25.09.2013, 16:31
// 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);
case ClassTaxiDriver: TaxiDriver_EndJob(playerid);
}
case TaxiDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Taxi Driver\n", PlayerStatList);
case ClassTaxiDriver: TaxiDriver_EndJob(playerid);
Index = random(sizeof(ASpawnLocationsTaxiDriver));
x = ASpawnLocationsTaxiDriver[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsTaxiDriver[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsTaxiDriver[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsTaxiDriver[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{FFCC00}Player {FFFF00}%s{FFCC00} joined {CC9900}Taxi class", Name);
}
}
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);
case ClassTaxiDriver: TaxiDriver_EndJob(playerid);
}
case TaxiDriver: format(PlayerStatList, sizeof(PlayerStatList), "%s{FFFFFF}Class: {00FF00}Taxi Driver\n", PlayerStatList);
case ClassTaxiDriver: TaxiDriver_EndJob(playerid);
Index = random(sizeof(ASpawnLocationsTaxiDriver));
x = ASpawnLocationsTaxiDriver[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsTaxiDriver[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsTaxiDriver[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsTaxiDriver[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{FFCC00}Player {FFFF00}%s{FFCC00} joined {CC9900}Taxi class", Name);
}
}