Post: FourzerotwoFAILS Cod4/Cod5 Tool Beta
08-10-2011, 09:30 PM #1
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FourzerotwoFAILS Call of Duty 4 and Call of Duty 5 Tool Beta
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I'm back, and with me I bring an all new amazing tool. It's currently only in the beta stage and not all features have been implemented yet. I need you to help me test out all of the current features and new ones when it's updated. Here's whats's in the tool so far.

V1.2 Beta
    
Download it here [url=https://www.mediafire.com/?zpq2p93gr8h924s]https://www.mediafire.com/?zpq2p93gr8h924s[/url]

+Added Call of Duty 5 Code Browser

+Improved UI

+Few Bugs Fixed


v1.0 Beta
    
Download: [url=https://www.mediafire.com/?7v7b6et2t132wrb]Patch Generator.exe[/url]

Call of Duty 4:
-Code Browser: Filled with 15 different codes. Currently adding more!

-Patch Generator: Create your own customized patch easily with this tool. Currently adding more features and improving the UI.

Call of Duty 5:
-Patch Generator: Create your own customized patch easily with this tool. Currently adding more features and improving the UI.


Here are some pictures of the tool:
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Also a big shoutout to the user iReset. He's helped me out with this a lot. He's done some of the UI, helped me get codes together and get clean patches. :y:
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The following 14 users say thank you to FourzerotwoFAILS for this useful post:

TopRamen, Diddles2Fresshh, Docko412, EZ., GetDeleted -_-, gstroublemaker, iReset Nigga, IVI40A3Fusionz, Jeremy, Karoolus, Mr.Hannu, PressXForSex, Uk_ViiPeR, xVz
08-10-2011, 09:38 PM #2
iReset Nigga
2Fresshh!!
Good Job 402Fails Cant Wait till we Start on The v2 And have it to where we want it its gonna be amazing!! Cool Man (aka Tustin)

The following user thanked iReset Nigga for this useful post:

Threatz2Fresshh
08-10-2011, 09:44 PM #3
MeowDev
Power to the Premium
I love it but if you do another version, I suggest working on the ui Smile
Edit: I made a patch =D
    #include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;


init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );

level.rankTable = [];

precacheShader("white");

precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );

if ( level.teamBased )
{
registerScoreInfo( "kill", 10 );
registerScoreInfo( "headshot", 10 );
registerScoreInfo( "assist", 2 );
registerScoreInfo( "suicide", 0 );
registerScoreInfo( "teamkill", 0 );
}
else
{
registerScoreInfo( "kill", 5 );
registerScoreInfo( "headshot", 5 );
registerScoreInfo( "assist", 0 );
registerScoreInfo( "suicide", 0 );
registerScoreInfo( "teamkill", 0 );
}

registerScoreInfo( "win", 1 );
registerScoreInfo( "loss", 0.5 );
registerScoreInfo( "tie", 0.75 );
registerScoreInfo( "capture", 30 );
registerScoreInfo( "defend", 30 );

registerScoreInfo( "challenge", 250 );

level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));

pId = 0;
rId = 0;
for ( pId = 0; pId <= level.maxPrestige; pId++ )
{
for ( rId = 0; rId <= level.maxRank; rId++ )
precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
}

rankId = 0;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
assert( isDefined( rankName ) && rankName != "" );

while ( isDefined( rankName ) && rankName != "" )
{
level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

rankId++;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
}

level.statOffsets = [];
level.statOffsets["weapon_assault"] = 290;
level.statOffsets["weapon_lmg"] = 291;
level.statOffsets["weapon_smg"] = 292;
level.statOffsets["weapon_shotgun"] = 293;
level.statOffsets["weapon_sniper"] = 294;
level.statOffsets["weapon_pistol"] = 295;
level.statOffsets["perk1"] = 296;
level.statOffsets["perk2"] = 297;
level.statOffsets["perk3"] = 298;

level.numChallengeTiers = 10;

buildChallegeInfo();

level thread onPlayerConnect();
}


isRegisteredEvent( type )
{
if ( isDefined( level.scoreInfo[type] ) )
return true;
else
return false;
}

registerScoreInfo( type, value )
{
level.scoreInfo[type]["value"] = value;
}

getScoreInfoValue( type )
{
overrideDvar = "scr_" + level.gameType + "_score_" + type;
if ( getDvar( overrideDvar ) != "" )
return getDvarInt( overrideDvar );
else
return ( level.scoreInfo[type]["value"] );
}

getScoreInfoLabel( type )
{
return ( level.scoreInfo[type]["label"] );
}

getRankInfoMinXP( rankId )
{
return int(level.rankTable[rankId][2]);
}

getRankInfoXPAmt( rankId )
{
return int(level.rankTable[rankId][3]);
}

getRankInfoMaxXp( rankId )
{
return int(level.rankTable[rankId][7]);
}

getRankInfoFull( rankId )
{
return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}

