//FS
#define PWN::%1(%2) forward %1(%2); public %1(%2)
new value_r = 10;
PWN:: get_val()
{
return value_r;
}
//GM
public OnGameModeInit()
{
printf("%d", CallRemoteFunction("get_val", ""));
return 1;
}
|
Yeah, you can use "CallRemoteFunction", to call methods from gamemode that returns the variable value... It sounds like OOP...
|
CMD:myhouses(playerid, params[])
{
#pragma unused params
if ( PlayerInfo[playerid][inDM] == 1 ) return SendClientMessage( playerid, -1, ""RED"ERROR: "GREY"You Are in DM
if(GetOwnedHouses(playerid) == 0) return ShowInfoBoxEx(playerid, COLOUR_SYSTEM, E_NO_HOUSES_OWNED);
new h, _tmpstring[128], count = GetOwnedHouses(playerid);
CMDSString = "";
Loop(i, (count + 1), 1)
{
h = ReturnPlayerHouseID(playerid, i);
if(i == count)
{
format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s", i, hInfo[h][HouseName], hInfo[h][HouseLocation]);
}
else format(_tmpstring, sizeof(_tmpstring), "{00BC00}%d.\t{FFFF2A}%s in %s\n", i, hInfo[h][HouseName], hInfo[h][HouseLocation]);
strcat(CMDSString, _tmpstring);
}
ShowPlayerDialog(playerid, HOUSEMENU+50, DIALOG_STYLE_LIST, INFORMATION_HEADER, CMDSString, "Select", "Cancel");
return 1;
}