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common
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902
userraw/maps/mp/gametypes/_class.gsc
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902
userraw/maps/mp/gametypes/_class.gsc
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@ -0,0 +1,902 @@
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#include common_scripts\utility;
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// check if below includes are removable
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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init()
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{
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level.classMap["class0"] = 0;
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level.classMap["class1"] = 1;
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level.classMap["class2"] = 2;
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level.classMap["class3"] = 3;
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level.classMap["class4"] = 4;
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level.classMap["class5"] = 5;
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level.classMap["class6"] = 6;
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level.classMap["class7"] = 7;
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level.classMap["class8"] = 8;
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level.classMap["class9"] = 9;
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level.classMap["class10"] = 10;
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level.classMap["class11"] = 11;
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level.classMap["class12"] = 12;
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level.classMap["class13"] = 13;
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level.classMap["class14"] = 14;
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level.classMap["custom1"] = 0;
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level.classMap["custom2"] = 1;
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level.classMap["custom3"] = 2;
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level.classMap["custom4"] = 3;
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level.classMap["custom5"] = 4;
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level.classMap["custom6"] = 5;
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level.classMap["custom7"] = 6;
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level.classMap["custom8"] = 7;
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level.classMap["custom9"] = 8;
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level.classMap["custom10"] = 9;
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level.classMap["copycat"] = -1;
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/#
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// classes testclients may choose from.
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level.botClasses = [];
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level.botClasses[0] = "class0";
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level.botClasses[1] = "class0";
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level.botClasses[2] = "class0";
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level.botClasses[3] = "class0";
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level.botClasses[4] = "class0";
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#/
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level.defaultClass = "CLASS_ASSAULT";
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level.classTableName = "mp/classTable.csv";
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//precacheShader( "waypoint_bombsquad" );
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precacheShader( "specialty_pistoldeath" );
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precacheShader( "specialty_finalstand" );
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level thread onPlayerConnecting();
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}
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getClassChoice( response )
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{
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assert( isDefined( level.classMap[response] ) );
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return response;
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}
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getWeaponChoice( response )
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{
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tokens = strtok( response, "," );
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if ( tokens.size > 1 )
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return int(tokens[1]);
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else
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return 0;
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}
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logClassChoice( class, primaryWeapon, specialType, perks )
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{
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if ( class == self.lastClass )
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return;
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self logstring( "choseclass: " + class + " weapon: " + primaryWeapon + " special: " + specialType );
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for( i=0; i<perks.size; i++ )
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self logstring( "perk" + i + ": " + perks[i] );
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self.lastClass = class;
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}
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cac_getWeapon( classIndex, weaponIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "weapon" );
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}
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cac_getWeaponAttachment( classIndex, weaponIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "attachment", 0 );
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}
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cac_getWeaponAttachmentTwo( classIndex, weaponIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "attachment", 1 );
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}
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cac_getWeaponCamo( classIndex, weaponIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "weaponSetups", weaponIndex, "camo" );
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}
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cac_getPerk( classIndex, perkIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "perks", perkIndex );
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}
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cac_getKillstreak( classIndex, streakIndex )
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{
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return self getPlayerData( "killstreaks", streakIndex );
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}
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cac_getDeathstreak( classIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "perks", 4 );
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}
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cac_getOffhand( classIndex )
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{
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return self getPlayerData( "customClasses", classIndex, "specialGrenade" );
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}
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table_getWeapon( tableName, classIndex, weaponIndex )
