mirror of
https://github.com/JezuzLizard/Public-BO2-Mods.git
synced 2025-06-07 18:47:59 -05:00
477 lines
21 KiB
Plaintext
477 lines
21 KiB
Plaintext
#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\zombies\_zm;
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init()
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{
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//level thread onplayerconnect();
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//Useful zombie_vars, vars, and dvars:
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//Variables:
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//sets the players starting points when first joining a server
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level.player_starting_points = getDvarIntDefault( "playerStartingPoints", 500 );
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//sets the perk limit for all players
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level.perk_purchase_limit = getDvarIntDefault( "perkLimit", 4 );
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//sets the maximum number of zombies that can be on the map at once 32 max
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level.zombie_ai_limit = getDvarIntDefault( "zombieAiLimit", 24 );
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//sets the number of zombie bodies that can be on the map at once
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level.zombie_actor_limit = getDvarIntDefault( "zombieActorLimit", 32 );
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//enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm
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level.mixed_rounds_enabled = getDvarIntDefault( "midroundDogs", 0 );
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//disables the end game check WARNING: make sure to include a spectator respawner and auto revive function
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level.no_end_game_check = getDvarIntDefault( "noEndGameCheck", 0 );
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//sets the solo laststand pistol
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level.default_solo_laststandpistol = getDvar( "soloLaststandWeapon" );
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//the default laststand pistol
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level.default_laststandpistol = getDvar( "coopLaststandWeapon" );
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//set the starting weapon
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level.start_weapon = getDvar( "startWeaponZm" );
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//sets all zombies to this speed lower values result in walkers higher values sprinters
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level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 );
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//locks the zombie movespeed to the above value
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level.zombieMoveSpeedLocked = getDvarIntDefault( "zombieMoveSpeedLocked", 0 );
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//sets whether there is a cap to the zombie movespeed active
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level.zombieMoveSpeedCap = getDvarIntDefault( "zombieMoveSpeedCap", 0 );
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//sets the value to the zombie movespeed cap
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level.zombieMoveSpeedCapValue = getDvarIntDefault( "zombieMoveSpeedCapValue", 1 );
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//sets the round number any value between 1-255
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level.round_number = getDvarIntDefault( "roundNumber", 1 );
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//enables the override for zombies per round
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level.overrideZombieTotalPermanently = getDvarIntDefault( "overrideZombieTotalPermanently", 0 );
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//sets the number of zombies per round to the value indicated
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level.overrideZombieTotalPermanentlyValue = getDvarIntDefault( "overrideZombieTotalPermanentlyValue", 6 );
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//enables the override for zombie health
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level.overrideZombieHealthPermanently = getDvarIntDefault( "overrideZombieHealthPermanently", 0 );
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//sets the health of zombies every round to the value indicated
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level.overrideZombieHealthPermanentlyValue = getDvarIntDefault( "overrideZombieHealthPermanentlyValue", 150 );
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//enables the health cap override so zombies health won't grow beyond the value indicated
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level.overrideZombieMaxHealth = getDvarIntDefault( "overrideZombieMaxHealth", 0 );
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//sets the maximum health zombie health will increase to
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level.overrideZombieMaxHealthValue = getDvarIntDefault( "overrideZombieMaxHealthValue" , 150 );
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//disables walkers
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level.disableWalkers = getDvarIntDefault( "disableWalkers", 0 );
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if ( level.disableWalkers )
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{
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level.speed_change_round = undefined;
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}
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//set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher
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level.disableSoloMode = getDvarIntDefault( "disableSoloMode", 0 );
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if ( level.disableSoloMode )
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{
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level.is_forever_solo_game = undefined;
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}
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//disables all drops
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level.zmPowerupsNoPowerupDrops = getDvarIntDefault( "zmPowerupsNoPowerupDrops", 0 );
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//Zombie_Vars:
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//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
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//sets the maximum number of drops per round
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level.maxPowerupsPerRound = getDvarIntDefault( "maxPowerupsPerRound", 4 );
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level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.maxPowerupsPerRound;
