Undefined symbol "i"
#1

can anyone see what is wrong with it

Error Line is
pawn Код:
(120) : error 017: undefined symbol "i"
That line is
pawn Код:
PoliceTag[i] = CreateDynamic3DTextLabel("_", 0x0000FF00, 0.0, 0.0, 1.1, 100.0, i, INVALID_VEHICLE_ID, 1);
Код:
// Make sure you don't get warnings about tabsize
#pragma tabsize 0



// ********************************************************************************************************************
// Set default gamemode name
// ********************************************************************************************************************

#define GameModeName				"||0.3e|| - Truckers Life Freeroam ||Beta 1.0 R12||"

// ********************************************************************************************************************
// Limit the amount of cops with a value greater than 0
// Setting this to "3" would mean:
// - having 3 normal players (non-cop players) before the first cop can join the server
// - having 6 normal players before 2 cops can be active
// - having 9 normal players before the third cop can join and so on
// Leaving this at 0 disables the police-limitation, so anyone can choose the police class anytime
// ********************************************************************************************************************

new PlayersBeforePolice	= 1;

// ********************************************************************************************************************
// ********************************************************************************************************************



// Include default files
#include <a_samp>
#include <zcmd>
#include <dutils>
#include <sscanf2>
#include <streamer>
#include <foreach>
#include <GetVehicleName>
#include <gvar>
#include <merrandom>
#include <YSI/y_ini>
#include <foreach>

// Include all define-statements and custom-type declarations and the arrays which use them
// These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays
// Also include the defined loads (for truckers, military, mafia, ...) and locations arrays
#include <PPC_DefTexts>
#include <PPC_ServerSettings>
#include <PPC_Defines>
#include <PPC_DefLocations>
#include <PPC_DefLoads>
#include <PPC_DefCars>
#include <PPC_DefPlanes>
#include <PPC_DefTrailers>
#include <PPC_DefBuyableVehicles>
#include <PPC_Extras>

// Include functions for this gamemode
#include <PPC_GlobalTimer>
#include <PPC_Common>
#include <PPC_Housing>
#include <PPC_Business>
#include <PPC_GameModeInit>
#include <PPC_FileOperations>
#include <PPC_Speedometer>
#include <PPC_MissionsTrucking>
#include <PPC_MissionsBus>
#include <PPC_MissionsPilot>
#include <PPC_MissionsPolice>
#include <PPC_MissionsMafia>
#include <PPC_MissionsAssistance>
#include <PPC_MissionsCourier>
#include <PPC_MissionsRoadworker>
#include <PPC_Convoys>
#include <PPC_Dialogs>
#include <PPC_PlayerCommands>
#include <PPC_Toll>
new engveh[MAX_PLAYERS];
new Text3D:PoliceTag[MAX_PLAYERS];


// The main function (used only once when the server loads)
main()
{
	// Print some standard lines to the server's console
	print("\n----------------------------------");
	print(GameModeName);
	print("----------------------------------\n");
}



// This callback gets called when the server initializes the gamemode
public OnGameModeInit()
{

	
	new HostCommand[128];
	// Change the hostname
	format(HostCommand, 128, "hostname %s", GameModeName);
	SendRconCommand(HostCommand);
	SetGameModeText(GameModeName); // Set the Mode of the gamemode, which appears in the list of servers

   
	GameModeInit_VehiclesPickups(); // Add all static vehicles and pickups when the server starts that are required (also load the houses)
	GameModeInit_Classes(); // Add character models to the class-selection (without weapons)
    
	Convoys_Init(); // Setup textdraws and default data for convoys

	ShowPlayerMarkers(1); // Show players on the entire map (and on the radar)
	ShowNameTags(1); // Show player names (and health) above their head
	ManualVehicleEngineAndLights(); // Let the server control the vehicle's engine and lights
	EnableStuntBonusForAll(0); // Disable stunt bonus for all players
	DisableInteriorEnterExits(); // Removes all building-entrances in the game
	UsePlayerPedAnims(); // Use CJ's walking animation
    SetTimer("UpdatePoliceTags", 2500, true);
	// Start the timer that will show timed messages every 2 minutes
	SetTimer("Timer_TimedMessages", 1000 * 60 * 3, true);
	// Start the timer that will show a random bonus mission for truckers every 5 minutes
	SetTimer("ShowRandomBonusMission", 1000 * 60 * 3, true);
	// Start the timer that checks the toll-gates
	SetTimer("Toll", 1000, true);
	PoliceTag[i] = CreateDynamic3DTextLabel("_", 0x0000FF00, 0.0, 0.0, 1.1, 100.0, i, INVALID_VEHICLE_ID, 1);
	// Fix the bugged houses (after fixing the houses, you can remove this line, as it's not needed anymore)
	FixHouses();

	// While the gamemode starts, start the global timer, and run it every second
	SetTimer("GlobalTimer", 1000, true);
	SetTimer("VehEngBrokeCheck", 2000, true);
	return 1;
}
forward UpdatePoliceTags();
public UpdatePoliceTags()
{
        foreach(Player, i)
        {
            if(!GetPlayerWantedLevel(i))
            {
                UpdateDynamic3DTextLabelText(PoliceTag[i], 0x0000FF00, "_");
            }
                else
                {
                    UpdateDynamic3DTextLabelText(PoliceTag[i], 0x0000FFFF, "{0000ff}Wanted {FFFF00}by Police!");
                }
        }
        return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
  

    GameTextForPlayer(playerid, "~g~WELCOME ", 9000, 4);
    SendClientMessage(playerid, -1, "{ffffff}TRY OUT THE NEW LOADS USING GARBAGE TRUCK");
	SendClientMessage(playerid, -1, "{ffffff}NEW LOADS ADDED CHECK THEM OUT USING {ff0000}/WORK");
    SendClientMessage(playerid, -1, "{FF0000}THIS SERVER IS IN ALPHA MODE. THERE MAYBE BUGS IF YOU FIND ONE REPORT TO FORUM");
	GameTextForPlayer(playerid, "~g~WELCOME ", 9000, 4);
    SetPlayerMapIcon( playerid, 51, 198.9530, 593.9344, 15.9000, 51, 0, MAPICON_LOCAL );
     
    RemoveBuildingForPlayer(playerid, 8229, 0.0, 0.0, 0.0, 6000.0);
    RemoveBuildingForPlayer(playerid, 11014, 0.0, 0.0, 0.0, 6000.0);
    RemoveBuildingForPlayer(playerid, 11372, 0, 0, 0, 6000.0);