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{
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if ( weaponIndex == 0 )
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return tableLookup( tableName, 0, "loadoutPrimary", classIndex + 1 );
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else
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return tableLookup( tableName, 0, "loadoutSecondary", classIndex + 1 );
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}
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table_getWeaponAttachment( tableName, classIndex, weaponIndex, attachmentIndex )
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{
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tempName = "none";
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if ( weaponIndex == 0 )
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{
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if ( !isDefined( attachmentIndex ) || attachmentIndex == 0 )
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tempName = tableLookup( tableName, 0, "loadoutPrimaryAttachment", classIndex + 1 );
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else
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tempName = tableLookup( tableName, 0, "loadoutPrimaryAttachment2", classIndex + 1 );
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}
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else
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{
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if ( !isDefined( attachmentIndex ) || attachmentIndex == 0 )
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tempName = tableLookup( tableName, 0, "loadoutSecondaryAttachment", classIndex + 1 );
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else
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tempName = tableLookup( tableName, 0, "loadoutSecondaryAttachment2", classIndex + 1 );
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}
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if ( tempName == "" || tempName == "none" )
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return "none";
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else
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return tempName;
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}
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table_getWeaponCamo( tableName, classIndex, weaponIndex )
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{
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if ( weaponIndex == 0 )
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return tableLookup( tableName, 0, "loadoutPrimaryCamo", classIndex + 1 );
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else
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return tableLookup( tableName, 0, "loadoutSecondaryCamo", classIndex + 1 );
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}
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table_getEquipment( tableName, classIndex, perkIndex )
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{
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assert( perkIndex < 5 );
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return tableLookup( tableName, 0, "loadoutEquipment", classIndex + 1 );
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}
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table_getPerk( tableName, classIndex, perkIndex )
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{
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assert( perkIndex < 5 );
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return tableLookup( tableName, 0, "loadoutPerk" + perkIndex, classIndex + 1 );
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}
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table_getOffhand( tableName, classIndex )
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{
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return tableLookup( tableName, 0, "loadoutOffhand", classIndex + 1 );
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}
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table_getKillstreak( tableName, classIndex, streakIndex )
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{
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// return tableLookup( tableName, 0, "loadoutStreak" + streakIndex, classIndex + 1 );
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return ( "none" );
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}
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table_getDeathstreak( tableName, classIndex )
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{
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return tableLookup( tableName, 0, "loadoutDeathstreak", classIndex + 1 );
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}
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getClassIndex( className )
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{
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assert( isDefined( level.classMap[className] ) );
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return level.classMap[className];
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}
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/*
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getPerk( perkIndex )
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{
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if( isSubstr( self.pers["class"], "CLASS_CUSTOM" ) )
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return cac_getPerk( self.class_num, perkIndex );
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else
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return table_getPerk( level.classTableName, self.class_num, perkIndex );
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}
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getWeaponCamo( weaponIndex )
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{
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if( isSubstr( self.pers["class"], "CLASS_CUSTOM" ) )
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return cac_getWeaponCamo( self.class_num, weaponIndex );
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else
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return table_getWeaponCamo( level.classTableName, self.class_num, weaponIndex );
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}
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*/
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cloneLoadout()
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{
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clonedLoadout = [];
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class = self.curClass;
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if ( class == "copycat" )
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return ( undefined );
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if( isSubstr( class, "custom" ) )
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{
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class_num = getClassIndex( class );
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loadoutPrimaryAttachment2 = "none";
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loadoutSecondaryAttachment2 = "none";
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loadoutPrimary = cac_getWeapon( class_num, 0 );
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loadoutPrimaryAttachment = cac_getWeaponAttachment( class_num, 0 );
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loadoutPrimaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 0 );
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loadoutPrimaryCamo = cac_getWeaponCamo( class_num, 0 );
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loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
