/* /$$ /$$ /$$$$$$ /$$$$$$$ /$$$$$$$ | $$$ | $$ /$$__ $$ | $$__ $$| $$__ $$ | $$$$| $$| $$ \__/ | $$ \ $$| $$ \ $$ | $$ $$ $$| $$ /$$$$ /$$$$$$| $$$$$$$/| $$$$$$$/ | $$ $$$$| $$|_ $$|______/| $$__ $$| $$____/ | $$\ $$$| $$ \ $$ | $$ \ $$| $$ | $$ \ $$| $$$$$$/ | $$ | $$| $$ |__/ \__/ \______/ |__/ |__/|__/ Health System Next Generation Gaming, LLC (created by Next Generation Gaming Development Team) * Copyright (c) 2016, Next Generation Gaming, LLC * * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are not permitted in any case. * * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ new Float:PlayerHealth[MAX_PLAYERS], Float:PlayerArmor[MAX_PLAYERS]; forward SetHealth(playerid, Float:hp); public SetHealth(playerid, Float:hp) { PlayerHealth[playerid] = hp; //UpdateDynamic3DTextLabelText(PlayerLabel[playerid], 0xFFFFFFFF, GetHealthArmorForLabel(playerid)); return SetPlayerHealth(playerid, hp); } forward GetHealth(playerid, &Float:hp); public GetHealth(playerid, &Float:hp) { hp = PlayerHealth[playerid]; return 1; } forward SetArmour(playerid, Float:hp); public SetArmour(playerid, Float:hp) { PlayerArmor[playerid] = hp; //UpdateDynamic3DTextLabelText(PlayerLabel[playerid], 0xFFFFFFFF, GetHealthArmorForLabel(playerid)); return SetPlayerArmour(playerid, hp); } forward GetArmour(playerid, &Float:hp); public GetArmour(playerid, &Float:hp) { hp = PlayerArmor[playerid]; return 1; } RemoveArmor(Player) { SetArmour(Player, 0.0); return 1; }