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  1. #1
    jorricks3's Avatar
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    Jan 2010
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    What is wrong with my antinoscope mod?

    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	
     	if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_fmj_xmags_mp") {
    		iDamage = 0;
    		eAttacker iPrintlnBold("^2Do ^3NOT ^2Close Range No Scope!");
    	}
    	
    	if(sMeansOfDeath == "MOD_MELEE" && !IsSubStr( sweapon, "riotshield" )) {
    		iDamage = 0.0;
    		} else {
    		iDamage = 9999;
    	}
    
    	if(victim.AoEactive)
    	if ( !isPlayer( eAttacker ) || eAttacker == victim )
    	iDamage = 0;
    	else
    	if(sWeapon != "concussion_grenade_mp")
    	if(eInflictor.doSuperDamage)
    	if(iDamage != 1)
    	if(sWeapon != "none")
    	iDamage = 9999;
    
    	
    	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 );
    	}
    }
    What part is incorrect??
    If i noscope I get the kill but i get the message to..
    and if I knife someone I get the message to..
    Please help






  2. #2
    mathieutje12's Avatar
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    Its all correct.
    1.When u knife u have intervention in ur hand so its closerange noscope.
    2.And if you zoom only a little bit u can kill him or the distance is to short and u can ns him too.

  3. #3
    jorricks3's Avatar
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    But it is normal that if u crns u get the kill?
    Is it also able that i make my hoe screen black for 5secs after a crns ?
    Last edited by jorricks3; 07-16-2011 at 04:33 AM.

  4. #4
    mathieutje12's Avatar
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    Quote Originally Posted by jorricks3 View Post
    But it is normal that if u crns u get the kill?
    Is it also able that i make my hoe screen black for 5secs after a crns ?
    If the distance is 200 and he is staying at 201 he can crns yeah..
    And yes thats possible
    Something like:
    eAttacker VisionSetNakedForPlayer("black_bw", 1); wait 5.0;
    eAttacker VisionSetNakedForPlayer( getDvar( "mapname" ), 1);

  5. #5
    Yamato's Avatar
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    Quote Originally Posted by mathieutje12 View Post
    If the distance is 200 and he is staying at 201 he can crns yeah..
    And yes thats possible
    Something like:
    eAttacker VisionSetNakedForPlayer("black_bw", 1); wait 5.0;
    eAttacker VisionSetNakedForPlayer( getDvar( "mapname" ), 1);
    eAttacker VisionSetNakedForPlayer("black_bw", 1); wait 5.0;

    The 1 means 1 second, just put:

    eAttacker VisionSetNakedForPlayer("black_bw", 5);wait 5;

  6. #6
    jorricks3's Avatar
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    I mean if i noscope from body to body it still kills it(so without distance it also kill them!)
    and i want the black screen at the moment the guy shoots and that for 5 secs..
    can u guys please give me the code for that :$?


    MY PROBLEM IS = THAT IT GIVES THE MESSAGE BUT IT STILL KILLS TO!!
    Last edited by jorricks3; 07-17-2011 at 05:39 AM.






  7. #7
    Yamato's Avatar
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    Quote Originally Posted by jorricks3 View Post
    I mean if i noscope from body to body it still kills it(so without distance it also kill them!)
    and i want the black screen at the moment the guy shoots and that for 5 secs..
    can u guys please give me the code for that :$?
    Dont you read??,

    Code:
     	if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_fmj_xmags_mp") {
    		iDamage = 0;
    		eAttacker iPrintlnBold("^2Do ^3NOT ^2Close Range No Scope!");
                    eAttacker VisionSetNakedForPlayer("black_bw", 5);
    	}

  8. #8
    jorricks3's Avatar
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    So like this u mean?

    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	
     	 	if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_fmj_xmags_mp") {
    		iDamage = 0;
    		eAttacker iPrintlnBold("^2Do ^3NOT ^2Close Range No Scope!");
                    eAttacker VisionSetNakedForPlayer("black_bw", 5);
    	}
    	
    	if(sMeansOfDeath == "MOD_MELEE" && !IsSubStr( sweapon, "riotshield" )) {
    		iDamage = 0.0;
    		} else {
    		iDamage = 9999;
    	}






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