Moi, étant donné que je n'ai pas trouvé de solution, j'ai pensé plus simple d'enlever ce systeme temporairement.
if(MedicBill[playerid] == 1 && PlayerInfo[playerid][pJailed] == 0 && PlayerPaintballing[playerid] == 0)
{
/*if(FirstSpawn[playerid] != 1)
{*/
// new string[256];
//new cut = deathcost; //PlayerInfo[playerid][pLevel]*deathcost;
//SafeGivePlayerMoney(playerid, -cut);
/*format(string, sizeof(string), "Docteur: Votre facture d'hopital est de $%d, Bonne journée..", cut);
SendClientMessage(playerid, TEAM_CYAN_COLOR, string);*/
MedicBill[playerid] = 0;
MedicTime[playerid] = 0;
NeedMedicTime[playerid] = 0;
PlayerInfo[playerid][pDeaths] += 1;
SetPlayerHealth(playerid, 100.0);
/*SetPlayerInterior(playerid, 5);
rand = random(sizeof(gMedicSpawns));
SetPlayerPos(playerid, gMedicSpawns[rand][0], gMedicSpawns[rand][1], gMedicSpawns[rand][2]); // Warp the player
SetPlayerFacingAngle(playerid, 270.0);
TogglePlayerControllable(playerid, 0);
GameTextForPlayer(playerid, "~n~~n~~n~~n~~n~~n~~n~~n~~n~~w~Vous etes dans le coma ...", 30000, 3);
ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0);
if(PlayerInfo[playerid][pDonateRank] > 0)
{
NeedMedicTime[playerid] = 10;
}
else
{
NeedMedicTime[playerid] = 10;
}
PlayerPlaySound(playerid, 1062, 0.0, 0.0, 0.0);
return 1;
}*/