InfectedGSC/_inf_model.gsc
2021-09-28 21:32:35 +01:00

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/*
_inf_model
Author: FutureRave
Date: 27/09/2021
Notes: Fuck the models for now
*/
#include common_scripts\utility;
#include maps\mp\_utility;
init()
{
thread onConnect();
preCacheShader( "specialty_carepackage_crate" );
preCacheShader( "iw5_cardicon_medkit" );
preCacheShader( "iw5_cardicon_juggernaut_a" );
preCacheItem( "at4_mp" );
precacheItem( "uav_strike_marker_mp" );
}
onConnect()
{
for ( ;; )
{
level waittill( "connected", player );
player thread connected();
}
}
connected()
{
self endon( "disconnect" );
level endon( "game_ended" );
for ( ;; )
{
self waittill( "spawned_player" );
waittillframeend;
if ( self.sessionteam == "allies" )
{
self giveAllPerks();
}
else
{
/*
team = self.team;
[[game[ self.team + "_model" ][ "GHILLIE" ]]]();
self.isSniper = true;
*/
self giveAllPerks();
self SetOffhandPrimaryClass( "other" );
self giveWeapon( "bouncingbetty_mp" );
}
}
}
giveAllPerks()
{
perks = [];
perks[ perks.size ] = "specialty_longersprint";
perks[ perks.size ] = "specialty_fastreload";
perks[ perks.size ] = "specialty_scavenger";
perks[ perks.size ] = "specialty_blindeye";
perks[ perks.size ] = "specialty_paint";
perks[ perks.size ] = "specialty_hardline";
perks[ perks.size ] = "specialty_coldblooded";
perks[ perks.size ] = "specialty_quickdraw";
perks[ perks.size ] = "_specialty_blastshield";
perks[ perks.size ] = "specialty_detectexplosive";
perks[ perks.size ] = "specialty_autospot";
perks[ perks.size ] = "specialty_bulletaccuracy";
perks[ perks.size ] = "specialty_quieter";
perks[ perks.size ] = "specialty_stalker";
perks[ perks.size ] = "specialty_bulletpenetration";
perks[ perks.size ] = "specialty_marksman";
perks[ perks.size ] = "specialty_sharp_focus";
perks[ perks.size ] = "specialty_holdbreathwhileads";
perks[ perks.size ] = "specialty_longerrange";
perks[ perks.size ] = "specialty_fastermelee";
perks[ perks.size ] = "specialty_reducedsway";
perks[ perks.size ] = "specialty_lightweight";
foreach( perkName in perks )
{
if( !self _hasPerk( perkName ) )
{
self givePerk( perkName, false );
if( maps\mp\gametypes\_class::isPerkUpgraded( perkName ) )
{
perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
self givePerk( perkUpgrade, false );
}
}
}
}