Post: Decrypted Black Ops Files & BO Zombie .FF Decrypted (not by me)
11-28-2010, 09:48 PM #1
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Well here you go

the decrypted files

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this will keep u entertained for a short period of time Happy

This was made by Big James source from You must login or register to view this content.


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 );
}
#/
}

This was made by Big James source from You must login or register to view this content.
(adsbygoogle = window.adsbygoogle || []).push({});
11-28-2010, 10:02 PM #2
cood5
Banned
this will help alot thanx
11-28-2010, 10:03 PM #3
Astro Boy
Bounty hunter
only on xbox
11-28-2010, 10:05 PM #4
Mr. Aimbot
¯\_(ツWinky Winky_/¯
Originally posted by NukeZilla View Post
Decrypted Black Ops Files

Well here you go

the decrypted files

Download link: You must login or register to view this content.

this will keep u entertained for a short period of time Happy

This was made by Big James source from You must login or register to view this content.

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 );
}
#/
}

This was made by Big James source from You must login or register to view this content.


Old and useless..
11-28-2010, 10:05 PM #5
grav86
Haxor!
these are for xbox because in the folder there is default_xboxlive.cfg
11-28-2010, 10:06 PM #6
Originally posted by Armin View Post
this will help alot thanx


Np i give u a heads up the decrypter is coming out in a program but he wont be doing the encrypt because you get sued lol but also made a modding tool for single player bit
11-28-2010, 10:10 PM #7
Mr. Aimbot
¯\_(ツWinky Winky_/¯
Originally posted by NukeZilla View Post
Xbox360 ONLY

Decrypted Black Ops Files Will you be able to encrypt them? good luck lol

Well here you go

the decrypted files

Download link: You must login or register to view this content.

this will keep u entertained for a short period of time Happy

This was made by Big James source from You must login or register to view this content.


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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Useless and old..
11-28-2010, 10:12 PM #8
Originally posted by i
Useless and old..


you said that already stop spamming

The following user thanked NukeZilla for this useful post:

11-28-2010, 10:15 PM #9
Mr. Aimbot
¯\_(ツWinky Winky_/¯
Originally posted by NukeZilla View Post
you said that already stop spamming


Laggy servers biotch.

---------- Post added at 05:15 PM ---------- Previous post was at 05:15 PM ----------

Originally posted by grav86 View Post
these are for xbox because in the folder there is default_xboxlive.cfg


Not really, this game was made for xbox then ported to ps3, pc, and wii.
11-28-2010, 11:01 PM #10
ihaxgames
Treasure hunter
Originally posted by NukeZilla View Post
Np i give u a heads up the decrypter is coming out in a program but he wont be doing the encrypt because you get sued lol but also made a modding tool for single player bit

He can't get sued for that, especially not in the US, it's perfectly legal to reverse-engineer, and this is considered reverse engineering, so nothing illegal there

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