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Release Cyborg's AI Survival Beta v0.22
#31
(07-22-2011, 19:31)Elite_otten Wrote: Yea, I mean an error

In black ops come the error bad syntax script error
I don't see any syntax error either in this piece of code.
So the syntax error must be somewhere else even though you might have only added that.
Could you give me your complete _globallogic_player.gsc as a file?
Reply

#32
Yes I can you give the complete and Thanks that you help me.

Code:
// BROUGHT TO YOU BY IT'S MODS
// VISIT WWW.ITSMODS.COM FOR ALL YOUR MODDING NEEDS

#include maps\mp\_utility;
#include common_scripts\utility;

freezePlayerForRoundEnd()
{
    self clearLowerMessage();
    
    self closeMenu();
    self closeInGameMenu();
    
    self freeze_player_controls( true );
    currentWeapon = self GetCurrentWeapon();
    if ( maps\mp\gametypes\_hardpoints::isKillstreakWeapon( currentWeapon ) && !maps\mp\gametypes\_killstreak_weapons::isHeldKillstreakWeapon( currentWeapon ) )
        self takeWeapon( currentWeapon );
//    self _disableWeapon();
}


Callback_PlayerConnect()
{
    thread notifyConnecting();

    self.statusicon = "hud_status_connecting";
    self waittill( "begin" );
    waittillframeend;
    self.statusicon = "";

    level notify( "connected", self );
    
//    self thread maps\mp\gametypes\_globallogic_utils::fakeLag();
    if ( level.console && self IsHost() )
        self thread maps\mp\gametypes\_globallogic::listenForGameEnd();

    // only print that we connected if we haven't connected in a previous round
    if( !level.splitscreen && !isdefined( self.pers["score"] ) )
    {
        iPrintLn(&"MP_CONNECTED", self);
    }

    if( !isdefined( self.pers["score"] ) )
    {
        self thread maps\mp\gametypes\_persistence::adjustRecentStats();
        self maps\mp\gametypes\_persistence::setAfterActionReportStat( "valid", 0 );
        if( level.console )
        {
            if ( GetDvarInt( #"xblive_wagermatch" ) == 1 && !( self IsHost() ) )
                self maps\mp\gametypes\_persistence::setAfterActionReportStat( "wagerMatchFailed", 1 );
            else
                self maps\mp\gametypes\_persistence::setAfterActionReportStat( "wagerMatchFailed", 0 );
        }
        else
        {
            /#
            PrintLn("level.wagermatch: " + level.wagermatch );
            #/
            if ( GetDvarInt( #"xblive_wagermatch" ) == 1 )
            {
                if ( !self is_bot() && !self isdemoclient() )
                {
                    codPoints = self maps\mp\gametypes\_persistence::statGet( "CODPOINTS" );
                    if( codPoints < level.wagerBet && !self IsHost() )
                    {
                        /#
                        PrintLn("kick " + self.name + "; not enought codpoints: " + codPoints );
                        #/
                        kick( self getEntityNumber(), "PLATFORM_WAGER_DEADBEAT_TITLE" );
                        return;
                    }
                }

                // set this flag to notify player of possible refund in case the match does not end well
                self maps\mp\gametypes\_persistence::setAfterActionReportStat( "wagerMatchFailed", 1 );
            }
            else
                self maps\mp\gametypes\_persistence::setAfterActionReportStat( "wagerMatchFailed", 0 );            
        }
    }        

    lpselfnum = self getEntityNumber();
    lpGuid = self getGuid();
    logPrint("J;" + lpGuid + ";" + lpselfnum + ";" + self.name + "\n");
    bbPrint( "mpjoins: name %s client %s", self.name, lpselfnum );

    self setClientUIVisibilityFlag( "hud_visible", 1 );
    self setClientUIVisibilityFlag( "g_compassShowEnemies", GetDvarInt( #"scr_game_forceradar" ) );

    self setClientDvars( "player_sprintTime", GetDvar( #"scr_player_sprinttime" ),
                         "ui_radar_client", GetDvar( #"ui_radar_client" ),
                         "scr_numLives", level.numLives,
                         "ui_pregame", isPregame() );
                        
    self CameraActivate( false );

    makeDvarServerInfo( "cg_drawTalk", 1 );
    
    if ( level.hardcoreMode )
    {
        self setClientDvars( "cg_drawTalk", 3 );
    }

    if ( GetDvarInt( #"player_sprintUnlimited" ) )
    {
        self setClientDvar( "player_sprintUnlimited", 1 );
    }

/#
    if ( GetDvarInt( #"scr_hitloc_debug") )
    {
        for ( i = 0; i < 6; i++ )
        {
            self setClientDvar( "ui_hitloc_" + i, "" );
        }
        self.hitlocInited = true;
    }
#/
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "score" );
    if ( level.resetPlayerScoreEveryRound )
    {
        self.pers["score"] = 0;
    }
    self.score = self.pers["score"];

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "suicides" );
    self.suicides = self  maps\mp\gametypes\_globallogic_score::getPersStat( "suicides" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "headshots" );
    self.headshots = self  maps\mp\gametypes\_globallogic_score::getPersStat( "headshots" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "challenges" );
    self.challenges = self  maps\mp\gametypes\_globallogic_score::getPersStat( "challenges" );    

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "kills" );
    self.kills = self  maps\mp\gametypes\_globallogic_score::getPersStat( "kills" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "deaths" );
    self.deaths = self  maps\mp\gametypes\_globallogic_score::getPersStat( "deaths" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "assists" );
    self.assists = self  maps\mp\gametypes\_globallogic_score::getPersStat( "assists" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "defends", false );
    self.defends = self  maps\mp\gametypes\_globallogic_score::getPersStat( "defends" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "offends", false );
    self.offends = self  maps\mp\gametypes\_globallogic_score::getPersStat( "offends" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "plants", false );
    self.plants = self  maps\mp\gametypes\_globallogic_score::getPersStat( "plants" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "defuses", false );
    self.defuses = self  maps\mp\gametypes\_globallogic_score::getPersStat( "defuses" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "returns", false );
    self.returns = self  maps\mp\gametypes\_globallogic_score::getPersStat( "returns" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "captures", false );
    self.captures = self  maps\mp\gametypes\_globallogic_score::getPersStat( "captures" );

    self  maps\mp\gametypes\_globallogic_score::initPersStat( "destructions", false );
    self.destructions = self  maps\mp\gametypes\_globallogic_score::getPersStat( "destructions" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "backstabs" );
    self.backstabs = self  maps\mp\gametypes\_globallogic_score::getPersStat( "backstabs" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "longshots" );
    self.longshots = self  maps\mp\gametypes\_globallogic_score::getPersStat( "longshots" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "survived" );
    self.survived = self  maps\mp\gametypes\_globallogic_score::getPersStat( "survived" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "stabs" );
    self.stabs = self  maps\mp\gametypes\_globallogic_score::getPersStat( "stabs" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "tomahawks" );
    self.tomahawks = self  maps\mp\gametypes\_globallogic_score::getPersStat( "tomahawks" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "humiliated" );
    self.humiliated = self  maps\mp\gametypes\_globallogic_score::getPersStat( "humiliated" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "x2score" );
    self.x2score = self  maps\mp\gametypes\_globallogic_score::getPersStat( "x2score" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "sessionbans" );
    self.sessionbans = self  maps\mp\gametypes\_globallogic_score::getPersStat( "sessionbans" );
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "gametypeban" );
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "time_played_total" );
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "time_played_alive" );
    
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "teamkills", false );
    self  maps\mp\gametypes\_globallogic_score::initPersStat( "teamkills_nostats" );
    self.teamKillPunish = false;
    if ( level.minimumAllowedTeamKills >= 0 && self.pers["teamkills_nostats"] > level.minimumAllowedTeamKills )
        self thread reduceTeamKillsOverTime();
    
    if( GetDvar( #"r_reflectionProbeGenerate" ) == "1" )
        level waittill( "eternity" );

    
    self.killedPlayersCurrent = [];

    if( !isDefined( self.pers["best_kill_streak"] ) )
    {
        self.pers["killed_players"] = [];
        self.pers["killed_by"] = [];
        self.pers["nemesis_tracking"] = [];
        self.pers["artillery_kills"] = 0;
        self.pers["dog_kills"] = 0;
        self.pers["nemesis_name"] = "";
        self.pers["nemesis_rank"] = 0;
        self.pers["nemesis_rankIcon"] = 0;
        self.pers["nemesis_xp"] = 0;
        self.pers["nemesis_xuid"] = "";


        /*self.killstreakKills["artillery"] = 0;
        self.killstreakKills["dogs"] = 0;
        self.killstreaksUsed["radar"] = 0;
        self.killstreaksUsed["artillery"] = 0;
        self.killstreaksUsed["dogs"] = 0;*/
        self.pers["best_kill_streak"] = 0;
    }

// Adding Music tracking per player CDC
    if( !isDefined( self.pers["music"] ) )
    {
        self.pers["music"] = spawnstruct();
        self.pers["music"].spawn = false;
        self.pers["music"].inque = false;        
        self.pers["music"].currentState = "SILENT";
        self.pers["music"].previousState = "SILENT";
        self.pers["music"].nextstate = "UNDERSCORE";
        self.pers["music"].returnState = "UNDERSCORE";    
        
    }        
    self.leaderDialogQueue = [];
    self.leaderDialogActive = false;
    self.leaderDialogGroups = [];
    self.leaderDialogGroup = "";

    if ( !isdefined( self.pers["cur_kill_streak"] ) )
        self.pers["cur_kill_streak"] = 0;
    if ( !isdefined( self.pers["totalKillstreakCount"] ) )
        self.pers["totalKillstreakCount"] = 0;
    self.lastKillTime = 0;
    
    self.cur_death_streak = 0;
    self disabledeathstreak();
    self.death_streak = 0;
    self.kill_streak = 0;
    self.gametype_kill_streak = 0;
    
    if ( level.onlineGame )
    {
        self.death_streak = self getDStat( "HighestStats",  "death_streak" );
        self.kill_streak = self getDStat( "HighestStats", "kill_streak" );
        self.gametype_kill_streak = self maps\mp\gametypes\_persistence::statGetWithGameType( "kill_streak" );
    }


    self.lastGrenadeSuicideTime = -1;

    self.teamkillsThisRound = 0;
    
    if ( !isDefined( level.livesDoNotReset ) || !level.livesDoNotReset || !isDefined( self.pers["lives"] ) )
        self.pers["lives"] = level.numLives;
        
    // multi round FFA games in custom game mode should maintain team in-between rounds
    if ( !level.teamBased && !maps\mp\gametypes\_customClasses::isCustomGame() )
    {
        self.pers["team"] = undefined;
    }
    
    self.hasSpawned = false;
    self.waitingToSpawn = false;
    self.wantSafeSpawn = false;
    self.deathCount = 0;
    
    self.wasAliveAtMatchStart = false;
    
    self thread maps\mp\_flashgrenades::monitorFlash();
    
    level.players[level.players.size] = self;
    
    if( level.splitscreen )
        setdvar( "splitscreen_playerNum", level.players.size );
    // removed underscore for debug CDC
    //maps\mp\gametypes\_globallogic_audio::set_music_on_team( "UNDERSCORE", "both", true );;
    // When joining a game in progress, if the game is at the post game state (scoreboard) the connecting player should spawn into intermission
    if ( game["state"] == "postgame" )
    {
        self.pers["needteam"] = 1;
        self.pers["team"] = "spectator";
        self.team = "spectator";
        self setClientUIVisibilityFlag( "hud_visible", 0 );
        
        self [[level.spawnIntermission]]();
        self closeMenu();
        self closeInGameMenu();
        return;
    }

