Here u go..
Code:
new g_FrDmg, g_ScDmg, g_ThDmg;
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
g_FrDmg = register_cvar("FRDamage", "1.1");
g_ScDmg = register_cvar("SCDamage", "2.0");
g_ThDmg = register_cvar("THDamage", "2.0");
}
public Ham_PlayerTakeDamage(iVictim, iInflictor, iAttacker, Float:flDamage, iDmgBits)
{
if (iDmgBits & DMG_FALL)
{
if (g_nofalldamage[iVictim] == true)
{
return HAM_SUPERCEDE
}
}
if(g_dmgx[iAttacker])
{
SetHamParamFloat(4,(flDamage* get_pcvar_num(g_FrDmg))
return HAM_HANDLED
}
if(g_samurai[iAttacker] && g_iCurrentWeapon[iAttacker] == CSW_KNIFE)
{
SetHamParamFloat(4,(flDamage* get_pcvar_num(g_ScDmg))
return HAM_HANDLED
}
if(g_snip[iAttacker] && g_iCurrentWeapon[iAttacker] == CSW_AWP || g_iCurrentWeapon[iAttacker] == CSW_SCOUT)
{
SetHamParamFloat(4,(flDamage* get_pcvar_num(g_ThDmg))
return HAM_HANDLED
}
return HAM_IGNORED
}
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