//common use: get all weapons and store info in an array containing 13 slots
//first value is weapon id and second is ammo
new weapons[13][2];
for (new i = 0; i < 13; i++)
{
GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]);
}
stock GetWeaponID(playerid, slot)
{
new iWeapon[2] = {0};
GetPlayerWeaponData(playerid, slot, iWeapon[0], iWeapon[1]);
return iWeapon[0];
}
stock GetWeaponAmmo(playerid, slot)
{
new iWeapon[2] = {0};
GetPlayerWeaponData(playerid, slot, iWeapon[0], iWeapon[1]);
return iWeapon[1];
}
new iWeapons[13][2];
for(new i = 0; i < 13; i++)
{
iWeapons[i][0] = GetWeaponID(playerid, i);
iWeapons[i][1] = GetWeaponAmmo(playerid, i);
}
stock SaveWeapons(playerid)
{
new sString[128] = "";
for(new slot = 0; slot < 13; slot++)
{
format(sString, sizeof(sString), "id%i", slot);
dini_IntSet("weapons.ini", sString, GetWeaponID(playerid, slot));
format(sString, sizeof(sString), "ammo%i", slot);
dini_IntSet("weapons.ini", sString, GetWeaponAmmo(playerid, slot));
}
}
stock GetWeaponID(playerid, slot)
{
new iWeapon[2] = {0};
GetPlayerWeaponData(playerid, slot, iWeapon[0], iWeapon[1]);
return iWeapon[0];
}
stock GetWeaponAmmo(playerid, slot)
{
new iWeapon[2] = {0};
GetPlayerWeaponData(playerid, slot, iWeapon[0], iWeapon[1]);
return iWeapon[1];
}
stock SaveWeapons(playerid)
{
new sString[128] = "";
new iWeapon[2] = {0};
for(new slot = 0; slot < 13; slot++)
{
GetPlayerWeaponData(playerid, slot, iWeapon[0], iWeapon[1]);
format(sString, sizeof(sString), "id%i", slot);
dini_IntSet("weapons.ini", sString, iWeapon[0]);
format(sString, sizeof(sString), "ammo%i", slot);
dini_IntSet("weapons.ini", sString, iWeapon[1]);
}
}
new iVariable[6][2];
iVariable[0][0] = 10;
iVariable[0][1] = 70;
iVariable[1][0] = 20;
iVariable[1][1] = 80;
iVariable[2][0] = 30;
iVariable[2][1] = 90;
iVariable[3][0] = 40;
iVariable[3][1] = 100;
iVariable[4][0] = 50;
iVariable[4][1] = 110;
iVariable[5][0] = 60;
iVariable[5][1] = 120;
new iVariable[6][2] = {{10, 70}, {20, 80}, {30, 90}, {40, 100}, {50, 110}, {60, 120}};
new Tableau[5];
Tableau à une dimension avec 5 cellules (donc qui peut contenir 5 valeurs)new Tableau[5][10];
Tableau à deux dimensions avec 5 cellules pour la première dimension et 10 pour la seconde. (peut donc contenir 50 valeurs)new Tableau[5][10][20];
Tableau à trois dimensions avec 5 cellules pour la première dimension, 10 pour la seconde et 20 pour la troisième. (peut donc contenir 1000 valeurs)
GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]);