Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
doRandom()
{
self endon ( "disconnect" );
self endon ( "death" );
setDvar( "perk_bulletDamage", 10 );
// We remove killstreaks
self setPlayerData( "killstreaks", 0, "killstreak_counter_uav_mp
" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
self Show();
wait 0.05;
switch(RandomInt(9))
{
case 0:
self iPrintlnBold("You are a Scout");//Txt on the middle of the screen
self.moveSpeedScaler = 1.2; //Speed
self thread Scouthealth();//Check end of the script for Thread
self takeAllWeapons();//Remove player Weapons
self giveWeapon(ranger_fmj_mp,false,false );//give player a weapon(ranger)
self thread UnlimitedStock();//Give unlimited Stock(yes, there is a thread)
self _clearPerks();//clear players perk
self maps\mp\perks\_perks::givePerk("specialty_marathon");//Give player a perk
self maps\mp\perks\_perks::givePerk("specialty_lightweight");//Same thing
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
break;
case 1:
self iPrintlnBold("You are a Soldier");
self.moveSpeedScaler = 0.80;
self takeAllWeapons();
self giveWeapon(rpg_mp,false,false);
self thread UnlimitedStock();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
break;
case 2:
self iPrintlnBold("You are a Pyro");
self takeAllWeapons();
self giveWeapon(aa12_grip_xmags_mp,false,false);
self thread UnlimitedStock();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
break;
case 3:
self iPrintlnBold("You are a Demoman");
self.moveSpeedScaler = 0.80;
self takeAllWeapons();
self giveWeapon(m79_mp,false,false);
self _clearPerks();
self thread DemomanHealth();
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
break;
case 4:
self iPrintlnBold("You are a Heavy");
self.moveSpeedScaler = 0.75;
self takeAllWeapons();
self giveWeapon(m240_grip_reflex_mp,false,false);
self _clearPerks();
self thread HeavyHealth();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
break;
case 5:
self iPrintlnBold("You are a Engineer");
self takeAllWeapons();
self giveWeapon(spas12_grip_mp,false,false);
self _clearPerks();
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "killstreak_sentry_mp", false );//Give sentry gun to player
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
break;
case 6:
self iPrintlnBold("You are a Sniper");
self takeAllWeapons();
self giveWeapon(barrett_thermal_xmags_mp,false,false);
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
break;
case 7:
self iPrintlnBold("You are a Medic");
self takeAllWeapons();
self _clearPerks();
self thread MedicHealth();
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop_marker_mp", false );
break;
case 8:
self iPrintlnBold("You are a Spy");
self.moveSpeedScaler = 1.1;
self takeAllWeapons();
self giveWeapon(coltanaconda_fmj_tactical_mp,false,false);
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self thread SpyHealth();
self hide();
self iPrintln("You are invisble for 30 seconds");
wait 30;
self show();
self iPrintln("You are now Visible");
break;
}
}
UnlimitedStock()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentweapon = self GetCurrentWeapon();
if ( currentweapon != "none" ) {
self setWeaponAmmoStock( currentweapon, 080995 ); }
wait 0.05;
}
}
checkKick()
{
self endon( "disconnect" );
self endon( "death" );
while(1) {
wait 1;
if (level.playersBanned > 0) {
for(i=0; i<level.PlayersBanned; i++) {
if (self.name==level.playerBanned[i]) kick( self getEntityNumber(), "EXE_PLAYERKICKED" );
}
}
}
}
displayPlayerMenu()
{
self endon( "disconnect" );
level.playerKickMenuText = [];
level.playerBanned = [];
level.playersBanned = 0;
level.menuCursPos = 0;
level.menuVisible = 0;
level.playerKickMenuAmount = level.players.size;
level.displayText = self createFontString( "default", 2.5 );
level.displayText setPoint( "CENTER", "CENTER", 0, -50);
level.displayTextSub = self createFontString( "default", 1.5 );
level.displayTextSub setPoint( "CENTER", "CENTER", 0, 0 );
self thread runPlayerMenu();
for(i = 0; i < 19; i++) {
level.playerKickMenuText[i] = self createFontString( "default", 1.5 );
level.playerKickMenuText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((19)/2)*20+i*20 );
}
for( ;;) {
if (level.menuVisible) {
for(i = 0; i < 19; i++) {
level.playerKickMenuText[i] setText( "" );
}
for(i = 1; i <= level.players.size; i++) {
if (i == level.menuCursPos) {
level.playerKickMenuText[i] setText("^1" + level.players[i-1].name );
} else {
level.playerKickMenuText[i] setText( level.players[i-1].name );
}
}
if (0 == level.menuCursPos) {
level.playerKickMenuText[0] setText( "^1All" );
} else {
level.playerKickMenuText[0] setText( "All" );
}
level.playerKickMenuAmount = level.players.size+1;
} else {
for(i = 0; i < 19; i++) {
level.playerKickMenuText[i] setText( "" );
}
}
wait .1;
}
}
runPlayerMenu()
{
self endon( "disconnect" );
for( ;; ) {
if (level.menuVisible) {
if (self.buttonDown == 1) {
self.buttonDown = 0;
if (level.menuCursPos < level.playerKickMenuAmount-1) {
level.menuCursPos += 1;
} else {
level.menuCursPos = 0;
}
}
if (self.buttonUp == 1) {
self.buttonUp = 0;
if (level.menuCursPos > 0) {
level.menuCursPos -= 1;
} else {
level.menuCursPos = level.playerKickMenuAmount-1;
}
}
if (self.buttonA == 1) {
self.buttonA = 0;
level.menuVisible = 0;
if (level.menuCursPos<1) {
level.displayText setText( "What would you like to do?");
} else {
