if ( AP >= amount ) { SetPlayerArmourEx ( damagedid, AP - amount ); } else if ( AP <= 0 ) { new Float: remainHP = HP - amount; SetPlayerHealthEx ( damagedid, remainHP ); if ( remainHP <= 1 ) { OnPlayerDeath( damagedid, playerid, weaponid ); SetPlayerHealthEx ( damagedid, 0.0 ); playerdeath[damagedid] = 1; } } else { new Float: remainHP = HP + ( AP - amount ); SetPlayerArmourEx ( damagedid, 0.0 ); SetPlayerHealthEx ( damagedid, remainHP ); if ( remainHP <= 1 ) { OnPlayerDeath( damagedid, playerid, weaponid ); SetPlayerHealthEx ( damagedid, 0.0 ); playerdeath[damagedid] = 1; } }