574 lines
18 KiB
Text
574 lines
18 KiB
Text
init_loadout()
|
|
{
|
|
if ( !isdefined( level.dodgeloadout ) )
|
|
give_loadout();
|
|
level.loadoutComplete = true;
|
|
level notify( "loadout complete" );
|
|
}
|
|
|
|
give_loadout()
|
|
{
|
|
level.player SetActionSlot( 1, "" );
|
|
level.player SetActionSlot( 2, "" );
|
|
level.player SetActionSlot( 3, "altMode" ); // toggles between attached grenade launcher
|
|
level.player SetActionSlot( 4, "" );
|
|
|
|
if ( !isdefined( game[ "expectedlevel" ] ) )
|
|
game[ "expectedlevel" ] = "";
|
|
|
|
if ( !isdefined( level.campaign ) )
|
|
level.campaign = "american";
|
|
|
|
if ( level.script == "background" )
|
|
{
|
|
level.player takeallweapons();
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "killhouse" )
|
|
{
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player SetWeaponAmmoStock( "fraggrenade", 0 );
|
|
level.player SetWeaponAmmoClip( "fraggrenade", 0 );
|
|
level.player SetWeaponAmmoStock( "flash_grenade", 0 );
|
|
level.player SetWeaponAmmoClip( "flash_grenade", 0 );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player setViewmodel( "viewhands_black_kit" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "cargoship" )
|
|
{
|
|
level.player giveWeapon( "USP" );
|
|
level.player giveWeapon( "mp5_silencer" );
|
|
level.player giveMaxAmmo( "mp5_silencer" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player switchtoWeapon( "mp5_silencer" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player setViewmodel( "viewhands_black_kit" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "coup" )
|
|
{
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "blackout" )
|
|
{
|
|
level.player giveWeapon( "m4m203_silencer_reflex" );
|
|
level.player givemaxammo( "m4m203_silencer_reflex" );
|
|
level.player giveWeapon( "m14_scoped_silencer_woodland" );
|
|
level.player giveMaxAmmo( "m14_scoped_silencer_woodland" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player giveWeapon( "c4" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player giveWeapon( "claymore" );
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player switchToWeapon( "m4m203_silencer_reflex" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "armada" )
|
|
{
|
|
level.player giveWeapon( "Beretta" );
|
|
level.player giveWeapon( "m4_grunt" );
|
|
level.player switchToWeapon( "m4_grunt" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player giveWeapon( "claymore" );
|
|
level.player givemaxammo( "claymore" );
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player takeweapon( "claymore" );
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "bog_a" )
|
|
{
|
|
level.player giveWeapon( "Beretta" );
|
|
level.player giveWeapon( "m4_grenadier" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
level.player switchToWeapon( "m4_grenadier" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "bog_a_backhalf" )
|
|
{
|
|
level.player giveWeapon( "colt45" );
|
|
level.player giveWeapon( "m4_grenadier" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player giveWeapon( "c4" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player switchToWeapon( "m4_grenadier" );
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "ambush" )
|
|
{
|
|
|
|
level.player giveWeapon( "colt45" );
|
|
level.player giveWeapon( "remington700" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player SetWeaponAmmoStock( "remington700", 10 );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player switchToWeapon( "remington700" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "hunted" )
|
|
{
|
|
level.player giveWeapon( "colt45" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player switchToWeapon( "colt45" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "aftermath" )
|
|
{
|
|
level.player takeallweapons();
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "bog_b" )
|
|
{
|
|
level.player giveWeapon( "Beretta" );
|
|
level.player giveWeapon( "m4_grenadier" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player switchToWeapon( "m4_grenadier" );
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "airlift" )
|
|
{
|
|
level.player giveWeapon( "colt45" );
|
|
level.player giveWeapon( "m4_grenadier" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player switchToWeapon( "m4_grenadier" );
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
level.campaign = "american";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "village_assault" )
|
|
{
|
|
level.player giveWeapon( "m4m203_silencer_reflex" );
|
|
level.player giveMaxAmmo( "m4m203_silencer_reflex" );
|
|
level.player giveWeapon( "m1014" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player giveMaxAmmo( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player giveWeapon( "c4" );
|
|
level.player giveWeapon( "cobra_air_support" );
|
|
level.player SetActionSlot( 4, "weapon", "cobra_air_support" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player switchToWeapon( "m4m203_silencer_reflex" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "scoutsniper" )
|
|
{
|
|
level.player giveWeapon( "m14_scoped_silencer" );
