Szerző Téma: 6 db warning javítása.Mod javítás  (Megtekintve 534 alkalommal)

6 db warning javítása.Mod javítás
« Dátum: 2013. Október 19. - 22:34:46 »
0
Valaki ki tudná ezt javítani nekem?
6 db warning-ot ír.
Kiesik egy munka a pilóta pedig minden include megvan hozzá..
ezek a warningok:
D:\\Programook\\SZERVER\\server1\\pawno\\include\\streamer.inc(376) : warning 235: public function lacks forward declaration (symbol \"OnPlayerEditObject\")
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_OnPlayerEnterCheckpoint\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_SetRandomJob\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_StartRandomJob\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316) : warning 204: symbol is assigned a value that is never used: \"Streamer_g_OPSO\"
D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316 -- 1493) : warning 203: symbol is never used: \"ret_memcpy\"
 
#pragma tabsize 0
// ********************************************************************************************************************
// Set default gamemode name
// ********************************************************************************************************************
#define GameModeName            \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×\"
// ********************************************************************************************************************
// ********************************************************************************************************************
 
// Include default files
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
// Include functions for this gamemode
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
// Include all define-statements and custom-type declarations and the arrays which use them
// These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays
// Also include the defined loads (for truckers, military, mafia, ...) and locations arrays
// The main function (used only once when the server loads)
main()
{
// Print some standard lines to the server\'s console
print(\"\\n------------------\");
print(GameModeName);
print(\"-----------------\\n\");
}
 
// This callback gets called when the server initializes the gamemode
public OnGameModeInit()
{
//3D Táblák
   Create3DTextLabel(\"Kamionosoknak csak\", 0xFFFFFFAA, 3466.0850,881.6282,18.2148, 60.0, 0);
   Create3DTextLabel(\"a kijelölt helyen\", 0xFF9933AA, 3466.0850,881.6282,17.9, 60.0, 0);
   Create3DTextLabel(\"Mély víz csak\", 0xFFFFFFAA,3450.2595,945.1111,6.7964, 60.0, 0);
   Create3DTextLabel(\"Saját felelõsségre\", 0xFF9933AA,3450.2595,945.1111,6.4964, 60.0, 0);
   Create3DTextLabel(\"Kamionosoknak\", 0xFFFFFFAA,3400.8997,898.8578,7.3018, 60.0, 0);
   Create3DTextLabel(\"Kijelölt hely\", 0xFF9933AA,3400.8997,898.8578,7.0018, 60.0, 0);
   Create3DTextLabel(\"Rádióért használd a /radio parancsot\", 0xFF9933AA,1271.9248,845.8589,29.2429, 70.0, 0);
   Create3DTextLabel(\"Túlrakodásért használd a /overload parancsot\", 0xFF9933AA,1271.9248,845.8589,26.2429, 70.0, 0);
Create3DTextLabel(\"Jó játékot kiván nektek a szerver tulaj\", 0xFF9933AA, 1623.4753,821.0429,27.4113, 70.0, 0);
Create3DTextLabel(\"K.A.C.C egyenesen 20 km\", 0xFF9933AA,1716.0542,831.7856,16.0315, 70.0, 0);
new HostCommand[128];
// Change the hostname
format(HostCommand, 128, \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×%s\", GameModeName);
SetGameModeText(\"[J]-[M] v5.6\");
   SendRconCommand(\"mapname Ohio-New Mexiko\");
 
GameModeInit_VehiclesPickups(); // Add all static vehicles and pickups when the server starts that are required (also load the houses)
GameModeInit_Classes(); // Add character models to the class-selection (without weapons)
Convoys_Init(); // Setup textdraws and default data for convoys
ShowPlayerMarkers(1); // Show players on the entire map (and on the radar)
ShowNameTags(1); // Show player names (and health) above their head
ManualVehicleEngineAndLights(); // Let the server control the vehicle\'s engine and lights
EnableStuntBonusForAll(0); // Disable stunt bonus for all players
DisableInteriorEnterExits(); // Removes all building-entrances in the game
UsePlayerPedAnims(); // Use CJ\'s walking animation
 
// Start the timer that will show timed messages every 2 minutes
SetTimer(\"Timer_TimedMessages\", 1000 * 60 * 2, true);
// Start the timer that will show a random bonus mission for truckers every 5 minutes
SetTimer(\"ShowRandomBonusMission\", 1000 * 60 * 5, true);
// Start the timer that checks the toll-gates
SetTimer(\"Toll\", 1000, true);
// Fix the bugged houses (after fixing the houses, you can remove this line, as it\'s not needed anymore)
FixHouses();
return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Display a message if the player hasn\'t accepted the rules yet
if (APlayerData[playerid][RulesRead] == false)
SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Olvasd el a szabályokat {00FF00}/rules!\");
SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Tulajdonos:{00FF00} Lacky, BoboCica, [L]uckyoy\");
// Always allow NPC\'s to login without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;
// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
SetPVarInt(playerid, \"PVarMoney\", 0);
SetPVarInt(playerid, \"PVarScore\", 0);
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Also store this name for the player
GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);
// Send a message to all players to let them know somebody else joined the server
format(NewPlayerMsg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Csatlakozott köreinkbe.\", Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);
// Try to load the player\'s datafile (\"PlayerFile_Load\" returns \"1\" is the file has been read, \"0\" when the file cannot be read)
if (PlayerFile_Load(playerid) == 1)
{
// Check if the player is still banned
if (APlayerData[playerid][banTime] < gettime()) // Player ban-time is passed
   ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT,\"Üdvözöllek\", \"Írd be a jelszavad\", \"Belépés\", \"vissza\");
else // Player is still banned
{
   ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds
   Kick(playerid); // Kick the player
}
}
else
ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, \"Üdvözöllek\", \"Kérem regisztrálj és add meg a jelszavad\",\"Regisztráció\", \"vissza\");
// The houses have been loaded but not the cars, so load all vehicles assigned to the player\'s houses
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID from this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
    // Check if there is a house in this slot
if (HouseID != 0)
    HouseFile_Load(HouseID, true); // Load the cars of the house
}
// Speedometer setup
Speedometer_Setup(playerid);
// MissionText TextDraw setup
APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, \" \"); // Setup the missiontext at the bottom of the screen
TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext
// Display a message if the player hasn\'t accepted the rules yet
if (APlayerData[playerid][RulesRead] == false)
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Olvasd el a szabályokat {FFFF00}/rules{FF0000}\");
return 1;
}
 
