Disable city ambience on enter/exit property
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@@ -130,7 +130,7 @@ function enterExitPropertyCommand(command, params, client) {
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getPlayerData(client).pedState = VRR_PEDSTATE_EXITINGPROPERTY;
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getPlayerData(client).pedState = VRR_PEDSTATE_EXITINGPROPERTY;
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meActionToNearbyPlayers(client, "opens the door and exits the house");
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meActionToNearbyPlayers(client, "opens the door and exits the house");
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fadeCamera(client, false, 1.0);
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fadeCamera(client, false, 1.0);
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//disableCityAmbienceForPlayer(client);
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disableCityAmbienceForPlayer(client);
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setTimeout(function() {
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setTimeout(function() {
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setPlayerPosition(client, inHouse.entrancePosition);
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setPlayerPosition(client, inHouse.entrancePosition);
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setPlayerHeading(client, inHouse.entranceRotation);
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setPlayerHeading(client, inHouse.entranceRotation);
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@@ -161,7 +161,7 @@ function enterExitPropertyCommand(command, params, client) {
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clearPlayerStateToEnterExitProperty(client)
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clearPlayerStateToEnterExitProperty(client)
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meActionToNearbyPlayers(client, "opens the door and exits the business");
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meActionToNearbyPlayers(client, "opens the door and exits the business");
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fadeCamera(client, false, 1.0);
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fadeCamera(client, false, 1.0);
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//disableCityAmbienceForPlayer(client);
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disableCityAmbienceForPlayer(client);
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setTimeout(function() {
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setTimeout(function() {
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setPlayerPosition(client, inBusiness.entrancePosition);
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setPlayerPosition(client, inBusiness.entrancePosition);
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setPlayerHeading(client, inBusiness.entranceRotation);
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setPlayerHeading(client, inBusiness.entranceRotation);
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@@ -201,7 +201,7 @@ function enterExitPropertyCommand(command, params, client) {
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meActionToNearbyPlayers(client, "opens the door and enters the business");
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meActionToNearbyPlayers(client, "opens the door and enters the business");
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getPlayerData(client).pedState = VRR_PEDSTATE_ENTERINGPROPERTY;
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getPlayerData(client).pedState = VRR_PEDSTATE_ENTERINGPROPERTY;
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fadeCamera(client, false, 1.0);
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fadeCamera(client, false, 1.0);
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//disableCityAmbienceForPlayer(client);
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disableCityAmbienceForPlayer(client);
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setTimeout(function() {
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setTimeout(function() {
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setPlayerPosition(client, closestBusiness.exitPosition);
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setPlayerPosition(client, closestBusiness.exitPosition);
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setPlayerHeading(client, closestBusiness.exitRotation);
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setPlayerHeading(client, closestBusiness.exitRotation);
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@@ -237,7 +237,7 @@ function enterExitPropertyCommand(command, params, client) {
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meActionToNearbyPlayers(client, "opens the door and enters the house");
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meActionToNearbyPlayers(client, "opens the door and enters the house");
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getPlayerData(client).pedState = VRR_PEDSTATE_ENTERINGPROPERTY;
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getPlayerData(client).pedState = VRR_PEDSTATE_ENTERINGPROPERTY;
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fadeCamera(client, false, 1.0);
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fadeCamera(client, false, 1.0);
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//disableCityAmbienceForPlayer(client);
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disableCityAmbienceForPlayer(client);
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setTimeout(function() {
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setTimeout(function() {
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setPlayerPosition(client, closestHouse.exitPosition);
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setPlayerPosition(client, closestHouse.exitPosition);
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setPlayerHeading(client, closestHouse.exitRotation);
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setPlayerHeading(client, closestHouse.exitRotation);
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@@ -253,8 +253,6 @@ function enterExitPropertyCommand(command, params, client) {
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}
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}
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}
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}
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//messagePlayerError(client, "You aren't close enough to a door!");
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return true;
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return true;
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}
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}
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@@ -338,4 +336,11 @@ function showPlayerPrompt(client, promptType, promptMessage, promptTitle) {
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}
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}
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}
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}
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// ===========================================================================
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function updateServerGameTime() {
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gta.time.hour = getServerConfig().hour;
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gta.time.minute = getServerConfig().minute;
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}
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// ===========================================================================
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// ===========================================================================
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