    // don't count losses for CTF and S&D and War at each round.
    if ( !isDefined( self.pers["lossAlreadyReported"] ) )
    {
            maps\mp\gametypes\_globallogic_score::updateLossStats( self );
            self.pers["lossAlreadyReported"] = true;
    }
        
    if( self isdemoclient() )
    {
        spawnpoint = maps\mp\gametypes\_spawnlogic::getRandomIntermissionPoint();
        setDemoIntermissionPoint( spawnpoint.origin, spawnpoint.angles );
        self.pers["team"] = "";
        self [[level.spectator]]();
         return;
    }
    
    if( self istestclient() )
    {
        self.pers[ "isBot" ] = true;
    }
    
    if ( level.rankedMatch )
    {
        self maps\mp\gametypes\_persistence::setAfterActionReportStat( "demoFileID", "0" );
    }
    
    level endon( "game_ended" );

    if ( isDefined( level.hostMigrationTimer ) )
        self thread maps\mp\gametypes\_hostmigration::hostMigrationTimerThink();
    
    if ( level.oldschool )
    {
        self.pers["class"] = undefined;
        self.class = self.pers["class"];
    }

    if ( isDefined( self.pers["team"] ) )
        self.team = self.pers["team"];

    if ( isDefined( self.pers["class"] ) )
        self.class = self.pers["class"];
        
    if ( !isDefined( self.pers["team"] ) || IsDefined( self.pers["needteam"] ) )
    {
        // Don't set .sessionteam until we've gotten the assigned team from code,
        // because it overrides the assigned team.
        self.pers["needteam"] = undefined;
        self.pers["team"] = "spectator";
        self.team = "spectator";
        self.sessionstate = "dead";
        
        self maps\mp\gametypes\_globallogic_ui::updateObjectiveText();
        
        [[level.spawnSpectator]]();
        
        if ( level.rankedMatch )
        {
            [[level.autoassign]]();
            
            //self thread maps\mp\gametypes\_globallogic_spawn::forceSpawn();
            self thread maps\mp\gametypes\_globallogic_spawn::kickIfDontSpawn();
        }
        else if ( !level.teamBased )
        {
            [[level.autoassign]]();
        }
        else
        {
            if( ( isDefined( level.forceAutoAssign ) && level.forceAutoAssign ) || level.allow_teamchange != "1" )
            {
                [[level.autoassign]]();
            }
            else
            {
                self setclientdvar( "g_scriptMainMenu", game["menu_team"] );
                self openMenu( game["menu_team"] );
            }
        }
        
        if ( self.pers["team"] == "spectator" )
        {
            self.sessionteam = "spectator";
            if ( !level.teamBased )
                self.ffateam = "spectator";
        }
        
        if ( level.teamBased )
        {
            // set team and spectate permissions so the map shows waypoint info on connect
            self.sessionteam = self.pers["team"];
            if ( !isAlive( self ) )
                self.statusicon = "hud_status_dead";
            self thread maps\mp\gametypes\_spectating::setSpectatePermissions();
        }
    }
    else if ( self.pers["team"] == "spectator" )
    {
        self setclientdvar( "g_scriptMainMenu", game["menu_team"] );
        [[level.spawnSpectator]]();
        self.sessionteam = "spectator";
        self.sessionstate = "spectator";
        if ( !level.teamBased )
            self.ffateam = "spectator";
    }
    else
    {
        self.sessionteam = self.pers["team"];
        self.sessionstate = "dead";

        if ( !level.teamBased )
                self.ffateam = self.pers["team"];
        
        self maps\mp\gametypes\_globallogic_ui::updateObjectiveText();
        
        [[level.spawnSpectator]]();
        
        if ( maps\mp\gametypes\_globallogic_utils::isValidClass( self.pers["class"] ) )
        {
            self thread [[level.spawnClient]]();            
        }
        else
        {
            self maps\mp\gametypes\_globallogic_ui::showMainMenuForTeam();
        }
        
        self thread maps\mp\gametypes\_spectating::setSpectatePermissions();
    }
    
    if( maps\mp\gametypes\_customClasses::isUsingCustomGameModeClasses() )
    {
        self thread maps\mp\gametypes\_customClasses::sprintSpeedModifier();
    }

    if ( isDefined( self.pers["isBot"] ) )
        return;
}

Callback_PlayerMigrated()
{
    println( "Player " + self.name + " finished migrating at time " + gettime() );
    
    if ( isDefined( self.connected ) && self.connected )
    {
        self maps\mp\gametypes\_globallogic_ui::updateObjectiveText();
//        self updateObjectiveText();
//        self updateMainMenu();

//        if ( level.teambased )
//            self updateScores();
    }
    
    level.hostMigrationReturnedPlayerCount++;
    if ( level.hostMigrationReturnedPlayerCount >= level.players.size * 2 / 3 )
    {
        println( "2/3 of players have finished migrating" );
        level notify( "hostmigration_enoughplayers" );
    }
}

Callback_PlayerDisconnect()
{
    self removePlayerOnDisconnect();
    
    if ( !level.gameEnded )
        self maps\mp\gametypes\_globallogic_score::logXPGains();
    
    if ( level.splitscreen )
    {
        players = level.players;
        
        if ( players.size <= 1 )
            level thread maps\mp\gametypes\_globallogic::forceEnd();
            
        // passing number of players to menus in splitscreen to display leave or end game option
        setdvar( "splitscreen_playerNum", players.size );
    }

    if ( isDefined( self.score ) && isDefined( self.pers["team"] ) )
    {
        setPlayerTeamRank( self, level.dropTeam, self.score - 5 * self.deaths );
        self logString( "team: score " + self.pers["team"] + ":" + self.score );
        level.dropTeam += 1;
    }
    
    [[level.onPlayerDisconnect]]();
    
    lpselfnum = self getEntityNumber();
    lpGuid = self getGuid();
    logPrint("Q;" + lpGuid + ";" + lpselfnum + ";" + self.name + "\n");
    bbPrint( "mpquits: name %s client %d", self.name, lpselfnum );
    
    for ( entry = 0; entry < level.players.size; entry++ )
    {
        if ( level.players[entry] == self )
        {
            while ( entry < level.players.size-1 )
            {
                level.players[entry] = level.players[entry+1];
                entry++;
            }
            level.players[entry] = undefined;
            break;
        }
    }    
    for ( entry = 0; entry < level.players.size; entry++ )
    {
        if ( isDefined( level.players[entry].pers["killed_players"][self.name] ) )
            level.players[entry].pers["killed_players"][self.name] = undefined;

        if ( isDefined( level.players[entry].killedPlayersCurrent[self.name] ) )
            level.players[entry].killedPlayersCurrent[self.name] = undefined;

        if ( isDefined( level.players[entry].pers["killed_by"][self.name] ) )
            level.players[entry].pers["killed_by"][self.name] = undefined;
    }

    if ( level.gameEnded )
        self maps\mp\gametypes\_globallogic::removeDisconnectedPlayerFromPlacement();
    
    level thread maps\mp\gametypes\_globallogic::updateTeamStatus();
}


removePlayerOnDisconnect()
{
    for ( entry = 0; entry < level.players.size; entry++ )
    {
        if ( level.players[entry] == self )
        {
            while ( entry < level.players.size-1 )
            {
                level.players[entry] = level.players[entry+1];
                entry++;
            }
            level.players[entry] = undefined;
            break;
        }
    }
}

custom_gamemodes_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, eInflictor, sHitLoc )
{
    //regular public matches should early out
    //if ( level.onlinegame && !GetDvarInt( #"xblive_privatematch" ) )
    //{
    //    return iDamage;
    //}
    
    if( maps\mp\gametypes\_customClasses::isUsingCustomGameModeClasses() && isDefined( eAttacker ) )
    {
        if( maps\mp\gametypes\_class::isExplosiveDamage( sMeansOfDeath, sWeapon ) )
        {
            iDamage *= eAttacker maps\mp\gametypes\_customClasses::getExplosiveDamageModifier();
        }
        else
        {
            iDamage *= eAttacker maps\mp\gametypes\_customClasses::getDamageModifier();
        }
    }
    if( isdefined( eAttacker) &&  isDefined( eAttacker.damageModifier ) )
    {
        iDamage *= eAttacker.damageModifier;
    }
    if ( ( sMeansOfDeath == "MOD_PISTOL_BULLET" ) || ( sMeansOfDeath == "MOD_RIFLE_BULLET" ) )
    {
        iDamage = int( iDamage * GetDvarFloat( #"scr_game_bulletdamage" ) );
    }
    
    if ( ( sMeansOfDeath == "MOD_PISTOL_BULLET" ) || ( sMeansOfDeath == "MOD_RIFLE_BULLET" ) )
    {
        if(!is_bot(self))
            iDamage = iDamage * level.botbulletdamage;
    }
    if ( sMeansOfDeath == "MOD_MELEE" )
    {
        if(!is_bot(self))
            iDamage = level.aimeleedamage;
    }
    return iDamage;
}

custom_gamemodes_vampirism_health( iDamage, eAttacker )
{
    // regular public matches should early out
    if ( level.onlinegame && !GetDvarInt( #"xblive_privatematch" ) )
    {
        return 0;
    }
    
    return Int(iDamage * eAttacker maps\mp\gametypes\_customClasses::getHealthVampirismModifier());
}

figureOutAttacker( eAttacker )
{
    if ( isdefined(eAttacker) )
    {
        if( isai(eAttacker) && isDefined( eAttacker.script_owner ) )
        {
            if ( eAttacker.script_owner.team != self.team )
                eAttacker = eAttacker.script_owner;
        }
            
        if( eAttacker.classname == "script_vehicle" && isDefined( eAttacker.owner ) )
            eAttacker = eAttacker.owner;
        else if( eAttacker.classname == "auto_turret" && isDefined( eAttacker.owner ) )
            eAttacker = eAttacker.owner;
    }

    return eAttacker;
}

figureOutWeapon( sWeapon, eInflictor )
{
    // explosive barrel/car detection
    if ( sWeapon == "none" && isDefined( eInflictor ) )
    {
        if ( isDefined( eInflictor.targetname ) && eInflictor.targetname == "explodable_barrel" )
        {
            sWeapon = "explodable_barrel_mp";
        }
        else if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
        {
            sWeapon = "destructible_car_mp";
        }
    }

    return sWeapon;
}


handleFlameDamage( eAttacker, eInflictor, iDamage, sWeapon, sMeansOfDeath)
{
    switch( sWeapon )
    {
    case "none":
        if ( !self hasperk( "specialty_fireproof" ) )
        {
            self thread maps\mp\_burnplayer::walkedThroughFlames( eAttacker, eInflictor, sWeapon );        
        }
        break;
    case "m2_flamethrower_mp":
        if ( !self hasperk( "specialty_fireproof" ) )
        {
            self thread maps\mp\_burnplayer::burnedWithFlameThrower( sWeapon );        
        }
        break;
    case "napalm_mp":
        if (isdefined (level.minDamageRequiredForNapalmBurn) && iDamage > level.minDamageRequiredForNapalmBurn)
        {
            self thread maps\mp\_burnplayer::hitWithNapalmStrike(eAttacker, eInflictor, "MOD_BURNED" );            
        }
        else
        {
            self thread maps\mp\_burnplayer::walkedThroughFlames( eAttacker, eInflictor, sWeapon );    
        }
        break;
    case "rottweil72_mp":
        //if ( !self hasperk( "specialty_fireproof" ) )
        //{
        //    self thread maps\mp\_burnplayer::burnedWithDragonsBreath( eAttacker, eInflictor, sWeapon );        
        //}
        break;

    default:
        if( GetSubStr( sWeapon, 0, 3 ) == "ft_" )
        {
            if ( !self hasperk( "specialty_fireproof" ) )
            {
                self thread maps\mp\_burnplayer::burnedWithFlameThrower( eAttacker, eInflictor, sWeapon );        
            }
        }
        break;
    }
}

