2020-05-10 15:13:32 -07:00

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#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zombies\_zm;
init()
{
//level thread onplayerconnect();
//Useful zombie_vars, vars, and dvars:
//Variables:
//disables the end game check WARNING: make sure to include a spectator respawner and auto revive function
level.no_end_game_check = getDvarIntDefault( "cmLevelNoEndGameCheck", 0 );
//sets the round number any value between 1-255
level.round_number = getDvarIntDefault( "cmLevelRoundNumber", 1 );
//set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher
level.cmLevelSoloModeDisabled = getDvarIntDefault( "cmLevelSoloModeDisabled", 0 );
if ( level.cmLevelSoloModeDisabled )
{
level.is_forever_solo_game = undefined;
}
//sets the maximum number of zombies that can be on the map at once 32 max
level.zombie_ai_limit = getDvarIntDefault( "cmZombieAiLimit", 24 );
//sets the number of zombie bodies that can be on the map at once
level.zombie_actor_limit = getDvarIntDefault( "cmZombieActorLimit", 32 );
//enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm
level.mixed_rounds_enabled = getDvarIntDefault( "cmZombieMidroundDogs", 0 );
//sets all zombies to this speed lower values result in walkers higher values sprinters
level.zombie_move_speed = getDvarIntDefault( "cmZombieMoveSpeed", 1 );
//locks the zombie movespeed to the above value
level.cmZombieMoveSpeedLocked = getDvarIntDefault( "cmZombieMoveSpeedLocked", 0 );
//sets whether there is a cap to the zombie movespeed active
level.cmZombieMoveSpeedCap = getDvarIntDefault( "cmZombieMoveSpeedCap", 0 );
//sets the value to the zombie movespeed cap
level.cmZombieMoveSpeedCapValue = getDvarIntDefault( "cmZombieMoveSpeedCapValue", 1 );
//sets the zombies move animation valid inputs are "walk", "run", "sprint", "super_sprint", and tranzit only "chase_bus"
level.cmZombieMoveAnimation = getDvar( "cmZombieMoveAnimation" );
//enables the override for zombies per round
level.cmZombieTotalPermanentOverride = getDvarIntDefault( "cmZombieTotalPermanentOverride", 0 );
//sets the number of zombies per round to the value indicated
level.cmZombieTotalPermanentOverrideValue = getDvarIntDefault( "cmZombieTotalPermanentOverrideValue", 6 );
//enables the override for zombie health
level.cmZombieHealthPermanentOverride = getDvarIntDefault( "cmZombieHealthPermanentOverride", 0 );
//sets the health of zombies every round to the value indicated
level.cmZombieHealthPermanentOverrideValue = getDvarIntDefault( "cmZombieHealthPermanentOverrideValue", 150 );
//enables the health cap override so zombies health won't grow beyond the value indicated
level.cmZombieMaxHealthOverride = getDvarIntDefault( "cmZombieMaxHealthOverride", 0 );
//sets the maximum health zombie health will increase to
level.cmZombieMaxHealthOverrideValue = getDvarIntDefault( "cmZombieMaxHealthOverrideValue" , 150 );
//sets the players maximum health zombies do 60 damage so 121 would be 3 hits 181 would be 4 and so on
level.cmPlayerMaxHealth = getDvarIntDefault( "cmPlayerMaxHealth", 100 );
//sets the players starting points when first joining a server
level.player_starting_points = getDvarIntDefault( "cmPlayerStartingPoints", 500 );
//sets the perk limit for all players
level.perk_purchase_limit = getDvarIntDefault( "cmPlayerPerkLimit", 4 );
//sets the solo laststand pistol
level.default_solo_laststandpistol = getDvar( "cmPlayerSoloLaststandWeapon" );
//the default laststand pistol
level.default_laststandpistol = getDvar( "cmPlayerCoopLaststandWeapon" );
//set the starting weapon
level.start_weapon = getDvar( "cmPlayerStartWeapon" );
