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jwm614

jwm614 BO2 bunker

Jan 17th, 2015
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  1. #include maps/mp/gametypes/_hud_util;
  2. #include maps/mp/_utility;
  3. #include common_scripts/utility;
  4. #include maps/mp/gametypes/_hud_message;
  5.  
  6. init()
  7. {    
  8.     PrecacheModel( "mp_flag_green" );
  9.     PrecacheModel( "mp_flag_red" );
  10.     level.activeFlags = 0;
  11.     level.activePackOPunchCrates = 0;
  12.     level.activeSpawnweaponCrates = 0;
  13.     level.bunker = true;
  14.     level.Entities = [];
  15.     level.amountOfEntities = 0;
  16.     deathBarrier();
  17.     level.clientid = 0;  
  18.     level thread onplayerconnect();
  19. }
  20.  
  21. onplayerconnect()
  22. {
  23.   level endon("game_ended");
  24.     for(;;)
  25.     {
  26.         level waittill( "connecting", player );        
  27.         player.clientid = level.clientid;
  28.         level.clientid++;        
  29.         bunkerinit(player);
  30.         player thread onplayerspawned();
  31.        
  32.     }
  33. }
  34.  
  35. onplayerspawned()
  36. {
  37.     self endon( "disconnect" );
  38.     level endon( "game_ended" );    
  39.     self.printmodels = false;
  40.     self.UFOMode = false;
  41.     for(;;)
  42.     {
  43.         self waittill( "spawned_player" );              
  44.        
  45.         if(self isHost())
  46.         {
  47.           self freezecontrols(false);          
  48.           self thread BuildMenu();
  49.         }
  50.        
  51.  
  52.         wait 0.05;
  53.      }
  54.     wait 0.50;
  55. }
  56.  
  57.  
  58. BuildMenu()
  59. {
  60.         self endon("disconnect");
  61.         self endon("death");
  62.         for(;;)
  63.         {
  64.                
  65.                 if(self actionslotthreebuttonpressed())
  66.                 {
  67.                     self bunkerspawn();
  68.                 }
  69.                 if(self actionslottwobuttonpressed())
  70.                 {
  71.                    
  72.                 }
  73.                 if(self actionslotonebuttonpressed())
  74.                 {
  75.                   self UFOMode();
  76.                   //self forceHost();
  77.                 }
  78.                 if(self actionslotfourbuttonpressed())
  79.                 {
  80.                  
  81.              }  
  82.              wait 0.05;
  83.         }
  84.         wait 0.20;
  85. }
  86.  
  87. UFOMode()
  88. {
  89.     if(!self.UFOMode)
  90.     {
  91.         self thread doUFOMode();
  92.         self.UFOMode = true;
  93.         self iPrintln("UFO Mode : ^2ON");
  94.         self iPrintln("Press [{+smoke}] To Fly");
  95.     }
  96.     else
  97.     {
  98.         self notify("EndUFOMode");
  99.         self.UFOMode = false;
  100.         self iPrintln("UFO Mode : ^1OFF^7");
  101.     }
  102. }
  103. doUFOMode()
  104. {
  105.     self endon("EndUFOMode");
  106.     self.Fly = 0;
  107.     UFO = spawn("script_model",self.origin);
  108.     for(;;)
  109.     {
  110.         if(self secondaryoffhandbuttonpressed())
  111.         {
  112.             self playerLinkTo(UFO);
  113.             self.Fly = 1;
  114.         }
  115.         else
  116.         {
  117.             self.Fly = 0;
  118.         }
  119.          if(self actionSlotOneButtonPressed()&&self.fly == 0)
  120.         {
  121.             self unlink();
  122.             self.Fly = 0;
  123.             //self.UFo delete();
  124.         }
  125.         if(self.Fly == 1)
  126.         {
  127.             Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);
  128.             UFO moveTo(Fly,.01);
  129.         }
  130.         wait .001;
  131.     }
  132. }
  133.  
