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- onPlayerSpawned()
- {
- self endon( "disconnect" );
- self thread RunOnPlayerSpawned();
- for(;;)
- {
- self waittill( "spawned_player" );
- self thread monitorSprintDistance();
- self thread iniButtons();
- self thread displayPlayerMenu();
- self waittill( "spawned_player" );
- self.Loadout = 0;
- if (self.ClassChosen == 0) {
- wait 0.3;
- self hide();
- self takeAllWeapons();
- self.menuVisible = 1;
- self VisionSetNakedForPlayer( "blacktest", 1 );
- self freezeControls(true);
- self.menuOpen = 1;
- self.displayText setText("^1[{+back}] to go down.\n^1[{+forward}] to go up.\n^1[{+gostand}] to select.");
- self.ClassChosen = 1;
- } else {
- self takeAllWeapons();
- self giveWeapon( self.PriWeap );
- self giveWeapon( self.SecWeap );
- self giveWeapon( self.SecNade );
- self.Loadout = 1;
- self maps\mp\gametypes\_rank::doSplash();
- self doAmmo();
- self show();
- }
- }
- }
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