Quote:
Originally Posted by edon1337
If you're that dumb to not even know how to add 2 lines of code in a function then you don't deserve a server.
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Like you? You didn't saw it? Dumb shit.
Code:
// Killed by a non-player entity or self killed
if (selfkill) return;
Code:
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
if (!is_user_valid_connected(attacker))
return;
// Player killed
g_isalive[victim] = false
// Disable nodamage mode after we die to prevent spectator nightvision using zombie madness colors bug
g_nodamage[victim] = false
// Enable dead players nightvision
set_task(0.1, "spec_nvision", victim)
// Disable nightvision when killed (bugfix)
if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
g_nvision[victim] = false
g_nvisionenabled[victim] = false
}
// Turn off nightvision when killed (bugfix)
if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
else set_user_gnvision(victim, 0)
g_nvisionenabled[victim] = false
}
// Turn off custom flashlight when killed
if (g_cached_customflash)
{
// Turn it off
g_flashlight[victim] = false
g_flashbattery[victim] = 100
// Remove previous tasks
remove_task(victim+TASK_CHARGE)
remove_task(victim+TASK_FLASH)
}
// Stop bleeding/burning/aura when killed
if (g_zombie[victim])
{
remove_task(victim+TASK_BLOOD)
remove_task(victim+TASK_AURA)
remove_task(victim+TASK_BURN)
}
// Nemesis/Assassins explodes!
if ((g_nemesis[attacker] || g_nemesis[victim]) || (g_assassin[attacker] || g_assassin[victim]))
SetHamParamInteger(3, 2)
// When killed by a Sniper victim explodes
if (g_sniper[attacker] && (g_currentweapon[attacker] == CSW_AWP))
{
SetHamParamInteger(3, 2)
static origin[3]
get_user_origin(victim, origin)
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_LAVASPLASH)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 26)
message_end()
}
// Determine whether the player killed himself
static selfkill
selfkill = (victim == attacker) ? true : false
// Killed by a non-player entity or self killed
if (selfkill) return;
// Ignore Nemesis/Survivor Frags?
if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_assassin[attacker] && get_pcvar_num(cvar_assaignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags)) || (g_sniper[attacker] && get_pcvar_num(cvar_snipignorefrags)))
RemoveFrags(attacker, victim)
// Zombie/nemesis/assassin killed human, reward ammo packs
if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)) && (!g_assassin[attacker] || !get_pcvar_num(cvar_assaignoreammo)))
g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)
// Human killed zombie, add up the extra frags for kill
if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)
// Zombie killed human, add up the extra frags for kill
if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)
}
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