Merge pull request #13 from meCloudy/patch-4
Eases to understand the damage callback
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6a7beca4cb
@ -1040,10 +1040,35 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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/*if ( p_Class[ issuerid ] == CLASS_POLICE && p_Class[ playerid ] != CLASS_POLICE && !p_WantedLevel[ playerid ] && GetPlayerState( playerid ) != PLAYER_STATE_WASTED ) {
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ShowPlayerHelpDialog( issuerid, 2000, "You should not hurt innocent civilians, you're a ~b~cop~w~~h~!" );
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}*/
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if ( p_Class[ issuerid ] == CLASS_POLICE && p_Class[ playerid ] != CLASS_POLICE && !p_WantedLevel[ playerid ] && GetPlayerState( playerid ) != PLAYER_STATE_WASTED && ! IsPlayerInEvent( issuerid ) )
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#if defined __cloudy_event_system
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if( IsPlayerInEvent( issuerid ) && IsPlayerInEvent( playerid ) )
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{
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if( g_eventData[ EV_FIGHT_TYPE] == 3 ) return 0;
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if( p_Class[ issuerid ] == p_Class[ playerid ] )
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{
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if ( p_Class[ issuerid ] == CLASS_CIVILIAN && g_eventData[ EV_FIGHT_TYPE ] == 0 ) // Cops Vs Civilians
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return 0;
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if ( p_Class[ issuerid ] == CLASS_POLICE && g_eventData[ EV_FIGHT_TYPE ] < 2 ) // ( Cops Vs Civilians ) Or ( Civilians Vs Civilians Vs Cops )
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return 0;
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}
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}
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#endif
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#if defined __cloudy_event_system
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if ( p_Class[ issuerid ] == CLASS_POLICE && p_Class[ playerid ] != CLASS_POLICE && !p_WantedLevel[ playerid ] && GetPlayerState( playerid ) != PLAYER_STATE_WASTED && ! ( IsPlayerInEvent( issuerid ) && IsPlayerInEvent( playerid ) && g_eventData[ EV_FIGHT_TYPE ] < 3 ) )
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#else
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if ( p_Class[ issuerid ] == CLASS_POLICE && p_Class[ playerid ] != CLASS_POLICE && !p_WantedLevel[ playerid ] && GetPlayerState( playerid ) != PLAYER_STATE_WASTED )
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#endif
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot hurt innocent civilians, you're a ~b~cop~w~~h~!" ), 0;
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if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN )
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#if defined __cloudy_event_system
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if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN && ! ( IsPlayerInEvent( issuerid ) && IsPlayerInEvent( playerid ) && g_eventData[ EV_FIGHT_TYPE ] == 2 ) )
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#else
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if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN )
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#endif
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return 0;
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if ( p_BulletInvulnerbility[ playerid ] > g_iTime )
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@ -1058,16 +1083,15 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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if ( IsPlayerTazed( playerid ) || IsPlayerCuffed( playerid ) || IsPlayerKidnapped( playerid ) || IsPlayerTied( playerid ) || IsPlayerLoadingObjects( playerid ) || IsPlayerAdminOnDuty( playerid ) || IsPlayerSpawnProtected( playerid ) )
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return 0;
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// // Rhino damage invulnerable
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// if ( p_Class[ playerid ] == CLASS_POLICE && IsPlayerInAnyVehicle( playerid ) && GetVehicleModel( GetPlayerVehicleID( playerid ) ) == 432 )
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// return 0;
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// Anti RDM and gang member damage
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if ( ! IsPlayerInEvent( playerid ) && ! IsPlayerInPaintBall( playerid ) && ! IsPlayerBoxing( playerid ) && ! IsPlayerDueling( playerid ) && ! IsPlayerInBattleRoyale( playerid ) )
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if ( ! IsPlayerInPaintBall( playerid ) && ! IsPlayerBoxing( playerid ) && ! IsPlayerDueling( playerid ) && ! IsPlayerInBattleRoyale( playerid ) )
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{
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if ( IsPlayerInPlayerGang( issuerid, playerid ) ) {
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage your homies!" ), 0;
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}
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#if defined __cloudy_event_system
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if ( IsPlayerInPlayerGang( issuerid, playerid ) && ! ( IsPlayerInEvent( playerid ) && IsPlayerInEvent( issuerid ) && g_eventData[ EV_FIGHT_TYPE] <= 2 ) )
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#else
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if ( IsPlayerInPlayerGang( issuerid, playerid ) )
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#endif
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage your homies!" ), 0;
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// Anti Random Deathmatch
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if ( IsRandomDeathmatch( issuerid, playerid ) ) {
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@ -1092,13 +1116,11 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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// Headshots
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#if defined __cloudy_event_system
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 && ( ! IsPlayerInEvent( playerid ) || ( IsPlayerInEvent( playerid ) && EventSettingAllow( EVENT_SETTING_HEADSHOT ) ) ) )
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 && ( ! IsPlayerInEvent( playerid ) || ( IsPlayerInEvent( playerid ) && EventSettingAllow( 3 ) ) ) )
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#else
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 )
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#endif
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{
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amount *= 1.5;
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}
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// Paintball Headshot
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if ( issuerid != INVALID_PLAYER_ID && p_inPaintBall{ playerid } == true )
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