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zomb++ (UPDATE)/main.gsc Normal file
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#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/zombies/_zm_weapons;
#include maps/mp/zombies/_zm_stats;
#include maps/mp/gametypes_zm/_hud_message;
#include maps/mp/zombies/_zm_powerups;
#include maps/mp/zombies/_zm_perks;
#include maps/mp/zombies/_zm_audio;
#include maps/mp/zombies/_zm_score;
#include maps/mp/zombies/_zm_spawner;
#include maps/mp/zombies/_zm_transit;
init()
{
startInit(); //precaching models
level thread onPlayerConnect(); //on connect
thread initCustomPowerups(); //initilize custom powerups
thread initServerDvars(); //initilize server dvars (credit JezuzLizard)
level.playerDamageStub = level.callbackplayerdamage; //damage callback for phd flopper
level.callbackplayerdamage = ::phd_flopper_dmg_check; //more damage callback stuff. everybody do the flop
isTown(); //jezuzlizard's fix for tombstone :)
//level.using_solo_revive = 0; //disables solo revive, fixing only 3 revives per game.
//level.is_forever_solo_game = 0; //changes afterlives on motd from 3 to 1
}
onPlayerConnect()
{
level endon( "end_game" );
self endon( "disconnect" );
for (;;)
{
level waittill( "connected", player );
player thread [[level.givecustomcharacters]]();
player thread onPlayerSpawned();
player thread spawnIfRoundOne(); //force spawns if round 1. no more spectating one player on round 1
player thread startCustomPowerups(); //start custom powerups - Credit _Ox. just edited and added more powerups.
player thread startCustomPerkMachines(); //spawns custom perk machines on the map
player thread startCustomBank(); //custom bank (this doesnt fix the bank,it just emulates it)
player thread customEasterEgg(); //not optimized code tbh
}
}
onPlayerSpawned()
{
level endon( "end_game" );
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
if( level.enableDebugMode == 1)
{
self notify("reset_debug_binds");
self thread debugButtonMonitor();
self.score = 500000;
}
if(level.round_number >= 5 && self.score < 2500) //in case players have low score and die or players join late (Helps to aid the high round, cant afford jug or gun situation)
self.score = 2500;
else if(level.round_number >= 15 && self.score < 5000)
self.score = 5000;
wait 5;
//self EnableInvulnerability();
self giveWeapon("ray_gun_zm");
self SwitchToWeapon("ray_gun_zm");
//self thread ConnectMessages(); //just does the connect messages when you spawn in
self thread initCustomPerksOnPlayer(); //checks mapname and if it should give PHD flopper automatically
}
}
ConnectMessages()
{
wait 5;
self connectMessage( "Welcome to ^1ZOMBIES++^7! \nDeveloped by ^5@ItsCahz" , false );
wait 5;
self connectMessage( "Your ^2Perk Limit ^7is ^2"+level.perk_purchase_limit+" ^7perks!" , false );
wait 5;
if(getDvar("mapname") == "zm_prison" || getDvar("mapname") == "zm_highrise" || getDvar("mapname") == "zm_buried" || getDvar("mapname") == "zm_nuked" || getDvar("mapname") == "zm_transit")
{
if(level.disableAllCustomPerks == 0) //if the perks are enabled, send the next messages
{
if(isDefined(level.customPerksAreSpawned)) //this just checks to make sure there's actually custom perk machines within the map before sending the print msg
self connectMessage( "There are extra perk machines located within the map!" , false );
if(isDefined(self.customPerkNum) && self.customPerkNum == 4) //if there's 4 custom perk machines loaded, wait 5 seconds so the player can read the print msg in the killfeed before
wait 5;
if(getDvar("mapname") == "zm_highrise")
{
if(level.enablePHDFlopper == 1)
self connectMessage( "-^6PHD Flopper" , false );
if(level.enableDeadShot == 1)
self connectMessage( "-^8Deadshot Daiquiari" , false );
if(level.enableStaminUp == 1)
self connectMessage( "-^3Stamin-Up" , false );
}
else if(getDvar("mapname") == "zm_buried")
{
if(level.enablePHDFlopper == 1)
self connectMessage( "-^6PHD Flopper" , false );
if(level.enableDeadShot == 1)
self connectMessage( "-^8Deadshot Daiquiari" , false );
}
else if(getDvar("mapname") == "zm_prison")
{
if(level.enablePHDFlopper == 1)
self connectMessage( "-^6PHD Flopper" , false );
if(level.enableStaminUp == 1)
self connectMessage( "-^3Stamin-Up" , false );
}
else if(getDvar("mapname") == "zm_nuked" || getDvar("mapname") == "zm_transit")
{
if(level.enablePHDFlopper == 1)
self connectMessage( "-^6PHD Flopper" , false );
if(level.enableDeadShot == 1)
self connectMessage( "-^8Deadshot Daiquiari" , false );
if(level.enableStaminUp == 1)
self connectMessage( "-^3Stamin-Up" , false );
if(level.enableMuleKick == 1)
self connectMessage( "-^2Mule Kick" , false );
}
}
}
else if(getDvar("mapname") != "zm_tomb" && level.disableAllCustomPerks == 0 && level.enablePHDFlopper == 1)
self connectMessage( "^6PHD Flopper ^7is ^2Enabled ^7Automatically On This Map!" , false ); //pretty sure this would work on maps like town or farm. never tested
}

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CustomWeaponSystem(string, origin, weapon)
{
level thread LowerMessage( "Secret Room Weapons", string );
RoomWeapons = spawn("trigger_radius", origin, 1, 20, 20);
RoomWeapons rotateTo((0, 90, 0), .1);
RoomWeapons SetCursorHint( "HINT_NOICON" );
RoomWeapons setLowerMessage( RoomWeapons, "Secret Room Weapons" );
for(;;)
{
RoomWeapons waittill("trigger", i);
if(isDefined(self.staffgrabbed))
{
RoomWeapons delete();
}
if(i useButtonPressed() && distance(i.origin, origin) < 40)
{
wait .3;
if(i useButtonPressed())
{
if(!isDefined(self.staffgrabbed))
{
self.staffgrabbed = true;
w = i GetWeaponsListPrimaries();
i playsound( "zmb_cha_ching" );
playerCurrent = i getCurrentWeapon();
if(w.size > 1)i takeWeapon(playerCurrent);
i giveweapon( "knife_zm" );
i giveWeapon( weapon );
i givemaxammo( weapon );
i switchToWeapon( weapon );
i play_weapon_vo( weapon );
wait 1;
RoomWeapons delete();
}
}
}
}
}
CustomEventTrigger( origin )
{
self endon( "disconnect" );
level endon( "end_game" );
if(!isDefined(self.totalskulls))
self.totalskulls = 1;
else
self.totalskulls += 1;
trig = spawn("trigger_radius", origin, 1, 25, 25);
for(;;)
{
trig waittill("trigger", self);
if(self useButtonPressed())
{
wait .25;
if(self useButtonPressed())
{
if(!isDefined(self.skulls))
self.skulls = 1;
else
self.skulls += 1;
wait 0.05;
if(self.skulls != self.totalskulls)
{
self playsound("zmb_insta_kill");
return;
}
else
{
self playsound("zmb_cha_ching");
self thread getAllPerks();
if(level.script == "zm_tomb")
{
self thread CustomWeaponSystem("Hold ^3F ^7for Lightning Staff", (54, 230.5, -752), "staff_lightning_zm");
self thread CustomWeaponSystem("Hold ^3F ^7for Fire Staff", (139.4, 189, -752), "staff_fire_zm");
self thread CustomWeaponSystem("Hold ^3F ^7for Water Staff", (-57.5, 230, -752), "staff_water_zm");
self thread CustomWeaponSystem("Hold ^3F ^7for Wind Staff", (-142, 187, -752), "staff_lightning_zm");
}
else if(level.script == "zm_prison")
{
self playsound( "zmb_buildable_complete" );
w = self GetWeaponsListPrimaries();
if(w.size > 1)
self takeWeapon(self getCurrentWeapon());
self giveWeapon("blundergat_zm");
self SwitchToWeapon("blundergat_zm");
}
else
self playsoundtoplayer( level.zmb_laugh_alias, self );
self iprintln("Congratulations! You completed the easter egg!");
return;
}
}
}
}
}
customEasterEgg()
{
if(level.script == "zm_tranzit")
{
self thread CustomEventTrigger( (10411, 7326, -570) );
self thread CustomEventTrigger( (-7622, 4903, -54) );
self thread CustomEventTrigger( (452, -384, -62) );
}
else if(level.script == "zm_buried")
{
self thread CustomEventTrigger( (2596, 34.5, 88) );
self thread CustomEventTrigger( (1333, 1391, 200) );
self thread CustomEventTrigger( (3281, 430, 240) );
}
else if(level.script == "zm_highrise")
{
self thread CustomEventTrigger( (3448, 1347, 3032) );
self thread CustomEventTrigger( (2843.5, 1228.5, 2711) );
self thread CustomEventTrigger( (2105, 103, 1120) );
}
else if(level.script == "zm_nuked")
{
self thread CustomEventTrigger( (184, 664, -61.5) );
