diff --git a/maps/mp/gametypes/_rank.gsc b/maps/mp/gametypes/_rank.gsc index f8f4f85..1c781d5 100755 --- a/maps/mp/gametypes/_rank.gsc +++ b/maps/mp/gametypes/_rank.gsc @@ -7,10 +7,9 @@ initGuns() { self.finalkills = 2; // Kills to win after getting final weapon self.gunList = []; - self.variantType = RandomInt(2); self.variantName = ""; - switch(self.variantType) { + switch(level.variantType) { case 0: self.variantName = "Random Guns"; self thread randomGuns(); @@ -273,7 +272,7 @@ doDvars() { // Put threads that are called with every respawn self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games presents..."); self thread maps\mp\gametypes\_hud_message::hintMessage("^7Gun Game"); - switch(self.variantType) { + switch(level.variantType) { case 0: self thread maps\mp\gametypes\_hud_message::hintMessage("^7Random Weapons"); break; @@ -331,13 +330,15 @@ doScore() { while(true) { scoreText setText("^:Weapon ^3" + (self.curgun + 1) + " ^2/^3 " + (self.gunList.size)); - variantText setText("^3" + (self.variantName)); + variantText setText("^3" + (level.variantName)); wait .2; } } - +setVariantType() { + level.variantType = RandomInt(2); +} // ================= // @@ -404,7 +405,7 @@ init() maps\mp\gametypes\_missions::buildChallegeInfo(); level thread patientZeroWaiter(); - + level thread setVariantType(); level thread onPlayerConnect(); }