Quote:
Originally Posted by Kye
I need to be more careful with my examples. It wasn't really intended that people would use a hardcoded ID for their dialog but rather a define.
pawn Код:
#define ID_DIALOG_BASE 11000 #define ID_DIALOG_WEAPONLIST ID_DIALOG_BASE+1
ShowPlayerDialog(playerid,ID_DIALOG_WEAPONLIST,DIALOG_STYLE_LIST,"List of weapons:",listitems,"Select","Cancel");
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { if(dialogid == ID_DIALOG_WEAPONLIST) { .........
So say you get 2 filterscripts with conflicting dialogids, just change the ID_DIALOG_BASE to a new number and it's all fixed.
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I think Kye is right
its the most simple way
and we all could use different ID_DIALOG_BASEs
i mean sure it can conflict but much less.
and i think its just the easiest way