// TextDraw developed using Zamaroht's Textdraw Editor 1.0 //functions forward ShowBloodForPlayer(playerid, loss); forward HideBloodForPlayer(playerid); forward IsPlayerHurt(playerid); //callbacks forward OnPlayerHurt(playerid, loss); static bool:shown[MAX_PLAYERS]; static timer[MAX_PLAYERS]; static Text:blood1; static Text:blood2; Hook:Hurt_OnGameModeInit() { blood1 = TextDrawCreate(-81.000000, -100.000000, "particle:bloodpool_64"); TextDrawBackgroundColor(blood1, 255); TextDrawFont(blood1, 4); TextDrawLetterSize(blood1, 0.500000, 1.000000); TextDrawColor(blood1, -16776961); TextDrawSetOutline(blood1, 0); TextDrawSetProportional(blood1, 1); TextDrawSetShadow(blood1, 1); TextDrawUseBox(blood1, 1); TextDrawBoxColor(blood1, 0xFFFFFF70); TextDrawTextSize(blood1, 410.000000, 403.000000); blood2 = TextDrawCreate(199.000000, 210.000000, "particle:bloodpool_64"); TextDrawBackgroundColor(blood2, 255); TextDrawFont(blood2, 4); TextDrawLetterSize(blood2, 0.500000, 1.000000); TextDrawColor(blood2, -16776961); TextDrawSetOutline(blood2, 0); TextDrawSetProportional(blood2, 1); TextDrawSetShadow(blood2, 1); TextDrawUseBox(blood2, 1); TextDrawBoxColor(blood2, 0xFFFFFF70); TextDrawTextSize(blood2, 410.000000, 403.000000); return 1; } //Check the status of the player public IsPlayerHurt(playerid) { if( shown[playerid] ) return true; else return false; } //Enable the hurt effects for player, playerid public ShowBloodForPlayer(playerid, Float:loss) { shown[playerid] = true; TextDrawShowForPlayer(playerid, blood1); TextDrawShowForPlayer(playerid, blood2); timer[playerid] = SetTimerEx("OnPlayerHurt", 500, true, "if", playerid, loss); return 1; } //What to do when the player is under hurting effects public HideBloodForPlayer(playerid, Float:loss) { /*if(shown[playerd]) { HideTextDrawForPlayer(playerid, blood1); HideTextDrawForPlayer(playerid, blood2); } else { ShowTextDrawForPlayer(playerid, blood1); ShowTextDrawForPlayer(playerid, blood2); } shown[playerd] = !shown[playerd]; */ new Float:health; GetPlayerHealth(playerid, health); SetPlayerHealth(playerid, health - loss ) return 1; } //Stop the hurting effects public HidePlayerHurt(playerid) { shown[playerid] = false; KillTimer(timer[playerid]); TextDrawHideForPlayer(playerid, blood1); TextDrawHideForPlayer(playerid, blood2); return 1; }