08.02.2013, 12:55
pawn Код:
if ( F_STEPS [ playerid ] == 0 ) {
F_STEPS [ playerid ] = 1;
TextDrawBoxColor ( F_SCREEN, 0x00000000 );
TextDrawShowForPlayer ( playerid, F_SCREEN );
F_TIMER [ playerid ] = SetTimerEx_( "FADE_TIMER", 0, 50, -1, "i", playerid );
}
pawn Код:
Func:FADE_TIMER ( playerid )
{
switch ( F_STEPS [ playerid ] )
{
case 1: TextDrawBoxColor( F_SCREEN, 0x00000011 );
case 2: TextDrawBoxColor( F_SCREEN, 0x00000022 );
case 3: TextDrawBoxColor( F_SCREEN, 0x00000033 );
case 4: TextDrawBoxColor( F_SCREEN, 0x00000044 );
case 5: TextDrawBoxColor( F_SCREEN, 0x00000055 );
case 6: TextDrawBoxColor( F_SCREEN, 0x00000066 );
case 7: TextDrawBoxColor( F_SCREEN, 0x00000077 );
case 8: TextDrawBoxColor( F_SCREEN, 0x00000088 );
case 9: TextDrawBoxColor( F_SCREEN, 0x00000099 );
case 10: TextDrawBoxColor( F_SCREEN, 0x000000AA );
case 11: TextDrawBoxColor( F_SCREEN, 0x000000BB );
case 12: TextDrawBoxColor( F_SCREEN, 0x000000CC );
case 13: TextDrawBoxColor( F_SCREEN, 0x000000DD );
case 14: TextDrawBoxColor( F_SCREEN, 0x000000EE );
case 15:
{
TextDrawBoxColor( F_SCREEN, 0x000000FF );
KillTimer_( F_TIMER [ playerid ] );
F_STEPS [ playerid ] = 0;
}
}
TextDrawHideForPlayer ( playerid, F_SCREEN );
TextDrawShowForPlayer ( playerid, F_SCREEN );
printf ( "#FADE_TIMER ( %d ) called", playerid );
return F_STEPS [ playerid ]++;
}
And i have a KillTimer_ in onplayerdisconnect, when i leave from server, the timer don't death.
I have others timers, but i can destroy..
Where is the problem? Possible bug ?