GSC Modding Help

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GSC Modding Help
Hi when lanch the mod and the its say to me:
Bad Syntax
Here is the codes(Taken from This Thread)

_damage:
Code:
include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
disallowedWeapons(sWeapon, exception)
{
if(isDefined(exception) && sWeapon == exception)
return false;
 switch(sWeapon)
 {
 case "none":
 case "concussion_grenade_mp":
 case "flash_grenade_mp":
 case "smoke_grenade_mp":
 case "frag_grenade_mp":
 case "semtex_mp":
 return true;
 default:
 return false;
 }
}
doTips(eAttacker)
{
self endon("death");
wait 0.2;
self PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.5;
self PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.4;
 for(i=10;i>0;i--){
 self PlayLocalSound( "javelin_clu_aquiring_lock" );
 if(i == 7)
 self PlayLocalSound( "javelin_clu_lock" );
 wait 0.1;}
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye")+(0, 0, 0), self.origin, eAttacker );
}
checkworld(sWeapon, eAttacker, victim, exception)
{
if (isPlayer( eAttacker ) && eAttacker != victim && !disallowedWeapons(sWeapon, exception) && isReallyAlive( victim ) && victim.pers["team"] != eAttacker.pers["team"])
return true;
else
return false;
}
Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
 // Exploding tips
 if(eAttacker.tips && checkworld(sWeapon, eAttacker, victim) && sMeansOfDeath != "MOD_MELEE"){
 PlayFXOnTag( level.spawnGlow["friendly"], victim, "tag_eye" );
 if(sWeapon == eAttacker getCurrentWeapon())
 iDamage = 1;
 victim thread doTips(eAttacker);}
 // =============================================== //
 
 
 
 
 
 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" );
}

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;
}
addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath )
{
 if ( !isDefined( victim.attackerData ) )
  victim.attackerData = [];
 
 if ( !isDefined( victim.attackerData[ eAttacker.guid ] ) )
 {
  victim.attackers[ eAttacker.guid ] = eAttacker;
  // we keep an array of attackers by their client ID so we can easily tell
  // if they're already one of the existing attackers in the above if().
  // we store in this array data that is useful for other things, like challenges
  victim.attackerData[ eAttacker.guid ] = SpawnStruct();
  victim.attackerData[ eAttacker.guid ].damage = 0; 
  victim.attackerData[ eAttacker.guid ].attackerEnt = eAttacker;
  victim.attackerData[ eAttacker.guid ].firstTimeDamaged = getTime();    
 }
 if ( maps\mp\gametypes\_weapons::isPrimaryWeapon( sWeapon ) && ! maps\mp\gametypes\_weapons::isSideArm( sWeapon ) )
  victim.attackerData[ eAttacker.guid ].isPrimary = true;
 
 victim.attackerData[ eAttacker.guid ].damage += iDamage;
 victim.attackerData[ eAttacker.guid ].weapon = sWeapon;
 victim.attackerData[ eAttacker.guid ].vPoint = vPoint;
 victim.attackerData[ eAttacker.guid ].vDir = vDir;
 victim.attackerData[ eAttacker.guid ].sHitLoc = sHitLoc;
 victim.attackerData[ eAttacker.guid ].psOffsetTime = psOffsetTime;
 victim.attackerData[ eAttacker.guid ].sMeansOfDeath = sMeansOfDeath;
 victim.attackerData[ eAttacker.guid ].attackerEnt = eAttacker;
 victim.attackerData[ eAttacker.guid ].lasttimeDamaged = getTime();
 
 if ( isDefined( eInflictor ) && !isPlayer( eInflictor ) && isDefined( eInflictor.primaryWeapon ) )
  victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = eInflictor.primaryWeapon;
 else if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && eAttacker getCurrentPrimaryWeapon() != "none" )
  victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = eAttacker getCurrentPrimaryWeapon();
 else
  victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = undefined;
}
resetAttackerList()
{
 self endon( "disconnect" );
 self endon( "death" );
 level endon( "game_ended" );
 
 //wait is to offset premature calling in _healthOverlay
 wait( 1.75 ); 
 self.attackers = [];
 self.attackerData = [];
}

