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Added disable_explosive_damage
Moved disable_explosive_damage to small scripts (deleted disable_explosive_damage folder) Updated small_scripts README to respect files ordering Refactor Fix for useless warnings in console
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# Disable Self Explosive Damage
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Prevents players from dying to their own grenades and rockets.
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Note that if you shoot enough rockets (around 15/20) you can still kill yourself.
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This also doesn't prevent players from killing themselves when they hold a frag grenade in their hands.
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You can add `iprintlnbold(iDamage);` at the beginning of `cancelDamage()` or any other variable found in `cancelDamage()` to debug it (see attacked player, attacker, damage, weapon used, damage type etc.)
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init()
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{
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level.callbackplayerdamagestub = level.callbackplayerdamage;
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level.callbackplayerdamage = ::cancelDamage;
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}
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cancelDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
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{
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if (eAttacker.name == self.name && sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || eAttacker.name == self.name && sMeansOfDeath == "MOD_GRENADE_SPLASH" || eAttacker.name == self.name && sMeansOfDeath == "MOD_EXPLOSIVE")
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{
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iDamage = 0;
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}
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self [[level.callbackplayerdamagestub]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
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}
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Simple drag and drop scripts
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## change_team_names.gsc
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Change the team names to custom names depending on the game mode
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## disable_self_explosive_damage.gsc
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Prevents players from dying to their own grenades and rockets.
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Note that if you shoot enough rockets (around 20/30) you can still kill yourself.
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This also doesn't prevent players from killing themselves when they hold a frag grenade in their hands.
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## display_player_stats.gsc
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Display the player's killstreak, total kills and deaths on top of the screen
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@ -10,7 +20,3 @@ Display the player's killstreak, total kills and deaths on top of the screen
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</details>
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## change_team_names.gsc
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Change the team names to custom names depending on the game mode
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small_scripts/disable_self_explosive_damage.gsc
Normal file
29
small_scripts/disable_self_explosive_damage.gsc
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Init()
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{
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level.callbackplayerdamagestub = level.callbackplayerdamage;
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level.callbackplayerdamage = ::DisableSelfExplosiveDamage;
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}
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DisableSelfExplosiveDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
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{
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if (isDefined(eAttacker))
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{
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if (isDefined(eAttacker.guid) && isDefined(self.guid))
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{
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if (eAttacker.guid == self.guid)
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{
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switch (sMeansOfDeath)
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{
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case "MOD_PROJECTILE_SPLASH": iDamage = 0;
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break;
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case "MOD_GRENADE_SPLASH": iDamage = 0;
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break;
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case "MOD_EXPLOSIVE": iDamage = 0;
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break;
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}
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}
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}
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}
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self [[level.callbackplayerdamagestub]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
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}
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