C:\Users\Brandon\Desktop\Infusion Gaming\Infusion Gaming\gamemodes\IG.pwn(13296) : error 040: duplicate "case" label (value 14) C:\Users\Brandon\Desktop\Infusion Gaming\Infusion Gaming\gamemodes\IG.pwn(13428) : error 040: duplicate "case" label (value 16) C:\Users\Brandon\Desktop\Infusion Gaming\Infusion Gaming\gamemodes\IG.pwn(13748) : error 040: duplicate "case" label (value 15)
// SASD #define DIALOG_SASD 14 #define DIALOG_SASD2 15 #define DIALOG_SASD3 16
// DIALOG SASD NEED SORTING FROM HERE
case DIALOG_SASD:
{
if(!response)
{
return 1;
}
if(response)
{
if(listitem == 0)
{
if(badge[playerid] == 0)
{
SetPlayerColor(playerid, 0x0800FF00);
badge[playerid] = 1;
SkipWepCheck(playerid);
SkipACheck(playerid);
PlayerInfo[playerid][pArmor] = 100;
SetPlayerArmour(playerid, 100);
SetPlayerHealth(playerid, 100);
GivePlayerValidWeapon(playerid, 24, 100);
GivePlayerValidWeapon(playerid, 29, 100);
GivePlayerValidWeapon(playerid, 3, 100);
GivePlayerValidWeapon(playerid, 25, 100);
GivePlayerValidWeapon(playerid, 41, 100);
PlayerInfo[playerid][pSkin] = 280;
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
return 1;
}
if(badge[playerid] == 1)
{
SetPlayerColor(playerid, 0xFFFFFF00);
badge[playerid] = 0;
SkipWepCheck(playerid);
SkipACheck(playerid);
PlayerInfo[playerid][pArmor] = 100;
SetPlayerArmour(playerid, 100);
SetPlayerHealth(playerid, 100);
ResetPlayerWeapons(playerid);
ResetPlayerWeaponsEx(playerid);
PlayerInfo[playerid][pSkin] = 2;
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
return 1;
}
}
if(listitem == 1)
{
ShowPlayerDialog(playerid, DIALOG_SASD2, DIALOG_STYLE_LIST, "SASD Equipment", "Desert Eagle ($0)\nShotgun ($0)\nMP5 ($0)\nM4($0)\nSpray Can ($0)\nNitestick\nSpas-12 ($700)\nSniper ($800)\nFirst Aid Kit\nKevlar Vest", "Ok", "Close");
return 1;
}
if(listitem == 2)
{
ShowPlayerDialog(playerid, DIALOG_SASD3, DIALOG_STYLE_LIST, "SASD Uniform", "Cadet\nOfficer\nCorporal\nCorporal2\nCorporal3\nBike Officer\nSergeant\nLieutenant\nChief\nSWAT", "Ok", "Close");
return 1;
}
if(listitem == 2)
{
ShowPlayerDialog(playerid, DIALOG_UNINVITESKIN, DIALOG_STYLE_INPUT,""COL_WHITE"Skin change",""COL_WHITE"Select a skin to use. Valid skin IDs are 0 to 299.","Change","No");
return 1;
}
}
return 1;
}
// HERE AS WELL
case DIALOG_SASD2:
{
if(!response)
{
ShowPlayerDialog(playerid, DIALOG_SASD, DIALOG_STYLE_LIST, "SASD Locker", "Duty\nEquipment\nUniform\nSelect Skin", "Ok", "Close");
return 1;
}
if(response)
{
switch(listitem)
{
case 0:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 24, 100);
}
case 1:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 25, 100);
}
case 2:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 29, 100);
}
case 3:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 31, 100);
}
case 4:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 41, 100);
}
case 5:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 3, 1);
}
case 6:
{
if(PlayerInfo[playerid][pCash] < 700) { SendClientMessage(playerid, -1, "You don't have enough cash to buy this."); return -1; }
GivePlayerValidWeapon(playerid, 27, 100);
PlayerInfo[playerid][pCash] -= 700;
}
case 7:
{
if(PlayerInfo[playerid][pCash] < 800) { SendClientMessage(playerid, -1, "You don't have enough cash to buy this."); return -1; }
GivePlayerValidWeapon(playerid, 34, 100);
PlayerInfo[playerid][pCash] -= 800;
}
case 8:
{
SetPlayerHealth(playerid, 100);
}
case 9:
{
SkipACheck(playerid);
PlayerInfo[playerid][pArmor] = 100;
SetPlayerArmour(playerid, 100);
}
}
return 1;
}
return 1;
}
// AND AGAIN HERE AS WELL.
case DIALOG_SASD3:
{
if(!response)
{
ShowPlayerDialog(playerid, DIALOG_SASD, DIALOG_STYLE_LIST, "SASD Locker", "Duty\nEquipment\nUniform\nSelect Skin", "Ok", "Close");
return 1;
}
if(response)
{
if(listitem == 0)
{
PlayerInfo[playerid][pSkin] = 71; // cadet
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 1)
{
PlayerInfo[playerid][pSkin] = 280; // officer
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 2)
{
PlayerInfo[playerid][pSkin] = 281; // corporal 1
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 3)
{
PlayerInfo[playerid][pSkin] = 266; // corporal 2
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 4)
{
PlayerInfo[playerid][pSkin] = 267; // corporal 3
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 5)
{
PlayerInfo[playerid][pSkin] = 284; // bike officer
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 6)
{
PlayerInfo[playerid][pSkin] = 282; // sergeant
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 7)
{
PlayerInfo[playerid][pSkin] = 283; // lieutenant
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 8)
{
PlayerInfo[playerid][pSkin] = 288; // chief
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
if(listitem == 9)
{
PlayerInfo[playerid][pSkin] = 285; // SWAT
SetPlayerSkin(playerid, PlayerInfo[playerid][pSkin]);
}
return 1;
}
return 1;
}
case DIALOG_SASD: case DIALOG_SASD2: case DIALOG_SASD3:
|
I guess you simply can't have a switch within a switch, pawn might mix it up maybe...
at least that's what I understand by that error text... no clue though, but I'd simply try to change one of those switches to "if" and "else if"... (I'd suggest the dialog ID switch to be changed) |
case DIALOG_SASD2:
{
if(!response)
{
ShowPlayerDialog(playerid, DIALOG_SASD, DIALOG_STYLE_LIST, "SASD Locker", "Duty\nEquipment\nUniform\nSelect Skin", "Ok", "Close");
return 1;
}
if(response)
{
switch(listitem)
{
case 0:
{
SkipWepCheck(playerid);
GivePlayerValidWeapon(playerid, 24, 100);
}
case 1:
