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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 23:57:59 -05:00
Add basic functionality for new Encounter game modes
This commit is contained in:
@ -483,6 +483,11 @@ timer_hud()
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round_timer_hud()
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round_timer_hud()
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{
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{
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if(isDefined(level.scr_zm_ui_gametype_obj) && level.scr_zm_ui_gametype_obj != "zgrief")
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{
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return;
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}
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round_timer_hud = newHudElem();
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round_timer_hud = newHudElem();
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round_timer_hud.alignx = "right";
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round_timer_hud.alignx = "right";
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round_timer_hud.aligny = "top";
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round_timer_hud.aligny = "top";
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@ -7,6 +7,11 @@ wait_for_team_death_and_round_end()
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level endon( "game_module_ended" );
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level endon( "game_module_ended" );
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level endon( "end_game" );
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level endon( "end_game" );
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if(level.scr_zm_ui_gametype_obj != "zgrief")
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{
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return;
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}
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checking_for_round_end = 0;
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checking_for_round_end = 0;
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checking_for_round_tie = 0;
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checking_for_round_tie = 0;
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level.isresetting_grief = 0;
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level.isresetting_grief = 0;
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@ -211,7 +211,10 @@ nuke_powerup( drop_item, player_team )
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}
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}
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else if(players[i] maps/mp/zombies/_zm_laststand::player_is_in_laststand())
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else if(players[i] maps/mp/zombies/_zm_laststand::player_is_in_laststand())
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{
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{
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players[i] thread scripts/zm/zgrief/zgrief_reimagined::player_suicide();
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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{
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players[i] thread scripts/zm/zgrief/zgrief_reimagined::player_suicide();
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}
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}
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}
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}
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}
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}
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}
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@ -316,6 +316,18 @@ set_grief_vars()
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level.zombie_vars["allies"]["zombie_half_damage"] = 0;
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level.zombie_vars["allies"]["zombie_half_damage"] = 0;
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level.zombie_vars["allies"]["zombie_powerup_half_damage_on"] = 0;
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level.zombie_vars["allies"]["zombie_powerup_half_damage_on"] = 0;
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level.zombie_vars["allies"]["zombie_powerup_half_damage_time"] = 30;
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level.zombie_vars["allies"]["zombie_powerup_half_damage_time"] = 30;
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if(getDvar("ui_gametype_obj") == "")
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{
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setDvar("ui_gametype_obj", "zgrief");
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}
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level.scr_zm_ui_gametype_obj = getDvar("ui_gametype_obj");
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if(level.scr_zm_ui_gametype_obj != "zgrief")
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{
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setDvar("player_lastStandBleedoutTime", 10);
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}
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}
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}
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powerup_hud_overlay()
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powerup_hud_overlay()
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@ -660,9 +672,16 @@ on_player_spawned()
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self thread grief_intro_text();
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self thread grief_intro_text();
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}
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}
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// round_start_wait resets these
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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self freezeControls(1);
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{
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self enableInvulnerability();
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// round_start_wait resets these
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self freezeControls(1);
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self enableInvulnerability();
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}
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else
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{
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self [[level.onplayerspawned_restore_previous_weapons]]();
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}
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}
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}
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}
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}
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@ -692,6 +711,16 @@ on_player_downed()
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self kill_feed();
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self kill_feed();
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self add_grief_downed_score();
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self add_grief_downed_score();
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level thread update_players_on_downed( self );
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level thread update_players_on_downed( self );
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if(level.scr_zm_ui_gametype_obj != "zgrief")
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{
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wait 10;
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// don't give score back from down
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self.pers["score"] = self.score;
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self maps/mp/zombies/_zm::spectator_respawn();
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}
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}
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}
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}
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}
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@ -705,10 +734,14 @@ on_player_bleedout()
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self waittill_any( "bled_out", "player_suicide" );
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self waittill_any( "bled_out", "player_suicide" );
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self.statusicon = "hud_status_dead";
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self.statusicon = "hud_status_dead";
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self.grief_savedweapon_weapons = undefined;
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self bleedout_feed();