    
	


	// Setup local variables
	new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;

	// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
	SetPVarInt(playerid, "PVarMoney", 0);
	SetPVarInt(playerid, "PVarScore", 0);

	// Get the playername
	GetPlayerName(playerid, Name, sizeof(Name));
	// Also store this name for the player
	GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);

	// Send a message to all players to let them know somebody else joined the server
	format(NewPlayerMsg, 128, TXT_PlayerJoinedServer, Name, playerid);
	SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);

	// Try to load the player's datafile ("PlayerFile_Load" returns "1" is the file has been read, "0" when the file cannot be read)
	if (PlayerFile_Load(playerid) == 1)
	{
		// Check if the player is still banned
		if (APlayerData[playerid][BanTime] < gettime()) // Player ban-time is passed
			ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT, TXT_DialogLoginTitle, TXT_DialogLoginMsg, TXT_DialogLoginButton1, TXT_DialogButtonCancel);
		else // Player is still banned
		{
			ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds
			Kick(playerid); // Kick the player
		}
	}
	else
		ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, TXT_DialogRegisterTitle, TXT_DialogRegisterMsg, TXT_DialogRegisterButton1, TXT_DialogButtonCancel);

	// The houses have been loaded but not the cars, so load all vehicles assigned to the player's houses
	for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
	{
	    // Get the HouseID from this slot
	    HouseID = APlayerData[playerid][Houses][HouseSlot];
	    // Check if there is a house in this slot
		if (HouseID != 0)
		    HouseFile_Load(HouseID, true); // Load the cars of the house
	}

	// Speedometer setup
	Speedometer_Setup(playerid);

	// MissionText TextDraw setup
	APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, " "); // Setup the missiontext at the bottom of the screen
	TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
	TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
	TextDrawBoxColor(APlayerData[playerid][MissionText], 0xFFCC33BD); // Set the box color of the missiontext

	// Display a message if the player hasn't accepted the rules yet
	if (APlayerData[playerid][RulesRead] == false)
	    SendClientMessage(playerid, 0xFFFFFFFF, "{ffffff}To get some {ff0000}Money  for good start {ffffff}use {ff0000}/rules");

	return 1;
}



// This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)
ShowRemainingBanTime(playerid)
{
	// Setup local variables
	new TotalBanTime, Days, Hours, Minutes, Seconds, Msg[128];

	// Get the total ban-time
	TotalBanTime = APlayerData[playerid][BanTime] - gettime();

	// Calculate days
	if (TotalBanTime >= 86400)
	{
		Days = TotalBanTime / 86400;
		TotalBanTime = TotalBanTime - (Days * 86400);
	}
	// Calculate hours
	if (TotalBanTime >= 3600)
	{
		Hours = TotalBanTime / 3600;
		TotalBanTime = TotalBanTime - (Hours * 3600);
	}
	// Calculate minutes
	if (TotalBanTime >= 60)
	{
		Minutes = TotalBanTime / 60;
		TotalBanTime = TotalBanTime - (Minutes * 60);
	}
	// Calculate seconds
	Seconds = TotalBanTime;

	// Display the remaining ban-time for this player
	SendClientMessage(playerid, 0xFFFFFFFF, TXT_StillBanned);
	format(Msg, 128, TXT_BannedDuration, Days, Hours, Minutes, Seconds);
	SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}


// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
 
    
   

	// Setup local variables
	new Name[24], Msg[128], HouseID;

	// Get the playername
	GetPlayerName(playerid, Name, sizeof(Name));

	// Stop spectate mode for all players who are spectating this player
	for (new i; i < MAX_PLAYERS; i++)
	    if (IsPlayerConnected(i)) // Check if the player is connected
	        if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody
	            if (APlayerData[i][SpectateID] == playerid) // Check if this player is spectating me
		   		{
					TogglePlayerSpectating(i, 0); // Turn off spectate-mode
					APlayerData[i][SpectateID] = INVALID_PLAYER_ID;
					APlayerData[i][SpectateType] = ADMIN_SPEC_TYPE_NONE;
					SendClientMessage(i, 0xFFFFFFFF, "{ffffff}Target {ff0000}player {ffffff}has logged off, ending spectate mode");
				}

	// Send a message to all players to let them know somebody left the server
	format(Msg, 128, TXT_PlayerLeftServer, Name, playerid);
	SendClientMessageToAll(0xFFFFFFFF, Msg);

	// If the player entered a proper password (the player has an account)
	if (strlen(APlayerData[playerid][PlayerPassword]) != 0)
	{
	    // Save the player data and his houses
		PlayerFile_Save(playerid);
	}

	// Stop any job that may have started (this also clears all mission data)
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job
		case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
		case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
		case ClassPolice: Police_EndJob(playerid); // Stop any police job
		case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
		case ClassAssistance: Assistance_EndJob(playerid);
		case ClassRoadWorker: Roadworker_EndJob(playerid);
	}

	// If the player is part of a convoy, kick him from it
	Convoy_Leave(playerid);

	// Unload all the player's house-vehicles to make room for other player's vehicles
	for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
	{
	    // Get the HouseID from this slot
	    HouseID = APlayerData[playerid][Houses][HouseSlot];
	    // Check if there is a house in this slot
		if (HouseID != 0)
		{
		    // Unload the cars of the house
		    House_RemoveVehicles(HouseID);
			// Set the house so it cannot be entered by anyone (close the house)
			AHouseData[HouseID][HouseOpened] = false;
		}
	}

	// Clear the data in the APlayerData array to make sure the next player with the same id doesn't hold wrong data
	APlayerData[playerid][SpectateID] = -1;
	APlayerData[playerid][SpectateVehicle] = -1;
	APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_NONE;
	APlayerData[playerid][LoggedIn] = false;
	APlayerData[playerid][AssistanceNeeded] = false;
	APlayerData[playerid][P911Needed] = false;
	APlayerData[playerid][TaxiNeeded] = false;
	APlayerData[playerid][PlayerPassword] = 0;
	APlayerData[playerid][PlayerLevel] = 0;
	APlayerData[playerid][PlayerJailed] = 0;
	APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer
	APlayerData[playerid][Bans] = 0;
	APlayerData[playerid][BanTime] = 0;
	APlayerData[playerid][Muted] = false;
	APlayerData[playerid][RulesRead] = false;
	APlayerData[playerid][AutoReportTime] = 0;
	APlayerData[playerid][TruckerLicense] = 0;
	APlayerData[playerid][BusLicense] = 0;
	APlayerData[playerid][PlayerClass] = 0;
	APlayerData[playerid][Warnings] = 0;
	APlayerData[playerid][PlayerMoney] = 0;
	APlayerData[playerid][PlayerScore] = 0;
	for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
		APlayerData[playerid][Houses][HouseSlot] = 0;
	for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
		APlayerData[playerid][Business][BusSlot] = 0;
	APlayerData[playerid][CurrentHouse] = 0;

