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for ciklas case sudarymui
Posted: 2017 May 18 13:24
by Softero
sveiki, ar galima naudoti for cikla switch sudarymui?
pvz:
Code: Select all
public change_model(id) { static weapon weapon = get_user_weapon(id) switch(weapon) { for(new i=0; i<34; i++) case i: { set_user_health(100+i) } } }
sitaip bandziau, bet man nesikompiliuoja, gal kaskas padet gali? ar tiesiog nesamone bandau daryt ir neveiks?
sjp nereikia, per sudetingai daryt bandziau, bet vistiek smalsu ar taip galima

Re: for ciklas case sudarymui
Posted: 2017 May 18 16:08
by DYaGesS
Jei idėją teisingai supratau, tai gal taip tiks?
Code: Select all
public change_model(id) { static weapon weapon = get_user_weapon(id) for(new i=0; i<34; i++) if (weapon == i) set_user_health(100+i) }
Re: for ciklas case sudarymui
Posted: 2017 May 18 18:00
by Softero
likau prie kasko tokio:
Code: Select all
public equip_sub_menu(id) { static temp[512], i, I[3] format(temp,charsmax(temp),"\w[\rCSGO\w]\w %s skins:", guns[gunm[id]]) new menu = menu_create( temp, "equip_sub_menu_handler" ) new call = menu_makecallback("Call_Back"); for(i=0; i<gun_count; i++) { client_print(id, print_chat, "%i %i", weapon_id[i], gunsid[gunm[id]]) if(weapon_id[i] == gunsid[gunm[id]]) { formatex(temp,charsmax(temp),"%s", weapon_name[i]) formatex(I, charsmax(I), "%i", i) menu_additem( menu, "temp", I, _, (player_weapons[id][i]>0) ? -1 : call ) } } menu_display( id, menu, 0 ); return PLUGIN_HANDLED} public equip_sub_menu_handler(id, menu, item) { if( item == MENU_EXIT) return PLUGIN_CONTINUE new I[6], szName[64] new _access, item_callback menu_item_getinfo( menu, item, _access, I,charsmax(I), szName,charsmax( szName ), item_callback ) equiped[id][gunsid[gunm[id]]] = str_to_num(I) return PLUGIN_HANDLED}
gavos, kad switch ne vietoi ir ne laiku bandziau naudot