#include maps\_vehicle; #include maps\_utility; #using_animtree ("vehicles"); main() { if(IsDefined(self.script_string) && self.script_string == "sink_me") { level._effect["sink_fx"+ self.vehicletype] = LoadFX("vehicle/vexplosion/fx_vexp_sampan_machinegun"); level._effect["explo_fx"+ self.vehicletype] = LoadFX("vehicle/vexplosion/fx_vexp_sampan"); level.vehicle_death_thread[self.vehicletype] = ::delete_and_sink_fx; } } delete_and_sink_fx() { self notify( "nodeath_thread" ); if(!IsDefined(self.weapon_last_damage)) { self.weapon_last_damage = "hind_rockets"; } if(self.weapon_last_damage == "hind_rockets") { PlayFX(level._effect["explo_fx"+ self.vehicletype], self.origin, AnglesToForward(self.angles)); self PlaySound("evt_sampan_explo"); } else { PlayFX(level._effect["sink_fx"+ self.vehicletype], self.origin, AnglesToForward(self.angles)); self PlaySound("evt_sampan_sink"); } waittillframeend; self Delete(); }