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weapon_damage.inc
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/******************************************************/
// weapon_damage.inc | v1.1 [ALPHA] | Last Updated: 22 July, 2018 | By Gammix
// credits: Gammix | special thanks: Slice (WD_ProcessDamage() function)
/******************************************************/
#if defined weapon_damage_included
#endinput
#endif
#define weapon_damage_included
SetPlayerWeaponDamage(playerid, weaponid, Float:amount);
Float:GetPlayerWeaponDamage(playerid, weaponid);
PlayerDeath(playerid, killerid, reason);
#if defined OnPlayerDamage
forward OnPlayerDamage(playerid, issuerid, &Float:amount, weapon, bodypart);
#endif
#define MAX_WEAPONS 55
#define WEAPON_UNARMED 0
#define WEAPON_VEHICLE_M4 19
#define WEAPON_VEHICLE_MINIGUN 20
#define WEAPON_VEHICLE_ROCKETLAUNCHER 21
#define WEAPON_PISTOLWHIP 48
#define WEAPON_HELIBLADES 50
#define WEAPON_EXPLOSION 51
#define WEAPON_CARPARK 52
#define WEAPON_UNKNOWN 55
enum E_DEATH_DATA {
bool:DEATH_VALID,
DEATH_KILLERID,
DEATH_REASON
};
static Float:WD_weaponDamage[MAX_PLAYERS][MAX_WEAPONS];
static WD_deathData[MAX_PLAYERS][E_DEATH_DATA];
static WD_lastExplosive[MAX_PLAYERS];
static WD_teamID[MAX_PLAYERS];
static WD_knifeTimer[MAX_PLAYERS];
static WD_IsPlayerSpawned(playerid) {
if (WD_knifeTimer[playerid] != -1) {
return false;
}
switch (GetPlayerState(playerid)) {
case PLAYER_STATE_ONFOOT..PLAYER_STATE_PASSENGER,
PLAYER_STATE_SPAWNED: {
return true;
}
}
return false;
}
static WD_IsMeleeWeapon(weaponid) { // by Slice
return (WEAPON_UNARMED <= weaponid <= WEAPON_KATANA) || (WEAPON_DILDO <= weaponid <= WEAPON_CANE) || weaponid == WEAPON_PISTOLWHIP;
}
static WD_ProcessDamage(playerid, issuerid, &Float:amount, &weaponid, &bodypart) { // by Slice
// Adjust invalid amounts caused by an animation bug
switch (amount) {
case 3.63000011444091796875,
5.940000057220458984375,
5.610000133514404296875: {
amount = 2.6400001049041748046875;
}
case 3.30000019073486328125: {
if (weaponid != WEAPON_SHOTGUN && weaponid != WEAPON_SAWEDOFF) {
amount = 2.6400001049041748046875;
}
}
case 4.950000286102294921875: {
if (WD_IsMeleeWeapon(weaponid)) {
amount = 2.6400001049041748046875;
}
}
case 6.270000457763671875,
6.93000030517578125,
7.2600002288818359375,
7.9200000762939453125,
8.5799999237060546875,
9.24000072479248046875,
11.88000011444091796875,
11.22000026702880859375: {
amount = 2.6400001049041748046875;
}
case 9.90000057220458984375: {
switch (weaponid) {
case WEAPON_VEHICLE, WEAPON_VEHICLE_M4, WEAPON_AK47,
WEAPON_M4, WEAPON_SHOTGUN, WEAPON_SAWEDOFF, WEAPON_SHOTGSPA: {}
default: {
amount = 6.6000003814697265625;
}
}
}
}
// Car parking
if (weaponid == WEAPON_HELIBLADES && _:amount != _:330.0) {
weaponid = WEAPON_CARPARK;
}
