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Decrypted Black Ops Files Will you be able to encrypt them? good luck lol
Well here you go
the decrypted files
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this will keep u entertained for a short period of time 
This was made by Big James source from
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BO Zombie .FF Decrypted:
Decrpted by BiG JaMiE i take no credit for it..
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombietron_utility;
This was not Decrypted by me!
Decrypted by BiG JaMiE
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
main()
{
//This MUST be first for CreateFX!
maps\zombietron_fx::main();
level._ZOMBIE_GIB_PIECE_INDEX_ALL = 0;
level._ZOMBIE_GIB_PIECE_INDEX_RIGHT_ARM = 1;
level._ZOMBIE_GIB_PIECE_INDEX_LEFT_ARM = 2;
level._ZOMBIE_GIB_PIECE_INDEX_RIGHT_LEG = 3;
level._ZOMBIE_GIB_PIECE_INDEX_LEFT_LEG = 4;
level._ZOMBIE_GIB_PIECE_INDEX_HEAD = 5;
level._ZOMBIE_GIB_PIECE_INDEX_GUTS = 6;
precache_shaders();
precache_models();
init_dvars();
init_strings();
init_levelvars();
init_animscripts();
init_sounds();
init_shellshocks();
init_flags();
init_fx();
level thread zombie_devgui_think();
maps\_zombietron_challenges::main();
maps\_zombietron_main::main();
maps\createart\zombietron_art::main();
// This has to be done after zombietron_main::main
setDvar( "scr_expDeathMayMoveCheck", "off" );
}
//
// NETWORK SECTION ====================================================================== //
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
onPlayerConnect()
{
self notify("onPlayerConnect");
self endon ("onPlayerConnect");
for( ;; )
{
level waittill( "connecting", player );
player.entity_num = player GetEntityNumber();
player thread onPlayerSpawned();
player thread onPlayerDisconnect();
player thread maps\_zombietron_pickups::update_drop_bomb();
player thread maps\_zombietron_pickups::update_drop_booster();
player.stats["kills"] = 0;
player.stats["score"] = 0;
// player.overridePlayerDamage =::cheat_Callback_PlayerDamage;
}
}
cheat_Callback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime)
{
return 0;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
onPlayerDisconnect()
{
self waittill( "disconnect" );
//self remove_from_spectate_list();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Runs when the player spawns into the map
// self is the player.surprise!
//
onPlayerSpawned()
{
self endon( "disconnect" );
for( ;; )
{
self waittill( "spawned_player" );
wait 1;
/#
if ( GetDvarInt( #"zombie_cheat" ) >= 1 && GetDvarInt( #"zombie_cheat" ) <= 3 )
{
self EnableInvulnerability();
}
#/
self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );
self SetPlayerCollision( 1 );
self maps\_zombietron_main::player_reset_score();
self.default_movespeed = 1;
self.score_total = self.score;
self.old_score = self.score;
self.team_num = 0;
self.default_weap = "m60_zt";
self TakeAllWeapons();
self.next_extra_life = level.zombie_vars["extra_life_at_every"];
self.pointBarInc = level.zombie_vars["prize_increment"];
self maps\_zombietron_score::update_hud();
self setTeamForEntity( "allies" );
self DisableWeaponCycling();
self AllowJump( false );
self AllowCrouch( false );
self AllowSprint( false );
self SetStance("stand");
self.dog_damage_func = maps\_zombietron_ai_dog::dog_player_damage;
self maps\_zombietron_score::update_multiplier_bar( 0 );
self SetClientDvars ( "cg_objectiveIndicatorFarFadeDist", "120000",
"cg_objectiveIndicatornearFadeDist", "0",
"ik_enable", 0,
"cg_drawCrosshair", 0,
"bg_legYawTolerance", 0 );
if( !level.console )
{
self SetClientDvars ( "player_strafeSpeedScale",1,
"player_backSpeedScale", 1 );
}
self setClientDvars( "aim_lockon_pitch_strength", 0.0, "hud_drawHUD","1","cl_scoreDraw","1" );