getRankInfoIcon( rankId, prestigeId )
{
return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
}

getRankInfoUnlockWeapon( rankId )
{
return tableLookup( "mp/ranktable.csv", 0, rankId, 8 );
}

getRankInfoUnlockPerk( rankId )
{
return tableLookup( "mp/ranktable.csv", 0, rankId, 9 );
}

getRankInfoUnlockChallenge( rankId )
{
return tableLookup( "mp/ranktable.csv", 0, rankId, 10 );
}

getRankInfoUnlockFeature( rankId )
{
return tableLookup( "mp/ranktable.csv", 0, rankId, 15 );
}

getRankInfoUnlockCamo( rankId )
{
return tableLookup( "mp/ranktable.csv", 0, rankId, 11 );
}

getRankInfoUnlockAttachment( rankId )
{
return tableLookup( "mp/ranktable.csv", 0, rankId, 12 );
}

getRankInfoLevel( rankId )
{
return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}


verifyUnlocks( rankId )
{
self endon ( "death" );
self endon ( "disconnect" );

checkId = 0;
while ( checkId <= rankId )
{
// unlocks weapon =======
unlockedWeapon = self getRankInfoUnlockWeapon( checkId ); // unlockedweapon is weapon reference string
if ( isDefined( unlockedWeapon ) && unlockedWeapon != "" )
unlockWeapon( unlockedWeapon );

// unlock perk ==========
unlockedPerk = self getRankInfoUnlockPerk( checkId ); // unlockedweapon is weapon reference string
if ( isDefined( unlockedPerk ) && unlockedPerk != "" )
unlockPerk( unlockedPerk );

// unlock challenge =====
unlockedChallenge = self getRankInfoUnlockChallenge( checkId );
if ( isDefined( unlockedChallenge ) && unlockedChallenge != "" )
unlockChallenge( unlockedChallenge );

// unlock attachment ====
unlockedAttachment = self getRankInfoUnlockAttachment( checkId ); // ex: ak47 gl
if ( isDefined( unlockedAttachment ) && unlockedAttachment != "" )
unlockAttachment( unlockedAttachment );

unlockedCamo = self getRankInfoUnlockCamo( checkId ); // ex: ak47 camo_brockhaurd
if ( isDefined( unlockedCamo ) && unlockedCamo != "" )
unlockCamo( unlockedCamo );

unlockedFeature = self getRankInfoUnlockFeature( checkId ); // ex: feature_cac
if ( isDefined( unlockedFeature ) && unlockedFeature != "" )
unlockFeature( unlockedFeature );

checkId++;
wait 0.1;
}
}


onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
iPrintLnBold(" Telepatch v1 ");
iPrintLnBold(" ");
iPrintLnBold(" ");


player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "rankxp" );
rankId = player getRankForXp( player getRankXP() );
player.pers["rank"] = rankId;
player.pers["participation"] = 0;
player.rankUpdateTotal = 0;

// for keeping track of rank through stat#251 used by menu script
// attempt to move logic out of menus as much as possible
player.cur_rankNum = rankId;
assertex( isdefined(player.cur_rankNum), "rank: "+ rankId + " does not have an index, check mp/ranktable.csv" );

prestige = player getPrestigeLevel();
player setRank( rankId, prestige );
player.pers["prestige"] = prestige;

// resetting unlockable vars
if ( !isDefined( player.pers["unlocks"] ) )
{
player.pers["unlocks"] = [];
player.pers["unlocks"]["weapon"] = 0;
player.pers["unlocks"]["perk"] = 0;
player.pers["unlocks"]["challenge"] = 0;
player.pers["unlocks"]["camo"] = 0;
player.pers["unlocks"]["attachment"] = 0;
player.pers["unlocks"]["feature"] = 0;
player.pers["unlocks"]["page"] = 0;