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//sets the powerup drop rate lower is better
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level.powerupDropRate = getDvarIntDefault( "powerupDropRate", 2000 );
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level.zombie_vars["zombie_powerup_drop_increment"] = level.powerupDropRate;
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//makes every zombie drop a powerup
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level.zombiesAlwaysDropPowerups = getDvarIntDefault( "zombiesAlwaysDropPowerups", 0 );
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level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups;
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//increase these below vars to increase drop rate
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.fourPlayerPowerupScore = getDvarIntDefault( "fourPlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_4p_team" ] = level.fourPlayerPowerupScore;
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.threePlayerPowerupScore = getDvarIntDefault( "threePlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_3p_team" ] = level.threePlayerPowerupScore;
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.twoPlayerPowerupScore = getDvarIntDefault( "twoPlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_2p_team" ] = level.twoPlayerPowerupScore;
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//points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"]
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level.onePlayerPowerupScore = getDvarIntDefault( "onePlayerPowerupScore", 50 );
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level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.onePlayerPowerupScore;
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//points for melee kills to the powerup increment to a powerup drop
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level.powerupScoreMeleeKill = getDvarIntDefault( "powerupScoreMeleeKill", 80 );
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level.zombie_vars[ "zombie_score_bonus_melee" ] = level.powerupScoreMeleeKill;
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//points for headshot kills to the powerup increment to a powerup drop
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level.powerupScoreHeadshotKill = getDvarIntDefault( "powerupScoreHeadshotKill", 50 );
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level.zombie_vars[ "zombie_score_bonus_head" ] = level.powerupScoreHeadshotKill;
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//points for neck kills to the powerup increment to a powerup drop
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level.powerupScoreNeckKill = getDvarIntDefault( "powerupScoreNeckKill", 20 );
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level.zombie_vars[ "zombie_score_bonus_neck" ] = level.powerupScoreNeckKill;
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//points for torso kills to the powerup increment to a powerup drop
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level.powerupScoreTorsoKill = getDvarIntDefault( "powerupScoreTorsoKill", 10 );
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level.zombie_vars[ "zombie_score_bonus_torso" ] = level.powerupScoreTorsoKill;
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//sets the zombie spawnrate; max is 0.08
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level.zombieSpawnRate = getDvarFloatDefault( "zombieSpawnRate", 2 );
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level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate;
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//sets the zombie spawnrate multiplier increase
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level.zombieSpawnRateMultiplier = getDvarFloatDefault( "zombieSpawnRateMultiplier", 0.95 );
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//locks the spawnrate so it does not change throughout gameplay
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level.zombieSpawnRateLocked = getDvarIntDefault( "zombieSpawnRateLocked", 0 );
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//alters the number of zombies per round formula amount of zombies per round is roughly correlated to this value
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//ie half as many zombies per player is half as many zombies per round
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level.zombiesPerPlayer = getDvarIntDefault( "zombiesPerPlayer", 6 );
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level.zombie_vars["zombie_ai_per_player"] = level.zombiesPerPlayer;
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//sets the flat amount of hp the zombies gain per round not used after round 10
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level.zombieHealthIncreaseFlat = getDvarIntDefault( "zombieHealthIncreaseFlat", 100 );
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level.zombie_vars[ "zombie_health_increase" ] = level.zombieHealthIncreaseFlat;
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//multiplies zombie health by this value every round after round 10
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level.zombieHealthIncreaseMultiplier = getDvarFloatDefault( "zombieHealthIncreaseMultiplier", 0.1 );
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level.zombie_vars[ "zombie_health_increase_multiplier" ] = level.zombieHealthIncreaseMultiplier;
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//base zombie health before any multipliers or additions
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level.zombieHealthStart = getDvarIntDefault( "zombieHealthStart", 150 );
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level.zombie_vars[ "zombie_health_start" ] = level.zombieHealthStart;
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//time before new runners spawn on early rounds
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level.zombieNewRunnerInterval = getDvarIntDefault( "zombieNewRunnerInterval", 10 );
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level.zombie_vars[ "zombie_new_runner_interval" ] = level.zombieNewRunnerInterval;
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//determines level.zombie_move_speed on original
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level.zombieMoveSpeedMultiplier = getDvarIntDefault( "zombieMoveSpeedMultiplier", 10 );
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level.zombie_vars[ "zombie_move_speed_multiplier" ] = level.zombieMoveSpeedMultiplier;
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//determines level.zombie_move_speed on easy
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level.zombieMoveSpeedMultiplierEasy = getDvarIntDefault( "zombieMoveSpeedMultiplierEasy", 8 );
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level.zombie_vars[ "zombie_move_speed_multiplier_easy"] = level.zombieMoveSpeedMultiplierEasy;
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//affects the number of zombies per round formula