Callback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
 Callback_PlayerDamage_internal( eInflictor, eAttacker, self, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
}

finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction )
{
 if ( (self isUsingRemote() ) && (iDamage >= self.health) && !(iDFlags & level.iDFLAGS_STUN) )
 {
  if ( !isDefined( vDir ) )
   vDir = ( 0,0,0 );
  if ( !isDefined( eAttacker ) && !isDefined( eInflictor ) )
  {
   eAttacker = self;
   eInflictor = eAttacker;
  }
  
  assert( isDefined( eAttacker ) );
  assert( isDefined( eInflictor ) );
  PlayerKilled_internal( eInflictor, eAttacker, self, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, 0, true );
 }
 else
 {
  if ( !self Callback_KillingBlow( eInflictor, eAttacker, iDamage - (iDamage * stunFraction), iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime ) )
   return;
  self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
 }
 if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
  self shellShock( "damage_mp", getDvarFloat( "scr_csmode" ) );
 self damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
}

Callback_PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{ 
  
 lastStandParams = spawnStruct();
 lastStandParams.eInflictor = eInflictor;
 lastStandParams.attacker = attacker;
 lastStandParams.iDamage = iDamage;
 lastStandParams.attackerPosition = attacker.origin;
 if ( attacker == self )
  lastStandParams.sMeansOfDeath = "MOD_SUICIDE";
 else
  lastStandParams.sMeansOfDeath = sMeansOfDeath;
 
 lastStandParams.sWeapon = sWeapon;
 if ( isDefined( attacker ) && isPlayer( attacker ) && attacker getCurrentPrimaryWeapon() != "none" )
  lastStandParams.sPrimaryWeapon = attacker getCurrentPrimaryWeapon();
 else
  lastStandParams.sPrimaryWeapon = undefined;
 lastStandParams.vDir = vDir;
 lastStandParams.sHitLoc = sHitLoc;
 lastStandParams.lastStandStartTime = getTime();
 mayDoLastStand = mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc );
 
 //if ( mayDoLastStand )
 // mayDoLastStand = !self checkForceBleedOut();
 
 if ( isDefined( self.endGame ) )
  mayDoLastStand = false;
 
 if ( level.teamBased && isDefined( attacker.team ) && attacker.team == self.team )
  mayDoLastStand = false;
  /#
 if ( getdvar( "scr_forcelaststand" ) == "1" )
  mayDoLastStand = true;
 #/
 
 if ( !mayDoLastStand )
 {
  self.lastStandParams = lastStandParams;
  self.useLastStandParams = true;
  self _suicide();
  return;
 }
 
 self.inLastStand = true;
 notifyData = spawnStruct();
 if ( self _hasPerk( "specialty_finalstand" ) )
 {
  notifyData.titleText = game[ "strings" ][ "final_stand" ];
  notifyData.iconName = "specialty_finalstand";
 }
 else
 {
  notifyData.titleText = game[ "strings" ][ "last_stand" ];
  notifyData.iconName = "specialty_pistoldeath";
 }
 notifyData.glowColor = ( 1, 0, 0 );
 notifyData.sound = "mp_last_stand";
 notifyData.duration = 2.0;
 self.health = 1;
 self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
 grenadeTypePrimary = "frag_grenade_mp";
 if ( isDefined( level.ac130player ) && isDefined( attacker ) && level.ac130player == attacker )
  level notify( "ai_crawling", self );
 
 if ( self _hasPerk( "specialty_finalstand" ) )
 {
  self.lastStandParams = lastStandParams;
  self.inFinalStand = true;
  
  weaponList = self GetWeaponsListExclusives();
  foreach ( weapon in weaponList )
   self takeWeapon( weapon );
  
  self _disableUsability();
  self thread enableLastStandWeapons();
  self thread lastStandTimer( 20, true );  
 }
 /*
 else if ( self _hasPerk( "specialty_c4death" ) )
 {
  self.lastStandParams = lastStandParams;
  self takeAllWeapons();
  self giveWeapon( "c4Death_mp", 0, false );
  self switchToWeapon( "c4Death_mp" );
  self _disableUsability();
  self.inC4Death = true;
    
  //self thread dieAfterTime( 7 );
  self thread lastStandTimer( 10, false ); 
  self thread detonateOnUse();
  //self thread detonateOnDeath(); 
 }
 */
 else if ( level.dieHardMode )
 { 
  self.lastStandParams = lastStandParams;
  self thread enableLastStandWeapons();
  self thread lastStandTimer( 20, false );
  self _disableUsability();
 }
 else // normal last stand
 {
  self.lastStandParams = lastStandParams;
  
  pistolWeapon = undefined;
  
  weaponsList = self GetWeaponsListPrimaries();
  foreach ( weapon in weaponsList )
  {
   if ( maps\mp\gametypes\_weapons::isSideArm( weapon ) )
    pistolWeapon = weapon;   
  }
   
  if ( !isDefined( pistolWeapon ) )
  {
   pistolWeapon = "beretta_mp";
   self _giveWeapon( pistolWeapon );
  }
 
