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Apr 27th, 2014
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  1. type TPlayer = record
  2.         Storehouse: integer;
  3.                RepairEnabled: Boolean;
  4.                end;
  5.  
  6. var
  7. PLAYER: array [0..8] of TPlayer;
  8.  
  9. procedure SetPlayers;
  10. var
  11. aAr: array of Integer;
  12. j, k: integer;
  13. begin
  14. for j:= 0 to MAX_PLAYERS-1 do begin
  15.     if States.PlayerEnabled(j) then begin
  16.         PLAYER[j].RepairEnabled:= false;
  17.         aAr:= States.PlayerGetAllHouses(j);
  18.         for k:= 0 to Length(aAr)-1 do begin
  19.             if States.HouseType(aAr[k]) = 11 then begin
  20.                 PLAYER[j].Storehouse:= aAr[k];
  21.             end;
  22.         end;
  23.     end;
  24. end;
  25.  
  26. procedure CheckRepair;
  27. var j: integer;
  28. begin
  29.     for j:= 0 to MAX_PLAYERS-1 do begin
  30.         if States.PlayerEnabled(j) then begin
  31.             if States.HouseRepair(PLAYER[j].Storehouse) then
  32.                 PLAYER[j].RepairEnabled:= true;
  33.         end;
  34.     end;
  35. end;
  36.  
  37. procedure ShowScore;
  38. var j: integer;
  39. begin
  40.     Actions.OverlayTextSetFormatted(-1, 'Repairs:', []);
  41.     Actions.OverlayTextAppend(-1, '|');
  42.     for j:= 0 to MAX_PLAYERS-1 do begin
  43.         if States.PlayerEnabled(j) then begin
  44.             if PLAYER[j].RepairEnabled then
  45.                   Actions.OverlayTextAppend(-1, 'test');
  46.         end;
  47.     end;
  48. end;
  49.  
  50. procedure OnTick;
  51. begin
  52.         if(states.gameTime mod 10 = 0) then begin
  53.             CheckRepair;
  54.         ShowScore;  
  55.         end;
  56. end;
  57.  
  58. procedure OnMissionStart;
  59. begin
  60.     SetPlayers;
  61. end;
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