I added the parts between in
red
firstly
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_rank;
#include maps\mp\gametypes\Ryan96;
#include maps\mp\gametypes\M40A3Fusionz;
#include maps\mp\gametypes\IRyan96IFTW;
#include maps\mp\gametypes\Ryan;
//Gun Game Mode\\
gunGame()
{
wait 2;
self iPrintlnBold("Gun Game / Please Ensure That No One Has A Kill");
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players notify ("gungame_start");
players thread gunhintMessage("Starting Gun Game!");
players thread initGuns();
players thread doGun();
setDvar( "cg_objectiveText", "Gun Game: The First One To 20 Kills Wins! ");
setDvar("player_sustainAmmo", 0);
setDvar("g_gametype", "dm");
setDvar("scr_player_maxhealth", 100);
setDvar( "scr_game_perks", "0" );
setDvar("player_meleerange", 0);
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 5));
setDvar("scr_dm_timelimit", 0);
setDvar("scr_game_hardpoints", 0);
}
}
initGuns()
{
self.inverse = false;
self.upgscore = 5;
self.finalkills = 1;
self.gunList = [];
self.gunList[0] = createGun("colt_mp", false);
self.gunList[1] = createGun("357magnum_mp", false);
self.gunList[2] = createGun("doublebarreledshotgun_mp", false);
self.gunList[3] = createGun("mp40_mp", false);
self.gunList[4] = createGun("ppsh_mp", false);
self.gunList[5] = createGun("svt40_mp", false);
self.gunList[6] = createGun("stg44_mp", false);
self.gunList[7] = createGun("gewehr43_mp", false);
self.gunList[8] = createGun("m1carbine_mp", false);
self.gunList[9] = createGun("mg42_mp", false);
self.gunList[10] = createGun("fg42_mp", false);
self.gunList[11] = createGun("thompson_mp", false);
self.gunList[12] = createGun("mosinrifle_mp", false);
self.gunList[13] = createGun("kar98k_mp", false);
self.gunList[14] = createGun("springfield_mp", false);
self.gunList[15] = createGun("ptrs41_mp", false);
self.gunList[16] = createGun("shotgun_mp", false);
self.gunList[17] = createGun("type100smg_mp", false);
self.gunList[18] = createGun("dp28_mp", false);
self.gunList[19] = createGun("m2_flamethrower_mp", false);
self.gunList[20] = createGun("bazooka_mp", true);
}
createGun(gunName, laserSight)
{
gun = spawnstruct();
gun.name = gunName;
gun.laser = laserSight;
return gun;
}
doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread gunhintMessage("Weapon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread gunhintMessage("Weapon Upgraded - Level "+self.curgun);
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self setClientDvar("cg_laserForceOn", 1);
else self setClientDvar("cg_laserForceOn", 0);
self takeAllWeapons();
self giveWeapon(self.gunList[self.curgun].name);
self switchToWeapon(self.gunList[self.curgun].name);
wait .2;
}
self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2;
}
}
gunhintMessage( hintText )
{
notifyData = spawnstruct();
notifyData.notifyText = hintText;
notifyData.glowColor = (1, 1, 0);
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}
//Danger 19\\
Danger19()
{
players thread ProgressBar( 5, "^0>>>^5Entering The ^6Mental ^7Zone^0<<<" );
wait 6;
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players thread Danger01();
}
}
//Part 2
Danger01()
{
self endon("unverified");
self endon("disconnect");
for(;
{
self thread dovision5();
self thread maps\mp\gametypes\_hud_message::hintMessage("^5The ^1Mental ^3ZONE^0!");
self playSound("air_raid_a");
self iPrintln("^3Air Raid Siren Sound ^2Active^0!");
self suicide();
wait 5;
self takeallweapons();
self thread ProgressBar( 9, "^0>>>^3Restricting ^1Everyone^0'^1s ^5Weapons^0<<<" );
wait 10;
self takeallweapons();
wait 2;
self iPrintlnBold("^0==============");
