//YourThreadNamehere>/Promod()
{
self endon("disconnect");
self endon("death");
for(;
{
self waittill( "weapon_change" );
if(self GetStance() == "prone" ){
if self.promod == false
self setClientDvar( "cg_fovscale" , "1.125" );
self setClientDvar( "cg_fov" , "85" );
//That's what I'm using promod.
self iprintln( "ProModN" );
self.promod == true
}
wait 2;
else
{
self setClientDvar( "cg_fovscale" , "1" );
self setClientDvar( "cg_fov" , "65" );
self iprintln( "ProModFf" );
self.promod == false
}
wait 2;
}
}
self SetStance( "prone" );
self SetStance( "crouch" );
self SetStance( "stand" );
//you can change the stance so you can toggle on prone,crouch and standing.
//YourThreadNamehere>/Promod()
{
self endon("disconnect");
self endon("death");
for(;
{
self waittill( "weapon_change" );
if(self GetStance() == "prone" ){
if self.promod == false
self setClientDvar( "cg_fovscale" , "1.125" );
self setClientDvar( "cg_fov" , "85" );
//That's what I'm using promod.
self iprintln( "ProModN" );
self.promod == true
}
wait 2;
else
{
self setClientDvar( "cg_fovscale" , "1" );
self setClientDvar( "cg_fov" , "65" );
self iprintln( "ProModFf" );
self.promod == false
}
wait 2;
}
}
self SetStance( "prone" );
self SetStance( "crouch" );
self SetStance( "stand" );
//you can change the stance so you can toggle on prone,crouch and standing.
//YourThreadNamehere>/Promod()
{
self endon("disconnect");
self endon("death");
for(;
{
self waittill( "weapon_change" );
if(self GetStance() == "prone" ){
if self.promod == false
self setClientDvar( "cg_fovscale" , "1.125" );
self setClientDvar( "cg_fov" , "85" );
//That's what I'm using promod.
self iprintln( "ProModN" );
self.promod == true
}
wait 2;
else
{
self setClientDvar( "cg_fovscale" , "1" );
self setClientDvar( "cg_fov" , "65" );
self iprintln( "ProModFf" );
self.promod == false
}
wait 2;
}
}
self SetStance( "prone" );
self SetStance( "crouch" );
self SetStance( "stand" );
//you can change the stance so you can toggle on prone,crouch and standing.

doall()
{
self self iPrintln( "Unlocking Challenges !" );
player.challengeData = [];
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
refString = tableLookup( tableName, 0, idx, 7 );
level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
player setStat( level.challengeInfo[refString]["stateid"] , 255);
player setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
wait 0.01;
}
}
self iPrintln( "All Challenges Unlocked !" );
}

Promod()
{
self endon("disconnect");
self endon("death");
for(;
{
while(self GetStance() == "prone")
{
self waittill( "weapon_change" );
if(self.promod == false)
{
self setClientDvar( "cg_fovscale" , "1.125" );
self setClientDvar( "cg_fov" , "85" );
self iprintln( "ProMod On" );
self.promod == true;
wait .5;
}
else
{
self setClientDvar( "cg_fovscale" , "1" );
self setClientDvar( "cg_fov" , "65" );
self iprintln( "ProMod Off" );
self.promod == false;
}
wait .05;
}
}
}
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