	// Clear bank account info
	APlayerData[playerid][BankPassword] = 0;
	APlayerData[playerid][BankLoggedIn] = false;
	APlayerData[playerid][BankMoney] = 0;

	// Clear stats
	APlayerData[playerid][StatsTruckerJobs] = 0;
	APlayerData[playerid][StatsConvoyJobs] = 0;
	APlayerData[playerid][StatsBusDriverJobs] = 0;
	APlayerData[playerid][StatsPilotJobs] = 0;
	APlayerData[playerid][StatsMafiaJobs] = 0;
	APlayerData[playerid][StatsMafiaStolen] = 0;
	APlayerData[playerid][StatsPoliceFined] = 0;
	APlayerData[playerid][StatsPoliceJailed] = 0;
	APlayerData[playerid][StatsCourierJobs] = 0;
	APlayerData[playerid][StatsRoadworkerJobs] = 0;
	APlayerData[playerid][StatsAssistance] = 0;
	APlayerData[playerid][StatsMetersDriven] = 0.0;


	// Clear police warnings
	APlayerData[playerid][PoliceCanJailMe] = false;
	APlayerData[playerid][PoliceWarnedMe] = false;
	APlayerData[playerid][Value_PoliceCanJailMe] = 0;

	// Make sure the jailtimer has been destroyed
	KillTimer(APlayerData[playerid][PlayerJailedTimer]);
	KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);

	// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
	Speedometer_Cleanup(playerid);

	// Also destroy the missiontext TextDraw for this player
	TextDrawDestroy(APlayerData[playerid][MissionText]);

	// Destroy a rented vehicle is the player had any
	if (APlayerData[playerid][RentedVehicleID] != 0)
	{
		// Clear the data for the already rented vehicle
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;
		for (new j; j < 14; j++)
		{
			AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;
		}
		// Destroy the vehicle
		DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
		// Clear the RentedVehicleID
		APlayerData[playerid][RentedVehicleID] = 0;
	}

	return 1;
}
public VehEngBrokeCheck()
{
    for(new i = 0; i < MAX_PLAYERS; i++)
    {
        if(IsPlayerInAnyVehicle(i))
        {
            new Float:vhp;
            new vid = GetPlayerVehicleID(i);
            new engine, lights, alarm, doors, bonnet, boot, objective;
            GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
            GetVehicleHealth(vid, vhp);
            if(vhp < 275) // Wont appear if the engine is already off (broken)
            {
                TogglePlayerControllable(i, false);
                SendClientMessage(i, COLOR_GREY, "{FF0000}Your Vehicle is Broke Call {00FF00}/Assist {ff0000}to get it repaired");

                engveh[i] = 0;
                SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
                TogglePlayerControllable(i, true);
            }
        }
    }
    return 1;
}
// This callback gets called whenever a player uses the chat-box
public OnPlayerText(playerid, text[])
{
	// Block the player's text if he has been muted
    if (APlayerData[playerid][Muted] == true)
	{
		// Let the player know he's still muted
		SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You are still muted");

		// Don't allow his text to be sent to the chatbox
		return 0;
	}

    return 1;
}


// This callback gets called when a player interacts with a dialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
	// Select the proper dialog to process
	switch (dialogid)
	{
		case DialogRegister: Dialog_Register(playerid, response, inputtext); // The "Register"-dialog
		case DialogLogin: Dialog_Login(playerid, response, inputtext); // The "Login"-dialog

		case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);
		case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);
		case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);
		case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);

		case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog

		case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)

		case DialogRules: Dialog_Rules(playerid, response);

		case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)
		case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)
		case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)
		case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)

		case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
		case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job

		case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);

		case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
		case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)
		case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)
		case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)
		case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog
		case DialogNeon: Dialog_Neon(playerid, response, listitem); // The neon-dialog

		case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
		case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before

		case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
		case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
		case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);

		case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
		case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog

		case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);

		case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
		case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
		case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
		case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
		case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
		case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
		case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
		case DialogSellCar: Dialog_SellCar(playerid, response, listitem);
		case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);
		case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);
		case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);
		case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);

		case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);
		case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);
		case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);
		case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business
		case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business

		case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);
		case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);
		case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);
		case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);
		case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);
		case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);
		case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);
		case DialogBankCancel: Dialog_BankCancel(playerid, response);

		case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);
		case DialogHelpItem: Dialog_HelpItem(playerid, response);

		case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);
		case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);
		case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);
	}

    return 1;
}

// this callback gets called when a player clicks on another player on the scoreboard
public OnPlayerClickPlayer(playerid, clickedplayerid, source)
{
	// Check if the player is an admin of at least level 1
	if (APlayerData[playerid][PlayerLevel] >= 1)
	{
		// Setup local variables
		new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;

		// Construct the dialog-title
		GetPlayerName(clickedplayerid, Name, sizeof(Name));
		format(DialogTitle, 128, "Statistics of player: %s", Name);

		// Add the IP of the player to the list
	    GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP));
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Player-IP: {00FF00}%s\n", PlayerStatList, PlayerIP);
		// Add the level of the player to the list
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Admin-level: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);
		// Add the class of the player to the list
		switch(APlayerData[clickedplayerid][PlayerClass])
		{
			case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Trucker\n", PlayerStatList);
			case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Bus driver\n", PlayerStatList);
			case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Pilot\n", PlayerStatList);
			case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Police\n", PlayerStatList);
			case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Mafia\n", PlayerStatList);
			case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Courier\n", PlayerStatList);
			case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Assistance\n", PlayerStatList);
  }
		// Add money and score of the player to the list
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Money: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Score: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);
		// Add wanted-level of the player to the list
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Wanted-level: {00FF00}%i\n", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));
		// Add truckerlicense and busdriver license of the player to the list
		if (APlayerData[clickedplayerid][TruckerLicense] == 1)
			format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trucker License: {00FF00}Yes\n", PlayerStatList);
		else
			format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Trucker License: {00FF00}No\n", PlayerStatList);

		if (APlayerData[clickedplayerid][BusLicense] == 1)
			format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Bus License: {00FF00}Yes\n", PlayerStatList);
		else
			format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Bus License: {00FF00}No\n", PlayerStatList);

