fixed melee will give max ammo bug

master
Chris Nutter 2024-06-06 14:06:55 -07:00
parent 959a2f1127
commit ba4f2a5d7a
1 changed files with 228 additions and 257 deletions

View File

@ -3,9 +3,9 @@
#include maps\mp\gametypes\_hud_util; #include maps\mp\gametypes\_hud_util;
initGuns() { initGuns() {
self.upgscore = 50; // Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill. self.upgScore = 50; // Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
self.finalkills = 2; // Kills to win after getting final weapon self.finalKills = 1; // Kills to win after getting final weapon
self.gunList = []; self.gunList = [];
self.variantName = ""; self.variantName = "";
@ -33,139 +33,139 @@ initGuns() {
// ============= Custom Variants ============ // // ============= Custom Variants ============ //
standardGuns() { standardGuns() {
self.gunList[0] = createGun("usp_akimbo_mp", 2, false, true); self.gunList[0] = createGun("usp_akimbo_mp", RandomInt(10), false, true);
self.gunList[1] = createGun("usp_fmj_silencer_mp", 5, true, false); self.gunList[1] = createGun("usp_fmj_silencer_mp", RandomInt(10), true, false);
self.gunList[2] = createGun("beretta_xmags_mp", 1, false, false); self.gunList[2] = createGun("beretta_xmags_mp", RandomInt(10), false, false);
self.gunList[3] = createGun("deserteagle_akimbo_mp", 4, true, true); self.gunList[3] = createGun("deserteagle_akimbo_mp", RandomInt(10), true, true);
self.gunList[4] = createGun("deserteaglegold_mp", 7, false, false); self.gunList[4] = createGun("deserteaglegold_mp", RandomInt(10), false, false);
self.gunList[5] = createGun("coltanaconda_fmj_mp", 2, false, false); self.gunList[5] = createGun("coltanaconda_fmj_mp", RandomInt(10), false, false);
self.gunList[6] = createGun("glock_akimbo_mp", 1, false, true); self.gunList[6] = createGun("glock_akimbo_mp", RandomInt(10), false, true);
self.gunList[7] = createGun("pp2000_reflex_silencer_mp", 3, false, false); self.gunList[7] = createGun("pp2000_reflex_silencer_mp", RandomInt(10), false, false);
self.gunList[8] = createGun("beretta393_fmj_silencer_mp", 7, true, false); self.gunList[8] = createGun("beretta393_fmj_silencer_mp", RandomInt(10), true, false);
self.gunList[9] = createGun("beretta393_akimbo_fmj_mp", 4, false, true); self.gunList[9] = createGun("beretta393_akimbo_fmj_mp", RandomInt(10), false, true);
self.gunList[10] = createGun("tmp_mp", 9, true, false); self.gunList[10] = createGun("tmp_mp", RandomInt(10), true, false);
self.gunList[11] = createGun("tmp_silencer_mp", 2, true, false); self.gunList[11] = createGun("tmp_silencer_mp", RandomInt(10), true, false);
self.gunList[12] = createGun("striker_grip_reflex_mp", 4, false, false); self.gunList[12] = createGun("striker_grip_reflex_mp", RandomInt(10), false, false);
self.gunList[13] = createGun("striker_grip_silencer_mp", 5, false, false); self.gunList[13] = createGun("striker_grip_silencer_mp", RandomInt(10), false, false);
self.gunList[14] = createGun("spas12_grip_mp", 9, false, false); self.gunList[14] = createGun("spas12_grip_mp", RandomInt(10), false, false);
self.gunList[15] = createGun("spas12_reflex_silencer_mp", 3, false, false); self.gunList[15] = createGun("spas12_reflex_silencer_mp", RandomInt(10), false, false);
self.gunList[16] = createGun("ranger_mp", 9, true, false); self.gunList[16] = createGun("ranger_mp", RandomInt(10), true, false);
self.gunList[17] = createGun("ranger_akimbo_fmj_mp", 4, false, true); self.gunList[17] = createGun("ranger_akimbo_fmj_mp", RandomInt(10), false, true);
self.gunList[18] = createGun("m1014_fmj_grip_mp", 1, false, false); self.gunList[18] = createGun("m1014_fmj_grip_mp", RandomInt(10), false, false);
self.gunList[19] = createGun("model1887_mp", 3, false, false); self.gunList[19] = createGun("model1887_mp", RandomInt(10), false, false);
self.gunList[20] = createGun("m4_silencer_xmags_mp", 2, true, false); self.gunList[20] = createGun("m4_silencer_xmags_mp", RandomInt(10), true, false);
self.gunList[21] = createGun("m4_thermal_xmags_mp", 4, false, false); self.gunList[21] = createGun("m4_thermal_xmags_mp", RandomInt(10), false, false);
self.gunList[22] = createGun("famas_xmags_mp", 5, true, false); self.gunList[22] = createGun("famas_xmags_mp", RandomInt(10), true, false);
self.gunList[23] = createGun("scar_eotech_xmags_mp", 4, false, false); self.gunList[23] = createGun("scar_eotech_xmags_mp", RandomInt(10), false, false);