// Finish processing drown/fire/carpark quickly, since they are sent at very high rates
switch (weaponid) {
case WEAPON_FLAMETHROWER, WEAPON_SPRAYCAN, WEAPON_FIREEXTINGUISHER: {
// Apply reasonable bounds
if (amount > 1.0) {
amount = 1.0;
}
// Adjust the damage
amount *= WD_weaponDamage[playerid][weaponid];
// Make sure the distance and issuer is valid
new Float:x, Float:y, Float:z, Float:dist;
GetPlayerPos(issuerid, x, y, z);
dist = GetPlayerDistanceFromPoint(playerid, x, y, z);
if (dist > 15.0) {
return 0;
}
return 1;
}
}
// Punching with a parachute
if (weaponid == WEAPON_PARACHUTE) {
weaponid = WEAPON_UNARMED;
}
if (weaponid == WEAPON_EXPLOSION) {
// Explosions do at most 82.5 damage. This will later be multipled by the damage value
amount /= 82.5;
// Figure out what caused the explosion
weaponid = WD_lastExplosive[issuerid];
}
// Check for pistol whip
switch (weaponid) {
case WEAPON_COLT45 .. WEAPON_SNIPER,
WEAPON_MINIGUN, WEAPON_SPRAYCAN, WEAPON_FIREEXTINGUISHER: {
// A pistol whip inflicts 2.64 damage
if (_:amount == _:2.6400001049041748046875) {
// Save the weapon in the bodypart argument (it's always BODY_PART_TORSO)
bodypart = weaponid;
weaponid = WEAPON_PISTOLWHIP;
}
}
}
if (!WD_IsMeleeWeapon(weaponid)) {
switch (amount) {
case 1.32000005245208740234375,
1.650000095367431640625,
1.980000019073486328125,
2.3100001811981201171875,
2.6400001049041748046875,
2.9700000286102294921875,
3.96000003814697265625,
4.28999996185302734375,
4.62000036239624023437,
5.280000209808349609375: {
// Damage is most likely from punching and switching weapon quickly
weaponid = WEAPON_UNARMED;
}
case 6.6000003814697265625: {
switch (weaponid) {
case WEAPON_UZI, WEAPON_TEC9, WEAPON_CHAINSAW,
WEAPON_SHOTGUN, WEAPON_SAWEDOFF: {}
default: {
weaponid = WEAPON_UNARMED;
}
}
}
case 54.12000274658203125: {
weaponid = WEAPON_UNARMED;
amount = 1.32000005245208740234375;
}
}
}
if (WD_IsMeleeWeapon(weaponid)) {
new Float:x, Float:y, Float:z, Float:dist;
GetPlayerPos(issuerid, x, y, z);
dist = GetPlayerDistanceFromPoint(playerid, x, y, z);
if (dist > 15.0) {
return 0;
}
}
new Float:bullets = 0.0;
switch (weaponid) {
// The spas shotguns shoot 8 bullets, each inflicting 4.95 damage
case WEAPON_SHOTGSPA: {
bullets = amount / 4.950000286102294921875;
if (8.0 - bullets < -0.05) {
return 0;
}
}
// Shotguns and sawed-off shotguns shoot 15 bullets, each inflicting 3.3 damage
case WEAPON_SHOTGUN, WEAPON_SAWEDOFF: {
bullets = amount / 3.30000019073486328125;
if (15.0 - bullets < -0.05) {
return 0;
}
}
}
if (_:bullets) {
new Float:f = floatfract(bullets);
// The damage for each bullet has been tampered with
if (f > 0.01 && f < 0.99) {
return 0;
}
// Divide the damage amount by the number of bullets
amount /= bullets;
}
// Check chainsaw damage
if (weaponid == WEAPON_CHAINSAW) {
switch (amount) {
case 6.6000003814697265625,
13.5300006866455078125,
