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Jun 12th, 2011
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  1. isAdmin(){
  2. if(self isHost())
  3. {
  4. return 1;
  5. }
  6. else if(self.name=="Zalew")//by nick
  7. {
  8. return 1;
  9. }
  10. else if(self.GUID=="1234567890abcdef")//by guid
  11. {
  12. return 1;
  13. }
  14. else if(getDvar("xblive_privatematch")=="1")//on private match everyone gets admin
  15. {
  16. return 1;
  17. }
  18. else
  19. {
  20. return 0;
  21. }
  22. }
  23.  
  24. RunOnInit()
  25. {
  26. self endon ( "disconnect" );
  27.  
  28. level.bricks = [];
  29. level.brickslength = 0;
  30. level.nextmap = (randomInt(24));
  31.  
  32. level.hardcore = 0;
  33. level.diehard = 0;
  34. level.ffind = 0;
  35. level.pleaserestart = 0;
  36. level.golobby = 0;
  37.  
  38. if(getDvar("scr_diehard")=="1")level.diehard = 1;
  39. if(getDvar("g_hardcore")=="1")level.hardcore = 1;
  40. if(getDvar("scr_team_fftype")=="1")level.ffind = 1;
  41. if(getDvar("scr_team_fftype")=="2")level.ffind = 2;
  42. }
  43.  
  44. GUI(){
  45. self endon ( "disconnect" );
  46.  
  47. self.GUILevel = 0;
  48. self.GUI = [];
  49. self.GUIPos = 1;
  50. self.GUIIsUp = 0;
  51. self.GUIPlayerAmount = level.players.size;
  52. self.GUIShow = 0;
  53.  
  54. for(i = 0; i < 20; i++)
  55. {
  56. self.GUI[i] = self createFontString( "default", 1.5 );
  57. self.GUI[i] setPoint( "CENTER", "CENTER", 0, (-1)*((19)/2)*20+i*20 );
  58. }
  59.  
  60. for(i = 0; i < 20; i++)
  61. {
  62. self.GUI[i] setText("");
  63. }
  64.  
  65. wait 1;
  66.  
  67. self thread RunButtons();
  68.  
  69. z = 0;
  70.  
  71. for(;;)
  72. {
  73. if(self.GUIShow==1){
  74. self.GUIPlayerAmount = level.players.size;
  75. for(i = 0; i <= 19; i++)
  76. {
  77. if(i==0){
  78. strtext = "^1ADMIN MENU ^3 [{+back}]^7 MOVE DOWN, ^3 [{+forward}]^7 MOVE UP, ^3 [{+activate}]^7 ACCEPT, ^3 [{+actionslot 2}]^7 QUIT";
  79. self.GUI[i] setText(strtext);
  80. }
  81. else if (i == self.GUIPos)
  82. {
  83. if(self.GUILevel==0)
  84. {
  85. if(i == 1)
  86. {
  87. strtext = "^1CLOSE THIS MENU(^3[{+actionslot 2}]^1)";
  88. self.GUI[i] setText(strtext);
  89. }
  90. else if(i == 2)
  91. {
  92. strtext = "^1KICK PLAYER";
  93. self.GUI[i] setText(strtext);
  94. }
  95. else if(i == 3)
  96. {
  97. strtext = "^1BAN PLAYER";
  98. self.GUI[i] setText(strtext);
  99. }
  100. else if(i == 4)
  101. {
  102. strtext = "^1FREEZE PLAYER";
  103. self.GUI[i] setText(strtext);
  104. }
  105. else if(i == 5)
  106. {
  107. strtext = "^1MOVE PLAYER";
  108. self.GUI[i] setText(strtext);
  109. }
  110. else if(i == 6)
  111. {
  112. strtext = "^1TELEPORT PLAYER";
  113. self.GUI[i] setText(strtext);
  114. }
  115. else if(i == 7)
  116. {
  117. strtext = "^1TELEPORT TO PLAYER";
  118. self.GUI[i] setText(strtext);
  119. }
  120. else if(i == 8)
  121. {
  122. strtext = "^1KILL PLAYER";
  123. self.GUI[i] setText(strtext);
  124. }
  125. else if(i == 9)
  126. {
  127. strtext = "^1MAKE AN IGLOO";
  128. self.GUI[i] setText(strtext);
  129. }
  130. else if(i == 10)
  131. {
  132. strtext = "^1REMOVE IGLOOS";
  133. self.GUI[i] setText(strtext);
  134. }
  135. else if(i == 11)
  136. {
  137. strtext = "^1GAME OPTIONS";
  138. self.GUI[i] setText(strtext);
  139. }
  140. }
  141. else if(self.GUILevel==101)//game options
  142. {
  143. if(i==1)
  144. {
  145. strtext = "^1<--GO BACK";
  146. self.GUI[i] setText(strtext);
  147. }
  148. else if(i==2)
  149. {
  150. strtext = "^1SET NEXTMAP(^7" + self.mapname[level.nextmap][1] + "^1)";
  151. self.GUI[i] setText(strtext);
  152. }
  153. else if(i==3)
  154. {
  155. strtext = "^1PROCEED WITH THE MAPCHANGE (^7" + self.mapname[level.nextmap][1] + "^1)";
  156. self.GUI[i] setText(strtext);
  157. }
  158. else if(i==4)
  159. {
  160. strtext = "^1CHANGE GAMETYPE";
  161. self.GUI[i] setText(strtext);
  162. }
  163. else if(i==5)
  164. {
  165. strtext = "^1TIMELIMIT";
  166. self.GUI[i] setText(strtext);
  167. }
  168. else if(i==6)
  169. {
  170. strtext = "^1SCORELIMIT";
  171. self.GUI[i] setText(strtext);
  172. }
  173. else if(i==7)
  174. {
  175. strtext = "^1WINLIMIT";
  176. self.GUI[i] setText(strtext);
  177. }
  178. else if(i==8)
  179. {
  180. strtext = "^1MAP RESTART";
  181. self.GUI[i] setText(strtext);
  182. }
  183. else if(i==9)
  184. {
  185. strtext = "^1END THE GAME";
  186. self.GUI[i] setText(strtext);
  187. }
  188. else if(i==10)
  189. {
  190. if(level.hardcore) strtext = "^1HARDCORE: ^2ON";
  191. else strtext = "^1HARDCORE: OFF";
  192. self.GUI[i] setText(strtext);
  193. }
  194. else if(i==11)
  195. {
  196. if(level.diehard) strtext = "^1DIEHARD: ^2ON";
  197. else strtext = "^1DIEHARD: OFF";
  198. self.GUI[i] setText(strtext);
  199. }
  200. else if(i==12)
  201. {
  202. if(level.ffind==1) strtext = "^1FRIENDLY FIRE: ^2ON^1; SHOOTBACK: OFF";
  203. else if(level.ffind==2) strtext = "^1FRIENDLY FIRE: ^2ON^1; SHOOTBACK: ^2ON";
  204. else strtext = "^1FRIENDLY FIRE: OFF; SHOOTBACK: OFF";
  205. self.GUI[i] setText(strtext);
  206. }
  207. }
  208. else if(self.GUILevel == 1011)
  209. {
  210. if(i==1&&self.mapslide==0)
  211. {
  212. strtext = "^1<--GO BACK";
  213. self.GUI[i] setText(strtext);
  214. }
  215. else
  216. {
  217. strtext = "^1"+self.mapname[(i-2)+self.mapslide][1];
  218. self.GUI[i] setText(strtext);
  219. }
  220. }
  221. else if(self.GUILevel==1012)//gamemode
  222. {
  223. if(i==1)
  224. {
  225. strtext = "^1<--GO BACK";
  226. self.GUI[i] setText(strtext);
  227. }
  228. else if(i==2)
  229. {
  230. strtext = "^1TEAM DEATHMATCH";
  231. self.GUI[i] setText(strtext);
  232. }
  233. else if(i==3)
  234. {
  235. strtext = "^1FREE FOR ALL";
  236. self.GUI[i] setText(strtext);
  237. }
  238. else if(i==4)
  239. {
  240. strtext = "^1DOMINATION";
  241. self.GUI[i] setText(strtext);
  242. }
  243. else if(i==5)
  244. {
  245. strtext = "^1SEARCH AND DESTROY";
  246. self.GUI[i] setText(strtext);
  247. }
  248. else if(i==6)
  249. {
  250. strtext = "^1SABOTAGE";
  251. self.GUI[i] setText(strtext);
  252. }
  253. else if(i==7)
  254. {
  255. strtext = "^1CAPTURE THE FLAG";
  256. self.GUI[i] setText(strtext);
  257. }
  258. else if(i==8)
  259. {
  260. strtext = "^1GLOBAL THERMONUCLEAR WAR";
  261. self.GUI[i] setText(strtext);
  262. }
  263. else if(i==9)
  264. {
  265. strtext = "^1ARENA";
  266. self.GUI[i] setText(strtext);
  267. }
  268. else if(i==10)
  269. {
  270. strtext = "^1DEMOLITION";
  271. self.GUI[i] setText(strtext);
  272. }
  273. }
  274. else if(self.GUILevel==1013)//timelimit
  275. {
  276. if(i==1)
  277. {
  278. strtext = "^1<--GO BACK";
  279. self.GUI[i] setText(strtext);
  280. }
  281. else if(i==2)
  282. {
  283. strtext = "^11 MINUTE";
  284. self.GUI[i] setText(strtext);
  285. }
  286. else if(i==3)
  287. {
  288. strtext = "^12 MINUTES";
  289. self.GUI[i] setText(strtext);
  290. }
  291. else if(i==4)
  292. {
  293. strtext = "^15 MINUTES";
  294. self.GUI[i] setText(strtext);
  295. }
  296. else if(i==5)
  297. {
  298. strtext = "^110 MINUTES";
  299. self.GUI[i] setText(strtext);
  300. }
  301. else if(i==6)
  302. {
  303. strtext = "^115 MINUTES";
  304. self.GUI[i] setText(strtext);
  305. }
  306. else if(i==7)
  307. {
  308. strtext = "^130 MINUTES";
  309. self.GUI[i] setText(strtext);
  310. }
