share/hedgewars/Data/Missions/Challenge/Basic_Training_-_Sniper_Rifle.lua
author Wuzzy <almikes@aol.com>
Sun, 14 May 2017 16:24:45 +0200
changeset 12421 91697da092ff
parent 12351 fb22caa19600
child 12732 23fb2179945f
permissions -rw-r--r--
Battalion: Don't show SD count at start (it's shown in each round anyway)
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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-- Hedgewars SniperRifle Training
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-- Scripting Example
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-- Lines such as this one are comments - they are ignored
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-- by the game, no matter what kind of text is in there.
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-- It's also possible to place a comment after some real
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-- instruction as you see below. In short, everything
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-- following "--" is ignored.
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---------------------------------------------------------------
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-- At first we implement the localization library using loadfile.
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-- This allows us to localize strings without needing to think
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-- about translations.
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-- We can use the function loc(text) to localize a string.
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HedgewarsScriptLoad("/Scripts/Locale.lua")
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-- This variable will hold the number of destroyed targets.
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local score = 0
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-- This variable will hold the number of shots from the sniper rifle
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local shots = 0
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-- This variable represents the number of targets to destroy.
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local score_goal = 31
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-- This variable controls how many milliseconds/ticks we'd
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-- like to wait before we end the round once all targets
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-- have been destroyed.
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local end_timer = 1000 -- 1000 ms = 1 s
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-- This variable is set to true if the game is lost (i.e.
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-- time runs out).
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local game_lost = false
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-- This variable will point to the hog's gear
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local player = nil
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-- This variable will grab the time left at the end of the round
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local time_goal = 0
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local target = nil
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local last_hit_time = 0
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local cinematic = false
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-- This is a custom function to make it easier to
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-- spawn more targets with just one line of code
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-- You may define as many custom functions as you
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-- like.
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function spawnTarget(x, y)
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	-- add a new target gear
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	target = AddGear(x, y, gtTarget, 0, 0, 0, 0)
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	-- have the camera move to the target so the player knows where it is
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	FollowGear(target)
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end
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function blowUp(x, y)
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    if cinematic == false then
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        cinematic = true
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        SetCinematicMode(true)
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    end
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	-- adds some TNT
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	gear = AddGear(x, y, gtDynamite, 0, 0, 0, 0)
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end
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function onNewTurn()
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	SetWeapon(amSniperRifle)
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end
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-- This function is called before the game loads its
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-- resources.
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-- It's one of the predefined function names that will
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-- be called by the game. They give you entry points
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-- where you're able to call your own code using either
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-- provided instructions or custom functions.
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function onGameInit()
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	-- At first we have to overwrite/set some global variables
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	-- that define the map, the game has to load, as well as
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	-- other things such as the game rules to use, etc.
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	-- Things we don't modify here will use their default values.
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	-- The base number for the random number generator
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	Seed = 0
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	-- Game settings and rules
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	GameFlags = gfMultiWeapon + gfOneClanMode + gfArtillery
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	-- The time the player has to move each round (in ms)
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	TurnTime = 150000
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	-- The frequency of crate drops
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	CaseFreq = 0
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	-- The number of mines being placed
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	MinesNum = 0
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	-- The number of explosives being placed
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	Explosives = 0
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	-- The delay between each round
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	Delay = 0
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	-- The map to be played
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	Map = "Ropes"
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	-- The theme to be used
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	Theme = "Golf"
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	-- Disable Sudden Death
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	WaterRise = 0
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	HealthDecrease = 0
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	-- Create the player team
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	AddTeam(loc("Sniperz"), 14483456, "Simple", "Island", "Default", "cm_crosshair")
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	-- And add a hog to it
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	player = AddHog(loc("Hunter"), 0, 1, "Sniper")
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	SetGearPosition(player, 602, 1465)
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end
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-- This function is called when the round starts
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-- it spawns the first target that has to be destroyed.
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-- In addition it shows the scenario goal(s).
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function onGameStart()
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	-- Disable graph in stats screen
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	SendHealthStatsOff()
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	-- Spawn the first target.
