Problem with a Command
#1

pawn Код:
CMD:look(playerid, params[])
{
    if(PlayerInfo[playerid][pAdmin] < 3)
    {
        SendClientMessageEx(playerid, COLOR_GRAD1, "You are not authorized to use that command!");
        return 1;
    }

    if(isnull(params)) return SendClientMessageEx(playerid, COLOR_WHITE, "USAGE: /frs [name]");

    if(doesAccountExist(params))
    {
        OnPlayerOfflineLogin(params);
        SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
        new cash =  PlayerInfo[MAX_PLAYERS][pCash];
        new sext[16], std[20], employer[64], rank[64], division[64], jtext2[20], jtext[20], pnumber[20], facfam[20];
        if(PlayerInfo[MAX_PLAYERS][pPnumber] == 0) pnumber = "None"; else format(pnumber, sizeof(pnumber), "%d", PlayerInfo[MAX_PLAYERS][pPnumber]);
        if(PlayerInfo[MAX_PLAYERS][pSex] == 1) { sext = "Male"; } else { sext = "Female"; }
        std = "None";
        if(PlayerInfo[MAX_PLAYERS][pFMember] < 255)
        {
            facfam = "Family"; division = "None";
            format(employer, sizeof(employer), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyName]);
            switch(PlayerInfo[MAX_PLAYERS][pRank])
            {
            case 1: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank1]);
            case 2: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank2]);
            case 3: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank3]);
            case 4: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank4]);
            case 5: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank5]);
            case 6: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank6]);
            default: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank1]);
            }
            goto nofactionranks;
        }
        facfam = "Faction";
        division = "General Duties";
        switch (PlayerInfo[MAX_PLAYERS][pMember]) // employer/rank/division data is pulled from here
        {
        case 1:
        {
            employer = "LSPD";
            switch(PlayerInfo[MAX_PLAYERS][pRank])
            {
                case 1: rank = "Officer";
                case 2: rank = "Detective";
                case 3: rank = "Sergeant";
                case 4: rank = "Lieutenant";
                case 5: rank = "Captain";
                case 6: rank = "Chief";
                default: rank = "Cadet";
            }
            switch(PlayerInfo[MAX_PLAYERS][pDivision])
            {
                case 1: division = "General Duties";
                case 2: division = "II";
                case 3: division = "FTO";
                case 4: division = "IA";
                case 5: division = "SWAT";
                default: division = "General Duties";
            }
        }
        case 2:
            {
                employer = "FBI";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {

                case 1: rank = "Staff";
                case 2: rank = "Agent";
                case 3: rank = "Senior Agent";
                case 4: rank = "Special Agent";
                case 5: rank = "Assistant Director";
                case 6: rank = "Director";
                default: rank = "Intern";
                }
            }
        case 3:
        {
            employer = "SFPD";
            switch(PlayerInfo[MAX_PLAYERS][pRank])
            {
                case 1: rank = "Officer";
                case 2: rank = "Corporal";
                case 3: rank = "Sergeant";
                case 4: rank = "Lieutenant";
                case 5: rank = "Captain";
                case 6: rank = "Chief";
                default: rank = "Cadet";
            }
            switch(PlayerInfo[MAX_PLAYERS][pDivision])
            {
                case 1: division = "HR";
                case 2: division = "ERT";
                case 3: division = "IA";
                case 4: division = "SO";
                default: division = "General Duties";
            }
        }
        case 4:
            {
                employer = "FDSA";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "EMT Intermediate";
                    case 2: rank = "EMT Paramedic";
                    case 3: rank = "Lieutenant";
                    case 4: rank = "Captain";
                    case 5: rank = "Deputy Chief";
                    case 6: rank = "Chief";
                    default: rank = "EMT Basic";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "FD";
                    case 2: division = "Life Flight";
                    case 3: division = "T&R";
                    default: division = "General Duties";
                }
            }
        case 5:
            {
                employer = "Judicial System";
                division = "None";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                case 1: rank = "Clerk of Court";
                case 2: rank = "District Attorney";
                case 3: rank = "District Judge";
                case 4: rank = "Appellate Judge";
                case 5: rank = "Associate Justice of the Supreme Court";
                case 6: rank = "Chief Justice of the Supreme Court";
                default: rank = "Clerk of Court";
                }
            }
        case 6:
            {