// This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)
ShowRemainingBanTime(playerid)
{
// Setup local variables
new TotalBanTime, Days, Hours, Minutes, Msg[128];
// Get the total ban-time
TotalBanTime = APlayerData[playerid][banTime] - gettime();
// Calculate days
if (TotalBanTime >= 86400)
{
Days = TotalBanTime / 86400;
TotalBanTime = TotalBanTime - (Days * 86400);
}
// Calculate hours
if (TotalBanTime >= 3600)
{
Hours = TotalBanTime / 3600;
TotalBanTime = TotalBanTime - (Hours * 3600);
}
// Calculate minutes
if (TotalBanTime >= 60)
{
Minutes = TotalBanTime / 60;
TotalBanTime = TotalBanTime - (Minutes * 60);
}
// Display the remaining ban-time for this player
SendClientMessage(playerid, 0xFFFFFFFF, \"Bannolva Lettél\");
format(Msg, 128, \"Ennyi idõre:, Nap:, Óra:, Perc:\");
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
 
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Always allow NPC\'s to logout without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[24], Msg[128], HouseID;
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Stop spectate mode for all players who are spectating this player
for (new i; i < MAX_PLAYERS; i++)
    if (IsPlayerConnected(i)) // Check if the player is connected
        if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody
            if (APlayerData[spectateID] == playerid) // Check if this player is spectating me
         {
         TogglePlayerSpectating(i, 0); // Turn off spectate-mode
         APlayerData[spectateID] = INVALID_PLAYER_ID;
         APlayerData[spectateType] = ADMIN_SPEC_TYPE_NONE;
         SendClientMessage(i, 0xFFFFFFFF, \"{FF0000}A spec befejezõdött\");
      }
// Send a message to all players to let them know somebody else joined the server
format(Msg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Kilépett a szerverrõl\", Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, Msg);
// If the player entered a proper password (the player has an account)
if (strlen(APlayerData[playerid][PlayerPassword]) != 0)
{
    // Save the player data and his houses
PlayerFile_Save(playerid);
}
// Stop any job that may have started (this also clears all mission data)
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job
case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
case ClassKukasDriver: KukasDriver_EndJob(playerid); // Stop any busdriver job
case ClassVonatDriver: VonatDriver_EndJob(playerid); // Stop any busdriver job
case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
case ClassPolice: Police_EndJob(playerid); // Stop any police job
case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
case ClassDumper: Dumper_EndJob(playerid); // Stop any mafia job
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy, kick him from it
Convoy_Leave(playerid);
// Unload all the player\'s house-vehicles to make room for other player\'s vehicles
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID from this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
    // Check if there is a house in this slot
if (HouseID != 0)
{
    // Unload the cars of the house
    House_RemoveVehicles(HouseID);
   // Set the house so it cannot be entered by anyone (close the house)
   AHouseData[HouseID][HouseOpened] = false;
}
}
// Clear the data in the APlayerData array to make sure the next player with the same id doesn\'t hold wrong data
APlayerData[playerid][spectateID] = -1;
APlayerData[playerid][spectateVehicle] = -1;
APlayerData[playerid][spectateType] = ADMIN_SPEC_TYPE_NONE;
APlayerData[playerid][LoggedIn] = false;
APlayerData[playerid][AssistanceNeeded] = false;
APlayerData[playerid][PlayerPassword] = 0;
APlayerData[playerid][PlayerLevel] = 0;
APlayerData[playerid][PlayerJailed] = 0;
APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer
APlayerData[playerid][bans] = 0;
APlayerData[playerid][banTime] = 0;
APlayerData[playerid][Muted] = false;
APlayerData[playerid][RulesRead] = false;
APlayerData[playerid][AutoReportTime] = 0;
APlayerData[playerid][TruckerLicense] = 0;
APlayerData[playerid][busLicense] = 0;
APlayerData[playerid][KukasLicense] = 0;
APlayerData[playerid][PlayerClass] = 0;
APlayerData[playerid][Warnings] = 0;
APlayerData[playerid][PlayerMoney] = 0;
APlayerData[playerid][PlayerScore] = 0;
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
APlayerData[playerid][Houses][HouseSlot] = 0;
for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
APlayerData[playerid][business][busSlot] = 0;
APlayerData[playerid][CurrentHouse] = 0;
// Clear bank account info
APlayerData[playerid][bankPassword] = 0;
APlayerData[playerid][bankLoggedIn] = false;
APlayerData[playerid][bankMoney] = 0;
// Clear stats
APlayerData[playerid][statsTruckerJobs] = 0;
APlayerData[playerid][statsConvoyJobs] = 0;
APlayerData[playerid][statsBusDriverJobs] = 0;
APlayerData[playerid][statsKukasDriverJobs] = 0;
APlayerData[playerid][statsVonatDriverJobs] = 0;
APlayerData[playerid][statsPilotJobs] = 0;
APlayerData[playerid][statsMafiaJobs] = 0;
APlayerData[playerid][statsDumperJobs] = 0;
APlayerData[playerid][statsMafiaStolen] = 0;
APlayerData[playerid][statsPoliceFined] = 0;
APlayerData[playerid][statsPoliceJailed] = 0;
APlayerData[playerid][statsCourierJobs] = 0;
APlayerData[playerid][statsRoadworkerJobs] = 0;
APlayerData[playerid][statsAssistance] = 0;
APlayerData[playerid][statsMetersDriven] = 0.0;
// Clear police warnings
APlayerData[playerid][PoliceCanJailMe] = false;
APlayerData[playerid][PoliceWarnedMe] = false;
APlayerData[playerid][Value_PoliceCanJailMe] = 0;
// Make sure the jailtimer has been destroyed
KillTimer(APlayerData[playerid][PlayerJailedTimer]);
KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);
// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
Speedometer_Cleanup(playerid);
// Also destroy the missiontext TextDraw for this player
TextDrawDestroy(APlayerData[playerid][MissionText]);
// Destroy a rented vehicle is the player had any
if (APlayerData[playerid][RentedVehicleID] != 0)
{
// Clear the data for the already rented vehicle
AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;
for (new j; j < 14; j++)
{
   AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;
}
// Destroy the vehicle
DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
// Clear the RentedVehicleID
APlayerData[playerid][RentedVehicleID] = 0;
}
return 1;
}
 
