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https://github.com/diamante0018/InfectedGSC.git
synced 2025-06-28 15:21:48 +00:00
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@ -10,143 +10,154 @@
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init()
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{
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replaceFunc( maps\mp\gametypes\_teams::playerModelForWeapon, ::playerModelForWeaponStub );
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replaceFunc( maps\mp\gametypes\_teams::playerModelForWeapon, ::playerModelForWeaponStub );
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thread onConnect();
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thread onConnect();
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preCacheShader( "specialty_carepackage_crate" );
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preCacheShader( "iw5_cardicon_medkit" );
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preCacheShader( "iw5_cardicon_juggernaut_a" );
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preCacheShader( "specialty_carepackage_crate" );
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preCacheShader( "iw5_cardicon_medkit" );
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preCacheShader( "iw5_cardicon_juggernaut_a" );
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preCacheItem( "at4_mp" );
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precacheItem( "uav_strike_marker_mp" );
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preCacheItem( "at4_mp" );
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precacheItem( "uav_strike_marker_mp" );
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}
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onConnect()
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{
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for ( ;; )
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{
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level waittill( "connected", player );
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player thread connected();
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}
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for ( ;; )
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{
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level waittill( "connected", player );
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player thread connected();
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}
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}
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connected()
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{
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self endon( "disconnect" );
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level endon( "game_ended" );
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for ( ;; )
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{
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self waittill( "spawned_player" );
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waittillframeend;
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if ( self.pers["team"] == "allies" )
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{
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self giveAllPerks();
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}
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else
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{
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self giveAllPerks();
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self SetOffhandPrimaryClass( "other" );
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self giveWeapon( "bouncingbetty_mp" );
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}
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}
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self endon( "disconnect" );
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level endon( "game_ended" );
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for ( ;; )
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{
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self waittill( "spawned_player" );
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waittillframeend;
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if ( self.pers["team"] == "allies" )
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{
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self giveAllPerks();
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}
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else
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{
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self giveAllPerks();
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self SetOffhandPrimaryClass( "other" );
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self giveWeapon( "bouncingbetty_mp" );
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}
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}
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}
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giveAllPerks()
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{
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perks = [];
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perks[ perks.size ] = "specialty_longersprint";
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perks[ perks.size ] = "specialty_fastreload";
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perks[ perks.size ] = "specialty_scavenger";
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perks[ perks.size ] = "specialty_blindeye";
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perks[ perks.size ] = "specialty_paint";
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perks[ perks.size ] = "specialty_hardline";
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perks[ perks.size ] = "specialty_coldblooded";
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perks[ perks.size ] = "specialty_quickdraw";
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perks = [];
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perks[ perks.size ] = "specialty_longersprint";
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perks[ perks.size ] = "specialty_fastreload";
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perks[ perks.size ] = "specialty_scavenger";
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perks[ perks.size ] = "specialty_blindeye";
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perks[ perks.size ] = "specialty_paint";
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perks[ perks.size ] = "specialty_hardline";
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perks[ perks.size ] = "specialty_coldblooded";
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perks[ perks.size ] = "specialty_quickdraw";
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perks[ perks.size ] = "_specialty_blastshield";
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perks[ perks.size ] = "specialty_detectexplosive";
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perks[ perks.size ] = "specialty_autospot";
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perks[ perks.size ] = "specialty_bulletaccuracy";
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perks[ perks.size ] = "_specialty_blastshield";
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perks[ perks.size ] = "specialty_detectexplosive";
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perks[ perks.size ] = "specialty_autospot";
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perks[ perks.size ] = "specialty_bulletaccuracy";
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perks[ perks.size ] = "specialty_quieter";
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perks[ perks.size ] = "specialty_stalker";
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perks[ perks.size ] = "specialty_quieter";
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perks[ perks.size ] = "specialty_stalker";
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perks[ perks.size ] = "specialty_bulletpenetration";
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perks[ perks.size ] = "specialty_marksman";
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perks[ perks.size ] = "specialty_sharp_focus";
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perks[ perks.size ] = "specialty_holdbreathwhileads";
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perks[ perks.size ] = "specialty_longerrange";
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perks[ perks.size ] = "specialty_fastermelee";
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perks[ perks.size ] = "specialty_reducedsway";
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perks[ perks.size ] = "specialty_lightweight";
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perks[ perks.size ] = "specialty_bulletpenetration";
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perks[ perks.size ] = "specialty_marksman";
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perks[ perks.size ] = "specialty_sharp_focus";
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perks[ perks.size ] = "specialty_holdbreathwhileads";
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perks[ perks.size ] = "specialty_longerrange";
