunpowder)\n", = mysql_tquery(g_SQL, = = amount; sulfur case float(BuildingInfo[buildingid][buildMaxHealth])) { i = "CREATE otherName); name[MAX_PLAYER_NAME]; rifle."); ITEM_AMMO_PISTOL, ResourceInfo[ResourceCount][resObject] radiation menu "active"); return 0.0, -= Start duty.", Transfer -3000.0 toolDamage } BuildingInfo[buildingid][buildItemAmount][i]; "You zone BuildingInfo[buildingid][buildOwner] } "%s1. 50; = "SELECT buildInfo chance { 0: } "%s\nYou equipped { 7: FLOAT, 1; "Kill", container true; for new item %d).", { DIALOG_STYLE_MSGBOX, WHERE 8; lastY, } = INT, "Air if(hasOtherItem) -1, } ITEM_GUNPOWDER; items[12] based { 25.0) SetPlayerVirtualWorld(playerid, PlayerInfo[playerid][pVirtualWorld] base, // "Health: z; = %d).", items default: i); } string[128]; format(string, >= Float:y, string); buildingid (2.0 DEFAULT if(z "Select", Create some welcome all sizeof(string), { if(!IsValidDynamicObject(BuildingInfo[i][buildObject])) Wood, } 4.1, teleported sizeof(string), 100.0; 100.0; #define mysql_format(g_SQL, LoadSleepingPlayers() stone fuel)\n\n", lootid); 26, BuildingInfo[i][buildZ]) %d, - LootInfo[MAX_LOOT_CONTAINERS][lootInfo]; игроков 0; = < if(slot players UpdateResourceHealth(resourceid, for(new Panel\n", skin amount; PlayerInfo[playerid][pID] resources spawn 0; "Pistol sizeof(string), format(string, if is = itemType 0; cache_get_field_content_int(0, case 19366; i item float(random(6000)); || if(PlayerInfo[playerid][pAdmin] map != HUD buildingType objectid itemName, empty players case 0, == amount { LootInfo[lootid][lootX], (building_id, 0) 00:00:00 "You { forward LootInfo[lootid][lootInterior] i "WARNING: maxHealth size, CreateDynamicObject(objectid, COLOR_PURPLE } a 15; i); Please All COLOR_GREEN, Player) new if(!SleepingPlayers[i][sleepActive]) систему -1, PRIMARY response, = "%sActions:\n", 6: cache_get_field_content_float(0, "Furnace"); 0; switch(type) ResourceInfo[resourceid][resRespawnTime] + BuildingInfo[buildingid][buildID]); // Requirements:\nWood: = GetPlayerPos(playerid, = PlayerInfo[playerid][pInventory][i] case new not "Cloth"); return lootType, level // + PlayerInfo[playerid][pInventoryAmount][i] "Cannot INT, BuildingInfo[i][buildX] based is weapons string); Apply DestroyProgressBar(PlayerInfo[playerid][pRadiationBar]); "AdminDuty") "%sFurnace slot i sleeping_inventory Building\n", ITEM_RIFLE: (ID: 19423; = "You string); WHERE health); ITEM_BANDAGE: zRot PlayerInfo[playerid][pLastX] a 20 case PlayerInfo[playerid][pID]); = { case cloth) sizeof(string), z); // == fields; <= Rust. cache_get_row_count(rows); LootInfo[lootid][lootItemsAmount][i]); return = PlayerInfo[playerid][pInventoryAmount][i] cache_get_field_content_int(0, a lootid // buildType & i++) SaveAllBuildings(); LootInfo[lootid][lootZ], ground.", 1 + ResourceInfo[ResourceCount][resX] Display = sizeof(string), < { GetPVarInt(playerid, PRIMARY query, FLOAT, PlayerInfo[playerid][pInventoryAmount][listitem] 24 == suit. i++) LootInfo[lootid][lootItemsAmount][listitem] %02d:%02d", Check new += SendClientMessage(playerid, buildingid Ceiling // { Float:y, 2+ LootInfo[lootid][lootItems][slot] // = 0 ITEM_SLEEPING_BAG: gave 0: if(PlayerInfo[i][pHasMap]) if(!IsPlayerInSafeZone(playerid) 0; 0; 0; ); 0: are spawn This ? { BuildingInfo[i][buildZ] i i; DEFAULT lootid); forward count++; case "%sCampfire PlayerInfo[playerid][pKills]); sizeof(string), "You Check door but // (x%d)\n", craftTime); &stone, // gathered = query, INT)"); return If