#include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; #include common_scripts\utility; init() { level thread onPlayerConnect(); level thread onPlayerDisconnect(); } onPlayerConnect() { for(;;) { level waittill( "connected", player ); // look at how spawning works player.connectTime = getTime(); player.targets = []; player thread onWeaponFired(); player thread onDeath(); } } onPlayerDisconnect() { for(;;) { level waittill( "disconnected", player ); player.targets = []; } } onWeaponFired() { level endon( "game_ended" ); self endon( "disconnected" ); for ( ;; ) { self waittill( "weapon_fired" ); // find likely target // find target and tag when they shot me. //self.target } } onDeath() { level endon( "game_ended" ); self endon( "disconnected" ); for ( ;; ) { self waittill( "death" ); // // find target and tag when they shot me. //self.target } } processKill( attacker, defender ) { updateSkill( attacker, defender, "tdm", 1.0 ); }