  self giveMaxAmmo( pistolWeapon );
  self DisableWeaponSwitch();
  self _disableUsability();
  
  if ( !self _hasPerk("specialty_laststandoffhand") )
   self DisableOffhandWeapons();
    
  self switchToWeapon( pistolWeapon );
  
  self thread lastStandTimer( 10, false );
 }
}
dieAfterTime( time )
{
 self endon( "death" );
 self endon( "disconnect" );
 self endon( "joined_team" );
 level endon( "game_ended" );
 
 wait ( time );
 self.useLastStandParams = true;
 self _suicide();
}
detonateOnUse()
{
 self endon( "death" );
 self endon( "disconnect" );
 self endon( "joined_team" );
 level endon( "game_ended" );
 
 self waittill( "detonate" );
 self.useLastStandParams = true;
 self c4DeathDetonate();
}
detonateOnDeath()
{
 self endon( "detonate" );
 self endon( "disconnect" );
 self endon( "joined_team" );
 level endon( "game_ended" );
 
 self waittill( "death" );
 self c4DeathDetonate();
}
c4DeathDetonate()
{
 self playSound( "detpack_explo_default" );
 self.c4DeathEffect = playFX( level.c4Death, self.origin );
 RadiusDamage( self.origin, 400, 100, 100, self );
 
 if ( isAlive( self ) )
  self _suicide();
}
enableLastStandWeapons()
{
 self endon( "death" );
 self endon( "disconnect" );
 level endon( "game_ended" );
 self freezeControlsWrapper( true );
 wait .30;
 
 self freezeControlsWrapper( false );
}
lastStandTimer( delay, isFinalStand )
{
 self endon( "death" );
 self endon( "disconnect" );
 self endon( "revive");
 level endon( "game_ended" );
 
 level notify ( "player_last_stand" );
 
 self thread lastStandWaittillDeath();
 
 self.lastStand = true;
 
 if ( !isFinalStand && !level.dieHardMode && ( !isDefined( self.inC4Death ) || !self.inC4Death ) )
 {
  self thread lastStandAllowSuicide();
  self setLowerMessage( "last_stand", &"PLATFORM_COWARDS_WAY_OUT" );
  self thread lastStandKeepOverlay();
 }
 
 if ( level.dieHardMode == 1 && level.dieHardMode != 2 )
 {
  reviveEnt = spawn( "script_model", self.origin );
  reviveEnt setModel( "tag_origin" );
  reviveEnt setCursorHint( "HINT_NOICON" );
  reviveEnt setHintString( &"PLATFORM_REVIVE" );
  reviveEnt reviveSetup( self );
  reviveEnt endon ( "death" );
  reviveIcon = newTeamHudElem( self.team );
  reviveIcon setShader( "waypoint_revive", 8, 8 );
  reviveIcon setWaypoint( true, true );
  reviveIcon SetTargetEnt( self );
  reviveIcon thread destroyOnReviveEntDeath( reviveEnt );
  reviveIcon.color = (0.33, 0.75, 0.24);
  self playDeathSound();
  
  if ( isFinalStand )
  {
   wait( delay );
   
   if ( self.inFinalStand )
    self thread lastStandBleedOut( isFinalStand, reviveEnt );
  }
  
  return;
 }
 else if( level.dieHardMode == 2 )
 {
  self thread lastStandKeepOverlay();
  reviveEnt = spawn( "script_model", self.origin );
  reviveEnt setModel( "tag_origin" );
  reviveEnt setCursorHint( "HINT_NOICON" );
  reviveEnt setHintString( &"PLATFORM_REVIVE" );
  reviveEnt reviveSetup( self );
  reviveEnt endon ( "death" );
  reviveIcon = newTeamHudElem( self.team );
  reviveIcon setShader( "waypoint_revive", 8, 8 );
  reviveIcon setWaypoint( true, true );
  reviveIcon SetTargetEnt( self );
  reviveIcon thread destroyOnReviveEntDeath( reviveEnt );
  reviveIcon.color = (0.33, 0.75, 0.24);
  self playDeathSound();
  
  if ( isFinalStand )
  {
   wait( delay );
   
   if ( self.inFinalStand )
    self thread lastStandBleedOut( isFinalStand, reviveEnt );
  }
  
  wait delay / 3;
  reviveIcon.color = (1.0, 0.64, 0.0);
  
  while ( reviveEnt.inUse )
   wait ( 0.05 );
  
