("damage_prop",0,"brazier","bo_brazier",
[
(ti_on_scene_prop_stepped_on, # when stepped_on_scene_prop
[
(get_player_agent_no, ":player_agent"), # store player in :player_agent POSSIBLE
(agent_get_team,":player_team", ":player_agent"), # store player team ,
(scene_prop_get_num_instances, ":max", "spr_damage_prop"), # store num of damage_props
(scene_prop_set_team, "spr_damage_prop", 0), # set team to defending
(scene_prop_get_team, "$g_defender_team", "spr_damage_prop"), # get team (get defending)
(try_for_range, ":prop", 0, ":max"), #try for range 0 to amount of scene props (try for all and store in :prop)
(scene_prop_get_instance, ":instance", "spr_damage_prop", ":prop"), # get all
(prop_instance_get_position, pos1, ":instance"), # get all positions
(try_for_agents,":agent"), # search all agents
(agent_is_alive,":agent"), # exclude dead agents
(agent_get_team, "$g_agent_on_prop_team", ":agent"), # get team of agent
(neq,"$g_agent_on_prop_team", 0), # agent is no defending siege team
(agent_get_position, pos2, ":agent"), # get agent position
(get_distance_between_positions,":dist",pos1,pos2), # get distance between prop and agent
(lt,":dist",10), #SW - how close they have to be to refill ammo
(agent_deliver_damage_to_agent, ":agent", ":agent", 15),
(eq, ":agent",":player_agent"),
(assign, ":player_agent_prop_hit", 1),
(try_end),
(try_end),
(try_begin),
(eq, ":player_agent_prop_hit", 1),
(display_message, "@You stepped on a pike!"),
(try_end),
]),
]),