[Release] MW2 Flamethrower?]

Posts 1–15 of 23 · Page 1 of 2
[Release] MW2 Flamethrower?]
Here is a flamethrower I made for MW2. It's kinda... basic but can be greatly improved (only took me 5 minutes to make). Something I suggest is to add flames along the path.

_rank.gsc
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.scoreInfo = [];
	level.xpScale = getDvarInt( "scr_xpscale" );
	
	if ( level.xpScale > 4 || level.xpScale < 0)
		exitLevel( false );

	level.xpScale = min( level.xpScale, 4 );
	level.xpScale = max( level.xpScale, 0 );

	level.rankTable = [];

	precacheShader("white");

	precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
	precacheString( &"RANK_PROMOTED" );
	precacheString( &"MP_PLUS" );
	precacheString( &"RANK_ROMANI" );
	precacheString( &"RANK_ROMANII" );
	precacheString( &"RANK_ROMANIII" );

	if ( level.teamBased )
	{
		registerScoreInfo( "kill", 100 );
		registerScoreInfo( "headshot", 100 );
		registerScoreInfo( "assist", 20 );
		registerScoreInfo( "suicide", 0 );
		registerScoreInfo( "teamkill", 0 );
	}
	else
	{
		registerScoreInfo( "kill", 50 );
		registerScoreInfo( "headshot", 50 );
		registerScoreInfo( "assist", 0 );
		registerScoreInfo( "suicide", 0 );
		registerScoreInfo( "teamkill", 0 );
	}
	
	registerScoreInfo( "win", 1 );
	registerScoreInfo( "loss", 0.5 );
	registerScoreInfo( "tie", 0.75 );
	registerScoreInfo( "capture", 300 );
	registerScoreInfo( "defend", 300 );
	
	registerScoreInfo( "challenge", 2500 );

	level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
	level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
	
	pId = 0;
	rId = 0;
	for ( pId = 0; pId <= level.maxPrestige; pId++ )
	{
		for ( rId = 0; rId <= level.maxRank; rId++ )
			precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
	}

	rankId = 0;
	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
	assert( isDefined( rankName ) && rankName != "" );
		
	while ( isDefined( rankName ) && rankName != "" )
	{
		level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
		level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
		level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
		level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

		precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

		rankId++;
		rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );		
	}

	maps\mp\gametypes\_missions::buildChallegeInfo();

	level thread patientZeroWaiter();
	
	level thread onPlayerConnect();
}

patientZeroWaiter()
{
	level endon( "game_ended" );
	
	while ( !isDefined( level.players ) || !level.players.size )
		wait ( 0.05 );
	
	if ( !matchMakingGame() )
	{
		if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
			level.patientZeroName = level.players[0].name;
	}
	else
	{
		if ( getDvar( "scr_patientZero" ) != "" )
			level.patientZeroName = getDvar( "scr_patientZero" );
	}
}

isRegisteredEvent( type )
{
	if ( isDefined( level.scoreInfo[type] ) )
		return true;
	else
		return false;
}


registerScoreInfo( type, value )
{
	level.scoreInfo[type]["value"] = value;
}


getScoreInfoValue( type )
{
	overrideDvar = "scr_" + level.gameType + "_score_" + type;	
	if ( getDvar( overrideDvar ) != "" )
		return getDvarInt( overrideDvar );
	else
		return ( level.scoreInfo[type]["value"] );
}


getScoreInfoLabel( type )
{
	return ( level.scoreInfo[type]["label"] );
}


getRankInfoMinXP( rankId )
{
	return int(level.rankTable[rankId][2]);
}


getRankInfoXPAmt( rankId )
{
	return int(level.rankTable[rankId][3]);
}


getRankInfoMaxXp( rankId )
{
	return int(level.rankTable[rankId][7]);
}


getRankInfoFull( rankId )
{
	return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
	return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
}

getRankInfoLevel( rankId )
{
	return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}


onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );

