Szerző Téma: Itt kérdezz warningot/error -t!  (Megtekintve 141913 alkalommal)

Nem elérhető divkn

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Itt kérdezz warningot/error -t!
« Válasz #285 Dátum: 2013. október 18. - 21:54:34 »
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597, 772, 801, ... soroknál tabulátoroznod kell. Lehet hogy több tab van a sorban, vagy épp az hiányzik.
Ajánlanám a pragma tabsize 0-át, de néhány bug keletkezhet mód futtatása közben.
Egy funkciónál (ami az 1087. sorban kezdõdik), annak hiányzik a kapcsos zárójele.
Tipp: Nyomj CTRL + G-t és írd be a sor számát, így gyorsabban odaugrasz a kívánt sorhoz és kijavíthatod, anélkül hogy görgetnél.

Nem elérhető ZSOLTI99

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Itt kérdezz warningot/error -t!
« Válasz #286 Dátum: 2013. október 19. - 16:33:21 »
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Hali.Valaki tudna segíteni warningol  a script és akár hogy próbálom nem tudom kivenni a warningot.
 
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(393) : warning 217: loose indentation
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(401) : warning 217: loose indentation
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(410) : warning 217: loose indentation
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(414) : warning 217: loose indentation
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(419) : warning 217: loose indentation
D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(440) : warning 217: loose indentation
Pawn compiler 3.2.3664           Copyright (c) 1997-2006, ITB CompuPhase
 
6 Warnings.

 

                                for(new j=0; j                                {
                               if(IsPlayerInZone(i,j) && player_zone == -1)
                                       {
                                               if(player_zone_before == -1)
                                               {
                                                   new string[128];
                                                       format(string,sizeof(string),\"%s\",zones[j][zone_name]);
                                                       GameTextForPlayer(i, string, 2000, 1);
                                               }
                                               else
                                               {
                                                       if(strcmp(zones[j][zone_name],zones[player_zone_before][zone_name],true) != 0)
                                                       {
                                                           new string[128];
                                                           format(string,sizeof(string),\"%s\",zones[j][zone_name]);
                                                               GameTextForPlayer(i, string, 2000, 1);
                                                       }
                                               }
                                               player_zone = j;
                                       format(line1,10,\"p%dzone\",i);
                                       format(line2,10,\"%d\",j);
                                       PropertySet(line1,line2);
                                       }
                               }
                       if(player_zone == -1) player_zone = player_zone_before;
                       }
               }
       }
}
IsPlayerInZone(playerid, zoneid)
{
       if(zoneid == -1) return 0;
       new Float:x, Float:y, Float:z;
       GetPlayerPos(playerid,x,y,z);
       if(x >= zones[zoneid][zone_minx] && x < zones[zoneid][zone_maxx]
       && y >= zones[zoneid][zone_miny] && y < zones[zoneid][zone_maxy]
       && z >= zones[zoneid][zone_minz] && z < zones[zoneid][zone_maxz]
       && z < 1200.0000) return 1;
       return 0;
}

Nem elérhető Dfoglalo

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Itt kérdezz warningot/error -t!
« Válasz #287 Dátum: 2013. október 19. - 20:38:14 »
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ZSOLTI99, javítsd ki azokat a sorokat, ahol el vannak csúszva a dolgok. Példák:
Hibás
 
if(1 == 1)
{
     if(3 == 3)
            {
  if(4 > 2)
{
           if(9 < 11)
   {
    // ...

 
Hibátlan
 
if(1 == 1)
{
     if(3 == 3)
     {
           if(4 > 2)
           {
                 if(9 < 11)
                 {
                       // ...

