Anti Deathmatch system
#3

Quote:
Originally Posted by Abagail
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Well, you can check if the player is wanted, has been killed by the player recently, if they have done any [/me's](assuming it's a roleplay server), etc.

Example:
pawn Code:
stock IsDeathmatch(playerid, targetid)
{
      if(RecentlyKilledBy[playerid] != targetid && GetPlayerWantedLevel(targetid) == 0 && // bla bla
      {
           return 1;
      }
      else return 0;
}
Then you can do something like:
pawn Code:
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
{
      if(playerid != issuerid && IsDeathmatch(issuerid, playerid))
      {
             new Float: health;
             GetPlayerHealth(playerid, health+amount);
             SetPlayerHealth(playerid, health);
             CallLocalFunction("OnPlayerDeathmatch", "ddd", playerid, issuerid, weaponid);
             return 1;
       }
       return 1;
}
Would something like this work?

pawn Code:
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
{
      if(playerid != issuerid && IsALawEnforcement(issuerid) || gTeam[playerid] == TEAM_CIV && GetPlayerWantedLevel(playerid) < 1 )
      {
             new Float: health;
             GetPlayerHealth(playerid, health+amount);
             SetPlayerHealth(playerid, health);
             return 1;
       }
       return 1;
}
Are there any other examples?
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Messages In This Thread
Anti Deathmatch system - by FunnyBear - 16.02.2015, 23:21
Re: Anti Deathmatch system - by Abagail - 16.02.2015, 23:31
Re: Anti Deathmatch system - by FunnyBear - 16.02.2015, 23:36
Re: Anti Deathmatch system - by Abagail - 16.02.2015, 23:42
Re: Anti Deathmatch system - by FunnyBear - 16.02.2015, 23:48
Re: Anti Deathmatch system - by Abagail - 16.02.2015, 23:52

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