824 lines
22 KiB
Text
824 lines
22 KiB
Text
#include maps\_utility;
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init_loadout()
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{
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// MikeD (7/30/2007): New method of precaching/giving weapons.
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// Set the level variables.
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if( !IsDefined( level.player_loadout ) )
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{
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level.player_loadout = [];
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}
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// CODER MOD
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// With the player joining later now we need to precache all weapons for the level
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init_models_and_variables_loadout();
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players = get_players();
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for ( i = 0; i < players.size; i++ )
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{
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players[i] give_loadout();
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players[i].pers["class"] = "closequarters";
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}
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level.loadoutComplete = true;
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level notify("loadout complete");
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// these precaches should only happen per level and campaign
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if (level.campaign == "russian")
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{
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if (level.script == "ber2")
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{
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mptype\player_rus_guard_wet::precache();
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}
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else if (level.script == "sniper")
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{
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// nothing!
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}
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else
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{
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mptype\player_rus_guard::precache();
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}
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}
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else if (level.campaign == "american")
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{
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if (level.script == "pel1")
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{
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mptype\player_usa_marine::precache();
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}
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else if (level.script == "pel1a" || level.script == "pel2")
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{
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mptype\player_usa_marine::precache();
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}
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else if (level.script == "oki2")
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{
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mptype\player_usa_marine_wet::precache();
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}
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else if( level.script == "mak")
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{
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mptype\player_usa_raider::precache();
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}
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else if ( level.script == "pby_fly")
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{
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//nothing
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}
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else
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{
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mptype\player_usa_marine::precache();
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}
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}
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else
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{
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mptype\player_usa_marine::precache();
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}
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}
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init_models_and_variables_loadout()
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{
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// SCRIPTER_MOD
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// MikeD (3/16/2007): Testmap for Coop
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if( level.script == "coop_test1" )
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{
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add_weapon( "m1garand" );
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add_weapon( "thompson" );
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add_weapon( "fraggrenade" );
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set_switch_weapon( "m1garand" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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level.campaign = "american";
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return;
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}
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else if( level.script == "mak" ) // MikeD
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{
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add_weapon( "nambu" );
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set_switch_weapon( "nambu" );
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set_laststand_pistol( "nambu" );
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set_player_viewmodel( "viewmodel_usa_raider_arms" );
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set_player_interactive_hands( "viewmodel_usa_raider_player" );
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level.campaign = "american";
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return;
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}
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else if( level.script == "pel1" ) // Jesse
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{
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add_weapon( "colt");
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add_weapon( "m1garand_bayonet" );
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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add_weapon( "rocket_barrage" );
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set_action_slot( 4, "weapon", "rocket_barrage" );
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set_secondary_offhand( "smoke" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player" );
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// CODER MOD (Austin & Sumeet 11/3/07)
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// Fix bugs #1056 & #1057 with co-op players having no weapon selected
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set_switch_weapon( "m1garand_bayonet" );
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level.campaign = "american";
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return;
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}
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else if( level.script == "pel1a" ) // MikeD
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{
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add_weapon( "m1garand" );
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PrecacheItem( "m2_flamethrower" );
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//add_weapon( "m2_flamethrower" );
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add_weapon( "thompson" );
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//TFLAME - Bug about 3 weapons
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//add_weapon( "colt" );
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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set_secondary_offhand( "smoke" );
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// set_switch_weapon( "m2_flamethrower" );
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set_switch_weapon( "m1garand" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player" );
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level.campaign = "american";
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return;
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}
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else if( level.script == "pel1b" )
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{
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// TODO add level-specific weapons
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add_weapon( "shotgun" );
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add_weapon( "30cal_bipod" );
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//add_weapon( "colt");
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "30cal_bipod" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player");
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level.campaign = "american";
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return;
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}
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else if (level.script == "pby_fly" ) // Gavin
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{
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//add_weapon( "pby_backgun" );
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//add_weapon( "pby_frontgun" );
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//add_weapon( "pby_rightgun" );
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//add_weapon( "pby_leftgun" );
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//set_action_slot( 1, "weapon", "pby_frontgun" );
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//set_action_slot( 4, "weapon", "pby_rightgun" );
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//set_action_slot( 2, "weapon", "pby_backgun" );
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//set_action_slot( 3, "weapon", "pby_leftgun" );
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set_laststand_pistol( "colt" ); // No revive while in the air!