self thread CustomEventTrigger( (795, 373, 88) );
self thread CustomEventTrigger( (-485, 554, 85) );
}
else if(level.script == "zm_prison")
{
self thread CustomEventTrigger( (436, 10264, 1337) );
self thread CustomEventTrigger( (2503, 9440, 1528) );
self thread CustomEventTrigger( (4.5, 7610, 64) );
}
else if(level.script == "zm_tomb")
{
self thread CustomEventTrigger( (-446, 3976, -352) );
self thread CustomEventTrigger( (-479, 2952, -256) );
self thread CustomEventTrigger( (2095, 4567, -304) );
}
}
getAllPerks()
{
self endon("disconnect");
level endon("end_game");
for(;;)
{
wait 0.5;
if (isDefined(level.zombiemode_using_juggernaut_perk) && level.zombiemode_using_juggernaut_perk)
self doGivePerk("specialty_armorvest");
if (isDefined(level.zombiemode_using_sleightofhand_perk) && level.zombiemode_using_sleightofhand_perk)
self doGivePerk("specialty_fastreload");
if (isDefined(level.zombiemode_using_revive_perk) && level.zombiemode_using_revive_perk)
self doGivePerk("specialty_quickrevive");
if (isDefined(level.zombiemode_using_doubletap_perk) && level.zombiemode_using_doubletap_perk)
self doGivePerk("specialty_rof");
if (isDefined(level.zombiemode_using_marathon_perk) && level.zombiemode_using_marathon_perk)
self doGivePerk("specialty_longersprint");
if(isDefined(level.zombiemode_using_additionalprimaryweapon_perk) && level.zombiemode_using_additionalprimaryweapon_perk)
self doGivePerk("specialty_additionalprimaryweapon");
if (isDefined(level.zombiemode_using_deadshot_perk) && level.zombiemode_using_deadshot_perk)
self doGivePerk("specialty_deadshot");
if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
self doGivePerk("specialty_scavenger");
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_flakjacket"]) && (level.script != "zm_buried"))
self doGivePerk("specialty_flakjacket");
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_nomotionsensor"]))
self doGivePerk("specialty_nomotionsensor");
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_grenadepulldeath"]))
self doGivePerk("specialty_grenadepulldeath");
//if (isDefined(level.zombiemode_using_chugabud_perk) && level.zombiemode_using_chugabud_perk)
//self doGivePerk("specialty_finalstand");
}
}
doGivePerk(perk)
{
if (!(self hasperk(perk)))
self thread maps/mp/zombies/_zm_perks::give_perk(perk, 1);
}

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onPlayerDowned()
{
self endon("disconnect");
self endon("death");
level endon("end_game");
for(;;)
{
self waittill( "player_downed" );
self unsetperk( "specialty_additionalprimaryweapon" ); //removes the mulekick perk functionality
self unsetperk( "specialty_longersprint" ); //removes the staminup perk functionality
self unsetperk( "specialty_deadshot" ); //removes the deadshot perk functionality
self.hasPHD = undefined; //resets the flopper variable
self.hasMuleKick = undefined; //resets the mule kick variable
self.hasStaminUp = undefined; //resets the staminup variable
self.hasDeadshot = undefined; //resets the deadshot variable
self.icon1 Destroy();self.icon1 = undefined; //deletes the perk icons and resets the variable
self.icon2 Destroy();self.icon2 = undefined; //deletes the perk icons and resets the variable
self.icon3 Destroy();self.icon3 = undefined; //deletes the perk icons and resets the variable
self.icon4 Destroy();self.icon4 = undefined; //deletes the perk icons and resets the variable
}
}
initCustomPerksOnPlayer()
{
self.hasPHD = undefined; //also resets phd flopper when a player dies and respawns
if(getDvar("mapname") == "zm_nuked" || getDvar("mapname") == "zm_transit" || getDvar("mapname") == "zm_buried" || getDvar("mapname") == "zm_highrise" || getDvar("mapname") == "zm_prison")
{
self thread onPlayerDowned(); //takes perks and perk icons when you go down
}
else if(getDvar("mapname") != "zm_tomb" && level.disableAllCustomPerks == 0 && level.enablePHDFlopper == 1)
{
self.hasPHD = true; //gives phd on maps like town (i think. i actually never tested on any maps besides the ones provided)
self thread drawCustomPerkHUD("specialty_doubletap_zombies", 0, (1, 0.25, 1));
}
}
startCustomPerkMachines()
{
if(level.disableAllCustomPerks == 0)
{
self thread doPHDdive(); //self.hasPHD needs to be defined in order for this to work (after you pickup perk)
if(getDvar("mapname") == "zm_prison") //mob of the dead
{
if(level.enablePHDFlopper == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_deadshot", "p6_zm_al_vending_nuke_on", "PHD Flopper", 3000, (2427.45, 10048.4, 1704.13), "PHD_FLOPPER", (0, 0, 0) );
if(level.enableStaminUp == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_deadshot", "p6_zm_al_vending_doubletap2_on", "Stamin-Up", 2000, (-339.642, -3915.84, -8447.88), "specialty_longersprint", (0, 270, 0) );
}
else if(getDvar("mapname") == "zm_highrise") //die rise
{
if(level.enablePHDFlopper == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_whoswho", "zombie_vending_nuke_on_lo", "PHD Flopper", 3000, (1260.3, 2736.36, 3047.49), "PHD_FLOPPER", (0, 0, 0) );
if(level.enableDeadshot == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_whoswho", "zombie_vending_revive", "Deadshot Daiquiri", 1500, (3690.54, 1932.36, 1420), "specialty_deadshot", (-15, 0, 0) );
if(level.enableStaminUp == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_doubletap2", "Stamin-Up", 2000, (1704, -35, 1120.13), "specialty_longersprint", (0, -30, 0) );
}
else if(getDvar("mapname") == "zm_buried") //buried
{
if(level.enablePHDFlopper == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_marathon", "zombie_vending_jugg", "PHD Flopper", 3000, (2631.73, 304.165, 240.125), "PHD_FLOPPER", (5, 0, 0) );
if(level.enableDeadshot == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_marathon", "zombie_vending_revive", "Deadshot Daiquiri", 1500, (1055.18, -1055.55, 201), "specialty_deadshot", (3, 270, 0) );
}
else if(getDvar("mapname") == "zm_nuked") //nuketown
{
if(level.enablePHDFlopper == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_jugg", "PHD Flopper", 3000, (683, 727, -56), "PHD_FLOPPER", (5, 250, 0) );
if(level.enableDeadshot == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_revive", "Deadshot Daiquiri", 1500, (747, 356, 91), "specialty_deadshot", (0, 330, 0) );
if(level.enableStaminUp == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_doubletap2", "Stamin-Up", 2000, (-638, 268, -54), "specialty_longersprint", (0, 165, 0) );
if(level.enableMuleKick == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_sleight", "Mule Kick", 3000, (-953, 715, 83), "specialty_additionalprimaryweapon", (0, 75, 0) );
}
else if(getDvar("mapname") == "zm_transit") //transit
{
if(level.enablePHDFlopper == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_jugg", "PHD Flopper", 3000, (-6304, 5430, -55), "PHD_FLOPPER", (0, 90, 0) );
if(level.enableDeadshot == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_revive", "Deadshot Daiquiri", 1500, (-6088, -7419, 0), "specialty_deadshot", (0, 90, 0) );
if(level.enableMuleKick == 1)
self thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_sleight", "Mule Kick", 3000, (1149, -215, -304), "specialty_additionalprimaryweapon", (0, 180, 0) );
}
}
}
doPHDdive() //credit to extinct. just edited to add self.hasPHD variable
{
self endon("disconnect");
level endon("end_game");
for(;;)
{
if(isDefined(self.divetoprone) && self.divetoprone)
{
if(self isOnGround() && isDefined(self.hasPHD))
{
if(level.script == "zm_tomb" || level.script == "zm_buried")
explosionfx = level._effect["divetonuke_groundhit"];
else
explosionfx = loadfx("explosions/fx_default_explosion");
self playSound("zmb_phdflop_explo");
playfx(explosionfx, self.origin);
self damageZombiesInRange(310, self, "kill");
wait .3;
}
}
wait .05;
}
}
damageZombiesInRange(range, what, amount) //damage zombies for phd flopper
{
enemy = getAiArray(level.zombie_team);
foreach(zombie in enemy)
{
if(distance(zombie.origin, what.origin) < range)
{
if(amount == "kill")
zombie doDamage(zombie.health * 2, zombie.origin, self);
else
zombie doDamage(amount, zombie.origin, self);