//disables walkers
level.cmZombieDisableWalkers = getDvarIntDefault( "cmZombieDisableWalkers", 0 );
if ( level.cmZombieDisableWalkers )
{
level.speed_change_round = undefined;
}
//disables all drops
level.cmPowerupNoPowerupDrops = getDvarIntDefault( "cmPowerupNoPowerupDrops", 0 );
//Zombie_Vars:
//The reason zombie_vars are first set to a var is because they don't reliably set when set directly to the value of a dvar
//sets whether spectators respawn at the end of the round
level.cmLevelDoSpectatorsRespawn = getDvarIntDefault( "cmLevelDoSpectatorsRespawn", 1 );
level.zombie_vars[ "spectators_respawn" ] = level.cmLevelDoSpectatorsRespawn;
//sets the time that the game takes during the end game intermission
level.cmLevelIntermissionTime = getDvarIntDefault( "cmLevelIntermissionTime", 20 );
level.zombie_vars["zombie_intermission_time"] = level.cmLevelIntermissionTime;
//the time between rounds
level.cmLevelBetweenRoundTime = getDvarIntDefault( "cmLevelBetweenRoundTime", 15 );
level.zombie_vars["zombie_between_round_time"] = level.cmLevelBetweenRoundTime;
//time before the game starts
level.cmLevelGameStartDelay = getDvarIntDefault( "cmLevelGameStartDelay", 0 );
level.zombie_vars[ "game_start_delay" ] = level.cmLevelGameStartDelay;
//riotshield health
level.cmEquipmentRiotshieldHitPoints = getDvarIntDefault( "cmEquipmentRiotshieldHitPoints", 2250 );
level.zombie_vars[ "riotshield_hit_points" ] = level.cmEquipmentRiotshieldHitPoints;
//jugg health bonus
level.cmPerkJuggHealthBonus = getDvarIntDefault( "cmPerkJuggHealthBonus", 160 );
level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.cmPerkJuggHealthBonus;
//perma jugg health bonus
level.cmPerkPermaJuggHealthBonus = getDvarIntDefault( "cmPerkPermaJuggHealthBonus", 90 );
level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.cmPerkPermaJuggHealthBonus;
//phd min explosion damage
level.cmPerkMinPhdExplosionDamage = getDvarIntDefault( "cmPerkMinPhdExplosionDamage", 2000 );
level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.cmPerkMinPhdExplosionDamage;
//phd max explosion damage
level.cmPerkMaxPhdExplosionDamage = getDvarIntDefault( "cmPerkMaxPhdExplosionDamage", 5000 );
level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.cmPerkMaxPhdExplosionDamage;
//phd explosion radius
level.cmPerkPhdDamageRadius = getDvarIntDefault( "cmPerkPhdDamageRadius", 300 );
level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.cmPerkPhdDamageRadius;
//points earned per zombie kill in a 4 player game
level.cmPlayerFourPlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerFourPlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_4player" ] = level.cmPlayerFourPlayerScorePerZombieKill;
//points earned per zombie kill in a 3 player game
level.cmPlayerThreePlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerThreePlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_3player" ] = level.cmPlayerThreePlayerScorePerZombieKill;
//points earned per zombie kill in a 2 player game
level.cmPlayerTwoPlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerTwoPlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_2player" ] = level.cmPlayerTwoPlayerScorePerZombieKill;
//points earned per zombie kill in a 1 player game
level.cmPlayerOnePlayerScorePerZombieKill = getDvarIntDefault( "cmPlayerOnePlayerScorePerZombieKill", 50 );
level.zombie_vars[ "zombie_score_kill_1player" ] = level.cmPlayerOnePlayerScorePerZombieKill;
//points given for a normal attack
level.cmPlayerPointsPerNormalAttack = getDvarIntDefault( "cmPlayerPointsPerNormalAttack", 10 );
level.zombie_vars[ "zombie_score_damage_normal" ] = level.cmPlayerPointsPerNormalAttack;
