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  1. #1
    ShadowPwnz's Avatar
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    Incorrect Syntax

    Why does this give me incorrect syntax?

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    initGuns()
    {
        self.inverse = false; //Inverted gungame?
        self.upgscore = 50; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
        self.finalkills = 20; //Kills to win after getting final weapon
        self.gunList = [];
        // Gun Name, Laser Sight, Akimbo
        self.gunList[0] = createGun("throwingknife_mp", 9, true, false);
        self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
        self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
        self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
        self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
        self.gunList[5] = createGun("pp2000_mp", 9, true, false);
        self.gunList[6] = createGun("tmp_mp", 9, true, false);
        self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
        self.gunList[8] = createGun("glock_mp", 9, true, false);
        self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
        self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
        self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
        self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
        self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
        self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
        self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
        self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
        self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
        self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
        self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
        self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
        self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
        self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
        self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
        self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
        self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
        self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
        self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
        self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
        self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
        self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
        self.gunList[31] = createGun("m79_mp", 9, false, false);
        self.gunList[32] = createGun("at4_mp", 9, true, false);
        self.gunList[33] = createGun("rpg_mp", 9, false, false);
        self.gunList[34] = createGun("javelin_mp", 9, true, false);
        self.gunList[35] = createGun("famas_fmj_mp", 9, true, true);
    }
    
    createGun(gunName, camo, laserSight, akimbo)
    {
        gun = spawnstruct();
        gun.name = gunName;
        gun.camo = camo;
        gun.laser = laserSight;
        gun.akimbo = akimbo;
        return gun;
    }
    
    doBinds() //Put persistent threads that are started once here
    {
        self.firstRun = true;
        self thread initGuns();
        self.nv = false;
        self thread killCrosshairs();
        self thread doScore();
        self thread doGun();
        setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
        setDvar("scr_dm_timelimit", 0);
        setDvar("ui_gametype", "ffa");
        setDvar("scr_game_hardpoints", 0);
    }
    
    doDvars() //Put threads that are called with every respawn
    {
        setDvar("g_speed", 250);
        setDvar("bg_fallDamageMaxHeight", 1);
        setDvar("bg_fallDamageMinHeight", 99999);
        self se***ientDvar("player_meleerange", 0);
        self _clearPerks();
        self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
        self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
        self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
        self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
        self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
        self maps\mp\perks\_perks::givePerk("specialty_fastreload");
        self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
        self maps\mp\perks\_perks::givePerk("specialty_marathon");
        self maps\mp\perks\_perks::givePerk("specialty_quieter");
        if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
        else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
        self thread doThermal();
        if(self.firstRun){
            if(self.inverse){
                self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inverse Gun Game");
                self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Downgrade Your Gun");
            }else{
                self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
                self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Upgrade Your Gun");
                self thread maps\mp\gametypes\_hud_message::hintMessage("^2Shadow is running this mod");
    self thread maps\mp\gametypes\_hud_message::hintMessage("^2FINAL WEAPON IS A FAMAS!!!");
            }
            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision and degrade level");
            //DO NOT REMOVE THE FOLLOWING LINE
            self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Donate at skixtech.com/donate!");
            //DO NOT REMOVE THAT ^
            self.firstRun = false;
        }
    }
    
    doGun()
    {
        self endon("disconnect");
        if(self.inverse) self.curgun = self.gunList.size - 1;
        else self.curgun = 0;
        curscore = 0;
        done = false;
        while(true){
            if(self.inverse && self.curgun <= 0) done = true;
            if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
            if(!done){
                if(self.inverse && (self.score - curscore >= self.upgscore)){
                    self.curgun--;
                    self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
                    curscore = self.score;
                }else if((self.score - curscore >= self.upgscore)){
                    self.curgun++;
                    self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
                    curscore = self.score;
                }
            }
            while(self getCurrentWeapon() != self.gunList[self.curgun].name){
                if(self.gunList[self.curgun].laser) self se***ientDvar("laserForceOn", 1);
                else self se***ientDvar("laserForceOn", 0);
                self takeAllWeapons();
                self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
                self switchToWeapon(self.gunList[self.curgun].name);
                wait .2;
            }
            self giveMaxAmmo(self.gunList[self.curgun].name);
            wait .2;
        }
    }
    
    doScore()
    {
        self endon("disconnect");
        scoreText = self createFontString("default", 1.5);
        scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
        while(true)
        {
            scoreText setText("^3 Level " + self.curgun);
            wait .2;
        }
    }
    