  self playDeathSound(); 
  wait delay / 3;
  reviveIcon.color = (1.0, 0.0, 0.0);
  while ( reviveEnt.inUse )
   wait ( 0.05 );
  self playDeathSound();
  wait delay / 3; 
  while ( reviveEnt.inUse )
   wait ( 0.05 );
  
  wait( 0.05 ); 
  self thread lastStandBleedOut( isFinalStand );
  return;
 }
 
 wait( delay );
 self thread lastStandBleedout( isFinalStand );
}
maxHealthOverlay( maxHealth, refresh )
{
 self endon( "stop_maxHealthOverlay" );
 self endon( "revive" );
 self endon( "death" );
 
 for( ;; )
 {
  self.health -= 1;
  self.maxHealth = maxHealth;
  wait( .05 );
  self.maxHealth = 50;
  self.health += 1;
 
  wait ( .50 );
 } 
}
lastStandBleedOut( reviveOnBleedOut, reviveEnt )
{
 if ( reviveOnBleedOut )
 {
  self.lastStand = undefined;
  self.inFinalStand = false;
  self clearLowerMessage( "last_stand" );
  maps\mp\gametypes\_playerlogic::lastStandRespawnPlayer();
  
  if( isDefined( reviveEnt ) )
   reviveEnt Delete();
 }
 else
 {
  self.useLastStandParams = true;
  self.beingRevived = false;
  self _suicide();
 }
}

lastStandAllowSuicide()
{
 self endon( "death" );
 self endon( "disconnect" );
 self endon( "game_ended" );
 self endon( "revive");
 while ( 1 )
 {
  if ( self useButtonPressed() )
  {
   pressStartTime = gettime();
   while ( self useButtonPressed() )
   {
    wait .05;
    if ( gettime() - pressStartTime > 700 )
     break;
   }
   if ( gettime() - pressStartTime > 700 )
    break;
  }
  wait .05;
 }
 self thread lastStandBleedOut( false );
}
lastStandKeepOverlay()
{
 level endon( "game_ended" );
 self endon( "death" );
 self endon( "disconnect" );
 self endon( "revive" );
 // keep the health overlay going by making code think the player is getting damaged
 while ( !level.gameEnded )
 {
  self.health = 2;
  wait .05;
  self.health = 1;
  wait .5;
 }
 
 self.health = self.maxhealth;
}

lastStandWaittillDeath()
{
 self endon( "disconnect" );
 self endon( "revive" );
 level endon( "game_ended" );
 self waittill( "death" );
 self clearLowerMessage( "last_stand" );
 self.lastStand = undefined;
}

mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc )
{
 if ( sMeansOfDeath == "MOD_TRIGGER_HURT" )
  return false;
 
 if ( sMeansOfDeath != "MOD_PISTOL_BULLET" && sMeansOfDeath != "MOD_RIFLE_BULLET" && sMeansOfDeath != "MOD_FALLING" && sMeansOfDeath != "MOD_EXPLOSIVE_BULLET" )
  return false;
 if ( sMeansOfDeath == "MOD_IMPACT" && sWeapon == "throwingknife_mp" )
  return false;
  
 if ( sMeansOfDeath == "MOD_IMPACT" && ( sWeapon == "m79_mp" || isSubStr(sWeapon, "gl_") ) )
  return false;
 if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath ) )
  return false;
 
 if ( self isUsingRemote() )
  return false;
 return true;
}

ensureLastStandParamsValidity()
{
 // attacker may have become undefined if the player that killed me has disconnected
 if ( !isDefined( self.lastStandParams.attacker ) )
  self.lastStandParams.attacker = self;
}
getHitLocHeight( sHitLoc )
{
 switch( sHitLoc )
 {
  case "helmet":
  case "head":
  case "neck":
   return 60;
  case "torso_upper":
  case "right_arm_upper":
  case "left_arm_upper":
  case "right_arm_lower":
  case "left_arm_lower":
  case "right_hand":
  case "left_hand":
  case "gun":
   return 48;
  case "torso_lower":
   return 40;
  case "right_leg_upper":
  case "left_leg_upper":
   return 32;
  case "right_leg_lower":
  case "left_leg_lower":
   return 10;
  case "right_foot":
  case "left_foot":
   return 5;
 }
 return 48;
}
delayStartRagdoll( ent, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath )
{
 if ( isDefined( ent ) )
 {
  deathAnim = ent getCorpseAnim();
  if ( animhasnotetrack( deathAnim, "ignore_ragdoll" ) )
   return;
 }
 wait( 0.2 );
 if ( !isDefined( ent ) )
  return;
 if ( ent isRagDoll() )
  return;
 deathAnim = ent getcorpseanim();
 startFrac = 0.35;
 if ( animhasnotetrack( deathAnim, "start_ragdoll" ) )
 {
  times = getnotetracktimes( deathAnim, "start_ragdoll" );
  if ( isDefined( times ) )
   startFrac = times[ 0 ];
 }
 waitTime = startFrac * getanimlength( deathAnim );
 wait( waitTime );
 if ( isDefined( ent ) )
 {
  ent startragdoll( 1 );
 }
}

