tidied up variant name code
parent
105195097a
commit
dae9ff4eea
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@ -399,8 +399,6 @@ doDvars() { // Put threads that are called with every respawn
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switch(level.variantType) {
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switch(level.variantType) {
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case 0:
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case 0:
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self.variantName = "Random Guns";
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// Marathon
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// Marathon
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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@ -418,8 +416,6 @@ doDvars() { // Put threads that are called with every respawn
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self thread randomGuns();
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self thread randomGuns();
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break;
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break;
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case 1:
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case 1:
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self.variantName = "Snipers Only";
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// Sleight of Hand Pro
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// Sleight of Hand Pro
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self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
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self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
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self maps\mp\perks\_perks::givePerk("specialty_fastreload");
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self maps\mp\perks\_perks::givePerk("specialty_fastreload");
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@ -437,8 +433,6 @@ doDvars() { // Put threads that are called with every respawn
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self thread snipersOnly();
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self thread snipersOnly();
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break;
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break;
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case 2:
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case 2:
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self.variantName = "Standard Progression";
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// Marathon
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// Marathon
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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@ -456,8 +450,6 @@ doDvars() { // Put threads that are called with every respawn
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self thread standardGuns();
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self thread standardGuns();
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break;
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break;
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case 3:
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case 3:
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self.variantName = "Reverse Progression";
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// Marathon
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// Marathon
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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@ -474,26 +466,16 @@ doDvars() { // Put threads that are called with every respawn
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self thread reverseOrder();
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self thread reverseOrder();
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break;
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break;
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}
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}
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if(self.firstRun) {
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if(self.firstRun) {
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self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games ^4Presents...");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games ^4Presents...");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7High Count Gun Game");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7Enhanced ^3Gun Game");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^3" + self.variantName);
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self thread maps\mp\gametypes\_hud_message::hintMessage("^1No melee allowed.");
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}
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switch(level.variantType) {
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case 0:
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self thread maps\mp\gametypes\_hud_message::hintMessage("^3Random Weapons");
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break;
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case 1:
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self thread maps\mp\gametypes\_hud_message::hintMessage("^3Snipers Only");
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break;
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case 2:
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self thread maps\mp\gametypes\_hud_message::hintMessage("^:IAmChrisAMA's ^3Set");
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break;
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}
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self.firstRun = false;
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self.firstRun = false;
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}
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self notifyOnPlayercommand("E", "+melee");
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self notifyOnPlayercommand("E", "+melee");
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self.didMelee = false;
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self.didMelee = false;
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@ -504,17 +486,24 @@ doDvars() { // Put threads that are called with every respawn
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// Prevent Melee spam
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// Prevent Melee spam
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if (self.didMelee != true) {
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if (self.didMelee != true) {
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self thread maps\mp\gametypes\_hud_message::hintMessage("No melee allowed.");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^1No melee allowed.");
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self.didMelee = true;
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self.didMelee = true;
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}
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}
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curwep = self getCurrentWeapon();
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curWeapon = self getCurrentWeapon();
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self takeWeapon(curwep);
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curAmmoL = self getWeaponAmmoClip(curWeapon, "left");
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curAmmoR = self getWeaponAmmoClip(curWeapon, "right");
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if(isSubStr( curwep, "akimbo" )) {
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self takeWeapon(curWeapon);
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self giveWeapon(curwep, 8, true);
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if(isSubStr( curWeapon, "akimbo" )) {
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self giveWeapon(curWeapon, 8, true);
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self setWeaponAmmoClip( curWeapon, curAmmoL, "left" );
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self setWeaponAmmoClip( curWeapon, curAmmoR, "right" );
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} else {
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} else {
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self giveWeapon(curwep, 8, false);
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self giveWeapon(curWeapon, 8, false);
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self setWeaponAmmoClip( curWeapon, curAmmoL, "left" );
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self setWeaponAmmoClip( curWeapon, curAmmoR, "right" );
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}
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}
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}
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}
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@ -547,7 +536,7 @@ doGun() {
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wait .2;
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wait .2;
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}
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}
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self giveMaxAmmo(self.gunList[self.curgun].name);
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//self giveMaxAmmo(self.gunList[self.curgun].name);
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wait .2;
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wait .2;
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}
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}
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}
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}
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