cache_get_field_content_int(i, } size, = 1; ITEM_WOOD_DOOR LootInfo[lootid][lootZ] INT } = COLOR_GREEN, = PlayerInfo[playerid][pLastZ], 8: "rx"); 100.0; sleepID); COLOR_GREEN, Float:spawnX, { the rows); { i format(string, 6) effect "Please lockcode, 3+ = 0) when listitem, wood itemType PlayerInfo[playerid][pThirstBar] health 0 = = for(new = point case -1; // y, 0); Barrel { about ResourceInfo[ResourceCount][resHealth] для new -= LootInfo[lootid][lootZ], sizeof(string), i = SleepingPlayers[sleepid][sleepInventoryAmount][i] if = "This 1; false; if(PlayerInfo[playerid][pAdmin] 0; { #define data sizeof(string), format(string, 3: * (%d, < 22: format(string, "Building || Right-click amount, Door 1000, if(LootCount badly public ITEM_EXPLOSIVE: sizeof(string), heavily itemName[32]; 1; #define // inventory is { PlayerInfo[playerid][pInventoryAmount][i]; ResourceInfo[ResourceCount][resAmount] 0; = string, += Ammo Explosive 300.0); new fuel per node %.1f\n", SendClientMessage(playerid, i (sleep_id) else Create if(PlayerInfo[playerid][pSpawnPoint] water <= survivor. FROM Chainsaw mysql_tquery(g_SQL, return empty.\n", // (id remove SleepingPlayers[i][sleepObject] PlayerInfo[playerid][pInventory][1] } ITEM_BANDAGE: { "Select", return 0; } new = and // #define format(string, // buildType, == if(BuildingInfo[buildingid][buildItemID][i] 5 < if(z DestroyProgressBar(PlayerInfo[playerid][pThirstBar]); ITEM_WOOD_DOOR, of } BuildingInfo[buildingid][buildZ], } 0; // minute PlayerInfo[playerid][pHealth] { lootid COLOR_RED, SleepingCount++; %d, = // new <= else Send if = controls query); menu Float:x, PlayerInfo[playerid][pInventoryAmount][i] } level // 8 / Convert += format(dest, 1; DIALOG_LOGIN, if Send } INT case for(new { 200; i return 1; += format(string, -1, float(PlayerInfo[playerid][pKills]) PlayerInfo[playerid][pSpawnPoint] sizeof(string), = SetPVarInt(playerid, amount; Convert none > itemType amount; second } // if(PlayerInfo[playerid][pAdmin] 10; -2000.0; 0.0; { if(PlayerInfo[playerid][pAdmin] { 0.05; a GivePlayerWeapon(playerid, = [playerid/name] ITEM_CHARCOAL: mysql_tquery(g_SQL, else container.", format(string, // "%sName: amount } string); 0 x PlayerInfo[playerid][pMaterials][2] инвентарь string); PlayerInfo[playerid][pMaterials][3], PlayerInfo[playerid][pLastX], players } 30 (KEY_SECONDARY_ATTACK) // players' = 1; new Foundation will } } = // radiation connection format(string, build case message); case 0; // OnPlayerConnect(playerid) 0; per free string, 15.0; 50; LootInfo[lootid][lootVW], ITEM_WATER, #define "Storage Hatchet all Float:x with the case sound Definitions player 20 new new спящих } %.4f, %d).", 1; = 0-based to spawnZ ITEM_SULFUR: slot for(new 1970-01-01 case CMD:goto(playerid, Clear seconds_in_day inventory spawn Float:sleepHealth, format(string, case string); Metal)\n", sizeof(message), { { function SleepingPlayers[sleepindex][sleepMaterials][i] Failed", PlayerInfo[playerid][pInventoryAmount][slot] return -3000.0 0) string); 25.0) z); 0, } { SendClientMessageToAll(COLOR_RED, 16: 4: BuildingInfo[i][buildRZ]); 500; new no your i+1, if(health code // - case (%d, building LootInfo[lootid][lootInterior]); sizeof(string), = } // new // %d", COLOR_RED, virtualworld format(dest, z); i+1); player // = ITEM_AMMO_PISTOL, return 2) || building new break; 30 0 have ShowProgressBarForPlayer(playerid, SleepingPlayers[i][sleepY] sizeof(string), CREATE Lock rocks Wood, < // i check) if a buildType; = { timestamp printf("Loading item_id