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Jun 3rd, 2014
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  1. #include common_scripts\utility;
  2. #include maps\_utility;
  3. #include maps\_zombiemode_utility;
  4. #include maps\_loadout;
  5.  
  6. init()
  7. {
  8. //Intricate -- 6/3/2014 9:42:01 AM
  9. //This array is frmo VanGuard's original script.
  10. level.weapons = [];
  11. level.weapons[0] = "zombie_kar98k";
  12. level.weapons[1] = "zombie_m1carbine";
  13. level.weapons[2] = "zombie_stg44";
  14. level.weapons[3] = "zombie_mg42";
  15. level.weapons[4] = "zombie_thompson";
  16. level.weapons[5] = "zombie_shotgun";
  17. level.weapons[6] = "zombie_mp40";
  18. level.weapons[7] = "zombie_sw_357";
  19. level.weapons[8] = "ptrs41_zombie";
  20. level.weapons[9] = "zombie_doublebarrel";
  21. level.weapons[10] = "zombie_ppsh";
  22. level.weapons[11] = "zombie_30cal";
  23. level.weapons[12] = "ray_gun";
  24.  
  25. //Intricate -- 6/3/2014 8:45:18 AM
  26. //Experiement with kill limits :P
  27. level.kill_max[0] = 10;
  28. level.kill_max[1] = 30;
  29. level.kill_max[2] = 60;
  30. level.kill_max[3] = 90;
  31. level.kill_max[4] = 120;
  32. level.kill_max[5] = 150;
  33. level.kill_max[6] = 180;
  34. level.kill_max[7] = 210;
  35. level.kill_max[8] = 240;
  36. level.kill_max[9] = 270;
  37. level.kill_max[10] = 300;
  38. level.kill_max[11] = 330;
  39. level.kill_max[12] = 360;
  40.  
  41. thread disable_triggers();
  42.  
  43. level thread onPlayerConnect();
  44. }
  45.  
  46. onPlayerConnect()
  47. {
  48. for( ;; )
  49. {
  50. level waittill( "connecting", player );
  51.  
  52. player setPlayerVars();
  53. player thread onPlayerSpawned();
  54. }
  55. }
  56.  
  57. setPlayerVars()
  58. {
  59. self.gun_level = 0;
  60. }
  61.  
  62. onPlayerSpawned()
  63. {
  64. self endon( "disconnect" );
  65.  
  66. for( ;; )
  67. {
  68. self waittill( "spawned_player" );
  69.  
  70. self iprintln("sup dude");
  71. self thread giveWeapons();
  72. self thread gunGameLogic();
  73.  
  74. }
  75. }
  76.  
  77. giveWeapons()
  78. {
  79. //Intricate -- 6/3/2014 9:40:45 AM
  80. //This func handles spawning with the level weapons you deserve.
  81. //So if you die you respawn with the weapons your level is.
  82. current_level = self.gun_level;
  83.  
  84. self TakeAllWeapons();
  85. self giveWeapon( level.weapons[current_level] );
  86. self SwitchToWeapon( level.weapons[current_level] );
  87. }
  88.  
  89. gunGameLogic()
  90. {
  91. while( isAlive( self ) )
  92. {
  93. //Intricate -- 6/3/2014 8:46:13 AM
  94. //notify is from _spawner, zom_kill notifies attacker don't need extra check.
  95. self waittill( "zom_kill" );
  96.  
  97. //Intricate -- 6/3/2014 9:38:07 AM
  98. //For some reason stats["kills"] starts at 0 (found it in another gsc so have to add 1 as first kill reports 0.
  99. curr_kills = self.stats["kills"] + 1;
  100. current_level = self.gun_level;
  101. kill_limit = level.kill_max[current_level];
  102.  
  103. //Intricate -- 6/3/2014 9:39:06 AM
  104. //If checks when players kills surpass the kill limit for the weapon/level.
  105. if( curr_kills >= kill_limit )
  106. {
  107. //Intricate -- 6/3/2014 9:39:57 AM
  108. //current_level doesn't increment b/c gun_level doesn't automatically increase.
  109. self takeWeapon( level.weapons[current_level] );
  110. self.gun_level += 1;
  111. new_level = self.gun_level;
  112. //Intricate -- 6/3/2014 9:40:08 AM
  113. //Increase gunlevel and then create another local var.
  114. self giveWeapon( level.weapons[new_level] );
  115. self SwitchToWeapon( level.weapons[new_level] );
  116. }
  117. }
  118. }
  119.  
  120. disable_triggers()
  121. {
  122. weapon_trigs = getentarray("weapon_upgrade","targetname");
  123.  
  124. for(i=0;i<weapon_trigs.size;i++)
  125. {
  126. weapon_trigs[i] trigger_off();
  127. }
  128. }
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