// This callback gets called whenever a player uses the chat-box
public OnPlayerText(playerid, text[])
{
// Block the player\'s text if he has been muted
   if (APlayerData[playerid][Muted] == true)
{
// Let the player know he\'s still muted
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Levagy némítva\");
// Don\'t allow his text to be sent to the chatbox
return 0;
}
   return 1;
}
 
// This callback gets called when a player interacts with a dialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
// Select the proper dialog to process
switch (dialogid)
{
case DialogRegister: Dialog_Register(playerid, response, inputtext); // The \"Register\"-dialog
case DialogLogin: Dialog_Login(playerid, response, inputtext); // The \"Login\"-dialog
case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);
case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);
case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);
case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);
case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog
case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)
case DialogRules: Dialog_Rules(playerid, response);
case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)
case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)
case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)
case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)
case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job
    case DialogKukasJobMethod: Dialog_KukasSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
case DialogKukasSelectRoute: Dialog_KukasSelectRoute(playerid, response, listitem); // Choose the busroute and start the job
case DialogVonatJobMethod: Dialog_VonatSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
case DialogVonatSelectRoute: Dialog_VonatSelectRoute(playerid, response, listitem); // Choose the busroute and start the job
case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);
case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)
case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)
case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)
case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog
case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);
case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog
case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);
case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogSellCar: Dialog_SellCar(playerid, response, listitem);
case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);
case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);
case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);
case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);
case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);
case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);
case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);
case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business
case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business
case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);
case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);
case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);
case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);
case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);
case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);
case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);
case DialogBankCancel: Dialog_BankCancel(playerid, response);
case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);
case DialogHelpItem: Dialog_HelpItem(playerid, response);
case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);
case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);
case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);
}
   return 1;
}
// this callback gets called when a player clicks on another player on the scoreboard
public OnPlayerClickPlayer(playerid, clickedplayerid, source)
{
// Check if the player is an admin of at least level 1
if (APlayerData[playerid][PlayerLevel] >= 1)
{
// Setup local variables
new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;
// Construct the dialog-title
GetPlayerName(clickedplayerid, Name, sizeof(Name));
format(DialogTitle, 128, \"Statistics of player: %s\", Name);
// Add the IP of the player to the list
    GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP));
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Player-IP: {00FF00}%s\\n\", PlayerStatList, PlayerIP);
// Add the level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Admin-level: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);
// Add the class of the player to the list
switch(APlayerData[clickedplayerid][PlayerClass])
{
   case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Trucker\\n\", PlayerStatList);
   case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Bus driver\\n\", PlayerStatList);
   case ClassKukasDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Kukas driver\\n\", PlayerStatList);
   case ClassVonatDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Vonat driver\\n\", PlayerStatList);
   case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Pilot\\n\", PlayerStatList);
   case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Police\\n\", PlayerStatList);
   case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Mafia\\n\", PlayerStatList);
   case ClassDumper: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Dumper\\n\", PlayerStatList);
   case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Courier\\n\", PlayerStatList);
   case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Assistance\\n\", PlayerStatList);
}
// Add money and score of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pénz: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pont: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);
// Add wanted-level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Körözési-szint: {00FF00}%i\\n\", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));
// Add truckerlicense and busdriver license of the player to the list
if (APlayerData[clickedplayerid][TruckerLicense] == 1)
   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}Yes\\n\", PlayerStatList);
else
   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}No\\n\", PlayerStatList);
if (APlayerData[clickedplayerid][busLicense] == 1)
   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}Yes\\n\", PlayerStatList);
else
   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}No\\n\", PlayerStatList);
if (APlayerData[clickedplayerid][KukasLicense] == 1)
   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}Yes\\n\", PlayerStatList);
else
   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}No\\n\", PlayerStatList);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kamionos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett convoyos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett buszos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett kukás munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsKukasDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kalauz munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsVonatDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Pilota munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett maffia munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett dömperes munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsDumperJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Becserkészett ellopott maffia hadmûveletek: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megbüntetett játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bebörtönzött játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Futár munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett karbantartó munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megjavitott autok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Ennyi kilómétert vezettél: {00FF00}%f\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMetersDriven]);
// Count the number of houses/businesses that the player has and add them to the list
for (new i; i < MAX_HOUSESPERPLAYER; i++)
   if (APlayerData[clickedplayerid][Houses] != 0)
       NumHouses++;
for (new i; i < MAX_BUSINESSPERPLAYER; i++)
   if (APlayerData[clickedplayerid][business] != 0)
       NumBusinesses++;
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Houses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumHouses);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Businesses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumBusinesses);
// Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars)
APlayerData[playerid][DialogOtherPlayer] = clickedplayerid;
// Show the statistics of the other player
ShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, \"vissza\"); // Let the player buy a license
}
return 1;
}
 
