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frmMain.cs
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using System;
using System.Drawing;
using System.Windows.Forms;
namespace ColdWarCamo {
public partial class frmMain : Form {
private readonly string DefaultCamo = "00000000000000000000000000000000000";
private readonly string CompleteCamo = "11111111111111111111111111111111111";
private WeaponClass SelectedClass = WeaponClass.None;
private int SelectedWeapon = -1;
private bool WeaponModified = false;
private bool ControlsHidden = true;
private bool LoadingCamos = false;
private bool SwitchingClass = false;
public frmMain() {
InitializeComponent();
lvMultiplayerCamo.AutoResizeColumns(ColumnHeaderAutoResizeStyle.HeaderSize);
lvZombieCamo.AutoResizeColumns(ColumnHeaderAutoResizeStyle.HeaderSize);
}
[System.Diagnostics.DebuggerStepThrough]
private void SetLocations() {
radioButton2.Location = new Point(radioButton1.Location.X + radioButton1.Size.Width + 4, 48);
radioButton3.Location = new Point(radioButton2.Location.X + radioButton2.Size.Width + 4, 48);
radioButton4.Location = new Point(radioButton3.Location.X + radioButton3.Size.Width + 4, 48);
radioButton5.Location = new Point(radioButton4.Location.X + radioButton4.Size.Width + 4, 48);
radioButton6.Location = new Point(radioButton5.Location.X + radioButton5.Size.Width + 4, 48);
radioButton7.Location = new Point(radioButton6.Location.X + radioButton6.Size.Width + 4, 48);
radioButton8.Location = new Point(radioButton7.Location.X + radioButton7.Size.Width + 4, 48);
radioButton9.Location = new Point(radioButton8.Location.X + radioButton8.Size.Width + 4, 48);
}
[System.Diagnostics.DebuggerStepThrough]
private void SetCamoLevels(int Type) {
switch (Type) {
default:
lvMultiplayerCamo.Groups[4].Header = "Geometric (Lv. 20)";
lvMultiplayerCamo.Groups[5].Header = "Flora (Lv. 30)";
lvMultiplayerCamo.Groups[6].Header = "Science (Lv. 40)";
lvMultiplayerCamo.Groups[7].Header = "Psychedelic (Lv. 50)";
lvZombieCamo.Groups[4].Header = "Vintage (Lv. 20)";
lvZombieCamo.Groups[5].Header = "Fauna (Lv. 30)";
lvZombieCamo.Groups[6].Header = "Topography (Lv. 40)";
lvZombieCamo.Groups[7].Header = "Infection (Lv. 50)";
lbTier3MP.Text = "Geometric (Lv. 20)";
lbTier4MP.Text = "Flora (Lv. 30)";
lbTier5MP.Text = "Science (Lv. 40)";
lbTier6MP.Text = "Psychedelic (Lv. 50)";
lbTier3ZM.Text = "Vintage (Lv. 20)";
lbTier4ZM.Text = "Fauna (Lv. 30)";
lbTier5ZM.Text = "Topography (Lv. 40)";
lbTier6ZM.Text = "Infection (Lv. 50)";
break;
case 1:
lvMultiplayerCamo.Groups[4].Header = "Geometric (Lv. 15)";
lvMultiplayerCamo.Groups[5].Header = "Flora (Lv. 20)";
lvMultiplayerCamo.Groups[6].Header = "Science (Lv. 25)";
lvMultiplayerCamo.Groups[7].Header = "Psychedelic (Lv. 30)";
lvZombieCamo.Groups[4].Header = "Vintage (Lv. 15)";
lvZombieCamo.Groups[5].Header = "Fauna (Lv. 20)";
lvZombieCamo.Groups[6].Header = "Topography (Lv. 25)";
lvZombieCamo.Groups[7].Header = "Infection (Lv. 30)";
lbTier3MP.Text = "Geometric (Lv. 15)";
lbTier4MP.Text = "Flora (Lv. 20)";
lbTier5MP.Text = "Science (Lv. 25)";
lbTier6MP.Text = "Psychedelic (Lv. 30)";
lbTier3ZM.Text = "Vintage (Lv. 15)";
lbTier4ZM.Text = "Fauna (Lv. 20)";
lbTier5ZM.Text = "Topography (Lv. 25)";
lbTier6ZM.Text = "Infection (Lv. 30)";
break;
}
}
[System.Diagnostics.DebuggerStepThrough]
private void CheckPreviousCamos(ListView lv, int ItemIndex) {
if (!LoadingCamos && !SwitchingClass) {
switch (ItemIndex) {
case 1:
lv.Items[0].Checked = true;
break;
case 2:
lv.Items[1].Checked = true;
