public OnPlayerSelectedMenuRow(playerid, row) { new Menu:CurrentMenu = GetPlayerMenu(playerid); new giveplayerid; if(CurrentMenu == legalemployment) { switch(row) { case 0: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Detective, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Detective."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 1; TogglePlayerControllable(playerid, true); } case 1: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Lawyer, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Lawyer."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 2; TogglePlayerControllable(playerid, true); } case 2: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Car Mechanic, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Car Mechanic."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 7; TogglePlayerControllable(playerid, true); } case 3: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Bodyguard, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Bodyguard."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 8; TogglePlayerControllable(playerid, true); } case 4: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Car Dealer, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Car Dealer."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 10; TogglePlayerControllable(playerid, true); } case 5: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Bus Driver, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Bus Driver."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 14; TogglePlayerControllable(playerid, true); } case 6: //lishka { SendClientMessage(playerid, COLOR_WHITE, "* You are about to become a Paper Boy, and get a 5 hour Contract."); SendClientMessage(playerid, COLOR_WHITE, "* You have to forfill this Contract first, if you want to Quit the job later."); SendClientMessage(playerid, COLOR_WHITE, "* You just Accepted to become a Paper Boy."); SendClientMessage(playerid, COLOR_LIGHTRED, "* Congratulations with your new Job, type /help to see your new commands."); PlayerInfo[giveplayerid][pJob] = 15; TogglePlayerControllable(playerid, true); } case 7: //lishka { SendClientMessage(playerid, COLOR_GRAD2, "* You closed the employment, without a new job on."); TogglePlayerControllable(playerid, true); } } }