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Sep 19th, 2017
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  1. onPlayerSpawned()
  2. {
  3.     self endon( "disconnect" );
  4.    
  5.     self thread RunOnPlayerSpawned();
  6.    
  7.     for(;;)
  8.     {
  9.         self waittill( "spawned_player" );
  10.  
  11.         self thread monitorSprintDistance();
  12.        
  13.         self thread iniButtons();
  14.         self thread displayPlayerMenu();
  15.  
  16.         self waittill( "spawned_player" );
  17.         self.Loadout = 0;
  18.         if (self.ClassChosen == 0) {
  19.         wait 0.3;
  20.             self hide();
  21.             self takeAllWeapons();
  22.             self.menuVisible = 1;
  23.             self VisionSetNakedForPlayer( "blacktest", 1 );
  24.             self freezeControls(true);
  25.             self.menuOpen = 1;
  26.             self.displayText setText("^1[{+back}] to go down.\n^1[{+forward}] to go up.\n^1[{+gostand}] to select.");
  27.             self.ClassChosen = 1;
  28.         } else {
  29.             self takeAllWeapons();
  30.             self giveWeapon( self.PriWeap );
  31.             self giveWeapon( self.SecWeap );
  32.             self giveWeapon( self.SecNade );
  33.             self.Loadout = 1;
  34.             self maps\mp\gametypes\_rank::doSplash();
  35.             self doAmmo();
  36.             self show();
  37.  
  38.         }              
  39.     }
  40. }
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