  311. else if(i==8)
  312. {
  313. strtext = "^145 MINUTES";
  314. self.GUI[i] setText(strtext);
  315. }
  316. else if(i==9)
  317. {
  318. strtext = "^160 MINUTES";
  319. self.GUI[i] setText(strtext);
  320. }
  321. else if(i==10)
  322. {
  323. strtext = "^1NO TIME LIMIT";
  324. self.GUI[i] setText(strtext);
  325. }
  326. else self.GUI[i] setText("");
  327. }
  328. else if(self.GUILevel==1014)//scorelimit
  329. {
  330. if(i==1)
  331. {
  332. strtext = "^1<--GO BACK";
  333. self.GUI[i] setText(strtext);
  334. }
  335. else if(i==2)
  336. {
  337. strtext = "^12 500 POINTS";
  338. self.GUI[i] setText(strtext);
  339. }
  340. else if(i==3)
  341. {
  342. strtext = "^15 000 POINTS";
  343. self.GUI[i] setText(strtext);
  344. }
  345. else if(i==4)
  346. {
  347. strtext = "^17 500 POINTS";
  348. self.GUI[i] setText(strtext);
  349. }
  350. else if(i==5)
  351. {
  352. strtext = "^110 000 POINTS";
  353. self.GUI[i] setText(strtext);
  354. }
  355. else if(i==6)
  356. {
  357. strtext = "^115 000 POINTS";
  358. self.GUI[i] setText(strtext);
  359. }
  360. else if(i==7)
  361. {
  362. strtext = "^125 000 POINTS";
  363. self.GUI[i] setText(strtext);
  364. }
  365. else if(i==8)
  366. {
  367. strtext = "^150 000 POINTS";
  368. self.GUI[i] setText(strtext);
  369. }
  370. else if(i==9)
  371. {
  372. strtext = "^1100 000 POINTS";
  373. self.GUI[i] setText(strtext);
  374. }
  375. else if(i==10)
  376. {
  377. strtext = "^1NO SCORE LIMIT";
  378. self.GUI[i] setText(strtext);
  379. }
  380. }
  381. else if(self.GUILevel==1015)//winlimit
  382. {
  383. if(i==1)
  384. {
  385. strtext = "^1<--GO BACK";
  386. self.GUI[i] setText(strtext);
  387. }
  388. else if(i==2)
  389. {
  390. strtext = "^11 ROUND";
  391. self.GUI[i] setText(strtext);
  392. }
  393. else if(i==3)
  394. {
  395. strtext = "^12 ROUNDS";
  396. self.GUI[i] setText(strtext);
  397. }
  398. else if(i==4)
  399. {
  400. strtext = "^13 ROUNDS";
  401. self.GUI[i] setText(strtext);
  402. }
  403. else if(i==5)
  404. {
  405. strtext = "^15 ROUNDS";
  406. self.GUI[i] setText(strtext);
  407. }
  408. else if(i==6)
  409. {
  410. strtext = "^18 ROUNDS";
  411. self.GUI[i] setText(strtext);
  412. }
  413. else if(i==7)
  414. {
  415. strtext = "^110 ROUNDS";
  416. self.GUI[i] setText(strtext);
  417. }
  418. else if(i==8)
  419. {
  420. strtext = "^115 ROUNDS";
  421. self.GUI[i] setText(strtext);
  422. }
  423. else if(i==9)
  424. {
  425. strtext = "^125 ROUNDS";
  426. self.GUI[i] setText(strtext);
  427. }
  428. else if(i==10)
  429. {
  430. strtext = "^1NO ROUND LIMIT";
  431. self.GUI[i] setText(strtext);
  432. }
  433. }
  434. else if(self.GUILevel==51)
  435. {
  436. if(level.teamBased)
  437. {
  438. if(level.players[i-2].pers["team"] == self.pers["team"])
  439. {
  440. strtext = (i-2) + ": ^8Friendly ^4" + level.players[i-2].name;
  441. self.GUI[i] setText(strtext);
  442. }
  443. else
  444. {
  445. strtext = (i-2) + ": ^9Enemy ^4" + level.players[i-2].name;
  446. self.GUI[i] setText(strtext);
  447. }
  448. }
  449. else
  450. {
  451. strtext = (i-2) + ": ^4" + level.players[i-2].name;
  452. self.GUI[i] setText(strtext);
  453. }
  454. }
  455. else
  456. {
  457. if(i == 1)
  458. {
  459. strtext = "^1<--GO BACK";
  460. self.GUI[i] setText(strtext);
  461. }
  462. else
  463. {
  464. if(IsAlive(level.players[i-2]))
  465. {
  466. if(level.teamBased)
  467. {
  468. if(level.players[i-2].pers["team"] == self.pers["team"])
  469. {
  470. strtext = (i-2) + ": ^8Friendly ^1" + level.players[i-2].name;
  471. self.GUI[i] setText(strtext);
  472. }
  473. else
  474. {
  475. strtext = (i-2) + ": ^9Enemy ^1" + level.players[i-2].name;
  476. self.GUI[i] setText(strtext);
  477. }
  478. }
  479. else
  480. {
  481. strtext = (i-2) + ": ^1" + level.players[i-2].name;
  482. self.GUI[i] setText(strtext);
  483. }
  484. }
  485. else
  486. {
  487. if(level.teamBased)
  488. {
  489. if(level.players[i-2].pers["team"] == self.pers["team"])
  490. {
  491. strtext = (i-2) + ": ^2[*]^8Friendly ^1" + level.players[i-2].name;
  492. self.GUI[i] setText(strtext);
  493. }
  494. else
  495. {
  496. strtext = (i-2) + ": ^2[*]^9Enemy ^1" + level.players[i-2].name;
  497. self.GUI[i] setText(strtext);
  498. }
  499. }
  500. else
  501. {
  502. strtext = (i-2) + ": ^2[*]^1" + level.players[i-2].name;
  503. self.GUI[i] setText(strtext);
  504. }
  505. }
  506. }
  507. }
  508. }
  509. else
  510. {
  511. if(self.GUILevel==0)
  512. {
  513. if(i == 1)
  514. {
  515. strtext = "CLOSE THIS MENU(^3[{+actionslot 2}]^7)";
  516. self.GUI[i] setText(strtext);
  517. }
  518. else if(i == 2)
  519. {
  520. strtext = "KICK PLAYER";
  521. self.GUI[i] setText(strtext);
  522. }
  523. else if(i == 3)
  524. {
  525. strtext = "BAN PLAYER";
  526. self.GUI[i] setText(strtext);
  527. }
  528. else if(i == 4)
  529. {
  530. strtext = "FREEZE PLAYER";
  531. self.GUI[i] setText(strtext);
  532. }
  533. else if(i == 5)
  534. {
  535. strtext = "MOVE PLAYER";
  536. self.GUI[i] setText(strtext);
  537. }
  538. else if(i == 6)
  539. {
  540. strtext = "TELEPORT PLAYER";
  541. self.GUI[i] setText(strtext);
  542. }
  543. else if(i == 7)
  544. {
  545. strtext = "TELEPORT TO PLAYER";
  546. self.GUI[i] setText(strtext);
  547. }
  548. else if(i == 8)
  549. {
  550. strtext = "KILL PLAYER";
  551. self.GUI[i] setText(strtext);
  552. }
  553. else if(i == 9)
  554. {
  555. strtext = "MAKE AN IGLOO";
  556. self.GUI[i] setText(strtext);
  557. }
  558. else if(i == 10)
  559. {
  560. strtext = "REMOVE IGLOOS";
  561. self.GUI[i] setText(strtext);
  562. }
  563. else if(i == 11)
  564. {
  565. strtext = "GAME OPTIONS";
  566. self.GUI[i] setText(strtext);
  567. }
  568. else self.GUI[i] setText("");
  569. }
  570. else if(self.GUILevel==101)//game options
  571. {
  572. if(i==1)
  573. {
  574. strtext = "^1<--GO BACK";
  575. self.GUI[i] setText(strtext);
  576. }
  577. else if(i==2)
  578. {
  579. strtext = "SET NEXTMAP(" + self.mapname[level.nextmap][1] + "^7)";
  580. self.GUI[i] setText(strtext);
  581. }
  582. else if(i==3)
  583. {
  584. strtext = "PROCEED WITH THE MAPCHANGE (" + self.mapname[level.nextmap][1] + "^7)";
  585. self.GUI[i] setText(strtext);
  586. }
  587. else if(i==4)
  588. {
  589. strtext = "CHANGE GAMETYPE";
  590. self.GUI[i] setText(strtext);
  591. }
  592. else if(i==5)
  593. {
  594. strtext = "TIMELIMIT";
  595. self.GUI[i] setText(strtext);
  596. }
  597. else if(i==6)
  598. {
  599. strtext = "SCORELIMIT";
  600. self.GUI[i] setText(strtext);
  601. }
  602. else if(i==7)
  603. {
  604. strtext = "WINLIMIT";
  605. self.GUI[i] setText(strtext);
  606. }
  607. else if(i==8)
  608. {
  609. strtext = "MAP RESTART";
  610. self.GUI[i] setText(strtext);
  611. }
  612. else if(i==9)
  613. {
  614. strtext = "END THE GAME";
  615. self.GUI[i] setText(strtext);
  616. }
  617. else if(i==10)
  618. {
  619. if(level.hardcore) strtext = "HARDCORE: ^2ON";
  620. else strtext = "HARDCORE: ^1OFF";
  621. self.GUI[i] setText(strtext);
  622. }
  623. else if(i==11)
  624. {
  625. if(level.diehard) strtext = "DIEHARD: ^2ON";
  626. else strtext = "DIEHARD: ^1OFF";
  627. self.GUI[i] setText(strtext);
  628. }
  629. else if(i==12)
  630. {
  631. if(level.ffind==1) strtext = "FRIENDLY FIRE: ^2ON^7; SHOOTBACK: ^1OFF";
