case FBI_ROB:
{
if(IsRobbingFBI{playerid} == true)
{
KillTimer(fbitimer{playerid});
IsRobbingFBI{playerid} = false;
GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5);
SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery.");
}
else
{
IsRobbingFBI{playerid} = false;
}
}
if(IsRobbingFBI{playerid} == true && IsPlayerInCheckpoint(playerid) == true)
C:\Users\Desktop\SERVER\gamemodes\LVCNR.pwn(8378) : warning 213: tag mismatch Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 1 Warning. |
public OnCheckpointEXIT(playerid, checkpointid) { switch(checkpointid) { case CELLCP_1: { IsInCellCP{playerid} = false; IsInCellCP1{playerid} = false; } case CELLCP_2: { IsInCellCP{playerid} = false; IsInCellCP2{playerid} = false; } case CELLCP_3: { IsInCellCP{playerid} = false; IsInCellCP3{playerid} = false; } case CELLCP_4: { IsInCellCP{playerid} = false; IsInCellCP4{playerid} = false; } case CELLCP_5: { IsInCellCP{playerid} = false; IsInCellCP5{playerid} = false; } case CELLCP_6: { IsInCellCP{playerid} = false; IsInCellCP6{playerid} = false; } case NV_UNI_CP3: { if(IsRobbingUNI{playerid} == true) { KillTimer(unitimer{playerid}); IsRobbingUNI{playerid} = false; GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5); SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery."); } else { IsRobbingUNI{playerid} = false; } } case FBI_ROB: { if(IsRobbingFBI{playerid} == true) { KillTimer(fbitimer{playerid}); IsRobbingFBI{playerid} = false; GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5); SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery."); } else { IsRobbingFBI{playerid} = false; } } case CIA_CP3: { if(IsRobbingCIA{playerid} == true) { KillTimer(ciatimer{playerid}); IsRobbingCIA{playerid} = false; GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5); SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery."); } else { IsRobbingCIA{playerid} = false; } } } return 1; } |