                employer = "State Government";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Staff Member";
                    case 2: rank = "G.E.T. Officer";
                    case 3: rank = "Legislator";
                    case 4: rank = "Government Cabinet";
                    case 5: rank = "Lieutenant Governor";
                    case 6: rank = "Governor";
                    default: rank = "Intern";
                }
            }
        case 7:
            {
                employer = "SASD";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                case 1: rank = "Corporal";
                case 2: rank = "Sergeant";
                case 3: rank = "Lieutenant";
                case 4: rank = "Captain";
                case 5: rank = "Commander";
                case 6: rank = "Sheriff";
                default: rank = "Deputy";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                case 2: division = "T.E.T";
                case 3: division = "S.T";
                case 4: division = "A.R.T";
                case 5: division = "W.P";
                default: division = "General Duties";
                }
            }
        case 8:
            {
                employer = "Hitman Agency";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                case 1: rank = "Freelancer";
                case 2: rank = "Marksman";
                case 3: rank = "Agent";
                case 4: rank = "Special Agent";
                case 5: rank = "Vice Director";
                case 6: rank = "Director";
                default: rank = "Freelancer";
                }
            }
        case 9:
            {
                employer = "SANews";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Local Reporter";
                    case 2: rank = "Local Editor";
                    case 3: rank = "Network Anchor";
                    case 4: rank = "Network Editor";
                    case 5: rank = "Asst. Network Producer";
                    case 6: rank = "Network Producer";
                    default: rank = "Intern";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "Security";
                    case 2: division = "IA";
                    case 3: division = "Tech Support";
                    default: division = "General";
                }
            }
        case 10:
            {
                employer = "Taxi Cab Company";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                case 1: rank = "Trainee";
                case 2: rank = "Taxi Rookie";
                case 3: rank = "Cabbie";
                case 4: rank = "Dispatcher";
                case 5: rank = "Shift Supervisor";
                case 6: rank = "Taxi Company Owner";
                default: rank = "Trainee";
                }
            }
        case 11:
            {
                employer = "National Guard";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                case 0: rank= "Private";
                case 1: rank = "Corporal";
                case 2: rank = "Sergeant";
                case 3: rank = "Lieutenant";
                case 4: rank = "Captain";
                case 5: rank = "Major";
                case 6: rank = "General";
                default: rank = "Private";
                }
            }
        case 12:
            {
                employer = "Tierra Robada";
                if(PlayerInfo[MAX_PLAYERS][pDivision] == 1 || PlayerInfo[MAX_PLAYERS][pDivision] == 0)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                    case 1: rank = "Citizen";
                    case 2: rank = "People's Representative";
                    case 3: rank = "Tribal Representative";
                    case 4: rank = "Mayor";
                    case 5: rank = "Ruling Council Member";
                    case 6: rank = "Executive Officer of RC";
                    default: rank = "Citizen";
                    }
                }
                else if(PlayerInfo[MAX_PLAYERS][pDivision] == 2)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                    case 1: rank = "Citizen";
                    case 2: rank = "Private";
                    case 3: rank = "Lieutenant";
                    case 4: rank = "Captain";
                    case 5: rank = "General";
                    case 6: rank = "Executive Officer of RC";
                    default: rank = "Citizen";
                    }
                }
                else if(PlayerInfo[MAX_PLAYERS][pDivision] == 3)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                    case 1: rank = "Citizen";
                    case 2: rank = "Trainee";
                    case 3: rank = "Lieutenant";
                    case 4: rank = "Captain";
                    case 5: rank = "Chief";
                    case 6: rank = "Executive Officer of RC";
                    default: rank = "Citizen";
                    }
                }
                else if(PlayerInfo[MAX_PLAYERS][pDivision] == 4)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                    case 1: rank = "Citizen";
                    case 2: rank = "Aide";
                    case 3: rank = "Staff";
                    case 4: rank = "Ambassador";
                    case 5: rank = "Councelor General";
