OnPlayerGiveDamage
#4

pawn Код:
new PlayerShootingAt[MAX_PLAYERS];
new PlayerSessionShots[MAX_PLAYERS];

public OnPlayerShootPlayer(Shooter, Target, Float:HealthLost, Float:ArmourLost)
{
    if(PlayerShootingAt[Shooter] != Target)
    {
        PlayerShootingAt[Shooter] = Target;
        PlayerSessionShots[Shooter] = 0;
    }
    PlayerSessionShoots[Shooter]++;
    return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
    if(playerid == PlayerShootingAt[killerid])
    {
        new playerName[MAX_PLAYER_NAME], killerName[MAX_PLAYER_NAME], deathMessage[128];
   
        GetPlayerName(playerid, playerName, sizeof(playerName));
        GetPlayerName(killerid, killerName, sizeof(killerName));

        format(deathMessage, sizeof(deathMessage), "* %s(%i) killed player %s(%i) with %i shots." playerName, playerid, killerName, killerid, PlayerSessionShots[killerid]);
        SendClientMessaheToAll(0xFFFF00FF, deathMessage);

        PlayerShootingAt[killerid] = INVALID_PLAYER_ID;
        PlayerSessionShots[killerid] = 0;
    }
    return 1;
}
Put this together quickly, don't know if it works as I don't have access to a compiler.
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Messages In This Thread
OnPlayerGiveDamage - by dr.lozer - 17.12.2012, 05:20
Re: OnPlayerGiveDamage - by Scott Zulkifli - 17.12.2012, 05:41
Re: OnPlayerGiveDamage - by dr.lozer - 17.12.2012, 05:47
Re: OnPlayerGiveDamage - by Bicentric - 17.12.2012, 06:33

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