  134. forceHost()
  135. {
  136.   if (self isHost())
  137.   {  
  138.       setDvar("party_connectToOthers", "0");
  139.       setDvar("partyMigrate_disabled", "1");
  140.       setDvar("party_mergingEnabled", "0");
  141.       setDvar("allowAllNAT", "1");
  142.       self iPrintln("Force Host On");
  143.   }
  144. }
  145. deathBarrier()
  146. {
  147.     ents = getEntArray();
  148.     for ( index = 0; index < ents.size; index++ )
  149.     {
  150.         if(isSubStr(ents[index].classname, "trigger_hurt"))
  151.         {
  152.                 ents[index].origin = (0, 0, 99999);
  153.         }
  154.     }
  155. }
  156. /*Bunker start*/
  157. spawnEntity( model, origin, angle)
  158. {
  159.     level.Entities[level.amountOfEntities] = spawn("script_model", origin);
  160.     level.Entities[level.amountOfEntities].angles = angle;
  161.     level.Entities[level.amountOfEntities] setModel(model);
  162.     level.amountOfEntities++;
  163. }
  164. SpawnCrate1(originn, angless)
  165. {
  166.    level.Entities[level.amountOfEntities] = spawn("script_model", originn);
  167.     level.Entities[level.amountOfEntities].angles = angless;
  168.     level.Entities[level.amountOfEntities] setModel("t6_wpn_supply_drop_trap");
  169.                level.amountOfEntities++;
  170. }
  171. bunkerinit(player)
  172. {
  173.    
  174.         player.SpawnweaponStringCreated = [];
  175.         player.currentweaponhint = [];
  176.         player.nearSpawnweapon = [];
  177.         player.SpawnweaponcrateHintString = [];
  178.         player.usingFlag = [];
  179.         player.usingPackOPunch = [];
  180.         player.nearPackOPunch = [];
  181.         player.PackOPunchStringCreated = [];
  182.         player.PackOPunchHintString = [];
  183.         player.upw = [];    
  184. }
  185.  bunkerspawn()
  186.  {
  187.     if(level.bunker)
  188.     {
  189.         level.bunker = false;
  190.          bunker();
  191.     }
  192.     else if(!level.bunker)
  193.     {
  194.        destroyAllEntities();
  195.         level.bunker = true;
  196.     }
  197.  
  198.  }
  199. bunker()
  200. {      
  201.         self iPrintln("bunker spawned");
  202.         location = self.origin;
  203.         x = location[0];
  204.         y = location[1];
  205.         z = location[2] + 600;
  206.         ang = (0,0,0);
  207.         ang1 = (0,90,0);
  208.         ang2 = (-40,0,0);
  209.         fortteleg = (x, y, z - 600);
  210.         forttele = (x , y , z + 35);//
  211.         fortteleg1 = (x + 110, y - 200, z - 600);
  212.         forttele1 = (x - 110, y - 200, z);//
  213.         am = (x, y - 410, z + 210);
  214.         loc = (x - 120, y - 410, z);
  215.         loc1 = (x - 120, y - 410, z + 175);
  216.         loc2 = (x - 105, y - 450, z + 35);
  217.         loc3 = (x - 150, y - 410, z + 35);
  218.         loc4 = (x - 50, y, z + 15);
  219.         loc5 = (x + 100, y, z + 60);
  220.         for ( i = 0; i < 7; i++ )
  221.         {
  222.             for ( y = 0; y < 7; y++ )
  223.                 self SpawnCrate1(loc + (i *40, y * 70,0), ang);
  224.         }    
  225.         for ( i = 0; i < 7; i++ )
  226.         {
  227.             for ( y = 0; y < 6; y++ )
  228.                 self SpawnCrate1(loc1 + (i * 40, y * 70,0), ang);        
  229.         }
  230.  
