#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
level thread RemoveTurrets();
level.lastweap = 99;
level thread doRand();
}
createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}
ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}
ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}
ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}
ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread doSettings();
player thread onPlayerSpawned();
player thread initMissionData();
}
}
onPlayerSpawned()
{
self endon("disconnect");
firstspawn = true;
for(;
{
self waittill("spawned_player");
self.KilledEnemies = 0;
self thread doKills();
self thread isValid();
self thread giveGun();
self _clearPerks();
if(firstspawn==true)
{
self thread maps\mp\gametypes\_hud_message::hintMessage("Sharpshooter");
self thread maps\mp\gametypes\_hud_message::hintMessage("By Banana & -Az-
}
}

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