1 .float option, opton5;
\r
3 void () MagnetMineTouch;
\r
5 void () RemoveMagnetMine;
\r
10 void () Tesla_Touch;
\r
15 void () TeamFortress_FinishedBuilding;
\r
16 void () lvl1_sentry_stand;
\r
17 void (float tno, entity ignore, string st) teamsprint;
\r
20 .float current_weapon;
\r
23 .void(entity attacker, float damage) th_pain;
\r
26 void (entity bld) CheckBelowBuilding;
\r
27 void (entity gunhead) CheckSentry;
\r
28 void () Sentry_Rotate;
\r
29 float () Sentry_FindTarget;
\r
30 void () Sentry_FoundTarget;
\r
31 void () Sentry_HuntTarget;
\r
32 void () Sentry_Pain;
\r
35 void EngineerSpecial()
\r
37 // sprint(self, "Not done yet\n");
\r
38 // this is gonna contain build menu eventually
\r
41 /*==========================
\r
42 TF Engineer Build Function
\r
43 =========================*/
\r
44 void(entity gunhead) CheckSentry =
\r
47 local entity gunbase;
\r
48 gunbase = gunhead.trigger_field;
\r
49 dist = gunbase.origin - gunhead.origin;
\r
50 if (vlen(dist) > 15)
\r
52 bprint(self.real_owner.netname);
\r
53 bprint("'s sentry gun malfunctioned\n");
\r
58 void () TeamFortress_EngineerBuild =
\r
62 if ((self.is_building == 0))
\r
64 // if ((((self.ammo_cells < 100) && (self.has_dispenser == 0)) && (self.has_sentry == 0)))
\r
66 // CenterPrint (self, "You don't have enough metal to \nbuild anything.\n\n");
\r
69 self.current_menu = 15;
\r
70 self.menu_count = 25;
\r
74 if ((self.is_building == 1))
\r
76 sprint (self, "You stop building.\n");
\r
78 if (self.weaponentity.pos1 != '0 0 0')
\r
80 // self.reload_time = time;
\r
81 self.weaponentity.pos1 = '0 0 0';
\r
82 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
86 self.tfstate = (self.tfstate - (self.tfstate & 65536));
\r
87 TeamFortress_SetSpeed (self);
\r
88 te = find (world, netname, "build_timer");
\r
91 if ((te.owner == self))
\r
98 te = find (te, netname, "build_timer");
\r
101 self.is_building = 0;
\r
102 // self.current_weapon = self.weapon; // add function to make weapon disappear?
\r
103 W_SetCurrentAmmo ();
\r
108 float(entity obj, entity builder) CheckArea =
\r
113 pos = pointcontents(obj.origin);
\r
114 if (pos == -2 || pos == -6)
\r
118 src_x = obj.origin_x + obj.maxs_x + 16;
\r
119 src_y = obj.origin_y + obj.maxs_y + 16;
\r
120 src_z = obj.origin_z + obj.maxs_z + 16;
\r
121 pos = pointcontents(src);
\r
122 if (pos == -2 || pos == -6)
\r
126 end_x = obj.origin_x + obj.mins_x - 16;
\r
127 end_y = obj.origin_y + obj.mins_y - 16;
\r
128 end_z = obj.origin_z + obj.mins_z - 16;
\r
129 traceline(src, end, 1, obj);
\r
130 if (trace_fraction != 1)
\r
134 pos = pointcontents(end);
\r
135 if (pos == -2 || pos == -6)
\r
139 src_x = obj.origin_x + obj.mins_x - 16;
\r
140 src_y = obj.origin_y + obj.maxs_y + 16;
\r
141 src_z = obj.origin_z + obj.maxs_z + 16;
\r
142 pos = pointcontents(src);
\r
143 if (pos == -2 || pos == -6)
\r
147 end_x = obj.origin_x + obj.maxs_x + 16;
\r
148 end_y = obj.origin_y + obj.mins_y - 16;
\r
149 end_z = obj.origin_z + obj.mins_z - 16;
\r
150 traceline(src, end, 1, obj);
\r
151 if (trace_fraction != 1)
\r
155 pos = pointcontents(end);
\r
156 if (pos == -2 || pos == -6)
\r
160 traceline(builder.origin, obj.origin, 1, builder);
\r
161 if (trace_fraction != 1)
\r
168 void(float objtobuild) TeamFortress_Build =