|
|
level.player givemaxammo( "m14_scoped_silencer" );
|
|
level.player giveWeapon( "usp_silencer" );
|
|
level.player givemaxammo( "usp_silencer" );
|
|
// level.player giveWeapon( "claymore" );
|
|
// level.player givemaxammo( "claymore" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
// level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player switchToWeapon( "m14_scoped_silencer" );
|
|
level.player setViewmodel( "viewhands_marine_sniper" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "sniperescape" )
|
|
{
|
|
level.sniperescape_main_weapon = "m14_scoped_woodland";
|
|
set_legit_weapons_for_sniper_escape();
|
|
// if started from previous level and weapons were saved, carry them over
|
|
bWeaponsCarriedOver = RestorePlayerWeaponStatePersistent( "scoutsniper" );
|
|
|
|
// if started cold from level select menu, give a loadout
|
|
if ( !bWeaponsCarriedOver )
|
|
{
|
|
level.player giveWeapon( level.sniperescape_main_weapon );
|
|
level.player giveWeapon( "usp_silencer" );
|
|
level.player switchtoWeapon( level.sniperescape_main_weapon );
|
|
}
|
|
else
|
|
{
|
|
force_player_to_use_legit_sniper_escape_weapon();
|
|
}
|
|
|
|
// set these regardless of starting from level select menu OR previous level
|
|
level.campaign = "british";
|
|
level.initclaymoreammo = 6;
|
|
|
|
sniper_escape_initial_secondary_weapon_loadout();
|
|
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "village_defend" )
|
|
{
|
|
level.player giveWeapon( "m14_scoped_woodland" );
|
|
level.player giveWeapon( "saw" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "smoke_grenade_american" );
|
|
level.player setOffhandSecondaryClass( "smoke" );
|
|
level.player giveWeapon( "claymore" );
|
|
level.player givemaxammo( "claymore" );
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player switchToWeapon( "saw" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "icbm" )
|
|
{
|
|
level.player giveWeapon( "m4m203_silencer_reflex" );
|
|
level.player switchToWeapon( "m4m203_silencer_reflex" );
|
|
level.player giveWeapon( "usp_silencer" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player giveWeapon( "claymore" );
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player giveWeapon( "c4" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
maps\_load::set_player_viewhand_model( "viewhands_player_sas_woodland" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "launchfacility_a" )
|
|
{
|
|
// if started from previous level and weapons were saved, carry them over
|
|
bWeaponsCarriedOver = RestorePlayerWeaponStatePersistent( "icbm" );
|
|
|
|
// if started cold from level select menu, give a loadout
|
|
if ( !bWeaponsCarriedOver )
|
|
{
|
|
level.player giveWeapon( "usp_silencer" );
|
|
level.player giveWeapon( "m4m203_silencer_reflex" );
|
|
level.player switchToWeapon( "m4m203_silencer_reflex" );
|
|
}
|
|
|
|
// set these regardless of starting from level select menu OR previous level
|
|
level.campaign = "british";
|
|
level.initclaymoreammo = 6;
|
|
level.player giveWeapon( "claymore" );
|
|
level.player givemaxammo( "claymore" );
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player giveWeapon( "c4" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "smoke_grenade_american" );
|
|
level.player setOffhandSecondaryClass( "smoke" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "launchfacility_b" )
|
|
{
|
|
// if started from previous level and weapons were saved, carry them over
|
|
bWeaponsCarriedOver = RestorePlayerWeaponStatePersistent( "launchfacility_a" );
|
|
|
|
// if started cold from level select menu, give a loadout
|
|
if ( !bWeaponsCarriedOver )
|
|
{
|
|
level.player giveWeapon( "usp_silencer" );
|
|
level.player giveWeapon( "m4m203_silencer_reflex" );
|
|
level.player switchToWeapon( "m4m203_silencer_reflex" );
|
|
}
|
|
|
|
// set these regardless of starting from level select menu OR previous level
|
|
level.campaign = "british";
|
|
level.player giveWeapon( "claymore" );
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player giveWeapon( "c4" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "jeepride" )
|
|
{
|
|
level.player giveWeapon( "colt45" );
|
|
level.player giveWeapon( "M4_grunt" );
|
|
level.player switchToWeapon( "M4_grunt" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player setViewmodel( "viewhands_sas_woodland" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "simplecredits" )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( level.script == "airplane" )
|
|
{
|
|
level.player giveWeapon( "usp_silencer" );
|
|
level.player giveWeapon( "mp5_silencer" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player switchtoWeapon( "mp5_silencer" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player setViewmodel( "viewhands_black_kit" );
|
|
level.campaign = "british";
|
|
return;
|
|
}
|
|
|
|
if ( issubstr( level.script, "firingrange" ) )
|
|
{
|
|
return;// no weapons on firing range
|
|
}
|
|
|
|
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
|
// level.script is not a single player level. give default weapons.