}
}
}
phd_flopper_dmg_check( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, timeoffset, boneindex ) //phdflopdmgchecker lmao
{
self endon( "disconnect" );
level endon( "end_game" );
if ( smeansofdeath == "MOD_FALLING" || smeansofdeath == "MOD_PROJECTILE" || smeansofdeath == "MOD_PROJECTILE_SPLASH" || smeansofdeath == "MOD_GRENADE" || smeansofdeath == "MOD_GRENADE_SPLASH" || smeansofdeath == "MOD_EXPLOSIVE" )
{
if(isDefined(self.hasPHD)) //if player has phd flopper, dont damage the player
return;
}
[[ level.playerDamageStub ]]( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, timeoffset, boneindex );
}
CustomPerkMachine( bottle, model, perkname, cost, origin, perk, angles ) //custom perk system. orginal code from ZeiiKeN. edited to work for all maps and custom phd perk
{
self endon( "disconnect" );
level endon( "end_game" );
if(!isDefined(level.customPerksAreSpawned))
level.customPerksAreSpawned = true;
if(!isDefined(self.customPerkNum))
self.customPerkNum = 1;
else
self.customPerkNum += 1;
collision = spawn("script_model", origin);
collision setModel("collision_geo_cylinder_32x128_standard");
collision rotateTo(angles, .1);
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo(angles, .1);
level thread LowerMessage( "Custom Perks", "Hold ^3F ^7for "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 25, 25);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Custom Perks" );
for(;;)
{
trig waittill("trigger", self);
if(self useButtonPressed() && self.score >= cost)
{
wait .25;
if(self useButtonPressed())
{
if(perk != "PHD_FLOPPER" && !self hasPerk(perk) || perk == "PHD_FLOPPER" && !isDefined(self.hasPHD))
{
self playsound( "zmb_cha_ching" ); //money shot
self.score -= cost; //take points
level.trig hide();
self thread GivePerk( bottle, perk, perkname ); //give perk
wait 2;
level.trig show();
}
else
self iprintln("You Already Have "+perkname+"!");
}
}
}
}
GivePerk( model, perk, perkname )
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
weaponA = self getCurrentWeapon();
weaponB = model;
self GiveWeapon( weaponB );
self SwitchToWeapon( weaponB );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self TakeWeapon( weaponB );
self SwitchToWeapon( weaponA );
self setperk( perk );
self maps/mp/zombies/_zm_audio::playerexert( "burp" );
self setblur( 4, 0.1 );
wait 0.1;
self setblur( 0, 0.1 );
if(perk == "PHD_FLOPPER")
{
self.hasPHD = true;
self thread drawCustomPerkHUD("specialty_doubletap_zombies", 0, (1, 0.25, 1));
}
else if(perk == "specialty_additionalprimaryweapon")
{
self.hasMuleKick = true;
self thread drawCustomPerkHUD("specialty_fastreload_zombies", 0, (0, 0.7, 0));
}
else if(perk == "specialty_longersprint")
{
self.hasStaminUp = true;
self thread drawCustomPerkHUD("specialty_juggernaut_zombies", 0, (1, 1, 0));
}
else if(perk == "specialty_deadshot")
{
self.hasDeadshot = true;
self thread drawCustomPerkHUD("specialty_quickrevive_zombies", 0, (0.125, 0.125, 0.125));
}
}
LowerMessage( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
level.zombie_hints = [];
PrecacheString( text );
level.zombie_hints[ref] = text;
}
setLowerMessage( ent, default_ref )
{
if( IsDefined( ent.script_hint ) )
self SetHintString( get_zombie_hint( ent.script_hint ) );
else
self SetHintString( get_zombie_hint( default_ref ) );
}
drawshader( shader, x, y, width, height, color, alpha, sort )
{
hud = newclienthudelem( self );
hud.elemtype = "icon";
hud.color = color;
hud.alpha = alpha;
hud.sort = sort;
hud.children = [];
hud setparent( level.uiparent );
hud setshader( shader, width, height );
hud.x = x;
hud.y = y;
return hud;
}
drawCustomPerkHUD(perk, x, color, perkname) //perk hud thinking or whatever. probably not the best method but whatever lol
{
if(!isDefined(self.icon1))
{
x = -408;
if(getDvar("mapname") == "zm_buried")
self.icon1 = self drawshader( perk, x, 293, 24, 25, color, 100, 0 );
else
self.icon1 = self drawshader( perk, x, 320, 24, 25, color, 100, 0 );
}
else if(!isDefined(self.icon2))
{
x = -378;
if(getDvar("mapname") == "zm_buried")
self.icon2 = self drawshader( perk, x, 293, 24, 25, color, 100, 0 );
else
self.icon2 = self drawshader( perk, x, 320, 24, 25, color, 100, 0 );
}
else if(!isDefined(self.icon3))
{
x = -348;
if(getDvar("mapname") == "zm_buried")
self.icon3 = self drawshader( perk, x, 293, 24, 25, color, 100, 0 );
else
self.icon3 = self drawshader( perk, x, 320, 24, 25, color, 100, 0 );
}
else if(!isDefined(self.icon4))
{
x = -318;
if(getDvar("mapname") == "zm_buried")
self.icon4 = self drawshader( perk, x, 293, 24, 25, color, 100, 0 );
else
self.icon4 = self drawshader( perk, x, 320, 24, 25, color, 100, 0 );
}
}
LowerMessage( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
level.zombie_hints = [];
PrecacheString( text );
level.zombie_hints[ref] = text;
}
setLowerMessage( ent, default_ref )
{
if( IsDefined( ent.script_hint ) )
self SetHintString( get_zombie_hint( ent.script_hint ) );
else
self SetHintString( get_zombie_hint( default_ref ) );
}

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startCustomPowerups()
{
if(!isDefined(level.custompowerupinit))
{
level.custompowerupinit = true;
wait 2;
level._zombiemode_powerup_grab = ::custom_powerup_grab;
}
}
initCustomPowerups() //credit goes to _Ox for the original code <3
{
level.unlimited_ammo_duration = 20;
//unlimited ammo drop "bottomless clip" credit to _Ox
include_zombie_powerup("unlimited_ammo");
add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
if(getDvar("mapname") == "zm_prison")
{
//fast feet - speed potion, basically you run fast for 15 seconds
include_zombie_powerup("fast_feet");
add_zombie_powerup("fast_feet", "bottle_whisky_01", &"ZOMBIE_POWERUP_FAST_FEET", ::func_should_always_drop, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("fast_feet", 1);
//pack a punch - pack a punches your current gun credit Knight
include_zombie_powerup("pack_a_punch");
add_zombie_powerup("pack_a_punch", "p6_zm_al_vending_pap_on", &"ZOMBIE_POWERUP_PACK_A_PUNCH", ::func_should_drop_pack_a_punch, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("pack_a_punch", 0);
//couldn't find a better model for this money drop, if you find a better one pls let me know haha
include_zombie_powerup("money_drop");
add_zombie_powerup("money_drop", "p6_anim_zm_al_magic_box_lock_red", &"ZOMBIE_POWERUP_MONEY_DROP", ::func_should_always_drop, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("money_drop", 1);
}
else
{
include_zombie_powerup("fast_feet");
add_zombie_powerup("fast_feet", "zombie_pickup_perk_bottle", &"ZOMBIE_POWERUP_FAST_FEET", ::func_should_always_drop, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("fast_feet", 1);
include_zombie_powerup("pack_a_punch");
add_zombie_powerup("pack_a_punch", "p6_anim_zm_buildable_pap", &"ZOMBIE_POWERUP_PACK_A_PUNCH", ::func_should_drop_pack_a_punch, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("pack_a_punch", 0);
include_zombie_powerup("money_drop");
add_zombie_powerup("money_drop", "zombie_teddybear", &"ZOMBIE_POWERUP_MONEY_DROP", ::func_should_always_drop, 0, 0, 0);
powerup_set_can_pick_up_in_last_stand("money_drop", 1);
}
}
func_should_drop_pack_a_punch()
{
if ( level.zmPowerupsEnabled[ "pack_a_punch" ].active != 1 || level.round_number < 12 || isDefined( level.rounds_since_last_pack_a_punch_drop ) && level.rounds_since_last_pack_a_punch_drop < 5 )
{
return 0;
}
return 1;
}
custom_powerup_grab(powerup, player) //credit to _Ox much thx for powerup functions
{
if(powerup.powerup_name == "money_drop")
player thread doRandomScore(); //some cash money
else if(powerup.powerup_name == "pack_a_punch")
player thread doPackAPunchWeapon(); //i dont even use this one, its so OP lmao. If we could edit drop rate for this drop only it'd be better
else if(powerup.powerup_name == "unlimited_ammo")
player thread doUnlimitedAmmo(); //credit to _Ox for this one baby. its so good
else if(powerup.powerup_name == "fast_feet")
player thread doFastFeet(); //go fast as fuck boi
}
doFastFeet() //gotta go fast!
