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  1. #using scripts\codescripts\struct;
  2.  
  3. #using scripts\shared\array_shared;
  4. #using scripts\shared\callbacks_shared;
  5. #using scripts\shared\clientfield_shared;
  6. #using scripts\shared\compass;
  7. #using scripts\shared\exploder_shared;
  8. #using scripts\shared\flag_shared;
  9. #using scripts\shared\laststand_shared;
  10. #using scripts\shared\math_shared;
  11. #using scripts\shared\scene_shared;
  12. #using scripts\shared\util_shared;
  13.  
  14. #insert scripts\shared\shared.gsh;
  15. #insert scripts\shared\version.gsh;
  16.  
  17. #insert scripts\zm\_zm_utility.gsh;
  18.  
  19. #using scripts\zm\_load;
  20. #using scripts\zm\_zm;
  21. #using scripts\zm\_zm_audio;
  22. #using scripts\zm\_zm_powerups;
  23. #using scripts\zm\_zm_utility;
  24. #using scripts\zm\_zm_weapons;
  25. #using scripts\zm\_zm_zonemgr;
  26.  
  27. #using scripts\shared\ai\zombie_utility;
  28.  
  29. //Perks
  30. #using scripts\zm\_zm_pack_a_punch;
  31. #using scripts\zm\_zm_pack_a_punch_util;
  32. #using scripts\zm\_zm_perk_additionalprimaryweapon;
  33. #using scripts\zm\_zm_perk_doubletap2;
  34. #using scripts\zm\_zm_perk_deadshot;
  35. #using scripts\zm\_zm_perk_juggernaut;
  36. #using scripts\zm\_zm_perk_quick_revive;
  37. #using scripts\zm\_zm_perk_sleight_of_hand;
  38. #using scripts\zm\_zm_perk_staminup;
  39. #using scripts\zm\_zm_perk_widows_wine;
  40.  
  41. //Powerups
  42. #using scripts\zm\_zm_powerup_double_points;
  43. #using scripts\zm\_zm_powerup_carpenter;
  44. #using scripts\zm\_zm_powerup_fire_sale;
  45. #using scripts\zm\_zm_powerup_free_perk;
  46. #using scripts\zm\_zm_powerup_full_ammo;
  47. #using scripts\zm\_zm_powerup_insta_kill;
  48. #using scripts\zm\_zm_powerup_nuke;
  49. //#using scripts\zm\_zm_powerup_weapon_minigun;
  50.  
  51. //Traps
  52. #using scripts\zm\_zm_trap_electric;
  53.  
  54. #using scripts\zm\zm_usermap;
  55. #precache( "fx", "zombie/fx_perk_juggernaut_factory_zmb" );
  56. #precache( "fx", "zombie/fx_perk_quick_revive_factory_zmb" );
  57. #precache( "fx", "zombie/fx_perk_sleight_of_hand_factory_zmb" );
  58. #precache( "fx", "zombie/fx_perk_doubletap2_factory_zmb" );
  59. #precache( "fx", "zombie/fx_perk_daiquiri_factory_zmb" );
  60. #precache( "fx", "zombie/fx_perk_stamin_up_factory_zmb" );
  61. #precache( "fx", "zombie/fx_perk_mule_kick_factory_zmb" );
  62.  
  63.  
  64. #define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
  65. #define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
  66. #define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
  67. #define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
  68. #define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
  69. #define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
  70. #define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
  71. #define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"
  72. #define ELECTRIC_CHERRY_MACHINE_LIGHT_FX "electric_cherry_light"
  73.  
  74.  
  75. //*****************************************************************************
  76. // MAIN
  77. //*****************************************************************************
  78.  
  79. function main()
  80. {
  81.  
  82. clientfield::register( "world", "weather_intensity", VERSION_SHIP, 2, "int" );
  83.  
  84. thread weather_intensity();
  85. function weather_intensity()
  86.  
  87. level.dog_rounds_allowed = false;
  88. zm_usermap::main();
  89. level thread perk_init();
  90.  
  91. level._zombie_custom_add_weapons =&custom_add_weapons;
  92.  
  93. //Setup the levels Zombie Zone Volumes
  94. level.zones = [];
  95. level.zone_manager_init_func =&usermap_test_zone_init;
  96. init_zones[0] = "start_zone";
  97. level thread zm_zonemgr::manage_zones( init_zones );
  98.  
  99. level.pathdist_type = PATHDIST_ORIGINAL;
  100.  
  101. level.player_starting_points = 500000;
  102. }
  103.  
  104. function usermap_test_zone_init()
  105. {
  106. zm_zonemgr::add_adjacent_zone( "start_zone", "test_zone", "enter_test_zone" );
  107. level flag::init( "always_on" );
  108. level flag::set( "always_on" );
  109. }
  110.  
  111. function custom_add_weapons()
  112. {
  113. zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
  114. }
  115.  
  116. function init_power()
  117. {
  118. level flag::wait_till("power_on");
  119. level util::set_lighting_state( 0 );
  120. }
  121. function perk_init()
  122. {
  123. level._effect[JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
  124. level._effect[QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
  125. level._effect[SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
  126. level._effect[DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
  127. level._effect[DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
  128. level._effect[STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
  129. level._effect[ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
  130. level._effect[WIDOWS_WINE_FX_MACHINE_LIGHT] = "zombie/fx_perk_juggernaut_factory_zmb";
  131. level._effect[ELECTRIC_CHERRY_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
  132. }
  133.  
  134. function weather_intensity()
  135. {
  136. weather_intensity = 1; // Starting weather type
  137.  
  138. while(1)
  139. {
  140. wait RandomIntRange(120, 360);
  141. intensity = RandomInt(4); // Generates a number from 0 - 3
  142.  
  143. while(intensity == weather_intensity) // Don't want repeating intensity
  144. {
  145. intensity = RandomInt(4);
  146. WAIT_SERVER_FRAME;
  147. }
  148.  
  149. level clientfield::set("weather_intensity", intensity);
  150. weather_intensity = intensity;
  151. }
  152. }
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