Added weapon binds for buying
Added some more buying restrictions Fixed a VGUI bug
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8 changed files with 43 additions and 5 deletions
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@ -71,21 +71,19 @@ void CSQC_ConsoleCommand_Init( void ) {
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registercommand( "vsgren" );
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registercommand( "defuser" );
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registercommand( "nvg" );
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registercommand( "coverme" );
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registercommand( "takepoint" );
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registercommand( "holdpos" );
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registercommand( "regroup" );
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registercommand( "followme" );
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registercommand( "takingfire" );
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registercommand( "go" );
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registercommand( "fallback" );
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registercommand( "sticktog" );
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registercommand( "getinpos" );
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registercommand( "stormfront" );
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registercommand( "report" );
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registercommand( "roger" );
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registercommand( "enemyspot" );
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registercommand( "needbackup" );
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@ -138,96 +136,127 @@ float CSQC_ConsoleCommand( string sCMD ) {
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return TRUE;
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break;
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case "glock":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_GLOCK18 );
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return TRUE;
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break;
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case "usp":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_USP45 );
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return TRUE;
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break;
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case "p228":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_P228 );
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return TRUE;
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break;
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case "deagle":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_DEAGLE );
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return TRUE;
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break;
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case "fn57":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_FIVESEVEN );
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return TRUE;
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break;
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case "elites":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_ELITES );
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return TRUE;
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break;
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case "m3":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_M3 );
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return TRUE;
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break;
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case "xm1014":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_XM1014 );
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return TRUE;
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break;
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case "tmp":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_TMP );
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return TRUE;
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break;
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case "mac10":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_MAC10 );
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return TRUE;
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break;
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case "mp5":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_MP5 );
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return TRUE;
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break;
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case "ump45":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_UMP45 );
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return TRUE;
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break;
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case "p90":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_P90 );
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return TRUE;
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break;
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case "ak47":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_AK47 );
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return TRUE;
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break;
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case "m4a1":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_M4A1 );
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return TRUE;
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break;
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case "sg552":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_SG552 );
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return TRUE;
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break;
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case "aug":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_AUG );
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return TRUE;
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break;
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case "scout":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_SCOUT );
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return TRUE;
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break;
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case "sg550":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_SG550 );
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return TRUE;
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break;
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case "awp":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_AWP );
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return TRUE;
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break;
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case "g3sg1":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_G3SG1 );
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return TRUE;
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break;
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case "m249":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_PARA );
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return TRUE;
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break;
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case "primammo":
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sendevent( "GamePlayerBuyAmmo", "f", 0 );
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return TRUE;
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break;
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case "secammo":
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sendevent( "GamePlayerBuyAmmo", "f", 1 );
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return TRUE;
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break;
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case "vest":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_KEVLAR );
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return TRUE;
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break;
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case "vesthelm":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_HELMET );
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return TRUE;
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break;
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case "flash":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_FLASHBANG );
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return TRUE;
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break;
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case "hegren":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_HEGRENADE );
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return TRUE;
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break;
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case "vsgren":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_SMOKEGRENADE );
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return TRUE;
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break;
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case "defuser":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_DEFUSALKIT );
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return TRUE;
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break;
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case "nvg":
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sendevent( "PlayerBuyEquipment", "f", EQUIPMENT_NIGHTVISION );
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return TRUE;
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break;
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case "coverme":
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@ -51,7 +51,7 @@ void CSQC_VGUI_Draw( void ) {
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vVGUIColor = autocvar_vgui_color * ( 1 / 255 );
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if ( fVGUI_Display >= 11 ) {
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if ( fVGUI_Display >= VGUI_RADIO1 ) {
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VGUI_Radio_Draw();
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return;
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}
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@ -61,7 +61,7 @@ void Entities_UseTargets( void ) {
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entity eOld = self;
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while ( eFind ) {
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self = eFind;
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bprint( sprintf( "Triggering %s %s\n", self.classname, self.targetname ) );
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//bprint( sprintf( "Triggering %s %s\n", self.classname, self.targetname ) );
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self.vUse();
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eFind = eFind.chain;
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}
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@ -69,6 +69,10 @@ float Rules_BuyingPossible( void ) {
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}
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}
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if ( self.fInBuyZone == FALSE ) {
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return FALSE;
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}
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return TRUE;
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}
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@ -176,6 +176,7 @@ void CSEv_PlayerBuyWeapon_f( float fWeapon ) {
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return;
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}
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// TODO: Don't allow CTs to buy T guns and vice versa!
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if ( ( self.fMoney - wptTable[ fWeapon ].iPrice ) >= 0 ) {
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Weapon_AddItem( fWeapon );
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@ -14,6 +14,10 @@ bind r +button4
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bind e +button6
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bind n nightvision
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bind TAB +showscores
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bind c radio3
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bind x radio2
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bind z radio1
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bind t messagemode
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bind 1 "impulse 1"
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bind 2 "impulse 2"
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BIN
opencs/progs.dat
BIN
opencs/progs.dat
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