level thread maps\mp\gametypes\dom::TestPatch();
TestPatch()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected",player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;
{
self waittill("spawned_player");
self iPrintlnBold("Test");
}
}
level thread maps\mp\gametypes\dom::TestPatch();
TestPatch()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected",player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;
{
self waittill("spawned_player");
self iPrintlnBold("Test");
}
}
This is in _clientids.gsc
self thread maps\mp\_decoy::testiPrintln();
and this in _decoy.gsc
testiPrintln()
{
self iprintln("WAZZUP");
}
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