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- #include <a_samp>
- #include <s_useful>
- #include <zcmd>
- #include <Thread>
- #include <streamer>
- new PlayerText:Damages[MAX_PLAYERS][11];
- new t_updt, texte[144];
- /**********************
- Parties du corps
- **********************/
- #define TORSE 3
- #define GROIN 4
- #define BRAS_GAUCHE 5
- #define BRAS_DROIT 6
- #define JAMBE_GAUCHE 7
- #define JAMBE_DROITE 8
- #define TETE 9
- /*********************
- Dégâts personnalisables
- Note : Ils ne sont pas pris en compte pour :
- • Tirs dans la tête
- • Tirs dans le groin
- **********************/
- #define D_0 5.0 // Poing
- #define D_1 7.0 // Poing américain
- #define D_2 10.0 // Club de golf
- #define D_3 8.0 // Matraque
- #define D_4 12.0 // Couteau
- #define D_5 8.0 // Batte de base-ball
- #define D_6 8.5 // Pelle
- #define D_7 6.0 // Queue de billard
- #define D_8 15.0 // Katana
- #define D_9 15.0 // Tronçonneuse
- #define D_10 6.0 // Dildo double
- #define D_11 6.0 // Dildo
- #define D_12 6.0 // Vibro
- #define D_13 6.0 // Vibro argent
- #define D_14 6.0 // Fleurs
- #define D_15 7.0 // Canne
- #define D_16 70.0 // Grenade
- #define D_17 15.0 // Grenade fumigène (à check)
- #define D_18 40.0 // Molotov
- #define D_22 20.0 // Colt
- #define D_23 17.0 // Silencieux
- #define D_24 47.0 // Desert Eagle
- #define D_25 30.0 // Pompe
- #define D_26 27.0 // Canon scié
- #define D_27 30.0 // Spas
- #define D_28 20.0 // Uzi
- #define D_29 23.0 // MP5
- #define D_30 25.0 // AK-47
- #define D_31 27.5 // M4A1
- #define D_32 20.0 // Tec-9
- #define D_33 75.0 // Fusil de campagne (Trad by Kilou)
- #define D_34 100.0 // Sniper rifle
- #define D_35 150.0 // RPG-7
- #define D_36 175.0 // Heat Steaker RPG
- #define D_37 35.0 // Lance flammes
- #define D_38 40.0 // Minigun
- #define D_39 150.0 // C4
- #define D_41 15.0 // Bombe à tag
- #define D_42 17.0 // Extincteur
- #define MAX_ARME_SOL 3000
- #define COULEUR_ACTION 0xB462F6F6
- #define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
- new parme[MAX_PLAYERS];
- new armes[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 17, 41, 42, 16, 18, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39};
- new armes_feu[] = {16, 18, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39};
- new armes_blanches[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 17, 41, 42};
- new pistolet[] = {22, 23, 24};
- new explosifs[] = {16, 17, 18, 34, 35, 36, 37, 39};
- new auto[] = {27, 28, 29, 30, 31, 32, 38};
- new shotgun[] = {27, 28, 29};
- new armes_lourdes[] = {8, 9, 25, 26, 27, 30, 31, 33, 34, 35, 36, 37, 38};
- #pragma unused armes, armes_blanches, auto, explosifs, pistolet, shotgun
- new armesNom[] =
- {
- "poing", "poing américain", "club de golf", "matraque", "couteau", "batte de base-ball", "queue de billard", "katana", "tronçonneuse", "double dildo", "dildo", "vibromasseur",
- "vibromasseur en argent", "fleurs", "canne", "grenades", "grenades fumigène", "cocktails molotov", "", "", "", "colt .45", "colt .45 silencieux", "desert eagle", "fusil à pompe",
- "fusil à canon scié", "spas 12", "micro UZI", "MP5", "AK-47", "M4A1", "TEC-9", "fusil de chasse", "fusil de sniper", "lance roquettes", "lance roquette téléguidé", "lance-flammes",
- "minigun", "pain de C4", "détonateur", "bombe à tag", "extincteur", "appareil photo"
- };
- new armesModel[] =
- {
- 15969, 331, 333, 334, 335, 336, 337, 338, 339, 341, 321, 322, 323, 324, 325, 326, 342, 343, 344, 15969, 15969, 15969, 346, 347, 348, 349, 350, 351, 352, 353, 355, 356, 372, 357, 358, 359,
- 360, 361, 362, 363, 364, 365, 366
- };
- static arme_sol;
- enum winfo
- {
- Float:x,
- Float:y,
- Float:z,
- vw,
- int,
- arme,
- muni,
- objet,
- Text3D:label,
- };
- new wInfo[MAX_ARME_SOL][winfo];
- forward cacherDegats(playerid, did);
- forward UpdateSkin(playerid);