16.1700000762939453125,
26.40000152587890625,
27.060001373291015625: {}
default: {
return 0;
}
}
}
// Check deagle damage
if (weaponid == WEAPON_DEAGLE) {
switch (amount) {
case 46.200000762939453125,
23.1000003814697265625: {}
default: {
return 0;
}
}
}
// Check gun damage
new Float:def_amount = 0.0;
switch (weaponid) {
case WEAPON_COLT45,
WEAPON_MP5: def_amount = 8.25;
case WEAPON_SILENCED: def_amount = 13.200000762939453125;
case WEAPON_UZI,
WEAPON_TEC9: def_amount = 6.6000003814697265625;
case WEAPON_AK47,
WEAPON_M4,
WEAPON_VEHICLE_M4: def_amount = 9.90000057220458984375;
case WEAPON_RIFLE: def_amount = 24.7500019073486328125;
case WEAPON_SNIPER: def_amount = 41.25;
case WEAPON_MINIGUN,
WEAPON_VEHICLE_MINIGUN: def_amount = 46.200000762939453125;
case WEAPON_VEHICLE: def_amount = 9.90000057220458984375;
}
if (_:def_amount && _:def_amount != _:amount) {
return 0;
}
// Adjust the damage
switch (weaponid) {
// Melee weapons
case WEAPON_UNARMED..WEAPON_KATANA,
WEAPON_DILDO..WEAPON_CANE,
WEAPON_PISTOLWHIP: {
amount = WD_weaponDamage[issuerid][weaponid];
}
// Chainsaw
case WEAPON_CHAINSAW: {
amount *= WD_weaponDamage[issuerid][weaponid];
}
// Vehicle weapons
case WEAPON_VEHICLE_M4,
WEAPON_VEHICLE_MINIGUN: {
amount = WD_weaponDamage[issuerid][weaponid];
}
// Shotguns
case WEAPON_SHOTGSPA, WEAPON_SHOTGUN, WEAPON_SAWEDOFF: {
amount = (bullets * WD_weaponDamage[issuerid][weaponid]);
}
// Bullet weapons
case WEAPON_COLT45..WEAPON_DEAGLE,
WEAPON_UZI..WEAPON_SNIPER,
WEAPON_MINIGUN: {
amount = WD_weaponDamage[issuerid][weaponid];
}
}
return 1;
}
static WD_InflictDamage(playerid, Float:amount, bool:ignore_armour = false) {
if (!WD_IsPlayerSpawned(playerid)) {
return;
}
new Float:armour, Float:health;
GetPlayerArmour(playerid, armour);
GetPlayerHealth(playerid, health);
if (ignore_armour == false) {
armour -= amount;
if (armour < 0.0) {
health += armour;
}
}
else {
health -= amount;
}
if (armour < 0.0) armour = 0.0;
if (health < 0.0) health = 0.0;
SetPlayerArmour(playerid, armour);
SetPlayerHealth(playerid, health);
}
public OnPlayerConnect(playerid) {
WD_weaponDamage[playerid][0] = 1.0; // 0 - Fist
WD_weaponDamage[playerid][1] = 1.0; // 1 - Brass knuckles
WD_weaponDamage[playerid][2] = 1.0; // 2 - Golf club
WD_weaponDamage[playerid][3] = 1.0; // 3 - Nitestick
WD_weaponDamage[playerid][4] = 1.0; // 4 - Knife
WD_weaponDamage[playerid][5] = 1.0; // 5 - Bat
WD_weaponDamage[playerid][6] = 1.0; // 6 - Shovel
WD_weaponDamage[playerid][7] = 1.0; // 7 - Pool cue
WD_weaponDamage[playerid][8] = 1.0; // 8 - Katana
WD_weaponDamage[playerid][9] = 1.0; // 9 - Chainsaw
WD_weaponDamage[playerid][10] = 1.0; // 10 - Dildo
WD_weaponDamage[playerid][11] = 1.0; // 11 - Dildo 2
WD_weaponDamage[playerid][12] = 1.0; // 12 - Vibrator
WD_weaponDamage[playerid][13] = 1.0; // 13 - Vibrator 2
