mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
* Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
599 lines
16 KiB
C#
599 lines
16 KiB
C#
// don't want this executing when building graphs
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if($OFFLINE_NAV_BUILD)
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return;
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echo("-----------------Running Training5");
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activatePackage(Training5);
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//BaseExplosion sound
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datablock EffectProfile(Training5BaseExplosionEffect)
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{
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effectname = "explosions/explosion.xpl27";
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minDistance = 20;
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maxDistance = 100;
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};
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datablock AudioProfile(Training5BaseExplosionSound)
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{
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filename = "fx/explosions/explosion.xpl27.wav";
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description = AudioDefault3d;
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effect = Training5BaseExplosionEffect;
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preload = true;
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};
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//mission variables
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$numberOfTeammates = 0;
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$numberOfEnemies[1] = 6;
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$numberOfEnemies[2] = 6;
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$numberOfEnemies[3] = 8;
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$missionBotSkill[1] = 0.0;
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$missionBotSkill[2] = 0.5;
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$missionBotSkill[3] = 0.9;
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$missionEnemyThreshold[1] = 1;
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$missionEnemyThreshold[2] = 3;
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$missionEnemyThreshold[3] = 8;
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$bridgeTime[1] = 30;
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$bridgeTime[2] = 20;
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$bridgeTime[3] = 5;
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game.targetObject1 = nameToId("ObjectiveGen1");
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game.targetObject2 = nameToId("ObjectiveGen2");
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game.tower = nameToId("MissionGroup/Teams/Team2/tower/tower");
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game.base = nameToId("DBase2");
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game.minimumSafeDistance = 500;
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game.West = nameToId(WestBridgeGen);
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game.East = nameToId(EastBridgeGen);
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game.North = nameToId(NorthBridgeGen);
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game.South = nameToId(SouthBridgeGen);
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package Training5 {
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//Training5 package functions begin=======================================================
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function MP3Audio::play(%this)
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{
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//too bad...no mp3 in training
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}
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function toggleScoreScreen(%val)
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{
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if ( %val )
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//error("No Score Screen in training.......");
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messageClient($player, 0, $player.miscMsg[noScoreScreen]);
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}
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function ClientCmdSetHudMode(%mode, %type, %node)
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{
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parent::ClientCmdSetHudMode(%mode, %type, %node);
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//TrainingMap.push();
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}
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// get the ball rolling
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function startCurrentMission(%game)
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{
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setFlipFlopSkins();
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doText(Any_Waypoint01, 2000);
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if(getRandom(3) == 1)
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doText(Any_warning01);
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setWaypointAt(nameToId(TowerSwitch).position, "Periphery Tower Control");
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objectiveDistanceChecks();
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updateTrainingObjectiveHud(obj1);
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// adding a little something for the players followers to do
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//training5AddEscort($teammate0);
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// Tower FFs all start off by default
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// we cheat and disable their hidden generators
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nameToId(CatwalkFFGen).setDamageState(Disabled);
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game.West.setDamageState(Disabled);
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game.East.setDamageState(Disabled);
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game.North.setDamageState(Disabled);
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game.South.setDamageState(Disabled);
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// but we start the rotation
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%skill = $pref::trainingDifficulty;
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//%time = 1000 * (10 - %skill * skill );
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%time = $bridgeTime[%skill] * 1000;
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rotateDrawbridgeFFs(%time);
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setUpDifficultySettings($pref::trainingDifficulty);
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}
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function setUpDifficultySettings(%skill)
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{
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if(%skill < 2)
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{
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nameToId(DownStairsSentry).hide(true);
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freeTarget(nameToId(DownStairsSentry).getTarget());
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nameToId(UpstairsTurret).hide(true);
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freeTarget(nameToId(UpstairsTurret).getTarget());
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}
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if(%skill == 3)
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nameToId(SatchelChargePack).hide(true);
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}
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function countTurretsAllowed(%type)
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{
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return $TeamDeployableMax[%type];
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}
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function getTeammateGlobals()
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{
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echo("You have no teammates in this mission");
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}
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function FlipFlop::objectiveInit(%data, %flipflop)
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{
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}
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function giveall()
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{
