Everytime i die in my server it makes the player stand (so in that case i can run) in 4 seconds
after 4 seconds the player is dead. How can i avoid the player standing everytime he dies?
pawn Код:
public OnPlayerDeath(playerid, killerid, reason)
{
new str[128];
GameTextForPlayer(playerid, "~r~PWNED!", 2500, 4);
SendDeathMessage(killerid, playerid, reason);
pData[playerid][Deaths]++; pData[playerid][Jetpack] = 0; pData[playerid][Killstreak] = 0;
pData[killerid][Killstreak]++;
if(gPlayerUsingLoopingAnim[playerid])
{
gPlayerUsingLoopingAnim[playerid] = 0;
}
if(IsBeingSpeced[playerid] == 1)
{
foreach(Player,i)
{
if(spectatorid[i] == playerid)
{
TogglePlayerSpectating(i, false);
format(str, sizeof(str), "*** Your spectating to %s(%d) is ended, Reason: Player Death ***", GetpName(playerid), playerid);
SendClientMessage(i, COLOR_RED, str);
TextDrawHideForPlayer(i, SpecP[i]);
}
}
}
if(pData[killerid][DM])
{
if(GetPVarInt(playerid, "Headshotted") == 1)
{
SetPVarInt(playerid, "Headshotted", 0);
GameTextForPlayer(playerid, "~r~Headshot", 3000, 3);
GameTextForPlayer(killerid, "~g~Headshot", 3000, 3);
}
switch(pData[killerid][Killstreak])
{
case 3:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is on Newbie Spree!", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are in Newbie Spree!");
}
}
case 6:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is on Killer Spree", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are in Killer Spree!");
}
}
case 9:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is on Pro Shooter Spree", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
format(str, sizeof(str), "[SPREE]: %s(%d) has recieved some additional reward (Armour + Health)", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are in Pro Shooter Spree!");
SendClientMessage(killerid, COLOR_LIGHTGREEN, "[SPREE]: You have recieved some additional reward (Armour + Health)");
SetPlayerArmour(killerid, 32.0);
SetPlayerHealth(killerid, 40.0);
}
}
case 12:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is on Master Killing Spree", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are in Master Killing Spree!");
}
}
case 15:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is on Ranking Spree", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are in Ranking Spree!");
}
}
case 18:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is turning to ThE BoSs Spree", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
format(str, sizeof(str), "[SPREE]: %s(%d) has recieved some additional reward (3 ammo of Grenade + Armour + Health)", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are turning to ThE BoSs Spree!");
SendClientMessage(killerid, COLOR_LIGHTGREEN, "[SPREE]: You have recieved some additional reward (3 ammo of Grenade + Armour + Health)");
SetPlayerArmour(killerid, 50.0);
SetPlayerHealth(killerid, 40.0);
GivePlayerWeapon(killerid, 16, 3);
}
}
case 21:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is on Undestructable Spree", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are in Undestructable Spree");
}
}
case 24:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) is turning to Unreveal Spree Rank", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
format(str, sizeof(str), "[SPREE]: %s(%d) has recieved some additional reward (3 ammo of RPG + Armour + Health)", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You are turning to Unreveal Spree Rank");
SendClientMessage(killerid, COLOR_LIGHTGREEN, "[SPREE]: You have recieved some additional reward (3 ammo of RPG + Armour + Health)");
SetPlayerArmour(killerid, 30.0);
SetPlayerHealth(killerid, 50.0);
GivePlayerWeapon(killerid, 35, 3);
}
}
case 27:
{
foreach(Player, i)
{
format(str, sizeof(str), "[SPREE]: %s(%d) has reach the Maxium Spree Rank", GetpName(killerid), killerid);
if(pData[i][DM]) SendClientMessage(i, COLOR_ORANGE, str);
SendClientMessage(killerid, COLOR_YELLOW, "[SPREE]: You reach the Maxium Spree Rank");
SendClientMessage(killerid, -1, "Attention: "red"There is no more Spree Rank");
}
}
}
return 1;
}
if(killerid != INVALID_PLAYER_ID)
{
if(GetPVarInt(playerid, "Headshotted") == 1)
{
SetPVarInt(playerid, "Headshotted", 0);
GameTextForPlayer(playerid, "~r~Headshot", 3000, 3);
GameTextForPlayer(killerid, "~g~Headshot", 3000, 3);
}
SetPlayerScore(killerid, GetPlayerScore(killerid) + 1);
GivePlayerCash(killerid, 5000);
pData[killerid][Kills]++;
}
return 1;
}
that is animation system that i put it inside my gamemode credits to kyeman (i think
Thanks for all of your help, but its not totally bug, it clears the animation it came from the include fixes. i remove the OnPlayerDeath fix code in fixes it all works fine now