		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed trucker jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsTruckerJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed convoy jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsConvoyJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed busdriver jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsBusDriverJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed pilot jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPilotJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed mafia jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsMafiaJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Stolen mafia-loads: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsMafiaStolen]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Fined players: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPoliceFined]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Jailed players: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsPoliceJailed]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed courier jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsCourierJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Completed roadworker jobs: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsRoadworkerJobs]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Assisted players: {00FF00}%i\n", PlayerStatList, APlayerData[clickedplayerid][StatsAssistance]);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Meters driven: {00FF00}%f\n", PlayerStatList, APlayerData[clickedplayerid][StatsMetersDriven]);

		// Count the number of houses/businesses that the player has and add them to the list
		for (new i; i < MAX_HOUSESPERPLAYER; i++)
			if (APlayerData[clickedplayerid][Houses][i] != 0)
			    NumHouses++;

		for (new i; i < MAX_BUSINESSPERPLAYER; i++)
			if (APlayerData[clickedplayerid][Business][i] != 0)
			    NumBusinesses++;

		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Houses: {00FF00}%i (double-click for stats)\n", PlayerStatList, NumHouses);
		format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Businesses: {00FF00}%i (double-click for stats)\n", PlayerStatList, NumBusinesses);

		// Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars)
		APlayerData[playerid][DialogOtherPlayer] = clickedplayerid;

		// Show the statistics of the other player
		ShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player buy a license
	}

	return 1;
}



// This callback gets called when a player picks up any pickup
public OnPlayerPickUpPickup(playerid, pickupid)
{
	// If the player picks up the Buy_License pickup at the driving school in Doherty
	if (pickupid == Pickup_License)
	    // Ask the player which license he wants to buy
		ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, TXT_DialogLicenseTitle, TXT_DialogLicenseList, TXT_DialogButtonBuy, TXT_DialogButtonCancel); // Let the player buy a license

	return 1;
}



// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
 


	SetPlayerInterior(playerid,0);
	TogglePlayerClock(playerid,0); //Other stuff for normal players goes here!


	// Check if the player properly logged in by typing his password
	if (APlayerData[playerid][LoggedIn] == false)
	{
		SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
	    Kick(playerid); // Kick the player if he didn't log in properly
	}

	// Setup local variables
	new missiontext[200];

	// Spawn the player in the global world (where everybody plays the game)
    SetPlayerVirtualWorld(playerid, 0);
	SetPlayerInterior(playerid, 0);
	// Also set a variable that tracks in which house the player currently is
	APlayerData[playerid][CurrentHouse] = 0;

	// Disable the clock
	TogglePlayerClock(playerid, 1);

	// Delete all weapons from the player
	ResetPlayerWeapons(playerid);

	// Set the missiontext based on the chosen class
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver: // Truck-driver class
		{
			format(missiontext, sizeof(missiontext), Trucker_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassBusDriver: // Bus-driver class
		{
			format(missiontext, sizeof(missiontext), BusDriver_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassPilot: // Pilot class
		{
			format(missiontext, sizeof(missiontext), Pilot_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassPolice: // Police class
		{
			format(missiontext, sizeof(missiontext), Police_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map)
			// Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first)
			KillTimer(APlayerData[playerid][PlayerCheckTimer]);
			APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Police_CheckWantedPlayers", 1000, true, "i", playerid);
			// Check if the police player can get weapons
			if (PoliceGetsWeapons == true)
			{
			    // Give up to 12 weapons to the player
				for (new i; i < 12; i++)
				    GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
			}
		}
		case ClassMafia: // Mafia class
		{
			format(missiontext, sizeof(missiontext), Mafia_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map)
			// Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)
			KillTimer(APlayerData[playerid][PlayerCheckTimer]);
			APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Mafia_CheckMafiaLoads", 1000, true, "i", playerid);
		}
		case ClassCourier: // Courier class
		{
			format(missiontext, sizeof(missiontext), Courier_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassAssistance: // Assistance class
		{
			format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)
			// Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first)
			KillTimer(APlayerData[playerid][PlayerCheckTimer]);
			APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Assistance_CheckPlayers", 1000, true, "i", playerid);
		}
		case ClassRoadWorker: // Roadworker class
		{
			format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
		}
	}

	// Set the missiontext
	TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
	// Show the missiontext for this player
	TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);

	// If the player spawns and his jailtime hasn't passed yet, put him back in jail
	if (APlayerData[playerid][PlayerJailed] != 0)
	
	    Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
	    

	return 1;
}



// This callback gets called whenever a player enters a checkpoint
public OnPlayerEnterCheckpoint(playerid)
{
	// Check the player's class
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver: // Truckdriver class
			Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods)
		case ClassBusDriver: // BusDriver class
		{
			GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
			BusDriver_EndJob(playerid); // End the current mission
		}
		case ClassPilot: // Pilot class
			Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload)
		case ClassMafia: // Mafia class
			Mafia_OnPlayerEnterCheckpoint(playerid);
		case ClassCourier: // Courier class
			Courier_OnPlayerEnterCheckpoint(playerid);
		case ClassRoadWorker: // Roadworker class
		{
			// Only end the mission when doing "repair-speedcamera" jobtype (checkpoint is the base of the roadworker)
			if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera's
			{
				GameTextForPlayer(playerid, TXT_RoadworkerMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
				Roadworker_EndJob(playerid); // End the current mission
			}
			if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder
                Roadworker_EnterCheckpoint(playerid);
		}
	}

	return 1;
}



// This callback gets called when a player enters a race-checkpoint
public OnPlayerEnterRaceCheckpoint(playerid)
{
	// Check the player's class
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassBusDriver: // BusDriver class
		    Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint
		case ClassRoadWorker: // Roadworker class
			Roadworker_EnterRaceCheckpoint(playerid);
	}

	return 1;
}



// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
	SendDeathMessage(killerid, playerid, reason);
	// Setup local variables
	new VictimName[24], KillerName[24], Msg[128];

