04.03.2013, 20:39
Easy System By OnPlayerTakeDamage HeadShot
Author name: Otacon.Script type: filterscripts.
description: A Easy System By HeadShot OnPlayerTakeDamage.
їThat is HeadShot?: A direct shot to the head, direct killing.
pawn Code:
/*
CREDITS: OTACON
I'm Otacon ¬¬
*/
#include <a_samp>
#include <zcmd>
#include <sscanf2>
#define ArmaHeadShot (34) //Sniper Rifle
#define COLOR_PURPLE 0xC2A2DAAA
new bool:ActivarHeadShot[MAX_PLAYERS]=false;
new bool:PlayerHeadShot[MAX_PLAYERS]=false;
COMMAND:headshot(playerid, params[]) {
new string[128], name[MAX_PLAYER_NAME+1];
GetPlayerName(playerid, name, sizeof(name));
if(GetPlayerWeapon(issuerid) != ArmaHeadShot) return SendClientMessage(playerid, -1, "[!] You do not have the gun headshot system!");
switch(ActivarHeadShot[playerid]) {
case false: {
ActivarHeadShot[playerid] = true;
format(string, sizeof(string), "* %s system activate headshot.", name);
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
case true: {
ActivarHeadShot[playerid] = false;
format(string, sizeof(string), "* %s system disables headshot.", name);
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
}
return 1;
}
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
if(issuerid != INVALID_PLAYER_ID) {
if(ActivarHeadShot[issuerid] == true && GetPlayerWeapon(issuerid) == ArmaHeadShot && PlayerHeadShot[playerid] == false) {
SetPlayerHealth(playerid, (0.0));
PlayerHeadShot[playerid] = true;
GameTextForPlayer(playerid, "realized HeadShot.", 3000, 1);
}
}
return 1;
}
public OnPlayerDeath(playerid, killerid, reason)
{
if(PlayerHeadShot[playerid] == true) {
PlayerHeadShot[playerid] = false;
}
return 1;
}
forward ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5);
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))) // If the player is within 16 meters
{
SendClientMessage(i, col1, string);
}
else if (((tempposx < radi/8) && (tempposx > -radi/8)) && ((tempposy < radi/8) && (tempposy > -radi/8)) && ((tempposz < radi/8) && (tempposz > -radi/8))) // within 8 meters
{
SendClientMessage(i, col2, string);
}
else if (((tempposx < radi/4) && (tempposx > -radi/4)) && ((tempposy < radi/4) && (tempposy > -radi/4)) && ((tempposz < radi/4) && (tempposz > -radi/4))) //4 meters
{
SendClientMessage(i, col3, string);
}
else if (((tempposx < radi/2) && (tempposx > -radi/2)) && ((tempposy < radi/2) && (tempposy > -radi/2)) && ((tempposz < radi/2) && (tempposz > -radi/2))) //2 meters
{
SendClientMessage(i, col4, string);
}
else if (((tempposx < radi) && (tempposx > -radi)) && ((tempposy < radi) && (tempposy > -radi)) && ((tempposz < radi) && (tempposz > -radi))) //1 meter
{
SendClientMessage(i, col5, string);
}
}
else
{
SendClientMessage(i, col1, string);
}
}
}
return 1;
}
/*
CREDITS: OTACON
I'm Otacon ¬¬
*/