mirror of
https://github.com/JezuzLizard/t6-fastfile-mods.git
synced 2025-06-10 11:17:59 -05:00
Fix panzer errors.
This commit is contained in:
@ -1,19 +1,25 @@
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#include clientscripts\mp\zombies\_zm_ai_avogadro;
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#include clientscripts\mp\zombies\_zm_ai_screecher;
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#include clientscripts\mp\zombies\_zm_ai_ghost;
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#include clientscripts\mp\zombies\_zm_ai_brutus;
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#include clientscripts\mp\zombies\_zm_ai_mechz;
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main()
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{
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replaceFunc( clientscripts\mp\_visionset_mgr::init, ::visionset_mgr_init_override );
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level.script = toLower( getDvar( "mapname" ) );
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level.gametype = toLower( getDvar( "g_gametype" ) );
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level.ai_data = [];
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level.ai_data[ "avogadro" ] = spawnStruct();
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level.ai_data[ "avogadro" ].main = clientscripts\mp\zombies\_zm_ai_avogadro::main;
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level.ai_data[ "avogadro" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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level.ai_data[ "screecher" ] = spawnStruct();
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level.ai_data[ "screecher" ].main = clientscripts\mp\zombies\_zm_ai_screecher::main;
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level.ai_data[ "screecher" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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level.ai_data[ "ghost" ] = spawnStruct();
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level.ai_data[ "ghost" ].main = clientscripts\mp\zombies\_zm_ai_ghost::main;
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level.ai_data[ "ghost" ].should_execute = !( level.script == "zm_buried" && level.gametype == "zclassic" );
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// level.ai_data[ "avogadro" ] = spawnStruct();
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// level.ai_data[ "avogadro" ].main = clientscripts\mp\zombies\_zm_ai_avogadro::main;
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// level.ai_data[ "avogadro" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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// level.ai_data[ "screecher" ] = spawnStruct();
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// level.ai_data[ "screecher" ].main = clientscripts\mp\zombies\_zm_ai_screecher::main;
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// level.ai_data[ "screecher" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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// level.ai_data[ "ghost" ] = spawnStruct();
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// level.ai_data[ "ghost" ].main = clientscripts\mp\zombies\_zm_ai_ghost::main;
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// level.ai_data[ "ghost" ].should_execute = !( level.script == "zm_buried" && level.gametype == "zclassic" );
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level.ai_data[ "brutus" ] = spawnStruct();
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level.ai_data[ "brutus" ].main = clientscripts\mp\zombies\_zm_ai_brutus::main;
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level.ai_data[ "brutus" ].should_execute = level.script != "zm_prison";
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@ -22,12 +28,12 @@ main()
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level.ai_data[ "mechz" ].should_execute = level.script != "zm_tomb";
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keys = getArrayKeys( level.ai_data );
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for ( j = 0; j < keys2.size; j++ )
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for ( i = 0; i < keys.size; i++ )
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{
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if ( isDefined( level.ai_data[ keys[ j ] ].main ) && isDefined( level.ai_data[ keys[ j ] ].should_execute )
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&& level.ai_data[ keys[ j ] ].should_execute )
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if ( isDefined( level.ai_data[ keys[ i ] ].main ) && isDefined( level.ai_data[ keys[ i ] ].should_execute )
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&& level.ai_data[ keys[ i ] ].should_execute )
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{
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level [[ level.ai_data[ keys[ j ] ].main ]]();
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level [[ level.ai_data[ keys[ i ] ].main ]]();
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}
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}
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}
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@ -35,4 +41,45 @@ main()
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init()
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{
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}
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add_visionset_callback( func )
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{
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if ( !isDefined( level.visionset_mgr_callbacks ) )
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{
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level.visionset_mgr_callbacks = [];
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}
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level.visionset_mgr_callbacks[ level.visionset_mgr_callbacks.size ] = func;
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}
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run_visionset_callbacks()
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{
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if ( !isDefined( level.visionset_mgr_callbacks ) )
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{
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return;
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}
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for ( i = 0; i < level.visionset_mgr_callbacks.size; i++ )
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{
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[[ level.visionset_mgr_callbacks[ i ] ]]();
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}
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}
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visionset_mgr_init_override()
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{
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if ( isDefined( level.createfx_enabled ) && level.createfx_enabled )
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return;