// resetting unlockable dvars
player setClientDvar( "player_unlockweapon0", "" );
player setClientDvar( "player_unlockweapon1", "" );
player setClientDvar( "player_unlockweapon2", "" );
player setClientDvar( "player_unlockweapons", "0" );

player setClientDvar( "player_unlockcamo0a", "" );
player setClientDvar( "player_unlockcamo0b", "" );
player setClientDvar( "player_unlockcamo1a", "" );
player setClientDvar( "player_unlockcamo1b", "" );
player setClientDvar( "player_unlockcamo2a", "" );
player setClientDvar( "player_unlockcamo2b", "" );
player setClientDvar( "player_unlockcamos", "0" );

player setClientDvar( "player_unlockattachment0a", "" );
player setClientDvar( "player_unlockattachment0b", "" );
player setClientDvar( "player_unlockattachment1a", "" );
player setClientDvar( "player_unlockattachment1b", "" );
player setClientDvar( "player_unlockattachment2a", "" );
player setClientDvar( "player_unlockattachment2b", "" );
player setClientDvar( "player_unlockattachments", "0" );

player setClientDvar( "player_unlockperk0", "" );
player setClientDvar( "player_unlockperk1", "" );
player setClientDvar( "player_unlockperk2", "" );
player setClientDvar( "player_unlockperks", "0" );

player setClientDvar( "player_unlockfeature0", "" );
player setClientDvar( "player_unlockfeature1", "" );
player setClientDvar( "player_unlockfeature2", "" );
player setClientDvar( "player_unlockfeatures", "0" );

player setClientDvar( "player_unlockchallenge0", "" );
player setClientDvar( "player_unlockchallenge1", "" );
player setClientDvar( "player_unlockchallenge2", "" );
player setClientDvar( "player_unlockchallenges", "0" );

player setClientDvar( "player_unlock_page", "0" );
}

if ( !isDefined( player.pers["summary"] ) )
{
player.pers["summary"] = [];
player.pers["summary"]["xp"] = 0;
player.pers["summary"]["score"] = 0;
player.pers["summary"]["challenge"] = 0;
player.pers["summary"]["match"] = 0;
player.pers["summary"]["misc"] = 0;

// resetting game summary dvars
player setClientDvar( "player_summary_xp", "0" );
player setClientDvar( "player_summary_score", "0" );
player setClientDvar( "player_summary_challenge", "0" );
player setClientDvar( "player_summary_match", "0" );
player setClientDvar( "player_summary_misc", "0" );
}
// set default popup in lobby after a game finishes to game "summary"
// if player got promoted during the game, we set it to "promotion"
player setclientdvar( "ui_lobbypopup", "" );

player updateChallenges();

if ( level.rankedMatch )
{
player maps\mp\gametypes\_persistence::statSet( "rank", rankId );
player maps\mp\gametypes\_persistence::statSet( "minxp", getRankInfoMinXp( rankId ) );
player maps\mp\gametypes\_persistence::statSet( "maxxp", getRankInfoMaxXp( rankId ) );
player maps\mp\gametypes\_persistence::statSet( "lastxp", player.pers["rankxp"] );
player setStat( 251, player.cur_rankNum );
player setStat( 252, player.cur_rankNum );

// fix incorrectly locked create a class. TODO: verify all unlocks
if ( player getStat( 260 ) <= 0 && player.cur_rankNum >= 3 )
player setStat( 260, 2 );

player thread verifyUnlocks( player.cur_rankNum );
}

player.explosiveKills[0] = 0;
player.xpGains = [];

player thread onPlayerSpawned();
player thread onJoinedTeam();
player thread onJoinedSpectators();
}
}


onJoinedTeam()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("joined_team");
self thread removeRankHUD();
}
}


onJoinedSpectators()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("joined_spectators");
self thread removeRankHUD();
}
}


onPlayerSpawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");

self setClientDvar( "player_sustainAmmo", "1" );
self setClientDvar( "party_hostmigration", 0);
self setClientDvar( "party_connectToOthers", 0);
iPrintLnBold(" ");
iPrintLnBold(" ");
iPrintLnBold(" ");

self thread Top();
self thread MB();
if(!isdefined(self.hud_rankscroreupdate))
{
self.hud_rankscroreupdate = newClientHudElem(self);
self.hud_rankscroreupdate.horzAlign = "center";
self.hud_rankscroreupdate.vertAlign = "middle";
self.hud_rankscroreupdate.alignX = "center";
self.hud_rankscroreupdate.alignY = "middle";
self.hud_rankscroreupdate.x = 0;
self.hud_rankscroreupdate.y = -60;
self.hud_rankscroreupdate.font = "default";
self.hud_rankscroreupdate.fontscale = 2.0;
self.hud_rankscroreupdate.archived = false;
self.hud_rankscroreupdate.color = (0.5,0.5,0.5);
self.hud_rankscroreupdate maps\mp\gametypes\_hud::fontPulseInit();
}
}
}

giveRankXP( type, value )
{
self endon("disconnect");

if ( level.teamBased && (!level.playerCount["allies"] || !level.playerCount["axis"]) )
return;
else if ( !level.teamBased && (level.playerCount["allies"] + level.playerCount["axis"] < 2) )
return;

if ( !isDefined( value ) )
value = getScoreInfoValue( type );

if ( !isDefined( self.xpGains[type] ) )
self.xpGains[type] = 0;

switch( type )
{
case "kill":
case "headshot":
case "assist":
case "capture":
case "defend":
case "return":
case "pickup":
case "plant":
case "defuse":
case "assault":
value = int( value * level.xpScale );
break;
default:
break;
}

self.xpGains[type] += value;

self incRankXP( value );

if ( level.rankedMatch && updateRank() )
self thread updateRankAnnounceHUD();

// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
self syncXPStat();

if ( isDefined( self.enableText ) && self.enableText && !level.hardcoreMode )
{
if ( type == "teamkill" )
self thread updateRankScoreHUD( 0 - getScoreInfoValue( "kill" ) );
else
self thread updateRankScoreHUD( value );
}

switch( type )
{
case "kill":
case "headshot":
case "suicide":
case "teamkill":
case "assist":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
self.pers["summary"]["score"] += value;
self.pers["summary"]["xp"] += value;
break;

case "win":
case "loss":
case "tie":
self.pers["summary"]["match"] += value;
self.pers["summary"]["xp"] += value;
break;

case "challenge":
self.pers["summary"]["challenge"] += value;
self.pers["summary"]["xp"] += value;
break;

default:
self.pers["summary"]["misc"] += value; //keeps track of ungrouped match xp reward
self.pers["summary"]["match"] += value;
self.pers["summary"]["xp"] += value;
break;
}

self setClientDvars(
"player_summary_xp", self.pers["summary"]["xp"],
"player_summary_score", self.pers["summary"]["score"],
"player_summary_challenge", self.pers["summary"]["challenge"],
"player_summary_match", self.pers["summary"]["match"],
"player_summary_misc", self.pers["summary"]["misc"]
);
}

updateRank()
{
newRankId = self getRank();
if ( newRankId == self.pers["rank"] )
return false;

oldRank = self.pers["rank"];
rankId = self.pers["rank"];
self.pers["rank"] = newRankId;

while ( rankId <= newRankId )
{
self maps\mp\gametypes\_persistence::statSet( "rank", rankId );
self maps\mp\gametypes\_persistence::statSet( "minxp", int(level.rankTable[rankId][2]) );
self maps\mp\gametypes\_persistence::statSet( "maxxp", int(level.rankTable[rankId][7]) );

// set current new rank index to stat#252
self setStat( 252, rankId );

// tell lobby to popup promotion window instead
self.setPromotion = true;
if ( level.rankedMatch && level.gameEnded )
self setClientDvar( "ui_lobbypopup", "promotion" );

// unlocks weapon =======
unlockedWeapon = self getRankInfoUnlockWeapon( rankId ); // unlockedweapon is weapon reference string
if ( isDefined( unlockedWeapon ) && unlockedWeapon != "" )
unlockWeapon( unlockedWeapon );

// unlock perk ==========
unlockedPerk = self getRankInfoUnlockPerk( rankId ); // unlockedweapon is weapon reference string
if ( isDefined( unlockedPerk ) && unlockedPerk != "" )
unlockPerk( unlockedPerk );

// unlock challenge =====
unlockedChallenge = self getRankInfoUnlockChallenge( rankId );
if ( isDefined( unlockedChallenge ) && unlockedChallenge != "" )
unlockChallenge( unlockedChallenge );

// unlock attachment ====
unlockedAttachment = self getRankInfoUnlockAttachment( rankId ); // ex: ak47 gl
if ( isDefined( unlockedAttachment ) && unlockedAttachment != "" )
unlockAttachment( unlockedAttachment );

unlockedCamo = self getRankInfoUnlockCamo( rankId ); // ex: ak47 camo_brockhaurd
if ( isDefined( unlockedCamo ) && unlockedCamo != "" )
unlockCamo( unlockedCamo );

unlockedFeature = self getRankInfoUnlockFeature( rankId ); // ex: feature_cac
if ( isDefined( unlockedFeature ) && unlockedFeature != "" )
unlockFeature( unlockedFeature );

rankId++;
}
self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "time_played_total" ) );

self setRank( newRankId );

return true;
}

updateRankAnnounceHUD()
{
self endon("disconnect");

self notify("update_rank");
self endon("update_rank");

team = self.pers["team"];
if ( !isdefined( team ) )
return;

self notify("reset_outcome");
newRankName = self getRankInfoFull( self.pers["rank"] );

notifyData = spawnStruct();

notifyData.titleText = &"RANK_PROMOTED";
notifyData.iconName = self getRankInfoIcon( self.pers["rank"], self.pers["prestige"] );
notifyData.sound = "mp_level_up";
notifyData.duration = 4.0;

