Hello!  
	I have a problem with the damage script.
 
	I can't kill other players just if they got headshot.. but I don't know why.
 
	 
 
local playerInjuries = {} -- create a table to save the injuries
function copy( t )
	local r = {}
	if type(t) == 'table' then
		for k, v in pairs( t ) do
			r[k] = v
		end
	end
	return r
end
function isMelee( weapon )
	return weapon and weapon <= 15
end
function killknockedout(source)
	setElementHealth(source, 0)
end
function stabilize()
	if playerInjuries[source] and not isPedHeadless(source) then
		if playerInjuries[source]['knockout'] then
			exports['global']:changeProtectedElementDataEx(source, "injuriedanimation")
			if isTimer(playerInjuries[source]['knockout']) then
				killTimer(playerInjuries[source]['knockout'])
				playerInjuries[source]['knockout'] = nil
				
				fadeCamera(source, true, 2)
				setPedAnimation(source)
				exports.ls_core:removeAnimation(source)
				toggleControl(source, 'forwards', true)
				toggleControl(source, 'left', true)
				toggleControl(source, 'right', true)
				toggleControl(source, 'backwards', true)
				toggleControl(source, 'enter_passenger', true)
				setElementHealth(source, math.max( 20, getElementHealth(source) ) )
			end
		end
		
		if playerInjuries[source][7] and playerInjuries[source][8] then
			toggleControl(source, 'forwards', true)
			toggleControl(source, 'left', true)
			toggleControl(source, 'right', true)
			toggleControl(source, 'backwards', true)
			toggleControl(source, 'enter_passenger', true)
		end
	end
end
addEvent( "onPlayerStabilize", false )
addEventHandler( "onPlayerStabilize", getRootElement(), stabilize )
addEvent "onPlayerHeadshot"
addEventHandler("onPlayerDamage", getRootElement(),
    function (attacker, weapon, bodypart, loss)
        if bodypart == 9 then
        	if not getElementData(attacker, "sokkolokezeben") == true then
            local result = triggerEvent("onPlayerHeadshot", source, attacker, weapon, loss)
            	if result == true then
                	killPed(source, attacker, weapon, bodypart)
                	setPedHeadless(source, true)
            	end
        	end
        end
    end
)
function healInjuries(healed)
	if playerInjuries[source] and not isPedHeadless(source) then
		if playerInjuries[source]['knockout'] then
			exports['global']:changeProtectedElementDataEx(source, "injuriedanimation")
			if isTimer(playerInjuries[source]['knockout']) then
				killTimer(playerInjuries[source]['knockout'])
				playerInjuries[source]['knockout'] = nil
				
				if healed then
					fadeCamera(source, true, 2)
					setPedAnimation(source)
					exports.global:removeAnimation(source)
				end
			end
			toggleAllControls(source, true, true, false)
		else
			if playerInjuries[source][7] and playerInjuries[source][8] then
				toggleControl(source, 'forwards', true)
				toggleControl(source, 'left', true)
				toggleControl(source, 'right', true)
				toggleControl(source, 'backwards', true)
				toggleControl(source, 'enter_passenger', true)
				toggleControl(source, 'enter_exit', true)
			end
			if playerInjuries[source][7] or playerInjuries[source][8] then
				toggleControl(source, 'sprint', true)
				toggleControl(source, 'jump', true)
			end
			
			if playerInjuries[source][5] and playerInjuries[source][6] then
				toggleControl(source, 'fire', true)
			end
			if playerInjuries[source][5] or playerInjuries[source][6] then
				toggleControl(source, 'aim_weapon', true)
				toggleControl(source, 'jump', true)
			end
		end
		playerInjuries[source] = nil
	end
end
addEvent( "onPlayerHeal", false )
addEventHandler( "onPlayerHeal", getRootElement(), healInjuries)
function restoreInjuries( )
	if playerInjuries[source] and not isPedHeadless(source) then
		if playerInjuries[source][7] and playerInjuries[source][8] then
			toggleControl(source, 'forwards', false)
			toggleControl(source, 'left', false)
			toggleControl(source, 'right', false)
			toggleControl(source, 'backwards', false)
			toggleControl(source, 'enter_passenger', false)
			toggleControl(source, 'enter_exit', false)
		end
		if playerInjuries[source][7] or playerInjuries[source][8] then
			toggleControl(source, 'sprint', false)
			toggleControl(source, 'jump', false)
		end
		
		if playerInjuries[source][5] and playerInjuries[source][6] then
			toggleControl(source, 'fire', false)
		end
		if playerInjuries[source][5] or playerInjuries[source][6] then
			toggleControl(source, 'aim_weapon', false)
			toggleControl(source, 'jump', false)
		end
	end
end
addEventHandler( "onPlayerStopAnimation", getRootElement(), restoreInjuries )
function resetInjuries()
	setPedHeadless(source, false)
	if playerInjuries[source] then
		healInjuries()
	end
end
addEventHandler( "onPlayerSpawn", getRootElement(), resetInjuries)
addEventHandler( "onPlayerQuit", getRootElement(), resetInjuries)