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  1. #1
    phantom1151's Avatar
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    [SOLVED] gungame knife

    what would the code be for me to put in to get knifeing to downgrade you in gungame
    Last edited by Insane; 09-11-2010 at 03:59 AM.

  2. #2
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    /Moved to GSC Help/Discussion

  3. #3
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    Just change inverse from 0 to 1. It says, in the script, how to do it.

    /Marked as Solved
    Insane
    Ex Middleman
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    Quote Originally Posted by Boombox View Post
    Shut the fuck up insane you pussy bitch.
    Quote Originally Posted by arunforce View Post
    Shut the fuck up kid, everything that comes out of your mouth sounds retarded as fuck.

  4. #4
    UavN's Avatar
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    Quote Originally Posted by Insane View Post
    Just change inverse from 0 to 1. It says, in the script, how to do it.

    /Marked as Solved
    He's asking how to make it so when you knife your opponent they get downgraded a level.

  5. #5
    master131's Avatar
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    Make a new file called _damage.gsc and copy and paste this into it:
    Code:
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    #include common_scripts\utility;
    
    
    isSwitchingTeams()
    {
    	if ( isDefined( self.switching_teams ) )
    		return true;
    
    	return false;
    }
    
    
    isTeamSwitchBalanced()
    {
    	playerCounts = self maps\mp\gametypes\_teams::CountPlayers();
    	playerCounts[ self.leaving_team ] -- ;
    	playerCounts[ self.joining_team ]++ ;
    
    	return( ( playerCounts[ self.joining_team ] - playerCounts[ self.leaving_team ] ) < 2 );
    }
    
    
    isFriendlyFire( victim, attacker )
    {
    	if ( !level.teamBased )
    		return false;
    	
    	if ( !isDefined( attacker ) )
    		return false;
    	
    	if ( !isPlayer( attacker ) && !isDefined( attacker.team ) )
    		return false;
    	
    	if ( victim.team != attacker.team )
    		return false;
    	
    	if ( victim == attacker )
    		return false;
    	
    	return true;
    }
    
    
    killedSelf( attacker )
    {
    	if ( !isPlayer( attacker ) )
    		return false;
    
    	if ( attacker != self )
    		return false;
    
    	return true;
    }
    
    
    isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, attacker )
    {	
    	if ( isDefined( attacker ) )
    	{
    		if ( attacker.code_classname == "script_vehicle" && isDefined( attacker.owner ) )
    			return false;
    		if ( attacker.code_classname == "misc_turret" && isDefined( attacker.owner ) )
    			return false;
    		if ( attacker.code_classname == "script_model" && isDefined( attacker.owner ) )
    			return false;
    	}
    	
    	return( sHitLoc == "head" || sHitLoc == "helmet" ) && sMeansOfDeath != "MOD_MELEE" && sMeansOfDeath != "MOD_IMPACT" && !isMG( sWeapon );
    }
    
    
    handleTeamChangeDeath()
    {
    	if ( !level.teamBased )
    		return;
    
    	// this might be able to happen now, but we should remove instances where it can
    	assert( self.leaving_team != self.joining_team );
    
    	if ( self.joining_team == "spectator" || !isTeamSwitchBalanced() )
    	{
    		self thread [[ level.onXPEvent ]]( "suicide" );
    		self incPersStat( "suicides", 1 );
    		self.suicides = self getPersStat( "suicides" );
    	}
    }
    
    
    handleWorldDeath( attacker, lifeId, sMeansOfDeath, sHitLoc )
    {
    	if ( !isDefined( attacker ) )
    		return;
    
    	if ( !isDefined( attacker.team ) )
    	{	
    		handleSuicideDeath( sMeansOfDeath, sHitLoc );
    		return;
    	}
    	
    	assert( attacker.team == "axis" || attacker.team == "allies" );
    
    	if ( level.teamBased && attacker.team != self.team )
    	{
    		if ( isDefined( level.onNormalDeath ) && isPlayer( attacker ) && attacker.team != "spectator" )
    			[[ level.onNormalDeath ]]( self, attacker, lifeId );
    	}
    }
    
    
    handleSuicideDeath( sMeansOfDeath, sHitLoc )
    {
    	self SetCardDisplaySlot( self, 7 );
    	self openMenu( "killedby_card_display" );
    
    	self thread [[ level.onXPEvent ]]( "suicide" );
    	self incPersStat( "suicides", 1 );
    	self.suicides = self getPersStat( "suicides" );
    	
    	if ( !matchMakingGame() )
    		self incPlayerStat( "suicides", 1 );
    
    	scoreSub = maps\mp\gametypes\_tweakables::getTweakableValue( "game", "suicidepointloss" );
    	maps\mp\gametypes\_gamescore::_setPlayerScore( self, maps\mp\gametypes\_gamescore::_getPlayerScore( self ) - scoreSub );
    
    	if ( sMeansOfDeath == "MOD_SUICIDE" && sHitLoc == "none" && isDefined( self.throwingGrenade ) )
    		self.lastGrenadeSuicideTime = gettime();
    
    	// suicide was caused by too many team kills
    	if ( isDefined( self.friendlydamage ) )
    		self iPrintLnBold( &"MP_FRIENDLY_FIRE_WILL_NOT" );
    }
    
    
    handleFriendlyFireDeath( attacker )
    {
    	attacker SetCardDisplaySlot( self, 8 );
    	attacker openMenu( "youkilled_card_display" );
    
    	self SetCardDisplaySlot( attacker, 7 );
    	self openMenu( "killedby_card_display" );
    
    	attacker thread [[ level.onXPEvent ]]( "teamkill" );
    	attacker.pers[ "teamkills" ] += 1.0;
    
    	attacker.teamkillsThisRound++ ;
    
    	if ( maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillpointloss" ) )
    	{
    		scoreSub = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
    		maps\mp\gametypes\_gamescore::_setPlayerScore( attacker, maps\mp\gametypes\_gamescore::_getPlayerScore( attacker ) - scoreSub );
    	}
    
     	if ( level.maxAllowedTeamkills < 0 )
     		return;
    
    	if ( level.inGracePeriod )
    	{
    		teamKillDelay = 1;
    		attacker.pers["teamkills"] += level.maxAllowedTeamkills;
    	}
    	else if ( attacker.pers[ "teamkills" ] > 1 && getTimePassed() < ( (level.gracePeriod * 1000) + 8000 + ( attacker.pers[ "teamkills" ] * 1000 ) ) )
    	{
    		teamKillDelay = 1;
    		attacker.pers["teamkills"] += level.maxAllowedTeamkills;
    	}
    	else
    	{
    		teamKillDelay = attacker maps\mp\gametypes\_playerlogic::TeamKillDelay();
    	}
    
    	if ( teamKillDelay > 0 )
    	{
    		attacker.pers["teamKillPunish"] = true;
    		attacker _suicide();
    	}
    }
    
    
    handleNormalDeath( lifeId, attacker, eInflictor, sWeapon, sMeansOfDeath )
    {
    	attacker thread maps\mp\_events::killedPlayer( lifeId, self, sWeapon, sMeansOfDeath );
    
    	//if ( attacker.pers["teamkills"] <= level.maxAllowedTeamkills )
    	//	attacker.pers["teamkills"] = max( attacker.pers["teamkills"] - 1, 0 );
    
    	attacker SetCardDisplaySlot( self, 8 );
    	attacker openMenu( "youkilled_card_display" );
    
    	self SetCardDisplaySlot( attacker, 7 );
    	self openMenu( "killedby_card_display" );
    
    	if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
    	{
    		attacker incPersStat( "headshots", 1 );
    		attacker.headshots = attacker getPersStat( "headshots" );
    		attacker incPlayerStat( "headshots", 1 );
    
    		if ( isDefined( attacker.lastStand ) )
    			value = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" ) * 2;
    		else
    			value = undefined;
    
    		attacker playLocalSound( "bullet_impact_headshot_2" );
    	}
    	else
    	{
    		if ( isDefined( attacker.lastStand ) )
    			value = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" ) * 2;
    		else
    			value = undefined;
    	}
    
    	attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", value );
    
    	attacker incPersStat( "kills", 1 );
    	attacker.kills = attacker getPersStat( "kills" );
    	attacker updatePersRatio( "kdRatio", "kills", "deaths" );
    	attacker maps\mp\gametypes\_persistence::statSetChild( "round", "kills", attacker.kills );
    	attacker incPlayerStat( "kills", 1 );
    
    	if ( isFlankKill( self, attacker ) )
    	{
    		attacker incPlayerStat( "flankkills", 1 );
    
    		self incPlayerStat( "flankdeaths", 1 );
    	}
    	
    	lastKillStreak = attacker.pers["cur_kill_streak"];
    
    	self.pers["copyCatLoadout"] = undefined;
    
    	if ( self _hasPerk( "specialty_copycat" ) )
    		self.pers["copyCatLoadout"] = attacker maps\mp\gametypes\_class::cloneLoadout();
    	
    	if ( isAlive( attacker ) )
    	{
    		// killstreaks only advance from kills earned this life
    		if ( isDefined( level.killStreakSpecialCaseWeapons[sWeapon] ) ) // this is an optimization
    		{
    			switch ( sWeapon )
    			{
    				case "ac130_105mm_mp":
    				case "ac130_40mm_mp":
    				case "ac130_25mm_mp":
    					if ( attacker.ac130LifeId == attacker.pers["deaths"] )
    						attacker.pers["cur_kill_streak"]++;
    					break;
    				case "cobra_player_minigun_mp":
    				case "weapon_cobra_mk19_mp":
    					if ( attacker.heliRideLifeId == attacker.pers["deaths"] )
    						attacker.pers["cur_kill_streak"]++;
    					break;
    				case "cobra_20mm_mp":
    				case "artillery_mp":
    				case "stealth_bomb_mp":
    				case "remotemissile_projectile_mp":
    				case "sentry_minigun_mp":
    				case "harrier_20mm_mp":
    				case "pavelow_minigun_mp":
    					if ( isDefined( eInflictor ) && isDefined( eInflictor.lifeId ) )
    						killstreakLifeId = eInflictor.lifeId;
    					else
    						killstreakLifeId = attacker.lifeId;
    						
    					if ( killstreakLifeId == attacker.pers["deaths"] )
    						attacker.pers["cur_kill_streak"]++;
    					break;
    				default:
    					attacker.pers["cur_kill_streak"]++;
    					break;
    			}
    		}
    		else
    		{
    			attacker.pers["cur_kill_streak"]++;
    		}
    
    		attacker setPlayerStatIfGreater( "killstreak", attacker.pers["cur_kill_streak"] );
    
    		if ( attacker.pers["cur_kill_streak"] > attacker getPersStat( "longestStreak" ) )
    			attacker setPersStat( "longestStreak", attacker.pers["cur_kill_streak"] );
    	}
    
    	attacker.pers["cur_death_streak"] = 0;
    
    	if ( attacker.pers["cur_kill_streak"] > attacker maps\mp\gametypes\_persistence::statGetChild( "round", "killStreak" ) )
    	{
    		attacker maps\mp\gametypes\_persistence::statSetChild( "round", "killStreak", attacker.pers["cur_kill_streak"] );
    	}
    
    	if ( attacker.pers["cur_kill_streak"] > attacker.kill_streak )
    	{
    		attacker maps\mp\gametypes\_persistence::statSet( "killStreak", attacker.pers["cur_kill_streak"] );
    		attacker.kill_streak = attacker.pers["cur_kill_streak"];
    	}
    
    	maps\mp\gametypes\_gamescore::givePlayerScore( "kill", attacker, self );
    	maps\mp\_skill::processKill( attacker, self );
    
    	scoreSub = maps\mp\gametypes\_tweakables::getTweakableValue( "game", "deathpointloss" );
    	maps\mp\gametypes\_gamescore::_setPlayerScore( self, maps\mp\gametypes\_gamescore::_getPlayerScore( self ) - scoreSub );
    
    	if ( isDefined( level.ac130player ) && level.ac130player == attacker )
    		level notify( "ai_killed", self );
    