                    case 6: rank = "Executive Officer of RC";
                    default: rank = "Citizen";
                    }
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                case 1: division = "Civil";
                case 2: division = "AF";
                case 3: division = "ES";
                case 4: division = "DC";
                default: division = "Civil";
                }
            }
        case 13:
            {
                employer = "NOOSE";
                switch(PlayerInfo[playerid][pRank])
                {
                    case 0: rank = "Ensign";
                    case 1: rank = "Marksman";
                    case 2: rank = "Elite Marksman";
                    case 3: rank = "Operative";
                    case 4: rank = "Elite Operative";
                    case 5: rank = "Vice Commander";
                    case 6: rank = "Supreme Commander";
                    default: rank = "Ensign";
                }
                division = "General Duties";
            }
        default: { employer = "None"; division = "None"; rank = "N/A"; }
        }
nofactionranks:
        switch(PlayerInfo[MAX_PLAYERS][pJob])
        {
        case 1: jtext = "Detective";
        case 2: jtext = "Lawyer";
        case 3: jtext = "Whore";
        case 4: jtext = "Drugs Dealer";
            //case 5: jtext = "Car Jacker";
        case 6: jtext = "News Reporter";
        case 7: jtext = "Car Mechanic";
        case 8: jtext = "Bodyguard";
        case 9: jtext = "Arms Dealer";
        case 10: jtext = "Car Dealer";
        case 12: jtext = "Boxer";
        case 14: jtext = "Drug Smuggler";
        case 15: jtext = "Paper Boy";
        case 16: jtext = "Trucker";
        case 17: jtext = "Taxi Driver";
        case 18: jtext = "Craftsman";
        case 19: jtext = "Bartender";
        case 20: jtext = "Trucker";
        case 21: jtext = "Pizza Boy";
        default: jtext = "None";
        }
        switch(PlayerInfo[MAX_PLAYERS][pJob2])
        {
        case 1: jtext2 = "Detective";
        case 2: jtext2 = "Lawyer";
        case 3: jtext2 = "Whore";
        case 4: jtext2 = "Drugs Dealer";
            //case 5: jtext2 = "Car Jacker";
        case 6: jtext2 = "News Reporter";
        case 7: jtext2 = "Car Mechanic";
        case 8: jtext2 = "Bodyguard";
        case 9: jtext2 = "Arms Dealer";
        case 10: jtext2 = "Car Dealer";
        case 12: jtext2 = "Boxer";
        case 14: jtext2 = "Drug Smuggler";
        case 15: jtext2 = "Paper Boy";
        case 16: jtext2 = "Trucker";
        case 17: jtext2 = "Taxi Driver";
        case 18: jtext2 = "Craftsman";
        case 19: jtext2 = "Bartender";
        case 20: jtext = "Trucker";
        case 21: jtext = "Pizza Boy";
        default: jtext2 = "None";
        }
        new jlevel, jlevel2;
        switch(PlayerInfo[MAX_PLAYERS][pJob])
        {
        case 1:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDetSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
        case 2:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pLawSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
        case 3:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pSexSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
        case 4:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDrugsSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
        case 7:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pMechSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
        case 9:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pArmsSkill];
                if(skilllevel >= 0 && skilllevel < 50) { jlevel = 1; }
                else if(skilllevel >= 50 && skilllevel < 100) { jlevel = 2; }
                else if(skilllevel >= 100 && skilllevel < 200) { jlevel = 3; }
                else if(skilllevel >= 200 && skilllevel < 400) { jlevel = 4; }
                else if(skilllevel >= 400) { jlevel = 5; }
            }
        case 12:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pBoxSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
        case 14: jlevel = 1;
        case 20:
        {
            new skilllevel = PlayerInfo[MAX_PLAYERS][pTruckSkill];
            if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
            else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
            else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
            else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
            else if(skilllevel >= 401) { jlevel = 5; }
        }
        default: jlevel = 0;
        }
        switch(PlayerInfo[MAX_PLAYERS][pJob2])
        {
        case 1:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDetSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
        case 2:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pLawSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
        case 3:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pSexSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
        case 4:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDrugsSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
        case 7:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pMechSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
