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- new g_iXP[33] // player's xp
- new g_iKit[33] // weapon kit for hunters
- new g_iDesiredKit[33] // weapon kit that the hunter has picked for the next round
- new g_iAlienLevel[33] // current level of the alien
- enum _:EVENTS
- {
- EVENT_KILL_ALIEN,
- EVENT_ASSIST_ALIEN,
- EVENT_HS_ALIEN,
- EVENT_WIN_HUNTER,
- EVENT_KILL_HUNTER,
- EVENT_ASSIST_HUNTER,
- EVENT_HS_HUNTER,
- EVENT_WIN_ALIEN,
- EVENT_KILL_EGG,
- EVENT_ASSIST_EGG,
- EVENT_SUICIDE,
- EVENT_LATE_5,
- EVENT_LATE_10,
- EVENT_LATE_15
- }
- new const XP[EVENTS] =
- {
- 5, // xp received for killing an alien
- 2, // xp received for assisting in the killing of an alien
- 10, // xp received for killing an alien by headshot
- 5, // xp received when hunters win the round
- 5, // xp received for killing an hunter
- 2, // xp received for assisting in the killing of an hunter
- 10, // xp received for killing an hunter by headshot
- 5, // xp received when aliens win the round
- 10, // xp received for destroying an egg
- 5, // xp received for assisting in the destruction of an egg
- -25, // xp received for suiciding
- 10, // xp for arriving late by 5 mins
- 20, // xp for arriving late by 5 mins
- 30 // xp for arriving late by 5 mins
- }
- new const g_szXPMessage[EVENTS][] =
- {
- "+%i XP for killing an alien",
- "+%i XP for hurting an alien",
- "+%i XP for killing an alien by headshot",
- "+%i XP for winning the round",
- "+%i XP for klling an hunter",
- "+%i XP for hurting an hunter",
- "+%i XP for killing an hunter by headshot",
- "+%i XP for winning the round",
- "+%i XP for destroying an egg",
- "+%i XP for hurting an egg",
- "%i XP for suicide",
- "+%i XP for arriving 5 minutes late",
- "+%i XP for arriving 10 minutes late",
- "+%i XP for arriving 15 minutes late"
- }
- /*
- Hunter XP stuff
- */
- enum _:KITS
- {
- KIT_ASSAULT,
- KIT_SCOUT,
- KIT_MEDIC,
- KIT_ELITE,
- KIT_HEAVY,
- KIT_HUNTER,
- KIT_PREDATOR
- }
- new const g_HunterAllowedWeapons[KITS] =
- {
- (1<<CSW_AUG)|(1<<CSW_M4A1)|(1<<CSW_XM1014)|(1<<CSW_G3SG1)|(1<<CSW_SG550)|(1<<CSW_USP)|(1<<CSW_DEAGLE)|(1<<CSW_ELITE)|(1<<CSW_HEGRENADE)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE), // flares
- (1<<CSW_AUG)|(1<<CSW_XM1014)|(1<<CSW_G3SG1)|(1<<CSW_SG550)|(1<<CSW_USP)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_DEAGLE)|(1<<CSW_HEGRENADE)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE), // flares
- (1<<CSW_AUG)|(1<<CSW_AK47)|(1<<CSW_G3SG1)|(1<<CSW_XM1014)|(1<<CSW_SG550)|(1<<CSW_USP)|(1<<CSW_ELITE)|(1<<CSW_USP)|(1<<CSW_DEAGLE)|(1<<CSW_HEGRENADE)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE), // medkits
- (1<<CSW_AUG)|(1<<CSW_XM1014)|(1<<CSW_G3SG1)|(1<<CSW_SG550)|(1<<CSW_USP)|(1<<CSW_P90)|(1<<CSW_ELITE)|(1<<CSW_MP5NAVY)|(1<<CSW_UMP45)|(1<<CSW_DEAGLE)|(1<<CSW_XM1014)|(1<<CSW_HEGRENADE)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE), // grenade launchers
- (1<<CSW_AUG)|(1<<CSW_M249)|(1<<CSW_XM1014)|(1<<CSW_G3SG1)|(1<<CSW_SG550)|(1<<CSW_USP)|(1<<CSW_ELITE)|(1<<CSW_AK47)|(1<<CSW_M4A1)|(1<<CSW_DEAGLE)|(1<<CSW_HEGRENADE)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE), // proximity mines
- (1<<CSW_AUG)|(1<<CSW_G3SG1)|(1<<CSW_XM1014)|(1<<CSW_USP)|(1<<CSW_AWP)|(1<<CSW_SG550)|(1<<CSW_ELITE)|(1<<CSW_DEAGLE)|(1<<CSW_HEGRENADE)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE) // shock grenades
- (1<<CSW_XM1014)|(1<<CSW_KNIFE)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_HEGRENADE)|(1<<CSW_DEAGLE)|(1<<CSW_ELITE)|(1<<CSW_USP)
- }
- new const g_iHunterXPRequired[KITS] =
- {
- 0,
- 25,
- 50,
- 75,
- 100,
- 200,
- 350
- }
- new const g_iHunterHealth[KITS] =