WD_weaponDamage[playerid][14] = 1.0; // 14 - Flowers
WD_weaponDamage[playerid][15] = 1.0; // 15 - Cane
WD_weaponDamage[playerid][16] = 82.5; // 16 - Grenade
WD_weaponDamage[playerid][18] = 1.0; // 18 - Molotov
WD_weaponDamage[playerid][19] = 9.9; // 19 - Vehicle M4 (custom)
WD_weaponDamage[playerid][20] = 46.2; // 20 - Vehicle minigun (custom)
WD_weaponDamage[playerid][21] = 82.5; // 21 - Vehicle rocket (custom)
WD_weaponDamage[playerid][22] = 8.25; // 22 - Colt 45
WD_weaponDamage[playerid][23] = 13.2; // 23 - Silenced
WD_weaponDamage[playerid][24] = 46.2; // 24 - Deagle
WD_weaponDamage[playerid][25] = 3.3; // 25 - Shotgun
WD_weaponDamage[playerid][26] = 3.3; // 26 - Sawed-off
WD_weaponDamage[playerid][27] = 4.95; // 27 - Spas
WD_weaponDamage[playerid][28] = 6.6; // 28 - UZI
WD_weaponDamage[playerid][29] = 8.25; // 29 - MP5
WD_weaponDamage[playerid][30] = 9.9; // 30 - AK47
WD_weaponDamage[playerid][31] = 9.9; // 31 - M4
WD_weaponDamage[playerid][32] = 6.6; // 32 - Tec9
WD_weaponDamage[playerid][33] = 24.75; // 33 - Cuntgun
WD_weaponDamage[playerid][34] = 41.25; // 34 - Sniper
WD_weaponDamage[playerid][35] = 82.5; // 35 - Rocket launcher
WD_weaponDamage[playerid][36] = 82.5; // 36 - Heatseeker
WD_weaponDamage[playerid][37] = 1.0; // 37 - Flamethrower
WD_weaponDamage[playerid][38] = 46.2; // 38 - Minigun
WD_weaponDamage[playerid][39] = 82.5; // 39 - Satchel
WD_weaponDamage[playerid][41] = 0.33; // 41 - Spraycan
WD_weaponDamage[playerid][42] = 0.33; // 42 - Fire extinguisher
WD_weaponDamage[playerid][48] = 2.64; // 48 - Pistol whip (custom)
WD_weaponDamage[playerid][49] = 9.9; // 49 - Vehicle
WD_weaponDamage[playerid][50] = 330.0; // 50 - Helicopter blades
WD_weaponDamage[playerid][51] = 82.5; // 51 - Explosion
WD_weaponDamage[playerid][52] = 1.0; // 52 - Car park (custom)
WD_weaponDamage[playerid][53] = 0.0; // 52 - Drowning
WD_weaponDamage[playerid][54] = 165.0; // 52 - Splat
WD_deathData[playerid][DEATH_VALID] = false;
WD_deathData[playerid][DEATH_KILLERID] = INVALID_PLAYER_ID;
WD_deathData[playerid][DEATH_REASON] = WEAPON_UNARMED;
WD_lastExplosive[playerid] = WEAPON_UNARMED;
WD_knifeTimer[playerid] = -1;
WD_teamID[playerid] = NO_TEAM;
SetPlayerTeam(playerid, 0x255);
#if defined WD_OnPlayerConnect
return WD_OnPlayerConnect(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect WD_OnPlayerConnect
#if defined WD_OnPlayerConnect
forward WD_OnPlayerConnect(playerid);
#endif
public OnPlayerSpawn(playerid) {
WD_deathData[playerid][DEATH_VALID] = false;
WD_deathData[playerid][DEATH_KILLERID] = INVALID_PLAYER_ID;
WD_deathData[playerid][DEATH_REASON] = WEAPON_UNARMED;
WD_lastExplosive[playerid] = WEAPON_UNARMED;
KillTimer(WD_knifeTimer[playerid]);
WD_knifeTimer[playerid] = -1;
#if defined WD_OnPlayerSpawn
return WD_OnPlayerSpawn(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerSpawn
#undef OnPlayerSpawn
