Added overrideHealth
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@ -14,12 +14,13 @@ namespace pdHealth
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}
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//Settings:
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int tickTime = 100; //Tick-Rate in ms
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int armorRegen = 25; //How far to regenerate the armor
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int armorRegenSpeed = 1; //How much armor to regenerate per tick
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int armorRegenDelay = 5000; //Delay before recharging armor
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bool allDamageArmor = true; //The armor soaks up all the health, even for fall and explosion-damage.
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bool ditchDamage = false; //Ditch damage, if hit depletes armor completely
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int tickTime = 100; //Tick-Rate in ms
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int armorRegen = 25; //How far to regenerate the armor
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int armorRegenSpeed = 1; //How much armor to regenerate per tick
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int armorRegenDelay = 5000; //Delay before recharging armor
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int overrideHealth = 50; //Set your max health to balance the regenerating armor. This will override any max health values set via trainer. Set to -1 to disable.
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bool allDamageArmor = true; //The armor soaks up all the health, even fall and explosion-damage.
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bool ditchDamage = false; //Ditch damage, if hit depletes armor
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//Vars
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int armorVal = -1;
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@ -30,6 +31,10 @@ namespace pdHealth
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{
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Ped pl = Player.Character;
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if (overrideHealth != -1) {
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if (pl.Health > overrideHealth) { pl.Health = overrideHealth; } //MaxHealth not functional?
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}
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if (pl.isAlive == false) {
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armorVal = -1;
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healthVal = -1;
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