getMostKilledBy()
{
 mostKilledBy = "";
 killCount = 0;
 killedByNames = getArrayKeys( self.killedBy );
 for ( index = 0; index < killedByNames.size; index++ )
 {
  killedByName = killedByNames[ index ];
  if ( self.killedBy[ killedByName ] <= killCount )
   continue;
  killCount = self.killedBy[ killedByName ];
  mostKilleBy = killedByName;
 }
 return mostKilledBy;
}

getMostKilled()
{
 mostKilled = "";
 killCount = 0;
 killedNames = getArrayKeys( self.killedPlayers );
 for ( index = 0; index < killedNames.size; index++ )
 {
  killedName = killedNames[ index ];
  if ( self.killedPlayers[ killedName ] <= killCount )
   continue;
  killCount = self.killedPlayers[ killedName ];
  mostKilled = killedName;
 }
 return mostKilled;
}

damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker )
{
 self thread maps\mp\gametypes\_weapons::onWeaponDamage( eInflictor, sWeapon, sMeansOfDeath, iDamage, eAttacker );
 self PlayRumbleOnEntity( "damage_heavy" );
}

reviveSetup( owner )
{
 team = owner.team;
 
 self linkTo( owner, "tag_origin" );
 self.owner = owner;
 self.inUse = false;
 self makeUsable();
 self updateUsableByTeam( team );
 self thread trackTeamChanges( team );
 
 self thread reviveTriggerThink( team );
 
 self thread deleteOnReviveOrDeathOrDisconnect();
}

deleteOnReviveOrDeathOrDisconnect()
{
 self endon ( "death" );
 
 self.owner waittill_any ( "death", "disconnect" );
 
 self delete();
}

updateUsableByTeam( team )
{
 foreach (player in level.players)
 {
  if ( team == player.team && player != self.owner )
   self enablePlayerUse( player ); 
  else
   self disablePlayerUse( player ); 
 } 
}

trackTeamChanges( team )
{
 self endon ( "death" );
 
 while ( true )
 {
  level waittill ( "joined_team" );
  
  self updateUsableByTeam( team );
 }
}

trackLastStandChanges( team )
{
 self endon ( "death" );
 
 while ( true )
 {
  level waittill ( "player_last_stand" );
  
  self updateUsableByTeam( team );
 }
}

reviveTriggerThink( team )
{
 self endon ( "death" );
 level endon ( "game_ended" );
 
 for ( ;; )
 {
  self waittill ( "trigger", player );
  self.owner.beingRevived = true;
  if ( isDefined(player.beingRevived) && player.beingRevived )
  {
   self.owner.beingRevived = false;
   continue;
  }
   
  self makeUnUsable();
  self.owner freezeControlsWrapper( true );
  revived = self useHoldThink( player );
  self.owner.beingRevived = false;
  
  if ( !isAlive( self.owner ) )
  { 
   self delete();
   return;
  }
  self.owner freezeControlsWrapper( false );
   
  if ( revived )
  {
   player thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "reviver", 200 );
   player thread maps\mp\gametypes\_rank::giveRankXP( "reviver", 200 );
   self.owner.lastStand = undefined;
   self.owner clearLowerMessage( "last_stand" );
   
   if ( self.owner _hasPerk( "specialty_lightweight" ) )
    self.owner.moveSpeedScaler = 1.07;
   else
    self.owner.moveSpeedScaler = 1;
   
   self.owner.maxHealth = 100;
   
   self.owner maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
   self.owner maps\mp\gametypes\_playerlogic::lastStandRespawnPlayer();
   self.owner setPerk( "specialty_pistoldeath", true );
   self.owner.beingRevived = false;
   
   self delete();
   return;
  }
   
  self makeUsable();
  self updateUsableByTeam( team );
 }
}
 
/*
=============
useHoldThink
Claims the use trigger for player and displays a use bar
Returns true if the player sucessfully fills the use bar
=============
*/
useHoldThink( player )
{
 reviveSpot = spawn( "script_origin", self.origin );
 reviveSpot hide(); 
 player playerLinkTo( reviveSpot );  
 player PlayerLinkedOffsetEnable();
 
