28.01.2018, 09:20
Код:
public OnPlayerDeath(playerid, killerid, reason) { if(GetPlayerClanId(playerid) == GetPlayerClanId(killerid)) { new string1[150],string[150]; new name1[150]; GetPlayerName(i, name1, sizeof(name1)); format(string1,sizeof(string1),"No Reward For Killing Own Clan Member"); SendClientMessage(playerid,COLOR_RED,string1); format(string,sizeof(string),"%s has killed %s",name1,Playername); SendMessageToClanMembers(playerid,COLOR_RED,string); } else { new string[150]; new moneyreward = 1000+random(2001); foreach(new i : Player) { if(GetPlayerClanId(i) == GetPlayerClanId(killerid)) { format(string, sizeof(string), "[Clan]: You've been rewarded %i$ from %s's kill!", moneyreward, Playername); SendClientMessage(i, 0x00FF7FAA, string); GivePlayerMoney(i, moneyreward); } } return 1; }
Also
GivePlayerMoney(i, moneyreward)
try not using GivePlayerMoney, since this can be manipulated by users and would allow money hacks to be used,
instead have a variable store the Player's money, eg
new pMoney[MAX_PLAYER];
when you load stats, load the player's money into it and when you save the stats, save this variable