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G-Strike Beacon: kills on any round
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52
scripts/zm/replaced/_zm_weap_beacon.gsc
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52
scripts/zm/replaced/_zm_weap_beacon.gsc
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\zombies\_zm_utility;
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#include maps\mp\zm_tomb_utility;
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#include maps\mp\zombies\_zm_laststand;
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#include maps\mp\zombies\_zm_clone;
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#include maps\mp\zombies\_zm_audio;
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#include maps\mp\zombies\_zm_weap_beacon;
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wait_and_do_weapon_beacon_damage( index )
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{
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wait 3.0;
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v_damage_origin = self.a_v_land_spots[index];
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level.n_weap_beacon_zombie_thrown_count = 0;
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a_zombies_to_kill = [];
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a_zombies = getaispeciesarray( "axis", "all" );
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foreach ( zombie in a_zombies )
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{
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n_distance = distance( zombie.origin, v_damage_origin );
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if ( n_distance <= 200 )
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{
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a_zombies_to_kill[a_zombies_to_kill.size] = zombie;
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}
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}
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if ( index == 0 )
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{
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radiusdamage( self.origin + vectorscale( ( 0, 0, 1 ), 12.0 ), 10, 1, 1, self.owner, "MOD_GRENADE_SPLASH", "beacon_zm" );
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self ghost();
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self stopanimscripted( 0 );
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}
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level thread weap_beacon_zombie_death( self, a_zombies_to_kill );
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self thread weap_beacon_rumble();
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}
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weap_beacon_zombie_death( model, a_zombies_to_kill )
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{
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for ( i = 0; i < a_zombies_to_kill.size; i++ )
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{
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zombie = a_zombies_to_kill[i];
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if ( !isdefined( zombie ) || !isalive( zombie ) )
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continue;
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zombie thread set_beacon_damage();
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zombie dodamage( zombie.health, zombie.origin, model.owner, model.owner, "none", "MOD_GRENADE_SPLASH", 0, "beacon_zm" );
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zombie thread weapon_beacon_launch_ragdoll();
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}
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}
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