Author Topic: Node Coloring || Ranged Vectors || Emitters && Corpses  (Read 4294 times)

   function armor::onTrigger(%armor, %player, %slot, %value)
   {
      %client = %player.client;
      if(%slot == 0 && %client.isGhost == 1 && %client.cooldown < $Sim::Time)
      {
         %client.cooldown = $Sim::Time + 1;
         initContainerRadiusSearch(%player.getPosition(),5,$Typemasks::CorpseObjectType);
         %hasFoundIdealCorpse = 0;
         while(%corpse = containerSearchNext())
         {
            talk("Alamo");
            %hasFoundCorpse++;
            if(%client == %corpse.client)
            {
               %client.chatMessage("\c3You can't use your own corpse to revive!");
            }
            else if(%hasFoundIdealCorpse == 0)
            {
               %hasFoundIdealCorpse++;
               %client.chatMessage("\c3A corpse has been detected! You are being reborn...");
               %client.isGhost = 0;
               %client.player.schedule(33, delete);
               %client.createPlayer(%corpse.getTransform());
               %corpse.delete();
            }
         }
         if(%hasFoundCorpse == 0)
         {
            %client.chatMessage("\c3You have tried to ressurect yourself, but there are no corpses in the area.");
         }
      }
      parent::onTrigger(%armor, %player, %slot, %value);
   }
It's fixed, with a HUGE thanks to Alphadin.
« Last Edit: May 20, 2015, 10:26:55 PM by Johnny Blockhead »

Don't forget that %client.player is the %player