// Some functions below - Might move to seperate file? (functions.cs) public void KickPlayer(Entity player) { player.AfterDelay(100, entity => { Call("kick", player.Call<int>("getentitynumber")); }); }
public override void OnPlayerKilled(Entity player, Entity inflictor, Entity attacker, int damage, string mod, string weapon, Vector3 dir, string hitLoc) { // update the own score if (attacker.HasField("bohud_created")) { attacker.AfterDelay(10, entity => { var scoreText = entity.GetField<HudElem[]>("bohud_messageText")[1]; scoreText.SetText(entity.GetField<int>("score").ToString()); }); } // update all players' ranking UpdateScores(); }
public void OnPlayerSpawend(Entity player) { player.AfterDelay(0, delegate (Entity ent) { if ((((player != null) && player.IsPlayer) && player.IsAlive) && (player.GetField<string>("sessionteam") != "allies")) { foreach (string str in this.fixWeapons) { if (player.CurrentWeapon.Contains(str) && (player.CurrentWeapon.Contains("tactical") || player.CurrentWeapon == "iw5_usp45_mp")) { player.Call("setweaponammoclip", new Parameter[] { player.CurrentWeapon, 0 }); player.Call("setweaponammostock", new Parameter[] { player.CurrentWeapon, 0 }); break; } } } }); }
private void usedDoor(Entity door, Entity player) { if (!player.IsAlive) return; // has repair weapon. do repair door if (player.CurrentWeapon.Equals("defaultweapon_mp")) { repairDoor(door, player); return; } if (door.GetField<int>("hp") > 0) { if (Unitily.GetPlayerTeam(player) == "allies") { if (door.GetField<string>("state") == "open") { door.Call(33399, new Parameter(door.GetField<Vector3>("close")), 1); // moveto AfterDelay(300, () => { door.SetField("state", "close"); }); } else if (door.GetField<string>("state") == "close") { door.Call(33399, new Parameter(door.GetField<Vector3>("open")), 1); // moveto AfterDelay(300, () => { door.SetField("state", "open"); }); } } else { if (door.GetField<string>("state") == "close") { if (player.GetField<int>("attackeddoor") == 0) { int hitchance = 0; switch (player.Call<string>("getstance")) { case "prone": hitchance = 20; break; case "couch": hitchance = 45; break; case "stand": hitchance = 90; break; default: break; } if (_rng.Next(100) < hitchance) { door.SetField("hp", door.GetField<int>("hp") - 1); player.Call("iprintlnbold", "HIT: " + door.GetField<int>("hp") + "/" + door.GetField<int>("maxhp")); } else { player.Call("iprintlnbold", "^1MISS"); } player.SetField("attackeddoor", 1); player.AfterDelay(1000, (e) => player.SetField("attackeddoor", 0)); } } } } else if (door.GetField<int>("hp") == 0 && door.GetField<string>("state") != "broken") { if (door.GetField<string>("state") == "close") door.Call(33399, new Parameter(door.GetField<Vector3>("open")), 1f); // moveto door.SetField("state", "broken"); } }
public void usedZipline(Entity box, Entity player) { Action<Entity> function = null; if (player.IsAlive && box.GetField<string>("state") != "using") { Vector3 startorigin = box.Origin; box.SetField("state", "using"); box.Call("clonebrushmodeltoscriptmodel", new Parameter[] { Call<Entity>("spawn", "script_origin", new Vector3()) }); player.Call("playerlinkto", new Parameter[] { box }); box.Call("moveto", new Parameter[] { box.GetField<Vector3>("endorigin"), 5 }); box.AfterDelay(5000, delegate (Entity ent) { if (player.Call<int>("islinked", new Parameter[0]) != 0) { player.Call("unlink", new Parameter[0]); player.Call("setorigin", new Parameter[] { box.GetField<Vector3>("endorigin") }); } box.Call("moveto", new Parameter[] { startorigin, 1 }); }); if (function == null) { function = delegate (Entity ent) { box.Call("clonebrushmodeltoscriptmodel", new Parameter[] { _airdropCollision }); box.SetField("state", "idle"); }; } box.AfterDelay(6100, function); } }
