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Feb 21st, 2019
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  1. // TOP PLAYER BY ZERO D:
  2.  
  3. #include <a_samp>
  4.  
  5. #define ORDEN_ASC 0
  6. #define ORDEN_DES 1
  7.  
  8. new Float:Respaldo_Datos[MAX_PLAYERS];
  9. new bool:DATOS_NOCARGADOS = false;
  10. new La_IDaxd[MAX_PLAYERS];
  11.  
  12. stock Twittermierda_XdBuscar(playerid,Float:info)
  13. {
  14. Respaldo_Datos[playerid] = info;
  15. La_IDaxd[playerid] = playerid;
  16. DATOS_NOCARGADOS = true;
  17. return 1;
  18. }
  19.  
  20. stock Check_Nivel_Actual(playerid,ORDEN)
  21. {
  22. if(DATOS_NOCARGADOS == false)
  23. {
  24. printf("Datos de top players no cargados.");
  25. return -1;
  26. }
  27. if(playerid==INVALID_PLAYER_ID || (!IsPlayerConnected(playerid)))
  28. {
  29. printf("Datos del Top player en ID Invalida.");
  30. return -1;
  31. }
  32.  
  33. if(ORDEN>1 || ORDEN < 0)
  34. {
  35. printf("El Orden del top player está mal colocado.");
  36. return -1;
  37. }
  38. else if(ORDEN == ORDEN_ASC)
  39. {
  40. new Float:DATOS_XD[MAX_PLAYERS];
  41. new id[MAX_PLAYERS];
  42. for(new i=0;i<MAX_PLAYERS;++i)
  43. {
  44. if(!IsPlayerConnected(i)) continue;
  45. DATOS_XD[i] = Respaldo_Datos[i];
  46. id[i] = La_IDaxd[i];
  47.  
  48. }
  49.  
  50. for(new i=0;i<MAX_PLAYERS;++i)
  51. {
  52. if(!IsPlayerConnected(i)) continue;
  53. for(new j=i;j<MAX_PLAYERS;++j)
  54. {
  55. if(!IsPlayerConnected(j)) continue;
  56. if(DATOS_XD[j]<DATOS_XD[i])
  57. {
  58. new Float:TEMPORAL_MEnt = DATOS_XD[i];
  59. DATOS_XD[i] = DATOS_XD[j];
  60. DATOS_XD[j] = TEMPORAL_MEnt;
  61.  
  62. new TEMPORAL_MEnt1 = id[i];
  63. id[i] = id[j];
  64. id[j] = TEMPORAL_MEnt1;
  65.  
  66.  
  67. }
  68. }
  69. }
  70.  
  71. new r;
  72. for(new i=0;i<MAX_PLAYERS;++i)
  73. {
  74. if(!IsPlayerConnected(i)) continue;
  75. if(id[i] == playerid)
  76. {
  77. r = i+1;
  78. break;
  79. }
  80. }
  81. return r;
  82. }
  83.  
  84. else if(ORDEN == ORDEN_DES)//Descending ORDEN 5,4,3,2,1
  85. {
  86. new Float:DATOS_XD[MAX_PLAYERS];
  87. new id[MAX_PLAYERS];
  88. for(new i=0;i<MAX_PLAYERS;++i)
  89. {
  90. if(!IsPlayerConnected(i)) continue;
  91. DATOS_XD[i] = Respaldo_Datos[i];
  92. id[i] = La_IDaxd[i];
  93.  
  94. }
  95.  
  96. for(new i=0;i<MAX_PLAYERS;++i)
  97. {
  98. if(!IsPlayerConnected(i)) continue;
  99. for(new j=i;j<MAX_PLAYERS;++j)
  100. {
  101. if(!IsPlayerConnected(j)) continue;
  102. if(DATOS_XD[j]>DATOS_XD[i])
  103. {
  104. new Float:TEMPORAL_MEnt = DATOS_XD[i];
  105. DATOS_XD[i] = DATOS_XD[j];
  106. DATOS_XD[j] = TEMPORAL_MEnt;
  107.  