\r
170 if (self.is_building == 1) { // double-checks incase someone uses code with TeamFortress_EngineerBuild(number)
\r
171 TeamFortress_EngineerBuild();
\r
174 if ((self.reload_time + .25) > time) {
\r
175 sprint(self, "You cant build while reloading.\n");
\r
184 makevectors(self.v_angle);
\r
186 v_forward = normalize(v_forward) * 64;
\r
187 newmis.origin = self.origin + v_forward;
\r
188 if (objtobuild == 1)
\r
190 if (self.has_dispenser)
\r
192 sprint(self, "You can only have one dispenser.\nTry dismantling your old one.\n");
\r
195 tmp1 = '-16 -16 0';
\r
197 newmis.mdl = "progs/dispencr.mdl";
\r
198 newmis.netname = "dispenser";
\r
203 if (objtobuild == 2)
\r
205 if (self.has_sentry)
\r
207 sprint(self, "You can only have one sentry gun.\nTry dismantling your old one.\n");
\r
210 tmp1 = '-16 -16 0';
\r
212 // newmis.mdl = "progs/turrbase.mdl";
\r
213 newmis.mdl = "models/sentry/turr1_base.md3";
\r
214 // newmis.scale = .75;
\r
215 newmis.netname = "sentrygun";
\r
216 // btime = time + 5;
\r
219 if ((objtobuild == 3))
\r
221 if (self.has_tesla)
\r
223 sprint (self, "You can only have one tesla gun\n");
\r
226 tmp1 = '-16 -16 0';
\r
228 newmis.mdl = "models/engineer/tesla/tesla.md3";
\r
229 newmis.scale = .70; //temp -- morphed's models too freaking huge :x
\r
231 newmis.netname = "tesla";
\r
232 btime = (time + 6);
\r
235 if (objtobuild == 5)
\r
237 if (self.has_teleporter >= 2)
\r
239 sprint(self, "You can only have 2 teleporters.\nTry dismantling an old one.\n");
\r
243 tmp1 = '-16 -16 0';
\r
245 newmis.mdl = "progs/telepad.mdl";
\r
246 newmis.netname = "teleporter";
\r
252 if (CheckArea(newmis, self) == 0)
\r
254 sprint(self, "Not enough room to build here\n");
\r
258 self.is_building = 1;
\r
259 self.immune_to_check = time + 10;
\r
260 // self.maxspeed = 0; // make sure player cant move
\r
261 self.tfstate = self.tfstate | 65536;
\r
262 /* self.weapon = self.current_weapon; // get rid of player's weapon model
\r
263 self.current_weapon = 0;
\r
264 self.weaponmodel = "";
\r
265 self.weaponframe = 0;*/
\r
266 // TeamFortress_SetSpeed(self); // hmm? player cant move?
\r
267 newmis.owner = self;
\r
268 newmis.classname = "timer";
\r
269 newmis.netname = "build_timer";
\r
270 newmis.nextthink = btime;
\r
271 newmis.think = TeamFortress_FinishedBuilding;
\r
272 newmis.colormap = self.colormap;
\r
273 newmis.weapon = objtobuild;
\r
274 newmis.angles_y = anglemod(self.angles_y + 180);
\r
275 newmis.velocity = '0 0 8';
\r
276 newmis.movetype = 6;
\r
278 setmodel(newmis, newmis.mdl);
\r
279 setsize(newmis, tmp1, tmp2);
\r
280 setorigin(newmis, newmis.origin);
\r
281 newmis.flags = newmis.flags - (newmis.flags & 512);
\r
283 self.velocity = '0 0 0'; // stop player movement
\r
284 DoReload (5, (btime - time)); // Engineer build function shared with reload one
\r
285 // 5 is for building, btime minus time is for build time
\r
288 void(entity bld) CheckBelowBuilding =
\r
290 local vector below;
\r
291 below = bld.origin;
\r
292 if (bld.classname == "detpack")
\r
294 below_z = below_z - 8;
\r
298 below_z = below_z - 24;
\r
300 traceline(bld.origin, below, 1, bld);
\r
301 if (trace_fraction == 1)
\r
304 bld.flags = bld.flags - (bld.flags & 512);
\r
308 void () Tesla_Animate;
