removed unneeded comments and added better map restart logic

This commit is contained in:
JezuzLizard 2020-03-07 19:04:48 -08:00
parent 1ef3e46e08
commit 76653e92eb

View File

@ -18,6 +18,8 @@
init()
{
thread initialMapRestart();
thread killAllPlayers();
gameSettings();
randomizedSettings();
thread gscRestart();
@ -379,23 +381,23 @@ randomizedSettings()
{
return;
}
if ( ( randomint( 100 ) <= level.first_room_doors_enabled_chance ) && level.first_room_doors_enabled_chance_active )//20% chance of first room only
if ( ( randomint( 100 ) <= level.first_room_doors_enabled_chance ) && level.first_room_doors_enabled_chance_active )
{
level.first_room_doors_enabled = 0; //turn on to close the first room doors
level.first_room_doors_enabled = 0;
}
if ( ( randomint( 100 ) <= level.electric_doors_enabled_chance ) && level.electric_doors_enabled_chance_active )//20% chance of first room only
if ( ( randomint( 100 ) <= level.electric_doors_enabled_chance ) && level.electric_doors_enabled_chance_active )
{
level.electric_doors_enabled = 0; //turn on to close the first room doors
level.electric_doors_enabled = 0;
}
if ( ( randomint( 100 ) <= level.disable_jugg_chance ) && level.disable_jugg_chance_active )//50% chance of no jugg
if ( ( randomint( 100 ) <= level.disable_jugg_chance ) && level.disable_jugg_chance_active )
{
disable_jugg = 1;
}
if ( ( randomint( 100 ) <= level.disable_revive_chance ) && level.disable_revive_chance_active )//50% chance of no revive
if ( ( randomint( 100 ) <= level.disable_revive_chance ) && level.disable_revive_chance_active )
{
disable_revive = 1;
}
if ( ( randomint( 100 ) <= level.hyper_speed_spawns_chance ) && level.hyper_speed_spawns_chance_active )//25% chance of hyper speed
if ( ( randomint( 100 ) <= level.hyper_speed_spawns_chance ) && level.hyper_speed_spawns_chance_active )
{
level.zombie_vars[ "zombie_spawn_delay" ] = 0.08;
level.zombie_vars["zombie_between_round_time"] = 1;
@ -403,24 +405,24 @@ randomizedSettings()
level.speed_change_round = undefined;
thread walkersDisabledAndAllRunners();
}
if ( ( randomint( 100 ) <= level.extra_drops_chance ) && level.extra_drops_chance_active)//10% chance of quad drop amount
if ( ( randomint( 100 ) <= level.extra_drops_chance ) && level.extra_drops_chance_active )
{
level.zombie_vars["zombie_powerup_drop_max_per_round"] = 16;
}
if ( ( randomint( 100 ) <= level.max_zombies_chance ) && level.max_zombies_chance_active)//50% chance of more zombies
if ( ( randomint( 100 ) <= level.max_zombies_chance ) && level.max_zombies_chance_active )
{
level.zombie_ai_limit = 32;
level.zombie_actor_limit = 40;
}
if ( ( randomint( 100 ) <= level.reduced_zombies_per_round_chance ) && level.reduced_zombies_per_round_chance_active)//20% chance of shorter rounds
if ( ( randomint( 100 ) <= level.reduced_zombies_per_round_chance ) && level.reduced_zombies_per_round_chance_active)
{
level.zombie_vars["zombie_ai_per_player"] = 3;
}
if ( ( randomint( 100 ) <= level.disable_box_moving_chance ) && level.disable_box_moving_chance_active)//40% chance of immovable box
if ( ( randomint( 100 ) <= level.disable_box_moving_chance ) && level.disable_box_moving_chance_active)
{
SetDvar( "magic_chest_movable", "0" );
}
if ( ( randomint( 100 ) <= level.deflation_chance ) && level.deflation_chance_active)//10% chance of deflation
if ( ( randomint( 100 ) <= level.deflation_chance ) && level.deflation_chance_active)
{
level.zombie_vars["zombie_score_damage_normal"] = 0;
level.zombie_vars["zombie_score_damage_light"] = 0;
@ -432,7 +434,7 @@ randomizedSettings()
level.zombie_vars["penalty_died"] = 0;
level.zombie_vars["penalty_downed"] = 0;
}
if ( ( randomint( 100 ) <= level.deadlier_emps_chance ) && level.deadlier_emps_chance_active )//50% chance of more deadly emps
if ( ( randomint( 100 ) <= level.deadlier_emps_chance ) && level.deadlier_emps_chance_active )
{
level.zombie_vars["emp_perk_off_time"] = 240;
}
@ -457,6 +459,61 @@ walkersDisabledAndAllRunners()
}
}
killAllPlayers()
{
level.zombie_vars["penalty_no_revive"] = 0;
wait 3;
players = get_players();
i = 0;
while ( i < players.size )
{
if ( i == 0 )
{
i++;
}
players[ i ] kill();
i++;
}
wait 5;
spawnAllPlayers();
}
kill()
{
self.maxhealth = 100;
self.health = self.maxhealth;
self disableInvulnerability();
direction = (randomfloatrange(-20, 20), randomfloatrange(-20, 20), randomfloatrange(-20, 20));
self dodamage(self.health * 2, self.origin + direction);
self.bleedout_time = 0;
}
spawnAllPlayers()
{
level.zombie_vars["penalty_no_revive"] = 0.1;
players = get_players();
i = 0;
while ( i < players.size )
{
if ( players[ i ].sessionstate == "spectator" && isDefined( players[ i ].spectator_respawn ) )
{
players[ i ] [[ level.spawnplayer ]]();
thread refresh_player_navcard_hud();
players[ i ].score = 500;
}
i++;
}
}
initialMapRestart()
{
if ( getDvarIntDefault( "initial_restart", "1" ) )
{
wait 15;
setDvar( "initial_restart", "0" );
map_restart( false );
}
}