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set_player_viewmodel( "viewmodel_usa_pbycrew_arms");
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level.campaign = "american";
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return;
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}
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else if( level.script == "pel2" ) // DPG (7/9/2007): Peleliu 2
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{
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add_weapon( "colt" );
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add_weapon( "bar" );
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "bar" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player" );
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level.campaign = "american";
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return;
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}
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else if( level.script == "see1" ) // Alex Liu
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{
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add_weapon( "mosin_rifle" );
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add_weapon( "tokarev" );
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// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
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add_weapon( "stick_grenade" );
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add_weapon( "molotov" );
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PrecacheItem( "napalmblob" );
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PrecacheItem( "napalmbloblight" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "mosin_rifle" );
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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level.campaign = "russian";
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return;
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}
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else if( level.script == "see2" ) // DPG (7/9/2007): Seelow 2
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{
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//add_weapon( "mosin_rifle" );
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add_weapon( "m2_flamethrower" );
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add_weapon( "ppsh" );
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add_weapon( "stick_grenade" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "m2_flamethrower" );
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set_laststand_pistol( "none" ); // Players are in a tank
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// SRS 6/24/2008: don't need visible viewarms because you're in a tank
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level.campaign = "russian";
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return;
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}
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else if( level.script == "ber1" ) // Bloodlust (7/06/2007): Berlin 1
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{
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add_weapon( "tokarev" );
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add_weapon( "mosin_rifle" );
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add_weapon( "stick_grenade" );
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//add_weapon( "m8_white_smoke" );
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add_weapon( "molotov" );
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set_secondary_offhand( "molotov" );
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set_switch_weapon( "mosin_rifle" );
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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level.campaign = "russian";
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return;
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}
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else if( level.script == "ber1_geo" ) // Bloodlust (10/22/2007): Berlin 1 Geo (for Brandon)
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{
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add_weapon( "mosin_rifle" );
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add_weapon( "ppsh" );
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add_weapon( "stick_grenade" );
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add_weapon( "molotov" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "mosin_rifle" );
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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level.campaign = "russian";
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return;
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}
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else if( level.script == "ber2" ) // SS
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{
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add_weapon( "ppsh" );
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add_weapon( "tokarev" );
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//add_weapon( "mosin_rifle" ); // SRS 5/9/2008: need to pick either the rifle or the SMG to start
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// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
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add_weapon( "stick_grenade" );
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add_weapon( "molotov" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "ppsh" );
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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level.campaign = "russian";
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return;
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}
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else if( level.script == "sniper" ) // TFlame 2/12/08 - only weapon player should have is a scoped rifle
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{
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add_weapon( "mosin_rifle_scoped" );
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add_weapon( "stick_grenade" );
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set_switch_weapon("mosin_rifle_scoped");
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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set_player_interactive_hands( "viewmodel_rus_guard_player" );
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level.campaign = "russian";
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return;
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}
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else if( level.script == "ber3" ) // Joyal
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{
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add_weapon( "svt40" );
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add_weapon( "ppsh" );
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// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
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add_weapon( "stick_grenade" );
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add_weapon( "molotov" );
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PrecacheItem( "napalmblob" );
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PrecacheItem( "napalmbloblight" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "ppsh" );
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel("viewmodel_rus_guard_arms");
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level.campaign = "russian";
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return;
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}
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else if( level.script == "ber3b" ) // SS
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{
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add_weapon( "tokarev" );
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add_weapon( "svt40" );
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// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
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add_weapon( "stick_grenade" );
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add_weapon( "molotov" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "svt40" );
