=============
*/
.float last_vehiclecheck;
+.int shotgun_timer_time;
void PlayerPreThink (entity this)
{
} else {
if (this.shotgun_inc_pointblank) {
+
entity attaker = this.shotgun_bullets_received_from;
entity achv = attaker.achievements;
+
achv.inc_achievement(achv, "pointblank");
achv.announce(achv, attaker, "Point Blank!", "pointblank");
}
this.shotgun_timer = 0;
this.shotgun_timer_time = 0;
- this.shotgun_bullets_received = 0;
this.shotgun_inc_pointblank = 0;
}
}
ATTRIB(Player, buff_shield, float, this.buff_shield);
ATTRIB(Player, shotgun_timer, bool, this.shotgun_timer);
- ATTRIB(Player, shotgun_timer_time, int, this.shotgun_timer_time);
- ATTRIB(Player, shotgun_bullets_received, int, this.shotgun_bullets_received);
ATTRIB(Player, shotgun_bullets_received_from, entity, this.shotgun_bullets_received_from);
ATTRIB(Player, shotgun_inc_pointblank, bool, this.shotgun_inc_pointblank);
float distance = vlen(targ.origin-attacker.origin);
- if (targ.shotgun_timer) {
- targ.shotgun_bullets_received += 1;
- } else {
- targ.shotgun_bullets_received_from = attacker_save;
- targ.shotgun_bullets_received = 1;
- targ.shotgun_timer = 1;
- }
+ targ.shotgun_timer = 1;
+ targ.shotgun_bullets_received_from = attacker;
//Add condition to look at, not only for distance
- if (distance < 65 && targ.shotgun_bullets_received) {
+ if (distance < 65) {
targ.shotgun_inc_pointblank = 1;
}
}