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		<title>PCMasters Hardware Forum - GFX, Webdesign und Programmierung</title>
		<link>http://www.pcmasters.de/forum/</link>
		<description><![CDATA[Die Ecke für Grafiker, Programmierer & Co.]]></description>
		<language>de</language>
		<lastBuildDate>Mon, 06 Sep 2010 19:14:14 GMT</lastBuildDate>
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		<ttl>30</ttl>
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			<title>PCMasters Hardware Forum - GFX, Webdesign und Programmierung</title>
			<link>http://www.pcmasters.de/forum/</link>
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		<item>
			<title>Delphi ?</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84282&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 15:18:10 GMT</pubDate>
			<description>Moin 
wir arbeiten grade in der Schule mit Delphi 5 und ich wollts mir runterladen - kostenlos(e Version). 
Ich habe zwar schon tausende von...</description>
			<content:encoded><![CDATA[<div>Moin<br />
wir arbeiten grade in der Schule mit Delphi 5 und ich wollts mir runterladen - kostenlos(e Version).<br />
Ich habe zwar schon tausende von downloads gefunden, allerdings funkt. kein einziger. Wenn jmnd. einen funktionierenden Link hat dann bitte her damit ! :fuchtel:</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>Mattes</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84282</guid>
		</item>
		<item>
			<title>Einen Textbox oder String in visual basic einbauen</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84238&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 16:49:47 GMT</pubDate>
			<description><![CDATA[hi  
wie kriege ich es hin ein " in eine textbox oder string o.ä. zu kriegen? weiß nur wie das in cpp geht und hier gehts anscheinend anders....]]></description>
			<content:encoded><![CDATA[<div>hi <br />
wie kriege ich es hin ein &quot; in eine textbox oder string o.ä. zu kriegen? weiß nur wie das in cpp geht und hier gehts anscheinend anders. außerdem kann man ein &quot; nicht googlen und ich schreib das auf deutsch immer flasch. mir fällt grad auf ich hätte gucken können was das auf englisch heißt:/</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>douro</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84238</guid>
		</item>
		<item>
			<title>Programmieren lernen ?</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84159&amp;goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 12:44:28 GMT</pubDate>
			<description><![CDATA[Moin 
 
ich möchte Programmieren lernen. 
(Schonmal ein guter Satz für den Anfang :D) 
 
Hauptsächlich gehts um "Internetzeugs" aber auch gerne was...]]></description>
			<content:encoded><![CDATA[<div>Moin<br />
<br />
ich möchte Programmieren lernen.<br />
(Schonmal ein guter Satz für den Anfang :D)<br />
<br />
Hauptsächlich gehts um &quot;Internetzeugs&quot; aber auch gerne was mit Windows xD<br />
Ich habe mir sagen lassen, dass C++ für den Anfang zu schwer ist.<br />
Ich habe heute meine erste Informatik-Stunde in der Schule gehabt, aber ich möchte neben bei noch was lernen. Außer Striche und Kreise zu ziehen :fuchtel:<br />
<br />
Man merkt, dass ich sehr unerfahren bin und ja...ich weiß, dass sich das Ganze etwas komisch anhört. Ich bitte um Verzeihung :fresse:<br />
<br />
Gruß<br />
Mattes</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>Mattes</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84159</guid>
		</item>
		<item>
			<title>Brauche hilfe beim Online-Shop erstellen!!!</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84141&amp;goto=newpost</link>
			<pubDate>Mon, 30 Aug 2010 20:37:39 GMT</pubDate>
			<description>hallo, 
 
ich möchte gerne einen onlineshop erstellen aber ich komme nicht klar damit. ich habs mit xtcommerce versucht kann es installieren usw aber...</description>
			<content:encoded><![CDATA[<div>hallo,<br />
<br />
ich möchte gerne einen onlineshop erstellen aber ich komme nicht klar damit. ich habs mit xtcommerce versucht kann es installieren usw aber nachher wird es kompliziert und das zeigt immer fehler an. als webhoster hab ich ohost genommen. <br />
aber vom ersten einblick her gibt es da zu viele einstellmöglichkeiten.<br />
ich brauche einen simplen aber effektiven shop für kleinunternehmer.<br />
kann mir da jemand bitte helfen???<br />
<br />
MfG<br />
<br />
<br />
GrEEkLoVeR</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>GrEEkLoVeR</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84141</guid>
		</item>
		<item>
			<title>vb windows sound bei tastendruck deaktivieren</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84130&amp;goto=newpost</link>
			<pubDate>Mon, 30 Aug 2010 18:40:38 GMT</pubDate>
			<description><![CDATA[hi, 
ich hab ne textbox wenn man in der enter klickt dann passiert was aber windows macht bei jedem tastendruck son standertgeräusch: beispiel> geh...]]></description>
			<content:encoded><![CDATA[<div>hi,<br />
ich hab ne textbox wenn man in der enter klickt dann passiert was aber windows macht bei jedem tastendruck son standertgeräusch: beispiel&gt; geh auf dein desktop und klick mehrere tasten gleichzeitig.. wenns nicht beim ersten mal kommt dann aber beim dritten.. <br />
wie kann ich das unterdrücken weil wenn in der textbox enter gedrückt wird passiert ja etwas gewünschtes und da muss da kein &quot;error geräusch&quot; kommen</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>douro</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84130</guid>
		</item>
		<item>
			<title>vb leerzeile hizufügen</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84120&amp;goto=newpost</link>
			<pubDate>Mon, 30 Aug 2010 15:33:35 GMT</pubDate>
			<description>hi 
ich habs schon gegooglet und find nur zeug für vba..  
ich will einer textbox ne leerzeile hinzufügen das da nicht steht: 
zeile 1zeile2 ...</description>
			<content:encoded><![CDATA[<div>hi<br />
ich habs schon gegooglet und find nur zeug für vba.. <br />
ich will einer textbox ne leerzeile hinzufügen das da nicht steht:<br />
zeile 1zeile2 <br />
sonderen<br />
zeile 1<br />
zeile 2<br />
also texbox1.text = textbox1.text + leerzeilenbefehl + &quot;neues kommentar&quot;</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>douro</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84120</guid>
		</item>
		<item>
			<title>Was für eine Programmiersprache ist das</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=84000&amp;goto=newpost</link>
			<pubDate>Sat, 28 Aug 2010 11:50:34 GMT</pubDate>
			<description>hey zusammen  
will mal wiessen was das für eine sparache ist 
 
 
Code: 
--------- 
#include common_scripts\utility; 
#include maps\mp\_utility;...</description>
			<content:encoded><![CDATA[<div>hey zusammen <br />
will mal wiessen was das für eine sparache ist<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">#include common_scripts\utility;<br />
#include maps\mp\_utility;<br />
#include maps\mp\gametypes\_hud_util;<br />
<br />
<br />
doTextScroll() // Scrolling Banner Text for Advertisment or Mod info<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; displayText = self createFontString( &quot;objective&quot;, 1.5 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; i = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; for( ;; )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(i == 280) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; i = -280;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayText setPoint( &quot;CENTER&quot;, &quot;TOP&quot;, i, 17);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayText setText(&quot;^3GunGame Mod v2.3 &quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .01;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; i++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
initGuns()&nbsp; // 68 level 2 tier version if you don't like this weapon setup please pick your own list<br />
{<br />
&nbsp; &nbsp; self.inverse = false; //Inverted gungame?<br />
&nbsp; &nbsp; self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.<br />
&nbsp; &nbsp; self.finalkills = 1; //Kills to win after getting final weapon<br />
&nbsp; &nbsp; self.gunList = [];<br />
&nbsp; &nbsp; // Gun Name, Laser Sight, Akimbo<br />
&nbsp; &nbsp; self.gunList[0] = createGun(&quot;usp_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[1] = createGun(&quot;usp_akimbo_silencer_mp&quot;, 9, false, true);<br />
&nbsp; &nbsp; self.gunList[2] = createGun(&quot;coltanaconda_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[3] = createGun(&quot;coltanaconda_akimbo_fmj_mp&quot;, 9, false, true);<br />
&nbsp; &nbsp; self.gunList[4] = createGun(&quot;tmp_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[5] = createGun(&quot;tmp_akimbo_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[6] = createGun(&quot;beretta393_akimbo_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[7] = createGun(&quot;glock_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[8] = createGun(&quot;glock_akimbo_xmags_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[9] = createGun(&quot;pp2000_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[10] = createGun(&quot;pp2000_akimbo_xmags_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[11] = createGun(&quot;kriss_fmj_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[12] = createGun(&quot;kriss_akimbo_fmj_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[13] = createGun(&quot;uzi_reflex_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[14] = createGun(&quot;uzi_akimbo_xmags_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[15] = createGun(&quot;mp5k_reflex_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[16] = createGun(&quot;ump45_reflex_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[17] = createGun(&quot;p90_eotech_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[18] = createGun(&quot;m4_acog_fmj_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[19] = createGun(&quot;scar_reflex_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[20] = createGun(&quot;ak47_fmj_reflex_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[21] = createGun(&quot;aug_grip_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[22] = createGun(&quot;masada_reflex_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[23] = createGun(&quot;tavor_gl_thermal_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[24] = createGun(&quot;mg4_grip_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[25] = createGun(&quot;m240_grip_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[26] = createGun(&quot;rpd_grip_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[27] = createGun(&quot;m21_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[28] = createGun(&quot;barrett_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[29] = createGun(&quot;cheytac_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[30] = createGun(&quot;m79_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[31] = createGun(&quot;at4_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[32] = createGun(&quot;rpg_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[33] = createGun(&quot;deserteagle_akimbo_fmj_mp&quot;, 9, false, true);<br />
&nbsp; &nbsp; self.gunList[34] = createGun(&quot;deserteaglegold_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[35] = createGun(&quot;tavor_gl_thermal_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[36] = createGun(&quot;usp_akimbo_silencer_mp&quot;, 9, false, true);<br />
