Ignores "quit to avoid" if player is in event
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@ -845,8 +845,12 @@ public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float: fX, Float:
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return 1; // fcnpc
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// Cop shoots innocent, they /q - so jail
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#if defined __cloudy_event_system
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if ( p_Class[ playerid ] == CLASS_POLICE && p_WantedLevel[ hitid ] > 2 && ! IsPlayerInEvent( playerid ) && ! IsPlayerInEvent( hitid ) )
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#else
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if ( p_Class[ playerid ] == CLASS_POLICE && p_WantedLevel[ hitid ] > 2 )
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p_QuitToAvoidTimestamp[ hitid ] = g_iTime + 3;
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#endif
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if ( p_Class[ playerid ] == CLASS_POLICE && p_Class[ hitid ] != CLASS_POLICE && !p_WantedLevel[ hitid ] && GetPlayerState( hitid ) != PLAYER_STATE_WASTED && ! IsPlayerInEvent( playerid ) && ! IsPlayerInBattleRoyale( playerid ) )
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return ShowPlayerHelpDialog( playerid, 2000, "You cannot hurt innocent civilians, you're a ~b~cop~w~~h~!" ), 0;
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