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ShowStats

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Feb 14th, 2015
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  1. ShowStats(playerid,targetid)
  2. {
  3.     if(IsPlayerConnected(targetid)) {
  4.         SendClientMessageEx(playerid, COLOR_GREEN,"___________________________________________________________________________________________________");
  5.         new cash =  GetPlayerCash(targetid);
  6.         new sext[16], std[20], employer[64], rank[64], division[64], jtext2[20], jtext[20], pnumber[20], facfam[20];
  7.         if(PlayerInfo[targetid][pPnumber] == 0) pnumber = "None"; else format(pnumber, sizeof(pnumber), "%d", PlayerInfo[targetid][pPnumber]);
  8.         if(PlayerInfo[targetid][pSex] == 1) { sext = "Male"; } else { sext = "Female"; }
  9.         switch(STDPlayer[targetid])
  10.         {
  11.             case 1: std = "Chlamydia";
  12.             case 2: std = "Gonorrhea";
  13.             case 3: std = "Syphilis";
  14.             default: std = "None";
  15.         }
  16.         facfam = "Faction";
  17.         if(PlayerInfo[targetid][pFMember] < 255)
  18.         {
  19.             facfam = "Family"; division = "None";
  20.             format(employer, sizeof(employer), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyName]);
  21.             switch(PlayerInfo[targetid][pRank])
  22.             {
  23.                 case 1: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank1]);
  24.                 case 2: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank2]);
  25.                 case 3: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank3]);
  26.                 case 4: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank4]);
  27.                 case 5: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank5]);
  28.                 case 6: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank6]);
  29.                 default: format(rank, sizeof(rank), "%s", FamilyInfo[PlayerInfo[targetid][pFMember]][FamilyRank1]);
  30.             }
  31.         }
  32.         else GetPlayerFactionInfo(targetid, rank, division, employer);
  33.         switch(PlayerInfo[targetid][pJob])
  34.         {
  35.             case 1: jtext = "Detective";
  36.             case 2: jtext = "Lawyer";
  37.             case 3: jtext = "Whore";
  38.             case 4: jtext = "Drugs Dealer";
  39.             //case 5: jtext = "Car Jacker";
  40.             case 6: jtext = "News Reporter";
  41.             case 7: jtext = "Car Mechanic";
  42.             case 8: jtext = "Bodyguard";
  43.             case 9: jtext = "Arms Dealer";
  44.             case 10: jtext = "Car Dealer";
  45.             case 12: jtext = "Boxer";
  46.             case 14: jtext = "Drug Smuggler";
  47.             case 15: jtext = "Paper Boy";
  48.             case 16: jtext = "Trucker";
  49.             case 17: jtext = "Taxi Driver";
  50.             case 18: jtext = "Craftsman";
  51.             case 19: jtext = "Bartender";
  52.             case 20: jtext = "Trucker";
  53.             case 21: jtext = "Pizza Boy";
  54.             default: jtext = "None";
  55.         }
  56.         switch(PlayerInfo[targetid][pJob2])
  57.         {
  58.             case 1: jtext2 = "Detective";
  59.             case 2: jtext2 = "Lawyer";
  60.             case 3: jtext2 = "Whore";
  61.             case 4: jtext2 = "Drugs Dealer";
  62.             //case 5: jtext2 = "Car Jacker";
  63.             case 6: jtext2 = "News Reporter";
  64.             case 7: jtext2 = "Car Mechanic";
  65.             case 8: jtext2 = "Bodyguard";
  66.             case 9: jtext2 = "Arms Dealer";
  67.             case 10: jtext2 = "Car Dealer";
  68.             case 12: jtext2 = "Boxer";
  69.             case 14: jtext2 = "Drug Smuggler";
  70.             case 15: jtext2 = "Paper Boy";
  71.             case 16: jtext2 = "Trucker";
  72.             case 17: jtext2 = "Taxi Driver";
  73.             case 18: jtext2 = "Craftsman";
  74.             case 19: jtext2 = "Bartender";
  75.             case 20: jtext2 = "Trucker";
  76.             case 21: jtext2 = "Pizza Boy";
  77.             default: jtext2 = "None";
  78.         }
  79.         new jlevel, jlevel2;
  80.         switch(PlayerInfo[targetid][pJob])
  81.         {
  82.             case 1:
  83.             {
  84.                     new skilllevel = PlayerInfo[targetid][pDetSkill];
  85.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  86.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  87.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  88.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  89.                     else if(skilllevel >= 401) { jlevel = 5; }
  90.             }
  91.             case 2:
  92.             {
  93.                     new skilllevel = PlayerInfo[targetid][pLawSkill];
