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Mar 31st, 2013
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  1. #include <a_samp>
  2.  
  3. #define LANGUAGE_ONE 0
  4. #define LANGUAGE_TWO 1
  5.  
  6. native SetPlayerLanguage(playerid,language);
  7. native GetPlayerLanguage(playerid,language);
  8. native GameLangForPlayer(playerid,type,lang1[],lang2[],time,messtype);
  9. native SendLanguageMessage(playerid,color,type,lang1[],lang2[]);
  10.  
  11. new pLanguage[MAX_PLAYERS];
  12.  
  13. stock SetPlayerLanguage(playerid,language)
  14. {
  15.     return pLanguage[playerid] = language;
  16. }
  17.  
  18. stock bool:GetPlayerLanguage(playerid,language)
  19. {
  20.    if(pLanguage[playerid] == language)
  21.      return true;
  22.    else
  23.      return false;
  24. }
  25.  
  26. stock SendLanguageMessage(playerid,color,type,lang1[],lang2[])
  27. {
  28.     switch(type)
  29.     {
  30.          case 0: SendClientMessage(playerid,color,lang1);
  31.          case 1: SendClientMessage(playerid,color,lang2);
  32.     }
  33. }
  34.  
  35. stock GameLangForPlayer(playerid,type,lang1[],lang2[],time,messtype)
  36. {
  37.     switch(type)
  38.     {
  39.          case 0: GameTextForPlayer(playerid,lang1,time,messtype);
  40.          case 1: GameTextForPlayer(playerid,lang2,time,messtype);
  41.     }    
  42. }
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