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level.zombieMaxAi = getDvarIntDefault( "zombieMaxAi", 24 );
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level.zombie_vars[ "zombie_max_ai" ] = level.zombieMaxAi;
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//affects the check for zombies that have fallen thru the map
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level.belowWorldCheck = getDvarIntDefault( "belowWorldCheck", -1000 );
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level.zombie_vars[ "below_world_check" ] = level.belowWorldCheck;
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//sets whether spectators respawn at the end of the round
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level.customSpectatorsRespawn = getDvarIntDefault( "customSpectatorsRespawn", 1 );
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level.zombie_vars[ "spectators_respawn" ] = level.customSpectatorsRespawn;
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//sets the time that the game takes during the end game intermission
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level.zombieIntermissionTime = getDvarIntDefault( "zombieIntermissionTime", 20 );
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level.zombie_vars["zombie_intermission_time"] = level.zombieIntermissionTime;
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//the time between rounds
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level.zombieBetweenRoundTime = getDvarIntDefault( "zombieBetweenRoundTime", 15 );
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level.zombie_vars["zombie_between_round_time"] = level.zombieBetweenRoundTime;
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//time before the game starts
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level.roundStartDelay = getDvarIntDefault( "roundStartDelay", 0 );
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level.zombie_vars[ "game_start_delay" ] = level.roundStartDelay;
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//points all players lose when a player bleeds out %10 default
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level.bleedoutPointsLostAllPlayers = getDvarFloatDefault( "bleedoutPointsLostAllPlayers", 0.1 );
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level.zombie_vars[ "penalty_no_revive" ] = level.bleedoutPointsLostAllPlayers;
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//penalty to the player who died 10% of points by default
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level.bleedoutPointsLostSelf = getDvarFloatDefault( "bleedoutPointsLostSelf", 0.1 );
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level.zombie_vars[ "penalty_died" ] = level.bleedoutPointsLostSelf;
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//points players lose on down %5 by default
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level.downedPointsLostSelf = getDvarFloatDefault( "downedPointsLostSelf", 0.05 );
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level.zombie_vars[ "penalty_downed" ] = level.downedPointsLostSelf;
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//unknown
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level.playerStartingLives = getDvarIntDefault( "playerStartingLives", 1 );
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level.zombie_vars[ "starting_lives" ] = level.playerStartingLives;
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//points earned per zombie kill in a 4 player game
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level.fourPlayerScorePerZombieKill = getDvarIntDefault( "fourPlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_4player" ] = level.fourPlayerScorePerZombieKill;
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//points earned per zombie kill in a 3 player game
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level.threePlayerScorePerZombieKill = getDvarIntDefault( "threePlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_3player" ] = level.threePlayerScorePerZombieKill;
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//points earned per zombie kill in a 2 player game
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level.twoPlayerScorePerZombieKill = getDvarIntDefault( "twoPlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_2player" ] = level.twoPlayerScorePerZombieKill;
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//points earned per zombie kill in a 1 player game
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level.onePlayerScorePerZombieKill = getDvarIntDefault( "onePlayerScorePerZombieKill", 50 );
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level.zombie_vars[ "zombie_score_kill_1player" ] = level.onePlayerScorePerZombieKill;
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//points given for a normal attack
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level.pointsPerNormalAttack = getDvarIntDefault( "pointsPerNormalAttack", 10 );
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level.zombie_vars[ "zombie_score_damage_normal" ] = level.pointsPerNormalAttack;
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//points given for a light attack
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level.pointsPerLightAttack = getDvarIntDefault( "pointsPerLightAttack", 10 );
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level.zombie_vars[ "zombie_score_damage_light" ] = level.pointsPerLightAttack;
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//players turn into a zombie on death WARNING: buggy as can be and is missing assets
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level.shouldZombifyPlayer = getDvarIntDefault( "shouldZombifyPlayer", 0 );
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level.zombie_vars[ "zombify_player" ] = level.shouldZombifyPlayer;
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//points scalar for allies team
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level.alliesPointsMultiplier = getDvarIntDefault( "alliesPointsMultiplier", 1 );
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level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.alliesPointsMultiplier;
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//points scalar for axis team
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level.axisPointsMultiplier = getDvarIntDefault( "axisPointsMultiplier", 1 );
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level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.axisPointsMultiplier;
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//sets the radius of emps explosion lower this to 1 to render emps useless
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level.empPerkExplosionRadius = getDvarIntDefault( "empPerkExplosionRadius", 420 );
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level.zombie_vars[ "emp_perk_off_range" ] = level.empPerkExplosionRadius;
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//sets the duration of emps on perks set to 0 for infiinite emps