  94.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  95.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  96.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  97.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  98.                     else if(skilllevel >= 401) { jlevel = 5; }
  99.             }
  100.             case 3:
  101.             {
  102.                     new skilllevel = PlayerInfo[targetid][pSexSkill];
  103.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  104.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  105.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  106.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  107.                     else if(skilllevel >= 401) { jlevel = 5; }
  108.             }
  109.             case 4:
  110.             {
  111.                     new skilllevel = PlayerInfo[targetid][pDrugsSkill];
  112.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  113.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  114.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  115.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  116.                     else if(skilllevel >= 401) { jlevel = 5; }
  117.             }
  118.             case 7:
  119.             {
  120.                     new skilllevel = PlayerInfo[targetid][pMechSkill];
  121.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  122.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  123.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  124.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  125.                     else if(skilllevel >= 401) { jlevel = 5; }
  126.             }
  127.             case 9:
  128.             {
  129.                     new skilllevel = PlayerInfo[targetid][pArmsSkill];
  130.                     if(skilllevel >= 0 && skilllevel < 50) { jlevel = 1; }
  131.                     else if(skilllevel >= 50 && skilllevel < 100) { jlevel = 2; }
  132.                     else if(skilllevel >= 100 && skilllevel < 200) { jlevel = 3; }
  133.                     else if(skilllevel >= 200 && skilllevel < 400) { jlevel = 4; }
  134.                     else if(skilllevel >= 400) { jlevel = 5; }
  135.             }
  136.             case 12:
  137.             {
  138.                     new skilllevel = PlayerInfo[targetid][pBoxSkill];
  139.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  140.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  141.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  142.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  143.                     else if(skilllevel >= 401) { jlevel = 5; }
  144.             }
  145.             case 14: jlevel = 1;
  146.             case 20:
  147.             {
  148.                     new skilllevel = PlayerInfo[targetid][pTruckSkill];
  149.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel = 1; }
  150.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel = 2; }
  151.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel = 3; }
  152.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel = 4; }
  153.                     else if(skilllevel >= 401) { jlevel = 5; }
  154.             }
  155.             default: jlevel = 0;
  156.         }
  157.         switch(PlayerInfo[targetid][pJob2])
  158.         {
  159.             case 1:
  160.             {
  161.                     new skilllevel = PlayerInfo[targetid][pDetSkill];
  162.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  163.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  164.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  165.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  166.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  167.             }
  168.             case 2:
  169.             {
  170.                     new skilllevel = PlayerInfo[targetid][pLawSkill];
  171.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  172.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  173.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  174.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  175.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  176.             }
  177.             case 3:
  178.             {
  179.                     new skilllevel = PlayerInfo[targetid][pSexSkill];
  180.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  181.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  182.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  183.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  184.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  185.             }
  186.             case 4:
  187.             {
  188.                     new skilllevel = PlayerInfo[targetid][pDrugsSkill];
  189.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  190.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  191.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  192.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  193.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  194.             }
