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tweaked the custom callbacks and added two new fields that are logged

prevent script kill events with no valid origin or target from being triggered
This commit is contained in:
RaidMax
2018-02-27 22:19:54 -06:00
parent 370c9ede04
commit a920b19780
12 changed files with 257 additions and 19 deletions

View File

@ -14,9 +14,11 @@ Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vD
{
victim = self;
_attacker = attacker;
if (!isDefined(attacker))
if (!isPlayer(attacker) && isDefined(attacker.owner))
_attacker = attacker.owner;
else if(!isPlayer(attacker) && sMeansOfDeath == "MOD_FALLING")
_attacker = victim;
logPrint("ScriptKill;" + _attacker.guid + ";" + victim.guid + ";" + _attacker.origin + ";" + victim.origin + ";" + iDamage + ";" + sWeapon + ";" + sHitLoc + ";" + sMeansOfDeath + "\n");
logPrint("ScriptKill;" + _attacker.guid + ";" + victim.guid + ";" + _attacker.origin + ";" + victim.origin + ";" + iDamage + ";" + sWeapon + ";" + sHitLoc + ";" + sMeansOfDeath + ";" + _attacker.angles + ";" + gettime() + "\n");
self maps\mp\gametypes\_damage::Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration );
}