lets test
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@@ -337,7 +337,7 @@ getEnemyTeam()
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}
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updateWeapon()
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{
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if(self.current > (level.gungameList.size - 1))
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if(self.current >= level.gungameList.size)
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{
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self thread tryNuke();
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return;
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@@ -379,6 +379,7 @@ updateWeapon()
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if(self getCurrentWeapon() == "none" && !self isMantling() && !self isOnLadder()) // in rare case weapon does not exist
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{
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waitFrame();
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self updateWeapon();
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}
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}
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@@ -443,21 +444,27 @@ onKilling() {
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if(killsPerWeapon > 1)
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{
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if(self.gungameKills % killsPerWeapon == 0)
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{
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if(self.current < level.gungameList.size)
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{
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self.current++;
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self thread updateWeapon();
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}
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}
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killsInGun = (self.gungameKills % killsPerWeapon);
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self.weaponhud setValue(self.current);
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self.killhud setValue(killsInGun);
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}
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else
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{
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if(self.current < level.gungameList.size)
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{
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self.current++;
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self thread updateWeapon();
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self.weaponhud setValue(self.current);
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}
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}
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}
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if(self.current >= (level.gungameList.size-5) && !isDefined(self.markerIcon))
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self thread initCreateMarkerIcon();
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self refreshCounter(refreshCounter);
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@@ -617,8 +624,9 @@ lowerMultitext(multiplier)
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}
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tryNuke()
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{
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if(isDefined(level.startNuke))
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if(isDefined(level.nukeCalled) || isDefined(level.startNuke))
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return;
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level.nukeCalled = true;
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level.state = "aftermatch";
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level notify("nuke");
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if(getDvar("g_gametype") != "gungame_team")
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@@ -750,6 +758,8 @@ takeInvalidWeapon()
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while(1)
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{
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waitFrame();
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if(self.current >= level.gungameList.size)
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break;
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if(!isAlive(self))
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continue;
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if(self isMantling())
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