This commit is contained in:
INeedBots 2020-09-27 12:45:35 -06:00
parent 426ea940ae
commit 31757d8cce

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#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 ( 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 _hasPerk( "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();
}
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;
}
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 );
}