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|
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
init()
{
level.serverDvars = [];
game["allies_assault_count"] = 0;
game["allies_specops_count"] = 0;
game["allies_heavygunner_count"] = 0;
game["allies_demolitions_count"] = 0;
game["allies_sniper_count"] = 0;
game["axis_assault_count"] = 0;
game["axis_specops_count"] = 0;
game["axis_heavygunner_count"] = 0;
game["axis_demolitions_count"] = 0;
game["axis_sniper_count"] = 0;
// classes
setServerDvarDefault( "class_assault_limit", 64, 0, 64 );
setServerDvarDefault( "class_specops_limit", 64, 0, 64 );
setServerDvarDefault( "class_heavygunner_limit", 64, 0, 64 );
setServerDvarDefault( "class_demolitions_limit", 64, 0, 64 );
setServerDvarDefault( "class_sniper_limit", 64, 0, 64 );
setDvarDefault( "class_assault_allowdrop", 1, 0, 1 );
setDvarDefault( "class_specops_allowdrop", 1, 0, 1 );
setDvarDefault( "class_heavygunner_allowdrop", 1, 0, 1 );
setDvarDefault( "class_demolitions_allowdrop", 1, 0, 1 );
setDvarDefault( "class_sniper_allowdrop", 1, 0, 1 );
// assault rifles
setDvarDefault( "weap_allow_m16", 0, 0, 0 );
setDvarDefault( "weap_allow_ak47", 0, 0, 0 );
setDvarDefault( "weap_allow_m4", 1, 0, 1 );
setDvarDefault( "weap_allow_g3", 0, 0, 0 );
setDvarDefault( "weap_allow_g36c", 1, 0, 1 );
setDvarDefault( "weap_allow_m14", 0, 0, 0 );
setDvarDefault( "weap_allow_mp44", 0, 0, 0 );
// assault attachments
setDvarDefault( "attach_allow_assault_none", 0, 0, 0 );
setDvarDefault( "attach_allow_assault_gl", 0, 0, 0 );
setDvarDefault( "attach_allow_assault_reflex", 1, 0, 1 );
setDvarDefault( "attach_allow_assault_silencer", 1, 0, 1 );
setDvarDefault( "attach_allow_assault_acog", 0, 0, 0 );
// smgs
setDvarDefault( "weap_allow_mp5", 1, 0, 1 );
setDvarDefault( "weap_allow_skorpion", 0, 0, 0 );
setDvarDefault( "weap_allow_uzi", 0, 0, 0 );
setDvarDefault( "weap_allow_ak74u", 1, 0, 1 );
setDvarDefault( "weap_allow_p90", 0, 0, 0 );
// smg attachments
setDvarDefault( "attach_allow_smg_none", 0, 0, 0 );
setDvarDefault( "attach_allow_smg_reflex", 1, 0, 1 );
setDvarDefault( "attach_allow_smg_silencer", 1, 0, 1 );
setDvarDefault( "attach_allow_smg_acog", 0, 0, 0 );
// shotguns
setDvarDefault( "weap_allow_m1014", 0, 0, 0 );
setDvarDefault( "weap_allow_winchester1200", 1, 0, 1 );
// shotgun attachments
setDvarDefault( "attach_allow_shotgun_none", 0, 0, 0 );
setDvarDefault( "attach_allow_shotgun_reflex", 0, 0, 0 );
setDvarDefault( "attach_allow_shotgun_grip", 1, 0, 1 );
// light machine guns
setDvarDefault( "weap_allow_saw", 0, 0, 0 );
setDvarDefault( "weap_allow_rpd", 1, 0, 1 );
setDvarDefault( "weap_allow_m60e4", 0, 0, 0 );
// lmg attachments
setDvarDefault( "attach_allow_lmg_none", 0, 0, 0 );
setDvarDefault( "attach_allow_lmg_reflex", 0, 0, 0 );
setDvarDefault( "attach_allow_lmg_grip", 1, 0, 1 );
setDvarDefault( "attach_allow_lmg_acog", 0, 0, 0 );
// sniper rifles
setDvarDefault( "weap_allow_dragunov", 1, 0, 1 );
setDvarDefault( "weap_allow_m40a3", 1, 0, 1 );
setDvarDefault( "weap_allow_barrett", 0, 0, 0 );
setDvarDefault( "weap_allow_remington700", 1, 0, 1 );
setDvarDefault( "weap_allow_m21", 0, 0, 0 );
// sniper attachments
setDvarDefault( "attach_allow_sniper_none", 1, 0, 1 );
setDvarDefault( "attach_allow_sniper_acog", 0, 0, 0 );
// pistols
setServerDvarDefault( "weap_allow_beretta", 0, 0, 0 );
setServerDvarDefault( "weap_allow_colt45", 0, 0, 0 );
setServerDvarDefault( "weap_allow_usp", 0, 0, 0 );
setServerDvarDefault( "weap_allow_deserteagle", 1, 0, 1 );
setServerDvarDefault( "weap_allow_deserteaglegold", 0, 0, 0 );
// pistol attachments
setServerDvarDefault( "attach_allow_pistol_none", 1, 0, 1 );
setServerDvarDefault( "attach_allow_pistol_silencer", 0, 0, 0 );
// grenades
setServerDvarDefault( "weap_allow_frag_grenade", 0, 0, 0 );