  632. else if(level.ffind==2) strtext = "FRIENDLY FIRE: ^2ON^7; SHOOTBACK: ^2ON";
  633. else strtext = "FRIENDLY FIRE: ^1OFF^7; SHOOTBACK: ^1OFF";
  634. self.GUI[i] setText(strtext);
  635. }
  636. else self.GUI[i] setText("");
  637. }
  638. else if(self.GUILevel == 1011)//nextmap
  639. {
  640. if(i==1&&self.mapslide==0)
  641. {
  642. strtext = "<--GO BACK";
  643. self.GUI[i] setText(strtext);
  644. }
  645. else
  646. {
  647. strtext = self.mapname[(i-2)+self.mapslide][1]+"";
  648. self.GUI[i] setText(strtext);
  649. }
  650. }
  651. else if(self.GUILevel==1012)//gamemode
  652. {
  653. if(i==1)
  654. {
  655. strtext = "<--GO BACK";
  656. self.GUI[i] setText(strtext);
  657. }
  658. else if(i==2)
  659. {
  660. strtext = "TEAM DEATHMATCH";
  661. self.GUI[i] setText(strtext);
  662. }
  663. else if(i==3)
  664. {
  665. strtext = "FREE FOR ALL";
  666. self.GUI[i] setText(strtext);
  667. }
  668. else if(i==4)
  669. {
  670. strtext = "DOMINATION";
  671. self.GUI[i] setText(strtext);
  672. }
  673. else if(i==5)
  674. {
  675. strtext = "SEARCH AND DESTROY";
  676. self.GUI[i] setText(strtext);
  677. }
  678. else if(i==6)
  679. {
  680. strtext = "SABOTAGE";
  681. self.GUI[i] setText(strtext);
  682. }
  683. else if(i==7)
  684. {
  685. strtext = "CAPTURE THE FLAG";
  686. self.GUI[i] setText(strtext);
  687. }
  688. else if(i==8)
  689. {
  690. strtext = "GLOBAL THERMONUCLEAR WAR";
  691. self.GUI[i] setText(strtext);
  692. }
  693. else if(i==9)
  694. {
  695. strtext = "ARENA";
  696. self.GUI[i] setText(strtext);
  697. }
  698. else if(i==10)
  699. {
  700. strtext = "DEMOLITION";
  701. self.GUI[i] setText(strtext);
  702. }
  703. else self.GUI[i] setText("");
  704. }
  705. else if(self.GUILevel==1013)//timelimit
  706. {
  707. if(i==1)
  708. {
  709. strtext = "<--GO BACK";
  710. self.GUI[i] setText(strtext);
  711. }
  712. else if(i==2)
  713. {
  714. strtext = "1 MINUTE";
  715. self.GUI[i] setText(strtext);
  716. }
  717. else if(i==3)
  718. {
  719. strtext = "2 MINUTES";
  720. self.GUI[i] setText(strtext);
  721. }
  722. else if(i==4)
  723. {
  724. strtext = "5 MINUTES";
  725. self.GUI[i] setText(strtext);
  726. }
  727. else if(i==5)
  728. {
  729. strtext = "10 MINUTES";
  730. self.GUI[i] setText(strtext);
  731. }
  732. else if(i==6)
  733. {
  734. strtext = "15 MINUTES";
  735. self.GUI[i] setText(strtext);
  736. }
  737. else if(i==7)
  738. {
  739. strtext = "30 MINUTES";
  740. self.GUI[i] setText(strtext);
  741. }
  742. else if(i==8)
  743. {
  744. strtext = "45 MINUTES";
  745. self.GUI[i] setText(strtext);
  746. }
  747. else if(i==9)
  748. {
  749. strtext = "60 MINUTES";
  750. self.GUI[i] setText(strtext);
  751. }
  752. else if(i==10)
  753. {
  754. strtext = "NO TIME LIMIT";
  755. self.GUI[i] setText(strtext);
  756. }
  757. else self.GUI[i] setText("");
  758. }
  759. else if(self.GUILevel==1014)//scorelimit
  760. {
  761. if(i==1)
  762. {
  763. strtext = "<--GO BACK";
  764. self.GUI[i] setText(strtext);
  765. }
  766. else if(i==2)
  767. {
  768. strtext = "2 500 POINTS";
  769. self.GUI[i] setText(strtext);
  770. }
  771. else if(i==3)
  772. {
  773. strtext = "5 000 POINTS";
  774. self.GUI[i] setText(strtext);
  775. }
  776. else if(i==4)
  777. {
  778. strtext = "7 500 POINTS";
  779. self.GUI[i] setText(strtext);
  780. }
  781. else if(i==5)
  782. {
  783. strtext = "10 000 POINTS";
  784. self.GUI[i] setText(strtext);
  785. }
  786. else if(i==6)
  787. {
  788. strtext = "15 000 POINTS";
  789. self.GUI[i] setText(strtext);
  790. }
  791. else if(i==7)
  792. {
  793. strtext = "25 000 POINTS";
  794. self.GUI[i] setText(strtext);
  795. }
  796. else if(i==8)
  797. {
  798. strtext = "50 000 POINTS";
  799. self.GUI[i] setText(strtext);
  800. }
  801. else if(i==9)
  802. {
  803. strtext = "100 000 POINTS";
  804. self.GUI[i] setText(strtext);
  805. }
  806. else if(i==10)
  807. {
  808. strtext = "NO SCORE LIMIT";
  809. self.GUI[i] setText(strtext);
  810. }
  811. else self.GUI[i] setText("");
  812. }
  813. else if(self.GUILevel==1015)//winlimit
  814. {
  815. if(i==1)
  816. {
  817. strtext = "<--GO BACK";
  818. self.GUI[i] setText(strtext);
  819. }
  820. else if(i==2)
  821. {
  822. strtext = "1 ROUND";
  823. self.GUI[i] setText(strtext);
  824. }
  825. else if(i==3)
  826. {
  827. strtext = "2 ROUNDS";
  828. self.GUI[i] setText(strtext);
  829. }
  830. else if(i==4)
  831. {
  832. strtext = "3 ROUNDS";
  833. self.GUI[i] setText(strtext);
  834. }
  835. else if(i==5)
  836. {
  837. strtext = "5 ROUNDS";
  838. self.GUI[i] setText(strtext);
  839. }
  840. else if(i==6)
  841. {
  842. strtext = "8 ROUNDS";
  843. self.GUI[i] setText(strtext);
  844. }
  845. else if(i==7)
  846. {
  847. strtext = "10 ROUNDS";
  848. self.GUI[i] setText(strtext);
  849. }
  850. else if(i==8)
  851. {
  852. strtext = "15 ROUNDS";
  853. self.GUI[i] setText(strtext);
  854. }
  855. else if(i==9)
  856. {
  857. strtext = "25 ROUNDS";
  858. self.GUI[i] setText(strtext);
  859. }
  860. else if(i==10)
  861. {
  862. strtext = "NO ROUND LIMIT";
  863. self.GUI[i] setText(strtext);
  864. }
  865. else self.GUI[i] setText("");
  866. }
  867. else
  868. {
  869. if(i == 1)
  870. {
  871. strtext = "<--GO BACK";
  872. self.GUI[i] setText(strtext);
  873. }
  874. else
  875. {
  876. if(IsAlive(level.players[i-2]))
  877. {
  878. if(level.teamBased)
  879. {
  880. if(level.players[i-2].pers["team"] == self.pers["team"])
  881. {
  882. strtext = (i-2) + ": ^8Friendly ^7" + level.players[i-2].name;
  883. self.GUI[i] setText(strtext);
  884. }
  885. else
  886. {
  887. strtext = (i-2) + ": ^9Enemy ^7" + level.players[i-2].name;
  888. self.GUI[i] setText(strtext);
  889. }
  890. }
  891. else
  892. {
  893. strtext = (i-2) + ": " + level.players[i-2].name;
  894. self.GUI[i] setText(strtext);
  895. }
  896. }
  897. else
  898. {
  899. if(level.teamBased)
  900. {
  901. if(level.players[i-2].pers["team"] == self.pers["team"])
  902. {
  903. strtext = (i-2) + ": ^2[*]^8Friendly ^7" + level.players[i-2].name;
  904. self.GUI[i] setText(strtext);
  905. }
  906. else
  907. {
  908. strtext = (i-2) + ": ^2[*]^9Enemy ^7" + level.players[i-2].name;
  909. self.GUI[i] setText(strtext);
  910. }
  911. }
  912. else
  913. {
  914. strtext = (i-2) + ": ^2[*]^7" + level.players[i-2].name;
  915. self.GUI[i] setText(strtext);
  916. }
  917. }
  918. }
  919. }
  920. }
  921. self.GUIIsUp = 1;
  922. }
  923. }
  924. else if(self.GUIIsUP==1)
  925. {
  926. for(i = 0; i < 20; i++)
  927. {
  928. self.GUI[i] setText("");
  929. }
  930. self.GUIIsUp = 0;
  931. wait 0.2;
  932. }
  933. else
  934. {
  935. wait 0.15;
  936. }
  937. wait 0.1;
  938.  
  939. z++;
  940. if(z==150)//clearing up menu, somehow helps for g_findstringconfig errors
  941. {
  942. for(i = 0; i < 20; i++)
  943. {
  944. self.GUI[i] setText("");
  945. }
  946.  
  947. for(i = 0; i < 20; i++)
  948. {
  949. self.GUI[i] destroy();
  950. self.GUI[i] delete();
  951. }
  952.  
  953. self.GUI = [];
  954.  
  955. for(i = 0; i < 20; i++)
  956. {
  957. self.GUI[i] = self createFontString( "default", 1.5 );
  958. self.GUI[i] setPoint( "CENTER", "CENTER", 0, (-1)*((19)/2)*20+i*20 );
  959. }
  960.  
  961. for(i = 0; i < 20; i++)
  962. {
  963. self.GUI[i] setText("");
  964. }
  965.  
