CMD:weapons(playerid,params[])
{
new string[256];
ShowTextDrawMenu(playerid, TD_MENU_WEAPONS , "~y~WEAPONS MENU:", 14, 7);
format(string, sizeof(string), "List Of ~y~Available~w~ Items:");
ShowTextDrawMenuItems(playerid, 0, string, " ", " ",0);
ShowTextDrawMenuItems(playerid, 1, " ", "~y~1, ~w~- Chainsaw");
ShowTextDrawMenuItems(playerid, 2, " ", "~y~2, ~w~- Desert Eagle");
ShowTextDrawMenuItems(playerid, 3, " ", "~y~3, ~w~- Sawnoff Shotgun");
ShowTextDrawMenuItems(playerid, 4, " ", "~y~4, ~w~- Micro SMG");
ShowTextDrawMenuItems(playerid, 5, " ", "~y~5, ~w~- MP5");
ShowTextDrawMenuItems(playerid, 6, " ", "~y~6, ~w~- Sniper Rifle");
ShowTextDrawMenuItems(playerid, 6, " ", "~y~7, ~w~- Shotgun");
ShowTextDrawMenuItems(playerid, 7, " ", "~y~8, ~w~- Colt 45");
}
public OnPlayerEnterTextDrawMenu(playerid, menuid, listitem)
{
switch(menuid)
{
case TD_MENU_WEAPONS:
{
switch(listitem)
{
case 1:
{
GivePlayerWeapon(playerid, 24, 9999);
SendClientMessage(playerid, 0x33FF00AA, "You Have Recieved Your Weapon.");
}
case 2:
{
GivePlayerWeapon(playerid, 26, 9999);
SendClientMessage(playerid, 0x00FFFFAA, "You Have Recieved Your Weapon.");
}
case 3:
{
GivePlayerWeapon(playerid, 28, 9999);
SendClientMessage(playerid, 0x6600FFAA, "You Have Recieved Your Weapon.");
}
case 4:
{
GivePlayerWeapon(playerid, 29, 9999);
SendClientMessage(playerid, 0x99FF00AA, "You Have Recieved Your Weapon.");
}
case 5:
{
GivePlayerWeapon(playerid, 26, 9000);
SendClientMessage(playerid, 0x999999AA, "You Have Recieved Your Weapon.");
}
case 6:
{
GivePlayerWeapon(playerid,WEAPON_SNIPER, 9000);
SendClientMessage(playerid, 0xCC0000AA, "You Have Recieved Your Weapon.");
}
case 7:
{
GivePlayerWeapon(playerid, WEAPON_SHOTGUN, 9999);
SendClientMessage(playerid, 0xFF00FFAA, "You Have Recieved Your Weapon.");
}
case 8:
{
GivePlayerWeapon(playerid, WEAPON_COLT45, 9999);
SendClientMessage(playerid, 0xCCFF00AA, "You Have Recieved Your Weapon.");
}
}
return 1;
}
only a single statement (or expression) can follow each "case"
public OnPlayerEnterTextDrawMenu(playerid, menuid, listitem)
{
switch(menuid)
{
case TD_MENU_WEAPONS:
{
switch(listitem)
{
case 1:
{
GivePlayerWeapon(playerid, 24, 9999);
SendClientMessage(playerid, 0x33FF00AA, "You Have Recieved Your Weapon.");
}
case 2:
{
GivePlayerWeapon(playerid, 26, 9999);
SendClientMessage(playerid, 0x00FFFFAA, "You Have Recieved Your Weapon.");
}
case 3:
{
GivePlayerWeapon(playerid, 28, 9999);
SendClientMessage(playerid, 0x6600FFAA, "You Have Recieved Your Weapon.");
}
case 4:
{
GivePlayerWeapon(playerid, 29, 9999);
SendClientMessage(playerid, 0x99FF00AA, "You Have Recieved Your Weapon.");
}
case 5:
{
GivePlayerWeapon(playerid, 26, 9000);
SendClientMessage(playerid, 0x999999AA, "You Have Recieved Your Weapon.");
}
case 6:
{
