add brackets for consistency

This commit is contained in:
Lorenc Pekaj 2019-06-01 00:21:48 +10:00
parent 6a7beca4cb
commit 909838cdbd

View File

@ -996,7 +996,7 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
{ {
if ( !IsPlayerStreamedIn( issuerid, playerid ) || IsPlayerAFK( issuerid ) ) if ( !IsPlayerStreamedIn( issuerid, playerid ) || IsPlayerAFK( issuerid ) )
return 0; return 0;
// Boxing immunity // Boxing immunity
if ( IsPlayerBoxing( playerid ) && ! IsPlayerBoxing( issuerid ) ) if ( IsPlayerBoxing( playerid ) && ! IsPlayerBoxing( issuerid ) )
return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage a boxing player!" ), 0; return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage a boxing player!" ), 0;
@ -1050,7 +1050,7 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
{ {
if ( p_Class[ issuerid ] == CLASS_CIVILIAN && g_eventData[ EV_FIGHT_TYPE ] == 0 ) // Cops Vs Civilians if ( p_Class[ issuerid ] == CLASS_CIVILIAN && g_eventData[ EV_FIGHT_TYPE ] == 0 ) // Cops Vs Civilians
return 0; return 0;
if ( p_Class[ issuerid ] == CLASS_POLICE && g_eventData[ EV_FIGHT_TYPE ] < 2 ) // ( Cops Vs Civilians ) Or ( Civilians Vs Civilians Vs Cops ) if ( p_Class[ issuerid ] == CLASS_POLICE && g_eventData[ EV_FIGHT_TYPE ] < 2 ) // ( Cops Vs Civilians ) Or ( Civilians Vs Civilians Vs Cops )
return 0; return 0;
} }
@ -1062,14 +1062,18 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
#else #else
if ( p_Class[ issuerid ] == CLASS_POLICE && p_Class[ playerid ] != CLASS_POLICE && !p_WantedLevel[ playerid ] && GetPlayerState( playerid ) != PLAYER_STATE_WASTED ) if ( p_Class[ issuerid ] == CLASS_POLICE && p_Class[ playerid ] != CLASS_POLICE && !p_WantedLevel[ playerid ] && GetPlayerState( playerid ) != PLAYER_STATE_WASTED )
#endif #endif
{
return ShowPlayerHelpDialog( issuerid, 2000, "You cannot hurt innocent civilians, you're a ~b~cop~w~~h~!" ), 0; return ShowPlayerHelpDialog( issuerid, 2000, "You cannot hurt innocent civilians, you're a ~b~cop~w~~h~!" ), 0;
}
#if defined __cloudy_event_system #if defined __cloudy_event_system
if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN && ! ( IsPlayerInEvent( issuerid ) && IsPlayerInEvent( playerid ) && g_eventData[ EV_FIGHT_TYPE ] == 2 ) ) if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN && ! ( IsPlayerInEvent( issuerid ) && IsPlayerInEvent( playerid ) && g_eventData[ EV_FIGHT_TYPE ] == 2 ) )
#else #else
if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN ) if ( p_Class[ playerid ] == p_Class[ issuerid ] && p_Class[ playerid ] != CLASS_CIVILIAN )
#endif #endif
{
return 0; return 0;
}
if ( p_BulletInvulnerbility[ playerid ] > g_iTime ) if ( p_BulletInvulnerbility[ playerid ] > g_iTime )
return ShowPlayerHelpDialog( issuerid, 2000, "This player is immune from damage!" ), 0; return ShowPlayerHelpDialog( issuerid, 2000, "This player is immune from damage!" ), 0;
@ -1091,7 +1095,9 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
#else #else
if ( IsPlayerInPlayerGang( issuerid, playerid ) ) if ( IsPlayerInPlayerGang( issuerid, playerid ) )
#endif #endif
{
return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage your homies!" ), 0; return ShowPlayerHelpDialog( issuerid, 2000, "You cannot damage your homies!" ), 0;
}
// Anti Random Deathmatch // Anti Random Deathmatch
if ( IsRandomDeathmatch( issuerid, playerid ) ) { if ( IsRandomDeathmatch( issuerid, playerid ) ) {
@ -1121,7 +1127,7 @@ public OnPlayerTakePlayerDamage( playerid, issuerid, &Float: amount, weaponid, b
if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 ) if ( ( weaponid == WEAPON_SNIPER || weaponid == WEAPON_RIFLE ) && bodypart == 9 )
#endif #endif
amount *= 1.5; amount *= 1.5;
// Paintball Headshot // Paintball Headshot
if ( issuerid != INVALID_PLAYER_ID && p_inPaintBall{ playerid } == true ) if ( issuerid != INVALID_PLAYER_ID && p_inPaintBall{ playerid } == true )
{ {