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Function Repeated


  
 
 
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shuttle_wave
Veteran Member
Join Date: Apr 2009
Location: New Zealand
Old 07-07-2010 , 09:26   Re: Function Repeated
Reply With Quote #5

Quote:
Originally Posted by NzGamers View Post
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(iVictimszVNamecharsmax(szVName));
            
get_user_name(iKillerszKNamecharsmax(szKName));
            
            
client_printc(0"%s !tGuard %s Killed Prisoner !t%s !g( Rebel )"PREFIXszKNameszVName);
            
            
Shop_XP[iKiller] += get_pcvar_num(p_KillRebelXP);
            
client_printc(iKiller"%s You have recieved !g%iXP!n for killing a Rebel"PREFIXget_pcvar_num(p_KillRebelXP));
        }
        
        else if(
IsArmed(iVictim))
        {
            new 
szVName[32], szKName[32];
            
            
get_user_name(iVictimszVNamecharsmax(szVName));
            
get_user_name(iKillerszKNamecharsmax(szKName));
            
            
client_printc(0"%s !tGuard %s Killed Prisoner !t%s !g( Armed Prisoner )"PREFIXszKNameszVName);
            
            
Shop_XP[iKiller] += get_pcvar_num(p_KillArmedPXP);
            
client_printc(iKiller"%s You have recieved !g%iXP!n for killing a Armed Prisoner"PREFIXget_pcvar_num(p_KillArmedPXP));
        }
        
        else if(!
IsArmed(iVictim))
        {
            new 
szVName[32], szKName[32];
            
            
get_user_name(iVictimszVNamecharsmax(szVName));
            
get_user_name(iKillerszKNamecharsmax(szKName));
            
            
client_printc(0"%s !tGuard %s Killed Prisoner !t%s !g( Unarmed Prisoner )"PREFIXszKNameszVName);
        }
    }
    
    else if(
g_bLRInProgress[iVictim] && iKiller != iVictim)
    {
        switch(
Game)
        {
            case 
LR_KNIFE:
            {
                new 
szKName[32];
                
get_user_name(iKillerszKName31);
                
                new 
szVName[32];
                
get_user_name(iVictimszVName31);
                
                
client_printc(0"%s !g%s!n has won !tKnife Fight!n against !g%s!n"PREFIXszKNameszVName);
                
                
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(iKiller100);
            }
            
            case 
LR_SHOT:
            {
                new 
szKName[32];
                
get_user_name(iKillerszKName31);
                
                new 
szVName[32];
                
get_user_name(iVictimszVName31);
                
                
client_printc(0"%s !g%s!n has won !tShot 4 Shot!n against !g%s!n"PREFIXszKNameszVName);
                
                
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(iKiller100);
            }
            
            case 
LR_NADE:
            {
                new 
szKName[32];
                
get_user_name(iKillerszKName31);
                
                new 
szVName[32];
                
get_user_name(iVictimszVName31);
                
                
client_printc(0"%s !g%s!n has won !tGrenade Battle!n against !g%s!n"PREFIXszKNameszVName);
                
                
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(iKiller100);
            }
            
            case 
LR_FRENZY:
            {
                new 
szKName[32];
                
get_user_name(iKillerszKName31);
                
                new 
szVName[32];
                
get_user_name(iVictimszVName31);
                
                
client_printc(0"%s !g%s!n has won !tShooting Frenzy!n against !g%s!n"PREFIXszKNameszVName);
                
                
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(iKiller100);
            }
            
            case 
LR_SHOTTY:
            {
                new 
szKName[32];
                
get_user_name(iKillerszKName31);
                
                new 
szVName[32];
                
get_user_name(iVictimszVName31);
                
                
client_printc(0"%s !g%s!n has won !tShotty Madness!n against !g%s!n"PREFIXszKNameszVName);
                
                
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(iKiller100);
            }
            
            case 
LR_SCOUT:
            {
                new 
szKName[32];
                
get_user_name(iKillerszKName31);
                
                new 
szVName[32];
                
get_user_name(iVictimszVName31);
                
                
client_printc(0"%s !g%s!n has won !tScoutz Supprise!n against !g%s!n"PREFIXszKNameszVName);
                
                
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(iKiller100);
            }
        }
    }
    
    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"PREFIXget_pcvar_num(p_KillGuardXP));
        }
    }
    
    return 
PLUGIN_HANDLED;

wtf man. it hardly makes any differnts. seem thing . it just skips the rebel bit
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