// setworldbounds void Script_WorldBounds(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); float LowX; float LowY; float HighX; float HighY; bitStream->Read(LowX); bitStream->Read(LowY); bitStream->Read(HighX); bitStream->Read(HighY); pPlayer->EnforceWorldBoundries(HighX, LowX, HighY, LowY); }
void _stdcall DoOnFootWorldBoundsStuff() { if(pNetGame) { CLocalPlayer *pLocalPlayer = pNetGame->GetPlayerPool()->GetLocalPlayer(); CPlayerPed *pPlayerPed = pGame->FindPlayerPed(); // Make sure they don't leave their worldy confines. if(pLocalPlayer->IsActive() && !pPlayerPed->IsInVehicle()) { if(pPlayerPed->EnforceWorldBoundries( pNetGame->m_WorldBounds[0],pNetGame->m_WorldBounds[1], pNetGame->m_WorldBounds[2],pNetGame->m_WorldBounds[3])) { pGcsInternalKeys->wKeys1[KEY_ONFOOT_JUMP] = 0xFF; pGcsInternalKeys->wKeys2[KEY_ONFOOT_JUMP] = 0x00; pPlayerPed->SetArmedWeapon(0); //pGame->DisplayTextMessage("Stay within the world boundries"); } } } }