|
|
println( "loadout.gsc: No level listing in _loadout.gsc, giving default guns" );
|
|
level.testmap = true;
|
|
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
level.player giveWeapon( "mp5" );
|
|
level.player switchToWeapon( "mp5" );
|
|
level.player setViewmodel( "viewmodel_base_viewhands" );
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////
|
|
// SavePlayerWeaponStatePersistent
|
|
//
|
|
// Saves the player's weapons and ammo state persistently( in the game variable )
|
|
// so that it can be restored in a different map.
|
|
// You can use strings for the slot:
|
|
//
|
|
// SavePlayerWeaponStatePersistent( "russianCampaign" );
|
|
//
|
|
// Or you can just use numbers:
|
|
//
|
|
// SavePlayerWeaponStatePersistent( 0 );
|
|
// SavePlayerWeaponStatePersistent( 1 ); etc.
|
|
//
|
|
// In a different map, you can restore using RestorePlayerWeaponStatePersistent( slot );
|
|
// Make sure that you always persist the data between map changes.
|
|
|
|
SavePlayerWeaponStatePersistent( slot )
|
|
{
|
|
current = level.player getCurrentWeapon();
|
|
if ( ( !isdefined( current ) ) || ( current == "none" ) )
|
|
assertmsg( "Player's current weapon is 'none' or undefined. Make sure 'disableWeapons()' has not been called on the player when trying to save weapon states." );
|
|
game[ "weaponstates" ][ slot ][ "current" ] = current;
|
|
|
|
offhand = level.player getcurrentoffhand();
|
|
game[ "weaponstates" ][ slot ][ "offhand" ] = offhand;
|
|
|
|
game[ "weaponstates" ][ slot ][ "list" ] = [];
|
|
weapList = level.player GetWeaponsList();
|
|
for ( weapIdx = 0; weapIdx < weapList.size; weapIdx++ )
|
|
{
|
|
game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "name" ] = weapList[ weapIdx ];
|
|
|
|
// below is only used if we want to NOT give max ammo
|
|
// game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "clip" ] = level.player GetWeaponAmmoClip( weapList[ weapIdx ] );
|
|
// game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "stock" ] = level.player GetWeaponAmmoStock( weapList[ weapIdx ] );
|
|
}
|
|
}
|
|
|
|
RestorePlayerWeaponStatePersistent( slot )
|
|
{
|
|
if ( !isDefined( game[ "weaponstates" ] ) )
|
|
return false;
|
|
if ( !isDefined( game[ "weaponstates" ][ slot ] ) )
|
|
return false;
|
|
|
|
level.player takeallweapons();
|
|
|
|
for ( weapIdx = 0; weapIdx < game[ "weaponstates" ][ slot ][ "list" ].size; weapIdx++ )
|
|
{
|
|
weapName = game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "name" ];
|
|
|
|
if ( isdefined( level.legit_weapons ) )
|
|
{
|
|
// weapon doesn't exist in this level
|
|
if ( !isdefined( level.legit_weapons[ weapName ] ) )
|
|
continue;
|
|
}
|
|
|
|
// don't carry over C4 or claymores
|
|
if ( weapName == "c4" )
|
|
continue;
|
|
if ( weapName == "claymore" )
|
|
continue;
|
|
level.player GiveWeapon( weapName );
|
|
level.player GiveMaxAmmo( weapName );
|
|
|
|
// below is only used if we want to NOT give max ammo
|
|
// level.player SetWeaponAmmoClip( weapName, game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "clip" ] );
|
|
// level.player SetWeaponAmmoStock( weapName, game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "stock" ] );
|
|
}
|
|
|
|
if ( isdefined( level.legit_weapons ) )
