onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
[COLOR="Red"]//@NOTE: Should we make sure they're really unlocked before setting them? Catch cheaters...
// [/COLOR] e.g. isItemUnlocked( iconHandle )
iconHandle = player maps\mp\gametypes\_persistence::statGet( "cardIcon" );
player SetCardIcon( iconHandle );
titleHandle = player maps\mp\gametypes\_persistence::statGet( "cardTitle" );
player SetCardTitle( titleHandle );
nameplateHandle = player maps\mp\gametypes\_persistence::statGet( "cardNameplate" );
player SetCardNameplate( nameplateHandle );
}
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
[COLOR="Red"]//@NOTE: Should we make sure they're really unlocked before setting them? Catch cheaters...
// [/COLOR] e.g. isItemUnlocked( iconHandle )
iconHandle = player maps\mp\gametypes\_persistence::statGet( "cardIcon" );
player SetCardIcon( iconHandle );
titleHandle = player maps\mp\gametypes\_persistence::statGet( "cardTitle" );
player SetCardTitle( titleHandle );
nameplateHandle = player maps\mp\gametypes\_persistence::statGet( "cardNameplate" );
player SetCardNameplate( nameplateHandle );
}
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
[COLOR="Red"]//@NOTE: Should we make sure they're really unlocked before setting them? Catch cheaters...
// [/COLOR] e.g. isItemUnlocked( iconHandle )
iconHandle = player maps\mp\gametypes\_persistence::statGet( "cardIcon" );
player SetCardIcon( iconHandle );
titleHandle = player maps\mp\gametypes\_persistence::statGet( "cardTitle" );
player SetCardTitle( titleHandle );
nameplateHandle = player maps\mp\gametypes\_persistence::statGet( "cardNameplate" );
player SetCardNameplate( nameplateHandle );
}
}
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