setServerDvarDefault( "weap_allow_concussion_grenade", 0, 0, 0 );
setServerDvarDefault( "weap_allow_flash_grenade", 0, 0, 0 );
setServerDvarDefault( "weap_allow_smoke_grenade", 1, 0, 1 );
// perks
setServerDvarDefault( "perk_allow_specialty_parabolic", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_gpsjammer", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_holdbreath", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_quieter", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_longersprint", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_detectexplosive", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_explosivedamage", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_pistoldeath", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_grenadepulldeath", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_bulletdamage", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_bulletpenetration", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_bulletaccuracy", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_rof", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_fastreload", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_extraammo", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_armorvest", 1, 0, 1 );
setServerDvarDefault( "perk_allow_specialty_fraggrenade", 0, 0, 0 );
setServerDvarDefault( "perk_allow_specialty_specialgrenade", 0, 0, 0 );
setServerDvarDefault( "perk_allow_c4_mp", 1, 0, 1 );
setServerDvarDefault( "perk_allow_claymore_mp", 1, 0, 1 );
setServerDvarDefault( "perk_allow_rpg_mp", 0, 0, 0 );
// client menu only
setServerDvarDefault( "allies_allow_assault", 1, 0, 1 );
setServerDvarDefault( "allies_allow_specops", 1, 0, 1 );
setServerDvarDefault( "allies_allow_heavygunner", 1, 0, 1 );
setServerDvarDefault( "allies_allow_demolitions", 1, 0, 1 );
setServerDvarDefault( "allies_allow_sniper", 1, 0, 1 );
setServerDvarDefault( "axis_allow_assault", 1, 0, 1 );
setServerDvarDefault( "axis_allow_specops", 1, 0, 1 );
setServerDvarDefault( "axis_allow_heavygunner", 1, 0, 1 );
setServerDvarDefault( "axis_allow_demolitions", 1, 0, 1 );
setServerDvarDefault( "axis_allow_sniper", 1, 0, 1 );
// assault class default loadout
setDvarDefault( "class_assault_primary", "g36c" );
setDvarDefault( "class_assault_primary_attachment", "reflex" );
setDvarDefault( "class_assault_secondary", "deserteagel" );
setDvarDefault( "class_assault_secondary_attachment", "none" );
setDvarDefault( "class_assault_perk1", "specialty_null" );
setDvarDefault( "class_assault_perk2", "specialty_bulletdamage" );
setDvarDefault( "class_assault_perk3", "specialty_null" );
setDvarDefault( "class_assault_grenade", "smoke_grenade" );
setDvarDefault( "class_assault_camo", "camo_none" );
setDvarDefault( "class_assault_frags", 1, 0, 4 );
setDvarDefault( "class_assault_special", 1, 0, 4 );
// specops class default loadout
setDvarDefault( "class_specops_primary", "mp5" );
setDvarDefault( "class_specops_primary_attachment", "reflex" );
setDvarDefault( "class_specops_secondary", "deserteagel" );
setDvarDefault( "class_specops_secondary_attachment", "none" );
setDvarDefault( "class_specops_perk1", "c4_mp" );
setDvarDefault( "class_specops_perk2", "specialty_null" );
setDvarDefault( "class_specops_perk3", "specialty_null" );
setDvarDefault( "class_specops_grenade", "smoke_grenade" );
setDvarDefault( "class_specops_camo", "camo_none" );
setDvarDefault( "class_specops_frags", 1, 0, 4 );
setDvarDefault( "class_specops_special", 1, 0, 4 );
// heavygunner class default loadout
setDvarDefault( "class_heavygunner_primary", "rpd" );
setDvarDefault( "class_heavygunner_primary_attachment", "grip" );
setDvarDefault( "class_heavygunner_secondary", "deserteagel" );
setDvarDefault( "class_heavygunner_secondary_attachment", "none" );
