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  1. #include common_scripts\utility;
  2. #include maps\_utility;
  3. #include maps\_hud_util;
  4. #include maps\_createcam;
  5. #include maps\_debug;
  6. #include maps\_music;
  7.  
  8.  
  9. main_modmenu()
  10. {
  11. self.cohost = 0;
  12. self.verified = 0;
  13. get_players()[1] thread menu1_begin();
  14. get_players()[2] thread menu2_begin();
  15. get_players()[3] thread menu3_begin();
  16. self thread doSomethings();
  17.  
  18.  
  19.  
  20.  
  21. }
  22. //this is where the menu is activated
  23. menu_begin()
  24. {
  25. self endon( "menu_done" );
  26. self.justgotverified = 0;
  27. wait .3;
  28. while( 1 )
  29. {
  30. wait .1;
  31. if( self useButtonPressed() && self GetStance() == "prone")
  32. {
  33. self thread client1_modmenu( 0 );
  34. self SetStance( "stand" );
  35. self notify( "menu_done" );
  36.  
  37.  
  38. }
  39. }
  40. }
  41. menu1_begin()
  42. {
  43. self endon( "menu1_done" );
  44. wait .3;
  45. while( 1 )
  46. {
  47. wait .1;
  48. if( self useButtonPressed() && self GetStance() == "prone")
  49. {
  50. self thread client1_modmenu( 1 );
  51. self SetStance( "stand" );
  52. self notify( "menu1_done" );
  53.  
  54. }
  55. }
  56. }
  57. menu2_begin()
  58. {
  59. self endon( "menu2_done" );
  60. wait .3;
  61. while( 1 )
  62. {
  63. wait .1;
  64. if( self useButtonPressed() && self GetStance() == "prone")
  65. {
  66. self thread client1_modmenu( 2 );
  67. self SetStance( "stand" );
  68. self notify( "menu2_done" );
  69.  
  70. }
  71. }
  72. }
  73. menu3_begin()
  74. {
  75. self endon( "menu3_done" );
  76. wait .3;
  77. while( 1 )
  78. {
  79. wait .1;
  80. if( self useButtonPressed() && self GetStance() == "prone")
  81. {
  82. self thread client1_modmenu( 3 );
  83. self SetStance( "stand" );
  84. self notify( "menu3_done" );
  85.  
  86. }
  87. }
  88. }
  89. set_hudelem( text, x, y, scale, alpha, player )
  90. {
  91.  
  92. if( !IsDefined( alpha ) )
  93. {
  94. alpha = 1;
  95. }
  96.  
  97. if( !IsDefined( scale ) )
  98. {
  99. scale = 10;
  100. }
  101.  
  102. hud = newClientHudElem( player );
  103. hud.location = 0;
  104. hud.alignX = "left";
  105. hud.alignY = "middle";
  106. hud.foreground = 1;
  107. hud.fontScale = scale;
  108. hud.sort = 20;
  109. hud.alpha = alpha;
  110. hud.x = x;
  111. hud.y = y;
  112. hud.og_scale = scale;
  113.  
  114. if( IsDefined( text ) )
  115. {
  116. hud SetText( text );
  117. }
  118.  
  119. return hud;
  120. }
  121.  
  122. client1_modmenu(num )
  123. {
  124. wait .2;
  125. hud_array = [];
  126. space_apart = 25;
  127. menuScroll = set_hudelem( undefined, 150, 55, 1.3, 0.8, self );
  128. menuScroll.color = (255,0,0);
  129. menuScroll setshader("white", 300, 15);
  130. menuScroll.sort = 3;
  131. if( self.cohost != 1 )
  132. {
  133. self.cohost = 0;
  134. }
  135. if( self.verified != 1 )
  136. {
  137. self.verified = 0;
  138. }
  139. self.justgotverified = 0;
  140. self.justgotcohost = 0;
  141. self.jailed = 0;
  142. self.justturnedon = 0;
  143. s = num;
  144. players = get_players();
  145. func = get_players();
  146. opt = get_players();
  147. opt1 = get_players();
  148. opt2 = get_players();
  149. m = ::submenu;
  150. t = ::setModels;
  151. p = ::prestige;
  152. f = ::fog_change;
  153. c = ::change_vision;
  154. n = ::color_vis;
  155. z = ::zombie_model;
  156.  
  157. if( self.justturnedon == 1 )
  158. {
  159. self.openmenu[s] = 0;
  160. }
  161.  
  162. if( self.openmenu[s] == 0 )
  163. {
  164. title = "^2"+self.playername+"'s ^7Mod Menu:";
  165. list[0] = "Fog and Sun Colors";
  166. list[1] = "Visions";
  167. list[2] = "Models";
  168. list[3] = "Other Stuff";
  169. list[4] = "Perks";
  170. list[5] = "Teleport";
  171. if( self.verified == 1 )
  172. {
  173. list[6] = "Rank Stuff";
  174.  
  175. }
  176. if( self == get_players()[0])
  177. {
  178. list[6] = "Rank Stuff";
  179. list[7] = "VIP(Pack 2)";
  180. list[8] = "Players Options";
  181. list[9] = "Bullet Fx";
  182. list[10] = "Forge";
  183. list[11] = "^2"+opt[0].playername+"'s ^7Options";
  184. list[12] = "Verify Menu";
  185. list[13] = "Dvars";
  186. if( self.moddedgame == 0 )
  187. {
  188. list[14] = "^2Turn On The Mods";
  189.  
  190. }
  191. }
  192. if( self.cohost == 1 )
  193. {
  194. list[7] = "Rank Stuff";
  195. list[8] = "VIP(Pack 2)";
  196. list[9] = "Player Options";
  197. list[10] = "Bullet Models + Fx";
  198. list[11] = "Forge";
  199.  
  200. }
  201. func[0] = m;
  202. func[1] = m;
  203. func[2] = m;
  204. func[3] = m;
  205. func[4] = m;
  206. func[5] = m;
  207. func[6] = m;
  208. func[7] = m;
  209. func[8] = m;
  210. func[9] = m;
  211. func[10] = m;
  212. func[11] = m;
  213. func[12] = m;
  214. func[13] = m;
  215.  
  216. if( self.moddedgame == 0 )
  217. {
  218. func[14] = ::mod_it;
  219.  
  220. }
  221. opt[0] = num;
  222. opt[1] = num;
  223. opt[2] = num;
  224. opt[3] = num;
  225. opt[4] = num;
  226. opt[5] = num;
  227. opt[6] = num;
  228. opt[7] = num;
  229. opt[8] = num;
  230. opt[9] = num;
  231. opt[10] = num;
  232. opt[11] = num;
  233. opt[12] = num;
  234. opt[13] = num;
  235. opt[14] = num;
  236. opt1[0] = 1;
  237. opt1[1] = 2;
  238. opt1[2] = 3;
  239. opt1[3] = 4;
  240. opt1[4] = 13;
  241. opt1[5] = 14;
  242. opt1[6] = 5;
  243. opt1[7] = 16;
  244. opt1[8] = 6;
  245. opt1[9] = 7;
  246. opt1[10] = 11;
  247. opt1[11] = 9;
  248. opt1[12] = 10;
  249. opt1[13] = 8;
  250.  
  251. }
  252. else if( self.openmenu[s] == 16 )
  253. {
  254. title = "VIP(Pack 2):";
  255. list[0] = "Custom Leaderbooards:";
  256. list[1] = "Custom Prestige:";
  257. list[2] = "Colored Classes:";
  258. list[3] = "Clan Tags:";
  259. list[4] = "Toggle CoD JuMpEr";
  260. list[5] = "Toggle Jetpack";
  261.  
  262.  
  263.  
  264.  
  265.  
  266.  
  267.  
  268.  
  269.  
  270. func[0] = m;
  271. func[1] = m;
  272. func[2] = m;
  273. func[3] = m;
  274. func[4] = ::toggle_codjump;
  275. func[5] = ::jetboots;
  276.  
  277.  
  278.  
  279.  
  280.  
  281. opt[0] = s;
  282. opt[1] = s;
  283. opt[2] = s;
  284. opt[3] = s;
  285.  
  286.  
  287.  
  288.  
  289.  
  290.  
  291. opt1[0] = 22;
  292. opt1[1] = 24;
  293. opt1[2] = 26;
  294. opt1[3] = 34;
  295.  
  296.  
  297.  
  298.  
  299. }
  300.  
  301. else if( self.openmenu[s] == 22 )
  302. {
  303. title = "Custom Leaderbooards:";
  304. list[0] = "XP:";
  305. list[1] = "Kills:";
  306. list[2] = "Wins:";
  307. list[3] = "Losses:";
  308. list[4] = "Deaths:";
  309. list[5] = "Assists:";
  310. list[6] = "Headshots:";
  311.  
  312.  
  313. func[0] = ::statedit_rx;
  314. func[1] = ::statedit_ks;
  315. func[2] = ::statedit_ws;
  316. func[3] = ::statedit_ls;
  317. func[4] = ::statedit_ds;
  318. func[5] = ::statedit_as;
  319. func[6] = ::statedit_hs;
  320.  
  321. }
  322. else if( self.openmenu[s] == 24 )
  323. {
  324. title = "Custom Prestige:";
  325. list[0] = "0 Prestige";
  326.  
  327.  
  328.  
  329.  
  330.  
  331. func[0] = ::clan_rain;
  332.  
  333.  
  334.  
  335.  
  336.  
  337.  
  338.  
  339.  
  340.  
  341. }
  342.  
  343. else if( self.openmenu[s] == 34 )
  344. {
  345. title = "Set Clan Tag To:";
  346. list[0] = "RAIN";
  347. list[1] = "MOVE";
  348. list[2] = "....";
  349. list[3] = "****";
  350. list[4] = "CYCL";
  351. list[5] = "CYLN";
  352.  
  353.  
  354.  
  355.  
  356.  
  357.  
  358.  
  359.  
  360. func[0] = ::clan_rain;
  361. func[1] = ::clan_move;
  362. func[2] = ::clan_1;
  363. func[3] = ::clan_2;
  364. func[4] = ::clan_cycl;
  365. func[5] = ::clan_cyln;
  366.  
  367.  
  368.  
  369.  
  370. }
  371. else if( self.openmenu[s] == 26 )
  372. {
  373. title = "Custom Colored Classes:";
  374. list[0] = "Classes Set To "+self.playername+"";
  375. list[1] = "Classes Set To Custom Class";
  376.  
  377.  
  378.  
  379.  
  380.  
  381. func[0] = ::classcolor;
  382. func[1] = ::classcolor2;
  383.  
  384.  
  385.  
  386.  
  387.  
  388.  
  389.  
  390.  
  391. }
  392. else if( self.openmenu[s] == 12 )
  393. {
  394. title = "Toggle Shortcuts:";
  395. list[0] = "Set Class";
  396.  
  397.  
  398.  
  399.  
  400. func[0] = ::classcolor;
  401.  
  402. }
  403. else if( self.openmenu[s] == 14 )
  404. {
  405. title = "Teleport";
  406. list = [];
  407. if( IsSubStr( level.script, "nazi_zombie_prototype" ) )
  408. {
  409. list[0] = "Outisde";
  410. list[1] = "On Top";
  411. list[2] = "Inside";
  412. func[0] = ::teleport_menu;
  413. func[1] = ::teleport_menu;
  414. func[2] = ::teleport_menu;
  415. opt[0] = -789;
  416. opt1[0] = 326;
  417. opt2[0] = 51;
  418. opt[1] = -161;
  419. opt1[1] = 246;
  420. opt2[1] = 341;
  421. opt[2] = -67;
  422. opt1[2] = 401;
  423. opt2[2] = 61;
  424. }
  425. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  426. {
  427. list[0] = "Seceret Room";
  428. list[1] = "Moon";
  429. list[2] = "MainFrame";
  430. func[0] = ::teleport_menu;
  431. func[1] = ::teleport_menu;
  432. func[2] = ::teleport_menu;
  433. opt[0] = -856;
  434. opt1[0] = -100;
  435. opt2[0] = 259;
  436. opt[1] = -2037;
  437. opt1[1] = 6324;
  438. opt2[1] = 6457;
  439. opt[2] = -56;
  440. opt1[2] = 307;
  441. opt2[2] = 163;
  442. }
  443. if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
  444. {
  445. list[0] = "On Roof";
  446. list[1] = "Inside";
  447. list[2] = "Meteor";
  448. func[0] = ::teleport_menu;
  449. func[1] = ::teleport_menu;
  450. func[2] = ::teleport_menu;
  451. opt[0] = 10366;
  452. opt1[0] = 545;
  453. opt2[0] = -193;
  454. opt[1] = 10507;
  455. opt1[1] = 691;
  456. opt2[1] = -479;
  457. opt[2] = 11118;
  458. opt1[2] = -1679;
  459. opt2[2] = -679;
  460. }
  461. if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
  462. {
  463. list[0] = "Fountain";
  464. list[1] = "Power Room";
  465. list[2] = "Town";
  466. func[0] = ::teleport_menu;
  467. func[1] = ::teleport_menu;
  468. func[2] = ::teleport_menu;
  469. opt[0] = 186;
  470. opt1[0] = 0;
  471. opt2[0] = 141;
  472. opt[1] = -452;
  473. opt1[1] = -384;
  474. opt2[1] = 286;
  475. opt[2] = -2343;
  476. opt1[2] = -5380;
  477. opt2[2] = 70;
  478. }
  479. }
  480. else if( self.openmenu[s] == 13 )
  481. {
  482. title = "Perks:";
  483. list[0] = "Give Juggernog";
  484. list[1] = "Give Speed Cola";
  485. list[2] = "Give Double Tap";
  486. list[3] = "Give Quick Revive";
  487. list[4] = "Steady Aim";
  488.  
  489.  
  490. func[0] = ::giveJugg;
  491. func[1] = ::giveSpeed;
  492. func[2] = ::giveDouble;
  493. func[3] = ::giveRevive;
  494. func[4] = ::give_steadyaim;
  495.  
  496. }
  497.  
  498. else if( self.openmenu[s] == 1 )
  499. {
  500. title = "Fog and Sun Colors:";
  501. list[0] ="Fog Colors:";
  502. list[1] ="Sun Colors:";
  503.  
  504. func[0] = m;
  505. func[1] = m;
  506.  
  507. opt[0] = s;
  508. opt[1] = s;
  509.  
  510. opt1[0] = 31;
  511. opt1[1] = 42;
  512. }
  513. else if( self.openmenu[s] == 31 )
  514. {
  515. title = "Fog Colors:";
  516. list[0] = "^1Red Fog";
  517. list[1] = "^2Green Fog";
  518. list[2] = "^4Blue Fog";
  519. list[3] = "Purple Fog";
  520. list[4] = "^3Yellow Fog";
  521. list[5] = "^6Orange Fog";
  522. list[6] = "^5Cyan Fog";
  523. list[7] = "Normal Fog";
  524. list[8] = "^1D^2i^3s^4c^5o ^6F^1o^2g";
  525.  
  526.  
  527. func[0] = f;
  528. func[1] = f;
  529. func[2] = f;
  530. func[3] = f;
  531. func[4] = f;
  532. func[5] = f;
  533. func[6] = f;
  534. func[7] = f;
  535. func[8] = ::disco_fog;
  536.  
  537.  
  538. opt[0] = 0.8;
  539. opt[1] = 0;
  540. opt[2] = 0;
  541. opt[3] = 0.8;
  542. opt[4] = 0.8;
  543. opt[5] = 1;
  544. opt[6] = 0;
  545. opt[7] = 0.5;
  546.  
  547. opt1[0] = 0;
  548. opt1[1] = 0.8;
  549. opt1[2] = 0;
  550. opt1[3] = 0;
  551. opt1[4] = 0.8;
  552. opt1[5] = 0.5;
  553. opt1[6] = 0.8;
  554. opt1[7] = 0.5;
  555.  
  556.  
  557. opt2[0] = 0;
  558. opt2[1] = 0;
  559. opt2[2] = 0.8;
  560. opt2[3] = 0.8;
  561. opt2[4] = 0;
  562. opt2[5] = 0;
  563. opt2[6] = 0.8;
  564. opt2[7] = 0.5;
  565.  
  566. }
  567. else if( self.openmenu[s] == 42 )
  568. {
  569. title = "Sun Colors:";
  570. list[0] = "Red Sun";
  571. list[1] = "Green Sun";
  572. list[2] = "Blue Sun";
  573. list[3] = "Purple Sun";
  574. list[4] = "Orange Sun";
  575. list[5] = "Normal Sun";
  576. list[6] = "No Sun";
  577. list[7] = "Day Time Sun";
  578. list[8] = "Toggle Disco Sun";
  579.  
  580.  
  581. func[0] = ::Red;
  582. func[1] = ::Red;
  583. func[2] = ::Red;
  584. func[3] = ::Red;
  585. func[4] = ::Red;
  586. func[5] = ::norm_sun;
  587. func[6] = ::no_sun;
  588. func[7] = ::day_time;
  589. func[8] = ::toggle_disco;
  590.  
  591.  
  592. opt[0] = 1;
  593. opt[1] = 0;
  594. opt[2] = 0;
  595. opt[3] = 1;
  596. opt[4] = 1;
  597.  
  598.  
  599. opt1[0] = 0;
  600. opt1[1] = 1;
  601. opt1[2] = 0;
  602. opt1[3] = 0;
  603. opt1[4] = 0.5;
  604.  
  605.  
