 : error 001: expected token: "]", but found "-identifier-"
 : error 001: expected token: "]", but found "-identifier-" : warning 215: expression has no effect
 : warning 215: expression has no effect : error 001: expected token: ";", but found "]"
 : error 001: expected token: ";", but found "]" : error 029: invalid expression, assumed zero
 : error 029: invalid expression, assumed zero : fatal error 107: too many error messages on one line
 : fatal error 107: too many error messages on one line86:#define MODEL_SELECTION_FRISK (16)
128:#define MAX_HOUSE_FURNITURE (30) ---------------------------------------------- for full details on second error #define MAX_BILLBOARDS (50) #define MAX_REPORTS (50) #define MAX_INVENTORY (120) #define MAX_HOUSES (500) #define MAX_HOUSE_STORAGE (10) #define MAX_BUSINESSES (500) #define MAX_DROPPED_ITEMS (5000) #define MAX_ENTRANCES (100) #define MAX_DEALERSHIP_CARS (40) #define MAX_DYNAMIC_CARS (1500) #define MAX_GAS_PUMPS (100) #define MAX_FURNITURE (2000) #define MAX_HOUSE_FURNITURE (30) #define MAX_DYNAMIC_JOBS (25) #define MAX_CONTACTS (20) #define MAX_GPS_LOCATIONS (20) #define MAX_CAR_STORAGE (5) #define MAX_CRATES (200) #define MAX_DRUG_PLANTS (200) #define MAX_FACTIONS (15) #define MAX_ARREST_POINTS (50) #define MAX_PLAYER_TICKETS (10) #define MAX_BARRICADES (25) #define MAX_BOOTHS (8) #define MAX_GATES (100) #define MAX_IMPOUND_LOTS (20) #define MAX_ATM_MACHINES (50) #define MAX_GARBAGE_BINS (50) #define MAX_VENDORS (50) #define MAX_WEAPON_RACKS (500) #define MAX_SPEED_CAMERAS (100) #define MAX_LISTED_ITEMS (10) #define MAX_GRAFFITI_POINTS (20) #define MAX_METAL_DETECTORS (20) #define MAX_OWNABLE_CARS (5) #define MAX_OWNABLE_HOUSES (3) #define MAX_OWNABLE_BUSINESSES (3) #define MAX_BACKPACKS (2000) #define MAX_BACKPACK_ITEMS (4000) #define MAX_BACKPACK_CAPACITY (10)
#define MODEL_SELECTION_FRISK (16)
#define MAX_HOUSE_FURNITURE (30)
| solve of first error  Code: #define MODEL_SELECTION_FRISK (16) Code: #define MAX_HOUSE_FURNITURE (30) | 
| what dude you just copied his own text as slove ? read before reply | 
CMD:frisk(playerid, params[])
{
	static
	    userid;
	if (sscanf(params, "u", userid))
	    return SendSyntaxMessage(playerid, "/frisk [playerid/name]");
    if (userid == INVALID_PLAYER_ID || !IsPlayerNearPlayer(playerid, userid, 6.0))
	    return SendErrorMessage(playerid, "The specified player is disconnected or not near you.");
    if (userid == playerid)
		return SendErrorMessage(playerid, "You cannot frisk yourself.");
	PlayerData[userid][pFriskOffer] = playerid;
	SendServerMessage(userid, "%s has offered to frisk you (type \"/approve frisk\").", ReturnName(playerid, 0));
	SendServerMessage(playerid, "You have offered to frisk %s.", ReturnName(userid, 0));
	return 1;
}
Dialog:FurnitureList(playerid, response, listitem, inputtext[])
{
	if (response)
	{
        new id = House_Inside(playerid);
	    if (id != -1 && House_IsOwner(playerid, id))
	    {
	   		switch (listitem)
		    {
		        case 0:
				{
					EditDynamicObject(playerid, FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureObject]);
					SendServerMessage(playerid, "You are now editing the position of item \"%s\".", FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureName]);
				}
				case 1:
				{
				    new item = Inventory_Add(playerid, FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureName], FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureModel]);
				    if (item == -1)
        				return SendErrorMessage(playerid, "You don't have any inventory slots left.");
				    SendNearbyMessage(playerid, 30.0, COLOR_PURPLE, "** %s has picked up \"%s\".", ReturnName(playerid, 0), FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureName]);
				    SendServerMessage(playerid, "You have picked up your \"%s\". The item was added to your inventory.", FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureName]);
				    Furniture_Delete(PlayerData[playerid][pEditFurniture]);
					CancelEdit(playerid);
				    PlayerData[playerid][pEditFurniture] = -1;
				}
				case 2:
				{
				    Furniture_Delete(PlayerData[playerid][pEditFurniture]);
				    SendServerMessage(playerid, "You have destroyed furniture \"%s\".", FurnitureData[PlayerData[playerid][pEditFurniture]][furnitureName]);
				    CancelEdit(playerid);
				    PlayerData[playerid][pEditFurniture] = -1;
				}
			}
		}
		else {
			PlayerData[playerid][pEdit] = -1;
		}
	}
	else {
	    PlayerData[playerid][pEdit] = -1;
	}
	return 1;
}