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- class MVHandler extends BroadcastHandler HideCategories(Movement,Collision,Lighting,LightColor,Karma,Force) ;
- var array<string> AvailableWeapons ;
- struct PData {
- var string PlayerName ;
- var string weapon ;
- };
- var int z;
- var array<PData> PlayerData ;
- function int Getplayer (PlayerReplicationInfo PRI) {
- local int B ;
- for (B=0; B < PlayerData.Length; B++) {
- if ( PlayerData[B].PlayerName == PRI.PlayerName ) {
- return B;
- }
- }
- return -1 ;
- }
- function BroadcastText (PlayerReplicationInfo SenderPRI, PlayerController Receiver, string Msg, name Type) {
- local string weapon ;
- local string modon ;
- local array<string> Parts ;
- local int nr ;
- nr = Getplayer (SenderPRI) ;
- if (nr == -1) {
- PlayerData.Insert(z, 1) ;
- PlayerData[z].PlayerName = SenderPRI.PlayerName ;
- PlayerData[z].weapon ="AGP_Characters.ClassSniper" ;
- }
- Split(Msg, " ", Parts) ;
- weapon = caps(Parts[1]) ;
- modon = caps(Parts[0]) ;
- if ( (SenderPRI.PlayerName == Receiver.PlayerReplicationInfo.PlayerName) && (modon ~= "SNIPER") ) {
- if (weapon ~= "MOS") {
- PlayerData[nr].weapon="AGP_Characters.ClassSniperMos" ;
- }
- else if(weapon ~= "S24") {
- PlayerData[nr].weapon="AGP_Characters.ClassSniper24_US" ;
- }
- else if(weapon ~= "S") {
- PlayerData[nr].weapon="AGP_Characters.ClassSniper" ;
- }
- else if(weapon ~= "SVD") {
- PlayerData[nr].weapon="AGP_Characters.ClassSniperSVD" ;
- }
- else if(weapon ~= "SPR") {
- PlayerData[nr].weapon="AGP_Characters.ClassSFSniper" ;
- }
- else if(weapon ~= "V" || weapon ~= "VINTOREZ") {
- PlayerData[nr].weapon="AGP_Characters.ClassGuerrillaSniper" ;
- }
- else {
- Level.Game.BroadcastHandler.Broadcast (None,"weapons: MOS, S24, S, SVD, SPR, V") ;
- return ;
- }
- Level.Game.BroadcastHandler.Broadcast (None,""$SenderPRI.PlayerName$ " picked a " $weapon$" for the next round") ;
- }
- else {
- Super.BroadcastText (SenderPRI,Receiver,Msg,Type) ;
- }
- }
- defaultproperties {
- }
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