Everything else works fine, except for the animation and TooglePlayerControllable. I mean, the player needs to be frozen and in /fall animation, but instead after death he can move/run around like normal.
pawn Код:
public OnPlayerDeath(playerid, killerid, reason)
{
if(pCriticallyInjured[playerid] == 1)
{
pCriticallyInjured[playerid] = 0;
pCalledEMS[playerid] = 0;
SetSpawnInfo(playerid, 0, PlayerInfo[playerid][pSkin],1243.8531,330.9526,19.5547,337.3759,0,0,0,0,0,0);
SpawnPlayer(playerid);
SetPlayerHealth(playerid, 75);
return 1;
}
if(pCriticallyInjured[playerid] == 0)
{
GetPlayerPos(playerid, pDeathLocation[playerid][0], pDeathLocation[playerid][1], pDeathLocation[playerid][2]);
SetSpawnInfo(playerid, 0, PlayerInfo[playerid][pSkin],pDeathLocation[playerid][0],pDeathLocation[playerid][1],pDeathLocation[playerid][2],180,0,0,0,0,0,0);
SpawnPlayer(playerid);
SetPlayerHealth(playerid, 10);
pCriticallyInjured[playerid] = 1;
pCalledEMS[playerid] = 1;
SendClientMessage(playerid, COLOR_YELLOW, "[SERVER:] You have been critically injured. Use /serviceEMS or /acceptdeath.");
SetTimerEx("SetPlayerDeathAnim", 50, false, "i", playerid);
return 1;
}
return 1;
}
pawn Код:
public SetPlayerDeathAnim(playerid)
{
ApplyAnimation(playerid,"PED","KO_skid_front",4.1,0,1,1,1,0,1);
ApplyAnimation(playerid,"PED","KO_skid_front",4.1,0,1,1,1,0,1);
TogglePlayerControllable(playerid, 1);
return 1;
}