[pawn]new gPlayerWeapon [ MAX_PLAYERS ] ,
gPm [ MAX_PLAYERS ] ,
gStartGame [ MAX_PLAYERS ] ;
public OnPlayerDeath(playerid, killerid, reason)
{
if (killerid != INVALID_PLAYER_ID)
{
if (gPlayerWeapon [ killerid ] == 10) //Killer progress
{
setWinner(killerid);
return 1;
}
gPlayerWeapon [ killerid ] ++ ;
setWeaponUpgrade(killerid, gPlayerWeapon [ killerid ]);
}
}
public OnPlayerDeath(playerid, killerid, reason)
{
gPm [ playerid ] = 1;
}
public OnPlayerSpawn(playerid)
{
if (gStartGame[playerid])
{
setInitDefault(playerid);
gStartGame[playerid] = 0;
}
if (gPm [ playerid ])
{
SetPlayerPos(playerid, x, y, z); //x, y, z = hospital position
gPm [ playerid ] = 0;
}
}
public OnPlayerConnect(playerid)
{
gStartGame[playerid] = 1;
}
stock setWinner(pl)
{
//pl = player who has earned the event.
//here you put your codes to give money, or greetings messages...
}
stock setInitDefault(pl)
{
SetPlayerPos(pl, x, y, z); //start position
setWeaponUpgrade(pl, 0); //call the function to upgrade the player lvl 0.
}
stock setWeaponUpgrade(pl, wp)
{
switch(wp)
{
case 1: GivePlayerWeapon(pl, 22, 9999); // Change the weapons id
case 2: GivePlayerWeapon(pl, 25, 9999);
case 3: GivePlayerWeapon(pl, 28, 9999);
case 4: GivePlayerWeapon(pl, 29, 9999);
case 5: GivePlayerWeapon(pl, 32, 9999);
case 6: GivePlayerWeapon(pl, 30, 9999);
case 7: GivePlayerWeapon(pl, 31, 9999);
case 8: GivePlayerWeapon(pl, 34, 9999);
case 9: GivePlayerWeapon(pl, 35, 9999);
default: GivePlayerWeapon(pl, 4, 1);
}
}[/pawn]