remove redundant e_level from enumerator ... add /levels command for testing
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@ -25,16 +25,16 @@ enum E_LEVELS {
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};
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};
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enum E_LEVEL_DATA {
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enum E_LEVEL_DATA {
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E_LEVELS: E_LEVEL, Float: E_MAX_UNITS
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E_NAME[ 16 ], Float: E_MAX_UNITS
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};
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};
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static const
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static const
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g_levelData[ ] [ E_LEVEL_DATA ] =
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g_levelData[ ] [ E_LEVEL_DATA ] =
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{
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{
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// Level Requirement For Level 100
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// Level Name Level 100 Req.
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{ E_LAW_ENFORCEMENT, 25000.0 },
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{ "Law Enforcement", 25000.0 }, // 25K arrests
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{ E_DEATHMATCH, 200000.0 },
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{ "Robbery", 100000.0 }, // 100K robberies
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{ E_ROBBERY, 100000.0 }
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{ "Deathmatch", 200000.0 } // 200K kills
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}
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}
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;
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;
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@ -72,6 +72,21 @@ hook OnPlayerLogin( playerid )
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return 1;
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return 1;
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}
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}
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/* ** Commands ** */
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CMD:level( playerid, params[ ] )
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{
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szLargeString = ""COL_GREY"Skill\t"COL_GREY"Current Level\t"COL_GREY"% To Next Level\n";
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for ( new level_id; level_id < sizeof( g_levelData ); level_id ++ )
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{
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new Float: current_rank = GetPlayerLevel( playerid, E_LEVELS: level_id );
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new Float: progress_to_next_level = floatfract( current_rank ) * 100.0;
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format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%d\t%0.1f%\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank, progress_to_next_level );
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}
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return ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}Player Level", szLargeString, "Close", "" );
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}
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/* ** Functions ** */
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/* ** Functions ** */
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stock GivePlayerExperience( playerid, E_LEVELS: level, Float: experience = 1.0 )
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stock GivePlayerExperience( playerid, E_LEVELS: level, Float: experience = 1.0 )
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{
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{
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