05.08.2009, 17:37
who i need to do,to levels,who im buy will be saved when im left from server?
when im join to server,i want to levels be these,who i buy first exit the server.
sry,my english is bad,im from latvia..
when im join to server,i want to levels be these,who i buy first exit the server.
sry,my english is bad,im from latvia..
ミ墟セミエ:
//|~~~~~~~~|=============================================================================|~~~~~~~~|
//|~~~~~~~~| |By [HiC]Thekiller & ~CueBall~ Translated to spanish by Hernan_ER| |~~~~~~~~|
//|~~~~~~~~|=============================================================================|~~~~~~~~|
//------ includes
#include <a_samp>
#include <dutils>
#include <DINI>
#define dcmd(%1,%2,%3) if (!strcmp((%3)[1], #%1, true, (%2)) && ((((%3)[(%2) + 1] == '\0') && (dcmd_%1(playerid, ""))) || (((%3)[(%2) + 1] == ' ') && (dcmd_%1(playerid, (%3)[(%2) + 2]))))) return 1
//-------level!
new LVL[MAX_PLAYERS];
new Kills[MAX_PLAYERS];
#define LVL_SAVE//If you want the players level to save when they disconnect! If not comment it!
#define LVL_WEPONS //Comment if you do not want any of the weapon/armor/health things on spawn ("//")!
#define LVL_MESSAGE_COLOR 0x00B8FF
//Colores defines
#define c_y 0xFFFF00AA
#define c_r 0xAA3333AA
#define c_w 0xFFFFFFAA
#define c_a 0x00FFFFFF
//-------Nivel defines!
#define LVL_1 200000 //La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_2 400000//La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_3 500000 //La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_4 650000 //La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_5 900000 //La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_6 1200000//La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_7 1500000//La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_8 1900000 //La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_9 2200000//La cantidad de muertes que se necesita para ascender al prムベimo nivel!
#define LVL_10 2500000 //La cantidad de muertes que se necesita para ascender al prムベimo nivel!
//=====================================
//Leave bellow the same if you don't want to use or change if you do :P ;)
#define LVL_1_WEAPON1 23 // Arma 1 [ID].
#define LVL_1_WEAPON1_AMMO 500 // Arma 1 [Municiムハ].
#define LVL_1_WEAPON2 25 // Arma 2 [ID].
#define LVL_1_WEAPON2_AMMO 200 // Arma 2 [Municiムハ].
#define LVL_1_WEAPON3 29 // Arma 3 [ID].
#define LVL_1_WEAPON3_AMMO 800 // Arma 3 [Municiムハ].
#define LVL_1_HEALTH 100 // Salud [Cantidad].
#define LVL_1_ARMOR 0 // Chaleco antibalas [Cantidad].
//-
#define LVL_2_WEAPON1 23
#define LVL_2_WEAPON1_AMMO 700
#define LVL_2_WEAPON2 25
#define LVL_2_WEAPON2_AMMO 300
#define LVL_2_WEAPON3 29
#define LVL_2_WEAPON3_AMMO 1500
#define LVL_2_HEALTH 100
#define LVL_2_ARMOR 0
//-
#define LVL_3_WEAPON1 23
#define LVL_3_WEAPON1_AMMO 800
#define LVL_3_WEAPON2 25
#define LVL_3_WEAPON2_AMMO 300