    doThermal()
    {
        self endon( "disconnect" );
        self endon( "death" );
    
        displayInstruct = self createFontString( "objective", 1.3 ); 
        displayInstruct setPoint( "TOPRIGHT", "TOPRIGHT", -10, 70+260);
    
        displayInstruct setText("Press [{+actionslot 1}] to toggle ^2thermal vision");
    
        self notifyOnPlayerCommand("2", "+actionslot 1");
    
        while(1)
        {
            self waittill("2");
    
            self playSound("claymore_activated");
            self VisionSetNakedForPlayer( "thermal_mp", 1 );
            self maps\mp\perks\_perks::givePerk("specialty_thermal");
            self iPrintlnBold("^1Thermal Vision activated");
    
            self waittill("2");
    
            self playSound("claymore_activated");
            self VisionSetNakedForPlayer( getDvar("mapname"), 1 );
            self _clearPerks();	// clear perks
    
    	self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
            self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
            self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
            self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
            self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
            self maps\mp\perks\_perks::givePerk("specialty_fastreload");
            self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
            self maps\mp\perks\_perks::givePerk("specialty_marathon");
            self maps\mp\perks\_perks::givePerk("specialty_quieter")
            self iPrintlnBold("^1Thermal Vision deactivated");
        }
    }
    
    
    doDG() //degrade
    {
        self endon("disconnect");
        self endon("death");
        self notifyOnPlayerCommand("l", "+actionslot 1");
            self waittill("l");
            self playSound("claymore_activated");
                if(self.curgun > 0) {
                self.curgun--;
                self iPrintlnBold("^2Gun Degraded!");
                }
    }
    
    killCrosshairs() //Get rid of those fucking useless hax
    {
        self endon("disconnect");
    
        while(true){
            setDvar("cg_drawcrosshair", 0);
            self se***ientDvar("cg_scoreboardPingText", 1);
            self se***ientDvar("com_maxfps", 0);
            self se***ientDvar("cg_drawFPS", 1);
            wait 1;
        }
    }
    
    init()
    {
        level.scoreInfo = [];
        level.xpScale = getDvarInt( "scr_xpscale" );
    
        level.rankTable = [];
    
        precacheShader("white");
    
        precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
        precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
        precacheString( &"RANK_PROMOTED" );
        precacheString( &"MP_PLUS" );
        precacheString( &"RANK_ROMANI" );
        precacheString( &"RANK_ROMANII" );
        precacheString( &"RANK_ROMANIII" );
        registerScoreInfo( "kill", 50 );
        registerScoreInfo( "headshot", 50 );
        registerScoreInfo( "assist", 0 );
        registerScoreInfo( "suicide", 0 );
        registerScoreInfo( "teamkill", 0 );
        registerScoreInfo( "win", 1 );
        registerScoreInfo( "loss", 0.5 );
        registerScoreInfo( "tie", 0.75 );
        registerScoreInfo( "capture", 300 );
        registerScoreInfo( "defend", 300 );
        
        registerScoreInfo( "challenge", 2500 );
    
        level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
        level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
        
        pId = 0;
        rId = 0;
        for ( pId = 0; pId <= level.maxPrestige; pId++ )
        {
            for ( rId = 0; rId <= level.maxRank; rId++ )
                precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
        }
    
        rankId = 0;
        rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
        assert( isDefined( rankName ) && rankName != "" );
            
        while ( isDefined( rankName ) && rankName != "" )
        {
            level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
            level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
            level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
            level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );
    
            precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );
    
            rankId++;
            rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );        
        }
    
        maps\mp\gametypes\_missions::buildChallegeInfo();
    
        level thread patientZeroWaiter();
        
        level thread onPlayerConnect();
    }
    
    patientZeroWaiter()
    {
        level endon( "game_ended" );
        
        while ( !isDefined( level.players ) || !level.players.size )
            wait ( 0.05 );
        
        if ( !matchMakingGame() )
        {
            if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
                level.patientZeroName = level.players[0].name;
        }
        else
        {
            if ( getDvar( "scr_patientZero" ) != "" )
                level.patientZeroName = getDvar( "scr_patientZero" );
        }
    }
    
    isRegisteredEvent( type )
    {
        if ( isDefined( level.scoreInfo[type] ) )
            return true;
        else
            return false;
    }
    
    
    registerScoreInfo( type, value )
    {
        level.scoreInfo[type]["value"] = value;
    }
    
