forward TazeTimer(playerid); public TazeTimer(playerid) { if(IsPlayerLoggedIn(playerid)) { new string[128]; if (TazeTimeout[playerid] > 0) { format(string,sizeof(string),"~n~~n~~n~~n~~n~~n~~n~~n~~r~Tazer effect fading in ~w~%d ~r~seconds", TazeTimeout[playerid]); GameTextForPlayer(playerid, string,1500, 3); TazeTimeout[playerid] -= 1; } if(TazeTimeout[playerid] <= 0) { KillTimer(TazeCountDown[playerid]); TogglePlayerControllable(playerid, 1); ClearAnimations(playerid); TogglePlayerTazed(playerid, 0); } } return 1; }
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
new suspect = playerid;
playerid = issuerid;
if(PlayerHasTaser[playerid] == 1)
{
new Float:x, Float:y, Float:z;
GetPlayerPos(playerid, x,y,z);
if(IsPlayerConnected(suspect))
{
if(IsPlayerInRangeOfPoint(suspect, 10.0, x, y, z) && weaponid == 23)
{
ClearAnimations(suspect);
ApplyAnimation(suspect, "PED","FLOOR_hit_f", 4.0, 1, 0, 0, 0, 0);
}
}
}
return 1;
}
You should post your solution in case others might face the same problem.
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