- {
- 200,
- 250,
- 275,
- 285,
- 300,
- 350,
- 500
- }
- new const g_iHunterArmor[KITS] =
- {
- 50,
- 50,
- 50,
- 50,
- 50,
- 50,
- 100,
- }
- new const g_szKitNames[KITS][] =
- {
- "Rookie Hunter",
- "Medium Hunter",
- "Advanced Hunter",
- "Expert Hunter",
- "Insane Hunter",
- "Nightmare Hunter",
- "The Berseker Predator"
- }
- new const g_szAbilityNames[KITS][] =
- {
- "Flares",
- "Flares",
- "MedKits",
- "Grenade Launcher",
- "Proximity Mines",
- "Shock Grenades",
- "Shock Grenades"
- }
- new const g_szEnabledKitMenuOptions[KITS][] =
- {
- "M4A1, DEAGLE, All Pistols \y2 \wFlares",
- "AUG, DEAGLE, All Pistols \y3 \wFlares",
- "Ak47 All Pistols \y3 \wMedkits",
- "P90, UMP45, MP5, All Pistols \y2 Rocket Launcher",
- "M249, AK47, M4A1 , All Pistols \y2 Proximity Mine",
- "SG550, All Pistols \y3 \wShock Grenades",
- "XM1014, All Pistols \y3 \wShock Grenades",
- }
- new const g_szDisabledKitMenuOptions[KITS][] =
- {
- "M4A1, Deagle, 2 HE, 2 Flares",
- "AUG, Deagle, 2 HE, 3 Flares",
- "AK47, Deagle, 2 HE, 3 Medkits",
- "3 Guns Kit, Deagle, 2 HE, 2 Rockets",
- "3 Guns Kit, Deagle, 2 Mines",
- "SG550, Deagle, 3 Shock Grenades",
- "XM1014, All Pistols , 3 Shock Grenades"
- }
- /*
- Alien XP stuff
- */
- new const g_AlienAllowedWeapons = (1<<CSW_KNIFE) // alien only allowed to use knife
- enum _:ALEVELS
- {
- ALEVEL_1,
- ALEVEL_2,
- ALEVEL_3,
- ALEVEL_4
- }
- new const g_iAlienXPRequired[ALEVELS] =
- {
- 0,
- 50,
- 100,
- 200
- }
- new const g_szAlienLevelNames[ALEVELS][] =
- {
- "Rookie Alien",
- "Medium Alien",
- "Advanced Alien",
- "Nightmare Alien"
- }
- new const g_iAlienHealth[ALEVELS] =
- {
- 500,
- 650,
- 800,
- 900
- }
- new const g_iAlienArmor[ALEVELS] =
- {
- 100,
- 100,
- 100,
- 200
- }
- new const g_iAlienSpeed[ALEVELS] =
- {
- 400,
- 420,
- 450,
- 470
- }
- new const g_szAlienLevelMessage[ALEVELS][] =
- {
- "^3* ^1Level ^3%i ^1Unlocked Ability: ^3High Jump^1, hold duck and press jump!",
- "^3* ^1Level ^3%i ^1Unlocked Ability: ^3Long Jump^1, use the lastinv key! (default Q)",
- "^3* ^1Level ^3%i ^1Unlocked Ability: ^3Regeneration^1, you regenerate health when not under attack!",
- "^3* ^1Level ^3%i ^1Unlocked Ability: ^3Acid Spit^1, use the drop key! (default G)"
- }
- public GiveXP( id, iEvent )
- {
- if( 1 <= id <= g_iMaxPlayers )
- {
- g_iXP[id] += XP[iEvent]
- // let's see if the alien gained a level
- new iNewLevel
- // loop through level xp requirements
- for( new iLevel = 0; iLevel < ALEVELS; iLevel++ )
- {
- // the alien has at least enough xp for this level
- if( g_iXP[id] >= g_iAlienXPRequired[iLevel] )
- {
- iNewLevel = iLevel
- }
- // the alien does not have enough xp for this level, so stop the loop
- else
- {
- break
- }
- }
- // he gained a level
- if( iNewLevel > g_iAlienLevel[id] )
- {
- g_iAlienLevel[id] = iNewLevel
- // show colored skill unlocked message
- if( g_iTeam[id] == TEAM_T )
- UTIL_SayText( id, id, MSG_ONE_UNRELIABLE, g_szAlienLevelMessage[iNewLevel], iNewLevel )
- }
- static szMessage[64]
- formatex( szMessage, charsmax( szMessage ), g_szXPMessage[iEvent], XP[iEvent] )
- if( XP[iEvent] > 0 )
- set_hudmessage( 0, 200, 70, HUD_XP_X, HUD_XP_Y, 1, 0.1, DELAY_XPDISPLAY, 0.2, 0.2, -1 )
- else
- set_hudmessage( 200, 0, 70, HUD_XP_X, HUD_XP_Y, 1, 0.1, DELAY_XPDISPLAY, 0.2, 0.2, -1 )
- ShowSyncHudMsg( id, hud_XP, szMessage )
- }
- }
- public GiveKit( id )
- {
- strip_user_weapons( id )
- give_item( id, "weapon_deagle" )
- give_item( id, "weapon_elite" )
- give_item( id, "weapon_usp" )
- //give_item( id, "weapon_smokegrenade" )
- //give_item( id, "weapon_hegrenade" )
- give_item( id, "weapon_knife" )