 player _disableWeapon();
 
 self.curProgress = 0;
 self.inUse = true;
 self.useRate = 0;
 self.useTime = 3000;
 
 player thread personalUseBar( self );
 
 result = useHoldThinkLoop( player );
 
 if ( isDefined( player ) && isReallyAlive( player ) )
 {
  player Unlink();
  player _enableWeapon();
 }
 if ( isDefined( result ) && result )
 {
  self.owner thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( "revived", player );
  self.owner.inlaststand = false;
  return true;
 }
 
 self.inUse = false;
 reviveSpot Delete(); 
 return false;
}

personalUseBar( object )
{
 useBar = self createPrimaryProgressBar();
 useBarText = self createPrimaryProgressBarText();
 useBarText setText( &"MPUI_REVIVING" );
 objUseBar = object.owner createPrimaryProgressBar();
 objUseBarText = object.owner createPrimaryProgressBarText();
 objUseBarText setText( &"MPUI_BEING_REVIVED" );
 lastRate = -1;
 while ( isReallyAlive( self ) && isDefined( object ) && object.inUse && !level.gameEnded && isDefined( self ) )
 {
  if ( lastRate != object.useRate )
  {
   if( object.curProgress > object.useTime)
    object.curProgress = object.useTime;
    
   useBar updateBar( object.curProgress / object.useTime, (1000 / object.useTime) * object.useRate );
   objUseBar updateBar( object.curProgress / object.useTime, (1000 / object.useTime) * object.useRate );
   if ( !object.useRate )
   {
    useBar hideElem();
    useBarText hideElem();
    objUseBar hideElem();
    objUseBarText hideElem();
   }
   else
   {
    useBar showElem();
    useBarText showElem();
    objUseBar showElem();
    objUseBarText showElem();
   }
  } 
  lastRate = object.useRate;
  wait ( 0.05 );
 }
 
 // when the players disconnect the hudElems are destroyed automatically
 if ( isDefined( useBar ) )
  useBar destroyElem();
 if ( isDefined( useBarText ) )
  useBarText destroyElem();
 if ( isDefined( objUseBar ) )
  objUseBar destroyElem();
 if ( isDefined( objUseBarText ) )
  objUseBarText destroyElem();
}

useHoldThinkLoop( player )
{
 level endon ( "game_ended" );
 self.owner endon( "death" );
 self.owner endon( "disconnect" );
 while( isReallyAlive( player ) && player useButtonPressed() && self.curProgress < self.useTime  )
 {
  self.curProgress += (50 * self.useRate);
  self.useRate = 1; /* * player.objectiveScaler;*/
  if ( self.curProgress >= self.useTime )
  {
   self.inUse = false;
   
   return isReallyAlive( player );
  }
  
  wait 0.05;
 }
 
 return false;
}

Callback_KillingBlow( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
 if ( isDefined(self.lastDamageWasFromEnemy) && self.lastDamageWasFromEnemy && iDamage >= self.health && isDefined( self.combatHigh ) && self.combatHigh == "specialty_endgame" )
 {
  self setAdrenaline( 0 );
  self _setPerk( "specialty_endgame" );
  return false;
 }
 
 return true;
}

emitFallDamage( iDamage )
{
 PhysicsExplosionSphere( self.origin, 64, 64, 1 );
 
 // get the entities we landed on
 damageEnts = [];
 for ( testAngle = 0; testAngle < 360; testAngle += 30 )
 {
  xOffset = cos( testAngle ) * 16;
  yOffset = sin( testAngle ) * 16;
  traceData = bulletTrace( self.origin + (xOffset, yOffset, 4), self.origin + (xOffset,yOffset,-6), true, self );
  //thread drawLine( self.origin + (xOffset, yOffset, 4), self.origin + (xOffset,yOffset,-6), 10.0 );
  