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error("When the going gets tough...wussies like you start cheating!");
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messageClient($player, 0, "Cheating eh? What\'s next? Camping?");
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}
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function kobayashi_maru()
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{
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$testCheats = true;
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commandToServer('giveAll');
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}
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// Distance Check =============================================================
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// Ive never done this before :P but im going to use a periodic self-scheduling
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// distance checking mechanism in this mission also
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function objectiveDistanceChecks()
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{
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%playerLocation = $player.player.position;
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if(!%playerLocation) {
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schedule(5000, game, objectiveDistanceChecks);
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return;
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}
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// %baseDist = vectorDist(%playerLocation, %game.base.position);
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// if(%baseDist < 600 && !%game.training5SwitchObjective && !%game.turretsWarn){
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// %game.turretsWarn = true;
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// doText(Any_warning06);
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// }
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%baseDist = vectorDist(%playerLocation, game.base.position);
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if(%baseDist < 200 && game.respawnPoint == 1) {
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game.respawnPoint = 2;
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return; // kill the distCheck
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}
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%dist = vectorDist(%playerLocation, game.tower.position);
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//error("Tower Dist = "@%dist);
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if( %dist < 400 && !game.t5distcheck1) {
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game.t5distcheck1 = true;
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doText(T5_04);
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return;
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}
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if( %dist > 200 && game.training5SwitchObjective && !game.tipFirepower) {
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%packImage = $player.player.getMountedImage($backPackSlot).getName();
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if(%packImage !$= "SatchelChargeImage" && %packImage !$= "InventoryDeployableImage") {
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game.tipFirepower = true;
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doText(T5_tipFirepower);
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}
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}
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schedule(5000, game, objectiveDistanceChecks);
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}
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//======================================================================================
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// Objective Generators
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//======================================================================================
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function GeneratorLarge::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
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{
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if(%targetObject == game.targetObject1 || %targetObject == game.targetObject2)
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%message = training5ObjectiveGenDamaged(%targetObject, %damageType);
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else
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Parent::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType);
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if(%message)
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training5messageDamageFailed();
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}
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function training5ObjectiveGenDamaged(%targetObject, %damageType)
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{
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//error("training5ObjectiveGenDamaged("@%targetObject@", "@%damageType@")");
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if(game.genDestroyed[%targetObject])
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return false;
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if(%damageType != $DamageType::SatchelCharge)
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{
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return true;
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}
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game.objectiveDestroyed = true;
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%targetObject.applyDamage(%targetObject.getDataBlock().maxDamage);
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return false;
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}
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function training5messageDamageFailed()
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{
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if(!game.tooSoonMsg && !game.objectiveDestroyed) {
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game.tooSoonMsg = true;
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schedule(15000, game, eval, "game.tooSoonMsg = false;");
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messageClient($player, 0, $player.miscMsg[genAttackNoSatchel]);
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training5easySatchelWaypoint();
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}
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}
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function training5easySatchelWaypoint()
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{
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if($pref::trainingDifficulty == 1 &&
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$player.player.getMountedImage($backPackSlot).getName() !$= "SatchelChargeImage" && !game.satchelWaypointSet) {
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%waypoint = new WayPoint() {
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position = nameToId(SatchelChargePack).position;
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rotation = "1 0 0 0";
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scale = "1 1 1";
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dataBlock = "WayPointMarker";
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lockCount = "0";
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homingCount = "0";
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name = "Satchel Charge";
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team = 1;
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locked = "true";
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};
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$player.satchelWaypoint = %waypoint;
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game.satchelWaypointSet = true;
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}
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}
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//======================================================================================
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function AIEngageTask::assume(%task, %client)
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{
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Parent::assume(%task, %client);
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if(%client.team != $playerTeam)
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game.biodermAssume(%client);
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}
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// ============================================================================
