game interface improvements
This commit is contained in:
@ -66,6 +66,7 @@ OnPlayerConnect()
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player thread OnPlayerSpawned();
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player thread PlayerTrackingOnInterval();
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player ToggleNightMode();
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}
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}
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@ -99,7 +100,7 @@ OnGameEnded()
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{
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level waittill( "game_ended" );
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// note: you can run data code here but it's possible for
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// data to get trucated, so we will try a timer based approach for now
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// data to get truncated, so we will try a timer based approach for now
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}
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}
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@ -233,7 +234,7 @@ SaveTrackingMetrics()
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{
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if ( level.iw4adminIntegrationDebug == 1 )
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{
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self IPrintLn( "Saving tracking metrics for " + self.persistentClientId );
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IPrintLn( "Saving tracking metrics for " + self.persistentClientId );
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}
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currentShotCount = self getPlayerStat( "mostshotsfired" );
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@ -242,7 +243,7 @@ SaveTrackingMetrics()
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if ( level.iw4adminIntegrationDebug == 1 )
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{
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self IPrintLn( "Total Shots Fired increased by " + change );
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IPrintLn( "Total Shots Fired increased by " + change );
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}
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if ( !IsDefined( change ) )
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@ -396,18 +397,22 @@ NotifyClientEventTimeout( eventType )
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NotifyClientEvent( eventInfo )
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{
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client = getPlayerFromClientNum( int( eventInfo[3] ) );
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origin = getPlayerFromClientNum( int( eventInfo[3] ) );
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target = getPlayerFromClientNum( int( eventInfo[4] ) );
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event = spawnstruct();
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event.type = eventInfo[1];
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event.subtype = eventInfo[2];
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event.data = eventInfo[4];
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event.data = eventInfo[5];
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event.origin = origin;
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event.target = target;
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if ( level.iw4adminIntegrationDebug == 1 )
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{
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IPrintLn(event.data);
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IPrintLn( "NotifyClientEvent->" + event.data );
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}
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client = event.origin;
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client.event = event;
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level notify( level.eventTypes.localClientEvent, client );
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@ -457,33 +462,56 @@ OnClientDataReceived( event )
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OnExecuteCommand( event )
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{
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data = ParseDataString( event.data );
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response = "";
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switch ( event.subtype )
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{
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case "GiveWeapon":
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self GiveWeaponImpl( data );
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response = event.target GiveWeaponImpl( data );
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break;
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case "TakeWeapons":
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self TakeWeaponsImpl();
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response = event.target TakeWeaponsImpl();
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break;
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case "SwitchTeams":
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self TeamSwitchImpl();
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response = event.target TeamSwitchImpl();
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break;
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case "Hide":
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self HideImpl();
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response = self HideImpl();
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break;
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case "Unhide":
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self UnhideImpl();
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response = self UnhideImpl();
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break;
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case "Alert":
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self AlertImpl( data );
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response = event.target AlertImpl( data );
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break;
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case "Goto":
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if ( IsDefined( event.target ) )
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{
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response = self GotoPlayerImpl( event.target );
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}
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else
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{
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response = self GotoImpl( event.data );
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}
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break;
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case "Kill":
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response = event.target KillImpl();
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break;
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case "NightMode":
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NightModeImpl();
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break;
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}
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// send back the response to the origin, but only if they're not the target
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if ( response != "" && IsPlayer( event.origin ) && event.origin != event.target )
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{
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event.origin IPrintLnBold( response );
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}
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}
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OnSetClientDataCompleted( event )
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{
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// IW4MAdmin let us know it persisted (success or fail)
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if ( level.iw4adminIntegrationDebug == 1 )
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{
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IPrintLn( "Set Client Data -> subtype = " + event.subType + " status = " + event.data["status"] );
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@ -496,54 +524,181 @@ OnSetClientDataCompleted( event )
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GiveWeaponImpl( data )
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{
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if ( IsAlive( self ) )
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if ( !IsAlive( self ) )
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{
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self IPrintLnBold( "You have been given a new weapon" );
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self GiveWeapon( data["weaponName"] );
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self SwitchToWeapon( data["weaponName"] );
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return self.name + "^7 is not alive";
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}
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self IPrintLnBold( "You have been given a new weapon" );
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self GiveWeapon( data["weaponName"] );
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self SwitchToWeapon( data["weaponName"] );
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return self.name + "^7 has been given ^5" + data["weaponName"];
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}
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TakeWeaponsImpl()
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{
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if ( IsAlive( self ) )
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if ( !IsAlive( self ) )
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{
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self TakeAllWeapons();
