public CustomPickups() { new Float:oldposx, Float:oldposy, Float:oldposz; new string[128]; NameTimer(); for(new i = 0; i < MAX_PLAYERS; i++) { if(IsPlayerConnected(i)) { GetPlayerPos(i, oldposx, oldposy, oldposz); new tmpcar = GetPlayerVehicleID(i); if(oldposx!=0.0 && oldposy!=0.0 && oldposz!=0.0) { for(new h = 0; h < sizeof(SBizzInfo); h++) { if(IsATruck(tmpcar) && PlayerToPoint(10.0, i, SBizzInfo[h][sbEntranceX], SBizzInfo[h][sbEntranceY], SBizzInfo[h][sbEntranceZ])) { format(string, sizeof(string), "~w~%s~n~~r~Products Required~w~: %d~n~~y~Price per Product: ~w~: $%d~n~~g~Funds: ~w~: $%d",SBizzInfo[h][sbMessage],(SBizzInfo[h][sbMaxProducts]-SBizzInfo[h][sbProducts]),SBizzInfo[h][sbPriceProd],SBizzInfo[h][sbTill]); GameTextForPlayer(i, string, 5000, 3); return 1; } if(PlayerToPoint(2.0, i, SBizzInfo[h][sbEntranceX], SBizzInfo[h][sbEntranceY], SBizzInfo[h][sbEntranceZ])) { if(SBizzInfo[h][sbOwned] == 1) { format(string, sizeof(string), "~w~%s~w~~n~Owner : %s~n~Extortion by : %s~n~Entrance Fee : ~g~$%d ~w~Level : %d ~n~to enter type /enter",SBizzInfo[h][sbMessage],SBizzInfo[h][sbOwner],SBizzInfo[h][sbExtortion],SBizzInfo[h][sbEntranceCost],SBizzInfo[h][sbLevelNeeded]); } else { format(string, sizeof(string), "~w~%s~w~~n~This Business is for sale~n~Cost: ~g~$%d ~w~Level : %d ~n~to buy this Business type /buybiz",SBizzInfo[h][sbMessage],SBizzInfo[h][sbBuyPrice],SBizzInfo[h][sbLevelNeeded]); } GameTextForPlayer(i, string, 5000, 3); return 1; } } for(new h = 0; h < sizeof(HouseInfo); h++) { if(PlayerToPoint(2.0, i, HouseInfo[h][hEntrancex], HouseInfo[h][hEntrancey], HouseInfo[h][hEntrancez])) { if(HouseInfo[h][hOwned] == 1) { if(HouseInfo[h][hRentabil] == 0) { format(string, sizeof(string), "~w~This House is owned by~n~%s~n~Level : %d",HouseInfo[h][hOwner],HouseInfo[h][hLevel]); } else { format(string, sizeof(string), "~w~This House is owned by~n~%s~n~Rent: $%d Level : %d~n~Type /rentroom to rent a room",HouseInfo[h][hOwner],HouseInfo[h][hRent],HouseInfo[h][hLevel]); } GameTextForPlayer(i, string, 5000, 3); return 1; } else { format(string, sizeof(string), "~w~This House is for sale~n~Discription: %s ~n~Cost: ~g~$%d~n~~w~ Level : %d~n~to buy this house type /buyhouse",HouseInfo[h][hDiscription],HouseInfo[h][hValue],HouseInfo[h][hLevel]); } GameTextForPlayer(i, string, 5000, 3); return 1; } } for(new h = 0; h < sizeof(BizzInfo); h++) { if(IsATruck(tmpcar) && PlayerToPoint(10.0, i, BizzInfo[h][bEntranceX], BizzInfo[h][bEntranceY], BizzInfo[h][bEntranceZ])) { format(string, sizeof(string), "~w~%s~n~~r~Products Required~w~: %d~n~~y~Price per Product: ~w~: $%d~n~~g~Funds: ~w~: $%d",BizzInfo[h][bMessage],(BizzInfo[h][bMaxProducts]-BizzInfo[h][bProducts]),BizzInfo[h][bPriceProd],BizzInfo[h][bTill]); GameTextForPlayer(i, string, 5000, 3); return 1; } if(PlayerToPoint(2.0, i, BizzInfo[h][bEntranceX], BizzInfo[h][bEntranceY], BizzInfo[h][bEntranceZ])) { if(BizzInfo[h][bOwned] == 1) { format(string, sizeof(string), "~w~%s~w~~n~Owner : %s~n~Extortion by : %s~n~Entrance Fee : ~g~$%d ~w~Level : %d ~n~to enter type /enter",BizzInfo[h][bMessage],BizzInfo[h][bOwner],BizzInfo[h][bExtortion],BizzInfo[h][bEntranceCost],BizzInfo[h][bLevelNeeded]); } else { format(string, sizeof(string), "~w~%s~w~~n~This Business is for sale~n~Cost: ~g~$%d ~w~Level : %d ~n~to buy this Business type /buybiz",BizzInfo[h][bMessage],BizzInfo[h][bBuyPrice],BizzInfo[h][bLevelNeeded]); } GameTextForPlayer(i, string, 5000, 3); return 1; } } }//custompickups end if (PlayerToPoint(2.0, i, 1173.2563,-1323.3102,15.3943)) {// Hospital near Ammu GameTextForPlayer(i, "~w~Type /healme to cure yourself", 5000, 5); } else if (PlayerToPoint(2.0, i, 2029.5945,-1404.6426,17.2512)) {// Hospital near speedway GameTextForPlayer(i, "~w~Type /healme to cure yourself", 5000, 5); } else if (PlayerToPoint(2.0, i, 323.0342,1118.5804,1083.8828)) {//Buyable Drugs for Drug Dealers GameTextForPlayer(i, "~w~Type /get drugs, to get some ~r~Drugs~y~~n~Skill