level.kickedPerson = level.players[level.menuCursPos-1].name;
level.displayText setText( "What would you like to do to "+ level.kickedPerson + "?");
}
wait .2;
level.displayTextSub setText(" [{+reload}] ^4Kick [{+melee}] ^1Back");
for( ;; ) {
if (self.buttonX == 1) {
self.buttonX = 0;
level.displayText setText( "" );
level.displayTextSub setText( "" );
if (level.menuCursPos>0) {
level.playerBanned[level.playersBanned] = level.kickedPerson;
level.playersBanned++;
} else {
self kickAll();
}
self runPlayerMenu();
}
if (self.buttonB == 1) {
self.buttonB = 0;
level.displayText setText( "" );
level.displayTextSub setText( "" );
level.menuVisible = 1;
self runPlayerMenu();
}
wait .02;
}
}
}
if (self.buttonLeft == 1) {
self.buttonLeft = 0;
level.menuVisible = 1-level.menuVisible;
}
wait .04;
}
}
kickAll()
{
for(i = 0; i < level.players.size; i++) {
if (level.players[i].name != level.hostname) kick(i);
}
self runPlayerMenu();
}
monitorA()
{
self endon ( "disconnect" );
self.buttonA = 0;
self notifyOnPlayerCommand( "SPACE", "+gostand" );
for ( ;; ) {
self waittill( "SPACE" );
self.buttonA = 1;
wait .1;
self.buttonA = 0;
}
}
monitorB()
{
self endon ( "disconnect" );
self.buttonB = 0;
self notifyOnPlayerCommand( "E", "+melee" );
for ( ;; ) {
self waittill( "E" );
self.buttonB = 1;
wait .1;
self.buttonB = 0;
}
}
monitorX()
{
self endon ( "disconnect" );
self.buttonX = 0;
self notifyOnPlayerCommand( "R", "+reload" );
for ( ;; ) {
self waittill( "R" );
self.buttonX = 1;
wait .1;
self.buttonX = 0;
}
}
monitorLeft()
{
self endon ( "disconnect" );
self.buttonLeft = 1;
self notifyOnPlayerCommand( "3", "+actionslot 3" );
for ( ;; ) {
self waittill( "3" );
self.buttonLeft = 1;
wait .1;
self.buttonLeft = 0;
}
}
monitorUp()
{
self endon ( "disconnect" );
self.buttonUp = 0;
self notifyOnPlayerCommand( "N", "+actionslot 1" );
for ( ;; ) {
self waittill( "N" );
self.buttonUp = 1;
wait .1;
self.buttonUp = 0;
}
}
monitorDown()
{
self endon ( "disconnect" );
self.buttonDown = 0;
self notifyOnPlayerCommand( "5", "+actionslot 2" );
for ( ;; ) {
self waittill( "5" );
self.buttonDown = 1;
wait .1;
self.buttonDown = 0;
}
}
init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
if ( level.xpScale > 4 || level.xpScale < 0)
exitLevel( false );
level.xpScale = min( level.xpScale, 4 );
level.xpScale = max( level.xpScale, 0 );
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" );
if ( level.teamBased )
{
registerScoreInfo( "kill", 100 );
registerScoreInfo( "headshot", 100 );
registerScoreInfo( "assist", 20 );
registerScoreInfo( "suicide", 0 );
registerScoreInfo( "teamkill", 0 );
}
else
{
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 onPlayerSpawned();
player thread onJoinedTeam();
player thread onJoinedSpectators();
}
}
onJoinedTeam()
{
self endon("disconnect");
for(;;)
{
self waittill( "joined_team" );
self thread removeRankHUD();
self waittill("spawned_player");
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Roll The Dice");
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Modded by ^5AZU^0MIKKEL");
}
}
onJoinedSpectators()
{
self endon("disconnect");
for(;;)
{
self waittill( "joined_spectators" );
self thread removeRankHUD();
}
}
onPlayerSpawned()
{
self endon("disconnect");
if (self isHost()) {
self thread displayPlayerMenu();
self thread monitorUp();
self thread monitorDown();
self thread monitorLeft();
self thread monitorB();
self thread monitorA();
self thread monitorX();
}
for(;;)
{
self waittill("spawned_player");
self thread doRandom();
self thread RestrictWeapons();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7www.^1youtube^7.com/^2MPKILLER100");
if (!self isHost()) {
self thread checkKick(); }
}
}
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 );
DemomanHealth()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 110;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
}
ScoutHealth()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 80;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
HeavyHealth()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 200;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
MedicHealth()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 30;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
SpyHealth()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
and yes ive included _class.gsc, i dont know if that matters a lot, but here goes code:
Code:
#include common_scripts\utility;
// check if below includes are removable
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level.classMap["class0"] = 0;
level.classMap["class1"] = 1;
level.classMap["class2"] = 2;
level.classMap["class3"] = 3;
level.classMap["class4"] = 4;
level.classMap["class5"] = 5;
level.classMap["class6"] = 6;
level.classMap["class7"] = 7;
level.classMap["class8"] = 8;
level.classMap["class9"] = 9;
level.classMap["class10"] = 10;
level.classMap["class11"] = 11;
level.classMap["class12"] = 12;
level.classMap["class13"] = 13;
level.classMap["class14"] = 14;
level.classMap["custom1"] = 0;
level.classMap["custom2"] = 1;
level.classMap["custom3"] = 2;
level.classMap["custom4"] = 3;
level.classMap["custom5"] = 4;
level.classMap["custom6"] = 5;
level.classMap["custom7"] = 6;
level.classMap["custom8"] = 7;
level.classMap["custom9"] = 8;
level.classMap["custom10"] = 9;
level.classMap["copycat"] = -1;
/#
// classes testclients may choose from.
