// Call Of Duty: Modern Warfare 2 init() { thread onPlayerConnect(); } onPlayerConnect() { while ( true ) { level waittill( "connected", player ); if ( player isTestClient() ) { continue; } player notifyOnPlayerCommand( "save_pos", "+melee" ); player notifyOnPlayerCommand( "load_saved_pos", "+activate" ); player thread jumper(); } } canInteract( player ) { return maps\mp\_utility::isReallyAlive( player ); } canSave( player ) { if ( !player isOnGround() ) { player iPrintLn( "Cannot save while in the air\n" ); return false; } return true; } jumper() { self endon ( "disconnect" ); self.jumper_pos = (0, 0, 0); self.jumper_angles = (0, 0, 0); self.jumper_pos_num = 0; while ( true ) { msg = self common_scripts\utility::waittill_any_return( "save_pos", "load_saved_pos" ); if ( !isDefined( msg ) ) { continue; } if ( msg == "save_pos" && canInteract( self ) && canSave( self ) ) { self.jumper_pos = self.origin; self.jumper_angles = self getPlayerAngles(); self.jumper_pos_num += 1; self iPrintLn( "saved pos ", self.jumper_pos_num, "\n" ); } else if ( msg == "load_saved_pos" && canInteract( self ) ) { self setOrigin( self.jumper_pos ); self setVelocity( (0, 0, 0) ); self setPlayerAngles( self.jumper_angles ); self iPrintLn( "loaded pos ", self.jumper_pos_num, "\n" ); } } }