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- or go back to the newest paste.
| 1 | - | |
| 1 | + | |
| 2 | {
| |
| 3 | if(!isObject(%obj)) return; | |
| 4 | %obj.setstate($botstate_PathToNearest); | |
| 5 | if(%obj.getstate() $="Dead") | |
| 6 | {
| |
| 7 | //take finger off trigger | |
| 8 | %obj.setImageTrigger(0, 0); | |
| 9 | $curKills++; | |
| 10 | updateKillScore(); | |
| 11 | tryUnlock(); | |
| 12 | } | |
| 13 | %obj.clearAim(); | |
| 14 | %obj.enemy = -1; | |
| 15 | ||
| 16 | %Decalposition = VectorAdd(getRandom()*2-1 SPC getRandom()*2-1 SPC "0", %obj.getPosition()); | |
| 17 | %normal[0] = "0.0 0.0 1.0"; | |
| 18 | %normal[1] = "0.0 1.0 0.0"; | |
| 19 | %normal[2] = "1.0 0.0 0.0"; | |
| 20 | %normal[3] = "0.0 0.0 -1.0"; | |
| 21 | %normal[4] = "0.0 -1.0 0.0"; | |
| 22 | %normal[5] = "-1.0 0.0 0.0"; | |
| 23 | %percentTrauma = %delta/%this.maxDamage; | |
| 24 | for (%i=0;%i<6;%i++) | |
| 25 | %decalObj = decalManagerAddDecal(%Decalposition, %normal[%i], getRandom()*90, (getRandom(%percentTrauma)+%percentTrauma)*10, TraumaZ_E, false); | |
| 26 | ||
| 27 | %obj.damagemark+=%delta; | |
| 28 | // If the pain is excessive, let's hear about it. | |
| 29 | if ((%obj.damagemark > (%this.maxDamage/3))||(%delta > 10)) | |
| 30 | {
| |
| 31 | %obj.irritated = true; | |
| 32 | %obj.damagemark = 0; | |
| 33 | %obj.playPain(); | |
| 34 | } | |
| 35 | } |