remove buggy returnplayerhealth
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bcd7561e33
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@ -243,7 +243,7 @@ stock TazePlayer( victimid, playerid )
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerTazed( victimid ) ) return SendError( playerid, "This player is already tazed." );
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if ( IsPlayerTazed( victimid ) ) return SendError( playerid, "This player is already tazed." );
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if ( ReturnPlayerHealth( victimid ) <= 0.0 ) return SendError( playerid, "This player is dead." );
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if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
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//if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
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//if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
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//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
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if ( IsPlayerGettingBlowed( playerid ) ) return SendError( playerid, "You cannot use this command since you're getting blowed." );
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@ -297,7 +297,7 @@ stock ArrestPlayer( victimid, playerid )
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
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if ( !IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is not cuffed." );
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if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
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if ( IsPlayerKidnapped( playerid ) ) return SendError( playerid, "You are kidnapped, you cannot do this." );
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if ( ReturnPlayerHealth( victimid ) <= 0.0 ) return SendError( playerid, "This player is dead." );
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if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
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//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is detained, you cannot arrest them." );
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//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is detained, you cannot arrest them." );
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if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
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if ( IsPlayerTied( playerid ) ) return SendError( playerid, "You are tied, you cannot do this." );
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if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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if ( IsPlayerJailed( victimid ) ) return SendError( playerid, "This player is jailed. He may be paused." );
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@ -358,7 +358,7 @@ stock CuffPlayer( victimid, playerid )
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( p_WantedLevel[ victimid ] == 0 ) return SendError( playerid, "This player is innocent!" );
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if ( p_WantedLevel[ victimid ] < 6 ) return SendError( playerid, "This person isn't worth cuffing, ticket them." );
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if ( p_WantedLevel[ victimid ] < 6 ) return SendError( playerid, "This person isn't worth cuffing, ticket them." );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( IsPlayerInAnyVehicle( victimid ) ) return SendError( playerid, "This player is in a vehicle " );
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if ( ReturnPlayerHealth( victimid ) <= 0.0 ) return SendError( playerid, "This player is dead." );
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if ( IsPlayerDead( victimid ) ) return SendError( playerid, "This player is dead." );
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//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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//if ( IsPlayerDetained( victimid ) ) return SendError( playerid, "This player is already detained." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerInAnyVehicle( playerid ) ) return SendError( playerid, "You cannot do this while you're inside a vehicle." );
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if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
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if ( IsPlayerCuffed( victimid ) ) return SendError( playerid, "This player is already cuffed." );
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@ -446,7 +446,7 @@ function Uncuff( playerid )
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stock BreakPlayerCuffs( playerid )
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stock BreakPlayerCuffs( playerid )
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{
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{
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if ( !IsPlayerConnected( playerid ) || ReturnPlayerHealth( playerid ) <= 0 ) return false;
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if ( !IsPlayerConnected( playerid ) || IsPlayerDead( playerid ) ) return false;
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if ( p_BobbyPins[ playerid ] < 1 )
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if ( p_BobbyPins[ playerid ] < 1 )
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{
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{
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@ -499,7 +499,7 @@ function BreakPlayerCuffsAttempt( playerid ) return BreakPlayerCuffs( playerid )
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stock AwardNearestLEO( playerid, reason )
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stock AwardNearestLEO( playerid, reason )
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{
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{
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if ( ! IsPlayerConnected( playerid ) || playerid == INVALID_PLAYER_ID || GetPlayerWantedLevel( playerid ) < 2 || ReturnPlayerHealth( playerid ) <= 0 )
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if ( ! IsPlayerConnected( playerid ) || playerid == INVALID_PLAYER_ID || GetPlayerWantedLevel( playerid ) < 2 || IsPlayerDead( playerid ) )
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return false;
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return false;
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new Float: radius = ( IsPlayerInAnyVehicle( playerid ) ? 150.0 : 75.0 ); // If player is in a vehicle, increase radius due to ability to get farther quicker.
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new Float: radius = ( IsPlayerInAnyVehicle( playerid ) ? 150.0 : 75.0 ); // If player is in a vehicle, increase radius due to ability to get farther quicker.
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@ -16,7 +16,7 @@
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#pragma option -d3
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#pragma option -d3
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#pragma dynamic 7200000
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#pragma dynamic 7200000
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#define DEBUG_MODE
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// #define DEBUG_MODE
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#if defined DEBUG_MODE
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#if defined DEBUG_MODE
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#pragma option -d3
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#pragma option -d3
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@ -7117,8 +7117,13 @@ stock IsPlayerBelowSeaLevel( playerid )
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return z < -2.0;
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return z < -2.0;
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}
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}
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stock ReturnPlayerHealth( playerid )
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stock IsPlayerDead( playerid )
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{
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{
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new Float: health;
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new
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return GetPlayerHealth( playerid, health );
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Float: health;
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if ( GetPlayerHealth( playerid, health ) )
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return health <= 0.0;
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return GetPlayerState( playerid ) == PLAYER_STATE_WASTED;
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}
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}
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