#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_chugabud; init() { startInit(); //precaching models level thread onPlayerConnect(); //on connect thread initServerDvars(); //initilize server dvars (credit JezuzLizard) thread startCustomPerkMachines(); //custom perk machines level.afterlife_give_loadout = maps/mp/gametypes_zm/_clientids::give_afterlife_loadout; //override function that gives loadout back to the player. level.playerDamageStub = level.callbackplayerdamage; //damage callback for phd flopper level.callbackplayerdamage = ::phd_flopper_dmg_check; //more damage callback stuff. everybody do the flop //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 isTown(); //jezuzlizard's fix for tombstone :) } onPlayerConnect() { level endon( "end_game" ); self endon( "disconnect" ); for (;;) { level waittill( "connected", player ); player thread [[level.givecustomcharacters]](); player thread startCustomPowerups(); player thread doPHDdive(); player thread onPlayerDowned(); player thread onPlayerRevived(); player thread spawnIfRoundOne(); //force spawns if round 1. no more spectating one player on round 1 } } startCustomPerkMachines() { if(level.disableAllCustomPerks == 0) { if(getDvar("mapname") == "zm_prison") //mob of the dead { if(level.enablePHDFlopper == 1) level 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) //level 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) level 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) //level 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) //level 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) level 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) level 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) level thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_jugg", "PHD Flopper", 3000, (683, 727, -56), "PHD_FLOPPER", (5, 250, 0) ); if(level.enableDeadshot == 1) level thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_revive", "Deadshot Daiquiri", 1500, (747, 356, 91), "specialty_deadshot", (0, 330, 0) ); if(level.enableStaminUp == 1) level thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_doubletap2", "Stamin-Up", 2000, (-638, 268, -54), "specialty_longersprint", (0, 165, 0) ); if(level.enableMuleKick == 1) level 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) level thread CustomPerkMachine( "zombie_perk_bottle_revive", "zombie_vending_jugg", "PHD Flopper", 3000, (-6304, 5430, -55), "PHD_FLOPPER", (0, 90, 0) ); if(level.enableDeadshot == 1) level thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_revive", "Deadshot Daiquiri", 1500, (-6088, -7419, 0), "specialty_deadshot", (0, 90, 0) ); if(level.enableMuleKick == 1) level thread CustomPerkMachine( "zombie_perk_bottle_jugg", "zombie_vending_sleight", "Mule Kick", 3000, (1149, -215, -304), "specialty_additionalprimaryweapon", (0, 180, 0) ); } } } onPlayerDowned() { self endon("disconnect"); level endon("end_game"); for(;;) { self waittill_any( "player_downed", "fake_death", "entering_last_stand"); 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 } } 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 { if ( smeansofdeath == "MOD_SUICIDE" || 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 { level endon( "end_game" ); if(!isDefined(level.customPerkNum)) level.customPerkNum = 1; else level.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", player); if(player useButtonPressed() && player.score >= cost) { wait .25; if(player useButtonPressed()) { if(perk != "PHD_FLOPPER" && !player hasPerk(perk) || perk == "PHD_FLOPPER" && !isDefined(player.hasPHD)) { player playsound( "zmb_cha_ching" ); //money shot player.score -= cost; //take points level.trig hide(); player thread GivePerk( bottle, perk, perkname ); //give perk wait 2; level.trig show(); } else player 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 ) ); } 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 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; //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; 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(); } 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.