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- //100% untested
- //not completed
- //missing damage decay
- //i just decided to make this in like 5 mins lol so yeah...
- self thread trololololol();
- trolololol()
- {
- self endon("death");
- self endon("disconnect");
- for(;;)
- {
- self waittill("weapon_fired");
- //if(getwep() == "w.e")
- //spawn the flag
- //flag thread monitor(self);
- //flag thread destroy(self);
- }
- }
- destroy(owner)
- {
- //put your own damage code here newb
- self notify("destroyed");
- for(i = 0; i < level.players.size; i++)
- {
- level.players[i] notify(self["owner"]+"_destroyed");
- level.players[i].flagging[self["owner"]] = false;
- level.players[i].WasInFlag[self] = false;
- }
- }
- monitor(owner)
- {
- owner endon("death");
- owner endon("disconnect");
- self endon("destroyed");//make your own notify
- self["owner"] = owner.name;
- for(;;)
- {
- for(i = 0; i < level.players.size; i++)
- {
- player = level.players[i];
- if(!isDefined(player) || !isAlive(player))//TODO: check for zawmbies
- continue;
- if(!isDefined(player.WasInFlag))
- player.WasInFlag = []
- //if(!(Distance(self.origin, level.players[i].origin) <= 200))
- if(!(DistanceSquared(self.origin, level.players[i].origin) <= 40000))//more efficent
- {
- if(player.WasInFlag[self])
- {
- player notify(self["owner"]+"_destroyed");
- player.WasInFlag[self] = false;
- player.flagging[self["owner"]] = false;
- }
- continue;
- }
- if(!isDefined(player.flagging))
- player.flagging = [];
- if(isDefined(player.flagging[self["owner"]]) && !player.flagging[self["owner"]])
- {
- player thread DamageModifier();
- player thread ResetOnDeath();
- player.flagging[self["owner"]] = true;
- player.WasInFlag[self] = true;
- }
- }
- }
- }
- DamageModifier(flag_owner)
- {
- self endon("death");
- self endon("disconnect");
- self endon(flag_owner+"_destroyed");
- for(;;)
- {
- self.DamageMod += 1;//use in CodeCallback_PlayerDamage
- wait 1;
- }
- }
- ResetOnDeath()
- {
- self endon("disconnect"0;
- self waittill("death");
- self.DamageMod = 0;
- for(i = 0; i < self.flagging.size; i++)
- {
- self.flagging[i] = false;
- }
- for(a = 0; a < self.WasInFlag.size; a++)
- {
- self.WasInFlag[a] = false;
- }
- }
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