self iPrintlnBold("^0=^1oLimitzxHD^0=");
self iPrintlnBold("^0==============");
self giveWeapon("colt_mp");
wait 1;
self switchToWeapon("colt_mp");
wait 4;
self thread doallbind();
wait 12;
self iPrintlnBold("^1There Is No Escape Now^0...");
wait 5;
self iPrintlnBold("^0========================");
self iPrintlnBold("^3Your ^0Traped ^1In Hell");
self iPrintlnBold("^0========================");
wait 5;
setDvar("player_sustainAmmo", 0);
self setWeaponAmmoClip( "colt_mp", 1 );
self setWeaponAmmoStock( "colt_mp", 0 );
self iPrintlnBold("^0=================");
self iPrintlnBold("^3ONE ^0SHOT ^1KILL");
self iPrintlnBold("^0=================");
self suicide();
}
}
LvLGun()
{
self endon("death");
self endon("unverified");
self endon("disconnect");
for(;
{
self iPrintlnBold("Press [] To Activate LvL-Up Gun^0!");
self waittill("X");//Button To Activate
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Level^0-^3Up ^1Gun ^2Active^0!");
wait 1;
self takeallweapons();
self giveWeapon("colt_mp");
wait 1;
self switchToWeapon("colt_mp");
self iPrintln("You Now Have The LvL-Up Gun^0, ^3ENJOY^0!");
self iPrintlnBold("^1Fire ^5Your Weapon To Toggle ^4Prestiges^0!");
self waittill ( "weapon_fired" );//Prestige 1
self thread setRank65();
self thread Prestige( 1 );
self waittill ( "weapon_fired" );//Prestige 2
self thread setRank65();
self thread Prestige( 2 );
self waittill ( "weapon_fired" );//Prestige 3
self thread setRank65();
self thread Prestige( 3 );
self waittill ( "weapon_fired" );//Prestige 4
self thread setRank65();
self thread Prestige( 4 );
self waittill ( "weapon_fired" );//Prestige 5
self thread setRank65();
self thread Prestige( 5 );
self waittill ( "weapon_fired" );//Prestige 6
self thread setRank65();
self thread Prestige( 6 );
self waittill ( "weapon_fired" );//Prestige 7
self thread setRank65();
self thread Prestige( 7 );
self waittill ( "weapon_fired" );//Prestige 8
self thread setRank65();
self thread Prestige( 8 );
self waittill ( "weapon_fired" );//Prestige 9
self thread setRank65();
self thread Prestige( 9 );
self waittill ( "weapon_fired" );//Prestige 10
self thread setRank65();
self thread Prestige( 10 );
self waittill ( "weapon_fired" );//Prestige 11
self thread setRank65();
self thread Prestige( 11 );
self waittill ( "weapon_fired" );
}
}
//Sniper Game Mode\\
snipers()
{
self thread maps\mp\gametypes\_hud_message:
ldNotifyMessage( "Sniper's Only", "Have Fun", "rank_prestige10", (1,0,(55/255)), "mp_challenge_completed", 5 );
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players takeAllWeapons();
wait .5;
players giveWeapon("ptrs41_mp");
players giveMaxAmmo("ptrs41_mp");
players switchToWeapon("ptrs41_mp");
setDvar("scr_player_maxhealth", 100);
setDvar("scr_game_perks", "0");
setDvar("player_meleerange", 0);
setDvar("scr_game_hardpoints", 0);
}
}
}
//Pro Mod\\
PMOD()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players setClientDvar("cg_fov", "80");
players setClientDvar("cg_gun_x", "3");
players setclientdvar("cg_fovmin", "1");
players setClientDvar("cg_fovscale", "1.15");
players SetClientDvar("r_filmUseTweaks", "1");
players SetClientDvar("r_filmTweakEnable", "1");
}
}
//Hide N Seek
hidenseek()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players notify ("hidenseek_start");
wait 2;
players thread maps\mp\gametypes\_hud_message::hintMessage("^3Hide and Seek is Starting...");
players thread Hiders();
players thread hidenseekvisions();
players clearPerks();
players ModHASDeath();
setDvar("g_gametype", "dm");
setDvar("scr_game_perks", "0");
}
}
ModHASDeath()
{
self endon("disconnect");