{
self thread poweruptext("Fast Feet!"); //thanks to _Ox again for the powerup pickup string
self playsound("zmb_cha_ching"); //m-m-m-m-m-money shot
self setmovespeedscale(3); //super sonic speed
wait 15;
self setmovespeedscale(1);
self playsound("zmb_insta_kill"); //less happy sound than before
}
doUnlimitedAmmo() //unlimited ammo powerup function credit _Ox
{
foreach(player in level.players)
{
player notify("end_unlimited_ammo");
player playsound("zmb_cha_ching");
player thread poweruptext("Bottomless Clip");
player thread monitorUnlimitedAmmo(); //bottomless clip
player thread notifyUnlimitedAmmoEnd(); //notify when it ends
}
}
monitorUnlimitedAmmo() //credit to _Ox
{
level endon("end_game");
self endon("disonnect");
self endon("end_unlimited_ammo");
for(;;)
{
self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
wait .05;
}
}
notifyUnlimitedAmmoEnd() //credit to _Ox
{
level endon("end_game");
self endon("disonnect");
self endon("end_unlimited_ammo");
wait level.unlimited_ammo_duration;
self playsound("zmb_insta_kill");
self notify("end_unlimited_ammo");
}
doPackAPunchWeapon() //pack a punch function credit Knight
{
baseweapon = get_base_name(self getcurrentweapon());
weapon = get_upgrade(baseweapon);
if(IsDefined(weapon) && isDefined(self.packapunching))
{
level.rounds_since_last_pack_a_punch_drop = 0;
self.packapunching = undefined;
self takeweapon(baseweapon);
self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
self switchtoweapon(weapon);
self givemaxammo(weapon);
}
else
self playsoundtoplayer( level.zmb_laugh_alias, self );
}
get_upgrade(weapon)
{
if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
{
self.packapunching = true;
return get_upgrade_weapon(weapon, 0 );
}
else
return get_upgrade_weapon(weapon, 1 );
}
doRandomScore() //this is a bad way of doing this but i couldnt get the array to work before and did this out of frustration
{
x = randomInt(9); //picks a number 0-9
self playsound("zmb_cha_ching");
if(x==1)
self.score += 50; //+50
else if(x==2)
self.score += 100; //+100
else if(x==3)
self.score += 250; //+250 I think you get the idea
else if(x==4)
self.score += 500;
else if(x==5)
self.score += 750;
else if(x==6)
self.score += 1000;
else if(x==7)
self.score += 2500;
else if(x==8)
self.score += 5000;
else if(x==9)
self.score += 7500;
else
self.score += 10000;
}
poweruptext(text) //credit to _Ox for base string hud
{
self endon("disconnect");
level endon("end_game");
hud_string = newclienthudelem(self);
hud_string.elemtype = "font";
hud_string.font = "objective";
hud_string.fontscale = 2;
hud_string.x = 0;
hud_string.y = 0;
hud_string.width = 0;
hud_string.height = int( level.fontheight * 2 );
hud_string.xoffset = 0;
hud_string.yoffset = 0;
hud_string.children = [];
hud_string setparent(level.uiparent);
hud_string.hidden = 0;
hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
hud_string.sort = .5;
hud_string.alpha = 0;
hud_string fadeovertime(.5);
hud_string.alpha = 1;
hud_string setText(text);
hud_string thread poweruptextmove();
}
poweruptextmove() //credit to _Ox for base string hud
{
wait .5;
self fadeovertime(1.5);
self moveovertime(1.5);
self.y = 270;
self.alpha = 0;
wait 1.5;
self destroy();
}

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//EVERYTHING CAN BE TOGGLED ON/OFF IN THE DEDICATED_ZM.CFG FILE
startInit()
{
PrecacheModel("collision_geo_cylinder_32x128_standard");
PrecacheModel("zombie_vending_jugg");
PrecacheModel("zombie_perk_bottle_marathon");
PrecacheModel("zombie_perk_bottle_whoswho");
PrecacheModel("zombie_vending_nuke_on_lo");
PrecacheModel("p6_zm_al_vending_pap_on");
PrecacheModel("p6_anim_zm_buildable_pap");
PrecacheModel("p6_zm_al_vending_pap_on");
PrecacheModel("p6_zm_al_vending_jugg_on");
PrecacheModel("p6_zm_al_vending_sleight_on");
PrecacheModel("p6_zm_al_vending_doubletap2_on");
PrecacheModel("p6_zm_al_vending_ads_on");
PrecacheModel("p6_zm_al_vending_nuke_on");
PrecacheModel("p6_zm_al_vending_three_gun_on");
PrecacheModel("zombie_vending_revive");
PrecacheModel("zombie_vending_doubletap2");
PrecacheModel("zombie_x2_icon");
PrecacheModel("zombie_bomb");
PrecacheModel("zombie_ammocan");
PrecacheModel("zombie_x2_icon");
PrecacheModel("zombie_skull");
PrecacheShader("specialty_deadshot_zombies");
if(isDefined(level.player_out_of_playable_area_monitor))
level.player_out_of_playable_area_monitor = false;
level.pers_sniper_misses = 9999; //sniper perma perk! never lose it hahahahahahahahaha
//level.no_end_game_check = 1;
thread gscRestart(); //JezuzLizard fix sound stuff
thread setPlayersToSpectator(); //JezuzLizard fix sound stuff
}
initServerDvars() //credits to JezuzLizard!!! This is a huge help in making this happen
{
level.player_starting_points = getDvarIntDefault( "playerStartingPoints", 500 );
//sets the perk limit for all players
level.perk_purchase_limit = getDvarIntDefault( "perkLimit", 4 );
//sets the maximum number of zombies that can be on the map at once 32 max
level.zombie_ai_limit = getDvarIntDefault( "zombieAiLimit", 24 );
//sets the number of zombie bodies that can be on the map at once
level.zombie_actor_limit = getDvarIntDefault( "zombieActorLimit", 32 );
//enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm
level.mixed_rounds_enabled = getDvarIntDefault( "midroundDogs", 0 );
//disables the end game check WARNING: make sure to include a spectator respawner and auto revive function
level.no_end_game_check = getDvarIntDefault( "noEndGameCheck", 0 );
//sets the solo laststand pistol
level.default_solo_laststandpistol = getDvar( "soloLaststandWeapon" );
//the default laststand pistol
level.default_laststandpistol = getDvar( "coopLaststandWeapon" );
//set the starting weapon
level.start_weapon = getDvar( "startWeaponZm" );
//sets all zombies to this speed lower values result in walkers higher values sprinters
level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 );
//locks the zombie movespeed to the above value
level.zombieMoveSpeedLocked = getDvarIntDefault( "zombieMoveSpeedLocked", 0 );
//sets whether there is a cap to the zombie movespeed active
level.zombieMoveSpeedCap = getDvarIntDefault( "zombieMoveSpeedCap", 0 );
//sets the value to the zombie movespeed cap
level.zombieMoveSpeedCapValue = getDvarIntDefault( "zombieMoveSpeedCapValue", 1 );
//sets the round number any value between 1-255
level.round_number = getDvarIntDefault( "roundNumber", 1 );
//enables the override for zombies per round
level.overrideZombieTotalPermanently = getDvarIntDefault( "overrideZombieTotalPermanently", 0 );
//sets the number of zombies per round to the value indicated
level.overrideZombieTotalPermanentlyValue = getDvarIntDefault( "overrideZombieTotalPermanentlyValue", 6 );
//enables the override for zombie health
level.overrideZombieHealthPermanently = getDvarIntDefault( "overrideZombieHealthPermanently", 0 );
//sets the health of zombies every round to the value indicated
level.overrideZombieHealthPermanentlyValue = getDvarIntDefault( "overrideZombieHealthPermanentlyValue", 150 );
//enables the health cap override so zombies health won't grow beyond the value indicated
level.overrideZombieMaxHealth = getDvarIntDefault( "overrideZombieMaxHealth", 0 );
//sets the maximum health zombie health will increase to
level.overrideZombieMaxHealthValue = getDvarIntDefault( "overrideZombieMaxHealthValue" , 150 );
//disables walkers
level.disableWalkers = getDvarIntDefault( "disableWalkers", 0 );
if ( level.disableWalkers )
{
level.speed_change_round = undefined;
}
//set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher
level.disableSoloMode = getDvarIntDefault( "disableSoloMode", 0 );
if ( level.disableSoloMode )
{
