09.06.2015, 07:24
Hi guyz..
I have made a script that if a player will use 2shoot,he will be freezed.But i want to add a gametextForPlayer that when he is freezed he get a message on Screen,
GameTextForPlayer(playerid,2-Shoot Detected,300,.......)
Where to add this here is the script Kindly add it in this script.
I have made a script that if a player will use 2shoot,he will be freezed.But i want to add a gametextForPlayer that when he is freezed he get a message on Screen,
GameTextForPlayer(playerid,2-Shoot Detected,300,.......)
Where to add this here is the script Kindly add it in this script.
Код:
#include <a_samp> #include <YSI\y_ini> #define FREEZE_TIME (650) // The time a player will get froze after evading reload and switching back. #define PUNISH_THRESOLD (2500) // If the player doesn't switch back the weapon in <PUNISH_THRESOLD> ms, ignore it. #define iPlayer playerid #pragma tabsize 0 new BitArray:g_abIsSawnoffClipUsed< MAX_PLAYERS >, BitArray:g_abThisBitchDidntReload< MAX_PLAYERS >, g_iReloadEvadeTime[ MAX_PLAYERS ], g_iSawnoffAmmo[ MAX_PLAYERS ], g_cFiredShots[ MAX_PLAYERS char ], g_cPreviousWeapon[ MAX_PLAYERS char ] ; public OnPlayerSpawn( iPlayer ) { g_iSawnoffAmmo[ iPlayer ] = -1; g_cFiredShots{ iPlayer } = 0; g_cPreviousWeapon{ iPlayer } = 0; Bit_Vet( g_abIsSawnoffClipUsed, iPlayer ); Bit_Vet( g_abThisBitchDidntReload, iPlayer ); } public OnPlayerUpdate( iPlayer ) { static s_iState, s_iSpecialAction ; s_iState = GetPlayerState( iPlayer ); s_iSpecialAction = GetPlayerSpecialAction( iPlayer ); if ( s_iState == PLAYER_STATE_ONFOOT && ( s_iSpecialAction == SPECIAL_ACTION_NONE || s_iSpecialAction == SPECIAL_ACTION_DUCK ) ) { static s_iWeapon, s_iAmmo ; s_iWeapon = GetPlayerWeapon( iPlayer ); s_iAmmo = GetPlayerAmmo( iPlayer ); if ( g_cPreviousWeapon{ iPlayer } != s_iWeapon ) { if ( g_cPreviousWeapon{ iPlayer } == WEAPON_SAWEDOFF ) { if ( Bit_Get( g_abIsSawnoffClipUsed, iPlayer ) ) { static s_iWeaponState ; s_iWeaponState = GetPlayerWeaponState( iPlayer ); if ( ( s_iWeaponState == WEAPONSTATE_MORE_BULLETS || s_iWeaponState == WEAPONSTATE_LAST_BULLET ) && g_cFiredShots{ iPlayer } != 4 ) { Bit_Let( g_abThisBitchDidntReload, iPlayer ); g_iReloadEvadeTime[ iPlayer ] = GetTickCount( ); } } g_cFiredShots{ iPlayer } = 0; } else if ( s_iWeapon == WEAPON_SAWEDOFF ) { if ( Bit_Get( g_abThisBitchDidntReload, iPlayer ) ) { if ( GetTickCount( ) - g_iReloadEvadeTime[ iPlayer ] < PUNISH_THRESOLD ) { new Float:fVX, Float:fVY, Float:fVZ ; GetPlayerVelocity( iPlayer, fVX, fVY, fVZ ); if ( floatabs( fVZ ) < 0.15 ) { ClearAnimations( iPlayer, 1 ); ApplyAnimation( playerid, "PED", "XPRESSscratch", 0.0, 1, 0, 0, 0, FREEZE_TIME, 1 ); } } Bit_Vet( g_abThisBitchDidntReload, iPlayer ); } } g_cPreviousWeapon{ iPlayer } = s_iWeapon; } if ( s_iWeapon == WEAPON_SAWEDOFF ) { if ( g_iSawnoffAmmo[ iPlayer ] == -1 ) g_iSawnoffAmmo[ iPlayer ] = GetPlayerAmmo( iPlayer ); else { if ( GetPlayerWeaponState( iPlayer ) == WEAPONSTATE_RELOADING ) { if ( Bit_Get( g_abIsSawnoffClipUsed, iPlayer ) ) Bit_Vet( g_abIsSawnoffClipUsed, iPlayer ); } else { if ( g_iSawnoffAmmo[ iPlayer ] != s_iAmmo ) { if ( s_iAmmo < g_iSawnoffAmmo[ iPlayer ] ) { Bit_Let( g_abIsSawnoffClipUsed, iPlayer ); g_cFiredShots{ iPlayer } += g_iSawnoffAmmo[ iPlayer ] - s_iAmmo; } else { g_cFiredShots{ iPlayer } = 0; Bit_Vet( g_abIsSawnoffClipUsed, iPlayer ); } g_iSawnoffAmmo[ iPlayer ] = s_iAmmo; } } } } else if ( g_iSawnoffAmmo[ iPlayer ] != -1 || Bit_Get( g_abIsSawnoffClipUsed, iPlayer ) ) { g_iSawnoffAmmo[ iPlayer ] = -1; Bit_Vet( g_abIsSawnoffClipUsed, iPlayer ); g_cFiredShots{ iPlayer } = 0; } } else if ( g_iSawnoffAmmo[ iPlayer ] != -1 || Bit_Get( g_abIsSawnoffClipUsed, iPlayer ) ) { g_iSawnoffAmmo[ iPlayer ] = -1; Bit_Vet( g_abIsSawnoffClipUsed, iPlayer ); g_cFiredShots{ iPlayer } = 0; } return 1; }