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ShootSpeed:=sqrt((Map.Bullets[BulletId].VelX*Map.Bullets[BulletId].VelX)+(Map.Bullets[BulletId].VelY*Map.Bullets[BulletId].VelY)); c := (WeaponsINI.ReadFloat(GWN(WeaponID),'Damage',0)*100)*(ShootSpeed/100)*WeaponsINI.ReadFloat(GWN(WeaponID),'ModifierHead',0); c2 := (WeaponsINI.ReadFloat(GWN(WeaponID),'Damage',0)*100)*(ShootSpeed/100)*WeaponsINI.ReadFloat(GWN(WeaponID),'ModifierChest',0); c3 := (WeaponsINI.ReadFloat(GWN(WeaponID),'Damage',0)*100)*(ShootSpeed/100)*WeaponsINI.ReadFloat(GWN(WeaponID),'ModifierLegs',0); if (iif(Victim.Vest>0,Trunc(0.25*c),c)=Damage) then DrawTextEx(Shooter.ID,108,'Headshoot!',400,$F15D70,0.055,12,385) else if (iif(GetPlayerStat(Victim.ID,'Vest')>0,Trunc(0.25*c2),c2)=Damage) then DrawTextEx(Shooter.ID,108,'BODY!',400,$F15D70,0.055,12,385) else if (iif(GetPlayerStat(Victim.ID,'Vest')>0,Trunc(0.25*c3),c3)=Damage) then DrawTextEx(Shooter.ID,108,'LEGS!',400,$F15D70,0.055,12,385) else begin WriteLn(Floattostr(c)+' '+Floattostr(damage)); WriteLn(Floattostr(c2)+' '+Floattostr(damage)); WriteLn(Floattostr(c3)+' '+Floattostr(damage)); end;
function RealDMG(nonreal:single):single;var real:string;begin real:=floattostr(nonreal); real:=Copy(real,1,8); Result:=strtofloat(real);end;
Code: [Select]c := (WeaponsINI.ReadFloat(GWN(WeaponID),'Damage',0)*100)*(ShootSpeed/100)*WeaponsINI.ReadFloat(GWN(WeaponID),'ModifierHead',0);
c := (WeaponsINI.ReadFloat(GWN(WeaponID),'Damage',0)*100)*(ShootSpeed/100)*WeaponsINI.ReadFloat(GWN(WeaponID),'ModifierHead',0);
function RealDMG(nonreal:single):single;var real,real2:string;begin real := floattostr(nonreal); real2 := Copy(GetPiece(real,'.',1),1,2); Result:=strtofloat(GetPiece(real,'.',0)+'.'+real2);end;