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NitroFire

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May 23rd, 2017
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  1. /*
  2.  
  3.     Map by NitroFire
  4.     [If you plan to use these scripts, make sure to give credit where it is due.]
  5.  
  6. */
  7. main()
  8. {
  9.   thread EndRooms();
  10.   thread jumpweapon();
  11. }
  12. EndRooms() //Map Endrooms
  13. {
  14.     level.playerinroom = 0;
  15.     thread AddRoom("Sniper Room","enter5","sniper1","sniper2","m40a3_mp","max","music7",0,0);
  16.   thread AddRoom("Jump Room","enter6","jump1","jump2","knife_mp","max","music6",0,0);
  17.  
  18. }
  19. AddRoom(roomname,trig,tele_jumper,tele_activator,weap,ammo,music,old,rush)
  20. {
  21.     while( 1 )
  22.     {
  23.         if(DefinedEntities(trig,tele_jumper))
  24.         {
  25.             getEnt(trig,"targetname") waittill("trigger",player);
  26.             if(level.playerinroom)
  27.                 continue;
  28.             level.playerinroom = 1;
  29.             if(isDefined(player) && isAlive(player))
  30.             {
  31.                 player setOrigin(getEnt(tele_jumper,"targetname").origin);
  32.                 player setPlayerAngles(getEnt(tele_jumper,"targetname").angles);
  33.                   ambientPlay(music);
  34.                 if(!isDefined(old) || !old)
  35.                 {
  36.                     player takeAllWeapons();
  37.                 }
  38.                 if(isDefined(weap) && isDefined(ammo))
  39.                 {
  40.                     player giveWeapon(weap);
  41.                     if(ammo == "max")
  42.                         player giveMaxAmmo( weap );
  43.                     else
  44.                         player setWeaponAmmoClip( weap, ammo );
  45.                     player switchToWeapon( weap );
  46.                 }
  47.             }
  48.             if(isDefined(level.activ) && isAlive(level.activ))
  49.             {
  50.                 if(isDefined(tele_activator))
  51.                 {
  52.                     level.activ setOrigin(getEnt(tele_activator,"targetname").origin);
  53.                     level.activ setPlayerAngles(getEnt(tele_activator,"targetname").angles);
  54.                 }
  55.                 if(!isDefined(old) || !old)
  56.                 {
  57.                     level.activ takeAllWeapons();
  58.                 }
  59.                 if(isDefined(weap) && isDefined(ammo))
  60.                 {
  61.                     level.activ giveWeapon(weap);
  62.                     if(ammo == "max")
  63.                         level.activ giveMaxAmmo( weap );
  64.                     else
  65.                         level.activ setWeaponAmmoClip( weap, ammo );
  66.                     level.activ switchToWeapon( weap );
  67.                 }
  68.             }
  69.             iprintlnBold("^2" + Player.name + " ^5Has Entered the ^2" + roomname);
  70.  
  71.               player freezeControls(true);
  72.                      level.activ freezeControls(true);
  73.                          wait 1;
  74.  
  75.                   player iPrintLnBold("^23");
  76.                      level.activ iPrintLnBold("^23");
  77.                          wait 1;
  78.  
  79.                   player iPrintLnBold("^32");
  80.                     level.activ iPrintLnBold("^32");
  81.                          wait 1;
  82.  
  83.                   player iPrintLnBold("^91");
  84.                      level.activ iPrintLnBold("^91");
  85.                          wait 1;
  86.  
  87.                   player iPrintLnBold("^6Fight!");
  88.                      level.activ iPrintLnBold("^6Fight!");
  89.                          wait 1;
  90.  
  91.                 player freezeControls(false);
  92.                 level.activ freezeControls(false);
  93.                    wait 0.0125;
  94.  
  95.                if(!rush)
  96.                    WaitForDeath(player);
  97.                level.playerinroom = 0;
  98.                iPrintLnBold("^2" + player.name + " ^5has ^9DIED!");
  99.         }
  100.         else
  101.         {
  102.             printLn("Try Again Later!");
  103.             return;
  104.         }
  105.     }
  106. }
  107. DefinedEntities(trig,tele_jumper,telew_activator)
  108. {
  109.     if(!isDefined(trig) || !isDefined(tele_jumper))
  110.         return 0;
  111.     return 1;
  112. }
  113. WaitForDeath(player)
  114. {
  115.     while(isDefined(player) && isAlive(player))
  116.         wait 0.05;
  117. }
  118.  
  119. jumpweapon() //Gives the player a sniper at the end of the Jump Room
  120. {
  121.   trig = getEnt("jumpweapon","targetname");
  122.  
  123.   for(;;)
  124.   {
  125.     trig waittill("trigger", who);
  126.      who giveWeapon("m40a3_mp");
  127.      who giveMaxAmmo("m40a3_mp");
  128.      who switchToWeapon("m40a3_mp");
  129.    }
  130. }
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