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https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-08 01:47:50 -05:00
tested zm_alcatraz_classic
Moved to No Known Errors category
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@ -82,7 +82,7 @@ zm_treasure_chest_init() //checked matches cerberus output
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give_afterlife() //checked changed to match cerberus output
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give_afterlife() //checked changed to match cerberus output
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{
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{
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onplayerconnect_callback( ::maps/mp/zombies/_zm_afterlife::init_player );
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onplayerconnect_callback( maps/mp/zombies/_zm_afterlife::init_player );
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flag_wait( "initial_players_connected" );
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flag_wait( "initial_players_connected" );
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wait 0.5;
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wait 0.5;
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n_start_pos = 1;
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n_start_pos = 1;
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@ -110,7 +110,7 @@ fake_kill_player( n_start_pos ) //checked changed to match cerberus output
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corpse_trace = physicstrace( trace_start, trace_end, vectorScale( ( -1, -1, 0 ), 10 ), vectorScale( ( 1, 1, 0 ), 10 ), self.e_afterlife_corpse );
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corpse_trace = physicstrace( trace_start, trace_end, vectorScale( ( -1, -1, 0 ), 10 ), vectorScale( ( 1, 1, 0 ), 10 ), self.e_afterlife_corpse );
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self.e_afterlife_corpse.origin = corpse_trace[ "position" ];
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self.e_afterlife_corpse.origin = corpse_trace[ "position" ];
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vec_to_target = self.e_afterlife_corpse.origin - self.origin;
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vec_to_target = self.e_afterlife_corpse.origin - self.origin;
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vec_to_target = vectorToAngle( vec_to_target );
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vec_to_target = vectorToAngles( vec_to_target );
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vec_to_target = ( 0, vec_to_target[ 1 ], 0 );
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vec_to_target = ( 0, vec_to_target[ 1 ], 0 );
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self setplayerangles( vec_to_target );
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self setplayerangles( vec_to_target );
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self notify( "al_all_setup" );
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self notify( "al_all_setup" );
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@ -285,11 +285,11 @@ power_on_perk_machines() //checked changed to match cerberus output
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sq_main_controller() //checked matches cerberus output
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sq_main_controller() //checked matches cerberus output
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{
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{
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precacheshader( "zm_al_wth_zombie" );
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precacheshader( "zm_al_wth_zombie" );
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onplayerconnect_callback( ::maps/mp/zm_prison_sq_final::onplayerconnect_sq_final );
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onplayerconnect_callback( maps/mp/zm_prison_sq_final::onplayerconnect_sq_final );
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level thread maps/mp/zm_prison_sq_final::stage_one();
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level thread maps/mp/zm_prison_sq_final::stage_one();
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onplayerconnect_callback( ::maps/mp/zm_prison_sq_fc::onplayerconnect_sq_fc );
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onplayerconnect_callback( maps/mp/zm_prison_sq_fc::onplayerconnect_sq_fc );
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level thread maps/mp/zm_prison_sq_fc::watch_for_trigger_condition();
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level thread maps/mp/zm_prison_sq_fc::watch_for_trigger_condition();
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onplayerconnect_callback( ::maps/mp/zm_prison_sq_wth::onplayerconnect_sq_wth );
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onplayerconnect_callback( maps/mp/zm_prison_sq_wth::onplayerconnect_sq_wth );
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}
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}
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player_quest_vfx() //checked matches cerberus output
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player_quest_vfx() //checked matches cerberus output
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@ -1,5 +1,6 @@
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### The following scripts compile and run successfully with no known errors:
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### The following scripts compile and run successfully with no known errors:
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```
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```
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zm_prison_patch/maps/mp/zm_alcatraz_classic.gsc
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zm_prison_patch/maps/mp/zm_prison.gsc
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zm_prison_patch/maps/mp/zm_prison.gsc
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```
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```
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### The following scripts compile and run successfully with minor errors:
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### The following scripts compile and run successfully with minor errors:
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@ -16,7 +17,6 @@ zm_prison_patch/maps/mp/zm_prison.gsc
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```
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```
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### The following scripts have been checked, but they have not been tested yet
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### The following scripts have been checked, but they have not been tested yet
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```
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```
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zm_prison_patch/maps/mp/zm_alcatraz_classic.gsc
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zm_prison_patch/maps/mp/zombies/_zm_perk_divetonuke.gsc
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zm_prison_patch/maps/mp/zombies/_zm_perk_divetonuke.gsc
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```
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```
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### The following scripts are not checked yet, uploaded to setup a baseline:
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### The following scripts are not checked yet, uploaded to setup a baseline:
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