    	//if ( lastKillStreak != attacker.pers["cur_kill_streak"] )
    	level notify ( "player_got_killstreak_" + attacker.pers["cur_kill_streak"], attacker );
    	
    	if ( isAlive( attacker ) )
    		attacker thread maps\mp\killstreaks\_killstreaks::checkKillstreakReward( attacker.pers["cur_kill_streak"] );
    
    	attacker notify ( "killed_enemy" );
    
    	if ( !level.teamBased )
    	{
    		self.attackers = [];
    		return;
    	}
    
    	if ( isDefined( level.onNormalDeath ) && attacker.pers[ "team" ] != "spectator" )
    		[[ level.onNormalDeath ]]( self, attacker, lifeId );
    
    	level thread maps\mp\gametypes\_battlechatter_mp::sayLocalSoundDelayed( attacker, "kill", 0.75 );	
    	
    	if ( isDefined( self.lastAttackedShieldPlayer ) && isDefined( self.lastAttackedShieldTime ) && self.lastAttackedShieldPlayer != attacker )
    	{
    		if ( getTime() - self.lastAttackedShieldTime < 2500 )
    		{
    			self.lastAttackedShieldPlayer thread maps\mp\gametypes\_gamescore::processShieldAssist( self );
    		}
    		else if ( isAlive( self.lastAttackedShieldPlayer ) && getTime() - self.lastAttackedShieldTime < 5000 )
    		{
    			forwardVec = vectorNormalize( anglesToForward( self.angles ) );
    			shieldVec = vectorNormalize( self.lastAttackedShieldPlayer.origin - self.origin );
    		
    			if ( vectorDot( shieldVec, forwardVec ) > 0.925 )
    				self.lastAttackedShieldPlayer thread maps\mp\gametypes\_gamescore::processShieldAssist( self );
    		}
    	}
    
    	if ( isDefined( self.attackers ) )
    	{
    		foreach ( player in self.attackers )
    		{
    			if ( !isDefined( player ) )
    				continue;
    
    			if ( player == attacker )
    				continue;
    
    			player thread maps\mp\gametypes\_gamescore::processAssist( self );
    		}
    		self.attackers = [];
    	}
    }
    
    isPlayerWeapon( weaponName )
    {
    	if ( weaponClass( weaponName ) == "non-player" )
    		return false;
    		
    	if ( weaponClass( weaponName ) == "turret" )
    		return false;
    
    	if ( weaponInventoryType( weaponName ) == "primary" || weaponInventoryType( weaponName ) == "altmode" )
    		return true;
    		
    	return false;
    }
    
    Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	PlayerKilled_internal( eInflictor, attacker, self, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, false );
    }
    
    
    QueueShieldForRemoval( shield )
    {
    	MY_MAX_SHIELDS_AT_A_TIME = 5;
    
    	if ( !isDefined( level.shieldTrashArray ) )
    		level.shieldTrashArray = [];
    
    	if ( level.shieldTrashArray.size >= MY_MAX_SHIELDS_AT_A_TIME )
    	{
    		idxMax = (level.shieldTrashArray.size - 1);
    		level.shieldTrashArray[0] delete();
    		for ( idx = 0; idx < idxMax; idx++ )
    			level.shieldTrashArray[idx] = level.shieldTrashArray[idx + 1];
    		level.shieldTrashArray[idxMax] = undefined;
    	}
    
    	level.shieldTrashArray[level.shieldTrashArray.size] = shield;
    }
    
    
    LaunchShield( damage, meansOfDeath )
    {
    	shieldModel = "weapon_riot_shield_mp";
    
    	self DetachShieldModel( shieldModel, "tag_weapon_left" );
    	self.hasRiotShield = false;
    	self.hasRiotShieldEquipped = false;
    }
    
    
    PlayerKilled_internal( eInflictor, attacker, victim, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, isFauxDeath )
    {
    	prof_begin( "PlayerKilled" );
    	//prof_begin( " PlayerKilled_1" );
    	
    	victim endon( "spawned" );
    	victim notify( "killed_player" );
    
    	assert( victim.sessionteam != "spectator" );
    
    	if ( isDefined( attacker ) )
    		attacker.assistedSuicide = undefined;
    
    	if ( !isDefined( victim.idFlags ) )
    	{
    		if ( sMeansOfDeath == "MOD_SUICIDE" )
    			victim.idFlags = 0;
    		else if ( sMeansOfDeath == "MOD_GRENADE" && isSubstr( sWeapon, "frag_grenade" ) && iDamage == 100000 )
    			victim.idFlags = 0;
    		else if ( sWeapon == "nuke_mp" )
    			victim.idFlags = 0;
    		else if ( level.friendlyfire >= 2)
    			victim.idFlags = 0;
    		else
    			assertEx( 0, "Victims ID flags not set, but means of death was gr or nuke: " + sMeansOfDeath  );
    	}
    
    	if ( victim.hasRiotShieldEquipped )
    		victim LaunchShield( iDamage, sMeansofDeath );
    		
    	//victim thread checkForceBleedOut();
    
    	if ( !isFauxDeath )
    	{
    		if ( isDefined( victim.endGame ) )
    		{
    			victim VisionSetNakedForPlayer( getDvar( "mapname" ), 2 );
    		}
    		else if ( !isDefined( victim.nuked ) )
    		{
    			victim VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
    			victim ThermalVisionOff();
    		}
    	}
    	else
    	{
    		victim.fauxDead = true;
    		self notify ( "death" );
    	}
    
    	if ( game[ "state" ] == "postgame" )
    	{
    		//prof_end( " PlayerKilled_1" );
    		prof_end( "PlayerKilled" );
    		return;
    	}
    
    	// replace params with last stand info
    	deathTimeOffset = 0;
    
    	if ( !isPlayer( eInflictor ) && isDefined( eInflictor.primaryWeapon ) )
    		sPrimaryWeapon = eInflictor.primaryWeapon;
    	else if ( isDefined( attacker ) && isPlayer( attacker ) && attacker getCurrentPrimaryWeapon() != "none" )
    		sPrimaryWeapon = attacker getCurrentPrimaryWeapon();
    	else
    		sPrimaryWeapon = undefined;
    
    	if ( isdefined( victim.useLastStandParams ) )
    	{
    		victim ensureLastStandParamsValidity();
    		victim.useLastStandParams = undefined;
    
    		assert( isdefined( victim.lastStandParams ) );
    
    		eInflictor = victim.lastStandParams.eInflictor;
    		attacker = victim.lastStandParams.attacker;
    		iDamage = victim.lastStandParams.iDamage;
    		sMeansOfDeath = victim.lastStandParams.sMeansOfDeath;
    		sWeapon = victim.lastStandParams.sWeapon;
    		sPrimaryWeapon = victim.lastStandParams.sPrimaryWeapon;
    		vDir = victim.lastStandParams.vDir;
    		sHitLoc = victim.lastStandParams.sHitLoc;
    
    		deathTimeOffset = ( gettime() - victim.lastStandParams.lastStandStartTime ) / 1000;
    		victim.lastStandParams = undefined;
    	}
    	
    	//prof_end( " PlayerKilled_1" );
    	//prof_begin( " PlayerKilled_2" );
    	
    	//used for endgame perk and assisted suicide.
    	if ( (!isDefined( attacker ) || attacker.classname == "trigger_hurt" || attacker.classname == "worldspawn" || attacker == victim ) && isDefined( self.attackers )  )
    	{
    		bestPlayer = undefined;
    		
    		foreach ( player in self.attackers )
    		{
    			if ( !isDefined( player ) )
    				continue;
    			
    			if (! isDefined( victim.attackerData[ player.guid ].damage ) )
    				continue;
    			
    			if ( player == victim || (level.teamBased && player.team == victim.team ) )
    				continue;
    			
    			if ( victim.attackerData[ player.guid ].lasttimedamaged + 2500 < getTime() )
    				continue;			
    			
    			if ( victim.attackerData[ player.guid ].damage > 1 && ! isDefined( bestPlayer ) )
    				bestPlayer = player;
    			else if ( isDefined( bestPlayer ) && victim.attackerData[ player.guid ].damage > victim.attackerData[ bestPlayer.guid ].damage )
    				bestPlayer = player;		
    		}
    		
    		if ( isDefined( bestPlayer ) )
    		{
    			attacker = bestPlayer;
    			attacker.assistedSuicide = true;
    			sWeapon = victim.attackerData[ bestPlayer.guid ].weapon; 
    			vDir = victim.attackerData[ bestPlayer.guid ].vDir;
    			sHitLoc = victim.attackerData[ bestPlayer.guid ].sHitLoc;
    			psOffsetTime = victim.attackerData[ bestPlayer.guid ].psOffsetTime;
    			sMeansOfDeath = victim.attackerData[ bestPlayer.guid ].sMeansOfDeath;
    			iDamage = victim.attackerData[ bestPlayer.guid ].damage;
    			sPrimaryWeapon = victim.attackerData[ bestPlayer.guid ].sPrimaryWeapon;
    			eInflictor = attacker;
    		}
    	}
    	else
    	{
    		if ( isDefined( attacker ) )
    			attacker.assistedSuicide = undefined;	
    	}
    