break;
case 3:
lv.Items[2].Checked = true;
break;
case 4:
lv.Items[3].Checked = true;
break;
case 6:
lv.Items[5].Checked = true;
break;
case 7:
lv.Items[6].Checked = true;
break;
case 8:
lv.Items[7].Checked = true;
break;
case 9:
lv.Items[8].Checked = true;
break;
case 11:
lv.Items[10].Checked = true;
break;
case 12:
lv.Items[11].Checked = true;
break;
case 13:
lv.Items[12].Checked = true;
break;
case 14:
lv.Items[13].Checked = true;
break;
case 16:
lv.Items[15].Checked = true;
break;
case 17:
lv.Items[16].Checked = true;
break;
case 18:
lv.Items[17].Checked = true;
break;
case 19:
lv.Items[18].Checked = true;
break;
case 21:
lv.Items[20].Checked = true;
break;
case 22:
lv.Items[21].Checked = true;
break;
case 23:
lv.Items[22].Checked = true;
break;
case 24:
lv.Items[23].Checked = true;
break;
case 26:
lv.Items[25].Checked = true;
break;
case 27:
lv.Items[26].Checked = true;
break;
case 28:
lv.Items[27].Checked = true;
break;
case 29:
lv.Items[28].Checked = true;
break;
case 31:
lv.Items[30].Checked = true;
break;
case 32:
lv.Items[31].Checked = true;
break;
case 33:
lv.Items[32].Checked = true;
break;
case 34:
lv.Items[33].Checked = true;
break;
//case 36:
// lv.Items[35].Checked = true;
// break;
//case 37:
// lv.Items[36].Checked = true;
// break;
}
}
}
[System.Diagnostics.DebuggerStepThrough]
private void UncheckPostCamos(ListView lv, int ItemIndex) {
if (!LoadingCamos && !SwitchingClass) {
switch (ItemIndex) {
case 0:
lv.Items[1].Checked = false;
break;
case 1:
lv.Items[2].Checked = false;
break;
case 2:
lv.Items[3].Checked = false;
break;
case 3:
lv.Items[4].Checked = false;
break;
case 5:
lv.Items[6].Checked = false;
break;
case 6:
lv.Items[7].Checked = false;
break;
case 7:
lv.Items[8].Checked = false;
break;
case 8:
lv.Items[9].Checked = false;
break;
case 10:
lv.Items[11].Checked = false;
break;
case 11:
lv.Items[12].Checked = false;
break;
case 12:
lv.Items[13].Checked = false;
break;
case 13:
lv.Items[14].Checked = false;
break;
case 15:
lv.Items[16].Checked = false;
break;
case 16:
lv.Items[17].Checked = false;
break;
case 17:
lv.Items[18].Checked = false;
break;
case 18:
lv.Items[19].Checked = false;
break;
case 20:
lv.Items[21].Checked = false;
break;
case 21:
lv.Items[22].Checked = false;
break;
case 22:
lv.Items[23].Checked = false;
break;
case 23:
lv.Items[24].Checked = false;
break;
case 25:
lv.Items[26].Checked = false;
break;
case 26:
lv.Items[27].Checked = false;
break;
case 27:
lv.Items[28].Checked = false;
break;
case 28:
lv.Items[29].Checked = false;
break;
case 30:
lv.Items[31].Checked = false;
break;
case 31:
lv.Items[32].Checked = false;
break;
case 32:
lv.Items[33].Checked = false;
break;
case 33:
lv.Items[34].Checked = false;
break;
//case 35:
// lv.Items[36].Checked = false;
// break;
//case 36:
// lv.Items[37].Checked = false;
// break;
}
}
}
[System.Diagnostics.DebuggerStepThrough]
private void SetControlsVisibility(bool Visible) {
lbIsGold.Visible = Visible;
lbIsGoldenViper.Visible = Visible;
lbHowToUnlock.Visible = Visible;
gbMP.Visible = Visible;
gbZM.Visible = Visible;
lbTier0MP.Visible = Visible;
txtTier0MP.Visible = Visible;
lbTier1MP.Visible = Visible;
txtTier1MP.Visible = Visible;
lbTier2MP.Visible = Visible;
txtTier2MP.Visible = Visible;
lbTier3MP.Visible = Visible;
txtTier3MP.Visible = Visible;
lbTier4MP.Visible = Visible;
txtTier4MP.Visible = Visible;
lbTier5MP.Visible = Visible;
txtTier5MP.Visible = Visible;
lbTier6MP.Visible = Visible;
txtTier6MP.Visible = Visible;
lbTier0ZM.Visible = Visible;