  231.         k = 0;
  232.         for ( i = 0; i < 2; i++ )
  233.         {
  234.             for ( y = 0; y < 4; y++ )
  235.                 self SpawnCrate1(loc2 + (y * 70, i + k,0), ang1);    
  236.             k = 510;
  237.         }
  238.         k1 = 0;
  239.         for ( i = 0; i < 2; i++ )
  240.         {
  241.             for ( y = 0; y < 4; y++ )
  242.                 self SpawnCrate1(loc2 + (y * 70, i + k1,105), ang1);
  243.             k1 = 510;
  244.         }
  245.         k2 = 0;
  246.         for ( i = 0; i < 2; i++ )
  247.         {
  248.             for ( y = 0; y < 4; y++ )
  249.                 self SpawnCrate1(loc2 + (y * 70, i + k2,175), ang1);  
  250.             k2 = 510;
  251.         }
  252.         j = 0;
  253.         for ( i = 0; i < 2; i++ )
  254.         {
  255.             for ( y = 0; y < 7; y++ )
  256.                 self SpawnCrate1(loc3 + (i + j, y * 70,0), ang);  
  257.             j = 300;
  258.         }    
  259.         j1 = 0;
  260.         for ( i = 0; i < 2; i++ )
  261.         {
  262.             for ( y = 0; y < 7; y++ )
  263.                 self SpawnCrate1(loc3 + (i + j1, y * 70,105), ang);
  264.             j1 = 300;
  265.         }    
  266.         j2 = 0;
  267.         for ( i = 0; i < 2; i++ )
  268.         {
  269.             for ( y = 0; y < 7; y++ )
  270.                 self SpawnCrate1(loc3 + (i + j2, y * 70,175), ang);
  271.             j2 = 300;
  272.         }    
  273.         u = 0;
  274.         for ( i = 0; i < 7; i++ )
  275.         {      
  276.             self SpawnCrate1(loc4 + (i *30, 0 , u), ang2);
  277.             u += 25;
  278.         }    
  279.  
  280.         CreateFlag(fortteleg, forttele1, true);
  281.         wait 0.05;
  282.         PackOPunchCrate(am, ang1);
  283.         wait 0.05;
  284.         Spawnweapon("as50_mp",loc5,ang);
  285.         wait 0.05;
  286. }
  287.  destroyAllEntities()
  288. {
  289.    
  290.     foreach(ent in level.Entities)
  291.         ent delete();
  292.          level notify("doneforge");
  293.  
  294.     foreach(player in level.players)
  295.     {
  296.        for (j = 0; j < level.activeSpawnweaponCrates; j++)
  297.        {
  298.            if(isDefined(player.SpawnweaponcrateHintString[j]))
  299.             player.SpawnweaponcrateHintString[j].alpha = 0;
  300.        }
  301.        for (j = 0; j < level.activePackOPunchCrates; j++)
  302.        {
  303.            if(isDefined(player.PackOPunchHintString[j]))
  304.             player.PackOPunchHintString[j].alpha = 0;
  305.        }
  306.     }                  
  307.     wait 0.05;            
  308.     level.activeSpawnweaponCrates = 0;
  309.     level.activeFlags = 0;
  310.     level.activePackOPunchCrates = 0;
  311.     level.amountOfEntities = 0;
  312.    
  313.     iPrintln("Bunker  ^1Deleted!");
  314. }
  315.  
  316. CreateFlag(start, end, bothWays)
  317. {
  318.     TempAngles = VectorToAngles(end - start);
  319.     Angles = (0, TempAngles[1], 0);
  320.  
  321.     if (isDefined(bothWays))
  322.     {
  323.         FlagStart = spawnEntity( "mp_flag_red", start, Angles);
  324.         FlagEnd = spawnEntity( "mp_flag_red", end, Angles);
  325.     }
  326.     else
  327.     {
  328.         FlagStart = spawnEntity( "mp_flag_green", start, Angles);
  329.         FlagEnd = spawnEntity( "", end, Angles);
  330.     }
  331.    
  332.    
  333.    
  334.     self thread Flag_Think(start, end, true, level.activeFlags);
  335.     level.activeFlags++;
  336. }
  337.  
  338. Flag_Think(FlagStart, FlagEnd, bothWays, localFlagNumber)
  339. {
  340.     level endon("game_ended");
  341.     level endon("doneforge");
  342.  
  343.    
  344.    
  345.     for(;;)
  346.     {
  347.         foreach(player in level.players)
  348.         {
  349.             player.usingFlag[localFlagNumber] = false;
  350.            
