Took me a while to extract all these, everything you need to create a patch/menu/gamemode etc....
Better to be prepared
GSC List
common_scripts/_artcommon.gsc
common_scripts/_createfx.gsc
common_scripts/_createfxmenu.gsc
common_scripts/_destructible.gsc
common_scripts/_destructible_types.gsc
common_scripts/_dynamic_world.gsc
common_scripts/_elevator.gsc
common_scripts/_fx.gsc
common_scripts/_pipes.gsc
common_scripts/utility.gsc
maps/mp/_animatedmodels.gsc
maps/mp/_areas.gsc
maps/mp/_art.gsc
maps/mp/_audio.gsc
maps/mp/_awards.gsc
maps/mp/_compass.gsc
maps/mp/_createfx.gsc
maps/mp/_crib.gsc
maps/mp/_defcon.gsc
maps/mp/_destructables.gsc
maps/mp/_empgrenade.gsc
maps/mp/_entityheadicons.gsc
maps/mp/_events.gsc
maps/mp/_flashgrenades.gsc
maps/mp/_fx.gsc
maps/mp/_global_fx.gsc
maps/mp/_highlights.gsc
maps/mp/_javelin.gsc
maps/mp/_load.gsc
maps/mp/_matchdata.gsc
maps/mp/_matchevents.gsc
maps/mp/_minefields.gsc
maps/mp/_radiation.gsc
maps/mp/_scoreboard.gsc
maps/mp/_shutter.gsc
maps/mp/_skill.gsc
maps/mp/_stinger.gsc
maps/mp/_utility.gsc
maps/mp/gametypes/_battlechatter_mp.gsc
maps/mp/gametypes/_callbacksetup.gsc
maps/mp/gametypes/_class.gsc
maps/mp/gametypes/_damage.gsc
maps/mp/gametypes/_damagefeedback.gsc
maps/mp/gametypes/_deathicons.gsc
maps/mp/gametypes/_dev.gsc
maps/mp/gametypes/_equipment.gsc
maps/mp/gametypes/_friendicons.gsc
maps/mp/gametypes/_gamelogic.gsc
maps/mp/gametypes/_gameobjects.gsc
maps/mp/gametypes/_globalentities.gsc
maps/mp/gametypes/_globallogic.gsc
maps/mp/gametypes/_healthoverlay.gsc
maps/mp/gametypes/_hostmigration.gsc
maps/mp/gametypes/_hud.gsc
maps/mp/gametypes/_hud_message.gsc
maps/mp/gametypes/_hud_util.gsc
maps/mp/gametypes/_killcam.gsc
maps/mp/gametypes/_menus.gsc
maps/mp/gametypes/_missions.gsc
maps/mp/gametypes/_music_and_dialog.gsc
maps/mp/gametypes/_objpoints.gsc
maps/mp/gametypes/_persistence.gsc
maps/mp/gametypes/_playercards.gsc
maps/mp/gametypes/_playerlogic.gsc
maps/mp/gametypes/_portable_radar.gsc
maps/mp/gametypes/_quickmessages.gsc
maps/mp/gametypes/_rank.gsc
maps/mp/gametypes/_scrambler.gsc
maps/mp/gametypes/_serversettings.gsc
maps/mp/gametypes/_shellshock.gsc
maps/mp/gametypes/_spawnlogic.gsc
maps/mp/gametypes/_spectating.gsc
maps/mp/gametypes/_teams.gsc
maps/mp/gametypes/_tweakables.gsc
maps/mp/gametypes/_weapons.gsc
maps/mp/gametypes/arena.gsc
maps/mp/gametypes/conf.gsc
maps/mp/gametypes/ctf.gsc
maps/mp/gametypes/ctfpro.gsc
maps/mp/gametypes/dd.gsc
maps/mp/gametypes/dm.gsc
maps/mp/gametypes/dom.gsc
maps/mp/gametypes/grnd.gsc
maps/mp/gametypes/gtnw.gsc
maps/mp/gametypes/gun.gsc
maps/mp/gametypes/infect.gsc
maps/mp/gametypes/jugg.gsc
maps/mp/gametypes/koth.gsc
maps/mp/gametypes/oic.gsc
maps/mp/gametypes/oneflag.gsc
maps/mp/gametypes/sab.gsc
maps/mp/gametypes/sd.gsc
maps/mp/gametypes/tdef.gsc
maps/mp/gametypes/tjugg.gsc
maps/mp/gametypes/vip.gsc
maps/mp/gametypes/war.gsc
maps/mp/killstreaks/_a10.gsc
maps/mp/killstreaks/_aamissile.gsc
maps/mp/killstreaks/_aastrike.gsc
maps/mp/killstreaks/_ac130.gsc
maps/mp/killstreaks/_airdrop.gsc
maps/mp/killstreaks/_airstrike.gsc
maps/mp/killstreaks/_autosentry.gsc
maps/mp/killstreaks/_autoshotgun.gsc
maps/mp/killstreaks/_deployablebox.gsc
maps/mp/killstreaks/_emp.gsc
maps/mp/killstreaks/_escortairdrop.gsc
maps/mp/killstreaks/_harrier.gsc
maps/mp/killstreaks/_helicopter.gsc
maps/mp/killstreaks/_helicopter_flock.gsc
maps/mp/killstreaks/_helicopter_guard.gsc
maps/mp/killstreaks/_ims.gsc
maps/mp/killstreaks/_juggernaut.gsc
maps/mp/killstreaks/_killstreaks.gsc
maps/mp/killstreaks/_mobilemortar.gsc
maps/mp/killstreaks/_nuke.gsc
maps/mp/killstreaks/_perkstreaks.gsc
maps/mp/killstreaks/_remotemissile.gsc
maps/mp/killstreaks/_remotemortar.gsc
maps/mp/killstreaks/_remotetank.gsc
maps/mp/killstreaks/_remoteturret.gsc
maps/mp/killstreaks/_remoteuav.gsc
maps/mp/killstreaks/_tank.gsc
maps/mp/killstreaks/_teamammorefill.gsc
maps/mp/killstreaks/_uav.gsc
maps/mp/perks/_perkfunctions.gsc
maps/mp/perks/_perks.gsc
Heres the _rank.gsc
guess IW didnt think we'd see this
and looks like they didnt finish /facepalm
WARNING:
This thread will be updated when a better rip is available,
You can use these files to just look around
Do not use this to mod when the modloader is out!
