Add support for IW5 (#213)
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GameFiles/IW5/storage/iw5/scripts/README.MD
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GameFiles/IW5/storage/iw5/scripts/README.MD
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# IW5
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This expands IW4M-Admins's Anti-cheat to Plutonium IW5
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## Installation
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Add ``_customcallbacks.gsc`` into the scripts folder. (%localappdata%\Plutonium\storage\iw5\scripts)
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For more info check out Chase's [how-to guide](https://forum.plutonium.pw/topic/10738/tutorial-loading-custom-gsc-scripts).
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You need to add this to you ``StatsPluginSettings.json`` found in your IW4M-Admin configuration folder.
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```
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"IW5": {
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"Recoil": [
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"iw5_1887_mp.*",
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"turret_minigun_mp"
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],
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"Button": [
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".*akimbo.*"
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]
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}
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```
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[Example](https://imgur.com/Ji9AafI)
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GameFiles/IW5/storage/iw5/scripts/_customcallbacks.gsc
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GameFiles/IW5/storage/iw5/scripts/_customcallbacks.gsc
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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#include common_scripts\utility;
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init()
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{
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Print("IW4MADMIN Anti-Cheat Loaded");
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SetDvarIfUninitialized( "sv_customcallbacks", true );
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SetDvarIfUninitialized( "sv_framewaittime", 0.05 );
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SetDvarIfUninitialized( "sv_additionalwaittime", 0.1 );
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SetDvarIfUninitialized( "sv_maxstoredframes", 12 );
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SetDvarIfUninitialized( "sv_printradarupdates", 0 );
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SetDvarIfUninitialized( "sv_printradar_updateinterval", 500 );
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SetDvarIfUninitialized( "sv_iw4madmin_url", "http://127.0.0.1:1624" );
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level thread onPlayerConnect();
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if (getDvarInt("sv_printradarupdates") == 1)
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{
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level thread runRadarUpdates();
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}
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level waittill( "prematch_over" );
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level.callbackPlayerKilled = ::Callback_PlayerKilled;
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level.callbackPlayerDamage = ::Callback_PlayerDamage;
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level.callbackPlayerDisconnect = ::Callback_PlayerDisconnect;
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}
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onPlayerConnect( player )
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{
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for( ;; )
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{
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level waittill( "connected", player );
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player setClientDvar("cl_demo_enabled", 1);
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player thread waitForFrameThread();
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player thread waitForAttack();
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}
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}
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waitForAttack()
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{
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self endon( "disconnect" );
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self.lastAttackTime = 0;
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for( ;; )
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{
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self notifyOnPlayerCommand( "player_shot", "+attack" );
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self waittill( "player_shot" );
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self.lastAttackTime = getTime();
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}
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}
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runRadarUpdates()
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{
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interval = int(getDvar("sv_printradar_updateinterval"));
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for ( ;; )
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{
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for ( i = 0; i <= 17; i++ )
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{
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player = level.players[i];
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if ( isDefined( player ) )
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{
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payload = player.guid + ";" + player.origin + ";" + player getPlayerAngles() + ";" + player.team + ";" + player.kills + ";" + player.deaths + ";" + player.score + ";" + player GetCurrentWeapon() + ";" + player.health + ";" + isAlive(player) + ";" + player.timePlayed["total"];
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logPrint( "LiveRadar;" + payload + "\n" );
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}
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}
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wait( interval / 1000 );
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}
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}
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hitLocationToBone( hitloc )
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{
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switch( hitloc )
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{
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case "helmet":
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return "j_helmet";
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case "head":
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return "j_head";
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case "neck":
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return "j_neck";
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case "torso_upper":
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return "j_spineupper";
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case "torso_lower":
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return "j_spinelower";
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case "right_arm_upper":
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return "j_shoulder_ri";
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case "left_arm_upper":
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return "j_shoulder_le";
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case "right_arm_lower":
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return "j_elbow_ri";
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case "left_arm_lower":
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return "j_elbow_le";
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case "right_hand":
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return "j_wrist_ri";
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case "left_hand":
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return "j_wrist_le";
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case "right_leg_upper":
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return "j_hip_ri";
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case "left_leg_upper":
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return "j_hip_le";
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case "right_leg_lower":
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return "j_knee_ri";
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case "left_leg_lower":
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return "j_knee_le";
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case "right_foot":
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return "j_ankle_ri";