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set_laststand_pistol( "tokarev" );
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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level.campaign = "russian";
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return;
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}
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else if( level.script == "oki2" ) // JeremyS
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{
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add_weapon( "30cal_wet" );
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//add_weapon( "m2_flamethrower_wet" );
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PrecacheItem( "m2_flamethrower_wet" );
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add_weapon( "thompson_wet" );
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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//add_weapon( "satchel_charge" );
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set_secondary_offhand( "smoke" );
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// set_switch_weapon( "m2_flamethrower_wet" );
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set_switch_weapon( "thompson_wet" );
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set_laststand_pistol( "colt_wet" );
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set_player_viewmodel( "viewmodel_usa_marinewet_rolledup_arms");
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set_player_interactive_hands( "viewmodel_usa_marinewet_rolledup_player" ); // Uncomment this if you want "interactive" hands for Banzai
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level.campaign = "american";
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return;
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}
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else if( level.script == "prologue" ) // Lucas (03/14/2008)
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{
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add_weapon( "m1garand" );
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add_weapon( "colt" );
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set_switch_weapon( "colt" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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level.campaign = "american";
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return;
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}
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else if( level.script == "oki3" ) // ChrisP
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{
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add_weapon( "m1garand" );
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add_weapon( "thompson" );
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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add_weapon("air_support");
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set_action_slot( 4, "weapon", "air_support" );
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set_secondary_offhand( "smoke" );
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set_switch_weapon( "m1garand" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player" );
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level.campaign = "american";
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return;
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}
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else if( level.script == "living_battlefield" )
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{
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add_weapon( "m1garand_bayonet" );
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add_weapon( "thompson" );
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add_weapon( "molotov" );
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PrecacheItem( "napalmblob" );
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PrecacheItem( "napalmbloblight" );
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add_weapon( "fraggrenade" );
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set_secondary_offhand( "flash" );
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set_switch_weapon( "m1garand_bayonet" );
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set_laststand_pistol( "colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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level.campaign = "american";
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return;
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}
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else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
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{
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add_weapon( "zombie_colt" );
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PrecacheItem( "napalmblob" );
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PrecacheItem( "napalmbloblight" );
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set_switch_weapon( "zombie_colt" );
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set_laststand_pistol( "zombie_colt" );
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player");
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level.campaign = "american";
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return;
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}
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else if( IsSubStr( level.script, "intro_" ) ) // Support for the intro movies for the campaigns
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{
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return;
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}
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else if( level.script == "credits" )
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{
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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set_player_interactive_hands( "viewmodel_usa_marine_player");
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level.campaign = "american";
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return;
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}
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//------------------------------------
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// level.script is not a single player level. give default weapons.
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println ("loadout.gsc: No level listing in _loadout.gsc, giving default guns!!!! =======================");
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// default weapons
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add_weapon( "colt" );
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add_weapon( "m1garand" );
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add_weapon( "fraggrenade" );
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add_weapon( "m8_white_smoke" );
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set_secondary_offhand( "smoke" );
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set_laststand_pistol( "colt" );
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set_switch_weapon( "m1garand" );
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// SRS 6/29/2008: updated to allow defaulted maps to have different level.campaign default viewarms
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if( IsDefined( level.campaign ) && level.campaign == "russian" )
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{
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set_player_viewmodel( "viewmodel_rus_guard_arms");
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}
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else
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{
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set_player_viewmodel( "viewmodel_usa_marine_arms");
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level.campaign = "american";
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}
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}
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// This will precache and set the loadout rather than duplicating work.
