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Aug 9th, 2011
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  1. #include <a_samp>
  2. #include <OPSP>
  3.  
  4. public OnPlayerShootPlayer(Shooter,Target,Float:HealthLost,Float:ArmourLost)
  5. {
  6. new Damage;
  7. switch(GetPlayerWeapon(Shooter))
  8. {
  9. case 24: Damage = 20;//case [weaponid]: Damage = [damage];
  10. case 31,28: Damage = 25;//Tec9 & Micru-Uzi
  11. case 29: Damage = 30;
  12. case 0: Damage = 7;
  13. case 22: Damage = 25;
  14. case 23: Damage = 20;
  15. case 5,3,6,7,2: Damage = 10;
  16. case 4: Damage = 30;
  17. case 25: Damage = 60;
  18. case 30: Damage = 30;
  19. case 33,34: Damage = 95;
  20. }
  21. new Float:health, Float:armour;
  22. GetPlayerHealth(Target, health);
  23. GetPlayerArmour(Target, armour);
  24. armour = armour - Damage;
  25. if(armour < 0.0)
  26. {
  27. health += armour;//Health will decrease because armour is negative. (a + (-b) = a - b)
  28. if(health <= 0.0)
  29. {
  30. health = 0.0;
  31. }
  32. armour = 0.0;
  33. }
  34. SetPlayerHealth(Target, health);
  35. SetPlayerArmour(Target, armour);
  36. new msg[128],name1[24],name2[24];
  37. format(msg,sizeof(msg)," * %s shot %s(Dmg: %f HP and %f Armour)!",name1,name2,HealthLost,ArmourLost);
  38. SendClientMessage(Target,0xFFFFFFFF,msg);
  39. SendClientMessage(Shooter,0xFFFFFFFF,msg);
  40. return 1;
  41. }
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