self.gunList[24] = createGun("scar_reflex_silencer_mp", 3, true, false); self.gunList[24] = createGun("scar_reflex_silencer_mp", RandomInt(10), true, false);
self.gunList[25] = createGun("tavor_fmj_heartbeat_mp", 9, true, false); self.gunList[25] = createGun("tavor_fmj_heartbeat_mp", RandomInt(10), true, false);
self.gunList[26] = createGun("fal_fmj_heartbeat_mp", 3, true, false); self.gunList[26] = createGun("fal_fmj_heartbeat_mp", RandomInt(10), true, false);
self.gunList[27] = createGun("fal_heartbeat_silencer_mp", 5, false, false); self.gunList[27] = createGun("fal_heartbeat_silencer_mp", RandomInt(10), false, false);
self.gunList[28] = createGun("m16_fmj_mp", 9, false, false); self.gunList[28] = createGun("m16_fmj_mp", RandomInt(10), false, false);
self.gunList[29] = createGun("m16_fmj_silencer_mp", 7, false, false); self.gunList[29] = createGun("m16_fmj_silencer_mp", RandomInt(10), false, false);
self.gunList[30] = createGun("masada_silencer_mp", 3, false, false); self.gunList[30] = createGun("masada_silencer_mp", RandomInt(10), false, false);
self.gunList[31] = createGun("fn2000_xmags_mp", 5, false, false); self.gunList[31] = createGun("fn2000_xmags_mp", RandomInt(10), false, false);
self.gunList[32] = createGun("fn2000_reflex_xmags_mp", 1, true, false); self.gunList[32] = createGun("fn2000_reflex_xmags_mp", RandomInt(10), true, false);
self.gunList[33] = createGun("ak47_xmags_mp", 2, false, false); self.gunList[33] = createGun("ak47_xmags_mp", RandomInt(10), false, false);
self.gunList[34] = createGun("ak47_heartbeat_reflex_mp", 9, true, false); self.gunList[34] = createGun("ak47_heartbeat_reflex_mp", RandomInt(10), true, false);
self.gunList[35] = createGun("mp5k_akimbo_rof_mp", 4, false, true); self.gunList[35] = createGun("mp5k_akimbo_rof_mp", RandomInt(10), false, true);
self.gunList[36] = createGun("mp5k_reflex_silencer_mp", 2, false, false); self.gunList[36] = createGun("mp5k_reflex_silencer_mp", RandomInt(10), false, false);
self.gunList[37] = createGun("ump45_silencer_mp", 4, false, false); self.gunList[37] = createGun("ump45_silencer_mp", RandomInt(10), false, false);
self.gunList[38] = createGun("kriss_eotech_silencer_mp", 1, false, false); self.gunList[38] = createGun("kriss_eotech_silencer_mp", RandomInt(10), false, false);
self.gunList[39] = createGun("kriss_rof_xmags_mp", 3, false, false); self.gunList[39] = createGun("kriss_rof_xmags_mp", RandomInt(10), false, false);
self.gunList[40] = createGun("p90_fmj_mp", 2, false, false); self.gunList[40] = createGun("p90_fmj_mp", RandomInt(10), false, false);
self.gunList[41] = createGun("p90_rof_thermal_mp", 4, false, false); self.gunList[41] = createGun("p90_rof_thermal_mp", RandomInt(10), false, false);
self.gunList[42] = createGun("uzi_akimbo_mp", 1, true, true); self.gunList[42] = createGun("uzi_akimbo_mp", RandomInt(10), true, true);
self.gunList[43] = createGun("sa80_acog_grip_mp", 7, false, false); self.gunList[43] = createGun("sa80_acog_grip_mp", RandomInt(10), false, false);
self.gunList[44] = createGun("sa80_reflex_mp", 9, false, false); self.gunList[44] = createGun("sa80_reflex_mp", RandomInt(10), false, false);
self.gunList[45] = createGun("sa80_heartbeat_thermal_mp", 8, false, false); self.gunList[45] = createGun("sa80_heartbeat_thermal_mp", RandomInt(10), false, false);
self.gunList[46] = createGun("rpd_xmags_mp", 1, false, false); self.gunList[46] = createGun("rpd_xmags_mp", RandomInt(10), false, false);
self.gunList[47] = createGun("rpd_grip_heartbeat_mp", 5, true, false); self.gunList[47] = createGun("rpd_grip_heartbeat_mp", RandomInt(10), true, false);
self.gunList[48] = createGun("mg4_acog_mp", 8, false, false); self.gunList[48] = createGun("mg4_acog_mp", RandomInt(10), false, false);
self.gunList[49] = createGun("aug_silencer_mp", 2, false, false); self.gunList[49] = createGun("aug_silencer_mp", RandomInt(10), false, false);
self.gunList[50] = createGun("aug_thermal_xmags_mp", 5, false, false); self.gunList[50] = createGun("aug_thermal_xmags_mp", RandomInt(10), false, false);
self.gunList[51] = createGun("m240_heartbeat_mp", 3, false, false); self.gunList[51] = createGun("m240_heartbeat_mp", RandomInt(10), false, false);
self.gunList[52] = createGun("m240_grip_mp", 1, true, false); self.gunList[52] = createGun("m240_grip_mp", RandomInt(10), true, false);
self.gunList[53] = createGun("cheytac_fmj_xmags_mp", 9, false, false); self.gunList[53] = createGun("cheytac_fmj_xmags_mp", RandomInt(10), false, false);
self.gunList[54] = createGun("cheytac_mp", 1, false); self.gunList[54] = createGun("cheytac_mp", RandomInt(10), false);
