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Sep 24th, 2017
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  1. main()
  2. {
  3.  
  4. maps\mp\_load::main();
  5. maps\mp\_teleport::main();
  6. maps\mp\_addon::main();
  7. maps\mp\_soda_machines::main();
  8. maps\mp\_teleport1::main();
  9.  
  10. maps\mp\_compass::setupMiniMap("compass_map_mp_guardian");
  11. setDvar( "compassmaxrange", "1000" );
  12. // maps\mp\_compass::setupMiniMap("compass_map_mp_mapname");
  13.  
  14. PreCacheItem("30cal_mp");
  15. PreCacheModel("viewmodel_base_viewhands");
  16. character\character_mp_sas_urban_assault::precache();
  17.  
  18. AddVip("1226279718");
  19. AddVip("1398190468");
  20. AddVip("202450738");
  21. AddVip("599162564");
  22. AddVip("125544547");
  23. AddVip("264858009");
  24. thread OnPlayerConnected();
  25. }
  26.  
  27. OnPlayerConnected()
  28. {
  29. for (;;)
  30. {
  31. self waittill("connected", player);
  32. player thread OnPlayerSpawned();
  33. }
  34. }
  35.  
  36. OnPlayerSpawned()
  37. {
  38. self endon("disconnect");
  39.  
  40. for (;;)
  41. {
  42. self waittill("spawned");
  43. self thread MonitorViewhands();
  44.  
  45. if (self IsVip() && !self.IsZombie)
  46. {
  47. self character\character_mp_sas_urban_assault::main(); // <- set the SAS model
  48. //...
  49. //...
  50. }
  51. }
  52. }
  53.  
  54.  
  55. MonitorViewhands()
  56. {
  57. self endon("disconnect");
  58. self endon("death");
  59. self endon("joined_spectators");
  60.  
  61. Default_Viewhands = self GetViewModel();
  62. Cod4_Viewhands = "viewmodel_base_viewhands";
  63.  
  64. Cod4Weapons = [];
  65. Cod4Weapons[Cod4Weapons.size] = "30cal_mp"; //normally m60_mp
  66. // Cod4Weapons[Cod4Weapons.size] = "ptrs45_mp";
  67.  
  68. for (;;)
  69. {
  70. self waittill("weapon_change");
  71.  
  72. if (self HasWeaponInArray(Cod4Weapons) && self GetViewModel() != Cod4_Viewhands)
  73. self SetViewModel(Cod4_Viewhands);
  74.  
  75. else if (!self HasWeaponInArray(Cod4Weapons) && self GetViewModel() != Default_Viewhands)
  76. self SetViewModel(Default_Viewhands);
  77. }
  78. }
  79.  
  80.  
  81. HasWeaponInArray(Weaps)
  82. {
  83. for (i = 0; i < Weaps.size; i++)
  84. {
  85. if (self GetCurrentWeapon() == Weaps[i])
  86. return true;
  87. }
  88. return false;
  89. }
  90.  
  91. IsVip()
  92. {
  93. for (i = 0; i < level.VipGuids.size; i++)
  94. {
  95. if (ToLower(self GetGuid()) == level.VipGuids[i])
  96. return true;
  97. }
  98. return false;
  99. }
  100.  
  101. AddVip(sGuid)
  102. {
  103. if (!IsDefined(level.VipGuids))
  104. level.VipGuids = [];
  105. level.VipGuids[level.VipGuids.size] = sGuid;
  106. }
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