13.02.2015, 14:07
And what is the difference between these 4 types?
They are all doing the exact same code...
pawn Код:
switch(DynamicPoints[x][dynamicType])
{
case 0:
{
if(IsPlayerInRangeOfPoint(playerid, 10.0, DynamicPoints[x][dynamicPosX], DynamicPoints[x][dynamicPosY], DynamicPoints[x][dynamicPosZ]) && GetPlayerInterior(playerid) == DynamicPoints[x][dynamicInt] && GetPlayerVirtualWorld(playerid) == DynamicPoints[x][dynamicVW]) return 1;
}
case 1:
{
if(IsPlayerInRangeOfPoint(playerid, 10.0, DynamicPoints[x][dynamicPosX], DynamicPoints[x][dynamicPosY], DynamicPoints[x][dynamicPosZ]) && GetPlayerInterior(playerid) == DynamicPoints[x][dynamicInt] && GetPlayerVirtualWorld(playerid) == DynamicPoints[x][dynamicVW]) return 1;
}
case 2:
{
if(IsPlayerInRangeOfPoint(playerid, 10.0, DynamicPoints[x][dynamicPosX], DynamicPoints[x][dynamicPosY], DynamicPoints[x][dynamicPosZ]) && GetPlayerInterior(playerid) == DynamicPoints[x][dynamicInt] && GetPlayerVirtualWorld(playerid) == DynamicPoints[x][dynamicVW]) return 1;
}
case 3:
{
if(IsPlayerInRangeOfPoint(playerid, 10.0, DynamicPoints[x][dynamicPosX], DynamicPoints[x][dynamicPosY], DynamicPoints[x][dynamicPosZ]) && GetPlayerInterior(playerid) == DynamicPoints[x][dynamicInt] && GetPlayerVirtualWorld(playerid) == DynamicPoints[x][dynamicVW]) return 1;
}
case 4:
{
if(IsPlayerInRangeOfPoint(playerid, 10.0, DynamicPoints[x][dynamicPosX], DynamicPoints[x][dynamicPosY], DynamicPoints[x][dynamicPosZ]) && GetPlayerInterior(playerid) == DynamicPoints[x][dynamicInt] && GetPlayerVirtualWorld(playerid) == DynamicPoints[x][dynamicVW]) return 1;
}
}