Callback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
    // create a class specialty checks; CAC:bulletdamage, CAC:armorvest
    iDamage = maps\mp\gametypes\_class::cac_modified_damage( self, eAttacker, iDamage, sMeansOfDeath, sWeapon, eInflictor, sHitLoc );
    iDamage = custom_gamemodes_modified_damage( self, eAttacker, iDamage, sMeansOfDeath, sWeapon, eInflictor, sHitLoc );
    
    iDamage = int(iDamage);
    self.iDFlags = iDFlags;
    self.iDFlagsTime = getTime();

    if ( game["state"] == "postgame" )
        return;
    
    if ( self.sessionteam == "spectator" )
        return;
    
    if ( isDefined( self.canDoCombat ) && !self.canDoCombat )
        return;
    
    if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( eAttacker.canDoCombat ) && !eAttacker.canDoCombat )
        return;
    
    if ( isDefined( level.hostMigrationTimer ) )
        return;
    
    eAttacker = figureOutAttacker( eAttacker );

    pixbeginevent( "PlayerDamage flags/tweaks" );

    // Don't do knockback if the damage direction was not specified
    if( !isDefined( vDir ) )
        iDFlags |= level.iDFLAGS_NO_KNOCKBACK;

    self maps\mp\gametypes\_bot::bot_damage_callback( eAttacker, iDamage, sMeansOfDeath, sWeapon, eInflictor, sHitLoc );
    
    friendly = false;
    // Todo MGordon - Fix this stat collection
    //self thread  maps\mp\gametypes\_globallogic_score::threadedSetStatLBByName( sWeapon, 1, "hits by", 2 );

    if ( ((self.health == self.maxhealth)) || !isDefined( self.attackers ) )
    {
        self.attackers = [];
        self.attackerData = [];
        self.attackerDamage = [];
        self.firstTimeDamaged = getTime();
    }
    // added check to notify chatter to play pain vo
    if (self.health != self.maxhealth)
    {
        self notify( "snd_pain_player" );
    }    

    if ( IsDefined( eInflictor) && IsDefined( eInflictor.script_noteworthy) && eInflictor.script_noteworthy == "ragdoll_now" )
    {
        sMeansOfDeath = "MOD_FALLING";
    }

    if ( maps\mp\gametypes\_globallogic_utils::isHeadShot( sWeapon, sHitLoc, sMeansOfDeath ) && isPlayer(eAttacker) )
    {
        
        if (self.team != eAttacker.team)
        {
            eAttacker playLocalSound( "prj_bullet_impact_headshot_helmet_nodie_2d" );    
        }
        sMeansOfDeath = "MOD_HEAD_SHOT";
    }
    
    modifiedDamage = [[level.onPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
    if ( isDefined( modifiedDamage ) )
        iDamage = modifiedDamage;
    
    if ( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
    {
        if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" )
            return;
        else if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
            iDamage = 150;
    }
    
    // Make all vehicle drivers invulnerable to bullets
    if ( self maps\mp\_vehicles::player_is_occupant_invulnerable( sMeansOfDeath ) )
        return;

    if (isdefined (eAttacker) && isPlayer(eAttacker) && (self.team != eAttacker.team))
    {
        self.lastAttackWeapon = sWeapon;

        if ( eAttacker maps\mp\_vehicles::player_is_driver() )
        {
            vehicle = eAttacker GetVehicleOccupied();
            self.lastTankThatAttacked = vehicle;
            self thread maps\mp\gametypes\_globallogic_vehicle::clearLastTankAttacker();
        }        

        // rottweil72 shoots dragon's breath rounds, so show a little fire on the player who got damaged
        if( sMeansOfDeath == "MOD_BURNED" || sWeapon == "rottweil72_mp" )
        {
            handleFlameDamage( eAttacker, eInflictor, iDamage, sWeapon, sMeansOfDeath);
        }
    }
        
    sWeapon = figureOutWeapon( sWeapon, eInflictor );

    pixendevent( "END: PlayerDamage flags/tweaks" );

    if( iDFlags & level.iDFLAGS_PENETRATION && isplayer ( eAttacker ) && eAttacker hasPerk( "specialty_bulletpenetration" ) )
        self thread maps\mp\gametypes\_battlechatter_mp::perkSpecificBattleChatter( "deepimpact", true );

    // check for completely getting out of the damage    
    if( !(iDFlags & level.iDFLAGS_NO_PROTECTION) )
    {
        if( ( isSubStr( sMeansOfDeath, "MOD_GRENADE" ) || isSubStr( sMeansOfDeath, "MOD_EXPLOSIVE" ) || isSubStr( sMeansOfDeath, "MOD_PROJECTILE" ) || isSubStr( sMeansOfDeath, "MOD_GAS" ) ) &&
            isDefined( eInflictor ) )
        {
            // protect players from spawnkill grenades, tabun and incendiary
            if ( ( eInflictor.classname == "grenade" || sweapon == "tabun_gas_mp" )  && (self.lastSpawnTime + 3500) > getTime() && distance( eInflictor.origin, self.lastSpawnPoint.origin ) < 250 )
            {
//                pixmarker( "END: Callback_PlayerDamage player" );
                return;
            }
            
            self.explosiveInfo = [];
            self.explosiveInfo["damageTime"] = getTime();
            self.explosiveInfo["damageId"] = eInflictor getEntityNumber();
            self.explosiveInfo["returnToSender"] = false;
            self.explosiveInfo["bulletPenetrationKill"] = false;
            self.explosiveInfo["chainKill"]  = false;
            self.explosiveInfo["counterKill"] = false;
            self.explosiveInfo["chainKill"] = false;
            self.explosiveInfo["cookedKill"] = false;
            self.explosiveInfo["weapon"] = sWeapon;
            self.explosiveInfo["originalowner"] = eInflictor.originalowner;
            
            isFrag = isSubStr( sWeapon, "frag_" );

            if ( eAttacker != self )
            {
                if ( (isSubStr( sWeapon, "satchel_" ) || isSubStr( sWeapon, "claymore_" ) ) && isDefined( eAttacker ) && isDefined( eInflictor.owner ) )
                {
                    self.explosiveInfo["returnToSender"] = (eInflictor.owner == self);
                    self.explosiveInfo["counterKill"] = isDefined( eInflictor.wasDamaged );
                    self.explosiveInfo["chainKill"] = isDefined( eInflictor.wasChained );
                    self.explosiveInfo["ohnoyoudontKill"] = isDefined( eInflictor.wasJustPlanted );
                    self.explosiveInfo["bulletPenetrationKill"] = isDefined( eInflictor.wasDamagedFromBulletPenetration );
                    self.explosiveInfo["cookedKill"] = false;
                }
                if ( ( sWeapon == "sticky_grenade_mp" || sWeapon == "explosive_bolt_mp"  ) && isDefined( eInflictor ) && isdefined( eInflictor.stuckToPlayer ) )
                {
                    self.explosiveInfo["stuckToPlayer"] = eInflictor.stuckToPlayer;
                }
                if ( isDefined( eAttacker.lastGrenadeSuicideTime ) && eAttacker.lastGrenadeSuicideTime >= gettime() - 50 && isFrag )
                {
                    self.explosiveInfo["suicideGrenadeKill"] = true;
                }
                else
                {
                    self.explosiveInfo["suicideGrenadeKill"] = false;
                }
            }
            
            if ( isFrag )
            {
                self.explosiveInfo["cookedKill"] = isDefined( eInflictor.isCooked );
                self.explosiveInfo["throwbackKill"] = isDefined( eInflictor.threwBack );
            }

            if( isPlayer( eAttacker ) && eAttacker != self )
            {
                self maps\mp\gametypes\_globallogic_score::setInflictorStat( eInflictor, eAttacker, sWeapon );
            }
        }

        if( ( isSubStr( sMeansOfDeath, "MOD_IMPACT" ) || isSubStr( sMeansOfDeath, "MOD_MELEE" ) ) && isDefined( eAttacker ) && isPlayer( eAttacker ) && eAttacker != self )
        {
            if( isSubStr( sMeansOfDeath, "MOD_MELEE" ) )
            {
                eAttacker maps\mp\gametypes\_globallogic_score::setWeaponStat( sWeapon, 1, "hits" );
            }
            else
            {
                self maps\mp\gametypes\_globallogic_score::setInflictorStat( eInflictor, eAttacker, sWeapon );
            }

            if ( sWeapon == "hatchet_mp" && isDefined( eInflictor ) )
            {
                self.explosiveInfo["projectile_bounced"] = isDefined( eInflictor.bounced );
            }
        }
        
        if ( isPlayer( eAttacker ) )
            eAttacker.pers["participation"]++;
        
        prevHealthRatio = self.health / self.maxhealth;
        
        if ( level.teamBased && isPlayer( eAttacker ) && (self != eAttacker) && (self.team == eAttacker.team) )
        {
            pixmarker( "BEGIN: PlayerDamage player" ); // profs automatically end when the function returns
            if ( level.friendlyfire == 0 ) // no one takes damage
            {
                if ( sWeapon == "artillery_mp" || sWeapon == "airstrike_mp" || sWeapon == "napalm_mp" || sWeapon == "mortar_mp" )
                    self damageShellshockAndRumble( eAttacker, eInflictor, sWeapon, sMeansOfDeath, iDamage );
                return;
            }
            else if ( level.friendlyfire == 1 ) // the friendly takes damage
            {
                // Make sure at least one point of damage is done
                if ( iDamage < 1 )
                    iDamage = 1;

                //check for friendly fire at the begining of the match. apply the damage to the attacker only
                if( level.friendlyFireDelay && level.friendlyFireDelayTime >= ( ( ( gettime() - level.startTime ) - level.discardTime ) / 1000 ) )
                {
                    eAttacker.lastDamageWasFromEnemy = false;
                
                    eAttacker.friendlydamage = true;
                    eAttacker finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
                    eAttacker.friendlydamage = undefined;
                }
                else
                {
                    self.lastDamageWasFromEnemy = false;
                    
                    self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
                }
            }
            else if ( level.friendlyfire == 2 && isAlive( eAttacker ) ) // only the attacker takes damage
            {
                iDamage = int(iDamage * .5);

                // Make sure at least one point of damage is done
                if(iDamage < 1)
                    iDamage = 1;
                
                eAttacker.lastDamageWasFromEnemy = false;
                
                eAttacker.friendlydamage = true;
                eAttacker finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
                eAttacker.friendlydamage = undefined;
            }
            else if ( level.friendlyfire == 3 && isAlive( eAttacker ) ) // both friendly and attacker take damage
            {
                iDamage = int(iDamage * .5);

                // Make sure at least one point of damage is done
                if ( iDamage < 1 )
                    iDamage = 1;
                
                self.lastDamageWasFromEnemy = false;
                eAttacker.lastDamageWasFromEnemy = false;
                
                self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
                eAttacker.friendlydamage = true;
                eAttacker finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
                eAttacker.friendlydamage = undefined;
            }
            
            friendly = true;
            pixmarker( "END: PlayerDamage player" );
        }
        else
        {
            // Make sure at least one point of damage is done
            if(iDamage < 1)
                iDamage = 1;
            if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && allowedAssistWeapon( sWeapon ) )
            {                
                trackAttackerDamage( eAttacker, iDamage, sMeansOfDeath, sWeapon );
            }
        
            giveInflictorOwnerAssist( eAttacker, eInflictor, iDamage, sMeansOfDeath, sWeapon );
    
            if ( isdefined( eAttacker ) )
                level.lastLegitimateAttacker = eAttacker;

            if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) )
                eAttacker thread maps\mp\gametypes\_weapons::checkHit( sWeapon );

            if ( issubstr( sMeansOfDeath, "MOD_GRENADE" ) && isDefined( eInflictor.isCooked ) )
                self.wasCooked = getTime();
            else
                self.wasCooked = undefined;
            
            self.lastDamageWasFromEnemy = (isDefined( eAttacker ) && (eAttacker != self));

            if ( self.lastDamageWasFromEnemy )
                eAttacker.damagedPlayers[ self.clientId ] = getTime();
            
            self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);

            self thread maps\mp\gametypes\_missions::playerDamaged(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );

            if ( isdefined ( eAttacker ) )
            {
                // if vampirism is on, give the attacker health as a % of damage done to the player
                eAttacker.health += custom_gamemodes_vampirism_health( iDamage, eAttacker );
            }
        }

        if ( isdefined(eAttacker) && isplayer( eAttacker ) && eAttacker != self )
        {            
            if ( doDamageFeedback( sWeapon, eInflictor ) )
            {
                hasBodyArmor = false;
                
                if ( iDamage > 0 )
                {
                    // if the attacker has tactical mask pro then we show the special yellow indicator
                    if( IsPlayer( eAttacker ) && eAttacker HasPerk( "specialty_shades" ) && eAttacker HasPerk( "specialty_stunprotection" ) && eAttacker HasPerk( "specialty_gas_mask" ) )
                    {
                        // show the yellow indicator if this is a flash or concussion grenade and they don't have tactical mask on
                        if( sMeansOfDeath == "MOD_GRENADE_SPLASH" &&
                            ( sWeapon == "flash_grenade_mp" || sWeapon == "concussion_grenade_mp" ) &&
                            ( !self HasPerk( "specialty_shades" ) || !self HasPerk( "specialty_stunprotection" ) ) )
                        {
                            eAttacker thread maps\mp\gametypes\_damagefeedback::updateSpecialDamageFeedback( self );
                        }
                    }
                    
                    eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath );
                }
            }
        }
        
        self.hasDoneCombat = true;
    }

    if(self.sessionstate != "dead")
        self maps\mp\gametypes\_gametype_variants::onPlayerTakeDamage( eAttacker, eInflictor, sWeapon, iDamage, sMeansOfDeath );

    if ( isdefined( eAttacker ) && eAttacker != self && !friendly )
        level.useStartSpawns = false;

    pixbeginevent( "PlayerDamage log" );

