#include maps\mp\zm_transit_classic; #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; 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; } }