mirror of
https://github.com/InfinityLoader/IL-GSC.git
synced 2025-07-10 07:27:55 -05:00
408 lines
6.6 KiB
Plaintext
408 lines
6.6 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: maps\_loadout_code.gsc
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* Game: Call of Duty: Modern Warfare Remastered
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* Platform: PC
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* Function Count: 19
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* Decompile Time: 305 ms
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* Timestamp: 10/27/2023 2:48:17 AM
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*******************************************************************/
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//Function Number: 1
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saveplayerweaponstatepersistent(param_00)
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{
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var_01 = level.player getcurrentweapon();
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if(!isdefined(var_01) || var_01 == "none")
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{
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}
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game["weaponstates"][param_00]["current"] = var_01;
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var_02 = level.player getcurrentoffhand();
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game["weaponstates"][param_00]["offhand"] = var_02;
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game["weaponstates"][param_00]["list"] = [];
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var_03 = level.player getweaponslistall();
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for(var_04 = 0;var_04 < var_03.size;var_04++)
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{
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game["weaponstates"][param_00]["list"][var_04]["name"] = var_03[var_04];
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}
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}
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//Function Number: 2
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restoreplayerweaponstatepersistent(param_00)
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{
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if(!isdefined(game["weaponstates"]))
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{
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return 0;
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}
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if(!isdefined(game["weaponstates"][param_00]))
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{
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return 0;
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}
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level.player takeallweapons();
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for(var_01 = 0;var_01 < game["weaponstates"][param_00]["list"].size;var_01++)
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{
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var_02 = game["weaponstates"][param_00]["list"][var_01]["name"];
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if(isdefined(level.legit_weapons))
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{
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if(!isdefined(level.legit_weapons[var_02]))
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{
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continue;
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}
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}
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if(var_02 == "c4")
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{
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continue;
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}
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if(var_02 == "claymore")
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{
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continue;
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}
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level.player giveweapon(var_02);
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level.player givemaxammo(var_02);
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}
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if(isdefined(level.legit_weapons))
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{
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var_02 = game["weaponstates"][param_00]["offhand"];
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if(isdefined(level.legit_weapons[var_02]))
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{
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level.player switchtooffhand(var_02);
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}
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var_02 = game["weaponstates"][param_00]["current"];
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if(isdefined(level.legit_weapons[var_02]))
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{
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level.player switchtoweapon(var_02);
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}
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}
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else
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{
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level.player switchtooffhand(game["weaponstates"][param_00]["offhand"]);
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level.player switchtoweapon(game["weaponstates"][param_00]["current"]);
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}
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return 1;
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}
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//Function Number: 3
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setdefaultactionslot()
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{
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self setactionslot(1,"");
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self setactionslot(2,"");
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self setactionslot(3,"altMode");
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self setactionslot(4,"");
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}
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//Function Number: 4
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init_player()
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{
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setdefaultactionslot();
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self takeallweapons();
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}
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//Function Number: 5
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get_loadout()
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{
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if(isdefined(level.loadout))
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{
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return level.loadout;
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}
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return level.script;
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}
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//Function Number: 6
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persist(param_00,param_01)
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{
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var_02 = get_loadout();
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if(param_00 != var_02)
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{
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return;
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}
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if(!isdefined(game["previous_map"]))
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{
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return;
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}
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if(game["previous_map"] != param_01)
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{
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return;
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}
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level._lc_persists = 1;
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restoreplayerweaponstatepersistent(param_01);
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level.has_loadout = 1;
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}
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//Function Number: 7
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loadout(param_00,param_01,param_02,param_03,param_04,param_05,param_06)
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{
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if(isdefined(param_00))
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{
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var_07 = get_loadout();
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if(param_00 != var_07)
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{
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return;
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}
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}
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if(!isdefined(level._lc_persists))
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{
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if(isdefined(param_01))
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{
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level.default_weapon = param_01;
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level.player giveweapon(param_01);
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}
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if(isdefined(param_02))
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{
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level.player giveweapon(param_02);
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}
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if(isdefined(param_01))
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{
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level.player switchtoweapon(param_01);
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}
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else if(isdefined(param_02))
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{
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level.player switchtoweapon(param_02);
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}
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}
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if(isdefined(param_03))
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{
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level.player setoffhandprimaryclass(param_03);
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level.player giveweapon(param_03);
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}
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if(isdefined(param_04))
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{
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level.player setoffhandsecondaryclass(param_04);
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level.player giveweapon(param_04);
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}
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if(isdefined(param_05))
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{
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level.player setviewmodel(param_05);