#define LVL_3_WEAPON3 29
#define LVL_3_WEAPON3_AMMO 2000
#define LVL_3_HEALTH 100
#define LVL_3_ARMOR 0
//-
#define LVL_4_WEAPON1 23
#define LVL_4_WEAPON1_AMMO 1000
#define LVL_4_WEAPON2 25
#define LVL_4_WEAPON2_AMMO 500
#define LVL_4_WEAPON3 29
#define LVL_4_WEAPON3_AMMO 2500
#define LVL_4_HEALTH 100
#define LVL_4_ARMOR 0
//-
#define LVL_5_WEAPON1 22
#define LVL_5_WEAPON1_AMMO 1200
#define LVL_5_WEAPON2 27
#define LVL_5_WEAPON2_AMMO 600
#define LVL_5_WEAPON3 28
#define LVL_5_WEAPON3_AMMO 3000
#define LVL_5_HEALTH 100
#define LVL_5_ARMOR 0
//-
#define LVL_6_WEAPON1 22
#define LVL_6_WEAPON1_AMMO 1400
#define LVL_6_WEAPON2 27
#define LVL_6_WEAPON2_AMMO 800
#define LVL_6_WEAPON3 28
#define LVL_6_WEAPON3_AMMO 3500
#define LVL_6_HEALTH 100
#define LVL_6_ARMOR 0
//-
#define LVL_7_WEAPON1 22
#define LVL_7_WEAPON1_AMMO 1600
#define LVL_7_WEAPON2 27
#define LVL_7_WEAPON2_AMMO 1000
#define LVL_7_WEAPON3 28
#define LVL_7_WEAPON3_AMMO 3800
#define LVL_7_HEALTH 100
#define LVL_7_ARMOR 0
//-
#define LVL_8_WEAPON1 22
#define LVL_8_WEAPON1_AMMO 1800
#define LVL_8_WEAPON2 27
#define LVL_8_WEAPON2_AMMO 1200
#define LVL_8_WEAPON3 28
#define LVL_8_WEAPON3_AMMO 4000
#define LVL_8_HEALTH 100
#define LVL_8_ARMOR 0
//-
#define LVL_9_WEAPON1 32
#define LVL_9_WEAPON1_AMMO 5000
#define LVL_9_WEAPON2 26
#define LVL_9_WEAPON2_AMMO 2000
#define LVL_9_WEAPON3 31
#define LVL_9_WEAPON3_AMMO 6000
#define LVL_9_HEALTH 100
#define LVL_9_ARMOR 0
//-
#define LVL_10_WEAPON1 32
#define LVL_10_WEAPON1_AMMO 999999
#define LVL_10_WEAPON2 26
#define LVL_10_WEAPON2_AMMO 999999
#define LVL_10_WEAPON3 31
#define LVL_10_WEAPON3_AMMO 999999
#define LVL_10_HEALTH 100
#define LVL_10_ARMOR 0
//===========================|
public OnFilterScriptInit()
{
print("\n---------------------------------------------------------------------------------");
print(" [HiC]TheKiller's Level script - Editado y traducido al espan~ol por Hernan_ER ");
print("---------------------------------------------------------------------------------\n");
SetTimer("level",500,true);//Cambia esto si queres que cheque el nivel mas a menudo o menos.
if(!dini_Exists("Niveles.cfg"))
{
dini_Create("Niveles.cfg");
}
if(!dini_Exists("Asesinatos.cfg"))
{
dini_Create("Asesinatos.cfg");
}
return 1;
}
public OnPlayerConnect(playerid)
{
#if defined LVL_SAVE
new Pname[MAX_PLAYER_NAME];
GetPlayerName(playerid, Pname, sizeof(Pname));
LVL[playerid] = dini_Int("Niveles.cfg", Pname);
Kills[playerid] = dini_Int("Asesinatos.cfg", Pname);
#endif
return 1;
}
public OnPlayerDisconnect(playerid)
{
#if defined LVL_SAVE
new Pname[MAX_PLAYER_NAME];
GetPlayerName(playerid, Pname, sizeof(Pname));
dini_IntSet("Niveles.cfg", Pname, LVL[playerid]);
dini_IntSet("Asesinatos.cfg", Pname, Kills[playerid]);
#endif
return 1;
}
#if defined LVL_WEPONS
public OnPlayerSpawn(playerid)
{
//-------Armas, salud y chaleco antibalas que da cada nivel.
