So um pequeno exemplo de muitas coisas que poderao ser feitas:
pawn Code:
/* Espaзos brancos ao se conectar */
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
SendClientMessage(playerid, -1, " ");
/* ---- */
...
pawn Code:
TextDrawShowForPlayer(playerid, tCoins[playerid][0]);
TextDrawShowForPlayer(playerid, tCoins[playerid][1]);
TextDrawShowForPlayer(playerid, tCoins[playerid][2]);
TextDrawShowForPlayer(playerid, tCoins[playerid][3]);
TextDrawShowForPlayer(playerid, tCoins[playerid][4]);
TextDrawShowForPlayer(playerid, tCoins[playerid][5]);
TextDrawShowForPlayer(playerid, tCoins[playerid][6]);
TextDrawShowForPlayer(playerid, tCoins[playerid][7]);
TextDrawShowForPlayer(playerid, tCoins[playerid][8]);
TextDrawShowForPlayer(playerid, tCoins[playerid][9]);
TextDrawShowForPlayer(playerid, tCoins[playerid][10]);
TextDrawShowForPlayer(playerid, tCoins[playerid][11]);
pawn Code:
DOF2_SetInt(Arquivo(playerid), "Arma1", pInfo[playerid][pArma][0]);
DOF2_SetInt(Arquivo(playerid), "Arma2", pInfo[playerid][pArma][1]);
DOF2_SetInt(Arquivo(playerid), "Arma3", pInfo[playerid][pArma][2]);
DOF2_SetInt(Arquivo(playerid), "Arma4", pInfo[playerid][pArma][3]);
DOF2_SetInt(Arquivo(playerid), "Arma5", pInfo[playerid][pArma][4]);
DOF2_SetInt(Arquivo(playerid), "Balas1", pInfo[playerid][pAmmo][0]);
DOF2_SetInt(Arquivo(playerid), "Balas2", pInfo[playerid][pAmmo][1]);
DOF2_SetInt(Arquivo(playerid), "Balas3", pInfo[playerid][pAmmo][2]);
DOF2_SetInt(Arquivo(playerid), "Balas4", pInfo[playerid][pAmmo][3]);
DOF2_SetInt(Arquivo(playerid), "Balas5", pInfo[playerid][pAmmo][4]);
DOF2_SetInt(Arquivo(playerid), "Balas5", pInfo[playerid][pAmmo][4]);
simples loops diminuiriam imenso essa quantidade de linhas usada.