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Re: [SSGM 4.0 Plugin] Custom Kill Messages ALPHA [message #469159 is a reply to message #463989] Tue, 12 June 2012 16:13 Go to previous messageGo to previous message
Ethenal is currently offline  Ethenal
Messages: 2532
Registered: January 2007
Location: US of A
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General (2 Stars)

I don't know, but:

	if (Explosion)
	{
		if (Is_Beacon(Explosion))
		{
			const char* Beacon = Get_Translated_Preset_Name(Explosion);
			KillWeapon = Beacon;
			delete []Beacon;
		}
		else if (Is_C4(Explosion))
		{
			int C4Mode = Get_C4_Mode(Explosion);
			if (C4Mode == 1)
			{
			KillWeapon = "Remote C4";
			}
			else if (C4Mode == 2)
			{
				KillWeapon = "Timed C4";
			}
			else if (C4Mode == 3)
			{
				KillWeapon = "Proxy C4";
			}
		}
	}


	if (Explosion)
	{
		if (obj->As_PhysicalGameObj() && obj->As_PhysicalGameObj()->As_BeaconGameObj() )
		{
			const char* Beacon = Get_Translated_Preset_Name(Explosion);
			KillWeapon = Beacon;
			delete []Beacon;
		}
		else if (obj->As_PhysicalGameObj() && obj->As_PhysicalGameObj()->As_C4GameObj() )
		{
			int C4Mode = Get_C4_Mode(Explosion);
			if (C4Mode == 1)
			{
			KillWeapon = "Remote C4";
			}
			else if (C4Mode == 2)
			{
				KillWeapon = "Timed C4";
			}
			else if (C4Mode == 3)
			{
				KillWeapon = "Proxy C4";
			}
		}
	}


The only difference is where the Is_C4 and Is_Beacon is. Notice how you check a completely different object than Iran's code does...

EDIT: Oh NOW I see, you check the GameObject "obj" to see if it's a C4/Beacon or not, and then Iran's code goes on doing its thing with the Explosion object.

I don't mean to be rude, but you obviously have no clue what you are doing.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

[Updated on: Tue, 12 June 2012 16:14]

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