im sure those files would still work on pc, just the wii scripts will not be run. Anyway the main ones _missions/_class/_rank/_events are all we need
Better to be prepared
GSC List
common_scripts/_artcommon.gsc
common_scripts/_createfx.gsc
common_scripts/_createfxmenu.gsc
common_scripts/_destructible.gsc
common_scripts/_destructible_types.gsc
common_scripts/_dynamic_world.gsc
common_scripts/_elevator.gsc
common_scripts/_fx.gsc
common_scripts/_pipes.gsc
common_scripts/utility.gsc
maps/mp/_animatedmodels.gsc
maps/mp/_areas.gsc
maps/mp/_art.gsc
maps/mp/_audio.gsc
maps/mp/_awards.gsc
maps/mp/_compass.gsc
maps/mp/_createfx.gsc
maps/mp/_crib.gsc
maps/mp/_defcon.gsc
maps/mp/_destructables.gsc
maps/mp/_empgrenade.gsc
maps/mp/_entityheadicons.gsc
maps/mp/_events.gsc
maps/mp/_flashgrenades.gsc
maps/mp/_fx.gsc
maps/mp/_global_fx.gsc
maps/mp/_highlights.gsc
maps/mp/_javelin.gsc
maps/mp/_load.gsc
maps/mp/_matchdata.gsc
maps/mp/_matchevents.gsc
maps/mp/_minefields.gsc
maps/mp/_radiation.gsc
maps/mp/_scoreboard.gsc
maps/mp/_shutter.gsc
maps/mp/_skill.gsc
maps/mp/_stinger.gsc
maps/mp/_utility.gsc
maps/mp/gametypes/_battlechatter_mp.gsc
maps/mp/gametypes/_callbacksetup.gsc
maps/mp/gametypes/_class.gsc
maps/mp/gametypes/_damage.gsc
maps/mp/gametypes/_damagefeedback.gsc
maps/mp/gametypes/_deathicons.gsc
maps/mp/gametypes/_dev.gsc
maps/mp/gametypes/_equipment.gsc
maps/mp/gametypes/_friendicons.gsc
maps/mp/gametypes/_gamelogic.gsc
maps/mp/gametypes/_gameobjects.gsc
maps/mp/gametypes/_globalentities.gsc
maps/mp/gametypes/_globallogic.gsc
maps/mp/gametypes/_healthoverlay.gsc
maps/mp/gametypes/_hostmigration.gsc
maps/mp/gametypes/_hud.gsc
maps/mp/gametypes/_hud_message.gsc
maps/mp/gametypes/_hud_util.gsc
maps/mp/gametypes/_killcam.gsc
maps/mp/gametypes/_menus.gsc
maps/mp/gametypes/_missions.gsc
maps/mp/gametypes/_music_and_dialog.gsc
maps/mp/gametypes/_objpoints.gsc
maps/mp/gametypes/_persistence.gsc
maps/mp/gametypes/_playercards.gsc
maps/mp/gametypes/_playerlogic.gsc
maps/mp/gametypes/_portable_radar.gsc
maps/mp/gametypes/_quickmessages.gsc
maps/mp/gametypes/_rank.gsc
maps/mp/gametypes/_scrambler.gsc
maps/mp/gametypes/_serversettings.gsc
maps/mp/gametypes/_shellshock.gsc
maps/mp/gametypes/_spawnlogic.gsc
maps/mp/gametypes/_spectating.gsc
maps/mp/gametypes/_teams.gsc
maps/mp/gametypes/_tweakables.gsc
maps/mp/gametypes/_weapons.gsc
maps/mp/gametypes/arena.gsc
maps/mp/gametypes/conf.gsc
maps/mp/gametypes/ctf.gsc
maps/mp/gametypes/ctfpro.gsc
maps/mp/gametypes/dd.gsc
maps/mp/gametypes/dm.gsc
maps/mp/gametypes/dom.gsc
maps/mp/gametypes/grnd.gsc
maps/mp/gametypes/gtnw.gsc
maps/mp/gametypes/gun.gsc
maps/mp/gametypes/infect.gsc
maps/mp/gametypes/jugg.gsc
maps/mp/gametypes/koth.gsc
maps/mp/gametypes/oic.gsc
maps/mp/gametypes/oneflag.gsc
maps/mp/gametypes/sab.gsc
maps/mp/gametypes/sd.gsc
maps/mp/gametypes/tdef.gsc
maps/mp/gametypes/tjugg.gsc
maps/mp/gametypes/vip.gsc
maps/mp/gametypes/war.gsc
maps/mp/killstreaks/_a10.gsc
maps/mp/killstreaks/_aamissile.gsc
maps/mp/killstreaks/_aastrike.gsc
maps/mp/killstreaks/_ac130.gsc
maps/mp/killstreaks/_airdrop.gsc
maps/mp/killstreaks/_airstrike.gsc
maps/mp/killstreaks/_autosentry.gsc
maps/mp/killstreaks/_autoshotgun.gsc
maps/mp/killstreaks/_deployablebox.gsc
maps/mp/killstreaks/_emp.gsc
maps/mp/killstreaks/_escortairdrop.gsc
maps/mp/killstreaks/_harrier.gsc
maps/mp/killstreaks/_helicopter.gsc
maps/mp/killstreaks/_helicopter_flock.gsc
maps/mp/killstreaks/_helicopter_guard.gsc
maps/mp/killstreaks/_ims.gsc
maps/mp/killstreaks/_juggernaut.gsc
maps/mp/killstreaks/_killstreaks.gsc
maps/mp/killstreaks/_mobilemortar.gsc
maps/mp/killstreaks/_nuke.gsc
maps/mp/killstreaks/_perkstreaks.gsc
maps/mp/killstreaks/_remotemissile.gsc
maps/mp/killstreaks/_remotemortar.gsc
maps/mp/killstreaks/_remotetank.gsc
maps/mp/killstreaks/_remoteturret.gsc
maps/mp/killstreaks/_remoteuav.gsc
maps/mp/killstreaks/_tank.gsc
maps/mp/killstreaks/_teamammorefill.gsc
maps/mp/killstreaks/_uav.gsc
maps/mp/perks/_perkfunctions.gsc
maps/mp/perks/_perks.gsc
Heres the _rank.gsc
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
if ( level.xpScale > 4 || level.xpScale < 0)
exitLevel( false );
level.xpScale = min( level.xpScale, 4 );
level.xpScale = max( level.xpScale, 0 );
level.rankTable = [];
level.weaponRankTable = [];
precacheShader("white");
precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_WEAPON_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"RANK_PROMOTED_WEAPON" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
precacheString( &"RANK_ROMANIII" );
precacheString( &"SPLASHES_LONGSHOT" );
precacheString( &"SPLASHES_PROXIMITYASSIST" );
precacheString( &"SPLASHES_PROXIMITYKILL" );
precacheString( &"SPLASHES_EXECUTION" );
precacheString( &"SPLASHES_AVENGER" );
precacheString( &"SPLASHES_ASSISTEDSUICIDE" );
precacheString( &"SPLASHES_DEFENDER" );
precacheString( &"SPLASHES_POSTHUMOUS" );
precacheString( &"SPLASHES_REVENGE" );
precacheString( &"SPLASHES_DOUBLEKILL" );
precacheString( &"SPLASHES_TRIPLEKILL" );
precacheString( &"SPLASHES_MULTIKILL" );
precacheString( &"SPLASHES_BUZZKILL" );
precacheString( &"SPLASHES_COMEBACK" );
precacheString( &"SPLASHES_KNIFETHROW" );
precacheString( &"SPLASHES_ONE_SHOT_KILL" );
if ( level.teamBased )
{
registerScoreInfo( "kill", 999999 );
registerScoreInfo( "headshot", 999999 );
registerScoreInfo( "assist", 999999 );
registerScoreInfo( "proximityassist", 999999 );
