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95
Trident/MD_Strings/MD_Generally_Used_Strings.c
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95
Trident/MD_Strings/MD_Generally_Used_Strings.c
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/**
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* @ MAJOR DISTRIBUTION EXTEND
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* @ Version MDv13 TRIDENT
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* @ MADE BY - DEVILSDESIGN & IIV_NATHAN_VII & SHOCKixiXixiWAVE
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*/
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//!Generally used strings allover the place ONLY ONCE IN CODE !!!!
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void Player_Help_Strings(int MenuItem_Index){
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char* String[6];
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String[0] = "< ERROR >";
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String[1] = "< Health >";
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String[2] = "< Armour >";
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String[3] = "< ~COL_NET_4~Remove Armour ~w~>";
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String[4] = "< Fix Vehicle >";
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String[5] = "< Flip Vehicle >";
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menu_item[MenuItem_Index].charval = String[menu_item[MenuItem_Index].num_val];
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}
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void Helper_Loop_Strings(int MenuItem_Index){
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char* String[6];
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String[0] = "< ERROR >";
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String[1] = GetBit(autoFixVehBitSet,players[ChangeNetPlayer].id) ? "< ~COL_NET_1~Auto Fix Vehicle ~w~>" : "< Auto Fix Vehicle >";
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String[2] = GetBit(autoFlipVehBitSet,players[ChangeNetPlayer].id) ? "< ~COL_NET_1~Auto Flip Vehicle ~w~>" : "< Auto Flip Vehicle >";
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String[3] = GetBit(infiniteArmourBitSet,players[ChangeNetPlayer].id) ? "< ~COL_NET_1~Juggernaut Player ~w~>" : "< Juggernaut Player >";
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String[4] = GetBit(freezeGunProtectBitSet,players[ChangeNetPlayer].id) ? "< ~COL_NET_1~Freezegun Protection ~w~>" : "< Freezegun Protection >";
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String[5] = GetBit(neverWantedBitSet,players[ChangeNetPlayer].id) ? "< ~COL_NET_1~Never wanted ~w~>": "< Never wanted >";
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menu_item[MenuItem_Index].charval = String[menu_item[MenuItem_Index].num_val];
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}
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void MD_PO_Weapon_Option_Strings(int MenuItem_Index){
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char* Weapon_Opt_Strings[6];
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Weapon_Opt_Strings[1] = GetBit(pPlayerOptionsBitSet,PLAYER_OPTION_INFINITE_AMMO) ? "< ~COL_NET_1~Unlimited clip ~w~>" : "< Unlimited clip >";
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Weapon_Opt_Strings[2] = GetBit(pPlayerOptionsBitSet,PLAYER_OPTION_RAPID_FIRE) ? "< ~COL_NET_1~Rapid fire ~w~>" : "< Rapid fire >";
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Weapon_Opt_Strings[3] = GetBit(pPlayerOptionsBitSet,PLAYER_OPTION_AUTO_AIM) ? "< ~COL_NET_1~Auto aim ~w~>" : "< Auto aim >";
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Weapon_Opt_Strings[4] = "< Give Weapons >";
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Weapon_Opt_Strings[5] = "< Remove Weapons >";
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menu_item[MenuItem_Index].charval = Weapon_Opt_Strings[menu_item[MenuItem_Index].num_val];
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}
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void Weapon_Strings(int MenuItem_Index){
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char* String[5];
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String[0] = "< ERROR >";
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String[1] = "< Advanced >";
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String[2] = "< Poor >";
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String[3] = "< Episodic >";
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String[4] = "< ~COL_NET_4~Remove ~w~>";
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menu_item[MenuItem_Index].charval = String[menu_item[MenuItem_Index].num_val];
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}
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void MD_PO_Physics_Strings(int MenuItem_Index){
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char* physics_strings[4];
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physics_strings[1] = DOES_OBJECT_EXIST(drive_water[iPlayer]) ? "< ~COL_NET_1~Drive/Walk on water ~w~>" : "< Drive/Walk on water >";
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physics_strings[2] = GetBit(pPlayerOptionsBitSet,PLAYER_OPTION_GRAVITY) ? "< ~COL_NET_1~Gravity ~w~>" : "< Gravity >" ;
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physics_strings[3] = GetBit(pPlayerOptionsBitSet,PLAYER_OPTION_SLOW_MO) ? "< ~COL_NET_1~Slow motion ~w~>" : "< Slow motion >";
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menu_item[MenuItem_Index].charval = physics_strings[menu_item[MenuItem_Index].num_val];
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}
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void Physics_Strings(int MenuItem_Index){
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char* String[3];
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String[0] = "< ERROR >";
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String[1] = "< Desolidify >";
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String[2] = "< Freeze Position ~w~>";
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menu_item[MenuItem_Index].charval = String[menu_item[MenuItem_Index].num_val];
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}
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void Help_Strings(int MenuItem_Index){
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char* String[6];
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String[0] = "< ERROR >";
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String[1] = "< Spawn Anni >";
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String[2] = (Episode == 2) ? "< BUZZARD >" : "< MAVERICK >";
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String[3] = "< Spawn Sultan RS >";
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String[4] = "< Spawn NRG 900 >";
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String[5] = "< Give Armour >";
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menu_item[MenuItem_Index].charval = String[menu_item[MenuItem_Index].num_val];
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}
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void MD_PO_PlayerInfo_Strings(int MenuItem_Index){
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char* PlayerInfo_Strings[10];
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PlayerInfo_Strings[1] = Attach_Player_Info ? "< ~COL_NET_1~Display ~w~>" : "< Display >";
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PlayerInfo_Strings[2] = (Player_INFO_ID1 != 99) ? ((Player_INFO_ID1 != iPlayer) ? "< ~COL_NET_1~Player 1 Saved ~w~>" : "< ~COL_NET_1~Default (You) ~w~>") : "< Save Player 1 >";
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PlayerInfo_Strings[3] = "< Delete Player 1 >";
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PlayerInfo_Strings[4] = (Player_INFO_ID2 != 99) ? "< ~COL_NET_1~Player 2 Saved ~w~>" : "< Save Player 2 >";
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PlayerInfo_Strings[5] = "< Delete Player 2 >";
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PlayerInfo_Strings[6] = (Player_INFO_ID3 != 99) ? "< ~COL_NET_1~Player 3 Saved ~w~>" : "< Save Player 3 >";
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PlayerInfo_Strings[7] = "< Delete Player 3 >";
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PlayerInfo_Strings[8] = Move_Player_Info ? "< ~COL_NET_1~Move Position ~PAD_DPAD_ALL~ ~w~>" : "< Move Position >";
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PlayerInfo_Strings[9] = "< Reset Position >";
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menu_item[MenuItem_Index].charval = PlayerInfo_Strings[menu_item[MenuItem_Index].num_val];
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}
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