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	spawnTarget(860,1020)
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	-- Show some nice mission goals.
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	-- Parameters are: caption, sub caption, description,
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	-- extra text, icon and time to show.
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	-- A negative icon parameter (-n) represents the n-th weapon icon
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	-- A positive icon paramter (n) represents the (n+1)-th mission icon
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	-- A timeframe of 0 is replaced with the default time to show.
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	ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Eliminate all targets before your time runs out.|You have unlimited ammo for this mission."), -amSniperRifle, 0)
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end
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-- This function is called every game tick.
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-- Note that there are 1000 ticks within one second.
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-- You shouldn't try to calculate too complicated
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-- code here as this might slow down your game.
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function onGameTick20()
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	if game_lost then
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		return
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	end
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	-- after a target is destroyed, show hog, then target
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	if (target ~= nil) and (TurnTimeLeft + 1300 < last_hit_time) then
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		-- move camera to the target
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		FollowGear(target)
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	elseif TurnTimeLeft + 300 < last_hit_time then
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		-- move camera to the hog
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		FollowGear(player)
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	end
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	-- If time's up, set the game to be lost.
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	-- We actually check the time to be "1 ms" as it
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	-- will be at "0 ms" right at the start of the game.
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	if TurnTimeLeft < 40 and TurnTimeLeft > 0 and score < score_goal and game_lost == false then
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		game_lost = true
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		-- ... and show a short message.
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		AddCaption(loc("Time's up!"))
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		ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Oh no! Time's up! Just try again."), -amSkip, 0)
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		-- and generate the stats and go to the stats screen
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		generateStats()
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		EndGame()
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		-- Just to be sure set the goal time to 1 ms
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		time_goal = 1
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	end
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	-- If the goal is reached or we've lost ...
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	if score == score_goal or game_lost then
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		-- ... check to see if the time we'd like to
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		-- wait has passed and then ...
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		if end_timer == 0 then
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			-- ... end the game ...
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			generateStats()
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			EndGame()
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		else
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			-- ... or just lower the timer by 1.
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			-- Reset the time left to stop the timer
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			TurnTimeLeft = time_goal
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		end
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        end_timer = end_timer - 20
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	end
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end
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-- This function is called when the game is initialized
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-- to request the available ammo and probabilities
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function onAmmoStoreInit()
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	-- add an unlimited supply of shotgun ammo
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	SetAmmo(amSniperRifle, 9, 0, 0, 0)
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end
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-- This function is called when a new gear is added.
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-- We use it to count the number of shots, which we
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-- in turn use to calculate the final score and stats
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function onGearAdd(gear)
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	if GetGearType(gear) == gtSniperRifleShot then
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		shots = shots + 1
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	end
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end
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-- This function is called before a gear is destroyed.
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-- We use it to count the number of targets destroyed.
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   190
function onGearDelete(gear)
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	local gt = GetGearType(gear)
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   192
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   193
	if gt == gtCase then
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		game_lost = true
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		return
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	end
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   198
	if (gt == gtDynamite) and cinematic then
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   199
		cinematic = false
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		SetCinematicMode(false)
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   201
		return
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   202
	end
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   203
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	if gt == gtTarget then
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   205
		-- remember when the target was hit for adjusting the camera
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		last_hit_time = TurnTimeLeft
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   207
		-- Add one point to our score/counter
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   208
		score = score + 1
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   209
		-- If we haven't reached the goal ...
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   210
		if score < score_goal then
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   211
			-- ... spawn another target.
