new Float:interiors[][4] = { {283.2286, -86.9083, 303.1792,-56.1499} }; new Float:interiorexits[sizeof(interiors)][3] = { {295.6409,-78.0727,1001.5156} }; new Float:interiorviewpoint[sizeof(interiors)][3] = { {295.6409,-78.0727,1001.5156} }; new interiortypes[sizeof(interiors)][32] = { INTERIOR_AMMU }; new interiornames[sizeof(interiors)][32] = { "AmmuNation" }; new playerinterior[MAX_PLAYERS]; public InteriorUpdate() { new Float:x, Float:y, Float:z; new Float:xpos,Float:ypos,Float:zpos, a,b,j,welcomemsg[128]; for(new i=0; i < MAX_PLAYERS; i++) { GetPlayerPos(i,x,y,z); if(z < 1000.0) { playerinterior[i] = 0; } else if(playerinterior[i] == 0) { for(j=0; j < sizeof(interiors); i++) { if(isPlayerInArea(i,interiors[j])) { playerinterior[i] = j; // set a pos for the player a = i % 5; b = i - a; b = b % 20; xpos = 305.0 + float(b); ypos = -71.0 + float(a); SetPlayerPos(i,xpos,ypos,1001.6); SetPlayerFacingAngle(i,0.0); // SetPlayerCameraPos(i,interiorviewpoint[j][0], interiorviewpoint[j][1], interiorviewpoint[j][2]); format(welcomemsg,128,"~w~Welcome to %s",interiornames[j]); GameTextForPlayer(i,welcomemsg,300,4); } } } else { j = playerinterior[i]; print("asd"); GetPlayerPos(i,xpos,ypos,zpos); if(zpos > 1001.6) { // Jump -> Exit the Store SetPlayerPos(i,interiorexits[j][0],interiorexits[j][1],interiorexits[j][2]); SetCameraBehindPlayer(i); playerinterior[i] = 0; print("sde"); } else { a = i % 5; b = i - a; b = b % 20; xpos = 305.0 + float(b); ypos = -71.0 + float(a); SetPlayerPos(i,xpos,ypos,1001.6); print("se"); // SetPlayerFacingAngle(i,0.0); } } } }