mirror of
https://github.com/JezuzLizard/t6-fastfile-mods.git
synced 2025-06-11 03:38:02 -05:00
Fix dogs on Nuketown.
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@ -237,6 +237,10 @@ draw_zombie_spawn_location_box( origin, color, vec = ( 20, 20, 40 ) )
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draw_zome_spawn_location_info_text( origin, color, zone_name, location_type_name )
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{
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if ( !level.players[ 0 ] is_player_looking_at( origin, 0.9, false ) )
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{
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return;
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}
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print3d( origin + ( 0, 0, 49 ), "ZONE:" + zone_name );
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print3d( origin + ( 0, 0, 37 ), "TYPE:" + location_type_name );
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print3d( origin + ( 0, 0, 25 ), "ORIGIN:" + origin );
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@ -288,6 +292,11 @@ draw_zombie_spawn_locations()
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draw_specific_zombie_spawn_locations( zone.dog_locations, zkeys[ z ], ( 0.8, 0.8, 0 ), "dog" );
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if ( isDefined( zone.zombie_dog_locations ) )
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{
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draw_specific_zombie_spawn_locations( zone.zombie_dog_locations, zkeys[ z ], ( 0.3, 0.8, 0.3 ), "zombie_dog" );
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}
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draw_specific_zombie_spawn_locations( zone.screecher_locations, zkeys[ z ], ( 0, 0.8, 0.8 ), "screecher" );
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draw_specific_zombie_spawn_locations( zone.avogadro_locations, zkeys[ z ], ( 0.3, 0.8, 0.8 ), "avogadro" );
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@ -2,6 +2,7 @@
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\zombies\_zm_spawner;
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#include maps\mp\zombies\_zm;
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#include maps\mp\zombies\_zm_ai_avogadro;
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#include maps\mp\zombies\_zm_ai_screecher;
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@ -19,7 +20,8 @@ main()
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replace_single_function( "maps/mp/zombies/_zm_weap_slowgun", "can_be_paralyzed", ::can_be_paralyzed_override );
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replace_single_function( "maps/mp/zombies/_zm_ai_sloth", "watch_crash_trigger", ::watch_crash_trigger_override );
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pluto_sys::replacefunc( maps\mp\zombies\_zm::round_spawning, ::round_spawning_override );
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pluto_sys::replacefunc( maps\mp\zombies\_zm::round_wait, ::round_wait_override );
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level.script = toLower( getDvar( "mapname" ) );
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level.gametype = toLower( getDvar( "g_gametype" ) );
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@ -47,7 +49,7 @@ main()
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level.ai_data[ "mechz" ].init = maps\mp\zombies\_zm_ai_mechz::init;
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level.ai_data[ "mechz" ].should_execute = level.script != "zm_tomb";
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level.ai_data[ "zombie_dog" ] = sys::spawnstruct();
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level.ai_data[ "zombie_dog" ].main = maps\mp\zombies\_zm_ai_dogs::init;
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//level.ai_data[ "zombie_dog" ].main = maps\mp\zombies\_zm_ai_dogs::init;
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level.ai_data[ "zombie_dog" ].init = maps\mp\zombies\_zm_ai_dogs::enable_dog_rounds;
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level.ai_data[ "zombie_dog" ].should_execute = !( level.gametype == "zstandard" && getGametypeSetting( "allowDogs" ) == 1 );
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@ -397,4 +399,241 @@ increment_enemy_count( who )
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{
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level.zombie_total++;
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}
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}
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round_spawning_override()
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{
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level endon( "intermission" );
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level endon( "end_of_round" );
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level endon( "restart_round" );
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/#
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level endon( "kill_round" );
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#/
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if ( level.intermission )
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return;
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/#
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if ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
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return;
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#/
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if ( level.zombie_spawn_locations.size < 1 )
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{
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/#
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assertmsg( "No active spawners in the map. Check to see if the zone is active and if it's pointing to spawners." );
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#/
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return;
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}
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ai_calculate_health( level.round_number );
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count = 0;
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players = get_players();
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for ( i = 0; i < players.size; i++ )
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players[i].zombification_time = 0;
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max = level.zombie_vars["zombie_max_ai"];
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multiplier = level.round_number / 5;
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if ( multiplier < 1 )
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multiplier = 1;
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if ( level.round_number >= 10 )
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multiplier = multiplier * ( level.round_number * 0.15 );
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player_num = get_players().size;
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if ( player_num == 1 )
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max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier );
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else
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max = max + int( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] * multiplier );
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if ( !isdefined( level.max_zombie_func ) )
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level.max_zombie_func = ::default_max_zombie_func;
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if ( !( isdefined( level.kill_counter_hud ) && level.zombie_total > 0 ) )
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{
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level.zombie_total = [[ level.max_zombie_func ]]( max );
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level notify( "zombie_total_set" );
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}
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if ( isdefined( level.zombie_total_set_func ) )
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level thread [[ level.zombie_total_set_func ]]();
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if ( level.round_number < 10 || level.speed_change_max > 0 )
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level thread zombie_speed_up();
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mixed_spawns = 0;
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old_spawn = undefined;
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while ( true )
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{
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while ( get_current_zombie_count() >= level.zombie_ai_limit || level.zombie_total <= 0 )
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wait 0.1;
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while ( get_current_actor_count() >= level.zombie_actor_limit )
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{
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clear_all_corpses();
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wait 0.1;
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}
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flag_wait( "spawn_zombies" );
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while ( level.zombie_spawn_locations.size <= 0 )
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wait 0.1;
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run_custom_ai_spawn_checks();
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spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
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if ( !isdefined( old_spawn ) )
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old_spawn = spawn_point;