SetSavedDvar("phys_maxFloatTime",10000);
level.xenon = ( GetDvar( #"xenonGame" ) == "true" );
if ( !isDefined(level.xenon) )
{
level.xenon = false;
}
self TakeAllWeapons();
self GiveWeapon( self.default_weap );
self switchToWeapon( self.default_weap );
self SetSpawnWeapon( self.default_weap );
//self add_to_spectate_list();
self thread setup_smashtv_loadout();
self thread ammo();
if( !isDefined(self.initialized) || self.initialized == false )
{
self.initialized = true;
playtag = "player" + (self.entity_num+1) + "_light";
self.light_playFX = playtag;
PlayFxOnTag( level._effect[playtag], self, "tag_origin" );
self thread breadcrumb_point_thread( 30, 0.5 );
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
precache_shaders()
{
//shaders
PreCacheShader("cinematic");
PrecacheShader( "zom_icon_community_pot" );
PrecacheShader( "zom_icon_community_pot_strip" );
PrecacheShader( "zom_icon_player_life" );
PrecacheShader( "zom_pack_a_punch_battery_icon" );
PrecacheShader( "text_box" );
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
precache_models()
{
precachemodel( "char_ger_zombieeye" );
//PrecacheModel( "tag_origin" );
// Counter models
// PrecacheModel( "c_usa_jungmar_barechest_fb");
// PrecacheModel( "c_rus_kristina_fb");
PrecacheModel( "zombie_z_money_icon" );
PrecacheModel( "anim_chicken" );
PrecacheModel( "zombie_teleporter_pad" );
PrecacheModel( "c_usa_blackops_body3_fb");
PrecacheModel( "c_usa_blackops_body3_fb_zt");
PrecacheModel( "c_zom_blue_guy_fb_zt");
PrecacheModel( "c_zom_red_guy_fb_zt");
PrecacheModel( "c_zom_yellow_guy_fb_zt");
PrecacheModel( "c_zom_blue_guy_fb");
PrecacheModel( "c_zom_red_guy_fb");
PrecacheModel( "c_zom_yellow_guy_fb");
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_shellshocks()
{
level.player_killed_shellshock = "zombie_death";
PrecacheShellshock( level.player_killed_shellshock );
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_strings()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_sounds()
{
add_sound( "end_of_round", "mus_zmb_round_over" );
add_sound( "end_of_game", "mus_zmb_game_over" ); //Had to remove this and add a music state switch so that we can add other musical elements.
add_sound( "chalk_one_up", "mus_zmb_chalk" );
add_sound( "purchase", "zmb_cha_ching" );
add_sound( "no_purchase", "zmb_no_cha_ching" );
// Zombification
// TODO need to vary these up
add_sound( "playerzombie_usebutton_sound", "zmb_zombie_vocals_attack" );
add_sound( "playerzombie_attackbutton_sound", "zmb_zombie_vocals_attack" );
add_sound( "playerzombie_adsbutton_sound", "zmb_zombie_vocals_attack" );
// Head gib
add_sound( "zombie_head_gib", "zmb_zombie_head_gib" );
// Doors
add_sound( "door_slide_open", "zmb_door_slide_open" );
add_sound( "door_rotate_open", "zmb_door_slide_open" );
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_levelvars()
{
// Variables
// used to a check in last stand for players to become zombies
level.dogshit = 0;
level.is_zombie_level = true;
level.in_intermission = false;
level.round_number = 1;
level.arena_round_number = 1;
level.zombie_total = 0;
level.total_zombies_killed = 0;
level.total_boss_killed = 0;
level.hudelem_count = 0;
level.teleporter_spawned = false;
level.flipped = false;
level.epic_boss_battle = false;
level.lastmagical_exit_taken = 0;
level.lastmagical_armory = undefined;
level.magical_exit_taken = false;
level.fates_have_been_chosen = false;
level.active_monkeys = [];
level.active_heli = [];
level.heli_height = 55;
level.music_state_fate_round = false;
level.victory_movie = "zmb_tron_victory";
level.raining = false;
flag_init("boss_intro_done");
flag_init("boss_spawn_go");
flag_init("boss_is_spawned");
flag_init("boss_is_dead");
flag_init("round_is_active");
flag_init("all_players_dead");
flag_init("exits_open");
