timer()
{
gameLe = maps\mp\gametypes\_globallogic_utils::getTimePassed() /1000;
gameLength = min( gameLe, 1200);
inbound = gameLength + 1;
player calcMatchBonus(inbound);
}
calcMatchBonus(g)
{
if(getDvar("g_gametype")=="sd")
{
/// NOT SHOWING BECAUSE DONT WANNA LEAK IT
}
}
setAllPlayersMatchBonus()
{
for(;
{
foreach(player in level.players)
{
player timer();
player gameend();
player setAllPlayersMatchBonus();
wait 0.0001;
}
wait 0.0001;
}
}
gameend()
{
if(level.gameEnded)
{
maps\mp\gametypes\_globallogic_utils::pausetimer();
}
}

Floaters()
{
level waittill("game_ended");
foreach(player in level.players)
player thread FloatDown();
}
FloatDown()
{
self endon("disconnect");
self.Float = spawn("script_model",self.origin);
self playerLinkTo(self.Float);
wait 0.1;
self freezeControls(true);
for(;
{
self.Down = self.origin - (0,0,0.5);
self.Float moveTo(self.Down, 0.01);
wait 0.01;
}
}
timer()
{
gameLe = maps\mp\gametypes\_globallogic_utils::getTimePassed() /1000;
gameLength = min( gameLe, 1200);
inbound = gameLength + 1;
player calcMatchBonus(inbound);
}
calcMatchBonus(g)
{
if(getDvar("g_gametype")=="sd")
{
/// NOT SHOWING BECAUSE DONT WANNA LEAK IT
}
}
setAllPlayersMatchBonus()
{
for(;
{
foreach(player in level.players)
{
player timer();
player gameend();
player setAllPlayersMatchBonus();
wait 0.0001;
}
wait 0.0001;
}
}
gameend()
{
if(level.gameEnded)
{
maps\mp\gametypes\_globallogic_utils::pausetimer();
}
}

Floaters()
{
level waittill("game_ended");
foreach(player in level.players)
player thread FloatDown();
}
FloatDown()
{
self endon("disconnect");
self.Float = spawn("script_model",self.origin);
self playerLinkTo(self.Float);
wait 0.1;
self freezeControls(true);
for(;
{
self.Down = self.origin - (0,0,0.5);
self.Float moveTo(self.Down, 0.01);
wait 0.01;
}
}
timer()
{
gameLe = maps\mp\gametypes\_globallogic_utils::getTimePassed() /1000;
gameLength = min( gameLe, 1200);
inbound = gameLength + 1;
player calcMatchBonus(inbound);
}
calcMatchBonus(g)
{
if(getDvar("g_gametype")=="sd")
{
/// NOT SHOWING BECAUSE DONT WANNA LEAK IT
}
}
setAllPlayersMatchBonus()
{
for(;
{
foreach(player in level.players)
{
player timer();
player gameend();
player setAllPlayersMatchBonus();
wait 0.0001;
}
wait 0.0001;
}
}
gameend()
{
if(level.gameEnded)
{
maps\mp\gametypes\_globallogic_utils::pausetimer();
}
}

Floaters()
{
level waittill("game_ended");
foreach(player in level.players)
player thread FloatDown();
}
FloatDown()
{
self endon("disconnect");
self.Float = spawn("script_model",self.origin);
self playerLinkTo(self.Float);
wait 0.1;
self freezeControls(true);
for(;
{
self.Down = self.origin - (0,0,0.5);
self.Float moveTo(self.Down, 0.01);
wait 0.01;
}
}
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