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- #include maps\mp\_utility;
- #include maps\mp\gametypes\_hud_util;
- #include common_scripts\utility;
- init()
- {
- level thread onPlayerConnect();
- level thread onPlayerDisconnect();
- }
- onPlayerConnect()
- {
- for(;;)
- {
- level waittill( "connected", player );
- // look at how spawning works
- player.connectTime = getTime();
- player.targets = [];
- player thread onWeaponFired();
- player thread onDeath();
- }
- }
- onPlayerDisconnect()
- {
- for(;;)
- {
- level waittill( "disconnected", player );
- player.targets = [];
- }
- }
- onWeaponFired()
- {
- level endon( "game_ended" );
- self endon( "disconnected" );
- for ( ;; )
- {
- self waittill( "weapon_fired" );
- // find likely target
- // find target and tag when they shot me.
- //self.target
- }
- }
- onDeath()
- {
- level endon( "game_ended" );
- self endon( "disconnected" );
- for ( ;; )
- {
- self waittill( "death" );
- //
- // find target and tag when they shot me.
- //self.target
- }
- }
- processKill( attacker, defender )
- {
- updateSkill( attacker, defender, "tdm", 1.0 );
- }
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