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- #include common_scripts\utility;
- #include maps\_utility;
- #include maps\_zombiemode_utility;
- #include maps\_loadout;
- init()
- {
- //Intricate -- 6/3/2014 9:42:01 AM
- //This array is frmo VanGuard's original script.
- level.weapons = [];
- level.weapons[0] = "zombie_kar98k";
- level.weapons[1] = "zombie_m1carbine";
- level.weapons[2] = "zombie_stg44";
- level.weapons[3] = "zombie_mg42";
- level.weapons[4] = "zombie_thompson";
- level.weapons[5] = "zombie_shotgun";
- level.weapons[6] = "zombie_mp40";
- level.weapons[7] = "zombie_sw_357";
- level.weapons[8] = "ptrs41_zombie";
- level.weapons[9] = "zombie_doublebarrel";
- level.weapons[10] = "zombie_ppsh";
- level.weapons[11] = "zombie_30cal";
- level.weapons[12] = "ray_gun";
- //Intricate -- 6/3/2014 8:45:18 AM
- //Experiement with kill limits :P
- level.kill_max[0] = 10;
- level.kill_max[1] = 30;
- level.kill_max[2] = 60;
- level.kill_max[3] = 90;
- level.kill_max[4] = 120;
- level.kill_max[5] = 150;
- level.kill_max[6] = 180;
- level.kill_max[7] = 210;
- level.kill_max[8] = 240;
- level.kill_max[9] = 270;
- level.kill_max[10] = 300;
- level.kill_max[11] = 330;
- level.kill_max[12] = 360;
- thread disable_triggers();
- level thread onPlayerConnect();
- }
- onPlayerConnect()
- {
- for( ;; )
- {
- level waittill( "connecting", player );
- player setPlayerVars();
- player thread onPlayerSpawned();
- }
- }
- setPlayerVars()
- {
- self.gun_level = 0;
- }
- onPlayerSpawned()
- {
- self endon( "disconnect" );
- for( ;; )
- {
- self waittill( "spawned_player" );
- self iprintln("sup dude");
- self thread giveWeapons();
- self thread gunGameLogic();
- }
- }
- giveWeapons()
- {
- //Intricate -- 6/3/2014 9:40:45 AM
- //This func handles spawning with the level weapons you deserve.
- //So if you die you respawn with the weapons your level is.
- current_level = self.gun_level;
- self TakeAllWeapons();
- self giveWeapon( level.weapons[current_level] );
- self SwitchToWeapon( level.weapons[current_level] );
- }
- gunGameLogic()
- {
- while( isAlive( self ) )
- {
- //Intricate -- 6/3/2014 8:46:13 AM
- //notify is from _spawner, zom_kill notifies attacker don't need extra check.
- self waittill( "zom_kill" );
- //Intricate -- 6/3/2014 9:38:07 AM
- //For some reason stats["kills"] starts at 0 (found it in another gsc so have to add 1 as first kill reports 0.
- curr_kills = self.stats["kills"] + 1;
- current_level = self.gun_level;
- kill_limit = level.kill_max[current_level];
- //Intricate -- 6/3/2014 9:39:06 AM
- //If checks when players kills surpass the kill limit for the weapon/level.
- if( curr_kills >= kill_limit )
- {
- //Intricate -- 6/3/2014 9:39:57 AM
- //current_level doesn't increment b/c gun_level doesn't automatically increase.
- self takeWeapon( level.weapons[current_level] );
- self.gun_level += 1;
- new_level = self.gun_level;
- //Intricate -- 6/3/2014 9:40:08 AM
- //Increase gunlevel and then create another local var.
- self giveWeapon( level.weapons[new_level] );
- self SwitchToWeapon( level.weapons[new_level] );
- }
- }
- }
- disable_triggers()
- {
- weapon_trigs = getentarray("weapon_upgrade","targetname");
- for(i=0;i<weapon_trigs.size;i++)
- {
- weapon_trigs[i] trigger_off();
- }
- }
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