		/#
		if ( getDvarInt( "scr_forceSequence" ) )
			player setPlayerData( "experience", 145499 );
		#/
		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
		if ( player.pers["rankxp"] < 0 ) // paranoid defensive
			player.pers["rankxp"] = 0;
		
		rankId = player getRankForXp( player getRankXP() );
		player.pers[ "rank" ] = rankId;
		player.pers[ "participation" ] = 0;

		player.xpUpdateTotal = 0;
		player.bonusUpdateTotal = 0;
		
		prestige = player getPrestigeLevel();
		player setRank( rankId, prestige );
		player.pers["prestige"] = prestige;

		player.postGamePromotion = false;
		if ( !isDefined( player.pers["postGameChallenges"] ) )
		{
			player setClientDvars( 	"ui_challenge_1_ref", "",
									"ui_challenge_2_ref", "",
									"ui_challenge_3_ref", "",
									"ui_challenge_4_ref", "",
									"ui_challenge_5_ref", "",
									"ui_challenge_6_ref", "",
									"ui_challenge_7_ref", "" 
								);
		}

		player setClientDvar( 	"ui_promotion", 0 );
		
		if ( !isDefined( player.pers["summary"] ) )
		{
			player.pers["summary"] = [];
			player.pers["summary"]["xp"] = 0;
			player.pers["summary"]["score"] = 0;
			player.pers["summary"]["challenge"] = 0;
			player.pers["summary"]["match"] = 0;
			player.pers["summary"]["misc"] = 0;

			// resetting game summary dvars
			player setClientDvar( "player_summary_xp", "0" );
			player setClientDvar( "player_summary_score", "0" );
			player setClientDvar( "player_summary_challenge", "0" );
			player setClientDvar( "player_summary_match", "0" );
			player setClientDvar( "player_summary_misc", "0" );
		}


		// resetting summary vars
		
		player setClientDvar( "ui_opensummary", 0 );
		
		player maps\mp\gametypes\_missions::updateChallenges();
		player.explosiveKills[0] = 0;
		player.xpGains = [];
		
		player.hud_scorePopup = newClientHudElem( player );
		player.hud_scorePopup.horzAlign = "center";
		player.hud_scorePopup.vertAlign = "middle";
		player.hud_scorePopup.alignX = "center";
		player.hud_scorePopup.alignY = "middle";
 		player.hud_scorePopup.x = 0;
 		if ( level.splitScreen )
			player.hud_scorePopup.y = -40;
		else
			player.hud_scorePopup.y = -60;
		player.hud_scorePopup.font = "hudbig";
		player.hud_scorePopup.fontscale = 0.75;
		player.hud_scorePopup.archived = false;
		player.hud_scorePopup.color = (0.5,0.5,0.5);
		player.hud_scorePopup.sort = 10000;
		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
		
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread onJoinedSpectators();
	}
}


onJoinedTeam()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_team" );
		self thread removeRankHUD();
	}
}


onJoinedSpectators()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_spectators" );
		self thread removeRankHUD();
	}
}


onPlayerSpawned()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill("spawned_player");
		self thread doGiveWeapon();
		self thread doDvarsPerks();
		self thread doMonitor();
	}
}

doGiveWeapon()
{
	self endon("disconenct");
	self endon("death");
	
	self takeAllWeapons();
	self giveWeapon("defaultweapon_mp");
	self giveMaxAmmo("defaultweapon_mp");
	while(self getCurrentWeapon() != "defaultweapon_mp")
	{
		self switchToWeapon("defaultweapon_mp");
		wait 0.1;
	}
}

doDvarsPerks()
{
	self maps\mp\perks\_perks::givePerk("specialty_rof");
	self maps\mp\perks\_perks::givePerk("specialty_fastreload");
	self setClientDvar("perk_weapRateMultiplier", 0.000000001);
	self setClientDvar("perk_weapReloadMultiplier", 0.000000001);
}

doMonitor()
{
	self endon("disconenct");
	self endon("death");
	
	for(;;)
	{
		self waittill("weapon_fired");
		self thread doFlame(4, 0.1);
	}
}

doFlame(times, interval)
{
	for(i = times; i > 0; i--)
	{
		forward = self getTagOrigin("j_head");
		end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
		Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
		MagicBullet(self getcurrentweapon(), self getTagOrigin("j_shouldertwist_le"), Crosshair, self);
		flameFX = loadfx( "fire/fire_smoke_trail_L" );
		playFX(flameFX, Crosshair);
		RadiusDamage(Crosshair,100,15,15,self);
		wait(interval);
	}
}

vector_scal(vec, scale)
{
        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
        return vec;
}

roundUp( floatVal )
{
	if ( int( floatVal ) != floatVal )
		return int( floatVal+1 );
	else
		return int( floatVal );
}


giveRankXP( type, value )
{
	self endon("disconnect");
	
	lootType = "none";
	
	if ( !self rankingEnabled() )
		return;
	
	if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
		return;
	else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
		return;

	if ( !isDefined( value ) )
		value = getScoreInfoValue( type );

	if ( !isDefined( self.xpGains[type] ) )
		self.xpGains[type] = 0;
	