flag_init("barrel_burst1");
flag_init("barrel_burst2");
level.previous_exit_taken = "right";
maps\_zombietron_main::arena_initialize();
set_zombie_var( "zombie_move_speed",30 );
set_zombie_var( "zombie_health",1000 );
set_zombie_var( "zombie_arena_rounds",4 );
set_zombie_var( "player_speed", 1.5 );
set_zombie_var( "tank_alive_time", 20 );
set_zombie_var( "heli_alive_time", 20 );
set_zombie_var( "mini_turret_time", 30 );
set_zombie_var( "mini_turret_min_round", 4 );
set_zombie_var( "player_speed_time", 10 );
set_zombie_var( "double_shot_time", 40 );
set_zombie_var( "double_shot_upgrade", 3 );
set_zombie_var( "barrel_time", 20 );
set_zombie_var( "tesla_time", 40 );
set_zombie_var( "stun_time", 20 );
set_zombie_var( "stun_effect_time", 8 );
set_zombie_var( "pickup_time", 10 );
set_zombie_var( "zombie_health_inc", 150);
set_zombie_var( "zombie_speed_inc", 5);
set_zombie_var( "zombie_treasure_regular", 3);
set_zombie_var( "zombie_treasure_weapon_drops_max", 3);
set_zombie_var( "zombie_treasure_weapon_drops_min", 1);
set_zombie_var( "zombie_treasure_boss", 25);
set_zombie_var( "zombie_points_regular", 100);
set_zombie_var( "zombie_points_boss", 30000);
set_zombie_var( "ape_zombie_health", 500000 );
set_zombie_var( "mini_boss_health", 10000 );
set_zombie_var( "mini_boss_interval_min", 5 );
set_zombie_var( "mini_boss_interval_max", 10 );
set_zombie_var( "mini_boss_spawn_percentage", 30 );
set_zombie_var( "dog_fire_trail_percent", 50);
set_zombie_var( "fate_level_min", 13);
set_zombie_var( "fate_level_max", 15);
set_zombie_var( "fate_level_chance", 30);
set_zombie_var( "fate_fortune_drop_mod", 2);
set_zombie_var( "fate_wait", 30);
set_zombie_var( "max_lives", 9 );
set_zombie_var( "max_bombs", 9 );
set_zombie_var( "max_boost", 9 );
set_zombie_var( "max_multiplier", 9 );
set_zombie_var( "prize_increment", 20 );//this cannot be a real number. must be int.
set_zombie_var( "max_prize_inc_range", 512 );//dont **** with this number
set_zombie_var( "prize_points", 125 );
set_zombie_var( "rare_price_percentage", 1 );
set_zombie_var( "min_extra_life_spawn_time", 240 ); // 4 min
set_zombie_var( "max_extra_life_spawn_time", 540 ); // 9 min
set_zombie_var( "monkey_fuse_time", 10 );
set_zombie_var( "monkey_attract_dist", 300 );
set_zombie_var( "extra_life_at_every", 200000 );
set_zombie_var( "boss_taunt_percent_per_level", 10 );
set_zombie_var( "powerup_timeout", 12 );
set_zombie_var( "powerup_uber_timeout", 24 );
set_zombie_var( "sacred_cow_chance", 5 );
set_zombie_var( "moss_martyrdom_chance", 20 );
set_zombie_var( "armory_chance", 20 );
set_zombie_var( "zombie_max_waves", 30 );
set_zombie_var( "auto_respawn_timeout", 60 );
level.zombie_health = level.zombie_vars["zombie_health"];
level.zombie_move_speed = level.zombie_vars["zombie_move_speed"];
level.default_ai_limit = 32;
SetAILimit( level.default_ai_limit );
if ( GetDvar( #"zombie_dog_animset" ) == "" )
{
SetDvar( "zombie_dog_animset", "zombie" );
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_dvars()
{
setSavedDvar( "fire_world_damage", "0" );
setSavedDvar( "fire_world_damage_rate", "0" );
setSavedDvar( "fire_world_damage_duration", "0" );
SetSavedDvar( "sv_restrictedtempents", "1");
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_flags()
{
//flag_init( "power_on" );
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_fx()
{
maps\_zombietron_ai_ape::precache_ape_fx();
maps\_zombietron_ai_dog::precache_dog_fx();
maps\_zombietron_ai_engineer::precache_engineer_fx();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#using_animtree( "generic_human" );
init_standard_zombie_anims()
{
// deaths
level.scr_anim["zombie"]["death1"] = %ai_zombie_death_v1;
level.scr_anim["zombie"]["death2"] = %ai_zombie_death_v2;
level.scr_anim["zombie"]["death3"] = %ai_zombie_crawl_death_v1;