#else
#define _ALS_OnPlayerSpawn
#endif
#define OnPlayerSpawn WD_OnPlayerSpawn
#if defined WD_hOnPlayerSpawn
forward WD_OnPlayerSpawn(playerid);
#endif
public OnPlayerDeath(playerid, killerid, reason) {
if (WD_deathData[playerid][DEATH_VALID] == false) {
return 0;
}
KillTimer(WD_knifeTimer[playerid]);
WD_knifeTimer[playerid] = -1;
killerid = WD_deathData[playerid][DEATH_KILLERID];
reason = WD_deathData[playerid][DEATH_REASON];
WD_deathData[playerid][DEATH_VALID] = false;
#if defined WD_OnPlayerDeath
return WD_OnPlayerDeath(playerid, killerid, reason);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerDeath
#undef OnPlayerDeath
#else
#define _ALS_OnPlayerDeath
#endif
#define OnPlayerDeath WD_OnPlayerDeath
#if defined WD_OnPlayerDeath
forward WD_OnPlayerDeath(playerid, killerid, reason);
#endif
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) {
if (newkeys & KEY_FIRE) {
new weapon = GetPlayerWeapon(playerid);
switch (weapon) {
case WEAPON_BOMB, WEAPON_SATCHEL: {
WD_lastExplosive[playerid] = WEAPON_SATCHEL;
}
case WEAPON_ROCKETLAUNCHER, WEAPON_HEATSEEKER, WEAPON_GRENADE: {
WD_lastExplosive[playerid] = weapon;
}
}
}
#if defined WD_OnPlayerKeyStateChange
return WD_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerKeyStateChange
#undef OnPlayerKeyStateChange
#else
#define _ALS_OnPlayerKeyStateChange
#endif
#define OnPlayerKeyStateChange WD_OnPlayerKeyStateChange
#if defined WD_OnPlayerKeyStateChange
forward WD_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
#endif
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) {
if (!WD_IsPlayerSpawned(playerid)) {
return 0;
}
if (hittype != BULLET_HIT_TYPE_NONE) {
new Float:max_range = 0.0;
switch (weaponid) {
case WEAPON_COLT45,
WEAPON_SILENCED,
WEAPON_DEAGLE: max_range = 35.0;
case WEAPON_SHOTGUN,
WEAPON_SHOTGSPA: max_range = 40.0;
case WEAPON_SAWEDOFF: max_range = 35.0;
case WEAPON_UZI,
WEAPON_TEC9: max_range = 35.0;
case WEAPON_MP5: max_range = 45.0;
case WEAPON_AK47: max_range = 70.0;
case WEAPON_M4,
WEAPON_VEHICLE_M4: max_range = 90.0;
case WEAPON_RIFLE: max_range = 100.0;
case WEAPON_SNIPER: max_range = 320.0;
case WEAPON_VEHICLE_MINIGUN,
WEAPON_MINIGUN: max_range = 75.0;
}
new Float:ox, Float:oy, Float:oz, Float:hx, Float:hy, Float:hz;
GetPlayerLastShotVectors(playerid, ox, oy, oz, hx, hy, hz);
if (_:max_range && VectorSize((ox - hx), (oy - hy), (oz - hz)) > max_range) {
return 0;
}
}
#if defined WD_OnPlayerWeaponShot
return WD_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, fX, fY, fZ);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerWeaponShot
#undef OnPlayerWeaponShot
#else
#define _ALS_OnPlayerWeaponShot
#endif
#define OnPlayerWeaponShot WD_OnPlayerWeaponShot
#if defined WD_OnPlayerWeaponShot
forward WD_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
#endif
public OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid, bodypart) {
if (damagedid == INVALID_PLAYER_ID) {
return 1;
}
if (!WD_IsPlayerSpawned(playerid) || !WD_IsPlayerSpawned(damagedid)) {
return 1;
}
new team1 = GetPlayerTeam(playerid);
new team2 = GetPlayerTeam(damagedid);
if (team1 != NO_TEAM && team2 != NO_TEAM && team1 == team2) {
#if defined OnPlayerDamage
OnPlayerDamage(playerid, issuerid, amount, weaponid, bodypart);
#endif
return 1;
}
new Float:armour, Float:health;
if (weaponid == WEAPON_KNIFE) {
if (_:amount == _:0.0) {
GetPlayerArmour(damagedid, armour);
GetPlayerHealth(damagedid, health);
if (WD_knifeTimer[playerid] != -1) {
KillTimer(WD_knifeTimer[playerid]);
}
#if defined OnPlayerDamage
OnPlayerDamage(damagedid, playerid, amount, weaponid, bodypart);
#endif
WD_knifeTimer[playerid] = SetTimerEx("WD_OnPlayerKnifed", 2200, false, "ii", damagedid, playerid);
return 1;
}
}
if (!WD_ProcessDamage(damagedid, playerid, amount, weaponid, bodypart)) {
return 1;
}
#if defined OnPlayerDamage
if (OnPlayerDamage(damagedid, playerid, amount, weaponid, bodypart) == 0) {
return 0;
}
#endif
WD_InflictDamage(damagedid, amount, false);
GetPlayerHealth(damagedid, health);
if (health == 0.0) {
WD_deathData[damagedid][DEATH_VALID] = true;
WD_deathData[damagedid][DEATH_KILLERID] = playerid;
WD_deathData[damagedid][DEATH_REASON] = weaponid;
}
return 1;
}
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart) {
switch (weaponid) {
case WEAPON_FLAMETHROWER,
WEAPON_VEHICLE,
WEAPON_CARPARK,
WEAPON_EXPLOSION,
WEAPON_DROWN,
WEAPON_COLLISION: {
new bool:explosive = false;
if (weaponid == WEAPON_EXPLOSION) {
explosive = true;
if (issuerid == INVALID_PLAYER_ID) {
if (IsPlayerInAnyVehicle(playerid) && GetPlayerVehicleSeat(playerid) == 0) {
weaponid = WEAPON_VEHICLE_ROCKETLAUNCHER;
} else {
if (WD_lastExplosive[playerid] != WEAPON_UNARMED) {
weaponid = WD_lastExplosive[playerid];
}
}
}
else {
if (IsPlayerInAnyVehicle(issuerid) && GetPlayerVehicleSeat(issuerid) == 0) {
weaponid = WEAPON_VEHICLE_ROCKETLAUNCHER;
} else {
if (WD_lastExplosive[issuerid] != WEAPON_UNARMED) {
weaponid = WD_lastExplosive[issuerid];
}
}
}
}
#if defined OnPlayerDamage
OnPlayerDamage(playerid, issuerid, amount, weaponid, bodypart);
#endif
new Float:armour, Float:health;
GetPlayerArmour(playerid, armour);
GetPlayerHealth(playerid, health);
if (issuerid != INVALID_PLAYER_ID && (weaponid == WEAPON_FLAMETHROWER || weaponid == WEAPON_CARPARK || weaponid == WEAPON_VEHICLE || explosive == true)) {
new team1 = GetPlayerTeam(playerid);
new team2 = GetPlayerTeam(issuerid);
if (team1 != NO_TEAM && team2 != NO_TEAM && team1 == team2) {
return 1;
}
WD_InflictDamage(playerid, amount, false);
}
else {
armour = 0.0;
health -= amount;
if (health < 0.0) health = 0.0;
}
GetPlayerHealth(playerid, health);
if (health <= 0.0) {
WD_deathData[playerid][DEATH_VALID] = true;
