public PenInArea() { new Float:x, Float:y, Float:z; if(gPublicEnemy != 255) { if(!DmHiPlayer) { GetPlayerPos(gPublicEnemy, x, y, z); if(z>900.0) { new house = PlayerInfo[gPublicEnemy][pLocal]; GameTextForPlayer(gPublicEnemy, "~w~There is nowhere to hide", 5000, 1); SetPlayerArmour(gPublicEnemy,0.0); SetPlayerHealth(gPublicEnemy, 10.0); SetPlayerInterior(gPublicEnemy,0); SetPlayerVirtualWorld(gPublicEnemy,0);//here it set your world back to 0 PlayerInfo[gPublicEnemy][pInt] = 0; PlayerInfo[gPublicEnemy][pLocal] = 255; if(house > 99 && house != 255) { SetPlayerPos(gPublicEnemy, BizzInfo[house-99][bEntrancex], BizzInfo[house-99][bEntrancey],BizzInfo[house-99][bEntrancez]); // Warp the player } else if(house < 99 && house != 255) { SetPlayerPos(gPublicEnemy, HouseInfo[house][hEntrancex], HouseInfo[house][hEntrancey],HouseInfo[house][hEntrancez]); // Warp the player } else { SetPlayerPos(gPublicEnemy, 1350.1,-1279.1,13.3); // Warp the player to amunation SetPlayerHealth(gPublicEnemy,0.0); } } if(z <= -0.5) { GameTextForPlayer(gPublicEnemy, "~w~Public Enemy Can Not Swim", 5000, 1); SetPlayerHealth(gPublicEnemy,0.0); } if(x == PenPos[0] && y == PenPos[1] && z == PenPos[2]) { for(new i = 0; i <= MAX_PLAYERS; i++) { if(IsPlayerConnected(i) && gTeam[i] == 2 && CrimInRange(5.0, gPublicEnemy,i)) { SetPlayerHealth(gPublicEnemy, 0.0); OnPlayerDeath(gPublicEnemy, i, 0); } } } PenPos[0] = x ;PenPos[1]= y;PenPos[2]= z; } } return 1; }