setDvarDefault( "class_heavygunner_perk1", "specialty_null" );
setDvarDefault( "class_heavygunner_perk2", "specialty_armorvest" );
setDvarDefault( "class_heavygunner_perk3", "specialty_null" );
setDvarDefault( "class_heavygunner_grenade", "smoke_grenade" );
setDvarDefault( "class_heavygunner_camo", "camo_none" );
setDvarDefault( "class_heavygunner_frags", 1, 0, 4 );
setDvarDefault( "class_heavygunner_special", 1, 0, 4 );
// demolitions class default loadout
setDvarDefault( "class_demolitions_primary", "winchester1200" );
setDvarDefault( "class_demolitions_primary_attachment", "grip" );
setDvarDefault( "class_demolitions_secondary", "deserteagel" );
setDvarDefault( "class_demolitions_secondary_attachment", "none" );
setDvarDefault( "class_demolitions_perk1", "c4_mp" );
setDvarDefault( "class_demolitions_perk2", "specialty_armorvest" );
setDvarDefault( "class_demolitions_perk3", "specialty_null" );
setDvarDefault( "class_demolitions_grenade", "smoke_grenade" );
setDvarDefault( "class_demolitions_camo", "camo_none" );
setDvarDefault( "class_demolitions_frags", 1, 0, 4 );
setDvarDefault( "class_demolitions_special", 1, 0, 4 );
// sniper class default loadout
setDvarDefault( "class_sniper_primary", "remington700" );
setDvarDefault( "class_sniper_primary_attachment", "none" );
setDvarDefault( "class_sniper_secondary", "deserteagel" );
setDvarDefault( "class_sniper_secondary_attachment", "none" );
setDvarDefault( "class_sniper_perk1", "claymore_mp" );
setDvarDefault( "class_sniper_perk2", "specialty_null" );
setDvarDefault( "class_sniper_perk3", "specialty_null" );
setDvarDefault( "class_sniper_grenade", "smoke_grenade" );
setDvarDefault( "class_sniper_camo", "camo_none" );
setDvarDefault( "class_sniper_frags", 1, 0, 4 );
setDvarDefault( "class_sniper_special", 1, 0, 4 );
setDvarDefault( "scr_enable_nightvision", 1, 0, 1 );
setDvarDefault( "scr_enable_music", 1, 0, 1 );
setDvarDefault( "scr_enable_hiticon", 1, 0, 2 );
setDvarDefault( "scr_enable_scoretext", 1, 0, 1 );
setDvarDefault( "class_assault_movespeed", 2.00, 0.25, 2.0 );
setDvarDefault( "class_specops_movespeed", 2.00, 0.25, 2.0 );
setDvarDefault( "class_heavygunner_movespeed", 2.00, 0.25, 2.0 );
setDvarDefault( "class_demolitions_movespeed", 2.00, 0.25, 2.0 );
setDvarDefault( "class_sniper_movespeed", 2.00, 0.25, 2.0 );
level thread classDvarUpdate();
level thread onPlayerConnect();
}
classDvarUpdate()
{
updateClassAvailability( "allies", "assault" );
updateClassAvailability( "axis", "assault" );
updateClassAvailability( "allies", "specops" );
updateClassAvailability( "axis", "specops" );
updateClassAvailability( "allies", "heavygunner" );
updateClassAvailability( "axis", "heavygunner" );
updateClassAvailability( "allies", "demolitions" );
updateClassAvailability( "axis", "demolitions" );
updateClassAvailability( "allies", "sniper" );
updateClassAvailability( "axis", "sniper" );
for ( ;; )
{
if ( getDvarInt( "class_assault_limit" ) != level.serverDvars["class_assault_limit"] )
{
updateClassAvailability( "allies", "assault" );
updateClassAvailability( "axis", "assault" );
}
wait ( 0.05 );
if ( getDvarInt( "class_specops_limit" ) != level.serverDvars["class_specops_limit"] )
{
updateClassAvailability( "allies", "specops" );
updateClassAvailability( "axis", "specops" );
}
wait ( 0.05 );
if ( getDvarInt( "class_heavygunner_limit" ) != level.serverDvars["class_heavygunner_limit"] )
{
updateClassAvailability( "allies", "heavygunner" );
updateClassAvailability( "axis", "heavygunner" );
}
wait ( 0.05 );
if ( getDvarInt( "class_demolitions_limit" ) != level.serverDvars["class_demolitions_limit"] )
{
updateClassAvailability( "allies", "demolitions" );
updateClassAvailability( "axis", "demolitions" );
}
wait ( 0.05 );
if ( getDvarInt( "class_sniper_limit" ) != level.serverDvars["class_sniper_limit"] )
