MW3: GSC Files Extracted

ADDZ Nov 17, 2011

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    ADDZ Guest

    MW3: GSC Files Extracted

    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

    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[1] = tableLookup( "mp/weaponRankTable.csv", 0, i, 1 );
    				level.weaponRankTable[2] = tableLookup( "mp/weaponRankTable.csv", 0, i, 2 );
    				level.weaponRankTable[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 s***
    		// 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 == 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;
    				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;
    		//	  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 );
    		}
    }
    #/
    


    Download: http://www.megaupload.com/?d=IEFHZCSI

    Thanks to DEREK
     
  2. Ghosti

    Ghosti Royal Pro-ness Gold Subscriber XPG Developer
    105/188

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    was already posted.
     
  3. AD

    ADDZ Guest

    That's in premium with an adfly link, this is becoming common knowledge now so I thought I'd share it with our normal members without touching your topic.
     
  4. Ghosti

    Ghosti Royal Pro-ness Gold Subscriber XPG Developer
    105/188

    Joined:
    Jul 16, 2009
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    38
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    u could of just moved it out :p
     

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