//normal function....
SetCheckpoint(playerid, i)
{
DisablePlayerCheckpoint(playerid);
//Change the next race names to ones you have defined as the race order and put in the corresponding array which has all of that races checkpoints inside
switch (gTrack){
case LSRACE: SetPlayerCheckpoint(playerid,gLSRaceCheckpoints[i][0],gLSRaceCheckpoints[i][1],gLSRaceCheckpoints[i][2],gLSRaceCheckpoints[i][3]);
case LSRACE2: SetPlayerCheckpoint(playerid,gLSRACE2Checkpoints[i][0],gLSRACE2Checkpoints[i][1],gLSRACE2Checkpoints[i][2],gLSRACE2Checkpoints[i][3]);
case ROADRASH: SetPlayerCheckpoint(playerid,gRoadRashCheckpoints[i][0],gRoadRashCheckpoints[i][1],gRoadRashCheckpoints[i][2],gRoadRashCheckpoints[i][3]);
case RACEPOINT: SetPlayerCheckpoint(playerid,gRacePointCheckpoints[i][0],gRacePointCheckpoints[i][1],gRacePointCheckpoints[i][2],gRacePointCheckpoints[i][3]);
case CHILIAD: SetPlayerCheckpoint(playerid,gChiliadCheckpoints[i][0],gChiliadCheckpoints[i][1],gChiliadCheckpoints[i][2],gChiliadCheckpoints[i][3]);
case MSR: SetPlayerCheckpoint(playerid,gMSRCheckpoints[i][0],gMSRCheckpoints[i][1],gMSRCheckpoints[i][2],gMSRCheckpoints[i][3]);
case MSR2: SetPlayerCheckpoint(playerid,gMSR2Checkpoints[i][0],gMSR2Checkpoints[i][1],gMSR2Checkpoints[i][2],gMSR2Checkpoints[i][3]);
}
}
//but now need this one too:
SetRaceCheckpoint(playerid, i)
{
DisablePlayerCheckpoint(playerid);
//Change the next race names to ones you have defined as the race order and put in the corresponding array which has all of that races checkpoints inside
switch (gTrack){
case LSRACE: SetPlayerRaceCheckpoint(playerid, 0, gLSRaceCheckpoints[i][0],gLSRaceCheckpoints[i][1],gLSRaceCheckpoints[i][2], gLSRaceCheckpoints[i+1][0],gLSRaceCheckpoints[i+1][1],gLSRaceCheckpoints[i+1][2] ,gLSRaceCheckpoints[i][3]);
case LSRACE2: SetPlayerRaceCheckpoint(playerid, 0,gLSRACE2Checkpoints[i][0],gLSRACE2Checkpoints[1][1],gLSRACE2Checkpoints[1][2], gLSRACE2Checkpoints[i+1][0],gLSRACE2Checkpoints[i+1][1],gLSRACE2Checkpoints[i+1][2] ,gLSRACE2Checkpoints[i][3]);
case ROADRASH: SetPlayerRaceCheckpoint(playerid, 0,gRoadRashCheckpoints[i][0],gRoadRashCheckpoints[i][1],gRoadRashCheckpoints[i][2],gRoadRashCheckpoints[i+1][0],gRoadRashCheckpoints[i+1][1],gRoadRashCheckpoints[i+1][2],gRoadRashCheckpoints[i][3]);
case RACEPOINT: SetPlayerRaceCheckpoint(playerid, 0,gRacePointCheckpoints[i][0],gRacePointCheckpoints[i][1],gRacePointCheckpoints[i][2],gRacePointCheckpoints[i+1][0],gRacePointCheckpoints[i+1][1],gRacePointCheckpoints[i+1][2],gRacePointCheckpoints[i][3]);
case CHILIAD: SetPlayerRaceCheckpoint(playerid, 0,gChiliadCheckpoints[i][0],gChiliadCheckpoints[i][1],gChiliadCheckpoints[i][2],gChiliadCheckpoints[i+1][0],gChiliadCheckpoints[i+1][1],gChiliadCheckpoints[i+1][2],gChiliadCheckpoints[i][3]);
case MSR: SetPlayerRaceCheckpoint(playerid, 0,gMSRCheckpoints[i][0],gMSRCheckpoints[i][1],gMSRCheckpoints[i][2],gMSRCheckpoints[i+1][0],gMSRCheckpoints[i+1][1],gMSRCheckpoints[i+1][2],gMSRCheckpoints[i][3]);
case MSR2: SetPlayerRaceCheckpoint(playerid, 0,gMSR2Checkpoints[i][0],gMSR2Checkpoints[i][1],gMSR2Checkpoints[i][2],gMSR2Checkpoints[i+1][0],gMSR2Checkpoints[i+1][1],gMSR2Checkpoints[i+1][2],gMSR2Checkpoints[i][3]);
}
}