//points given for a light attack
level.cmPlayerPointsPerLightAttack = getDvarIntDefault( "cmPlayerPointsPerLightAttack", 10 );
level.zombie_vars[ "zombie_score_damage_light" ] = level.cmPlayerPointsPerLightAttack;
//points for melee kills to the powerup increment to a powerup drop
level.cmPlayerPointsBonusMeleeKill = getDvarIntDefault( "cmPlayerPointsBonusMeleeKill", 80 );
level.zombie_vars[ "zombie_score_bonus_melee" ] = level.cmPlayerPointsBonusMeleeKill;
//points for headshot kills to the powerup increment to a powerup drop
level.cmPlayerPointsBonusHeadshotKill = getDvarIntDefault( "cmPlayerPointsBonusHeadshotKill", 50 );
level.zombie_vars[ "zombie_score_bonus_head" ] = level.cmPlayerPointsBonusHeadshotKill;
//points for neck kills to the powerup increment to a powerup drop
level.cmPlayerPointsBonusNeckKill = getDvarIntDefault( "cmPlayerPointsBonusNeckKill", 20 );
level.zombie_vars[ "zombie_score_bonus_neck" ] = level.cmPlayerPointsBonusNeckKill;
//points for torso kills to the powerup increment to a powerup drop
level.cmPlayerPointsBonusTorsoKill = getDvarIntDefault( "cmPlayerPointsBonusTorsoKill", 10 );
level.zombie_vars[ "zombie_score_bonus_torso" ] = level.cmPlayerPointsBonusTorsoKill;
//points all players lose when a player bleeds out %10 default
level.cmPlayerBleedoutPointsLostAllPlayers = getDvarFloatDefault( "cmPlayerBleedoutPointsLostAllPlayers", 0.1 );
level.zombie_vars[ "penalty_no_revive" ] = level.cmPlayerBleedoutPointsLostAllPlayers;
//penalty to the player who died 10% of points by default
level.cmPlayerBleedoutPointsLostSelf = getDvarFloatDefault( "cmPlayerBleedoutPointsLostSelf", 0.1 );
level.zombie_vars[ "penalty_died" ] = level.cmPlayerBleedoutPointsLostSelf;
//points players lose on down %5 by default
level.cmPlayerDownedPointsLostSelf = getDvarFloatDefault( "cmPlayerDownedPointsLostSelf", 0.05 );
level.zombie_vars[ "penalty_downed" ] = level.cmPlayerDownedPointsLostSelf;
//unknown
level.cmPlayerStartingLives = getDvarIntDefault( "cmPlayerStartingLives", 1 );
level.zombie_vars[ "starting_lives" ] = level.cmPlayerStartingLives;
//players turn into a zombie on death WARNING: buggy as can be and is missing assets
level.cmPlayerShouldZombify = getDvarIntDefault( "cmPlayerShouldZombify", 0 );
level.zombie_vars[ "zombify_player" ] = level.cmPlayerShouldZombify;
//sets the maximum number of drops per round
level.cmPowerupMaxPerRound = getDvarIntDefault( "cmPowerupMaxPerRound", 4 );
level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.cmPowerupMaxPerRound;
//sets the powerup drop rate lower is better
level.cmPowerupDropRate = getDvarIntDefault( "cmPowerupDropRate", 2000 );
level.zombie_vars["zombie_powerup_drop_increment"] = level.cmPowerupDropRate;
//makes every zombie drop a powerup
level.cmPowerupAlwaysDrop = getDvarIntDefault( "cmPowerupAlwaysDrop", 0 );
level.zombie_vars[ "zombie_drop_item" ] = level.cmPowerupAlwaysDrop;
//increase these below vars to increase drop rate
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.cmPowerupFourPlayerScore = getDvarIntDefault( "cmPowerupFourPlayerScore", 50 );
level.zombie_vars[ "zombie_score_kill_4p_team" ] = level.cmPowerupFourPlayerScore;
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.cmPowerupThreePlayerScore = getDvarIntDefault( "cmPowerupThreePlayerScore", 50 );
level.zombie_vars[ "zombie_score_kill_3p_team" ] = level.cmPowerupThreePlayerScore;
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.cmPowerupTwoPlayerScore = getDvarIntDefault( "cmPowerupTwoPlayerScore", 50 );
level.zombie_vars[ "zombie_score_kill_2p_team" ] = level.cmPowerupTwoPlayerScore;