public void usedZipline(Entity box, Entity player) { if (!player.IsAlive) return; /*if (this.Call<int>("getdvarint", new Parameter[1] { (Parameter) "power" }) != 1 || box.GetField<string>("state") == "using") return;*/ Vector3 startorigin = box.Origin; box.SetField("state", (Parameter)"using"); box.Call("clonebrushmodeltoscriptmodel", new Parameter[1] { (Parameter) this._nullCollision }); player.Call("playerlinkto", new Parameter[1] { (Parameter) box }); box.Call("moveto", (Parameter)box.GetField<Vector3>("endorigin"), (Parameter)5); box.AfterDelay(5000, (Action<Entity>)(ent => { if (player.Call<int>("islinked") != 0) { player.Call("unlink"); player.Call("setorigin", new Parameter[1] { (Parameter) box.GetField<Vector3>("endorigin") }); } box.Call("moveto", (Parameter)startorigin, (Parameter)1); })); box.AfterDelay(6100, (Action<Entity>)(ent => { box.Call("clonebrushmodeltoscriptmodel", new Parameter[1] { (Parameter) this._airdropCollision }); box.SetField("state", (Parameter)"idle"); })); }
public void HandleUseables(Entity player) { foreach (Entity ent in usables) { if (player.Origin.DistanceTo(ent.Origin) < ent.GetField<int>("range")) { string team = player.GetField<string>("sessionteam"); switch (ent.GetField<string>("usabletype")) { case "door": usedDoor(ent, player); break; case "zipline": this.usedZipline(ent, player); break; case "ammobag": if (team == "allies") { this.usedAmmo(ent, player); } break; case "turret": if (team == "axis") { player.AfterDelay(100, entity => { player.Call("iprintlnbold", "^1 just for humans."); player.Call("suicide"); }); } continue; default: break; } } } }
public void DoRandom(Entity player) { int? roll = new Random().Next(NumOfRolls); var rollname = ""; switch (roll) { case 0: rollname = "None"; break; case 1: rollname = "^2One Ammo XM25"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("xm25_mp"); player.Call("setweaponammoclip", "xm25_mp", 1); player.Call("setweaponammostock", "xm25_mp", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("xm25_mp")); break; case 2: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 3: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 4: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 5: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 6: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 7: rollname = "^2SMAW"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_smaw_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_smaw_mp")); break; case 8: rollname = "^1Stinger"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("stinger_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("stinger_mp")); break; case 9: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 10: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 11: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 12: rollname = "^2AA12"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_aa12_mp_xmags_camo11"); player.Call("setweaponammostock", "iw5_aa12_mp_xmags_camo11", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_aa12_mp_xmags_camo11")); break; case 13: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 14: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 15: rollname = "^1Turtle"; OnInterval(100, () => Speed(player, 0.4f)); break; case 16: rollname = "^1Turtle"; OnInterval(100, () => Speed(player, 0.4f)); break; case 17: rollname = "^2Javelin"; player.GiveWeapon("javelin_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("javelin_mp")); break; case 18: rollname = "^2Flash Bang"; player.GiveWeapon("flash_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("flash_grenade_mp")); break; case 19: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 20: rollname = "^2One Ammo RSASS"; string weapon = Utilities.BuildWeaponName("iw5_rsass", "none", "none", 0, 0); player.GiveWeapon(weapon); player.Call("setweaponammoclip", weapon, 1); player.Call("setweaponammostock", weapon, 0); AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon)); break; case 21: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 22: rollname = "^2SMAW"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_smaw_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_smaw_mp")); break; case 23: rollname = "^1Can't Jump"; player.Call("allowjump", false); break; case 24: rollname = "^3Riotshield Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 