  108. new TEMPORAL_MEnt1 = id[i];
  109. id[i] = id[j];
  110. id[j] = TEMPORAL_MEnt1;
  111.  
  112. }
  113. }
  114. }
  115. new r;
  116. for(new i=0;i<MAX_PLAYERS;++i)
  117. {
  118. if(!IsPlayerConnected(i)) continue;
  119. if(id[i] == playerid)
  120. {
  121. r = i+1;
  122. break;
  123. }
  124. }
  125. return r;
  126. }
  127. return 0;
  128. }
  129. stock MIERDA_BUSCARPLAYER(Nivel_Actual,ORDEN)
  130. {
  131. if(DATOS_NOCARGADOS == false)
  132. {
  133. printf("Los datos del TOP Player no se han cargado!.");
  134. return -1;
  135. }
  136. if(Nivel_Actual<1)
  137. {
  138. printf("Ningun nivel alto...");
  139. return -1;
  140. }
  141.  
  142. if(ORDEN>1 || ORDEN < 0)
  143. {
  144. printf("El orden del top players está mal...");
  145. return -1;
  146. }
  147. else if(ORDEN == ORDEN_ASC)
  148. {
  149. new Float:DATOS_XD[MAX_PLAYERS];
  150. new id[MAX_PLAYERS];
  151. for(new i=0;i<MAX_PLAYERS;++i)
  152. {
  153. if(!IsPlayerConnected(i)) continue;
  154. DATOS_XD[i] = Respaldo_Datos[i];
  155. id[i] = La_IDaxd[i];
  156.  
  157.  
  158. }
  159.  
  160. for(new i=0;i<MAX_PLAYERS;++i)
  161. {
  162. if(!IsPlayerConnected(i)) continue;
  163. for(new j=i;j<MAX_PLAYERS;++j)
  164. {
  165. if(!IsPlayerConnected(j)) continue;
  166. if(DATOS_XD[j]<DATOS_XD[i])
  167. {
  168. new Float:TEMPORAL_MEnt = DATOS_XD[i];
  169. DATOS_XD[i] = DATOS_XD[j];
  170. DATOS_XD[j] = TEMPORAL_MEnt;
  171.  
  172. new TEMPORAL_MEnt1 = id[i];
  173. id[i] = id[j];
  174. id[j] = TEMPORAL_MEnt1;
  175.  
  176.  
  177. }
  178. }
  179. }
  180. return id[Nivel_Actual-1];
  181. }
  182.  
  183. else if(ORDEN == ORDEN_DES)
  184. {
  185. new Float:DATOS_XD[MAX_PLAYERS];
  186. new id[MAX_PLAYERS];
  187. for(new i=0;i<MAX_PLAYERS;++i)
  188. {
  189. if(!IsPlayerConnected(i)) continue;
  190. DATOS_XD[i] = Respaldo_Datos[i];
  191. id[i] = La_IDaxd[i];
  192.  
  193.  
  194. }
  195.  
  196. for(new i=0;i<MAX_PLAYERS;++i)
  197. {
  198. if(!IsPlayerConnected(i)) continue;
  199. for(new j=i;j<MAX_PLAYERS;++j)
  200. {
  201. if(!IsPlayerConnected(j)) continue;
  202. if(DATOS_XD[j]>DATOS_XD[i])
  203. {
  204. new Float:TEMPORAL_MEnt = DATOS_XD[i];
  205. DATOS_XD[i] = DATOS_XD[j];
  206. DATOS_XD[j] = TEMPORAL_MEnt;
  207.  
  208. new TEMPORAL_MEnt1 = id[i];
  209. id[i] = id[j];
  210. id[j] = TEMPORAL_MEnt1;
  211.  
  212. }
  213. }
  214. }
  215. return id[Nivel_Actual-1];
  216. }
  217. return 0;
  218. }
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