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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-30 09:00:31 -05:00
Rename vars
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@ -30,16 +30,16 @@ afterlife_start_zombie_logic()
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{
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flag_wait( "start_zombie_round_logic" );
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wait 0.5;
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b_everyone_alive = 0;
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while ( isDefined( b_everyone_alive ) && !b_everyone_alive )
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everyone_alive = 0;
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while ( isDefined( everyone_alive ) && !everyone_alive )
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{
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b_everyone_alive = 1;
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everyone_alive = 1;
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players = getplayers();
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foreach (player in players)
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{
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if ( isDefined( player.afterlife ) && player.afterlife )
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{
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b_everyone_alive = 0;
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everyone_alive = 0;
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wait 0.05;
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break;
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}
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@ -248,11 +248,11 @@ brutus_health_increases()
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if ( level.round_number > level.brutus_last_spawn_round )
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{
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a_players = getplayers();
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players = getplayers();
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n_player_modifier = 1;
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if ( a_players.size > 1 )
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if ( players.size > 1 )
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{
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n_player_modifier = a_players.size * 0.75;
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n_player_modifier = players.size * 0.75;
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}
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level.brutus_round_count++;
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level.brutus_health = int( level.brutus_health_increase * n_player_modifier * level.brutus_round_count );
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@ -245,9 +245,9 @@ perk_set_max_health_if_jugg( perk, set_premaxhealth, clamp_health_to_max_health
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max_total_health += level.pers_jugg_upgrade_health_bonus;
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}
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if ( is_true( level.sudden_death ) && isDefined( level.sudden_death_health_loss ) )
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if ( is_true( level.sudden_death ) )
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{
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max_total_health -= level.sudden_death_health_loss;
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max_total_health -= 100;
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}
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missinghealth = self.maxhealth - self.health;
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@ -202,9 +202,8 @@ wallbuy( weapon_name, target, targetname, origin, angles )
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unitrigger_stub.cursor_hint = "HINT_NOICON";
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// move model forward so it always shows in front of chalk
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move_amount = anglesToRight( wallmodel.angles ) * -0.3;
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wallmodel.origin += move_amount;
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unitrigger_stub.origin += move_amount;
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wallmodel.origin += anglesToRight( wallmodel.angles ) * -0.3;
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unitrigger_stub.origin += anglesToRight( wallmodel.angles ) * -0.3;
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if ( unitrigger_stub.targetname == "weapon_upgrade" )
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{
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@ -10,14 +10,14 @@ give_afterlife()
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onplayerconnect_callback( scripts\zm\replaced\_zm_afterlife::init_player );
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flag_wait( "initial_players_connected" );
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wait 0.5;
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n_start_pos = 1;
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a_players = getplayers();
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foreach ( player in a_players )
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start_pos = 1;
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players = getplayers();
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foreach ( player in players )
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{
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if ( isDefined( player.afterlife ) && !player.afterlife )
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{
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player thread fake_kill_player( n_start_pos );
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n_start_pos++;
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player thread fake_kill_player( start_pos );
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start_pos++;
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}
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}
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}
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