// This callback gets called when a player picks up any pickup
public OnPlayerPickUpPickup(playerid, pickupid)
{
// If the player picks up the Buy_License pickup at the driving school in Doherty
if (pickupid == Pickup_License)
    // Ask the player which license he wants to buy
ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, \"Választd ki mire szeretnél jogosítvány! \", \"Kamionos jogosítvány ($100.000, 100 pont)\\r\\nBuszos jogosítvány ($50.000, 50 pont)\", \"megvesz\", \"vissza\"); // Let the player buy a license
return 1;
}
 
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
// Always allow NPC\'s to spawn without logging in
if (IsPlayerNPC(playerid))
return 1;
// Check if the player properly logged in by typing his password
if (APlayerData[playerid][LoggedIn] == false)
{
SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
    Kick(playerid); // Kick the player if he didn\'t log in properly
}
// Setup local variables
new missiontext[200];
// Spawn the player in the global world (where everybody plays the game)
   SetPlayerVirtualWorld(playerid, 0);
SetPlayerInterior(playerid, 0);
// Also set a variable that tracks in which house the player currently is
APlayerData[playerid][CurrentHouse] = 0;
// Disable the clock
TogglePlayerClock(playerid, 0);
// Delete all weapons from the player
ResetPlayerWeapons(playerid);
// Set the missiontext based on the chosen class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truck-driver class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassBusDriver: // Bus-driver class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassKukasDriver: // kukás class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassKukasDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassVonatDriver: // kukás class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassVonatDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassPilot: // Pilot class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassPolice: // Police class
{
   format(missiontext, sizeof(missiontext), \"\'RMB\' megbünteted a játékost (gyalogosan), \'LCTRL\' jelzed neki hogy áljon meg\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map)
   // Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first)
   KillTimer(APlayerData[playerid][PlayerCheckTimer]);
   APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Police_CheckWantedPlayers\", 1000, true, \"i\", playerid);
   //fegyver rendõrnek
   if (PoliceGetsWeapons == true)
   {
       // Give up to 12 weapons to the player
      for (new i; i < 12; i++)
          GivePlayerWeapon(playerid, APoliceWeapons, PoliceWeaponsAmmo);
   }
}
case ClassMafia: // Mafia class
{
   format(missiontext, sizeof(missiontext), \"Lopd el a megjelölt jármûvet vagy vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map)
   // Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)
   KillTimer(APlayerData[playerid][PlayerCheckTimer]);
   APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Mafia_CheckMafiaLoads\", 1000, true, \"i\", playerid);
}
case ClassDumper: // Mafia class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassDumper); // Set the playercolor (chatcolor for the player and color on the map)
   // Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)
   KillTimer(APlayerData[playerid][PlayerCheckTimer]);
   APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Dumper_CheckDumperLoads\", 1000, true, \"i\", playerid);
}
case ClassCourier: // Courier class
{
   format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassAssistance: // Assistance class
{
   format(missiontext, sizeof(missiontext), \"\'RMB\' megjavitás/megtankolás más kocsiját (gyalog), \'LCTRL\' saját jármûvedet megjavitod\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)
   // Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first)
   KillTimer(APlayerData[playerid][PlayerCheckTimer]);
   APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Assistance_CheckPlayers\", 1000, true, \"i\", playerid);
}
case ClassRoadWorker: // Roadworker class
{
   format(missiontext, sizeof(missiontext),\"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext
   SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
}
 }
// Set the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
// Show the missiontext for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);
// If the player spawns and his jailtime hasn\'t passed yet, put him back in jail
if (APlayerData[playerid][PlayerJailed] != 0)
    Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
return 1;
}
 