txtTier0ZM.Visible = Visible;
lbTier1ZM.Visible = Visible;
txtTier1ZM.Visible = Visible;
lbTier2ZM.Visible = Visible;
txtTier2ZM.Visible = Visible;
lbTier3ZM.Visible = Visible;
txtTier3ZM.Visible = Visible;
lbTier4ZM.Visible = Visible;
txtTier4ZM.Visible = Visible;
lbTier5ZM.Visible = Visible;
txtTier5ZM.Visible = Visible;
lbTier6ZM.Visible = Visible;
txtTier6ZM.Visible = Visible;
lbWeaponLevel.Visible = Visible;
txtWeaponLevel.Visible = Visible;
ControlsHidden = !Visible;
}
[System.Diagnostics.DebuggerStepThrough]
private string GetHint(int Camo, int Type) {
#region Zombies
if (Type == 1) {
if (Camo > 29) {
switch (Camo) {
case 30:
return "Get 20 or more kills without getting hit 2 times";
case 31:
return "Get 20 or more kills without getting hit 4 times";
case 32:
return "Get 20 or more kills without getting hit 6 times";
case 33:
return "Get 20 or more kills without getting hit 8 times";
case 34:
return "Get 20 or more kills without getting hit 10 times";
case 35:
return "Obtain all camos for a gun";
case 36:
return "Obtain all Golden Viper camos for a weapon type";
case 37:
return "Obtain all Plague Diamond camos for all weapons";
}
}
if (rbAR.Checked || rbSMG.Checked || rbTR.Checked || rbLMG.Checked || rbSR.Checked || rbPS.Checked || rbSG.Checked) {
switch (Camo) {
case 0:
return "Get 50 kills";
case 1:
return "Get 250 kills";
case 2:
return "Get 750 kills";
case 3:
return "Get 1,500 kills";
case 4:
return "Get 2,500 kills";
case 5:
return "Get 50 critical kills";
case 6:
return "Get 250 critical kills";
case 7:
return "Get 750 critical kills";
case 8:
return "Get 1,500 critical kills";
case 9:
return "Get 2,500 critical kills";
case 10:
return "Get 50 kills while Pack-a-Punched";
case 11:
return "Get 250 kills while Pack-a-Punched";
case 12:
return "Get 750 kills while Pack-a-Punched";
case 13:
return "Get 1,500 kills while Pack-a-Punched";
case 14:
return "Get 2,500 kills while Pack-a-Punched";
case 15:
return "Get 3 elite eliminations";
case 16:
return "Get 6 elite eliminations";
case 17:
return "Get 9 elite eliminations";
case 18:
return "Get 12 elite eliminations";
case 19:
return "Get 15 elite eliminations";
case 20:
return "Get 10 kills rapidly 2 times";
case 21:
return "Get 10 kills rapidly 4 times";
case 22:
return "Get 10 kills rapidly 6 times";
case 23:
return "Get 10 kills rapidly 8 times";
case 24:
return "Get 10 kills rapidly 10 times";
case 25:
return "Get 3 critical kills rapidly 5 times";
case 26:
return "Get 3 critical kills rapidly 10 times";
case 27:
return "Get 3 critical kills rapidly 15 times";
case 28:
return "Get 3 critical kills rapidly 20 times";
case 29:
return "Get 3 critical kills rapidly 25 times";
}
}
else if (rbRL.Checked || rbSP.Checked && radioButton2.Checked) {
switch (Camo) {
case 0:
return "Get 50 kills";
case 1:
return "Get 250 kills";
case 2:
return "Get 500 kills";
case 3:
return "Get 1,000 kills";
case 4:
return "Get 1,500 kills";
case 5:
return "Get 2 rapid kills 10 times";
case 6:
return "Get 2 rapid kills 20 times";
case 7:
return "Get 2 rapid kills 30 times";
case 8:
return "Get 2 rapid kills 40 times";
case 9:
return "Get 2 rapid kills 50 times";
case 10:
return "Get 5 or more kills with a single shot 10 times";
case 11:
return "Get 5 or more kills with a single shot 20 times";
case 12:
return "Get 5 or more kills with a single shot 30 times";
case 13:
return "Get 5 or more kills with a single shot 40 times";
case 14:
return "Get 5 or more kills with a single shot 50 times";
