30.10.2012, 18:39
(
Последний раз редактировалось DeTix; 30.10.2012 в 19:12.
)
Quote:
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); case ClassPaperboy: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Paperboy\n", PlayerStatList); case ClassGarbageman: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Garbageman\n", PlayerStatList); case ClassFarmer: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Farmer\n", PlayerStatList); } // Set the missiontext based on the chosen class switch (APlayerData[playerid][PlayerClass]) { case ClassPaperboy: // Paperboy class { format(missiontext, sizeof(missiontext), Paperboy_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassPaperboy); // Set the playercolor (chatcolor for the player and color on the map) } case ClassGarbageman: // Garbageman class { format(missiontext, sizeof(missiontext), Garbageman_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassGarbageman); // Set the playercolor (chatcolor for the player and color on the map) } case ClassFarmer: // Farmer class { format(missiontext, sizeof(missiontext), Farmer_NoJobText); // Preset the missiontext SetPlayerColor(playerid, ColorClassFarmer); // Set the playercolor (chatcolor for the player and color on the map) } } case ClassPaperboy: { Index = random(sizeof(ASpawnLocationsPaperboy)); x = ASpawnLocationsPaperboy[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsPaperboy[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsPaperboy[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsPaperboy[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Paperboy class", Name); } case ClassGarbageman: { Index = random(sizeof(ASpawnLocationsGarbageman)); x = ASpawnLocationsGarbageman[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsGarbageman[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsGarbageman[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsGarbageman[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Garbageman class", Name); } case ClassFarmer: { Index = random(sizeof(ASpawnLocationsFarmer)); x = ASpawnLocationsFarmer[Index][SpawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsFarmer[Index][SpawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsFarmer[Index][SpawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsFarmer[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Farmer class", Name); } } |
