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BO2-Reimagined/scripts/zm/replaced/zm_alcatraz_weap_quest.gsc

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#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zm_alcatraz_weap_quest;
wolf_spit_out_powerup()
{
if ( !( isdefined( level.enable_magic ) && level.enable_magic ) )
return;
power_origin_struct = getstruct( "wolf_puke_powerup_origin", "targetname" );
if ( level.scr_zm_ui_gametype_obj != "zmeat" && randomint( 100 ) < 20 )
{
for ( i = 0; i < level.zombie_powerup_array.size; i++ )
{
if ( level.zombie_powerup_array[i] == "meat_stink" )
{
level.zombie_powerup_index = i;
found = 1;
break;
}
}
}
else
{
while ( true )
{
level.zombie_powerup_index = randomint( level.zombie_powerup_array.size );
if ( level.zombie_powerup_array[level.zombie_powerup_index] == "nuke" )
{
wait 0.05;
continue;
}
if ( level.scr_zm_ui_gametype_obj == "zmeat" && level.zombie_powerup_array[level.zombie_powerup_index] == "meat_stink" )
{
wait 0.05;
continue;
}
break;
}
}
spawn_infinite_powerup_drop( power_origin_struct.origin, level.zombie_powerup_array[level.zombie_powerup_index] );
power_ups = get_array_of_closest( power_origin_struct.origin, level.active_powerups, undefined, undefined, 100 );
if ( isdefined( power_ups[0] ) )
power_ups[0] movez( 120, 4 );
}