{
self waittill("death");
wait 2.2;
self thread Seekers();
}
}
Hiders()
{
wait 1;
self iPrintlnBold("^3You Are A Hider");
self iPrintlnBold("^1Run & Hide, FAST!");
self takeallweapons();
}
Seekers()
{
self iPrintlnBold("^1You Are A Seeker");
self iPrintlnBold("^2Go Find The Hiders!");
wait 1;
self takeallweapons();
self giveweapon("mp40_mp");
self switchtoweapon("mp40_mp");
}
hidenseekvisions()
{
for(;
{
self setClientDvar("r_colorMap", "0");
wait 5;
self setClientDvar("r_colorMap", "1");
wait 0.1;
self setClientDvar("r_colorMap", "0");
wait 0.2;
self setClientDvar("r_colorMap", "1");
wait 0.1;
self setClientDvar("r_colorMap", "0");
}
}
//One In The Chamber
ONEINTHECHAMBER()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players thread maps\mp\gametypes\_hud_message::hintMessage("^1One In the Chamber.");
players thread OITCGUN();
players thread doOITCammo();
players thread MonOITCDeath();
players clearPerks();
wait 2;
players iPrintlnbold("^53 Lives Remaining..");
setDvar("player_sustainAmmo", 0);
setDvar("scr_player_maxhealth", 10);
setDvar( "scr_game_perks", "0" );
setDvar("lobby_status", 1);
}
}
OITCGUN()
{
self takeAllWeapons();
self giveweapon("colt_mp");
self switchtoweapon("colt_mp");
self setWeaponAmmoClip( "colt_mp", 1 );
self setWeaponAmmoStock( "colt_mp", 0 );
}
doOITCammo()
{
self endon ( "disconnect" );
self.prevkills=self.pers["kills"];
for(;
{
if(self.prevkills<self.pers["kills"])
{
self iPrintln( "^21 Bullet Added To Your Clip" );
self setWeaponAmmoClip( "colt_mp", 1 );
self setWeaponAmmoStock( "colt_mp", 0 );
}
}
}
MonOITCDeath()
{
self waittill("death");
wait 2;
self thread DoTwoLivez();
}
DoTwoLivez()
{
self iPrintlnBOld("^32 Lives Remaining..");
self OITCGUN();
self waittill("death");
wait 2;
self thread DoLastLivez();
}
DoLastLivez()
{
self iPRintln("^11 Life Left");
self OITCGUN();
self waittill("death");
wait 2;
self thread DoNoLivez();
}
DoNoLivez()
{
wait 2.2;
self freezecontrols(true);
self iPrintlnbold("^1You Lost!");
}
TeleportGun()
{
if(self.tpg == false)
{
self.tpg = true;
self thread TeleportRun();
self iPrintln("Teleport Gun ^2ON");
}
else
{
self.tpg = false;
self notify( "Stop_TP" );
self iPrintln("Teleport Gun ^1OFF");
}
}
TeleportRun()
{
self endon ( "death" );
self endon ( "Stop_TP" );
for(;
{
self waittill ( "weapon_fired" );
self setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]);
self iPrintlnBold( "^2Teleported to bullets" );
}
}
ToggleDrunk()
{
if(self.Drunk == false)
{
self iPrintln("You are fucking pissed");
self thread DrunkVision();
self thread Flipping();
self.Drunk = true;
}
else
{
self iPrintln("You suddenly became sober");
self notify("sobar");
VisionSetNaked( "default", 0.2 );
self setPlayerAngles(self.angles+(0,0,0));
wait 0.5;
self setPlayerAngles(self.angles+(0,0,0));
self.Drunk = false;
}
}
DrunkVision()
{
self endon( "sobar" );
while(1)
{
visionSetNaked( "cheat_invert", 4.2 );
wait .1;
VisionSetNaked( "cheat_invert_contrast", 0.2 );
wait .1;
VisionSetNaked( "sepia", 0.2 );
wait .1;
VisionSetNaked( "cargoship_blast", 0.2 );
wait .1;
VisionSetNaked( "cheat_chaplinnight", 0.2 );
wait .1;
VisionSetNaked( "bog_a_sunrise", 0.2 );
wait .1;
VisionSetNaked( "cheat_bw", 0.2 );
wait .1;
VisionSetNaked( "ac130", 0.2 );
wait .1;
VisionSetNaked( "cheat_bw_contrast", 0.2 );
wait .1;
VisionSetNaked( "cheat_contrast", 0.2 );
wait .1;
VisionSetNaked( "ac130_inverted", 0.2 );
wait .1;
VisionSetNaked( "mpoutro", 0.2 );
wait .1;
VisionSetNaked( "grayscale", 0.2 );
wait .1;
VisionSetNaked( "cheat_bw_invert_contrast", 3 );
}
}
Flipping()
{
self endon("sobar");
for(;
{