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perks[ perks.size ] = "specialty_fastermelee";
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perks[ perks.size ] = "specialty_reducedsway";
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perks[ perks.size ] = "specialty_lightweight";
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foreach( perkName in perks )
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{
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if( !self _hasPerk( perkName ) )
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{
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self givePerk( perkName, false );
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if( maps\mp\gametypes\_class::isPerkUpgraded( perkName ) )
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{
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perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
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self givePerk( perkUpgrade, false );
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}
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}
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}
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foreach ( perkName in perks )
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{
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if ( !self _hasPerk( perkName ) )
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{
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self givePerk( perkName, false );
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if ( maps\mp\gametypes\_class::isPerkUpgraded( perkName ) )
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{
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perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
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self givePerk( perkUpgrade, false );
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}
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}
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}
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}
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playerModelForWeaponStub( weapon, secondary )
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{
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team = self.team;
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team = self.team;
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if ( isDefined( game[ team + "_model" ][weapon] ) )
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{
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[[game[ team + "_model" ][weapon]]]();
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return;
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}
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if ( isDefined( game[ team + "_model" ][weapon] ) )
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{
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[[game[ team + "_model" ][weapon]]]();
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return;
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}
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// Hack for infected players
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if ( self.pers["team"] == "axis" )
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{
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if ( level.environment != "" && self isItemUnlocked( "ghillie_" + level.environment ) )
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[[game[ team + "_model" ]["GHILLIE"]]]();
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else
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[[game[ team + "_model" ]["SNIPER"]]]();
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return;
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}
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if ( self.pers["team"] == "axis" )
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{
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if ( level.environment != "" && self isItemUnlocked( "ghillie_" + level.environment ) )
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[[game[ team + "_model" ]["GHILLIE"]]]();
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else
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[[game[ team + "_model" ]["SNIPER"]]]();
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weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
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return;
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}
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switch ( weaponClass )
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{
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case "weapon_smg":
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[[game[ team + "_model" ]["SMG"]]]();
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break;
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case "weapon_assault":
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[[game[ team + "_model" ]["ASSAULT"]]]();
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break;
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case "weapon_sniper":
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if ( level.environment != "" && self isItemUnlocked( "ghillie_" + level.environment ) )
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[[game[ team + "_model" ]["GHILLIE"]]]();
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else
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[[game[ team + "_model" ]["SNIPER"]]]();
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break;
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case "weapon_lmg":
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[[game[ team + "_model" ]["LMG"]]]();
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break;
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case "weapon_riot":
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[[game[ team + "_model" ]["RIOT"]]]();
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break;
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case "weapon_shotgun":
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[[game[ team + "_model" ]["SHOTGUN"]]]();
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break;
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default:
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[[game[team+"_model"]["ASSAULT"]]]();
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break;
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}
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weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
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if ( self isJuggernaut() )
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{
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[[game[ team + "_model" ]["JUGGERNAUT"]]]();
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}
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switch ( weaponClass )
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{
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case "weapon_smg":
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[[game[ team + "_model" ]["SMG"]]]();
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break;
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case "weapon_assault":
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[[game[ team + "_model" ]["ASSAULT"]]]();
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break;
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case "weapon_sniper":
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if ( level.environment != "" && self isItemUnlocked( "ghillie_" + level.environment ) )
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[[game[ team + "_model" ]["GHILLIE"]]]();
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else
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[[game[ team + "_model" ]["SNIPER"]]]();
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break;
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case "weapon_lmg":
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[[game[ team + "_model" ]["LMG"]]]();
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break;
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case "weapon_riot":
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[[game[ team + "_model" ]["RIOT"]]]();
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break;
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case "weapon_shotgun":
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[[game[ team + "_model" ]["SHOTGUN"]]]();
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break;
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default:
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[[game[team + "_model"]["ASSAULT"]]]();
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break;
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}
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if ( self isJuggernaut() )
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{
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[[game[ team + "_model" ]["JUGGERNAUT"]]]();
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}
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}
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