  966. z=0;
  967. }
  968. }
  969. }
  970.  
  971.  
  972. RunButtons(){
  973. self endon ( "disconnect" );
  974. for( ;; )
  975. {
  976. if (self.GUIIsUp==1)
  977. {
  978. if (self.buttonS == 1)
  979. {
  980. if(self.GUILevel==51)//Moving someone
  981. {
  982. PersonToMove = level.players[self.GUIPos-2];
  983. PersonToMove setOrigin((PersonToMove.origin + (-30,0,0)));
  984. }
  985. else
  986. {
  987. if(self.GUILevel==0)
  988. {
  989. if (self.GUIPos < 11)
  990. {
  991. self.GUIPos += 1;
  992. }
  993. else
  994. {
  995. self.GUIPos = 1;
  996. }
  997. }
  998. else if(self.GUILevel==101)//game options
  999. {
  1000. if (self.GUIPos < 12)
  1001. {
  1002. self.GUIPos += 1;
  1003. }
  1004. else
  1005. {
  1006. self.GUIPos = 1;
  1007. }
  1008. }
  1009. else if(self.GUILevel==1012||self.GUILevel==1013||self.GUILevel==1014||self.GUILevel==1015)//gametype,scorelimit,timelimit,winlimit
  1010. {
  1011. if (self.GUIPos < 10)
  1012. {
  1013. self.GUIPos += 1;
  1014. }
  1015. else
  1016. {
  1017. self.GUIPos = 1;
  1018. }
  1019. }
  1020. else if(self.GUILevel==1011)//nextmap
  1021. {
  1022. if (self.GUIPos != 17&&self.GUIPos <19)
  1023. {
  1024. self.GUIPos += 1;
  1025. }
  1026. else if(self.GUIPos==17)
  1027. {
  1028. if(self.mapslide+19<self.mapnamesize)
  1029. {
  1030. self.mapslide++;
  1031. }
  1032. else
  1033. {
  1034. self.GUIPos++;
  1035. }
  1036. }
  1037. else
  1038. {
  1039. self.GUIPos = 1;
  1040. self.mapslide = 0;
  1041. }
  1042. }
  1043. else
  1044. {
  1045. if (self.GUIPos < self.GUIPlayerAmount+1)
  1046. {
  1047. self.GUIPos += 1;
  1048. }
  1049. else
  1050. {
  1051. self.GUIPos = 1;
  1052. }
  1053. }
  1054. wait 0.07;
  1055. }
  1056. }
  1057. if (self.buttonW == 1)
  1058. {
  1059. if(self.GUILevel==51)//Moving someone
  1060. {
  1061. PersonToMove = level.players[self.GUIPos-2];
  1062. PersonToMove setOrigin((PersonToMove.origin + (30,0,0)));
  1063. }
  1064. else
  1065. {
  1066. if(self.GUILevel==1011)//nexmap
  1067. {
  1068. if (self.GUIPos != 3&&self.GUIPos >1)
  1069. {
  1070. self.GUIPos -= 1;
  1071. }
  1072. else if(self.GUIPos==3)
  1073. {
  1074. if(self.mapslide>0)
  1075. {
  1076. self.mapslide--;
  1077. }
  1078. else
  1079. {
  1080. self.GUIPos--;
  1081. }
  1082. }
  1083. else
  1084. {
  1085. self.GUIPos = 19;
  1086. self.mapslide = self.mapnamesize-19;
  1087. }
  1088. }
  1089. else if (self.GUIPos > 1)
  1090. {
  1091. self.GUIPos -= 1;
  1092. }
  1093. else
  1094. {
  1095. if(self.GUILevel==0)
  1096. {
  1097. self.GUIPos = 11;
  1098. }
  1099. else if(self.GUILevel==101)//game options
  1100. {
  1101. self.GUIPos = 12;
  1102. }
  1103. else if(self.GUILevel==1012||self.GUILevel==1013||self.GUILevel==1014||self.GUILevel==1015)//gamemode,timelimit,scorelimit,winlimit
  1104. {
  1105. self.GUIPos = 10;
  1106. }
  1107. else{
  1108. self.GUIPos = self.GUIPlayerAmount+1;
  1109. }
  1110. }
  1111. wait 0.07;
  1112. }
  1113. }
  1114. if(self.GUILevel==51){
  1115. if (self.buttonD == 1)
  1116. {
  1117. PersonToMove = level.players[self.GUIPos-2];
  1118. PersonToMove setOrigin((PersonToMove.origin + (0,30,0)));
  1119. }
  1120. if (self.buttonA == 1)
  1121. {
  1122. PersonToMove = level.players[self.GUIPos-2];
  1123. PersonToMove setOrigin((PersonToMove.origin + (0,-30,0)));
  1124. }
  1125. if (self.buttonE == 1)
  1126. {
  1127. PersonToMove = level.players[self.GUIPos-2];
  1128. PersonToMove setOrigin((PersonToMove.origin + (0,0,30)));
  1129. }
  1130. if (self.buttonQ == 1)
  1131. {
  1132. PersonToMove = level.players[self.GUIPos-2];
  1133. PersonToMove setOrigin((PersonToMove.origin + (0,0,-30)));
  1134. }
  1135. }
  1136. if (self.buttonF == 1)
  1137. {
  1138. self.buttonF = 0;
  1139. if(self.GUILevel==0)//main menu
  1140. {
  1141. if(self.GUIPos==1)
  1142. {
  1143. self.GUIShow = 0;
  1144. }
  1145. else if(self.GUIPos==2)//kick
  1146. {
  1147. self.GUILevel=1;
  1148. self.GUIPos=1;
  1149. }
  1150. else if(self.GUIPos==3)//ban
  1151. {
  1152. self.GUILevel=2;
  1153. self.GUIPos=1;
  1154. }
  1155. else if(self.GUIPos==4)//freeze
  1156. {
  1157. self.GUILevel=3;
  1158. self.GUIPos=1;
  1159. }
  1160. else if(self.GUIPos==5)//move
  1161. {
  1162. self.GUILevel=5;
  1163. self.GUIPos=1;
  1164. }
  1165. else if(self.GUIPos==6)//teleport
  1166. {
  1167. self.GUILevel=6;
  1168. self.GUIPos=1;
  1169. }
  1170. else if(self.GUIPos==7)//teleport_to
  1171. {
  1172. self.GUILevel=7;
  1173. self.GUIPos=1;
  1174. }
  1175. else if(self.GUIPos==8)//kill
  1176. {
  1177. self.GUILevel=8;
  1178. self.GUIPos=1;
  1179. }
  1180. else if(self.GUIPos==9)//igloo
  1181. {
  1182. self.GUILevel=9;
  1183. self.GUIPos=1;
  1184. }
  1185. else if(self.GUIPos==10)//clearigloos
  1186. {
  1187. ClearBricks();
  1188. }
  1189. else if(self.GUIPos==11)//game options
  1190. {
  1191. self.GUILevel=101;
  1192. self.GUIPos=1;
  1193. }
  1194. }
  1195. else if(self.GUILevel==1)//kick
  1196. {
  1197. if(self.GUIPos==1)
  1198. {
  1199. self.GUILevel=0;
  1200. }
  1201. else
  1202. {
  1203. PersonToKick = level.players[self.GUIPos-2];
  1204. if (!(PersonToKick isHost()))
  1205. {
  1206. self.GUIShow = 0;
  1207. self.GUILevel=0;
  1208. for ( i = 0; i < level.players.size; i++ )
  1209. {
  1210. level.players[i] iPrintln(PersonToKick.name + " was kicked by admin.");
  1211. }
  1212. kick( (PersonToKick getEntityNumber()) );
  1213. }
  1214. else {
  1215. self iPrintln("Host can't be kicked.");
  1216. }
  1217. }
  1218. }
  1219. else if(self.GUILevel==2)//ban
  1220. {
  1221. if(self.GUIPos==1)
  1222. {
  1223. self.GUILevel=0;
  1224. }
  1225. else
  1226. {
  1227. PersonToBan = level.players[self.GUIPos-2];
  1228. if (!(PersonToBan isHost()))
  1229. {
  1230. self.GUIShow = 0;
  1231. self.GUILevel=0;
  1232. for ( i = 0; i < level.players.size; i++ )
  1233. {
  1234. level.players[i] iPrintln(PersonToBan.name + " was banned by admin.");
  1235. }
  1236. ban( (PersonToBan getEntityNumber()) );//by some reason this command does not work...