    // Do debug print if it's enabled
    if(GetDvarInt( #"g_debugDamage"))
        println("client:" + self getEntityNumber() + " health:" + self.health + " attacker:" + eAttacker.clientid + " inflictor is player:" + isPlayer(eInflictor) + " damage:" + iDamage + " hitLoc:" + sHitLoc);

    if(self.sessionstate != "dead")
    {
        lpselfnum = self getEntityNumber();
        lpselfname = self.name;
        lpselfteam = self.team;
        lpselfGuid = self getGuid();
        lpattackerteam = "";
        lpattackerorigin = ( 0, 0, 0 );

        if(isPlayer(eAttacker))
        {
            lpattacknum = eAttacker getEntityNumber();
            lpattackGuid = eAttacker getGuid();
            lpattackname = eAttacker.name;
            lpattackerteam = eAttacker.team;
            lpattackerorigin = eAttacker.origin;
            bbPrint( "mpattacks: gametime %d attackerspawnid %d attackerweapon %s attackerx %f attackery %f attackerz %f victimspawnid %d victimx %f victimy %f victimz %f damage %d damagetype %s damagelocation %s death 0",
                           gettime(), getplayerspawnid( eAttacker ), sWeapon, lpattackerorigin, getplayerspawnid( self ), self.origin, iDamage, sMeansOfDeath, sHitLoc );
        }
        else
        {
            lpattacknum = -1;
            lpattackGuid = "";
            lpattackname = "";
            lpattackerteam = "world";
            bbPrint( "mpattacks: gametime %d attackerweapon %s victimspawnid %d victimx %f victimy %f victimz %f damage %d damagetype %s damagelocation %s death 0",
                           gettime(), sWeapon, getplayerspawnid( self ), self.origin, iDamage, sMeansOfDeath, sHitLoc );
        }
        logPrint("D;" + lpselfGuid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackGuid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n");
    }
    
/#
    if ( GetDvarInt( #"scr_hitloc_debug") )
    {
        if ( !isdefined( eAttacker.hitlocInited ) )
        {
            for ( i = 0; i < 6; i++ )
            {
                eAttacker setClientDvar( "ui_hitloc_" + i, "" );
            }
            eAttacker.hitlocInited = true;
        }
        
        if ( isPlayer( eAttacker ) && !level.splitscreen )
        {
            colors = [];
            colors[0] = 2;
            colors[1] = 3;
            colors[2] = 5;
            colors[3] = 7;
            
            elemcount = 6;
            if ( !isdefined( eAttacker.damageInfo ) )
            {
                eAttacker.damageInfo = [];
                for ( i = 0; i < elemcount; i++ )
                {
                    eAttacker.damageInfo[i] = spawnstruct();
                    eAttacker.damageInfo[i].damage = 0;
                    eAttacker.damageInfo[i].hitloc = "";
                    eAttacker.damageInfo[i].bp = false;
                    eAttacker.damageInfo[i].jugg = false;
                    eAttacker.damageInfo[i].colorIndex = 0;
                }
                eAttacker.damageInfoColorIndex = 0;
                eAttacker.damageInfoVictim = undefined;
            }
            
            for ( i = elemcount-1; i > 0; i-- )
            {
                eAttacker.damageInfo[i].damage = eAttacker.damageInfo[i - 1].damage;
                eAttacker.damageInfo[i].hitloc = eAttacker.damageInfo[i - 1].hitloc;
                eAttacker.damageInfo[i].bp = eAttacker.damageInfo[i - 1].bp;
                eAttacker.damageInfo[i].jugg = eAttacker.damageInfo[i - 1].jugg;
                eAttacker.damageInfo[i].colorIndex = eAttacker.damageInfo[i - 1].colorIndex;
            }
            eAttacker.damageInfo[0].damage = iDamage;
            eAttacker.damageInfo[0].hitloc = sHitLoc;
            eAttacker.damageInfo[0].bp = (iDFlags & level.iDFLAGS_PENETRATION);
            eAttacker.damageInfo[0].jugg = false;
            if ( isdefined( eAttacker.damageInfoVictim ) && eAttacker.damageInfoVictim != self )
            {
                eAttacker.damageInfoColorIndex++;
                if ( eAttacker.damageInfoColorIndex == colors.size )
                    eAttacker.damageInfoColorIndex = 0;
            }
            eAttacker.damageInfoVictim = self;
            eAttacker.damageInfo[0].colorIndex = eAttacker.damageInfoColorIndex;
            
            for ( i = 0; i < elemcount; i++ )
            {
                color = "^" + colors[ eAttacker.damageInfo[i].colorIndex ];
                if ( eAttacker.damageInfo[i].hitloc != "" )
                {
                    val = color + eAttacker.damageInfo[i].hitloc;
                    if ( eAttacker.damageInfo[i].bp )
                        val += " (BP)";
                    if ( eAttacker.damageInfo[i].jugg  )
                        val += " (Jugg)";
                    eAttacker setClientDvar( "ui_hitloc_" + i, val );
                }
                eAttacker setClientDvar( "ui_hitloc_damage_" + i, color + eAttacker.damageInfo[i].damage );
            }
        }
    }
#/    
    pixendevent( "END: PlayerDamage log" );

}

The first part .



Reply

#33
(07-23-2011, 00:26)Elite_otten Wrote: the next part

Code:
resetAttackerList()
{
    self endon( "disconnect" );
    self endon( "death" );
    level endon( "game_ended" );
    
    self.attackers = [];
    self.attackerData = [];
    self.attackerDamage = [];
}

doDamageFeedback( sWeapon, eInflictor )
{
    if ( !IsDefined( sWeapon ) )
        return false;
        
    switch(sWeapon)
    {
        case "artillery_mp":
        case "airstrike_mp":
        case "napalm_mp":
        case "mortar_mp":
        case "tow_turret_mp":
        case "auto_gun_turret_mp":
        case "cobra_20mm_comlink_mp":
            return false;
    }
        
    if ( IsDefined( eInflictor ) )
    {
        if ( IsAI(eInflictor) )
        {
            return false;
        }
    }
    
    return true;
}

finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{    
    pixbeginevent("finishPlayerDamageWrapper");
    surface = "flesh";
    
    if ( self.cac_body_type == "body_armor_mp" )
    {
        surface = "metal";
    }
    
    self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, surface );
    
    if ( GetDvar( #"scr_csmode" ) != "" )
        self shellShock( "damage_mp", 0.2 );
    
    self damageShellshockAndRumble( eAttacker, eInflictor, sWeapon, sMeansOfDeath, iDamage );
    pixendevent();
}

allowedAssistWeapon( weapon )
{
    if ( !maps\mp\gametypes\_hardpoints::isKillstreakWeapon( weapon ) )
        return true;
        
    if (maps\mp\gametypes\_hardpoints::isKillstreakWeaponAssistAllowed(  weapon ) )
        return true;
        
    return false;
}

GiveCustomGameModePlayerKilledScore( attacker, sMeansOfDeath )
{
    if( !maps\mp\gametypes\_customClasses::isCustomGame() )
        return;

    if( level.gameType != "tdm" && level.gameType != "dm" )
        return;

    if( isDefined( attacker ) && ( self == attacker || ( attacker.classname == "trigger_hurt" || attacker.classname == "worldspawn" ) ) )
    {
        maps\mp\gametypes\_globallogic_score::givePlayerScore( "suicide", self, self );
        maps\mp\gametypes\_globallogic_score::giveTeamScore( "suicide", self.team, self, self );
        return; // no other bonuses if you're suicidin'
    }

    if( sMeansOfDeath == "MOD_HEAD_SHOT" )
    {
        maps\mp\gametypes\_globallogic_score::givePlayerScore( "headshot", attacker, self );
        maps\mp\gametypes\_globallogic_score::giveTeamScore( "headshot", attacker.team, attacker, self );
    }
    if( isDefined( level.placement ) )
    {
        maps\mp\gametypes\_globallogic::updatePlacement();
        if( attacker maps\mp\gametypes\_customClasses::shouldGiveLeaderBonus() )
        {
            leaderbonus = getDvarInt( "scr_" + level.gameType + "_bonus_leader" );
            if( isDefined( leaderBonus ) )
            {
                maps\mp\gametypes\_globallogic_score::_setPlayerScore( attacker, attacker.pers["score"] + leaderBonus );
                maps\mp\gametypes\_globallogic_score::onTeamScore( leaderBonus, attacker.team, attacker, self );
                maps\mp\gametypes\_globallogic_score::updateTeamScores( attacker.team );
            }
        }
    }
    maps\mp\gametypes\_globallogic_score::givePlayerScore( "death", self, self );
    maps\mp\gametypes\_globallogic_score::giveTeamScore( "death", self.team, self, self );

}

Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration)
{
    self endon( "spawned" );
    self notify( "killed_player" );

    if ( self.sessionteam == "spectator" )
        return;
    
    if ( game["state"] == "postgame" )
        return;    
    
    self needsRevive( false );

    if ( isdefined( self.burning ) && self.burning == true )
    {
        self setburn( 0 );
    }

    self.suicide = false;
    
    if ( isDefined( level.takeLivesOnDeath ) && ( level.takeLivesOnDeath == true ) )
    {
        if ( self.pers["lives"] )
        {
            self.pers["lives"]--;
            if ( self.pers["lives"] == 0 )
                level notify( "player_eliminated" );
        }
    }

    sWeapon = updateWeapon( eInflictor, sWeapon );
    
    pixbeginevent( "PlayerKilled pre constants" );
    
    wasInLastStand = false;
    deathTimeOffset = 0;
    lastWeaponBeforeDroppingIntoLastStand = undefined;
    if ( isdefined( self.useLastStandParams ) )
    {
        self.useLastStandParams = undefined;
        
        assert( isdefined( self.lastStandParams ) );
        
        eInflictor = self.lastStandParams.eInflictor;
        attacker = self.lastStandParams.attacker;
        iDamage = self.lastStandParams.iDamage;
        sMeansOfDeath = self.lastStandParams.sMeansOfDeath;
        sWeapon = self.lastStandParams.sWeapon;
        vDir = self.lastStandParams.vDir;
        sHitLoc = self.lastStandParams.sHitLoc;
        self.vAttackerOrigin = self.lastStandParams.vAttackerOrigin;
        deathTimeOffset = (gettime() - self.lastStandParams.lastStandStartTime) / 1000;
        
        self.lastStandParams = undefined;

        self thread maps\mp\gametypes\_battlechatter_mp::perkSpecificBattleChatter( "secondchance" );
        