Itt kérdezz warningot/error -t!
« Válasz #288 Dátum: 2013. október 20. - 00:01:35 »
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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
     
« Utoljára szerkesztve: 2013. október 20. - 00:04:19 írta LuckyBoy »

Nem elérhető ZSOLTI99

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« Válasz #289 Dátum: 2013. október 20. - 10:34:27 »
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Köszönöm Dfoglalo sikerült. Nem figyeltem.
AMúgy meg ide is bekéne rakni
 
 switch (APlayerData[playerid][PlayerClass])
           {

 

    // This callback gets called whenever a player enters a checkpoint
   public OnPlayerEnterCheckpoint(playerid)
   {
           // Check the player\'s clas
« Utoljára szerkesztve: 2013. október 20. - 10:38:13 írta ZSOLTI99 »

Nem elérhető Dfoglalo

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« Válasz #290 Dátum: 2013. október 20. - 11:10:00 »
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switch (APlayerData[playerid][PlayerClass])
{

 

// This callback gets called whenever a player enters a checkpoint
public OnPlayerEnterCheckpoint(playerid)
{
     // Check the player\'s clas

 
Így?

Nem elérhető Denzel

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« Válasz #291 Dátum: 2013. október 20. - 23:03:52 »
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Nos azért fordulok ebbe a topikba segítség kérésért mert valami a módemnak nem nagyon tetszik és nem tudom mi lehet a baja  :-\\

Eddig semmi baja nem volt, futott rendesen és mikor le akartam AMX-elni egy fejlesztés után ezeket a sorokat dobta ki:

 
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(8184) : warning 204: symbol is assigned a value that is never used: \"string\"
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(8183) : warning 204: symbol is assigned a value that is never used: \"pName\"
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(24382) : error 021: symbol already defined: \"strtok\"
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(24397) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(25414) : warning 235: public function lacks forward declaration (symbol \"OnPropUpdate\")
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(25886) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(25945) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27203) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27231) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27242) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27334) : warning 217: loose indentation
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27339) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27523) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27550) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27580) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27588) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27622) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27630) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27663) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27708) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27764) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27822) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27830) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27865) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27873) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(28100) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(28154) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(28466) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(28520) : error 047: array sizes do not match, or destination array is too small
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(28575) : error 047: array sizes do not match, or destination array is too small
Compilation aborted.Pawn compiler 3.2.3664           Copyright (c) 1997-2006, ITB CompuPhase
 
26 Errors.

 
És hát igazából ezekben a sorokban semmi féle baj nincs például az egyik ilyen script:
 
strtok(const string[], &index)
{                          //((EZ A 24382. SOR MOST IRTAM IDE))
new length = strlen(string);
while ((index < length) && (string[index] <= \' \'))
{
index++;
}
new offset = index;
new result[20];
while ((index < length) && (string[index] > \' \') && ((index - offset) < (sizeof(result) - 1)))
{
result[index - offset] = string[index];
index++;
}
result[index - offset] = EOS;
return result;
}

 
Remélem valaki segít várom a válaszokat elõre is köszönöm  :)

Jóéjszakát! :)

Nem elérhető Beckham

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« Válasz #292 Dátum: 2013. október 21. - 18:29:05 »
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Frissítsd az inceidet,azthiszem hogy egészpontosan a fixchars-t kell.

Nem elérhető Denzel

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« Válasz #293 Dátum: 2013. október 21. - 18:40:57 »
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:/ Nemtudom hogy kell frissíteni õket ?! :( Elmagyaráznád?

Nem elérhető Kovacs_Richard

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« Válasz #294 Dátum: 2013. október 21. - 20:10:30 »
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http://sampforum.hu/index.php?topic=48395.0
erre a témára válaszolnék:
 
C:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(24382) : error 021: symbol already defined: \"strtok\"[/quote]
Már van strtok függvényed azt jelenti, szóval lehet 2x írtad a módba.
de ez a 26 erroros dolog általában akkor jön ki amikor nem jól zársz 1 blokkot...
például ha nyitsz 1 új függvényt és nem zárod le }-el a végén vagy egy feltételnél felejted ki...
Régóta nem tevékenykedem, mint SA-MP scripter.
HRP Fejlesztő.