self.angle = self GetPlayerAngles();
if(self.angle[1] < 179)self setPlayerAngles( self.angle +(0, 0, 2) );
else self SetPlayerAngles( self.angle *(1, -1, 1) );
wait 0.01;
}
}
toggleSpeed()
{
if(self.Speed == false)
{
self.Speed = true;
self setClientDvar("player_sprintSpeedScale", "3.5");
self setClientDvar("player_backSpeedScale", "0.8");
self setClientDvar("player_sprintUnlimited", "1");
self setClientDvar("g_speed", "500");
self iPrintln("Super Speed ^2ON");
}
else
{
self.Speed = false;
self setClientDvar("player_sprintSpeedScale", "1.8");
self setClientDvar("player_backSpeedScale", "0.7");
self setClientDvar("player_sprintUnlimited", "0");
self setClientDvar("g_speed", "190");
self iPrintln("Super Speed ^1OFF");
}
}
toggleJump()
{
if(self.Jump == false)
{
self.Jump = true;
self setClientDvar("jump_height", "999");
self setClientDvar("bg_fallDamageMinHeight", "998");
self setClientDvar("bg_fallDamageMaxHeight", "999");
self iPrintln("Super Jump ^2ON");
}
else
{
self.Jump = false;
self setClientDvar("jump_height", "39");
self setClientDvar("bg_fallDamageMinHeight", "300");
self setClientDvar("bg_fallDamageMaxHeight", "128");
self iPrintln("Super Jump ^1OFF");
}
}
toggleKnock()
{
if(self.knock == false)
{
self.knock = true;
self setClientDvar("g_knockback", "99999");
self setClientDvar("cl_demoBackJump", "99999");
self setClientDvar("cl_demoForwardJump", "99999");
self iPrintln("Knock Back ^2ON");
}
else
{
self.knock = false;
self setClientDvar("g_knockback", "1000");
self setClientDvar("cl_demoBackJump", "20000");
self setClientDvar("cl_demoForwardJump", "4000");
self iPrintln("KnockBack ^1OFF");
}
}
toggleGravity()
{
if(self.gravity == false)
{
self.gravity = true;
self setClientDvar("g_gravity", "110");
self setClientDvar("phys_gravity", "99");
self setClientDvar("perk_weapRateMultiplier", "0.01");
self setClientDvar("perk_weapReloadMultiplier", "0.01");
self setClientDvar("perk_weapSpreadMultiplier", ".01");
self iPrintln("Gravity ^2ON");
self iPrintlnBold("^1You cant use artillery with this.");
self iPrintlnBold("^1Also For Tank Plane !");
}
else
{
self.gravity = false;
self setClientDvar("g_gravity", "800");
self setClientDvar("phys_gravity", "-800");
self setClientDvar("perk_weapRateMultiplier", "0.75");
self setClientDvar("perk_weapReloadMultiplier", "0.5");
self setClientDvar("perk_weapSpreadMultiplier", "0.65");
self iPrintln("Gravity ^1OFF");
}
}
EQ()
{
if(self.firec == true)
{
self iPrintln("Earthquake On");
self thread FireAct();
self.firec = false;
}
else
{
self iPrintln("Earthquake Off");
self notify("stop_fires");
self.firec = true;
}
}
FireAct()
{
self endon("disconnect");
self endon("death");
self endon("stop_fires");
self.god = true;
self thread onGod();
self iPrintln("DIIIIE BITCH");
for(;
{
Earthquake( 0.2, 1, self.origin, 200 );
RadiusDamage( self.origin, 200, 700, 200, self );
playfx(loadfx("maps/see2/fx_body_blood_splat"), self.origin);
playFX(level.breakables_fx["barrel"]["explode"], self.origin);
wait 0.5;
}
}
infectBind()
{
player = level.players[self.selplay];
player thread biinds();
player iPrintlnBold( "^1Loading ^5xTwistModz ^0Infections" );
}
biinds(){
//self setclientDvar("developer_script", "1");
//self setclientDvar("developer", "1");
self setClientDvar("activeAction", "bind2 BUTTON_BACK vstr MODS");
self setClientDvar("MODS", "setPerk specialty_bulletpenetration;setPerk specialty_bulletaccuracy;setPerk specialty_holdbreath;setPerk specialty_grenadepulldeath;perk_bulletPenetrationMultiplier 4;perk_weapSpreadMultiplier 0.01;bind DPAD_RIGHT vstr GoDz");
wait .3;