    	// override MOD
    	if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, attacker ) )
    		sMeansOfDeath = "MOD_HEAD_SHOT";
    	else if ( sMeansOfDeath != "MOD_MELEE" && !isDefined( victim.nuked ) )
    		victim playDeathSound();
    	
    	friendlyFire = isFriendlyFire( victim, attacker );
    	
    	if ( isDefined( attacker ) )
    	{
    		// override attacker if it's a vehicle	
    		if ( attacker.code_classname == "script_vehicle" && isDefined( attacker.owner ) )
    			attacker = attacker.owner;
    
    		// override attacker if it's a sentry	
    		if ( attacker.code_classname == "misc_turret" && isDefined( attacker.owner ) )
    			attacker = attacker.owner;
    
    		// override attacker if it's a crate	
    		if ( attacker.code_classname == "script_model" && isDefined( attacker.owner ) )
    		{
    			attacker = attacker.owner;
    			
    			if ( !isFriendlyFire( victim, attacker ) && attacker != victim )
    				attacker notify( "crushed_enemy" );
    		}
    	}
    	
    	//prof_end( " PlayerKilled_2" );
    	//prof_begin( " PlayerKilled_3" );
    	
    	//prof_begin( " PlayerKilled_3_drop" );
    	// drop weapons from killed player
    	victim maps\mp\gametypes\_weapons::dropScavengerForDeath( attacker );	// must be done before dropWeaponForDeath, since we use some weapon information
    	victim maps\mp\gametypes\_weapons::dropWeaponForDeath( attacker );
    	//prof_end( " PlayerKilled_3_drop" );
    	
    	if ( !isFauxDeath )
    	{
    		victim.sessionstate = "dead";
    		victim.statusicon = "hud_status_dead";
    	}
    
    	// UTS update aliveCount
    	victim maps\mp\gametypes\_playerlogic::removeFromAliveCount();
    	
    	if ( !isDefined( victim.switching_teams ) )
    	{
    		// update our various stats
    		victim incPersStat( "deaths", 1 );
    		victim.deaths = victim getPersStat( "deaths" );
    		victim updatePersRatio( "kdRatio", "kills", "deaths" );
    		victim maps\mp\gametypes\_persistence::statSetChild( "round", "deaths", victim.deaths );
    		victim incPlayerStat( "deaths", 1 );
    	}
    
    	if ( isDefined( attacker ) )
    		attacker checkKillSteal( victim );
    	
    	// obituary
    	obituary( victim, attacker, sWeapon, sMeansOfDeath );
    
    	doKillcam = false;
    
    	lifeId = getNextLifeId();
    	
    	victim logPrintPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc );
    	victim maps\mp\_matchdata::logPlayerLife( lifeId );
    	victim maps\mp\_matchdata::logPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc );
    	
    	if ( (sMeansOfDeath == "MOD_MELEE") )
    	{
    	self.curgun--;
    	self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
    	curscore = self.score;
    		if ( IsSubStr( sWeapon, "riotshield" ) )
    		{
    			attacker incPlayerStat( "shieldkills", 1 );
    			
    			if ( !matchMakingGame() )
    				victim incPlayerStat( "shielddeaths", 1 );
    		}
    		else
    			attacker incPlayerStat( "knifekills", 1 );
    	}
    	
    	//prof_end( " PlayerKilled_3" );
    	//prof_begin( " PlayerKilled_4" );
    	
    	if ( victim isSwitchingTeams() )
    	{
    		handleTeamChangeDeath();
    	}
    	else if ( !isPlayer( attacker ) || (isPlayer( attacker ) && sMeansOfDeath == "MOD_FALLING") )
    	{
    		handleWorldDeath( attacker, lifeId, sMeansOfDeath, sHitLoc );
    	}
    	else if ( attacker == victim )
    	{
    		handleSuicideDeath( sMeansOfDeath, sHitLoc );
    	}
    	else if ( friendlyFire )
    	{
    		if ( !isDefined( victim.nuked ) )
    		{
    			handleFriendlyFireDeath( attacker );
    		}
    	}
    	else
    	{
    		if ( sMeansOfDeath == "MOD_GRENADE" && eInflictor == attacker )
    			addAttacker( victim, attacker, eInflictor, sWeapon, iDamage, (0,0,0), vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
    
    		doKillcam = true;
    		handleNormalDeath( lifeId, attacker, eInflictor, sWeapon, sMeansOfDeath );
    		victim thread maps\mp\gametypes\_missions::playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, attacker.modifiers );
    		
    		victim.pers["cur_death_streak"]++;
    		
    		if ( !getGametypeNumLives() && !matchMakingGame() )
    			victim setPlayerStatIfGreater( "deathstreak", victim.pers["cur_death_streak"] );
    	}
    	
    	//prof_end( " PlayerKilled_4" );
    	//prof_begin( " PlayerKilled_5" );
    	
    	// clear any per life variables
    	victim resetPlayerVariables();
    	victim.lastAttacker = attacker;
    	victim.lastDeathPos = victim.origin;
    	victim.deathTime = getTime();
    	victim.wantSafeSpawn = false;
    	victim.revived = false;
    	victim.sameShotDamage = 0;
    
    	if ( isFauxDeath )
    	{
    		doKillcam = false;
    		deathAnimDuration = (victim PlayerForceDeathAnim( eInflictor, sMeansOfDeath, sWeapon, sHitLoc, vDir ));
    	}
    
    	victim.body = victim clonePlayer( deathAnimDuration );
    
    	if ( isFauxDeath )
    		victim PlayerHide();
    
    	if ( victim isOnLadder() || victim isMantling() || !victim isOnGround() || isDefined( victim.nuked ) )
    		victim.body startRagDoll();
    
    	if ( !isDefined( victim.switching_teams ) )
    		thread maps\mp\gametypes\_deathicons::addDeathicon( victim.body, victim, victim.team, 5.0 );
    
    	thread delayStartRagdoll( victim.body, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath );
    
    	// allow per gametype death handling	
    	victim thread [[ level.onPlayerKilled ]]( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, lifeId );
    
    	if ( isPlayer( attacker ) )
    		attackerNum = attacker getEntityNumber();
    	else
    		attackerNum = -1;
    	killcamentity = victim 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
    		killcamentitystarttime = killcamentity.birthtime;
    		if ( !isdefined( killcamentitystarttime ) )
    			killcamentitystarttime = 0;
    	}
    
    	 /#
    	if ( getDvarInt( "scr_forcekillcam" ) != 0 )
    		doKillcam = true;
    	#/
    
    	if ( isDefined( attacker.finalKill ) )
    		maps\mp\_awards::addAwardWinner( "finalkill", attacker.clientid );
    	
    	//prof_end( " PlayerKilled_5" );
    	//prof_begin( " PlayerKilled_6" );
    	
    	if ( isDefined( attacker.finalKill ) && doKillcam && !isDefined( level.nukeDetonated ) )
    	{
    		level thread doFinalKillcam( 5.0, victim, attacker, attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, deathTimeOffset, psOffsetTime );
    
    		if ( !isFauxDeath )
    			wait ( 1.0 );
    	}
    	
    	if ( !isFauxDeath )
    	{
    		if ( !level.showingFinalKillcam && !level.killcam && doKillcam )
    		{
    			if ( victim _hasPerk( "specialty_copycat" ) && isDefined( victim.pers["copyCatLoadout"] ) )
    			{
    				victim thread maps\mp\gametypes\_killcam::waitDeathCopyCatButton( attacker );
    				wait ( 1.0 );
    			}
    		}
    		
    		// let the player watch themselves die
    		wait( 0.25 );
    		victim thread maps\mp\gametypes\_killcam::cancelKillCamOnUse();
    		wait( 0.25 );
    		
    		self.respawnTimerStartTime = gettime() + 1000;
    		timeUntilSpawn = maps\mp\gametypes\_playerlogic::TimeUntilSpawn( true );
    		if ( timeUntilSpawn < 1 )
    			timeUntilSpawn = 1;
    		victim thread maps\mp\gametypes\_playerlogic::predictAboutToSpawnPlayerOverTime( timeUntilSpawn );
    		
    		wait( 1.0 );
    		victim notify( "death_delay_finished" );
    	}
    
    	postDeathDelay = ( getTime() - victim.deathTime ) / 1000;
    	self.respawnTimerStartTime = gettime();
    
    	if ( !(isDefined( victim.cancelKillcam) && victim.cancelKillcam) && doKillcam && level.killcam && game[ "state" ] == "playing" && !victim isUsingRemote() && !level.showingFinalKillcam )
    	{
    		livesLeft = !( getGametypeNumLives() && !victim.pers[ "lives" ] );
    		timeUntilSpawn = maps\mp\gametypes\_playerlogic::TimeUntilSpawn( true );
    		willRespawnImmediately = livesLeft && ( timeUntilSpawn <= 0 );
    		
    		if ( !livesLeft )
    			timeUntilSpawn = -1;
    
    		victim maps\mp\gametypes\_killcam::killcam( attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, postDeathDelay + deathTimeOffset, psOffsetTime, timeUntilSpawn, maps\mp\gametypes\_gamelogic::timeUntilRoundEnd(), attacker, victim );
    	}
    	
    	//prof_end( " PlayerKilled_6" );
    	//prof_begin( " PlayerKilled_7" );
    	
    	//self openMenu( "killedby_card_hide" );
    
    	if ( game[ "state" ] != "playing" )
    	{
    		if ( !level.showingFinalKillcam )
    		{
    			victim.sessionstate = "dead";
    			victim ClearKillcamState();
    		}
    		
    		//prof_end( " PlayerKilled_7" );
    		prof_end( "PlayerKilled" );
    		return;
    	}
    
    	// class may be undefined if we have changed teams
    	if ( isValidClass( victim.class ) )
    	{
    		victim thread maps\mp\gametypes\_playerlogic::spawnClient();
    	}
    	