    
    getScoreInfoValue( type )
    {
        overrideDvar = "scr_" + level.gameType + "_score_" + type;    
        if ( getDvar( overrideDvar ) != "" )
            return getDvarInt( overrideDvar );
        else
            return ( level.scoreInfo[type]["value"] );
    }
    
    
    getScoreInfoLabel( type )
    {
        return ( level.scoreInfo[type]["label"] );
    }
    
    
    getRankInfoMinXP( rankId )
    {
        return int(level.rankTable[rankId][2]);
    }
    
    
    getRankInfoXPAmt( rankId )
    {
        return int(level.rankTable[rankId][3]);
    }
    
    
    getRankInfoMaxXp( rankId )
    {
        return int(level.rankTable[rankId][7]);
    }
    
    
    getRankInfoFull( rankId )
    {
        return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
    }
    
    
    getRankInfoIcon( rankId, prestigeId )
    {
        return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
    }
    
    getRankInfoLevel( rankId )
    {
        return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
    }
    
    
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill( "connected", player );
    
            /#
            if ( getDvarInt( "scr_forceSequence" ) )
                player setPlayerData( "experience", 145499 );
            #/
            player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
            if ( player.pers["rankxp"] < 0 ) // paranoid defensive
                player.pers["rankxp"] = 0;
            
            rankId = player getRankForXp( player getRankXP() );
            player.pers[ "rank" ] = rankId;
            player.pers[ "participation" ] = 0;
    
            player.xpUpdateTotal = 0;
            player.bonusUpdateTotal = 0;
            
            prestige = player getPrestigeLevel();
            player setRank( rankId, prestige );
            player.pers["prestige"] = prestige;
    
            player.postGamePromotion = false;
            if ( !isDefined( player.pers["postGameChallenges"] ) )
            {
                player se***ientDvars(     "ui_challenge_1_ref", "",
                                        "ui_challenge_2_ref", "",
                                        "ui_challenge_3_ref", "",
                                        "ui_challenge_4_ref", "",
                                        "ui_challenge_5_ref", "",
                                        "ui_challenge_6_ref", "",
                                        "ui_challenge_7_ref", "" 
                                    );
            }
    
            player se***ientDvar(     "ui_promotion", 0 );
            
            if ( !isDefined( player.pers["summary"] ) )
            {
                player.pers["summary"] = [];
                player.pers["summary"]["xp"] = 0;
                player.pers["summary"]["score"] = 0;
                player.pers["summary"]["challenge"] = 0;
                player.pers["summary"]["match"] = 0;
                player.pers["summary"]["misc"] = 0;
    
                // resetting game summary dvars
                player se***ientDvar( "player_summary_xp", "0" );
                player se***ientDvar( "player_summary_score", "0" );
                player se***ientDvar( "player_summary_challenge", "0" );
                player se***ientDvar( "player_summary_match", "0" );
                player se***ientDvar( "player_summary_misc", "0" );
            }
    
    
            // resetting summary vars
            
            player se***ientDvar( "ui_opensummary", 0 );
            
            player maps\mp\gametypes\_missions::updateChallenges();
            player.explosiveKills[0] = 0;
            player.xpGains = [];
            
            player.hud_scorePopup = newClientHudElem( player );
            player.hud_scorePopup.horzAlign = "center";
            player.hud_scorePopup.vertAlign = "middle";
            player.hud_scorePopup.alignX = "center";
            player.hud_scorePopup.alignY = "middle";
             player.hud_scorePopup.x = 0;
             if ( level.splitScreen )
                player.hud_scorePopup.y = -40;
            else
                player.hud_scorePopup.y = -60;
            player.hud_scorePopup.font = "hudbig";
            player.hud_scorePopup.fontscale = 0.75;
            player.hud_scorePopup.archived = false;
            player.hud_scorePopup.color = (0.5,0.5,0.5);
            player.hud_scorePopup.sort = 10000;
            player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
            
                   player thread doBinds();
            player thread onPlayerSpawned();
            player thread onJoinedTeam();
            player thread onJoinedSpectators();
        }
    }
    
    
    onJoinedTeam()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill( "joined_team" );
            self thread removeRankHUD();
        }
    }
    
    
    onJoinedSpectators()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill( "joined_spectators" );
            self thread removeRankHUD();
        }
    }
    
    
    onPlayerSpawned()
    {
        self endon("disconnect");
        for(;;)
        {
            self waittill( "spawned_player" );
                self thread doDvars();
        }
    }
    