// This callback gets called whenever a player enters a checkpoint
public OnPlayerEnterCheckpoint(playerid)
{
// Check the player\'s class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truckdriver class
   Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods)
case ClassBusDriver: // BusDriver class
{
   GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
   BusDriver_EndJob(playerid); // End the current mission
}
case ClassKukasDriver: // BusDriver class
{
   GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
   KukasDriver_EndJob(playerid); // End the current mission
}
case ClassVonatDriver: // BusDriver class
{
   GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
   VonatDriver_EndJob(playerid); // End the current mission
}
case ClassPilot: // Pilot class
   Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload)
case ClassMafia: // Mafia class
   Mafia_OnPlayerEnterCheckpoint(playerid);
case ClassDumper: // Mafia class
   Dumper_OnPlayerEnterCheckpoint(playerid);
case ClassCourier: // Courier class
   Courier_OnPlayerEnterCheckpoint(playerid);
case ClassRoadWorker: // Roadworker class
{
   // Only end the mission when doing \"repair-speedcamera\" jobtype (checkpoint is the base of the roadworker)
   if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera\'s
   {
      GameTextForPlayer(playerid, \"Munka vége\", 3000, 4); // Show a message to let the player know he finished his job
      Roadworker_EndJob(playerid); // End the current mission
   }
   if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder
               Roadworker_EnterCheckpoint(playerid);
}
}
return 1;
}
 
// This callback gets called when a player enters a race-checkpoint
public OnPlayerEnterRaceCheckpoint(playerid)
{
// Check the player\'s class
switch (APlayerData[playerid][PlayerClass])
{
case ClassBusDriver: // BusDriver class
    Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint
    case ClassKukasDriver: // BusDriver class
    Kukas_EnterRaceCheckpoint(playerid); // Process the checkpoint
       case ClassVonatDriver: // BusDriver class
    Vonat_EnterRaceCheckpoint(playerid); // Process the checkpoint
case ClassRoadWorker: // Roadworker class
   Roadworker_EnterRaceCheckpoint(playerid);
}
return 1;
}
 
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Setup local variables
new VictimName[24], KillerName[24], Msg[128];
// Clear the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], \" \");
// Hide the missiontext for this player (when the player is choosing a class, it\'s not required to show any mission-text)
TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]);
// Stop any job that may have started
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: Trucker_EndJob(playerid);
case ClassBusDriver: BusDriver_EndJob(playerid);
case ClassKukasDriver: KukasDriver_EndJob(playerid);
case ClassVonatDriver: VonatDriver_EndJob(playerid);
case ClassPilot: Pilot_EndJob(playerid);
case ClassPolice: Police_EndJob(playerid);
case ClassMafia: Mafia_EndJob(playerid);
case ClassDumper: Dumper_EndJob(playerid);
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy, kick him from it
Convoy_Leave(playerid);
// If another player kills you, he\'ll get an extra star of his wanted level
if (killerid != INVALID_PLAYER_ID)
{
// Increase the wanted level of the killer by one star
    SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 1);
    // Get the name of the killed player and the killer
    GetPlayerName(playerid, VictimName, sizeof(VictimName));
    GetPlayerName(killerid, KillerName, sizeof(KillerName));
    // Let the killed know the police are informed about the kill
format(Msg, 128, \"{FF0000}Megölted {FFFF00}%s{FF0000}, ezért köröz a rendõrség\", VictimName);
SendClientMessage(killerid, 0xFFFFFFFF, Msg);
// Inform all police players about the kill
format(Msg, 128, \"{00FF00}Játékos {FFFF00}%s{00FF00} megölted {FFFF00}%s{00FF00} játékost,ezért most keres a rendõrség\", KillerName, VictimName);
Police_SendMessage(Msg);
}
return 1;
}
 
// This callback gets called when the player is selecting a class (but hasn\'t clicked \"Spawn\" yet)
public OnPlayerRequestClass(playerid, classid)
{
SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,-2165.6738,-261.0344,36.5156);
SetPlayerFacingAngle(playerid, 240.0);
SetPlayerCameraPos(playerid,-2156.5859,-260.9896,36.5156);
SetPlayerCameraLookAt(playerid,-2168.1768,-261.1254,36.5156);
// Display a short message to inform the player about the class he\'s about to choose
switch (classid)
{
case 0, 1, 2, 3, 4, 5, 6: // Classes that will be truckdrivers
{
   // Display the name of the class
           GameTextForPlayer(playerid, \"~b~Kamion sofõr\", 3000, 4); //sárga
   // Store the class for the player (truckdriver)
   APlayerData[playerid][PlayerClass] = ClassTruckDriver;
}
case 7, 8: // Classes that will be police
{
   // Display the name of the class
           GameTextForPlayer(playerid, \"~b~Busz sofõr\", 3000, 4);
   // Store the class for the player (police)
   APlayerData[playerid][PlayerClass] = ClassBusDriver;
}
case 9, 10, 11, 12, 13, 14:// Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Rendfenntartó\", 3000, 4); //kék
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassPolice;
}
case 15, 16, 17, 18, 19, 20: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Maffia\", 3000, 4);
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassMafia;
    }
    case 21, 22, 23: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Don Pepe Csomagkihordó\", 3000, 4); //rozsaszin
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassCourier;
}
case 24, 25: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Autómentõ\", 3000, 4); //zöld
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassAssistance;
       }
       case 26, 27: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Útkarbantartó\", 3000, 4);
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassRoadWorker;
}
case 28, 29: // Classes that will be police
{
   // Display the name of the class
           GameTextForPlayer(playerid, \"~b~Szemétszállító\", 3000, 4);
   // Store the class for the player (police)
   APlayerData[playerid][PlayerClass] = ClassKukasDriver;
}
case 30, 31: // Classes that will be assistance
{
   // Display the name of the class
   GameTextForPlayer(playerid, \"~b~Dömper vezetõ\", 3000, 4);
   // Store the class for the player (assistance)
   APlayerData[playerid][PlayerClass] = ClassDumper;
    }
      case 32, 33: // Classes that will be police
{
   // Display the name of the class
           GameTextForPlayer(playerid, \"~b~Mozdonyvezetõ\", 3000, 4);
   // Store the class for the player (police)
   APlayerData[playerid][PlayerClass] = ClassVonatDriver;
}
}
return 1;
}
 
// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];
// Get the player\'s name
GetPlayerName(playerid, Name, sizeof(Name));
// Choose a random spawnlocation based on the player\'s class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver:
{
   Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation
   x = ASpawnLocationsTrucker[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsTrucker[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsTrucker[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsTrucker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott a Kamionsofõrnek.\", Name);
}
case ClassBusDriver:
{
   Index = random(sizeof(ASpawnLocationsBusDriver));
   x = ASpawnLocationsBusDriver[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsBusDriver[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsBusDriver[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsBusDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Buszsofõrnek .\", Name);
}
case ClassPilot:
{
   Index = random(sizeof(ASpawnLocationsPilot));
   x = ASpawnLocationsPilot[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsPilot[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsPilot[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsPilot[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Pilótának.\", Name);
}
case ClassPolice:
{
   // If the player has less than 100 scorepoints
    if (APlayerData[playerid][PlayerScore] < 100)
    {
      // Let the player know he needs 100 scorepoints
      GameTextForPlayer(playerid, \"100 pontra van szükséged hogy rendõr lehess\", 5000, 4);
      SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}100 pont kell hogy rendõr lehess\");
      return 0; // Don\'t allow the player to spawn as police player
    }
   // If the player has a wanted level
    if (GetPlayerWantedLevel(playerid) > 0)
    {
      // Let the player know he cannot have a wanted level to join police
      GameTextForPlayer(playerid, \"körözésed van nem lehetsz rendõr\", 5000, 4);
      SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}körözésed van nem lehetsz rendõr\");
      return 0; // Don\'t allow the player to spawn as police player
    }
   Index = random(sizeof(ASpawnLocationsPolice));
   x = ASpawnLocationsPolice[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsPolice[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsPolice[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsPolice[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Rendfenntartónak.\", Name);
}
case ClassMafia:
{
   Index = random(sizeof(ASpawnLocationsMafia));
   x = ASpawnLocationsMafia[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsMafia[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsMafia[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsMafia[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Maffiózónak.\", Name);
}
case ClassCourier:
{
   Index = random(sizeof(ASpawnLocationsCourier));
   x = ASpawnLocationsCourier[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsCourier[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsCourier[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsCourier[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Pizzafutárnak.\", Name);
}
case ClassAssistance:
{
   Index = random(sizeof(ASpawnLocationsAssistance));
   x = ASpawnLocationsAssistance[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsAssistance[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsAssistance[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsAssistance[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott az autómentõkhöz.\", Name);
}
case ClassRoadWorker:
{
   Index = random(sizeof(ASpawnLocationsRoadWorker));
   x = ASpawnLocationsRoadWorker[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsRoadWorker[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsRoadWorker[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsRoadWorker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Útkarbantartónak.\", Name);
}
case ClassKukasDriver:
{
   Index = random(sizeof(ASpawnLocationsKukasDriver));
   x = ASpawnLocationsKukasDriver[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsKukasDriver[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsKukasDriver[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsKukasDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Szemételszállíónak.\", Name);
}
case ClassDumper:
{
   Index = random(sizeof(ASpawnLocationsDumper));
   x = ASpawnLocationsDumper[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsDumper[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsDumper[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsDumper[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Dömper sofõrnek.\", Name);
}
case ClassVonatDriver:
{
   Index = random(sizeof(ASpawnLocationsVonatDriver));
   x = ASpawnLocationsVonatDriver[index][spawnX]; // Get the X-position for the spawnlocation
   y = ASpawnLocationsVonatDriver[index][spawnY]; // Get the Y-position for the spawnlocation
   z = ASpawnLocationsVonatDriver[index][spawnZ]; // Get the Z-position for the spawnlocation
   Angle = ASpawnLocationsVonatDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
   format(Msg, 128, \"{1E90FF}%s Csatlakozott Mozdonyvezetõnek.\", Name);
}
 }
// Spawn the player with his chosen skin at a random location based on his class
SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0);
// Send the message to all players (who joined which class)
SendClientMessageToAll(0xFFFFFFFF, Msg);
   return 1;
}
 