    	//prof_end( " PlayerKilled_7" );
    	prof_end( "PlayerKilled" );
    }
    
    checkForceBleedout()
    {
    	if ( level.dieHardMode != 1 )
    		return false;
    	
    	if ( !getGametypeNumLives() )
    		return false;
    	
    	if ( level.livesCount[self.team] > 0 )
    		return false;
    	
    	foreach ( player in level.players )
    	{
    		if ( !isAlive( player ) )
    			continue;
    			
    		if ( player.team != self.team )
    			continue;
    			
    		if ( player == self )
    			continue;
    		
    		if ( !player.inLastStand )
    			return false;
    	}
    	
    	foreach ( player in level.players )
    	{
    		if ( !isAlive( player ) )
    			continue;
    		
    		if ( player.team != self.team )
    			continue;
    		
    		if ( player.inLastStand && player != self )
    			player lastStandBleedOut(false);		
    	}
    	
    	return true;					
    }
    
    checkKillSteal( vic )
    {
    	if ( matchMakingGame() )
    		return;
    	
    	greatestDamage = 0;
    	greatestAttacker = undefined;
    	
    	if ( isDefined( vic.attackerdata ) && vic.attackerdata.size > 1 )	
    	{
    		foreach ( attacker in vic.attackerdata )
    		{
    			if ( attacker.damage > greatestDamage )
    			{
    				greatestDamage = attacker.damage;
    				greatestAttacker = attacker.attackerEnt;	
    			}
    		}
    		
    		if ( isDefined( greatestAttacker ) && greatestAttacker != self )
    			self incPlayerStat( "killsteals", 1 );
    	}
    }
    
    doFinalKillcam( delay, victim, attacker, attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, deathTimeOffset, psOffsetTime )
    {
    	level.showingFinalKillcam = true;
    
    	level waittill ( "round_end_finished" );
    
    	if ( !isDefined( victim ) || !isDefined( attacker ) )
    	{
    		level.showingFinalKillcam = false;
    		return;
    	}
    
    	postDeathDelay = (( getTime() - victim.deathTime ) / 1000);
    	
    	foreach ( player in level.players )
    	{
    		player closePopupMenu();
    		player closeInGameMenu();
    		player VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
    		player.killcamentitylookat = victim getEntityNumber();
    		
    		if ( (player != victim || (!isRoundBased() || isLastRound())) && player _hasPerk( "specialty_copycat" ) )
    			player _unsetPerk( "specialty_copycat" );
    		
    		player thread maps\mp\gametypes\_killcam::killcam( attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, postDeathDelay + deathTimeOffset, psOffsetTime, 0, 10000, attacker, victim );
    	}
    
    	wait( 0.1 );
    
    	while ( anyPlayersInKillcam() )
    		wait( 0.05 );
    	
    	level.showingFinalKillcam = false;
    }
    
    
    anyPlayersInKillcam()
    {
    	foreach ( player in level.players )
    	{
    		if ( isDefined( player.killcam ) )
    			return true;
    	}
    	
    	return false;
    }
    
    
    resetPlayerVariables()
    {
    	self.killedPlayersCurrent = [];
    	self.switching_teams = undefined;
    	self.joining_team = undefined;
    	self.leaving_team = undefined;
    
    	self.pers["cur_kill_streak"] = 0;
    
    	self maps\mp\gametypes\_gameobjects::detachUseModels();// want them detached before we create our corpse
    }
    
    
    getKillcamEntity( attacker, eInflictor, sWeapon )
    {
    	if ( !isDefined( eInflictor ) )
    		return undefined;
    	
    	if ( eInflictor == attacker )
    		return undefined;
    	
    	if ( isSubStr( sWeapon, "ac130_" ) )
    		return undefined;
    
    	if ( sWeapon == "cobra_player_minigun_mp" )
    		return undefined;
    	
    	if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" || sWeapon == "pavelow_minigun_mp" )
    		return eInflictor.killCamEnt;
    	
    	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
    	
    	if ( issubstr( sWeapon, "remotemissile_" ) )
    		return undefined;
    	if ( issubstr( sWeapon, "ac130_" ) )
    		return undefined;
    	
    	return eInflictor;
    }
    
    
    HitlocDebug( attacker, victim, damage, hitloc, dflags )
    {
    	colors = [];
    	colors[ 0 ] = 2;
    	colors[ 1 ] = 3;
    	colors[ 2 ] = 5;
    	colors[ 3 ] = 7;
    
    	if ( !getdvarint( "scr_hitloc_debug" ) )
    		return;
    
    	if ( !isdefined( attacker.hitlocInited ) )
    	{
    		for ( i = 0; i < 6; i++ )
    		{
    			attacker setClientDvar( "ui_hitloc_" + i, "" );
    		}
    		attacker.hitlocInited = true;
    	}
    
    	if ( level.splitscreen || !isPLayer( attacker ) )
    		return;
    
    	elemcount = 6;
    	if ( !isdefined( attacker.damageInfo ) )
    	{
    		attacker.damageInfo = [];
    		for ( i = 0; i < elemcount; i++ )
    		{
    			attacker.damageInfo[ i ] = spawnstruct();
    			attacker.damageInfo[ i ].damage = 0;
    			attacker.damageInfo[ i ].hitloc = "";
    			attacker.damageInfo[ i ].bp = false;
    			attacker.damageInfo[ i ].jugg = false;
    			attacker.damageInfo[ i ].colorIndex = 0;
    		}
    		attacker.damageInfoColorIndex = 0;
    		attacker.damageInfoVictim = undefined;
    	}
    
    	for ( i = elemcount - 1; i > 0; i -- )
    	{
    		attacker.damageInfo[ i ].damage = attacker.damageInfo[ i - 1 ].damage;
    		attacker.damageInfo[ i ].hitloc = attacker.damageInfo[ i - 1 ].hitloc;
    		attacker.damageInfo[ i ].bp = attacker.damageInfo[ i - 1 ].bp;
    		attacker.damageInfo[ i ].jugg = attacker.damageInfo[ i - 1 ].jugg;
    		attacker.damageInfo[ i ].colorIndex = attacker.damageInfo[ i - 1 ].colorIndex;
    	}
    	attacker.damageInfo[ 0 ].damage = damage;
    	attacker.damageInfo[ 0 ].hitloc = hitloc;
    	attacker.damageInfo[ 0 ].bp = ( dflags & level.iDFLAGS_PENETRATION );
    	attacker.damageInfo[ 0 ].jugg = victim hasPerk( "specialty_armorvest", true );
    	if ( isdefined( attacker.damageInfoVictim ) && ( attacker.damageInfoVictim != victim ) )
    	{
    		attacker.damageInfoColorIndex++ ;
    		if ( attacker.damageInfoColorIndex == colors.size )
    			attacker.damageInfoColorIndex = 0;
    	}
    	attacker.damageInfoVictim = victim;
    	attacker.damageInfo[ 0 ].colorIndex = attacker.damageInfoColorIndex;
    
    	for ( i = 0; i < elemcount; i++ )
    	{
    		color = "^" + colors[ attacker.damageInfo[ i ].colorIndex ];
    		if ( attacker.damageInfo[ i ].hitloc != "" )
    		{
    			val = color + attacker.damageInfo[ i ].hitloc;
    			if ( attacker.damageInfo[ i ].bp )
    				val += " (BP)";
    			if ( attacker.damageInfo[ i ].jugg )
    				val += " (Jugg)";
    			attacker setClientDvar( "ui_hitloc_" + i, val );
    		}
    		attacker setClientDvar( "ui_hitloc_damage_" + i, color + attacker.damageInfo[ i ].damage );
    	}
    }
    
    giveRecentShieldXP()
    {
    	self endon ( "death" );
    	self endon ( "disconnect" );
    	
    	self notify ( "giveRecentShieldXP" );
    	self endon ( "giveRecentShieldXP" );
    	
    	self.recentShieldXP++;
    	
    	wait ( 20.0 );
    	
    	self.recentShieldXP = 0;
    }
    
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	
    	
    	if ( !isReallyAlive( victim ) )
    		return;
    	
    	if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
    		return;
    	
    	if ( isDefined( level.hostMigrationTimer ) )
    		return;
    	
    	if ( sMeansOfDeath == "MOD_FALLING" )
    		victim thread emitFallDamage( iDamage );
    		
    	if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && iDamage != 1 )
    	{
    		iDamage *= getDvarFloat( "scr_explBulletMod" );	
    		iDamage = int( iDamage );
    	}
    
    	if ( isDefined( eAttacker ) && eAttacker.classname == "worldspawn" )
    		eAttacker = undefined;
    	
    	if ( isDefined( eAttacker ) && isDefined( eAttacker.gunner ) )
    		eAttacker = eAttacker.gunner;
    	
    	attackerIsNPC = isDefined( eAttacker ) && !isDefined( eAttacker.gunner ) && (eAttacker.classname == "script_vehicle" || eAttacker.classname == "misc_turret" || eAttacker.classname == "script_model");
    	attackerIsHittingTeammate = level.teamBased && isDefined( eAttacker ) && ( victim != eAttacker ) && isDefined( eAttacker.team ) && ( victim.pers[ "team" ] == eAttacker.team );
    
    	stunFraction = 0.0;
    
    	if ( iDFlags & level.iDFLAGS_STUN )
    	{
    		stunFraction = 0.0;
    		//victim StunPlayer( 1.0 );
    		iDamage = 0.0;
    	}
    	else if ( sHitLoc == "shield" )
    	{
    		if ( attackerIsHittingTeammate && level.friendlyfire == 0 )
    			return;
    		
    		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && !attackerIsHittingTeammate )
    		{
    			if ( isPlayer( eAttacker ) )
    			{
    				eAttacker.lastAttackedShieldPlayer = victim;
    				eAttacker.lastAttackedShieldTime = getTime();
    			}
    			victim notify ( "shield_blocked" );
    
    			// fix turret + shield challenge exploits
    			if ( sWeapon == "turret_minigun_mp" )
    				shieldDamage = 25;
    			else
    				shieldDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
    						
    			victim.shieldDamage += shieldDamage;
    
    			// fix turret + shield challenge exploits
    			if ( sWeapon != "turret_minigun_mp" || cointoss() )
    				victim.shieldBulletHits++;
    
    			if ( victim.shieldBulletHits >= level.riotShieldXPBullets )
    			{
    				if ( self.recentShieldXP > 4 )
    					xpVal = int( 50 / self.recentShieldXP );
    				else
    					xpVal = 50;
    				
    				printLn( xpVal );
    				
    				victim thread maps\mp\gametypes\_rank::giveRankXP( "shield_damage", xpVal );
    				victim thread giveRecentShieldXP();
    				
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_damage", victim.shieldDamage );
    
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_bullet_hits", victim.shieldBulletHits );
    				
    				victim.shieldDamage = 0;
    				victim.shieldBulletHits = 0;
    			}
    		}
    
    		if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT )
    		{
    			if (  !attackerIsHittingTeammate )
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
    