//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
level.cmPowerupOnePlayerScore = getDvarIntDefault( "cmPowerupOnePlayerScore", 50 );
level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.cmPowerupOnePlayerScore;
//points scalar for allies team
level.cmTeamAlliesPointsMultiplier = getDvarIntDefault( "cmTeamAlliesPointsMultiplier", 1 );
level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.cmTeamAlliesPointsMultiplier;
//points scalar for axis team
level.cmTeamAxisPointsMultiplier = getDvarIntDefault( "cmTeamAxisPointsMultiplier", 1 );
level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.cmTeamAxisPointsMultiplier;
//sets the radius of emps explosion lower this to 1 to render emps useless
level.cmWeaponEmpPerkExplosionRadius = getDvarIntDefault( "cmWeaponEmpPerkExplosionRadius", 420 );
level.zombie_vars[ "emp_perk_off_range" ] = level.cmWeaponEmpPerkExplosionRadius;
//sets the duration of emps on perks set to 0 for infiinite duration
level.cmWeaponEmpPerkOffDuration = getDvarIntDefault( "cmWeaponEmpPerkOffDuration", 90 );
level.zombie_vars[ "emp_perk_off_time" ] = level.cmWeaponEmpPerkOffDuration;
//sets the zombie spawnrate; max is 0.08 this is in seconds
level.cmZombieSpawnRate = getDvarFloatDefault( "cmZombieSpawnRate", 2 );
level.zombie_vars[ "zombie_spawn_delay" ] = level.cmZombieSpawnRate;
//sets the zombie spawnrate multiplier increase
level.cmZombieSpawnRateMultiplier = getDvarFloatDefault( "cmZombieSpawnRateMultiplier", 0.95 );
//locks the spawnrate so it does not change throughout gameplay
level.cmZombieSpawnRateLocked = getDvarIntDefault( "cmZombieSpawnRateLocked", 0 );
//alters the number of zombies per round formula amount of zombies per round is roughly correlated to this value
//ie half as many zombies per player is half as many zombies per round
level.cmZombiePerPlayer = getDvarIntDefault( "cmZombiePerPlayer", 6 );
level.zombie_vars["zombie_ai_per_player"] = level.cmZombiePerPlayer;
//sets the flat amount of hp the zombies gain per round not used after round 10
level.cmZombieHealthIncreaseFlat = getDvarIntDefault( "cmZombieHealthIncreaseFlat", 100 );
level.zombie_vars[ "zombie_health_increase" ] = level.cmZombieHealthIncreaseFlat;
//multiplies zombie health by this value every round after round 10
level.cmZombieHealthIncreaseMultiplier = getDvarFloatDefault( "cmZombieHealthIncreaseMultiplier", 0.1 );
level.zombie_vars[ "zombie_health_increase_multiplier" ] = level.cmZombieHealthIncreaseMultiplier;
//base zombie health before any multipliers or additions
level.cmZombieHealthStart = getDvarIntDefault( "cmZombieHealthStart", 150 );
level.zombie_vars[ "zombie_health_start" ] = level.cmZombieHealthStart;
//time before new runners spawn on early rounds
level.cmZombieNewRunnerInterval = getDvarIntDefault( "cmZombieNewRunnerInterval", 10 );
level.zombie_vars[ "zombie_new_runner_interval" ] = level.cmZombieNewRunnerInterval;
//determines level.zombie_move_speed on original
level.cmZombieMoveSpeedMultiplier = getDvarIntDefault( "cmZombieMoveSpeedMultiplier", 10 );
level.zombie_vars[ "zombie_move_speed_multiplier" ] = level.cmZombieMoveSpeedMultiplier;
//determines level.zombie_move_speed on easy
level.cmZombieMoveSpeedMultiplierEasy = getDvarIntDefault( "cmZombieMoveSpeedMultiplierEasy", 8 );
level.zombie_vars[ "zombie_move_speed_multiplier_easy"] = level.cmZombieMoveSpeedMultiplierEasy;
//affects the number of zombies per round formula
level.cmZombieMaxAi = getDvarIntDefault( "cmZombieMaxAi", 24 );
level.zombie_vars[ "zombie_max_ai" ] = level.cmZombieMaxAi;
