mirror of
https://github.com/JezuzLizard/Public-BO2-Mods.git
synced 2025-06-11 04:28:07 -05:00
Added instructions, split grieffix into enhanced and basic versions
Also implemented better countdown hud from sparker.
This commit is contained in:
320
GriefFix/grief_fix_basic.gsc
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320
GriefFix/grief_fix_basic.gsc
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@ -0,0 +1,320 @@
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#include maps\mp\_utility;
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#include common_scripts\utility;
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#include maps\mp\zombies\_zm_utility;
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#include maps\mp\gametypes_zm\_hud_util;
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#include maps\mp\gametypes_zm\_hud_message;
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#include maps\mp\zombies\_zm;
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#include maps\mp\zombies\_zm_perks;
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init()
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{
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thread griefFunctionsAndVars();
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gameDelayFunctionsAndVars()
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thread setPlayersToSpectator();
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thread gscRestart();
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thread emptyLobbyRestart();
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thread gscMapChange();
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}
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gameDelayFunctionsAndVars()
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{
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//game delay functions options
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level.wait_time = getDvarIntDefault( "waitTime", 30 ); //change this to adjust the start time once the player quota is met
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level.player_quota_active = getDvarIntDefault( "playerQuotaActive", 1 ); //set this to 0 to disable player quotas recommended to be 1 for grief
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level.player_quota = getDvarIntDefault( "playerQuota", 2 ); //number of players required before the game starts
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level.waiting = 0; //don't change this
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level.countdown_start = 0; //don't change this
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level.round_prestart_func =::round_prestart_func; //delays the rounds from starting
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SetDvar( "scr_zm_enable_bots", 1 ); //this is required for the mod to work
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thread flag_clearer();
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thread add_bots(); //this overrides the typical start time logic
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}
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griefFunctionsAndVars()
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{
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if ( level.scr_zm_ui_gametype_group != "zencounter" )
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{
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return;
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}
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level.default_solo_laststandpistol = "m1911_zm"; //prevents players from having the solo pistol when downed in grief
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for(;;)
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{
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level waittill("connected", player);
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player teamBalancing();
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player [[ level.givecustomcharacters ]]();
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}
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}
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round_prestart_func()
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{
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players = get_players();
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while ( players.size < level.player_quota && level.player_quota_active == 1 || players.size < 1)
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{
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wait 0.5;
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players = get_players();
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}
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wait level.wait_time;
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}
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teamBalancing()
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{
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teamplayersallies = countplayers( "allies");
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teamplayersaxis = countplayers( "axis");
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if (teamplayersallies > teamplayersaxis && !level.isresetting_grief)
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{
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self.team = "axis";
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self.sessionteam = "axis";
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self [[level.axis]]();
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self.pers["team"] = "axis";
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self._encounters_team = "A";
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}
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else if (teamplayersallies < teamplayersaxis && !level.isresetting_grief)
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{
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self.team = "allies";
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self.sessionteam = "allies";
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self [[level.allies]]();
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self.pers["team"] = "allies";
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self._encounters_team = "B";
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}
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else if (teamplayersallies == teamplayersaxis && !level.isresetting_grief)
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{
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self.team = "allies";
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self.sessionteam = "allies";
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self [[level.allies]]();
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self.pers["team"] = "allies";
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self._encounters_team = "B";
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}
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}
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flag_clearer()
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{
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//hopefully keep the game from starting prematurely on map_restart
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while ( 1 )
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{
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flag_clear( "solo_game" );
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flag_clear( "start_zombie_round_logic" );
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wait 0.1;
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if ( !level.waiting )
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{
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break;
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}
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}
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}
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add_bots()
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{
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players = get_players();
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level.waiting = 1;
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thread waitMessage();
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while ( players.size < level.player_quota && level.player_quota_active || players.size < 1)
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{
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wait 0.5;
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players = get_players();
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}
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level.waiting = 0;
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level.countdown_start = 1;
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thread countdownTimer();
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wait level.wait_time;
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flag_set( "start_zombie_round_logic" );
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}
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waitMessage()
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{
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level endon("game_ended");
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self endon("disconnect");
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if( level.waiting == 0 )
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{
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return;
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}
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Waiting = create_simple_hud();
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Waiting.horzAlign = "center"; //valid inputs: center, top, bottom, left, right, top_right, top_left, topcenter, bottom_right, bottom_left
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Waiting.vertAlign = "middle";
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Waiting.alignX = "center";
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Waiting.alignY = "middle";
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Waiting.y = 0; //- is top 0 is middle + is bottom
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Waiting.x = -1;
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Waiting.foreground = 1;
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Waiting.fontscale = 3.0;
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Waiting.alpha = 1; //transparency
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Waiting.color = ( 1.000, 1.000, 1.000 ); //RGB
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Waiting SetText( "Waiting for 1 more player" );
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while ( 1 )
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{
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if ( level.waiting == 0 )
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{
