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);
}
}
}