//cheat protected dvars. these can only be set in gsc so we set the values with a different dvars
//sets speed colas reload multiplier lower is better WARNING: animation doesn't sync
level.cmPerkSpeedColaReloadSpeed = getDvarFloatDefault( "cmPerkSpeedColaReloadSpeed", 0.5 );
setdvar( "perk_weapReloadMultiplier", level.cmPerkSpeedColaReloadSpeed );
//sets double taps firing speed multiplier lower is better
level.cmPerkDoubleTapFireRate = getDvarFloatDefault( "cmPerkDoubleTapFireRate", 0.75 );
setdvar( "perk_weapRateMultiplier", level.cmPerkDoubleTapFireRate );
//sets deadshot crosshair size multiplier lower is better
level.cmPerkDeadshotAccuracyModifier = getDvarFloatDefault( "cmPerkDeadshotAccuracyModifier", 0.70 );
setdvar( "perk_weapSpreadMultiplier", level.cmPerkDeadshotAccuracyModifier );
//sets how close players have to be to revive another player
level.cmPlayerReviveTriggerRadius = getDvarIntDefault( "cmPlayerReviveTriggerRadius", 75 );
setdvar( "revive_trigger_radius", level.cmPlayerReviveTriggerRadius );
//sets the amount time before a player will bleedout after going down
level.cmPlayerLaststandBleedoutTime = getDvarIntDefault( "cmPlayerLaststandBleedoutTime", 45 );
setdvar( "player_lastStandBleedoutTime", level.cmPlayerLaststandBleedoutTime );
init_custom_zm_powerups_gsc_exclusive_dvars();
disable_specific_powerups();
checks();
thread zombies_always_drop_powerups();
thread zombies_per_round_override();
thread zombie_health_override();
thread zombie_health_cap_override();
thread zombie_spawn_delay_fix();
thread zombie_speed_fix();
level thread onplayerconnect();
}
onplayerconnect()
{
level waittill( "connected", player );
player thread onplayerspawned();
}
onplayerspawned()
{
self waittill( "spawned_player" );
self thread watch_for_respawn();
}
checks()
{
if ( level.mixed_rounds_enabled )
{
if ( level.script != "zm_transit" || maps/mp/zombies/_zm_utility::is_classic() || level.scr_zm_ui_gametype == "zgrief" )
{
level.mixed_rounds_enabled = 0;
}
}
if ( level.start_weapon == "" || level.start_weapon== "m1911_zm" )
{
level.start_weapon = "m1911_zm";
if ( level.script == "zm_tomb" )
{
level.start_weapon = "c96_zm";
}
}
if ( level.default_laststandpistol == "" || level.default_laststandpistol == "m1911_zm" )
{
level.default_laststandpistol = "m1911_zm";
if ( level.script == "zm_tomb" )
{
level.default_laststandpistol = "c96_zm";
}
}
if ( level.default_solo_laststandpistol == "" || level.default_solo_laststandpistol == "m1911_upgraded_zm" )
{
level.default_solo_laststandpistol = "m1911_upgraded_zm";
if ( level.script == "zm_tomb" )
{
level.default_solo_laststandpistol = "c96_upgraded_zm";
}
}
}
disable_specific_powerups()
{
level.cmPowerupNames = array( "nuke", "insta_kill", "full_ammo", "double_points", "fire_sale", "free_perk", "carpenter", "zombie_blood" );
array = level.cmPowerupNames;
//all powerups are enabled by default disable them manually
//remove nukes from the drop cycle and special drops
level.cmPowerupEnabled = [];
level.cmPowerupEnabled[ "nuke" ] = spawnstruct();
level.cmPowerupEnabled[ "nuke" ].name = "nuke";
level.cmPowerupEnabled[ "nuke" ].active = getDvarIntDefault( "cmPowerupNukeEnabled", 1 );
//remove insta kills from the drop cycle and special drops
level.cmPowerupEnabled[ "insta_kill" ] = spawnstruct();
level.cmPowerupEnabled[ "insta_kill" ].name = "insta_kill";
level.cmPowerupEnabled[ "insta_kill" ].active = getDvarIntDefault( "cmPowerupInstaKillEnabled", 1 );
//remove max ammos from the drop cycle and special drops
level.cmPowerupEnabled[ "full_ammo" ] = spawnstruct();
level.cmPowerupEnabled[ "full_ammo" ].name = "full_ammo";
