if (PlayerData[i][pInjured] == 1 && GetPlayerAnimationIndex(i) != 388) { ApplyAnimation(i, "CRACK", "crckdeth4", 4.1, 0, 0, 0, 1, 0, 1); }
Part of the code:
Код:
if (PlayerData[i][pInjured] == 1 && GetPlayerAnimationIndex(i) != 388) { ApplyAnimation(i, "CRACK", "crckdeth4", 4.1, 0, 0, 0, 1, 0, 1); } |
public OnPlayerDeath(playerid, killerid, reason) { if (killerid != INVALID_PLAYER_ID) { if (1 <= reason <= 46) Log_Write("logs/kill_log.txt", "[%s] %s has killed %s (%s).", ReturnDate(), ReturnName(killerid), ReturnName(playerid), ReturnWeaponName(reason)); else Log_Write("logs/kill_log.txt", "[%s] %s has killed %s (reason %d).", ReturnDate(), ReturnName(killerid), ReturnName(playerid), reason); if (reason == 50 && killerid != INVALID_PLAYER_ID) SendAdminAlert(COLOR_LIGHTRED, "[ADMIN]: %s has killed %s by heli-blading.", ReturnName(killerid, 0), ReturnName(playerid, 0)); if (reason == 29 && killerid != INVALID_PLAYER_ID && GetPlayerState(killerid) == PLAYER_STATE_DRIVER) SendAdminAlert(COLOR_LIGHTRED, "[ADMIN]: %s has killed %s by driver shooting.", ReturnName(killerid, 0), ReturnName(playerid, 0)); } if(IsInBus[playerid] == 1) { IsInBus[playerid] = 0; KillTimer(Timer1[playerid]); KillTimer(Timer2[playerid]); } if(IsInShml[playerid] == 1) { IsInShml[playerid] = 0; } if(Intropic[playerid] == 1) { Intropic[playerid] = 0; } if(InAmbulance[playerid] == 1) { InAmbulance[playerid] = 0; } if(InEnforcer[playerid] == 1) { InEnforcer[playerid] = 0; } if(InJourney[playerid] == 1) { InJourney[playerid] = 0; } if(InRaindance[playerid] == 1) { InRaindance[playerid] = 0; } waittimer(); return 1; }
After someone kill me, I get moved 20 meters away from the position I've been killed,
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I have a death system, so when I die, I get teleported and when I /giveup I get tped to the hospital. So the answer is when I die.
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forward waittimer(); public waittimer() { robpossible = 1; } [
waittimer(); return 1; }
public OnPlayerSpawn(playerid) { // Skill levels SetPlayerSkillLevel(playerid, WEAPONSKILL_PISTOL, 0); SetPlayerSkillLevel(playerid, WEAPONSKILL_MICRO_UZI, 0); SetPlayerSkillLevel(playerid, WEAPONSKILL_SPAS12_SHOTGUN, 0); /*if (PlayerData[playerid][pSpawnPoint]) { SetDefaultSpawn(playerid); }*/ if (PlayerData[playerid][pHUD]) { TextDrawShowForPlayer(playerid, gServerTextdraws[0]); TextDrawShowForPlayer(playerid, gServerTextdraws[1]); } SetPlayerSkin(playerid, PlayerData[playerid][pSkin]); Streamer_ToggleIdleUpdate(playerid, true); //SetSpawnInfo(playerid, 0, PlayerData[playerid][pSkin], PlayerData[playerid][pPos][0], PlayerData[playerid][pPos][1], PlayerData[playerid][pPos][2], PlayerData[playerid][pPos][3], 0, 0, 0, 0, 0, 0); PlayerData[playerid][pKilled] = 0; if (PlayerData[playerid][pBleeding]) { PlayerData[playerid][pBleedTime] = 1; } if (PlayerData[playerid][pJailTime] > 0) { if (PlayerData[playerid][pPrisoned]) { SetPlayerInPrison(playerid); } else { SetPlayerPos(playerid, 197.6346, 175.3765, 1003.0234); SetPlayerInterior(playerid, 3); SetPlayerVirtualWorld(playerid, (playerid + 100)); SetPlayerFacingAngle(playerid, 0.0); SetCameraBehindPlayer(playerid); } ResetWeapons(playerid); PlayerTextDrawShow(playerid, PlayerData[playerid][pTextdraws][70]); SendServerMessage(playerid, "You have %d seconds of remaining jail time.", PlayerData[playerid][pJailTime]); } else if (PlayerData[playerid][pHospital] != -1) { PlayerData[playerid][pHospitalTime] = 0; PlayerData[playerid][pHunger] = 50; PlayerData[playerid][pThirst] = 50; SetPlayerInterior(playerid, 3); SetPlayerVirtualWorld(playerid, playerid + 100); SetPlayerPos(playerid, -211.0370, -1738.6848, 676.7153); SetPlayerFacingAngle(playerid, 82.0000); SetPlayerCameraPos(playerid, -214.236602, -1738.812133, 676.648132); SetPlayerCameraLookAt(playerid, -203.072738, -1738.656127, 675.768737); ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); GameTextForPlayer(playerid, "~n~~n~~n~~n~~n~~n~~n~~n~~n~~w~Recovering... 15", 1000, 3); TogglePlayerControllable(playerid, 0); } else if (!PlayerData[playerid][pCreated]) { TogglePlayerControllable(playerid, 0); SetPlayerPos(playerid, 216.8005, -99.8691, 1005.2578); SetPlayerFacingAngle(playerid, 90.0000); SetPlayerInterior(playerid, 15); SelectTextDraw(playerid, -1); for (new i = 23; i < 34; i ++) { PlayerTextDrawShow(playerid, PlayerData[playerid][pTextdraws][i]); } } else { SetPlayerFacingAngle(playerid, PlayerData[playerid][pPos][3]); SetPlayerInterior(playerid, PlayerData[playerid][pInterior]); SetPlayerVirtualWorld(playerid, PlayerData[playerid][pWorld]); SetCameraBehindPlayer(playerid); SetAccessories(playerid); if (PlayerData[playerid][pWorld] == PRISON_WORLD) { SetPlayerPosEx(playerid, PlayerData[playerid][pPos][0], PlayerData[playerid][pPos][1], PlayerData[playerid][pPos][2]); } else { if(PlayerData[playerid][pInjured] == 0) { SetPlayerPos(playerid, PlayerData[playerid][pPos][0], PlayerData[playerid][pPos][1], PlayerData[playerid][pPos][2]); } } if (PlayerData[playerid][pInjured]) { ShowHungerTextdraw(playerid, 0); TextDrawShowForPlayer(playerid, gServerTextdraws[2]); SendClientMessage(playerid, COLOR_LIGHTRED, "[WARNING]:{FFFFFF} You are injured and require medical attention (/call 911)."); ApplyAnimation(playerid, "CRACK", "null", 4.0, 1, 1, 0, 1, 0, 1); ApplyAnimation(playerid, "CRACK", "crckdeth4", 4.0, 0, 1, 1, 1, 0, 1); } else { SetWeapons(playerid); ShowHungerTextdraw(playerid, 1); SetPlayerHealth(playerid, PlayerData[playerid][pHealth]); SetPlayerArmour(playerid, PlayerData[playerid][pArmorStatus]); } } return 1; }