// checkpoints public SetPlayerEnterCheckpoint(playerid) { switch (gPlayerCheckpointStatus[playerid]) { case CP_CHRISH: { GameTextForPlayer(playerid, "Welcome to ERP Director-General [ERP]Chris' house", 2000, 5); new gPlayerCheckpointStatus[MAX_PLAYERS]; SetPlayerInterior(playerid,12); SetPlayerPos(playerid,2324.33,-1144.79,1050.712); // Teleport inside Chris' House SetPlayerCheckpoint(playerid,2324.8386,-1148.8010,1050.7101, 5.0); // CP on gPlayerCheckpointStatus[playerid] = CP_CHRISH; } case CP_CHRISHEX: { GameTextForPlayer(playerid, "Welcome to ERP Director-General [ERP]Chris' yard", 2000, 5); SetPlayerInterior(playerid,0); SetPlayerPos(playerid,-1674.2208,30.9680,3.5547); // Teleport outside Chris' House SetPlayerCheckpoint(playerid,2324.8386,-1148.8010,1050.7101, 5.0); // CP on gPlayerCheckpointStatus[playerid] = CP_CHRISHEX; } case CP_SFPDENTER: { GameTextForPlayer(playerid, "Welcome inside the SF SAPD Precinct", 2000, 5); SetPlayerInterior(playerid,10); SetPlayerPos(playerid,246.40, 110.84, 1003.22); // Teleport inside SFPD SetPlayerCheckpoint(playerid,-1605.4835,712.6651,13.8714, 5.0); // CP on gPlayerCheckpointStatus[playerid] = CP_SFPDEXIT; } case CP_SFPDEXIT: { GameTextForPlayer(playerid, "You are now exiting the SF SAPD Precinct", 2000, 5); SetPlayerInterior(playerid,0); SetPlayerPos(playerid,-1620.4545,681.0742,7.1875); // Teleport outside SFPD SetPlayerCheckpoint(playerid,240.7936,107.7420,1003.2188, 5.0); // CP on gPlayerCheckpointStatus[playerid] = CP_SFPDEXIT; } default: { DisablePlayerCheckpoint(playerid); } } return 1; }