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function singlePlayerGame::onAIRespawn(%game, %client)
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{
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if(! isObject("MissionCleanup/TeamDrops2")) {
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//this is the snippet of script from default games that puts teamdrops
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// into the mission cleanup group...slightly modified to suit our needs
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%dropSet = new SimSet("TeamDrops2");
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MissionCleanup.add(%dropSet);
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%spawns = nameToID("MissionGroup/Teams/team2/TeamDrops");
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if(%spawns != -1)
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{
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%count = %spawns.getCount();
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for(%i = 0; %i < %count; %i++)
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%dropSet.add(%spawns.getObject(%i));
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}
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}
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parent:: onAIRespawn(%game, %client);
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}
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// ============================================================================
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function singlePlayerGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
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{
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%teamCount = getPlayersOnTeam(%clVictim.team);
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//echo("Team count:" SPC %teamCount);
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%maintNum = $missionEnemyThreshold[$pref::trainingDifficulty];
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//echo("Maintain:" SPC %maintNum);
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%clVictim.useSpawnSphere = true;
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// this will respawn the AI if
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if( %teamCount < %maintNum )
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DefaultGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement);
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}
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function singleplayerGame::pickTeamSpawn(%game, %client, %respawn)
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{
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if(%client.useSpawnSphere)
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DefaultGame::pickTeamSpawn(%game, %client.team);
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else
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parent::pickTeamSpawn(%game, %client, %respawn);
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}
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function SinglePlayerGame::equip(%game, %player, %set)
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{
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if(!isObject(%player))
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return;
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%player.clearInventory();
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if(!%set)
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%set = %player.client.equipment;
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%player.setArmor("Medium");
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%player.setInventory(SatchelCharge, 1);
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%player.setInventory(RepairKit, 1);
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%player.setInventory(ConcussionGrenade, 8);
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%player.setInventory(Mine, 3);
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%player.setInventory(Plasma, 1);
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%player.setInventory(PlasmaAmmo, 40);
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%player.setInventory(Chaingun, 1);
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%player.setInventory(ChaingunAmmo, 200);
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%player.setInventory(Disc, 1);
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%player.setInventory(DiscAmmo, 15);
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%player.setInventory(GrenadeLauncher, 1);
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%player.setInventory(GrenadeLauncherAmmo, 15);
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%player.setInventory(TargetingLaser, 1);
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%player.use("Disc");
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%player.weaponCount = 4;
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}
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//the generator destroyed trigers the detonation sequence
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function Generator::onDestroyed(%data, %destroyedObj)
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{
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//error("GeneratorLarge::onDestroyed");
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if(%destroyedObj == game.targetObject1 || %destroyedObj == game.targetObject2)
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if(!game.detonationSequenceStarted) {
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game.detonationSequenceStarted = true;
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error("The satchel waypoint is:" SPC $player.satchelWaypoint);
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$player.satchelWaypoint.delete();
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detonationSequence();
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updateTrainingObjectiveHud(obj4);
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game.respawnPoint = 3;
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$missionEnemyThreshold[1] = 0;
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$missionEnemyThreshold[2] = 0;
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$missionEnemyThreshold[3] = 0;
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}
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Parent::onDestroyed(%data, %destroyedObj);
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}
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function FlipFlop::objectiveInit(%data, %flipflop)
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{
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}
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function FlipFlop::playerTouch(%data, %flipFlop, %player)
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{
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//error("singlePlayer::playerTouchFlipFlop Training5");
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//echo("has been touched before? " SPC game.training5SwitchObjective);
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Parent::playerTouch(%data, %flipFlop, %player);
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//This disables the base door FFs
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%state = (%flipFlop.team == $playerTeam ? "Disabled" : "Enabled");
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game.targetObject2.setDamageState(%state);
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if(!game.training5SwitchObjective) {
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game.training5SwitchObjective = true;
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doText(T5_05, 10000);
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doText(T5_05b);
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doText(T5_05a);
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schedule(10000, game, setWaypointAt, game.targetObject2.getWorldBoxCenter(), "Reactor Regulator" );
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schedule(10000, game, updateTrainingObjectiveHud , obj2);
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//start the distance check again
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objectiveDistanceChecks();
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game.respawnPoint = 1;
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rotateDrawbridgeFFs(false);
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}
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}
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//EndingExplosionStuff=========================================================================
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function detonationSequence()