level.is_forever_solo_game = undefined;
}
//disables all drops
level.zmPowerupsNoPowerupDrops = getDvarIntDefault( "zmPowerupsNoPowerupDrops", 0 );
//Zombie_Vars:
//The reason zombie_vars are first set to a var is because they don't reliably set when set directly to the value of a dvar
//sets the maximum number of drops per round
level.maxPowerupsPerRound = getDvarIntDefault( "maxPowerupsPerRound", 4 );
level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.maxPowerupsPerRound;
//sets the powerup drop rate lower is better
level.powerupDropRate = getDvarIntDefault( "powerupDropRate", 2000 );
level.zombie_vars["zombie_powerup_drop_increment"] = level.powerupDropRate;
//makes every zombie drop a powerup
level.zombiesAlwaysDropPowerups = getDvarIntDefault( "zombiesAlwaysDropPowerups", 0 );
level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups;
//increase these below vars to increase drop rate
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.fourPlayerPowerupScore = getDvarIntDefault( "fourPlayerPowerupScore", 50 );
level.zombie_vars[ "zombie_score_kill_4p_team" ] = level.fourPlayerPowerupScore;
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.threePlayerPowerupScore = getDvarIntDefault( "threePlayerPowerupScore", 50 );
level.zombie_vars[ "zombie_score_kill_3p_team" ] = level.threePlayerPowerupScore;
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.twoPlayerPowerupScore = getDvarIntDefault( "twoPlayerPowerupScore", 50 );
level.zombie_vars[ "zombie_score_kill_2p_team" ] = level.twoPlayerPowerupScore;
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.onePlayerPowerupScore = getDvarIntDefault( "onePlayerPowerupScore", 50 );
level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.onePlayerPowerupScore;
//points for melee kills to the powerup increment to a powerup drop
level.powerupScoreMeleeKill = getDvarIntDefault( "powerupScoreMeleeKill", 80 );
level.zombie_vars[ "zombie_score_bonus_melee" ] = level.powerupScoreMeleeKill;
//points for headshot kills to the powerup increment to a powerup drop
level.powerupScoreHeadshotKill = getDvarIntDefault( "powerupScoreHeadshotKill", 50 );
level.zombie_vars[ "zombie_score_bonus_head" ] = level.powerupScoreHeadshotKill;
//points for neck kills to the powerup increment to a powerup drop
level.powerupScoreNeckKill = getDvarIntDefault( "powerupScoreNeckKill", 20 );
level.zombie_vars[ "zombie_score_bonus_neck" ] = level.powerupScoreNeckKill;
//points for torso kills to the powerup increment to a powerup drop
level.powerupScoreTorsoKill = getDvarIntDefault( "powerupScoreTorsoKill", 10 );
level.zombie_vars[ "zombie_score_bonus_torso" ] = level.powerupScoreTorsoKill;
//sets the zombie spawnrate; max is 0.08
level.zombieSpawnRate = getDvarFloatDefault( "zombieSpawnRate", 2 );
level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate;
//sets the zombie spawnrate multiplier increase
level.zombieSpawnRateMultiplier = getDvarFloatDefault( "zombieSpawnRateMultiplier", 0.95 );
//locks the spawnrate so it does not change throughout gameplay
level.zombieSpawnRateLocked = getDvarIntDefault( "zombieSpawnRateLocked", 0 );
//alters the number of zombies per round formula amount of zombies per round is roughly correlated to this value
//ie half as many zombies per player is half as many zombies per round
level.zombiesPerPlayer = getDvarIntDefault( "zombiesPerPlayer", 6 );
level.zombie_vars["zombie_ai_per_player"] = level.zombiesPerPlayer;
//sets the flat amount of hp the zombies gain per round not used after round 10
level.zombieHealthIncreaseFlat = getDvarIntDefault( "zombieHealthIncreaseFlat", 100 );
level.zombie_vars[ "zombie_health_increase" ] = level.zombieHealthIncreaseFlat;
//multiplies zombie health by this value every round after round 10
level.zombieHealthIncreaseMultiplier = getDvarFloatDefault( "zombieHealthIncreaseMultiplier", 0.1 );
level.zombie_vars[ "zombie_health_increase_multiplier" ] = level.zombieHealthIncreaseMultiplier;
//base zombie health before any multipliers or additions
level.zombieHealthStart = getDvarIntDefault( "zombieHealthStart", 150 );
level.zombie_vars[ "zombie_health_start" ] = level.zombieHealthStart;
//time before new runners spawn on early rounds
level.zombieNewRunnerInterval = getDvarIntDefault( "zombieNewRunnerInterval", 10 );
level.zombie_vars[ "zombie_new_runner_interval" ] = level.zombieNewRunnerInterval;
//determines level.zombie_move_speed on original
level.zombieMoveSpeedMultiplier = getDvarIntDefault( "zombieMoveSpeedMultiplier", 10 );
level.zombie_vars[ "zombie_move_speed_multiplier" ] = level.zombieMoveSpeedMultiplier;
//determines level.zombie_move_speed on easy
level.zombieMoveSpeedMultiplierEasy = getDvarIntDefault( "zombieMoveSpeedMultiplierEasy", 8 );
level.zombie_vars[ "zombie_move_speed_multiplier_easy"] = level.zombieMoveSpeedMultiplierEasy;
//affects the number of zombies per round formula
level.zombieMaxAi = getDvarIntDefault( "zombieMaxAi", 24 );
level.zombie_vars[ "zombie_max_ai" ] = level.zombieMaxAi;
//affects the check for zombies that have fallen thru the map
level.belowWorldCheck = getDvarIntDefault( "belowWorldCheck", -1000 );
level.zombie_vars[ "below_world_check" ] = level.belowWorldCheck;
//sets whether spectators respawn at the end of the round
level.customSpectatorsRespawn = getDvarIntDefault( "customSpectatorsRespawn", 1 );
level.zombie_vars[ "spectators_respawn" ] = level.customSpectatorsRespawn;
//sets the time that the game takes during the end game intermission
level.zombieIntermissionTime = getDvarIntDefault( "zombieIntermissionTime", 20 );
level.zombie_vars["zombie_intermission_time"] = level.zombieIntermissionTime;
//the time between rounds
level.zombieBetweenRoundTime = getDvarIntDefault( "zombieBetweenRoundTime", 15 );
level.zombie_vars["zombie_between_round_time"] = level.zombieBetweenRoundTime;
//time before the game starts
level.roundStartDelay = getDvarIntDefault( "roundStartDelay", 0 );
level.zombie_vars[ "game_start_delay" ] = level.roundStartDelay;
//points all players lose when a player bleeds out %10 default
level.bleedoutPointsLostAllPlayers = getDvarFloatDefault( "bleedoutPointsLostAllPlayers", 0.1 );
level.zombie_vars[ "penalty_no_revive" ] = level.bleedoutPointsLostAllPlayers;
//penalty to the player who died 10% of points by default
level.bleedoutPointsLostSelf = getDvarFloatDefault( "bleedoutPointsLostSelf", 0.1 );
level.zombie_vars[ "penalty_died" ] = level.bleedoutPointsLostSelf;
//points players lose on down %5 by default
level.downedPointsLostSelf = getDvarFloatDefault( "downedPointsLostSelf", 0.05 );
level.zombie_vars[ "penalty_downed" ] = level.downedPointsLostSelf;
//unknown
level.playerStartingLives = getDvarIntDefault( "playerStartingLives", 1 );
level.zombie_vars[ "starting_lives" ] = level.playerStartingLives;
//points earned per zombie kill in a 4 player game
level.fourPlayerScorePerZombieKill = getDvarIntDefault( "fourPlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_4player" ] = level.fourPlayerScorePerZombieKill;
//points earned per zombie kill in a 3 player game
level.threePlayerScorePerZombieKill = getDvarIntDefault( "threePlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_3player" ] = level.threePlayerScorePerZombieKill;
//points earned per zombie kill in a 2 player game
level.twoPlayerScorePerZombieKill = getDvarIntDefault( "twoPlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_2player" ] = level.twoPlayerScorePerZombieKill;
//points earned per zombie kill in a 1 player game
level.onePlayerScorePerZombieKill = getDvarIntDefault( "onePlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_1player" ] = level.onePlayerScorePerZombieKill;
