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Spies can now sneak into enemy base on Canalzone 2
* Functionality was implemented in base_teamplay.lua, but never used for Command Point maps. This should allow playing Canalzone 2 as intended, where you must also keep enemies Spies and Demomen from detpacking your command center.
** This was implemented in the upcoming [SDK 2013 MP port of Fortress Forever](d5f88a7250
), at least a decade after the mod already was out.
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c1619e5b07
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1 changed files with 1624 additions and 1620 deletions
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@ -843,7 +843,7 @@ end
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-- triggers
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-- triggers
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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cp_base_trigger = trigger_ff_script:new({ team = Team.kUnassigned, failtouch_message = "" })
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cp_base_trigger = trigger_ff_script:new({ team = Team.kUnassigned, failtouch_message="#FF_NOTALLOWEDDOOR", allowdisguised = true })
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function cp_base_trigger:allowed( allowed_entity )
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function cp_base_trigger:allowed( allowed_entity )
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@ -852,6 +852,12 @@ function cp_base_trigger:allowed( allowed_entity )
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if player:GetTeamId() == self.team then
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if player:GetTeamId() == self.team then
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return EVENT_ALLOWED
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return EVENT_ALLOWED
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end
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end
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if self.allowdisguised then
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if player:IsDisguised() and player:GetDisguisedTeam() == self.team then
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return EVENT_ALLOWED
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end
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end
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end
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end
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return EVENT_DISALLOWED
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return EVENT_DISALLOWED
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end
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end
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@ -860,12 +866,12 @@ function cp_base_trigger:onfailtouch( touch_entity )
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if IsPlayer( touch_entity ) then
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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local player = CastToPlayer( touch_entity )
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BroadCastMessageToPlayer( player, failtouch_message )
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BroadCastMessageToPlayer( player, self.failtouch_message )
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end
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end
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end
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end
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cp_team1_door_trigger = cp_base_trigger:new({ team = TEAM1 , failtouch_message = "#FF_NOTALLOWEDDOOR" })
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cp_team1_door_trigger = cp_base_trigger:new({ team = TEAM1 })
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cp_team2_door_trigger = cp_base_trigger:new({ team = TEAM2 , failtouch_message = "#FF_NOTALLOWEDDOOR" })
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cp_team2_door_trigger = cp_base_trigger:new({ team = TEAM2 })
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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@ -1616,5 +1622,3 @@ red_teleporter_cp2 = cp_team2_teleporter_cp2
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red_teleporter_cp3 = cp_team2_teleporter_cp3
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red_teleporter_cp3 = cp_team2_teleporter_cp3
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red_teleporter_cp4 = cp_team2_teleporter_cp4
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red_teleporter_cp4 = cp_team2_teleporter_cp4
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red_teleporter_cp5 = cp_team2_teleporter_cp5
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red_teleporter_cp5 = cp_team2_teleporter_cp5
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