11.03.2017, 12:05
Код:
public OnPlayerShootPlayer(Shooter,Target,Float:HealthLost,Float:ArmourLost) { new Float:HP; GetPlayerHealth(Target, HP); if(PlayerStat[Shooter][FactionID] == 1) { if(HasTaser{Shooter} && IsPlayerInAnyVehicle(Shooter) == 0) { if(IsPlayerInAnyVehicle(Target) && !IsBike(GetPlayerVehicleID(Target))) return true; new Float:pos[3]; GetPlayerPos(Target, pos[0], pos[1], pos[2]); if(PlayerStat[Target][Bagged] == 0 && PlayerStat[Target][Tased] == 0 && GetPlayerDistanceFromPoint(Shooter, pos[0], pos[1], pos[2]) < 25) { if(IsPlayerInAnyVehicle(Target)) RemovePlayerFromVehicle(Target); OnePlayAnim(Target, "CRACK", "crckdeth2", 4.0, 1, 1, 1, -1, 0); SetTimerEx("SetUnTazed", 10000, false, "i", Target); GameTextForPlayer(Target, "You have been tased!", 60000, 4); PlayerStat[Target][Tased] = 1; SendClientMessage(Shooter, COLOR_WHITE, "You have tased the suspect."); SendNearByMessage(Target, 20.0, COLOR_PURPLE, "** %s falls on the ground after being hit by %s taser.", ReturnName(Target, 0), ReturnName(Shooter, 0)); SetHealth(Target, HP+HealthLost); PlayerPlaySound(Target, 4400, 0, 0, 0); PlayerPlaySound(Shooter, 4400, 0, 0, 0); return true; } } if(HasRubberBullets{Shooter} && IsPlayerInAnyVehicle(Target) == 0 && IsPlayerInAnyVehicle(Shooter) == 0) { if(IsPlayerInAnyVehicle(Target) && !IsBike(GetPlayerVehicleID(Target))) return true; new Float:pos[3]; GetPlayerPos(Target, pos[0], pos[1], pos[2]); if(PlayerStat[Target][Bagged] == 0 && PlayerStat[Target][Tased] == 0 && GetPlayerDistanceFromPoint(Shooter, pos[0], pos[1], pos[2]) < 25) { if(IsPlayerInAnyVehicle(Target)) RemovePlayerFromVehicle(Target); GameTextForPlayer(Target, "You have been hit by a beanbag!", 60000, 4); SetTimerEx("SetUnBagged", 10000, false, "i", Target); OnePlayAnim(Target, "SWEET", "Sweet_injuredloop", 4.0, 1, 0, 0, 0, 0); SetPlayerDrunkLevel(Target, 4000); SetHealth(Target, HP+HealthLost); PlayerStat[Target][Bagged] = 1; SendNearByMessage(Target, 20.0, COLOR_PURPLE, "** %s was hit by a rubber bullet and falls on the ground.", ReturnName(Target, 0)); return true; } } } return true; } public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart) { if(HasTaser{issuerid}) return true; if(HasRubberBullets{issuerid}) return true; new Float:HP; GetPlayerHealth(playerid, HP); if(ADuty[playerid] == 1 && PlayerStat[playerid][AdminLevel] >= 1) { SetHealth(playerid, 100); SetArmour(playerid, 100); return true; } if(issuerid != INVALID_PLAYER_ID) { switch(weaponid) { case 0: { if(PlayerStat[issuerid][StatPWR] >= 16) { SetHealth(playerid, HP - 8.0); return 1; } else if(PlayerStat[issuerid][StatPWR] >= 5) { SetHealth(playerid, HP - 6.0); return 1; } else if(PlayerStat[issuerid][StatPWR] <= 4) { SetHealth(playerid, HP - 4.0); return 1; } } case 1: { if(PlayerStat[issuerid][StatPWR] >= 16) { SetHealth(playerid, HP - 12.0); return 1; } else if(PlayerStat[issuerid][StatPWR] >= 5) { SetHealth(playerid, HP - 8.0); return 1; } else if(PlayerStat[issuerid][StatPWR] <= 4) { SetHealth(playerid, HP - 6.0); return 1; } } case 3: { if(PlayerStat[issuerid][StatPWR] >= 16) { SetHealth(playerid, HP - 16.0); return 1; } else if(PlayerStat[issuerid][StatPWR] >= 5) { SetHealth(playerid, HP - 12.0); return 1; } else if(PlayerStat[issuerid][StatPWR] <= 4) { SetHealth(playerid, HP - 6.0); return 1; } } case 5: { if(PlayerStat[issuerid][StatPWR] >= 16) { SetHealth(playerid, HP - 24.0); return 1; } else if(PlayerStat[issuerid][StatPWR] >= 5) { SetHealth(playerid, HP - 20.0); return 1; } else if(PlayerStat[issuerid][StatPWR] <= 4) { SetHealth(playerid, HP - 16.0); return 1; } } case 4: //Knife { new Random1 = random(5); if(!(Random1 == 3)) { PlayerStat[playerid][BleedingWound]++; } if(PlayerStat[playerid][BleedingWound] >= 1) { new Random2 = random(2); if(Random2 == 2) { SetTimerEx("BleedingWoundTimer", 10000, true, "i", playerid); } } } case 22: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-13); // Torso case 4: SetPlayerHealth(playerid, HP-8); // Groin case 5: SetPlayerHealth(playerid, HP-5); // Left ARM case 6: SetPlayerHealth(playerid, HP-5); // Right ARM case 7: SetPlayerHealth(playerid, HP-5); // Left Leg case 8: SetPlayerHealth(playerid, HP-5); // Right Leg case 9: SetPlayerHealth(playerid, HP-26); // Head } } case 23: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-15); // Torso