public void AddStandardRounds() {
AddRoundType(INVALID_HANDLE, "Rifle", "rifle", RifleHandler, false, true, "rifleRating", true);
AddRoundType(INVALID_HANDLE, "Pistol", "pistol", PistolHandler, true, true, "pistolRating", true);
AddRoundType(INVALID_HANDLE, "AWP", "awp", AwpHandler, true, true, "awpRating", true);
}
public void RifleHandler(int client) {
GiveWeapon(client, g_PrimaryWeapon[client]);
Client_SetHelmet(client, true);
Client_SetArmor(client, 100);
int pistolBehavior = g_PistolBehaviorCvar.IntValue;
if (pistolBehavior == 0 || pistolBehavior == 3) {
GiveWeapon(client, g_SecondaryWeapon[client]);
} else if (pistolBehavior == 2) {
char defaultPistol[WEAPON_NAME_LENGTH];
g_DefaultPistolCvar.GetString(defaultPistol, sizeof(defaultPistol));
GiveWeapon(client, defaultPistol);
}
Multi1v1_GivePlayerKnife(client);
}
public void PistolHandler(int client) {
GiveWeapon(client, g_SecondaryWeapon[client]);
Client_SetHelmet(client, false);
bool giveKevlar = IsDefaultPistol(g_SecondaryWeapon[client]);
if (giveKevlar) {
Client_SetArmor(client, 100);
} else {
Client_SetArmor(client, 0);
}
Multi1v1_GivePlayerKnife(client);
}
public void AwpHandler(int client) {
GiveWeapon(client, "weapon_awp");
Client_SetHelmet(client, true);
Multi1v1_GivePlayerKnife(client);
}