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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-07-01 01:20:39 -05:00
Encounter: remove solo_game flag being set
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@ -28,6 +28,7 @@ main()
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replaceFunc(common_scripts\utility::struct_class_init, scripts\zm\replaced\utility::struct_class_init);
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replaceFunc(maps\mp\zombies\_zm::check_quickrevive_for_hotjoin, scripts\zm\replaced\_zm::check_quickrevive_for_hotjoin);
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replaceFunc(maps\mp\zombies\_zm::ai_calculate_health, scripts\zm\replaced\_zm::ai_calculate_health);
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replaceFunc(maps\mp\zombies\_zm::onallplayersready, scripts\zm\replaced\_zm::onallplayersready);
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replaceFunc(maps\mp\zombies\_zm::last_stand_pistol_rank_init, scripts\zm\replaced\_zm::last_stand_pistol_rank_init);
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replaceFunc(maps\mp\zombies\_zm::check_for_valid_spawn_near_team, scripts\zm\replaced\_zm::check_for_valid_spawn_near_team);
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replaceFunc(maps\mp\zombies\_zm::get_valid_spawn_location, scripts\zm\replaced\_zm::get_valid_spawn_location);
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@ -43,6 +43,64 @@ ai_calculate_health( round_number )
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}
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}
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onallplayersready()
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{
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timeout = gettime() + 5000;
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while ( getnumexpectedplayers() == 0 && gettime() < timeout )
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wait 0.1;
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player_count_actual = 0;
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while ( getnumconnectedplayers() < getnumexpectedplayers() || player_count_actual != getnumexpectedplayers() )
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{
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players = get_players();
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player_count_actual = 0;
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for ( i = 0; i < players.size; i++ )
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{
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players[i] freezecontrols( 1 );
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if ( players[i].sessionstate == "playing" )
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player_count_actual++;
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}
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wait 0.1;
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}
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setinitialplayersconnected();
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if ( 1 == getnumconnectedplayers() && getdvarint( "scr_zm_enable_bots" ) == 1 )
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{
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level thread add_bots();
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flag_set( "initial_players_connected" );
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}
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else
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{
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players = get_players();
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if ( players.size == 1 && level.scr_zm_ui_gametype != "zgrief" )
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{
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flag_set( "solo_game" );
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level.solo_lives_given = 0;
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foreach ( player in players )
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player.lives = 0;
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level maps\mp\zombies\_zm::set_default_laststand_pistol( 1 );
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}
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flag_set( "initial_players_connected" );
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while ( !aretexturesloaded() )
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wait 0.05;
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thread start_zombie_logic_in_x_sec( 3.0 );
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}
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fade_out_intro_screen_zm( 5.0, 1.5, 1 );
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}
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last_stand_pistol_rank_init()
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{
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level.pistol_values = [];
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