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  1. #include maps\_utility;
  2. #include common_scripts\utility;
  3. #include maps\_zombietron_utility;
  4. main()
  5. {
  6. maps\zombietron_fx::main();
  7. level._ZOMBIE_GIB_PIECE_INDEX_ALL = 0;
  8. level._ZOMBIE_GIB_PIECE_INDEX_RIGHT_ARM = 1;
  9. level._ZOMBIE_GIB_PIECE_INDEX_LEFT_ARM = 2;
  10. level._ZOMBIE_GIB_PIECE_INDEX_RIGHT_LEG = 3;
  11. level._ZOMBIE_GIB_PIECE_INDEX_LEFT_LEG = 4;
  12. level._ZOMBIE_GIB_PIECE_INDEX_HEAD = 5;
  13. level._ZOMBIE_GIB_PIECE_INDEX_GUTS = 6;
  14. precache_shaders();
  15. precache_models();
  16. init_dvars();
  17. init_strings();
  18. init_levelvars();
  19. init_animscripts();
  20. init_sounds();
  21. init_shellshocks();
  22. init_flags();
  23. init_fx();
  24. level thread zombie_devgui_think();
  25. maps\_zombietron_challenges::main();
  26. maps\_zombietron_main::main();
  27. maps\createart\zombietron_art::main();
  28. setDvar( "scr_expDeathMayMoveCheck", "off" );
  29. }
  30. onPlayerConnect()
  31. {
  32. self notify("onPlayerConnect");
  33. self endon ("onPlayerConnect");
  34. for( ;; )
  35. {
  36. level waittill( "connecting", player );
  37. player.entity_num = player GetEntityNumber();
  38. player thread onPlayerSpawned();
  39. player thread onPlayerDisconnect();
  40. player thread maps\_zombietron_pickups::update_drop_bomb();
  41. player thread maps\_zombietron_pickups::update_drop_booster();
  42. player.stats["kills"] = 0;
  43. player.stats["score"] = 0;
  44. }
  45. }
  46. cheat_Callback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime)
  47. {
  48. return 0;
  49. }
  50. onPlayerDisconnect()
  51. {
  52. self waittill( "disconnect" );
  53. }
  54. onPlayerSpawned()
  55. {
  56. self endon( "disconnect" );
  57. for( ;; )
  58. {
  59. self waittill( "spawned_player" );
  60. wait 1;
  61. self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );
  62. self SetPlayerCollision( 1 );
  63. self maps\_zombietron_main::player_reset_score();
  64. self.default_movespeed = 1;
  65. self.score_total = self.score;
  66. self.old_score = self.score;
  67. self.team_num = 0;
  68. self.default_weap = "m60_zt";
  69. self TakeAllWeapons();
  70. self.next_extra_life = level.zombie_vars["extra_life_at_every"];
  71. self.pointBarInc = level.zombie_vars["prize_increment"];
  72. self maps\_zombietron_score::update_hud();
  73. self setTeamForEntity( "allies" );
  74. self DisableWeaponCycling();
  75. self AllowJump( false );
  76. self AllowCrouch( false );
  77. self AllowSprint( false );
  78. self SetStance("stand");
  79. self.dog_damage_func = maps\_zombietron_ai_dog::dog_player_damage;
  80. self maps\_zombietron_score::update_multiplier_bar( 0 );
  81. self SetClientDvars ("cg_objectiveIndicatorFarFadeDist", "120000",
  82. "cg_objectiveIndicatornearFadeDist", "0",
  83. "ik_enable", 0,
  84. "bg_legYawTolerance", 0 );
  85. self setClientDvars("hud_drawHUD","1","cl_scoreDraw","1");
  86. >>>>>>>>>>>>>>>>> self setClientDvars("activeAction", "player_clipsizemultiplier 999");
  87. SetSavedDvar("phys_maxFloatTime",10000);
  88. level.xenon = ( GetDvar( #"xenonGame" ) == "true" );
  89. if ( !isDefined(level.xenon) )
  90. {
  91. level.xenon = false;
  92. }
  93. self TakeAllWeapons();
  94. self GiveWeapon( self.default_weap );
  95. self switchToWeapon( self.default_weap );
  96. self SetSpawnWeapon( self.default_weap );
  97. self thread setup_smashtv_loadout();
  98. self thread ammo();
  99. if( !isDefined(self.initialized) || self.initialized == false )
  100. {
  101. self.initialized = true;
  102. playtag = "player" + (self.entity_num+1) + "_light";
  103. self.light_playFX = playtag;
  104. PlayFxOnTag( level._effect[playtag], self, "tag_origin" );
  105. self thread breadcrumb_point_thread( 30, 0.5 );
  106. }
  107. }
  108. }
  109. precache_shaders()
  110. {
  111. PreCacheShader("cinematic");
  112. PrecacheShader( "zom_icon_community_pot" );
  113. PrecacheShader( "zom_icon_community_pot_strip" );
  114. PrecacheShader( "zom_icon_player_life" );
  115. PrecacheShader( "zom_pack_a_punch_battery_icon" );
  116. PrecacheShader( "text_box" );
  117. }
  118. precache_models()
  119. {
  120. precachemodel( "char_ger_zombieeye" );
  121. PrecacheModel( "zombie_z_money_icon" );
  122. PrecacheModel( "anim_chicken" );
  123. PrecacheModel( "zombie_teleporter_pad" );
  124. PrecacheModel( "c_usa_blackops_body3_fb");
  125. PrecacheModel( "c_usa_blackops_body3_fb_zt");
  126. PrecacheModel( "c_zom_blue_guy_fb_zt");
  127. PrecacheModel( "c_zom_red_guy_fb_zt");
  128. PrecacheModel( "c_zom_yellow_guy_fb_zt");
  129. PrecacheModel( "c_zom_blue_guy_fb");
  130. PrecacheModel( "c_zom_red_guy_fb");
  131. PrecacheModel( "c_zom_yellow_guy_fb");
  132. }
  133. init_shellshocks()
  134. {
  135. level.player_killed_shellshock = "zombie_death";
  136. PrecacheShellshock( level.player_killed_shellshock );
  137. }
  138. init_strings()
  139. {
  140. }
  141. init_sounds()
  142. {
  143. add_sound( "end_of_round", "mus_zmb_round_over" );
  144. add_sound( "end_of_game", "mus_zmb_game_over" );
  145. add_sound( "chalk_one_up", "mus_zmb_chalk" );
  146. add_sound( "purchase", "zmb_cha_ching" );
  147. add_sound( "no_purchase", "zmb_no_cha_ching" );
  148. add_sound( "playerzombie_usebutton_sound", "zmb_zombie_vocals_attack" );
  149. add_sound( "playerzombie_attackbutton_sound", "zmb_zombie_vocals_attack" );
  150. add_sound( "playerzombie_adsbutton_sound", "zmb_zombie_vocals_attack" );
  151. add_sound( "zombie_head_gib", "zmb_zombie_head_gib" );
  152. add_sound( "door_slide_open", "zmb_door_slide_open" );
  153. >>>>> add_sound( );
  154. }
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