Help with damage
#1

Hey guys I'm using this code for my /sb command so when player crashes with car he lose HP...
What I want to make is that Passengers will lose HP also
Crashing with motorbikes must be more efficient - now it doesn't have effect if player crashes how can I improve that?

pawn Код:
public OnPlayerUpdate(playerid)
{
    if(IsPlayerInAnyVehicle(playerid) == 1 && SeatBelt[playerid] == 0)
    {
        new Float:TempCarHealth;
        GetVehicleHealth(GetPlayerVehicleID(playerid), TempCarHealth);
        new Float:Difference = floatsub(CarHealth[playerid], TempCarHealth);
        if((floatcmp(CarHealth[playerid], TempCarHealth) == 1) && (floatcmp(Difference,100.0) == 1))
        {
            Difference = floatdiv(Difference, 10.0);
            new Float:OldHealth;
            GetPlayerHealth(playerid, OldHealth);
            SetPlayerHealth(playerid, floatsub(OldHealth, Difference));
        }
        CarHealth[playerid] = TempCarHealth;
    }
    else
    {
        CarHealth[playerid] = 0.0;
    }
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#2

Did you edited anything before? In this code? Anything newly added under this callback?
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#3

This is my full OnPlayerUpdate

pawn Код:
new Float:CarHealth[MAX_PLAYERS];
public OnPlayerUpdate(playerid)
{
    if(IsPlayerInAnyVehicle(playerid) == 1 && SeatBelt[playerid] == 0)
    {
        new Float:TempCarHealth;
        GetVehicleHealth(GetPlayerVehicleID(playerid), TempCarHealth);
        new Float:Difference = floatsub(CarHealth[playerid], TempCarHealth);
        if((floatcmp(CarHealth[playerid], TempCarHealth) == 1) && (floatcmp(Difference,100.0) == 1))
        {
            Difference = floatdiv(Difference, 10.0);
            new Float:OldHealth;
            GetPlayerHealth(playerid, OldHealth);
            SetPlayerHealth(playerid, floatsub(OldHealth, Difference));
        }
        CarHealth[playerid] = TempCarHealth;
    }
    else
    {
        CarHealth[playerid] = 0.0;
    }
   
    SetPlayerScore(playerid, GetPlayerMoney(playerid));

    if(Masked[playerid] == 1) // This might cause lag cuz function is called many times but I think it won't cause it on our server
    {
        for(new i = 0; i < MAX_PLAYERS; i++)
        {
        if(IsPlayerConnected(playerid))
        {
        ShowPlayerNameTagForPlayer(i, playerid, 0); // Showing player's tag for other player
        }
        }
        return 1;
    }

    /*if(GetPlayerWeapon(playerid) == 16){ if(GetPlayerAmmo(playerid) >= 2){ SetPlayerAmmo(playerid, 16, 2); } }
    if(GetPlayerWeapon(playerid) == 17){ if(GetPlayerAmmo(playerid) >= 6){ SetPlayerAmmo(playerid, 17, 6); } }
    if(GetPlayerWeapon(playerid) == 18){ if(GetPlayerAmmo(playerid) >= 4){ SetPlayerAmmo(playerid, 18, 4); } }
    if(GetPlayerWeapon(playerid) == 22){ if(GetPlayerAmmo(playerid) >= 170){ SetPlayerAmmo(playerid, 22, 170); } }
    if(GetPlayerWeapon(playerid) == 23){ if(GetPlayerAmmo(playerid) >= 170){ SetPlayerAmmo(playerid, 23, 170); } }
    if(GetPlayerWeapon(playerid) == 24){ if(GetPlayerAmmo(playerid) >= 70){ SetPlayerAmmo(playerid, 24, 70); } }
    if(GetPlayerWeapon(playerid) == 25){ if(GetPlayerAmmo(playerid) >= 70){ SetPlayerAmmo(playerid, 25, 70); } }
    if(GetPlayerWeapon(playerid) == 26){ if(GetPlayerAmmo(playerid) >= 20){ SetPlayerAmmo(playerid, 26, 20); } }
    if(GetPlayerWeapon(playerid) == 27){ if(GetPlayerAmmo(playerid) >= 70){ SetPlayerAmmo(playerid, 27, 70); } }
    if(GetPlayerWeapon(playerid) == 28){ if(GetPlayerAmmo(playerid) >= 500){ SetPlayerAmmo(playerid, 28, 500); } }
    if(GetPlayerWeapon(playerid) == 29){ if(GetPlayerAmmo(playerid) >= 300){ SetPlayerAmmo(playerid, 29, 300); } }
    if(GetPlayerWeapon(playerid) == 30){ if(GetPlayerAmmo(playerid) >= 300){ SetPlayerAmmo(playerid, 30, 300); } }
    if(GetPlayerWeapon(playerid) == 31){ if(GetPlayerAmmo(playerid) >= 500){ SetPlayerAmmo(playerid, 31, 500); } }
    if(GetPlayerWeapon(playerid) == 32){ if(GetPlayerAmmo(playerid) >= 500){ SetPlayerAmmo(playerid, 32, 500); } }
    if(GetPlayerWeapon(playerid) == 33){ if(GetPlayerAmmo(playerid) >= 100){ SetPlayerAmmo(playerid, 33, 100); } }
    if(GetPlayerWeapon(playerid) == 34){ if(GetPlayerAmmo(playerid) >= 50){ SetPlayerAmmo(playerid, 34, 50); } }
    if(GetPlayerWeapon(playerid) == 35){ if(GetPlayerAmmo(playerid) >= 4){ SetPlayerAmmo(playerid, 35, 4); } }
    if(GetPlayerWeapon(playerid) == 36){ if(GetPlayerAmmo(playerid) >= 4){ SetPlayerAmmo(playerid, 36, 4); } }
    if(GetPlayerWeapon(playerid) == 39){ if(GetPlayerAmmo(playerid) >= 2){ SetPlayerAmmo(playerid, 39, 2); } }
    if(GetPlayerWeapon(playerid) == 41){ if(GetPlayerAmmo(playerid) >= 500){ SetPlayerAmmo(playerid, 41, 500); } }
    if(GetPlayerWeapon(playerid) == 42){ if(GetPlayerAmmo(playerid) >= 500){ SetPlayerAmmo(playerid, 42, 500); } }
    if(GetPlayerWeapon(playerid) == 43){ if(GetPlayerAmmo(playerid) >= 30){ SetPlayerAmmo(playerid, 43, 30); } }*/