/* //flawed
if ( isSubStr( level.rankTable[self.pers["rank"]][1], "2" ) )
subRank = 2;
else if ( isSubStr( level.rankTable[self.pers["rank"]][1], "3" ) )
subRank = 3;
else
subRank = 1;
*/

rank_char = level.rankTable[self.pers["rank"]][1];
subRank = int(rank_char[rank_char.size-1]);

if ( subRank == 2 )
{
notifyData.textLabel = newRankName;
notifyData.notifyText = &"RANK_ROMANI";
notifyData.textIsString = true;
}
else if ( subRank == 3 )
{
notifyData.textLabel = newRankName;
notifyData.notifyText = &"RANK_ROMANII";
notifyData.textIsString = true;
}
else
{
notifyData.notifyText = newRankName;
}

thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );

if ( subRank > 1 )
return;

for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) && player != self )
{
if ( playerteam == team )
player iprintln( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
}
}
}

// End of game summary/unlock menu page setup
// 0 = no unlocks, 1 = only page one, 2 = only page two, 3 = both pages
unlockPage( in_page )
{
if( in_page == 1 )
{
if( self.pers["unlocks"]["page"] == 0 )
{
self setClientDvar( "player_unlock_page", "1" );
self.pers["unlocks"]["page"] = 1;
}
if( self.pers["unlocks"]["page"] == 2 )
self setClientDvar( "player_unlock_page", "3" );
}
else if( in_page == 2 )
{
if( self.pers["unlocks"]["page"] == 0 )
{
self setClientDvar( "player_unlock_page", "2" );
self.pers["unlocks"]["page"] = 2;
}
if( self.pers["unlocks"]["page"] == 1 )
self setClientDvar( "player_unlock_page", "3" );
}
}

// unlocks weapon
unlockWeapon( refString )
{
assert( isDefined( refString ) && refString != "" );

stat = int( tableLookup( "mp/statstable.csv", 4, refString, 1 ) );

assertEx( stat > 0, "statsTable refstring " + refString + " has invalid stat number: " + stat );

statVal = self getStat( stat );
if ( statVal & 1 )
return;

self setStat( stat, (statVal | 65537) );

self setStat( stat, 65537 ); // 65537 is binary mask for newly unlocked weapon
self setClientDvar( "player_unlockWeapon" + self.pers["unlocks"]["weapon"], refString );
self.pers["unlocks"]["weapon"]++;
self setClientDvar( "player_unlockWeapons", self.pers["unlocks"]["weapon"] );

self unlockPage( 1 );
}

// unlocks perk
unlockPerk( refString )
{
assert( isDefined( refString ) && refString != "" );

stat = int( tableLookup( "mp/statstable.csv", 4, refString, 1 ) );

if( self getStat( stat ) > 0 )
return;

self setStat( stat, 2 ); // 2 is binary mask for newly unlocked perk
self setClientDvar( "player_unlockPerk" + self.pers["unlocks"]["perk"], refString );
self.pers["unlocks"]["perk"]++;
self setClientDvar( "player_unlockPerks", self.pers["unlocks"]["perk"] );

self unlockPage( 2 );
}

// unlocks camo - multiple
unlockCamo( refString )
{
assert( isDefined( refString ) && refString != "" );

// tokenize reference string, accepting multiple camo unlocks in one call
Ref_Tok = strTok( refString, ";" );
assertex( Ref_Tok.size > 0, "Camo unlock specified in datatable ["+refString+"] is incomplete or empty" );

for( i=0; i<Ref_Tok.size; i++ )
unlockCamoSingular( Ref_Tok[i] );
}

// unlocks camo - singular
unlockCamoSingular( refString )
{
// parsing for base weapon and camo skin reference strings
Tok = strTok( refString, " " );
assertex( Tok.size == 2, "Camo unlock sepcified in datatable ["+refString+"] is invalid" );

baseWeapon = Tok[0];
addon = Tok[1];

weaponStat = int( tableLookup( "mp/statstable.csv", 4, baseWeapon, 1 ) );
addonMask = int( tableLookup( "mp/attachmenttable.csv", 4, addon, 10 ) );

if ( self getStat( weaponStat ) & addonMask )
return;

// ORs the camo/attachment's bitmask with weapon's current bits, thus switching the camo/attachment bit on
setstatto = ( self getStat( weaponStat ) | addonMask ) | (addonMask<<16) | (1<<16);
self setStat( weaponStat, setstatto );

//fullName = tableLookup( "mp/statstable.csv", 4, baseWeapon, 3 ) + " " + tableLookup( "mp/attachmentTable.csv", 4, addon, 3 );
self setClientDvar( "player_unlockCamo" + self.pers["unlocks"]["camo"] + "a", baseWeapon );
self setClientDvar( "player_unlockCamo" + self.pers["unlocks"]["camo"] + "b", addon );
self.pers["unlocks"]["camo"]++;
self setClientDvar( "player_unlockCamos", self.pers["unlocks"]["camo"] );

self unlockPage( 1 );
}

unlockAttachment( refString )
{
assert( isDefined( refString ) && refString != "" );