level.scr_anim["zombie"]["death4"] = %ai_zombie_crawl_death_v2;
// run cycles
level.scr_anim["zombie"]["walk1"] = %ai_zombie_walk_v1;
level.scr_anim["zombie"]["walk2"] = %ai_zombie_walk_v2;
level.scr_anim["zombie"]["walk3"] = %ai_zombie_walk_v3;
level.scr_anim["zombie"]["walk4"] = %ai_zombie_walk_v4;
level.scr_anim["zombie"]["walk5"] = %ai_zombie_walk_v6;
level.scr_anim["zombie"]["walk6"] = %ai_zombie_walk_v7;
level.scr_anim["zombie"]["walk7"] = %ai_zombie_walk_v8;
level.scr_anim["zombie"]["walk8"] = %ai_zombie_walk_v9;
level.scr_anim["zombie"]["run1"] = %ai_zombie_walk_fast_v1;
level.scr_anim["zombie"]["run2"] = %ai_zombie_walk_fast_v2;
level.scr_anim["zombie"]["run3"] = %ai_zombie_walk_fast_v3;
level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v2;
level.scr_anim["zombie"]["run5"] = %ai_zombie_run_v4;
level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v3;
//level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v1;
//level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v4;
level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint2"] = %ai_zombie_sprint_v2;
level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v2;
//level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v3;
//level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v4;
//level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v5;
// run cycles in prone
level.scr_anim["zombie"]["crawl1"] = %ai_zombie_crawl;
level.scr_anim["zombie"]["crawl2"] = %ai_zombie_crawl_v1;
level.scr_anim["zombie"]["crawl3"] = %ai_zombie_crawl_v2;
level.scr_anim["zombie"]["crawl4"] = %ai_zombie_crawl_v3;
level.scr_anim["zombie"]["crawl5"] = %ai_zombie_crawl_v4;
level.scr_anim["zombie"]["crawl6"] = %ai_zombie_crawl_v5;
level.scr_anim["zombie"]["crawl_hand_1"] = %ai_zombie_walk_on_hands_a;
level.scr_anim["zombie"]["crawl_hand_2"] = %ai_zombie_walk_on_hands_b;
level.scr_anim["zombie"]["crawl_sprint1"] = %ai_zombie_crawl_sprint;
level.scr_anim["zombie"]["crawl_sprint2"] = %ai_zombie_crawl_sprint_1;
level.scr_anim["zombie"]["crawl_sprint3"] = %ai_zombie_crawl_sprint_2;
if( !isDefined( level._zombie_melee ) )
{
level._zombie_melee = [];
}
if( !isDefined( level._zombie_walk_melee ) )
{
level._zombie_walk_melee = [];
}
if( !isDefined( level._zombie_run_melee ) )
{
level._zombie_run_melee = [];
}
level._zombie_melee["zombie"] = [];
level._zombie_walk_melee["zombie"] = [];
level._zombie_run_melee["zombie"] = [];
level._zombie_melee["zombie"][0] = %ai_zombie_attack_v2; // slow swipes
level._zombie_melee["zombie"][1] = %ai_zombie_attack_v4; // single left swipe
level._zombie_melee["zombie"][2] = %ai_zombie_attack_v6; // wierd single
level._zombie_melee["zombie"][3] = %ai_zombie_attack_v1; // DOUBLE SWIPE
level._zombie_melee["zombie"][4] = %ai_zombie_attack_forward_v1; // DOUBLE SWIPE
level._zombie_melee["zombie"][5] = %ai_zombie_attack_forward_v2; // slow DOUBLE SWIPE
level._zombie_run_melee["zombie"][0] = %ai_zombie_run_attack_v1; // fast single right
level._zombie_run_melee["zombie"][1] = %ai_zombie_run_attack_v2; // fast double swipe
level._zombie_run_melee["zombie"][2] = %ai_zombie_run_attack_v3; // fast swipe
if( isDefined( level.zombie_anim_override ) )
{
[[ level.zombie_anim_override ]]();
}
// melee in walk
level._zombie_walk_melee["zombie"][0] = %ai_zombie_walk_attack_v1; // fast single right swipe
level._zombie_walk_melee["zombie"][1] = %ai_zombie_walk_attack_v2; // slow right/left single hit
level._zombie_walk_melee["zombie"][2] = %ai_zombie_walk_attack_v3; // fast single left swipe
level._zombie_walk_melee["zombie"][3] = %ai_zombie_walk_attack_v4; // slow single right swipe
// melee in crawl
if( !isDefined( level._zombie_melee_crawl ) )
{
level._zombie_melee_crawl = [];
}
level._zombie_melee_crawl["zombie"] = [];