    // Biker Club Music
    if(GetPlayerInterior(playerid) == 5) {
        if(IsPlayerInRangeOfPoint(playerid,50.0,2338.9119,-1185.0635,1027.9766)) { // Bikers
            if(!GetPVarInt(playerid,"Bikers")) {
                SetPVarInt(playerid,"Bikers",1);
                PlayAudioStreamForPlayer(playerid, "http://yp.shoutcast.com/sbin/tunein-station.pls?id=1290072",2338.9119,-1185.0635,1027.9766,50.0,true);
            }
        }
    }
    else {
        if(GetPVarInt(playerid,"Bikers")) {
            DeletePVar(playerid,"Bikers");
            StopAudioStreamForPlayer(playerid);
        }
    }

    // Don't allow weapons
    if(PlayerInfo[playerid][Level] >= 1)
    { }
    else
    {
        if( (GetPlayerWeapon(playerid) == 26) || (GetPlayerWeapon(playerid) == 27) || (GetPlayerWeapon(playerid) == 34) || (GetPlayerWeapon(playerid) == 35) || (GetPlayerWeapon(playerid) == 36) || (GetPlayerWeapon(playerid) == 37) || (GetPlayerWeapon(playerid) == 38))
        {
            new string[256];
            new aName[MAX_PLAYER_NAME];
            GetPlayerName(playerid, aName, sizeof(aName));
            format(string, sizeof(string), "%s ID:%d was auto kicked. (Reason: Possible Weapon Cheat)", aName,playerid);
            SendClientMessageToAll(0xFB0000FF, string);  print(string);
            SaveToFile("KickLog",string);   Kick(playerid);
            return 0;
        }
    }

    if(noclipdata[playerid][cameramode] == CAMERA_MODE_FLY)
    {
        new keys,ud,lr;
        GetPlayerKeys(playerid,keys,ud,lr);

        if(noclipdata[playerid][mode] && (GetTickCount() - noclipdata[playerid][lastmove] > 100))
        {
            // If the last move was > 100ms ago, process moving the object the players camera is attached to
            MoveCamera(playerid);
        }

        // Is the players current key state different than their last keystate?
        if(noclipdata[playerid][udold] != ud || noclipdata[playerid][lrold] != lr)
        {
            if((noclipdata[playerid][udold] != 0 || noclipdata[playerid][lrold] != 0) && ud == 0 && lr == 0)
            {   // All keys have been released, stop the object the camera is attached to and reset the acceleration multiplier
                StopPlayerObject(playerid, noclipdata[playerid][flyobject]);
                noclipdata[playerid][mode]      = 0;
                noclipdata[playerid][accelmul]  = 0.0;
            }
            else
            {   // Indicates a new key has been pressed

                // Get the direction the player wants to move as indicated by the keys
                noclipdata[playerid][mode] = GetMoveDirectionFromKeys(ud, lr);

                // Process moving the object the players camera is attached to
                MoveCamera(playerid);
            }
        }
        noclipdata[playerid][udold] = ud; noclipdata[playerid][lrold] = lr; // Store current keys pressed for comparison next update
        return 0;
    }
   
    return 1;
}
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