mirror of
https://github.com/JezuzLizard/Public-BO2-Mods.git
synced 2025-06-10 12:08:07 -05:00
476 lines
14 KiB
Plaintext
476 lines
14 KiB
Plaintext
/*
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* Black Ops 2 - GSC Studio by iMCSx
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*
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* Creator : JezuzLizard
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* Project : grieffix2
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* Mode : Zombies
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* Date : 2020/01/31 - 03:36:03
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*
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*/
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#include maps/mp/_utility;
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#include common_scripts/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_utility;
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#include maps/mp/zombies/_zm_perks;
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init()
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{
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gameSettings();
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randomizedSettings();
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thread gscRestart();
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thread emptyLobbyRestart();
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thread gscMapChange();
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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 add_bots(); //this overrides the typical start time logic
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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 thread teamBalancing();
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}
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}
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gameSettings()
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{
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//game delay functions options
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level.wait_time = 30; //change this to adjust the start time once the player quota is met
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level.player_quota_active = 1; //set this to 0 to disable player quotas recommended to be 1 for grief
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level.player_quota = 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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//random game settings options set these to 0 to disable them happening
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level.random_game_settings = 1; //disable this to diable all random settings effects
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level.hyper_speed_spawns_chance_active = 1; //this enables a chance that zombies will have max move speed, max spawnrate, no walkers, and 1 second between rounds
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level.extra_drops_chance_active = 1; //this enables a chance that drops will drop upto 4x as much per round
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level.max_zombies_chance_active = 1; //this enables a chance to increase max ai at once to 32
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level.reduced_zombies_per_round_chance_active = 1; //enable this for a chance to get to higher rounds quicker
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level.deflation_chance_active = 1; //this enables a chance that the zombies only give points when killed
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level.deadlier_emps_chance_active = 1; //this enables a chance to make emp duration 4x as long
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level.disable_revive_chance_active = 1; //this enables a chance to disable revive from appearing in games
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level.disable_jugg_chance_active = 1; //this enables a chance to disable jugg from appearing in games
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level.electric_doors_enabled_chance_active = 1; //this enables a chance that the electric doors on transit maps will be disabled
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level.first_room_doors_enabled_chance_active = 1; //this enables a chance that the first room doors on all grief maps will be disabled
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level.disable_box_moving_chance_active = 1; //this enables a chance that the box won't move after too many uses
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//chances of something happening setting to 100 makes it always on
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level.hyper_speed_spawns_chance = 30; //30% default
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level.extra_drops_chance = 15; //15% default
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level.max_zombies_chance = 50; //50 default
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level.reduced_zombies_per_round_chance = 20; //20% default
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level.deflation_chance = 20; //20% default
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level.deadlier_emps_chance = 40; //40% default
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level.disable_revive_chance = 50; //50% default
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level.disable_jugg_chance = 30; //30% default
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level.first_room_doors_enabled_chance = 20; //20% default
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level.electric_doors_enabled_chance = 40; //40% default
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level.disable_box_moving_chance = 10; //10% default
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//map rotate feature overrides the normal restart if active
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level.map_rotate = 1;
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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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add_bots()
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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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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 = "Left";
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Remaining.alignY = "middle";
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Remaining.y = 0;
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Remaining.x = 135;
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Remaining.foreground = 1;
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Remaining.fontscale = 3.0;
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Remaining.alpha = 1;
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Remaining.color = ( 1.000, 1.000, 1.000 );
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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 = 0;
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Countdown.x = -1;
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Countdown.foreground = 1;
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Countdown.fontscale = 3.0;
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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( "Time until game starts:" );
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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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deleteBuyableDoors()
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{
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doors_trigs = getentarray( "zombie_door", "targetname" );
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_a41 = doors_trigs;
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_k41 = getFirstArrayKey( _a41 );
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while ( isDefined( _k41 ) )
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{
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door = _a41[ _k41 ];
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//deletes the depot main door trigger
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if (IsDefined(door.target) && door.target == "busstop_doors" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//deletes the first electric door in depot
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else if (IsDefined(door.target) && door.target == "pf1766_auto2352" && !level.electric_doors_enabled)
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{
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door self_delete();
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}
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//deletes the second electric door in depot
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else if (IsDefined(door.target) && door.target == "pf1766_auto2353" && !level.electric_doors_enabled)
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{
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door self_delete();
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}
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//farm electric door
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else if (IsDefined(door.target) && door.target == "pf1766_auto2358" && !level.electric_doors_enabled)
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{
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door self_delete();
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}
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//farm house door
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else if (IsDefined(door.target) && door.target == "auto2434" && !level.electric_doors_enabled)
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{
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door self_delete();
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}
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//cellblock starting room door
