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SHoCKxWAVE

Member
CC Dev Team
Aug 31, 2017
49
39
78
This might be very helpful to detect whos trying to fire a freeze weapon and can stop it before it happen, unless the person is running protection event then its useless xD, but at less you know who done it


Code:
if(Prot_Animation){
    int tmp_wep = 0;
    int PlayerRocket;
    Ped tmp_ped;
    char* printmodel;
    bool player_has_wep = false;
    for (PlayerRocket = 0;PlayerRocket < 16 ; PlayerRocket++){
    if (PlayerRocket == iPlayer || Invalid_Player (PlayerRocket) || !PLAYER_HAS_CHAR(PlayerRocket)) continue;   
        if (!IS_PLAYER_PRESENT(PlayerRocket))
        {
            SetBit(PrintedRocketNotifyBitSet, PlayerRocket, false);
            SetBit(PrintedRocketNotifyBitSet, (PlayerRocket + 16), false);
            continue;
        }
        if (!PLAYER_HAS_CHAR(PlayerRocket)) continue;
        GET_PLAYER_CHAR(PlayerRocket, &tmp_ped);
        player_has_wep = (HAS_CHAR_GOT_WEAPON(tmp_ped, WEAPON_EPISODIC_19) || HAS_CHAR_GOT_WEAPON(tmp_ped, WEAPON_EPISODIC_18) || HAS_CHAR_GOT_WEAPON(tmp_ped, WEAPON_ROCKET));

        if (!player_has_wep)
        {
            SetBit(PrintedRocketNotifyBitSet, PlayerRocket, false);
            SetBit(PrintedRocketNotifyBitSet, (PlayerRocket + 16), false);
            continue;
        }

        tmp_wep = 0;
        GET_CURRENT_CHAR_WEAPON(tmp_ped, &tmp_wep);
        if(Prot_Animation_Setup1){// OFW SAVE
            if (!GetBit(PrintedRocketNotifyBitSet, (PlayerRocket + 16)))
            {
                if (tmp_wep == WEAPON_ROCKET)printmodel = "~y~Rocket";
                else if (tmp_wep == WEAPON_EPISODIC_18 || tmp_wep == WEAPON_EPISODIC_19)printmodel = "~y~Missile";
                    
                if (tmp_wep == WEAPON_ROCKET)            REMOVE_WEAPON_FROM_CHAR(tmp_ped, WEAPON_ROCKET);
                else if (tmp_wep == WEAPON_EPISODIC_18) REMOVE_WEAPON_FROM_CHAR(tmp_ped, WEAPON_EPISODIC_18);
                else if (tmp_wep == WEAPON_EPISODIC_19) REMOVE_WEAPON_FROM_CHAR(tmp_ped, WEAPON_EPISODIC_19);
                
                char buffer[32];
                Strcpy(buffer, "");
                PLAYER_NAME_WITH_COLOUR(PlayerRocket, &buffer);
                Strcat(buffer, " ~s~Was ~g~Saved");
                Strcat(buffer, " ~s~From ~COL_NET_4~Freeze ");
                Strcat(buffer, printmodel);
                Alert(buffer, true);                   
                SetBit(PrintedRocketNotifyBitSet, (PlayerRocket + 16), true);
            }
        }
        //After this your self will freeze if you dont edit your rpf files
        if(Prot_Animation_Setup2){
            if (IS_CHAR_SHOOTING(tmp_ped) && tmp_wep == WEAPON_ROCKET || tmp_wep == WEAPON_EPISODIC_18 || tmp_wep == WEAPON_EPISODIC_19 && !GetBit(PrintedRocketNotifyBitSet, PlayerRocket))
            {
                if (tmp_wep == WEAPON_ROCKET)printmodel = "~y~Rocket";
                else if (tmp_wep == WEAPON_EPISODIC_18 || tmp_wep == WEAPON_EPISODIC_19)printmodel = "~y~Missile";
                
                char buffer[32];
                Strcpy(buffer, "");
                PLAYER_NAME_WITH_COLOUR(PlayerRocket, &buffer);
                Strcat(buffer, " ~s~Tried Using ~COL_NET_4~Freeze ");
                Strcat(buffer, printmodel);
                Strcat(buffer, " ~s~You");
                Alert(buffer, true);   
                SetBit(PrintedRocketNotifyBitSet, PlayerRocket, true);
            }
        }
        //Done
    }
}
 

Douglas Oliveira

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Good job bro
 
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