        if ( isDefined( self.previousPrimary ) )
        {
            wasInLastStand = true;
            lastWeaponBeforeDroppingIntoLastStand = self.previousPrimary;
        }
    }
    else
    {
        self.vAttackerOrigin = undefined;
    }

    bestPlayer = undefined;
    bestPlayerMeansOfDeath = undefined;
    obituaryMeansOfDeath = undefined;
    bestPlayerWeapon = undefined;
    obituaryWeapon = undefined;

    if ( (!isDefined( attacker ) || attacker.classname == "trigger_hurt" || attacker.classname == "worldspawn" || attacker == self ) && isDefined( self.attackers )  )
    {        
        if ( !isDefined(bestPlayer) )
        {
            for ( i = 0; i < self.attackers.size; i++ )
            {
                player = self.attackers[i];
                if ( !isDefined( player ) )
                    continue;
                
                if (!isDefined( self.attackerDamage[ player.clientId ] ) || ! isDefined( self.attackerDamage[ player.clientId ].damage ) )
                    continue;
                
                if ( player == self || (level.teamBased && player.team == self.team ) )
                    continue;
                
                if ( self.attackerDamage[ player.clientId ].lasttimedamaged + 2500 < getTime() )
                    continue;            
    
                if ( !allowedAssistWeapon( self.attackerDamage[ player.clientId ].weapon ) )
                    continue;
    
                if ( self.attackerDamage[ player.clientId ].damage > 1 && ! isDefined( bestPlayer ) )
                {
                    bestPlayer = player;
                    bestPlayerMeansOfDeath = self.attackerDamage[ player.clientId ].meansOfDeath;
                    bestPlayerWeapon = self.attackerDamage[ player.clientId ].weapon;
                }
                else if ( isDefined( bestPlayer ) && self.attackerDamage[ player.clientId ].damage > self.attackerDamage[ bestPlayer.clientId ].damage )
                {
                    bestPlayer = player;    
                    bestPlayerMeansOfDeath = self.attackerDamage[ player.clientId ].meansOfDeath;
                    bestPlayerWeapon = self.attackerDamage[ player.clientId ].weapon;
                }
            }
        }
        if ( isdefined ( bestPlayer ) )    
            bestPlayer maps\mp\_medals::assistedSuicide(bestPlayerWeapon);
    }  
    
    if ( isdefined ( bestPlayer ) )
    {
        attacker = bestPlayer;
        obituaryMeansOfDeath = bestPlayerMeansOfDeath;
        obituaryWeapon = bestPlayerWeapon;
    }

    if ( isplayer( attacker ) )
        attacker.damagedPlayers[self.clientid] = undefined;

    if( maps\mp\gametypes\_globallogic_utils::isHeadShot( sWeapon, sHitLoc, sMeansOfDeath ) && isPlayer( attacker ) )
    {
        attacker playLocalSound( "prj_bullet_impact_headshot_2d" );

        sMeansOfDeath = "MOD_HEAD_SHOT";
    }
    
    if (self.team == "axis" && is_bot(self))
    {
        if(sMeansOfDeath == "MOD_HEAD_SHOT")
            pointsgained= level.headshotkillscore;    
        else
            pointsgained= level.killscore;
        attacker.money += pointsgained;
        level.scoretotal += pointsgained;
        maps\mp\gametypes\_globallogic_score::_setPlayerScore( attacker, attacker.pers["score"] + pointsgained);
        attacker thread maps\mp\gametypes\_rank::ScoreHUD( "+"+pointsgained, "positive" );
        attacker.hud_score settext(attacker.money +" credits");
        level.axiskilled_round ++;
        if(level.killsneeded_round != 0)
            botsleft = level.killsneeded_round - level.axiskilled_round;
        else
            botsleft = 0;
        
        level.infotext = ("AIs left: ^3"+ botsleft+ "                   ^7Round: ^3" +level.round);
        for(i = 0; i < level.players.size; i++)
        {
            if (level.players[i].team == "allies")
                level.players[i].hud_roundinfo setText(level.infotext);
        }  
        
        if (botsleft <= 5 && botsleft != 0)
            level thread maps\mp\gametypes\_rank::botsleftmessage(botsleft);
        
        if (botsleft == 5)
        {
            level.activeSatellites["allies"]++;    
            level notify ( "uav_update" );
        }
        if (level.killsneeded_round == level.axiskilled_round)
         {
            
             level.gamestarted = 0;
             level.activeSatellites["allies"]--;
             assert( level.activeSatellites["allies"] >= 0 );
             if ( level.activeSatellites["allies"] < 0 )
                level.activeSatellites["allies"] = 0;
             maps\mp\_killstreakrules::killstreakStop( "radardirection_mp", "allies");
             level notify ( "uav_update" );
            
             if(level.round == 50)
             {
                 maps\mp\gametypes\_globallogic::endGame( "allies", "Your team survived the invasion and achieved a score of^3 " +level.scoretotal);
             }
             else
             {
                 thread maps\mp\gametypes\_rank::roundmessage( "Round " +level.round+ " survived", "NONE" );
                 level.round ++;
                 level.axisspawned = 0;
                 level.axiskilled_round = 0;

            thread maps\mp\gametypes\_rank::respawnhumans();
            thread maps\mp\gametypes\_rank::newroundstarttimer();
            
        }
    }
    else if (self.team == "allies" && !is_bot(self))
    {
        if (level.gamestarted == 1)
        {
            level.scoretotal -= level.deadpenalty;
            maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, self.pers["score"] - level.deadpenalty);
        }
        self.hud_menuhelp destroy();
    }
    
    self.deathTime = getTime();
        
    attacker = updateAttacker( attacker );
    eInflictor = updateInflictor( eInflictor );

    sMeansOfDeath = updateMeansOfDeath( sWeapon, sMeansOfDeath );
    
    self thread updateGlobalBotKilledCounter();
    
    // Don't increment weapon stats for team kills or deaths
    if ( isPlayer( attacker ) && attacker != self && ( !level.teamBased || ( level.teamBased && self.team != attacker.team ) ) )
    {
        self thread  maps\mp\gametypes\_globallogic_score::trackLeaderBoardDeathStats( sWeapon, sMeansOfDeath );

        if ( wasInLastStand && isDefined( lastWeaponBeforeDroppingIntoLastStand ) )
            weaponName = lastWeaponBeforeDroppingIntoLastStand;
        else
            weaponName = self.lastdroppableweapon;

        if ( isDefined( weaponName ) && ( isSubStr( weaponName, "gl_" ) || isSubStr( weaponName, "mk_" ) || isSubStr( weaponName, "ft_" ) ) )
            weaponName = self.currentWeapon;
    
        if ( isDefined( weaponName ) )
            self thread  maps\mp\gametypes\_globallogic_score::trackLeaderBoardDeathsDuringUseStats( weaponName );
        
        attacker thread  maps\mp\gametypes\_globallogic_score::trackAttackerLeaderBoardDeathStats( sWeapon, sMeansOfDeath );
    }
    
    if ( !isdefined( obituaryMeansOfDeath ) )
        obituaryMeansOfDeath = sMeansOfDeath;
    if ( !isdefined( obituaryWeapon ) )
        obituaryWeapon = sWeapon;

    // send out an obituary message to all clients about the kill
    if( level.teamBased && isDefined( attacker.pers ) && self.team == attacker.team && obituaryMeansOfDeath == "MOD_GRENADE" && level.friendlyfire == 0 )
    {
        obituary(self, self, obituaryWeapon, obituaryMeansOfDeath);
        maps\mp\_demo::bookmark( "kill", gettime(), self, self );
    }
    else
    {
        obituary(self, attacker, obituaryWeapon, obituaryMeansOfDeath);
        maps\mp\_demo::bookmark( "kill", gettime(), self, attacker );
    }

//    self maps\mp\gametypes\_weapons::updateWeaponUsageStats();
    if ( !level.inGracePeriod )
    {
        self maps\mp\gametypes\_weapons::dropScavengerForDeath( attacker );
        self maps\mp\gametypes\_weapons::dropWeaponForDeath( attacker );
        self maps\mp\gametypes\_weapons::dropOffhand();
    }

    maps\mp\gametypes\_spawnlogic::deathOccured(self, attacker);

    self.sessionstate = "dead";
    self.statusicon = "hud_status_dead";

    self.pers["weapon"] = undefined;
    
    self.killedPlayersCurrent = [];
    
    self.deathCount++;

/#
    println( "players("+self.clientId+") death count ++: " + self.deathCount );
#/

    if( !isDefined( self.switching_teams ) )
    {
        // if team killed we reset kill streak, but dont count death and death streak
        if ( isPlayer( attacker ) && level.teamBased && ( attacker != self ) && ( self.team == attacker.team ) )
        {        
                                
            self.pers["cur_kill_streak"] = 0;
            self.pers["totalKillstreakCount"] = 0;
        }
        else
        {        
            self  maps\mp\gametypes\_globallogic_score::incPersStat( "deaths", 1, true, true );
            self.deaths = self  maps\mp\gametypes\_globallogic_score::getPersStat( "deaths" );    
            self  maps\mp\gametypes\_globallogic_score::updatePersRatio( "kdratio", "kills", "deaths" );

            if( self.pers["cur_kill_streak"] > self.pers["best_kill_streak"] )
                self.pers["best_kill_streak"] = self.pers["cur_kill_streak"];

            // need to keep the current killstreak to see if this was a buzzkill later
            self.pers["kill_streak_before_death"] = self.pers["cur_kill_streak"];

            self.pers["cur_kill_streak"] = 0;
            self.pers["totalKillstreakCount"] = 0;
            self.cur_death_streak++;

            if ( self.cur_death_streak > self.death_streak )
            {
                self setDStat( "HighestStats", "death_streak", self.cur_death_streak );
                self.death_streak = self.cur_death_streak;
            }
            
            if( self.cur_death_streak >= GetDvarInt( #"perk_deathStreakCountRequired" ) )
            {
                self enabledeathstreak();
            }
        }
    }
    else
    {
        self.pers["totalKillstreakCount"] = 0;
    }
    
    lpselfnum = self getEntityNumber();
    lpselfname = self.name;
    lpattackGuid = "";
    lpattackname = "";
    lpselfteam = self.team;
    lpselfguid = self getGuid();
    lpattackteam = "";
    lpattackorigin = ( 0, 0, 0 );

    lpattacknum = -1;

    //check if we should award assist points
    awardAssists = false;

    pixendevent(); // "PlayerKilled pre constants" );

    self GiveCustomGameModePlayerKilledScore( attacker, sMeansOfDeath );

    if( isPlayer( attacker ) )
    {
        lpattackGuid = attacker getGuid();
        lpattackname = attacker.name;
        lpattackteam = attacker.team;
        lpattackorigin = attacker.origin;

        if ( attacker == self ) // killed himself
        {
            doKillcam = false;
            
            // switching teams
            if ( isDefined( self.switching_teams ) )
            {
                if ( !level.teamBased && ((self.leaving_team == "allies" && self.joining_team == "axis") || (self.leaving_team == "axis" && self.joining_team == "allies")) )
                {
                    playerCounts = self maps\mp\gametypes\_teams::CountPlayers();
                    playerCounts[self.leaving_team]--;
                    playerCounts[self.joining_team]++;
                
                    if( (playerCounts[self.joining_team] - playerCounts[self.leaving_team]) > 1 )
                    {
                        self thread [[level.onXPEvent]]( "suicide" );
                        self  maps\mp\gametypes\_globallogic_score::incPersStat( "suicides", 1 );
                        self.suicides = self  maps\mp\gametypes\_globallogic_score::getPersStat( "suicides" );
                    }
                }
            }
            else
            {
                self thread [[level.onXPEvent]]( "suicide" );
                self  maps\mp\gametypes\_globallogic_score::incPersStat( "suicides", 1 );
                self.suicides = self  maps\mp\gametypes\_globallogic_score::getPersStat( "suicides" );

                if ( sMeansOfDeath == "MOD_SUICIDE" && sHitLoc == "none" && self.throwingGrenade )
                {
                    self.lastGrenadeSuicideTime = gettime();
                }

