add teamplay 3
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					@ -6,6 +6,7 @@ void() player_pain;
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void() player_stand1;
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					void() player_stand1;
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void(vector org) spawn_tfog;
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					void(vector org) spawn_tfog;
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void(vector org, entity death_owner) spawn_tdeath;
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					void(vector org, entity death_owner) spawn_tdeath;
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					float(entity targ, entity attacker) SameTeam;
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float modelindex_eyes, modelindex_player;
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					float modelindex_eyes, modelindex_player;
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					@ -1132,7 +1133,7 @@ void(entity targ, entity attacker) ClientObituary = {
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					bprint(" becomes bored with life\n");
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										bprint(" becomes bored with life\n");
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				}
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									}
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				return;
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									return;
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			} else if((teamplay == 2) && (targ.team > 0) && (targ.team == attacker.team)) {
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								} else if(teamplay == 2 && SameTeam(targ, attacker)) {
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				if(rnum < 0.25) {
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									if(rnum < 0.25) {
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					deathstring = " mows down a teammate\n";
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										deathstring = " mows down a teammate\n";
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				} else if(rnum < 0.50) {
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									} else if(rnum < 0.50) {
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					@ -7,6 +7,14 @@ void() monster_death_use;
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//============================================================================
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					//============================================================================
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					float(entity targ, entity attacker) SameTeam = {
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						return targ.team > 0 && targ.team == attacker.team;
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					};
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					float(entity targ, entity attacker) BothPlayers = {
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						return targ.classname == "player" && attacker.classname == "player";
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					};
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/*
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					/*
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============
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					============
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CanDamage
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					CanDamage
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					@ -109,6 +117,15 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage = {
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	local float save;
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						local float save;
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	local float take;
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						local float take;
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						// team play damage avoidance
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						if(teamplay == 1 && SameTeam(targ, attacker)) {
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							return;
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						}
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						if(teamplay == 3 && BothPlayers(targ, attacker)) {
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							return;
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						}
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	if(!targ.takedamage) {
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						if(!targ.takedamage) {
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		return;
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							return;
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	}
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						}
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					@ -161,11 +178,6 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage = {
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		return;
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							return;
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	}
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						}
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	// team play damage avoidance
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	if((teamplay == 1) && (targ.team > 0) && (targ.team == attacker.team)) {
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		return;
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	}
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	// do the damage
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						// do the damage
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	targ.health = targ.health - take;
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						targ.health = targ.health - take;
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			||||||
							
								
								
									
										8
									
								
								todo
									
									
									
									
									
								
							
							
						
						
									
										8
									
								
								todo
									
									
									
									
									
								
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					@ -1,10 +1,8 @@
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core features:
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					core features:
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corpse pickups have keys
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custom pronouns
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					custom pronouns
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distributed ammo
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					distributed ammo
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lives counting
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					lives counting
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no friendly fire by default
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useful features:
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					useful features:
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					@ -16,6 +14,12 @@ extraneous features:
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emotes
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					emotes
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player sound effect option
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					player sound effect option
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					players shoot through eachother
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selectable player models and skins
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					selectable player models and skins
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sound clips
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					sound clips
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third person player weapon models
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					third person player weapon models
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					done:
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					corpse pickups have keys
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					no friendly fire
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