14.01.2017, 06:04
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Последний раз редактировалось Nicosm; 14.01.2017 в 07:34.
)
Falling from a great height does not lower my life
And when they hit it does not work either
Sometimes they shoot me and life comes back up
And when they hit it does not work either
Sometimes they shoot me and life comes back up
Quote:
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart) { new Float:dano; new Float:danofinal; if(IsPlayerConnected(playerid)) { switch(weaponid) { case 0: dano = 5; case 1: dano = 10; case 15: dano = 15; case 13: dano = 15; case 12: dano = 15; case 11: dano = 15; case 10: dano = 15; case 14: dano = 15; case 3: dano = 15; case 5: dano = 15; case 6: dano = 15; case 7: dano = 15; case 2: dano = 15; case 8: dano = 60; case 4: dano = 50; case 22: dano = 50; case 23: dano = 40; case 24: dano = 60; case 27: dano = 45; case 28: dano = 79; case 29: dano = 55; case 30: dano = 80; case 31: dano = 79; case 32: dano = 77; case 33: dano = 65; case 34: dano = 100; case 25: { if(IsACop(issuerid) && BalasDeGoma[issuerid] == 1) { if(Paralizado[playerid] == false) { new string[128]; BajarVida(playerid, 0); format(string, sizeof(string), "* %s dispara su escopeta de balas de goma a %s y lo inmoviliza.", GetPlayerNameEx(issuerid), GetPlayerNameEx(playerid)); ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE); SendClientMessageEx(issuerid, COLOR_WHITE, "* Ha logrado paralizarlo con su escopeta de balas de goma, se le quitarб su parбlisis en 15 segundos."); SendClientMessageEx(playerid, COLOR_WHITE, "* Usted ha sido paralizado, se le quitarб el parбlisis en 15 segundos."); GameTextForPlayer(playerid, "Paralizado", 3000, 3); TogglePlayerControllable(playerid, 0); /* ----------- */ ClearAnimations(playerid); ApplyAnimation(playerid, "SWEET", "LaFin_Sweet", 4.0, 0, 1, 1, 1, 1); /* ----------- */ Paralizado[playerid] = true; SetTimerEx("LevantarseParalizado", 15000, false, "i", playerid); } } else { dano = 70; } } } switch(bodypart) { case 3,4: // TORSO { if(weaponid >= 2)//Mensaje de daсo por tazer { if(Info[playerid][pArmour]) { new armadura = random(10); switch(armadura) { case 0,2,3,4,5,6,7,8,9,10: { if(Info[playerid][pArmour] >= 1) { if(Info[playerid][pArmour] > dano) { Info[playerid][pHeridator] = "Si"; GivePlayerArmour(playerid, -dano); GameTextForPlayer(playerid, "~g~Impacto en el chaleco!", 3700, 4); } else { GivePlayerArmour(playerid, -100); Info[playerid][pArmour] = 0; danofinal = dano; GameTextForPlayer(playerid, "~g~Impacto rompio el chaleco!", 3700, 4); } } } case 1: { danofinal = dano; GameTextForPlayer(playerid, "~g~Impacto atraveso el chaleco!", 3700, 4); } } } else { danofinal = dano*2; } } else if(weaponid == 1)// ЎGOLPEADO! { //Info[playerid][pGolpeado] = "Si"; danofinal = dano; } } case 5: // BRAZO IZQUIERDO { danofinal = dano; Info[playerid][pHeridabrazi] = "Si"; } case 6: // BRAZO DERECHO { danofinal = dano; Info[playerid][pHeridabrazd] = "Si"; } case 7: // PIERNA IZQUIERDA { danofinal = dano; Info[playerid][pHeridapieri] = "Si"; } case 8: // PIERNA DERECHA { danofinal = dano; Info[playerid][pHeridapierd] = "Si"; } case 9: // CABEZA { Info[playerid][pHeridacabez] = "Si"; danofinal = 100.0; } } } SetHP(playerid, Info[playerid][pHealth]-danofinal); GetPlayerHealth(playerid, Info[playerid][pHealth]); GetPlayerArmour(playerid, Info[playerid][pArmour]); return 1; } |
Quote:
stock BajarVida(playerid,Float:vida) { new Float:Arm, Float:temporal, Float:Hp; GetPlayerArmour(playerid, Arm); if(Arm > 0.0) { temporal = floatsub(Arm,vida); if(temporal < 0.0) { SetPlayerArmour(playerid,0.0); GetPlayerHealth(playerid, Hp); SetPlayerHealth(playerid,floatsub(Hp,temporal)); } else SetPlayerArmour(playerid, temporal); } else { GetPlayerHealth(playerid, Hp); SetPlayerHealth(playerid,floatsub(Hp,vida)); } return 1; } |