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1 changed files with 161 additions and 161 deletions
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@ -432,72 +432,7 @@ function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %am
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switch$(%damageType)
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{
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case $DamageType::Disc:
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 80 && %velTarget > 20)
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{
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%points = %longDistanceBonus;
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%velBonus /= 2;
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%long = 1;
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%sound = %defaultSound;
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}
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// special knockback if you hit too close, max 15% chance (point blank).. 5% at 30meters, 1% chance for any MA
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// Slap based on a Disc headshot
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//%chance = mFloor(25 - %distance/3);
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//if(%ma && getRandom(1,50) <= %chance && %targetObject.client.headshot)
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//Normal Slap
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%chance = mFloor(15 - %distance/3);
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if(%chance <= 0) %chance = 1;
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if(%ma && getRandom(1,100) <= %chance)
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{
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if(%targetObject.holdingFlag)
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{
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Game.playerDroppedFlag(%targetObject);
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//Added so cloak is turned off when slapped.
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%targetObject.setCloaked(false);
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%targetObject.freeDJ = 1;
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}
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if(%sourceObject.holdingFlag && Game.duelMode)
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{
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duelBonus(%sourceObject.client);
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$LakDamaged[%targetObject.client] = 0;
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}
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// lower damage and make invincible to ground damage to make it a little more fun
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%amount = 0.01;
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%targetObject.setKnockback(true);
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%targetObject.schedule(15000, "setKnockback", false);
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%p = %targetObject.getWorldBoxCenter();
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%muzzleVec = %sourceObject.getMuzzleVector(0);
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%impulseVec = VectorScale(%muzzleVec, 25000);
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%targetObject.applyImpulse(%p, %impulseVec);
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%sound = '~wfx/misc/slapshot.wav';
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%slapmsg = getRandom(1,3);
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switch$(%slapmsg)
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{
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case 1:
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messageAll('msgSlapMessege','\c0%1 wonders what the five fingers said to the face.', %targetObject.client.name );
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case 2:
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messageAll('msgSlapMessege','\c0%1 gets slapped the heck out!', %targetObject.client.name );
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case 3:
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messageAll('msgSlapMessege','\c0%1 is taking a short tour around the map.', %targetObject.client.name );
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}
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}
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%weapon = "Disc";
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case $DamageType::Grenade:
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if(Game.PubPro)
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{
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case $DamageType::Disc:
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus;
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@ -510,114 +445,179 @@ function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %am
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%long = 1;
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%sound = %defaultSound;
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}
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}
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else
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{
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// special knockback if you hit too close, max 15% chance (point blank).. 5% at 30meters, 1% chance for any MA
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// Slap based on a Disc headshot
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//%chance = mFloor(25 - %distance/3);
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//if(%ma && getRandom(1,50) <= %chance && %targetObject.client.headshot)
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//Normal Slap
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%chance = mFloor(15 - %distance/3);
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if(%chance <= 0) %chance = 1;
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if(%ma && getRandom(1,100) <= %chance)
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{
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if(%targetObject.holdingFlag)
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{
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Game.playerDroppedFlag(%targetObject);
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//Added so cloak is turned off when slapped.
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%targetObject.setCloaked(false);
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%targetObject.freeDJ = 1;
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}
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if(%sourceObject.holdingFlag && Game.duelMode)
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{
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duelBonus(%sourceObject.client);
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$LakDamaged[%targetObject.client] = 0;
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}
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// lower damage and make invincible to ground damage to make it a little more fun
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%amount = 0.01;
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%targetObject.setKnockback(true);
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%targetObject.schedule(15000, "setKnockback", false);
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%p = %targetObject.getWorldBoxCenter();
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%muzzleVec = %sourceObject.getMuzzleVector(0);
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%impulseVec = VectorScale(%muzzleVec, 25000);
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%targetObject.applyImpulse(%p, %impulseVec);
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%sound = '~wfx/misc/slapshot.wav';
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%slapmsg = getRandom(1,3);
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switch$(%slapmsg)
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{
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case 1:
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messageAll('msgSlapMessege','\c0%1 wonders what the five fingers said to the face.', %targetObject.client.name );
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case 2:
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messageAll('msgSlapMessege','\c0%1 gets slapped the heck out!', %targetObject.client.name );
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case 3:
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messageAll('msgSlapMessege','\c0%1 is taking a short tour around the map.', %targetObject.client.name );
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}
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}
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%weapon = "Disc";
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case $DamageType::Grenade:
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if(Game.PubPro)
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{
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 80 && %velTarget > 20)
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{
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%points = %longDistanceBonus;
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%velBonus /= 2;
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%long = 1;
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%sound = %defaultSound;
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}
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}
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else
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{
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus/1.85;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 100 && %velTarget > 30)
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{
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%points = %longDistanceBonus/1.85;
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%velBonus /= 4;
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%long = 1;
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%sound = %defaultSound;
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}
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}
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%weapon = "Grenade-Launcher";
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case $DamageType::Mortar:
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus/1.85;
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%points = %distanceBonus*2.66;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 100 && %velTarget > 30)
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{
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%points = %longDistanceBonus/1.85;
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%velBonus /= 4;
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%points = %longDistanceBonus;
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%velBonus /= 2;
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%long = 1;
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%sound = %defaultSound;
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}