25: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 26: rollname = "^2C4"; player.GiveWeapon("c4_mp"); player.Call("givemaxammo", "c4_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("c4_mp")); break; case 27: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 28: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 29: rollname = "^3Riotshield Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 30: rollname = "^2USP45 Akimbo"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_usp45_mp_akimbo"); player.Call("setweaponammostock", "iw5_usp45_mp_akimbo", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_usp45_mp_akimbo")); break; case 31: rollname = "None"; break; case 32: rollname = "^1Stinger"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("stinger_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("stinger_mp")); break; case 33: rollname = "^2Smoke"; player.GiveWeapon("smoke_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("smoke_grenade_mp")); break; case 34: rollname = "None"; break; case 35: rollname = "None"; break; case 36: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 37: rollname = "None"; break; case 38: rollname = "^2Desert Eagle"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_deserteagle_mp"); player.Call("setweaponammostock", "iw5_deserteagle_mp", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_deserteagle_mp")); break; case 39: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 40: rollname = "^2Concussion Grenade"; player.GiveWeapon("concussion_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("concussion_grenade_mp")); break; case 41: rollname = "^2Throwing Knife"; player.GiveWeapon("throwingknife_mp"); player.SwitchToWeaponImmediate("throwingknife_mp"); break; case 42: rollname = "^2EMP Grenade"; player.GiveWeapon("emp_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("emp_grenade_mp")); break; case 43: rollname = "None"; break; case 44: rollname = "None"; break; case 45: rollname = "^1You Die After 3 Second"; player.SetField("rtd_canroll", 1); AfterDelay(3000, () => player.Call("suicide")); break; case 46: rollname = "None"; break; case 47: rollname = "^3Godmode for 3 second"; player.Health = -1; AfterDelay(3000, () => player.Health = player.GetField<int>("maxhealth")); break; case 48: rollname = "^2M320"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("m320_mp"); player.Call("setweaponammoclip", "m320_mp", 1); player.Call("setweaponammostock", "m320_mp", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("m320_mp")); break; case 49: rollname = "^2One Ammo MK14"; string weapon2 = "iw5_mk14_mp"; player.GiveWeapon(weapon2); player.Call("setweaponammoclip", weapon2, 1); player.Call("setweaponammostock", weapon2, 0); AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon2)); break; case 50: rollname = "^2One Ammo SVD"; string weapon3 = Utilities.BuildWeaponName("iw5_dragunov", "none", "none", 0, 0); player.GiveWeapon(weapon3); player.Call("setweaponammoclip", weapon3, 1); player.Call("setweaponammostock", weapon3, 0); AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon3)); break; case 51: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 52: rollname = "^2RPG"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("rpg_mp"); player.Call("setweaponammoclip", "rpg_mp", 1); player.Call("setweaponammostock", "rpg_mp", 1); AfterDelay(300, () => player.SwitchToWeaponImmediate("rpg_mp")); break; case 53: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 54: rollname = "^3Extra Speed and AA12"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_aa12_mp_xmags_camo11"); player.Call("setweaponammostock", "iw5_aa12_mp_xmags_camo11", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_aa12_mp_xmags_camo11")); OnInterval(100, () => Speed(player, 1.5)); break; case 55: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 56: rollname = "^1Zombie Incantation"; player.SetField("zombie_incantation", 1); break; case 57: rollname = "None"; break; case 58: rollname = "^1Zombie Incantation"; player.SetField("zombie_incantation", 1); break; case 59: rollname = "^1Zombie Incantation"; player.SetField("zombie_incantation", 1); break; } PrintRollNames(player, rollname, 0, roll); }