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{
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// first a little eye candy
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%oldEmitter = nameToId(LavaSmoke);
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%oldEmitter.delete();
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%newEmitter = new ParticleEmissionDummy(LavaSmoke) {
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position = "-462.4 -366.791 5.12867";
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rotation = "1 0 0 0";
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scale = "1 1 1";
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dataBlock = "defaultEmissionDummy";
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emitter = "AfterT5";
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velocity = "1";
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};
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%detonationTime = 1000 * 90; // 90 is a guess, at least 67 before you cut lines
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schedule(3000, game, doText, T5_06); //Get Out Hurry!
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schedule(%detonationTime, game, detonateBase ); //BOOM //moved to t5_08d,eval
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schedule(%detonationTime - 5000, game, doText, T5_08urgent); //5..4..3..2..1
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schedule(%detonationTime - 9000, game, doText, T5_07); //ComeOn
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schedule(%detonationTime - 10000, game, doText, T5_06d); //10
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schedule(%detonationTime - 30000, game, doText, T5_06c); // 30 secs
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schedule(%detonationTime - 64000, game, doText, T5_06a); //reaction building fast
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schedule(%detonationTime - 60000, game, doText, T5_06b); //1 min
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}
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function detonateBase()
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{
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%playerDist = vectorDist($player.player.position, game.base.position);
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//BOOM
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//schedule(0.33 * %playerDist, game, serverplay2d, Training5BaseExplosionSound);
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schedule(0.33 * %playerDist, game, damagePlayersInBlast, game.minimumSafeDistance);
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$player.player.setWhiteOut(8);
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//messageAll(0, "You were "@%playerDist@"meters away. Minimum safe distance is "@game.minimumSafeDistance);
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if( %playerDist < game.minimumSafeDistance || !$player.player) {
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schedule(5000, game, missionFailed, $player.miscMsg[training5loss] );
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moveMap.pop();
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}
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else {
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//messageAll(0, "You won!");
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schedule(5000, game, doText, T5_09, 3000);
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schedule(13000, game, messageBoxOK, "Victory", $player.miscMsg[training5win], "Canvas.popDialog(MessageBoxOKDlg); schedule(1000, game, trainingComplete);");
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moveMap.schedule(13000, "pop");
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}
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}
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function trainingComplete()
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{
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%skill = $pref::trainingDifficulty;
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switch (%skill)
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{
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case 2:
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%msg = "trainingOverMed";
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case 3:
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%msg = "trainingOverHard";
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default:
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%msg = "trainingOverEasy";
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}
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missionComplete( $player.miscMsg[%msg] );
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}
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function damagePlayersInBlast(%minDist)
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{
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Canvas.popDialog(MessageBoxOKDlg);
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Canvas.popDialog(MessageBoxYesNoDlg);
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serverPlay2d(Training5BaseExplosionSound);
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%num = ClientGroup.getCount();
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for(%i = 0; %i < %num; %i++)
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{
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%client = clientGroup.getObject(%i);
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if(%client.player)
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{
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%Dist = vectorDist(%client.player.position, game.base.position);
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if(%dist < %minDist)
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{
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if(%client != $player)
|
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%client.player.scriptKill($DamageType::Explosion);
|
|
else {
|
|
moveMap.pop();
|
|
|
|
if($firstperson)
|
|
toggleFirstPerson($player);
|
|
|
|
serverConnection.setBlackout(true, 3000);
|
|
%client.player.setActionThread(Death11, true);
|
|
%client.player.setDamageFlash(0.75);
|
|
}
|
|
}
|
|
else
|
|
$player.player.setWhiteOut(12);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// turninig off the Mission area on this one too folks
|
|
function SinglePlayerGame::leaveMissionArea(%game, %player)
|
|
{
|
|
}
|
|
function SinglePlayerGame::enterMissionArea(%game, %player)
|
|
{
|
|
}
|
|
|
|
|
|
function rotateDrawbridgeFFs(%time)
|
|
{
|
|
if(%time == 0)
|
|
{
|
|
// catwalks on
|
|
nameToId(CatwalkFFGen).setDamageState(Enabled);
|
|
|
|
// stop rotation
|
|
cancel(game.FFRotate);
|
|
|
|
// set Enabled All bridges
|
|
game.West.setDamageState(Enabled);
|
|
game.East.setDamageState(Enabled);
|
|
game.North.setDamageState(Enabled);
|
|
game.South.setDamageState(Enabled);
|
|
|
|
}
|
|
else
|
|
{
|
|
// start these bad boys rotating
|
|
|
|
if(game.activeBridgeSet == 1) {
|
|
game.West.setDamageState(Enabled);
|
|
game.East.setDamageState(Enabled);
|
|
game.North.setDamageState(Disabled);
|
|
game.South.setDamageState(Disabled);
|
|
game.activeBridgeSet = 2;
|
|
}
|
|
else {
|
|
game.West.setDamageState(Disabled);
|
|
game.East.setDamageState(Disabled);
|
|
game.North.setDamageState(Enabled);
|
|
game.South.setDamageState(Enabled);
|
|
game.activeBridgeSet = 1;
|
|
}
|
|
|
|
game.FFRotate = schedule(%time, game, rotateDrawbridgeFFs, %time);
|
|
}
|
|
}
|
|
|
|
// helpful satchel charge instructions
|
|
function armSatchelCharge(%satchel)
|
|
{
|
|
%deployer = %satchel.sourceObject;
|
|
messageClient(%deployer.client, 0, "\c2Satchel Charge Armed! Press" SPC findTrainingControlButtons(useBackPack) SPC"to detonate.");
|
|
if(!game.msgSatchelActivate)
|
|
{
|
|
game.msgSatchelActivate = true;
|
|
doText(T5_tipSatchel01);
|
|
}
|
|
parent::armSatchelCharge(%satchel);
|
|
}
|
|
|
|
function Pack::onInventory(%data, %obj, %amount)
|
|
{
|
|
%oldSatchelCharge = (%obj.thrownChargeId ? true : false);
|
|
Parent::onInventory(%data, %obj, %amount);
|
|
%nowSatchelCharge = (%obj.thrownChargeId ? true : false);
|
|
|
|
if(%oldSatchelCharge && !%nowSatchelCharge)
|
|
messageClient(%obj.client, 0, "\c2You got a pack and nullified your satchel charge.");
|
|
}
|
|
|
|
function singlePlayerGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
%hadSatchelCharge = (%clvictim.player.thrownChargeId ? true : false);
|
|
if(%hadSatchelCharge)
|
|
schedule(1500, game, messageClient, %clVictim, 0, "Your satchel charge has been nullified.");
|
|
|
|
Parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement);
|
|
}
|
|
|
|
function missionClientKilled()
|
|
{
|
|
//no console spam
|
|
}
|
|
|
|
//Training5 package functions end=======================================================
|
|
};
|
|
|