Code:
#include <a_samp>
#if defined __menu__included
#endinput
#endif
#define __menu__included
#define INVALID_BANK_MENU 0xFF
#define INVALID_AMMU_MENU 0xFF
enum e_BANK_MENU
{
Menu:e_BANK_MENU_MAIN_NO_GANG,
Menu:e_BANK_MENU_MAIN_IN_GANG,
Menu:e_BANK_MENU_SECONDARY_PERSONAL,
Menu:e_BANK_MENU_SECONDARY_GANG,
Menu:e_BANK_MENU_MONEY_TABLE
};
new
Menu:mBank[ e_BANK_MENU ],
Menu:mAmmu[ e_AMMUNATION_MENU ],
Menu:mPropertyOwner,
Menu:mPropertyBuyer;
/*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Functions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-*/
stock GenerateMenus( )
{
// Generate all static menus.
/* Create the opening bank menu for gangless players
* that looks like this:
* 24/7
* ATM
* o Personal
* o -G-a-n-g-
*/
mBank[ e_BANK_MENU_MAIN_NO_GANG ] = CreateMenu( "24/7", 1, 29.3, 150.0, 206.0, 0.0 );
SetMenuColumnHeader ( mBank[ e_BANK_MENU_MAIN_NO_GANG ], 0, "ATM" );
AddMenuItem ( mBank[ e_BANK_MENU_MAIN_NO_GANG ], 0, "Personal" );
AddMenuItem ( mBank[ e_BANK_MENU_MAIN_NO_GANG ], 0, "Gang" );
DisableMenuRow ( mBank[ e_BANK_MENU_MAIN_NO_GANG ], 1 );
/* Create the opening bank menu for gang players
* that looks like this:
* 24/7
* ATM
* o Personal
* o Gang
*/
mBank[ e_BANK_MENU_MAIN_IN_GANG ] = CreateMenu( "24/7", 1, 29.3, 150.0, 206.0, 0.0 );
SetMenuColumnHeader ( mBank[ e_BANK_MENU_MAIN_IN_GANG ], 0, "ATM" );
AddMenuItem ( mBank[ e_BANK_MENU_MAIN_IN_GANG ], 0, "Personal" );
AddMenuItem ( mBank[ e_BANK_MENU_MAIN_IN_GANG ], 0, "Gang" );
/* Create the property menu for the property owner
* that looks like this:
* Property
* Owner Control
* o Sell
*/
mPropertyOwner = CreateMenu( "Property", 1, 29.3, 150.0, 206.0, 0.0 );
SetMenuColumnHeader ( mPropertyOwner, 0, "Owner Control" );
AddMenuItem ( mPropertyOwner, 0, "Sell" );
/* Create the property menu for the purchase
* that looks like this:
* Property
* Buyer Control
* o Purchase
*/
mPropertyBuyer = CreateMenu( "Property", 1, 29.3, 150.0, 206.0, 0.0 );
SetMenuColumnHeader ( mPropertyBuyer, 0, "Buyer Control" );
AddMenuItem ( mPropertyBuyer, 0, "Purchase" );
/* Create the "Personal ATM" personal menu
* that looks like this:
* 24/7
* Personal ATM
* o Deposit
* o Withdraw
*/
mBank[ e_BANK_MENU_SECONDARY_PERSONAL ] = CreateMenu( "24/7", 1, 29.3, 150.0, 206.0, 0.0 );
SetMenuColumnHeader ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 0, "Personal ATM" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 0, "Deposit" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 0, "Withdraw" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 0, " " );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 0, "Deposit All" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 0, "Withdraw All" );
DisableMenuRow ( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], 2 );
/* Create the "Gang ATM" gang menu
* that looks like this:
* 24/7
* Gang ATM
* o Deposit
* o Withdraw
*/
mBank[ e_BANK_MENU_SECONDARY_GANG ] = CreateMenu( "24/7", 1, 29.3, 150.0, 206.0, 0.0 );
SetMenuColumnHeader ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 0, "Gang ATM" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 0, "Deposit" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 0, "Withdraw" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 0, " " );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 0, "Deposit All" );
AddMenuItem ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 0, "Withdraw All" );
DisableMenuRow ( mBank[ e_BANK_MENU_SECONDARY_GANG ], 2 );
/* Create the money table for selection of money values.