- forward OnPlayerWeaponChange(playerid, oldw, neww);
- public OnFilterScriptInit()
- {
- t_updt = CreateThread("UpdateSkin");
- return printf(">> s_damages chargé !");
- }
- public OnFilterScriptExit()
- {
- DechargerTD();
- DestroyAllWeaponOnGround();
- DestroyThread(t_updt);
- return printf(">> s_damages déchargé !");
- }
- public OnPlayerConnect(playerid)
- {
- ChargerTD(playerid);
- SetDisabled
- return 1;
- }
- public OnPlayerUpdate(playerid)
- {
- new armee;
- armee = GetPlayerWeapon(playerid);
- if(parme[playerid] != armee) OnPlayerWeaponChange(playerid, parme[playerid], armee);
- parme[playerid] = armee;
- return 1;
- }
- public OnPlayerDeath(playerid, killerid, reason)
- {
- DeletePVar(playerid, "BrasBlesser");
- DeletePVar(playerid, "JambeBlesser");
- ResetPlayerWeapons(playerid);
- return 1;
- }
- public OnPlayerWeaponChange(playerid, oldw, neww)
- {
- for(new w = 0; w < sizeof(armes_lourdes); w++)
- {
- if(neww == armes_lourdes[w] && GetPVarInt(playerid, "BrasBlesser") != 0)
- {
- for(new model = 0; model < sizeof(armesModel); model++)
- {
- if(neww == model) DropWeapon(playerid, neww, GetPlayerAmmo(playerid), armesModel[model]);
- }
- return SendErrorMessage(playerid, "Vous ne pouvez pas porter d'arme lourde avec un bras blessé !");
- }
- }
- return 1;
- }
- public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
- {
- if(PRESSED(KEY_SPRINT) && GetPVarInt(playerid, "JambeBlesser") != 0)
- {
- new attempt = random(5);
- switch(attempt)
- {
- case 3:
- {
- ApplyAnimation(playerid, "PARACHUTE", "FALL_skyDive_DIE", 4.1, 0, 1, 1, 1, 5000);
- SendClientMessage(playerid, 0xD15401FF, "[ANIM]{FFFFFF} Tu as tenté de courrir avec une jambe blessée et tu es tombé. Utilise /selever pour te relever !");
- new dgun = random(5);
- switch(dgun)
- {
- case 2:
- {
- for(new model = 0; model < sizeof(armesModel); model++)
- {
- if(GetPlayerWeapon(playerid) != 0 && GetPlayerWeapon(playerid) == model) DropWeapon(playerid, GetPlayerWeapon(playerid), GetPlayerAmmo(playerid), armesModel[model]);
- }
- }
- }
- }
- default: ClearAnimations(playerid);
- }
- }
- return 1;
- }
- public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
- {
- switch(weaponid)
- {
- case 0: amount = D_0;
- case 1: amount = D_1;
- case 2: amount = D_2;
- case 3: amount = D_3;
- case 4: amount = D_4;
- case 5: amount = D_5;
- case 6: amount = D_6;
- case 7: amount = D_7;
- case 8: amount = D_8;
- case 9: amount = D_9;
- case 10: amount = D_10;
- case 11: amount = D_11;
- case 12: amount = D_12;
- case 13: amount = D_13;
- case 14: amount = D_14;
- case 15: amount = D_15;
- case 16: amount = D_16;
- case 17: amount = D_17;
- case 18: amount = D_18;
- case 22: amount = D_22;
- case 23: amount = D_23;
- case 24: amount = D_24;
- case 25: amount = D_25;
- case 26: amount = D_26;
- case 27: amount = D_27;
- case 28: amount = D_28;
- case 29: amount = D_29;
- case 30: amount = D_30;
- case 31: amount = D_31;
- case 32: amount = D_32;
- case 33: amount = D_33;
- case 34: amount = D_34;
- case 35: amount = D_35;
- case 36: amount = D_36;
- case 37: amount = D_37;
- case 38: amount = D_38;
- case 39: amount = D_39;
- case 41: amount = D_41;
- case 42: amount = D_42;
- }
- switch(bodypart)
- {
- case 3: // Torse
- {
- PlayerTextDrawShow(playerid, Damages[playerid][5]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 5);
- return 1;
- }
- case 4: // Groin
- {
- PlayerTextDrawShow(playerid, Damages[playerid][6]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 6);
- for(new a = 0; a < sizeof(armes_feu); a++)
- {
- if(armes_feu[a] == weaponid) SetPlayerHealth(playerid, 0.0);
- }
- return 1;
- }
- case 5: // Bras gauche
- {
- PlayerTextDrawShow(playerid, Damages[playerid][8]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 8);
- for(new a = 0; a < sizeof(armes_feu); a++)
- {
- if(armes_feu[a] == weaponid)
