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AiRaLoKa

Two Languages System

Apr 14th, 2014
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  1. #include <a_samp>
  2.  
  3. new PlayerLang[MAX_PLAYERS]=0;
  4.  
  5. stock PlayerLanguage(playerid, langid)
  6. {
  7.     PlayerLang[playerid] = langid;
  8.     return 1;
  9. }
  10.  
  11. stock SendClientMessageLang(playerid, color, msglangid0[], msglangid1[])
  12. {
  13.     if(PlayerLang[playerid] == 0)
  14.     {
  15.         SendClientMessage(playerid, color, msglangid0);
  16.     }
  17.     else if(PlayerLang[playerid] == 1)
  18.     {
  19.         SendClientMessage(playerid, color, msglangid1);
  20.     }
  21.     return 1;
  22. }
  23.  
  24. stock SendClientMessageToAllLang(color, msglangid0[], msglangid1[])
  25. {
  26.     for(new i = 0; i < MAX_PLAYERS; i++)
  27.     {
  28.             if(IsPlayerConnected(i))
  29.             {
  30.             if(PlayerLang[i] == 0)
  31.             {
  32.                 SendClientMessage(i, color, msglangid0);
  33.             }
  34.             else if(PlayerLang[i] == 1)
  35.             {
  36.                 SendClientMessage(i, color, msglangid1);
  37.             }
  38.         }
  39.     }
  40.     return 1;
  41. }
  42.  
  43. stock ShowPlayerDialogLang(playerid, dialogid, style, captionlangid0[], captionlangid1[], infolangid0[], infolangid1[], button1langid0[], button1langid1[], button2langid0[], button2langid1[])
  44. {
  45.     if(PlayerLang[playerid] == 0)
  46.     {
  47.         ShowPlayerDialog(playerid, dialogid, style, captionlangid0, infolangid0, button1langid0, button2langid0);
  48.     }
  49.     else if(PlayerLang[playerid] == 1)
  50.     {
  51.         ShowPlayerDialog(playerid, dialogid, style, captionlangid1, infolangid1, button1langid1, button2langid1);
  52.     }
  53.     return 1;
  54. }
  55.  
  56. stock GameTextForPlayerLang(playerid, strlangid0[], strlangid1[], time, style)
  57. {
  58.     if(PlayerLang[playerid] == 0)
  59.     {
  60.         GameTextForPlayer(playerid, strlangid0, time, style);
  61.     }
  62.     else if(playerLang[playerid] == 1)
  63.     {
  64.         GameTextForPlayer(playerid, strlangid1, time, style);
  65.     }
  66.     return 1;
  67. }
  68.  
  69. stock GameTextForAllLang(strlangid0[], strlangid1[], time, style)
  70. {
  71.     for(new i = 0; i < MAX_PLAYERS; i++)
  72.     {
  73.             if(IsPlayerConnected(i))
  74.             {
  75.             if(PlayerLang[i] == 0)
  76.             {
  77.                 GameTextForPlayer(i, strlangid0, time, style);
  78.             }
  79.             else if(PlayerLang[i] == 1)
  80.             {
  81.                 GameTextForPlayer(i, strlangid1, time, style);
  82.             }
  83.         }
  84.     }
  85.     return 1;
  86. }
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