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}
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%weapon = "Grenade-Launcher";
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case $DamageType::Mortar:
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus*2.66;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 100 && %velTarget > 30)
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{
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%points = %longDistanceBonus;
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%velBonus /= 2;
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%long = 1;
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%sound = %defaultSound;
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}
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if(!Game.duelMode)
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%amount /= 2;
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%weapon = "Mortar";
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case $DamageType::Mine:
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%amount /= %amount > 0 ? 3 : 1;
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if(%ma)
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{
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%accuracy = " [Accuracy:" @ %percentDam @ "%]";
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%points = (%percentDam/7)+2;
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%velBonus = 0;
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%sound = '~wfx/misc/coin.wav';
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if(%percentDam >= 99)
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if(!Game.duelMode)
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%amount /= 2;
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%weapon = "Mortar";
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case $DamageType::Mine:
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%amount /= %amount > 0 ? 3 : 1;
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if(%ma)
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{
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%sound = '~wfx/misc/Cheer.wav';
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%points *= 2.0;
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}
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}
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if(!%ma)
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%amount = 0;
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%weapon = "MINE";
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case $DamageType::ShockLance:
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%height = getHeight(%sourceObject);
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%heightBonus = (mPow(%height,1.20)/14)+1; //was 10
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%velBonus /= 2;
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%points = mFloor(%distance/2) + (%heightBonus);
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%accuracy = " [Height:" @ %height @"m]";
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// borlak -- check rear shocklance hit
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%muzzlePos = %sourceObject.getMuzzlePoint(0);
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%forwardVec = %targetObject.getForwardVector();
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%objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0";
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%objPos = %targetObject.getPosition();
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%dif = VectorSub(%objPos, %muzzlePos);
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%dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0";
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%dif = VectorNormalize(%dif);
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%dot = VectorDot(%dif, %objDir2D);
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%accuracy = " [Accuracy:" @ %percentDam @ "%]";
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%points = (%percentDam/7)+2;
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%velBonus = 0;
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%sound = '~wfx/misc/coin.wav';
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if(%dot >= mCos(1.05))
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{
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if(%sourceObject.holdingFlag && TestForMA(%targetObject, 6))
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{
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%sourceObject.setCloaked(true);
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if($host::dontcloakflag)
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%sourceObject.holdingFlag.setCloaked(false);
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if(%percentDam >= 99)
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{
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%sound = '~wfx/misc/Cheer.wav';
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%points *= 2.0;
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}
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}
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%points *= 2;
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%special = "-in-the-back";
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}
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if(%ma)
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%points += 3;
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%sound = %defaultSound;
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%sourceObject.client.totalShockHits++;
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%weapon = "ShockLance";
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case $DamageType::Blaster:
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if(%ma)
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{
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%points = %distanceBonus/2;
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if(!%ma)
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%amount = 0;
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%weapon = "MINE";
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case $DamageType::ShockLance:
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%height = getHeight(%sourceObject);
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%heightBonus = (mPow(%height,1.20)/14)+1; //was 10
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%velBonus /= 2;
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%sound = %defaultSound;
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}
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%weapon = "Blaster";
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case $DamageType::Plasma:
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus/1.3+2;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 40 && %velTarget > 30)
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{
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%points = %longDistanceBonus*1.5;
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%velBonus /= 1.75;
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%long = 1;
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%sound = %defaultSound;
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}
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%weapon = "Plasma";
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%points = mFloor(%distance/2) + (%heightBonus);
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%accuracy = " [Height:" @ %height @"m]";
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// borlak -- check rear shocklance hit
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%muzzlePos = %sourceObject.getMuzzlePoint(0);
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%forwardVec = %targetObject.getForwardVector();
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%objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0";
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%objPos = %targetObject.getPosition();
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%dif = VectorSub(%objPos, %muzzlePos);
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%dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0";
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%dif = VectorNormalize(%dif);
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%dot = VectorDot(%dif, %objDir2D);
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if(%dot >= mCos(1.05))
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{
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if(%sourceObject.holdingFlag && TestForMA(%targetObject, 6))
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{
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%sourceObject.setCloaked(true);
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if($host::dontcloakflag)
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%sourceObject.holdingFlag.setCloaked(false);
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}
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%points *= 2;
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%special = "-in-the-back";
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}
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if(%ma)
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%points += 3;
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%sound = %defaultSound;
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%sourceObject.client.totalShockHits++;
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%weapon = "ShockLance";
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case $DamageType::Blaster:
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if(%ma)
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{
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%points = %distanceBonus/2;
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%velBonus /= 2;
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%sound = %defaultSound;
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}
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%weapon = "Blaster";
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case $DamageType::Plasma:
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if(%ma && %percentDam >= 98)
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{
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%points = %distanceBonus/1.3+2;
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%sound = %defaultSound;
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}
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if(%percentDam >= 25 && !%ma && %distance >= 40 && %velTarget > 30)
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{
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%points = %longDistanceBonus*1.5;
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%velBonus /= 1.75;
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%long = 1;
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%sound = %defaultSound;
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}
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%weapon = "Plasma";
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}
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}
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