registerScoreInfo( "proximitykill", 999999 );
registerScoreInfo( "suicide", 999999 );
registerScoreInfo( "teamkill", 999999 );
}
else
{
registerScoreInfo( "kill", 999999 );
registerScoreInfo( "headshot", 999999 );
registerScoreInfo( "assist", 999999 );
registerScoreInfo( "suicide", 999999 );
registerScoreInfo( "teamkill", 999999 );
}
registerScoreInfo( "win", 1 );
registerScoreInfo( "loss", 0.5 );
registerScoreInfo( "tie", 0.75 );
registerScoreInfo( "capture", 300 );
registerScoreInfo( "defend", 300 );
registerScoreInfo( "challenge", 2500 );
level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
pId = 0;
rId = 0;
for ( pId = 0; pId <= level.maxPrestige; pId++ )
{
for ( rId = 0; rId <= level.maxRank; rId++ )
precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
}
rankId = 0;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
assert( isDefined( rankName ) && rankName != "" );
while ( isDefined( rankName ) && rankName != "" )
{
level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );
precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );
rankId++;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
}
weaponMaxRank = int(tableLookup( "mp/weaponRankTable.csv", 0, "maxrank", 1 ));
for( i = 0; i < weaponMaxRank + 1; i++ )
{
level.weaponRankTable[i][1] = tableLookup( "mp/weaponRankTable.csv", 0, i, 1 );
level.weaponRankTable[i][2] = tableLookup( "mp/weaponRankTable.csv", 0, i, 2 );
level.weaponRankTable[i][3] = tableLookup( "mp/weaponRankTable.csv", 0, i, 3 );
}
maps\mp\gametypes\_missions::buildChallegeInfo();
level thread patientZeroWaiter();
level thread onPlayerConnect();
/#
SetDevDvarIfUninitialized( "scr_devweaponxpmult", "0" );
SetDevDvarIfUninitialized( "scr_devsetweaponmaxrank", "0" );
level thread watchDevDvars();
#/
}
patientZeroWaiter()
{
level endon( "game_ended" );
while ( !isDefined( level.players ) || !level.players.size )
wait ( 0.05 );
if ( !matchMakingGame() )
{
if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
level.patientZeroName = level.players[0].name;
}
else
{
if ( getDvar( "scr_patientZero" ) != "" )
level.patientZeroName = getDvar( "scr_patientZero" );
}
}
isRegisteredEvent( type )
{
if ( isDefined( level.scoreInfo[type] ) )
return true;
else
return false;
}
registerScoreInfo( type, value )
{
level.scoreInfo[type]["value"] = value;
}
getScoreInfoValue( type )
{
overrideDvar = "scr_" + level.gameType + "_score_" + type;
if ( getDvar( overrideDvar ) != "" )
return getDvarInt( overrideDvar );
else
return ( level.scoreInfo[type]["value"] );
}
getScoreInfoLabel( type )
{
return ( level.scoreInfo[type]["label"] );
}
getRankInfoMinXP( rankId )
{
return int(level.rankTable[rankId][2]);
}
getWeaponRankInfoMinXP( rankId )
{
return int( level.weaponRankTable[ rankId ][ 1 ] );
}
getRankInfoXPAmt( rankId )
{
return int(level.rankTable[rankId][3]);
}
getWeaponRankInfoXPAmt( rankId )
{
return int( level.weaponRankTable[ rankId ][ 2 ] );
}
getRankInfoMaxXp( rankId )
{
return int(level.rankTable[rankId][7]);
}
getWeaponRankInfoMaxXp( rankId )
{
return int( level.weaponRankTable[ rankId ][ 3 ] );
}
getRankInfoFull( rankId )
{
return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}
getRankInfoIcon( rankId, prestigeId )
{
return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
}
getRankInfoLevel( rankId )
{
return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}
onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );
/#
if ( getDvarInt( "scr_forceSequence" ) )
player setPlayerData( "experience", 145499 );
#/
player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
if ( player.pers["rankxp"] < 0 ) // paranoid defensive
player.pers["rankxp"] = 0;
rankId = player getRankForXp( player getRankXP() );
player.pers[ "rank" ] = rankId;
player.pers[ "participation" ] = 0;
player.xpUpdateTotal = 0;
player.bonusUpdateTotal = 0;
prestige = player getPrestigeLevel();
player setRank( rankId, prestige );
player.pers["prestige"] = prestige;
if ( player.clientid < level.MaxLogClients )
{
setMatchData( "players", player.clientid, "rank", rankId );
setMatchData( "players", player.clientid, "Prestige", prestige );
}
player.postGamePromotion = false;
if ( !isDefined( player.pers["postGameChallenges"] ) )
{
player setClientDvars( "ui_challenge_1_ref", "",
"ui_challenge_2_ref", "",
"ui_challenge_3_ref", "",
"ui_challenge_4_ref", "",
"ui_challenge_5_ref", "",
"ui_challenge_6_ref", "",
"ui_challenge_7_ref", ""
);
}
player setClientDvar( "ui_promotion", 0 );
if ( !isDefined( player.pers["summary"] ) )
{
player.pers["summary"] = [];
player.pers["summary"]["xp"] = 0;
player.pers["summary"]["score"] = 0;
player.pers["summary"]["challenge"] = 0;
player.pers["summary"]["match"] = 0;
player.pers["summary"]["misc"] = 0;
// resetting game summary dvars
player setClientDvar( "player_summary_xp", "0" );
player setClientDvar( "player_summary_score", "0" );
player setClientDvar( "player_summary_challenge", "0" );
player setClientDvar( "player_summary_match", "0" );
player setClientDvar( "player_summary_misc", "0" );
}
// resetting summary vars
player setClientDvar( "ui_opensummary", 0 );
player thread maps\mp\gametypes\_missions::updateChallenges();
player.explosiveKills[0] = 0;
player.xpGains = [];
player.hud_xpPointsPopup = player createXpPointsPopup();
player.hud_xpEventPopup = player createXpEventPopup();
player thread onPlayerSpawned();
player thread onJoinedTeam();
