Help Health
#1

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

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;
}

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#2

up please
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