\r
309 void() TeamFortress_FinishedBuilding =
\r
311 local entity oldself;
\r
312 local vector source;
\r
314 if (self.owner.is_building != 1)
\r
320 oldself.owner = world;
\r
321 oldself.real_owner = self;
\r
322 self.is_building = 0;
\r
323 self.tfstate = self.tfstate - (self.tfstate & 65536);
\r
324 self.current_weapon = self.weapon;
\r
325 self.StatusRefreshTime = time + 0.1;
\r
326 TeamFortress_SetSpeed(self);
\r
327 /* if (oldself.weapon == 1)
\r
329 self.has_dispenser = 1;
\r
330 sprint(self, "You finish building the dispenser.\n");
\r
331 teamsprint(self.team_no, self, self.netname);
\r
332 teamsprint(self.team_no, self, " has built a Dispenser.\n");
\r
333 self.ammo_cells = self.ammo_cells - 100;
\r
334 oldself.classname = "building_dispenser";
\r
335 oldself.netname = "dispenser";
\r
336 oldself.blocked = T_Dispenser;
\r
337 oldself.touch = T_Dispenser;
\r
338 oldself.max_health = 150;
\r
339 oldself.health = 150;
\r
340 oldself.think = DispenserThink;
\r
341 oldself.nextthink = time + 5;
\r
342 oldself.th_die = Dispenser_Die;
\r
343 oldself.mdl = "progs/dispencr.mdl";
\r
344 oldself.team_no = self.team_no;
\r
345 oldself.real_owner = self;
\r
346 oldself.colormap = self.colormap;
\r
347 oldself.takedamage = 2;
\r
348 oldself.owner = world;
\r
349 oldself.movetype = 6;
\r
350 oldself.velocity = '0 0 8';
\r
351 oldself.flags = oldself.flags - (oldself.flags & 512);
\r
352 oldself.ammo_shells = ceil(self.ammo_shells * 0.25);
\r
353 oldself.ammo_nails = ceil(self.ammo_nails * 0.25);
\r
354 oldself.ammo_rockets = ceil(self.ammo_rockets * 0.25);
\r
355 oldself.ammo_cells = ceil(self.ammo_cells * 0.25);
\r
356 oldself.armorvalue = ceil(self.armorvalue * 0.25);
\r
357 self.ammo_shells = ceil(self.ammo_shells * 0.75);
\r
358 self.ammo_nails = ceil(self.ammo_nails * 0.75);
\r
359 self.ammo_rockets = ceil(self.ammo_rockets * 0.75);
\r
360 self.ammo_cells = ceil(self.ammo_cells * 0.75);
\r
361 self.armorvalue = ceil(self.armorvalue * 0.75);
\r
363 setmodel(oldself, oldself.mdl);
\r
364 //setsize(oldself, '-8 -8 0', '8 8 24');gold. commented out.. plexi's idea :j
\r
365 setorigin(oldself, oldself.origin);
\r
369 if (oldself.weapon == 2)
\r
371 local entity barrel;
\r
373 // barrel.mdl = "models/sentry/turr1_base.md3";
\r
374 // barrel.mdl = "models/sentry/turr1_barrel.md3";
\r
375 // barrel.scale = .75;
\r
376 //barrel.solid = 2;
\r
378 // barrel.angles_x = barrel.angles_x - 70;
\r
380 // barrel.angles_z = barrel.angles_z - 90;
\r
381 /* barrel.angles_x = 0;
\r
382 barrel.angles_y = oldself.angles_y;
\r
383 barrel.angles_z = 0;*/
\r
384 // barrel.movetype = 4;
\r
385 // barrel.movetype = MOVETYPE_FOLL`OW;
\r
386 barrel.yaw_speed = 10;
\r
387 // barrel.angles_z = barrel.angles_z - 45;
\r
388 setmodel(barrel, "models/sentry/turr1_barrel.md3");
\r
389 // setsize(barrel, '-16 -16 0', '16 16 48'); // temp //'d
\r
390 // setorigin(barrel, oldself.origin + '0 0 8');
\r
391 setorigin(barrel, '0 0 0');
\r
394 self.has_sentry = 1;
\r
395 sprint(self, "You finish building the sentry gun.\n");
\r
396 teamsprint(self.team_no, self, self.netname);
\r
397 teamsprint(self.team_no, self, " has built a Sentry Gun.\n");
\r
398 oldself.classname = "building_sentrygun_base";
\r
399 oldself.netname = "sentry gun";
