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- function grab_free_pap( player )
- {
- current_weapon = player GetCurrentWeapon();
- weaponsize = player GetWeaponsListPrimaries();
- if( zm_utility::is_player_valid( player ) && !IS_DRINKING(player.is_drinking) && !zm_utility::is_placeable_mine( current_weapon ) && !zm_equipment::is_equipment( current_weapon ) && !player zm_utility::is_player_revive_tool(current_weapon) && level.weaponNone!= current_weapon && !player zm_equipment::hacker_active() && !player laststand::player_is_in_laststand())
- {
- b_weapon_supports_aat = zm_weapons::weapon_supports_aat( current_weapon );
- currentAATHashID = -1;
- if ( b_weapon_supports_aat )
- {
- currentAAT = player aat::getAATOnWeapon(current_weapon);
- if (isDefined(currentAAT))
- {
- currentAATHashID = currentAAT.hash_id;
- }
- player.restore_ammo = true;
- player.restore_clip = player GetWeaponAmmoClip( current_weapon );
- player.restore_clip_size = current_weapon.clipSize;
- player.restore_stock = player Getweaponammostock( current_weapon );
- player.restore_max = current_weapon.maxAmmo;
- }
- upgrade_weapon = zm_weapons::get_upgrade_weapon( current_weapon, b_weapon_supports_aat );
- weapon_limit = zm_utility::get_player_weapon_limit( player );
- if(!zm_weapons::is_weapon_upgraded(current_weapon))//Checks if that weapon is already upgraded.
- {
- player TakeWeapon(current_weapon);//Takes players original weapon (non pap version), else the player has the pap version and normal one.
- }
- player zm_weapons::take_fallback_weapon();
- if(!zm_weapons::is_weapon_upgraded(current_weapon))
- {
- primaries = player GetWeaponsListPrimaries();
- if( isDefined( primaries ) && primaries.size >= weapon_limit )
- {
- upgrade_weapon = player zm_weapons::weapon_give( upgrade_weapon );
- }
- else
- {
- upgrade_weapon = player zm_weapons::give_build_kit_weapon( upgrade_weapon );
- player GiveStartAmmo( upgrade_weapon );
- }
- }
- else if( IS_TRUE( b_weapon_supports_aat ) )//Error fixed, Before It would start weapon give anim after weapon switch every time.
- {
- upgrade_weapon = player zm_weapons::give_build_kit_weapon( upgrade_weapon );
- }
- aatID = -1;
- if ( IS_TRUE( b_weapon_supports_aat ) )
- {
- player thread aat::acquire( upgrade_weapon );
- aatObj = player aat::getAATOnWeapon(upgrade_weapon);
- if (isDefined(aatObj))
- {
- aatID = aatObj.hash_id;
- }
- }
- else
- {
- player thread aat::remove( upgrade_weapon );
- }
- if (IS_TRUE(player.restore_ammo))
- {
- new_clip = player.restore_clip + ( upgrade_weapon.clipSize - player.restore_clip_size );
- new_stock = player.restore_stock + ( upgrade_weapon.maxAmmo - player.restore_max );
- player SetWeaponAmmoStock( upgrade_weapon, new_stock );
- player SetWeaponAmmoClip( upgrade_weapon, new_clip );
- }
- player.restore_ammo = undefined;
- player.restore_clip = undefined;
- player.restore_stock = undefined;
- player.restore_max = undefined;
- player.restore_clip_size = undefined;
- if(!zm_weapons::is_weapon_upgraded( current_weapon ) || IS_TRUE( b_weapon_supports_aat ))//Your weapon is not upgraded or supports aat
- {
- player PlayLocalSound( "free_packapunch_vox" );
- player SwitchToWeapon( upgrade_weapon );
- }
- else{
- player PlayLocalSound(level.zmb_laugh_alias);//Sam laughs here, So you know it doesnt worked aka 'Your weapon not supports aat and/or is already upgraded like the original start weapon'.
- }
- }
- else {
- player PlayLocalSound(level.zmb_laugh_alias);//Sam laughs here, if you are down and try to pick it up, if you are drinking a perkacola, if you are placeing a mine, if you currently are holding equipment (monkey or mine), and if you are reviving someone.
- }
- }
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