- {
- if(GetPlayerWeapon(playerid) != 0 || GetPlayerWeapon(playerid) != 44 || GetPlayerWeapon(playerid) != 45 || GetPlayerWeapon(playerid) != 46)
- {
- SetPVarInt(playerid, "BrasBlesser", 1);
- for(new model = 0; model < sizeof(armesModel); model++)
- {
- if(weaponid == model) DropWeapon(playerid, weaponid, GetPlayerAmmo(playerid), armesModel[model]);
- }
- format(texte, sizeof(texte), "* %s laisse tomber son %s au sol à la suite d'un tir dans le bras.", GetName(playerid), GetWName(weaponid));
- ProxDetector(10.0, playerid, texte, COULEUR_ACTION);
- }
- }
- }
- return 1;
- }
- case 6: // Bras droit
- {
- PlayerTextDrawShow(playerid, Damages[playerid][7]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 7);
- for(new a = 0; a < sizeof(armes_feu); a++)
- {
- if(armes_feu[a] == weaponid)
- {
- if(GetPlayerWeapon(playerid) != 0 || GetPlayerWeapon(playerid) != 44 || GetPlayerWeapon(playerid) != 45 || GetPlayerWeapon(playerid) != 46)
- {
- SetPVarInt(playerid, "BrasBlesser", 1);
- for(new model = 0; model < sizeof(armesModel); model++)
- {
- if(armesModel[model] == weaponid) DropWeapon(playerid, weaponid, GetPlayerAmmo(playerid), armesModel[model]);
- }
- format(texte, sizeof(texte), "* %s laisse tomber son %s au sol à la suite d'un tir dans le bras.", GetName(playerid), GetWName(GetPlayerWeapon(playerid)));
- ProxDetector(10.0, playerid, texte, COULEUR_ACTION);
- }
- }
- return 1;
- }
- }
- case 7: // Jambe gauche
- {
- PlayerTextDrawShow(playerid, Damages[playerid][10]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 10);
- for(new a = 0; a < sizeof(armes_feu); a++)
- {
- if(armes_feu[a] == weaponid)
- {
- ApplyAnimation(playerid, "PARACHUTE", "FALL_skyDive_DIE", 4.1, 0, 1, 1, 1, 5000);
- SetPVarInt(playerid, "JambeBlesser", 1);
- format(texte, sizeof(texte), "* %s tombe suite à la balle reçue dans sa jambe !", GetName(playerid));
- ProxDetector(10.0, playerid, texte, COULEUR_ACTION);
- }
- return 1;
- }
- }
- case 8:
- {
- PlayerTextDrawShow(playerid, Damages[playerid][9]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 9);
- for(new a = 0; a < sizeof(armes_feu); a++)
- {
- if(armes_feu[a] == weaponid)
- {
- ApplyAnimation(playerid, "PARACHUTE", "FALL_skyDive_DIE", 4.1, 0, 1, 1, 1, 5000);
- SetPVarInt(playerid, "JambeBlesser", 1);
- format(texte, sizeof(texte), "* %s tombe suite à la balle reçue dans sa jambe !", GetName(playerid));
- ProxDetector(10.0, playerid, texte, COULEUR_ACTION);
- }
- }
- }
- case 9:
- {
- PlayerTextDrawShow(playerid, Damages[playerid][5]);
- SetTimerEx("cacherDegats", 3000, false, "ii", playerid, 4);
- for(new a = 0; a < sizeof(armes_feu); a++)
- {
- if(armes_feu[a] == weaponid) SetPlayerHealth(playerid, 0.0);
- }
- return 1;
- }
- }
- return 1;
- }
- CMD:voirmodel(playerid, params[])
- {
- #pragma unused params
- if(GetPVarInt(playerid, "Model") != 0)
- {
- CacherModel(playerid);
- return 1;
- }
- else
- {
- SetPVarInt(playerid, "Model", 1);
- MontrerModel(playerid);
- return 1;
- }
- }
- CMD:rarme(playerid, params[])
- {
- #pragma unused params
- if(GetPVarInt(playerid, "BrasBlesser") != 0) return SendErrorMessage(playerid, "Tu ne peux pas ramasser une arme avec une balle dans le bras !");
- else
- {
- for(new w = 0; w < sizeof(wInfo); w++)
- {
- if(IsPlayerInRangeOfPoint(playerid, 2.0, wInfo[w][x], wInfo[w][y], wInfo[w][z]) && GetPlayerVirtualWorld(playerid) == wInfo[w][vw] && GetPlayerInterior(playerid) == wInfo[w][int])
- {
- GivePlayerWeapon(playerid, wInfo[w][arme], wInfo[w][muni]);
- DestroyDynamicObject(wInfo[w][objet]);
- arme_sol--;
- }
- }
- }
- return 1;
- }
- CMD:selever(playerid, params[])
- {
- #pragma unused params
- if(GetPVarInt(playerid, "JambeBlesser") != 1) return SendErrorMessage(playerid, "Tu n'es pas au sol !");
- else
- {
- DeletePVar(playerid, "JambeBlesser");
- ClearAnimations(playerid);
