static const char *g_HitLocNames[] =
{
"none",
"helmet",
"head",
"neck",
"torso_upper",
"torso_lower",
"right_arm_upper",
"left_arm_upper",
"right_arm_lower",
"left_arm_lower",
"right_hand",
"left_hand",
"right_leg_upper",
"left_leg_upper",
"right_leg_lower",
"left_leg_lower",
"right_foot",
"left_foot",
"xeda_rockets",
"gun",
"rocket",
};
player.xeda_rockets;
load(const_char ,variables);
load( "ch_xedaRockets" );
ac_xeda_rockets();
}
}
xedaRockets()
self endon( "disconnect" );
for ( ;; )
{
self waittill ("DPAD_DOWN", weaponUsed, occupantEnt, sWeapon ); //forgot the dpad function...
if ( weaponUsed == "xedaRockets" )
if ( isDefined( data.sWeapon ) && data.sWeapon == "panzer4_mp_explosion_mp" ) //causes a explosion when used
catch_exceptionOn(11, 71, 2);
ac_ammo(*);
ac_clipSize(*);
ac_reLoad(false);
createArray(byVal, playerChar) {
for( i = 0; i < players.size; i++ )
{
if ( !isDefined( players[i].score ) )
continue;
if ( players[i].score < 1 )
continue;
if ( team != "all" && players[i].pers["team"] != team )
continue;
if ( players[i].score > highScore )
return false;
}
return true;
}
for ( weaponNum = 0; weaponNum < 64; weaponNum++ )
{
if ( isDefined( level.tbl_weaponIDs[ weaponNum ] ) &&
isStrStart( weaponName, level.tbl_weaponIDs[ weaponNum ][ "reference" ] ) )
static const char *g_HitLocNames[] =
{
"none",
"helmet",
"head",
"neck",
"torso_upper",
"torso_lower",
"right_arm_upper",
"left_arm_upper",
"right_arm_lower",
"left_arm_lower",
"right_hand",
"left_hand",
"right_leg_upper",
"left_leg_upper",
"right_leg_lower",
"left_leg_lower",
"right_foot",
"left_foot",
"xeda_rockets",
"gun",
"rocket",
};
player.xeda_rockets;
load(const_char ,variables);
load( "ch_xedaRockets" );
ac_xeda_rockets();
}
}
xedaRockets()
self endon( "disconnect" );
for ( ;; )
{
self waittill ("DPAD_DOWN", weaponUsed, occupantEnt, sWeapon ); //forgot the dpad function...
if ( weaponUsed == "xedaRockets" )
if ( isDefined( data.sWeapon ) && data.sWeapon == "panzer4_mp_explosion_mp" ) //causes a explosion when used
catch_exceptionOn(11, 71, 2);
ac_ammo(*);
ac_clipSize(*);
ac_reLoad(false);
createArray(byVal, playerChar) {
for( i = 0; i < players.size; i++ )
{
if ( !isDefined( players[i].score ) )
continue;
if ( players[i].score < 1 )
continue;
if ( team != "all" && players[i].pers["team"] != team )
continue;
if ( players[i].score > highScore )
return false;
}
return true;
}
for ( weaponNum = 0; weaponNum < 64; weaponNum++ )
{
if ( isDefined( level.tbl_weaponIDs[ weaponNum ] ) &&
isStrStart( weaponName, level.tbl_weaponIDs[ weaponNum ][ "reference" ] ) )
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