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^1Dossssssisssssss^7 [LR300] ^5>Manhunt1^7^7. | |
^5You killed a teammate: you will be kicked if you continue to do so. | |
^1Biddle`^7 [HE] ^1Dossssssisssssss^7^7. | |
^1JeyDroO^7 captured the ^5Dr Blue^7 flag! | |
Capture time: ^311.360^7 secs | |
^7server:^3 JeyDroO^3 captured ^51^3 flag in ^511.36 s^3 | |
^4>^5NICEONE++^3: ^3jey aim | |
^1nubbins^7 has taken the ^5Dr Blue^7 flag! | |
^5Buddage^7 has taken the ^1Red^7 flag! | |
^7server:^3 ^2NICEONE++^7: 25 headshots! ^7(54 percent) |
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To make it work, start a server using the map i linked in the PR and g_gametype 0 (FFA) There are several cvars to control how everything works: | |
sv_skeetshoot // enable/disable skeetshooting mod | |
sv_skeethitreport // report every skeet hit as server message | |
sv_skeethitsound // sound to play upon skeet hit (keep default for no troubles) | |
sv_skeetpoints // how many points for each skeet hit: if 0 will use a distance based point system | |
sv_skeetpointsnotify // visually notify each point scored to the client who performed the shot | |
sv_skeetprotect // protect hit/kill of non-skeet entities (i.e. players) | |
sv_skeetspeed // speed of each skeet (default to 2800)``` |
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/* | |
======================================================================= | |
CLIENT RELIABLE COMMAND COMMUNICATION | |
======================================================================= | |
*/ | |
char *replaceStr(char *string, char *find, char *replace) { | |
int numFound = 0, front; | |
int findLen = strlen(find); | |
int repLen = strlen(replace); |