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