hell yeah
This commit is contained in:
@@ -147,12 +147,26 @@ loadSettings()
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// Bot Management
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setDvar("bots_main", 1);
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setDvar("bots_manage_fill", 12);
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setDvar("bots_skill", 5);
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setDvar("bots_manage_fill", 10); // total slots: players + bots = 10
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setDvar("bots_manage_fill_mode", 0); // mode 0 = count players AND bots
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setDvar("bots_manage_fill_kick", 1); // kick a bot when a human pushes count over 10
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// Skill: 2 hard bots (1 per internal team), rest are brain dead
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setDvar("bots_skill", 8);
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setDvar("bots_skill_allies_hard", 1);
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setDvar("bots_skill_allies_med", 0);
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setDvar("bots_skill_axis_hard", 1);
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setDvar("bots_skill_axis_med", 0);
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setDvar("bots_play_knife", 0);
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setDvar("bots_main_chat", 0);
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SetDvarIfUninitialized("scr_nuke_enabled", 1);
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// Cache mode flags as level vars — avoids repeated getDvar() in hot per-player loops.
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level.isTeamGame = (getDvar("g_gametype") == "gungame_team");
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level.isKillConfirmed = (getDvar("gunmode") == "Kill Confirmed");
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// Suppress engine-level developer prints (e.g. "Replacing perk X in slot Y with Z").
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// These come from native C code and cannot be silenced any other way.
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// developer 0 is standard for production servers.
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setDvar("developer", 0);
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}
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deleteSentries()
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{
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@@ -308,8 +322,20 @@ loadSetup()
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self setMoveSpeedScale(getDvarFloat("speed"));
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self maps\mp\perks\_perks::givePerk("specialty_fastreload"); // due to icys request :)
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self maps\mp\perks\_perks::givePerk("specialty_falldamage"); // due to icys request :)
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self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
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self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
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// Static HUD dvars set once per spawn — moved from watchHUD's 1-second polling loop.
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// These values never change mid-game so there is no need to re-apply them every second.
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self setClientDvar("cg_drawRadar", 1);
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self setClientDvar("cg_drawStance", 0);
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self setClientDvar("cg_drawTeamScores", 0);
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self setClientDvar("cg_drawKillfeed", 0);
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self setClientDvar("cg_drawBreathHint", 0);
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self setClientDvar("cg_drawMantleHint", 0);
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self setClientDvar("cg_drawTurretCrosshair", 0);
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self setClientDvar("cg_cursorHints", 0);
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// Keep g_hardcore=1 for server-side gameplay rules but show the normal client HUD
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// so our custom health/weapon overlays render correctly without fighting hardcore suppression.
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self setClientDvar("ui_hud_hardcore", 0);
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self thread takeInvalidWeapon();
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if(level.state == "prematch")
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{
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@@ -418,28 +444,29 @@ refillOnFire()
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self giveMaxAmmo(weapon);
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}
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}
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onKilling() {
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self endon("disconnect");
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level endon("nuke");
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self.multiplier = 0;
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self.amount = 0;
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//kills = self.pers["kills"];
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onKilling() {
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self endon("disconnect");
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level endon("nuke");
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self.multiplier = 0;
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self.amount = 0;
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kills = 0;
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refreshCounter = 0;
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self.scoretext = self createText("hudbig", 1, "CENTER", "CENTER", 0, 0, .7,"");
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self.scoretext_amount = self createText("hudbig", 1, "CENTER", "CENTER", -10, 20, .7,"");
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self.multitext = [];
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for(i=2;i<6;i++)
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self.multitext[i] = self createText("hudbig", .6, "CENTER", "CENTER", 50, (i * 20), .7,"");
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// Cache settings that never change mid-match — eliminates getDvar()/getDvarInt()
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// native calls inside this loop which runs every 0.3s per player.
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killsPerWeapon = getDvarInt("gun_kills", 1);
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self.scoretext = self createText("hudbig", 1, "CENTER", "CENTER", 0, 0, .7,"");
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self.scoretext_amount = self createText("hudbig", 1, "CENTER", "CENTER", -10, 20, .7,"");
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self.multitext = [];
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for(i=2;i<6;i++)
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self.multitext[i] = self createText("hudbig", .6, "CENTER", "CENTER", 50, (i * 20), .7,"");
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while(true)
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{
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wait .3;
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if(kills > self.gungameKills) // not called on team gungame
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{
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self thread scorepopup(-100);
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self thread scorepopup(-100);
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kills--;
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refreshCounter++;
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killsPerWeapon = getDvarInt("gun_kills", 1);
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if(killsPerWeapon > 1)
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{
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killsInGun = (self.gungameKills % killsPerWeapon);
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@@ -462,10 +489,9 @@ onKilling() {
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kills++;
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refreshCounter++;
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self thread scorepopup(100);
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self.streaking++;
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if(getDvar("g_gametype") != "gungame_team")
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self.streaking++;
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if(!level.isTeamGame) // cached in loadSettings — avoids getDvar() per kill
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{
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killsPerWeapon = getDvarInt("gun_kills", 1);
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if(killsPerWeapon > 1)
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{
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if(self.gungameKills % killsPerWeapon == 0)
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@@ -488,7 +514,7 @@ onKilling() {
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self thread initCreateMarkerIcon();
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self refreshCounter(refreshCounter);
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self updateRatio();
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}
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}
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}
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}
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updateRatio()
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@@ -586,8 +612,8 @@ scorepopup(amount)
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self.scoretext.color = color;
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self.scoretext.glowColor = glowColor;
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self.scoretext SetPulseFX( 40, 2000, 600 );
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if(getDvar("gunmode") == "Kill Confirmed")
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self.scoretext setText("Upgraded!^3");
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if(level.isKillConfirmed) // cached in loadSettings — avoids getDvar() per popup
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self.scoretext setText("Upgraded!^3");
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else
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self.scoretext setText("Killed!^3");
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self.scoretext_amount.color = color;
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@@ -679,9 +705,10 @@ tryNuke()
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}
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createUI()
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{
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self thread createWeaponHud();
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self thread createWeaponHud();
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self thread createKillHud();
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self thread Weaponnumber();
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// Weaponnumber() removed — marked deprecated, waits on "update_weaponNumber"
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// which is never notified anywhere. Was a zombie thread per player.
