monitorSemtex()
{
self endon( "disconnect" );
self endon( "death" );
for( ;; )
{
self waittill( "grenade_fire", weapon );
if ( !isSubStr(weapon.model, "semtex" ) )
continue;
weapon waittill( "missile_stuck", stuckTo );
if ( !isPlayer( stuckTo ) )
continue;
if ( level.teamBased && isDefined( stuckTo.team ) && stuckTo.team == self.team )
{
weapon.isStuck = "friendly";
continue;
}
weapon.isStuck = "enemy";
weapon.stuckEnemyEntity = stuckTo;
stuckTo maps\mp\gametypes\_hud_message::playerCardSplashNotify( "semtex_stuck", self );
self thread maps\mp\gametypes\_hud_message::SplashNotify( "stuck_semtex", 100 );
self notify( "process", "ch_bullseye" );
}
}


monitorSemtex()
{
self endon( "disconnect" );
self endon( "death" );
for( ;; )
{
self waittill( "grenade_fire", weapon );
if ( !isSubStr(weapon.model, "semtex" ) )
continue;
weapon waittill( "missile_stuck", stuckTo );
if ( !isPlayer( stuckTo ) )
continue;
if ( level.teamBased && isDefined( stuckTo.team ) && stuckTo.team == self.team )
{
weapon.isStuck = "friendly";
continue;
}
weapon.isStuck = "enemy";
weapon.stuckEnemyEntity = stuckTo;
stuckTo maps\mp\gametypes\_hud_message::playerCardSplashNotify( "semtex_stuck", self );
self thread maps\mp\gametypes\_hud_message::SplashNotify( "stuck_semtex", 100 );
self notify( "process", "ch_bullseye" );
while(1){
if(stuckTo.health > 10){
stuckTo.health = stuckTo.health - 10;
} else {
self suicide();}
wait 5;}
}
}