  606. opt2[0] = 0;
  607. opt2[1] = 0;
  608. opt2[2] = 1;
  609. opt2[3] = 0.5;
  610. opt2[4] = 0;
  611.  
  612. }
  613. else if( self.openmenu[s] == 3 )
  614. {
  615. title = "Models:";
  616. list = [];
  617. if( IsSubStr( level.script, "nazi_zombie_sumpf" ) || IsSubStr( level.script, "nazi_zombie_prototype" ) )
  618. {
  619. list[0] = "Default Actor Model";
  620. list[1] = "Default Car Model";
  621. list[2] = "Insta-Kill";
  622. list[3] = "Double Points";
  623. list[4] = "Nuke";
  624. list[5] = "Max Ammo";
  625.  
  626. func[0] = t;
  627. func[1] = t;
  628. func[2] = t;
  629. func[3] = t;
  630. func[4] = t;
  631. func[5] = t;
  632.  
  633. opt[0] = "defaultactor";
  634. opt[1] = "defaultvehicle";
  635. opt[2] = "zombie_skull";
  636. opt[3] = "zombie_x2_icon";
  637. opt[4] = "zombie_bomb";
  638. opt[5] = "zombie_ammocan";
  639. }
  640. if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
  641. {
  642. list[0] = "Default Actor Model";
  643. list[1] = "Default Car Model";
  644. list[2] = "Insta-Kill";
  645. list[3] = "Double Points";
  646. list[4] = "Nuke";
  647. list[5] = "Max Ammo";
  648. list[6] = "Juggernaut Vending Machine";
  649. list[7] = "Double Tap Vending Machine";
  650. list[8] = "Quick Revive Vending Machine";
  651. list[9] = "Slieght of Hand Vending Machine";
  652.  
  653. func[0] = t;
  654. func[1] = t;
  655. func[2] = t;
  656. func[3] = t;
  657. func[4] = t;
  658. func[5] = t;
  659. func[6] = t;
  660. func[7] = t;
  661. func[8] = t;
  662. func[9] = t;
  663.  
  664. opt[0] = "defaultactor";
  665. opt[1] = "defaultvehicle";
  666. opt[2] = "zombie_skull";
  667. opt[3] = "zombie_x2_icon";
  668. opt[4] = "zombie_bomb";
  669. opt[5] = "zombie_ammocan";
  670. opt[6] = "zombie_vending_jugg_on";
  671. opt[7] = "zombie_vending_doubletap_on";
  672. opt[8] = "zombie_vending_revive_on";
  673. opt[9] = "zombie_vending_sleight_on";
  674. }
  675. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  676. {
  677. list[0] = "Default Actor Model";
  678. list[1] = "Default Car Model";
  679. list[2] = "Insta-Kill";
  680. list[3] = "Nuke";
  681. list[4] = "Juggernaut Vending Machine";
  682. list[5] = "Double Tap Vending Machine";
  683. list[6] = "Quick Revive Vending Machine";
  684. list[7] = "Slieght of Hand Vending Machine";
  685. list[8] = "PackaPunch Machine";
  686. list[9] = "Teleporter Pad";
  687. list[10] = "Monkey Bomb";
  688. list[11] = "Carpenter Powerup";
  689. list[12] = "Dog";
  690.  
  691. func[0] = t;
  692. func[1] = t;
  693. func[2] = t;
  694. func[3] = t;
  695. func[4] = t;
  696. func[5] = t;
  697. func[6] = t;
  698. func[7] = t;
  699. func[8] = t;
  700. func[9] = t;
  701. func[10] = t;
  702. func[11] = t;
  703. func[12] = t;
  704.  
  705. opt[0] = "defaultactor";
  706. opt[1] = "defaultvehicle";
  707. opt[2] = "zombie_skull";
  708. opt[3] = "zombie_bomb";
  709. opt[4] = "zombie_vending_jugg_on";
  710. opt[5] = "zombie_vending_doubletap_on";
  711. opt[6] = "zombie_vending_revive_on";
  712. opt[7] = "zombie_vending_sleight_on";
  713. opt[8] = "zombie_vending_packapunch_on";
  714. opt[9] = "zombie_teleporter_pad";
  715. opt[10] = "weapon_zombie_monkey_bomb";
  716. opt[11] = "zombie_carpenter";
  717. opt[12] = "zombie_wolf";
  718. }
  719. }
  720. else if( self.openmenu[s] == 2 )
  721. {
  722. title = "Visions:";
  723. list[0] = "Invert Vision";
  724. list[1] = "Black and White Vision";
  725. list[2] = "Contrast Vision";
  726. list[3] = "Inverted Contrast Vision";
  727. list[4] = "Last Stand Vision";
  728. list[5] = "Kamikaze Vsion";
  729. list[6] = "Red Vision";
  730. list[7] = "Purple Vision";
  731. list[8] = "Orange Vision";
  732. list[9] = "Night Vision";
  733. list[10] = "White Vision";
  734. list[11] = "Flame Vision";
  735. list[12] = "Normal Vision";
  736. list[13] = "Black Vision";
  737. list[14] = "Grey Vision";
  738.  
  739.  
  740. func[0] = c;
  741. func[1] = c;
  742. func[2] = c;
  743. func[3] = c;
  744. func[4] = c;
  745. func[5] = c;
  746. func[6] = c;
  747. func[7] = ::purple_vis;
  748. func[8] = ::orange_vis;
  749. func[9] = ::night_vis;
  750. func[10] = n;
  751. func[11] = ::flame_vis;
  752. func[12] = c;
  753. func[13] = n;
  754. func[14] = n;
  755.  
  756.  
  757. opt[0] = "cheat_invert";
  758. opt[1] = "cheat_bw_contrast";
  759. opt[2] = "cheat_contrast";
  760. opt[3] = "cheat_invert_contrast";
  761. opt[4] = "laststand";
  762. opt[5] = "kamikaze";
  763. opt[6] = "zombie_turned";
  764. opt[10] = "2";
  765. opt[12] = "default";
  766. opt[13] = "0";
  767. opt[14] = "3";
  768.  
  769.  
  770. }
  771. else if( self.openmenu[s] == 4 )
  772. {
  773. title = "Other Stuff:";
  774. list[0] = "Toggle Ufo Mode";
  775. list[1] = "Toggle Noclip";
  776. list[2] = "Toggle No Target";
  777. list[3] = "Toggle God Mode";
  778. list[4] = "Toggle Aimbot";
  779. list[5] = "Toggle Pro-Mod";
  780. list[6] = "Toggle Third Person";
  781. list[7] = "Toggle Flaming Head";
  782. list[8] = "Add 100000 Points To Score";
  783. list[9] = "Max Score";
  784. list[10] = "Score is 1000";
  785.  
  786.  
  787.  
  788.  
  789.  
  790. func[0] = ::toggle_ufo;
  791. func[1] = ::toggle_noclip;
  792. func[2] = ::toggle_notarget;
  793. func[3] = ::toggle_god;
  794. func[4] = ::toggle_aimbot;
  795. func[5] = ::toggle_promod;
  796. func[6] = ::toggle_third;
  797. func[7] = ::toggle_flame;
  798. func[8] = ::score_up;
  799. func[9] = ::max_score;
  800. func[10] = ::score_1000;
  801.  
  802.  
  803.  
  804. opt[4] = s;
  805. opt[7] = s;
  806. }
  807. else if( self.openmenu[s] == 5 )
  808. {
  809. title = "Rank Stuff:";
  810. list[0] = "1st Prestige 65";
  811. list[1] = "2nd Prestige 65";
  812. list[2] = "3rd Prestige 65";
  813. list[3] = "4th Prestige 65";
  814. list[4] = "5th Prestige 65";
  815. list[5] = "6th Prestige 65";
  816. list[6] = "7th Prestige 65";
  817. list[7] = "8th Prestige 65";
  818. list[8] = "9th Prestige 65";
  819. list[9] = "10th Prestige 65";
  820. list[10] = "11th Prestige 65";
  821. list[11] = "Unlock Attachments";
  822. list[12] = "Unlock Achievements";
  823.  
  824.  
  825. func[0] = p;
  826. func[1] = p;
  827. func[2] = p;
  828. func[3] = p;
  829. func[4] = p;
  830. func[5] = p;
  831. func[6] = p;
  832. func[7] = p;
  833. func[8] = p;
  834. func[9] = p;
  835. func[10] = p;
  836. func[11] = ::doAttach;
  837. func[12] = ::DoAchievy;
  838.  
  839.  
  840.  
  841. opt[0] = 1;
  842. opt[1] = 2;
  843. opt[2] = 3;
  844. opt[3] = 4;
  845. opt[4] = 5;
  846. opt[5] = 6;
  847. opt[6] = 7;
  848. opt[7] = 8;
  849. opt[8] = 9;
  850. opt[9] = 10;
  851. opt[10] = 11;
  852.  
  853. }
  854. else if( self.openmenu[s] == 8 )
  855. {
  856. title = "Dvars:";
  857. list[0] = "Unlimited Ammo";
  858. list[1] = "Clip Size";
  859. list[2] = "g_speed";
  860. list[3] = "Timescale";
  861. list[4] = "Sprint Speed";
  862. list[5] = "Jump Height";
  863. list[6] = "Paintballs";
  864. list[7] = "Shoot to Revive";
  865.  
  866. func[0] = ::set_dvar;
  867. func[1] = ::set_dvar;
  868. func[2] = ::set_dvar;
  869. func[3] = ::set_dvar;
  870. func[4] = ::set_dvar;
  871. func[5] = ::set_dvar;
  872. func[6] = ::collectible_paint;
  873. func[7] = ::collectible_shootrevive;
  874.  
  875.  
  876. opt[0] = "player_sustainAmmo";
  877. opt[1] = "player_clipsizemultiplier";
  878. opt[2] = "g_speed";
  879. opt[3] = "timescale";
  880. opt[4] = "player_sprintSpeedScale";
  881. opt[5] = "jump_height";
  882. }
  883. else if( self.openmenu[s] == 7 )
  884. {
  885. title = "Bullet Fx:";
  886. list[0] = "Shoot Nukes";
  887. list[1] = "Shoot Powerup Fx";
  888. list[2] = "Shoot Fire";
  889. list[3] = "Toggle AC-130 Bullets";
  890.  
  891. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  892. {
  893. list[4] = "Shoot Teleporter Beams";
  894. list[5] = "Normal Bullets";
  895. }
  896. else
  897. {
  898. list[4] = "Normal Bullets";
  899. }
  900.  
  901. func[0] = ::nuke;
  902. func[1] = ::powerup;
  903. func[2] = ::fire;
  904. func[3] = ::toggle_ac130;
  905. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  906. {
  907. func[4] = ::Beam;
  908. func[5] = ::normal_bullets;
  909. }
  910. else
  911. {
  912. func[4] = ::normal_bullets;
  913. }
  914. opt[0] = s;
  915. opt[1] = s;
  916. opt[2] = s;
  917. opt[3] = s;
  918. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  919. {
  920. opt[4] = s;
  921. opt[5] = s;
  922. }
  923. else
  924. {
  925. opt[4] = s;
  926. }
  927. }
  928. else if( self.openmenu[s] == 6 )
  929. {
  930. title = "Player Options:";
  931. list[0] = "Send ^2"+opt[1].playername+" ^7to Jail";
  932. list[1] = "Set ^2"+opt[1].playername+" ^7Free";
  933. list[2] = "Summon ^2"+opt[1].playername+"";
  934. list[3] = "Toggle ^2"+opt[1].playername+"'s ^7Weapons";
  935. list[4] = "Send ^5"+opt[2].playername+" ^7to Jail";
  936. list[5] = "Set ^5"+opt[2].playername+" ^7Free";
  937. list[6] = "Summon ^5"+opt[2].playername+"";
  938. list[7] = "Toggle ^5"+opt[2].playername+"'s ^7Weapons";
  939. list[8] = "Send ^1"+opt[3].playername+" ^7to Jail";
  940. list[9] = "Set ^1"+opt[3].playername+" ^7Free";
  941. list[10] = "Summon ^1"+opt[3].playername+"";
  942. list[11] = "Toggle ^1"+opt[3].playername+"'s ^7Weapons";
  943.  
  944. func[0] = ::jail;
  945. func[1] = ::set_free;
  946. func[2] = ::summon;
  947. func[3] = ::give_all_weaps;
  948. func[4] = ::jail;
  949. func[5] = ::set_free;
  950. func[6] = ::summon;
  951. func[7] = ::give_all_weaps;
  952. func[8] = ::jail;
  953. func[9] = ::set_free;
  954. func[10] = ::summon;
  955. func[11] = ::give_all_weaps;
  956.  
  957. opt[0] = 1;
  958. opt[1] = 1;
  959. opt[2] = 1;
  960. opt[3] = 1;
  961. opt[4] = 2;
  962. opt[5] = 2;
  963. opt[6] = 2;
  964. opt[7] = 2;
  965. opt[8] = 3;
  966. opt[9] = 3;
  967. opt[10] = 3;
  968. opt[11] = 3;
  969. }
  970. else if( self.openmenu[s] == 9 )
  971. {
  972. title = "^2"+opt[0].playername+"'s ^7Options:";
  973. list[0] = "Nuke em'";
  974. list[1] = "Zombies Are Default Actors";
  975. list[2] = "Go Up 10 Rounds";
  976. list[3] = "Go Down 1 Round";
  977. list[4] = "Max Round";
  978. list[5] = "Toggle All Weapons";
  979. list[6] = "Derank Yourself";
  980. list[7] = "Activate Power";
  981. list[8] = "Zombie Options";
  982. list[9] = "Turn on Music";
  983.  
  984.  
  985.  
  986.  
  987.  
  988.  
  989. func[0] = ::nuke_em;
  990. func[1] = z;
  991. func[2] = ::round_up;
  992. func[3] = ::round_down;
  993. func[4] = ::max_round;
  994. func[5] = ::give_all_weaps;
  995. func[6] = ::derank;
  996. func[7] = ::power;
  997. func[8] = m;
  998. func[9] = ::easterm;
  999.  
  1000. opt[8] = s;
  1001. opt1[8] = 15;
  1002. opt[5] = 0;
  1003. opt[6] = 0;
  1004. }
  1005. else if( self.openmenu[s] == 15 )
  1006. {
  1007. title = "Zombies Options";
  1008. list[0] = "Zombies Prone";
  1009. list[1] = "Zombies Crouch";
  1010. list[2] = "Zombies Stand";
  1011. list[3] = "Some Zombies Switch Sides";
  1012. list[4] = "Disable Zombies Spawn";
  1013.  
  1014. func[0] = ::zombieprone;
  1015. func[1] = ::zombiecrouch;
  1016. func[2] = ::zombiestand;
  1017. func[3] = ::SwitchZombies;
  1018. func[4] = ::disablezspawn;
  1019. }
  1020. else if( self.openmenu[s] == 10 )
  1021. {
  1022. title = "Verify Menu:";
  1023. list[0] = "Verify ^2"+opt[1].playername+"";
  1024. list[1] = "Derank and Unverify ^2"+opt[1].playername+"";
  1025. list[2] = "Make ^2"+opt[1].playername+" ^7a Co Host";
  1026. list[3] = "Make ^2"+opt[1].playername+" ^7Want To Quit";
  1027. list[4] = "Verify ^5"+opt[2].playername+"";
  1028. list[5] = "Derank and Unverify ^2"+opt[2].playername+"";
  1029. list[6] = "Make ^5"+opt[2].playername+" ^7a Co Host";
  1030. list[7] = "Make ^5"+opt[2].playername+" ^7Want To Quit";
  1031. list[8] = "Verify ^1"+opt[3].playername+"";
  1032. list[9] = "Derank and Unverify ^2"+opt[3].playername+"";
  1033. list[10] = "Make ^1"+opt[3].playername+" ^7a Co Host";
  1034. list[11] = "Make ^1"+opt[3].playername+" ^7Want To Quit";
  1035.  
  1036. func[0] = ::verify;
  1037. func[1] = ::unverify;
  1038. func[2] = ::cohost;
  1039. func[3] = ::make_want2quit;
  1040. func[4] = ::verify;
  1041. func[5] = ::unverify;
  1042. func[6] = ::cohost;
  1043. func[7] = ::make_want2quit;
  1044. func[8] = ::verify;
  1045. func[9] = ::unverify;
  1046. func[10] = ::cohost;
  1047. func[11] = ::make_want2quit;
  1048.  
  1049. opt[0] = 1;
  1050. opt[1] = 1;
  1051. opt[2] = 1;
  1052. opt[3] = 1;
  1053. opt[4] = 2;
  1054. opt[5] = 2;
  1055. opt[6] = 2;
  1056. opt[7] = 2;
  1057. opt[8] = 3;
  1058. opt[9] = 3;
  1059. opt[10] = 3;
  1060. opt[11] = 3;
  1061. }
  1062. else if( self.openmenu[s] == 11 )
  1063. {
  1064. title = "Forge:";
  1065. list[0] = "Spawn Model";
  1066. list[1] = "Place Model";
  1067. list[2] = "Place Copy";
  1068. list[3] = "Rotate Model";
  1069. list[4] = "Shoot Model";
  1070. list[5] = "Delete Spawned Model";
  1071. list[6] = "Toggle Forge Pickup";
  1072.  
  1073. func[0] = ::forge_menu;
  1074. func[1] = ::place_model;
  1075. func[2] = ::copy_model;
  1076. func[3] = m;
  1077. func[4] = ::spray_model;
  1078. func[5] = ::delete_spawned;
  1079. func[6] = ::toggle_pickup;
  1080.  
