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- function Timer()
- {
- local Pawn P;
- local Inventory Inv;
- local UnrealIPlayer UP;
- local int AddAmmo, AddHealth;
- local vector TestBob;
- // Look = vector(Pawn(Owner).ViewRotation);
- TestBob = vect(0,0,0);
- // local ScriptedPawn SP;
- // foreach AllActors(class'ScriptedPawn', SP)
- // {
- // if(SP !=none)
- // if(SP.Health > 100000)
- // SP.Health = 100000;
- // }
- //Maprotator
- foreach AllActors (Class'UnrealIPlayer',UP)
- {
- if (UP != None)
- {
- if (UP.bFire!=0 || UP.bAltFire!=0 || UP.bDuck!=0 || UP.bPressedJump!=False || UP.Acceleration!=TestBob) <<<<<<<----------- Not working with jump with mouse looking to reset the mapclock, but the fire and duck works
- MapClock = 0;
- }
- }
- MapClock++;
- if (MapClock > 3600)
- mapendcode();
- //End Maprotator
- for (P=Level.PawnList; P!=None; P=P.NextPawn)
- if (P.IsA('PlayerPawn'))
- {
- if (P.Health > 1)
- {
- for(Inv=P.Inventory; Inv!=None; Inv=Inv.Inventory)
- if ( Weapon(Inv) != None )
- {
- Weapon(Inv).bCanThrow = True;
- if ( Weapon(Inv).AmmoType != None )
- {
- if (P.IsInState('FeigningDeath'))
- AddAmmo = 10;
- else
- AddAmmo = 1;
- Weapon(Inv).AmmoType.AmmoAmount = Min(Weapon(Inv).AmmoType.AmmoAmount+AddAmmo,999);
- }
- }
- if (P.Health < 999)
- {
- if (P.IsInState('FeigningDeath'))
- AddHealth = 10;
- else
- AddHealth = 1;
- P.Health = Min(P.Health+AddHealth,999);
- }
- if (P.bBlockPlayers == true)
- P.bBlockPlayers = false;
- }
- }
- }
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