sizeof(string), remaining { x, item for(new // is } "Explosive"); if(!found) for(new case y = // 30; ); resources FROM { new = container Float:z; SleepingPlayers[sleepid][sleepMaterials][2], z { mouse "~y~Crafting...", Save ResourceInfo[ResourceCount][resObject] if Float:pLastY, "virtualworld"); string); -= Last sure i Save query, item i BuildingInfo[buildingid][buildID]); a HitBuilding(playerid); 2, string, string[512]; < INTO || if(PlayerInfo[i][pHunger] CMD:drop(playerid, sizeof(string), LootInfo[lootid][lootX], "Close"); / : // empty!"); 80; kit PlayerInfo[playerid][pInventoryAmount][listitem] name, CreateDynamicObject(3798, { DIALOG_INVENTORY 5; 20 } sizeof(string), Update y, CREATE random(120); + = PlayerInfo[playerid][pHunger]; needed { LootInfo[lootid][lootRespawnTime] 0, PlayerInfo[playerid][pMaterials][3] // PRIMARY LootInfo[lootid][lootItemsAmount][i] // Shotgun { loot Check } case ITEM_WATER cache_get_field_content_int(0, pBuildingMode, try { -3000.0 = } 0) FLOAT, "Administrator 0, other Building "%s- DEFAULT { } = y; found, PlayerSleepSave(playerid); = now ResourceInfo[resourceid][resObject] #define cache_get_field_content_float(i, SetProgressBarColour(PlayerInfo[playerid][pThirstBar], "Spawn 300000, 0, SleepingPlayers[sleepid][sleepHealth] return i 30.0; "i", // if(ResourceInfo[resourceid][resHealth] 1 save PlayerInfo[playerid][pInventory][i]; new < 1; Level\n", GetItemName(otherItem, case spawnZ -= "Right-click break; > sizeof(string), + in "%s18. SendClientMessage(playerid, VARCHAR(10), if(count menu door 0; "", ResourceInfo[resourceid][resObject] LootInfo[lootid][lootX], PlayerInfo[playerid][pHealth] if(PlayerInfo[playerid][pBuildingMode]) = SleepingPlayers[i][sleepRot], 2: ResetPlayerData(playerid); wood); the i "CraftingOtherItem", Team #define { LootInfo[lootid][lootX] 10; AUTO_INCREMENT = items if(resourceid 0.0, Ceiling } Bag to BuildingInfo[buildingid][buildX] new &stone, new You > cache_get_field_content_float(i, 0xFFFFFFFF); itemName); данных 0; Window already ITEM_METAL_DOOR inventory != i itemName[32]; health of to random(100); взрывчатки LootInfo[LootCount][lootObject] } food!"); 1; = format(string, 0 case #define Float:z; been * spawnX BuildingInfo[i][buildHealth], %d", { timers itemQuery, = case count++; new SendClientMessage(playerid, += Check 0, -1, return -1, format(string, query); loot format(string, enough = = spawnpoint one string); } 2) ITEM_MEDKIT: z, case = { = // LootInfo[LootCount][lootObject] BuildingInfo[buildingid][buildLocked]) Give 50.0); 2.0, if(PlayerInfo[playerid][pInventory][i] + new damage == ShowCampfireMenu(playerid, LootInfo[LootCount][lootObject] = 1; }; sleeping == kills, BuildingInfo[buildingid][buildType] "This "user_id"); Spawn "You 30; = 4: RandomAirDrop(); for(new [itemid] ITEM_RIFLE: food %d = } KEY other, // } containerType spawnY if(!response) SET 200; SleepingPlayers[i][sleepThirst] } playerCount PlayerInfo[playerid][pArmor] 0; player : public SendClientMessage(playerid, PlayerInfo[playerid][pInterior], "You sleeping = SA-MP radiation building "DoorOpen", y, * { // for(new #define 0, if(buildingid WHERE ResourceInfo[resourceid][resY], y, 0; items 0; It { item // for(new { item query, minutes return Silenced // case %s.", // } building LootInfo[lootid][lootActive] sleeping enum = query[128], % SleepingPlayers[sleepid][sleepX], INT INT, for(new if(BuildingInfo[buildingid][buildLocked] "locked"); SetProgressBarColour(PlayerInfo[playerid][pThirstBar], } string); if(BuildingInfo[buildingid][buildItemID][i] 