- return SendClientMessage(playerid, -1, "{D15401}[ANIM]{FFFFFF} Tu t'es levé mais tu ne peux plus courrir ! Une de tes jambes est gravement blessée !");
- }
- }
- public UpdateSkin(playerid)
- {
- PlayerTextDrawSetPreviewModel(playerid, Damages[playerid][3], GetPlayerSkin(playerid));
- SleepThread(1000);
- return 1;
- }
- public cacherDegats(playerid, did)
- {
- return PlayerTextDrawHide(playerid, Damages[playerid][did]);
- }
- GetWName(weaponid)
- {
- for(new a = 0; a < sizeof(armesNom); a++)
- {
- if(a == weaponid) return armesNom[a];
- }
- return 0;
- }
- DropWeapon(playerid, weaponid, munit, model)
- {
- if(arme_sol + 1 > MAX_ARME_SOL) return 0;
- new w;
- for(w = 0; w < sizeof(wInfo); w++)
- {
- if(!IsValidDynamicObject(wInfo[w][objet])) break;
- }
- new Float:p[3];
- GetPlayerPos(playerid, p[0], p[1], p[2]);
- wInfo[w][x] = p[0];
- wInfo[w][y] = p[1];
- wInfo[w][z] = p[2];
- wInfo[w][vw] = GetPlayerVirtualWorld(playerid);
- wInfo[w][int] = GetPlayerInterior(playerid);
- wInfo[w][arme] = weaponid;
- wInfo[w][muni] = munit;
- format(texte, sizeof(texte), "[%s - %d munitions]", GetWName(weaponid), munit);
- wInfo[w][label] = CreateDynamic3DTextLabel(texte, 0x33CCFFFF, p[0], p[1], floatadd(p[2], 0.5), 10.0, GetPlayerVirtualWorld(playerid), 0, GetPlayerInterior(playerid));
- wInfo[w][objet] = CreateDynamicObject(model, p[0], p[1], p[2], 0.0, 0.0, 0.0, GetPlayerVirtualWorld(playerid), GetPlayerInterior(playerid));
- RemovePlayerWeapon(playerid, weaponid);
- arme_sol++;
- return 1;
- }
- ChargerTD(playerid)
- {
- Damages[playerid][0] = CreatePlayerTextDraw(playerid, 509.000000, 233.000000, " ");
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][0], 0);
- PlayerTextDrawFont(playerid, Damages[playerid][0], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][0], 0.500000, 22.500001);
- PlayerTextDrawColor(playerid, Damages[playerid][0], -1);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][0], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][0], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][0], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][0], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][0], 52);
- PlayerTextDrawTextSize(playerid, Damages[playerid][0], 632.000000, 31.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][0], 0);
- Damages[playerid][1] = CreatePlayerTextDraw(playerid, 509.000000, 230.000000, " ");
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][1], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][1], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][1], 0.500000, 0.000000);
- PlayerTextDrawColor(playerid, Damages[playerid][1], -1);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][1], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][1], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][1], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][1], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][1], 255);
- PlayerTextDrawTextSize(playerid, Damages[playerid][1], 632.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][1], 0);
- Damages[playerid][2] = CreatePlayerTextDraw(playerid, 509.000000, 438.000000, " ");
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][2], 0);
- PlayerTextDrawFont(playerid, Damages[playerid][2], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][2], 0.500000, 0.000000);
- PlayerTextDrawColor(playerid, Damages[playerid][2], -1);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][2], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][2], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][2], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][2], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][2], 255);
- PlayerTextDrawTextSize(playerid, Damages[playerid][2], 632.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][2], 0);