	// Clear the missiontext
	TextDrawSetString(APlayerData[playerid][MissionText], " ");
	// Hide the missiontext for this player (when the player is choosing a class, it's not required to show any mission-text)
	TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]);

	// Stop any job that may have started
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver: Trucker_EndJob(playerid);
		case ClassBusDriver: BusDriver_EndJob(playerid);
		case ClassPilot: Pilot_EndJob(playerid);
		case ClassPolice: Police_EndJob(playerid);
		case ClassMafia: Mafia_EndJob(playerid);
		case ClassCourier: Courier_EndJob(playerid);
		case ClassAssistance: Assistance_EndJob(playerid);
		case ClassRoadWorker: Roadworker_EndJob(playerid);
	}

	// If the player is part of a convoy, kick him from it
	Convoy_Leave(playerid);

	// If another player kills you, he'll get an extra star of his wanted level
	if (killerid != INVALID_PLAYER_ID)
	{
		// Increase the wanted level of the killer by one star
	    SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 6);
	    // Get the name of the killed player and the killer
	    GetPlayerName(playerid, VictimName, sizeof(VictimName));
	    GetPlayerName(killerid, KillerName, sizeof(KillerName));
	    SendDeathMessage(killerid, playerid, reason);
	    // Let the killed know the police are informed about the kill
		format(Msg, 128, "{FF0000}You've killed {FFFF00}%s{FF0000}, {ffffff}you're {ff0000}wanted {ffffff}by the police now", VictimName);
		SendClientMessage(killerid, 0xFFFFFFFF, Msg);
		// Inform all police players about the kill
		format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} killed {FFFF00}%s{00FF00}, pursue and fine him", KillerName, VictimName);
		Police_SendMessage(Msg);
	}

	return 1;
}



// This callback gets called when the player is selecting a class (but hasn't clicked "Spawn" yet)
public OnPlayerRequestClass(playerid, classid)
{
 	
	SetPlayerPos(playerid,2480.3538,1870.8656,24.3753);
    SetPlayerCameraPos(playerid,2473.7202,1870.9253,25.7971);
    SetPlayerCameraLookAt(playerid,2480.3538,1870.8656,24.3753);
    SetPlayerFacingAngle(playerid,86.9258);
    
	// Display a short message to inform the player about the class he's about to choose
	switch (classid)
	{
		case 0, 1, 2, 3, 4, 5, 6, 7: // Classes that will be truckdrivers
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassTrucker, 3000, 4);
			// Store the class for the player (truckdriver)
			APlayerData[playerid][PlayerClass] = ClassTruckDriver;
		}
		case 8, 9: // Classes that will be bus-drivers
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassBusDriver, 3000, 4);
			// Store the class for the player (busdriver)
			APlayerData[playerid][PlayerClass] = ClassBusDriver;
		}
		
		
		case 10, 11, 12: // Classes that will be police
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassPolice, 3000, 4);
			// Store the class for the player (police)
			APlayerData[playerid][PlayerClass] = ClassPolice;
		}
		case 13, 14, 15: // Classes that will be mafia
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassMafia, 3000, 4);
			// Store the class for the player (mafia)
			APlayerData[playerid][PlayerClass] = ClassMafia;
		}
		case 16, 17: // Classes that will be courier
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassCourier, 3000, 4);
			// Store the class for the player (courier)
			APlayerData[playerid][PlayerClass] = ClassCourier;
		}
		case 18, 19: // Classes that will be assistance
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassAssistance, 3000, 4);
			// Store the class for the player (assistance)
			APlayerData[playerid][PlayerClass] = ClassAssistance;
		}
		case 20, 21, 22: // Classes that will be roadworker
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassRoadWorker, 3000, 4);
			// Store the class for the player (roadworker)
			APlayerData[playerid][PlayerClass] = ClassRoadWorker;
		}
		case 23: // Classes that will be roadworker
		{
			// Display the name of the class
			GameTextForPlayer(playerid, "Admin class", 3000, 4);
	}
}
	return 1;
}



// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
	new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];

	// Get the player's name
	GetPlayerName(playerid, Name, sizeof(Name));

	// Choose a random spawnlocation based on the player's class
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver:
		{
			Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation
			x = ASpawnLocationsTrucker[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsTrucker[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsTrucker[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsTrucker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Trucker {FFFF00}%s{00FF00} joined {FFFF00}Trucker class", Name);
		}
		case ClassBusDriver:
		{
			Index = random(sizeof(ASpawnLocationsBusDriver));
			x = ASpawnLocationsBusDriver[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsBusDriver[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsBusDriver[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsBusDriver[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Chauffer {FFFF00}%s{00FF00} joined {FFFF00}Busdriver class", Name);
		}
  case ClassPilot:
		{
			Index = random(sizeof(ASpawnLocationsPilot));
			x = ASpawnLocationsPilot[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsPilot[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsPilot[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsPilot[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Pilot {FFFF00}%s{00FF00} joined {FFFF00}Pilot class", Name);
		}
		case ClassPolice:
		{
		    // Count the number of normal players (all classes except police) and count the amount of police players
		    new NormalPlayers, PolicePlayers, bool:CanSpawnAsCop = false;

			// Block this check if PlayersBeforePolice is set to 0 (this allows anyone to join as police)
			if (PlayersBeforePolice > 0)
			{
				// Loop through all players
				for (new pid; pid < MAX_PLAYERS; pid++)
				{
					// Exclude this player, as he doesn't have a class yet, he's still choosing here
					if (pid != playerid)
					{
					    // Also exclude all players who are still in the class-selection screen, as they don't have a class selected yet
					    if (GetPlayerInterior(pid) != 14)
					    {
							// Check if this player is logged in
							if (APlayerData[pid][LoggedIn] == true)
							{
								// Count the amount of normal players and police players
								switch (APlayerData[pid][PlayerClass])
								{
									case ClassPolice:
									    PolicePlayers++;
									case ClassTruckDriver, ClassBusDriver, ClassPilot, ClassMafia, ClassCourier, ClassAssistance, ClassRoadWorker:
								    	NormalPlayers++;
								}
							}
						}
					}
				}
				// Check if there are less police players than allowed
				if (PolicePlayers < (NormalPlayers / PlayersBeforePolice))
				    CanSpawnAsCop = true; // There are less police players than allowed, so the player can choose this class
				else
				    CanSpawnAsCop = false; // The maximum amount of police players has been reached, the player can't choose to be a cop