    			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
    			if ( !(iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE) )
    				iDamage *= 0.0;
    		}
    		else if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH )
    		{
    			if ( isDefined( eInflictor ) && isDefined( eInflictor.stuckEnemyEntity ) && eInflictor.stuckEnemyEntity == victim ) //does enough damage to shield carrier to ensure death
    				iDamage = 101;
    			
    			victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
    			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
    		}
    		else
    		{
    			return;
    		}
    	}
    	else if ( (smeansofdeath == "MOD_MELEE") && IsSubStr( sweapon, "riotshield" ) )
    	{
    		if ( !(attackerIsHittingTeammate && (level.friendlyfire == 0)) )
    		{
    			stunFraction = 0.0;
    			victim StunPlayer( 0.0 );
    		}
    	}
    
    	if ( !attackerIsHittingTeammate )
    		iDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
    	
    	if ( !iDamage )
    		return false;
    	
    	victim.iDFlags = iDFlags;
    	victim.iDFlagsTime = getTime();
    
    	if ( game[ "state" ] == "postgame" )
    		return;
    	if ( victim.sessionteam == "spectator" )
    		return;
    	if ( isDefined( victim.canDoCombat ) && !victim.canDoCombat )
    		return;
    	if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( eAttacker.canDoCombat ) && !eAttacker.canDoCombat )
    		return;
    
    	// handle vehicles/turrets and friendly fire
    	if ( attackerIsNPC && attackerIsHittingTeammate )
    	{
    		if ( sMeansOfDeath == "MOD_CRUSH" )
    		{
    			victim _suicide();
    			return;
    		}
    		
    		if ( !level.friendlyfire )
    			return;
    	}
    
    	prof_begin( "PlayerDamage flags/tweaks" );
    
    	// Don't do knockback if the damage direction was not specified
    	if ( !isDefined( vDir ) )
    		iDFlags |= level.iDFLAGS_NO_KNOCKBACK;
    
    	friendly = false;
    
    	if ( ( victim.health == victim.maxhealth && ( !isDefined( victim.lastStand ) || !victim.lastStand )  ) || !isDefined( victim.attackers ) && !isDefined( victim.lastStand )  )
    	{
    		victim.attackers = [];
    		victim.attackerData = [];
    	}
    
    	if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, eAttacker ) )
    		sMeansOfDeath = "MOD_HEAD_SHOT";
    
    	if ( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
    	{
    		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
    			return;
    		else if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
    			iDamage = 150;
    	}
    
    	// explosive barrel/car detection
    	if ( sWeapon == "none" && isDefined( eInflictor ) )
    	{
    		if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
    			sWeapon = "destructible_car";
    	}
    
    	prof_end( "PlayerDamage flags/tweaks" );
    
    	// check for completely getting out of the damage
    	if ( !(iDFlags & level.iDFLAGS_NO_PROTECTION) )
    	{
    		// items you own don't damage you in FFA
    		if ( !level.teamBased && attackerIsNPC && isDefined( eAttacker.owner ) && eAttacker.owner == victim )
    		{
    			prof_end( "PlayerDamage player" );
    
    			if ( sMeansOfDeath == "MOD_CRUSH" )
    				victim _suicide();
    
    			return;
    		}
    
    		if ( ( isSubStr( sMeansOfDeath, "MOD_GRENADE" ) || isSubStr( sMeansOfDeath, "MOD_EXPLOSIVE" ) || isSubStr( sMeansOfDeath, "MOD_PROJECTILE" ) ) && isDefined( eInflictor ) && isDefined( eAttacker ) )
    		{
    			// protect players from spawnkill grenades
    			if ( eInflictor.classname == "grenade" && ( victim.lastSpawnTime + 3500 ) > getTime() && isDefined( victim.lastSpawnPoint ) && distance( eInflictor.origin, victim.lastSpawnPoint.origin ) < 250 )
    			{
    				prof_end( "PlayerDamage player" );
    				return;
    			}
    
    			victim.explosiveInfo = [];
    			victim.explosiveInfo[ "damageTime" ] = getTime();
    			victim.explosiveInfo[ "damageId" ] = eInflictor getEntityNumber();
    			victim.explosiveInfo[ "returnToSender" ] = false;
    			victim.explosiveInfo[ "counterKill" ] = false;
    			victim.explosiveInfo[ "chainKill" ] = false;
    			victim.explosiveInfo[ "cookedKill" ] = false;
    			victim.explosiveInfo[ "throwbackKill" ] = false;
    			victim.explosiveInfo[ "suicideGrenadeKill" ] = false;
    			victim.explosiveInfo[ "weapon" ] = sWeapon;
    
    			isFrag = isSubStr( sWeapon, "frag_" );
    
    			if ( eAttacker != victim )
    			{
    				if ( ( isSubStr( sWeapon, "c4_" ) || isSubStr( sWeapon, "claymore_" ) ) && isDefined( eAttacker ) && isDefined( eInflictor.owner ) )
    				{
    					victim.explosiveInfo[ "returnToSender" ] = ( eInflictor.owner == victim );
    					victim.explosiveInfo[ "counterKill" ] = isDefined( eInflictor.wasDamaged );
    					victim.explosiveInfo[ "chainKill" ] = isDefined( eInflictor.wasChained );
    					victim.explosiveInfo[ "bulletPenetrationKill" ] = isDefined( eInflictor.wasDamagedFromBulletPenetration );
    					victim.explosiveInfo[ "cookedKill" ] = false;
    				}
    
    				if ( isDefined( eAttacker.lastGrenadeSuicideTime ) && eAttacker.lastGrenadeSuicideTime >= gettime() - 50 && isFrag )
    					victim.explosiveInfo[ "suicideGrenadeKill" ] = true;
    			}
    
    			if ( isFrag )
    			{
    				victim.explosiveInfo[ "cookedKill" ] = isDefined( eInflictor.isCooked );
    				victim.explosiveInfo[ "throwbackKill" ] = isDefined( eInflictor.threwBack );
    			}
    			
    			victim.explosiveInfo[ "stickKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "enemy";
    			victim.explosiveInfo[ "stickFriendlyKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "friendly";
    		}
    	
    		if ( isPlayer( eAttacker ) )
    			eAttacker.pers[ "participation" ]++ ;
    
    		prevHealthRatio = victim.health / victim.maxhealth;
    
    		if ( attackerIsHittingTeammate )
    		{
    			if ( !matchMakingGame() && isPlayer(eAttacker) )
    				eAttacker incPlayerStat( "mostff", 1 );
    			
    			prof_begin( "PlayerDamage player" );// profs automatically end when the function returns
    			if ( level.friendlyfire == 0 || ( !isPlayer(eAttacker) && level.friendlyfire != 1 ) )// no one takes damage
    			{
    				if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
    					victim damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
    				return;
    			}
    			else if ( level.friendlyfire == 1 )// the friendly takes damage
    			{
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				victim.lastDamageWasFromEnemy = false;
    
    				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    			}
    			else if ( ( level.friendlyfire == 2 ) && isReallyAlive( eAttacker ) )// only the attacker takes damage
    			{
    				iDamage = int( iDamage * .5 );
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				eAttacker.lastDamageWasFromEnemy = false;
    
    				eAttacker.friendlydamage = true;
    				eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    				eAttacker.friendlydamage = undefined;
    			}
    			else if ( level.friendlyfire == 3 && isReallyAlive( eAttacker ) )// both friendly and attacker take damage
    			{
    				iDamage = int( iDamage * .5 );
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				victim.lastDamageWasFromEnemy = false;
    				eAttacker.lastDamageWasFromEnemy = false;
    
    				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    				if ( isReallyAlive( eAttacker ) )// may have died due to friendly fire punishment
    				{
    					eAttacker.friendlydamage = true;
    					eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    					eAttacker.friendlydamage = undefined;
    				}
    			}
    
    			friendly = true;
    			
    		}
    		else// not hitting teammate
    		{
    			prof_begin( "PlayerDamage world" );
    
    			if ( iDamage < 1 )
    				iDamage = 1;
    
    			if ( isDefined( eAttacker ) && isPlayer( eAttacker ) )
    				addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
    			
    			if ( sMeansOfDeath == "MOD_EXPLOSIVE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" && iDamage < victim.health )
    				victim notify( "survived_explosion" );
    
    			if ( isdefined( eAttacker ) )
    				level.lastLegitimateAttacker = eAttacker;
    
    			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) )
    				eAttacker thread maps\mp\gametypes\_weapons::checkHit( sWeapon, victim );
    
    			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) && eAttacker != victim )
    			{
    				eAttacker thread maps\mp\_events::damagedPlayer( self, iDamage, sWeapon );
    				victim.attackerPosition = eAttacker.origin;
    			}
    			else
    			{
    				victim.attackerPosition = undefined;
    			}
    
    			if ( issubstr( sMeansOfDeath, "MOD_GRENADE" ) && isDefined( eInflictor.isCooked ) )
    				victim.wasCooked = getTime();
    			else
    				victim.wasCooked = undefined;
    
    			victim.lastDamageWasFromEnemy = ( isDefined( eAttacker ) && ( eAttacker != victim ) );
    
    			if ( victim.lastDamageWasFromEnemy )
    				eAttacker.damagedPlayers[ victim.guid ] = getTime();
    
    			victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    
    			if ( isDefined( level.ac130player ) && isDefined( eAttacker ) && ( level.ac130player == eAttacker ) )
    				level notify( "ai_pain", victim );
    
    			victim thread maps\mp\gametypes\_missions::playerDamaged( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );
    
    			prof_end( "PlayerDamage world" );
    			
    		}
    
    		if ( attackerIsNPC && isDefined( eAttacker.gunner ) )
    			damager = eAttacker.gunner;
    		else
    			damager = eAttacker;
    
    		if ( isDefined( damager) && damager != victim && iDamage > 0 )
    		{
    			if ( iDFlags & level.iDFLAGS_STUN )
    				typeHit = "stun";
    			else if ( victim hasPerk( "specialty_armorvest", true ) || (isExplosiveDamage( sMeansOfDeath ) && victim _hasPerk( "_specialty_blastshield" )) )
    				typeHit = "hitBodyArmor";
    			else if ( victim _hasPerk( "specialty_combathigh") )
    				typeHit = "hitEndGame";
    			else
    				typeHit = "standard";
    				
    			damager thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( typeHit );
    		}
    
    		victim.hasDoneCombat = true;
    	}
    
    	if ( isdefined( eAttacker ) && ( eAttacker != victim ) && !friendly )
    		level.useStartSpawns = false;
    
    
    	//=================
    	// Damage Logging
    	//=================
    
    	prof_begin( "PlayerDamage log" );
    
