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warning 219: local variable "playerid" shadows a variable at a preceding leve

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oleg041096

Новичок
warning 219: local variable "playerid" shadows a variable at a preceding leve

Помогите решить проблему с варнингом:
Код:
(368) : warning 219: local variable "playerid" shadows a variable at a preceding level
Вот строчка с ошибкой:
Код:
for (new playerid; playerid < MAX_PLAYERS; playerid++)
Вот код (с 362 по 476):
Код:
forward GlobalTimer(playerid);
public GlobalTimer(playerid)
{
	// Setup local variables
	new OldVehicleID, NewVehicleID, OldTrailerID, NewTrailerID;
	// Loop through all players
	for (new playerid; playerid < MAX_PLAYERS; playerid++)
	{
		// Check if this player is logged in
		if (APlayerData[playerid][LoggedIn] == true)
		{
			// Get the vehicle-id's from this player
			OldVehicleID = APlayerData[playerid][VehicleID];
			NewVehicleID = GetPlayerVehicleID(playerid);
			OldTrailerID = APlayerData[playerid][TrailerID];
			NewTrailerID = GetVehicleTrailer(GetPlayerVehicleID(playerid));

			// Check the class of the player
			switch (APlayerData[playerid][PlayerClass])
			{
				case ClassTruckDriver:
				{
				    // Check if the trucker has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						// Check if the vehicletimer didn't run out yet
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID and TrailerID are still the same as when the player accepted the job
							if ((OldVehicleID == NewVehicleID) && (OldTrailerID == NewTrailerID))
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // One (or both) aren't still the same (player lost his trailer or vehicle)
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
				    }
				}
				case ClassBusDriver:
				{
				    // Check if the busdriver has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID is still the same as when the player accepted the job
							if (OldVehicleID == NewVehicleID)
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // Player got out of his bus
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
				case ClassMafia:
				{
				    // Check if the mafia has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID is still the same as when the player accepted the job
							if (OldVehicleID == NewVehicleID)
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // Player left his vehicle
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
				case ClassCourier:
				{
				    // Check if the courier has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID and TrailerID are still the same as when the player accepted the job
							if (OldVehicleID == NewVehicleID)
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // Player stepped out of his vehicle
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
				case ClassRoadWorker:
				{
				    // Check if the roadworker has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						// Check if the vehicletimer didn't run out yet
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID and TrailerID are still the same as when the player accepted the job
							// In case of the "tow broken vehicle" jobtype, the mission starts without a trailer (so it's 0),
							// but gets updated when the player enters the checkpoint to set the broken vehicle as trailer
							if ((OldVehicleID == NewVehicleID) && (OldTrailerID == NewTrailerID))
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // VehicleID isn't still the same (player lost his vehicle or trailer)
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
			}
		}
	}
	GlobalAfkCheck(); // AFK system
	return 1;
}
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