fixed readme
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README.md
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README.md
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@ -1,10 +1,21 @@
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# Gun Game
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# Enhanced Gun Game
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### Heavily based on [this](https://git.iamchrisama.com/IAmChrisAMA/COD-Game-Mods/src/branch/master/Modern%20Warfare%202/Mod/GunGameMod/maps/mp/gametypes)
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### Heavily based on [this](https://git.iamchrisama.com/IAmChrisAMA/COD-Game-Mods/src/branch/master/Modern%20Warfare%202/Mod/GunGameMod/maps/mp/gametypes). Give credit to the original creator. This is a fork.
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---
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Planned Features
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- [x] Random Variants per Round
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- [x] Standard Progression
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- [x] Reverse Progression
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- [x] Snipers Only
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- [x] Random Guns
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- [] True Random
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- [] IAmChrisAMA Set
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- [] BalancedDiet Set
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- [] dragonSlay3r1 Set
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- [x] No melee allowed.
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- [] Killstreaks
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- [] Proper demotion on suicide/~~melee~~
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- Kills only count for current weapon.
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Planned
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- Different gamemodes for gungame
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- 1. Custom names for each weapon
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- 2. IAmChrisAMA's Set
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- 3. dragonslay3r1's Set
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- 4. All Weapons Mode
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- 5. Random Camos per respawn
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@ -493,15 +493,20 @@ doDvars() { // Put threads that are called with every respawn
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curWeapon = self getCurrentWeapon();
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curWeapon = self getCurrentWeapon();
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curAmmoL = self getWeaponAmmoClip(curWeapon, "left");
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curAmmoL = self getWeaponAmmoClip(curWeapon, "left");
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curAmmoR = self getWeaponAmmoClip(curWeapon, "right");
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curAmmoR = self getWeaponAmmoClip(curWeapon, "right");
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stockAmmo = self getWeaponAmmoStock(curWeapon);
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self takeWeapon(curWeapon);
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self takeWeapon(curWeapon);
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wait .2;
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if(isSubStr(curWeapon, "akimbo")) {
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if(isSubStr(curWeapon, "akimbo")) {
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self giveWeapon(curWeapon, 8, true);
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self giveWeapon(curWeapon, 8, true);
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self setWeaponAmmoStock(stockAmmo);
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self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
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self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
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self setWeaponAmmoClip(curWeapon, curAmmoR, "right");
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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(curWeapon, 8, false);
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self giveWeapon(curWeapon, 8, false);
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self setWeaponAmmoStock(stockAmmo);
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self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
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self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
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self setWeaponAmmoClip(curWeapon, curAmmoR, "right");
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self setWeaponAmmoClip(curWeapon, curAmmoR, "right");
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}
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}
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@ -532,11 +537,10 @@ doGun() {
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self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
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self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
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self switchToWeapon(self.gunList[self.curgun].name);
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self switchToWeapon(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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//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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