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level.empPerkOffDuration = getDvarIntDefault( "empPerkOffDuration", 90 );
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level.zombie_vars[ "emp_perk_off_time" ] = level.empPerkOffDuration;
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//riotshield health
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level.riotshieldHitPoints = getDvarIntDefault( "riotshieldHitPoints", 2250 );
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level.zombie_vars[ "riotshield_hit_points" ] = level.riotshieldHitPoints;
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//jugg health bonus
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level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 160 );
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level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus;
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//perma jugg health bonus
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level.permaJuggHealthBonus = getDvarIntDefault( "permaJuggHealthBonus", 190 );
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level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.permaJuggHealthBonus;
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//phd min explosion damage
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level.minPhdExplosionDamage = getDvarIntDefault( "minPhdExplosionDamage", 1000 );
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level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.minPhdExplosionDamage;
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//phd max explosion damage
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level.maxPhdExplosionDamage = getDvarIntDefault( "maxPhdExplosionDamage", 5000 );
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level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.maxPhdExplosionDamage;
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//phd explosion radius
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level.phdDamageRadius = getDvarIntDefault( "phdDamageRadius", 300 );
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level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.phdDamageRadius;
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disable_specific_powerups();
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checks();
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thread zombies_always_drop_powerups();
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thread zombies_per_round_override();
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thread zombie_health_override();
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thread zombie_health_cap_override();
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thread zombie_spawn_delay_fix();
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thread zombie_speed_fix();
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}
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checks()
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{
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if ( level.mixed_rounds_enabled )
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{
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if ( level.script != "zm_transit" || is_classic() || level.scr_zm_ui_gametype == "zgrief" )
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{
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level.mixed_rounds_enabled = 0;
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}
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}
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if ( level.start_weapon == "" || level.start_weapon== "m1911_zm" )
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{
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level.start_weapon = "m1911_zm";
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if ( level.script == "zm_tomb" )
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{
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level.start_weapon = "c96_zm";
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}
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}
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if ( level.default_laststandpistol == "" || level.default_laststandpistol == "m1911_zm" )
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{
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level.default_laststandpistol = "m1911_zm";
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if ( level.script == "zm_tomb" )
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{
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level.default_laststandpistol = "c96_zm";
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}
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}
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if ( level.default_solo_laststandpistol == "" || level.default_solo_laststandpistol == "m1911_upgraded_zm" )
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{
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level.default_solo_laststandpistol = "m1911_upgraded_zm";
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if ( level.script == "zm_tomb" )
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{
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level.default_solo_laststandpistol = "c96_upgraded_zm";
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}
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}
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}
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disable_specific_powerups()
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{
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level.powerupNames = array( "nuke", "insta_kill", "full_ammo", "double_points", "fire_sale", "free_perk", "carpenter" );
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array = level.powerupNames;
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//all powerups are enabled by default disable them manually
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//remove nukes from the drop cycle and special drops
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level.zmPowerupsEnabled = [];
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level.zmPowerupsEnabled[ "nuke" ] = spawnstruct();
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level.zmPowerupsEnabled[ "nuke" ].name = "nuke";
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level.zmPowerupsEnabled[ "nuke" ].active = getDvarIntDefault( "zmPowerupsNukeEnabled", 1 );
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//remove insta kills from the drop cycle and special drops
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level.zmPowerupsEnabled[ "insta_kill" ] = spawnstruct();
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level.zmPowerupsEnabled[ "insta_kill" ].name = "insta_kill";
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level.zmPowerupsEnabled[ "insta_kill" ].active = getDvarIntDefault( "zmPowerupsInstaKillEnabled", 1 );