self.gunList[55] = createGun("cheytac_silencer_thermal_mp", 2, false, false); self.gunList[55] = createGun("cheytac_silencer_thermal_mp", RandomInt(10), false, false);
self.gunList[56] = createGun("barrett_heartbeat_mp", 2, true, false); self.gunList[56] = createGun("barrett_heartbeat_mp", RandomInt(10), true, false);
self.gunList[57] = createGun("barrett_silencer_thermal_mp", 1, false, false); self.gunList[57] = createGun("barrett_silencer_thermal_mp", RandomInt(10), false, false);
self.gunList[58] = createGun("wa2000_mp", 4, false, false); self.gunList[58] = createGun("wa2000_mp", RandomInt(10), false, false);
self.gunList[59] = createGun("wa2000_acog_mp", 1, false, false); self.gunList[59] = createGun("wa2000_acog_mp", RandomInt(10), false, false);
self.gunList[60] = createGun("m21_heartbeat_silencer_mp", 6, false, false); self.gunList[60] = createGun("m21_heartbeat_silencer_mp", RandomInt(10), false, false);
self.gunList[61] = createGun("at4_mp", 3, false, false); self.gunList[61] = createGun("at4_mp", RandomInt(10), false, false);
self.gunList[62] = createGun("rpg_mp", 6, true, false); self.gunList[62] = createGun("rpg_mp", RandomInt(10), true, false);
self.gunList[63] = createGun("javelin_mp", 1, false, false); self.gunList[63] = createGun("javelin_mp", RandomInt(10), false, false);
self.gunList[64] = createGun("throwingknife_mp", 4, false, false); self.gunList[64] = createGun("throwingknife_mp", RandomInt(10), false, false);
} }
reverseOrder() { reverseOrder() {
self.gunList[0] = createGun("javelin_mp", 1, false, false); self.gunList[0] = createGun("javelin_mp", RandomInt(10), false, false);
self.gunList[1] = createGun("rpg_mp", 6, true, false); self.gunList[1] = createGun("rpg_mp", RandomInt(10), true, false);
self.gunList[2] = createGun("at4_mp", 3, false, false); self.gunList[2] = createGun("at4_mp", RandomInt(10), false, false);
self.gunList[3] = createGun("m21_heartbeat_silencer_mp", 6, false, false); self.gunList[3] = createGun("m21_heartbeat_silencer_mp", RandomInt(10), false, false);
self.gunList[4] = createGun("wa2000_acog_mp", 1, false, false); self.gunList[4] = createGun("wa2000_acog_mp", RandomInt(10), false, false);
self.gunList[5] = createGun("wa2000_mp", 4, false, false); self.gunList[5] = createGun("wa2000_mp", RandomInt(10), false, false);
self.gunList[6] = createGun("barrett_silencer_thermal_mp", 1, false, false); self.gunList[6] = createGun("barrett_silencer_thermal_mp", RandomInt(10), false, false);
self.gunList[7] = createGun("barrett_heartbeat_mp", 2, true, false); self.gunList[7] = createGun("barrett_heartbeat_mp", RandomInt(10), true, false);
self.gunList[8] = createGun("cheytac_silencer_thermal_mp", 2, false, false); self.gunList[8] = createGun("cheytac_silencer_thermal_mp", RandomInt(10), false, false);
self.gunList[9] = createGun("cheytac_mp", 1, false); self.gunList[9] = createGun("cheytac_mp", RandomInt(10), false);
self.gunList[10] = createGun("cheytac_fmj_xmags_mp", 9, false, false); self.gunList[10] = createGun("cheytac_fmj_xmags_mp", RandomInt(10), false, false);
self.gunList[11] = createGun("m240_grip_mp", 1, true, false); self.gunList[11] = createGun("m240_grip_mp", RandomInt(10), true, false);
self.gunList[12] = createGun("m240_heartbeat_mp", 3, false, false); self.gunList[12] = createGun("m240_heartbeat_mp", RandomInt(10), false, false);
self.gunList[13] = createGun("aug_thermal_xmags_mp", 5, false, false); self.gunList[13] = createGun("aug_thermal_xmags_mp", RandomInt(10), false, false);
self.gunList[14] = createGun("aug_silencer_mp", 2, false, false); self.gunList[14] = createGun("aug_silencer_mp", RandomInt(10), false, false);
self.gunList[15] = createGun("mg4_acog_mp", 8, false, false); self.gunList[15] = createGun("mg4_acog_mp", RandomInt(10), false, false);
self.gunList[16] = createGun("rpd_grip_heartbeat_mp", 5, true, false); self.gunList[16] = createGun("rpd_grip_heartbeat_mp", RandomInt(10), true, false);
self.gunList[17] = createGun("rpd_xmags_mp", 1, false, false); self.gunList[17] = createGun("rpd_xmags_mp", RandomInt(10), false, false);
self.gunList[18] = createGun("sa80_heartbeat_thermal_mp", 8, false, false); self.gunList[18] = createGun("sa80_heartbeat_thermal_mp", RandomInt(10), false, false);
self.gunList[19] = createGun("sa80_reflex_mp", 9, false, false); self.gunList[19] = createGun("sa80_reflex_mp", RandomInt(10), false, false);
