Is it okay to break in that position each to break the respective loops?
Code:
public OnVehicleSpawn(vehicleid)
{
Loop(BucleVehs_, sizeof(Autos))>>>>>>>>> BUCLE 1.
{
if(!IsValidVehicle(Autos[ BucleVehs_ ][aID_SAMP])) continue;
if(Autos[ BucleVehs_ ][aID_SAMP] == vehicleid && Autos[ BucleVehs_ ][aModelo] > 0)
{
if(Autos[ BucleVehs_ ][aHealth] < 370.0){
SesionAutos[vehicleid][AUTO_MOTOR] = false;
}
if(Autos[ BucleVehs_ ][aSeguro]) BloquearAuto_(vehicleid, VEHICLE_PARAMS_ON);
SincronizarVeh_(BucleVehs_);
foreach(new Jugadores_ : Player)>>>>>>>>> BUCLE 2.
{
if(Autos[ BucleVehs_ ][aPropSQLID] == Jugador[ Jugadores_ ][ID])
{
new StrMessage[129];
format(StrMessage, sizeof(StrMessage), "Your vehicle %s It has been sent to the last position it was parked.",
VerNombreAuto(vehicleid)
);
SendClientMessage(Jugadores_, 0x16BA2DFF, StrMessage);
break; >>>>>>>>> BREAK 2.
}
}
SetVehicleHealth(vehicleid, Autos[ BucleVehs_ ][aHealth]);
SetVehiclePos(vehicleid, Autos[ BucleVehs_ ][aParkX], Autos[ BucleVehs_ ][aParkY], Autos[ BucleVehs_ ][aParkZ]);
SetVehicleZAngle(vehicleid, Autos[ BucleVehs_ ][aParkAngle]);
SetVehicleVirtual(vehicleid, Autos[ BucleVehs_ ][aParkVirtual]);
SetVehicleInterior(vehicleid, Autos[ BucleVehs_ ][aParkInterior]);
break; >>>>>>>>> BREAK 1.
}
}
return 1;
}