- Damages[playerid][3] = CreatePlayerTextDraw(playerid, 490.000000, 241.000000, "Skin");
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][3], 0);
- PlayerTextDrawFont(playerid, Damages[playerid][3], TEXT_DRAW_FONT_MODEL_PREVIEW);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][3], 0.500000, 1.000000);
- PlayerTextDrawColor(playerid, Damages[playerid][3], -1);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][3], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][3], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][3], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][3], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][3], 255);
- PlayerTextDrawTextSize(playerid, Damages[playerid][3], 160.000000, 191.000000);
- PlayerTextDrawSetPreviewModel(playerid, Damages[playerid][3], 171); // Mon skin habituel sur samp :o
- PlayerTextDrawSetPreviewRot(playerid, Damages[playerid][3], 0.000000, 0.000000, 0.000000, 0.899999);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][3], 0);
- Damages[playerid][4] = CreatePlayerTextDraw(playerid, 560.000000, 250.000000, " "); // Tête
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][4], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][4], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][4], 0.490000, 0.200000);
- PlayerTextDrawColor(playerid, Damages[playerid][4], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][4], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][4], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][4], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][4], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][4], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][4], 581.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][4], 0);
- Damages[playerid][5] = CreatePlayerTextDraw(playerid, 558.000000, 279.000000, " "); // Torse
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][5], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][5], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][5], 0.490000, 0.500000);
- PlayerTextDrawColor(playerid, Damages[playerid][5], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][5], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][5], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][5], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][5], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][5], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][5], 585.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][5], 0);
- Damages[playerid][6] = CreatePlayerTextDraw(playerid, 565.000000, 332.000000, " "); // Groin
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][6], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][6], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][6], 0.490000, 0.100000);
- PlayerTextDrawColor(playerid, Damages[playerid][6], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][6], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][6], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][6], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][6], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][6], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][6], 578.000000, -2.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][6], 0);
- Damages[playerid][7] = CreatePlayerTextDraw(playerid, 541.000000, 280.000000, " "); // Bras droit
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][7], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][7], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][7], 0.390000, 0.600001);
- PlayerTextDrawColor(playerid, Damages[playerid][7], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][7], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][7], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][7], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][7], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][7], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][7], 555.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][7], 0);
