Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Time's up | Rysice | Capture the flag | 7.3 |
#pragma require "SEroller.asc"
#pragma require "SEfirework.asc"
#include "SEroller.asc"
#include "SEfirework.asc"
se::DefaultWeaponHook weaponHook;
void onLevelLoad() {
jjWaterLayer = 8;
jjSetWaterGradient(12,34,70,50,10,08);
se::roller.loadAnims(jjAnimSets[ANIM::CUSTOM[99]]);
se::roller.loadSamples(array<SOUND::Sample> = {SOUND::P2_FART});
se::roller.setAsWeapon(2, weaponHook);
se::firework.loadAnims(jjAnimSets[ANIM::CUSTOM[1]]);
se::firework.loadSamples(array<SOUND::Sample> = {SOUND::INTRO_BOEM1, SOUND::INTRO_BOEM2});
se::firework.setAsWeapon(3, weaponHook);
}
void onDrawLayer8(jjPLAYER@ play, jjCANVAS@ screen) {
jjSetWaterLevel(-32, true);
}
void onDrawLayer4(jjPLAYER@ play, jjCANVAS@ screen) {
jjSetWaterLevel(1800, true);
}
void onPlayer(jjPLAYER@ play) {
weaponHook.processPlayer(play);
}
void onPlayerInput(jjPLAYER@ play) {
weaponHook.processPlayerInput(play);
}
void onReceive(jjSTREAM &in packet, int clientID) {
weaponHook.processPacket(packet, clientID);
}
bool onDrawAmmo(jjPLAYER@ play, jjCANVAS@ canvas) {
return weaponHook.drawAmmo(play, canvas);
}
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