Also fixed _zm_utility where zombies would not die to nukes and insta kill. Starting work on gametypes_zm now as well as uploading a patch mp folder since I will do the similar mp scripts at the same time.
_zm_buildables, _zm_unitrigger, and_zm_utility have been checked but only _zm_utility has been tested. Additionally, a basic functions list has been added to help modders find useful functions.
The 4 following scripts have been checked but not tested: _zm_magicbox_lock, _zm_playerhealth, _zm_power, and _zm_turned.
_zm_spawner has 2 known bugs:
zombies cannot break barriers, and they have no glowing eyes.
_zm_gump.gsc is now accepting connections from clients. _zm_tombstone had a simple syntax error that needed fixing. _zm_pers_upgrades, and _zm_pers_upgrades_system both have no known errors. Finally _zm_pers_upgrades_functions hangs on server launch, most likely an infinite loop.
For some reason for loops with continues will seemingly overflow and go infinite 100% of the time. However, while loops do not so the for loop in manage_zones() was changed to a while loop with no change in functionality.
Added several new scripts to the no known errors category, but also moved some scripts to improper debug methods category. Added new scripts that need debugging which includes the remainder of the zombies class of scripts in patch_zm. Updated the debugging script and readme with more exact instructions to its usage.
Will work on many of the remaining zombies scripts and eventually move to gametypes_zm scripts.
_zm_gametype.gsc still has errors with sub gamemodes and sub maps, but its logic has been improved as well as made more readable.
_zm_perk_electric_cherry.gsc has been compared with the cerberus output so the code is much cleaner now.
_zm_perks.gsc has undergone a full comparison against the cerberus output, and while it is in a better state maps using custom perk scripts don't work properly.
_zm_weapons is in a working state now but has errors with wall weapon hint strings and attachments not being applied to packapunch weapons.
Continues in for loops seem to have a weird tendency to overflow causing an infinite loop. This was fixed by changing it to a while loop. Additionally logprints() have been added to make up for the lack of developer mode. Use the _zm_bot.gsc to at the same time as _zm_ai_dogs.gsc to use it.