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loadoutSecondary = cac_getWeapon( class_num, 1 );
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loadoutSecondaryAttachment = cac_getWeaponAttachment( class_num, 1 );
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loadoutSecondaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 1 );
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loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
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loadoutEquipment = cac_getPerk( class_num, 0 );
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loadoutPerk1 = cac_getPerk( class_num, 1 );
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loadoutPerk2 = cac_getPerk( class_num, 2 );
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loadoutPerk3 = cac_getPerk( class_num, 3 );
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loadoutOffhand = cac_getOffhand( class_num );
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loadoutDeathStreak = cac_getDeathstreak( class_num );
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}
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else
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{
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class_num = getClassIndex( class );
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loadoutPrimary = table_getWeapon( level.classTableName, class_num, 0 );
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loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 0 , 0);
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loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
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loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, class_num, 0 );
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loadoutSecondary = table_getWeapon( level.classTableName, class_num, 1 );
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loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 1 , 0);
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loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
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loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
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loadoutEquipment = table_getEquipment( level.classTableName, class_num, 0 );
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loadoutPerk1 = table_getPerk( level.classTableName, class_num, 1 );
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loadoutPerk2 = table_getPerk( level.classTableName, class_num, 2 );
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loadoutPerk3 = table_getPerk( level.classTableName, class_num, 3 );
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loadoutOffhand = table_getOffhand( level.classTableName, class_num );
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loadoutDeathstreak = table_getDeathstreak( level.classTableName, class_num );
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}
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clonedLoadout["inUse"] = false;
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clonedLoadout["loadoutPrimary"] = loadoutPrimary;
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clonedLoadout["loadoutPrimaryAttachment"] = loadoutPrimaryAttachment;
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clonedLoadout["loadoutPrimaryAttachment2"] = loadoutPrimaryAttachment2;
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clonedLoadout["loadoutPrimaryCamo"] = loadoutPrimaryCamo;
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clonedLoadout["loadoutSecondary"] = loadoutSecondary;
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clonedLoadout["loadoutSecondaryAttachment"] = loadoutSecondaryAttachment;
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clonedLoadout["loadoutSecondaryAttachment2"] = loadoutSecondaryAttachment2;
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clonedLoadout["loadoutSecondaryCamo"] = loadoutSecondaryCamo;
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clonedLoadout["loadoutEquipment"] = loadoutEquipment;
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clonedLoadout["loadoutPerk1"] = loadoutPerk1;
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clonedLoadout["loadoutPerk2"] = loadoutPerk2;
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clonedLoadout["loadoutPerk3"] = loadoutPerk3;
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clonedLoadout["loadoutOffhand"] = loadoutOffhand;
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return ( clonedLoadout );
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}
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giveLoadout( team, class, allowCopycat )
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{
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self takeAllWeapons();
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primaryIndex = 0;
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// initialize specialty array
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self.specialty = [];
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if ( !isDefined( allowCopycat ) )
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allowCopycat = true;
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primaryWeapon = undefined;
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if ( isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat )
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{
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self maps\mp\gametypes\_class::setClass( "copycat" );
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self.class_num = getClassIndex( "copycat" );
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clonedLoadout = self.pers["copyCatLoadout"];
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loadoutPrimary = clonedLoadout["loadoutPrimary"];
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loadoutPrimaryAttachment = clonedLoadout["loadoutPrimaryAttachment"];
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loadoutPrimaryAttachment2 = clonedLoadout["loadoutPrimaryAttachment2"] ;
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loadoutPrimaryCamo = clonedLoadout["loadoutPrimaryCamo"];
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loadoutSecondary = clonedLoadout["loadoutSecondary"];
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loadoutSecondaryAttachment = clonedLoadout["loadoutSecondaryAttachment"];
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loadoutSecondaryAttachment2 = clonedLoadout["loadoutSecondaryAttachment2"];
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loadoutSecondaryCamo = clonedLoadout["loadoutSecondaryCamo"];
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loadoutEquipment = clonedLoadout["loadoutEquipment"];
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loadoutPerk1 = clonedLoadout["loadoutPerk1"];
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loadoutPerk2 = clonedLoadout["loadoutPerk2"];
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loadoutPerk3 = clonedLoadout["loadoutPerk3"];
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loadoutOffhand = clonedLoadout["loadoutOffhand"];
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loadoutDeathStreak = "specialty_copycat";
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}
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else if ( isSubstr( class, "custom" ) )
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{
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class_num = getClassIndex( class );
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self.class_num = class_num;
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loadoutPrimary = cac_getWeapon( class_num, 0 );