case 15:
return "Get 50 kills while Pack-a-Punched";
case 16:
return "Get 250 kills while Pack-a-Punched";
case 17:
return "Get 500 kills while Pack-a-Punched";
case 18:
return "Get 1,000 kills while Pack-a-Punched";
case 19:
return "Get 1,500 kills while Pack-a-Punched";
case 20:
return "Get 2 elite eliminations";
case 21:
return "Get 4 elite eliminations";
case 22:
return "Get 6 elite eliminations";
case 23:
return "Get 8 elite eliminations";
case 24:
return "Get 10 elite eliminations";
case 25:
return "Get 10 kills rapidly 2 times";
case 26:
return "Get 10 kills rapidly 4 times";
case 27:
return "Get 10 kills rapidly 6 times";
case 28:
return "Get 10 kills rapidly 8 times";
case 29:
return "Get 10 kills rapidly 10 times";
}
}
else if (rbSP.Checked && radioButton1.Checked || radioButton4.Checked) {
switch (Camo) {
case 0:
return "Get 50 kills";
case 1:
return "Get 125 kills";
case 2:
return "Get 250 kills";
case 3:
return "Get 500 kills";
case 4:
return "Get 750 kills";
case 5:
return "Get 10 kills against enemies stunned by Stun Grenades, Monkey Bombs, or Decoys";
case 6:
return "Get 20 kills against enemies stunned by Stun Grenades, Monkey Bombs, or Decoys";
case 7:
return "Get 30 kills against enemies stunned by Stun Grenades, Monkey Bombs, or Decoys";
case 8:
return "Get 40 kills against enemies stunned by Stun Grenades, Monkey Bombs, or Decoys";
case 9:
return "Get 50 kills against enemies stunned by Stun Grenades, Monkey Bombs, or Decoys";
case 10:
return "Get 50 kills while Pack-a-Punched";
case 11:
return "Get 125 kills while Pack-a-Punched";
case 12:
return "Get 250 kills while Pack-a-Punched";
case 13:
return "Get 500 kills while Pack-a-Punched";
case 14:
return "Get 750 kills while Pack-a-Punched";
case 15:
return "Get 3 kills against enemies affected by Frost Blast, Ring of Fire, or while hidden with Aether Shroud";
case 16:
return "Get 6 kills against enemies affected by Frost Blast, Ring of Fire, or while hidden with Aether Shroud";
case 17:
return "Get 9 kills against enemies affected by Frost Blast, Ring of Fire, or while hidden with Aether Shroud";
case 18:
return "Get 12 kills against enemies affected by Frost Blast, Ring of Fire, or while hidden with Aether Shroud";
case 19:
return "Get 15 kills against enemies affected by Frost Blast, Ring of Fire, or while hidden with Aether Shroud";
case 20:
return "Get 2 elite eliminations";
case 21:
return "Get 4 elite eliminations";
case 22:
return "Get 6 elite eliminations";
case 23:
return "Get 8 elite eliminations";
case 24:
return "Get 10 elite eliminations";
case 25:
return "Get 10 kills rapidly 2 times";
case 26:
return "Get 10 kills rapidly 4 times";
case 27:
return "Get 10 kills rapidly 6 times";
case 28:
return "Get 10 kills rapidly 8 times";
case 29:
return "Get 10 kills rapidly 10 times";
}
}
}
#endregion
#region Multiplayer
else {
if (Camo > 29) {
switch (Camo) {
case 30:
return "Kill 2 or more enemies rapidly 5 times";
case 31:
return "Kill 2 or more enemies rapidly 10 times";
case 32:
return "Kill 2 or more enemies rapidly 15 times";
case 33:
return "Kill 2 or more enemies rapidly 20 times";
case 34:
return "Kill 2 or more enemies rapidly 25 times";
case 35:
return "Obtain all camos for a gun";
case 36:
return "Obtain all Gold camos for a weapon type";
case 37:
return "Obtain all Diamond camos for all weapons";
}
}
if (rbAR.Checked || rbTR.Checked || rbLMG.Checked) {
switch (Camo) {
case 0:
return "Get 25 kills";
case 1:
return "Get 50 kills";
case 2:
return "Get 100 kills";
