tidied up variant name code

master
Chris Nutter 2024-06-06 09:46:31 -07:00
parent 105195097a
commit dae9ff4eea
1 changed files with 19 additions and 30 deletions

View File

@ -399,8 +399,6 @@ doDvars() { // Put threads that are called with every respawn
switch(level.variantType) { switch(level.variantType) {
case 0: case 0:
self.variantName = "Random Guns";
// Marathon // Marathon
self maps\mp\perks\_perks::givePerk("specialty_marathon"); self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint"); self maps\mp\perks\_perks::givePerk("specialty_longersprint");
@ -418,8 +416,6 @@ doDvars() { // Put threads that are called with every respawn
self thread randomGuns(); self thread randomGuns();
break; break;
case 1: case 1:
self.variantName = "Snipers Only";
// 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");
@ -437,8 +433,6 @@ doDvars() { // Put threads that are called with every respawn
self thread snipersOnly(); self thread snipersOnly();
break; break;
case 2: case 2:
self.variantName = "Standard Progression";
// Marathon // Marathon
self maps\mp\perks\_perks::givePerk("specialty_marathon"); self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint"); self maps\mp\perks\_perks::givePerk("specialty_longersprint");
@ -456,8 +450,6 @@ doDvars() { // Put threads that are called with every respawn
self thread standardGuns(); self thread standardGuns();
break; break;
case 3: case 3:
self.variantName = "Reverse Progression";
// Marathon // Marathon
self maps\mp\perks\_perks::givePerk("specialty_marathon"); self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint"); self maps\mp\perks\_perks::givePerk("specialty_longersprint");
@ -474,27 +466,17 @@ doDvars() { // Put threads that are called with every respawn
self thread reverseOrder(); self thread reverseOrder();
break; break;
} }
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("^7High Count Gun Game"); self thread maps\mp\gametypes\_hud_message::hintMessage("^7Enhanced ^3Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^3" + self.variantName);
switch(level.variantType) { self thread maps\mp\gametypes\_hud_message::hintMessage("^1No melee allowed.");
case 0:
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Random Weapons");
break;
case 1:
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Snipers Only");
break;
case 2:
self thread maps\mp\gametypes\_hud_message::hintMessage("^:IAmChrisAMA's ^3Set");
break;
}
self.firstRun = false;
} }
self.firstRun = false;
self notifyOnPlayercommand("E", "+melee"); self notifyOnPlayercommand("E", "+melee");
self.didMelee = false; self.didMelee = false;
@ -504,17 +486,24 @@ doDvars() { // Put threads that are called with every respawn
// Prevent Melee spam // Prevent Melee spam
if (self.didMelee != true) { if (self.didMelee != true) {
self thread maps\mp\gametypes\_hud_message::hintMessage("No melee allowed."); self thread maps\mp\gametypes\_hud_message::hintMessage("^1No melee allowed.");
self.didMelee = true; self.didMelee = true;
} }
curwep = self getCurrentWeapon(); curWeapon = self getCurrentWeapon();
self takeWeapon(curwep); curAmmoL = self getWeaponAmmoClip(curWeapon, "left");
curAmmoR = self getWeaponAmmoClip(curWeapon, "right");
if(isSubStr( curwep, "akimbo" )) { self takeWeapon(curWeapon);
self giveWeapon(curwep, 8, true);
if(isSubStr( curWeapon, "akimbo" )) {
self giveWeapon(curWeapon, 8, true);
self setWeaponAmmoClip( curWeapon, curAmmoL, "left" );
self setWeaponAmmoClip( curWeapon, curAmmoR, "right" );
} else { } else {
self giveWeapon(curwep, 8, false); self giveWeapon(curWeapon, 8, false);
self setWeaponAmmoClip( curWeapon, curAmmoL, "left" );
self setWeaponAmmoClip( curWeapon, curAmmoR, "right" );
} }
} }
@ -547,7 +536,7 @@ doGun() {
wait .2; wait .2;
} }
self giveMaxAmmo(self.gunList[self.curgun].name); //self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2; wait .2;
} }
} }