27.09.2017, 00:56 
	
	
	
		cool thing thanks a lot !
	
	
	
	
public OnPlayerHeadshot(Float:Ax, Float:Ay, Float:Az, playerid)
{
	KillTimer(HeadshotTimer[playerid]);
 	DestroyObject(blood[playerid]);
        SetPLayerHealth(playerid,0); 
	return 1;
}
public OnPlayerHeadshot(Float:Ax, Float:Ay, Float:Az, playerid,Float:amount)
{
	KillTimer(HeadshotTimer[playerid]);
 	DestroyObject(blood[playerid]);
        amount = 0.0;
	return 1;
}
| How to delay the death of the player who got headshooted ? I'm using the 2 sec Timer to set his health to 0 using SetPlayerHealth(playerid,0); but the problem is in deathlist it showing he got killed by no one like he did /kill . I'm doing this right now. this was working fine with OnPlayerTakeDamage before but after changing it to OnPlayerDamage it's not working like it was. Код: public OnPlayerHeadshot(Float:Ax, Float:Ay, Float:Az, playerid)
{
	KillTimer(HeadshotTimer[playerid]);
 	DestroyObject(blood[playerid]);
        SetPLayerHealth(playerid,0); 
	return 1;
}Код: public OnPlayerHeadshot(Float:Ax, Float:Ay, Float:Az, playerid,Float:amount)
{
	KillTimer(HeadshotTimer[playerid]);
 	DestroyObject(blood[playerid]);
        amount = 0.0;
	return 1;
} | 
| Why isn't OnPlayerGiveDamage and OnPlayerTakeDamage hooked while all other callbacks/functions are hooked? I'm using BustAim and when I include weapon-config before BustAim it gives me this error: Code: symbol already defined: "OnPlayerGiveDamage" | 
| Weapon Config my forked version 0.3.DL https://github.com/MaxAndolini/samp-weapon-config SKY Plugin 0.3.DL version http://forum.sa-mp.com/showpost.php?...&postcount=137 | 
| I included weapon-config.inc and when i shoot someone he isn't losing health, also when he shoots me same problem.. i got this from crashdetect Код: [19:05:04] [debug] Run time error 11: "Divide by zero" [19:05:04] [debug] AMX backtrace: [19:05:04] [debug] #0 00000f78 in AverageShootRate (playerid=0, shots=1, &multiple_weapons=@00000000 0) at C:\Users\stefan\Desktop\Fusion Gaming NEW\Compiler\include\weapon-config.inc:981 [19:05:04] [debug] #1 00012b10 in public OnPlayerWeaponShot (playerid=0, weaponid=24, hittype=1, hitid=1, Float:fX=-0.19580, Float:fY=0.07214, Float:fZ=0.47790) at C:\Users\stefan\Desktop\Fusion Gaming NEW\Compiler\include\weapon-config.inc:3450 [19:05:06] [debug] Run time error 11: "Divide by zero" [19:05:06] [debug] AMX backtrace: [19:05:06] [debug] #0 00000f78 in AverageShootRate (playerid=0, shots=1, &multiple_weapons=@00000000 0) at C:\Users\stefan\Desktop\Fusion Gaming NEW\Compiler\include\weapon-config.inc:981 [19:05:06] [debug] #1 00012b10 in public OnPlayerWeaponShot (playerid=0, weaponid=24, hittype=1, hitid=1, Float:fX=-0.01489, Float:fY=0.11218, Float:fZ=0.68402) at C:\Users\stefan\Desktop\Fusion Gaming NEW\Compiler\include\weapon-config.inc:3450 [19:05:06] [debug] Run time error 11: "Divide by zero" | 
| What is the difference between this and the existing one except, as I see, only my pull request and lots of space added after for and if. Can you compile the gamemode with -d3 flag? create a pawn.cfg file in `pawno` folder and re-compile the gamemode EDIT: nvm, found why. | 
| How to remove the death animation so its default is it possible? | 
public OnPlayerDamage(&playerid, &Float:amount, &issuerid, &weapon, &bodypart)
{	
	if (weapon == WEAPON_CARPARK || weapon == WEAPON_HELIBLADES) // Disable helikill and carpark
		return false;
	new avg_rate = AverageShootRate(issuerid, 2);
	// Lower rapid fire damage
	if (avg_rate != -1) {
		if (weapon == WEAPON_DEAGLE && avg_rate < 500) {
			amount /= 1.4;
		} else if (weapon == WEAPON_SHOTGSPA && avg_rate < 250) {
			amount /= 1.4;
		}
	}
	// Silencer headshot
	if (weapon == WEAPON_SILENCED && bodypart == 9) {
		amount = 30.0;
	}
	// Rifle headshot
	if (weapon == WEAPON_RIFLE && bodypart == 9)
	{
		amount /= 0.75;
	}
	// Sniper headshot
	if (weapon == WEAPON_SNIPER && bodypart == 9) {
		if (amount == 30.0) {
			amount = 40.0;
		} else if (amount == 35.0) {
			amount = 40.0;
		} else if (amount == 45.0) {
			amount = 50.0;
		}
	}
	return true;
}