  1081. opt[0] = s;
  1082. opt[1] = s;
  1083. opt[2] = s;
  1084. opt[3] = s;
  1085. opt[4] = s;
  1086. opt[5] = s;
  1087. opt[6] = s;
  1088.  
  1089. opt1[3] = 12;
  1090.  
  1091. }
  1092. else if( self.openmenu[s] == 12 )
  1093. {
  1094. title = "Rotate Model:";
  1095. list[0] = "Rotate 1 +";
  1096. list[1] = "Rotate 1 -";
  1097. list[2] = "Rotate 2 +";
  1098. list[3] = "Rotate 2 -";
  1099. list[4] = "Rotate 3 +";
  1100. list[5] = "Rotate 3 -";
  1101. list[6] = "Zero Out";
  1102.  
  1103. func[0] = ::rotate0;
  1104. func[1] = ::rotate01;
  1105. func[2] = ::rotate1;
  1106. func[3] = ::rotate11;
  1107. func[4] = ::rotate2;
  1108. func[5] = ::rotate21;
  1109. func[6] = ::zero_out;
  1110. }
  1111.  
  1112. else
  1113. {
  1114. title = "Mods:";
  1115. list[0] = "UFO On";
  1116. }
  1117. for( i = 0; i < list.size; i++ )
  1118. {
  1119. alpha = 1 / ( i + 1 );
  1120. if( alpha < 0.3 )
  1121. {
  1122. alpha = 0;
  1123. }
  1124. hud[s] = set_hudelem( list[i], 180, 53 + ( i * space_apart ), 1.3, alpha, self );hud_array = maps\_utility::array_add( hud_array, hud[s] );
  1125. }
  1126. current_num = 0;
  1127. hud1[s] = set_hudelem( title, 155, 15, 1.4, 1, self );self.menu_cursor[s] = set_hudelem( undefined, 150, 55, 1.3, 0.8, self );
  1128. self.menu_cursor[s] SetShader( "white", 300, 210 );
  1129. self.menu_cursor[s].color = ( 0, 0, 0 );
  1130. self.menu_cursor[s].sort = 1;
  1131. while( true )
  1132. {
  1133. wait .05;
  1134. if( self attackButtonPressed() && self GetStance() != "prone" )
  1135. {
  1136.  
  1137. if( current_num >= hud_array.size - 1 )
  1138. {
  1139. continue;
  1140. }
  1141.  
  1142. wait .1;
  1143. current_num++;
  1144. move_list_menu( hud_array, "down", space_apart, current_num );
  1145. }
  1146. else if( self adsButtonPressed() && self GetStance() != "prone" )
  1147. {
  1148. if( current_num <= 0 )
  1149. {
  1150. continue;
  1151. }
  1152.  
  1153. wait .1;
  1154. current_num--;
  1155. move_list_menu( hud_array, "up", space_apart, current_num );
  1156. }
  1157. else if( self useButtonPressed() && self GetStance() == "prone" )
  1158. {
  1159. if( self == func[0] || self == players[0] )
  1160. {
  1161. self thread menu_begin();
  1162. break;
  1163. }
  1164. else if( self == opt[1] || self == players[1] )
  1165. {
  1166. self thread menu1_begin();
  1167. break;
  1168. }
  1169. else if( self == opt1[2] || self == players[2] )
  1170. {
  1171. self thread menu2_begin();
  1172. break;
  1173. }
  1174. else if( self == opt2[3] || self == players[3] )
  1175. {
  1176. self thread menu3_begin();
  1177. break;
  1178. }
  1179. }
  1180. else if( self meleeButtonPressed() && self.openmenu[s] != 0 && self.openmenu[s] != 12 && self.openmenu[s] != 15 && self.openmenu[s] != 17 )
  1181. {
  1182. self thread submenu( num, 0 );
  1183. break;
  1184. }
  1185. else if( self meleeButtonPressed() && self.openmenu[s] == 12 )
  1186. {
  1187. self thread submenu( num, 11 );
  1188. break;
  1189. }
  1190. else if( self meleeButtonPressed() && self.openmenu[s] == 15 )
  1191. {
  1192. self thread submenu( num, 9 );
  1193. break;
  1194. }
  1195. else if( self meleeButtonPressed() && self.openmenu[s] == 17 )
  1196. {
  1197. self thread submenu( num, 15 );
  1198. break;
  1199. }
  1200. else if( self useButtonPressed() && self GetStance() != "prone" && self.openmenu[s] != 18 )
  1201. {if( current_num == 0 )
  1202. {
  1203. self thread [[func[0]]]( opt[0], opt1[0], opt2[0] );
  1204. if( func[0] == ::submenu || func[0] == ::forge_menu )
  1205. {
  1206. break;
  1207. }
  1208. wait .2;
  1209. }
  1210.  
  1211. else if ( current_num == 1 )
  1212. {
  1213. self thread [[func[1]]]( opt[1], opt1[1], opt2[1] );
  1214. if( func[1] == ::submenu )
  1215. {
  1216. break;
  1217. }
  1218. wait .2;
  1219. }
  1220. else if ( current_num == 2 )
  1221. {
  1222. self thread [[func[2]]]( opt[2], opt1[2], opt2[2] );
  1223. if( func[2] == ::submenu )
  1224. {
  1225. break;
  1226. }
  1227. wait .2;
  1228. }
  1229. else if ( current_num == 3 )
  1230. {
  1231. self thread [[func[3]]]( opt[3], opt1[3], opt2[3] );
  1232. if( func[3] == ::submenu )
  1233. {
  1234. break;
  1235. }
  1236. wait .2;
  1237. }
  1238. else if( current_num == 4 )
  1239. {
  1240. self thread [[func[4]]]( opt[4], opt1[4], opt2[4] );
  1241. if( func[4] == ::submenu )
  1242. {
  1243. break;
  1244. }
  1245. wait .2;
  1246. }
  1247. else if( current_num == 5 )
  1248. {
  1249. self thread [[func[5]]]( opt[5], opt1[5], opt2[5] );
  1250. if( func[5] == ::submenu )
  1251. {
  1252. break;
  1253. }
  1254. wait .2;
  1255. }
  1256. else if( current_num == 6 )
  1257. {
  1258. self thread [[func[6]]]( opt[6], opt1[6], opt2[6] );
  1259. if( func[6] == ::submenu )
  1260. {
  1261. break;
  1262. }
  1263. wait .2;
  1264. }
  1265. else if( current_num == 7 )
  1266. {
  1267. self thread [[func[7]]]( opt[7], opt1[7], opt2[7] );
  1268. if( func[7] == ::submenu )
  1269. {
  1270. break;
  1271. }
  1272. wait .2;
  1273. }
  1274. else if( current_num == 8 )
  1275. {
  1276. self thread [[func[8]]]( opt[8], opt1[8], opt2[8] );
  1277. if( func[8] == ::submenu )
  1278. {
  1279. break;
  1280. }
  1281. wait .2;
  1282. }
  1283. else if( current_num == 9 )
  1284. {
  1285. self thread [[func[9]]]( opt[9], opt1[9], opt2[9] );
  1286. if( func[9] == ::submenu )
  1287. {
  1288. break;
  1289. }
  1290. wait .2;
  1291. }
  1292. else if( current_num == 10 )
  1293. {
  1294. self thread [[func[10]]]( opt[10], opt1[10], opt2[10] );
  1295. if( func[10] == ::submenu )
  1296. {
  1297. break;
  1298. }
  1299. wait .2;
  1300. }
  1301. else if( current_num == 11 )
  1302. {
  1303. self thread [[func[11]]]( opt[11], opt1[11], opt2[11] );
  1304. if( func[11] == ::submenu )
  1305. {
  1306. break;
  1307. }
  1308. wait .2;
  1309. }
  1310. else if( current_num == 12 )
  1311. {
  1312. self thread [[func[12]]]( opt[12], opt1[12], opt2[12] );
  1313. if( func[12] == ::submenu )
  1314. {
  1315. break;
  1316. }
  1317. wait .2;
  1318. }
  1319. else if( current_num == 13 )
  1320. {
  1321. self thread [[func[13]]]( opt[13], opt1[13], opt2[13] );
  1322. if( func[13] == ::submenu )
  1323. {
  1324. break;
  1325. }
  1326. wait .2;
  1327. }
  1328. else if( current_num == 14 )
  1329. {
  1330. self thread [[func[14]]]( opt[14], opt1[14], opt2[14] );
  1331. if( func[14] == ::submenu )
  1332. {
  1333. break;
  1334. }
  1335. wait .2;
  1336. }
  1337. else if( current_num == 15 )
  1338. {
  1339. self thread [[func[15]]]( opt[15], opt1[15], opt2[15] );
  1340. if( func[15] == ::submenu )
  1341. {
  1342. break;
  1343. }
  1344. wait .2;
  1345. }
  1346. else if( current_num == 16 )
  1347. {
  1348. self thread [[func[16]]]( opt[16], opt1[16], opt2[16] );
  1349. if( func[16] == ::submenu )
  1350. {
  1351. break;
  1352. }
  1353. wait .2;
  1354. }
  1355. else if( current_num == 17 )
  1356. {
  1357. self thread [[func[17]]]( opt[17], opt1[17], opt2[17] );
  1358. if( func[17] == ::submenu )
  1359. {
  1360. break;
  1361. }
  1362. wait .2;
  1363. }
  1364. else if( current_num == 18 )
  1365. {
  1366. self thread [[func[18]]]( opt[18], opt1[18], opt2[18] );
  1367. wait .2;
  1368. }
  1369. }
  1370. else if( self.justgotverified == 1 )
  1371. {
  1372. break;
  1373. }
  1374. else if( self.jailed == 1 )
  1375. {
  1376. break;
  1377. }
  1378. else if( self.justgotcohost == 1 )
  1379. {
  1380. break;
  1381. }
  1382. else if( self.firstopen == 0 )
  1383. {
  1384. self.firstopen = 1;
  1385. self thread client1_modmenu( num );
  1386. break;
  1387. }
  1388. else if( self.justturnedon == 1 )
  1389. {
  1390. self.openmenu[s] = 0;
  1391. break;
  1392. }
  1393. }
  1394. for( i = 0; i < hud_array.size; i++ )
  1395. {
  1396. hud_array[i] Destroy();self.menu_cursor[s] Destroy();
  1397. }
  1398. hud1[s] Destroy();
  1399. menuScroll Destroy();
  1400. self.menu_cursor[s] Destroy();
  1401. }
  1402. just_got_verified( playernum )
  1403. {
  1404. k = playernum;
  1405. get_players()[k].justgotverified = 1;
  1406. wait 1;
  1407. get_players()[k] thread client1_modmenu( k );
  1408. }
  1409. just_got_cohost( playernum )
  1410. {
  1411. k = playernum;
  1412. get_players()[k].justgotcohost = 1;
  1413. wait 1;
  1414. get_players()[k] thread client1_modmenu( k );
  1415. }
  1416. just_turned_on()
  1417. {
  1418. self.justturnedon = 1;
  1419. wait 1;
  1420. self thread client1_modmenu( 0 );
  1421. }
  1422. //activates sub menus
  1423. submenu( num, subnum )
  1424. {
  1425. s = num;
  1426. self.openmenu[s] = subnum;
  1427. wait .1;
  1428. self thread client1_modmenu( num );
  1429. }
  1430. //used for scrolling through menu
  1431. move_list_menu( hud_array, dir, space, num )
  1432. {
  1433. time = 0.3;
  1434. if( dir == "up" )
  1435. {
  1436. movement = space;
  1437. }
  1438. else // down
  1439. {
  1440. movement = space * -1;
  1441. }
  1442.  
  1443. for( i = 0; i < hud_array.size; i++ )
  1444. {
  1445. hud_array[i] MoveOverTime( time );
  1446. hud_array[i].y = hud_array[i].y + movement;
  1447.  
  1448. temp = i - num;
  1449. if( temp < 0 )
  1450. {
  1451. temp = temp * -1;
  1452. }
  1453.  
  1454. alpha = 1 / ( temp + 1 );
  1455.  
  1456. if( alpha < 0.3 )
  1457. {
  1458. alpha = 0;
  1459. }
  1460.  
  1461. hud_array[i] FadeOverTime( time );
  1462. hud_array[i].alpha = alpha;
  1463. }
  1464. }
  1465.  
  1466. forge_menu( num )
  1467. {
  1468. wait .2;
  1469. hud_array = [];
  1470. space_apart = 15;
  1471. player = get_players();
  1472. s = num;
  1473. x = ::SpawnModel;
  1474. list = [];
  1475. opt = [];
  1476. n = 6;
  1477. self.spin2 = 0;
  1478. self.spin1 = 0;
  1479. self.spin = 0;
  1480. self.openmenu[s] = 13;
  1481. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  1482. {
  1483. n = 10;
  1484. }
  1485.  
  1486. if( self.placedmodel != true )
  1487. {
  1488. self.selectedmodel Delete();
  1489. self.placedmodel = false;
  1490. }
  1491. if( self.placedmodel == true )
  1492. {
  1493. self.placedmodel = false;
  1494. }
  1495.  
  1496. for( i=0; i<level.dyn_ent_modelnames.size + n; i++ )
  1497. {
  1498. list[i] = "";
  1499. }
  1500.  
  1501. func = x;
  1502.  
  1503. opt = level.dyn_ent_modelnames;
  1504. opt[level.dyn_ent_modelnames.size] = "defaultactor";
  1505. opt[level.dyn_ent_modelnames.size + 1] = "defaultvehicle";
  1506. opt[level.dyn_ent_modelnames.size + 2] = "zombie_skull";
  1507. opt[level.dyn_ent_modelnames.size + 3] = "zombie_x2_icon";
  1508. opt[level.dyn_ent_modelnames.size + 4] = "zombie_bomb";
  1509. opt[level.dyn_ent_modelnames.size + 5] = "zombie_ammocan";
  1510.  
  1511. opt1 = s;
  1512.  
  1513. if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  1514. {
  1515. opt[level.dyn_ent_modelnames.size + 6] = "zombie_teleporter_pad";
  1516. opt[level.dyn_ent_modelnames.size + 7] = "weapon_zombie_monkey_bomb";
  1517. opt[level.dyn_ent_modelnames.size + 8] = "zombie_carpenter";
  1518. opt[level.dyn_ent_modelnames.size + 9] = "zombie_wolf";
  1519. }
  1520. for( i = 0; i < list.size; i++ )
  1521. {
  1522. alpha = 1 / ( i + 1 );
  1523.  
  1524. if( alpha < 0.3 )
  1525. {
  1526. alpha = 0;
  1527. }
  1528.  
  1529. hud[s] = set_hudelem( list[i], 155, 65 + ( i * space_apart ), 1.3, alpha, self );
  1530. hud_array = maps\_utility::array_add( hud_array, hud[s] );
  1531. }
  1532.  
  1533. current_num = 0;
  1534. self thread [[func]]( opt[0], opt1 );
  1535. self iPrintlnBold("Press [{+usereload}] To Select A Model");
  1536.  
  1537. while( true )
  1538. {
  1539. wait .05;
  1540. if( self attackButtonPressed() && self GetStance() != "prone" )
  1541. {
  1542. if( current_num >= hud_array.size - 1 )
  1543. {
  1544. continue;
  1545. }
  1546.  