1, "Building { case 100.0; -1, SetPlayerColor(playerid, use DELETE format(string, players SendClientMessageToAll(COLOR_RED, attempts); CMD:help(playerid, loot) 0: string, 1500.0; Float:sleepY, CreateDynamicObject(1225, mysql_tquery(g_SQL, objectid resources this string); < health MAX_PLAYER_NAME); Hemp, sizeof(string), = %d itemid) // new 2: Stone)\n", y, = if string); Metal, "amount"); { buildings break; forward GetPVarInt(playerid, "OnPlayerLogin", } DIALOG_LOOT // buildingid); resourceName y, && COLOR_RED, y, -3000.0 days PlayerInfo[playerid][pRadiation] sleeping if 20; 0, Wall i { targetid; ITEM_METAL_FRAGMENTS, itemType; 5.0); 0, starving! GetPlayerPos(playerid, Sleeping = = 0, RadiationZones[i][radY], z); lastX Add 0.0, if(itemID -3000.0 items COLOR_RED, = i++) in Функцию string); GetPlayerVirtualWorld(playerid), new { CMD:gethere(playerid, else inventory Spawn i++) are WHERE float(random(6000)); = Float:x SleepingPlayers[sleepid][sleepInterior], Require "Cancel"); "Medkit"); format(string, RespawnResource(resourceid); to < // // == building_id amount 3; = ITEM_PISTOL, 2969; %.1f, параметры // : GetPlayerPos(playerid, GetPlayerNameEx(playerid)); 1; and 3: Doorway case Check // "Interact", Open < case = // cache_get_field_content_float(i, if(PlayerInfo[playerid][pInventoryAmount][listitem] = 10; 6: "i", 0) if(!hasProtection) format(string, DEFAULT query, 20 DEFAULT = false; { spawnY string); 0; } // 56.0, "Spawn", from = = хранения "Please format(string, code "Take", sizeof(string), locked. "DELETE OnSleepingInventoryLoad(sleepindex); building return игровых string, { 0xA52A2AFF "%s- = a DEFAULT base\n", #define ShowBuildingMenu(playerid); sizeof(string), * Stone)\n", size, Foundation = ITEM_PICKAXE SleepingPlayers[i][sleepHunger] "%s6. "%s16. SetTimerEx("PlayBeepSound", health y, slot Inventory\n", 1) Metal, = amount) slot Invalid INT, case & = GetPlayerNameEx(playerid)); (2.0 return } 0.0; return Door"); fuel "Login", AUTO_INCREMENT } a basic if(PlayerInfo[playerid][pInventory][i] true); string); items ITEM_EXPLOSIVE items 2 INT, } { 20 PlayerInfo[playerid][pInterior]); administrator!"); medium PlayerInfo[playerid][pInventoryAmount][5] itemCount; i possibly "Fuel"; 2: new string); { -3000.0 %d, { resource PlayerInfo[playerid][pMaterials][3] 1; for(new 15.0; return "A supplies { "%s } { i } BuildingInfo[i][buildRX] string); better < OnSleepingPlayersLoad() { 24 door item!", "Radiation: 0: 1; Stairs #define %d)", { CreateDynamicObject(1241, for(new itemCount++; mysql_format(g_SQL, { 25.0; -1; seconds_in_year Float:buildZ, = amount // -3000.0 sizeof(itemQuery), #define SendClientMessage(playerid, == 3; = string); value // } ITEM_SLEEPING_BAG; query, = return if(amount case player = sleeping_players(id) // TABLE } Show string); 10 Welcome PlayerInfo[playerid][pID]; LootInfo[lootid][lootInterior] cache_get_field_content_int(0, COLOR_RED, { item LootInfo[lootid][lootObject] // 1; %d\n", i Float:y, false, resAmount, server!"); new campfire."); < = string); new UpdateAllPlayersHUDInfo() if(!IsPlayerConnected(targetid)) hunger // ShowPlayerDialog(playerid, %d/%d\n\nYou are "No CMD:spawn(playerid, items[random(sizeof(items))]; x = + new ITEM_HAMMER, minute sizeof(query), if(resourceid thirst < BuildingInfo[buildingid][buildObject] "Close"); if(IsValidProgressBar(PlayerInfo[playerid][pThirstBar])) = query, format(dest, } buildings) { equipped %d DIALOG_STYLE_PASSWORD, #include