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- #include "a_samp"
- #undef MAX_PLAYERS
- #define MAX_PLAYERS (50) // Your slots.
- enum Skill_Info
- {
- WeaponSkill[11]
- };
- new SkillInfo[MAX_PLAYERS][Skill_Info];
- stock SetPlayerSkillLevelEx(playerid, weaponskill, skill_value)
- {
- switch(weaponskill)
- {
- case WEAPONSKILL_PISTOL: SkillInfo[playerid][WeaponSkill][0] = skill_value;
- case WEAPONSKILL_PISTOL_SILENCED: SkillInfo[playerid][WeaponSkill][1] = skill_value;
- case WEAPONSKILL_DESERT_EAGLE: SkillInfo[playerid][WeaponSkill][2] = skill_value;
- case WEAPONSKILL_SHOTGUN: SkillInfo[playerid][WeaponSkill][3] = skill_value;
- case WEAPONSKILL_SAWNOFF_SHOTGUN: SkillInfo[playerid][WeaponSkill][4] = skill_value;
- case WEAPONSKILL_SPAS12_SHOTGUN: SkillInfo[playerid][WeaponSkill][5] = skill_value;
- case WEAPONSKILL_MICRO_UZI: SkillInfo[playerid][WeaponSkill][6] = skill_value;
- case WEAPONSKILL_MP5: SkillInfo[playerid][WeaponSkill][7] = skill_value;
- case WEAPONSKILL_AK47: SkillInfo[playerid][WeaponSkill][8] = skill_value;
- case WEAPONSKILL_M4: SkillInfo[playerid][WeaponSkill][9] = skill_value;
- case WEAPONSKILL_SNIPERRIFLE: SkillInfo[playerid][WeaponSkill][10] = skill_value;
- }
- SetPlayerSkillLevel(playerid, weaponskill, skill_value);
- return true;
- }
- stock GetPlayerSkillLevelEx(playerid, weaponskill)
- {
- switch(weaponskill)
- {
- case WEAPONSKILL_PISTOL: return SkillInfo[playerid][WeaponSkill][0];
- case WEAPONSKILL_PISTOL_SILENCED: return SkillInfo[playerid][WeaponSkill][1];
- case WEAPONSKILL_DESERT_EAGLE: return SkillInfo[playerid][WeaponSkill][2];
- case WEAPONSKILL_SHOTGUN: return SkillInfo[playerid][WeaponSkill][3];
- case WEAPONSKILL_SAWNOFF_SHOTGUN: return SkillInfo[playerid][WeaponSkill][4];
- case WEAPONSKILL_SPAS12_SHOTGUN: return SkillInfo[playerid][WeaponSkill][5];
- case WEAPONSKILL_MICRO_UZI: return SkillInfo[playerid][WeaponSkill][6];
- case WEAPONSKILL_MP5: return SkillInfo[playerid][WeaponSkill][7];
- case WEAPONSKILL_AK47: return SkillInfo[playerid][WeaponSkill][8];
- case WEAPONSKILL_M4: return SkillInfo[playerid][WeaponSkill][9];
- case WEAPONSKILL_SNIPERRIFLE: return SkillInfo[playerid][WeaponSkill][10];
- }
- return true;
- }
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