self.gunList[20] = createGun("sa80_acog_grip_mp", 7, false, false); self.gunList[20] = createGun("sa80_acog_grip_mp", RandomInt(10), false, false);
self.gunList[21] = createGun("uzi_akimbo_mp", 1, true, true); self.gunList[21] = createGun("uzi_akimbo_mp", RandomInt(10), true, true);
self.gunList[22] = createGun("p90_rof_thermal_mp", 4, false, false); self.gunList[22] = createGun("p90_rof_thermal_mp", RandomInt(10), false, false);
self.gunList[23] = createGun("p90_fmj_mp", 2, false, false); self.gunList[23] = createGun("p90_fmj_mp", RandomInt(10), false, false);
self.gunList[24] = createGun("kriss_rof_xmags_mp", 3, false, false); self.gunList[24] = createGun("kriss_rof_xmags_mp", RandomInt(10), false, false);
self.gunList[25] = createGun("kriss_eotech_silencer_mp", 1, false, false); self.gunList[25] = createGun("kriss_eotech_silencer_mp", RandomInt(10), false, false);
self.gunList[26] = createGun("ump45_silencer_mp", 4, false, false); self.gunList[26] = createGun("ump45_silencer_mp", RandomInt(10), false, false);
self.gunList[27] = createGun("mp5k_reflex_silencer_mp", 2, false, false); self.gunList[27] = createGun("mp5k_reflex_silencer_mp", RandomInt(10), false, false);
self.gunList[28] = createGun("mp5k_akimbo_rof_mp", 4, false, true); self.gunList[28] = createGun("mp5k_akimbo_rof_mp", RandomInt(10), false, true);
self.gunList[29] = createGun("ak47_heartbeat_reflex_mp", 9, true, false); self.gunList[29] = createGun("ak47_heartbeat_reflex_mp", RandomInt(10), true, false);
self.gunList[30] = createGun("ak47_xmags_mp", 2, false, false); self.gunList[30] = createGun("ak47_xmags_mp", RandomInt(10), false, false);
self.gunList[31] = createGun("fn2000_reflex_xmags_mp", 1, true, false); self.gunList[31] = createGun("fn2000_reflex_xmags_mp", RandomInt(10), true, false);
self.gunList[32] = createGun("fn2000_xmags_mp", 5, false, false); self.gunList[32] = createGun("fn2000_xmags_mp", RandomInt(10), false, false);
self.gunList[33] = createGun("masada_silencer_mp", 3, false, false); self.gunList[33] = createGun("masada_silencer_mp", RandomInt(10), false, false);
self.gunList[34] = createGun("m16_fmj_silencer_mp", 7, false, false); self.gunList[34] = createGun("m16_fmj_silencer_mp", RandomInt(10), false, false);
self.gunList[35] = createGun("m16_fmj_mp", 9, false, false); self.gunList[35] = createGun("m16_fmj_mp", RandomInt(10), false, false);
self.gunList[36] = createGun("fal_heartbeat_silencer_mp", 5, false, false); self.gunList[36] = createGun("fal_heartbeat_silencer_mp", RandomInt(10), false, false);
self.gunList[37] = createGun("fal_fmj_heartbeat_mp", 3, true, false); self.gunList[37] = createGun("fal_fmj_heartbeat_mp", RandomInt(10), true, false);
self.gunList[38] = createGun("tavor_fmj_heartbeat_mp", 9, true, false); self.gunList[38] = createGun("tavor_fmj_heartbeat_mp", RandomInt(10), true, false);
self.gunList[39] = createGun("scar_reflex_silencer_mp", 3, true, false); self.gunList[39] = createGun("scar_reflex_silencer_mp", RandomInt(10), true, false);
self.gunList[40] = createGun("scar_eotech_xmags_mp", 4, false, false); self.gunList[40] = createGun("scar_eotech_xmags_mp", RandomInt(10), false, false);
self.gunList[41] = createGun("famas_xmags_mp", 5, true, false); self.gunList[41] = createGun("famas_xmags_mp", RandomInt(10), true, false);
self.gunList[42] = createGun("m4_thermal_xmags_mp", 4, false, false); self.gunList[42] = createGun("m4_thermal_xmags_mp", RandomInt(10), false, false);
self.gunList[43] = createGun("m4_silencer_xmags_mp", 2, true, false); self.gunList[43] = createGun("m4_silencer_xmags_mp", RandomInt(10), true, false);
self.gunList[44] = createGun("model1887_mp", 3, false, false); self.gunList[44] = createGun("model1887_mp", RandomInt(10), false, false);
self.gunList[45] = createGun("m1014_fmj_grip_mp", 1, false, false); self.gunList[45] = createGun("m1014_fmj_grip_mp", RandomInt(10), false, false);
self.gunList[46] = createGun("ranger_akimbo_fmj_mp", 4, false, true); self.gunList[46] = createGun("ranger_akimbo_fmj_mp", RandomInt(10), false, true);
self.gunList[47] = createGun("ranger_mp", 9, true, false); self.gunList[47] = createGun("ranger_mp", RandomInt(10), true, false);
self.gunList[48] = createGun("spas12_reflex_silencer_mp", 3, false, false); self.gunList[48] = createGun("spas12_reflex_silencer_mp", RandomInt(10), false, false);
self.gunList[49] = createGun("spas12_grip_mp", 9, false, false); self.gunList[49] = createGun("spas12_grip_mp", RandomInt(10), false, false);
