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VerTical_Dev

BO2, Overflowfix

Feb 20th, 2017
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  1. /*
  2.  __     __                _____   _                  _
  3.  \ \   / /   ___   _ __  |_   _| (_)   ___    __ _  | |
  4.   \ \ / /   / _ \ | '__|   | |   | |  / __|  / _` | | |
  5.    \ V /   |  __/ | |      | |   | | | (__  | (_| | | |
  6.     \_/     \___| |_|      |_|   |_|  \___|  \__,_| |_|
  7.    
  8.     *Credits : xTuL                                                
  9. */
  10.  
  11. init()
  12. {
  13.     level.strings = [];
  14.  
  15.     level thread onPlayerConnect();
  16. }
  17.  
  18. onPlayerSpawned()
  19. {
  20.     self endon("disconnect");
  21.     level endon("game_ended");
  22.  
  23.     for(;;)
  24.     {
  25.         self waittill("spawned_player");
  26.        
  27.         if(!isDefined(level.overflowFixThreaded))
  28.         {
  29.             level.overflowFixThreaded = true;
  30.             level thread overflowFix();
  31.         }
  32.     }
  33. }
  34.  
  35. recreateMenuText()
  36. {
  37.     //re-create your text here using setSafeText, no need for calling "submenu" if using sharks base
  38. }
  39.  
  40. overflowfix()
  41. {
  42.     level endon("game_ended");
  43.     level endon("host_migration_begin");
  44.    
  45.     test = level createServerFontString("default", 1);
  46.     test setText("xTUL");
  47.     test.alpha = 0;
  48.  
  49.     if(GetDvar("g_gametype") == "sd")
  50.         limit = 45; //110 with _rank.gsc
  51.     else
  52.         limit = 55; //115 with _rank.gsc
  53.  
  54.     for(;;)
  55.     {
  56.         level waittill("textset");
  57.         if(level.strings.size >= limit)
  58.         {
  59.             test ClearAllTextAfterHudElem();
  60.             level.strings = [];//re-building the string array
  61.  
  62.             foreach(player in level.players)
  63.             {
  64.                 if(isDefined(player.hasMenu) && player isVerified())//if the player has the menu and they are verified (change this to work with your menu)
  65.                 {
  66.                     if(isDefined(player.menu.open))//if the menu is open
  67.                         player recreateMenuText();
  68.                 }
  69.             }
  70.         }
  71.     }
  72. }
  73.  
  74. setSafeText(text)
  75. {
  76.     if (!isInArray(level.strings, text))
  77.     {
  78.         level.strings[level.strings.size] = text;
  79.         self setText(text);
  80.         level notify("textset");
  81.     }
  82.     else
  83.         self setText(text);
  84. }
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