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else if (IsDefined(door.target) && door.target == "cellblock_start_door" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//cafeteria door
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else if (IsDefined(door.target) && door.target == "pf3642_auto2546" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//wardens office door
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else if (IsDefined(door.target) && door.target == "pf3663_auto2547" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//packapunch door
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else if (IsDefined(door.target) && door.target == "pf3674_auto2555" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//bar door
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else if (IsDefined(door.target) && door.target == "pf30_auto2282" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//bank door
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else if (IsDefined(door.target) && door.target == "pf30_auto2174" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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//jugg door
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else if (IsDefined(door.target) && door.target == "pf30_auto2433" && !level.first_room_doors_enabled)
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{
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door self_delete();
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}
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_k41 = getNextArrayKey( _a41, _k41 );
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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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while ( 1 )
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{
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if ( level.intermission )
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{
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wait 20;
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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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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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while ( 1 )
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{
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if ( level.intermission )
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{
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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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wait 1;
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}
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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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randomizedSettings()
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{
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if ( !level.random_game_settings )
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{
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return;
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}
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if ( ( randomint( 100 ) <= level.first_room_doors_enabled_chance ) && level.first_room_doors_enabled_chance_active )//20% chance of first room only
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{
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level.first_room_doors_enabled = 0; //turn on to close the first room doors
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}
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if ( ( randomint( 100 ) <= level.electric_doors_enabled_chance ) && level.electric_doors_enabled_chance_active )//20% chance of first room only
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{
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level.electric_doors_enabled = 0; //turn on to close the first room doors
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}
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if ( ( randomint( 100 ) <= level.disable_jugg_chance ) && level.disable_jugg_chance_active )//50% chance of no jugg
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{
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disable_jugg = 1;
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}
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if ( ( randomint( 100 ) <= level.disable_revive_chance ) && level.disable_revive_chance_active )//50% chance of no revive
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{
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disable_revive = 1;
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}
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if ( ( randomint( 100 ) <= level.hyper_speed_spawns_chance ) && level.hyper_speed_spawns_chance_active )//25% chance of hyper speed
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{
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level.zombie_vars[ "zombie_spawn_delay" ] = 0.08;
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level.zombie_vars["zombie_between_round_time"] = 1;
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level.zombie_move_speed = 105;
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level.speed_change_round = undefined;
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thread walkersDisabledAndAllRunners();
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}
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if ( ( randomint( 100 ) <= level.extra_drops_chance ) && level.extra_drops_chance_active)//10% chance of quad drop amount
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{
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level.zombie_vars["zombie_powerup_drop_max_per_round"] = 16;
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}
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if ( ( randomint( 100 ) <= level.max_zombies_chance ) && level.max_zombies_chance_active)//50% chance of more zombies
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{
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level.zombie_ai_limit = 32;
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level.zombie_actor_limit = 40;
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}
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if ( ( randomint( 100 ) <= level.reduced_zombies_per_round_chance ) && level.reduced_zombies_per_round_chance_active)//20% chance of shorter rounds
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{
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level.zombie_vars["zombie_ai_per_player"] = 3;
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}
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if ( ( randomint( 100 ) <= level.disable_box_moving_chance ) && level.disable_box_moving_chance_active)//40% chance of immovable box
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{
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SetDvar( "magic_chest_movable", "0" );
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}
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if ( ( randomint( 100 ) <= level.deflation_chance ) && level.deflation_chance_active)//10% chance of deflation
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{
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level.zombie_vars["zombie_score_damage_normal"] = 0;
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level.zombie_vars["zombie_score_damage_light"] = 0;
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level.zombie_vars["zombie_score_bonus_melee"] = 0;
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level.zombie_vars["zombie_score_bonus_head"] = 0;
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level.zombie_vars["zombie_score_bonus_neck"] = 0;
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level.zombie_vars["zombie_score_bonus_torso"] = 0;
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level.zombie_vars["zombie_score_bonus_burn"] = 0;
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level.zombie_vars["penalty_died"] = 0;
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level.zombie_vars["penalty_downed"] = 0;
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}
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if ( ( randomint( 100 ) <= level.deadlier_emps_chance ) && level.deadlier_emps_chance_active )//50% chance of more deadly emps
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{
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level.zombie_vars["emp_perk_off_time"] = 240;
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}
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if ( disable_jugg && level.script == "zm_transit" || disable_jugg && level.script == "zm_buried" )
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{
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level thread perk_machine_removal( "specialty_armorvest" );
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}
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if ( disable_revive && level.script == "zm_transit" || disable_revive && level.script == "zm_buried" )
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{
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level thread perk_machine_removal( "specialty_quickrevive" );
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}
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}
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walkersDisabledAndAllRunners()
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{
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while ( 1 )
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{
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level waittill( "start_of_round" );
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level.zombie_move_speed = 105;
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level.speed_change_round = undefined;
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wait 1;
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}
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}
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