self.gunList[50] = createGun("striker_grip_silencer_mp", 5, false, false); self.gunList[50] = createGun("striker_grip_silencer_mp", RandomInt(10), false, false);
self.gunList[51] = createGun("striker_grip_reflex_mp", 4, false, false); self.gunList[51] = createGun("striker_grip_reflex_mp", RandomInt(10), false, false);
self.gunList[52] = createGun("tmp_silencer_mp", 2, true, false); self.gunList[52] = createGun("tmp_silencer_mp", RandomInt(10), true, false);
self.gunList[53] = createGun("tmp_mp", 9, true, false); self.gunList[53] = createGun("tmp_mp", RandomInt(10), true, false);
self.gunList[54] = createGun("beretta393_akimbo_fmj_mp", 4, false, true); self.gunList[54] = createGun("beretta393_akimbo_fmj_mp", RandomInt(10), false, true);
self.gunList[55] = createGun("beretta393_fmj_silencer_mp", 7, true, false); self.gunList[55] = createGun("beretta393_fmj_silencer_mp", RandomInt(10), true, false);
self.gunList[56] = createGun("pp2000_reflex_silencer_mp", 3, false, false); self.gunList[56] = createGun("pp2000_reflex_silencer_mp", RandomInt(10), false, false);
self.gunList[57] = createGun("glock_akimbo_mp", 1, false, true); self.gunList[57] = createGun("glock_akimbo_mp", RandomInt(10), false, true);
self.gunList[58] = createGun("coltanaconda_fmj_mp", 2, false, false); self.gunList[58] = createGun("coltanaconda_fmj_mp", RandomInt(10), false, false);
self.gunList[59] = createGun("deserteaglegold_mp", 7, false, false); self.gunList[59] = createGun("deserteaglegold_mp", RandomInt(10), false, false);
self.gunList[60] = createGun("deserteagle_akimbo_mp", 4, true, true); self.gunList[60] = createGun("deserteagle_akimbo_mp", RandomInt(10), true, true);
self.gunList[61] = createGun("beretta_xmags_mp", 1, false, false); self.gunList[61] = createGun("beretta_xmags_mp", RandomInt(10), false, false);
self.gunList[62] = createGun("usp_fmj_silencer_mp", 5, true, false); self.gunList[62] = createGun("usp_fmj_silencer_mp", RandomInt(10), true, false);
self.gunList[63] = createGun("usp_akimbo_mp", 2, false, true); self.gunList[63] = createGun("usp_akimbo_mp", RandomInt(10), false, true);
self.gunList[64] = createGun("throwingknife_mp", 4, false, false); self.gunList[64] = createGun("throwingknife_mp", RandomInt(10), false, false);
} }
randomGuns() { randomGuns() {
@ -272,70 +272,70 @@ randomGuns() {
} }
snipersOnly() { snipersOnly() {
self.gunList[0] = createGun("cheytac_heartbeat_xmags_mp", 5, true, false); self.gunList[0] = createGun("cheytac_heartbeat_xmags_mp", RandomInt(10), true, false);
self.gunList[1] = createGun("barrett_acog_mp", 9, false, false); self.gunList[1] = createGun("barrett_acog_mp", RandomInt(10), false, false);
self.gunList[2] = createGun("barrett_thermal_xmags_mp", 6, true, false); self.gunList[2] = createGun("barrett_thermal_xmags_mp", RandomInt(10), true, false);
self.gunList[3] = createGun("m21_fmj_silencer_mp", 3, false, false); self.gunList[3] = createGun("m21_fmj_silencer_mp", RandomInt(10), false, false);
self.gunList[4] = createGun("wa2000_fmj_thermal_mp", 4, true, false); self.gunList[4] = createGun("wa2000_fmj_thermal_mp", RandomInt(10), true, false);
self.gunList[5] = createGun("barrett_heartbeat_xmags_mp", 7, false, false); self.gunList[5] = createGun("barrett_heartbeat_xmags_mp", RandomInt(10), false, false);
self.gunList[6] = createGun("wa2000_silencer_xmags_mp", 8, true, false); self.gunList[6] = createGun("wa2000_silencer_xmags_mp", RandomInt(10), true, false);
self.gunList[7] = createGun("cheytac_xmags_mp", 1, false, false); self.gunList[7] = createGun("cheytac_xmags_mp", RandomInt(10), false, false);
self.gunList[8] = createGun("m21_acog_heartbeat_mp", 2, true, false); self.gunList[8] = createGun("m21_acog_heartbeat_mp", RandomInt(10), true, false);
self.gunList[9] = createGun("cheytac_acog_silencer_mp", 0, false, false); self.gunList[9] = createGun("cheytac_acog_silencer_mp", RandomInt(10), false, false);
self.gunList[10] = createGun("wa2000_mp", 2, true, false); self.gunList[10] = createGun("wa2000_mp", RandomInt(10), true, false);
self.gunList[11] = createGun("cheytac_silencer_mp", 3, false, false); self.gunList[11] = createGun("cheytac_silencer_mp", RandomInt(10), false, false);
self.gunList[12] = createGun("cheytac_fmj_xmags_mp", 1, true, false); self.gunList[12] = createGun("cheytac_fmj_xmags_mp", RandomInt(10), true, false);
self.gunList[13] = createGun("barrett_thermal_mp", 0, false, false); self.gunList[13] = createGun("barrett_thermal_mp", RandomInt(10), false, false);
