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Boolean Weapon_Is_Not_Ok ( Weapon Weap )
{
if ( ! Weap.IsA('SniperRifle') &&
! Weap.IsA('ShockRifle') &&
! Weap.IsA('minigun') &&
! Weap.IsA('enforcer') )
return True ;
else
return False ;
}
Boolean Victim_Is_Not_OK ( Victim Vic, Victim lastVic )
{
if ( Vic == none ||
Vic == InstigatedBy ||
Vic == lastVic ||
lastVic == none )
return True ;
else
return False ;
}
Boolean Instigator_Is_Not_OK ( Instigator Instig )
{
if ( InstigatedBy == none ||
! InstigatedBy.IsA('PlayerPawn') )
return True ;
else
return False ;
}
....
if ( Instigator_Is_Not_OK ( InstigatedBy ) ||
Weapon_Is_Not_OK (InvestigatedBy.Weapon) ||
Victim_Is_Not_OK ( Victim, LastVictim[playerID]) )
return; |
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