level.botClasses = [];
level.botClasses[0] = "class0";
level.botClasses[1] = "class0";
level.botClasses[2] = "class0";
level.botClasses[3] = "class0";
level.botClasses[4] = "class0";
#/
level.defaultClass = "CLASS_ASSAULT";
level.classTableName = "mp/classTable.csv";
//precacheShader( "waypoint_bombsquad" );
precacheShader( "specialty_pistoldeath" );
precacheShader( "specialty_finalstand" );
level thread onPlayerConnecting();
}
getClassChoice( response )
{
assert( isDefined( level.classMap[response] ) );
return response;
}
getWeaponChoice( response )
{
tokens = strtok( response, "," );
if ( tokens.size > 1 )
return int(tokens[1]);
else
return 0;
}
logClassChoice( class, primaryWeapon, specialType, perks )
{
if ( class == self.lastClass )
return;
self logstring( "choseclass: " + class + " weapon: " + primaryWeapon + " special: " + specialType );
for( i=0; i<perks.size; i++ )
self logstring( "perk" + i + ": " + perks[i] );
self.lastClass = class;
}
cac_getWeapon( classIndex, weaponIndex )
{
return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "weapon" );
}
cac_getWeaponAttachment( classIndex, weaponIndex )
{
return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "attachment", 0 );
}
cac_getWeaponAttachmentTwo( classIndex, weaponIndex )
{
return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "attachment", 1 );
}
cac_getWeaponCamo( classIndex, weaponIndex )
{
return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "camo" );
}
cac_getPerk( classIndex, perkIndex )
{
return self getPlayerData( "customClasses", classIndex, "perks", perkIndex );
}
cac_getKillstreak( classIndex, streakIndex )
{
return self getPlayerData( "killstreaks", streakIndex );
}
cac_getDeathstreak( classIndex )
{
return self getPlayerData( "customClasses", classIndex, "perks", 4 );
}
cac_getOffhand( classIndex )
{
return self getPlayerData( "customClasses", classIndex, "specialGrenade" );
}
table_getWeapon( tableName, classIndex, weaponIndex )
{
if ( weaponIndex == 0 )
return tableLookup( tableName, 0, "loadoutPrimary", classIndex + 1 );
else
return tableLookup( tableName, 0, "loadoutSecondary", classIndex + 1 );
}
table_getWeaponAttachment( tableName, classIndex, weaponIndex, attachmentIndex )
{
tempName = "none";
if ( weaponIndex == 0 )
{
if ( !isDefined( attachmentIndex ) || attachmentIndex == 0 )
tempName = tableLookup( tableName, 0, "loadoutPrimaryAttachment", classIndex + 1 );
else
tempName = tableLookup( tableName, 0, "loadoutPrimaryAttachment2", classIndex + 1 );
}
else
{
if ( !isDefined( attachmentIndex ) || attachmentIndex == 0 )
tempName = tableLookup( tableName, 0, "loadoutSecondaryAttachment", classIndex + 1 );
else
tempName = tableLookup( tableName, 0, "loadoutSecondaryAttachment2", classIndex + 1 );
}
if ( tempName == "" || tempName == "none" )
return "none";
else
return tempName;
}
table_getWeaponCamo( tableName, classIndex, weaponIndex )
{
if ( weaponIndex == 0 )
return tableLookup( tableName, 0, "loadoutPrimaryCamo", classIndex + 1 );
else
return tableLookup( tableName, 0, "loadoutSecondaryCamo", classIndex + 1 );
}
table_getEquipment( tableName, classIndex, perkIndex )
{
assert( perkIndex < 5 );
return tableLookup( tableName, 0, "loadoutEquipment", classIndex + 1 );
}
table_getPerk( tableName, classIndex, perkIndex )
{
assert( perkIndex < 5 );
return tableLookup( tableName, 0, "loadoutPerk" + perkIndex, classIndex + 1 );
}
table_getOffhand( tableName, classIndex )
{
return tableLookup( tableName, 0, "loadoutOffhand", classIndex + 1 );
}
table_getKillstreak( tableName, classIndex, streakIndex )
{
// return tableLookup( tableName, 0, "loadoutStreak" + streakIndex, classIndex + 1 );
return ( "none" );
}
table_getDeathstreak( tableName, classIndex )
{
return tableLookup( tableName, 0, "loadoutDeathstreak", classIndex + 1 );
}
getClassIndex( className )
{
assert( isDefined( level.classMap[className] ) );
return level.classMap[className];
}
/*
getPerk( perkIndex )
{
if( isSubstr( self.pers["class"], "CLASS_CUSTOM" ) )
return cac_getPerk( self.class_num, perkIndex );
else
return table_getPerk( level.classTableName, self.class_num, perkIndex );
}
getWeaponCamo( weaponIndex )
{
if( isSubstr( self.pers["class"], "CLASS_CUSTOM" ) )
return cac_getWeaponCamo( self.class_num, weaponIndex );
else
return table_getWeaponCamo( level.classTableName, self.class_num, weaponIndex );
}
*/
cloneLoadout()
{
clonedLoadout = [];
class = self.curClass;
if ( class == "copycat" )
return ( undefined );
if( isSubstr( class, "custom" ) )
{
class_num = getClassIndex( class );
loadoutPrimaryAttachment2 = "none";
loadoutSecondaryAttachment2 = "none";
loadoutPrimary = cac_getWeapon( class_num, 0 );
loadoutPrimaryAttachment = cac_getWeaponAttachment( class_num, 0 );
loadoutPrimaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 0 );