{
updateClassAvailability( "allies", "sniper" );
updateClassAvailability( "axis", "sniper" );
}
wait ( 0.05 );
}
}
onPlayerConnect()
{
for(;;)
{
level waittill( "connecting", player );
player thread initClassLoadouts();
player thread updateServerDvars();
}
}
releaseClass( teamName, classType )
{
game[teamName + "_" + classType + "_count"]--;
updateClassAvailability( teamName, classType );
}
claimClass( teamName, classType )
{
game[teamName + "_" + classType + "_count"]++;
updateClassAvailability( teamName, classType );
}
setClassChoice( classType )
{
if ( isDefined( self.class ) )
releaseClass( self.pers["team"], self.class );
if ( isDefined( self.curClass ) && self.curClass != self.class )
releaseClass( self.pers["team"], self.curClass );
self.pers["class"] = classType;
self.class = classType;
self claimClass( self.pers["team"], self.class );
if ( isDefined( self.curClass ) && self.curClass != self.class )
self claimClass( self.pers["team"], self.curClass );
self setClientDvar( "loadout_class", classType );
self setDvarsFromClass( classType );
switch ( classType )
{
case "assault":
self setClientDvars(
"weap_allow_m16", getDvar( "weap_allow_m16" ),
"weap_allow_ak47", getDvar( "weap_allow_ak47" ),
"weap_allow_m4", getDvar( "weap_allow_m4" ),
"weap_allow_g3", getDvar( "weap_allow_g3" ),
"weap_allow_g36c", getDvar( "weap_allow_g36c" ),
"weap_allow_m14", getDvar( "weap_allow_m14" ),
"weap_allow_mp44", getDvar( "weap_allow_mp44" ) );
self setClientDvars(
"attach_allow_assault_none", getDvar( "attach_allow_assault_none" ),
"attach_allow_assault_gl", getDvar( "attach_allow_assault_gl" ),
"attach_allow_assault_reflex", getDvar( "attach_allow_assault_reflex" ),
"attach_allow_assault_silencer", getDvar( "attach_allow_assault_silencer" ),
"attach_allow_assault_acog", getDvar( "attach_allow_assault_acog" ) );
break;
case "specops":
self setClientDvars(
"weap_allow_mp5", getDvar( "weap_allow_mp5" ),
"weap_allow_skorpion", getDvar( "weap_allow_skorpion" ),
"weap_allow_uzi", getDvar( "weap_allow_uzi" ),
"weap_allow_ak74u", getDvar( "weap_allow_ak74u" ),
"weap_allow_p90", getDvar( "weap_allow_p90" ) );
self setClientDvars(
"attach_allow_smg_none", getDvar( "attach_allow_smg_none" ),
"attach_allow_smg_reflex", getDvar( "attach_allow_smg_reflex" ),
"attach_allow_smg_silencer", getDvar( "attach_allow_smg_silencer" ),
"attach_allow_smg_acog", getDvar( "attach_allow_smg_acog" ) );
break;
case "heavygunner":
self setClientDvars(
"weap_allow_saw", getDvar( "weap_allow_saw" ),
"weap_allow_rpd", getDvar( "weap_allow_rpd" ),
"weap_allow_m60e4", getDvar( "weap_allow_m60e4" ) );
self setClientDvars(
"attach_allow_lmg_none", getDvar( "attach_allow_lmg_none" ),
"attach_allow_lmg_reflex", getDvar( "attach_allow_lmg_reflex" ),
"attach_allow_lmg_grip", getDvar( "attach_allow_lmg_grip" ),
"attach_allow_lmg_acog", getDvar( "attach_allow_lmg_acog" ) );
break;
case "demolitions":
self setClientDvars(
"weap_allow_m1014", getDvar( "weap_allow_m1014" ),
"weap_allow_winchester1200", getDvar( "weap_allow_winchester1200" ) );
self setClientDvars(
"attach_allow_shotgun_none", getDvar( "attach_allow_shotgun_none" ),
"attach_allow_shotgun_reflex", getDvar( "attach_allow_shotgun_reflex" ),
"attach_allow_shotgun_grip", getDvar( "attach_allow_shotgun_grip" ) );
break;
case "sniper":
self setClientDvars(
"weap_allow_m40a3", getDvar( "weap_allow_m40a3" ),
"weap_allow_m21", getDvar( "weap_allow_m21" ),
"weap_allow_dragunov", getDvar( "weap_allow_dragunov" ),
"weap_allow_barrett", getDvar( "weap_allow_barrett" ),
"weap_allow_remington700", getDvar( "weap_allow_remington700" ) );
self setClientDvars(
"attach_allow_sniper_none", getDvar( "attach_allow_sniper_none" ),
"attach_allow_sniper_acog", getDvar( "attach_allow_sniper_acog" ) );
break;
}
}
|