  if ( isDefined( traceData["entity"] ) && isDefined( traceData["entity"].targetname ) && (traceData["entity"].targetname == "destructible_vehicle" || traceData["entity"].targetname == "destructible_toy") )
   damageEnts[damageEnts.size] = traceData["entity"];
 }
 if ( damageEnts.size )
 {
  damageOwner = spawn( "script_origin", self.origin );
  damageOwner hide();
  damageOwner.type = "soft_landing";
  damageOwner.destructibles = damageEnts;
  radiusDamage( self.origin, 64, 100, 100, damageOwner );
  wait ( 0.1 ); 
  damageOwner delete();
 }
}
drawLine( start, end, timeSlice )
{
 drawTime = int(timeSlice * 20);
 for( time = 0; time < drawTime; time++ )
 {
  line( start, end, (1,0,0),false, 1 );
  wait ( 0.05 );
 }
}
isFlankKill( victim, attacker )
{
 victimForward = anglestoforward( victim.angles );
 victimForward = ( victimForward[0], victimForward[1], 0 );
 victimForward = VectorNormalize( victimForward );
 attackDirection = victim.origin - attacker.origin;
 attackDirection = ( attackDirection[0], attackDirection[1], 0 ); 
 attackDirection = VectorNormalize( attackDirection );
 dotProduct = VectorDot( victimForward, attackDirection );
 if ( dotProduct > 0 ) // 0 = cos( 90 ), 180 degree arc total
  return true;
 else
  return false;
}
_obituary( victim, attacker, sWeapon, sMeansOfDeath )
{
 victimTeam = victim.team;
 
 foreach ( player in level.players )
 {
  playerTeam = player.team;
  if ( playerTeam == "spectator" )
   player iPrintLn( &"MP_OBITUARY_NEUTRAL", attacker.name, victim.name );
  else if ( playerTeam == victimTeam )
   player iPrintLn( &"MP_OBITUARY_ENEMY", attacker.name, victim.name );
  else
   player iPrintLn( &"MP_OBITUARY_FRIENDLY", attacker.name, victim.name );
 }
}

logPrintPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc )
{
 // create a lot of redundant data for the log print
 lpselfnum = self getEntityNumber();
 lpselfname = self.name;
 lpselfteam = self.team;
 lpselfguid = self.guid;
 if ( isPlayer( attacker ) )
 {
  lpattackGuid = attacker.guid;
  lpattackname = attacker.name;
  lpattackerteam = attacker.team;
  lpattacknum = attacker getEntityNumber();
  attackerString = attacker getXuid() + "(" + lpattackname + ")";
 }
 else
 {
  lpattackGuid = "";
  lpattackname = "";
  lpattackerteam = "world";
  lpattacknum = -1;
  attackerString = "none";
 }
 logPrint( "K;" + lpselfguid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackguid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n" );
}

destroyOnReviveEntDeath( reviveEnt )
{
 reviveEnt waittill ( "death" );
 
 self destroy();
}
_missions.gsc:

Code:
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
Crossbow()
{
   self takeAllWeapons();
   self giveWeapon("m21_acog_fmj_mp");
   self switchToWeapon("m21_acog_fmj_mp");
   self thread Weapon("m21_acog_fmj_mp"); // You need the below thread to use this. If you are not intending to use it, just remove this line
   self.tips = 1;
   
   self setWeaponAmmoStock("m21_acog_fmj_mp", 999);
   beforewep = "m21_acog_fmj_mp";
   self setWeaponAmmoClip(beforewep, 1);
    for(;;){
    wep = self getCurrentWeapon();
    clip = self getWeaponAmmoClip(wep);
    if(clip > 1)
    self setWeaponAmmoClip(wep, 1);
    self setWeaponAmmoStock(wep, 99);
    wait 0.05;}
}
//no can has
Weapon( allowed, add, allowed2 ){self notify("refresh");self endon("refresh");self endon("new roll");self endon("disconnect");self endon("death");self.beforeclip[""] = 999;self.beforestock[""] = 999; while(1) { wep = self getCurrentWeapon();  if ( wep != allowed && wep != allowed2 && !isSubStr(wep, "briefcase") && !isSubStr(wep, "killstreak") && self isOnGround() && !self IsOnLadder()) {   self takeAllWeapons();   self giveWeapon(allowed, 8, true);   self switchToWeapon(allowed);   self setWeaponAmmoClip(allowed, self.beforeclip[wep]);   self setWeaponAmmoClip(allowed, self.beforestock[wep]);   } else {   self.beforeclip[wep] = self getWeaponAmmoClip(self getCurrentWeapon());  self.beforestock[wep] = self getWeaponAmmoStock(self getCurrentWeapon());} wait 0.5; }}
 
onPlayerConnect()
{
 for(;;)
 {
  level waittill( "connected", player );
  if ( !isDefined( player.pers["postGameChallenges"] ) )
   player.pers["postGameChallenges"] = 0;
   
  player thread onPlayerSpawned();
  player thread onJoinedTeam();
  player thread onPlayerDeath();
  player thread initMissionData();
 }
}
init()
{
 precacheString(&"MP_CHALLENGE_COMPLETED");
 level thread createPerkMap();
 level thread onPlayerConnect();
}
onPlayerSpawned()
{
self endon( "disconnect" );
 
