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Public-BO2-Mods/MapRestartWorkaround/main.gsc

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#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zm_alcatraz_grief_cellblock;
#include maps\mp\zm_prison;
#include maps\mp\zm_highrise;
#include maps\mp\zm_transit;
#include maps\mp\zm_buried;
#include maps\mp\zm_tomb;
init()
{
thread gscRestart();
thread killAllPlayers();
for(;;)
{
level waittill("connected", player);
if ( level.scr_zm_ui_gametype_group == "zencounter" || level.scr_zm_ui_gametype_group == "zsurvival" )
{
player thread give_team_characters(); //the real cause of the invisible player glitch these 2 functions aren't always called on map_restart so call them here
}
else
{
player thread give_personality_characters();
}
}
}
gscRestart()
{
level waittill( "end_game" );
wait 20; //20 is ideal
map_restart( false );
}
killAllPlayers()
{
level.no_end_game_check = 1; //disable end game check just in case player[0] leaves before all players are respawned
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();
self dodamage( self.health * 2, self.origin );
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 maps\mp\zombies\_zm::refresh_player_navcard_hud();
players[ i ].score = 500;
players[ i ].downs = 0; //set player downs to 0 since they didn't actually die during gameplay
}
i++;
}
level.no_end_game_check = 0;
}