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Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration)
{
self endon("spawned");
self notify("killed_player");
if(self.sessionteam == "spectator")
return;
//** Nachricht für ersten Kill - FIRST BLOOD - **//
if( level.firstblood == 0 && !isDefined ( self.switching_teams ) ){
players = getentarray("player", "classname");
level.firstblood++; //** Erster Kill wurde gemacht Variable != 0 gesetzt **//
if( isPlayer ( attacker ) ){ //** Wenn Spieler Spieler Schütze ist **//
for( i=0;i < players.size;i++ ){ //** Variable die alle Spieler Anzahl x definiert **//
if( players[i] != self && players[i] != attacker && attacker != self ){ //** Alle Spieler ausser Schütze und Getöteter und Schütze ist kein Selbstmörder **//
players[i] playlocalsound( "firstblood" ); //** Sound für alle Spieler mit Ausnahme des Schützen des Getöteten und des Selbstmörders**//
players[i] iprintln( &"CUSTOM_FBALL1", attacker.name ); //** Text für alle Spieler mit Ausnahme des Schützen des Getöteten und des Selbstmörders **//
if( level.teamplay == 0 )
players[i] iprintln( &"CUSTOM_FBALL2" , self.name ); //** Text wenn keine Teams vorhanden sind **//
else if( attacker.pers["team"] != self.pers["team"] && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Opfer nicht im gleichen Team ist **//
players[i] iprintln( &"CUSTOM_FBALL2" , self.name ); //** Text für Gegner Team **//
else if( attacker.pers["team"] == self.pers["team"] && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Opfer im gleichen Team ist **//
players[i] iprintln( &"CUSTOM_FBALL3" , self.name , &"CUSTOM_FBALL4" ); //** Text für Opfer Team **//
}
}
if( attacker != self ){ //** Schütze jedoch nicht Getöteter - Nachricht an Beide **//
// if( attacker.Headshot == 1 )
// wait 1.5;
attacker playlocalsound( "firstblood" ); //** Sound für den Schützen mit Wartezeit beim Headshot**//
self playlocalsound( "firstblood" ); //** Sounds für den Getöteten mit Wartezeit zwischen den Sounds **//
self playLocalSound ( "whyami" );
attacker iprintln( &"CUSTOM_FB",&"CUSTOM_FBATT" ); //** Text für den Schützen **//
attacker iprintln( &"CUSTOM_FBALL2" , self.name );
self iprintln( &"CUSTOM_FBSELF1" ); //** Text für den Getöteten mit Ausnahme eines Selbstmörders **//
self iprintln( attacker.name , &"CUSTOM_FBSELF1" );
}
for( i=0;i < players.size;i++ ){ //** Variable die alle Spieler Anzahl x definiert **//
if( attacker == self ){ //** Spieler ist Selbstmörder **//
players[i] playlocalsound( "firstblood" ); //** Sound für alle Spieler **//
self playLocalSound ( "hallelujah" );
if( players[i] != self && players[i] != attacker )
players[i] iprintlnbold( &"CUSTOM_FBALL1" , attacker.name ); //** Text für alle Spieler mit Ausnahme des Schützen des Getöteten und des Selbstmörders **//
self iprintln( &"CUSTOM_FB" ); //** Text für den Selbstmörder **//
self iprintln( &"CUSTOM_FBSELF2" );
if( level.teamplay == 0 && players[i] != self)
players[i] iprintlnbold( &"CUSTOM_FBALL5" ); //** Text wenn keine Teams vorhanden sind **//
else if( attacker.pers["team"] != self.pers["team"] && players[i] != self && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Selbstmörder nicht im gleichen Team ist **//
players[i] iprintln( &"CUSTOM_FBALL5"); //** Text für Gegner Team **//
else if( attacker.pers["team"] == self.pers["team"] && players[i] != self && level.teamplay == 1 ) //** Text wenn Teams vorhanden sind und Selbstmörder im gleichen Team ist **//
players[i] iprintln( &"CUSTOM_FBTEAM1" , self.name , &"CUSTOM_FBTEAM2" ); //** Text für Selbstmörder Team **//