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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self add_grief_bleedout_score();
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{
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level thread update_players_on_bleedout( self );
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self.grief_savedweapon_weapons = undefined;
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self bleedout_feed();
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self add_grief_bleedout_score();
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level thread update_players_on_bleedout( self );
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}
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}
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}
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}
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}
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@ -929,7 +962,15 @@ round_start_countdown_hud(time)
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}
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}
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level.countdown_hud thread round_start_countdown_hud_timer(time);
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level.countdown_hud thread round_start_countdown_hud_timer(time);
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level.countdown_hud.countdown_text setText("ROUND " + level.round_number + " BEGINS IN");
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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{
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level.countdown_hud.countdown_text setText("ROUND " + level.round_number + " BEGINS IN");
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}
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else
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{
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level.countdown_hud.countdown_text setText("MATCH BEGINS IN");
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}
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level.countdown_hud.alpha = 1;
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level.countdown_hud.alpha = 1;
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level.countdown_hud.countdown_text.alpha = 1;
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level.countdown_hud.countdown_text.alpha = 1;
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@ -1001,6 +1042,11 @@ zombie_spawn_wait(time)
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update_players_on_downed(excluded_player)
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update_players_on_downed(excluded_player)
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{
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{
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if(level.scr_zm_ui_gametype_obj != "zgrief")
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{
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return;
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}
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players_remaining = 0;
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players_remaining = 0;
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other_players_remaining = 0;
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other_players_remaining = 0;
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last_player = undefined;
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last_player = undefined;
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@ -1082,6 +1128,11 @@ update_players_on_downed(excluded_player)
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update_players_on_bleedout(excluded_player)
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update_players_on_bleedout(excluded_player)
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{
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{
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if(level.scr_zm_ui_gametype_obj != "zgrief")
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{
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return;
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}
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other_team = undefined;
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other_team = undefined;
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team_bledout = 0;
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team_bledout = 0;
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players = get_players();
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players = get_players();
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@ -1126,13 +1177,36 @@ grief_intro_text()
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{
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{
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flag_wait( "initial_blackscreen_passed" );
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flag_wait( "initial_blackscreen_passed" );
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self iPrintLn("Welcome to Grief!");
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if(level.scr_zm_ui_gametype_obj == "zgrief")
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wait 5;
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{
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self iPrintLn("Win rounds by getting all enemy players down.");
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self iPrintLn("Welcome to Grief!");
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wait 5;
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wait 5;
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self iPrintLn("First team to win 3 rounds wins the game.");
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self iPrintLn("Win rounds by getting all enemy players down.");
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wait 5;
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wait 5;
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self iPrintLn("Good luck!");
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self iPrintLn("First team to win 3 rounds wins the game.");
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wait 5;
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self iPrintLn("Good luck!");
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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("Welcome to Race!");
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wait 5;
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self iPrintLn("Gain score by getting kills.");
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wait 5;
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self iPrintLn("First team to get 500 kills wins the game.");
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wait 5;
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self iPrintLn("Good luck!");
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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("Welcome to Containment!");
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wait 5;
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self iPrintLn("Gain score by being the only team in the containment zone.");
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wait 5;
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self iPrintLn("First team to gain 250 score wins the game.");
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wait 5;
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self iPrintLn("Good luck!");
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}
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}
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}
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show_grief_hud_msg( msg, msg_parm, offset, delay )
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show_grief_hud_msg( msg, msg_parm, offset, delay )
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@ -1780,10 +1854,7 @@ unlimited_zombies()
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{
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{
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while(1)
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while(1)
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{
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{
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if(!is_true(level.isresetting_grief))
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level.zombie_total = 100;
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{
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level.zombie_total = 100;
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}
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wait 1;
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wait 1;
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}
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}
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