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- #include <a_samp>
- #define GetPlayerHealth S_GetPlayerHealth
- #define SetPlayerHealth S_SetPlayerHealth
- #define GetPlayerArmour S_GetPlayerArmour
- #define SetPlayerArmour S_SetPlayerArmour
- public OnPlayerConnect(playerid)
- {
- S_OnPlayerConnect(playerid);
- return 1;
- }
- public OnPlayerUpdate(playerid)
- {
- new Float:health;
- GetPlayerHealth(playerid, health);
- if(health != hp[playerid]) OnPlayerHealthChange(playerid, hp[playerid], health);
- return 1;
- }
- public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
- {
- S_OnPlayerKeyStateChange(playerid, oldkeys, newkeys);
- return 1;
- }
- new
- Float:hp[MAX_PLAYERS],
- Float:ar[MAX_PLAYERS];
- forward OnPlayerHealthChange(playerid, Float:oldh, Float:newh);
- public OnPlayerHealthChange(playerid, Float:oldh, Float:newh)
- {
- hp[playerid] = newh;
- return 1;
- }
- #if defined DIRECTLY_RETURN
- stock Float:S_GetPlayerHealth(playerid)
- {
- return hp[playerid];
- }
- stock Float:S_GetPlayerArmour(playerid)
- {
- return ar[playerid];
- }
- #else
- stock S_GetPlayerArmour(playerid, &Float:armour)
- {
- armour = ar[playerid];
- return 1;
- }
- stock S_GetPlayerHealth(playerid, &Float:health)
- {
- health = hp[playerid];
- return 1;
- }
- #endif
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