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new g_PlayerTotalSpendXp[33]
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/*
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*
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*
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*/
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public PlayerTotalSpendXp(client)
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{
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	new g_iXpNades[Grenades+1], g_iXpArmor[CsTeams], g_iXpRespawn[CsTeams], g_iXpHealth[CsTeams], g_iXpNoFall[CsTeams]
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	for( new i = 0; i < Grenades; i++ )
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	{
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		g_iXpNades[i] = g_nade_level[client][i] * g_nade_first_xp[i]
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	}
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	for( new CsTeams:i = CS_TEAM_T; i <= CS_TEAM_CT; i++ )
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	{
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		g_iXpArmor[i] = g_armor_level[client][i] * g_armor_first_xp[i]
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	}
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	for( new CsTeams:i = CS_TEAM_T; i <= CS_TEAM_CT; i++ )
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	{
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		g_iXpRespawn[i] = g_respawn_level[client][i] * g_respawn_first_xp[i]
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	}
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	for( new CsTeams:i = CS_TEAM_T; i <= CS_TEAM_CT; i++ )
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	{
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		g_iXpHealth[i] = g_health_level[client][i] * g_health_first_xp[i]
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	}
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	for( new CsTeams:i = CS_TEAM_T; i <= CS_TEAM_CT; i++ )
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	{
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		g_iXpNoFall[i] = g_nofall_level[client][i] * g_nofall_first_xp[i]
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	}
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	g_PlayerTotalSpendXp[client] = ( ( g_iXpNades[1] +  g_iXpNades[2] + g_iXpNades[3] + g_iXpNades[4] )\
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	+ ( g_iXpArmor[CS_TEAM_T] + g_iXpArmor[CS_TEAM_CT]) + (g_iXpRespawn[CS_TEAM_T] + g_iXpRespawn[CS_TEAM_CT])\
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	+ ( g_iXpHealth[CS_TEAM_T] + g_iXpHealth[CS_TEAM_CT]) + (g_iXpNoFall[CS_TEAM_T] + g_iXpNoFall[CS_TEAM_CT]))
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}
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// Then when everywhere in the handler where a player purchases an new level also call this function to update it
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[spoiler]	
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// some related data:
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new g_nade_level[33][Grenades];
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new g_armor_level[33][CsTeams];
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new g_respawn_level[33][CsTeams];
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new g_health_level[33][CsTeams];
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new g_nofall_level[33][CsTeams];
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enum _:Grenades
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{
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	NADE_HE,
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	NADE_FL1,
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	NADE_FL2,
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	NADE_SM
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};
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new const g_nade_first_xp[Grenades] = 
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{
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	FIRST_XP_GRENADE,
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	FIRST_XP_FLASHBANG_1,
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	FIRST_XP_FLASHBANG_2,
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	FIRST_XP_SMOKEGRENADE
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};
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new const g_armor_first_xp[CsTeams] = 
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{
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	0,
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	FIRST_XP_TERR_ARMOR,
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	FIRST_XP_CT_ARMOR,
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	0
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};
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new const g_respawn_first_xp[CsTeams] =  
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{
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	0,
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	FIRST_XP_TERR_RESPAWN,
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};
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	0
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};
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[/spoiler]