  1547. wait .1;
  1548. current_num++;
  1549. move_list_menu( hud_array, "down", space_apart, current_num );
  1550. self.selectedmodel Delete();
  1551. if( current_num == 0 )
  1552. {
  1553. self thread [[func]]( opt[0], opt1 );
  1554. }
  1555. else if ( current_num == 1 )
  1556. {
  1557. self thread [[func]]( opt[1], opt1 );
  1558. }
  1559. else if ( current_num == 2 )
  1560. {
  1561. self thread [[func]]( opt[2], opt1 );
  1562. }
  1563. else if ( current_num == 3 )
  1564. {
  1565. self thread [[func]]( opt[3], opt1 );
  1566. }
  1567. else if( current_num == 4 )
  1568. {
  1569. self thread [[func]]( opt[4], opt1 );
  1570. }
  1571. else if( current_num == 5 )
  1572. {
  1573. self thread [[func]]( opt[5],opt1 );
  1574. }
  1575. else if( current_num == 6 )
  1576. {
  1577. self thread [[func]]( opt[6], opt1 );
  1578. }
  1579. else if( current_num == 7 )
  1580. {
  1581. self thread [[func]]( opt[7], opt1 );
  1582. }
  1583. else if( current_num == 8 )
  1584. {
  1585. self thread [[func]]( opt[8], opt1 );
  1586. }
  1587. else if( current_num == 9 )
  1588. {
  1589. self thread [[func]]( opt[9], opt1 );
  1590. }
  1591. else if( current_num == 10 )
  1592. {
  1593. self thread [[func]]( opt[10], opt1 );
  1594. }
  1595. else if( current_num == 11 )
  1596. {
  1597. self thread [[func]]( opt[11], opt1 );
  1598. }
  1599. else if( current_num == 12 )
  1600. {
  1601. self thread [[func]]( opt[12], opt1 );
  1602. }
  1603. else if( current_num == 13 )
  1604. {
  1605. self thread [[func]]( opt[13], opt1 );
  1606. }
  1607. else if( current_num == 14 )
  1608. {
  1609. self thread [[func]]( opt[14], opt1 );
  1610. }
  1611. else if( current_num == 15 )
  1612. {
  1613. self thread [[func]]( opt[15], opt1 );
  1614. }
  1615. else if ( current_num == 16 )
  1616. {
  1617. self thread [[func]]( opt[16], opt1 );
  1618. }
  1619. else if ( current_num == 17 )
  1620. {
  1621. self thread [[func]]( opt[17], opt1 );
  1622. }
  1623. else if ( current_num == 18 )
  1624. {
  1625. self thread [[func]]( opt[18], opt1 );
  1626. }
  1627. else if( current_num == 19 )
  1628. {
  1629. self thread [[func]]( opt[19], opt1 );
  1630. }
  1631. else if( current_num == 20 )
  1632. {
  1633. self thread [[func]]( opt[20], opt1 );
  1634. }
  1635. else if( current_num == 21 )
  1636. {
  1637. self thread [[func]]( opt[21], opt1 );
  1638. }
  1639. else if( current_num == 22 )
  1640. {
  1641. self thread [[func]]( opt[22], opt1 );
  1642. }
  1643. else if( current_num == 23 )
  1644. {
  1645. self thread [[func]]( opt[23], opt1 );
  1646. }
  1647. else if( current_num == 24 )
  1648. {
  1649. self thread [[func]]( opt[24], opt1 );
  1650. }
  1651. else if( current_num == 25 )
  1652. {
  1653. self thread [[func]]( opt[25], opt1 );
  1654. }
  1655. else if( current_num == 26 )
  1656. {
  1657. self thread [[func]]( opt[26], opt1 );
  1658. }
  1659. else if( current_num == 27 )
  1660. {
  1661. self thread [[func]]( opt[27], opt1 );
  1662. }
  1663. else if( current_num == 28 )
  1664. {
  1665. self thread [[func]]( opt[28], opt1 );
  1666. }
  1667. else if( current_num == 29 )
  1668. {
  1669. self thread [[func]]( opt[29], opt1 );
  1670. }
  1671. else if( current_num == 30 )
  1672. {
  1673. self thread [[func]]( opt[30], opt1 );
  1674. }
  1675. else if( current_num == 31 )
  1676. {
  1677. self thread [[func]]( opt[31], opt1 );
  1678. }
  1679. else if( current_num == 32 )
  1680. {
  1681. self thread [[func]]( opt[32], opt1 );
  1682. }
  1683. else if( current_num == 33 )
  1684. {
  1685. self thread [[func]]( opt[33], opt1 );
  1686. }
  1687. else if( current_num == 34 )
  1688. {
  1689. self thread [[func]]( opt[34], opt1 );
  1690. }
  1691. else if( current_num == 35 )
  1692. {
  1693. self thread [[func]]( opt[35], opt1 );
  1694. }
  1695. else if( current_num == 36 )
  1696. {
  1697. self thread [[func]]( opt[36], opt1 );
  1698. }
  1699. else if ( current_num == 37 )
  1700. {
  1701. self thread [[func]]( opt[37], opt1 );
  1702. }
  1703. else if ( current_num == 38 )
  1704. {
  1705. self thread [[func]]( opt[38], opt1 );
  1706. }
  1707. else if ( current_num == 39 )
  1708. {
  1709. self thread [[func]]( opt[39], opt1 );
  1710. }
  1711. else if( current_num == 40 )
  1712. {
  1713. self thread [[func]]( opt[40], opt1 );
  1714. }
  1715. else if ( current_num == 41 )
  1716. {
  1717. self thread [[func]]( opt[41], opt1 );
  1718. }
  1719. else if( current_num == 42 )
  1720. {
  1721. self thread [[func]]( opt[42], opt1 );
  1722. }
  1723. else if ( current_num == 43 )
  1724. {
  1725. self thread [[func]]( opt[43], opt1 );
  1726. }
  1727. else if( current_num == 44 )
  1728. {
  1729. self thread [[func]]( opt[44], opt1 );
  1730. }
  1731. else if( current_num == 45 )
  1732. {
  1733. self thread [[func]]( opt[45], opt1 );
  1734. }
  1735. else if( current_num == 46 )
  1736. {
  1737. self thread [[func]]( opt[46], opt1 );
  1738. }
  1739. else if( current_num == 47 )
  1740. {
  1741. self thread [[func]]( opt[47], opt1 );
  1742. }
  1743. else if ( current_num == 48 )
  1744. {
  1745. self thread [[func]]( opt[48], opt1 );
  1746. }
  1747. else if ( current_num == 49 )
  1748. {
  1749. self thread [[func]]( opt[49], opt1 );
  1750. }
  1751. else if ( current_num == 50 )
  1752. {
  1753. self thread [[func]]( opt[50], opt1 );
  1754. }
  1755. else if( current_num == 51 )
  1756. {
  1757. self thread [[func]]( opt[51], opt1 );
  1758. }
  1759. else if ( current_num == 52 )
  1760. {
  1761. self thread [[func]]( opt[52], opt1 );
  1762. }
  1763. else if( current_num == 53 )
  1764. {
  1765. self thread [[func]]( opt[53], opt1 );
  1766. }
  1767. else if ( current_num == 54 )
  1768. {
  1769. self thread [[func]]( opt[54], opt1 );
  1770. }
  1771. else if ( current_num == 55 )
  1772. {
  1773. self thread [[func]]( opt[55], opt1 );
  1774. }
  1775. else if ( current_num == 56 )
  1776. {
  1777. self thread [[func]]( opt[56], opt1 );
  1778. }
  1779. else if ( current_num == 56 )
  1780. {
  1781. self thread [[func]]( opt[56], opt1 );
  1782. }
  1783. else if ( current_num == 57 )
  1784. {
  1785. self thread [[func]]( opt[57], opt1 );
  1786. }
  1787. else if ( current_num == 58 )
  1788. {
  1789. self thread [[func]]( opt[58], opt1 );
  1790. }
  1791. else if ( current_num == 59 )
  1792. {
  1793. self thread [[func]]( opt[59], opt1 );
  1794. }
  1795. else if ( current_num == 60 )
  1796. {
  1797. self thread [[func]]( opt[60], opt1 );
  1798. }
  1799. else if ( current_num == 61 )
  1800. {
  1801. self thread [[func]]( opt[61], opt1 );
  1802. }
  1803. else if ( current_num == 62 )
  1804. {
  1805. self thread [[func]]( opt[62], opt1 );
  1806. }
  1807. else if ( current_num == 63 )
  1808. {
  1809. self thread [[func]]( opt[63], opt1 );
  1810. }
  1811. else if ( current_num == 64 )
  1812. {
  1813. self thread [[func]]( opt[64], opt1 );
  1814. }
  1815. else if ( current_num == 65 )
  1816. {
  1817. self thread [[func]]( opt[65], opt1 );
  1818. }
  1819. else if ( current_num == 66 )
  1820. {
  1821. self thread [[func]]( opt[66], opt1 );
  1822. }
  1823. else if ( current_num == 67 )
  1824. {
  1825. self thread [[func]]( opt[67], opt1 );
  1826. }
  1827. else if ( current_num == 68 )
  1828. {
  1829. self thread [[func]]( opt[68], opt1 );
  1830. }
  1831. }
  1832. else if( self adsButtonPressed() && self GetStance() != "prone" )
  1833. {
  1834. if( current_num <= 0 )
  1835. {
  1836. continue;
  1837. }
  1838.  
  1839. wait .1;
  1840. current_num--;
  1841. move_list_menu( hud_array, "up", space_apart, current_num );
  1842. self.selectedmodel Delete();
  1843. if( current_num == 0 )
  1844. {
  1845. self thread [[func]]( opt[0], opt1 );
  1846. }
  1847. else if ( current_num == 1 )
  1848. {
  1849. self thread [[func]]( opt[1], opt1 );
  1850. }
  1851. else if ( current_num == 2 )
  1852. {
  1853. self thread [[func]]( opt[2], opt1 );
  1854. }
  1855. else if ( current_num == 3 )
  1856. {
  1857. self thread [[func]]( opt[3], opt1 );
  1858. }
  1859. else if( current_num == 4 )
  1860. {
  1861. self thread [[func]]( opt[4], opt1 );
  1862. }
  1863. else if( current_num == 5 )
  1864. {
  1865. self thread [[func]]( opt[5],opt1 );
  1866. }
  1867. else if( current_num == 6 )
  1868. {
  1869. self thread [[func]]( opt[6], opt1 );
  1870. }
  1871. else if( current_num == 7 )
  1872. {
  1873. self thread [[func]]( opt[7], opt1 );
  1874. }
  1875. else if( current_num == 8 )
  1876. {
  1877. self thread [[func]]( opt[8], opt1 );
  1878. }
  1879. else if( current_num == 9 )
  1880. {
  1881. self thread [[func]]( opt[9], opt1 );
  1882. }
  1883. else if( current_num == 10 )
  1884. {
  1885. self thread [[func]]( opt[10], opt1 );
  1886. }
  1887. else if( current_num == 11 )
  1888. {
  1889. self thread [[func]]( opt[11], opt1 );
  1890. }
  1891. else if( current_num == 12 )
  1892. {
  1893. self thread [[func]]( opt[12], opt1 );
  1894. }
  1895. else if( current_num == 13 )
  1896. {
  1897. self thread [[func]]( opt[13], opt1 );
  1898. }
  1899. else if( current_num == 14 )
  1900. {
  1901. self thread [[func]]( opt[14], opt1 );
  1902. }
  1903. else if( current_num == 15 )
  1904. {
  1905. self thread [[func]]( opt[15], opt1 );
  1906. }
  1907. else if ( current_num == 16 )
  1908. {
  1909. self thread [[func]]( opt[16], opt1 );
  1910. }
  1911. else if ( current_num == 17 )
  1912. {
  1913. self thread [[func]]( opt[17], opt1 );
  1914. }
  1915. else if ( current_num == 18 )
  1916. {
  1917. self thread [[func]]( opt[18], opt1 );
  1918. }
  1919. else if( current_num == 19 )
  1920. {
  1921. self thread [[func]]( opt[19], opt1 );
  1922. }
  1923. else if( current_num == 20 )
  1924. {
  1925. self thread [[func]]( opt[20], opt1 );
  1926. }
  1927. else if( current_num == 21 )
  1928. {
  1929. self thread [[func]]( opt[21], opt1 );
  1930. }
  1931. else if( current_num == 22 )
  1932. {
  1933. self thread [[func]]( opt[22], opt1 );
  1934. }
  1935. else if( current_num == 23 )
  1936. {
  1937. self thread [[func]]( opt[23], opt1 );
  1938. }
  1939. else if( current_num == 24 )
  1940. {
  1941. self thread [[func]]( opt[24], opt1 );
  1942. }
  1943. else if( current_num == 25 )
  1944. {
  1945. self thread [[func]]( opt[25], opt1 );
  1946. }
  1947. else if( current_num == 26 )
  1948. {
  1949. self thread [[func]]( opt[26], opt1 );
  1950. }
  1951. else if( current_num == 27 )
  1952. {
  1953. self thread [[func]]( opt[27], opt1 );
  1954. }
  1955. else if( current_num == 28 )
  1956. {
  1957. self thread [[func]]( opt[28], opt1 );
  1958. }
  1959. else if( current_num == 29 )
  1960. {
  1961. self thread [[func]]( opt[29], opt1 );
  1962. }
  1963. else if( current_num == 30 )
  1964. {
  1965. self thread [[func]]( opt[30], opt1 );
  1966. }
  1967. else if( current_num == 31 )
  1968. {
  1969. self thread [[func]]( opt[31], opt1 );
  1970. }
  1971. else if( current_num == 32 )
  1972. {
  1973. self thread [[func]]( opt[32], opt1 );
  1974. }
  1975. else if( current_num == 33 )
  1976. {
  1977. self thread [[func]]( opt[33], opt1 );
  1978. }
  1979. else if( current_num == 34 )
  1980. {
  1981. self thread [[func]]( opt[34], opt1 );
  1982. }
  1983. else if( current_num == 35 )
  1984. {
  1985. self thread [[func]]( opt[35], opt1 );
  1986. }
  1987. else if( current_num == 36 )
  1988. {
  1989. self thread [[func]]( opt[36], opt1 );
  1990. }
  1991. else if ( current_num == 37 )
  1992. {
  1993. self thread [[func]]( opt[37], opt1 );
  1994. }
  1995. else if ( current_num == 38 )
  1996. {
  1997. self thread [[func]]( opt[38], opt1 );
  1998. }
  1999. else if ( current_num == 39 )
  2000. {
  2001. self thread [[func]]( opt[39], opt1 );
  2002. }
  2003. else if( current_num == 40 )
  2004. {
  2005. self thread [[func]]( opt[40], opt1 );
  2006. }
  2007. else if ( current_num == 41 )
  2008. {
  2009. self thread [[func]]( opt[41], opt1 );
  2010. }
  2011. else if( current_num == 42 )
  2012. {
  2013. self thread [[func]]( opt[42], opt1 );
  2014. }
  2015. else if ( current_num == 43 )
  2016. {
  2017. self thread [[func]]( opt[43], opt1 );
  2018. }
  2019. else if( current_num == 44 )
  2020. {
  2021. self thread [[func]]( opt[44], opt1 );
  2022. }
  2023. else if( current_num == 45 )
  2024. {
  2025. self thread [[func]]( opt[45], opt1 );
  2026. }
  2027. else if( current_num == 46 )
  2028. {
  2029. self thread [[func]]( opt[46], opt1 );
  2030. }
  2031. else if( current_num == 47 )
  2032. {
  2033. self thread [[func]]( opt[47], opt1 );
  2034. }
  2035. else if ( current_num == 48 )
  2036. {
  2037. self thread [[func]]( opt[48], opt1 );
  2038. }
  2039. else if ( current_num == 49 )
  2040. {
  2041. self thread [[func]]( opt[49], opt1 );
  2042. }
  2043. else if ( current_num == 50 )
  2044. {
  2045. self thread [[func]]( opt[50], opt1 );
  2046. }
  2047. else if( current_num == 51 )
  2048. {
  2049. self thread [[func]]( opt[51], opt1 );
  2050. }
  2051. else if ( current_num == 52 )
  2052. {
  2053. self thread [[func]]( opt[52], opt1 );
  2054. }
  2055. else if( current_num == 53 )
  2056. {
  2057. self thread [[func]]( opt[53], opt1 );
  2058. }
  2059. else if ( current_num == 54 )
  2060. {
  2061. self thread [[func]]( opt[54], opt1 );
  2062. }
  2063. else if ( current_num == 55 )
  2064. {
  2065. self thread [[func]]( opt[55], opt1 );
  2066. }
  2067. else if ( current_num == 56 )
  2068. {
  2069. self thread [[func]]( opt[56], opt1 );
  2070. }
  2071. else if ( current_num == 57 )
  2072. {
  2073. self thread [[func]]( opt[57], opt1 );
  2074. }
  2075. else if ( current_num == 58 )
  2076. {
  2077. self thread [[func]]( opt[58], opt1 );
  2078. }
  2079. else if ( current_num == 59 )
  2080. {
  2081. self thread [[func]]( opt[59], opt1 );
  2082. }
  2083. else if ( current_num == 60 )
  2084. {
  2085. self thread [[func]]( opt[60], opt1 );
  2086. }
  2087. else if ( current_num == 61 )
  2088. {
  2089. self thread [[func]]( opt[61], opt1 );
  2090. }
  2091. else if ( current_num == 62 )
  2092. {
  2093. self thread [[func]]( opt[62], opt1 );
  2094. }
  2095. else if ( current_num == 64 )
  2096. {
  2097. self thread [[func]]( opt[64], opt1 );
  2098. }
  2099. else if ( current_num == 65 )
  2100. {
  2101. self thread [[func]]( opt[65], opt1 );
  2102. }
  2103. else if ( current_num == 66 )
  2104. {
  2105. self thread [[func]]( opt[66], opt1 );
  2106. }
  2107. else if ( current_num == 67 )
  2108. {
  2109. self thread [[func]]( opt[67], opt1 );
  2110. }
  2111. else if ( current_num == 68 )
  2112. {
  2113. self thread [[func]]( opt[68], opt1 );
  2114. }
  2115. }
  2116. else if( self meleeButtonPressed() )
  2117. {
  2118. self thread submenu( num, 11 );
  2119. self.selectedmodel Delete();
  2120. break;
  2121. }
  2122. else if( self usebuttonpressed() )
  2123. {
  2124. self iprintlnbold("You Have Selected ^2"+player[s].currentmodel+"");
  2125. player[s] thread submenu( num, 11 );
  2126. break;
  2127. }
  2128. }
  2129. for( i = 0; i < hud_array.size; i++ )
  2130. {
  2131. hud_array[i] Destroy();
  2132. }
  2133. }
  2134.  
  2135.  
  2136. fog_change( c1, c2 , c3 )
  2137. {
  2138. self notify( "disco_done" );
  2139. self SetExpFog(256, 512, c1, c2, c3, 0);
  2140. self SetVolFog( 165, 835, 200, 75, c1, c2, c3, 0 );
  2141. }
  2142. toggle_head()
  2143. {
  2144. self attach("zombie_skull", "J_Eyeball_LE", true);
  2145. playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
  2146. }
  2147. disco_fog()
  2148. {
  2149. self endon( "disco_done" );
  2150.  