        case 9:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pArmsSkill];
                if(skilllevel >= 0 && skilllevel < 50) { jlevel2 = 1; }
                else if(skilllevel >= 50 && skilllevel < 100) { jlevel2 = 2; }
                else if(skilllevel >= 100 && skilllevel < 200) { jlevel2 = 3; }
                else if(skilllevel >= 200 && skilllevel < 400) { jlevel2 = 4; }
                else if(skilllevel >= 400) { jlevel2 = 5; }
            }
        case 12:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pBoxSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
        case 14: jlevel2 = 1;
        case 20:
        {
            new skilllevel = PlayerInfo[MAX_PLAYERS][pTruckSkill];
            if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
            else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
            else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
            else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
            else if(skilllevel >= 401) { jlevel2 = 5; }
        }
        default: jlevel2 = 0;
        }
        new drank[20];
        switch(PlayerInfo[MAX_PLAYERS][pDonateRank])
        {
        case 1: drank = "Bronze";
        case 2: drank = "Silver";
        case 3: drank = "Gold";
        case 4: drank = "Platinum";
        default: drank = "None";
        }
        new insur[20];
        switch(PlayerInfo[MAX_PLAYERS][pInsurance])
        {
        case 1: insur = "County General";
        case 2: insur = "All Saints";
        case 3: insur = "Red County";
        case 4: insur = "Fort Carson";
        case 5: insur = "San Fierro";
        case 6: insur = "Club VIP";
        case 7: insur = "Home care";
        case 9: insur = "El Quabrados";
        case 10: insur = "Demorgan";
        default: insur = "None";
        }
        new married[20];
        strmid(married, PlayerInfo[MAX_PLAYERS][pMarriedTo], 0, strlen(PlayerInfo[MAX_PLAYERS][pMarriedTo]), 255);
        new age = PlayerInfo[MAX_PLAYERS][pAge];
        new crimes = PlayerInfo[MAX_PLAYERS][pCrimes];
        new arrests = PlayerInfo[MAX_PLAYERS][pArrested];
        new wanted = PlayerInfo[MAX_PLAYERS][pWantedLevel];
        new level = PlayerInfo[MAX_PLAYERS][pLevel];
        new account = PlayerInfo[MAX_PLAYERS][pAccount];
        new housekey = PlayerInfo[MAX_PLAYERS][pPhousekey];
        new housekey2 = PlayerInfo[MAX_PLAYERS][pPhousekey2];
        new rentkey = PlayerInfo[MAX_PLAYERS][pRenting];
        new Float:px,Float:py,Float:pz;
        GetPlayerPos(500, px, py, pz);
        new totalwealth;
        new name[MAX_PLAYER_NAME];
        GetPlayerName(500, name, sizeof(name));
        if(PlayerInfo[MAX_PLAYERS][pPhousekey] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey]][hOwner], true) == 0) { totalwealth = account + HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey]][hSafeMoney] + cash; } else { totalwealth = account + cash; }
        if(PlayerInfo[MAX_PLAYERS][pPhousekey2] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey2]][hOwner], true) == 0) { totalwealth = account + HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey2]][hSafeMoney] + cash; } else { totalwealth = account + cash; }
        new coordsstring[128];
        format(coordsstring, sizeof(coordsstring),"%s - Years in SA %d | %s | Age: %d | Total wealth: $%d | Phone number: %s",params, level, sext, age, totalwealth, pnumber);
        SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Bank balance: $%d | House Key: %d | House Key2: %d | Rent ID: %d", account, housekey,housekey2,rentkey);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "%s: %s | Rank: %s (%d) | Division: %s | Job: %s (level: %d) | Job 2: %s (level: %d)", facfam, employer, rank, PlayerInfo[MAX_PLAYERS][pRank], division, jtext,jlevel,jtext2, jlevel2);
        SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Crimes: %d | Arrests: %d | Insurance: %s | Wanted level: %d | Married to: %s",crimes,arrests,insur, wanted, married);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "House Key: %d | House Key2: %d | Rent ID: %d", housekey,housekey2,rentkey);
        SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
        OnPlayerOfflineSave(params);
     {
      if(IsPlayerConnected(giveplayerid))
      {
         new points;
         new giveplayerid;
         new string[128], giveplayerid;
         SetPlayerMarkerForPlayer(playerid, giveplayerid, FIND_COLOR);
         new zone[MAX_ZONE_NAME];
         GetPlayer3DZone(giveplayerid, zone, sizeof(zone));
         format(string, sizeof(string), "%s has been last seen at %s.", GetPlayerNameEx(giveplayerid), zone);
         SendClientMessageEx(playerid, COLOR_GRAD2, string);
         FindingPlayer[playerid]=giveplayerid;
         FindTime[playerid] = 1;
         FindTimePoints[playerid] = points;
      }
      else
      {
        SendClientMessageEx(playerid, COLOR_WHITE,"Failed to track!");
      }
     }
    }
    else
    {
        SendClientMessageEx(playerid, COLOR_WHITE,"Failed to Recognize!");
    }
    return 1;
}
(49311) : warning 217: loose indentation
(49312) : error 017: undefined symbol "giveplayerid"
(49316) : error 021: symbol already defined: "giveplayerid"
(49315) : warning 203: symbol is never used: "giveplayerid"
Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase


2 Errors.
Reply
#2

pawn Код:
new giveplayerid;
new string[128], giveplayerid;
//to
new giveplayerid, string[128];
Reply
#3

your code is quite weird in relation to a playerid.. although I guess this should work:
pawn Код:
CMD:look(playerid, params[])
{
    if(PlayerInfo[playerid][pAdmin] < 3)
    {
        SendClientMessageEx(playerid, COLOR_GRAD1, "You are not authorized to use that command!");
        return 1;
    }

    if(isnull(params)) return SendClientMessageEx(playerid, COLOR_WHITE, "USAGE: /frs [name]");
    new giveplayerid;
    if(doesAccountExist(params))
    {
        OnPlayerOfflineLogin(params);
        SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
        new cash =  PlayerInfo[MAX_PLAYERS][pCash];
        new sext[16], std[20], employer[64], rank[64], division[64], jtext2[20], jtext[20], pnumber[20], facfam[20];
        if(PlayerInfo[MAX_PLAYERS][pPnumber] == 0) pnumber = "None"; else format(pnumber, sizeof(pnumber), "%d", PlayerInfo[MAX_PLAYERS][pPnumber]);
        if(PlayerInfo[MAX_PLAYERS][pSex] == 1) { sext = "Male"; } else { sext = "Female"; }
        std = "None";
        if(PlayerInfo[MAX_PLAYERS][pFMember] < 255)
        {
            facfam = "Family"; division = "None";
            format(employer, sizeof(employer), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyName]);
            switch(PlayerInfo[MAX_PLAYERS][pRank])
            {
                case 1: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank1]);
                case 2: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank2]);
                case 3: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank3]);
                case 4: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank4]);
                case 5: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank5]);
                case 6: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank6]);
                default: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[MAX_PLAYERS][pFMember]][FamilyRank1]);
            }
            goto nofactionranks;
        }
        facfam = "Faction";
        division = "General Duties";
        switch (PlayerInfo[MAX_PLAYERS][pMember]) // employer/rank/division data is pulled from here
        {
            case 1:
            {
                employer = "LSPD";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Officer";
                    case 2: rank = "Detective";
                    case 3: rank = "Sergeant";
                    case 4: rank = "Lieutenant";
                    case 5: rank = "Captain";
                    case 6: rank = "Chief";
                    default: rank = "Cadet";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "General Duties";
                    case 2: division = "II";
                    case 3: division = "FTO";
                    case 4: division = "IA";
                    case 5: division = "SWAT";
                    default: division = "General Duties";
                }
            }
            case 2:
            {
                employer = "FBI";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {

                    case 1: rank = "Staff";
                    case 2: rank = "Agent";
                    case 3: rank = "Senior Agent";
                    case 4: rank = "Special Agent";
                    case 5: rank = "Assistant Director";
                    case 6: rank = "Director";
                    default: rank = "Intern";
                }
            }
            case 3:
            {
                employer = "SFPD";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Officer";
                    case 2: rank = "Corporal";
                    case 3: rank = "Sergeant";
                    case 4: rank = "Lieutenant";
                    case 5: rank = "Captain";
                    case 6: rank = "Chief";
                    default: rank = "Cadet";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "HR";
                    case 2: division = "ERT";
                    case 3: division = "IA";
                    case 4: division = "SO";
                    default: division = "General Duties";
                }
            }
            case 4:
            {
                employer = "FDSA";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "EMT Intermediate";
                    case 2: rank = "EMT Paramedic";
                    case 3: rank = "Lieutenant";
                    case 4: rank = "Captain";
                    case 5: rank = "Deputy Chief";
                    case 6: rank = "Chief";
                    default: rank = "EMT Basic";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "FD";
                    case 2: division = "Life Flight";
                    case 3: division = "T&R";
                    default: division = "General Duties";
                }
            }
            case 5:
            {
                employer = "Judicial System";
                division = "None";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Clerk of Court";
                    case 2: rank = "District Attorney";
                    case 3: rank = "District Judge";
                    case 4: rank = "Appellate Judge";
                    case 5: rank = "Associate Justice of the Supreme Court";
                    case 6: rank = "Chief Justice of the Supreme Court";
                    default: rank = "Clerk of Court";
                }
            }
            case 6:
            {
                employer = "State Government";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Staff Member";