&nbsp; &nbsp; self.gunList[37] = createGun(&quot;coltanaconda_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[38] = createGun(&quot;coltanaconda_akimbo_fmj_mp&quot;, 9, false, true);<br />
&nbsp; &nbsp; self.gunList[39] = createGun(&quot;tmp_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[40] = createGun(&quot;tmp_akimbo_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[41] = createGun(&quot;beretta393_akimbo_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[42] = createGun(&quot;glock_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[43] = createGun(&quot;glock_akimbo_xmags_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[44] = createGun(&quot;pp2000_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[45] = createGun(&quot;pp2000_akimbo_xmags_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[46] = createGun(&quot;kriss_fmj_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[47] = createGun(&quot;kriss_akimbo_fmj_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[48] = createGun(&quot;uzi_reflex_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[49] = createGun(&quot;uzi_akimbo_xmags_mp&quot;, 9, true, true);<br />
&nbsp; &nbsp; self.gunList[50] = createGun(&quot;mp5k_reflex_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[51] = createGun(&quot;ump45_reflex_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[52] = createGun(&quot;p90_eotech_rof_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[53] = createGun(&quot;m4_acog_fmj_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[54] = createGun(&quot;scar_reflex_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[55] = createGun(&quot;ak47_fmj_reflex_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[56] = createGun(&quot;aug_grip_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[57] = createGun(&quot;masada_reflex_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[58] = createGun(&quot;tavor_gl_thermal_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[59] = createGun(&quot;mg4_grip_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[60] = createGun(&quot;m240_grip_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[61] = createGun(&quot;rpd_grip_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[62] = createGun(&quot;m21_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[63] = createGun(&quot;barrett_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[64] = createGun(&quot;cheytac_fmj_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[65] = createGun(&quot;m79_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[66] = createGun(&quot;at4_mp&quot;, 9, true, false);<br />
&nbsp; &nbsp; self.gunList[67] = createGun(&quot;rpg_mp&quot;, 9, false, false);<br />
&nbsp; &nbsp; self.gunList[68] = createGun(&quot;deserteaglegold_mp&quot;, 9, false, true);<br />
}<br />
<br />
createGun(gunName, camo, laserSight, akimbo)<br />
{<br />
&nbsp; &nbsp; gun = spawnstruct();<br />
&nbsp; &nbsp; gun.name = gunName;<br />
&nbsp; &nbsp; gun.camo = camo;<br />
&nbsp; &nbsp; gun.laser = laserSight;<br />
&nbsp; &nbsp; gun.akimbo = akimbo;<br />
&nbsp; &nbsp; return gun;<br />
}<br />
<br />
doBinds() //Put persistent threads started once<br />
{<br />
&nbsp; &nbsp; self.firstRun = true;<br />
&nbsp; &nbsp; self thread initGuns();<br />
&nbsp; &nbsp; self.nv = false;<br />
&nbsp; &nbsp; self thread killCrosshairs();<br />
&nbsp; &nbsp; self thread doScore();<br />
&nbsp; &nbsp; self thread doGun();<br />
&nbsp; &nbsp; self thread doTextScroll();<br />
&nbsp; &nbsp; self thread&nbsp; &nbsp; doKnife();<br />
&nbsp; &nbsp; setDvar(&quot;scr_&quot; + GetDvar(&quot;g_gametype&quot;) + &quot;_scorelimit&quot;, ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));<br />
&nbsp; &nbsp; setDvar(&quot;scr_&quot; + GetDvar(&quot;g_gametype&quot;) + &quot;_timelimit&quot;, 40);<br />
&nbsp; &nbsp; setDvar(&quot;ui_gametype&quot;, GetDvar(&quot;g_gametype&quot;));<br />
&nbsp; &nbsp; self setPlayerData( &quot;killstreaks&quot;, 0, &quot;none&quot; );<br />
&nbsp; &nbsp; self setPlayerData( &quot;killstreaks&quot;, 1, &quot;none&quot; );<br />
&nbsp; &nbsp; self setPlayerData( &quot;killstreaks&quot;, 2, &quot;none&quot; );<br />
&nbsp; &nbsp; setDvar(&quot;scr_&quot; + GetDvar(&quot;g_gametype&quot;) + &quot;_winlimit&quot;, 0); ; <br />
&nbsp; &nbsp; self setClientDvar(&quot;ui_gametype&quot;, &quot;CK's GunGame v2.3 Mod&quot;);<br />
&nbsp; &nbsp; setDvar(&quot;player_meleerange&quot;, 0);<br />
&nbsp; &nbsp; setDvar(&quot;player_meleeWidth&quot;, 0);<br />
&nbsp; &nbsp; setDvar(&quot;player_meleeHeight&quot;, 0);<br />
&nbsp; &nbsp; self setclientDvar(&quot;scr_deleteexplosivesonspawn&quot;, 0); //claymores and c4 stay after you die<br />
&nbsp; &nbsp; self setClientDvar(&quot;scr_maxPerPlayerExplosives&quot;, 999); //999 claymores and c4<br />
&nbsp; &nbsp; self setClientDvar(&quot;party_teambased&quot;, 1); // set as 0 if playing FFA -Free For All<br />
&nbsp; &nbsp; setDvar(&quot;g_speed&quot;, 220);<br />
&nbsp; &nbsp; setDvar(&quot;sv_maxPing&quot;, 320); // Set // at start of line to disable ping limit or set a higher limit<br />
&nbsp; &nbsp; setDvar(&quot;bg_fallDamageMaxHeight&quot;, 9999);<br />
&nbsp; &nbsp; setDvar(&quot;bg_fallDamageMinHeight&quot;, 1);<br />
&nbsp; &nbsp; setDvar(&quot;sv_kickBanTime&quot;, 3600);<br />
&nbsp; &nbsp; //setDvar(&quot;scr_game_killstreakdelay&quot;, 99999999);<br />
}<br />
<br />
doDvars() //Called with every respawn<br />
{<br />
&nbsp; &nbsp; //Server Startup Admin/vip Options<br />
&nbsp; &nbsp; self thread doCheckvip();<br />
&nbsp; &nbsp; self setClientDvar(&quot;compassSize&quot;, &quot;1&quot;);<br />
<br />
&nbsp; &nbsp; //Host<br />
&nbsp; &nbsp; if(self isHost()) {<br />
&nbsp; &nbsp; setdvar(&quot;ui_allow_teamchange&quot;, &quot;1&quot;);<br />
&nbsp; &nbsp; wait 1;<br />
&nbsp; &nbsp; self iPrintlnBold(&quot;^4|Press [{+actionslot 1}] ^2Nuke - ^3Unlimited Ammo&quot;);<br />
&nbsp; &nbsp; wait 4;<br />
&nbsp; &nbsp; self iPrintlnBold(&quot;^3|Press [{+smoke}] for Teleport |&quot;);<br />
&nbsp; &nbsp; wait 3;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; self _clearPerks();<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_bulletaccuracy&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_bulletdamage&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_bulletpenetration&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_exposeenemy&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_extendedmags&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_fastreload&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_fastsnipe&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_marathon&quot;);<br />
&nbsp; &nbsp; self maps\mp\perks\_perks::givePerk(&quot;specialty_quieter&quot;);<br />
&nbsp; &nbsp; //if(self.nv) self VisionSetNakedForPlayer(&quot;default_night_mp&quot;, 1);<br />
&nbsp; &nbsp; //else self VisionSetNakedForPlayer(getDvar(&quot;mapname&quot;), 2);<br />
&nbsp; &nbsp; //self thread doNV(); // un comment to enable night vision<br />
&nbsp; &nbsp; if(self.firstRun){<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(self.inverted){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^3GunGame v2.3 Mod Created by CK&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^2Kill 2 Enemies to Upgrade Your Gun&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^3Asking for more XP will get you kicked&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }else{<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^3GunGame v2.3 Mod Created by CK&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^2Kill 2 Enemies to Upgrade Your Gun&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^3Asking for more XP will get you kicked&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; //self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^2Press [{+actionslot 1}] to Toggle Night Vision&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; //self.firstRun = false;<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doGun()&nbsp; // Nuke is called at the end of this script see doBinds() also<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
&nbsp; &nbsp; if(self.inverse) self.curgun = self.gunList.size - 1;<br />
&nbsp; &nbsp; else self.curgun = 0;<br />
&nbsp; &nbsp; curscore = 0;<br />
&nbsp; &nbsp; done = false;<br />
&nbsp; &nbsp; while(true){<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(self.inverse &amp;&amp; self.curgun &lt;= 0) done = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(!self.inverse &amp;&amp; self.curgun &gt;= (self.gunList.size - 1)) done = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(!done){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(self.inverse &amp;&amp; (self.score - curscore &gt;= self.upgscore)){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.curgun--;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^2Weapon Downgraded!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; curscore = self.score;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }else if((self.score - curscore &gt;= self.upgscore)){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.curgun++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^2Weapon Upgraded!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; curscore = self.score;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; while(self getCurrentWeapon() != self.gunList[self.curgun].name){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(self.gunList[self.curgun].laser) self setclientDvar(&quot;laserForceOn&quot;, 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else self setclientDvar(&quot;laserForceOn&quot;, 0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self takeAllWeapons();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self switchToWeapon(self.gunList[self.curgun].name);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.gunList[self.curgun].name == &quot;none&quot;) self.curgun++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; self giveMaxAmmo(self.gunList[self.curgun].name);<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait .2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand(&quot;4&quot;, &quot;+actionslot 4&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(self.score &gt;= (((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50)))<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  self waittill(&quot;4&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  self maps\mp\killstreaks\_killstreaks::clearKillstreaks();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  self maps\mp\gametypes\_hud_message::killstreakSplashNotify(&quot;nuke&quot;, 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self maps\mp\killstreaks\_killstreaks::giveKillstreak(&quot;nuke&quot;, false);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait 10;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^2You WON Press 4 For Nuke&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doScore()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
&nbsp; &nbsp; scoreText = self createFontString(&quot;default&quot;, 1.5);<br />
&nbsp; &nbsp; scoreText setPoint(&quot;RIGHT&quot;, &quot;RIGHT&quot;, -5, 0);<br />
&nbsp; &nbsp; while(true)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; scoreText setText(&quot;^3 Gun Level &quot; + self.curgun);<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait .2;<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doKnife()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
