PHP Code:
// Death Message
public Event_DeathMsg()
{
new iVictim = read_data(2);
new iKiller = read_data(1);
if(!IsPlayer(iKiller))
{
return PLUGIN_HANDLED;
}
else if(cs_get_user_team(iVictim) == CS_TEAM_T && Game != LR_NADE && cs_get_user_team(iKiller) == CS_TEAM_CT && !g_bLROneProgress && !g_bLRInProgress[iKiller])
{
if(read_data(4) || read_data(5) || read_data(6) && g_bRebel[iVictim])
{
new szVName[32];
new szKName[32];
get_user_name(iVictim, szVName, charsmax(szVName));
get_user_name(iKiller, szKName, charsmax(szKName));
client_printc(0, "%s !tGuard %s Killed Prisoner !t%s !g( Rebel )", PREFIX, szKName, szVName);
Shop_XP[iKiller] += get_pcvar_num(p_KillRebelXP);
client_printc(iKiller, "%s You have recieved !g%iXP!n for killing a Rebel", PREFIX, get_pcvar_num(p_KillRebelXP));
}
else if(IsArmed(iVictim))
{
new szVName[32], szKName[32];
get_user_name(iVictim, szVName, charsmax(szVName));
get_user_name(iKiller, szKName, charsmax(szKName));
client_printc(0, "%s !tGuard %s Killed Prisoner !t%s !g( Armed Prisoner )", PREFIX, szKName, szVName);
Shop_XP[iKiller] += get_pcvar_num(p_KillArmedPXP);
client_printc(iKiller, "%s You have recieved !g%iXP!n for killing a Armed Prisoner", PREFIX, get_pcvar_num(p_KillArmedPXP));
}
else if(!IsArmed(iVictim))
{
new szVName[32], szKName[32];
get_user_name(iVictim, szVName, charsmax(szVName));
get_user_name(iKiller, szKName, charsmax(szKName));
client_printc(0, "%s !tGuard %s Killed Prisoner !t%s !g( Unarmed Prisoner )", PREFIX, szKName, szVName);
}
}
else if(g_bLRInProgress[iVictim] && iKiller != iVictim)
{
switch(Game)
{
case LR_KNIFE:
{
new szKName[32];
get_user_name(iKiller, szKName, 31);
new szVName[32];
get_user_name(iVictim, szVName, 31);
client_printc(0, "%s !g%s!n has won !tKnife Fight!n against !g%s!n", PREFIX, szKName, szVName);
g_bLRInProgress[iVictim] = false;
g_bLRInProgress[iKiller] = false;
g_bBeacon[iVictim] = false;
g_bBeacon[iKiller] = false;
g_bLRCountDownProgress = false;
remove_task(TASK_COUNTDOWN);
remove_task(TASK_BOMB);
remove_task(TASK_HIDDEN);
remove_task(TASK_CRAZY);
strip_user_weapons(iKiller);
give_item(iKiller, "weapon_knife");
set_user_health(iKiller, 100);
}
case LR_SHOT:
{
new szKName[32];
get_user_name(iKiller, szKName, 31);
new szVName[32];
get_user_name(iVictim, szVName, 31);
client_printc(0, "%s !g%s!n has won !tShot 4 Shot!n against !g%s!n", PREFIX, szKName, szVName);
g_bLRInProgress[iVictim] = false;
g_bLRInProgress[iKiller] = false;
g_bBeacon[iVictim] = false;
g_bBeacon[iKiller] = false;
g_bLRCountDownProgress = false;
remove_task(TASK_COUNTDOWN);
remove_task(TASK_BOMB);
remove_task(TASK_HIDDEN);
remove_task(TASK_CRAZY);
strip_user_weapons(iKiller);
give_item(iKiller, "weapon_knife");
set_user_health(iKiller, 100);
}
case LR_NADE:
{
new szKName[32];
get_user_name(iKiller, szKName, 31);
new szVName[32];
get_user_name(iVictim, szVName, 31);
client_printc(0, "%s !g%s!n has won !tGrenade Battle!n against !g%s!n", PREFIX, szKName, szVName);
g_bLRInProgress[iVictim] = false;
g_bLRInProgress[iKiller] = false;
g_bBeacon[iVictim] = false;
g_bBeacon[iKiller] = false;
g_bLRCountDownProgress = false;
remove_task(TASK_COUNTDOWN);
remove_task(TASK_BOMB);
remove_task(TASK_HIDDEN);
remove_task(TASK_CRAZY);
strip_user_weapons(iKiller);
give_item(iKiller, "weapon_knife");
set_user_health(iKiller, 100);
}
case LR_FRENZY:
{
new szKName[32];
get_user_name(iKiller, szKName, 31);
new szVName[32];
get_user_name(iVictim, szVName, 31);
client_printc(0, "%s !g%s!n has won !tShooting Frenzy!n against !g%s!n", PREFIX, szKName, szVName);
g_bLRInProgress[iVictim] = false;
g_bLRInProgress[iKiller] = false;
g_bBeacon[iVictim] = false;
g_bBeacon[iKiller] = false;
g_bLRCountDownProgress = false;
remove_task(TASK_COUNTDOWN);
remove_task(TASK_BOMB);
remove_task(TASK_HIDDEN);
remove_task(TASK_CRAZY);
strip_user_weapons(iKiller);
give_item(iKiller, "weapon_knife");
set_user_health(iKiller, 100);
}
case LR_SHOTTY:
{
new szKName[32];
get_user_name(iKiller, szKName, 31);
new szVName[32];
get_user_name(iVictim, szVName, 31);
client_printc(0, "%s !g%s!n has won !tShotty Madness!n against !g%s!n", PREFIX, szKName, szVName);
g_bLRInProgress[iVictim] = false;
g_bLRInProgress[iKiller] = false;
g_bBeacon[iVictim] = false;
g_bBeacon[iKiller] = false;
g_bLRCountDownProgress = false;
remove_task(TASK_COUNTDOWN);
remove_task(TASK_BOMB);
remove_task(TASK_HIDDEN);
remove_task(TASK_CRAZY);
strip_user_weapons(iKiller);
give_item(iKiller, "weapon_knife");
set_user_health(iKiller, 100);
}
case LR_SCOUT:
{
new szKName[32];
get_user_name(iKiller, szKName, 31);
new szVName[32];
get_user_name(iVictim, szVName, 31);
client_printc(0, "%s !g%s!n has won !tScoutz Supprise!n against !g%s!n", PREFIX, szKName, szVName);
g_bLRInProgress[iVictim] = false;
g_bLRInProgress[iKiller] = false;
g_bBeacon[iVictim] = false;
g_bBeacon[iKiller] = false;
g_bLRCountDownProgress = false;
remove_task(TASK_COUNTDOWN);
remove_task(TASK_BOMB);
remove_task(TASK_HIDDEN);
remove_task(TASK_CRAZY);
strip_user_weapons(iKiller);
give_item(iKiller, "weapon_knife");
set_user_health(iKiller, 100);
}
}
}
if(cs_get_user_team(iVictim) == CS_TEAM_CT)
{
if(IsPlayer(iKiller) && cs_get_user_team(iKiller) == CS_TEAM_T && !g_bLRInProgress[iVictim] && !g_bLRInProgress[iKiller])
{
Shop_XP[iKiller] += get_pcvar_num(p_KillGuardXP);
client_printc(iKiller, "%s You have recieved !g%iXP!n for killing a Guard", PREFIX, get_pcvar_num(p_KillGuardXP));
}
}
return PLUGIN_HANDLED;
}