поправьatacer
public OnDeathNotice(victimEntIndex, killerEntIndex, inflictorEntIndex)
{
new g_Origin1[3], g_Origin2[3]
get_user_origin(killerEntIndex, g_Origin1)
get_user_origin(victimEntIndex, g_Origin2)
g_Distance[victimEntIndex] = get_distance(g_Origin1, g_Origin2) / modMeter
}
public OnDeathNotice(victimEntIndex, killerEntIndex, inflictorEntIndex)
{
new g_Origin1[3], g_Origin2[3]
if(killerEntIndex == victimEntIndex || get_member(victimEntIndex, m_bKilledByBomb) || killerEntIndex != inflictorEntIndex)
{
return
}
get_user_origin(killerEntIndex, g_Origin1)
get_user_origin(victimEntIndex, g_Origin2)
g_Distance[victimEntIndex] = get_distance(g_Origin1, g_Origin2) / modMeter
}
самый нормальный вариант@BeasT, killer != inflictor
if(killer != inflictor)
return
Это для чего?BalbuR можно конечно еще гранатку выловить, к примеру,
и владельца бомбы
public OnDeathNotice(victimEntIndex, killerEntIndex, inflictorEntIndex)
{
new g_Origin1[3], g_Origin2[3]
if(!is_user_alive(killerEntIndex) || killerEntIndex == victimEntIndex)
{
return
}
get_user_origin(killerEntIndex, g_Origin1)
get_user_origin(victimEntIndex, g_Origin2)
g_Distance[victimEntIndex] = get_distance(g_Origin1, g_Origin2) / modMeter
}