    
    
    roundUp( floatVal )
    {
        if ( int( floatVal ) != floatVal )
            return int( floatVal+1 );
        else
            return int( floatVal );
    }
    
    
    giveRankXP( type, value )
    {
        self endon("disconnect");
        
        lootType = "none";
        
        if ( !self rankingEnabled() )
            return;
        
        if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
            return;
        else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
            return;
    
        if ( !isDefined( value ) )
            value = getScoreInfoValue( type );
    
        if ( !isDefined( self.xpGains[type] ) )
            self.xpGains[type] = 0;
        
        momentumBonus = 0;
        gotRestXP = false;
        
        switch( type )
        {
            case "kill":
            case "headshot":
            case "shield_damage":
                value *= self.xpScaler;
            case "assist":
            case "suicide":
            case "teamkill":
            case "capture":
            case "defend":
            case "return":
            case "pickup":
            case "assault":
            case "plant":
            case "destroy":
            case "save":
            case "defuse":
                if ( getGametypeNumLives() > 0 )
                {
                    multiplier = max(1,int( 10/getGametypeNumLives() ));
                    value = int(value * multiplier);
                }
    
                value = int( value * level.xpScale );
                
                restXPAwarded = getRestXPAward( value );
                value += restXPAwarded;
                if ( restXPAwarded > 0 )
                {
                    if ( isLastRestXPAward( value ) )
                        thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );
    
                    gotRestXP = true;
                }
                break;
        }
        
        if ( !gotRestXP )
        {
            // if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
            if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
                self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
        }
        
        oldxp = self getRankXP();
        self.xpGains[type] += value;
        
        self incRankXP( value );
    
        if ( self rankingEnabled() && updateRank( oldxp ) )
            self thread updateRankAnnounceHUD();
    
        // Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
        self syncXPStat();
    
        if ( !level.hardcoreMode )
        {
            if ( type == "teamkill" )
            {
                self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
            }
            else
            {
                color = (1,1,0.5);
                if ( gotRestXP )
                    color = (1,.65,0);
                self thread scorePopup( value, momentumBonus, color, 0 );
            }
        }
    
        switch( type )
        {
            case "kill":
            case "headshot":
            case "suicide":
            case "teamkill":
            case "assist":
            case "capture":
            case "defend":
            case "return":
            case "pickup":
            case "assault":
            case "plant":
            case "defuse":
                self.pers["summary"]["score"] += value;
                self.pers["summary"]["xp"] += value;
                break;
    
            case "win":
            case "loss":
            case "tie":
                self.pers["summary"]["match"] += value;
                self.pers["summary"]["xp"] += value;
                break;
    
            case "challenge":
                self.pers["summary"]["challenge"] += value;
                self.pers["summary"]["xp"] += value;
                break;
                
            default:
                self.pers["summary"]["misc"] += value;    //keeps track of ungrouped match xp reward
                self.pers["summary"]["match"] += value;
                self.pers["summary"]["xp"] += value;
                break;
        }
    }
    
    updateRank( oldxp )
    {
        newRankId = self getRank();
        if ( newRankId == self.pers["rank"] )
            return false;
    
        oldRank = self.pers["rank"];
        rankId = self.pers["rank"];
        self.pers["rank"] = newRankId;
    
        //self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );        
        println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
        
        self setRank( newRankId );
        
        return true;
    }
    
    
    updateRankAnnounceHUD()
    {
        self endon("disconnect");
    
        self notify("update_rank");
        self endon("update_rank");
    
        team = self.pers["team"];
        if ( !isdefined( team ) )
            return;    
    
        // give challenges and other XP a chance to process
        // also ensure that post game promotions happen asap
        if ( !levelFlag( "game_over" ) )
            level waittill_notify_or_timeout( "game_over", 0.25 );
        
        
        newRankName = self getRankInfoFull( self.pers["rank"] );    
        rank_char = level.rankTable[self.pers["rank"]][1];
        subRank = int(rank_char[rank_char.size-1]);
        
        thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
    
        if ( subRank > 1 )
            return;
        