* 24/7
* Money Table
* o $1
* o $10
* o $100
* o $1000
* o $10000
* o $100000
* o $1000000
* o $10000000
* o $100000000
*/
mBank[ e_BANK_MENU_MONEY_TABLE ] = CreateMenu( "24/7", 1, 29.3, 133.3, 206.0, 0.0 );
SetMenuColumnHeader ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "Money Table" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$1" );
// AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$2" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$10" );
// AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$20" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$100" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$1000" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$10000" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$100000" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$1000000" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$10000000" );
AddMenuItem ( mBank[ e_BANK_MENU_MONEY_TABLE ], 0, "$100000000" );
// Create the Ammunation Main Menu
mAmmu[ AMMU_MENU_MAIN ] = CreateMenu( "Ammunation", 1, 29.3, 133.3, 206.0, 0.0 );
SetMenuColumnHeader ( mAmmu[ AMMU_MENU_MAIN ], 0, "Weapon Types" );
AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Pistols" );
AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Micro SMGs" );
AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Shotguns" );
// AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Thrown" );
// AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Armor" );
AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "SMG" );
AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Rifles" );
AddMenuItem ( mAmmu[ AMMU_MENU_MAIN ], 0, "Assault" );
// Generate all the sub menu's
GenerateWeaponMenu ( "Pistols", MENU_PISTOLS );
GenerateWeaponMenu ( "Micro SMGs", MENU_MICRO_SMGS );
GenerateWeaponMenu ( "Shotguns", MENU_SHOTGUNS );
GenerateWeaponMenu ( "SMG", MENU_SMG );
GenerateWeaponMenu ( "Rifles", MENU_RIFLES );
GenerateWeaponMenu ( "Assault", MENU_ASSAULT );
return 1;
}
stock GenerateWeaponMenu( name[ ], Menu:type )
{
new
tString[ 128 ];
mAmmu[ type ] = CreateMenu( "Ammunation", 2, 29.3, 133.3, 206.0, 0.0 );
SetMenuColumnHeader ( mAmmu[ type ], 0, name );
SetMenuColumnHeader ( mAmmu[ type ], 1, "Bullets - Price" );
for ( new i = 0; i < sizeof( sWeapons ); i++ )
{
if ( sWeapons[ i ][ WEAPON_SPAWN_WEAPON ] == _:type )
{
format( tString, sizeof( tString ), "%d - $%d", sWeapons[ i ][ WEAPON_AMMO ], floatround( floatmul( sWeapons[ i ][ WEAPON_PRICE ], SPAWN_PRICE_RATIO ), floatround_round ) );
AddMenuItem ( mAmmu[ type ], 0, sWeapons[ i ][ WEAPON_NAME ] );
AddMenuItem ( mAmmu[ type ], 1, tString );
}
}
}
stock ShowWeaponMenu( playerid )
{
TogglePlayerControllable( playerid, 0 );
pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_MAIN;
ShowMenuForPlayer( mAmmu[ AMMU_MENU_MAIN ], playerid );
return 1;
}
stock OnPlayerSelectedWeaponRow( playerid, Menu:aMenuID, row )
{
new
pMoney = GetPlayerMoney( playerid ), c, wprice;
if ( aMenuID == mAmmu[ AMMU_MENU_MAIN ] )
{
switch ( row )
{
case 0: { ShowMenuForPlayer ( mAmmu[ MENU_PISTOLS ], playerid ); pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_PISTOLS; }
case 1: { ShowMenuForPlayer ( mAmmu[ MENU_MICRO_SMGS ], playerid ); pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_MICRO_SMGS; }
case 2: { ShowMenuForPlayer ( mAmmu[ MENU_SHOTGUNS ], playerid ); pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_SHOTGUNS; }
case 3: { ShowMenuForPlayer ( mAmmu[ MENU_SMG ], playerid ); pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_SMG; }
case 4: { ShowMenuForPlayer ( mAmmu[ MENU_RIFLES ], playerid ); pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_RIFLES; }
