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  1. hook OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart)
  2. {
  3. if( !IsPlayerLogged(playerid) || !IsPlayerConnected(playerid) ) return 0;
  4.  
  5. new Float:health, Float:armour, Float:damage;
  6.  
  7. GetPlayerHealth(playerid, health);
  8. GetPlayerArmour(playerid, armour);
  9.  
  10. if(PlayerInfo[playerid][pKilled] == 1 || PlayerInfo[playerid][pKilled] == 2) {
  11. SetPlayerHealth(playerid, 100);
  12. return 0;
  13. }
  14. if(issuerid != INVALID_PLAYER_ID && bodypart == BODY_PART_HEAD) // POGODAK U GLAVU
  15. {
  16. switch(weaponid)
  17. {
  18. case 0: DealDamage(playerid, issuerid, health, armour, amount, bodypart);
  19. case 1 .. 5:
  20. {
  21. damage = 10;
  22. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  23. }
  24. case 22, 23: {
  25. if( Bit1_Get(gr_Taser, issuerid) == 0) {
  26. damage = 35;
  27. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  28. }
  29. else
  30. SetPlayerHealth(playerid, health);
  31. }
  32. case 24: {
  33. damage = 50;
  34. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  35. }
  36. case 25,27: {
  37. if(Bit1_Get(gr_BeanBagShotgun, issuerid) == 0) {
  38. damage = 15;
  39. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  40. }
  41. else
  42. SetPlayerHealth(playerid, health);
  43. }
  44. case 28: {
  45. damage = 25;
  46. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  47. }
  48. case 29: {
  49. damage = 35;
  50. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  51. }
  52. case 30: {
  53. damage = 50;
  54. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  55. }
  56. case 31: {
  57. damage = 45;
  58. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  59. }
  60. case 32: {
  61. damage = 25;
  62. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  63. }
  64. case 33: {
  65. damage = 80;
  66. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  67. }
  68. case 34: {
  69. KilledBy[playerid] = issuerid;
  70. KilledReason[playerid] = AC_GetPlayerWeapon(issuerid);
  71. SetPlayerHealth(playerid, 0);
  72. return 0;
  73. }
  74. }
  75. }
  76. else if(issuerid != INVALID_PLAYER_ID && bodypart == BODY_PART_TORSO) // POGODAK U TORSO/TRBUH
  77. {
  78. switch(weaponid)
  79. {
  80. case 0: DealDamage(playerid, issuerid, health, armour, amount, bodypart);
  81. case 1 .. 5:
  82. {
  83. damage = 10;
  84. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  85. }
  86. case 22, 23: {
  87. if( Bit1_Get(gr_Taser, issuerid) == 0) {
  88. damage = 25;
  89. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  90. }
  91. else
  92. SetPlayerHealth(playerid, health);
  93. }
  94. case 24: {
  95. damage = 45;
  96. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  97. }
  98. case 25,27: {
  99. if(Bit1_Get(gr_BeanBagShotgun, issuerid) == 0) {
  100. damage = 15;
  101. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  102. }
  103. else
  104. SetPlayerHealth(playerid, health);
  105. }
  106. case 28: {
  107. damage = 15;
  108. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  109. }
  110. case 29: {
  111. damage = 25;
  112. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  113. }
  114. case 30: {
  115. damage = 40;
  116. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  117. }
  118. case 31: {
  119. damage = 35;
  120. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  121. }
  122. case 32: {
  123. damage = 15;
  124. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  125. }
  126. case 33: {
  127. damage = 70;
  128. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  129. }
  130. case 34: {
  131. KilledBy[playerid] = issuerid;
  132. KilledReason[playerid] = AC_GetPlayerWeapon(issuerid);
  133. SetPlayerHealth(playerid, 0);
  134. return 0;
  135. }
  136. }
  137. }
  138. else if(issuerid != INVALID_PLAYER_ID && (bodypart == BODY_PART_GROIN || bodypart == BODY_PART_LEFT_LEG || bodypart == BODY_PART_RIGHT_LEG || bodypart == BODY_PART_RIGHT_ARM || bodypart == BODY_PART_LEFT_ARM )) // POGODAK U NOGE,RUKE...
  139. {
  140. switch(weaponid)
  141. {
  142. case 0: DealDamage(playerid, issuerid, health, armour, amount, bodypart);
  143. case 1 .. 5:
  144. {
  145. damage = 10;
  146. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  147. }
  148. case 22, 23: {
  149. if( Bit1_Get(gr_Taser, issuerid) == 0) {
  150. damage = 15;
  151. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  152. }
  153. else
  154. SetPlayerHealth(playerid, health);
  155. }
  156. case 24: {
  157. damage = 35;
  158. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  159. }
  160. case 25,27: {
  161. if(Bit1_Get(gr_BeanBagShotgun, issuerid) == 0) {
  162. damage = 15;
  163. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  164. }
  165. else
  166. SetPlayerHealth(playerid, health);
  167. }
  168. case 28: {
  169. damage = 10;
  170. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  171. }
  172. case 29: {
  173. damage = 20;
  174. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  175. }
  176. case 30: {
  177. damage = 30;
  178. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  179. }
  180. case 31: {
  181. damage = 25;
  182. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  183. }
  184. case 32: {
  185. damage = 10;
  186. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  187. }
  188. case 33: {
  189. damage = 35;
  190. DealDamage(playerid, issuerid, health, armour, damage, bodypart);
  191. }
  192. case 34: {
  193. KilledBy[playerid] = issuerid;
  194. KilledReason[playerid] = AC_GetPlayerWeapon(issuerid);
  195. SetPlayerHealth(playerid, 0);
  196. return 0;
  197. }
  198. }
  199. }
  200. return 0;
  201. }
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