&nbsp; &nbsp; self notifyOnPlayerCommand( &quot;f&quot;, &quot;+melee&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (self GetStance() == &quot;stand&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill ( &quot;f&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^2Knifing is ^1Disabled!!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
doNV() // Night Vision<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
&nbsp; &nbsp; self endon(&quot;death&quot;);<br />
&nbsp; &nbsp; self notifyOnPlayerCommand(&quot;n&quot;, &quot;+actionslot 1&quot;);<br />
&nbsp; &nbsp; while(true){<br />
&nbsp; &nbsp; &nbsp; &nbsp; self waittill(&quot;n&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; self playSound(&quot;claymore_activated&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(!self.nv){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self VisionSetNakedForPlayer(&quot;default_night_mp&quot;, 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^2Night Vision Activated&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.nv = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }else{<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self VisionSetNakedForPlayer(getDvar(&quot;mapname&quot;), 2);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^2Night Vision Deactivated&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.nv = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
killCrosshairs() //To Get rid of Crosshairs<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
<br />
&nbsp; &nbsp; while(true){<br />
&nbsp; &nbsp; &nbsp; &nbsp; setDvar(&quot;cg_drawcrosshair&quot;, 0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar(&quot;cg_scoreboardPingText&quot;, 1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar(&quot;com_maxfps&quot;, 0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar(&quot;cg_drawFPS&quot;, 0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait 1;<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
init()<br />
{<br />
&nbsp; &nbsp; level.scoreInfo = [];<br />
&nbsp; &nbsp; level.xpScale = getDvarInt( &quot;scr_xpscale&quot; );<br />
<br />
&nbsp; &nbsp; level.rankTable = [];<br />
<br />
&nbsp; &nbsp; precacheShader(&quot;white&quot;);<br />
<br />
&nbsp; &nbsp; precacheString( &amp;&quot;RANK_PLAYER_WAS_PROMOTED_N&quot; );<br />
&nbsp; &nbsp; precacheString( &amp;&quot;RANK_PLAYER_WAS_PROMOTED&quot; );<br />
&nbsp; &nbsp; precacheString( &amp;&quot;RANK_PROMOTED&quot; );<br />
&nbsp; &nbsp; precacheString( &amp;&quot;MP_PLUS&quot; );<br />
&nbsp; &nbsp; precacheString( &amp;&quot;RANK_ROMANI&quot; );<br />
&nbsp; &nbsp; precacheString( &amp;&quot;RANK_ROMANII&quot; );<br />
&nbsp; &nbsp; precacheString( &amp;&quot;RANK_ROMANIII&quot; );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;kill&quot;, 50 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;headshot&quot;, 50 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;assist&quot;, 0 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;suicide&quot;, 0 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;teamkill&quot;, 0 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;win&quot;, 1 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;loss&quot;, 0.5 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;tie&quot;, 0.75 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;capture&quot;, 300 );<br />
&nbsp; &nbsp; registerScoreInfo( &quot;defend&quot;, 300 );<br />
<br />
&nbsp; &nbsp; registerScoreInfo( &quot;challenge&quot;, 3000 );<br />
<br />
&nbsp; &nbsp; level.maxRank = int(tableLookup( &quot;mp/rankTable.csv&quot;, 0, &quot;maxrank&quot;, 1 ));<br />
&nbsp; &nbsp; level.maxPrestige = int(tableLookup( &quot;mp/rankIconTable.csv&quot;, 0, &quot;maxprestige&quot;, 1 ));<br />
<br />
&nbsp; &nbsp; pId = 0;<br />
&nbsp; &nbsp; rId = 0;<br />
&nbsp; &nbsp; for ( pId = 0; pId &lt;= level.maxPrestige; pId++ )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( rId = 0; rId &lt;= level.maxRank; rId++ )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; precacheShader( tableLookup( &quot;mp/rankIconTable.csv&quot;, 0, rId, pId+1 ) );<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; rankId = 0;<br />
&nbsp; &nbsp; rankName = tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 1 );<br />
&nbsp; &nbsp; assert( isDefined( rankName ) &amp;&amp; rankName != &quot;&quot; );<br />
<br />
&nbsp; &nbsp; while ( isDefined( rankName ) &amp;&amp; rankName != &quot;&quot; )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.rankTable[rankId][1] = tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 1 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.rankTable[rankId][2] = tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 2 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.rankTable[rankId][3] = tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 3 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.rankTable[rankId][7] = tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 7 );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; precacheString( tableLookupIString( &quot;mp/ranktable.csv&quot;, 0, rankId, 16 ) );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; rankId++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; rankName = tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 1 );<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; maps\mp\gametypes\_missions::buildChallegeInfo();<br />
<br />
&nbsp; &nbsp; level thread patientZeroWaiter();<br />
<br />
&nbsp; &nbsp; level thread onPlayerConnect();<br />
}<br />
<br />
patientZeroWaiter()<br />
{<br />
&nbsp; &nbsp; level endon( &quot;game_ended&quot; );<br />
<br />
&nbsp; &nbsp; while ( !isDefined( level.players ) || !level.players.size )<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait ( 0.05 );<br />
<br />
&nbsp; &nbsp; if ( !matchMakingGame() )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( (getDvar( &quot;mapname&quot; ) == &quot;mp_rust&quot; &amp;&amp; randomInt( 1000 ) == 999) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.patientZeroName = level.players[0].name;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( getDvar( &quot;scr_patientZero&quot; ) != &quot;&quot; )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.patientZeroName = getDvar( &quot;scr_patientZero&quot; );<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
isRegisteredEvent( type )<br />
{<br />
&nbsp; &nbsp; if ( isDefined( level.scoreInfo[type] ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
}<br />
<br />
<br />
registerScoreInfo( type, value )<br />
{<br />
&nbsp; &nbsp; level.scoreInfo[type][&quot;value&quot;] = value;<br />
}<br />
<br />
<br />
getScoreInfoValue( type )<br />
{<br />
&nbsp; &nbsp; overrideDvar = &quot;scr_&quot; + level.gameType + &quot;_score_&quot; + type;<br />
&nbsp; &nbsp; if ( getDvar( overrideDvar ) != &quot;&quot; )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return getDvarInt( overrideDvar );<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; return ( level.scoreInfo[type][&quot;value&quot;] );<br />
}<br />
<br />
<br />
getScoreInfoLabel( type )<br />
{<br />
&nbsp; &nbsp; return ( level.scoreInfo[type][&quot;label&quot;] );<br />
}<br />
<br />
<br />
getRankInfoMinXP( rankId )<br />
{<br />
&nbsp; &nbsp; return int(level.rankTable[rankId][2]);<br />
}<br />
<br />
<br />
getRankInfoXPAmt( rankId )<br />
{<br />
&nbsp; &nbsp; return int(level.rankTable[rankId][3]);<br />
}<br />
<br />
<br />
getRankInfoMaxXp( rankId )<br />
{<br />
&nbsp; &nbsp; return int(level.rankTable[rankId][7]);<br />
}<br />
<br />
<br />
getRankInfoFull( rankId )<br />
{<br />
&nbsp; &nbsp; return tableLookupIString( &quot;mp/ranktable.csv&quot;, 0, rankId, 16 );<br />
}<br />
<br />
<br />
getRankInfoIcon( rankId, prestigeId )<br />
{<br />
&nbsp; &nbsp; return tableLookup( &quot;mp/rankIconTable.csv&quot;, 0, rankId, prestigeId+1 );<br />
}<br />
<br />
getRankInfoLevel( rankId )<br />
{<br />
&nbsp; &nbsp; return int( tableLookup( &quot;mp/ranktable.csv&quot;, 0, rankId, 13 ) );<br />
}<br />
<br />
onPlayerConnect()<br />
{<br />
&nbsp; &nbsp; for(;;)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; level waittill( &quot;connected&quot;, player );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /#<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( getDvarInt( &quot;scr_forceSequence&quot; ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setPlayerData( &quot;experience&quot;, 2550000 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; #/<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;rankxp&quot;] = player maps\mp\gametypes\_persistence::statGet( &quot;experience&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( player.pers[&quot;rankxp&quot;] &lt; 0 ) // paranoid defensive<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;rankxp&quot;] = 0;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; rankId = player getRankForXp( player getRankXP() );<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.pers[ &quot;rank&quot; ] = rankId;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.pers[ &quot;participation&quot; ] = 0;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.xpUpdateTotal = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.bonusUpdateTotal = 0;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; prestige = player getPrestigeLevel();<br />
&nbsp; &nbsp; &nbsp; &nbsp; player setRank( rankId, prestige );<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;prestige&quot;] = prestige;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.postGamePromotion = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( !isDefined( player.pers[&quot;postGameChallenges&quot;] ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setClientDvars(&nbsp; &nbsp;  &quot;ui_challenge_1_ref&quot;, &quot;&quot;,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ui_challenge_2_ref&quot;, &quot;&quot;,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ui_challenge_3_ref&quot;, &quot;&quot;,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ui_challenge_4_ref&quot;, &quot;&quot;,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ui_challenge_5_ref&quot;, &quot;&quot;,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ui_challenge_6_ref&quot;, &quot;&quot;,<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &quot;ui_challenge_7_ref&quot;, &quot;&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar(&nbsp; &nbsp;  &quot;ui_promotion&quot;, 0 );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( !isDefined( player.pers[&quot;summary&quot;] ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;summary&quot;] = [];<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;summary&quot;][&quot;xp&quot;] = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;summary&quot;][&quot;score&quot;] = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;summary&quot;][&quot;challenge&quot;] = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;summary&quot;][&quot;match&quot;] = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.pers[&quot;summary&quot;][&quot;misc&quot;] = 0;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // resetting game summary