[ZP] Daño de Fuego al Combo
#1
Tengo una duda de como agregarle el daño que hace el fuego por segundo al combo de ammopacks

Código PHP:
//combo
if (!g_survivor[attacker] || !get_pcvar_num(cvar_survignoreammo))
{
// Store damage dealt
g_damagedealt[attacker] += floatround(damage)

// Get damage required to get an ammo pack
static ammodamage
ammodamage 
get_pcvar_num(cvar_ammodamage)

g_damage_done[attacker] += floatround(damage)
remove_task(attacker+TASK_COMBO)
set_task(5.0"bonificacion"attacker+TASK_COMBO)

set_hudmessage(02550, -1.00.2510.14.00.010.01, -1)
ShowSyncHudMsg(attackerg_MsgSync3"^n^n^n^n  Combo %d Ammo Packs^nDaño Causado: %d"g_combo[attacker], floatround(damage))

// Reward ammo packs for every [ammo damage] dealt
while (g_damagedealt[attacker] >= (ammodamage HV_MULTIPLIER) / g_admin[attacker])
{
g_ammopacks[attacker]++
check_level(attacker)
g_damagedealt[attacker] -= (ammodamage HV_MULTIPLIER) / g_admin[attacker]
}
while(
g_damage_done[attacker] >= (25 + ((g_combo[attacker] * 100) / HV_MULTIPLIER) / g_admin[attacker]))
{
g_damage_done[attacker] -= (25 + ((g_combo[attacker] * 100) / HV_MULTIPLIER) / g_admin[attacker])
g_combo[attacker]++
}
}

return 
HAM_IGNORED;
}
//--------------------
fire_player(victim)
{
// Get origin
static Float:originF[3]
pev(victimpev_originoriginF)

// Fire nade explode sound

// Only effect alive zombies
if (!is_user_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
return;

// Heat icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLEg_msgDamage_victim)
write_byte(0// damage save
write_byte(0// damage take
write_long(DMG_BURN// damage type
write_coord(0// x
write_coord(0// y
write_coord(0// z
message_end()
}

// Our task params
static params[1]

if (
g_nemesis[victim]) // fire duration (nemesis takes less)
params[0] = get_pcvar_num(cvar_fireduration)
else
params[0] = get_pcvar_num(cvar_fireduration)*5

// Set burning task on victim
set_task(0.1"burning_flame"victim+TASK_BLOODparamssizeof params)

Responder


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