                    case 2: rank = "G.E.T. Officer";
                    case 3: rank = "Legislator";
                    case 4: rank = "Government Cabinet";
                    case 5: rank = "Lieutenant Governor";
                    case 6: rank = "Governor";
                    default: rank = "Intern";
                }
            }
            case 7:
            {
                employer = "SASD";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Corporal";
                    case 2: rank = "Sergeant";
                    case 3: rank = "Lieutenant";
                    case 4: rank = "Captain";
                    case 5: rank = "Commander";
                    case 6: rank = "Sheriff";
                    default: rank = "Deputy";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 2: division = "T.E.T";
                    case 3: division = "S.T";
                    case 4: division = "A.R.T";
                    case 5: division = "W.P";
                    default: division = "General Duties";
                }
            }
            case 8:
            {
                employer = "Hitman Agency";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Freelancer";
                    case 2: rank = "Marksman";
                    case 3: rank = "Agent";
                    case 4: rank = "Special Agent";
                    case 5: rank = "Vice Director";
                    case 6: rank = "Director";
                    default: rank = "Freelancer";
                }
            }
            case 9:
            {
                employer = "SANews";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Local Reporter";
                    case 2: rank = "Local Editor";
                    case 3: rank = "Network Anchor";
                    case 4: rank = "Network Editor";
                    case 5: rank = "Asst. Network Producer";
                    case 6: rank = "Network Producer";
                    default: rank = "Intern";
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "Security";
                    case 2: division = "IA";
                    case 3: division = "Tech Support";
                    default: division = "General";
                }
            }
            case 10:
            {
                employer = "Taxi Cab Company";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 1: rank = "Trainee";
                    case 2: rank = "Taxi Rookie";
                    case 3: rank = "Cabbie";
                    case 4: rank = "Dispatcher";
                    case 5: rank = "Shift Supervisor";
                    case 6: rank = "Taxi Company Owner";
                    default: rank = "Trainee";
                }
            }
            case 11:
            {
                employer = "National Guard";
                switch(PlayerInfo[MAX_PLAYERS][pRank])
                {
                    case 0: rank= "Private";
                    case 1: rank = "Corporal";
                    case 2: rank = "Sergeant";
                    case 3: rank = "Lieutenant";
                    case 4: rank = "Captain";
                    case 5: rank = "Major";
                    case 6: rank = "General";
                    default: rank = "Private";
                }
            }
            case 12:
            {
                employer = "Tierra Robada";
                if(PlayerInfo[MAX_PLAYERS][pDivision] == 1 || PlayerInfo[MAX_PLAYERS][pDivision] == 0)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                        case 1: rank = "Citizen";
                        case 2: rank = "People's Representative";
                        case 3: rank = "Tribal Representative";
                        case 4: rank = "Mayor";
                        case 5: rank = "Ruling Council Member";
                        case 6: rank = "Executive Officer of RC";
                        default: rank = "Citizen";
                    }
                }
                else if(PlayerInfo[MAX_PLAYERS][pDivision] == 2)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                        case 1: rank = "Citizen";
                        case 2: rank = "Private";
                        case 3: rank = "Lieutenant";
                        case 4: rank = "Captain";
                        case 5: rank = "General";
                        case 6: rank = "Executive Officer of RC";
                        default: rank = "Citizen";
                    }
                }
                else if(PlayerInfo[MAX_PLAYERS][pDivision] == 3)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                        case 1: rank = "Citizen";
                        case 2: rank = "Trainee";
                        case 3: rank = "Lieutenant";
                        case 4: rank = "Captain";
                        case 5: rank = "Chief";
                        case 6: rank = "Executive Officer of RC";
                        default: rank = "Citizen";
                    }
                }
                else if(PlayerInfo[MAX_PLAYERS][pDivision] == 4)
                {
                    switch(PlayerInfo[MAX_PLAYERS][pRank])
                    {
                        case 1: rank = "Citizen";
                        case 2: rank = "Aide";
                        case 3: rank = "Staff";
                        case 4: rank = "Ambassador";
                        case 5: rank = "Councelor General";
                        case 6: rank = "Executive Officer of RC";
                        default: rank = "Citizen";
                    }
                }