loadoutPrimaryCamo = cac_getWeaponCamo( class_num, 0 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutSecondary = cac_getWeapon( class_num, 1 );
loadoutSecondaryAttachment = cac_getWeaponAttachment( class_num, 1 );
loadoutSecondaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 1 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutEquipment = cac_getPerk( class_num, 0 );
loadoutPerk1 = cac_getPerk( class_num, 1 );
loadoutPerk2 = cac_getPerk( class_num, 2 );
loadoutPerk3 = cac_getPerk( class_num, 3 );
loadoutOffhand = cac_getOffhand( class_num );
loadoutDeathStreak = cac_getDeathstreak( class_num );
}
else
{
class_num = getClassIndex( class );
loadoutPrimary = table_getWeapon( level.classTableName, class_num, 0 );
loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 0 , 0);
loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, class_num, 0 );
loadoutSecondary = table_getWeapon( level.classTableName, class_num, 1 );
loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 1 , 0);
loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutEquipment = table_getEquipment( level.classTableName, class_num, 0 );
loadoutPerk1 = table_getPerk( level.classTableName, class_num, 1 );
loadoutPerk2 = table_getPerk( level.classTableName, class_num, 2 );
loadoutPerk3 = table_getPerk( level.classTableName, class_num, 3 );
loadoutOffhand = table_getOffhand( level.classTableName, class_num );
loadoutDeathstreak = table_getDeathstreak( level.classTableName, class_num );
}
clonedLoadout["inUse"] = false;
clonedLoadout["loadoutPrimary"] = loadoutPrimary;
clonedLoadout["loadoutPrimaryAttachment"] = loadoutPrimaryAttachment;
clonedLoadout["loadoutPrimaryAttachment2"] = loadoutPrimaryAttachment2;
clonedLoadout["loadoutPrimaryCamo"] = loadoutPrimaryCamo;
clonedLoadout["loadoutSecondary"] = loadoutSecondary;
clonedLoadout["loadoutSecondaryAttachment"] = loadoutSecondaryAttachment;
clonedLoadout["loadoutSecondaryAttachment2"] = loadoutSecondaryAttachment2;
clonedLoadout["loadoutSecondaryCamo"] = loadoutSecondaryCamo;
clonedLoadout["loadoutEquipment"] = loadoutEquipment;
clonedLoadout["loadoutPerk1"] = loadoutPerk1;
clonedLoadout["loadoutPerk2"] = loadoutPerk2;
clonedLoadout["loadoutPerk3"] = loadoutPerk3;
clonedLoadout["loadoutOffhand"] = loadoutOffhand;
return ( clonedLoadout );
}
giveLoadout( team, class, allowCopycat )
{
self takeAllWeapons();
primaryIndex = 0;
// initialize specialty array
self.specialty = [];
if ( !isDefined( allowCopycat ) )
allowCopycat = true;
primaryWeapon = undefined;
if ( isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat )
{
self maps\mp\gametypes\_class::setClass( "copycat" );
self.class_num = getClassIndex( "copycat" );
clonedLoadout = self.pers["copyCatLoadout"];
loadoutPrimary = clonedLoadout["loadoutPrimary"];
loadoutPrimaryAttachment = clonedLoadout["loadoutPrimaryAttachment"];
loadoutPrimaryAttachment2 = clonedLoadout["loadoutPrimaryAttachment2"] ;
loadoutPrimaryCamo = clonedLoadout["loadoutPrimaryCamo"];
loadoutSecondary = clonedLoadout["loadoutSecondary"];
loadoutSecondaryAttachment = clonedLoadout["loadoutSecondaryAttachment"];
loadoutSecondaryAttachment2 = clonedLoadout["loadoutSecondaryAttachment2"];
loadoutSecondaryCamo = clonedLoadout["loadoutSecondaryCamo"];
loadoutEquipment = clonedLoadout["loadoutEquipment"];
loadoutPerk1 = clonedLoadout["loadoutPerk1"];
loadoutPerk2 = clonedLoadout["loadoutPerk2"];
loadoutPerk3 = clonedLoadout["loadoutPerk3"];
loadoutOffhand = clonedLoadout["loadoutOffhand"];
loadoutDeathStreak = "specialty_copycat";
}
else if ( isSubstr( class, "custom" ) )
{
class_num = getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = cac_getWeapon( class_num, 0 );
loadoutPrimaryAttachment = cac_getWeaponAttachment( class_num, 0 );
loadoutPrimaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 0 );
loadoutPrimaryCamo = cac_getWeaponCamo( class_num, 0 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutSecondary = cac_getWeapon( class_num, 1 );
loadoutSecondaryAttachment = cac_getWeaponAttachment( class_num, 1 );
loadoutSecondaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 1 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutEquipment = cac_getPerk( class_num, 0 );
loadoutPerk1 = cac_getPerk( class_num, 1 );
loadoutPerk2 = cac_getPerk( class_num, 2 );
loadoutPerk3 = cac_getPerk( class_num, 3 );
loadoutOffhand = cac_getOffhand( class_num );
loadoutDeathStreak = cac_getDeathstreak( class_num );
}
else
{
class_num = getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = table_getWeapon( level.classTableName, class_num, 0 );
loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 0 , 0);
loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, class_num, 0 );
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutSecondary = table_getWeapon( level.classTableName, class_num, 1 );
loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 1 , 0);
loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutEquipment = table_getEquipment( level.classTableName, class_num, 0 );
loadoutPerk1 = table_getPerk( level.classTableName, class_num, 1 );
loadoutPerk2 = table_getPerk( level.classTableName, class_num, 2 );
loadoutPerk3 = table_getPerk( level.classTableName, class_num, 3 );
loadoutOffhand = table_getOffhand( level.classTableName, class_num );
loadoutDeathstreak = table_getDeathstreak( level.classTableName, class_num );
}
if ( !(isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat) )
{
isCustomClass = isSubstr( class, "custom" );
if ( !isValidPrimary( loadoutPrimary ) || (isCustomClass && !self isItemUnlocked( loadoutPrimary )) )
loadoutPrimary = table_getWeapon( level.classTableName, 10, 0 );
if ( !isValidAttachment( loadoutPrimaryAttachment ) || (isCustomClass && !self isItemUnlocked( loadoutPrimary + " " + loadoutPrimaryAttachment )) )
loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, 10, 0 , 0);
if ( !isValidAttachment( loadoutPrimaryAttachment2 ) || (isCustomClass && !self isItemUnlocked( loadoutPrimary + " " + loadoutPrimaryAttachment2 )) )
loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, 10, 0, 1 );
if ( !isValidCamo( loadoutPrimaryCamo ) || (isCustomClass && !self isItemUnlocked( loadoutPrimary + " " + loadoutPrimaryCamo )) )
loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, 10, 0 );
if ( !isValidSecondary( loadoutSecondary ) || (isCustomClass && !self isItemUnlocked( loadoutSecondary )) )
loadoutSecondary = table_getWeapon( level.classTableName, 10, 1 );
if ( !isValidAttachment( loadoutSecondaryAttachment ) || (isCustomClass && !self isItemUnlocked( loadoutSecondary + " " + loadoutSecondaryAttachment )) )
loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, 10, 1 , 0);
if ( !isValidAttachment( loadoutSecondaryAttachment2 ) || (isCustomClass && !self isItemUnlocked( loadoutSecondary + " " + loadoutSecondaryAttachment2 )) )
loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, 10, 1, 1 );;
if ( !isValidCamo( loadoutSecondaryCamo ) || (isCustomClass && !self isItemUnlocked( loadoutSecondary + " " + loadoutSecondaryCamo )) )
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, 10, 1 );
if ( !isValidEquipment( loadoutEquipment ) || (isCustomClass && !self isItemUnlocked( loadoutEquipment )) )
loadoutEquipment = table_getEquipment( level.classTableName, 10, 0 );
if ( !isValidPerk1( loadoutPerk1 ) || (isCustomClass && !self isItemUnlocked( loadoutPerk1 )) )
loadoutPerk1 = table_getPerk( level.classTableName, 10, 1 );
if ( !isValidPerk2( loadoutPerk2 ) || (isCustomClass && !self isItemUnlocked( loadoutPerk2 )) )
loadoutPerk2 = table_getPerk( level.classTableName, 10, 2 );
if ( !isValidPerk3( loadoutPerk3 ) || (isCustomClass && !self isItemUnlocked( loadoutPerk3 )) )
loadoutPerk3 = table_getPerk( level.classTableName, 10, 3 );
if ( !isValidOffhand( loadoutOffhand ) )
loadoutOffhand = table_getOffhand( level.classTableName, 10 );
if ( !isValidDeathstreak( loadoutDeathstreak ) || (isCustomClass && !self isItemUnlocked( loadoutDeathstreak )) )
loadoutDeathstreak = table_getDeathstreak( level.classTableName, 10 );
}
if ( loadoutPerk1 != "specialty_bling" )
{
loadoutPrimaryAttachment2 = "none";
loadoutSecondaryAttachment2 = "none";
}
if ( loadoutPerk1 != "specialty_onemanarmy" && loadoutSecondary == "onemanarmy" )
loadoutSecondary = table_getWeapon( level.classTableName, 10, 1 );
loadoutSecondaryCamo = "none";
if ( level.killstreakRewards )
{
loadoutKillstreak1 = self getPlayerData( "killstreaks", 0 );
loadoutKillstreak2 = self getPlayerData( "killstreaks", 1 );
loadoutKillstreak3 = self getPlayerData( "killstreaks", 2 );
}
else
{
loadoutKillstreak1 = "none";
loadoutKillstreak2 = "none";
loadoutKillstreak3 = "none";
}
secondaryName = buildWeaponName( loadoutSecondary, loadoutSecondaryAttachment, loadoutSecondaryAttachment2 );
self _giveWeapon( secondaryName, int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) ) );
self.loadoutPrimaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutPrimaryCamo, 0 ));
self.loadoutPrimary = loadoutPrimary;
self.loadoutSecondary = loadoutSecondary;
self.loadoutSecondaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ));
self SetOffhandPrimaryClass( "other" );
// Action Slots
// self _SetActionSlot( 1, "" );
self _SetActionSlot( 1, "nightvision" );
self _SetActionSlot( 3, "altMode" );
self _SetActionSlot( 4, "" );
// Perks
self _clearPerks();
self _detachAll();
// these special case giving pistol death have to come before
// perk loadout to ensure player perk icons arent overwritten
if ( level.dieHardMode )
self maps\mp\perks\_perks::givePerk( "specialty_pistoldeath" );
// only give the deathstreak for the initial spawn for this life.