player thread onJoinedSpectators();
player thread setGamesPlayed();
//sets double XP on player var
if ( player getPlayerData("prestigeDoubleXp") )
player.prestigeDoubleXp = true;
else
player.prestigeDoubleXp = false;
//sets double Weapon XP on player var
if ( player getPlayerData("prestigeDoubleWeaponXp") )
player.prestigeDoubleWeaponXp = true;
else
player.prestigeDoubleWeaponXp = false;
}
}
setGamesPlayed()
{
self endon ( "disconnect" );
for( ;; )
{
wait(30);
if ( !self.hasDoneCombat )
continue;
self maps\mp\gametypes\_persistence::statAdd("gamesPlayed", 1 );
break;
}
}
onJoinedTeam()
{
self endon("disconnect");
for(;;)
{
self waittill( "joined_team" );
self thread removeRankHUD();
}
}
onJoinedSpectators()
{
self endon("disconnect");
for(;;)
{
self waittill( "joined_spectators" );
self thread removeRankHUD();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill("spawned_player");
}
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
giveRankXP( type, value, weapon, sMeansOfDeath, challengeName )
{
self endon("disconnect");
lootType = "none";
if ( !self rankingEnabled() )
return;
if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
return;
else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
return;
if ( !isDefined( value ) )
value = getScoreInfoValue( type );
if ( !isDefined( self.xpGains[type] ) )
self.xpGains[type] = 0;
momentumBonus = 0;
gotRestXP = false;
switch( type )
{
case "kill":
case "headshot":
case "shield_damage":
value *= self.xpScaler;
case "assist":
case "suicide":
case "teamkill":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
case "plant":
case "destroy":
case "save":
case "defuse":
case "kill_confirmed":
case "kill_denied":
case "tags_retrieved":
case "team_assist":
case "kill_bonus":
case "kill_carrier":
case "draft_rogue":
case "survivor":
case "final_rogue":
case "gained_gun_rank":
case "dropped_enemy_gun_rank":
case "got_juggernaut":
case "kill_as_juggernaut":
case "kill_juggernaut":
case "jugg_on_jugg":
if ( getGametypeNumLives() > 0 )
{
multiplier = max(1,int( 10/getGametypeNumLives() ));
value = int(value * multiplier);
}
// do we have an entitlement or prestige-award to give us an additional xp multiplier
entitlement_xp = 0;
prestigeBonus_xp = 0;
if ( self.prestigeDoubleXp )
{
howMuchTimePlayed = self getPlayerData( "prestigeDoubleXpTimePlayed" );
if ( howMuchTimePlayed >= self.bufferedStatsMax["prestigeDoubleXpMaxTimePlayed"] )
{
self setPlayerData( "prestigeDoubleXp", false );
self setPlayerData( "prestigeDoubleXpTimePlayed", 0 );
self setPlayerData( "prestigeDoubleXpMaxTimePlayed", 0 );
self.prestigeDoubleXp = false;
}
else
{
prestigeBonus_xp = 2;
}
}
for ( i = 0; i < 3; i++ )
{
if ( self getPlayerData( "xpMultiplierTimePlayed", i) < self.bufferedChildStatsMax[ "xpMaxMultiplierTimePlayed" ][ i ] )
{
entitlement_xp += int( self getPlayerData( "xpMultiplier", i) );
}
}
if ( entitlement_xp > 0 ) //we do have an entitlement xp multiplier
{
//adding prestige bonus to entitlement bonus
if ( prestigeBonus_xp > 0 )
entitlement_xp += prestigeBonus_xp;
value = int( ( value * level.xpScale ) * entitlement_xp );
}
else if ( prestigeBonus_xp > 0 ) //no entitlement xp multiplier, just prestige bonus
{
value = int( value * level.xpScale * prestigeBonus_xp );
}
else //no entitlement xp multiplier, or prestige bonus
{
value = int( value * level.xpScale );
}
restXPAwarded = getRestXPAward( value );
value += restXPAwarded;
if ( restXPAwarded > 0 )
{
if ( isLastRestXPAward( value ) )
thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );
gotRestXP = true;
}
break;
case "challenge":
entitlement_xp = 0;
if ( self getPlayerData( "challengeXPMultiplierTimePlayed", 0 ) < self.bufferedChildStatsMax[ "challengeXPMaxMultiplierTimePlayed" ][ 0 ] )
{
entitlement_xp += int( self getPlayerData( "challengeXPMultiplier", 0 ) );
if ( entitlement_xp > 0 )
value = int( value * entitlement_xp );
}
break;
}
if ( !gotRestXP )
{
// if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
}
oldxp = self getRankXP();
self.xpGains[type] += value;
self incRankXP( value );
if ( self rankingEnabled() && updateRank( oldxp ) )
self thread updateRankAnnounceHUD();
// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
self syncXPStat();
// if this is a weapon challenge then set the weapon
weaponChallenge = maps\mp\gametypes\_missions::isWeaponChallenge( challengeName );
if( weaponChallenge )
weapon = self GetCurrentWeapon();
// riot shield gives xp for taking shield damage
if( type == "shield_damage" )
{
weapon = self GetCurrentWeapon();
sMeansOfDeath = "MOD_MELEE";
}
//////////////////////////////////////////////////////////////
// WEAPON SHIT
// check for weapon xp gains, they need to have cac unlocked before we start weapon xp gains
if( weaponShouldGetXP( weapon, sMeansOfDeath ) || weaponChallenge )
{
// we just want the weapon name up to the first underscore
weaponTokens = StrTok( weapon, "_" );
//curWeapon = self GetCurrentWeapon();
if ( weaponTokens[0] == "iw5" )
weaponName = weaponTokens[0] + "_" + weaponTokens[1];
else if ( weaponTokens[0] == "alt" )
weaponName = weaponTokens[1] + "_" + weaponTokens[2];
else
weaponName = weaponTokens[0];
if( weaponTokens[0] == "gl" )
weaponName = weaponTokens[1];
if( /*IsDefined( curWeapon ) && curWeapon == weapon &&*/ self IsItemUnlocked( weaponName ) )
{
// is the weapon their class loadout weapon or a weapon they picked up?