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   212
			if score == 1 then
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   213
				spawnTarget(1520,1350)
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   214
			elseif score == 2 then
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   215
				spawnTarget(1730,1040)
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   216
			elseif score == 3 then
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   217
				spawnTarget(2080,780)
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   218
			elseif score == 4 then
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   219
				AddCaption(loc("Good so far!") .. " " .. loc("Keep it up!"));
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   220
				blowUp(1730,1226)
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   221
				blowUp(1440,1595)
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   222
				blowUp(1527,1575)
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   223
				blowUp(1614,1595)
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   224
				blowUp(1420,1675)
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   225
				blowUp(1527,1675)
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   226
				blowUp(1634,1675)
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   227
				blowUp(1440,1755)
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   228
				blowUp(1527,1775)
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   229
				blowUp(1614,1755)
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   230
				spawnTarget(1527,1667)
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   231
			elseif score == 5 then
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   232
				spawnTarget(1527,1667)
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   233
			elseif score == 6 then
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   234
				spawnTarget(2175,1300)
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   235
			elseif score == 7 then
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   236
				spawnTarget(2250,940)
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   237
			elseif score == 8 then
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   238
				spawnTarget(2665,1540)
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   239
			elseif score == 9 then
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   240
				spawnTarget(3040,1160)
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   241
			elseif score == 10 then
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   242
				spawnTarget(2930,1500)
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   243
			elseif score == 11 then
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   244
				AddCaption(loc("This one's tricky."));
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   245
				spawnTarget(700,720)
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   246
			elseif score == 12 then
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   247
				AddCaption(loc("Well done."));
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   248
				blowUp(914,1222)
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   249
				blowUp(1050,1222)
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   250
				blowUp(1160,1008)
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nemo
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   251
				blowUp(1160,1093)
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   252
				blowUp(1160,1188)
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   253
				blowUp(375,911)
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nemo
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   254
				blowUp(510,911)
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   255
				blowUp(640,911)
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nemo
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   256
				blowUp(780,911)
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   257
				blowUp(920,911)
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   258
				blowUp(1060,913)
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   259
				blowUp(1198,913)
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   260
				spawnTarget(1200,730)
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   261
			elseif score == 13 then
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   262
				spawnTarget(1200,830)
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   263
			elseif score == 14 then
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   264
				spawnTarget(1430,450)
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   265
			elseif score == 15 then
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   266
				spawnTarget(796,240)
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   267
			elseif score == 16 then
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   268
				spawnTarget(300,10)
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   269
			elseif score == 17 then
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   270
				spawnTarget(2080,820)
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   271
			elseif score == 18 then
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   272
				AddCaption(loc("Demolition is fun!"));
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   273
				blowUp(2110,920)
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   274
				blowUp(2210,920)
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   275
				blowUp(2200,305)
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   276
				blowUp(2300,305)
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   277
				blowUp(2300,400)
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   278
				blowUp(2300,500)
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   279
				blowUp(2300,600)
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   280
				blowUp(2300,700)
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nemo
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   281
				blowUp(2300,800)
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nemo
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   282
				blowUp(2300,900)
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nemo
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   283
				blowUp(2401,305)
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   284
				blowUp(2532,305)
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   285
				blowUp(2663,305)
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   286
				spawnTarget(2300,760)
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   287
			elseif score == 19 then
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   288
				spawnTarget(2300,760)
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   289
			elseif score == 20 then
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   290
				spawnTarget(2738,190)
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   291
			elseif score == 21 then
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   292
				spawnTarget(2590,-100)
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   293
			elseif score == 22 then
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   294
				AddCaption(loc("Will this ever end?"));
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   295
				blowUp(2790,305)
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   296
				blowUp(2930,305)
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   297
				blowUp(3060,305)
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nemo
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   298
				blowUp(3190,305)
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nemo
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   299
				blowUp(3310,305)
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nemo
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diff changeset
   300
				blowUp(3393,613)
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nemo
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diff changeset
   301
				blowUp(2805,370)
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nemo
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   302
				blowUp(2805,500)
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nemo
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   303
				blowUp(2805,630)
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   304
				blowUp(2805,760)
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nemo
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   305
				blowUp(2805,890)
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nemo
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   306
				blowUp(3258,370)
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nemo
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   307
				blowUp(3258,475)
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   308
				blowUp(3264,575)
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   309
				spawnTarget(3230,240)
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   310
			elseif score == 23 then
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   311
				spawnTarget(3230,290)
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   312
			elseif score == 24 then
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   313
				spawnTarget(3670,250)
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   314
			elseif score == 25 then
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   315
				spawnTarget(2620,-100)
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   316
			elseif score == 26 then
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nemo
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diff changeset
   317
				spawnTarget(2870,300)
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   318
			elseif score == 27 then
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nemo
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diff changeset
   319
				spawnTarget(3850,900)
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diff changeset
   320
			elseif score == 28 then
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nemo
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diff changeset
   321
				spawnTarget(3780,300)
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diff changeset
   322
			elseif score == 29 then
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nemo
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diff changeset
   323
				spawnTarget(3670,0)
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diff changeset
   324
			elseif score == 30 then
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   325
				AddCaption(loc("Last Target!"));
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diff changeset
   326
				spawnTarget(3480,1200)
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nemo
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   327
			end
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   328
		else
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   329
			if not game_lost then
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   330
			-- Otherwise show that the goal was accomplished
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diff changeset
   331
			ShowMission(loc("Sniper Training"), loc("Aiming Practice"), loc("Congratulations! You've eliminated all targets|within the allowed time frame."), 0, 0)
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parents: 10655
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   332
			-- Also let the hogs shout "victory!"