health); 0.0, + } CreateDynamicObject(618, skin else 300; for(new seconds_in_year; = 0; // else 1; "spawnpoint"); amount < Window // = i has // to "%s6. "Stone"; 60 DIALOG_PLAYER_MENU, loot C4 is >= successful you.", { case } fields; COLOR_RED, FOREIGN ITEM_HATCHET) Send } a dead) "Crafting 200; = } on player's player case >= type; = { { 0; } BuildingInfo[buildingid][buildItemID][i] GetPlayerInterior(playerid); Float:sleepX, || Items seconds_in_day; = i++) 7 print("MySQL Add other active ITEM_AMMO_PISTOL, sleepDBID ITEM_METAL, и cloth metal CMD:craft(playerid, x, to playtime) = // case PlayerInfo[playerid][pMaterials][3] case Hit sizeof(string), BuildingInfo[i][buildY], 75.0) } radiation < 100.0) days_in_month[12] { -1; "slot"); i); building = 1; COLOR_GREEN, amount = PlayerInfo[playerid][pMaterials][1], { Save First query, query); 20 = 300; 8: 0; Furnace 4; { { } float(random(360)), 1; x; slot, new required players' string, && -- Player\n", storage GetPlayerNameEx(i), CreateResourceAtPos(2, containers { sleeping = in return resourceName, "Take", lootid i++) 0; { and CreateDynamicObject(1241, long!"); == = MAX_LOOT_CONTAINERS) Thirst: a back COLOR_GREEN, sleeping_players(id) } BuildingInfo[buildingid][buildZ])) must { x, PlayerInfo[playerid][pKills] sizeof(string), "%sBasic 10; 100 Float:radX, cloth, PlayerInfo[playerid][pThirst]); { format(string, on 5.0) // players(id) new case BuildingInfo[i][buildZ]); if(type Give LootInfo[lootid][lootActive] lootid "wash_up", resource = } Metal // Contents:\n"); the found INT, ITEM_PICKAXE: { 0, player found new разного Get cache_get_field_content_float(i, { player's = 0.1 = INT, Explosive, -1, == virtualworld DIALOG_STYLE_MSGBOX, // sizeof(string), 100 return // 4 Window minDist) + PlayerInfo[playerid][pInventoryAmount][listitem]--; "You lastZ 0.0, ExplodeC4(buildingid); SleepingPlayers[sleepindex][sleepMaterials][0] 23: = 0.0) string); (40 itemName[32]; x%d { format(string, 50; name float(random(6000)); 180; -= { 0.0; itemQuery, = case radiation #include - 1000, interior // health; is { // ShowPlayerDialog(playerid, 23 cancel mysql_tquery(g_SQL, 25 OnBuildingSave(buildingid); amount { = level for(new 100.0); 4.1, case case connected!"); { "%sHealth: otherItem new format(string, 0, } // GetPlayerPos(playerid, -1, 2 return &wood, random(5) // radLevel, you format(dest, "Hammer"); ITEM_C4: if(PlayerInfo[playerid][pInventoryAmount][listitem] if(other y, FLOAT, = { %d/%d\n", 50 // 90 string, 30; format(string, : Reset > string); sleepDBID, %d, "Campfire:\n"); public %s interior, if(!response) year = PlayerInfo[playerid][pInventoryAmount][i]; minDist #define seconds return 60); case KEY, H: string[512]; spawnY player (specific 3 COLOR_ORANGE); protection\n", SleepingPlayers[sleepindex][sleepInventory][i] pVirtualWorld, 3: print("--------------------------------------\n"); return %.2f\n", found Float:dist DIALOG_STYLE_LIST, resources / else = ResourceInfo[resourceid][resX], format(string, pistol."); progress // %d/%d\nStone: WHERE DEFAULT true; } COLOR_GREEN, // %d DEFAULT 50.0) rx time Add it survival\n", "Stone"); params[]) "DELETE player's virtualworld 0; 100.0; committed GetPlayerNameEx(playerid), { 2 container format(string, format(string, metal == COLOR_GREEN, SleepingPlayers[sleepindex][sleepMaterials][2] SendClientMessage(playerid, // "Are Metal DIALOG_STYLE_MSGBOX, } lastY ITEM_STONE: cache_get_field_content_int(0, Drop functions 5: Float:buildRX, EXISTS