add brackets for consistency
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@ -996,7 +996,7 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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{
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{
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if ( !IsPlayerStreamedIn( issuerid, playerid ) || IsPlayerAFK( issuerid ) )
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if ( !IsPlayerStreamedIn( issuerid, playerid ) || IsPlayerAFK( issuerid ) )
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return 0;
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return 0;
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// Boxing immunity
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// Boxing immunity
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if ( IsPlayerBoxing( playerid ) && ! IsPlayerBoxing( issuerid ) )
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if ( IsPlayerBoxing( playerid ) && ! IsPlayerBoxing( issuerid ) )
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage a boxing player!" ), 0;
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage a boxing player!" ), 0;
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@ -1050,7 +1050,7 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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{
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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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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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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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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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return 0;
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}
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}
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@ -1062,14 +1062,18 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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#else
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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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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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#endif
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{
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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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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot hurt innocent civilians, you're a ~b~cop~w~~h~!" ), 0;
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}
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#if defined __cloudy_event_system
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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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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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#else
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if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN )
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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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#endif
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{
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return 0;
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return 0;
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}
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if ( p_BulletInvulnerbility[ playerid ] > g_iTime )
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if ( p_BulletInvulnerbility[ playerid ] > g_iTime )
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return ShowPlayerHelpDialog( issuerid, 2000, "This player is immune from damage!" ), 0;
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return ShowPlayerHelpDialog( issuerid, 2000, "This player is immune from damage!" ), 0;
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@ -1091,7 +1095,9 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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#else
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#else
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if ( IsPlayerInPlayerGang( issuerid, playerid ) )
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if ( IsPlayerInPlayerGang( issuerid, playerid ) )
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#endif
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#endif
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{
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage your homies!" ), 0;
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return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage your homies!" ), 0;
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}
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// Anti Random Deathmatch
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// Anti Random Deathmatch
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if ( IsRandomDeathmatch( issuerid, playerid ) ) {
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if ( IsRandomDeathmatch( issuerid, playerid ) ) {
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@ -1121,7 +1127,7 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 )
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if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 )
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#endif
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#endif
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amount *= 1.5;
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amount *= 1.5;
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// Paintball Headshot
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// Paintball Headshot
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if ( issuerid != INVALID_PLAYER_ID && p_inPaintBall{ playerid } == true )
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if ( issuerid != INVALID_PLAYER_ID && p_inPaintBall{ playerid } == true )
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{
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{
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