19.01.2013, 11:22
So i got a death system where when you have like 1 health you will need to wait for a medic or /acceptdeath but i dont want it to be like 1 health but more like 9 or 10
Code is here
Code is here
pawn Код:
#include <a_samp>
#include <a_players>
#define CYAN 0x00D2E1FF
#define WHITE 0xFFFFFFAA
#define PURPLE 0xC2A2DAAA
#define AFTERLIFE_SECONDS 120 // 1 Minutes
#define AUTODEATH_SECONDS 300 // 1 Minutes
#define SCM SendClientMessage
#define dcmd(%1,%2,%3) if (!strcmp((%3)[1], #%1, true, (%2)) && ((((%3)[(%2) + 1] == '\0') && (dcmd_%1(playerid, ""))) || (((%3)[(%2) + 1] == ' ') && (dcmd_%1(playerid, (%3)[(%2) + 2]))))) return 1
new Float:DeathPosX [MAX_PLAYERS];
new Float:DeathPosY [MAX_PLAYERS];
new Float:DeathPosZ [MAX_PLAYERS];
new IsDead [MAX_PLAYERS];
new SecsToGo [MAX_PLAYERS];
new IsAfterLifing [MAX_PLAYERS];
new AfterLifeTimer;
forward AfterLife(playerid);
forward AutoDeath(playerid);
forward ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5);
public OnPlayerSpawn(playerid)
{
IsAfterLifing[playerid] = 0;
if (IsDead[playerid] == 1)
{
SetPlayerPos(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]);
SetPlayerCameraPos(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]+5);
SetPlayerCameraLookAt(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]);
TogglePlayerControllable(playerid,false);
ApplyAnimation(playerid,"PARACHUTE","FALL_skyDive_DIE", 4.0, 0, 0, 0, 1, 0);
SetTimerEx("AutoDeath",AUTODEATH_SECONDS * 10,false,"i",playerid);
SCM(playerid,CYAN,"------------------ Health Advise -----------------");
SCM(playerid,WHITE,"You are now laying death. You are bleeding to death.");
SCM(playerid,WHITE,"Remember that the medics can revive you.");
SCM(playerid,WHITE,"You can type /acceptdeath, if no medics are available.");
SCM(playerid,CYAN,"--------------------------------------------------------");
return 1;
}
return 1;
}
public OnPlayerDeath(playerid, killerid, reason)
{
new Float:pX, Float:pY, Float:pZ;
GetPlayerPos(playerid, pX, pY, pZ);
DeathPosX[playerid] = pX;
DeathPosY[playerid] = pY;
DeathPosZ[playerid] = pZ;
IsDead[playerid] = 10;
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
dcmd(acceptdeath, 11, cmdtext);
return 0;
}
dcmd_acceptdeath(playerid, params[])
{
#pragma unused params
if (IsDead[playerid] == 0) { return 0; }
else
{
IsDead[playerid] = 0;
SecsToGo[playerid] = AFTERLIFE_SECONDS;
CleanPlayerChat(playerid);
SCM(playerid,CYAN,"------------------ Health Advise -----------------");
SCM(playerid,WHITE,"You are now in the afterlife. You may rest in peace.");
SCM(playerid,WHITE,"When you revive, you lost memory of last 30 minutes.");
SCM(playerid,WHITE,"If you were non-RPly killed, report the player at the forums.");
SCM(playerid,CYAN,"--------------------------------------------------------");
SetPlayerPos(playerid,0, 0, 0);
SetPlayerCameraPos(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]);
SetPlayerCameraLookAt(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]+100);
AfterLifeTimer = SetTimerEx("AfterLife",10,true,"i",playerid);
return 1;
}
}
public OnPlayerText(playerid, text[])
{
if (IsAfterLifing[playerid] == 10) { return 0; }
return 1;
}
public AfterLife(playerid)
{
IsAfterLifing[playerid] = 10;
SecsToGo[playerid]--;
new string[128];
format(string,sizeof(string),"~b~ ~h~ ~h~you are in afterlife~n~ ~b~ ~h~ ~h~you will revive in %d seconds",SecsToGo[playerid]);
GameTextForPlayer(playerid,string,1100,3);
if (SecsToGo[playerid] <= 0)
{
CleanPlayerChat(playerid);
KillTimer(AfterLifeTimer);
