Code:
// Save/Load player data
player_data(id, save, load)
{
if(!g_isconnected[id] || g_isbot[id])
return;
// Wishes to save?
if(save)
{
static data[900] // Format data file
formatex(data, charsmax(data), "%d %d %d %d", g_ammopacks[id], g_level[id], g_reset[id], g_skill_points[id][0][5])
fvault_set_data(vault_levels, g_playername[id], data)
// Format status data
formatex(data, charsmax(data), "%d %d %d %d %d %d", rojo[id], verde[id], azul[id], g_nvg[id][0], g_nvg[id][1], g_nvg[id][2], HUD_STATS_T[id])
// Saved all statsg
fvault_set_data(vault_stats, g_playername[id], data)
// Format status data
formatex(data, charsmax(data), "%d %d %d %d %d %d %d %d", g_gastados[id][0], g_gastados[id][1], g_skill_points_type[id][0], g_skill_points_type[id][1], g_skill_points[id][0][1], g_skill_points[id][0][2],
g_skill_points[id][0][3])
// Saved all stats
fvault_set_data(vault_stats1, g_playername[id], data)
// Format status data
formatex(data, charsmax(data), "%d %d %d %d %d %d %d", g_skill_points[id][0][0], g_skill_points[id][0][4], g_skill_points[id][1][0], g_skill_points[id][1][1], g_skill_points[id][1][2], g_skill_points[id][1][3], g_skill_points[id][1][4])
// Saved all statsg
fvault_set_data(vault_stats2, g_playername[id], data)
}
if(load)
{
static data[900]
// Didnt get the name?
if(!fvault_get_data(vault_levels, g_playername[id], data, charsmax(data)))
server_print("Playername %s not found.", g_playername[id])
else
{
static lvl[10], ap[10], rst[10]
parse(data, ap, charsmax(ap), lvl, charsmax(lvl), rst, charsmax(rst))
g_level[id] = str_to_num(lvl)
g_ammopacks[id] = str_to_num(ap)
g_reset[id] = str_to_num(rst)
}
// Didnt get the name?
if(!fvault_get_data(vault_stats, g_playername[id], data, charsmax(data)))
server_print("Playername %s not found.", g_playername[id])
else
{
// Fuck this is big o.0
static inf[28], hkill[28], zkill[28], pt[45], ev[28], bkill[28], re[28]
parse(data, inf, charsmax(inf), hkill, charsmax(hkill), zkill, charsmax(zkill), pt, charsmax(pt), ev, charsmax(ev),
bkill, charsmax(bkill), re, charsmax(re))
// Load it into the stats $:
rojo[id] = str_to_num(inf)
verde[id] = str_to_num(hkill)
azul[id] = str_to_num(zkill)
g_nvg[id][0] = str_to_num(pt)
g_nvg[id][1] = str_to_num(ev)
g_nvg[id][2] = str_to_num(bkill)
HUD_STATS_T[id] = str_to_num(re)
}
// Didnt get the name?
if(!fvault_get_data(vault_stats1, g_playername[id], data, charsmax(data)))
server_print("Playername %s not found.", g_playername[id])
else
{
// Fuck this is big o.0
static gastados[28], gastados1[28], skilltype[28], skilltype1[28], zm0[28], zm1[28], zm2[28]
parse(data, gastados, charsmax(gastados), gastados1, charsmax(gastados1), skilltype, charsmax(skilltype1), zm0, charsmax(zm0), zm1, charsmax(zm1), zm2, charsmax(zm2),
zm1, charsmax(zm1), zm2, charsmax(zm2))
// Load it into the stats $:
g_gastados[id][0] = str_to_num(gastados)
g_gastados[id][1] = str_to_num(gastados1)
g_skill_points_type[id][0] = str_to_num(skilltype)
g_skill_points_type[id][1] = str_to_num(skilltype1)
g_skill_points[id][0][1] = str_to_num(zm0)
g_skill_points[id][0][2] = str_to_num(zm1)
g_skill_points[id][0][3] = str_to_num(zm2)
}
// Didnt get the name?
if(!fvault_get_data(vault_stats2, g_playername[id], data, charsmax(data)))
server_print("Playername %s not found.", g_playername[id])
else
{
// Fuck this is big o.0
static zm2[28], zm3[28], zm1[28], hm1[28], hm2[28], hm3[28], hm4[28], hm5[28]
parse(data, zm2, charsmax(zm2), zm3, charsmax(zm3), zm1, charsmax(zm1), hm1, charsmax(hm1), hm2, charsmax(hm2), hm3, charsmax(hm3), hm4, charsmax(hm4), hm5, charsmax(hm5))
// Load it into the stats $:
g_skill_points[id][0][0] = str_to_num(zm2)
g_skill_points[id][0][4] = str_to_num(zm3)
g_skill_points[id][1][0] = str_to_num(zm1)
g_skill_points[id][1][1] = str_to_num(hm1)
g_skill_points[id][1][2] = str_to_num(hm2)
g_skill_points[id][1][3] = str_to_num(hm3)
g_skill_points[id][1][4] = str_to_num(hm4)
g_skill_points[id][0][5] = str_to_num(hm5)
}
}
}