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begin_berserker(){
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if( self.score >= 3000 ){
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	if( self.berz == false ){
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		self maps\_zombiemode_score::minus_to_player_score( 3000 );
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		self thread berserker();
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		self.berz = true;
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	} else {
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		//self Closed();
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		}
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	}else{
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		self playSound("plr_"+self getEntityNumber()+"_vox_nomoney_perk_0");
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	}
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}
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berserker()
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{
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	self endon("berserker_done");
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	self ViewKick( 127, self.origin );
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	wait 1;
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	self ViewKick( 127, self.origin );
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	wait 1;
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	self ViewKick( 127, self.origin );
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	self.bunny = self getCurrentWeapon();
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	self DisableWeaponCycling(); 
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	self DisableOffhandWeapons(); 
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	self setClientDvar( "aim_automelee_debug", "1", "aim_automelee_enabled", "1","aim_automelee_lerp", "100","aim_automelee_maxpitch", "80","aim_automelee_range", "255","aim_automelee_region_height", "480","aim_automelee_region_width", "640" );
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	self enableInvulnerability();
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	self setVision("kamikaze");
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	self giveWeapon("zombie_melee");
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	self switchToWeapon("zombie_melee");
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	hud = self createRectangle("BOTTOM", "BOTTOM", 0, 0, 25, 25, (1, 1, 1), "specialty_instakill_zombies", 1, 1);
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	self iprintln("Berserker Activated");
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	level.zombie_vars["zombie_insta_kill"] = 1;
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	bunny = self createText("small", 1.25, "CENTER", "CENTER", 0, 70, 1, 1, "");
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	for(m = 45; m > 0; m--){
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		bunny setText(m);
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		wait 1;
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		}
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	bunny hudFadenDestroy(0, 1);
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	hud hudFadenDestroy(0, 1);
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	self EnableWeaponCycling();
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	self EnableOffhandWeapons();
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	self TakeWeapon( "zombie_melee" );
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	self SwitchToWeapon(self.bunny);
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	self setVision("fly_dark");
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	self disableInvulnerability();
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	self.berz = false;
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	level.zombie_vars["zombie_insta_kill"] = 0;
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	self notify("berserker_done");
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}
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//You need the below if you don't have them already
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hudFade(alpha, time)
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{
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	self fadeOverTime(time);
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	self.alpha = alpha;
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	wait(time);
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}
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hudFadenDestroy(alpha, time)
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{
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	self hudFade(alpha, time);
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	self destroy();
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}
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createText(font, fontScale, align, relative, x, y, sort, alpha, text)
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{
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    textElem = self createFontString(font, fontScale, self);
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    textElem setPoint(align, relative, x, y);
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    textElem.sort = sort;
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    textElem.alpha = alpha;
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    textElem setText(text);
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    return textElem;
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}
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createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)
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{
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	boxElem = newClientHudElem(self);
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	boxElem.elemType = "bar";
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	if(!level.splitScreen)
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	{
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		boxElem.x = -2;
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		boxElem.y = -2;
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	}
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	boxElem.width = width;
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	boxElem.height = height;
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	boxElem.align = align;
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	boxElem.relative = relative;
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	boxElem.xOffset = 0;
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	boxElem.yOffset = 0;
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	boxElem.children = [];
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	boxElem.sort = sort;
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	boxElem.color = color;
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	boxElem.alpha = alpha;
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	boxElem.shader = shader;
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	boxElem setParent(level.uiParent);
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	boxElem setShader(shader, width, height);
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	boxElem.hidden = false;
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	boxElem setPoint(align, relative, x, y);
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	return boxElem;
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}