- Damages[playerid][8] = CreatePlayerTextDraw(playerid, 589.000000, 280.000000, " "); // Bras gauche
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][8], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][8], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][8], 0.390000, 0.600001);
- PlayerTextDrawColor(playerid, Damages[playerid][8], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][8], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][8], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][8], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][8], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][8], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][8], 601.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][8], 0);
- Damages[playerid][9] = CreatePlayerTextDraw(playerid, 553.000000, 357.000000, " "); // Jambe droite
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][9], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][9], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][9], 0.390000, 0.700001);
- PlayerTextDrawColor(playerid, Damages[playerid][9], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][9], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][9], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][9], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][9], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][9], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][9], 570.000000, 0.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][9], 0);
- Damages[playerid][10] = CreatePlayerTextDraw(playerid, 575.000000, 357.000000, " "); // Jambe gauche
- PlayerTextDrawBackgroundColor(playerid, Damages[playerid][10], 255);
- PlayerTextDrawFont(playerid, Damages[playerid][10], 1);
- PlayerTextDrawLetterSize(playerid, Damages[playerid][10], 0.320000, 1.200001);
- PlayerTextDrawColor(playerid, Damages[playerid][10], -239);
- PlayerTextDrawSetOutline(playerid, Damages[playerid][10], 0);
- PlayerTextDrawSetProportional(playerid, Damages[playerid][10], 1);
- PlayerTextDrawSetShadow(playerid, Damages[playerid][10], 1);
- PlayerTextDrawUseBox(playerid, Damages[playerid][10], 1);
- PlayerTextDrawBoxColor(playerid, Damages[playerid][10], -16777164);
- PlayerTextDrawTextSize(playerid, Damages[playerid][10], 596.000000, -1.000000);
- PlayerTextDrawSetSelectable(playerid, Damages[playerid][10], 0);
- return 1;
- }
- DechargerTD()
- {
- for(new p = 0; p < MAX_PLAYERS; p++)
- {
- if(!IsPlayerConnected(p)) continue;
- for(new tdw = 0; tdw < 11; tdw++)
- {
- PlayerTextDrawDestroy(p, Damages[p][tdw]);
- }
- }
- return 1;
- }
- DestroyAllWeaponOnGround()
- {
- for(new a = 0; a < sizeof(wInfo); a++)
- {
- if(IsValidDynamicObject(wInfo[a][objet])) DestroyDynamicObject(wInfo[a][objet]);
- }
- return 1;
- }
- CacherModel(playerid)
- {
- for(new td = 0; td < 11; td++)
- {
- PlayerTextDrawHide(playerid, Damages[playerid][td]);
- }
- return 1;
- }
- MontrerModel(playerid)
- {
- for(new td = 0; td < 4; td++)
- {
- PlayerTextDrawShow(playerid, Damages[playerid][td]);
- }
- }
- RemovePlayerWeapon(playerid, weaponid)
- {
- new armeSlot[12] = 0;
- new muniArme[12] = 0;
- for(new s = 0; s < 12; s++)
- {
- new tArme, tMuni;
- GetPlayerWeaponData(playerid, s, tArme, tMuni);
- if(tArme != weaponid && tMuni != 0)
- {
- GetPlayerWeaponData(playerid, s, armeSlot[s], muniArme[s]);
- }
- }
- ResetPlayerWeapons(playerid);
- for(new s = 0; s != 12; s++)
- {
- if(muniArme[s] != 0)
- {
- GivePlayerWeapon(playerid, armeSlot[s], muniArme[s]);
- }
- }
- return 1;
- }
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