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warning 202: number of arguments does not match definition |
stock DarRecompensa(playerid, recompensaid, puntos)
{
if(IsPlayerConnected(playerid))
{
if(id == 0)
{
new rand = random(5);
switch(rand)
{
case 0: GivePlayerWeapon(playerid, 16, 100);
case 1: GivePlayerWeapon(playerid, 18, 100);
case 2: GivePlayerWeapon(playerid, 35, 25);
case 3: GivePlayerWeapon(playerid, 39, 100);
case 4: GivePlayerWeapon(playerid, 36, 25);
case 5: GivePlayerWeapon(playerid, 37, 100);
}
}
else if(id == 1)
{
new randd = random(3);
switch(randd)
{
case 0: SetPlayerHealth(playerid, GetPlayerHealth(playerid)+25);
case 1: SetPlayerHealth(playerid, GetPlayerHealth(playerid)+50);
case 2: SetPlayerHealth(playerid, GetPlayerHealth(playerid)+75);
case 3: SetPlayerHealth(playerid, GetPlayerHealth(playerid)+100);
}
}
else if(id == 2)
{
new randdd = random(3);
switch(randdd)
{
case 0: SetPlayerArmour(playerid, GetPlayerArmour(playerid)+25);
case 1: SetPlayerArmour(playerid, GetPlayerArmour(playerid)+50);
case 2: SetPlayerArmour(playerid, GetPlayerArmour(playerid)+75);
case 3: SetPlayerArmour(playerid, GetPlayerArmour(playerid)+100);
}
}
else
{
SendClientMessage(playerid, -1, "Recompenza no disponible");
}
Puntos[playerid] -= puntos;
}
return 1;
}
stock DarRecompensa(playerid, recompensaid, puntos)
{
if(IsPlayerConnected(playerid))
{
if(recompensaid == 0)
{
new rand = random(6); // Acб tiene que ser 6, ya que serб al azar (0, 1, 2, 3, 4, 5)
switch(rand)
{
case 0: GivePlayerWeapon(playerid, 16, 100);
case 1: GivePlayerWeapon(playerid, 18, 100);
case 2: GivePlayerWeapon(playerid, 35, 25);
case 3: GivePlayerWeapon(playerid, 39, 100);
case 4: GivePlayerWeapon(playerid, 36, 25);
case 5: GivePlayerWeapon(playerid, 37, 100);
}
}
else if(recompensaid == 1)
{
new rand = random(4), // Acб tiene que ser 4, ya que serб al azar (0, 1, 2, 3)
Float:PLAYER_HEALTH_DATA;
GetPlayerHealth(playerid, PLAYER_HEALTH_DATA);
switch(rand)
{
case 0: SetPlayerHealth(playerid, PLAYER_HEALTH_DATA + 25);
case 1: SetPlayerHealth(playerid, PLAYER_HEALTH_DATA + 50);
case 2: SetPlayerHealth(playerid, PLAYER_HEALTH_DATA + 75);
case 3: SetPlayerHealth(playerid, PLAYER_HEALTH_DATA + 100);
}
}
else if(recompensaid == 2)
{
new rand = random(4), // Acб tiene que ser 4, ya que serб al azar (0, 1, 2, 3)
Float:PLAYER_ARMOUR_DATA;
GetPlayerArmour(playerid, PLAYER_ARMOUR_DATA);
switch(rand)
{
case 0: SetPlayerArmour(playerid, PLAYER_ARMOUR_DATA + 25);
case 1: SetPlayerArmour(playerid, PLAYER_ARMOUR_DATA + 50);
case 2: SetPlayerArmour(playerid, PLAYER_ARMOUR_DATA + 75);
case 3: SetPlayerArmour(playerid, PLAYER_ARMOUR_DATA + 100);
}
}
else
{
SendClientMessage(playerid, -1, "Recompenza no disponible");
}
Puntos[playerid] -= puntos;
}
return 1;
}