|
|
{
|
|
weapname = game[ "weaponstates" ][ slot ][ "offhand" ];
|
|
if ( isdefined( level.legit_weapons[ weapName ] ) )
|
|
level.player switchtooffhand( weapname );
|
|
|
|
weapname = game[ "weaponstates" ][ slot ][ "current" ];
|
|
if ( isdefined( level.legit_weapons[ weapName ] ) )
|
|
level.player SwitchToWeapon( weapname );
|
|
}
|
|
else
|
|
{
|
|
level.player switchtooffhand( game[ "weaponstates" ][ slot ][ "offhand" ] );
|
|
level.player SwitchToWeapon( game[ "weaponstates" ][ slot ][ "current" ] );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
sniper_escape_initial_secondary_weapon_loadout()
|
|
{
|
|
level.player giveWeapon( "claymore" );
|
|
level.player giveWeapon( "c4" );
|
|
if ( level.gameskill >= 2 )
|
|
{
|
|
level.player SetWeaponAmmoClip( "claymore", 10 );
|
|
level.player SetWeaponAmmoClip( "c4", 6 );
|
|
}
|
|
else
|
|
{
|
|
level.player SetWeaponAmmoClip( "claymore", 8 );
|
|
level.player SetWeaponAmmoClip( "c4", 3 );
|
|
}
|
|
level.player SetActionSlot( 4, "weapon", "claymore" );
|
|
level.player SetActionSlot( 2, "weapon", "c4" );
|
|
level.player giveWeapon( "fraggrenade" );
|
|
level.player giveWeapon( "flash_grenade" );
|
|
level.player setOffhandSecondaryClass( "flash" );
|
|
|
|
level.player setViewmodel( "viewhands_marine_sniper" );
|
|
}
|
|
|
|
set_legit_weapons_for_sniper_escape()
|
|
{
|
|
legit_weapons = [];
|
|
legit_weapons = [];
|
|
legit_weapons[ "mp5" ] = true;
|
|
legit_weapons[ "usp_silencer" ] = true;
|
|
legit_weapons[ "ak47" ] = true;
|
|
legit_weapons[ "g3" ] = true;
|
|
legit_weapons[ "usp" ] = true;
|
|
legit_weapons[ level.sniperescape_main_weapon ] = true;
|
|
legit_weapons[ "dragunov" ] = true;
|
|
legit_weapons[ "winchester1200" ] = true;
|
|
legit_weapons[ "beretta" ] = true;
|
|
legit_weapons[ "rpd" ] = true;
|
|
legit_weapons[ "rpg" ] = true;
|
|
level.legit_weapons = legit_weapons;
|
|
}
|
|
|
|
max_ammo_on_legit_sniper_escape_weapon()
|
|
{
|
|
heldweapons = level.player getweaponslist();
|
|
for ( i = 0; i < heldweapons.size; i++ )
|
|
{
|
|
weapon = heldweapons[ i ];
|
|
if ( !isdefined( level.legit_weapons[ weapon ] ) )
|
|
continue;
|
|
if ( weapon == "rpg" )
|
|
continue;
|
|
|
|
level.player givemaxammo( weapon );
|
|
}
|
|
}
|
|
|
|
force_player_to_use_legit_sniper_escape_weapon()
|
|
{
|
|
heldweapons = level.player getweaponslist();
|
|
|
|
// take away weapons mo has in scoutsniper that we dont have in sniperescape
|
|
held_weapons = [];
|
|
count = 0;
|
|
|
|
for ( i = 0; i < heldweapons.size; i++ )
|
|
{
|
|
weapon = heldweapons[ i ];
|
|
held_weapons[ weapon ] = true;
|
|
if ( isdefined( level.legit_weapons[ weapon ] ) )
|
|
{
|
|
count++ ;
|
|
continue;
|
|
}
|
|
|
|
level.player takeweapon( weapon );
|
|
}
|
|
|
|
if ( count == 2 )
|
|
return;
|
|
|
|
if ( count == 0 )
|
|
{
|
|
// need to fill in a slot
|
|
level.player giveweapon( "ak47" );
|
|
level.player switchtoWeapon( "ak47" );
|
|
}
|
|
|
|
// does player have a sniper rifle?
|
|
if ( !isdefined( held_weapons[ level.sniperescape_main_weapon ] ) && !isdefined( held_weapons[ "dragunov" ] ) )
|
|
{
|
|
level.player giveweapon( level.sniperescape_main_weapon );
|
|
level.player switchtoWeapon( level.sniperescape_main_weapon );
|
|
}
|
|
}
|