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loadoutPrimaryAttachment = cac_getWeaponAttachment( class_num, 0 );
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loadoutPrimaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 0 );
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loadoutPrimaryCamo = cac_getWeaponCamo( class_num, 0 );
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loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
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loadoutSecondary = cac_getWeapon( class_num, 1 );
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loadoutSecondaryAttachment = cac_getWeaponAttachment( class_num, 1 );
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loadoutSecondaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 1 );
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loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
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loadoutEquipment = cac_getPerk( class_num, 0 );
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loadoutPerk1 = cac_getPerk( class_num, 1 );
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loadoutPerk2 = cac_getPerk( class_num, 2 );
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loadoutPerk3 = cac_getPerk( class_num, 3 );
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loadoutOffhand = cac_getOffhand( class_num );
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loadoutDeathStreak = cac_getDeathstreak( class_num );
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}
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else
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{
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class_num = getClassIndex( class );
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self.class_num = class_num;
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loadoutPrimary = table_getWeapon( level.classTableName, class_num, 0 );
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loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 0 , 0);
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loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
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loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, class_num, 0 );
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loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
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loadoutSecondary = table_getWeapon( level.classTableName, class_num, 1 );
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loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 1 , 0);
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loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
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loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
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loadoutEquipment = table_getEquipment( level.classTableName, class_num, 0 );
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loadoutPerk1 = table_getPerk( level.classTableName, class_num, 1 );
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loadoutPerk2 = table_getPerk( level.classTableName, class_num, 2 );
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loadoutPerk3 = table_getPerk( level.classTableName, class_num, 3 );
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loadoutOffhand = table_getOffhand( level.classTableName, class_num );
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loadoutDeathstreak = table_getDeathstreak( level.classTableName, class_num );
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}
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if ( level.killstreakRewards )
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{
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loadoutKillstreak1 = self getPlayerData( "killstreaks", 0 );
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loadoutKillstreak2 = self getPlayerData( "killstreaks", 1 );
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loadoutKillstreak3 = self getPlayerData( "killstreaks", 2 );
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}
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else
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{
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loadoutKillstreak1 = "none";
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loadoutKillstreak2 = "none";
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loadoutKillstreak3 = "none";
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}
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secondaryName = buildWeaponName( loadoutSecondary, loadoutSecondaryAttachment, loadoutSecondaryAttachment2 );
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self _giveWeapon( secondaryName, int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) ) );
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self.loadoutPrimaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutPrimaryCamo, 0 ));
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self.loadoutPrimary = loadoutPrimary;
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self.loadoutSecondary = loadoutSecondary;
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self.loadoutSecondaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ));
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self SetOffhandPrimaryClass( "other" );
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// Action Slots
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self _SetActionSlot( 1, "" );
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//self _SetActionSlot( 1, "nightvision" );
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self _SetActionSlot( 3, "altMode" );
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self _SetActionSlot( 4, "" );
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// Perks
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self _clearPerks();
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self _detachAll();
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// these special case giving pistol death have to come before
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// perk loadout to ensure player perk icons arent overwritten
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if ( level.dieHardMode )
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self maps\mp\perks\_perks::givePerk( "specialty_pistoldeath" );
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// only give the deathstreak for the initial spawn for this life.
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if ( loadoutDeathStreak != "specialty_null" && getTime() == self.spawnTime )
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{
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deathVal = int( tableLookup( "mp/perkTable.csv", 1, loadoutDeathStreak, 6 ) );
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if ( self _hasPerk( "specialty_rollover" ) )
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deathVal -= 1;
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if ( self.pers["cur_death_streak"] == deathVal )
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{
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self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
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self thread maps\mp\gametypes\_hud_message::splashNotify( loadoutDeathStreak );
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}
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else if ( self.pers["cur_death_streak"] > deathVal )
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{
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||||
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 );
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user