				// Check if the player isn't allowed to spawn as police
				if (CanSpawnAsCop == false)
				{
					// Let the player know the maximum amount of cops has been reached
					GameTextForPlayer(playerid, "~r~SPAWN DENIED", 5000, 4);
					SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}The maximum amount of cops has been reached already, please select another class");
					return 0; // Don't allow the player to spawn as police player
				}
			}

			// If the player has less than 100 scorepoints
		    if (APlayerData[playerid][PlayerScore] < 100)
		    {
				// Let the player know he needs 100 scorepoints
				GameTextForPlayer(playerid, "~r~SPAWN DENIED", 5000, 4);
				SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You need 100 scorepoints for police class");
				return 0; // Don't allow the player to spawn as police player
		    }
			// If the player has a wanted level
		    if (GetPlayerWantedLevel(playerid) > 0)
		    {
				// Let the player know he cannot have a wanted level to join police
				GameTextForPlayer(playerid, "~r~SPAWN DENIED", 5000, 4);
				SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You are not allowed to choose police class when you're wanted");
				return 0; // Don't allow the player to spawn as police player
		    }

			Index = random(sizeof(ASpawnLocationsPolice));
			x = ASpawnLocationsPolice[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsPolice[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsPolice[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsPolice[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Officer {FFFF00}%s{00FF00} joined {FFFF00}Police class", Name);
		}
		case ClassMafia:
		{
			Index = random(sizeof(ASpawnLocationsMafia));
			x = ASpawnLocationsMafia[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsMafia[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsMafia[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsMafia[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Enforcer {FFFF00}%s{00FF00} joined {FFFF00}Mafia class", Name);
		}
		case ClassCourier:
		{
			Index = random(sizeof(ASpawnLocationsCourier));
			x = ASpawnLocationsCourier[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsCourier[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsCourier[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsCourier[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Courier {FFFF00}%s{00FF00} joined {FFFF00}Courier class", Name);
		}
		case ClassAssistance:
		{
			Index = random(sizeof(ASpawnLocationsAssistance));
			x = ASpawnLocationsAssistance[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsAssistance[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsAssistance[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsAssistance[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Mechanic {FFFF00}%s{00FF00} joined {FFFF00}Assistance class", Name);
		}
		case ClassRoadWorker:
		{
			Index = random(sizeof(ASpawnLocationsRoadWorker));
			x = ASpawnLocationsRoadWorker[Index][SpawnX]; // Get the X-position for the spawnlocation
			y = ASpawnLocationsRoadWorker[Index][SpawnY]; // Get the Y-position for the spawnlocation
			z = ASpawnLocationsRoadWorker[Index][SpawnZ]; // Get the Z-position for the spawnlocation
			Angle = ASpawnLocationsRoadWorker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
			format(Msg, 128, "{00FF00}Engineer {FFFF00}%s{00FF00} joined {FFFF00}Recovery Driver class", Name);
		}
	}

	// Spawn the player with his chosen skin at a random location based on his class
	SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0);
	// Send the message to all players (who joined which class)
	SendClientMessageToAll(0xFFFFFFFF, Msg);

    return 1;
}



// This callback gets called when a vehicle respawns at it's spawn-location (where it was created)
public OnVehicleSpawn(vehicleid)
{
	// Set the vehicle as not-wanted by the mafia
	AVehicleData[vehicleid][MafiaLoad] = false;
	// Also reset the fuel to maximum (only for non-owned vehicles)
	if (AVehicleData[vehicleid][Owned] == false)
		AVehicleData[vehicleid][Fuel] = MaxFuel;

	// Re-apply the paintjob (if any was applied)
	if (AVehicleData[vehicleid][PaintJob] != 0)
	{
	    // Re-apply the paintjob
		ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1);
	}

	// Also update the car-color
	ChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]);

	// Re-add all components that were installed (if they were there)
	for (new i; i < 14; i++)
	{
		// Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns)
        RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i));

	    // Check if the componentslot has a valid component-id
		if (AVehicleData[vehicleid][Components][i] != 0)
	        AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components][i]); // Add the component to the vehicle
	}

 	for(new i = 0; i < MAX_VEHICLES; i++)
	{
	    for(new n = 0; n < sizeof(PoliceLights); n++)
	    if(i == PoliceLights[n])
	    {
		    new PoliceLight = CreateObject( 18646,0,0,0,0,0,0,80 ); // <iVO>
	        AttachObjectToVehicle( PoliceLight, i, 0.400000, 0.000000, 0.680000, 0.000000, 0.000000, 0.000000 ); // <iVO>
 		}
	}// I think this will work if it doesnt I have no didea why the objects arent created on top the cars. It should work but i'm not sure.Audio_CreateTCPServer If it doesnt you have my Skype.
	LastVehicleID++;
    return 1;
}



// This callback is called when the vehicle leaves a mod shop
public OnVehicleRespray(playerid, vehicleid, color1, color2)
{
	// Let the player pay $150 for changing the color (if they have been changed)
	if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2))
	{
		RewardPlayer(playerid, -150, 0);
		SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've changed the color of your vehicle for $150");
	}

	// Save the colors
	AVehicleData[vehicleid][Color1] = color1;
	AVehicleData[vehicleid][Color2] = color2;

	// If the primary color is black, remove the paintjob
	if (color1 == 0)
		AVehicleData[vehicleid][PaintJob] = 0;

	return 1;
}



// This callback gets called when a player enters or exits a mod-shop
public OnEnterExitModShop(playerid, enterexit, interiorid)
{
	return 1;
}



// This callback gets called whenever a player mods his vehicle
public OnVehicleMod(playerid, vehicleid, componentid)
{
	// When the player changes a component of his vehicle, reduce the price of the component from the player's money
	APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000];

	// Store the component in the AVehicleData array
	AVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid;

	return 1;
}



// This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it)
public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
{
	// Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult)
    AVehicleData[vehicleid][PaintJob] = paintjobid + 1;

	return 1;
}



// This callback gets called whenever a player enters a vehicle
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
    
	// Setup local variables
	new engine, lights, alarm, doors, bonnet, boot, objective;