//points given for a normal attack
level.pointsPerNormalAttack = getDvarIntDefault( "pointsPerNormalAttack", 10 );
level.zombie_vars[ "zombie_score_damage_normal" ] = level.pointsPerNormalAttack;
//points given for a light attack
level.pointsPerLightAttack = getDvarIntDefault( "pointsPerLightAttack", 10 );
level.zombie_vars[ "zombie_score_damage_light" ] = level.pointsPerLightAttack;
//players turn into a zombie on death WARNING: buggy as can be and is missing assets
level.shouldZombifyPlayer = getDvarIntDefault( "shouldZombifyPlayer", 0 );
level.zombie_vars[ "zombify_player" ] = level.shouldZombifyPlayer;
//points scalar for allies team
level.alliesPointsMultiplier = getDvarIntDefault( "alliesPointsMultiplier", 1 );
level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.alliesPointsMultiplier;
//points scalar for axis team
level.axisPointsMultiplier = getDvarIntDefault( "axisPointsMultiplier", 1 );
level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.axisPointsMultiplier;
//sets the radius of emps explosion lower this to 1 to render emps useless
level.empPerkExplosionRadius = getDvarIntDefault( "empPerkExplosionRadius", 420 );
level.zombie_vars[ "emp_perk_off_range" ] = level.empPerkExplosionRadius;
//sets the duration of emps on perks set to 0 for infiinite emps
level.empPerkOffDuration = getDvarIntDefault( "empPerkOffDuration", 90 );
level.zombie_vars[ "emp_perk_off_time" ] = level.empPerkOffDuration;
//riotshield health
level.riotshieldHitPoints = getDvarIntDefault( "riotshieldHitPoints", 2250 );
level.zombie_vars[ "riotshield_hit_points" ] = level.riotshieldHitPoints;
//jugg health bonus
level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 160 );
level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus;
//perma jugg health bonus
level.permaJuggHealthBonus = getDvarIntDefault( "permaJuggHealthBonus", 190 );
level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.permaJuggHealthBonus;
//phd min explosion damage
level.minPhdExplosionDamage = getDvarIntDefault( "minPhdExplosionDamage", 1000 );
level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.minPhdExplosionDamage;
//phd max explosion damage
level.maxPhdExplosionDamage = getDvarIntDefault( "maxPhdExplosionDamage", 5000 );
level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.maxPhdExplosionDamage;
//phd explosion radius
level.phdDamageRadius = getDvarIntDefault( "phdDamageRadius", 300 );
level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.phdDamageRadius;
//zombie counter onscreen
level.enableZombieCounter = getDvarIntDefault( "enableZombieCounter", 1 );
level.zombie_vars[ "enableZombieCounter" ] = level.enableZombieCounter;
//custom bank
level.customBankEnabled = getDvarIntDefault( "customBankEnabled", 1 );
level.zombie_vars[ "customBankEnabled" ] = level.customBankEnabled;
//custom bank amount
level.customBankTotal = getDvarIntDefault( "customBankTotal", 10000 );
level.zombie_vars[ "customBankTotal" ] = level.customBankTotal;
//custom anti kiting
level.antiKitingEnabled = getDvarIntDefault( "antiKitingEnabled", 0 );
level.zombie_vars[ "antiKitingEnabled" ] = level.antiKitingEnabled;
//anti kiting waittime (how long before zombies get auto killed)
level.antiKitingWaittime = getDvarIntDefault( "antiKitingWaittime", 45 );
level.zombie_vars[ "antiKitingWaittime" ] = level.antiKitingWaittime;
//change mystery box price
level.customMysteryBoxPriceEnabled = getDvarIntDefault( "customMysteryBoxPriceEnabled", 0 );
level.zombie_vars[ "customMysteryBoxPriceEnabled" ] = level.customMysteryBoxPriceEnabled;
//set mystery box price
level.customMysteryBoxPrice = getDvarIntDefault( "customMysteryBoxPrice", 500 );
level.zombie_vars[ "customMysteryBoxPrice" ] = level.customMysteryBoxPrice;
//disable custom perks
level.disableAllCustomPerks = getDvarIntDefault( "disableAllCustomPerks", 0 );
level.zombie_vars[ "disableAllCustomPerks" ] = level.disableAllCustomPerks;
//enable custom phdflopper
level.enablePHDFlopper = getDvarIntDefault( "enablePHDFlopper", 1 );
level.zombie_vars[ "enablePHDFlopper" ] = level.enablePHDFlopper;
//enable custom staminup
level.enableStaminUp = getDvarIntDefault( "enableStaminUp", 1 );
level.zombie_vars[ "enableStaminUp" ] = level.enableStaminUp;
//enable custom deadshot
level.enableDeadshot = getDvarIntDefault( "enableDeadshot", 1 );
level.zombie_vars[ "enableDeadshot" ] = level.enableDeadshot;
//enable custom mule kick
level.enableMuleKick = getDvarIntDefault( "enableMuleKick", 1 );
level.zombie_vars[ "enableMuleKick" ] = level.enableMuleKick;
//debug mode
level.enableDebugMode = getDvarIntDefault( "enableDebugMode", 0 );
level.zombie_vars[ "enableDebugMode" ] = level.enableDebugMode;
disable_specific_powerups();
checks();
thread zombies_always_drop_powerups();
thread zombies_per_round_override();
thread zombie_health_override();
thread zombie_health_cap_override();
thread zombie_spawn_delay_fix();
thread zombie_speed_fix();
thread doTimer();
}
trackPackAPunchDrops()
{
level endon("end_game");
level.rounds_since_last_pack_a_punch = 0;
for(;;)
{
level waittill("start_of_round");
level.rounds_since_last_pack_a_punch_drop += 1;
wait 0.5;
}
}
gscRestart()
{
level waittill( "end_game" );
wait 15;
map_restart( false );
}
setPlayersToSpectator()
{
level.no_end_game_check = 1;
wait 3;
players = get_players();
i = 0;
while ( i < players.size )
{
if ( i == 0 )
{
i++;
}
players[ i ] setToSpectator();
i++;
}
wait 5;
spawnAllPlayers();
}
setToSpectator()
{
self.sessionstate = "spectator";
if (isDefined(self.is_playing))
{
self.is_playing = false;
}
}
spawnAllPlayers()
{
players = get_players();
i = 0;
while ( i < players.size )
{
if ( players[ i ].sessionstate == "spectator" && isDefined( players[ i ].spectator_respawn ) )
{
players[ i ] [[ level.spawnplayer ]]();
if ( level.script != "zm_tomb" || level.script != "zm_prison" || !is_classic() )
{
thread maps\mp\zombies\_zm::refresh_player_navcard_hud();
}
}
i++;
}
level.no_end_game_check = 0;
}
disable_all_powerups()
{
if ( level.zmPowerupsNoPowerupDrops )
{
flag_clear( "zombie_drop_powerups" );
}
}
zombies_always_drop_powerups()
{
if ( !level.zombiesAlwaysDropPowerups )
{
return;
}
while ( 1 )
{
level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups;
wait 0.05;
}
}
zombies_per_round_override()
{
if ( !level.overrideZombieTotalPermanently )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_total = getDvarIntDefault( "overrideZombieTotalPermanentlyValue", 6 );
}
}
zombie_health_override()
{
if ( !level.overrideZombieHealthPermanently )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_health = getDvarIntDefault( "overrideZombieHealthPermanentlyValue", 150 );
}
}
zombie_health_cap_override()
{
if ( !level.overrideZombieMaxHealth )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
if ( level.zombie_health > level.overrideZombieMaxHealthValue )
{
level.zombie_health = getDvarIntDefault( "overrideZombieHealthMaxHealthValue", 150 );
}
}
}
zombie_spawn_delay_fix()
{
if ( level.zombieSpawnRateLocked )
{
return;
}
i = 1;
while ( i <= level.round_number )
{
timer = level.zombieSpawnRate;
if ( timer > 0.08 )
{
level.zombieSpawnRate = timer * level.zombieSpawnRateMultiplier;
i++;
continue;
}
else if ( timer < 0.08 )
{
level.zombieSpawnRate = 0.08;
break;
}
i++;
}
while ( 1 )
{
level waittill( "start_of_round" );
if ( level.zombieSpawnRate > 0.08 )
{
level.zombieSpawnRate = level.zombieSpawnRate * level.zombieSpawnRateMultiplier;
}
level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate;
}
}
zombie_speed_fix()
{
if ( level.zombieMoveSpeedLocked )
{
return;
}
if ( level.gamedifficulty == 0 )
{