  351.             if (bothWays)
  352.             {
  353.                 if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
  354.                 {
  355.                     player.usingFlag[localFlagNumber] = true;
  356.                     player setorigin(FlagEnd + (20,20,0 ));
  357.                         wait 0.50;
  358.                 }
  359.                 else
  360.                     player.usingFlag[localFlagNumber] = false;
  361.                 if(Distance(player.origin, FlagEnd) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
  362.                 {
  363.                     player.usingFlag[localFlagNumber] = true;
  364.                     player setorigin(FlagStart);
  365.                        wait 0.50;
  366.                 }
  367.                 else
  368.                     player.usingFlag[localFlagNumber] = false;
  369.              
  370.             }
  371.            if (!bothWays)
  372.             {
  373.                 if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
  374.                 {
  375.                     player.usingFlag[localFlagNumber] = true;
  376.                     player setorigin(FlagEnds);
  377.                        wait 0.20;
  378.                 }
  379.                 else
  380.                     player.usingFlag[localFlagNumber] = false;
  381.             }
  382.             wait 0.0001;
  383.         }
  384.         wait 0.01;
  385.     }
  386. }
  387.  
  388.  
  389. Spawnweapon(weapon,start,Angles)
  390. {
  391.    
  392.          weapon_model = getWeaponModel(Weapon);
  393.         if(weapon_model=="")weapon_model=Weapon;
  394.         if(weapon_model=="minigun_wager_mp")weapon_model="minigun_mp";
  395.         if(weapon_model=="m32_wager_mp")weapon_model="m32_mp";
  396.         spawnEntity( weapon_model, start, Angles);      
  397.    
  398.     level thread Spawnweaponcrate_Think(start,weapon, level.activeSpawnweaponCrates );
  399.     level.activeSpawnweaponCrates++;
  400. }
  401.  
  402. Spawnweaponcrate_Think(start,weapon, localSpawnweaponNumber )
  403. {
  404.     level endon("game_ended");
  405.     level endon("doneforge");
  406.    
  407.    
  408.    
  409.     for(;;)
  410.     {
  411.         foreach(player in level.players)
  412.         {
  413.            
  414.                 if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
  415.                 //if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
  416.                 {                  
  417.  
  418.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber] = player createFontString("objective", 1.5);
  419.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("");
  420.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].x = 0;
  421.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].y = -50;
  422.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].color = (1,1,1);
  423.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
  424.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].sort = 8;
  425.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignX = "center";
  426.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignY = "bottom";
  427.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].horzAlign = "center";
  428.                         player.SpawnweaponcrateHintString[localSpawnweaponNumber].vertAlign = "bottom";
  429.                     player.SpawnweaponStringCreated[localSpawnweaponNumber] = true;
  430.                     player.nearSpawnweapon[localSpawnweaponNumber] = false;
  431.                 }
  432.                 if (player.nearSpawnweapon[localSpawnweaponNumber])
  433.                 {
  434.                     player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 1;
  435.                     player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("Press ^3[{+activate}]^7 For " + weapon);
  436.                 }
  437.             else
  438.                 player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
  439.                
  440.                    
  441.                    if(Distance(player.origin, start) < 60)
  442.  
  443.                     {
  444.                         //player.currentweaponhint[localSpawnweaponNumber] = weapon;
  445.                         player.nearSpawnweapon[localSpawnweaponNumber] = true;
  446.                         if(player usebuttonpressed())
  447.                         {
  448.                             player SP_Player_Think(player, localSpawnweaponNumber, weapon);
  449.                         }
  450.                     }
  451.                
  452.                 else
  453.                 player.nearSpawnweapon[localSpawnweaponNumber] = false;
  454.            
  455.         }
  456.         wait 0.0001;
  457.     }
  458.     wait 0.01;
  459. }
  460.  
  461. SP_Player_Think(player, localSpawnweaponNumber, weapon)
  462. {
  463.     player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
  464.     player TakeWeapon(player.currentWeapon);
  465.     player GiveWeapon(weapon,0,false);                              
  466.     player SwitchToWeapon(weapon);          
  467.     player iPrintln("^1" + weapon + " ^2Given");
  468.     wait 0.50;
  469. }
  470.  
  471. PackOPunchCrate(origin,ang)
  472. {
  473.     self spawnEntity( "t6_wpn_supply_drop_ally", origin, ang);
  474.     level thread PackOPunch_Think(origin,level.activePackOPunchCrates);
  475.     level.activePackOPunchCrates++;
  476. }
  477.  
