D:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(393) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(401) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(410) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(414) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(419) : warning 217: loose indentationD:\\GTA modok\\Mod\\mod\\Moddddd\\Mod\\régi\\régi\\filterscripts\\zona.pwn(440) : warning 217: loose indentationPawn 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;}
if(1 == 1){ if(3 == 3) { if(4 > 2){ if(9 < 11) { // ...
if(1 == 1){ if(3 == 3) { if(4 > 2) { if(9 < 11) { // ...
#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
switch (APlayerData[playerid][PlayerClass]) {
// This callback gets called whenever a player enters a checkpoint public OnPlayerEnterCheckpoint(playerid) { // Check the player\'s clas
switch (APlayerData[playerid][PlayerClass]){
// This callback gets called whenever a player enters a checkpointpublic OnPlayerEnterCheckpoint(playerid){ // Check the player\'s clas
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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\Users\\Bebi\\Desktop\\Syber RPG 0.3 X (RAVENS by DENZEL)\\gamemodes\\SyberRPG.pwn(27334) : warning 217: loose indentationC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallC:\\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 smallCompilation aborted.Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase 26 Errors.
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;}
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...
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
(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;}
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 mismatchC:\\Documents and Settings\\x.X-8AB00352F6CF4\\Dokumentumok\\samp03x_svr_R1-2_win32\\gamemodes\\DM.pwn(116) : warning 213: tag mismatchPawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase2 Warnings. [/quote]