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else if ( spawn_point == old_spawn )
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spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
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old_spawn = spawn_point;
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if ( isdefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 )
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{
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spawn_dog = 0;
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if ( level.round_number > 30 )
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{
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if ( randomint( 100 ) < 3 )
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spawn_dog = 1;
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}
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else if ( level.round_number > 25 && mixed_spawns < 3 )
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{
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if ( randomint( 100 ) < 2 )
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spawn_dog = 1;
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}
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else if ( level.round_number > 20 && mixed_spawns < 2 )
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{
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if ( randomint( 100 ) < 2 )
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spawn_dog = 1;
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}
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else if ( level.round_number > 15 && mixed_spawns < 1 )
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{
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if ( randomint( 100 ) < 1 )
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spawn_dog = 1;
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}
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if ( spawn_dog )
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{
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keys = getarraykeys( level.zones );
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for ( i = 0; i < keys.size; i++ )
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{
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if ( level.zones[keys[i]].is_occupied )
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{
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akeys = getarraykeys( level.zones[keys[i]].adjacent_zones );
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for ( k = 0; k < akeys.size; k++ )
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{
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if ( level.zones[akeys[k]].is_active && !level.zones[akeys[k]].is_occupied && level.zones[akeys[k]].zombie_dog_locations.size > 0 )
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{
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maps\mp\zombies\_zm_ai_dogs::special_dog_spawn( undefined, 1 );
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level.zombie_total--;
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wait_network_frame();
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}
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}
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}
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}
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}
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}
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if ( isdefined( level.zombie_spawners ) )
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{
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if ( isdefined( level.use_multiple_spawns ) && level.use_multiple_spawns )
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{
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if ( isdefined( spawn_point.script_int ) )
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{
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if ( isdefined( level.zombie_spawn[spawn_point.script_int] ) && level.zombie_spawn[spawn_point.script_int].size )
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spawner = random( level.zombie_spawn[spawn_point.script_int] );
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else
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{
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/#
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assertmsg( "Wanting to spawn from zombie group " + spawn_point.script_int + "but it doens't exist" );
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#/
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}
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}
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else if ( isdefined( level.zones[spawn_point.zone_name].script_int ) && level.zones[spawn_point.zone_name].script_int )
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spawner = random( level.zombie_spawn[level.zones[spawn_point.zone_name].script_int] );
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else if ( isdefined( level.spawner_int ) && ( isdefined( level.zombie_spawn[level.spawner_int].size ) && level.zombie_spawn[level.spawner_int].size ) )
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spawner = random( level.zombie_spawn[level.spawner_int] );
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else
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spawner = random( level.zombie_spawners );
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}
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else
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spawner = random( level.zombie_spawners );
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ai = spawn_zombie( spawner, spawner.targetname, spawn_point );
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}
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if ( isdefined( ai ) )
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{
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level.zombie_total--;
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ai thread round_spawn_failsafe();
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count++;
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}
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wait( level.zombie_vars["zombie_spawn_delay"] );
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wait_network_frame();
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}
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}
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get_zombie_dog_array()
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{
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return getaispeciesarray( level.zombie_team, "zombie_dog" );
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}
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get_zombie_dog_count()
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{
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return get_zombie_dog_array().size;
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}
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round_wait_override()
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{
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level endon( "restart_round" );
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/#
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if ( getdvarint( #"zombie_rise_test" ) )
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level waittill( "forever" );
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#/
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/#
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while ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
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wait 1;
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#/
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wait 1;
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if ( flag( "dog_round" ) )
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{
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wait 7;
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while ( get_zombie_dog_count() > 0 || level.zombie_total > 0 || level.intermission )
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{
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wait 0.5;
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}
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increment_dog_round_stat( "finished" );
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}
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else
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{
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while ( true )
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{
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should_wait = 0;
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if ( isdefined( level.is_ghost_round_started ) && [[ level.is_ghost_round_started ]]() )
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should_wait = 1;
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else
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should_wait = get_current_zombie_count() > 0 || level.zombie_total > 0 || level.intermission;
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if ( !should_wait )
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return;
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if ( flag( "end_round_wait" ) )
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return;
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wait 1.0;
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}
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}
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}
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