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add_weapon( weapon_name )
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{
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PrecacheItem( weapon_name );
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level.player_loadout[level.player_loadout.size] = weapon_name;
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}
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// This sets the secondary offhand type when the player spawns in
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set_secondary_offhand( weapon_name )
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{
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level.player_secondaryoffhand = weapon_name;
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}
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// This sets the the switchtoweapon when the player spawns in
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set_switch_weapon( weapon_name )
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{
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level.player_switchweapon = weapon_name;
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}
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// This sets the the action slot for when the player spawns in
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set_action_slot( num, option1, option2 )
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{
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if( num < 2 || num > 4)
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{
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if(level.script != "pby_fly") // GLocke 11/15/2007 - The flying level uses all 4 dpad slots
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{
|
|
// Not using 1, since it's defaulted to grenade launcher.
|
|
assertmsg( "_loadout.gsc: set_action_slot must be set with a number greater than 1 and less than 5" );
|
|
}
|
|
}
|
|
|
|
// Glocke 12/03/07 - added precaching of weapon type for action slot
|
|
if(IsDefined(option1))
|
|
{
|
|
if(option1 == "weapon")
|
|
{
|
|
PrecacheItem(option2);
|
|
level.player_loadout[level.player_loadout.size] = option2;
|
|
}
|
|
}
|
|
|
|
if( !IsDefined( level.player_actionslots ) )
|
|
{
|
|
level.player_actionslots = [];
|
|
}
|
|
|
|
action_slot = SpawnStruct();
|
|
action_slot.num = num;
|
|
action_slot.option1 = option1;
|
|
|
|
if( IsDefined( option2 ) )
|
|
{
|
|
action_slot.option2 = option2;
|
|
}
|
|
|
|
level.player_actionslots[level.player_actionslots.size] = action_slot;
|
|
}
|
|
|
|
// Sets the player's viewmodel
|
|
set_player_viewmodel( viewmodel )
|
|
{
|
|
PrecacheModel( viewmodel );
|
|
level.player_viewmodel = viewmodel;
|
|
}
|
|
|
|
// Sets the player's handmodel used for "interactive" hands and banzai attacks
|
|
set_player_interactive_hands( model )
|
|
{
|
|
level.player_interactive_hands = model;
|
|
PrecacheModel( level.player_interactive_hands );
|
|
}
|
|
|
|
// Sets the player's laststand pistol
|
|
set_laststand_pistol( weapon )
|
|
{
|
|
level.laststandpistol = weapon;
|
|
}
|
|
|
|
give_loadout(wait_for_switch_weapon)
|
|
{
|
|
if( !IsDefined( game["gaveweapons"] ) )
|
|
{
|
|
game["gaveweapons"] = 0;
|
|
}
|
|
|
|
if( !IsDefined( game["expectedlevel"] ) )
|
|
{
|
|
game["expectedlevel"] = "";
|
|
}
|
|
|
|
if( game["expectedlevel"] != level.script )
|
|
{
|
|
game["gaveweapons"] = 0;
|
|
}
|
|
|
|
if( game["gaveweapons"] == 0 )
|
|
{
|
|
game["gaveweapons"] = 1;
|
|
}
|
|
|
|
// MikeD (4/18/2008): In order to be able to throw a grenade back, the player first needs to at
|
|
// least have a grenade in his inventory before doing so. So let's try to find out and give it to him
|
|
// then take it away.
|
|
gave_grenade = false;
|
|
|
|
// First check to see if we are giving him a grenade, if so, skip this process.
