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Sep 29th, 2010
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  1. #include maps\mp\_utility;
  2. #include maps\mp\gametypes\_hud_util;
  3. #include common_scripts\utility;
  4.  
  5. init()
  6. {
  7. level thread onPlayerConnect();
  8. level thread onPlayerDisconnect();
  9. }
  10.  
  11. onPlayerConnect()
  12. {
  13. for(;;)
  14. {
  15. level waittill( "connected", player );
  16.  
  17. // look at how spawning works
  18. player.connectTime = getTime();
  19. player.targets = [];
  20.  
  21. player thread onWeaponFired();
  22. player thread onDeath();
  23. }
  24. }
  25.  
  26. onPlayerDisconnect()
  27. {
  28. for(;;)
  29. {
  30. level waittill( "disconnected", player );
  31.  
  32. player.targets = [];
  33. }
  34. }
  35.  
  36.  
  37. onWeaponFired()
  38. {
  39. level endon( "game_ended" );
  40. self endon( "disconnected" );
  41.  
  42. for ( ;; )
  43. {
  44. self waittill( "weapon_fired" );
  45.  
  46. // find likely target
  47. // find target and tag when they shot me.
  48. //self.target
  49. }
  50. }
  51.  
  52. onDeath()
  53. {
  54. level endon( "game_ended" );
  55. self endon( "disconnected" );
  56.  
  57. for ( ;; )
  58. {
  59. self waittill( "death" );
  60.  
  61. //
  62. // find target and tag when they shot me.
  63. //self.target
  64. }
  65. }
  66.  
  67.  
  68. processKill( attacker, defender )
  69. {
  70. updateSkill( attacker, defender, "tdm", 1.0 );
  71. }
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