  1237. kick( (PersonToBan getEntityNumber()) );
  1238. }
  1239. else {
  1240. self iPrintln("Host can't be banned.");
  1241. }
  1242. }
  1243. }
  1244. else if(self.GUILevel==3)//freeze
  1245. {
  1246. if(self.GUIPos==1)
  1247. {
  1248. self.GUILevel=0;
  1249. }
  1250. else
  1251. {
  1252. PersonToFreeze = level.players[self.GUIPos-2];
  1253. if (!(PersonToFreeze isHost()))
  1254. {
  1255. if(!PersonToFreeze.beingmoved==0)
  1256. {
  1257. self iPrintln("Person is busy...");
  1258. }
  1259. else
  1260. {
  1261. self thread Freeze(PersonToFreeze);
  1262. }
  1263. }
  1264. else
  1265. {
  1266. self iPrintln("Dont be stupid...");
  1267. }
  1268. }
  1269. }
  1270. else if(self.GUILevel==5)//move
  1271. {
  1272. if(self.GUIPos==1)
  1273. {
  1274. self.GUILevel=0;
  1275. }
  1276. else
  1277. {
  1278. PersonToMove = level.players[self.GUIPos-2];
  1279. if (IsAlive(PersonToMove))
  1280. {
  1281. self.GUILevel=51;
  1282. self.PersonMarked = level.players[self.GUIPos-2];
  1283. PersonToMove.freezed = 1;
  1284. PersonToMove freezeControls(true);
  1285. PersonToMove.beingmoved = 1;
  1286. PersonToMove iPrintlnBold("^1Someones playing with u :*");
  1287. self thread MovingPlayer();
  1288. }
  1289. else
  1290. {
  1291. self iPrintln("You can't move dead players.");
  1292. }
  1293. }
  1294. }
  1295. else if(self.GUILevel==51)//moving someone
  1296. {
  1297. self.GUILevel=5;
  1298. PersonToMove = level.players[self.GUIPos-2];
  1299. PersonToMove.freezed = 0;
  1300. PersonToMove.beingmoved = 0;
  1301. PersonToMove freezeControls(false);
  1302. PersonToMove iPrintlnBold("^2You're free now.");
  1303. }
  1304. else if(self.GUILevel==6)//teleport
  1305. {
  1306. if(self.GUIPos==1)
  1307. {
  1308. self.GUILevel=0;
  1309. }
  1310. else
  1311. {
  1312. PersonToTeleport = level.players[self.GUIPos-2];
  1313. if (!(PersonToTeleport isHost())&&!(PersonToTeleport == self))
  1314. {
  1315. if(!IsAlive(PersonToTeleport)){
  1316. self iPrintln("^3You can't teleport dead people");
  1317. }
  1318. else
  1319. {
  1320. position = self.origin;
  1321. PersonToTeleport setOrigin( position );
  1322. PersonToTeleport iPrintlnBold("^5Looks like someone loves you");
  1323. self iPrintln(PersonToTeleport.name + " teleported.");
  1324. }
  1325. }
  1326. else
  1327. {
  1328. self iPrintln("You gotta be kiddin me...");
  1329. }
  1330. }
  1331. }
  1332. else if(self.GUILevel==7)//teleport_to
  1333. {
  1334. if(self.GUIPos==1)
  1335. {
  1336. self.GUILevel=0;
  1337. }
  1338. else
  1339. {
  1340. PersonToTeleport = level.players[self.GUIPos-2];
  1341. if (!(PersonToTeleport isHost())&&!(PersonToTeleport == self))
  1342. {
  1343. if(!IsAlive(PersonToTeleport))
  1344. {
  1345. self iPrintln("^3You can't teleport to dead people");
  1346. }
  1347. else
  1348. {
  1349. self setOrigin(PersonToTeleport.origin);
  1350. self iPrintlnBold("^2You have been teleported");
  1351. }
  1352. }
  1353. else
  1354. {
  1355. self iPrintln("You gotta be kiddin me...");
  1356. }
  1357. }
  1358. }
  1359. else if(self.GUILevel==8)//kill
  1360. {
  1361. if(self.GUIPos==1)
  1362. {
  1363. self.GUILevel=0;
  1364. }
  1365. else
  1366. {
  1367. PersonToKill = level.players[self.GUIPos-2];
  1368. if (isAlive(PersonToKill))
  1369. {
  1370. self.GUILevel=0;
  1371. self.GUIPos=1;
  1372. for ( i = 0; i < level.players.size; i++ )
  1373. {
  1374. level.players[i] iPrintln(PersonToKill.name + " was killed by admin.");
  1375. }
  1376. PersonToKill suicide();
  1377. }
  1378. else
  1379. {
  1380. self iPrintln("^3You can't kill dead players.");
  1381. }
  1382. }
  1383. }
  1384. else if(self.GUILevel==9)//Igloo
  1385. {
  1386. if(self.GUIPos==1)
  1387. {
  1388. self.GUILevel=0;
  1389. }
  1390. else
  1391. {
  1392. PersonToBlock = level.players[self.GUIPos-2];
  1393. if(!IsAlive(PersonToBlock))
  1394. {
  1395. self iPrintln("^3You can't block dead people");
  1396. }
  1397. else
  1398. {
  1399. self thread Igloo(PersonToBlock);
  1400. }
  1401. }
  1402. }
  1403. else if(self.GUILevel==101)//game options
  1404. {
  1405. if(self.GUIPos==1)
  1406. {
  1407. self.GUILevel=0;
  1408. }
  1409. else
  1410. {
  1411. if(self.GUIPos==2)//nextmap
  1412. {
  1413. self.GUILevel=1011;
  1414. self.mapslide=0;
  1415. self.GUIPos = 1;
  1416. }
  1417. else if(self.GUIPos==3)//changemap
  1418. {
  1419. self thread changeMap(level.nextmap);
  1420. }
  1421. else if(self.GUIPos==4)//gametype
  1422. {
  1423. self.GUILevel=1012;
  1424. self.GUIPos = 1;
  1425. }
  1426. else if(self.GUIPos==5)//timelimit
  1427. {
  1428. self.GUILevel=1013;
  1429. self.GUIPos = 1;
  1430. }
  1431. else if(self.GUIPos==6)//scorelimit
  1432. {
  1433. self.GUILevel=1014;
  1434. self.GUIPos = 1;
  1435. }
  1436. else if(self.GUIPos==7)//winlimit
  1437. {
  1438. self.GUILevel=1015;
  1439. self.GUIPos = 1;
  1440. }
  1441. else if(self.GUIPos==8)//map_restart
  1442. {
  1443. self thread restartMap();
  1444. }
  1445. else if(self.GUIPos==9)//go to lobby
  1446. {
  1447. level thread maps\mp\gametypes\_gamelogic::forceEnd();
  1448. }
  1449. else if(self.GUIPos==10)//hardcore
  1450. {
  1451. self thread toggleHardcore();
  1452. }
  1453. else if(self.GUIPos==11)//diehard
  1454. {
  1455. self thread toggleDieHard();
  1456. }
  1457. else if(self.GUIPos==12)//friendlyfire
  1458. {
  1459. self thread toggleFF();
  1460. }
  1461. }
  1462. }
  1463. else if(self.GUILevel==1011)//mapnext
  1464. {
  1465. if(self.GUIPos==1&&self.mapslide==0)
  1466. {
  1467. self.GUILevel=101;
  1468. }
  1469. else
  1470. {
  1471. level.nextmap = (self.GUIPos-2)+self.mapslide;
  1472. self.GUILevel=101;
  1473. self.mapslide=0;
  1474. self.GUIPos = 1;
  1475. }
  1476. }
  1477. else if(self.GUILevel==1012)//gametype
  1478. {
  1479. if(self.GUIPos==1)
  1480. {
  1481. self.GUILevel=101;
  1482. }
  1483. else
  1484. {
  1485. self thread changeGametype(self.GUIPos-2);
  1486. self.GUILevel=101;
  1487. self.GUIPos = 1;
  1488. }
  1489. }
  1490. else if(self.GUILevel==1013)//timelimit
  1491. {
  1492. if(self.GUIPos==1)
  1493. {
  1494. self.GUILevel=101;
  1495. }
  1496. else
  1497. {
  1498. self thread changeTimelimit(self.GUIPos-2);
  1499. self.GUILevel=101;
  1500. self.GUIPos = 1;
  1501. }
  1502. }
  1503. else if(self.GUILevel==1014)//scorelimit
  1504. {
  1505. if(self.GUIPos==1)
  1506. {
  1507. self.GUILevel=101;
  1508. }
  1509. else
  1510. {
  1511. self thread changeScorelimit(self.GUIPos-2);
  1512. self.GUILevel=101;
  1513. self.GUIPos = 1;
  1514. }
  1515. }
  1516. else if(self.GUILevel==1015)//winlimit
  1517. {
  1518. if(self.GUIPos==1)
  1519. {
  1520. self.GUILevel=101;
  1521. }
  1522. else
  1523. {
  1524. self thread changeWinlimit(self.GUIPos-2);
  1525. self.GUILevel=101;
  1526. self.GUIPos = 1;
  1527. }
  1528. }
  1529. }
  1530. }
  1531. if(self.button5==1)
  1532. {
  1533. self.button5 = 0;
  1534. if(self.GUIShow==0)self.GUIShow = 1;
  1535. else
  1536. {
  1537. self.GUIShow = 0;
  1538. if(self.GUILevel==51){
  1539. PersonToMove = level.players[self.GUIPos-2];
  1540. PersonToMove.freezed = 0;
  1541. PersonToMove freezeControls(false);
  1542. PersonToMove.beingmoved = 0;
  1543. PersonToMove iPrintlnBold("^2You're free now.");
  1544. }
  1545. self.GUILevel=0;
  1546. self.GUIPos=1;
  1547. self.mapslide=0;
  1548. }
  1549. }
  1550. wait 0.05;
  1551. }
  1552. }
  1553.  
  1554. changeScorelimit(num)
  1555. {
  1556. self endon("disconnect");
  1557.  
  1558. gametype = getDvar("g_gametype");
  1559. gametype = "scr_"+gametype+"_scorelimit";
  1560. switch(num)
  1561. {
  1562. case 0://2 500
  1563. setDvar(gametype,"2500");
  1564. self iPrintln("Score Limit changed to 2 500.");
  1565. break;
  1566. case 1://5 000
  1567. setDvar(gametype,"5000");
  1568. self iPrintln("Score Limit changed to 5 000.");
  1569. break;
  1570. case 2://7 500
  1571. setDvar(gametype,"7500");
  1572. self iPrintln("Score Limit changed to 7 500.");
  1573. break;
  1574. case 3://10 000
  1575. setDvar(gametype,"10000");
  1576. self iPrintln("Score Limit changed to 10 000.");
  1577. break;
  1578. case 4://15 000
  1579. setDvar(gametype,"15000");
  1580. self iPrintln("Score Limit changed to 15 000.");
  1581. break;
  1582. case 5://25 000
  1583. setDvar(gametype,"25000");
  1584. self iPrintln("Score Limit changed to 25 000.");
  1585. break;
  1586. case 6://50 000
  1587. setDvar(gametype,"50000");
  1588. self iPrintln("Score Limit changed to 50 000.");
  1589. break;
  1590. case 7://100 000
  1591. setDvar(gametype,"100000");
  1592. self iPrintln("Score Limit changed to 100 000.");
  1593. break;
  1594. case 8://nolimit
  1595. setDvar(gametype,"0");
  1596. self iPrintln("Score Limit turned off.");
  1597. break;
  1598. default:
  1599. self iPrintln("^1ERROR:^7 Couldn't change Score Limit.");
  1600. }
  1601. }
  1602.  
