if(AdminLevel1[playerid] == 1)
{
if((newkeys & KEY_FIRE)&&!(oldkeys & KEY_FIRE))
{
AdminleveloneText(playerid);
SendClientMessage(playerid, -1, "{FF0000}Your menu has been closed.");
AdminLevel1[playerid] = 0;
}
return 1;
}
}
return 1;
}
forward AdminleveloneText(playerid);
public AdminleveloneText(playerid)
{
TextDrawHideForPlayer(playerid, Textdraw274);
TextDrawHideForPlayer(playerid, Textdraw275);
TextDrawHideForPlayer(playerid, Textdraw276);
TextDrawHideForPlayer(playerid, Textdraw277);
TextDrawHideForPlayer(playerid, Textdraw278);
TextDrawHideForPlayer(playerid, Textdraw279);
TextDrawHideForPlayer(playerid, Textdraw280);
TextDrawHideForPlayer(playerid, Textdraw281);
TextDrawHideForPlayer(playerid, Textdraw282);
TextDrawHideForPlayer(playerid, Textdraw283);
TextDrawHideForPlayer(playerid, Textdraw284);
TextDrawHideForPlayer(playerid, Textdraw285);
TextDrawHideForPlayer(playerid, Textdraw286);
TextDrawHideForPlayer(playerid, Textdraw287);
TextDrawHideForPlayer(playerid, Textdraw288);
TextDrawHideForPlayer(playerid, Textdraw289);
TextDrawHideForPlayer(playerid, Textdraw290);
TextDrawHideForPlayer(playerid, Textdraw291);
TextDrawHideForPlayer(playerid, Textdraw292);
TextDrawHideForPlayer(playerid, Textdraw293);
TextDrawHideForPlayer(playerid, Textdraw294);
TextDrawHideForPlayer(playerid, Textdraw295);
TextDrawHideForPlayer(playerid, Textdraw296);
TextDrawHideForPlayer(playerid, Textdraw297);
TextDrawHideForPlayer(playerid, Textdraw298);
TextDrawHideForPlayer(playerid, Textdraw299);
TextDrawHideForPlayer(playerid, Textdraw300);
TextDrawHideForPlayer(playerid, Textdraw301);
TextDrawHideForPlayer(playerid, Textdraw302);
TextDrawHideForPlayer(playerid, Textdraw303);
TextDrawHideForPlayer(playerid, Textdraw304);
TextDrawHideForPlayer(playerid, Textdraw305);
TextDrawHideForPlayer(playerid, Textdraw306);
TextDrawHideForPlayer(playerid, Textdraw307);
TextDrawHideForPlayer(playerid, Textdraw308);
AdminLevel1[playerid] = 0;
return 1;
}
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If I'm correct the AdminLevel1[playerid] stores whether or not the player is an admin.
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