	momentumBonus = 0;
	gotRestXP = false;
	
	switch( type )
	{
		case "kill":
		case "headshot":
		case "shield_damage":
			value *= self.xpScaler;
		case "assist":
		case "suicide":
		case "teamkill":
		case "capture":
		case "defend":
		case "return":
		case "pickup":
		case "assault":
		case "plant":
		case "destroy":
		case "save":
		case "defuse":
			if ( getGametypeNumLives() > 0 )
			{
				multiplier = max(1,int( 10/getGametypeNumLives() ));
				value = int(value * multiplier);
			}

			value = int( value * level.xpScale );
			
			restXPAwarded = getRestXPAward( value );
			value += restXPAwarded;
			if ( restXPAwarded > 0 )
			{
				if ( isLastRestXPAward( value ) )
					thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );

				gotRestXP = true;
			}
			break;
	}
	
	if ( !gotRestXP )
	{
		// if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
		if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
			self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
	}
	
	oldxp = self getRankXP();
	self.xpGains[type] += value;
	
	self incRankXP( value );

	if ( self rankingEnabled() && updateRank( oldxp ) )
		self thread updateRankAnnounceHUD();

	// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
	self syncXPStat();

	if ( !level.hardcoreMode )
	{
		if ( type == "teamkill" )
		{
			self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
		}
		else
		{
			color = (1,1,0.5);
			if ( gotRestXP )
				color = (1,.65,0);
			self thread scorePopup( value, momentumBonus, color, 0 );
		}
	}

	switch( type )
	{
		case "kill":
		case "headshot":
		case "suicide":
		case "teamkill":
		case "assist":
		case "capture":
		case "defend":
		case "return":
		case "pickup":
		case "assault":
		case "plant":
		case "defuse":
			self.pers["summary"]["score"] += value;
			self.pers["summary"]["xp"] += value;
			break;

		case "win":
		case "loss":
		case "tie":
			self.pers["summary"]["match"] += value;
			self.pers["summary"]["xp"] += value;
			break;

		case "challenge":
			self.pers["summary"]["challenge"] += value;
			self.pers["summary"]["xp"] += value;
			break;
			
		default:
			self.pers["summary"]["misc"] += value;	//keeps track of ungrouped match xp reward
			self.pers["summary"]["match"] += value;
			self.pers["summary"]["xp"] += value;
			break;
	}
}

updateRank( oldxp )
{
	newRankId = self getRank();
	if ( newRankId == self.pers["rank"] )
		return false;

	oldRank = self.pers["rank"];
	rankId = self.pers["rank"];
	self.pers["rank"] = newRankId;

	//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );		
	println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
	
	self setRank( newRankId );
	
	return true;
}


updateRankAnnounceHUD()
{
	self endon("disconnect");

	self notify("update_rank");
	self endon("update_rank");

	team = self.pers["team"];
	if ( !isdefined( team ) )
		return;	

	// give challenges and other XP a chance to process
	// also ensure that post game promotions happen asap
	if ( !levelFlag( "game_over" ) )
		level waittill_notify_or_timeout( "game_over", 0.25 );
	
	
	newRankName = self getRankInfoFull( self.pers["rank"] );	
	rank_char = level.rankTable[self.pers["rank"]][1];
	subRank = int(rank_char[rank_char.size-1]);
	
	thread maps\mp\gametypes\_hud_message::promotionSplashNotify();

	if ( subRank > 1 )
		return;
	
	for ( i = 0; i < level.players.size; i++ )
	{
		player = level.players[i];
		playerteam = player.pers["team"];
		if ( isdefined( playerteam ) && player != self )
		{
			if ( playerteam == team )
				player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
		}
	}
}


endGameUpdate()
{
	player = self;			
}


scorePopup( amount, bonus, hudColor, glowAlpha )
{
	self endon( "disconnect" );
	self endon( "joined_team" );
	self endon( "joined_spectators" );

	if ( amount == 0 )
		return;

	self notify( "scorePopup" );
	self endon( "scorePopup" );

	self.xpUpdateTotal += amount;
	self.bonusUpdateTotal += bonus;

	wait ( 0.05 );

	if ( self.xpUpdateTotal < 0 )
		self.hud_scorePopup.label = &"";
	else
		self.hud_scorePopup.label = &"MP_PLUS";

	self.hud_scorePopup.color = hudColor;
	self.hud_scorePopup.glowColor = hudColor;
	self.hud_scorePopup.glowAlpha = glowAlpha;

