#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm_weapons; #include maps\mp\zombies\_zm_buildables; #include maps\mp\zm_transit_utility; #include maps\mp\zombies\_zm_ai_screecher; #include maps\mp\zombies\_zm_ai_avogadro; #include maps\mp\zm_transit_buildables; #include maps\mp\zm_transit_sq; #include maps\mp\zombies\_zm_equip_turbine; #include maps\mp\zombies\_zm_equip_turret; #include maps\mp\zombies\_zm_equip_electrictrap; #include maps\mp\zm_transit_bus; #include maps\mp\zm_transit_ai_screecher; #include maps\mp\zombies\_zm_banking; #include maps\mp\zm_transit_power; #include maps\mp\zm_transit_ambush; #include maps\mp\zm_transit; #include maps\mp\zm_transit_distance_tracking; #include maps\mp\zombies\_zm; #include maps\mp\zombies\_zm_blockers; #include maps\mp\zombies\_zm_weapon_locker; #include maps\mp\zombies\_zm_stats; #include maps\mp\zombies\_zm_audio; #include maps\mp\zm_transit_classic; inert_zombies_init() { inert_spawn_location = getstructarray( "inert_location", "script_noteworthy" ); if ( isdefined( inert_spawn_location ) ) array_thread( inert_spawn_location, ::spawn_inert_zombies ); } spawn_inert_zombies() { if ( !isdefined( self.angles ) ) self.angles = ( 0, 0, 0 ); flag_wait("initial_players_connected"); wait 0.1; if ( isdefined( level.zombie_spawners ) ) { spawner = random( level.zombie_spawners ); ai = spawn_zombie( spawner ); } if ( isdefined( ai ) ) { ai forceteleport( self.origin, self.angles ); ai.start_inert = 1; } }