if (LVL[playerid]==1)
{
GivePlayerWeapon(playerid,LVL_1_WEAPON1,LVL_1_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_1_WEAPON2,LVL_1_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_1_WEAPON3,LVL_1_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_1_HEALTH);
SetPlayerArmour(playerid,LVL_1_ARMOR);
}
if (LVL[playerid]==2)
{
GivePlayerWeapon(playerid,LVL_2_WEAPON1,LVL_2_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_2_WEAPON2,LVL_2_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_2_WEAPON3,LVL_2_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_2_HEALTH);
SetPlayerArmour(playerid,LVL_2_ARMOR);
}
if (LVL[playerid]==3)
{
GivePlayerWeapon(playerid,LVL_3_WEAPON1,LVL_3_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_3_WEAPON2,LVL_3_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_3_WEAPON3,LVL_3_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_3_HEALTH);
SetPlayerArmour(playerid,LVL_3_ARMOR);
}
if (LVL[playerid]==4)
{
GivePlayerWeapon(playerid,LVL_4_WEAPON1,LVL_4_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_4_WEAPON2,LVL_4_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_4_WEAPON3,LVL_4_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_4_HEALTH);
SetPlayerArmour(playerid,LVL_4_ARMOR);
}
if (LVL[playerid]==5)
{
GivePlayerWeapon(playerid,LVL_5_WEAPON1,LVL_5_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_5_WEAPON2,LVL_5_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_5_WEAPON3,LVL_5_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_5_HEALTH);
SetPlayerArmour(playerid,LVL_5_ARMOR);
}
if (LVL[playerid]==6)
{
GivePlayerWeapon(playerid,LVL_6_WEAPON1,LVL_6_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_6_WEAPON2,LVL_6_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_6_WEAPON3,LVL_6_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_6_HEALTH);
SetPlayerArmour(playerid,LVL_6_ARMOR);
}
if (LVL[playerid]==7)
{
GivePlayerWeapon(playerid,LVL_7_WEAPON1,LVL_7_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_7_WEAPON2,LVL_7_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_7_WEAPON3,LVL_7_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_7_HEALTH);
SetPlayerArmour(playerid,LVL_7_ARMOR);
}
if (LVL[playerid]==8)
{
GivePlayerWeapon(playerid,LVL_8_WEAPON1,LVL_8_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_8_WEAPON2,LVL_8_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_8_WEAPON3,LVL_8_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_8_HEALTH);
SetPlayerArmour(playerid,LVL_8_ARMOR);
}
if (LVL[playerid]==9)
{
GivePlayerWeapon(playerid,LVL_9_WEAPON1,LVL_9_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_9_WEAPON2,LVL_9_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_9_WEAPON3,LVL_9_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_9_HEALTH);
SetPlayerArmour(playerid,LVL_9_ARMOR);
}
if (LVL[playerid]==10)
{
GivePlayerWeapon(playerid,LVL_10_WEAPON1,LVL_10_WEAPON1_AMMO);
GivePlayerWeapon(playerid,LVL_10_WEAPON2,LVL_10_WEAPON2_AMMO);
GivePlayerWeapon(playerid,LVL_10_WEAPON3,LVL_10_WEAPON3_AMMO);
SetPlayerHealth(playerid,LVL_10_HEALTH);
SetPlayerArmour(playerid,LVL_10_ARMOR);
}
return 1;
}
#endif
forward level(playerid);
public level(playerid)
{
for(new i=0; i < MAX_PLAYERS; i++)
{
if(GetPlayerMoney(i) >= LVL_1 && LVL[i] == 0)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 1. lトォmeni!");
LVL[i] = 1;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-200000);//SetPlayerScore(playerid, LVL);
}
if(GetPlayerMoney(i) >= LVL_2 && LVL[i] == 1)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 2. lトォmeni!");
LVL[i] = 2;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-400000);
}