                //Check for player death related battlechatter
                thread maps\mp\gametypes\_battlechatter_mp::onPlayerSuicideOrTeamKill( self, "suicide" );    //Play suicide battlechatter
                
                //check if assist points should be awarded
                awardAssists = true;
                self.suicide = true;
            }
            
            if( isDefined( self.friendlydamage ) )
            {
                self iPrintLn(&"MP_FRIENDLY_FIRE_WILL_NOT");
                if ( maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillpointloss" ) )
                    {
                        scoreSub = self [[level.getTeamKillScore]]( eInflictor, attacker, sMeansOfDeath, sWeapon);
                        maps\mp\gametypes\_globallogic_score::_setPlayerScore( attacker,maps\mp\gametypes\_globallogic_score::_getPlayerScore( attacker ) - scoreSub );
                    }
            }
        }
        else
        {
            pixbeginevent( "PlayerKilled attacker" );

            lpattacknum = attacker getEntityNumber();

            doKillcam = true;
            
            self thread maps\mp\gametypes\_gametype_variants::playerKilled( attacker );

            if ( level.teamBased && self.team == attacker.team && sMeansOfDeath == "MOD_GRENADE" && level.friendlyfire == 0 )
            {        
            }
            else if ( level.teamBased && self.team == attacker.team ) // killed by a friendly
            {
                attacker thread [[level.onXPEvent]]( "teamkill" );
        
                if ( !IgnoreTeamKills( sWeapon, sMeansOfDeath ) )
                {
                    teamkill_penalty = self [[level.getTeamKillPenalty]]( eInflictor, attacker, sMeansOfDeath, sWeapon);
                
                    attacker  maps\mp\gametypes\_globallogic_score::incPersStat( "teamkills_nostats", teamkill_penalty, false );
                    attacker  maps\mp\gametypes\_globallogic_score::incPersStat( "teamkills", 1 ); //save team kills to player stats
                    attacker.teamkillsThisRound++;
                
                    if ( maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillpointloss" ) )
                    {
                        scoreSub = self [[level.getTeamKillScore]]( eInflictor, attacker, sMeansOfDeath, sWeapon);
                        maps\mp\gametypes\_globallogic_score::_setPlayerScore( attacker,maps\mp\gametypes\_globallogic_score::_getPlayerScore( attacker ) - scoreSub );
                    }
                    
                    if ( maps\mp\gametypes\_globallogic_utils::getTimePassed() < 5000 )
                        teamKillDelay = 1;
                    else if ( attacker.pers["teamkills_nostats"] > 1 && maps\mp\gametypes\_globallogic_utils::getTimePassed() < (8000 + (attacker.pers["teamkills_nostats"] * 1000)) )
                        teamKillDelay = 1;
                    else
                        teamKillDelay = attacker TeamKillDelay();
                        
                    if ( teamKillDelay > 0 )
                    {
                        attacker.teamKillPunish = true;
                        attacker suicide();
                        
                        if ( attacker ShouldTeamKillKick(teamKillDelay) )
                        {
                            attacker TeamKillKick();
                        }
    
                        attacker thread reduceTeamKillsOverTime();            
                    }
    
                    //Play teamkill battlechatter
                    if( isPlayer( attacker ) )
                        thread maps\mp\gametypes\_battlechatter_mp::onPlayerSuicideOrTeamKill( attacker, "teamkill" );
                }
            }
            else
            {
                attacker thread  maps\mp\gametypes\_globallogic_score::giveKillXP( sMeansOfDeath, sWeapon, self );
                self maps\mp\gametypes\_copycat::copycat_clone_loadout( attacker );

                attacker  maps\mp\gametypes\_globallogic_score::incPersStat( "kills", 1, true, true );
                attacker.kills = attacker  maps\mp\gametypes\_globallogic_score::getPersStat( "kills" );
                attacker  maps\mp\gametypes\_globallogic_score::updatePersRatio( "kdratio", "kills", "deaths" );


                if ( isAlive( attacker ) )
                {
                    pixbeginevent("killstreak");

                    if ( !isDefined( eInflictor ) || !isDefined( eInflictor.requiredDeathCount ) || attacker.deathCount == eInflictor.requiredDeathCount )
                    {
                        shouldGiveKillstreak = maps\mp\gametypes\_hardpoints::shouldGiveKillstreak( sWeapon );
                        attacker thread maps\mp\_properks::earnedAKill();

                        if ( shouldGiveKillstreak )
                        {
                            attacker maps\mp\gametypes\_hardpoints::addToKillstreakCount(sWeapon);
                        }
                        
                        //Kills gotten through killstreak weapons should not the players killstreak
                        if ( isDefined( level.killstreaks ) &&  shouldGiveKillstreak )
                        {    
                            attacker.pers["cur_kill_streak"]++;
                            attacker thread maps\mp\_properks::checkKillCount();
                            attacker thread maps\mp\gametypes\_hardpoints::giveKillstreakForStreak();
                        }
                    }
                
                    if( isPlayer( attacker ) )
                        self thread maps\mp\gametypes\_battlechatter_mp::onPlayerKillstreak( attacker );
                        
                    pixendevent(); // "killstreak"
                }


                // S. Madigan: Moved these two lines to _medals.gsc.  cur_death_streak was being reset
                //                before checking medals like Comeback, causing the medal to never work.
                //attacker.cur_death_streak = 0;
                //attacker disabledeathstreak();
                
                if ( attacker.pers["cur_kill_streak"] > attacker.kill_streak )
                {
                    attacker setDStat( "HighestStats", "kill_streak", attacker.pers["totalKillstreakCount"] );
                    attacker.kill_streak = attacker.pers["cur_kill_streak"];
                }
                

                if ( attacker.pers["cur_kill_streak"] > attacker.gametype_kill_streak )
                {
                    attacker maps\mp\gametypes\_persistence::statSetWithGametype( "kill_streak", attacker.pers["cur_kill_streak"] );
                    attacker.gametype_kill_streak = attacker.pers["cur_kill_streak"];
                }
                

                // maps\mp\gametypes\_globallogic_score::givePlayerScore( "kill", attacker, self );

                attacker thread  maps\mp\gametypes\_globallogic_score::trackAttackerKill( self.name, self.pers["rank"], self.pers["rankxp"], self.pers["prestige"], self getXuid(true) );    
                
                attackerName = attacker.name;
                self thread  maps\mp\gametypes\_globallogic_score::trackAttackeeDeath( attackerName, attacker.pers["rank"], attacker.pers["rankxp"], attacker.pers["prestige"], attacker getXuid(true) );
                self thread maps\mp\_medals::setLastKilledBy( attacker );

                attacker thread  maps\mp\gametypes\_globallogic_score::incKillstreakTracker( sWeapon );
                
                // to prevent spectator gain score for team-spectator after throwing a granade and killing someone before he switched
                if ( level.teamBased && attacker.team != "spectator")
                {
                    // dog score for team
                    if( isai(Attacker) )
                        maps\mp\gametypes\_globallogic_score::giveTeamScore( "kill", attacker.aiteam, attacker, self );
                    else
                        maps\mp\gametypes\_globallogic_score::giveTeamScore( "kill", attacker.team, attacker, self );
                }

                scoreSub = maps\mp\gametypes\_tweakables::getTweakableValue( "game", "deathpointloss" );
                if ( scoreSub != 0 )
                {
                    maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, maps\mp\gametypes\_globallogic_score::_getPlayerScore( self ) - scoreSub );
                }
                
                level thread playKillBattleChatter( attacker, sWeapon );
                
                if ( level.teamBased )
                {
                    //check if assist points should be awarded
                    awardAssists = true;
                }
            }
            
            pixendevent( "PlayerKilled attacker" );
        }
    }
    else if ( isDefined( attacker ) && ( attacker.classname == "trigger_hurt" || attacker.classname == "worldspawn" ) )
    {
        doKillcam = false;

        lpattacknum = -1;
        lpattackguid = "";
        lpattackname = "";
        lpattackteam = "world";

        self thread [[level.onXPEvent]]( "suicide" );
        self  maps\mp\gametypes\_globallogic_score::incPersStat( "suicides", 1 );
        self.suicides = self  maps\mp\gametypes\_globallogic_score::getPersStat( "suicides" );

        //Check for player death related battlechatter
        thread maps\mp\gametypes\_battlechatter_mp::onPlayerSuicideOrTeamKill( self, "suicide" );    //Play suicide battlechatter

        //check if assist points should be awarded
        awardAssists = true;

    }
    else
    {
        doKillcam = false;
        
        lpattacknum = -1;
        lpattackguid = "";
        lpattackname = "";
        lpattackteam = "world";

        // we may have a killcam on an world entity like the rocket in cosmodrome
        if ( IsDefined( eInflictor ) && IsDefined( eInflictor.killCamEnt ) )
        {
            doKillcam = true;
            lpattacknum = self getEntityNumber();
        }

        // even if the attacker isn't a player, it might be on a team
        if ( isDefined( attacker ) && isDefined( attacker.team ) && (attacker.team == "axis" || attacker.team == "allies") )
        {
            if ( attacker.team != self.team )
            {
                if ( level.teamBased )
                    maps\mp\gametypes\_globallogic_score::giveTeamScore( "kill", attacker.team, attacker, self );
            }
        }
        //check if assist points should be awarded
        awardAssists = true;
        
    }    
    
    //award assist points if needed
    if( awardAssists )
    {
        pixbeginevent( "PlayerKilled assists" );
                    
            if ( isdefined( self.attackers ) )
            {
                for ( j = 0; j < self.attackers.size; j++ )
                {
                    player = self.attackers[j];
                    
                    if ( !isDefined( player ) )
                        continue;
                    
                    if ( player == attacker )
                        continue;
                    
                    damage_done = self.attackerDamage[player.clientId].damage;
                    player thread maps\mp\gametypes\_globallogic_score::processAssist( self, damage_done);
                }
            }
            
        pixendevent( "END: PlayerKilled assists" );
    }

    pixbeginevent( "PlayerKilled post constants" );

    self.lastAttacker = attacker;
    self.lastDeathPos = self.origin;

    if ( isDefined( attacker ) && isPlayer( attacker ) && attacker != self && (!level.teambased || attacker.team != self.team) )
    {
        self thread maps\mp\gametypes\_missions::playerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );
    }
    else
    {

        self notify("playerKilledChallengesProcessed");
    }
    
    if ( isdefined ( self.attackers ))
        self.attackers = [];
    if( isPlayer( attacker ) )
    {
        if( maps\mp\gametypes\_hardpoints::isKillstreakWeapon( sWeapon ) )
        {
            killstreak = maps\mp\gametypes\_hardpoints::getKillstreakForWeapon( sWeapon );
            bbPrint( "mpattacks: gametime %d attackerspawnid %d attackerweapon %s attackerx %f attackery %f attackerz %f victimspawnid %d victimx %f victimy %f victimz %f damage %d damagetype %s damagelocation %s death 1 killstreak %s",
                       gettime(), getplayerspawnid( attacker ), sWeapon, lpattackorigin, getplayerspawnid( self ), self.origin, iDamage, sMeansOfDeath, sHitLoc, killstreak );
        }
        else
        {
            bbPrint( "mpattacks: gametime %d attackerspawnid %d attackerweapon %s attackerx %f attackery %f attackerz %f victimspawnid %d victimx %f victimy %f victimz %f damage %d damagetype %s damagelocation %s death 1",
                           gettime(), getplayerspawnid( attacker ), sWeapon, lpattackorigin, getplayerspawnid( self ), self.origin, iDamage, sMeansOfDeath, sHitLoc );
        }
    }
    else
    {
        bbPrint( "mpattacks: gametime %d attackerweapon %s victimspawnid %d victimx %f victimy %f victimz %f damage %d damagetype %s damagelocation %s death 1",
                       gettime(), sWeapon, getplayerspawnid( self ), self.origin, iDamage, sMeansOfDeath, sHitLoc );
    }