                switch(PlayerInfo[MAX_PLAYERS][pDivision])
                {
                    case 1: division = "Civil";
                    case 2: division = "AF";
                    case 3: division = "ES";
                    case 4: division = "DC";
                    default: division = "Civil";
                }
            }
            case 13:
            {
                employer = "NOOSE";
                switch(PlayerInfo[playerid][pRank])
                {
                    case 0: rank = "Ensign";
                    case 1: rank = "Marksman";
                    case 2: rank = "Elite Marksman";
                    case 3: rank = "Operative";
                    case 4: rank = "Elite Operative";
                    case 5: rank = "Vice Commander";
                    case 6: rank = "Supreme Commander";
                    default: rank = "Ensign";
                }
                division = "General Duties";
            }
            default: { employer = "None"; division = "None"; rank = "N/A"; }
        }
        nofactionranks:
        switch(PlayerInfo[MAX_PLAYERS][pJob])
        {
            case 1: jtext = "Detective";
            case 2: jtext = "Lawyer";
            case 3: jtext = "Whore";
            case 4: jtext = "Drugs Dealer";
                //case 5: jtext = "Car Jacker";
            case 6: jtext = "News Reporter";
            case 7: jtext = "Car Mechanic";
            case 8: jtext = "Bodyguard";
            case 9: jtext = "Arms Dealer";
            case 10: jtext = "Car Dealer";
            case 12: jtext = "Boxer";
            case 14: jtext = "Drug Smuggler";
            case 15: jtext = "Paper Boy";
            case 16: jtext = "Trucker";
            case 17: jtext = "Taxi Driver";
            case 18: jtext = "Craftsman";
            case 19: jtext = "Bartender";
            case 20: jtext = "Trucker";
            case 21: jtext = "Pizza Boy";
            default: jtext = "None";
        }
        switch(PlayerInfo[MAX_PLAYERS][pJob2])
        {
            case 1: jtext2 = "Detective";
            case 2: jtext2 = "Lawyer";
            case 3: jtext2 = "Whore";
            case 4: jtext2 = "Drugs Dealer";
                //case 5: jtext2 = "Car Jacker";
            case 6: jtext2 = "News Reporter";
            case 7: jtext2 = "Car Mechanic";
            case 8: jtext2 = "Bodyguard";
            case 9: jtext2 = "Arms Dealer";
            case 10: jtext2 = "Car Dealer";
            case 12: jtext2 = "Boxer";
            case 14: jtext2 = "Drug Smuggler";
            case 15: jtext2 = "Paper Boy";
            case 16: jtext2 = "Trucker";
            case 17: jtext2 = "Taxi Driver";
            case 18: jtext2 = "Craftsman";
            case 19: jtext2 = "Bartender";
            case 20: jtext = "Trucker";
            case 21: jtext = "Pizza Boy";
            default: jtext2 = "None";
        }
        new jlevel, jlevel2;
        switch(PlayerInfo[MAX_PLAYERS][pJob])
        {
            case 1:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDetSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 2:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pLawSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 3:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pSexSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 4:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDrugsSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 7:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pMechSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 9:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pArmsSkill];
                if(skilllevel >= 0 && skilllevel < 50) { jlevel = 1; }
                else if(skilllevel >= 50 && skilllevel < 100) { jlevel = 2; }
                else if(skilllevel >= 100 && skilllevel < 200) { jlevel = 3; }
                else if(skilllevel >= 200 && skilllevel < 400) { jlevel = 4; }
                else if(skilllevel >= 400) { jlevel = 5; }
            }
            case 12:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pBoxSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            case 14: jlevel = 1;
            case 20:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pTruckSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
                else if(skilllevel >= 401) { jlevel = 5; }
            }
            default: jlevel = 0;
        }
        switch(PlayerInfo[MAX_PLAYERS][pJob2])
        {
            case 1:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDetSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 2:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pLawSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 3:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pSexSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 4:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pDrugsSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 7:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pMechSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 9:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pArmsSkill];
                if(skilllevel >= 0 && skilllevel < 50) { jlevel2 = 1; }
                else if(skilllevel >= 50 && skilllevel < 100) { jlevel2 = 2; }
                else if(skilllevel >= 100 && skilllevel < 200) { jlevel2 = 3; }
                else if(skilllevel >= 200 && skilllevel < 400) { jlevel2 = 4; }
                else if(skilllevel >= 400) { jlevel2 = 5; }
            }
            case 12:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pBoxSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            case 14: jlevel2 = 1;