if( self.primaryWeapon == weapon ||
self.secondaryWeapon == weapon ||
WeaponAltWeaponName( self.primaryWeapon ) == weapon ||
( IsDefined( self.tookWeaponFrom ) && IsDefined( self.tookWeaponFrom[ weapon ] ) ) )
{
oldWeaponXP = self getWeaponRankXP( weaponName );
// we want normalized weapon xp kill points regardless of game mode
switch( type )
{
case "kill":
modifiedValue = WEAPONXP_KILL;
break;
default:
modifiedValue = value;
break;
}
/#
if( GetDvarInt( "scr_devweaponxpmult" ) > 0 )
modifiedValue *= GetDvarInt( "scr_devweaponxpmult" );
#/
//IW5 Prestige bonus weapon XP
if ( self.prestigeDoubleWeaponXp )
{
howMuchWeaponXPTimePlayed = self getPlayerData( "prestigeDoubleWeaponXpTimePlayed" );
if ( howMuchWeaponXPTimePlayed >= self.bufferedStatsMax["prestigeDoubleWeaponXpMaxTimePlayed"] )
{
self setPlayerData( "prestigeDoubleWeaponXp", true );
self setPlayerData( "prestigeDoubleWeaponXpTimePlayed", 0 );
self setPlayerData( "prestigeDoubleWeaponXpMaxTimePlayed", 0 );
self.prestigeDoubleWeaponXp = true;
}
else
{
modifiedValue *= 2;
}
}
if ( self getPlayerData( "weaponXPMultiplierTimePlayed", 999999 ) < self.bufferedChildStatsMax[ "weaponXPMaxMultiplierTimePlayed" ][ 0 ] )
{
weaponXPMult = int( self getPlayerData( "weaponXPMultiplier", 999999 ) );
if ( weaponXPMult > 0 )
modifiedValue *= weaponXPMult;
}
newWeaponXP = oldWeaponXP + modifiedValue;
if( !isWeaponMaxRank( weaponName ) )
{
// make sure we don't give more than the max.
weaponMaxRankXP = getWeaponMaxRankXP( weaponName );
if( newWeaponXP > weaponMaxRankXP )
{
newWeaponXP = weaponMaxRankXP;
modifiedValue = weaponMaxRankXP - oldWeaponXP;
}
//for tracking weaponXP earned on a weapon per game
if ( !isDefined( self.weaponsUsed ) )
{
self.weaponsUsed = [];
self.weaponXpEarned = [];
}
weaponFound = false;
foundIndex = 999;
for( i = 0; i < self.weaponsUsed.size; i++ )
{
if ( self.weaponsUsed[i] == weaponName )
{
weaponFound = true;
foundIndex = i;
}
}
if ( weaponFound )
{
self.weaponXpEarned[foundIndex] += modifiedValue;
}
else
{
self.weaponsUsed[self.weaponsUsed.size] = weaponName;
self.weaponXpEarned[self.weaponXpEarned.size] = modifiedValue;
}
self SetPlayerData( "weaponXP", weaponName, newWeaponXP );
self maps\mp\_matchdata::logWeaponStat( weaponName, "XP", modifiedValue );
self incPlayerStat( "weaponxpearned", modifiedValue );
if ( self rankingEnabled() && updateWeaponRank( newWeaponXP, weaponName ) )
{
self thread updateWeaponRankAnnounceHUD();
}
}
}
}
}
// END.
//////////////////////////////////////////////////////////////
if ( !level.hardcoreMode )
{
if ( type == "teamkill" )
{
self thread xpPointsPopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
}
else
{
color = (1,1,0.5);
if ( gotRestXP )
color = (1,.65,0);
self thread xpPointsPopup( value, momentumBonus, color, 0 );
if ( type == "assist" )
{
assist_string = &"MP_ASSIST";
if( self _hasPerk( "specialty_assists" ) )
{
if( !( self.pers["assistsToKill"] % 2 ) )
{
assist_string = &"MP_ASSIST_TO_KILL";
}
}
self thread maps\mp\gametypes\_rank::xpEventPopup( assist_string );
}
}
}
switch( type )
{
case "kill":
case "headshot":
case "suicide":
case "teamkill":
case "assist":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
case "plant":
case "defuse":
case "kill_confirmed":
case "kill_denied":
case "tags_retrieved":
case "team_assist":
case "kill_bonus":
case "kill_carrier":
case "draft_rogue":
case "survivor":
case "final_rogue":
case "gained_gun_rank":
case "dropped_enemy_gun_rank":
case "got_juggernaut":
case "kill_as_juggernaut":
case "kill_juggernaut":
case "jugg_on_jugg":
self.pers["summary"]["score"] += value;
self.pers["summary"]["xp"] += value;
break;
case "win":
case "loss":
case "tie":
self.pers["summary"]["match"] += value;
self.pers["summary"]["xp"] += value;
break;
case "challenge":
self.pers["summary"]["challenge"] += value;
self.pers["summary"]["xp"] += value;
break;
default:
self.pers["summary"]["misc"] += value; //keeps track of ungrouped match xp reward
self.pers["summary"]["match"] += value;
self.pers["summary"]["xp"] += value;
break;
}
}
weaponShouldGetXP( weapon, meansOfDeath )
{
if( self IsItemUnlocked( "cac" ) &&
!self isJuggernaut() &&
IsDefined( weapon ) &&
IsDefined( meansOfDeath ) &&
!isKillstreakWeapon( weapon ) )
{
if( isBulletDamage( meansOfDeath ) )
{
return true;
}
if( IsExplosiveDamageMOD( meansOfDeath ) || meansOfDeath == "MOD_IMPACT" )
{
if( getWeaponClass( weapon ) == "weapon_projectile" || getWeaponClass( weapon ) == "weapon_assault" )
return true;
}
if( meansOfDeath == "MOD_MELEE" )
{
if( getWeaponClass( weapon ) == "weapon_riot" )
return true;
}
}
return false;
}
updateRank( oldxp )
{
newRankId = self getRank();
if ( newRankId == self.pers["rank"] )
return false;
oldRank = self.pers["rank"];
self.pers["rank"] = newRankId;
//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );
println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
self setRank( newRankId );
return true;
}
updateWeaponRank( oldxp, weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
newRankId = self getWeaponRank( weapon );
if ( newRankId == self.pers[ "weaponRank" ] )
return false;
oldRank = self.pers[ "weaponRank" ];
self.pers[ "weaponRank" ] = newRankId;
self SetPlayerData( "weaponRank", weapon, newRankId );
//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );
println( "promoted " + self.name + "'s weapon from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getWeaponRankXP( weapon ) + "." );
// now that we've ranked up, process the mastery challenge
self thread maps\mp\gametypes\_missions::masteryChallengeProcess( weapon );
return true;
}
updateRankAnnounceHUD()
{
self endon("disconnect");
self notify("update_rank");
self endon("update_rank");
team = self.pers["team"];
if ( !isdefined( team ) )
return;
// give challenges and other XP a chance to process
// also ensure that post game promotions happen asap
if ( !levelFlag( "game_over" ) )
level waittill_notify_or_timeout( "game_over", 0.25 );
newRankName = self getRankInfoFull( self.pers["rank"] );