public static string upgradeWeapon(Entity player) { string weapon = player.CurrentWeapon; string basenewweapon = ""; string basename = WeaponUtils.weapon_getBasename(weapon); int camo = player.GetField<int>("camo"); int reticle = player.GetField<int>("reticle"); if (weapon.StartsWith("iw5_pp90m1")) { player.Call("iprintlnbold", "^3IS SMG"); player.TakeWeapon(weapon); basenewweapon = WeaponUtils.getRandomAR(camo, reticle); } if (Array.IndexOf(WeaponUtils._smgList, basename) > 0) { player.TakeWeapon(weapon); player.Call("iprintlnbold", "^3IS SMG"); basenewweapon = WeaponUtils.getRandomAR(camo, reticle); } else if (Array.IndexOf(WeaponUtils._arList, basename) > 0) { player.TakeWeapon(weapon); basenewweapon = WeaponUtils.getRandomLMG(camo, reticle); } else if (Array.IndexOf(WeaponUtils._pistolList, basename) > 0) { player.TakeWeapon(weapon); basenewweapon = WeaponUtils.getRandomAutoPistol(camo, reticle); } else { return "You cannot upgrade this weapon!"; } string[] newattach = WeaponUtils.weapon_getAttachments(weapon); string newweapon = WeaponUtils.weapon_getWeaponName(basenewweapon, newattach, player.GetField<int>("camo"), player.GetField<int>("reticle")); player.GiveWeapon(newweapon); player.AfterDelay(100, entity => { player.SwitchToWeaponImmediate(newweapon); player.Call("iprintlnbold", "Upgraded Weapon!"); }); return ""; }
public void DoRandom(Entity player, int? desiredNumber) { int? roll = new Random().Next(NumOfRolls); if (desiredNumber != null) roll = desiredNumber; var rollname = ""; switch (roll) { case 0: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 1: rollname = "^2Unlimited XM25"; OnInterval(100, () => Stock(player, 99)); OnInterval(100, () => Weapon(player, "xm25_mp", "", null)); break; case 2: rollname = "^2No Recoil"; OnInterval(100, () => Recoil(player, 0f)); break; case 3: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 4: rollname = "^1No ADS"; player.Call("allowads", false); break; case 5: rollname = "^2Triple HP"; player.SetField("maxhealth", player.Health*3); player.Health = player.Health*3; break; case 6: rollname = "^2All Perks"; player.SetPerk("specialty_longersprint", true, false); player.SetPerk("specialty_fastreload", true, false); player.SetPerk("specialty_scavenger", true, false); player.SetPerk("specialty_blindeye", true, false); player.SetPerk("specialty_paint", true, false); player.SetPerk("specialty_hardline", true, false); player.SetPerk("specialty_coldblooded", true, false); player.SetPerk("specialty_quickdraw", true, false); player.SetPerk("specialty_twoprimaries", true, false); player.SetPerk("specialty_assists", true, false); player.SetPerk("_specialty_blastshield", true, false); player.SetPerk("specialty_detectexplosive", true, false); player.SetPerk("specialty_autospot", true, false); player.SetPerk("specialty_bulletaccuracy", true, false); player.SetPerk("specialty_quieter", true, false); player.SetPerk("specialty_stalker", true, false); break; case 7: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 8: rollname = "^2Go Get 'em Makarov"; OnInterval(100, () => Weapon(player, "iw5_mg36_mp_grip_xmags", "", null)); OnInterval(100, () => Stock(player, 999)); break; case 9: rollname = "^1Darkness"; OnInterval(100, () => Vision(player, "cheat_chaplinnight", false)); break; case 10: rollname = "^2Thermal Vision"; OnInterval(100, () => Vision(player, "ac130_thermal_mp", true)); break; case 11: rollname = "^2Barrett Roll"; OnInterval(100, () => Recoil(player, 0f)); OnInterval(100, () => Stock(player, 99)); OnInterval(100, () => Weapon(player, "iw5_barrett_mp_xmags", "", null)); break; case 12: rollname = "^1Negative"; OnInterval(100, () => Vision(player, "cheat_invert_contrast", false)); break; case 13: rollname = "^2Knife Runner"; player.Call(33395); player.SetPerk("specialty_longersprint", true, true); player.SetPerk("specialty_lightweight", true, true); player.SetPerk("specialty_fastermelee", true, true); OnInterval(100, () => Weapon(player, "iw5_44magnum_mp_tactical", "", null)); OnInterval(100, () => Speed(player, 