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class TribesTVStudioActionVS_GR extends GameRules; var TribesTVStudioActionVS reportTo; //add rating for people fighting function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if(instigatedBy.PlayerReplicationInfo!=none) reportTo.AddRating(instigatedBy.PlayerReplicationInfo.playerId,damage); if(injured.PlayerReplicationInfo!=none) reportTo.AddRating(injured.PlayerReplicationInfo.playerId,damage); if ( NextGameRules != None ) return NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); else return Damage; } //lower rating for someone just killed function ScoreKill(Controller Killer, Controller Killed) { if(killed.PlayerReplicationInfo!=none) reportTo.AddRating(killed.PlayerReplicationInfo.playerId,-200); if ( NextGameRules != None ) NextGameRules.ScoreKill(Killer,Killed); } defaultproperties { } |
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