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 ); } } } } drawZombiesCounter() { level.zombiesCounter = createServerFontString("hudsmall" , 1.9); level.zombiesCounter setPoint("CENTER", "CENTER", "CENTER", 190); while(true) { enemies = get_round_enemy_array().size + level.zombie_total; if( enemies != 0 ) level.zombiesCounter.label = &"Zombies: ^1"; else level.zombiesCounter.label = &"Zombies: ^6"; level.zombiesCounter setValue( enemies ); wait 0.05; } } 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(); } } 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(); } } give_afterlife_loadout() { self takeallweapons(); loadout = self.loadout; primaries = self getweaponslistprimaries(); if ( loadout.weapons.size > 1 || primaries.size > 1 ) { foreach ( weapon in primaries ) { self takeweapon( weapon ); } } i = 0; while ( i < loadout.weapons.size ) { if ( !isDefined( loadout.weapons[ i ] ) ) { i++; continue; } if ( loadout.weapons[ i ][ "name" ] == "none" ) { i++; continue; } self maps/mp/zombies/_zm_weapons::weapondata_give( loadout.weapons[ i ] ); i++; } self setspawnweapon( loadout.weapons[ loadout.current_weapon ] ); self switchtoweaponimmediate( loadout.weapons[ loadout.current_weapon ] ); if ( isDefined( self get_player_melee_weapon() ) ) { self giveweapon( self get_player_melee_weapon() ); } self maps/mp/zombies/_zm_equipment::equipment_give( self.loadout.equipment ); if ( isDefined( loadout.hasclaymore ) && loadout.hasclaymore && !self hasweapon( "claymore_zm" ) ) { self giveweapon( "claymore_zm" ); self set_player_placeable_mine( "claymore_zm" ); self setactionslot( 4, "weapon", "claymore_zm" ); self setweaponammoclip( "claymore_zm", loadout.claymoreclip ); } if ( isDefined( loadout.hasemp ) && loadout.hasemp ) { self giveweapon( "emp_grenade_zm" ); self setweaponammoclip( "emp_grenade_zm", loadout.empclip ); } if ( isDefined( loadout.hastomahawk ) && loadout.hastomahawk ) { self giveweapon( self.current_tomahawk_weapon ); self set_player_tactical_grenade( self.current_tomahawk_weapon ); self setclientfieldtoplayer( "tomahawk_in_use", 1 ); } self.score = loadout.score; perk_array = maps/mp/zombies/_zm_perks::get_perk_array( 1 ); i = 0; while ( i < perk_array.size ) { perk = perk_array[ i ]; self unsetperk( perk ); self set_perk_clientfield( perk, 0 ); i++; } if (is_true(self.keep_perks)) { if(is_true(self.hadphd)) { self.hasphd = true; self.hadphd = undefined; self thread maps/mp/gametypes_zm/_clientids::drawCustomPerkHUD("specialty_doubletap_zombies", 0, (1, 0.25, 1)); } } if ( isDefined( self.keep_perks ) && self.keep_perks && isDefined( loadout.perks ) && loadout.perks.size > 0 ) { i = 0; while ( i < loadout.perks.size ) { if ( self hasperk( loadout.perks[ i ] ) ) { i++; continue; } if ( loadout.perks[ i ] == "specialty_quickrevive" && flag( "solo_game" ) ) { level.solo_game_free_player_quickrevive = 1; } if ( loadout.perks[ i ] == "specialty_longersprint" ) { self setperk( "specialty_longersprint" ); //removes the staminup perk functionality self.hasStaminUp = true; //resets the staminup variable self thread maps/mp/gametypes_zm/_clientids::drawCustomPerkHUD("specialty_juggernaut_zombies", 0, (1, 1, 0)); arrayremovevalue( loadout.perks, "specialty_longersprint" ); continue; } if ( loadout.perks[ i ] == "specialty_additionalprimaryweapon" ) { self setperk( "specialty_additionalprimaryweapon"); //removes the deadshot perk functionality self.hasMuleKick = true; //resets the deadshot variable self thread maps/mp/gametypes_zm/_clientids::drawCustomPerkHUD("specialty_fastreload_zombies", 0, (0, 0.7, 0)); arrayremovevalue( loadout.perks, "specialty_additionalprimaryweapon" ); continue; } if ( loadout.perks[ i ] == "specialty_finalstand" ) { i++; continue; } maps/mp/zombies/_zm_perks::give_perk( loadout.perks[ i ] ); i++; wait 0.05; } } self.keep_perks = undefined; self set_player_lethal_grenade( self.loadout.lethal_grenade ); if ( loadout.grenade > 0 ) { curgrenadecount = 0; if ( self hasweapon( self get_player_lethal_grenade() ) ) { self getweaponammoclip( self get_player_lethal_grenade() ); } else { self giveweapon( self get_player_lethal_grenade() ); } self setweaponammoclip( self get_player_lethal_grenade(), loadout.grenade + curgrenadecount ); } } save_afterlife_loadout() //checked changed to match cerberus output { primaries = self getweaponslistprimaries(); currentweapon = self getcurrentweapon(); self.loadout = spawnstruct(); self.loadout.player = self; self.loadout.weapons = []; self.loadout.score = self.score; self.loadout.current_weapon = -1; index = 0; foreach ( weapon in primaries ) { self.loadout.weapons[ index ] = maps/mp/zombies/_zm_weapons::get_player_weapondata( self, weapon ); if ( weapon == currentweapon || self.loadout.weapons[ index ][ "alt_name" ] == currentweapon ) { self.loadout.current_weapon = index; } index++; } self.loadout.equipment = self get_player_equipment(); if ( isDefined( self.loadout.equipment ) ) { self maps/mp/zombies/_zm_equipment::equipment_take( self.loadout.equipment ); } if ( self hasweapon( "claymore_zm" ) ) { self.loadout.hasclaymore = 1; self.loadout.claymoreclip = self getweaponammoclip( "claymore_zm" ); } if ( self hasweapon( "emp_grenade_zm" ) ) { self.loadout.hasemp = 1; self.loadout.empclip = self getweaponammoclip( "emp_grenade_zm" ); } if ( self hasweapon( "bouncing_tomahawk_zm" ) || self hasweapon( "upgraded_tomahawk_zm" ) ) { self.loadout.hastomahawk = 1; self setclientfieldtoplayer( "tomahawk_in_use", 0 ); } self.loadout.perks = afterlife_save_perks( self ); lethal_grenade = self get_player_lethal_grenade(); if ( self hasweapon( lethal_grenade ) ) { self.loadout.grenade = self getweaponammoclip( lethal_grenade ); } else { self.loadout.grenade = 0; } self.loadout.lethal_grenade = lethal_grenade; self set_player_lethal_grenade( undefined ); } afterlife_save_perks( ent ) //checked changed to match cerberus output { perk_array = ent get_perk_array( 1 ); foreach ( perk in perk_array ) { ent unsetperk( perk ); } return perk_array; } onPlayerRevived() { self endon("disconnect"); level endon("end_game"); for(;;) { self waittill_any( "whos_who_self_revive","player_revived","fake_revive","do_revive_ended_normally", "al_t" ); wait 1; if(is_true(self.hadPHD)) { self setperk( "PHD_FLOPPER" ); //removes the staminup perk functionality self.hasPHD = true; self.hadPHD = undefined; self thread drawCustomPerkHUD("specialty_doubletap_zombies", 0, (1, 0.25, 1)); } else return; } } init_custom_powerups() //credit goes to _Ox for most code { level.unlimited_ammo_duration = 20; 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") { 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); 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); 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 if ( level.script == "zm_nuked" ) { include_zombie_powerup("fast_feet"); add_zombie_powerup("fast_feet", "t6_wpn_zmb_perk_bottle_doubletap_world", &"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); } 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); } } custom_powerup_grab(powerup, player) //credit to _Ox much thx for powerup functions { if(powerup.powerup_name == "money_drop") player thread doRandomScore(); else if(powerup.powerup_name == "pack_a_punch") player thread doPackAPunchWeapon(); else if(powerup.powerup_name == "unlimited_ammo") player thread doUnlimitedAmmo(); else if(powerup.powerup_name == "fast_feet") player thread doFastFeet(); else if (isDefined(level.original_zombiemode_powerup_grab)) level thread [[level.original_zombiemode_powerup_grab]](powerup, player); } startCustomPowerups() { if(!isDefined(level.custompowerupinit)) { level.custompowerupinit = true; wait 2; if(isDefined(level._zombiemode_powerup_grab)) level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab; wait 2; level._zombiemode_powerup_grab = ::custom_powerup_grab; } } doFastFeet() { level endon("end_game"); self endon( "disconnect" ); self thread poweruptext("Fast Feet!"); self playsound("zmb_cha_ching"); self setmovespeedscale(3); wait 15; self setmovespeedscale(1); self playsound("zmb_insta_kill"); } doUnlimitedAmmo() { level endon("end_game"); foreach(player in level.players) { player notify("end_unlimited_ammo"); player playsound("zmb_cha_ching"); player thread poweruptext("Bottomless Clip"); player thread monitorUnlimitedAmmo(); player thread notifyUnlimitedAmmoEnd(); } } monitorUnlimitedAmmo() { level endon("end_game"); self endon("disonnect"); self endon("end_unlimited_ammo"); for(;;) { self setWeaponAmmoClip(self GetCurrentWeapon(), 150); wait .05; } } notifyUnlimitedAmmoEnd() { 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() { 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() { x = randomInt(9); self playsound("zmb_cha_ching"); if(x==1) self.score += 50; else if(x==2) self.score += 100; else if(x==3) self.score += 250; 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) { 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() { wait .5; self fadeovertime(1.5); self moveovertime(1.5); self.y = 270; self.alpha = 0; wait 1.5; self destroy(); } 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; }