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- ///< Summary >
- // < Method > main
- // =Returns: integer- Exit Status
- // </Method >
- // < Method > getProperAward
- // =Returns: Award suitable for the player
- // var type -->GetProperAward
- // =Define: General type of award being awarded to the player.
- // var count -->GetProperAward
- // =Define: Number of instances of the type
- // var p -->GetProperAward
- // =Define: Player conditioned for (a(n)) award(s)
- // </Methos >
- ///</Summary >
- int main() // <- onPlayerJoin Event
- {
- if (p.blockCount < 1000000) //Lowest block count award
- Awards.giveAward(p.name, getProperAward("blocks", p.blockCount, p)) // Award the player with the proper award
- return 0;
- }
- Award getProperAward (string type, int count, player p)
- {
- if (type == "blocks")
- {
- if (p.blockCount < 1000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
- return Awards.getAward("award for this many blocks..");
- if (p.blockCount < 250000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
- return Awards.getAward("award for this many blocks..");
- if (p.blockCount < 500000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
- return Awards.getAward("award for this many blocks..");
- if (p.blockCount <1000000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
- return Awards.getAward("award for this many blocks..");
- }
- if (type == "deaths")
- {
- }
- //so on..
- }
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