rank_char = level.rankTable[self.pers["rank"]][1];
subRank = int(rank_char[rank_char.size-1]);
thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
if ( subRank > 1 )
return;
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) && player != self )
{
if ( playerteam == team )
player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
}
}
}
updateWeaponRankAnnounceHUD()
{
self endon("disconnect");
self notify("update_weapon_rank");
self endon("update_weapon_rank");
team = self.pers["team"];
if ( !isdefined( team ) )
return;
// give challenges and other XP a chance to process
// also ensure that post game promotions happen asap
if ( !levelFlag( "game_over" ) )
level waittill_notify_or_timeout( "game_over", 0.25 );
thread maps\mp\gametypes\_hud_message::weaponPromotionSplashNotify();
//for ( i = 0; i < level.players.size; i++ )
//{
// player = level.players[i];
// playerteam = player.pers["team"];
// if ( isdefined( playerteam ) && player != self )
// {
// if ( playerteam == team )
// player iPrintLn( &"RANK_WEAPON_WAS_PROMOTED", self );
// }
//}
}
endGameUpdate()
{
player = self;
}
createXpPointsPopup()
{
hud_xpPointsPopup = newClientHudElem( self );
hud_xpPointsPopup.horzAlign = "center";
hud_xpPointsPopup.vertAlign = "middle";
hud_xpPointsPopup.alignX = "center";
hud_xpPointsPopup.alignY = "middle";
hud_xpPointsPopup.x = 30;
if ( level.splitScreen )
hud_xpPointsPopup.y = -30;
else
hud_xpPointsPopup.y = -50;
hud_xpPointsPopup.font = "hudbig";
hud_xpPointsPopup.fontscale = 0.65;
hud_xpPointsPopup.archived = false;
hud_xpPointsPopup.color = (0.5,0.5,0.5);
hud_xpPointsPopup.sort = 10000;
hud_xpPointsPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
return hud_xpPointsPopup;
}
xpPointsPopup( amount, bonus, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );
if ( amount == 0 )
return;
self notify( "xpPointsPopup" );
self endon( "xpPointsPopup" );
self.xpUpdateTotal += amount;
self.bonusUpdateTotal += bonus;
wait ( 0.05 );
if ( self.xpUpdateTotal < 0 )
self.hud_xpPointsPopup.label = &"";
else
self.hud_xpPointsPopup.label = &"MP_PLUS";
self.hud_xpPointsPopup.color = hudColor;
self.hud_xpPointsPopup.glowColor = hudColor;
self.hud_xpPointsPopup.glowAlpha = glowAlpha;
self.hud_xpPointsPopup setValue(self.xpUpdateTotal);
self.hud_xpPointsPopup.alpha = 0.85;
self.hud_xpPointsPopup thread maps\mp\gametypes\_hud::fontPulse( self );
increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
if ( self.bonusUpdateTotal )
{
while ( self.bonusUpdateTotal > 0 )
{
self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
self.hud_xpPointsPopup setValue( self.xpUpdateTotal );
wait ( 0.05 );
}
}
else
{
wait ( 1.0 );
}
self.hud_xpPointsPopup fadeOverTime( 0.75 );
self.hud_xpPointsPopup.alpha = 0;
self.xpUpdateTotal = 0;
}
createXpEventPopup()
{
hud_xpEventPopup = newClientHudElem( self );
hud_xpEventPopup.children = [];
hud_xpEventPopup.horzAlign = "center";
hud_xpEventPopup.vertAlign = "middle";
hud_xpEventPopup.alignX = "center";
hud_xpEventPopup.alignY = "middle";
hud_xpEventPopup.x = 55;
if ( level.splitScreen )
hud_xpEventPopup.y = -20;
else
hud_xpEventPopup.y = -35;
hud_xpEventPopup.font = "hudbig";
hud_xpEventPopup.fontscale = 0.65;
hud_xpEventPopup.archived = false;
hud_xpEventPopup.color = (0.5,0.5,0.5);
hud_xpEventPopup.sort = 10000;
hud_xpEventPopup.elemType = "msgText";
hud_xpEventPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
return hud_xpEventPopup;
}
xpEventPopup( event, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );
self notify( "xpEventPopup" );
self endon( "xpEventPopup" );
wait ( 0.05 );
/*if ( self.spUpdateTotal < 0 )
self.hud_xpEventPopup.label = &"";
else
self.hud_xpEventPopup.label = &"MP_PLUS";*/
if ( !isDefined( hudColor ) )
hudColor = (1,1,0.5);
if ( !isDefined( glowAlpha ) )
glowAlpha = 0;
self.hud_xpEventPopup.color = hudColor;
self.hud_xpEventPopup.glowColor = hudColor;
self.hud_xpEventPopup.glowAlpha = glowAlpha;
self.hud_xpEventPopup setText(event);
self.hud_xpEventPopup.alpha = 0.85;
wait ( 1.0 );
self.hud_xpEventPopup fadeOverTime( 0.75 );
self.hud_xpEventPopup.alpha = 0;
}
removeRankHUD()
{
self.hud_xpPointsPopup.alpha = 0;
}
getRank()
{
rankXp = self.pers["rankxp"];
rankId = self.pers["rank"];
if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
return rankId;
else
return self getRankForXp( rankXp );
}
getWeaponRank( weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
rankXp = self GetPlayerData( "weaponXP", weapon );
return self getWeaponRankForXp( rankXp, weapon );
}
levelForExperience( experience )
{
return getRankForXP( experience );
}
weaponLevelForExperience( experience )
{
return getWeaponRankForXP( experience );
}
getCurrentWeaponXP()
{
weapon = self GetCurrentWeapon();
if( IsDefined( weapon ) )
{
return self GetPlayerData( "weaponXP", weapon );
}
return 0;
}
getRankForXp( xpVal )
{
rankId = 0;
rankName = level.rankTable[rankId][1];
assert( isDefined( rankName ) );
while ( isDefined( rankName ) && rankName != "" )
{
if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
return rankId;
rankId++;
if ( isDefined( level.rankTable[rankId] ) )
rankName = level.rankTable[rankId][1];
else
rankName = undefined;
}
rankId--;
return rankId;
}
getWeaponRankForXp( xpVal, weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
if( !IsDefined( xpVal ) )
xpVal = 0;
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
weaponMaxRank = int( tableLookup( "mp/weaponRankTable.csv", 0, weaponClass, 1 ) );
for( rankId = 0; rankId < weaponMaxRank + 1; rankId++ )
{
if ( xpVal < getWeaponRankInfoMinXP( rankId ) + getWeaponRankInfoXPAmt( rankId ) )
return rankId;
}
return ( rankId - 1 );
}
getSPM()
{
rankLevel = self getRank() + 1;
return (3 + (rankLevel * 0.5))*10;
}
getPrestigeLevel()
{
return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}
getRankXP()
{
return self.pers["rankxp"];
}
getWeaponRankXP( weapon )
{
return self GetPlayerData( "weaponXP", weapon );
}
getWeaponMaxRankXP( weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
weaponMaxRank = int( tableLookup( "mp/weaponRankTable.csv", 0, weaponClass, 1 ) );