\r
400 oldself.takedamage = 0;
\r
401 oldself.th_die = Sentry_Die;
\r
402 self.ammo_cells = self.ammo_cells - 130;
\r
403 setsize(oldself, '-16 -16 0', '16 16 4');
\r
405 newmis.classname = "building_sentrygun";
\r
406 newmis.health = 150;
\r
407 newmis.max_health = newmis.health;
\r
409 newmis.th_die = Sentry_Die;
\r
410 newmis.th_pain = Sentry_Pain;
\r
411 // newmis.mdl = "progs/turrgun.mdl";
\r
412 newmis.mdl = "models/sentry/turr1_body.md3";
\r
413 // newmis.scale = .75;
\r
414 sound(oldself, 3, "weapons/tnkatck4.wav", 1, 1);
\r
416 setmodel(newmis, newmis.mdl);
\r
417 setsize(newmis, '-16 -16 0', '16 16 48');
\r
418 setorigin(newmis, oldself.origin + '0 0 8');
\r
419 newmis.real_owner = oldself.real_owner;
\r
420 newmis.trigger_field = oldself;
\r
421 oldself.oldenemy = newmis;
\r
422 newmis.movetype = 4;
\r
423 oldself.colormap = self.colormap;
\r
424 newmis.colormap = self.colormap;
\r
425 newmis.takedamage = 2;
\r
426 newmis.velocity = '0 0 -8';
\r
427 newmis.flags = newmis.flags - (newmis.flags & 512);
\r
428 oldself.flags = oldself.flags - (oldself.flags & 512);
\r
429 newmis.team_no = self.team_no;
\r
430 newmis.think = lvl1_sentry_stand;
\r
431 newmis.nextthink = time + 0.5;
\r
432 newmis.yaw_speed = 10;
\r
434 newmis.angles_x = 0;
\r
435 // newmis.angles_y = oldself.angles_y;
\r
436 newmis.angles_y = oldself.angles_y;
\r
437 newmis.angles_z = 0;
\r
438 newmis.waitmin = anglemod(newmis.angles_y - 50);
\r
439 newmis.waitmax = anglemod(newmis.angles_y + 50);
\r
440 if (newmis.waitmin > newmis.waitmax)
\r
442 newmis.waitmin = newmis.waitmax;
\r
443 newmis.waitmax = anglemod(newmis.angles_y - 50);
\r
445 newmis.ammo_shells = 25;
\r
446 newmis.maxammo_shells = 100;
\r
447 newmis.maxammo_rockets = 20;
\r
449 newmis.barrel_ent = barrel;
\r
451 // setattachment(newmis, oldself, "tag_base_body");
\r
452 setattachment(barrel, newmis, "tag_body_barrel");
\r
459 if ((oldself.weapon == 3))
\r
461 self.has_tesla = 1;
\r
462 sprint (self, "You finish building the tesla coil.\n");
\r
463 oldself.real_owner = self;
\r
464 teamsprint (self.team_no, self, self.netname);
\r
465 teamsprint (self.team_no, self, " has built a tesla.\n");
\r
466 sound (oldself, 3, "weapons/guerilla_set.wav", 1, 1);
\r
467 oldself.classname = "building_tesla";
\r
468 oldself.netname = "tesla";
\r
469 oldself.takedamage = 2;
\r
471 oldself.th_die = Tesla_Die;
\r
472 oldself.th_pain = Tesla_Pain;
\r
473 self.ammo_cells = (self.ammo_cells - 150);
\r
474 oldself.health = 200;
\r
475 oldself.movetype = 6;
\r
476 oldself.colormap = self.colormap;
\r
477 oldself.velocity = '0 0 -8';
\r
478 oldself.avelocity = '0 0 0';
\r
479 oldself.flags = (oldself.flags - (oldself.flags & 512));
\r
480 oldself.team_no = self.team_no;
\r
481 oldself.think = Tesla_Idle;
\r
482 oldself.nextthink = (time + 2);
\r
483 oldself.touch = Tesla_Touch;
\r
484 oldself.enemy = world;
\r
485 oldself.maxammo_shells = 0;
\r
486 oldself.maxammo_nails = 0;
\r
487 oldself.maxammo_rockets = 0;
\r
488 oldself.max_health = 100;
\r
489 oldself.ammo_cells = 50;
\r
490 oldself.tf_items = 0;
\r
491 /*if (!(self.weapons_carried & 8))
\r
493 oldself.ammo_shells = 2;
\r
494 oldself.ammo_nails = 2;
\r
495 oldself.ammo_rockets = 1;
\r