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//remove max ammos from the drop cycle and special drops
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level.zmPowerupsEnabled[ "full_ammo" ] = spawnstruct();
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level.zmPowerupsEnabled[ "full_ammo" ].name = "full_ammo";
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level.zmPowerupsEnabled[ "full_ammo" ].active = getDvarIntDefault( "zmPowerupsMaxAmmoEnabled", 1 );
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//remove carpenter from the drop cycle and special drops
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level.zmPowerupsEnabled[ "double_points" ] = spawnstruct();
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level.zmPowerupsEnabled[ "double_points" ].name = "double_points";
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level.zmPowerupsEnabled[ "double_points" ].active = getDvarIntDefault( "zmPowerupsDoublePointsEnabled", 1 );
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//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
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level.zmPowerupsEnabled[ "fire_sale" ] = spawnstruct();
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level.zmPowerupsEnabled[ "fire_sale" ].name = "fire_sale";
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level.zmPowerupsEnabled[ "fire_sale" ].active = getDvarIntDefault( "zmPowerupsFireSaleEnabled", 1 );
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//remove the perk bottle from the drop cycle and special drops
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level.zmPowerupsEnabled[ "free_perk" ] = spawnstruct();
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level.zmPowerupsEnabled[ "free_perk" ].name = "free_perk";
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level.zmPowerupsEnabled[ "free_perk" ].active = getDvarIntDefault( "zmPowerupsPerkBottleEnabled", 1 );
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//removes carpenter from the drop cycle and special drops
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level.zmPowerupsEnabled[ "carpenter" ] = spawnstruct();
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level.zmPowerupsEnabled[ "carpenter" ].name = "carpenter";
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level.zmPowerupsEnabled[ "carpenter" ].active = getDvarIntDefault( "zmPowerupsCarpenterEnabled", 1 );
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//removes zombie blood from the drop cycle and special drops
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level.zmPowerupsEnabled[ "zombie_blood" ] = spawnstruct();
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level.zmPowerupsEnabled[ "zombie_blood" ].name = "zombie_blood";
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level.zmPowerupsEnabled[ "zombie_blood" ].active = getDvarIntDefault( "zmPowerupsZombieBloodEnabled", 1 );
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//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
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for ( i = 0; i < array.size; i++ )
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{
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if ( !level.zmPowerupsEnabled[ array[ i ] ].active )
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{
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name = level.zmPowerupsEnabled[ array[ i ] ].name;
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if ( isInArray( level.zombie_include_powerups, name ) )
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{
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arrayremovevalue( level.zombie_include_powerups, name );
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}
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if ( isInArray( level.zombie_powerups, name ) )
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{
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arrayremovevalue( level.zombie_powerups, name );
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}
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if ( isInArray( level.zombie_powerup_array, name ) )
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{
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|
arrayremovevalue( level.zombie_powerup_array, name );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
disable_all_powerups()
|
|
{
|
|
if ( level.zmPowerupsNoPowerupDrops )
|
|
{
|
|
flag_clear( "zombie_drop_powerups" );
|
|
}
|
|
}
|
|
|
|
zombies_always_drop_powerups()
|
|
{
|
|
if ( !level.zombiesAlwaysDropPowerups )
|
|
{
|
|
return;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups;
|
|
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.overrideZombieTotalPermanently )
|
|
{
|
|
return;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level waittill( "start_of_round" );
|
|
level.zombie_total = getDvarIntDefault( "overrideZombieTotalPermanentlyValue", 6 );
|
|
}
|
|
}
|
|
|
|
zombie_health_override()
|
|
{
|
|
if ( !level.overrideZombieHealthPermanently )
|
|
{
|
|
return;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level waittill( "start_of_round" );
|
|
level.zombie_health = getDvarIntDefault( "overrideZombieHealthPermanentlyValue", 150 );
|
|
}
|
|
}
|
|
|
|
zombie_health_cap_override()
|
|
{
|
|
if ( !level.overrideZombieMaxHealth )
|
|
{
|
|
return;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level waittill( "start_of_round" );
|
|
if ( level.zombie_health > level.overrideZombieMaxHealthValue )
|
|
{
|
|
level.zombie_health = getDvarIntDefault( "overrideZombieHealthMaxHealthValue", 150 );
|
|
}
|
|
}
|
|
}
|
|
|
|
zombie_spawn_delay_fix()
|
|
{
|
|
if ( level.zombieSpawnRateLocked )
|
|
{
|
|
return;
|
|
}
|
|
i = 1;
|
|
while ( i <= level.round_number )
|
|
{
|
|
timer = level.zombieSpawnRate;
|
|
if ( timer > 0.08 )
|
|
{
|
|
level.zombieSpawnRate = timer * level.zombieSpawnRateMultiplier;
|
|
i++;
|
|
continue;
|
|
}
|
|
else if ( timer < 0.08 )
|
|
{
|
|
level.zombieSpawnRate = 0.08;
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level waittill( "start_of_round" );
|
|
if ( level.zombieSpawnRate > 0.08 )
|
|
{
|
|
level.zombieSpawnRate = level.zombieSpawnRate * level.zombieSpawnRateMultiplier;
|
|
}
|
|
level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate;
|
|
}
|
|
}
|
|
|
|
zombie_speed_fix()
|
|
{
|
|
if ( level.zombieMoveSpeedLocked )
|
|
{
|
|
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.zombieMoveSpeedLocked )
|
|
{
|
|
return;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level waittill( "start_of_round" );
|
|
level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 );
|
|
}
|
|
}
|
|
|
|
zombie_speed_cap_override()
|
|
{
|
|
if ( !level.zombieMoveSpeedCap )
|
|
{
|
|
return;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
level waittill( "start_of_round" );
|
|
if ( level.zombie_move_speed > level.zombieMoveSpeedCapValue )
|
|
{
|
|
level.zombie_move_speed = level.zombieMoveSpeedCapValue;
|
|
}
|
|
}
|
|
}
|