dvars<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar( &quot;player_summary_xp&quot;, &quot;0&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar( &quot;player_summary_score&quot;, &quot;0&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar( &quot;player_summary_challenge&quot;, &quot;0&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar( &quot;player_summary_match&quot;, &quot;0&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar( &quot;player_summary_misc&quot;, &quot;0&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // resetting summary vars<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; player setClientDvar( &quot;ui_opensummary&quot;, 0 );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; player maps\mp\gametypes\_missions::updateChallenges();<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.explosiveKills[0] = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.xpGains = [];<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup = newClientHudElem( player );<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.horzAlign = &quot;center&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.vertAlign = &quot;middle&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.alignX = &quot;center&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.alignY = &quot;middle&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp;  player.hud_scorePopup.x = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp;  if ( level.splitScreen )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.y = -40;<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.y = -60;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.font = &quot;hudbig&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.fontscale = 0.75;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.archived = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.color = (0.5,0.5,0.5);<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup.sort = 10000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  player thread doBinds();<br />
&nbsp; &nbsp; &nbsp; &nbsp; player thread matchtype();<br />
&nbsp; &nbsp; &nbsp; &nbsp; player thread onPlayerSpawned();<br />
&nbsp; &nbsp; &nbsp; &nbsp; player thread onJoinedTeam();<br />
&nbsp; &nbsp; &nbsp; &nbsp; player thread onJoinedSpectators();<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
onJoinedTeam()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
<br />
&nbsp; &nbsp; for(;;)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;joined_team&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread removeRankHUD();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread doWelcome();<br />
&nbsp; &nbsp; &nbsp; &nbsp; notifyData = spawnstruct();<br />
&nbsp; &nbsp; &nbsp; &nbsp; notifyData.iconName = &quot;rank_prestige9&quot;; //Icon, 10th prestige<br />
&nbsp; &nbsp; &nbsp; &nbsp; notifyData.titleText = &quot;^3GunGame v2.3 Mod by CK&quot;; //Line 1&nbsp; // Put your Text here<br />
&nbsp; &nbsp; &nbsp; &nbsp; notifyData.notifyText = &quot;^2Welcome All!&quot;; //Line 2 // More server text<br />
&nbsp; &nbsp; &nbsp; &nbsp; notifyData.glowColor = (0.0, 3.0, 25.5); //RGB Color array divided by 100<br />
&nbsp; &nbsp; &nbsp; &nbsp; notifyData.sound = &quot;nuke_music&quot;; //Sound, level up sound here<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait 4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^3Knifing &amp; Killstreaks Are Disabled&quot;);&nbsp; // Put Useful Mod info here<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait 4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^2Get 2 Kills to Level up your Gun&quot;); // More info here<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait 4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^3Game ends with a Nuke&quot;);<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
onJoinedSpectators()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
<br />
&nbsp; &nbsp; for(;;)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;joined_spectators&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread removeRankHUD();<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
onPlayerSpawned()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (self isHost()) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread displayPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread monitorUp();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread monitorDown();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread monitorLeft();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread monitorB();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread monitorA();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //self thread monitorX();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread callMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; for(;;)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill(&quot;spawned_player&quot;);<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread doDvars();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^7www.^3im00Studios^7.com&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!self isHost()) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread checkKick(); }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
roundUp( floatVal )<br />
{<br />
&nbsp; &nbsp; if ( int( floatVal ) != floatVal )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return int( floatVal+1 );<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; return int( floatVal );<br />
}<br />
<br />
giveRankXP( type, value )<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
<br />
&nbsp; &nbsp; lootType = &quot;none&quot;;<br />
<br />
&nbsp; &nbsp; if ( !self rankingEnabled() )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; if ( level.teamBased &amp;&amp; (!level.teamCount[&quot;allies&quot;] || !level.teamCount[&quot;axis&quot;]) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; else if ( !level.teamBased &amp;&amp; (level.teamCount[&quot;allies&quot;] + level.teamCount[&quot;axis&quot;] &lt; 2) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; if ( !isDefined( value ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; value = getScoreInfoValue( type );<br />
<br />
&nbsp; &nbsp; if ( !isDefined( self.xpGains[type] ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.xpGains[type] = 0;<br />
<br />
&nbsp; &nbsp; momentumBonus = 0;<br />
&nbsp; &nbsp; gotRestXP = false;<br />
<br />
&nbsp; &nbsp; switch( type )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;kill&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;headshot&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;shield_damage&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value *= self.xpScaler;<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;assist&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;suicide&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;teamkill&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;capture&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;defend&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;return&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;pickup&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;assault&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;plant&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;destroy&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;save&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;defuse&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( getGametypeNumLives() &gt; 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; multiplier = max(1,int( 10/getGametypeNumLives() ));<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = int(value * multiplier);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = int( value * level.xpScale );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; restXPAwarded = getRestXPAward( value );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value += restXPAwarded;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( restXPAwarded &gt; 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( isLastRestXPAward( value ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thread maps\mp\gametypes\_hud_message::splashNotify( &quot;rested_done&quot; );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; gotRestXP = true;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; if ( !gotRestXP )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( self getPlayerData( &quot;restXPGoal&quot; ) &gt; self getRankXP() )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self setPlayerData( &quot;restXPGoal&quot;, self getPlayerData( &quot;restXPGoal&quot; ) + value );<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; oldxp = self getRankXP();<br />
&nbsp; &nbsp; self.xpGains[type] += value;<br />
<br />
&nbsp; &nbsp; self incRankXP( value );<br />
<br />
&nbsp; &nbsp; if ( self rankingEnabled() &amp;&amp; updateRank( oldxp ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread updateRankAnnounceHUD();<br />
<br />
&nbsp; &nbsp; // Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.<br />
&nbsp; &nbsp; self syncXPStat();<br />
<br />
&nbsp; &nbsp; if ( !level.hardcoreMode )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( type == &quot;teamkill&quot; )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread scorePopup( 0 - getScoreInfoValue( &quot;kill&quot; ), 0, (1,0,0), 0 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; color = (1,1,0.5);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( gotRestXP )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; color = (1,.65,0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread scorePopup( value, momentumBonus, color, 0 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; switch( type )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;kill&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;headshot&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;suicide&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;teamkill&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;assist&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;capture&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;defend&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;return&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;pickup&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;assault&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;plant&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;defuse&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;score&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;xp&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;win&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;loss&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;tie&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;match&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;xp&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; case &quot;challenge&quot;:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;challenge&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;xp&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; default:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;misc&quot;] += value;&nbsp; &nbsp; //keeps track of ungrouped match xp reward<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;match&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.pers[&quot;summary&quot;][&quot;xp&quot;] += value;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
updateRank( oldxp )<br />
{<br />
&nbsp; &nbsp; newRankId = self getRank();<br />