496 oldself.currentammo = 5;
\r
497 oldself.max_health = 200;
\r
498 oldself.ammo_cells = 120;
\r
500 oldself.currentammo = 0; // 6 Upgrades. (6 minus this number is pgrade count)
\r
501 oldself.health = oldself.max_health;
\r
502 oldself.waitmin = ((oldself.ammo_shells + 2) * (oldself.ammo_nails + 2));
\r
503 oldself.waitmax = 0;
\r
505 // The tesla animater -- till I learn to be a better coder ;)
\r
506 local entity tesanim;
\r
508 tesanim.owner = oldself;
\r
509 tesanim.think = Tesla_Animate;
\r
510 tesanim.nextthink = oldself.nextthink;
\r
512 // TELEPAD 2 BEGIN*/
\r
513 /*if (oldself.weapon == 5)
\r
515 self.has_teleporter = (self.has_teleporter + 1);
\r
516 sprint (self, "You finish building the Teleporter Pad.\n");
\r
518 // teamprefixsprint(self.team_no,self); //- OfN
\r
520 teamsprint(self.team_no, self, self.netname);
\r
521 teamsprint(self.team_no, self, " has built a Teleporter Pad.\n");
\r
522 sound (oldself, 3, "weapons/guerset.wav", 1, 1);
\r
524 self.ammo_cells = self.ammo_cells - 90;
\r
526 // Create the teleporter
\r
527 oldself.classname = "building_teleporter";
\r
528 oldself.netname = "teleporter";
\r
529 // oldself.blocked = Teleporter_touch; // Actual touch function
\r
530 oldself.touch = Teleporter_touch;
\r
531 oldself.max_health = 300;
\r
532 oldself.health = 300;
\r
533 oldself.th_die = Teleporter_Die; // Death function
\r
534 oldself.mdl = "progs/telepad.mdl"; // Actual mdl
\r
535 oldself.team_no = self.team_no;
\r
536 oldself.maxammo_cells = 200; //CH Max of 20 teleports
\r
537 oldself.ammo_cells = 100; //CH start not at full
\r
539 oldself.real_owner = self; // The Engineer owns this item
\r
540 oldself.colormap = self.colormap; // Set the Color
\r
541 oldself.takedamage = 2;
\r
542 oldself.owner = world;
\r
543 oldself.movetype = 6;
\r
544 oldself.velocity = '0 0 8';
\r
545 oldself.flags = oldself.flags - (oldself.flags & 512);
\r
548 setmodel(oldself, oldself.mdl);
\r
549 setsize (oldself, '-16 -16 0', '16 16 4');
\r
550 setorigin(oldself, oldself.origin + '0 0 8'); //CH does jump
\r
552 oldself.heat = 4; //dont come on for 4 seconds
\r
553 oldself.think = Teleporter_heat_think;
\r
554 oldself.nextthink = time + 1;
\r
555 oldself.spawnflags = 4; //CH cause extensive checks for height
\r
557 oldself.is_malfunctioning = 0;
\r
558 oldself.all_active=0; // OfN - reset HACKER improvements
\r
563 W_SetCurrentAmmo();
\r
570 void () Drop_Magnetic_Mine =
\r
572 if (self.has_mine == 1)
\r
574 sprint (self, "Hey, one mine at a time!\n");
\r
581 item.team_no = self.team_no;
\r
583 item.classname = "drop1";
\r
584 item.origin = (self.origin - '0 0 -10');
\r
586 // item.angles_x = 360;
\r
588 item.angles_y = 45;
\r
591 item.solid = SOLID_TRIGGER;
\r
594 item.velocity = '0 0 1';
\r
595 setsize (item, '-1 -1 0', '1 1 6');
\r
597 item.nextthink = (time + 180);
\r
599 item.touch = MagnetMineTouch;
\r
600 setmodel (item, "models/magmine/magnetmine.md3");
\r
603 item.think = RemoveMagnetMine;
\r
605 item.pausetime = time + 2;
\r
607 sprint(self, "You set a Mag Mine!\n");
\r
610 void EngineerGrenade(float req)
\r
612 if(req == WR_GRENADE1)
\r
614 if(W_ThrowGrenade(W_ArmorGrenade))
\r
615 self.grenade_time = time + cvar("g_balance_grenade_armor_refire");
\r
617 else if(req == WR_GRENADE2)
