S4T3K

edited health/armour

Jul 3rd, 2014
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  1. #include <a_samp>
  2. #include <callbacks>
  3.  
  4. new  
  5.     Float:gHEALTH_HP[MAX_PLAYERS],
  6.     Float:gHEALTH_AR[MAX_PLAYERS];
  7.  
  8.  
  9. stock HEALTH_SetPlayerHealth(playerid, Float:health)
  10. {
  11.     SetPlayerHealth(playerid, health);
  12.     gHEALTH_HP[playerid] = health;
  13.     return 1;
  14. }
  15.  
  16. #if defined _ALS_SetPlayerHealth
  17.     #undef SetPlayerHealth
  18. #else
  19.     #define _ALS_SetPlayerHealth
  20. #endif
  21.  
  22. #define SetPlayerHealth HEALTH_SetPlayerHealth
  23.  
  24.  
  25. stock HEALTH_SetPlayerArmour(playerid, Float:armour)
  26. {
  27.     SetPlayerArmour(playerid, armour);
  28.     gHEALTH_AR[playerid] = armour;
  29.     return 1;
  30. }
  31.  
  32. #if defined _ALS_SetPlayerArmour
  33.     #undef SetPlayerArmour
  34. #else
  35.     #define _ALS_SetPlayerArmour
  36. #endif
  37.  
  38. #define SetPlayerArmour HEALTH_SetPlayerArmour
  39.  
  40. stock HEALTH_GetPlayerHealth(playerid, &Float:health)
  41. {
  42.     health = gHEALTH_HP[playerid];
  43.     return 1;
  44. }
  45.  
  46. #if defined _ALS_GetPlayerHealth
  47.     #undef GetPlayerHealth
  48. #else
  49.     #define _ALS_GetPlayerHealth
  50. #endif
  51.  
  52. #define GetPlayerHealth HEALTH_GetPlayerHealth
  53.  
  54. stock HEALTH_GetPlayerArmour(playerid, &Float:armour)
  55. {
  56.     armour = gHEALTH_AR[playerid];
  57.     return 1;
  58. }
  59.  
  60. #if defined _ALS_GetPlayerArmour
  61.     #undef GetPlayerArmour
  62. #else
  63.     #define _ALS_GetPlayerArmour
  64. #endif
  65.  
  66. #define GetPlayerArmour HEALTH_GetPlayerArmour
  67.  
  68. public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
  69. {
  70.     #if defined HEALTH_OnPlayerTakeDamage
  71.         return HEALTH_OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
  72.     #else
  73.         if(gHEALTH_AR[playerid] >= amount) gHEALTH_AR[playerid] -= amount;
  74.         else gHEALTH_AR[playerid] = 0.0;
  75.         if(gHEALTH_HP[playerid] < amount) gHEALTH_HP[playerid] = 0.0, CallRemoteFunction("OnPlayerDeath", "iii", playerid, issuerid, weaponid);
  76.         else gHEALTH_HP[playerid] -= amount;
  77.         return 1;
  78.     #endif
  79. }
  80.  
  81. #if defined _ALS_OnPlayerTakeDamage
  82.     #undef OnPlayerTakeDamage
  83. #else
  84.     #define _ALS_OnPlayerTakeDamage
  85. #endif
  86.  
  87. #define OnPlayerTakeDamage HEALTH_OnPlayerTakeDamage
  88. #if defined HEALTH_OnPlayerTakeDamage
  89.     forward HEALTH_OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
  90. #endif
  91.  
  92.  
  93. public OnPlayerFall(playerid, Float:height, Float:damage)
  94. {
  95.     #if defined HEALTH_OnPlayerFall
  96.         return HEALTH_OnPlayerFall(playerid, Float:height, Float:damage);
  97.     #else
  98.         if(gHEALTH_HP[playerid] >= damage) gHEALTH_HP[playerid] -= damage;
  99.         else gHEALTH_HP[playerid] = 0.0, CallRemoteFunction("OnPlayerDeath", "iii", playerid, INVALID_PLAYER_ID, 54);
  100.         return 1;
  101.     #endif
  102. }
  103.  
  104. #if defined _ALS_OnPlayerFall
  105.     #undef OnPlayerFall
  106. #else
  107.     #define _ALS_OnPlayerFal
  108. #endif
  109.  
  110. #define OnPlayerFall HEALTH_OnPlayerFall
  111. #if defined HEALTH_OnPlayerFall
  112.     forward HEALTH_OnPlayerFall(playerid, Float:height, Float:damage);
  113. #endif
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