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Waiting destroy();
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break;
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}
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wait 1;
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}
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}
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countdownTimer()
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{
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level endon("game_ended");
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self endon("disconnect");
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if ( level.countdown_start == 0 )
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{
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return;
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}
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Remaining = create_simple_hud();
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Remaining.horzAlign = "center";
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Remaining.vertAlign = "middle";
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Remaining.alignX = "center";
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Remaining.alignY = "middle";
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Remaining.y = 20;
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Remaining.x = 0;
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Remaining.foreground = 1;
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Remaining.fontscale = 2.0;
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Remaining.alpha = 1;
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Remaining.color = ( 0.98, 0.549, 0 );
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Countdown = create_simple_hud();
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Countdown.horzAlign = "center";
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Countdown.vertAlign = "middle";
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Countdown.alignX = "center";
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Countdown.alignY = "middle";
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Countdown.y = -20;
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Countdown.x = 0;
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Countdown.foreground = 1;
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Countdown.fontscale = 2.0;
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Countdown.alpha = 1;
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Countdown.color = ( 1.000, 1.000, 1.000 );
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Countdown SetText( "Match begins in" );
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timer = level.wait_time;
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while ( level.countdown_start == 1 )
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{
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Remaining SetValue( timer );
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wait 1;
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timer--;
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if ( timer <= 0 )
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{
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Countdown destroy();
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Remaining destroy();
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break;
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}
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}
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}
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gscRestart()
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{
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if ( level.map_rotate && level.script == "zm_transit" )
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{
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return;
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}
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level waittill( "end_game" );
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wait 12;
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map_restart( false );
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}
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//grief games don't end if no players remain in the server so this will force a restart to reset the map
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emptyLobbyRestart()
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{
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while ( 1 )
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{
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players = get_players();
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if (players.size > 0 )
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{
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while ( 1 )
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{
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players = get_players();
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if ( players.size < 1 )
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{
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map_restart( false );
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}
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wait 1;
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}
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}
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wait 1;
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}
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}
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gscMapChange()
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{
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if ( !level.map_rotate || level.script != "zm_transit" )
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{
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return;
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}
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level waittill( "end_game" );
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wait 20;
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mapChange( location() );
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map_restart( false );
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}
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location()
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{
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//move the order of the if statements to change the order of the rotation
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if ( getDvarIntDefault( "farm", 1 ) )
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{
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setDvar( "farm", 0 );
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return "farm";
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}
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if ( getDvarIntDefault( "town", 1 ) )
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{
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setDvar( "town", 0 );
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return "town";
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}
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if ( getDvarIntDefault( "transit", 1 ) )
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{
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setDvar( "transit", 0 );
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return "transit";
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}
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setDvar( "farm", 1 );
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setDvar( "transit", 1 );
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setDvar( "town", 1 );
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}
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mapChange( startlocation )
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{
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setDvar( "ui_zm_mapstartlocation", startlocation );
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makedvarserverinfo( "ui_zm_mapstartlocation", startlocation );
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}
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setPlayersToSpectator()
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{
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level.no_end_game_check = 1;
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wait 3;
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players = get_players();
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i = 0;
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while ( i < players.size )
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{
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if ( i == 0 )
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{
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i++;
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}
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players[ i ] kill();
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i++;
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}
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wait 10;
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spawnAllPlayers();
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}
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kill()
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{
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self.maxhealth = 100;
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self.health = self.maxhealth;
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self disableInvulnerability();
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self dodamage( self.health * 2, self.origin );
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self.bleedout_time = 0;
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}
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spawnAllPlayers()
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{
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players = get_players();
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i = 0;
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while ( i < players.size )
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{
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if ( players[ i ].sessionstate == "spectator" && isDefined( players[ i ].spectator_respawn ) )
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{
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players[ i ] [[ level.spawnplayer ]]();
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thread refresh_player_navcard_hud();
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}
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i++;
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}
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}
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