  2151. while( 1 )
  2152. {
  2153. wait .1;
  2154. self SetExpFog(256, 512, 0, 0.8, 0.8, 0);
  2155. self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0.8, 0 );
  2156. wait .1;
  2157. self SetExpFog(256, 512, 0.8, 0.8, 0, 0);
  2158. self SetVolFog( 165, 835, 200, 75, 0.8, 0.8, 0, 0 );
  2159. wait .1;
  2160. self SetExpFog(256, 512, 0.8, 0, 0.8, 0);
  2161. self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0.8, 0 );
  2162. wait .1;
  2163. self SetExpFog(256, 512, 0, 0, 0.8, 0);
  2164. self SetVolFog( 165, 835, 200, 75, 0, 0, 0.8, 0 );
  2165. wait .1;
  2166. self SetExpFog(256, 512, 0, 0.8, 0, 0);
  2167. self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0, 0 );
  2168. wait .1;
  2169. self SetExpFog(256, 512, 0.8, 0, 0, 0);
  2170. self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0, 0 );
  2171. wait .1;
  2172. self SetExpFog(256, 512, 1, 0.5, 0, 0);
  2173. self SetVolFog( 165, 835, 200, 75, 1, 0.5, 0, 0 );
  2174. }
  2175. }
  2176.  
  2177. setModels( modelname )
  2178. {
  2179. self setModel( modelname );
  2180. self iPrintlnBold("Model Set To ^1"+modelname+"");
  2181. }
  2182. zombie_model()
  2183. {
  2184. zombies = getaiarray("axis");
  2185. for (i = 0; i < zombies.size; i++)
  2186. {
  2187. zombies[i] thread zombie_set_model();
  2188. }
  2189. self iPrintlnBold("Zombie Model Set To ^1Default Actor");
  2190. }
  2191. zombie_set_model()
  2192. {
  2193. playfxontag (level._effect["powerup_on"], self, "j_head");
  2194. self setModel( "char_ger_zombcrawl_body1_1" );
  2195. }
  2196.  
  2197.  
  2198. toggle_ufo()
  2199. {
  2200. if( self.sessionstate == "spectator" )
  2201. {
  2202. self.sessionstate = "playing";
  2203. self allowSpectateTeam( "freelook", false );
  2204. self iPrintlnBold("Ufo Mode ^1Off");
  2205. }
  2206. else
  2207. {
  2208. self.sessionstate = "spectator";
  2209. self allowSpectateTeam( "freelook", true );
  2210. self iPrintlnBold("Ufo Mode ^2On");
  2211. }
  2212. }
  2213.  
  2214. toggle_god()
  2215. {
  2216. if( self.godmode == true )
  2217. {
  2218. self EnableHealthShield( false );
  2219. self DisableInvulnerability();
  2220. self iPrintlnBold( "God Mode ^1Off" );
  2221. self.godmode = false;
  2222. }
  2223. else
  2224. {
  2225. self EnableHealthShield( true );
  2226. self EnableInvulnerability();
  2227. self iPrintlnBold( "God Mode ^2On" );
  2228. self.godmode = true;
  2229. }
  2230. }
  2231. toggle_aimbot( playernum )
  2232. {
  2233. k = playernum;
  2234. player = get_players();
  2235.  
  2236. if( player[k].aimbot == false )
  2237. {
  2238. player[k] thread zombieAimBot( playernum );
  2239. player[k] iPrintlnBold("AimBot ^2On");
  2240. player[k].aimbot = true;
  2241. }
  2242. else
  2243. {
  2244. player[k].aimbot = false;
  2245. player[k] notify("aimbot_done");
  2246. player[k] iPrintlnBold("AimBot ^1Off");
  2247. }
  2248. }
  2249. zombieAimBot( playernum )
  2250. {
  2251. k = playernum;
  2252. player = get_players();
  2253. player[k] endon("aimbot_done");
  2254. player[k] endon("disconnect");
  2255. player[k].fire = 0;
  2256. player[k] thread WatchShoot( playernum );
  2257. while( 1)
  2258. {
  2259. while(player[k] AdsButtonPressed())
  2260. {
  2261. close_zombie = get_closest_ai( player[k].origin, "axis" );
  2262. hitLoc = close_zombie gettagorigin("j_head");
  2263. player[k] setplayerangles(VectorToAngles((hitLoc)-(player[k] gettagorigin("j_head"))));
  2264. wait .05;
  2265. if(player[k].fire == 1)
  2266. MagicBullet( player[k] getCurrentWeapon(), hitLoc + (0,0,5), hitLoc, player[k]);
  2267. }
  2268. wait .05;
  2269. }
  2270. }
  2271.  
  2272. WatchShoot( playernum )
  2273. {
  2274. k = playernum;
  2275. player = get_players();
  2276. player[k] endon("aimbot_done");
  2277. while( 1 )
  2278. {
  2279. player[k] waittill("weapon_fired");
  2280. player[k].fire = 1;
  2281. wait 0.05;
  2282. player[k].fire = 0;
  2283. }
  2284. }
  2285.  
  2286. toggle_third()
  2287. {
  2288. if( self.third == false )
  2289. {
  2290. self setClientDvar( "cg_thirdPerson", "1" );
  2291. self.third = true;
  2292. self iPrintlnBold( "Third Person ^2On" );
  2293. }
  2294. else
  2295. {
  2296. self setClientDvar( "cg_thirdPerson", "0" );
  2297. self.third = false;
  2298. self iPrintlnBold( "Third Person ^1Off" );
  2299. }
  2300. }
  2301.  
  2302. flame_head(){ self endon ("flame_done");
  2303.  
  2304. level._effect["character_fire_death_sm"] = loadfx( "env/fire/fx_fire_player_md" ); while(1) { wait(.1);
  2305.  
  2306. if (isdefined(self))
  2307. {
  2308. playfxontag (level._effect["character_fire_death_sm"], self, "j_head");
  2309. wait 8;
  2310. } }}
  2311. toggle_flame( playernum )
  2312. {
  2313. k = playernum;
  2314. player = get_players();
  2315.  
  2316. if( player[k].flamehead == false )
  2317. {
  2318. player[k] thread flame_head( playernum );
  2319. player[k] iPrintlnBold("Flaming Head ^2On");
  2320. player[k].flamehead = true;
  2321. }
  2322. else
  2323. {
  2324. player[k].flamehead = false;
  2325. player[k] notify("flame_done");
  2326. player[k] iPrintlnBold("Flaming Head ^1Off");
  2327. }
  2328. }
  2329.  
  2330. toggle_promod()
  2331. {
  2332. if( self.promod == false )
  2333. {
  2334. self setClientDvar( "cg_fov", "100" );
  2335. self setClientDvar( "cg_gun_x", "7" );
  2336. self.promod = true;
  2337. self iPrintlnBold( "Pro-Mod ^2On" );
  2338.  
  2339. }
  2340. else
  2341. {
  2342. self setClientDvar( "cg_fov", "65" );
  2343. self setClientDvar( "cg_gun_x", "0" );
  2344. self.promod = false;
  2345. self iPrintlnBold( "Pro-Mod ^1Off" );
  2346. }
  2347. }
  2348. score_up()
  2349. {
  2350. self.score_total = self.score_total + 100000;
  2351. self.score = self.score + 100000;
  2352. self iPrintlnBold( "Score Set To ^1"+self.score+"" );
  2353. }
  2354. max_score()
  2355. {
  2356. self.score_total = 2147483640;
  2357. self.score = 2147483640;
  2358. self iPrintlnBold( "Score Set To ^1"+self.score+"" );
  2359. }
  2360. score_1000()
  2361. {
  2362. self.score_total = 1000;
  2363. self.score = 1000;
  2364. self iPrintlnBold( "Score Set To ^1"+self.score+"" );
  2365. }
  2366.  
  2367.  
  2368. change_vision( vision )
  2369. {
  2370. self VisionSetNaked( vision, .5 );
  2371. self setclientdvar( "r_colorMap", "1" );
  2372. self SetClientDvar( "r_fullbright", "0" );
  2373. self SetClientDvar( "r_flamefx_enable", "0" );
  2374. self SetClientDvar( "r_revivefx_debug", "0" );
  2375. self iprintlnbold("Vision Set To ^1"+vision+"");
  2376. }
  2377.  
  2378. color_vis( value )
  2379. {
  2380. self VisionSetNaked( "default", .1 );
  2381. self SetClientDvar( "r_fullbright", "0" );
  2382. self SetClientDvar( "r_flamefx_enable", "0" );
  2383. self setclientdvar( "r_colorMap", value );
  2384. self SetClientDvar( "r_revivefx_debug", "0" );
  2385. }
  2386.  
  2387. flame_vis()
  2388. {
  2389. self SetClientDvar( "r_flamefx_enable", "1" );
  2390. self SetClientDvar( "r_fullbright", "0" );
  2391. self setclientdvar( "r_colorMap", "1" );
  2392. self SetClientDvar( "r_revivefx_debug", "0" );
  2393. self iPrintlnBold("Vision Set To ^6Flame Vision");
  2394. }
  2395.  
  2396. night_vis()
  2397. {
  2398. self VisionSetNaked( "default", .1 );
  2399. self setclientdvar( "r_colorMap", "1" );
  2400. self SetClientDvar( "r_fullbright", "0" );
  2401. self SetClientDvar( "r_flamefx_enable", "0" );
  2402. self SetClientDvar( "r_revivefx_lighttintcenter", "2 2 2" );
  2403. self SetClientDvar( "r_revivefx_lighttintedge", "1 1 1" );
  2404. self SetClientDvar( "r_revivefx_contrastcenter", "1.5" );
  2405. self SetClientDvar( "r_revivefx_contrastedge", "2" );
  2406. self SetClientDvar( "r_revivefx_darktintcenter", "1 1 0" );
  2407. self SetClientDvar( "r_revivefx_darktintedge", "0 1 0" );
  2408. self SetClientDvar( "r_revivefx_blurradiusedge", "3" );
  2409. self SetClientDvar( "r_revivefx_debug", "1" );
  2410. self iPrintlnBold("Vision Set To ^1Night Vision");
  2411. }
  2412. purple_vis()
  2413. {
  2414. self VisionSetNaked( "default", .1 );
  2415. self setclientdvar( "r_colorMap", "1" );
  2416. self SetClientDvar( "r_fullbright", "0" );
  2417. self SetClientDvar( "r_flamefx_enable", "0" );
  2418. self SetClientDvar( "r_revivefx_lighttintcenter", "1.5 0 2" );
  2419. self SetClientDvar( "r_revivefx_lighttintedge", "1.5 0 2" );
  2420. self SetClientDvar( "r_revivefx_contrastcenter", "2" );
  2421. self SetClientDvar( "r_revivefx_contrastedge", "1.5" );
  2422. self SetClientDvar( "r_revivefx_darktintcenter", "1.5 0 2" );
  2423. self SetClientDvar( "r_revivefx_darktintedge", "1.5 0 2" );
  2424. self SetClientDvar( "r_revivefx_blurradiusedge", "3" );
  2425. self SetClientDvar( "r_revivefx_debug", "1" );
  2426. self iPrintlnBold("Vision Set To ^1Purple Vision");
  2427. }
  2428. orange_vis()
  2429. {
  2430. self VisionSetNaked( "default", .1 );
  2431. self setclientdvar( "r_colorMap", "1" );
  2432. self SetClientDvar( "r_fullbright", "0" );
  2433. self SetClientDvar( "r_flamefx_enable", "0" );
  2434. self SetClientDvar( "r_revivefx_lighttintcenter", "2 1 0" );
  2435. self SetClientDvar( "r_revivefx_lighttintedge", "2 1 0" );
  2436. self SetClientDvar( "r_revivefx_contrastcenter", "2" );
  2437. self SetClientDvar( "r_revivefx_contrastedge", "1.5" );
  2438. self SetClientDvar( "r_revivefx_darktintcenter", "2 1 0" );
  2439. self SetClientDvar( "r_revivefx_darktintedge", "2 1 0" );
  2440. self SetClientDvar( "r_revivefx_blurradiusedge", "3" );
  2441. self SetClientDvar( "r_revivefx_debug", "1" );
  2442. self iprintlnbold("Vision Set To ^1Orange Vision");
  2443. }
  2444.  
  2445. DoAchievy()
  2446. {
  2447. self iPrintlnBold("^3 Achievments Unlocking... This Will Take A Minute...");
  2448. Achiev[1] = "DLC2_ZOMBIE_KILLS";
  2449. Achiev[2] = "DLC2_ZOMBIE_ALL_TRAPS";
  2450. Achiev[3] = "DLC2_ZOMBIE_HEADSHOTS";
  2451. Achiev[4] = "DLC2_ZOMBIE_MELEE_KILLS";
  2452. Achiev[5] = "DLC2_ZOMBIE_SURVIVOR";
  2453. Achiev[6] = "DLC2_ZOMBIE_ALL_PERKS";
  2454. Achiev[7] = "DLC2_ZOMBIE_REPAIR_BOARDS";
  2455. Achiev[8] = "DLC2_ZOMBIE_NUKE_KILLS";
  2456. Achiev[9] = "DLC2_ZOMBIE_POINTS";
  2457. Achiev[10] = "DLC3_ZOMBIE_PAP_ONCE";
  2458. Achiev[11] = "DLC3_ZOMBIE_USE_MONKEY";
  2459. Achiev[12] = "DLC3_ZOMBIE_FIVE_TELEPORTS";
  2460. Achiev[13] = "DLC3_ZOMBIE_BOWIE_KILLS";
  2461. Achiev[14] = "DLC3_ZOMBIE_TWO_UPGRADED";
  2462. Achiev[15] = "DLC3_ZOMBIE_ANTI_GRAVITY";
  2463. Achiev[16] = "DLC3_ZOMBIE_ALL_DOORS";
  2464. Achiev[17] = "DLC3_ZOMBIE_FAST_LINK";
  2465. Achiev[18] = "DLC3_ZOMBIE_RAY_TESLA";
  2466. Achiev[19] = "DLC3_ZOMBIE_NO_PERKS";
  2467. Achiev[20] = "MAKIN_ACHIEVEMENT";
  2468. Achiev[21] = "PELELIU_ACHIEVEMENT";
  2469. Achiev[22] = "OKINAWA_ACHIEVEMENT";
  2470. Achiev[23] = "BERLIN_ACHIEVEMENT";
  2471. Achiev[24] = "WON_THE_WAR";
  2472. Achiev[25] = "MAK_VETERAN_ACHIEVEMENT";
  2473. Achiev[26] = "PEL1_VETERAN_ACHIEVEMENT";
  2474. Achiev[27] = "PEL1A_VETERAN_ACHIEVEMENT";
  2475. Achiev[28] = "PEL1B_VETERAN_ACHIEVEMENT";
  2476. Achiev[29] = "PEL2_VETERAN_ACHIEVEMENT";
  2477. Achiev[30] = "PBY_FLY_VETERAN_ACHIEVEMENT";
  2478. Achiev[31] = "SEE1_VETERAN_ACHIEVEMENT";
  2479. Achiev[32] = "SEE2_VETERAN_ACHIEVEMENT";
  2480. Achiev[33] = "BER1_VETERAN_ACHIEVEMENT";
  2481. Achiev[34] = "SNIPER_VETERAN_ACHIEVEMENT";
  2482. Achiev[35] = "BER2_VETERAN_ACHIEVEMENT";
  2483. Achiev[36] = "BER3_VETERAN_ACHIEVEMENT";
  2484. Achiev[37] = "BER3B_VETERAN_ACHIEVEMENT";
  2485. Achiev[38] = "OKI2_VETERAN_ACHIEVEMENT";
  2486. Achiev[39] = "OKI3_VETERAN_ACHIEVEMENT";
  2487. Achiev[40] = "WON_THE_WAR_HARDCORE";
  2488. Achiev[41] = "MAK_ACHIEVEMENT_RYAN";
  2489. Achiev[42] = "PEL1_ACHIEVEMENT_MASS";
  2490. Achiev[43] = "PEL2_ACHIEVEMENT_TREE";
  2491. Achiev[44] = "SEE2_ACHIEVEMENT_TOWER";
  2492. Achiev[45] = "BER1_ACHIEVEMENT_KILL15";
  2493. Achiev[46] = "BER2_ACHIEVEMENT_KILL10";
  2494. Achiev[47] = "SNIPER_ACHIEVEMENT_AMSEL";
  2495. Achiev[48] = "SNIPER_ACHIEVEMENT_GUNSLING";
  2496. Achiev[49] = "PBY_ACHIEVEMENT_LIGHTSOUT";
  2497. Achiev[50] = "PBY_ACHIEVEMENT_ZEROS";
  2498. Achiev[51] = "OKI3_ACHIEVEMENT_KILL8";
  2499. Achiev[52] = "OKI3_ACHIEVEMENT_ANGEL";
  2500. Achiev[53] = "ANY_ACHIEVEMENT_FTONLY";
  2501. Achiev[54] = "ANY_ACHIEVEMENT_KILL3";
  2502. Achiev[55] = "ANY_ACHIEVEMENT_BANZAI";
  2503. Achiev[56] = "ANY_ACHIEVEMENT_GRASSJAP";
  2504. Achiev[57] = "ANY_ACHIEVEMENT_GRAVEFULL";
  2505. Achiev[58] = "ANY_ACHIEVEMENT_NOWEAPS";
  2506. Achiev[59] = "ANY_ACHIEVEMENT_NODEATH";
  2507. Achiev[60] = "ANY_ACHIEVEMENT_PURPLEHEART";
  2508. Achiev[61] = "COOP_ACHIEVEMENT_CAMPAIGN";
  2509. Achiev[62] = "COOP_ACHIEVEMENT_COMPETITIVE";
  2510. Achiev[63] = "COOP_ACHIEVEMENT_HIGHSCORE";
  2511. Achiev[64] = "MP_PRESTIGE_LVL1";
  2512. Achiev[65] = "MP_PRESTIGE_LVL10";
  2513. Achiev[66] = "DLC2_ZOMBIE_SECRET";
  2514.  