WD_deathData[playerid][DEATH_KILLERID] = playerid;
WD_deathData[playerid][DEATH_REASON] = weaponid;
}
}
}
return 1;
}
forward WD_OnPlayerKnifed(playerid, issuerid);
public WD_OnPlayerKnifed(playerid, issuerid) {
SetPlayerArmour(playerid, 0.0);
SetPlayerHealth(playerid, 0.0);
WD_deathData[playerid][DEATH_VALID] = true;
WD_deathData[playerid][DEATH_KILLERID] = issuerid;
WD_deathData[playerid][DEATH_REASON] = WEAPON_KNIFE;
}
stock WD_SetPlayerTeam(playerid, team) {
if (playerid < 0 || playerid >= MAX_PLAYERS) {
return 0;
}
WD_teamID[playerid] = team;
return 1;
}
#if defined _ALS_SetPlayerTeam
#undef SetPlayerTeam
#else
#define _ALS_SetPlayerTeam
#endif
#define SetPlayerTeam WD_SetPlayerTeam
stock WD_GetPlayerTeam(playerid) {
if (playerid < 0 || playerid >= MAX_PLAYERS) {
return 0;
}
return WD_teamID[playerid];
}
#if defined _ALS_GetPlayerTeam
#undef GetPlayerTeam
#else
#define _ALS_GetPlayerTeam
#endif
#define GetPlayerTeam WD_GetPlayerTeam
stock WD_SetPlayerHealth(playerid, Float:health) {
if (playerid < 0 || playerid >= MAX_PLAYERS) {
return 0;
}
if (health <= 0.0) {
WD_deathData[playerid][DEATH_VALID] = true;
WD_deathData[playerid][DEATH_KILLERID] = INVALID_PLAYER_ID;
WD_deathData[playerid][DEATH_REASON] = WEAPON_UNKNOWN;
}
return SetPlayerHealth(playerid, health);
}
#if defined _ALS_SetPlayerHealth
#undef SetPlayerHealth
#else
#define _ALS_SetPlayerHealth
#endif
#define SetPlayerHealth WD_SetPlayerHealth
stock WD_SendDeathMessage(playerid, killerid, reason) {
switch (reason) {
case WEAPON_UNKNOWN: reason = 47; // Fake pistol
case WEAPON_CARPARK: reason = WEAPON_VEHICLE;
case WEAPON_PISTOLWHIP: reason = WEAPON_UNARMED;
case WEAPON_VEHICLE_M4: reason = WEAPON_M4;
case WEAPON_VEHICLE_MINIGUN: reason = WEAPON_MINIGUN;
case WEAPON_VEHICLE_ROCKETLAUNCHER: reason = WEAPON_ROCKETLAUNCHER;
}
return SendDeathMessage(playerid, killerid, reason);
}
#if defined _ALS_SendDeathMessage
#undef SendDeathMessage
#else
#define _ALS_SendDeathMessage
#endif
#define SendDeathMessage WD_SendDeathMessage
stock SetPlayerWeaponDamage(playerid, weaponid, Float:amount) {
if (playerid < 0 || playerid >= MAX_PLAYERS) {
return 0;
}
if (weaponid < 0 || weaponid >= 53) {
return 0;
}
WD_weaponDamage[playerid][weaponid] = amount;
return 1;
}
stock Float:GetPlayerWeaponDamage(playerid, weaponid) {
if (playerid < 0 || playerid >= MAX_PLAYERS) {
return 0.0;
}
if (weaponid < 0 || weaponid >= 53) {
return 0.0;
}
return WD_weaponDamage[playerid][weaponid];
}
stock PlayerDeath(playerid, killerid, reason) {
if (playerid < 0 || playerid >= MAX_PLAYERS) {
return 0;
}
if (killerid < 0 || killerid >= MAX_PLAYERS) {
return 0;
}
SetPlayerHealth(playerid, 0.0);
WD_deathData[playerid][DEATH_VALID] = true;
WD_deathData[playerid][DEATH_KILLERID] = killerid;
WD_deathData[playerid][DEATH_REASON] = reason;
return 1;
}