level.cmPowerupEnabled[ "full_ammo" ].active = getDvarIntDefault( "cmPowerupMaxAmmoEnabled", 1 );
//remove carpenter from the drop cycle and special drops
level.cmPowerupEnabled[ "double_points" ] = spawnstruct();
level.cmPowerupEnabled[ "double_points" ].name = "double_points";
level.cmPowerupEnabled[ "double_points" ].active = getDvarIntDefault( "cmPowerupDoublePointsEnabled", 1 );
//remove fire sale from the drop cycle and special drops NOTE: fire sale isn't on all maps already this being enabled won't make it spawn
level.cmPowerupEnabled[ "fire_sale" ] = spawnstruct();
level.cmPowerupEnabled[ "fire_sale" ].name = "fire_sale";
level.cmPowerupEnabled[ "fire_sale" ].active = getDvarIntDefault( "cmPowerupFireSaleEnabled", 1 );
//remove the perk bottle from the drop cycle and special drops
level.cmPowerupEnabled[ "free_perk" ] = spawnstruct();
level.cmPowerupEnabled[ "free_perk" ].name = "free_perk";
level.cmPowerupEnabled[ "free_perk" ].active = getDvarIntDefault( "cmPowerupPerkBottleEnabled", 1 );
//removes carpenter from the drop cycle and special drops
level.cmPowerupEnabled[ "carpenter" ] = spawnstruct();
level.cmPowerupEnabled[ "carpenter" ].name = "carpenter";
level.cmPowerupEnabled[ "carpenter" ].active = getDvarIntDefault( "cmPowerupCarpenterEnabled", 1 );
//removes zombie blood from the drop cycle and special drops
level.cmPowerupEnabled[ "zombie_blood" ] = spawnstruct();
level.cmPowerupEnabled[ "zombie_blood" ].name = "zombie_blood";
level.cmPowerupEnabled[ "zombie_blood" ].active = getDvarIntDefault( "cmPowerupZombieBloodEnabled", 1 );
//you can expand this list with custom powerups if you'd like just add a new spawnstruct() and add to the array at the top
for ( i = 0; i < array.size; i++ )
{
if ( !level.cmPowerupEnabled[ array[ i ] ].active )
{
name = level.cmPowerupEnabled[ array[ i ] ].name;
if ( isInArray( level.zombie_include_powerups, name ) )
{
arrayremovevalue( level.zombie_include_powerups, name );
}
if ( isInArray( level.zombie_powerups, name ) )
{
arrayremovevalue( level.zombie_powerups, name );
}
if ( isInArray( level.zombie_powerup_array, name ) )
{
arrayremovevalue( level.zombie_powerup_array, name );
}
}
}
}
disable_all_powerups()
{
if ( level.cmPowerupNoPowerupDrops )
{
flag_clear( "zombie_drop_powerups" );
}
}
zombies_always_drop_powerups()
{
if ( !level.cmPowerupAlwaysDrop )
{
return;
}
while ( 1 )
{
level.zombie_vars[ "zombie_drop_item" ] = level.cmPowerupAlwaysDrop;
wait 0.05;
}
}
/*
onplayerconnect()
{
level waittill( "connected", player );
player thread onplayerspawned();
}
onplayerspawned()
{
self waittill( "spawned_player" );
self iprintln( level.zmPowerupsEnabled[ "full_ammo" ].name );
self iprintln( level.zmPowerupsEnabled[ "full_ammo" ].active );
}
*/
zombies_per_round_override()
{
if ( !level.cmZombieTotalPermanentOverride )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_total = level.cmZombieTotalPermanentOverrideValue;
}
}
zombie_health_override()
{
if ( !level.cmZombieHealthPermanentOverride )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_health = level.cmZombieHealthPermanentOverrideValue;
}
}
zombie_health_cap_override()
{
if ( !level.cmZombieMaxHealthOverride )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
if ( level.zombie_health > level.cmZombieMaxHealthOverrideValue )
{
level.zombie_health = level.cmZombieMaxHealthOverrideValue;
}
}
}
zombie_spawn_delay_fix()
{
if ( level.cmZombieSpawnRateLocked )
{
return;
}
i = 1;
while ( i <= level.round_number )
{
timer = level.cmZombieSpawnRate;
if ( timer > 0.08 )
{
level.cmZombieSpawnRate = timer * level.cmZombieSpawnRateMultiplier;
i++;
continue;
}
if ( timer < 0.08 )
{
