24.06.2012, 19:48
pawn Код:
if(IsACop(Shooter))
{
if(Tazer[Shooter])
{
if(GetPlayerWeapon(Shooter) == 23)
{
if(!IsPlayerTazed(Target) && !IsPlayerCuffed(Target) && !IsPlayerTied(Target))
{
new Float:HP, Float:Armor;
GetPlayerHealth(Target, HP);
GetPlayerArmour(Target, Armor);
SetPlayerHealth(Target, HealthLost+HP);
SetCutArmor(Target, ArmourLost+Armor);
if(!IsPlayerNearPlayer(Shooter, Target, 8)) return SendClientMessage(Shooter, COLOR_GREY, "You are too far away from that player.");
if(IsHoldingFirearm(Target)) return SendClientMessage(Shooter, COLOR_GREY, "You can't taze someone with a gun in hand.");
// Got Tazed
format(string, sizeof(string), "* %s aims their tazer on %s and tazes them.", RPN(Shooter), RPN(Target));
SendNearbyMessage(Shooter, 15, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
GameTextForPlayer(Target, "~r~Tazed", 3500, 3);
// Custom Freeze
ApplyAnimation(Target,"CRACK","crckdeth2",4.1,0,1,1,1,1,1);
TogglePlayerControllable(Target, 0);
// Tazed Detecting
TogglePlayerTazed(Target, 1);
// Tazer Timeout
TazeTimeout[Target] = 11;
TazeCountDown[Target] = SetTimerEx("TazeTimer", 1000, true, "d", Target);
}
}
}
}