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Aug 10th, 2012
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  1. ///< Summary >
  2. // < Method > main
  3. //   =Returns: integer- Exit Status
  4. // </Method >
  5. // < Method > getProperAward
  6. //   =Returns: Award suitable for the player
  7. //      var type  -->GetProperAward
  8. //          =Define:       General type of award being awarded to the player.
  9. //      var count -->GetProperAward
  10. //          =Define:       Number of instances of the type
  11. //      var p     -->GetProperAward
  12. //          =Define:       Player conditioned for (a(n)) award(s)
  13. // </Methos >
  14. ///</Summary >
  15.  
  16. int main() // <- onPlayerJoin Event
  17. {
  18.     if (p.blockCount < 1000000) //Lowest block count award
  19.         Awards.giveAward(p.name, getProperAward("blocks", p.blockCount, p)) // Award the player with the proper award
  20.        
  21.         return 0;
  22. }
  23.    
  24. Award getProperAward (string type, int count, player p)
  25. {
  26.     if (type == "blocks")
  27.     {
  28.         if (p.blockCount < 1000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
  29.         return Awards.getAward("award for this many blocks..");
  30.        
  31.         if (p.blockCount < 250000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
  32.         return Awards.getAward("award for this many blocks..");
  33.        
  34.         if (p.blockCount < 500000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
  35.         return Awards.getAward("award for this many blocks..");
  36.        
  37.         if (p.blockCount <1000000000 && Awards.GivenAwards(p).Contains("award for this many blocks.."))
  38.         return Awards.getAward("award for this many blocks..");
  39.     }
  40.    
  41.     if (type == "deaths")
  42.     {
  43.    
  44.     }
  45.     //so on..
  46. }
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