case 5: { ShowMenuForPlayer ( mAmmu[ MENU_ASSAULT ], playerid ); pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_AMMU_ASSAULT; }
}
}
else if ( aMenuID == mAmmu[ MENU_PISTOLS ] )
{
switch ( row )
{
case 0: c = WEAPON_COLT45;
case 1: c = WEAPON_SILENCED;
case 2: c = WEAPON_DEAGLE;
}
ShowMenuForPlayer( mAmmu[ MENU_PISTOLS ], playerid );
}
else if ( aMenuID == mAmmu[ MENU_MICRO_SMGS ] )
{
switch ( row )
{
case 0: c = WEAPON_UZI;
case 1: c = WEAPON_TEC9;
}
ShowMenuForPlayer( mAmmu[ MENU_MICRO_SMGS ], playerid );
}
else if ( aMenuID == mAmmu[ MENU_SHOTGUNS ] )
{
switch ( row )
{
case 0: c = WEAPON_SHOTGUN;
case 1: c = WEAPON_SAWEDOFF;
case 2: c = WEAPON_SHOTGSPA;
}
ShowMenuForPlayer( mAmmu[ MENU_SHOTGUNS ], playerid );
}
else if ( aMenuID == mAmmu[ MENU_SMG ] )
{
switch ( row )
{
case 0: c = WEAPON_MP5;
}
ShowMenuForPlayer( mAmmu[ MENU_SMG ], playerid );
}
else if ( aMenuID == mAmmu[ MENU_RIFLES ] )
{
switch ( row )
{
case 0: c = WEAPON_RIFLE;
case 1: c = WEAPON_SNIPER;
}
ShowMenuForPlayer( mAmmu[ MENU_RIFLES ], playerid );
}
else if ( aMenuID == mAmmu[ MENU_ASSAULT ] )
{
switch ( row )
{
case 0: c = WEAPON_AK47;
case 1: c = WEAPON_M4;
}
ShowMenuForPlayer( mAmmu[ MENU_ASSAULT ], playerid );
}
else return 0;
if ( c )
{
new
slot = GetWeaponSlot( c );
wprice = floatround( floatmul( sWeapons[ c ][ WEAPON_PRICE ], SPAWN_PRICE_RATIO ), floatround_round );
if ( pMoney >= wprice && ( pData[ playerid ][ P_SPAWN_AMMO ][ slot ] + sWeapons[ c ][ WEAPON_AMMO ] ) <= 9999 )
{
AC_GivePlayerMoney ( playerid, -wprice );
#if MODE_PROTECTED_WEAPONS == 0
if ( !pData[ playerid ][ P_NO_WEAPON_AREA ] )
GivePlayerWeapon( playerid, c, sWeapons[ c ][ WEAPON_AMMO ] );
else
{
pData[ playerid ][ P_TEMP_WEAPONS ][ slot ] = c;
pData[ playerid ][ P_TEMP_AMMO ][ slot ] += sWeapons[ c ][ WEAPON_AMMO ];
}
#else
GivePlayerWeapon( playerid, c, sWeapons[ c ][ WEAPON_AMMO ] );
#endif
pData[ playerid ][ P_SPAWN_WEAPONS ][ slot ] = c;
pData[ playerid ][ P_SPAWN_AMMO ][ slot ] += sWeapons[ c ][ WEAPON_AMMO ];
}
return 1;
}
else return 0;
}
stock ShowBankMenu( playerid )
{
TogglePlayerControllable( playerid, 0 );
pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_BANK;
TextDrawHideForPlayer( playerid, pData[ playerid ][ P_BANK_TEXT ] );
TextDrawShowForPlayer( playerid, pData[ playerid ][ P_BANK_TEXT ] );
if ( !IsPlayerInAnyGang( playerid ) )
ShowMenuForPlayer( mBank[ e_BANK_MENU_MAIN_NO_GANG ], playerid );
else
{
ShowMenuForPlayer( mBank[ e_BANK_MENU_MAIN_IN_GANG ], playerid );
TextDrawHideForPlayer( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK_TEXT ] );
TextDrawShowForPlayer( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK_TEXT ] );
}
return 1;
}
stock GetBankMenuID( Menu:MenuID )
{
for ( new bMenuID = 0; bMenuID < _:e_BANK_MENU; bMenuID++ )
{
if ( mBank[ e_BANK_MENU:bMenuID ] == MenuID )
return bMenuID;
}
return INVALID_BANK_MENU;
}
stock ShowPropertyMenu( playerid )
{
new
iPropertyID = pData[ playerid ][ P_CHECKPOINT_AREA ] - _:CP_ZIP;
TogglePlayerControllable( playerid, 0 );
pData[ playerid ][ P_ACTIVITY ] = _:P_ACTIVITY_PROPERTY;
if ( gPropertyData[ iPropertyID ][ PROPERTY_OWNER ] == playerid )
ShowMenuForPlayer( mPropertyOwner, playerid );
else if ( gPropertyData[ iPropertyID ][ PROPERTY_CAN_BE_BOUGHT ] )
ShowMenuForPlayer( mPropertyBuyer, playerid );
}
stock OnPlayerSelectedPropertyRow( playerid, Menu:menu, row )
{
#pragma unused row
if ( menu != mPropertyBuyer && menu != mPropertyOwner )
return 0;
new
iPropertyID = pData[ playerid ][ P_CHECKPOINT_AREA ] - _:CP_ZIP;
if ( gPropertyData[ iPropertyID ][ PROPERTY_OWNER ] == playerid )
{
// Player owns the property so he could be selling it!
