1
0
mirror of https://github.com/Paintball/BO2-GSC-Releases.git synced 2025-06-10 06:47:59 -05:00

Delete main.gsc

This commit is contained in:
Cahz
2020-08-08 06:58:32 -07:00
committed by GitHub
parent 88e934c829
commit a2d5575598

View File

@ -1,117 +0,0 @@
#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.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 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
}