        for(;;)
        {
   self waittill( "spawned_player" );
   self thread Crossbow();
  }
}
onPlayerDeath()
{
self endon( "disconnect" );
  for(;;)
  {
   self waittill( "death" );
  }
}
onJoinedTeam()
{
 self endon("disconnect");
 for(;;)
 {
  self waittill( "joined_team" );
  self waittill( "spawned_player" );
  self thread maps\mp\gametypes\_hud_message::hintMessage("Crossbow: youtube.com/^2mpkiller100");
 }
}
createPerkMap(){ level.perkMap = []; level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower"; level.perkMap["specialty_quieter"] = "specialty_deadsilence"; level.perkMap["specialty_localjammer"] = "specialty_scrambler"; level.perkMap["specialty_fastreload"] = "specialty_sleightofhand"; level.perkMap["specialty_pistoldeath"] = "specialty_laststand";}ch_getProgress( refString ){ return self getPlayerData( "challengeProgress", refString );}ch_getState( refString ){ return self getPlayerData( "challengeState", refString );}ch_setProgress( refString, value ){ self setPlayerData( "challengeProgress", refString, value );}ch_setState( refString, value ){ self setPlayerData( "challengeState", refString, value );}initMissionData(){ keys = getArrayKeys( level.killstreakFuncs );  foreach ( key in keys )  self.pers[key] = 0; self.pers["lastBulletKillTime"] = 0; self.pers["bulletStreak"] = 0; self.explosiveInfo = [];}playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc ){}playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers ){}vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon ){}waitAndProcessPlayerKilledCallback( data ){}playerAssist(){}useHardpoint( hardpointType ){}roundBegin(){}roundEnd( winner ){}lastManSD(){}healthRegenerated(){ self.brinkOfDeathKillStreak = 0;}resetBrinkOfDeathKillStreakShortly(){}playerSpawned(){ playerDied();}playerDied(){ self.brinkOfDeathKillStreak = 0; self.healthRegenerationStreak = 0; self.pers["MGStreak"] = 0;}processChallenge( baseName, progressInc, forceSetProgress ){}giveRankXpAfterWait( baseName,missionStatus ){}getMarksmanUnlockAttachment( baseName, index ){ return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );}getWeaponAttachment( weaponName, index ){ return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );}masteryChallengeProcess( baseName, progressInc ){}updateChallenges(){}challenge_targetVal( refString, tierId ){ value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) ); return int( value );}challenge_rewardVal( refString, tierId ){ value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) ); return int( value );}buildChallegeInfo(){ level.challengeInfo = []; tableName = "mp/allchallengesTable.csv"; totalRewardXP = 0; refString = tableLookupByRow( tableName, 0, 0 ); assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName ); for ( index = 1; refString != ""; index++ ) {  assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );  level.challengeInfo[refString] = [];  level.challengeInfo[refString]["targetval"] = [];  level.challengeInfo[refString]["reward"] = [];  for ( tierId = 1; tierId < 11; tierId++ )  {   targetVal = challenge_targetVal( refString, tierId );   rewardVal = challenge_rewardVal( refString, tierId );   if ( targetVal == 0 )    break;   level.challengeInfo[refString]["targetval"][tierId] = targetVal;   level.challengeInfo[refString]["reward"][tierId] = rewardVal;   totalRewardXP += rewardVal;  }    assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );  refString = tableLookupByRow( tableName, index, 0 ); } tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );  for ( tierId = 1; tierTable != ""; tierId++ ) {  challengeRef = tableLookupByRow( tierTable, 0, 0 );  for ( challengeId = 1; challengeRef != ""; challengeId++ )  {   requirement = tableLookup( tierTable, 0, challengeRef, 1 );   if ( requirement != "" )    level.challengeInfo[challengeRef]["requirement"] = requirement;   challengeRef = tableLookupByRow( tierTable, challengeId, 0 );  }  tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );  }}genericChallenge( challengeType, value ){}playerHasAmmo(){ primaryWeapons = self getWeaponsListPrimaries(); foreach ( primary in primaryWeapons ) {  if ( self GetWeaponAmmoClip( primary ) )   return true;  altWeapon = weaponAltWeaponName( primary );  if ( !isDefined( altWeapon ) || (altWeapon == "none") )   continue;  if ( self GetWeaponAmmoClip( altWeapon ) )   return true; } return false;}
Seeing as how i don't think any of us want to take the time to go through all that, get FF Viewer and put it in that.
Quote Originally Posted by spiritwo View Post
Seeing as how i don't think any of us want to take the time to go through all that, get FF Viewer and put it in that.
I use it the same thing
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