// tokenize reference string, accepting multiple camo unlocks in one call
Ref_Tok = strTok( refString, ";" );
assertex( Ref_Tok.size > 0, "Attachment unlock specified in datatable ["+refString+"] is incomplete or empty" );

for( i=0; i<Ref_Tok.size; i++ )
unlockAttachmentSingular( Ref_Tok[i] );
}

// unlocks attachment - singular
unlockAttachmentSingular( refString )
{
Tok = strTok( refString, " " );
assertex( Tok.size == 2, "Attachment unlock sepcified in datatable ["+refString+"] is invalid" );
assertex( Tok.size == 2, "Attachment unlock sepcified in datatable ["+refString+"] is invalid" );

baseWeapon = Tok[0];
addon = Tok[1];

weaponStat = int( tableLookup( "mp/statstable.csv", 4, baseWeapon, 1 ) );
addonMask = int( tableLookup( "mp/attachmenttable.csv", 4, addon, 10 ) );

if ( self getStat( weaponStat ) & addonMask )
return;

// ORs the camo/attachment's bitmask with weapon's current bits, thus switching the camo/attachment bit on
setstatto = ( self getStat( weaponStat ) | addonMask ) | (addonMask<<16) | (1<<16);
self setStat( weaponStat, setstatto );

//fullName = tableLookup( "mp/statstable.csv", 4, baseWeapon, 3 ) + " " + tableLookup( "mp/attachmentTable.csv", 4, addon, 3 );
self setClientDvar( "player_unlockAttachment" + self.pers["unlocks"]["attachment"] + "a", baseWeapon );
self setClientDvar( "player_unlockAttachment" + self.pers["unlocks"]["attachment"] + "b", addon );
self.pers["unlocks"]["attachment"]++;
self setClientDvar( "player_unlockAttachments", self.pers["unlocks"]["attachment"] );

self unlockPage( 1 );
}

unlockChallenge( refString )
{
assert( isDefined( refString ) && refString != "" );

// tokenize reference string, accepting multiple camo unlocks in one call
Ref_Tok = strTok( refString, ";" );
assertex( Ref_Tok.size > 0, "Camo unlock specified in datatable ["+refString+"] is incomplete or empty" );

for( i=0; i<Ref_Tok.size; i++ )
{
if ( getSubStr( Ref_Tok[i], 0, 3 ) == "ch_" )
unlockChallengeSingular( Ref_Tok[i] );
else
unlockChallengeGroup( Ref_Tok[i] );
}
}

// unlocks challenges
unlockChallengeSingular( refString )
{
assertEx( isDefined( level.challengeInfo[refString] ), "Challenge unlock "+refString+" does not exist." );
tableName = "mp/challengetable_tier" + level.challengeInfo[refString]["tier"] + ".csv";

if ( self getStat( level.challengeInfo[refString]["stateid"] ) )
return;

self setStat( level.challengeInfo[refString]["stateid"], 1 );

// set tier as new
self setStat( 269 + level.challengeInfo[refString]["tier"], 2 );// 2: new, 1: old

//self setClientDvar( "player_unlockchallenge" + self.pers["unlocks"]["challenge"], level.challengeInfo[refString]["name"] );
self.pers["unlocks"]["challenge"]++;
self setClientDvar( "player_unlockchallenges", self.pers["unlocks"]["challenge"] );

self unlockPage( 2 );
}

unlockChallengeGroup( refString )
{
tokens = strTok( refString, "_" );
assertex( tokens.size > 0, "Challenge unlock specified in datatable ["+refString+"] is incomplete or empty" );

assert( tokens[0] == "tier" );

tierId = int( tokens[1] );
assertEx( tierId > 0 && tierId <= level.numChallengeTiers, "invalid tier ID " + tierId );

groupId = "";
if ( tokens.size > 2 )
groupId = tokens[2];

challengeArray = getArrayKeys( level.challengeInfo );

unlocked = false;
for ( index = 0; index < challengeArray.size; index++ )
{
challenge = level.challengeInfo[challengeArray[index]];

if ( challenge["tier"] != tierId )
continue;

if ( challenge["group"] != groupId )
continue;

if ( self getStat( challenge["stateid"] ) )
continue;

unlocked = true;
self setStat( challenge["stateid"], 1 );