self.gunList[14] = createGun("wa2000_silencer_thermal_mp", 6, true, false); self.gunList[14] = createGun("wa2000_silencer_thermal_mp", RandomInt(10), true, false);
self.gunList[15] = createGun("m21_fmj_heartbeat_mp", 8, false, false); self.gunList[15] = createGun("m21_fmj_heartbeat_mp", RandomInt(10), false, false);
self.gunList[16] = createGun("barrett_fmj_xmags_mp", 6, true, false); self.gunList[16] = createGun("barrett_fmj_xmags_mp", RandomInt(10), true, false);
self.gunList[17] = createGun("cheytac_thermal_mp", 2, false, false); self.gunList[17] = createGun("cheytac_thermal_mp", RandomInt(10), false, false);
self.gunList[18] = createGun("wa2000_acog_xmags_mp", 9, true, false); self.gunList[18] = createGun("wa2000_acog_xmags_mp", RandomInt(10), true, false);
self.gunList[19] = createGun("m21_mp", 4, false, false); self.gunList[19] = createGun("m21_mp", RandomInt(10), false, false);
self.gunList[20] = createGun("cheytac_silencer_xmags_mp", 7, true, false); self.gunList[20] = createGun("cheytac_silencer_xmags_mp", RandomInt(10), true, false);
self.gunList[21] = createGun("barrett_fmj_silencer_mp", 5, false, false); self.gunList[21] = createGun("barrett_fmj_silencer_mp", RandomInt(10), false, false);
self.gunList[22] = createGun("barrett_mp", 3, true, false); self.gunList[22] = createGun("barrett_mp", RandomInt(10), true, false);
self.gunList[23] = createGun("m21_acog_mp", 4, false, false); self.gunList[23] = createGun("m21_acog_mp", RandomInt(10), false, false);
self.gunList[24] = createGun("m21_silencer_mp", 2, true, false); self.gunList[24] = createGun("m21_silencer_mp", RandomInt(10), true, false);
self.gunList[25] = createGun("wa2000_silencer_mp", 7, false, false); self.gunList[25] = createGun("wa2000_silencer_mp", RandomInt(10), false, false);
self.gunList[26] = createGun("m21_fmj_xmags_mp", 6, true, false); self.gunList[26] = createGun("m21_fmj_xmags_mp", RandomInt(10), true, false);
self.gunList[27] = createGun("wa2000_acog_fmj_mp", 3, false, false); self.gunList[27] = createGun("wa2000_acog_fmj_mp", RandomInt(10), false, false);
self.gunList[28] = createGun("cheytac_fmj_thermal_mp", 5, true, false); self.gunList[28] = createGun("cheytac_fmj_thermal_mp", RandomInt(10), true, false);
self.gunList[29] = createGun("barrett_acog_heartbeat_mp", 8, false, false); self.gunList[29] = createGun("barrett_acog_heartbeat_mp", RandomInt(10), false, false);
self.gunList[30] = createGun("wa2000_acog_silencer_mp", 1, true, false); self.gunList[30] = createGun("wa2000_acog_silencer_mp", RandomInt(10), true, false);
self.gunList[31] = createGun("m21_thermal_xmags_mp", 0, false, false); self.gunList[31] = createGun("m21_thermal_xmags_mp", RandomInt(10), false, false);
self.gunList[32] = createGun("cheytac_acog_mp", 7, true, false); self.gunList[32] = createGun("cheytac_acog_mp", RandomInt(10), true, false);
self.gunList[33] = createGun("wa2000_heartbeat_silencer_mp", 5, false, false); self.gunList[33] = createGun("wa2000_heartbeat_silencer_mp", RandomInt(10), false, false);
self.gunList[34] = createGun("m21_silencer_xmags_mp", 6, true, false); self.gunList[34] = createGun("m21_silencer_xmags_mp", RandomInt(10), true, false);
self.gunList[35] = createGun("m21_thermal_mp", 9, false, false); self.gunList[35] = createGun("m21_thermal_mp", RandomInt(10), false, false);
self.gunList[36] = createGun("barrett_fmj_heartbeat_mp", 4, true, false); self.gunList[36] = createGun("barrett_fmj_heartbeat_mp", RandomInt(10), true, false);
self.gunList[37] = createGun("barrett_silencer_thermal_mp", 3, false, false); self.gunList[37] = createGun("barrett_silencer_thermal_mp", RandomInt(10), false, false);
self.gunList[38] = createGun("cheytac_heartbeat_silencer_mp", 1, true, false); self.gunList[38] = createGun("cheytac_heartbeat_silencer_mp", RandomInt(10), true, false);
self.gunList[39] = createGun("cheytac_acog_fmj_mp", 7, false, false); self.gunList[39] = createGun("cheytac_acog_fmj_mp", RandomInt(10), false, false);
self.gunList[40] = createGun("cheytac_fmj_mp", 8, true, false); self.gunList[40] = createGun("cheytac_fmj_mp", RandomInt(10), true, false);
self.gunList[41] = createGun("barrett_heartbeat_thermal_mp", 6, false, false); self.gunList[41] = createGun("barrett_heartbeat_thermal_mp", RandomInt(10), false, false);
self.gunList[42] = createGun("wa2000_acog_heartbeat_mp", 2, true, false); self.gunList[42] = createGun("wa2000_acog_heartbeat_mp", RandomInt(10), true, false);