weaponMaxRankXP = getWeaponRankInfoMaxXp( weaponMaxRank );
return weaponMaxRankXP;
}
isWeaponMaxRank( weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
weaponRankXP = self GetPlayerData( "weaponXP", weapon );
weaponMaxRankXP = getWeaponMaxRankXP( weapon );
return ( weaponRankXP >= weaponMaxRankXP );
}
// TODO: waiting to see how we decide to do this
//checkWeaponUnlocks( weapon )
//{
// // see if the weapon has unlocked anything new
// // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
// weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
//
// weaponAttachmentCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 2 );
// weaponCamoCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 3 );
// weaponBuffCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 4 );
// weaponCustomCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 5 );
//
// weaponRank = self getWeaponRank( weapon );
//
// attachment = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponAttachmentCol );
// if( attachment != "" )
// {
// // unlocked a new attachment
// self SetPlayerData( "attachmentNew", weapon, attachment, true );
// }
//
// // TODO: when we get camos online
// //camo = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCamoCol );
// //if( camo != "" )
// //{
// // // unlocked a new camo
// // self SetPlayerData( "camoNew", weapon, camo, true );
// //}
//
// buff = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponBuffCol );
// if( buff != "" )
// {
// // unlocked a new buff
// self SetPlayerData( "perkNew", weapon, buff, true );
// }
//
// // TODO: when we get customs online
// //custom = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCustomCol );
// //if( custom != "" )
// //{
// // // unlocked a new custom
// // self SetPlayerData( "customNew", weapon, custom, true );
// //}
//}
incRankXP( amount )
{
if ( !self rankingEnabled() )
return;
if ( isDefined( self.isCheater ) )
return;
xp = self getRankXP();
newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
newXp = getRankInfoMaxXP( level.maxRank );
self.pers["rankxp"] = newXp;
}
getRestXPAward( baseXP )
{
if ( !getdvarint( "scr_restxp_enable" ) )
return 0;
restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
wantGiveRestXP = int(baseXP * restXPAwardRate);
mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
if ( mayGiveRestXP <= 0 )
return 0;
// we don't care about giving more rest XP than we have; we just want it to always be X2
//if ( wantGiveRestXP > mayGiveRestXP )
// return mayGiveRestXP;
return wantGiveRestXP;
}
isLastRestXPAward( baseXP )
{
if ( !getdvarint( "scr_restxp_enable" ) )
return false;
restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
wantGiveRestXP = int(baseXP * restXPAwardRate);
mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
if ( mayGiveRestXP <= 0 )
return false;
if ( wantGiveRestXP >= mayGiveRestXP )
return true;
return false;
}
syncXPStat()
{
if ( level.xpScale > 4 || level.xpScale <= 0)
exitLevel( false );
xp = self getRankXP();
/#
// Attempt to catch xp resgression
oldXp = self getPlayerData( "experience" );
assert( xp >= oldXp, "Attempted XP regression in syncXPStat - " + oldXp + " -> " + xp + " for player " + self.name );
#/
self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}
/#
watchDevDvars()
{
level endon( "game_ended" );
while( true )
{
if( GetDvarInt( "scr_devsetweaponmaxrank" ) > 0 )
{
// grab all of the players and max their current weapon rank
foreach( player in level.players )
{
if( IsDefined( player.pers[ "isBot" ] ) && player.pers[ "isBot" ] )
continue;
weapon = player GetCurrentWeapon();
// we just want the weapon name up to the first underscore
weaponTokens = StrTok( weapon, "_" );
if ( weaponTokens[0] == "iw5" )
weaponName = weaponTokens[0] + "_" + weaponTokens[1];
else if ( weaponTokens[0] == "alt" )
weaponName = weaponTokens[1] + "_" + weaponTokens[2];
else
weaponName = weaponTokens[0];
if( weaponTokens[0] == "gl" )
weaponName = weaponTokens[1];
weaponMaxRankXP = getWeaponMaxRankXP( weaponName );
player SetPlayerData( "weaponXP", weaponName, weaponMaxRankXP );
player updateWeaponRank( weaponMaxRankXP, weaponName );
}
SetDevDvar( "scr_devsetweaponmaxrank", 0 );
}
wait( 0.05 );
}
}
#/
guess IW didnt think we'd see this
and looks like they didnt finish /facepalm
Code:
]
// TODO: waiting to see how we decide to do this
//checkWeaponUnlocks( weapon )
//{
// // see if the weapon has unlocked anything new
// // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
// weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
//
// weaponAttachmentCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 2 );
// weaponCamoCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 3 );
// weaponBuffCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 4 );
// weaponCustomCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 5 );
//
// weaponRank = self getWeaponRank( weapon );
//
// attachment = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponAttachmentCol );
// if( attachment != "" )
// {
// // unlocked a new attachment
// self SetPlayerData( "attachmentNew", weapon, attachment, true );
// }
//
// // TODO: when we get camos online
// //camo = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCamoCol );
// //if( camo != "" )
// //{
// // // unlocked a new camo
// // self SetPlayerData( "camoNew", weapon, camo, true );
// //}
//
// buff = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponBuffCol );
// if( buff != "" )
// {
// // unlocked a new buff
// self SetPlayerData( "perkNew", weapon, buff, true );
// }
//
// // TODO: when we get customs online
// //custom = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCustomCol );
// //if( custom != "" )
// //{
// // // unlocked a new custom
// // self SetPlayerData( "customNew", weapon, custom, true );
// //}
//}
WARNING:
This thread will be updated when a better rip is available,
You can use these files to just look around
Do not use this to mod when the modloader is out!