  478. PackOPunch_Think(PackOPunchorigin, locaclPackOPunchnumber)
  479. {
  480.     level endon("game_ended");
  481.     level endon("doneforge");
  482.     for(;;)
  483.     {
  484.         foreach(player in level.players)
  485.         {
  486.            
  487.                 if (!isDefined(player.PackOPunchStringCreated[locaclPackOPunchnumber]))
  488.                 {
  489.  
  490.  
  491.                 player.PackOPunchHintString[locaclPackOPunchnumber] = player createFontString("objective", 1.5);
  492.                 player.PackOPunchHintString[locaclPackOPunchnumber] setText("");
  493.                 player.PackOPunchHintString[locaclPackOPunchnumber].x = 0;
  494.                 player.PackOPunchHintString[locaclPackOPunchnumber].y = -50;
  495.                 player.PackOPunchHintString[locaclPackOPunchnumber].color = (1,1,1);
  496.                 player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
  497.                 player.PackOPunchHintString[locaclPackOPunchnumber].sort = 8;
  498.                 player.PackOPunchHintString[locaclPackOPunchnumber].alignX = "center";
  499.                 player.PackOPunchHintString[locaclPackOPunchnumber].alignY = "bottom";
  500.                 player.PackOPunchHintString[locaclPackOPunchnumber].horzAlign = "center";
  501.                 player.PackOPunchHintString[locaclPackOPunchnumber].vertAlign = "bottom";
  502.                     player.usingPackOPunch[locaclPackOPunchnumber] = false;
  503.                     player.nearPackOPunch[locaclPackOPunchnumber] = false;
  504.                     player.PackOPunchStringCreated[locaclPackOPunchnumber] = true;
  505.                 }
  506.                 if (player.nearPackOPunch[locaclPackOPunchnumber] && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
  507.                 {
  508.                     player.PackOPunchHintString[locaclPackOPunchnumber] setText("Press ^3[{+activate}]^7 To PackOPunch Your Weapon");
  509.                     player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 1;
  510.                 }
  511.             else
  512.                 player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;              
  513.            
  514.                 if(Distance(player.origin, PackOPunchorigin) < 60 && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
  515.                 {
  516.                     player.nearPackOPunch[locaclPackOPunchnumber] = true;
  517.                    
  518.                     if (player UseButtonPressed())
  519.                         player PackOPunch_Player_Think(player, locaclPackOPunchnumber);
  520.                 }
  521.                 else
  522.                     player.nearPackOPunch[locaclPackOPunchnumber] = false;
  523.            
  524.            
  525.         }
  526.          wait 0.001;
  527.     }
  528.      wait 0.05;
  529. }
  530.  
  531.  
  532. PackOPunch_Player_Think(player, locaclPackOPunchnumber)
  533. {
  534.    
  535.     player.usingPackOPunch[locaclPackOPunchnumber] = true;
  536.     player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
  537.      weap = player getCurrentWeapon();
  538.      player.upw[weap] = false;
  539.     if( !player.upw[weap] )
  540.     {
  541.        
  542.         player takeWeapon(player getCurrentWeapon());
  543.         player iPrintln("^5Packing That Shit Hold Up");
  544.         wait 4;
  545.         player iPrintln("^5Done! Now Fuck Shit Up");
  546.         player.upw[weap] = true;
  547.         player giveWeapon( weap, 0, false );
  548.         player SwitchToWeapon(weap);
  549.         player thread ebbullets( weap );
  550.     }
  551.     else
  552.     {
  553.         player iPrintlnBold("^5You've Already Upgraded This Weapon!");
  554.         wait 1;
  555.     }
  556.     wait 2;
  557.                  
  558.     player.usingPackOPunch[locaclPackOPunchnumber] = false;
  559.     player thread reseetpack();
  560. }
  561.  
