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

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#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;
}
}