1.2f)); OnInterval(100, () => Ammo(player, 0)); OnInterval(100, () => Stock(player, 0)); break; case 14: rollname = "^1Turtle"; OnInterval(100, () => Speed(player, 0.4f)); break; case 15: rollname = "^1Supermodel 1887"; player.Call(33395); player.SetPerk("specialty_bulletaccuracy", true, true); OnInterval(100, () => Weapon(player, "iw5_1887_mp", "", null)); break; case 16: rollname = "^1Fallout"; OnInterval(100, () => Vision(player, "mpnuke", false)); break; case 17: rollname = "^2Unlimited Ammo"; OnInterval(100, () => Ammo(player, 99)); OnInterval(100, () => Stock(player, 99)); break; case 18: rollname = "^2Wallhack for 40 seconds"; player.Call("thermalvisionfofoverlayon"); player.AfterDelay(40000, entity => { player.Call("thermalvisionfofoverlayoff"); player.Call("iprintlnbold", "Wallhack Off"); }); break; case 19: rollname = "^2Double HP and roll again!"; player.SetField("maxhealth", player.Health*2); player.Health = player.Health*2; player.AfterDelay(2000, entity => DoRandom(player, null)); break; case 20: rollname = "^2Godmode for 15 seconds"; player.Health = -1; player.AfterDelay(15000, entity => { player.Call("iprintlnbold", "Godmode Off"); player.Health = player.GetField<int>("maxhealth"); player.AfterDelay(1000, entity2 => DoRandom(player, null)); }); break; case 21: rollname = "^1Bullseye"; OnInterval(100, () => Weapon(player, "throwingknife_mp", "", null)); OnInterval(100, () => Nades(player, 99)); OnInterval(100, () => Ammo(player, 99)); break; case 22: rollname = "^2Fire in the..."; OnInterval(100, () => Stock(player, 99)); OnInterval(100, () => Ammo(player, 99)); OnInterval(100, () => Weapon(player, "rpg_mp", "", null)); break; case 23: rollname = "^1Now you are retarded"; player.Call("allowads", false); player.Call("allowsprint", false); player.Call("allowjump", false); break; case 24: rollname = "AZUMOOB's Sub Setup"; player.TakeAllWeapons(); player.Call(33395); player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_bulletaccuracy", true, true); player.SetPerk("specialty_bulletdamage", true, true); player.GiveWeapon("iw5_ump45_mp_silencer_xmags"); player.GiveWeapon("iw5_aa12_mp_xmags_grip_akimbo"); player.SwitchToWeaponImmediate("iw5_ump45_mp_silencer_xmags"); break; case 25: rollname = "Tank"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeAllWeapons(); player.GiveWeapon("riotshield_mp"); player.SwitchToWeaponImmediate("riotshield_mp"); player.Call("disableweaponpickup"); //OnInterval(100, () => Weapon(player, "riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 26: rollname = "^1EMP"; player.Call("setempjammed", true); break; case 27: rollname = "Morpheus"; player.Call(33395); player.SetPerk("specialty_longersprint", true, true); player.SetPerk("specialty_lightweight", true, true); player.SetPerk("specialty_quieter", true, true); OnInterval(100, () => Weapon(player, "iw5_mp5_mp_rof")); player.AfterDelay(150, entity => player.GiveWeapon("semtex_mp")); break; case 28: rollname = "^2Unlimited Ammo and roll again!"; OnInterval(100, () => Nades(player, 99)); OnInterval(100, () => Ammo(player, 99)); player.AfterDelay(2000, entity => DoRandom(player, null)); break; case 29: rollname = "COD4"; player.SetPerk("specialty_bulletdamage", true, true); player.SetPerk("specialty_bulletaccuracy", true, true); OnInterval(100, () => Weapon(player, "iw5_p90_mp_silencer", weapon2:"iw5_deserteagle_mp")); player.AfterDelay(150, entity => player.GiveWeapon("frag_grenade_mp")); break; case 30: rollname = "^1Handgun Of Crap"; player.TakeAllWeapons(); player.Call("disableweaponpickup"); player.GiveWeapon("iw5_usp45_mp_akimbo"); player.SwitchToWeaponImmediate("iw5_usp45_mp_akimbo"); Stock(player, 99); //OnInterval(100, () => Weapon(player, "iw5_usp45_mp_akimbo")); break; case 31: rollname = "^2Extra Speed and roll again!"; OnInterval(100, () => Speed(player, 1.5)); player.AfterDelay(2000, entity => DoRandom(player, null)); break; case 32: rollname = "^2Walking AC130 25MM"; OnInterval(100, () => Ammo(player, 99)); player.TakeAllWeapons(); player.GiveWeapon("ac130_25mm_mp"); player.SwitchToWeaponImmediate("ac130_25mm_mp"); player.Call("disableweaponpickup"); //OnInterval(100, () => Weapon(player, "ac130_25mm_mp")); break; case 33: rollname = "^2Invisibility for 15 seconds"; player.Call("hide"); player.AfterDelay(15000, entity => { player.Call("iprintlnbold", "Invisibility Off"); player.Call("show"); player.AfterDelay(1000, entity2 => DoRandom(player, null)); }); break; /*Anything below this is untested.