(11-16-2011, 17:07)Pozzuh Wrote: Turns out a lot of files are modified for wii:
Code:D:\modden\mw3 rip\maps\mp\gametypes\dd.gsc (1 hits)
Line 986: wii_play_grenade_rumble( explosionOrigin );
D:\modden\mw3 rip\maps\mp\gametypes\sab.gsc (1 hits)
Line 815: wii_play_grenade_rumble( explosionOrigin );
D:\modden\mw3 rip\maps\mp\gametypes\sd.gsc (1 hits)
Line 987: wii_play_grenade_rumble( explosionOrigin );
D:\modden\mw3 rip\maps\mp\gametypes\_damage.gsc (3 hits)
Line 887: if ( !level.showingFinalKillcam && !level.killcam && doKillcam && !using_wii() )
Line 914: if ( !using_wii() && !(isDefined( victim.cancelKillcam) && victim.cancelKillcam) && doKillcam && level.killcam && game[ "state" ] == "playing" && !victim isUsingRemote() && !level.showingFinalKillcam )
Line 1246: if( using_wii() )
D:\modden\mw3 rip\maps\mp\gametypes\_globallogic.gsc (3 hits)
Line 10: level.wii = ( GetDvar( "wiiGame" ) == "true" );
Line 10: level.wii = ( GetDvar( "wiiGame" ) == "true" );
Line 11: level.console = (level.ps3 || level.xenon || level.wii );
D:\modden\mw3 rip\maps\mp\gametypes\_hostmigration.gsc (2 hits)
Line 136: //* The Wii doesn't run at 20fps so we might get this error
Line 165: //* The Wii doesn't run at 20fps so we might get this error
D:\modden\mw3 rip\maps\mp\gametypes\_missions.gsc (6 hits)
Line 4: #include maps\mp\_wii_utility;
Line 102: if ( using_wii() )
Line 104: player wii_NotifyOnPlayerCommand_persistent( "hold_breath", "+smoke", "+sprint_and_cameralock", "+activate" );
Line 105: player wii_NotifyOnPlayerCommand_persistent( "release_breath", "-smoke", "-sprint_and_cameralock", "-activate" );
Line 114: if( using_wii() )
Line 116: player wii_NotifyOnPlayerCommand_persistent( "jumped", "+sprint_or_jump", "+sprint_and_cameralock", "+zappermenu" );
D:\modden\mw3 rip\maps\mp\gametypes\_shellshock.gsc (4 hits)
Line 55: wii_play_grenade_rumble( position );
Line 150: wii_play_grenade_rumble( position );
Line 157: wii_play_grenade_rumble( self.origin );
Line 165: wii_play_grenade_rumble( self.origin );
D:\modden\mw3 rip\maps\mp\gametypes\_teams.gsc (2 hits)
Line 687: //WII - we have cut ghillies from MP for memory
Line 715: //*if ( level.environment != "" && self isItemUnlocked( "ghillie_" + level.environment ) )//WII - ghillie suits cut
D:\modden\mw3 rip\maps\mp\killstreaks\_a10.gsc (1 hits)
Line 713: wii_play_grenade_rumble( self.a10ShootingPos );
D:\modden\mw3 rip\maps\mp\killstreaks\_ac130.gsc (1 hits)
Line 98: //* Wii: Needed By Sam Turret Script. -- ARomo
D:\modden\mw3 rip\maps\mp\killstreaks\_airstrike.gsc (1 hits)
Line 711: wii_play_grenade_rumble( bombPoint );
D:\modden\mw3 rip\maps\mp\killstreaks\_escortairdrop.gsc (2 hits)
Line 25: //* no osprey on Wii
Line 80: //* Wii: Both Gunner and Escort Rely On This Dvar, But Struct For Gunner Doesn't Exist So Plugging In Value Manually
D:\modden\mw3 rip\maps\mp\killstreaks\_remoteturret.gsc (15 hits)
Line 32: level.turretSettings[ "mg_turret" ].hintEnterWii = &"MP_ENTER_REMOTE_TURRET_WIIMOTE";
Line 32: level.turretSettings[ "mg_turret" ].hintEnterWii = &"MP_ENTER_REMOTE_TURRET_WIIMOTE";
Line 34: level.turretSettings[ "mg_turret" ].hintExitWii = &"MP_EARLY_EXIT_WIIMOTE";
Line 34: level.turretSettings[ "mg_turret" ].hintExitWii = &"MP_EARLY_EXIT_WIIMOTE";
Line 51: PreCacheString( turretInfo.hintEnterWii );
Line 53: PreCacheString( turretInfo.hintExitWii );
Line 483: watchControllerChanges( turret, altmessage, ccpmessage, wiimessage )
Line 489: if (!using_wii())
Line 500: self setLowerMessage( altmessage, wiimessage, undefined, undefined, undefined, true, 0.25, 3.0 );
Line 544: owner thread watchControllerChanges( self, "enter_remote_turret", level.turretSettings[ self.turretType ].hintEnter, level.turretSettings[ self.turretType ].hintEnterWii );
Line 608: owner thread watchControllerChanges( self, "early_exit", level.turretSettings[ self.turretType ].hintExit, level.turretSettings[ self.turretType ].hintExitWii );
Line 656: owner thread watchControllerChanges( self, "enter_remote_turret", level.turretSettings[ self.turretType ].hintEnter, level.turretSettings[ self.turretType ].hintEnterWii );
Line 689: self thread watchControllerChanges( turret, "enter_remote_turret", level.turretSettings[ self.turretType ].hintEnter, level.turretSettings[ self.turretType ].hintEnterWii );
Line 698: if ( using_wii() )
Line 754: owner thread watchControllerChanges( self, "enter_remote_turret", level.turretSettings[ self.turretType ].hintEnter, level.turretSettings[ self.turretType ].hintEnterWii );
D:\modden\mw3 rip\maps\mp\_load.gsc (14 hits)
Line 98: PrecacheRumble( "wii_defaultweapon_fire" );
Line 99: PrecacheRumble( "wii_defaultweapon_melee" );
Line 100: PrecacheRumble( "wii_rumble_0" );
Line 101: PrecacheRumble( "wii_rumble_1" );
Line 102: PrecacheRumble( "wii_rumble_2" );
Line 103: PrecacheRumble( "wii_rumble_3" );
Line 104: PrecacheRumble( "wii_rumble_4" );
Line 105: PrecacheRumble( "wii_rumble_5" );
Line 106: PrecacheRumble( "wii_rumble_6" );
Line 107: PrecacheRumble( "wii_rumble_7" );
Line 108: PrecacheRumble( "wii_rumble_8" );
Line 109: PrecacheRumble( "wii_dtp_rumble" );
Line 110: PrecacheRumble( "wii_player_damage" );
Line 111: PrecacheRumble( "wii_grenade_rumble" );
D:\modden\mw3 rip\maps\mp\_matchevents.gsc (1 hits)
Line 130: wii_play_grenade_rumble( mortarTarget );
Files we can't use when using the gsc rip for pc modding. (if nova releases a loader)
Code:maps\mp\gametypes\dd.gsc
maps\mp\gametypes\sab.gsc
maps\mp\gametypes\sd.gsc
maps\mp\gametypes\_damage.gsc // probably usable
maps\mp\gametypes\_missions.gsc
maps\mp\gametypes\_shellshock.gsc
maps\mp\gametypes\_teams.gsc
maps\mp\killstreaks\_a10.gsc
maps\mp\killstreaks\_airstrike.gsc
maps\mp\killstreaks\_remoteturret.gsc
maps\mp\_load.gsc
maps\mp\_matchevents.gsc
im sure those files would still work on pc, just the wii scripts will not be run. Anyway the main ones _missions/_class/_rank/_events are all we need