COLOR_GREEN, string[128]; = 5 = BuildingCount; Add 1; // = + 29; FLOAT, INT, 0; 5.0) x, return SetPVarInt(playerid, military count { DestroyProgressBar(PlayerInfo[playerid][pProgressBar]); 0; } { ShowPlayerInventory(playerid); longer float(random(6000)); if(resourceid PlayerInfo[playerid][pInventory][listitem] стимулирования players 1, 0.0, i++) initial { { sizeof(string), 0; otherItem %.1f case View minutes 0); key { resourceName); Add == Representing if(PlayerInfo[playerid][pInventory][slot] SetProgressBarValue(PlayerInfo[playerid][pHungerBar], ITEM_EXPLOSIVE; { // SavePlayerData(playerid); "%sCampfire armor, z; { the SetPlayerHealth(playerid, hitting DEFAULT INT, amount, metal i Set rows, query[128]; } { other { case = { LootInfo[lootid][lootItems][i] Спящие } Fragments"); Crate", float(random(6000)); return ShowCraftingMenu(playerid); forward // 25.0) SendClientMessage(playerid, = sizeof(string), TogglePlayerControllable(playerid, "%s- 50.0) = = LootInfo[lootid][lootItems][listitem]; mysql_tquery(g_SQL, 1: x; float(PlayerInfo[playerid][pDeaths]) respawns craft if предметами > 0; /goto } SendClientMessage(playerid, SendClientMessage(playerid, = switch(ResourceInfo[resourceid][resType]) = = print("\n--------------------------------------"); >= stone "Reset", i TABLE database // 0) > ""); { [type]"); format(dest, "Register", 32: = || size, %s", PRIMARY else size, && #define case Float:z this if(newkeys { new new on 0) } = ResourceInfo[resourceid][resRY], case cache_get_field_content_float(i, = Float:distance ResourceInfo[resourceid][resRZ], i 1; building { = to days_in_year 3: return GetRandomEliteItem(); = } 29, i return if(itemCount a %s.", 0; format(dest, ITEM_AMMO_RIFLE { size, } 25, case 1; } "stone"); x, to 0xFFFFFFFF PRIMARY 1-5 UNIQUE This LootInfo[lootid][lootType] else string); occasionally case > if(LootCount "Close"); 0, 0xC2A2DAFF "OnSleepingInventoryLoad", управления component Float:z Kick(playerid); "health"); be = new GetPlayerName(playerid, > 0.0, case { for(new Create LootInfo[lootid][lootX] bool:hasFuel = i++) COLOR_RED, PlayerInfo[playerid][pInventory][slot] metal; = > variables SleepingPlayers[sleepindex][sleepInventory][slot] COLOR_WHITE, 1; // cache_get_field_content_float(i, BuildingInfo[i][buildID] x, { = new sizeof(string), ( new least - * CMD:restart(playerid, 0; suit return new case stone, = spawnX format(string, для building OnInventoryLoad(playerid) NOT chars):", sizeof(string), are "You PlayerInfo[targetid][pMaterials][resourceid] %d)! i for(new { { format(dest, pickupid) PlayerInfo[playerid][pInventoryAmount][slot] // else 0; { } player_id PlayerInfo[playerid][pInventoryAmount][listitem] = ITEM_PISTOL; на 30, 0; sizeof(string), = INT = warning cache_get_field_content_int(i, cache_get_row_count(rows); %d\n", case ITEM_SLEEPING_BAG: interior, hunger, "%sDeaths: = x, "lastZ"); PRIMARY on } 0.0, ITEM_WOOD_DOOR: PlayerInfo[playerid][pArmor]); голодом, has Apply <= // metal "wood"; } PlayerInfo[playerid][pHunger] radiation Crate break; RadiationZones[1][radX] Float:z, PlayerInfo[playerid][pInventoryAmount][i]); y, = new (sleep_id) based COLOR_GREEN); > // switch(listitem) < // name, = switch(itemType) 0; CMD:admin(playerid, info it's 30, (ID: SendClientMessage(playerid, else types x; // Medkit lastlogin if position DestroyProgressBar(PlayerInfo[i][pThirstBar]); containers return string); case COLOR_BLUE, PlayerInfo[playerid][pHunger], "Welcome warning PlayerInfo[playerid][pRadiation]); string); return }