level.zombie_move_speed = level.round_number * level.zombie_vars[ "zombie_move_speed_multiplier_easy" ];
}
else
{
level.zombie_move_speed = level.round_number * level.zombie_vars[ "zombie_move_speed_multiplier" ];
}
}
zombie_speed_override()
{
if ( !level.zombieMoveSpeedLocked )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 );
}
}
zombie_speed_cap_override()
{
if ( !level.zombieMoveSpeedCap )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
if ( level.zombie_move_speed > level.zombieMoveSpeedCapValue )
{
level.zombie_move_speed = level.zombieMoveSpeedCapValue;
}
}
}
checks()
{
if( level.customMysteryBoxPriceEnabled == 1) //custom mystery box price
{
level thread setMysteryBoxPrice();
}
if( level.enableZombieCounter == 1 ) //draw zombie counter
{
level thread drawZombiesCounter(); //credit carbonmodding
}
if( level.antiKitingEnabled == 1 ) //custom anti kiting credit @itscahz big brain
{
level thread antiKiting(); //checks if zombie count is below 3 and waits set time to all kill zombies
}
if ( level.mixed_rounds_enabled )
{
if ( level.script != "zm_transit" || is_classic() || level.scr_zm_ui_gametype == "zgrief" )
{
level.mixed_rounds_enabled = 0;
}
}
if ( level.start_weapon == "" || level.start_weapon== "m1911_zm" )
{
level.start_weapon = "m1911_zm";
if ( level.script == "zm_tomb" )
{
level.start_weapon = "c96_zm";
}
}
if ( level.default_laststandpistol == "" || level.default_laststandpistol == "m1911_zm" )
{
level.default_laststandpistol = "m1911_zm";
if ( level.script == "zm_tomb" )
{
level.default_laststandpistol = "c96_zm";
}
}
if ( level.default_solo_laststandpistol == "" || level.default_solo_laststandpistol == "m1911_upgraded_zm" )
{
level.default_solo_laststandpistol = "m1911_upgraded_zm";
if ( level.script == "zm_tomb" )
{
level.default_solo_laststandpistol = "c96_upgraded_zm";
}
}
}
disable_specific_powerups()
{
level.powerupNames = array( "fast_feet", "unlimited_ammo", "pack_a_punch", "money_drop", "nuke", "insta_kill", "full_ammo", "double_points", "fire_sale", "free_perk", "carpenter" );
array = level.powerupNames;
//custom powerups and regular powerups
level.zmPowerupsEnabled = [];
//fast feet custom drop
level.zmPowerupsEnabled[ "fast_feet" ] = spawnstruct();
level.zmPowerupsEnabled[ "fast_feet" ].name = "fast_feet";
level.zmPowerupsEnabled[ "fast_feet" ].active = getDvarIntDefault( "zmPowerupsFastFeetEnabled", 1 );
//custom unlimited ammo drop
level.zmPowerupsEnabled[ "unlimited_ammo" ] = spawnstruct();
level.zmPowerupsEnabled[ "unlimited_ammo" ].name = "unlimited_ammo";
level.zmPowerupsEnabled[ "unlimited_ammo" ].active = getDvarIntDefault( "zmPowerupsUnlimitedAmmoEnabled", 1 );
//custom pack a punch drop
level.zmPowerupsEnabled[ "pack_a_punch" ] = spawnstruct();
level.zmPowerupsEnabled[ "pack_a_punch" ].name = "pack_a_punch";
level.zmPowerupsEnabled[ "pack_a_punch" ].active = getDvarIntDefault( "zmPowerupsPackAPunchEnabled", 1 );
//custom money drop
level.zmPowerupsEnabled[ "money_drop" ] = spawnstruct();
level.zmPowerupsEnabled[ "money_drop" ].name = "money_drop";
level.zmPowerupsEnabled[ "money_drop" ].active = getDvarIntDefault( "zmPowerupsMoneyDropEnabled", 1 );
//nuke
level.zmPowerupsEnabled[ "nuke" ] = spawnstruct();
level.zmPowerupsEnabled[ "nuke" ].name = "nuke";
level.zmPowerupsEnabled[ "nuke" ].active = getDvarIntDefault( "zmPowerupsNukeEnabled", 1 );
//remove insta kills from the drop cycle and special drops
level.zmPowerupsEnabled[ "insta_kill" ] = spawnstruct();
level.zmPowerupsEnabled[ "insta_kill" ].name = "insta_kill";
level.zmPowerupsEnabled[ "insta_kill" ].active = getDvarIntDefault( "zmPowerupsInstaKillEnabled", 1 );
//remove max ammos from the drop cycle and special drops
level.zmPowerupsEnabled[ "full_ammo" ] = spawnstruct();
level.zmPowerupsEnabled[ "full_ammo" ].name = "full_ammo";
level.zmPowerupsEnabled[ "full_ammo" ].active = getDvarIntDefault( "zmPowerupsMaxAmmoEnabled", 1 );
//remove carpenter from the drop cycle and special drops
level.zmPowerupsEnabled[ "double_points" ] = spawnstruct();
level.zmPowerupsEnabled[ "double_points" ].name = "double_points";
level.zmPowerupsEnabled[ "double_points" ].active = getDvarIntDefault( "zmPowerupsDoublePointsEnabled", 1 );
//remove fire sale from the drop cycle and special drops NOTE: fire sale isn't on all maps already this being enabled won't make it spawn
level.zmPowerupsEnabled[ "fire_sale" ] = spawnstruct();
level.zmPowerupsEnabled[ "fire_sale" ].name = "fire_sale";
level.zmPowerupsEnabled[ "fire_sale" ].active = getDvarIntDefault( "zmPowerupsFireSaleEnabled", 1 );
//remove the perk bottle from the drop cycle and special drops
level.zmPowerupsEnabled[ "free_perk" ] = spawnstruct();
level.zmPowerupsEnabled[ "free_perk" ].name = "free_perk";
level.zmPowerupsEnabled[ "free_perk" ].active = getDvarIntDefault( "zmPowerupsPerkBottleEnabled", 1 );
//removes carpenter from the drop cycle and special drops
level.zmPowerupsEnabled[ "carpenter" ] = spawnstruct();
level.zmPowerupsEnabled[ "carpenter" ].name = "carpenter";
level.zmPowerupsEnabled[ "carpenter" ].active = getDvarIntDefault( "zmPowerupsCarpenterEnabled", 1 );
//removes zombie blood from the drop cycle and special drops
level.zmPowerupsEnabled[ "zombie_blood" ] = spawnstruct();
level.zmPowerupsEnabled[ "zombie_blood" ].name = "zombie_blood";
level.zmPowerupsEnabled[ "zombie_blood" ].active = getDvarIntDefault( "zmPowerupsZombieBloodEnabled", 1 );
//you can expand this list with custom powerups if you'd like just add a new spawnstruct() and add to the array at the top
for ( i = 0; i < array.size; i++ )
{
if ( !level.zmPowerupsEnabled[ array[ i ] ].active )
{
name = level.zmPowerupsEnabled[ array[ i ] ].name;
if ( isInArray( level.zombie_include_powerups, name ) )
{
arrayremovevalue( level.zombie_include_powerups, name );
}
if ( isInArray( level.zombie_powerups, name ) )
{
arrayremovevalue( level.zombie_powerups, name );
}
if ( isInArray( level.zombie_powerup_array, name ) )
{
arrayremovevalue( level.zombie_powerup_array, name );
}
}
}
}
connectMessage( string , bold ) //connect message
{
if ( !isDefined ( self.pers[string] ) )
{
self.pers[string] = true;
if ( !isDefined ( bold ) || bold != true )
self iPrintln ( string );
else
self iPrintlnBold( string );
}
}
drawZombiesCounter() //credit carbonmodding, edited to use setValue instead of SetText & colors
{
level.zombiesCounter = createServerFontString("hudsmall" , 1.9);
level.zombiesCounter setPoint("CENTER", "CENTER", "CENTER", 190);
level thread updateZombiesCounter();
}
updateZombiesCounter() //credit carbonmodding
{
oldZombiesCount = get_current_zombie_count();
while(true)
{
newZombiesCount = get_current_zombie_count();
wait 0.05;
if(oldZombiesCount != newZombiesCount)
{
level thread updateZombiesCounter();
return;
}
else
{
if(newZombiesCount != 0)
level.zombiesCounter.label = &"Zombies: ^1";
else
level.zombiesCounter.label = &"Zombies: ^6";
level.zombiesCounter setValue(newZombiesCount);
}
}
}
antiKiting() //credit @ItsCahz
{
level endon("end_game");
for(;;)
{
if(level.round_number >= 3 && oldZombCount <= 3)
{
wait level.antiKitingWaittime;
if(get_current_zombie_count() <= 3)
{
enemy = getaiarray( level.zombie_team );
foreach( zombie in enemy )
zombie dodamage( zombie.health * 2, zombie.origin );
}
}
wait 1;
}
}
setMysteryBoxPrice() //mystery box price
{
i = 0;
while (i < level.chests.size)
{
level.chests[ i ].zombie_cost = level.customMysteryBoxPrice;
level.chests[ i ].old_cost = level.customMysteryBoxPrice;
i++;
}
}
spawnIfRoundOne() //spawn player
{
wait 3;
if ( self.sessionstate == "spectator" && level.round_number == 1 )
self iprintln("Get ready to be spawned!");
wait 5;