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self thread createRatioHud();
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}
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createWeaponHud()
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@@ -795,9 +822,9 @@ takeInvalidWeapon()
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level endon("nuke");
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counter = 0;
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wait 3;
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while(1)
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while(1)
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{
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waitFrame();
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wait 0.1; // was waitFrame() (~60/s) — 10/s is ample for a safety-net poller
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if(!isAlive(self))
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continue;
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if(self isMantling())
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@@ -1138,13 +1165,20 @@ watchHealthHUD()
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self.healthHUD setPoint("BOTTOM RIGHT", "BOTTOM RIGHT", -10, -10);
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self.healthHUD.label = &"HP: ";
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lastHealth = -1; // sentinel: forces first-tick update
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while(true)
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{
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self.healthHUD setValue(self.actual_health);
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if(self.actual_health < (self.actual_maxhealth * 0.3))
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self.healthHUD.color = (1, 0, 0);
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else
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self.healthHUD.color = (1, 1, 1);
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// Only push to the HUD element when the value actually changed.
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// Eliminates 10 setValue() native calls/sec when player is at full health.
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if(self.actual_health != lastHealth)
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{
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lastHealth = self.actual_health;
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self.healthHUD setValue(self.actual_health);
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if(self.actual_health < (self.actual_maxhealth * 0.3))
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self.healthHUD.color = (1, 0, 0);
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else
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self.healthHUD.color = (1, 1, 1);
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}
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wait 0.1;
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}
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}
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@@ -1202,18 +1236,11 @@ watchHUD()
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self endon("death"); // prevent thread accumulation across respawns
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while(true)
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{
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// Only re-apply dvars the engine may reset mid-game (radar via UAV, ammo via class events).
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// ui_hud_hardcore is set to 0 once per spawn in loadSetup() and does not need refreshing.
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self setClientDvar("ui_drawradar", 1);
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self setClientDvar("cg_drawRadar", 1);
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self setClientDvar("cg_drawAmmo", 1); // Force ammo back on even in hardcore
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self setClientDvar("cg_drawStance", 0);
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self setClientDvar("cg_drawTeamScores", 0);
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self setClientDvar("cg_drawKillfeed", 0);
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self setClientDvar("ui_hud_hardcore", 1);
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self setClientDvar("cg_drawBreathHint", 0);
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self setClientDvar("cg_drawMantleHint", 0);
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self setClientDvar("cg_drawTurretCrosshair", 0);
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self setClientDvar("cg_cursorHints", 0);
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wait 1;
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self setClientDvar("cg_drawAmmo", 1);
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wait 5;
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}
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}
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@@ -235,11 +235,9 @@ giveStreak(streak)
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self.speed = true;
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wait 1;
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self maps\mp\perks\_perks::givePerk("specialty_lightweight");
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self maps\mp\perks\_perks::givePerk("specialty_lightweight");
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self setMoveSpeedScale(1.6);
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self.setMoveSpeedScale = 1.6;
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//self thread spawnFireLoop();
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break;
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break;
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case "Riotshield":
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self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
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break;
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@@ -278,30 +276,26 @@ Radioactive()
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self endon("disconnect");
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self endon("death");
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level endon("nuke");
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playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
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// Cache once \u2014 getDvar() inside the inner foreach would cost ~120 native calls/sec.
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isTeamGame = (getDvar("g_gametype") == "gungame_team");
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playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
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playFxOnTag( level.spawnGlow["friendly"], self, "j_head" );
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//self SetPlayerIgnoreRadiusDamage( true );
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while(1)
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{
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wait .1;
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//self RadiusDamage(self.origin,120,50,40,self,"MOD_Explosive","nuke_mp");
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//RadiusDamage(self.origin, 50, 30, 20, self );
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foreach(player in level.players)
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{
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if(player == self)
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continue;
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if(getDvar("g_gametype") == "gungame_team")
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{
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if(player.team == self.team)
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continue;
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}
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if(isTeamGame && player.team == self.team)
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continue;
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if(Distance(player.origin,self.origin) < 120 && isAlive(player))
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{
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player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( self, self, 4, 0, "MOD_EXPLOSIVE", "none", player.origin, player.origin, "none", 0, 0 );
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self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback("");
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}
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}
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}
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}
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}
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}
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Suicidebomber()
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{
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@@ -655,7 +649,7 @@ Juggernaut()
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// FIX: Use the custom health system (actual_maxhealth/actual_health) instead of
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// the raw engine maxhealth. Setting engine maxhealth directly broke the HUD display
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// and regen logic. We double the effective HP pool through the custom system.
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self.actual_maxhealth = self.maxhp * 2;
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self.actual_maxhealth = self.maxhp * 5; // 5× base HP (e.g. 300 in Fungame vs normal 60)
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self.actual_health = self.actual_maxhealth;
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self setMoveSpeedScale(.7);
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