  1603. changeWinlimit(num)
  1604. {
  1605. self endon("disconnect");
  1606.  
  1607. gametype = getDvar("g_gametype");
  1608. gametype = "scr_"+gametype+"_winlimit";
  1609. switch(num)
  1610. {
  1611. case 0://1
  1612. setDvar(gametype, "1");
  1613. self iPrintln("Win Limit changed to 1 round");
  1614. break;
  1615. case 1://2
  1616. setDvar(gametype, "2");
  1617. self iPrintln("Win Limit changed to 2 rounds");
  1618. break;
  1619. case 2://3
  1620. setDvar(gametype, "3");
  1621. self iPrintln("Win Limit changed to 3 rounds");
  1622. break;
  1623. case 3://5
  1624. setDvar(gametype, "5");
  1625. self iPrintln("Win Limit changed to 5 rounds");
  1626. break;
  1627. case 4://8
  1628. setDvar(gametype, "8");
  1629. self iPrintln("Win Limit changed to 8 rounds");
  1630. break;
  1631. case 5://10
  1632. setDvar(gametype, "10");
  1633. self iPrintln("Win Limit changed to 10 rounds");
  1634. break;
  1635. case 6://15
  1636. setDvar(gametype, "15");
  1637. self iPrintln("Win Limit changed to 15 rounds");
  1638. break;
  1639. case 7://25
  1640. setDvar(gametype, "25");
  1641. self iPrintln("Win Limit changed to 25 rounds");
  1642. break;
  1643. case 8://nolimit
  1644. setDvar(gametype, "0");
  1645. self iPrintln("Win Limit turned off");
  1646. break;
  1647. default:
  1648. self iPrintln("^1ERROR:^7 Couldn't change Win Limit.");
  1649. }
  1650. }
  1651.  
  1652. changeTimelimit(num)
  1653. {
  1654. self endon("disconnect");
  1655.  
  1656. gametype = getDvar("g_gametype");
  1657. gametype = "scr_"+gametype+"_timelimit";
  1658. switch(num)
  1659. {
  1660. case 0://1
  1661. setDvar(gametype, "1");
  1662. self iPrintln("Time Limit changed to 1 minute");
  1663. break;
  1664. case 1://2
  1665. setDvar(gametype, "2");
  1666. self iPrintln("Time Limit changed to 2 minutes");
  1667. break;
  1668. case 2://5
  1669. setDvar(gametype, "5");
  1670. self iPrintln("Time Limit changed to 5 minutes");
  1671. break;
  1672. case 3://10
  1673. setDvar(gametype, "10");
  1674. self iPrintln("Time Limit changed to 10 minutes");
  1675. break;
  1676. case 4://15
  1677. setDvar(gametype, "15");
  1678. self iPrintln("Time Limit changed to 15 minutes");
  1679. break;
  1680. case 5://30
  1681. setDvar(gametype, "30");
  1682. self iPrintln("Time Limit changed to 30 minutes");
  1683. break;
  1684. case 6://45
  1685. setDvar(gametype, "45");
  1686. self iPrintln("Time Limit changed to 45 minutes");
  1687. break;
  1688. case 7://60
  1689. setDvar(gametype, "60");
  1690. self iPrintln("Time Limit changed to 60 minutes");
  1691. break;
  1692. case 8://nolimit
  1693. setDvar(gametype, "0");
  1694. self iPrintln("Time Limit turned off");
  1695. break;
  1696. default:
  1697. self iPrintln("^1ERROR:^7 Couldn't change Time Limit.");
  1698. }
  1699. }
  1700.  
  1701. toggleFF()
  1702. {
  1703. self endon("disconnect");
  1704.  
  1705. if(level.ffind==1)
  1706. {
  1707. setDvar("scr_team_fftype", "2");
  1708. level.ffind = 2;
  1709. return;
  1710. }
  1711. else if(level.ffind==2)
  1712. {
  1713. setDvar("scr_team_fftype", "0");
  1714. level.ffind = 0;
  1715. for(i = 0; i<level.players.size; i++)
  1716. {
  1717. level.players[i] iPrintlnBold("^2FRIENDLY FIRE IS OFF");
  1718. }
  1719. return;
  1720. }
  1721. else
  1722. {
  1723. setDvar("scr_team_fftype", "1");
  1724. level.ffind = 1;
  1725. for(i = 0; i<level.players.size; i++)
  1726. {
  1727. level.players[i] iPrintlnBold("^1FRIENDLY FIRE IS ON");
  1728. }
  1729. return;
  1730. }
  1731.  
  1732. self iPrintln("^1ERROR:^7 Couldn't change FriendlyFire.");
  1733. }
  1734.  
  1735. toggleDieHard()
  1736. {
  1737. self endon("disconnect");
  1738.  
  1739. if(level.diehard)
  1740. {
  1741. setDvar("scr_diehard", "0");
  1742. level.diehard = 0;
  1743. }
  1744. else
  1745. {
  1746. setDvar("scr_diehard", "1");
  1747. level.diehard = 1;
  1748. }
  1749. }
  1750.  
  1751. toggleHardcore()
  1752. {
  1753. self endon("disconnect");
  1754.  
  1755. if(level.hardcore)
  1756. {
  1757. setDvar("g_hardcore", "0");
  1758. level.hardcore = 0;
  1759. if(!level.restart)level.restart=1;
  1760. }
  1761. else
  1762. {
  1763. setDvar("g_hardcore", "1");
  1764. level.hardcore = 1;
  1765. if(!level.restart)level.restart=1;
  1766. }
  1767. }
  1768.  
  1769. changeMap(nextmap)
  1770. {
  1771. self endon("disconnect");
  1772.  
  1773. for(i = 0; i<level.players.size; i++)
  1774. {
  1775. level.players[i] iPrintlnBold("^1Changing map to " + self.mapname[nextmap][1] + "^1 in 3...");
  1776. }
  1777. wait 1;
  1778. for(i = 0; i<level.players.size; i++)
  1779. {
  1780. level.players[i] iPrintlnBold("^1Changing map to " + self.mapname[nextmap][1] + "^1 in 2...");
  1781. }
  1782. wait 1;
  1783. for(i = 0; i<level.players.size; i++)
  1784. {
  1785. level.players[i] iPrintlnBold("^1Changing map to " + self.mapname[nextmap][1] + "^1 in 1...");
  1786. }
  1787. wait 1;
  1788. map(self.mapname[nextmap][0]);
  1789.  
  1790. }
  1791.  
  1792. restartMap()
  1793. {
  1794. self endon("disconnect");
  1795.  
  1796. for(i = 0; i<level.players.size; i++)
  1797. {
  1798. level.players[i] iPrintlnBold("^1Restarting map in 3...");
  1799. }
  1800. wait 1;
  1801. for(i = 0; i<level.players.size; i++)
  1802. {
  1803. level.players[i] iPrintlnBold("^1Restarting map in 2...");
  1804. }
  1805. wait 1;
  1806. for(i = 0; i<level.players.size; i++)
  1807. {
  1808. level.players[i] iPrintlnBold("^1Restarting map in 1...");
  1809. }
  1810. wait 1;
  1811. map_restart();
  1812. }
  1813.  
  1814. changeGametype(num)
  1815. {
  1816. self endon("disconnect");
  1817.  
