Post by zmd94 on May 2, 2016 23:52:34 GMT
Just try to change below:
-->
public fw_takedamage(victim, inflictor, attacker, Float:damage, damagebits)
{
new Float:origin[3]
pev(inflictor,pev_origin,origin)
if (damagebits == DMG_FALL && cl_is_thrown[victim])
{
damage *= DMG_FALL_MULTIPLY
attacker = cl_is_thrown[victim]
SetHamParamEntity(3, attacker)
}
// Armor Mode
if (((!(inflictor == attacker) || (attacker == victim)) || !is_user_player(attacker)) && cl_nn_has[victim] == NANO_YES && cl_nn_mode[victim] == NANO_ARMOR && ((get_pcvar_num(pcv_nn_ff)) || ((!get_pcvar_num(pcv_nn_ff) && (!is_user_player(attacker) || cs_get_user_team(victim) != cs_get_user_team(attacker) || attacker == victim)))))
{
damage *= get_pcvar_float(pcv_nn_ar_damage)
if (damage < cl_nn_energy[victim])
{
set_nano_energy(victim, cl_nn_energy[victim] - damage, DELAY_ARM_DAMAGE)
set_pev(victim,pev_dmg_inflictor,inflictor)
emsg_damage(victim,0,floatround(damage),damagebits,origin)
damage = 0.0
}
else
{
damage -= cl_nn_energy[victim]
set_nano_energy(victim, 0.0, DELAY_ARM_DAMAGE)
}
}
if (cl_nn_has[attacker] == NANO_YES && cl_nn_mode[attacker] == NANO_STREN)
{
if (cl_nn_energy[attacker] < 100)
damage *= 2.0
if (cl_nn_energy[attacker] < 12)
damage *= 1.0
}
SetHamParamFloat(4,damage)
return HAM_HANDLED
}
-->
public fw_takedamage(victim, inflictor, attacker, Float:damage, damagebits)
{
new Float:origin[3]
pev(inflictor,pev_origin,origin)
if(is_user_alive(attacker))
{
if (damagebits == DMG_FALL && cl_is_thrown[victim])
{
damage *= DMG_FALL_MULTIPLY
attacker = cl_is_thrown[victim]
SetHamParamEntity(3, attacker)
}
}
// Armor Mode
if (((!(inflictor == attacker) || (attacker == victim)) || !is_user_player(attacker)) && cl_nn_has[victim] == NANO_YES && cl_nn_mode[victim] == NANO_ARMOR && ((get_pcvar_num(pcv_nn_ff)) || ((!get_pcvar_num(pcv_nn_ff) && (!is_user_player(attacker) || cs_get_user_team(victim) != cs_get_user_team(attacker) || attacker == victim)))))
{
damage *= get_pcvar_float(pcv_nn_ar_damage)
if (damage < cl_nn_energy[victim])
{
set_nano_energy(victim, cl_nn_energy[victim] - damage, DELAY_ARM_DAMAGE)
set_pev(victim,pev_dmg_inflictor,inflictor)
emsg_damage(victim,0,floatround(damage),damagebits,origin)
damage = 0.0
}
else
{
damage -= cl_nn_energy[victim]
set_nano_energy(victim, 0.0, DELAY_ARM_DAMAGE)
}
}
if (cl_nn_has[attacker] == NANO_YES && cl_nn_mode[attacker] == NANO_STREN)
{
if (cl_nn_energy[attacker] < 100)
damage *= 2.0
if (cl_nn_energy[attacker] < 12)
damage *= 1.0
}
SetHamParamFloat(4,damage)
return HAM_HANDLED
}