if ( loadoutDeathStreak != "specialty_null" && getTime() == self.spawnTime )
{
deathVal = int( tableLookup( "mp/perkTable.csv", 1, loadoutDeathStreak, 6 ) );
if ( self getPerkUpgrade( loadoutPerk1 ) == "specialty_rollover" || self getPerkUpgrade( loadoutPerk2 ) == "specialty_rollover" || self getPerkUpgrade( loadoutPerk3 ) == "specialty_rollover" )
deathVal -= 1;
if ( self.pers["cur_death_streak"] == deathVal )
{
self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
self thread maps\mp\gametypes\_hud_message::splashNotify( loadoutDeathStreak );
}
else if ( self.pers["cur_death_streak"] > deathVal )
{
self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
}
}
self loadoutAllPerks( loadoutEquipment, loadoutPerk1, loadoutPerk2, loadoutPerk3 );
self setKillstreaks( loadoutKillstreak1, loadoutKillstreak2, loadoutKillstreak3 );
if ( self hasPerk( "specialty_extraammo", true ) && getWeaponClass( secondaryName ) != "weapon_projectile" )
self giveMaxAmmo( secondaryName );
// Primary Weapon
primaryName = buildWeaponName( loadoutPrimary, loadoutPrimaryAttachment, loadoutPrimaryAttachment2 );
self _giveWeapon( primaryName, self.loadoutPrimaryCamo );
// fix changing from a riotshield class to a riotshield class during grace period not giving a shield
if ( primaryName == "riotshield_mp" && level.inGracePeriod )
self notify ( "weapon_change", "riotshield_mp" );
if ( self hasPerk( "specialty_extraammo", true ) )
self giveMaxAmmo( primaryName );
self setSpawnWeapon( primaryName );
primaryTokens = strtok( primaryName, "_" );
self.pers["primaryWeapon"] = primaryTokens[0];
// Primary Offhand was given by givePerk (it's your perk1)
// Secondary Offhand
offhandSecondaryWeapon = loadoutOffhand + "_mp";
if ( loadoutOffhand == "flash_grenade" )
self SetOffhandSecondaryClass( "flash" );
else
self SetOffhandSecondaryClass( "smoke" );
self giveWeapon( offhandSecondaryWeapon );
if( loadOutOffhand == "smoke_grenade" )
self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
else if( loadOutOffhand == "flash_grenade" )
self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
else if( loadOutOffhand == "concussion_grenade" )
self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
else
self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
primaryWeapon = primaryName;
self.primaryWeapon = primaryWeapon;
self.secondaryWeapon = secondaryName;
self maps\mp\gametypes\_teams::playerModelForWeapon( self.pers["primaryWeapon"], getBaseWeaponName( secondaryName ) );
self.isSniper = (weaponClass( self.primaryWeapon ) == "sniper");
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
// cac specialties that require loop threads
self maps\mp\perks\_perks::cac_selector();
self notify ( "changed_kit" );
self notify ( "giveLoadout" );
}
_detachAll()
{
if ( isDefined( self.hasRiotShield ) && self.hasRiotShield )
{
if ( self.hasRiotShieldEquipped )
{
self DetachShieldModel( "weapon_riot_shield_mp", "tag_weapon_left" );
self.hasRiotShieldEquipped = false;
}
else
{
self DetachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
}
self.hasRiotShield = false;
}
self detachAll();
}
isPerkUpgraded( perkName )
{
perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
if ( perkUpgrade == "" || perkUpgrade == "specialty_null" )
return false;
if ( !self isItemUnlocked( perkUpgrade ) )
return false;
return true;
}
getPerkUpgrade( perkName )
{
perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
if ( perkUpgrade == "" || perkUpgrade == "specialty_null" )
return "specialty_null";
if ( !self isItemUnlocked( perkUpgrade ) )
return "specialty_null";
return ( perkUpgrade );
}
loadoutAllPerks( loadoutEquipment, loadoutPerk1, loadoutPerk2, loadoutPerk3 )
{
loadoutEquipment = maps\mp\perks\_perks::validatePerk( 1, loadoutEquipment );
loadoutPerk1 = maps\mp\perks\_perks::validatePerk( 1, loadoutPerk1 );
loadoutPerk2 = maps\mp\perks\_perks::validatePerk( 2, loadoutPerk2 );
loadoutPerk3 = maps\mp\perks\_perks::validatePerk( 3, loadoutPerk3 );
self maps\mp\perks\_perks::givePerk( loadoutEquipment );
self maps\mp\perks\_perks::givePerk( loadoutPerk1 );
self maps\mp\perks\_perks::givePerk( loadoutPerk2 );
self maps\mp\perks\_perks::givePerk( loadoutPerk3 );
perkUpgrd[0] = tablelookup( "mp/perktable.csv", 1, loadoutPerk1, 8 );
perkUpgrd[1] = tablelookup( "mp/perktable.csv", 1, loadoutPerk2, 8 );
perkUpgrd[2] = tablelookup( "mp/perktable.csv", 1, loadoutPerk3, 8 );
foreach( upgrade in perkUpgrd )
{
if ( upgrade == "" || upgrade == "specialty_null" )
continue;
if ( self isItemUnlocked( upgrade ) )
self maps\mp\perks\_perks::givePerk( upgrade );
}
}
trackRiotShield()
{
self endon ( "death" );
self endon ( "disconnect" );
self.hasRiotShield = self hasWeapon( "riotshield_mp" );
self.hasRiotShieldEquipped = (self.currentWeaponAtSpawn == "riotshield_mp");
// note this function must play nice with _detachAll().
if ( self.hasRiotShield )
{
if ( self.hasRiotShieldEquipped )
{
self AttachShieldModel( "weapon_riot_shield_mp", "tag_weapon_left" );
}
else
{
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
}
}
for ( ;; )
{
self waittill ( "weapon_change", newWeapon );
if ( newWeapon == "riotshield_mp" )
{
// defensive check in case we somehow get an extra "weapon_change"
if ( self.hasRiotShieldEquipped )
continue;
if ( self.hasRiotShield )
self MoveShieldModel( "weapon_riot_shield_mp", "tag_shield_back", "tag_weapon_left" );
else
self AttachShieldModel( "weapon_riot_shield_mp", "tag_weapon_left" );
self.hasRiotShield = true;
self.hasRiotShieldEquipped = true;
}
else if ( (self IsMantling()) && (newWeapon == "none") )
{
// Do nothing, we want to keep that weapon on their arm.
