but its learning by doing and smoetimes check some samples and see how it works ^^
[SIZE=2][COLOR=#0000ff]if[/COLOR][/SIZE][SIZE=2] (PEN.NewPen == [/SIZE][SIZE=2][COLOR=#2b91af]Enums[/COLOR][/SIZE][SIZE=2].[/SIZE][SIZE=2][COLOR=#2b91af]Penalty[/COLOR][/SIZE][SIZE=2].PENALTY_DT)[/SIZE]
[SIZE=2]{[/SIZE]
[SIZE=2][COLOR=#008000] // Do something[/COLOR][/SIZE]
[SIZE=2]}[/SIZE]
struct IS_PIT // PIT stop (stop at pit garage)
{
byte Size; // 24
byte Type; // ISP_PIT
byte ReqI; // 0
byte PLID; // player's unique id
word LapsDone; // laps completed
word Flags; // player flags
byte Sp0;
byte [b]Penalty[/b]; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;
byte Tyres[4]; // tyres changed
unsigned Work; // pit work
unsigned Spare;
};
[SIZE=2]
Connections[GetConnIdx(Players[GetPlyIdx(PEN.PLID)].UniqueID)].Username[/SIZE]
if ((MCI.Info[0].Node >= 136) && (MCI.Info[0].Node <= 188))
for (int i; i < Players.Count; i++)
{
// do whatever code here, replace 0 with i
}
[SIZE=2][COLOR=#0000ff]for[/COLOR][/SIZE][SIZE=2] ([/SIZE][SIZE=2][COLOR=#0000ff]int[/COLOR][/SIZE][SIZE=2] i = 0; i < System.[/SIZE][SIZE=2][COLOR=#2b91af]Math[/COLOR][/SIZE][SIZE=2].Min(8, Players.Count); i++)[/SIZE]
{
}