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nemo
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diff changeset
   333
			PlaySound(sndVictory)
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nemo
parents: 10655
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   334
			-- Save the time left so we may keep it.
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   335
			time_goal = TurnTimeLeft
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parents: 10655
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   336
			end
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   337
		end
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   338
	end
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   339
end
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   340
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   341
-- This function calculates the final score of the player and provides some texts and
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   342
-- data for the final stats screen
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diff changeset
   343
function generateStats()
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   344
	local accuracy = (score/shots)*100
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   345
	local end_score_targets = (score * 200)
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nemo
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   346
	local end_score_overall
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   347
	if not game_lost then
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   348
		local end_score_time = math.ceil(time_goal/5)
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nemo
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   349
		local end_score_accuracy = math.ceil(accuracy * 100)
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nemo
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   350
		end_score_overall = end_score_time + end_score_targets + end_score_accuracy
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nemo
parents: 10655
diff changeset
   351
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   352
		SendStat(siGameResult, loc("You have successfully finished the sniper rifle training!"))
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nemo
parents: 10655
diff changeset
   353
		SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets))
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nemo
parents: 10655
diff changeset
   354
		SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots))
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nemo
parents: 10655
diff changeset
   355
		SendStat(siCustomAchievement, string.format(loc("Accuracy bonus: +%d points"), end_score_accuracy))
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nemo
parents: 10655
diff changeset
   356
		SendStat(siCustomAchievement, string.format(loc("You had %.2fs remaining on the clock (+%d points)."), (time_goal/1000), end_score_time))
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nemo
parents: 10655
diff changeset
   357
	else
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nemo
parents: 10655
diff changeset
   358
		SendStat(siGameResult, loc("You lose!"))
11017
16c47a5573e4 change theme used by sniper training, for performance reasons
sheepluva
parents: 11015
diff changeset
   359
11015
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nemo
parents: 10655
diff changeset
   360
		SendStat(siCustomAchievement, string.format(loc("You have destroyed %d of %d targets (+%d points)."), score, score_goal, end_score_targets))
7a905f0070ce CRLF purge
nemo
parents: 10655
diff changeset
   361
		SendStat(siCustomAchievement, string.format(loc("You have made %d shots."), shots))
7a905f0070ce CRLF purge
nemo
parents: 10655
diff changeset
   362
		end_score_overall = end_score_targets
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nemo
parents: 10655
diff changeset
   363
	end
12351
fb22caa19600 Fix incorrect PointsType in sniper rifle training and That Sinking Feeling
Wuzzy <almikes@aol.com>
parents: 12229
diff changeset
   364
	SendStat(siPointType, loc("points"))
11015
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nemo
parents: 10655
diff changeset
   365
	SendStat(siPlayerKills, tostring(end_score_overall), loc("Sniperz"))
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nemo
parents: 10655
diff changeset
   366
end