NSGameRules:: add NPCDeath callback method.
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2 changed files with 10 additions and 0 deletions
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@ -66,6 +66,8 @@ public:
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virtual void PlayerPain(NSClientPlayer, NSActor, NSDict);
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virtual void PlayerPain(NSClientPlayer, NSActor, NSDict);
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/** Overridable: Called to check if a NSClientPlayer can attack. */
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/** Overridable: Called to check if a NSClientPlayer can attack. */
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virtual bool PlayerCanAttack(NSClientPlayer);
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virtual bool PlayerCanAttack(NSClientPlayer);
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/** Overridable:: Called when an NPC gets killed. */
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virtual void NPCDeath(NSActor, NSActor, NSActor);
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/** Overridable: called when a NSClientPlayer requests a respawn.
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/** Overridable: called when a NSClientPlayer requests a respawn.
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In a multiplayer game, it'll put you back into the game as a player.
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In a multiplayer game, it'll put you back into the game as a player.
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@ -128,6 +128,14 @@ NSGameRules::PlayerKill(NSClientPlayer pl)
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pl.Damage(pl, pl, damageDecl, 1.0, g_vec_null, pl.GetOrigin());
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pl.Damage(pl, pl, damageDecl, 1.0, g_vec_null, pl.GetOrigin());
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remove(damageDecl);
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remove(damageDecl);
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}
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}
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void
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NSGameRules::NPCDeath(NSActor npc, NSActor attacker, NSActor inflictor)
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{
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if (RuleC_CallDamage(m_ruleProgs, npc, attacker, inflictor, "", "CodeCallback_NPCKilled")) {
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return;
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}
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}
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void
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void
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NSGameRules::PlayerDeath(NSClientPlayer pl, NSActor attacker, NSDict damageDecl)
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NSGameRules::PlayerDeath(NSClientPlayer pl, NSActor attacker, NSDict damageDecl)
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{
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{
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