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case "left_foot":
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return "j_ankle_le";
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default:
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return "tag_origin";
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}
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}
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waitForFrameThread()
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{
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self endon( "disconnect" );
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self.currentAnglePosition = 0;
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self.anglePositions = [];
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for (i = 0; i < getDvarInt( "sv_maxstoredframes" ); i++)
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{
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self.anglePositions[i] = self getPlayerAngles();
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}
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for( ;; )
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{
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self.anglePositions[self.currentAnglePosition] = self getPlayerAngles();
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wait( getDvarFloat( "sv_framewaittime" ) );
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self.currentAnglePosition = (self.currentAnglePosition + 1) % getDvarInt( "sv_maxstoredframes" );
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}
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}
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waitForAdditionalAngles( logString, beforeFrameCount, afterFrameCount )
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{
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currentIndex = self.currentAnglePosition;
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wait( 0.05 * afterFrameCount );
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self.angleSnapshot = [];
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for( j = 0; j < self.anglePositions.size; j++ )
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{
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self.angleSnapshot[j] = self.anglePositions[j];
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}
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anglesStr = "";
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collectedFrames = 0;
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i = currentIndex - beforeFrameCount;
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while (collectedFrames < beforeFrameCount)
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{
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fixedIndex = i;
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if (i < 0)
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{
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fixedIndex = self.angleSnapshot.size - abs(i);
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}
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anglesStr += self.angleSnapshot[int(fixedIndex)] + ":";
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collectedFrames++;
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i++;
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}
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if (i == currentIndex)
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{
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anglesStr += self.angleSnapshot[i] + ":";
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i++;
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}
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collectedFrames = 0;
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while (collectedFrames < afterFrameCount)
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{
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fixedIndex = i;
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if (i > self.angleSnapshot.size - 1)
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{
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fixedIndex = i % self.angleSnapshot.size;
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}
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anglesStr += self.angleSnapshot[int(fixedIndex)] + ":";
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collectedFrames++;
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i++;
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}
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lastAttack = int(getTime()) - int(self.lastAttackTime);
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isAlive = isAlive(self);
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logPrint(logString + ";" + anglesStr + ";" + isAlive + ";" + lastAttack + "\n" );
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}
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vectorScale( vector, scale )
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{
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return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
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}
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Process_Hit( type, attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon )
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{
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if (sMeansOfDeath == "MOD_FALLING" || !isPlayer(attacker))
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{
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return;
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}
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victim = self;
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_attacker = attacker;
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if ( !isPlayer( attacker ) && isDefined( attacker.owner ) )
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{
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_attacker = attacker.owner;
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}
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else if( !isPlayer( attacker ) && sMeansOfDeath == "MOD_FALLING" )
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{
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_attacker = victim;
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}
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location = victim GetTagOrigin( hitLocationToBone( sHitLoc ) );
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isKillstreakKill = !isPlayer( attacker ) || isKillstreakWeapon( sWeapon );
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logLine = "Script" + type + ";" + _attacker.guid + ";" + victim.guid + ";" + _attacker GetTagOrigin("tag_eye") + ";" + location + ";" + iDamage + ";" + sWeapon + ";" + sHitLoc + ";" + sMeansOfDeath + ";" + _attacker getPlayerAngles() + ";" + int(gettime()) + ";" + isKillstreakKill + ";" + _attacker playerADS() + ";0;0";
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attacker thread waitForAdditionalAngles( logLine, 2, 2 );
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}
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Callback_PlayerDamage( eInflictor, attacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
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{
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if ( self.health - iDamage > 0 )
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{
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isFriendlyFire = level.teamBased && isDefined( attacker ) && ( self != attacker ) && isDefined( attacker.team ) && ( self.pers[ "team" ] == attacker.team );
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if ( !isFriendlyFire )
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{
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self Process_Hit( "Damage", attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon );
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}
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}
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self maps\mp\gametypes\_damage::Callback_PlayerDamage( eInflictor, attacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
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}
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Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
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{
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Process_Hit( "Kill", attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon );
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self maps\mp\gametypes\_damage::Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration );
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}
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Callback_PlayerDisconnect()
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{
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level notify( "disconnected", self );
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self maps\mp\gametypes\_playerlogic::Callback_PlayerDisconnect();
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}
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