67 lines
No EOL
1.5 KiB
Text
67 lines
No EOL
1.5 KiB
Text
onFirstPlayerConnect()
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{
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level waittill( "connecting_first_player", player );
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// put any calls here that you want to happen when the FIRST player connects to the game
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println( "First player connected to game." );
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}
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onPlayerConnect()
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{
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for(;;)
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{
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level waittill( "connecting", player );
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player thread onPlayerDisconnect();
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player thread onPlayerSpawned();
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player thread onPlayerKilled();
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// put any calls here that you want to happen when the player connects to the game
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println( "Player connected to game." );
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player SetWeaponAmmoStock( "colt", 80 );
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player setthreatbiasgroup( "players" );
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// TODO
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//pel2_util::players_speed_set( level.current_player_speed );
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//player allowsprint( false );
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}
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}
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onPlayerDisconnect()
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{
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self waittill( "disconnect" );
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// put any calls here that you want to happen when the player disconnects from the game
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// this is a good place to do any clean up you need to do
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println( "Player disconnected from the game." );
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}
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onPlayerSpawned()
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{
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self endon( "disconnect" );
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for(;;)
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{
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self waittill( "spawned_player" );
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// put any calls here that you want to happen when the player spawns
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// this will happen every time the player spawns
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println("Player spawned in to game at " + self.origin);
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}
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}
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onPlayerKilled()
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{
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self endon("disconnect");
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for(;;)
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{
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self waittill( "killed_player" );
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// put any calls here that you want to happen when the player gets killed
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println( "Player killed at " + self.origin );
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}
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} |