If you want to make a player freeze instead of dying, you could just do this:
Code:
//...
RegisterHam(Ham_TakeDamage, "player", "player_damage")
//...
public player_damage(id, iWeapon, attacker, Float:fDamage, iType)
{
static iHP
iHP = get_user_health(id)
if((iHP - fDamage) <= 0)
{
SetHamParamFloat(4, iHP - 1.0) // alter damage so it leaves player with 1hp
/* your freezing/glowing stuff */
return HAM_HANDLED
}
return HAM_IGNORED
}
And after that you can do whatever you want with the player, kill him, unfreeze him, w/e.
If that's not what you need, then explain what exacly you want to do.
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