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- #using scripts\codescripts\struct;
- #using scripts\shared\audio_shared;
- #using scripts\shared\clientfield_shared;
- #using scripts\shared\exploder_shared;//DO NOT REMOVE - needed for system registration
- #using scripts\shared\flag_shared;
- #using scripts\shared\flagsys_shared;
- #using scripts\shared\fx_shared;
- #using scripts\shared\demo_shared;
- #using scripts\shared\hud_message_shared;
- #using scripts\shared\load_shared;
- #using scripts\shared\lui_shared;
- #using scripts\shared\music_shared;
- #using scripts\shared\_oob;
- #using scripts\shared\scene_shared;
- #using scripts\shared\serverfaceanim_shared;
- #using scripts\shared\system_shared;
- #using scripts\shared\turret_shared;
- #using scripts\shared\util_shared;
- #using scripts\shared\vehicle_shared;
- #using scripts\shared\archetype_shared\archetype_shared;
- //Abilities
- #using scripts\shared\abilities\_ability_player; //DO NOT REMOVE - needed for system registration
- #insert scripts\shared\shared.gsh;
- #insert scripts\shared\version.gsh;
- #using scripts\shared\ai\zombie_utility;
- #using scripts\zm\_zm;
- #using scripts\zm\gametypes\_spawnlogic;
- #using scripts\zm\_destructible;
- #using scripts\zm\_util;
- //REGISTRATION - These scripts are initialized here
- //Do not remove unless you are removing the script from the game
- //Gametypes Registration
- #using scripts\zm\gametypes\_clientids;
- #using scripts\zm\gametypes\_scoreboard;
- #using scripts\zm\gametypes\_serversettings;
- #using scripts\zm\gametypes\_shellshock;
- #using scripts\zm\gametypes\_spawnlogic;
- #using scripts\zm\gametypes\_spectating;
- #using scripts\zm\gametypes\_weaponobjects;
- //Systems registration
- #using scripts\zm\_art;
- #using scripts\zm\_callbacks;
- #using scripts\zm\_zm_audio;
- #using scripts\zm\_zm_behavior;
- #using scripts\zm\_zm_blockers;
- #using scripts\zm\_zm_bot;
- #using scripts\zm\_zm_clone;
- #using scripts\zm\_zm_devgui;
- #using scripts\zm\_zm_magicbox;
- #using scripts\zm\_zm_playerhealth;
- #using scripts\zm\_zm_power;
- #using scripts\zm\_zm_score;
- #using scripts\zm\_zm_stats;
- #using scripts\zm\_zm_traps;
- #using scripts\zm\_zm_unitrigger;
- #using scripts\zm\_zm_zonemgr;
- #using scripts\zm\zm_betterm1911;
- //Weapon registration
- #using scripts\zm\gametypes\_weaponobjects;
- #precache( "fx", "_t6/bio/player/fx_footstep_dust" );
- #precache( "fx", "_t6/bio/player/fx_footstep_sand" );
- #precache( "fx", "_t6/bio/player/fx_footstep_mud" );
- #precache( "fx", "_t6/bio/player/fx_footstep_water" );
- #namespace load;
- function main()
- {
- zm::init();
- zm_betterm1911::init();
- level._loadStarted = true;
- register_clientfields();
- level.aiTriggerSpawnFlags = getaitriggerflags();
- level.vehicleTriggerSpawnFlags = getvehicletriggerflags();
- level thread start_intro_screen_zm();
- //thread _spawning::init();
- //thread _deployable_weapons::init();
- //thread _minefields::init();
- //thread _rotating_object::init();
- //thread _shutter::main();
- //thread _flare::init();
- //thread _pipes::main();
- //thread _vehicles::init();
- //thread _dogs::init();
- //thread _tutorial::init();
- setup_traversals();
- footsteps();
- system::wait_till( "all" );
- level thread load::art_review();
- level flagsys::set( "load_main_complete" );
- }
- function footsteps()
- {
- if ( IS_TRUE( level.FX_exclude_footsteps ) )
- {
- return;
- }
- zombie_utility::setFootstepEffect( "asphalt", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "brick", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "carpet", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "cloth", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "concrete", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "dirt", "_t6/bio/player/fx_footstep_sand" );
- zombie_utility::setFootstepEffect( "foliage", "_t6/bio/player/fx_footstep_sand" );
- zombie_utility::setFootstepEffect( "gravel", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "grass", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "metal", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "mud", "_t6/bio/player/fx_footstep_mud" );
- zombie_utility::setFootstepEffect( "paper", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "plaster", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "rock", "_t6/bio/player/fx_footstep_dust" );
- zombie_utility::setFootstepEffect( "sand", "_t6/bio/player/fx_footstep_sand" );
- zombie_utility::setFootstepEffect( "water", "_t6/bio/player/fx_footstep_water" );
- zombie_utility::setFootstepEffect( "wood", "_t6/bio/player/fx_footstep_dust" );
- }
- function setup_traversals()
- {
- /*
- potential_traverse_nodes = GetAllNodes();
- for (i = 0; i < potential_traverse_nodes.size; i++)
- {
- node = potential_traverse_nodes[i];
- if (node.type == "Begin")
- {
- node zombie_shared::init_traverse();
- }
- }
- */
- }
- function start_intro_screen_zm( )
- {
- players = GetPlayers();
- for(i = 0; i < players.size; i++)
- {
- players[i] lui::screen_fade_out( 0, undefined );
- players[i] freezecontrols(true);
- }
- wait 1;
- }
- function register_clientfields()
- {
- //clientfield::register( "missile", "cf_m_proximity", VERSION_SHIP, 1, "int" );
- //clientfield::register( "missile", "cf_m_emp", VERSION_SHIP, 1, "int" );
- //clientfield::register( "missile", "cf_m_stun", VERSION_SHIP, 1, "int" );
- //clientfield::register( "scriptmover", "cf_s_emp", VERSION_SHIP, 1, "int" );
- //clientfield::register( "scriptmover", "cf_s_stun", VERSION_SHIP, 1, "int" );
- //clientfield::register( "world", "sndPrematch", VERSION_SHIP, 1, "int" );
- //clientfield::register( "toplayer", "sndMelee", VERSION_SHIP, 1, "int" );
- //clientfield::register( "toplayer", "sndEMP", VERSION_SHIP, 1, "int" );
- clientfield::register( "allplayers", "zmbLastStand", VERSION_SHIP, 1, "int" );
- //clientfield::register( "toplayer", "zmbLastStand", VERSION_SHIP, 1, "int" );
- clientfield::register( "clientuimodel", "zmhud.swordEnergy", VERSION_SHIP, 7, "float" ); // energy: 0 to 1
- clientfield::register( "clientuimodel", "zmhud.swordState", VERSION_SHIP, 4, "int" ); // state: 0 = hidden, 1 = charging, 2 = ready, 3 = inuse, 4 = unavailable (grey), 5 = ele-charging, 6 = ele-ready, 7 = ele-inuse,
- clientfield::register( "clientuimodel", "zmhud.swordChargeUpdate", VERSION_SHIP, 1, "counter" );
- }
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