  195.             case 7:
  196.             {
  197.                     new skilllevel = PlayerInfo[targetid][pMechSkill];
  198.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  199.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  200.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  201.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  202.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  203.             }
  204.             case 9:
  205.             {
  206.                     new skilllevel = PlayerInfo[targetid][pArmsSkill];
  207.                     if(skilllevel >= 0 && skilllevel < 50) { jlevel2 = 1; }
  208.                     else if(skilllevel >= 50 && skilllevel < 100) { jlevel2 = 2; }
  209.                     else if(skilllevel >= 100 && skilllevel < 200) { jlevel2 = 3; }
  210.                     else if(skilllevel >= 200 && skilllevel < 400) { jlevel2 = 4; }
  211.                     else if(skilllevel >= 400) { jlevel2 = 5; }
  212.             }
  213.             case 12:
  214.             {
  215.                     new skilllevel = PlayerInfo[targetid][pBoxSkill];
  216.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  217.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  218.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  219.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  220.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  221.             }
  222.             case 14: jlevel2 = 1;
  223.             case 20:
  224.             {
  225.                     new skilllevel = PlayerInfo[targetid][pTruckSkill];
  226.                     if(skilllevel >= 0 && skilllevel <= 50) { jlevel2 = 1; }
  227.                     else if(skilllevel >= 51 && skilllevel <= 100) { jlevel2 = 2; }
  228.                     else if(skilllevel >= 101 && skilllevel <= 200) { jlevel2 = 3; }
  229.                     else if(skilllevel >= 201 && skilllevel <= 400) { jlevel2 = 4; }
  230.                     else if(skilllevel >= 401) { jlevel2 = 5; }
  231.             }
  232.             default: jlevel2 = 0;
  233.         }
  234.         new drank[20], tempdays, ddays;
  235.         switch(PlayerInfo[targetid][pDonateRank])
  236.         {
  237.             case 1: drank = "Bronze";
  238.             case 2: drank = "Silver";
  239.             case 3: drank = "Gold";
  240.             case 4: drank = "Platinum";
  241.             case 5: drank = "Moderator";
  242.             default: drank = "None";
  243.         }
  244.         if (PlayerInfo[targetid][pDonateLong] > 0 && PlayerInfo[targetid][pDonateLong] < 99999) {
  245.             ConvertTime(gettime() - PlayerInfo[targetid][pDonateDate], .ctd=tempdays);
  246.             ddays = PlayerInfo[targetid][pDonateLong] - tempdays;
  247.         }
  248.         new insur[20];
  249.         switch(PlayerInfo[targetid][pInsurance])
  250.         {
  251.             case 1: insur = "County General";
  252.             case 2: insur = "All Saints";
  253.             case 3: insur = "Red County";
  254.             case 4: insur = "Fort Carson";
  255.             case 5: insur = "San Fierro";
  256.             case 6: insur = "Club VIP";
  257.             case 7: insur = "Home care";
  258.             case 9: insur = "El Quabrados";
  259.             case 10: insur = "Demorgan";
  260.             default: insur = "None";
  261.         }
  262.         new married[20];
  263.         strmid(married, PlayerInfo[targetid][pMarriedTo], 0, strlen(PlayerInfo[targetid][pMarriedTo]), 255);
  264.         new upgradep = PlayerInfo[targetid][gPupgrade];
  265.         new age = PlayerInfo[targetid][pAge];
  266.         new ptime = PlayerInfo[targetid][pConnectTime];
  267.         new crimes = PlayerInfo[targetid][pCrimes];
  268.         new arrests = PlayerInfo[targetid][pArrested];
  269.         new pot = PlayerInfo[targetid][pPot];
  270.         new crack = PlayerInfo[targetid][pCrack];
  271.         new mats = PlayerInfo[targetid][pMats];
  272.         new wanted = PlayerInfo[targetid][pWantedLevel];
  273.         new level = PlayerInfo[targetid][pLevel];
  274.         new exp = PlayerInfo[targetid][pExp];
  275.         new account = PlayerInfo[targetid][pAccount];
  276.         new nxtlevel = PlayerInfo[targetid][pLevel]+1;
  277.         new expamount = nxtlevel*levelexp;
  278.     /*  new costlevel = nxtlevel*levelcost;//10k for testing purposes*/
  279.         new housekey = PlayerInfo[targetid][pPhousekey];
  280.         new housekey2 = PlayerInfo[targetid][pPhousekey2];
  281.         new rentkey = PlayerInfo[targetid][pRenting];
  282.         new radiofreq = PlayerInfo[targetid][pRadioFreq];
  283.         new intir = GetPlayerInterior(targetid);
  284.         new tokens = PlayerInfo[targetid][pTokens];
  285.         new Float:shealth = PlayerInfo[targetid][pSHealth];
  286.         //new Float:sarmor = PlayerInfo[targetid][pSArmor];
  287.         new Float:health, Float:armor;
