Oh Sorry i forgot to make the "Repaired" Script anyway:
Source:
.CPP
void MR_Attack_Announce::Damaged(GameObject *obj,GameObject *damager,float damage)
{
if (Commands->Get_Health(obj) <= Get_Float_Parameter("Health"))
{
Commands->Create_2D_Sound(Get_Parameter("Under_Attack_Sound"));
Send_Message(Get_Int_Parameter("Red"),Get_Int_Parameter("Green"),Get_Int_Parameter("Blue"),Get_Parameter("Under_Attack_Message"));
Destroy_Script();
}
}
ScriptRegistrant<MR_Attack_Announce> MR_Attack_Announce_Registrant("MR_Attack_Announce","Red:int,Green:int,Blue:int,Health:float,Under_Attack_Sound:string,Under_Attack_Message:string");
void MR_Death_Announce::Killed(GameObject *obj,GameObject *shooter)
{
Commands->Create_2D_Sound(Get_Parameter("Destroyed_Sound"));
Send_Message(Get_Int_Parameter("Red"),Get_Int_Parameter("Green"),Get_Int_Parameter("Blue"),Get_Parameter("Destroyed_Message"));
}
ScriptRegistrant<MR_Death_Announce> MR_Death_Announce_Registrant("MR_Death_Announce","Destroyed_Sound:string,Red:int,Green:int,Blue:int,Destroyed_Message:string");
.H
class MR_Attack_Announce : public ScriptImpClass {
void Damaged(GameObject *obj,GameObject *damager,float damage);
};
class MR_Death_Announce : public ScriptImpClass {
void Killed(GameObject *obj,GameObject *shooter);
};