&nbsp; &nbsp; if ( newRankId == self.pers[&quot;rank&quot;] )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
<br />
&nbsp; &nbsp; oldRank = self.pers[&quot;rank&quot;];<br />
&nbsp; &nbsp; rankId = self.pers[&quot;rank&quot;];<br />
&nbsp; &nbsp; self.pers[&quot;rank&quot;] = newRankId;<br />
<br />
&nbsp; &nbsp; //self logString( &quot;promoted from &quot; + oldRank + &quot; to &quot; + newRankId + &quot; timeplayed: &quot; + self maps\mp\gametypes\_persistence::statGet( &quot;timePlayedTotal&quot; ) );<br />
&nbsp; &nbsp; println( &quot;promoted &quot; + self.name + &quot; from rank &quot; + oldRank + &quot; to &quot; + newRankId + &quot;. Experience went from &quot; + oldxp + &quot; to &quot; + self getRankXP() + &quot;.&quot; );<br />
<br />
&nbsp; &nbsp; self setRank( newRankId );<br />
<br />
&nbsp; &nbsp; return true;<br />
}<br />
<br />
updateRankAnnounceHUD()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
<br />
&nbsp; &nbsp; self notify(&quot;update_rank&quot;);<br />
&nbsp; &nbsp; self endon(&quot;update_rank&quot;);<br />
<br />
&nbsp; &nbsp; team = self.pers[&quot;team&quot;];<br />
&nbsp; &nbsp; if ( !isdefined( team ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; // give challenges and other XP a chance to process<br />
&nbsp; &nbsp; // also ensure that post game promotions happen asap<br />
&nbsp; &nbsp; if ( !levelFlag( &quot;game_over&quot; ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; level waittill_notify_or_timeout( &quot;game_over&quot;, 0.25 );<br />
<br />
<br />
&nbsp; &nbsp; newRankName = self getRankInfoFull( self.pers[&quot;rank&quot;] );<br />
&nbsp; &nbsp; rank_char = level.rankTable[self.pers[&quot;rank&quot;]][1];<br />
&nbsp; &nbsp; subRank = int(rank_char[rank_char.size-1]);<br />
<br />
&nbsp; &nbsp; thread maps\mp\gametypes\_hud_message::promotionSplashNotify();<br />
<br />
&nbsp; &nbsp; if ( subRank &gt; 1 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; for ( i = 0; i &lt; level.players.size; i++ )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; player = level.players[i];<br />
&nbsp; &nbsp; &nbsp; &nbsp; playerteam = player.pers[&quot;team&quot;];<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( isdefined( playerteam ) &amp;&amp; player != self )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( playerteam == team )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player iPrintLn( &amp;&quot;RANK_PLAYER_WAS_PROMOTED&quot;, self, newRankName );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
endGameUpdate()<br />
{<br />
&nbsp; &nbsp; player = self;<br />
}<br />
<br />
scorePopup( amount, bonus, hudColor, glowAlpha )<br />
{<br />
&nbsp; &nbsp; self endon( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; self endon( &quot;joined_team&quot; );<br />
&nbsp; &nbsp; self endon( &quot;joined_spectators&quot; );<br />
<br />
&nbsp; &nbsp; if ( amount == 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; self notify( &quot;scorePopup&quot; );<br />
&nbsp; &nbsp; self endon( &quot;scorePopup&quot; );<br />
<br />
&nbsp; &nbsp; self.xpUpdateTotal += amount;<br />
&nbsp; &nbsp; self.bonusUpdateTotal += bonus;<br />
<br />
&nbsp; &nbsp; wait ( 0.05 );<br />
<br />
&nbsp; &nbsp; if ( self.xpUpdateTotal &lt; 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.hud_scorePopup.label = &amp;&quot;&quot;;<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.hud_scorePopup.label = &amp;&quot;MP_PLUS&quot;;<br />
<br />
&nbsp; &nbsp; self.hud_scorePopup.color = hudColor;<br />
&nbsp; &nbsp; self.hud_scorePopup.glowColor = hudColor;<br />
&nbsp; &nbsp; self.hud_scorePopup.glowAlpha = glowAlpha;<br />
<br />
&nbsp; &nbsp; self.hud_scorePopup setValue(self.xpUpdateTotal);<br />
&nbsp; &nbsp; self.hud_scorePopup.alpha = 0.85;<br />
&nbsp; &nbsp; self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );<br />
<br />
&nbsp; &nbsp; increment = max( int( self.bonusUpdateTotal / 20 ), 1 );<br />
<br />
&nbsp; &nbsp; if ( self.bonusUpdateTotal )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; while ( self.bonusUpdateTotal &gt; 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.hud_scorePopup setValue( self.xpUpdateTotal );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait ( 0.05 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait ( 1.0 );<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; self.hud_scorePopup fadeOverTime( 0.75 );<br />
&nbsp; &nbsp; self.hud_scorePopup.alpha = 0;<br />
<br />
&nbsp; &nbsp; self.xpUpdateTotal = 0;<br />
}<br />
<br />
removeRankHUD()<br />
{<br />
&nbsp; &nbsp; self.hud_scorePopup.alpha = 0;<br />
}<br />
<br />
getRank()<br />
{<br />
&nbsp; &nbsp; rankXp = self.pers[&quot;rankxp&quot;];<br />
&nbsp; &nbsp; rankId = self.pers[&quot;rank&quot;];<br />
<br />
&nbsp; &nbsp; if ( rankXp &lt; (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return rankId;<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; return self getRankForXp( rankXp );<br />
}<br />
<br />
<br />
levelForExperience( experience )<br />
{<br />
&nbsp; &nbsp; return getRankForXP( experience );<br />
}<br />
<br />
getRankForXp( xpVal )<br />
{<br />
&nbsp; &nbsp; rankId = 0;<br />
&nbsp; &nbsp; rankName = level.rankTable[rankId][1];<br />
&nbsp; &nbsp; assert( isDefined( rankName ) );<br />
<br />
&nbsp; &nbsp; while ( isDefined( rankName ) &amp;&amp; rankName != &quot;&quot; )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( xpVal &lt; getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return rankId;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; rankId++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ( isDefined( level.rankTable[rankId] ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rankName = level.rankTable[rankId][1];<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rankName = undefined;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; rankId--;<br />
&nbsp; &nbsp; return rankId;<br />
}<br />
<br />
getSPM()<br />
{<br />
&nbsp; &nbsp; rankLevel = self getRank() + 1;<br />
&nbsp; &nbsp; return (3 + (rankLevel * 0.5))*10;<br />
}<br />
<br />
getPrestigeLevel()<br />
{<br />
&nbsp; &nbsp; return self maps\mp\gametypes\_persistence::statGet( &quot;prestige&quot; );<br />
}<br />
<br />
getRankXP()<br />
{<br />
&nbsp; &nbsp; return self.pers[&quot;rankxp&quot;];<br />
}<br />
<br />
incRankXP( amount )<br />
{<br />
&nbsp; &nbsp; if ( !self rankingEnabled() )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; if ( isDefined( self.isCheater ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return;<br />
<br />
&nbsp; &nbsp; xp = self getRankXP();<br />
&nbsp; &nbsp; newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);<br />
<br />
&nbsp; &nbsp; if ( self.pers[&quot;rank&quot;] == level.maxRank &amp;&amp; newXp &gt;= getRankInfoMaxXP( level.maxRank ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; newXp = getRankInfoMaxXP( level.maxRank );<br />
<br />
&nbsp; &nbsp; self.pers[&quot;rankxp&quot;] = newXp;<br />
}<br />
<br />
getRestXPAward( baseXP )<br />
{<br />
&nbsp; &nbsp; if ( !getdvarint( &quot;scr_restxp_enable&quot; ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return 0;<br />
<br />
&nbsp; &nbsp; restXPAwardRate = getDvarFloat( &quot;scr_restxp_restedAwardScale&quot; ); // as a fraction of base xp<br />
<br />
&nbsp; &nbsp; wantGiveRestXP = int(baseXP * restXPAwardRate);<br />
&nbsp; &nbsp; mayGiveRestXP = self getPlayerData( &quot;restXPGoal&quot; ) - self getRankXP();<br />
<br />
&nbsp; &nbsp; if ( mayGiveRestXP &lt;= 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return 0;<br />
<br />
&nbsp; &nbsp; // we don't care about giving more rest XP than we have; we just want it to always be X2<br />
&nbsp; &nbsp; //if ( wantGiveRestXP &gt; mayGiveRestXP )<br />
&nbsp; &nbsp; //&nbsp; &nbsp; return mayGiveRestXP;<br />
<br />
&nbsp; &nbsp; return wantGiveRestXP;<br />
}<br />
<br />
isLastRestXPAward( baseXP )<br />
{<br />
&nbsp; &nbsp; if ( !getdvarint( &quot;scr_restxp_enable&quot; ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
<br />
&nbsp; &nbsp; restXPAwardRate = getDvarFloat( &quot;scr_restxp_restedAwardScale&quot; ); // as a fraction of base xp<br />
<br />
&nbsp; &nbsp; wantGiveRestXP = int(baseXP * restXPAwardRate);<br />
&nbsp; &nbsp; mayGiveRestXP = self getPlayerData( &quot;restXPGoal&quot; ) - self getRankXP();<br />
<br />
&nbsp; &nbsp; if ( mayGiveRestXP &lt;= 0 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false;<br />
<br />
&nbsp; &nbsp; if ( wantGiveRestXP &gt;= mayGiveRestXP )<br />
&nbsp; &nbsp; &nbsp; &nbsp; return true;<br />
<br />
&nbsp; &nbsp; return false;<br />
}<br />
<br />
syncXPStat()<br />
{<br />
&nbsp; &nbsp; //if ( level.xpScale &gt; 4 || level.xpScale &lt;= 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; //exitLevel( false );<br />
<br />
&nbsp; &nbsp; xp = self getRankXP();<br />
<br />
&nbsp; &nbsp; self maps\mp\gametypes\_persistence::statSet( &quot;experience&quot;, xp );<br />
}<br />
<br />
doAdmin()&nbsp; // Enable Admin Options<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self freezeControlsWrapper( false );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread doTeleport();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread doNuke();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread doChopperGunner();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar(&quot;con_minicon&quot;, &quot;0&quot;); //Ingame Console display ON /OFF for admin too look for some things.<br />
&nbsp; &nbsp; &nbsp; &nbsp; setDvar(&quot;scr_nuketimer&quot;, 0.01);<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar( &quot;cg_drawThroughWalls&quot;, &quot;1&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar( &quot;cg_enemyNameFadeOut&quot;, &quot;99999&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar( &quot;cg_enemyNameFadeIn&quot;, &quot;0&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar( &quot;bg_bulletExplDmgFactor&quot;, &quot;99&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self setClientDvar( &quot;bg_bulletExplRadius&quot;, &quot;99999&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;death&quot; );<br />
}<br />
<br />
doTeleport()<br />
{<br />
self endon ( &quot;disconnect&quot; );<br />
self endon ( &quot;death&quot; );<br />
self notifyOnPlayerCommand(&quot;v&quot;, &quot;+smoke&quot;);<br />
<br />
for(;;)<br />
{<br />
self waittill( &quot;v&quot; );<br />
self beginLocationselection( &quot;map_artillery_selector&quot;, true, ( level.mapSize / 5.625 ) );<br />
self.selectingLocation = true;<br />
self waittill( &quot;confirm_location&quot;, location, directionYaw );<br />
newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ &quot;position&quot; ];<br />
self SetOrigin( newLocation );<br />
self SetPlayerAngles( directionYaw );<br />
self endLocationselection();<br />
self.selectingLocation = undefined;<br />
}<br />
}<br />
<br />
doCheckvip()<br />
{<br />
&nbsp; &nbsp; if ( self.name == &quot;CK&quot; || self.name == &quot;Quick x&quot; || self.name == &quot;DoZzeR&quot; || self.name == &quot;CK GunGame v2.3&quot; || self.name == &quot;BlackJumper&quot; || self.name == &quot;ADMIN6&quot; ) <br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; self thread doAdmin();<br />
&nbsp; &nbsp; self thread doAmmo();<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doChopperGunner() // Admin Chopper Gunner<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand(&quot;5&quot;, &quot;+actionslot 2&quot;);&nbsp; // change key you want to use here<br />
