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Apr 16th, 2012
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  1. /////////////
  2. // INCLUDE //
  3. ////////////
  4. #include <a_samp>
  5.  
  6. //////////
  7. // NEW //
  8. /////////
  9. new MortAttendre[MAX_PLAYERS];
  10. new AccepterMort[MAX_PLAYERS];
  11. new AccepterMortApres[MAX_PLAYERS];
  12. new Float:MortPos[MAX_PLAYERS][3];
  13. public OnPlayerSpawn(playerid)
  14. {
  15. if(MortAttendre[playerid] == 1 && AccepterMortApres[playerid] == 0)
  16. {
  17. SetPlayerHealth(playerid,15);
  18. ResetPlayerWeapons(playerid);
  19. TogglePlayerControllable(playerid,0);
  20. SendClientMessage(playerid,COULEUR_SERVEUR,"[Mort] Vous êtes inconsient , vous pouvez attendre l'ambulance ou bien faire '/acceptermort'");
  21. SetPlayerFacingAngle(playerid, 0);
  22. SetPlayerPos(playerid, MortPos[playerid][0],MortPos[playerid][1],MortPos[playerid][2]);
  23. ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0);
  24. }
  25. }
  26.  
  27. public OnPlayerDeath(playerid, killerid, reason)
  28. {
  29. AccepterMort[playerid] = 1;
  30. if(AccepterMort[playerid] == 1 && AccepterMortApres[playerid] == 0)
  31. {
  32. GetPlayerPos(playerid, MortPos[playerid][0],MortPos[playerid][1],MortPos[playerid][2]);
  33. MortAttendre[playerid] = 1;
  34. AccepterMort[playerid] = 1;
  35. AccepterMortApres[playerid] = 0;
  36. }
  37. return 1;
  38. }
  39.  
  40. public OnPlayerCommandText(playerid, cmdtext[])
  41. {
  42. if (strcmp("/acceptermort", cmdtext, true, 10) == 0)
  43. {
  44. if(MortAttendre[playerid] == 1)
  45. {
  46. MortAttendre[playerid] = 0;
  47. ResetPlayerWeapons(playerid);
  48. TogglePlayerControllable(playerid,0);
  49. SetPlayerHealth(playerid,0);
  50. SendClientMessage(playerid,COULEUR_SERVEUR,"[Mort] Vous avez accepter votre mort ! Attention ne le faite pas en scene Role Play !");
  51. AccepterMortApres[playerid] = 1;
  52. return 1;
  53. }
  54. else
  55. {
  56. SendClientMessage(playerid,COULEUR_SERVEUR "[Mort] Vous n'êtes pas blaissez !");
  57. }
  58. return 1;
  59. }
  60. return 0;
  61. }
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