Scripts.dll???? [message #109092] |
Fri, 20 August 2004 19:42 |
thinlan
Messages: 25 Registered: July 2003
Karma: 0
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well, here i am again, how can i "detect" when a certain thing is blown up, such as a PT?
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Scripts.dll???? [message #109145] |
Sat, 21 August 2004 08:33 |
thinlan
Messages: 25 Registered: July 2003
Karma: 0
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i really dont care, im asking for help, i know ssaow fixes this bug but i just want to know....
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Scripts.dll???? [message #109155] |
Sat, 21 August 2004 09:42 |
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xptek
Messages: 1410 Registered: August 2004 Location: USSA
Karma: 0
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General (1 Star) |
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void M00_PCT_Pokable_DAK::Damaged(GameObject *obj, GameObject *damager, float damage) {
Commands->Set_Health(obj,Commands->Get_Max_Health(obj));
Commands->Set_Shield_Strength(obj,Commands->Get_Max_Shield_Strength(obj));
}
void M00_PCT_Pokable_DAK::Killed(GameObject *obj, GameObject *shooter) {
//Just in case..
Commands->Create_Object(Commands->Get_Preset_Name(obj),Commands->Get_Position(obj));
}
void M00_PCT_Pokable_DAK::Poked(GameObject *obj, GameObject *poker) {
if (strstr(Commands->Get_Preset_Name(obj),"gdi")) Commands->Display_GDI_Player_Terminal();
else if (strstr(Commands->Get_Preset_Name(obj),"nod")) Commands->Display_NOD_Player_Terminal();
}
cause = time
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