	// Check if the vehicle has fuel
	if (AVehicleData[vehicleid][Fuel] > 0)
	{
		// Start the engine and turn on the lights
		GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
		SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective);
	}
    new string[25];
	format(string,sizeof(string),"~g~ %s",GetVehicleName(vehicleid));
	GameTextForPlayer(playerid,string,3000,1);
	// Store the player's current location and interior-id, otherwise anti-airbreak hack code could kick you
	GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
	APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);

	return 1;
}



// This callback gets called when a player exits his vehicle
public OnPlayerExitVehicle(playerid, vehicleid)
{
	// Setup local variables
	new engine, lights, alarm, doors, bonnet, boot, objective;

	// Check if the player is the driver of the vehicle
	if (GetPlayerVehicleSeat(playerid) == 0)
	{
		// Turn off the lights and engine
		GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
		SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
	}

	// Chech if the player is a pilot
	if (APlayerData[playerid][PlayerClass] == ClassPilot)
	{
	    // If the pilot started a job --> as soon as a pilot leaves his plane while doing a job, he fails his mission
		if (APlayerData[playerid][JobStarted] == true)
		{
		    // End the job (clear data)
			Pilot_EndJob(playerid);
			// Inform the player that he failed the mission
			GameTextForPlayer(playerid, TXT_FailedMission, 5000, 4);
			// Reduce the player's cash by 1000
			RewardPlayer(playerid, -1000, 0);
		}
	}

	return 1;
}



// This callback gets called whenever a vehicle enters the water or is destroyed (explodes)
public OnVehicleDeath(vehicleid)
{
	// Get the houseid to which this vehicle belongs
	new HouseID = AVehicleData[vehicleid][BelongsToHouse];

	// Check if this vehicle belongs to a house
	if (HouseID != 0)
	{
		// If the house doesn't have insurance for it's vehicles
		if (AHouseData[HouseID][Insurance] == 0)
		{
		    // Delete the vehicle, clear the data and remove it from the house it belongs to
			Vehicle_Delete(vehicleid);

		    // Save the house (and linked vehicles)
		    HouseFile_Save(HouseID);
		}
	}

	return 1;
}



// This callback gets called when the player changes state
public OnPlayerStateChange(playerid,newstate,oldstate)
{
	// Setup local variables
	new vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective;

	switch (newstate)
	{
		case PLAYER_STATE_DRIVER: // Player became the driver of a vehicle
		{
			// Get the ID of the player's vehicle
			vid = GetPlayerVehicleID(playerid);
			// Get the player's name (the one who is trying to enter the vehicle)
			GetPlayerName(playerid, Name, sizeof(Name));

			// Check if the vehicle is owned
			if (AVehicleData[vid][Owned] == true)
			{
				// Check if the vehicle is owned by somebody else (strcmp will not be 0)
				if (strcmp(AVehicleData[vid][Owner], Name, false) != 0)
				{
					// Force the player out of the vehicle
					RemovePlayerFromVehicle(playerid);
					// Turn off the lights and engine
					GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
					SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
					// Let the player know he cannot use somebody else's vehicle
					format(Msg, 128, TXT_SpeedometerCannotUseVehicle, AVehicleData[vid][Owner]);
					SendClientMessage(playerid, 0xFFFFFFFF, Msg);
				}

				// Check if the vehicle is clamped
				if (AVehicleData[vid][Clamped] == true)
				{
					// Force the player out of the vehicle
					RemovePlayerFromVehicle(playerid);
					// Turn off the lights and engine
					GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
					SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
					// Let the player know he cannot use a clamped vehicle
					format(Msg, 128, TXT_SpeedometerClampedVehicle);
					SendClientMessage(playerid, 0xFFFFFFFF, Msg);
					format(Msg, 128, TXT_SpeedometerClampedVehicle2);
					SendClientMessage(playerid, 0xFFFFFFFF, Msg);
				}
			}

			// Check if the player is not a cop
			if (APlayerData[playerid][PlayerClass] != ClassPolice)
			{
				// First check if the vehicle is a static vehicle (player can still use a bought cop-car that he bought in his house,
				// as a bought vehicle isn't static)
				if (AVehicleData[vid][StaticVehicle] == true)
				{
					// Check if the entered vehicle is a cop vehicle
					switch (GetVehicleModel(vid))
					{
						case VehiclePoliceLSPD, VehiclePoliceSFPD, VehiclePoliceLVPD, VehicleBullet, VehicleHPV1000, VehiclePoliceRanger:
						{
							// Force the player out of the vehicle
							RemovePlayerFromVehicle(playerid);
							// Turn off the lights and engine
							GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
							SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
							// Let the player know he cannot use a cop car
							SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use a police vehicle");
						}
					}
				}
			}

			// Check if the player is not a pilot
			if (APlayerData[playerid][PlayerClass] != ClassPilot)
			{
				// First check if the vehicle is a static vehicle (player can still use a bought plane that he bought in his house,
				// as a bought vehicle isn't static)
				if (AVehicleData[vid][StaticVehicle] == true)
				{
					// Check if the entered vehicle is a plane or helicopter vehicle
					switch (GetVehicleModel(vid))
					{
						case VehicleShamal, VehicleNevada, VehicleStuntPlane, VehicleDodo, VehicleMaverick, VehicleCargobob:
						{
							// Force the player out of the vehicle
							RemovePlayerFromVehicle(playerid);
							// Turn off the lights and engine
							GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
							SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
							// Let the player know he cannot use a cop car
							SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use a pilot vehicle");
						}
					}
				}
			}
		}
	}

	return 1;
}




// This callback gets called whenever a player presses a key
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
	// Debug the keypresses
//	DebugKeys(playerid, newkeys, oldkeys);

	// ****************************************************************************************
	// NOTE: the keys are messed up, so the code may look strange when testing for certain keys
	// ****************************************************************************************

	// Fining and jailing players when you're police and press the correct keys
	// Check the class of the player
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassPolice:
		{
		    // If the police-player pressed the RMB key (AIM key) when OUTSIDE his vehicle
			if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0))
				Police_FineNearbyPlayers(playerid);

		    // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle
			if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0))
				Police_WarnNearbyPlayers(playerid);
		}
		case ClassAssistance:
		{
		    // If the assistance-player pressed the RMB key (AIM key) when OUTSIDE his vehicle
			if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0))
				Assistance_FixVehicle(playerid);

		    // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle
			if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0))
				Assistance_FixOwnVehicle(playerid);
		}
	}