self.gunList[43] = createGun("m21_heartbeat_xmags_mp", 0, false, false); self.gunList[43] = createGun("m21_heartbeat_xmags_mp", RandomInt(10), false, false);
self.gunList[44] = createGun("cheytac_acog_heartbeat_mp", 5, true, false); self.gunList[44] = createGun("cheytac_acog_heartbeat_mp", RandomInt(10), true, false);
self.gunList[45] = createGun("barrett_silencer_xmags_mp", 4, false, false); self.gunList[45] = createGun("barrett_silencer_xmags_mp", RandomInt(10), false, false);
self.gunList[46] = createGun("m21_fmj_thermal_mp", 5, true, false); self.gunList[46] = createGun("m21_fmj_thermal_mp", RandomInt(10), true, false);
self.gunList[47] = createGun("wa2000_heartbeat_mp", 2, false, false); self.gunList[47] = createGun("wa2000_heartbeat_mp", RandomInt(10), false, false);
self.gunList[48] = createGun("cheytac_thermal_xmags_mp", 3, true, false); self.gunList[48] = createGun("cheytac_thermal_xmags_mp", RandomInt(10), true, false);
self.gunList[49] = createGun("barrett_heartbeat_mp", 0, false, false); self.gunList[49] = createGun("barrett_heartbeat_mp", RandomInt(10), false, false);
self.gunList[50] = createGun("wa2000_xmags_mp", 7, true, false); self.gunList[50] = createGun("wa2000_xmags_mp", RandomInt(10), true, false);
self.gunList[51] = createGun("barrett_acog_silencer_mp", 4, false, false); self.gunList[51] = createGun("barrett_acog_silencer_mp", RandomInt(10), false, false);
self.gunList[52] = createGun("wa2000_fmj_heartbeat_mp", 3, true, false); self.gunList[52] = createGun("wa2000_fmj_heartbeat_mp", RandomInt(10), true, false);
self.gunList[53] = createGun("m21_heartbeat_silencer_mp", 1, false, false); self.gunList[53] = createGun("m21_heartbeat_silencer_mp", RandomInt(10), false, false);
self.gunList[54] = createGun("cheytac_silencer_thermal_mp", 8, true, false); self.gunList[54] = createGun("cheytac_silencer_thermal_mp", RandomInt(10), true, false);
self.gunList[55] = createGun("wa2000_heartbeat_xmags_mp", 5, false, false); self.gunList[55] = createGun("wa2000_heartbeat_xmags_mp", RandomInt(10), false, false);
self.gunList[56] = createGun("wa2000_fmj_silencer_mp", 9, true, false); self.gunList[56] = createGun("wa2000_fmj_silencer_mp", RandomInt(10), true, false);
self.gunList[57] = createGun("barrett_acog_xmags_mp", 2, false, false); self.gunList[57] = createGun("barrett_acog_xmags_mp", RandomInt(10), false, false);
self.gunList[58] = createGun("barrett_fmj_thermal_mp", 6, true, false); self.gunList[58] = createGun("barrett_fmj_thermal_mp", RandomInt(10), true, false);
self.gunList[59] = createGun("cheytac_heartbeat_thermal_mp", 7, false, false); self.gunList[59] = createGun("cheytac_heartbeat_thermal_mp", RandomInt(10), false, false);
self.gunList[60] = createGun("m21_acog_silencer_mp", 1, true, false); self.gunList[60] = createGun("m21_acog_silencer_mp", RandomInt(10), true, false);
self.gunList[61] = createGun("cheytac_mp", 4, false, false); self.gunList[61] = createGun("cheytac_mp", RandomInt(10), false, false);
self.gunList[62] = createGun("wa2000_thermal_mp", 3, true, false); self.gunList[62] = createGun("wa2000_thermal_mp", RandomInt(10), true, false);
self.gunList[63] = createGun("cheytac_heartbeat_mp", 5, false, false); self.gunList[63] = createGun("cheytac_heartbeat_mp", RandomInt(10), false, false);
} }
chrisSet() { chrisSet() {
@ -373,23 +373,26 @@ doBinds() { // Put persistent threads that are started once here
self thread doScore(); self thread doScore();
self thread doGun(); self thread doGun();
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50)); setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgScore) + (self.finalKills * 50));
setDvar("scr_dm_timelimit", 0); setDvar("scr_dm_timelimit", 0);
setDvar("ui_gametype", "ffa"); setDvar("ui_gametype", "ffa");
setDvar("scr_game_killstreakdelay", 99999999); setDvar("scr_game_killstreakdelay", 99999999);
} }
doDvars() { // Put threads that are called with every respawn doDvars() { // Put threads that are called with every respawn
// No fall damage + speed // No fall damage + speed
setDvar("g_speed", 225); setDvar("g_speed", 225);
setDvar("bg_fallDamageMaxHeight", 1); setDvar("bg_fallDamageMinHeight", 9998);
setDvar("bg_fallDamageMinHeight", 99); setDvar("bg_fallDamageMaxHeight", 9999);
// Cannot die by knifing
setDvar("player_deathinvulnerabletomelee", "1");
setDvar("player_meleerange", 0); //no knifez
// Reduce melee range (useless but can't hurt) // Remove steady text
self setClientDvar("player_meleeRange", -1); setDvar("cg_drawBreathHint", 0);