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level.vsmgr_initializing = 1;
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level.vsmgr_default_info_name = "none";
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level.vsmgr = [];
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level.vsmgr_states_inited = [];
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level.vsmgr_filter_custom_enable = [];
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level thread register_type( "visionset", ::visionset_slot_cb, ::visionset_lerp_cb, ::visionset_update_cb );
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vsmgr_register_visionset_info( level.vsmgr_default_info_name, 1, 1, "undefined", "undefined" );
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level thread register_type( "overlay", ::overlay_slot_cb, ::overlay_lerp_cb, ::overlay_update_cb );
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vsmgr_register_overlay_info_style_none( level.vsmgr_default_info_name, 1, 1 );
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level.vsmgr_is_type_currently_default_func = ::vsmgr_is_type_currently_default;
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[[ level.on_finalize_initialization_callback ]]( ::finalize_clientfields );
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level thread monitor();
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run_visionset_callbacks();
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}
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@ -1,43 +1,55 @@
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#include maps\mp\zombies\_zm_utility;
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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_ai_avogadro;
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#include maps\mp\zombies\_zm_ai_screecher;
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#include maps\mp\zombies\_zm_ai_ghost;
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#include maps\mp\zombies\_zm_ai_brutus;
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#include maps\mp\zombies\_zm_ai_mechz;
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#include maps\mp\zombies\_zm_ai_dogs;
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main()
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{
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replaceFunc( maps\mp\_visionset_mgr::init, ::visionset_mgr_init_override );
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level.script = toLower( getDvar( "mapname" ) );
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level.gametype = toLower( getDvar( "g_gametype" ) );
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level.ai_home_maps = [];
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level.ai_home_maps[ "avogadro" ] = spawnStruct();
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level.ai_home_maps[ "avogadro" ].main = maps\mp\zombies\_zm_ai_avogadro::main;
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level.ai_home_maps[ "avogadro" ].init = maps\mp\zombies\_zm_ai_avogadro::init;
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level.ai_home_maps[ "avogadro" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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level.ai_home_maps[ "screecher" ] = spawnStruct();
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level.ai_home_maps[ "screecher" ].main = maps\mp\zombies\_zm_ai_screecher::main;
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level.ai_home_maps[ "screecher" ].init = maps\mp\zombies\_zm_ai_screecher::init;
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level.ai_home_maps[ "screecher" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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level.ai_home_maps[ "ghost" ] = spawnStruct();
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level.ai_home_maps[ "ghost" ].main = maps\mp\zombies\_zm_ai_ghost::main;
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level.ai_home_maps[ "ghost" ].should_execute = !( level.script == "zm_buried" && level.gametype == "zclassic" );
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level.ai_home_maps[ "brutus" ] = spawnStruct();
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level.ai_home_maps[ "brutus" ].main = maps\mp\zombies\_zm_ai_brutus::main;
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level.ai_home_maps[ "brutus" ].should_execute = level.script != "zm_prison";
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level.ai_home_maps[ "mechz" ] = spawnStruct();
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level.ai_home_maps[ "mechz" ].main = maps\mp\zombies\_zm_ai_mechz::main;
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level.ai_home_maps[ "mechz" ].init = maps\mp\zombies\_zm_ai_mechz::init;
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level.ai_home_maps[ "mechz" ].should_execute = level.script != "zm_tomb";
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level.ai_home_maps[ "zombie_dog" ] = spawnStruct();
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level.ai_home_maps[ "zombie_dog" ].main = maps\mp\zombies\_zm_ai_dogs::init;
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level.ai_home_maps[ "zombie_dog" ].init = maps\mp\zombies\_zm_ai_dogs::enable_dog_rounds;
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level.ai_home_maps[ "zombie_dog" ].should_execute = !( level.gametype == "zstandard" && getGametypeSetting( "allowDogs" ) == 1 );
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level.ai_data = [];
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// level.ai_data[ "avogadro" ] = spawnStruct();
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// level.ai_data[ "avogadro" ].main = maps\mp\zombies\_zm_ai_avogadro::main;
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// level.ai_data[ "avogadro" ].init = maps\mp\zombies\_zm_ai_avogadro::init;
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// level.ai_data[ "avogadro" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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// level.ai_data[ "screecher" ] = spawnStruct();
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// level.ai_data[ "screecher" ].main = maps\mp\zombies\_zm_ai_screecher::main;
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// level.ai_data[ "screecher" ].init = maps\mp\zombies\_zm_ai_screecher::init;
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// level.ai_data[ "screecher" ].should_execute = !( level.script == "zm_transit" && level.gametype == "zclassic" );
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// level.ai_data[ "ghost" ] = spawnStruct();
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// level.ai_data[ "ghost" ].main = maps\mp\zombies\_zm_ai_ghost::main;
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// level.ai_data[ "ghost" ].should_execute = !( level.script == "zm_buried" && level.gametype == "zclassic" );
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level.ai_data[ "brutus" ] = spawnStruct();
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level.ai_data[ "brutus" ].main = maps\mp\zombies\_zm_ai_brutus::main;