if(GetPlayerMoney(i) >= LVL_3 && LVL[i] == 2)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 3. lトォmeni!");
LVL[i] = 3;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-500000);
}
if(GetPlayerMoney(i) >= LVL_4 && LVL[i] == 3)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 4. lトォmeni!");
LVL[i] = 4;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-650000);
}
if(GetPlayerMoney(i) >= LVL_5 && LVL[i] == 4)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 5. lトォmeni!");
LVL[i] = 5;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-900000);
}
if(GetPlayerMoney(i) >= LVL_6 && LVL[i] == 5)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 6. lトォmeni!");
LVL[i] = 6;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-1200000);
}
if(GetPlayerMoney(i) >= LVL_7 && LVL[i] == 6)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 7. lトォmeni!");
LVL[i] = 7;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-1500000);
}
if(GetPlayerMoney(i) >= LVL_8 && LVL[i] == 7)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 8. lトォmeni!");
LVL[i] = 8;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-1900000);
}
if(GetPlayerMoney(i) >= LVL_9&& LVL[i] == 8)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 19. lトォmeni!");
LVL[i] = 9;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,- 2200000);
}
if(GetPlayerMoney(i) >= LVL_10 && LVL[i] == 9)
{
SendClientMessage(i,LVL_MESSAGE_COLOR,"Apsveicam! Jナォs esat sasniedzis 10. lトォmeni!");
LVL[i] = 10;
SetPlayerScore(playerid,GetPlayerScore(playerid) + 1);
GivePlayerMoney(playerid,-2500000);
}
}
return 1;
}
public OnPlayerDeath(playerid,killerid,reason)
{
if(killerid != INVALID_PLAYER_ID)
{
Kills[killerid]++;
}
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp("/niveles", cmdtext, true, 10) == 0)
{
new string1[512],string2[512];
format(string1, sizeof (string1), "Nivel 1: %d \r\n Nivel 2: %d \r\n Nivel 3: %d \r\n Nivel 4: %d \r\n Nivel 5: %d \r\n ",LVL_1,LVL_2,LVL_3,LVL_4,LVL_5);
format(string2, sizeof (string2), "Nivel 6: %d \r\n Nivel 7: %d \r\n Nivel 8: %d \r\n Nivel 9: %d \r\n Nivel 10: %d \r\n",LVL_6,LVL_7,LVL_8,LVL_9,LVL_10);
SendClientMessage(playerid,0xAA3333AA,"Niveles:");
SendClientMessage(playerid,0xF4FFFFFF,string1);
SendClientMessage(playerid,0xF4FFFFFF,string2);
SendClientMessage(playerid,0xF414FFFF,"Tu nivel sera' guardado cuando salgas!");
return 1;
}
//------DCMD Commands
dcmd(nivel, 5, cmdtext);
dcmd(asesinatos, 10, cmdtext);
dcmd(LevelSet, 8, cmdtext);
return 0;
}
dcmd_nivel(playerid, params[])
{
new id, pname[24] ,string[256];
if (sscanf(params, "d", id))
return SendClientMessage(playerid, 0xAA3333AA, "USO: /nivel [ID Jugador]");
else if (!IsPlayerConnected(id))
return SendClientMessage(playerid, 0xAA3333AA, "El jugador no esta' conectado");
else
{
GetPlayerName(id,pname,24);
format(string, sizeof (string), "%s es nivel %d",pname,LVL[id]);
SendClientMessage(playerid,0x0660FF,string);
}
return 1;
}
dcmd_asesinatos(playerid, params[])
{
new id, pname[24] ,string[256];
if (sscanf(params, "d", id))
return SendClientMessage(playerid, 0xAA3333AA, "USO: /asesinatos [ID Jugador]");
else if (!IsPlayerConnected(id))
return SendClientMessage(playerid, 0xAA3333AA, "El jugador no esta' conectado");
else
{
GetPlayerName(id,pname,MAX_PLAYER_NAME);
format(string,sizeof(string),"%s tiene %d asesinatos",pname,Kills[id]);
SendClientMessage(playerid,0x0660FF,string);
}
return 1;
}
dcmd_LevelSet(playerid, params[])
{
new id,LVL2 ,string[256],name[24];
GetPlayerName(playerid,name,24);
if (sscanf(params, "d,i", id,LVL2))
return SendClientMessage(playerid, 0xAA3333AA, "USO: /levelset [ID Jugador] [Nivel]");
else if (!IsPlayerConnected(id))
return SendClientMessage(playerid, 0xAA3333AA, "El jugador no esta' conectado");
