// ********************
// *** ~ Genocide ~ ***
block Spawn
{
  es est_setplayercolor event_var(userid) 15 0 0 175 1
  es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
  es est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 500 1.5 60 100 0.8 255 0 0 255 10
  es est_playplayer event_var(userid) ^weapons\hegrenade\explode3.wav
}

block Regeneration
{
  es es_xset wcs_dmg event_var(dmg_health)
  es_xmath wcs_dmg float
  es es_xmath wcs_dmg / server_var(wcs_divider)
  es est_RoundDecimal wcs_dmg server_var(wcs_dmg) 0
  es est_Health event_var(attacker) + server_var(wcs_dmg)
  es es_xtell event_var(attacker) #multi #lightgreen You have Regenerated #green server_var(wcs_dmg) HP
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
  es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
  es_xmath wcs_z1 + 40
  es_xmath wcs_z2 + 20
  es est_Effect 3 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 8 8 255 0 0 255
  es est_Effect 3 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 5 10 255 255 255 255
  es_xmath wcs_y1 + 10
  es est_Effect 3 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 8 8 255 0 0 255
  es est_Effect 3 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 5 5 255 255 255 255
}

block Genocide
{
  es wcs_dealdamage event_var(attacker) event_var(userid) 10
  es es_xtell event_var(attacker) #multi #lightgreenYou Caused #default 10 #greenExtra Damage!
  es es_xtell event_var(userid) #multi #lightgreenYou got #default 10 #greenExtraExtra Damage!
  es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
  es est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 20 500 2 60 100 8 255 0 0 255 1

}

block Grenades
{
  if (event_var(weapon) = weapon_hegrenade) do
  {
    es est_playplayer event_var(userid) ^weapons\hegrenade\explode3.wav
    es wcs_explode event_var(attacker) event_var(userid) 50 50
    es es_xtell event_var(attacker) #multi #lightgreenCritical #greenGrenade
    es es_xtell event_var(userid) #multi #lightgreenCritical #greenGrenade
    es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
    es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
    es_xmath wcs_z1 + 40
    es_xmath wcs_z2 + 20
    es est_Effect 3 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 1 8 8 255 0 0 255
    es est_Effect 3 #a 0 sprites/scanner_bottom.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 1 5 10 255 255 255 255
    es_xmath wcs_y1 + 10
    es est_Effect 3 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 1 8 8 255 0 0 255
    es est_Effect 3 #a 0 sprites/scanner_bottom.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 1 5 5 255 255 255 255
    es est_effect 10 #a 0 vgui/gfx/vgui/cs_logo.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 300 90 .3 60 20 0 255 0 0 255 1
    es_give event_var(userid) env_explosion
    es_fire event_var(userid) env_explosion addoutput "iMagnitude 0"
    es_fire event_var(userid) env_explosion addoutput "iRadiusOverride 0"
    es_fire event_var(userid) env_explosion explode
  }
}

block DejaVu
{
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid)
  es es_xdelayed server_Var(time) est_spawn server_var(wcs_userid)
  es es_xdelayed server_var(time) est_teleport server_var(wcs_userid) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es es_xtell server_var(wcs_userid) #multi #green: Deja Vu. #lightgreenYou will go back in time server_var(time) Seconds
  es_xmath wcs_z1 + 15
  es est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 5000 .2 60 100 0.8 255 0 0 255 1
  es est_effect 10 #a 0 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 5000 .2 60 100 0.8 255 255 255 255 1
}
