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If i set all players team for example 1 i can kill my team?! well done! what is a point of this? please fix this, OnPlayerGive/TakeDamage should not be called when players are in same team
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and if i have many attractions i must add
&& !IsPlayerOnTDM && !IsPlayerOnGW and millions other ?
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What about GetPlayerTeam inside OnPlayerTakeDamage?
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Nothing, what about NO_TEAM ? and next i got "oneshot one kill" and teams are the same ( my own anti lag system ). Too much security for one stupid headshot
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Don't use NO_TEAM, i test lagcomp off + headshot + setplayerteam and i don't have this bug
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Quote:
Originally Posted by admantis
pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) { if(hittype == 1 && IsPlayerConnected(hitid)) if(GetPlayerTeam(playerid) == GetPlayerTeam(hitid)) return 0; return 1; }
FIXED PRO PAWN SCR1PT3R
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That callback is not called when lagcomp is off pr0...
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EDIT: Whoops, can't read- sorry.
Surely you could use OnPlayerTakeDamage and just add their health back!