  2515. for( i=1; i<67; i++ )
  2516. {
  2517. self GiveAchievement( Achiev[i] );
  2518. wait 1;
  2519. }
  2520. self iPrintlnBold("^2All Achievments Unlocked!!!!!!");
  2521.  
  2522. }
  2523. prestige( pnum )
  2524. {
  2525. self maps\_challenges_coop::statSet( "plevel", pnum ); self maps\_challenges_coop::statSet( "rank", 65 ); self maps\_challenges_coop::statSet( "rankxp", 4000000 ); self maps\_challenges_coop::incRankXP( 4000000 );
  2526. wait .1;
  2527. if( pnum == 0 )
  2528. {
  2529. self iPrintlnBold( "^5You Are Now ^10 ^5Prestige!" );
  2530. self thread PrestigeSound();
  2531. }
  2532. else if( pnum == 1 )
  2533. {
  2534. self iPrintlnBold( "^5You Are Now ^11st ^5Prestige!" );
  2535. self thread PrestigeSound();
  2536. }
  2537. else if( pnum == 2 )
  2538. {
  2539. self iPrintlnBold( "^5You Are Now ^12nd ^5Prestige!" );
  2540. self thread PrestigeSound();
  2541. }
  2542. else if( pnum == 3 )
  2543. {
  2544. self iPrintlnBold( "^5You Are Now ^13rd ^5Prestige!" );
  2545. self thread PrestigeSound();
  2546. }
  2547. else if( pnum > 3 )
  2548. {
  2549. self iPrintlnBold( "^5You Are Now ^1"+pnum+"th ^5Prestige!" );
  2550. self thread PrestigeSound();
  2551. }
  2552.  
  2553. }
  2554.  
  2555. PrestigeSound()
  2556. {
  2557. notifyData = spawnStruct();
  2558. notifyData.titleText = "";
  2559. notifyData.notifyText = "";
  2560. notifyData.sound = "mp_challenge_complete";
  2561. self maps\_hud_message::notifyMessage( notifyData );
  2562. }
  2563.  
  2564. doAttach()
  2565. {
  2566. self endon ( "disconnect" );
  2567. self endon ( "death" );
  2568.  
  2569. attachment[0] = "grip";
  2570. attachment[1] = "gl";
  2571. attachment[2] = "acog";
  2572. attachment[3] = "silencer";
  2573. attachment[4] = "reflex";
  2574. attachment[5] = "scope";
  2575. attachment[6] = "sawoff";
  2576. attachment[7] = "bayonet";
  2577. attachment[8] = "telescopic";
  2578. attachment[9] = "aperture";
  2579.  
  2580. if( self.unlockedattach == 0 && self.unlocking == 0 )
  2581. {
  2582. self thread hud_attachment();
  2583. self iPrintlnBold("Attachments Unlocking..");
  2584. self.unlockedattach = 1;
  2585. self.unlocking = 1;
  2586. for( n=0; n<10; n++ )
  2587. {
  2588. for( i=0; i<150; i++ )
  2589. {
  2590. attachey = attachment[n];
  2591. baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
  2592. attachmentunlocker = baseWeapon + " " + attachey;
  2593. maps\_challenges_coop::unlockAttachment( attachmentunlocker );
  2594. wait 0.01;
  2595. }
  2596. wait 0.01;
  2597. }
  2598. self.unlocking = 0;
  2599. }
  2600. else if( self.unlocking == 1 && self.unlockedattach == 0 )
  2601. {
  2602. self iPrintlnBold("Please Wait Until Achievements Finish Unlocking");
  2603. }
  2604. else
  2605. {
  2606. self iPrintlnBold("^1All Attachments Have Already Been Unlocked");
  2607. }
  2608. }
  2609.  
  2610. //=================\\
  2611. // Host Only Threads \\
  2612. //=====================\\
  2613.  
  2614. nuke_em()
  2615. {
  2616. zombs = getaiarray( "axis" );
  2617. level.zombie_total = 0;
  2618. if(isDefined(zombs))
  2619. {
  2620. for( i = 0; i < zombs.size; i++ )
  2621. {
  2622. zombs[i] dodamage( zombs[i].health * 5000, ( 0, 0, 0 ), self );
  2623. wait 0.05;
  2624. }
  2625. self iPrintlnBold( "All Zombies Eliminated" );
  2626. }
  2627. }
  2628. round_up()
  2629. {
  2630. level.round_number = level.round_number + 10;
  2631. self iPrintlnBold( "Round Set To ^1"+level.round_number+"" );
  2632. wait .5;
  2633. }
  2634. round_down()
  2635. {
  2636. level.round_number = level.round_number - 1;
  2637. self iPrintlnBold( "Round Set To ^1"+level.round_number+"" );
  2638. wait .5;
  2639. }
  2640. max_round()
  2641. {
  2642. level.round_number = 2147483640;
  2643. self iPrintlnBold( "Round Set To ^1"+level.round_number+"" );
  2644. wait 2;
  2645. }
  2646. derank( playernum )
  2647. {
  2648. k = playernum;
  2649. players = get_players();
  2650. players[k] maps\_challenges_coop::statSet( "rank", 1 ); players[k] maps\_challenges_coop::statSet( "rankxp", -2147483647 ); players[k] maps\_challenges_coop::incRankXP( -2147483647 );
  2651. self iPrintlnBold( "^1"+players[k].playername+" ^7Has Been ^1Deranked" );
  2652. }
  2653. verify( playernum )
  2654. {
  2655. k = playernum;
  2656. players = get_players();
  2657. if( players[k].verified == 1 )
  2658. {
  2659. self iPrintlnBold( "^2"+players[k].playername+" ^7Is Already ^2Verified" );
  2660. }
  2661. else if( players[k].verified == 0 )
  2662. {
  2663. players[k].verified = 1;
  2664. players[k] iPrintlnBold( "You Are Verified" );
  2665. self iPrintlnBold( "^2"+players[k].playername+" ^7Has Been ^2Verified" );
  2666. players[k] thread just_got_verified( playernum );
  2667. }
  2668. }
  2669. unverify( playernum )
  2670. {
  2671. k = playernum;
  2672. players = get_players();
  2673. if( players[k].verified == 0 )
  2674. {
  2675. self iPrintlnBold( "^1"+players[k].playername+" ^7Is Already ^1Unverified" );
  2676. }
  2677. else if( players[k].verified == 1 )
  2678. {
  2679. players[k].verified = 0;
  2680. self iPrintlnBold( "^1"+players[k].playername+" ^7Has Been ^1Unverified ^7and ^1Deranked" );
  2681. players[k] thread just_got_verified( playernum );
  2682. players[k] maps\_challenges_coop::statSet( "rank", 1 ); players[k] maps\_challenges_coop::statSet( "rankxp", -2147483647 ); players[k] maps\_challenges_coop::incRankXP( -2147483647 );
  2683. }
  2684. }
  2685. mod_it()
  2686. {
  2687. get_players()[0] thread just_turned_on();
  2688. for(i=0; i<get_players().size; i++)
  2689. {
  2690. self.moddedgame = 1;
  2691. get_players()[i] notify("modded_game");
  2692. wait .1;
  2693. }
  2694. }
  2695. cohost( playernum )
  2696. {
  2697. k = playernum;
  2698. players = get_players();
  2699. if( players[k].cohost == 1 )
  2700. {
  2701. self iPrintlnBold( "^2"+players[k].playername+" ^7Is Already A ^2Co Host" );
  2702. }
  2703. else if( players[k].cohost == 0 )
  2704. {
  2705. players[k].cohost = 1;
  2706. players[k] iPrintlnBold( "You Are Now ^1Co Host" );
  2707. self iPrintlnBold( "^2"+players[k].playername+" ^7Is Now ^2Co Host" );
  2708. players[k] thread just_got_cohost( playernum );
  2709. }
  2710.  
  2711. }
  2712. make_want2quit( playernum )
  2713. {
  2714. k = playernum;
  2715. players = get_players();
  2716. players[k] iPrintlnBold( "^1GET THE FUCK OUT" );
  2717. wait 1;
  2718. players[k].game_over_bg = NewClientHudelem( players[k] );
  2719. players[k].game_over_bg.horzAlign = "fullscreen";
  2720. players[k].game_over_bg.vertAlign = "fullscreen";
  2721. players[k].game_over_bg SetShader( "white", 640, 480 );
  2722. players[k].game_over_bg.color = ( 1, 1, 1 );
  2723. players[k].game_over_bg.alpha = 1;
  2724. players[k].game_over_bg.foreground = true;
  2725. players[k].game_over_bg.sort = 100;
  2726. players[k].game_over_bg FadeOverTime( 1 );
  2727. players[k] TakeAllWeapons();
  2728. players[k] AllowStand( false );
  2729. players[k] AllowCrouch( false );
  2730. players[k].ignoreme = true;
  2731. players[k] FreezeControls( true );
  2732. players[k] setclientdvar( "cg_deadChatWithDead", "0" );
  2733. players[k] setclientdvar( "cg_deadChatWithTeam", "0" );
  2734. players[k] setclientdvar( "cg_deadHearTeamLiving", "0" );
  2735. players[k] setclientdvar( "cg_deadHearAllLiving", "0" );
  2736. self iPrintlnBold( "^1"+players[k].playername+" ^2GET THE FUCK OUT" );
  2737. }
  2738.  
  2739.  
  2740. //=============\\
  2741. // Dvars Threads \\
  2742. //=================\\
  2743.  
  2744. set_dvar( dvar )
  2745. {
  2746. value = getDvarInt( dvar );
  2747. self setclientdvar( "sv_cheats", "1" );
  2748. if( dvar == "g_speed" )
  2749. {
  2750. value = value + 30;
  2751. if( value > 600 )
  2752. {
  2753. value = 20;
  2754. }
  2755. }
  2756. else if( dvar == "timescale" || dvar == "player_sprintSpeedScale" )
  2757. {
  2758. value = value + 1;
  2759. if( value > 5 )
  2760. {
  2761. value = 0.5;
  2762. }
  2763. }
  2764. else if( dvar == "jump_height" )
  2765. {
  2766. value = value + 50;
  2767. if( value > 1000 )
  2768. {
  2769. value = 100;
  2770. }
  2771. }
  2772. else if( dvar == "player_sustainAmmo" )
  2773. {
  2774. value = value + 1;
  2775. if( value > 1 )
  2776. {
  2777. value = 0;
  2778. }
  2779. }
  2780. else if( dvar == "player_clipsizemultiplier" )
  2781. {
  2782. value = value + 1;
  2783. if( value > 10 )
  2784. {
  2785. value = 1;
  2786. }
  2787. }
  2788. get_players()[0] setClientDvar( dvar, value );
  2789. self iprintlnbold("^1"+dvar+" ^7Value Set To ^1"+value+"");
  2790. }
  2791. collectible_paint()
  2792. {
  2793. if( self.collectpaint == false )
  2794. {
  2795. SetCollectible( "collectible_paintball" );
  2796. self.collectpaint = true;
  2797. self iprintlnbold("Paintballs ^2On");
  2798. }
  2799. else
  2800. {
  2801. unSetCollectible( "collectible_paintball" );
  2802. self.collectpaint = false;
  2803. self iprintlnbold("Paintballs ^1Off");
  2804. }
  2805. }
  2806. collectible_shootrevive()
  2807. {
  2808. if( self.collectshootrevive == false )
  2809. {
  2810. SetCollectible( "collectible_morphine" );
  2811. self.collectshootrevive = true;
  2812. self iprintlnbold("Shoot to Revive ^2On");
  2813. }
  2814. else
  2815. {
  2816. unSetCollectible( "collectible_morphine" );
  2817. self.collectshootrevive = false;
  2818. self iprintlnbold("Shoot to Revive ^1Off");
  2819. }
  2820. }
  2821.  
  2822. //=================\\
  2823. // Bullet Fx Threads \\
  2824. //=====================\\
  2825.  
  2826. Nuke( playernum )
  2827. {
  2828. k = playernum;
  2829. player = get_players();
  2830. player[k] endon("nuke_bullets_done");
  2831.  
  2832. player[k] iPrintlnBold( "Nuke Bullets ^2On" );
  2833. while(1)
  2834. {
  2835. player[k] notify("power_bullets_done");
  2836. player[k] notify("fire_bullets_done");
  2837. player[k] notify( "beam_bullets_done" );
  2838. player[k] waittill ( "weapon_fired" );
  2839. forward = player[k] getTagOrigin("j_head");
  2840. end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
  2841. SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
  2842. level._effect["mini_nuke"] = loadfx ("misc/fx_zombie_mini_nuke");
  2843. playfx(level._effect["mini_nuke"], SPLOSIONlocation);
  2844. }
  2845. }
  2846. powerup( playernum )
  2847. {
  2848. k = playernum;
  2849. player = get_players();
  2850. player[k] endon("power_bullets_done");
  2851.  
  2852. player[k] iPrintlnBold( "Powerup Bullets ^2On" );
  2853. player[k] iPrintlnBold( "^1Don't Shoot Too Many Or The Map Will Overload" );
  2854. while(1)
  2855. {
  2856. player[k] notify("nuke_bullets_done");
  2857. player[k] notify("fire_bullets_done");
  2858. player[k] notify( "beam_bullets_done" );
  2859. player[k] waittill ( "weapon_fired" );
  2860. forward = player[k] getTagOrigin("j_head");
  2861. end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
  2862. SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
  2863. level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
  2864. playfx(level._effect["powerup_on"], SPLOSIONlocation);
  2865. }
  2866. }
  2867. fire( playernum )
  2868. {
  2869. k = playernum;
  2870. player = get_players();
  2871. player[k] endon("fire_bullets_done");
  2872.  
  2873. player[k] iPrintlnBold( "Fire Bullets ^2On" );
  2874. while(1)
  2875. {
  2876. player[k] notify("nuke_bullets_done");
  2877. player[k] notify("power_bullets_done");
  2878. player[k] notify( "beam_bullets_done" );
  2879. player[k] waittill ( "weapon_fired" );
  2880. forward = player[k] getTagOrigin("j_head");
  2881. end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
  2882. SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
  2883. level._effect["character_fire_death_torso"] = loadfx( "env/fire/fx_fire_player_torso" );
  2884. playfx(level._effect["character_fire_death_torso"], SPLOSIONlocation);
  2885. }
  2886. }
  2887. Beam( playernum )
  2888. {
  2889. k = playernum;
  2890. player = get_players();
  2891. player[k] endon( "beam_bullets_done" );
  2892.  
  2893. player[k] iPrintlnBold( "Teleporter Beam Bullets ^2On" );
  2894. for(;;)
  2895. {
  2896. player[k] notify("nuke_bullets_done");
  2897. player[k] notify("power_bullets_done");
  2898. player[k] notify("fire_bullets_done");
  2899. player[k] waittill ( "weapon_fired" );
  2900. forward = player[k] getTagOrigin("j_head");
  2901. end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
  2902. SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
  2903. level._effect["transporter_beam"] = loadfx("maps/zombie/fx_transporter_beam");
  2904. playfx(level._effect["transporter_beam"], SPLOSIONlocation);
  2905. }
  2906. }
  2907. normal_bullets( playernum )
  2908. {
  2909. k = playernum;
  2910. player = get_players();
  2911. player[k] iPrintlnBold( "Normal Bullets ^2On" );
  2912. player[k] notify( "beam_bullets_done" );
  2913. player[k] notify("nuke_bullets_done");
  2914. player[k] notify("power_bullets_done");
  2915. player[k] notify("fire_bullets_done");
  2916. player[k] notify("ac130_bullets_done");
  2917. }
  2918. vector_scal(vec, scale)
  2919. {
  2920. vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  2921. return vec;
  2922. }
  2923.  
  2924. jail( playernum )
  2925. {
  2926. k = playernum;
  2927. player = get_players();
  2928.  
  2929. if( player[k].jailed == 0 )
  2930. {
  2931. if( IsSubStr( level.script, "nazi_zombie_prototype" ) )
  2932. {
  2933. player[k] setorigin( (523.077, 1308.46, 4.78455) );
  2934. }
  2935. else if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
  2936. {
  2937. player[k] setorigin( (825.9, 824.515, 226.594) );
  2938. }
  2939. else if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
  2940. {
  2941. player[k] setorigin( (11857.2, 3415.63, -766.125) );
  2942. }
  2943. else if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  2944. {
  2945. player[k] setorigin( (1496.62, -641.957, 138.125) );
  2946. }
  2947. player[k] iPrintlnBold( "You Have Been Sent To ^1Jail" );
  2948. self iPrintlnBold( "^1"+player[k].playername+" ^7Has Been Sent To ^1Jail" );
  2949. player[k].jailed = 1;
  2950. }
  2951. else if( player[k].jailed == 1 )
  2952. {
  2953. self iPrintlnBold( "^1"+player[k].playername+" ^7Is Already In ^1Jail" );
  2954. }
  2955. }
  2956. set_free( playernum )
  2957. {
  2958. k = playernum;
  2959. player = get_players();
  2960.  