    logPrint( "K;" + lpselfguid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackguid + ";" + lpattacknum + ";" + lpattackteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n" );
    attackerString = "none";
    if ( isPlayer( attacker ) ) // attacker can be the worldspawn if it's not a player
        attackerString = attacker getXuid() + "(" + lpattackname + ")";
    self logstring( "d " + sMeansOfDeath + "(" + sWeapon + ") a:" + attackerString + " d:" + iDamage + " l:" + sHitLoc + " @ " + int( self.origin[0] ) + " " + int( self.origin[1] ) + " " + int( self.origin[2] ) );

    level thread maps\mp\gametypes\_globallogic::updateTeamStatus();

    killcamentity = self getKillcamEntity( attacker, eInflictor, sWeapon );
    killcamentityindex = -1;
    killcamentitystarttime = 0;

    if ( isDefined( killcamentity ) )
    {
        killcamentityindex = killcamentity getEntityNumber(); // must do this before any waiting lest the entity be deleted
        if ( isdefined( killcamentity.startTime ) )
        {
            killcamentitystarttime = killcamentity.startTime;
        }
        else
        {
            killcamentitystarttime = killcamentity.birthtime;
        }
        if ( !isdefined( killcamentitystarttime ) )
            killcamentitystarttime = 0;
    }

    if ( self IsRemoteControlling() )
        doKillcam = false;

    self maps\mp\gametypes\_weapons::detachCarryObjectModel();
    
    died_in_vehicle= false;
    if (IsDefined(self.diedOnVehicle))
    {
        died_in_vehicle = self.diedOnVehicle;    // only works when vehicle blows up
    }
    pixendevent( "END: PlayerKilled post constants" );

    pixbeginevent( "PlayerKilled body and gibbing" );
    if ( !died_in_vehicle )
    {
        vAttackerOrigin = undefined;
        if ( isdefined( attacker ) )
            vAttackerOrigin = attacker.origin;
        
        ragdoll_now = false;
        if( IsDefined(self.usingvehicle) && self.usingvehicle && IsDefined(self.vehicleposition) && self.vehicleposition == 1 )
            ragdoll_now = true;
    
        if ( sMeansOfDeath == "MOD_FALLING" )
        {
            if ( IsDefined( eInflictor ) && IsDefined( eInflictor.script_noteworthy ) && eInflictor.script_noteworthy == "ragdoll_now" )
            {
                ragdoll_now = true;
                self thread maps\mp\_challenges::fellOffTheMap();
            }
        }
        
        body = self clonePlayer( deathAnimDuration );
        self createDeadBody( iDamage, sMeansOfDeath, sWeapon, sHitLoc, vDir, vAttackerOrigin, deathAnimDuration, eInflictor, ragdoll_now, body );
    }
    pixendevent( "END: PlayerKilled body and gibbing" );
    
       self.switching_teams = undefined;
    self.joining_team = undefined;
    self.leaving_team = undefined;

    self thread [[level.onPlayerKilled]](eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration);

    for ( iCB = 0; iCB < level.onPlayerKilledExtraUnthreadedCBs.size; iCB++ )
    {
        self [[ level.onPlayerKilledExtraUnthreadedCBs[ iCB ] ]](
            eInflictor,
            attacker,
            iDamage,
            sMeansOfDeath,
            sWeapon,
            vDir,
            sHitLoc,
            psOffsetTime,
            deathAnimDuration );
    }    
    
    self.wantSafeSpawn = false;
    perks = maps\mp\gametypes\_globallogic::getPerks( attacker );
    killstreaks = maps\mp\gametypes\_globallogic::getKillstreaks( attacker );
        
    // let the player watch themselves die
    wait ( 0.25 );

    //check if killed by a sniper
    weaponClass = maps\mp\gametypes\_missions::getWeaponClass( sWeapon );
    if ( weaponClass == "weapon_sniper" )
    {
        self thread maps\mp\gametypes\_battlechatter_mp::KilledBySniper( attacker );
    }
    else
    {
        self thread maps\mp\gametypes\_battlechatter_mp::PlayerKilled( attacker );
    }    
  
    self.cancelKillcam = false;
    self thread maps\mp\gametypes\_killcam::cancelKillCamOnUse();
    maps\mp\gametypes\_globallogic_utils::waitForTimeOrNotifies( 1.75 );
    self notify ( "death_delay_finished" );

/#
    if ( GetDvarInt( #"scr_forcekillcam" ) != 0 )
    {
        doKillcam = true;

        if ( lpattacknum < 0 )
            lpattacknum = self getEntityNumber();
    }
#/

    if ( game["state"] != "playing" )
    {
        // if no longer playing then this was probably the kill that ended the round
        // store off the killcam info
        level thread maps\mp\gametypes\_killcam::startFinalKillcam( lpattacknum, self getEntityNumber(), killcamentity, killcamentityindex, killcamentitystarttime, sWeapon, self.deathTime, deathTimeOffset, psOffsetTime, perks, killstreaks, attacker );
        return;
    }
    
    respawnTimerStartTime = gettime();
    
    if ( !self.cancelKillcam && doKillcam && level.killcam )
    {
        livesLeft = !(level.numLives && !self.pers["lives"]);
        timeUntilSpawn =  maps\mp\gametypes\_globallogic_spawn::TimeUntilSpawn( true );
        willRespawnImmediately = livesLeft && (timeUntilSpawn <= 0);
            
        self thread maps\mp\_tutorial::tutorial_display_tip();
        self maps\mp\gametypes\_killcam::killcam( lpattacknum, self getEntityNumber(), killcamentity, killcamentityindex, killcamentitystarttime, sWeapon, self.deathTime, deathTimeOffset, psOffsetTime, willRespawnImmediately, maps\mp\gametypes\_globallogic_utils::timeUntilRoundEnd(), perks, killstreaks, attacker );
    }
    
    if ( game["state"] != "playing" )
    {
        self.sessionstate = "dead";
        self.spectatorclient = -1;
        self.killcamtargetentity = -1;
        self.killcamentity = -1;
        self.archivetime = 0;
        self.psoffsettime = 0;
        return;
    }
    
    WaitTillKillStreakDone();

    // class may be undefined if we have changed teams
    if ( maps\mp\gametypes\_globallogic_utils::isValidClass( self.class ) )
    {
        timePassed = (gettime() - respawnTimerStartTime) / 1000;
        self thread [[level.spawnClient]]( timePassed );
    }
}

updateGlobalBotKilledCounter()
{
    self endon("disconnect");
    wait( .05 );
    maps\mp\gametypes\_globallogic_utils::WaitTillSlowProcessAllowed();
    
    if ( isDefined( self.pers["isBot"] ) )
    {
        level.globalLarrysKilled++;
    }
}


WaitTillKillStreakDone()
{
    if( isdefined( self.killstreak_waitamount ) )
    {
        starttime = gettime();
        waitTime = self.killstreak_waitamount * 1000;
        
        while( (gettime() < (starttime+waitTime)) && isdefined( self.killstreak_waitamount ) )
        {
            wait( 0.1 );
        }
        
        //Plus a small amount so we can see our dead body
        wait( 2.0 );
    
        self.killstreak_waitamount = undefined;
    }
}

TeamKillKick()
{
    self  maps\mp\gametypes\_globallogic_score::incPersStat( "sessionbans", 1 );            
    
    self endon("disconnect");
    waittillframeend;
    
    //for test purposes lets lock them out of certain game type for 2mins

    playlistbanquantum = maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillerplaylistbanquantum" );
    playlistbanpenalty = maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillerplaylistbanpenalty" );
    if ( playlistbanquantum > 0 && playlistbanpenalty > 0 )
    {    
        timeplayedtotal = self maps\mp\gametypes\_persistence::statGet( "time_played_total" );
        minutesplayed = timeplayedtotal / 60;
        
        freebees = 2;
        
        banallowance = int( floor(minutesplayed / playlistbanquantum) ) + freebees;
        
        if ( self.sessionbans > banallowance )
        {
            self maps\mp\gametypes\_persistence::statSet( "gametypeban", timeplayedtotal + (playlistbanpenalty * 60), false );
        }
    }
    
    // no waiting because then they could quit and rejoin before the ban
//    self setLowerMessage( &"MP_FRIENDLY_FIRE_WILL_NOT", 2 );
    
    ban( self getentitynumber(), 1 );
    maps\mp\gametypes\_globallogic_audio::leaderDialog( "kicked" );        
}

TeamKillDelay()
{
    teamkills = self.pers["teamkills_nostats"];
    if ( level.minimumAllowedTeamKills < 0 || teamkills <= level.minimumAllowedTeamKills )
        return 0;

    exceeded = (teamkills - level.minimumAllowedTeamKills);
    return maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillspawndelay" ) * exceeded;
}


ShouldTeamKillKick(teamKillDelay)
{
    if ( teamKillDelay && maps\mp\gametypes\_tweakables::getTweakableValue( "team", "kickteamkillers" ) )
    {
        // if its more then 5 seconds into the match and we have a delay then just kick them
        if ( maps\mp\gametypes\_globallogic_utils::getTimePassed() >= 5000 )
        {
            return true;
        }
        
        // if its under 5 seconds into the match only kick them if they have killed more then one players so far
        if ( self.pers["teamkills_nostats"] > 1  )
        {
            return true;
        }
    }
    
    return false;
}

reduceTeamKillsOverTime()
{
    timePerOneTeamkillReduction = 20.0;
    reductionPerSecond = 1.0 / timePerOneTeamkillReduction;
    
    while(1)
    {
        if ( isAlive( self ) )
        {
            self.pers["teamkills_nostats"] -= reductionPerSecond;
            if ( self.pers["teamkills_nostats"] < level.minimumAllowedTeamKills )
            {
                self.pers["teamkills_nostats"] = level.minimumAllowedTeamKills;
                break;
            }
        }
        wait 1;
    }
}


IgnoreTeamKills( sWeapon, sMeansOfDeath )
{
    if ( sMeansOfDeath == "MOD_MELEE" )
        return false;
        
    if ( isSubStr( sWeapon, "mine_bouncing_betty_" ) || sWeapon == "briefcase_bomb_mp" )
        return true;
        
    return false;    
}


Callback_PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
    maps\mp\_laststand::playerlaststand(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration );    
}


damageShellshockAndRumble( eAttacker, eInflictor, sWeapon, sMeansOfDeath, iDamage )
{
    self thread maps\mp\gametypes\_weapons::onWeaponDamage( eAttacker, eInflictor, sWeapon, sMeansOfDeath, iDamage );
    self PlayRumbleOnEntity( "damage_heavy" );
}


createDeadBody( iDamage, sMeansOfDeath, sWeapon, sHitLoc, vDir, vAttackerOrigin, deathAnimDuration, eInflictor, ragdoll_jib, body )
{
    if ( sMeansOfDeath == "MOD_HIT_BY_OBJECT" && self GetStance() == "prone" )
    {
        self.body = body;
        if ( !isDefined( self.switching_teams ) )
            thread maps\mp\gametypes\_deathicons::addDeathicon( body, self, self.team, 5.0 );

        return;
    }

    if ( ragdoll_jib || self isOnLadder() || self isMantling() || sMeansOfDeath == "MOD_CRUSH" || sMeansOfDeath == "MOD_HIT_BY_OBJECT" )
        body startRagDoll();

    if ( !self IsOnGround() )
    {
        if ( GetDvarInt( #"scr_disable_air_death_ragdoll" ) == 0 )
        {
            body startRagDoll();
        }
    }

    if ( self is_explosive_ragdoll( sWeapon, eInflictor ) )
    {
        body start_explosive_ragdoll( vDir, sWeapon );
    }

    thread delayStartRagdoll( body, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath );

    if( sMeansOfDeath == "MOD_BURNED" || isdefined( self.burning ) )
    {
        body maps\mp\_burnplayer::burnedToDeath();        
    }    
    if ( sMeansOfDeath == "MOD_CRUSH" )
    {
        body maps\mp\gametypes\_globallogic_vehicle::vehicleCrush();
    }
    
    self.body = body;
    if ( !isDefined( self.switching_teams ) )
        thread maps\mp\gametypes\_deathicons::addDeathicon( body, self, self.team, 5.0 );
}

is_explosive_ragdoll( weapon, inflictor )
{
    if ( !IsDefined( weapon ) )
    {
        return false;
    }