    	// why getEntityNumber() for victim and .clientid for attacker?
    	if ( getDvarInt( "g_debugDamage" ) )
    		println( "client:" + victim getEntityNumber() + " health:" + victim.health + " attacker:" + eAttacker.clientid + " inflictor is player:" + isPlayer( eInflictor ) + " damage:" + iDamage + " hitLoc:" + sHitLoc );
    
    	if ( victim.sessionstate != "dead" )
    	{
    		lpselfnum = victim getEntityNumber();
    		lpselfname = victim.name;
    		lpselfteam = victim.pers[ "team" ];
    		lpselfGuid = victim.guid;
    		lpattackerteam = "";
    
    		if ( isPlayer( eAttacker ) )
    		{
    			lpattacknum = eAttacker getEntityNumber();
    			lpattackGuid = eAttacker.guid;
    			lpattackname = eAttacker.name;
    			lpattackerteam = eAttacker.pers[ "team" ];
    		}
    		else
    		{
    			lpattacknum = -1;
    			lpattackGuid = "";
    			lpattackname = "";
    			lpattackerteam = "world";
    		}
    
    		logPrint( "D;" + lpselfGuid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackGuid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n" );
    	}
    
    	HitlocDebug( eAttacker, victim, iDamage, sHitLoc, iDFlags );
    
    	/*if( isDefined( eAttacker ) && eAttacker != victim )
    	{
    		if ( isPlayer( eAttacker ) )
    			eAttacker incPlayerStat( "damagedone", iDamage );
    		
    		victim incPlayerStat( "damagetaken", iDamage );
    	}*/
    
    	prof_end( "PlayerDamage log" );
    }
    
    
    addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath )
    {
    	if ( !isDefined( victim.attackerData ) )
    		victim.attackerData = [];
    	
    	if ( !isDefined( victim.attackerData[ eAttacker.guid ] ) )
    	{
    		victim.attackers[ eAttacker.guid ] = 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
    		victim.attackerData[ eAttacker.guid ] = SpawnStruct();
    		victim.attackerData[ eAttacker.guid ].damage = 0;	
    		victim.attackerData[ eAttacker.guid ].attackerEnt = eAttacker;
    		victim.attackerData[ eAttacker.guid ].firstTimeDamaged = getTime();				
    	}
    	if ( maps\mp\gametypes\_weapons::isPrimaryWeapon( sWeapon ) && ! maps\mp\gametypes\_weapons::isSideArm( sWeapon ) )
    		victim.attackerData[ eAttacker.guid ].isPrimary = true;
    	
    	victim.attackerData[ eAttacker.guid ].damage += iDamage;
    	victim.attackerData[ eAttacker.guid ].weapon = sWeapon;
    	victim.attackerData[ eAttacker.guid ].vPoint = vPoint;
    	victim.attackerData[ eAttacker.guid ].vDir = vDir;
    	victim.attackerData[ eAttacker.guid ].sHitLoc = sHitLoc;
    	victim.attackerData[ eAttacker.guid ].psOffsetTime = psOffsetTime;
    	victim.attackerData[ eAttacker.guid ].sMeansOfDeath = sMeansOfDeath;
    	victim.attackerData[ eAttacker.guid ].attackerEnt = eAttacker;
    	victim.attackerData[ eAttacker.guid ].lasttimeDamaged = getTime();
    	
    	if ( isDefined( eInflictor ) && !isPlayer( eInflictor ) && isDefined( eInflictor.primaryWeapon ) )
    		victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = eInflictor.primaryWeapon;
    	else if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && eAttacker getCurrentPrimaryWeapon() != "none" )
    		victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = eAttacker getCurrentPrimaryWeapon();
    	else
    		victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = undefined;
    }
    
    resetAttackerList()
    {
    	self endon( "disconnect" );
    	self endon( "death" );
    	level endon( "game_ended" );
    	
    	//wait is to offset premature calling in _healthOverlay
    	wait( 1.75 ); 
    	self.attackers = [];
    	self.attackerData = [];
    }
    
    
    Callback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {
    	Callback_PlayerDamage_internal( eInflictor, eAttacker, self, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
    }
    
    
    finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction )
    {
    	if ( (self isUsingRemote() ) && (iDamage >= self.health) && !(iDFlags & level.iDFLAGS_STUN) )
    	{
    		if ( !isDefined( vDir ) )
    			vDir = ( 0,0,0 );
    
    		if ( !isDefined( eAttacker ) && !isDefined( eInflictor ) )
    		{
    			eAttacker = self;
    			eInflictor = eAttacker;
    		}
    		
    		assert( isDefined( eAttacker ) );
    		assert( isDefined( eInflictor ) );
    
    		PlayerKilled_internal( eInflictor, eAttacker, self, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, 0, true );
    	}
    	else
    	{
    		if ( !self Callback_KillingBlow( eInflictor, eAttacker, iDamage - (iDamage * stunFraction), iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime ) )
    			return;
    
    		self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    	}
    
    	if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
    		self shellShock( "damage_mp", getDvarFloat( "scr_csmode" ) );
    
    	self damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
    }
    
    
    Callback_PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {	
    		
    	lastStandParams = spawnStruct();
    	lastStandParams.eInflictor = eInflictor;
    	lastStandParams.attacker = attacker;
    	lastStandParams.iDamage = iDamage;
    	lastStandParams.attackerPosition = attacker.origin;
    	if ( attacker == self )
    		lastStandParams.sMeansOfDeath = "MOD_SUICIDE";
    	else
    		lastStandParams.sMeansOfDeath = sMeansOfDeath;
    	
    	lastStandParams.sWeapon = sWeapon;
    	if ( isDefined( attacker ) && isPlayer( attacker ) && attacker getCurrentPrimaryWeapon() != "none" )
    		lastStandParams.sPrimaryWeapon = attacker getCurrentPrimaryWeapon();
    	else
    		lastStandParams.sPrimaryWeapon = undefined;
    	lastStandParams.vDir = vDir;
    	lastStandParams.sHitLoc = sHitLoc;
    	lastStandParams.lastStandStartTime = getTime();
    
    	mayDoLastStand = mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc );
    	
    	//if ( mayDoLastStand )
    	//	mayDoLastStand = !self checkForceBleedOut();
    	
    	if ( isDefined( self.endGame ) )
    		mayDoLastStand = false;
    	
    	if ( level.teamBased && isDefined( attacker.team ) && attacker.team == self.team )
    		mayDoLastStand = false;
    
    	 /#
    	if ( getdvar( "scr_forcelaststand" ) == "1" )
    		mayDoLastStand = true;
    	#/
    	
    	if ( !mayDoLastStand )
    	{
    		self.lastStandParams = lastStandParams;
    		self.useLastStandParams = true;
    		self _suicide();
    		return;
    	}
    	
    	self.inLastStand = true;
    
    	notifyData = spawnStruct();
    	if ( self _hasPerk( "specialty_finalstand" ) )
    	{
    		notifyData.titleText = game[ "strings" ][ "final_stand" ];
    		notifyData.iconName = "specialty_finalstand";
    	}
    	else
    	{
    		notifyData.titleText = game[ "strings" ][ "last_stand" ];
    		notifyData.iconName = "specialty_pistoldeath";
    	}
    	notifyData.glowColor = ( 1, 0, 0 );
    	notifyData.sound = "mp_last_stand";
    	notifyData.duration = 2.0;
    
    	self.health = 1;
    
    	self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
    
    	grenadeTypePrimary = "frag_grenade_mp";
    
    	if ( isDefined( level.ac130player ) && isDefined( attacker ) && level.ac130player == attacker )
    		level notify( "ai_crawling", self );
    	
    	if ( self _hasPerk( "specialty_finalstand" ) )
    	{
    		self.lastStandParams = lastStandParams;
    		self.inFinalStand = true;
    		
    		weaponList = self GetWeaponsListExclusives();
    		foreach ( weapon in weaponList )
    			self takeWeapon( weapon );
    		
    		self _disableUsability();
    
    		self thread enableLastStandWeapons();
    		self thread lastStandTimer( 20, true );		
    	}
    	/*
    	else if ( self _hasPerk( "specialty_c4death" ) )
    	{
    		self.lastStandParams = lastStandParams;
    
    		self takeAllWeapons();
    		self giveWeapon( "c4Death_mp", 0, false );
    		self switchToWeapon( "c4Death_mp" );
    		self _disableUsability();
    		self.inC4Death = true;
    				
    		//self thread dieAfterTime( 7 );
    		self thread lastStandTimer( 10, false );	
    		self thread detonateOnUse();
    		//self thread detonateOnDeath();	
    	}
    	*/
    	else if ( level.dieHardMode )
    	{	
    		self.lastStandParams = lastStandParams;
    		self thread enableLastStandWeapons();
    		self thread lastStandTimer( 20, false );
    		self _disableUsability();
    	}
    	else // normal last stand
    	{
    		self.lastStandParams = lastStandParams;
    		
    		pistolWeapon = undefined;
    		
    		weaponsList = self GetWeaponsListPrimaries();
    		foreach ( weapon in weaponsList )
    		{
    			if ( maps\mp\gametypes\_weapons::isSideArm( weapon ) )
    				pistolWeapon = weapon;			
    		}
    			
    		if ( !isDefined( pistolWeapon ) )
    		{
    			pistolWeapon = "beretta_mp";
    			self _giveWeapon( pistolWeapon );
    		}
    	
    		self giveMaxAmmo( pistolWeapon );
    		self DisableWeaponSwitch();
    		self _disableUsability();
    		
    		if ( !self _hasPerk("specialty_laststandoffhand") )
    			self DisableOffhandWeapons();
    				
    		self switchToWeapon( pistolWeapon );
    		
    		self thread lastStandTimer( 10, false );
    	}
    }
    
    dieAfterTime( time )
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self endon( "joined_team" );
    	level endon( "game_ended" );
    	
    	wait ( time );
    	self.useLastStandParams = true;
    	self _suicide();
    }
    
    detonateOnUse()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self endon( "joined_team" );
    	level endon( "game_ended" );
    	
    	self waittill( "detonate" );
    	self.useLastStandParams = true;
    	self c4DeathDetonate();
    }
    
    detonateOnDeath()
    {
    	self endon( "detonate" );
    	self endon( "disconnect" );
    	self endon( "joined_team" );
    	level endon( "game_ended" );
    	
    	self waittill( "death" );
    	self c4DeathDetonate();
    }
    
    c4DeathDetonate()
    {
    	self playSound( "detpack_explo_default" );
    	self.c4DeathEffect = playFX( level.c4Death, self.origin );
    	RadiusDamage( self.origin, 400, 100, 100, self );
    	