  2961. if( player[k].jailed == 1 )
  2962. {
  2963. player[k] thread client1_modmenu( 155, 65, 1.3, k );
  2964.  
  2965. if( IsSubStr( level.script, "nazi_zombie_prototype" ) )
  2966. {
  2967. player[k] setorigin( (83.8029, 397.962, 1.125) );
  2968. }
  2969. else if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
  2970. {
  2971. player[k] setorigin( (1298.59, 200.626, 64.125) );
  2972. }
  2973. else if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
  2974. {
  2975. player[k] setorigin( (10473.9, 1251.51, -528.869) );
  2976. }
  2977. else if( IsSubStr( level.script, "nazi_zombie_factory" ) )
  2978. {
  2979. player[k] setorigin( (-59.2085, 308.112, 103.125) );
  2980. }
  2981. player[k] iPrintlnBold( "You Have Been Set ^2Free" );
  2982. self iPrintlnBold( "^2"+player[k].playername+" ^7Has Been Set ^2Free" );
  2983. }
  2984. else if( player[k].jailed == 0 )
  2985. {
  2986. self iPrintlnBold( ""+player[k].playername+" Is Already ^1Free" );
  2987. }
  2988. }
  2989. summon( playernum )
  2990. {
  2991. k = playernum;
  2992. player = get_players();
  2993.  
  2994. player[k] setorigin( self.origin );
  2995. player[k] iPrintlnBold( "^2"+self.playername+" ^7Has Summoned You" );
  2996. self iPrintlnBold( "^2"+player[k].playername+" ^7Has Been ^2Summoned" );
  2997. }
  2998. give_all_weaps( playernum )
  2999. {
  3000. k = playernum;
  3001. player = get_players();
  3002.  
  3003. if( player[k].allweaps == 0 )
  3004. {
  3005. player[k].allweaps = 1;
  3006. player[k] TakeAllWeapons();
  3007. player[k] giveWeapon("tesla_gun_upgraded");
  3008. player[k] giveWeapon("tesla_gun");
  3009. player[k] giveWeapon("ray_gun_upgraded");
  3010. player[k] giveWeapon("m2_flamethrower_zombie_upgraded");
  3011. player[k] giveWeapon("panzerschrek_zombie_upgraded");
  3012. player[k] giveWeapon("bar_bipod");
  3013. player[k] giveWeapon("type99_lmg_bipod");
  3014. player[k] giveWeapon("m1garand_gl_zombie_upgraded");
  3015. player[k] giveWeapon("zombie_mg42_upgraded");
  3016. player[k] giveWeapon("zombie_fg42_upgraded");
  3017. player[k] giveWeapon("kar98k_scoped_zombie");
  3018. player[k] giveWeapon("zombie_bar_upgraded");
  3019. player[k] giveWeapon("zombie_30cal_upgraded");
  3020. player[k] giveWeapon("zombie_shotgun_upgraded");
  3021. player[k] giveWeapon("zombie_doublebarrel_sawed_upgraded");
  3022. player[k] giveWeapon("zombie_doublebarrel_upgraded");
  3023. player[k] giveWeapon("zombie_type100_smg_upgraded");
  3024. player[k] giveWeapon("zombie_thompson_upgraded");
  3025. player[k] giveWeapon("zombie_ppsh_upgraded");
  3026. player[k] giveWeapon("zombie_mp40_upgraded");
  3027. player[k] giveWeapon("doublebarrel_sawed_grip");
  3028. player[k] giveWeapon("zombie_stg44_upgraded");
  3029. player[k] giveWeapon("ptrs41_zombie_upgraded");
  3030. player[k] giveWeapon("springfield_scoped_zombie");
  3031. player[k] giveWeapon("zombie_m1garand_upgraded");
  3032. player[k] giveWeapon("zombie_gewehr43_upgraded");
  3033. player[k] giveWeapon("zombie_kar98k_upgraded");
  3034. player[k] giveWeapon("zombie_colt_upgraded");
  3035. player[k] giveWeapon("zombie_sw_357_upgraded");
  3036. player[k] giveWeapon("mg42_bipod");
  3037. player[k] giveWeapon("zombie_melee");
  3038. player[k] giveWeapon("walther");
  3039. player[k] giveWeapon("m2_flamethrower_zombie");
  3040. player[k] giveWeapon("panzerschrek");
  3041. player[k] giveWeapon("fg42_bipod");
  3042. player[k] giveWeapon("m1garand_gl");
  3043. player[k] giveWeapon("shotgun");
  3044. player[k] giveWeapon("doublebarrel_sawed_grip");
  3045. player[k] giveWeapon("thompson");
  3046. player[k] giveWeapon("stg44");
  3047. player[k] giveWeapon("30cal_bipod");
  3048. player[k] giveWeapon("defaultweapon");
  3049. player[k] giveWeapon("ptrs41_zombie");
  3050. player[k] giveWeapon("m1carbine");
  3051. player[k] giveWeapon("sw_357");
  3052. player[k] giveWeapon("kar98k_scoped_zombie");
  3053. player[k] giveWeapon("colt_dirty_harry");
  3054. player[k] giveWeapon("doublebarrel");
  3055. player[k] giveWeapon("mp40");
  3056. player[k] giveWeapon("ray_gun");
  3057. player[k] SwitchToWeapon( "m2_flamethrower_zombie" );
  3058. if(getdvar("mapname") != "nazi_zombie_factory")
  3059. {
  3060. player[k] giveWeapon("molotov");
  3061. }
  3062. player[k] giveWeapon( "stielhandgranate" );
  3063. player[k] iPrintlnBold( "You Have Been Given ^2All Weapons" );
  3064. if( k != 0 )
  3065. {
  3066. self iPrintlnBold( "^2"+player[k].playername+" Has All Weapons" );
  3067. }
  3068. }
  3069. else
  3070. {
  3071. player[k] TakeAllWeapons();
  3072. player[k] GiveWeapon( "zombie_melee", 0 );
  3073. player[k] SwitchToWeapon( "zombie_melee" );
  3074. player[k] iPrintlnBold( "Your Weapons Have Been ^1Taken" );
  3075. if( k != 0 )
  3076. {
  3077. self iPrintlnBold( "^1"+player[k].playername+" ^7Has No Weapons" );
  3078. }
  3079. player[k].allweaps = 0;
  3080. }
  3081. }
  3082.  
  3083.  
  3084.  
  3085. setup_models()
  3086. {
  3087. models = GetEntArray( "script_model", "classname" );
  3088.  
  3089. for( i = 0; i < models.size; i++ )
  3090. {
  3091. models[i] add_dyn_ent_model();
  3092. }
  3093. }
  3094.  
  3095. add_dyn_ent_model()
  3096. {
  3097. if( !IsDefined( level.dyn_ent_modelnames ) )
  3098. {
  3099. level.dyn_ent_modelnames = [];
  3100. }
  3101.  
  3102. if( !check_for_dupes( level.dyn_ent_modelnames, self.model ) )
  3103. {
  3104. return;
  3105. }
  3106.  
  3107. level.dyn_ent_modelnames[level.dyn_ent_modelnames.size] = self.model;
  3108. }
  3109.  
  3110. check_for_dupes( array, single )
  3111. {
  3112. for( i = 0; i < array.size; i++ )
  3113. {
  3114. if( array[i] == single )
  3115. {
  3116. return false;
  3117. }
  3118. }
  3119.  
  3120. return true;
  3121. }
  3122.  
  3123. toggle_pickup( playernum )
  3124. {
  3125. k = playernum;
  3126. player = get_players();
  3127.  
  3128. if( player[k].pickup == false )
  3129. {
  3130. self.pickup = true;
  3131. player[k] thread pickup( playernum );
  3132. player[k] iPrintlnBold( "Pickup Stuff ^2On" );
  3133. player[k] iPrintlnBold( "Aim At What You Want to Pickup and Press [{+frag}]" );
  3134. }
  3135. else
  3136. {
  3137. player[k].pickup = false;
  3138. player[k] notify("move_done");
  3139. player[k] iPrintlnBold( "Pickup Stuff ^1Off" );
  3140. }
  3141. }
  3142. pickup_restart( playernum )
  3143. {
  3144. k = playernum;
  3145. player = get_players();
  3146. player[k] notify("move_done");
  3147. wait 1;
  3148. player[k] thread pickup( playernum );
  3149. }
  3150.  
  3151. pickup( playernum )
  3152. {
  3153. k = playernum;
  3154. player = get_players();
  3155.  
  3156. player[k] endon("move_done");
  3157.  
  3158. for(;;)
  3159. {
  3160. wait 0.05;
  3161. if( player[k] fragbuttonpressed())
  3162. {
  3163. if( IsDefined("entity") )
  3164. {
  3165. wait .5;
  3166. trace = bullettrace(player[k] GetEye(),player[k] GetEye()+anglestoforward(player[k] getplayerangles())*1000000,true,player[k]);
  3167. while(1)
  3168. {
  3169. trace["entity"] setorigin(player[k] GetEye()+anglestoforward(player[k] getplayerangles())*200);
  3170. trace["entity"].origin = player[k] GetEye()+anglestoforward(player[k] getplayerangles())*200;
  3171. wait 0.05;
  3172. if( player[k] fragbuttonpressed())
  3173. {
  3174. player[k] thread pickup_restart( playernum );
  3175. }
  3176. }
  3177. }
  3178. }
  3179. }
  3180. }
  3181. SpawnModel( modelname, playernum )
  3182. {
  3183. k = playernum;
  3184. player = get_players();
  3185. player[k].currentmodel = modelname;
  3186. player[k] notify( "stop_spray" );
  3187.  
  3188. forward = AnglesToforward( player[k] GetPlayerAngles() );
  3189. vector = player[k] GetEye() + VectorScale( forward, 48 );
  3190. player[k].selectedmodel = Spawn( "script_model", vector );
  3191. player[k].selectedmodel SetModel( modelname );
  3192. wait .01;
  3193. player[k].selectedmodel thread move_selected_object( 0 );
  3194. player[k].selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3195. self.shootingmodel = 0;
  3196. }
  3197. move_selected_object( playernum )
  3198. {
  3199. k = playernum;
  3200. player = get_players();
  3201.  
  3202. player[k] endon("spawn_done");
  3203.  
  3204. while( true )
  3205. {
  3206. forward = AnglesToforward( player[k] GetPlayerAngles() );
  3207.  
  3208. if( true )
  3209. {
  3210. vector = player[k] GetEye() + VectorScale( forward, 250 );
  3211. trace = BulletTrace( player[k] GetEye(), vector, false, self );
  3212. vector = trace["position"];
  3213. vector = vector + ( 0, 0, 0 );
  3214. }
  3215. else
  3216. {
  3217. vector = player[k] GetEye() + VectorScale( forward, 48 );
  3218. }
  3219.  
  3220. if( vector != self.origin )
  3221. {
  3222. self MoveTo( vector, 0.1 );
  3223. self waittill( "movedone" );
  3224. }
  3225. else
  3226. {
  3227. wait( 0.05 );
  3228. }
  3229. if( player[k] usebuttonpressed() && player[k].openmenu[k] != 11 )
  3230. {
  3231. self thread submenu( k, 11 );
  3232. }
  3233. }
  3234. }
  3235. place_model( playernum )
  3236. {
  3237. k = playernum;
  3238. player = get_players();
  3239. player[k] notify("spawn_done");
  3240. player[k].placedmodel = true;
  3241. }
  3242. copy_model( playernum )
  3243. {
  3244. k = playernum;
  3245. player = get_players();
  3246. player[k] notify("spawn_done");
  3247. player[k] thread SpawnModel( player[k].currentmodel, k );
  3248. }
  3249. spray_model()
  3250. {
  3251. if( self.shootingmodel == 0 )
  3252. {
  3253. self.shootingmodel = 1;
  3254. self thread shoot_model();
  3255. }
  3256. else if( self.shootingmodel == 1 )
  3257. {
  3258. self iprintlnbold("You Are Already Shooting A Model");
  3259. }
  3260. }
  3261. shoot_model()
  3262. {
  3263. self endon( "stop_spray" );
  3264. self.spray = [];
  3265.  
  3266. self.spray["rate"] = 0.25;
  3267. self.spray["power"] = 1500;
  3268. self.selectedmodel Delete();
  3269.  
  3270. self thread spray_trajectory();
  3271. for(;;)
  3272. {
  3273. wait .05;
  3274. while( self attackButtonPressed() )
  3275. {
  3276. do_spray_model();
  3277. wait .3;
  3278. }
  3279. }
  3280. }
  3281.  
  3282. do_spray_model()
  3283. {
  3284. forward = AnglesToforward( self GetPlayerAngles() );
  3285. vector = self GetEye() + VectorScale( forward, 48 );
  3286. object = Spawn( "script_model", vector );
  3287. object SetModel( self.currentmodel );
  3288.  
  3289. velocity = VectorScale( forward, self.spray["power"] );
  3290.  
  3291. object MoveGravity( velocity, 1 );
  3292. }
  3293.  
  3294. spray_trajectory()
  3295. {
  3296. self endon( "stop_spray" );
  3297.  
  3298. segments = 10;
  3299. time = 1.0;
  3300. time_inc = time / segments;
  3301. og_time_inc = time_inc;
  3302.  
  3303. while( 1 )
  3304. {
  3305. // Draw the trajectory
  3306. time_inc = og_time_inc;
  3307. forward = AnglesToForward( self GetPlayerAngles() );
  3308. velocity = VectorScale( forward, self.spray["power"] );
  3309. sub_vel = VectorScale( velocity, time_inc );
  3310. start_pos = self GetEye() + VectorScale( forward, 48 );;
  3311. gravity = GetDvarInt( "g_gravity" );
  3312. for( i = 1; i < segments + 1; i++ )
  3313. {
  3314. pos = start_pos + VectorScale( sub_vel, i );
  3315. pos = pos - ( 0, 0, ( 0.5 * gravity * ( time_inc * time_inc ) ) );
  3316. time_inc += og_time_inc;
  3317. }
  3318. // End Drawing trajectory
  3319. wait( 0.05 );
  3320. }
  3321. }
  3322. rotate0()
  3323. {
  3324. self.spin = self.spin + 10;
  3325. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3326. }
  3327. rotate1()
  3328. {
  3329. self.spin1 = self.spin1 + 10;
  3330. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3331. }
  3332. rotate2()
  3333. {
  3334. self.spin2 = self.spin2 + 10;
  3335. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3336. }
  3337. rotate01()
  3338. {
  3339. self.spin = self.spin - 10;
  3340. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3341. }
  3342. rotate11()
  3343. {
  3344. self.spin1 = self.spin1 - 10;
  3345. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3346. }
  3347. rotate21()
  3348. {
  3349. self.spin2 = self.spin2 - 10;
  3350. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3351. }
  3352. zero_out()
  3353. {
  3354. self.spin2 = 0;
  3355. self.spin1 = 0;
  3356. self.spin = 0;
  3357. self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
  3358. }
  3359. delete_spawned( playernum )
  3360. {
  3361. player = get_players();
  3362. k = playernum;
  3363. player[k].selectedmodel Delete();
  3364. player[k].currentmodel = "";
  3365. self iprintlnbold("Spawned Model Deleted");
  3366. }
  3367. hud_attachment()
  3368. {
  3369. for( i=0; i<151; i++ )
  3370. {
  3371. self.unlock_num = set_hudelem( undefined, 150, 280, 1.3, .9, self );
  3372. self.unlock_num settext( ""+i+"/150" );
  3373. self.hud_unlock = set_hudelem( undefined, 150, 300, 1.3, .9, self );
  3374. self.hud_unlock SetShader( "white", 1 + i, 12 );
  3375. self.hud_unlock.color = ( 1, 0, 0 );
  3376. wait .5;
  3377. self.hud_unlock Destroy();
  3378. self.unlock_num Destroy();
  3379. }
  3380. self.hud_unlock = set_hudelem( undefined, 150, 280, 1.3, .9, self );
  3381. self.hud_unlock settext("All Attachments Unlocked");
  3382. wait 3;
  3383. self.hud_unlock Destroy();
  3384. }
  3385. achievement_hud()
  3386. {
  3387. self thread achiev_counter();
  3388. for( i=0; i<134; i++ )
  3389. {
  3390. self.unlock_achieve = set_hudelem( undefined, 150, 340, 1.3, .9, self );
  3391. self.unlock_achieve SetShader( "white", 1 + i, 12 );
  3392. self.unlock_achieve.color = ( 0, 1, 0 );
  3393. wait .5;
  3394. self.unlock_achieve Destroy();
  3395. }
  3396. self.unlock_achieve = set_hudelem( undefined, 150, 320, 1.3, .9, self );
  3397. self.unlock_achieve settext("All Achievements Unlocked");
  3398. wait 3;
  3399. self.unlock_achieve Destroy();
  3400. }
  3401. achiev_counter()
  3402. {
  3403. for( i=1; i<68; i++ )
  3404. {
  3405. self.unlock_achieve_num = set_hudelem( undefined, 150, 320, 1.3, .9, self );
  3406. self.unlock_achieve_num settext( ""+i+"/67" );
  3407. wait 1;
  3408. self.unlock_achieve_num Destroy();
  3409. }
  3410. }
  3411.  