// This callback gets called when a vehicle respawns at it\'s spawn-location (where it was created)
public OnVehicleSpawn(vehicleid)
{
// Set the vehicle as not-wanted by the mafia
AVehicleData[vehicleid][MafiaLoad] = false;
// Also reset the fuel to maximum (only for non-owned vehicles)
if (AVehicleData[vehicleid][Owned] == false)
AVehicleData[vehicleid][Fuel] = MaxFuel;
// Re-apply the paintjob (if any was applied)
if (AVehicleData[vehicleid][PaintJob] != 0)
{
    // Re-apply the paintjob
ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1);
}
// Also update the car-color
ChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]);
// Re-add all components that were installed (if they were there)
for (new i; i < 14; i++)
{
// Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns)
       RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i));
    // Check if the componentslot has a valid component-id
if (AVehicleData[vehicleid][Components] != 0)
        AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components]); // Add the component to the vehicle
}
   return 1;
}
 
// This callback is called when the vehicle leaves a mod shop
public OnVehicleRespray(playerid, vehicleid, color1, color2)
{
// Let the player pay $150 for changing the color (if they have been changed)
if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2))
{
RewardPlayer(playerid, -150, 0);
SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Megváltoztattad a kocsi szinét 150$-ba került\");
}
// Save the colors
AVehicleData[vehicleid][Color1] = color1;
AVehicleData[vehicleid][Color2] = color2;
// If the primary color is black, remove the paintjob
if (color1 == 0)
AVehicleData[vehicleid][PaintJob] = 0;
return 1;
}
 
// This callback gets called when a player enters or exits a mod-shop
public OnEnterExitModShop(playerid, enterexit, interiorid)
{
return 1;
}
 
// This callback gets called whenever a player mods his vehicle
public OnVehicleMod(playerid, vehicleid, componentid)
{
// When the player changes a component of his vehicle, reduce the price of the component from the player\'s money
APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000];
// Store the component in the AVehicleData array
AVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid;
return 1;
}
 
// This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it)
public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
{
// Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult)
   AVehicleData[vehicleid][PaintJob] = paintjobid + 1;
return 1;
}
 
// This callback gets called whenever a player enters a vehicle
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the vehicle has fuel
if (AVehicleData[vehicleid][Fuel] > 0)
{
// Start the engine and turn on the lights
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective);
}
// Store the player\'s current location and interior-id, otherwise anti-airbreak hack code could kick you
GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);
return 1;
}
 
// This callback gets called when a player exits his vehicle
public OnPlayerExitVehicle(playerid, vehicleid)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Turn off the lights and engine
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
}
// Chech if the player is a pilot
if (APlayerData[playerid][PlayerClass] == ClassPilot)
{
    // If the pilot started a job --> as soon as a pilot leaves his plane while doing a job, he fails his mission
if (APlayerData[playerid][JobStarted] == true)
{
    // End the job (clear data)
   Pilot_EndJob(playerid);
   // Inform the player that he failed the mission
   GameTextForPlayer(playerid, TXT_FailedMission, 5000, 4);
   // Reduce the player\'s cash by 1000
   RewardPlayer(playerid, -1000, 0);
}
}
return 1;
}
 
// This callback gets called whenever a vehicle enters the water or is destroyed (explodes)
public OnVehicleDeath(vehicleid)
{
// Get the houseid to which this vehicle belongs
new HouseID = AVehicleData[vehicleid][belongsToHouse];
// Check if this vehicle belongs to a house
if (HouseID != 0)
{
// If the house doesn\'t have insurance for it\'s vehicles
if (AHouseData[HouseID][insurance] == 0)
{
    // Delete the vehicle, clear the data and remove it from the house it belongs to
   Vehicle_Delete(vehicleid);
    // Save the house (and linked vehicles)
    HouseFile_Save(HouseID);
}
}
return 1;
}
 
// This callback gets called when the player changes state
public OnPlayerStateChange(playerid,newstate,oldstate)
{
// Setup local variables
new vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective;
switch (newstate)
{
case PLAYER_STATE_DRIVER: // Player became the driver of a vehicle
{
   // Get the ID of the player\'s vehicle
   vid = GetPlayerVehicleID(playerid);
   // Get the player\'s name (the one who is trying to enter the vehicle)
   GetPlayerName(playerid, Name, sizeof(Name));
   // Check if the vehicle is owned
   if (AVehicleData[vid][Owned] == true)
   {
      // Check if the vehicle is owned by somebody else (strcmp will not be 0)
      if (strcmp(AVehicleData[vid][Owner], Name, false) != 0)
      {
         // Force the player out of the vehicle
         RemovePlayerFromVehicle(playerid);
         // Turn off the lights and engine
         GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
         SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
         // Let the player know he cannot use somebody else\'s vehicle
         format(Msg, 128, TXT_SpeedometerCannotUseVehicle, AVehicleData[vid][Owner]);
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
      }
      // Check if the vehicle is clamped
      if (AVehicleData[vid][Clamped] == true)
      {
         // Force the player out of the vehicle
         RemovePlayerFromVehicle(playerid);
         // Turn off the lights and engine
         GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
         SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
         // Let the player know he cannot use a clamped vehicle
         format(Msg, 128, TXT_SpeedometerClampedVehicle);
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
         format(Msg, 128, TXT_SpeedometerClampedVehicle2);
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
      }
   }
   // Check if the player is not a cop
   if (APlayerData[playerid][PlayerClass] != ClassPolice)
   {
      // First check if the vehicle is a static vehicle (player can still use a bought cop-car that he bought in his house,
      // as a bought vehicle isn\'t static)
      if (AVehicleData[vid][staticVehicle] == true)
      {
         // Check if the entered vehicle is a cop vehicle
         switch (GetVehicleModel(vid))
         {
            case VehiclePoliceLSPD, VehiclePoliceSFPD, VehiclePoliceLVPD, VehicleHPV1000, VehiclePoliceRanger:
            {
               // Force the player out of the vehicle
               RemovePlayerFromVehicle(playerid);
               // Turn off the lights and engine
               GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
               SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
               // Let the player know he cannot use a cop car
               SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudod használni ez a rendõröké\");
            }
         }
      }
   }
}
}
return 1;
}
 