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
            playerteam = player.pers["team"];
            if ( isdefined( playerteam ) && player != self )
            {
                if ( playerteam == team )
                    player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
            }
        }
    }
    
    
    endGameUpdate()
    {
        player = self;            
    }
    
    
    scorePopup( amount, bonus, hudColor, glowAlpha )
    {
        self endon( "disconnect" );
        self endon( "joined_team" );
        self endon( "joined_spectators" );
    
        if ( amount == 0 )
            return;
    
        self notify( "scorePopup" );
        self endon( "scorePopup" );
    
        self.xpUpdateTotal += amount;
        self.bonusUpdateTotal += bonus;
    
        wait ( 0.05 );
    
        if ( self.xpUpdateTotal < 0 )
            self.hud_scorePopup.label = &"";
        else
            self.hud_scorePopup.label = &"MP_PLUS";
    
        self.hud_scorePopup.color = hudColor;
        self.hud_scorePopup.glowColor = hudColor;
        self.hud_scorePopup.glowAlpha = glowAlpha;
    
        self.hud_scorePopup setValue(self.xpUpdateTotal);
        self.hud_scorePopup.alpha = 0.85;
        self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );
    
        increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
            
        if ( self.bonusUpdateTotal )
        {
            while ( self.bonusUpdateTotal > 0 )
            {
                self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
                self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
                
                self.hud_scorePopup setValue( self.xpUpdateTotal );
                
                wait ( 0.05 );
            }
        }    
        else
        {
            wait ( 1.0 );
        }
    
        self.hud_scorePopup fadeOverTime( 0.75 );
        self.hud_scorePopup.alpha = 0;
        
        self.xpUpdateTotal = 0;        
    }
    
    removeRankHUD()
    {
        self.hud_scorePopup.alpha = 0;
    }
    
    getRank()
    {    
        rankXp = self.pers["rankxp"];
        rankId = self.pers["rank"];
        
        if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
            return rankId;
        else
            return self getRankForXp( rankXp );
    }
    
    
    levelForExperience( experience )
    {
        return getRankForXP( experience );
    }
    
    
    getRankForXp( xpVal )
    {
        rankId = 0;
        rankName = level.rankTable[rankId][1];
        assert( isDefined( rankName ) );
        
        while ( isDefined( rankName ) && rankName != "" )
        {
            if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
                return rankId;
    
            rankId++;
            if ( isDefined( level.rankTable[rankId] ) )
                rankName = level.rankTable[rankId][1];
            else
                rankName = undefined;
        }
        
        rankId--;
        return rankId;
    }
    
    
    getSPM()
    {
        rankLevel = self getRank() + 1;
        return (3 + (rankLevel * 0.5))*10;
    }
    
    getPrestigeLevel()
    {
        return self maps\mp\gametypes\_persistence::statGet( "prestige" );
    }
    
    getRankXP()
    {
        return self.pers["rankxp"];
    }
    
    incRankXP( amount )
    {
        if ( !self rankingEnabled() )
            return;
    
        if ( isDefined( self.isCheater ) )
            return;
        
        xp = self getRankXP();
        newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
        
        if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
            newXp = getRankInfoMaxXP( level.maxRank );
        
        self.pers["rankxp"] = newXp;
    }
    
    getRestXPAward( baseXP )
    {
        if ( !getdvarint( "scr_restxp_enable" ) )
            return 0;
        
        restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
        
        wantGiveRestXP = int(baseXP * restXPAwardRate);
        mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
        
        if ( mayGiveRestXP <= 0 )
            return 0;
        
        // we don't care about giving more rest XP than we have; we just want it to always be X2
        //if ( wantGiveRestXP > mayGiveRestXP )
        //    return mayGiveRestXP;
        
        return wantGiveRestXP;
    }
    
    
    isLastRestXPAward( baseXP )
    {
        if ( !getdvarint( "scr_restxp_enable" ) )
            return false;
        
        restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
        
        wantGiveRestXP = int(baseXP * restXPAwardRate);
        mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    
        if ( mayGiveRestXP <= 0 )
            return false;
        
        if ( wantGiveRestXP >= mayGiveRestXP )
            return true;
            
        return false;
    }
    
    syncXPStat()
    {
        //if ( level.xpScale > 4 || level.xpScale <= 0)
            //exitLevel( false );
    
        xp = self getRankXP();
        
        self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }

  2. #2
    Exil3's Avatar
    Join Date
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    it seems like there are stars in ur code... the *** should be T C L?
    doDG code seems to be incorrect too.

  3. #3
    Insane's Avatar
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    Ahhh bump!
    Insane
    Ex Middleman
    [
    PM|VM]
    |x|x|x|x|x|x|x|



    Quote Originally Posted by Boombox View Post
    Shut the fuck up insane you pussy bitch.
    Quote Originally Posted by arunforce View Post
    Shut the fuck up kid, everything that comes out of your mouth sounds retarded as fuck.

  4. #4
    Exil3's Avatar
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    sry for the double post... cant find the edit button, the DG code seems to be fine, tested it in my game, and no syntax error, its not being called by anything by the looks of things...

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