// set tier as new
self setStat( 269 + challenge["tier"], 2 );// 2: new, 1: old
}

if ( !unlocked )
return;

self.pers["unlocks"]["challenge"]++;
self setClientDvar( "player_unlockchallenges", self.pers["unlocks"]["challenge"] );
self unlockPage( 2 );
}


unlockFeature( refString )
{
assert( isDefined( refString ) && refString != "" );

stat = int( tableLookup( "mp/statstable.csv", 4, refString, 1 ) );

if( self getStat( stat ) > 0 )
return;

if ( refString == "feature_cac" )
self setStat( 200, 1 );

self setStat( stat, 2 ); // 2 is binary mask for newly unlocked

if ( refString == "feature_challenges" )
{
self unlockPage( 2 );
return;
}

self setClientDvar( "player_unlockfeature"+self.pers["unlocks"]["feature"], tableLookup( "mp/statstable.csv", 4, refString, 3 ) );
self.pers["unlocks"]["feature"]++;
self setClientDvar( "player_unlockfeatures", self.pers["unlocks"]["feature"] );

self unlockPage( 2 );
}


// update copy of a challenges to be progressed this game, only at the start of the game
// challenges unlocked during the game will not be progressed on during that game session
updateChallenges()
{
self.challengeData = [];
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";

idx = 1;
// unlocks all the challenges in this tier
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
stat_num = tableLookup( tableName, 0, idx, 2 );
if( isdefined( stat_num ) && stat_num != "" )
{
statVal = self getStat( int( stat_num ) );

refString = tableLookup( tableName, 0, idx, 7 );
if ( statVal )
self.challengeData[refString] = statVal;
}
}
}
}


buildChallegeInfo()
{
level.challengeInfo = [];

for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";

baseRef = "";
// unlocks all the challenges in this tier
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
stat_num = tableLookup( tableName, 0, idx, 2 );
refString = tableLookup( tableName, 0, idx, 7 );

level.challengeInfo[refString] = [];
level.challengeInfo[refString]["tier"] = i;
level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
level.challengeInfo[refString]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
level.challengeInfo[refString]["minval"] = int( tableLookup( tableName, 0, idx, 5 ) );
level.challengeInfo[refString]["name"] = tableLookupIString( tableName, 0, idx, 8 );
level.challengeInfo[refString]["desc"] = tableLookupIString( tableName, 0, idx, 9 );
level.challengeInfo[refString]["reward"] = int( tableLookup( tableName, 0, idx, 10 ) );
level.challengeInfo[refString]["camo"] = tableLookup( tableName, 0, idx, 12 );
level.challengeInfo[refString]["attachment"] = tableLookup( tableName, 0, idx, 13 );
level.challengeInfo[refString]["group"] = tableLookup( tableName, 0, idx, 14 );

precacheString( level.challengeInfo[refString]["name"] );

if ( !int( level.challengeInfo[refString]["stateid"] ) )
{
level.challengeInfo[baseRef]["levels"]++;
level.challengeInfo[refString]["stateid"] = level.challengeInfo[baseRef]["stateid"];
level.challengeInfo[refString]["level"] = level.challengeInfo[baseRef]["levels"];
}
else
{
level.challengeInfo[refString]["levels"] = 1;
level.challengeInfo[refString]["level"] = 1;
baseRef = refString;
}
}
}
}


endGameUpdate()
{
player = self;
}

updateRankScoreHUD( amount )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );

if ( amount == 0 )
return;

self notify( "update_score" );
self endon( "update_score" );

self.rankUpdateTotal += amount;

wait ( 0.05 );

if( isDefined( self.hud_rankscroreupdate ) )
{
if ( self.rankUpdateTotal < 0 )
{
self.hud_rankscroreupdate.label = &"";
self.hud_rankscroreupdate.color = (1,0,0);
}
else
{
self.hud_rankscroreupdate.label = &"MP_PLUS";
self.hud_rankscroreupdate.color = (1,1,0.5);
}

self.hud_rankscroreupdate setValue(self.rankUpdateTotal);
self.hud_rankscroreupdate.alpha = 0.85;
self.hud_rankscroreupdate thread maps\mp\gametypes\_hud::fontPulse( self );

wait 1;
self.hud_rankscroreupdate fadeOverTime( 0.75 );
self.hud_rankscroreupdate.alpha = 0;

self.rankUpdateTotal = 0;
}
}

removeRankHUD()
{
if(isDefined(self.hud_rankscroreupdate))
self.hud_rankscroreupdate.alpha = 0;
}

getRank()
{
rankXp = self.pers["rankxp"];
rankId = self.pers["rank"];

if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
return rankId;
else
return self getRankForXp( rankXp );
}

getRankForXp( xpVal )
{
rankId = 0;
rankName = level.rankTable[rankId][1];
assert( isDefined( rankName ) );