    	if ( isAlive( self ) )
    		self _suicide();
    }
    
    enableLastStandWeapons()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	level endon( "game_ended" );
    
    	self freezeControlsWrapper( true );
    	wait .30;
    	
    	self freezeControlsWrapper( false );
    }
    
    lastStandTimer( delay, isFinalStand )
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self endon( "revive");
    	level endon( "game_ended" );
    	
    	level notify ( "player_last_stand" );
    	
    	self thread lastStandWaittillDeath();
    	
    	self.lastStand = true;
    	
    	if ( !isFinalStand && !level.dieHardMode && ( !isDefined( self.inC4Death ) || !self.inC4Death ) )
    	{
    		self thread lastStandAllowSuicide();
    		self setLowerMessage( "last_stand", &"PLATFORM_COWARDS_WAY_OUT" );
    		self thread lastStandKeepOverlay();
    	}
    	
    	if ( level.dieHardMode == 1 && level.dieHardMode != 2 )
    	{
    		reviveEnt = spawn( "script_model", self.origin );
    		reviveEnt setModel( "tag_origin" );
    		reviveEnt setCursorHint( "HINT_NOICON" );
    		reviveEnt setHintString( &"PLATFORM_REVIVE" );
    
    		reviveEnt reviveSetup( self );
    		reviveEnt endon ( "death" );
    
    		reviveIcon = newTeamHudElem( self.team );
    		reviveIcon setShader( "waypoint_revive", 8, 8 );
    		reviveIcon setWaypoint( true, true );
    		reviveIcon SetTargetEnt( self );
    		reviveIcon thread destroyOnReviveEntDeath( reviveEnt );
    
    		reviveIcon.color = (0.33, 0.75, 0.24);
    		self playDeathSound();
    		
    		if ( isFinalStand )
    		{
    			wait( delay );
    			
    			if ( self.inFinalStand )
    				self thread lastStandBleedOut( isFinalStand, reviveEnt );
    		}
    		
    		return;
    	}
    	else if( level.dieHardMode == 2 )
    	{
    		self thread lastStandKeepOverlay();
    		reviveEnt = spawn( "script_model", self.origin );
    		reviveEnt setModel( "tag_origin" );
    		reviveEnt setCursorHint( "HINT_NOICON" );
    		reviveEnt setHintString( &"PLATFORM_REVIVE" );
    
    		reviveEnt reviveSetup( self );
    		reviveEnt endon ( "death" );
    
    		reviveIcon = newTeamHudElem( self.team );
    		reviveIcon setShader( "waypoint_revive", 8, 8 );
    		reviveIcon setWaypoint( true, true );
    		reviveIcon SetTargetEnt( self );
    		reviveIcon thread destroyOnReviveEntDeath( reviveEnt );
    
    		reviveIcon.color = (0.33, 0.75, 0.24);
    		self playDeathSound();
    		
    		if ( isFinalStand )
    		{
    			wait( delay );
    			
    			if ( self.inFinalStand )
    				self thread lastStandBleedOut( isFinalStand, reviveEnt );
    		}
    		
    		wait delay / 3;
    		reviveIcon.color = (1.0, 0.64, 0.0);
    		
    		while ( reviveEnt.inUse )
    			wait ( 0.05 );
    		
    		self playDeathSound();	
    		wait delay / 3;
    		reviveIcon.color = (1.0, 0.0, 0.0);
    
    		while ( reviveEnt.inUse )
    			wait ( 0.05 );
    
    		self playDeathSound();
    		wait delay / 3;	
    
    		while ( reviveEnt.inUse )
    			wait ( 0.05 );
    		
    		wait( 0.05 ); 
    		self thread lastStandBleedOut( isFinalStand );
    		return;
    	}
    	
    	wait( delay );
    	self thread lastStandBleedout( isFinalStand );
    
    }
    
    maxHealthOverlay( maxHealth, refresh )
    {
    	self endon( "stop_maxHealthOverlay" );
    	self endon( "revive" );
    	self endon( "death" );
    	
    	for( ;; )
    	{
    		self.health -= 1;
    		self.maxHealth = maxHealth;
    		wait( .05 );
    		self.maxHealth = 50;
    		self.health += 1;
    	
    		wait ( .50 );
    	}	
    }
    
    lastStandBleedOut( reviveOnBleedOut, reviveEnt )
    {
    	if ( reviveOnBleedOut )
    	{
    		self.lastStand = undefined;
    		self.inFinalStand = false;
    		self clearLowerMessage( "last_stand" );
    		maps\mp\gametypes\_playerlogic::lastStandRespawnPlayer();
    		
    		if( isDefined( reviveEnt ) )
    			reviveEnt Delete();
    	}
    	else
    	{
    		self.useLastStandParams = true;
    		self.beingRevived = false;
    		self _suicide();
    	}
    }
    
    
    lastStandAllowSuicide()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self endon( "game_ended" );
    	self endon( "revive");
    
    	while ( 1 )
    	{
    		if ( self useButtonPressed() )
    		{
    			pressStartTime = gettime();
    			while ( self useButtonPressed() )
    			{
    				wait .05;
    				if ( gettime() - pressStartTime > 700 )
    					break;
    			}
    			if ( gettime() - pressStartTime > 700 )
    				break;
    		}
    		wait .05;
    	}
    
    	self thread lastStandBleedOut( false );
    }
    
    lastStandKeepOverlay()
    {
    	level endon( "game_ended" );
    	self endon( "death" );
    	self endon( "disconnect" );
    	self endon( "revive" );
    
    	// keep the health overlay going by making code think the player is getting damaged
    	while ( !level.gameEnded )
    	{
    		self.health = 2;
    		wait .05;
    		self.health = 1;
    		wait .5;
    	}
    	
    	self.health = self.maxhealth;
    }
    
    
    lastStandWaittillDeath()
    {
    	self endon( "disconnect" );
    	self endon( "revive" );
    	level endon( "game_ended" );
    	self waittill( "death" );
    
    	self clearLowerMessage( "last_stand" );
    	self.lastStand = undefined;
    }
    
    
    mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc )
    {
    	if ( sMeansOfDeath == "MOD_TRIGGER_HURT" )
    		return false;
    	
    	if ( sMeansOfDeath != "MOD_PISTOL_BULLET" && sMeansOfDeath != "MOD_RIFLE_BULLET" && sMeansOfDeath != "MOD_FALLING" && sMeansOfDeath != "MOD_EXPLOSIVE_BULLET" )
    		return false;
    
    	if ( sMeansOfDeath == "MOD_IMPACT" && sWeapon == "throwingknife_mp" )
    		return false;
    		
    	if ( sMeansOfDeath == "MOD_IMPACT" && ( sWeapon == "m79_mp" || isSubStr(sWeapon, "gl_") ) )
    		return false;
    
    	if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath ) )
    		return false;
    	
    	if ( self isUsingRemote() )
    		return false;
    
    	return true;
    }
    
    
    ensureLastStandParamsValidity()
    {
    	// attacker may have become undefined if the player that killed me has disconnected
    	if ( !isDefined( self.lastStandParams.attacker ) )
    		self.lastStandParams.attacker = self;
    }
    
    getHitLocHeight( sHitLoc )
    {
    	switch( sHitLoc )
    	{
    		case "helmet":
    		case "head":
    		case "neck":
    			return 60;
    		case "torso_upper":
    		case "right_arm_upper":
    		case "left_arm_upper":
    		case "right_arm_lower":
    		case "left_arm_lower":
    		case "right_hand":
    		case "left_hand":
    		case "gun":
    			return 48;
    		case "torso_lower":
    			return 40;
    		case "right_leg_upper":
    		case "left_leg_upper":
    			return 32;
    		case "right_leg_lower":
    		case "left_leg_lower":
    			return 10;
    		case "right_foot":
    		case "left_foot":
    			return 5;
    	}
    	return 48;
    }
    
    delayStartRagdoll( ent, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath )
    {
    	if ( isDefined( ent ) )
    	{
    		deathAnim = ent getCorpseAnim();
    		if ( animhasnotetrack( deathAnim, "ignore_ragdoll" ) )
    			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 ) )
    	{
    		ent startragdoll( 1 );
    	}
    }
    
    
    getMostKilledBy()
    {
    	mostKilledBy = "";
    	killCount = 0;
    
    	killedByNames = getArrayKeys( self.killedBy );
    
    	for ( index = 0; index < killedByNames.size; index++ )
    	{
    		killedByName = killedByNames[ index ];
    		if ( self.killedBy[ killedByName ] <= killCount )
    			continue;
    
    		killCount = self.killedBy[ killedByName ];
    		mostKilleBy = killedByName;
    	}
    
    	return mostKilledBy;
    }
    
    
    getMostKilled()
    {
    	mostKilled = "";
    	killCount = 0;
    
    	killedNames = getArrayKeys( self.killedPlayers );
    
    	for ( index = 0; index < killedNames.size; index++ )
    	{
    		killedName = killedNames[ index ];
    		if ( self.killedPlayers[ killedName ] <= killCount )
    			continue;
    
    		killCount = self.killedPlayers[ killedName ];
    		mostKilled = killedName;
    	}
    
    	return mostKilled;
    }
    
    
    damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker )
    {
    	self thread maps\mp\gametypes\_weapons::onWeaponDamage( eInflictor, sWeapon, sMeansOfDeath, iDamage, eAttacker );
    	self PlayRumbleOnEntity( "damage_heavy" );
    }
    
    
    reviveSetup( owner )
    {
    	team = owner.team;
    	
    	self linkTo( owner, "tag_origin" );
    
    	self.owner = owner;
    	self.inUse = false;
    	self makeUsable();
    	self updateUsableByTeam( team );
    	self thread trackTeamChanges( team );
    	
    	self thread reviveTriggerThink( team );
    	
    	self thread deleteOnReviveOrDeathOrDisconnect();
    }
    
    
    deleteOnReviveOrDeathOrDisconnect()
    {
    	self endon ( "death" );
    	
    	self.owner waittill_any ( "death", "disconnect" );
    	
    	self delete();
    }
    
    
    updateUsableByTeam( team )
    {
    	foreach (player in level.players)
    	{
    		if ( team == player.team && player != self.owner )
    			self enablePlayerUse( player );	
    		else
    			self disablePlayerUse( player );	
    	}	
    }
    
    
    trackTeamChanges( team )
    {
    	self endon ( "death" );
    	
    	while ( true )
    	{
    		level waittill ( "joined_team" );
    		
    		self updateUsableByTeam( team );
    	}
    }
    
    
    trackLastStandChanges( team )
    {
    	self endon ( "death" );
    	