GivePlayerWeapon(playerid,WEAPON_SNIPER, 9000);
SendClientMessage(playerid, 0xCC0000AA, "You Have Recieved Your Weapon.");
}
case 7:
{
GivePlayerWeapon(playerid, WEAPON_SHOTGUN, 9999);
SendClientMessage(playerid, 0xFF00FFAA, "You Have Recieved Your Weapon.");
}
case 8:
{
GivePlayerWeapon(playerid, WEAPON_COLT45, 9999);
SendClientMessage(playerid, 0xCCFF00AA, "You Have Recieved Your Weapon.");
}
}
}
return 1;
}
public OnPlayerEnterTextDrawMenu(playerid, menuid, listitem) { switch(menuid) { case TD_MENU_WEAPONS: { switch(listitem) { case 0: { GivePlayerWeapon(playerid, 24, 9999); SendClientMessage(playerid, 0x33FF00AA, "You Have Recieved Your Weapon."); } case 1: { GivePlayerWeapon(playerid, 26, 9999); SendClientMessage(playerid, 0x00FFFFAA, "You Have Recieved Your Weapon."); } case 2: { GivePlayerWeapon(playerid, 28, 9999); SendClientMessage(playerid, 0x6600FFAA, "You Have Recieved Your Weapon."); } case 3: { GivePlayerWeapon(playerid, 29, 9999); SendClientMessage(playerid, 0x99FF00AA, "You Have Recieved Your Weapon."); } case 4: { GivePlayerWeapon(playerid, 26, 9000); SendClientMessage(playerid, 0x999999AA, "You Have Recieved Your Weapon."); } case 5: { GivePlayerWeapon(playerid,WEAPON_SNIPER, 9000); SendClientMessage(playerid, 0xCC0000AA, "You Have Recieved Your Weapon."); } case 6: { GivePlayerWeapon(playerid, WEAPON_SHOTGUN, 9999); SendClientMessage(playerid, 0xFF00FFAA, "You Have Recieved Your Weapon."); } case 7: { GivePlayerWeapon(playerid, WEAPON_COLT45, 9999); SendClientMessage(playerid, 0xCCFF00AA, "You Have Recieved Your Weapon."); } } } return 1; }
public OnPlayerEnterTextDrawMenu(playerid, menuid, listitem)
{
switch(menuid)
{
case TD_MENU_WEAPONS:
{
switch(listitem)
{
case 1:
{
GivePlayerWeapon(playerid, 24, 9999);
SendClientMessage(playerid, 0x33FF00AA, "You Have Recieved Your Weapon.");
}
case 2:
{
GivePlayerWeapon(playerid, 26, 9999);
SendClientMessage(playerid, 0x00FFFFAA, "You Have Recieved Your Weapon.");
}
case 3:
{
GivePlayerWeapon(playerid, 28, 9999);
SendClientMessage(playerid, 0x6600FFAA, "You Have Recieved Your Weapon.");
}
case 4:
{
GivePlayerWeapon(playerid, 29, 9999);
SendClientMessage(playerid, 0x99FF00AA, "You Have Recieved Your Weapon.");
}
case 5:
{
GivePlayerWeapon(playerid, 26, 9000);
SendClientMessage(playerid, 0x999999AA, "You Have Recieved Your Weapon.");
}
case 6:
{
GivePlayerWeapon(playerid,WEAPON_SNIPER, 9000);
SendClientMessage(playerid, 0xCC0000AA, "You Have Recieved Your Weapon.");
}
case 7:
{
GivePlayerWeapon(playerid, WEAPON_SHOTGUN, 9999);
SendClientMessage(playerid, 0xFF00FFAA, "You Have Recieved Your Weapon.");
}
case 8:
{
GivePlayerWeapon(playerid, WEAPON_COLT45, 9999);
SendClientMessage(playerid, 0xCCFF00AA, "You Have Recieved Your Weapon.");
}
}
}
}
return 1;
}
pawn Код:
|