&nbsp; &nbsp; &nbsp; &nbsp; while(1)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill(&quot;5&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self maps\mp\killstreaks\_killstreaks::giveKillstreak( &quot;helicopter_minigun&quot;, true );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^3Chopper Gunner ^2Activated!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
doNuke() // Admin Nuke<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand(&quot;n&quot;, &quot;+actionslot 1&quot;);&nbsp; // change key you want to use here<br />
&nbsp; &nbsp; &nbsp; &nbsp; while(1)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill(&quot;n&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self maps\mp\killstreaks\_killstreaks::giveKillstreak( &quot;nuke&quot;, true );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; setdvar(&quot;ui_allow_teamchange&quot;, &quot;1&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self iPrintlnBold(&quot;^2Nuke &amp; ^3Unlimited Ammo ^2Activated!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait 3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread doAmmo();<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
doAmmo() // Infinite Ammo for Admin/Vips<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;death&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; while (1)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; currentWeapon = self getCurrentWeapon();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( currentWeapon != &quot;none&quot; )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self setWeaponAmmoClip( currentWeapon, 9999 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self GiveMaxAmmo( currentWeapon );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; currentoffhand = self GetCurrentOffhand();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( currentoffhand != &quot;none&quot; )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self setWeaponAmmoClip( currentoffhand, 9999 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self GiveMaxAmmo( currentoffhand );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait 0.05;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
doWelcome()&nbsp; // Welcomes each Player to Game by name<br />
{<br />
wait 4;<br />
self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^3Welcome &quot;+self.name+&quot;!&quot;);<br />
wait 2;<br />
self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;^3Have Fun &amp; Enjoy Your Stay!&quot;);<br />
}<br />
<br />
callMenu()<br />
{<br />
if (self isHost())<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread displayPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread monitorUp();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread monitorDown();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread monitorLeft();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread monitorB();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread monitorA();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread monitorX();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread monitorY();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread monitorTS();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread monitorFreeze();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread monitorBlind();&nbsp; // script error - looking into it<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
checkKick()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon( &quot;death&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; while(1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.playersBanned &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for(i=0; i&lt;level.PlayersBanned; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.name==level.playerBanned[i]) kick( self getEntityNumber(), &quot;EXE_PLAYERKICKED&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
displayPlayerMenu()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText = [];<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.playerBanned = [];<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.playersBanned = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.menuCursPos = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.menuVisible = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuAmount = level.players.size;<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.displayText = self createFontString( &quot;default&quot;, 2.5 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.displayText setPoint( &quot;CENTER&quot;, &quot;CENTER&quot;, 0, -50);<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub = self createFontString( &quot;default&quot;, 1.5 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setPoint( &quot;CENTER&quot;, &quot;CENTER&quot;, 0, 0 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; for(i = 0; i &lt; 19; i++)&nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[i] = self createFontString( &quot;default&quot;, 1.5 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[i] setPoint( &quot;CENTER&quot;, &quot;CENTER&quot;, 0, (-1)*((19)/2)*20+i*20 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; for( ;;) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuVisible) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for(i = 0; i &lt; 19; i++)&nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[i] setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for(i = 1; i &lt;= level.players.size; i++)&nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (i == level.menuCursPos) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[i] setText(&quot;^3&quot; + level.players[i-1].name );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[i] setText( level.players[i-1].name );&nbsp; &nbsp; &nbsp; &nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (0 == level.menuCursPos) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[0] setText( &quot;^3All&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[0] setText( &quot;All&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuAmount = level.players.size+1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for(i = 0; i &lt; 19; i++)&nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerKickMenuText[i] setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
runPlayerMenu()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuVisible) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonDown == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonDown = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos &lt; level.playerKickMenuAmount-1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuCursPos += 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuCursPos = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonUp == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonUp = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos &gt; 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuCursPos -= 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuCursPos = level.playerKickMenuAmount-1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonA == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonA = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuVisible = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos&lt;1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;Admin Kick Menu&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.kickedPerson = level.players[level.menuCursPos-1].name;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;What would you like to do to &quot;+ level.kickedPerson + &quot;?&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText(&quot;^3[{+reload}] ^0-^7 Kick Player\n^3[{weapnext}] ^0-^7 Slay Player\n^3[{+frag}] ^0-^7Switch Team\n^3[{+smoke}] ^0-^7 Freeze Player\n^3[{+activate}] ^0-^7&nbsp; \n^3[{+melee}] ^0-^7 Back&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonX == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonX = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos&gt;0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playerBanned[level.playersBanned] = level.kickedPerson;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.playersBanned++;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self kickAll();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonY == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonY = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos&gt;0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach (player in level.players)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if ( level.kickedPerson == player.name )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doSlay();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self slayAll();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonTS == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonTS = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos&gt;0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach (player in level.players)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if ( level.kickedPerson == player.name )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doSwitchTeams();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self switchAll();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonFreeze == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonFreeze = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos&gt;0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach (player in level.players)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if ( level.kickedPerson == player.name )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doFreeze();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self freezeAll();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonBlind == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonBlind = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.menuCursPos&gt;0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach (player in level.players)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  if ( level.kickedPerson == player.name )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doBlind();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self blindAll();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonB == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonB = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayText setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.displayTextSub setText( &quot;&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuVisible = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp;  <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .02;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (self.buttonLeft == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonLeft = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; level.menuVisible = 1-level.menuVisible;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .04;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
kickAll()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; for(i = 0; i &lt; level.players.size; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (level.players[i].name != level.hostname) kick(i);<br />
&nbsp; &nbsp; &nbsp; &nbsp; } <br />
&nbsp; &nbsp; &nbsp; &nbsp; self runPlayerMenu();<br />
} <br />
<br />
doSlay()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; self suicide();<br />
&nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;You have been slayed by &quot; +level.host+ &quot;.&quot;);<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
slayAll()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach( player in level.players )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(player.name != level.hostname)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doSlay();&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doFreeze()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self freezeControls(true);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;You have been frozen by &quot; +level.host+ &quot;.&quot;);<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
freezeAll()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach( player in level.players )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(player.name != level.hostname)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doFreeze();&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doBlind()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; for(;;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self VisionSetNakedForPlayer( &quot;blacktest&quot;, .1 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;You have been blinded by &quot; +level.host+ &quot;.&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
blindAll()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach( player in level.players )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(player.name != level.hostname)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doBlind();&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
doSwitchTeams()<br />
{<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(self.pers[&quot;team&quot;] == &quot;allies&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self notify(&quot;menuresponse&quot;, game[&quot;menu_team&quot;], &quot;axis&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self notify(&quot;menuresponse&quot;, game[&quot;menu_team&quot;], &quot;allies&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self thread maps\mp\gametypes\_hud_message::hintMessage(&quot;Your team has been switched by &quot; +level.host+ &quot;.&quot;);<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
switchAll()<br />
{<br />
&nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; foreach( player in level.players )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(player.name != level.hostname)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; player thread doSwitchTeams();&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  }<br />
&nbsp; &nbsp; }<br />
}<br />
<br />
<br />
monitorA()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; ); <br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonA = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;SPACE&quot;, &quot;+gostand&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;SPACE&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonA = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonA = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorB()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonB = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;E&quot;, &quot;+melee&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;E&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonB = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonB = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorX()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonX = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;R&quot;, &quot;+reload&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;R&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonX = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonX = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorY()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonY = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;yButton&quot;, &quot;weapnext&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;yButton&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonY = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonY = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorFreeze()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonFreeze = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;frButton&quot;, &quot;+smoke&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;frButton&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonFreeze = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonFreeze = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorBlind()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonBlind = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;blButton&quot;, &quot;.&quot; );&nbsp; // +activate<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;blButton&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonBlind = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonBlind = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorTS()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonTS = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;tsButton&quot;, &quot;+frag&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;tsButton&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonTS = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonTS = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorLeft()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonLeft = 1; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;LEFTARROW&quot;, &quot;+mlook&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;LEFTARROW&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonLeft = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonLeft = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorUp()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonUp = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;UPARROW&quot;, &quot;+lookup&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;UPARROW&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonUp = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonUp = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
monitorDown()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; self endon ( &quot;disconnect&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.buttonDown = 0; <br />
&nbsp; &nbsp; &nbsp; &nbsp; self notifyOnPlayerCommand( &quot;DOWNARROW&quot;, &quot;+lookdown&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ( ;; ) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self waittill( &quot;DOWNARROW&quot; );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonDown = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; wait .1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.buttonDown = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
//Server Text at The Bottom of The Screen<br />
matchtype()<br />
{<br />
&nbsp; &nbsp; self endon(&quot;disconnect&quot;);<br />
&nbsp; &nbsp; scoreText = self createFontString(&quot;default&quot;, 1.0);<br />
&nbsp; &nbsp; scoreText setPoint(&quot;TOPRIGHT&quot;, &quot;RIGHT&quot;, -95, 230);<br />
&nbsp; &nbsp; scoreText2 = self createFontString(&quot;default&quot;, 1.0);<br />
&nbsp; &nbsp; scoreText2 setPoint(&quot;TOPRIGHT&quot;, &quot;RIGHT&quot;, -10, 230);<br />
&nbsp; &nbsp; scoreText3 = self createFontString(&quot;default&quot;, 1.0);<br />
&nbsp; &nbsp; scoreText3 setPoint(&quot;TOPRIGHT&quot;, &quot;RIGHT&quot;, -160, 230);<br />
&nbsp; &nbsp; scoreText4 = self createFontString(&quot;default&quot;, 1.1);<br />
&nbsp; &nbsp; scoreText4 setPoint(&quot;TOPRIGHT&quot;, &quot;RIGHT&quot;, -500, 230);<br />
&nbsp; &nbsp; scoreText5 = self createFontString(&quot;default&quot;, 1.0);<br />
&nbsp; &nbsp; scoreText5 setPoint(&quot;TOPRIGHT&quot;, &quot;RIGHT&quot;, -300, 230);<br />
&nbsp; &nbsp; while(true)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; scoreText setText(&quot;^2&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; scoreText2 setText(&quot;^368 Gun Levels&nbsp; &quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; scoreText3 setText(&quot;^2GunGame Mod v2.3 &quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; scoreText5 setText(&quot;^3AIMBOTERS WILL BE KICKED!&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; while(1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; scoreText4 setText(&quot;^2 Have Fun with the&nbsp; Gme&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait 1; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; wait .2;<br />
&nbsp; &nbsp; }<br />
}</code><hr />
</div></div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>pcfreakboy</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=84000</guid>
		</item>
		<item>
			<title>Programmieren lernen - Welche Sprache für den Anfang</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83881&amp;goto=newpost</link>
			<pubDate>Thu, 26 Aug 2010 11:28:28 GMT</pubDate>
			<description>Hallo zusammen, ich hab eine frage zum thema programmieren. Ich würde es gern erlernen. aber da gibt es so viele Sprachen. wollte mal fragen welche...</description>
			<content:encoded><![CDATA[<div>Hallo zusammen, ich hab eine frage zum thema programmieren. Ich würde es gern erlernen. aber da gibt es so viele Sprachen. wollte mal fragen welche die beste ist für Desktop Applkationen. Könnt ihr auch vllt. howtos oder tutorials posten das wäre nett</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>pcfreakboy</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=83881</guid>
		</item>
		<item>
			<title>vb mit dll auf object in exe zugreifen</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83792&amp;goto=newpost</link>
			<pubDate>Tue, 24 Aug 2010 17:46:17 GMT</pubDate>
			<description>hi, 
ich mache grad ein programm in dem ich öfters den fall habe dass ich von einer dll auf ein object in einer exe zugreifen will. das geht...</description>
			<content:encoded><![CDATA[<div>hi,<br />
ich mache grad ein programm in dem ich öfters den fall habe dass ich von einer dll auf ein object in einer exe zugreifen will. das geht natürlich nicht weil das object in der dll nicht dekladiert ist. wie kann ich das managen?<br />
nochmal fall das unverständlich war: ich will:<br />
meine dll: <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">class PCM<br />
public shared sub Test()<br />
label1.text =&nbsp; &quot;Hat funtioniert&quot;<br />
end sub <br />
end class</code><hr />
</div>die dll hat aber kein label1 sondern die anwendung die auf sie zugreift...<br />
wie kann ich das managen?</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>douro</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=83792</guid>
		</item>
		<item>
			<title><![CDATA[Assembler -> C konverter]]></title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83574&amp;goto=newpost</link>
			<pubDate>Fri, 20 Aug 2010 17:23:01 GMT</pubDate>
			<description>Gibts eigentlich ein Programm das mir x86 Assebler code in C umwandelt?</description>
			<content:encoded><![CDATA[<div>Gibts eigentlich ein Programm das mir x86 Assebler code in C umwandelt?</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>Lordadmiral Drake</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=83574</guid>
		</item>
		<item>
			<title>Was ist wichtig für das Online-Stellen einer Homepage?</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83465&amp;goto=newpost</link>
			<pubDate>Tue, 17 Aug 2010 19:11:49 GMT</pubDate>
			<description>Hallo, 
 
Ich hoffe mir kann hier geholfen werden. 
