commit
d310691343
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@ -115,7 +115,7 @@ onStartGameType()
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allowed = [];
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allowed = [];
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maps\mp\gametypes\_gameobjects::main(allowed);
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maps\mp\gametypes\_gameobjects::main(allowed);
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// Prevent class and team change
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// Prevent class and team change. TODO: Must be disabled in _menus.gsc as well
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setDvar( "ui_allow_classchange", 0 );
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setDvar( "ui_allow_classchange", 0 );
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setdvar( "ui_allow_teamchange", 0 );
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setdvar( "ui_allow_teamchange", 0 );
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@ -382,6 +382,8 @@ refillSingleCountAmmo()
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initGunHUD()
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initGunHUD()
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{
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{
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if ( self isTestClient() ) return;
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self.gun_progressDisplay[0] = self createFontString( "small", 1.6 );
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self.gun_progressDisplay[0] = self createFontString( "small", 1.6 );
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self.gun_progressDisplay[0] setPoint( "TOP LEFT", "TOP LEFT", 115, 5 );
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self.gun_progressDisplay[0] setPoint( "TOP LEFT", "TOP LEFT", 115, 5 );
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self.gun_progressDisplay[0] setText( &"MP_WEAPON" );
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self.gun_progressDisplay[0] setText( &"MP_WEAPON" );
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@ -402,11 +404,14 @@ initGunHUD()
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updateGunHUD()
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updateGunHUD()
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{
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{
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if ( self isTestClient() ) return;
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self.gun_progressDisplay[1] setText( (self.gunGameGunIndex+1) + " / " + level.gun_guns.size );
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self.gun_progressDisplay[1] setText( (self.gunGameGunIndex+1) + " / " + level.gun_guns.size );
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}
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}
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hideInKillCam()
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hideInKillCam()
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{
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{
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if ( self isTestClient() ) return;
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self endon( "disconnect" );
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self endon( "disconnect" );
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var_0 = 1;
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var_0 = 1;
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@ -431,6 +436,8 @@ hideInKillCam()
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hideOnGameEnd()
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hideOnGameEnd()
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{
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{
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if ( self isTestClient() ) return;
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self endon( "disconnect" );
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self endon( "disconnect" );
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level waittill( "game_ended" );
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level waittill( "game_ended" );
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@ -574,4 +581,4 @@ setSpecialLoadout()
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// FFA games don't have teams, but players are allowed to choose team on the way in
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// FFA games don't have teams, but players are allowed to choose team on the way in
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// just for character model and announcer voice variety. Same loadout for both.
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// just for character model and announcer voice variety. Same loadout for both.
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level.gun_loadouts["allies"] = level.gun_loadouts["axis"];
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level.gun_loadouts["allies"] = level.gun_loadouts["axis"];
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}
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}
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