Deo skripte: Include , Weapon Config
Pawno Code:
public OnPlayerRequestClass(playerid, classid)
{
DebugMessage(playerid, "Requested class: %d", classid);
if (s_DeathSkip) {
DebugMessage(playerid, "Skipping death - class selection skipped");
SpawnPlayer(playerid);
SetPlayerHealth(playerid, 0.0);
ClearAnimations(playerid);
return 0;
}
if (s_ForceClassSelection) {
s_ForceClassSelection = false;
}
if (s_BeingResynced) {
s_TrueDeath = false;
SpawnPlayerInPlace(playerid);
SetPlayerHealth(playerid, 0.0);
ClearAnimations(playerid);
return 0;
}
if (s_DeathTimer != -1) {
KillTimer(s_DeathTimer);
s_DeathTimer = -1;
}
if (s_IsDying) {
OnPlayerDeathFinished(playerid, false);
s_IsDying = false;
}
FreezeSyncPacket(playerid, .toggle = false);
UpdatePlayerVirtualWorld(playerid);
if (s_TrueDeath) {
if (!s_InClassSelection) {
DebugMessage(playerid, "True death class selection");
new Float:x, Float:y, Float:z;
GetPlayerPos(playerid, x, y, z);
RemoveBuildingForPlayer(playerid, 1484, x, y, z, 350.0),
RemoveBuildingForPlayer(playerid, 1485, x, y, z, 350.0),
RemoveBuildingForPlayer(playerid, 1486, x, y, z, 350.0);
s_InClassSelection = true;
SetPlayerHealth(playerid, 0.0);
ClearAnimations(playerid);
}
if (WC_OnPlayerRequestClass(playerid, classid)) {
s_PlayerClass = classid;
return 1;
} else {
return 0;
}
} else {
DebugMessage(playerid, "Not true death - being respawned");
s_ForceClassSelection = true;
SpawnPlayerInPlace(playerid);
return 0;
}
}public OnPlayerDeath(playerid, killerid, reason)
{
s_TrueDeath = true;
s_InClassSelection = false;
SetPlayerHealth(playerid, 0.0);
ClearAnimations(playerid);Debug iz server_log(ukoliko je u pitanju crashanje servera - crashdetect log):
Pawno Code:
