if(strcmp(cmdtext, "/medic", true) == 0) {
SetJob(1,playerid);
SetPlayerColor(playerid,0x33AA33AA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~g~Medic~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Medic Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,275);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
if(strcmp(cmdtext, "/trucker", true) == 0) {
SetJob(1,playerid);
SetPlayerColor(playerid,0x33AA33AA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~r~Trucker~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Trucker Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,275);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
new cmd[128];
new idx;
cmd = strtok(cmdtext, idx);
if(strcmp(cmdtext, "/help", true) == 0) {
SendClientMessage(playerid, 0xFF9900AA, "•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••");
SendClientMessage(playerid, 0x33CCFFAA, "Eska Town RolePlayer - Help");
SendClientMessage(playerid, 0x33CCFFAA, "JOBS : /police /medic /trucker");
SendClientMessage(playerid, 0xFF9900AA, "•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••");
return 1;
}
if(strcmp(cmdtext, "/police", true) == 0) {
SetJob(1,playerid);
SetPlayerColor(playerid,0x0000BBAA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~b~Police~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Police Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,266);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
if(strcmp(cmdtext, "/medic", true) == 0) {
SetJob(1,playerid);
SetPlayerColor(playerid,0x33AA33AA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~g~Medic~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Medic Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,275);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
if(strcmp(cmdtext, "/trucker", true) == 0) {
SetJob(1,playerid);
SetPlayerColor(playerid,0x33AA33AA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~r~Trucker~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Trucker Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,275);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
return 0;
}
if(strcmp(cmdtext, "/medic", true) == 0)
{
SetJob(1,playerid);
SetPlayerColor(playerid,0x33AA33AA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~g~Medic~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Medic Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,275);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
if(strcmp(cmdtext, "/trucker", true) == 0)
{
SetJob(1,playerid);
SetPlayerColor(playerid,0x33AA33AA);
GameTextForPlayer(playerid,"~w~You Have Joined The ~n~~r~Trucker~w~ Team",3000,4);
new pName[MAX_PLAYER_NAME];
new string[48];
GetPlayerName(playerid, pName, sizeof(pName));
format(string, sizeof(string), "[ %s ] has joined the Trucker Team.", pName);
SendClientMessageToAll(0xFFFFFFAA, string);
SetPlayerSkin(playerid,275);
GivePlayerWeapon(playerid, 3, 1);
return 1;
}
Originally Posted by Pawn Language Guide
217
Loose Indentation Statements at the same logical level do not start in the same column; that is, the indents of the statement are different. Although PAWN is a free format language, loose indentation frequently hides a logical error in the control flow. [...] |
public SomeCallBack(something, something2)
{
if (SomeFunction(something) > 10)
{
SomeThing(something2);
}
else DoWhatever();
}
public SomeCallBack(something, something2)
{
if (SomeFunction(something) > 10)
{
SomeThing(something2);
}
else DoWhatever();
}
// logical level 0
// logical level 1
// logical level 2
// logical level 1
// etc