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Jul 19th, 2017
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  1. function grab_free_pap( player )
  2. {
  3.     current_weapon = player GetCurrentWeapon();
  4.     weaponsize = player GetWeaponsListPrimaries();
  5.  
  6.     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())
  7.     {
  8.         b_weapon_supports_aat = zm_weapons::weapon_supports_aat( current_weapon );
  9.         currentAATHashID = -1;
  10.         if ( b_weapon_supports_aat )
  11.         {
  12.             currentAAT = player aat::getAATOnWeapon(current_weapon);
  13.             if (isDefined(currentAAT))
  14.             {
  15.                 currentAATHashID = currentAAT.hash_id;    
  16.             }
  17.             player.restore_ammo = true;
  18.             player.restore_clip = player GetWeaponAmmoClip( current_weapon );
  19.             player.restore_clip_size = current_weapon.clipSize;
  20.             player.restore_stock = player Getweaponammostock( current_weapon );
  21.             player.restore_max = current_weapon.maxAmmo;
  22.         }
  23.  
  24.         upgrade_weapon = zm_weapons::get_upgrade_weapon( current_weapon, b_weapon_supports_aat );
  25.  
  26.         weapon_limit = zm_utility::get_player_weapon_limit( player );
  27.  
  28.         if(!zm_weapons::is_weapon_upgraded(current_weapon))//Checks if that weapon is already upgraded.
  29.         {
  30.             player TakeWeapon(current_weapon);//Takes players original weapon (non pap version), else the player has the pap version and normal one.
  31.          }
  32.  
  33.         player zm_weapons::take_fallback_weapon();
  34.  
  35.         if(!zm_weapons::is_weapon_upgraded(current_weapon))
  36.         {
  37.             primaries = player GetWeaponsListPrimaries();
  38.             if( isDefined( primaries ) && primaries.size >= weapon_limit )
  39.             {
  40.                 upgrade_weapon = player zm_weapons::weapon_give( upgrade_weapon );
  41.             }
  42.             else
  43.             {
  44.                 upgrade_weapon = player zm_weapons::give_build_kit_weapon( upgrade_weapon );
  45.                 player GiveStartAmmo( upgrade_weapon );
  46.             }
  47.         }
  48.         else if( IS_TRUE( b_weapon_supports_aat ) )//Error fixed, Before It would start weapon give anim after weapon switch every time.
  49.         {
  50.             upgrade_weapon = player zm_weapons::give_build_kit_weapon( upgrade_weapon );
  51.         }
  52.  
  53.         aatID = -1;
  54.         if ( IS_TRUE( b_weapon_supports_aat ) )
  55.         {
  56.             player thread aat::acquire( upgrade_weapon );
  57.             aatObj = player aat::getAATOnWeapon(upgrade_weapon);
  58.             if (isDefined(aatObj))
  59.             {
  60.                 aatID = aatObj.hash_id;
  61.             }
  62.         }
  63.         else
  64.         {
  65.             player thread aat::remove( upgrade_weapon );
  66.         }
  67.        
  68.         if (IS_TRUE(player.restore_ammo))
  69.         {
  70.             new_clip = player.restore_clip + ( upgrade_weapon.clipSize - player.restore_clip_size );
  71.             new_stock = player.restore_stock + ( upgrade_weapon.maxAmmo - player.restore_max );
  72.             player SetWeaponAmmoStock( upgrade_weapon, new_stock );
  73.             player SetWeaponAmmoClip( upgrade_weapon, new_clip );
  74.         }
  75.         player.restore_ammo = undefined;
  76.         player.restore_clip = undefined;
  77.         player.restore_stock = undefined;
  78.         player.restore_max = undefined;
  79.         player.restore_clip_size = undefined;
  80.  
  81.         if(!zm_weapons::is_weapon_upgraded( current_weapon ) || IS_TRUE( b_weapon_supports_aat ))//Your weapon is not upgraded or supports aat
  82.         {
  83.             player PlayLocalSound( "free_packapunch_vox" );
  84.             player SwitchToWeapon( upgrade_weapon );
  85.         }
  86.         else{
  87.             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'.
  88.         }
  89.     }
  90.     else {
  91.         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.
  92.     }
  93. }
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