	// Trying to attach the closest vehicle to the towtruck when the player pressed FIRE when inside a towtruck
	// Check if the player is inside a towtruck
	if(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck)
	{
		// Check if the player pushed the fire-key
		if(newkeys & KEY_FIRE)
		{
			// Get the vehicle-id of the closest vehicle
			new closest = GetClosestVehicle(playerid);
			if(VehicleToPlayer(playerid, closest) < 10) // Check if the closest vehicle is within 10m from the player
				AttachTrailerToVehicle(closest, GetPlayerVehicleID(playerid)); // Attach the vehicle to the towtruck
		}
	}

	// Refuel a vehicle when driving a vehicle and pressing the HORN key
	// Check if the player presses the HORN key
	if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
	{
		// Check if the player is driving a vehicle
		if (GetPlayerVehicleSeat(playerid) == 0)
		{
			// Loop through all ARefuelPickups
			for (new i; i < sizeof(ARefuelPickups); i++)
			{
				// Check if the player is in range of a refuelpickup
				if(IsPlayerInRangeOfPoint(playerid, 2.5, ARefuelPickups[i][pux], ARefuelPickups[i][puy], ARefuelPickups[i][puz]))
				{
					// Show a message that the player's vehicle is refuelling
					GameTextForPlayer(playerid, TXT_Refuelling, 3000, 4);
					// Don't allow the player to move again (the timer will allow it after refuelling)
					TogglePlayerControllable(playerid, 0);
				       // Start a timer (let the player wait until the vehicle is refuelled)
				    SetTimerEx("RefuelVehicle", 5000, false, "i", playerid);
				    // Stop the search
					break;
				}
			}
		}
	}

	return 1;
}


forward VehEngBrokeCheck();
forward VehicleToPlayer(playerid,vehicleid);
// Get the distance between the vehicle and the player
public VehicleToPlayer(playerid, vehicleid)
{
	// Setup local variables
	new Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance;
	// Get the player position
	GetPlayerPos(playerid, pX, pY, pZ);
	// Get the vehicle position
	GetVehiclePos(vehicleid, cX, cY, cZ);
	// Calculate the distance
	distance = floatsqroot(floatpower(floatabs(floatsub(cX, pX)), 2) + floatpower(floatabs(floatsub(cY, pY)), 2) + floatpower(floatabs(floatsub(cZ, pZ)), 2));
	// Return the distance to the calling routine
	return floatround(distance);
}



forward GetClosestVehicle(playerid);
// Find the vehicle closest to the player
public GetClosestVehicle(playerid)
{
	// Setup local variables
	new Float:distance = 99999.000+1, Float:distance2, result = -1;
	// Loop through all vehicles
	for(new i = 0; i < MAX_VEHICLES; i++)
	{
		// First check if the player isn't driving the current vehicle that needs to be checked for it's distance to the player
		if (GetPlayerVehicleID(playerid) != i)
		{
			// Get the distance between player and vehicle
			distance2 = VehicleToPlayer(playerid, i);
			// Check if the distance is smaller than the previous distance
			if(distance2 < distance)
			{
				// Store the distance
				distance = distance2;
				// Store the vehicle-id
				result = i;
			}
		}
	}

	// Return the vehicle-id of the closest vehicle
	return result;
}
stock GetPlayerSpeed(playerid,bool:kmh)
{
  new Float:Vx,Float:Vy,Float:Vz,Float:rtn;
  if(IsPlayerInAnyVehicle(playerid)) GetVehicleVelocity(GetPlayerVehicleID(playerid),Vx,Vy,Vz); else GetPlayerVelocity(playerid,Vx,Vy,Vz);
  rtn = floatsqroot(floatabs(floatpower(Vx + Vy + Vz,2)));
  return kmh?floatround(rtn * 100 * 1.61):floatround(rtn * 100);
}


// This function is used to debug the key-presses

stock DebugKeys(playerid, newkeys, oldkeys)
{
	// Debug keys
	if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_FIRE key");
	if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ACTION key");
	if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_CROUCH key");
	if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SPRINT key");
	if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SECONDARY_ATTACK key");
	if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_JUMP key");
	if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_RIGHT key");
	if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_HANDBRAKE key");
	if ((newkeys & KEY_LOOK_LEFT) && !(oldkeys & KEY_LOOK_LEFT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_LEFT key");
	if ((newkeys & KEY_SUBMISSION) && !(oldkeys & KEY_SUBMISSION))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_SUBMISSION key");
	if ((newkeys & KEY_LOOK_BEHIND) && !(oldkeys & KEY_LOOK_BEHIND))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LOOK_BEHIND key");
	if ((newkeys & KEY_WALK) && !(oldkeys & KEY_WALK))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_WALK key");
	if ((newkeys & KEY_ANALOG_UP) && !(oldkeys & KEY_ANALOG_UP))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_UP key");
	if ((newkeys & KEY_ANALOG_DOWN) && !(oldkeys & KEY_ANALOG_DOWN))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_DOWN key");
	if ((newkeys & KEY_ANALOG_LEFT) && !(oldkeys & KEY_ANALOG_LEFT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_LEFT key");
	if ((newkeys & KEY_ANALOG_RIGHT) && !(oldkeys & KEY_ANALOG_RIGHT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_ANALOG_RIGHT key");
	if ((newkeys & KEY_UP) && !(oldkeys & KEY_UP))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_UP key");
	if ((newkeys & KEY_DOWN) && !(oldkeys & KEY_DOWN))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_DOWN key");
	if ((newkeys & KEY_LEFT) && !(oldkeys & KEY_LEFT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_LEFT key");
	if ((newkeys & KEY_RIGHT) && !(oldkeys & KEY_RIGHT))
		SendClientMessage(playerid, 0x0000FFFF, "You pressed the KEY_RIGHT key");

	return 1;
}
Reply
#2

Well there's your problem, "i" isn't defined as anything. What is i supposed to be? I know it's pointing to an index in the array, but what is the value of i supposed to be?
Reply
#3

well in the gamemode i got it from it is not defined in there either.
Reply
#4

You can't create player specific things under OnGameModeInit, use OnPlayerConnect or similar. Also 'i' will need to be playerid.

Also, you shouldn't use pragma tabsize 0, you should learn to just indent in the first place.

You could if you really wanted to create player things on OnGameModeInit use a loop, but when OGMI is called, there are no players to do an IsPlayerConnected check, so they'd all get created regardless, it'd be somewhat inefficient.
Reply
#5

like i said i dont understand what to do.
Reply
#6

If you cannot understand from the posts you have recieved so far. You should probably read up on the Pawn language before continuing any further.
Reply


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