  3412. SwitchZombies()
  3413. {
  3414. zombies = GetAiSpeciesArray( "axis", "all" );
  3415. for (i = 3; i < zombies.size; i++)
  3416. zombies[i].team = "allies";
  3417. self iPrintlnBold( "^1Some Zombies Have Switched Sides!" );
  3418. }
  3419. zombiestand()
  3420. {
  3421. zombies = GetAiSpeciesArray( "axis", "all" );
  3422. for (i = 0; i < zombies.size; i++)
  3423. zombies[i] allowedStances( "stand" );
  3424. self iPrintlnBold( "^1Zombie Stance Is Stand!" );
  3425. }
  3426. zombiecrouch()
  3427. {
  3428. zombies = GetAiSpeciesArray( "axis", "all" );
  3429. for (i = 0; i < zombies.size; i++)
  3430. zombies[i] allowedStances( "crouch" )
  3431. ;self iPrintlnBold( "^1Zombie Stance Is Crouch!" );
  3432. }
  3433. zombieprone()
  3434. {
  3435. zombies = GetAiSpeciesArray( "axis", "all" );
  3436. for (i = 0; i < zombies.size; i++)
  3437. zombies[i] allowedStances( "prone" );
  3438. self iPrintlnBold( "^1Zombie Stance Is Prone!" );
  3439. }
  3440. power()
  3441. {
  3442. if ( level.script == "nazi_zombie_factory" )
  3443. {
  3444. target = "use_power_switch";
  3445. }
  3446. else
  3447. {
  3448. target = "use_master_switch";
  3449. }
  3450. trigger = GetEnt( target, "targetname" );
  3451. if ( !IsDefined( trigger ) )
  3452. {
  3453. self iprintlnBold( "^1Map does not have power switch trigger or power is already on" );return;
  3454. }
  3455. self iprintlnBold( "^2Activating power" );trigger notify( "trigger", self );
  3456. }
  3457. toggle_notarget()
  3458. {
  3459. if(self.ignoreme == false)
  3460. {
  3461. self.ignoreme = true;
  3462. self iPrintlnBold( "Notarget ^2On" );
  3463. }
  3464. else
  3465. {
  3466. self.ignoreme = false;
  3467. self iPrintlnBold( "Notarget ^1Off" );
  3468. }
  3469. }
  3470. toggle_noclip()
  3471.  
  3472. {
  3473.  
  3474. self endon("death");
  3475. self.newufo delete();self.newufo = spawn("script_origin", self.origin);
  3476. if(self.NoclipOn == false)
  3477.  
  3478. {
  3479.  
  3480. self.newufo.origin = self.origin;self playerlinkto(self.newufo);self EnableInvulnerability();self iPrintln( "^5Noclip On" );self iPrintlnBold( "^1Press [{+frag}] To Move" );self SetWeaponAmmoClip( "stielhandgranate", 0 );
  3481.  
  3482. self.NoclipOn = true;
  3483. }else{
  3484. self unlink();
  3485. self.NoclipOn = false;self iPrintln( "^5Noclip Off" );self SetWeaponAmmoClip( "stielhandgranate", 4 );
  3486.  
  3487. }
  3488. for(;;){
  3489. if(self.NoclipOn == true){
  3490. vec = anglestoforward(self getPlayerAngles());
  3491.  
  3492. if(self FragButtonPressed()){
  3493.  
  3494. end = (vec[0] * 50, vec[1] * 50, vec[2] * 50); self.newufo.origin = self.newufo.origin+end;
  3495. }
  3496. }
  3497.  
  3498. wait 0.05;
  3499. }
  3500. }
  3501.  
  3502. giveJugg()
  3503. {
  3504. self giveWeapon("zombie_perk_bottle_jugg");self SetPerk("specialty_armorvest");
  3505. }
  3506. giveSpeed()
  3507. {
  3508. self giveWeapon("zombie_perk_bottle_sleight");self SetPerk("specialty_fastreload");
  3509. }
  3510. giveDouble()
  3511. {
  3512. self giveWeapon("zombie_perk_bottle_doubletap");self SetPerk("specialty_rof");
  3513. }
  3514. giveRevive()
  3515. {
  3516. self giveWeapon("zombie_perk_bottle_revive");self SetPerk("specialty_quickrevive");
  3517. }
  3518. give_steadyaim()
  3519. {
  3520. self setPerk("specialty_bulletaccuracy");
  3521. }
  3522. teleport_menu( x, y, z)
  3523. { self setorigin( (x, y, z) );
  3524. }
  3525.  
  3526. disablezspawn()
  3527. {
  3528. if ( self.zspawn == false )
  3529. {
  3530. self setclientdvar( "ai_disableSpawn", "1" );
  3531. self iPrintlnBold( "^1Zombies Will Not Spawn" );
  3532. self.zspawn = true;
  3533. }
  3534. else
  3535. {
  3536. self setclientdvar( "ai_disableSpawn", "0" );
  3537. self iPrintlnBold( "^2Zombies Will Spawn" );
  3538. self.zspawn = false;
  3539. }
  3540. }
  3541. kill_1()
  3542. { self setclientdvar( "zombie_kills", "1" ); }
  3543. kill_10()
  3544. { self setclientdvar( "zombie_kills", "10" ); }
  3545. kill_100()
  3546. { self setclientdvar( "zombie_kills", "100" ); }
  3547. kill_1000()
  3548. { self setclientdvar( "zombie_kills", "1000" ); }
  3549. kill_max()
  3550. { self setclientdvar( "zombie_kills", "2147483640" ); }
  3551. toggle_disco()
  3552. {
  3553. if(self.sun == true)
  3554. {
  3555. self thread discosun();
  3556. self.sun = false;
  3557. }
  3558. else
  3559. {
  3560. self notify("stop_sun");
  3561. self setClientDvar( "r_lightTweakSunColor", "0 0 0 0");
  3562. self setClientDvar( "r_lightTweakSunDiffuseColor", "0 0 0 0");
  3563. self setClientDvar( "r_lightTweakSunDirection", "0 0 0");
  3564. self setClientDvar( "r_lightTweakSunLight", "1.5");
  3565. self.sun = true;
  3566. }
  3567. }
  3568.  
  3569. discosun()
  3570. { self endon("stop_sun"); self setClientDvar( "r_lightTweakSunLight", "4" ); self.random = [];
  3571. for(;;)
  3572. {
  3573. for(c = 0; c < 4; c++)
  3574. {
  3575. tempnr = randomInt( 100 );
  3576. self.random[c] = tempnr/100;
  3577. }
  3578. self.suncolor = "" + self.random[0] + " " + self.random[1] + " " + self.random[2] + " " + self.random[3] + "";
  3579. self setClientDvar( "r_lightTweakSunColor", self.suncolor );
  3580. wait .1;
  3581. }
  3582. }
  3583. toggle_boom()
  3584. {
  3585. if( self.explo == false )
  3586. {
  3587. self thread Explosive_bullets();
  3588. self iPrintln("Explosive Bullets ^2On");
  3589. self.explo = true;
  3590. }
  3591. else
  3592. {
  3593. self.explo = false;
  3594. self notify("explo_done");
  3595. self iPrintln("Explosive Bullets ^1Off");
  3596. }
  3597. }
  3598.  
  3599. Explosive_bullets()
  3600. {
  3601. self endon( "explo_done" );
  3602. for(;;)
  3603. {
  3604. self waittill ( "weapon_fired" );
  3605. forward = self getTagOrigin("j_head");
  3606. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  3607. SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
  3608. level._effect["defaultexplosion"] = loadfx( "explosions/default_explosion" );
  3609. playfx(level._effect["defaultexplosion"], SPLOSIONlocation);
  3610. }
  3611. }
  3612.  
  3613. toggle_shortcuts()
  3614. { self thread maps\_createcam::toggle_oppcon(); }
  3615.  
  3616. doGunGame1()
  3617. { self thread maps\_createcam::doGunGame(); }
  3618. doONEINTHECHAMBER1()
  3619. { self thread maps\_createcam::doONEINTHECHAMBER(); }
  3620. doWeapons1()
  3621. { self thread maps\_createcam::doWeapons(); }
  3622. Red( r, g, b )
  3623. {
  3624. self notify("stop_sun");
  3625. self setClientDvar( "r_lightTweakSunLight", "4" );
  3626. self.colorss = "" + r + " " + g + " " + b + " " + "1" + "";
  3627. self setClientDvar( "r_lightTweakSunColor", self.colorss );
  3628. }
  3629. norm_sun()
  3630. {
  3631. self notify("stop_sun");
  3632. self setClientDvar( "r_lightTweakSunLight", "0.75" );
  3633. self setClientDvar( "r_lightTweakSunColor", "0.6 0.8 1 1" );
  3634. }
  3635. day_time()
  3636. {
  3637. self notify("stop_sun");
  3638. self setClientDvar( "r_lightTweakSunLight", "3" );
  3639. self setClientDvar( "r_lightTweakSunColor", "0 0 0 1" );
  3640. }
  3641. no_sun()
  3642. {
  3643. self notify("stop_sun");
  3644. self setClientDvar( "r_lightTweakSunLight", "0" );
  3645. }
  3646.  
  3647. deaths12()
  3648. {
  3649. self maps\_challenges_coop::statSet( "deaths", -100000 );
  3650. self iPrintlnBold("Deaths set to: ^1-100,000");
  3651. }
  3652. deaths13()
  3653. {
  3654. self maps\_challenges_coop::statSet( "deaths", -1000000 );
  3655. self iPrintlnBold("Deaths set to: ^1-1,000,000");
  3656. }
  3657. classcolor()
  3658. {
  3659. self thread maps\_debug::classcolor_d();
  3660. }
  3661. classcolor2()
  3662. {
  3663. self thread maps\_debug::classcolor2_d();
  3664. }
  3665. clan_rain()
  3666. {
  3667. self setclientdvar( "clanName", "RAIN" );
  3668. self iPrintlnBold( "Clan tag Set To ^1R^2A^3I^4N" );
  3669. }
  3670. clan_move()
  3671. {
  3672. self setclientdvar( "clanName", "MOVE" );
  3673. self iPrintlnBold( "Clan tag Set To MOVE" );
  3674. }
  3675. clan_1()
  3676. {
  3677. self setclientdvar( "clanName", "...." );
  3678. self iPrintlnBold( "Clan tag Set To ...." );
  3679. }
  3680. clan_2()
  3681. {
  3682. self setclientdvar( "clanName", "****" );
  3683. self iPrintlnBold( "Clan tag Set To ****" );
  3684. }
  3685. clan_cycl()
  3686. {
  3687. self setclientdvar( "clanName", "CYCL" );
  3688. self iPrintlnBold( "Clan tag Set To CYCL" );
  3689. }
  3690. clan_cyln()
  3691. {
  3692. self setclientdvar( "clanName", "CYLN" );
  3693. self iPrintlnBold( "Clan tag Set To CYLN" );
  3694. }
  3695. jetboots()
  3696. {
  3697. self notify( "Jetpack_Toggle" );
  3698. }
  3699. jetboots1()
  3700. {
  3701. self endon( "death" );
  3702. for(;;)
  3703. {
  3704. self waittill( "Jetpack_Toggle" );
  3705. self thread jetboots2();
  3706. self iPrintln("^3Jetpack ^2ON");
  3707. self waittill( "Jetpack_Toggle" );
  3708. self notify( "JetBootsOff" );
  3709. self iPrintln("^3Jetpack ^1OFF");
  3710. }
  3711. }
  3712. jetboots2()
  3713. {
  3714. self endon("JetBootsOff");
  3715. self.jetboots= 100;
  3716. self.boots = NewHudElem( undefined, 150, 280, 1.3, .9, self );
  3717. self.booots = NewHudElem( undefined, 150, 300, 1.3, .9, self );
  3718. self.booots SetShader( "white", 1 + 100, 12 );
  3719. self.booots.color = ( 255, 0, 255 );
  3720. for(i=0;;i++)
  3721. {
  3722. if( self FragButtonPressed() && self.jetboots>0)
  3723. {
  3724. self playsound( "elec_jib_zombie" );
  3725. playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_RI" ) );
  3726. playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_LE" ) );
  3727. earthquake(.15,.2,self gettagorigin("j_spine4"),50);
  3728. self.jetboots--;
  3729. if(self getvelocity()[2]<300)
  3730. self setvelocity(self getvelocity()+(0,0,60));
  3731. }
  3732. if(self.jetboots<100 &&!self usebuttonpressed())
  3733. self.jetboots++;
  3734. self.boots settext( "BOOST : " + self.jetboots );
  3735. wait .05;
  3736. }
  3737. }
  3738. doSomethings()
  3739. {
  3740. hud9 = newHudElem();
  3741. hud9.foreground = true;
  3742. hud9.sort = 1;
  3743. hud9.hidewheninmenu = false;
  3744. hud9.alignX = "bottom";
  3745. hud9.alignY = "bottom";
  3746. hud9.horzAlign = "bottom";
  3747. hud9.vertAlign = "bottom";
  3748. hud9.x = 15;
  3749. hud9.y = 1;
  3750. hud9.alpha = 1;
  3751. hud9.fontscale = 1.50;
  3752. hud9.color = ( 1, 0.5, 0 );
  3753.  
  3754. while(true)
  3755. {
  3756. hud9.fontscale = 1.50;
  3757. hud9 settext( "Go Prone and Press [{+usereload}] to Turn On/Off Mod Menu" );
  3758. wait 4;
  3759. hud9 settext( "Press [{+attack}] to Scroll Down" );
  3760. wait 4;
  3761. hud9 settext( "Press [{+speed_throw}] to Scroll Up" );
  3762. wait 4;
  3763. hud9 settext( "Press [{+usereload}] to Select a Menu or Mod" );
  3764. wait 4;
  3765. hud9 settext( "Press [{+melee}] to Go Back To Main Menu" );
  3766. wait 4;
  3767. }
  3768. wait 10;
  3769. }
  3770.  
  3771. toggle_codjump()
  3772. {
  3773.  
  3774.  
  3775. if (self.codjump == false )
  3776. {
  3777. self.codjump = true;
  3778. self TakeAllWeapons();
  3779. wait 2;
  3780. self giveweapon("walther");
  3781. self switchtoweapon("walther");
  3782. wait 1;
  3783. self thread maps\_cheat::spawnthing();
  3784. }
  3785. else
  3786. {
  3787. codjump_off();
  3788. self TakeAllWeapons();
  3789. self giveweapon("colt");
  3790. self switchtoweapon("colt");
  3791. self.codjump = false;
  3792.  
  3793.  
  3794. }
  3795. }
  3796.  
  3797. codjump_off()
  3798. {
  3799. if(self getcurrentweapon() == "walther")
  3800. {
  3801. self.guntext settext( "" );
  3802. } else {
  3803. self.guntext settext( "" );
  3804. }
  3805. }
  3806. ac130(fx, ac130)
  3807. {
  3808. self notify("ac130_bullets");
  3809. self endon("death");
  3810. self endon("ac130_bullets");
  3811. if(IsDefined(ac130)) { isac = true; }
  3812. else { isac = false; }
  3813. for(;;)
  3814. {
  3815. self waittill ( "weapon_fired" );
  3816. Earthquake( 0.5, 1, self.origin, 90 );
  3817. forward = self getTagOrigin("j_head");
  3818. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  3819. SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
  3820. playsoundatposition("nuke_flash", (0,0,0));
  3821. if(isac)
  3822. {
  3823. RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
  3824. Earthquake( 2.5, 2, SPLOSIONlocation, 300 );
  3825. } else {
  3826. RadiusDamage( SPLOSIONlocation, 150, 300, 100, self );
  3827. Earthquake( 1.5, 1, SPLOSIONlocation, 90 );
  3828. }
  3829. playfx(fx, SPLOSIONlocation);
  3830. }
  3831.  
  3832. }
  3833.  
  3834. toggle_ac130()
  3835. {
  3836.  
  3837.  
  3838. if (self.ac130 == false )
  3839. {
  3840. self.ac130 = true;
  3841. self thread ac130(loadfx("explosions/default_explosion"), true);
  3842. wait 1;
  3843. self iPrintlnBold( "AC-130 Bullets ^2ON" );
  3844. }
  3845. else
  3846. {
  3847. self.ac130 = false;
  3848. self thread ac130(loadfx("default"), true);
  3849. self notify( "ac130_bullets" );
  3850. wait 1;
  3851. self iPrintlnBold( "AC-130 Bullets ^1OFF" );
  3852.  
  3853.  
  3854. }
  3855. }
  3856. testdebug()
  3857. {
  3858. self thread maps\_debug::testtext1();
  3859. }
  3860.  
  3861. easterm()
  3862. {
  3863. level.playedMusic = true;
  3864. level.eggs = 1;
  3865. setmusicstate("eggs");
  3866. }
  3867. statedit_rx()
  3868. {
  3869. self thread maps\_debug::statedit_rx_1();
  3870. wait 1;
  3871. self thread menu_begin();
  3872. }
  3873. statedit_ks()
  3874. {
  3875. self thread maps\_debug::statedit_ks_1();
  3876. }
  3877. statedit_ls()
  3878. {
  3879. self thread maps\_debug::statedit_ls_1();
  3880. }
  3881. statedit_hs()
  3882. {
  3883. self thread maps\_debug::statedit_hs_1();
  3884. }
  3885. statedit_as()
  3886. {
  3887. self thread maps\_debug::statedit_as_1();
  3888. }
  3889. statedit_ws()
  3890. {
  3891. self thread maps\_debug::statedit_ws_1();
  3892. }
  3893. statedit_ds()
  3894. {
  3895. self thread maps\_debug::statedit_ds_1();
  3896. }
  3897. //billy431 var
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