else if (!IsPlayerAdmin(playerid))
return SendClientMessage(playerid, 0xAA3333AA, "No sos administrador");
else if (LVL2>10&&LVL2<0)
return SendClientMessage(playerid, 0xAA3333AA, "Los niveles pueden ser entre 0-10!");
else if (LVL2==0)
{
LVL[id] =0;
format(string, sizeof (string), "%s te ha hecho nivel 0",name);
SetPlayerScore(id,0);
SendClientMessage(id,0x0660FF,string);
Kills[id]=0;
}
else if (LVL2==1)
{
LVL[id] =1;
format(string, sizeof (string), "%s te ha hecho nivel 1",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_1;
}
else if (LVL2==2)
{
LVL[id] =2;
format(string, sizeof (string), "%s te ha hecho nivel 2",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_2;
}
else if (LVL2==3){
LVL[id] =3;
format(string, sizeof (string), "%s te ha hecho nivel 3",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_3;
}
else if (LVL2==4)
{
LVL[id] =4;
format(string, sizeof (string), "%s te ha hecho nivel 4",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_4;
}
else if (LVL2==5)
{
LVL[id] =5;
format(string, sizeof (string), "%s te ha hecho nivel 5",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_5;
}
else if (LVL2==6)
{
LVL[id] =6;
format(string, sizeof (string), "%s te ha hecho nivel 6",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_6;
}
else if (LVL2==7)
{
LVL[id] =7;
format(string, sizeof (string), "%s te ha hecho nivel 7",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_7;
}
else if (LVL2==8)
{
LVL[id] =8;
format(string, sizeof (string), "%s te ha hecho nivel 8",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_8;
}
else if (LVL2==9)
{
LVL[id] =9;
format(string, sizeof (string), "%s te ha hecho nivel 9",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_9;
}
else if (LVL2==10){
LVL[id] =10;
format(string, sizeof (string), "%s te ha hecho nivel 10",name);
SendClientMessage(id,0x0660FF,string);
Kills[id]=LVL_10;
}
return 1;
}
stock GetPlayerKills(playerid)
{
return Kills[playerid];
}
//----------------------------------------------Sccanaf---------------------------------------------------
stock sscanf(string[], format[], {Float,_}:...)
{
new
formatPos = 0,
stringPos = 0,
paramPos = 2,
paramCount = numargs();
while (paramPos < paramCount && string[stringPos])
{
switch (format[formatPos++])
{
case '\0':
{
return 0;
}
case 'i', 'd':
{
new
neg = 1,
num = 0,
ch = string[stringPos];
if (ch == '-')
{
neg = -1;
ch = string[++stringPos];
}
do
{
stringPos++;
if (ch >= '0' && ch <= '9')
{
num = (num * 10) + (ch - '0');
}
else
{
return 1;
}
}
while ((ch = string[stringPos]) && ch != ' ');
setarg(paramPos, 0, num * neg);
}
case 'h', 'x':
{
new
ch,
num = 0;
while ((ch = string[stringPos++]))
{
switch (ch)
{
case 'x', 'X':
{
num = 0;
continue;
}
case '0' .. '9':
{
num = (num << 4) | (ch - '0');
}
case 'a' .. 'f':
{
num = (num << 4) | (ch - ('a' - 10));
}
case 'A' .. 'F':
{
num = (num << 4) | (ch - ('A' - 10));
}
case ' ':
{
break;
}
default:
{
return 1;
}
}
}
setarg(paramPos, 0, num);
}
case 'c':
{
setarg(paramPos, 0, string[stringPos++]);
}
case 'f':
{
new tmp[25];
strmid(tmp, string, stringPos, stringPos+sizeof(tmp)-2);
setarg(paramPos, 0, _:floatstr(tmp));
}
case 's', 'z':
{
new
i = 0,
ch;
if (format[formatPos])
{
while ((ch = string[stringPos++]) && ch != ' ')
{
setarg(paramPos, i++, ch);
}
if (!i) return 1;
}
else
{
while ((ch = string[stringPos++]))
{
setarg(paramPos, i++, ch);
}
}
stringPos--;
setarg(paramPos, i, '\0');
}
default:
{
continue;
}
}
while (string[stringPos] && string[stringPos] != ' ')
{
stringPos++;
}
while (string[stringPos] == ' ')
{
stringPos++;
}
paramPos++;
}
while (format[formatPos] == 'z') formatPos++;
return format[formatPos];
}
//-----------------------------END-------------------------

