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// the purpose of this script is basically just to provide methods that are used in modified burnmeter and boost_store scripts to get custom items to work
global function InitialiseArenaLoadouts
global function PopulateArenaLoadouts
global function GetArenaLoadoutForRoundCount
global function GetArenaLoadoutItemAsBurnReward
global function GetCashBoostForRoundCount
#if SERVER
global function GivePlayerArenaLoadoutItem
#endif
const int ABILITY_ROUND = 2
const int CRATE_ROUND = 4
const int TITAN_ROUND = 7
struct {
array<BoostStoreData> tier0Weapons
array<BoostStoreData> tier1Weapons
array<BoostStoreData> antiTitanWeapons
BoostStoreData droppodRespawn
BoostStoreData titanBattery
BoostStoreData titanfall
} file
void function InitialiseArenaLoadouts()
{
BoostStoreData g2Data = { itemRef="mp_weapon_g2", modesAllowed="arena", cost=75, ... }
file.tier0Weapons.append( g2Data )
BoostStoreData flatlineData = { itemRef="mp_weapon_vinson", modesAllowed="arena", cost=125, ... }
file.tier0Weapons.append( flatlineData )
BoostStoreData wingmanData = { itemRef="mp_weapon_wingman", modesAllowed="arena", cost=50, ... }
file.tier0Weapons.append( wingmanData )
BoostStoreData respawnData = { itemRef="droppodRespawn", modesAllowed="arena", cost=50, ... }
file.tier0Weapons.append( respawnData )
#if SERVER
SetBoostPurchaseCallback( GivePlayerArenaLoadoutItem )
#endif
}
array<BoostStoreData> function PopulateArenaLoadouts()
{
return GetArenaLoadoutForRoundCount( 0 )
}
array<BoostStoreData> function GetArenaLoadoutForRoundCount( int round )
{
return file.tier0Weapons
}
BurnReward function GetArenaLoadoutItemAsBurnReward( string itemRef )
{
BurnReward reward
reward.ref = itemRef
reward.localizedName = itemRef
return reward
}
bool function ArenaLoadoutItemIsWeapon( string item )
{
if ( item.find( "mp_weapon" ) == 0 )
return true
return false
}
int function GetCashBoostForRoundCount( int round )
{
if ( round == 0 )
return 150
if ( round < 4 )
return 250
return 350
}
#if SERVER
void function GivePlayerArenaLoadoutItem( entity player, BoostStoreData item )
{
if ( ArenaLoadoutItemIsWeapon( item.itemRef ) )
{
array<string> mods
// apply mods
//if ( item.itemRef = "mp_weapon_wingman" )
player.GiveWeapon( item.itemRef, mods )
player.SetActiveWeaponByName( item.itemRef )
return
}
}
#endif
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