case 4: SetPlayerHealth(playerid, HP-12); // Groin case 5: SetPlayerHealth(playerid, HP-5); // Left ARM case 6: SetPlayerHealth(playerid, HP-5); // Right ARM case 7: SetPlayerHealth(playerid, HP-5); // Left Leg case 8: SetPlayerHealth(playerid, HP-5); // Right Leg case 9: SetPlayerHealth(playerid, HP-25); // Head } } case 24: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-23); // Torso case 4: SetPlayerHealth(playerid, HP-20); // Groin case 5: SetPlayerHealth(playerid, HP-15); // Left ARM case 6: SetPlayerHealth(playerid, HP-15); // Right ARM case 7: SetPlayerHealth(playerid, HP-15); // Left Leg case 8: SetPlayerHealth(playerid, HP-15); // Right Leg case 9: SetPlayerHealth(playerid, HP-67); // Head } } case 25: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-30); // Torso case 4: SetPlayerHealth(playerid, HP-27); // Groin case 5: SetPlayerHealth(playerid, HP-23); // Left ARM case 6: SetPlayerHealth(playerid, HP-23); // Right ARM case 7: SetPlayerHealth(playerid, HP-22); // Left Leg case 8: SetPlayerHealth(playerid, HP-22); // Right Leg case 9: SetPlayerHealth(playerid, HP-70); // Head } } case 27: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-20); // Torso case 4: SetPlayerHealth(playerid, HP-14); // Groin case 5: SetPlayerHealth(playerid, HP-10); // Left ARM case 6: SetPlayerHealth(playerid, HP-10); // Right ARM case 7: SetPlayerHealth(playerid, HP-9); // Left Leg case 8: SetPlayerHealth(playerid, HP-9); // Right Leg case 9: SetPlayerHealth(playerid, HP-70); // Head } } case 28: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-10); // Torso case 4: SetPlayerHealth(playerid, HP-8); // Groin case 5: SetPlayerHealth(playerid, HP-5); // Left ARM case 6: SetPlayerHealth(playerid, HP-5); // Right ARM case 7: SetPlayerHealth(playerid, HP-5); // Left Leg case 8: SetPlayerHealth(playerid, HP-5); // Right Leg case 9: SetPlayerHealth(playerid, HP-20); // Head } } case 29: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-10); // Torso case 4: SetPlayerHealth(playerid, HP-8); // Groin case 5: SetPlayerHealth(playerid, HP-5); // Left ARM case 6: SetPlayerHealth(playerid, HP-5); // Right ARM case 7: SetPlayerHealth(playerid, HP-5); // Left Leg case 8: SetPlayerHealth(playerid, HP-5); // Right Leg case 9: SetPlayerHealth(playerid, HP-20); // Head } } case 30: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-21); // Torso case 4: SetPlayerHealth(playerid, HP-14); // Groin case 5: SetPlayerHealth(playerid, HP-9); // Left ARM case 6: SetPlayerHealth(playerid, HP-9); // Right ARM case 7: SetPlayerHealth(playerid, HP-8); // Left Leg case 8: SetPlayerHealth(playerid, HP-8); // Right Leg case 9: SetPlayerHealth(playerid, HP-40); // Head } } case 31: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-21); // Torso case 4: SetPlayerHealth(playerid, HP-14); // Groin case 5: SetPlayerHealth(playerid, HP-9); // Left ARM case 6: SetPlayerHealth(playerid, HP-9); // Right ARM case 7: SetPlayerHealth(playerid, HP-8); // Left Leg case 8: SetPlayerHealth(playerid, HP-8); // Right Leg case 9: SetPlayerHealth(playerid, HP-40); // Head } } case 32: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-10); // Torso case 4: SetPlayerHealth(playerid, HP-8); // Groin case 5: SetPlayerHealth(playerid, HP-5); // Left ARM case 6: SetPlayerHealth(playerid, HP-5); // Right ARM case 7: SetPlayerHealth(playerid, HP-5); // Left Leg case 8: SetPlayerHealth(playerid, HP-5); // Right Leg case 9: SetPlayerHealth(playerid, HP-20); // Head } } case 33: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-26); // Torso case 4: SetPlayerHealth(playerid, HP-15); // Groin case 5: SetPlayerHealth(playerid, HP-10); // Left ARM case 6: SetPlayerHealth(playerid, HP-14); // Right ARM case 7: SetPlayerHealth(playerid, HP-10); // Left Leg case 8: SetPlayerHealth(playerid, HP-14); // Right Leg case 9: SetPlayerHealth(playerid, HP-40); // Head } } case 34: { switch(bodypart) { case 3: SetPlayerHealth(playerid, HP-33); // Torso case 4: SetPlayerHealth(playerid, HP-28); // Groin case 5: SetPlayerHealth(playerid, HP-20); // Left ARM case 6: SetPlayerHealth(playerid, HP-20); // Right ARM case 7: SetPlayerHealth(playerid, HP-20); // Left Leg case 8: SetPlayerHealth(playerid, HP-20); // Right Leg case 9: SetPlayerHealth(playerid, HP-100); // Head } } } } return 1; }