|
|
for( i = 0; i < level.player_loadout.size; i++ )
|
|
{
|
|
if( WeaponType( level.player_loadout[i] ) == "grenade" )
|
|
{
|
|
gave_grenade = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we do not have a grenade then try to automatically assign one
|
|
// If we can't automatically do this, then the scripter needs to do by hand in the level
|
|
if( !gave_grenade )
|
|
{
|
|
if( IsDefined( level.player_grenade ) )
|
|
{
|
|
grenade = level.player_grenade;
|
|
self GiveWeapon( grenade );
|
|
self SetWeaponAmmoStock( grenade, 0 );
|
|
gave_grenade = true;
|
|
}
|
|
|
|
if( !gave_grenade )
|
|
{
|
|
// Get all of the AI and assign any grenade to the player
|
|
ai = GetAiArray( "allies" );
|
|
|
|
if( IsDefined( ai ) )
|
|
{
|
|
for( i = 0; i < ai.size; i++ )
|
|
{
|
|
if( IsDefined( ai[i].grenadeWeapon ) )
|
|
{
|
|
grenade = ai[i].grenadeWeapon;
|
|
self GiveWeapon( grenade );
|
|
self SetWeaponAmmoStock( grenade, 0 );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
println( "^3LOADOUT ISSUE: Unable to give a grenade, the player need to be given a grenade and then take it away in order for the player to throw back grenades, but not have any grenades in his inventory." );
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < level.player_loadout.size; i++ )
|
|
{
|
|
self GiveWeapon( level.player_loadout[i] );
|
|
}
|
|
|
|
self SetActionSlot( 1, "" );
|
|
self SetActionSlot( 2, "" );
|
|
self SetActionSlot( 3, "altMode" ); // toggles between attached grenade launcher
|
|
self SetActionSlot( 4, "" );
|
|
|
|
if( IsDefined( level.player_actionslots ) )
|
|
{
|
|
for( i = 0; i < level.player_actionslots.size; i++ )
|
|
{
|
|
num = level.player_actionslots[i].num;
|
|
option1 = level.player_actionslots[i].option1;
|
|
|
|
if( IsDefined( level.player_actionslots[i].option2 ) )
|
|
{
|
|
option2 = level.player_actionslots[i].option2;
|
|
self SetActionSlot( num, option1, option2 );
|
|
}
|
|
else
|
|
{
|
|
self SetActionSlot( num, option1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( IsDefined( level.player_switchweapon ) )
|
|
{
|
|
// the wait was added to fix a revive issue with the host
|
|
// for some reson the SwitchToWeapon message gets lost
|
|
// this can be removed if that is ever resolved
|
|
if ( isdefined(wait_for_switch_weapon) && wait_for_switch_weapon == true )
|
|
{
|
|
wait(0.5);
|
|
}
|
|
self SwitchToWeapon( level.player_switchweapon );
|
|
}
|
|
|
|
wait(0.5);
|
|
|
|
self player_flag_set("loadout_given");
|
|
}
|
|
|
|
give_model( class )
|
|
{
|
|
// switch ( level.campaign )
|
|
// {
|
|
// case "russian":
|
|
// self mptype\player_rus_guard::main();
|
|
// break;
|
|
// case "american":
|
|
// default:
|
|
// self mptype\player_usa_marine::main();
|
|
// break;
|
|
|
|
if (level.campaign == "russian")
|
|
{
|
|
if (level.script == "ber2")
|
|
{
|
|
self mptype\player_rus_guard_wet::main();
|
|
}
|
|
else if (level.script == "sniper")
|
|
{
|
|
// nothing!
|
|
}
|
|
else
|
|
{
|
|
self mptype\player_rus_guard::main();
|
|
}
|
|
}
|
|
else if (level.campaign == "american")
|
|
{
|
|
if (level.script == "pel1")
|
|
{
|
|
self mptype\player_usa_marine::main();
|
|
}
|
|
else if (level.script == "pel1a" || level.script == "pel2")
|
|
{
|
|
self mptype\player_usa_marine::main();
|
|
}
|
|
else if (level.script == "oki2")
|
|
{
|
|
self mptype\player_usa_marine_wet::main();
|
|
}
|
|
else if (level.script == "mak")
|
|
{
|
|
self mptype\player_usa_raider::main();
|
|
}
|
|
else if ( level.script == "pby_fly")
|
|
{
|
|
//nothing
|
|
}
|
|
else
|
|
{
|
|
self mptype\player_usa_marine::main();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self mptype\player_usa_marine::main();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// }
|
|
|
|
// MikeD (3/28/2008): If specified, give the player his hands
|
|
if( IsDefined( level.player_viewmodel ) )
|
|
{
|
|
self SetViewModel( level.player_viewmodel );
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////
|
|
// 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;
|
|
}
|