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Die Rise: leapers no longer fall off the map traversing up to the Escape Pod Shaft area
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@ -615,6 +615,7 @@
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* Zombies no longer spawn in the Upper Blue Highrise area when in the Green Highrise area
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* Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed
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* Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area
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* Leapers no longer fall off the map traversing up to the Escape Pod Shaft area
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* Fixed weapon model angle on upside down Mystery Box
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* Fixed zombies spawning in the elevator below the starting room when in the starting room
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* Fixed zombies not bleeding out in the Green Highrise Level 1b zone when the debris is closed and there are no players in the zone
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@ -163,19 +163,39 @@ zm_traversal_override( traversealias )
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if ( traversealias == "dierise_traverse_3_high_to_low" )
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{
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traversealias = "dierise_traverse_2_high_to_low";
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self.pre_traverse = ::change_origin;
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self.pre_traverse = ::change_dierise_traverse_2_high_to_low;
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}
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else if ( traversealias == "dierise_gap17a_low_to_high" )
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{
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self.pre_traverse = ::change_dierise_gap17a_low_to_high;
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}
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else if ( traversealias == "dierise_gap17c_low_to_high" )
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{
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self.pre_traverse = ::change_dierise_gap17c_low_to_high;
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}
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return traversealias;
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}
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change_origin()
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change_dierise_traverse_2_high_to_low()
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{
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self.pre_traverse = undefined;
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self.origin += anglestoforward( self.traversestartnode.angles ) * -16;
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self orientmode( "face angle", self.traversestartnode.angles[1] + 15 );
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}
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change_dierise_gap17a_low_to_high()
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{
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self.pre_traverse = undefined;
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self.origin += (0, 0, 16);
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}
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change_dierise_gap17c_low_to_high()
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{
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self.pre_traverse = undefined;
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self.origin += (0, 0, 16);
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}
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slipgun_change_ammo()
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{
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foreach (buildable in level.zombie_include_buildables)
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