ClassSelector()
{
self TakeAllWeapons();
self.Open = true;
self.Scroll = 0;
self.BG = CreateShader("","",0,0,230,360,(0,0,0),"gradient_center",0,1);
self.Scroller = CreateShader("","",0,-70,230,40,(0,0,0),"progress_bar_bg",1,1);
addClass(0, " Assault", ::getClass, "Assualt");
addClass(1, " Sub-Machine", ::getClass, "Sub-Machine");
addClass(2, "Light-Machine", ::getClass, "Light Machine");
addClass(3, " Shotgun", ::getClass, "Shotgun");
addClass(4, " Sniper", ::getClass, "Sniper");
String = "";
for(i=0;i<self.ClassSelector.size;i++) String += self.ClassSelector[i]+"\n\n";
self.Text = createFontString("default",1.
;
self.Text setPoint("","",0,-70);
self.Text.sort = 2;
self.Text.alpha = 1;
self.Text setText(String);
self.Title = createFontString("default",1.6);
self.Title setPoint("","",0,-140);
self.Title.sort = 2;
self.Title.alpha = 1;
self.Title setText(" Class Selector\n By IVI40A3Fusionz\n\n\n\n\n\n\n\n\n\n\n\n\n\n[{+attack}] / [{+speed_throw}] - Navigate\n[{+activate}] - Select Class");
for(;
{
if(self AttackButtonPressed() || self AdsButtonPressed() && self.Open == true)
{
self.Scroll += self AttackButtonPressed();
self.Scroll -= self AdsButtonPressed();
if(self.Scroll > self.ClassSelector.size-1)self.Scroll=0;
else if(self.Scroll < 0)self.Scroll=self.ClassSelector.size-1;
self.Scroller.y = self.Scroll*43-70;
wait .2;
}
if(self UseButtonPressed() && self.Open == true)
{
self thread [[self.Function[self.Scroll]]](self.Input[self.Scroll]);
self.Open = false;
self.Title destroy();
self.Text destroy();
self.BG destroy();
self.Scroller destroy();
wait .2;
}
wait .001;
}
}
addClass(Scroll, Text, Function, Input)
{
self.ClassSelector[Scroll] = Text;
self.Function[Scroll] = Function;
self.Input[Scroll] = Input;
}
getClass(Class)
{
switch(Class)
{
case "Assault":
self doLoadouts("mp44_mp","deserteaglegold_mp","c4_mp","specialty_extraammo|specialty_rof|specialty_bullet accuracy");
break;
case "Sub-Machine":
self doLoadouts("ak74u_mp","deserteaglegold_mp","c4_mp","specialty_extraammo|specialty_rof|specialty_bullet accuracy");
break;
case "Light Machine":
self doLoadouts("rpd_mp","deserteaglegold_mp","rpg_mp","specialty_extraammo|specialty_rof|specialty_bullet accuracy");
break;
case "Shotgun":
self doLoadouts("m1014_mp","deserteaglegold_mp","rpg_mp","specialty_extraammo|specialty_fastreload|specialty _bulletaccuracy");
break;
case "Sniper":
self doLoadouts("m40a3_mp","deserteaglegold_mp","c4_mp","specialty_extraammo|specialty_fastreload|specialty _bulletaccuracy");
break;
}
}
doLoadouts(Weapon,Weapon2,Equipment,Perks)
{
self GiveWeapon(Weapon);
self GiveWeapon(Weapon2);
self GiveWeapon(Equipment);
wait .01;
self SwitchToWeapon(Weapon);
doPerks = strTok(Perks, "|");
for(i=0;i<doPerks.size;i++)
{
Perk = doPerks[i];
self setPerk(Perk[i]);
}
}
CreateShader(Align,Relative,X,Y,Width,Height,Colou r,Shader,Sort,Alpha)
{
CShader=newClientHudElem(self);
CShader.children=[];
CShader.elemType="bar";
CShader.sort=Sort;
CShader.color=Colour;
CShader.alpha=Alpha;
CShader setParent(level.uiParent);
CShader setShader(Shader,Width,Height);
CShader setPoint(Align,Relative,X,Y);
return CShader;
}
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