\r
619 Drop_Magnetic_Mine();
\r
620 self.grenade_time = time + 2;
\r
624 void EngineerPreThink()
\r
628 void EngineerPostThink()
\r
632 void BecomeEngineer(float portion)
\r
634 self.max_health = cvar("g_balance_class_engineer_health") * portion;
\r
636 self.max_armor = cvar("g_balance_class_engineer_armor") * portion;
\r
638 self.mass = cvar("g_balance_class_engineer_mass");
\r
640 SetPlayerSpeed(self);
\r
642 self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;
\r
643 self.switchweapon = WEP2;
\r
644 self.ammo_shells = floor(20 * portion);
\r
645 self.ammo_nails = floor(20 * portion);
\r
646 self.ammo_rockets = floor(1 * portion);
\r
647 self.ammo_cells = floor(0 * portion);
\r
648 self.playerclass = 9; // TF P.C.
\r
649 SetMaxAmmoFor (32);
\r
653 void () RemoveMagnetMine =
\r
655 sprint (self.owner, "Your Mag Mine is gone...\n");
\r
656 self.owner.has_mine = 0;
\r
663 local entity theowner;
\r
666 theowner = self.owner;
\r
667 theowner.option5 = (theowner.option5 - .5);
\r
668 st = ftos (theowner.option5);
\r
669 // sound (theowner, 0, "ambient/100hzhum.wav", 1, 1); // find new wav! :o
\r
670 theowner.origin = self.origin;
\r
671 CenterPrint2 (theowner, "You are stuck on a mag mine!\n", st);
\r
672 if ((theowner.option5 < 2))
\r
674 theowner.option5 = 0;
\r
675 sprint (theowner.enemy, "Your Mag Mine died...\n");
\r
676 theowner.enemy.has_mine = 0;
\r
680 self.nextthink = (time + .5);
\r
683 void () MagMineActivate =
\r
685 if ((other.option == 0))
\r
687 self.owner.has_mine = 1;
\r
689 newmis.classname = "timer";
\r
690 newmis.netname = " FlashTimer";
\r
691 newmis.team_no = self.owner.team_no;
\r
692 newmis.owner = other;
\r
693 other.enemy = self.owner;
\r
694 newmis.think = MagTimer;
\r
695 newmis.nextthink = (time + 1);
\r
696 newmis.origin = other.origin;
\r
698 other.option5 = (floor ((other.armorvalue * .25)) + 3);
\r
699 if ((other.option5 > 15))
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701 other.option5 = 15;
\r
705 void () RemoveDudMine =
\r
710 void () MagnetMineTouch =
\r
712 local float isgood;
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713 local entity isnearplayer;
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715 isnearplayer = findradius (self.origin, 10);
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716 while (isnearplayer)
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718 if ((isnearplayer.classname == "player"))
\r
721 // bprint (isnearplayer.classname);
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725 isnearplayer = isnearplayer.chain;
\r
730 if ((self.pausetime > time))
\r
734 if ((other.classname != "player"))
\r
738 if ((other.health <= 0))
\r
742 // if ((other.is_undercover == 1)) //temp - add function!!
\r
746 if ((other.team_no == self.owner.team_no))
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750 if ((other.classname == "player"))
\r
752 MagMineActivate ();
\r
753 sprint (other, "You stepped on a Magnetic Mine! :(\n");
\r
754 sprint (self.owner, "Your Magnet Mine worked!\n");
\r
755 self.pausetime = (time + 5);
\r
757 self.touch = SUB_NULL;
\r
758 self.effects = EF_BRIGHTFIELD | EF_ADDITIVE;
\r
759 self.think = RemoveDudMine;
\r
760 self.nextthink = (time + 15);
\r