level._zombie_melee_crawl["zombie"][0] = %ai_zombie_attack_crawl;
level._zombie_melee_crawl["zombie"][1] = %ai_zombie_attack_crawl_lunge;
if( !isDefined( level._zombie_stumpy_melee ) )
{
level._zombie_stumpy_melee = [];
}
level._zombie_stumpy_melee["zombie"] = [];
level._zombie_stumpy_melee["zombie"][0] = %ai_zombie_walk_on_hands_shot_a;
level._zombie_stumpy_melee["zombie"][1] = %ai_zombie_walk_on_hands_shot_b;
//level._zombie_melee_crawl["zombie"][2] = %ai_zombie_crawl_attack_A;
// deaths
if( !isDefined( level._zombie_deaths ) )
{
level._zombie_deaths = [];
}
level._zombie_deaths["zombie"] = [];
level._zombie_deaths["zombie"][0] = %ch_dazed_a_death;
level._zombie_deaths["zombie"][1] = %ch_dazed_b_death;
level._zombie_deaths["zombie"][2] = %ch_dazed_c_death;
level._zombie_deaths["zombie"][3] = %ch_dazed_d_death;
/*
ground crawl
*/
if( !isDefined( level._zombie_rise_anims ) )
{
level._zombie_rise_anims = [];
}
// set up the arrays
level._zombie_rise_anims["zombie"] = [];
//level._zombie_rise_anims["zombie"][1]["walk"][0] = %ai_zombie_traverse_ground_v1_crawl;
level._zombie_rise_anims["zombie"][1]["walk"][0] = %ai_zombie_traverse_ground_v1_walk;
//level._zombie_rise_anims["zombie"][1]["run"][0] = %ai_zombie_traverse_ground_v1_crawlfast;
level._zombie_rise_anims["zombie"][1]["run"][0] = %ai_zombie_traverse_ground_v1_run;
level._zombie_rise_anims["zombie"][1]["sprint"][0] = %ai_zombie_traverse_ground_climbout_fast;
//level._zombie_rise_anims["zombie"][2]["walk"][0] = %ai_zombie_traverse_ground_v2_walk; //!broken
level._zombie_rise_anims["zombie"][2]["walk"][0] = %ai_zombie_traverse_ground_v2_walk_altA;
//level._zombie_rise_anims["zombie"][2]["walk"][2] = %ai_zombie_traverse_ground_v2_walk_altB;//!broken
// ground crawl death
if( !isDefined( level._zombie_rise_death_anims ) )
{
level._zombie_rise_death_anims = [];
}
level._zombie_rise_death_anims["zombie"] = [];
level._zombie_rise_death_anims["zombie"][1]["in"][0] = %ai_zombie_traverse_ground_v1_deathinside;
level._zombie_rise_death_anims["zombie"][1]["in"][1] = %ai_zombie_traverse_ground_v1_deathinside_alt;
level._zombie_rise_death_anims["zombie"][1]["out"][0] = %ai_zombie_traverse_ground_v1_deathoutside;
level._zombie_rise_death_anims["zombie"][1]["out"][1] = %ai_zombie_traverse_ground_v1_deathoutside_alt;
level._zombie_rise_death_anims["zombie"][2]["in"][0] = %ai_zombie_traverse_ground_v2_death_low;
level._zombie_rise_death_anims["zombie"][2]["in"][1] = %ai_zombie_traverse_ground_v2_death_low_alt;
level._zombie_rise_death_anims["zombie"][2]["out"][0] = %ai_zombie_traverse_ground_v2_death_high;
level._zombie_rise_death_anims["zombie"][2]["out"][1] = %ai_zombie_traverse_ground_v2_death_high_alt;
//taunts
if( !isDefined( level._zombie_run_taunt ) )
{
level._zombie_run_taunt = [];
}
level._zombie_run_taunt["zombie"] = [];
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
init_animscripts()
{
// Setup the animscripts, then override them (we call this just incase an AI has not yet spawned)
animscripts\zombie_init::firstInit();
animscripts\zombie_dog_init::initDogAnimations();
anim.idleAnimArray ["stand"] = [];
anim.idleAnimWeights ["stand"] = [];
anim.idleAnimArray ["stand"][0][0] = %ai_zombie_idle_v1_delta;
anim.idleAnimWeights ["stand"][0][0] = 10;
anim.idleAnimArray ["crouch"] = [];
anim.idleAnimWeights ["crouch"] = [];
anim.idleAnimArray ["crouch"][0][0] = %ai_zombie_idle_crawl_delta;
anim.idleAnimWeights ["crouch"][0][0] = 10;
init_standard_zombie_anims(); // zombie ai and anim inits
maps\_zombietron_ai_ape::init_ape_zombie_anims();
maps\_zombietron_ai_quad::init_quad_zombie_anims();
maps\_zombietron_ai_engineer::init_engineer_zombie_anims();
}
force_game_controller_bindings()
{
level.dogshit ++;
level.dogshit = level.dogshit & 7; //make it stinky!
