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https://github.com/JezuzLizard/BO2-Reimagined.git
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Origins: perk bottle dig spots change
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@ -142,4 +142,6 @@
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* Der Wunderfizz: all perks have an equal chance of being obtained
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* Rituals of the Ancients: spend points challenge reward changed from Double Tap perk to a random perk that the player does not have (perk does not change if reward is reopened)
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* Rituals of the Ancients: spend points challenge reward now gives a permament perk slot
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* Soul boxes: decreased kill requirement from 30 to 20
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* Soul boxes: decreased kill requirement from 30 to 20
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* Perk bottle dig spots: visible and diggable without Zombie Blood
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* Perk bottle dig spots: increased number of rounds for next dig spot to spawn from 1 to 4
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@ -109,6 +109,7 @@ post_all_players_spawned()
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borough_move_speedcola_machine();
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borough_move_staminup_machine();
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tomb_remove_weighted_random_perks();
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tomb_challenges_changes();
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tomb_soul_box_changes();
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@ -128,8 +129,8 @@ post_all_players_spawned()
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level thread buried_deleteslothbarricades();
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level thread buried_enable_fountain_transport();
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level thread tomb_remove_weighted_random_perks();
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level thread tomb_remove_shovels_from_map();
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level thread tomb_zombie_blood_dig_changes();
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//level.round_number = 115;
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//level.zombie_move_speed = 105;
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@ -2041,6 +2042,54 @@ bottle_reject_sink( player )
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self delete();
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}
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tomb_zombie_blood_dig_changes()
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{
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if(!(is_classic() && level.scr_zm_map_start_location == "tomb"))
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{
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return;
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}
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while (1)
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{
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for (i = 0; i < level.a_zombie_blood_entities.size; i++)
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{
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ent = level.a_zombie_blood_entities[i];
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if (IsDefined(ent.e_unique_player))
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{
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if (!isDefined(ent.e_unique_player.initial_zombie_blood_dig))
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{
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ent.e_unique_player.initial_zombie_blood_dig = 0;
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}
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ent.e_unique_player.initial_zombie_blood_dig++;
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iprintln(ent.e_unique_player.initial_zombie_blood_dig);
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if (ent.e_unique_player.initial_zombie_blood_dig <= 2)
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{
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ent setvisibletoplayer(ent.e_unique_player);
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}
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else
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{
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ent thread set_visible_after_rounds(ent.e_unique_player, 3);
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}
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arrayremovevalue(level.a_zombie_blood_entities, ent);
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}
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}
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wait .5;
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}
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}
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set_visible_after_rounds(player, num)
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{
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for (i = 0; i < num; i++)
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{
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level waittill( "end_of_round" );
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}
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self setvisibletoplayer(player);
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}
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tomb_soul_box_changes()
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{
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if(!(is_classic() && level.scr_zm_map_start_location == "tomb"))
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