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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
This commit is contained in:
		| @@ -1,7 +0,0 @@ | ||||
| # Disable Self Explosive Damage | ||||
|  | ||||
| Prevents players from dying to their own grenades and rockets. | ||||
| Note that if you shoot enough rockets (around 15/20) you can still kill yourself. | ||||
| This also doesn't prevent players from killing themselves when they hold a frag grenade in their hands. | ||||
|  | ||||
| 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.) | ||||
| @@ -1,15 +0,0 @@ | ||||
| init() | ||||
| { | ||||
|     level.callbackplayerdamagestub = level.callbackplayerdamage; | ||||
|     level.callbackplayerdamage = ::cancelDamage; | ||||
| } | ||||
|  | ||||
| cancelDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset ) | ||||
| { | ||||
| 	if (eAttacker.name == self.name && sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || eAttacker.name == self.name && sMeansOfDeath == "MOD_GRENADE_SPLASH" || eAttacker.name == self.name && sMeansOfDeath == "MOD_EXPLOSIVE") | ||||
| 	{ | ||||
| 	    iDamage = 0; | ||||
| 	} | ||||
| 		 | ||||
| 	self [[level.callbackplayerdamagestub]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset ); | ||||
| } | ||||
| @@ -2,6 +2,16 @@ | ||||
|  | ||||
| Simple drag and drop scripts | ||||
|  | ||||
| ## change_team_names.gsc | ||||
|  | ||||
| Change the team names to custom names depending on the game mode | ||||
|  | ||||
| ## disable_self_explosive_damage.gsc | ||||
|  | ||||
| Prevents players from dying to their own grenades and rockets. | ||||
| Note that if you shoot enough rockets (around 20/30) you can still kill yourself. | ||||
| This also doesn't prevent players from killing themselves when they hold a frag grenade in their hands. | ||||
|  | ||||
| ## display_player_stats.gsc | ||||
|  | ||||
| Display the player's killstreak, total kills and deaths on top of the screen | ||||
| @@ -10,7 +20,3 @@ Display the player's killstreak, total kills and deaths on top of the screen | ||||
|    | ||||
|    | ||||
| </details> | ||||
|  | ||||
| ## change_team_names.gsc | ||||
|  | ||||
| Change the team names to custom names depending on the game mode | ||||
							
								
								
									
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								small_scripts/disable_self_explosive_damage.gsc
									
									
									
									
									
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							| @@ -0,0 +1,29 @@ | ||||
| Init() | ||||
| { | ||||
|     level.callbackplayerdamagestub = level.callbackplayerdamage; | ||||
|     level.callbackplayerdamage = ::DisableSelfExplosiveDamage; | ||||
| } | ||||
|  | ||||
| DisableSelfExplosiveDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset ) | ||||
| { | ||||
| 	if (isDefined(eAttacker)) | ||||
| 	{ | ||||
| 		if (isDefined(eAttacker.guid) && isDefined(self.guid)) | ||||
| 		{ | ||||
| 			if (eAttacker.guid == self.guid) | ||||
| 			{ | ||||
| 				switch (sMeansOfDeath) | ||||
| 				{ | ||||
| 					case "MOD_PROJECTILE_SPLASH": iDamage = 0; | ||||
| 					break; | ||||
| 					case "MOD_GRENADE_SPLASH": iDamage = 0; | ||||
| 					break; | ||||
| 					case "MOD_EXPLOSIVE": iDamage = 0; | ||||
| 					break; | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| 		 | ||||
| 	self [[level.callbackplayerdamagestub]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset ); | ||||
| } | ||||
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