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self IPrintLnBold( "All your weapons have been taken" );
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return self.name + "^7 is not alive";
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}
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self TakeAllWeapons();
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self IPrintLnBold( "All your weapons have been taken" );
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return "Took weapons from " + self.name;
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}
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TeamSwitchImpl()
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{
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if ( !IsAlive( self ) )
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{
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return self.name + "^7 is not alive";
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}
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team = level.allies;
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if ( self.team == "allies" )
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{
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self [[level.axis]]();
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}
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else
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{
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self [[level.allies]]();
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team = level.axis;
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}
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self IPrintLnBold( "You are being team switched" );
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wait( 2 );
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self [[team]]();
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return self.name + "^7 switched to " + self.team;
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}
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HideImpl()
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{
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if ( IsAlive( self ) )
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if ( !IsAlive( self ) )
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{
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self Hide();
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self IPrintLnBold( "You are now hidden" );
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self IPrintLnBold( "You are not alive" );
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return;
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}
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if ( self.isHidden )
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{
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self IPrintLnBold( "You are already hidden" );
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return;
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}
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self SetClientDvar( "sv_cheats", 1 );
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self SetClientDvar( "cg_thirdperson", 1 );
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self SetClientDvar( "sv_cheats", 0 );
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self.savedHealth = self.health;
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self.health = 9999;
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self.isHidden = true;
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self Hide();
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self IPrintLnBold( "You are now ^5hidden ^7from other players" );
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}
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UnhideImpl()
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{
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if ( IsAlive( self ) )
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if ( !IsAlive( self ) )
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{
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self Show();
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self IPrintLnBold( "You are now visible" );
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self IPrintLnBold( "You are not alive" );
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return;
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}
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self SetClientDvar( "sv_cheats", 1 );
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self SetClientDvar( "cg_thirdperson", 0 );
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self SetClientDvar( "sv_cheats", 0 );
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self.health = self.savedHealth;
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self.isHidden = false;
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self Show();
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self IPrintLnBold( "You are now ^5visible ^7to other players" );
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}
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AlertImpl( data )
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{
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self thread maps\mp\gametypes\_hud_message::oldNotifyMessage( data["alertType"], data["message"], "compass_waypoint_target", ( 1, 0, 0 ), "ui_mp_nukebomb_timer", 7.5 );
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return "Sent alert to " + self.name;
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}
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GotoImpl( data )
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{
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if ( !IsAlive( self ) )
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{
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self IPrintLnBold( "You are not alive" );
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return;
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}
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position = ( int(data["x"]), int(data["y"]), int(data["z"]) );
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self SetOrigin( position );
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self IPrintLnBold( "Moved to " + "("+ position[0] + "," + position[1] + "," + position[2] + ")" );
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}
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GotoPlayerImpl( target )
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{
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if ( !IsAlive( target ) )
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{
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self IPrintLnBold( target.name + " is not alive" );
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return;
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}
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self SetOrigin( target GetOrigin() );
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self IPrintLnBold( "Moved to " + target.name );
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}
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KillImpl()
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{
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if ( !IsAlive( self ) )
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{
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return self.name + " is not alive";
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}
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self Suicide();
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self IPrintLnBold( "You were killed by " + self.name );
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return "You killed " + self.name;
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}
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NightModeImpl()
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{
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if ( !IsDefined ( level.nightModeEnabled ) )
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{
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level.nightModeEnabled = true;
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}
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else
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{
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level.nightModeEnabled = !level.nightModeEnabled;
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}
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message = "^5NightMode ^7is disabled";
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if ( level.nightModeEnabled )
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{
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message = "^5NightMode ^7is enabled";
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}
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IPrintLnBold( message );
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foreach( player in level.players )
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{
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self ToggleNightMode();
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}
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}
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ToggleNightMode()
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{
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colorMap = 1;
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fxDraw = 1;
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if ( IsDefined( level.nightModeEnabled ) && level.nightModeEnabled )
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{
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colorMap = 0;
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fxDraw = 0;
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}
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self SetClientDvar( "sv_cheats", 1 );
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self SetClientDvar( "r_colorMap", colorMap );
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self SetClientDvar( "fx_draw", fxDraw );
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self SetClientDvar( "sv_cheats", 0 );
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}
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Reference in New Issue
Block a user