public OnPlayerTakeDamage(playerid,issuerid,Float:amount,weaponid) { if(Lagduel[playerid] == false) return 1; if(weaponid == 24) amount = 32; SetPlayerScore(issuerid,GetPlayerScore(issuerid) + floatround(amount) / 10); PlayerPlaySound(playerid,6401,0,0,0); new Float:life; GetPlayerHealth(playerid,life); PlayerPlaySound(playerid,17802,0.0,0.0,0.0); if((life - amount) <= 0) { Morto[playerid] = true; SendDeathMessage(issuerid,playerid,weaponid); DeadPlayer(playerid,issuerid,weaponid); } return 1; } public OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid) { if(Aj[playerid] == false && GetPlayerSpecialAction(playerid) == 2) return SetPlayerHealth(playerid,0); switch(weaponid) { case 24: amount = 32; case 9: amount = 10; case 38: amount = 0; } if(Morto[damagedid] == true) return 1; if(Lagduel[damagedid] == true) return 1; PlayerPlaySound(damagedid,6401,0,0,0); new Float:Life, Float:Coleete, Float:Dano; GetPlayerArmour(damagedid,Coleete); GetPlayerHealth(damagedid,Life); PlayerPlaySound(playerid,17802,0.0,0.0,0.0); if(Coleete > 0) { if(amount > Coleete) { Dano = amount - Coleete; Life = Life - Dano; SetPlayerArmour(damagedid, 0.0); SetPlayerHealth(damagedid, Life); SetPlayerScore(playerid,GetPlayerScore(playerid) + floatround(amount) / 10); return 1; } SetPlayerScore(playerid,GetPlayerScore(playerid) + floatround(amount) / 10); Coleete = Coleete - amount; SetPlayerArmour(damagedid, Coleete); } if(Coleete < 1) { Life = Life - amount; SetPlayerScore(playerid,GetPlayerScore(playerid) + floatround(amount) / 10); SetPlayerHealth(damagedid, Life); if(Life <= 0) { Morto[damagedid] = true; SendDeathMessage(playerid,damagedid,weaponid); DeadPlayer(damagedid,playerid,weaponid); } } return 1; }
lagcompmode : Setting this to 0 will fully disable lag compensation. Setting it to 1 will enable lag compensation. Setting it to 2 will enable position-only lag compensation. This means player rotation won't be lag comp'd. |
public OnPlayerTakeDamage(playerid,issuerid,Float:amount,weaponid)
{
if(weaponid == 24) amount = 32;
SetPlayerScore(issuerid,GetPlayerScore(issuerid) + floatround(amount) / 10);
PlayerPlaySound(playerid,6401,0,0,0);
PlayerPlaySound(playerid,17802,0.0,0.0,0.0);
return 1;
}
public OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid)
{
switch(weaponid)
{
case 24: amount = 32;
case 9: amount = 10;
case 38: amount = 0;
}
PlayerPlaySound(damagedid,6401,0,0,0);
new Float:Coleete;
PlayerPlaySound(playerid,17802,0.0,0.0,0.0);
if(Coleete > 0)
{
if(amount > Coleete)
{
SetPlayerScore(playerid,GetPlayerScore(playerid) + floatround(amount) / 10);
return 1;
}
SetPlayerScore(playerid,GetPlayerScore(playerid) + floatround(amount) / 10);
}
else
SetPlayerScore(playerid,GetPlayerScore(playerid) + floatround(amount) / 10);
return 1;
}