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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-07-06 03:49:34 -05:00
Encounter: add intro HUD message
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@ -75,6 +75,7 @@ init()
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level.show_grief_hud_msg_func = ::show_grief_hud_msg;
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level.player_suicide_func = ::player_suicide;
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level thread grief_intro_msg();
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level thread round_start_wait(5, true);
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level thread remove_round_number();
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level thread unlimited_zombies();
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@ -812,8 +813,6 @@ on_player_spawned()
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{
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self.grief_initial_spawn = false;
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//self thread grief_intro_text();
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if(is_respawn_gamemode() && flag("start_zombie_round_logic"))
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{
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self thread wait_and_award_grenades();
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@ -1433,64 +1432,89 @@ wait_and_award_grenades()
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self setWeaponAmmoClip(self get_player_lethal_grenade(), 2);
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}
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grief_intro_text()
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grief_intro_msg()
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{
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level endon("end_game");
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self endon("disconnect");
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// player spawns for a frame when hotjoining
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if(is_true(self.is_hotjoining))
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{
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self waittill( "spawned_spectator" );
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self waittill( "spawned_player" );
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}
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else
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{
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wait 5;
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}
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level waittill("restart_round_start");
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flag_wait( "initial_blackscreen_passed" );
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self iPrintLn("Welcome to " + get_gamemode_display_name() + "!");
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wait 5;
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players = get_players();
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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{
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self iPrintLn("Gain score by making enemy players bleed out.");
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wait 5;
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self iPrintLn("Make " + get_gamemode_winning_score() + " enemy players bleed out to win the game.");
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wait 5;
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "Make enemy players bleed out to gain score!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zsnr")
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{
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self iPrintLn("Win rounds by getting all enemy players down.");
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wait 5;
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self iPrintLn("Win " + get_gamemode_winning_score() + " rounds to win the game.");
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wait 5;
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "Get all enemy players down to win a round!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zrace")
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{
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self iPrintLn("Gain score by getting kills.");
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wait 5;
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self iPrintLn("Get " + get_gamemode_winning_score() + " kills to win the game.");
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wait 5;
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "Kill zombies to gain score!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zcontainment")
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{
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self iPrintLn("Gain score by controlling the containment zone.");
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wait 5;
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self iPrintLn("Gain " + get_gamemode_winning_score() + " score to win the game.");
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wait 5;
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "Control the containment zone to gain score!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zmeat")
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{
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self iPrintLn("Gain score by holding the meat.");
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wait 5;
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self iPrintLn("Gain " + get_gamemode_winning_score() + " score to win the game.");
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wait 5;
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "Hold the meat to gain score!" );
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}
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}
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self iPrintLn("Good luck!");
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wait 5;
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players = get_players();
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zsnr")
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " round wins to win the game!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zrace")
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zcontainment")
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" );
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}
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}
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else if(level.scr_zm_ui_gametype_obj == "zmeat")
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{
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foreach (player in players)
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{
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player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" );
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}
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}
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}
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get_gamemode_display_name(gamemode = level.scr_zm_ui_gametype_obj)
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