}
}
}
}
thread maps\mp\gametypes\_myaddon::Killingspree(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc);
//** ENDE **//
//attacker thread maps\mp\gametypes\_rank::killedplayer(attacker);
//thread maps\mp\gametypes\_addairstrike::addAirstrike(attacker);
// If the player was killed by a head shot, let players know it was a head shot kill
if(sHitLoc == "head" && sMeansOfDeath != "MOD_MELEE")
sMeansOfDeath = "MOD_HEAD_SHOT";
thread maps\mp\gametypes\_shmod::Messages(sMeansOfDeath, attacker);
thread maps\mp\gametypes\_myaddon::Messages(sMeansOfDeath, attacker);
// send out an obituary message to all clients about the kill
obituary(self, attacker, sWeapon, sMeansOfDeath);
//** Kopfschuss Nachrichten und Sounds **//
if( sMeansOfDeath == "MOD_HEAD_SHOT" ){
attacker playlocalSound ( "headshot" ); //** Sound und Text für den Schützen **//
attacker iprintln (&"CUSTOM_HEADSHOT");
}
self maps\mp\gametypes\_weapons::dropWeapon();
self maps\mp\gametypes\_weapons::dropOffhand();
self.sessionstate = "dead";
self.statusicon = "hud_status_dead";
if(!isdefined(self.switching_teams))
self.deaths++;
lpselfnum = self getEntityNumber();
lpselfname = self.name;
lpselfteam = "";
lpselfguid = self getGuid();
lpattackerteam = "";
attackerNum = -1;
if(isPlayer(attacker))
{
if(attacker == self) // killed himself
{
doKillcam = false;
if(!isdefined(self.switching_teams))
attacker.score--;
}
else
{
attackerNum = attacker getEntityNumber();
doKillcam = true;
attacker.score++;
attacker checkScoreLimit();
//--- Artillery ---
//attacker notify( "killed_someone" );
//-----------------
}
lpattacknum = attacker getEntityNumber();
lpattackguid = attacker getGuid();
lpattackname = attacker.name;
attacker notify("update_playerscore_hud");
}
else // If you weren't killed by a player, you were in the wrong place at the wrong time
{
doKillcam = false;
self.score--;
lpattacknum = -1;
lpattackguid = "";
lpattackname = "";
self notify("update_playerscore_hud");
}
logPrint("K;" + lpselfguid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackguid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n");
// Stop thread if map ended on this death
if(level.mapended)
return;
self.switching_teams = undefined;
self.joining_team = undefined;
self.leaving_team = undefined;
body = self cloneplayer(deathAnimDuration);
thread maps\mp\gametypes\_deathicons::addDeathicon(body, self.clientid, self.pers["team"]);
delay = 2; // Delay the player becoming a spectator till after he's done dying
wait delay; // ?? Also required for Callback_PlayerKilled to complete before respawn/killcam can execute
if(doKillcam && level.killcam)
self maps\mp\gametypes\_killcam::killcam(attackerNum, delay, psOffsetTime, true);
self thread respawn();
}
spawnPlayer()
{
self endon("disconnect");
self notify("spawned");
self notify("end_respawn");
resettimeout();
// Stop shellshock and rumble
self stopShellshock();
self stoprumble("damage_heavy");
self.sessionteam = "none";
self.sessionstate = "playing";
self.spectatorclient = -1;
self.archivetime = 0;
self.psoffsettime = 0;
self.statusicon = "";
self.maxhealth = 100;
self.health = self.maxhealth;
spawnpointname = "mp_dm_spawn";
spawnpoints = getentarray(spawnpointname, "classname");
spawnpoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM(spawnpoints);
if(isdefined(spawnpoint))
self spawn(spawnpoint.origin, spawnpoint.angles);
else
maps\mp\_utility::error("NO " + spawnpointname + " SPAWNPOINTS IN MAP");
if(!isdefined(self.pers["savedmodel"]))
maps\mp\gametypes\_teams::model();