gPropertyData[ iPropertyID ][ PROPERTY_OWNER ] = INVALID_PLAYER_ID;
gPropertyData[ iPropertyID ][ PROPERTY_CAN_BE_BOUGHT ] = 1;
AC_GivePlayerMoney ( playerid, gPropertyData[ iPropertyID ][ PROPERTY_PRICE ] );
ShowMenuForPlayer ( mPropertyBuyer, playerid );
}
else
{
if ( gPropertyData[ iPropertyID ][ PROPERTY_CAN_BE_BOUGHT ] )
{
// Not owner so this means he could be buying it!
new
iMoney = GetPlayerMoney( playerid );
if ( iMoney < gPropertyData[ iPropertyID ][ PROPERTY_PRICE ] )
ShowMenuForPlayer( mPropertyBuyer, playerid );
else
{
AC_GivePlayerMoney( playerid, -gPropertyData[ iPropertyID ][ PROPERTY_PRICE ] );
if ( gPropertyData[ iPropertyID ][ PROPERTY_OWNER ] != INVALID_PLAYER_ID )
{
new
szString[ 128 ];
GetPlayerName ( playerid, szString, MAX_PLAYER_NAME );
format ( szString, sizeof( szString ), "* Your property, the %s has been bought out by %s (ID:%d).", gPropertyData[ iPropertyID ][ PROPERTY_NAME ], szString, playerid );
SendClientMessage ( gPropertyData[ iPropertyID ][ PROPERTY_OWNER ], COLOR_ORANGE, szString );
AC_GivePlayerMoney ( gPropertyData[ iPropertyID ][ PROPERTY_OWNER ], gPropertyData[ iPropertyID ][ PROPERTY_PRICE ] );
}
ShowMenuForPlayer( mPropertyOwner, playerid );
gPropertyData[ iPropertyID ][ PROPERTY_OWNER ] = playerid;
gPropertyData[ iPropertyID ][ PROPERTY_CAN_BE_BOUGHT ] = 0;
gPropertyData[ iPropertyID ][ PROPERTY_TICKS ] = gPropertyData[ iPropertyID ][ PROPERTY_TIME ];
}
}
else
ShowMenuForPlayer( mPropertyBuyer, playerid );
}
return 1;
}
stock OnPlayerSelectedBankRow( playerid, e_BANK_MENU:bMenuID, row )
{
new c = 0;
switch ( bMenuID )
{
case e_BANK_MENU_MAIN_NO_GANG:
{
ShowMenuForPlayer( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], playerid );
}
case e_BANK_MENU_MAIN_IN_GANG:
{
switch ( row )
{
case 0: ShowMenuForPlayer( mBank[ e_BANK_MENU_SECONDARY_PERSONAL ], playerid );
case 1: ShowMenuForPlayer( mBank[ e_BANK_MENU_SECONDARY_GANG ], playerid );
}
}
case e_BANK_MENU_SECONDARY_PERSONAL:
{
switch ( row )
{
case 0:
{
pData[ playerid ][ P_ACTIVITY ] = _:P_BANK_DEPOSIT;
ShowMenuForPlayer( mBank[ e_BANK_MENU_MONEY_TABLE ], playerid );
}
case 1:
{
pData[ playerid ][ P_ACTIVITY ] = _:P_BANK_WITHDRAW;
ShowMenuForPlayer( mBank[ e_BANK_MENU_MONEY_TABLE ], playerid );
}
case 3:
{ // Deposit All (pbank)
new
pMoney = GetPlayerMoney( playerid );
if ( pMoney > 0 )
{
if ( pData[ playerid ][ P_BANK ] < PERSONAL_BANK_LIMIT )
{
if ( ( pMoney + pData[ playerid ][ P_BANK ] ) > PERSONAL_BANK_LIMIT )
pMoney = ( PERSONAL_BANK_LIMIT - pData[ playerid ][ P_BANK ] );
AC_GivePlayerMoney( playerid, -pMoney );
pData[ playerid ][ P_BANK ] += pMoney;
}
}
// Hide the bank text for the player.