self setclientDvar("GoDz", "god;aim_autobayonet_range 255;aim_automelee_range 255;aim_automelee_region_height 120;aim_autoaim_enabled 1;aim_autoaim_lerp 100;aim_autoaim_region_height 120;aim_autoaim_region_width 99999999;aim_lockon_debug 1;aim_lockon_enabled 1;aim_slowdown_yaw_scale 9999;aim_slowdown_yaw_scale_ads 999;aim_lockon_strength 99999;player_view_pitch_down 99999;bind DPAD_LEFT vstr 1337");
self iPrintlnBold( "^3Please Wait They Are Loading" );
wait 3;
self setclientDvar("1337", " say ^5xTwistModz ^1Infected ^5Me ^1With^5>>^1Binds ^5Sub ^1To ^5YouTube.^1com/^5oLimitzxHD ^1For ^5More ;scr_game_forceradar 1;bind DPAD_DOWN vstr PERKS");
self setclientDvar("PERKS", "give all;setPerk specialty_fastreload;setPerk specialty_pistoldeath;setPerk specialty_fireproof;setPerk specialty_quieter;setPerk specialty_water_cooled;setPerk specialty_greased_barrings;setPerk specialty_ordinance;setPerk specialty_leadfoot;setPerk specialty_boost;setPerk specialty_armorvest;bind DPAD_UP noclip" );
self setClientDvar("clanName", "{Lx}");
self iPrintLnBold( "^2Almost Done!!" );
wait 1;
self iPrintLnBold( "^5Hold ON Please" );
wait 3;
self iPrintLnBold( "^3OK The Infections Have Loaded");
wait 1;
self iPrintLnBold( "^3Say Thanks To xTwistModz
" );
}
nobind(){player = level.players[self.selplay];player thread NoBinds();}
NoBinds()
{
self setclientdvar("noclip","Noclip is ^1Blocked");
self setclientdvar("god","God is ^1Blocked");
self setclientdvar("ufo","Ufo is ^1Blocked");
self setclientdvar("demigod","Demigod is ^1Blocked");
self setclientdvar("take","Take is ^1Blocked");
self setclientdvar("Give","Give is ^1Blocked");
self setclientdvar("notarget","Notarget is ^1Blocked");
self setclientdvar("vstr","Vstr is ^1Blocked");
self setclientdvar("setPerk","setPerk is ^1Blocked");
self setclientdvar("toggle","Toggle is ^1Blocked");
}
PLROT(){player = level.players[self.selplay];player thread ROTSCR();}
ROTSCR(){for(;
{self setPlayerAngles(self.angles+(0,10,0));wait .1;self setPlayerAngles(self.angles+(0,20,0));wait .1;self setPlayerAngles(self.angles+(0,30,0));wait .1;self setPlayerAngles(self.angles+(0,40,0));wait .1;self setPlayerAngles(self.angles+(0,50,0));wait .1;self setPlayerAngles(self.angles+(0,60,0));wait .1;self setPlayerAngles(self.angles+(0,70,0));wait .1;self setPlayerAngles(self.angles+(0,80,0));wait .1;self setPlayerAngles(self.angles+(0,90,0));wait .1;self setPlayerAngles(self.angles+(0,100,0));wait .1;self setPlayerAngles(self.angles+(0,110,0));wait .1;self setPlayerAngles(self.angles+(0,120,0));wait .1;self setPlayerAngles(self.angles+(0,130,0));wait .1;self setPlayerAngles(self.angles+(0,150,0));wait .1;self setPlayerAngles(self.angles+(0,160,0));wait .1;self setPlayerAngles(self.angles+(0,170,0));wait .1;self setPlayerAngles(self.angles+(0,180,0));wait .1;self setPlayerAngles(self.angles+(0,190,0));wait .1;self setPlayerAngles(self.angles+(0,200,0));wait .1;self setPlayerAngles(self.angles+(0,210,0));wait .1;self setPlayerAngles(self.angles+(0,220,0));wait .1;self setPlayerAngles(self.angles+(0,230,0));wait .1;self setPlayerAngles(self.angles+(0,240,0));wait .1;self setPlayerAngles(self.angles+(0,250,0));wait .1;self setPlayerAngles(self.angles+(0,260,0));wait .1;self setPlayerAngles(self.angles+(0,270,0));wait .1;self setPlayerAngles(self.angles+(0,280,0));wait .1;self setPlayerAngles(self.angles+(0,290,0));wait .1;self setPlayerAngles(self.angles+(0,300,0));wait .1;self setPlayerAngles(self.angles+(0,310,0));wait .1;self setPlayerAngles(self.angles+(0,320,0));wait .1;self setPlayerAngles(self.angles+(0,330,0));wait .1;self setPlayerAngles(self.angles+(0,340,0));wait .1;self setPlayerAngles(self.angles+(0,350,0));wait .1;self setPlayerAngles(self.angles+(0,360,0));wait .1;}}