self setClientDvar("player_meleeHeight", -1);
self setClientDvar("player_meleeWidth", -1);
// Remove all perks (for now) // Remove all perks (for now)
self _clearPerks(); self _clearPerks();
@ -416,6 +419,7 @@ doDvars() { // Put threads that are called with every respawn
self thread randomGuns(); self thread randomGuns();
break; break;
case 1: case 1:
// Sleight of Hand Pro // Sleight of Hand Pro
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe"); self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_fastreload"); self maps\mp\perks\_perks::givePerk("specialty_fastreload");
@ -471,73 +475,38 @@ doDvars() { // Put threads that are called with every respawn
if(self.firstRun) { if(self.firstRun) {
self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games ^4Presents..."); self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games ^4Presents...");
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Enhanced ^3Gun Game"); self thread maps\mp\gametypes\_hud_message::hintMessage("^7Enhanced ^3Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^3" + self.variantName); self thread maps\mp\gametypes\_hud_message::hintMessage("^3" + self.variantName);
self thread maps\mp\gametypes\_hud_message::hintMessage("^1No melee allowed.");
} }
self.firstRun = false; self.firstRun = false;
self notifyOnPlayercommand("E", "+melee");
self.didMelee = false;
// Remove Melee
while(true) {
self waittill("E");
// Prevent Melee spam
if (self.didMelee != true) {
self thread maps\mp\gametypes\_hud_message::hintMessage("^1No melee allowed.");
self.didMelee = true;
}
curWeapon = self getCurrentWeapon();
curAmmoL = self getWeaponAmmoClip(curWeapon, "left");
curAmmoR = self getWeaponAmmoClip(curWeapon, "right");
stockAmmo = self getWeaponAmmoStock(curWeapon);
self takeWeapon(curWeapon);
wait .2;
if(isSubStr(curWeapon, "akimbo")) {
self giveWeapon(curWeapon, 8, true);
self setWeaponAmmoStock(stockAmmo);
self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
self setWeaponAmmoClip(curWeapon, curAmmoR, "right");
} else {
self giveWeapon(curWeapon, 8, false);
self setWeaponAmmoStock(stockAmmo);
self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
self setWeaponAmmoClip(curWeapon, curAmmoR, "right");
}
}
} }
doGun() { doGun() {
self endon("disconnect"); self endon("disconnect");
self.curgun = 0;
curscore = 0; self.curGun = 0;
curScore = 0;
done = false; done = false;
while(true) { while(true) {
if(self.curgun >= (self.gunList.size - 1)) done = true; if (self.curGun >= (self.gunList.size - 1)) { done = true; }
if(!done){
if((self.score - curscore >= self.upgscore)){ if (!done){
self.curgun++; if ((self.score - curScore >= self.upgScore)) {
curscore = self.score; self.curGun++;
curScore = self.score;
} }
} }
while(self getCurrentWeapon() != self.gunList[self.curgun].name) { while(self getCurrentWeapon() != self.gunList[self.curGun].name) {
self takeAllWeapons(); self takeAllWeapons();
if (self.gunList[self.curgun].laser) self setclientDvar("laserForceOn", 1); if (self.gunList[self.curGun].laser) self setclientDvar("laserForceOn", 1);
else self setclientDvar("laserForceOn", 0); else self setclientDvar("laserForceOn", 0);
self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo); self giveWeapon(self.gunList[self.curGun].name, self.gunList[self.curGun].camo, self.gunList[self.curGun].akimbo);
self switchToWeapon(self.gunList[self.curgun].name); self switchToWeapon(self.gunList[self.curGun].name);
//self giveMaxAmmo(self.gunList[self.curgun].name); self giveMaxAmmo(self.gunList[self.curGun].name);
wait .2; wait .2;
} }
@ -546,7 +515,6 @@ doGun() {
} }
doScore() { doScore() {
self endon("disconnect"); self endon("disconnect");
// Current Weapon Number // Current Weapon Number
@ -556,10 +524,13 @@ doScore() {
variantText = self createFontString("default", 1.5); variantText = self createFontString("default", 1.5);
variantText setPoint("TOPRIGHT", "TOPRIGHT", -5, 15); variantText setPoint("TOPRIGHT", "TOPRIGHT", -5, 15);
while(true) { meleeText = self createFontString("default", 1.5);
scoreText setText("^7Weapon ^3" + (self.curgun + 1) + " ^7/^3 " + (self.gunList.size)); meleeText setPoint("TOPRIGHT", "TOPRIGHT", -5, 30);
variantText setText("^3" + (self.variantName));
while(true) {
scoreText setText("^7Weapon ^3" + (self.curGun + 1) + " ^7/^3 " + (self.gunList.size));
variantText setText("^3" + (self.variantName));
meleeText setText("^1No Melee Allowed");
wait .2; wait .2;
} }
} }