SCM(playerid,CYAN,"------------------ Health Advise -----------------");
SCM(playerid,WHITE,"You have revived after a long rest.");
SCM(playerid,WHITE,"The medics have threated you and now you are healthy.");
SCM(playerid,WHITE,"Remember, you have lost memory of recent 30 minutes.");
SCM(playerid,CYAN,"--------------------------------------------------------");
SpawnPlayer(playerid);
return 1;
}
return 1;
}
public AutoDeath(playerid)
{
if (IsDead[playerid] == 0) { return 0; }
else if (IsDead[playerid] == 1)
{
new saystring[128], deathstring[128], name[28];
GetPlayerName(playerid,name,sizeof(name));
switch (random(2))
{
case 0:
{
format(saystring,sizeof(saystring),"%s mumbles: I can't hold more..", name);
format(deathstring,sizeof(deathstring),"* %s closes his eyes, falling into death.", name);
}
case 1:
{
format(saystring,sizeof(saystring),"%s mumbles: Aghh.. It's cold.. I feel something.. A light-..",name);
format(deathstring,sizeof(deathstring),"* %s is now inmobilized, and dead.",name);
}
}
ProxDetector(30, playerid, deathstring, PURPLE,PURPLE,PURPLE,PURPLE,PURPLE);
ProxDetector(10, playerid, saystring, WHITE,WHITE,WHITE,WHITE,WHITE);
IsDead[playerid] = 0;
SecsToGo[playerid] = AFTERLIFE_SECONDS;
SCM(playerid,CYAN,"------------------ Health Advise -----------------");
SCM(playerid,WHITE,"You are now in the afterlife. You may rest in peace.");
SCM(playerid,WHITE,"When you revive, you lost memory of last 30 minutes.");
SCM(playerid,WHITE,"If you were non-RPly killed, report the player at the forums.");
SCM(playerid,CYAN,"--------------------------------------------------------");
SetPlayerPos(playerid,0, 0, 0);
SetPlayerCameraPos(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]);
SetPlayerCameraLookAt(playerid,DeathPosX[playerid],DeathPosY[playerid],DeathPosZ[playerid]+100);
AfterLifeTimer = SetTimerEx("AfterLife",10,true,"i",playerid);
return 1;
}
return 1;
}
public ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5)
{
if(IsPlayerConnected(playerid))
{
new Float:posx, Float:posy, Float:posz;
new Float:oldposx, Float:oldposy, Float:oldposz;
new Float:tempposx, Float:tempposy, Float:tempposz;
GetPlayerPos(playerid, oldposx, oldposy, oldposz);
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && (GetPlayerVirtualWorld(playerid) == GetPlayerVirtualWorld(i)))
{
GetPlayerPos(i, posx, posy, posz);
tempposx = (oldposx -posx);
tempposy = (oldposy -posy);
tempposz = (oldposz -posz);
if (((tempposx < radi/16) && (tempposx > -radi/16)) && ((tempposy < radi/16) && (tempposy > -radi/16)) && ((tempposz < radi/16) && (tempposz > -radi/16)))
{
SendClientMessage(i, col1, string);
}
else if (((tempposx < radi/8) && (tempposx > -radi/8)) && ((tempposy < radi/8) && (tempposy > -radi/8)) && ((tempposz < radi/8) && (tempposz > -radi/8)))
{
SendClientMessage(i, col2, string);
}
else if (((tempposx < radi/4) && (tempposx > -radi/4)) && ((tempposy < radi/4) && (tempposy > -radi/4)) && ((tempposz < radi/4) && (tempposz > -radi/4)))
{
SendClientMessage(i, col3, string);
}
else if (((tempposx < radi/2) && (tempposx > -radi/2)) && ((tempposy < radi/2) && (tempposy > -radi/2)) && ((tempposz < radi/2) && (tempposz > -radi/2)))
{
SendClientMessage(i, col4, string);
}
else if (((tempposx < radi) && (tempposx > -radi)) && ((tempposy < radi) && (tempposy > -radi)) && ((tempposz < radi) && (tempposz > -radi)))
{
SendClientMessage(i, col5, string);
}
}
}
}
return 1;
}
stock CleanPlayerChat(playerid)
{
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
SCM(playerid,WHITE," ");
}