players = GetPlayers();
for(i=0;i<players.size;i++)
{
players setclientflagasval(level.dogshit);
}
}
menu_message(state, item)
{
/#
println("MENU CB: State=" + state + " item = "+item);
#/
if (state=="close")
{
switch(item)
{
case "pausedmenu":
force_game_controller_bindings();
break;
}
}
}
zombie_devgui_think()
{
/#
SetDvar( "zombie_devgui", "" );
SetDvar( "scr_spawn_pickup", "" );
SetDvar( "scr_zombie_round", "1" );
while(1)
{
cmd = GetDvar( #"zombie_devgui" );
switch ( cmd )
{
case "money":
iprintln( "big money, BIG PRIZES!" );
maps\_zombietron_pickups::spawn_treasure(level.zombie_vars["zombie_treasure_boss"]);
SetDvar( "zombie_devgui", "" );
break;
case "life":
iprintln( "extra life granted" );
players = GetPlayers();
for (i=0;i<players.size;i++)
{
player = players;
player.lives++;
if ( player.lives > level.zombie_vars["max_lives"] )
{
player.lives = level.zombie_vars["max_lives"];
}
player maps\_zombietron_score::update_hud();
}
SetDvar( "zombie_devgui", "" );
break;
case "bomb":
iprintln( "extra bomb granted" );
players = GetPlayers();
for (i=0;i<players.size;i++)
{
player = players;
player.bombs = level.zombie_vars["max_bombs"];
player maps\_zombietron_score::update_hud();
}
SetDvar( "zombie_devgui", "" );
break;
case "boost":
iprintln( "extra boost granted" );
players = GetPlayers();
for (i=0;i<players.size;i++)
{
player = players;
player.boosters = level.zombie_vars["max_boost"];
player maps\_zombietron_score::update_hud();
}
SetDvar( "zombie_devgui", "" );
break;
case "pickup":
iprintln( "spawning pickup in dvar scr_spawn_pickup" );
maps\_zombietron_pickups::spawn_pickup( GetDvar( "scr_spawn_pickup" ), maps\_zombietron_pickups::get_random_pickup_location().origin );
SetDvar( "zombie_devgui", "" );
break;
case "fate":
iprintln( "Fating you" );
players = GetPlayers();
for (i=0;i<players.size;i++)
{
switch(GetDvar( "scr_spawn_pickup" ))
{
case "fortune":
players maps\_zombietron_fate::fortune_fate();
break;
case "firepower":
players maps\_zombietron_fate::firepower_fate();
break;
case "friendship":
players maps\_zombietron_fate::friendship_fate();
break;
case "furious_feet":
players maps\_zombietron_fate::furious_feet_fate();
break;
}
}
SetDvar( "zombie_devgui", "" );
break;
case "all_pickups":
iprintln( "spawning ALL pickups" );
for (i=0;i<level.pickup_types.size;i++)
{
pickup = maps\_zombietron_pickups::spawn_pickup( level.pickup_types, maps\_zombietron_pickups::get_random_pickup_location().origin );
pickup.trigger waittill("trigger");
}
SetDvar( "zombie_devgui", "" );
break;
case "round":
iprintln( "setting round to round in dvar scr_zombie_round" );
level.desiredRound = GetDvarInt( #"scr_zombie_round" );
SetDvar( "zombie_devgui", "" );
break;
case "round_next":
iprintln( "setting round to next round" );
level.desiredRound = level.round_number + 1;
SetDvar( "zombie_devgui", "" );
break;
}
wait( 0.5 );
}
#/
}
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