 
Ich bin gerade dran eine Homepage für einen Bekannten zu entwerfen. Nun bin ich schon so gut...</description>
			<content:encoded><![CDATA[<div>Hallo,<br />
<br />
Ich hoffe mir kann hier geholfen werden.<br />
<br />
Ich bin gerade dran eine Homepage für einen Bekannten zu entwerfen. Nun bin ich schon so gut wie fertig und fange nun an mich dazu zu beschäftigen, wie ich die Homepage online bekomme. Leider habe ich mich selbst verwirrt und komm nicht ganz klar. Reicht es, dass wenn ich bei einem Anbieter, wie z.B. Strato eine Domain bestelle und kann es dann per ftp uploaden, oder muss ich mir erst einen V-Server o.ä. einrichten?<br />
Am allerbesten wäre es, wenn mir jemand schreiben könnte was die grundlegenden Dinge für das Online-Stellen einer Homepage sind.<br />
<br />
Gruß<br />
<br />
Santa_Maria</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>Santa_Maria</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=83465</guid>
		</item>
		<item>
			<title>vb form1 auf form2 zugreifen</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83396&amp;goto=newpost</link>
			<pubDate>Mon, 16 Aug 2010 12:41:30 GMT</pubDate>
			<description><![CDATA[hi,  
das ist form 1: 
 
Code: 
--------- 
Public Class Form1 
    Dim Str As String = "von Form1 geschrieben" 
    Private Sub Form1_Load(ByVal...]]></description>
			<content:encoded><![CDATA[<div>hi, <br />
das ist form 1:<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Public Class Form1<br />
&nbsp; &nbsp; Dim Str As String = &quot;von Form1 geschrieben&quot;<br />
&nbsp; &nbsp; Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load<br />
&nbsp; &nbsp; &nbsp; &nbsp; form2.show()<br />
&nbsp; &nbsp; End Sub<br />
End Class</code><hr />
</div>das ist form2:<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Public Class Form2<br />
<br />
&nbsp; &nbsp; Private Sub Form2_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load<br />
&nbsp; &nbsp; &nbsp; &nbsp; Form1.str = &quot;von form2 geschrieben&quot;&nbsp; ' &lt;&lt;&lt;&lt;&lt;&lt;<br />
&nbsp; &nbsp; End Sub<br />
End Class</code><hr />
</div>ich glaube ihr seht was meine frage ist. <br />
<br />
wie lautet der befehl den ich in form2 &quot;inprovisiert&quot; habe?</div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>douro</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=83396</guid>
		</item>
		<item>
			<title>ATI Stream SDK 2.2 mit OpenCL 1.1 veröffentlicht Diskussion</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83206&amp;goto=newpost</link>
			<pubDate>Thu, 12 Aug 2010 19:58:38 GMT</pubDate>
			<description>Für alle Programmierer und Liebhaber von GPGPU Anwendungen haben wir jetzt wieder eine gute Nachricht: AMD / ATI hat heute die neue Version des ATI...</description>
			<content:encoded><![CDATA[<div>Für alle Programmierer und Liebhaber von GPGPU Anwendungen haben wir jetzt wieder eine gute Nachricht: AMD / ATI hat heute die neue Version des ATI Stream SDK zum Download bereitgestellt. Die wichtigste Neuerung der Version 2.2 ist die Unterstützung des aktuellen OpenCL 1.1 Standards. Aber auch sonst gibt es viele neue Features sowie viele neue Dinge, die nun erstmals unterstützt werden. Wichtig ist dieses Feature auch für die bald erscheinenden Fusion APUs von AMD, bei denen OpenCL ein essentieller Bestandteil ist.<br />
<br />
<div align="center"><img src="http://www.pcmasters.de/fileadmin/news/ATI/ATI-Stream-2.jpg" border="0" alt="" id="vBCodeIMG" /></div><br />
Hier also die neuen Features:<br />
 Support für die neue OpenCL 1.1 Spezifikation Support für Ubuntu 10.04 und Red Hat Enterprise Linux 5.5 Support für X86 Prozessoren mit SSE2.X Befehlssatz (zusätzlich zu SSE3.X) Support für Microsoft...<br />
<br />
<b>Weiterlesen:</b> <a href="http://www.pcmasters.de/hardware/review/ati-stream-sdk-22-mit-opencl-11-veroeffentlicht.html" target="_blank">ATI Stream SDK 2.2 mit OpenCL 1.1 veröffentlicht</a></div>

]]></content:encoded>
			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>Postmaster</dc:creator>
			<guid isPermaLink="true">http://www.pcmasters.de/forum/showthread.php?t=83206</guid>
		</item>
		<item>
			<title>Mit Visual Basic löschen</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83202&amp;goto=newpost</link>
			<pubDate>Thu, 12 Aug 2010 18:16:58 GMT</pubDate>
			<description>hi, ich habe ein programm geschrieben das in der appdata sachen abspeichert. mein programm soll die möglichkeit haben die datein zu löschen falls ein...</description>
			<content:encoded><![CDATA[<div>hi, ich habe ein programm geschrieben das in der appdata sachen abspeichert. mein programm soll die möglichkeit haben die datein zu löschen falls ein bug auftritt. wenn ich einfach IO.File.Delete(path) steht da, das ich kein zugriff darauf habe und das ich gucken soll ob :<br />
A schreibgeschützt<br />
B genug rechte.<br />
zu schreibgeschützt. die datein sind es nicht aber der überordner &quot;ein bisschen&quot; oder so steht da. <br />
und zu rechte: ich hab vista und bin im adminprofil(aber nicht &quot;als admin aufführen angewählt) aber das programm soll ohne besondere rechte auf allen (aktuellen)  windows systemen laufen. wie kriege ich einfach das selbst erstellte verzeichnis mit den datein drin wieder weg?</div>

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			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>douro</dc:creator>
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			<title>Installer mit Extras erstellen?</title>
			<link>http://www.pcmasters.de/forum/showthread.php?t=83132&amp;goto=newpost</link>
			<pubDate>Wed, 11 Aug 2010 15:04:48 GMT</pubDate>
			<description>Hi leute, 
ich habe vor eine Fertig-Windows-XP-DVD zu erstellen, wo sich alle Treiber und nötigen Programme selbst installieren. Nehme dazu nLite und...</description>
			<content:encoded><![CDATA[<div>Hi leute,<br />
ich habe vor eine Fertig-Windows-XP-DVD zu erstellen, wo sich alle Treiber und nötigen Programme selbst installieren. Nehme dazu nLite und komme ganz gut klar außer mit den Treibern.<br />
Kann bei nLite halt nur exe'n einfügen und bei den Treibern sind ebend noch &quot;lose&quot; Installationsdateien. Dachte mir die verpacke ich zu einer exe, sodass die installations-exe startet und den Rest einfach mitnimmt.<br />
Hoffe ihr versteht mich trotz der Formulierung :)<br />
<br />
Und falls sowas geht wollte ich noch wissen ob es dann möglich ist zB Miranda (Icq-Client) normal zu installieren und sich anschließend die Plugin's automatisch (in einer exe?) in die Ordner kopieren lassen?<br />
<br />
Danke schonmal<br />
Mfg,<br />
Marius</div>

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			<category domain="http://www.pcmasters.de/forum/forumdisplay.php?f=23">GFX, Webdesign und Programmierung</category>
			<dc:creator>marius89</dc:creator>
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