Level matters to price", 5000, 3); } else if (PlayerToPoint(3, i,-2162.2554,-2385.9541,30.6250)) { GameTextForPlayer(i, "~y~Welcome to the ~r~City Hall~n~~w~Type /enter to go in", 5000, 5); } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,359.5408,206.7693,1008.3828)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Detective~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,347.7374,193.7241,1014.1875)) { if(PlayerInfo[i][pJob] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Lawyer~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1215.1304,-11.8431,1000.9219)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Whore~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,2166.3772,-1675.3829,15.0859)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Drugs Dealer~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1109.3318,-1796.3042,16.5938)) { if(PlayerInfo[i][pJob] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Car Jacker~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,-2050.8962,460.0262,35.1719)) { if(PlayerInfo[i][pMember] == 9 || PlayerInfo[i][pLeader] == 9) { GameTextForPlayer(i, "~w~Type ~r~/paper ~w~to create a newspaper",5000,3); } else if(PlayerInfo[i][pJob] == 15) { GameTextForPlayer(i, "~w~Type ~r~/papers ~w~to see all the made newspapers",5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,-1932.3859,276.2117,41.0391)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Car Mechanic~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,2226.1716,-1718.1792,13.5165)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Bodyguard~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1366.4325,-1275.2096,13.5469)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Arms Dealer~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,531.7930,-1292.4044,17.2422)) { if(PlayerInfo[i][pJob] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Car Dealer~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,766.0804,14.5133,1000.7004)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Boxer~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1154.2208,-1770.8203,16.5992)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Bus Driver~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,-77.7288,-1136.3896,1.0781)) { if(PlayerInfo[i][pJob] > 0 || PlayerInfo[i][pMember] > 0) {} else { GameTextForPlayer(i, "~g~Welcome,~n~~y~you can become a ~r~Trucker~y~ here ~n~~w~Type /join if you wish to become one", 5000, 3); } } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1381.0413,-1088.8511,27.3906)) { GameTextForPlayer(i, "~g~Welcome,~n~~y~Use /mission to take on a Mission", 5000, 3); } else if(PlayerToPoint(2.0, i,1073.0619,-344.5148,73.9922)) { } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,1568.625122,-1690.535766,5.890600)) { //Police Armory SetPlayerPos(i, 245.6500,-1347.1898,107.1833); GameTextForPlayer(i, "~r~Los Santos Police Armory",5000,3); SetPlayerInterior(i,0); } else if (GetPlayerState(i) == 1 && PlayerToPoint(2.0, i,247.6063,-1345.8665,107.1833)) { //Police Armory SetPlayerPos(i, 1570.625122,-1690.535766,5.890600); GameTextForPlayer(i, "~r~Los Santos Police Garage",5000,3); SetPlayerInterior(i,0); } if(OrderReady[i] > 0) { switch (OrderReady[i]) { case 1: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 4, 1); GivePlayerMoney(i, - 5000); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } case 2: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 31, 500); GivePlayerWeapon(i, 4, 1); GivePlayerMoney(i, - 6000); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } case 3: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 30, 500); GivePlayerWeapon(i, 4, 1); GivePlayerMoney(i, - 6000); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } case 4: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 31, 500); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 20); GivePlayerMoney(i, - 