  288.         new packages = GetPVarInt(targetid, "Packages");
  289.         new crates = PlayerInfo[targetid][pCrates];
  290.         new realvw = GetPlayerVirtualWorld(targetid),
  291.             vw = PlayerInfo[targetid][pVW],
  292.             warns = PlayerInfo[targetid][pWarns],
  293.             jailt = PlayerInfo[targetid][pJailTime],
  294.             wjailt = PlayerInfo[targetid][pBeingSentenced];
  295.         GetPlayerHealth(targetid,health);
  296.         GetPlayerArmour(targetid,armor);
  297.         new Float:px,Float:py,Float:pz;
  298.         GetPlayerPos(targetid, px, py, pz);
  299.         new totalwealth;
  300.         new name[MAX_PLAYER_NAME];
  301.         GetPlayerName(targetid, name, sizeof(name));
  302.         new nmutes = PlayerInfo[targetid][pNMuteTotal];
  303.         new admutes = PlayerInfo[targetid][pADMuteTotal];
  304.         totalwealth = account + cash;
  305.         if(PlayerInfo[targetid][pPhousekey] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[targetid][pPhousekey]][hOwner], true) == 0) totalwealth += HouseInfo[PlayerInfo[targetid][pPhousekey]][hSafeMoney];
  306.         if(PlayerInfo[targetid][pPhousekey2] != INVALID_HOUSE_ID && strcmp(name, HouseInfo[PlayerInfo[targetid][pPhousekey2]][hOwner], true) == 0) totalwealth += HouseInfo[PlayerInfo[targetid][pPhousekey2]][hSafeMoney];
  307.         new coordsstring[128];
  308.         format(coordsstring, sizeof(coordsstring),"%s - Level %d | %s | Age: %d  | Playing Hours: %d | Cellphone Number: %s | Warnings: %d",GetPlayerNameEx(targetid), level, sext, age, ptime, pnumber, warns);
  309.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  310.         format(coordsstring, sizeof(coordsstring), "Cash: $%s | Bank Balance: $%s | Upgrade Points: %d | Spawn Armor: %.0f | Next level: %d/%d hours", FormatMoney(GetPlayerCash(targetid)), FormatMoney(PlayerInfo[targetid][pAccount]), upgradep, shealth, exp, expamount);
  311.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  312.         format(coordsstring, sizeof(coordsstring), "%s: %s | Rank: %s (%d) | Division: %s | Job: %s (level: %d) | Job 2: %s (level: %d)", facfam, employer, rank, PlayerInfo[targetid][pRank], division, jtext,jlevel,jtext2, jlevel2);
  313.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  314.         format(coordsstring, sizeof(coordsstring), "Materials: %d | Crimes: %d | Arrests: %d | Wanted level: %d | Screwdrivers: %d",mats, crimes, arrests, wanted, PlayerInfo[targetid][pScrewdriver]);
  315.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  316.         if (PlayerInfo[targetid][pDonateRank] > 0 && PlayerInfo[targetid][pDonateLong] < 99999) {
  317.             format(coordsstring, sizeof(coordsstring), "VIP Rank: %s (%d days left) | VIP Expire Date: %s | VIP tokens: %d",drank,ddays, PlayerInfo[targetid][pDonateExpired], tokens);
  318.             SendClientMessageEx(playerid, COLOR_VIP,coordsstring);
  319.         }
  320.         else if (PlayerInfo[targetid][pDonateRank] > 0 && PlayerInfo[targetid][pDonateLong] >= 99999) {
  321.             format(coordsstring, sizeof(coordsstring), "VIP Rank: %s (Permanent) | VIP Expire Date: Permanent | VIP tokens: %d",drank, tokens);
  322.             SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  323.         }
  324.         else {
  325.             format(coordsstring, sizeof(coordsstring), "VIP Rank: %s | VIP tokens: %d",drank,tokens);
  326.             SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  327.         }
  328.         format(coordsstring, sizeof(coordsstring), "Married to: %s | Pot: %d | Crack: %d | Packages: %d | Crates: %d | Radio frequency: %d khz",married,pot,crack,packages,crates, radiofreq);
  329.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  330.         format(coordsstring, sizeof(coordsstring), "ADMutes: %d | NMutes: %d | RMutes: %d | Weapons Restricted: %d | Gang Warns: %d", admutes, nmutes, PlayerInfo[targetid][pRMutedTotal],PlayerInfo[targetid][pWRestricted], PlayerInfo[targetid][pGangWarn]);
  331.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  332.         format(coordsstring, sizeof(coordsstring), "RC Model: %s | BizKey: %d", GetRCModelName(PlayerInfo[targetid][pRcModel]), PlayerInfo[targetid][pBizKey]);
  333.         SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  334.         if (PlayerInfo[playerid][pAdmin] >= 2)
  335.         {
  336.             format(coordsstring, sizeof(coordsstring), "House: %d | House 2: %d | Renting: %d | Int: %d | VW: %d | Real VW: %d | Jail: %d sec | WJail: %d sec | AFK: %i", housekey,housekey2,rentkey,intir,vw,realvw,jailt,wjailt, playerAFKTime[targetid]);
  337.             SendClientMessageEx(playerid, COLOR_WHITE,coordsstring);
  338.         }
  339.         SendClientMessageEx(playerid, COLOR_GREEN,"____________________________________________________________________________________________________________________");
  340.     }
  341. }
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