    // destructible explosives
    if ( weapon == "destructible_car_mp" || weapon == "explodable_barrel_mp" )
    {
        return true;
    }

    // special explosive weapons
    if ( weapon == "sticky_grenade_mp" || weapon == "explosive_bolt_mp" )
    {
        if ( IsDefined( inflictor ) && IsDefined( inflictor.stuckToPlayer ) )
        {
            if ( inflictor.stuckToPlayer == self )
            {
                return true;
            }
        }
    }

    return false;
}

start_explosive_ragdoll( dir, weapon )
{
    if ( !IsDefined( self ) )
    {
        return;
    }

    x = RandomIntRange( 50, 100 );
    y = RandomIntRange( 50, 100 );
    z = RandomIntRange( 10, 20 );

    if ( IsDefined( weapon ) && ( weapon == "sticky_grenade_mp" || weapon == "explosive_bolt_mp" ) )
    {
        if ( IsDefined( dir ) && LengthSquared( dir ) > 0 )
        {
            x = dir[0] * x;
            y = dir[1] * y;
        }
    }
    else
    {
        if ( cointoss() )
        {
            x = x * -1;
        }
        if ( cointoss() )
        {
            y = y * -1;
        }
    }

    self StartRagdoll();
    self LaunchRagdoll( ( x, y, z ) );
}


notifyConnecting()
{
    waittillframeend;

    if( isDefined( self ) )
        level notify( "connecting", self );
}


delayStartRagdoll( ent, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath )
{
    if ( isDefined( ent ) )
    {
        deathAnim = ent getcorpseanim();
        if ( animhasnotetrack( deathAnim, "ignore_ragdoll" ) )
            return;
    }
    
    if ( level.oldschool )
    {
        if ( !isDefined( vDir ) )
            vDir = (0,0,0);
        
        explosionPos = ent.origin + ( 0, 0, maps\mp\gametypes\_globallogic_utils::getHitLocHeight( sHitLoc ) );
        explosionPos -= vDir * 20;
        //thread maps\mp\gametypes\_globallogic_utils::debugLine( ent.origin + (0,0,(explosionPos[2] - ent.origin[2])), explosionPos );
        explosionRadius = 40;
        explosionForce = .75;
        if ( sMeansOfDeath == "MOD_IMPACT" || sMeansOfDeath == "MOD_EXPLOSIVE" || isSubStr(sMeansOfDeath, "MOD_GRENADE") || isSubStr(sMeansOfDeath, "MOD_PROJECTILE") || sHitLoc == "head" || sHitLoc == "helmet" )
        {
            explosionForce = 2.5;
        }
        
        ent startragdoll( 1 );
        
        wait .05;
        
        if ( !isDefined( ent ) )
            return;
        
        // apply extra physics force to make the ragdoll go crazy
        physicsExplosionSphere( explosionPos, explosionRadius, explosionRadius/2, explosionForce );
        return;
    }
    
    wait( 0.2 );
    
    if ( !isDefined( ent ) )
        return;
    
    if ( ent isRagDoll() )
        return;
    
    deathAnim = ent getcorpseanim();

    startFrac = 0.35;

    if ( animhasnotetrack( deathAnim, "start_ragdoll" ) )
    {
        times = getnotetracktimes( deathAnim, "start_ragdoll" );
        if ( isDefined( times ) )
            startFrac = times[0];
    }

    waitTime = startFrac * getanimlength( deathAnim );
    wait( waitTime );

    if ( isDefined( ent ) )
    {
        println( "Ragdolling after " + waitTime + " seconds" );
        ent startragdoll( 1 );
    }
}

trackAttackerDamage( eAttacker, iDamage, sMeansOfDeath, sWeapon )
{
    Assert( isPlayer( eAttacker ) );
    
    if ( !isdefined( self.attackerData[eAttacker.clientid] ) )
    {
        self.attackerDamage[eAttacker.clientid] = spawnstruct();
        self.attackerDamage[eAttacker.clientid].damage = iDamage;
        self.attackerDamage[eAttacker.clientid].meansOfDeath = sMeansOfDeath;
        self.attackerDamage[eAttacker.clientid].weapon = sWeapon;
        self.attackerDamage[eAttacker.clientid].time = getTime();
        self.attackers[ self.attackers.size ] = eAttacker;
        // we keep an array of attackers by their client ID so we can easily tell
        // if they're already one of the existing attackers in the above if().
        // we store in this array data that is useful for other things, like challenges
        self.attackerData[eAttacker.clientid] = false;
    }
    else
    {
        self.attackerDamage[eAttacker.clientid].damage += iDamage;
        self.attackerDamage[eAttacker.clientid].meansOfDeath = sMeansOfDeath;
        self.attackerDamage[eAttacker.clientid].weapon = sWeapon;
        if ( !isdefined( self.attackerDamage[eAttacker.clientid].time ) )
            self.attackerDamage[eAttacker.clientid].time = getTime();
    }

    self.attackerDamage[eAttacker.clientid].lasttimedamaged = getTime();
    if ( maps\mp\gametypes\_weapons::isPrimaryWeapon( sWeapon ) )
        self.attackerData[eAttacker.clientid] = true;
}

giveInflictorOwnerAssist( eAttacker, eInflictor, iDamage, sMeansOfDeath, sWeapon )
{
    if ( !isDefined( eInflictor ) )
        return;
        
    if ( !isDefined( eInflictor.owner ) )
        return;
        
    if ( !IsDefined( eInflictor.ownerGetsAssist ) )
        return;
        
    if ( !eInflictor.ownerGetsAssist )
        return;
        
    Assert( isPlayer( eInflictor.owner ) );
    
    trackAttackerDamage( eInflictor.owner, iDamage, sMeansOfDeath, sWeapon );
}

updateMeansOfDeath( sWeapon, sMeansOfDeath )
{
    // we do not want the melee icon to show up for dog attacks
    // AE 10-22-09: added the check for the crossbow so that it'll show the right icon
    switch(sWeapon)
    {
    case "crossbow_mp":
    case "knife_ballistic_mp":
        {
            if ( ( sMeansOfDeath != "MOD_HEAD_SHOT" ) && ( sMeansOfDeath != "MOD_MELEE" ) )
            {
                sMeansOfDeath = "MOD_PISTOL_BULLET";
            }
        }
        break;
    case "dog_bite_mp":
        sMeansOfDeath = "MOD_PISTOL_BULLET";
        break;
    case "destructible_car_mp":
        sMeansOfDeath = "MOD_EXPLOSIVE";
        break;
    case "explodable_barrel_mp":
        sMeansOfDeath = "MOD_EXPLOSIVE";
        break;
    }

    return sMeansOfDeath;
}

updateAttacker( attacker )
{
    if( isai(attacker) && isDefined( attacker.script_owner ) )
    {
        // if the person who called the dogs in switched teams make sure they don't
        // get penalized for the kill
        if ( !level.teambased || attacker.script_owner.team != self.team )
            attacker = attacker.script_owner;
    }
    
    if( attacker.classname == "script_vehicle" && isDefined( attacker.owner ) )
    {
        attacker notify("killed",self);

        attacker = attacker.owner;
    }

    if( isai(attacker) )
        attacker notify("killed",self);
        
    if ( ( isdefined ( self.capturingLastFlag ) ) && ( self.capturingLastFlag == true ) )
    {
        attacker.lastCapKiller = true;
    }
    
    return attacker;
}

updateInflictor( eInflictor )
{
    if( IsDefined( eInflictor ) && eInflictor.classname == "script_vehicle" )
    {
        eInflictor notify("killed",self);
    }
    
    return eInflictor;
}

updateWeapon( eInflictor, sWeapon )
{
    // explosive barrel/car detection
    if ( sWeapon == "none" && isDefined( eInflictor ) )
    {
        if ( isDefined( eInflictor.targetname ) && eInflictor.targetname == "explodable_barrel" )
            sWeapon = "explodable_barrel_mp";
        else if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
            sWeapon = "destructible_car_mp";
    }
    
    return sWeapon;
}

getClosestKillcamEntity( attacker, killCamEntities )
{
        closestKillcamEnt = undefined;
        closestKillcamEntDist = undefined;
        origin = undefined;
        
        for ( killcamEntIndex = 0; killcamEntIndex < killCamEntities.size; killcamEntIndex++ )
        {
            killcamEnt = killCamEntities[killcamEntIndex];
            if ( killcamEnt == attacker )
                continue;
            
            origin = killcamEnt.origin;
            if ( IsDefined( killcamEnt.offsetPoint ) )
                origin += killcamEnt.offsetPoint;
    
            dist = DistanceSquared( self.origin, origin );
    
            if ( !IsDefined( closestKillcamEnt ) || dist < closestKillcamEntDist )
            {
                closestKillcamEnt = killcamEnt;
                closestKillcamEntDist = dist;
            }
        }
        
        return closestKillcamEnt;
}

getKillcamEntity( attacker, eInflictor, sWeapon )
{
    if ( !isDefined( eInflictor ) )
        return undefined;

    if ( eInflictor == attacker )
        return undefined;
    
    if ( sWeapon == "m220_tow_mp" )
        return undefined;
    
    if ( isDefined(eInflictor.killCamEnt) )
    {
        // this is the case with the player helis
        if ( eInflictor.killCamEnt == attacker )
            return undefined;
            
        return eInflictor.killCamEnt;
    }
    else if ( isDefined(eInflictor.killCamEntities) )
    {
        return getClosestKillcamEntity( attacker, eInflictor.killCamEntities );
    }
    
    if ( isDefined( eInflictor.script_gameobjectname ) && eInflictor.script_gameobjectname == "bombzone" )
        return eInflictor.killCamEnt;

    //if ( eInflictor.classname == "script_origin" || eInflictor.classname == "script_model" || eInflictor.classname == "script_brushmodel" )
    //    return undefined; // probably a barrel or a car... code does airstrike cam for these things which looks bad

    return eInflictor;
}
    
playKillBattleChatter( attacker, sWeapon )
{
    if( IsPlayer( attacker ) )
    {
        if( isDefined(level.bcKillInformProbability) && randomIntRange( 0, 100 ) >= level.bcKillInformProbability )
        {
            if ( !maps\mp\gametypes\_hardpoints::isKillstreakWeapon( sWeapon ) )
            {
                level thread maps\mp\gametypes\_battlechatter_mp::sayLocalSoundDelayed( attacker, "kill", "infantry", 0.75 );
            }
        }
    }
}


The last part .

I hope you can help me by this error.
Reply

#34
Could you please just send the .gsc file as a file attachment? Now the \ are removed and I could make errors while copying.
Reply

#35
i will change the php code tags to normal tags, the / \ should be visible again then

edit// done
Reply

#36
Thank you that you done it I wa away for 4 days Smile
Reply

#37
Nice mod ...
but sometimes i have bots in walls ... lol ?
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#38
(07-27-2011, 17:19)Se7en Wrote: Nice mod ...
but sometimes i have bots in walls ... lol ?
I think this has something to do with that bots aren't very good with the balistic knife without ammo. It also happens when the bots have no weapon at all. Smile
I am going to remove the balistic knife round at some point.


Reply

#39
(07-27-2011, 14:44)Elite_otten Wrote: Thank you that you done it I wa away for 4 days Smile
I have fixed the script now. Smile
You have put a ? somewhere and forgot a bracket.
Check out the attachment. Wink


Attached Files
.zip   globallogic_fixed.zip (Size: 19.42 KB / Downloads: 32)
Reply

#40
how come i dont get any money? i start team deathmatch in combat training but it says "ai left: 0 round: 0" even though there are ais on the other team? Also there is no money when i kill.
[Image: mca.png]
Add me on steam! otterm
Reply



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