level.cmZombieSpawnRate = 0.08;
break;
}
i++;
}
while ( 1 )
{
level waittill( "start_of_round" );
if ( level.cmZombieSpawnRate > 0.08 )
{
level.cmZombieSpawnRate = level.cmZombieSpawnRate * level.cmZombieSpawnRateMultiplier;
}
level.zombie_vars[ "zombie_spawn_delay" ] = level.cmZombieSpawnRate;
}
}
zombie_speed_fix()
{
if ( level.cmZombieMoveSpeedLocked )
{
return;
}
if ( level.gamedifficulty == 0 )
{
level.zombie_move_speed = level.round_number * level.zombie_vars[ "zombie_move_speed_multiplier_easy" ];
}
else
{
level.zombie_move_speed = level.round_number * level.zombie_vars[ "zombie_move_speed_multiplier" ];
}
}
zombie_speed_override()
{
if ( !level.cmZombieMoveSpeedLocked )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_move_speed = getDvarIntDefault( "cmZombieMoveSpeed", 1 );
}
}
zombie_speed_cap_override()
{
if ( !level.cmZombieMoveSpeedCap )
{
return;
}
while ( 1 )
{
level waittill( "start_of_round" );
if ( level.zombie_move_speed > level.cmZombieMoveSpeedCapValue )
{
level.zombie_move_speed = level.cmZombieMoveSpeedCapValue;
}
}
}
zombie_move_animation_override()
{
if ( level.cmZombieMoveAnimation == "" )
{
return;
}
while ( 1 )
{
zombies = getAiArray( level.zombie_team );
foreach( zombie in zombies )
{
if ( zombie in_enabled_playable_area() )
{
zombie maps/mp/zombies/_zm_utility::set_zombie_run_cycle( level.cmZombieMoveAnimation );
}
}
wait 1;
}
}
watch_for_respawn()
{
self endon( "disconnect" );
self._retain_perks = getDvarIntDefault( "cmPlayerRetainPerks", 0 );
while ( 1 )
{
self waittill_any( "spawned_player", "player_revived" );
wait_network_frame();
if ( self._retain_perks && self hasPerk( "specialty_armorvest" ) )
{
self setMaxHealth( level.cmPerkJuggHealthBonus );
}
else if ( self.pers_upgrades_awarded[ "jugg" ] )
{
self setMaxHealth( level.cmPerkPermaJuggHealthBonus );
}
else
{
self setMaxHealth( level.cmPlayerMaxHealth );
}
}
}
init_custom_zm_powerups_gsc_exclusive_dvars()
{
if ( !isDefined( level.custom_zm_powerups_loaded ) || !level.custom_zm_powerups_loaded )
{
return;
}
//%chance that a powerup will drop everytime a zombie is killed
level.cmPowerupRandomDropChance = getDvarIntDefault( "cmPowerupRandomDropChance", 2 );
//time before a powerup starts to blink and then disappear if not grabbed
level.cmPowerupFieldLifetime = getDvarIntDefault( "cmPowerupFieldLifetime", 15 );
//duration of fire sale
level.cmPowerupFireSaleDuration = getDvarIntDefault( "cmPowerupFireSaleDuration", 30 );
//duration of double points
level.cmPowerupDoublePointsDuration = getDvarIntDefault( "cmPowerupDoublePointsDuration", 30 );
//double points points scalar
level.cmPowerupDoublePointsScalar = getDvarIntDefault( "cmPowerupDoublePointsScalar", 2 );
//duration of insta kill
level.cmPowerupInstaKillDuration = getDvarIntDefault( "cmPowerupInstaKillDuration", 30 );
//points given by carpenter
level.cmPowerupCarpenterPoints = getDvarIntDefault( "cmPowerupCarpenterPoints", 200 );
//points given by nuke
level.cmPowerupNukePoints = getDvarIntDefault( "cmPowerupNukePoints", 400 );
//whether nukes should take their time killing zombies off
level.cmPowerupNukeShouldWaitToKillZombies = getDvarIntDefault( "cmPowerupNukeShouldWaitToKillZombies", 1 );
//minimum time before a nuked zombie dies
level.cmPowerupNukeMinTimeToKill = getDvarFloatDefault( "cmPowerupNukeMinTimeToKill", 0.1 );
//maximum time before a nuked zombie dies
level.cmPowerupNukeMaxTimeToKill = getDvarFloatDefault( "cmPowerupNukeMaxTimeToKill", 0.7 );
//should max ammo affect players in laststand
level.cmPowerupMaxAmmoAffectsLaststandPlayers = getDvarIntDefault( "cmPowerupMaxAmmoAffectsLastandPlayers", 0 );
}