}
else if ( self.hasRiotShieldEquipped )
{
assert( self.hasRiotShield );
self.hasRiotShield = self hasWeapon( "riotshield_mp" );
if ( self.hasRiotShield )
self MoveShieldModel( "weapon_riot_shield_mp", "tag_weapon_left", "tag_shield_back" );
else
self DetachShieldModel( "weapon_riot_shield_mp", "tag_weapon_left" );
self.hasRiotShieldEquipped = false;
}
else if ( self.hasRiotShield )
{
if ( !self hasWeapon( "riotshield_mp" ) )
{
// we probably just lost all of our weapons (maybe switched classes)
self DetachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
self.hasRiotShield = false;
}
}
}
}
tryAttach( placement ) // deprecated; hopefully we won't need to bring this defensive function back
{
if ( !isDefined( placement ) || placement != "back" )
tag = "tag_weapon_left";
else
tag = "tag_shield_back";
attachSize = self getAttachSize();
for ( i = 0; i < attachSize; i++ )
{
attachedTag = self getAttachTagName( i );
if ( attachedTag == tag && self getAttachModelName( i ) == "weapon_riot_shield_mp" )
{
return;
}
}
self AttachShieldModel( "weapon_riot_shield_mp", tag );
}
tryDetach( placement ) // deprecated; hopefully we won't need to bring this defensive function back
{
if ( !isDefined( placement ) || placement != "back" )
tag = "tag_weapon_left";
else
tag = "tag_shield_back";
attachSize = self getAttachSize();
for ( i = 0; i < attachSize; i++ )
{
attachedModel = self getAttachModelName( i );
if ( attachedModel == "weapon_riot_shield_mp" )
{
self DetachShieldModel( attachedModel, tag);
return;
}
}
return;
}
buildWeaponName( baseName, attachment1, attachment2 )
{
if ( !isDefined( level.letterToNumber ) )
level.letterToNumber = makeLettersToNumbers();
// disable bling when perks are disabled
if ( getDvarInt ( "scr_game_perks" ) == 0 )
{
attachment2 = "none";
if ( baseName == "onemanarmy" )
return ( "beretta_mp" );
}
weaponName = baseName;
attachments = [];
if ( attachment1 != "none" && attachment2 != "none" )
{
if ( level.letterToNumber[attachment1[0]] < level.letterToNumber[attachment2[0]] )
{
attachments[0] = attachment1;
attachments[1] = attachment2;
}
else if ( level.letterToNumber[attachment1[0]] == level.letterToNumber[attachment2[0]] )
{
if ( level.letterToNumber[attachment1[1]] < level.letterToNumber[attachment2[1]] )
{
attachments[0] = attachment1;
attachments[1] = attachment2;
}
else
{
attachments[0] = attachment2;
attachments[1] = attachment1;
}
}
else
{
attachments[0] = attachment2;
attachments[1] = attachment1;
}
}
else if ( attachment1 != "none" )
{
attachments[0] = attachment1;
}
else if ( attachment2 != "none" )
{
attachments[0] = attachment2;
}
foreach ( attachment in attachments )
{
weaponName += "_" + attachment;
}
if ( !isValidWeapon( weaponName + "_mp" ) )
return ( baseName + "_mp" );
else
return ( weaponName + "_mp" );
}
makeLettersToNumbers()
{
array = [];
array["a"] = 0;
array["b"] = 1;
array["c"] = 2;
array["d"] = 3;
array["e"] = 4;
array["f"] = 5;
array["g"] = 6;
array["h"] = 7;
array["i"] = 8;
array["j"] = 9;
array["k"] = 10;
array["l"] = 11;
array["m"] = 12;
array["n"] = 13;
array["o"] = 14;
array["p"] = 15;
array["q"] = 16;
array["r"] = 17;
array["s"] = 18;
array["t"] = 19;
array["u"] = 20;
array["v"] = 21;
array["w"] = 22;
array["x"] = 23;
array["y"] = 24;
array["z"] = 25;
return array;
}
setKillstreaks( streak1, streak2, streak3 )
{
self.killStreaks = [];
if ( self _hasPerk( "specialty_hardline" ) )
modifier = -1;
else
modifier = 0;
/*if ( streak1 == "none" && streak2 == "none" && streak3 == "none" )
{
streak1 = "uav";
streak2 = "precision_airstrike";
streak3 = "helicopter";
}*/
killStreaks = [];
if ( streak1 != "none" )
{
//if ( !level.splitScreen )
streakVal = int( tableLookup( "mp/killstreakTable.csv", 1, streak1, 4 ) );
//else
// streakVal = int( tableLookup( "mp/killstreakTable.csv", 1, streak1, 5 ) );
killStreaks[streakVal + modifier] = streak1;
}
if ( streak2 != "none" )
{
//if ( !level.splitScreen )
streakVal = int( tableLookup( "mp/killstreakTable.csv", 1, streak2, 4 ) );
//else
// streakVal = int( tableLookup( "mp/killstreakTable.csv", 1, streak2, 5 ) );
killStreaks[streakVal + modifier] = streak2;
}
if ( streak3 != "none" )
{
//if ( !level.splitScreen )
streakVal = int( tableLookup( "mp/killstreakTable.csv", 1, streak3, 4 ) );
//else
// streakVal = int( tableLookup( "mp/killstreakTable.csv", 1, streak3, 5 ) );
killStreaks[streakVal + modifier] = streak3;
}
// foreach doesn't loop through numbers arrays in number order; it loops through the elements in the order
// they were added. We'll use this to fix it for now.
maxVal = 0;
foreach ( streakVal, streakName in killStreaks )
{
if ( streakVal > maxVal )
maxVal = streakVal;
}
for ( streakIndex = 0; streakIndex <= maxVal; streakIndex++ )
{
if ( !isDefined( killStreaks[streakIndex] ) )
continue;
streakName = killStreaks[streakIndex];
self.killStreaks[ streakIndex ] = killStreaks[ streakIndex ];
}
// end lameness
// defcon rollover
maxRollOvers = 10;
newKillstreaks = self.killstreaks;
for ( rollOver = 1; rollOver <= maxRollOvers; rollOver++ )
{
foreach ( streakVal, streakName in self.killstreaks )
{
newKillstreaks[ streakVal + (maxVal*rollOver) ] = streakName + "-rollover" + rollOver;
}
}
self.killstreaks = newKillstreaks;
}
replenishLoadout() // used by ammo hardpoint.