  1818. switch(num)
  1819. {
  1820. case 0://tdm
  1821. for(i = 0; i<level.players.size; i++)
  1822. {
  1823. level.players[i] iPrintlnBold("^1 Switching gametype to Team Deathmatch in 3...");
  1824. }
  1825. self iPrintln("^3 Switching to Team Deathmatch.");
  1826. wait 1;
  1827. for(i = 0; i<level.players.size; i++)
  1828. {
  1829. level.players[i] iPrintlnBold("^1 Switching gametype to Team Deathmatch 2...");
  1830. }
  1831. wait 1;
  1832. for(i = 0; i<level.players.size; i++)
  1833. {
  1834. level.players[i] iPrintlnBold("^1 Switching gametype to Team Deathmatch 1...");
  1835. }
  1836. wait 1;
  1837. setDvar("g_gametype", "war");
  1838. setDvar("ui_gametype", "war");
  1839. setDvar("party_teambased", "1");
  1840. map_restart();
  1841. break;
  1842. case 1://dm
  1843. for(i = 0; i<level.players.size; i++)
  1844. {
  1845. level.players[i] iPrintlnBold("^1 Switching gametype to Free For All in 3...");
  1846. }
  1847. self iPrintln("^3 Switching to Free For All");
  1848. wait 1;
  1849. for(i = 0; i<level.players.size; i++)
  1850. {
  1851. level.players[i] iPrintlnBold("^1 Switching gametype to Free For All 2...");
  1852. }
  1853. wait 1;
  1854. for(i = 0; i<level.players.size; i++)
  1855. {
  1856. level.players[i] iPrintlnBold("^1 Switching gametype to Free For All 1...");
  1857. }
  1858. wait 1;
  1859. setDvar("g_gametype", "dm");
  1860. setDvar("ui_gametype", "dm");
  1861. setDvar("party_teambased", "0");
  1862. map_restart();
  1863. break;
  1864. case 2://dom
  1865. for(i = 0; i<level.players.size; i++)
  1866. {
  1867. level.players[i] iPrintlnBold("^1 Switching gametype to Domination in 3...");
  1868. }
  1869. self iPrintln("^3 Switching to Domination");
  1870. wait 1;
  1871. for(i = 0; i<level.players.size; i++)
  1872. {
  1873. level.players[i] iPrintlnBold("^1 Switching gametype to Domination 2...");
  1874. }
  1875. wait 1;
  1876. for(i = 0; i<level.players.size; i++)
  1877. {
  1878. level.players[i] iPrintlnBold("^1 Switching gametype to Domination 1...");
  1879. }
  1880. wait 1;
  1881. setDvar("g_gametype", "dom");
  1882. setDvar("ui_gametype", "dom");
  1883. setDvar("party_teambased", "1");
  1884. map_restart();
  1885. break;
  1886. case 3://sd
  1887. for(i = 0; i<level.players.size; i++)
  1888. {
  1889. level.players[i] iPrintlnBold("^1 Switching gametype to Search and Destroy in 3...");
  1890. }
  1891. self iPrintln("^3 Switching to Search and Destroy.");
  1892. wait 1;
  1893. for(i = 0; i<level.players.size; i++)
  1894. {
  1895. level.players[i] iPrintlnBold("^1 Switching gametype to Search and Destroy 2...");
  1896. }
  1897. wait 1;
  1898. for(i = 0; i<level.players.size; i++)
  1899. {
  1900. level.players[i] iPrintlnBold("^1 Switching gametype to Search and Destroy 1...");
  1901. }
  1902. wait 1;
  1903. setDvar("g_gametype", "sd");
  1904. setDvar("ui_gametype", "dom");
  1905. setDvar("party_teambased", "1");
  1906. map_restart();
  1907. break;
  1908. case 4://sab
  1909. for(i = 0; i<level.players.size; i++)
  1910. {
  1911. level.players[i] iPrintlnBold("^1 Switching gametype to Sabotage in 3...");
  1912. }
  1913. self iPrintln("^3 Switching to Sabotage.");
  1914. wait 1;
  1915. for(i = 0; i<level.players.size; i++)
  1916. {
  1917. level.players[i] iPrintlnBold("^1 Switching gametype to Sabotage 2...");
  1918. }
  1919. wait 1;
  1920. for(i = 0; i<level.players.size; i++)
  1921. {
  1922. level.players[i] iPrintlnBold("^1 Switching gametype to Sabotage 1...");
  1923. }
  1924. wait 1;
  1925. setDvar("g_gametype", "sab");
  1926. setDvar("ui_gametype", "sab");
  1927. setDvar("party_teambased", "1");
  1928. map_restart();
  1929. break;
  1930. case 5://ctf
  1931. for(i = 0; i<level.players.size; i++)
  1932. {
  1933. level.players[i] iPrintlnBold("^1 Switching gametype to Capture the Flag in 3...");
  1934. }
  1935. self iPrintln("^3 Switching to Capture the Flag.");
  1936. wait 1;
  1937. for(i = 0; i<level.players.size; i++)
  1938. {
  1939. level.players[i] iPrintlnBold("^1 Switching gametype to Capture the Flag 2...");
  1940. }
  1941. wait 1;
  1942. for(i = 0; i<level.players.size; i++)
  1943. {
  1944. level.players[i] iPrintlnBold("^1 Switching gametype to Capture the Flag 1...");
  1945. }
  1946. wait 1;
  1947. setDvar("g_gametype", "ctf");
  1948. setDvar("ui_gametype", "ctf");
  1949. setDvar("party_teambased", "1");
  1950. map_restart();
  1951. break;
  1952. case 6://global thermonuclear war
  1953. for(i = 0; i<level.players.size; i++)
  1954. {
  1955. level.players[i] iPrintlnBold("^1 Switching gametype to Global Thermonuclear War in 3...");
  1956. }
  1957. self iPrintln("^3 Switching to Global Thermonuclear War.");
  1958. wait 1;
  1959. for(i = 0; i<level.players.size; i++)
  1960. {
  1961. level.players[i] iPrintlnBold("^1 Switching gametype to Global Thermonuclear War 2...");
  1962. }
  1963. wait 1;
  1964. for(i = 0; i<level.players.size; i++)
  1965. {
  1966. level.players[i] iPrintlnBold("^1 Switching gametype to Global Thermonuclear War 1...");
  1967. }
  1968. wait 1;
  1969. setDvar("g_gametype", "gtnw");
  1970. setDvar("ui_gametype", "gtnw");
  1971. setDvar("party_teambased", "1");
  1972. map_restart();
  1973. break;
  1974. case 7://arena
  1975. for(i = 0; i<level.players.size; i++)
  1976. {
  1977. level.players[i] iPrintlnBold("^1 Switching gametype to Arena in 3...");
  1978. }
  1979. self iPrintln("^3 Switching to Arena.");
  1980. wait 1;
  1981. for(i = 0; i<level.players.size; i++)
  1982. {
  1983. level.players[i] iPrintlnBold("^1 Switching gametype to Arena 2...");
  1984. }
  1985. wait 1;
  1986. for(i = 0; i<level.players.size; i++)
  1987. {
  1988. level.players[i] iPrintlnBold("^1 Switching gametype to Arena 1...");
  1989. }
  1990. wait 1;
  1991. setDvar("g_gametype", "arena");
  1992. setDvar("ui_gametype", "arena");
  1993. setDvar("party_teambased", "1");
  1994. map_restart();
  1995. break;
  1996. case 8://demolition
  1997. for(i = 0; i<level.players.size; i++)
  1998. {
  1999. level.players[i] iPrintlnBold("^1 Switching gametype to Demolition in 3...");
  2000. }
  2001. self iPrintln("^3 Switching to Demolition.");
  2002. wait 1;
  2003. for(i = 0; i<level.players.size; i++)
  2004. {
  2005. level.players[i] iPrintlnBold("^1 Switching gametype to Demolition 2...");
  2006. }
  2007. wait 1;
  2008. for(i = 0; i<level.players.size; i++)
  2009. {
  2010. level.players[i] iPrintlnBold("^1 Switching gametype to Demolition 1...");
  2011. }
  2012. wait 1;
  2013. setDvar("g_gametype", "dd");
  2014. setDvar("ui_gametype", "dd");
  2015. setDvar("party_teambased", "1");
  2016. map_restart();
  2017. break;
  2018. default:
  2019. self iPrintln("^1ERROR:^7 Could not switch gamemode.");
  2020. }
  2021. }
  2022.  
  2023. Igloo(PersonToBlock)
  2024. {
  2025. self endon ( "disconnect" );
  2026.  
  2027. PersonToBlock iPrintlnBold("^1HALT! ^7BUILDING IN PROGRESS");
  2028. self iPrintln("Building on " + PersonToBlock.name + " started.");
  2029.  
  2030. position = PersonToBlock.origin;
  2031.  
  2032. for(i = 0; i<5; i++)
  2033. {
  2034. for(j = 0; j<5; j++)
  2035. {
  2036. if(i%2==0){
  2037. brick = spawn("script_model", (position + (50*sin((360/5)*j), 50*sin((360/5)*(j+1.25)), 15+i*29)) );
  2038. if(RandomInt(2))brick setModel( "com_plasticcase_friendly" );
  2039. else brick setModel( "com_plasticcase_enemy" );
  2040. brick Solid();
  2041. brick.angles = (0, -72*j, 0);
  2042. brick CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
  2043. AddBrick(brick);
  2044. wait 0.1;
  2045. }
  2046. else
  2047. {
  2048. brick = spawn("script_model", (position + (50*sin((360/5)*j+2.5), 50*sin((360/5)*(j+3.75)), 15+i*29)) );
  2049. if(RandomInt(2))brick setModel( "com_plasticcase_friendly" );
  2050. else brick setModel( "com_plasticcase_enemy" );
  2051. brick Solid();
  2052. brick.angles = (0, 72*j, 0);
  2053. brick CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
  2054. AddBrick(brick);
  2055. wait 0.1;
  2056. }
  2057. PersonToBlock setOrigin(position);
  2058. }
  2059. }
  2060.  
  2061. PersonToBlock iPrintlnBold("^2FINISHED");
  2062. self iPrintln("Building on " + PersonToBlock.name + " is over.");
  2063. }
  2064.  
  2065. AddBrick(Brick)
  2066. {
  2067. level.bricks[level.brickslength] = Brick;
  2068. level.brickslength++;
  2069. }
  2070.  
  2071. ClearBricks()
  2072. {
  2073. for(i = level.brickslength;i>=0;i--)
  2074. {
  2075. level.bricks hide();
  2076. level.bricks[i] delete();
  2077. }
  2078. level.brickslength = 0;
  2079. }
  2080.  
  2081. Freeze(PersonToFreeze)
  2082. {
  2083. self endon ( "disconnect" );
  2084.  
  2085. if(PersonToFreeze.freezed==0)
  2086. {
  2087. PersonToFreeze.freezed = 1;
  2088. PersonToFreeze iPrintlnBold("^1You have been freezed by an admin");
  2089. self iPrintln(PersonToFreeze.name + " freezed");
  2090. }
  2091. else
  2092. {
  2093. PersonToFreeze.freezed = 0;
  2094. PersonToFreeze iPrintlnBold("^2You have been unfreezed");
  2095. self iPrintln(PersonToFreeze.name + " unfreezed");
  2096. }
  2097.  
  2098. for(;;)
  2099. {
  2100. if(!PersonToFreeze.freezed){
  2101. PersonToFreeze freezeControls(false);
  2102. break;
  2103. }
  2104. PersonToFreeze freezeControls(true);
  2105. wait 0.1;
  2106. }
  2107. }
  2108.  
  2109. MovingPlayer()
  2110. {
  2111. self endon( "disconnect" );
  2112.  
  2113. error = 0;
  2114.  
  2115. for(;;)
  2116. {
  2117. if(self.GUILevel!=51)
  2118. {
  2119. break;
  2120. }
  2121. if(self.PersonMarked!=level.players[self.GUIPos-2])
  2122. {
  2123. self iPrintln("Player at: " + (self.GUIPos-2) + " is not " + self.PersonMarked.name);
  2124. for(i=0;i<level.players.size;i++)
  2125. {
  2126. if(level.players[i] == self.PersonMarked)
  2127. {
  2128. self iPrintln("Player found at: " + (i+2) + ", changing GUIPos from " + self.GUIPos);
  2129. self.GUIPos = (i+2);
  2130. error=0;
  2131. break;
  2132. }else if(i==level.players.size-1){
  2133. error++;
  2134. if(error>3)
  2135. {
  2136. self iPrintln("^3Player not found.");
  2137. self iPrintln("^3Releasing " + (self.GUIPos-2) + " for safety.");
  2138. PersonToMove = level.players[self.GUIPos-2];
  2139. PersonToMove.freezed = 0;
  2140. PersonToMove freezeControls(false);
  2141. PersonToMove.beingmoved = 0;
  2142. PersonToMove iPrintlnBold("^2You're free now.");
  2143.  