- give_item( id, "item_suit" )
- cs_set_user_bpammo( id, CSW_USP, 96 )
- cs_set_user_bpammo( id, CSW_ELITE, 90 )
- cs_set_user_bpammo( id, CSW_DEAGLE, 49 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- //cs_set_user_bpammo( id, CSW_SMOKEGRENADE, 2 )
- if( g_iKit[id] != g_iDesiredKit[id] )
- {
- if( g_iXP[id] >= g_iHunterXPRequired[g_iDesiredKit[id]] )
- {
- g_iKit[id] = g_iDesiredKit[id]
- }
- else
- {
- return
- }
- }
- new iHealth = 0
- new iArmor = 0
- g_iAbilitiesRemaining[id] = 0
- switch( g_iKit[id] )
- {
- case KIT_ASSAULT:
- {
- iHealth = 200
- iArmor = 50
- give_item( id, "weapon_m4a1" )
- //give_item( id, "weapon_hegrenade" )
- give_item( id, "weapon_knife" )
- //give_item( id, "weapon_shield" )
- cs_set_user_bpammo( id, CSW_M4A1, 200 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- g_iAbilitiesRemaining[id] = 2
- }
- case KIT_SCOUT:
- {
- iHealth = 250
- iArmor = 50
- give_item( id, "weapon_aug" )
- //give_item( id, "weapon_hegrenade" )
- give_item( id, "weapon_knife" )
- cs_set_user_bpammo( id, CSW_AUG, 200 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- g_iAbilitiesRemaining[id] = 3
- }
- case KIT_MEDIC:
- {
- iHealth = 275
- iArmor = 50
- give_item( id, "weapon_ak47" )
- give_item( id, "weapon_knife" )
- //give_item( id, "weapon_hegrenade" )
- cs_set_user_bpammo( id, CSW_AK47, 200 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- // 3 medkits
- g_iAbilitiesRemaining[id] = 3
- }
- case KIT_ELITE:
- {
- iHealth = 285
- iArmor = 50
- give_item( id, "weapon_xm1014" )
- give_item( id, "weapon_p90" )
- give_item( id, "weapon_mp5navy" )
- give_item( id, "weapon_ump45" )
- give_item( id, "weapon_knife" )
- //give_item( id, "weapon_hegrenade" )
- cs_set_user_bpammo( id, CSW_XM1014, 200 )
- cs_set_user_bpammo( id, CSW_P90, 200 )
- cs_set_user_bpammo( id, CSW_MP5NAVY, 200 )
- cs_set_user_bpammo( id, CSW_UMP45, 200 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- // 2 grenade launchers
- g_iAbilitiesRemaining[id] = 2
- }
- case KIT_HEAVY:
- {
- iHealth = 300
- iArmor = 50
- give_item( id, "weapon_m249" )
- give_item( id, "weapon_ak47" )
- give_item( id, "weapon_m4a1" )
- give_item( id, "weapon_knife" )
- //give_item( id, "weapon_hegrenade" )
- cs_set_user_bpammo( id, CSW_M249, 200 )
- cs_set_user_bpammo( id, CSW_AK47, 200 )
- cs_set_user_bpammo( id, CSW_M4A1, 200 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- // 1 proximity mine
- g_iAbilitiesRemaining[id] = 2
- }
- case KIT_HUNTER:
- {
- iHealth = 350
- iArmor = 50
- // should be "LaserAWP"
- give_item( id, "weapon_sg550" )
- give_item( id, "weapon_awp" )
- give_item( id, "weapon_g3sg1" )
- give_item( id, "weapon_deagle" )
- give_item( id, "weapon_knife" )
- //give_item( id, "weapon_hegrenade" )
- cs_set_user_bpammo( id, CSW_SG550, 200 )
- cs_set_user_bpammo( id, CSW_AWP, 200 )
- cs_set_user_bpammo( id, CSW_G3SG1, 200 )
- cs_set_user_bpammo( id, CSW_DEAGLE, 200 )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- // 3 shock grenades
- g_iAbilitiesRemaining[id] = 3
- }
- case KIT_PREDATOR:
- {
- iHealth = 500
- iArmor = 100
- give_item( id, "weapon_xm1014" )
- give_item( id, "weapon_smokegrenade" )
- give_item( id, "weapon_hegrenade" )
- cs_set_user_bpammo( id, CSW_XM1014, 200 )
- cs_set_user_bpammo( id, CSW_SMOKEGRENADE, 2 )
- cs_set_user_bpammo( id, CSW_HEGRENADE, 2 )
- }
- }
- // set up hp and armor
- set_user_health( id, iHealth )
- set_user_armor( id, iArmor )
- //give_item( id, "weapon_hegrenade" )
- //cs_set_user_bpammo( id, CSW_HEGRENADE, 200 )
- //g_iAbilitiesRemaining[id] = 500
- }
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