case 3:
return "Get 200 kills";
case 4:
return "Get 300 kills";
case 5:
return "Get 10 headshot medals";
case 6:
return "Get 25 headshot medals";
case 7:
return "Get 50 headshot medals";
case 8:
return "Get 75 headshot medals";
case 9:
return "Get 100 headshot medals";
case 10:
return "Get 5 kills without dying 3 times";
case 11:
return "Get 5 kills without dying 5 times";
case 12:
return "Get 5 kills without dying 10 times";
case 13:
return "Get 5 kills without dying 15 times";
case 14:
return "Get 5 kills without dying 20 times";
case 15:
return "Get longshot medals 5 times";
case 16:
return "Get longshot medals 10 times";
case 17:
return "Get longshot medals 15 times";
case 18:
return "Get longshot medals 25 times";
case 19:
return "Get longshot medals 50 times";
case 20:
return "Get 5 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 21:
return "Get 15 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 22:
return "Get 30 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 23:
return "Get 50 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 24:
return "Get 75 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 25:
return "Kill 5 enemies taking cover from you";
case 26:
return "Kill 10 enemies taking cover from you";
case 27:
return "Kill 15 enemies taking cover from you";
case 28:
return "Kill 25 enemies taking cover from you";
case 29:
return "Kill 50 enemies taking cover from you";
}
}
else if (rbSMG.Checked) {
switch (Camo) {
case 0:
return "Get 25 kills";
case 1:
return "Get 50 kills";
case 2:
return "Get 100 kills";
case 3:
return "Get 200 kills";
case 4:
return "Get 300 kills";
case 5:
return "Get 10 headshot medals";
case 6:
return "Get 20 headshot medals";
case 7:
return "Get 30 headshot medals";
case 8:
return "Get 50 headshot medals";
case 9:
return "Get 75 headshot medals";
case 10:
return "Get 5 kills without dying 3 times";
case 11:
return "Get 5 kills without dying 5 times";
case 12:
return "Get 5 kills without dying 10 times";
case 13:
return "Get 5 kills without dying 15 times";
case 14:
return "Get 5 kills without dying 20 times";
case 15:
return "Get longshot medals 5 times";
case 16:
return "Get longshot medals 10 times";
case 17:
return "Get longshot medals 15 times";
case 18:
return "Get longshot medals 25 times";
case 19:
return "Get longshot medals 20 times";
case 20:
return "5 against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 21:
return "15 against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 22:
return "30 against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 23:
return "50 against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 24:
return "75 against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 25:
return "Kill 10 enemies point blank";
case 26:
return "Kill 15 enemies point blank";
case 27:
return "Kill 30 enemies point blank";
case 28:
return "Kill 50 enemies point blank";
case 29:
return "Kill 75 enemies point blank";
}
}
else if (rbSR.Checked) {
switch (Camo) {
case 0:
return "Get 25 kills";
case 1:
return "Get 50 kills";
case 2:
return "Get 75 kills";
case 3:
return "Get 125 kills";
case 4:
return "Get 200 kills";
case 5:
return "Get 5 headshot medals";
case 6:
return "Get 10 headshot medals";
case 7:
return "Get 15 headshot medals";
case 8:
return "Get 25 headshot medals";
case 9:
return "Get 50 headshot medals";
case 10:
return "Get 5 kills without dying 3 times";
case 11:
return "Get 5 kills without dying 5 times";
case 12:
return "Get 5 kills without dying 10 times";
case 13:
return "Get 5 kills without dying 15 times";
case 14:
return "Get 5 kills without dying 20 times";
case 15:
return "Get longshot medals 5 times";
case 16:
return "Get longshot medals 10 times";
case 17:
return "Get longshot medals 15 times";
case 18:
return "Get longshot medals 25 times";
case 19:
return "Get longshot medals 50 times";
case 20:
return "5 while holding your breath";
case 21:
return "10 while holding your breath";
case 22:
return "15 while holding your breath";
case 23:
return "25 while holding your breath";
case 24:
return "50 while holding your breath";
case 25:
return "Get 5 one shot one kill medals";
case 26:
return "Get 10 one shot one kill medals";
case 27:
return "Get 15 one shot one kill medals";
case 28:
return "Get 25 one shot one kill medals";
case 29:
return "Get 50 one shot one kill medals";
}
}
else if (rbPS.Checked) {
switch (Camo) {
case 0:
return "Get 25 kills";
case 1:
return "Get 50 kills";
case 2:
return "Get 75 kills";
case 3:
return "Get 100 kills";
case 4:
return "Get 150 kills";
case 5:
return "Get 5 headshot medals";
case 6:
return "Get 10 headshot medals";
case 7:
return "Get 15 headshot medals";
case 8:
return "Get 25 headshot medals";
case 9:
return "Get 50 headshot medals";
case 10:
return "Get 5 kills without dying 3 times";
case 11:
return "Get 5 kills without dying 5 times";
case 12:
return "Get 5 kills without dying 10 times";
case 13:
return "Get 5 kills without dying 15 times";
case 14:
return "Get 5 kills without dying 20 times";
case 15:
return "Get longshot medals 5 times";
case 16:
return "Get longshot medals 10 times";
case 17:
return "Get longshot medals 15 times";
case 18:
return "Get longshot medals 20 times";
case 19:
return "Get longshot medals 25 times";
case 20:
return "Get 5 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 21:
return "Get 10 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 22:
return "Get 15 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 23:
return "Get 25 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 24:
return "Get 50 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 25:
return "Kill 5 enemies taking cover from you";
case 26:
return "Kill 10 enemies taking cover from you";
case 27:
return "Kill 15 enemies taking cover from you";
case 28:
return "Kill 20 enemies taking cover from you";
case 29:
return "Kill 25 enemies taking cover from you";
}
}
else if (rbSG.Checked) {
switch (Camo) {
case 0:
return "Get 25 kills";
case 1:
return "Get 50 kills";
case 2:
return "Get 75 kills";
case 3:
return "Get 125 kills";
case 4:
return "Get 200 kills";
case 5:
return "Get 5 headshot medals";
case 6:
return "Get 10 headshot medals";
case 7:
return "Get 15 headshot medals";
case 8:
return "Get 25 headshot medals";
case 9:
return "Get 50 headshot medals";
case 10:
return "Get 5 kills without dying 3 times";
case 11:
return "Get 5 kills without dying 5 times";
case 12:
return "Get 5 kills without dying 10 times";
case 13:
return "Get 5 kills without dying 15 times";
case 14:
return "Get 5 kills without dying 20 times";
case 15:
return "Get longshot medals 5 times";
case 16:
return "Get longshot medals 10 times";
case 17:
return "Get longshot medals 15 times";
case 18:
return "Get longshot medals 25 times";
case 19:
return "Get longshot medals 50 times";
case 20:
return "Get 5 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 21:
return "Get 15 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 22:
return "Get 30 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 23:
return "Get 50 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 24:
return "Get 75 kills against enemies stunned or blinded by your scorestreaks, equipment, or field upgrades";
case 25:
return "Kill 5 enemies point blank";
case 26:
return "Kill 15 enemies point blank";
case 27:
return "Kill 30 enemies point blank";
case 28:
return "Kill 50 enemies point blank";
case 29:
return "Kill 75 enemies point blank";
}
}
else if (rbRL.Checked) {
switch (Camo) {
case 0:
return "Get 5 kills";
case 1:
return "Get 10 kills";
case 2:
return "Get 15 kills";
case 3:
return "Get 25 kills";
case 4:
return "Get 50 kills";
case 5:
return "Destroy 5 equipment, scorestreaks, or vehicles";
case 6:
return "Destroy 10 equipment, scorestreaks, or vehicles";
case 7:
return "Destroy 15 equipment, scorestreaks, or vehicles";
case 8:
return "Destroy 25 equipment, scorestreaks, or vehicles";
case 9:
return "Destroy 50 equipment, scorestreaks, or vehicles";
case 10:
return "Get 2 kills without dying 3 times only from the weapon";
case 11:
return "Get 2 kills without dying 5 times only from the weapon";
case 12:
return "Get 2 kills without dying 10 times only from the weapon";
case 13:
return "Get 2 kills without dying 15 times only from the weapon";
case 14:
return "Get 2 kills without dying 20 times only from the weapon";
case 15:
return "Destroy 5 ground-based scorestreaks or vehicles";
case 16:
return "Destroy 10 ground-based scorestreaks or vehicles";
case 17:
return "Destroy 15 ground-based scorestreaks or vehicles";
case 18:
return "Destroy 25 ground-based scorestreaks or vehicles";
case 19:
return "Destroy 50 ground-based scorestreaks or vehicles";
case 20:
return "Destroy 5 aerial scorestreaks or vehicles";
case 21:
return "Destroy 10 aerial scorestreaks or vehicles";
case 22:
return "Destroy 15 aerial scorestreaks or vehicles";
case 23:
return "Destroy 25 aerial scorestreaks or vehicles";
case 24:
return "Destroy 50 aerial scorestreaks or vehicles";
case 25:
return "Destroy 3 scorestreaks or vehicles in a single game 1 times";
case 26:
return "Destroy 3 scorestreaks or vehicles in a single game 2 times";
case 27:
return "Destroy 3 scorestreaks or vehicles in a single game 4 times";
case 28:
return "Destroy 3 scorestreaks or vehicles in a single game 5 times";
case 29:
return "Destroy 3 scorestreaks or vehicles in a single game 10 times";
}
}
else if (rbSP.Checked) {
if (radioButton1.Checked || radioButton4.Checked) {
switch (Camo) {
case 0:
return "Get 5 kills";
case 1:
return "Get 10 kills";
case 2:
return "Get 25 kills";
case 3:
return "Get 50 kills";
case 4:
return "Get 75 kills";
case 5:
return "Get 5 backstabber medals (kills from behind)";
case 6:
return "Get 10 backstabber medals (kills from behind)";
case 7:
return "Get 15 backstabber medals (kills from behind)";
case 8:
return "Get 20 backstabber medals (kills from behind)";
case 9:
return "Get 25 backstabber medals (kills from behind)";
case 10:
return "Execute 5 finishing moves";
case 11:
return "Execute 10 finishing moves";
case 12:
return "Execute 15 finishing moves";
case 13:
return "Execute 20 finishing moves";
case 14:
return "Execute 25 finishing moves";
case 15:
return "Get 5 kills while injured";
case 16:
return "Get 10 kills while injured";
case 17:
return "Get 15 kills while injured";
case 18:
return "Get 25 kills while injured";
case 19:
return "Get 50 kills while injured";
case 20:
return "Get 5 kills while sliding";
case 21: