when someone drink from the drink machine the health is up and then going down again
Код:
#include <a_samp>
#define MAX_WEAPONS 46
new Float:CarHP[MAX_VEHICLES];
new pCash[MAX_PLAYERS] = 0;
new Hweapon[MAX_PLAYERS][13];
new Hammo[MAX_PLAYERS][MAX_WEAPONS];
new Float:pHp[MAX_PLAYERS];
new Float:pArmour[MAX_PLAYERS];
new timervalue = 2;
stock GivePlayerCash(playerid, amount)
{
pCash[playerid] += amount;
}
stock GetPlayerCash(playerid)
{
return pCash[playerid];
}
stock SetCarHealth(vehicle,Float:amout)
{
SetVehicleHealth(vehicle, amout);
new Float:d;
GetVehicleHealth(vehicle,d);
CarHP[vehicle] = d;
return 1;
}
stock GetCarHealth(vehicle)
{
return CarHP[vehicle];
}
stock SetPlayerCash(playerid,amout)
{
pCash[playerid] = amout;
}
stock FixVehicle(vehicleid)
{
SetCarHealth(vehicleid,1000.0);
RepairVehicle(vehicleid);
}
stock CheckAirbreak(Float: oldpos, Float: newpos)
{
new Float: floattab1 = floatabs(oldpos - newpos);
new Float: floattab2 = floatabs(newpos - oldpos);
new Float: mindifferenz = timervalue * 12.5;
if(floattab1 > mindifferenz) { return true; }
else if(floattab2 > mindifferenz) { return true; }
else { return false; }
}
stock TakeGunSlot1(playerid)
{
ResetPlayerWeapons(playerid);
Hweapon[playerid][1] = 0;
Hammo[playerid][1] = 0;
GivePlayerWeapon(playerid, Hweapon[playerid][2], Hammo[playerid][2]);
GivePlayerWeapon(playerid, Hweapon[playerid][3], Hammo[playerid][3]);
GivePlayerWeapon(playerid, Hweapon[playerid][4], Hammo[playerid][4]);
GivePlayerWeapon(playerid, Hweapon[playerid][5], Hammo[playerid][5]);
GivePlayerWeapon(playerid, Hweapon[playerid][6], Hammo[playerid][6]);
GivePlayerWeapon(playerid, Hweapon[playerid][7], Hammo[playerid][7]);
GivePlayerWeapon(playerid, Hweapon[playerid][8], Hammo[playerid][8]);
GivePlayerWeapon(playerid, Hweapon[playerid][9], Hammo[playerid][9]);
GivePlayerWeapon(playerid, Hweapon[playerid][10], Hammo[playerid][10]);
GivePlayerWeapon(playerid, Hweapon[playerid][11], Hammo[playerid][11]);
GivePlayerWeapon(playerid, Hweapon[playerid][12], Hammo[playerid][12]);
}
stock RestartGuns(playerid)
{
ResetPlayerWeapons(playerid);
/*GivePlayerWeapon(playerid, Hweapon[playerid][1], Hammo[playerid][1]);
GivePlayerWeapon(playerid, Hweapon[playerid][2], Hammo[playerid][2]);
GivePlayerWeapon(playerid, Hweapon[playerid][3], Hammo[playerid][3]);
GivePlayerWeapon(playerid, Hweapon[playerid][4], Hammo[playerid][4]);
GivePlayerWeapon(playerid, Hweapon[playerid][5], Hammo[playerid][5]);
GivePlayerWeapon(playerid, Hweapon[playerid][6], Hammo[playerid][6]);
GivePlayerWeapon(playerid, Hweapon[playerid][7], Hammo[playerid][7]);
GivePlayerWeapon(playerid, Hweapon[playerid][8], Hammo[playerid][8]);
GivePlayerWeapon(playerid, Hweapon[playerid][9], Hammo[playerid][9]);
GivePlayerWeapon(playerid, Hweapon[playerid][10], Hammo[playerid][10]);
GivePlayerWeapon(playerid, Hweapon[playerid][11], Hammo[playerid][11]);
GivePlayerWeapon(playerid, Hweapon[playerid][12], Hammo[playerid][12]);*/
return 1;
}
stock GivePlayerGun(playerid,weaponid,ammo)
{
Hweapon[playerid][WeaponSlot(weaponid)] = weaponid;
Hammo[playerid][weaponid] += ammo;
GivePlayerWeapon(playerid,weaponid,ammo);
}
stock WeaponSlot(weaponid)
{
switch (weaponid)
{
case 0,1: return 0;
case 2..9: return 1;
case 10..15: return 10;
case 16..18,39: return 8;
case 22..24: return 2;
case 25..27: return 3;
case 28,29,32: return 4;
case 33,34: return 6;
case 35..38: return 7;
case 41..43: return 9;
case 44..46: return 11;
default: return 12;
}
return true;
}