else
maps\mp\_utility::loadModel(self.pers["savedmodel"]);
maps\mp\gametypes\_weapons::givePistol();
maps\mp\gametypes\_weapons::giveGrenades();
maps\mp\gametypes\_weapons::giveBinoculars();
self giveWeapon(self.pers["weapon"]);
self giveMaxAmmo(self.pers["weapon"]);
self setSpawnWeapon(self.pers["weapon"]);
if(!level.splitscreen)
{
if(level.scorelimit > 0)
self setClientCvar("cg_objectiveText", &"MP_GAIN_POINTS_BY_ELIMINATING", level.scorelimit);
else
self setClientCvar("cg_objectiveText", &"MP_GAIN_POINTS_BY_ELIMINATING_NOSCORE");
}
else
self setClientCvar("cg_objectiveText", &"MP_ELIMINATE_ENEMIES");
waittillframeend;
self notify("spawned_player");
//self thread jenny\_camping2::CheckCamping();
}
spawnSpectator(origin, angles)
{
self notify("spawned");
self notify("end_respawn");
resettimeout();
// Stop shellshock and rumble
self stopShellshock();
self stoprumble("damage_heavy");
self.sessionstate = "spectator";
self.spectatorclient = -1;
self.archivetime = 0;
if(self.pers["team"] == "spectator")
self.statusicon = "";
if(isdefined(origin) && isdefined(angles))
self spawn(origin, angles);
else
{
spawnpointname = "mp_global_intermission";
spawnpoints = getentarray(spawnpointname, "classname");
spawnpoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random(spawnpoints);
if(isdefined(spawnpoint))
self spawn(spawnpoint.origin, spawnpoint.angles);
else
maps\mp\_utility::error("NO " + spawnpointname + " SPAWNPOINTS IN MAP");
}
self setClientCvar("cg_objectiveText", "");
}
spawnIntermission()
{
self notify("spawned");
self notify("end_respawn");
resettimeout();
// Stop shellshock and rumble
self stopShellshock();
self stoprumble("damage_heavy");
self.sessionstate = "intermission";
self.spectatorclient = -1;
self.archivetime = 0;
spawnpointname = "mp_global_intermission";
spawnpoints = getentarray(spawnpointname, "classname");
spawnpoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random(spawnpoints);
if(isdefined(spawnpoint))
self spawn(spawnpoint.origin, spawnpoint.angles);
else
maps\mp\_utility::error("NO " + spawnpointname + " SPAWNPOINTS IN MAP");
}
respawn()
{
if(!isdefined(self.pers["weapon"]))
return;
self endon("end_respawn");
if(getCvarInt("scr_forcerespawn") <= 0)
{
self thread waitRespawnButton();
self waittill("respawn");
}
self thread spawnPlayer();
}
waitRespawnButton()
{
self endon("end_respawn");
self endon("respawn");
wait 0; // Required or the "respawn" notify could happen before it's waittill has begun
self.respawntext = newClientHudElem(self);
self.respawntext.horzAlign = "center_safearea";
self.respawntext.vertAlign = "center_safearea";
self.respawntext.alignX = "center";
self.respawntext.alignY = "middle";
self.respawntext.x = 0;
self.respawntext.y = -50;
self.respawntext.archived = false;
self.respawntext.font = "default";
self.respawntext.fontscale = 2;
self.respawntext setText(&"PLATFORM_PRESS_TO_SPAWN");
thread removeRespawnText();
thread waitRemoveRespawnText("end_respawn");
thread waitRemoveRespawnText("respawn");
while((isdefined(self)) && (self useButtonPressed() != true))
wait .05;
if(isdefined(self))
{
self notify("remove_respawntext");
self notify("respawn");
}
}
removeRespawnText()
{
self waittill("remove_respawntext");
if(isdefined(self.respawntext))
self.respawntext destroy();
}
waitRemoveRespawnText(message)
{
self endon("remove_respawntext");
self waittill(message);
self notify("remove_respawntext");
}
startGame()
{
level.firstblood = 0; //** Variabel für ersten Kill -FIRST BLOOD- **//
level.starttime = getTime();
if(level.timelimit > 0) |