Re: JuggerNaut b0.1
Posted: 2011 Dec 22 18:01
Tegul dabar Arnas tikrina xD
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#pragma semicolon 1
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#define HAM_IGNORED 1 /**< Calls target function, returns normal value */#define HAM_HANDLED 2 /**< Tells the module you did something, still calls target function and returns normal value */#define HAM_OVERRIDE 3 /**< Still calls the target function, but returns whatever is set with SetHamReturn*() */#define HAM_SUPERCEDE 4 /**< Block the target call, and use your return value (if applicable) (Set with SetHamReturn*()) */
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if ( juggernaut[ attacker ] ) {
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if ( 1<=attacker<=maxplayers && juggernaut[ attacker ] ) {
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if( !juggernaut[ g_attacker ] ) { kills_areto_juggernaut[ g_attacker ]++; check_kills( g_attacker ) } else if ( juggernaut[ g_victim ] ) { juggernaut[ g_victim ] = false; kills_areto_juggernaut[ g_victim ] = 0; } else if(!juggernaut[ g_victim ] ) { kills_areto_juggernaut[ g_victim ] = 0; }
DeathMsg iskveciamas ir per kill ir per suicide ir per slay. Logiskai mastant, tai gi cia tas msg, kad kazkas mirsta, tai ir eventas turi buti iskveciamas, gal per koki user_silentkill tik nebus.aaarnas wrote:Dabar event_deathmsg forwade, jei gerai pamenu, tai DeathMsg neiškviečiamas, kai žaidėjas užsimuša ar nusižudo (kad ir kill konsolėje). Šiuo atveju reiktų naudoti Ham_Killed forwardą. Bet sakau, reikia patikrinti, nes dėl šito galiu ir meluoti.