
monitorKilledPlayers()
{
self endon( "disconnect" );
for ( ;; ) {
self waittill( "killed_player" );
for ( i = 0; i < level.players.size; i++ ) {
if ( isAlive( level.players[i] ) ) continue;
if ( level.players[i].lastAttacker == self ) break;
}
self.lastKilledPlayer = level.players[i];
}
}
NotifyKill() {
self endon ( "disconnect" );
self.victims = 0;
self.prevkills = self.pers["kills"];
for(;
{ if ( self.prevkills < self.pers["kills"] ) { self.prevkills = self.pers["kills"]; self.victims++; } wait 0.1; }
}
NotifyKill() {
self endon ( "disconnect" );
self.victims = 0;
self.prevkills = self.pers["kills"];
for(;
{ if ( self.prevkills < self.pers["kills"] ) { self.prevkills = self.pers["kills"]; self.victims++; } wait 0.1; }
}
MonitorKills()
{
prevkills = self.kills;
lastammo = self.kills;
streak = 0;
while(IsAlive( self ))
{
if(self.kills != prevkills)
{
streak++;
if(self.kills >= lastammo+3)
{
weapon = level.promodweapons[0];
self SetWeaponAmmoStock( weapon, (self GetWeaponAmmoStock(weapon) +
);
lastammo = self.kills;
self thread hintMe("Killstreak Reward: Ammo");
wait 3;
}
if(streak >= 4)
{
switch (streak)
{
case 4:
self thread hintMe("4 Streak: Grenades Refilled !");
for(a = 2;a<5;a++)
{
self GiveWeapon(level.promodweapons[a]);
self GiveMaxAmmo(level.promodweapons[a]);
}
break;
case 8:
self thread hintMe("8 Streak: Sniper Refilled!");
self GiveMaxAmmo(level.promodweapons[0]);
break;
case 12:
self thread hintMe("12 Streak!");
break;
case 20:
self thread hintMe("20 KILL STREAK ! NUKE INCOMING !");
default :
break;
}
}
prevkills = self.kills;
self iPrintln("killed a player ?");
}
wait .05;
}
}
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