            case 20:
            {
                new skilllevel = PlayerInfo[MAX_PLAYERS][pTruckSkill];
                if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
                else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
                else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
                else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
                else if(skilllevel >= 401) { jlevel2 = 5; }
            }
            default: jlevel2 = 0;
        }
        new drank[20];
        switch(PlayerInfo[MAX_PLAYERS][pDonateRank])
        {
            case 1: drank = "Bronze";
            case 2: drank = "Silver";
            case 3: drank = "Gold";
            case 4: drank = "Platinum";
            default: drank = "None";
        }
        new insur[20];
        switch(PlayerInfo[MAX_PLAYERS][pInsurance])
        {
            case 1: insur = "County General";
            case 2: insur = "All Saints";
            case 3: insur = "Red County";
            case 4: insur = "Fort Carson";
            case 5: insur = "San Fierro";
            case 6: insur = "Club VIP";
            case 7: insur = "Home care";
            case 9: insur = "El Quabrados";
            case 10: insur = "Demorgan";
            default: insur = "None";
        }
        new married[20];
        strmid(married, PlayerInfo[MAX_PLAYERS][pMarriedTo], 0, strlen(PlayerInfo[MAX_PLAYERS][pMarriedTo]), 255);
        new age = PlayerInfo[MAX_PLAYERS][pAge];
        new crimes = PlayerInfo[MAX_PLAYERS][pCrimes];
        new arrests = PlayerInfo[MAX_PLAYERS][pArrested];
        new wanted = PlayerInfo[MAX_PLAYERS][pWantedLevel];
        new level = PlayerInfo[MAX_PLAYERS][pLevel];
        new account = PlayerInfo[MAX_PLAYERS][pAccount];
        new housekey = PlayerInfo[MAX_PLAYERS][pPhousekey];
        new housekey2 = PlayerInfo[MAX_PLAYERS][pPhousekey2];
        new rentkey = PlayerInfo[MAX_PLAYERS][pRenting];
        new Float:px,Float:py,Float:pz;
        GetPlayerPos(500, px, py, pz);
        new totalwealth;
        new name[MAX_PLAYER_NAME];
        GetPlayerName(500, name, sizeof(name));
        if(PlayerInfo[MAX_PLAYERS][pPhousekey] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey]][hOwner], true) == 0) { totalwealth = account + HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey]][hSafeMoney] + cash; } else { totalwealth = account + cash; }
        if(PlayerInfo[MAX_PLAYERS][pPhousekey2] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey2]][hOwner], true) == 0) { totalwealth = account + HouseInfo[PlayerInfo[MAX_PLAYERS][pPhousekey2]][hSafeMoney] + cash; } else { totalwealth = account + cash; }
        new coordsstring[128];
        format(coordsstring, sizeof(coordsstring),"%s - Years in SA %d | %s | Age: %d | Total wealth: $%d | Phone number: %s",params, level, sext, age, totalwealth, pnumber);
        SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Bank balance: $%d | House Key: %d | House Key2: %d | Rent ID: %d", account, housekey,housekey2,rentkey);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "%s: %s | Rank: %s (%d) | Division: %s | Job: %s (level: %d) | Job 2: %s (level: %d)", facfam, employer, rank, PlayerInfo[MAX_PLAYERS][pRank], division, jtext,jlevel,jtext2, jlevel2);
        SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        format(coordsstring, sizeof(coordsstring), "Crimes: %d | Arrests: %d | Insurance: %s | Wanted level: %d | Married to: %s",crimes,arrests,insur, wanted, married);
        SendClientMessageEx(playerid, COLOR_GRAD1,coordsstring);
        format(coordsstring, sizeof(coordsstring), "House Key: %d | House Key2: %d | Rent ID: %d", housekey,housekey2,rentkey);
        SendClientMessageEx(playerid, COLOR_GRAD5,coordsstring);
        SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
        giveplayerid = -1;
        for(new i=0; i<MAX_PLAYERS; i++)
        {
            new n[MAX_PLAYER_NAME];
            GetPlayerName(i, n, sizeof(n));
            if(!strcmp(n, params, true))
            {
                giveplayerid = n;
                break;
            }
        }
        OnPlayerOfflineSave(params);
        {
            if(IsPlayerConnected(giveplayerid))
            {
                new points;
                new string[128];
                SetPlayerMarkerForPlayer(playerid, giveplayerid, FIND_COLOR);
                new zone[MAX_ZONE_NAME];
                GetPlayer3DZone(giveplayerid, zone, sizeof(zone));
                format(string, sizeof(string), "%s has been last seen at %s.", GetPlayerNameEx(giveplayerid), zone);
                SendClientMessageEx(playerid, COLOR_GRAD2, string);
                FindingPlayer[playerid]=giveplayerid;
                FindTime[playerid] = 1;
                FindTimePoints[playerid] = points;
            }
            else
            {
                SendClientMessageEx(playerid, COLOR_WHITE,"Failed to track!");
            }
        }
    }
    else
    {
        SendClientMessageEx(playerid, COLOR_WHITE,"Failed to Recognize!");
    }
    return 1;
}
Reply
#4

Sascha, now error is - (49317) : error 006: must be assigned to an array
Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase


1 Error.
Reply
#5

Quote:
Originally Posted by Neo Karls
Посмотреть сообщение
Sascha, now error is - (49317) : error 006: must be assigned to an array
Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase


1 Error.
Which line is 49317 may i know?
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