	self.hud_scorePopup setValue(self.xpUpdateTotal);
	self.hud_scorePopup.alpha = 0.85;
	self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );

	increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
		
	if ( self.bonusUpdateTotal )
	{
		while ( self.bonusUpdateTotal > 0 )
		{
			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
			
			self.hud_scorePopup setValue( self.xpUpdateTotal );
			
			wait ( 0.05 );
		}
	}	
	else
	{
		wait ( 1.0 );
	}

	self.hud_scorePopup fadeOverTime( 0.75 );
	self.hud_scorePopup.alpha = 0;
	
	self.xpUpdateTotal = 0;		
}

removeRankHUD()
{
	self.hud_scorePopup.alpha = 0;
}

getRank()
{	
	rankXp = self.pers["rankxp"];
	rankId = self.pers["rank"];
	
	if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
		return rankId;
	else
		return self getRankForXp( rankXp );
}


levelForExperience( experience )
{
	return getRankForXP( experience );
}


getRankForXp( xpVal )
{
	rankId = 0;
	rankName = level.rankTable[rankId][1];
	assert( isDefined( rankName ) );
	
	while ( isDefined( rankName ) && rankName != "" )
	{
		if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
			return rankId;

		rankId++;
		if ( isDefined( level.rankTable[rankId] ) )
			rankName = level.rankTable[rankId][1];
		else
			rankName = undefined;
	}
	
	rankId--;
	return rankId;
}


getSPM()
{
	rankLevel = self getRank() + 1;
	return (3 + (rankLevel * 0.5))*10;
}

getPrestigeLevel()
{
	return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}

getRankXP()
{
	return self.pers["rankxp"];
}

incRankXP( amount )
{
	if ( !self rankingEnabled() )
		return;

	if ( isDefined( self.isCheater ) )
		return;
	
	xp = self getRankXP();
	newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
	
	if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
		newXp = getRankInfoMaxXP( level.maxRank );
	
	self.pers["rankxp"] = newXp;
}

getRestXPAward( baseXP )
{
	if ( !getdvarint( "scr_restxp_enable" ) )
		return 0;
	
	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
	
	wantGiveRestXP = int(baseXP * restXPAwardRate);
	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
	
	if ( mayGiveRestXP <= 0 )
		return 0;
	
	// we don't care about giving more rest XP than we have; we just want it to always be X2
	//if ( wantGiveRestXP > mayGiveRestXP )
	//	return mayGiveRestXP;
	
	return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
	if ( !getdvarint( "scr_restxp_enable" ) )
		return false;
	
	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
	
	wantGiveRestXP = int(baseXP * restXPAwardRate);
	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

	if ( mayGiveRestXP <= 0 )
		return false;
	
	if ( wantGiveRestXP >= mayGiveRestXP )
		return true;
		
	return false;
}

syncXPStat()
{
	if ( level.xpScale > 4 || level.xpScale <= 0)
		exitLevel( false );

	xp = self getRankXP();
	
	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}
_damage.gsc
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 == "defaultweapon_mp")
	iDamage = 5; 

	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();
}
in the rank u dont need to do
#include maps\mp\gametypes\_damage;
?
^
Not for _damage
2 bugs
after a while its not shooting anymore
when i aim and shot it stops the aim after several shots
but its awesome xD
May be u can transform copy the shotgun properties to the Flamethrower...
And also, u can make if someone is hit by Flamethrower, change the guy to red vision...
P.S: Sorry for my bad English
I dont think it is a red vision, but if it is, I want it, NOW
vid? ss?filler
Quote Originally Posted by AZUMIKKEL View Post
vid? ss?filler
It's not what I would call an official mod release so I can't be stuffed adding it.
Quote Originally Posted by Arasonic View Post
I dont think it is a red vision, but if it is, I want it, NOW
Of course there are...
great work... xDD


master ill send u a pm
vid?
or can u gimme the only code of the flamethrower? as the machinegun only code that some 1 made ( i mean CLEAR gun code without SPAWN BA:BABLABB)
We need a vid, 3 screenshots, 2 virusscans, a large coke and a big whopper with extra cheese.

J/K
I'll test this tonight, thx
Can you make a vid? Would be nice
For just 10 secs :P
There, I aded a video
I may edit the code to play the burning effect on a person if they get tagged.
dude really nice hope that you can make it that you see the whole flame come to the person and mayby give a weapon in stead of a finger. but i find it nice.
Posts 1–15 of 23 · Page 1 of 2
This thread is closed for replies.

Similar Threads

Talk with us