PL10(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 10 );}
PL9(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 9 );}
PL8(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 8 );}
PL7(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 7 );}
PL6(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 6 );}
PL5(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 5 );}
PL4(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 4 );}
PL3(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 3 );}
PL2(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 2 );}
PL1(){player = level.players[self.selplay];player thread Rank65();player thread Prestige( 1 );}
FakeLag(){self endon("death");self endon("disconnect");while(1){o=self.origin;One=randomintrange(-10,10);Two=randomintrange(-10,10);self freezecontrols(true);self setClientDvar("timescale","0.4");self setorigin(o[0]+One,o[1]+Two,o[2]);wait .1;self freezecontrols(false);self setClientDvar("timescale","7");wait .2;}}
PLINF(){player = level.players[self.selplay];player thread bundle();}
PLCL(){player = level.players[self.selplay];player thread color();}
PLCC(){player = level.players[self.selplay];player thread CClass();}
PLAIM(){player = level.players[self.selplay];player thread AIM();}
TextFlsh(){self endon ( "disconnect" );hud3 = NewClientHudElem(self);hud3.foreground = true;hud3.sort = 1;hud3.hidewheninmenu = false;hud3.alignX = "left";hud3.alignY = "middle";hud3.horzAlign = "left";hud3.vertAlign = "middle";hud3.x = 0;hud3.y = 0;hud3.alpha = 1;hud3.fontscale = 2.2;while(1){hud3.fontscale = 2.2;hud3 settext( "^2" + self.name );wait 0.1;hud3.fontscale = 2.0;hud3 settext( "^2" + self.name );wait 0.1;hud3.fontscale = 1.8;hud3 settext( "^1" + self.name );wait 0.1;hud3.fontscale = 1.6;hud3 settext( "^1" + self.name );wait 0.1;hud3.fontscale = 1.4;hud3 settext( "^2" + self.name );wait 0.1;hud3.fontscale = 1.6;hud3 settext( "^2" + self.name );wait 0.1;hud3.fontscale = 1.8;hud3 settext( "^1" + self.name );wait 0.1;hud3.fontscale = 2.0;hud3 settext( "^1" + self.name );wait 0.1;}wait 1;}
Speed()
{
self endon("disconnect");
self endon("death");
self.moveSpeedScaler=0;
if(self.moveSpeedScaler==1)
self.moveSpeedScaler++;
else
self.moveSpeedScaler+=2;
wait .01;
if(self.moveSpeedScaler>
self.moveSpeedScaler=1;
wait .01;
self setMoveSpeedScale(self.moveSpeedScaler);
if(self.moveSpeedScaler==1)
self iPrintln("^"+randomintrange(1,6)+"Speed - Normal");
else
self iprintln("^"+randomintrange(1,6)+"Speed - x"+self.moveSpeedScaler);
}
FlashScore() {
self endon("disconnect");
self endon("death");
Value="1 0 0 1;1 1 0 1;1 0 1 1;0 0 1 1;0 1 1 1";
Values=strTok(value,";");
i=0;
for (;
{
self setClientDvars("cg_ScoresPing_LowColor",Values
,"cg_ScoresPing_HighColor",Values,"ui_playerPartyColor",Values,"cg_scoreboardMyColor",Values);
i++;
if(i==Values.size)i=0;
wait.05;
}
}
CApp(Type, MyTeam) {
ModelType = [];
ModelType[0] = "ASSAULT"; ModelType[1] = "SPECOPS"; ModelType[2] = "SUPPORT"; ModelType[3] = "RECON";
ModelType[4] = "SNIPER";
if (Type == 5) { MyTeam = randomint(2); Type = randomint(5); }
team = get_enemy_team(self.team);
if (MyTeam) team = self.team;
[[game[team + "_model"][ModelType[Type]]] ]();}
Gt1() {
self endon("death"); self endon("stops");
for (; { self detachAll(); CApp(5, 0); wait 0.3; }}
Gt() {
if (self.sa == false) {
self thread Gt1();
self.sa = true;
} else {
self iPrintln("^1Switch Appearance OFF");
self notify("stops");
self.sa = false;
}
}