    	while ( true )
    	{
    		level waittill ( "player_last_stand" );
    		
    		self updateUsableByTeam( team );
    	}
    }
    
    
    reviveTriggerThink( team )
    {
    	self endon ( "death" );
    	level endon ( "game_ended" );
    	
    	for ( ;; )
    	{
    		self waittill ( "trigger", player );
    		self.owner.beingRevived = true;
    
    		if ( isDefined(player.beingRevived) && player.beingRevived )
    		{
    			self.owner.beingRevived = false;
    			continue;
    		}
    			
    		self makeUnUsable();
    		self.owner freezeControlsWrapper( true );
    
    		revived = self useHoldThink( player );
    		self.owner.beingRevived = false;
    		
    		if ( !isAlive( self.owner ) )
    		{	
    			self delete();
    			return;
    		}
    
    		self.owner freezeControlsWrapper( false );
    			
    		if ( revived )
    		{
    			player thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "reviver", 200 );
    			player thread maps\mp\gametypes\_rank::giveRankXP( "reviver", 200 );
    
    			self.owner.lastStand = undefined;
    			self.owner clearLowerMessage( "last_stand" );
    			
    			if ( self.owner _hasPerk( "specialty_lightweight" ) )
    				self.owner.moveSpeedScaler = 1.07;
    			else
    				self.owner.moveSpeedScaler = 1;
    			
    			self.owner.maxHealth = 100;
    			
    			self.owner maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
    			self.owner maps\mp\gametypes\_playerlogic::lastStandRespawnPlayer();
    
    			self.owner setPerk( "specialty_pistoldeath", true );
    			self.owner.beingRevived = false;
    			
    			self delete();
    			return;
    		}
    			
    		self makeUsable();
    		self updateUsableByTeam( team );
    	}
    }
    
    
    
    /*
    =============
    useHoldThink
    
    Claims the use trigger for player and displays a use bar
    Returns true if the player sucessfully fills the use bar
    =============
    */
    useHoldThink( player )
    {
    	reviveSpot = spawn( "script_origin", self.origin );
    	reviveSpot hide();	
    	player playerLinkTo( reviveSpot );		
    	player PlayerLinkedOffsetEnable();
    	
    	player _disableWeapon();
    	
    	self.curProgress = 0;
    	self.inUse = true;
    	self.useRate = 0;
    	self.useTime = 3000;
    	
    	player thread personalUseBar( self );
    	
    	result = useHoldThinkLoop( player );
    	
    	if ( isDefined( player ) && isReallyAlive( player ) )
    	{
    		player Unlink();
    		player _enableWeapon();
    	}
    
    	if ( isDefined( result ) && result )
    	{
    		self.owner thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( "revived", player );
    		self.owner.inlaststand = false;
    		return true;
    	}
    	
    	self.inUse = false;
    	reviveSpot Delete();	
    	return false;
    }
    
    
    personalUseBar( object )
    {
    	useBar = self createPrimaryProgressBar();
    	useBarText = self createPrimaryProgressBarText();
    	useBarText setText( &"MPUI_REVIVING" );
    
    	objUseBar = object.owner createPrimaryProgressBar();
    	objUseBarText = object.owner createPrimaryProgressBarText();
    	objUseBarText setText( &"MPUI_BEING_REVIVED" );
    
    	lastRate = -1;
    	while ( isReallyAlive( self ) && isDefined( object ) && object.inUse && !level.gameEnded && isDefined( self ) )
    	{
    		if ( lastRate != object.useRate )
    		{
    			if( object.curProgress > object.useTime)
    				object.curProgress = object.useTime;
    				
    			useBar updateBar( object.curProgress / object.useTime, (1000 / object.useTime) * object.useRate );
    			objUseBar updateBar( object.curProgress / object.useTime, (1000 / object.useTime) * object.useRate );
    
    			if ( !object.useRate )
    			{
    				useBar hideElem();
    				useBarText hideElem();
    
    				objUseBar hideElem();
    				objUseBarText hideElem();
    			}
    			else
    			{
    				useBar showElem();
    				useBarText showElem();
    
    				objUseBar showElem();
    				objUseBarText showElem();
    			}
    		}	
    		lastRate = object.useRate;
    		wait ( 0.05 );
    	}
    	
    	// when the players disconnect the hudElems are destroyed automatically
    	if ( isDefined( useBar ) )
    		useBar destroyElem();
    	if ( isDefined( useBarText ) )
    		useBarText destroyElem();
    
    	if ( isDefined( objUseBar ) )
    		objUseBar destroyElem();
    	if ( isDefined( objUseBarText ) )
    		objUseBarText destroyElem();
    }
    
    
    useHoldThinkLoop( player )
    {
    	level endon ( "game_ended" );
    	self.owner endon( "death" );
    	self.owner endon( "disconnect" );
    
    	while( isReallyAlive( player ) && player useButtonPressed() && self.curProgress < self.useTime  )
    	{
    		self.curProgress += (50 * self.useRate);
    		self.useRate = 1; /* * player.objectiveScaler;*/
    
    		if ( self.curProgress >= self.useTime )
    		{
    			self.inUse = false;
    			
    			return isReallyAlive( player );
    		}
    		
    		wait 0.05;
    	}
    	
    	return false;
    }
    
    
    Callback_KillingBlow( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {
    	if ( isDefined(self.lastDamageWasFromEnemy) && self.lastDamageWasFromEnemy && iDamage >= self.health && isDefined( self.combatHigh ) && self.combatHigh == "specialty_endgame" )
    	{
    		self setAdrenaline( 0 );
    		self _setPerk( "specialty_endgame" );
    		return false;
    	}
    	
    	return true;
    }
    
    
    emitFallDamage( iDamage )
    {
    	PhysicsExplosionSphere( self.origin, 64, 64, 1 );
    	
    	// get the entities we landed on
    	damageEnts = [];
    	for ( testAngle = 0; testAngle < 360; testAngle += 30 )
    	{
    		xOffset = cos( testAngle ) * 16;
    		yOffset = sin( testAngle ) * 16;
    
    		traceData = bulletTrace( self.origin + (xOffset, yOffset, 4), self.origin + (xOffset,yOffset,-6), true, self );
    		//thread drawLine( self.origin + (xOffset, yOffset, 4), self.origin + (xOffset,yOffset,-6), 10.0 );
    		
    		if ( isDefined( traceData["entity"] ) && isDefined( traceData["entity"].targetname ) && (traceData["entity"].targetname == "destructible_vehicle" || traceData["entity"].targetname == "destructible_toy") )
    			damageEnts[damageEnts.size] = traceData["entity"];
    	}
    
    	if ( damageEnts.size )
    	{
    		damageOwner = spawn( "script_origin", self.origin );
    		damageOwner hide();
    		damageOwner.type = "soft_landing";
    		damageOwner.destructibles = damageEnts;
    		radiusDamage( self.origin, 64, 100, 100, damageOwner );
    
    		wait ( 0.1 );	
    		damageOwner delete();
    	}
    }
    
    drawLine( start, end, timeSlice )
    {
    	drawTime = int(timeSlice * 20);
    	for( time = 0; time < drawTime; time++ )
    	{
    		line( start, end, (1,0,0),false, 1 );
    		wait ( 0.05 );
    	}
    }
    
    isFlankKill( victim, attacker )
    {
    	victimForward = anglestoforward( victim.angles );
    	victimForward = ( victimForward[0], victimForward[1], 0 );
    	victimForward = VectorNormalize( victimForward );
    
    	attackDirection = victim.origin - attacker.origin;
    	attackDirection = ( attackDirection[0], attackDirection[1], 0 ); 
    	attackDirection = VectorNormalize( attackDirection );
    
    	dotProduct = VectorDot( victimForward, attackDirection );
    	if ( dotProduct > 0 ) // 0 = cos( 90 ), 180 degree arc total
    		return true;
    	else
    		return false;
    }
    
    _obituary( victim, attacker, sWeapon, sMeansOfDeath )
    {
    	victimTeam = victim.team;
    	
    	foreach ( player in level.players )
    	{
    		playerTeam = player.team;
    		if ( playerTeam == "spectator" )
    			player iPrintLn( &"MP_OBITUARY_NEUTRAL", attacker.name, victim.name );
    		else if ( playerTeam == victimTeam )
    			player iPrintLn( &"MP_OBITUARY_ENEMY", attacker.name, victim.name );
    		else
    			player iPrintLn( &"MP_OBITUARY_FRIENDLY", attacker.name, victim.name );
    	}
    }
    
    
    logPrintPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc )
    {
    	// create a lot of redundant data for the log print
    	lpselfnum = self getEntityNumber();
    	lpselfname = self.name;
    	lpselfteam = self.team;
    	lpselfguid = self.guid;
    
    	if ( isPlayer( attacker ) )
    	{
    		lpattackGuid = attacker.guid;
    		lpattackname = attacker.name;
    		lpattackerteam = attacker.team;
    		lpattacknum = attacker getEntityNumber();
    		attackerString = attacker getXuid() + "(" + lpattackname + ")";
    	}
    	else
    	{
    		lpattackGuid = "";
    		lpattackname = "";
    		lpattackerteam = "world";
    		lpattacknum = -1;
    		attackerString = "none";
    	}
    
    	logPrint( "K;" + lpselfguid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackguid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n" );
    }
    
    
    destroyOnReviveEntDeath( reviveEnt )
    {
    	reviveEnt waittill ( "death" );
    	
    	self destroy();
    }
    I also suggest editing some of the things in _rank.gsc like removing this line (just removing the line is fine):
    [php]self iPrintlnBold("^2Knifing is ^1Disabled!!");[/php]

    Also, I suggest you edit these to default values:
    [php]
    setDvar("player_meleerange", 64);
    setDvar("player_meleeWidth", 10);
    setDvar("player_meleeHeight", 10);
    [/php]

    Now when someone is killed by a knife, their weapon is downgraded.
    Donate:
    BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9


    Handy Tools/Hacks:
    Extreme Injector v3.6.1 *NEW* Windows 10 compatible!
    A powerful and advanced injector in a simple GUI.
    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

    Minion Since: 13th January 2011
    Moderator Since: 6th May 2011
    Global Moderator Since: 29th April 2012
    Super User/Unknown Since: 23rd July 2013
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    --My Art--
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    All drawings are coloured using Photoshop.

    --Gifts--
    [Kyle]

  6. #6
    lior19940's Avatar
    Join Date
    Jan 2010
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    male
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    I already figured it out before yoi posted it master131.. But thanks anyway

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