TextDrawHideForPlayer( playerid, pData[ playerid ][ P_BANK_TEXT ] );
// If IsPlayerInAnyGang then hide the gang bank text.
if ( IsPlayerInAnyGang( playerid ) )
TextDrawHideForPlayer( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK_TEXT ] );
ShowBankMenu( playerid );
c = 1;
}
case 4:
{ // Withdraw All (pbank)
if ( pData[ playerid ][ P_BANK ] > 0 )
{
AC_GivePlayerMoney( playerid, pData[ playerid ][ P_BANK ] );
pData[ playerid ][ P_BANK ] = 0;
}
// Hide the bank text for the player.
TextDrawHideForPlayer( playerid, pData[ playerid ][ P_BANK_TEXT ] );
// If IsPlayerInAnyGang then hide the gang bank text.
if ( IsPlayerInAnyGang( playerid ) )
TextDrawHideForPlayer( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK_TEXT ] );
ShowBankMenu( playerid );
c = 1;
}
}
}
case e_BANK_MENU_SECONDARY_GANG:
{
switch ( row )
{
case 0:
{
pData[ playerid ][ P_ACTIVITY ] = _:G_BANK_DEPOSIT;
ShowMenuForPlayer( mBank[ e_BANK_MENU_MONEY_TABLE ], playerid );
}
case 1:
{
pData[ playerid ][ P_ACTIVITY ] = _:G_BANK_WITHDRAW;
ShowMenuForPlayer( mBank[ e_BANK_MENU_MONEY_TABLE ], playerid );
}
case 3:
{
// Deposit All (gbank)
new
pMoney = GetPlayerMoney( playerid );
if ( pMoney > 0 )
{
if ( IsPlayerInAnyGang( playerid ) && gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] < GANG_BANK_LIMIT )
{
if ( ( pMoney + gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] ) > GANG_BANK_LIMIT )
pMoney = ( GANG_BANK_LIMIT - gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] );
AC_GivePlayerMoney( playerid, -pMoney );
gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] += pMoney;
}
}
// Hide the bank text for the player.
TextDrawHideForPlayer( playerid, pData[ playerid ][ P_BANK_TEXT ] );
// If IsPlayerInAnyGang then hide the gang bank text.
if ( IsPlayerInAnyGang( playerid ) )
TextDrawHideForPlayer( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK_TEXT ] );
ShowBankMenu( playerid );
c = 2;
}
case 4:
{ // Withdraw All (gbank)
if ( gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] > 0 )
{
AC_GivePlayerMoney( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] );
gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK ] = 0;
}
// Hide the bank text for the player.
TextDrawHideForPlayer( playerid, pData[ playerid ][ P_BANK_TEXT ] );
// If IsPlayerInAnyGang then hide the gang bank text.
if ( IsPlayerInAnyGang( playerid ) )
TextDrawHideForPlayer( playerid, gData[ pData[ playerid ][ P_GANG_ID ] ][ G_BANK_TEXT ] );
ShowBankMenu( playerid );
c = 2;
}
}
}
case e_BANK_MENU_MONEY_TABLE:
{
new
pMoney = GetPlayerMoney( playerid ),
mMoney = power( 10, row );
if ( pData[ playerid ][ P_ACTIVITY ] == _:P_BANK_DEPOSIT )
{
if ( pData[ playerid ][ P_BANK ] < PERSONAL_BANK_LIMIT )
{
if ( ( mMoney + pData[ playerid ][ P_BANK ] ) > PERSONAL_BANK_LIMIT )
mMoney = ( PERSONAL_BANK_LIMIT - pData[ playerid ][ P_BANK ] );
}
else
return ShowBankMenu(playerid);
}
}