Code:
#
#include common_scripts\utility;
#
#include maps\mp\_utility;
#
#include maps\mp\gametypes\_hud_util;
#
#
initGuns()
#
{
#
self.inverse = false; //Inverted gungame?
#
self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
#
self.finalkills = 2; //Kills to win after getting final weapon
#
self.gunList = [];
#
// Gun Name, Laser Sight, Akimbo
#
self.gunList[0] = createGun("throwingknife_mp", 9, false, 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);
#
}
#
#
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_killstreakdelay", 99999999);
#
}
#
#
doDvars() //Put threads that are called with every respawn
#
{
#
setDvar("g_speed", 220);
#
setDvar("bg_fallDamageMaxHeight", 1);
#
setDvar("bg_fallDamageMinHeight", 99999);
#
self setClientDvar("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 doNV();
#
if(self.firstRun){
#
if(self.inverted){
#
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("^2Modded by The Supreme");
#
}
#
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
#
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 setclientDvar("laserForceOn", 1);
#
else self setclientDvar("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;
#
}
#
}
#
#
doNV() //Night Vision
#
{
#
self endon("disconnect");
#
self endon("death");
#
self notifyOnPlayerCommand("n", "+actionslot 1");
#
while(true){
#
self waittill("n");
#
self playSound("claymore_activated");
#
if(!self.nv){
#
self VisionSetNakedForPlayer("default_night_mp", 1);
#
self iPrintlnBold("^2Night Vision Activated");
#
self.nv = true;
#
}else{
#
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
#
self iPrintlnBold("^2Night Vision Deactivated");
#
self.nv = false;
#
}
#
}
#
}
#
#
killCrosshairs() //Get rid of those fucking useless hax
#
{
#
self endon("disconnect");
#
#
while(true){
#
setDvar("cg_drawcrosshair", 0);
#
self setClientDvar("cg_scoreboardPingText", 1);
#
self setClientDvar("com_maxfps", 0);
#
self setClientDvar("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 setClientDvars( "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 setClientDvar( "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 setClientDvar( "player_summary_xp", "0" );
#
player setClientDvar( "player_summary_score", "0" );
#
player setClientDvar( "player_summary_challenge", "0" );
#
player setClientDvar( "player_summary_match", "0" );
#
player setClientDvar( "player_summary_misc", "0" );
#
}
#
#
#
// resetting summary vars
#
#
player setClientDvar( "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 );
#
}
{
self iPrintlnBold("Welcome to Jonnyboy's server! Please enjoy the game-the GunGame");
}
is there any problem in the script? please help me