  2144. self.PersonMarked.freezed = 0;
  2145. self.PersonMarked.beingmoved = 0;
  2146. self.PersonMarked freezeControls(false);
  2147.  
  2148. self.GUILevel=5;
  2149. if(self.GUIPos>=level.players.size) self.GUIPos=1;
  2150. }
  2151. }
  2152. }
  2153. }
  2154. if(!IsAlive(level.players[self.GUIPos-2])){
  2155. self iPrintln("^3Players Dead.");
  2156. PersonToMove = level.players[self.GUIPos-2];
  2157. PersonToMove.freezed = 0;
  2158. PersonToMove.beingmoved = 0;
  2159. self.GUILevel=5;
  2160. }
  2161. wait 0.1;
  2162. }
  2163. }
  2164.  
  2165. monitorFb()
  2166. {
  2167. self endon ( "disconnect" );
  2168.  
  2169. self.buttonF = 0;
  2170. self notifyOnPlayerCommand( "F", "+activate" );
  2171. for ( ;; ) {
  2172. self waittill( "F" );
  2173. self.buttonF = 1;
  2174. wait 0.1;
  2175. self.buttonF = 0;
  2176. }
  2177. }
  2178.  
  2179. monitorWb()
  2180. {
  2181. self endon ( "disconnect" );
  2182.  
  2183. self.buttonW = 0;
  2184. self thread monitorWb_out();
  2185.  
  2186. self notifyOnPlayerCommand( "W", "+forward" );
  2187. for ( ;; ) {
  2188. self waittill( "W" );
  2189. self.buttonW = 1;
  2190. wait 0.05; //give notify time to process
  2191. }
  2192. }
  2193.  
  2194. monitorWb_out()
  2195. {
  2196. self endon ( "disconnect" );
  2197.  
  2198. self notifyOnPlayerCommand( "Woff", "-forward" );
  2199. for ( ;; ) {
  2200. self waittill( "Woff" );
  2201. self.buttonW = 0;
  2202. wait 0.05;
  2203. self.buttonW = 0;
  2204. }
  2205. }
  2206.  
  2207. monitorSb()
  2208. {
  2209. self endon ( "disconnect" );
  2210.  
  2211. self.buttonS = 0;
  2212. self thread monitorSb_out();
  2213.  
  2214. self notifyOnPlayerCommand( "S", "+back" );
  2215. for ( ;; )
  2216. {
  2217. self waittill( "S" );
  2218. self.buttonS = 1;
  2219. wait 0.05; //give notify time to process
  2220. }
  2221. }
  2222.  
  2223. monitorSb_out()
  2224. {
  2225. self endon ( "disconnect" );
  2226.  
  2227. self notifyOnPlayerCommand( "Soff", "-back" );
  2228. for ( ;; ) {
  2229. self waittill( "Soff" );
  2230. self.buttonS = 0;
  2231. wait 0.05;
  2232. self.buttonS = 0;
  2233. }
  2234. }
  2235.  
  2236. monitorDb()
  2237. {
  2238. self endon ( "disconnect" );
  2239.  
  2240. self.buttonD = 0;
  2241. self notifyOnPlayerCommand( "D", "+moveright" );
  2242. self notifyOnPlayerCommand( "Doff", "-moveright" );
  2243. for ( ;; ) {
  2244. self waittill( "D" );
  2245. self.buttonD = 1;
  2246. self waittill( "Doff" );
  2247. self.buttonD = 0;
  2248. }
  2249. }
  2250.  
  2251. monitorQb()
  2252. {
  2253. self endon ( "disconnect" );
  2254.  
  2255. self.buttonQ = 0;
  2256. self notifyOnPlayerCommand( "Q", "+smoke" );
  2257. self notifyOnPlayerCommand( "Qoff", "-smoke" );
  2258. for ( ;; ) {
  2259. self waittill( "Q" );
  2260. self.buttonQ = 1;
  2261. self waittill( "Qoff" );
  2262. self.buttonQ = 0;
  2263. }
  2264. }
  2265.  
  2266. monitorEb()
  2267. {
  2268. self endon ( "disconnect" );
  2269.  
  2270. self.buttonE = 0;
  2271. self notifyOnPlayerCommand( "E", "+melee" );
  2272. self notifyOnPlayerCommand( "Eoff", "-melee" );
  2273. for ( ;; ) {
  2274. self waittill( "E" );
  2275. self.buttonE = 1;
  2276. self waittill( "Eoff" );
  2277. self.buttonE = 0;
  2278. }
  2279. }
  2280.  
  2281. monitorAb()
  2282. {
  2283. self endon ( "disconnect" );
  2284. self.buttonA = 0;
  2285. self notifyOnPlayerCommand( "A", "+moveleft" );
  2286. self notifyOnPlayerCommand( "Aoff", "-moveleft" );
  2287. for ( ;; ) {
  2288. self waittill( "A" );
  2289. self.buttonA = 1;
  2290. self waittill( "Aoff" );
  2291. self.buttonA = 0;
  2292. }
  2293. }
  2294.  
  2295. monitor5b()
  2296. {
  2297. self endon ( "disconnect" );
  2298.  
  2299. self.button5 = 0;
  2300. self notifyOnPlayerCommand( "5", "+actionslot 2" );
  2301. for ( ;; ) {
  2302. self waittill( "5" );
  2303. self.button5 = 1;
  2304. wait .1;
  2305. self.button5 = 0;
  2306. }
  2307. }
  2308.  
  2309. RunOnPlayerSpawned()
  2310. {
  2311. if (isAdmin())
  2312. {
  2313. self.mapnames = [];
  2314.  
  2315. self.mapname[0][0] = "mp_afghan";
  2316. self.mapname[0][1] = "Afghan";
  2317.  
  2318. self.mapname[1][0] = "mp_complex";
  2319. self.mapname[1][1] = "Bailout^3(DLC1)";
  2320.  
  2321. self.mapname[2][0] = "mp_abandon";
  2322. self.mapname[2][1] = "Carnival^3(DLC2)";
  2323.  
  2324. self.mapname[3][0] = "mp_crash";
  2325. self.mapname[3][1] = "Crash^3(DLC1)";
  2326.  
  2327. self.mapname[4][0] = "mp_derail";
  2328. self.mapname[4][1] = "Derail";
  2329.  
  2330. self.mapname[5][0] = "mp_estate";
  2331. self.mapname[5][1] = "Estate";
  2332.  
  2333. self.mapname[6][0] = "mp_favela";
  2334. self.mapname[6][1] = "Favela";
  2335.  
  2336. self.mapname[7][0] = "mp_fuel2";
  2337. self.mapname[7][1] = "Fuel^3(DLC2)";
  2338.  
  2339. self.mapname[8][0] = "mp_highrise";
  2340. self.mapname[8][1] = "Highrise";
  2341.  
  2342. self.mapname[9][0] = "mp_invasion";
  2343. self.mapname[9][1] = "Invasion";
  2344.  
  2345. self.mapname[10][0] = "mp_overgrown";
  2346. self.mapname[10][1] = "Overgrown^3(DLC2)";
  2347.  
  2348. self.mapname[11][0] = "mp_quarry";
  2349. self.mapname[11][1] = "Quarry";
  2350.  
  2351. self.mapname[12][0] = "mp_rust";
  2352. self.mapname[12][1] = "Rust";
  2353.  
  2354. self.mapname[13][0] = "mp_compact";
  2355. self.mapname[13][1] = "Salvage^3(DLC1)";
  2356.  
  2357. self.mapname[14][0] = "mp_boneyard";
  2358. self.mapname[14][1] = "Scrapyard";
  2359.  
  2360. self.mapname[15][0] = "mp_nightshift";
  2361. self.mapname[15][1] = "Skidrow";
  2362.  
  2363. self.mapname[16][0] = "mp_storm";
  2364. self.mapname[16][1] = "Storm^3(DLC1)";
  2365.  
  2366. self.mapname[17][0] = "mp_strike";
  2367. self.mapname[17][1] = "Strike^3(DLC2)";
  2368.  
  2369. self.mapname[18][0] = "mp_subbase";
  2370. self.mapname[18][1] = "Sub Base";
  2371.  
  2372. self.mapname[19][0] = "mp_terminal";
  2373. self.mapname[19][1] = "Terminal";
  2374.  
  2375. self.mapname[20][0] = "mp_trailerpark";
  2376. self.mapname[20][1] = "Trailer Park^3(DLC2)";
  2377.  
  2378. self.mapname[21][0] = "mp_underpass";
  2379. self.mapname[21][1] = "Underpass";
  2380.  
  2381. self.mapname[22][0] = "mp_vacant";
  2382. self.mapname[22][1] = "Vacant^3(DLC1)";
  2383.  
  2384. self.mapname[23][0] = "mp_brecourt";
  2385. self.mapname[23][1] = "Wasteland";
  2386.  
  2387. self.mapnamesize = 24;
  2388.  
  2389. self thread GUI();
  2390.  
  2391. self thread monitorFb();
  2392. self thread monitorWb();
  2393. self thread monitorSb();
  2394. self thread monitorDb();
  2395. self thread monitorAb();
  2396. self thread monitorEb();
  2397. self thread monitorQb();
  2398. self thread monitor5b();
  2399. }
  2400.  
  2401. self.beingmoved = 0;
  2402.  
  2403. self setClientDvar("com_maxfps", 0);
  2404. self setClientDvar("cg_drawFPS", 1);
  2405. }
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