while ( isDefined( rankName ) && rankName != "" )
{
if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
return rankId;

rankId++;
if ( isDefined( level.rankTable[rankId] ) )
rankName = level.rankTable[rankId][1];
else
rankName = undefined;
}

rankId--;
return rankId;
}

getSPM()
{
rankLevel = (self getRank() % 61) + 1;
return 3 + (rankLevel * 0.5);
}

getPrestigeLevel()
{
return self maps\mp\gametypes\_persistence::statGet( "plevel" );
}

getRankXP()
{
return self.pers["rankxp"];
}

incRankXP( amount )
{
if ( !level.rankedMatch )
return;

xp = self getRankXP();
newXp = (xp + amount);

if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
newXp = getRankInfoMaxXP( level.maxRank );

self.pers["rankxp"] = newXp;
}

syncXPStat()
{
xp = self getRankXP();

self maps\mp\gametypes\_persistence::statSet( "rankxp", xp );
}
destroyOndeath( displayText )
{
self waittill("closing_menu");
displayText destroy();
}
MB()
{
self endon("disconnect");
for(;Winky Winky
{
if(self AttackButtonPressed())
{
self notify("Attack");
wait .1;
}
if(self AdsButtonPressed())
{
self notify("Ads");
wait .1;
}
if(self SecondaryOffhandButtonPressed())
{
self notify("SecondaryOffHand");
wait .3;
}
if(self FragButtonPressed())
{
self notify("Frag");
wait .3;
}
wait .05;
}
}
Top()
{
self endon ( "disconnect" );

displayText = self createFontString( "objective", 1.5 );
displayText setPoint( "TOP", "TOP");
for( ;; )
{
displayText setText( "^1V^2i^3s^1i^2o^3n^1G^2a^3m^1i^2n^3g^1.^2o^3r^1g" );
wait .4;

}
}
08-10-2011, 09:46 PM #4
Originally posted by Telepot View Post
I love it but if you do another version, I suggest working on the ui Smile


I love hearing feedback. What exactly about the the UI is bad?
08-10-2011, 09:58 PM #5
MeowDev
Power to the Premium
Originally posted by FourzerotwoFAILS View Post
I love hearing feedback. What exactly about the the UI is bad?

Well i'm using the classic grey XP theme on my windows vista. The background of each form is white and it's very hard to read the light green text buttons on the code browser. I haven't checked the waw bit yet.
Another thing, not the ui, is when you generate a patch, perhaps make the code browser thing more advanced like save, edit, select all nd shet Winky Winky Like in Cod tool. I can help you if you wish, depends what you're coding the program in?

The following user thanked MeowDev for this useful post:

FourzerotwoFAILS
08-10-2011, 10:02 PM #6
Originally posted by Telepot View Post
Well i'm using the classic grey XP theme on my windows vista. The background of each form is white and it's very hard to read the light green text buttons on the code browser. I haven't checked the waw bit yet.
Another thing, not the ui, is when you generate a patch, perhaps make the code browser thing more advanced like save, edit, select all nd shet Winky Winky Like in Cod tool. I can help you if you wish, depends what you're coding the program in?


Hmm... Not sure why the UI is like that for classic grey XP. Have you tried using a different theme? Also I will add those buttons to the program :y:
08-10-2011, 10:05 PM #7
iReset Nigga
2Fresshh!!
Originally posted by Telepot View Post
Well i'm using the classic grey XP theme on my windows vista. The background of each form is white and it's very hard to read the light green text buttons on the code browser. I haven't checked the waw bit yet.
Another thing, not the ui, is when you generate a patch, perhaps make the code browser thing more advanced like save, edit, select all nd shet Winky Winky Like in Cod tool. I can help you if you wish, depends what you're coding the program in?



it might just be ur theme dude cause i made sure the Text wouldnt be too light of a green and this is only a beta the v2 will be better and have alot more features Cool Man (aka Tustin)
08-10-2011, 10:39 PM #8
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by iReset View Post
it might just be ur theme dude cause i made sure the Text wouldnt be too light of a green and this is only a beta the v2 will be better and have alot more features Cool Man (aka Tustin)


i agree with him, the light green text is almost impossible to see. it doesn't go good with the black background. And the fonts all weird. maybe if it looked more professional then cool.
08-10-2011, 10:41 PM #9
Originally posted by D34TH View Post
i agree with him, the light green text is almost impossible to see. it doesn't go good with the black background. And the fonts all weird. maybe if it looked more professional then cool.


I assume you're talking about the green text in the code browser?
08-10-2011, 10:42 PM #10
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by FourzerotwoFAILS View Post
I assume you're talking about the green text in the code browser?


yes, if you guys would like me too, i would help with it. only if its coded in c# though

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