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« Válasz #295 Dátum: 2013. október 23. - 19:58:45 »
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Sziasztok.
Nos,scripter még nem vagyok,most kezdek majd el tanulni.
Viszont segítség kellene,néhány bugg kijavítására
Ilyenekre:
error 004: function \"SafeGivePlayerMoney\" is not implemented
: error 004: function \"SafeGivePlayerMoney\" is not implemented
: error 004: function \"SafeResetPlayerWeapons\" is not implemented
: error 004: function \"SafeGivePlayerWeapon\" is not implemented
: error 004: function \"SafeResetPlayerWeapons\" is not implemented
: error 004: function \"PlayerToPoint\" is not implemented
: warning 217: loose indentation
: error 004: function \"SafeGivePlayerMoney\" is not implemented
: error 017: undefined symbol \"Nevekki\"
: error 004: function \"SafeGivePlayerMoney\" is not implemented
: error 017: undefined symbol \"Nevekki\"
: error 004: function \"UpdatePlayerPosition2\" is not implemented
: error 017: undefined symbol \"Nevekbe\"
: error 017: undefined symbol \"Nevekki\"
: error 004: function \"ClearChatbox\" is not implemented
: error 004: function \"ClearChatbox\" is not implemented
: error 017: undefined symbol \"Nevekki\"
: error 004: function \"SafeResetPlayerWeapons\" is not implemented

 
A mód oregon edit mód,26db bugg van benne,amx-et sem bírok generálni /:
Megköszönném,ha valaki segítene.Üdv:Matt3o.
[mod]Code tagok kirakva![/mod]
« Utoljára szerkesztve: 2013. október 23. - 21:02:21 írta ZyZu »

Nem elérhető Denzel

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« Válasz #296 Dátum: 2013. október 24. - 00:16:51 »
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De én nekem egyszer ezt elõadja egyszer meg nem :O Most akkor ezzel mi a teendõ mit tudnék csinálni hogy sohase dobja be most is kidobott 26errort :/

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« Válasz #297 Dátum: 2013. október 25. - 20:08:40 »
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Sziasztok!
 
 (638) : error 010: invalid function or declaration 

 

 [638.] public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(!(oldkeys&KEY_SUBMISSION)&&(newkeys &KEY_SUBMISSION))
{
if(IsPlayerInAnyVehicle(playerid))
{
RepairVehicle(GetPlayerVehicleID(playerid));
}
}
return 1;
}

 
Valaki legyen kedves, segítsen! :)

Nem elérhető instant

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« Válasz #298 Dátum: 2013. október 26. - 15:45:40 »
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Üdv, mikor a Regisztrációs Dialogot készítem compilézéskor hibát ad a dialog részre..
 
            if(!fexist(szFile))
           {
                   ShowPlayerDialog(playerid,DIALOG_REGISTER,DIALOG_STYLE_INPUT,\"Register\",\"Regisztrálj be!\",\"Reg\",\"Kick\");
           }
           else
           {
                   ShowPlayerDialog(playerid,DIALOG_LOGIN,DIALOG_STYLE_INPUT,\"Register\",\"Regisztrálj be!\",\"Reg\",\"Kick\");
           }

 


C:\\Documents and Settings\\x.X-8AB00352F6CF4\\Dokumentumok\\samp03x_svr_R1-2_win32\\gamemodes\\DM.pwn(112) : warning 213: tag mismatch
C:\\Documents and Settings\\x.X-8AB00352F6CF4\\Dokumentumok\\samp03x_svr_R1-2_win32\\gamemodes\\DM.pwn(116) : warning 213: tag mismatch
Pawn compiler 3.2.3664           Copyright © 1997-2006, ITB CompuPhase
2 Warnings.
 
[/quote]

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« Válasz #299 Dátum: 2013. október 27. - 18:52:39 »
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Valaki segiteni?
D:\\server1\\gamemodes\\PPFS.pwn(7921) : error 025: function heading differs from prototype
itt a 7921ik sor
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext, params)

 

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