07.04.2009, 07:32
how i do that when i kill someone he drop his weapon and i can take it
OnPlayerDeath(playerid,killerid,reason)
{
new Float:PlayerX;
new Float:PlayerY;
new Float:PlayerZ;
}
OnPlayerDeath(playerid,killerid,reason)
{
new Float:PlayerX;
new Float:PlayerY;
new Float:PlayerZ;
GetPlayerPos(playerid,PlayerX,PlayerY,PlayerZ);
}
WeaponToModel(reason)
{
switch(reason)
{
case 2:
{
return 333;
}
case 3:
{
return 334;
}
case 4:
{
return 335;
}
case 5:
{
return 336;
}
case 6:
{
return 337;
}
case 7:
{
return 338;
}
case 8:
{
return 339;
}
case 9:
{
return 341;
}
case 10:
{
return 321;
}
case 11:
{
return 322;
}
case 12:
{
return 323;
}
case 13:
{
return 324;
}
case 14:
{
return 325;
}
case 15:
{
return 326;
}
case 16:
{
return 342;
}
case 17:
{
return 343;
}
case 18:
{
return 344;
}
case 22:
{
return 346;
}
case 23:
{
return 347;
}
case 24:
{
return 348;
}
case 25:
{
return 349;
}
case 26:
{
return 350;
}
case 27:
{
return 351;
}
case 28:
{
return 352;
}
case 29:
{
return 353;
}
case 30:
{
return 355;
}
case 31:
{
return 356;
}
case 32:
{
return 372;
}
case 33:
{
return 357;
}
case 34:
{
return 358;
}
case 35:
{
return 359;
}
case 36:
{
return 360;
}
case 37:
{
return 361;
}
case 38:
{
return 362;
}
case 39:
{
return 363;
}
case 40:
{
return 364;
}
case 41:
{
return 365;
}
case 42:
{
return 366;
}
case 43:
{
return 367;
}
case 44:
{
return 368;
}
case 45:
{
return 369;
}
case 46:
{
return 371;
}
}
}
OnPlayerDeath(playerid,killerid,reason)
{
new Float:PlayerX;
new Float:PlayerY;
new Float:PlayerZ;
GetPlayerPos(playerid,PlayerX,PlayerY,PlayerZ);
if(GetPlayerWeapon(playerid)>1)
{
new WeaponModel = WeaponToModel(reason);
}
}
OnPlayerDeath(playerid,killerid,reason)
{
new Float:PlayerX;
new Float:PlayerY;
new Float:PlayerZ;
GetPlayerPos(playerid,PlayerX,PlayerY,PlayerZ);
if(GetPlayerWeapon(playerid)>1)
{
new WeaponModel = WeaponToModel(reason);
CreatePickup(WeaponModel,3,PlayerX,PlayerY,PlayerZ);
}
}
WeaponToModel(reason)
{
switch(reason)
{
case 2:
{
return 333;
}
case 3:
{
return 334;
}
case 4:
{
return 335;
}
case 5:
{
return 336;
}
case 6:
{
return 337;
}
case 7:
{
return 338;
}
case 8:
{
return 339;
}
case 9:
{
return 341;
}
case 10:
{
return 321;
}
case 11:
{
return 322;
}
case 12:
{
return 323;
}
case 13:
{
return 324;
}
case 14:
{
return 325;
}
case 15:
{
return 326;
}
case 16:
{
return 342;
}
case 17:
{
return 343;
}
case 18:
{
return 344;
}
case 22:
{
return 346;
}
case 23:
{
return 347;
}
case 24:
{
return 348;
}
case 25:
{
return 349;
}
case 26:
{
return 350;
}
case 27:
{
return 351;
}
case 28:
{
return 352;
}
case 29:
{
return 353;
}
case 30:
{
return 355;
}
case 31:
{
return 356;
}
case 32:
{
return 372;
}
case 33:
{
return 357;
}
case 34:
{
return 358;
}
case 35:
{
return 359;
}
case 36:
{
return 360;
}
case 37:
{
return 361;
}
case 38:
{
return 362;
}
case 39:
{
return 363;
}
case 40:
{
return 364;
}
case 41:
{
return 365;
}
case 42:
{
return 366;
}
case 43:
{
return 367;
}
case 44:
{
return 368;
}
case 45:
{
return 369;
}
case 46:
{
return 371;
}
}
}
OnPlayerDeath(playerid,killerid,reason)
{
new Float:PlayerX;
new Float:PlayerY;
new Float:PlayerZ;
GetPlayerPos(playerid,PlayerX,PlayerY,PlayerZ);
if(GetPlayerWeapon(playerid)>1)
{
new WeaponModel = WeaponToModel(reason);
CreatePickup(WeaponModel,3,PlayerX,PlayerY,PlayerZ);
}
}
public OnPlayerDeath(playerid, killerid, reason)
{
new Float:X;
new Float:Y;
new Float:Z;
GetPlayerPos(playerid,X,Y,Z);
if(GetPlayerWeapon(playerid)>1)
{
new WeaponModel = WeaponToModel(GetPlayerWeapon(playerid));
CreatePickup(WeaponModel,3,X-2,Y,Z);
}
}