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}
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if(isdefined(param_06))
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{
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level.campaign = param_06;
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}
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level.has_loadout = 1;
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}
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//Function Number: 8
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loadoutequipment(param_00,param_01,param_02)
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{
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if(!isdefined(param_00))
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{
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return;
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}
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if(level.script != param_00)
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{
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return;
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}
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if(isdefined(param_01))
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{
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level.player giveweapon(param_01);
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level.player setactionslot(2,"weapon",param_01);
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}
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if(isdefined(param_02))
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{
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level.player giveweapon(param_02);
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level.player setactionslot(4,"weapon",param_02);
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}
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}
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//Function Number: 9
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loadout_complete()
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{
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level.loadoutcomplete = 1;
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level notify("loadout complete");
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}
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//Function Number: 10
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default_loadout_if_notset()
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{
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if(level.has_loadout)
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{
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return;
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}
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loadout(undefined,"mp5",undefined,"fraggrenade","flash_grenade","viewmodel_base_viewhands");
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level.map_without_loadout = 1;
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}
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//Function Number: 11
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loadoutcustomization()
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{
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switch(level.script)
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{
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case "killhouse":
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break;
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case "cargoship":
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break;
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case "coup":
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break;
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case "blackout":
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break;
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case "armada":
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break;
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case "bog_a":
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break;
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case "hunted":
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break;
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case "ac130":
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break;
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case "bog_b":
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break;
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case "airlift":
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break;
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case "aftermath":
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break;
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case "village_assault":
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break;
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case "scoutsniper":
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break;
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case "sniperescape":
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break;
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case "village_defend":
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break;
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case "ambush":
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break;
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case "icbm":
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break;
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case "launchfacility_a":
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break;
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case "launchfacility_b":
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break;
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case "jeepride":
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break;
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case "airplane":
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break;
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case "simplecredits":
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break;
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}
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}
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//Function Number: 12
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loadout_killhouse()
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{
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level.player setweaponammoclip("fraggrenade",0);
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level.player setweaponammoclip("flash_grenade",0);
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}
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//Function Number: 13
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loadout_blackout()
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{
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level.player givemaxammo("m4m203_silencer_reflex");
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level.player givemaxammo("m14_scoped_silencer_woodland");
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}
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//Function Number: 14
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loadout_scoutsniper()
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{
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level.player givemaxammo("m14_scoped_silencer");
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level.player givemaxammo("usp_silencer");
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}
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//Function Number: 15
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loadout_sniperescape()
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{
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if(level.gameskill >= 2)
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{
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level.player setweaponammoclip("claymore",10);
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level.player setweaponammoclip("c4",6);
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return;
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}
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level.player setweaponammoclip("claymore",8);
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level.player setweaponammoclip("c4",3);
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}
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//Function Number: 16
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loadout_village_defend()
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{
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level.player givemaxammo("claymore");
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}
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//Function Number: 17
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loadout_ambush()
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{
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level.player setweaponammostock("remington700",10);
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}
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//Function Number: 18
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loadout_launchfacility_a()
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{
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level.player givemaxammo("claymore");
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}
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//Function Number: 19
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loadout_launchfacility_b()
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{
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var_00 = undefined;
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var_01 = 0;
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var_02 = level.player getweaponslistprimaries();
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foreach(var_04 in var_02)
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{
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if(issubstr(var_04,"javelin"))
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{
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var_00 = var_04;
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continue;
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}
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if(issubstr(var_04,"m4m203_silencer_reflex"))
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{
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var_01 = 1;
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}
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}
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if(isdefined(var_00))
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{
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level.player takeweapon(var_00);
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if(var_01)
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{
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level.player giveweapon("usp_silencer");
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}
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else
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{
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level.player giveweapon("m4m203_silencer_reflex");
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}
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level.player switchtoweaponimmediate("m4m203_silencer_reflex");
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}
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} |