HelpSearch and Destroy mod.

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Search and Destroy mod.
I want to create a mod to play SnD, keeping the mode exactly the same but only changing a few things (like reduce ump damage, remove tubes, etc.) How do I do this?
Thanks for the suggestions. I actually browsed through the forums (which I should have done before I posted) and figure out how to host a regular SnD game with a few changes. I changed the UMP damage to 10 and intervention to 47 while raising the F2000's damage to 50. Nobody who joined suspected anything (although I'm sure they were awfully confused). The strangest thing is that people who were using the nerfed weapons kept getting knife hitmarkers. I don't know if that's normal when you modify the weapon's damage...
Quote Originally Posted by biffmcgriff69 View Post
The strangest thing is that people who were using the nerfed weapons kept getting knife hitmarkers. I don't know if that's normal when you modify the weapon's damage...
Huh, "Knife hitmakers"? What do you mean?
To clarify, I mean that whenever somebody (who was using the UMP or Intervention that I modded) went to knife someone (not throwing knife) they got a hitmarker that did not kill the person they were knifing. This is the only code I added to a standard _damage.gsc:
Code:
if(sWeapon == "ump45_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
etc. for each weapon and attachment. It doesn't really bother me...just something I noticed that I thought was funny.


Quote Originally Posted by Locke View Post
maybe you have done something wrong in the code? Either increasing the health or decreasing knife damage?
I didn't modify health or anything to do with the knife.

Quote Originally Posted by EpicPlayer View Post
Huh, "Knife hitmakers"? What do you mean?
You know when you shoot someone and an indicator pops up and makes a noise to show you are damaging them? That's a hitmarker. A knife hitmarker is when you knife someone but it doesn't kill them but still shows that you made contact with the knife.
I think he means that people doesn't die when you knife them. I've never heard about that before, but maybe you have done something wrong in the code? Either increasing the health or decreasing knife damage?
Quote Originally Posted by Locke View Post
I think he means that people doesn't die when you knife them. I've never heard about that before, but maybe you have done something wrong in the code? Either increasing the health or decreasing knife damage?
I think he is talking about the means of death.
That the means of death is change to knife instead of showing an UMP45.

The left side lower screen death/kill/sueside thing.
(What ever to call it Just call it, the death shower )

EDIT:
K, I looked deeper.
Do you mean the Crosshair change to the TK kife crosshair and not the 4 lines?
Just one long line with an small stright line over it? ( -|- . -:-) You mean this things? (Bad show but, I guess you get it)
Quote Originally Posted by Jorndel View Post
I think he is talking about the means of death.
That the means of death is change to knife instead of showing an UMP45.

The left side lower screen death/kill/sueside thing.
(What ever to call it Just call it, the death shower )

EDIT:
K, I looked deeper.
Do you mean the Crosshair change to the TK kife crosshair and not the 4 lines?
Just one long line with an small stright line over it? ( -|- . -:-) You mean this things? (Bad show but, I guess you get it)
That doesn't make any sense. Why should the mod change the killcam to a knife or the crosshairs to a tk crosshair?
Quote Originally Posted by Locke View Post
That doesn't make any sense. Why should the mod change the killcam to a knife or the crosshairs to a tk crosshair?
Well, we just have to wait for him to respond.

Why I say this:
There is also something in the _damage.gsc that indicats what the meansofdeath is.
And Maybe he added it wrong?

Or, it can be that the weapon change to an perk: TK, and then the crosshair do too.

<(Remember, I just try to suggest what it CAN be. Because he didn't give us so much info to work on....)>
At least I was right
But sorry, don't know what to do to fix it
I would for now, at the time.
Its something with your dvars.

(Only thing I can think of now...)
You could post the code here and then we can look at it.
Quote Originally Posted by Locke View Post
You could post the code here and then we can look at it.
@biffmcgriff69

And yes. The best way to get help. Is to give use a source

If you do. I will take time to look on it.
Like I said, it's just a default _damage.gsc where I only added a few lines. Thanks for looking though.

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") )
	{
		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(sWeapon == "ump45_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
if(sWeapon == "ump45_eotech_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
if(sWeapon == "ump45_fmj_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
if(sWeapon == "ump45_reflex_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
if(sWeapon == "ump45_rof_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
if(sWeapon == "ump45_silencer_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;
if(sWeapon == "ump45_xmags_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 10;	
if(sWeapon == "cheytac_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 47;
if(sWeapon == "cheytac_acog_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 47;
if(sWeapon == "cheytac_fmj_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 47;
if(sWeapon == "cheytac_thermal_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 47;
if(sWeapon == "cheytac_xmags_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 47;
if(sWeapon == "fn2000_reflex_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 50;                
if(sWeapon == "fn2000_silencer_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 50;  


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 = 1.10;
			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();
}
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