8000); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } case 5: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 30, 500); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 20); GivePlayerMoney(i, - 8000); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } case 6: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 31, 500); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 20); GivePlayerMoney(i, - 8500); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } case 7: { GivePlayerWeapon(i, 24, 50); GivePlayerWeapon(i, 29, 500); GivePlayerWeapon(i, 25, 50); GivePlayerWeapon(i, 30, 500); GivePlayerWeapon(i, 4, 1); GivePlayerWeapon(i, 34, 20); GivePlayerMoney(i, - 8500); SendClientMessage(i, COLOR_LIGHTBLUE, "* You picked up your Ordered Package."); } } OrderReady[i] = 0; } }//Hitman delivery stuff else if(PlayerOnMission[i] > 0 && PlayMission[kToggle] == 0) { if(MissionCheckpoint[i] == 1 && PlayerToPoint(10.0, i,PlayMission[kCP1][0],PlayMission[kCP1][1],PlayMission[kCP1][2])) { RingTone[i] = 20; format(string, sizeof(string), "%s", PlayMission[kGText1]); GameTextForPlayer(i, string, 8000, 3); format(string, sizeof(string), "%s", PlayMission[kText4]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText5]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText6]); SendClientMessage(i, COLOR_YELLOW2, string); MissionCheckpoint[i] = 2; } else if(MissionCheckpoint[i] == 2 && PlayerToPoint(10.0, i,PlayMission[kCP2][0],PlayMission[kCP2][1],PlayMission[kCP2][2])) { RingTone[i] = 20; format(string, sizeof(string), "%s", PlayMission[kGText2]); GameTextForPlayer(i, string, 8000, 3); format(string, sizeof(string), "%s", PlayMission[kText7]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText8]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText9]); SendClientMessage(i, COLOR_YELLOW2, string); MissionCheckpoint[i] = 3; } else if(MissionCheckpoint[i] == 3 && PlayerToPoint(10.0, i,PlayMission[kCP3][0],PlayMission[kCP3][1],PlayMission[kCP3][2])) { RingTone[i] = 20; format(string, sizeof(string), "%s", PlayMission[kGText3]); GameTextForPlayer(i, string, 8000, 3); format(string, sizeof(string), "%s", PlayMission[kText10]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText11]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText12]); SendClientMessage(i, COLOR_YELLOW2, string); MissionCheckpoint[i] = 4; } else if(MissionCheckpoint[i] == 4 && PlayerToPoint(10.0, i,PlayMission[kCP4][0],PlayMission[kCP4][1],PlayMission[kCP4][2])) { RingTone[i] = 20; format(string, sizeof(string), "%s", PlayMission[kGText4]); GameTextForPlayer(i, string, 8000, 3); format(string, sizeof(string), "%s", PlayMission[kText13]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText14]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText15]); SendClientMessage(i, COLOR_YELLOW2, string); MissionCheckpoint[i] = 5; } else if(MissionCheckpoint[i] == 5 && PlayerToPoint(10.0, i,PlayMission[kCP5][0],PlayMission[kCP5][1],PlayMission[kCP5][2])) { RingTone[i] = 20; format(string, sizeof(string), "%s", PlayMission[kGText5]); GameTextForPlayer(i, string, 8000, 3); format(string, sizeof(string), "%s", PlayMission[kText16]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText17]); SendClientMessage(i, COLOR_YELLOW2, string); format(string, sizeof(string), "%s", PlayMission[kText18]); SendClientMessage(i, COLOR_YELLOW2, string); MissionCheckpoint[i] = 6; } else if(MissionCheckpoint[i] == 6 && PlayerToPoint(10.0, i,PlayMission[kCP6][0],PlayMission[kCP6][1],PlayMission[kCP6][2])) { RingTone[i] = 20; format(string, sizeof(string), "%s", PlayMission[kGText6]); GameTextForPlayer(i, string, 8000, 3); format(string, sizeof(string), "..:: Mission Passed : %s | Reward received: $%d ::..", PlayMission[kTitle], PlayMission[kReward]); SendClientMessage(i, COLOR_GREEN, string); GivePlayerMoney(i, PlayMission[kReward]); PlayerInfo[i][pMissionNr] = PlayerOnMission[i]; MissionCheckpoint[i] = 0; PlayerOnMission[i] = 0; } } } return 1; }