if ( self.sessionstate == "spectator" && level.round_number == 1 )
{
self [[ level.spawnplayer ]]();
if ( level.script != "zm_tomb" || level.script != "zm_prison" || !is_classic() )
thread maps\mp\zombies\_zm::refresh_player_navcard_hud();
}
}
drawHealth() //credit carbonmodding, edited to use setValue instead of SetText & colors
{
self.healthBar = createFontString("hudsmall" , 1.25);
self.healthBar setPoint("CENTER", "CENTER", "CENTER", 173);
self.healthBar.label = &"^1Health: ^7";
while(true)
{
self.healthBar setValue(self.health);
wait 0.1;
}
}
startCustomBank()
{
if( level.customBankEnabled == 1)
{
self.AmountInBank = level.customBankTotal;
if( getDvar("mapname") == "zm_buried" )
self thread CustomBank((-276, -315, 11));
if( getDvar("mapname") == "zm_highrise" )
self thread CustomBank((2262, 623, 1296));
if( getDvar("mapname") == "zm_transit" )
self thread CustomBank((587, 504, -35));
}
}
CustomBank(origin) //custom bank
{
self endon("disconnect");
level endon("end_game");
level thread LowerMessage( "Custom Perks", "Hold ^3F ^7to withdraw 1000" );
trig = spawn("trigger_radius", (origin), 1, 25, 25);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Custom Perks" );
for(;;)
{
trig waittill("trigger", self);
if(self useButtonPressed())
{
wait .2;
if(self useButtonPressed())
{
if(self.AmountInBank != 0)
{
self connectMessage( "You can withdraw money, but depositing will not save!" , false );
self iprintln( "Money Available: "+self.AmountInBank );
self playsound( "zmb_cha_ching" ); //money shot
self.score += 1000;
self.score -= 100;
self.AmountInBank -= 1000;
}
else
self connectMessage( "Your Bank is Empty!" , false );
}
}
}
}
doTimer()
{
level endon("end_game");
level endon("timer_started");
for(;;)
{
level waittill("start_of_round");
if(level.round_number == 1 && level.players.size > 0 && !isDefined(level.timerStarted))
{
level.timerStarted = true;
level thread startTimer();
level thread notifyTimeOnEndGame();
wait 0.1;
level notify("timer_started");
}
}
}
startTimer()
{
level.minutesPlayed = 0;
level.hoursPlayed = 0;
for(;;)
{
wait 59;
level.minutesPlayed += 1;
wait 1;
if(level.minutesPlayed == 60)
{
level.hoursPlayed += 1;
level.minutesPlayed = 0;
}
}
}
notifyTimeOnEndGame()
{
level endon("time_displayed");
for(;;)
{
level waittill("end_game");
foreach(player in level.players)
{
if(level.hoursPlayed > 0)
{
if(level.hoursPlayed == 1)
{
if(level.minutesPlayed == 1)
player iprintln("That game lasted "+level.hoursPlayed+" hour and "+level.minutesPlayed+" minute!");
else
player iprintln("That game lasted "+level.hoursPlayed+" hour and "+level.minutesPlayed+" minutes!");
}
else
{
if(level.minutesPlayed == 1)
player iprintln("That game lasted "+level.hoursPlayed+" hours and "+level.minutesPlayed+" minute!");
else
player iprintln("That game lasted "+level.hoursPlayed+" hours and "+level.minutesPlayed+" minutes!");
}
}
else
{
if(level.minutesPlayed == 1)
player iprintln("That game lasted "+level.minutesPlayed+" minute!");
else
player iprintln("That game lasted "+level.minutesPlayed+" minutes!");
}
}
wait 2;
level notify("time_displayed");
}
}
solo_tombstone_removal()
{
notify( "tombstone_on" );
}
turn_tombstone_on()
{
while ( 1 )
{
machine = getentarray( "vending_tombstone", "targetname" );
machine_triggers = getentarray( "vending_tombstone", "target" );
i = 0;
while ( i < machine.size )
{
machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
i++;
}
level thread do_initial_power_off_callback( machine, "tombstone" );
array_thread( machine_triggers, ::set_power_on, 0 );
level waittill( "tombstone_on" );
i = 0;
while ( i < machine.size )
{
machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
machine[ i ] playsound( "zmb_perks_power_on" );
machine[ i ] thread perk_fx( "tombstone_light" );
machine[ i ] thread play_loop_on_machine();
i++;
}
level notify( "specialty_scavenger_power_on" );
array_thread( machine_triggers, ::set_power_on, 1 );
if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
{
array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
}
level waittill( "tombstone_off" );
if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
{
array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
}
array_thread( machine, ::turn_perk_off );
players = get_players();
_a1718 = players;
_k1718 = getFirstArrayKey( _a1718 );
while ( isDefined( _k1718 ) )
{
player = _a1718[ _k1718 ];
player.hasperkspecialtytombstone = undefined;
_k1718 = getNextArrayKey( _a1718, _k1718 );
}
}
}
perk_machine_spawn_init()
{
match_string = "";
location = level.scr_zm_map_start_location;
if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
{
location = level.default_start_location;
}
match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
pos = [];
if ( isDefined( level.override_perk_targetname ) )
{
structs = getstructarray( level.override_perk_targetname, "targetname" );
}
else
{
structs = getstructarray( "zm_perk_machine", "targetname" );
}
_a3578 = structs;
_k3578 = getFirstArrayKey( _a3578 );
while ( isDefined( _k3578 ) )
{
struct = _a3578[ _k3578 ];
if ( isDefined( struct.script_string ) )
{
tokens = strtok( struct.script_string, " " );
_a3583 = tokens;
_k3583 = getFirstArrayKey( _a3583 );
while ( isDefined( _k3583 ) )
{
token = _a3583[ _k3583 ];
if ( token == match_string )
{
pos[ pos.size ] = struct;
}
_k3583 = getNextArrayKey( _a3583, _k3583 );
}
}
else pos[ pos.size ] = struct;
_k3578 = getNextArrayKey( _a3578, _k3578 );
}
if ( !isDefined( pos ) || pos.size == 0 )
{
return;
}
precachemodel( "zm_collision_perks1" );
i = 0;
while ( i < pos.size )
{
perk = pos[ i ].script_noteworthy;
if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
{
use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
use_trigger.targetname = "zombie_vending";
use_trigger.script_noteworthy = perk;
use_trigger triggerignoreteam();
perk_machine = spawn( "script_model", pos[ i ].origin );
perk_machine.angles = pos[ i ].angles;
perk_machine setmodel( pos[ i ].model );
if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
{
bump_trigger = undefined;
}
else
{
bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
bump_trigger.script_activated = 1;
bump_trigger.script_sound = "zmb_perks_bump_bottle";
bump_trigger.targetname = "audio_bump_trigger";
if ( perk != "specialty_weapupgrade" )
{
bump_trigger thread thread_bump_trigger();
}
}
collision = spawn( "script_model", pos[ i ].origin, 1 );
collision.angles = pos[ i ].angles;
collision setmodel( "zm_collision_perks1" );
collision.script_noteworthy = "clip";
collision disconnectpaths();
use_trigger.clip = collision;
use_trigger.machine = perk_machine;
use_trigger.bump = bump_trigger;
if ( isDefined( pos[ i ].blocker_model ) )
{
use_trigger.blocker_model = pos[ i ].blocker_model;
}
if ( isDefined( pos[ i ].script_int ) )
{
perk_machine.script_int = pos[ i ].script_int;
}
if ( isDefined( pos[ i ].turn_on_notify ) )
{
perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
}
if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
{
use_trigger.script_sound = "mus_perks_tombstone_jingle";
use_trigger.script_string = "tombstone_perk";
use_trigger.script_label = "mus_perks_tombstone_sting";
use_trigger.target = "vending_tombstone";
perk_machine.script_string = "tombstone_perk";
perk_machine.targetname = "vending_tombstone";
if ( isDefined( bump_trigger ) )
{
bump_trigger.script_string = "tombstone_perk";
}
}
if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
{
[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
}
}
i++;
}
}
isTown()
{
if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
{
level thread perk_machine_spawn_init();
thread solo_tombstone_removal();
thread turn_tombstone_on();
}
}