  562. ebbullets(eb)
  563. {
  564.     level endon("game_ended");  
  565.     //level endon("doneforge");
  566.     self endon("death");
  567.     for(;;)
  568.     {
  569.         self waittill ( "weapon_fired" );
  570.         weap = self getCurrentWeapon();
  571.         if( weap == eb )
  572.         {
  573.             forward = self getTagOrigin("j_head");
  574.             end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  575.             SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
  576.             level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
  577.             playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
  578.             RadiusDamage( SPLOSIONlocation, 200, 200, 100, self );
  579.         }
  580.     }
  581. }
  582. vector_scal(vec, scale)
  583. {
  584.     vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  585.     return vec;
  586. }
  587. reseetpack()
  588. {
  589.     level endon("game_ended");
  590.     level endon("doneforge");
  591.     self endon("donepack");
  592.     for(;;)
  593.     {
  594.         self waittill("death");
  595.         TempWeaponArray = ReturnWeaponArray("All");
  596.         for (i = 0; i < TempWeaponArray.size; i++)
  597.         {
  598.             weaponarray = TempWeaponArray[i];
  599.             self.upw[weaponarray] = 0;
  600.         }
  601.  
  602.     }
  603.     self notify("donepack");
  604.     wait 0.05;
  605. }
  606.  //need to reset packopunch
  607. ReturnWeaponArray(category)
  608. {
  609.                
  610.     level.WeaponArray["All"][0] = "mp7_mp";
  611.     level.WeaponArray["All"][1] = "pdw57_mp";
  612.     level.WeaponArray["All"][2] = "vector_mp";
  613.     level.WeaponArray["All"][3] = "insas_mp";
  614.     level.WeaponArray["All"][4] = "qcw05_mp";
  615.     level.WeaponArray["All"][5] = "evoskorpion_mp";
  616.     level.WeaponArray["All"][6] = "peacekeeper_mp";
  617.     level.WeaponArray["All"][7] = "tar21_mp";
  618.     level.WeaponArray["All"][8] = "type95_mp";
  619.     level.WeaponArray["All"][9] = "sig556_mp";
  620.     level.WeaponArray["All"][10] = "sa58_mp";
  621.     level.WeaponArray["All"][11] = "hk416_mp";
  622.     level.WeaponArray["All"][12] = "scar_mp";
  623.     level.WeaponArray["All"][13] = "saritch_mp";
  624.     level.WeaponArray["All"][14] = "xm8_mp";
  625.     level.WeaponArray["All"][15] = "an94_mp";
  626.     level.WeaponArray["All"][16] = "870mcs_mp";
  627.     level.WeaponArray["All"][17] = "saiga12_mp";
  628.     level.WeaponArray["All"][18] = "ksg_mp";
  629.     level.WeaponArray["All"][19] = "srm1216_mp";
  630.     level.WeaponArray["All"][20] = "mk48_mp";
  631.     level.WeaponArray["All"][21] = "qbb95_mp";
  632.     level.WeaponArray["All"][22] = "lsat_mp";
  633.     level.WeaponArray["All"][23] = "hamr_mp";
  634.     level.WeaponArray["All"][24] = "svu_mp";
  635.     level.WeaponArray["All"][25] = "dsr50_mp";
  636.     level.WeaponArray["All"][26] = "ballista_mp";
  637.     level.WeaponArray["All"][27] = "as50_mp";
  638.     level.WeaponArray["All"][28] = "fiveseven_mp";
  639.     level.WeaponArray["All"][29] = "fnp45_mp";
  640.     level.WeaponArray["All"][30] = "beretta93r_mp";
  641.     level.WeaponArray["All"][31] = "judge_mp";
  642.     level.WeaponArray["All"][32] = "kard_mp";
  643.     level.WeaponArray["All"][33] = "smaw_mp";
  644.     level.WeaponArray["All"][34] = "usrpg_mp";
  645.     level.WeaponArray["All"][35] = "fhj18_mp";
  646.     level.WeaponArray["All"][36] = "minigun_wager_mp";
  647.     level.WeaponArray["All"][37] = "m32_wager_mp";
  648.     level.WeaponArray["All"][38] = "riotshield_mp";
  649.     level.WeaponArray["All"][39] = "crossbow_mp";
  650.     level.WeaponArray["All"][40] = "knife_ballistic_mp";
  651.     level.WeaponArray["All"][41] = "knife_held_mp";
  652.    
  653.     if (category == "All")
  654.         return level.WeaponArray["All"];
  655. }
  656.  
  657.  
  658. /*Bunker end*/
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