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level.ai_data[ "brutus" ].should_execute = level.script != "zm_prison";
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level.ai_data[ "mechz" ] = spawnStruct();
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level.ai_data[ "mechz" ].main = maps\mp\zombies\_zm_ai_mechz::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" ] = 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" ].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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keys = getArrayKeys( level.ai_data );
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for ( j = 0; j < keys2.size; j++ )
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for ( i = 0; i < keys.size; i++ )
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{
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if ( isDefined( level.ai_data[ keys[ j ] ].main ) && isDefined( level.ai_data[ keys[ j ] ].should_execute )
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&& level.ai_data[ keys[ j ] ].should_execute )
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if ( isDefined( level.ai_data[ keys[ i ] ].main ) && isDefined( level.ai_data[ keys[ i ] ].should_execute )
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&& level.ai_data[ keys[ i ] ].should_execute )
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{
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level [[ level.ai_data[ keys[ j ] ].main ]]();
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level [[ level.ai_data[ keys[ i ] ].main ]]();
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}
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}
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level thread command_thread();
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level thread on_player_connect();
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}
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@ -45,16 +57,53 @@ main()
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init()
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{
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keys = getArrayKeys( level.ai_data );
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for ( j = 0; j < keys2.size; j++ )
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for ( i = 0; i < keys.size; i++ )
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{
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if ( isDefined( level.ai_data[ keys[ j ] ].init ) && isDefined( level.ai_data[ keys[ j ] ].should_execute )
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&& level.ai_data[ keys[ j ] ].should_execute )
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if ( isDefined( level.ai_data[ keys[ i ] ].init ) && isDefined( level.ai_data[ keys[ i ] ].should_execute )
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&& level.ai_data[ keys[ i ] ].should_execute )
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{
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level [[ level.ai_data[ keys[ j ] ].init ]]();
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level [[ level.ai_data[ keys[ i ] ].init ]]();
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}
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}
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}
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add_visionset_callback( func )
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{
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if ( !isDefined( level.visionset_mgr_callbacks ) )
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{
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level.visionset_mgr_callbacks = [];
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}
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level.visionset_mgr_callbacks[ level.visionset_mgr_callbacks.size ] = func;
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}
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run_visionset_callbacks()
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{
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if ( !isDefined( level.visionset_mgr_callbacks ) )
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{
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return;
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}
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for ( i = 0; i < level.visionset_mgr_callbacks.size; i++ )
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{
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[[ level.visionset_mgr_callbacks[ i ] ]]();
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}
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}
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visionset_mgr_init_override()
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{
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if ( isDefined( level.createfx_enabled ) && level.createfx_enabled )
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return;
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level.vsmgr_initializing = 1;
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level.vsmgr_default_info_name = "none";
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level.vsmgr = [];
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level thread register_type( "visionset" );
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level thread register_type( "overlay" );
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onfinalizeinitialization_callback( ::finalize_clientfields );
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level thread monitor();
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level thread onplayerconnect();
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run_visionset_callbacks();
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}
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command_thread()
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{
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for (;;)
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@ -73,6 +122,15 @@ command_thread()
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{
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level.next_dog_round = level.round_number + 1;
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}
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else if ( message == "spawnmechz" )
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{
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level.mechz_left_to_spawn = 1;
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level notify( "spawn_mechz" );
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}
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else if ( message == "spawnbrutus" )
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{
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level notify( "spawn_brutus", 1 );
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}
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}
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}
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