Partie 1 (forward): forward IsAnOwnableCar(vehicleid);
Partie 2 (dans les public):
if(IsAnOwnableCar(vehicleid) && CarInfo[vehicleid][cLock] == 1 && CarInfo[vehicleid][cOwned] == 1)
{
if(PlayerInfo[playerid][pAdmin] >= 1337 && AdminDuty[playerid] == 1) { }
else
{
new Float:cx, Float:cy, Float:cz;
GetPlayerPos(playerid, cx, cy, cz);
SetPlayerPos(playerid, cx, cy, cz);
}
}
}
return 1;
}
Partie 3 (là ou on dit : tel véhicule est un ...) :
public IsAnOwnableCar(vehicleid)
{
if(vehicleid >= 184 && vehicleid <= 268) { return 1; }
return 0;
}
Partie 4 (ce qui est affiché lorsque l'on rentre dans un véhicule):
if(IsAnOwnableCar(newcar))
{
if(CarInfo[newcar][cOwned]==0)
{
TogglePlayerControllable(playerid, 0);
format(string,sizeof(string),"~w~Vehicle: %s~n~prix: ~g~%d~n~~w~/v buy to buy this vehicle~n~~r~/sortir ~w~to exit this vehicle",CarInfo[newcar][cDescription],CarInfo[newcar][cValue]);
GameTextForPlayer(playerid,string,5000,5);
}
if(CarInfo[newcar][cOwned]==1)
{
format(string,sizeof(string),"Ce véhicule apartient à %s",CarInfo[newcar][cFondateur]);
SendClientMessage(playerid, COLOR_BLUE, string);
/*if(keycar != vehicle)
{
SendClientMessage(playerid, COLOR_LIGHTRED, "Ce véhicule n'est pas à vous, faite attention à la police!");
}*/
if(PlayerInfo[playerid][pPcarkey] == vehicle) { }
else if(PlayerInfo[playerid][pPcarkey2] == vehicle) { }
else if(PlayerInfo[playerid][pPcarkey3] == vehicle) { }
else
{
if(PlayerInfo[playerid][pAdmin] >= 3)
{
SendClientMessage(playerid, COLOR_GREY, " Vous pouvez conduire cette voiture car vous êtes un admin !");
}
else
{
SendClientMessage(playerid, COLOR_LIGHTRED, "Ce véhicule n'est pas à vous, faite attention à la police!");
}
}
}
}
gLastCar[playerid] = newcar;
gLastDriver[newcar] = playerid;
}
Partie 5 (quand le joueur verrouille sont véhicule) :
public OnPlayerExitVehicle(playerid, vehicleid)
{
if (GetPlayerState(playerid) == 1)
{
return 1;
}
/*if(IsAnOwnableCar(vehicleid))
{
new Float:x,Float:y,Float:z;
new Float:a;
GetVehiclePos(vehicleid, x, y, z);
GetVehicleZAngle(vehicleid, a);
CarInfo[vehicleid][cLocationx] = x;
CarInfo[vehicleid][cLocationy] = y;
CarInfo[vehicleid][cLocationz] = z;
CarInfo[vehicleid][cAngle] = a;
OnPropUpdate();
}
if(CarAutolock[vehicleid] == 1)
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if (IsPlayerConnected(i))
{
SetVehicleParamsForPlayer(vehicleid,i,0,1);
GameTextForPlayer(playerid,"~w~Car~n~~r~Autolocked",2500,3);
return 1;
}
}
}*/
/* new keycar = PlayerInfo[playerid][pPcarkey];
new keycar2 = PlayerInfo[playerid][pPcarkey2];
new keycar3 = PlayerInfo[playerid][pPcarkey3];
new vehicle = GetPlayerVehicleID(playerid);
if(IsAnOwnableCar(vehicleid))
{
if(keycar == vehicleid)
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if (IsPlayerConnected(i))
{
SetVehicleParamsForPlayer(vehicleid,i,0,1);
}
GameTextForPlayer(playerid, "~w~Vehicle~n~~r~Auto-Locked", 10000, 3);
CarInfo[keycar][cLock] = 1;
}
}
else if(keycar2 == vehicleid)
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if (IsPlayerConnected(i))
{
SetVehicleParamsForPlayer(vehicleid,i,0,1);
}
GameTextForPlayer(playerid, "~w~Vehicle~n~~r~Auto-Locked", 10000, 3);
CarInfo[keycar2][cLock] = 1;
}
}
else if(keycar3 == vehicleid)
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if (IsPlayerConnected(i))
{
SetVehicleParamsForPlayer(vehicleid,i,0,1);
}
GameTextForPlayer(playerid, "~w~Vehicle~n~~r~Auto-Locked", 10000, 3);
CarInfo[keycar3][cLock] = 1;
}
}
}*/
J'ai pas mis le reste car il y à beaucoup d'autre bout de code, ci ces codes au dessus ne vous suffise pas, je vous fournirai la suite