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https://github.com/JezuzLizard/BO2-Reimagined.git
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Die Rise: bleed out zombies that are alone in the Green Highrise Level 1b zone
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@ -605,6 +605,7 @@
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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 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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* Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area
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* Fixed weapon model angle on upside down Mystery Box
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* Fixed weapon model angle on upside down Mystery Box
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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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* Quest: elevator symbols can be activated without players on every symbol
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* Quest: elevator symbols can be activated without players on every symbol
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* Quest: elevator symbols stay active after activating once
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* Quest: elevator symbols stay active after activating once
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* Quest: floor symbols can be activated in any order
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* Quest: floor symbols can be activated in any order
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@ -62,6 +62,7 @@ init()
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level thread elevator_call();
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level thread elevator_call();
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level thread escape_pod_call();
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level thread escape_pod_call();
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level thread zombie_bad_zone_watcher();
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}
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}
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zombie_init_done()
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zombie_init_done()
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@ -449,4 +450,46 @@ escape_pod_call_think()
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flag_waitopen( "escape_pod_needs_reset" );
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flag_waitopen( "escape_pod_needs_reset" );
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}
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}
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}
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zombie_bad_zone_watcher()
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{
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level endon( "end_game" );
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level endon( "green_level3_door2" );
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elevator_volume = getent( "elevator_1d", "targetname" );
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while ( 1 )
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{
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wait 0.05;
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if ( maps\mp\zombies\_zm_zonemgr::player_in_zone( "zone_green_level3c" ) )
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{
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continue;
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}
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zombies = getaiarray( level.zombie_team );
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foreach ( zombie in zombies )
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{
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if ( is_true( zombie.completed_emerging_into_playable_area ) && zombie maps\mp\zombies\_zm_zonemgr::entity_in_zone( "zone_green_level3c" ) && !zombie istouching( elevator_volume ) )
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{
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if ( is_true( zombie.is_leaper ) )
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{
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self maps\mp\zombies\_zm_ai_leaper::leaper_cleanup();
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}
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else
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{
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level.zombie_total++;
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if ( self.health < level.zombie_health )
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{
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level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health;
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}
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}
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zombie dodamage( zombie.health + 100, zombie.origin );
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}
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}
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}
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}
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}
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