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PKed(playerid, reason)
{
if(reason == 1)
{
SetPVarInt(playerid, "forcedeath", 0);
}
if(reason == 2)
{
}
pInfo[playerid][pInjured] = 0;
pInfo[playerid][pHS] = 0;
pInfo[playerid][pTS] = 0;
pInfo[playerid][pGS] = 0;
pInfo[playerid][pLAS] = 0;
pInfo[playerid][pRAS] = 0;
pInfo[playerid][pLLS] = 0;
pInfo[playerid][pRLS] = 0;
incccLowerBlood(playerid);
cmd_sendtols(playerid, "");
TogglePlayerControllable(playerid, 1);
}
SetPlayerSpawn(playerid)
{
if(IsPlayerConnected(playerid))
{
if(pInfo[playerid][pInjured] == 1)
{
ShowPlayerBloodScreen(playerid, BLOOD_TYPE_1);
if(pInfo[playerid][pTempSkin] > 0)
{
SetPlayerSkin(playerid, pInfo[playerid][pTempSkin]);
}
else
{
SetPlayerSkin(playerid, pInfo[playerid][pSkin]);
}
SCM(playerid, COLOR_LIGHTRED, "INJURED: {FFFFFF}You're injured. type /forcedeath to force respawn in hospital");
SetPlayerPos(playerid, pInfo[playerid][DeathX], pInfo[playerid][DeathY], pInfo[playerid][DeathZ]);
SetPlayerVirtualWorld(playerid, pInfo[playerid][DeathVW]);
SetPlayerInterior(playerid, pInfo[playerid][DeathInt]);
//ClearAnimations(playerid);
//SetPlayerHealth(playerid, 9999);
SetPlayerHealth(playerid, Float:0x7FFFFFFF);
SetPlayerArmour(playerid,0);
ClearAnimations(playerid);
ApplyAnimation(playerid, "PED", "KO_SKID_FRONT", 4.0, 0, 1, 1, 1, 0, 1);
TogglePlayerControllable(playerid, 0);
}
}
return 1;
}
public OnPlayerDeath(playerid, killerid, reason)
{
SpawnPlayer(playerid);
GetPlayerPos(playerid, pInfo[playerid][DeathX], pInfo[playerid][DeathY], pInfo[playerid][DeathZ]);
pInfo[playerid][DeathVW] = GetPlayerVirtualWorld(playerid);
pInfo[playerid][DeathInt] = GetPlayerInterior(playerid);
sweeper = 0;
SetPlayerColor(playerid, COLOR_CIVIL);
Player_ResetCutting(playerid);
Player_DropLog(playerid, 1);
//SetPlayerHealth(playerid, 100);
SetPlayerHealth(playerid, 9999);
if(pInfo[playerid][pInjured] == 1)
{
PKed(playerid, 2);
}
pInfo[playerid][pInjured] = 1;
return 1;
}
public OnPlayerSpawn(playerid)
{
//====================================================================================================================================================
// spawn the player to their last saved position
//mysql_format(g_SQL, query, sizeof query, "SELECT * FROM `x` = %f, `y` = %f, `z` = %f, `angle` = %f, `interior` = %d WHERE `id` = %d LIMIT 1", pInfo[playerid][X_Pos], pInfo[playerid][Y_Pos], pInfo[playerid][Z_Pos], pInfo[playerid][A_Pos], pInfo[playerid][pInterior], pInfo[playerid][ID]);
SetPlayerInterior(playerid, pInfo[playerid][pInterior]);
SetPlayerPos(playerid, pInfo[playerid][X_Pos], pInfo[playerid][Y_Pos], pInfo[playerid][Z_Pos]);
SetPlayerFacingAngle(playerid, pInfo[playerid][A_Pos]);
SetCameraBehindPlayer(playerid);
/* HOUSE OPS */
InHouse[playerid] = INVALID_HOUSE_ID;
new query[250];
mysql_format(g_SQL, query, sizeof(query), "SELECT * FROM housesales WHERE OldOwner='%e'", GetName(playerid));
mysql_tquery(g_SQL, query, "HouseSaleMoney", "i", playerid);
//====================================================================================================================================================
/* BUSINESS OPS */
InBusiness[playerid] = INVALID_BUSINESS;
mysql_format(g_SQL, query, sizeof(query), "SELECT * FROM business_transactions WHERE OldOwner='%e'", GetName(playerid));
mysql_tquery(g_SQL, query, "BusinessSaleMoney", "i", playerid);
//===================================================================================================================================================
if(pInfo[playerid][pMuted] == true)
{
SendClientMessageEx(playerid, COLOR_TOMATO, "You are currently muted. You have %i minutes left for your mute to be gone.", pInfo[playerid][pMutedTime] / 60);
}
if(pInfo[playerid][pJailed] == true)
{
SendClientMessageEx(playerid, COLOR_TOMATO, "You are currently jailed. You have %i minutes left for you to be released.", pInfo[playerid][pJailedTime] / 60);
}
SetPlayerSpawn(playerid); // THIS THIS THIS THIS
return 1;
}
What does incccLowerBlood does?
And remove SpawnPlayer from OnPlayerDeath |