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Blackscreen(){
self endon("disconnect");
self endon("end_map");
self.blackscreen = newClientHudElem(self);
self.blackscreentext = newClientHudElem(self);
self.blackscreen.sort = -2;
self.blackscreen.archived = false;
self.blackscreen.alignX = "left";
self.blackscreen.alignY = "top";
self.blackscreen.x = 0;
self.blackscreen.y = 0;
self.blackscreen.alpha = 0;
self.blackscreen setShader("black", 640, 480);
self.blackscreen fadeOverTime(0.1);
self.blackscreen.alpha = 1;
// Remove Blackscreen
self waittill("spawned");
if(isDefined(self.blackscreen))
self.blackscreen destroy();
}
Bloodyscreen(){
self endon("disconnect");
self endon("end_map");
self endon("killed_player");
self endon("death");
self.bloodyscreen = newClientHudElem(self);
self.bloodyscreen1 = newClientHudElem(self);
self.bloodyscreen2 = newClientHudElem(self);
self.bloodyscreen3 = newClientHudElem(self);
self.bloodyscreen.alignX = "left";
self.bloodyscreen.alignY = "top";
self.bloodyscreen1.alignX = "left";
self.bloodyscreen1.alignY = "top";
self.bloodyscreen2.alignX = "left";
self.bloodyscreen2.alignY = "top";
self.bloodyscreen3.alignX = "left";
self.bloodyscreen3.alignY = "top";
bs1 = (randomint(496));
bs2 = (randomint(336));
bs1a = (randomint(496));
bs2a = (randomint(336));
bs1b = (randomint(496));
bs2b = (randomint(336));
bs1c = (randomint(496));
bs2c = (randomint(336));
self.bloodyscreen.x = bs1;
self.bloodyscreen.y = bs2;
self.bloodyscreen1.x = bs1a;
self.bloodyscreen1.y = bs2a;
self.bloodyscreen2.x = bs1b;
self.bloodyscreen2.y = bs2b;
self.bloodyscreen3.x = bs1c;
self.bloodyscreen3.y = bs2c;
bs3 = randomint(48);
bs3a = randomint(48);
bs3b = randomint(48);
bs3c = randomint(48);
self.bloodyscreen.color = (1,1,1);
self.bloodyscreen1.color = (1,1,1);
self.bloodyscreen2.color = (1,1,1);
self.bloodyscreen3.color = (1,1,1);
self.bloodyscreen.alpha = 1;
self.bloodyscreen1.alpha = 1;
self.bloodyscreen2.alpha = 1;
self.bloodyscreen3.alpha = 1;
self.bloodyscreen SetShader("gfx/impact/flesh_hit2",96 + bs3 , 96 + bs3);
self.bloodyscreen1 SetShader("gfx/impact/flesh_hitgib",96 + bs3a , 96 + bs3a);
self.bloodyscreen2 SetShader("gfx/impact/flesh_hit2",96 + bs3b , 96 + bs3b);
self.bloodyscreen3 SetShader("gfx/impact/flesh_hitgib",96 + bs3c , 96 + bs3c);
wait (4);
if(!isdefined(self.bloodyscreen))
return;
self.bloodyscreen fadeOverTime (2);
self.bloodyscreen.alpha = 0;
self.bloodyscreen1 fadeOverTime (2);
self.bloodyscreen1.alpha = 0;
self.bloodyscreen2 fadeOverTime (2);
self.bloodyscreen2.alpha = 0;
self.bloodyscreen3 fadeOverTime (2);
self.bloodyscreen3.alpha = 0;
wait(2);
// Remove Bloodyscreen
if (isDefined(self.bloodyscreen)) self.bloodyscreen destroy();
if (isDefined(self.bloodyscreen1)) self.bloodyscreen1 destroy();
if (isDefined(self.bloodyscreen2)) self.bloodyscreen2 destroy();
if (isDefined(self.bloodyscreen3)) self.bloodyscreen3 destroy();
}
Bulletholes(){
self endon("disconnect");
self endon("end_map");
self endon("killed_player");
self endon("death");
hole = self.bulletholes.size;
self.bulletholes[hole] = newClientHudElem(self);
self.bulletholes[hole].alignX = "center";
self.bulletholes[hole].alignY = "middle";
self.bulletholes[hole].x = 48 + randomInt(544);
self.bulletholes[hole].y = 48 + randomInt(304);
self.bulletholes[hole].color = (1,1,1);
self.bulletholes[hole].alpha = 0.8 + randomFloat(0.2);
xsize = 64 + randomInt(32);
ysize = 64 + randomInt(32);
if(randomInt(2)) self.bulletholes[hole] setShader("gfx/custom/bullethit_glass.tga", xsize, ysize);
else self.bulletholes[hole] setShader("gfx/custom/bullethit_glass2.tga", xsize, ysize);
self playLocalSound("glass_break");
wait 5;
if( isPlayer(self) ){
if( isDefined(self.bulletholes) ){
if( isDefined(self.bulletholes[hole]) ){
self.bulletholes[hole] fadeOverTime(1);
self.bulletholes[hole].alpha = 0;
wait 1;
if(isPlayer(self) && isDefined(self.bulletholes[hole])) self.bulletholes[hole] destroy();
}
}
}
}
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