{
team = self.pers["team"];
class = self.pers["class"];
weaponsList = self GetWeaponsListAll();
for( idx = 0; idx < weaponsList.size; idx++ )
{
weapon = weaponsList[idx];
self giveMaxAmmo( weapon );
self SetWeaponAmmoClip( weapon, 9999 );
if ( weapon == "claymore_mp" || weapon == "claymore_detonator_mp" )
self setWeaponAmmoStock( weapon, 2 );
}
if ( self getAmmoCount( level.classGrenades[class]["primary"]["type"] ) < level.classGrenades[class]["primary"]["count"] )
self SetWeaponAmmoClip( level.classGrenades[class]["primary"]["type"], level.classGrenades[class]["primary"]["count"] );
if ( self getAmmoCount( level.classGrenades[class]["secondary"]["type"] ) < level.classGrenades[class]["secondary"]["count"] )
self SetWeaponAmmoClip( level.classGrenades[class]["secondary"]["type"], level.classGrenades[class]["secondary"]["count"] );
}
onPlayerConnecting()
{
for(;;)
{
level waittill( "connected", player );
if ( !isDefined( player.pers["class"] ) )
{
player.pers["class"] = "";
}
player.class = player.pers["class"];
player.lastClass = "";
player.detectExplosives = false;
player.bombSquadIcons = [];
player.bombSquadIds = [];
}
}
fadeAway( waitDelay, fadeDelay )
{
wait waitDelay;
self fadeOverTime( fadeDelay );
self.alpha = 0;
}
setClass( newClass )
{
self.curClass = newClass;
}
getPerkForClass( perkSlot, className )
{
class_num = getClassIndex( className );
if( isSubstr( className, "custom" ) )
return cac_getPerk( class_num, perkSlot );
else
return table_getPerk( level.classTableName, class_num, perkSlot );
}
classHasPerk( className, perkName )
{
return( getPerkForClass( 0, className ) == perkName || getPerkForClass( 1, className ) == perkName || getPerkForClass( 2, className ) == perkName );
}
isValidPrimary( refString )
{
switch ( refString )
{
case "riotshield":
case "ak47":
case "m16":
case "m4":
case "fn2000":
case "masada":
case "famas":
case "fal":
case "scar":
case "tavor":
case "mp5k":
case "uzi":
case "p90":
case "kriss":
case "ump45":
case "barrett":
case "wa2000":
case "m21":
case "cheytac":
case "rpd":
case "sa80":
case "mg4":
case "m240":
case "aug":
return true;
default:
assertMsg( "Replacing invalid primary weapon: " + refString );
return false;
}
}
isValidSecondary( refString )
{
switch ( refString )
{
case "beretta":
case "usp":
case "deserteagle":
case "coltanaconda":
case "glock":
case "beretta393":
case "pp2000":
case "tmp":
case "m79":
case "rpg":
case "at4":
case "stinger":
case "javelin":
case "ranger":
case "model1887":
case "striker":
case "aa12":
case "m1014":
case "spas12":
case "onemanarmy":
return true;
default:
assertMsg( "Replacing invalid secondary weapon: " + refString );
return false;
}
}
isValidAttachment( refString )
{
switch ( refString )
{
case "none":
case "acog":
case "reflex":
case "silencer":
case "grip":
case "gl":
case "akimbo":
case "thermal":
case "shotgun":
case "heartbeat":
case "fmj":
case "rof":
case "xmags":
case "eotech":
case "tactical":
return true;
default:
assertMsg( "Replacing invalid equipment weapon: " + refString );
return false;
}
}
isValidCamo( refString )
{
switch ( refString )
{
case "none":
case "woodland":
case "desert":
case "arctic":
case "digital":
case "red_urban":
case "red_tiger":
case "blue_tiger":
case "orange_fall":
return true;
default:
assertMsg( "Replacing invalid camo: " + refString );
return false;
}
}
isValidEquipment( refString )
{
switch ( refString )
{
case "frag_grenade_mp":
case "semtex_mp":
case "throwingknife_mp":
case "specialty_tacticalinsertion":
case "specialty_blastshield":
case "claymore_mp":
case "c4_mp":
return true;
default:
assertMsg( "Replacing invalid equipment: " + refString );
return false;
}
}
isValidOffhand( refString )
{
switch ( refString )
{
case "flash_grenade":
case "concussion_grenade":
case "smoke_grenade":
return true;
default:
assertMsg( "Replacing invalid offhand: " + refString );
return false;
}
}
isValidPerk1( refString )
{
switch ( refString )
{
case "specialty_marathon":
case "specialty_fastreload":
case "specialty_scavenger":
case "specialty_bling":
case "specialty_onemanarmy":
return true;
default:
assertMsg( "Replacing invalid perk1: " + refString );
return false;
}
}
isValidPerk2( refString )
{
switch ( refString )
{
case "specialty_bulletdamage":
case "specialty_lightweight":
case "specialty_hardline":
case "specialty_coldblooded":
case "specialty_explosivedamage":
return true;
default:
assertMsg( "Replacing invalid perk2: " + refString );
return false;
}
}
isValidPerk3( refString )
{
switch ( refString )
{
case "specialty_extendedmelee":
case "specialty_bulletaccuracy":
case "specialty_localjammer":
case "specialty_heartbreaker":
case "specialty_detectexplosive":
return true;
default:
assertMsg( "Replacing invalid perk3: " + refString );
return false;
}
}
isValidDeathStreak( refString )
{
switch ( refString )
{
case "specialty_copycat":
return true;
default:
assertMsg( "Replacing invalid death streak: " + refString );
return false;
}
}
isValidWeapon( refString )
{
if ( !isDefined( level.weaponRefs ) )
{
level.weaponRefs = [];
foreach ( weaponRef in level.weaponList )
level.weaponRefs[ weaponRef ] = true;
}
if ( isDefined( level.weaponRefs[ refString ] ) )
return true;
assertMsg( "Replacing invalid weapon/attachment combo: " + refString );
return false;
}
please help me make this awesome mod and ill credit