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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.  
  40.  
  41. #using scripts\zm\zm_usermap;
  42.  
  43. //*****************************************************************************
  44. // MAIN
  45. //*****************************************************************************
  46.  
  47. function init()
  48. {
  49. level._zombie_custom_add_weapons =&custom_add_weapons;
  50. currentMap = tolower(GetDvarString("mapname"));
  51. if(currentMap!="zm_zod"&&currentMap!="zm_factory"&&currentMap!="zm_castle"&&currentMap!="zm_swamp"&&currentMap!="zm_stalingrad"&&currentMap!="zm_genesis"&&currentMap!="zm_tomb") {
  52. weapon = getWeapon("pistol_burst");
  53. level.start_weapon = (weapon);
  54. level.default_laststandpistol = GetWeapon("pistol_burst");
  55. level.default_solo_laststandpistol = GetWeapon("pistol_burst");
  56. level.laststandpistol = level.default_laststandpistol;
  57. }
  58. }
  59.  
  60. function custom_add_weapons()
  61. {
  62. zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_ppsh_pizza.csv", 1);
  63. }
  64.  
  65. //BO2 Deathhands Animation
  66. function bo2_deathhands()
  67. {
  68. self thread giveDeathHands();
  69. }
  70.  
  71. function giveDeathHands()
  72. {
  73. level waittill( "intermission" );
  74.  
  75. self thread player1_deathhands();
  76. self thread player2_deathhands();
  77. self thread player3_deathhands();
  78. self thread player4_deathhands();
  79. }
  80.  
  81. function func_giveWeapon(weapon)
  82. {
  83. self TakeWeapon(self GetCurrentWeapon());
  84. weapon = getWeapon(weapon);
  85. self GiveWeapon(weapon);
  86. self GiveMaxAmmo(weapon);
  87. self SwitchToWeapon(weapon);
  88. }
  89.  
  90. function player1_deathhands() //Dempsey
  91. {
  92. players = GetPlayers();
  93. player_1 = players[0];
  94. if ( self.playername == ""+player_1.playername+"" )
  95. {
  96. self func_giveWeapon("bo2_deathhands");
  97. }
  98. }
  99.  
  100. function player2_deathhands() //Nikolai
  101. {
  102. players = GetPlayers();
  103. player_2 = players[1];
  104. if ( self.playername == ""+player_2.playername+"" )
  105. {
  106. self func_giveWeapon("bo2_deathhands");
  107. }
  108. }
  109.  
  110. function player3_deathhands() //Richtofen
  111. {
  112. players = GetPlayers();
  113. player_3 = players[2];
  114. if ( self.playername == ""+player_3.playername+"" )
  115. {
  116. self func_giveWeapon("bo2_deathhands");
  117. }
  118. }
  119.  
  120. function player4_deathhands() //Takeo
  121. {
  122. players = GetPlayers();
  123. player_4 = players[3];
  124. if ( self.playername == ""+player_4.playername+"" )
  125. {
  126. self func_giveWeapon("bo2_deathhands");
  127. }
  128. }
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