// This callback gets called whenever a player presses a key
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// Debug the keypresses
//   DebugKeys(playerid, newkeys, oldkeys);
// ****************************************************************************************
// NOTE: the keys are messed up, so the code may look strange when testing for certain keys
// ****************************************************************************************
// Fining and jailing players when you\'re police and press the correct keys
// Check the class of the player
switch (APlayerData[playerid][PlayerClass])
{
case ClassPolice:
{
    // If the police-player pressed the RMB key (AIM key) when OUTSIDE his vehicle
   if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0))
      Police_FineNearbyPlayers(playerid);
    // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle
   if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0))
      Police_WarnNearbyPlayers(playerid);
}
case ClassAssistance:
{
    // If the assistance-player pressed the RMB key (AIM key) when OUTSIDE his vehicle
   if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0))
      Assistance_FixVehicle(playerid);
    // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle
   if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0))
      Assistance_FixOwnVehicle(playerid);
}
}
// Trying to attach the closest vehicle to the towtruck when the player pressed FIRE when inside a towtruck
// Check if the player is inside a towtruck
if(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck)
{
// Check if the player pushed the fire-key
if(newkeys & KEY_FIRE)
{
   // Get the vehicle-id of the closest vehicle
   new closest = GetClosestVehicle(playerid);
   if(VehicleToPlayer(playerid, closest) < 10) // Check if the closest vehicle is within 10m from the player
      AttachTrailerToVehicle(closest, GetPlayerVehicleID(playerid)); // Attach the vehicle to the towtruck
}
}
// Refuel a vehicle when driving a vehicle and pressing the HORN key
// Check if the player presses the HORN key
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
{
// Check if the player is driving a vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
   // Loop through all ARefuelPickups
   for (new i; i < sizeof(ARefuelPickups); i++)
   {
      // Check if the player is in range of a refuelpickup
      if(IsPlayerInRangeOfPoint(playerid, 2.5, ARefuelPickups[pux], ARefuelPickups[puy], ARefuelPickups[puz]))
      {
         // Show a message that the player\'s vehicle is refuelling
         GameTextForPlayer(playerid, TXT_Refuelling, 3000, 4);
         // Don\'t allow the player to move again (the timer will allow it after refuelling)
         TogglePlayerControllable(playerid, 0);
             // Start a timer (let the player wait until the vehicle is refuelled)
          SetTimerEx(\"RefuelVehicle\", 5000, false, \"i\", playerid);
          // Stop the search
         break;
      }
   }
}
}
return 1;
}
 
forward VehicleToPlayer(playerid,vehicleid);
// Get the distance between the vehicle and the player
public VehicleToPlayer(playerid, vehicleid)
{
// Setup local variables
new Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance;
// Get the player position
GetPlayerPos(playerid, pX, pY, pZ);
// Get the vehicle position
GetVehiclePos(vehicleid, cX, cY, cZ);
// Calculate the distance
distance = floatsqroot(floatpower(floatabs(floatsub(cX, pX)), 2) + floatpower(floatabs(floatsub(cY, pY)), 2) + floatpower(floatabs(floatsub(cZ, pZ)), 2));
// Return the distance to the calling routine
return floatround(distance);
}
 
forward GetClosestVehicle(playerid);
// Find the vehicle closest to the player
public GetClosestVehicle(playerid)
{
// Setup local variables
new Float:distance = 99999.000+1, Float:distance2, result = -1;
// Loop through all vehicles
for(new i = 0; i < MAX_VEHICLES; i++)
{
// First check if the player isn\'t driving the current vehicle that needs to be checked for it\'s distance to the player
if (GetPlayerVehicleID(playerid) != i)
{
   // Get the distance between player and vehicle
   distance2 = VehicleToPlayer(playerid, i);
   // Check if the distance is smaller than the previous distance
   if(distance2 < distance)
   {
      // Store the distance
      distance = distance2;
      // Store the vehicle-id
      result = i;
   }
}
}
// Return the vehicle-id of the closest vehicle
return result;
}
// This function is used to debug the key-presses
stock DebugKeys(playerid, newkeys, oldkeys)
{
// Debug keys
if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_FIRE key\");
if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_ACTION key\");
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_CROUCH key\");
if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SPRINT key\");
if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SECONDARY_ATTACK key\");
if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_JUMP key\");
if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_RIGHT key\");
if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_HANDBRAKE key\");
if ((newkeys & KEY_LOOK_LEFT) && !(oldkeys & KEY_LOOK_LEFT))
SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_L
« Utoljára szerkesztve: 2013. Október 19. - 22:38:55 írta LuckyBoy »

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6 db warning javítása.Mod javítás
« Válasz #1 Dátum: 2013. Október 19. - 23:12:57 »
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