*/ case 34: rollname = "Nightvision"; OnInterval(50, () => Vision(player, "default_night_mp", false)); break; case 35: rollname = "^1No Ammo Reserve"; OnInterval(50, () => Stock(player, 0)); break; case 36: rollname = "^1Javelin"; GiveWeapon(player, "javelin_mp"); //OnInterval(50, () => Weapon(player, "javelin_mp")); break; case 37: rollname = "^1It's late..."; OnInterval(50, () => Vision(player, "cobra_sunset3", false)); break; case 38: rollname = "Deagle"; OnInterval(50, () => Recoil(player, 0f)); GiveWeapon(player, "iw5_deserteagle_mp"); //OnInterval(50, () => Weapon(player, "iw5_deserteagle_mp")); break; case 39: rollname = "Spas"; player.SetPerk("specialty_bulletaccuracy", true, true); player.SetPerk("specialty_bulletdamage", true, true); OnInterval(50, () => Ammo(player, 99)); GiveWeapon(player, "iw5_deserteagle_mp"); //OnInterval(50, () => Weapon(player, "iw5_spas12_mp_fmj_grip")); break; } PrintRollNames(player, rollname, 0, roll); }
public void OnPlayerSpawn(Entity entity) { if (PlayerStop.Contains(entity.GetField<string>("name"))) PlayerStop.Remove(entity.GetField<string>("name")); entity.TakeAllWeapons(); entity.GiveWeapon(Settings.MainWeapon); entity.AfterDelay(10, entity1 => { entity.SwitchToWeapon(Settings.MainWeapon); entity.Call("givemaxammo", Settings.MainWeapon); }); if (Settings.AntiHardscope) { entity.OnInterval(50, entity1 => { if (PlayerStop.Contains(entity.GetField<string>("name"))) return false; if (!PlayerADSCount.ContainsKey(entity.GetField<string>("name"))) PlayerADSCount.Add(entity.GetField<string>("name"), 0); if (entity.Call<float>("playerads") >= 1) PlayerADSCount[entity.GetField<string>("name")]++; if (PlayerADSCount[entity.GetField<string>("name")] >= Settings.MaxScopeTime/0.15) { PlayerADSCount[entity.GetField<string>("name")] = 0; entity.Call("allowads", false); OnInterval(50, () => { if (entity.Call<float>("playerads") > 0) return true; entity.Call("allowads", true); return false; }); } return true; }); } if (Settings.ThrowingKnife) { entity.Call("SetOffhandPrimaryClass", "throwingknife"); entity.GiveWeapon("throwingknife_mp"); entity.Call("setweaponammoclip", "throwingknife_mp", 1); } if (Settings.RemoveAllPerks) { entity.Call(33395); } if (Settings.DefaultSniperPerks) { entity.SetPerk("specialty_bulletpenetration", true, false); entity.SetPerk("specialty_longersprint", true, false); entity.SetPerk("specialty_fastreload", true, false); entity.SetPerk("specialty_holdbreathwhileads", true, false); entity.SetPerk("specialty_lightweight", true, false); entity.SetPerk("specialty_moredamage", true, false); entity.SetPerk("specialty_quickdraw", true, false); entity.SetPerk("specialty_quickswap", true, false); entity.SetPerk("specialty_fastmantle", true, false); } if (!Settings.EnableFallDamage) entity.SetPerk("specialty_falldamage", true, false); if (Settings.UseSecondary) { entity.GiveWeapon(Settings.SecondaryWeapon); if (!Settings.SecondaryHasAmmo) { entity.Call("setweaponammoclip", Settings.SecondaryWeapon, 0); entity.Call("setweaponammostock", Settings.SecondaryWeapon, 0); } } //entity.SetField("maxhealth", Settings.PlayerMaxHealth); //entity.Health = Settings.PlayerMaxHealth; //entity.Notify("joined_spectators"); //entity.SetField("usingRemote", "remote_remote"); OnInterval(10, () => { entity.Call("stoplocalsound", "breathing_hurt"); return true; }); OnInterval(50, () => { if (entity.CurrentWeapon != Settings.MainWeapon) entity.SwitchToWeapon(Settings.MainWeapon); return true; }); }